Super Mario All-Stars
Reviewed by Console Codex Editorial Team ·
Nintendo's SNES anthology of remade NES Mario classics — Super Mario All-Stars updates Super Mario Bros., Super Mario Bros. 2, Super Mario Bros. 3, and The Lost Levels with 16-bit graphics and saves.
💡 Super Mario All-Stars — Key Facts
- → Super Mario All-Stars was developed by Nintendo and published by Nintendo
- → Released in 1993 on SNES
- → Genre: Platformer, Action
- → We rate it 9/10 — an absolute classic
- → Part of the Super Mario franchise
- → Nintendo's SNES anthology of remade NES Mario classics — Super Mario All-Stars updates Super Mario Bros., Super Mario Bros. 2, Super Mario Bros. 3, and The Lost Levels with 16-bit graphics and saves.
Overview
Four games. One cartridge. A save battery. In 1993, those three facts alone were enough to make Super Mario All-Stars the definitive argument for owning a Super Nintendo — but the compilation earns its reputation through something more substantive than convenience. Nintendo didn’t simply port its NES catalog; it rebuilt each game from the ground up with 16-bit graphics, recomposed sound, and a save system that finally let players stop leaving their console running overnight to preserve a World 7 file. The result is a document of what Nintendo understood about its own design legacy, presented at the peak of its technical confidence.
The historical context matters here. By 1993, Super Mario Bros. 3 was only three years old in North America, and The Lost Levels — the real Super Mario Bros. 2, famously withheld from Western markets for being too punishing — had never been officially available outside Japan. All-Stars gave English-speaking players their first legitimate access to that brutally difficult game while simultaneously making the entire pre-SNES Mario lineage feel like it belonged on the new hardware. The timing was precise: the 16-bit console wars were at their most heated, and Nintendo answered Sega’s challenge partly by demonstrating that it owned a back catalog worth revisiting.
What separates All-Stars from a simple remaster is the editorial coherence of the package. Each game is treated with equal seriousness. The original Super Mario Bros. gets parallax-scrolling backgrounds and a complete sprite overhaul without losing a pixel of its collision geometry. Super Mario Bros. 3’s World Map screens become lush, detailed tableaux. Even The Lost Levels, which most players would approach with morbid curiosity, receives the full graphical treatment — those brutal later worlds look genuinely beautiful just before they destroy you.
Movement and Level Design
Running Mario in All-Stars on the SNES controller is a materially different experience from the NES original, and the difference is the d-pad. The SNES pad’s concave directional buttons give horizontal inputs a precision that the flat NES cross couldn’t quite match, and in games where the difference between a safe landing and a Goomba collision is two pixels, that matters. The run-jump arc of Super Mario Bros. — accelerate with B held, release for a shorter hop or hold through for the full ballistic parabola — is unchanged mechanically, but the build of speed feels more intentional in your hands. Nintendo didn’t alter the physics; it just gave you better hardware to feel them through.
Super Mario Bros. 3 is where All-Stars demonstrates the full range of what a platformer can ask of a player’s body. The Raccoon Suit’s run-and-fly mechanic — sprint across flat ground until the P-meter fills, then hold jump to ascend — requires you to think about level geometry dozens of feet before you reach it. World 5’s Giant Land has you running across platforms scaled for Koopa Giants, where the distances between jumps feel subtly wrong until your spatial instincts recalibrate. The Frog Suit transforms Mario’s land movement into a clumsy hop while making underwater sections feel like the control scheme was designed for exactly this. Each suit in SMB3 is essentially a new movement vocabulary, and the game’s genius is distributing them so you never quite master one before the next appears.
The Lost Levels is where All-Stars becomes genuinely demanding. World 3-3 drops a minus-wind that pushes Mario backward mid-jump, forcing you to factor invisible air resistance into every crossing. The poison mushrooms — items that look like power-ups but kill you on contact — train a paranoia that infects your approach to every question block. World 8 exists in a different philosophical register than anything in the Western Mario canon: it is designed to end runs, repeatedly and deliberately. Nintendo preserved all of this intact. The 16-bit graphics make The Lost Levels look inviting in a way the original never did, which makes the difficulty land harder.
World 1-1 of Super Mario Bros. is perhaps the most analyzed sixty seconds in game design history, and it holds up structurally even here. The first Goomba is positioned so that a player who does nothing gets hit; the mushroom that follows forces engagement with the item system; the first pipe introduces the concept of hidden passages without explaining them. All-Stars presents this sequence in high color without altering a single enemy placement. The level is still a tutorial that never announces itself as one.
Why It’s a Classic
The save system is not a minor convenience feature — it is a design correction. Super Mario Bros. 3 is a twenty-hour game embedded in hardware that had no way to preserve progress. All-Stars acknowledged that the original NES release had functionally denied players the ability to experience the full game in any sane context, and it fixed this retroactively. World 8, the Dark Land, became accessible to players who could never have reached it under the original constraints. That single change recontextualized SMB3 as the sprawling, confident design showcase it actually was, rather than the mythic endurance test most people had bounced off.
The lasting influence of All-Stars is visible in every subsequent Nintendo anthology and every retro compilation that came after it. The standard it set — don’t port, rebuild; don’t just collect, curate — is one the industry is still measuring itself against. More specifically, it established that a game’s canonical form need not be its original hardware form, that updating presentation while preserving mechanics was legitimate rather than revisionist. When Nintendo returned to this model with Super Mario 3D All-Stars in 2020, it was measured against the 1993 precedent, and found wanting precisely because that precedent had been so thorough. Super Mario All-Stars remains the high-water mark of its own genre: the respectful, intelligent remaster.
Our Review
Gameplay
Four complete Mario games on one SNES cartridge — updated graphics and sound for all four, plus save states for each. SMB1, SMB2, SMB3, and The Lost Levels (Japanese SMB2) each maintain original gameplay while benefiting from SNES audio and visual quality. The Lost Levels' inclusion made it the first time Western players could legally access the harder original sequel.
Graphics
16-bit remakes of all four NES Mario games — the sprite updates maintain each game's visual identity while bringing full SNES color depth and detail.
Audio
NES Mario soundtracks remixed for SNES hardware with richer sound channels. The improved audio for SMB3 is particularly notable.
Replayability
Very high — four complete Mario games with saving. The Lost Levels provides exceptional challenge for players who've completed everything else.
Historical Significance
Super Mario All-Stars was one of the best-selling SNES games and introduced The Lost Levels to Western audiences for the first time. The save-state system for platformers was uncommon in 1993.
✅ Pros
- + Four complete classic Mario games on one cartridge
- + 16-bit visual and audio remakes significantly upgrade the originals
- + Save states for all four games
- + The Lost Levels' first Western release
❌ Cons
- - Doesn't include Super Mario World (added in some bundles)
- - Some purists prefer the original NES versions
- - No additional content beyond the remakes