Tool-assisted game movies
When human skills are just not enough

Submission #6651: BrunoVisnadi & EZGames69's GBA Super Mario Advance 2: Super Mario World "warps" in 09:59.56

Console: Game Boy Advance
Game name: Super Mario Advance 2: Super Mario World
Game version: JPN
ROM filename: Super Mario Advance 2 - Super Mario World + Mario Brothers (Japan).gba
Branch: warps
Emulator: BizHawk 2.4
Movie length: 09:59.56
FrameCount: 35810
Re-record count: 57892
Author's real name:
Author's nickname: BrunoVisnadi & EZGames69
Submitter: EZGames69
Submitted at: 2020-03-12 15:12:11
Text last edited at: 2020-05-10 07:47:19
Text last edited by: CoolKirby
Download: Download (24865 bytes)
Status: decision: cancelled
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Author's comments and explanations:
Yeah you wanted to forget this Port existed, but we will never forget it does.

(Link to video)

Game objectives

  • Emulator used: BizHawk 2.4
  • takes damage to save time
  • Uses GBA BIOS


this is a 134 frame improvement to the publication, if you only count out the differences in bios time. Each loading screen is about a frame longer than VBA.

This movie was originally made in VBA, but I was able to convert it into bizhawk and sync between stages. the only input I contributed to this movie was during the Bowser fight. Originally this movie wasnt finished and only did the first 2 phases of the boss, I ended up finishing the 3rd phase and did the best I could to end input as early as possible.

I had this movie ready for awhile but I did not want to submit it until I got approval from Bruno, he was ok with it.

Keep in mind that I (EZGames) do not know much about TASing SMW, so if I get some information incorrect (which I bet I will do) in the submission text I'm sorry. Hopefully someone will correct me and I can update the text properly, or Bruno can come in later and do it.

Just like the previous movie, this movie uses the Japanese version because it has a faster title screen.

anyway, here we go.

Stage by stage comments

Yoshi's Island 2

Since this is the GBA version, there is no known way to get ACE yet, and block duplication doesnt seem to be a thing in this version, so we don't bother grabbing Yoshi for the whole game.

Yoshi's Island 3

The camera in the GBA version only moves vertically upwards if you stand or run on the ground long enough, this doesnt save time but is cool to see off screen movement

Yoshi's Island 4

we use a shell jump to get over the river here. Not much else to say.

Iggy's Castle

small mario is able to clear some gaps faster than big mario. I am not sure why Flower Mario wasn't used for the iggy fight, perhaps it has no effect on him or that getting the flower would waste more time than it saves. not sure.

Donut Plains 1

unlike the SNES version, items once they spawn have an invincibility period before they can be collected. that's why you see Bruno moving back a bit before getting the feather. we of course use the secret exit to go into the water.

Donut Secret 1

as usual, a shell is collected in the cave area due to mario's horizontal speed increasing if he is holding an item. we go though the secret exit again.

Donut Secret House

the stairs clip seems to work in the GBA version as well. the trick to getting immediate P speed though doors unfortunately does not work.

Star World 1

the clip through the blocks does not work as well as in the SNES verison, but it can still be done, just with a bit of setup. The setup in this area is one of the improvements made to this game.

Star World 2

one of the changes made to the GBA port was the secret exit area, for some reason they made it slightly longer.

Star World 3

a blue block was collected to make the key appear sooner.

an interesting mechanic in the GBA version is you can still hold items while in the flying cape mode, this will be used in the next stage

Star World 4

an extra fether is collected in this stage that will be used for a damage boost in Bowser's castle

since we can grab a shell while in flying mode, we can bring it with us to open the key block faster.

Bowser's Castle

Like mentioned earlier, you cant transfer speed between doors, so for the 2nd room, we have to jump through this area the more intended way.

for the 5th room, you can walk through the spikes through means of a damage boost, unlike on SNES where they act as walls.

Bowser fight

the GBA version does not have a ceiling, so we can get as high as we can in this area.

the boss fight is pretty much the same here, this is also where I started adding my (EZGames) own inputs. I ended input by doing one lunge upwards and falling on bowser to take damage and deal the last hit.

Other comments

Just to reiterate, most if not all of the main inputs in this movie were done by BrunoVisnadi, the only changes I made were some syncing inputs to account for differences in emulation, which thankfully this movie had very little to change (other than 1 frame slower loading time and one or two lag frames). The other inputs were just finishing up the final phase of the Bowser fight.

Thank you to BrunoVisnadi for allowing me to submit his movie and for letting me finish it up. I added him as an editor for this movie in case he has anything extra to add.

feos: Judging...

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