Super Famicom / SNES · Compilation

Super Mario All-Stars + Super Mario World

スーパーマリオコレクション + スーパーマリオワールド

Japan: — · Dev: Nintendo EAD

Nintendo went back and rebuilt the foundation — not to replace it, but to make sure it could still be played.

By 1993, the original NES Super Mario games had already sold tens of millions of copies — they had proven themselves. But hardware moves on, and people stop plugging in the old machines. Nintendo EAD, fresh from completing Super Mario Kart, took on a project suggested by Shigeru Miyamoto: bring those four NES games forward to the Super Nintendo, not just as ports, but as remasters. They used Super Mario World's visual style as the reference point and rewrote the graphics, sound, and physics to fit the 16-bit hardware. The goal was not to replace the originals — it was to make sure people could still play them. Super Mario All-Stars sold over ten million copies, not because it was new, but because it kept something alive that people weren't ready to let go of.

— inspired by Shigeru Miyamoto

About this game

Super Mario All-Stars + Super Mario World (1994) is a compilation cartridge bundled with certain Super Nintendo consoles in North America and Europe. It combines the Super Mario All-Stars compilation — four remastered NES Mario games with updated 16-bit graphics, sound, and save features — with Super Mario World on a single cartridge. This bundle was never released in Japan.

The Story Behind

Super Mario All-Stars was developed by Nintendo EAD following the completion of Super Mario Kart (1992), at the suggestion of Mario creator Shigeru Miyamoto. The team remade four NES Super Mario titles for the Super Nintendo, using Super Mario World (1990) as the visual reference point. The compilation sold over 10.55 million copies by 2015, making it one of the best-selling Super Mario titles. In December 1994, Nintendo released Super Mario All-Stars + Super Mario World in North America as a bundle with certain SNES consoles (the 'SNES Mario Set'); this bundle version was never released in Japan.

Tricks & Tales

During development, the Japanese team internally referred to Super Mario All-Stars as 'Mario Extravaganza.' The compilation added features not present in the original NES versions, including parallax scrolling, a battery-backed save system (eliminating the need for passwords), and an additional 'Battle Game' mode for Super Mario Bros. 3. The 1994 bundle version (All-Stars + World) included four save files instead of three, and featured new sprites for Luigi.

Collector's Guide

Region & Compatibility

Super Famicom and SNES region differences operate on two separate levels. First, there is a physical incompatibility: a Japanese Super Famicom cartridge and a North American SNES cartridge have different shell shapes. NTSC-J (Super Famicom) carts are narrower and will not seat in a North American SNES slot without the slot's internal tabs removed or bypassed; conversely, the wider NTSC-U carts cannot even be inserted into a Super Famicom. Second, even where cartridges physically fit — PAL carts share a shell shape closer to Super Famicom and will insert — a lockout chip on the motherboard (F411 for NTSC, F413 for PAL) will prevent the game from booting on a mismatched console. Running a Super Famicom cartridge on a Super Famicom purchased in Japan is of course straightforward; playing it on a foreign console requires either a mod or an adapter that addresses both the physical and the chip-level lock.

Maintenance Tips

The 72-pin cartridge connector is the most common maintenance point. Clean the gold-plated pins on cartridges with a cotton swab and 90%+ isopropyl alcohol; never use abrasive erasers on cartridge contacts. The connector slot on the console itself can be cleaned by inserting and removing a cartridge several times, or with a dedicated pin cleaner. For video output, S-Video provides significantly cleaner image quality than composite and uses the same multi-out port -- a passive adapter cable is all that is required. On early SHVC board revisions, a capacitor near the power LED can leak; inspect the board if the console shows instability. Use the original AC adapter or a verified equivalent: the SFC runs on 10V DC and is not compatible with Famicom or NES power supplies.

What to Watch Out For

Before buying, these are the points worth knowing — from someone who handles original Japanese Super Mario All-Stars + Super Mario World copies regularly.

Will the save batteries in this cartridge still work?

Both Super Mario All-Stars and Super Mario World use battery-backed save systems — a small coin battery inside the cartridge keeps your progress alive when the power is off. These batteries were designed to last ten to fifteen years; most copies are now over thirty years old. If the cartridge forgets your saves the moment you turn off the console, the battery is simply exhausted, not broken. It can be replaced, though removing the old battery clears any saved data, so back up anything precious first. When buying, it's worth asking whether the save batteries have already been replaced.

Is this bundle region-free?

No. The Super Nintendo uses a physical region-lock system — North American and European SNES cartridges have different plastic tab positions than Japanese Super Famicom cartridges, preventing direct insertion without modification. The console also enforces regional settings in hardware. Playing a North American SNES cartridge on a Japanese Super Famicom requires a region adapter or console modification.

How should I clean the cartridge if it won't start?

Most startup failures are caused by dirty contacts, not a broken cartridge. Wipe the gold edge pins gently with a cotton swab dampened in 90%-or-higher isopropyl alcohol, then let it dry fully before inserting. Never blow into a cartridge — the moisture in your breath slowly corrodes the very contacts you're trying to clean.

Before You Buy

Things worth knowing before you buy Super Mario All-Stars + Super Mario World

A short checklist for buying a used Super Famicom cartridge wisely — useful with any seller, anywhere.

  1. Choose a seller who tests it before shipping

    A copy that has actually been powered on and checked is a known quantity. An untested one is a gamble you only settle after it arrives.

    Look for a seller who states it was function-tested and says what they confirmed. A serious seller can tell you exactly what was checked.

  2. Make sure it fits your console

    This is a Japanese Super Famicom cartridge; its shell is shaped differently from the North American SNES and will not fit without modification.

    Play it on a matching Japanese console or a region-free system, and confirm the listing states the region.

  3. If this title saves your progress, check the battery

    Cartridges that save use a small coin-cell battery that fades over decades — a dead one wipes your save without warning.

    Ask the seller whether the save function was tested. Replacing the battery is possible, but doing so erases any existing save.

  4. Check that the contacts are clean

    Dirty edge contacts are the most common cause of startup and sound trouble in cartridges of this age.

    Choose a seller who cleans the contacts before shipping. A note that it was tested and cleaned means the basics were handled.

  5. Confirm it is genuine, not a reproduction

    Sought-after titles are targets for reproduction boards with replacement labels.

    Ask for a photo of the circuit board and look for factory markings. Favour a shop with a licensed second-hand dealer permit (古物商) — by law its stock has a traceable origin, your simplest guard against fakes.

  6. Read the seller's reviews and return policy

    A 100% positive record across thousands of sales is close to a guarantee — packing, communication and problem-solving all work for everyone. A return policy protects you if something is off.

    Read the feedback and confirm a clear return window before you buy.

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