Super Mario Advance

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It has been requested that this article be rewritten because it requires cleanup in order to meet the Super Mario Wiki's quality standards.

This article is about the Game Boy Advance remake of Super Mario Bros. 2. For information about the Super Mario Advance series as a whole, see here.
"SMA" redirects here. For information about Super Mario Adventures, see here.
Super Mario Advance
American boxart
Developer(s) Nintendo EAD
Publisher(s) Nintendo
Platform(s) Game Boy Advance
Virtual Console (Wii U)
Release date Game Boy Advance
Japan March 21, 2001[1]
USA June 11, 2001
Europe June 22, 2001
Australia June 22, 2001
China 2004 (iQue)
Virtual Console (Wii U)
Japan July 16, 2014
USA November 6, 2014
Genre 2D Platformer
ESRB:ESRB E.svg - Everyone
CERO:CERO A.png - All ages
Mode(s) Single player
Wii U:
Media DL icon.svg Digital download
Game Boy Advance:
Media GBA icon.png Cartridge
Wii U:
Wiimote Sideways.png Wii Remote (Sideways)
Game Boy Advance:

Super Mario Advance is the port remake of Super Mario Bros. 2 made for the handheld Game Boy Advance and released in 2001. Like the Super Mario All-Stars port for the SNES, Super Mario Advance had updated graphics, as well as many other changes from the original NES game, listed below. Of the four Super Mario Advance series ports, this game experienced the most changes from the original. A remake of the original Mario Bros. game was included with every Super Mario Advance game, including this first installment. Super Mario Advance was re-released on the Wii U's Virtual Console in Japan on July 16, 2014, and in North America on November 6, 2014.

List of changes from previous versions[edit]

Gameplay changes[edit]

Mario finding the first hidden Yoshi Egg, as part of the "Yoshi's Challenge."
  • Starting the level, the player starts out with two hearts in the original and the SNES versions, while in Super Mario Advance, they start with only 1 heart filled out of 2 in the heart meter.
  • The player can save their game and continue or quit at any point during a level by selecting the option on the pause menu.
  • A "Try Again" feature has been added to the pause menu; this allows the player to restart the level from the beginning, also resetting their score and any collectibles that they obtained before restarting, as well as reverting the character to their small size.
  • Hearts appear much more frequently than in the original. Whenever three or more vegetables or enemies are involved in a collision, a heart appears. Items called Heart Radishes can also be pulled from the ground.
  • A point system has been added. Players get more points for making one thrown object hit lots of enemies. If enough enemies are hit, an extra life is awarded.
  • Roulette balls have been added. They give the player a bomb, heart, or Starman after being thrown.
  • A new ball item can be found in some vases. It can be used to clear enemies on the walls, ground, and ceiling.
  • In each level, there are five red Ace Coins. If all are collected, the player receives an extra life, and the level gets a star on it on the map screen.
  • Enemies no longer reappear after they are defeated unless characters leave and reenter the area (even if they were previously in the Subspace).
  • After the game is beaten, a new "Yoshi's Challenge" mode appears. In this mode, there are two eggs hidden in Subspace in each level, in the locations of two Super Mushrooms, and the player must find and collect them all. Additionally, the player is free to select any level to play in this mode.
  • The title screen to Super Mario Bros. 2 is no longer used when players start up the game. Instead players select a file before choosing the characters.
  • Large carrots spring from under hills to help the heroes get to higher places.
  • Some vases have a large blue spike that is harmful when touched. While animated, it doesn't move from its location.
  • Red Shells are larger, and now bounce off walls and yield hearts whenever they collide with enemies. They also now take longer to pick up, and appear in a few more levels. However, they can hurt players like in Super Mario games.
  • It is possible to remove Green and Red Birdo's ribbon by jumping on them and picking it up; the player can either throw it away or put it back on Birdo by throwing it back at them. None of this has any effect on the Birdo aside from altering her appearance.
  • Giant Vegetables, enemies, and POW Blocks have been added.
    • The giant vegetables take a longer time to pull out of the ground, but function normally otherwise (apart from having a larger area to hit enemies with).
    • The giant enemies take a longer time to pick up, and whenever they are thrown or hit, they yield a heart.
    • The giant POW Blocks bounce several times, each time having the effect of a normal POW Block.
  • More bosses were added in the game.
    • Robirdo, a new boss, replaces Mouser as the boss of World 3.
    • Mouser replaces Tryclyde as the boss of World 6. As a result, Tryclyde only appears once in the game.
  • An extra Super Mushroom is added to each level.
  • Some 1-up mushrooms have been moved, and some are sitting on the surface, but not in the ground. The surface ones are usually contained within bubbles, which the player can pop by hitting it three times with an item.

Level design changes[edit]

  • The beginning area in World 1-1, where the player starts before entering a door, has been redesigned, now featuring cloud platforms, a giant Shy Guy and a strange hill that catapults when stood on. The door leading to the next part of the level has also been moved up, onto a hill.
  • The jar interiors have new music, and most of them have been redesigned, some featuring Shy Guys riding Ferris Wheel platforms.

Graphical changes[edit]

  • Some things in the game, such as the Subspaces, were completely changed in art, with both the graphics and music being heavily changed for the areas within vases.
  • A circular character select screen is shown, instead of Mario, Luigi, Peach, and Toad having to line up in a row.
  • Luigi's overalls are now a similar color to Mario's; in the SNES remakes, they were purple.
  • Toad's shirt is now purple similar to Luigi in the SNES version.
  • Water gets a new design.
  • Touching a Spark will make the screen flash for a brief second.
  • When entering a door, the character is actually seen going through. In earlier versions, the character was caught in their current pose.
  • When the player throws the key down or loses a life, the pursuing Phanto exit the screen while moving forward, making them appear considerably larger than usual.

Textual changes[edit]

  • Slight changes were made to the game's storyline.
    • Fry Guy and Clawgrip's origins are seen before the heroes battle them. Fry Guy was a pair of eyes, while Clawgrip was a normal Sidestepper. A pair of four bubbles are transforming them before their fights.
    • During the ending sequence, where Mario, Luigi, Peach, and Toad are standing before the crowd of Subcon Fairies, the number of times each character was used by the player only appears after Wart is passed across the screen. Also, the character used the most is declared the "MVP" instead of "Contributor" as in the NES and SNES versions.
  • Unlike the NES version, SNES version, and subsequent Super Mario Advance installments, the Super Mario Bros. 2 title screen is not displayed when the game is selected, instead immediately displaying the file selection, followed by the character selection screen.
  • Errors present in the original credits were corrected for Super Mario Advance.
    • Clawgrip is now spelled correctly in the cast list; in previous versions, it was misspelled as "Clawglip." The Japanese release of this game, however, does not have the error corrected.
    • Birdo and Ostro's names are now placed underneath the correct profile art during the credits, unlike the original or the Super Mario All-Stars version.

Audio changes[edit]

  • Voices for Mario, Luigi, Princess Peach, and Toad were added, and an announcer shouts "Choose a player!" at the appearance of the character select screen.
  • Each time the character collects a cherry, he or she would say, "Lucky!" and the fifth one has an additional sound effect to indicate the Starman.
  • Phantos now make noises when they move around the screen.
  • Before battling a boss, he or she will say something:
    • Pink Birdo: "This is as far as you go!" and "Well, hello there."
    • Mouser: "Here! Have some bombs!"
    • Red Birdo: "I'm going to finish you off!" and "You've come a long way!"
    • Tryclyde: "Step right up, if you're ready to get toasted!"
    • Robirdo: "You've come a long way!"
    • Fry Guy: "I'm too hot to touch!"
    • Green Birdo: "I'm ready for you this time!" and "You've got a lot of nerve!"
    • Clawgrip: "Arrr! You'll make a tasty treat!"
    • Wart: "I am the Great Wart! Ha ha ha!"



Super Mario Advance was developed due to the success of Super Mario Bros. Deluxe in America[2]. The game was coded from scratch, although assets from Super Mario All-Stars were reused, and new ones were created if the existing ones were "not good enough". The development team purposelly decided to add "large" version of enemies and more enemies on-screen to highlight the GameBoy Advance's processing power[2].

The Mario Bros. remake was initially a separate project designed to experiment with the GameBoy Advance's link cable feature, but it was eventually decided to include it as an extra[2].


Super Mario Advance received generally positive reviews, gaining a score of 84% on Metacritic.

References to other games[edit]

For references also present in the original game, see here.

References in later games[edit]

For references also present in the original game, see here.


Main article: List of Super Mario Advance staff

The directors for this game were Satoru Iwata and Masayuki Uemura, with Hiroaki Sakagami as the assistant director and Hiroshi Yamauchi as the executive director.


Main article: List of glitches in Super Mario Advance

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.


  1. ^
  2. ^ a b c Interview on Nintendo's Japanese website, Nintendo. Retrieved March 30 2015 (partial translation available here)