Super Mario 3D All-Stars

Super Mario 3D All-Stars is a Nintendo Switch compilation game that was released on September 18, 2020, to celebrate the 35th anniversary of Super Mario Bros. It contains Super Mario 64 (1996), Super Mario Sunshine (2002), and Super Mario Galaxy (2007) with upscaled visuals. It was made available in limited quantities as a retail edition and a digital edition that was available until March 31, 2021. The compilation and its name are based on Super Mario All-Stars, but it instead contains the first three 3D platformers of the Super Mario series. The compilation marks the first instance of Super Mario Sunshine being re-released on another console.

Changes from the original games include 720p resolution and rumble in Super Mario 64 (which was also featured in Shindō Pak Taiō Version), 1080p resolution and a 16:9 aspect ratio in Super Mario Sunshine, and 1080p resolution and motion controls that mimic the Wii Remote in Super Mario Galaxy. All three games support docked, tabletop, and handheld modes, with Super Mario Galaxy having the player use the button to spin and emulate the Star Pointer with the touchscreen on handheld mode. Each game also modifies control graphics and tutorial text to correspond to the Nintendo Switch. Additionally, the game contains digital soundtracks of the three respective games, with 175 tracks in total.

The main menu of the game, along with the selection of the games, displays the original release date and system of each game, along with a description of the games' stories and mechanics introduced for those games.

A day-one patch was released on September 16, 2020, and it fixed and adjusted the display for Co-Star Mode in Super Mario Galaxy as well as several other issues. Version 1.1.0 was announced on October 27, 2020, and released on November 16, 2020; the update added inverted camera control settings for all three games, Nintendo GameCube Controller support and the original control scheme for Super Mario Sunshine, and various bug fixes. Version 1.1.1 was released on November 3, 2021, and added support for the Nintendo Switch's Nintendo 64 Controller.

The game was subject to two 35th anniversary My Nintendo missions. The first entailed the purchase of the game itself, while the second involved listening to the music player on the game's website.

Super Mario 64

 * , – Move Mario/cursor, climb poles, angle camera in second-person mode, fly (when wearing the Wing Cap)
 * , – Jump, swim, talk, confirm
 * , – Punch, dive, grab, throw, cancel
 * , – Crouch
 * , – Switch camera modes
 * – Adjust camera
 * – Pause menu
 * – Suspend menu

Nintendo Switch Online Nintendo 64 Controller

 * – Move Mario/cursor, climb poles, angle camera in second-person mode, fly (when wearing the Wing Cap)
 * – Jump, swim, talk, confirm
 * – Punch, dive, grab, throw, cancel
 * – Crouch
 * – Switch camera modes
 * – Adjust camera
 * – Pause menu
 * – Suspend menu

Super Mario Sunshine

 * – Move Mario, aim FLUDD (while holding )
 * , – Jump, swim, talk
 * – Switch nozzles
 * – Pick up, dive
 * – Center camera, ground-pound (while in midair)
 * – Run while spraying (while using Squirt Nozzle)
 * – Guide Book
 * – Use FLUDD (spray and aim while using Squirt Nozzle)
 * – Move camera
 * (click in) – Mario Cam
 * – Pause menu
 * – Suspend menu

Nintendo GameCube Controller

 * – Move Mario, aim FLUDD (while holding )
 * – Jump, swim
 * – Pick up, dive, talk
 * – Switch nozzles
 * – Mario Cam
 * – Center camera, ground-pound (while in midair)
 * – Use FLUDD
 * – Guide Book
 * – Move camera
 * – Pause menu

Super Mario Galaxy

 * – Move
 * , – Jump/swim
 * ,, (shake) – Spin
 * – Crouch (on the ground), ground-pound (in the air)
 * – Fire Star Bit
 * – Center camera
 * – Reset Star Pointer
 * – Change camera view
 * (tilt) – Aim cursor
 * – Pause menu
 * – Suspend menu

Co-Star Mode (when using horizontal Joy-Con)

 * or – Pause menu (P1) or suspend menu (P2)
 * – Crouch (P1 only)
 * – Fire Star Bit
 * (click in) – Reset Star Pointer
 * , – Jump (P1) or hold enemy (P2)
 * – Spin (P1 only)
 * – Center camera, tilt while holding  to change camera view (P1 only)
 * – Tilt to aim cursor

When ray-surfing or riding the Rolling Ball, players hold the Joy-Con vertically.


 * (tilt) – Turn
 * , – Accelerate (ray surfing), jump (Rolling Ball)
 * or – Reset Star Pointer
 * or – Fire Star Bit

Changes to Super Mario 64

 * The game is based on Shindō Pak Taiō Version, available in English for the first time. However, the notice for compatibility with the Rumble Pak has been removed.
 * On the screen with Mario's face, the text saying "PRESS START" now says "PRESS ," with a brand-new text icon. Despite this, Mario's voice line "Press Start to play!" is still played upon the player returning to the title screen from a gameplay demo.
 * The options menu is removed, likely due to the Nintendo Switch already having sound options in its settings, and due to the language options being moved to the game-selection screen.
 * The directional buttons now act as full analog presses on the control stick, like in Super Mario 64 DS.
 * The text has been updated to reflect the new controls. However, is written in read-only text, while  is an icon.
 * The button prompts are not updated to their original icons when the player uses the Nintendo Switch Online Nintendo 64 controller.
 * In addition to the higher-definition HUD textures present in all three games, Super Mario 64 has also received a small selection of higher-definition textures within the game, mainly textures on Mario's model and several characters, enemies, and objects, as well as illustration-related textures, such as several textures in the Mushroom Castle, all of the paintings, the Boo portraits in Big Boo's Haunt, and the sliding puzzle of Bowser in Lethal Lava Land. In the process, an error in the original version of the Bowser sliding puzzle illustration—a small orange square on Bowser's left ankle—has been removed. The rings around the horns and spikes of the Bowser image were also changed from yellow to brown like in his current appearance.
 * Connecting the second controller to move the camera during the ending is no longer possible, as the emulator detects inputs from all connected controllers as the first controller.

Changes to Super Mario Sunshine

 * The game is based on the PAL version released in Europe and Australia.
 * Therefore, a Yellow Toad is in his intended position when Shadow Mario kidnaps Princess Peach and waits near Pinna Park's entrance. In the original game, he was placed on the death barrier below the ground.
 * The Dolby Surround Pro Logic II logo no longer displays during the game's boot-up sequence.
 * On the title screen, the text is changed from "PRESS START!" to "PRESS ," although pressing Start still works. It is also positioned underneath the logo like in the original Japanese and PAL versions in all versions instead of split across either side of it.
 * The title screen displays indefinitely, no longer playing the opening demo for the game or the story introduction if the player waits long enough. The music for the opening demo is still included in the game's soundtrack within the collection regardless, as well as being used in promotional trailers for the compilation.
 * The Stereo/Mono/Surround option is removed, likely due to the Nintendo Switch already having such an option in its settings.
 * In FLUDD's tutorial video, FLUDD says the following instead of its original dialogue:
 * FLUDD simply says "button" instead of "R button." This is because when the player uses normal controls, spraying and refilling is done by both and, and the subtitles have been changed to reflect this.
 * FLUDD simply says "stick" instead of "Control Stick," though the subtitles change this to "Left Stick."
 * The text has been updated to reflect the new controls. Talking to NPCs now has the button prompt over them (instead of ), although  still works.
 * The button prompts are not updated to their original icons or voice clips when the player uses the Nintendo GameCube controller.
 * The memory card is no longer mentioned when the player saves the game since the Nintendo Switch does not use memory cards other than SD Cards.
 * Also due to the lack of a memory card, the save data icon that is Mario's face no longer appears.
 * The postcard image that appears after the player has collected all of the Shine Sprites and beaten Bowser and Bowser Jr. is smaller.
 * The resolution is high enough for the player to read the writing on Gooper Blooper's cork. The cork reads "bsgeso," likely short for "Boss Gessō," his Japanese name.
 * In this game, the cutscenes have been zoomed in, most likely due to the fact that the game is now in 16:9 widescreen instead of using the 4:3 aspect ratio as the original does.
 * In addition to the higher-definition HUD textures present in all three games, Super Mario Sunshine has also received a small selection of higher-definition textures within the game, mainly the text.

Changes to Super Mario Galaxy

 * The player needs to press only one button on the title screen, rather than two buttons simultaneously ( and ) like in the original Wii release. The prompt was changed from "Press both  and ," to "Press ," to reflect this.
 * Due to this, the blue glow effect that appears around the logo when the player presses only in the original Wii release no longer appears. Only the yellow glow (from pressing  in the original) is present if the player presses.
 * Miis can no longer be selected as a save icon, like in the Nvidia Shield version, despite Mii creation still being available on the Switch.
 * Due to the lack of speakers in the Joy-Con controllers, any sounds played through the Wii Remote speakers are instead heard through the game's audio.
 * The animated icon for how to spin by shaking the Wii Remote has now been changed to a Joy-Con (R). The animated icon for motion control-related tutorials displays guidance for both a Joy-Con (R) and the entire Nintendo Switch console in handheld mode, regardless of which input is being used at the time.
 * The text has been updated to reflect the new controls.
 * The game features extra tutorial dialogue to accommodate for handheld mode.
 * When the player talks to the Mailtoad on the 121st Power Star in the Grand Finale Galaxy, he now has different dialogue. The "Yes" or "No" prompt is now removed, thus the two images obtained from him are automatically sent to the Nintendo Switch album if the player talks to him. Additionally, the message from the Super Mario Galaxy staff that was originally sent to the Wii Message Board is now read out by the Mailtoad in-game.
 * The camera icon on the Star List that was used to take a screenshot of the list has been removed, due to the Nintendo Switch having a screen capture button on the Joy-Con (L) and Pro Controller.
 * The player can no longer pan the camera while in cannons by holding down and moving the controller away from the screen, due to the lack of a Sensor Bar.
 * Also due to the lack of a Sensor Bar, the Star Pointer brought up by the Wii Remote automatically instead is brought up by pressing on any menu (or clicking the stick in Co-Star Mode), in order to stay faithful to the original Wii's menu controls.
 * In addition to the higher-definition HUD textures present in all three games, Super Mario Galaxy has also received a small selection of higher-definition textures within the game, mainly the text.
 * Due to the lack of Nunchuk compatibility, the text boxes that appear when the player needs to connect it, when it is connected, and when communications with it have been interrupted no longer appear.
 * Bunnies that need to be chased move slower than in the Wii version.

Soundtracks
The player can listen to the soundtracks for all three games from the main menu. Although the Super Mario 64 and Super Mario Galaxy soundtracks were previously released as soundtrack CDs (the latter of which uses the two-disc Platinum Version in particular), this is the first time an official soundtrack of any form for Super Mario Sunshine was made available. Upon the player reaching the main menu, a random song from one of the three soundtracks would play in the background. While listening to music on a soundtrack menu, the player can switch to music-player mode by pressing, allowing them to continue listening to music with the screen turned off.

Version 1.0.1
Release date: September 16, 2020  
 * Fixed/adjusted the display in Super Mario Galaxy when playing in Co-Star mode.
 * In order to let you play the game more comfortably, we have also fixed some issues.

Version 1.1.0
Release date: November 16, 2020  
 * Players can now invert the camera controls within all three individual titles.
 * Super Mario Sunshine now supports the Nintendo GameCube controller (sold separately). Players can now play this title using the same controls as found in the original GameCube release.
 * The Nintendo GameCube controller for Super Mario Sunshine is supported only in TV mode.
 * You'll need the GameCube Controller Adapter (sold separately) to use this controller with your Nintendo Switch system. Information on connecting this adapter and controller can be found here.
 * The Nintendo Switch Lite system does not support this controller option.
 * All button displays within Super Mario Sunshine will not reflect the Nintendo GameCube controller.
 * Other general fixes have been applied to improve overall gameplay across all three titles.
 * Specific/unlisted changes
 * Players can also choose Classic or Modern camera controls in the options menu.
 * Super Mario Sunshine
 * The analog trigger controls for spraying work with the Nintendo GameCube controller.
 * The slowdown from opening and closing the Guide Book was removed.
 * The following glitches were fixed:
 * Debug cubes in Bianco Hills' second secret area that marked the flipping platforms were visible.
 * The sound heard when "GO!" appeared onscreen in racing minigames sounded like a censor beep-like sound.
 * The zoom-out effect when the player uses the Turbo Nozzle underwater was not adjusted to fit the new widescreen display.
 * Due to the aspect ratio being expanded to widescreen, a Pianta visibly spawned midair in the intro of Yoshi's Fruit Adventure.
 * Super Mario Galaxy
 * An error has been fixed in which, during the mission Purple Coins on the Puzzle Cube, three Purple Coins were erroneously placed inside a wall and could be obtained only by ground-pounding near them due to Mario and Luigi's wider hitbox during the move. This error was also present in the Nvidia Shield version of Super Mario Galaxy.

Version 1.1.1
Release date: November 3, 2021  
 * Super Mario 64 now supports the Nintendo Switch Online member exclusive Nintendo 64 Controller (sold separately). Players can now play this title using the same controls as found in the original Nintendo 64 release.
 * Information on connecting this controller can be found here.
 * All button displays within Super Mario 64 will not reflect the Nintendo 64 controller.

Super Mario 64

 * There is a persistent delay in all audio from when music and sounds should play compared to when they actually do.

Super Mario Sunshine

 * Scrubbing Sirena Beach can be completed with much less electric goop being cleaned than intended or with no electric goop cleaned.
 * Occasionally in Noki Bay's episode Uncork the Waterfall, the goop in the shape of a squid may not load, causing the wall it is covering up to emerge during the episode's opening.
 * The mirrors in the bathrooms of certain room doors in Hotel Delfino have glitchy reflections.
 * Additionally, mirrors such as one in Hotel Delfino and the antennas in Gelato Beach, when viewed at certain angles, were not adjusted correctly to fit the new widescreen display, causing it to stretch.
 * Due to a layering error, Piantas wearing glasses have them placed behind their eyes rather than in front of them.

Limited-release controversy
Super Mario 3D All-Stars's limited release date for both physical and digital copies of the game drew controversy from various fans and internet personalities. Elise Favis from The Washington Post compared the limited release situation to the "", referring to The Walt Disney Company's policy of regularly cycling home media releases of its films in and out of ; Favis and other writers considered the decision anti-consumerist, and they opined that a more traditional release pattern would be more favorable towards buyers. Favis additionally brought up the lack of a Virtual Console service on Nintendo Switch, compounding the issue some fans had with the limited release (though Super Mario 64 was later additionally made available on the console through Nintendo 64 - Nintendo Switch Online). Alexandra Sakellariou from Screen Rant asserted the reason Nintendo made the game limited release boiled down to potential profits from it being labeled as an "anniversary release", and worried about whether future releases would adopt a similar pattern if this sales tactic ends up succeeding.

On YouTube, game industry analyst and critic Jim Sterling compared Nintendo's move to prior, difficult-to-obtain Nintendo products that were high in demand, specifically citing amiibo and the NES Classic Edition. They brought up  as a potential reason for the limited release, which urged a "have" and "have-not" system and persuaded players to own the game, and was echoed by other critics of the move. Yong Yea, who creates videos that research into various controversies of the game industry, documented the reaction on his channel while saying that the bundle was a good deal for some people and some fans reacted positively to the news, though he criticized the timed, limited release of the bundle, especially with the limited digital release. He called the deadline of the six-month limited window "anti-consumer" and "senseless", especially compounded with the concurrent that left customers in harder economic situations at the time.

Critical reception
Super Mario 3D All-Stars has been positively received with critics, receiving an 83 on Metacritic based on 61 reviews. Much of the praise is addressed towards the games' perceived quality and the perceived convenience of being able to play them on Nintendo Switch, with praise specifically directed at the presentation of the games and how they have aged. Common criticisms of the game include the minimal number of changes to the original releases, the price point, the limited release, and the lack of Super Mario Galaxy 2.

Luke Hemming of Cubed3 has given the game a 10/10, stating the bundle represents "the pinnacle of platforming goodness and with perfect ports, as well as top notch optimisation for the console", and writes that the game is a "must-buy" for Nintendo Switch owners. Also, Cubed3 notes how new players can experience the evolution of the three 3D Super Mario titles and how Nintendo improves the formula of each iteration of games. He has praised all three games being included and the effort undertaken to upscale them for improved graphical presentation on newer hardware. Jon Mundy from Pocket Gamer UK gave the game a 4.5/5 and echoed similar thoughts, proclaiming Super Mario Galaxy to be the best 3D Super Mario title of all time and loving all three games in the bundle, citing the improvements and the gameplay that was considered to have aged well. Mundy has written that "some have balked at Super Mario 3D All-Stars's premium pricing" but has recommended that Super Mario Galaxy alone justifies the price if the reader has never played the game before.

On the mixed side, Riley Little from Screen Rant has given the game a 3.5/5, stating that while the games are worth owning for Nintendo Switch, for players who want to experience the Super Mario titles again or for new players, they are not exactly a bargain deal either. Little has unfavorably compared the game to Activision's remade bundles of older games, such as ', ', and , which all launched as complete graphical overhauls and had cheaper retail prices than Super Mario 3D All-Stars. Little has also written the absence of Super Mario Galaxy 2 where no explanation was given for its omission. Stefan L from TheSixthAxis, who gave the game a 7/10, has echoed the sentiment and compared the 35th anniversary to actual 35th birthdays, writing it as unassuming. He has written that the games themselves benefit from the increased resolution, but he has lamented that Nintendo could have "gone above and beyond in a meaningful way". He opined that Super Mario 64 is the weakest game of the trio due to how many times the game was rereleased, that the compilation was more about preservation than improvement, and that Super Mario 64 is inferior to its Virtual Console release due to the lack of save states and a digital manual.

Sales
The game sold 9.01 million units worldwide throughout its lifespan.

Super Mario 64

 * "Princess Peach has invited Mario to her castle to enjoy some cake! On his arrival, he's greeted by an eerie silence...until Bowser's laughter echoes through the halls. Thus begins an adventure to rescue the princess by exploring the magical worlds within the castle's many enchanted paintings. This first 3D action game in the Super Mario series launched alongside the Nintendo 64 system. The introduction of the analog Control Stick set a new standard for later games in the series."

Super Mario Sunshine

 * "Mario and friends have arrived on Isle Delfino, ready to enjoy a relaxing vacation. Instead, they find that someone has polluted the island with icky, goop-like graffiti! Framed for this terrible crime, Mario must clean the island, find the true culprit, and reclaim the Shine Sprites—Delfino's sunny energy source—that have hidden themselves to escape the mess. Using the power of the Nintendo GameCube system, this game offered dazzling water effects and a slick set of moves for Mario through his new tool, FLUDD."

Super Mario Galaxy

 * "It's the night of the Star Festival, and Star Bits are falling from the sky! As everyone celebrates, Bowser suddenly appears and lifts the castle—and Princess Peach—into space, leaving Mario stranded in orbit! It's here that Mario meets a curious star child, Luma, and a mysterious woman in blue...This game introduced new ways to control Mario, like pointing and shaking the Wii Remote, as he explores miniature planets with fun forms of gravity."

References to other games

 * Super Mario Bros.: Mario's running animation from this game is used to indicate a track is currently playing in the soundtrack menus. The game is mentioned in the description for Super Mario Sunshine's soundtrack section.
 * Super Mario World: Selecting any track in the main menu plays the coin sound from this game.
 * Super Mario All-Stars: This game's name is referenced by the title. The font for the "SELECT GAME" text from this game is reused for the year headings' font on the game-selection screen.
 * Super Mario Galaxy 2: This game's "You Got a Star!" fanfare plays before the title screen appears, albeit higher-pitched and slightly abridged.

Trivia

 * Despite all three titles in Super Mario 3D All-Stars being known to be fully localized in Simplified Chinese (albeit with Super Mario Sunshine's Chinese edition being unreleased), the collection does not include any of the Chinese localizations and only offers Chinese translation in the game menu. Negotiations were said to have been attempted, but doing so was ultimately unsuccessful as iQue/ localization was considered "spin-off" translations not in direct ownership of Nintendo.
 * The renders used to represent the game's official soundtracks in-game are of each soundtrack's Japanese cover art digitally pasted on top of a template of the same CD jewel case, rather than simply being an image of the cover art alone or a scan of the original CD packaging (in the case of Super Mario 64 and Super Mario Galaxy, as the Super Mario Sunshine soundtrack was never given a dedicated release before its inclusion in Super Mario 3D All-Stars).
 * When a game is selected on the main menu, a unique is used when transitioning to the loading screen: Super Mario 64 uses one shaped like a Power Star; Super Mario Sunshine, a Shine Sprite; and Super Mario Galaxy, a Grand Star.