Editing Super Mario Advance

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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.
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==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 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 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.


==Reception==
==Reception==
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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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*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 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 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 (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.
**It is the only game to not have French, German, and Spanish translations, 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.
*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.


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