
| Super Mario World | - | ||
|---|---|---|---|
| Platform | Nintendo | SNES | 0 |
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The Mushroom World having been saved by the Marios in SMB3, the group retreat for a much-needed rest to Dinosaur Land. The vacation goes well until the sudden disappearance of the Princess. While searching for her, the Marios find a large egg which hatches into the young dinosaur Yoshi. He pleads for their help in saving his friends and his island from a group of monsterous turtles: the Koopa Kids have returned. Super Mario World offers a single, continuous overworld for the Marios to explore. Each level is a large, four-way-scrolling platform environment populated by the usual assortment of enemies and headbuttable secret blocks. New to the arsenal is a magic cape which, with practice, allows the wearer to fly. Also, on finding Yoshi in an egg, he may be mounted to take advantage of his enemy-swallowing abilities. Some levels have multiple exits creating different pathways through the lands, leading to the seven Koopa Kids' castles and finally to Bowser and the Princess. | |||
| See: Super Mario World 2: Yoshi's Island | |||
| Super Mario World 2: Yoshi's Island | - | ||
| Platform | Nintendo | SNES | 1995 |
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Back at the start of the entire Mario saga, the portly plumber-to-be and his brother are being carried to their parents' by the stork. But Kamek, evil magikoopa and guardian of baby Bowser, has prophecised their future actions and decided to nip them in the bud. His minions have captured Luigi, but they dropped Mario on Yoshi's Island. The dinosaurs find the baby and a map, and decide to take him to Bowser. The task is too great for one yoshi, so they set up a relay system with a different dino for each of the eight levels in each of six worlds. One by one, they must carry baby Mario to the next level across childishly-rendered platforms and past brightly-coloured enemies. Said bad guys can be eaten by the yoshis and turned into eggs, which can then be carried around and fired at others. Letting one of them hit Mario will cause him to float off in a bubble, and he must be retrieved before the timer runs out and Kamek gets him. The more experienced players can try to "100%" levels by collecting all of the red coins and flowers. | |||
| See: Super Mario World | |||
| Super Mario World: Super Mario Advance 2 | - | ||
| Platform | Nintendo | GBA | 2001 |
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A near-faithful port of SNES classic Super Mario World. One of the few changes is the permanence of the dragon coins, with the game tracking which levels had all five collected. The game is also a little easier, with special Yoshis to be found in regular egg blocks. There are other minor changes in presentation, with modified sound effects and graphical embellishments. | |||
| Super Probotector | - | ||
| Shoot-em-up | Konami | SNES | 1993 |
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An alternative release of Contra III, with the hero sprites replaced by cyborgs but the game otherwise unchanged. | |||
| Super Smash Bros. Melee | - | ||
| Arcade beat-em-up | Nintendo | GameCube | 2001 |
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The sequel to the Nintendo 64 smash hit (no pun intended), and even more of a fangasm. A gallery of Nintendo's most well-known stars - Mario, Link, Fox McCloud et al - face off in a riotous free-for-all frenzy of combat. Each character has their own set of moves with which to lay down some pain, and there are a barrage of powerups allow including fireflowers, barrels, and even the Super Scope. Uniquely, there are no health bars to deplete; characters are thrown about more by attacks the more damage they accumulate, and the only way to score a knockout is to smash someone off the screen. Although the emphasis is on multiplayer melees, there are a variety of solo play modes on which to hone skills and earn a range of Nintendo trophies. | |||
| Super Smash TV | - | ||
| Arcade | Acclaim | SNES | 1991 |
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The SNES port of Smash TV. | |||

