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


All game pieces from an officially licensed 1990 Super Mario World board game from Japan.
Source: blacktangent
Main Blog | Patreon | Twitter | Bluesky | Small Findings
A glitch exists exclusively in the European version of Mario Party 7 on the Grand Canal board. If a player finishes the “Coinus Maximus” event (from landing on the Event Space near the beginning of the board) right after being hit by a Spiny so that the character is in the middle of the “invincibility blinking” animation, the character will become invisible from that point forward.
Note how in the footage, Wario disappears after completing the event and on his next turn, he is completely invisible. In particular, after obtaining a Star, the camera dramatically zooms in on what should have been Wario’s victory animation, but which ends up being absolutely nothing.
Source: hahaphd6856
Main Blog | Patreon | Twitter | Bluesky | Small Findings
2003 Japanese print ad for WarioWare, Inc: Mega Microgames (known as “Made in Wario” in Japan), seen in an issue of the Nintendo Dream magazine.
Source: Nintendo Dream (Japan), Issue 87, 2003
Main Blog | Patreon | Twitter | Bluesky | Small Findings
(Minor flashing/blinking in footage)
In Super Mario Maker, due to the four 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 graphic.
Source: PrincessRipBlueTube7
Main Blog | Patreon | Twitter | Bluesky | Small Findings
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
Main Blog | Patreon | Twitter | Bluesky | Small Findings
Extremely rare officially licensed 1990 happy Cape Mario balloon from Japan.
Source: blacktangent
Main Blog | Patreon | Twitter | Bluesky | Small Findings
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
Main Blog | Patreon | Twitter | Bluesky | Small Findings
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
Main Blog | Patreon | Twitter | Bluesky | Small Findings