- This article is about Super Mario World 64. For games with a similar title, see Super Mario World.
Super Mario World 64 is a port of the SNES game Super Mario World, made for the Sega Mega Drive by an unknown developer. It is cited to be much harder than the original game due to the poor physics and unfair level design.
Overview[]

Gameplay.
In the game, the player controls Mario alone and attempts to get to the end of each stage. Luigi is completely absent from this port (though still featured in the title and ending screens). Yoshi is also removed from the game, though the Dragon Coins, which bear his likeness, are retained. The only powerups in the game are the Super Mushroom, Cape Feather, and Super Star. But there is also a red/green mushroom which acts similarly to the Poison Mushroom but it follows the player around and doesn't disappear after it touches the player. The Feather Cape behaves much clunkier, but retains all of it's abilities. It appears at the end of each standard level. Moving left or right for around a second allows the player to walk faster. Contrary to popular belief, you can still run by using the A button, though it takes longer than expected. Control in general is also very stiff.
The game has six levels, with a boss after each three. The end of each act tallies up the amount of enemies you defeat, though with the original scoring system removed, this apparently serves no purpose here. Only the first four levels have a layout based on their corresponding original levels, however as one progresses through the levels the layouts begin to differ to be much more harder than the original. The final two stages seem to be completely original level designs by the programmers. The first two levels are based off of the first and third levels of the original, with the third being Iggy's Castle. This leads to the boss fight with Iggy Koopa; however, his platform lacks the original "Mode 7" tilting effect. He also doesn't get pushed after being stomped on. The only way to kill him is to step on him several times. After the next three levels you meet the second and final boss, which resembles a gigantic, black cue ball and has a face. This boss bounces across the stage and will almost immediately shoot three Bullet Bills from its mouth at Mario once it reaches the other side. This boss is rather difficult to defeat, since it is only vulnerable for almost a split second (Which is between when it reaches the other side and when it starts firing) and must be hit a total of ten times.
After beating this boss, a screen appears with a picture of Mario, Luigi and Princess Peach with the words "The End" above them, directly taken from the actual ending screen for Super Mario World.
The music in the game is primarily taken from two Mega Drive titles which use GEMS: the Disney-licensed TaleSpin, and GameTek's Jeopardy!. It can be assumed, then, that the game uses the GEMS sound driver. However, the music for the title screen and first level are covers of the equivalent music cues in Super Mario World. The third level (Iggy's Castle) uses the theme song from the Mega Drive version of Garry Kitchen's Super Battletank, while the fourth and sixth stages' music cues are taken from Ariel the Little Mermaid, another Disney game on Mega Drive.
The start-up screen uses the "It's-a me, Mario!" voice sample from Super Mario 64. The title screen is taken from Super Mario All-Stars + Super Mario World, with the exception of the "64" in the logo. As he had been removed from the game proper, Yoshi was also edited out of the title screen, although poorly, as remnants of his shoes and tail can still be seen around Birdo's head.
This game also uses sound effects from Marko's Magic Football, specifically for jumping and collecting items.[1]
Differences from Super Mario World[]
- The player can't stomp on Bony Beetles, whether or not they have spikes sticking out.
- Yoshi as well as the Fire Flowers, P-Balloon, and Yoshi Wings aren't present.
- Bowser isn't present at all except on the title screen.
- Chargin' Chucks can be killed with one stomp instead of three.
- The world map isn't present, so levels transition similar to how they do in Super Mario Bros.
- Passing through the Midway Gate does nothing except turn the player into Super Mario (If you're Small Mario) as whenever the player loses a life it doesn't respawn them at the Midway Gate. Instead, pipes act as respawn points.
- The 2 player mode isn't present.
Levels[]
- Yoshi's Island 1 - Mostly identical to the original stage, though with more pits. Due to to it being impossible to pick up items, the only way you can get the 1UP in this stage, is if you use the Banzai Bill next to it. The flying "?" block is also removed.
- Yoshi's Island 3 - The first half of the stage is nearly identical to the original one. The second half removes the snake blocks and replaces them with a set of blocks with gaps which are much harder to navigate. Between these gaps, are a set of Bullet Bills which go up and down. (A behavior they don't do in the original game.) Due to the lack of P-Switches, the underground area uses a set of ground blocks the player must meticulously navigate.
- Iggy's Castle - Mostly identical to the original stage, though is made quite harder due to several additional enemies be added. The stomping pillars are much slower. Due to a bug, the pillars can kill the player even when they aren't descending. The flying "?" block is also removed.
- Donut Plains 1 - Loosely based on the original stage. Bony Beatles and Ninjis, which only appear in the castle stages from the original game, make an appearance in this stage. One part of the level requires the player to jump on two Flying Koopas to get over a large gap. The part directly after that makes the player do a "Shell Jump". (A maneuver which requires the player to jump on a oncoming shell.) The 1UP Chamber no longer grants the player with 1UPs. The section where the player is supposed to use the Feather Cape to collect as many coins as possible is now replaced with a platforming section.
- Ice Level - An original level themed after the ice sections in Donut Plains. This level does have ice physics like in the original game. Just like in the stage before, castle enemies are used. The last section in the stage requires tight platforming on one tile slopes.
- Maze Level - Another original stage, which is themed after the standard underground sections Vanilla Dome. This level is a massive maze where the player must use pipes to find the exit before the timer runs out. Just like the last two stages, castle enemies are used. Some sections require the player to dash and crouch a block to clip through it.
- Final Boss Fight - The final stage of the game. The boss is completely original, and resembles a black cue ball with a face. It bounces 3 times, (touching the wall and falling the third time.) and shoots 3 Bullet Bills at the player before bouncing again. The only way to kill the boss, is to jump on it when it attacks, 8 times.
Music[]
Name | Description | Source |
---|---|---|
Title Theme | A song that plays on the title screen. | Super Mario World |
Overworld Theme | A song plays on the first stage. Also plays on the sixth stage where Mario is outside. | Super Mario World |
Encounter with the Iron Claw | A song plays on the sublevel. | TaleSpin (Genesis) |
The Jungle / The Lost City | A song plays on the second stage. | TaleSpin (Genesis) |
BGM #5 | A song plays on Iggy's castle, the third stage. | Super Battletank: War in the Gulf (Genesis) |
Sea Duck | The song plays battling Iggy Koopa. | TaleSpin (Genesis) |
Map Theme | A song plays on the fourth stage. | Ariel the Little Mermaid |
San Francisco | The song plays on the fourth stage's sublevel. | TaleSpin (Genesis) |
Final Jeopardy! ~ Think | A song plays on the fifth stage. | Jeopardy! (Genesis) |
Level 1: The Reef | A song plays on the sixth stage. | Ariel the Little Mermaid |
Boss Theme | The song plays battling a giant ball monster. | TaleSpin (Genesis) |
Jeopardy! Theme | A tune plays on the ending. | Jeopardy! (Genesis) |
Gallery[]
- Main article: Super Mario World 64/gallery
Video[]
Trivia[]
- The back of the box for this game shares design qualities with Mega Drive games published by Gamtec. Though, this alone is not undeniable proof that they were involved in the production of the game.