Super Mario World: Super Mario Advance 2

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Template:Infobox Super Mario World: Super Mario Advance 2 (or Super Mario Advance 2: Super Mario World) is a remake of Super Mario World made for the Game Boy Advance. It is the second title in the Super Mario Advance series and was released in 2001 (2002 outside Japan). There are many differences between the original Super Mario World and Super Mario Advance 2 (listed below). The game was successful, selling over 5,460,000 copies worldwide, with at least 3,290,000 copies in the United StatesTemplate:Refneeded. The Mario Bros. classic game has been included in the game (like the other Super Mario Advance games), with multiplayer. Super Mario World: Super Mario Advance 2 was re-released on the Wii U's Virtual Console in Japan on April 3, 2014, and in North America on December 25, 2014.

Story

A Hot Air Balloon, containing Mario, Luigi and Princess Peach

Mario, Luigi and Princess Peach decide to take a vacation in Dinosaur Land. They arrive via Hot Air Balloon, and the brothers fly around the Island using the Cape Feather. However, Bowser and the Koopalings trap Yoshi and his friends in enchanted eggs, eliminating their opposition as they take over Dinosaur Land. Shortly upon their arrival, the Mario brothers realize that Princess Peach has been kidnapped. While searching, they find the Koopa Troop army. Upon freeing the friendly Yoshi, he exclaims that the Koopas have invaded, confirming that Peach's persistent captor has indeed returned and taken the opportunity to claim the princess.

As Mario and friends travel through Dinosaur Land, they uncover the Valley of Bowser. After defeating Larry, the Mario Bros. have access to the front door of Bowser's Castle. Bowser is fought on his castle roof in his Koopa Clown Car, holding Peach hostage. Upon his defeat, he drops the princess and retreats. Princess Peach rewards Mario or Luigi with a kiss as fireworks celebrate freedom, signifying that their vacation can resume with their new friends. The team then returns to Yoshi's House where they and three other Yoshis watch the Yoshi eggs hatch into babies.

Gameplay

File:MarioWorld2JumpDifferecnce.jpg
Mario and Luigi's height difference in their jumps.

Like previous Mario games, the aim is to complete the level by jumping over pits, enemies and the like while using items and power-ups to solve puzzles to find different exits. Dragon Coins also serve as an optional task which involves collecting every one of them. Mario and Luigi have different play styles, something that originated in Super Mario Bros.: The Lost Levels. Mario has no flaws or strong points, whereas Luigi jumps higher but suffers from worse traction and runs slower than Mario.

Controls

  • A Button - Jump
  • B Button - Dash
  • R Button - Spin Jump
  • L Button - Scroll camera
  • Start Button - Pause
  • Select Button - Use item/Return to map (When paused)

Power-Ups

Item Description Points Collected Transformation
File:MushroomSMW.PNG
Super Mushroom
Transforms Mario or Luigi into Super Mario or Super Luigi. 1000 File:SMW Mario.PNG
Super Mario
File:FlowerSMW.PNG
Fire Flower
Transforms Mario or Luigi into Fire Mario or Fire Luigi. 1000 File:SMWFire.jpg
Fire Mario
File:Feather.PNG
Cape Feather
Transforms Mario or Luigi into Cape Mario or Cape Luigi. 1000 SMW Capefly.png
Cape Mario
File:P-Balloon SMW.PNG
Power Balloon
If Mario or Luigi collects one of these, they will inflate like balloons and will be able to float in the air for a short time. 0 File:P-BalloonMario.jpeg
Balloon Mario
File:SMW Star.svg
Star
When collected, either Mario or Luigi will become temporarily invincible. If the players collects more stars in blocks when they have it already, they can stay invincible for longer. Enemies defeated while invincible count towards points eventually becoming 1-Ups or 2-Ups, depending on the enemy. 1000 Invincible Mario
Invincible Mario
Yoshi's Wings
Yoshi's Wings
If Yoshi grabs these wings, he will enter Coin Heaven. 0 File:Blue Yoshi SMW.PNG
Winged Yoshi

Items

Item Description
Sprite of a 1-Up Mushroom
1-Up Mushroom
If Mario or Luigi collects one, they'll get an extra life.
A sprite of a 3-Up Moon from Super Mario World.
3-Up Moon
If Mario or Luigi collects one of these very rare items, they both get three extra lives.
CoinSMW.gif
Coin
Collect 100 Coins for a 1-Up.
YoshiCoin SMW.png
Dragon Coin
Collect all five or more on one stage for a 1-Up. Collecting all of these will transform them into Peach Coins.
File:Key and Keyhole.PNG
Key and Keyhole
If Mario or Luigi grab the key and put it in a keyhole, a secret level will be unlocked.
File:P-Switches.PNG
P Switches
When the blue switch is pressed, blocks transform into coins and vice-versa, and some invisible blocks will be revealed. If the silver one is pressed, some enemies, such as Spinies, will transform into Silver Coins. After a short period of time, the changes made by either switch will revert to normal.
File:Ball1.PNG
Magic Ball
An item that is required to successfully complete the Sunken Ghost Ship.
Hopping yellow Mini-Yoshi from Super Mario World
Baby Yoshi
Sometimes Yoshi eggs will hatch Baby Yoshis. The Baby Yoshi must eat five enemies or one power-up to grow into a Yoshi.

Secret bonus changes

After the opening all 96 exits, the following changes occur:

  • World map: The colors of the map become fall-themed, like grass and the trees of Forest of Illusion turning orange.
  • Koopa Troopas and Koopa Paratroopas: Utilize Mario masks instead of shells (known as Mask Koopa in the SNES version).
  • Jumping Piranha Plant and Piranha Plants: Buds resemble jack-o'-lanterns (known as Jumping Pumpkin Plant in the SNES version).
  • Bullet Bills: Replaced standard bullets with a Pidgit-inspired design (known as Pidgit Bill in the SNES version).
  • Galoombas and their para and winged variants: Become yellowish and have sunglasses.
  • Pokeys: Turn into stone or sawblade-like creatures.
  • Vines: Heads will turn into pumpkins.

Worlds

Template:SMWmap Unlike the previous game where the worlds are split into different areas, this games map is based around Dinosaur Land, which in itself acts as a continent for the game to take place in. Most worlds also have have a name relating to a food, such as dessert or drink. Towers appear as the area which a Koopaling must be fought. After defeating a Koopaling, a Yoshi egg will be saved and the castle will be destroyed, unable to be played again until the game is beaten. The map has undergone several changes, such as the Top Secret Area now being a smiling bush instead of the usual yellow dot. The idea of areas within the same region and food themed world names was later re-used in New Super Mario Bros. U for the Wii U.

World Map Description Bosses
File:SmwYoshi's Island.PNG
Yoshi's Island
A map of Yoshi's Island from Super Mario World A basic world with little hazards aside from enemies and occasional pits. Yoshi's House is also found here. Iggy Koopa
File:Donut Plains2.jpg
Donut Plains
The world Donut Plains as it appears in the game Super Mario World. A slightly more sophisticated world where the Cape Feather and Ghost Houses are first found. It also contains the Top Secret Area. Big Boo
Morton Koopa Jr.
Artwork of Mario encountering a Blargg in a lava cavern in Super Mario World; some Swoopers are flying at Mario.
Vanilla Dome
Vanilla Dome An underground-themed area which takes place in a cave. The end of the world leads to the top of the mountain where the tower is. Lemmy Koopa
Reznor
Mario and a Chainsaw
Twin Bridges
File:Twins 2.PNG On top of the mountain, near the exit to Vanilla Dome, lies two parallel bridges. This area has a somewhat sky-like theme. Ludwig Von Koopa
File:SMW Forest of illusion scene art.PNG
Forest of Illusion
The world Forest of Illusion as it appears in the game Super Mario World. A forest area with multiple paths and many secret exits. Reznor
Roy Koopa
File:Chocolate Island.jpg
Chocolate Island
File:ChocoIslandMap.PNG A desert-like area with a brown colouring and hot mud, which acts like lava. Reznor
Wendy O. Koopa
Super Mario World: Bowser in his Koopa Clown Car throwing Mechakoopas towards Mario
Valley of Bowser
The world Valley of Bowser as it appears in Super Mario World. Bowser's area where he is fought in Bowser's Castle. Larry Koopa
Reznor
Bowser
Star World
Star World
StarWorld SMW.png A secret world that can be accessed by use of Stars that are located on various world maps. Different coloured Yoshis can be found here. N/A
Special World.jpg
Special World
SpecialZone SMW.png A special world that is unlocked after beating Star World. Beating this world changes the game's colours and some enemies. N/A

List of changes

Gameplay changes

  • The Fall changes return in the GBA version; however, there are some differences in the GBA Fall:
    • In the SNES version, the changes occur after the player completes the Special courses. The player must clear all 96 exits to make the changes occur in the GBA version.
    • After the player unlocks the Fall changes in the GBA version, a cutscene is shown where Luigi is in the balloon from the intro tossing out the masks for the Koopas to wear.
    • In addition to the Koopas, Bullet Bills, and Piranha Plants, the Galoombas and Pokeys have different appearances as well.
  • If the player manages to collect all five Dragon Coins in every single level, all the Dragon Coins will change into Peach Coins (after watching a cutscene where this happens). Because of this, Dragon Coins are added into levels that did not have them in the SNES version, such as Fortresses and Ghost Houses.
  • By pressing Select Button on the world map, the player can access a status menu, allowing them to see total play time, score, how many exits they have found as each brother, and whether they have saved the princess and collected all the Dragon Coins or not. Below is a list of levels the player has found and their exits, as well as an indication of which brother the player found each one as, and whether they have obtained all the Dragon Coins in a given stage or not. Additionally, after finding and completing all the exits of every level, the player can scroll through the list of levels, and pressing A Button will take them automatically to whichever level they have selected.
  • The player can put the game into sleep mode at any time by pressing Select Button and R Button at the same time, and exit sleep mode by pressing Select Button and L Button
  • Luigi is an optional character (because the "2 Player" feature from the SNES version is not available in this version) and can be swapped out with Mario by pressing R Button on the world map. He has also been given his own differences from Mario for this game, including:
    • Luigi is updated to resemble his current look: tall and skinny, similar to his appearance in Super Mario Advance.
    • Luigi jumps higher but more slowly than Mario, and uses a different jumping animation where he scuttles in midair as he does so.
    • Luigi suffers from worse traction.
    • Luigi runs slower than Mario.
    • When Luigi flies using the Cape, he doesn't fly as fast as Mario, but he flies slightly higher than him.
    • Fire Luigi's fireballs bounce higher than Fire Mario's.
    • Unlike Mario, when Luigi rides Yoshi, he does not instantly swallow any enemy. Instead, Yoshi can spit them out and use them to attack other enemies. If Yoshi has an enemy in his mouth for about eight seconds, he will swallow it.
    • If Luigi hits a Coin Block, all of the coins inside it will spill out of the block at once instead of collecting them one by one.
  • The player can get the colored Yoshis in ? Blocks after using them in Star World: a Blue Yoshi if the player is Cape Mario/Cape Luigi, a Red Yoshi if the player is Fire Mario/Fire Luigi and a Green Yoshi or Yellow Yoshi if the player is Small Mario/Small Luigi or Super Mario/Super Luigi.
  • The save feature has been updated: players can save at any time, whether in a course or on the map, and the game now saves the player's life count and power-ups, rather than starting with Small Mario and five lives each time they load the save file.
  • The maximum number of lives has been raised to 999.
  • Players can earn up to 5-Up through hitting or jumping on enemies, rather than 3-Up; in addition, by earning at least 10 consecutive lives, a flower and text stating how many lives the player earned scrolls across the screen.
  • When the player gets hurt with Cape or Fire power, they won't become small and need to use the item in reserve (if any); instead, they will become Super Mario/Luigi and keep the reserve item until they are hit again.
  • Because there is only one run button on the Game Boy Advance, it is impossible for Mario to turn around while flying with the cape, or release fireballs while holding an object.
  • When Yoshi eats ten berries consecutively in the SNES version, he will produce an egg containing a mushroom. In the GBA version, the egg contains a different item depending on the Yoshi's color. If it is a green Yoshi, the egg produces a mushroom like the SNES version, however, a Blue Yoshi will produce an egg containing a feather, Red Yoshi's egg produces a Fire Flower, and Yellow Yoshi's egg produces a Starman.
  • At certain points in the game, there are large blocks that display the total number of coins in an area and counts down as the player collects the coins; collecting all of them gives the player extra lives.
  • The player is now able to climb faster by holding the run button.
  • Mario or Luigi can Spin Jump on certain enemies that they could not in the original version, such as Boos and Podoboos; Yoshi can now also jump off of fish enemies.
  • If Yoshi lands on a moving platform, he will no longer fall through it like he does in the original game.
  • Yoshi can no longer spit out the key after activating a keyhole.
  • Yoshi no longer turns blue after clearing a course with Yoshi's Wings.
  • The point values for defeating the Chargin' Chucks are higher in the GBA version, and coins are awarded for defeating them with fireballs.
  • Players now gain 400 points after punching a Climbing Koopa. In the original, they only gain 100 points.
  • After completing a castle or fortress, in the SNES version, the player could replay the castle by pressing L Button and R Button simultaneously. The player cannot reenter completed castles and fortresses in the GBA version until Bowser is defeated, after which they can be reentered anytime without the use of special button combinations.
  • Yoshi can swallow Dolphins in all versions of this game. This was possible in the Super Famicom version of the original game, but was taken out when it was localised for regions outside Japan.
  • The Top Secret Area has a timer (200 seconds), whereas there was no time limit there in the SNES version.
  • When fighting Bowser, there is no time limit in the SNES version; this version, however, keeps the timer from the previous rooms. Because of this, the time limit in Bowser's Castle is extended from 400 to 800 (or 600 if entering via Back Door).
  • The full HUD appears during the final boss battle. In the SNES version, only the reserve item (if the player has one) is displayed.
  • After clearing the Special World, the game saves the player's best scores for each level in that world only.

Level design changes

  • There are more Message Blocks throughout the game than the SNES version.
  • Because of the addition of Dragon Coins in certain levels that did not have any before, some areas of those levels have been reconfigured to accommodate them; Star World 3 now also has Dragon Coins.
  • In the seventh room of Bowser's Castle which features the Bowser Statues that spit out flames, the Game Boy Advance remake didn't have the first statue spitting out flames.
  • In #3 Lemmy's Castle, a power-up found lying around in the last room is a feather in the GBA version instead of a Super Mushroom.
  • The keyhole exit from Star World 2 is slightly different.
  • Yoshi's House now has ten berries rather than seven.

Graphical changes

In-game logo of Super Mario World: Super Mario Advance 2
In-game logo of Super Mario Advance 2
  • Mario and Luigi's overalls now have the same blue color. The SNES versions had Luigi's in a purple-ish color.
  • On the map screen, the icon for Top Secret Area is now a smiling bush. The SNES version uses the standard yellow level marker.
  • Princess Peach's sprites are redesigned to more accurately resemble her official appearance. For example, the color of her dress is lighter, her hair has a lighter shade of blonde and is thicker, and her earrings are changed from the SNES version's pink to their established blue.
  • Bowser's arms are green in the SNES version, while they are the correct orange-yellow in the GBA version.
  • The arm color for each Yoshi is corrected to being the main color of the Yoshi, rather than being orange in the SNES version.
  • The rescued Yoshi Egg dots have different colors, matching the color schemes of the Yoshis that are trapped in them. In the original, they were all a dull yellow-brown.
  • Pidgit Bills have new sprites more closely resembling their appearance in Super Mario Bros. 2.
  • Magikoopa is added to the cast of enemies at the end.
  • Fire Mario's overalls have a lighter shade of red in the GBA version than in the original.
  • The Big Boos, including the Big Boo boss, are white. In the SNES version, they are blue.
  • The boss door in Chocolate Fortress is now colored red like every other boss door. It was the only brown door in the SNES version.
  • The Koopalings and Bowser gain an additional finger on their hands; their sprites originally portrayed the characters' hands as three-digit.
  • Larry Koopa's hair is changed to the correct style. However, all other sprite-artwork inconsistencies in the Koopalings' sprites remain from the SNES version.
  • The Super Famicom logo is absent from the Special World until the player completes it. It's also moved to the left.
  • The color palette in general is brighter due to the original Game Boy Advance model having no backlight.
  • Bony Beetles have a unique crumble animation when jumped on, whereas in the original it is the same as the Dry Bones.

Other changes

  • There is a new intro to the game. In it, Mario, Luigi and Princess Toadstool are shown arriving in a hot air balloon. When they land, Luigi wears a cape and presents a Cape Feather to Mario, turning him into Cape Mario. After seeing Mario have fun with it, they fly around Yoshi's Island together. When they return to the landing spot where they left the princess behind, they find her missing and become puzzled as the game's title appears on the overworld. However, they still begin the game small. If the player has cleared the game, the final part of the cutscene instead shows the princess being escorted by a pair of Yoshis while Mario and Luigi fly behind them.
  • On the game select screen, the player can earn up to five stars over the Super Mario World option for every 1,000,000 points earned.
  • Voices have been added to Boos, the Koopalings, and Mario and Luigi. For example, when Larry, Iggy, Lemmy or Wendy falls in lava, he/she will shriek. Some of Mario and Luigi's voices have been ripped from the first Super Mario Advance, while others are new.
  • Some messages in the SNES version feature the heading "Point of Advice"; in the GBA version the heading is changed to "Tourist Tips."
  • In the SNES version, when a new game is started, Mario is shown as well as a message box stating he is in Dinosaur Land and Bowser has kidnapped Peach/Princess Toadstool. In the GBA version, both Mario and Luigi are shown, and Luigi is seen pacing back and forth while Mario is looking up at the message box.
  • At the end of the bonus game, Mario and Luigi do their victory pose regardless of whether or not they had won any extra lives in the SNES version. In the GBA version, if Mario (or Luigi) does not win, he turns his head down in disappointment.
  • The tempo of the music is decreased while in balloon form.
  • When the Mario Bros. find a non-green Baby Yoshi in the Star World, and grows it to full size, a message is displayed where the Yoshi thanks the player for rescuing it and tells the player what happens when that Yoshi eats any color shell.
  • Some text is slightly changed for the cutscenes that play after clearing a castle stage, for example:
    • The SNES version states that Mario has defeated the Koopaling, even if the player plays as Luigi. However, the GBA version states that both Mario and Luigi have done so.
    • Iggy Koopa is described as "crazed" in the GBA version, rather than "demented".
    • Chocolate Island is described in the SNES version as "dangerous (but tasty)" while the GBA version describes it as "deliciously dangerous."
    • Wendy O. Koopa was said to have "sung her swan song" rather than her "last song" as in the SNES version.
    • After defeating Bowser, the text after the Koopaling's defeat is shortened, only saying that Mario and Luigi have defeated the Koopaling.
  • After completing all 96 goals in the game, most of the message blocks will be changed to congratulate the player on finding the secret world and clearing all the levels.
  • Some changes have been made to the ending sequence:
    • After Bowser is defeated, the text in the SNES version states that Mario's adventure is over, even if Luigi was the one who beat Bowser. In both cases, the GBA version states that both Mario and Luigi's adventure is over, and the text also refers to the princess by her current name, Peach, whereas the SNES text referred to her as simply "the princess." After the first time Bowser is defeated, whenever the player replays the level and beats Bowser, the text only states Mario and Luigi's adventure is over.
    • If Luigi beats Bowser in the SNES version, he would replace Mario in the ending sequence, leading Yoshi, Peach, and the eggs back to Yoshi's house. In the GBA version, if Mario has beaten Bowser, he is shown leading Yoshi, Peach, and the eggs back during the credits, with Luigi trailing right behind the last egg; they swap places if Luigi has beaten Bowser. At Yoshi's house, both Mario and Luigi are seen arriving, and both do their victory pose after the eggs hatch.
    • In the GBA ending credits, although the alternate enemies are displayed if the player unlocks the Fall after clearing all 96 exits, their original names remain. The alternate forms are not given names as they are in the English SNES version.
    • After the enemies' names are displayed in the SNES version, Mario, Peach, and Luigi stand in front of a black background with the text "THE END" above them, and the player must reset the system. In the GBA version, the screen is completely redrawn: the three characters are represented with a custom-drawn illustration, the text is styled differently, and the background is initially white but changes to a grass hill when a camera is heard. If the player presses a button, the game returns to the title screen.

Staff

Main article: List of Super Mario World: Super Mario Advance 2 staff

Super Mario Advance 2 was produced by Mario creator Shigeru Miyamoto, and directed by Hiroyuki Kimura with supervision from original SNES directors Takashi Tezuka and Toshihiko Nakago. The new graphics were designed by Emi Tomita, and the new audio was composed by Yasushi Ida and Taiju Suzuki. Most roles in the remake are taken by new staff members, with the only returning staff members from the original SNES game being Miyamoto, Tezuka, Nakago, Eiji Noto (one of the programmers), and executive producer Hiroshi Yamauchi. Notable omissions from the GBA version's credits list include original directors Hideki Konno and Katsuya Eguchi, original character/graphic designer Shigefumi Hino, and original composer Koji Kondo. As is the case with most, if not all remakes, the GBA version credits the entirety of the original SNES game staff in one entry under "Special Thanks."

Gallery

Glitches

These glitches only occur in Super Mario World: Super Mario Advance 2. For a list of glitches that are exclusive to the original Super Mario World or occur in both versions of the game, see here.

Template:Conjecturaltext

To use this glitch, you must have found all 96 exits. The player must simultaneously press a +Control Pad button and Select Button. If done correctly, the status screen is shown. The player now has to choose a level. The character must move in an incorrect way going to an incorrect level. Pressing A Button will result in no response, an endless Bonus Game, an actual level or an inaccessible level like the intro level. Some levels (i.e. #2 Morton's Plains) if beaten will glitch the game drastically if the normal exit is taken or revert back to the original overworld if the secret exit is taken. For some reason, getting more than 96 exits through this glitch reverts the overworld back to the normal overworld and saving is fatal. Through this glitch, you can access a test level and an unused intro. First, go to Star World 3. Then, press right on the +Control Pad and Select Button simultaneously. If done correctly the level screen will appear. You must select the second Star Road on the list. Then, Mario/Luigi will move to the right. When they stop moving, press the A Button button, and you will be taken to a flat area with a sign on the right of the screen. After this, you will be taken to another flat area with a glitched background, and yellow blocks that spell the word TEST. One of these blocks has a life in it. If you jump off the side, or you die by other means, you will return to the Star Road in the upper right.

Template:Conjecturaltext

The errored counter.

First, the player needs Yoshi and 999 lives. Now he or she must enter a level with possibly at least a 1-Up Mushroom (i.e. Yoshi's Island 2) that was already beaten. The player must stick Yoshi's tongue to the 1-Up Mushroom and rapidly press Start Button when Yoshi's mouth is full.

The player now must select "Back" and, the player goes back to the map screen. If done correctly, the player's life counter shows up as Y00 (1000). Although this glitch is temporary; if the player enters another level the counter resets to 999.

Pre-release and unused content

Early screenshots of the game showed that the HUD was originally identical to the SNES version, unlike the final version.[1]

Also, through the map select bug, it is possible to access the TEST level, meaning the game was a mere port of the SNES version and that there can be a chance to find all the other unused levels.

References

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