[CS] Super Mario World

[CS] Super Mario World 0.5.5

Reviews 4.44 star(s) 30 reviews

This is a great mod! It's creative, charming, and well polished! My only criticism is that the slopes that let you walk on walls is kinda busted. I understand it for SMW Mario, but for characters that have another moveset or just the sm64 moveset, it kinda takes the fun out of ledge grabbing and double jumping to get to high places the way it was originally intended. If there was another update past the powerups and whatever stuff you have working on (which I'm super excited to see!) I'd say just let SMW Mario have the slopes and turn them off for other characters (or maybe a menu option)
Very good, but theres missing some powers, but i love it, but theres missing some powers, but sides of that, is really fun to play with him!..
but theres missin--
Fun mod…but I can’t find SMW Mario in the character select or the cheats menu but I did get a lot of features from it, I think
Great, kinda weird when you are used to the normal sm64 movement. But it's definitely out of the ordinary from most SM64 characters due to it's custom moveset being a replica of SMW's.
Can you PLEASE try to implement ground pounding? thanks!
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There is no ground pound In super Mario world, you can use spinjump to defeat enemies like womp as ground pound
As a Super Mario 64 Speedrunner and someone passionate about Super Mario World [My First Video Game], I would like to say that the current progress on this mod is absolutely fantastic. This mod does an excellent job in translating the SNES moveset from 2D to 3D. The physics took a little time to get used to, but still handled fairly well- albeit a tiny bit slippery in some places like downward slopes. Momentum plays a pretty big part in this and i found myself slipping off ledges often when trying to instinctively jump to stifle my speed but its still very fun to control. I currently have attempted a full completion of the game using this moveset and so far have only found a few stars that are unobtainable [as of v0.5.5 / on 7/25/25] - reaching 116 out of 120 stars.
The model is pretty faithful to the original sprite art and its initial color values, which is a nice treat. I smiled from ear-to-ear hearing the classic Boss Cleared jingle upon defeating Bowser and seeing the iconic Peace Sign Mario throws up. Being able to completely scoop up Bowser and just punt him into the explosives genuinely caught me by surprise and caused me to burst out laughing.
I couldn't seem to change the color palette however, it wouldn't function despite the prompt being available in the recent version of the Character Select mod; I also noticed that when trying to return to the title screen or rehost a lobby with different mods that the game would sometimes hard-crash and close entirely without providing an error message. Alongside these, i encountered 3 other smaller issues. One with getting Mips to spawn the stars after catching him in the castle- as i had to drop him on a sharp enough slope to trigger the star spawn cutscene. The second is getting Crazy Boxes to drop coins when thrown against something. And the third is that in-level warp spots did not seem to work.
Beyond these few things, I am quite satisfied with the quality of the mod and I am looking forward to seeing how the power-ups will be implemented. Its apparent that this project had a lot of work and passion put into it and i eagerly await its next update alongside more works by the creator in the future.
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So far, i was able to collect all but 4 stars:

• Tower of the Wing Cap - 8 reds: Inability to take flight with wing cap, which i assume will be patched in later updates with inclusion of Cape Feather (i assume)
• Mario Wings over the Rainbow - 8 Reds: For the same reason as above.
• Hazy Maze Cave - Navigating the Toxic Maze: Unable to get enough speed/height to make the jump from the ground up to the ledge where the star is located. Could be fixed with adding another crescent block.
• Wet-Dry World - Secrets in the Shallows & Sky: 4/5 are accessible but the one hidden behind the box is unreachable due to a lack of a pushing animation for Mario.
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Notes for things i'd love to potentially see in this mod in the future:

• Full implementation of the 4 Power-ups from SMW. (Mushroom, Fire Flower, Cape Feather, Starman)
• Color Palette compatibility for custom color values.
• Luigi model with additional option for Super Mario World Advanced physics (Luigi with slipperier handling, but higher and Floatier jump).
• Physics alteration that makes Mario swim faster if he's holding an object while in the water.
• Physics addition where holding the jump button down when landing on an enemy bounces you higher in the air.
• Slight Physics tweak to increase Mario's aerial mobility, including when leaping off of poles. to fit more in line with the original game.
• Aesthetic addition of replacing the Bowser Key model with the Orb. [from the Sunken Ghost Ship]
• Potential inclusion of more interactable objects scattered about in levels (respawnable Boxes/Shells), including other objects from SMW; such as Purple Breakable Blocks, Springboard, P-Balloon, P-Switches, and/or the Key.
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Hii, thanks for playng and thank you for this review! I wanted to inform you that the Recolorable Costume is an alt can be chosen pressing right on the character select
even for a demo this is so cool and it for sure leaves a interesting challenge,tho i realized how this moveset makes the wingcap kinda useless,i kinda wonder if the other powerups(like replacing the wingcap for the cape feather) would be fitting for how limited the moveset is for Mario 64's environments,other then that,this Character mod is so well done and interesting and im excited for when it is fully finished!
How intall it correctly?
When I put it in, it says character not found and at the top it says "smw have script errors"
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Hi hi, for fixing this open coop go in `Options > Misc > Open AppData` and delete the character select you find in there
I love this mod! It's a very interesting idea and the way it's used is pretty good.
If I would ever suggest something, is turning wing-cap into the cape power-up, a nice way of making wing-cap work with SMW Mario while making it still different. But again, it's just a funny suggestion!
after going through and messing around, i admit this is amazing! i love the smw references, movesets, and sounds! however there are some glitches and problems that bring it down and ill list em (Ik this is still pre release, just pointing em out)
-wing cap does not work
-spin on enemies does not give a coin
-spinning on bob ombs causes them to not respawn
-you can spin midair indefinitely after spinning on a piranha plant (problably the respawn thing)
-cant get to the aquarium, rainbow ride, and other places
-the win cutscene is pretty long (do like the implementation tho)
-you can spin on bowser's corpse
-100 coin stars softlock you (only checked this for bob because i didnt feel like doing a whole run with this guy tbh)
i may have missed some, if i discover more ill let people know
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Wing cap isn't supported to work since smw Mario doesn't have wing cap.
Spin jump on enemies gives coins? I didn't knew that.
Enemies not respawning after spinjumping on them is a thing I knew already, I just didn't knew how to make it not happen.
About getting to those two levels I actually forgotten about those sorry.
About the win cutscene I could add a shorter option.
The 100 coins star softlock is fixable, probably going to make a update to fix that
So far my only issue is getting soft locked when collecting a 100 Coin star, but other than that this is a pretty good mod. :)
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hi hi! i just released an bugfix update that fixes that!
I have not played with this mod for very long, so I can only give some basic thoughts. I think its very novel that you've managed to get this working at all, and for this I will not knock the result, however I did run into a couple of somewhat annoying things I noticed a few stars in. Prior to getting into the castle I messed around in the courtyard and noticed that air control is really stiff, I presume this will be touched upon later as I've seen in other comments so I wont dwell. The real inconvenience is that if you have your stars set to keep you in a level upon collection, you will be soft locked and be forced to close the window, I would greatly appreciate some sort of accommodation for this, tho I am aware that the victory animation is meant to invoke SMW's own. I may come back with more thoughts at a later time as this is an early demo, but I do hope you continue to improve this as the experiment is interesting!