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
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
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.
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