Super Mario World Hacks Games. Mario Rescues 4th Of July. Play; DeClock Mario World Remastered. Play; Of Jumps and Platforms.
You will need a few things before you can play Kaizo Mario
The first thing you will need is an SNES (Super Nintendo Entertainment system) Emulator. Common ones includes ZNES and SNES9x. You will also need a US rom of Super Mario World. (Google is your friend to find this.)
Kaizo Mario is offered as an IPS patch. In layman's terms, the IPS patch will apply the necessary changes to the rom so instead of playing Super Mario World you'll be playing Kaizo Mario World. You can download the Kaizo Mario IPS and the patching program, Lunar IPS, here:
How to patch a Super Mario World rom so you can play Kaizo Mario
- Download the package with Kaizo Mario, Kaizo Mario 2, and Lunar IPS
- Open Lunar IPS
- Select Apply IPS Patch
- Lunar IPS will ask for the IPS file. Select Kaizo Mario or Kaizo Mario 2
- Lunar IPS will ask for a rom patch.
- You will want to patch a COPY of the Super Mario World rom. Otherwise you won't have an original anymore and will have to download it again!
- Lunar IPS will tell you that the rom was patched successfully
- If you get an error message the copy of Super Mario World is incorrect you're copy of Super Mario World is incorrect. Look for Super Mario World (U) [!]
- Open your patched rom in an SNES emulator (ZSNES or SNES9x)
- You may want to set your controls in your emulator. Playing Kaizo Mario with a keyboard is not recommended
Main -- Top
Riff World 2 is a kaizo Super Mario World hack created by Freakin HA, it has been in development since mid 2018. This hack features a blend between modern and old kaizo level design.
The main inspirations for the hack are familiar to most who play or watch these games
- The Kaizo Mario trilogy
- Banzai Mario World
- Grand Poo World 1/2
Grand Poo World Download
This hack is fairly difficult and meant to serve as a sequel to Super Riff Wolrd. Much like the original it remains very largely vanilla (few custom enemies/gimmicks) although there is the odd custom thing here and there, similar to the first game.
The driving idea behind the hack was to constrain the design to similar limitations as the first, so it keeps that same feel. Working within those limitations was very difficult as it was very hard to continue to come up with ideas that felt fresh and fun while largely working with the same toolset as the original, which makes it hard to innovate. Hopefully those goals have been met as fun was the most important thing while designing it.
There’s lots of tileset mixing, both foreground/background and sprites, which hopefully leads to some interesting and fresh combinations of enemies and themes.
The game does not feature what many consider to be common “quality of life” patches or blocks, such as instant/prompt retry, nor does it feature instand death blocks, fast overworld, or auto save, however, these design choices were NOT made with the intent of punishing the player or being inconsiderate of their time etc. These were decisions that were not quickly or lightly made, and were largely to preserve the mood and feel of the game, which the levels are designed to reflect.
The design in the levels is very often intentionally lenient at the start of sections to prevent repeated death in a very short period of time. The obstacles are all designed around the idea of consistent “first cycling” allowing the player to get back to where they were quickly once they know the level, and the sections are generally in the area of 35-45 in game seconds. All of these choices were made to compensate for what many consider mandatory features in modern kaizo hacks.
The game features 32 exits and has taken nearly 3 years to complete. Thank you to all of the people who helped make this game, it wouldn’t have been possible without you.
And thanks to you as well. Hope you have fun!