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


An extremely rare, unexplained glitch has been recorded on only a few occasions in Super Mario Odyssey whereby the fog in the Cap Kingdom will have its bloom effect multiplied by several orders of magnitude, completely drowning everything inside it in blinding light.
Source: tyron18
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In Paper Mario, the Master has an unused, unfinished attack found in his code whereby he flies at Mario and then appears to be stuck in mid-air, doing nothing. This would at first seem to be simply completely broken and require the game to be restarted, but waiting 5 and a half minutes will actually make him complete the attack and do damage (most of the waiting time cut out in the footage). He will also remain in mid-air next to Mario on the next turn after this.
This is due to the fact that the attack takes 10,000 frames to complete, which is around 5 and a half minutes at the game’s 30 frames per second framerate. While broken and unfinished moves are nothing out of the ordinary for RPGs, it is rare to find a move that appears to freeze the game but actually manages to complete in an unreasonably long amount of time.
Source: elDexterr
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Originally, the Chinese translation of Kamek’s threat to Mario in Super Mario Galaxy had him telling Mario to go to hell, which was removed later.
Top: in the intro to Super Mario Galaxy, Mario manages to hold onto Peach’s Castle as it is lifted up into space. However, Kamek appears and blasts Mario away with the words “So long! Enjoy your flight!”
Bottom left: in the 2018 Chinese Nvidia Shield port of Super Mario Galaxy, Kamek tells Mario “永别啦!下地狱吧!”, which translates roughly to “Goodbye forever! Go to hell!”
Bottom right: in the Nintendo Switch version, which was a new translation into Chinese, Kamek now says “你就给我在地上打滚吧!” which translates roughly to “Go roll on the ground!”, removing the harsh wording of the original translation.
Source: chinesenintendo, cometobservatory
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Through chaining together various glitches in Donkey Kong 64, it is possible for any Kong to enter any transformation barrel and as such use any other Kong’s abilities in this manner.
The footage shows Tiny Kong, who is normally only able to use Mini-Monkey to shrink in size, using three other abilities instead: Diddy Kong’s Rocketbarrel Boost, Chunky Kong’s Hunky Chunky, and Lanky Kong’s OrangSprint.
Note that while some animation irregularities occur due to Tiny Kong’s model not matching up perfectly with the models of the intended Kongs, there are no gameplay issues at all and she (as well as every other Kong) can use all abilities the same way the respective intended Kong can.
Source: GloriousLiar
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Top two images: in Luigi’s Mansion, the bills found throughout the game as one of the money collectibles are worth 20,000 G each.
Third image: however, looking very closely at the bills in-game reveals they actually read “10,000” on them.
Last image: extracting the textures for the bills from the game’s files confirms this. The bills (note that green and brown bills are actually just two cosmetic skins for the same item and have no functional difference) all read “10,000 G” or “10,000 GOLD”.
It is clear that the developers originally intended each bill to be worth 10,000 G and then “rebalanced” the money value to be 20,000 G. It is possible that the intent was that it would be too difficult to see the texture at the game’s original resolution for this to be an issue.
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Development images of an unused underwater hotel originally planned for Hotel Mario, published in 2025. This was almost certainly the scrapped hotel meant for Iggy, who does not have a hotel in the finished game.
The publication of these disproves the “Iggy’s Cheese Hotel Theory” that stated that Iggy may have originally been planned to have the scrapped Cheese Hotel mentioned in interviews with the game’s development team. It appears that the Cheese Hotel was simply never considered for the final game, and was shot down at an earlier stage in the process.
Please note that everything mentioned under “The facts” in the theory image is still accurate information; merely the speculation has been proven incorrect via the surfacing of additional information.
Source: spooky-jumpropes, TCRF, Trici Venola
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In Donkey Kong Bananza, a glitch may occur with the Kong NPCs on Donkey Kong Island whereby they will not interact properly with the ground, and instead keep shaking in place, intermittently clipping into it and popping back out. Note Cranky Kong’s and Diddy Kong’s unusual vibration in the footage.
Source: QuizzicalWooley
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In Donkey Kong Country 3, Bazaar the Bear talks about Link from the Legend of Zelda series visiting his shop and asking about the local castle. Alongside a reference to Rupees, the currency of that series, Bazaar mentions that Link muttered something about his “shells being the wrong shape”. This is a very specific reference that not even all fans of the Zelda series may understand, and requires having played The Legend of Zelda: Link’s Awakening in particular.
In that game, Link can collect Secret Seashells, which unlock the optional Koholint Sword (that game’s equivalent to the Master Sword). The shells in that game are conch-shaped, while the one Bazaar sells in his shop is clam-shaped, so Link would not be able to use it.
Source: DKC3 (NA, SNES), LADX (NA, GBC)
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Unique illustration of the Super Mario Bros. characters celebrating, used for a 1987 calendar in the Japanese Wanpakku magazine.
Source: its.a.me.scanio, historyofhyrule
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Top: the North American box art for Donkey Kong Country 3.
Second row: zooming in between the boat and the Krumple shows a mostly obscured character in the water that appears to have a black hand.
Third row: this is actually a rare Kuff'n'Klout enemy, which appear only in Krematoa, the hidden lost world.
Bottom: this can be confirmed by looking at the early version of this box art from a point in development when it was still called “Dixie’s Double Trouble”. The Kuff'n'Klout can be seen fully visible on the right.
It is likely that it was removed from its prominent position and placed in the background where it is hardly seen because of how obscure it is, since many players would not even discover the lost world to begin with. Putting the enemy as the second most prominent thing on the cover after the protagonists would have risked players becoming confused after playing the game all the way to the ending and never seeing it during that time.
Source: nefora
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