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


A glitch commonly used in speedruns of Paper Mario is clipping out of bounds using an NPC. Some NPCs walk close to walls, and their hitboxes have priority over walls, so jumping into an NPC near a wall with proper timing and angles will cause Mario to be pushed through the wall instead of into the NPC. Since Mario will fall through the out-of-bounds void for some time, this can be used to angle him carefully so that he ends up in an unintended position after returning back to his initial elevation.
However, there is one NPC that does not require any precise jumps or other setups to push Mario out of bounds, and does it simply by being talked to, being this Bub-ulb in the central area of Flower Fields. Note how Mario can just walk off the edge of the world after talking to the Bub-ulb.
Interestingly, the Star Spirit Klevar can be seen floating underneath the area in the void as Mario is falling. The game stores certain cutscene-only NPCs underneath the rooms, including at all times both before and after the cutscenes are played. As such, while Klevar only appears in that room for a single scene during regular gameplay, he is actually stuck in the void forever.
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In Paper Mario: The Thousand-Year Door, NPCs who award Mario with items have special failsafes for the scenario where Mario’s inventory is already full, whereby they will announce that they are setting the item aside for Mario to pick up later when he has room to carry it. Normally, the NPCs will set the item either on the floor or on a raised surface like a table near them.
However, Swob, a Bob-omb in Fahr Outpost who initiates the final Trouble in the Trouble Center, has a notable way of handling the storage of the item. If Mario cannot carry the Snow Bunny that Swob wants to give him, Swob will whimsically set it behind the cannon so that it is actually impossible to see from the regular point of view of the camera, and requires external tools to see (as shown at the end of the footage).
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: SilverGames136
The credits of the 2023 Super Mario Bros. movie list Getty Images for stock photography provided. The photograph in question is this New York skyline seen in the Super Mario Bros. Plumbing commercial segment.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: CharlyCNintendo
Artwork used for an officially licensed 1995 Yoshi’s Island jigsaw puzzle from Japan.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: Drew Mackie
Commemorative 1991 phone card (as an insert in an egg-shaped greeting card) depicting a cross-promotion between the Japanese Kirin Lemon soft drink and Super Mario World.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: blacktangent
The Luigi Ladder is a technique used in Super Smash Bros. Melee (though possible to perform to varying degrees in most games in the series) whereby two Luigis perform their Super Jump Punch on each other with precise timing. Crucially, they must be positioned in such a way that the attacks do not land with their sweetspot, and instead barely connect.
Performing it correctly in this manner results in the Luigis being able to rise up indefinitely, revealing some uncommonly seen inner workings of the game’s engine. While it may normally be assumed that rising up too far above the stage would result in a KO since that is what usually happens in regular gameplay (with characters being launched upward), the reality is that a KO above the upper blast line only occurs when an attack causes knockback.
Since the non-sweetspot Super Jump Punch does not actually cause knockback, the Luigis are able to pass the upper blast line and continue rising indefinitely. The technique is banned in tournament play since a team of two Luigis with friendly fire turned on could potentially use it to rise above the stage and become utterly impossible to hit for the rest of the match, giving them an unfair advantage.
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In Super Mario 64, causing a star to spawn while dying will cause the game to become unplayable, locking the view in the irregularly swaying “death camera” mode while never returning control back to the player or advancing to the next scene.
While this is unlikely to happen with regular mission stars, it is relatively easy to cause this to occur by complete accident when collecting the final coin for a 100-coin star, as seen in the footage.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: Snooplax
The Mario Kart games make extensive use of low-quality models that replace racers when they are far away from the camera to be able to render many objects at once without framerate drops. However, normally, whenever a model is simplified, the textures being applied to it do not change outside of being replaced with a lower-resolution version.
In Mario Kart: Double Dash, an exception to this occurs with Daisy’s crown. In her low-quality version, the crown texture disappears entirely and her crown uses her hair texture, appearing to be a tiny brown hat.
Note that this applies only to Daisy; Peach’s crown is still intact even in her low-quality model.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: Peardian