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1993 game compilation

1993 video game

Super Mario All-Stars
The Super Mario All-Stars box art depicts Mario, dressed as a magician, showcasing panels with the games' titles. Around the panels are elements from the included games, such as Mario wearing various suits, Luigi, Toad, Princess Toadstool, and enemies. In the upper left corner, the game's logo is shown in white and yellow text. The Super Mario All-Stars artwork is surrounded by the SNES box art template.

North American SNES box art

Developer(s) Nintendo EAD
Publisher(s) Nintendo
Director(s) Takashi Tezuka
Producer(s) Shigeru Miyamoto
Programmer(s) Toshihiko Nakago
Artist(due south)
  • Shigefumi Hino
  • Naoki Mori
  • Soichiro Tomita
  • Kenta Usui
Composer(s)
  • Koji Kondo
  • Soyo Oka[one]
Series Super Mario
Platform(s) Super NES, Wii
Release Super NES
All-Stars
  • JP: July fourteen, 1993
  • NA: Baronial 11, 1993
  • PAL: December sixteen, 1993
All-Stars + Super Mario World
  • NA: December 1994
  • Eu: 1995
Wii
  • JP: October 21, 2010
  • European union: December three, 2010
  • NA: December 12, 2010
Genre(s) Platform
Mode(s) Single-player, multiplayer

Super Mario All-Stars [a] is a 1993 compilation of platform games for the Super Nintendo Amusement Arrangement (SNES). It contains remakes of Nintendo's four Super Mario games released for the Nintendo Entertainment System (NES) and the Famicom Deejay System: Super Mario Bros. (1985), Super Mario Bros.: The Lost Levels (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 & Evolution developed the compilation afterward the completion of Super Mario Kart (1992) at the suggestion of Mario creator Shigeru Miyamoto. No longer restricted by the limitations of the viii-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 belatedly 1993 and rereleased it in 1994 with Super Mario Globe included. The compilation marked The Lost Levels ' commencement release outside Japan; it was not released on the NES in Western territories because Nintendo deemed it as well hard at the time.

Super Mario All-Stars received acclaim and is one of the bestselling Super Mario games, with 10.55 meg 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 ceremony of Super Mario Bros: in 2010 (the 25th anniversary) in a special parcel for the Wii, and in 2020 (the 35th anniversary) for the Nintendo Switch. The Wii rerelease sold 2.24 million copies past 2011 merely received mixed reviews; while critics felt the compilation remained high quality, they criticized the lack of new games or features.

Content [edit]

Top: the NES version of Super Mario Bros., depicting an area of World 1–1. Bottom: the Super Mario All-Stars version of Super Mario Bros., depicting the next area of the level. The latter is more detailed and takes advantage of the SNES's 16-bit hardware.

Comparison of the NES version (meridian) and the Super Mario All-Stars version (bottom) of Super Mario Bros. Note the more than 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)[three]—originally released for the 8-scrap Nintendo Entertainment System (NES) and the Family Computer Deejay Arrangement.[4] Additionally, a two-player bonus game based on Mario Bros. (1983) can be accessed from Super Mario Bros.3.[5] The games are true-blue remakes featuring the original premises and level designs intact.[half dozen] [7] They are 2nd side-scrolling platformers where the thespian 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 equally warp zones and vertical vines), and collect power-ups like the mushroom and the Invincibility Star.[4] [8]

Super Mario Bros., The Lost Levels, and Super Mario Bros.iii follow Mario and Luigi as they endeavor to rescue Princess Toadstool from the villainous Bowser, with the player stomping on enemies and breaking bricks as they progress. Super Mario Bros.ii features a different storyline and gameplay style: Mario, Luigi, the Princess, and Toad must defeat the evil King Wart, who has cursed the country of dreaming. In this game, the thespian picks upward and throws objects such as vegetables at enemies.[4] [9] The player selects i of the four from an in-game menu and can exit at any time past pausing.[10]

The games in Super Mario All-Stars are updated to take advantage of the xvi-bit hardware of the Super Nintendo Entertainment System (SNES). The updates range from remastered soundtracks to revamped graphics and the addition of parallax scrolling.[6] Game physics are slightly modified and some glitches, such every bit the Minus World in Super Mario Bros., are fixed.[11] [12] The difficulty level of The Lost Levels is toned down slightly: poison mushroom hazards, which tin can kill the player, are easier to distinguish,[13] and in that location are more one-ups and checkpoints.[14] All-Stars includes the choice to save player progress, which the original games lack.[15] Players can resume the games from the start of whatever previously accessed world, or in The Lost Levels, whatever previously accessed level.[10] Up to iv individual salvage files tin be stored for each game.[12]

Development [edit]

Shigeru Miyamoto

Super Mario All-Stars was developed by Nintendo Amusement Analysis & Development,[xvi] a former game development division of Japanese publisher Nintendo.[17] It had the working championship Mario Extravaganza as, according to Nintendo president Satoru Iwata, "Information technology was a single game cartridge packed full of the start 10 years of Nintendo'due south rich history."[18]

The concept emerged later the completion of Super Mario Kart (1992).[19] The adjacent major Mario game, Yoshi'south Island (1995), was withal in production, creating a gap in Nintendo'southward release schedule.[xx] Mario creator Shigeru Miyamoto[21] suggested developing a "value pack" containing all the Super Mario games. According to banana manager and designer Tadashi Sugiyama, Miyamoto's idea was to give players a chance to experience The Lost Levels.[xix] Nintendo had deemed The Lost Levels, released in Nihon as Super Mario Bros.2 in 1986, besides difficult for the North American market and instead released a retrofitted version of the game Doki Doki Panic (1987).[22] [23] As such, information technology had not attracted a large audience.[xix] Rather than but transfer the NES games to a SNES cartridge, Nintendo remade them for SNES.[20]

One of the first tasks the developers accomplished was updating and reworking the graphics for the SNES.[19] The more than powerful hardware gave the developers more colors to utilize in Mario'south globe.[24] Designer Naoki Mori recalled feeling intimidated, as it was merely his 3rd year at Nintendo and he had been tasked with updating its flagship series.[19] The artists based their designs on those from the SNES game Super Mario World (1990) and added a blackness outline around Mario to brand him stand up out against the backgrounds.[19] [24] For black backgrounds similar those in castles and bonus areas in Super Mario Bros., Mori and Sugiyama added details such every bit 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.[24]

Alterations were made past hand, and Sugiyama ran the original Super Mario Bros. while he worked on the remake and then he could compare them side by side.[24] Staff who worked on the original games were involved and consulted during development.[nineteen] The squad preserved glitches they deemed helpful, such every bit 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 stock-still glitches they thought would hinder players' progress, although this created some differences in the controls. To brand the games easier, the team increased the number of lives they commencement with. They also added a save-game option, a characteristic made possible by the recent development of battery backup cartridges. Save points were added later on 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.[11]

Release [edit]

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.[16] In Nippon, it was released as Super Mario Collection.[18] The compilation marked the offset fourth dimension The Lost Levels was released outside Japan.[iii] Between September and Oct 1993, Nintendo Power held a competition in which players who reached a specific surface area in The Lost Levels would receive a Mario iron-on patch.[25] The compilation also became the SNES's pack-in game.[3]

Nintendo rereleased Super Mario All-Stars in December 1994 as Super Mario All-Stars + Super Mario World,[26] which adds Super Mario World.[3] Super Mario World is largely identical to the original,[6] just Luigi's sprites were updated to make him a singled-out character and not only a palette bandy of Mario.[3] A version of Super Mario Drove was also released on Nintendo's Satellaview, a Japan-exclusive SNES addition assuasive users to receive games via satellite radio.[27]

In 2010, for the 25th ceremony of Super Mario Bros., [28] Nintendo released Super Mario All-Stars 25th Anniversary Edition (Super Mario Collection Special Pack in Japan) for the Wii in Nippon on October 21, in Europe on December 3, and in North America on December 12.[29] The 25th Anniversary Edition comes in special packaging containing the original Super Mario All-Stars ROM paradigm on a Wii disc, a 32-page Super Mario History booklet containing concept art and interviews, and a soundtrack CD containing audio effects and 10 tracks from most Mario games up to Super Mario Galaxy 2 (2010).[28] [29] [30] The compilation was released initially in express quantities which sold out quickly,[31] prompting Nintendo to consequence a second printing.[32] The compilation was once more rereleased in 2020 on the Nintendo Switch for the original game's 35th anniversary, coming as office of the subscription-based Nintendo Switch Online's classic games service.[33]

Reception [edit]

Super Mario All-Stars sold 10.55 1000000 copies past 2015,[43] including 2.12 million in Japan,[44] making it 1 of the bestselling Super Mario games.[43] In the United Kingdom, information technology was the top-selling video game in September 1993.[45]

The compilation received critical acclamation.[three] Reviewers thought it was a must-have that represented the SNES library at its finest,[7] [35] and would occupy players for hours, if not days.[12] [40] Nintendo Magazine System (NMS) estimated it could entertain players for up to a yr.[40] 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 improver to a game (The Lost Levels) few had experienced.[46] A reviewer from Electronic Gaming Monthly (EGM), overwhelmed by the improvements, called it a "masterpiece from first to finish".[7]

Critics praised the collection'southward games as excellent remakes, stating they anile well and affectionate the effort that went into retrofitting them for the SNES.[fifteen] [47] [48] For AllGame, retrospectively reviewing the version including Super Mario Globe, the compilation represented "the accented pinnacle of the 2d platform genre".[6] Critics said the games played just as they did on the NES and retained what made them slap-up.[15] [38] [48] EGM 'south reviewers were satisfied the diverse secrets were left intact.[7] Nintendo Ability wrote the games got ameliorate with time,[15] while EGM and CVG suggested players abandon the antiquated NES games for the SNES upgrade.[seven] [46] Although 1 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.[49]

Reviewers liked the updates the games received in the transition to the SNES.[7] [xv] [48] Nintendo Power, for instance, praised the addition of a save feature, believing it would give players who never finished the games a hazard to do so.[15] The updated graphics were praised;[6] [12] [50] NMS 'southward reviewers admired the attention to detail, which they said made the compilation worth buying,[50] and AllGame chosen the visuals colorful and cartoonish.[6] CVG thought the backgrounds could take benefited from more detail,[35] but GamePro idea they were detailed plenty.[12] Reviewers offered praise for the updated soundtracks as well.[6] [vii] [12] For EGM, the sound enhanced the experience,[7] and GamePro noted the addition of repeat and bass furnishings.[12] In a 2005 retrospective, Famitsu chosen All-Stars a function model for hereafter video game remakes.[38]

Criticism of Super Mario All-Stars more often than not focused on its lack of innovation.[7] [15] [37] Aside from the 16-fleck updates, save characteristic, and (for American audiences) The Lost Levels, Nintendo Power wrote, the compilation did non nowadays anything new,[xv] a sentiment CVG echoed.[35] "[I]f the best cart around is a compilation of old eight-bit games," wrote Border, "information technology doesn't say much for the standard of new games, does it?"[37] Reviewers also disagreed over which game in the compilation was best. One EGM reviewer argued Super Mario Bros.two was,[vii] merely some other critic and Nintendo Ability said that honor went to The Lost Levels.[7] [51] NMS, CVG, and Border, yet, criticized The Lost Levels for its difficulty,[35] [37] [50] with Nintendo Magazine System viewing it as just an interesting bonus.[50] Edge said the compilation was worth buying for Super Mario Bros. and Super Mario Bros.3, but non Super Mario Bros.ii because the reviewer plant its gameplay lacking fluidity and the level design poor.[37]

25th Anniversary Edition [edit]

According to the review aggregator website Metacritic, the Super Mario All-Stars 25th Anniversary Edition received "mixed or average reviews".[52] This version sold 2.24 million copies—920,000 in Nihon and 1.32 million overseas—past March 2011.[59]

More often than not, critics were disappointed by the unaltered rerelease, which they establish lazy. They expressed surprise the developers did not have advantage of the extra space Wii discs offer to add together more than games or apply the Super Mario All-Stars + Super Mario Earth version.[xxx] [53] [54] [55] [58] The Guardian compared the 25th Anniversary Edition unfavorably to the Wii remake of the Nintendo 64 game GoldenEye 007 (1997) released before that year. The author argued that though GoldenEye offered new graphics, levels, and reasons to play, Super Mario All-Stars was only the same compilation released on the SNES in 1993.[58] The A.V. Club went as far as to state the 25th Ceremony Edition "fails on every conceivable level, and a few inconceivable ones, too".[60]

The Super Mario History booklet divided reviewers. Nintendo Life and The A.V. Club panned it for what they considered cheap production quality.[30] [60] Although Nintendo Life plant it somewhat intriguing,[30] both called the one-sentence developer comments vague and meaningless.[xxx] [60] The A.V. Club said the level design documents were "obscured past pictures, and schematics written in Japanese with no translation".[lx] Meanwhile, IGN opined the booklet failed to demonstrate Mario's importance, missing information nigh the Game Boy installments, Yoshi'due south Isle, and other Nintendo games.[55] Others found the booklet interesting;[54] [56] [58] GamesRadar+ stated that for Mario fans Miyamoto's original outline "alone is worth $30".[54]

The soundtrack CD received criticism and was viewed as a missed opportunity.[30] [55] [threescore] Reviewers were disappointed it contained but x tracks and that half of information technology was dedicated to sound effects.[30] [55] [60] For case, Nintendo Life said it "doesn't even fill up half of that potential running fourth dimension" of 74 minutes of CD audio.[30] Similarly, IGN said ten tracks were non enough, including only one of the twenty tracks from Super Mario Galaxy (2007).[55] Conversely, The Guardian said the CD would brand players happy and GamesRadar+ thought information technology was rare for Nintendo to release game soundtracks exterior Nihon.[54] [58] GamesRadar+ said the CD helped make the compilation seem important, noting that information technology contained the offset official release of the Super Mario Bros. "Footing Theme".[54]

Nintendo Life wrote there was no reason for Nintendo non to add more than to the compilation, suggesting it would not have taken much try to add interviews, advertisements, and other behind-the-scenes content.[30] Despite the general disappointment, critics said the games remained high quality.[30] [53] [55] [58] [60] Some admitted to preferring the NES originals,[54] [threescore] simply others thought the updated 16-bit graphics and improver of a save feature were bang-up.[30] [53] [56] [57] However, some encouraged readers to purchase the games individually on the Wii'south Virtual Console service instead if they had not already purchased the compilation.[30] [60] GamesRadar+, IGN, and Official Nintendo Magazine noted this was a cheaper way to experience them.[54] [55] [57] Equally Nintendo World Study wrote, "in the end, the value of [Super Mario All-Stars] lies in whether you want to invest over again in these classic Mario titles."[56]

Legacy [edit]

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 3 games. In the listing for Super Mario Bros.3 (ranked at number2), they noted, "Just a reminder: Nosotros're non including compilation games on our Top 100, or Super Mario All-Stars would exist the articulate-cutting number-one game of all fourth dimension."[61] Famitsu called All-Stars a role model for video game remakes in a 2005 retrospective.[38] In 2018, Complex ranked the game tenth on their "The Best Super Nintendo Games of All Time."[62]

Super Mario Accelerate (2001) and Super Mario Accelerate 4: Super Mario Bros. 3 (2003), remakes of Super Mario Bros.2 and 3 for Nintendo'southward Game Boy Advance, comprise elements from the Super Mario All-Stars versions, such equally the updated graphics and audio.[63] [64] [65] Super Mario 3D All-Stars, a Nintendo Switch compilation of the offset iii 3D Super Mario games, was released for the series' 35th anniversary in 2020.[66] According to Eurogamer, Nintendo internally referred to the compilation as Super Mario All-Stars 2 during development.[67]

Notes [edit]

  1. ^ Known in Nihon as Super Mario Collection ( スーパーマリオコレクション )
  2. ^ In the Japanese version, The Lost Levels is referred to as Super Mario Bros.ii, while Super Mario Bros.ii is called Super Mario U.s..[2] See #Development and release for more information.
  3. ^ EGM 'south four reviewers gave three scores of 9/10 and i of x/10.[vii]
  4. ^ Famitsu gave ii viii/x scores, i perfect score, and one 6/x score.[38]
  5. ^ GamePro gave four 5/v scores for graphics, sound, control, and fun gene.[12]
  6. ^ Nintendo Power gave a 3.nine/five score for presentation, a 4.two/v score for gameplay, and ii 4.1/five scores for challenge and theme/fun.[39]
  7. ^ Score based on 29 reviews.[52]

References [edit]

Citations [edit]

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Bibliography [edit]

  • Super Mario All-Stars instruction manual . Nintendo of America. 1993. pp. one–38.
  • Nintendo Ability staff (September 1993). "Super Mario All-Stars". Nintendo Power. No. 52. Nintendo of America. pp. sixteen–23, 100–105.
  • Harris, Steve; Semrad, Ed; Alessi, Martin; X, Sushi (September 1993). "Review Crew". Electronic Gaming Monthly. Vol. 6, no. 9. Sendai Publishing. pp. 22–36.
  • Nintendo Magazine System staff (August 1993). "Super Mario All-Stars". Nintendo Magazine Arrangement. No. xi. EMAP. pp. 20–25.
  • CVG staff (October 1993). "Super Mario All-Stars". Figurer and Video Games. No. 142. EMAP. pp. thirty–32.
  • G-Man (November 1993). "Super NES ProReview: Super Mario All-Stars". GamePro. No. 52. International Data Group. pp. 98–100.
  • Edge staff (October 1993). "Testscreen". Border. No. 1. Time to come plc. pp. 81–107.
  • Famitsu staff (June xvi, 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). Vol. ane. Enterbrain. p. 41.
  • "100 Best Games of All Time". Electronic Gaming Monthly. No. 100. Ziff Davis. November 1997. p. 156.

External links [edit]

  • Official website
  • Super Mario All-Stars at MobyGames

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Did Super Marii Oddessy Update Fix Glitches,

Source: https://en.wikipedia.org/wiki/Super_Mario_All-Stars

Posted by: bertramhemperess.blogspot.com

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