Super Mario's Wacky Worlds | |
---|---|
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.