- Super Mario All Stars Game Genie Cheats
- Super Mario All Stars Gameboy Advance
- Super Mario All Stars Gameplay
- Super Mario All Stars Gamestop
- Super Mario All Stars Game Genie Invincibility
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 Nintendo Entertainment System (NES) and its Family Computer Disk System add-on.
Cheats, Tips, Tricks, Walkthroughs and Secrets for Super Mario All-Stars on the Super Nintendo (SNES) We also have PRO Action replay and game genie codes.
Jump To : Cheats
Jump To : Action Replay Codes
Jump To : Game Genie Codes
Jump To : Walkthroughs
Jump To : Snes9x Codes
Jump To : SNES Cheats A-Z
Jump To : SNES Forum – Connect With Other SNES Fans Now
Jump To : Action Replay Codes
Jump To : Game Genie Codes
Jump To : Walkthroughs
Jump To : Snes9x Codes
Jump To : SNES Cheats A-Z
Jump To : SNES Forum – Connect With Other SNES Fans Now
Super Mario All-Stars (SNES) Cheats
Super Mario All-Stars is an online SNES game that you can play at Emulator Online. This free Super Nintendo game is the United States of America region version for the USA. Super Mario All-Stars is a single title from the many platform games, arcade games and mario games offered for this console. Super Mario All-Stars is SNES game USA region version that you can play free on our site. All I can say is if you love.Mario.and didn't get to play any of these games Mario bros,Mario 2,Mario 3 or Mario the lost world's there all here on one disc and are lots of fun to play and is worth it to have in your.collection the same ones and sees games all on one disc graphics.and.gameplay.are.excellent pick this.one up.
(SMB1) Fireworks – If you finish a level (touch the flagpole) when the ones digit of the time is 1, 3, or 6, there will be that many fireworks and each one is worth 500 points.
(SMB1) 5000 points from Timer – Make sure you’re Fire Mario/Luigi when you reach Bowser. Blast him with fireballs, but don’t grab the axe just yet. Instead, wait the timer out, but make sure you’re next to the axe when there’s about 50 seconds left. Now get ready and time your jump on the axe so the Timer reads ‘000’. Once you reach Toad and the game adds the Timer to your score, you may notice that it changed from ‘000’ to ‘999’. Thus the game thinks you finished with ‘1000’ on the Timer and times that by 5. Note: this does not work on the Original NES version of the game.
- Play more games like Super Mario All-Stars in the Arcade, Classic, Emulator, Mario, Platform, Retro, and SNES gaming categories. This game has a rating of 91 out of 100 based on 601 user ratings. If you enjoyed playing the game, give it a thumbs up.
- Super Mario All-Stars is a popular platforming video game developed by Nintendo for its Super Nintendo Entertainment System (SNES). The game was published in 1993 and contains remakes of Super Mario Bros, Super Mario Bros – The Lost Levels and Super Mario 3.
(SMB1) Extra Life at the flagpole – To get an Extra Life, make sure that when you touch the flagpole, the last digit of the timer is a multiple of the number of coins you have (Example: TIMER = 231/COINS = 11). This also works with 0. Do this correctly and instead of getting a point bonus, you will get a 1-UP.
(SMB1) Restart after game over – Hold A + B on the gameover screen, then press start.
(SMB2) Warp to World 4-1 – Take a potion to the isolated vase to the right of the door into the building in 1-3. Place the potion close to the vase and go through the door to Sub Space. Stand on top of the vase while in Sub Space and press Down on the d-pad to warp to World 4-1
(SMB2) Kill Yourself – Pause then hold L+R and press select.
(SMB3) Harmless Bowser – At the end of the game, when Bowser uses his jump attack on you, duck if you are big Mario, or stay still if you are small Mario. Bowser will break the bricks, but he won’t hurt you. If you are small Mario, you can run right through Bowser and not get hurt. In other words, Bowser’s lower half is harmless, but his upper half can still hurt you.
(SMB3) Hide behind scenery – To ”hide” behind scenery, simply hold down for a couple seconds while standing on a white block. Then your player can ”hide” behind scenery for about thirty seconds.
(SMB3) Warp to Level 8 – Get the first 2 warp whistles (Find a white block and crouch on it for 5 seconds in 1-3, then proceed right to the goal)
2:Enter the World 1 Fortress and reach the first door with Raccoon power (you should see a Dry Bones and a ”?” block. Now step on Dry Bones and get enough speed to power your flying meter and fly over the level (Lots of A tapping)
then proceed all the way right on the ceiling, and press Up on the d-pad to enter the door and get the chest.
Now use the first Warp Whistle on the map screen to warp to the warp zone. Then while still in the warp zone (without warping) use the 2nd whistle. It will send you to the isolated World 8 Pipe.
Using a warp whistle to get to the warp zone then using another whistle in the warp zone itself takes you to level 8 no matter where you are.
You can also reach World 8 by using the warp whistle in World 7 once.
(SMBLL) Extra life at the flagpole – Before you touch the flag at the end of a level, make sure your coin total is a multiple of 11. (00,11,22,33,44,55,66,77,88 or 99). Touch the flag when the last digit of your remaining time is the same digit as your coin total and you’ll receive a 1-Up. (For example, 55 coins and 275 time left, or 11 coins and 081 time left)
(SMBLL) Infinite Lives Glitch – In World 1-1, go right until you see a Red Koopa boxed in by some bricks. Hit the second brick on the bottom and obtain the Mushroom from it. Then break the third brick and either the leftmost or rightmost one, trapping the Red Koopa on a single brick. You can then stomp on it, and then on its shell like in the original Super Mario Bros.’s infinite-lives trick, infinitely bouncing it back on the wall before you can touch the ground.
Check Out Our Youtube Channel
Please check out our youtube channel which is dedicated to everything SNES related. We try to post at least one video a week and our videos cover, Cheats, Reviews, SNES Game Hacks, SNES Hidden Gem Games and much more, Check us out now
Help support this site by subscribing now.
Super Mario All-Stars SNES Pro Action Replay Codes
If you need help using a pro action replay check out our FAQ Guide or post in our forums
If you are lucky enough to own an action replay you can use the below codes in Super Mario All-Stars snes cheats on the SNES. Drivers ed chapter 11 quizlet. If any of the codes do not work, or if you know of any that do work that I did not mention please post about it in a comment below.
Super Mario Bros 1 Codes
- DBDF-FAAD Start with 10 lives (Note 1)
- 7FDF-FAAD Start with 50 lives (Note 1)
- 17DF-FAAD Start with 100 lives (Note 1)
- C2C1-FAAD Unlimited Lives
- 6D84-DF03 Unlimited Time
Super Mario Bros 2 Codes
- DB61-05D0 Start with 9 lives after continue
- 7461-05D0 Start with 50 lives after continue
- 7461-05D0 Start with 99 lives after continue
- C26E-D5A6 Unlimited Lives
- DF6B-A9A1 Continue with 3 hearts
- D46B-A9A1 Continue with 4 hearts
- DD32-6966 Don’t lose any hearts
Super Mario Bros 3 Codes
- DDAF-A8A3 Fly at any time
- EEA4-AB63 Unlimited Air Time
- C23B-680D Unlimited Star Power for the whole level
- 82BB-0C6D Unlimited Lives
- 6D3D-6619 Unlimited Time
- D93E-6C49 Five Coins for a life (instead of 100 coins)
- AD3E-6801 Power Jump
- 863E-6801 Super Jump
- 8D3E-6801 Mega Jump
- C63E-6801 Ultra Jump
Super Mario Bros Lost Levels Codes
- C2B6-A455 Unlimited Lives
- 6D82-0F79 Unlimited Time
Super Mario All-Stars SNES Game Genie Codes
If you need help using a game genie check out our FAQ Guide or post in our forums
If you are lucky enough to own a Game Genie you can use the below codes in Super Mario All-Stars snes cheats on the SNES. If any of the codes do not work, or if you know of any that do work that I did not mention please post about it in a comment below.
Super Mario Bros 1 Codes
- DFDF-FAAD Start FILE A game with 2 lives
- DBDF-FAAD Start FILE A game with 10 lives
- 7FDF-FAAD Start FILE A game with 50 lives
- 17DF-FAAD Start FILE A game with 100 lives
- C2C1-D4AA Infinite Lives
- 6D84-DF03 Infinite Time
Super Mario Bros 2 Codes
- DF61-05D0 1 life after continue
- DB61-05D0 9 lives after continue
- FB61-05D0 25 lives after continue
- 7461-05D0 50 lives after continue
- 1761-05D0 99 lives after continue
- C26E-D5A6 Infinite Lives
- DF6B-A9A1 Continue with 3 hearts instead of 2
Super Mario Bros 3 Codes
- DDAF-A8A3 Fly at any time (The run meter is always full)
- EEA4-AB63 You can fly for as long as you want, until you land
- E1A3-D60A Start and continue as Big Mario
- CB69-AC07 + DF69-AC67 Change to Big Mario whenever you go to the map
- CB69-AC07 + D469-AC67 Change to Fire Mario whenever you go to the map
- CB69-AC07 + D769-AC67 Change to Raccoon Mario whenever you go to the map
- CB69-AC07 + D069-AC67 Change to Frog Mario whenever you go to the map
Super Mario Bros Lost Levels Codes
- DFDF-FEDD Start FILE A game with 2 lives
- DBDF-FEDD Start FILE A game with 10 lives
- 7FDF-FEDD Start FILE A game with 50 lives
- 17DF-FEDD Start FILE A game with 100 lives
- C2B6-A455 Infinite lLives
- 6D82-0F79 Infinite Time
More to be added soon
Super Mario All-Stars Snes9X Codes
If you need any help with using cheats in SNES9X check out our FAQ Guide or post in our forums
If you are playing Super Mario All-Stars on Snes9x (Or another SNES emulator which supports cheat codes) there are a ton of cheat codes you can use. You can basically use any of the codes listed under the Action replay codes + Game Genie Codes sections, you simply need to enter the required code as per below.
Jump To : Super Mario All-Stars Action Replay Codes
Jump To : Super Mario All-Stars Game Genie Codes
Jump To : Super Mario All-Stars Game Genie Codes
To active the cheat code you want launch the Snes9x application and load your game, Then click on the cheat menu > “Game Genie, Pro-Action Replay Codes”
On the next screen enter the cheat code in “Enter Cheat Code” field, Then add a description and click on add then click ok to close this screen. The cheat code will now be activated, please note with some codes need you to reset the game for the code to activate.
If any of the codes do not work, or if you know of any that do work that I did not mention please post about it in a comment below.
Super Mario All-Stars (SNES) Walkthroughs
Question : Are you stuck on this game or want to find and unlock everything?
Answer : Good news, There is a website that has thousands of walkthrough for snes games which were created and submitted by SNES fans just like me and you. Best of all there are some cheats and also save states you can also download. You can find a Super Mario All-Stars snes walkthrough by clicking here
Answer : Good news, There is a website that has thousands of walkthrough for snes games which were created and submitted by SNES fans just like me and you. Best of all there are some cheats and also save states you can also download. You can find a Super Mario All-Stars snes walkthrough by clicking here
Misc Super Mario All-Stars snes cheats Cheat Information
Question : Can I use all of these Super Mario All-Stars snes cheats SNES Cheats?
Answer : The cheats I have listed under “Normal Super Mario All-Stars cheats (SNES) Cheats” can be used by everyone. You will need a Action Replay or Game Genie to use the cheats listed on this page.
Answer : The cheats I have listed under “Normal Super Mario All-Stars cheats (SNES) Cheats” can be used by everyone. You will need a Action Replay or Game Genie to use the cheats listed on this page.
Question : What is A Pro Action Replay / Game Genie?
Answer : These are hardware cheat devices which plug directly in to your SNES / Super Nintendo then your game plugs in to the Action Replay / Game Genie device. When you turn your machine on you will be displayed with the Action Replay / Game Genie cheat screen where you can enter the cheat codes above.
Answer : These are hardware cheat devices which plug directly in to your SNES / Super Nintendo then your game plugs in to the Action Replay / Game Genie device. When you turn your machine on you will be displayed with the Action Replay / Game Genie cheat screen where you can enter the cheat codes above.
Question : Do the Super Mario All-Stars snes cheats Cheat Codes Only Work In The Snes9x Emulator?
Answer : No, the codes listed under game genie and action replay sections can be used in any SNES emulator which supports cheats.
Answer : No, the codes listed under game genie and action replay sections can be used in any SNES emulator which supports cheats.
Question : I have tried to use one of the cheats listed on this page but it doesn’t work, What can I do?
Answer : All the cheats listed on this page have been tested by me. If you are having issue with one of them post about it below and I will check it out for you.
Answer : All the cheats listed on this page have been tested by me. If you are having issue with one of them post about it below and I will check it out for you.
Question : I know a good cheat for Super Mario All-Stars snes cheats that is no listed on this page, Can you add it.
Answer : Please post about it in a comment below and I will add it to this article.
Answer : Please post about it in a comment below and I will add it to this article.
Question : Do you have any gameshark pro codes for Super Mario All-Stars snes cheats?
Answer : We do not have any codes for the gameshark pro device.
Answer : We do not have any codes for the gameshark pro device.
Question : Do You Have Any Videos Of Cheats On The SNES?
Answer : If you want to see videos of this game take a look here for longplays, reviews, cheats and more.
Answer : If you want to see videos of this game take a look here for longplays, reviews, cheats and more.
Question : Do you have more SNES cheats on this site?
Answer : Yes ? Please visit the links below to view all the cheats we have.
Answer : Yes ? Please visit the links below to view all the cheats we have.
> Super Nintendo Cheats a-z
> Latest Posted Super Nintendo Cheats
> Latest Posted Super Nintendo Cheats
I hope this article on Super Mario All-Stars Cheats + Action Replay / Game Genie Codes has helped you. If you are aware of any tips I have missed off please post about them in a comment below. Please help us out by spreading the word and sharing this article on Super Mario All-Stars snes cheats (SNES) Cheats + Action Replay below.
If you have used any of these cheats please let us know if they were useful or not by rating the cheats below
Cheat Rating :No ratings yet.
Super Mario All-Stars | |
---|---|
Developer(s) | Nintendo EAD |
Publisher(s) | Nintendo |
Platform(s) | Super NES |
Release | Super NES
|
Genre(s) | Platform, compilation |
Mode(s) | Single-player, multiplayer |
Super Mario All-Stars[a] is a 1993 compilation of platform games for the Super Nintendo Entertainment System (SNES). It contains remakes of Nintendo's four Super Mario titles released for the Nintendo Entertainment System (NES) and its Family Computer Disk System add-on--Super Mario Bros. (1985), Super Mario Bros.: The Lost Levels (1986), Super Mario Bros. 2 (1988), and Super Mario Bros. 3 (1988). They are faithful recreations that adapt the games' original premises and level designs 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 and modified game physics, while some glitches are fixed.
After the completion of Super Mario Kart (1992), Mario creator Shigeru Miyamoto suggested that Nintendo develop a SNES Mario compilation. Nintendo Entertainment Analysis & Development handled the development 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 titles. Nintendo released Super Mario All-Stars worldwide in late 1993 and rereleased it in 1994 with Super Mario World included as an additional title. The compilation was rereleased again, with special packaging, a 32-page art booklet, and a soundtrack CD, in 2010 for the Wii to commemorate the 25th anniversary of Super Mario Bros.
The SNES version received critical acclaim and is one of the bestselling Super Mario titles, with 10.55 million copies sold by 2015. Reviewers lauded Super Mario All-Stars as a must-have representing the SNES at its finest. They praised the effort that went into remastering the compilation's games and appreciated the updated graphics and music but criticized its lack of innovation. Critics also disagreed as to which game was best. The Wii rerelease sold 2.24 million copies by 2011 but received mixed reviews. Critics were disappointed Nintendo did not add new games or features and were unfulfilled by the art booklet and soundtrack CD. Though they thought the compilation itself was of high quality, critics recommended buying the games individually on the Wii's Virtual Console instead.
- 4Reception
- 6References
Overview[edit]
Comparison of the NES version (top) and the Super Mario All-Stars version (bottom) of Super Mario Bros. Note the more detailed environment 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-bitNintendo Entertainment System (NES) and its Family Computer Disk System add-on.[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 2Dside-scrollingplatformers 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.[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 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.[3][8] The player selects one of the four from an in-game menu 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 Nintendo Entertainment 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, something the original games lacked.[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]
Development and release[edit]
Super Mario All Stars Game Genie Cheats
Shigeru Miyamoto in 2013
Super Mario All-Stars was developed by Nintendo Entertainment Analysis & Development,[15] a former game development division of Japanese publisher Nintendo.[16] The idea for a SNES Mario compilation came about after development on Super Mario Kart (1992) wrapped up.[17] The next major Mario title, Yoshi's Island (1995), was still in production, creating a gap in Nintendo's release schedule.[18]Shigeru Miyamoto, who created the series,[19] suggested developing a 'value pack' containing all of 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 experience The Lost Levels.[17] Nintendo 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.[20][21] As such, it had not attracted much of an audience.[17] Rather than simply transferring the NES games unedited to a SNES cartridge, Nintendo chose to remaster them in the transition across platforms.[18]
One of the first tasks the developers accomplished was updating and reworking the graphics for the SNES.[17] Because it was more powerful than the NES, they were no longer restricted in the colors they could use to design Mario's world.[22] Designer Naoki Mori recalled feeling intimidated, as it was only his third year at Nintendo and he had been tasked with updating the company's flagship title.[17] 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.[17][22] For pitch-black backgrounds like those in castles and bonus areas in Super Mario Bros., Mori and Sugiyama added details like 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. Mori and Sugiyama noted they could have given Mario more animations and actions but chose not to as the gameplay would have been different.[22]
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.[22] Staff who worked on the original games were involved with Super Mario All-Stars and were consulted during development.[17] Nintendo chose to leave certain glitches the team deemed helpful, such as an infinite lives exploit in Super Mario Bros., intact in Super Mario All-Stars. 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 differences in the controls. To make the games easier, Nintendo gave players more lives when they started. The developers also added the option to save, as battery backup cartridges did not exist when the original games were created.[10]
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.[15] In Japan, it was released under the title Super Mario Collection. The compilation was called Mario Extravaganza during its development because, as Nintendo president Satoru Iwata said, 'It was a single game cartridge packed full of the first ten years of Nintendo's rich history.' Mori and Sugiyama could not recall who came up with the final title; Sugiyama admitted he preferred Mario Extravaganza over Super Mario Collection.[23] The compilation marked the first time The Lost Levels was released outside Japan.[2] Between September and October 1993, Nintendo Power magazine held a contest where 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]
Rereleases[edit]
Nintendo rereleased Super Mario All-Stars in December 1994 under the title Super Mario All-Stars + Super Mario World.[25] The rerelease adds Super Mario World as a fifth title, while the four other games remain unchanged.[2]Super Mario World is largely identical to the original version,[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 Nintendo's Satellaview, a Japan-exclusive SNES add-on allowing users to receive games via satellite radio.[26] Though not direct rereleases, Super Mario Advance (2001) and Super Mario Advance 4: Super Mario Bros. 3 (2003), remakes of Super Mario Bros. 2 and 3 for Nintendo's Game Boy Advance (GBA), incorporate elements from the Super Mario All-Stars remake, such as the updated graphics and audio.[27][28][29]
In September 2010, Nintendo revealed Super Mario All-Stars would be rereleased for the Wii to celebrate the 25th anniversary of Super Mario Bros.[30] The rerelease, Super Mario All-Stars 25th Anniversary Edition (Super Mario Collection Special Pack in Japan), was released in Japan on October 21, 2010, in Europe on December 3, 2010, and in North America on December 12, 2010.[31] The 25th Anniversary Edition comes in special packaging containing the original Super Mario All-StarsROM 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 Nintendo to issue a second printing.[34]
Reception[edit]
Reception (SNES) | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
Super Mario All-Stars sold 10.55 million copies by 2015,[40] including 2.12 million in Japan,[41] making it one of the bestselling Super Mario titles.[40] The compilation received critical acclaim.[2] Reviewers thought it was a must-have that represented the SNES library at its finest,[6][35] and would occupy players for hours, if not days.[11][39]Nintendo Magazine System (NMS) estimated it could entertain players for up to a year.[39] A critic from Computer and Video Games (CVG) described Super Mario All-Stars as the Super Mariodirector's cut, bringing fans updated graphics and audio in addition to a game (The Lost Levels) few had experienced.[42] A reviewer from Electronic Gaming Monthly (EGM), overwhelmed by the improvements, called it a 'masterpiece from beginning to end'.[6]
Critics praised the collection's games as excellent remasters, stating they aged well and appreciating the effort that went into retrofitting them for the SNES.[14][43][44] For AllGame, retrospectively reviewing the version including Super Mario World, the compilation represented 'the absolute pinnacle of the 2D platform genre.'[5] Critics said the games played just as they did on the NES and retained what made them great.[14][37][44]EGM's reviewers were satisfied the various secrets were left intact.[6]Nintendo Power wrote the games got better with time,[14] while EGM and CVG suggested players abandon the antiquated NES titles for the SNES upgrade.[6][42] 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.[45]
Reviewers liked the updates the games received in the transition to the SNES.[6][14][44]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.[14] The updated graphics were praised;[5][11][46]NMS's reviewers admired the attention to detail, which they said made the compilation worth buying,[46] and AllGame called the visuals colorful and cartoonish.[5]CVG thought the backgrounds could have benefited from more detail,[35] but GamePro thought they were detailed enough.[11] Reviewers offered praise for the updated soundtracks as well.[5][6][11] For EGM, the audio enhanced the experience,[6] and GamePro noted the addition of echo and bass effects.[11] In a 2005 retrospective, Famitsu called All-Stars a role model for future video game remakes.[37]
Criticism of Super Mario All-Stars generally focused on its lack of innovation.[6][14][36] 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,[14] a sentiment CVG echoed.[35] '[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?'[36] Reviewers also disagreed over which game in the compilation was best. One EGM reviewer argued Super Mario Bros. 2 was,[6] but another critic and Nintendo Power said that honor went to The Lost Levels.[6][47]NMS, CVG, and Edge, however, criticized The Lost Levels for its difficulty,[35][36][46] with Nintendo Magazine System viewing it as just an interesting bonus.[46]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 lacked fluidity and the level design poor.[36]
25th Anniversary Edition[edit]
Reception (25th Anniversary Edition) | ||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
|
According to the review aggregator website Metacritic, the Super Mario All-Stars 25th Anniversary Edition received 'mixed or average reviews'.[48] This version sold 2.24 million copies by April 2011—920,000 in Japan and 1.32 million overseas.[55] Generally, critics were disappointed Nintendo simply rereleased the SNES compilation unaltered, 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.[32][49][50][51][54]The Guardian compared the 25th Anniversary Edition unfavorably to the Wii remaster of the Nintendo 64 game GoldenEye 007 (1997) released earlier that year. The writer argued that while GoldenEye offered new graphics, levels, and reasons to play, Super Mario All-Stars was just the same compilation released on the SNES in 1993.[54]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.'[56]
The Super Mario History booklet divided reviewers. Nintendo Life and The A.V. Club panned it for what they considered its cheap production quality.[32][56] Although Nintendo Life found it somewhat intriguing,[32] both called the one-sentence developer comments vague and meaningless.[32][56]The A.V. Club said the level design documents were 'obscured by pictures, and schematics written in Japanese with no translation'.[56] Meanwhile, IGN opined the booklet failed to demonstrate Mario's importance, missing information about the Game Boy installments and Yoshi's Island, as well as appearances in other Nintendo games.[51] Others found the booklet interesting;[50][52][54]GamesRadar+ stated that for Mario fans Miyamoto's original outline 'alone is worth $30'.[50]
The soundtrack CD received criticism and was viewed as a missed opportunity.[32][51][56] Reviewers were disappointed it contained only ten pieces of actual music and that half of it was dedicated to sound effects.[32][51][56] For instance, Nintendo Life said a CD can hold up to 74 minutes of audio and noted 'the one bundled with this collection doesn't even fill half of that potential running time'.[32] Similarly, IGN said ten pieces were not enough, noting Super Mario Galaxy (2007) had over 20 unique tracks but the CD included just one of them.[51] Conversely, The Guardian said the CD would make players happy and GamesRadar+ thought it was rare for Nintendo to release game soundtracks outside Japan.[50][54]GamesRadar+ added the CD helped make the compilation seem important, and that it represented the first time Nintendo officially released the Super Mario Bros. 'Ground Theme'.[50]
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.[32] Despite the general disappointment, critics thought the compilation's games remained of high quality.[32][49][51][54][56] Some admitted to preferring the NES originals,[50][56] but others thought the updated 16-bit graphics and addition of a save feature were great.[32][49][52][53] 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.[32][56]GamesRadar+, IGN, and Official Nintendo Magazine noted this was a cheaper way to experience them.[50][51][53] 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'.[52]
Super Mario All Stars Gameboy Advance
Notes[edit]
Super Mario All Stars Gameplay
- ^Known in Japan as Super Mario Collection (スーパーマリオコレクションSūpā Mario Korekushon)
- ^In the Japanese version, The Lost Levels is referred to as Super Mario Bros. 2, while Super Mario Bros. 2 is called Super Mario USA.[1] See #Development and release for more information.
- ^EGM's four reviewers gave three scores of 9/10 and one of 10/10.[6]
- ^Famitsu gave two 8/10 scores, one perfect score, and one 6/10 score.[37]
- ^GamePro gave four 5/5 scores for graphics, sound, control, and fun factor.[11]
- ^Nintendo Power gave a 3.9/5 score for presentation, a 4.2/5 score for gameplay, and two 4.1/5 scores for challenge and theme/fun.[38]
- ^Score based on 29 reviews.[48]
References[edit]
Footnotes[edit]
- ^Edge staff 1993, p. 98-99.
- ^ abcdefBrown, Andrew (August 18, 2011). 'Super Mario All-Stars + World'. Nintendo World Report. Archived from the original on February 6, 2017. Retrieved April 13, 2019.
- ^ abcNMS staff 1993, p. 20-25.
- ^Edge staff 1993, p. 99.
- ^ abcdefgHuey, Christian. 'Super Mario All-Stars + Super Mario World'. AllGame. Archived from the original on February 16, 2010. Retrieved April 13, 2019.
- ^ abcdefghijklmEGM staff 1993, p. 28.
- ^G-Man 1993, p. 98-100.
- ^Nintendo of America 1993, p. 5-30.
- ^ abNintendo of America 1993, p. 3.
- ^ abIwata, Satoru (October 21, 2010). 'Super Mario All-Stars : Too Difficult Even For a Developer'. Iwata Asks. Nintendo. Archived from the original on July 25, 2015. Retrieved April 13, 2019.
- ^ abcdefghiG-Man 1993, p. 98.
- ^Whitehead, Dan (September 15, 2007). 'Virtual Console Roundup'. Eurogamer. Archived from the original on April 1, 2015. Retrieved April 1, 2015.
- ^Provo, Frank (October 5, 2007). 'Super Mario Bros.: The Lost Levels Review'. GameSpot. Archived from the original on August 24, 2015. Retrieved August 24, 2015.
- ^ abcdefghNintendo Power staff 1993, p. 100.
- ^ ab'Super Mario All-Stars (SNES / Super Nintendo) News, Reviews, Trailer & Screenshots'. Nintendo Life. Archived from the original on April 12, 2019. Retrieved April 12, 2019.
- ^Kohler, Chris (September 14, 2015). 'Nintendo Consolidates Its Game Development Teams'. Wired. Archived from the original on September 15, 2015. Retrieved April 12, 2019.
- ^ abcdefgIwata, Satoru (October 21, 2010). 'Super Mario All-Stars : Updating the Graphics'. Iwata Asks. Nintendo. Archived from the original on July 25, 2015. Retrieved April 12, 2019.
- ^ abWhitehead, Thomas (August 20, 2015). 'Mario History: Super Mario All-Stars – 1993'. Nintendo Life. Archived from the original on April 12, 2019. Retrieved April 12, 2019.
- ^McLaughlin, Rus (September 13, 2010). 'IGN Presents: The History of Super Mario Bros'. IGN. Archived from the original on April 12, 2019. Retrieved April 12, 2019.
- ^Schreier, Jason (January 7, 2015). '30 Minutes of Impossibly Precise Mario Speedrunning'. Kotaku. Archived from the original on April 1, 2015. Retrieved June 19, 2019.
- ^Ashcraft, Brian (October 28, 2010). 'Super Mario All-Stars Coming To America'. Kotaku. Archived from the original on April 1, 2015. Retrieved June 19, 2019.
- ^ abcdIwata, Satoru (October 21, 2010). 'Super Mario All-Stars : Of Course, the Way It Feels is Key'. Iwata Asks. Nintendo. Archived from the original on July 25, 2015. Retrieved April 12, 2019.
- ^Iwata, Satoru (October 21, 2010). 'Super Mario All-Stars : The History of Super Mario in One Game'. Iwata Asks. Nintendo. Archived from the original on July 25, 2015. Retrieved April 13, 2019.
- ^Nintendo Power staff 1993, p. 22.
- ^'Super NES Games'(PDF). Archived from the original(PDF) on 20 September 2008. Retrieved 31 July 2018.
- ^Bivens, Danny (October 27, 2011). 'Satellaview'. Nintendo World Report. Archived from the original on January 27, 2016. Retrieved April 14, 2019.
- ^'3.開発者インタビュー『スーパーマリオアドバンス』' (in Japanese). Nintendo. Retrieved July 7, 2019.
- ^Harris, Craig (May 14, 2003). 'E3 2003: Hands on: Super Mario Advance 4'. IGN. Archived from the original on April 13, 2019. Retrieved April 13, 2019.
- ^Bee, Jonathan (January 27, 2016). 'Super Mario Advance 4: Super Mario Bros. 3 Review (Wii U eShop / GBA)'. Nintendo Life. Archived from the original on April 13, 2019. Retrieved April 13, 2019.
- ^ abAshcraft, Brian (September 2, 2010). 'Report: Wii Getting Super Mario All-Stars'. Kotaku. Archived from the original on April 14, 2019. Retrieved April 14, 2019.
- ^ ab'Super Mario All-Stars 25th Anniversary Edition (Wii) News, Reviews, Trailer & Screenshots'. Nintendo Life. Archived from the original on October 8, 2018. Retrieved April 14, 2019.
- ^ abcdefghijklmMcFerran, Damien (December 21, 2010). 'Super Mario All-Stars 25th Anniversary Edition Review (Wii)'. Nintendo Life. Archived from the original on April 14, 2019. Retrieved April 14, 2019.
- ^Kohler, Chris (January 7, 2011). 'Nintendo May Reprint Sold-Out Mario All-Stars'. Wired. Archived from the original on March 16, 2019. Retrieved April 14, 2019.
- ^Kohler, Chris (February 15, 2011). 'Nintendo Will Ship More Mario All-Stars March 13'. Wired. Archived from the original on December 23, 2016. Retrieved April 14, 2019.
- ^ abcdeCVG staff 1993, p. 32.
- ^ abcdeEdge staff 1993, p. 86.
- ^ abcdFamitsu staff 2005, p. 41.
- ^ abNintendo Power staff 1993, p. 105.
- ^ abcNMS staff 1993, p. 25.
- ^ abO Malley, James (September 11, 2015). '30 Best-Selling Super Mario Games of All Time on the Plumber's 30th Birthday'. Gizmodo. Archived from the original on November 16, 2018. Retrieved April 22, 2019.
- ^'Japan Platinum Game Chart'. The Magic Box. Archived from the original on October 17, 2012. Retrieved April 18, 2019.
- ^ abCVG staff 1993, p. 31.
- ^CVG staff 1993, p. 30.
- ^ abcNMS staff 1993, p. 23-25.
- ^NMS staff 1993, p. 23.
- ^ abcdNMS staff 1993, p. 24.
- ^Nintendo Power staff 1993, p. 16.
- ^ abc'Super Mario All-Stars: 25th Anniversary Edition for Wii Reviews'. Metacritic. Archived from the original on February 19, 2018. Retrieved April 22, 2019.
- ^ abcdAlan Mariott, Scott (December 17, 2010). 'Super Mario All-Stars Review'. G4. Archived from the original on January 26, 2011. Retrieved June 16, 2019.
- ^ abcdefghElston, Brett (December 11, 2010). 'Super Mario All-Stars review'. GamesRadar+. pp. 1–2. Archived from the original on April 22, 2019. Retrieved April 26, 2019.
- ^ abcdefghGeorge, Richard (December 10, 2010). 'Mario All-Stars Limited Edition Review'. IGN. Archived from the original on April 22, 2019. Retrieved April 26, 2019.
- ^ abcdHernandez, Pedro (December 17, 2010). 'Super Mario All-Stars Review'. Nintendo World Report. Archived from the original on April 22, 2019. Retrieved April 26, 2019.
- ^ abcScullion, Chris (December 2, 2010). 'Review: Super Mario All-Stars Wii'. Official Nintendo Magazine. Archived from the original on December 5, 2010. Retrieved June 16, 2010.
- ^ abcdefHowson, Greg (December 6, 2010). 'Super Mario All-Stars 25th Anniversary – review'. The Guardian. Archived from the original on April 22, 2019. Retrieved April 26, 2019.
- ^'Nintendo Co., Ltd. Financial Results Briefing for Fiscal Year Ended March 2011'(PDF). Nintendo. April 26, 2011. p. 5. Archived(PDF) from the original on June 24, 2016. Retrieved April 22, 2019.
- ^ abcdefghiHeisler, Steve (December 27, 2010). 'Super Mario All-Stars Limited Edition'. The A.V. Club. Archived from the original on April 22, 2019. Retrieved April 26, 2019.
Bibliography[edit]
Super Mario All Stars Gamestop
- Super Mario All-Stars instruction manual. Nintendo of America. 1993. pp. 1–38.
- Nintendo Power staff (September 1993). 'Super Mario All-Stars'. Nintendo Power. Nintendo of America (52): 16–23, 100–105.
- Harris, Steve; Semrad, Ed; Alessi, Martin; X, Sushi (September 1993). 'Review Crew'. Electronic Gaming Monthly. Sendai Publishing. 6 (9): 22–36.
- Nintendo Magazine System staff (August 1993). 'Super Mario All-Stars'. Nintendo Magazine System. EMAP (11): 20–25.
- CVG staff (October 1993). 'Super Mario All-Stars'. Computer and Video Games. EMAP (142): 30–32.
- G-Man (November 1993). 'Super NES ProReview: Super Mario All-Stars'. GamePro. International Data Group (52): 98–100.
- Edge staff (October 1993). 'Testscreen'. Edge. Future plc (1): 81–107.
- Famitsu staff (June 16, 2005). 'クロスレビュー優良ソフトパーフェクトカタログ 上巻」'. Famitsu (in Japanese). Enterbrain. 1: 41.
External links[edit]
- Super Mario All-Stars at MobyGames
Super Mario All Stars Game Genie Invincibility
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Super_Mario_All-Stars&oldid=919388762'