If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
This article has a talk page!

Super Mario World: Super Mario Advance 2

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Super Mario World: Super Mario Advance 2

Also known as: Chaoji Mario Shijie (CN)
Developer: Nintendo R&D2
Publishers: Nintendo (JP/US/EU/AU), iQue (CN)
Platform: Game Boy Advance
Released in JP: December 14, 2001
Released in US: February 9, 2002
Released in EU: April 12, 2002
Released in AU: 2002
Released in CN: March 15, 2006


AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
SoundIcon.png This game has unused sounds.
RegionIcon.png This game has regional differences.


PrereleaseIcon.png This game has a prerelease article
BugsIcon.png This game has a bugs page
DCIcon.png This game has a Data Crystal page

Super Mario World: Super Mario Advance 2 is the second installment in the Advance series and a port of Super Mario World. It's a much more straightforward port than the previous entry, although that doesn't mean it's exactly the same; it includes things like a fully playable Luigi in single player mode using his Super Mario Bros. 2 physics and an added status screen you can bring up to see your progress on dragon coins and exits. Also, they fixed Yoshi's arms being orange, Bowser's arms being green, and Bowser and the Koopalings only having three fingers per hand.

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info
Read about notable bugs and errors in this game.
Bugs

Unused Graphics

Most of the graphics in this port are marginally-edited copies from the SNES original, and as a result it keeps most of the original's unused tiles.

Luigi Jumping

Why are you so pale?
Some unused Luigi jumping sprites. Since Luigi has a Super Mario Bros. 2-style "flutter" jump in this port, these sprites go unused. However, the big Luigi sprite is briefly used in the 96 Exits cutscene when Luigi is kicking Koopa Masks. Interestingly, these sprites seem to be based on the original Super Mario World (where Luigi was a palette swap of Mario) instead of Luigi's more unique graphics from All-Stars + Super Mario World.

Exit Sign

In case of fire, exit map.
An exit sign is found in the graphics of the map screen. It has a similar appearance to the sign seen at the end of a Ghost House.

Placeholder Graphics

Who knows what this says.Block Size Transfer
Two blocks of text. The first is "ちアク!", which doesn't mean anything, while the second translates to "Block Size Transfer".

SNES Leftovers

Some graphics were left in the game's ROM when ported to the GameBoy Advance; some of them were cut in place for updated/altered versions.

Princess Peach

Super Mario Advance 2 Original Princess Peach.png
A majority of the original graphics are still found in the ROM. (a part of the graphic was overwritten with a lava bubble)

End Screen

Super Mario Advance 2 Original TheEnd Mario.pngSuper Mario Advance 2 Original TheEnd Princess Peach.pngSuper Mario Advance 2 Original TheEnd Luigi.png
Despite the GBA port having a new ending screen, the original graphics still remain from the old one. (Using the SNES palette for the graphics)

Unused Stages

Several of the unused stages from the SNES original are also unused here, although at least this time they can be accessed through glitches.

NOTE: These glitches are safe to perform as long as you do not save after you perform them.

The glitch requires the ability to warp anywhere using the select menu. When Mario or Luigi is at Star World 3 on the world map, press Right and Select within the same frame. On the level select menu, warp to the second Star Road on the list. When Mario or Luigi stops moving, select the level and the unused level intro and TEST will be loaded. This is just one of many ways to access the TEST level.

(Source: Miles of SmashWiki)

Unused Level Intro

GBA doesn't follow perspective, I guess.

One of three unused level intros in the SNES version, called Rope 2. It is largely the same as the original, except the No Yoshi sign is much lower.

TEST

Testing, testing, 1-2-3...

The same placeholder level as in the original game, except the background is glitched.

#2 MORTON'S PLAINS

Evidentially, Morton doesn't take good care of his plains, seeing as this is the state they're in.

Do the aforementioned glitch at Vanilla Dome 1 while walking down, and select Choco-Ghost House from the menu. Otherwise, it's identical to the original, except the level name is gone. The secret exit will take you back to Donut Plains 1 with the game reverted to Summer (but no way to revert it to Autumn and no way to warp), while the normal exit will cause the game to produce invalid "path tiles" on the map for about three hours (yes, it was timed), but entering a level or pressing Select will cure the horribly glitched graphics.

Intro Stage

SMW GBA Intro Level.png

Do the aforementioned glitch at Donut Plains 2 while walking left, and select Yoshi's House from the menu. This is the intro scene with Mario, Luigi, and Peach that is unique to this port, although said intro stops before the green pipe is seen in the map above.

Level 00 (Endless Bonus Game)

Follow the instructions to play the Intro Stage, but before starting the level press right for Vanilla Secret 1, then down for Vanilla Dome 1, and down again (screen will refresh twice).

Unused Audio

Most of the sounds are either from the original game, or voices taken from Super Mario Advance, along with some new ones.

"Here I go! Super Mario!"

This sample (probably an earlier sample for the Game Select screen when choosing Super Mario World) doesn't seem to be used. In the final game, Mario and Luigi both say "Super Mario" and Mario says "Here we go" rather than "Here I go!"

Build Date

SMA2-builddate.png

On the depicted intro screen (before the SMA2 title screen), a build date can be revealed by pressing Right, Select, Left, L, R, Select.

While the displayed time stops at minutes, the seconds also exist in the data:

Version Offset Text
Japan 0012C8A8
01-11-14 00:52:26
US/Australia 0012EE7C
01-12-06 09:33:10
Europe 0013E91C
02-01-10 19:32:33
China 0012DD64
06-01-05 10:32:28
(Source: Hiccup (text), Sodium (button combo))

Regional Differences

Super Mario Advance 2 Title Screen

Japan International China
Behold this happy, expressive and colorful representation of our wonderful game! Behold this text. Yep. Behold the same representation the Japanese version gave, but without the 2!

Super Mario Advance 2 started the trend of completely redoing the international title screens of the Super Mario Advance games. The international logo looks phoned in compared to Japan's and China's. The comma between copyright dates was also replaced with a dash.

Game Select Screen

Japan International China
Remind me why these are in English to begin with. Do you want to play the new game you just paid for or the old game you already paid for last year? SMA2-CHtitleselect.png

The Japanese version uses a remake of the original Japanese logo, complete with "Super" above "Mario" like on the Japanese original's box art (albeit without the "Super Mario Bros. 4" portion).

By comparison, the rest of the world (excluding China) got a shrunk-down version of the international logo, which makes sense and maintains consistency with the original releases.

Super Mario World Title Screen

Japan International China
Now with off-kilter trademarks and oversaturated greens! Is it bad when the non-obscured screen area for a *demo* is only a handful of lines tall? iWho?

The Japanese title screen itself, on the other hand, uses the international version of the logo for some odd reason. The international release darkened the logo colors somewhat, though this change was reverted for the Chinese release.

All versions feature a different trademark symbol as well, with the Japanese version's being a thicker version of the one used on the original game's Japanese title screen.

Donut Plains 3 Message Blocks

In the Japanese version, the Message Block at the beginning of Donut Plains 3 explained how to move the camera ahead of your default view, while the one a little later into the course explains how to move the camera up or down. The international version switched both messages around for who knows what reason.

Music

The music played in the "96 exits" cutscene changed slightly between versions. The international song includes most of the "stage clear" theme from Super Mario Bros.

Japan/China International