Super Mario World (WarioWare: Get It Together!): Difference between revisions
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==Gameplay== | ==Gameplay== | ||
The object of this microgame is to reach the level's [[Giant Gate]] while avoiding enemies. The levels are also filled with coins and blocks. If the player runs out of [[Time Limit|time]] before reaching the goal, the "TIME UP!" message appears while the death jingle from ''Super Mario World'' plays. Upon reaching the goal, the level fades into the results screen similar to the original game while displaying the name of the character that completes the level. Players always get one coin and 100 points upon reaching the goal post regardless of the position of the tape or whether or not the player touches it. | The object of this microgame is to reach the level's [[Giant Gate]] while avoiding enemies. The levels are also filled with coins and blocks. If the player runs out of [[Time Limit|time]] before reaching the goal, the "TIME UP!" message appears while the death jingle from ''Super Mario World'' plays. Upon reaching the goal, the level fades into the results screen similar to the original game while displaying the name of the character that completes the level. Players always get one coin and 100 points upon reaching the goal post regardless of the position of the tape or whether or not the player touches it. | ||
*'''Level 1:''' This level is based on [[Yoshi's Island 1]] and is filled with [[Banzai Bill]]s and pipes containing [[Jumping Piranha Plant]]s. There is also a [[P Switch]] which causes coins to appear near the Giant Gate. | *'''Level 1:''' This level is based on [[Yoshi's Island 1]] and is filled with [[Bomber Bill|Banzai Bill]]s and pipes containing [[Jumping Piranha Plant]]s. There is also a [[P Switch]] which causes coins to appear near the Giant Gate. | ||
*'''Level 2:''' This level is based on [[Donut Plains 3]] and features [[Fuzzy|Fuzzies]] and [[Spike Top]]s. Halfway through the level, there's a platform on tracks which certain characters must rely on and have to hit the [[ON/OFF Switch]] when they appear to avoid falling into the water. There are also [[fruit (Yoshi food)|fruits]] which only [[Pyoro]] can collect. | *'''Level 2:''' This level is based on [[Donut Plains 3]] and features [[Fuzzy|Fuzzies]] and [[Spike Top]]s. Halfway through the level, there's a platform on tracks which certain characters must rely on and have to hit the [[ON/OFF Switch]] when they appear to avoid falling into the water. There are also [[fruit (Yoshi food)|fruits]] which only [[Pyoro]] can collect. | ||
*'''Level 3:''' This level is based on a typical [[Castle]] or [[Fortress]] and features [[Grinder]]s, [[Lava Bubble]]s, [[Skewer]]s, and [[Thwomp]]s. Like with the other two levels and unlike the original game, the level ends with a Giant Gate as opposed to a boss door. | *'''Level 3:''' This level is based on a typical [[Castle]] or [[Fortress]] and features [[Grinder]]s, [[Lava Bubble]]s, [[Skewer]]s, and [[Thwomp]]s. Like with the other two levels and unlike the original game, the level ends with a Giant Gate as opposed to a boss door. | ||
If two players are utilized for this microgame, both players must reach the goal to win. Whoever reaches the goal first receives a point for effort, and the player who gets knocked out or, if only one player reaches the goal, the player who does not make the goal before time expires loses an effort point. The results screen will display both characters names upon completion starting with Player 1's character and then with Player 2's character; something that | If two players are utilized for this microgame, both players must reach the goal to win. Whoever reaches the goal first receives a point for effort, and the player who gets knocked out or, if only one player reaches the goal, the player who does not make the goal before time expires loses an effort point. The results screen will display both characters names upon completion starting with Player 1's character and then with Player 2's character; something that was not done in the original ''Super Mario World'' game. | ||
==Mission== | ==Mission== | ||
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==Trivia== | ==Trivia== | ||
*This is the only boss microgame where the command | *This is the only boss microgame where the announcer says the command immediately instead of a short period of time after the microgame starts. | ||
**This trait would later be used for the ''[[WarioWare: Move It!]]'' boss microgames [[Uniform Distribution]], [[Rocket Punch]], [[Super Mario 64 DS (microgame)|Super Mario 64 DS]], and [[Super Wario Dance Company]]. | |||
*The [[Rotating Block]] limitation from ''Super Mario World'' (Mario can only hit four blocks before the fifth one automatically stops rotating) has been removed, allowing the player to hit as many Rotating Blocks as they want without any side effects. | *The [[Rotating Block]] limitation from ''Super Mario World'' (Mario can only hit four blocks before the fifth one automatically stops rotating) has been removed, allowing the player to hit as many Rotating Blocks as they want without any side effects. | ||
Latest revision as of 15:35, October 16, 2024
Super Mario World | |
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Appears in | WarioWare: Get It Together! |
Type | Nintendo Classics |
Command(s) | Clear course! |
Info | "Time for an epic adventure through a classic Super Mario World level! Try not to get hit by enemies as you race to the Goal Pole. Have fun, but don't forget there's a time limit. 1991: SNES" |
Points to clear | 5 |
Super Mario World is the boss microgame in 9-Volt's Nintendo Classics level in WarioWare: Get It Together! It is based on the SNES game of the same name.
Gameplay[edit]
The object of this microgame is to reach the level's Giant Gate while avoiding enemies. The levels are also filled with coins and blocks. If the player runs out of time before reaching the goal, the "TIME UP!" message appears while the death jingle from Super Mario World plays. Upon reaching the goal, the level fades into the results screen similar to the original game while displaying the name of the character that completes the level. Players always get one coin and 100 points upon reaching the goal post regardless of the position of the tape or whether or not the player touches it.
- Level 1: This level is based on Yoshi's Island 1 and is filled with Banzai Bills and pipes containing Jumping Piranha Plants. There is also a P Switch which causes coins to appear near the Giant Gate.
- Level 2: This level is based on Donut Plains 3 and features Fuzzies and Spike Tops. Halfway through the level, there's a platform on tracks which certain characters must rely on and have to hit the ON/OFF Switch when they appear to avoid falling into the water. There are also fruits which only Pyoro can collect.
- Level 3: This level is based on a typical Castle or Fortress and features Grinders, Lava Bubbles, Skewers, and Thwomps. Like with the other two levels and unlike the original game, the level ends with a Giant Gate as opposed to a boss door.
If two players are utilized for this microgame, both players must reach the goal to win. Whoever reaches the goal first receives a point for effort, and the player who gets knocked out or, if only one player reaches the goal, the player who does not make the goal before time expires loses an effort point. The results screen will display both characters names upon completion starting with Player 1's character and then with Player 2's character; something that was not done in the original Super Mario World game.
Mission[edit]
- Dragon Coin Collection (one player only): As Jimmy T, the player must clear all three levels in the Play-o-pedia after collecting all four Dragon Coins in each one.
Suitability[edit]
Good Fit | ||
---|---|---|
Bad Fit |
- 5-Volt can simply teleport to desired locations, and her shockwave can be used to defeat enemies.
- Despite being a neutral fit, 18-Volt can get stuck in Level 2 due to his in-game inability to jump or walk around, rendering the microgame impossible to win.[1]
- 9-Volt is a below-average fit due to his constant movement requiring him to time his attacks on the rings that appear.
- Kat & Ana are a bad fit due to their constant jumping, as they may undesirably jump into harmful obstacles, resulting in a failure.
Names in other languages[edit]
Language | Name | Meaning | Notes |
---|---|---|---|
Japanese | スーパーマリオワールド[?] Sūpā Mario Wārudo |
Super Mario World | |
Chinese (simplified) | 超级马力欧世界[?] Chāojí Mǎlìōu Shìjiè |
Super Mario World | |
Chinese (traditional) | 超級瑪利歐世界[?] Chāojí Mǎlìōu Shìjiè |
Super Mario World | |
French | Super Mario World[?] | - | |
Korean | 슈퍼 마리오 월드[?] Syupeo Mario Woldeu |
Super Mario World |
Trivia[edit]
- This is the only boss microgame where the announcer says the command immediately instead of a short period of time after the microgame starts.
- This trait would later be used for the WarioWare: Move It! boss microgames Uniform Distribution, Rocket Punch, Super Mario 64 DS, and Super Wario Dance Company.
- The Rotating Block limitation from Super Mario World (Mario can only hit four blocks before the fifth one automatically stops rotating) has been removed, allowing the player to hit as many Rotating Blocks as they want without any side effects.
References[edit]
- ^ Shadowcat (September 25, 2021). WarioWare: Get it Together! - Nintendo Classics using only the VOLT GANG - Score 105. YouTube. Retrieved October 26, 2021.