Submission #949: MikeRS's GBA Super Mario World: Super Mario Advance 2 in 11:32.57

Game Boy Advance
(Submitted: Super Mario World: Super Mario Advance 2)
baseline
VBA-rr
41554
60
384
Unknown
Super Mario Advance 2 - Super Mario World (U) [!].gba
Submitted by MikeRS on 1/21/2006 4:31:02 AM
Submission Comments
Run in Super Mario World for the GBA defeating Bowser in the fewest possible levels, made in about four and a half hours.
Used VisualBoyAdvance 1.72 Rerecord-version 17. Somewhat default settings, I changed the mapping of the controller and the window to 2x size. I also used slowdown a lot (most often at 50%, a few times at 6%), but it plays at normal speed.
Secret exits of Donut Plains 1, Donut Secret 1, Donut Ghost House, Star Road 1, Star Road 2, Star Road 3, and Star Road 4 used.
The original SMW was written in ASM and thus not very portable at all. The SMA2 rendition of the game is a complete rewrite using C++; most exploits of the original game do not exist in SMA2. The only exploit I used (which may or may not have been an intentional part of the game, I do not know) is making autoscrolling areas move faster by pushing right on the edge.
I took one hit, in Bowser's castle. Entered door number five (the one with the thwomps and spike things) and ran through the area until I couldn't go any further, I lost the Cape Powerup this way. Advantage was a quicker way through that area ;)
The aim of the speedrun was to make a very quick defeat of Bowser from a clean Save RAM. The in-game statistics say it is 7:57 minutes, but I'm not entirely sure that it is accurate. In any case better than my run on the real GBA (15:28 minutes).
Super Mario World: Super Mario Advance 2 is an excellent remake of the original game. There are many changes throughout, most of them to adapt to the GBA's low screen resolution. One of the major changes is the addition of Luigi's special abilities, due to the absence of a two-player mode (they kept two-player SMB3 in SMA4, why couldn't they do it in SMA2? -_- sigh, Nintendo). Others include the adition of Dragon Coins to nearly every level, such as Ghost Houses and Castles (which are replayable after you get 96 goal completion); addition of voices (I don't like this one); a pretty-cool introduction; and pretty-cool cutscenes when getting all 96 goals and all Dragon Coins in all levels. There's many, many more differences than this of course, check out one FAQ at GameFAQs for a list of them.
Making the movie was more difficult than I thought it would be. Troublesome levels were Yoshi's Island 3, Donut Secret 1, Donut Ghost House, and Star Road 4. I think I spent the most time in Donut Ghost House trying to squeeze in between the Boo-rings.
In all, I had a great time making this, but I have noticed now that there's many areas that can be improved (I forgot about going faster in water by carrying a P-block or Baby Yoshi, don't have the savestates anymore)

Bisqwit: Sorry, but I'll echo Tub's comment as the verdict of this submission:
it's a bad choice to run different versions of a previously TAS'ed game, unless you can show off new interesting routes or tricks, which you didn't.
Your route changes made the run slower, and even if it's because a shortcut isn't available on GBA, slower routes aren't really interesting for the viewer.
Please don't submit another movie of the GBA remakes of SMB series, unless you can actually bring in something new and unique. The new sound effects in GBA don't count.
Good luck!
Last Edited by on 1/1/2022 6:13 PM
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