A Super Mario variety blog.
Screenshots, photos, sprites, gifs, scans and more from all around the world of Super Mario Bros.


In the final segment of Rainbow Road in Mario Kart World, a train carrying some of the game’s NPCs flies by towards the finish line. While the train appears to be purely cosmetic as it is always outside the track, it actually has collision.
With perfect timing, the train can actually be bounced off of and even save a racer from an attack. Note how the Spiny Shell hits Baby Daisy in the footage and she manages to fall on the train, which bounces her back onto the track.
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Extremely early model of a racetrack found in the files of Mario Kart 7, possibly one of the first models ever made for the game, likely to test the basic functionality of the engine. Instances of models in such a rudimentary state are very rare in Mario games.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: rlgcarrot
In Donkey Kong Country 3, it is possible for objects to become discolored simply by seeing too many objects in a row in a small enough space without interacting with them. Note how Kiddy collects no items on the way down, resulting in the Buzz bee enemy appearing with a glitched gold and red palette.
The technical reason for this is that the game can only handle 8 unique palettes at a time. As such, whenever several different enemies and other objects appear in the same space (within two screens of each other), there is always the potential for this to occur; however, normally the player unloads the palettes by collecting and thus despawning some of the objects, or defeating some of the enemies.
By very carefully not collecting anything and not killing anyone, the memory will fill up with too many palettes and the glitch will occur. As such, this could be considered specifically a “pacifist” glitch.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: thestaticcling
Bizarre Lakitu variation drawn in the style of the Mario & Luigi series, posted by Masanori Sato, the illustrator for Mario & Luigi: Superstar Saga, on his Instagram account.
Whether this was used directly during the development of a game as concept art or is merely artwork based on his own ideas that did not make it into any game is unknown.
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Pre-release screenshots of Super Mario RPG suggest that Knife Guy and Grate Guy were intended to have much more prominent roles in the game, as they are shown being fought seemingly near the beginning of the game (both given the Mushroom Kingdom location and the fact that Mario has no other party members), and Knife Guy is shown in the overworld putting on a show for a crowd.
Main Blog | Patreon | Source: NMS (Aus), Issue 33, 1995, CVG (UK), Issue 167, 1995
In Super Mario Bros. Wonder, some enemies have special animations for bumping into other enemies while walking, and both of them subsequently reversing directions. Moreover, some of them even have separate animations for bumping into their own species which are different from the ones used for everyone else.
The footage uses a modified area to show the animations for Goombas. Goombas stuck in a single spot (the ones on the outer edges) sit down and assume a sulking animation.
Goombas that touch other Goombas lean into them and open their mouths, while Goombas that touch non-Goombas bow to the other enemy instead. Note the Big Goomba and the second to last Goomba leaning into the other Goombas but bowing to the Koopa.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: Getlucky12341
In Super Mario 64 DS, specific messages appear whenever the player enters certain courses for the first time.
If the ending of the game is reached with glitches and exploits without ever entering those levels, the montage in the credits sequence will technically be the first time those levels are loaded on that save file, and as such the messages will appear in the credits instead.
Note that due to the unintended manner in which the messages are accessed, they are displayed halfway offscreen, so that e.g. the Cool, Cool Mountain message reads “Snow Mountain Summit: Watch for slippery”.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: adealtas
The back of the North American NES box for Super Mario Bros. 3 makes a bizarre decision to choose to highlight the game’s pause feature as though it merited special attention, despite
-a pause feature being completely standard for NES games and having been part of the expected functionality of console games for 6 years at that point, and
-the game being technically impressive in many other areas (e.g. seamless multidirectional scrolling, an explorable map screen with secrets), which were for some reason not elaborated on in favor of mentioning the pause feature.
Note that the phrasing “then continue where you left off” may seem like it is referring to some type of save feature that would allow the player to resume the game after turning it off; however, that is not the case. Super Mario Bros. 3 does not have any save functionality and the line is in fact simply referring to the fact that pressing Start pauses the game.
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