www.nintendolife.com/news/2016/06/this_freshly_translated_interview_sheds_new_light_on_the_development_of_super_mario_land_2
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Well, if you take the sound effect when Mario turns into Super Mario as an example, up to midway into the development, we used the same sound effect there that the Super Famicom used. However, using that sound effect on the Game Boy gave a weird, overlapping impression of Super Mario World. We were afraid the player would become negatively conscious of the fact that he was playing on a small screen, that there was no sprite scaling with this hardware, etc. For that reason, we chose a lot of different sound effects from the other Mario games.
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