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Three prototypes are in circulation, one of which was sold on the online auction website eBay for $1,000.
#SUPER MARIO WORLD SPRITES EXPANDED CODE#
Approximately 80% of the game's art, 95% percent of its design, and around 30% of its code were finished. Version 0.11, the game's final prototype (an early alpha), was finished on Maafter the project had about a year of work. 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. 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. Nintendo was very much impressed at the two men's job, but because of poor CD-i sales, they were forced to cancel the game. Their meeting with the Nintendo developers came at 8:00 AM on a Friday morning, and they had put their short part of the game on a disc four hours beforehand.
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It was suggested to NovaLogic by a Nintendo sales executive that simple Nintendo titles 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.ĭevelopers 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. Then helping Nintendo with the " SNES-CD", a disc drive for the Super Nintendo Entertainment System, Philips had a right to make games with Nintendo characters for their CD-i. Super Mario's Wacky Worlds emerged in a time in which its developing company, NovaLogic, was hoping to be hired by Nintendo.
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