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{{redirect|Super Mario Bros. 4|the [[Nelsonic Game Watch]] based on the game that also uses this title|[[Super Mario World (Nelsonic Game Watch)]]}}
{{redirect|Super Mario Bros. 4|the [[Nelsonic Game Watch]] based on the game that also uses this title|[[Super Mario World (Nelsonic Game Watch)]]}}
{{redirect|SMW|the game known as "Super Mario Wii" in South Korea|[[Super Mario Galaxy]]}}
{{redirect|SMW|the game known as "Super Mario Wii" in South Korea|[[Super Mario Galaxy]]}}
{{distinguish|Super Mario Land|Super Mario 3D World|Super Mini Mario World|Super Nintendo World}}
{{distinguish|Super Mario Land|Super Mario 3D World|Super Nintendo World}}
{{game infobox
{{game infobox
|image=[[File:Super Mario World Box.png|260px]]
|image=[[File:Super Mario World Box.png|260px]]
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A turtle dressed in football gear who charges at Mario. Most Chargin' Chucks are Lookout Chucks that charge directly at Mario once they appear onscreen, and can jump up vertical walls. Others have unique means of attack, but revert to Lookout Chucks when stomped. The uniquely-behaving Chucks are: Clappin' Chucks that jump straight up and clap when approached; Splittin' Chucks that split into three; Passin' Chucks that have endless supplies of gridiron footballs to kick; Confused Chucks that throw baseballs; Diggin' Chucks that dig up rocks with a shovel to throw at Mario; ones that jump high into the air; and ones that whistle to summon other enemies like Rip Van Fish and Super Koopas.
A turtle dressed in football gear who charges at Mario. Most Chargin' Chucks are Lookout Chucks that charge directly at Mario once they appear onscreen, and can jump up vertical walls. Others have unique means of attack, but revert to Lookout Chucks when stomped. The uniquely-behaving Chucks are: Clappin' Chucks that jump straight up and clap when approached; Splittin' Chucks that split into three; Passin' Chucks that have endless supplies of gridiron footballs to kick; Confused Chucks that throw baseballs; Diggin' Chucks that dig up rocks with a shovel to throw at Mario; ones that jump high into the air; and ones that whistle to summon other enemies like Rip Van Fish and Super Koopas.
|[[Yoshi's Island 1]]
|[[Yoshi's Island 1]]
|[[Funky (level)|Funky]]
|[[Front Door|Bowser's Castle]]
|{{icon|new}}
|{{icon|new}}
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While composer [[Koji Kondo]] had created many different melodies for ''[[Super Mario Bros. 3]]'', he decided to use the [[Ground Theme (Super Mario World)|same melody]] in ''Super Mario World'', albeit in an {{wp|arrangement|arranged}} form, assuming that the player would be able to recognize the melody while being exposed to new variations of music throughout the game.<ref name="iwata asks kondo">{{cite|url=www.nintendo.com/en-gb/Iwata-Asks/Iwata-Asks-Super-Mario-All-Stars/Vol-1-Super-Mario-History-Soundtrack-CD/5-Music-Commentary-by-Koji-Kondo-2-/5-Music-Commentary-by-Koji-Kondo-2--220040.html|language=en-gb|title=Iwata Asks: Music Commentary by Koji Kondo|publisher=Nintendo of UK|accessdate=June 27, 2024}}</ref> The melody was believed to be inspired by "{{wp|Green, Green (song)|Green, Green}}," a folk song recorded in the 1960s that was very popular in Japan.<ref>{{cite|author=Thomas Game Docs|date=June 15, 2021|url=www.youtube.com/watch?v=B8SNbCDXgaQ|language=en|title=The pop song that Nintendo copied|publisher=YouTube|accessdate=July 1, 2021}}</ref> This being the first game developed for the SNES, Kondo felt "overjoyed" about being able to take advantage of the increased technological capability, which allowed eight instruments to be used at once. To express the technological novelty of the new console, he used samples of several different instruments (as named below), implementing them all, one after the other, in the game's title song.<ref name="iwata asks kondo"/> As development progressed, Kondo grew concerned over how people would react to his unusual combinations of instruments as he noted the use of the NES's traditional {{wp|square wave}}s and {{wp|triangle wave}}s had "gained acceptance" with consumers. For the game's sound effects, Kondo decided to use a variety of musical instruments to emphasize that the game used traditional technology with a hybrid of new materials.<ref name="iwata asks kondo"/> For example, Mario's jumping sound is a {{wp|reappropriation}} of a pan flute sample. The music took around a year and a half for Kondo to compose.<ref>{{cite|author=Kawasaki, Hondai|date=January 1991|title="1990 Developer Interview" - ''Nintendo Official Guidebook for Super Mario World: Super Mario Bros. 4''|language=ja|location=Tokyo|page=167|publisher=Shogakkan}}</ref>
While composer [[Koji Kondo]] had created many different melodies for ''[[Super Mario Bros. 3]]'', he decided to use the [[Ground Theme (Super Mario World)|same melody]] in ''Super Mario World'', albeit in an {{wp|arrangement|arranged}} form, assuming that the player would be able to recognize the melody while being exposed to new variations of music throughout the game.<ref name="iwata asks kondo">{{cite|url=www.nintendo.com/en-gb/Iwata-Asks/Iwata-Asks-Super-Mario-All-Stars/Vol-1-Super-Mario-History-Soundtrack-CD/5-Music-Commentary-by-Koji-Kondo-2-/5-Music-Commentary-by-Koji-Kondo-2--220040.html|language=en-gb|title=Iwata Asks: Music Commentary by Koji Kondo|publisher=Nintendo of UK|accessdate=June 27, 2024}}</ref> The melody was believed to be inspired by "{{wp|Green, Green (song)|Green, Green}}," a folk song recorded in the 1960s that was very popular in Japan.<ref>{{cite|author=Thomas Game Docs|date=June 15, 2021|url=www.youtube.com/watch?v=B8SNbCDXgaQ|language=en|title=The pop song that Nintendo copied|publisher=YouTube|accessdate=July 1, 2021}}</ref> This being the first game developed for the SNES, Kondo felt "overjoyed" about being able to take advantage of the increased technological capability, which allowed eight instruments to be used at once. To express the technological novelty of the new console, he used samples of several different instruments (as named below), implementing them all, one after the other, in the game's title song.<ref name="iwata asks kondo"/> As development progressed, Kondo grew concerned over how people would react to his unusual combinations of instruments as he noted the use of the NES's traditional {{wp|square wave}}s and {{wp|triangle wave}}s had "gained acceptance" with consumers. For the game's sound effects, Kondo decided to use a variety of musical instruments to emphasize that the game used traditional technology with a hybrid of new materials.<ref name="iwata asks kondo"/> For example, Mario's jumping sound is a {{wp|reappropriation}} of a pan flute sample. The music took around a year and a half for Kondo to compose.<ref>{{cite|author=Kawasaki, Hondai|date=January 1991|title="1990 Developer Interview" - ''Nintendo Official Guidebook for Super Mario World: Super Mario Bros. 4''|language=ja|location=Tokyo|page=167|publisher=Shogakkan}}</ref>


A [[Super Mario World (album)|compilation soundtrack for ''Super Mario World'']] was released in Japan on February 25, 1991, and it contains original jazz arrangements composed by musician Soichi Noriki and performed by the Mario Club Band; the album additionally contains music from ''[[Super Mario Bros.]]'' and ''Super Mario Bros. 3''. The arrangements are recorded on the album's first disc, while the second disc contains the original compositions. The music was also included on ''[[Nintendo Super Famicom Game Music]]'', another Japan-only album released in 1992 that contains music from various games released for the SNES. ''[[Super Mario Compact Disco]]'', a compilation soundtrack released originally in Japan on August 1, 1993, contains pieces that remix and rearrange music sampling sound effects from the game into a funk and hip-hop-oriented genre with lyrics. ''Super Mario World'' music has been featured in several of the ''Nintendo Sound Selection'' series, namely ''[[Nintendo Sound Selection Vol.2: Loud Music]]'' and ''[[Nintendo Sound Selection: Endings & Credits]]'', and in several ''Super Mario'' anniversary soundtracks, such as ''[[Happy! Mario 20th - Super Mario Sound Collection]]'' and ''[[The 30th Anniversary Super Mario Bros. Music]]''. On February 3, 2025, the game's soundtrack was made available in its entirety on the [[Nintendo Music]] app.
A [[Super Mario World (album)|compilation soundtrack for ''Super Mario World'']] was released in Japan on February 25, 1991, and it contains original jazz arrangements composed by musician Soichi Noriki and performed by the Mario Club Band; the album additionally contains music from ''[[Super Mario Bros.]]'' and ''Super Mario Bros. 3''. The arrangements are recorded on the album's first disc, while the second disc contains the original compositions. The music was also included on ''[[Nintendo Super Famicom Game Music]]'', another Japan-only album released in 1992 that contains music from various games released for the SNES. ''[[Super Mario Compact Disco]]'', a compilation soundtrack released originally in Japan on August 1, 1993, contains pieces that remix and rearrange music sampling sound effects from the game into a funk and hip-hop-oriented genre with lyrics. ''Super Mario World'' music has been featured in several of the ''Nintendo Sound Selection'' series, namely ''[[Nintendo Sound Selection Vol.2: Loud Music]]'' and ''[[Nintendo Sound Selection: Endings & Credits]]'', and in several ''Super Mario'' anniversary soundtracks, such as ''[[Happy! Mario 20th - Super Mario Sound Collection]]'' and ''[[The 30th Anniversary Super Mario Bros. Music]]''.


The soundfont used for the ''Super Mario World'' soundtrack consists of the following instrument samples: the fretless bass, piano, pan flute, brass, and clarinet from the {{wp|Kawai K1}} module; the fantasia synth, arco strings, bass marimba, and slap bass from the {{wp|Roland D-50}} synthesizer; the honky-tonk, steel drum, and oud from the Roland L-CD1 (a sample library built for the {{wp|Roland S-50|S-50}} synthesizer); and the dry kick, impact snare, reverb snare, closed hi-hat, and open low conga from the {{wp|Roland R-8}} drum machine. An orchestra hit sample from unknown equipment by {{wp|E-mu Systems}} is also present, and it was used to construct Yoshi's record-scratching voice effect. The cannon sound used for the thunder effects originates from {{wp|King Records (Japan)|King Records}}' ''Complete Sound Collection VII'', and is the first professional film sound effect to be sampled in a Nintendo game. The origin of the heavy guitar used in the final boss theme is currently unknown.<ref>{{cite|url=docs.google.com/spreadsheets/d/1JJBlHHDc65fhZmKUGLrDTLCm6rfUU83-kbuD8Y0zU0o/edit?pli=1#gid=717751203|title=NEWER VGM Sound Sources|language=en|publisher=Google Sheets|accessdate=June 27, 2024}}</ref>
The soundfont used for the ''Super Mario World'' soundtrack consists of the following instrument samples: the fretless bass, piano, pan flute, brass, and clarinet from the {{wp|Kawai K1}} module; the fantasia synth, arco strings, bass marimba, and slap bass from the {{wp|Roland D-50}} synthesizer; the honky-tonk, steel drum, and oud from the Roland L-CD1 (a sample library built for the {{wp|Roland S-50|S-50}} synthesizer); and the dry kick, impact snare, reverb snare, closed hi-hat, and open low conga from the {{wp|Roland R-8}} drum machine. An orchestra hit sample from unknown equipment by {{wp|E-mu Systems}} is also present, and it was used to construct Yoshi's record-scratching voice effect. The cannon sound used for the thunder effects originates from {{wp|King Records (Japan)|King Records}}' ''Complete Sound Collection VII'', and is the first professional film sound effect to be sampled in a Nintendo game. The origin of the heavy guitar used in the final boss theme is currently unknown.<ref>{{cite|url=docs.google.com/spreadsheets/d/1JJBlHHDc65fhZmKUGLrDTLCm6rfUU83-kbuD8Y0zU0o/edit?pli=1#gid=717751203|title=NEWER VGM Sound Sources|language=en|publisher=Google Sheets|accessdate=June 27, 2024}}</ref>
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*''[[Mario Bros. (game)|Mario Bros.]]'' – Fire Luigi's color scheme is taken from Luigi's coloration in the [[Nintendo Entertainment System|NES]] version of this game.
*''[[Mario Bros. (game)|Mario Bros.]]'' – Fire Luigi's color scheme is taken from Luigi's coloration in the [[Nintendo Entertainment System|NES]] version of this game.
*''{{wp|Devil World}}'' – The egg-hatching sound effect originated from this game.
*''{{wp|Devil World}}'' – The egg-hatching sound effect originated from this game.
*''[[Super Mario Bros.]]'' – If the player waits on the [[Special Zone]] map for one minute and 57 seconds, a cover version of the [[Ground Theme (Super Mario Bros.)|overworld theme]] will start playing. The 3/4 waltz time signature returns in the "[[Ground Theme (Super Mario World)#Super Mario World|Underwater BGM]]" after being absent in the "Underwater BGM" of ''[[Super Mario Bros. 3]]'', a feature that would become a staple of underwater themes in the ''[[Super Mario (series)|Super Mario]]'' series. The quadruple-block formation holding the final [[List of power-ups|power-up]] in [[Yoshi's Island 1]] is reminiscent of a similar block formation towards the end of [[World 1-1 (Super Mario Bros.)|World 1-1]].
*''[[Super Mario Bros.]]'' – If the player waits on the [[Special Zone]] map for one minute and 57 seconds, a cover version of the [[Ground Theme (Super Mario Bros.)|overworld theme]] will start playing. The 3/4 waltz time signature returns in the "[[Ground Theme (Super Mario World)#Super Mario World|Underwater BGM]]" after being absent in the "Underwater BGM" of ''[[Super Mario Bros. 3]]'', a feature that would become a staple of underwater themes in the ''[[Super Mario (series)|Super Mario]]'' series.
*''[[Super Mario Bros. 2]]'' – Unaltered [[Ninji]]s reappear, and Bullet Bills resembling [[Pidgit]]s appear in the [[Fall]]. [[Pokey]]s also return.
*''[[Super Mario Bros. 2]]'' – Unaltered [[Ninji]]s reappear, and Bullet Bills resembling [[Pidgit]]s appear in the [[Fall]]. [[Pokey]]s also return.
*''[[Super Mario Bros. 3]]'' – The [[Sunken Ghost Ship]] was once an [[airship]] from this game. Also, all of the Koopalings return here. [[Bob-omb]]s reuse their keyless artillery graphics here. The intro of the final boss theme is an arrangement of the [[Dark Land]] music from this game. The [[Cape Feather]] functions similarly to the [[Super Leaf]] and floats down the screen in a similar manner.
*''[[Super Mario Bros. 3]]'' – The [[Sunken Ghost Ship]] was once an [[airship]] from this game. Also, all of the Koopalings return here. [[Bob-omb]]s reuse their keyless artillery graphics here. The intro of the final boss theme is an arrangement of the [[Dark Land]] music from this game.


==References in later games==
==References in later games==

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