Saturday, September 30, 2023

Super Mario World (Super Famicom) Manual

The Super Mario World Japanese manual is notable for referring to Yoshi as a "Dragon" (The Katakana word Doragon was even used), while the American version called him a "Dinosaur".

Super Famicom
Handling and Instruction Manual
Please read by order of the page number.
(Cartridge handling information left untranslated)

Greetings

For this occasion on purchasing the Nintendo Super Famicom Software "Super Mario World," we give you our sincere gratitude. Before playing the game, please carefully read this instruction and handling manual for proper use and cautions to take during play. Please refer to it regularly to ensure correct use. Furthermore, please carefully store this instruction and handling manual.
Story

Having restored peace to Mushroom World, the pair of Mario and Luigi, along with Princess Peach, seek a relaxing and enjoyable vacation. They set off for Yo-suta- Island within "Dinosaur Land," a mysterious island country that's far off to the South. Soon enough, they arrive at the island, but then... Princess Peach suddenly vanishes! The two frantically search around. Before long, on the islands' outskirts they discover a mysterious egg. As the two steadily stare at the egg before their eyes, the figure of a strange dragon emerges.

Introducing himself as Yoshi, the dragon began to speak to Mario and Luigi. "Lately on Dinosaur Land, a monster in the form of a turtle appeared, using magic to seal us away in eggs. Even though I went off to help my friends, he was much too strong. In the end, I too was bound up by his magic. Please... together with my help, could we go rescue my friends?"

What a story! The great Demon King Koopa really hasn't learned his lesson, it seems. Surely, Princess Peach has been kidnapped by one of Koopa's underlings. Thus the two, in order to rescue Yoshi's friends and Princess Peach, have set off on a brand new adventure!

(Pictured) Mario, Yoshi, Princess Peach, Luigi.

4

Name and operation for each part of the controller

L Button, R Button

* During the action screen, if you're not pressing the other buttons, the L button will offer you a backwards view of the screen and the R button will allow for a frontward view. (Depending on the course, there are places where you cannot use this ability.)

Cross Button

At the map screen...
* Controls screen scrolling, allowing you to look all over the map.
* Moves Mario along the map.
* Moves the cursor.

At the action screen...
* Moves Mario left and right (For more details on the controls, please refer to the action chart in the later half of the manual.)

Start Button
* Starts the game.
* While in the game, controls the pause ability.
* Executes a decision on selection screens.

Select Button
* Moves the cursor.
* While in the game, brings out items you have in stock.

5

(The controls are the same for the 2 player controller.)

X Button
* At the action screen, performs the same actions as the Y button.

A Button
* Performs the spin jump. (Also performs a spin jump when dismounting from atop Yoshi.)

B Button

Jumps
* Allows caped Mario to gently descend.
* Swims
* At the selection screen, executes a decision.
* Causes Yoshi to fly.

Y Button

* Accelerates.
* Holds onto objects. (As long as the button is held)
* Performs a punch while holding on to a wire fence.
* Spins your cape.
* Causes Mario to fly. (As long as the button is held.)
* Causes Yoshi to eat or spit out enemies.
* Performs a cancel at the select screen.
* Throws a fireball. (When Fire Mario.)

If you hold the controller this way while playing the game, Mario will be simple to control.

To read more, please turn the over and continue.

Explanation of the game

Upon inserting the cassette into the Super Famicom console, please turn the power switch ON. First, a demo screen such as what's pictured on the right will begin. Here, if you press the start button (Or B or Y instead), the files Mario A, Mario B and Mario C will be displayed, (Refer to Page 11)

Choose any file, then a 1 Player or 2 Player game. Afterwards, the game will begin. The game is made up of the map screen and the action screen.

Map screen
(Clockwise from top left) Present location, course point, Yoshi's house, Mario's lives, Mario's present condition

The game will start from Yoshi's House on Yo-suta- Island. Using the directional button to move Mario (Or Luigi) over the map, you can progress by clearing the course points. At the very beginning, you can only move left or right from Yoshi's House. As you clear the courses, the path will open up and the topography will change as you proceed. If you press the start button, the screen can scroll, allowing you...
...To survey the entirety of the map (If you press the start button once more, you'll return to your original spot.  Also, depending on your location, there are times you can't do this.) After reaching the Donut Plains, there are red colored course points. Within these courses, there are normal goals and alternate goals. (Possibly secret key holes). By discovering these, new routes may appear on the map. Since you may be able to discover unexpected shortcuts, please definitely be on the lookout.

* Action screen

(Clockwise from top left) Remaining player lives, amount of Dragon Coins obtained in the course, goal star counter, coin counter, score, timer, item stock

While moving Mario over the map's course points, if you press the B or Y button, you'll switch to the action screen. If Mario was able to arrive all the way to the goal unharmed, that course will be cleared. Also, upon clearing the goal point once, you can still challenge it as many times as you'd like (Castles and Forts are exempt.) During those times, if you press the start button inside the course, then the select button, you will be able to return to the map screen.
 * Misses and Game Overs
Within the conditions listed below, if the player misses, their life count will be reduced. If the player eliminates all their remaining lives, tit will result in a Game Over.

* When regular Mario is hit or bit by an enemy.
* When Mario falls into a hole in the ground.
* When unable to make it to the goal within the specified time.
* When crushed by walls, etc.

* About coins
By gathering coins inside of courses, the player can increase the remaining lives by one.

Regular Coin - Gather 100 for a 1-up.
Dragon Coin - Gather 5 within the course for a 1-Up. They also count as one regular coin.

Item Stock
If you hit the blocks scattered throughout the courses, power-up items will emerge. If Mario takes an item while already in a powered-up state, the item will be stocked in the upper part of the screen. If you power down, the stocked item will automatically fall down. Or, by pressing the select button, you can get the item to drop down at an opportune time.

While Super Mario, if you take a fire flower or cape feather, you'll power up and your Super Mushroom will go into stock. Also, if you're Fire Mario with the cape feather in stock, or Cape Mario with a fire flower in stock, they can be substituted with one another. For more on power ups, information on them has been gathered in the later half of the manual.

Super Mushroom, Fire Flower, Cape Feather
Middle Gates and Goals

Around the middle of the course, there are gates such as the one pictured to the right. This is called a "Middle Gate". But cutting its rope, if Mario then misses before arriving at the end goal, from then on he'll be able to start from the gate's location. Also, if you cut the rope as regular Mario, you'll become Super Mario.

What's more, a larger gate acts as the goal. While at the goal, use skillful timing when cutting the rope, responding to and aligning with its height to receive goal stars.

If you accumulate 100 goal stars, you can participate in a bonus game. Also, if you make the goal while riding Yoshi, you'll be able to start the next course with him.

* Bonus Game
Please stand under the rotating item blocks and hit them all. Essentially bingo, link up identical pictures to receive the 1-Up Mushrooms based on formed rows.

1-Up Mushroom 
Increases player lives by one.

Explanation of the 2 Player game

In this game, 2 people can play together. During that time, one player is Mario and the other player is Luigi. The players progress through the game by switching out. When only 1 controller is connected to the Super Famicom, the 2 players will alternate using it. When a controller is also in controller connector 2, one player controls Mario and the other Luigi.

When one player either clears a course or loses a life, the other player's turn will come up. Also, if one player makes it to the middle gate, but then the other player enters the course, they can also start from the middle gate.

* Transferring player lives
On the map screen, by pressing the L or R button, the screen will turn into like what's pictured on the right. This will allow a player to divide up and give lives to the other player. When using just one controller, the B button transfers lives from Luigi to Mario. The Y button transfers from Mario to Luigi. When you have two controller in use, both players from each side can use the B button to transfer from Mario to Luigi and the Y button for Luigi to Mario.

(If you press the start button, you'll return to the original screen).

Also, if one player gets a Game Over, the screen will automatically appear.

About saving

If you clear castles, fortresses or ghost houses, this choice will appear on the map screen:

* [Save and continue]
* [Continue without saving]

If you choose [Save and continue], the progress on the route you've made to that point will be saved to the previously selected file on the title screen. Once the route has been saved, it will remain recorded in the cassette after the power is switched off. If you wish to end the game, but late begin again in the same, earlier state, please continue playing while choosing [Continue without saving]. (The player's lives will not be saved). Also, when you get a game over on the map screen you'll get a choice between continuing or ending. If you choose "End," you'll return to the title screen. When choosing "Continue," you'll find yourself at the course point after which you last saved the game. Please be warned that you'll have to once again clear courses that came after the last save point.

Leaving one recorded route as is, if you'd like to open up another route, return to the title screen and select another file, then please begin a game. When you've already saved a maximum of 3 files, at the title screen select [Erase a record]. Then, you can delete the data of any file you'd like. Also, when resuming a saved file, you can also choose between a 1 or 2 player game. (The number displayed by the file denotes the amount of routes discovered up until the save point.)

The inside of the cassette includes a battery back-up ability to record your game's progress. If you recklessly switch the power or reset, be careful as that may completely erase your data. Furthermore, as the cart contains a lithium battery, it should be replaced (in time).

Mario's Power-Ups

Differing from previous games in the Mario series, you can suddenly go from Mario to Fire Mario or Cape Mario. When  "Big Mario" has been hit by an enemy, he'll just return to regular Mario and won't lose a life.

Mario, Super Mario, Fire Mario, Cape Mario

Mario's standard controls

Run (Accelerate)
Left or Right + Y
Mario can run over single block gaps.

Jump
B
Press for a longer time for a high jump. If you leave the B button held while stomping an enemy, you'll perform a heightened leap off them.

Crouch
Down

Spin Jump
A
While you won't leap as high as a normal jump, it can defeat enemies in one hit and destroy blocks (as Big Mario). For enemies that can't usually be stomped: While the spin jump won't defeat them, you can use it to hop over them.

Carrying an object
While the Y button is held, make contact with an object.

Throw upwards
While the object is being held, press the up key, then release the Y button. (If you wish to place the object at your feet, press the down key, then release the Y button.)

Swim
Left, Right + B or A

Swim while holding an object
Up, right, left, down + Y (Have the Y button held)

Jump from the water
Up + A or B

When entering a pipe...

Upwards facing pipe - Down

Downward facing pipe - Up + B

At pipes with a triangle block...

Run straight upwards
Left, right + Y
Hold a directional button and the Y button.

Jump with Yoshi
B
Leaving the B button pressed, perform a high jump.

At wire mesh gates...

First, press the up key to cling to a gate.

Punch - Y

Rotate door - Y

Also, if you hit a turtle from above, you can knock them down.

Hanging from ropes, or somewhere else...
Press up to cling to it and down/up to move.

At a place with a door...
Press the up key at the middle of a door to enter...

At a slope...
Press the down key to slide. (If you're still sliding in an area that's no longer a slope, you'll bump into enemies.

How to defeat basic enemies

- Stomp them from above (There are also enemies which can't be stomped.)

- Hit a block from below.

- Fireball (Y): Throw fireballs when you've become Fire Mario. When the fire hits an enemy, it'll become a coin. Also, there are enemies which can not be defeated by fire.

- Pick up a shell...and kick it!

Cape Mario's controls

Defeat enemies with the cape - Y
You can also hit blocks from the side.

For flying in the air...

Accelerate -Left, Right + Y
Run until Mario spreads his arms out to the side.

Jump - Y+B
Leave the Y button held.

Open the cape - Left, right Y
While ascending, hold the B button and release once Mario has reached his highest point. Leave the Y button held.

While you're flying with the cape open, you can not only descend upon enemies, but won't power down upon contact.

(Down arrow) Releasing the Y button

Swiftly ascend - Left, right Y+B
With the Y and B buttons held, press the left or right key to change directions.

Genitally descend - Left, right, B
If you release the B button, you'll descend at your regular speed.


Press the advancing key to descend and the reverse key to ascend. Please use skillful timing, as you essentially control the cape like a hang glider.

Body Press
Y
(Leave the Y button held)
Defeat the enemy by dropping in from above.

Rapid descent
Left, right + Y
(Leave the Y button held)

You'll advance as long as you are entering a directional key.

If you do a rapid descent to the ground, the surface will shake. You can defeat enemies on the ground this way.

If you spot Yoshi...

First, jump on Yoshi. You can go ahead and get atop his back. Here are the basic controls for Mario and Yoshi:

Accelerate: Left, Right + Y
Jump: B
Dismount: A (Spin Jump)

Also, as Cape Mario, if you jump while accelerating, you'll ascend in the air. (Leave the Y, B buttons held). While you can't open your cape in the air, by holding the B button, you'll gentilly descend.

Eat - Y
If you press the Y button, Yoshi's tongue will stick out, allowing him to eat fruit and enemies. (If his mouth is at the general location of a fruit, he can automatically eat it.)

Spit - Y
Yoshi can't swallow turtle shells or other hard objects. While they're in his mouth, please press the Y button once more to spit it out. In this particular instance, with the shell in his mouth being red, he'll spit out fire.


Also, when there's a yellow shell in his mouth, upon landing on the ground from a jump, he'll scatter a dust cloud, toppling enemies.

Furthermore, when the shell in his mouth is blue, Yoshi will sprout wings and take to the air. For as long as he has the shell, please rapidly press the B button.

Fly in the air - B (Tap the B button)

* Although you may not count on swallowing the turtle shell, if its been in Yoshi's mouth for a long period of time, he will indeed swallow it. To show that the time period with his power is up, the effect will stop upon swallowing the shell.

* When you're on Yoshi's back and get hit by an enemy, Mario won't lose a life or power down, however Yoshi will flee. If the escaped Yoshi falls into a hole or off a cliff, he'll be gone. Please pursue him with all your might!

The Legendary Three Colored Yoshis

Somewhere in this Dinosaur Land, mysterious different colored Yoshis are hiding. As these Yoshis are adolescents at first, they'll need to be fed a certain amount in order to grow. If they eat 5 enemies, the adolescent Yoshi will become an adult. (Mario can carry the little Yoshi)

(Upper right caption) Red Yoshi, Yellow Yoshi, Blue Yoshi

If you eat five things ->

These various grown-up Yoshis have differing abilities from the regular Yoshis.

Red Yoshi - With any color shell is in his mouth, he can spit out fire.
Blue Yoshi - No matter what colored shell is in his mouth, he can fly for a limited amount of time.
Yellow Yoshi - Whatever colored shell is in his mouth, he can scatter sand for a limited amount of time.


This is "Dinosaur Land," the stage of the adventure!

(Starting from World 1)

Yosuta- Island

Kappa Mountain

Yoshi's House - This is Mario's starting point on the journey. But, unfortunately it looks like Yoshi went off somewhere, as the house is completely empty. You should go find him quickly! Also, about Yoshi's name: he was first discovered on this Island of Yo-suta- and given the name as a consequence.

Donut Plains

Ghost House - The inside of this old wooden building is quite dark. Monsters and spirits swarm about and the exit is not easily found. To escape from here, you'll need to have changed your approach a bit.

Vanilla Dome

Vanilla Plateau

Fortress - There are four fortress locations in all, with a group of dinosaurs called "Bui Bui" waiting at the center. It's almost certain...thanks to Koopa's evil magic, he's turned them into his allies.

Cheese Bridge

Soda Lake

Senbei Mountain

Lost Forest

Chocolate Island

Castle - All around the land are 7 castles, each with a Koopa Kid inside. There, they've captured Yoshi's friends; taking them and sealing them into eggs. All the way until you arrive at the room of the Koopa Kids, various traps are waiting. With the koopa children using various, differing attacks, capturing the castles seems to be quite a handful!

The Group of 7 Koopas

The Great Demon King Koopa

The mysterious sunken ship - What a very strange sunken ship. It feels like you may have seen it somewhere before...now that you mention it, in Mario 3, the Koopa Kids piloted air ships, causing much trouble for Mario and friends. Hmmm...what a strange hunch. Could Koopa be somewhere nearby?

Ramune Trench

Secret Key Holes
Having been explained on page 7, after reaching the Donut Plains, you'll find red course points. They contain alternate goals such as the hidden key hole pictured below. If Mario brings the key next to the key hole, he can exit the stage. (When together with Yoshi, you can access the keyhole by having Yoshi hold it in his mouth.)

(Caption) Key

Star Road
Eh? Where the heck are we? If you can spot these strange stars on the world map, you can make your way up here! And, if you can solve the riddle of this world, something good is bound to happen!

Switch Palace

At the summit of Kappa Mountain, there is a yellow switch palace. Here, if you stomp the large switch, the dotted-line yellow blocks found throughout the courses will turn into exclamation boxes, making it much easier to clear the stages. Elsewhere in Dinosaur Land, there are switch palaces for the three other colored boxes. You'll definitely want to go find them.

Dotted Line Block > Exclamation Point Block

Jumping Piranha Plant
A tropical version of the Piranha Plant?! Jumping out from the pipes, they'll twirl around in the air. There are also seed-spitting types, so beware.

Noko Noko

Appearing every time, it's the familiar Noko Noko-San. Even though this guy is an enemy, the sight of him somehow brings out a warm, fuzzy feeling. Why could that be? This time, if you stomp on a Noko-Noko, he'll come flying out of his shell. When his body pops out, for a moment you'll see an empty shell. He can revitalize by going back in. But, watch out for this too: If he gets in a golden shell, he'll become invincible. There are four types of colored shells in all, so be very CA-RE-FUL.

Chorepu- 
A mole which suddenly bursts from the ground. In the underground world, it seems there are also gigantacized versions of these guys.

Caped Turtle
Having put on a magical cape, this turtle can now fly. Caped Mario should be able to have some intense air battles with him! If you stomp the scoundrel who's wearing a flashing cape, you'll receive a cape leaf. 

Terasauras
A spirit of a dinosaur that appears in the ghost houses. Just take a look at their pale faces. Scary~

Teresa, Atomic Teresa
It's Teresa-Kun, who first appeared in Mario 3. This time, they show up in groups. A giant Teresa also appears, but it too will become shy when your faces meet. These things are so scary...

Ga-suka
Having a habit of always nodding off and doing little else, if Mario approaches he'll awake and began pursuit. You mustn't find yourself entranced by his slumber!

Unira
A giant urchin floating in the sea. Even though his movements aren't that quick, you'll have to carefully swim around him to make out ok. Watch out: if you're poked by those giant spines, who knows how much that will hurt.

Rifuton 
This fellow isn't an enemy, but actually a helpful buddy who will act as a bridge for Mario while in the water. He appears to be some sort of Dolphin.

Dorabon
As one would expect out of a place called Dinosaur Land, here's an enemy character that could only appear on this adventure. The island is full of these dino-like guys. His name is Dorobon. It takes two stomps to defeat him. While he does have wings, it doesn't appear that he can take to the air.


Dossun
A stone monster set to guard Koopa's castles and forts. It Mario gets near, he'll "Dosun" (Thwomp) down from above. Having said that, you won't be able to proceed through the levels without approaching him...

Chibi Raita, Raita
Dinosaurs that live on Chocolate Island If you stomp on a Raita, he'll become Chibi (little) Raita, spitting out fireballs.

Kuribon
If you stomp him, he'll go rolling, where from that point he can be picked up and thrown. With a pleasant stride and appearance, he looks just like the familiar Kuribo. He must certainly be a distant relative.

Flower-Chan
A caterpillar that resides in the Lost Forest. While normally quiet, once stomped, he will become red with anger. You'll want to do whatever possible to be on his good side, for sure!

Kamek
A magic user of the Turtle Tribe. By casting a strange ray of light, he transforms blocks into enemies. Even worse, he'll suddenly appear and disappear. This guy is very dangerous! 

Bomb Soldier
If a specific amount of time passes, he'll explode and scatter stars...these little punks! There are also ones who use a parachute, descending down from the sky.

K.K.
What a strange name he has. When this guy does the "Dosukoi," lighting will fall, spreading out into a sea of flame. He'll taunt you with his karate pose as well!

Buru
He'll often be blocking Mario's way...right before the end goal. He'll persist at attacking you with a variety of different methods. Unless you really insist on attacking him for some time, he won't go down.


Concerning other items and blocks

Besides these, there may be even more hidden items...

Super Star - Makes you for invincible for a limited time.

Egg - You'll enjoy the contents of this egg, as Yoshi is born from it!

3-Up Moon - Increases the players' lives by 3, all at once.

Fruit - If you have Yoshi, gobble enough of these and he'll lay an egg.

Jump Platform - By using some skillful timing, you can perform a high jump.

Power Balloon - Your body will inflate and you'll float in the air for a limited time.

Yoshi's Wings - If you pick these up while on Yoshi, you'll warp. 

Question Block - If you hit this from below, you'll get coins or items.

Jump Block - You'll bounce with a "Boing, Boing" on this. Items may come out as well.

Whirling Block - If you hit this block, it will rotate around for a limited time.

Switch Block - If you stomp this, blocks will change to coins for a limited time.

Quivering Block - A block which can be held and thrown.

Message Block - This gives hints and advice during the game.

Bonus Block - If you've grabbed over 30 coins within the course, punch this for a 1-Up mushroom.

The official guide book goes on sale within the first 10 days of December. It's landscape-size pictures lend for easy to see maps!

Discover what's within the fully complete stage maps! Loaded with character data and strategies to take the shortest route! Includes a promotional present as well.

Nintendo Official Guidebook - Super Mario World

Please look for it in book stores all over the country!

Expected Price: 780 Yen

Shogakukan (Publishing)


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