Super Mario All-Stars: Difference between revisions

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(→‎Gameplay: Realized that this might work better on the glitches page for SMB3 since it isn't a deliberate gameplay change.)
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As noted in the respective sections below, with the exception of ''Super Mario Bros. 2'' (which had such from the start), there is now background music for the title screens, each of which playing a cover version of the underwater level theme composed of a harmonica, harp, and jazz-styles respectively.
As noted in the respective sections below, with the exception of ''Super Mario Bros. 2'' (which had such from the start), there is now background music for the title screens, each of which playing a cover version of the underwater level theme composed of a harmonica, harp, and jazz-styles respectively.
Although the default control scheme is similar to ''Super Mario World'' (albeit with the Spin Jump being replaced with the normal jump), an in-game option allows to use {{button|Snes|B}} as a dash/attack button like the original NES versions; a similar option would be featured in later 2D platformers (except for ''[[New Super Mario Bros. Wii]]'').
===Changes to ''Super Mario Bros.'' and ''Super Mario Bros.: The Lost Levels''===
===Changes to ''Super Mario Bros.'' and ''Super Mario Bros.: The Lost Levels''===
{{rewrite-expand|Revert back to a bullet list-based format. Writting this kind of stuff in prose just makes it harder to locate information}}
{{rewrite-expand|Revert back to a bullet list-based format. Writting this kind of stuff in prose just makes it harder to locate information}}
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There are graphical enhancements for all settings. Grassland levels have grass on the ground (the ground is no longer made of blocks). All levels have backgrounds (for example, levels that take place at night have a twinkling star background, while athletic levels either have a waterfall background for those with elevated grass platforms and bridge levels have pillars with Goomba statues on top of them as supports). Almost every overworld level except for the ones taking place at night feature mountains in the background, even the ones that originally used the trees-and-fences scenery. [[World 3 (Super Mario Bros.)|Worlds 3]], [[World 5 (Super Mario Bros.)|5]], and [[World 7 (Super Mario Bros.)|7]] make their being in a setting covered in snow more clear by adding snow to the ground, as originally, it was only implied to be covered in snow due to the bushes being white (this does not affect gameplay). Underground levels show a wall in the background. Underwater levels have a distortion effect. Many levels that had snow in the original Japanese ''Super Mario Bros. 2'' do not have it in the ''Super Mario Bros.: The Lost Levels'' edition, including [[World 3-3 (Super Mario Bros.: The Lost Levels)|Worlds 3-3]], [[World 7-1 (Super Mario Bros.: The Lost Levels)|7-1]], [[World 7-2 (Super Mario Bros.: The Lost Levels)|7-2]], [[World 7-3 (Super Mario Bros.: The Lost Levels)|7-3]], [[World 8-1 (Super Mario Bros.: The Lost Levels)|8-1]], [[World C-3|C-3]], [[World D-1|D-1]], [[World D-2|D-2]], and [[World D-3|D-3]]. Snow was introduced into [[World C-1]], although it is only an aesthetic difference. Due to the improved color palette of the SNES, color schemes are now more consistent depending on the level environment, as opposed to having their own unique color scheme due to the NES having a limited color palette: green enemies and items are always green (as opposed to being teal in underground and castle levels and gray in underwater levels). (This applies to [[Koopa Troopa]]s, [[Piranha Plant]]s, [[Hammer Brother]]s, the outline of a [[Lakitu]], the spots of a [[1-Up Mushroom]], [[Super Spring]]s, and [[wind]].) The color of [[Blooper]]s was changed from white to pink (including even the flying Bloopers in ''Super Mario Bros.: The Lost Levels''), and gray [[Cheep Cheep]]s are now green. However, Goombas, which are normally brown, stay blue in underground levels; but become brownish gray in castle levels (in contrast to the original game where they're light gray in castle levels). Only underwater Goombas now being recolored into their "normal" colors. Warp Pipes now only come in two colors (green and silver, the latter only appearing in "winter" levels) instead of four (green, silver, orange, and purple, the last two only appearing in World 4-2's second Warp Zone leading to Worlds 6, 7, and 8 and World 8-4's brief underwater section, respectively; they are more common in ''The Lost Levels''), and all pipes seen inside castles are now colored green instead of silver. [[Bullet Bill]]s' arms are now animated, and [[Bowser]] now resembles his ''[[Super Mario Bros. 3]]'' redesign. [[World 6-3 (Super Mario Bros.)|World 6-3]] in the first game and Worlds 7-3 and C-3 in ''Super Mario Bros.: The Lost Levels'' are now depicted as having the same color standard as in [[World 3 (Super Mario Bros.)|Worlds 3-3]] and [[World 2-3 (Super Mario Bros.: The Lost Levels)|2-3]], respectively, as originally, they were completely monochrome. There are parallax scrolling layers in the background. Secret underground levels have a picture of [[Mario]] or [[Luigi]] showing a V sign in the background, which are labeled "Bonus". This is also seen in [[Coin Heaven]]. Underground levels like [[World 1-2 (Super Mario Bros.)|World 1-2]] place an echo effect on all sounds. Lava is no longer just a recolor of water and boils. ''Super Mario Bros.'' and ''Super Mario Bros.: The Lost Levels'' do not have the same graphics as each other to begin with. For instance, the ground is covered by blocks in most of the levels of the original, whereas the ground is mainly covered by dirt in ''Super Mario Bros.: The Lost Levels''. In ''Super Mario All-Stars'', the graphics of all the games were improved, and ''Super Mario Bros.: The Lost Levels'' was made to look exactly the same as the graphically-improved version of ''Super Mario Bros.'' released on the same cartridge. [[World 9 (Super Mario Bros.: The Lost Levels)|World 9]]'s graphics were made to look exactly the same as the graphics within the rest of the worlds, unlike the deliberately glitch-like appearance from the original game. The wall before the flagpole near the end of World 5-1 in ''The Lost Levels'', originally made out of ground tiles, is now made out of blocks as if it were a staircase.
* There are graphical enhancements for all settings.  
** Grassland levels have grass on the ground (the ground is no longer made of blocks).  
** All levels have backgrounds (for example, levels that take place at night have a twinkling star background, while athletic levels either have a waterfall background for those with elevated grass platforms and bridge levels have pillars with Goomba statues on top of them as supports).  
** Almost every overworld level except for the ones taking place at night feature mountains in the background, even the ones that originally used the trees-and-fences scenery.  
** [[World 3 (Super Mario Bros.)|Worlds 3]], [[World 5 (Super Mario Bros.)|5]], and [[World 7 (Super Mario Bros.)|7]] make their being in a setting covered in snow more clear by adding snow to the ground, as originally, it was only implied to be covered in snow due to the bushes being white (this does not affect gameplay). Underground levels show a wall in the background.  
** Underwater levels have a distortion effect.  
** Many levels that had snow in the original Japanese ''Super Mario Bros. 2'' do not have it in the ''Super Mario Bros.: The Lost Levels'' edition, including [[World 3-3 (Super Mario Bros.: The Lost Levels)|Worlds 3-3]], [[World 7-1 (Super Mario Bros.: The Lost Levels)|7-1]], [[World 7-2 (Super Mario Bros.: The Lost Levels)|7-2]], [[World 7-3 (Super Mario Bros.: The Lost Levels)|7-3]], [[World 8-1 (Super Mario Bros.: The Lost Levels)|8-1]], [[World C-3|C-3]], [[World D-1|D-1]], [[World D-2|D-2]], and [[World D-3|D-3]]. Snow was introduced into [[World C-1]], although it is only an aesthetic difference.  
** Due to the improved color palette of the SNES, color schemes are now more consistent depending on the level environment, as opposed to having their own unique color scheme due to the NES having a limited color palette: green enemies and items are always green (as opposed to being teal in underground and castle levels and gray in underwater levels). (This applies to [[Koopa Troopa]]s, [[Piranha Plant]]s, [[Hammer Bro]]thers, the outline of a [[Lakitu]], the spots of a [[1-Up Mushroom]], [[Super Spring]]s, and [[wind]].)  
** The color of [[Blooper]]s was changed from white to pink (including even the flying Bloopers in ''Super Mario Bros.: The Lost Levels''), and gray [[Cheep Cheep]]s are now green.
** Goombas, which are normally brown, stay blue in underground levels; but become brownish gray in castle levels (in contrast to the original game where they're light gray in castle levels). Only underwater Goombas now being recolored into their "normal" colors.  
** Warp Pipes now only come in two colors (green and silver, the latter only appearing in "winter" levels) instead of four (green, silver, orange, and purple, the last two only appearing in World 4-2's second Warp Zone leading to Worlds 6, 7, and 8 and World 8-4's brief underwater section, respectively; they are more common in ''The Lost Levels''), and all pipes seen inside castles are now colored green instead of silver.  
** [[Bullet Bill]]s' arms are now animated.
** [[Bowser]] now resembles his ''[[Super Mario Bros. 3]]'' design.
** [[World 6-3 (Super Mario Bros.)|World 6-3]] in the first game and Worlds 7-3 and C-3 in ''Super Mario Bros.: The Lost Levels'' are now depicted as having the same color standard as in [[World 3 (Super Mario Bros.)|Worlds 3-3]] and [[World 2-3 (Super Mario Bros.: The Lost Levels)|2-3]], respectively, as originally, they were completely monochrome.  
*There are parallax scrolling layers in the background.  
* Secret underground levels have a picture of [[Mario]] or [[Luigi]] showing a V sign in the background, which are labeled "Bonus". This is also seen in [[Coin Heaven]].  
* Underground levels like [[World 1-2 (Super Mario Bros.)|World 1-2]] place an echo effect on all sounds.  
* Lava is no longer just a recolor of water and boils.  
* ''Super Mario Bros.: The Lost Levels'' had most of its graphics made updated to be consistent with the remade original game, whereas the original Famicom versions do not have the same graphics as each other.  
** For instance, the ground is covered by blocks in most of the levels of the original, whereas the ground is mainly covered by dirt in ''Super Mario Bros.: The Lost Levels''. In ''Super Mario All-Stars'', the graphics of all the games were improved, and ''Super Mario Bros.: The Lost Levels'' was made to look exactly the same as the graphically-improved version of ''Super Mario Bros.'' released on the same cartridge.  
** [[World 9 (Super Mario Bros.: The Lost Levels)|World 9]]'s graphics were made to look exactly the same as the graphics within the rest of the worlds, unlike the deliberately glitch-like appearance from the original game.  
** The wall before the flagpole near the end of World 5-1 in ''The Lost Levels'', originally made out of ground tiles, is now made out of blocks as if it were a staircase.


Luigi is now no longer a simple recolor of Mario, the Bros.' standing pose is different and now resembles their design from ''[[Super Mario Bros. 3]]'', but with the shirt and overall colors swapped and recolored, and [[Fire Mario]] and Fire Luigi are no longer colored the same, having the shirt/overall colors swapped; Mario received a blue shirt and red overalls (similar to Mario's original outfit from his debut in ''[[Donkey Kong (game)|Donkey Kong]]'' and his outfit in the DIC cartoons) while Fire Mario received a red shirt and white overalls (similar to Super Mario's outfit from the DIC cartoons), and Luigi received a purple shirt and green overalls (similar to Luigi's outfit from ''[[Super Mario Bros. 2]]'' and his outfit in the DIC cartoons) while Fire Luigi received a green shirt and white overalls (similar to Super Luigi's outfit from the DIC cartoons). When a brother enters a bigger castle, he takes the middle door rather than the left one. Before vanishing in a door, he faces the screen and shows a V sign with his fingers. The Bros. also do this when entering a pipe from above. The sprites for power-up items and [[Princess Peach|Princess Toadstool]] are now based on their ''Super Mario Bros. 3'' counterparts as well.
* Luigi is no longer a simple recolor of Mario, the Bros.' standing pose is different and now resembles their design from ''[[Super Mario Bros. 3]]'', but with the shirt and overall colors swapped and recolored.
** [[Fire Mario]] and Fire Luigi are no longer colored the same, having the shirt/overall colors swapped; Mario received a blue shirt and red overalls (similar to Mario's original outfit from his debut in ''[[Donkey Kong (game)|Donkey Kong]]'' and his outfit in the DIC cartoons) while Fire Mario received a red shirt and white overalls (similar to Super Mario's outfit from the DIC cartoons), and Luigi received a purple shirt and green overalls (similar to Luigi's outfit from ''[[Super Mario Bros. 2]]'' and his outfit in the DIC cartoons) while Fire Luigi received a green shirt and white overalls (similar to Super Luigi's outfit from the DIC cartoons).  
** When a brother enters a bigger castle, he takes the middle door rather than the left one.  
*** Before vanishing in a door, he faces the screen and shows a V sign with his fingers.  
**** The Bros. also do this when entering a pipe from above.  
**The sprites for power-up items and [[Princess Peach|Princess Toadstool]] are now based on their updated ''Super Mario Bros. 3'' counterparts as well.
* As opposed to simply standing on the ground, [[Toad (species)|Toads]] are now found in sacks, which they somehow escape from after Mario or Luigi come
** Also, rather than rescuing a single Toad in every castle, the player rescues multiple Toads based on the world they are in (two Toads in [[World 2 (Super Mario Bros.)|World 2]], three Toads in [[World 3 (Super Mario Bros.)|World 3]], and so on; completing Worlds A-C in ''The Lost Levels'' will now result in Mario/Luigi rescuing five, six, and seven Toads, respectively).
** They always have a different animation when Mario rescues them from a sack.
* The final scene where Mario rescues Princess Toadstool has also been changed.
** She is now held in a cage above lava which Mario (or Luigi, if the player is playing as him) jumps into from the side, and if the player is [[Small Mario]], a [[Super Mushroom]] will drop down and make him [[Super Mario (form)|Super Mario]]. There is then a zoom-in showing Toadstool kissing Mario on the cheek; in ''[[Super Mario Bros.]]'', he blushes; in ''[[Super Mario Bros.: The Lost Levels]]'', his eyes become heart-shaped except in [[World D]], where he blushes. The endings of both games were also made uniform: there is no Warp Door in ''The Lost Levels'' leading to Peach after Bowser or Fake Bowser (in the original) is defeated, and there is no cutscene showing the black background in the castle levels turning sky blue and the seven Toads returning and circling Mario/Luigi and Peach and exclaiming "Thank you Mario/Luigi!". The walkthrough map included in ''Nintendo Power'' issue 52 (September 1993), however, indicated that it was originally planned that the ending would be similar to that of the original ''Super Mario Bros.''<ref>https://twitter.com/Arc_Hound/status/1074723433508978688</ref> In World 8-4 of both games, the text now says, ''"Thank you Mario/Luigi! The kingdom is saved! Now try a more difficult quest..."'' rather than ''"Thank you Mario! Your quest is over. We present you a new quest. Push button B to select a world."'' in the first game, or ''"Peace is paved/With the kingdom saved/Hurrah to Mario (Luigi)/Our only hero/This ends our trip/After a long friendship."'' in ''Super Mario Bros.: The Lost Levels''. In World [[Hard Mode|*]]8-4 in the first game and World D-4 in ''Super Mario Bros.: The Lost Levels'', the text has been changed to ''"Thank you Mario/Luigi for restoring peace to our kingdom. Hurrah to our hero, Mario/Luigi!"''.


As opposed to simply standing on the ground, [[Toad (species)|Toads]] are now found in sacks, which they somehow escape from after Mario or Luigi come. Also, rather than rescuing a single Toad in every castle, the player rescues multiple Toads based on the world they are in (two Toads in [[World 2 (Super Mario Bros.)|World 2]], three Toads in [[World 3 (Super Mario Bros.)|World 3]], and so on; completing Worlds A-C in ''The Lost Levels'' will now result in Mario/Luigi rescuing five, six, and seven Toads, respectively). They always have a different animation when Mario rescues them from a sack. The final scene where Mario rescues Princess Toadstool has also been changed. She is now held in a cage above lava which Mario (or Luigi, if the player is playing as him) jumps into from the side, and if the player is [[Small Mario]], a [[Super Mushroom]] will drop down and make him [[Super Mario (form)|Super Mario]]. There is then a zoom-in showing Toadstool kissing Mario on the cheek; in ''[[Super Mario Bros.]]'', he blushes; in ''[[Super Mario Bros.: The Lost Levels]]'', his eyes become heart-shaped except in [[World D]], where he blushes. The endings of both games were also made uniform: there is no Warp Door in ''The Lost Levels'' leading to Peach after Bowser or Fake Bowser (in the original) is defeated, and there is no cutscene showing the black background in the castle levels turning sky blue and the seven Toads returning and circling Mario/Luigi and Peach and exclaiming "Thank you Mario/Luigi!". The walkthrough map included in ''Nintendo Power'' issue 52 (September 1993), however, indicated that it was originally planned that the ending would be similar to that of the original ''Super Mario Bros.''<ref>https://twitter.com/Arc_Hound/status/1074723433508978688</ref> In World 8-4 of both games, the text now says, ''"Thank you Mario/Luigi! The kingdom is saved! Now try a more difficult quest..."'' rather than ''"Thank you Mario! Your quest is over. We present you a new quest. Push button B to select a world."'' in the first game, or ''"Peace is paved/With the kingdom saved/Hurrah to Mario (Luigi)/Our only hero/This ends our trip/After a long friendship."'' in ''Super Mario Bros.: The Lost Levels''. In World [[Hard Mode|*]]8-4 in the first game and World D-4 in ''Super Mario Bros.: The Lost Levels'', the text has been changed to ''"Thank you Mario/Luigi for restoring peace to our kingdom. Hurrah to our hero, Mario/Luigi!"''.
* The bricks of [[fortress]]es, [[castle]]s and the castle walls of [[World 8-3 (Super Mario Bros.)|World 8-3]] of ''Super Mario Bros.'' and [[World 8-2 (Super Mario Bros.: The Lost Levels)|Worlds 8-2]], [[World 8-3 (Super Mario Bros.: The Lost Levels)|8-3]] and [[World D-3|D-3]] of ''Super Mario Bros.: The Lost Levels'' are made more distinct from the normal [[Brick Block|brick]]s.  
** Originally, they were normal bricks, but could not be broken and were only scenery.  


The bricks of [[fortress]]es, [[castle]]s and the castle walls of [[World 8-3 (Super Mario Bros.)|World 8-3]] of ''Super Mario Bros.'' and [[World 8-2 (Super Mario Bros.: The Lost Levels)|Worlds 8-2]], [[World 8-3 (Super Mario Bros.: The Lost Levels)|8-3]] and [[World D-3|D-3]] of ''Super Mario Bros.: The Lost Levels'' are made more distinct from the normal [[Brick Block|brick]]s. Originally, they were normal bricks, but could not be broken and were only scenery. Bowser's Castle is distinguished from the other castles by having thunder and lightning occur in the background.  
* Bowser's Castle is distinguished from the other castles by having thunder and lightning occur in the background.  


[[World 9 (Super Mario Bros.: The Lost Levels)|World 9]]'s water levels now have a proper underwater background. The gray-colored enemies in this world, including Goombas and green Koopa Troopas and Paratroopas, are all now colored normally.
*[[World 9 (Super Mario Bros.: The Lost Levels)|World 9]]'s water levels now have a proper underwater background.  
**The gray-colored enemies in this world, including Goombas and green Koopa Troopas and Paratroopas, are all now colored normally.


For unknown reasons, in ''Super Mario Bros.'' and ''Super Mario Bros.: The Lost Levels'' [[Fire Mario|Fire Mario/Luigi]] (while airborne or underwater) is not completely animated when throwing [[fireball]]s, just like how water and lava were not animated in the original games.
* For unknown reasons, in ''Super Mario Bros.'' and ''Super Mario Bros.: The Lost Levels'' [[Fire Mario|Fire Mario/Luigi]] (while airborne or underwater) is not completely animated when throwing [[fireball]]s, just like how water and lava were not animated in the original games.


====Gameplay====
====Gameplay====
The player starts out with five lives instead of three, and gaining more than 128 lives just maxes out the life counter at 128, unlike the [[Nintendo Entertainment System|NES]] version where the next display of the lives screen gives a [[Game Over]]. The level introduction screen, which shows how many lives the player has remaining, also gives a brief overview of up to five enemies appearing in the level, excluding Piranha Plants. For example, the World 1-1 introduction shows [[Goomba]]s and [[Koopa Troopa]]s. The castle introductions only show Bowser, even if other enemies appear in the level. Worlds 2-3 and 6-3 show the fewest non-Bowser, non-Piranha Plant enemies in the screen, with only one each: Cheep Cheeps and Bullet Bills in the former and latter, respectively. Despite some levels such as Worlds 5-2 and 6-2 from the first ''Super Mario Bros.'' featuring hidden underwater sections, and therefore featuring Bloopers and Cheep Cheeps among the enemies encountered, those enemies are not featured in their respective screens.
* The player starts out with five lives instead of three, and gaining more than 128 lives just maxes out the life counter at 128, unlike the [[Nintendo Entertainment System|NES]] version where the next display of the lives screen gives a [[Game Over]].  
* The level introduction screen, which shows how many lives the player has remaining, also gives a brief overview of up to five enemies appearing in the level, excluding Piranha Plants.  
** For example, the World 1-1 introduction shows [[Goomba]]s and [[Koopa Troopa]]s.  
** The castle introductions only show Bowser, even if other enemies appear in the level.  
** Worlds 2-3 and 6-3 show the fewest non-Bowser, non-Piranha Plant enemies in the screen, with only one each: Cheep Cheeps and Bullet Bills in the former and latter, respectively.
**  Despite some levels such as Worlds 5-2 and 6-2 from the first ''Super Mario Bros.'' featuring hidden underwater sections, and therefore featuring Bloopers and Cheep Cheeps among the enemies encountered, those enemies are not featured in their respective screens.


Destroying a [[Brick Block|brick]] has a different effect. Originally, Mario and Luigi rebound downward quickly just like hitting any indestructible block. In ''Super Mario All-Stars'', however, he continues going upwards, then falls back down more slowly. These two installments in ''Super Mario All-Stars'' are the only ''[[Super Mario (franchise)|Super Mario]]'' games to ever have this effect; even in the ''Super Mario All-Stars'' version of ''Super Mario Bros. 3'', Mario and Luigi rebound downward quickly like in the original NES version. Mario gets hurt if he hits the upper mouth of [[Piranha Plant]]s, while in the original ''Super Mario Bros.'', the upper pixels of the Piranha Plant's mouth do not harm Mario or Luigi.
* Destroying a [[Brick Block|brick]] has a different effect.
** Originally, Mario and Luigi rebound downward quickly just like hitting any indestructible block. In ''Super Mario All-Stars'', however, he continues going upwards, then falls back down more slowly. These two installments in ''Super Mario All-Stars'' are the only ''[[Super Mario (franchise)|Super Mario]]'' games to ever have this effect; even in the ''Super Mario All-Stars'' version of ''Super Mario Bros. 3'', Mario and Luigi rebound downward quickly like in the original NES version.  
* Mario gets hurt if he hits the upper mouth of [[Piranha Plant]]s, while in the original ''Super Mario Bros.'', the upper pixels of the Piranha Plant's mouth do not harm Mario or Luigi.
* There were several bug fixes.
** Similarly to the original games' PAL revision, an extra block was added on top of the pipe at the end of underwater levels, preventing Mario and Luigi from getting stuck.
** When Mario has more than nine lives, they are displayed correctly.
**Glitches such as [[Minus World]], Mushroom Magic, Small Fire Mario and Stuck Underwater were fixed and removed, although Mario can still walk through the wall into the [[Warp Zone]]. The left pipe will still warp to [[World 4 (Super Mario Bros.)|World 4]], however.


There were several bug fixes. Similarly to the original games' PAL revision, an extra block was added on top of the pipe at the end of underwater levels, preventing Mario and Luigi from getting stuck. When Mario has more than nine lives, they are displayed correctly. Glitches such as [[Minus World]], Mushroom Magic, Small Fire Mario and Stuck Underwater were fixed and removed, although Mario can still walk through the wall into the [[Warp Zone]]. The left pipe will still warp to [[World 4 (Super Mario Bros.)|World 4]], however.
* Jumping over a flagpole, although only possible in some non-castle levels, will no longer result in Mario/Luigi being trapped in an endless looping void until the time runs out should the flagpole disappear offscreen if they venture too far; instead, the level stops scrolling once the fortress/castle is in full view, and an invisible barrier at the right side of the screen prevents Mario/Luigi from venturing further beyond the other side of the flagpole.


Jumping over a flagpole, although only possible in some non-castle levels, will no longer result in Mario/Luigi being trapped in an endless looping void until the time runs out should the flagpole disappear offscreen if they venture too far; instead, the level stops scrolling once the fortress/castle is in full view, and an invisible barrier at the right side of the screen prevents Mario/Luigi from venturing further beyond the other side of the flagpole.
* Time is converted to points in castle levels.


Time is converted to points in castle levels.
* During a Game Over, the player is asked to continue, save and continue, or save and quit.
** Mario or Luigi appears at the bottom, next to the logo of the current game (this also applies on the Time Up screen). Similarly, this Game Over screen replaces World 9's unique Game Over screen, and thus cuts out "Mario"'s message to the player.


During a Game Over, the player is asked to continue, save and continue, or save and quit. Mario or Luigi appears at the bottom, next to the logo of the current game (this also applies on the Time Up screen). Similarly, this Game Over screen replaces World 9's unique Game Over screen, and thus cuts out "Mario"'s message to the player.
* In ''Super Mario Bros.: The Lost Levels'', if the player decides to continue after a Game Over, they will start over at the beginning of the current level, rather than the current world as in the original version. In ''Super Mario Bros.'', however, they will start over at the beginning of the world, just like in the original when the player does the special button combination after losing all their lives.


In ''Super Mario Bros.: The Lost Levels'', if the player decides to continue after a Game Over, they will start over at the beginning of the current level, rather than the current world as in the original version. In ''Super Mario Bros.'', however, they will start over at the beginning of the world, just like in the original when the player does the special button combination after losing all their lives.
* In [[World 8 (Super Mario Bros.)|World 8-3]] of ''Super Mario Bros.'', the separate brick walls in the background are now replaced with a single, continuous wall, thus revealing the existence of a hidden coin block hidden in the last wall of the original version (whose existence is only given away by a faint white line located just above it).  
** Additionally, the scenery behind the brick walls in the original are now in front of the walls and therefore are now completely visible.


In [[World 8 (Super Mario Bros.)|World 8-3]] of ''Super Mario Bros.'', the separate brick walls in the background are now replaced with a single, continuous wall, thus revealing the existence of a hidden coin block hidden in the last wall of the original version (whose existence is only given away by a faint white line located just above it). Additionally, the scenery behind the brick walls in the original are now in front of the walls and therefore are now completely visible.
* In the more difficult quest, there is now a star to the left of the world's name and number. Since Mario/Luigi's form, coins, and score are retained upon starting the second quest, this marks the only time he ever gets a [[Fire Flower]] from the first [[? Block]] (after the first [[Goomba]]) containing a power-up.


In the more difficult quest, there is now a star to the left of the world's name and number. Since Mario/Luigi's form, coins, and score are retained upon starting the second quest, this marks the only time he ever gets a [[Fire Flower]] from the first [[? Block]] (after the first [[Goomba]]) containing a power-up.
* In a two-player game, the second player now starts after the first player finishes a level as well as after they lose a life, and vice versa, like in ''Super Mario Bros. 3''.


In a two-player game, the second player now starts after the first player finishes a level as well as after they lose a life, and vice versa.
* ''Super Mario Bros.: The Lost Levels'' can be saved at any time. Unlike in ''Super Mario Bros.'' on the same cartridge, the game remembers the exact level the player is on, and not just the world. According to the instruction booklet, this is because the game is much harder than the original.


''Super Mario Bros.: The Lost Levels'' can be saved at any time. Unlike in ''Super Mario Bros.'' on the same cartridge, the game remembers the exact level the player is on, and not just the world. According to the instruction booklet, this is because the game is much harder than the original.
* Players only have to complete ''Super Mario Bros.: The Lost Levels'' once to reach [[World A|Worlds A]] through [[World D|D]].


Players only have to beat the game once to reach [[World A|Worlds A]] through [[World D|D]].
* In the secret section of [[World 1-2 (Super Mario Bros.: The Lost Levels)|World 1-2]] (where the player enters the pipe to World 4), the water pools were replaced by lava. However, the effects are the same: if Mario falls in, he loses one life.
** Similarly, the water in the first pit encountered in the level (after the Koopa Paratroopa) is removed in this version.


In the secret section of [[World 1-2 (Super Mario Bros.: The Lost Levels)|World 1-2]] (where the player enters the pipe to World 4), the water pools were replaced by lava. However, the effects are the same: if Mario falls in, he loses one life. Similarly, the water in the first pit encountered in the level (after the Koopa Paratroopa) is removed in the SNES version.
* In World 8, the [[Hammer Bro]]thers perpetually charge at the player. On the SNES, this behavior was added to [[World 7 (Super Mario Bros.: The Lost Levels)|Worlds 7]], [[World 9 (Super Mario Bros.: The Lost Levels)|9]] and Worlds A-D as well.


In World 8, the [[Hammer Bro]]thers perpetually charge at the player. On the SNES, this behavior was added to [[World 7 (Super Mario Bros.: The Lost Levels)|Worlds 7]], [[World 9 (Super Mario Bros.: The Lost Levels)|9]] and Worlds A-D as well.
* In the original game, Bowser and his fakes only have hammers in Worlds 6-8. The SNES remake gives them hammers in Worlds 9 and A-D, as well, although they lose their ability to breathe fire.


In the original game, Bowser and his fakes only have hammers in Worlds 6-8. The SNES remake gives them hammers in Worlds 9 and A-D, as well, although they lose their ability to breathe fire.
* The [[fake Bowser]]s in Worlds A-C now have new true forms (a red Koopa Troopa, a Cheep Cheep, and a Bullet Bill, respectively), and the final fake Bowser in World D (actually a Spiny) is replaced with the actual Bowser (his sprite is simply flipped upside-down instead of turning into an upside-down Spiny).  
** Similarly, the [[Bowser's Brother]]s in Worlds 8-4 and 9-3 are now indistinguishable from the real Bowser due to them looking exactly alike and are no longer blue, while the fake Bowser's Brother in World D (also a Spiny) is replaced with the actual, although recolored, Bowser's Brother.


The [[fake Bowser]]s in Worlds A-C now have new true forms (a red Koopa Troopa, a Cheep Cheep, and a Bullet Bill, respectively), and the final fake Bowser in World D (actually a Spiny) is replaced with the actual Bowser (his sprite is simply flipped upside-down instead of turning into an upside-down Spiny). Similarly, the [[Bowser's Brother]]s in Worlds 8-4 and 9-3 are now indistinguishable from the real Bowser due to them looking exactly alike and are no longer blue, while the fake Bowser's Brother in World D (also a Spiny) is replaced with the actual, although recolored, Bowser's Brother.
* The green [[Super Spring]]s of [[World B-1]] and [[World B-3]] were changed to red [[Trampoline|Jumping board]]s.


The green [[Super Spring]]s of [[World B-1]] and [[World B-3]] were changed to red [[Trampoline|Jumping board]]s.
* The castle terrain of World 9-3 (whose background is sky blue instead of black) are now recolored brown instead of gray like in the original (and in the ending cutscene).


The castle terrain of World 9-3 (whose background is sky blue instead of black) are now recolored brown instead of gray like in the original (and in the ending cutscene).
* Due to the castle walls in Worlds 8-2, 8-3, and D-3 being replaced, the bricks hidden within them are now [[Hidden Block]]s instead.


Due to the castle walls in Worlds 8-2, 8-3, and D-3 being replaced, the bricks hidden within them are now [[Hidden Block]]s instead.
* The player can play World 9's levels as many times as they like upon unlocking it via the level select. Originally, the world would keep looping back upon itself until the player received a Game Over, after which they had to restart the game from the beginning if they wanted to replay World 9.


The player can play World 9's levels as many times as they like upon unlocking it via the level select. Originally, the world would keep looping back upon itself until the player received a Game Over, after which they had to restart the game from the beginning if they wanted to replay World 9.
* All Goombas in Worlds A, B, C, and D are replaced with [[Buzzy Beetle]]s. As a result, World 8-1 (or World 9-4, if no Warp Zones were used) is the last normal level where Goombas appear in this version.


All Goombas in Worlds A, B, C, and D are replaced with [[Buzzy Beetle]]s. As a result, World 8-1 (or World 9-4, if no Warp Zones were used) is the last normal level where Goombas appear in this version.
* Running out of time as Fire Mario will no longer result in the player seeing a dead Mario sprite with Fire Mario's colors.


Running out of time as Fire Mario will no longer result in the player seeing a dead Mario sprite with Fire Mario's colors.
* In the original version of World 9, the player only had one life, regardless of how many lives were left after beating the first eight worlds without warping, while in ''All-Stars'', they keep the number of lives they had if they beat the first eight worlds without warping.


In the original version of World 9, the player only had one life, regardless of how many lives were left after beating the first eight worlds without warping, while in ''All-Stars'', they keep the number of lives they had if they beat the first eight worlds without warping.
* Worlds A-C no longer have checkpoints, not even outside castle levels, much like World 8 in both ''Super Mario Bros.'' and ''The Lost Levels'', while in the original, only Worlds 8 and D lacked checkpoints outside of castle levels.


Worlds A-C no longer have checkpoints, not even outside castle levels, much like World 8 in both ''Super Mario Bros.'' and ''The Lost Levels'', while in the original, only Worlds 8 and D lacked checkpoints outside of castle levels.
* Using any Warp Zone in ''The Lost Levels'', even a backwards Warp Zone, now permanently voids access to World 9 for that save file, unlike in the original, where this rule could potentially be circumvented as it does not apply to backwards Warp Zones (in other words, by warping backwards and then avoiding the Warp Zone for a second time).
** Additionally, if the player beat the first 8 worlds and then used a Warp Zone while completing Worlds A-D, then they will retroactively be banned from accessing World 9 permanently for that save file.


Using any Warp Zone in ''The Lost Levels'', even a backwards Warp Zone, now permanently voids access to World 9 for that save file, unlike in the original, where this rule could potentially be circumvented as it does not apply to backwards Warp Zones (in other words, by warping backwards and then avoiding the Warp Zone for a second time). Additionally, if the player beat the first 8 worlds and then used a Warp Zone while completing Worlds A-D, then they will retroactively be banned from accessing World 9 permanently for that save file.
* Lava Bubbles now jump even higher, even going above the screen, therefore allowing Mario/Luigi more time to safely pass under them while jumping over the lava pit below them before they finally descend back into the lava.


Lava Bubbles now jump even higher, even going above the screen, therefore allowing Mario/Luigi more time to safely pass under them while jumping over the lava pit below them before they finally descend back into the lava.
* World C-4 is now 400 game seconds long, instead of being 300 game seconds long like in the original.


World C-4 is now 400 game seconds long, instead of being 300 game seconds long like in the original.
* Dying by falling into a pit will cause the entire gameplay to freeze immediately as if the player were to die onscreen like taking damage from an enemy or running out of time.


Dying by falling into a pit will cause the entire gameplay to freeze immediately as if the player were to die onscreen like taking damage from an enemy or running out of time.
* All invisible Piranha Plants, most notably the one in the underwater section of World 8-4, are now made visible.
 
All invisible Piranha Plants, most notably the one in the underwater section of World 8-4, are now made visible.


====Music and sound effects====
====Music and sound effects====
The games' soundtrack was enhanced. New "happier" background music plays in secret bonus rooms and Coin Heavens, instead of the normal underground and Starman theme, respectively. The ground theme has additional instrument notes and changes. There is also a new [[Bowser]] battle music, which starts when the player reaches a [[fake Bowser]] in a [[castle]]. The Bowser battle music is different for the real Bowser, however; that music plays in [[World 8 (Super Mario Bros.)|World]] [[World 8 (Super Mario Bros.: The Lost Levels)|8-4]] and [[World D (Super Mario Bros.: The Lost Levels)|World D-4]]. Although there are some exceptions in ''Super Mario Bros.: The Lost Levels'', going through a pipe generally no longer resets the music. In [[World 8 (Super Mario Bros.)|World ]][[World 8 (Super Mario Bros.: The Lost Levels)|8-4]], the underwater area now uses castle music rather than water music. The title screen for both games now has a cover version of the underwater theme from ''Super Mario Bros.'' playing in the background: with a harmonica in ''Super Mario Bros.'' and a harp in ''Super Mario Bros.: The Lost Levels''. A chime or buzz will sound depending on whether Mario takes the correct path in World 4-4, 7-4 and 8-4 in the first game, and in World 3-4, 5-3, 6-4, 7-2, 8-4 and D-4 in ''Super Mario Bros.: The Lost Levels''. When the timer reaches the last 100 seconds, the music speeds up uninterrupted while the warning simultaneously plays, as in ''Super Mario World''. The underground levels use the enhanced version of the upbeat underground music from ''Super Mario Bros. 3'' instead of the basic/simple one from the original NES/[[Family Computer|Famicom]] game, and when Princess Toadstool is rescued, the music that plays is an enhanced version of the rescue song's extended version from ''Super Mario Bros.: The Lost Levels'', which is how [[Koji Kondo]] originally composed the theme, whereas the one from the original was as basic as it was simply due to the Famicom's storage limitations.<ref>''shmuplations''. [http://shmuplations.com/kojikondo/ Koji Kondo – 2001 Composer Interview]. Retrieved November 29, 2016.</ref>
The games' soundtrack was enhanced. New "happier" background music plays in secret bonus rooms and Coin Heavens, instead of the normal underground and Starman theme, respectively. The ground theme has additional instrument notes and changes. There is also a new [[Bowser]] battle music, which starts when the player reaches a [[fake Bowser]] in a [[castle]]. The Bowser battle music is different for the real Bowser, however; that music plays in [[World 8 (Super Mario Bros.)|World]] [[World 8 (Super Mario Bros.: The Lost Levels)|8-4]] and [[World D (Super Mario Bros.: The Lost Levels)|World D-4]]. Although there are some exceptions in ''Super Mario Bros.: The Lost Levels'', going through a pipe generally no longer resets the music. In [[World 8 (Super Mario Bros.)|World ]][[World 8 (Super Mario Bros.: The Lost Levels)|8-4]], the underwater area now uses castle music rather than water music. The title screen for both games now has a cover version of the underwater theme from ''Super Mario Bros.'' playing in the background: with a harmonica in ''Super Mario Bros.'' and a harp in ''Super Mario Bros.: The Lost Levels''. An audio cue (either a chime or error buzzer) will sound depending on whether Mario takes the correct path in World 4-4, 7-4 and 8-4 in the first game, and in World 3-4, 5-3, 6-4, 7-2, 8-4 and D-4 in ''Super Mario Bros.: The Lost Levels''. When the timer reaches the last 100 seconds, the music speeds up uninterrupted while the warning simultaneously plays, as in ''Super Mario World''. The underground levels use the enhanced version of the upbeat underground music from ''Super Mario Bros. 3'' instead of the basic/simple one from the original NES/[[Family Computer|Famicom]] game, and when Princess Toadstool is rescued, the music that plays is an enhanced version of the rescue song's extended version from ''Super Mario Bros.: The Lost Levels'', which is how [[Koji Kondo]] originally composed the theme, whereas the one from the original was as basic as it was simply due to the Famicom's storage limitations.<ref>''shmuplations''. [http://shmuplations.com/kojikondo/ Koji Kondo – 2001 Composer Interview]. Retrieved November 29, 2016.</ref>


===Changes to ''[[Super Mario Bros. 2]]''===
===Changes to ''[[Super Mario Bros. 2]]''===
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====Graphics and design====
====Graphics and design====
Several enemies got another palette swap. Pink [[Shy Guy|Shyguy]]s, [[Snifit]]s, and [[Panser]]s are now blue. While the original game used green palette in the desert, instead of gray, the green Snifits are replaced by gray ones. Likewise for Pansers and [[Birdo]]s, green and gray ones are now just green. Green and gray [[Beezo]]s (which only fly straight across) are now red while red ones (which home down to the player) are now yellow. Both [[Mouser]]s are now gray too. [[Tryclyde]]s are now green, yet are still colored red in their official artworks. The playable characters have also had their sprites recolored to match their actual appearance (as the original game used only three colors for the character sprites). Some of these includes [[Princess Peach|Princess Toadstool]] receiving blonde hair as opposed to brown from the original and [[Toad]] getting red spots on his cap rather than blue spots (Toadstool had brown hair and Toad had a blue-spotted mushroom hat because graphical limitations of the NES) and Mario and Luigi's overalls are now jean colored as opposed to dark blue from the original. [[Ostro]]s are now pink instead of black, and [[Porcupo]]s and [[Ninji]]s are now purple instead of black.
* Several enemies got another palette swap. Pink [[Shy Guy|Shyguy]]s, [[Snifit]]s, and [[Panser]]s are now blue.  
 
* While the original game used green palette in the desert, instead of gray, the green Snifits are replaced by gray ones.  
Additionally, when a Subspace Warp is used, a transition effect with music is used. This was not seen in the original NES version.
** Likewise for Pansers and [[Birdo]]s, green and gray ones are now just green.  
 
* Green and gray [[Beezo]]s (which only fly straight across) are now red while red ones (which home down to the player) are now yellow.  
When the characters shrink when they reach down to one remaining heart, their entire bodies shrink instead of just their lower bodies. As such, Toadstool's hair gets shorter when she shrinks into her [[Small Mario|small form]] rather than remaining intact like in the NES original. This was later carried over to [[Super Mario Advance|the GBA remake]], ''[[Super Mario 3D World]]'', and in post-Fall 2017 versions of ''[[Super Mario Run]]''.  
* Both [[Mouser]]s are now gray.  
 
* [[Tryclyde]]s are now green, yet are still colored red in their official artworks.  
The backgrounds of the levels have also been given more detailed add-ons such as clouds, trees, etc. The [[mushroom]] that allows the hero to get an extra [[heart]] has a smaller front-facing white spot than the original. Also, when transitioning to different areas within each level, the screen now fades through black as opposed to platforms and objects disappearing to the background changing color and new platforms and objects appearing. Many of the underground and boss areas now have actual backgrounds (such as those resembling the interior of a factory) instead of simply a dark void.
* The playable characters have also had their sprites recolored to match their actual appearance (as the original game used only three colors for the character sprites).  
 
** Some of these includes [[Princess Peach|Princess Toadstool]] receiving blonde hair as opposed to brown from the original and [[Toad]] getting red spots on his cap rather than blue spots (Toadstool had brown hair and Toad had a blue-spotted mushroom hat because of the NES's extremely limited color palette) and Mario and Luigi's overalls are now jean colored as opposed to dark blue from the original.  
Also, the boss battle rooms in [[World 1 (Super Mario Bros. 2)|Worlds 1]] - [[World 6 (Super Mario Bros. 2)|6]] have terrain tiles that resemble {{fandom|nintendo|N&B Block|N&B Blocks}} (toys that [[Nintendo]] created in 1968 to compete against the popular {{wp|Lego}} brand) as opposed to simply bricks.
* [[Ostro]]s are now pink instead of black, and [[Porcupo]]s and [[Ninji]]s are now purple instead of black.
 
* When a Subspace Warp is used, a transition effect with music is used. This was not seen in the original NES version.
Due to a controversy over the original manual, Birdo is now female, however, the end credits still have the same names and spellings as the original.
* When the characters shrink when they reach down to one remaining heart, their entire bodies shrink instead of just their lower bodies. As such, Toadstool's hair gets shorter when she shrinks into her [[Small Mario|small form]] rather than remaining intact like in the NES original. This was later carried over to [[Super Mario Advance|the GBA remake]], ''[[Super Mario 3D World]]'', and in post-Fall 2017 versions of ''[[Super Mario Run]]''.  
 
* The backgrounds of the levels have also been given more detailed add-ons such as clouds, trees, etc. The [[mushroom]] that allows the hero to get an extra [[heart]] has a smaller front-facing white spot than the original. Also, when transitioning to different areas within each level, the screen now fades through black as opposed to platforms and objects disappearing to the background changing color and new platforms and objects appearing. Many of the underground and boss areas now have actual backgrounds (such as those resembling the interior of a factory) instead of simply a dark void.
The Subcon fairies now have a slightly different sprite, with their heads having a rounder shape, smaller eyes, more defined ears, and pointy hair.
* Also, the boss battle rooms in [[World 1 (Super Mario Bros. 2)|Worlds 1]] - [[World 6 (Super Mario Bros. 2)|6]] have terrain tiles that resemble {{fandom|nintendo|N&B Block|N&B Blocks}} (toys that [[Nintendo]] created in 1968 to compete against the popular {{wp|Lego}} brand) as opposed to simply bricks.
* The Subcon fairies now have a slightly different sprite, with their heads having a rounder shape, smaller eyes, more defined ears, and pointy hair.


====Music====
====Music====
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====Music and sound effects====
====Music and sound effects====
*A jazz cover of the ''Super Mario Bros.'' underwater theme now plays on the title screen, unlike in the NES version, which was silent.
*A jazz cover of the ''Super Mario Bros.'' underwater theme now plays on the title screen, unlike in the NES version, which was silent. A humming musical cue also plays just before the curtains raise.
*When Mario or Luigi loses the Raccoon power-up, the sound effect is now the same as losing any other power-up, instead of the "poof" sound.
*When Mario or Luigi loses the Raccoon power-up, the sound effect is now the same as losing any other power-up, instead of the "poof" sound.
*Airship [[cannon]]s have a more realistic sound effect.
*Airship [[cannon]]s have a more realistic sound effect.
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==Pre-release and unused content==
==Pre-release and unused content==
{{main|List of Super Mario All-Stars pre-release and unused content}}
{{main|List of Super Mario All-Stars pre-release and unused content}}
While [[Bowser's Brother]] does appear in ''Super Mario Bros.: The Lost Levels'', his actual palette goes {{media link|SMAS Bowser's Brother.gif|unused}}, presumably due to the colors of his hair matching those of Bowser's own flames, which would have clashed with how the flames are orange and yellow rather than magenta and pink. This also applies to the treetops of levels like [[World 6-3 (Super Mario Bros.)|World 6-3]] of ''Super Mario Bros.'' and [[World 3-3 (Super Mario Bros.: The Lost Levels)|World 3-3]], [[World 7-3 (Super Mario Bros.: The Lost Levels)|World 7-3]], and [[World C-3]] of ''Super Mario Bros.: The Lost Levels'', with the white palette associated with the treetops also going unused.<ref>[[tcrf:Super Mario All-Stars#Unused_Palettes|Super Mario All-Stars]]. ''The Cutting Room Floor''. Retrieved January 26, 2024.</ref>


==Reception==
==Reception==
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*''[[Luigi's Mansion]]'': Whenever the player collects a [[Stone (Luigi's Mansion)|Stone]] or Diamond in [[Luigi's Mansion (location)|Luigi's Mansion]], a red screen appears in the [[Game Boy Horror]], which shows an icon of [[Small Mario|Small Luigi]] jumping under the treasure. This icon is Small Luigi's jumping sprite from the ''Super Mario All-Stars'' version of ''Super Mario Bros.'' and ''Super Mario Bros.: The Lost Levels''.
*''[[Luigi's Mansion]]'': Whenever the player collects a [[Stone (Luigi's Mansion)|Stone]] or Diamond in [[Luigi's Mansion (location)|Luigi's Mansion]], a red screen appears in the [[Game Boy Horror]], which shows an icon of [[Small Mario|Small Luigi]] jumping under the treasure. This icon is Small Luigi's jumping sprite from the ''Super Mario All-Stars'' version of ''Super Mario Bros.'' and ''Super Mario Bros.: The Lost Levels''.
*''[[Super Mario Sunshine]]'': The head of the sprite for the idle animation of Small Mario from the ''Super Mario All-Stars'' version of ''Super Mario Bros.'' and ''Super Mario Bros.: The Lost Levels'' is used as an icon to locate Mario's position in [[Delfino Plaza]].
*''[[Super Mario Sunshine]]'': The head of the sprite for the idle animation of Small Mario from the ''Super Mario All-Stars'' version of ''Super Mario Bros.'' and ''Super Mario Bros.: The Lost Levels'' is used as an icon to locate Mario's position in [[Delfino Plaza]].
*''[[Mario Party 5]]'': The hill and Fortress sprites from ''Super Mario Bros.'' and ''Super Mario Bros.: The Lost Levels'' are reused in the minigame [[Panic Pinball]].
*''[[Mario Party 7]]'': The ? Block and Brick Block sprites from ''Super Mario Bros.'' and ''Super Mario Bros.: The Lost Levels'' are reused in the minigame [[StratosFEAR!]].
*''[[Mario Party 7]]'': The ? Block and Brick Block sprites from ''Super Mario Bros.'' and ''Super Mario Bros.: The Lost Levels'' are reused in the minigame [[StratosFEAR!]].
*''[[Super Mario Odyssey]]'': Mario's black top hat in this game is taken from ''Super Mario All-Stars'', though without the "M" emblem.
*''[[Super Mario Odyssey]]'': Mario's black top hat in this game is taken from ''Super Mario All-Stars'', though without the "M" emblem.
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