Editing Super Mario All-Stars
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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== | ||
In general, many sound effects have been replaced with their ''[[Super Mario World]]'' counterparts, along with several instances of | In general, many sound effects have been replaced with their ''[[Super Mario World]]'' counterparts, along with several instances of unique sound effects that are recreations of those from respective original games (such as the sounds of plucking and throwing [[turnip]]s and enemies in ''Super Mario Bros. 2'', and [[Raccoon Mario]]'s "poof" sound and the [[P-Meter]] sound in ''Super Mario Bros. 3''). A few of sound effects have been replaced by other sound effects from ''Super Mario World'' as well; for example, the stomping sound is replaced by the sound of [[Spin Jump]]ing a spiked enemy, and the sounds of [[Birdo]] spitting eggs and being hit in ''Super Mario Bros. 2'' are replaced by [[Yoshi (species)|Yoshi]]s' spitting sound and the sound of a [[Chargin' Chuck]], a [[Koopalings|Koopaling]] or [[Bowser]] getting hit, respectively. 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}} | ||
As noted in the respective sections below, with the exception of ''Super Mario Bros. 2'' (which had such from the start), there is now background music for the title screens, each of which playing a cover version of the underwater level theme composed of a harmonica, harp, and jazz-styles respectively. | As noted in the respective sections below, with the exception of ''Super Mario Bros. 2'' (which had such from the start), there is now background music for the title screens, each of which playing a cover version of the underwater level theme composed of a harmonica, harp, and jazz-styles respectively. | ||
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====Music and sound effects==== | ====Music and sound effects==== | ||
*The games' soundtrack was enhanced to accommodate the SNES's increased number of audio channels. | *The games' soundtrack was enhanced to accommodate the SNES's increased number of audio channels. | ||
**The [[Ground | **The [[Ground Theme (Super Mario Bros.)|Ground Theme]]'s instrumentation is similar to the [[Special Zone]] arrangement in ''Super Mario World'' and has additional instrument notes and changes. | ||
**The [[ | **The [[Underground Theme]] is now based on the ''Super Mario Bros. 3'' version (with added upbeat drums and uses 4/4 time signature rather than 3/4), and single arrangement is used across the ''Super Mario Bros.'', ''Super Mario Bros.: The Lost Levels'' and ''Super Mario Bros. 3'' remakes. | ||
**Likewise, the [[ | **Likewise, the [[Super Star (theme)|Starman theme]] now feature percussion parts from both ''Super Mario Bros. 2'' and ''Super Mario Bros. 3'' versions, and single arrangement is used across all remakes. | ||
**The [[Underwater | **The [[Underwater Theme|Underwater]] and [[Shiro BGM|Castle]] themes have slower tempo than in the original. | ||
**The [[Ending | **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 [[Impostor Bowser|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]]. | *There is also a new [[Bowser]] battle music, which starts when the player reaches a [[Impostor Bowser|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]]. | ||
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*[[Toad House]]s or [[Spade Panel]]s become the normal "M" or "L" icons when used, like normal courses, rather than beige or red. | *[[Toad House]]s or [[Spade Panel]]s become the normal "M" or "L" icons when used, like normal courses, rather than beige or red. | ||
*Some inventory items changed colors: [[Super Leaf|Super Leaves]] are brown, [[Super Star|Starmen]] are gold, [[Anchor]]s are silver, and [[Fire Flower]]s are orange. The inventory itself has been changed from pink to blue, and the world and lives information is separate from the inventory rows. | *Some inventory items changed colors: [[Super Leaf|Super Leaves]] are brown, [[Super Star|Starmen]] are gold, [[Anchor]]s are silver, and [[Fire Flower]]s are orange. The inventory itself has been changed from pink to blue, and the world and lives information is separate from the inventory rows. | ||
*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. | ||
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*In [[World 4-4 (Super Mario Bros. 3)|World 4-4]], the water level is now the same height. As a result, while in the original the water level was higher before the wall and lower after it, here it is the other way around (the water is lower before the wall but higher after). | *In [[World 4-4 (Super Mario Bros. 3)|World 4-4]], the water level is now the same height. As a result, while in the original the water level was higher before the wall and lower after it, here it is the other way around (the water is lower before the wall but higher after). | ||
*The White Block structure in [[World 7-5 (Super Mario Bros. 3)|World 7-5]] was moved to the right, fixing a glitch similar to the one in World 3-9. | *The White Block structure in [[World 7-5 (Super Mario Bros. 3)|World 7-5]] was moved to the right, fixing a glitch similar to the one in World 3-9. | ||
*In {{world link|7|piranhaplant|World 7-Piranha Plant 2}} 2, the Pipe at the end of the screen was heightened with a block added at the very top so that [[Raccoon Mario|Raccoon]] or [[Tanooki Mario]] cannot fly to the top of the Pipe and get hit by an invisible Muncher. | *In {{world-link|7|piranhaplant|World 7-Piranha Plant 2}} 2, the Pipe at the end of the screen was heightened with a block added at the very top so that [[Raccoon Mario|Raccoon]] or [[Tanooki Mario]] cannot fly to the top of the Pipe and get hit by an invisible Muncher. | ||
*{{world link|8|fortress|World 8-Fortress}} is more complex, as both sides are now colored blue (as opposed to having a blue side and a gray side). | *{{world-link|8|fortress|World 8-Fortress}} is more complex, as both sides are now colored blue (as opposed to having a blue side and a gray side). | ||
*In the original Japanese version, the Warp Door in the spike room of {{world link|1|fortress|World 1-Fortress}} is positioned four blocks away from the wall with the one-block gap in the spikes three blocks away, while in the international NES versions, the Warp Door is moved to the rightmost side of the room, and the gap is now right above where the door is. The ''All-Stars'' version in all regions uses the international NES version. | *In the original Japanese version, the Warp Door in the spike room of {{world-link|1|fortress|World 1-Fortress}} is positioned four blocks away from the wall with the one-block gap in the spikes three blocks away, while in the international NES versions, the Warp Door is moved to the rightmost side of the room, and the gap is now right above where the door is. The ''All-Stars'' version in all regions uses the international NES version. | ||
*In the original Japanese version, [[World 5-1 (Super Mario Bros. 3)|World 5-1]] ends with a pipe which the player has to enter to reach the final area. In the international NES versions, the pipe and a Buster Beetle was removed and the level leads seamlessly into the black area. The ''Super Mario All-Stars'' version in all regions uses the international NES version, which was done to fix a bug that would occur if the player used a P-Wing to fly over the blue structure in the final area. | *In the original Japanese version, [[World 5-1 (Super Mario Bros. 3)|World 5-1]] ends with a pipe which the player has to enter to reach the final area. In the international NES versions, the pipe and a Buster Beetle was removed and the level leads seamlessly into the black area. The ''Super Mario All-Stars'' version in all regions uses the international NES version, which was done to fix a bug that would occur if the player used a P-Wing to fly over the blue structure in the final area. | ||
*The first Toad House in [[Ice Land|World 6]] now has a [[Hammer Suit]] (instead of a Super Mushroom, Fire Flower, or Super Leaf), as in the original Japanese version, so that Mario can get a Hammer Suit without having to do [[World_6-5 (Super Mario Bros. 3)|World 6-5]]. | *The first Toad House in [[Ice Land|World 6]] now has a [[Hammer Suit]] (instead of a Super Mushroom, Fire Flower, or Super Leaf), as in the original Japanese version, so that Mario can get a Hammer Suit without having to do [[World_6-5 (Super Mario Bros. 3)|World 6-5]]. | ||
*In the international NES releases, one tile was removed off the end of {{world link|8|navy|World 8-Battleships}}, allowing players to more easily jump onto the ship should they swim under the fleet. In the ''All-Stars'' version, the jump must be timed with the ship's wavy motion, as in the original Japanese version. | *In the international NES releases, one tile was removed off the end of {{world-link|8|navy|World 8-Battleships}}, allowing players to more easily jump onto the ship should they swim under the fleet. In the ''All-Stars'' version, the jump must be timed with the ship's wavy motion, as in the original Japanese version. | ||
==World 9 challenge== | ==World 9 challenge== |