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Super Mario All-Stars

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Title Screen

Super Mario All-Stars

Developer: Nintendo
Publisher: Nintendo
Platform: SNES
Released in JP: July 14, 1993
Released in US: August 1, 1993
Released in EU: December 16, 1993


AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
PiracyIcon.png This game has anti-piracy features.


NotesIcon.png This game has a notes page
PrereleaseIcon.png This game has a prerelease article

Super Mario All-Stars is a collection of the four NES/Famicom Mario titles, upgraded to take advantage of the SNES's improved hardware. Unlike most SNES games, all of SMAS's graphics data is uncompressed.

In 2010, a completely unchanged port was released for the Wii.

General

Content not specific to any particular game.

Debug mode

To activate debugging features for all four games, either use the code 008C1E01 or set SRAM address 700007 to 01 in a debugger.

All games

  • L: freeze/unfreeze
  • R: advance one frame (while frozen)

Super Mario Bros./The Lost Levels

  • A: become Super Mario
  • X: become Fiery Mario
  • Select: free-roaming mode/invincibility

Super Mario Bros. 2

  • A: free-roaming mode
  • X: invincibility

Super Mario Bros. 3

  • A: free-roaming mode
  • X: change powerup/suit
  • Select: invincibility

(Note that this does NOT activate the debugging features left over from the NES version; the "new" method of changing suits is glitchy, does not apply the correct palette, and does not allow you to toggle Kuribo's Shoe!)

Placeholder Text

Some image banks in the ROM have placeholder text that marks where graphics will be loaded in-game.

Before After
Translation please? Neat, flash cards

The black text box is プレイヤー, translated as "Player", marking where the Player graphics are stored in VRAM. The three orange tiles are パワ床 (POW Block), スイショウ (Crystal), and フラスコ (Flask).

(Source: BMF54123, Tauwasser (Additional translation support))
Before After
The mushroom can't speak Japanese Mario & Luigi

Taken from the Battle Mode tile bank. Again, the black box is プレイヤー (Player), marking where Mario and Luigi's graphics are stored.

(Source: BMF54123, Tauwasser (Additional translation support))
Before After
Mario Teaches Hiragana It's a-me, Mario tiles

From the Super Mario Bros. 3 tileset, this text translates as "Mario, Luigi", and denotes the location of the player graphics.

(Source: BMF54123, Tauwasser (Additional translation support))
Before After
Crushed by orange block Oh, a lot of tiles here

This text block appears in both Super Mario Bros. and Super Mario Bros. 2. BGカキカエ エリア translates as BG Transfer Area. This is used to indicate the location of animated background tiles in VRAM.

(Source: BMF54123, Tauwasser (Additional translation support))
Before After
Well he did date like 3 women at once so I guess he is There's a giant Mario RUN FOR YOUR LIVES

Hopefully this doesn't need translating. "PLAYER" marks the slot for player graphics in the Super Mario Bros. ending sequence.

Unused Pause Screen Option

Precursor to the Virtual Boy

Found in all version of Super Mario All-Stars, this text is located with the rest of the pause menu graphics. またもうやめ translates as "Take a Break". What this would actually do is unknown.

(Source: BMF54123, Tauwasser (Additional translation support))

Anti-piracy

As a means of copy protection, all versions of Super Mario All-Stars perform a check to see how much SRAM is present. The game writes a value to $702000, and then compares it with the value at $700000. If the values match (due to address mirroring), it means 8 KB of SRAM is present, and the cart is likely genuine. However, if the values are different, it means more than 8 KB of SRAM is present, and the game is likely running on a copier; if this is the case, the game stops and throws up a warning message. The message text differs between versions, but the location of the routine is always the same; to trigger it, use the PAR code 1180508F and choose Super Mario Bros. 2/Super Mario USA from the game menu.

Super Mario Bros.

The game that started this whole mess.

Unused Graphics

Yes, even this port has unused graphics.

End Text

So is this the end?

Ending text graphics appear after the Princess Toadstool sprites. This is supposed to be for...well, The End.

Okay, okay! I get it!

This is probably supposed to be animated. This is what it would look like.

Pause Graphic

Make me

The use for this is obvious. This might have appeared on screen before the save menu was implemented.

Work-in-progress Mario sprites

Auditions for Super Mario All-Stars

This page appears to have been used as a "scratch pad" for testing multiple variations of some common Mario poses. None of these graphics are used by the game itself.

Early Toad/Mushroom Retainer Graphics

Unused Toad Graphics

An early Mushroom Retainer. Oddly enough, when he jumps, it appears that his pants fall off. These sprites do in fact differ from the final Mushroom Retainer graphics used in-game.

16-bit NES Super Mario Bros. Tiles

16-bit NES Tiles 16-bit renditions of the original 8-bit Super Mario Bros. tiles.

Super Mario Bros. 2

Also known as "Super Mario Bros. USA" and "Doki Doki Panic Romhack"

Unused Graphics

Tiny Slots Icons

Not big enough for the SNES, apparently

These slot graphics are based off of the NES version. However, that tiny 7 is brand new! These were discarded for the larger slot icons.

Tomato

Don't eat these, John Gerard told me they were poisonous

This tomato is supposed to appear in Wart's boss chamber, as it does in the NES version, but it's replaced by the cabbage-looking thing found in World 2.

Bricks from the NES version

SMAS SMB2 WartBricks.png

Via the Debug Mode, it's possible to see a wall of otherwise-unused colored bricks placed to the right of Wart's chamber. These are styled after the bricks used in the NES version, and were replaced with a completely different design in the remake... though evidently not completely replaced.

Unused Music

This fanfare, not found in the NES version, is unused. Possibly intended for a slots win?

Super Mario Bros. 3

Since this was essentially a direct port of the NES game, this has the most unused content! For more information see the Super Mario Bros. 3 article.

Sub-Pages

SMASHammer7.png
Unused Levels
They're still in the game!
SMASAltKoopa.gif
Unused Graphics
Some new, some updated, some unchanged.

Old Debug Mode

Kuribo on the go

While a new debug mode was put into the game, the old NES debug mode can still be accessed. It can be enabled with the code 7E016080. Unfortunately this doesn't seem to activate the level select.

Press Select to cycle through Mario's forms. Press A / B / X / Y and Select to toggle the Kuribo's Shoe power-up.


(Source: BMF54123)

Unused Spade Game Behavior

Just like in the original game, the slot machine game has an unused counter variable which controls how many times you get to play. Setting the value at address 0x7E1019 to any value besides 00 during the game will allow you to keep trying until either you win, or the counter reaches zero (whichever comes first). Simply press A, B, or Start to spin the reels again.

Unused Enemies

Like in the original Super Mario Bros. 3, two enemies remain unused in the remake. Still, their graphics were updated for the SNES.

Gold Cheep-Cheep

Shiny!

A gold version of the Cheep-Cheep enemy. These only appear in the seventh unused level, and always come in groups of three. They swim faster than normal Cheep-Cheeps, in a wave-like motion.

Green Para-Beetle

Green!

A faster green version of the Para-Beetle enemy. These enemies only appear in the ninth and tenth unused levels. They can only be generated by the otherwise unused Para-Beetle spawner.

Unused Text

This text is found near the Super Mario Bros. 3 graphics. Probably development text that was left in the ROM.

NAK1989 S-CG-CADVer1.23 9b0 26