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



In the Edit Mode of Super Mario Maker 2, each piece of music consists of 7 separate tracks that fade in and out independently of each other, creating a dynamic soundscape.
One of the tracks of the Ghost House theme in the Super Mario 3D World game style is a haunting vocal not corresponding to anything in the actual level music. Here is the individual vocal track, extracted from the game in an isolated form.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: vini64
In Yoshi’s Island, if Yoshi hits a ! Switch on the same frame as a previously pressed ! Switch would run out, the game will freeze, as seen in the footage.
World 2-Extra, “Hit That Switch!!”, consists of a series of switches that all need to be pressed before the previous one runs out, so that it is possible for a player to accidentally encounter this glitch during regular gameplay.
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1995 preview footage for Super Mario 64 showcases an extremely brief moment in which Mario performs a “sliding punch”. In the finished game, pressing B while moving at that speed will instead cause Mario to do a dive (called a “Slide Attack” in the manual) instead.
In addition, Mario’s momentum is conserved while performing the punch. While in the finished game, punching an enemy will cause Mario to experience recoil, here he continues moving in the same direction and only the enemy recoils instead.
The combination of the slide and the conserved momentum gives Mario’s punch a much more forceful impression.
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Various tests for Wonder Effect concepts, from the development of Super Mario Bros. Wonder. Curiously, standing on top of a giant Goomba in this manner highly resembles the Trophy Tussle 1 event in Super Smash Bros. Melee, where the battle takes place on top of the head of a similarly-sized giant Goomba trophy.
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A small detail on the file selection screen in Super Mario Galaxy is that causing the heads representing the save files to spin by moving the pointer will make them close their eyes if they spin too quickly.
This mimics how people tend to close their eyes while spinning quickly in real life in order to reduce nausea caused by the fast-moving visuals of the environment spinning around them.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: JoyconSwitch
Upper and lower parts of an officially licensed 1993 Super Mario World ticket redemption arcade game, featuring a combination of preexisting artwork (sometimes partially recolored) and original drawings (please zoom in to view details).
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Bafflingly, despite logical assumptions and visual appearances, moving platforms in Super Mario Maker 2 are not aligned with the ground on the same elevation. During regular gameplay, this is impossible to see since a character walking across both ground and moving platforms will not visibly change elevation, but internally, the elevation changes by an invisible fraction of a pixel.
This fraction of a pixel is enough to no longer align a character with a gap between spikes while in Balloon form. Note how Balloon Luigi is able to perfectly fit through the spikes while aligning himself with ground, yet gets hit after aligning himself with a moving platform that appears to be on the exact same height.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: LooygiBros