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


In Super Mario World, the Forest of Illusion 2 underwater level contains many Rip Van Fish enemies.
If seven of them are corraled together into a corner and Mario waits on the other side in the manner shown in the footage, the fish will clip into the corner by pushing each other in with their hitboxes, whereupon they will be trapped in the ground forever.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: MrPyt1001
Rare* 1995 promotional render of a crossover between Donkey Kong Country 2 and the character Fulgore from Killer Instinct.
*both in the “uncommonly seen” sense and in the sense that it was made by the development studio called Rare.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: FanamelIT
Top left: in the character selection screen of Super Smash Bros., the icons have a flame image behind them.
Top right: the flame is actually taken from a commercial stock texture CD.
Bottom: this allows the Mario icon to be recreated in extremely high quality, since his artwork is just a render from Super Mario 64.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: MaxiGamerALT
In Super Mario Sunshine, the smoke from Corona Mountain briefly stops whenever a Shine Sprite spawns, and then picks back up again.
This can best be seen in the cutscene of the Shine Sprite that appears after cleaning the black goop off the Shine Gate. Note how the smoke dissipates during the cutscene, and immediately starts back up when control is returned to the player.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: SMS (NA, GC)
It is very common in 3D games to use in-engine coloring to apply color to objects that is not present in the texture graphics themselves. This most commonly appears in two ways: either as the texture being “multipurpose” and grey so that it can be tinted any color at runtime, or a “default” texture being whatever the natural color for the object would be and it sometimes being tinted for special cases.
An extremely unusual and inexplicable example of this comes from Super Mario Galaxy 2, where the lava of this planetoid in the Bowser Jr.’s Fiery Flotilla galaxy has a green texture (left) before it is recolored in-engine to the expected orange color (right). Note that this is inarguably intentional given how the texture’s internal filename is “LavaSunGreen”.
There are no cases of lava actually being green in the game; as such it is entirely unknown why the color is implemented in this way instead of just making it orange to begin with. It may be possible that the lava was originally intended to be green here, with the developers realizing that the players may be confused and changing the color to something more standard during development.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source
In Super Mario 64, talking to Koopa the Quick stops Mario in his tracks to make him listen to the dialogue for a few seconds, so it is logical to conclude that it would remove all of Mario’s momentum at the moment of approaching Koopa the Quick.
However, that is not the case; if Mario has a high speed when initiating the dialogue, the speed can be preserved by jumping on the first frame after control is returned to the player.
The footage shows an extreme example of this, whereby the player accumulates vast amounts of speed as Wing Mario using the Backwards Long Jump exploit, stops to listen to Koopa the Quick, and then simply picks the momentum back up to finish the race in 5 seconds.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: bobmario511
Luigi’s Mansion: Dark Moon contains an unused cutscene of Luigi unlocking the front door of the Treacherous Mansion where he completely misses the keyhole with his key due to not being aligned with the door correctly. Note the keyhole coming into view behind Luigi’s head as he steps back.
While this is of course simply a consequence of the cutscene being unfinished and unused, it also seems somewhat appropriate for the haunted setting of the game for a door to be illusory and needing to be unlocked by putting the key somewhere that is not the keyhole.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: OrangeLuigi
It is well-known that Il Piantissimo from Super Mario Sunshine is secretly a reference to the Running Man from The Legend of Zelda: Ocarina of Time, which can be seen in-game by standing next to him and angling the camera to look up into his mask.
However, comparing the two directly reveals some differences as well. In addition to having a goatee and ponytail, Il Piantissimo also has darker skin and a different facial structure from the Running Man, including a much more defined chin.
Whether these differences are merely stylistic and this is in fact the same character in two different universes, or whether Il Piantissimo is unrelated to the Running Man and merely looks like him as an homage, has never been stated by the developers.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: 1, 2
In Super Mario World, the Sunken Ghost Ship features an area where Boos keep appearing and disappearing in different spots in the screen.
Interestingly, the game does not have the capacity to create hitboxes for every single Boo that appears during this. Instead, whenever the Boos become visible, hitboxes are assigned only to the Boos that were on screen at that exact moment, and not to any of the others.
As such, if the player is aware of it, this limitation can be exploited. The player needs to merely memorize where the edge of the screen was at the moment the Boos fade in, and can then safely swim through any Boos that were further right from that point.
Another trick is to use the L button to scroll the screen to the left, which puts most of the “active” Boos to the left of Mario and allows him to mostly swim though the hitboxless Boos that scroll into view from the right.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: NoisedeGole