Editing Super Mario All-Stars
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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>{{flag list|Japan|July 14, 1993 | |release='''SNES:'''<br>{{flag list|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>}} | ||
|languages={{languages| | '''SNES Player's Choice:'''<br>{{flag list|USA|September 1996}} | ||
'''Super Nintendo Entertainment System - Nintendo Switch Online:'''<br>{{flag list|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|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|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}} | |||
|genre=Compilation, platformer | |genre=Compilation, platformer | ||
|modes=Single player, multiplayer | |modes=Single player, multiplayer | ||
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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}} | |||
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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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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*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 | **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 | **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. | ||
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**They always have a different animation when Mario rescues them from a sack. | **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. | *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 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 | **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 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. | ||
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*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. | *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. | ||
*There were several bug fixes. | *There were several bug fixes. | ||
**Similarly to the original | **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. | **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. | *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 | *Time is converted to points in castle levels. | ||
*During a Game Over, the player is asked to continue, save and continue, or save and quit. | *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. | **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. | ||
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*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 [[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). | ||
**Additionally, the scenery behind the brick walls in the original are now in front of the walls and therefore are now completely visible. | **Additionally, the scenery behind the brick walls in the original are now in front of the walls and therefore are now completely visible. | ||
*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 | *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 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''. | ||
*''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. | *''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. | ||
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*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. | *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. | ||
**Similarly, the water in the first pit encountered in the level (after the Koopa Paratroopa) is removed in this version. | **Similarly, the water in the first pit encountered in the level (after the Koopa Paratroopa) is removed in this version. | ||
*In | *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 original game, Bowser and his fakes only have hammers in Worlds 6- | *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 [[Impostor Bowser|fake Bowsers]] 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. | *The [[Impostor Bowser|fake Bowsers]] 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. | ||
**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. | **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. | ||
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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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*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]] 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''. | ||
*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 | *A sound effect plays when a [[Hammer Bro|Hammer Brother]] or Bowser throw their hammers, whereas in the original it was silent. | ||
*[[Trampoline|Jumping boards]] (including [[Super Spring]]s in ''Super Mario Bros.: The Lost Levels'') now make their "boing" sound from ''Super Mario World'' when jumped on; like hammers, no sound effect played in the original. | *[[Trampoline|Jumping boards]] (including [[Super Spring]]s in ''Super Mario Bros.: The Lost Levels'') now make their "boing" sound from ''Super Mario World'' when jumped on; like hammers, no sound effect played in the original. | ||
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*Both [[Mouser]]s are now gray. | *Both [[Mouser]]s are now gray. | ||
*[[Tryclyde]]s are now green, making them inaccurate to their artwork. | *[[Tryclyde]]s are now green, making them inaccurate to their artwork. | ||
*The playable characters have had their sprites recolored to match their actual appearance. These inconsistencies were necessary in the original NES version because of the system's limited color palette, as well as hardware limitations which made it so that sprites could only have three colors | *The playable characters have had their sprites recolored to match their actual appearance. These inconsistencies were necessary in the original NES version because of the system's limited color palette, as well as hardware limitations which made it so that sprites could only have three colors. | ||
**[[Princess Peach|Princess Toadstool]] had her hair recolored from brown to blonde, while [[Toad]] had his spots recolored from blue to red. Additionally, Mario and Luigi's overalls were recolored to be distinctly denim-colored, as opposed to dark blue like the original. | **[[Princess Peach|Princess Toadstool]] had her hair recolored from brown to blonde, while [[Toad]] had his spots recolored from blue to red. Additionally, Mario and Luigi's overalls were recolored to be distinctly denim-colored, as opposed to dark blue like the original. | ||
*[[Ostro]]s are now pink instead of black. | *[[Ostro]]s are now pink instead of black. | ||
*[[Porcupo]]s and [[Ninji]]s are now purple instead of black. | *[[Porcupo]]s and [[Ninji]]s are now purple instead of black. | ||
*When a Subspace Warp is used, | *When a Subspace Warp is used, a new transition effect with music is used, rather than the generic silent fade of the NES version. | ||
*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 backgrounds of the levels have also been given more detailed add-ons such as clouds, trees, etc. | ||
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**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 more detailed lettering and subtler shadows. | *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 more detailed lettering and subtler shadows. | ||
*[[? Block]]s now have rounded edges and lack bolts. | *[[? Block]]s now have rounded edges and lack bolts. | ||
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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 [[Mario Bros. (Super Mario Bros. 3)|battle mode]], the cards are colored blue instead of red, the POW Block is colored green instead of blue, Mario and Luigi's score boxes use their respective personal colors, and the winning brother flashes the V sign at the end of the battle. | *In [[Mario Bros. (Super Mario Bros. 3)|battle mode]], the cards are colored blue instead of red, the POW Block is colored green instead of blue, Mario and Luigi's score boxes use their respective personal colors, and the winning brother flashes the V sign at the end of the battle. | ||
*The pictures on the cards at the end of each level have been colored in, following the color schemes of the respective items listed above; the Super Mushroom card retains the power-up's new in-level coloration on the map screen. | *The pictures on the cards at the end of each level have been colored in, following the color schemes of the respective items listed above; the Super Mushroom card retains the power-up's new in-level coloration on the map screen. | ||
*New map icons for the [[Boomerang Bro]]ther, [[Fire Bro]]ther, and [[Sledge Bro]]ther have been implemented. However, the Sledge Brother's map icon is merely a green [[Hammer Bro]]ther. | *New map icons for the [[Boomerang Bro]]ther, [[Fire Bro]]ther, and [[Sledge Bro]]ther have been implemented. However, the Sledge Brother's map icon is merely a green [[Hammer Bro]]ther; this was changed again in ''[[Super Mario Advance 4: Super Mario Bros. 3]]''. | ||
*All Boomerang Brothers are green (as opposed to being light blue in artillery levels). | *All Boomerang Brothers are green (as opposed to being light blue in artillery levels). | ||
*[[Bob-omb]]s and [[Spiny Cheep Cheep|Spiny Cheep-Cheep]]s are blue instead of black. | *[[Bob-omb]]s and [[Spiny Cheep Cheep|Spiny Cheep-Cheep]]s are blue instead of black. | ||
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*Roto-Discs and Boo Buddies have motion trails. | *Roto-Discs and Boo Buddies have motion trails. | ||
*Princess Toadstool's image on the letters gains color but loses its animation, that being reduced to just a single wink shortly after the letter appears. | *Princess Toadstool's image on the letters gains color but loses its animation, that being reduced to just a single wink shortly after the letter appears. | ||
*The letter received upon completing [[Pipe Land|World 7]] now has an image of Bowser using | *The letter received upon completing [[Pipe Land|World 7]] now has an image of Bowser (using one of his stock artworks from that time) on the letter to make more clear who sent the letter. Originally, there was no portrait depicting the sender unlike with Toadstool's letters, although the text "King of the Koopa" nonetheless made it very clear that Bowser had sent the letter instead. | ||
*Tanooki, Hammer, and Frog Suits all use their original Japanese ''Super Mario Bros. 3'' behavior when the player takes damage in every region of the game. The suit will fly off rather than the player disappearing in a puff of smoke, but Mario or Luigi will return to their [[Super Mario (form)|Super form]] rather than their [[Small Mario|Small form]]. | *Tanooki, Hammer, and Frog Suits all use their original Japanese ''Super Mario Bros. 3'' behavior when the player takes damage in every region of the game. The suit will fly off rather than the player disappearing in a puff of smoke, but Mario or Luigi will return to their [[Super Mario (form)|Super form]] rather than their [[Small Mario|Small form]]. | ||
*Like the Famicom and original North American NES releases, the ending of the game has all worlds except Grass Land referred to under a unique set of names instead of using the versions from the manual (for example, Desert Land is renamed Desert Hill, while Water Land is renamed Sea Side instead of Ocean Side), and now has stills of each world's gameplay replace the simpler illustrations reviewing each world in the NES version. As a result, three unique-looking sprites found only in the original version's ending when Giant Land, Sky Land, and Ice Land are reviewed that do not appear anywhere during actual gameplay do not return in the SNES version. After the ending is finished, the words "Press Start" will appear on the end card, even though the game will still return to the title screen like in the NES version (only in international releases, the Japanese version freezes after the end card is shown, requiring the player to reset the game to continue playing). Additionally, the 28 [[P-Wing]]s received after the NES version's ending do not return, which is also the case in the Famicom version. | *Like the Famicom and original North American NES releases, the ending of the game has all worlds except Grass Land referred to under a unique set of names instead of using the versions from the manual (for example, Desert Land is renamed Desert Hill, while Water Land is renamed Sea Side instead of Ocean Side), and now has stills of each world's gameplay replace the simpler illustrations reviewing each world in the NES version. As a result, three unique-looking sprites found only in the original version's ending when Giant Land, Sky Land, and Ice Land are reviewed that do not appear anywhere during actual gameplay do not return in the SNES version. After the ending is finished, the words "Press Start" will appear on the end card, even though the game will still return to the title screen like in the NES version (only in international releases, the Japanese version freezes after the end card is shown, requiring the player to reset the game to continue playing). Additionally, the 28 [[P-Wing]]s received after the NES version's ending do not return, which is also the case in the Famicom version. | ||
*Inside the Kings' castles, the appearance of the room is based on the Japanese version. In the international NES releases, the cyan stairs were lengthened. The middle pillar has also been removed, the triangles in the background have been multiplied, and Mario stands in front of the stairs, instead of on the left side of the screen. | *Inside the Kings' castles, the appearance of the room is based on the Japanese version. In the international NES releases, the cyan stairs were lengthened. The middle pillar has also been removed, the triangles in the background have been multiplied, and Mario stands in front of the stairs, instead of on the left side of the screen. | ||
*Water in the levels taking place right over the surface of the ocean is now transparent. Due to this, [[Big Cheep Cheep|Boss Bass]]es' diving sprite now includes a newly drawn front half of the body. | *Water in the levels taking place right over the surface of the ocean is now transparent. Due to this, [[Big Cheep Cheep|Boss Bass]]es' diving sprite now includes a newly drawn front half of the body. | ||
*The first area of Dark Land had a slight change. In the NES version, it featured the same graphics as the water in Worlds 3-7. In ''Super Mario All-Stars'', it instead has it bubbling in a similar manner to lava. | *The first area of Dark Land had a slight change. In the NES version, it featured the same graphics as the water in Worlds 3-7. In ''Super Mario All-Stars'' onward, it instead has it bubbling in a similar manner to lava. | ||
*The fortress in World 8 no longer has a gray half and a blue half; now, both halves are colored gray. | *The fortress in World 8 no longer has a gray half and a blue half; now, both halves are colored gray. | ||
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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 [[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. | ||
*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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*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== | ||
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==Pre-release and unused content== | ==Pre-release and unused content== | ||
{{main|List of Super Mario All-Stars pre-release and unused content}} | {{main|List of Super Mario All-Stars pre-release and unused content}} | ||
While [[Bowser's Brother]] does appear in ''Super Mario Bros.: The Lost Levels'', his actual palette goes {{file link|SMAS Bowser's Brother.gif|unused}}, presumably due to the colors of his hair matching those of Bowser's own flames, which would have clashed with how the flames are orange and yellow rather than magenta and pink. This also applies to the treetops of levels like [[World 6-3 (Super Mario Bros.)|World 6-3]] of ''Super Mario Bros.'' and [[World 3-3 (Super Mario Bros.: The Lost Levels)|World 3-3]], [[World 7-3 (Super Mario Bros.: The Lost Levels)|World 7-3]], and [[World C-3]] of ''Super Mario Bros.: The Lost Levels'', with the white palette associated with the treetops also going unused.<ref>{{cite|author=TCRF contributors|title=[[tcrf:Super Mario All-Stars | While [[Bowser's Brother]] does appear in ''Super Mario Bros.: The Lost Levels'', his actual palette goes {{file link|SMAS Bowser's Brother.gif|unused}}, presumably due to the colors of his hair matching those of Bowser's own flames, which would have clashed with how the flames are orange and yellow rather than magenta and pink. This also applies to the treetops of levels like [[World 6-3 (Super Mario Bros.)|World 6-3]] of ''Super Mario Bros.'' and [[World 3-3 (Super Mario Bros.: The Lost Levels)|World 3-3]], [[World 7-3 (Super Mario Bros.: The Lost Levels)|World 7-3]], and [[World C-3]] of ''Super Mario Bros.: The Lost Levels'', with the white palette associated with the treetops also going unused.<ref>{{cite|author=TCRF contributors|title=[[tcrf:Super Mario All-Stars#Unused_Palettes|Super Mario All-Stars]]|publisher=The Cutting Room Floor|accessdate=January 26, 2024}}</ref> | ||
==Reception== | ==Reception== | ||
The game is widely praised for successfully bringing the games featured to 16-bit fidelity. In ''{{wp|Electronic Gaming Monthly}}''{{'}}s review of the game, the magazine gives the game the Platinum Editors' Choice Award.<ref>{{cite | The game is widely praised for successfully bringing the games featured to 16-bit fidelity. In ''{{wp|Electronic Gaming Monthly}}''{{'}}s review of the game, the magazine gives the game the Platinum Editors' Choice Award.<ref>{{cite|title=''Electronic Gaming Monthly'' issue 50|date=September 1993|page=28}}</ref> All four members of the "Review Crew" praise the game, with Ed Semrad even giving it a 10/10. They mention the aesthetic improvements brought by the SNES's 16-bit hardware and how the games are faithful to their NES counterparts. | ||
Steve Merrett and Paul Davies of ''{{wp|Nintendo Magazine System (Australia)|Nintendo Magazine System}}'' also laud the game on the same merits.<ref>{{cite | 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 | {|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;" | ||
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|- | |- | ||
|[[Super Nintendo Entertainment System|SNES]] | |[[Super Nintendo Entertainment System|SNES]] | ||
|''[[Nintendo Power]]''<ref>{{cite | |''[[Nintendo Power]]''<ref>{{cite|title=''Nintendo Power'' volume 52|page=100|date=September 1993|publisher=Nintendo of America|language=American English}}</ref> | ||
|16.3/20 | |16.3/20 | ||
|"''+ Excellent graphics and classic Super Mario Bros. action. The battery backed-up memory lets you save your progress, which means players who never finished these games in the past have a good chance to succeed now. The Lost Levels presents a true action challenge.<br>- Other than the face-lift, the only new element is The Lost Levels and the Battery Save feature.''" | |"''+ Excellent graphics and classic Super Mario Bros. action. The battery backed-up memory lets you save your progress, which means players who never finished these games in the past have a good chance to succeed now. The Lost Levels presents a true action challenge.<br>- Other than the face-lift, the only new element is The Lost Levels and the Battery Save feature.''" | ||
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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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{{main-gallery}} | {{main-gallery}} | ||
<gallery> | <gallery> | ||
SMC logo.png| | SMC logo.png|Logo | ||
Super Mario All-Stars logo.jpg|English logo | Super Mario All-Stars logo.jpg|English logo | ||
SMAS - Box JP.png|Super Famicom cover | SMAS - Box JP.png|Super Famicom cover | ||
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==Names in other languages== | ==Names in other languages== | ||
{{foreign names | {{foreign names | ||
| | |Jap=スーパーマリオコレクション<ref>{{cite|url=www.nintendo.co.jp/n02/shvc/4m/|title=スーパーマリオコレクション|publisher=Nintendo|accessdate=October 2, 2020}}</ref> | ||
| | |JapR=Sūpā Mario Korekushon | ||
| | |JapM=Super Mario Collection | ||
|ChiS=超级马力欧收藏辑<ref>{{cite|url=www.nintendo.com.hk/topics/article/a_200904_02_sc.html|title=超级马力欧兄弟 35周年!|publisher=Nintendo|accessdate=September 4, 2020}}</ref> | |ChiS=超级马力欧收藏辑<ref>{{cite|url=www.nintendo.com.hk/topics/article/a_200904_02_sc.html|title=超级马力欧兄弟 35周年!|publisher=Nintendo|accessdate=September 4, 2020}}</ref> | ||
|ChiSR=Chāojí Mǎlì'ōu Shōucángjí | |ChiSR=Chāojí Mǎlì'ōu Shōucángjí | ||
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}} | }} | ||
== | ==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. | ||
*In the Japanese version, the pause and game over menus are written in Japanese, whereas corresponding menus on the original Famicom games were either written in English or absent. | *In the Japanese version, the pause and game over menus are written in Japanese, whereas corresponding menus on the original Famicom games were either written in English or absent. | ||
**Also in the Japanese version, there are extra animations and graphics on the title screen for Goomba, Bob-omb, and Birdo.<ref>{{cite| | **Also in the Japanese version, there are extra animations and graphics on the title screen for Goomba, Bob-omb, and Birdo.<ref>{{cite|url=https://tcrf.net/Super_Mario_All-Stars_(SNES)#Title_Screen|title=The Cutting Room Floor|date=May 7, 2024|accessdate=May 7, 2024}}</ref> | ||
*The advertisement for the Japanese version, due to it being released around the time of the [[Super Mario Bros. (film)|''Super Mario Bros.'' movie]]'s release, featured the various ''Super Mario'' characters arriving at a gala resembling {{wp|Academy Awards|the Oscars}}, including a red carpet treatment, as well as them wearing outfits befitting the Oscars.<ref>{{cite | *The advertisement for the Japanese version, due to it being released around the time of the [[Super Mario Bros. (film)|''Super Mario Bros.'' movie]]'s release, featured the various ''Super Mario'' characters arriving at a gala resembling {{wp|Academy Awards|the Oscars}}, including a red carpet treatment, as well as them wearing outfits befitting the Oscars.<ref>{{cite|url=www.youtube.com/watch?v=7zpbyOMvp30|title=Super Mario All-Stars / Super Mario Collection Japanese Commercial|date=January 27, 2020|publisher=YouTube|accessdate=May 6, 2024}}</ref> | ||
==References== | ==References== | ||
{{NIWA|NWiki=1|StrategyWiki=1}} | {{NIWA|NWiki=1|StrategyWiki=1}} | ||
<references/> | <references/> | ||
{{Super Mario games}} | {{Super Mario games}} | ||
{{SNES}} | {{SNES}} | ||
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[[Category:Super Nintendo Entertainment System games]] | [[Category:Super Nintendo Entertainment System games]] | ||
[[Category:Platforming games]] | [[Category:Platforming games]] | ||
[[Category: | [[Category:Reissues]] | ||
[[Category:1993 games]] | [[Category:1993 games]] | ||
[[Category:Nintendo Classics]] | [[Category:Nintendo Classics]] |