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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“Battle Unit Yoshi”, an extremely bizarre unique unused enemy found in the files of the GameCube version of Paper Mario: The Thousand-Year Door.

While it has the appearance of the Yoshi Kid partner when he is fighting against Mario during the Doopliss battle, it is coded as an enemy and a partner simultaneously. As such, it is an enemy for the purposes of damaging Mario and his other partner, but is actually controlled by the player. The player can even make this Yoshi access Mario’s own inventory and use it against him, as seen in the footage.

It is unknown if the outlandish scenario of being able to control an enemy was ever intended to appear in the finished game, or whether it was merely used for internal testing.

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

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Officially licensed Super Mario Bros. tea set, from Japan. When stacked correctly, the teapot and cups create a scene of Mario getting a coin from a Brick Block.

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

Thursday, January 23, 2025
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In the Nintendo Switch version of Mario vs. Donkey Kong, Mario has an unused death animation whereby his hat falls off his head. However, Toad also has the same animation (also unused), which was copied over directly from Mario. As such, Mario’s hat control point is assigned to Toad’s mushroom cap, causing it to fall off as seen in the screenshot.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: Fawfulthgreat64

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In Super Mario Bros. Wonder, the “Armads on the Roll” level’s Wonder Effect causes time (i.e. every object that is not the player) to speed up. While it only speeds up to a few times the regular speed in the game, the code allows for it to be sped up to a factor of 50.

The above footage shows the “Scram, Skedaddlers!” level with time being modified to run 50 times faster. Note how quickly the Skedaddler spits its seeds before seemingly teleporting to the next platform. In reality, the Skedaddler is simply running to the next platform, but at such a high speed that the player perceives it as teleportation.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: Getlucky12341

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Officially licensed 2021 Bowser-themed Hot Wheels monster truck.

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

Wednesday, January 22, 2025
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Unique original artwork used for an officially licensed 1986 Japanese Super Mario Bros. 2 (known internationally as Super Mario Bros.: The Lost Levels) jigsaw puzzle.

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

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It’s a new series of Supper Mario Broth livestreams! Join me on the Supper Mario Broth Twitch channel as I discuss the level design of Donkey Kong Country 3 and how studying it can help aspiring game designers create consistent and memorable levels.

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Top: Valley of Bowser, the final regular world of Super Mario World, as it appears in-game. While not as obviously dangerous as typical final worlds in Mario platformers, which usually feature lava, it is still reasonably threatening with its dark sky (which is lit up periodically by lightning in-game).

Bottom: an early background graphic from development files for the game contains all sub-world map screens in the game, but does not include their associated palettes. As such, Valley of Bowser uses the default Yoshi’s Island map palette here. Together with the absence of the castle, this “Bowserless Valley” gives a unique glimpse of how the location might have looked if it was friendly.

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

Tuesday, January 21, 2025
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The aim of the “Dodge Balls” microgame in WarioWare, Inc.: Mega Microgames is to dodge soccer balls while playing as a small Wario-themed car.

For every time the microgame is played, the balls pick a direction determined by the random number generator on the frame the microgame starts, and roll in that direction while bouncing off the walls in a predictable manner. There is always a set of possible directions they can pick that results in none of their paths going over the middle of the screen, where the car starts off - allowing the player to win by doing nothing.

The footage shows a small segment of a tool-assisted run in which a maximal score of 999 is achieved by never moving the car. The only thing the player does is strategically pause the game at specific points to manipulate the random number generator into always making the balls roll away from the car. As such, it is technically possible to get a maximum score in this game while using only the Start button, and not actually interacting with the microgame itself.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: mikewillplays2758

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Unused, extremely quickly-moving tiny Yoshi sprites found in the development files for Yoshi’s Island. These were intended to be used during world map cutscenes, like similar small Yoshi sprites are in the finished game.

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

 
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