Casio Mario World

Released:
By: Wyatt
Found on: smwc
Difficulty: 10

Kaizo: Expert

Download Patch File

Extra Files:

changelog.txt

1.1:
General: decrease Welcome To Dinosaur Land delay, midpoint animation fix
The reeling: Slight adjustments to prevent spawn dependency
Sleep dealer: fix rope skip, bumpty changes mario direction on bounce (this reduces camera blindness), slightly increase tackling bumpty distance consistency (still inconsistent, sometimes his pre-tackle lasts 1 frame longer, couldn't figure out how to fix this)
By Fire: Chomp wall safe spot indicators, remove p speed strat after midpoint, remove spot where the big chomp can get snagged, rex section block off wrong path and block off rope at end
Power Of Persuasion: Increase pink bubble tracking, nerf diagonal ride to compensate for new tracking, better boo ring spacing, longer coin trail to indicate jumping into the wall at the boo block part
Red switch: Block off area to the left of the p switch block
Blue switch: Redesign second/third obstacle, add coin trail starting at the rotating platform, remove spike before vertical coin trail, fix cutoff
Love In The Time Of Lexapro: add more walls/jellyfish to reduce ambiguity and spawn dependency, fix chuck gfx, fix minor cheese (shell drop after the 2 urchins)
Freaky eyes: Swap rooms 3 and 6, shell room better ExAnimation, light candles in boo room, fix boss cheese, reduce boss slash hit 1 & 2 hitbox size and duration

1.2:
Physics: holding forward while the run button is released will cause mario to slow down like in the original Super Mario World, also removed speed oscillation
Sleep dealer: Remove penguin skip
By Fire: Widened platform after the final rex jump
Power Of Persuasion: Revert boo ring spacing after the spike zigzag to 1.0
Child Soldier: Fix grinder falling out of the left side of the pit if you hit the switch at a weird time, raise 5-segment pokey hitbox to prevent cheese
Switch palaces: Can be re-entered by pressing l+r
Boss: Changed lightning spread to reduce gapless patterns
General: cutoff removal, various palette changes

music list.txt

(Title) The Breathing Effect - Rising Inside
(Welcome To Dinosaur Land) Oneohtrix Point Never - Cryo
(Overworld) Oneohtrix Point Never - Manifold
(Stage Clear) Chon - Wut The... (Poop)
Passion Pit - The Reeling
Oneohtrix Point Never - Sleep Dealer
Hiatus Kaiyote - By Fire
Oneohtrix Point Never - Child Soldier
The Field - Everyday
Oneohtrix Point Never - Power Of Persuasion
The Field - Over The Ice
Oneohtrix Point Never - Love In The Time Of Lexapro
Oneohtrix Point Never - Freaky Eyes
(Boss) Wyatt Croucher - Casio Hellburst

readme.txt

To play this game, use the patching program "Floating IPS" (flips) to patch the .bps file to a copy of "Super Mario World (USA).sfc". Then load the resulting file in the SNES emulator of your choice.

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Despite the difficulty of this game, it was designed to be beatable without in-deph knowledge of obscure techniques or glitches. The Training Room level is a place to practice the advanced "regrab jump" technique - if you're new and/or don't know what those are, it's a good place to train if you find yourself making no progress in the main game.

If you're -really- new, here are some basic Super Mario World mechanics:
-Mario jumps higher when he has more horizontal speed.
-Holding down to slide down slopes can give Mario more speed than he can attain by running.
-When underwater, you can hold up or down to swim higher or lower. You can even cut your momentum mid-swim by releasing up or pressing down.

If you're a seasoned player and want to know the list of physics changes that have been made from the original game, here they are:
-Wall clips are no longer possible
-Spinjumping on multiple overlapping enemies won't hurt you
-Throwing items up while spinning throws them over your center, instead of up from your hands in whichever direction you happened to be facing
-Jumping is no longer bugged when moving at extreme speeds, and holding run + forward in the air won't slow you down if you're going faster than normal moving speed, e.g. after jumping off a slope (this patch is "Player X Speed Fix 3.0" on smwcentral)
-Entity interaction is processed every frame. (The original game processes entity action every other frame, leading to inconsistent bounce heights.)

Good luck!
Tags: #Kaizo