Super Mario Advance 2 is a GBA remake of the game Super Mario World for the SNES. The levels and the gameplay are nearly the same, but there are some minor differences like if you drop an item, it stops and don't have horizontal speed.

Game objectives

  • Emulator used: VBA rerecording v24 svn422
  • Aims for fastest time
  • Takes damage to save time
  • Abuses programming errors

Comments

This run aims for the fastest time to defeat bowser. This game has not much lag in general, that's why it's faster than the SNES game. I used tricks and glitches to be faster and sometimes to make this run more entertaining.

Tricks used in this run

The tricks are mostly the same as in the SNES game so you can look after them in the Game Resources.

Hopping glitch

Mario's sprinting speed oscillates like this: 48, 47, 48, 47, 49 and if you release "right" (or left) it will stop oscillating at the speed Mario has. If you release at the right frame, Mario will hold 49 speed, and if you jump at the first possible frame Mario will hold his speed.

6/5

This trick is used to keep sprinting speed after slowing down. A full explanation of this trick is here.

-1 Trick

If you are at speed 0 it is faster to press the first frame "left" and hold "right" than to hold "right" from first frame.

Oscillating flight speed

When you fly, your speed oscillates like this: 51, 50, 49, 48, 47 you can release right to stop that, like in the Hopping glitch.

Fast air-catching

To catch air it is faster to press 1 frame "left" then 1 frame "<nothing>" and then again "left" than holding "left" all the time.

Spin jump flying

It's the same as 6/5 but here you are longer in the air. :)

1/1 Swimming

Even Mario's swimming speed oscillates - between 15 and 17 (or 31 and 33 if carrying an item underwater). This can be abused by pressing back and forth when reaching the highest oscillation point. This way, swimming speed can be improved from (15 + 15 + 16 + 16 + 17) / 5 = 15.8 subpixels per frame, to (15 + 17) / 2 = 16 subpixels per frame. The technique works similarly when swimming with an item.

Corner Boost

If you jump in the bottom right corner of a block, you can gain speed because the block pushs Mario forward.

Shelljumping

You can jump on a shell if it's thrown. It can help you in some cases.

Walljumping

If your speed is more than 32 you can catch the wall and you can jump off of it

Corner Clip

I used it one time in this run, in the scolling part of the castle. It's hard to explain so see here.

Stage by stage comments

Yoshi's Island 2

Nothing special.

Yoshi's Island 3

Nothing special in this level but sorry that you can't really see anything.

Yoshi's Island 4

I shelljumped to avoid jumping in the water and slow down.

#1 Iggy's Castle

You can't jump on the p-switch to save time here, because the p-switch will stop after you dropped it. I did't get the flower, because I would lose time.

Donut Plains 1

Getting a feather and fly around. :)

Donut Secret 1

Go in the other room to get a shell and using 1/1.

Donut Secret House

You can't go though the stairs, so I go around them. Big Boo fight is funny. :D

Star World 1

You can't glitch through the turn blocks.

Star World 2

Some music tricks and use of 1/1.

Star World 3

Using the p-switch to get the key earlier.

Star World 4

Using a shell to get the key earlier

Front Door

Fastest combination: Door 2 and Door 5.

Bowser

Ending input as fast as possible.

Other comments

There are some useful addresses you might want to see:
03003FA9 - x speed
03003FAD - y speed
03003FD0 - x position
03003FD4 - y position
03003FE6 - p meter
03004035 - takeoff meter

Suggested screenshots

6844, 10492, 13552, 19294, 26666, 27927, 33103

DarkKobold: The majority of the audience felt this was too similar to the SNES run, with worse sound effects and music. I am inclined to agree, this seems to offer nothing new over the SNES version. Rejecting.

adelikat: Unrejecting this submission for consideration into the Vault tier

adelikat: Unlike when this run was originally judged, ports of the game game to different consoles is not a factor when judging the run. Therefore, accepting for publication. Due to the viewer response, this movie will be published to the Vault

natt:procesing


Skilled player (1743)
Joined: 9/17/2009
Posts: 4986
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Uh...I got no idea where to post this, so I'm going to post it here. Why is this ok to have as a separate run of the Snes version, while Resident Evil for the PSX obsoleted the NDS version? Shouldn't they be separate now?
Site Admin, Skilled player (1255)
Joined: 4/17/2010
Posts: 11495
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
jlun2 wrote:
Uh...I got no idea where to post this, so I'm going to post it here. Why is this ok to have as a separate run of the Snes version, while Resident Evil for the PSX obsoleted the NDS version? Shouldn't they be separate now?
Crossplatforms must be unobsoleted. [560] NES Adventure Island by nesrocks in 37:01.37
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Spikestuff
They/Them
Editor, Publisher, Expert player (2656)
Joined: 10/12/2011
Posts: 6449
Location: The land down under.
jlun2 wrote:
Uh...I got no idea where to post this, so I'm going to post it here. Why is this ok to have as a separate run of the Snes version, while Resident Evil for the PSX obsoleted the NDS version? Shouldn't they be separate now?
In agreement to your comment especially with this game on 3 versions SNES, Arcade and Genesis Ghouls 'n Ghosts are separate.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15628
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [2229] GBA Super Mario Advance 2: Super Mario World "warps" by Masterjun in 10:07.98
Player (12)
Joined: 11/23/2012
Posts: 94
Radiant wrote:
adelikat wrote:
This movie by the current rules of the Vault this movie seems eligible. But I think it provides a good test case. We want to accept versions of games on other platforms, but how similar is too similar? Is this too similar even for the Vault?
I'd say what matters is not whether the game looks similar, but whether the TAS is similar. If the TAS of the port uses glitches or tricks that the original doesn't have, or requires a different route, or has a clearly different definition of "100% completion" then I would like to see both original version and port on the site.
SMA2 and SMW have different definitions of 100% completion. Specifically, the remake requires you to collect Dragon Coins, whereas the original does not. There's a TAS of the remake on YouTube (this being just a part of it): Link to video I'd love to see this run or an improvement thereof on TASVideos. It's a nice change of pace to see a speedrun that plays the entirety of Donut Plains 2 (because the speedrun route skips the Dragon Coins). :) As for the any% run which this thread is devoted to? Well, this is why the Vault exists! :)