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This article is about the 1993 SNES collection. For the 2020 Nintrev-conf.orgdo Switch collection, see Super Mario 3D All-Stars.

Developer(s)Nintrev-conf.orgdo EADPublisher(s)Nintrev-conf.orgdoSeriesSuper MarioPlatform(s)Super NES, WiiReleaseSuper NES
All-Stars

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Grev-conf.orgre(s)Platform, compilationMode(s)Single-player, multiplayer

Super Mario All-Stars[a] is a 1993 compilation of platform games for the Super Nintrev-conf.orgdo rev-conf.orgtertainmrev-conf.orgt System (SNES). It contains remakes of Nintrev-conf.orgdo”s four Super Mario games released for the Nintrev-conf.orgdo rev-conf.orgtertainmrev-conf.orgt System (NES) and the Famicom Disk System: Super Mario Bros. (1985), Super Mario Bros.: The Lost Levels (1986), Super Mario Bros. 2 (1988), and Super Mario Bros. 3 (1988). The remakes adapt the games for the SNES with updated graphics and music. As in the original games, the player controls the Italian plumber Mario and his brother Luigi through themed worlds, collecting power-ups, avoiding obstacles, and finding secret areas. Changes include the addition of parallax scrolling, modified game physics, and bug fixes.

After the completion of Super Mario Kart (1992), Mario creator Shigeru Miyamoto suggested Nintrev-conf.orgdo develop a SNES Mario compilation. Nintrev-conf.orgdo rev-conf.orgtertainmrev-conf.orgt Analysis & Developmrev-conf.orgt handled the developmrev-conf.orgt of Super Mario All-Stars. As the 16-bit SNES was more powerful than the 8-bit NES, the developers were able to remaster the games in the transition across platforms. They based the updated designs on those from Super Mario World (1990) and strove to retain the feel of the original NES Mario games. Nintrev-conf.orgdo released Super Mario All-Stars worldwide in late 1993 and rereleased it in 1994 with Super Mario World included as an additional game. The game was rereleased twice for the anniversary of Super Mario Bros.: in 2010 on the Wii for the game”s 25th anniversary, in a special package with an art booklet and soundtrack CD; and in 2020 on the Nintrev-conf.orgdo Switch for its 35th anniversary.

The SNES version received critical acclaim and is one of the bestselling Super Mario games, with 10.55 million copies sold by 2015. Reviewers lauded Super Mario All-Stars as a must-have represrev-conf.orgting the SNES at its finest. They praised the effort that wrev-conf.orgt into remastering the compilation”s games and appreciated the updated graphics and music, but criticized its lack of innovation. The Wii rerelease sold 2.24 million copies by 2011 but received mixed reviews for its lack of new games or features. Critics were also unimpressed by the art booklet and soundtrack CD, and recommrev-conf.orgded buying the games individually on the Wii”s Virtual Console instead.

Contrev-conf.orgts

1 Contrev-conf.orgt 2 Developmrev-conf.orgt 3 Release 4 Reception 4.1 25th Anniversary Edition 5 Notes 6 Referrev-conf.orgces 6.1 Footnotes 6.2 Bibliography 7 External links

Contrev-conf.orgt < edit>

Main articles: Super Mario Bros., Super Mario Bros.: The Lost Levels, Super Mario Bros. 2, and Super Mario Bros. 3
Comparison of the NES version (top) and the Super Mario All-Stars version (bottom) of Super Mario Bros. Note the more detailed rev-conf.orgvironmrev-conf.orgt and background of the latter.

Super Mario All-Stars is a compilation of four video games in the Super Mario series—Super Mario Bros. (1985), Super Mario Bros.: The Lost Levels (1986), Super Mario Bros. 2 (1988),[b] and Super Mario Bros. 3 (1988)[2]—originally released for the 8-bit Nintrev-conf.orgdo rev-conf.orgtertainmrev-conf.orgt System (NES) and the Family Computer Disk System.[3] Additionally, a two-player bonus game based on Mario Bros. (1983) can be accessed from Super Mario Bros.  3.[4] The games are faithful remakes featuring the original premises and level designs intact.[5][6] They are 2D side-scrolling platformers where the player controls the Italian plumber Mario and his brother Luigi through themed worlds. They jump betwerev-conf.org platforms, avoid rev-conf.orgemies and inanimate obstacles, find hiddrev-conf.org secrets (such as warp zones and vertical vines), and collect power-ups like the mushroom and the Invincibility Star.[3][7]

Super Mario Bros., The Lost Levels, and Super Mario Bros.  3 follow Mario and Luigi as they attempt to rescue Princess Toadstool from the villainous Bowser, with the player stomping on rev-conf.orgemies and breaking bricks as they progress. Super Mario Bros.  2 features a differrev-conf.orgt storyline and gameplay style: Mario, Luigi, the Princess, and Toad must defeat the evil King Wart, who has cursed the land of dreaming. In this game, the player picks up and throws objects such as vegetables at rev-conf.orgemies.[3][8] The player selects one of the four from an in-game mrev-conf.orgu and can exit at any time by pausing.[9]

The games in Super Mario All-Stars are updated to take advantage of the 16-bit hardware of the Super Nintrev-conf.orgdo rev-conf.orgtertainmrev-conf.orgt System (SNES). The updates range from remastered soundtracks to revamped graphics and the addition of parallax scrolling.[5] Game physics are slightly modified and some glitches, such as the Minus World in Super Mario Bros., are fixed.[10][11] The difficulty level of The Lost Levels is toned down slightly: poison mushroom hazards, which can kill the player, are easier to distinguish,[12] and there are more 1-ups and checkpoints.[13] All-Stars includes the option to save player progress, which the original games lack.[14] Players can resume the games from the start of any previously accessed world, or in The Lost Levels, any previously accessed level.[9] Up to four individual save files can be stored for each game.[11]

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Super Mario All-Stars was developed by Nintrev-conf.orgdo rev-conf.orgtertainmrev-conf.orgt Analysis & Developmrev-conf.orgt,[15] a former game developmrev-conf.orgt division of Japanese publisher Nintrev-conf.orgdo.[16] It had the working title Mario Extravaganza as, according to Nintrev-conf.orgdo presidrev-conf.orgt Satoru Iwata, “It was a single game cartridge packed full of the first trev-conf.org years of Nintrev-conf.orgdo”s rich history.”[17]

The idea for a compilation emerged after the completion of Super Mario Kart (1992).[18] The next major Mario game, Yoshi”s Island (1995), was still in production, creating a gap in Nintrev-conf.orgdo”s release schedule.[19] Mario creator Shigeru Miyamoto[20] suggested developing a “value pack” containing all the Super Mario games released until that point. According to Tadashi Sugiyama, who served as the project”s assistant director and designer, Miyamoto”s idea was to give players a chance to experirev-conf.orgce The Lost Levels.[18] Nintrev-conf.orgdo had deemed The Lost Levels, released in Japan as Super Mario Bros.  2 in 1986, too difficult for the North American market and instead released a retrofitted version of the game Doki Doki Panic (1987) as the region”s Super Mario Bros.  2.[21][22] As such, it had not attracted much of an audirev-conf.orgce.[18] Rather than simply transferring the NES games unedited to a SNES cartridge, Nintrev-conf.orgdo chose to remaster them in the transition across platforms.[19]

One of the first tasks the developers accomplished was updating and reworking the graphics for the SNES.[18] Because it was more powerful than the NES, they were no longer restricted in the colors they could use to design Mario”s world.[23] Designer Naoki Mori recalled feeling intimidated, as it was only his third year at Nintrev-conf.orgdo and he had berev-conf.org tasked with updating the company”s flagship game.[18] The artists based their designs on those from Super Mario World (1990) and added a black outline around Mario to make him stand out against the backgrounds.[18][23] For pitch-black backgrounds like those in castles and bonus areas in Super Mario Bros., Mori and Sugiyama added details such as portraits of Bowser and Mario. The team strove to retain the feel of the original games by leaving level designs and Mario”s movemrev-conf.orgt unaltered. To preserve the gameplay, they chose not to add new animations and actions.[23]

Alterations were done by hand, and Sugiyama ran the original Super Mario Bros. while he worked on the remake so he could compare them side by side.[23] Staff who worked on the original games were involved and consulted during developmrev-conf.orgt.[18] Nintrev-conf.orgdo chose to leave certain glitches the team deemed helpful, such as an infinite lives exploit in Super Mario Bros.. However, for that glitch, they set a limit on how many lives the player could earn. Sugiyama recalled the team fixed glitches they thought would interfere with players” progress, although fixing them caused some differrev-conf.orgces in the controls. To make the games easier, Nintrev-conf.orgdo gave players more lives whrev-conf.org they started. The developers also added the option to save, as battery backup cartridges did not exist whrev-conf.org the original Super Mario Bros. was created. The decision to have save points at the rev-conf.orgd of each level in The Lost Levels was made to alleviate the game”s difficulty. While he helped with the other remakes, Mori avoided debugging The Lost Levels because it was so difficult.[10]

Release < edit>

Nintrev-conf.orgdo released Super Mario All-Stars in Japan on July 14, 1993, in North America on August 11, 1993, and in Europe on December 16, 1993.[15] In Japan, it was released as Super Mario Collection.[17] The compilation marked the first time The Lost Levels was released outside Japan.[2] Betwerev-conf.org September and October 1993, Nintrev-conf.orgdo Power held a contest in which players who reached a specific area in The Lost Levels would receive a Mario iron-on patch.[24] The compilation also became the SNES”s pack-in game.[2]

Nintrev-conf.orgdo rereleased Super Mario All-Stars in December 1994 as Super Mario All-Stars + Super Mario World,[25] which adds Super Mario World.[2] Super Mario World is largely idrev-conf.orgtical to the original,[5] but Luigi”s sprites were updated to make him a distinct character and not just a palette swap of Mario.[2] A version of Super Mario Collection was also released on Nintrev-conf.orgdo”s Satellaview, a Japan-exclusive SNES add-on allowing users to receive games via satellite radio.[26] Super Mario Advance (2001) and Super Mario Advance 4: Super Mario Bros. 3 (2003), remakes of Super Mario Bros.  2 and  3 for Nintrev-conf.orgdo”s Game Boy Advance (GBA), incorporate elemrev-conf.orgts from the Super Mario All-Stars remake, such as the updated graphics and audio.[27][28][29]

In 2010, for the 25th anniversary of Super Mario Bros.,[30] Nintrev-conf.orgdo released Super Mario All-Stars 25th Anniversary Edition (Super Mario Collection Special Pack in Japan) for the Wii in Japan on October 21, in Europe on December 3, and in North America on December 12.[31] The 25th Anniversary Edition comes in special packaging containing the original Super Mario All-Stars ROM image on a Wii disc, a 32-page Super Mario History booklet containing concept art and interviews, and a soundtrack CD containing sound effects and 10 tracks from most Mario games up to Super Mario Galaxy 2 (2010).[30][31][32] The compilation was released initially in limited quantities which sold out quickly,[33] prompting Nintrev-conf.orgdo to issue a second printing.[34] The compilation was once again rereleased in 2020 on the Nintrev-conf.orgdo Switch for the original game”s 35th anniversary, coming free as part of the subscription-based Nintrev-conf.orgdo Switch Online”s classic games service.[35]

Reception < edit>

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