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|publisher=[[Nintendo]] | |publisher=[[Nintendo]] | ||
|platforms=[[Super Famicom]]/[[Super Nintendo Entertainment System]], [[Super Nintendo Entertainment System - Nintendo Switch Online]] | |platforms=[[Super Famicom]]/[[Super Nintendo Entertainment System]], [[Super Nintendo Entertainment System - Nintendo Switch Online]] | ||
|release='''SNES:'''<br>{{ | |release='''SNES:'''<br>{{release|Japan|July 14, 1993|USA|August 1, 1993|Europe|December 16, 1993|Australia|December 16, 1993|South Korea|1993<ref>{{cite|author= Dentifritz|date=|url=http://scanlines16.com/collection/super-mario-all-stars-kor/|publisher=Scanlines16.com|title=Super Mario All Stars (KR)|language=French|archive=https://archive.ph/yPYI2|accessdate=June 6, 2024}}</ref>}} | ||
'''SNES Player's Choice:'''<br>{{release|USA|September 1996}} | |||
'''Super Nintendo Entertainment System - Nintendo Switch Online:'''<br>{{release|Japan|September 3, 2020<ref>{{cite|language=Japanese|author=Nintendo 公式チャンネル|date=September 3, 2020|url=youtu.be/z5nqRrqFFZI|title=スーパーマリオブラザーズ35周年Direct <nowiki>[2020年9月]</nowiki>|publisher=YouTube|accessdate=September 6, 2020}}</ref>|USA|September 3, 2020<ref>{{cite|author=Nintendo|date=September 3, 2020|url=youtu.be/s_UcjEq2Dgk|title=Super Mario Bros. 35th Anniversary Direct|publisher=YouTube|accessdate=September 6, 2020}}</ref>|Europe|September 3, 2020<ref>{{cite|author=@NintendoEurope|date=September 3, 2020|url=x.com/NintendoEurope/status/1301516116116856833?s=20|title="The 4-in-1 #SuperNES compilation Super Mario All-Stars is now available for #NintendoSwitchOnline members!"|publisher=X|accessdate=September 6, 2020}}</ref>|Australia|September 3, 2020<ref>{{cite|author=@NintendoAUNZ|date=September 3, 2020|url=x.com/NintendoAUNZ/status/1301792115735683072?s=20|title="The 4-in-1 #SuperNES compilation Super Mario All-Stars is now available for #NintendoSwitchOnline members!"|publisher=X|accessdate=September 6, 2020}}</ref>|HK|September 3, 2020<ref>{{cite|author=Nintendo|url=www.nintendo.com.hk/hardware/switch/onlineservice/fc|title=Family Computer & Super Famicom - Nintendo Switch Online|publisher=Nintendo HK|accessdate=September 6, 2020}}</ref>|South Korea|September 3, 2020<ref>{{cite|author=Nintendo|url=www.nintendo.co.kr/switch/onlineservice/fc|title=NES & Super NES - Nintendo Switch Online (Shown in Copyrights)|publisher=Nintendo Korea|accessdate=September 6, 2020}}</ref>}} | |||
|languages={{languages|en_us=y|jp=y}} | |languages={{languages|en_us=y|jp=y}} | ||
|genre=Compilation, platformer | |genre=Compilation, platformer | ||
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|ratings={{ratings|acb=|cero=a|esrb=k-a|pegi=3}} | |ratings={{ratings|acb=|cero=a|esrb=k-a|pegi=3}} | ||
|format={{format|snes=1|switchdl=1}} | |format={{format|snes=1|switchdl=1}} | ||
|input={{input|snes=1|joy-con | |input={{input|snes=1|joy-con=1|switchpro=1|switchsnes=1}} | ||
|serials= | |serials=SHVC-4M (Japan) | ||
}} | }} | ||
'''''Super Mario All-Stars''''' (known in Japan as '''''Super Mario Collection''''') is a compilation of [[reissue]]s for the [[Super Nintendo Entertainment System]]. It enhances ''[[Super Mario Bros.]]'', ''[[Super Mario Bros. 2]]'', ''[[Super Mario Bros. 3]]'', and ''[[Super Mario Bros.: The Lost Levels]]'' (known as ''Super Mario Bros. 2: For Super Players'' in Japan) to the Super Nintendo with an added on-cartridge save feature, updated graphics and sound, and an additional "[[Battle Game (Super Mario All-Stars)|Battle Game]]" for ''Super Mario Bros. 3''. It is also the first time that the original Japanese ''Super Mario Bros. 2'' was released for the western public. | '''''Super Mario All-Stars''''' (known in Japan as '''''Super Mario Collection''''') is a compilation of [[reissue]]s for the [[Super Nintendo Entertainment System]]. It enhances ''[[Super Mario Bros.]]'', ''[[Super Mario Bros. 2]]'', ''[[Super Mario Bros. 3]]'', and ''[[Super Mario Bros.: The Lost Levels]]'' (known as ''Super Mario Bros. 2: For Super Players'' in Japan) to the Super Nintendo with an added on-cartridge save feature, updated graphics and sound, and an additional "[[Battle Game (Super Mario All-Stars)|Battle Game]]" for ''Super Mario Bros. 3''. It is also the first time that the original Japanese ''Super Mario Bros. 2'' was released for the western public. | ||
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In 2010, the game was re-released on the [[Wii]] as part of the [[Super Mario Bros. 25th Anniversary|''Super Mario Bros.'' 25th Anniversary]], under the title ''[[Super Mario All-Stars Limited Edition]]''. The Wii version was initially released with a [[Super Mario History 1985-2010|''Super Mario'' history booklet]] and a CD containing songs and sound effects from various games, but Nintendo of America later issued a reprint of the retail Wii disc under the [[Nintendo Selects#Wii|Nintendo Selects]] label without the bonus materials. ''Super Mario All-Stars'' was released again on [[Super Nintendo Entertainment System - Nintendo Switch Online]] on September 3, 2020, as part of the [[Super Mario Bros. 35th Anniversary|35th anniversary of ''Super Mario Bros.'']]<ref>{{cite|author=Nintendo|date=September 3, 2020|url=www.youtube.com/watch?v=s_UcjEq2Dgk|title=Super Mario Bros. 35th Anniversary Direct|publisher=YouTube|accessdate=September 3, 2020}}</ref> | In 2010, the game was re-released on the [[Wii]] as part of the [[Super Mario Bros. 25th Anniversary|''Super Mario Bros.'' 25th Anniversary]], under the title ''[[Super Mario All-Stars Limited Edition]]''. The Wii version was initially released with a [[Super Mario History 1985-2010|''Super Mario'' history booklet]] and a CD containing songs and sound effects from various games, but Nintendo of America later issued a reprint of the retail Wii disc under the [[Nintendo Selects#Wii|Nintendo Selects]] label without the bonus materials. ''Super Mario All-Stars'' was released again on [[Super Nintendo Entertainment System - Nintendo Switch Online]] on September 3, 2020, as part of the [[Super Mario Bros. 35th Anniversary|35th anniversary of ''Super Mario Bros.'']]<ref>{{cite|author=Nintendo|date=September 3, 2020|url=www.youtube.com/watch?v=s_UcjEq2Dgk|title=Super Mario Bros. 35th Anniversary Direct|publisher=YouTube|accessdate=September 3, 2020}}</ref> | ||
==Differences and changes== | ==Differences and changes== | ||
Generally, most of the sound effects have been recreated, or replaced with their ''[[Super Mario World]]'' counterparts. Some of the sound effects have been replaced by other sound effects from said game as well; for example, the "stomping" sound effect is now the same as when Mario [[Spin Jump]]s a spiked enemy in ''Super Mario World'', and the sound effect that plays when boss enemies are damaged in ''Super Mario Bros. 2'' is now the same as when Mario stomps on [[Chargin' Chuck]]s or a [[Koopalings|Koopaling]] in ''Super Mario World''. The original music is additionally re-scored and rearranged using the same soundfont used in ''Super Mario World'', with two new instrument samples added: the trombone from Optical Media International's "Universe of Sounds," and the timpani from the Roland L-CD1 module.<ref>https://docs.google.com/spreadsheets/d/1JJBlHHDc65fhZmKUGLrDTLCm6rfUU83-kbuD8Y0zU0o/edit?pli=1#gid=717751203</ref>{{better source}} | Generally, most of the sound effects have been recreated, or replaced with their ''[[Super Mario World]]'' counterparts. Some of the sound effects have been replaced by other sound effects from said game as well; for example, the "stomping" sound effect is now the same as when Mario [[Spin Jump]]s a spiked enemy in ''Super Mario World'', and the sound effect that plays when boss enemies are damaged in ''Super Mario Bros. 2'' is now the same as when Mario stomps on [[Chargin' Chuck]]s or a [[Koopalings|Koopaling]] in ''Super Mario World''. The original music is additionally re-scored and rearranged using the same soundfont used in ''Super Mario World'', with two new instrument samples added: the trombone from Optical Media International's "Universe of Sounds," and the timpani from the Roland L-CD1 module.<ref>https://docs.google.com/spreadsheets/d/1JJBlHHDc65fhZmKUGLrDTLCm6rfUU83-kbuD8Y0zU0o/edit?pli=1#gid=717751203</ref>{{better source}} | ||
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Although the default control scheme is similar to ''Super Mario World'' (albeit with the Spin Jump being replaced with the normal jump), an in-game option allows to use {{button|Snes|B}} as a dash/attack button like the original NES versions; a similar option would be featured in later 2D platformers (except for ''[[New Super Mario Bros. Wii]]''). | Although the default control scheme is similar to ''Super Mario World'' (albeit with the Spin Jump being replaced with the normal jump), an in-game option allows to use {{button|Snes|B}} as a dash/attack button like the original NES versions; a similar option would be featured in later 2D platformers (except for ''[[New Super Mario Bros. Wii]]''). | ||
===Changes to ''Super Mario Bros.'' and ''Super Mario Bros.: The Lost Levels''=== | ===Changes to ''Super Mario Bros.'' and ''Super Mario Bros.: The Lost Levels''=== | ||
{{rewrite-expand|Rewrite to read better in bullet format.}} | {{rewrite-expand|Rewrite to read better in bullet format.}} | ||
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|alt2=SNES | |alt2=SNES | ||
}} | }} | ||
*There are graphical enhancements for all settings. | * There are graphical enhancements for all settings. | ||
**Grassland levels have grass on the ground (the ground is no longer made of blocks). | ** Grassland levels have grass on the ground (the ground is no longer made of blocks). | ||
**All levels have backgrounds (for example, levels that take place at night have a twinkling star background, while athletic levels either have a waterfall background for those with elevated grass platforms and bridge levels have pillars with Goomba statues on top of them as supports). | ** All levels have backgrounds (for example, levels that take place at night have a twinkling star background, while athletic levels either have a waterfall background for those with elevated grass platforms and bridge levels have pillars with Goomba statues on top of them as supports). | ||
**Almost every overworld level except for the ones taking place at night feature mountains in the background, even the ones that originally used the trees-and-fences scenery. | ** Almost every overworld level except for the ones taking place at night feature mountains in the background, even the ones that originally used the trees-and-fences scenery. | ||
**[[World 3 (Super Mario Bros.)|Worlds 3]], [[World 5 (Super Mario Bros.)|5]], and [[World 7 (Super Mario Bros.)|7]] make their being in a setting covered in snow more clear by adding snow to the ground, as originally, it was only implied to be covered in snow due to the bushes being white (this does not affect gameplay). Underground levels show a wall in the background. | ** [[World 3 (Super Mario Bros.)|Worlds 3]], [[World 5 (Super Mario Bros.)|5]], and [[World 7 (Super Mario Bros.)|7]] make their being in a setting covered in snow more clear by adding snow to the ground, as originally, it was only implied to be covered in snow due to the bushes being white (this does not affect gameplay). Underground levels show a wall in the background. | ||
**Underwater levels have a distortion effect. | ** Underwater levels have a distortion effect. | ||
**Many levels that had snow in the original Japanese ''Super Mario Bros. 2'' do not have it in the ''Super Mario Bros.: The Lost Levels'' edition, including [[World 3-3 (Super Mario Bros.: The Lost Levels)|Worlds 3-3]], [[World 7-1 (Super Mario Bros.: The Lost Levels)|7-1]], [[World 7-2 (Super Mario Bros.: The Lost Levels)|7-2]], [[World 7-3 (Super Mario Bros.: The Lost Levels)|7-3]], [[World 8-1 (Super Mario Bros.: The Lost Levels)|8-1]], [[World C-3|C-3]], [[World D-1|D-1]], [[World D-2|D-2]], and [[World D-3|D-3]]. Snow was introduced into [[World C-1]], although it is only an aesthetic difference. | ** Many levels that had snow in the original Japanese ''Super Mario Bros. 2'' do not have it in the ''Super Mario Bros.: The Lost Levels'' edition, including [[World 3-3 (Super Mario Bros.: The Lost Levels)|Worlds 3-3]], [[World 7-1 (Super Mario Bros.: The Lost Levels)|7-1]], [[World 7-2 (Super Mario Bros.: The Lost Levels)|7-2]], [[World 7-3 (Super Mario Bros.: The Lost Levels)|7-3]], [[World 8-1 (Super Mario Bros.: The Lost Levels)|8-1]], [[World C-3|C-3]], [[World D-1|D-1]], [[World D-2|D-2]], and [[World D-3|D-3]]. Snow was introduced into [[World C-1]], although it is only an aesthetic difference. | ||
**Due to the improved color palette of the SNES, color schemes are now more consistent depending on the level environment, as opposed to having their own unique color scheme due to the NES having a limited color palette: green enemies and items are always green (as opposed to being teal in underground and castle levels and gray in underwater levels). (This applies to [[Koopa Troopa]]s, [[Piranha Plant]]s, [[Hammer Bro]]thers, the outline of a [[Lakitu]], the spots of a [[1-Up Mushroom]], [[Super Spring]]s, and [[wind]].) | ** Due to the improved color palette of the SNES, color schemes are now more consistent depending on the level environment, as opposed to having their own unique color scheme due to the NES having a limited color palette: green enemies and items are always green (as opposed to being teal in underground and castle levels and gray in underwater levels). (This applies to [[Koopa Troopa]]s, [[Piranha Plant]]s, [[Hammer Bro]]thers, the outline of a [[Lakitu]], the spots of a [[1-Up Mushroom]], [[Super Spring]]s, and [[wind]].) | ||
**The color of [[Blooper]]s was changed from white to pink (including even the flying Bloopers in ''Super Mario Bros.: The Lost Levels''), and gray [[Cheep Cheep]]s are now green. | ** The color of [[Blooper]]s was changed from white to pink (including even the flying Bloopers in ''Super Mario Bros.: The Lost Levels''), and gray [[Cheep Cheep]]s are now green. | ||
**Goombas, which are normally brown, stay blue in underground levels; but become brownish gray in castle levels (in contrast to the original game where they | ** Goombas, which are normally brown, stay blue in underground levels; but become brownish gray in castle levels (in contrast to the original game where they're light gray in castle levels). Only underwater Goombas now being recolored into their "normal" colors. | ||
**Warp Pipes now only come in two colors (green and silver, the latter only appearing in "winter" levels) instead of four (green, silver, orange, and purple, the last two only appearing in World 4-2's second Warp Zone leading to Worlds 6, 7, and 8 and World 8-4's brief underwater section, respectively; they are more common in ''The Lost Levels''), and all pipes seen inside castles are now colored green instead of silver. | ** Warp Pipes now only come in two colors (green and silver, the latter only appearing in "winter" levels) instead of four (green, silver, orange, and purple, the last two only appearing in World 4-2's second Warp Zone leading to Worlds 6, 7, and 8 and World 8-4's brief underwater section, respectively; they are more common in ''The Lost Levels''), and all pipes seen inside castles are now colored green instead of silver. | ||
**[[Bullet Bill]]s' arms are now animated. | ** [[Bullet Bill]]s' arms are now animated. | ||
**[[Bowser | ** [[Bowser]] now resembles his ''[[Super Mario Bros. 3]]'' design. | ||
** | ** [[World 6-3 (Super Mario Bros.)|World 6-3]] in the first game and Worlds 7-3 and C-3 in ''Super Mario Bros.: The Lost Levels'' are now depicted as having the same color standard as in [[World 3 (Super Mario Bros.)|Worlds 3-3]] and [[World 2-3 (Super Mario Bros.: The Lost Levels)|2-3]], respectively, as originally, they were completely monochrome. | ||
*There are parallax scrolling layers in the background. | |||
*There are parallax scrolling layers in the background. | * Secret underground levels have a picture of [[Mario]] or [[Luigi]] showing a V sign in the background, which are labeled "Bonus". This is also seen in [[Coin Heaven]]. | ||
* | * Underground levels like [[World 1-2 (Super Mario Bros.)|World 1-2]] place an echo effect on all sounds. | ||
* Lava is no longer just a recolor of water and boils. | |||
*Underground levels like [[World 1-2 (Super Mario Bros.)|World 1-2]] place an echo effect on all sounds. | * ''Super Mario Bros.: The Lost Levels'' had most of its graphics made updated to be consistent with the remade original game, whereas the original Famicom versions do not have the same graphics as each other. | ||
*Lava is no longer just a recolor of water and boils. | ** For instance, the ground is covered by blocks in most of the levels of the original, whereas the ground is mainly covered by dirt in ''Super Mario Bros.: The Lost Levels''. In ''Super Mario All-Stars'', the graphics of all the games were improved, and ''Super Mario Bros.: The Lost Levels'' was made to look exactly the same as the graphically-improved version of ''Super Mario Bros.'' released on the same cartridge. | ||
*''Super Mario Bros.: The Lost Levels'' had most of its graphics made updated to be consistent with the remade original game, whereas the original Famicom versions do not have the same graphics as each other. | ** [[World 9 (Super Mario Bros.: The Lost Levels)|World 9]]'s graphics were made to look exactly the same as the graphics within the rest of the worlds, unlike the deliberately glitch-like appearance from the original game. | ||
**For instance, the ground is covered by blocks in most of the levels of the original, whereas the ground is mainly covered by dirt in ''Super Mario Bros.: The Lost Levels''. In ''Super Mario All-Stars'', the graphics of all the games were improved, and ''Super Mario Bros.: The Lost Levels'' was made to look exactly the same as the graphically-improved version of ''Super Mario Bros.'' released on the same cartridge. | ** The wall before the flagpole near the end of World 5-1 in ''The Lost Levels'', originally made out of ground tiles, is now made out of blocks as if it were a staircase. | ||
**[[World 9 (Super Mario Bros.: The Lost Levels)|World 9]]'s graphics were made to look exactly the same as the graphics within the rest of the worlds, unlike the deliberately glitch-like appearance from the original game. | |||
**The wall before the flagpole near the end of World 5-1 in ''The Lost Levels'', originally made out of ground tiles, is now made out of blocks as if it were a staircase. | * Luigi is no longer a simple recolor of Mario, the Bros.' standing pose is different and now resembles their design from ''[[Super Mario Bros. 3]]'', but with the shirt and overall colors swapped and recolored. | ||
*Luigi is no longer a simple recolor of Mario, the Bros.' standing pose is different and now resembles their design from ''[[Super Mario Bros. 3]]'', but with the shirt and overall colors swapped and recolored. | ** [[Fire Mario]] and Fire Luigi are no longer colored the same, having the shirt/overall colors swapped; Mario received a blue shirt and red overalls (similar to Mario's original outfit from his debut in ''[[Donkey Kong (game)|Donkey Kong]]'' and his outfit in the DIC cartoons) while Fire Mario received a red shirt and white overalls (similar to Super Mario's outfit from the DIC cartoons), and Luigi received a purple shirt and green overalls (similar to Luigi's outfit from ''[[Super Mario Bros. 2]]'' and his outfit in the DIC cartoons) while Fire Luigi received a green shirt and white overalls (similar to Super Luigi's outfit from the DIC cartoons). | ||
**[[Fire Mario]] and Fire Luigi are | ** When a brother enters a bigger castle, he takes the middle door rather than the left one. | ||
*When a brother enters a bigger castle, he takes the middle door rather than the left one. | *** Before vanishing in a door, he faces the screen and shows a V sign with his fingers. | ||
**Before vanishing in a door, he faces the screen and shows a V sign with his fingers. | **** The Bros. also do this when entering a pipe from above. | ||
***The Bros. also do this when entering a pipe from above. | **The sprites for power-up items and [[Princess Peach|Princess Toadstool]] are now based on their updated ''Super Mario Bros. 3'' counterparts as well. | ||
*The sprites for power-up items and [[Princess Peach|Princess Toadstool]] are now based on their updated ''Super Mario Bros. 3'' counterparts as well. | * As opposed to simply standing on the ground, [[Toad (species)|Toads]] are now found in sacks, which they somehow escape from after Mario or Luigi come | ||
* | ** Also, rather than rescuing a single Toad in every castle, the player rescues multiple Toads based on the world they are in (two Toads in [[World 2 (Super Mario Bros.)|World 2]], three Toads in [[World 3 (Super Mario Bros.)|World 3]], and so on; completing Worlds A-C in ''The Lost Levels'' will now result in Mario/Luigi rescuing five, six, and seven Toads, respectively). | ||
* | ** They always have a different animation when Mario rescues them from a sack. | ||
* The final scene where Mario rescues Princess Toadstool has also been changed. | |||
**They always have a different animation when Mario rescues them from a sack. | ** She is now held in a cage above lava which Mario (or Luigi, if the player is playing as him) jumps into from the side, and if the player is [[Small Mario]], a [[Super Mushroom]] will drop down and make him [[Super Mario (form)|Super Mario]]. There is then a zoom-in showing Toadstool kissing Mario on the cheek; in ''[[Super Mario Bros.]]'', he blushes; in ''[[Super Mario Bros.: The Lost Levels]]'', his eyes become heart-shaped except in [[World D]], where he blushes. The endings of both games were also made uniform: there is no Warp Door in ''The Lost Levels'' leading to Peach after Bowser or Fake Bowser (in the original) is defeated, and there is no cutscene showing the black background in the castle levels turning sky blue and the seven Toads returning and circling Mario/Luigi and Peach and exclaiming "Thank you Mario/Luigi!". The walkthrough map included in ''Nintendo Power'' Volume 52, however, indicated that it was originally planned that the ending would be similar to that of the original ''Super Mario Bros.''<ref>{{cite|title=''Nintendo Power'' issue 52|date=September 1993|publisher=Nintendo of America|page=21}}</ref> In World 8-4 of both games, the text now says, ''"Thank you Mario/Luigi! The kingdom is saved! Now try a more difficult quest..."'' rather than ''"Thank you Mario! Your quest is over. We present you a new quest. Push button B to select a world."'' in the first game, or ''"Peace is paved/With the kingdom saved/Hurrah to Mario (Luigi)/Our only hero/This ends our trip/After a long friendship."'' in ''Super Mario Bros.: The Lost Levels''. In World [[Hard Mode|*]]8-4 in the first game and World D-4 in ''Super Mario Bros.: The Lost Levels'', the text has been changed to ''"Thank you Mario/Luigi for restoring peace to our kingdom. Hurrah to our hero, Mario/Luigi!"''. | ||
*The final scene where Mario rescues Princess Toadstool has also been changed. | |||
**She is now held in a cage above lava which Mario (or Luigi, if the player is playing as him) jumps into from the side, and if the player is [[Small Mario]], a [[Super Mushroom]] will drop down and make him [[Super Mario (form)|Super Mario]]. There is then a zoom-in showing Toadstool kissing Mario on the cheek; in ''[[Super Mario Bros.]]'', he blushes; in ''[[Super Mario Bros.: The Lost Levels]]'', his eyes become heart-shaped except in [[World D]], where he blushes. The endings of both games were also made uniform: there is no Warp Door in ''The Lost Levels'' leading to Peach after Bowser or | * The bricks of [[fortress]]es, [[castle]]s and the castle walls of [[World 8-3 (Super Mario Bros.)|World 8-3]] of ''Super Mario Bros.'' and [[World 8-2 (Super Mario Bros.: The Lost Levels)|Worlds 8-2]], [[World 8-3 (Super Mario Bros.: The Lost Levels)|8-3]] and [[World D-3|D-3]] of ''Super Mario Bros.: The Lost Levels'' are made more distinct from the normal [[Brick Block|brick]]s. | ||
*The bricks of [[fortress]]es, [[castle]]s and the castle walls of [[World 8-3 (Super Mario Bros.)|World 8-3]] of ''Super Mario Bros.'' and [[World 8-2 (Super Mario Bros.: The Lost Levels)|Worlds 8-2]], [[World 8-3 (Super Mario Bros.: The Lost Levels)|8-3]] and [[World D-3|D-3]] of ''Super Mario Bros.: The Lost Levels'' are made more distinct from the normal [[Brick Block|brick]]s. | ** Originally, they were normal bricks, but could not be broken and were only scenery. | ||
**Originally, they were normal bricks, but could not be broken and were only scenery. | |||
*Bowser's Castle is distinguished from the other castles by having thunder and lightning occur in the background. | * Bowser's Castle is distinguished from the other castles by having thunder and lightning occur in the background. | ||
*[[World 9 (Super Mario Bros.: The Lost Levels)|World 9]]'s water levels now have a proper underwater background. | |||
**The gray-colored enemies in this world, including | *[[World 9 (Super Mario Bros.: The Lost Levels)|World 9]]'s water levels now have a proper underwater background. | ||
*For unknown reasons, in ''Super Mario Bros.'' and ''Super Mario Bros.: The Lost Levels'' [[Fire Mario|Fire Mario/Luigi]] (while airborne or underwater) is not completely animated when throwing [[fireball]]s, just like how water and lava were not animated in the original games. | **The gray-colored enemies in this world, including Goombas and green Koopa Troopas and Paratroopas, are all now colored normally. | ||
*In ''Super Mario Bros.'', World 8-4's short underwater section has a regular sky background, just like a normal underwater level. However, in ''Super Mario All-Stars'', the background is black. | |||
* For unknown reasons, in ''Super Mario Bros.'' and ''Super Mario Bros.: The Lost Levels'' [[Fire Mario|Fire Mario/Luigi]] (while airborne or underwater) is not completely animated when throwing [[fireball]]s, just like how water and lava were not animated in the original games. | |||
* In ''Super Mario Bros.'', World 8-4's short underwater section has a regular sky background, just like a normal underwater level. However, in ''Super Mario All-Stars'', the background is black. | |||
====Gameplay==== | ====Gameplay==== | ||
*The player starts out with five lives instead of three, and gaining more than 128 lives just maxes out the life counter at 128, unlike the [[Nintendo Entertainment System|NES]] version where the next display of the lives screen gives a [[Game Over]]. | * The player starts out with five lives instead of three, and gaining more than 128 lives just maxes out the life counter at 128, unlike the [[Nintendo Entertainment System|NES]] version where the next display of the lives screen gives a [[Game Over]]. | ||
*The level introduction screen, which shows how many lives the player has remaining, also gives a brief overview of up to five enemies appearing in the level, excluding Piranha Plants. | * The level introduction screen, which shows how many lives the player has remaining, also gives a brief overview of up to five enemies appearing in the level, excluding Piranha Plants. | ||
**For example, the World 1-1 introduction shows | ** For example, the World 1-1 introduction shows [[Goomba]]s and [[Koopa Troopa]]s. | ||
**The castle introductions only show Bowser, even if other enemies appear in the level. | ** The castle introductions only show Bowser, even if other enemies appear in the level. | ||
**Worlds 2-3 and 6-3 show the fewest non-Bowser, non-Piranha Plant enemies in the screen, with only one each: Cheep Cheeps and Bullet Bills in the former and latter, respectively. | ** Worlds 2-3 and 6-3 show the fewest non-Bowser, non-Piranha Plant enemies in the screen, with only one each: Cheep Cheeps and Bullet Bills in the former and latter, respectively. | ||
**Despite some levels such as Worlds 5-2 and 6-2 from the first ''Super Mario Bros.'' featuring hidden underwater sections, and therefore featuring Bloopers and Cheep Cheeps among the enemies encountered, those enemies are not featured in their respective screens. | ** Despite some levels such as Worlds 5-2 and 6-2 from the first ''Super Mario Bros.'' featuring hidden underwater sections, and therefore featuring Bloopers and Cheep Cheeps among the enemies encountered, those enemies are not featured in their respective screens. | ||
*Destroying a [[Brick Block|brick]] has a different effect. | |||
**Originally, Mario and Luigi rebound downward quickly just like hitting any indestructible block. In ''Super Mario All-Stars'', however, he continues going upwards, then falls back down more slowly. These two installments in ''Super Mario All-Stars'' are the only ''[[Super Mario (franchise)|Super Mario]]'' games to ever have this effect; even in the ''Super Mario All-Stars'' version of ''Super Mario Bros. 3'', Mario and Luigi rebound downward quickly like in the original NES version. | * Destroying a [[Brick Block|brick]] has a different effect. | ||
*Mario gets hurt if he hits the upper mouth of [[Piranha Plant]]s, while in the original ''Super Mario Bros.'', the upper pixels of the Piranha Plant's mouth do not harm Mario or Luigi. | ** Originally, Mario and Luigi rebound downward quickly just like hitting any indestructible block. In ''Super Mario All-Stars'', however, he continues going upwards, then falls back down more slowly. These two installments in ''Super Mario All-Stars'' are the only ''[[Super Mario (franchise)|Super Mario]]'' games to ever have this effect; even in the ''Super Mario All-Stars'' version of ''Super Mario Bros. 3'', Mario and Luigi rebound downward quickly like in the original NES version. | ||
*There were several bug fixes. | * Mario gets hurt if he hits the upper mouth of [[Piranha Plant]]s, while in the original ''Super Mario Bros.'', the upper pixels of the Piranha Plant's mouth do not harm Mario or Luigi. | ||
**Similarly to the original games' PAL revision, an extra block was added on top of the pipe at the end of underwater levels, preventing Mario and Luigi from getting stuck. | * There were several bug fixes. | ||
**When Mario has more than nine lives, they are displayed correctly. | ** Similarly to the original games' PAL revision, an extra block was added on top of the pipe at the end of underwater levels, preventing Mario and Luigi from getting stuck. | ||
** When Mario has more than nine lives, they are displayed correctly. | |||
**Glitches such as [[Minus World]], Mushroom Magic, Small Fire Mario and Stuck Underwater were fixed and removed, although Mario can still walk through the wall into the [[Warp Zone]]. The left pipe will still warp to [[World 4 (Super Mario Bros.)|World 4]], however. | **Glitches such as [[Minus World]], Mushroom Magic, Small Fire Mario and Stuck Underwater were fixed and removed, although Mario can still walk through the wall into the [[Warp Zone]]. The left pipe will still warp to [[World 4 (Super Mario Bros.)|World 4]], however. | ||
*Jumping over a flagpole, although only possible in some non-castle levels, will no longer result in Mario/Luigi being trapped in an endless looping void until the time runs out should the flagpole disappear offscreen if they venture too far; instead, the level stops scrolling once the fortress/castle is in full view, and an invisible barrier at the right side of the screen prevents Mario/Luigi from venturing further beyond the other side of the flagpole. | |||
*Time is converted to points in castle levels. | * Jumping over a flagpole, although only possible in some non-castle levels, will no longer result in Mario/Luigi being trapped in an endless looping void until the time runs out should the flagpole disappear offscreen if they venture too far; instead, the level stops scrolling once the fortress/castle is in full view, and an invisible barrier at the right side of the screen prevents Mario/Luigi from venturing further beyond the other side of the flagpole. | ||
*During a Game Over, the player is asked to continue, save and continue, or save and quit. | |||
**Mario or Luigi appears at the bottom, next to the logo of the current game (this also applies on the Time Up screen). Similarly, this Game Over screen replaces World 9's unique Game Over screen, and thus cuts out "Mario"'s message to the player. | * Time is converted to points in castle levels. | ||
*In ''Super Mario Bros.: The Lost Levels'', if the player decides to continue after a Game Over, they will start over at the beginning of the current level, rather than the current world as in the original version. In ''Super Mario Bros.'', however, they will start over at the beginning of the world, just like in the original when the player does the special button combination after losing all their lives. | |||
*In [[World 8-3 (Super Mario Bros.)|World 8-3]] of ''Super Mario Bros.'', the separate brick walls in the background are now replaced with a single, continuous wall, thus revealing the existence of a hidden coin block hidden in the last wall of the original version (whose existence is only given away by a faint white line located just above it). | * During a Game Over, the player is asked to continue, save and continue, or save and quit. | ||
**Additionally, the scenery behind the brick walls in the original are now in front of the walls and therefore are now completely visible. | ** Mario or Luigi appears at the bottom, next to the logo of the current game (this also applies on the Time Up screen). Similarly, this Game Over screen replaces World 9's unique Game Over screen, and thus cuts out "Mario"'s message to the player. | ||
*In the more difficult quest, there is now a star to the left of the world's name and number. Since Mario/Luigi's form, coins, and score are retained upon starting the second quest, this marks the only time he ever gets a [[Fire Flower]] from the first [[? Block]] containing a power-up. | |||
*In a two-player game, the second player now starts after the first player finishes a level as well as after they lose a life, and vice versa, like in ''Super Mario Bros. 3''. | * In ''Super Mario Bros.: The Lost Levels'', if the player decides to continue after a Game Over, they will start over at the beginning of the current level, rather than the current world as in the original version. In ''Super Mario Bros.'', however, they will start over at the beginning of the world, just like in the original when the player does the special button combination after losing all their lives. | ||
*''Super Mario Bros.: The Lost Levels'' can be saved at any time. Unlike in ''Super Mario Bros.'' on the same cartridge, the game remembers the exact level the player is on, and not just the world. According to the instruction booklet, this is because the game is much harder than the original. | |||
*Players only have to complete ''Super Mario Bros.: The Lost Levels'' once to reach [[World A|Worlds A]] through [[World D|D]]. | * In [[World 8-3 (Super Mario Bros.)|World 8-3]] of ''Super Mario Bros.'', the separate brick walls in the background are now replaced with a single, continuous wall, thus revealing the existence of a hidden coin block hidden in the last wall of the original version (whose existence is only given away by a faint white line located just above it). | ||
*In the secret section of [[World 1-2 (Super Mario Bros.: The Lost Levels)|World 1-2]] (where the player enters the pipe to World 4), the water pools were replaced by lava. However, the effects are the same: if Mario falls in, he loses one life. | ** Additionally, the scenery behind the brick walls in the original are now in front of the walls and therefore are now completely visible. | ||
**Similarly, the water in the first pit encountered in the level (after the Koopa Paratroopa) is removed in this version. | |||
*In World 8, the [[Hammer Bro]]thers perpetually charge at the player. On the SNES, this behavior was added to [[World 7 (Super Mario Bros.: The Lost Levels)|Worlds 7]], [[World 9 (Super Mario Bros.: The Lost Levels)|9]] and A-D as well. | * In the more difficult quest, there is now a star to the left of the world's name and number. Since Mario/Luigi's form, coins, and score are retained upon starting the second quest, this marks the only time he ever gets a [[Fire Flower]] from the first [[? Block]] containing a power-up. | ||
*In the original game, Bowser and his fakes only have hammers in Worlds 6-8. The SNES remake gives them hammers in Worlds 9 and A-D, as well, although they lose their ability to breathe fire. | |||
*The [[ | * In a two-player game, the second player now starts after the first player finishes a level as well as after they lose a life, and vice versa, like in ''Super Mario Bros. 3''. | ||
**Similarly, the [[Bowser's Brother]]s in Worlds 8-4 and 9-3 are now indistinguishable from the real Bowser due to them looking exactly alike and are no longer blue, while the fake Bowser's Brother in World D (also a Spiny) is replaced with the actual, although recolored, Bowser's Brother. | |||
*The green [[Super Spring]]s of [[World B-1]] and [[World B-3]] were changed to red [[Trampoline|Jumping board]]s. | * ''Super Mario Bros.: The Lost Levels'' can be saved at any time. Unlike in ''Super Mario Bros.'' on the same cartridge, the game remembers the exact level the player is on, and not just the world. According to the instruction booklet, this is because the game is much harder than the original. | ||
*The castle terrain of World 9-3 (whose background is sky blue instead of black) are now recolored brown instead of gray like in the original (and in the ending cutscene). | |||
*Due to the castle walls in Worlds 8-2, 8-3, and D-3 being replaced, the bricks hidden within them are now [[Hidden Block]]s instead. | * Players only have to complete ''Super Mario Bros.: The Lost Levels'' once to reach [[World A|Worlds A]] through [[World D|D]]. | ||
*The player can play World 9's levels as many times as they like upon unlocking it via the level select. Originally, the world would keep looping back upon itself until the player received a Game Over, after which they had to restart the game from the beginning if they wanted to replay World 9. | |||
*All Goombas in Worlds A, B, C, and D are replaced with [[Buzzy Beetle]]s. As a result, World 8-1 (or World 9-4, if no Warp Zones were used) is the last normal level where Goombas appear in this version. | * In the secret section of [[World 1-2 (Super Mario Bros.: The Lost Levels)|World 1-2]] (where the player enters the pipe to World 4), the water pools were replaced by lava. However, the effects are the same: if Mario falls in, he loses one life. | ||
*Running out of time as Fire Mario will no longer result in the player seeing a dead Mario sprite with Fire Mario's colors. | ** Similarly, the water in the first pit encountered in the level (after the Koopa Paratroopa) is removed in this version. | ||
*In the original version of World 9, the player only had one life, regardless of how many lives were left after beating the first eight worlds without warping, while in ''All-Stars'', they keep the number of lives they had if they beat the first eight worlds without warping. | |||
*Worlds A-C no longer have checkpoints, not even outside castle levels, much like World 8 in both ''Super Mario Bros.'' and ''The Lost Levels'', while in the original, only Worlds 8 and D lacked checkpoints outside of castle levels. | * In World 8, the [[Hammer Bro]]thers perpetually charge at the player. On the SNES, this behavior was added to [[World 7 (Super Mario Bros.: The Lost Levels)|Worlds 7]], [[World 9 (Super Mario Bros.: The Lost Levels)|9]] and A-D as well. | ||
*Using any Warp Zone in ''The Lost Levels'', even a backwards Warp Zone, now permanently voids access to World 9 for that save file, unlike in the original, where this rule could potentially be circumvented as it does not apply to backwards Warp Zones (in other words, by warping backwards and then avoiding the Warp Zone for a second time). | |||
**Additionally, if the player beat the first 8 worlds and then used a Warp Zone while completing Worlds A-D, then they will retroactively be banned from accessing World 9 permanently for that save file. | * In the original game, Bowser and his fakes only have hammers in Worlds 6-8. The SNES remake gives them hammers in Worlds 9 and A-D, as well, although they lose their ability to breathe fire. | ||
*Lava Bubbles now jump even higher, even going above the screen, therefore allowing Mario/Luigi more time to safely pass under them while jumping over the lava pit below them before they finally descend back into the lava. | |||
*World C-4 is now 400 game seconds long, instead of being 300 game seconds long like in the original. | * The [[fake Bowser]]s in Worlds A-C now have new true forms (a red Koopa Troopa, a Cheep Cheep, and a Bullet Bill, respectively), and the final fake Bowser in World D (actually a Spiny) is replaced with the actual Bowser. | ||
*Dying by falling into a pit will cause the entire gameplay to freeze immediately as if the player were to die onscreen like taking damage from an enemy or running out of time. | ** Similarly, the [[Bowser's Brother]]s in Worlds 8-4 and 9-3 are now indistinguishable from the real Bowser due to them looking exactly alike and are no longer blue, while the fake Bowser's Brother in World D (also a Spiny) is replaced with the actual, although recolored, Bowser's Brother. | ||
*All invisible Piranha Plants, most notably the one in the underwater section of World 8-4, are now made visible. | |||
* The green [[Super Spring]]s of [[World B-1]] and [[World B-3]] were changed to red [[Trampoline|Jumping board]]s. | |||
* The castle terrain of World 9-3 (whose background is sky blue instead of black) are now recolored brown instead of gray like in the original (and in the ending cutscene). | |||
* Due to the castle walls in Worlds 8-2, 8-3, and D-3 being replaced, the bricks hidden within them are now [[Hidden Block]]s instead. | |||
* The player can play World 9's levels as many times as they like upon unlocking it via the level select. Originally, the world would keep looping back upon itself until the player received a Game Over, after which they had to restart the game from the beginning if they wanted to replay World 9. | |||
* All Goombas in Worlds A, B, C, and D are replaced with [[Buzzy Beetle]]s. As a result, World 8-1 (or World 9-4, if no Warp Zones were used) is the last normal level where Goombas appear in this version. | |||
* Running out of time as Fire Mario will no longer result in the player seeing a dead Mario sprite with Fire Mario's colors. | |||
* In the original version of World 9, the player only had one life, regardless of how many lives were left after beating the first eight worlds without warping, while in ''All-Stars'', they keep the number of lives they had if they beat the first eight worlds without warping. | |||
* Worlds A-C no longer have checkpoints, not even outside castle levels, much like World 8 in both ''Super Mario Bros.'' and ''The Lost Levels'', while in the original, only Worlds 8 and D lacked checkpoints outside of castle levels. | |||
* Using any Warp Zone in ''The Lost Levels'', even a backwards Warp Zone, now permanently voids access to World 9 for that save file, unlike in the original, where this rule could potentially be circumvented as it does not apply to backwards Warp Zones (in other words, by warping backwards and then avoiding the Warp Zone for a second time). | |||
** Additionally, if the player beat the first 8 worlds and then used a Warp Zone while completing Worlds A-D, then they will retroactively be banned from accessing World 9 permanently for that save file. | |||
* Lava Bubbles now jump even higher, even going above the screen, therefore allowing Mario/Luigi more time to safely pass under them while jumping over the lava pit below them before they finally descend back into the lava. | |||
* World C-4 is now 400 game seconds long, instead of being 300 game seconds long like in the original. | |||
* Dying by falling into a pit will cause the entire gameplay to freeze immediately as if the player were to die onscreen like taking damage from an enemy or running out of time. | |||
* All invisible Piranha Plants, most notably the one in the underwater section of World 8-4, are now made visible. | |||
====Music and sound effects==== | ====Music and sound effects==== | ||
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**The [[Ending|Ending theme]] is an enhanced version of the rescue song's extended version from ''Super Mario Bros.: The Lost Levels'', which is how [[Koji Kondo]] originally composed the theme, whereas the one from the original was as basic as it was simply due to the Famicom's storage limitations.<ref>{{cite|url=shmuplations.com/kojikondo|title=Koji Kondo – 2001 Composer Interview|accessdate=November 29, 2016}}</ref> | **The [[Ending|Ending theme]] is an enhanced version of the rescue song's extended version from ''Super Mario Bros.: The Lost Levels'', which is how [[Koji Kondo]] originally composed the theme, whereas the one from the original was as basic as it was simply due to the Famicom's storage limitations.<ref>{{cite|url=shmuplations.com/kojikondo|title=Koji Kondo – 2001 Composer Interview|accessdate=November 29, 2016}}</ref> | ||
*New "happier" background music plays in secret bonus rooms and Coin Heavens, instead of the normal underground and Starman theme, respectively. | *New "happier" background music plays in secret bonus rooms and Coin Heavens, instead of the normal underground and Starman theme, respectively. | ||
*There is also a new [[Bowser]] battle music, which starts when the player reaches a [[ | *There is also a new [[Bowser]] battle music, which starts when the player reaches a [[fake Bowser]] in a [[castle]]. The Bowser battle music is different for the real Bowser, however; that music plays in [[World 8 (Super Mario Bros.)|World]] [[World 8 (Super Mario Bros.: The Lost Levels)|8-4]] and [[World D (Super Mario Bros.: The Lost Levels)|World D-4]]. | ||
*Although there are some exceptions in ''Super Mario Bros.: The Lost Levels'', going through a pipe generally no longer resets the music. | *Although there are some exceptions in ''Super Mario Bros.: The Lost Levels'', going through a pipe generally no longer resets the music. | ||
*In [[World 8-4 (Super Mario Bros.)|World ]][[World 8-4 (Super Mario Bros.: The Lost Levels)|8-4]] of both games, the underwater area now uses castle music rather than water music. | *In [[World 8-4 (Super Mario Bros.)|World ]][[World 8-4 (Super Mario Bros.: The Lost Levels)|8-4]] of both games, the underwater area now uses castle music rather than water music. | ||
*The title screen for both games now | *The title screen for both games now has a cover version of the underwater theme from ''Super Mario Bros.'' playing in the background: with a harmonica in ''Super Mario Bros.'' and a harp in ''Super Mario Bros.: The Lost Levels''. | ||
*In a similar vein to the [[N-Mark Spade Panel]] minigame in ''Super Mario Bros. 3'' and bonus rooms and [[Lemmy]] and [[Wendy]]'s boss battles in ''Super Mario World'', an audio cue (either a chime or error buzzer) will sound depending on whether Mario takes the correct path in World 4-4, 7-4 and 8-4 in the first game, and in World 3-4, 5-3, 6-4, 7-2, 8-4 and D-4 in ''Super Mario Bros.: The Lost Levels''. | *In a similar vein to the [[N-Mark Spade Panel]] minigame in ''Super Mario Bros. 3'' and bonus rooms and [[Lemmy Koopa|Lemmy]] and [[Wendy O. Koopa|Wendy]]'s boss battles in ''Super Mario World'', an audio cue (either a chime or error buzzer) will sound depending on whether Mario takes the correct path in World 4-4, 7-4 and 8-4 in the first game, and in World 3-4, 5-3, 6-4, 7-2, 8-4 and D-4 in ''Super Mario Bros.: The Lost Levels''. | ||
*When the timer reaches the last 100 seconds, the [[Hurry Up|warning sound]] is now reused from ''Super Mario World'' and like in that game, the music speeds up uninterrupted while the warning simultaneously plays. | *When the timer reaches the last 100 seconds, the [[Hurry Up|warning sound]] is now reused from ''Super Mario World'' and like in that game, the music speeds up uninterrupted while the warning simultaneously plays. | ||
*A sound effect plays when a [[Hammer Bro|Hammer Brother]] or Bowser throw their hammers, whereas in the original it was silent. | *A sound effect plays when a [[Hammer Bro|Hammer Brother]] or Bowser throw their hammers, whereas in the original it was silent. | ||
===Changes to ''[[Super Mario Bros. 2]]''=== | ===Changes to ''[[Super Mario Bros. 2]]''=== | ||
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====Graphics and design==== | ====Graphics and design==== | ||
*Several enemies got another palette swap. Pink [[Shy Guy|Shyguy]]s, [[Snifit]]s, and [[Panser]]s are now blue. | * Several enemies got another palette swap. Pink [[Shy Guy|Shyguy]]s, [[Snifit]]s, and [[Panser]]s are now blue. | ||
*While the original game used green palette in the desert, instead of gray, the green Snifits are replaced by gray ones. | * While the original game used green palette in the desert, instead of gray, the green Snifits are replaced by gray ones. | ||
* | ** Likewise for Pansers and [[Birdo]]s, green and gray ones are now just green. | ||
*Green and gray [[Beezo]]s (which only fly straight across) are now red while red ones (which home down to the player) are now yellow. | * Green and gray [[Beezo]]s (which only fly straight across) are now red while red ones (which home down to the player) are now yellow. | ||
*Both [[Mouser]]s are now gray. | * Both [[Mouser]]s are now gray. | ||
*[[Tryclyde]]s are now green, | * [[Tryclyde]]s are now green, yet are still colored red in their official artworks. | ||
*The playable characters have had their sprites recolored to match their actual appearance | * The playable characters have also had their sprites recolored to match their actual appearance (as the original game used only three colors for the character sprites). | ||
**[[Princess Peach|Princess Toadstool]] | ** Some of these includes [[Princess Peach|Princess Toadstool]] receiving blonde hair as opposed to brown from the original and [[Toad]] getting red spots on his cap rather than blue spots (Toadstool had brown hair and Toad had a blue-spotted mushroom hat because of the NES's extremely limited color palette) and Mario and Luigi's overalls are now jean colored as opposed to dark blue from the original. | ||
*[[Ostro]]s are now pink instead of black | * [[Ostro]]s are now pink instead of black, and [[Porcupo]]s and [[Ninji]]s are now purple instead of black. | ||
* When a Subspace Warp is used, a transition effect with music is used. This was not seen in the original NES version. | |||
*When a Subspace Warp is used, a | * When the characters shrink when they reach down to one remaining heart, their entire bodies shrink instead of just their lower bodies. As such, Toadstool's hair gets shorter when she shrinks into her [[Small Mario|small form]] rather than remaining intact like in the NES original. This was later carried over to [[Super Mario Advance|the GBA remake]], ''[[Super Mario 3D World]]'', and in post-Fall 2017 versions of ''[[Super Mario Run]]''. | ||
*When the characters shrink when they reach down to one remaining heart, their entire bodies shrink instead of just their lower bodies. As such, Toadstool's hair gets shorter when she shrinks into her [[Small Mario|small form]] rather than remaining intact like in the NES original. This was later carried over to [[Super Mario Advance|the GBA remake]], ''[[Super Mario 3D World]]'', and in post-Fall 2017 versions of ''[[Super Mario Run]]''. | * The backgrounds of the levels have also been given more detailed add-ons such as clouds, trees, etc. The [[mushroom]] that allows the hero to get an extra [[heart]] has a smaller front-facing white spot than the original. Also, when transitioning to different areas within each level, the screen now fades through black as opposed to platforms and objects disappearing to the background changing color and new platforms and objects appearing. Many of the underground and boss areas now have actual backgrounds (such as those resembling the interior of a factory) instead of simply a dark void. | ||
*The backgrounds of the levels have also been given more detailed add-ons such as clouds, trees, etc. | * Also, the boss battle rooms in [[World 1 (Super Mario Bros. 2)|Worlds 1]] - [[World 6 (Super Mario Bros. 2)|6]] have terrain tiles that resemble {{fandom|nintendo|N&B Block|N&B Blocks}} (toys that [[Nintendo]] created in 1968 to compete against the popular {{wp|Lego}} brand) as opposed to simply bricks. | ||
* The Subcon fairies now have a slightly different sprite, with their heads having a rounder shape, smaller eyes, more defined ears, and pointy hair. | |||
*Also, the boss battle rooms in [[World 1 (Super Mario Bros. 2)|Worlds 1]] - [[World 6 (Super Mario Bros. 2)|6]] have terrain tiles that resemble {{fandom|nintendo|N&B Block|N&B Blocks}} (toys that [[Nintendo]] created in 1968 to compete against the popular {{wp|Lego}} brand) as opposed to simply bricks | |||
*The Subcon now have a slightly different sprite, with their heads having a rounder shape, smaller eyes, more defined ears, and pointy hair | |||
====Music==== | ====Music==== | ||
The music within the game has also been retouched and several sound effects have also been changed, usually using new sounds (such as when the hero picks up a [[vegetable]], [[Mushroom Block]], [[POW Block]], or enemy). The spike area in [[World 5-2 (Super Mario Bros. 2)|World 5-2]] no longer uses the underworld music, but it uses the overworld music instead. The rooms before the world bosses' arenas in [[World 2-3 (Super Mario Bros. 2)|Worlds 2-3]], [[World 3-3 (Super Mario Bros. 2)|3-3]], and [[World 4-3 (Super Mario Bros. 2)|4-3]] no longer use the boss music. The world boss victory music is now slightly slower. For the endings, the music for the ceremony before the credits is now orchestrated, and the music for the ending credits with Mario waking up and then snoozing back to sleep is now shortened and no longer starts out with extra rhythm, making it slightly less referential to ''[[Yume Kōjō: Doki Doki Panic]]''. The [[Subspace]] music reuses the same [[Ground Theme (Super Mario Bros.)|Ground Theme]] arrangement as the ''Super Mario Bros.'' and ''Super Mario Bros.: The Lost Levels'' remakes, albeit with the introduction omitted. Certain instruments no longer mute when the game is paused. | |||
==== | ====Other==== | ||
* | *Saving is now possible and the game has unlimited continues instead of only two in the NES version. | ||
*Players can now start on any world's first level based on each file's progress being saved, and no longer need to start from the beginning unless the file is erased. | |||
*The game makes full use of the two run buttons {{button|snes|X}} and {{button|snes|Y}} on the SNES controller, so one button can be held to run while another for picking up and throwing enemies. | *The game makes full use of the two run buttons {{button|snes|X}} and {{button|snes|Y}} on the SNES controller, so one button can be held to run while another for picking up and throwing enemies. | ||
*After a character loses a life, the player has the option to select another character. Originally, they were restricted to the character they initially chose until they got a game over or completed the level. | *After a character loses a life, the player has the option to select another character. Originally, they were restricted to the character they initially chose until they got a game over or completed the level. | ||
*Health points have now a heart shape instead of hexagons, and empty ones are now blue instead of white. | |||
*The non-highlighted characters on the Player Select screen are now gray instead of blue. | |||
*Some levels that originally take place during the day now take place at night and vice-versa. | |||
*The title screen's inside of the frame is now black (like the Japanese version) instead of light blue; and when the title screen loops, it fades through black instead of instantly. When the storyline ends by telling the player to press the Start Button to begin, the word "Button" was removed. | |||
*The Game Over and Subspace Warp screens now has the title's red-and-gold border and features Birdo as opposed to just white letters on a black background. | |||
*The first area in [[World 4-2 (Super Mario Bros. 2)|World 4-2]] is now underground and plays the underground BGM. | *The first area in [[World 4-2 (Super Mario Bros. 2)|World 4-2]] is now underground and plays the underground BGM. | ||
*The [[Warp Door]]s that lack a door (except for ones that have light shining from the outside) have been replaced by yellow double doors. | *The [[Warp Door]]s that lack a door (except for ones that have light shining from the outside) have been replaced by yellow double doors. | ||
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*Also, unlike the original, once the Key Door is unlocked, the key mysteriously disappears instead of still being in the character's hands. | *Also, unlike the original, once the Key Door is unlocked, the key mysteriously disappears instead of still being in the character's hands. | ||
*The key rooms in the fortresses in Worlds 1-3, 3-3, and 4-3 (as well as one inside the pyramid in World 2-3) now have a background of a giant gray [[Phanto]] whose eyes flash an eerie red once the player picks up the key, and the eerie noise is heard too. | *The key rooms in the fortresses in Worlds 1-3, 3-3, and 4-3 (as well as one inside the pyramid in World 2-3) now have a background of a giant gray [[Phanto]] whose eyes flash an eerie red once the player picks up the key, and the eerie noise is heard too. | ||
*A sound is played to indicate when the [[Crouching High Jump|Power Squat Jump]] has been charged up. | |||
*Birdos spit out the Crystal Ball when defeated. In the NES game, Birdos held the crystal ball. The same applies to the red Birdo with the key in World 7-2. Unless the player leaves and reenters their rooms, Birdos also do not reappear if their crystal balls are grabbed. | *Birdos spit out the Crystal Ball when defeated. In the NES game, Birdos held the crystal ball. The same applies to the red Birdo with the key in World 7-2. Unless the player leaves and reenters their rooms, Birdos also do not reappear if their crystal balls are grabbed. | ||
*Players start with five lives at default instead of three in the original version, but their last life before a [[Game Over]] is at one instead of zero. The player cannot get more than 99 lives, although in the original version, the player's life counter maxed out at 255. | *Players start with five lives at default instead of three in the original version, but their last life before a [[Game Over]] is at one instead of zero. The player cannot get more than 99 lives, although in the original version, the player's life counter maxed out at 255. | ||
*[[Autobomb]]s while Shyguys are riding on them play sounds when flames are being shot out of them. Originally, no sound was played for flames being shot out of Autobombs. | |||
*On the [[Bonus Chance]] screen after the player completes each level and advances onto the next level, the three slots are now slightly larger and act like mechanical ones as opposed to digital. If the player matches all three slots or at least has a Cherry first, the screen now flashes along with the happy fanfare. The lucky seven is introduced, and will grant the player an additional ten lives if all three slots match. Players will also be granted extra coins of service if the player manages to get some bonuses correct (or at least have the Cherry first) in a row. On the other hand, if the player completes the level without picking up any Bonus Coins from Subspace, the three empty slots on the Bonus Chance screen are now black instead of white, and the words "NO BONUS" appear just after the opening fanfare. If the player collected more than ten coins in a level, the coin counter is displayed properly. In the NES version however, it is displayed as a letter, similarly to hexadecimal (10 = A, 11 = B and so on). | *On the [[Bonus Chance]] screen after the player completes each level and advances onto the next level, the three slots are now slightly larger and act like mechanical ones as opposed to digital. If the player matches all three slots or at least has a Cherry first, the screen now flashes along with the happy fanfare. The lucky seven is introduced, and will grant the player an additional ten lives if all three slots match. Players will also be granted extra coins of service if the player manages to get some bonuses correct (or at least have the Cherry first) in a row. On the other hand, if the player completes the level without picking up any Bonus Coins from Subspace, the three empty slots on the Bonus Chance screen are now black instead of white, and the words "NO BONUS" appear just after the opening fanfare. If the player collected more than ten coins in a level, the coin counter is displayed properly. In the NES version however, it is displayed as a letter, similarly to hexadecimal (10 = A, 11 = B and so on). | ||
* | *When Wart is defeated, the music stops playing instead of continuing before the secret door appears. He also makes the sound of a [[Koopalings|Koopaling]] being defeated and an airship being relocated on his last hit before being defeated. | ||
*Ironically, on World 4-2, in the second area with whales that spray water as an elevation, the spraying SFX will get muted if the player grabs a Cherry, picks up or throws an enemy or object, does the Power Squat Jump, etc; which does not happen in the original version. | |||
*When the player enters the door to the Subcons' captive lair after defeating Wart, the screen slowly fades through black for about two seconds as opposed to simply transitioning to the next screen instantly. | *When the player enters the door to the Subcons' captive lair after defeating Wart, the screen slowly fades through black for about two seconds as opposed to simply transitioning to the next screen instantly. | ||
*Also, in the area where the Subcons are held captive before being released by one of the heroes, the doorway with light shining in is replaced by yellow double doors, and a background is added with stained glass windows and a large archway revealing the outside the fortress. | *Also, in the area where the Subcons are held captive before being released by one of the heroes, the doorway with light shining in is replaced by yellow double doors, and a background is added with stained glass windows and a large archway revealing the outside the fortress. | ||
*The wall in the ceremony cutscene from the game's ending is now bright yellow instead of dark blue and has gray-green panels on the lower end of the wall. Also, the platform in which the four heroes are perched on is now slightly lower and wider. The Contributor board is now black on the inside and its frame is brown as opposed to being translucent, and the characters' points for the levels completed are now framed. Toad now waves just his left hand as opposed lifting both of his arms up and down. It is now possible for any character to have level completion points greater than 20, due to the new ability to save the game's progress. | |||
*The credits scene with Mario sleeping and realizing that his adventure was just a dream is now multi-colored as opposed to being a monochromatic blue, and the background itself is now shades indigo. Players can now save their progress after completing the game without the need to start all over. Additionally, after the ending sequence is finished, the words "Press Start" will now appear on the end card instead of simply freezing, requiring the player to reset the game to continue playing. | |||
*The characters' jumping animation was tweaked, no longer raising both arms. | *The characters' jumping animation was tweaked, no longer raising both arms. | ||
*[[Albatoss]] is no longer animated upon its defeat. | *[[Albatoss]] is no longer animated upon its defeat. | ||
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====Graphics and design==== | ====Graphics and design==== | ||
*Most sprites are recolored to closer resemble official artwork. | *Most sprites are recolored to closer resemble official artwork. Additionally, the sides of the screen are drawn properly, and fireballs and power-ups no longer change color in certain areas, instead being consistently colored throughout the game. As a result of this: | ||
**The blue of Mario and Luigi's overalls is now seen in all sprites, not just the larger sprites in the Spade mini-game. Originally, the overalls were black due to graphical limitations of the [[Nintendo Entertainment System|NES]]. | |||
**The blue of Mario and Luigi's overalls is now seen in all sprites, not just the larger sprites in the Spade mini-game. Originally, the overalls were black | |||
**The 1-Up Mushroom and the stem of the Fire Flower are always colored green, instead of being cyan in artillery/fortress levels and white in certain sky-ice levels. | **The 1-Up Mushroom and the stem of the Fire Flower are always colored green, instead of being cyan in artillery/fortress levels and white in certain sky-ice levels. | ||
*Luigi is no longer a palette swap of Mario's sprites, as he is now taller and thinner than Mario. Toads also have their sprites redesigned, both in Toad Houses and in the [[Kings]]' throne rooms. | *Luigi is no longer a palette swap of Mario's sprites, as he is now taller and thinner than Mario. Toads also have their sprites redesigned, both in Toad Houses and in the [[Kings]]' throne rooms. | ||
*Fire Mario is no longer bright orange, and is now instead colored similar to Fire Mario/Luigi's usual depiction since ''Super Mario World''. Much like Mario/Luigi having black overalls in their Small/Super/Raccoon forms, the unique orange color in the original version is also likely due to graphical limitations. | *Fire Mario is no longer bright orange, and is now instead colored similar to Fire Mario/Luigi's usual depiction since ''Super Mario World''. Much like Mario/Luigi having black overalls in their Small/Super/Raccoon forms, the unique orange color in the original version is also likely due to graphical limitations. | ||
*The logo on the title screen uses slightly altered shapes for the letters, comes in four colors (pink, orange, green and blue), and gains a | *The logo on the title screen uses slightly altered shapes for the letters, comes in four colors (pink, orange, green and blue), and gains a 3D appearance and subtler shadows. | ||
*[[? Block]]s now have rounded edges and lack bolts. | *[[? Block]]s now have rounded edges and lack bolts. | ||
*There are no longer | *There are no longer some areas in which ? Blocks and coins are not animated. | ||
*Warp Doors are now redesigned to resemble actual doors instead of simply being brown rectangles. | *Warp Doors are now redesigned to resemble actual doors instead of simply being brown rectangles. | ||
*All levels are given remastered backgrounds with parallax scrolling and extra details, such as multiple blocks, clouds, beetroots, pillars, etc., instead of simple, plain cyan, blue, yellow and black backgrounds. As a result, the furthest semi-solid platforms no longer cast shadows onto the background. Additionally: | *All levels are given remastered backgrounds with parallax scrolling and extra details, such as multiple blocks, clouds, beetroots, pillars, etc., instead of simple, plain cyan, blue, yellow and black backgrounds. As a result, the furthest semi-solid platforms no longer cast shadows onto the background. Additionally: | ||
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*In levels, Super and 1-Up Mushrooms have white-spotted red and green caps, respectively, as in ''Super Mario World''. | *In levels, Super and 1-Up Mushrooms have white-spotted red and green caps, respectively, as in ''Super Mario World''. | ||
*Like 1-Up Mushrooms and Fire Flower stems, green Cheep-Cheeps are always green as opposed to being light blue in artillery and fortress levels. | *Like 1-Up Mushrooms and Fire Flower stems, green Cheep-Cheeps are always green as opposed to being light blue in artillery and fortress levels. | ||
*Kings were given slight redesigns, and get transformed into characters from other ''Super Mario'' games: | *Kings were given slight redesigns, and get transformed into characters from other ''Super Mario'' games: | ||
**[[Grass Land|World 1]] – Original: dog; remake: [[Cobrat]] | **[[Grass Land|World 1]] – Original: dog; remake: [[Cobrat]] | ||
**[[Desert Land|World 2]] – Original: spider; remake: [[Hoopster]] | **[[Desert Land|World 2]] – Original: spider; remake: [[Hoopster]] | ||
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*The pitch of the [[Music Box]] has been changed. | *The pitch of the [[Music Box]] has been changed. | ||
*Upon starting a new world, its music now starts when the map screen appears. Originally, this only applied to [[Grass Land]]; the other worlds' music did not play until Mario appeared on the map. | *Upon starting a new world, its music now starts when the map screen appears. Originally, this only applied to [[Grass Land]]; the other worlds' music did not play until Mario appeared on the map. | ||
*The Airship's sound when relocating as well as the sound a | *The Airship's sound when relocating as well as the sound a Koopaling makes when defeated is given a lower pitch to sound more like a roar. | ||
*A fanfare plays when winning the [[Spade Panel]] game, as well as when getting three non-matching [[card]]s. | *A fanfare plays when winning the [[Spade Panel]] game, as well as when getting three non-matching [[card]]s. | ||
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*Mario starts with five lives in both versions, but Mario's last life before a Game Over is one; in the NES version, it is zero. Hence, the starting life count (five) is the same in both versions. As this number maxes out at 99 on both versions, the actual maximum life count is one less than the NES version. | *Mario starts with five lives in both versions, but Mario's last life before a Game Over is one; in the NES version, it is zero. Hence, the starting life count (five) is the same in both versions. As this number maxes out at 99 on both versions, the actual maximum life count is one less than the NES version. | ||
*Saving is now possible. | *Saving is now possible. | ||
*The ''All-Stars'' version uses both of the {{button|snes|X}} and {{button|snes|Y}} buttons as run buttons, like in ''Super Mario World''. Although it makes little difference for most scenarios, one difference is Fire Mario can take out a | *The ''All-Stars'' version uses both of the {{button|snes|X}} and {{button|snes|Y}} buttons as run buttons, like in ''Super Mario World''. Although it makes little difference for most scenarios, one difference is Fire Mario can take out a Koopa while holding it. | ||
*In the Toad Houses, Mario can move three seconds into the dialogue rather than waiting until the dialogue completes. | *In the Toad Houses, Mario can move three seconds into the dialogue rather than waiting until the dialogue completes. | ||
*There is no longer a time limit in map-traveling [[Warp Pipe]]s. | *There is no longer a time limit in map-traveling [[Warp Pipe]]s. | ||
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Steve Merrett and Paul Davies of ''{{wp|Nintendo Magazine System (Australia)|Nintendo Magazine System}}'' also laud the game on the same merits.<ref>{{cite|title=''Nintendo Magazine System'' (AU) issue 7|page=24-25|date=October 1993}}</ref> Even so, they do have very minor complaints. They say that controlling Mario is slightly less instinctive compared to the original games and the game's lastability may not compare to that of ''[[Super Mario World]]''. | Steve Merrett and Paul Davies of ''{{wp|Nintendo Magazine System (Australia)|Nintendo Magazine System}}'' also laud the game on the same merits.<ref>{{cite|title=''Nintendo Magazine System'' (AU) issue 7|page=24-25|date=October 1993}}</ref> Even so, they do have very minor complaints. They say that controlling Mario is slightly less instinctive compared to the original games and the game's lastability may not compare to that of ''[[Super Mario World]]''. | ||
{|class="wikitable reviews" | {| class="wikitable reviews" | ||
!colspan="4"style="font-size:120%;text-align:center;background-color:silver"|Reviews | !colspan="4"style="font-size:120%; text-align: center; background-color:silver"|Reviews | ||
|-style="background-color:#E6E6E6;" | |-style="background-color:#E6E6E6;" | ||
|Release | |Release | ||
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|} | |} | ||
===Sales=== | ===Sales=== | ||
In North America, the game sold over one million copies and was re-printed under the [[Player's Choice]] label. | In North America, the game sold over one million copies and was re-printed under the [[Player's Choice]] label. | ||
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|ChiTR=Chāojí Mǎlì'ōu Shōucángjí | |ChiTR=Chāojí Mǎlì'ōu Shōucángjí | ||
|ChiTM=Super Mario Collection | |ChiTM=Super Mario Collection | ||
}} | }} | ||