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Super Mario Advance 4: Super Mario Bros. 3

From Wikipedia, the free encyclopedia

Super Mario Advance 4: Super Mario Bros 3
Developer(s) Nintendo
Publisher(s) Nintendo
Designer(s) Shigeru Miyamoto
Release date(s) Japan July 11, 2003
Europe October 17, 2003
USA Canada October 21, 2003
Australia February 23, 2004
Genre(s) Platform game
Mode(s) Single player, multiplayer
Rating(s) ESRB: Everyone (E)
CERO: All ages
PEGI: 3+
Platform(s) Game Boy Advance
Media 32-megabit cartridge

Super Mario Advance 4: Super Mario Bros 3 is a platform video game that was developed and published by Nintendo for the Game Boy Advance in 2003. It is an updated version of the best-selling NES title Super Mario Bros. 3 and uses graphics from Super Mario All-Stars.

Contents

[edit] Game Info

The game was updated heavily from its original incarnation, as it was noticeably older than the last two ported Mario games. This version is taken largely from the Super Mario All-Stars SNES cart, which has highly improved graphics; extra polish has been given to this version, especially with sounds and music. Parallax scrolling in the backgrounds, a graphical capability that was used in the All-Stars version, was taken out of most levels of this version. The parallax scrolling is comparable to Super Mario World which only had 2 layers through every level. However, some may notice that the clouds in the background "overlap" the mountains when they fly up to the sky. This version also contains a rumble feature when used with the Game Boy Player on a GameCube.

[edit] Save system

This game also featured a save system. The save system was very controversial, as some players perceived it to be awkward and clunky. The developers may have wanted to encourage some replay value. This is supported because New Super Mario Bros. has a similar saving system that the developers said encourages replay value even though originally they said you could only save from world to world. There were two types: temporary and permanent save spots. Players could make temporary save spots at any time; the save point would be erased when accessing the save, and the player would have to save again. If they forgot to save, the game would revert back to the last permanent save point. There are approximately 25 permanent save spots:

  • After beating each Koopaling (7)
  • After beating each Fortress (14)
  • After beating the tank levels in World 8 (3)
  • After going up into the sky in World 5

It is impossible to beat the first three items (Koopaling, Fortress, and Tank) again after beating the game, unless it has been defeated with a completion score of 100%. For this reason, the World 5 permanent save point is very popular to create a permanent save spot (to preserve the score and items box) after beating the game.

After fully beating the game (every level), temporary save spots are removed, and each save is now permanent (the player must still go back to the title screen, however). Players can also save on the map screen as well.

[edit] e-Reader

Super Mario Advance 4 was one of the few games to have a fully-fleshed e-Reader extension. There were level, power-up, and demo cards. The levels are accessible in the Level Card option in the opening menu. In the main game, the player can bring up a menu with two options: "Demo Card" and "Power-Up Card". In the e-Reader world, accessing the levels menu showed the option of "Level Card" to load more levels into the game.

The cards were released in three forms:

  • SMB3-e series
  • Wal-Mart cards
  • Special demo card included with the game

In Japan, two sets of cards were released; America also got two but they only had one-third of the number of cards that the Japanese sets had. There were 50 cards in Japanese series 1 & 2; the e-Reader was not released in Europe. They are the same size as ordinary playing cards and come in three types: Power-Up, Demo, and Level Cards.

When players wanted to play a demo, load a power-up, or load a level in, they would need an e-Reader, two GBAs, a link cable, and the appropriate card. The player would stick the purple connector into the GBA with the cart, and the gray connector into the GBA with the e-Reader. The player would turn both units on and load up the option to connect to the e-Reader in SMB3. When the connection was set, the player scanned the cards, and disconnected when finished. Because of the need of a link cable and another GBA, this function will not work with the Nintendo DS

[edit] Power-Up cards

Power-Up cards were, as the name suggests, cards that added power-up items, such as a Tanooki Suit or a Hammer Suit into the player's inventory. From cards #10 to #15, the cards were compilations, like a 5 Starman set or a full 8-item set. There were also 5-Up and 10-Up Mushroom cards.

There were two cards that introduced new items normally unavailable in the game. The first one was the Cape Feather from Super Mario World. It works similarly to the original in Super Mario World. The second one is the Boomerang (only available with Japanese e-Reader series 3-4 or Action Replay), normally wielded by the Boomerang Bros. Players may get a look at this item in the Sliding the Slopes level in the e-Reader series.

There were also two "Switch" cards (Orange and Blue Green) that turn on certain functions. The player would scan it once to turn it on, and would scan it a second time to turn it off. The Orange Switch had Mario's fireballs turn an enemy into a coin (a la Super Mario World). The Blue Green Switch added vegetables in the level (reminiscent of Super Mario Bros. 2). This Blue Green Switch only added the vegetables to the original game levels; it didn't change the e-levels at all.

These cards are by far the most-used cards, due to the fact that they could be used multiple times and scanned in otherwise rare or normally nonexistent (such as the Cape Feather) items.

[edit] Level cards

There were two more SMB3-e series released in Japan that were unreleased elsewhere. The game lists a possible 30 levels that are officially unobtainable outside of Japan, but only has around 20 available levels for the North American (NA) release.

[edit] SMB3-e

In the North American SMB3-e Series 1 and 2, there were ten of these Level Cards. Each of them featured Advance Coins (much like the Dragon Coins in Super Mario World) that gave a life when all of them were found.

  1. Classic World 1-1 - A nearly-exact port of the first level of the original Super Mario Bros. game. (1 coin) *
  2. Slidin' the Slopes - Hilly level where sliding made up the majority of the level. (4 coins) **
  3. Vegetable Volley - A tribute to Super Mario Bros. 2, this level had vegetables planted all around for Mario or Luigi to pick up and throw at enemies. (5 coins) **
  4. Doors o' Plenty - A difficult maze of doors and levels. Features a Big Boo fight at the end, a possible tribute to Super Mario World. (5 coins) ****
  5. Bombarded by Bob-ombs - Another difficult level with a storm of Bob-ombs. A possible tribute to the Bob-omb levels in World 8. (5 coins) ****
  6. 'Magical Note Blocks - A level entirely composed of magical note blocks; very tough to move up.
  7. The Ol' Switcheroo - A hidden P-switch moves this short level along.
  8. Piped Full of Plants - A tricky level filled with plants everywhere.
  9. Swinging Bars of Doom - Another tricky level with closely-aligned bars that may make one misstep a fatal one.
  10. Para Beetle Challenge - Para Beetles cross the sky in this nearly floor-less level; a possible tribute to World 5-6.

[edit] Wal-Mart

There was an exclusive deal at American Wal-mart stores that included 5 additional cards with each version of the game. One of these was a level card, entitled 'Airship's Revenge', which was an autoscrolling airship that moves in all 4 directions and features Morton Koopa, Jr. as a boss. Three of the remaining cards were the Super Mushroom, Fire Flower and 1-Up Mushroom power-up cards. The final card was a demo card.

[edit] SMA4 Cards

There was a level card and a power-up card packaged with every version of the game, regardless of where it was purchased. The level was entitled Wild Ride in the Sky, and was (as the name implies) set in the sky. The level included moving platforms, automatic scrolling, and diagonally-firing Bullet Bills like those seen in Super Mario World. The power-up was a Super Leaf.

[edit] Demo cards

When demo cards were scanned in, they played a demo of a level. Generally, there are three different types of released demo cards:

  1. Toad's Hidden House cards - There were seven of them (1-4, 2-2, 3-8, 4-2, 5-5, 6-7, and 7-2) that showed the player how to get the required number of coins to unlock Toad's house.
  2. Tricks - These cards showed small tricks that could be done. Two cards showed how to get unlimited 1-Ups in World 1-2 and 3-4. A third card, titled "World 3-2 Star Power" showed how to get all the stars throughout World 3-2.
  3. Runs - "World 1-1 Speed Stage" shows an attempt to go through World 1-1 as fast as possible. There may be more cards of this variety.

These cards acted most like mini-tutorials, showing players advanced techniques to either learn or improve on.

[edit] Reaction

The game was very well received by both retro gamers and newer gamers. Reflecting its status as the best-selling stand-alone game of all time, it sold hugely. Only Super Mario Advance 2 sold more copies in the remake series.

The e-Reader extension was received with mixed reactions. Ryan Davis from GameSpot said that the e-Reader levels entertaining and challenging, but was critical of the process, saying that the procedure to use the e-Reader was "clunky" and "poorly explained" [1] However, the IGN Staff was very enthusiastic on the e-Reader, saying that "potential for future expandability" made Super Mario Advance 4 the best of the series. [2] Most reviewers were enthused at the prospect of unlimited numbers of possible e-Card levels.

Among players, however, the e-Reader was seen less favorably. As it was only released in Japan, Australia and North America, players outside of these regions were forced to import the e-Reader. Additionally, many players disliked having to purchase an e-Reader ($40) and e-Reader cards to add only a few levels; even IGN noted that it was a hefty investment[2]. Additionally, because the levels are added rather than unlocked, players cannot access them using an Action Replay.

Nintendo seems to have realized that this was a mistake on their part, as they discontinued the e-Reader shortly after SMA4 was released. This led to more criticism, as Nintendo only released a quarter of the e-Cards. The abrupt disconintuation led to the creation of websites in order to emulate or hack the unreleased e-Cards.

[edit] Criticism

Purists criticized the game for having minor changes such as extra coins and platforms. Additionally, as with other Super Mario Advance games, the game was criticized for having the same Mario Bros. multiplayer function and "overly repetitive and annoying" voices.

[edit] Trivia

If you keep switching the game in the game selection screen you may even see Luigi on the Mario Bros. selection or Mario holding a koopa shell on the Super Mario Bros. 3 selection.

[edit] References

  1. ^ Davis, Ryan. Super Mario Advance 4: Super Mario Bros. 3 for Game Boy Advance review. October 17, 2003.
  2. ^ a b IGN Staff. IGN: Super Mario Bros. 3: Super Mario Advance 4 Review. October 14, 2003.

[edit] Voices

Mario and Luigi: Charles Martinet

Princess Peach and Toad: Jen Taylor

[edit] External links


Donkey Kong Classics • 2-in-1 • Kaettekita Mario Bros. • 3-in-1 • Super Mario All-Stars
Donkey Kong '94 • Super Mario Bros. Deluxe • Super Mario 64 DS
Super Mario Advance • 2 • 3 • 4

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