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Super Mario's Wacky Worlds

Super Mario's Wacky Worlds
Super Mario's Wacky Worlds.jpg
Developer(s) NovaLogic
Publisher(s) Philips Interactive Media
Designer(s) Marty Foulger
Programmer(s) John Brooks
Silas Warner
Artist(s) Nina Stanley
Platform(s) Philips CD-i
Release Cancelled
Genre(s) Adventure
Platformer

Super Mario's Wacky Worlds is a cancelled Mario platform video game in development by NovaLogic for the Philips CD-i system. The game was designed to be a sequel to Super Mario World, a Super NES game released in 1990, that took advantage of the system's hardware. While an early prototype of the game received positive feedback from Nintendo , the game was cancelled due to the declining sales of the Philips CD-i system.

Wacky Worlds emerged in a time in which its developing company, NovaLogic, was hoping to be hired by Nintendo. Then helping Nintendo with the Super NES CD-ROM Adapter, Philips had a right to make games with Nintendo characters for their CD-i. It was suggested to NovaLogic by a Nintendo sales executive that simple Super NES games could play on the CD-i, sparking the idea of putting "a popular Nintendo game, Super Mario World, onto a CD-i disc", making the project an intended sequel or follow-up to the launch title exclusively for the CD-i hardware.

Developers Silas Warner and John Brooks were drafted as the game's designers, and worked 24 hours a day for two weeks on the game, finishing only a part of one level to present to Nintendo. Their meeting with the Nintendo developers came at 8:00 AM on a Friday morning, and they had their short part of the game on a disc four hours before this.

Nintendo was very much impressed at the two men's job, but because of poor CD-i sales was forced to cancel the game. This ended the CD-i career of Warner, who had expected Nintendo's exact reaction; however, other developers such as lead artist Nina Stanley stayed with the project.

Though the developers were highly enthusiastic about making a traditional Mario game (partly to clear their reputation surrounding Nintendo-licensed characters), NovaLogic hoped to use as little money as possible on the project, which was mostly executed with the intentions of making a small amount of profit while games such as those of the Comanche series had focus.

Version 0.11, the game's final prototype (a pre-alpha), was finished on March 3, 1993 after the project had about a year of work. Approximately 80% of the game's art, 95% of its design, and around 30% of its code was finished.


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