[CS] Super Mario World

[CS] Super Mario World 0.5.5

Reviews 4.44 star(s) 30 reviews

Probably the best character mod ever!
so fucking peak
I really like this mod, its very cool but I found and issue, When beating the 3rd Bowser as Big Mario after Mario lands from the sky, the game softlocks because Mario never does the looking around and raising his hand animation. Btw could you make a version without the moveset and one without the moveset and without the animations?
Wall_E20
Wall_E20
If I removed the moves and animation it wouldn't be smw Mario but just a normal dynos.
I'm working to fix bugs in the new update
This is awesome! Though can you pls pls pls pls pls pls pls pls add Luigi? Cuz my bro loves Luigi so anyways this mod is awesome!
TIS' VERY mario!!!! (world)
W mod, do you think that for an update, for romhack compatibility that you can place a limited amount of springs (3 for example) that you can summon with a button or something? it would make smw mario better for romhacks.
love it but can you make just a small mario CS i just like to use it
Honestly, for the few moments I played it, its very professionally made, even for a demo, I assume certain impossible sections will be fixed when the "power-ups" section is complete. Cape Feather over Wing Cap seems kind of expected, but i wonder if there will be a replace for the Metal Cap since theres no use for it besides underwater wind sections (to my assumption, i haven't gotten that far.). Overall, a great mod, I can imagine seeing this take shape in a great way!
Fixed my issue! Such a great mod! Looking forward to seeing more content!
Its probably the best CS I've seen :D
I feel like the Wing Cap could be replaced with the Cape🤔
Wall_E20
Wall_E20
Hi, since this is a pre-release I haven't added powerups yet. But don't worry, are coming! (I written it in the description tho..)
Amazing mod, highly recommended even though its unfinished and has many glitches
I made a doc to write down bugs and glitches i discover and some other stuff: https://docs.google.com/document/d/17TbvMHnTZk1ybknBIbcCPYNWnIWyH2eaP-jdkGH64HE/edit?tab=t.0
Wall_E20
Wall_E20
Thank you! As my first moveset mod this does have the few bugs I expected to have! Now that I know what they are I can fix them :D
Absolute freaking cinema
What can i say. this is just an exelent mod from modeling to moveset. it just feels amazing visually and the way you control it. i just love this so muchh x3
This is overall a fantastic beta! I'm sure the final product will be even better! Here's some things I'd like to see in the future:
- His air control is very stiff, Moreso than SMB1. I'm guessing you haven't touched that part yet, as it feels similar to base SM64 Mario's air control, but it's more polarizing for SMW Mario because he doesn't have any abilities he can use mid-air to compensate for it.
- SMW has a physics quirk that no other 2D Mario game has, where if you keep holding the jump button as you fall, you'll fall slightly slower than if you were to let go of the jump button. I feel like this, in addition to better air control, would go a long way towards helping him complete stages that he would normally struggle with.
- I think it'd be really cool to replace the Wing Cap with SMW's Cape Feather powerup, especially if you made it so that the Cape isn't on a time limit like the Wing Cap normally is, but rather is only lost if you take damage while equipped with it. You could even make it carry over through level transitions if you wanted to!
- Currently, there's not P-Speed like in SMW. SMW had a P-Meter just like SMB3, but it was hidden from the player as it wasn't as important to that game, only being used to determine when Mario should start running with his arms out, and be able to start flight with the Cape via a Jump (along with speeding up, of course). I highly suggest that, if you do end up replacing the Wing Cap with the Cape Feather, you implement a P-Speed mechanic as well, because otherwise it'd be too easy to activate the flight
- His animations feel a bit stiff. I understand you were probably just trying to go for sprite accuracy, which is great, but don't be afraid to stretch out his limbs a bit in his animations, even if it sacrifices accuracy! As long as the general vibe of the animations on the model are the same as the original sprites, that's all that matters.
- This is a kinda small thing, but I think it'd be cool to include default color options based off of SMW's Fire Mario, Luigi, and Fire Luigi palettes, because while they technically are possible to recreate with the recolorable version, the outline colors won't be entirely accurate.

Also, a couple bugs I noticed:
- His skidding animation faces the opposite way it should be facing
- Small Mario's hair isn't recolorable like it is on Big Mario
- I noticed that his Spin Jump currently has a set height no matter how long you press the button. Normally, in SMW, you can control how high it goes just like the normal jump, but it's always lower than jumping normally
Wall_E20
Wall_E20
Thanks for the review!
I should have studied more smw to replicate better the physics like the falling speed, the spin jump height was a issue I had while coding, so I made it like that (will be reworked in the next update)
About the palette, I was considering adding Luigi, not only being a recolor but having his own different models (in the next update)
Still in the next update powerups will replace the caps! Wing cap as the caps powerup, metal will be fire flower and the invisibility cap will be the star (this one with timing) and you will be able to take them in any level after collecting, like you said. Of course powerups run out after getting hit.
Thanks again. :)
Peak mod