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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There is an obscure detail in Vincent Van Gore’s character model in Luigi’s Mansion that is nearly impossible to see in-game.

Top: the portraits in his room, which summon the enemies Luigi has to fight, are a Gold Ghost (yellow), a Purple Puncher (pinkish purple), a Blue Twirler (blue), a Grabbing Ghost and a Ghost Guy (both red), a Garbage Can Ghost (green) and a Purple Bomber (a different, darker shade of purple from the Purple Puncher).

Middle: it is extremely difficult to see the top of the palette in his hand, as he is both translucent and never moves it in such a way that it is visible in his cutscenes. The only way to see it is for one or two frames at a time during his flailing animations while catching him.

Bottom: examining the palette in a model editor (shown here in the Luigi’s Mansion 3D version but the texture being identical between both versions) reveals that the paint exactly matches the six colors used for the ghosts in his paintings, down to including two different shades of purple for the Purple Puncher and the Purple Bomber.

Source: Fristi

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In Super Paper Mario, it is possible to create an “infinite money pig”.

The Pigarithm enemies in the Whoa Zone always die after three hits, and always drop coins when defeated (as a reference to piggy banks). If one of them is picked up by Thoreau on the same frame as it would die from a Boomer explosion, it will assume a glitched state where it will continuously enter a death animation (and thus drop coins), but will not actually despawn if it is caught again.

As such, it will be possible after doing this to keep throwing the Pigarithm that is stuck in a death loop to keep getting infinite money from it (note both the coins emanating from it, and the coin counter in the top right of the footage).

Source: moonrise45555

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Rare promotional officially licensed 1990 Mario mask.

Source: ghostings

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Wednesday, September 23, 2026
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The files of Mario Superstar Baseball contain a model of Heihachi from the Tekken series of fighting games. Since both Mario Superstar Baseball and Tekken are developed by Namco, this was likely used for testing.

Unfortunately, no animations are present to see if the developers actually made Heihachi participate in a baseball game against Mario at any point in development.

Source: Geno Penguin

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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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