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


An unique functionality of the map screen in two-player mode in Super Mario Bros. 3 is that the inactive player (the player whose turn it currently isn’t) is still able to initiate a battle by pressing A when on the same space as the other player.
However, since the inactive player cannot actually move, the only way to do this is to wait until the active player moves to the same space as the inactive player and then press A, making this a timing-based interception.
Since losing a battle ends the loser’s turn, if the inactive player intercepts the active one and wins, the result is effectively “stealing” the active player’s turn. Due to this functionality, a good enough player can continuously intercept the other and not allow him to play a single level.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: SMB3 (NA, NES)
In Super Mario Galaxy 2, the ring platform used for the battle against the Megahammer boss uses a texture of a GameCube logo for a reflection map… except that the platforms are not actually reflective, making it impossible to see in-game.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: cometmedal
An officially licensed 2025 Yoshi plush from Japan reacts to sound by wiggling and making Yoshi noises. Due to this, if two of them are placed next to each other, they can be made to “engage in conversation” indefinitely by activating each other with their voices.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: w9N6C4KE1K12571
During the Amadeus Wolfgeist boss battle in Luigi’s Mansion 3, a glitch may occur whereby Luigi will be unable to walk normally, and instead slide across the floor on one foot while twitching.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: ParallelSkawo
Unique illustration from a promotional 1997 German Donkey Kong calendar.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: CoolBoxArt
In Super Mario Sunshine, whenever Mario lands on sand after falling from a great height, he will become stuck in it (a detail first implemented in Super Mario 64).
However, there is an oversight with the implementation of getting stuck in this manner. If Mario becomes freed from the sand by being attacked by an enemy, the “having just fallen from a great height” flag will not actually clear. As such, Mario’s next jump will cause him to get stuck in the sand even if it is a normal jump with an average height.
Note how in the footage, Mario proceeds to continuously get stuck in the sand due to being dislodged from it by Swipin’ Stu attacks instead of through his own efforts. Only by getting out of the sand on his own can Mario escape this state.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: Noki Doki
Early model of Mario with a flesh-colored mustache and hair, as well as no hands, found in the files of Mario Superstar Baseball.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: Geno Penguin