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


In Mario Super Sluggers, all characters have unused ice skating animations, which are compiled here. These were likely intended for the Peach Ice Garden stadium, which features no ice skating in the finished game.
Note that out of all characters, only Tiny Kong (among the characters in the bottom right) has two unused ice-related animations: ice skating and twirling. It is unknown if she would have interacted with ice in a unique way from everyone else, or if the animation was planned for all characters and hers was the only one finished.
Source: Geno Penguin
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In Paper Mario: The Thousand-Year Door, Crazee Dayzees and Amazy Dayzees actually change the pitch of their song attack if they are afflicted by the Tiny status effect (making it higher-pitched) or the Huge status effect (making it lower-pitched).
While making the enemies Tiny is trivial as a variety of moves and an item exist for this purpose, the only way to get them to become Huge is for them to spawn holding a Power Punch, and then use it on themselves, making this very rare during regular gameplay.
This post plays the Tiny attack sound, the regular attack sound, and the Huge attack sound in order.
Source: Koopatrol
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“Irregular Mario Brothers”, or nonstandard recolors of Mario’s sprite that are explicitly not him or Luigi, have occasionally appeared both in games (top left: the yellow and blue Marios from the GBA Mario Bros. included with the Super Mario Advance series games and Mario & Luigi: Superstar Saga) and in merchandise (top right: pre-Luigi recolored Marios from a 1982 Donkey Kong board game).
However, the earliest appearance of an irregular Mario brother in-game is the obscure COMP1 from the Japan-only Golf: Japan Course for the Famicom Disk System. He is the brother that appears as the opponent in the “Mario Match Play” mode, the only mode that is played against the CPU. His colors appear to be based on one of Mario’s invincibility frames after picking up a Super Star in Super Mario Bros.
Source: solvershadz
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In 2001, Nintendo of America promoted the release of Wario Land 4 with an Adobe Flash microsite called “Welcome to Greedville”, containing various Wario-related activities.
Here is the biggest custom graphic from the site, a large animated fountain dedicated to Wario, extracted from the site’s files at maximum quality. An APNG version with a transparent background and translucency effects for the water cannot be displayed directly within the post, but is provided here.
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Print ad for officially licensed 1996 Mario character plush/squeaky hammer hybrid toys from Japan. Each toy has a handle on the back and a squeaky hammer inside, so that it can be hit against a surface to make a silly sound.
Source: NintendoMetro
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In Donkey Kong Country 2, it is normally not possible to bring Animal Buddies to the end of the level due to the No Animal signs positioned before the exits. However, it is possible to bypass one of them through a combination of two factors: Enguarde moves by himself after being hit, and the Animal Buddies have a larger active radius that the signs do.
The latter part means that it takes a larger distance off-camera for Animal Buddies to despawn than it does for signs, so technically, an Animal Buddy could go off-camera and pass by the location of the sign while it hasn’t spawned. In the Lockjaw’s Locker level, that is possible in the manner seen in the footage, simply by letting Enguarde be hit and then following him with specific timing.
Since no Animal Buddies were ever meant to be shot out of the barrel onto the level goal, the animation at the end becomes glitched. Note Enguarde turning into a second, blue Dixie and playing her guitar while the actual Dixie merely stands there.
Source: kfin45
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The cutscenes in Hotel Mario are animated in the exact same way used in traditional cel animation: every cutscene uses a handful of static background images, over which a sequence of images that contain characters and other moving objects are overlaid.
As such, it is possible to isolate the moving animation frames by removing the background images, creating these GIFs with a transparent background. These can be used to change the backgrounds, for video editing, or other purposes. This post contains GIF versions of all cutscenes in the game, including the rare Bowser’s Ghost Cologne cutscene (third image in the fourth row).
Source: LuigiBlood
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The “bah” sound in the New Super Mario Bros. series of games (technically named as “paah” in the original sample CD used, but colloquially called “bah”) is a dynamic part of the track, causing various enemies and objects to react to it. Since the tracks were designed around accommodating it, removing it results in the music feeling somewhat “empty”.
Here is the New Super Mario Bros. Wii overworld music with the “bah” sound deactivated.
Source: RontoSoundtrack
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Original artwork used for the cover of a 1995 issue of the Brazilian SuperGamePower magazine, featuring Yoshi and Baby Mario. Please zoom in to see details.
Source: originalvideogameart
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Concept art for “Kasa de Koopa”, a variation of King Koopa’s castle appearing in the Super Mario Bros. Super Show episode “Mario and Joliet” (top), and the background artwork from the actual episode, for reference (bottom).
Source: Soshi the Yoshi
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