Editing Super Mario Advance 4: Super Mario Bros. 3
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===Gameplay=== | ===Gameplay=== | ||
*Like in ''[[Super Mario World: Super Mario Advance 2]]'', after the game boots up, a cutscene telling the story leading up to the game was added. | *Like in ''[[Super Mario World: Super Mario Advance 2]]'', after the game boots up, a cutscene telling the story leading up to the game was added. | ||
*The 2-player game has been replaced by a new mode called Mario & Luigi, in which players switch between Mario and Luigi every time they beat a level. Consequently, the 1-player game was renamed to just Mario, and the [[Battle Game (Super Mario All-Stars)|Battle Game]] was removed entirely | *The 2-player game has been replaced by a new mode called Mario & Luigi, in which players switch between Mario and Luigi every time they beat a level. Consequently, the 1-player game was renamed to just Mario, and the [[Battle Game (Super Mario All-Stars)|Battle Game]] was removed entirely. | ||
**Unless he is holding an item, Luigi now scuttles when he jumps, however, his jumping physics remain identical to Mario's. His floatier ''[[Super Mario World: Super Mario Advance 2]]''-style physics are only applied within [[World-e]] or if the player scans the [[Luigi Power Up!!|Luigi Power Up!! e-reader card]] within the main game. | **Unless he is holding an item, Luigi now scuttles when he jumps, however, his jumping physics remain identical to Mario's. His floatier ''[[Super Mario World: Super Mario Advance 2]]''-style physics are only applied within [[World-e]] or if the player scans the [[Luigi Power Up!!|Luigi Power Up!! e-reader card]] within the main game. | ||
*The title screen is redesigned, featuring a new separate menu for selecting the game mode and another one for selecting save files. The number of save files was reduced from four to three. | *The title screen is redesigned, featuring a new separate menu for selecting the game mode and another one for selecting save files. The number of save files was reduced from four to three as well. | ||
*If the player warps to [[Dark Land|World 8]], Bowser's letter will appear on-screen as if the player completed [[Pipe Land|World 7]], likely to provide context for the player entering Bowser's domain. | *If the player warps to [[Dark Land|World 8]], Bowser's letter will appear on-screen as if the player completed [[Pipe Land|World 7]], likely to provide context for the player entering Bowser's domain. | ||
*Several mechanics have been changed for the remake. | *Several mechanics have been changed for the remake. | ||
**Upside-down [[Spiny Shell (red)|Spiny Shell]]s can be safely grabbed, stomped, and/or kicked without taking damage; in the previous versions, even an immobile, upside-down Spiny Shell would hurt Mario if he landed on top of it. | **Upside-down [[Spiny Shell (red)|Spiny Shell]]s can be safely grabbed, stomped, and/or kicked without taking damage; in the previous versions, even an immobile, upside-down Spiny Shell would hurt Mario if he landed on top of it. | ||
**[[Mega Block|Big Block]]s in normal courses can be hit with a tail swipe as [[Raccoon Mario|Raccoon]] or [[Tanooki Mario]] ([[Mega ? Block]]s in bonus rooms are still immune to tail whips). | **[[Mega Block|Big Block]]s in normal courses can be hit with a tail swipe as [[Raccoon Mario|Raccoon]] or [[Tanooki Mario]] ([[Mega ? Block]]s in bonus rooms are still immune to tail whips). | ||
**[[Coin Block]]s | **[[Coin Block]]s generally give more than ten [[coin]]s if hit fast enough, and up to 20 if a [[P-Wing]] is used. | ||
**[[Spade Panel]]s change suits if won, which gives the player the chance to earn more lives. The order is | **[[Spade Panel]]s change suits if won, which gives the player the chance to earn more lives. The order is Spade> Heart (offering up to a 7-Up)> Club (up to a 10-Up)> Diamond (guaranteed win), before looping back. | ||
**The maximum number of lives is now 999. | **The maximum number of lives is now 999. | ||
**The player can now do a temporary save of the current level from the pause menu; this option becomes a permanent save after completing the game. The game can also be permanently saved after clearing a fortress (including [[World 5-Tower (Super Mario Bros. 3)|World 5-Tower]]), an airship (including [[World 8-Airship (Super Mario Bros. 3)|World 8-Airship]]), and the tank and battleship levels in World 8 prior to completion. However, as in the NES version, the game cannot be saved from the [[Game Over]] menu. | **The player can now do a temporary save of the current level from the pause menu; this option becomes a permanent save after completing the game. The game can also be permanently saved after clearing a fortress (including [[World 5-Tower (Super Mario Bros. 3)|World 5-Tower]]), an airship (including [[World 8-Airship (Super Mario Bros. 3)|World 8-Airship]]), and the tank and battleship levels in World 8 prior to completion. However, as in the NES version, the game cannot be saved from the [[Game Over]] menu. | ||
**Bowser has increased health against Hammer Mario. | **Bowser has increased health against Hammer Mario. | ||
**Mario and Luigi's power up status, coin count, card amount/type, and score are now saved alongside the lives and item inventory. | **Mario and Luigi's power up status, coin count, card amount/type, and score are now saved alongside the lives and item inventory. | ||
**Tail-swiping a [[Muncher]] will not turn it into an [[Empty Block]]. | **Tail-swiping a [[Muncher]] will not turn it into an [[Empty Block]]. | ||
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**The [[Big Cheep Cheep#Super Mario Bros. 3|Boss Bass]] takes longer to respawn. | **The [[Big Cheep Cheep#Super Mario Bros. 3|Boss Bass]] takes longer to respawn. | ||
**Bowser's lower half now inflicts damage. | **Bowser's lower half now inflicts damage. | ||
**The [[P-Meter|Power Meter]] does not run out while running, and in Raccoon or Tanooki form, the player can replenish it by landing and taking off again. | **The [[P-Meter|Power Meter]] does not run out while running, and in Raccoon or Tanooki form, the player can replenish it by landing and taking off again. | ||
**The ability to return to the world map and turn on sleep mode | **The ability to return to the world map and turn on sleep mode have been introduced to the pause menu. | ||
**Mario and Luigi can fall/sink lower offscreen before losing a life. | **Mario and Luigi can fall/sink lower offscreen before losing a life. | ||
**In [[Ice Land|World 6]], the path to the second Toad House was changed so that clearing [[World 6-5 (Super Mario Bros. 3)|World 6-5]] is not required to access it. | **In [[Ice Land|World 6]], the path to the second Toad House was changed so that clearing [[World 6-5 (Super Mario Bros. 3)|World 6-5]] is not required to access it. | ||
**When defeated by fireballs or hammers, Bowser no longer inflicts damage. | **When defeated by fireballs or hammers, Bowser no longer inflicts damage. | ||
*Attempting to potentially warp backwards from World 6 back to World 5 via the [[Recorder|Magic Whistle]] is now impossible, with the game blocking it off with a barrier. | *Attempting to potentially warp backwards from World 6 back to World 5 via the [[Recorder|Magic Whistle]] is now impossible, with the game blocking it off with a barrier. | ||
*A rumble mode has been added, though | *A rumble mode has been added, though is apllied exclusively to the Game Boy Palyer. | ||
*Attempting to warp to Worlds 5, 6, or 8 from within will no longer result in those worlds' progress being reset upon arrival. | *Attempting to warp to Worlds 5, 6, or 8 from within will no longer result in those worlds' progress being reset upon arrival. | ||
*After Mario/Luigi defeats Bowser, he automatically turns into Super Mario/Luigi regardless of whatever power-up he is using, to fit with the ending cutscene. | *After Mario/Luigi defeats Bowser, he automatically turns into Super Mario/Luigi regardless of whatever power-up he is using, to fit with the ending cutscene. | ||
*If the player defeats Bowser before defeating all of the Koopalings and enters a skipped world's castle, a cutscene will play that will show the respective Koopaling breaking into the castle, stealing the King's scepter | *If the player defeats Bowser before defeating all of the Koopalings and enters a skipped world's castle, a cutscene will play that will show the respective Koopaling breaking into the castle, stealing the King's scepter, transforming the King, and leaving just as Mario arrives at the castle, similar to the intro. | ||
*When the player first enters the second part of the World 8 map, [[Princess Peach]] is shown above the second pipe. She yells, "Mario!" (if the player is Mario) or simply screams (if the player is Luigi) before disappearing. Her | *When the player first enters the second part of the World 8 map, [[Princess Peach]] is shown above the second pipe. She yells, "Mario!" (if the player is Mario) or simply screams (if the player is Luigi) before disappearing. Her voice clip is recycled from ''[[Super Mario Sunshine]]''. | ||
*The ending scene of Mario/Luigi rescuing Peach is omitted after the game is cleared. | *The ending scene of Mario/Luigi rescuing Peach is omitted after the game is cleared. | ||
*Defeating Bowser the first time lets the player revisit any world (besides [[Warp Zone (Super Mario Bros. 3)|World 9]]), and [[Completion#Super Mario Bros. 3|clearing all 90 levels]] allows the player to revisit any [[Panel (Super Mario Bros. 3)|panel]] they choose. | |||
*Several gameplay changes to items and enemies match their functions in ''Super Mario World'' or ''Super Mario Advance 2'': | *Several gameplay changes to items and enemies match their functions in ''Super Mario World'' or ''Super Mario Advance 2'': | ||
**[[Invincible Mario]]'s point chain is the same as that of kicking a shell through many enemies or stomping many foes without landing on the ground. | **[[Invincible Mario]]'s point chain is the same as that of kicking a shell through many enemies or stomping many foes without landing on the ground. | ||
**The time bonus countdown is shown after the player clears any stage, and like in ''Super Mario Advance 2'', the time bonus is x100, x200, and x500 for beating Boom Boom, the Koopalings, and Bowser, respectively. | **The time bonus countdown is shown after the player clears any stage, and like in ''Super Mario Advance 2'', the time bonus is x100, x200, and x500 for beating Boom Boom, the Koopalings, and Bowser, respectively. | ||
**Obtaining a [[Fire Flower]] or [[Super Leaf]] as [[Small Mario]] in a level will change him to [[Fire Mario]] or [[Raccoon Mario]] respectively instead of only changing him to [[Super Mario (form)|Super Mario]]. | **Obtaining a [[Fire Flower]] or [[Super Leaf]] as [[Small Mario]] in a level will change him to [[Fire Mario]] or [[Raccoon Mario]] respectively instead of only changing him to [[Super Mario (form)|Super Mario]]. | ||
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**{{button|gba|R}} can be used as an additional run/attack button during levels. On the map screen, it brings up the e-Reader menu. | **{{button|gba|R}} can be used as an additional run/attack button during levels. On the map screen, it brings up the e-Reader menu. | ||
**On the map screen, {{button|gba|select}} opens a new replay menu, which can be used to watch or save a replay of the most recent level playthrough (provided the player did not pause). | **On the map screen, {{button|gba|select}} opens a new replay menu, which can be used to watch or save a replay of the most recent level playthrough (provided the player did not pause). | ||
===Level design=== | ===Level design=== | ||
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[[File:SMA4 airship.png|thumb|Mario on [[Larry|Larry Koopa]]'s [[Airship]].]] | [[File:SMA4 airship.png|thumb|Mario on [[Larry|Larry Koopa]]'s [[Airship]].]] | ||
*Some levels received changes to the placements of items and/or coins, with blocks containing coins, power-ups, and 1-Up Mushrooms added. | *Some levels received changes to the placements of items and/or coins, with blocks containing coins, power-ups, and 1-Up Mushrooms added. | ||
*The world map pipes were redesigned to fit completely on the GBA's screen. | *Entire structures in some levels are altered to accommodate the GBA's smaller screen, such as shortened rooms, lower ceilings, higher lava pits, and slightly different stairs. Several platforms were also made longer and/or moved. | ||
*The end of {{world link|2|pyramid|World 2-Pyramid}} is now at the other side of the pyramid, and a [[Blue Coin]]-revealing [[P Switch|Switch Block]] has been added behind the pipe. | **The world map pipes were redesigned to fit completely on the GBA's screen. | ||
*Before facing [[Boom Boom]], the entrance is closed. As such, the fortress boss arenas are slightly shorter. | **The end of {{world link|2|pyramid|World 2-Pyramid}} is now at the other side of the pyramid, and a [[Blue Coin]]-revealing [[P Switch|Switch Block]] has been added behind the pipe. | ||
*Likewise, Bowser's rooms are also shorter. | **Before facing [[Boom Boom]], the entrance is closed. As such, the fortress boss arenas are slightly shorter. | ||
**Likewise, Bowser's rooms are also shorter. | |||
*Several enemies, obstacles, and pits were changed to be less threatening or removed.<ref>{{cite|author=Greenalink|date=July 27, 2015|url=www.youtube.com/watch?v=m9H7ulK4Cbw|title=''Super Mario Bros 3'': Changes from SNES to GBA|publisher=YouTube|language=en|accessdate=June 28, 2024}}</ref> | *Several enemies, obstacles, and pits were changed to be less threatening or removed.<ref>{{cite|author=Greenalink|date=July 27, 2015|url=www.youtube.com/watch?v=m9H7ulK4Cbw|title=''Super Mario Bros 3'': Changes from SNES to GBA|publisher=YouTube|language=en|accessdate=June 28, 2024}}</ref> | ||
*In [[Sky Land|World 5]], the [[Brick Block|brick]]s directly attached to [[Warp Pipe]]s and [[Bill Blaster|Turtle Cannon]]s now contain coins. | **In [[Sky Land|World 5]], the [[Brick Block|brick]]s directly attached to [[Warp Pipe]]s and [[Bill Blaster|Turtle Cannon]]s now contain coins. | ||
*As this is ''Super Mario Advance 4'', the second of the two "3's" made of blue coins in [[World 5-1 (Super Mario Bros. 3)|World 5-1]] was changed to a "4." | **As this is ''Super Mario Advance 4'', the second of the two "3's" made of blue coins in [[World 5-1 (Super Mario Bros. 3)|World 5-1]] was changed to a "4." | ||
*After beating the game, in levels that unlock [[Toad House#White Mushroom House|White Mushroom House]]s, there is a [[Mushroom Coin (Super Mario Advance series)|Mushroom Coin]] at the start that, when hit, shows how many coins Mario needs to unlock the house. | **After beating the game, in levels that unlock [[Toad House#White Mushroom House|White Mushroom House]]s, there is a [[Mushroom Coin (Super Mario Advance series)|Mushroom Coin]] at the start that, when hit, shows how many coins Mario needs to unlock the house. | ||
===Graphics and user interface=== | ===Graphics and user interface=== | ||
*The sprites have a slightly brighter color, but it is not as noticeable as in the other ''Super Mario Advance'' games. The [[Invincible Mario|invincibility]] palettes are even brighter, making Mario/Luigi colored like they were in ''Super Mario Advance''. This can be reverted by using a Warp Pipe, taking damage, powering-up, or exiting/clearing the course. | *The sprites have a slightly brighter color, but it is not as noticeable as in the other ''Super Mario Advance'' games. The [[Invincible Mario|invincibility]] palettes are even brighter, making Mario/Luigi colored like they were in ''Super Mario Advance''. This can be reverted by using a Warp Pipe, taking damage, powering-up, or exiting/clearing the course. | ||
**If the game is played on a Game Boy Player, however, the palettes revert to those of the ''All-Stars'' version. | **If the game is played on a Game Boy Player, however, the palettes revert to those of the ''All-Stars'' version. | ||
*As in ''Super Mario World'' and the other games in ''Super Mario All-Stars'', Mario and Luigi now wear their white gloves instead of being bare-handed. The coloring in the NES version was due to NES sprites only allowing for three colors at a time; the ''All-Stars'' version did not | *As in ''Super Mario World'' and the other games in ''Super Mario All-Stars'', Mario and Luigi now wear their white gloves instead of being bare-handed. The coloring in the NES version was due to NES sprites only allowing for three colors at a time; the ''All-Stars'' version did not add this for unknown reasons. | ||
*Raccoon Mario's lighter tail stripes are thinner. | *Raccoon Mario's lighter tail stripes are thinner. | ||
*A new pop-up was added for when the player earns more than ten lives at once. | |||
*A new pop-up was added for when the player earns more than ten lives | |||
*Luigi's Statue form is now taller than Mario's, it was the only one to remain a palette swap in the ''All-Stars'' version aside from part of his power up animation. | *Luigi's Statue form is now taller than Mario's, it was the only one to remain a palette swap in the ''All-Stars'' version aside from part of his power up animation. | ||
*Frog Mario and Luigi are now upright when holding the Magic Wand, rather than in their normal jumping pose. | *Frog Mario and Luigi are now upright when holding the Magic Wand, rather than in their normal jumping pose. | ||
*Raccoon/Tanooki Mario and Luigi's tails now wag as they glide and fly while crouching or holding an object. | *Raccoon/Tanooki Mario and Luigi's tails now wag as they glide and fly while crouching or holding an object. | ||
*Princess Peach was entirely redrawn in this version to better resemble her intended design shown in artwork. | *Princess Peach was entirely redrawn in this version to better resemble her intended design shown in artwork. | ||
*The "Mario Start!" notification | *The "Mario Start!" notification is redesigned and featured on screen for a second longer. | ||
*A new screen depicting a view of the castle was added for when a world is cleared. If all levels in the world are cleared, the on-screen text "CLEAR!" is replaced with "PERFECT CLEAR!" | *A new screen depicting a view of the castle was added for when a world is cleared. If all levels in the world are cleared, the on-screen text "CLEAR!" is replaced with "PERFECT CLEAR!" | ||
*Sliding | *Sliding has a new animation. | ||
*[[Pile Driver Micro-Goomba]]s are now duller than regular bricks and do not shine, as in the NES version. | *[[Pile Driver Micro-Goomba]]s are now duller than regular bricks and do not shine, as they were in the NES version. | ||
*In World 4, the [[Sledge Bro]]thers on the world map have | *In World 4, the [[Sledge Bro]]thers on the world map now have unique sprites, unlike the rest of the [[Enemy Course]]s. | ||
*The bonus rooms in Worlds 6-9, 6-10, and 8-1 are made of | *The bonus rooms in Worlds 6-9, 6-10, and 8-1 are made of bonus room terrain, rather than using the cave tileset. | ||
*The floating Turtle Cannon in World 8-1 is flipped and now appears attached to the block above it. | *The floating Turtle Cannon in World 8-1 is flipped and now appears attached to the block above it. | ||
*Boom Boom was redrawn | *Boom Boom was redrawn with a rounded head. | ||
*Bricks that contain something do not turn into a "fake" coin after a Switch Block is activated. Bricks and coins also animate while it is active. | *Bricks that contain something do not turn into a "fake" coin after a Switch Block is activated. Bricks and coins also animate while it is active. | ||
*[[Spade Panel]]s and [[N-Mark Spade Panel]]s received a redesign, now having a zoomed-out view of the original area, a more detailed background, less detailed sprites of Mario, Luigi, and Toad, and a door which Mario enters to play the minigame. | *[[Spade Panel]]s and [[N-Mark Spade Panel]]s received a redesign, now having a zoomed-out view of the original area, a more detailed background, less detailed sprites of Mario, Luigi, and Toad, and a door which Mario enters to play the minigame. | ||
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**In World 1, more bushes were added. | **In World 1, more bushes were added. | ||
**The panels shown after clearing a Toad House and Spade Panel were both recolored. | **The panels shown after clearing a Toad House and Spade Panel were both recolored. | ||
**The [[Toad House]]s in Worlds 2 and 3, besides the last one in the latter, were recolored from orange to red | **The [[Toad House]]s in Worlds 2 and 3, besides the last one in the latter, were recolored from orange to red. | ||
**The pyramid near the fortress in World 2 | **The pyramid near the fortress in World 2 was removed. | ||
** | **The end section of World 3's map more closely resembles Japan, with an island resembling {{wp|Sado, Niigata|Sado Island}}. | ||
**In World 5, the map of the ground seen from the sky is fixed, now matching the actual ground part of the world's map. Also, moving clouds replace the stationary ones. | **In World 5, the map of the ground seen from the sky is fixed, now matching the actual ground part of the world's map. Also, moving clouds replace the stationary ones. | ||
**After {{world|8|fort}} is cleared, the spotlight briefly expands when the lock is removed. | **After {{world|8|fort}} is cleared, the spotlight briefly expands when the lock is removed. | ||
**In the last part of World 8, the courtyard in Bowser's Castle was given a second row of trees, and the castle itself | **In the last part of World 8, the courtyard in Bowser's Castle was given a second row of trees, and the castle itself is recolored gray. Also, the path-connecting coin icons now sparkle, and a "Help!" word balloon comes from the castle before beating the game. | ||
*A new world select screen appears upon beating the game. The castles' word balloons change to "!" if all the stages in the world have not been cleared, "OK" if they have, and "CLEAR!" if the game is fully completed. | *A new world select screen appears upon beating the game. The castles' word balloons change to "!" if all the stages in the world have not been cleared, "OK" if they have, and "CLEAR!" if the game is fully completed. | ||
*All level backgrounds (except for underground levels, airships, and fortresses) lack horizontal parallax scrolling, despite such scrolling being present in the pre-release trailer shown at E3. Vertical parallax scrolling can still be seen as Mario flies upward. | *All level backgrounds (except for underground levels, airships, and fortresses) lack horizontal parallax scrolling, despite such scrolling being present in the pre-release trailer shown at E3. Vertical parallax scrolling can still be seen as Mario flies upward. | ||
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*The steel background of World 5-1's secret area and the block background of World 5-7's secret area were both changed to a sky background. | *The steel background of World 5-1's secret area and the block background of World 5-7's secret area were both changed to a sky background. | ||
*The sky in World 6's athletic background is white, rather than purple. | *The sky in World 6's athletic background is white, rather than purple. | ||
*Some of the game menus have been changed to compensate for a smaller screen and different button controls. | *Some of the game menus have been changed to compensate for a smaller screen and different button controls. | ||
**On the world map, the status bar was redesigned: it is only 16 pixels tall, only showing the current world, and the player's lives, coins, score, and [[card]]s (with the redundant timer and Power Meter icons removed), and is in front of the map on the map screen. Because of this, the "World" text is taller, and the "M" and "L" symbols are shorter. | **On the world map, the status bar was redesigned: it is only 16 pixels tall, only showing the current world, and the player's lives, coins, score, and [[card]]s (with the redundant timer and Power Meter icons removed), and is in front of the map on the map screen. Because of this, the "World" text is taller, and the "M" and "L" symbols are shorter. | ||
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====Demo Cards==== | ====Demo Cards==== | ||
A Demo Card plays a short video of Mario {{wp|speedrunning}} through a level, collecting enough coins in a certain level to trigger a [[Toad House#White Mushroom House|White Mushroom House]], or racking up [[ | A Demo Card plays a short video of Mario {{wp|speedrunning}} through a level, collecting enough coins in a certain level to trigger a [[Toad House#White Mushroom House|White Mushroom House]], or racking up numerous [[1-Up Mushroom]]s via a special trick. | ||
===e-Reader exclusive level elements=== | ===e-Reader exclusive level elements=== |