Super Mario Advance 2

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Box art for the North American version of Super Mario Advance 2.

Super Mario Advance 2 or Super Mario World: Super Mario Advance 2, often abbreviated SMA2, is the 2001 Game Boy Advance re-release of Super Mario World. Super Mario Advance 2 contains all of the worlds, enemies, story, and music of the original. Like Super Mario Advance, the original Mario Bros. arcade can be played by selecting it in the menu and up to four players can play it. You need link cables, two or more Game Boy Advances, and at least one copy of Super Mario Advance 2 to play the Mario Bros. arcade multiplayer.

Notable Differences

  • An intro cinema has been added to the game, showing off many enemies and the Cape. The music that plays is a remix of the Super Mario Bros. 3 Ending Theme.
    • When you beat the game, Princess Peach is no longer seen missing from the picnic.
  • Instead of a two player mode, on single player you can play as Luigi at any given time on the overworld map by pressing the R button.
    • Luigi has an awkward yet higher flutter jump, he has the ability to make blocks with muiltiple coins to force all coins out at once, his fireballs bounce higher than Mario's, and he gains more height when flying with the cape. However, he runs slightly slower.
    • Luigi yet again has a different appearance, resembling Super Mario Advance's graphics.
    • Luigi is seen in the second introduction running around Mario.
  • You can save at any given time on the overworld map or in a stage in a menu that appears by pressing the START button. The "Back" option has been added to this menu when you're in a level you've already completed, replacing Start-Select.
    • Because of this, the button to scroll around the overworld has been changed to L.
  • Your score, lives, coins, power-up, reserve item, and bonus stars are saved when you save the game.
  • You can have up to 999 lives instead of 99 lives.
  • The status bar has been slightly changed. Notably, when you've collected at least 5 Dragon Coins in a level, the status bar will display 5 coin icons instead of 0. Also, a new normal coin icon was added; the original coin icon is only used for Dragon Coins.
  • Midpoints have been added to many levels that did not originally contain them. There are still no midpoints in the Star World or Special World, however.
  • Dragon Coins have been added to Ghost Houses, castles, and other levels where they weren't in the original (with the exception of Front Door, Back Door, and the Switch Palaces). Some levels have been slightly changed to fit the new placements of Dragon Coins.
    • Several new types of Dragon Coins have been added, including a type that's located behind a fence, a type that rides on the moving platforms seen in Donut Plains 3, Chocolate Island 3, and Star World 4, and a type that's a sprite instead of an object (meaning it can be located in front of other objects without replacing their tiles, and will transform into a coin at the goal).
    • Once you collect all of the Dragon Coins, they can be recollected as Peach Coins.
  • A list of completed levels can be accessed by pressing the SELECT button on the overworld map. This screen will also show things such as current play time (will stop when you rescue Peach), whether the game has been completed or not, secret and normal exits (if any), and if you have collected at least 5 Dragon Coins in that level. In addition, once all exits are found, you can use this screen to warp to any overworld level.
  • There is more room for text in message boxes, and POINT OF ADVICE has been changed to TOURIST TIPS.
    • Several other messages have been added, such as one in Iggy's Castle about the Koopalings (which changes to say the castles have been rebuilt after defeating Bowser), and one in several different levels explaining how the Directional Coins work. In addition, clearing all exits will activate a special message in Yoshi's House.
  • Pressing the L button will scroll the screen in the direction Mario/Luigi is facing, to compensate for the lack of an R button. In addition, you do not have to release all other buttons to scroll the screen with the L button, and you can press the L button and UP or DOWN to scroll the camera vertically.
  • You can now hatch a different color Yoshi from a ? Block, provided that you rescued at least one of that color Yoshi from the Star World already. The Yoshi will be blue if you're caped, red if you're fiery, yellow if you're super, and random if you're small or if the corresponding color hasn't been rescued yet.
    • After obtaining Yoshi wings, Yoshi's color will remain unchanged, as opposed to turning blue.
    • The Yoshi rescue message will display the first time you rescue a green Yoshi, even if you're not on the Yoshi's Island submap.
    • Red, Blue, and Yellow Yoshis now have their own special message explaining what their powers are.
  • The alternate overworld palette and enemy graphics now require all 96 exits, not just completing the Special World.
  • Voices have been added to stages and overworld for Mario and Luigi. Big Boo has been given a sound effect.
  • Palettes have been brightened to be seen better on the dim Game Boy Advance. They can be changed back to the SNES colors with an IPS patch.
  • Some blocks and platforms are placed differently, in order to compensate for the small screen of the GBA.
  • Small graphic edits have been made, such as a thicker Dotted ! Block and removing the orange from Yoshi's hand.
    • In addition to the SNES version's changes, activating the alternate palette will give Goombas sunglasses and change Pokeys into gray spike blocks.
  • Top Secret Area's icon on the overworld map has been changed to a smiling hill. Unlike other hills, this hill's palette will not change after obtaining all 96 exits.
  • After you complete a Bonus Game, lines will appear marking each row/column/diagonal that awarded you a 1up.
  • If you lose the Bonus Game, Mario or Luigi will put their head down in shame.
  • Princess Toadstool is called Princess Peach in this game.
  • Certain levels use timer multipliers other than x50. Levels ending with Big Boo, Reznors, or a goal sphere have a timer multiplier of x100, castles and Special World levels have a timer multiplier of x200, and Bowser's Castle has a timer multiplier of x500.
  • Yoshi's House and the Top Secret Area have a timer of 200.
  • The status bar is displayed during the Bowser battle, and you can continue to gain points there.
  • Front Door and Back Door have a timer of 800 and 600, respectively, since it's possible to die from time up in the Bowser battle.
  • After the credits, you reappear on the overworld at Yoshi's House, and have the opportunity to save the game.
  • Castles and fortresses cannot be entered using L+R when they are destroyed. However, after you've defeated Bowser, the castles and fortresses are rebuilt and can be replayed. (Switch Palaces cannot be replayed without starting a new game, however.)
  • You can build up a point chain not only by killing enemies with a shell or a star, but also by killing enemies by sliding (such as in Chocolate Secret's second room), or by cape-spinning a shell repeatedly without allowing it to touch the ground.
    • If you obtain 10 or more lives by any of these methods or by transforming enemies at the goal, the game will display how many lives you just earned.
  • The number of coins in the bonus room in Donut Plains 1 was increased to 600, and a coin-counter block was added. After you hit it, it displays the number of coins remaining in the lower-left corner of the screen, and if you collect all 600 coins, you will receive an additional 3up.
  • Most glitches from the SNES version, such as spin-jumping through floors, block duplication, and the Wiggler point/coin glitch, have been fixed. However, sliding uphill, killing certain spiked enemies by sliding, and flying with an item are still possible.


In-game screenshot of Yoshi's Island 1

Smallhacker has created a command line tool that transplants vanilla levels made in Lunar Magic to a Super Mario Advance 2 ROM. The levels must be pure vanilla, meaning that not even placing Map16 blocks or using Super GFX Bypass is allowed, seeing as those are features added by Lunar Magic.


  • Transplanting layer 1 level data
  • Transplanting sprite level data
  • Transplanting both level headers and the sprite header
  • Transplanting screen exits

Not supported:

  • Layer 2, both backgrounds and levels
  • Vertical levels. If you have any sprites in vertical levels, the game will most likely crash upon loading
  • Map16 blocks (it replaces all Map16 blocks from the first two pages with water in an attempt to make really old hacks somewhat playable. Later pages will crash the game)
  • Secondary entrances
  • Midway entrances, other than the screen number (SMA2 uses a different, currently unknown method of storing midway entrances' level number and X/Y position)
  • Anything added/changed by Lunar Magic

Notable Discoveries:

  • It seems object 3C is grass tileset. The arches have different method of calculating length (SMW length is exactly what you see in LM, SMA2 is "what you see in LM+1") and arches are longer in SMA2 than in SMW.

Support for the three new sprites:

  • Sprite 12 - Coin collection block (normally found in Donut Plains 1)
  • Sprite 36 - Yoshi coin sprite
  • Sprite 53 - Yoshi coin sprite (behind fence)

External Links

SMW SMA2 Transplant Prototype
SMW SMA2 Transplant Hack Demo (U)
A Pure Vanilla Hack (+SMA2) (U)
SMW SMA2 Original Palettes Hack (U)
SMW SMA2 Transplant Original Post
SMA2 Documentary
SMA2 Help Thread

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