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{{game infobox | {{game infobox | ||
|image=[[File:Box | |image=[[File:Box NA - Super Mario World Super Mario Advance 2.png|250px]] | ||
|developer=[[Nintendo Entertainment Analysis and Development|Nintendo EAD]] | |developer=[[Nintendo Entertainment Analysis and Development|Nintendo EAD]] | ||
|publisher=[[Nintendo]] | |publisher=[[Nintendo]] | ||
|platforms=[[Game Boy Advance]]<br>[[Virtual Console]] ([[Wii U]]) | |platforms=[[Game Boy Advance]]<br>[[Virtual Console]] ([[Wii U]]) | ||
|release='''Game Boy Advance:'''<br>{{ | |release='''Game Boy Advance:'''<br>{{release|Japan|December 14, 2001|USA|February 11, 2002|Mexico|February 11, 2002<ref>[https://web.archive.org/web/20020804185840/http://www.nintendo.com.mx/juegos/gameboy_advance/supermario.html Official Mexican Website (Archived)]. From the Original[http://www.nintendo.com.mx/juegos/gameboy_advance/supermario.html].</ref>|Australia|April 2, 2002|Europe|April 12, 2002|South Korea|September 23, 2002|China|March 15, 2006 (iQue)<ref>[http://www.ique.com/games/supermarioworld.htm Official Chinese web page]</ref>}}'''Virtual Console (Wii U):'''<br/>{{release|Japan|April 3, 2014|USA|December 25, 2014|Europe|March 10, 2016<ref>[http://www.nintendolife.com/news/2016/03/nintendo_download_10th_march_europe Nintendo Download: 10th March (Europe)]. ''Nintendo Life''. Retrieved March 7, 2016.</ref>|Australia|March 11, 2016}} | ||
|languages={{languages|en_us=y|es_es=y|fr_fr=y|de=y|jp=y|zh_simp=y}} | |languages={{languages|en_us=y|es_es=y|fr_fr=y|de=y|jp=y|zh_simp=y}} | ||
|genre=2D [[Genre#Platform | |genre=2D [[Genre#Platform|platformer]] | ||
|modes=Single player, multiplayer | |modes=Single player, multiplayer | ||
|ratings={{ratings|esrb=E | |ratings={{ratings|esrb=E|pegi=3|usk=0}} | ||
| | |media={{media|gba=1|wiiudl=1}} | ||
|input={{input|gba=1|wiiu=1|wiiusideways=1|wiiuclassic=1|wiiupro=1 | |input={{input|gba=1|wiiu=1|wiiusideways=1|wiiuclassic=1|wiiupro=1}} | ||
}} | }} | ||
'''''Super Mario World: Super Mario Advance 2''''' is a [[reissue]] of ''[[Super Mario World]]'' made for the [[Game Boy Advance]] and developed by [[Nintendo Entertainment Analysis and Development]] ( | '''''Super Mario World: Super Mario Advance 2''''' (or '''''Super Mario Advance 2: Super Mario World''''') is a [[reissue]] 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)|''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]] is still playable but this time as an alternate character. | ||
The game was | The game was successful, selling over 5,460,000 copies worldwide, with at least 3,290,000 copies in the United States.{{ref needed}} The classic game ''[[Mario Bros. (game)|Mario Bros.]]'' has been included in the game (like the other ''Super Mario Advance'' games), with multiplayer. ''Super Mario World: Super Mario Advance 2'' was rereleased on the [[Wii U]]'s [[Virtual Console#Wii U|Virtual Console]] in Japan on April 3, 2014; in North America on December 25, 2014; and in Europe and Australia in March 2016. | ||
==Gameplay and premise== | ==Gameplay and premise== | ||
{{main|Super Mario World}} | {{main|Super Mario World}} | ||
[[File:Mario Picnic in Dino Land.png|thumb|left|Mario and Luigi arrive at [[Dinosaur Land]] with Peach.]] | [[File:Mario Picnic in Dino Land.png|thumb|left|250px|Mario and Luigi arrive at [[Dinosaur Land]] with Peach.]] | ||
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|Princess Toadstool]] (also known as Princess Peach) and imprisoned seven of the native [[Yoshi (species)|Yoshi]]s in [[Yoshi's Egg|egg]]s. Players navigate through the game's [[world]]s via an overworld map featuring paths connecting to action panels, [[fortress]]es, 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 [[Nintendo Entertainment System|NES]] [[ | 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|Princess Toadstool]] (also known as Princess Peach) and imprisoned seven of the native [[Yoshi (species)|Yoshi]]s in [[Yoshi's Egg|egg]]s. Players navigate through the game's [[world]]s via an overworld map featuring paths connecting to action panels, [[fortress]]es, 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 [[Nintendo Entertainment System|NES]] [[Mario (franchise)|''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 [[Super Star|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 Troopa|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 or objects 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. | The same power-ups from the original release are retained, including the basic power-ups of the [[Super Mushroom]], [[Fire Flower]], and [[Super Star|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 Troopa|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 or objects 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)|Mario Bros.]]'' game, included in all the other games in the ''Super Mario Advance'' series, which supports anywhere from one to four players. | |||
==Controls== | ==Controls== | ||
The Wii U allows controls to be customized | The Wii U allows controls to be customized | ||
===Game Boy Advance=== | |||
*{{button|GBA|Pad}}: Move | |||
*{{button|GBA|R}}: [[Spin Jump]] | |||
*{{button|GBA|A}}: Jump / Select level | |||
*{{button|GBA|B}}: Run (with {{button|gba|pad}}) / Shoot [[fireball]] (as [[Fire Mario]]) | |||
*{{button|GBA|L}}: Pan camera / Toggle world map camera | |||
*{{button|GBA|Start}}: Pause | |||
*{{button|GBA|Select}}: Use item in [[item storage|Item Stock]] / Show stats | |||
===Wii U (default)=== | |||
*{{button|Wiiu|Pad}}: Move | |||
*{{button|Wiiu|R}}: Spin Jump | |||
*{{button|Wiiu|A}}: Jump / Select level | |||
*{{button|Wiiu|B}}: Run (with {{button|wiiu|pad}}) / Shoot fireball (as Fire Mario) | |||
*{{button|Wiiu|L}}: Pan camera / Toggle world map camera | |||
*{{button|Wiiu|Plus}}: Pause | |||
*{{button|Wiiu|Minus}}: Use item in Item Stock / Show stats | |||
==Changes from the original game== | ==Changes from the original game== | ||
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===Gameplay=== | ===Gameplay=== | ||
[[File:MarioWorld2JumpDifferecnce.png|thumb|left|Mario's and Luigi's height differences in their respective jumps]] | [[File:MarioWorld2JumpDifferecnce.png|thumb|left|Mario's and Luigi's height differences in their respective jumps]] | ||
Several changes were made to the gameplay, some to accommodate the GBA's different button layout, and others to further refine the game: | Several changes were made to the gameplay, some to accommodate the GBA's different button layout, and others to to further refine the game: | ||
*The game's original two-player feature | *The game's original two-player feature, making the game for only one player. Because of this, Luigi is reworked as an optional character, who can be swapped out with Mario by pressing {{button|GBA|R}} on the world maps. | ||
Rather than just a | Rather than just a pallet swap of Mario as in the first game, Luigi plays differently from Mario in several ways: | ||
**Luigi jumps higher, but more slowly than Mario, and [[scuttle]]s in midair as he jumps, similar to how he did in the first ''Super Mario Advance''. When Luigi flies using the Cape, he flies slightly higher than Mario, but not as fast. | **Luigi jumps higher, but more slowly than Mario, and [[scuttle]]s in midair as he jumps, similar to how he did in the first ''Super Mario Advance''. When Luigi flies using the Cape, he flies slightly higher than Mario, but not as fast. | ||
**Luigi suffers from worse traction and lower running speed than his brother. | **Luigi suffers from worse traction and lower running speed than his brother. | ||
**Fire Luigi's fireballs bounce higher than [[Fire Mario]]'s. | **Fire Luigi's fireballs bounce higher than [[Fire Mario]]'s. | ||
**When Luigi is riding | **When Luigi is riding him, Yoshi does not instantly swallow enemies; instead, he can spit them out and use them to attack other enemies, automatically swallowing them after a brief amount of time. | ||
**If Luigi hits a [[Coin Block]], all of the [[coin]]s inside it will spill out of the block at once instead of collecting them one by one. | **If Luigi hits a [[Coin Block]], all of the [[coin]]s inside it will spill out of the block at once instead of collecting them one by one. | ||
*The | *The Fall event, previously made available after the player cleared the [[Special Zone]], is now locked until the player has cleared all 96 exits, and not only [[Koopa Troopa]]s, [[Bullet Bill]]s, and [[Piranha Plant]]s, but also [[Galoomba|Goomba]]s and [[Pokey]]s have their appearances changed. | ||
*A status menu is added, accessible by pressing {{button|GBA|Select}} on the world maps, which allows players to check their total play time, score, how many levels they have played (and which brother they used in which levels), and whether or not they have collected all the Dragon Coins in a given level. | *A status menu is added, accessible by pressing {{button|GBA|Select}} on the world maps, which allows players to check their total play time, score, how many levels they have played (and which brother they used in which levels), and whether or not they have collected all the Dragon Coins in a given level. | ||
**Once all the levels have been cleared, the player can press {{button|GBA|A}} to automatically access the levels that they select. | **Once all the levels have been cleared, the player can press {{button|GBA|A}} to automatically access the levels that they select. | ||
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*The save system is updated to allow players to save at any time, whether on the playfield or in the world maps, as opposed to the original game, which only allowed saving after completing a Ghost House, fortress, or castle. | *The save system is updated to allow players to save at any time, whether on the playfield or in the world maps, as opposed to the original game, which only allowed saving after completing a Ghost House, fortress, or castle. | ||
**The player's life count and power-ups are also saved. | **The player's life count and power-ups are also saved. | ||
*The maximum life count is raised | *The maximum life count is raised to 999, and the maximum number of extra lives the player can get from jumping on or hitting enemies is raised from three to five. | ||
**If the player earns at least 10 consecutive lives, a flower and text stating how many lives the player earned scrolls across the screen. | **If the player earns at least 10 consecutive lives, a flower and text stating how many lives the player earned scrolls across the screen. | ||
*The time limit for Bowser's Castle has been increased from 400 seconds to 800 and 600 for the front and back doors, respectively. | *The time limit for Bowser's Castle has been increased from 400 seconds to 800 and 600 for the front and back doors, respectively. | ||
**When battling Bowser in the SNES version, the timer and scoring are disabled, with the HUD only displaying the reserve item, if the player has one. In the GBA version, the full HUD is displayed during the battle, with the scoring and timer remaining in effect throughout. | **When battling Bowser in the SNES version, the timer and scoring are disabled, with the HUD only displaying the reserve item, if the player has one. In the GBA version, the full HUD is displayed during the battle, with the scoring and timer remaining in effect throughout. After Bowser is defeated, and Mario or Luigi go up to the princess, the time remaining is multiplied and added to the score as usual when completing a level before the ending sequence begins. | ||
*When Mario or Luigi are hit when in caped or fire form, they only revert to their super forms, | *When Mario or Luigi are hit when in caped or fire form, they only revert to their super forms, keeping their reserve item. | ||
*Yoshi will lay an egg containing an item after eating ten red berries. The SNES version always produced a Super Mushroom, while in the GBA version, the item depends on the Yoshi's color: | *Yoshi will lay an egg containing an item after eating ten red berries. The SNES version always produced a Super Mushroom, while in the GBA version, the item depends on the Yoshi's color: | ||
**Green Yoshi - Super Mushroom | **Green Yoshi - Super Mushroom | ||
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*Defeating climbing Koopas consecutively counts towards a point chain in the GBA version, as does defeating enemies while sliding down slopes. | *Defeating climbing Koopas consecutively counts towards a point chain in the GBA version, as does defeating enemies while sliding down slopes. | ||
*As the GBA lacks the {{button|SNES|X}} and {{button|SNES|Y}} buttons, it is not possible to shoot fireballs while holding Shells or Grab Blocks. | *As the GBA lacks the {{button|SNES|X}} and {{button|SNES|Y}} buttons, it is not possible to shoot fireballs while holding Shells or Grab Blocks. | ||
*In the | *In the SNES version, the player could replay a completed castle or fortress by holding the {{button|SNES|L}} and {{button|SNES|R}} buttons when selecting the level. The GBA version does not allow the player to reenter the castles or fortresses until after Bowser is defeated, at which point the player may replay any of the castles and fortresses without the need for a special button combination. | ||
*In the [[bonus game (Super Mario World)|bonus game]]: | *In the [[bonus game (Super Mario World)|bonus game]]: | ||
**In the SNES version, Mario/Luigi performs a V sign regardless of the outcome. In the GBA version, Mario/Luigi looks down with sadness if he doesn't win. | **In the SNES version, Mario/Luigi performs a V sign regardless of the outcome. In the GBA version, Mario/Luigi looks down with sadness if he doesn't win. | ||
**When Mario/Luigi wins in a bonus game, the matching icons flashed in the SNES version, whereas the GBA version also shows lines connecting the matching icons. | **When Mario/Luigi wins in a bonus game, the matching icons flashed in the SNES version, whereas the GBA version also shows lines connecting the matching icons. | ||
*Mario/Luigi is capable of climbing | *Mario/Luigi is capable of climbing beanstalks faster if {{button|GBA|B}} is held while climbing in the GBA version. | ||
*In the SNES version, only the normal green Yoshi hatched from eggs found in question blocks. In the GBA version, a different color Yoshi can be found in the question blocks based on which color Yoshi has been found in Star World and fed enough enemies or objects to grow to maturity, as well as the power-up Mario or Luigi currently has. The possible outcomes are as follows (forms written in italics will always spawn that particular Yoshi, assuming it has already been found and fed in Star World, whereas forms not written in italics will randomly spawn a Yoshi among those which have already been unlocked): | *In the SNES version, only the normal green Yoshi hatched from eggs found in question blocks. In the GBA version, a different color Yoshi can be found in the question blocks based on which color Yoshi has been found in Star World and fed enough enemies or objects to grow to maturity, as well as the power-up Mario or Luigi currently has. The possible outcomes are as follows (forms written in italics will always spawn that particular Yoshi, assuming it has already been found and fed in Star World, whereas forms not written in italics will randomly spawn a Yoshi among those which have already been unlocked): | ||
**Green Yoshi for Small Mario, [[Super Mario (form)|Super Mario]], Fire Mario (if Red Yoshi has not been found and fed yet), and [[Cape Mario|Caped Mario]] (if Blue Yoshi has not been found and fed yet). | **Green Yoshi for Small Mario, [[Super Mario (form)|Super Mario]], Fire Mario (if Red Yoshi has not been found and fed yet), and [[Cape Mario|Caped Mario]] (if Blue Yoshi has not been found and fed yet). | ||
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**Red Yoshi for Small Mario, Super Mario, ''Fire Mario'', and Caped Mario (if Blue Yoshi has not been found and fed yet). | **Red Yoshi for Small Mario, Super Mario, ''Fire Mario'', and Caped Mario (if Blue Yoshi has not been found and fed yet). | ||
**Blue Yoshi for Small Mario, Super Mario, Fire Mario (if Red Yoshi has not been found and fed yet) and ''Caped Mario''. | **Blue Yoshi for Small Mario, Super Mario, Fire Mario (if Red Yoshi has not been found and fed yet) and ''Caped Mario''. | ||
===Other=== | ===Other=== | ||
[[File:SMA2 Donut Plains 1 change.png|thumb|left|An example of the redesigned levels: In [[Donut Plains 1]], this pair of pipes is added, likely to prevent Mario or Luigi from abruptly grabbing the [[key]] and entering the [[keyhole]]. | [[File:SMA2 Donut Plains 1 change.png|thumb|left|An example of the redesigned levels: In [[Donut Plains 1]], this pair of pipes is added, likely to prevent Mario or Luigi from abruptly grabbing the [[key]] and entering the [[keyhole]].]] | ||
====Level design==== | ====Level design==== | ||
Several levels and areas are altered to accommodate for the Game Boy Advance's lack of vertical screen space, as well as to adjust their | Several levels and areas are altered to accommodate for the Game Boy Advance's lack of vertical screen space, as well as to adjust their difficulty. | ||
Notable changes include: | Notable changes include: | ||
*Certain levels, such as the [[Cheese Bridge Area]], have a lowered enemy and obstacle count. | *Certain levels, such as the [[Cheese Bridge Area]], have a lowered enemy and obstacle count. | ||
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*[[Dragon Coin]]s are added to levels that did not originally have them, including [[Ghost House]]s, [[Fortress]]es, and Castles (excluding Bowser's Castle). | *[[Dragon Coin]]s are added to levels that did not originally have them, including [[Ghost House]]s, [[Fortress]]es, and Castles (excluding Bowser's Castle). | ||
*Additional or brand-new [[Message Block]]s have been added to [[Yoshi's Island 1]], [[Donut Ghost House]], [[Donut Secret House]], and [[Butter Bridge 1]]. | *Additional or brand-new [[Message Block]]s have been added to [[Yoshi's Island 1]], [[Donut Ghost House]], [[Donut Secret House]], and [[Butter Bridge 1]]. | ||
*[[Yoshi's House]] has ten berries instead of seven. | *[[Yoshi's House]] has ten berries instead of seven. | ||
*The Super Mushroom in the last room of [[ | *The Super Mushroom in the last room of [[Lemmy Koopa]]'s castle is changed to a Cape Feather, along with most of the level being entirely redesigned. | ||
*In the seventh room of | *In the seventh room of Bowser's Castle (featuring Bowser statues that spit out flames), the first statue does not spit out flames. | ||
*The | *The Top Secret Area has a time limit. | ||
====Art==== | ====Art==== | ||
Some colors, text, and animations are altered as follows: | Some colors, text, and animations are altered as follows: | ||
* | *With the GBA being technically inferior to the SNES, the developers reduced the display resolution to fit better on the GBA (resulting in a "screen crunch"), and brightened the original color palettes to accommodate the absence of a backlight in the handheld's original model. | ||
*The Mario brothers' overalls were changed to the standard blue. | |||
*The Mario brothers' overalls were changed to the standard blue | *As in the special compilation cartridge [[Super Mario All-Stars + Super Mario World]], Luigi has his own sprite set independent of Mario's, rather than just being a recolor of Mario. However, his sprite is a new design based on his appearance in ''Super Mario Advance''. Unlike ''Super Mario All-Stars + Super Mario World'', all of his poses are identical to Mario's. | ||
*As in the special compilation cartridge | |||
*Peach's sprites were redesigned to more accurately resemble her official appearance (incorporating her established lighter dress color, hair thickness, and blue earring coloration). | *Peach's sprites were redesigned to more accurately resemble her official appearance (incorporating her established lighter dress color, hair thickness, and blue earring coloration). | ||
*Bowser and Yoshi's arm colors were corrected to their main skin colors | *Bowser and Yoshi's arm colors were corrected to their main skin colors. | ||
*The [[Bullet Bill|Pidgit Bill]] is redesigned to look like the original [[Pidgit]]s from ''[[Super Mario Bros. 2]]''. | *The [[Bullet Bill|Pidgit Bill]] is redesigned to look like the original [[Pidgit]]s from ''[[Super Mario Bros. 2]]''. | ||
*The brown boss door in the [[Chocolate Fortress]], the only one of its kind in the SNES version, is recolored red like the rest of the boss doors. | *The brown boss door in the [[Chocolate Fortress]] stage, the only one of its kind in the SNES version, is recolored red like the rest of the boss doors. | ||
*The eggs of the seven captured Yoshis are recolored to fit the coloring of the Yoshis trapped inside them. | *The eggs of the seven captured Yoshis are recolored to fit the coloring of the Yoshis trapped inside of them. | ||
*The [[Koopalings]] and Bowser gain an additional finger on their hands. | *The [[Koopalings]] and Bowser gain an additional finger on their hands. | ||
*After the 96 exits are completed, most Message Blocks congratulate the player on finding the secret world and completing all the exits. | *After the 96 exits are completed, most Message Blocks congratulate the player on finding the secret world and completing all the exits. | ||
*The heading "Point of Advice" on Message Blocks is changed to "Tourist Tips. | *The heading "Point of Advice" on Message Blocks is changed to "Tourist Tips". | ||
*As Yoshi can spit enemies back out while being ridden by Luigi, enemies such as [[Mega Mole]]s, [[Dolphin]]s, [[Wiggler]]s, [[Lakitu]]s, [[Volcano Lotus]]es, [[Porcupuffer|Porcu-Puffer]]s, [[Super Koopa (enemy)|Super Koopa]]s, and even [[ | *As Yoshi can spit enemies back out while being ridden by Luigi, enemies such as [[Mega Mole]]s, [[Dolphin]]s, [[Wiggler]]s, [[Lakitu]]s, [[Volcano Lotus]]es, [[Porcupuffer|Porcu-Puffer]]s, [[Super Koopa (enemy)|Super Koopa]]s, and even [[Floating Mine]]s have new alternate defeat sprites seen when Yoshi spits them out. In the case of [[Blargg]], only his eyes are spit out by Yoshi. | ||
*[[Magikoopa]]s no longer use the incorrectly mapped unique palette that they had in the original, instead using the default blue, which is mapped correctly. | *[[Magikoopa]]s no longer use the incorrectly-mapped unique palette that they had in the original, instead using the default blue, which is mapped correctly. | ||
*The Top Secret Area is represented by a unique smiling hill icon on the world map. | *The Top Secret Area is represented by a unique smiling hill icon on the world map. | ||
*After Bowser is defeated, the castle and fortress icons on the world map have their lower portions rebuilt, while still retaining the white flag in place of the upper portion. | *After Bowser is defeated, the castle and fortress icons on the world map have their lower portions rebuilt, while still retaining the white flag in place of the upper portion. | ||
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*The intro scene where it is stated that the player is in Dinosaur Land and Bowser has kidnapped the princess originally had Mario standing, and if the player presses a button before the text box appears, Mario would start into a moving pose before being frozen in place once the text is on screen. In the GBA version, the player cannot control the characters before the scene cuts to the world map. Luigi is added to the intro scene, pacing back and fourth as Mario looks up at the text box. | *The intro scene where it is stated that the player is in Dinosaur Land and Bowser has kidnapped the princess originally had Mario standing, and if the player presses a button before the text box appears, Mario would start into a moving pose before being frozen in place once the text is on screen. In the GBA version, the player cannot control the characters before the scene cuts to the world map. Luigi is added to the intro scene, pacing back and fourth as Mario looks up at the text box. | ||
*Two other cinematics are added in the GBA version: | *Two other cinematics are added in the GBA version: | ||
**When the player has collected all the Dragon Coins, a cutscene is shown where the Dragon Coins fall from above, piling up on a platform, with a large coin in the center that Yoshi swallows and lays an egg that contains a Peach | **When the player has collected all the Dragon Coins, a cutscene is shown where the Dragon Coins fall from above, piling up on a platform, with a large coin in the center that Yoshi swallows and lays an egg that contains a Peach coin, followed by Mario and Luigi appearing to do their V poses. | ||
**After all 96 exits are cleared, a cutscene is shown where Luigi is tossing Mario Masks from the hot air balloon, followed by a message congratulating the player on finding all exits and telling the player to try a slightly different Dinosaur Land. Mario is then shown stomping a Koopa and taking away its shell, leaving the Koopa with the mask that lands in front of it. | **After all 96 exits are cleared, a cutscene is shown where Luigi is tossing Mario Masks from the hot air balloon, followed by a message congratulating the player on finding all exits and telling the player to try a slightly different Dinosaur Land. Mario is then shown stomping a Koopa and taking away its shell, leaving the Koopa with the mask that lands in front of it. | ||
Following clearing a castle stage, the text is changed as follows: | Following clearing a castle stage, the text is changed as follows: | ||
*It now says both Mario and Luigi defeated the Koopaling, rather than just Mario or Luigi. | *It now says both Mario and Luigi defeated the Koopaling, rather than just Mario or Luigi. | ||
*[[Iggy]] is described as "crazed" rather than "demented", as the latter is considered rude in some regions. | *[[Iggy Koopa|Iggy]] is described as "crazed" rather than "demented", as the latter is considered rude in some regions. | ||
*The grammar and general flow of the text has been improved: | *The grammar and general flow of the text has been improved: | ||
**[[ | **[[Wendy O. Koopa]] has "sung her ''swan'' song" rather than her "''last'' song". | ||
**[[Chocolate Island]] is called "deliciously dangerous" instead of "dangerous (but tasty)". | **[[Chocolate Island]] is called "deliciously dangerous" instead of "dangerous (but tasty)". | ||
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*Luigi is added in the credits sequence and the return to Yoshi's house. | *Luigi is added in the credits sequence and the return to Yoshi's house. | ||
**In the former, either Mario or Luigi (depending on whoever was not used to defeat Bowser) is placed at the end of the line behind the eggs of the trapped Yoshis. | **In the former, either Mario or Luigi (depending on whoever was not used to defeat Bowser) is placed at the end of the line behind the eggs of the trapped Yoshis. | ||
**Because of Yoshi's arms being recolored to match his body, there is an error in the scene where Mario, Luigi, Peach, Yoshi, and the trapped Yoshis arrive at Yoshi's house: the | **Because of Yoshi's arms being recolored to match his body, there is an error in the scene where Mario, Luigi, Peach, Yoshi, and the trapped Yoshis arrive at Yoshi's house: the mouths of the green and blue Yoshis match their respective colors rather than being shared with the red and yellow Yoshis when they celebrate, even after the trapped Yoshis hatch from their respective eggs. This error doesn't exist in the [[Super Nintendo Entertainment System|SNES]] original. | ||
*The [[Magikoopa]] is added to the "cast list" of enemies after the credits, appearing next to the [[Grinder]]. | *The [[Magikoopa]] is added to the "cast list" of enemies after the credits, appearing next to the [[Grinder]]. | ||
*While the enemies have their new appearances in the fall variation of the "cast list", their names remain unchanged in the GBA version. | *While the enemies have their new appearances in the fall variation of the "cast list", their names remain unchanged in the GBA version. | ||
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**The text is restyled to be red with a navy-blue outline. | **The text is restyled to be red with a navy-blue outline. | ||
**The background, though initially white, changes to a grass hill when a camera snapshot is heard. | **The background, though initially white, changes to a grass hill when a camera snapshot is heard. | ||
**When this screen is displayed, the player is no longer required to reset the system; they can return to the Yoshi's Island world map upon pressing {{button|GBA|Start}}, where they are given the option to save. | **When this screen is displayed, the player is no longer required to reset the system; they can return to the Yoshi's Island world map upon pressing {{button|GBA|Start}}, where they are given the option to save. | ||
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The soundtrack has been changed as follows: | The soundtrack has been changed as follows: | ||
*The quality of the entire soundtrack is downgraded for the GBA's inferior sound chip. | *The quality of the entire soundtrack is downgraded for the GBA's inferior sound chip. | ||
*Digital voice acting is contributed for Mario and Luigi by [[Charles Martinet]], with a combination of new voice clips and those ripped from the first '' | *Digital voice acting is contributed for Mario and Luigi by [[Charles Martinet]], with a combination of new voice clips and those ripped from the first ''Super Mario Advance'' game. | ||
*The [[Boo]]s were given laughter effects. | *The [[Boo]]s were given laughter effects. | ||
*The Koopalings will shriek upon being dumped into lava pools. | *The Koopalings will shriek upon being dumped into lava pools. | ||
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*The pitch of the death jingle is increased by five {{wp|semitone|half step}}s. | *The pitch of the death jingle is increased by five {{wp|semitone|half step}}s. | ||
*While Mario/Luigi is in [[Balloon Mario|balloon form]], the tempo of the music is decreased, and a warning sound is added for when the balloon effect is about to expire. | *While Mario/Luigi is in [[Balloon Mario|balloon form]], the tempo of the music is decreased, and a warning sound is added for when the balloon effect is about to expire. | ||
==Reception== | ==Reception== | ||
{|class="wikitable | {|class="wikitable review_template"cellpadding="4"style="width:100%; text-align:center; border:2px solid black; margin-bottom:5px" | ||
!colspan="4"style="font-size:120%;text-align:center;background-color:silver"|Reviews | !colspan="4"style="font-size:120%; text-align: center; background-color:silver"|Reviews | ||
|-style="background-color:#E6E6E6" | |-style="background-color:#E6E6E6" | ||
|Release | |Release | ||
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|align="left"|"''Super Mario World is one of the greatest games ever made. The Game Boy Advance version adds a handful of amenities to cater a little bit more to the portable crowd, but these changes serve only to enhance an already extraordinary game. New multiplayer options would have been nice, but in the end, this is a game that no Game Boy Advance library should be without.''" | |align="left"|"''Super Mario World is one of the greatest games ever made. The Game Boy Advance version adds a handful of amenities to cater a little bit more to the portable crowd, but these changes serve only to enhance an already extraordinary game. New multiplayer options would have been nice, but in the end, this is a game that no Game Boy Advance library should be without.''" | ||
|- | |- | ||
!colspan="4"style="background-color:silver;font-size:120%;text-align:center;"|Aggregators | !colspan="4"style="background-color:silver; font-size:120%; text-align: center;"|Aggregators | ||
|-style="background-color:#E6E6E6" | |-style="background-color:#E6E6E6" | ||
|colspan=2|Compiler | |colspan=2|Compiler | ||
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|} | |} | ||
{{br}} | {{br}} | ||
== | ==Development and staff== | ||
{{ | {{see also|List of Super Mario World: Super Mario Advance 2 staff}} | ||
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.<ref>[http://randomhoohaas.flyingomelette.com/ai/omgwtct/#sma2 Source]</ref> Even the original test levels were left in the game; they can be accessed via a [[#Glitches|glitch]]. | |||
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. This was the last entry in the ''Mario'' franchise to be produced under [[Hiroshi Yamauchi]]'s administration as president of Nintendo. | |||
[[ | |||
==Glitches== | ==Glitches== | ||
[[File:ErrY00.png|thumb|Y00]] | [[File:ErrY00.png|thumb|right|Y00]] | ||
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 [[List of Super Mario World glitches|here]]. | 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 [[List of Super Mario World glitches|here]]. | ||
*After having found all 96 exits, the player can simultaneously press a {{button|gba|Pad}} button and {{button|gba|select}} to trigger the status screen, then choose a level and move in an incorrect way going to an incorrect level. Pressing {{button|gba|A}} 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 {{button|gba|Pad}} and {{button|gba|select}} 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 {{button|gba|start}} 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 {{button|gba|select}} and down on {{button|gba|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 {{button|gba|a}}, Mario or Luigi will be able to re-enter 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. | |||
*In the level [[Outrageous]], if Mario or Luigi is riding a Yoshi and falls into the bottomless pit before the last [[Bullet Bill]] stand, he can jump off the Yoshi at the very last second and then be damaged by a Bullet Bill. This must be done in a frame-perfect manner. After beating the level, Mario or Luigi will be riding a Silver Yoshi that acts as a Yellow Yoshi. After Silver Yoshi eats all of the red berries in a level, an egg will hatch not to reveal a [[Super Mushroom]], [[Fire Flower]], [[Cape Feather]], or [[Super Star|Starman]], but instead a [[Beach Koopa]]. | |||
After having found all 96 exits, the player can simultaneously press a {{button|gba|Pad}} button and {{button|gba|select}} to trigger the status | |||
After completing the game, Mario and Luigi should return to the flattened Yellow Switch Palace, then the player must very quickly press {{button|gba|select}} and down on {{button|gba|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 {{button|gba|a}}, Mario or Luigi will be able to re-enter 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== | ==Gallery== | ||
{{main-gallery}} | {{main-gallery}} | ||
<gallery> | <gallery> | ||
SMA2 logo.jpg| | SMA2 logo.jpg|Logo | ||
SMW Mario2.png|Artwork of [[Cape Mario|Caped Mario]] mounted on [[Yoshi]] | SMW Mario2.png|Artwork of [[Cape Mario|Caped Mario]] mounted on [[Yoshi]] | ||
Prima Guide-SMA2.jpg|[[Prima Games]] official guide | Prima Guide-SMA2.jpg|[[Prima Games]] official guide | ||
Advance2A.jpg|Early build image | |||
</gallery> | </gallery> | ||
==Media== | ==Media== | ||
{{ | {{more media|section=yes}} | ||
{{media table | {{media table | ||
|file1=SMA2 | |file1=SMA2 Title Theme.oga | ||
|title1= | |title1=Title Theme | ||
|length1=0:30 | |length1=0:30 | ||
|file2=SMA2 | |file2=SMA2 Yoshis Island World 1 Theme.oga | ||
|title2= | |title2=Yoshi's Island Theme | ||
|length2=0: | |length2=0:25 | ||
|file3=SMA2 | |file3=SMA2 Overworld Theme.oga | ||
|title3= | |title3=Overworld theme | ||
|length3=0:30 | |length3=0:30 | ||
|file4=SMA2 | |file4=SMA2 Athletic Theme.oga | ||
|title4= | |title4=Athletic theme | ||
|length4=0: | |length4=0:29 | ||
|file5=SMA2 | |file5=SMA2 Starman Theme.oga | ||
|title5= | |title5=Starman theme | ||
|length5=0:30 | |length5=0:30 | ||
|file6=SMA2 | |file6=SMA2 Status Screen.oga | ||
|title6= | |title6=Status Screen | ||
|length6=0: | |length6=0:16 | ||
|file7=SMA2 Star World.oga | |||
|title7=Star World | |||
|length7=0:30 | |||
}} | }} | ||
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|JapR=Sūpā Mario Adobansu Tsū | |JapR=Sūpā Mario Adobansu Tsū | ||
|JapM=Super Mario Advance 2 | |JapM=Super Mario Advance 2 | ||
| | |Chi=超级马力欧世界 | ||
| | |ChiR=Chāojí Mǎlì'ōu Shìjiè | ||
|ChiM=Super Mario World | |||
| | |||
}} | }} | ||
==References== | ==References== | ||
{{NIWA | {{NIWA|StrategyWiki=Super Mario Advance 2}} | ||
<references/> | <references/> | ||
{{SMW}} | {{SMW}} | ||
{{ | {{Mario games}} | ||
{{GBA}} | {{GBA}} | ||
[[Category:Super Mario World|*]] | [[Category:Super Mario World|*]] | ||
[[Category:Super Mario World: Super Mario Advance 2|*]] | [[Category:Super Mario World: Super Mario Advance 2|*]] | ||
[[Category:Games]] | [[Category:Games]] | ||
[[Category:Reissues]] | [[Category:Reissues]] | ||
[[Category:Platforming games]] | [[Category:Platforming games]] |