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


In Paper Mario: The Thousand-Year Door, there is only one Double Pain badge that is normally obtainable, the effect of which is to double the damage Mario receives. Despite there being only one in the game, the code contains functionality for multiple being worn, multiplying the damage by (1+amount of Double Pain badges worn), so x3 for 2 badges, x4 for 3 badges etc.
Interestingly, this is even directly stated in-game in the Nintendo Switch version, which states “Wearing two or more of these badges further increases the damage taken.” in the menu despite only one being obtainable.
The footage shows 98 of these badges being worn by modifying the game, turning a Goomba’s 1-damage attack (and by extension every other damaging attack in the game) into a devastating attack dealing the maximum possible 99 damage (any attack that would deal 100 or more damage deals 99 damage instead).
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: PM:TTYD (NA, GC)
In Mario Kart World, half of the long part of the Crown Bridge’s model is mirrored from the other half (divided lengthwise into north and south), which would be completely unnoticeable if not for metal plates on the ground that also become mirrored due to this.
Top: on the south side of the bridge looking towards Koopa Troopa Beach, the text on the plates reads “Crown Bridge” normally.
Bottom: however, on the north side looking towards Peach’s Castle, the text is mirrored. It is curious that this has not been yet fixed in any of the game’s updates.
Note that in Mirror Mode, naturally, the south side’s text is mirrored while the north side’s text is correctly displayed.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: info: Florian20566251
Character list from the manual for the officially licensed 1995 Mario quiz cards, containing a large number of oddities.
Note the mislabeled Paratroopa and Spiny Egg, being labeled as “Paragoomba” and “Bob-omb” respectively, the miscolored Cheep Cheep (which is humorously misspelled as “Cheap Cheap”) and a Hammer Bro with a Fire Bro palette. Toad is also called “Toady”.
In addition, the Goomba uses its original name from the Super Mario Bros. manual and the Galoomba uses its original name from the Super Mario World manual, which both are not the names they are currently known by and result in the “Little Goomba” actually being larger than the “Goomba”.
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Extremely rare officially licensed Mario writing teaching kit from Japan, featuring original illustrations of Mario, Luigi and Peach. The kit uses an electronic pen that detects correct and incorrect answers when touching specific sections of the book, and indicates them with light and sound cues.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: TheUltiMarioFan
Unique “Pod Goomba Trio” enemy found in the files of the prototype version of Mario & Luigi: Superstar Saga. Unfortunately, absolutely no further material for it exists outside of this one sprite, so that it is unknown what animations, moves or stats it would have had.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: Annalisa10
The Supper Mario Broth analysis livestream for classic 1997 point-and-click adventure The Curse of Monkey Island continues at twitch.tv/suppermariobroth! Join me as I play through the game in detail, showing off secrets, glitches, Easter eggs and development content!
Top: a turnaround view of PlanetDisk, an unused planetoid found in the files of Super Mario Galaxy.
Bottom: it actually appears in concept art featured in the official Prima guide for the game as a small sketch in the background of the Starman Fort concept art (another area that exists in the files but isn’t used in the final game), suggesting PlanetDisk was also a very early location.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: Peardian
For the entirety of its existence, the Mario series has been extremely averse to using password save systems, despite these being very common in the 1980s and 1990s. The Mario games that could not provide the player with a battery save instead had no save system at all, and relied on secrets to let players skip ahead on repeat playthroughs (like the Warp Zones in the Super Mario Bros. games).
Interestingly, there have been only five games in the extended Mario franchise that used passwords to let the players continue where they left off, and three of them were originally never intended to be Mario games to begin with, and instead retooled as such during development. The remaining two are licensed edutainment games produced by an American studio with very little oversight by Nintendo.
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During the development of Donkey Kong 64, some characters’ final high-quality models (right) were not finished by the time they needed to be used in promotional material, so temporary models (left) were used instead that were a unique hybrid of in-game models and promotional models.
Their polygonal structure was based on the in-game models so they looked very angular, but they were given the same high-resolution textures as intended for the eventual promotional renders, giving them a bizarre “in-between” appearance. Note also that Tiny Kong’s hair used a high-quality model while the rest of her body did not.
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In Super Mario 3D Land, performing a long jump and bouncing off of an enemy gives the playable character a speed boost.
When combined with a Super Star (which enhances speed) and the fact that enhanced speed can be built up even further when only touching the ground for one or two frames between jumps, this can be used as Kitsune Luigi to achieve immense speed and finish a level in a fraction of the regular time, as seen in the footage.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: KingBoo1997