Chocolate Island 2
|Super Mario World Level|
|Chocolate Island 2|
|Level(s) #||24, CD, CE, CF|
|Notes||It sends you to different destinations depending on your time remaining and coins after the first sublevel of the stage.|
|Choco Ghost House|
|Chocolate Island 3||
|List of Levels|
Chocolate Island 2 is a level in Super Mario World.This level can be accessed through the completion of Choco Ghost House. By completing this level through the Giant Gate, the player gains access to Chocolate Island 3. If the player reaches the secret exit with the key, they can access Chocolate Secret, which is located underneath the Valley of Bowser.
If Mario gets 8 or fewer coins here, Section 2 will have a bunch of slopes and red Paratroopas. If he gets more than 8 but fewer than 21, he will instead go to an area with a bunch of Rexes, and if he gets 21 or more, he will go to an area with a Cape Feather, a purple wedge, and a slightly long section where he has to fly. Only the Cape Feather part is within the normal level data pointer tables and can easily be viewed in Lunar Magic, at Level CF; the others are stored elsewhere, outside the normal pointer tables. You can still view at least the Layer 1 data of these other levels with the "Open Level Address" option (under the File menu).
If Mario has 250 or more seconds left when he reaches the exit pipe for Section 2, then he goes onto an area with Pitching Chucks and the secret exit. If he has 235-249 seconds remaining, Section 3 will instead have a gently-sloped area with a bunch of Dino-Rhinos. If he has 234 or fewer seconds left, he'll instead go to a riverbank-like area with a bunch of bubbles containing Mushrooms. Again, only the latter of those three is stored in Lunar Magic, at Level CE.
Getting a total of 4 Dragon Coins in the first three seconds will transport Mario to an area with a bunch of ! Blocks on the ground, as well as two P-Switches. If you didn't get any of the Switch Palaces, you'll need to use the P-Switches to cross to the goal line. If Mario got 3 or fewer Dragon Coins, he'll instead go to an area where he must jump on a springboard over a large gap, then make it by a bunch of Rexes on several cliffs. Only the P-Switch challenge is stored in Lunar Magic, at Level CD.
This level is different from the other ones, since the next sublevel (and, therefore, getting the secret exit) will depend on the time or the amount of coins Mario has collected.
For the longest time, SMW Central advised against editing this level, as if a hacker did and put exit-enabled objects in it, the game could crash, load the wrong level data, or any number of things. However, two ROM Addresses were discovered that could cause the level to behave like a normal one, and Lunar Magic 1.64+ has an option in Overworld > Extra Options that allows you to disable Chocolate Island 2's unique behavior. It edits those two ROM addresses.
|x2DCEF||$05:DAE5||Which level number will use the special variable loading routine.|
|x2DCEF||$05:DAEF||The loading routine for the level with the variable sublevels (in the original SMW, it's this level)|
|x36A97||$06:E897||Layer 1 data for the starting sublevel.|
|x36B85||$06:E985||Layer 1 data for the cape sublevel (level CF).|
|x36BFB||$06:E9FB||Layer 1 data for the Rex sublevel.|
|x36CB0||$06:EAB0||Layer 1 data for the Paratroopa sublevel.|
|x36D0B||$06:EB0B||Layer 1 data for the mushroom sublevel (level CE).|
|x36D72||$06:EB72||Layer 1 data for the Dino-Rhino sublevel.|
|x36DBE||$06:EBBE||Layer 1 data for the secret exit sublevel.|
|x36E24||$06:EC24||Layer 1 data for the P-switch sublevel (level CD).|
|x36E7E||$06:EC7E||Layer 1 data for the Rex stack sublevel.|
|x3D9BF||$07:D7BF||Sprite data for the starting sublevel.|
|x3D9E5||$07:D7E5||Sprite data for level CF.|
|x3D9EA||$07:D7EA||Sprite data for the Rex sublevel.|
|x3DA25||$07:D825||Sprite data for the Paratroopa sublevel.|
|x3DA4B||$07:D84B||Sprite data for level CE.|
|x3DA6E||$07:D86E||Sprite data for the Dino-Rhino sublevel.|
|x3DA88||$07:D888||Sprite data for the secret exit sublevel.|
|x3DA99||$07:D899||Sprite data for level CD.|
|x3DAA1||$07:D8A1||Sprite data for the Rex stack sublevel.|
|x66159||$0C:DF59||Background data for all sublevels.|