Super Mario World: Super Mario Advance 2

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Template:Infobox Super Mario World: Super Mario Advance 2 (known in Japan as simply Super Mario Advance 2, スーパーマリオアドバンス2 Sūpā Mario Adobansu Tsū) is a remake of Super Mario World made for the Game Boy Advance and developed by Nintendo Entertainment Analysis and Development (EAD). It is the second title in the Super Mario Advance series and was released in Japan on December 14, 2001, in North America on February 11, 2002, and in Europe and Australia in April 2002. There are numerous gameplay, visual, and level design changes from the original game, but the most noticeable alteration is making the game for one player only instead of two. However, Luigi was still usable, but this time as an alternate character who jumps higher than Mario, but runs slightly slower.

The game was successful, selling over 5,460,000 copies worldwide, with at least 3,290,000 copies in the United States.Template: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, and in Europe and Australia in March 2016.

Gameplay and premise

Main article: Super Mario World

The gameplay and plot are the same as in the original version of Super Mario World for the Super Nintendo Entertainment System. Players take control of either Mario or Luigi, adventuring through Dinosaur Land to foil the evil King Bowser and his Koopalings, who have kidnapped Princess Peach (formerly known to the Western world as Princess Toadstool) and imprisoned seven of the native Yoshis in eggs. Players navigate through the game's worlds via an overworld map featuring paths connecting to action panels, Fortresses, etc. The playfields of the levels are populated with obstacles and enemies, with the player traversing the stage by making use of basic techniques from the NES Mario titles, like running, jumping, swimming, dodging, and defeating enemies; and those new to the original Super Mario World, like the Spin Jump.

The same power-ups from the original release are retained, including the basic power-ups of the Super Mushroom, Fire Flower, and Starman; and the Cape Feather, introduced in the original game. The Super Mushroom increases Mario or Luigi's size; the Fire Flower gives him a fireball attack; the Starman makes him invincible; and the Cape Feather allows him to fly and to attack enemies by spinning. Also returning is Yoshi, the Mario brothers' sidekick and riding mount from the original Super Mario World, who is able to eat most enemies and gain special abilities from holding colored Koopa shells in his mouth. The game also contains blue, yellow, and red Yoshis, which become available to Mario and Luigi from any level in the game after he has found their eggs in Star World and fed them enough enemies to grow them to maturity. When holding any Koopa shell in his mouth, these Yoshis gain the ability that corresponds to its own color, in addition to that of the shell.

Outside of the main mode of play, players may also play a remake of the Mario Bros. game, included in all other games in the Super Mario Advance series, which supports anywhere from one to four players.

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:
    • Each Koopaling is given their own flavor text in the Japanese version for the first time. In the Japanese SNES version, the flavor text was the same for each Koopaling, which was changed when the game was localized for international audiences.
    • 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.

Development

Super Mario Advance 2 has considerably less significant differences from the game it ports than the first Super Mario Advance. To correspond with the GBA's technical inferiorities to the SNES, the developers reduced the display resolution, brightened the original color palettes, and compressed the soundtrack. As shown in published screenshots, an early build retained the original game's HUD, which was altered in the final to fit in better with the GBA's screen resolution.[1] Even the original test levels were left in the game; they can be accessed via a glitch (see below).

The game 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 cues were composed by Yasushi Ida and Taiju Suzuki.

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.

  • After having found all 96 exits, the player can simultaneously press a +Control Pad button and Select Button to trigger the status screen, then choose a level and 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 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, it is possible for the player to access a test level and unused intro from the original game by going to Star World 3, pressing right on the +Control Pad and Select Button simultaneously, and selecting the second Star Road on the list at the level screen.
  • If Mario/Luigi is riding Yoshi with 999 lives, the player may enter a level with possibly at least a 1-Up Mushroom (i.e. Yoshi's Island 2) that was already beaten, stick Yoshi's tongue to the 1-Up Mushroom, and rapidly press Start Button when Yoshi's mouth is full. Upon returning to the map screen from the pause menu, the player's life counter shows up as Y00 (1000). This glitch is temporary and the life counter resets if the player enters another level.
  • After completing the game, Mario and Luigi should return to the flattened Yellow Switch Palace, then the player must very quickly press Select Button and down on +Control Pad, then select Chocolate Island 3. From there, Mario or Luigi will begin a winding trek back to the flattened Yellow Switch Palace, however it will display Chocolate Island 3's name instead of "Yellow Switch Palace". Upon pressing A Button, Mario or Luigi will be able to re-enter to the Yellow Switch Palace. It should be noted that after returning here, the Yellow ! Switch will not be found at the end as it has already been pressed. Therefore, Mario or Luigi must manually exit the level since there is no other way out.

Gallery

References

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