Supper Mario Broth
A Super Mario variety blog. Screenshots, photos, sprites, gifs, scans and more from all around the world of Super Mario Bros.
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The files of Donkey Kong Country 3 contain an unused block of text that seems to contain most of Klubba’s dialogue from Donkey Kong Country 2. However, the text has been pasted into the files haphazardly and without any formatting, resulting in a “stream of consciousness” style frenzied rant.

Note also that due to the random cropping of the text, it starts off with an incomplete phrase (“u have plenty of. lives!”) and ends with an equally incomplete phrase (“Y'must be jokin if I’m gonna let ye across fer t”).

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source

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Story summary from a 1989 Japanese guide for Super Mario Bros. 3, featuring four original illustrations.

Note that the first drawing reads “S. Mario Bros. 2” to show Mario and Luigi winning against Bowser at the end of that game (meaning the Japanese Super Mario Bros. 2, known internationally as Super Mario Bros.: The Lost Levels; the international Super Mario Bros. 2 did not feature Bowser).

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source

Tuesday, February 17, 2026
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Warning: squashing and stretching footage that may induce nausea.

Donkey Kong 64 contains an extremely unique reuse of a game state for two completely unrelated scenarios. In Gloomy Galleon, one of Chunky Kong’s missions results in him becoming seasick, during which he walks slowly and the screen distorts to simulate his nausea.

When Lanky Kong performs his Trombone Tremor, the screen distorts in the same way. Internally, this is actually the seasickness state being applied for the duration of the cutscene. Instead of decoupling the seasickness from the camera effect so that both could be used separately, the developers simply used it counting on the fact that Lanky cannot move during the cutscene anyway, so none of the gameplay would be affected.

However, by entering the updraft in Creepy Castle, the cutscene is interrupted, and the seasickness remains while Lanky can walk around, showing that he has the same slow movement as Chunky during his “legitimate”, intended episode. This lasts until the next time Lanky plays his trombone, which clears the associated flag.

As such, the takeaway here is that playing the trombone literally makes Lanky Kong seasick for a few seconds, according to internal logic.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: Cheeseoman

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In Mario Kart Tour, the low-quality models used when racers are far away from the camera have extremely small textures, often being reduced by a factor of 10 to 12.

Tanooki Mario’s low-quality facial texture is so small that his eyes are reduced to a few pixels each. This gives them an appearance similar to the dot eyes used in the Paper Mario series, so that low-quality Tanooki Mario may inadvertently seem to be in a different style from the regular model, appearing to be a 3D rendition of a Paper Mario character or a Super Mario World sprite.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: see bottom of image

Monday, February 16, 2026
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Deck of small playing cards printed on a single page (for cutting out by the user) included with a 1987 issue of the Japanese Wanpakku magazine, featuring original artwork based on Super Mario Bros. and other Famicom games.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: History of Hyrule

Sunday, February 15, 2026
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In Mario Kart Wii, playing three-player local multiplayer matches allows for a visual glitch to be seen if a player throws items right before the fourth camera switches to that player.

This is shown in the footage with a Mii, whose low-quality model is still visible even though his high-quality head model is also present, briefly giving him two heads.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: B_squo

Saturday, February 14, 2026
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In Mario Party DS, the Bowser’s Pinball Machine board contains a roulette-themed event. Due to restrictions on depictions of gambling in media, the Korean version actually replaces that event with a Korean-exclusive whack-a-mole game, seen in the footage.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: ilo_the_second

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In Super Mario Land 2, it is possible to go out of bounds and encounter a landscape made out of random graphical tiles, created by the game reading unrelated code and interpreting it as level data. A famous example of a similar effect in a Game Boy game is the Glitch City glitch from Pokémon Red and Blue.

Top left: to start the glitch, a bee must be lured to the beginning of the bee hive level in the Tree Zone. Bouncing off its head allows Mario to reach the logs above the entrance.

Top right: from there, he can slide while inside a wall between two rooms, making sure not to jump back into bounds. At the end, he will fall down.

Bottom: the area he will fall down into will be corrupted in the manner described above.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: MattiKoopa

Friday, February 13, 2026
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Original graphic welcoming visitors to Nintendo’s official Japanese site in 1997.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source

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Super Mario Sunshine contains an unused enemy called “Dorokuri”, which is a wingless version of the Swipin’ Stu enemies found on Pinna Park Beach in the finished game. As such, they have the same ability to steal the cap from Mario’s head.

However, in addition to this, they also have the ability to steal Mario’s cap from each other, resulting in the humorous bouncing animation seen in the footage where the two Dorokuri keep taking it from each other whenever they touch.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: 0xD

 
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