The game that started everything. At 9 years old, this was my gateway into gaming.
Super Mario World was released on November 21, 1990 in Japan, as a launch title for the Super Nintendo Entertainment System (SNES). Developed by Nintendo EAD and directed by the legendary Takashi Tezuka and Shigeru Miyamoto, it was designed to showcase the graphical and technical capabilities of the 16-bit era.
The game introduced Mode 7 graphics, allowing for pseudo-3D rotation and scaling effects that were revolutionary at the time. This was most famously seen in the Special Zone's rotating levels and the Koopa Clown Car scenes.
Impact on the Industry:
Mario, Luigi, and Princess Toadstool (Peach) are vacationing in Dinosaur Land when Bowser kidnaps the Princess once again. Mario must traverse seven worlds—from Yoshi's Island to the Valley of Bowser—rescuing Yoshi's friends who have been trapped in enchanted eggs by Bowser's Koopalings.
The heroic plumber brothers. Mario is the main protagonist, while Luigi (in 2-player mode) serves as the second player character. Their signature moves include jumping, spinning, and cape flying.
Debut character! Yoshi is Mario's dinosaur companion who can eat enemies, flutter jump, and use his tongue as a weapon. Different colored Yoshis have unique abilities based on the shells they consume.
The damsel in distress, captured by Bowser. She sends letters to Mario throughout his adventure, offering encouragement and hints about the world ahead.
Bowser returns as the main antagonist. His seven children — the Koopalings (Larry, Morton, Wendy, Iggy, Roy, Lemmy, Ludwig) — guard each world's castle.
"At 9 years old (1990), Super Mario World was my entry point into gaming. This wasn't just a game—it was the foundation."
I didn't own an SNES immediately. I played at a neighbor's house, mesmerized by the vibrant colors, the smooth animations, and the sheer joy of controlling Mario. The cape feather was magic. The secret exits were mind-blowing. The Star World felt like unlocking a hidden dimension.
What it taught me:
Super Mario World was the game that made me realize gaming wasn't just entertainment—it was a way of thinking. From that 9-year-old kid jumping on Goombas to the 44-year-old Senior IT Engineer debugging production systems, the core approach remains the same: observe, learn, adapt, execute.
32 years later, I still remember the feeling of discovering the Star World for the first time.
— Dan Gârboan (Sephiroth), 2025