Super Mario World (SNES)/Различия между версиями
Это доп. страница статьи Super Mario World (SNES).
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Contents
Заглавный экран
Япония | США, Европа (Rev 0) | Европа (Rev 1) |
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Логотип игры был перерисован в международной версии. Японское лого очень похоже на Super Mario Bros. 3, которое представляет с собой совсем большие тени и маленькие O нежели международная версия. В международной версии уникальный символ трейдмака был заменён обычными синими буквами. Деревянные края изображены более детально и даже информация копирайта был обновлён. Так как европейская версия отображает все 240 строк вертикально, края были расширены.
Каждая версия имеет свои вариации файлов с 96 путями. Японская версия ничего специального не помечает, северноамериканская версия помечает звездой и европейская версия даёт 96 синюю палитру.
In addition to these changes, the intro screen upon starting a new game dissolves automatically in the Japanese version after the jingle has ended. In other versions, the player can let the text box remain on screen until a button is pressed. This also applies to the text in the Switch Palaces.
Япония | Международная |
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Несколько символов в шрифте выбора файла были перерисованы в международной версии. Это затронуло буквы A и B, и номера - 1 и 2.
Дельфины!
It's possible for Yoshi to eat the dolphins in the Japanese version, but not in the international versions. Gameplay change or localization? Who's to say? Actually, it may have been to prevent the player from getting stuck having to swim through the level with the puffer fish if Yoshi eats too many of the dolphins. So it could make the level easier. This change was undone for all versions of the GBA port.
Графические изменения
Япония | Международная |
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В добавок со стандартным переводом имени Йоши, международная версия также добавило немного оттенка в знаке.
Япония | Международная |
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Ещё локализационные изменения в графиках.
Япония | Международная |
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И опять. The lights to the side were also spread further apart to squeeze in the new name.
Japan | International |
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Oddly enough, two of Princess Peach's sprites look less polished in the international version — one that is used when she walks over to Mario after defeating Bowser (though not when she arrives at Yoshi's house after the credits) and one used when she kisses Mario.
Изменения в уровнях
Несколько изменении были внесены в уровни из оригинальной версии, чтобы сделать игру легче. Порт на GBA оставила изменения для всех версии.
Donut Plains 2
Япония | Международная |
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Дополнительный жёлтый блок "!" был добавлен в начале уровня.
Donut Secret House
Япония | |
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Международная |
Стены в конце двух главных комнат чуть-чуть были расширены чтобы поместить целый экран.
Vanilla Dome 1
This turn block with a feather in it is a normal turn block in the Japanese release.
Lemmy's Castle
В международной версии лимит времени был изменён с 300 секунд на 400 секунд.
Chocolate Island 3
Япония | Международная |
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Секретный выход в Chocolate Island 3 (обязательно нужно идти дальше) был сделан более очевидно, добавив ещё две таблички со стрелкой.
Ghost Ship
The three 1-up mushrooms at the bottom of the Ghost Ship are not present in the Japanese version.
Funky
Japan | |
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International |
There are only 3 green berries in the Japanese version. The international versions changed 6 of the red berries to green berries, bringing the total up to 9: this resulted (for 20 seconds per berry), in 60 seconds in the Japanese release, and 180 seconds in the international releases.
Япония | |
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Международная |
Ингриш в японской версии был исправлен в международной версии. В результате, это изменение сдвинуло "YOU ARE" на лево.
Special World Names
In the Japanese version, every two levels have the same name, instead of using 1980s slang words.
Japan | International |
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おたのしみコース (Enjoyment Course) | Gnarly/Tubular |
Japan | International |
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マリオスタッフもビックリコース (Even the Mario Staff is Surprised Course) | Way Cool/Awesome |
Japan | International |
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スペシャリストのためのコース (Course for the Specialists) | Groovy/Mondo |
Japan | International |
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チャンピオンシップのコース (Championship Course) | Outrageous/Funky |
Изменения в карте
Цифры в наименовании уровней в японский версии используют ту же графику, что и счётчик жизней. В международной версии цифры - часть шрифта.
Japan | International |
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Four levels in the Japanese version have extraneous numbers that were removed from other versions of the game:
Pressing L and R to reenter beaten castles/fortresses doesn't work in the Japanese version.
Credits
Japan | |
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International |
The credits has a number of changes:
- "Total Director" changed to "Main Director."
- The "Map" in "Map Director" was pushed further to the right.
- "Course Director" changed to "Area Director."
- "Player and System Programer" changed to "Mario and System Programmer."
- All other instances of "Programer" were changed to have the correct spelling.
- "Back Ground" changed to "Background."
- "Course Editor" changed to "Area Data Input"(?!)
- "C.G. Designer" changed to "Character Graphic Designer."
- The spacing of the credits were changed to add a new name, "Dayv Brooks", to the Special Thanks list.
- A colon was added to "Special Thanks."
- Hiroshi Yamauchi's name was moved further to the right.
Japan | International |
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The enemy cast list in the Japanese version does not have different names for the post-Funky enemies. This was a feature added to the International versions.
Различия в Nintendo Super System
Версия Super Mario World, выпущенная для Nintendo Super System, поимела чутка изменении, чтобы более подходить на аркадную игру.
- The most major change was the removal of the save system. Instead, you get to choose which world you start in from the title screen. If a world other than the first is chosen, the game unlocks the standard path through all previous castles (also unlocking all switch palaces of the previous worlds) up until the first level of the chosen world. As with SMA2, Sunken Ghost Ship is considered the first level of world 7.
- If the player begins the game from the first world, the opening scene moves onto the map screen automatically, instead of waiting for the player's input.
- For obvious reasons, the message in the switch palaces was altered to remove the reference to saving.
- The ability to exit previously beaten levels with Start+Select was removed. The exact reason for this isn't clear.
- The message box in the sub-level of Yoshi's Island 4 was removed as it described the Start+Select trick. This is the only change the NSS version did to any of the level data.
- During the castle destruction cutscenes, one can now press any key to make the next line of text instantly appear (or instantly end the cutscene if all have been displayed already), essentially allowing you to speed up the cutscenes. Seeing as you pay for the play time on the NSS, this was probably added to prevent people from complaining about the game wasting your money by not letting you skip them. However, this feature was quite clumsily implemented and has two bugs:
- If you press a key, the next line doesn't appear until you let go of the key. This allows you to pause the text reveal indefinitely.
- Because how the timing works, the rubble in Iggy's, Morton's, Lemmy's and Roy's cutscenes won't show up until somewhere between line 1 and 2. Being able to pause the text thus also allows you to pause the rubble appearing while the smoke animates as normal. As a result, the smoke can clear without the rubble being present (making the flag float in the air) until the key is released, at which point the rubble pops into existence.
- During a two-player game, players can no longer exchange extra lives with each other.