Super Mario All-Stars
Super Mario All-Stars (known as Super Mario Collection in Japanese), is a compilation of reissues for the Super Nintendo Entertainment System (the Super Famicom in Japan). 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" 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.
This game was re-released again as Super Mario All-Stars + Super Mario World, which as the title suggests, additionally featured Super Mario World with updated graphics. Unlike the original, it was never released in Japan.
During development, the Japanese developers called this game "Mario Extravaganza".
In 2010, the game was re-released on the Wii as part of the Super Mario Bros. 25th anniversary, under the title Super Mario All-Stars Limited Edition. The Wii version was initially released with a Mario history booklet and a CD containing songs and sound effects from various games, but Nintendo of America later issued a re-print of the retail Wii disc under the 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 35th anniversary of Super Mario Bros.
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 Some of the sound effects have been replaced by other sound effects from said game as well; for example, the "stomping" sound effect is now the same as when Mario Spin Jumps a spiked enemy in Super Mario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' Chucks or a Koopaling in Super Mario World. Additionally, the soundfont used for the rearrangements of the original music is that used for the music of Super Mario World. 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.
Changes to Super Mario Bros. and Super Mario Bros.: The Lost Levels
There are graphical enhancements for all settings. 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). 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. Worlds 3, 5, and 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. 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 Worlds 3-3, 7-1, 7-2, 7-3, 8-1, C-3, D-1, D-2, and 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 of the level environment, as opposed to having their own unique color scheme due to the NES having a limited color palette: Green Koopa Troopas and Piranha Plants are always green (as opposed to being teal in underground and castle levels and gray in underwater levels). The color of Bloopers was changed from white to pink (including even the flying Bloopers in Super Mario Bros.: The Lost Levels), and gray Cheep Cheeps are now green. However, all Goombas still retain their brown, blue, and gray colors in overworld, underground, and castle levels respectively, with 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. Bullet Bills' arms are now animated, and Bowser now resembles his Super Mario Bros. 3 design. 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 Worlds 3-3 and 2-3, respectively, as originally, they were completely monochrome. 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 place an echo effect on all sounds. Lava is no longer just a recolor of water and is boiling. Super Mario Bros. and Super Mario Bros.: The Lost Levels do not have the same graphics as each other to begin with. 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. 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.
Luigi is now 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, and 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 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). 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. The Bros. also do this when entering a pipe from above. The sprites for power-up items and Princess Toadstool are now based on their Super Mario Bros. 3 counterparts as well.
As opposed to simply standing on the ground, 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, three Toads in 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. 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. 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 issue 52 (September 1993), however, indicated that it was originally planned that the ending would be similar to that of the original Super Mario Bros. 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 *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 fortresses, castles and the castle walls of World 8-3 of Super Mario Bros. and Worlds 8-2, 8-3 and D-3 of Super Mario Bros.: The Lost Levels are made more distinct from the normal bricks. 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.
World 9's water levels now have proper underwater background. The gray-colored enemies in this world, including Goombas and green Koopa Troopas and Paratroopas, are all now colored normally.
For unknown reasons, in Super Mario Bros. and Super Mario Bros.: The Lost Levels Fire Mario/Luigi (while airborne or underwater) is not completely animated when throwing fireballs, just like how water and lava were not animated in the original games.
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 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. For example, the World 1-1 introduction shows Goombas and Koopa Troopas. The castle introductions only show Bowser, even if other enemies appear in the level.
Destroying a 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 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. Mario gets hurt if he hits the upper mouth of Piranha Plants, 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. An extra block was added on top of the pipe at the end of underwater levels, preventing Mario from getting stuck in this place as it was possible in the original game. 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, 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.
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.
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 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.
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 (after the first Goomba) 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.
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.
In the secret section of 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 the SNES version.
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 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 (his sprite is simply flipped upside-down instead of turning into an upside-down Spiny). Similarly, the Bowser's Brothers 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 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 Blocks 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 Beetles. 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.
Music and sound effects
The games' soundtrack was enhanced. New "happier" background music plays in secret bonus rooms and Coin Heavens, instead of the normal underground and Starman theme, respectively. The ground theme has additional instrument notes and changes. 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 8-4 and 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. In World 8-4, the underwater area now uses castle music rather than water music. 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. A chime or buzz 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 and 8-4 in Super Mario Bros.: The Lost Levels. When the timer reaches the last 100 seconds, the music speeds up uninterrupted while the warning simultaneously plays, as in Super Mario World. The underground levels use the enhanced version of the upbeat underground music from Super Mario Bros. 3 instead of the basic/simple one from the original NES/Famicom game, and when Princess Toadstool is rescued, the music that plays 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.
Changes to Super Mario Bros. 2
Several enemies got another palette swap. Pink Shyguys, Snifits, and Pansers are now blue. 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 Birdos, green and gray ones are now just green. Green and gray Beezos (which only fly straight across) are now red while red ones (which home down to the player) are now yellow. Both Mousers are now gray too. Tryclydes are now green, yet are still colored red in their official artworks. 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). Some of these includes 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 graphical limitations of the NES) and Mario and Luigi's overalls are now jean colored as opposed to dark blue from the original. Ostros are now pink instead of black, and Porcupos and Ninjis are now purple instead of black.
Additionally, when a Subspace Warp is used, a transition effect with music is used. This was not seen in the original 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 form rather than remaining intact like in the NES original. This was later carried over to 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.
Due to a controversy over the original manual, Birdo is now female, however, the end credits still have the same names and spellings as the original.
The Subcon fairies now have a slightly different sprite, with their heads having a rounder shape, smaller eyes, more defined ears, and pointy hair.
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 no longer uses the underworld music, but it uses the overworld music instead. The rooms before the world bosses' arenas in Worlds 2-3, 3-3, and 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 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.
Changes to Super Mario Bros. 3
Music and sound effects
References to other games
References in later games
From volume 52 of Nintendo Power:
Names in other languages