Super Mario Bros. Advance 4 Was Way More Than a Simple Port

Super Mario Bros. Advance 4 Was Way More Than a Simple Port

When you pop a copy of Super Mario Bros. Advance 4 into a Game Boy Advance, you might think you’re just playing a portable version of Super Mario Bros. 3. Honestly, that’s what Nintendo wanted you to think back in 2003. It looked like the SNES All-Stars version, sounded like Charles Martinet having a blast, and played exactly how you remembered. But this game was actually a weird, experimental bridge between the old-school 2D era and the modern "Maker" era we live in now. It’s arguably the most ambitious thing Nintendo ever did on a handheld, and most of it was locked behind a piece of plastic called the e-Reader that almost nobody bought.

It’s kind of wild.

You have this masterpiece of a game, arguably the best platformer ever made, and Nintendo decides to hide thirty-plus brand-new levels inside physical trading cards. We aren't talking about simple ROM hacks or recycled assets. These were levels that mixed mechanics from Super Mario World, Super Mario Bros. 2, and the original NES classics. If you didn't have that bulky e-Reader peripheral and the specific "World-e" cards, you were basically playing half a game.

The e-Reader Mess and Why it Matters Today

The story of Super Mario Bros. Advance 4 is inseparable from the failure of the e-Reader. Nintendo was obsessed with the idea of "connectivity" in the early 2000s. They wanted the GameCube, the GBA, and physical cards to all talk to each other. For Super Mario Advance 4, this meant you could swipe a card and suddenly Mario could throw vegetables like he was back in Subcon, or a Cape Feather would drop from a block in a game where it shouldn't exist.

It was clunky. You needed two GBAs, a link cable, the e-Reader, and the cards. Most kids just gave up. Because of that, a huge chunk of Nintendo’s best level design from that era remained "lost" to the general public for over a decade. It wasn't until the Wii U Virtual Console release in 2016 that Nintendo finally just baked all those levels into the menu, letting people see what the designers had actually been cooking up.

Think about the "World-e" levels for a second. They have these bizarre, creative names like "Vegetable Volley" or "Mad Dash." They feel different from the standard Mario 3 stages. They’re harder, more experimental, and honestly, they feel like the direct ancestor to Super Mario Maker. The developers were testing the limits of what players would put up with. They threw in the Boomerang Suit and the Blue Shell from other games. It was a remix before "remixing" was a buzzword in gaming.

Why the GBA Version is Still the Definitive Way to Play

Purists will argue until they’re blue in the face that the NES original is better because of the screen resolution. They have a point. The GBA had a smaller, wider screen, which meant the developers had to crop the vertical view. This is why you sometimes feel like you’re jumping blindly into a Piranha Plant.

But Super Mario Bros. Advance 4 fixes so many small annoyances.

  • You can save your game whenever you want. Remember the NES version? You had to leave the console on overnight if you wanted to keep your progress on World 8.
  • The physics are refined. It feels snappier.
  • The "Voice Acting." Okay, this is divisive. Mario yells "Just what I needed!" every time you grab a mushroom. It’s annoying to some, but it gives the game a weird, bubbly personality that the silent NES version lacked.

Beyond the technical stuff, there's the color palette. The original NES version used a lot of blacks and dark blues. The GBA version, because the original handheld didn't have a backlight, boosted the brightness and saturation to an extreme degree. Even on a modern OLED screen, the game pops in a way that feels like a Saturday morning cartoon. It’s vibrant. It’s loud. It’s unapologetic.

The Secret Mechanics Nobody Told You About

Most people don't realize how much the engine was tweaked for Super Mario Bros. Advance 4. It’s not a direct port of the NES code; it’s actually running on a modified version of the Super Mario World engine logic. This is why the movement feels slightly "floatier" than the 1988 original.

Then there are the "Advance Coins."

In every level, there are these massive coins you have to hunt down. It adds a layer of exploration that the original game didn't have. Suddenly, you aren't just trying to get to the end of the stage; you’re scouring pipes and hidden rooms. It turns a linear platformer into a bit of a collect-a-thon, which was the style at the time. If you collect them all, you unlock mini-games and bonuses that actually help you in the main quest. It makes the game feel much more "complete" than its predecessors.

Let’s talk about the Boomerang Suit. This was the holy grail for GBA players. Swiping the card gave Mario the ability to throw boomerangs just like a Boomerang Bro. It changed the entire combat loop. You weren't just jumping or throwing fireballs; you had a projectile that came back to you. It was overpowered, sure, but it was incredibly fun. This was the kind of experimentation that Nintendo rarely does with their "main" entries, which is why this specific port feels so special.

Comparing the Versions: NES vs. All-Stars vs. Advance 4

If you’re looking to play Super Mario Bros. 3 today, you have choices. You can do the NES original on Switch Online, the All-Stars version, or this GBA port.

The NES version is the "pure" experience. The music is iconic 8-bit chiptune. But it’s punishing. There are no real saves, and the graphics are dated. All-Stars on the SNES updated the graphics but kept the physics identical (mostly). Super Mario Bros. Advance 4 is the one that actually adds content.

If you want the full story, you have to look at the "World-e" levels. These aren't just bonus stages. They are some of the most difficult levels Nintendo has ever designed. They require precise movement and a deep understanding of the game's mechanics. In one level, you might be dodging Bullet Bills while navigating a maze of conveyor belts, all while trying to carry a vegetable to throw at a distant switch. It’s high-level Mario.

What about the "Advance" Series?

This was the fourth and final entry in the Super Mario Advance series. The first was a remake of Mario 2, the second was Mario World, and the third was Yoshi’s Island. By the time they got to Advance 4, they had perfected the formula. They knew how to make the GBA hardware sing. They included a version of the original Mario Bros. arcade game on every single cartridge, which meant you could play multiplayer with your friends even if they had a different Advance game.

It was a cohesive ecosystem.

The Legacy of the E-Reader Levels

It’s easy to look back and laugh at the e-Reader. It was a disaster. But without that disaster, we wouldn't have the "Lost Levels" of Super Mario Bros. 3. These stages proved that there was still an appetite for 2D Mario in a world that had gone completely 3D with Mario 64 and Sunshine.

💡 You might also like: All amiibos for botw: Why Most Players Are Still Doing It Wrong

These levels were a testing ground. You can see the DNA of New Super Mario Bros. in the way they handled secret exits and coin placement. You can see the DNA of Mario Maker in the "remix" nature of the assets. They were basically saying, "What if we took everything we've learned in the last 20 years and put it into the Mario 3 engine?"

The result is a game that feels like a celebration. It’s a "Best Of" album that also includes a second disc of experimental B-sides that end up being better than the hits.

How to Experience it Properly in 2026

You don't need to hunt down a physical e-Reader and expensive Japanese cards anymore. That’s a relief.

The best way to play this now is through the Nintendo Switch Online + Expansion Pack. They’ve included all the e-Reader levels by default. You just scroll over to the World-e icon and you’re in. No swiping, no link cables, no headaches.

But here’s a tip: don’t play it with the joystick. Use the D-pad. The GBA was designed for tactile, directional input. The precision required for the later World-e levels is intense. Using a modern analog stick will just lead to frustration when you’re trying to navigate the "Ice Box" level or the "Doors of Doom."

Super Mario Bros. Advance 4 is a weird artifact of a time when Nintendo was trying to figure out what "portable" really meant. It’s a masterpiece hidden inside a remake. If you only ever played the NES version, you are genuinely missing out on about 25% of the best content Mario 3 has to offer.

Actionable Steps for New and Returning Players:

  • Check the World-e Menu: If you're on Switch, don't just start the main game. Go straight to World-e to see the levels you never got to play as a kid.
  • Toggle the Voices: If Mario’s "Wahoo!" becomes too much, look into the settings or just embrace the chaos. It’s part of the GBA charm.
  • Hunt for Advance Coins: Don't just speedrun. The game is designed for you to find the three big coins in every stage. It unlocks much-needed inventory items for the harder worlds.
  • Play the Mario Bros. Classic: Don't ignore the arcade port on the menu. It’s a great pallet cleanser between the high-stress platforming of World 8.
  • Master the Cape Feather: Since this game allows for items from other titles, learn how the Cape works in the Mario 3 physics engine. It’s slightly different than Super Mario World and allows for some game-breaking shortcuts in the original levels.

There’s a reason people still talk about this specific version. It wasn't just a cash grab. It was a love letter to the 2D era, stuffed into a tiny silver cartridge, waiting for someone to find its secrets. Whether you’re a veteran who remembers the hype of the e-Reader or a newcomer looking for the "ultimate" Mario experience, this game is a mandatory play. It’s the peak of 2D Mario design before the series took a long break until the DS era. Go play it. Honestly, it’s just that good.