Super Mario World
Super Mario World (or in Japanese: スーパーマリオワールド Suupaa Mario Waarudo Super Mario Brothers 4: Super Mario World ) is a video game of platform for Super Nintendo left on November 21st 1990 with the Japan, in September 1991 with the the United States of America, and in April 1992 in Europe.
This fifth adventure of Super Mario, often judged like excellent, introduced for the first time the character of Yoshi. The adventure is divided into 7 zones scattered on a chart, it is always question of delivering the princess Peach claws of the dragon Bowser. The 74 levels are varied: zones of platforms moving, underwater, house phantoms, parts to be collected, the pipes which lead to underground zones. Mario can become SuperMario via mushroom, Mario-wraps with the cape in order to fly, or Mario-fire with the plant of fire. Yoshi is used as mounting in Mario, and can gober the enemies like recracher the carapaces of the tortoises.
Two players can collaborate in turn (one controls Mario, the other Luigi)
The version Super Nintendo is also the very first play left on this console (left simultaneous with the Japanese version the console) and gives a technological demonstration of certain graphic capacities: effects of rotation at the time of the first boss, transparency of the clouds in the manors, the lamp at the time of last castle etc
Scenario
(Resulting from the directions for use of the original play)
After having saved the Kingdom of Mushrooms of the hands of Bowser and remainder of the Koopa S in Super Mario Bros. 3 , Mario and Luigi need to recover their various adventures. They agree on the best possible holiday place: Dinosaur Land, a magic place.
But while Mario and Luigi are lengthened on the beach for a small repairing nap, the princess Toadstool volitilizes, apparently captured by démoniaques forces. After having sought during hours their missing friend, Mario and Luigi discover a gigantic egg hidden in the forest.
Suddenly, leaves egg coldly hatched a young dinosaur of the name of Yoshi which starts to tell in Mario and Luigi an extremely sad history: his/her friends dinosaurs were imprisoned in eggs by a group of monstrous tortoises.
“Of the monstrous tortoises! ” Luigi exclaims. “Bowser and its group are of return! ” Mario gently shakes the head as a sign of approval, and gets under way with Luigi and Yoshi through Dinosaur Land to find the Princess and to release the friends of Yoshi. At the beginning of their voyage, Yoshi tightens in Mario a splendid cape. “That can be useful to you”, says it. “It is said that it has magic capacities”.
With a little chances (and helps it of the magic cape) our courageous team can overcome the seven worlds of Krazy Koopa Kritters de Bowser. Many places are well dissimulated, also leave no stone unturned for all discover. It is not necessary all to explore to release the dinosaurs and to save the Toadstool Princess, but there are many treasures “étincelants” to unearth in remote regions. You must ferret in all the areas to find which kinds of treasures conceals… Super Mario World.
Gameplay
The Gameplay of Super Mario World represents a true evolution compared to that of Super Mario Bros 3, so much it equips Mario and Luigi with movements important and necessary often to finish a level. The first of the evolutions which one can notice comes from the power-ups; while Super Mario Bros, Super Mario Bros 2 Japanese and Super Mario Bros 3 required to be “Super Mario”, that is to say to have taken a magic mushroom to then be able to reach the other capacities (flowers of fire, breaks into leaf magic, etc), this opus makes it possible Mario to reach directly Mario Feu or Mario-Wraps (the new transformation) by recovering a no-claims bonus.This innovation goes hand in hand with another help, the square power-up, placed in top of the screen - which will be taken again for the play Super Mario Kart - which makes it possible to the player to store a capacity and to make there call in the course of part by simple pressure of the button “Select”. This capacity falls then and Mario can seize it; that is done automatically in the event of collision with an enemy, returning the progression of the play much simpler. If Super Mario becomes Mario Feu or Mario Cape, a super mushroom is then stored in the square.
Compared with Super Mario Bros 3, the number of no-claims bonus is laughable: one thus finds the Red Mushroom, which changes Mario into Super Mario, the Fleur of Feu who changes Mario into Mario Féroce - small modification however, the enemies touched by fire change into gold coin, the Mushroom 1-up which gratifie Mario of an additional life, the Moon which gives him 3 of them, the balloon “P” which makes “inflate” Mario, thus enabling him to flutter one moment above the vacuum, the character star who makes it invincible and finally the Feather, very important element of the play and which is the emblem, allowing Mario to change into Mario-Wraps.
Contrary to the sheet of SMB3 which only made it possible Mario to gently fly and go down again during the fall, the Cape enables him to fly, by taking dash at the time of the descent then to go up. This easy way makes it possible to the player to cross a whole level without putting a foot on the ground. Moreover, Mario is able to carry out a “dive” towards the ground, which then causes the death of all the enemies present at the screen.
Put besides these differences of Gameplay, Mario lays out of another jump, known as “Jump-Swirl”, which is activated by pressing the button “has”. Mario makes the “spinning top then”. This jump, which goes neither well high, nor well far, is the only means for Super Mario of destroying the yellow blocks over, of destroying certain enemies and finally of leaving Yoshi. Let us announce finally the role of the buttons flippers “L” and “R” which respectively make it possible to move back or to advance the screen slightly so as to see the following traps; this order is only not very used by the players, and even completely useless.
Mario, finally, can advance on vertical grids, and even find other side via “trap doors”. To overcome the enemies, the koopas evolving/moving like him, it can give punches. This system will be included well later in Super Mario Sunshine.
The other emblem of the play, after the cape is of course Yoshi, the dinosaur. Findable as of world 1 in the level “Yoshi' S Island 2”, mounting well quickly appears very useful. Its long language enables him to swallow the majority of the enemies; in the event of ingestion of a carapace, its reactions different:
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a green carapace or of “Buzzy Beetle” is recrachée such as it and is used as projectile.
- a red carapace makes it possible Yoshi simultaneously to spit three fireballs.
- a yellow carapace makes it possible Yoshi, when it lands after having jumped, to kill the enemies on the ground then, as at the time of the dive of Mario-Wraps.
- a blue carapace offers wings to Yoshi, enabling him to flutter for a certain length of time.
- a multicoloured carapace makes it possible to fly, plunge as with Mario-Wraps and to spit of the flames if one it recrache.
Yoshi cannot keep a carapace indefinitely stops some, and at the end of a few seconds it will end up swallowing it. In addition to the enemies, Yoshi is capable of gober keys - an other major element of the play, to see further, of the blocks “P” and the bays, which, if Yoshi swallows a certain number of it make him lay an egg containing a no-claims bonus, energy of red mushroom to the moon 3-up. In the event of collision with an enemy, Mario is désarçonné and Yoshi flees with the aveuglette, at the thank you of the first come ditch. Mario can then recover it and continue her adventure. It should be noted that if Mario-Wraps overlaps Yoshi, the effects of the cape are similar to that of the sheet of SMB3.
There exists in the play four categories of Yoshi: greens, reds, the blue ones and yellows. The last three appear always initially in the form of small Yoshi, for which it is necessary to give five enemies to be eaten to see it growing. Their color determines the capacity which they have when they gobent a carapace; the red will spit of the flames whatever the color of the shell in its mouth, blue will steal whatever its color, the yellow will kill the enemies after a rebound.
Often, a level is cut out in two parts thanks to a mini-post of Rugby. If Mario cuts the wire, it becomes Super Mario and will take again this position if it loses a life.
A level can finish in three distinct ways:
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By eliminating a boss or a mini-boss
- By crossing a goal of Rugby
- By putting a key in a keyhole
As regards the goal of Rugby, a score is offered to the player according to the height to which he manages to touch the bar, from 0 to 50. When the player cumulates 100 points, it enters a level no-claims bonus where it can gain 8 lives maximum. If one brings a carapace to this post, it is transformed then into one item (life or no-claims bonus).
Certain levels are posted on the chart of the world by a red, and nonyellow point. That means that the level comprises two exits, either two final posts of Rugby, or a key and a lock and a post. The second exits, harder to find are generally ways towards short cuts, making it possible to finish the play more quickly. Some ghost house also have two exits.
The interactions on the chart of the world are less than for SMB3: the player cannot use charts objects but can on the other hand remake a level - with the exception of the fortresses and keeps (except if one presses simultaneously on the buttons L and R on the version Super Nintendo) - and it has there no more duel at the time of the parts two players; on the other hand, a player can give lives to his companion and vice versa, if need be.
The play also hides 4 interruptory palates - Yellow, Red, Blue and Green Switch Palace- which, when they are finished, starts the appearance of coloured blocks replacing of the dotted lines in the levels, facilitating their progression. If a yellow block will always give a mushroom and a green a feather, the reds and blue will not offer any no-claims bonus.
The play includes a pile with lithium making it possible to save its progression; the player is brought to safeguard at the end of a world or after the passage of a haunted house or a fortress.
Progression in the play
The play is cut out in 7 great zones, kept each one by a child of Bowser:
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Yoshi' S Island , kept by Iggy Koopa
- Donut' S Lime pit , kept by Morton Koopa
- Vanilla Dome , kept by Lemmy Koopa
- Two Bridge Area , kept by Ludwig Von Koopa
- Forest off Illusion , kept by Roy Koopa
- Chocolate Island , kept by Wendy O. Koopa
- Valley off Bowser , kept by Larry Koopa and Bowser, the last boss.
Each zone is cut out in “normal” levels - of 4 or 5, in “Ghost House” - houses haunted of which it is hard to find the exit, in Fortress - kept by four dinosaurs of the name of Reznor-, in zone “no-claims bonus” - Access to the world Star, Switch Palace-, in Pipe of displacement and castle. The goal is to reach the castle of the zone, announced by a sign with a number and to kill its regent in order to release the access to the following world, and this to the palate of Bowser. In all, the play thus has 74 playable levels and cumulates 96 exits; it is besides this figure which the play counts and which appears on the screen titrates, in front of the number of the safeguard. One regards the play as finished once the 96 found exits.
Levels of the play
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World 1 : Yoshi' S Island
This first world carefully allows an introduction to the play and the gameplay; one can find there Yoshi, the palate of the yellow switch but not of feather: only the flower of fire. The world is composed of: Yoshi' S Island 1,2,3 and 4, of Yoshi' S House - which is the starting point of the play, Yellow Switch Palace and Iggy' S Castle. Each level has only one exit, and the player must imperatively finish Yoshi' S Island 2,3,4 and Iggy' S Castle to finish the world.
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World 2 : Donut Lime pits
The things are corsent slightly with Donut' S Plain. In addition to the fact of finding the feather, one can see there first Ghost House, the first levels at two exits and Green Switch Palace. The world offers remainder an access to famous Monde Star, of which we will speak again later. The world is composed of: Donut' S Lime pit 1,2,3 and 4, of Donut' S Secret 1 and 2, of Donut' S Ghost House and Secret Donut House, of the Secret Signal Area, Green Switch De luxe hotel and Morton' S Castle. The player must imperatively finish Donut' S Plain 1,3,4 and Morton' S Castle to finish the world.
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World 3 : Vanilla Dome
In the continuity of the second world, the difficulty increases gradually and makes it possible to the player to rub with the lava in fusion. The world is composed of Vanilla Dome 1,2,3,4, of Vanilla Ghost House of Vanilla Secret 1,2 and 3, Vanilla Fortress, Red Switch Palace, an access to the world star and Lemmy' S Castle. To finish the world, the player must imperatively finish Vanilla Dome 1.
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World 4 : Two Bridge Area
According to the exit that you chose in Vanilla Dome, you will have is access To ridge Bridge 1 and 2 - if you finished Vanilla Fortress-, that is to say in Cheese Bridge Area, Lake Soda, an exit towards the world star and in Cookie Mountain. The two ways lead unrelentingly to Ludwig' S Castle.
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World 5 : Forest off Illusion
This world is rather disconcerting; by finding an exit the first time, that is the “traditional one” or that with the lock, that will open the same way… the world is composed of Forest off Illusion 1,2,3,4, of Blue Switch Palace, Forest Ghost House, Forest Secret Area, Forest Fortress, an access to the world star and Roy' S Castle.
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World 6 : Chocolate Island
Undoubtedly one of the most difficult worlds, with levels very contracting. It is imperative to finish Chocolate Island 1 and 2, Choco-Ghost House and Wendy' S Castle to finish the world. The world is composed of Chocolate Island 1,2,3,4 and 5, of Choco Ghost House, Chocolate Secrecy, Chocolate Fortress and Wendy' S Castle.
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World 7 : Valley off Bowser
The access to the valley opens by finishing Sunken Ghost Ship, the flying vessel of SMB3 become stray phantom. The valley of Bowser is composed of Valley off Bowser 1,2,3 and 4, of Valley Ghost House and Valley Fortress, of an access to the world star, Larry' S Castle, Door Face and Back Door. These the last two levels lead to Bowser, but Back Door makes it possible to jump certain sections of the last level and to arrive more easily to the last boss, Bowser.
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World Star :
While finding an access to the world star, Mario is propelled towards a particular ground, where the 5 levels (Star World 1,2,3,4 and 5) make it possible to gain many lives and to reach quickly the last world via a teleportor. They is there also that one can find the minis-Yoshis red, blue and yellow. To note that the normal exit of each World Star does not open any way, except Star World 5 who brings back the player to Star World 1: it is necessary to find the second exit for that. And to find the second exit of the Star World 5 opens the way towards the Spécial world.
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Special World :
The special world is composed of 8 levels: Gnarly, Tubular, Way Cool, Awesome, Groovy, Mondo, Outrageous and Funky. These levels with the great difficulty allow, once finished, to modify enemy graphics of the play and certain.
To note that if one does not move Mario or Luigi during a small moment on the chart of this world, the famous music of Super Mario Bros is made hear.
Enemies and additives
One finds in this episode of the former enemies, and new… Here the list: (the name between brackets relate to the alternative French names - i.e. recent for the majority - and the Italic English name)
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Koopa Troopa : the tortoises of SMB and SMB3 become the basic enemies of the play. They exist in two forms: with and without carapace. If one jumps on a koopa-carapace, the koopa is ejected. It can then find an empty shell to become again armoured, or to give a kick inside (Koopa Troopa Bleu), which makes it dangerous. A koopa which returns in a yellow carapace becomes invincible.
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Paratroopa : winged versions of Koopas. A jump on their head the simple exchange in koopa.
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Super Koopa : a koopa without carapace, visible as of Donut' S Plain 1, which has the capacity of the cape. The koopas with a twinkling cape offer a feather.
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Jumping Piranha Plant ( Jumping Piranha Seedling ): plants carnivores which emerge from the pipes while whirling.
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Billdozer (Chargin' Chuck) : Players of Rugby who sink on mario as soon as they see it. Another alternative of Chargin' Chuck can launch balls of Rugby, baseball or unearth soccer balls.
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Lotus volcano ( Volcano Lotus ): a plant which remains on the ground and car four fireballs around it.
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Goomba : these goombas-Ci underwent an improvement: a jump on the head immobilizes them. One can then seize them and launch them like a carapace. Fall sometimes by parachute or is immobilized in a bubble (Forest off Illusion).
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Paragoomba : a winged version of Goomba.
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the band of Boo : the phantoms of SMB3 are of return. They form sometimes circles rotating forever, or change into stone for certain varieties when one looks them of face (Choco-Ghost House). One meets them only in Ghost House.
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Big Boo : the king of the phantoms, present in Secret Donut House in particular like Boss, in Forest Ghost House like simple enemy; he is of a more important size but answers the same laws as the simple boos.
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Sinister ( Eeries ): a phantom which follows a rectilinear or rising and downward trajectory, always going forwards striking Mario. One meets it only in Ghost House.
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RIP Van Fish : this fish seems to make the nap but awakes and continues Mario when it passes to its sides. It rendort if Mario moves away enough.
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Sea urchin ( Urchin ): A ball of awkward spade, which one meets under water and blocking of the passages.
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Dolphin ( Delphin ): the dolphins, rencontrables only in Secret Vanilla 3 and a secret zone of Chocolate Island 1.Ils help Mario to cross great stretches of water while being used as temporary platforms.
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Pokey : the SM the USA cactus.
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Lakitu : the Lakitu good old man of SMB and SMB 3, with some alternatives: it can this time being provided with a fishing cane (Forest off Illusion 4). One can conceal his cloud to gain the heights.
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Heriss : the prickly tortoise of SMB and SMB3.
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Egg of Heriss (or Spiny' S Egg ): by touching the ground, it changes into Hériss.
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Picos : kinds of Bunnyinsecte but with a peak on the carapace which go on the walls and the ceilings.
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Blaarg : an astonishing creature which emerges from the lava, findable only in Vanilla Dome 1 and Vanilla Dome 3 and Chocolate Secrecy.
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Signal Mole ( Mega Mole ): a findable giant mole only in the Valley of Bowser and Chocolate Island 4.
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Swoopers : kinds of bats which leap on Mario. One finds them only under ground.
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Bruyinsecte : a beetle armoured, insensitive with fire. They can go to the ceiling.
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winged insane Marto Brother : Marto Brothers who are on a flying platform, launching their projectiles randomly.
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Rex : a kind of dinosaur. A jump on the head reduces it, it should then be completed of another jump. In spite of its size, Yoshi can easily swallow it.
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Dino-Rhino : an alive dinosaur on Chocolate Island 1 and 2. A jump on the head the exchange out of minis-rhino.
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Dino Torch ( Minis-Rhino ): it stops abruptly and launches a blowpipe flame by the top. One sees it only on Chocolate Island 1 and 2.
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Bob-Omb : a travelling bomb, falling sometimes by parachute or captive of a bubble, it takes some step before exploding.
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Bill Ball : shells of SMB, which emerge abruptly or drawn by guns.
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Bill Banzai : a shell gigantic, very impressive but very weak also, findable in Yoshi' S Island 1, Valley off Bowser 3 and Awesome.
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Thwomp : the block of stone of SMB 3 is of return; it tries to crush Mario more slowly than in SMB3. Visible only in the castles and fortresses.
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Thwimp : miniature versions of jumping Thwomps of a point has at a point B, returning at the point has and so on. They are blocked in Chocolate Fortress if one found Red Switch Palace and they can be shifted.
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Wiggler : a visible caterpillar in Forest off Illusion. A jump on it
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Magikoopa : koopas magicians which téléportent and change the blocks into enemies, findable only in Lemmy' S Castle and Larry' S Castle.
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Brothers Sumo : brothers who cause the appearance of waves of flames under them by striking foot.
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Taupi Mole ( Monty Mole ): a mole which spouts out ground or walls abruptly. There is much in Cookie Mountain and there are giants in Valley off Bowser.
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Reznor : the dinosaurs guards of the fortresses. They are 4, it should be ejected of their moving platforms to kill them. When one touched 2 of them, the bridge starts to break.
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Matched-Koopa ( Matched-Koopa ): one meets them only in Front and Back Door, they are mechanized koopas being able to be used as once immobilized projectiles.
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Grinder : a moving saw which one finds only in the palates.
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Podoboo : a fireball; it can emerge from the lava, or wander in a zone while going in diagonal.
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Fishin' Boo : a phantom version of Fishing Lakitu, findable only in Choco-Ghost House and which does not have the head of Koopa Troopa.
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Blurps : the basic fish of the underwater levels. It is completely vulnerable so out of water.
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Porcu-Puffer : a fish has needles enormous, Mario prosecutor, findable in the same levels as the dolphins.
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Ted Torpedoes : findable only in the level Lake Soda, one can compare it to an underwater version of Bullet Bill.
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Skelerex : the momifiée tortoise of SMB 3. One finds it only in the palates.
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Bony Beetle : a momifiée version of Bourdonnant Scarab3ee, which sometimes immobilizes itself and leaves the spades of its carapace. One finds it only in the palates.
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Tête braises ( Lil Sparky ): a small ball of flame which makes the turn of certain platforms. One finds it only in the palates.
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burned Head ( Hothead ): a larger of Lil Sparky, findable version only in the palates.
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Ossec ( Fishbone ): a fish skeleton which one sees only in Vanilla Fortress and door 6 of the Door Face.
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Ball' N Chain : an obstacle more than one enemy: it is about a mass of weapon, a ball of spade connected to a chain which turns still and still around an axis. The chain is painless.
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Ninji : an enemy resulting from SM the USA, present only in Face and Back Door, which jumps to the vertical to grab Mario.
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Iggy and Larry Koopa : these two children of Bowser, findable in worlds 1 and 7 fight same manner: it is necessary to leap to them above to make them fall from the platform, on the lava. The duel against Larry is identical to that of Iggy, except for fireballs emerging of the magma.
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Morton and Roy Koopa : guards of worlds 2 and 5, 3 times should be jumped to them above. They can climb with the walls and be dropped on Mario. The walls of the room of Roy approach, which makes the combat more difficult.
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Ludwig Von Koopa : guard of world 4, the duel is connected with that of Bowser of SMB and in Iggy (1st boss) of Super Mario World of Jeux.com. It is necessary to jump three times to him on the head to overcome it.
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Lemmy and Wendy O. Koopa : guards of worlds 3 and 6, they emerge from a series of pipes with two lures, it is necessary to leap three times on the good to gain. The combat against Wendy O. is harder because of presence of two fireballs wandering in the surface of combat.
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Bowser : the final boss of the play. It attacks since its ULM in the shape of head of clown to kill Mario. The combat is held in three rounds: with the first, it is enough to return two to him matched-koopas. To the second, Bowser reveals a door swell mortal who it is advisable to avoid. One can jump on this ball with a jump spinning top. With the third, it tries to crush Mario. In each round, it should be struck with two matched-koopas. At the end of 6, Mario saves the princess.
It should be noted that in this play, Super Champis can be also imprisoned in a bubble (Forest off Illusion 3 and Chocolate Island 2).
Development team
- Lead Director : Takashi Tezuka
- Map Director : Hideki Konno
- Area Director : Katsuya Eguchi
- Programming Director : Toshihiko Nakago
- Mario/System Director : Toshio Iwawaki
- Object To program : Kazuaki Morita
- Background To program : Shigehiro Kasamatsu, Tatsunori Takakura
- Map To program : Tatsuo Nishiyama
- Area Dated Input : Yoshihiro Nomoto, Eiji Noto, Satoru Takahata
- Character Graphic Design : Shigefumi Hino
- Type-setter sound: Koji Kondo
- Producing: Shigeru Miyamoto
- Executive producer: Hiroshi Yamauchi
Easy ways
- to remake a fortress or a palate, it is enough to find all the exits of the play and to finish it.
- to leave a level already supplemented, it is necessary to support on “start” and “select” simultaneously; one is then returned to the screen chart.
- do not forget that you can seize the blocks “P” to bring them closer to a target, contrary with Super Mario Bros 3 .
- the Secret Signal Area is very practical; it contains 5 blocks “? ”, containing two flowers of fire, two feathers and Yoshi. If you come in the zone with Yoshi, the block will hold a life.
- to finish the play as soon as possible, the player will be able to take this way:
- When the 96 exits of the play are found, the figure usually white on the screen titrates undergoes a modification; according to the version of the play, this one could be blue or preceded by a star.
Origin of the names
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Yoshi means in “orphan” Japanese, “found child”; that coincides with the history of the play where Mario and Luigi find Yoshi in an egg, abandoned in full nature.
- the names of the 7 children of Bowser are inspired famous musicians or type-setters:
- the name of Iggy Koopa comes from famous the Iggy Pop
- That of Lemmy of Lemmy Kilmister, which in particular played in the group Motorhead
- Ludwig Von Koopa of course refers to the type-setter of the XIXe century Ludwig van Beethoven
- Morton Koopa Jr. fact as for him reference to the American singer Morton Downey Jr., although its look is inspired by Paul Stanley group KIS
- Roy Koopa holds its name of Roy Orbison
- Wendy O. Koopa refers to the American singer Wendy O. Williams
- Larry Koopa would be named according to Larry King, which is however not a musician
Adaptation
Super Mario World is adapted on Game Boy Advance with Super Mario Advance 2 (gathering Super Mario World and Mario Bros ) in 2002. This version is identical to the version Super Nintendo, except the choice between Mario and Luigi because only a mode 1 player is available and the recrachat of all the gobés enemies when Luigi is on Yoshi. The gold coins “Yoshi”, 5 by levels are now entered, and obtaining the whole of the parts of the play transforms them into parts “Princess”. Another note: to finish the Spécial world does not have the same effect as on SNES. To change the colors of Dino Land and the appearance of certain enemies in version GBA, the 96 exits should be found.
Original creation
With the democratization of the plays emulated on PC, the play Super Mario World profits from one second life thanks to the software Lunar Magic which makes it possible to modify the levels of the play. We thus find hundreds of hacks of Super Mario World, allowing to play in an original universe. The hacks of Mario World are still little known in France but in the anglophone world they are already an institution. The creators redouble ingeniousness to propose increasingly new and captivating worlds.
External bonds
- http://www.nintendo.com/
- File of the Grospixels site on the play
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