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


At the end of Super Paper Mario, Count Bleck’s and Tippi’s human forms (Lord Blumiere and Lady Timpani) are seen as a distant silhouette from behind before disappearing over the hill. Only a single low-resolution graphic is used for them that shows nearly no detail.
The second Super Paper Mario issue (Volume 38 overall) of the Super Mario-kun official manga series shows Lady Timpani and Lord Blumiere in more detail and from more different angles, though still only as silhouettes to retain some of the mystery. Here are the pages showing them in these forms.
Main Blog | Patreon | Twitter | Bluesky | Source: SMK (Japan), Vol. 38, 2008
2006 French print ad for New Super Mario Bros.
Of note is the bizarre attempt to vocalize a melody on top of the page. The text on the bottom translates roughly to “This melody returns to you”, but the melody does not seem to obviously line up with any “returning” melody (presumably from Super Mario Bros.) that would be heard in New Super Mario Bros.
The 1-Up Mushroom seems to suggest it is the 1-Up jingle, but it is too long for that. It is too short for the level clear jingle. The longer notes do not line up with the invincibility jingle. The illustration seems to suggest it is related to the Mega Mushroom, but that is not a “returning” track and it does not line up with that either.
It may, however, be an attempt at the beginning of the Super Mario Bros. theme with one note missing. Please feel free to provide your own suggestions as to what this music is supposed to be in the comments!
Main Blog | Patreon | Twitter | Source: Nintendo DS (France), Issue 5, 2006
Top left: a slowed-down animation of a regular Dice Block prior to being hit in Mario Party 3. The Dice Block cycles through all possible numbers from 1 to 10 in a manner that appears random but is actually fixed.
Top right: a slowed-down animation of a Poison Mushroom Dice Block. This Dice Block can only roll numbers from 1 to 3 and has a special animation of the numbers mophing into each other instead of simply showing 1, 2 and 3 in the same quick manner the regular Dice Block would.
Bottom: this is actually a result of the developers deciding not to write new code for a Dice Block that would display only three numbers, and deciding to instead make it work within the confines of the preexisting ten-number code.
Every Dice Block has ten textures for the numbers it can display, and is coded to display them in a specific order. The “morphing” frames are simply the textures for the numbers 4 through 10 on the Poison Mushroom Dice Block, so that it can reuse the exact same code (display all ten textures in a specific order, here with only 3 of them being numbers) but appear to have a morphing animation instead.
This way, instead of needing to write code for a Dice Block with only three textures, the developers were able to implement a fancy animation by thinking creatively about the issue.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: 1, 2
Officially licensed Game & Watch Gallery 3 paper bag from Japan. Interestingly, it provides the artwork used on the Japanese box for the game in slightly better quality and less obscured than the box itself.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: blacktangent
In Star World 4 in Super Mario World, if Yoshi puts the key in his mouth, then Cape Mario uses his flight ability to hit the nearby row of green ! Blocks from below, spawning seven Cape Feathers in quick succession, the key in Yoshi’s mouth will become glitched.
When Yoshi spits out the key, it will appear as a shell-less yellow Koopa Troopa, except it will not move or harm Mario. Eating it again will produce the same result as eating a Cape Feather.
This glitch is notable for being able to actually be activated by accident during regular gameplay as it needs no special elaborate setup or particularly skillful play.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: Olivias-Glitches
Super Mario 64 DS contains a glitch known as “hyperspeed holding”. If the player character is holding an object in his hands and continuously runs on a slope of a certain incline against a wall, the character will build up speed indefinitely (or at least until he clips through the wall due to the speed being too high).
In the footage, this is used to obtain a Red Coin from within an ice block without using Yoshi’s fire breathing ability which would normally be required to access it. Wario is holding the baby penguin and running against a fence on the slide. After a minute of this he reaches such speed that he can run all the way up to the ice block and clip inside it, collecting the coin.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: bobbybobsm64ds
Demonstration of the officially licensed 1993 Super Mario World version of the Pop-up Pirate game, featuring Mario popping out of a barrel and various items from the game replacing the swords.
This was manufactured by Tomy, the creators of the original Pop-up Pirate, and is in fact the first variation of that game ever made using a license from another company.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: kikaim
In Super Mario Odyssey, there is a Bonneter guarding a Power Moon in the Cap Kingdom who can be scared off if Mario captures a Paragoomba and approaches him.
A minor glitch can occur if this Bonneter is talked to and then immediately hit by Cappy whereby he will experience “extended pain”. He will be in his pain animation (which is normally supposed to be very brief after being hit by Cappy) for several seconds while the camera focuses on him. Then, he will suddenly be all right again as the camera returns to Mario.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: Terido_dsc
In Super Mario World, if Mario is pushed off a moving rope by it moving against a solid wall, he will enter a “Climb Anywhere” state, whereby he will be able to start climbing in mid-air on seemingly nothing simply by pressing Up.
The state will last for the entirety of the currently loaded area unless Mario touches a rope again. Note that this effectively prevents him from dying due to falling off screen since Up can be pressed at any time to climb back up even if there is no ground underneath him. Unfortunately, none of the ropes in the game are positioned in such a way that this can happen during regular gameplay.
However, the game contains many glitches that allow unintended items to be spawned, such as e.g. by eating a coin with Yoshi and collecting it before he can swallow it, which may result in various normally impossible items being placed in the storage box depending on what loads into memory at that moment. As such, it is possible to spawn a rope somewhere Mario would be pushed off, achieving this powerful state.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source