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 WarioWare: Smooth Moves boss microgame “Boot Camp” (right column) actually directly references the earlier WarioWare Twisted boss microgame “Nose Dive” (left column) in a way that is subtle enough that only players that have played both microgames multiple times would pick up on.

Both of the microgames involve the player fighting a giant nose, and feature some type of fruit. In Nose Dive, the robot eats a fruit to unlock the ability to use both hands, and in Boot Camp, the Mii shoots fruit out of the Wii Remote.

The reference here is that the three different types of fruit are the same in both cases, and appear in the same order based on the level of the microgame: bananas on Level 1, cherries on Level 2, and peaches on Level 3.

Source: LeiKugo, Rayque3

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Super Mario 64 has a variety of camera modes that players can manually switch between (e.g. Lakitu cam, Mario cam, stop cam). However, in addition to these, there are also special camera modes that the game uses only in very specific scenarios that cannot otherwise be accessed. The footage shows one of the special camera modes being used outside of its intended area due to an oversight.

The secret shotcut on the Cool, Cool Mountain slide automatically zooms in the camera extremely close onto Mario when entered, which uses a special camera mode (note that the camera is significantly closer than it would be in Mario cam).

If the player enters the shorcut and then uses a series of jumps with aerial kicks to slowly make Mario move backwards and out of the tunnel, the special zoomed-in cam will remain active for the rest of the slide, allowing a particularly close look at Mario that would be impossible with any other camera mode. Note also that it is impossible to zoom the camera out of this mode; Mario is locked into it until the slide is over.

Source: joshduman

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Monday, September 21, 2026
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Illustrated Super Mario Kart short story from a 1993 issue of the Japanese Shogaku Ichinensei magazine, featuring original illustrations (please zoom in to view drawings).

Source: its.a.me.scanio

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Sunday, September 20, 2026
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Mario Paint illustration from a 1992 issue of the British N-Force magazine.

Source: vghistory

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Saturday, September 19, 2026
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In Super Mario World, it is possible to die inside a bonus room by using Cape Mario to fly into the corner with very precise positioning, causing Mario to become crushed by the space between the pipe and the wall. Normally, this simply causes a glitched death screen to display, and resets Mario to the midpoint of the level upon reentering it.

However, doing this in the Vanilla Secret 1 level has a much more glitched effect. From the moment of death in the bonus game, any time Mario enters Vanilla Secret 1 he will die automatically. This is shown twice in the footage (note that Mario himself cannot be seen, only the death jingle playing and the life count decreasing reveals to the player what happens to him).

This is because dying in the bonus game forcibly resets Mario to the midpoint of the level, but if a level has no midpoint and is vertical it puts him out of bounds, where he dies immediately.

Source: MrPyt1001

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(Warning: potentially nauseating quick camera motion)

The files of Super Mario Galaxy contain an unused, unfinished area called “SandIslandSamboZone” (Sambo being the Japanese name for Pokey). It has no actual terrain (likely removed due to it being unused), and consists merely of objects and double-sided gravity.

Trying to explore it by inserting it into the the game results in the chaotic scenario seen in the footage, whereby the coconuts quickly bounce up and down, being affected by the double-sided gravity to fall down past the point where it reverses, then back up past the point where it reverses again, forever.

The same happens to Luigi in the footage until he is made to assume the Boo Luigi form, which is less affected by gravity.

Source: Newer Team

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Friday, September 18, 2026
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Nintendo Power blurb using Mario to encourage readers to report counterfeit Nintendo products.

Source: amothermole

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Thursday, September 17, 2026
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In a 1990 BBC report on Nintendo, footage of Shigeru Miyamoto with his coworkers during the design process of Super Mario Bros. 3 briefly shows a stack of concept art drawings, where a number of sketches for Chain Chomp concepts are visible for only a few frames each. Here are the most legible frames of each of the sketches.

Note how some of the Chain Chomp concepts were based on other enemies, like Spinies, Piranha Plants and Dry Bones, as well as featuring jaws resembling the Snapjaw enemies from Donkey Kong Jr.

Source: RHG1951

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Top: in the interactive credits to New Super Mario Bros. 2, the player controls Mario as he is slowly running to the left while holding Peach.

Bottom: while it may be easy to assume that “Mario holding Peach” is a special player object, it is actually just regular Mario with a “holding Peach” flag enabled. Interestingly, all forms of Mario have access to that flag and can thus carry Peach, which is shown in this footage.

Since most of the forms were never intended to hold Peach, this appears glitched with some of them, like Mini Mario. Interestingly, if Mario becomes Mega Mario, Peach stops behind held in his arms and instead floats in front of him while standing.

Source: ExplosBlue

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Original illustration used for the cover of an issue of the Australian N64 Gamer magazine, depicting a crossover between Yoshi’s Story and id Software’s Quake first-person shooter series.

Source: White vader

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