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Super Mario World (SNES)/Różnice między wersjami

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This is a sub-page of Super Mario World (SNES)/Version Differences.

Ekran tytułowy

Japonia USA Europa
SMW96JP.png SMW96US.png SMW96EU.png

Logo gry zostało przerysowane dla wydań międzynarodowych. Japońskie logo jest bardzo podobne do tego z Super Mario Bros. 3, wyróżniające się znacznie większymi cieniami i mniejszymi "O" w porównaniu z zachodnimi wydaniami. Amerykańska wersja zastąpiła unikatowy znak towarowy zwykłymi, niebieskimi literami. Drewniana ramka stała się bardziej szczegółowa and informacje o prawie autorskim też zostały zaktualizowane. Z racji tego, że Europejskie wydania wyświetlają 240 linii skanujących, ramka została wydłużona poziomo.

Każda wersja traktuje zapisy z 96 wyjściami inaczej. Japońska wersja w ogóle nie oznacza tego czymś specjalnym, Amerykańska odznacza plik gwiazdką, a Europejska zmienia kolor dziewięćdziesięciu sześciu na niebieski.

Oprócz tych zmian, ekran wprowadzający po rozpoczęciu nowej gry znika automatycznie po końcówce jingle'a w Japońskiej wersji. W innych wydaniach gracz może pozostawić na ekranie obszar z tekstem tak długo, jak nie wciśnie przycisku. Tak samo dzieje się z tekstami w Pałacach Przełącznika.

Japonia Międzynarodowe
Grube... ...i chude

Niektóre litery czcionki wyboru pliku zostały przerysowane dla wydań międzynarodowych. Ta zmiana tyczy się liter A i B oraz liczb 1 i 2.

Delfiny!

Przyjazny połów

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.

Graphics Changes

Japan International
No mail for Yoshi Wait, can Yoshi write?

In addition to the standard translation of Yoshi's name, the international version also adds some shading to the sign.

Japan International
Baba bui ROCKIN'

More localization changes to the graphics.

Japan International
Don't you mean Kuppa? I wonder where Bowser's castle is

And again. The lights to the side were also spread further apart to squeeze in the new name.

Japan International
Rescued yet again.
One kiss, coming right up!
Better go get a facelift, Princess.
Seriously, have you looked at yourself in the mirror lately?

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.

Level Changes

A few changes were made to the original version's levels to make the game easier. The GBA port retains these changes for all versions.

Donut Plains 2

Japan International
Three is company Four is a corporation

An extra Yellow exclamation block was added to the beginning of the stage.

Donut Secret House

Japan What a crappy house
International Ghost construction

The walls at the end of the two main rooms were extended a bit to fill the whole screen.

(Source: Smallhacker)

Vanilla Dome 1

Capescapades

This turn block with a feather in it is a normal turn block in the Japanese release.

(Source: Smallhacker)

Lemmy's Castle

The time limit was changed from 300 seconds to 400 seconds in the international versions.

Chocolate Island 3

Japan International
Should I go right? So you want me to go right then

The secret exit for Chocolate Island 3 (required to move forward in the game) was made a bit more obvious by adding two more arrow signs.

Ghost Ship

Bing bing bing

The three 1-up mushrooms at the bottom of the Ghost Ship are not present in the Japanese version.

Funky

Japan Stringent on time
International Green berries are good berries

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.

Japan You are super grammar
International This makes the game easier too

Engrish in the Japanese version was fixed for the International release. This change moves the words "YOU ARE" further to the left as a result.

Special World Names

In the Japanese version, every two levels have the same name, instead of using 1980s slang words.

Japan International
おたのしみコース (Enjoyment Course) Gnarly/Tubular
Japan International
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
スペシャリストのためのコース (Course for the Specialists) Groovy/Mondo
Japan International
チャンピオンシップのコース (Championship Course) Outrageous/Funky

Map Changes

The digits in the Japanese version's level names use the same graphics as the lives counter. In the international versions, the numbers are part of the font.

Japan International
You are number one! Font shenanigans

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 I'm totally a total programmer
International Did Dayv Brooks make the dolphins inedible?

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
Killer Bill More detail = more fun

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.

Nintendo Super System Differences

The version of Super Mario World released for the Nintendo Super System got some minor tweaks to fit better as an arcade game.

Ah, yes. SRAM powered by the honor system.

  • 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.