Super Mario All-Stars
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Super Mario All-Stars | |
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Developer(s) | Nintendo |
Publisher(s) | Nintendo |
Designer(s) | Shigeru Miyamoto |
Release date(s) | JPN July 14, 1993 NA August 2, 1993 EU December 16, 1993 AU February 1994 |
Genre(s) | Platform game |
Mode(s) | Single player, multiplayer |
Rating(s) | ESRB: K-A (Kids to Adults) (re-release) |
Platform(s) | SFC/SNES |
Media | 16-megabit cartridge |
Super Mario All-Stars, known in Japan as Super Mario Collection (スーパーマリオコレクション Sūpā Mario Korekushon?), is a video game that was developed and published by Nintendo for the Super Nintendo Entertainment System in 1993. It contains enhanced remakes of Super Mario Bros., Super Mario Bros. 2 (Japanese: Super Mario USA), Super Mario Bros. 3, and Super Mario Bros.: The Lost Levels (Japanese: Super Mario Bros. 2). There was also an alternate version (entitled Super Mario All-Stars + Super Mario World) bundled with the Super Nintendo in December 1994 that included Super Mario World.
Contents |
[edit] Gameplay
[edit] Super Mario Bros. and Super Mario Bros.: The Lost Levels
- Main articles: Super Mario Bros., Super Mario Bros.: The Lost Levels
Several changes were made to Super Mario Bros. for this enhanced remake.
- The player now gains 50 points for every second left on the timer after the last level of each world. Players no longer need to hold A while pressing Start to continue, because they can now continue from a saved game.
- Bowser, Princess Peach, and the Toads have been given new animations, and new background music plays during encounters with Bowser.
- Maze levels such as World 4-4 and 7-4 in Super Mario Bros., now have sound effects that indicate the correct path for Mario or Luigi to take, a trait which was carried over to Super Mario Bros. Deluxe and New Super Mario Bros.
- Collisions with the pipe-plants include the top eight pixels. Essentially, if Mario or Luigi jumps and lands directly on the top of a Piranha Plant, he will be unharmed and fall through (in the original, all enemies except Bowser collided as 16x16, even if they looked larger).
- The Minus world glitch for Super Mario Bros. was removed from the game when it made its transition to All-Stars, as was the small Fire Mario glitch. However, a similar glitch reappeared in the Japanese version of Super Mario Bros. Deluxe.
- Worlds A through D in Super Mario Bros.: The Lost Levels are not hidden in the Super Mario All-Stars version. In the original version, the player has to complete the game eight times, and must hold A and press Start to access Worlds A through D. In the Super Mario All-Stars version, he or she can access them on the fly, either from World 8-4 if warp zones were used, or World 9-4 otherwise.
- Super Mario Bros. and Super Mario Bros.: The Lost Levels in the All-Star Collection share sprites and landmark attributes that were not the same in their original 8-bit versions (such as mushrooms, backgrounds or the ground). This makes the two more cosmetically uniform than they originally were.
- World 9 was a hidden world that could only be reached if players played through the game to Bowser without using any warp pipes. If players did use any warps, whether forward or backward, they would skip World 9 to world A. World 9 is a strange world in that Bowser is not fought in his castle, nor the final level: Bowser is fought in World 9-3.
- In the original version of Super Mario Bros.: The Lost Levels, when a player loses all of his or her lives, he or she has to restart from the beginning of the world, as the player would in Super Mario Bros. In the Super Mario All-Stars version, he or she can restart in the level he or she lost on. The same goes for saving the game. The player still has to restart from the beginning of the world in the Super Mario All-Stars version of Super Mario Bros.
- The Super Mario All-Stars + Super Mario World version of Super Mario Bros.: The Lost Levels has a very minor difference. In the game select screen, the boxart for the game says "unreleased in Europe/the USA".
- In the Japanese version, the title screen shows "Super Mario Bros. 2 for Super Players", which is named after the medal on the original version's box that said "for Super Players".
[edit] Super Mario Bros. 2/Super Mario USA
- Main article: Super Mario Bros. 2
Super Mario Bros. 2, or Super Mario USA (as it is known in Japan), was given the most enhancement.
- Level introductions now feature a colorized and animated level representation.
- The slot machine bonus game has been enhanced, including enlarged slots and icons, and a new "7" icon. In the Famicom/NES version, the player can only get up to five extra lives; however, in the Super Famicom/SNES version, with the addition of the "7" icon, the player can now get up to ten extra lives.
- As for continuing after losing the last life, on the Famicom/NES version, the player can only continue twice per game. However, on the Super Famicom/SNES version, the player can continue the game any number of times, because he or she can continue from a saved game.
- In the Famicom/NES version, the player can select a character at the beginning of each level, but must play as the character for the length of the level. In the Super Famicom/SNES version, the player can select a character at the beginning of each level and may change the character upon losing a life.
Super Mario Advance is based on the All-Stars version of Super Mario Bros. 2. Also note that the US version of Super Mario Brothers 2 was originally Yume Kōjō: Doki Doki Panic, but Nintendo changed the characters. This is why the gameplay and enemies are so different from other games in the Mario series.
[edit] Super Mario Bros. 3
While Super Mario Bros. 3 had significant graphical enhancements, the game wasn't given upgrades to the extent that Super Mario Bros. 2 was.
- The action scenes, spade panels, and other world map elements have been animated.
- The kings' original animal forms were replaced with monsters from other various Mario games such as Donkey Kong, Super Mario Bros. 2, and Super Mario World; for instance, the king in World 7 is now transformed into a Yoshi instead of a Piranha Plant, as he was in the Famicom/NES version, which pre-dates the time Shigefumi Hino created Yoshi.
The Super Famicom/SNES version is closer to the Japanese Famicom version than to the American NES version, but is still a combination of the two.
- The "suit flying off" animation that was on the Japanese Famicom version was dummied out of the American NES version, but it was put back in on the Super Famicom/SNES version.
- In the end credits, the worlds are all named as they were in the Japanese Famicom version rather than the American NES version.
Super Mario Advance 4: Super Mario Bros. 3 is based on the Super Famicom/SNES version of Super Mario Bros. 3. Parallax scrolling in the backgrounds, a graphical capability that was used this version, was taken out of most levels the GBA version, making the game look slightly worse in terms of depth. The parallax scrolling is comparable to Super Mario World which only had 2 layers throughout each level. However, some players may notice that clouds in the background "overlap" the mountains when they fly up.
In some copies of All-Stars, the Select button causes Mario to cycle through the various transformations.
[edit] Super Mario World
Super Mario World is only included in the Super Mario All-Stars + Super Mario World pack that was bundled with the SNES in December 1994 which was released in the United States, and was not released in Japan. There are fewer layers of parallax scrolling than the other games, making the graphics slightly worse in terms of depth. The only graphical difference is that the game contains unique sprites for Luigi (the second player), making him taller and slimmer than Mario, whereas the original version of the game used palette swapped Mario sprites for him. In addition, there are some different animations for Luigi's moves compared to Mario's. For instance, Luigi does not hold his fist in the air while jumping and he slides down hills on his knees. Note that these sprites were not included in Super Mario Advance 2, which used a different set almost identical to Luigi's sprites from Super Mario Bros. 2. This version also included four save files (instead of three). Additionally, by pressing the select button while on a map screen, players can access a menu that has the option of quitting the game.
A retail boxed version of Super Mario All Stars + Super Mario World was sold in the UK shortly after it was bundled with the console. This appears to be a very rare version that came in a mostly red coloured box/packaging.[citation needed]
[edit] Reception
The game was very successful upon release and eventually became a "Player's Choice Million Seller".
[edit] Trivia
- Almost all sound effects are taken directly from Super Mario World (such as Mario or Luigi going down a pipe and the 100 second warning sound).
- This version of Super Mario Bros. 3 has inconsistent parallax scrolling rates in the backgrounds of most, if not all of the "overworld" levels. While it seems like the clouds are further behind to other objects (mountains etc.), when Mario flies up into the sky, it seems like the clouds overlap the other objects, which creates confusion over which layer is closer. This may be one reason why the horizontal layers of parallax scrolling were removed in Super Mario Advance 4.
- Super Mario Bros. 3 was modified the least when compared to the other three games. While there are more colours and some sprites have been changed essentially, the graphics are the same as the NES version.
- The music in the title screens of all the games except for Super Mario World are remixes of the underwater theme in the original Super Mario Bros. This theme was originally used in the Nintendo version of Super Mario Bros. 2 so, the theme was added to the other three games in order to be consistent. The same applies to all of the Super Mario Advance games.
- The Yoshi sprite used to replace the king in World 7 is from Yoshi's Island which, strangely enough, was released in 1995, two years after Super Mario All-Stars.
- The Japanese version, Super Mario Collection, is almost entirely in English just like the original games. The compilation's title is even written in plain English above the Japanese graphic. The only exceptions are the pause screen and Game Over options, as well as the dialogue of Super Mario Bros. 3. In addition, the game scans for the Japanese version, while originally colorful, aren't as clearly scanned as the English release. The title screen also did not pause for a moment in the Japanese version, which made players easily skip the brightened title screen, though with the right timing, it can go right to the game select on the English version. There are minor color differences in the game select as well, most noticeably in the controller setup. There is also no version in Japan that included Super Mario World.
- In 1994, DiC created a Super Mario All-Stars cartoon show, using episodes and openings from both the Super Mario Bros. Super Show and the Super Mario World cartoon and combining them together into a 30-minute long show. Ironically, episodes from the Adventures of Super Mario Bros. 3 series were not shown.
[edit] External links
Donkey Kong Classics • 2-in-1 • Kaettekita Mario Bros. • 3-in-1 • Super Mario All-Stars |