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Super Mario All-Stars

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Super Mario All-Stars
The Super Mario All-Stars box art depicts Mario, dressed as a magician, showcasing panels with the games' titles. Around the panels are elements from the included games, such as Mario wearing various suits, Luigi, Toad, Princess Toadstool, and enemies. In the upper left corner, the game's logo is shown in white and yellow text. The Super Mario All-Stars artwork is surrounded by the SNES box art template.
North American SNES box art
Developer(s)Nintendo EAD
Publisher(s)Nintendo
SeriesSuper Mario
Platform(s)Super NES, Wii
ReleaseSuper NES
All-Stars
  • JP: July 14, 1993
  • NA: August 11, 1993
  • PAL: December 16, 1993
All-Stars + Super Mario World
  • NA: December 1994
  • EU: 1995
Wii
  • JP: October 21, 2010
  • EU: December 3, 2010
  • NA: December 12, 2010
Genre(s)Platform, compilation
Mode(s)Single-player, multiplayer

Super Mario All-Stars[a] is a 1993 compilation of platform games for the Super Nintendo Entertainment System (SNES). It contains remakes of Nintendo's first four Super Mario games released for the Nintendo Entertainment System (NES) and the Famicom Disk System: Super Mario Bros. (1985), Super Mario Bros.: The Lost Levels (1986), Super Mario Bros. 2 (1988), and Super Mario Bros. 3 (1988). Gameplay remains authentic, but was adapted for the SNES with updated graphics and music, parallax scrolling, modified physics, and bug fixes. The player controls Mario and Luigi through themed worlds, collecting power-ups, avoiding obstacles, and finding secret areas.

After Super Mario Kart (1992), Mario creator Shigeru Miyamoto suggested a Mario compilation, so Nintendo Entertainment Analysis & Development developed Super Mario All-Stars. Because the 16-bit SNES is more powerful than the 8-bit NES, the developers were able to remaster the graphics and sound as inspired by Super Mario World (1990), while retaining the original feel. Super Mario All-Stars was released worldwide in late 1993 and rereleased in 1994 to add Super Mario World. It was rereleased twice more for the anniversary of Super Mario Bros.: in 2010 for the 25th anniversary on the Wii, in a special package with an art booklet and soundtrack CD; and in 2020 for the 35th anniversary on the Switch.

The SNES version received critical acclaim and is one of the bestselling Super Mario games, with 10.55 million copies sold by 2015. Reviewers lauded Super Mario All-Stars as essential SNES at its finest. They praised the remastering of the graphics and music, but criticized the lack of innovation. By 2011, 2.24 million copies of the Wii rerelease had been sold, with mixed reviews for its lack of new games or features. Critics were unimpressed by the art booklet and soundtrack CD, and recommended buying the games individually on the Wii's Virtual Console instead.

Gameplay[]

Top: the NES version of Super Mario Bros., depicting an area of World 1–1. Bottom: the Super Mario All-Stars version of Super Mario Bros., depicting the next area of the level with more detail afforded by the SNES's 16-bit hardware.
Comparison of the NES original and the Super Mario All-Stars remaster of Super Mario Bros.

Super Mario All-Stars is a compilation of the first four Super Mario series games, from the 8-bit Nintendo Entertainment System (NES) and the Family Computer Disk System, remastered for Super NES. They are Super Mario Bros. (1985), Super Mario Bros. 2 (1986, Japan), Super Mario Bros. 2 (1988, North America), and Super Mario Bros. 3 (1988).[1][2] In it, the Japan exclusive original Super Mario Bros. 2 was renamed to The Lost Levels.[3] The two-player bonus game based on Mario Bros. (1983) can be accessed from Super Mario Bros. 3.[4] The games are faithful remakes of the original premises and level designs.[5][6] They are 2D side-scrolling platformers where the player controls Mario and Luigi through themed worlds. They jump between platforms, avoid enemies and inanimate obstacles, find secrets such as warp zones and vines, and collect power-ups like the mushroom and the Invincibility Star.[2][7]

Super Mario Bros., The Lost Levels, and Super Mario Bros. 3 follow Mario and Luigi to rescue Princess Toadstool from the villainous Bowser, with the player stomping on enemies and breaking bricks as they progress. Super Mario Bros. 2 features a different storyline and gameplay style: Mario, Luigi, the Princess, and Toad must defeat the evil King Wart, who has cursed the dream world Sub-con; and the player picks up and throws objects such as vegetables at enemies.[2][8] The player selects one of the games from a menu and can exit at any time by pausing.[9]

The games are updated for the 16-bit hardware of the Super Nintendo Entertainment System (SNES), including remastered sound and graphics and the addition of parallax scrolling.[5] Game physics are slightly modified and some glitches, such as the Minus World in Super Mario Bros., are removed.[10][11] The difficulty level of The Lost Levels is reduced slightly: poison mushroom hazards are easier to distinguish,[12] and there are more 1-ups and checkpoints.[13] All-Stars adds the option to save player progress[14] with up to four save files per game.[11] Players can resume from the start of any previously accessed world, or in The Lost Levels, any previously accessed level.[9]

Development[]

Super Mario All-Stars was developed by Nintendo Entertainment Analysis & Development,[15] a former game development division of Japanese publisher Nintendo.[16] It had the working title Mario Extravaganza as, according to Nintendo president Satoru Iwata, "It was a single game cartridge packed full of the first ten years of Nintendo's rich history."[17]

The idea for a compilation emerged after the completion of Super Mario Kart (1992).[18] The next major Mario game, Yoshi's Island (1995), was still in production, creating a gap in Nintendo's release schedule.[19] Mario creator Shigeru Miyamoto[20] suggested developing a "value pack" of Super Mario games released to date. According to assistant director and designer Tadashi Sugiyama, Miyamoto's idea was to deliver the Japan exclusive Super Mario Bros. 2 (1986) as The Lost Levels,[18] which Nintendo of America had deemed too difficult for its nascent market and instead adapted Doki Doki Panic (1987) as the region's Super Mario Bros. 2 (1988).[21][22]

Nintendo remastered them in the transition across platforms.[19] One of the first tasks was reworking the graphics.[18] Because the SNES is more powerful than the NES, they were no longer restricted in color palette.[23] Designer Naoki Mori recalled feeling intimidated, as it was only his third year at Nintendo and he had been tasked with updating the flagship game.[18] The graphic design was based on Super Mario World (1990), outlining Mario in black for contrast against the backgrounds.[18][23] Mori and Sugiyama added details such as portraits of Bowser and Mario, to solid black backgrounds of castles and bonus areas in Super Mario Bros. The team retained the original feel of level designs and Mario's movement, without new animations and actions.[23]

Alterations were done by hand, while Sugiyama ran the original Super Mario Bros. to compare them side by side.[23] Staff from the original games were involved and consulted.[18] The team deemed certain glitches helpful, such as an infinite lives exploit in Super Mario Bros. but added a limit on the number of lives. Sugiyama recalled the team removing glitches they thought would interfere with players' progress, though this changed the controls. To reduce difficulty, players start with more lives. The option to save progress was added, as battery backup cartridges did not exist when Super Mario Bros. was created. Save points were added to the end of each level in The Lost Levels. Mori helped with the other remakes but avoided debugging The Lost Levels due to its gameplay difficulty.[10]

Release[]

Nintendo released Super Mario All-Stars in Japan on July 14, 1993, in North America on August 11, 1993, and in Europe on December 16, 1993.[15] In Japan, it was released as Super Mario Collection.[17] This is the first release of The Lost Levels outside Japan.[1] Between September and October 1993, Nintendo Power held a contest in which players who reached a specific area in The Lost Levels would receive a Mario iron-on patch.[24] The compilation became the SNES's pack-in game.[1]

Nintendo rereleased Super Mario All-Stars in December 1994 as Super Mario All-Stars + Super Mario World,[25] which adds Super Mario World.[1] It too is largely identical to the original,[5] but Luigi's sprites were updated to make him a distinct character and not just a palette swap of Mario.[1] A version of Super Mario Collection was released on Nintendo's Satellaview, a Japan-exclusive Super Famicom peripheral to download games via satellite radio.[26] Super Mario Advance (2001) and Super Mario Advance 4: Super Mario Bros. 3 (2003), remakes of Super Mario Bros. 2 and 3 for the Game Boy Advance (GBA), incorporate elements from the Super Mario All-Stars remake, such as the updated graphics and audio.[27][28][29]

In 2010, for the 25th anniversary of Super Mario Bros.,[30] Nintendo released Super Mario All-Stars 25th Anniversary Edition (Super Mario Collection Special Pack in Japan) for the Wii in Japan on October 21, in Europe on December 3, and in North America on December 12.[31] It has special packaging containing the original Super Mario All-Stars ROM image on a Wii disc, a 32-page Super Mario History booklet containing concept art and interviews, and a soundtrack CD containing sound effects and 10 tracks from most Mario games up to Super Mario Galaxy 2 (2010).[30][31][32] The compilation was released initially in limited quantities which sold out quickly,[33] prompting a second printing.[34] The compilation was once again rereleased in 2020 on the Switch for the original game's 35th anniversary, as part of the subscription-based Switch Online's classic games service.[35]

Reception[]

By 2015, 10.55 million copies of Super Mario All-Stars were sold,[42] including 2.12 million in Japan,[43] making it one of the bestselling Super Mario games.[42] It received critical acclaim.[1] Reviewers thought it was an essential element of the SNES library at its finest,[6][37] and would occupy players for hours or days.[11][41] Nintendo Magazine System (NMS) estimated it could entertain players for up to a year.[41] A critic from Computer and Video Games (CVG) described it as the Super Mario director's cut, bringing fans updated graphics and audio in addition to The Lost Levels which few had experienced.[44] A reviewer from Electronic Gaming Monthly (EGM), overwhelmed by the improvements, called it a "masterpiece from beginning to end".[6]

Critics praised the remasters for excellent artistry and having aged well.[14][45][46] For AllGame, retrospectively reviewing the version including Super Mario World, it represented "the absolute pinnacle of the 2D platform genre".[5] Critics said the games retained their authentic NES gameplay and greatness.[14][39][46] EGM's reviewers were satisfied the various secrets were left intact.[6] Nintendo Power wrote the games got better with time,[14] and EGM and CVG suggested players abandon the antiquated NES games for the SNES upgrade.[6][44] Although one of the NMS reviewers admitted to preferring Super Mario World, citing the compilation's less instinctive controls and somewhat simplistic graphics, he said Super Mario All-Stars was still worth buying.[47]

Reviewers liked the updates the games received in the transition to the SNES.[6][14][46] Nintendo Power, for instance, praised the addition of a save feature, believing it would give players who never finished the games a chance to do so.[14] The updated graphics were praised;[5][11][48] NMS's reviewers admired the attention to detail, which they said made the compilation worth buying,[48] and AllGame called the visuals colorful and cartoonish.[5] CVG thought the backgrounds could have benefited from more detail,[37] but GamePro thought they were detailed enough.[11] Reviewers offered praise for the updated soundtracks as well.[5][6][11] For EGM, the audio enhanced the experience,[6] and GamePro noted the addition of echo and bass effects.[11] In a 2005 retrospective, Famitsu called All-Stars a role model for future video game remakes.[39]

The lack of innovation received criticism.[6][14][38] Aside from the 16-bit updates, save feature, and The Lost Levels, Nintendo Power wrote, the compilation did not present anything new,[14] a sentiment CVG echoed.[37] Edge wrote, "[I]f the best cart around is a compilation of old eight-bit games, it doesn't say much for the standard of new games, does it?"[38] Reviewers also disagreed over which game in the compilation was best. One EGM reviewer argued for Super Mario Bros. 2,[6] but another critic and Nintendo Power said that honor went to The Lost Levels.[6][49] NMS, CVG, and Edge, however, criticized The Lost Levels for its difficulty,[37][38][48] with Nintendo Magazine System viewing it as just an interesting bonus.[48] Edge said the compilation was worth buying for Super Mario Bros. and Super Mario Bros. 3, but not Super Mario Bros. 2 because the reviewer found its gameplay lacking fluidity and the level design poor.[38]

In 1997, when the EGM staff ranked Super Mario Bros., Super Mario Bros. 2, and Super Mario Bros. 3 in its list of the best console games of all time, they specified the All-Stars edition for all three games. In the listing for Super Mario Bros. 3 (ranked at number 2), they noted, "Just a reminder: We're not including compilation games on our Top 100, or Super Mario All-Stars would be the clear-cut number-one game of all time."[50]

25th Anniversary Edition[]

According to the review aggregator website Metacritic, the Super Mario All-Stars 25th Anniversary Edition received "mixed or average reviews".[51] By April 2011, 2.24 million copies of this version were sold: 920,000 in Japan and 1.32 million overseas.[58] Generally, critics were disappointed at the unaltered rerelease, which they found lazy. They expressed surprise the developers did not take advantage of the extra space Wii discs offer to add more games or use the Super Mario All-Stars + Super Mario World version.[32][52][53][54][57] The Guardian compared the 25th Anniversary Edition unfavorably to the Wii remaster of the Nintendo 64 game GoldenEye 007 (1997) released earlier that year. The writer argued that though GoldenEye offered new graphics, levels, and reasons to play, Super Mario All-Stars was just the same compilation released on the SNES in 1993.[57] The A.V. Club went as far as to state the 25th Anniversary Edition "fails on every conceivable level, and a few inconceivable ones, too".[59]

The Super Mario History booklet divided reviewers. Nintendo Life and The A.V. Club panned it for cheap production quality.[32][59] Although Nintendo Life found it somewhat intriguing,[32] both called the one-sentence developer comments vague and meaningless.[32][59] The A.V. Club said the level design documents were "obscured by pictures, and schematics written in Japanese with no translation".[59] Meanwhile, IGN opined the booklet failed to demonstrate Mario's importance, due to missing information about the Game Boy installments, Yoshi's Island, and other Nintendo games.[54] Others found the booklet interesting;[53][55][57] GamesRadar+ stated that for Mario fans Miyamoto's original outline "alone is worth $30".[53]

The soundtrack CD received criticism and was viewed as a missed opportunity.[32][54][59] Reviewers were disappointed it contained only ten songs and that half of it was dedicated to sound effects.[32][54][59] For instance, Nintendo Life said it "doesn't even fill half of that potential running time" of 74 minutes of CD audio.[32] Similarly, IGN said ten songs were not enough, including only one of the twenty songs from Super Mario Galaxy (2007).[54] Conversely, The Guardian said the CD would make players happy and GamesRadar+ thought it was rare for Nintendo to release game soundtracks outside Japan.[53][57] GamesRadar+ said the CD helped make the compilation seem important, and that it is the first official release of the Super Mario Bros. "Ground Theme".[53]

Nintendo Life wrote there was no reason for Nintendo not to add more to the compilation, suggesting it would not have taken much effort to add interviews, advertisements, and other behind-the-scenes content.[32] Through the general disappointment, critics said the games retained high quality.[32][52][54][57][59] Some admitted to preferring the NES originals,[53][59] but others thought the updated 16-bit graphics and addition of a save feature were great.[32][52][55][56] However, some encouraged readers to purchase the games individually on the Wii's Virtual Console service instead if they had not already purchased the compilation.[32][59] GamesRadar+, IGN, and Official Nintendo Magazine noted this was a cheaper way to experience them.[53][54][56] As Nintendo World Report wrote, "in the end, the value of [Super Mario All-Stars] lies in whether you want to invest once more in these classic Mario titles."[55]

Notes[]

  1. ^ Known in Japan as Super Mario Collection (スーパーマリオコレクション)
  2. ^ EGM's four reviewers gave three scores of 9/10 and one of 10/10.[6]
  3. ^ Famitsu gave two 8/10 scores, one perfect score, and one 6/10 score.[39]
  4. ^ GamePro gave four 5/5 scores for graphics, sound, control, and fun factor.[11]
  5. ^ Nintendo Power gave a 3.9/5 score for presentation, a 4.2/5 score for gameplay, and two 4.1/5 scores for challenge and theme/fun.[40]
  6. ^ Score based on 29 reviews.[51]

References[]

Citations[]

  1. ^ Jump up to: a b c d e f Brown, Andrew (August 18, 2011). "Super Mario All-Stars + World". Nintendo World Report. Archived from the original on February 6, 2017. Retrieved April 13, 2019.
  2. ^ Jump up to: a b c NMS staff 1993, pp. 20–25.
  3. ^ Edge staff 1993, pp. 98–99.
  4. ^ Edge staff 1993, p. 99.
  5. ^ Jump up to: a b c d e f g Huey, Christian. "Super Mario All-Stars + Super Mario World". AllGame. Archived from the original on February 16, 2010. Retrieved April 13, 2019.
  6. ^ Jump up to: a b c d e f g h i j k l m EGM staff 1993, p. 28.
  7. ^ G-Man 1993, pp. 98–100.
  8. ^ Nintendo of America 1993, pp. 5–30.
  9. ^ Jump up to: a b Nintendo of America 1993, p. 3.
  10. ^ Jump up to: a b Iwata, Satoru (October 21, 2010). "Super Mario All-Stars : Too Difficult Even For a Developer". Iwata Asks. Nintendo. Archived from the original on July 25, 2015. Retrieved April 13, 2019.
  11. ^ Jump up to: a b c d e f g h G-Man 1993, p. 98.
  12. ^ Whitehead, Dan (September 15, 2007). "Virtual Console Roundup". Eurogamer. Archived from the original on April 1, 2015. Retrieved April 1, 2015.
  13. ^ Provo, Frank (October 5, 2007). "Super Mario Bros.: The Lost Levels Review". GameSpot. Archived from the original on August 24, 2015. Retrieved August 24, 2015.
  14. ^ Jump up to: a b c d e f g h Nintendo Power staff 1993, p. 100.
  15. ^ Jump up to: a b "Super Mario All-Stars (SNES / Super Nintendo) News, Reviews, Trailer & Screenshots". Nintendo Life. Archived from the original on April 12, 2019. Retrieved April 12, 2019.
  16. ^ Kohler, Chris (September 14, 2015). "Nintendo Consolidates Its Game Development Teams". Wired. Archived from the original on September 15, 2015. Retrieved April 12, 2019.
  17. ^ Jump up to: a b Iwata, Satoru (October 21, 2010). "Super Mario All-Stars : The History of Super Mario in One Game". Iwata Asks. Nintendo. Archived from the original on July 25, 2015. Retrieved April 13, 2019.
  18. ^ Jump up to: a b c d e f Iwata, Satoru (October 21, 2010). "Super Mario All-Stars : Updating the Graphics". Iwata Asks. Nintendo. Archived from the original on July 25, 2015. Retrieved April 12, 2019.
  19. ^ Jump up to: a b Whitehead, Thomas (August 20, 2015). "Mario History: Super Mario All-Stars—1993". Nintendo Life. Archived from the original on April 12, 2019. Retrieved April 12, 2019.
  20. ^ McLaughlin, Rus (September 13, 2010). "IGN Presents: The History of Super Mario Bros". IGN. Archived from the original on April 12, 2019. Retrieved April 12, 2019.
  21. ^ Schreier, Jason (January 7, 2015). "30 Minutes of Impossibly Precise Mario Speedrunning". Kotaku. Archived from the original on April 1, 2015. Retrieved June 19, 2019.
  22. ^ Ashcraft, Brian (October 28, 2010). "Super Mario All-Stars Coming To America". Kotaku. Archived from the original on April 1, 2015. Retrieved June 19, 2019.
  23. ^ Jump up to: a b c d Iwata, Satoru (October 21, 2010). "Super Mario All-Stars : Of Course, the Way It Feels is Key". Iwata Asks. Nintendo. Archived from the original on July 25, 2015. Retrieved April 12, 2019.
  24. ^ Nintendo Power staff 1993, p. 22.
  25. ^ "Super NES Games" (PDF). Nintendo. Archived from the original (PDF) on September 20, 2008. Retrieved July 31, 2018.
  26. ^ Bivens, Danny (October 27, 2011). "Satellaview". Nintendo World Report. Archived from the original on January 27, 2016. Retrieved April 14, 2019.
  27. ^ "3.開発者インタビュー『スーパーマリオアドバンス』" (in Japanese). Nintendo. Retrieved July 7, 2019.
  28. ^ Harris, Craig (May 14, 2003). "E3 2003: Hands on: Super Mario Advance 4". IGN. Archived from the original on April 13, 2019. Retrieved April 13, 2019.
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  32. ^ Jump up to: a b c d e f g h i j k l m McFerran, Damien (December 21, 2010). "Super Mario All-Stars 25th Anniversary Edition Review (Wii)". Nintendo Life. Archived from the original on April 14, 2019. Retrieved April 14, 2019.
  33. ^ Kohler, Chris (January 7, 2011). "Nintendo May Reprint Sold-Out Mario All-Stars". Wired. Archived from the original on March 16, 2019. Retrieved April 14, 2019.
  34. ^ Kohler, Chris (February 15, 2011). "Nintendo Will Ship More Mario All-Stars March 13". Wired. Archived from the original on December 23, 2016. Retrieved April 14, 2019.
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  38. ^ Jump up to: a b c d e Edge staff 1993, p. 86.
  39. ^ Jump up to: a b c d Famitsu staff 2005, p. 41.
  40. ^ Jump up to: a b Nintendo Power staff 1993, p. 105.
  41. ^ Jump up to: a b c NMS staff 1993, p. 25.
  42. ^ Jump up to: a b O Malley, James (September 11, 2015). "30 Best-Selling Super Mario Games of All Time on the Plumber's 30th Birthday". Gizmodo. Archived from the original on November 16, 2018. Retrieved April 22, 2019.
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  44. ^ Jump up to: a b CVG staff 1993, p. 31.
  45. ^ CVG staff 1993, p. 30.
  46. ^ Jump up to: a b c NMS staff 1993, pp. 23–25.
  47. ^ NMS staff 1993, p. 23.
  48. ^ Jump up to: a b c d NMS staff 1993, p. 24.
  49. ^ Nintendo Power staff 1993, p. 16.
  50. ^ EGM staff 1997, p. 156.
  51. ^ Jump up to: a b c "Super Mario All-Stars: 25th Anniversary Edition for Wii Reviews". Metacritic. Archived from the original on February 19, 2018. Retrieved April 22, 2019.
  52. ^ Jump up to: a b c d Alan Mariott, Scott (December 17, 2010). "Super Mario All-Stars Review". G4. Archived from the original on January 26, 2011. Retrieved June 16, 2019.
  53. ^ Jump up to: a b c d e f g h Elston, Brett (December 11, 2010). "Super Mario All-Stars review". GamesRadar+. pp. 1–2. Archived from the original on April 22, 2019. Retrieved April 26, 2019.
  54. ^ Jump up to: a b c d e f g h George, Richard (December 10, 2010). "Mario All-Stars Limited Edition Review". IGN. Archived from the original on April 22, 2019. Retrieved April 26, 2019.
  55. ^ Jump up to: a b c d Hernandez, Pedro (December 17, 2010). "Super Mario All-Stars Review". Nintendo World Report. Archived from the original on April 22, 2019. Retrieved April 26, 2019.
  56. ^ Jump up to: a b c Scullion, Chris (December 2, 2010). "Review: Super Mario All-Stars Wii". Official Nintendo Magazine. Archived from the original on December 5, 2010. Retrieved June 16, 2010.
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Bibliography[]

  • Super Mario All-Stars instruction manual. Nintendo of America. 1993. pp. 1–38.
  • Nintendo Power staff (September 1993). "Super Mario All-Stars". Nintendo Power. No. 52. Nintendo of America. pp. 16–23, 100–105.
  • Harris, Steve; Semrad, Ed; Alessi, Martin; X, Sushi (September 1993). "Review Crew". Electronic Gaming Monthly. Vol. 6 no. 9. Sendai Publishing. pp. 22–36.
  • Nintendo Magazine System staff (August 1993). "Super Mario All-Stars". Nintendo Magazine System. No. 11. EMAP. pp. 20–25.
  • CVG staff (October 1993). "Super Mario All-Stars". Computer and Video Games. No. 142. EMAP. pp. 30–32.
  • G-Man (November 1993). "Super NES ProReview: Super Mario All-Stars". GamePro. No. 52. International Data Group. pp. 98–100.
  • Edge staff (October 1993). "Testscreen". Edge. No. 1. Future plc. pp. 81–107.
  • Famitsu staff (June 16, 2005). "クロスレビュー優良ソフトパーフェクトカタログ 上巻」". Famitsu (in Japanese). Vol. 1. Enterbrain. p. 41.

External links[]

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