ABSTRACT

The first step in studying Super Mario World is to understand the game's historical context. The Mario series, though it seems safe and conservative, began a revolutionary trend in videogame design. In the composite game, level design was generally defined by powerups that emphasized one genre or another, and Super Mario World is a good example of this trend. If Super Mario Bros. 3 was Mario at his oddest and most experimental, Super Mario World is Mario at his most organized and refined. Super Mario World has fewer powerups than Super Mario Bros. 3, in order to implement a straightforward type of genre-based organization. Super Mario World is one of the most essential examples of this kind of level design philosophy in action, as it uses two powerups to emphasize one side of the genre composite over another in any given.