Super Mario Advance 2 is the GBA port of Super Mario World. The gameplay and levels are almost the same, with some minor differences. This run beats the previous one by 500 frames.
Game objectives
- Aims for fastest time
- Takes damage to save time
- Abuses programming errors
Differences between the SNES and GBA versions
- Items dropped in the GBA version lose x speed
- Jumping off an item makes Mario lose his x speed
- Major Yoshi glitches are not possible
- There is only one button for running and flying
Yi4: 15
Optimized the shell jump.
Iggy: 33
Minor optimizations and a new method of jumping off the p-switch saved some time.
Dp1: 35
Used a faster method of getting the feather.
Ds1: 72
Got the red shell faster, avoided a fish, and improved the end.
Dsh: 224
Clipped through the stairs and flew in the second room.
Sw1: 306
Used ISM’s smashola-like glitch by wallcatching the cave wall.
Sw2: 333
Keeping flying status when getting the key saves 27 frames.
Sw3: 346
Optimized the ending by swimming down with the key.
Sw4: 377
Started flying earlier, optimized the end, and avoided having to slow down to get the shell.
Fd: 403
It is faster to take damage in room 2 than to keep the cape (pointed out by Mister).
Bowser: 500
Using the new Bowser strategy and hitting the mecha-koopas lower saves 97 frames.
Suggested screenshots
17912, 21943
Addresses
- 03003FA9 - x speed
- 03003FAD - y speed
- 03003FD0 - x position
- 03003FD4 - y position
Special Thanks:
ISM and Mister, for discovering and pointing out some tricks in this run.
feos: Many places were mentioned where this run loses time and doesn't use the tricks that are known for years. Rejecting due to sub-optimality. As for the region, lag will likely count when choosing the version, otherwise only solid gameplay will matter.