Yoshi's Island: Super Mario Advance 3
Reviewed by Marcus Webb & Elena Castillo ·
The GBA port of Super Mario World 2: Yoshi's Island with six new bonus stages — Super Mario Advance 3 delivers the SNES classic's egg-throwing physics, baby Mario transport mechanics, and crayon-illustration art style in portable form, with additional content including extra stages created specifically for the GBA version.
💡 Yoshi's Island: Super Mario Advance 3 — Key Facts
- → Yoshi's Island: Super Mario Advance 3 was developed by Nintendo R&D2 and published by Nintendo
- → Released in 2002 on GAME-BOY-ADVANCE
- → Genre: Platformer, Action
- → We rate it 9.1/10 — an absolute classic
- → The GBA port of Super Mario World 2: Yoshi's Island with six new bonus stages — Super Mario Advance 3 delivers the SNES classic's egg-throwing physics, baby Mario transport mechanics, and crayon-illustration art style in portable form, with additional content including extra stages created specifically for the GBA version.
Overview
Yoshi’s back. Baby Mario in a bubble. A crayon world where everything looks like a child drew it — deliberately, because the alternative was looking like Donkey Kong Country, and Miyamoto chose not to.
Yoshi’s Island arrived on SNES in 1995 as a deliberately different answer to what a platformer could look like. Super Mario Advance 3 brought it to GBA in 2002 with six stages nobody had played before.
The Crayon
Donkey Kong Country used pre-rendered 3D models photographed into sprites — the most technologically impressive graphics available on SNES hardware. It looked like nothing else in 1994 and was commercially dominant.
Yoshi’s Island responded by looking like everything else in the most unlikely direction: a child’s drawing. Characters in crayon outlines. Backgrounds in watercolor washes. The deliberate uncanny gap between the hand-drawn aesthetic and the game’s technical sophistication — Super FX2 sprite scaling for bosses that grew on screen — was the point.
The art style doesn’t age like realism ages. Yoshi’s Island’s crayon world looks like what it is: a choice made by artists. DKC’s pre-rendered sprites look like what they were: the limit of 1994 technology trying to look like more.
The Egg
The standard platformer attack is vertical: jump on things. Yoshi’s Island added a ranged weapon attached to physics.
Swallow an enemy: produce an egg. Aim the targeting reticle: release to throw. The egg travels with arc and gravity to its target, hitting enemies, ? Clouds, and platforms at the aimed position. A well-placed egg shot from below a ? Cloud without jumping to reach it is a different kind of precision than a well-timed jump.
The combination of flutter-jumping — Yoshi’s ground-pound in descent that extends airtime — with egg throwing at precision targets created a platformer feel that no other game in the genre replicated. The mechanics aren’t inherited from Mario Bros. or Donkey Kong. They’re Yoshi’s.
The Baby
Baby Mario wails when he floats away. This is intentional.
The sound is irritating enough to create urgency — a player who ignores the audio cue misses the visual countdown and loses the stage. The wailing is the mechanic’s alarm. Nintendo knew it was annoying. The annoyingness is the point.
The bubble timer creates something health bars don’t: recoverable failure with a clock. Games with health bars create linear attrition. Yoshi’s Island creates a different pressure — taking damage is recoverable, but recovery requires immediate action against a countdown you can hear getting worse.
Our Review
Gameplay
Yoshi's Island: Super Mario Advance 3 ports Super Mario World 2: Yoshi's Island (SNES, 1995) to GBA. Yoshi carries baby Mario through 48 stages plus secret stages across 6 worlds. The egg mechanic: Yoshi swallows most enemies, converting them into eggs to throw at distant targets with a targeting reticle. Hitting enemies, blocks, and ? Clouds from range with eggs is the game's primary interaction alongside ground-pounding and flutter-jumping. Baby Mario starts on Yoshi's back; taking damage causes him to float away in a bubble, requiring recapture before a timer expires. Defeating Kamek's minions and ultimately Bowser to return baby Mario to his family is the narrative. GBA version adds 6 bonus stages not in the SNES original.
Graphics
Yoshi's Island's crayon-drawing, watercolor-background art style distinguishes it from every other platformer — the deliberate hand-drawn aesthetic created a visual identity that the GBA port preserves with some color reduction on the original GBA hardware's screen.
Audio
Yoshi's Island's music — the main theme, stage music, and the iconic wailing baby Mario sound when Yoshi drops him — is preserved in GBA audio with some hardware compression. The music is considered among SNES's most memorable score work.
Replayability
100-point completion on all 48 standard stages plus secret stages, collecting all red coins, flowers, and stars in each level, and the 6 GBA-exclusive bonus stages create comprehensive completion challenges far beyond linear play.
Historical Significance
Yoshi's Island (SNES, 1995) was Shigeru Miyamoto's response to Donkey Kong Country's pre-rendered graphics — a deliberate aesthetic choice to look unlike any other game rather than compete on technical realism. The Super FX2 chip's scaling effects for boss battles and the hand-drawn art style created a game that looked genuinely different. Super Mario Advance 3 brought this experience to GBA players who'd encountered Yoshi's Island only through reputation, with added bonus stages. The game's egg-throw/flutter-jump mechanics and baby-protection structure are so distinct from other Mario games that Yoshi's Island effectively defined an independent franchise identity.
✅ Pros
- + Distinctive crayon-illustration art style unlike any other platformer
- + Six GBA-exclusive bonus stages beyond SNES original
- + Egg targeting adds ranged precision to platformer traversal
- + 100-point completion system rewards thorough exploration
- + Portable delivery of one of SNES's best-regarded platformers
❌ Cons
- - Baby Mario wailing sound effect is intentionally irritating to create urgency
- - GBA screen color reduction from SNES original
- - Flutter-jump timing requires learning different from standard platformer physics
- - 6 worlds × 8 stages structure shows its SNES era length