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{{italic title}}
{{italic title}}
{{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]]}}
{{game infobox
{{game infobox
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|input={{input|wiiugamepad=1|wiiusideways=1|wiiuclassic=1|wiiupro=1|gba=1|joy-con=1|switchpro=1}}
|input={{input|wiiugamepad=1|wiiusideways=1|wiiuclassic=1|wiiupro=1|gba=1|joy-con=1|switchpro=1}}
}}
}}
'''''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 for the [[Super Nintendo Entertainment System|SNES]], and also contains a [[Mario Bros. (Game Boy Advance)|remake]] of the original ''[[Mario Bros. (game)|Mario Bros.]]'' 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.
'''''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 for the [[Super Nintendo Entertainment System|SNES]], and also contains a remake of the original ''[[Mario Bros. (game)|Mario Bros.]]'' 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 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 on May 26, 2023.
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 on May 26, 2023.
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*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 enlarges and floats to the Health Meter afterwards if it is not full. Also, Hearts are bigger, and now pulsate as they float.
*[[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.
*[[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.
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*[[Luigi]]'s overalls (which were purple in ''All-Stars'') and [[Toad]]'s vest (which was blue) swapped colors.
*[[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 [[Toad (species)|his kind's]] modern appearance, though this does not apply to the sprite in the cast list.
*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.
*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.
*Front- and back-view "door entry" sprites, backflipping sprites for the [[charge 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.
*A "static" effect appears when the player touches a [[Spark]].
*A "static" effect appears when the player touches a [[Spark]].
*Characters, items, and enemies fall in front of the water in [[World 4 (Super Mario Bros. 2)|World 4]], as in the NES version.
*Characters, items, and enemies fall in front of the water in [[World 4 (Super Mario Bros. 2)|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.
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.
*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.
**Due to the 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.
**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.
**On the [[Bonus Chance]], Subspace 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 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 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 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."
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*The "Contributor" screen only shows the lower half of the original screen, alongside shorter windows.
*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.
*[[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.
*[[Fryguy]] and [[Clawgrip]] have cutscenes before their fights showing their original forms (respectively, a simple pair of eyes 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 Coin]]s, [[Yoshi Egg]]s (in Yoshi Challenge mode only), and score, alongside the [[Health Meter]].
*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 current world and level and the player's extra lives are no longer shown on the Pause screen.
**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.
*[[Jar]] interiors have new colorful backgrounds, with a black background outside the jar walls and floor.
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The controls of the characters have had slight changes made.
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.
*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|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.
*{{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]].
*Toad only runs faster if he's holding a normal-sized [[POW Block]] or [[Mushroom Block]].
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===''Mario Bros.'' remake===
===''Mario Bros.'' remake===
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]].
The game features a ''[[Mario Bros. (game)|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> 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>Marionova64 (July 30, 2020). [https://twitter.com/Marionova64/status/1288818364132057093 ''Super Mario Advance'' Unused Title Screen Voicelines]. ''Twitter''. Retrieved 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>
''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> 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>Marionova64 (July 30, 2020). [https://twitter.com/Marionova64/status/1288818364132057093 ''Super Mario Advance'' Unused Title Screen Voicelines]. ''Twitter''. Retrieved 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)|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)|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>[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)|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>
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!colspan="4"style="font-size:120%; text-align: center; background-color:silver"|Reviews
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|-style="background-color:#E6E6E6"
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==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]]'' 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.
==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.
*In [[World 2-3 (Super Mario Bros. 2)|World 2-3]], if the player does a [[charge jump|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 (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 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.
*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.
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|JapR=Sūpā Mario Adobansu
|JapR=Sūpā Mario Adobansu
|JapM=Super Mario Advance
|JapM=Super Mario Advance
|ChiS=超级马力欧2 <small>(iQue)</small>
|Chi=超级马力欧2''
|ChiSR=Chāojí Mǎlìōu Èr
|ChiR=Chāojí Mǎlìōu Èr
|ChiSM=Super Mario 2
|ChiM=Super Mario 2
|ChiT=超級瑪利歐ADVANCE
|ChiTR=Chāojí Mǎlìōu ADVANCE
|ChiTM=Super Mario Advance
}}
}}


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*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.
*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.
*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 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).
**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!]]''
***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 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, when selecting the main game, have the chorus declare the title in full (in ''Super Mario World: Super Mario Advance 2'' and ''Super Mario Advance 4: Super Mario Bros. 3'', the chorus cuts off just after Mario says "Here we go!", followed by the them saying "Super Mario"; and ''Yoshi's Island: Super Mario Advance 3'', Yoshi cuts off just after he says "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.
**It is the only game to not be translated in French, German, Spanish and Italian.
*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.


==External links==
==External links==

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