Editing Super Mario Advance

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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}}
==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==

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