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.
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.
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.
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
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
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.
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
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 🎮
+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.
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.
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...
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.
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!!!!
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.
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.
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.
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!
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!
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 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.
@@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.
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.
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.
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.
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.
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.
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 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.
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
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...
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.
+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.
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
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.
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.
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.
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.
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.
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!
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 :) ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-UYbB_vGCXJw.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?
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.
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 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.
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.
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!
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!
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
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.
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.
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.
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.
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.
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 I grew up with GBA, lost the cartridge, and then watched RU-vid videos of the original. And although the GBA version is packed with my nostalgia, the SNES version sounds plain better imo
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.
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!
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.
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.
+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.
+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.
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.
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.
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.
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.
Super Mario World Advance 2 & Knuckles was my 2nd Mario game ever, after 3 on the NES. I can whistle the ending jingle from memory lol. But in all my years of playing that game I had absolutely no idea there was an overworld menu that lists the dragon coins (which I thought were Yoshi coins) and whatnot. I just never bothered collecting the dragon coins because they always pissed me off lmao
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.
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)
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.
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 played this when I was 6 and kept playing it over and over until I turned 9 and I fucking LOVE everything about this game, especially the MULTIPLE hidden levels that were just so satisfying to find when I was younger...nostalgia is real
I don't mean to brag, but I love this game so much, I achieved everything there is to achieve. 999 Lives, High Score of 9999990, saved the Princess, got all dragon coins, and got all 96 level exits. I love this game, and it's a great video. Very underrated RU-vidr. He deserves more views, though.
This game is great. Personally, I think it being on a GBA is actually BETTER than it being on a console. The fact that you have all the same levels, dragon coins, secrets, etc. And still have save games. All of which you can take with you places, is great. This is the type of stuff a GBA was great at. Too bad more stuff didn't get remakes and re-releases on the GBA. Plenty of games would have been good on it. Instead, it got a crapton of bad licensed puzzle platformers, an games trying to have realistic '3d' graphics. The GBA was best when it was trying to be a portable SNES.
Im really glad I watched this, I wasnt here to see the difference between the GBA port and the Snes version. I REALLY wanted someone to compare Mario bros 3, and SMW....
Am I the only one that hated how nitpicky this "review" was? He complaints about Mario turning small when getting hit despite it being added to Mario World to make up for the fact that you can carry an item at any point also I'm sure Yoshi's arms were orange in the SNES version so you can actually see them well unlike the GBA version where they blend in with the rest of his body. Also, I'm glad Exo isn't in charge of anything at Nintendo music wise since his music taste is clearly shit.
Skeeter Mania Well, because if the music is so loud and bitcrushed that it can hurt your ears to listen to it then it is just bad in general plus everyone who talks about the GBA talks about its shitty speaker so it's not just me.
Skeeter Mania Yeah and he said the GBA version was better despite the fact it isn't in a technical sense due to the GBA only have one speaker instead of two like a normal television when Super Mario World came out.
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