Key takeaways
- Mario Kart: Super Circuit (2001) — the only traditional Mario Kart on the system; 20 new circuits plus all 20 SNES Super Mario Kart tracks as unlockables, with link play for up to four.
- Mario & Luigi: Superstar Saga (2003) — the first game in the beloved RPG series, and arguably the best.
- Mario vs. Donkey Kong (2004) — the puzzle-platformer that launched its own franchise.
- Sports and spin-offs — Mario Golf: Advance Tour and Mario Pinball Land (2004), Mario Tennis: Power Tour and Mario Party Advance (2005).
- The oddballs — Game & Watch Gallery 4 (2002), plus GBA Video cartridges of the Super Show cartoon.
What's inside
There are five distinct ways to play Super Mario Bros. on Game Boy Advance: a byte-faithful NES emulation in 2004’s Classic NES Series line, the four Super Mario Advance remakes released between 2001 and 2003, and Game Boy Color’s Super Mario Bros. Deluxe, which every GBA and GBA SP runs natively through the backward-compatible slot. The right pick depends on whether you want authenticity, extras, or multiplayer — so here is every version, what changed, and which one makes sense in 2026.
Every Super Mario Bros. release on GBA at a glance
| Release | Year | Based on | Save? | Signature extras |
|---|---|---|---|---|
| Super Mario Advance | 2001 | Super Mario Bros. 2 (USA) | Yes | Mario Bros. arcade remake, new Robirdo boss, post-game Yoshi egg hunt |
| Super Mario Advance 2: Super Mario World | 2002 | SNES Super Mario World | Yes, anywhere on the map | Selectable Luigi with his own physics, Dragon Coins added to every stage |
| Super Mario Advance 3: Yoshi’s Island | 2002 | SNES Yoshi’s Island | Yes | Six new secret levels absent from the SNES original |
| Super Mario Advance 4: Super Mario Bros. 3 | 2003 | SMB3, via the All-Stars remaster | Yes — the first save SMB3 ever had | e-Reader World-e courses, stockable item inventory |
| Classic NES Series: Super Mario Bros. | 2004 | NES SMB1, unmodified | No | None — pure emulation, alternating two-player mode intact |
| Super Mario Bros. Deluxe (GBC cart, plays on GBA) | 1999 | NES SMB1 | Yes | Unlockable Lost Levels, Challenge mode, link-cable versus racing |
Classic NES Series vs. the Advance line: two different philosophies
The Classic NES Series cartridge — part of the same line sold as Famicom Mini in Japan — is essentially the untouched 1985 ROM wrapped in an emulator. That fidelity has a cost you can measure. The NES outputs frames at 256×224, but the GBA’s LCD is 240×160. To fit, the port drops 64 of every 224 vertical lines (about 29%) and squeezes 256 columns into 240. The result is uneven line dropping, which is why scrolling in the Classic NES port picks up a subtle “jitter” that the original never had, and why the palette was brightened for the unlit screens of 2001-era GBA hardware. On the plus side, everything about the game is intact — the two-player alternating mode, the physics, and even the famous glitches.
What you give up is convenience: there is no save state, no rewind, no extras menu, nothing. It is the purest portable SMB1 that exists on a cartridge, and also the most barebones.
The Super Mario Advance line went the opposite direction — each one is a ground-up remake of a different Mario game, rebuilt around a save feature, added content, and one shared bonus: every single cart contains an enhanced remake of the 1983 Mario Bros. arcade game, playable solo or with up to four players over a Game Link Cable, with a trimmed-down version that can be beamed to friends’ systems from a single cartridge.
The four Super Mario Advance remakes, game by game
Super Mario Advance (2001) — the SMB2 USA remake
The GBA launch title remakes the Western SMB2 — the vegetable-pulling, enemy-throwing oddball. Changes include full voice samples, a new boss (the giant robotic Robirdo in World 3), a score system that rewards coin collecting, progress saving, and a post-game Yoshi egg hunt that sends you back through every world hunting hidden eggs. It is the most transformed of the four relative to its source.
Super Mario Advance 2: Super Mario World (2002)
The SNES classic with meaningful mechanical tweaks. Luigi is selectable from the start with his own sprite and floatier, slipperier physics instead of being a palette swap. Dragon Coins — collectibles that only existed in some SMW stages — now appear in every level, giving completionists a second checklist beyond the 96 exits. The biggest quality-of-life fix is saving anywhere on the world map, where the SNES original only let you save after castles, ghost houses, and switch palaces.
Super Mario Advance 3: Yoshi’s Island (2002)
The prettiest game on the system, rebuilt without the SNES’s Super FX chip and still landing its effects. It adds a new secret stage in each of the six worlds that the SNES version never had, new voice samples, and the same Mario Bros. arcade pack-in. It is the most conservative of the remakes — which suits Yoshi’s Island, a game that needed no fixing.
Super Mario Advance 4: Super Mario Bros. 3 (2003)
This is the version people mean when they search for Super Mario Bros. 3 on Game Boy Advance, and it is the most consequential port in the line. It is built on the SNES All-Stars presentation — remade sprites, parallax backgrounds — and it finally gives SMB3 a save file, something the NES original famously lacked: in 1990 you either finished in one sitting or used Warp Whistles. It also inherits the All-Stars mercy rule, so a hit knocks you down one tier to Super Mario instead of straight to Small. Cleared stages stay replayable, and your item inventory can be stocked and carried between worlds, which quietly makes it the easiest version of SMB3 ever released.
Its wild card is World-e: swiping cards through the e-Reader peripheral unlocked more than two dozen extra courses, including remakes of NES SMB1 stages and mechanics imported from other Mario games — the Super Mario World Cape Feather, SMB2-style vegetables. North America got two retail card series, Japan got more, and Europe never received the e-Reader hardware at all, which makes this the most region-dependent content Nintendo ever shipped.
Don’t sleep on Super Mario Bros. Deluxe (Game Boy Color)
The 1999 Game Boy Color cartridge is technically a generation older, but every GBA and GBA SP plays it, and in terms of features it embarrasses the Classic NES port. Super Mario Bros. Deluxe packs the full SMB1, an unlockable port of The Lost Levels (Japan’s SMB2), a Challenge mode with red-coin and Yoshi-egg scavenger hunts in every stage, a link-cable versus race, and a Toy Box of extras including Game Boy Printer support.
The trade-off is the viewport. The GBC screen is 160×144, so you see only 144 of the NES’s 224 vertical lines — about 64% of the frame, roughly nine of the fourteen tile rows the original showed. You can tilt the view up or down slightly to compensate, but the tighter window makes precision jumps in late worlds genuinely harder. For completeness: there is no Super Mario Bros. 3 on the original Game Boy at all — that handheld’s Mario platformers were Super Mario Land, Super Mario Land 2: 6 Golden Coins, and the Wario Land spin-off. SMB3’s first official handheld appearance is Super Mario Advance 4.
Which version should you actually buy?
| What you want | Best pick | Why |
|---|---|---|
| The 1985 game exactly as it was | Classic NES Series: SMB | Untouched ROM; just expect the scaled-down 240×160 picture |
| SMB1 with the most content | Super Mario Bros. Deluxe (GBC) | Adds The Lost Levels, Challenge mode, and versus racing |
| SMB3 specifically | Super Mario Advance 4 | The only handheld SMB3; adds a save file and World-e |
| Best overall platformer on the system | SMA2 or SMA4 | SMW survives translation beautifully; SMA4 is the deeper package |
| Multiplayer on one cartridge | Any Super Mario Advance | All four include the Mario Bros. arcade remake with 4-player link support |
| Tightest budget | SMA2 or SMA3 loose | Usually the cheapest carts in the line |
On the secondhand market, loose Super Mario Advance cartridges typically run $10–$20, Classic NES Series: Super Mario Bros. around $15–$30, and Deluxe roughly $15–$35, with complete-in-box copies climbing well above those ranges. The odd one out is SMA4: the base game is fully complete without the e-Reader, so do not let World-e FOMO inflate what you pay unless you are a completionist.
The rest of Mario on GBA, briefly
- Mario Kart: Super Circuit (2001) — the only traditional Mario Kart on the system; 20 new circuits plus all 20 SNES Super Mario Kart tracks as unlockables, with link play for up to four.
- Mario & Luigi: Superstar Saga (2003) — the first game in the beloved RPG series, and arguably the best.
- Mario vs. Donkey Kong (2004) — the puzzle-platformer that launched its own franchise.
- Sports and spin-offs — Mario Golf: Advance Tour and Mario Pinball Land (2004), Mario Tennis: Power Tour and Mario Party Advance (2005).
- The oddballs — Game & Watch Gallery 4 (2002), plus GBA Video cartridges of the Super Show cartoon.
FAQ
Does Classic NES Series: Super Mario Bros. have a save or extras?
No. It is the 1985 ROM running under emulation — no save states, no unlockables, nothing beyond the original game and its two-player alternating mode.
Can you still access World-e in Super Mario Advance 4?
On original hardware you need an e-Reader peripheral (released only in North America and Japan) plus the physical cards. The far easier route is the Wii U Virtual Console release, which unlocks every World-e course, including ones whose cards were Japan-exclusive.
Will these cartridges work on every model?
The GBA carts play on every Game Boy Advance, SP, and Micro, plus DS and DS Lite. Super Mario Bros. Deluxe is the exception — as a Game Boy Color cart it needs a GBA, GBA SP, or older Game Boy hardware; the Micro and the DS family cannot run it.
Is the GBA Mario Bros. arcade the same as the NES version?
It is an enhanced remake — same flip-and-kick gameplay as the 1983 arcade original, but with redrawn graphics, new voice clips, and proper four-player support that the NES port never had.