Super Mario All-Stars
Super Mario All-Stars is a 1993 compilation of platform games for the Super Nintendo Entertainment System (SNES). It contains remakes of Nintendo's four "Super Mario" games released for the Nintendo Entertainment System (NES) and the Famicom Disk System: "Super Mario Bros." (1985), "" (1986), "Super Mario Bros. 2" (1988), and "Super Mario Bros. 3" (1988). As in the original games, players control the Italian plumber Mario and his brother Luigi through themed worlds, collecting power-ups, avoiding obstacles, and finding secret areas. The remakes feature updated graphics—including the addition of parallax scrolling—and music , modified game physics, and bug fixes. Nintendo Entertainment Analysis & Development developed the compilation after the completion of "Super Mario Kart" (1992) at the suggestion of Mario creator Shigeru Miyamoto. No longer restricted by the limitations of the 8-bit NES, Nintendo chose to remake them for the 16-bit SNES. The developers based the updated designs on those from "Super Mario World" (1990) and strove to retain the feel of the original games. Nintendo released "Super Mario All-Stars" worldwide in late 1993 and rereleased it in 1994 with "Super Mario World" included. The compilation marked "The Lost Levels" first  release outside Japan; it was not released on the NES in Western territories because Nintendo deemed it too difficult at the time. "Super Mario All-Stars" received acclaim and is one of the bestselling "Super Mario" games, with 10.55 million copies sold by 2015. Critics considered it one of the best SNES games and praised the updated graphics and music, but criticized its lack of innovation. It was rereleased twice for the anniversary of "Super Mario Bros": in 2010 (the 25th anniversary) in a special package for the Wii, and in 2020 (the 35th anniversary) for the Nintendo Switch. The  Wii rerelease sold 2.24 million copies by 2011 but received mixed reviews; while critics felt the compilation remained high quality, they criticized the lack of new games or features. Content. "Super Mario All-Stars" is a compilation of four video games in the "Super Mario" series—"Super Mario Bros." (1985), "" (1986), "Super Mario Bros. 2" (1988), and "Super Mario Bros. 3" (1988)—originally released for the 8-bit Nintendo Entertainment System (NES) and the Family Computer Disk System. Additionally, a two-player bonus game based on "Mario Bros." (1983) can be accessed from "Super Mario Bros.3". The games are faithful remakes featuring  the original premises and level designs intact. They are 2D side-scrolling platformers where the player controls the Italian plumber Mario and his brother Luigi through themed worlds. They jump between platforms, avoid enemies and inanimate obstacles, find hidden secrets (such as warp zones and vertical vines), and collect power-ups like the mushroom and the Invincibility Star. "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 enemies and breaking bricks as they progress. "Super Mario Bros.2" features a  different 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 enemies. The player selects one of the four from an in-game menu and can exit at any time by pausing. The games in "Super Mario All-Stars" are updated to take advantage of the 16-bit hardware of the Super Nintendo Entertainment System (SNES). The updates range from remastered soundtracks to revamped graphics and the addition of parallax scrolling. Game physics  are slightly modified and some glitches, such as the Minus World in "Super Mario Bros.", are fixed. The difficulty level of "The Lost Levels" is toned down slightly: poison mushroom hazards, which can kill the player, are easier to distinguish, and there are more 1-ups and checkpoints. "All-Stars" includes the option to save player progress, which the original games lack. Players can resume the games from the start of any previously accessed world, or in "The Lost Levels", any previously accessed level. Up to four individual save files can be stored for each game. Development. "Super Mario All -Stars" was developed by Nintendo Entertainment Analysis & Development, a former game development division of Japanese publisher Nintendo. It had the working title "Mario Extravaganza" as, according to Nintendo president Satoru Iwata, "It was a single game cartridge packed full of the first ten years of Nintendo's rich history." The concept emerged after the completion of "Super Mario Kart" (1992). The next major "Mario" game, "Yoshi's Island" (1995), was still in production, creating a gap in Nintendo's release schedule. Mario creator Shigeru Miyamoto suggested developing a "value pack" containing all the "Super Mario" games. According to assistant director  and designer Tadashi Sugiyama, Miyamoto's idea was to give players a chance to experience "The Lost Levels". Nintendo 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 such, it had not attracted a large audience. Rather than simply transfer the NES games to a SNES cartridge, Nintendo remade them for SNES. One of the first tasks the developers accomplished was updating and reworking the graphics for the SNES. The more powerful hardware gave  the developers more colors to use in Mario's world. Designer Naoki Mori recalled feeling intimidated, as it was only his third year at Nintendo and he had been tasked with updating its flagship series. The artists based their designs on those from the SNES game "Super Mario World" (1990) and added a black outline around Mario to make him stand out against the backgrounds. For 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 movement unaltered. To preserve the gameplay, they added no new animations or actions. Alterations were made by hand, and Sugiyama ran the original "Super Mario Bros." while he worked on the remake so he could compare them side by side. Staff who worked on the original games were involved and consulted during development. The team preserved glitches they deemed helpful, such as a way to generate infinite lives in "Super Mario Bros.;" however, for that glitch, they limited how many lives the player could earn. Sugiyama recalled the team fixed glitches  they thought would hinder players' progress, although this created some differences in the controls. To make the games easier, the team increased the number of lives they start with. They also added a save-game option, a feature made possible by the recent development of battery backup cartridges. Save points were added after each level in "The Lost Levels" to reduce its difficulty. While Mori helped with the other remakes, he avoided debugging "The Lost Levels" because it was so difficult. Release. Nintendo 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. In Japan, it was released as "Super Mario Collection". The compilation marked the first time "The Lost Levels" was released outside Japan. Between September and October 1993, "Nintendo Power" held a contest in which players who reached a specific area in "The Lost Levels" would receive a Mario iron-on patch. The compilation also became the SNES's pack-in game. Nintendo rereleased "Super Mario All-Stars" in December 1994 as "Super Mario All-Stars + Super Mario World", which adds "Super Mario World". "Super Mario World" is largely identical to the  original, but Luigi's sprites were updated to make him a distinct character and not just a palette swap of Mario. A version of "Super Mario Collection" was also released on Nintendo's Satellaview, a Japan-exclusive SNES add-on allowing users to receive games via satellite radio. In 2010, for the 25th anniversary of "Super Mario Bros.," Nintendo 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. 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). The compilation was released initially in limited quantities which sold out quickly, prompting Nintendo to issue a second printing. The compilation was once again rereleased in 2020 on the Nintendo Switch for the original game's 35th anniversary, coming as part of the subscription-based Nintendo Switch Online's classic games service . Reception. "Super Mario All-Stars" sold 10.55 million copies by 2015, including 2.12 million in Japan, making it one of the bestselling "Super Mario" games. In the United Kingdom, it was the top-selling video game in September 1993. The compilation received critical acclaim. Reviewers thought it was a must-have that represented the SNES library at its finest, and would occupy players for hours, if not days. "Nintendo Magazine System" ("NMS") estimated it could entertain players for up to a year. A critic from "Computer and Video Games" ("CVG") described "Super Mario All-Stars" as the "Super Mario" director 's cut, bringing fans updated graphics and audio in addition to a game ("The Lost Levels") few had experienced. A reviewer from "Electronic Gaming Monthly" ("EGM"), overwhelmed by the improvements, called it a "masterpiece from beginning to end". Critics praised the collection's games as excellent remakes, stating they aged well and appreciating the effort that went into retrofitting them for the SNES. For "AllGame", retrospectively reviewing the version including "Super Mario World", the compilation represented "the absolute pinnacle of the 2D platform genre". Critics said the games played just as they did on the NES and retained what made  them great. "EGM" reviewers were satisfied the various secrets were left intact. "Nintendo Power" wrote the games got better with time, while "EGM" and "CVG" suggested players abandon the antiquated NES games for the SNES upgrade. Although one of the "NMS" reviewers admitted to preferring "Super Mario World", citing the compilation's less instinctive controls and somewhat simplistic graphics, he said "Super Mario All-Stars" was still worth buying. Reviewers liked the updates the games received in the transition to the SNES. "Nintendo Power", for instance, praised the addition of a save feature, believing it would give players who never  finished the games a chance to do so. The updated graphics were praised; "NMS"s reviewers admired the attention to detail, which they said made the compilation worth buying, and "AllGame" called the visuals colorful and cartoonish. "CVG" thought the backgrounds could have benefited from more detail, but "GamePro" thought they were detailed enough. Reviewers offered praise for the updated soundtracks as well. For "EGM", the audio enhanced the experience, and "GamePro" noted the addition of echo and bass effects. In a 2005 retrospective, "Famitsu" called "All-Stars" a role model for future video game remakes. Criticism of "Super Mario All -Stars" generally focused on its lack of innovation. Aside from the 16-bit updates, save feature, and (for American audiences) "The Lost Levels", "Nintendo Power" wrote, the compilation did not present anything new, a sentiment "CVG" echoed. "[I]f the best cart around is a compilation of old eight-bit games," wrote "Edge", "it doesn't say much for the standard of new games, does it?" Reviewers also disagreed over which game in the compilation was best. One "EGM" reviewer argued "Super Mario Bros.2" was, but another critic and "Nintendo Power" said that honor went to "The Lost Levels". "NMS", "CVG , and Edge", however, criticized "The Lost Levels" for its difficulty, with "Nintendo Magazine System" viewing it as just an interesting bonus. "Edge" said the compilation was worth buying for "Super Mario Bros." and "Super Mario Bros.3", but not "Super Mario Bros.2" because the reviewer found its gameplay lacking fluidity and the level design poor. Section::::"25th Anniversary Edition". According to the review aggregator website Metacritic, the "Super Mario All-Stars 25th Anniversary Edition" received "mixed or average reviews". This version sold 2.24 million copies—920,000 in Japan and 1.32 million overseas—by March 2011. Generally, critics were disappointed by the unaltered rerelease , which they found lazy. They expressed surprise the developers did not take advantage of the extra space Wii discs offer to add more games or use the "Super Mario All-Stars + Super Mario World" version. "The Guardian" compared the "25th Anniversary Edition" unfavorably to the Wii remake of the Nintendo 64 game "GoldenEye 007" (1997) released earlier that year. The writer argued that though "GoldenEye" offered new graphics, levels, and reasons to play, "Super Mario All-Stars" was just the same compilation released on the SNES in 1993. "The A.V. Club" went as far as to state the "25th  Anniversary Edition" "fails on every conceivable level, and a few inconceivable ones, too". The "Super Mario History" booklet divided reviewers. "Nintendo Life" and "The A.V. Club" panned it for what they considered cheap production quality. Although "Nintendo Life" found it somewhat intriguing, both called the one-sentence developer comments vague and meaningless. "The A.V. Club" said the level design documents were "obscured by pictures, and schematics written in Japanese with no translation". Meanwhile, "IGN" opined the booklet failed to demonstrate Mario's importance, missing information about the Game Boy installments, "Yoshi's Island", and other Nintendo games. Others found the  booklet interesting; "GamesRadar+" stated that for "Mario" fans Miyamoto's original outline "alone is worth $30". The soundtrack CD received criticism and was viewed as a missed opportunity. Reviewers were disappointed it contained only ten tracks and that half of it was dedicated to sound effects. For instance, "Nintendo Life" said it "doesn't even fill half of that potential running time" of 74 minutes of CD audio. Similarly, "IGN" said ten tracks were not enough, including only one of the twenty tracks from "Super Mario Galaxy" (2007). Conversely, "The Guardian" said the CD would make players happy and  GamesRadar+ thought it was rare for Nintendo to release game soundtracks outside Japan. "GamesRadar+" said the CD helped make the compilation seem important, noting that it contained the first official release of the "Super Mario Bros." "Ground Theme". "Nintendo Life" wrote there was no reason for Nintendo not to add more to the compilation, suggesting it would not have taken much effort to add interviews, advertisements, and other behind-the-scenes content. Despite the general disappointment, critics said the games remained high quality. Some admitted to preferring the NES originals, but others thought the updated 16-bit graphics and addition  of a save feature were great. However, some encouraged readers to purchase the games individually on the Wii's Virtual Console service instead if they had not already purchased the compilation. "GamesRadar+", "IGN", and "Official Nintendo Magazine" noted this was a cheaper way to experience them. As "Nintendo World Report" wrote, "in the end, the value of ["Super Mario All-Stars"] lies in whether you want to invest once more in these classic "Mario" titles." Legacy. In 1997, when the "EGM" staff ranked "Super Mario Bros.", "Super Mario Bros.2", and "Super Mario Bros.3" in its list of the best console  games of all time, they specified the "All-Stars" edition for all three games. In the listing for "Super Mario Bros.3" (ranked at number2), they noted, "Just a reminder: We're not including compilation games on our Top 100, or "Super Mario All-Stars" would be the clear-cut number-one game of all time." "Famitsu" called "All-Stars" a role model for video game remakes in a 2005 retrospective. In 2018, "Complex" named "All-Stars" the tenth-best SNES game. "Super Mario Advance" (2001) and "" (2003), remakes of "Super Mario Bros.2" and"3" for Nintendo's Game Boy Advance, incorporate  elements from the "Super Mario All-Stars" versions, such as the updated graphics and audio. "Super Mario 3D All-Stars", a Nintendo Switch compilation of the first three 3D "Super Mario" games, was released for the series' 35th anniversary in 2020. According to "Eurogamer", Nintendo internally referred to the compilation as "Super Mario All-Stars 2" during development.