The title screen |
The Mini-Mushroom and its effects. |
There was one feature in the game that definitely set it apart from previous, and even successive Mario games: The Inverse World. I only caught a few glimpses of this within the game, but, it was definitely to be a cool addition. On occasion, after beating a level, the pad you step on to visit it would become green instead of red. This was the indicator of it becoming an Inverse World level. The difference in the level caused by this is that it is in reverse; certain changes in design are necessary in some levels to make them completable. The coloration of the levels are changed in this state, and certain enemies are omitted or swapped out for others. I should also note that "Inverse World" isn't an official term for what these levels are, or where they exist, but it did appear in some of the design documents I saw for the game (thanks to the gracious overseers of the QA team I was in) along with various other little things of intrigue. When completed, the pad to enter the level becomes the same blue as the sea around the land Mario traverses on the world map.
In the aforementioned design documents, I saw some interesting things that I believe should be noted. There were several different Goomba designs, mainly different in shape (some were angular and some were more rounded.) Some of the Goombas were particularly large, with sharp teeth smaller than their bottom set of fangs exposed through a dopey-looking open mouth. There was also a rocky Wiggler, keeping the distinct facial features (and flower) but having jagged, rough look. I assume it was meant for the subterranean levels. At some point within the documents, I saw something that I found particularly interesting -- concept art showing a view from behind Mario, going through labyrinthine tunnels looking like castles. It kind of reminded me of the special stages from Sonic 3, except this was (I assume) designed to be on the NES. I'm not sure what this would entail, but I think it could be sort of like a first-person dungeon crawler (because I don't think the NES could render such a thing in real time honestly.) It'd definitely bring a unique gameplay dynamic, although I'm not sure that it would be accepted as an enjoyable element, considering the nature of the rest of the Mario games and their main appeal: platforming.
It is unfortunate, in my opinion, that many of these things were lost to the inevitability of game development and time. But Super Mario World is an incredible game, a true pinnacle of game design and a staple in gaming history.
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