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


(Minor flashing/blinking in footage)
In Super Mario Maker 2, due to the four regular (non-Super Mario 3D World) game styles sharing most of their code, Mario can actually perform all of his New Super Mario Bros. U moves in the other three regular game styles as well, though this is simply disabled by the code.
Re-enabling the functionality shows that it works perfectly fine in terms of its gameplay effect, but may look glitchy depending on the style due to never being intended to be used with those sprites.
Top: in the Super Mario Bros. and Super Mario Bros. 3 styles, the Ground Pound works without issue. Particularly, in Super Mario Bros. 3, Mario correctly assumes his “sliding” sprite, which makes it look polished as well.
Bottom: however, in the Super Mario World style, there is a minor issue with the dust clouds, which are displayed as their New Super Mario Bros. U graphics and thus look “hyperrealistic” compared to the rest of the pixelated scene. In addition, Fire Mario’s Ground Pound sprite is highly corrupted, appearing as a rapidly flashing Arrow Sign/hill graphic.
Source: PrincessRipBlueTube7
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In Super Mario Odyssey, kicking a rock at the Koopa Troopa that hosts the Koopa Freerunning minigame and talking to him on the same frame as the rock hits him traps the game in a “time stop” state.
Every object in the scene will stop moving with the exception of Mario, who will keep walking in place forever, and the Koopa Troopa, who will be dancing forever. The only input possible at that point is moving the camera; no other buttons do anything. The game must be reset to continue playing.
Source: Icayy
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Extremely rare officially licensed 1990 happy Cape Mario balloon from Japan.
Source: blacktangent
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By combining several glitches in Super Mario World, it is possible to create an object that has the properties of both a Rainbow Shell and a P-Switch, and as such can appear as a P-Switch of any color.
For this, a shell-less Yellow Koopa Troopa must enter a shell that was carefully placed to fully overlap with a P-Switch while Mario is moving away from it and scrolling the screen in such a way that the shell despawns on the frame the Koopa Troopa would enter it. Since the P-Switch is in the same spot, this essentially tricks the Koopa Troopa into entering the P-Switch instead of the shell.
This results in the glitched object seen in the footage, which appears alternately as a corrupted Rainbow Shell and as a differently-colored P-Switch every time Yoshi eats it and spits it out. No matter the color, the P-Switch will work like a regular one when pressed, as seen at the end.
Source: MrPyt1001
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In Paper Mario, the Fire Pop item has a hidden effect due to an oversight in the code that can be used for strategic purposes.
Normally, the item’s effect is Mario losing 1 HP but restoring 20 FP. If he has only 1 HP left before using it, he will (predictably) die. However, if his partner had already taken an action before this on that turn (by using Z to switch and make the partner go first), and if Mario is revived automatically by a Life Shroom, his partner will obtain an extra action and be able to attack twice in the same turn.
The effect is comparable to Goombella’s Rally Wink effect from Paper Mario: The Thousand-Year Door, but applied to the partner instead of to Mario. Nothing in either of the two games ever allows partners to move twice in a turn except for this oversight with the Fire Pop.
The footage depicts a turn where it is used. It starts with Bow using her Fan Smack on Lava Piranha, then Mario dying and being revived in the manner described above, and finally Bow getting to attack Lava Piranha again. Note how the boss does not perform any actions in the meantime, showing it has all been a single turn.
Source: Koopatrol
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The Diamond City track in Mario Kart Arcade GP/Mario Kart Arcade GP 2 is the only time some of the landmarks from various WarioWare games have been shown in 3D. Due to the lack of a freely movable camera in-game, it is difficult to see the buildings in full; here they are shown in a model viewer.
First image: a view of the WarioWare, Inc. headquarters design with the rocket, as seen in WarioWare, Inc.: Mega Microgames.
Second image: a view of Diamond City Castle, which has appeared as the setting of Kat and Ana’s stages in several games.
Third image: a view of Diamond Taxi, the company Dribble and Spitz work for which also appeared in several games.
Fourth image: in what is perhaps of the most interest, this track provides the only known look of what is believed to be a Gadd Science, Inc. building, the company owned by Professor E. Gadd that is often mentioned to be responsible for various products but otherwise never shown. Note that the logo reads “Oya-ma Company”, which is slightly different from “Oya-ma Science Company”, the Japanese name for Gadd Science, but may be simply a different way to refer to the same entity. The building also features magic brushes as decorations, which are known to be manufactured by Gadd Science.
Source: Grounder
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Top: in 2010, a downloadable microgame for WarioWare: D.I.Y. /WarioWare: D.I.Y. Showcase was released by Nintendo of America called “Shantae NAB!”, made by Matt Bozon, the director of WayForward’s Shantae series of games. In this microgame, Shantae must catch a gem while jumping horizontally off a tree in her monkey form. If she flies past the gem, the game ends in a loss.
Bottom: interestingly, this microgame was either the inspiration for, or a preview of, a minigame included in Shantae and the Pirate’s Curse for the Wii U and Nintendo 3DS 4 years later.
Here, a minigame called “Super Shantae NAB!!” is included, which is an endless version of the WarioWare microgame including two trees (so Shantae can jump back and forth instead of only in one direction) and other features like enemies.
Source: SageTsukoPlay, info
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A glitch is present in the Poochy & Yoshi’s Woolly World version on the Nintendo 3DS that is not present in the original Yoshi’s Woolly World on the Wii U, whereby Yoshi will become “slender”, as though squished from the sides.
For this, Yoshi must be in the middle of the turning around animation as his Moto Yoshi transformation finishes a segment. If this is done on the correct frame, Yoshi will emerge on the other side of the door in a squished form. This will last until he dies.
Left: regular Yoshi before the glitch.
Right: squished Yoshi after the glitch.
Source: ivanfranco120
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Splash page from a feature in a 2006 issue of the British nRevolution magazine, discussion the business strategy of Nintendo to make the Wii not focus on better technical specifications, and instead on innovative gameplay.
Source: nRevolution (UK), Issue 3, 2006
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