Super Mario Advance: Difference between revisions

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{{about|the Game Boy Advance remake of ''Super Mario Bros. 2''|the ''Super Mario Advance'' series as a whole|[[Super Mario Advance (series)]]|the Choose-Your-Own-Adventure book based on this game|[[Super Mario Advance (book)]]}}
{{about|the Game Boy Advance remake of ''Super Mario Bros. 2''|the ''Super Mario Advance'' series as a whole|[[Super Mario Advance (series)]]|the Choose Your Own Adventure book based on this game|[[Super Mario Advance (book)]]}}
{{redirect|SMA|''Super Mario Adventures'', the Nintendo Power comic|[[Super Mario Adventures]]}}
{{redirect|SMA|''Super Mario Adventures'', the Nintendo Power comic|[[Super Mario Adventures]]}}
{{Infobox
{{game infobox
|image=[[File:SMA.jpg|250px]]<br>North American box art
|image=[[File:SMA.jpg|250px]]<br>North American box art
|developer=[[Nintendo Research & Development 2|Nintendo R&D2]]
|developer=[[Nintendo Research & Development 2|Nintendo R&D2]]
|publisher=[[Nintendo]]
|publisher=[[Nintendo]]
|platforms=[[Game Boy Advance]]<br>[[Virtual Console]] ([[Wii U]])
|platforms=[[Game Boy Advance]]<br>[[Virtual Console]] ([[Wii U]])<br>[[Game Boy Advance - Nintendo Switch Online]]
|released='''Game Boy Advance:'''<br>{{released|Japan|March 21, 2001<ref>http://www.youtube.com/watch?v=_sQacWhoHkE</ref>|USA|June 11, 2001|Europe|June 22, 2001|Australia|June 22, 2001|China|June 8, 2004 (iQue)<ref>“2004年6月,神游推出小神游GBA,捆绑简体中文版《超级马力欧2》和《瓦力欧寻宝记》” (In June 2004, iQue released the iQue Game Boy Advance, with the Simplified Chinese versions of ''Super Mario Advance'' and ''[[Wario Land 4]]'' bundled.) 大狗 (June 22, 2016). [http://www.chuapp.com/2016/06/22/251110.html 《记录》第17期:神游中国(上)]. 触乐. Retrieved February 28, 2017.</ref>}} '''Virtual Console (Wii U):'''<br>{{released|Japan|July 16, 2014|USA|November 6, 2014|Europe|March 10, 2016<ref>[http://www.nintendolife.com/news/2016/03/nintendo_download_10th_march_europe Nintendo Download: 10th March (Europe)]. ''Nintendo Life''. Retrieved March 7, 2016.</ref>|Australia|March 11, 2016}}
|release='''Game Boy Advance:'''<br>{{flag list|Japan|March 21, 2001<ref>{{cite|language=ja|url=www.nintendo.co.jp/n08/amaj/index.html|title=スーパーマリオアドバンス|publisher=Nintendo|accessdate=June 28, 2024}}</ref>|USA|June 11, 2001|Europe|June 22, 2001|Australia|June 22, 2001|China|June 8, 2004 (iQue)<ref>{{cite|language=zh-hans|quote=2004年6月,神游推出小神游GBA,捆绑简体中文版《超级马力欧2》和《瓦力欧寻宝记》|author=大狗|date=June 22, 2016|url=www.chuapp.com/2016/06/22/251110.html|title=《记录》第17期:神游中国(上)]. 触乐|accessdate=February 28, 2017}}</ref>}}'''[[Player's Choice]]:'''<br>{{flag list|USA|April 2, 2006<ref>{{cite|url=https://www.ign.com/articles/2006/03/10/gba-gets-players-choice|language=en|author=Craig Harris|publisher=IGN|title=GBA Gets Player's Choice|date=March 9, 2006|accessdate=November 10, 2024}}</ref>}} '''Virtual Console (Wii U):'''<br>{{flag list|Japan|July 16, 2014|USA|November 6, 2014|Europe|March 10, 2016<ref>{{cite|url=www.nintendolife.com/news/2016/03/nintendo_download_10th_march_europe|author=Whitehead, Thomas|date=March 7, 2016|title=Nintendo Download: 10th March (Europe)|publisher=Nintendo Life|accessdate=June 28, 2024|language=en}}</ref>|Australia|March 11, 2016}} '''Game Boy Advance - Nintendo Switch Online:'''<br>{{flag list|USA|May 25, 2023<ref>{{cite|language=en-us|author=@NintendoAmerica|date=May 25, 2023|url=https://x.com/NintendoAmerica/status/1661899970792792066|title="''Mamma mia! Three classic Game Boy Advance games have just been made available for #NintendoSwitchOnline + Expansion Pack members! ☑️ Super Mario Advance ☑️ Super Mario World: Super Mario Advance 2 ☑️ Yoshi’s Island: Super Mario Advance 3''"|publisher=X|accessdate=July 4, 2024}}</ref>|Japan|May 26, 2023<ref>{{cite|language=ja|author=Nintendo 公式チャンネル|date=May 18, 2023|url=youtu.be/s4ooxNO0YSc|title=ゲームボーイアドバンス Nintendo Switch Online 追加タイトル <nowiki>[2023年5月26日]</nowiki>|publisher=YouTube|accessdate=May 18, 2023}}</ref>|Europe|May 26, 2023<ref>{{cite|author=@NintendoEurope|date=May 19, 2023|url=x.com/NintendoEurope/status/1659529341536018433|title=Join Mario and friends for some classic platforming action! Three classic Game Boy Advance titles from the Super Mario Advance series come to #NintendoSwitchOnline + Expansion Pack 26/05.|language=en-gb|publisher=Twitter|accessdate=May 26, 2023}}</ref>|Australia|May 26, 2023<ref>{{cite|language=en-au|author=@NintendoAUNZ|date=May 19, 2023|url=x.com/NintendoAUNZ/status/1659376584757854209|title=Join Mario and friends for some classic platforming action! Three classic Game Boy Advance titles from the Super Mario Advance series come to #NintendoSwitchOnline + Expansion Pack 26/05.|publisher=Twitter|accessdate=May 26, 2023}}</ref>|HK|May 26, 2023<ref>{{cite|language=zh-hant|author=任天堂(香港)有限公司|date=May 19, 2023|url=www.facebook.com/Nintendo.hk/posts/pfbid0bXCPp8RvCjTjLDu4CjWWDPfg3MYFDQUQUbYY4FM6FGf9ppttwYWuribM49UxAUYEl|title=加入「Nintendo Switch Online + 擴充包」就可遊玩的「Game Boy Advance™ - Nintendo Switch Online」,5月26日起新增可以遊玩的作品《超級瑪利歐ADVANCE》《超級瑪利歐ADVANCE 2》《超級瑪利歐ADVANCE 3》。|publisher=Facebook|accessdate=May 26, 2023}}</ref>}}
|genre=2D Platformer
|languages={{languages|en_us=y|jp=y|zh_simp=y}}
|genre=2D [[Genre#Platform games|platformer]]
|modes=Single player
|modes=Single player
|ratings={{ratings|esrb=E|cero=A}}
|ratings={{ratings|esrb=E|elspa=3+|usk=0|cero=A}}
|media={{media|wiiudl=1|gba=1}}
|format={{format|wiiudl=1|gba=1|switchdl=1}}
|input={{input|wiiugamepad=1|wiiusideways=1|wiiuclassic=1|wiiupro=1|gba=1}}
|input={{input|wiiugamepad=1|wiiusideways=1|wiiuclassic=1|wiiupro=1|gba=1|joy-con=1|joy-con-horizontal=1|switchpro=1}}
|serials={{flag list|Japan|AGB-AMAJ-JPN|USA|AGB-AMAE-USA|Europe|AGB-AMAP-EUR|Europe|AGB-AMAP-EUR-1 (Later release)|Australia|AGB-AMAP-AUS|China|AGB-AMAC-CHN}}
}}
}}
'''''Super Mario Advance''''' (Japanese: スーパーマリオアドバンス ''Sūpā Mario Adobansu'') is a remake of ''[[Super Mario Bros. 2]]'' developed by [[Nintendo Research & Development 2]] as a launch title for the handheld [[Game Boy Advance]], released in Japan in March 2001 and in North America and Europe in June of the same year. It is based on the ''[[Super Mario All-Stars]]'' remaster for the [[Super Nintendo Entertainment System|SNES]], and also contains a remake of the original ''[[Mario Bros. (game)|Mario Bros.]]'' game. ''Advance'' includes many new features, gameplay mechanic changes, graphical and audio enhancements, and stylistic and aesthetic alterations from the ''All-Stars'' edition, with the most significant changes being the addition of the enemy [[Robirdo]], a robotic [[Birdo]], replacing [[Mouser]] as the boss of World 3; the addition of the "[[Yoshi]] Challenge", in which players may revisit stages to search for [[Yoshi Egg]]s; a new point-scoring system; multiple hit combos; enlarged sprites; and digital voice acting.
'''''Super Mario Advance''''' is a [[Reissue#Remakes|remake]] of ''[[Super Mario Bros. 2]]'' developed by [[Nintendo Research & Development 2]] as a launch title for the [[Game Boy Advance]], released in Japan in March 2001 and in North America and Europe in June of the same year. It is based on the ''[[Super Mario All-Stars]]'' remaster, and also contains a [[Mario Bros. (Game Boy Advance)|remake]] of the original ''[[Mario Bros. (game)|Mario Bros.]]'' arcade game. ''Super Mario Advance'' includes many new features, gameplay mechanic changes, graphical and audio enhancements, and stylistic and aesthetic alterations from the ''All-Stars'' edition, with the most significant changes being the addition of the enemy [[Robirdo]], a robotic [[Birdo]], replacing [[Mouser]] as the boss of World 3; the addition of the "[[Yoshi]] Challenge," in which players may revisit stages to search for [[Yoshi's Egg|Yoshi Egg]]s; a new point-scoring system; multiple hit combos; enlarged sprites; and digital voice acting.


The game was re-released on the [[Wii U]]'s [[Virtual Console]] in Japan on July 16, 2014, in North America on November 6 of the same year, and in Europe and Australia in March 2016.
The game was rereleased on the [[Wii U]]'s [[Virtual Console#Wii U|Virtual Console]] in Japan on July 16, 2014; in North America on November 6 of the same year; and in Europe and Australia in March 2016. It was later rereleased on the [[Nintendo Switch]]'s [[Game Boy Advance - Nintendo Switch Online]] service in May 2023.
 
==Story==
The story is the same as in the original release of ''Super Mario Bros. 2'', written in the North American manual as follows:<ref>{{cite|language=en-us|date=2001|publisher=Nintendo of America|title=''Super Mario Advance'' Instruction Booklet|page=13}}</ref>
<blockquote>
One night, Mario had a mysterious dream. He dreamed he was climbing a long stairway that led up and up to a closed door. When he reached the top and opened the door, he found himself gazing out at a world he had never seen, stretching out to the horizon. Then he heard a voice say, “This is Subcon, the land of dreams. The evil toad, Wart, has used his magic to lay a curse upon the land. Please defeat Wart and free us from his spell. Oh - and remember that Wart hates vegetables. Hurry! We need your help!” And then a bolt of lightning suddenly split the sky, and Mario woke up to find himself on the floor. He had fallen out of bed!
 
A few days later, Mario and his friends hiked to some nearby mountains for a picnic. Upon reaching their picnic spot, they looked around and found a small cave. When they entered the cave, they were amazed to discover the land Mario had seen in his dream stretching out before them.
</blockquote>


==List of changes==
==List of changes==
===Changes to ''Super Mario Bros. 2'' from the previous editions===
===Changes to ''Super Mario Bros. 2'' from the previous editions===
====Graphical changes====
====Graphical changes====
*There is a brand new introduction sequence, which appears as soon as the player turns on the game.
The developers reduced the display resolution to fit better on the GBA screen, and brightened most of the original color palettes to combat the handheld's lack of a backlight.<ref>The extent to which color palettes were brightened is inconsistent and varies widely throughout the game. Some palettes, such as those used for the tilesets in the ending cutscenes, were not brightened at all.</ref> In the process, [[Subspace]] lost its ''[[Super Mario All-Stars]]'' dark blue tint, and is now only slightly darker than [[Subcon]]. Additionally, many sprites are stretched, shrunk, recolored, and rotated, due to the GBA's technical powers.
*The developers reduced the display resolution to fit better on the GBA screen, and brightened most of the original color palettes to combat the handheld's lack of a backlight.<ref>The extent to which color palettes were brightened is inconsistent and varies widely throughout the game. Some palettes, such as those used for the tilesets in the ending cutscenes, were not brightened at all.</ref> In the process, [[Subspace]] lost its ''[[Super Mario All-Stars]]'' dark blue tint, and is now only slightly darker than [[Subcon]].
*Pidgits and their carpets, [[Hoopster]]s, and [[Autobomb]]s were recolored purple, red, yellow, and gray, respectively; and there are no red [[Beezo]]s, only yellow.
*Many sprites are stretched, shrunk, and rotated, due to the GBA's technical powers.
**[[Pidgit]]'s [[magic carpet|carpet]]s appear stretched, and as such, larger.
**[[Pidgit]]'s [[magic carpet|carpet]]s appear stretched, and as such, larger.
**[[Bomb (object)|Bomb]]s now pulsate when they're about to explode; explosions also do so.
*[[Bomb]]s and [[Bob-omb]]s now pulsate when they're about to explode; explosions also do so.
**Enemies now rotate when thrown.
*Enemies now rotate when thrown.
**[[Birdo]]'s eggs now rotate upon hitting a wall.
*[[Birdo]]'s eggs now rotate upon hitting a wall.
**[[Cherry|Cherries]] and [[Small heart|Heart]]s rotate and shrink when collected; the former poofs away, while the latter re-sizes and floats to the Health Meter afterwards. Also, Hearts are bigger, and now pulsate as they float upwards.
*[[Cherry|Cherries]] and [[Small heart|Heart]]s rotate and shrink when collected; the former poofs away, while the latter enlarges and floats to the Health Meter afterwards if it is not full. Also, Hearts are bigger, and now pulsate as they float.
**[[Trouter]]s enlarge as they reach the peak of their jumps and shrink while falling back down.
*[[Trouter]]s enlarge as they reach the peak of their jumps and shrink while falling back down.
**The "[[1UP]]" sprite is redesigned, and it now gets bigger before exploding into particles.
*The "[[1UP]]" sprite is redesigned, and it now gets bigger before exploding into particles.
**[[Phanto]]s use a larger sprite, which appears shrunk down to the original sprite's size in most cases; they appear in full size when they exit the screen upon the player's throwing the key or losing a life. The original Phanto graphic is used for the lifeless ones.
*[[Phanto]]s use a larger sprite, which appears shrunk down to the original sprite's size in most cases; they appear in full size when they exit the screen upon the player's throwing the key or losing a life. The original Phanto graphic is used for the lifeless ones.
**There is a "distortion/twisting" effect when the player discovers a secret Warp Room.
*[[Luigi]]'s overalls (which were purple in ''All-Stars'') and [[Toad]]'s vest (which was blue) swapped colors.
*The playable characters' sprites are also edited.
*Toad's cap spots were edited to match [[Toad (species)|his kind's]] modern appearance, though this does not apply to the sprite in the cast list.
**[[Luigi]]'s overalls (which were purple in ''All-Stars'') and [[Toad]]'s vest (which was blue) swapped colors.
*Front- and back-view "door entry" sprites, backflipping sprites for the [[Crouching High Jump|Power Squat Jump]], and skidding sprites were added for the player characters. Their throwing sprites (which were only used in midair in the ''All-Stars'' version) are used again when standing on ground.
**Toad's cap spots were edited to match [[Toad (species)|his kind's]] official appearance.
*A "static" effect appears when the player touches a [[Spark]].
**Front- and back-view "door entry" sprites, backflipping sprites for the [[Power Squat Jump]], and skidding sprites were added for the player characters. Their throwing sprites (which were only used in midair in the ''All-Stars'' version) are used again when standing on ground.
*Characters, items, and enemies fall in front of the water in [[World 4 (Super Mario Bros. 2)|World 4]], as in the NES version.
*The ''Super Mario Bros. 2'' title/story screen is removed.
Along with the character and enemy sprites, many of the scenes and background have also been updated, altered, or modified for the GBA's hardware. While some have been small graphical updates, others added/removed major things to/from the game.
**On the [[Bonus Chance]], Warp, and Game Over screens (which reuse the old title screen's design), the character and item sprites on the bottom are now gold, like the border, and the black background now fades to blue on the bottom.
*The ''Super Mario Bros. 2'' title/story screen is removed. Instead, there is a brand new introduction sequence, which appears as soon as the player turns on the game.
*The character select screen is changed to a three-dimensional circular screen similar to that used for the [[Tag Barrel]]s in ''[[Donkey Kong 64]]''.
**Because of this, the explanation of the story is confined to the manual. In the original game, it had been seen by waiting on the title screen.
**The old title screen's design is retained on the [[Bonus Chance]], Subspace Warp, and Game Over screens. However, the character and item sprites on the bottom are now gold, like the border, and the black background now fades to blue on the bottom.
*The level intro screen is now preceded by a level chart (like that of ''Super Mario Bros. Deluxe''{{'}}s Challenge Mode) which shows what levels the player has cleared and how many total Ace Coins they have as a percentage (the Pause screen also has this total); when all five Ace Coins have been collected and the level is cleared, a star is added to the corresponding panel.
*The character select screen is changed to a three-dimensional circular screen similar to that used for the [[Tag Barrel]]s in ''[[Donkey Kong 64]]''. Additionally, it now displays "Choose a Player" instead of "Please Select Player."
*The slots on the Bonus Chance screen are now shaded to look more 3D.
*The slots on the Bonus Chance screen are now shaded to look more 3D.
*There is no more flashing following a [[Bomb (object)|Bomb]] explosion, likely to avoid risk of epileptic seizures.
*The background does not flash during explosions, likely to avoid risk of epileptic seizures.
*The "Contributor" screen only shows the lower half of the original screen, alongside shorter windows.
*If the player does not get any coins before clearing a level, "No Bonus" appears on the Bonus Chance screen alongside everything else without flashing.
*If the player does not get any coins before clearing a level, "No Bonus" appears on the Bonus Chance screen alongside everything else without flashing.
*Pidgits and their carpets, [[Hoopster]]s, and [[Autobomb]]s were recolored purple, red, yellow, and gray, respectively; and there are no red [[Beezo]]s, only yellow.
*[[Fryguy]] and [[Clawgrip]] have cutscenes before their fights showing their original forms (respectively, his mask and a normal [[Sidestepper]]) being transformed by four giant bubbles into their boss forms.
*The original forms of the bosses [[Fryguy]] and [[Clawgrip]] (respectively, a simple pair of eyes and a normal [[Sidestepper]]) are seen before the heroes battle them; four giant bubbles transform them before their fights.
*In levels, a full HUD is shown on the top of the screen (as in most other 2D ''Super Mario'' games), displaying the player's current world and level, lives (with character symbols similar to those in ''[[Super Mario Bros. 3]]''), [[Ace Coin]]s, [[Yoshi Egg]]s (in Yoshi Challenge mode only), and score, alongside the [[Health Meter]].
*A "flash" effect appears when the player touches a [[Spark]].
**Due to this change, the current world and level and the player's extra lives are no longer shown on the Pause screen.
*Characters, items, and enemies fall in front of the water in [[World 4 (Super Mario Bros. 2)|World 4]], as in the NES version.
*[[Jar]] interiors have new colorful backgrounds, with a black background outside the jar walls and floor.
*[[Jar]] interiors have new colorful backgrounds, with a black background outside the jar walls and floor.
*In levels, a full HUD is shown on the top of the screen (as in most other 2D ''Mario'' games), displaying the player's current world and level, lives (with character symbols similar to those in ''[[Super Mario Bros. 3]]''), [[Ace Coin]]s, [[Yoshi Egg]]s (in Yoshi Challenge mode only), and score, alongside the [[Health Meter]].
**Due to this change, the player's extra lives are no longer shown on the Pause screen.
*The sky in the background of the corked jar room now scrolls, and the row of stained glass near the top of the room is now centered.
*The sky in the background of the corked jar room now scrolls, and the row of stained glass near the top of the room is now centered.
*The "Contributor" screen only shows the lower half of the original screen, alongside shorter windows.
*On the cast list screen, the black border is absent, and the view is widened (due to the GBA's resolution).
*On the cast list screen, the black border is absent, and the view is widened (due to the GBA's resolution).
*In the cast list, [[Robirdo]] is added between Clawgrip and [[Tryclyde]], and like Birdo's sprite, it too lacks its bow.
*In the cast list, [[Robirdo]] is added between Clawgrip and [[Tryclyde]], and like Birdo's sprite, it too lacks its bow.


====Textual changes====
====Textual changes====
*Due to removal of the ''Super Mario Bros. 2'' title/story screen, the in-game story (which was seen by waiting on the title screen) is removed.
[[Princess Peach|Princess Toadstool]] is now referred to as "Peach" (her original Japanese name and the current universal standard, as introduced to Western territories in ''[[Yoshi's Safari]]'' and re-introduced and popularized by ''[[Super Mario 64]]'' onwards) as opposed to just simply "Princess". Toad is now referred to as "Kinopio", his original Japanese name in that country's version. The [[Ostro]]/Birdo mix-up is corrected in the cast list, in addition to misspellings in the international version.
*The character select screen now displays "Choose a Player" instead of "Please Select Player."
 
*[[Princess Peach|Princess Toadstool]] is now referred to as "Peach" (her original Japanese name and the current universal standard, as introduced in ''[[Yoshi's Safari]]'' and retained by ''[[Super Mario 64]]'' onwards) as opposed to just simply "Princess".
Additionally, some text on the screens has also been changed.
*Toad is now referred to as "Kinopio", his original Japanese name in that country's version.
*On the Pause and Game Over screens, the "&" symbols in "Save & Quit" and "Save & Continue" became "and". The former screen is now headed with "PAUSE".
*On the Pause and Game Over screens, the "&" symbols in "Save & Quit" and "Save & Continue" became "and".
**The former screen is now headed with "PAUSE".
*The player's score is displayed on the level intro screen and both it and the current level are displayed on the Game Over screen.
*The player's score is displayed on the level intro screen and both it and the current level are displayed on the Game Over screen.
**On the latter screen, the options from the ''All-Stars'' version don't appear until {{button|gba|A}} or {{button|gba|start}} is pressed.
**On the latter screen, the options from the ''All-Stars'' version do not appear until {{button|gba|A}} or {{button|gba|start}} is pressed.
*The stats of each character are shown on the character select screen.
*The stats of each character are shown on the character select screen.
*"COURSE CLEAR!" is now displayed upon clearing a level.
*"COURSE CLEAR!" (using the same font as in the ''All-Stars'' version of ''Super Mario Bros. 3'') is now displayed upon clearing a level.
*Misspellings and the [[Ostro]]/Birdo mix-up are corrected in the international version of the cast list.
**Robirdo is added between Clawgrip and Tryclyde.
*On the Contributor screen, the character used the most times is declared the "MVP" rather than the "Contributor," and the number of times each character was used does not appear until after [[Wart]] passes across the screen.
*On the Contributor screen, the character used the most times is declared the "MVP" rather than the "Contributor," and the number of times each character was used does not appear until after [[Wart]] passes across the screen.


====Gameplay changes====
====Gameplay changes====
*[[Mario]], [[Luigi]], [[Toad]], and [[Princess Peach|Peach]] now start the game and each life in their [[Small Mario|Small forms]] with only one hit point of the current maximum remaining, and their Small forms persist between levels (as in the other 2D ''Super Mario'' titles), whereas in the original and ''All-Stars'' remaster, they always start each life and level in their Super forms with full health regardless of whether they were in their Small or Super forms upon completion of the previous level. An extra Mushroom was added to each level, raising the maximum hit points per level to five.
[[Mario]], [[Luigi]], [[Toad]], and [[Princess Peach|Peach]] now start the game and each life in their [[Small Mario|Small forms]] with only one hit point of the current maximum remaining, and their Small forms persist between levels (as in the other 2D ''Super Mario'' titles), whereas in the original and ''All-Stars'' remaster, they always start each life and level in their Super forms with full health regardless of whether they were in their Small or Super forms upon completion of the previous level. Also, a "Try Again" feature was added to the Pause Screen that allows the player to restart levels from the beginning in Small form.
**A "Try Again" feature was added to the Pause Screen that allows the player to restart levels from the beginning in Small form.
 
*The game can be saved at any time. It saves the current level, like the ''Super Mario All-Stars'' version of ''[[Super Mario Bros.: The Lost Levels]]'', as opposed to just the current world.
The controls of the characters have had slight changes made.
*While climbing vines, chains, or ladders, {{button|gba|A}} can be used to drop off at any point.
*{{button|gba|R}} can be used as an additional run button, but not a grab/throw button, making it possible to start running while holding an item.
*{{button|gba|L}} and {{button|gba|select}} can be used to pan the camera vertically and horizontally, respectively, though the latter button can only be used in vertical sections.
*Toad only runs faster if he's holding a normal-sized [[POW Block]] or [[Mushroom Block]].
*The game can be saved at any time. It saves the current level, like the ''Super Mario All-Stars'' version of ''[[Super Mario Bros.: The Lost Levels]]'', as opposed to just the current world.
The levels have had many updates to their designs, and many levels have had their objects relocated. Some features and items have been added or changed from the original, while others have had their functions slightly changed.
*An extra Mushroom was added to all levels except for 4-1, raising the maximum hit points per level to five.
*The placement of certain [[1-Up Mushroom]]s is changed, and there are also 1-Up Mushrooms sitting on the surface; these ones are usually contained within [[bubble]]s, which the player can pop with three hits.
*The boss order is slightly altered: a new enemy named [[Robirdo]], a robotic [[Birdo]], acts as the new boss of World 3; and the second [[Mouser]] battle is moved to World 6, where it replaces [[Tryclyde]]'s second battle.
*The boss order is slightly altered: a new enemy named [[Robirdo]], a robotic [[Birdo]], acts as the new boss of World 3; and the second [[Mouser]] battle is moved to World 6, where it replaces [[Tryclyde]]'s second battle.
*The controls are slightly different:
**While climbing vines or ladders, {{button|gba|A}} can be used to drop off at any point.
**{{button|gba|R}} can be used as an additional run button.
**{{button|gba|L}} and {{button|gba|select}} can be used to pan the camera vertically and horizontally, respectively, though the latter button can only be used in vertical sections.
*Toad only runs faster if he's holding a normal-sized [[POW Block]] or [[Mushroom Block]].
*In horizontal sections, the camera is usually panned ahead of the playable character, rather than centered.
*In horizontal sections, the camera is usually panned ahead of the playable character, rather than centered.
*After the game is beaten, a "[[Yoshi]] Challenge" mode is added; the player may revisit the levels to search for two [[Yoshi Egg]]s per stage, hidden in [[Subspace]] where they replace two of the [[Mushroom]]s, and is allowed to select any level to play regardless of whether or not they played them before beating the final boss.
*After the game is beaten, a "[[Yoshi]] Challenge" mode is added; the player may revisit the levels to search for two [[Yoshi Egg]]s per stage, hidden in [[Subspace]] where they replace two of the [[Mushroom]]s, and is allowed to select any level to play regardless of whether or not they played them before beating the final boss.
*An all-new [[Point|scoring system]] is introduced, similar to that used in the ''[[BS Super Mario USA]]'' Power Challenge; players get more points for making one thrown object hit lots of enemies, and are awarded an [[extra life]] if they hit enough foes.
*An all-new [[Point|scoring system]] is introduced, similar to that used in the ''[[BS Super Mario USA]]'' Power Challenge; players get more points for making one thrown object hit lots of enemies, and are awarded [[extra life|extra lives]] if they eliminate eight or more in a short time.
*This game features "giant" variants of vegetables, enemies, and POW Blocks, with enlarged sprites and larger areas of reach. The giant POW Blocks bounce around and shake enemies off the screen four times as opposed to just once.
*This game features "giant" variants of vegetables, enemies, and POW Blocks, with enlarged sprites and larger areas of reach. The giant POW Blocks bounce around and shake enemies off the screen four times as opposed to just once.
**[[Red Shell]]s are enlarged as well, and are now capable of bouncing off walls and hurting the player.
**[[Red Shell]]s are enlarged as well, and are now capable of bouncing off walls and hurting the player.
*[[Small heart|Hearts]] (here resized) appear much more frequently than in the original; they appear when two or more objects are involved in a collision, when giant enemies are thrown to the ground or beaten, when Red Shells defeat enemies, when [[Ostro]]s are beaten, simply floating in midair (mainly in boss rooms), and as special radishes that can be pulled up from the ground.  
*[[Small heart|Hearts]] (here resized) appear much more frequently than in the original; they appear when two or more objects are involved in a collision, when giant enemies are thrown to the ground or beaten, when Red Shells defeat enemies, when [[Ostro]]s are beaten, simply floating in midair (mainly in boss rooms), and as special radishes that can be pulled up from the ground.  
*Two new objects are introduced: the [[Hidden Item Container]], which gives the player either a Heart, a bomb, or a [[Super Star|Starman]] after being thrown; and the "[[Spark Chaser]]", located inside jars, which clears [[Spark]]s on the walls, ground, and ceiling.  
*Two new objects are introduced: the [[Hidden Item Container]], which gives the player either a Heart, a bomb, or a [[Super Star|Starman]] after being thrown; and the [[Spark Chaser]], located inside jars, which clears [[Spark]]s on the walls, ground, and ceiling.  
*Five red [[Ace Coin]]s are added to each level, which reward an extra life if all are collected in a single level playthrough.  
*Five red [[Ace Coin]]s are added to each level, which reward an extra life if all are collected in a single level playthrough.  
*The level intro screen is now preceded by a level chart (like that of ''Super Mario Bros. Deluxe''{{'}}s Challenge Mode) which shows what levels the player has cleared and how many total Ace Coins they have as a percentage (the Pause screen also has this total); when all five Ace Coins have been collected in a level, a star is added to the corresponding panel.
*[[Elevator Platform]]s are added to [[World 1-1 (Super Mario Bros. 2)|Worlds 1-1]] and [[World 1-3 (Super Mario Bros. 2)|1-3]], which spring from under hills to catapult the player to higher places.
*Large [[carrot]]s are added to [[World 1-1 (Super Mario Bros. 2)|Worlds 1-1]] and [[World 1-3 (Super Mario Bros. 2)|1-3]], which spring from under hills to catapult the player to higher places.
*The ribbons of red and green [[Birdo]]s are removable.
*The ribbons of red and green [[Birdo]]s are removable.
*Bombs are bouncier, taking longer to stop moving than in the original or ''All-Stars'' versions.
*Bombs are bouncier, taking longer to stop moving than in the original or ''All-Stars'' versions.
*Players can now bet more than one coin per spin in the [[Bonus Chance]] game to earn more extra lives (the coin amount used times the normal amount of lives gained). Lining up three "7" symbols now gives five extra lives, rather than ten.
*Players can now bet more than one coin per spin in the [[Bonus Chance]] game to earn more extra lives (the coin amount used times the normal amount of lives gained). Lining up three "7" symbols now gives five extra lives, rather than ten.
*Some enemies were made less threatening:
*New jars were added to levels; some incorporate Ferris wheel platforms with [[Shy Guy|Shyguy]]s riding them, and one in World 5-2 has a [[bouncing blade]] that expands and contracts.
**Generally, enemies do not respawn unless the player leaves and reenters the area.
**Some of these are jars that were previously inaccessible in prior versions, namely those in [[World 6-1 (Super Mario Bros. 2)|World 6-1]].
**[[Cobrat]] and [[Snifit]] bullets travel slower.
**A jar was added in [[World 2-2 (Super Mario Bros. 2)|World 2-2]] to prevent players from [[unwinnable state|softlocking]] themselves after digging through all the [[soft sand]] above them.
**[[Panser]]s shoot fireballs less frequently.
*Most glitches have been fixed, including the [[Magical Potion]] jump glitch. Thrown potions can no longer be jumped on in mid-air, preventing shortcuts such as the jump over the left wall at the start of [[World 6-3 (Super Mario Bros. 2)|World 6-3]].
**Running [[Ninji]]s don't turn around as quickly.
Some of the enemies are easier to beat compared to the original NES version.
**Swooping [[Beezo]]s charge forward above magic carpet-riding player characters.
*Generally, enemies do not respawn unless the player leaves and reenters the area.
**[[Phanto]]s are now beaten by [[Invincible Mario|invincibility]] alone, without the need of a [[Stop Watch]].
*[[Cobrat]] and [[Snifit]] bullets travel slower.
**If the player gets rid of a key, they cannot be hurt by the Phanto, as it flies towards the screen.
*[[Panser]]s shoot fireballs less frequently.
*Most glitches have been fixed.
*Running [[Ninji]]s don't turn around as quickly.
*Swooping [[Beezo]]s charge forward above magic carpet-riding player characters.
*[[Phanto]]s are now beaten by [[Invincible Mario|invincibility]] alone, without the need of a [[Stop Watch]].
*If the player gets rid of a key, they cannot be hurt by the Phanto, as it flies towards the screen.


====Audio changes====
====Audio changes====
*The entire soundtrack has its quality downgraded for the GBA's sound chip.
The entire soundtrack has its quality downgraded for the GBA's sound chip, and many of the tracks in the game have been altered or replaced to fit on the GBA.
*The original ''Super Mario Bros. 2'' title/story screen music is replaced by a new jazz arrangement of the underwater theme from ''[[Super Mario Bros.]]'' and ''[[Super Mario Bros.: The Lost Levels]]'' that is similar to ''[[Super Mario Bros. 3]]''{{'}}s title screen music from the ''All-Stars'' version.
*The original ''Super Mario Bros. 2'' title/story screen music is replaced by a new jazz arrangement of the underwater theme from ''[[Super Mario Bros.]]'' and ''[[Super Mario Bros.: The Lost Levels]]'' that is similar to ''[[Super Mario Bros. 3]]''{{'}}s title screen music from the ''All-Stars'' version.
*The Subspace music now has same length as the NES version, therefore most of parts from the ''All-Stars'' version and the original ''Super Mario Bros.'' are removed.
*The Subspace music now has same length as the NES version, therefore most of parts from the ''All-Stars'' version and the original ''Super Mario Bros.'' are removed.
*Digital voice acting is added for the four playable characters (who are given voice samples for such situations as being chosen, picking up items like Mushrooms or [[Crystal Ball]]s, gaining an extra life, clearing a level, and losing a life) and the bosses, who are given lines of dialogue for when they begin their respective battles and when they are defeated.
**An announcer also shouts "Choose a player!" at the character select screen.
*Some sounds from the ''All-Stars'' version, like the "enemy pickup" sound and Autobombs' "flame shot" sound, are removed or replaced.
**Mouser's "bomb throw" sound, Tryclyde and Fryguy's "fireball spit" sound, and Clawgrip's "rock throw" sound are all changed to Birdo's "egg spit" sound.
**The "enemy hit" sound is replaced by its ''[[Super Mario World]]'' counterpart, and like in that game, it increases in pitch during a point chain until [[Extra Life|extra lives]] are earned, at which point the aforementioned sound returns (though only for lives gained by [[Invincible Mario|invincibility]] or shells).
*The drumroll that starts when two of the same picture are lined up in the Bonus Chance minigame now loops until the third slot stops.
*Whenever the player enters a boss room, a new foreboding track plays, switching to the boss theme once the battle begins.
*Whenever the player enters a boss room, a new foreboding track plays, switching to the boss theme once the battle begins.
*The final levels of Worlds 2 through 5 use the boss theme for the rooms immediately preceding the bosses' arenas (as in the NES version).  
*The final levels of Worlds 2 through 5 use the boss theme for the rooms immediately preceding the bosses' arenas (as in the NES version).  
*[[World 4-2 (Super Mario Bros. 2)|World 4-2]] now plays the ground theme in its first room (as in the NES version), even though the underground background wasn't changed.
*[[World 4-2 (Super Mario Bros. 2)|World 4-2]] now plays the ground theme in its first room (as in the NES version), even though the underground background was not changed.
*Jar interiors have new music, instead of the underground theme.
Digital voice acting is added for the four playable characters (who are given voice samples for such situations as being chosen, picking up items like Mushrooms or [[Crystal Ball]]s, gaining an extra life, clearing a level, and losing a life) and the bosses, who are given lines of dialogue for when they begin their respective battles and when they are defeated. An announcer also shouts "Choose a player!" at the character select screen.
 
Some of the game's sound effects have been altered to fit the GBA's hardware.
*Mouser's "bomb throw" sound, Tryclyde and Fryguy's "fireball spit" sound, and Clawgrip's "rock throw" sound are all changed to Birdo's "egg spit" sound.
*The "enemy hit" sound is replaced by its ''[[Super Mario World]]'' counterpart, and like that game, it increases in pitch during a point chain until [[Extra Life|extra lives]] are earned, at which point the ''All-Stars'' sound returns (though only for lives gained by shells). However, this does not occur for enemies defeated by [[Invincible Mario|invincibility]].
*The drumroll that starts when two of the same picture are lined up in the Bonus Chance minigame now loops until the third slot stops.
*A chime is added to announce [[Super Star|Starmen]].
*A chime is added to announce [[Super Star|Starmen]].
*Jar interiors have new music, instead of the underground theme.
*Phantos now make the same noises as the larger [[Phanto]] in the background of the key rooms as they move around.
*Phantos now make the same noises as the larger [[Phanto]] in the background of the key rooms as they move around.
**The [[Mask Gate]] in [[World 7-2 (Super Mario Bros. 2)|World 7-2]] also makes this sound as it turns around.
**The [[Mask Gate]] in [[World 7-2 (Super Mario Bros. 2)|World 7-2]] also makes this sound as it turns around.
====Level design changes====
*Nearly all levels have extra items and enemies added to them, and some (like World 1-1) also undergo minor design alterations.
*The placement of certain [[1-Up Mushroom]]s is changed, and there are also 1-Up Mushrooms sitting on the surface; these ones are usually contained within [[bubble]]s, which the player can pop with three hits.
**Other items and enemies have also been relocated or replaced throughout the game.
*New jars were added to levels; some incorporate Ferris wheel platforms with [[Shy Guy|Shyguy]]s riding them, and one in World 5-2 has a [[bouncing blade]] that expands and contracts.
**Some of these are jars that were previously inaccessible in prior versions, namely those in [[World 6-1 (Super Mario Bros. 2)|World 6-1]].


===''Mario Bros.'' remake===
===''Mario Bros.'' remake===
The game features a ''[[Mario Bros. (game)|Mario Bros.]]'' remake that carries over into the other ''Advance'' games and the RPG ''[[Mario & Luigi: Superstar Saga]]''. The remake features a "Classic Mode" based on the original game's co-op mode, and a "Battle Mode" similar to that used in the ''All-Stars'' remake of ''[[Super Mario Bros. 3]]''. Changes to the original game come in the form of enhanced graphics, the addition of music where it was originally absent, an extra POW Block in every stage, the addition of the Power Squat Jump, and the replacement of [[Shellcreeper]]s with [[Spiny|Spinies]].
The game features a [[Mario Bros. (Game Boy Advance)|''Mario Bros.'' remake]] also present in the other ''Advance'' games, as well as ''[[Mario & Luigi: Superstar Saga]]''. The remake features a "Classic Mode" based on the original game's co-op mode, and a "Battle Mode" similar to that used in the ''All-Stars'' remake of ''[[Super Mario Bros. 3]]''. Changes to the original game come in the form of enhanced graphics, the addition of music where it was originally absent, an extra POW Block in every stage, the addition of the Power Squat Jump, and the replacement of [[Shellcreeper]]s with [[Spiny|Spinies]].
{{br|left}}
{{br|left}}


==Development==
==Development==
''Super Mario Advance'' was developed due to the success of ''[[Super Mario Bros. Deluxe]]'' for the [[Game Boy Color]] in 1999.<ref name="Nintendo jp">[http://www.nintendo.co.jp/nom/0103/031/index.html Interview on Nintendo's Japanese website], ''Nintendo''. Retrieved March 30 2015 (partial translation available [http://www.marioboards.com/index.php?topic=28694.msg1695195#msg1695195 here])</ref> Despite the use of most graphical and audio assets from the ''All-Stars'' remaster, the game was coded from scratch; new sprites and audio cues were created because their existing counterparts were "not good enough". The development team purposefully decided to add "large" versions of enemies and increase the number of enemies on-screen as a means of highlighting the Game Boy Advance's processing power.<ref name="Nintendo jp"></ref> The ''[[Mario Bros. (game)|Mario Bros.]]'' remake was initially a separate project designed to experiment with the Game Boy Advance's link cable feature, but it was eventually decided to include it as an extra.<ref name="Nintendo jp"></ref>
''Super Mario Advance'' was developed due to the success of ''[[Super Mario Bros. Deluxe]]'' for the [[Game Boy Color]] in 1999,<ref name="Nintendo jp">{{cite|deadlink=y|archive=web.archive.org/web/20021208222825/http://www.nintendo.co.jp/nom/0103/031/index.html|title=3.開発者インタビュー『スーパーマリオアドバンス』|language=ja|publisher=Nintendo|accessdate=June 28, 2024}}</ref> and had the tentative names ''Super Mario USA: Advance'' for the Japanese market and ''Super Mario Bros. Deluxe 2'' or ''Super Mario Bros. 2 Deluxe'' for the international market.<ref>{{cite|author=Marionova64|language=en|date=July 30, 2020|url=x.com/Marionova64/status/1288818364132057093|title=''Super Mario Advance'' Unused Title Screen Voicelines|publisher=Twitter|accessdate=August 6, 2020}}</ref> Despite the use of most graphical and audio assets from the ''All-Stars'' remaster, the game was coded from scratch; new sprites and audio cues were created because their existing counterparts were "not good enough". The development team purposefully decided to add "large" versions of enemies and increase the number of enemies on-screen as a means of highlighting the Game Boy Advance's processing power.<ref name="Nintendo jp"></ref> The [[Mario Bros. (Game Boy Advance)|''Mario Bros.'' remake]] was initially a separate project designed to experiment with four players, but it was eventually decided to include it as an extra.<ref name="Nintendo jp"></ref>
 
The [[List of Super Mario Advance staff|main staff]] for this game includes directors [[Satoru Iwata]] and Toshiaki Suzuki, producer Masayuki Uemura, and assistant director Hiroaki Sakagami.


==Reception==
==Reception==
''Super Mario Advance'' received generally positive reviews, garnering an aggregate score of 84% on {{wp|Metacritic}}.<ref>[http://www.metacritic.com/games/platforms/gba/supermarioadvance?q=super%20mario%20bros%202 Super Mario Advance (gba) reviews]. Metacritic.com. June 11, 2001. Retrieved July 20, 2009.</ref> When {{wp|GameSpot}} reviewed the game, it thought that ''Super Mario Bros. 3'' or ''[[Super Mario World]]'' would have been a better choice for a launch game considering their respective popularity;<ref>[http://www.gamespot.com/gba/action/supermarioadvance/review.html Super Mario Advance for the Game Boy Advance review]. GameSpot. Retrieved 2010-02-26.</ref> both titles were eventually also remade as part of the ''Super Mario Advance'' series. Conversely, {{wp|IGN}} praised the choice, calling it "one of the most polished and creative platformers of the era".<ref>[http://gameboy.ign.com/articles/165/165853p1.html Super Mario Bros. 2: Super Mario Advance - Game Boy Advance Review]. IGN. Retrieved 2010-02-26.</ref>
''Super Mario Advance'' received generally positive reviews, garnering an aggregate score of 84% on {{wp|Metacritic}}.<ref>{{cite|url=www.metacritic.com/game/super-mario-advance|title=''Super Mario Advance''|publisher=Metacritic|language=en-us|accessdate=June 28, 2024}}</ref> When {{wp|GameSpot}} reviewed the game, it thought that ''Super Mario Bros. 3'' or ''[[Super Mario World]]'' would have been a better choice for a launch game considering their respective popularity;<ref>{{cite|author=Ahmed, Shahed|date=June 5, 2001|language=en|url=www.gamespot.com/reviews/super-mario-advance-review/1900-2769417|title=''Super Mario Advance'' Review|publisher=GameSpot|accessdate=June 28, 2024}}</ref> both titles were eventually also remade as part of the ''[[Super Mario Advance (series)|Super Mario Advance]]'' series. Conversely, {{wp|IGN}} praised the choice, calling it "one of the most polished and creative platformers of the era".<ref>{{cite|author=Nix|date=June 14, 2001|url=www.ign.com/articles/2001/06/14/super-mario-advance|title=''Super Mario Advance''|publisher=IGN|accessdate=June 28, 2024|language=en}}</ref>
 
{| class="wikitable reviews"
{|class="wikitable review_template" cellpadding="4" style="width:100%; text-align:center; border:2px solid black; margin-bottom:5px"
!colspan="4"style="font-size:120%; text-align: center; background-color:silver"|Reviews
!colspan="4" style="font-size:120%; text-align: center; background-color:silver"|Reviews
|-style="background-color:#E6E6E6"
|-style="background-color:#E6E6E6"
|Release
|Release
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|Comment
|Comment
|-
|-
|Game Boy Advance
|[[Game Boy Advance]]
|Craig "Talon" Wessel, [https://web.archive.org/web/20020202220746/http://www.gamespy.com/reviews/january02/supermarioadvancegba/ Gamespy]
|Craig "Talon" Wessel, [https://web.archive.org/web/20020202220746/http://www.gamespy.com/reviews/january02/supermarioadvancegba/ Gamespy]
|90/100
|90/100
Line 157: Line 156:
|Shahed Ahmed, [https://www.gamespot.com/reviews/super-mario-advance-review/1900-2769417/ GameSpot]
|Shahed Ahmed, [https://www.gamespot.com/reviews/super-mario-advance-review/1900-2769417/ GameSpot]
|8.2/10
|8.2/10
|align="left"|"''Those interested in single-player platformer gameplay, albeit with relatively loose controls, will find Super Mario Bros. 2 both unique and highly challenging, while those looking to link up their GBAs and taking part in multiplayer action will crave the lively, fast-paced gameplay in Mario Bros. The fact that Nintendo decided against packing the GBA game with added features, as in Super Mario DX for the GBC, is disappointing, but Super Mario Advance deserves a close look among the crowded crop of software for the handheld, if for its multiplayer mode alone.''"
|align="left"|"''Those interested in single-player platformer gameplay, albeit with relatively loose controls, will find Super Mario Bros. 2 both unique and highly challenging, while those looking to link up their GBAs and taking part in multiplayer action will crave the lively, fast-paced gameplay in Mario Bros. The fact that Nintendo decided against packing the GBA game with added features, as in Super Mario DX for the [[Game Boy Color|GBC]], is disappointing, but Super Mario Advance deserves a close look among the crowded crop of software for the handheld, if for its multiplayer mode alone.''"
|-
|-
|Game Boy Advance
|Game Boy Advance
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|align="left"|"''If you do pick up Super Mario Advance, I can pretty much promise you won't regret it for a second. It's probably the most immediately satisfying game on the Game Boy Advance right now... until, of course, the next Mario adventure.''"
|align="left"|"''If you do pick up Super Mario Advance, I can pretty much promise you won't regret it for a second. It's probably the most immediately satisfying game on the Game Boy Advance right now... until, of course, the next Mario adventure.''"
|-
|-
!colspan="4" style="background-color:silver; font-size:120%; text-align: center;"|Aggregators
!colspan="4"style="background-color:silver; font-size:120%; text-align: center;"|Aggregators
|-style="background-color:#E6E6E6"
|-style="background-color:#E6E6E6"
|colspan=2|Compiler
|colspan=2|Compiler
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|}
|}
{{br}}
{{br}}
==References to and in other games==
For references also present in the original game, see [[Super Mario Bros. 2#References to other games|here]].
*''[[Mario Bros. (game)|Mario Bros.]]'': Clawgrip is revealed to be a [[Sidestepper]]. A remake of this game is included.
*''[[WarioWare: D.I.Y. Showcase]]'': One of [[18-Volt]]'s [[Mario Adv.|microgame]]s is directly based on ''Super Mario Advance''.


==Pre-release and unused content==
==Pre-release and unused content==
{{main|List of Super Mario Advance pre-release and unused content}}
{{main|List of Super Mario Advance pre-release and unused content}}
The game's graphics data contains smaller versions of the slot machine icons and two unused [[Vegetable]]s, which also went unused in ''[[Super Mario All-Stars]]''. A mouse, possibly intended for [[Mouser]]'s boss intro with a blue Cobrat, possibly intended for [[Tryclyde]]'s boss intro were also found in the game's data. Also, an early screenshot of the game, shown on a GBA on the cover of ''[[Nintendo Power]]'' Issue #143, shows one of the two "hills at night" backgrounds brightened like all the others; in the final game, these retain their original color palette.
 
==Staff==
{{main|List of Super Mario Advance staff}}
The game includes director Toshiaki Suzuki, producer Masayuki Uemura, and assistant director Hiroaki Sakagami. The team was supervised by [[Takashi Tezuka]], [[Toshihiko Nakago]], and [[Kensuke Tanabe]], respectively the motion designer, lead programmer, and director of the original NES game.


==Glitches==
==Glitches==
{{main|List of Super Mario Advance glitches}}
{{main|List of Super Mario Advance glitches}}
* When playing [[World 2-2 (Super Mario Bros. 2)|World 2-2]], [[World 3-1 (Super Mario Bros. 2)|World 3-1]], or [[World 6-3 (Super Mario Bros. 2)|World 6-3]] as [[Luigi]], the player can pick up a Spark Chaser out of its jar, hitting a Spark at the top and trying to get to one side or the other in the process; once the player leaves the jar, the Spark Chaser becomes a Yoshi Egg, with no change in behavior.
===Floating Pokey===
*In [[World 2-3 (Super Mario Bros. 2)|World 2-3]], if the player does a [[Power Squat Jump]] to the ceiling in the digging area with the [[Key]] in hand, their character can get stuck in the wall.
In [[World 6-1 (Super Mario Bros. 2)|World 6-1]], if the player navigates the [[Pokey]] off of the ledge, it will float in midair, with no change in behavior. The player can navigate the Pokey back onto the ledge.
*In [[Fryguy]]'s boss fight area, if the player slides underneath one of the Flying Mushroom Blocks and releases the down button the character's body will be stuck inside the block; the player can get out of it by sliding again.
*In [[World 5-1 (Super Mario Bros. 2)|World 5-1]], if the player jumps on the rightmost log, jumps on top of the wall to the right, picks up the first mushroom block and throws it right before landing, the block will float in mid-air.
*In [[World 6-1 (Super Mario Bros. 2)|World 6-1]], if the player navigates the [[Pokey]] off of the ledge, it will float in mid air, with no change in behavior. The player can navigate the Pokey back onto the ledge.


==Gallery==
==Gallery==
{{main-gallery}}
<gallery>
<gallery>
SMA Art - Mario.png|Artwork of [[Mario]] as seen on the box
SMA Art - Mario.png|Artwork of [[Mario]] as seen on the box
SMA Prima Guide.jpg|[[Prima Games]] official guide
SMA Prima Guide.jpg|[[Prima Games]] official guide
Super Mario Advance logo.png|International logo
Super Mario Advance logo.png|International logo
LogoChinese_SMAdvance.png|Chinese logo
LogoChinese SMAdvance.png|Chinese logo
SMA Japanese Box Art.png|Japanese game cover
SMA Japanese Box Art.png|Japanese game cover
SMA PC Cover.jpg|[[Player's Choice]]
SMA PC Cover.jpg|[[Player's Choice]]
Line 205: Line 200:
SMA Mario Bros.png|The title screen for the ''Mario Bros.'' remake, featuring Mario and Luigi with the enemies they encounter in-game
SMA Mario Bros.png|The title screen for the ''Mario Bros.'' remake, featuring Mario and Luigi with the enemies they encounter in-game
</gallery>
</gallery>
==Trivia==
*This is the only ''Super Mario Advance'' game to not feature a prologue cutscene in the game that depicts the story in the user's manual (Not counting ''Super Mario Advance 3'', due to ''Yoshi's Island'' already having an opening prologue in the original version).
**This distinction is shared with the Game Boy Advance remake of ''[[Donkey Kong Country 3: Dixie Kong's Double Trouble!]]''
**It is also the only ''Super Mario Advance'' game to not feature the original game's opening when selecting the game.
**It is the only ''Super Mario Advance'' game to, when selecting the main game, have the chorus declare the title in full (in all later games, the chorus cuts off just after they say "Super Mario").


==Media==
==Media==
{{more media|section=yes}}
{{main-media}}
{{media table
{{media table
|type1=audio
|file1=SMA Title Theme.oga
|name1=SMA Overworld Theme
|title1=Title Theme
|pipe1=Overworld Theme
|length1=0:30
|length1=0:30
|file2=SMA Overworld Theme.oga
|title2=Overworld Theme
|length2=0:30
|file3=SMA Jar Theme.oga
|title3=Jar Theme
|length3=0:30
|file4=SMA MB Title Theme.oga
|title4=''Mario Bros.'' Title Theme
|length4=0:30
}}
==References to other games==
*''[[Mario Bros. (game)|Mario Bros.]]'': Clawgrip is depicted as a [[Sidestepper]]. A remake of this game is included.
==References in later games==
*''[[Mario & Luigi: Superstar Saga]]'': One of Birdo's lines, "This is as far as you go!", is used in her boss encounter in this game: "You may have defeated my [[Popple|darling]], but that's as far as you go!"
*''[[WarioWare: D.I.Y. Showcase]]'': One of [[18-Volt]]'s [[Mario Adv.|microgame]]s is directly based on ''Super Mario Advance''.
==Names in other languages==
{{foreign names
|Jap=スーパーマリオアドバンス
|JapR=Sūpā Mario Adobansu
|JapM=Super Mario Advance
|ChiS=超级马力欧2
|ChiSN=iQue
|ChiSR=Chāojí Mǎlìōu Èr
|ChiSM=Super Mario 2
|ChiT=超級瑪利歐ADVANCE
|ChiTR=Chāojí Mǎlìōu ADVANCE
|ChiTM=Super Mario Advance
}}
}}
==Trivia==
*In the intro of this game, a portion of the screen is light while the borders are darkened, which remains that way until the characters are positioned above the grass to pick them up, where the darkened parts are brightened. The resolution of the bright portion is the same resolution as the Game Boy, at 160 x 144 pixels.
*This game has several differences from the later games in the ''Super Mario Advance'' series.
**It is the only game to have an international logo that matches the Japanese logo. In international markets, the other three games reduce ''Super Mario Advance [number]'' to a smaller-sized subtitle and incorporate the titles and logos of their respective originals.
**It is the only game to not feature a prologue cutscene that depicts the story from the game's manual (or its original opening cutscene in the case of ''Super Mario Advance 3'').
***This distinction is shared with the [[Donkey Kong Country 3 (Game Boy Advance)|Game Boy Advance remake]] of ''[[Donkey Kong Country 3: Dixie Kong's Double Trouble!]]''
**It is the only game to not feature the original game's opening when selecting the game.
**It is the only game to, when selecting the main game, have the chorus (consisting of all playable characters) declare the title in full (in the second and fourth games, the chorus is truncated to just "Super Mario," preceded by Mario only saying "Here we go!", and in ''Super Mario Advance 3'', due to the main game being ''[[Super Mario World 2: Yoshi's Island]]'', it is replaced with a shout of "[[Yoshi]]!").
**It is the only game to not have French, German, and Spanish translations, possibly due to not having any amount of screen text substantial enough to warrant such translations.
*Unlike the majority of Nintendo-published games of the era, the instruction booklet's copyright page does not have the [[Official Nintendo Seal|Official Nintendo Seal of Quality]] in its normal certificate text box, even though the manual for the GBA system does use the seal's box in its design from {{wp|Fifth generation of video game consoles|the previous hardware generation}}. Instead, the seal is presented with small text below it, as it would be in a third-party game's manual. An updated design for the seal's text box was introduced with ''[[Mario Kart: Super Circuit]]'', the following first-party GBA title.


==References==
==References==
<references/>
<references/>
==External links==
{{NIWA|NWiki=1|StrategyWiki=1}}
{{TCRF}}
*[https://www.nintendo.co.jp/n08/amaj/index.html Official Japanese website]
*[https://web.archive.org/web/20010623095755/http://www.gameboy.com/supermarioadvance/ Official American English website] <small>(Internet Archive: Wayback Machine)</small>
{{SMB2}}
{{SMB2}}
{{MarioGames}}
{{Super Mario games}}
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{{GBA}}
{{Virtual Console}}
{{NSO}}
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Latest revision as of 13:59, November 29, 2024

This article is about the Game Boy Advance remake of Super Mario Bros. 2. For the Super Mario Advance series as a whole, see Super Mario Advance (series). For the Choose Your Own Adventure book based on this game, see Super Mario Advance (book).
"SMA" redirects here. For Super Mario Adventures, the Nintendo Power comic, see Super Mario Adventures.
Super Mario Advance
North American box art for Super Mario Advance
North American box art
For alternate box art, see the game's gallery.
Developer Nintendo R&D2
Publisher Nintendo
Platform(s) Game Boy Advance
Virtual Console (Wii U)
Game Boy Advance - Nintendo Switch Online
Release date Game Boy Advance:
Japan March 21, 2001[1]
USA June 11, 2001[?]
Europe June 22, 2001[?]
Australia June 22, 2001[?]
China June 8, 2004 (iQue)[2]
Player's Choice:
USA April 2, 2006[3]
Virtual Console (Wii U):
Japan July 16, 2014[?]
USA November 6, 2014[?]
Europe March 10, 2016[4]
Australia March 11, 2016[?]
Game Boy Advance - Nintendo Switch Online:
USA May 25, 2023[5]
Japan May 26, 2023[6]
Europe May 26, 2023[7]
Australia May 26, 2023[8]
HK May 26, 2023[9]
Language(s) English (United States)
Japanese
Simplified Chinese
Genre 2D platformer
Rating(s)
ESRB:E - Everyone
ELSPA:3+ - Three years and older
CERO:A - All ages
USK:0 - All ages
Mode(s) Single player
Format
Wii U:
Digital download
Nintendo Switch:
Digital download
Game Boy Advance:
Game Pak
Input
Wii U:
Wii Remote (horizontal)
Nintendo Switch:
Joy-Con (horizontal)
Game Boy Advance:
Serial code(s) Japan AGB-AMAJ-JPN
USA AGB-AMAE-USA
Europe AGB-AMAP-EUR
Europe AGB-AMAP-EUR-1 (Later release)
Australia AGB-AMAP-AUS
China AGB-AMAC-CHN

Super Mario Advance is a remake of Super Mario Bros. 2 developed by Nintendo Research & Development 2 as a launch title for the Game Boy Advance, released in Japan in March 2001 and in North America and Europe in June of the same year. It is based on the Super Mario All-Stars remaster, and also contains a remake of the original Mario Bros. arcade game. Super Mario Advance includes many new features, gameplay mechanic changes, graphical and audio enhancements, and stylistic and aesthetic alterations from the All-Stars edition, with the most significant changes being the addition of the enemy Robirdo, a robotic Birdo, replacing Mouser as the boss of World 3; the addition of the "Yoshi Challenge," in which players may revisit stages to search for Yoshi Eggs; a new point-scoring system; multiple hit combos; enlarged sprites; and digital voice acting.

The game was rereleased on the Wii U's Virtual Console in Japan on July 16, 2014; in North America on November 6 of the same year; and in Europe and Australia in March 2016. It was later rereleased on the Nintendo Switch's Game Boy Advance - Nintendo Switch Online service in May 2023.

Story[edit]

The story is the same as in the original release of Super Mario Bros. 2, written in the North American manual as follows:[10]

One night, Mario had a mysterious dream. He dreamed he was climbing a long stairway that led up and up to a closed door. When he reached the top and opened the door, he found himself gazing out at a world he had never seen, stretching out to the horizon. Then he heard a voice say, “This is Subcon, the land of dreams. The evil toad, Wart, has used his magic to lay a curse upon the land. Please defeat Wart and free us from his spell. Oh - and remember that Wart hates vegetables. Hurry! We need your help!” And then a bolt of lightning suddenly split the sky, and Mario woke up to find himself on the floor. He had fallen out of bed!

A few days later, Mario and his friends hiked to some nearby mountains for a picnic. Upon reaching their picnic spot, they looked around and found a small cave. When they entered the cave, they were amazed to discover the land Mario had seen in his dream stretching out before them.

List of changes[edit]

Changes to Super Mario Bros. 2 from the previous editions[edit]

Graphical changes[edit]

The developers reduced the display resolution to fit better on the GBA screen, and brightened most of the original color palettes to combat the handheld's lack of a backlight.[11] In the process, Subspace lost its Super Mario All-Stars dark blue tint, and is now only slightly darker than Subcon. Additionally, many sprites are stretched, shrunk, recolored, and rotated, due to the GBA's technical powers.

  • Pidgits and their carpets, Hoopsters, and Autobombs were recolored purple, red, yellow, and gray, respectively; and there are no red Beezos, only yellow.
  • Bombs and Bob-ombs now pulsate when they're about to explode; explosions also do so.
  • Enemies now rotate when thrown.
  • Birdo's eggs now rotate upon hitting a wall.
  • Cherries and Hearts rotate and shrink when collected; the former poofs away, while the latter enlarges and floats to the Health Meter afterwards if it is not full. Also, Hearts are bigger, and now pulsate as they float.
  • Trouters enlarge as they reach the peak of their jumps and shrink while falling back down.
  • The "1UP" sprite is redesigned, and it now gets bigger before exploding into particles.
  • Phantos use a larger sprite, which appears shrunk down to the original sprite's size in most cases; they appear in full size when they exit the screen upon the player's throwing the key or losing a life. The original Phanto graphic is used for the lifeless ones.
  • Luigi's overalls (which were purple in All-Stars) and Toad's vest (which was blue) swapped colors.
  • Toad's cap spots were edited to match his kind's modern appearance, though this does not apply to the sprite in the cast list.
  • Front- and back-view "door entry" sprites, backflipping sprites for the Power Squat Jump, and skidding sprites were added for the player characters. Their throwing sprites (which were only used in midair in the All-Stars version) are used again when standing on ground.
  • A "static" effect appears when the player touches a Spark.
  • Characters, items, and enemies fall in front of the water in World 4, as in the NES version.

Along with the character and enemy sprites, many of the scenes and background have also been updated, altered, or modified for the GBA's hardware. While some have been small graphical updates, others added/removed major things to/from the game.

  • The Super Mario Bros. 2 title/story screen is removed. Instead, there is a brand new introduction sequence, which appears as soon as the player turns on the game.
    • Because of this, the explanation of the story is confined to the manual. In the original game, it had been seen by waiting on the title screen.
    • The old title screen's design is retained on the Bonus Chance, Subspace Warp, and Game Over screens. However, the character and item sprites on the bottom are now gold, like the border, and the black background now fades to blue on the bottom.
  • The level intro screen is now preceded by a level chart (like that of Super Mario Bros. Deluxe's Challenge Mode) which shows what levels the player has cleared and how many total Ace Coins they have as a percentage (the Pause screen also has this total); when all five Ace Coins have been collected and the level is cleared, a star is added to the corresponding panel.
  • The character select screen is changed to a three-dimensional circular screen similar to that used for the Tag Barrels in Donkey Kong 64. Additionally, it now displays "Choose a Player" instead of "Please Select Player."
  • The slots on the Bonus Chance screen are now shaded to look more 3D.
  • The background does not flash during explosions, likely to avoid risk of epileptic seizures.
  • The "Contributor" screen only shows the lower half of the original screen, alongside shorter windows.
  • If the player does not get any coins before clearing a level, "No Bonus" appears on the Bonus Chance screen alongside everything else without flashing.
  • Fryguy and Clawgrip have cutscenes before their fights showing their original forms (respectively, his mask and a normal Sidestepper) being transformed by four giant bubbles into their boss forms.
  • In levels, a full HUD is shown on the top of the screen (as in most other 2D Super Mario games), displaying the player's current world and level, lives (with character symbols similar to those in Super Mario Bros. 3), Ace Coins, Yoshi Eggs (in Yoshi Challenge mode only), and score, alongside the Health Meter.
    • Due to this change, the current world and level and the player's extra lives are no longer shown on the Pause screen.
  • Jar interiors have new colorful backgrounds, with a black background outside the jar walls and floor.
  • The sky in the background of the corked jar room now scrolls, and the row of stained glass near the top of the room is now centered.
  • On the cast list screen, the black border is absent, and the view is widened (due to the GBA's resolution).
  • In the cast list, Robirdo is added between Clawgrip and Tryclyde, and like Birdo's sprite, it too lacks its bow.

Textual changes[edit]

Princess Toadstool is now referred to as "Peach" (her original Japanese name and the current universal standard, as introduced to Western territories in Yoshi's Safari and re-introduced and popularized by Super Mario 64 onwards) as opposed to just simply "Princess". Toad is now referred to as "Kinopio", his original Japanese name in that country's version. The Ostro/Birdo mix-up is corrected in the cast list, in addition to misspellings in the international version.

Additionally, some text on the screens has also been changed.

  • On the Pause and Game Over screens, the "&" symbols in "Save & Quit" and "Save & Continue" became "and". The former screen is now headed with "PAUSE".
  • The player's score is displayed on the level intro screen and both it and the current level are displayed on the Game Over screen.
    • On the latter screen, the options from the All-Stars version do not appear until A Button or Start Button is pressed.
  • The stats of each character are shown on the character select screen.
  • "COURSE CLEAR!" (using the same font as in the All-Stars version of Super Mario Bros. 3) is now displayed upon clearing a level.
  • On the Contributor screen, the character used the most times is declared the "MVP" rather than the "Contributor," and the number of times each character was used does not appear until after Wart passes across the screen.

Gameplay changes[edit]

Mario, Luigi, Toad, and Peach now start the game and each life in their Small forms with only one hit point of the current maximum remaining, and their Small forms persist between levels (as in the other 2D Super Mario titles), whereas in the original and All-Stars remaster, they always start each life and level in their Super forms with full health regardless of whether they were in their Small or Super forms upon completion of the previous level. Also, a "Try Again" feature was added to the Pause Screen that allows the player to restart levels from the beginning in Small form.

The controls of the characters have had slight changes made.

  • While climbing vines, chains, or ladders, A Button can be used to drop off at any point.
  • R Button can be used as an additional run button, but not a grab/throw button, making it possible to start running while holding an item.
  • L Button and Select Button can be used to pan the camera vertically and horizontally, respectively, though the latter button can only be used in vertical sections.
  • Toad only runs faster if he's holding a normal-sized POW Block or Mushroom Block.
  • The game can be saved at any time. It saves the current level, like the Super Mario All-Stars version of Super Mario Bros.: The Lost Levels, as opposed to just the current world.

The levels have had many updates to their designs, and many levels have had their objects relocated. Some features and items have been added or changed from the original, while others have had their functions slightly changed.

  • An extra Mushroom was added to all levels except for 4-1, raising the maximum hit points per level to five.
  • The placement of certain 1-Up Mushrooms is changed, and there are also 1-Up Mushrooms sitting on the surface; these ones are usually contained within bubbles, which the player can pop with three hits.
  • The boss order is slightly altered: a new enemy named Robirdo, a robotic Birdo, acts as the new boss of World 3; and the second Mouser battle is moved to World 6, where it replaces Tryclyde's second battle.
  • In horizontal sections, the camera is usually panned ahead of the playable character, rather than centered.
  • After the game is beaten, a "Yoshi Challenge" mode is added; the player may revisit the levels to search for two Yoshi Eggs per stage, hidden in Subspace where they replace two of the Mushrooms, and is allowed to select any level to play regardless of whether or not they played them before beating the final boss.
  • An all-new scoring system is introduced, similar to that used in the BS Super Mario USA Power Challenge; players get more points for making one thrown object hit lots of enemies, and are awarded extra lives if they eliminate eight or more in a short time.
  • This game features "giant" variants of vegetables, enemies, and POW Blocks, with enlarged sprites and larger areas of reach. The giant POW Blocks bounce around and shake enemies off the screen four times as opposed to just once.
    • Red Shells are enlarged as well, and are now capable of bouncing off walls and hurting the player.
  • Hearts (here resized) appear much more frequently than in the original; they appear when two or more objects are involved in a collision, when giant enemies are thrown to the ground or beaten, when Red Shells defeat enemies, when Ostros are beaten, simply floating in midair (mainly in boss rooms), and as special radishes that can be pulled up from the ground.
  • Two new objects are introduced: the Hidden Item Container, which gives the player either a Heart, a bomb, or a Starman after being thrown; and the Spark Chaser, located inside jars, which clears Sparks on the walls, ground, and ceiling.
  • Five red Ace Coins are added to each level, which reward an extra life if all are collected in a single level playthrough.
  • Elevator Platforms are added to Worlds 1-1 and 1-3, which spring from under hills to catapult the player to higher places.
  • The ribbons of red and green Birdos are removable.
  • Bombs are bouncier, taking longer to stop moving than in the original or All-Stars versions.
  • Players can now bet more than one coin per spin in the Bonus Chance game to earn more extra lives (the coin amount used times the normal amount of lives gained). Lining up three "7" symbols now gives five extra lives, rather than ten.
  • New jars were added to levels; some incorporate Ferris wheel platforms with Shyguys riding them, and one in World 5-2 has a bouncing blade that expands and contracts.
    • Some of these are jars that were previously inaccessible in prior versions, namely those in World 6-1.
    • A jar was added in World 2-2 to prevent players from softlocking themselves after digging through all the soft sand above them.
  • Most glitches have been fixed, including the Magical Potion jump glitch. Thrown potions can no longer be jumped on in mid-air, preventing shortcuts such as the jump over the left wall at the start of World 6-3.

Some of the enemies are easier to beat compared to the original NES version.

  • Generally, enemies do not respawn unless the player leaves and reenters the area.
  • Cobrat and Snifit bullets travel slower.
  • Pansers shoot fireballs less frequently.
  • Running Ninjis don't turn around as quickly.
  • Swooping Beezos charge forward above magic carpet-riding player characters.
  • Phantos are now beaten by invincibility alone, without the need of a Stop Watch.
  • If the player gets rid of a key, they cannot be hurt by the Phanto, as it flies towards the screen.

Audio changes[edit]

The entire soundtrack has its quality downgraded for the GBA's sound chip, and many of the tracks in the game have been altered or replaced to fit on the GBA.

  • The original Super Mario Bros. 2 title/story screen music is replaced by a new jazz arrangement of the underwater theme from Super Mario Bros. and Super Mario Bros.: The Lost Levels that is similar to Super Mario Bros. 3's title screen music from the All-Stars version.
  • The Subspace music now has same length as the NES version, therefore most of parts from the All-Stars version and the original Super Mario Bros. are removed.
  • Whenever the player enters a boss room, a new foreboding track plays, switching to the boss theme once the battle begins.
  • The final levels of Worlds 2 through 5 use the boss theme for the rooms immediately preceding the bosses' arenas (as in the NES version).
  • World 4-2 now plays the ground theme in its first room (as in the NES version), even though the underground background was not changed.
  • Jar interiors have new music, instead of the underground theme.

Digital voice acting is added for the four playable characters (who are given voice samples for such situations as being chosen, picking up items like Mushrooms or Crystal Balls, gaining an extra life, clearing a level, and losing a life) and the bosses, who are given lines of dialogue for when they begin their respective battles and when they are defeated. An announcer also shouts "Choose a player!" at the character select screen.

Some of the game's sound effects have been altered to fit the GBA's hardware.

  • Mouser's "bomb throw" sound, Tryclyde and Fryguy's "fireball spit" sound, and Clawgrip's "rock throw" sound are all changed to Birdo's "egg spit" sound.
  • The "enemy hit" sound is replaced by its Super Mario World counterpart, and like that game, it increases in pitch during a point chain until extra lives are earned, at which point the All-Stars sound returns (though only for lives gained by shells). However, this does not occur for enemies defeated by invincibility.
  • The drumroll that starts when two of the same picture are lined up in the Bonus Chance minigame now loops until the third slot stops.
  • A chime is added to announce Starmen.
  • Phantos now make the same noises as the larger Phanto in the background of the key rooms as they move around.

Mario Bros. remake[edit]

The game features a Mario Bros. remake also present in the other Advance games, as well as Mario & Luigi: Superstar Saga. The remake features a "Classic Mode" based on the original game's co-op mode, and a "Battle Mode" similar to that used in the All-Stars remake of Super Mario Bros. 3. Changes to the original game come in the form of enhanced graphics, the addition of music where it was originally absent, an extra POW Block in every stage, the addition of the Power Squat Jump, and the replacement of Shellcreepers with Spinies.

Development[edit]

Super Mario Advance was developed due to the success of Super Mario Bros. Deluxe for the Game Boy Color in 1999,[12] and had the tentative names Super Mario USA: Advance for the Japanese market and Super Mario Bros. Deluxe 2 or Super Mario Bros. 2 Deluxe for the international market.[13] Despite the use of most graphical and audio assets from the All-Stars remaster, the game was coded from scratch; new sprites and audio cues were created because their existing counterparts were "not good enough". The development team purposefully decided to add "large" versions of enemies and increase the number of enemies on-screen as a means of highlighting the Game Boy Advance's processing power.[12] The Mario Bros. remake was initially a separate project designed to experiment with four players, but it was eventually decided to include it as an extra.[12]

Reception[edit]

Super Mario Advance received generally positive reviews, garnering an aggregate score of 84% on Metacritic.[14] When GameSpot reviewed the game, it thought that Super Mario Bros. 3 or Super Mario World would have been a better choice for a launch game considering their respective popularity;[15] both titles were eventually also remade as part of the Super Mario Advance series. Conversely, IGN praised the choice, calling it "one of the most polished and creative platformers of the era".[16]

Reviews
Release Reviewer, Publication Score Comment
Game Boy Advance Craig "Talon" Wessel, Gamespy 90/100 "It's Mario, Luigi, Peach, and Toad…sound familiar? It should. This remake of the NES classic Super Mario Brothers 2 doesn't break any new ground, but it's still a good title to pick up for the GBA."
Game Boy Advance Shahed Ahmed, GameSpot 8.2/10 "Those interested in single-player platformer gameplay, albeit with relatively loose controls, will find Super Mario Bros. 2 both unique and highly challenging, while those looking to link up their GBAs and taking part in multiplayer action will crave the lively, fast-paced gameplay in Mario Bros. The fact that Nintendo decided against packing the GBA game with added features, as in Super Mario DX for the GBC, is disappointing, but Super Mario Advance deserves a close look among the crowded crop of software for the handheld, if for its multiplayer mode alone."
Game Boy Advance Marc Nix, IGN 8.2/10 "If you do pick up Super Mario Advance, I can pretty much promise you won't regret it for a second. It's probably the most immediately satisfying game on the Game Boy Advance right now... until, of course, the next Mario adventure."
Aggregators
Compiler Platform / Score
Metacritic 84
GameRankings 82.17%

Pre-release and unused content[edit]

Main article: List of Super Mario Advance pre-release and unused content

Staff[edit]

Main article: List of Super Mario Advance staff

The game includes director Toshiaki Suzuki, producer Masayuki Uemura, and assistant director Hiroaki Sakagami. The team was supervised by Takashi Tezuka, Toshihiko Nakago, and Kensuke Tanabe, respectively the motion designer, lead programmer, and director of the original NES game.

Glitches[edit]

Main article: List of Super Mario Advance glitches

Floating Pokey[edit]

In World 6-1, if the player navigates the Pokey off of the ledge, it will float in midair, with no change in behavior. The player can navigate the Pokey back onto the ledge.

Gallery[edit]

For this subject's image gallery, see Gallery:Super Mario Advance.

Media[edit]

For a complete list of media for this subject, see List of Super Mario Advance media.
Help:MediaHaving trouble playing?

References to other games[edit]

References in later games[edit]

Names in other languages[edit]

Language Name Meaning Notes
Japanese スーパーマリオアドバンス[?]
Sūpā Mario Adobansu
Super Mario Advance
Chinese (simplified) 超级马力欧2[?]
Chāojí Mǎlìōu Èr
Super Mario 2 iQue
Chinese (traditional) 超級瑪利歐ADVANCE[?]
Chāojí Mǎlìōu ADVANCE
Super Mario Advance

Trivia[edit]

  • In the intro of this game, a portion of the screen is light while the borders are darkened, which remains that way until the characters are positioned above the grass to pick them up, where the darkened parts are brightened. The resolution of the bright portion is the same resolution as the Game Boy, at 160 x 144 pixels.
  • This game has several differences from the later games in the Super Mario Advance series.
    • It is the only game to have an international logo that matches the Japanese logo. In international markets, the other three games reduce Super Mario Advance [number] to a smaller-sized subtitle and incorporate the titles and logos of their respective originals.
    • It is the only game to not feature a prologue cutscene that depicts the story from the game's manual (or its original opening cutscene in the case of Super Mario Advance 3).
    • It is the only game to not feature the original game's opening when selecting the game.
    • It is the only game to, when selecting the main game, have the chorus (consisting of all playable characters) declare the title in full (in the second and fourth games, the chorus is truncated to just "Super Mario," preceded by Mario only saying "Here we go!", and in Super Mario Advance 3, due to the main game being Super Mario World 2: Yoshi's Island, it is replaced with a shout of "Yoshi!").
    • It is the only game to not have French, German, and Spanish translations, possibly due to not having any amount of screen text substantial enough to warrant such translations.
  • Unlike the majority of Nintendo-published games of the era, the instruction booklet's copyright page does not have the Official Nintendo Seal of Quality in its normal certificate text box, even though the manual for the GBA system does use the seal's box in its design from the previous hardware generation. Instead, the seal is presented with small text below it, as it would be in a third-party game's manual. An updated design for the seal's text box was introduced with Mario Kart: Super Circuit, the following first-party GBA title.

References[edit]

  1. ^ スーパーマリオアドバンス. Nintendo (Japanese). Retrieved June 28, 2024.
  2. ^ "2004年6月,神游推出小神游GBA,捆绑简体中文版《超级马力欧2》和《瓦力欧寻宝记》" – 大狗 (June 22, 2016). 《记录》第17期:神游中国(上). 触乐]. Retrieved February 28, 2017.
  3. ^ Craig Harris (March 9, 2006). GBA Gets Player's Choice. IGN (English). Retrieved November 10, 2024.
  4. ^ Whitehead, Thomas (March 7, 2016). Nintendo Download: 10th March (Europe). Nintendo Life (English). Retrieved June 28, 2024.
  5. ^ @NintendoAmerica (May 25, 2023). "Mamma mia! Three classic Game Boy Advance games have just been made available for #NintendoSwitchOnline + Expansion Pack members! ☑️ Super Mario Advance ☑️ Super Mario World: Super Mario Advance 2 ☑️ Yoshi’s Island: Super Mario Advance 3". X (American English). Retrieved July 4, 2024.
  6. ^ Nintendo 公式チャンネル (May 18, 2023). ゲームボーイアドバンス Nintendo Switch Online 追加タイトル [2023年5月26日]. YouTube (Japanese). Retrieved May 18, 2023.
  7. ^ @NintendoEurope (May 19, 2023). Join Mario and friends for some classic platforming action! Three classic Game Boy Advance titles from the Super Mario Advance series come to #NintendoSwitchOnline + Expansion Pack 26/05.. Twitter (British English). Retrieved May 26, 2023.
  8. ^ @NintendoAUNZ (May 19, 2023). Join Mario and friends for some classic platforming action! Three classic Game Boy Advance titles from the Super Mario Advance series come to #NintendoSwitchOnline + Expansion Pack 26/05.. Twitter (Australian English). Retrieved May 26, 2023.
  9. ^ 任天堂(香港)有限公司 (May 19, 2023). 加入「Nintendo Switch Online + 擴充包」就可遊玩的「Game Boy Advance™ - Nintendo Switch Online」,5月26日起新增可以遊玩的作品《超級瑪利歐ADVANCE》《超級瑪利歐ADVANCE 2》《超級瑪利歐ADVANCE 3》。. Facebook (Traditional Chinese). Retrieved May 26, 2023.
  10. ^ 2001. Super Mario Advance Instruction Booklet. Nintendo of America (American English). Page 13.
  11. ^ The extent to which color palettes were brightened is inconsistent and varies widely throughout the game. Some palettes, such as those used for the tilesets in the ending cutscenes, were not brightened at all.
  12. ^ a b c 3.開発者インタビュー『スーパーマリオアドバンス』. Nintendo (Japanese). Archived December 8, 2002, 22:28:25 UTC from the original via Wayback Machine. Retrieved June 28, 2024.
  13. ^ Marionova64 (July 30, 2020). Super Mario Advance Unused Title Screen Voicelines. Twitter (English). Retrieved August 6, 2020.
  14. ^ Super Mario Advance. Metacritic (American English). Retrieved June 28, 2024.
  15. ^ Ahmed, Shahed (June 5, 2001). Super Mario Advance Review. GameSpot (English). Retrieved June 28, 2024.
  16. ^ Nix (June 14, 2001). Super Mario Advance. IGN (English). Retrieved June 28, 2024.

External links[edit]