Super Mario World Doesn't Have A "First Level"

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  • Опубликовано: 7 янв 2023
  • Super Mario World's "first level" is unlike any other.
    Consider supporting me - / zoomzike
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Комментарии • 1 тыс.

  • @zoomzike
    @zoomzike  Год назад +969

    Which Super Mario World level did you play first?

  • @TheIncredible2IC
    @TheIncredible2IC Год назад +4750

    Yoshi's House is the true first level.

    • @dissonanceparadiddle
      @dissonanceparadiddle Год назад +391

      I still have yet to figure out how to beat it

    • @demopan1067
      @demopan1067 Год назад +78

      I was gonna say that

    • @thatkirbodude
      @thatkirbodude Год назад +137

      No it’s the level that tells you the peach has been kidnapped

    • @dennisbuchanan1529
      @dennisbuchanan1529 Год назад +95

      @@thatkirbodude You said level though.

    • @TheBester7
      @TheBester7 Год назад +101

      ​@@dissonanceparadiddle you can actually beat it using bugs/glitches. It serves no purpose, except being able to exit the level using start and select

  • @rocketrifter
    @rocketrifter Год назад +1358

    It's an interesting detail that Yoshi's Island 1 has a naked Koopa at the start, and Yoshi's Island 2 has an empty shell at the beginning. I like to think that Koopa is looking for his shell, not realizing it's in a different level.

    • @mariotheundying
      @mariotheundying Год назад +98

      Wanna make it crazier? The lone koopa could represent Mario and the shell represents Yoshi, Mario gets a shell when riding Yoshi, a powerful armor and weapon (and btw, some koopas use their shells as weapons to attack Mario in smw)

    • @Jill_Sandwich
      @Jill_Sandwich Год назад +69

      It couldn’t be, because the naked Koopa in 1-1 is the blue fat variant that kicks shells. Meanwhile, the shell in 1-2 is red.

    • @JamesTDG
      @JamesTDG Год назад +30

      @@Jill_Sandwich can confirm from doing some level editing out of boredom once

    • @thundercat_pumyra
      @thundercat_pumyra Год назад +38

      Sorry Koopa. Your shell is in another level.

    • @LEXICON-DEVIL
      @LEXICON-DEVIL Год назад +15

      @@Jill_Sandwich His transTurtle alright leave em be.

  • @endymallorn
    @endymallorn Год назад +488

    YI1 is a reintroduction of Super Mario Bros. 1’s mechanics - enemy hopping, coin collecting, and Fire Flowers. YI2 is SMB3 (and because Japan and the US got different SMB2s, we have neither item-pulling or poison mushrooms). They’re both tutorials, showing that SMW1/SMB4 is capable of doing what both those games did - and more. In other words, it’s reminding the players that they’re playing with power - Super power.

    • @mikesantos8554
      @mikesantos8554 Год назад +13

      Holy coyote. Your right

    • @thegreathadoken6808
      @thegreathadoken6808 Год назад +4

      No blast processing though. Mario didn't want any of that smoke.

    • @Dargonhuman
      @Dargonhuman Год назад +3

      @@thegreathadoken6808 Wasn't "Blast Processing" just a hardware glitch in the console's clock that Sega's engineers couldn't figure out how to fix so they just advertised it as a feature?

    • @st.haborym
      @st.haborym Год назад +5

      I'm actually kind of glad we didn't get the same smb2 as japan did. What we got was a lot more interesting.

    • @OzAndAps
      @OzAndAps День назад +1

      this is honestly the best written comment i have ever seen

  • @stormRed
    @stormRed Год назад +1378

    Level 1 always felt like the more bizarre experimental design, where they showcase a bunch of new mechanics, while 2 is more along the lines of what you'd expect coming from the previous entries. (Though obviously they both have new mechanics)

    • @MrCheeze
      @MrCheeze Год назад +142

      I was thinking the same. YI1 doesn't feel like a tutorial level, even though it does teach you certain things. The main point of the level seems to be "this isn't the NES anymore... check out all these fancy new features we added!"

    • @stapler942
      @stapler942 Год назад +22

      It's interesting that they introduce steep slopes right off the bat. Let's the player know that tricky slopes might be part of levels later on, and that sometimes there can be more than one way to navigate to the end. i.e. you can sometimes avoid enemies by going to another height, but other times the enemies might have the high ground and it's easier to walk below.

    • @nate567987
      @nate567987 Год назад +6

      there is one last thing y-1 tells you sometimes levels lead to switches that activate blocks

    • @shufflecat3334
      @shufflecat3334 Год назад +10

      It can almost be seen as the devs asking a psychological question: do you want the safe and familiar (go right)? Or do you want to explore something new (go left)?

    • @foursidekm
      @foursidekm Год назад +1

      Aren't both level 1 tho

  • @beanieweenie1349
    @beanieweenie1349 Год назад +482

    Most Mario games would open the first level with a goomba as the first enemy that you encounter, but Mario World's first enemy is a dive-bombing naked koopa

    • @Krexxal
      @Krexxal Год назад +41

      Also Super Mario World is the only 2D Mario game to not have any traditional Goombas

    • @beanieweenie1349
      @beanieweenie1349 Год назад +23

      @@Krexxal Uh, are you forgetting Super Mario Bros 2?

    • @Krexxal
      @Krexxal Год назад +14

      @@beanieweenie1349 I am, my bad lol

    • @beanieweenie1349
      @beanieweenie1349 Год назад +11

      @@Krexxal You're fine, honestly does that really count?

    • @ImSorryYaroslav
      @ImSorryYaroslav Год назад +11

      @@beanieweenie1349 technically, smb2 (not lost levels) was just a reskin of doki doki panic

  • @rickpgriffin
    @rickpgriffin Год назад +665

    I know at some point that Yoshi's House was supposed to itself be a level, but I assume they split it up because there were SO MANY mechanics to introduce that they just couldn't put them all in the same level
    And this is why you don't get the feather until World 2, because it's SO MUCH MORE complicated than any other mechanic that they had to devote an entire sub-area to giving you a playground for it.

    • @bsharpmajorscale
      @bsharpmajorscale Год назад +29

      Or was it just so you wouldn't fly over the whole first world and miss all their meticulously crafted game design?

    • @algotkristoffersson15
      @algotkristoffersson15 Год назад +53

      @@bsharpmajorscale if so they would not have had the feather in the first place, the later levels are no less meticulously crafted.

    • @dylanzlol7293
      @dylanzlol7293 Год назад +7

      @@algotkristoffersson15 im pretty sure that the smb3 flying powerup was meant to be used in this game, but it got scrapped

    • @bsharpmajorscale
      @bsharpmajorscale Год назад +2

      @@algotkristoffersson15 True. I've just seen enough speedruns where I just think of people flying over everything.

    • @nate567987
      @nate567987 Год назад

      @@dylanzlol7293 they changed ideals and if you can bypass the levels that the game working

  • @username5155
    @username5155 Год назад +330

    Fun fact: Yoshi tells you about the switch pallace to the left if you bring him back home and hit the message block, allowing a player who chose to go right to learn about the switch pallaces in the game’s first area.

    • @BigBoy257
      @BigBoy257 Год назад +13

      NO WAY!!!!

    • @ShadowSora8491
      @ShadowSora8491 Год назад +5

      And let's not forget that clearing Yoshi's Island 1 leads you to the first Switch Palace

    • @JamesTDG
      @JamesTDG Год назад +11

      I usually always go for the switch palaces now, all thanks to good ol yoshi

    • @darryltorres7302
      @darryltorres7302 Год назад +6

      All these years of playing SMW and I never knew that. Actually mindblown.😐

    • @solgaleo3533
      @solgaleo3533 Год назад +4

      Wait, really? Damn, I didn’t know that was where it was used, I wonder how it works

  • @wariolandgoldpiramid
    @wariolandgoldpiramid Год назад +309

    There's another aspect to the tutorial.
    So, at the start of the game, you probably visit Yoshi's House, and learn that he left to rescue his friends.
    Let's imagine the player decides to go Yoshi's Island 2 first, and then finishes the level while riding Yoshi.
    Should the player then decide to bring Yoshi back to his house, and hit the Message Block while still riding Yoshi, then the game informs the player to go find the Switch Palace by going to the left on the world map.

    • @ingobernoble2678
      @ingobernoble2678 Год назад +21

      Wow I've been playing this game for 30 years and actually never noticed that before

    • @turbo8628
      @turbo8628 Год назад +6

      I had no idea about this!

    • @solgaleo3533
      @solgaleo3533 Год назад +2

      Romhacker here, haven’t heard this one

    • @yoshifan3611
      @yoshifan3611 11 месяцев назад

      SAY WHAT??

  • @tbtb66
    @tbtb66 Год назад +159

    It's a nice look at how Miyamoto and the gang wanted there to be more freedom in Mario games
    With SMB1 only having horizontal scrolling, SMB2 (USA) adding vertical, SMB3 having both and a world map, SMW expanding upon that and letting players explore and beat different levels in a nonlinear fashion, and it all leads to SM64

    • @Darkfawfulx
      @Darkfawfulx Год назад +4

      Mario 64 I would say is more similar to World than any other Mario game.

  • @yoshimallow
    @yoshimallow Год назад +64

    4:24 6:26 the added reverb effect in the cave areas is amazing attention to detail

  • @theaa47
    @theaa47 Год назад +166

    Fun fact! If you're for some reason playing Super Mario World via Amiibo Tap on the Wii U, the first level you'll get is actually 1-2.

    • @munky-su7wu
      @munky-su7wu Год назад +5

      @theaa4751 So if 1-2 is 1-1 and 1-1 is 1-1 but also 1-2 that means that 1-3 might be 1-0. *Yes I just made your brain hurt.*

    • @tonyhakston536
      @tonyhakston536 Год назад +31

      @@munky-su7wu no you didn’t.

    • @pixerpinecone
      @pixerpinecone Год назад +12

      @@munky-su7wu No?

  • @liviaholm231
    @liviaholm231 Год назад +388

    We talked about this in our game design course and the influence our culture has on how we design and tackle objectives - since the game was made in Japan, where you read right to left, the expectation was potentially to guide you right, towards the clearly marked castle on the world map, make you see the dotted yellow blocks, make you curious to go left and explore there. It's super neat and makes me love the opening to this game so much more.

    • @viridisspielt
      @viridisspielt Год назад +5

      Japanese is written left to right tho

    • @LoraLoibu
      @LoraLoibu Год назад +1

      @@viridisspielt manga are read right-to-left

    • @viridisspielt
      @viridisspielt Год назад +9

      @@LoraLoibu Only the pages tho. Characters are written left to right or top to bottom.

    • @bolson42
      @bolson42 Год назад +19

      @@viridisspielt nope, in older Japanese texts, you read lines top to down, then right to left. In the late 1800s/early 1900s, when Japan was more open to external cultures due to the meiji restoration, they started creating things such as store signs which only took one horizontal line of space, inspired by western counterparts (before this store signs where written in a vertical line of space). Because they read from right to left normally, that’s how they wrote their signs, right to left. It’s only recently in the last 50 or so years where reading left to right in a horizontal line has been standardized. However, this aspect of top down right to left is still used in books, where sentences are written in a straight line downwards, then move left to the next line.
      Even in your example, nearly every manga i’ve read in Japanese, you have to read the text (characters) top down, right to left.

    • @thedude3445
      @thedude3445 Год назад

      @@bolson42 Mangas and prose novels are vertical text right-to-left but most other writing that children (target audience of this game) will experience, like textbooks and magazines and anything on computers, are horitzonal and left-to-right.

  • @indigofenix00
    @indigofenix00 Год назад +73

    SMW was one of the first big games to place a significant focus on non-linear exploration of an overworld map, and they probably wanted to introduce the feel of an "open world" from the very beginning. Worth noting that the early builds of the game had an even bigger emphasis on non-linearity, with FOUR entirely different paths accessible from the start.

    • @TurretBot
      @TurretBot Год назад +1

      >the entire top down genre

    • @axebomber2108
      @axebomber2108 Год назад +2

      @@TurretBot Not exactly the same thing. In a top down game, the "overworld" is the main game, not a map screen that leads to actual levels.

    • @eaglescout1984
      @eaglescout1984 Год назад +2

      Yeah. This first choice may have had a path led to a dead end (yellow switch palace) but beyond Yoshi's island, you start to get actual choices with how you progress, including the ultimate back door path to the final boss (which funnily led you only to the "front door").

  • @stapler942
    @stapler942 Год назад +18

    Kudos to the devs for including tutorial text in those speaker boxes, making them totally optional. Few things are as annoying as mandatory tutorial content bringing the gameplay to a halt on replays where you know this stuff. It's a good compromise between "all in the manual" and "no manual onhand but here's some info if you need it."

  • @deandage2703
    @deandage2703 Год назад +42

    A small thing you forgot to mention is that these chucks are also immune to yoshi's tongue, meaning they not only teach you that not all enemies are edible but killing it also becomes an optional extra challenge for players. (Or it also shows how not all enemies are worth fighting)

  • @asdunlavey
    @asdunlavey Год назад +27

    Players who beat the game without visiting the Yellow Switch Palace are monsters.

    • @Mingura666
      @Mingura666 Год назад +2

      As a SMW speedrunner let me tell you I don't usually activate the Yellow Switch Palace.. but when I do I also beat the 96 exits and collect the Dragon Coins and the 7 secret 3up moons.

  • @Thoomas2001
    @Thoomas2001 Год назад +85

    I don't know how many people can relate to this, but something I found when I played Super Mario World is that the game feels... unusual. Not bad, just very unlike what I'm used to in Mario games. There's some very strange level elements that only exist in this game, and some of the levels feel like something you could expect to see in Super Mario Maker. Definitely gave the game its own charm, making it stand out a lot. I appreciate that, even if it feels very weird at times.

    • @damir_van_kalaz
      @damir_van_kalaz Год назад +15

      I completely relate to this, and it's part of why I feel SMW is one of the best Mario games that exists. While it does have its flaws, such as the feather being a bit OP, and the dino miniboss getting a little bit repetitive over time, it genuinely just radiates this feeling that the devs were having a good time constantly throwing ideas around the office that they thought would be fun or interesting, and I love that.

    • @JamesTDG
      @JamesTDG Год назад +4

      Indeed, when you look at smm and smw, you really notice a lot of missing features tbh. I think the same can be said for smb3, but not as much. New soup really is dry when it comes to feature inclusion in smm tbh

    • @JoJoboiWav
      @JoJoboiWav Год назад +1

      it just hits different and that's why this game is goated

    • @alienclay2
      @alienclay2 Год назад +5

      Smw feels like SM unleashed. Like it was the first time the hardware had the umph to make designers dreams come true.

    • @TurretBot
      @TurretBot Год назад +2

      this is what i expect someone to say about super mario 64

  • @BrandonDilbeck
    @BrandonDilbeck Год назад +19

    My sister and I booted up the game in 2-player mode and assumed we were each to take a route. She took the route with Yoshi and I recall bring disappointed not to encounter Yoshi in my route.

  • @bsharpmajorscale
    @bsharpmajorscale Год назад +15

    My first thought would be that one is the first level of "easy mode" because it leads to the Yellow Switch Palace, thus adding in those extra safe-guards; meanwhile, the second would be "normal mode" if you never go back, because you won't have those safety nets in later levels. But it is interesting to think about, because you can definitely see the freedom of choice in all the secret exits and Star Road. A tradition that carried forward, in some form of another, right to Odyssey.

  • @toamatoro570
    @toamatoro570 Год назад +17

    You've really gotta admire how much Mario World changed the series while simultaneously keeping it familiar.

  • @Willrocks23
    @Willrocks23 Год назад +46

    What’s neat about both levels is that both offer different rewards. If you complete YI1 first, you then get access to the Yellow Switch Palace, which will make some following levels easier. And if you complete YI2 first, you get the gift of speed since you now have the option to avoid YI1 in its entirety.

  • @forcetheedges
    @forcetheedges Год назад +7

    Never thought about the double first level thing before - an interesting choice. This game has such tremendous replay value because of its great design. It's so deep, with the star road, special zone, switch palaces, and all the alternate exits. (Note: push the L and R buttons at the same time to re-enter a castle or fortress you've already completed!)

  • @LuucasIckie
    @LuucasIckie Год назад +3

    One cool thing is that if you do complete Yoshi's Island 1 first, you'll be rewarded with the Yellow Switch Palace, which will make Yoshi's Island 2 easier by covering pits and giving the player Power-ups with the Yellow Exclamation Blocks
    This can be a cool Tutorial for the players to look out for the other switchs, since after you hit the switch a text box will say that you turned the invisible yellow blocks into solid, and later in the game you'll see other invisible blocks with other colors
    That also teaches that hitting the blocks makes levels easier and maybe can even unlock some new paths and levels as you see in Donut Plains 1 with the Green Blocks, which will also teach the player about secret levels

  • @ShadowForce44
    @ShadowForce44 Год назад +48

    1’s faster paced nature is fitting for its more optional completion. Perhaps it was intended for those curious players who chose not to go the “intended” path marked by the right sided castle (a clear signal for progression), and thus are soon awarded with the yellow switch palace! Which, btw, you eventually see regardless upon entering into donuts plains, giving a chance for players who skipped out on 1 to go back to see what the big switch does. All in all it beautifully echoes the openness of Mario World’s design in regards to level choice! Great video :D

  • @LennyTheSniper
    @LennyTheSniper Год назад +9

    Did you really add a small reverb to your voice when you're showing an underground section?? Fucking W editing bro.

  • @silveramyknux241
    @silveramyknux241 Год назад +8

    It’s weird how what’s referred to as the second level in game, is more relaxed than the previous level in order.

  • @Pensive_Scarlet
    @Pensive_Scarlet Год назад +5

    Not to mention, the level on the path toward the Yellow Switch Palace also teaches you about the importance of the associated blocks a bit more than the other level does. After hitting the switch, you can have an instant understanding of how things would have been different in 1, especially if you lost the 1up or something.

  • @isaiahkern9434
    @isaiahkern9434 Год назад +8

    I believe the split paths concept was more so introduce the player to the idea of having multiple paths, showing that they will have different rewards and objectives. The left path, reveals the switch's existence. While the other path is the objective, but easier with the switch pressed.

  • @LuigixD
    @LuigixD Год назад +3

    When I was a little kid and tried to play this game, I couldn't beat the level in the left because it was too difficult, so I went instead to the right after various failed attempts.
    After watching this video, the message I thought they meant to send is that it doesn't matter if you can't beat a level, you can always go to another path and comeback later when you know more about the game

  • @ominouspigeonmaster1571
    @ominouspigeonmaster1571 Год назад +4

    I also think they did this to introduce the idea of multiple routes to the player; World is considerably less linear than it's predecessors, with so many alternate paths.
    It's all very cleverly done : )

  • @visionary7021
    @visionary7021 Год назад +5

    i always enjoy zoomzike's editing. subtle details like the yoshi percussions on levels relevant to Yoshi, or the reverberance on his voice during the underground levels. if no one else has noticed this i hope you go back and listen out for them

  • @HisaKumini
    @HisaKumini Год назад +10

    I seem to remember at some point someone saying that Yoshi's Island 1 was intended for more advanced players from the original Super Mario to begin with. Since this would be one of the first times that they are gives a choice in directional movement, they would naturally prefer going to the left, to level 1. Meanwhile, players new to the series would tend to the right to level 2, and thus be given the far more chill first level experience. This could be apocryphal, as I don't remember where I found that information, but it seems as good a reason as any for the situation.

  • @sblack53
    @sblack53 Год назад +3

    Both levels also have different feelings when played second. Yoshi’s Island 1 with Yoshi has other lessons, and Yoshi’s Island 2 after hitting the Yellow Switch has a bunch of extra blocks to interact with (and reinforces the reward of hitting the switch by covering the only pit)

  • @homerosz97
    @homerosz97 Год назад +1

    I love the little details like your voice getting an echo while underground. It's a great touch in a great video. Nice work!

  • @GamerShyUncut
    @GamerShyUncut Год назад +1

    I love the effort in your editing. Especially the reverb to your voice when the underground sections were on screen.

  • @clarise-lyrasmith3
    @clarise-lyrasmith3 Год назад +7

    I love little touches like the added reverb in the underground sections, videos need to do that more :D

  • @bolson42
    @bolson42 Год назад +4

    I think it’s pretty clear that 1 is a tutorial for more experienced players to understand how this game is different from mario 3 and any previous titles, while 2 is a tutorial for any players new to the series where seeing those differences isn’t as important as simply understanding the basics.
    What’s also interesting is how 1 is optional and 2 is mandatory. 1 will give you a special reward for clearing it, but learning the things it teaches you isn’t necessary at all since you will have the opportunity to learn them later. It’s almost like a teaser for future levels. Whereas 2 is mandatory, which is why it has yoshi as part of the tutorial. However, I personally find this design choice to be sort of conflicting with my first statement. If you have an easier tutorial, i think that should be the optional one, simply because the mechanics of a new game are much more important and because old players won’t have to play an extra level just to learn the basics. This would mean Yoshi is in the “first” level, which fits better with the idea that it introduces new concepts.

  • @jebebebebebeb
    @jebebebebebeb Год назад +1

    I love how creative your video ideas are. you can hyperfixate on literally any little detail and still make it interesting

  • @EliteFwiz
    @EliteFwiz Год назад +1

    I noticed so many little details in your editing like synching the music to the little spin jump explosion and adding reverb to your voice in the cave section! I love it lol, keep it up :)

  • @shmongus_plong
    @shmongus_plong Год назад +4

    this is so ridiculously in depth thank you i didnt know i needed this

  • @chocobomaster210
    @chocobomaster210 Год назад +6

    To add to the thesis of this, I also see it as SMW prepping the player for the branching nature of the world map. Going with 2 takes you down the critical path, but taking 1 unlocks a the Yellow Switch which helps platforming in the long term.

  • @niitrus
    @niitrus Год назад +1

    This video is super cool! I like how you did your voice-over, very informative and got straight to the point, keep up the good work!

  • @Patri24
    @Patri24 Год назад +1

    I hadn't realized how much these two levels contrast... Wow. Also, the editing here seemed a lot more elaborate and it was fun to see the little effects and transitions here and there, great work!

  • @quadpad_music
    @quadpad_music Год назад +4

    I love that you added a subtle reverb effect to your voice when talking about underground caves. It's the a t t e n t i o n t o d e t a i l that takes these videos to the next level.

  • @fathomtuns7127
    @fathomtuns7127 Год назад +3

    Splitting the first level and forcing the player to choose between them *also* serves as a tutorial in itself. SMW features splitting paths several times in the overworld map, and the game introduces this mechanic before anything else. Neat.

  • @BigOlSmellyFlashlight
    @BigOlSmellyFlashlight Год назад +2

    in terms of timeline, i consider yoshis island 2 the first level because it leads you to the rest of the game while yoshis island 1 only leads you to a switch palace which the game can be played without

  • @Danominator
    @Danominator Год назад

    Very clever use of reverb in the underground section! I love those little details like that in your vids.

  • @noisepollution4473
    @noisepollution4473 Год назад +3

    I like that you're rewarded with a strong upgrade for choosing either path to start. If you go right, you get Yoshi, which makes all levels, including the left one, much easier. If you go left, you get the Yellow Switch House which also makes every subsequent level easier.

  • @BlooKurby
    @BlooKurby Год назад +3

    I think there's also credit to the overworld's design, if you choose to go left then it shows that there are secrets to be found with the Yellow Switch Palace, opening more paths for the player to explore in the overworld maps through playing levels, being much more open and less Linear by comparison of the SMB3 world maps. this then comes to it's closure as players find magical areas such as Star Road and the Special Zone.

  • @toem7446
    @toem7446 Год назад +2

    What I like is that the levels have both text boxes that tell you how to play and parts that the level design teaches you. You may not know how to clear each challenge in one before going to another, after which the player has the option to go back into one of the stages (an unseen thing in in a Mario game up to now) and try it out.

    • @niceguy191
      @niceguy191 Год назад

      As a kid I always thought those were raspberries depicted on the boxes, which made no sense to me either

  • @JoeContext
    @JoeContext Год назад +1

    Story this reminds me of:I remember finally getting a Gamecube controller for the Wii as a kid not just to play Gamecube games but the SMW Masterpiece in Brawl. Because of the mapping the big A button does the spin jump while the tiny B button does the regular jump and it felt so weird

  • @Shikaku2
    @Shikaku2 Год назад +3

    There's 4 first levels in Super Mario World: the tiny stage where the initial plot dialogue happens, Yoshi's house, the first stage you walk on, then the 2 levels on the sides of the house

  • @jomaq9233
    @jomaq9233 Год назад +2

    Thematically, Yoshi’s Island 1 feels more like what you’d expect from a “first level”, being a grass level instead of a forest one, but gameplay-wise, it’s 2 instead

  • @NoNotNot
    @NoNotNot Год назад

    Amazing Video, and ooh the last few lines of the video gave me chills down my spine. Keep up the great work

  • @nessesaryschoolthing
    @nessesaryschoolthing Год назад +2

    This is something that more modern, open-world games should do more of; give the player two distinct ways to progress right away to tutorialize that making choices is part of the game.

  • @EnigmaBarry
    @EnigmaBarry Год назад +4

    These are always fantastic! It just goes to show how much thought the developers put into making Mario and making sure the players learn concepts of these games.

  • @GameonHead
    @GameonHead Год назад +3

    I would think that 1 is probably geared more towards teaching players who have no experience with Mario, whereas 2 is geared more towards players who have previously played Mario 3 (for instance). I think this is supported by where the paths lead: 1's path leads to the switch, which makes certain challenges (e.g., 1's 1-up chase) a bit easier, whereas 2 takes you onwards to the rest of the game.

  • @coachmcguirk6297
    @coachmcguirk6297 Год назад +2

    Another reason is that the devs didn't know numerical order. They had gone around the office polling employees for weeks and couldn't figure out if numbers went 1-2-3 or 2-1-3. Counting wasn't taught in schools back then.

  • @Mr_Spaghetti
    @Mr_Spaghetti Год назад +1

    4:03 Oh my god after all these years I never realized the mushroom is coming out from behind the bush. I never really understood that, I thought a mushroom would just pop out of Mario randomly on certain levels.

  • @elias0240
    @elias0240 Год назад +9

    You‘re out here uploading consistently high quality videos like this and making it look easy. It’s always a joy to be notified of a new video you posted, keep up the great work!
    Btw, I found you through your newer Mario Kart Videos, and I find them really interesting. As someone who grew up with newer Mario kart games, it’s really fun to see how much charm is packed into those stages, and you picking apart level design in general makes me appreciate these levels and the game devs more, be it Mario Kart or Super Mario World.

  • @Arcticmoon2023
    @Arcticmoon2023 Год назад +4

    Dude, learning about the level design is so cool. I didn't think about how much time it took for the developers to make the first two levels and avoid confusing the player, while also placing blocks and platforms in the right place so the player learns the game as he's playing. Absolutely genius stuff.

  • @king_pigeon
    @king_pigeon Год назад +2

    Ironically, Super Mario World has a 3rd tutorial level, Donut Plains 1. Donut Plains 1 introduces you to the iconic cape ability, the increases exploration the game offers, and the unique and varied enemies you'll find throughout the remaining worlds

  • @lingster209
    @lingster209 Год назад

    Great video! These are some really good tips!
    Also, nice subtitles!

  • @Guhhhhhhhhhhhhhhhhhhhhhhhhhhhh
    @Guhhhhhhhhhhhhhhhhhhhhhhhhhhhh Год назад +3

    The first level is yoshis island 2, as it is the first level you need to complete to progress towards the final level, yoshis island 1 is an alternative option that unlocks an aid for when you start your journey.

  • @nickk3077
    @nickk3077 Год назад +6

    This game is very clever and has many smart decisions that improve and evolve Super Mario Bros! However, I for some reason find myself much more interested in Super Mario Bros 3 over Super Mario World.

  • @AverageT
    @AverageT Год назад

    The way this video is in 4:3 the whole time is my favourite aspect of this video, excellent work man.

  • @acglass
    @acglass Год назад +2

    4:20 if you don’t know how to do the spin jump you learn it in the next level, then you also learn you can return to an older level.

  • @maxweb32
    @maxweb32 Год назад +1

    i love the fact that they used an echo effect on the narration while showing off underground areas, such a cool touch

  • @RealMrLazy
    @RealMrLazy Год назад

    I love the echo you gave to your audio when talking about the underground section

  • @withnosensetv
    @withnosensetv Год назад

    Man I love you ever since I discovered you a few days ago. A new video feels like I got blessed

  • @SkeeJ88
    @SkeeJ88 Год назад +2

    The fact that the video is in 4:3, rather than the modern 16:9, in order to match the original proportions is such a great attention to detail

  • @Palendrome
    @Palendrome Год назад

    Thank you for making an actual 4:3 video. I watch on a 30 year old vga crt, and I was pleasantly surprised when your video fit my screen correctly whereas normal videos these days all have black bars to fit the entire widescreen video

  • @TheChanat22
    @TheChanat22 Год назад

    Such a great video. Reminded me of your great series on new super mario bros. Thanks for the amazing content

  • @gabethoman2178
    @gabethoman2178 Год назад +1

    I've been playing my GBA copy of this game for 20 years and am just now learning that those blue blocks in the subworld are moveable. My mind is blown.

  • @DaxSchaffer
    @DaxSchaffer Год назад

    I literally never thought about it until now, but having the level choice right at the beginning is also the game's way of teaching you about branching level paths as soon as you start playing. You're immediately confronted with a decision that will unknowingly steer you towards regular progress or a secret! And even if you don't get the secret, you'll see the ladder leading to the mountain top on the next map screen, which might peak your interest to backtrack and try the other path. It's really brilliant game design that hammers home the idea of a non-linear map filled with not only progress, but also surprises!
    Really great video btw, I never realized how much work both of these levels were doing to help the player actively learn so many game mechanics so quickly.

  • @MarioLuigi0404
    @MarioLuigi0404 Год назад

    That really subtle echo effect on your voice when in the underground sections is such a nice touch

  • @dioshiba6066
    @dioshiba6066 Год назад +2

    8:43 @ZoomZike I can tell you why the dev's put themselves and the player in the situation with Yoshi's Island 1 and Yoshi's Island 2. Yes, you do have the power of choice and that is a part of it's purpose of, but it is not just because of the challenges presented by the first level you choose. The thing that you also have to take into consideration is that they're teaching players about the multiple paths you can take in the overworld map and how certain levels can affect others.
    One of the things that I'm surprised that wasn't covered was the Yellow Exclamation Blocks. In Yoshi's Island 2 you see those dotted yellow lines between the two Question Blocks. The player, assuming that they have no idea what they are will probably glance over them. However, should they decided to take Yoshi's Island 1, beat it, then beat the Yellow Switch Palace and activate the switch, the player then sees all the Yellow Exclamation Blocks fly all over the map before the Switch Palace collapses and are offered the chance to save. Once the player makes their choice and heads over to Yoshi's Island 2 they now can see the Yellow Exclamation blocks where if they hit it they are awarded a Super Mushroom, and a little later on where the pit is sees that the Yellow Exclamation blocks covering the only pit in the level.
    With that in mind, the player learns that their choices in how they beat levels can impact where they go in the game's overworld and that beating certain levels can affect the gameplay of other levels moving forward. This isn't necessarily about making choices so to say, rather the developers want the players to explore the map as much as they want you to explore the levels and they reward you for that exact reason.

  • @digitalgamer457
    @digitalgamer457 Год назад +1

    Holy moly. I was on your channel screen on my phone and the notif popped up. I manifested the video.

  • @dylanzlol7293
    @dylanzlol7293 Год назад +2

    The first level is the one where matio stands in the middle of a field with text saying that peach was captured

  • @Lovuschka
    @Lovuschka Год назад +1

    It teaches you early on that there are branching paths on the world map, and also about the switch palaces (after finishing YI1).

  • @Steambull1
    @Steambull1 Год назад +2

    Design-wise, the "Rexes" always felt a bit out of place for Mario, especially since they appear so early. Then again, the whole game has a thing with dinosaur and dragon type enemies/characters beyond just the Yoshis, Bowser & the Koopalings...
    So, I just googled about the enemies, and only now learned that the the entire area of the game is called "Dinosaur Land." Apparently Mario & co. were there on vacation when the game begins... I guess that's what the instruction booklet for a game like this is for :P Though, really, they could've named more places Mesozoic themed - and less with food items!
    Anyway, another cool thing about the 2 starter levels is that you get to do a "you go that way, I go this way" thing right at the start of 2p mode. With 2 players the alternate exits and map routes become a little more interesting, too.

  • @LinnyUwU
    @LinnyUwU Год назад +2

    feels like you're making this way deeper than it needs to be

  • @justbenelson
    @justbenelson Год назад +1

    On Christmas morning in 1991 when my mom was hooking up the newly opened Super Nintendo my sister and I were reading the Super Mario World instruction manual, educating ourselves on the different level pieces so that we only had to worry about coordination instead.

  • @Yipper64
    @Yipper64 Год назад +1

    its interesting that the one on the left is more challenging because its technically the optional one of the two. But the one on the right teaches you more overall in a more relaxed way. Which makes sense since you have to complete that one eventually to progress.

  • @696Productions
    @696Productions Год назад

    This is a next level video. Loved it and subscribed!

  • @tacticaljunk1608
    @tacticaljunk1608 Год назад

    I appreciate the reverb you added when talking over cave level footage

  • @RTD_Dev
    @RTD_Dev Год назад +1

    I just love professionally given facts that give me a new outlook on something- specifically classics that I’ve come to love.

  • @RhythicManRhythm
    @RhythicManRhythm Год назад

    1:17 the Mario maker sound effect was a great choice this video is so good.

  • @antonioaguirre5464
    @antonioaguirre5464 Год назад +1

    Another interesting detail is that both levels lead to different kinds of progress. 1-2 eventually leads to the world's castle and by extention the rest of the game, but 1-1 leads to the Yellow Switch palace, which also marks progress through the game, even if it is technically a dead end.

  • @callmeobsequious
    @callmeobsequious Год назад

    You know, today has been a really not-great day for me so far, so seeing this video in my feed made me really really happy. Love Schrödinger's Tutorial lol

  • @LoggyDev
    @LoggyDev Год назад

    I love how you used the aspect ratio to great affect in this video!

  • @seanewing204
    @seanewing204 Год назад +1

    Two additional things: Yoshi's Island 1 is entirely optional, where you eventually have to beat 2 to continue the game; and beating 1 gets you the Yellow Switch Palace.
    This implies that YI1 is also a challenge level to earn easier gameplay, like beating Sonic's bonus stages to earn chaos emeralds.
    Finally, 1 reviews basic Mario gameplay, plus a few new features, 2 expects you to know or quickly figure out the basic mechanics, and advance to Yoshi gameplay. Even though it's harder, 1 seems to be for new or less experienced players.

  • @tacowaffleYT
    @tacowaffleYT Год назад

    using the echo effect on your mic when underground was so sick

  • @Pomodorosan
    @Pomodorosan Год назад

    The placement of the yellow [!] blocks in both levels makes it very satisfying to unlock the switch, making a lot of the more challenging bits like catching the 1-up in level 1 far safer.

  • @Stephen-Fox
    @Stephen-Fox Год назад +1

    Also presenting you with two first levels is the first indication of alternate paths in the game, though not secret exits. And, yes, those are in SMB3 so could have been taught later like they were there, but...

  • @guyrocketram9698
    @guyrocketram9698 Год назад +2

    i got into a mild disagreement about this in an SMW romhacking server if SMW had a "first level." i argued yoshi's island 2 and yoshi's island 1 were both the first level, but they said it was obviously yoshi's island 1.
    i think they were biased since they knew how to hack the game and im pretty sure yoshi's island 1 is the first level in the game internally

    • @zpunorm22
      @zpunorm22 Год назад

      No, not quite. Internally Level #1 is Vanilla Secret 2.

    • @guyrocketram9698
      @guyrocketram9698 Год назад

      @@zpunorm22 oh damn, i kinda assumed it was and that was their reasoning lol.

  • @Santiago_Handle
    @Santiago_Handle Год назад +2

    Is 1, activate the yellow switch by climbing the ladder at the left on the map and then 2. You must follow certain level order to get the "*96" at the start of the game that indicates that you really completed the game (star levels and all). If you don't follow that order from the begining, you won't get that. I have years of experience, played when it got realized, and worked hard to get that order, way before the WWW, before emulators... and a few months after it got revealed in a nintendo power magazine lol.

  • @KairuHakubi
    @KairuHakubi Год назад +1

    That Magnum Killer was such a huge moment for me, I was like ENEMIES CAN BE THIS BIG? OH GOD WHAT DO I DO
    6:47 heh that's how i did it. i never figured out those blocks or spin jumping as a kid.. but in fairness i didn't own the game, just played at people's houses.

  • @Polymathically
    @Polymathically Год назад +1

    I was just a second grader when I first played and beat SMW in 1991. I was speedrunning it by 1992. It wasn't my first Mario game, but the experience will be forever burned into my memory. As a game reviewer, SMB3 will always be my favorite 2D Mario. But SMW will always have a special place in my heart. It's a testament to the skill and care of the designers that the gameplay mechanics are so easy to understand. As for why there are two first levels (aside from tutorial purposes), it's to emphasize SMW's exploration. There are branching paths, but unlike SMB3, the paths forward don't appear on the map until you've beaten the preceding levels. You don't know where the next exit may lead, which makes the setting seem more spectacular and far greater in scale; it is truly Super Mario _World._ It also indicates to the player that experimentation is not only okay, but essential. Since there are multiple exits that lead to different paths, the player is incentivized to replay levels and approach them in different ways. As this was the sequel to SMB3 and the launch title of the SNES, it'd make sense that it's designed in such a pronounced way. Nintendo wanted to make a strong first impression with their new system, and it shows.