Why the Super Mario All Stars title screen is actually a piece of history

Why the Super Mario All Stars title screen is actually a piece of history

You know that feeling when you first pop a cartridge into a Super Nintendo? That specific ka-chunk sound of the plastic locking in? For millions of kids in 1993, that sound was immediately followed by a burst of orchestral energy that changed how we looked at 8-bit icons. We're talking about the Super Mario All Stars title screen, a menu that somehow felt like a prestigious gala event rather than just a game selection tool. It wasn't just a list of names. It was a statement from Nintendo that their NES legacy was worth preserving, polishing, and presenting with a bit of class.

Honestly, the way it looks today still holds up. When you boot it up, you aren't just met with a static image. You see Mario, Luigi, Peach, Toad, and even Bowser and Wario hanging out behind a giant velvet curtain. It’s meta. It’s like they’re all actors backstage getting ready for a performance. This was a massive shift from the utilitarian menus we were used to in the late 80s.

The psychology of the velvet curtain

Why does the Super Mario All Stars title screen use a theater motif? Think about the context. In 1993, Nintendo was fighting the "Console Wars" against Sega. They needed to prove that their older games—Super Mario Bros. 1, 2, 3, and the "Lost Levels"—weren't just dusty relics. By framing them as a theatrical production, Nintendo elevated the "All Stars" collection to a "Greatest Hits" album or a Broadway revival.

It’s genius.

The curtain is red. It’s heavy. It’s classic. When you press start, the music kicks into a jaunty, big-band version of the classic theme. It tells the player: "Hey, sit down, get some popcorn, we're about to show you the hits." Most people forget that the US version actually had a slightly different vibe than the Japanese SFC version, but the core "backstage" energy remained. The characters are literally just hanging out. Look at Birdo and the Goomba. They aren't fighting. They’re just part of the troupe. It’s a Fourth Wall break that feels incredibly cozy.

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Details you probably missed on the Super Mario All Stars title screen

If you really stare at that screen—and I mean really look at it—you’ll notice the lighting is surprisingly sophisticated for a 16-bit console. There’s a soft glow on the floor. The shadows under the characters actually make sense relative to the "stage lights." Nintendo’s R&D2 team, who handled this remake, spent a lot of time ensuring the Super Famicom’s increased color palette (32,768 colors!) was put to work right at the jump.

Wait, check out Wario. He’s standing there in the back. This was 1993. Super Mario Land 2: 6 Golden Coins had only just come out a year prior. Seeing Wario on a home console title screen was a huge deal for fans who had only seen him in 4 shades of pea-soup green on the original Game Boy. It bridged the gap between the handheld and home console worlds in a way that felt seamless.

And the music? It's a medley. It’s a remix. It’s a vibe. Sōji Akada, the lead programmer, and the sound team didn't just recycle the 8-bit tunes. They used the SNES's wavetable synthesis to give the title theme a "full band" sound. It’s the kind of music that gets stuck in your head for days, but you don't even mind because it feels so celebratory.

Why the menu layout actually matters for UX

Modern gamers take "save slots" for granted. But back then, the Super Mario All Stars title screen led into a revolutionary UI. For the first time, you could save your progress in Super Mario Bros. 1. That’s huge. The menu wasn't just pretty; it was functional.

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The game selection screen that follows the main title uses a "windowed" approach. Each game has its own stylized box art. It’s clean. It’s fast. There’s no lag. Even the sound effects when moving the cursor have that satisfying "bloop" that Nintendo perfected. It’s a masterclass in User Experience (UX) before that was even a common buzzword in the industry. They understood that the transition from "Power On" to "Playing" needed to be a frictionless journey through a museum of Nintendo history.

The "Lost Levels" controversy on the screen

When you look at the game list, you see Super Mario Bros.: The Lost Levels. To American audiences in 1993, this was a brand-new game. We didn't get the original Japanese Super Mario Bros. 2 because it was deemed too difficult for Westerners. So, seeing that title on the menu was like discovering a hidden piece of the Triforce. The Super Mario All Stars title screen acted as the "reveal" for a secret history of Mario that many US players didn't even know existed.

It’s sort of wild to think about. Imagine if a movie collection today just casually included a "deleted" sequel nobody knew about. That's the weight that title screen carried.

Technical limitations and the 16-bit "Mojo"

Some purists argue that the 16-bit remakes lost the "crunchiness" of the original NES titles. While the physics in All Stars (especially the block-hitting mechanics in SMB1) are slightly different due to how the code was ported, the title screen itself is unassailable. It’s a perfect use of the SNES’s internal layers.

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The SNES could handle multiple background layers. This allowed the "curtain" and the "characters" to exist on different planes, giving a slight 3D pop even without a Super FX chip. It’s subtle. You might not notice it unless you’re looking for it, but your brain registers that depth. It makes the screen feel "premium."

Practical things you can do with this knowledge

If you’re a retro collector or just a fan of Nintendo history, there are actually a few things worth checking out regarding this specific screen and the game's various releases:

  1. Check the 25th Anniversary Edition: Nintendo re-released All Stars on the Wii. Guess what? They didn't change a thing. The Super Mario All Stars title screen remained exactly as it was in 1993. It’s a testament to how "right" they got it the first time.
  2. Compare the "All Stars + World" Version: There’s a rare version of the cartridge that includes Super Mario World. On that version, the title screen adds Yoshi to the mix. If you’re a completionist, that’s the version to hunt for. It’s the definitive "curtain call."
  3. Listen to the OST: Go find the high-fidelity rip of the title theme. It’s a masterclass in 16-bit composition. Notice the use of the "steel drum" and "brass" patches—they were pushing that Sony-designed SPC700 sound chip to its absolute limit.
  4. Emulate and Observe: If you play it on the Nintendo Switch Online service today, take a second to just sit on the title screen. Don't press start. Watch the character animations. Note how Bowser is just chilling in the back. It’s a rare moment of peace in the Mushroom Kingdom.

The Super Mario All Stars title screen isn't just a gatekeeper to a game collection. It’s a digital monument. It represents the moment Nintendo stopped just making "toys" and started curating its own legendary status. Every time that red curtain appears, it’s a reminder that good design is timeless. Honestly, they don't make menus like this anymore. Everything now is minimalist and "flat." Give me the velvet, the shadows, and the 16-bit brass section any day of the week.


To truly appreciate the craftsmanship, fire up the game on an original CRT television if you can. The way the glow of the red curtain bleeds slightly into the scanlines creates an atmosphere that modern 4K displays just can't replicate. It transforms a simple menu into a warm, nostalgic embrace. Once you've spent a few minutes soaking in the music, dive into The Lost Levels to see exactly why Nintendo thought it was too hard for us back in the 80s—it’s a brutal, fascinating look at a different era of game design.