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Super Mario All-Stars (SNES)

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Title Screen

Super Mario All-Stars

Also known as: Super Mario Collection (JP), Super Mario All-Stars + Super Mario World (rerelease)
Developer: Nintendo EAD
Publisher: Nintendo
Platform: SNES
Released in JP: July 14, 1993
Released in US: August 1, 1993 (original), December 1994 (+ World)
Released in EU: December 16, 1993 (original), 1995 (+ World)
Released in AU: December 16, 1993 (original), 1995 (+ World)

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.
MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.
PiracyIcon.png This game has anti-piracy features.

DevelopmentIcon.png This game has a development article
PrereleaseIcon.png This game has a prerelease article
DCIcon.png This game has a Data Crystal page

Super Mario All-Stars is a collection of the four main NES/Famicom Super Mario Bros. titles upgraded to take advantage of the SNES' improved hardware, notable for being the first time players outside of Japan discovered the original Super Mario Bros. 2. There's a lot of unused stuff here, some of which suggests that All-Stars started development as a more straightforward port of the games.

Nintendo's also got a habit of rereleasing the game to tie in with the anniversary of Super Mario Bros.: as a standalone Wii disc for the 25th Anniversary (see below for that mess) and being added to Super Nintendo Entertainment System - Nintendo Switch Online for the 35th (with the latter anniversary also seeing a rather infamous followup in the form of Super Mario 3D All-Stars).

To do:
  • Upload the images for old colors Mario and Luigi.
  • An oddly in SMB3 where Luigi's sprites when he grows into Super/Fire Luigi and when he somersaulting during the star power-up effect are not altered and are a palette swap of Mario's.


Read about development information and materials for this game.
Development Info
Read about prerelease information and/or media for this game.
Prerelease Info
Unused Graphics
Some new, some updated, some unchanged.


Content not specific to any particular game.

Unused Sounds

The majority of the game's sound effects were imported directly from Super Mario World. This includes a number of sounds that ultimately went unused, such as Yoshi's sounds. It's likely that these are just leftovers, and were not actually meant to be used in All-Stars.

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 Fire 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 Goomba's Shoe.)

Unused Spiny Egg Behavior

In Super Mario Bros. and The Lost Levels, the Spiny eggs are thrown by Lakitu in a simple way, with no horizontal movement whatsoever. However, this is not the intended behavior; it's actually the result of a bug that is carried over from the NES version! The eggs are supposed to be thrown out relative to the player's speed, Lakitu's speed, the player's position, and a pseudo-random value, as well as bounce off of any blocks or walls that they hit on the way down. The following patch will fix the Spiny egg bug in the NTSC version:

Download.png Download Spiny Egg Speed Patch
File: SMASSpinyFix.zip (861 B) (info)

(Source: ZeroShifts Spiny egg function patch)


As a means of copy protection, all versions of All-Stars perform a check to see how much SRAM is present: the game writes a value to $702000, 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, but 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 the latter scenario occurs, the game stops and throws up a warning message.

The message text differs between versions, but the location of the routine is the same; to trigger it, use Pro Action Replay 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 Palettes

SMAS unusedpalette1.png

The mossy green palette used by the "tree" platforms in athletic levels (e.g. World 1-3) are replaced by shades of gray in mushroom-themed levels (e.g. World 4-3 in Super Mario Bros.). As those levels use mushroom platforms in place of the tree type, the different palette goes completely unused. This might be a leftover from the original versions of Super Mario Bros. and The Lost Levels, which had the tree platforms colored white and gray in some levels.

If you change the game's data to load the regular tree platforms in mushroom levels, this is what they'll look like:


SMAS unusedpalette2.png

The palette row for the backgrounds of snow-type levels have shades of brown that are not normally seen. It can be inferred from pre-release screenshots that these browns would be used by an extra background element, a horizontal layer of dirt that would be seen at the very bottom of these backgrounds.

(Source: SuperArthurBros)

SMASSMB1 unusedbowserpalette.png

At ROM addresses 235E3 (Super Mario Bros.) and 73447 (The Lost Levels) in the North American version, the palette above can be found, which isn't loaded anywhere. It is a perfect fit for Bowser's sprites:

What'cha gonna do, brother?

In the original FDS version of The Lost Levels, the first Bowsers encountered in Worlds 8-4 and D-4, as well as the one encountered in 9-3, use an alternate bluish palette with darker skin, resembling this palette. This palette swap is often referred to as Bowser's brother in official material. However, all Bowsers in All-Stars use his standard green palette.

He's more than you think, he's got maximum pink!

Due to Bowser and his flame breath sharing the same palette (and thus a change to the palette of one of them affecting the palette of the other), it's possible that the three non-bridge Bowsers' distinct palette was scrapped due to making their flame breath look unusual.

In the North American version, using Game Genie codes 4DC0-6727 D5C9-6DF7 simultaneously will make this palette load instead of Bowser's standard palette in all levels of SMB1.

(Source: Mattrizzle)

Level Theme Oddities

To do:
Check for more oddities and find all the level type IDs in The Lost Levels.

To create the enhanced and diverse visual designs, the All-Stars version of Super Mario Bros. uses a special byte that we can call a "level theme ID" to tell what palettes, tiles, and backgrounds a level should use. There is a total of 33 defined level theme IDs.

  • Level theme ID 00 creates an underwater background that extends only for two screens. It's never used in any underwater level or section in the game.
  • Level theme ID 1a is a duplicate of ID 19. While ID 19 is assigned to nearly every underground level in the game, ID 1a is only used in World 4-2. The two values give their levels the standard underground design with absolutely no differences.

Unused Text




The ending text of the original NES version is present, but not used. It had already been altered to take into account some changes in All-Stars: "BUTTON B" was changed to "BUTTON Y" in accordance with the All-Stars control scheme, and "SELECT A WORLD" was changed to "START A URA-WORLD" since you can no longer select the world from the title screen.

(Source: Mattrizzle)

Super Mario Bros.: The Lost Levels

Also known as the Japanese Super Mario Bros. 2. All-Stars was the first time players outside Japan got to play this entry, and the first time it got released under the Lost Levels title in the new territories.

Unused Text


This text is loaded on layer 1 of the preview screen shown before a level starts, but is never visible. This was used in the original FDS version when you successfully beat the first eight worlds without using warps, thus unlocking the secret World 9, which you would have to beat in one life (hence "WITH ONE GAME"). This message doesn't appear in All-Stars, though this makes sense as they removed the requirement of having to go through the world in one life. The text contains an apostrophe and quotation marks, but these characters aren't present in the font used in All-Stars, so they appear as garbage.


This was used when dying in World 9 in the FDS version but, again, it doesn't appear in All-Stars. For reasons unknown, besides the apostrophes, the N of "AGAIN" appears broken as well.







100000 PTS.ADDED

The original ending text of the FDS version. As with the FDS game's message, the last two lines' palette settings are different than the rest, though in this case it's a pinkish color not used by anything else in the game. It should be noted that the All-Stars version does not have the 100,000-point bonus for each extra life remaining, likely because the game's save function includes your current life count (capped at 128, which can easily be accumulated at the structure just into World 1-1) and goes level-by-level, which would make it rather easy to get an absurdly-high score.

(Source: jdaster64 (World 9 text), Mattrizzle (other text))

Super Mario Bros. 2

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

Unused Music

A fanfare not present in the NES version. Possibly an alternate win cue for the slot machine? This fanfare would later be used in Super Mario Advance 4: Super Mario Bros. 3 for when you win the picture slots minigame.

Suicide Cheat

Carried over from the NES version, just without the need for a second controller. In all versions, pause the game then hold L + R and press Select to cause the player to lose a life.

Super Mario Bros. 3

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


Unused SMB3 Levels
They're still in the game!

Old Debug Mode

Goomba on the go

While a new debug mode was put into the game, the old NES debug mode can still be accessed with the code 7E016080...although this unfortunately doesn't seem to activate the level select. Press Select to cycle through Mario's forms, or Select + A/B/X/Y to toggle Goomba's Shoe.

Due to a programming oversight, the old debug mode has a tendency to randomly enable itself on real SNES consoles. See the Notes page for the technical details.

(Source: Rachel Mae)

Unused Spade Game Behavior

As in the original game, the Spade 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

The two enemies that went unused in the original game remain unused in All-Stars, but at least their graphics were updated.


A yellow 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.


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

Unused Text

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

NAK1989 S-CG-CADVer1.23 9b0 26

Regional Differences

To do:
European version info. And other stuff.

Title Screen

To do:
Replace these with animated gifs showing the logo animation.
Japan International
Take a look at my collection. Hey now, you're an all-star...

In Japanese, Super Mario All-Stars is called Super Mario Collection, and the title screens reflect the regional releases. In Collection, the logo characters offer a broad flashing palette, whereas in the international versions the title logo is rather bland, still flashing albeit less frequently.

Pressing Start before the lights turn on causes the game to go to the menu straight away, rather than the lights turning on first (as is the case in the international versions). A glitch can be performed in the international versions where the title music still plays by timing the Start button just right before the light switch transition.

SuperMarioCollection TitleScreen Bob-omb.gif SuperMarioCollection TitleScreen Goomba.gif SuperMarioCollection TitleScreen Birdo.png

The Japanese version has extra graphics which can only be seen when the lights are turned on for the second time.

Japan International

The "in the dark" chatter is also different between the Japanese and international versions.

Main Menu

Japanese American European
Behold, a wonderful representation of everything in our great game! Behold, a mediocre representation of one thing in our great game as it actually appears in-game! Behold, the same thing again with a few very minor differences! Nonetheless, the editing job looks very well done!

The Japanese version uses the original box art for each game on the main menu, whereas the international versions use the American box art. For whatever reason, Nintendo opted not to rescan the boxes for the European version, and instead edited the American versions to add a few Europe-specific details, such as the round Nintendo seals and the changed dates.

The international versions also received a few other minor touchups, including larger shadows, a white arrow border, and brighter colors.

Japanese American European
Is this the game with the dream world and frog king? Oh, THAT game. I thought it was released.

For the Japanese Super Mario Bros. 2, which was unreleased elsewhere, Nintendo simply took the Famicom Disk System box and edited it to say Super Mario Bros.: The Lost Levels (with part of the original black text being moved down below the logo) while removing Diskun, the FDS mascot. This edited boxart later became the basis for the Lost Levels boxart on the international Nintendo Entertainment System - Nintendo Switch Online service. The European version doesn't list a year.

Japan International
As opposed to who? More like "The Recently Found Levels".

The Japanese Super Mario Bros. 2 is referred to as Super Mario Bros. 2: For Super Players on its title screen, with the subtitle taken from the text on the golden stamp featured on the game's boxart. It would also later be used for the Super Mario Bros. 2 mode of Super Mario Bros. Deluxe in all regions. The international versions also added a trademark icon.

Japanese American European
Good morning USA! THIS is the game with the dream world. Smas select game smb2 eu.png
Japanese International
Kinda redundant copyright, doncha think? It also has the frog king, by the way.

The American/European Super Mario Bros. 2 is referred to as Super Mario USA in the Japanese version, with both the original 1988 and later 1992 release dates; its title screen uses both of these and the 1993 release date which was appended to all four games. Also, the logo for Super Mario USA uses a brighter shade of blue than the Super Mario Bros. 2 one.

Japan International
So here we are, what more can I say? Super Mario in the U.S. of A. So here we are, what more can I say? Super Mario in the Bros. of 2.

The level cards were also changed, although interestingly the international logo looks far more like the Japanese Super Mario Bros. 2 logo.

Japanese American European
Introducing our diverse cast! Introducing the only guy you care about! Smas select game smb3 eu.png

The Super Mario Bros. 3 date was also changed (1988 for Japan, 1990 for America).

Japanese American European
Pretty in pink. Red text! COLORS!

The "FILE" text in the file select menus is pink in the Japanese version, and red everywhere else. The controller prompt was redrawn in the American version to (approximately) match the US SNES controller, losing a pretty significant amount of detail in the process for some reason. The X and Y buttons were also made concave.

While the European SNES controller retains the Japanese button colors, the European version of All-Stars opts to edit the American graphic rather than reusing the Japanese one, also removing the glossy look.

(Source: The Mushroom Kingdom)

Revisional Differences

To do:
If there are additional differences between the Japanese 1.0 and 1.1 releases, do document them.

Super Mario All-Stars + Super Mario World

A reissue released in December 1994 for the US and 1995 for Europe, though in the former's case it was solely as a pack-in title. As this edition was not released in Japan, Super Mario World is based on its American release with slight changes.

Title Screen

All-Stars (North America) All-Stars + World (North America) All-Stars + World (Europe)
SMASTitle.png SMASWorldTitle.png SMASWETitle.png

Aside from the addition of "+ Super Mario World", the title screen's background was changed to orange, "All-Stars" to blue, the floor to pink, and the copyright info to white with a dark red outline. Birdo was moved to a sitting position in the front, pushing the Spiny towards the center, and Yoshi was put in Birdo's former place. Bowser's snout was shifted slightly to the right, and the shading on Peach's crown was fixed. Pidgit was moved down, and the outline of Mario's face changed. The European version added a 1991 copyright (despite Super Mario World not being released in Europe until 1992).

Main Menu

All-Stars (North America) All-Stars + World (North America) All-Stars + World (Europe)
Smas select game smb us.png Smas world select game smw.png Smas world select game smw eu.png

The menu was of course updated to add the Super Mario World box and info. As a result, the other four games were positioned closer together, and the shadows underneath the boxes were reverted to their smaller Super Mario Collection versions.

Interestingly, the Super Mario World box used in the European version does not match any known PAL release of the game (three variations of which can be seen here, here, and here), but appears to have been created from scratch.

All-Stars (North America) All-Stars + World (North America)
Smas select game smb us.png Some things are hard to understand, but this is no exception whatsoever.
All-Stars (Europe) All-Stars + World (Europe)
Smas select game smb eu.png Smas world select game smb eu.png

The NES boxes were rescanned and resized. Once again, Nintendo scanned only one set of these boxes for the US and European versions. Previously, the North American "REV-A" boxes were used and, in the PAL release, edited accordingly. This time, however, they opted to use the European "NES Version" boxes as the source, editing them in the US version to replace the European-style round seal with a US-style oval one, albeit neglecting to remove the telltale extra "NES Version" text as well as to re-add the barely-readable "REV-A" text.

All-Stars (North America) All-Stars + World (North America) All-Stars + World (Europe)
Smas select game smb2j us.png This is probably the only good box art "edit" in the North American "+ World" release... Smas world select game smb2e.png

The Lost Levels box replaced the black text below the logo with a much larger "stamp" graphic, which clarified that it had not been released in America (Europe in the European version). The "1986" graphic was also removed. A small error where a black space can be seen between the H and E in "THE" was also fixed, changing that black space to match the color of the greater portion of the drop shadow.

All-Stars (North America) All-Stars + World (North America)
Smas files us.png SMASW USA File Select.png
All-Stars (Europe) All-Stars + World (Europe)
SMAS-EuropeanFileSelectButtons.png SMASW PAL File Select.png

On the screen where the player selects the file they wish to load when starting a particular game, the "FILE" text changed from scarlet(ish) to pink (although not the same pink as the Japanese version). The controller buttons were also slightly recolored in both regions: the American graphic now more closely matches the color of the buttons on the US controller (the shine on the A and B buttons was also removed for some reason), while the European graphic gets a contrast boost on the A and B buttons.

All-Stars (On The Lost Levels) All-Stars + World (On World)
Smas files us.png Smas world files.png

When selecting Super Mario World, the controller settings at the lower-left corner is replaced by a picture of Yoshi with "YOSHI!" below it, as World uses its own distinct control system. Pressing Select to change controls plays the same error sound heard when trying to change worlds in a new file. Selecting a file causes Yoshi to wink, while deleting one causes him to lick his lips.

Super Mario Bros. 2

Pausing and exiting the in-game menu has a short delay that, for some reason, slowly diminishes as the game remains paused, to the point that pressing Start after long enough will unpause the game instantly. This interesting behavior only occurs in the Japanese Super Mario Collection v1.1 and North American All-Stars + World releases. In both European versions, the delay when unpausing the game is always one second with the sound effect playing as soon as Start is pressed to unpause the game.

Super Mario World

Super Mario World (Original) Super Mario World (All-Stars)
It's a me! Green Mario! Luigi's number one now!

Super Mario World itself was altered a bit, most notably to give Luigi a set of unique sprites based on his distinct Super Mario Bros. 2 appearance (although certain sprites, such as ducking on Yoshi or climbing a vine, weren't altered and are still a recolor of Mario's). In addition, a fourth save file was added and the unique "96 exits" completion marking was redone to match the font used on the game selection menu.

Super Mario World All-Stars + World
SMW96US.png Smas world files.png
In the standalone World, nothing happens
upon pressing Select while on
the overworld map. Because of
this, no image can be provided
within this square in the table.
Wish you could save freely, even after finding all 96 exits? Sorry!

Unlike the other All-Stars games, there is no uniform pause menu and 1-Player/2-Player modes are not "locked" into the save files. Additionally, the pause menu can be brought up (only) on the map by pressing Select, something that was not present originally. This pause menu allows the player to either continue without saving or quit and return to the All-Stars title screen without saving.

25th Anniversary Edition

See also: Super Mario All-Stars (Wii).

The flashing background colors in SMB2 and SMB3 were made transparent and toned down to minimize the risk of epileptic seizures. The same changes are present in the Switch Online version.