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


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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Top: in the interactive credits to New Super Mario Bros. 2, the player controls Mario as he is slowly running to the left while holding Peach.
Bottom: while it may be easy to assume that “Mario holding Peach” is a special player object, it is actually just regular Mario with a “holding Peach” flag enabled. Interestingly, all forms of Mario have access to that flag and can thus carry Peach, which is shown in this footage.
Since most of the forms were never intended to hold Peach, this appears glitched with some of them, like Mini Mario. Interestingly, if Mario becomes Mega Mario, Peach stops behind held in his arms and instead floats in front of him while standing.
Source: ExplosBlue
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Original illustration used for the cover of an issue of the Australian N64 Gamer magazine, depicting a crossover between Yoshi’s Story and id Software’s Quake first-person shooter series.
Source: White vader
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Super Mario Galaxy contains an unused planetoid that was seemingly one of the earliest ones created for the game, called “Planet Disk” internally.
The footage shows the top side in the top image and the underside in the bottom image; note that it was inserted in the game by replacing the model of the Good Egg Galaxy starting planetoid so some of the objects related to it still remain. Those are not part of Planet Disk.
Source: jimbo3390
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Japanese pre-release promotional video footage for Super Mario RPG contained unique arranged versions of the game’s tracks.
Some of them are only available in partial forms no longer than a few seconds, while others have been featured fully. Here are the 10 tracks of which the most material is available.
Source: Dissidia
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In Super Mario 64, the tilting arena in the second battle against Bowser in the Bowser in the Fire Sea course has collision problems during the rapid tilting caused by Bowser’s stomping.
This is most commonly seen if Mario happens to be performing a Ground Pound while the platform tilts upwards, which will cause him to clip through it and die. This is well-known, and as such, it is recommended to never use Ground Pounds during this battle.
However, in extremely unfortunate scenarios, Mario can clip through the platform and die even during a regular jump after doing “nothing wrong”, as seen in the footage.
Source: LeonisRTA
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Artwork of Mario at the age of 64 attempting to participate in a kart race, from a 2009 issue of the Australian Ultimate Nintendo magazine.
Source: Ultimate Nintendo (AU), Issue 13, 2009
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In Super Paper Mario, there are invisible seams in the collision of the Dotwood Tree in Chapter 3-3 that Mario can simply walk up if he is positioned very precisely at the edge of the 3D area.
Source: Moonrise45555
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Full playthrough of a 1986 officially licensed Super Mario Bros. single-player adventure board game from Japan.
The game consists of bringing the Bowser timer to the top of the flagpole and rattling it, causing it to slowly descend and act as a time limit for the challenge.
Then, various buttons and levers must be used to bring the magnetic Mario (or Luigi if Mario fails) figurines to Peach at the end of the board. If one of the plumbers reaches Peach before the Bowser timer reaches the bottom, the game is won. If both Mario and Luigi fail or if the timer reaches the bottom first, the game is lost (note how the timer automatically closes the tunnel leading to Peach).
Source: omoideshouten
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In Super Mario 64 DS, if Yoshi eats a coin at the same time as he touches a Super Mushroom, a glitch will occur whereby he will assume the Super Mushroom’s invincibility state, but not actually change his size to giant as that state normally would.
This results in an amusing effect of Yoshi appearing to not be under the effect of any power-up, and instead simply be so strong that he can break iron balls just by running into them, as seen in the footage.
Source: CWillyHD
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