Jump to content

User:TheJoebro64/drafts/SMAS

From Wikipedia, the free encyclopedia
Super Mario All-Stars
Developer(s)Nintendo EAD
Publisher(s)Nintendo
Platform(s)Super NES
ReleaseSuper NES
  • JP: July 14, 1993
  • NA: August 11, 1993
  • PAL: December 16, 1993
Wii
  • JP: October 21, 2010
  • EU: December 3, 2010
  • NA: December 12, 2010
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 secrets. 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 an SNES Mario compilation. Nintendo Entertainment Analysis & Development handled 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 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 and the SNES's pinnacle. They praised the effort that went into remastering the included games and appreciated the updated graphics and music, but criticized its lack of innovation. Critics also disagreed as to which game was best. Although the Wii rerelease sold 2.24 million copies by 2011, it received mixed reviews. Critics were disappointed Nintendo did not add new games or features and were unfulfilled by the included art booklet and soundtrack CD, though they thought the compilation itself remained high quality.

Overview

[edit]

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.[3] The games are faithful remakes that feature the original premises and level designs intact.[4][5] They are 2D side-scrolling platformers in which the player controls the Italian plumber Mario and his brother Luigi through themed worlds. They jump between platforms, avoid enemy and inanimate obstacles, find hidden secrets (such as warp zones and vertical vines), and collect power-ups such as the mushroom and the Invincibility Star.[3][6] The player selects one of the four from an in-game menu, and can exit at any time by pausing.[7]

The games in Super Mario All-Stars are updated to take advantage of the 16-bit hardware of the Super Nintendo Entertainment System (SNES), ranging from remastered soundtracks to the addition of parallax scrolling.[4] Game physics are slightly modified and some glitches, such as the Minus World in Super Mario Bros., are fixed.[8][9] The difficulty level of The Lost Levels is toned down slightly: poison mushroom power-ups, which can kill the player, are easier to distinguish,[10] and there are more 1-ups and checkpoints.[11] Additionally, a two-player bonus game based on Mario Bros. (1983) can be accessed from Super Mario Bros. 3.[12] Each game now includes the option to save progress,[13] allowing players to resume play from the start of any previously accessed world, or in The Lost Levels, any previously accessed level.[7] Up to four individual save files can be stored for each game.[8]

Development

[edit]
Shigeru Miyamoto in 2015

Super Mario All-Stars was developed by Nintendo Entertainment Analysis & Development,[14] a former game development division of Japanese publisher Nintendo.[15] The idea for an SNES Mario compilation came about after development on Super Mario Kart (1992) wrapped up.[16] The next major Mario title, Yoshi's Island (1995), was still in production, creating a gap in Nintendo's release schedule.[17] Shigeru Miyamoto, who created the series,[18] suggested developing a "value pack" containing all the Super Mario games released at that point. According to Tadashi Sugiyama, who served as assistant director and designer on the project, Miyamoto's idea was to give players a chance to experience The Lost Levels, which had not attracted much of an audience when it was released on the Disk System.[16] Rather than simply transferring the NES games unedited to an SNES cartridge, Nintendo chose to remaster them in the transition across platforms.[17]

One of the first tasks accomplished was updating and reworking the graphics for the SNES.[16] Because the SNES was more powerful than the NES, the developers were no longer restricted in what colors they could use to design Mario's world.[19] 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.[16] 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.[16][19] 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 did not as the gameplay would be different.[19]

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.[19] Staff who worked on the included games were involved with Super Mario All-Stars and were consulted during development.[16] 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 for 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.[9]

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.[14] In Japan, it was released under the title Super Mario Collection. The compilation was called Mario Extravaganza during development because, as 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, with Sugiyama admitting he preferred Mario Extravaganza over Super Mario Collection.[20] The compilation marked the first time The Lost Levels was released outside Japan.[2] 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.[21] 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.[22] 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,[4] but Luigi's sprites were updated to make him a distinct character rather than 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.[23] Though not a direct rerelease, Super Mario Advance 4: Super Mario Bros. 3 (2003), a remake of Super Mario Bros. 3 for Nintendo's Game Boy Advance (GBA), incorporates elements from the Super Mario All-Stars remake, such as the updated graphics and audio.[24][25]

In September 2010, Nintendo revealed Super Mario All-Stars would be rereleased for the Wii to celebrate the 25th anniversary of Super Mario Bros.[26] 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.[27] 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).[26][27][28] The compilation was initially released in limited quantities and sold out quickly,[29] prompting Nintendo to issue a second printing.[30]

Reception

[edit]

Super Mario All-Stars sold 10.55 million copies by 2015,[35] including 2.12 million in Japan,[36] making it one of the bestselling Super Mario titles.[35] The compilation received critical acclaim.[31][5][34] Reviewers thought it was a must-have—representing the SNES at its finest[31][5]—and would occupy players for hours, if not days.[8][34] In fact, Nintendo Magazine System (NMS) estimated it could entertain players for up to a year.[34] One of the critics 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.[37] A "masterpiece from beginning to end", a reviewer from Electronic Gaming Monthly (EGM) wrote, overwhelmed by the improvements.[5]

Critics praised the included games as excellent remasters, stating they aged well and appreciating the effort that went into retrofitting them for the SNES.[38][13][39] For AllGame, retrospectively reviewing the version including Super Mario World, the compilation represented "the absolute pinnacle of the 2D platform genre."[4] Critics said the games played just as they did on the NES and retained what made them great,[39][13] and EGM's reviewers were satisfied the various secrets were left intact.[5] Nintendo Power wrote the games got better with time,[13] while EGM and CVG suggested players abandon the antiquated NES titles for the SNES upgrade.[37][5] Although one of the NMS reviewers admitted to preferring Super Mario World, citing less instinctive controls and somewhat simplistic graphics, he said Super Mario All-Stars was still worth the reader's purchase.[40]

Reviewers liked the updates the games received in the transition to the SNES.[5][39][13] 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.[13] The updated graphics were praised;[8][4][41] NMS's reviewers admired the attention to detail, which they said made the compilation worth buying,[41] and AllGame called the visuals colorful and cartoonish.[4] CVG thought the backgrounds could have benefited from more detail,[31] but GamePro thought they were detailed enough.[8] Reviewers offered praise for the updated soundtracks as well.[5][4][8] For EGM, the audio enhanced the experience,[5] and GamePro noted the addition of echo and bass effects.[8]

Criticism of Super Mario All-Stars generally focused on its lack of innovation.[32][5][13] Aside from the 16-bit updates, save feature, and The Lost Levels, Nintendo Power wrote, the compilation did not present anything new,[13] a sentiment CVG echoed.[31] "[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?"[32] Additionally, reviewers disagreed as to which game in the compilation was best. One EGM reviewer argued Super Mario Bros. 2 was,[5] but another, as well as Nintendo Power, said that honor went to The Lost Levels.[5][42] However, NMS, CVG, and Edge criticized The Lost Levels for its difficulty,[31][32][41] with Nintendo Magazine System viewing it as just an interesting bonus.[41] 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.[32]

25th Anniversary Edition

[edit]

According to Metacritic, a video game review aggregator, the Super Mario All-Stars 25th Anniversary Edition received "mixed or average reviews".[43] This version sold 2.24 million copies by April 2011—920,000 in Japan and 1.32 million overseas.[49] Generally, critics were disappointed Nintendo simply rereleased the SNES compilation unaltered (which they found lazy), and 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.[44][45][28][48] The Guardian compared the 25th Anniversary Edition unfavorably to the Wii remaster of the Nintendo 64 game GoldenEye 007 (1997) released earlier that year, writing 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.[48]

The Super Mario History booklet divided reviewers. Nintendo Life and The A.V. Club panned it for what they considered cheap production quality.[28][47] Although Nintendo Life found it somewhat intriguing,[28] both called the one-sentence developer comments vague and meaningless,[28][47] and The A. V. Club said the level design documents were "obscured by pictures, and schematics written in Japanese with no translation."[47] 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.[45] Others found the booklet interesting,[44][46][48] with GamesRadar+ stating that, for Mario fans, Miyamoto's original outline "alone is worth $30."[44]

The soundtrack CD received criticism and was viewed as a missed opportunity.[45][28][47] Reviewers were disappointed it only contained ten actual pieces of music and that half of it was dedicated to sound effects.[28] For instance, Nintendo Life said a CD can hold up to 74 minutes of audio "and the one bundled with this collection doesn’t even fill half of that potential running time."[28] Similarly, IGN said ten pieces was not enough, noting Super Mario Galaxy (2007) had over 20 unique tracks but the CD had just one of them.[45] Conversely, The Guardian said the CD would make players happy and GamesRadar+ thought it was rare for Nintendo to release game soundtracks outside Japan.[44][48] 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".[44]

Nintendo Life wrote there was no reason for Nintendo not to add more to the compilation and thought that it would not have taken much effort to add interviews, advertisements, and other behind-the-scenes content.[28] Despite the general disappointment, critics thought the included games remained high quality.[44][45][28][47][48] Some admitted to preferring the NES originals,[44][47] but others thought the updated 16-bit graphics and addition of a save feature were great.[28][46] However, many encouraged readers to purchase the games individually on the Wii's Virtual Console service if they had not already,[28][47] with GamesRadar+ and IGN writing this was a cheaper way to experience them.[44][45] 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."[46]

Notes

[edit]
  1. ^ Known in Japan as Super Mario Collection (スーパーマリオコレクション, Sūpā Mario Korekushon)
  2. ^ 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]
  3. ^ EGM's four reviewers gave three scores of 9/10 and one of 10/10.
  4. ^ GamePro gave four 5/5 scores for graphics, sound, control, and fun factor.
  5. ^ 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.
  6. ^ Score based on 29 reviews.

References

[edit]

Footnotes

[edit]
  1. ^ Edge staff 1993, p. 98-99.
  2. ^ a b c d e Brown, Andrew (August 18, 2011). "Super Mario All-Stars + World". Nintendo World Report. Retrieved April 13, 2019.
  3. ^ a b NMS staff 1993, p. 20-25.
  4. ^ a b c d e f g Huey, Christian. "Super Mario All-Stars + Super Mario World". AllGame. Archived from the original on February 16, 2010. Retrieved April 13, 2019.
  5. ^ a b c d e f g h i j k l m EGM staff 1993, p. 28.
  6. ^ G-Man 1993, p. 98-100.
  7. ^ a b Nintendo of America 1993, p. 3.
  8. ^ a b c d e f g h G-Man 1993, p. 98.
  9. ^ a b Iwata, Satoru (October 21, 2010). "Super Mario All-Stars : Too Difficult Even For a Developer". Iwata Asks. Nintendo. Retrieved April 13, 2019.
  10. ^ Whitehead, Dan (September 15, 2007). "Virtual Console Roundup". Eurogamer. Archived from the original on April 1, 2015. Retrieved April 1, 2015.
  11. ^ 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.
  12. ^ Edge staff 1993, p. 99.
  13. ^ a b c d e f g h Nintendo Power staff 1993, p. 100.
  14. ^ a b "Super Mario All-Stars (SNES / Super Nintendo) News, Reviews, Trailer & Screenshots". Nintendo Life. Retrieved April 12, 2019.
  15. ^ Kohler, Chris (September 14, 2015). "Nintendo Consolidates Its Game Development Teams". Wired. Retrieved April 12, 2019.
  16. ^ a b c d e f Iwata, Satoru (October 21, 2010). "Super Mario All-Stars : Updating the Graphics". Iwata Asks. Nintendo. Retrieved April 12, 2019.
  17. ^ a b Whitehead, Thomas (August 20, 2015). "Mario History: Super Mario All-Stars - 1993". Nintendo Life. Retrieved April 12, 2019.
  18. ^ McLaughlin, Rus (September 13, 2010). "IGN Presents: The History of Super Mario Bros". IGN. Retrieved April 12, 2019.
  19. ^ a b c d Iwata, Satoru (October 21, 2010). "Super Mario All-Stars : Of Course, the Way It Feels is Key". Iwata Asks. Nintendo. Retrieved April 12, 2019.
  20. ^ Iwata, Satoru (October 21, 2010). "Super Mario All-Stars : The History of Super Mario in One Game". Iwata Asks. Nintendo. Retrieved April 13, 2019.
  21. ^ Nintendo Power staff 1993, p. 22.
  22. ^ "Super NES Games" (PDF). Archived from the original (PDF) on 20 September 2008. Retrieved 31 July 2018.
  23. ^ Bivens, Danny (October 27, 2011). "Satellaview". Nintendo World Report. Retrieved April 14, 2019.
  24. ^ Harris, Craig (May 14, 2003). "E3 2003: Hands on: Super Mario Advance 4". IGN. Retrieved April 13, 2019.
  25. ^ Bee, Jonathan (January 27, 2016). "Super Mario Advance 4: Super Mario Bros. 3 Review (Wii U eShop / GBA)". Nintendo Life. Retrieved April 13, 2019.
  26. ^ a b Ashcraft, Brian (September 2, 2010). "Report: Wii Getting Super Mario All-Stars". Kotaku. Retrieved April 14, 2019.
  27. ^ a b "Super Mario All-Stars 25th Anniversary Edition (Wii) News, Reviews, Trailer & Screenshots". Nintendo Life. Retrieved April 14, 2019.
  28. ^ a b c d e f g h i j k l m McFerran, Damien (December 21, 2010). "Super Mario All-Stars 25th Anniversary Edition Review (Wii)". Nintendo Life. Retrieved April 14, 2019.
  29. ^ Kohler, Chris (January 7, 2011). "Nintendo May Reprint Sold-Out Mario All-Stars". Wired. Retrieved April 14, 2019.
  30. ^ Kohler, Chris (February 15, 2011). "Nintendo Will Ship More Mario All-Stars March 13". Wired. Retrieved April 14, 2019.
  31. ^ a b c d e f CVG staff 1993, p. 32.
  32. ^ a b c d e Edge staff 1993, p. 86.
  33. ^ Nintendo Power staff 1993, p. 105.
  34. ^ a b c d NMS staff 1993, p. 25.
  35. ^ a b O Malley, James (September 11, 2015). "30 Best-Selling Super Mario Games of All Time on the Plumber's 30th Birthday". Gizmodo. Retrieved April 22, 2019.
  36. ^ "Japan Platinum Game Chart". The Magic Box. Retrieved April 18, 2019.
  37. ^ a b CVG staff 1993, p. 31.
  38. ^ CVG staff 1993, p. 30.
  39. ^ a b c NMS staff 1993, p. 23-25.
  40. ^ NMS staff 1993, p. 23.
  41. ^ a b c d NMS staff 1993, p. 24.
  42. ^ Nintendo Power staff 1993, p. 16.
  43. ^ a b "Super Mario All-Stars: 25th Anniversary Edition for Wii Reviews". Metacritic. Retrieved April 22, 2019.
  44. ^ a b c d e f g h i Elston, Brett (December 11, 2010). "Super Mario All-Stars review". GamesRadar+. pp. 1–2. Retrieved April 26, 2019.
  45. ^ a b c d e f g George, Richard (December 10, 2010). "Mario All-Stars Limited Edition Review". IGN. Retrieved April 26, 2019.
  46. ^ a b c d Hernandez, Pedro (December 17, 2010). "Super Mario All-Stars Review". Nintendo World Report. Retrieved April 26, 2019.
  47. ^ a b c d e f g h Heisler, Steve (December 27, 2010). "Super Mario All-Stars Limited Edition". The A.V. Club. Retrieved April 26, 2019.
  48. ^ a b c d e f Howson, Greg (December 6, 2010). "Super Mario All-Stars 25th Anniversary – review". The Guardian. Retrieved April 26, 2019.
  49. ^ "Nintendo Co., Ltd. Financial Results Briefing for Fiscal Year Ended March 2011" (PDF). Nintendo. April 26, 2011. p. 5. Retrieved April 22, 2019.

Bibliography

[edit]