Yoshi's Island: Super Mario Advance 3

Yoshi's Island: Super Mario Advance 3 is a game from the Super Mario Advance‎ series, made for the handheld game system, Game Boy Advance, and released in 2002. The game is a remake of Super Mario World 2: Yoshi's Island for the Super Nintendo Entertainment System, bearing many new features on gameplay, content, and graphics.

New Features
Some new new features for this game are the bonus levels and the sound effects. If the player gets all 100 points on each level the will go to a secret level. Also when Yoshi jumps, flutter jumps, crouches or throws an egg, Yoshi will say something when he does those things. Since there are Bonus levels and the game is on the Game Boy Advance the map looks sightly different.

Level Changes

 * A new room has been added to the level 1-8 (Salvo the Slime's Castle). It is between what were the second and third rooms in the original game. It has one Shy Guy-spawning pipe.
 * The original version had 21 red coins in More Monkey Madness (Extra 3), but the remake has the usual 20. There was a red coin under a Tap-Tap on a ground pound stake. This has been removed from the remake.
 * An extra Middle Ring has been added to 4-4 (Marching Milde's Fort.)
 * The final room before the boss in 4-8 (Hookbill the Koopa's Castle) has been redesigned.
 * All of the extra levels in the original game were modified for this version, most notably Kamek's Revenge.
 * The biggest change was the addition of six entirely new levels in the remake, called Secret levels. These are to the left of the Extra Levels on the map screen, and are unlocked by defeating Baby Bowser on level 6-8. Consequently, it is no longer necessary to have a perfect score in a particular World, to unlock that World's extra level.
 * The final level of the game had its name changed from "Castles - Masterpiece Set" to "Ultimate Castle Challenge".

Graphical Changes

 * As always, the palette is lightened to combat the original Game Boy Advance's lack of a backlight.
 * In the original, the Yoshi who completed the x-2 levels was a very dark shade of pink. However, s/he appeared red on the map. Similarly, the Yoshi who completed the x-7 levels was red, but appeared hot pink on the map. In the remake, the x-2 Yoshi is always light pink, and the x-7 Yoshi is always red.
 * All Yoshis had red shoes in the original. In the remake, they have different colored shoes, as in Yoshi's Story.
 * When Yoshi touches a Fuzzy in the original game, the background smears erratically and fades between random colors. The ground also ripples. In the remake, the background doesn't smear or tint. However, it does fade between white and its normal colors. The ground ripple is also less fluid in the remake. This probably happens because the Game Boy Advance is not able to handle the Super FX chip-powered graphic effects as well as the original.
 * Probably related to the above, Red Coins were given away in the original; while yellow coins followed the rippling of the ground, Red Coins did not. In the remake, all coins ripple with the ground.
 * In underground levels with "sparkling" ground, mushrooms and other foreground decorations sometimes have their palettes changed. This is done to fix a glitch where some black objects would also sparkle.
 * Sealed doors have different graphics. The boards that cover them aren't visibly bisected, as in the original.
 * Kamek's magic has a different visual effect. The colored cloud is absent, while the cycling sparkles remain.
 * The overworld map was redesigned. The path the Yoshis follow to their goal is now in a straight line, and spots have been added to the map for each world's two hidden levels. Additionally, a "world select" screen was added.

Sound Changes

 * The game's soundtrack was downgraded to match the Game Boy Advance's sound capabilities.
 * Several sounds in the original were replaced by sound clips similar to the ones heard in Yoshi's Story - most notably Baby Mario's cry and Yoshi's voice.

Other Changes

 * The Pause Menu has changed. Instead of one menu handling all functions, there are now two. One allows the player to put his/her Game Boy Advance into sleep mode, or return to the overworld map. The other, which is a redesigned version of the original's pause screen, allows the use of items, and displays the player's current score for the level.
 * The Yoshi's Island Mini Battle code was changed (because the Game Boy Advance didn't have X and Y buttons) to L, L, B, A, R (while holding the Select button).