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". You can load the resulting file in the SNES emulator of your choice.

Press SELECT on the overworld to save your progress. Press L+R+A+Start to make Mario die.

---

Here are some mechanics explanations for if you get stuck:
-Holding left or right will slow Mario down if he's moving faster than his normal maximum speed. You'll want to let go of the d-pad to get the maximum distance from certain jumps (e.g. after bouncing off of certain enemies like Chargin' Chucks).
-Mario falls slower when you hold the jump button. Sometimes, you will need to jump, let go of the jump button to fall fast so you don't go too high (e.g. to avoid hitting a ceiling), then hold jump again to get a little extra distance. You can also bounce low off of enemies (by landing on them with the jump button released), then fall slower by holding jump again immediately after landing on them. This technique is known as a "regrab". (Is anyone who doesn't know what this is playing this game? If so, hello, I appreciate you, and also are you sure you want to play this)

The following changes have been made to the original Super Mario World's physics:
-No run
-Footballs bounce in a fixed pattern
-Rope glitch is no longer possible
-Wall clips are no longer possible
-Spinjumping on multiple overlapping enemies won't hurt you
-Entity interaction is processed every frame (as opposed to every other frame)
-Releasing the jump button if you have a cape causes you to drop after 8 frames (as opposed to vanilla, which makes you drop after an unpredictable number of frames between 0 and 15)
