subdirectory_arrow_right Super Mario World: Super Mario Advance 2 (Game)
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In the SNES game, Mario and Luigi can not spin jump on some enemies that they can in the Game Boy Advance game, such as Boos and Podoboos. Also, in the Game Boy Advance game, Yoshi can jump off of fish enemies.
subdirectory_arrow_right Super Mario World: Super Mario Advance 2 (Game)
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Yoshi can spit the key out after entering a keyhole in the SNES game. This was removed from the Game Boy Advance game.
subdirectory_arrow_right Super Mario World: Super Mario Advance 2 (Game)
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Yoshi turns into Blue Yoshi if he has wings when a level is completed in the SNES game. In the Game Boy Advance game, Yoshi will not change into Blue Yoshi if he has wings when completing a level.
subdirectory_arrow_right Super Mario World: Super Mario Advance 2 (Game)
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Points awarded in the SNES game are lower than the Game Boy Advance game for defeating Charging Chuck. Also, in the Game Boy Advance game, coins are awarded for defeating Charging Chuck with fireballs.
subdirectory_arrow_right Super Mario World: Super Mario Advance 2 (Game)
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In the SNES game, punching a Climbing Koopa awarded 100 points. In the Game Boy Advance game, this was changed to 400 points.
subdirectory_arrow_right Super Mario World: Super Mario Advance 2 (Game)
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The player can re-play a castle by simultaneously pressing the L and R buttons in the SNES game. In the Game Boy Advance game, the player cannot re-play a castle until Bowser is defeated; after Bowser is defeated, the player can then re-play the castles by entering it the same way they enter any other level.
subdirectory_arrow_right Super Mario World: Super Mario Advance 2 (Game)
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In both versions of the game, the seventh room of Bowser's Castle contains statues that spit out flames. The first statue in that room, which appears in the SNES game, is missing in the Game Boy Advance version.
subdirectory_arrow_right Super Mario World: Super Mario Advance 2 (Game)
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In the SNES game, when fighting Bowser, only the box with the reserve item appears at the top of the screen. In the Game Boy Advance game, the full HUD is displayed.
subdirectory_arrow_right Super Mario World: Super Mario Advance 2 (Game)
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A power-up can be found lying on the ground in the last room of #3 Lemmy's Castle. In the SNES game, the power-up is super mushroom; in the Game Boy Advance game, the power-up is a feather.
subdirectory_arrow_right Super Mario World: Super Mario Advance 2 (Game)
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subdirectory_arrow_right Super Mario World: Super Mario Advance 2 (Game)
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In the SNES game, all of the Yoshi eggs have dull brown spots on them (besides Green Yoshis). In the Game Boy Advance game, the Yoshi eggs all match the color of the Yoshis inside them.
subdirectory_arrow_right Super Mario World: Super Mario Advance 2 (Game)
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subdirectory_arrow_right Super Mario World: Super Mario Advance 2 (Game)
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In the SNES game, the Boos and Big Boo are light blue. In the Game Boy Advance game, the Boos and Big Boo are white.
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In the western localization of the game, the Special World's levels are all named after 90's American surfer lingo, with the names being Gnarly, Tubular, Way Cool, Awesome, Groovy, Mondo, Outrageous, and Funky.
However in Japan the first two levels are named "Fun Course", third and fourth are named "Even the Mario Staff is Shocked Course", fifth and sixth are named "Specialists' Course", and seventh and eight are named "Championship Course". None of the shared names are even differentiated through numbers, like "Fun Course 1" or "Fun Course 2".
However in Japan the first two levels are named "Fun Course", third and fourth are named "Even the Mario Staff is Shocked Course", fifth and sixth are named "Specialists' Course", and seventh and eight are named "Championship Course". None of the shared names are even differentiated through numbers, like "Fun Course 1" or "Fun Course 2".
subdirectory_arrow_right Super Mario All-Stars + Super Mario World (Game)
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Blue Beach Koopa Troopas launch themselves off slopes to ostensibly demonstrate momentum physics. However, the physics are actually faked, and instead of using actual momentum, the Koopas are simply programmed to jump whenever they reach an upward slope. This only happens to Blue Koopas who spawn into the level without a shell, and those knocked out of their shells will operate as normal when approaching similar slope configurations. While these Koopas appear shell-less in a handful of courses, only Cookie Mountain and Groovy include ramps they can jump from.
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