Super Mario Bros. 2. For the Super Mario Advance series as a whole, see This article is about the Game Boy Advance remake of. For theseries as a whole, see Super Mario Advance (series) . For the Choose-Your-Own-Adventure book based on this game, see Super Mario Advance (book) Super Mario Adventures, the Nintendo Power comic, see "SMA" redirects here. For information about, the Nintendo Power comic, see Super Mario Adventures

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 SNES, and also contains a remake of the original 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 Eggs; 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.

List of changes [ edit ]

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

Graphical changes [ edit ]

Textual changes [ edit ]

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.

title/story screen, the in-game story (which was seen by waiting on the title screen) is removed. The character select screen now displays "Choose a Player" instead of "Please Select Player."

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".

and retained by onwards) as opposed to just simply "Princess". 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".

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

The stats of each character are shown on the character select screen.

"COURSE CLEAR!" 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.

Gameplay changes [ edit ]

Audio changes [ edit ]

The entire soundtrack has its quality downgraded for the GBA's sound chip.

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.

title/story screen music is replaced by a new jazz arrangement of the underwater theme from and that is similar to 's title screen music from the 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.

version and the original 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 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 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 lives are earned, at which point the aforementioned sound returns (though only for lives gained by invincibility or shells).

version, like the "enemy pickup" sound and Autobombs' "flame shot" sound, are removed or replaced. 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.

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 wasn't changed.

A chime is added to announce 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. The Mask Gate in World 7-2 also makes this sound as it turns around.



Level design changes [ edit ]

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 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. 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 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.



Mario Bros. remake [ edit ]

The game features a 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 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,[5] 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.[6] 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.[5] 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.[5]

The main staff for this game includes directors Satoru Iwata and Toshiaki Suzuki, producer Masayuki Uemura, and assistant director Hiroaki Sakagami.

Reception [ edit ]

Super Mario Advance received generally positive reviews, garnering an aggregate score of 84% on Metacritic.[7] 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;[8] 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".[9]

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%

References to other games [ edit ]

Mario Bros.: Clawgrip is depicted as a Sidestepper. A remake of this game is included.

References in later games [ edit ]

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 darling, but this is as far as you go!".

: 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 darling, but this is as far as you go!". WarioWare: D.I.Y. Showcase: One of 18-Volt's microgames is directly based on Super Mario Advance.

Pre-release and unused content [ edit ]

The game's graphics data contains smaller versions of the slot machine icons and two unused vegetables, 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 Vol 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.

Glitches [ edit ]

Main article: List of Super Mario Advance glitches

When playing World 2-2, World 3-1, or 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.

In 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 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, 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, 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 [ edit ]

Artwork of Mario as seen on the box

Prima Games official guide

International logo

Chinese logo

Japanese game cover

Player's Choice

Chinese boxart

The title screen for the Mario Bros. remake, featuring Mario and Luigi with the enemies they encounter in-game

Trivia [ edit ]

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").

game to not feature a prologue cutscene in the game that depicts the story in the user's manual (Not counting , due to already having an opening prologue in the original version).

Media [ edit ]

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References [ edit ]