Editing Super Mario All-Stars

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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.}}
====Controls====
====Controls====
*{{button|Snes|B}}/{{button|Snes|A}}: Jump
*{{button|Snes|B}}/{{button|Snes|A}}: Jump
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**The [[Underground BGM|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.
**The [[Underground BGM|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 [[Invincibility BGM|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.
**Likewise, the [[Invincibility BGM|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 BGM|Underwater]] and [[Castle BGM (Super Mario Bros.)|Castle]] themes have slower tempo than in the original.
**The [[Underwater BGM|Underwater]] and [[Castle BGM|Castle]] themes have slower tempo than in the original.
**The [[Ending (Super Mario Bros.)|Ending theme]] in ''Super Mario Bros.'' is an enhanced version of the rescue song's extended version from ''[[VS. Super Mario Bros.]]'', 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> In ''Super Mario Bros.: The Lost Levels'', the theme's second half from the original game also plays.
**The [[Ending (Super Mario Bros.)|Ending theme]] in ''Super Mario Bros.'' is an enhanced version of the rescue song's extended version from ''[[VS. Super Mario Bros.]]'', 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> In ''Super Mario Bros.: The Lost Levels'', the theme's second half from the original game also plays.
*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.  
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**The sounds of transforming into and using his tail as [[Raccoon Mario]] or [[Tanooki Mario]] are taken from a carried item turning into a power-up or [[1-Up Mushroom]] by a [[Giant Gate]] and the [[Spin Jump]], respectively.
**The sounds of transforming into and using his tail as [[Raccoon Mario]] or [[Tanooki Mario]] are taken from a carried item turning into a power-up or [[1-Up Mushroom]] by a [[Giant Gate]] and the [[Spin Jump]], respectively.
**When touching a [[Goal (Super Mario Bros. 3)|goal]], the sound of touching a [[Midway Gate]] plays.
**When touching a [[Goal (Super Mario Bros. 3)|goal]], the sound of touching a [[Midway Gate]] plays.
**Navigating on a world map, activating a P Switch, and stomping on a [[Dry Bones]] all make their respective sounds from ''Super Mario World''.
**Navigating on a world map, and hitting a P Switch or [[Dry Bones]] all make their respective sounds from ''Super Mario World''.
*The Airship's sound when relocating as well as the sound a [[Koopalings|Little Koopa]] makes when defeated is given a lower pitch to sound more like a roar.
*The Airship's sound when relocating as well as the sound a [[Koopalings|Little Koopa]] makes when defeated is given a lower pitch to sound more like a roar.
*New sound effects have been added for [[Boom Boom]] turning into a [[magic ball]], receiving an item from a chest in enemy courses and some bonus areas, and the gate to Princess Toadstool's room opening after defeating Bowser in {{world link|8|bowser3|World 8-Bowser's Castle (Super Mario Bros. 3)}}, whereas in the original they used the sounds of cannons, a [[? Block]] releasing an item, and transforming into Raccoon Mario, respectively.
*New sound effects have been added for [[Boom Boom]] turning into a [[magic ball]], receiving an item from a chest in enemy courses and some bonus areas, and the gate opening after defeating Bowser, whereas in the original they used the sounds of cannons, a [[? Block]] releasing an item, and transforming into Raccoon Mario, respectively.
*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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==Notes==
==Trivia==
*In the Japanese version, when the player presses START at the game's title screen, it would transition to the game selection screen regardless if the lights were on or off and if the music was still playing and no matter what the characters' animation poses were set at. In international versions, if the player presses START and goes to the game selection screen, the lights would turn on, the music would stop playing, and characters' poses would return to their original positions before the transition.
*In the Japanese version, when the player presses START at the game's title screen, it would transition to the game selection screen regardless if the lights were on or off and if the music was still playing and no matter what the characters' animation poses were set at. In international versions, if the player presses START and goes to the game selection screen, the lights would turn on, the music would stop playing, and characters' poses would return to their original positions before the transition.
**In the international version, if the player presses START at exactly the right time the music starts, the music continues during the first transitional sound effect, rather than stopping during the sound that plays when the player presses START. The music then cuts off right before the transition sound for entering the game selection screen.  
**In the international version, if the player presses START at exactly the right time the music starts, the music continues during the first transitional sound effect, rather than stopping during the sound that plays when the player presses START. The music then cuts off right before the transition sound for entering the game selection screen.  

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