Super Mario Advance 4: Super Mario Bros. 3
Reviewed by Marcus Webb & Elena Castillo ·
Super Mario Bros. 3 on GBA, with enhanced content and all the features of the SNES All-Stars version plus new e-Reader levels. The definitive portable version of one of the greatest games ever made — all eight worlds, all power-ups including Tanooki, Fire Flower, and Kuribo's Shoe, and the full adventure from World 1's Plains to World 8's Dark Land.
💡 Super Mario Advance 4: Super Mario Bros. 3 — Key Facts
- → Super Mario Advance 4: Super Mario Bros. 3 was developed by Nintendo and published by Nintendo
- → Released in 2003 on GAME-BOY-ADVANCE
- → Genre: Platformer, Action
- → We rate it 9.5/10 — an absolute classic
- → Part of the Super Mario franchise
- → Super Mario Bros. 3 on GBA, with enhanced content and all the features of the SNES All-Stars version plus new e-Reader levels. The definitive portable version of one of the greatest games ever made — all eight worlds, all power-ups including Tanooki, Fire Flower, and Kuribo's Shoe, and the full adventure from World 1's Plains to World 8's Dark Land.
Overview
Super Mario Bros. 3 is frequently listed among the greatest video games ever made. Made for the NES in 1988 and released in North America in 1990, it defined what a major Nintendo platformer could be — eight worlds each with distinct identities, dozens of power-ups, an item inventory system, and enough variety to feel like a complete world rather than a collection of levels.
Super Mario Advance 4 brought that game to the Game Boy Advance in 2003 in its most complete form. The SNES All-Stars visual overhaul. The e-Reader level content. Both Mario and Luigi playable throughout. The whole thing in your pocket.
Why SMB3 Endures
Super Mario Bros. 3’s most durable design achievement is world variety. No two worlds feel like the same game with different visual themes. Desert Land has the moving sandstorms that reconfigure level layouts. Water Land uses the Frog Suit’s swimming mechanics across its levels. Giant Land has platforms and enemies scaled up to create an Alice-in-Wonderland perspective shift. Sky Land splits between ground levels and sky-level platforming. Ice Land’s slippery physics change the feel of every jump. Pipe Land’s maze-like underground networks require different navigation thinking.
The power-up inventory extends this variety. Finding a Tanooki Suit and saving it for Ice Land’s difficult sections, or a Frog Suit to navigate Water Land’s underwater stages, creates forward-planning that earlier Mario games didn’t require. The item shop and Toad Houses provide power-ups as rewards for exploration, and the ability to store items means players who play carefully arrive at difficult sections with tools for them.
The Koopalings — the seven Bowser children who serve as world bosses — gave the game a cast of recurring antagonists. Larry Koopa’s simple patterns introduce the battle mechanic. Wendy O. Koopa’s bouncing rings create more complex evasion. Morton Koopa Jr.’s size creates intimidation. Each Koopaling fight is distinct, and the final encounter with Bowser himself (enormous, hurling hammers from above) delivers an appropriate climactic scale.
GBA’s Best Version
The GBA version adds content to the base game while preserving everything that made it excellent. Both Mario and Luigi are playable throughout — Luigi has his characteristic higher jump and slightly slippery landing, making certain sections easier (more air time) and harder (more precise landing required). The All-Stars visual treatment keeps the sprites clear and readable on the GBA screen.
The e-Reader content — 32 additional levels designed specifically for the GBA version — represents a significant content addition that most players only experienced through emulation or the 2016 Wii U Virtual Console release, which included all the e-Reader levels without requiring the physical accessory. These levels include some of the most creatively designed stages in the SMB3 universe, designed by Nintendo with the knowledge of what the base game already covers.
Portable Perfection
The GBA format suits Super Mario Bros. 3. The game’s structure — eight worlds each containing several levels, playable in segments — is ideal for handheld sessions. A world fits in 30-45 minutes; a complete playthrough runs 4-6 hours. The ability to save via the item screen means breaking and resuming exactly where you left off.
For players who grew up with the NES original, the GBA version is a faithful companion. For players encountering the game for the first time on GBA, it’s the most content-rich version of one of gaming’s foundational experiences.
Super Mario Advance 4 demonstrates that great games don’t require reinvention to remain relevant. They just need to be available.
Our Review
Gameplay
Super Mario Advance 4 is a faithful GBA port of Super Mario Bros. 3, including the enhanced visuals from the SNES Super Mario All-Stars version. All eight worlds are present: Plains, Desert, Ocean, Giant Land, Sky, Ice Land, Pipe Land, and Dark Land. Mario and Luigi are both playable (Luigi has slightly different physics). The vast power-up inventory — Super Mushroom, Fire Flower, Super Leaf (Raccoon Mario), Tanooki Suit, Frog Suit, Hammer Bros. Suit, Kuribo's Shoe (in one level), P-Wing, Starman — provides variety across the game's 80+ levels. The item storage system allows saving found items for use in difficult levels. e-Reader connectivity allowed downloading additional levels in the original release; this content was later made permanently available in Virtual Console releases.
Graphics
Super Mario Advance 4 uses the Super Mario All-Stars visual overhaul for all eight worlds, with improved backgrounds, updated sprite work, and the cleaner presentation Nintendo added when they compiled the NES classics for SNES. The GBA screen handles the presentation cleanly.
Audio
Super Mario Bros. 3's iconic soundtrack — composed by Koji Kondo — translates to GBA with the series' characteristic quality. Each world has distinct musical themes, the Tanooki flight sequence has its own theme, and the boss fights against the Koopalings have appropriately dramatic music.
Replayability
Super Mario Bros. 3 has always been one of gaming's most replayable games due to its vast world variety, power-up abundance, and the desire to see all worlds and levels. The e-Reader level content (now built into emulator/Virtual Console versions) extends the content further. Any-% speedrunning and no-power-up challenges provide additional motivation.
Historical Significance
Super Mario Advance 4 brought one of gaming's greatest games to the GBA in its most complete form. The e-Reader connectivity was one of the more interesting peripheral uses of that accessory's limited North American lifespan. The game was subsequently released on Wii Virtual Console, Nintendo 3DS Virtual Console, and the NES/SNES Classic Mini consoles, demonstrating the enduring demand for Super Mario Bros. 3 in any available format.
✅ Pros
- + Super Mario Bros. 3 is one of the greatest games ever made
- + All-Stars visual overhaul improves on the NES original's presentation
- + GBA portable format makes it ideal for revisiting
- + e-Reader levels add original content for collectors
- + Both Mario and Luigi playable with distinct physics
❌ Cons
- - e-Reader functionality requires hardware not widely available
- - GBA sound hardware creates slight audio quality difference from SNES
- - Screen size reduces visibility slightly compared to TV play
- - No new gameplay additions beyond the original