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


In nearly all of the game styles of Super Mario Maker 2, a maximum of eight pairs of doors can be placed (four per sub-area). This results in a maximum of eight keys that can be used. While more keys can be placed during course creation, these will simply be discarded when attempting to collect them.
However, in the Super Mario 3D World style, an additional 8 locked Warp Boxes can be placed that also require keys. Despite this, the game still has a maximum of 8 keys that can be obtained. As such, it is impossible to actually use all the available locked doors and Warp Boxes even though enough keys to use them can be placed, because the player will simply be unable to collect them.
Top: a course that demonstrates this. By using less than 8 keys before the final room, Luigi automatically collects a key, unlocks the Warp Box, and dies, as expected.
Bottom: however, if he had already collected 8 keys and used them all up beforehand, then he will simply discard the last key when touching it, allowing him to pass through the Warp Box without unlocking it, and survive.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: SmashyYT
In version 1.1.0 and earlier of Super Mario Odyssey (patched in all subsequent versions), having Cappy hit Talkatoo directly after Mario finishes talking to him would result in a variety of glitched behaviors.
One of these is delayed Jaxi mounting. If the game was interrupted by the Screenshot Mode while Mario touched an object at the same time as attempting to mount a Jaxi, both Mario and the Jaxi would casually glide for a while in their idle animations before finally joining up, as seen in the footage.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: touval_
Top: animation found in development files for Super Mario World showing an early concept for the fire created by Sumo Bros. The fire would have been seemingly alive, and stacked upon itself to create a kind of cheerful fire cactus.
Bottom: the fire as it is seen in the finished game, for comparison.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: thelx5
Top: original animation from a commercial for the Donkey Kong and Mario Bros. Game & Watches, featuring unique designs for Donkey Kong and Mario. In particular, Mario does not resemble his usual design at all, being depicted as muscular and without a mustache, only being recognizable as such due to the prominent “MARIO” writing on his chest.
Bottom: the clearest individual frame in which Mario is visible.
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The NES version of Mario Bros. contains an unused incomplete sprite of Mario with blue skin and flesh-colored overalls, with an unknown purpose (regular Mario on the left, unused Mario on the right). No other unused Mario sprites exist in the code.
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A common glitch used in speedruns of the GameCube version of Paper Mario: The Thousand-Year Door is “jump storage” whereby Mario gains the ability to perform a single extremely large jump if specific partner abilities are used in a precise way while opening a door.
While nearly all instances of this glitch that have a practical purpose involve Mario himself jumping, it is possible to also cause Mario’s partner to perform the stored jump, resulting in the amusing visual of the partner flying off screen as shown in the footage.
A niche use for it with the Yoshi Kid is that whenever he is recalled to Mario from far away and Mario touches a hazard immediately, his position will be reset to a different point from where he would have returned to normally. For other partners, no use for this is known.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: SolidifiedGaming