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


Top: there is a line of 5 coins on one of the slopes of the starting area of Dire, Dire Docks in Super Mario 64. It is a relatively bizarre feature of the level, being the only such line of coins on a slope and the only point of interest on the upper slopes of the vortex area in general.
Bottom: possibly due to this bizarre placement, there has been an oversight in the process of adapting Dire, Dire Docks in Super Mario 64 DS whereby the coins are still in the level, but the actual slope was changed to go above them rather than below them. The footage uses a model editor to show that the coins are only visible from out of bounds instead of from within the playable area. As such, they are not collectable without glitches.
This continues a trend of so-called “impossible coins” started by the original Super Mario 64 itself, whereby some coins are mistakenly placed inside solid landmasses (though the name merely refers to their unavailability during regular gameplay; with complex enough glitches these can of course be collected by clipping out of bounds).
Source: Really_Tall
Main Blog | Patreon | Twitter | Bluesky | Small Findings
In Mario & Luigi: Partners in Time, a glitch will occur if Baby Mario drinks water, then Baby Luigi hits him with a hammer, whereupon adult Mario and Luigi immediately leave and reenter the screen.
If this is performed, Baby Mario’s orientation will be locked. Instead of walking around normally, he will be sliding while always facing the same direction, as seen in the footage. This persists even after spitting out all the water, and will last until Baby Mario and Baby Luigi either leave the screen or are reunited with the adults.
Source: jbbajangamer
Main Blog | Patreon | Twitter | Bluesky | Small Findings
A relatively well-known quirk of Super Mario Sunshine is the interaction between Mario losing his hat and talking to NPCs. Losing his hat (through getting it stolen by the Swipin’ Stu enemies) will make Mario quickly lose health (commonly assumed to be due to heat stroke from the high temperatures on Isle Delfino; supported by the fact that he will not lose health when in water).
When talking to an NPC without the hat, Mario will lose health during the conversation and eventually die, which the NPC will completely ignore, and simply continue talking.
However, there is a variant of this interaction that makes the NPC appear even more rude. If Mario talks to an NPC with a set facing direction from behind, as seen in the footage, the NPC will turn away from Mario’s body after he dies during the conversation, adding another layer of disrespect to the scenario.
Source: theeasteregghunter
Main Blog | Patreon | Twitter | Bluesky | Small Findings
In Vanilla Dome 2 in Super Mario World, there is an isolated square of ground tiles that is relatively easy to clip in due to Empty Blocks above it able to push Mario inside, as shown in the beginning of the footage.
Inside this area, physics work in an unusual manner, whereby many objects have no friction and keep sliding back and forth between the walls indefinitely, as shown with Yoshi, a Buzzy Beetle shell, and a P-Switch. Depending on the momentum the object had when it was released, it will slide around at different speeds.
Source: MrPyt1001
Main Blog | Patreon | Twitter | Bluesky | Small Findings
In Upside Dizzy Galaxy in Super Mario Galaxy 2, it is possible to knock a Paragoomba into a vertical passage that has downward gravity in the top half and upward gravity in the bottom half, as seen in the footage.
The Goomba will remain trapped in the passage, flying up and down with the gravity, forever unless Mario defeats it or stuns it again, knocking it out of the passage.
Source: iWillumz
Main Blog | Patreon | Twitter | Bluesky | Small Findings
2001 mousepad given out to Nintendo of America employees, featuring the address of a defunct official website surrounded by official art renders.
The mousepad would be almost unremarkable if not for the sneaky inclusion of the face of Minoru Arakawa, president of Nintendo of America from 1980-2002, in the top left corner, between Diddy Kong and Miss Warp from Yoshi’s Story.
Source: mrchuckholmes
Main Blog | Patreon | Twitter | Bluesky | Small Findings
In Super Mario Odyssey, the “Jump! Jump! Jump!” Power Moon in the Mushroom Kingdom is obtained from Toadette after performing 10,000 jumps on that playthrough. While a regular playthrough would have no problems organically performing that many jumps over the course of fully completing the game, a speedrun or a skillful run in general are much more efficient and as such do not nearly have enough jumps organically to fulfill that requirement.
As such, the missing remainder of the jumps must be farmed. There are two spots in the game that can be used for this, both being equally efficient as they reduce the jump duration to 2 frames and as such allow the button to be mashed as quickly as possible to rack up the jump numbers: under the Odyssey (which can be clipped into by passing through the flagpole at a specific angle; top) and under this umbrella at a cafe in New Donk City (bottom).
Source: heytherecool
Main Blog | Patreon | Twitter | Bluesky | Small Findings
In Super Mario Bros. 2, the game cannot be paused while inside “generic” jars. Some levels that contain jars feature ones that repeat several times throughout the level; those are considered “generic”. In some cases such as World 1-2 in the footage, there are only two jars; in that case, the less exciting one (the one without the key) is the generic one.
Note how in the footage, the game is paused outside the jars and inside the “non-generic” one just fine, but refuses to be paused when inside the generic jar. This is specifically prevented by the game’s code, though why exactly this ban on pausing is in place is unknown.
Source: xkeepah
Main Blog | Patreon | Twitter | Bluesky | Small Findings
In Super Mario 64, the door on the right side of the mezzanine of Peach’s Castle leads to a small room containing only the entrance to the hidden Princess’s Secret Slide area. In Super Mario 64 DS, this room has been replaced with a larger room containing not just the secret area, but also the character swap doors and the door to the Rec Room.
However, the original small Princess’s Secret Slide room is still found in Super Mario 64 DS, merely being inaccessible. It is actually loaded as part of the Peach’s Castle lobby map at all times, but cannot be entered as going through the door leading to it activates a loading zone transporting the character to the new room replacing it.
By removing the loading zone, the character can enter the room but falls to his death immediately due to it no longer having collision. In the footage, a collision plane was added to the floor so that Yoshi can actually enter the room and look around.
Source: princefrizzy9451
Main Blog | Patreon | Twitter | Bluesky | Small Findings