|Super Mario World (Incomplete Version) Review by: totaldramaman2
Super Mario World (NES) Review
There's a lot of great games out there. Nintendo usually liked to put these games (aside from Pokemon) on their newest console. This was the case with Super Mario World. That's one of those games you put into an SNES and show your friends: "Can Sega do this? No? Put your 32X down, and get an SNES." Apparently, pirates thought that too. How does this game work on NES?
--- Bad controls? Of course! ---
The game starts out alright. It has an opening cutscene just like the SNES. It looks... pretty decent. Wait.... how much do you want to bet that this is decieving? Well, we start out in World 1, presumably Yoshi's Island. It's missing the Yellow Switch Palace and Yoshi's Island 4, but I'm guessing working with pirated material, and trying to fit a game as huge as Super Mario World onto the NES wasn't easy. But look at Super Mario Bros. 3, World 6 of that game has more than 15 levels! (including Toad Houses, Hamer Bros, and Boss Levels) Yoshi's House is decorated like it is at the end of the game, and you realize you have VERY little amounts of control with Mario. There's not a big difference between just a little jump and a really high jump. It's also odd manuvering Mario in mid-air. It's not quite as bad as Mario Bros. on NES, however. Another proble is that you move extremley slow when not running. You also have to press UP+A to do a spin jump, but I'm getting repititive here. You get a 1-up whenever you exit Yoshi's House, which is weird. Going into Yoshi's Island 1, you'll notice hills are difficult to walk on. You'll either fall off, or go to fast. It's you're only hope at getting past Banzai Bill... or three flying Podoboos. What? Don't tell me they couldn't put Banzai Bill into this game.
--- Come, frolic in the dissapointment! ---
You remeber those Rexes, the dinosours that used to always be everywhere? I guess they turned green, and only take one hit. Technically, they still hit two, but you hover in the air after jumping on an enemy, so you'll end up landing on the Rex again, without any effort. The bush that usually contains a Mushroom shoots out the fungus so fast, you can't even react before the suprise of them actually caring enough to put in the Mushroom wears off. You outrun the screen when backtracking, so you'll probably run into a random Rex. You can't break through the yellow blics blocking the first pipe that takes you underground, which is dissapointing. You care to put inan item hidden in a bush, but not something we've all memorized to do? At least checkpoints still give you a Super Mushroom when you hit them as Small Mario. You can't slide either. Mario just starts freaking out when ducking down on a hill. That... is sad. Imagine they did that to Super Mario 64, you wouldn't be able to do the three slides hidden in the game! Sliding is in almost every Mario platformer, why can't they put it in an original pirate? Wait, you can slide... UP the hill. What? How does that even work? I live near one of the largest hills in my city, and I can't imagine skiing UP the hill. It also takes forever to walk down slopes. Oh my gosh... you can actually pick up the Koopa Shells. Yeah, you can do that, but pirates are anti-gravitational. The Fire Flower is hard to aim, and it seems like the fire balls always go around enemies other than Rexes. The Clappin' Chuck at the end doesn't want to clap, he charges right at you as soon as you get past the screen before him, dig yourself a hole and stay in it for the minimum of two hours.
--- No Mama Luigi jokes, sorry. ---
Entering Yoshi's Island 2, you'll notice right away that it's playing the Forest of Illusion music instead of the same music as before. The Forest of Illusion is only in certain copies of the game, so it's nice to listen to it, at least. the game starts to impress you for a while, Yoshi looks and sounds good, and you actually get a 1-Up from hitting all of the Koopas. Yoshi makes your jumps a lot easier, and he actually does the right thing when spitting out Red and Green Koopas. I'm impressed, not at all like what I've been seeing before this level. Unfortunatley, you can't grab Goombas. Why are there Goombas? I guess they couldn't fit in Monty Moles. There's no Starman music, just the Valley of Bowser.... the crap? In this version, you need a P-Switch to make a huge jump. But, the P-Switch jumps into a hole, and you're stuck, and left to die. How about, maybe, a second chance? No? I guess you could drop Yoshi into the pit to survive, but I hate doing that. I guess the pirates didn't want us to get any further, so I guess I should stop here. The game is... alright, could be better. I guess I'll see you in my next review.
Graphics 5 Sound 4 Addictive 3 Depth 1 Story 4 Difficulty 7
Super Mario World (Incomplete Version) Description: This version of the game ends after the fourth castle.
Super Mario World
Characters in Game: