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Talk:Super Mario World: Super Mario Advance 2

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SMW Leftovers

These things are of questionable interest. As such, I'll simply write them down here and let someone else figure out whether they should be kept.

Most of the graphics were copied ad verbatim. As such, 99% of the unused SMW graphics return in SMA2. A quick search through the ROM in a tile editor showed no obvious signs of SMA2-specific unused graphics. However, a small piece of trivia is how they found a use for the previously unused flying animations of the birds at Yoshi's house. IIRC, they're used when you collect all the coins in that subarea of Donut Plains 1 and possibly at a "you got all the exits or something" cutscene.

In case anyone is interested, I've documented SMA2's level format and, IIRC, dumped (what I believe to be) all the levels to raw binary files. However, it's probably unlikely that one would find anything notable other than the changes made to the levels (which doesn't really belong on this wiki, does it?). The only thing of near-trivia significance I've discovered from a very brief look is how they re-purposed level 108 (a level originally used to test slopes in vertical levels) to serve as the "Mario and Luigi flying around" intro level. --Smallhacker 06:09, 30 December 2010 (EST)

Only posting in this section because the article currently fails to mention anything about the SNES version's unused levels being carried through. I know for a fact that I've been able to glitch my way into the "Morton's Plains" level, the TEST level, and also bring up the No Yoshi signs at the beginnings of levels, so I know those at least are still there. (I even found out beating Morton's Plains counted as a 97th exit, and undid the "autumn" effect of getting 96.) Could someone do a more thorough rundown? Miles of SmashWiki 10:00, 8 June 2013 (EDT)
How? WhoIAm 13:03, 8 June 2013 (EDT)
If you're asking how I glitched my way in, it involves pressing a direction on the overworld to start Mario's motion from one level to another, and simultaneously pressing Select to open the level list. If you've unlocked the ability to warp levels from that menu, you can warp but keep the motion you were about to do on the overworld where you were, only now beginning from where you warp to. It's a little difficult to explain, so sorry if that was unclear. (Chocolate Island 3 is useful for this because the motion leads back to where you start from.)
Anyway, if the transferred motion lands you not on a level tile, you just get an un-escapable bonus game. However, if you end up on a Star Road tile this way, you can essentially force yourself into a level at that tile, which tends to yield this kind of result. I've successfully done this on a cartridge. Miles of SmashWiki 14:56, 8 June 2013 (EDT)
There is at least some truth to what you say with the glitch. I got my cartridge out and was able to perform the glitch so that I could access the un-escapable bonus game. However, I was unable to reach anything more than that. You mention that if you land on a star road tile you can force yourself into a level at that tile. I can't seem to do this and I started at Chocolate Island 3 with the glitch. If you could explain in better detail about how to land on the star road tiles and access the unused levels then I wouldn't mind providing some documentation to the page about it. --Cuber456 17:31, 8 June 2013 (EDT)
Dug out my cart to test again; here's a couple versions to try.
  1. Up from the Star Road by the Donut Ghost House, warp to Chocolate Island 3. This leads to the Morton's Plains level which can be completed for a 97th exit. (Be careful of saving!)
  2. Down from the Star Road from Soda Lake, warp to Chocolate Island 3. This leads to the TEST level, but you die instantly.
  3. Left from Forest Fortress, warp to Chocolate Island 2. This leads to the TEST level, where it can actually be played (though obviously it has no exit except dying).
  4. Right from the Star World 3, warp to the Star Road between Star World 1 and 2 (top-left). This brings up the No Yoshi sign intro with a night background, then takes you to the TEST level.
Hope that clears up the ambiguities some. Miles of SmashWiki 21:25, 8 June 2013 (EDT)
Hey! You're right! I was able to do all 4 of these on the actual cartridge. I was just doing research about this glitch on the internet and found another way to enter the test level.
  1. Starting from Valley of Bowser 4, go up and then warp to Lemmy's Castle in world 3.
It is a strange glitch. It isn't difficult to perform but you have to be good with the timing. Even stranger is the fact that (at least some of) the unused levels from the SNES version made their way onto the GBA version. I'll see about updating this page very soon with this information. --Cuber456 22:37, 8 June 2013 (EDT)
Odd....Apparently, I've stumbled into an enemyless/obstacleless version of Groovy. I forgot how I got here, but I think I did a variation of the Lemmy's Castle warp glitch mentioned right above. --SMB Madman 23:12, 10 June 2013 (EDT)

Status Bar

Oh yeah, almost forgot. Early screenshots of the game showed the original status bar. Link Also, the palette in those screenshots appear to be the original SMW ones and not the brighter versions used in SMA2. --Smallhacker 06:20, 30 December 2010 (EST)

5 up + more

Well its still unknown if the five up is used but it looks like it can go higher. Thanks to a glitch i ran into i managed to get 34 lives in one, it showed 34 with a flower either side. Not only have i not seen this before but i can't work out how i got it to happen. It would be interesting if it turns out to be true. I'll try again later. User:SamuelEarl666¦From: SamuelEarl666

You can get that to appear in levels with a gray P-Switch and lots of enemies. --BMF54123 16:27, 30 March 2012 (EDT)

Bonus Levels

Supposedly there are bonus levels accessed by hitting button sequences on the world map. I assume this would have been found already otherwise it would be documented everywhere. Is this legitimate or false? -nensondubois 12:05, 9 June 2013 (EDT)

I assume you're referring to this. It's an April Fools joke. — NES Boy 03:20, 10 June 2013 (EDT)

Derp, that is indeed the link I was looking at... no wonder the levels are not documented. Thanks though. -nensondubois 23:26, 10 June 2013 (EDT)

Luigi Jumping Graphics

I noticed those ages ago, but when replaying SMA2 recently, I believe I found a place where they are used. When hitting the blocks in the bonus room, the sprite with the arm pointing upwards is displayed briefly. I don't recall if the other one is used anywhere. MainMemory (talk) 23:35, 10 July 2014 (EDT)

Huh. Didn't notice that before. It's kinda funny that they only display for one frame though.Geno2925 (talk) 23:44, 10 July 2014 (EDT)
They're also used in the special ending, when Luigi kicks shells out of the balloon. — NES Boy (talk) 19:04, 11 July 2014 (EDT)
Oh, okay. Wow, I remember a lot less about this port than I thought I did. Oh well, that second small Luigi is still unused (unless there's any other new scenes I forgot about!)- Geno2925 (talk) 20:43, 11 July 2014 (EDT)

Flying birds

Back when the page was first made, I added some trivia about how SMA2 makes use of some graphics present but unused in the original SMW ROM, specifically the flying bird sprites.

While technically an inversion, as we're talking about a previously unused sprite that found a purpose in the remake, I found it interesting enough to deserve a note in the article. However, someone apparently disagreed a few months ago and removed it. Thus, my question is:

Does stuff like this belong on TCRF? If not, at the very least edit the lead in text to no longer indirectly reference it. --Smallhacker (talk) 23:01, 15 July 2014 (EDT)

Ideally, the unused bird frames should be added to the original game's page, along with a mention that they were later used in this port. --BMF54123 (talk) 00:52, 16 July 2014 (EDT)

About the test stage...

"The same placeholder level as in the original game, except the background is glitched." Actually, that is how the BG looks in the original. Lunar Magic just fixes it. Goomba98 (talk) 13:24, 4 October 2014 (EDT)

Switch Palace Return

I don't know much about how SMW/SMA2 is coded, but I find it interesting that the big switch doesn't appear if it has already been pressed. Doesn't that mean it is coded to not appear based on the switch's flag? Is that a behavior that should be documented in the main article? --Peardian (talk) 21:22, 12 January 2015 (EST)

I guess the behavior/code is technically unused because you never have a chance to see it during normal gameplay. I think it would be fair game to add since it is unused here. I'm just not sure it is a unique behavior to the GBA port though. Something similar might happen in the SNES version but I'm not totally sure. If that is the case then I think it would be more proper to add to the SNES page. --Cuber456 (talk) 21:46, 12 January 2015 (EST)
Yes, that behavior also exists in the original SNES version.--Luigi-San (talk) 21:57, 12 January 2015 (EST)

Morton's Plains Glitch

Fun fact: I let the invalid map tile glitch run on actual hardware for a long time. The game resumes normal play after about 3(!) hours. The graphics will be horribly glitched though. Entering the warp screen via Select or entering a level clears it up, though. The preceding unsigned comment was added by Tweeterman287 (talk • contribs)