Это видео недоступно.
Сожалеем об этом.
ROR: Super Mario World Vs. Super Mario Advance 2
HTML-код
- Опубликовано: 17 авг 2024
- Super Mario World is often considered the best game in the whole entire series, and not without good reason. So, how does its GBA reincarnation, Super Mario Advance 2, stack up in comparison? And is this game actually as good as people say? Well, let's find out.
Game Mavericks (Let's Play Channel):
/ @gamemavericks
Twitter:
/ exoparadigmgmr
Google+:
plus.google.com...
How to make an ending to a game:
1. Put in nostalgic emotional music.
2. Show an amazing walk home.
3. Show a cute cutscene.
4. Add a slideshow of all the enemies in your game.
Yeeeees
The ending music in Yoshi's Island was far more emotional than the ending music for SMW. The ending music here has that "fun and jolly" feel to it, instead of that "Aww" feel that YI had. SMW2's ending hits me harder than SMW1's ending.
PLEASE READ:
Because some people don't know how to read the comments, I will say this here. I NOW KNOW THAT THE LUIGI SPRITES IN THE GBA VERSION AREN'T FROM ALL STARS + WORLD. I've gotten at least ten comments telling me that at this point. I was mistaken on that point and I apologize.
Also, I know that there are *96 exits, not 96 levels.* I guess the SNES box art lied to me. My mistake.
And...
The snes version sounds better.
And...
In the original Super Mario Bros 3 (I'm talking about the J version), when you become "Fire Mario" (Or any other power up), and a goomba (or whatever) hits you, you get turned into Mario, not Super Mario. Just saying...
STOP CALLING IT THE STARMAN Its super star
ExoParadigmGamer "ludwig is the most unique fight" *facepalms" besides this being the main way most other koopalings fight in later games, he is using what bowser can use, a shell, and fire.
Remember when you talked about the power up system in super Mario world on the SNES when he goes back to regular Mario and not super Mario well in the famicom version of super Mario bros 3 you go back to regular Mario and not super Mario it was probably downgraded in super Mario world because Japanese gamers were probably so used to the Mario 1 system but forgot to change it for the SNES releases.
+ExoParadigmGamer Mario Advance 2 is better, MUCH BETTER. One reason, YOU don't SHRINK automatically everytime you get hit. I hate that, and in 1991, it was a pet peeve in SMW that drove me insane.
"The castle theme sounds underwhelming in the SNES version"
*You have provoked a gang war*
The underground theme sounds worse in GBA, practically no bass. Yet people seem to like the Yoshi drums more.
I think both the SNES and GBA versions of every single soundtrack in SMW sounds perfectly fine with their 16-bit (and yes, I think the underrated GBA is 16-bit, mainly graphically. And also partially 32-bit like most people say in some areas like the CPU) sound chip and Koji Kondo being a genius.
@@omegavladosovich6757 the Yoshi drums in the GBA version were extremely disappointing
@@annieoddo1475 I agree but there are people who are digging it.
@@omegavladosovich6757 Deaf people.
the fuck? played through Super Mario World millions of times and I NEVER noticed Yoshi's arms were yellow
Ese1Pac Probably because his arms are tiny.
That's glove don't let him trick you
I'm playing right now and yes that is correct I never knew
They look more orange to me.
One more VERY NICE THING in the GBA version is the fact that you can save with lives, in SNES you save but will always start with 5 lives with a max of 99, GBA you can save with up to 999 lives.
TheLastRaven6 for the gba version I’ll have to disagree with ya on the maximum lives, I use to have Super Mario World(GBA) and I had 2,000 lives so there is no maximum lives cap to the GBA Super Mario World
JT The Savvage you sure about that?
Mortos’s World ok
That's kinda silly, 3D Mario games still only save progress but not lives, I like to start anew and have the possibility you can still "game over" and lose all your points.
@@jtthesavvage709 Actually, I've one hundred percented this game. Gotten every exit, every dragon coin, the maximum score possible, and the maximum lives possible, and I can stay with absolute certainty that the maximum amount of lives is 999.
Can't say the GBA music and effects sound "bad" for a limited system like the handheld, but it's certainly not better than SNES. The GBA sound so extremely compressed and rough compared to the original.
I love both versions but I'd choose the mix of the GBA verison if it came in a higher bitrate. I really like the SNES version but it sounds so flat. Maybe it's a matter of dynamics
GBA sound effects hurt my ear.
RAZKEN Billy Bob? I love RAe!
Crono I know, right? Something sounds off with the GBA music. It just.....sounds kinda....I don't know, low quality, and "off" somehow. I think it's because the sound chip is not the same as the snes. Just a guess.
the leads just are louder. it's definitely not better.
Here's a tip, if you want to beat Tubular easily, bring in a blue yoshi and a cape.Eat one of the first shells and hold a.
yep actually I beat tubular like 3 times with the p balloons then I discover that method of blue yoshi, faster, easier and much less frustrating
Jack Burzynski no its easy without yoshi. At least if you spend a lot of time speedrunning cuz then u use the Cape a lot
Jack Burzynski Why didn't I ever think to do that?! >< 26 years and I never thought to try that!
There is even an easier method to beat Tubular is to use Game Genie for the SNES version and the Code Breaker for the GBA version. Lol. Either if you are playing the game on the console/system or on the emulator. I absolutely hate Tubular. The hardest Super Mario level ever in my opinion. Lol
Wow glad I wasnt the only one who thought that about Tubular
It's not 96 levels. There's 96 EXITS, meaning some levels have more than one exit/goal. I believe it's actually like 80ish levels.
+izzynobre Check the top comments I've addressed this point numerous times.
I didnt expect you here LOL.
opaaaaaaaa br ouvinte do 99vidas
Le cien puno des meinetello cie
Ok then. How many levels has got Mario 3 and how many Mario World?
um...there IS a skill to mastering the bonus games. I've been doing it since i was like 8. lol
Is it like in _Super Mario 3D World_ where you listen to the music and hit them all in rhythm?
***** it's basicly DON'T FLOAT with the cape, and jump as fast as you can, like as soon as you land. You'll get the same icon every time
wariolandgoldpiramid Whoa. Great tip, I'll keep it in mind! Thanks!
+Harper Wilkinson Yeah, just wait for a bit until you see the icon that appears two before the one you want to hit, and keep jumping. If you have a cape, tap the jump button to prevent floating.
chillahbyte has it down lol
Actually, the Japanese verison of Mario 3 had the same powerup system as well. They just made it easier in the western releases.
+Kristóf Muzsik He probably didn't know that when he was writing these reviews.
tim5fl Yeah, that's why I pointed it out. :)
+tim5fl Oh you, Sherlock...
+Kristóf Muzsik but think about it. If they changed it in Mario 3, why not in world?
true I know nintendo a lot
Actually Luigi's sprites where new in the GBA Version, they didn't reuse his sprites from the all stars version
There's a version of allstars with SMW. That's where they got the sprite
@@Phant0mK16 The sprites in Advance 2 are a bit different from that.
Except The Sprites Are A Lighter Color In The GBA Version
@Kagereneko The Luigi's sprite from Advance 2 is quite taken from Super Mario Bros 2 USA's Luigi's sprite.
Maybe, as for me, the word fits the best for his review is: redesign/drawn.
Yes there actually IS a skill to clearing the bonus game. You have to time your short jumps with the spinning blocks and the result varies depending on where you stand 🎮
yeeees!
As Mario, yes. But Luigi has a more floaty jump, so the outcome is far less predictable even with skill.
Yep! Agreed!
GBA's biggest problem was the washed out screen and its sound quality. I think by Mario Advance 4 they made the colors look a little better but the sound problem was just a GBA problem.
+TBrizzle01 The washed-out-ness was because of the the GBA's lack of a backlight
+DarkLink1996 Part of it but you could pull it up on an emulator and it still wouldn't look as good as the SNES version. Colors I mean.
+TBrizzle01 Mario World and Advance 2 I mean.
+TBrizzle01 In an emulator the screen is much larger, doesn't reflect the real thing.
It's true. The GBA was weaker than the SNES
The sounds and songs in the GBA version sound muffled compared to the SNES version which has more of that sweet tone to it.
That’s the GBA version in a nutshell, and we think the SNES version is more vigorous and intense than Exo gave it credit for. Super Mario World FTW!!!!
ZSNES?
Having just beat Mario World on GBA, I can't tell you how great it was having that checklist menu (select button). It made it so much easier to figure out which level I didn't finish yet. I was missing like, 2 exits and didn't know which ones, but the checklist told me. Turns out I was missing the 2nd exit from 2 of the star road levels.
I think by a gameplay and graphics standpoint, the SNES wins. The screen's bigger, the sound's better, the game feels a bit more solid, and everything is just overall nicer. But.. the GBA version has some extras. "Fall" mode is harder to unlock on GBA, requiring you to get all 96 exits, which to me is good, gives you more incentive to do it. Fall mode has more sprite changes. Once you've collected every Yoshi coin in the game, they change to Peach coins. The checklist menu I mentioned tells you which levels you've beaten, need to beat, and which levels you've gotten all the Yoshi coins for. And the checklist even doubles as a teleport after you've got all 96 exits, making traveling across the map a lot quicker. Plus there's added cutscenes at the beginning and end of the game(as well as when you unlock fall mode and peach coins).
Both versions are great. But I definitely love the additions to the GBA version. Plus I mean come on, you can take the GBA version with you in your pocket and play it anywhere. Who doesn't want a portable Mario World?
One thing about the video though. You seem to be complaining about the Dragon Coins a bit. Which is fine and all. But..they're really not that hard to get. And you're talking about 2 levels that aren't even that hard. Maybe you should try not using floaty Luigi. I think the only complaint I agree with, is the ghost ship one, where it's just luck to get them. It's also not "unimaginable" in the SNES version. If you really need to know if you have the coins or not, just start the level. It'll tell you at the top if you have them already. Then you can just start+select to exit the level. It's a bit tedious, but it works. You're also talking about a game in the era where people had pen and paper near their console for passwords. You could have just wrote down the levels you had them on.
Also completely irrelevant to which one's better.. There's some really REALLY easy to do glitches in the GBA version that let you get to some glitch levels and test levels. There's at least 1 test level, a few glitch levels, and you can even play on the intro level from the intro cutscene. There's even ways using the same glitch to re-play the Switch Palace levels (although they lack the giant button at the end.) Off topic, I know, but it's oddly satisfying doing these glitches, seeing the TEST level and stuff, on a real GBA and real cart.
+TXF IN Super Mario World if you get hit, you shrink automatically like in SMB. 1, in SMA 2, you turn back into Super Mario like in Super Mario 3.
That right there makes Mario Advance 2 a superior port.
+Tornado1994 So you like an already easy platform game to be made simpler.
You Sir are a Super Mario Land Jedi
Why do people seem to think the checklist is a Godsend? Don't they know the red dots on the overworld signify when a level has 2 exits?
@@TheGamersState I just like the checklist.
I like this reviewer's attention to detail but I swear, his ears have to be broken if he think's the GBA versions of these tunes sound better than their originals. That's my opinion at least. It has to be a case of him experiencing them their first, as is definitely the case with me in favor of the SNES originals, but those bit crushed GBA versions are the audio equivalent of seeing the seams.
Like you say; I definitely think part of what it's about is which version you heard first, and since most people heard the SNES one first; well, there you go. The GBA soundtrack may be "bit-crunched" or whatever, but the SNES one lacks its dynamism. It sounds flat. There's not the same energy to it. I don't quite know how to describe it.
I would say then that the difference between us as far as taste is concerned is my preference of hardware superiority versus your preference for an updated composition, which may be a design choice to compensate for the lacking hardware. If it can't sound as rich, better make it sound bigger, which is fair enough.
+Daniel Lewis you are right sir
tell that to the people who say that the turbografix16 sound better then the sega genesis
I don't agree with TG-16 sound capabilities being better than the Genesis', but I can definitely see where people are coming from. The Genesis has more channels and it's waveforms are more flexible than the Turbografx's. TG games all have a consistency to them almost like the Master System to where you know it's a TG game when you hear it. The Genesis however requires a bit more technical know how from the composer and in the right hands, ca be made to do wonderful things. In some respects, i'd argue the Genesis has better sound capabilities than the GBA. The GBA however has a really impressive sample channel that gets a ton of use, but in terms of actual generation of sound, I find the Genesis to be sharper and more to my tastes. It doesn't have that distinctive GBA hiss to it.
I prefer the sound on the snes version. Gba sounds so compressed and distorted
The PAL version of Mario World retained the 3 hit system with a second tier power up from Mario 3, it seems weird to see it otherwise. Having said that, the Japanese version of Mario 3 DIDN'T have the 3 hit system, and actually followed Mario 1.
+Dan Root I know. In 1989, Nintendo of America introduced and added the new 3 hit cycle. In 1991, they just did a straight up Super Famicom localization.
Why didn't they just keep the cycle from 2 years earlier is beyond me.
+Tornado1994 NOA kept complaining that Mario 2: The Lost Levels and even Mario 3 was too hard. With Mario World, they just did a localization job. I dare you, play the Japanese Mario 3, you should do it now!
Axyl Fredrick I have. It's not as fun and replayable as the International version.
so that's why in the intro of Mario 3, Tanooki Mario gets hit once and goes mini, but in the actual game he just loses the poweup and stays big (american version), good to know!
3 hits and an item box is a bit overkill
96 Exits =/= 96 Levels
There are 72 levels.
When it comes to music, I prefer the SNES version.
I disagree about the sound I always preferred the SNES sound track for example the when riding Yoshi the drums sound like drums instead of a xylophone.
While the remake has many additions I prefer the fact that the SNES game has a larger resolution with deeper colours The GBA version has washed out colours in comparison and "screen crunch".
It would have been interesting to see if they could remake these games one more time in the classic style for a console where there were no such compromises.
For me the perfect remake would be the additions of the GBA remake but with the graphics and sound of the SNES original.
However a lot of this is subjective because it appears to me that it really depends upon which version you play first.
To me the extras were superfluous to the original game and I was less tolerant to the changes in graphics and sound because I had played the SNES version first.
But I can imagine those that played the GBA version first may find the SNES version to be the lesser version because of the lack of extras and differences in graphics and sound.
Here's a new update on this port:
Try the Color Palette hack. It looks great on my backlit GBA SP. Great flashcarts are becoming more available as of the last few years and much more affordable.
I know this is an old comment , but, THESE GAMES ARE NOT REMAKES IN ANY WAY, they're ports.
@The Tomato Watcher
Are you sure about that?
@@DekerO03 they are remakes
@@Mqstodon No, they are not, a remake it's a complete reinvention of an old game with changes in it's game engine, significant story aspects, mechanics, and other things to provide a completely different experience from the initial game, Pokémon Fire Red and Leaf Green, Heart Gold and Soul Silver, those games were remakes.
It's so incredible and fascinating for me to hear that someone played the Advance games and didn't know they we're copies. I played the original ones and always thought of the re-releases to be too sloppy for Nintendo because everyone had played them before. To know that some one played them and found them to be good games, and then discovered there existed original versions, makes me happy.
I don't know if it was mentioned in the comments, but in SMB3 only the USA version gave you the extra hit when using tier 3 power ups. In the Japanese version you always revert back to small Mario after a hit, and the reason they added the extra hit for the U.S. Version was actually to make it "easier" for Americans (since we clearly suck at Mario or something). So technically the power up system in SMW is the traditional system, and the GBA version is the "easy" version. The GBA version is way too easy in that respect, since you have the extra reserve power up, but to each their own.
cubaisdeath I agree totally. The extra hit just makes it too freaking easy.
No. The PAL version of Mario 3 also uses the 3 hit cycle.
ALL International Versions of SMB 3. use 3 hits. Only the 1988 Japanese Famicom version use the old 2 hit system.
The original japan version of Mario 3 actually had the two hit system. We can assume with SMW they were trying to be more faithful.....maybe?
It could just be a plain old case of bad localization.
I 100% disagree with you on the music. I think the music in the original beats the shit out of the remake's, and I seriously don't understand how anyone can think otherwise.
Honestly!!! The GBA music is so grating. I think he has heavy nostalgia googles on. SNES version is way better.
+Cliff Wallis
I highly disagree. GBA definitely sounds better.
I agree with Cliff, it's hard to listen to for longer than 1 minute.
I think the gba sounds better as well
Have you heard the castle theme on GBA compared to the original?
EPG: "Oh no! It'th too eathy! Pleathe make it arbitrarily harder nekth time!"
Me: instant subscribe
I own both the Super Nintendo and Game Boy Advance versions and I love them both equally. I usually play 2-player mode in the Super Nintendo version just so I can play as both Mario and Luigi ^_^. I love what they did with the colored Yoshies in the GBA version. After finding a different colored Yoshi, you can get them depending on what powerup you have:
Cape Feather = Blue Yoshi
Super Mushroom = Yellow Yoshi
Fire Flower = Red Yoshi
Also, I want to point out that you're not really required to collect the Dragon Coins in the Super Nintendo version. They're just there to give you extra lives.
***** What 'chu saiyan?
***** It's Super Mario/Luigi
+Mario The Red Wildfire & Luigi the Green Thunder (Super Mario & Luigi) Top 10 things that make SMA2 SUPERIOR to Super Mario World:
10. You now have an inventory map(completely absent from SMW and only visible on SMB. 3's World map).
9. When you spin to crack blocks, you can now crack them with Yoshi.
8. Each secret Area has an assigned place where you can get a Yoshi.(Boshi is now in the Donut Plains Secret Area, and elsewhere in the levels if your Caped Mario)where as in SMW you had to go ALL the way to Star World to pick them up.)
7. You can now revisit Castles.
6. When ever you pass through a goal or enter a bonus stage, if you leave a Yoshi in a level, you'll still have him on the map. As long as he doesn't run away, you can keep him. In SMW, if you left him in the stage, you had to go all the way back to the Donut Plains area or Yoshi's Island to get him.
5. Yoshi can now spit ALL enemies at each other. This is very useful especially underwater. In SMW, he could only spit out shells.
4. The Cape can now kill 80% of the enemies. In SMW only half of them could be killed by it.
3. It no longer matters which Yoshi you have, any themed shell allows him to double both his ability and theme(Boshi can both fly with any shell and use their ability like stomp with the Yellow shell)
2. Whenever Yoshi has a shell, you now have up to 20 seconds to use it and can reuse it if he spits it out over and over again. In SMW, you get get 20 seconds and only one chance to use it, if he spits it out, it falls of the stage.
#1. The BEST feature, The Mario 3. life cycle. THREE hits instead of just 2. Originally in SMW, you got 2 hits and you die. Basically bringing back the original 2 hit method of Super Mario Bros. from 1985! Which made little sense seeing how the previous title 1989/1990's Super Mario Bros. 3(at least the Western version) introduced the 3 hit system. The 2 hit system makes gameplay arbitrary and causes ALOT of cheap deaths. This pet peeve drove me insane for 11 years and in 2002 I was PLEASED to see Nintendo finally fix this.
4:25 not true it does take skill, you can get the same icon every jump if you time it right
+Whitefright I was about to comment that
@@SatoshiEK
Pounding
You just miss a thing: the dragon coins ARE NOT A SIDE QUEST in the snes version they are just a way to get a extra live in game this stupid quest design are only a GBA PORT(port not remake) problem
in the gba version you also get an extra life if you gather all 5. i even gathered 6 in 1 level once...
Certain levels have extra dragon coins, especially when the level has a yoshi-wing exit (which, by the way, gives you a blue yoshi without having to enter star world 2). On certain levels I often get 4 dragon coins in the main level and all the dragon coins in the flying sections for a total of 5 1ups from the coins.
Another thing to note is that there are some levels in the SNES version that don't have any dragon coins at all, particularly many of the ghost houses and pretty much all of the castles and fortresses.
petwisk exactly! It was never supposed to be something you try to get in every world, it's juste a bit of a bonus if you do but there was nothing at all monitoring if/how many you got...
This game is not a port it was built from the ground up rather than taking the snes rom and putting it on the gba
But in the gba version they are also optional.
I just got super Mario world on my 3ds which is cool since I don't own a snes anyway I love this game I see why people say it's the best Mario game 1&3 are great as well and dk country is fun as hell to I wish I had a real snes though to play ninja turtles on but smw is fun.
gamer dude and sadly tmnt for it is considered "rare" by nutjob collectors and is usually over $50. i wanted it for a while, even back when it was cheap but i dont have money all the time.
JUSXTREME96 I guess we need another video game crash so the prices go down some making them easier to collect I remember when I could pick a Mario or Pokémon game for under $10 now like you said today it's $50 and up and if you want a retro console you'll pay a pretty penny for and pray it actually works I guess virtual consoles are the way to go for now.
I own an snes, but it's off brand, so very few games don't work.
You could always buy a USB snes controller and emulate it on your pc
gamer dude 6:12 my grandma just straight up gave me the old one in her house. It is the greatest thing she's ever given me
Hard to believe this is the video where I spotted your channel. At the time I only just then learned that Super Mario World as Advance 2 was actually a GBA port of the SNES game.
I was always puzzled by how many of those ROM hacks from the modding community looked so weird with larger screen realestate. But no turns out those weren't made for the GBA.
So I looked up for comparisons between the two versions, and you were pretty much the only highlight ten years ago. Time flies away like the cape feather!
I'm sure others have told you but, the Japanese version of Mario 3 did not have the 3 hit system when you got a 3rd tier power-up i.e. one hit when you are racoon mario changed you to small mario, not super mario. So Mario 3 USA was actually easier than the Japanese version. So in a way, Mario World wasn't a step backwards in that sense, it was merely retaining the system that always existed, USA just got a break in Mario 3.
EnigmaHood Yes, I did know about that. I still don't understand why they'd change it for Mario 3 USA, and then revert back in Mario World USA. I don't think anybody complained, so why?
ExoParadigmGamer Perhaps they thought it would make the game a little too easy with the implementation of the item box. With a bit of skill, you can effectively always keep a tier 3 suit on with the item box system + 3 hit system.
ExoParadigmGamer Hey FYI, I did a review of Doki Doki Panic, check it out if you feel like it :) ruclips.net/video/UYbB_vGCXJw/видео.html
ExoParadigmGamer I actually dislike that the GBA version went to the SMB3 USA system of 3 hits. The game becomes too easy considering you have an item box on top. The animation is also badly done as it pauses and Mario looks like he shrinks but just loses his fire/cape uniform. (I'd rather it change directly to Super Mario than have this silly animation)
+EnigmaHood NOA introduced the 3 hit system in 1989. In 1992, Nintendo of Europe kept it intact for SMW's Euro release.
Why didn't Nintendo of America just do what they did a year prior when SMW was being localized?
I'm getting a GBA for Christmas, and getting all the Mario Advance games. You reviews were good and showed me some things I never caught before!
I find i refreshing seeing somebody not heaping the praise on this games, yes they're great, Nobody is denying that.
But I'm pleased to see the faults addressed.
Someone may have already stated it but once you complete star world in the GBA version it is not random what the colored Yoshi's come from blocks in regular levels are, it is based off of your current power-up, so if you are small mario you get green, big mario you get yellow, fire you get red, and cape you get blue, probably one of the best hidden additions to the game.
4:22
There can be skill involved. Take it from someone who managed to clear a full 9-star run on the bonus game. You basically need to wait in a corner and hit the blocks in time, like a beat. It's not easy, but doable.
If you hit the blocks in the bonus game in the same place it isn't random for example if you hit all the blocks at the bottom left corner, you should get the same items everytime.
Btw, Luigi also had his own sprites in SMAS+SMW and I'm quite disappointed they couldn't recycle them to SMA2
04:25 HAHAHA just because you suck at the bonus game you cant say there is no skill involved. I can get every single block the same item. its hard but its all timing.
yeah but then again you don't really need the 1ups
***** you talking about me? i was never mad
weird, i dont even see a comment from exoparadigmgamer. he must have deleted it
I ace the bonus game all the time.
RideRedRacer The easiest way for me (SNES) was by using Yoshi and no cape feather. You jump faster and land quicker. It's like how if you ran at full speed in Mario 3, you always got the star card.
Actually, there aren't 96 levels, there are 96 EXITS. It's a common mistake, so I understand why you got it mixed up. I mean, it's on the frickin box art!
In the original Japanese version of Super Mario Bros. 3, you go from 3rd stage (leaf/flower/etc.) to 1st stage (small Mario) in one hit. The extra hit point was only added for the international releases.
I like the snes one better, more of a challenge. When you have a feather or fire power up and get hit, you become small Mario. Imo it's fair because of the item box
I've always thought if the GBA games had the screen size of the original (instead of being slightly zoomed in) they would all be the superior versions of the games. Even Link to the Past.
I've beaten all the levels, found all the secret exits, collected ALL the Yoshi coins, and obtained the maximum life count. Now I go and max out the score!
I pretty much prefer the GBA counterparts to the SNES games.
+Avoozl Mario shrinking automatically in SMW, was one of the reasons why I got a SEGA Genesis in 1993 and why I put off Mario games after Mario Kart.
I am the same way!
From the sounds of things, the gba version removes all the difficulty and changes the dragon coins into an awful side quest... and the music on gba is so compressed and painful to listen to
The King of all Awesomeness It's all up to you.I like the Remake cause I grew up playing it.
1- difficulty that was never there
Artificial difficulty isn't real challenge.
2- an awful side quest that's literally the same as the snes version, just with a checklist in case you do want to complete it. The checklist is objectively just superior to the snes version
3- opinions, the audio in the video is in general quite compressed
@@Mqstodon No.
1. Mario World is already lacking in challenge, why give a free hit to the player? You already have the item box.
2. The dragon coins aren't even a side quest nor required to 100% on the snes version, they're just a way to get lifes.
3. Nope, the sound sucks even on high quality rips of the gba ost.
I believe the reason that getting hit brought you back to small Mario was to account for the extra item box. When you're super Mario (without the flower or cape), grabbing a fire flower or cape will put the mushroom in your item box. The game would be way too easy if you could effectively take 4 hits before dying.
As someone who beat both versions of World, I can confirm the Advance version is too easy.
This comes down to personal preference, but I prefer it when you're required to get the hidden coins all in one go because there's not usually anything challenging about collecting a single hidden coin by themselves. It can bring a new level of exhilaration to a level that may have been kinda tepid.
The ghost level is bullshit though, I'll agree with you there.
And the reward for getting them all is also lame. That's a common trope though in Mario games. For some reason they have absolutely no idea how to properly reward people for their challenges. 120 stars? Here's 100 lives now that we know you absolutely don't need them.
Well, in Galaxy 2 and 3D Land (and possibly some others I've never played), 100% completion does unlock a very difficult true final level.
I find Playing as luigi is too easy. Also I love the voice clips added they make this particular game better because It makes it feel more interesting. I only wish they would have added more.
The biggest sin that the GBA committed was its atrocious sound output. Some fantastic music from some amazing games just ended up sounding tinny and compressed. That alone is probably why I would pick the SNES music over the GBA, but it's such a minor nitpick. Great video!
LucasTizma that was because the Snes’s soundchip was made by Sony
No, of course not. The sound chip doesn't magically become a SNES because you plugged in headphones.
LucasTizma it's not minor
LucasTizma - The GBA doesn’t have a dedicated sound chip like the SNES does.
Im glad Luigi was not a pallet swap.
The audio was terrible and sounded like a 10 year old mic. Then i checked to see it was posted in 2014. Now it makes sense
The GBA sound chip is cheaper and inferior to the one in the SNES on actual technical terms. This is a fact. The GBA plays the ported music with the frequencies badly unbalanced leaving out the lower frequencies nearly entirely, resulting in a walkie-talkie kind of sound. That is actually the impression you get if you played the SNES version first. It's distorted and noisy. If you played the GBA version all the time as a kid you'll find the SNES version with the proper full scale of frequencies to sound different but that's how it was intended to sound like.
Irettlawaltteri What about when it comes to which version your prefer as far as composition?
Skeeter Mania I don't understand. The compositions are the same.
Irettlawaltteri I grew up with GBA, lost the cartridge, and then watched RUclips videos of the original. And although the GBA version is packed with my nostalgia, the SNES version sounds plain better imo
Lemondude617 except when you hear the countless videos where they use zsnes. it sounds great on a real snes.
The GBA's sound is done by the CPU iirc, so there isn't really a dedicated sound chip
Both are good, but I like the GBA version better.
You can download the GBA version on the Wii U now.
+Del Bel In the SNES, you shrink automatically. In 1991, that annoyed the hell out of me. I'm glad in 2002 Nintendo finally fixed this.
+Del Bel If you can put up with the music, that is.
+Agu Fungus or graphics
+Del Bel Me too. It is nice that it hit the Wii U VC on Christmas day last year.
For me, GBA version of Super Mario World is the best Mario game in the series.
I've came back here after the announcement of these games for Switch Online
Wow, I disagreed with almost everything you said in this video.
Hey Exo. I don't know if you'll see this comment, but I have some advice for you in this game. You can slow Mario's falling descent by holding down the jump button. Its doesn't even have to be a full jump, all you have to do is tap the jump button, then press and hold it and Mario will descent a lot slower, you can think of it like a more subtle cape feather descent.
the Japanese SMB3 did NOT have that powerup system; only the American SMB3 did, so it makes sense for them.
correction: TWO ice levels, with many ice sublevels.
correction 2: 96 EXITS, 70-something (74?) levels.
So essentially, unlike the other gba remakes, this is just the original but worse looking and sounding, and even easier.
You got that wrong. It's actually 96 exits. Although I would've liked 96 levels.
I honestly kinda like the world power up system better, adds more reason to keep on to your power up and not just plow through.
"Click on this annotation to skip to Super Mario Advance 4."
RIP
Because Dragon coins were optional in the first version- collect all 5, get an extra life.
On a side note, upon defeating Bowser the intro sequence will change a little to reflect that you beat the game. Once you find all the exits and get the graphical change you mentioned, that too will get applied to the intro. A nice little touch in my opinion.
16:36 An easier way to complete this level. Use blue yoshi, hold the B button after eating the koopa and fly across
Great video! Will you be doing a donkey kong country snes vs gba comparison as well?
I would like to do something like that, yes. I'm a huge DKC fan.
ExoParadigmGamer Awesome! Looking forward to it!
I stick to the beloved SNES not GBA on Donkey Kong since screen crunch effected that game. Megaman and Bass does a great job for GBA being ported over to SNES. Forgot to mention no changing looks in the port okay here is what they were used from . Playstation ( Megaman 8 ) > Rockman and Forte ( Super Famicom ) > Megaman and Bass ( English name ). This game is easy to understand level memorization. But hard on what characters you use like Megaman. I beat Burner Man with Megaman. IT IS A DEATH WISH!
If you stand in one spot and hit the bonus blocks in the exact same space, you can get all of them. You just have to jump fast like it was a multiple coin block. Great videos.
Sorry, just nitpicking a little here, but there aren't 96 levels in either version. There are 96 exits, not levels. I mean, I might have miscounted, but I got 7 levels in Yoshi's Island, 10 in Donut Plains, 11 in Vanilla Dome, 6 in Twin Bridges, 11 in Forest of Illusion, 10 in Chocolate Island, 5 in Star World, 8 in Special World, and 10 in Valley of Bowser. That adds to 78, and keep in mind I counted the switch palaces, Yoshi's House, and the Secret Area. There are 96 exits because of all the secret exits in the game. But I'll admit, I thought there were 96 levels when I first saw that fact too.
***** All I know is that it says 96 levels on the box, or something like that.
there is 80 levels and 96 exits .. rom hackers using lunar magic can expand it to 120 exits
ThatOmegleShow Hey, I use Lunar Magic too! :) Also, I'm doing a Let's Play of the GBA Super Mario World(Super Mario Advance 2) right now.
ThatOmegleShow Or 160.
first, the box says "96 exits"
second, I only count 74 levels, where top secret area and Yoshi's house don't count, yet front/back door count separately.
The 2 hit kill system was in the Japanese Super Mario Bros. 3 that's why it was in World
+ilovenintendo1999 I'm glad in 1989 Nintendo removed it from its soon-to-be internationalized version. But when SMW came out less then two years later, they brought it back!!! It DROVE me crazy for 11 years.
+ilovenintendo1999 I just repeated this. So I gotta like your comment for being there first. ^_^
+Tornado1994 Well, at least if you had were Super Mario and got a Fire Flower/Cape It would put a Mushroom in your item box, so when you got hit it would drop and you could usually get it fairly easily before your invincibility ran out. To me, that always felt like the new version of the 3-hit system in SMW.
What's weird though is that the GBA version still does this, despite the return of the 3-hit system, essentially giving the game a 4-hit system. It also leads to other problems - for instance, if you have a feather in your box and you currently have a cape, in SMA2 getting hit will not drop the cape, as you are not small Mario, and if you happen to pick up a Feather or Fire Flower without dropping your feather, the feather in your inventory will be overwritten by a mushroom going into your box. This was only a problem in SMW if you died falling in a pit, where you would start out small with your item still in the box. It happens a lot more often in SMA2.
Aquosking Yoshi being able to spit out ALL enemies in SMA 2 is a huge plus. Regarding the weak 2 hit system in SMW, it doesn't really mean a whole hell of a lot because you get alot of really cheap deaths and SMW is loaded with cheap level design and linear obstacles.
+Tornado1994 You know SMB3 is an infinity/100.
12:54 idk why this part makes me laugh so much XD
No one is mentioning that the story has changed, too. In the original SMW you helped yoshi finding his friends/eggs.
What are you talking about? The story is exactly the same as the GBA version in the SNES version and wasn't changed in the GBA version.
Surely someone else’s mentioned how Luigi’s SMA2 sprites are not the same ones at SMAS, right?
Nice video, but I think the comparisson should be better featured, organized because when we click on the video, we expect to see the differences between the versions, like the title suggests, not a review of a game most of us already know!
I still prefer the original SNES both graphics and music. The graphics in the GBA are alittle too high in contrast. Music wise, the GBA butchered the classical tunes IMO with the worst offender being the star theme. Alot of SNES to GBA ports suffered diminished music quality i.e. Final Fantasy VI, DKC1, etc. I assume Nintendo didn't just add a smaller version of the SPC700 sound chip that the SNES had because they wanted to keep the costs down on the GBA hardware or perhaps they would have to pay royalties to Sony considering they created the sound chip specifically for the SNES. But thankfully Nintendo did a better job with the music handling in Advance 3 and 4 which sound almost identical to the SNES versions of Yoshi's Island and Mario 3 via All-Stars. Overall, great ROR videos!
One thing you didn't mention is that in the GBA game, if you are all of the berries in Yoshi's home it would give you a power up. I think it was mushroom for green, fire flower for red, 1-up mushroom for yellow, and father for blue. I've also played the SNES version, and I'm pretty sure that's not the case there; berries just increased your score. I could be mistaken, though
I just realized something, Toad isn't in this game, which is probably why everyone loves it so much.
Toad > Yoshi
Idk why people freak out over tubular. I beat it my second try.....
It's easy once you know where the P balloons are and know how to avoid Chargin Chucks.
Mario advance 4 or mario bros 3 was last because Nintendo knew they had to save the best one for last
AcePlays ...especially when there was e-Reader stages to be had in that video game!!!
There's a reason that SMW speedrunnung has a category "Lunar Dragon", that forces you to find all the 3 up moons and collect 5 dragon coins in levels that you can do so (there's a handful that actually don't have 5 in them)
Wtf.. Did you just jump in mid air at 3:24??
*The Dragon Coins turn into Peach coins*
Yeah that's the big "Spoiler".
Does anyone else feel this guy is a bit too generous to some of these gba ports? This version has screen crunch, pale colors and fuzzy audio. Yes, it was necessary because of limitations but it’s still an overall downgrade despite it’s charms
It's called nostalgia. He grew with that games so he cannot se how it doesn't handle that well. And let's be honest, having up to 5 hits is unnecesary and making a tedious sidequest is not ideal at all. The game is a re-meh overall.
@@N12015 1- not really. World is incredibly easy already, keeping the super-state is just a quality of life improvement
@@N12015 2- the sidequest is not necessary, and the dragon coins were in the snes version already
It’s really fascinating to hear a review of these from a fan who didn’t grow up with them like I did. I love the SMA series, but that was so I could play all the Mario games I grew up with on the go.
5:45 That change was exclusive to the usa version of Super Mario 3. The japanese version was just like Super Mario 1(you got a Fire Flower, take a hit, get small). So, that happened because americans didn't change again.
I personally think that the mario advance 2 music sounds fucking awful and ruined one of my favorite soundtracks.
Also, I don't really bother with trying to collect all of the Dragon Coins, even in the GBA version since there's really no real reward for doing so. I just focus on finding all of the exits and completing the game fully in that regard like how I would play in the Super Nintendo version.
MarioLuigi25 Indeed. I just brought it up in the review because nobody ever seems to talk about the Dragon Coins.
Like you, I used to dislike SMW having Mario revert to his small form when he gets hit no matter what power-up he has, but I've actually grown to become ambivalent to it.
You see, because we have the extra power-up slot at the top of screen, it doesn't really matter in the end.
I always enjoyed finding all the Dragon Coins. It really taught me to explore everywhere in games. Also instead of going back to the Forest of Illusions to get capes, you can go to the level before Wendy's castle to stock up. That's what I did. You can get capes using the changing power up block and Yoshi at the beginning of the level. Tubular and Butter Bridge 1 was two of the hardest levels in the game.
72 levels, 96 exits*
Let's see... Terribly washed out colors, lower-quality noisy audio, characters can't shut up...
The only advantages the remake has are the extra cutscene and the nice menu screen that tracks Dragon Coins, which admittedly makes the game much better for completionists (the coins were worthless in the original).
Having your 99 lives every time you load up the save makes an easy game even easier, which is a problem games like NSMB kept but Galaxy cut. But keeping your power-ups and Yoshi is great, and should have been in the original.
Giving you more lives isnt easier, if you have 99 lives you probably already beat the game and lives mean nothing anyway
Also you cant compare colors when not played on a real gba, because they look absolutely fine on the small screen. Its unfair to make the screen bigger and expect it to look the same
Should i post a video of super mario worlds bonus game being played with skill?
Vegeta Barrett Idk how this guy managed to complete it 20 times and not realise that the minigame just requires you to jump and the corner block with good timing
I stopped watching after that, this reviewer suck balls.
Did you miss that over the years that Yoshi's nose keeps getting bigger for some reason?
I guess to make Yoshi's design more adorable I suppose.
I don't know if this had been mentioned, but the original Japanese version of Mario 3 followed the SMB1 power up cycle. It was changed for SMB3's international releases, but I guess they forgot about changing it in SMW's overseas releases. I guess Japan caught wind of this and added SMB3's power system in all versions of Advance 2.
I disagree with what you said about turning back into small Mario from Cape and Fire Mario. The reason why the other way was fine in Super Mario Bros 3 is because that game was significantly harder than Super Mario World; only having 1 hit before turning back into small Mario would've made the game less fun to play. At Super Mario World's current difficulty, doing it the other way would've made the game too easy. Making you turn back into small Mario was a good way to make the game more challenging.
When you're making a game, there are some things that you can't just change on their own; they have to be balanced against everything else, and changing them would mean that you'd have to redesign the entire game. Doing it the way Super Mario Bros 3 did it would've thrown off the entire balance of the game. They would've had to change the level design to be a lot harder.
One way is not inherently the right answer. It depends on how hard the game is. A difficult 2D Mario game should have the items that give you superpowers give you 2 extra hits. A medium difficulty 2D Mario game should have you always revert to small Mario after taking a hit.
Also, keep in mind that Yoshi was also in this game, and he was an extra hit that you could keep retrieving over and over again, and you would probably have him a lot of the time (think of Yoshi as your 2nd hit), so imagine a Mario game with 3 extra hits, the first of which you could just keep getting back over and over again. Not only that, but they made it a lot easier to just get power-ups like the cape feather and fire flower directly instead of having to have the super mushroom before you could get them.
THE LUIGI SPRITES IN THE GBA VERSION AREN'T FROM ALL STARS + WORLD
THE LUIGI SPRITES IN THE GBA VERSION AREN'T FROM ALL STARS + WORLD
THE LUIGI SPRITES IN THE GBA VERSION AREN'T FROM ALL STARS + WORLD
THE LUIGI SPRITES IN THE GBA VERSION AREN'T FROM ALL STARS + WORLD
how many times do i have to say it man !
Ghost Ninja way too late
Ghost Ninja way too late
...are they from the all stars + world?
There IS a pattern to the bonus game in SMW. I don't recall what it is though.
I don't know if the GBA version changed the physics, but in the SNES version, holding A or B in midair greatly slows Mario's descent, even if you let go and regrab the button. It's the reason so many people enjoy the physics because it gives you a lot of control compared to most other Mario games.
Yoshi is a dragon not a dinosaur
Steven Villman its a fact numashy myamoto proved it himself
Dust 127 Then why doesn't he have horns or wings on his body?
Steven Villman idk ask him
+Dust 127 Why's the world called Dinosaur Land then?
Why is Yoshi's face on the dragon coins?
The word dinosaur didn't exist until 1841.
Dinosaurs _are_ dragons.
Actually no. It hurts my ears. I prefer the original.
Me too.
I’m pretty sure that if you collect all of the dragon coins in the GBA version you’re then allowed to teleport to any level from the map list menu.
The bonus game requires more skill than you think; if you hit the blocks at the exact same position on their rotations, they will give the same image.