Supper Mario Broth
A Super Mario variety blog. Screenshots, photos, sprites, gifs, scans and more from all around the world of Super Mario Bros.
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In Super Mario Advance 4, if Left and Right on the D-Pad are alternated on every frame during a jump (usually too precise for a human to perform and requiring tool-assisted input), the screen will not scroll during the jump and Mario will die upon reaching the edge of the screen. (Note that this does not apply to any other version of Super Mario Bros. 3.)

If this is performed so that Mario also touches the goal block in a level on the same frame he dies, and the card he obtains from it would be the third matching card, an even more bizarre glitch occurs.

The card (a star in the footage) rises up out of the goal block as usual, but instead of turning into fireworks at the top, it turns into a glitched sprite resembling two semicircles. The game will not continue after this and the camera will show the glitched sprite forever, requiring the game to be reset to continue playing.

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

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Live recording of Koji Kondo playing his Athletic track from Super Mario World on keyboard for a foreign visitor to Nintendo’s headquarters in Japan in 1992.

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

Wednesday, December 11, 2024
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Storyboards for the intro to Super Smash Bros., published on the official HAL Laboratory site in 2000, featuring original drawings of Mario, Yoshi and other characters.

Unfortunately, despite the numbering in the lower right of each page (and the site’s source code) suggesting there were at some point 10 images in the set, only 7 of them have been archived and the other 3 are considered lost media.

Please zoom in to view the drawings in detail.

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

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It’s the third Supper Mario Broth livestream for Paper Mario: The Thousand-Year Door! Join me at the Supper Mario Broth Twitch channel as I break apart Chapters 2 and 3!

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In Mario Kart DS, both the pinballs and the flippers on the Waluigi Pinball track knock racers around, imparting momentum to the vehicles.

However, a glitch in the momentum calculation occurs if a racer is hit by a pinball and then a flipper immediately afterward without touching the ground first. Instead of adding the momentum of the two actions together, it is multiplied so the racer is launched far away, falling out of the boundaries of the track altogether.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: Japex4sp

Tuesday, December 10, 2024
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The Mario & Luigi series is well-known for its usage of brief sound clips of vaguely Italian-sounding gibberish whenever Mario and Luigi talk. Mario & Luigi: Brothership features a new set of these clips, recorded by Mario and Luigi’s new voice actor, Kevin Afghani.

This post plays back all of these sound clips in a row.

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

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In Super Mario RPG, there is a mysterious character behind the northeastern wall of the house closest to Peach’s castle in the Mushroom Kingdom, who remains unseen due to being hidden by the game’s isometric view. Mario can talk to the character, but never see who exactly it is.

If the game (in both SNES and Switch versions) is modified to remove the wall, it is revealed that there is no visible NPC behind the wall, since the player is never intended to be able to see it. However, in the Switch version, there is also a part of the regular gameplay that reveals there is no one behind the wall.

In the cutscene of Peach joining the party, the wall in question is briefly shown, with the location of the mystery NPC being clearly visible and containing nothing (circled in the screenshot). This oversight is due to the location of the cutscene also being behind the same wall in the original version, but which does not include a view of the hiding spot since the cutscene uses the same view as regular gameplay.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: SMRPG (Switch)

Monday, December 9, 2024
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Super Mario World uses a mosaic effect for screen transitions. This usually lasts only for a few frames, and is never used during parts of the gameplay where Mario is controllable.

However, the game is capable of continuously applying the mosaic effect to regular gameplay if a single variable in memory is modified. The footage shows what this looks like: the background, as well as all objects that are implemented as tiles (coins, berries, most blocks etc.) are subject to the filter, while sprites (Mario, Yoshi, enemies etc.) are exempt and still appear in their regular forms.

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

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Thank you all very much for your continued support.

 
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