Supper Mario Broth
A Super Mario variety blog. Screenshots, photos, sprites, gifs, scans and more from all around the world of Super Mario Bros.
MarioBrothBlog on TwitterSupper Mario Broth on PatreonSmall Mario Findings
image

Artwork used for an officially licensed 1995 Yoshi’s Island jigsaw puzzle from Japan.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: Drew Mackie

image

Commemorative 1991 phone card (as an insert in an egg-shaped greeting card) depicting a cross-promotion between the Japanese Kirin Lemon soft drink and Super Mario World.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: blacktangent

Monday, March 16, 2026
image

Cover of the official 1991 Japanese guide for the SNES version of SimCity, featuring the Statue of Liberty-like Mario statue that can be unlocked in that game.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: kikaim

image

The Luigi Ladder is a technique used in Super Smash Bros. Melee (though possible to perform to varying degrees in most games in the series) whereby two Luigis perform their Super Jump Punch on each other with precise timing. Crucially, they must be positioned in such a way that the attacks do not land with their sweetspot, and instead barely connect.

Performing it correctly in this manner results in the Luigis being able to rise up indefinitely, revealing some uncommonly seen inner workings of the game’s engine. While it may normally be assumed that rising up too far above the stage would result in a KO since that is what usually happens in regular gameplay (with characters being launched upward), the reality is that a KO above the upper blast line only occurs when an attack causes knockback.

Since the non-sweetspot Super Jump Punch does not actually cause knockback, the Luigis are able to pass the upper blast line and continue rising indefinitely. The technique is banned in tournament play since a team of two Luigis with friendly fire turned on could potentially use it to rise above the stage and become utterly impossible to hit for the rest of the match, giving them an unfair advantage.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source

image

In Super Mario 64, causing a star to spawn while dying will cause the game to become unplayable, locking the view in the irregularly swaying “death camera” mode while never returning control back to the player or advancing to the next scene.

While this is unlikely to happen with regular mission stars, it is relatively easy to cause this to occur by complete accident when collecting the final coin for a 100-coin star, as seen in the footage.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: Snooplax

Sunday, March 15, 2026
image

The Mario Kart games make extensive use of low-quality models that replace racers when they are far away from the camera to be able to render many objects at once without framerate drops. However, normally, whenever a model is simplified, the textures being applied to it do not change outside of being replaced with a lower-resolution version.

In Mario Kart: Double Dash, an exception to this occurs with Daisy’s crown. In her low-quality version, the crown texture disappears entirely and her crown uses her hair texture, appearing to be a tiny brown hat.

Note that this applies only to Daisy; Peach’s crown is still intact even in her low-quality model.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: Peardian

image

Print ad for officially licensed 1986 Japanese Super Mario Bros. 2 (known internationally as Super Mario Bros.: The Lost Levels) ramen noodles.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source

image
image

Mario Factory was a program available for the Game Processor, a Super Famicom development kit, in 1994. It was used to simplify the process of creating games using a unified graphical interface, similar to later programs like GameMaker.

Due to only being available to Super Famicom developers and subject to non-disclosure agreements, material about Mario Factory is extremely scarce and consists mostly of patent documents and a few images that were published. One of these is featured in this post, showing the capabilities of the program.

Zooming in on the third “graphics” screenshot reveals that the designer is in the middle of giving Mario a wide, flat yellow hat.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: LuigiBlood

Saturday, March 14, 2026
image
image

A variety of very glitched behaviors can be observed with Buzzy Beetles walking on Brick Blocks in the Super Mario All-Stars version of Super Mario Bros.

Left: by jumping into blocks in World 4-2 (on the second playthrough so the Goombas turn into Buzzy Beetles) at a precise angle, Mario can clip into the blocks and destroy one of them to make a small pit. Trapping a Buzzy Beetle in it, stomping it a few times, and then hitting it from below again will make it assume a glitched state.

Right: the glitched state will cause the shell to move slowly while upside-down, but stop at ledges. Note that the property of stopping at ledges doesn’t actually exist in any of the game’s regular entities; all of them either walk off ledges or turn around and walk in the other direction, so the glitch manages to create a completely new behavior by chance. In addition, the shell can be hit infinitely many times from below for points.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: MrPyt1001

image

Board game pieces for cutting out, featuring Mario, Luigi, Peach, Bowser and the Shogaku Ichinensei magazine’s bowtie-wearing Yoshi design, from a 1991 issue of the magazine.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: HI_Ricky

 
Next page