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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Artwork of Mario and Peach as a couple, shown in an official 1996 Satellaview broadcast. The Satellaview was a Japan-only add-on for the Super Famicom that allowed it to receive satellite transmissions; while it is most commonly known for featuring games, it also offered shows that had live audio alongside a slideshow of pictures.

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

Saturday, November 30, 2024
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Illumination and decoration setups featuring various Mario characters, set up in the Marunouchi Building skyscraper in Tokyo for the 2024 holiday season.

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It’s the first of a new series of Supper Mario Broth livestreams! Join me at the Supper Mario Broth Twitch channel as I break apart Paper Mario: The Thousand-Year Door!

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In the Nintendo Switch version of Paper Mario: The Thousand-Year Door, a glitch exists that allows Mario to “store” the high jump from a springboard for later.

If Mario falls onto a springboard while dismounting Yoshi, then hammers it, he will not bounce. Instead, the bounce will be transferred to his next jump, which is demonstrated in the footage by Mario walking halfway across the room and then jumping up a completely different ledge using the stored energy.

The glitch was patched out in an update, but may still be relevant for speedrunning the game in the future since physical cartridges of the game still contain the version with the glitch, and such early versions are often used specifically for their speedrunning potential.

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

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Production photos for the 1989 Mario Ice Capades show, seen in an “Ice Capades 50th Anniversary” program book.

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

Friday, November 29, 2024
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The kiosk demo version of Mario Kart DS contains many early versions of the game’s music tracks. However, among them is also this unique “failsafe” music track that does not correspond to any music in the finished game.

In the demo, it plays in GBA Bowser Castle 2, Tick-Tock Clock, Desert Hills, Rainbow Road, DK Pass, Bowser Castle, GBA Sky Garden, and all battle courses, since the music that was actually intended to be playing in those locations was not finalized yet. In the final version, any trace of this track has been completely expunged.

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(Spoiler-free Mario & Luigi: Brothership content)

In Mario & Luigi: Brothership, it is possible for Luigi to become stuck between two neighboring Question Blocks in the manner shown in the footage.

As the game forbids Mario from leaving Luigi behind, any attempt to leave the area will cause Luigi to call out for him and Mario turning back. As such, the player must try to nudge Luigi out of that position, which fortunately appears to always be possible, though may take many tries.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: 1026Delusion

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Top: Soda Lake is a secret level in Super Mario World. Due to the game’s food theme naming, it is natural to assume that this is just another example of combining a food-related term with a landscape feature, and that it has no relation to the real world.

Bottom: however, surprisingly, soda lakes are a phenomenon that exists in the real world as well, being lakes containing sodium carbonate (also known as “washing soda”). Whether Super Mario World is referencing this in addition to making a food-themed name, or whether this is a complete coincidence, is unknown.

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

Thursday, November 28, 2024
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1994 brochure from Japan, detailing Nintendo’s hardware and software for that year, featuring an original illustration of Raccoon Mario by Shigeru Miyamoto.

Note that this is the first time the name “Super Nintendo World” was used for an official product, predating the Super Nintendo World theme parks by 27 years.

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

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Due to the specific properties of the Spiny Shell (known colloquially as the Blue Shell) in Mario Kart 64 compared to later titles, it is possible for racers to get hit by their own Spiny Shell as shown in the footage.

For this, all that is necessary is that the racer keeps driving while the shell gets momentarily “distracted” from the road due to its pathfinding algorithm, which will cause the racer to briefly get ahead of the shell, resulting in being attacked by it.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: BlueMario95

 
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