Ok, I’ll admit that Mario was not my game growing up, or rather it was but I didn’t care to admit as much… You see, I was a megadrive kid, and that meant I was suddenly forced to take sides like a United/Liverpool match. It wasn’t ok to like both, and it wasn’t possible to own both for most of my friends (myself included) back in the dark days of video-gaming. Mario wasn’t Sonic, wasn’t Ecco, wasn’t Fifa. Mario was something that people played in America and Japan…and as I found out, in one friend’s house every friday before training – every week – for a solid year.

You see, Mario was not my game, but it was THE game, and MarioWorld was no exception. The original Mario Bros. blasted open the doors for Nintendo’s European and American markets, and after two incarnations arrived on the Super NES with very little tweaks made to the original 2d platform formula. On paper, it was more of the same, but with a tried and tested experience, it was exactly what players wanted. There wasn’t just more, there was a lot more: over ninety levels, with 7 Koopa castles and a new character that changed gameplay ever so slightly – not to mention path choices and secret areas to allow for options ingame like never before. The sound and graphic leap to the 16bit system was incredible, making a the muffled but recognisable tune into the synth classic we know to be Super Mario today. The colours are vibrant and stand up well against modern 32bit engines. Nintendo knew what the SNES could do – indeed it was built on the back of Mario success and showcased this title particularly well. This is what stands out most to me – at the core, 2d Mario is a simple premise that is not too taxing on any machine, and that allows the system to run it smoothly with greater attention to the addictive gameplay that rewards replay, reflex and later, speed.
My playthrough for this review began as a job for the CODEx group, but predictably became a pleasure as I got back to why I always dropped over the that friend’s house earlier and earlier each week. It was hard to hate Mario for making gaming so enjoyable and fun. As a platformer, it is peerless and remains a firm favourite to this day. The sprites are large, the colours vibrant and the gameply itself, if not unique, then typically refined. If there was a downside, it would be the length of some levels where Nintendo ramp up the difficulty to your play either being pitch perfect or restarting the level all over. Other than this slight quibble, it is a real gem of vintage gaming that stands the test of time as one of the true masterpieces of 16bit era, and the real progenitor for many games today.
cypher’s Retro REview Score: 9/10
Review end
I wasn’t born around the time the Mario series was beginning. This is understandable – I’m only twelve, and the series started in 1981 with the release of Donkey Kong. But even so, it has left an impact on me, as a gamer.
The series didn’t really start as we know it until Super Mario Bros. was release in 1985. This was a revolutionary(not?) concept – running to the right, jumping, collecting coins. Powerups. Yay, fun stuff. I really have nothing to say here, I haven’t played the game.
Skip five laters to 1990 – Super Mario World. This game is awesome. I cannot find words to describe it. But I will anyway, because I am just that awesome.
This game, to me, is evil. It took me ages to beat the first level, and that was abusing a particular element of the emulator I was playing on so I could basically make my own checkpoints(only one halfway through the level = evil.)
But, honestly? It was awesome. I enjoyed riding around on a GODDAMN DRAGON thing and eating everything. And stuff.
Okay, yeah, I really don’t have words to describe it, so I’ll give it an arbitrary numerical value that doesn’t really mean everything! I give this game a TEN out of TEN. Because it is AWESOME.
end review
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