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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A bizarre game-breaking glitch was introduced in the Super Mario 3D All-Stars version of Super Mario Sunshine that was not present in the original GameCube version.

Top: in the Italian version of Super Mario Sunshine, the sign in front of the Surf Cabana in the eighth mission of Gelato Beach works normally, consisting of two parts.

Bottom: however, in the Super Mario 3D All-Stars version, setting the language to Italian and reading that sign will make nothing appear on the second part of the sign, including also no way to actually dismiss it. Mario will be forced to stare at the empty sign forever until the game is reset.

Source: GamingReinvented

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Photos from an event featuring Mario and Sonic alongside Tatsumi Kimishima, former president of both Nintendo of America from 2002 to 2006 and Nintendo of Japan from 2015 to 2018.

The event was to celebrate Sega’s new partnership with Nintendo, whereby Sega brought a Sonic mascot actor and Nintendo brought a Mario mascot actor as a show of mutual goodwill.

Source: jackgyarwood

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Tuesday, September 22, 2026
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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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