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


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.
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In Super Paper Mario, it is possible to die while talking to Old Man Watchitt in Yold Town in Chapter 1-2, a rare example of being able to die during a conversation.
If Mario has 1 HP remaining, enters 3D and positions himself in the left chair in Old Man Watchitt’s house, then talks to him, he will accidentally overshoot the correct 2D plane when attempting to reach the spot he is supposed to be standing while talking.
This will cause him to literally fall out of reality by walking perpendicularly out of the 2D plane. Due to only having 1 HP remaining, this will kill Mario and cause a Game Over in the middle of Old Man Watchitt talking.
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Original storyboards for the Adventures of Super Mario Bros. 3 cartoon episode “Mush-Rumors” (please zoom in to see the drawings). While cels and sketches from the Mario cartoon shows are commonly found, storyboards surface very rarely.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: TanookiKuribo
In Super Mario Bros. 3, a glitch has a small chance of occurring organically during regular gameplay in the final battle with Bowser.
If Mario dies on the same frame that Bowser would breathe a flame, the next time Mario enters the boss room, the flame will appear from mid-air before Bowser himself enters the room, as seen in the footage.
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2017 platformer A Hat in Time contains an unused model that appears to be heavily inspired by Glitzville from Paper Mario: The Thousand-Year Door.
Top: the model as seen in the game’s prototype version. Note that there is a tiny block in front of the left “building” that is the same general shape, size and position as the telephone booth in Glitzville in Paper Mario: The Thousand-Year Door.
Middle: the model seen in the finished version’s files, unused.
Bottom: the cutscene model for Glitzville in the GameCube version of Paper Mario: The Thousand-Year Door. Note that even in English and other languages, the cutscene model has the text “URONTOWN” on the sign (a romanization of Glitzville’s Japanese name, Oolongtown) instead of the name in that respective language.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: nintendostuff
Concept art for “Roo”, an unused kangaroo character originally planned for Diddy Kong Racing that ended up being replaced by Pipsy the Mouse during development.
Kevin Bayliss, the lead artist for the game, explained on his personal social media accounts that the reason Roo was replaced was because he believed it was implausible for her to steer vehicles while wearing boxing gloves (it is assumed that simply removing the boxing gloves from the character was not an option due to boxing kangaroos being a cartoon/cultural archetype).
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: Kev_Bayliss
Endurance Alley is an extremely lengthy single-player game mode in Mario Party 6 where the player is tasked with winning 100 minigames in a row. Between the minigames, the player character constantly follows Twila as she floats from sign to sign showing the current minigame number.
It may be difficult to notice that between the minigames, there are minor changes in environment details due to the fact that every single segment is extremely short and the player never sees more than a single screen of the environment at a time.
This post contains footage that has been cut to remove all minigames so that it provides smooth continuity of the walking scenes, and sped up by a factor of 8. Now the entirety of the walk to the end can be appreciated without interruption.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: ZanyWitch7
In the Mario Kart 8 Deluxe Booster Course Pass, driving too wildly within the tube near the beginning of Lap 3 of the 3DS Rainbow Road track may cause the driver to clip through the walls and get ejected into space, as seen in the footage.
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