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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 v23.5 svn421
  • 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 between the levels, but in them you have to watch out for lag. For example Yoshi's Island 4 has much lag in the middle of the level. 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

Stage by stage comments

Yoshi's Island 2

There can be much lag at the beginning of the level, that's why I didn't do anything special there.

Yoshi's Island 3

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

Yoshi's Island 4

This level is very laggy. 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. You can save like 5-10 frames in the Big Boo fight by not causing lag... but do you want seeing Mario doing nothing than wait the Boo to appear?

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

Nothing special.

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

Suggestive screenshots

6937, 11158, 20290, 20653, 28176, 33768

DarkKobold: Judging

TASVideoAgent
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Editor, Experienced player (608)
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I watched it, and it's great that it's faster than the published SNES Super Mario World run (though I wonder why that is). Though, this is really similar to the currently published run, even using many of the same glitches. I almost decided to vote No, but I'll go with Meh. Also, it would be great if you could save those 200 frames and make it faster.
Editor, Expert player (2316)
Joined: 5/15/2007
Posts: 3856
Location: Germany
VBA19~23 have an emulation glitch with this game: They lag if too much stuff happens on the screen. By quickly checking I noticed you lost 20 frames in Yoshi's Island 2, 21 frames in Yoshi's Island 3, ~80 frames in Yoshi's Island 4, 10 frames in the Boo Battle, 7 frames in Star World 4, 27 frames in Bowser's Castle due to this emulation glitch. Quick comparison between VBA23 and VBA24m shows: VBA24m starts the game with ~2 more lagframes, and seems to have 1~3 less lag frames at most screen transitions or room transitions. --> So you lost about 200 frames. VBA-24m fixes this glitch (note: VBA24m, not VBA24-alpha).
Masterjun
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Joined: 10/12/2010
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MUGG wrote:
So you lost about 200 frames
Ok, I think I'm going to redo the TAS... can we cancel this submission?
Warning: Might glitch to credits I will finish this ACE soon as possible (or will I?)
Editor, Experienced player (608)
Joined: 11/8/2010
Posts: 4012
Masterjun wrote:
MUGG wrote:
So you lost about 200 frames
Ok, I think I'm going to redo the TAS... can we cancel this submission?
Yes, that's what you should do. When you've made the improvements, submit the new one.
mklip2001
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This seems pretty interesting! I haven't had a chance to watch it, but I have to ask: why should this be published along with the SNES run? If the changes aren't big between the versions, then we generally have precedent to go with the original version of this game, which is the SNES one.
Used to be a frequent submissions commenter. My new computer has had some issues running emulators, so I've been here more sporadically. Still haven't gotten around to actually TASing yet... I was going to improve Kid Dracula for GB. It seems I was beaten to it, though, with a recent awesome run by Hetfield90 and StarvinStruthers. (http://tasvideos.org/2928M.html.) Thanks to goofydylan8 for running Gargoyle's Quest 2 because I mentioned the game! (http://tasvideos.org/2001M.html) Thanks to feos and MESHUGGAH for taking up runs of Duck Tales 2 because of my old signature! Thanks also to Samsara for finishing a Treasure Master run. From the submission comments:
Shoutouts and thanks to mklip2001 for arguably being the nicest and most supportive person on the forums.
MarbleousDave
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Joined: 9/12/2009
Posts: 1555
What about a TAS in getting all 96 exits and all the Dragon Coins? Best to do #7 Larry's Castle for the last level of the Dragon Coins to skip the end castle sequence. I once attempted that TAS on Yoshi's Island 3, using Luigi I jumped off Yoshi to get the Dragon Coin, I came so close to clearing the lava. Is there a way that can be done besides using the P-switch? Would you attempt the same thing I attempted to do?
Editor, Expert player (2316)
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PikachuMan wrote:
What about a TAS in getting all 96 exits and all the Dragon Coins?
ISM made such a run, see here.
TASVideosGrue
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om, nom, nom... 'twas dry