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


Minigame found in the prototype version of Yoshi’s Island that was cut from the finished version, whereby Helicopter Yoshi has to retrieve eggs from a Bandit’s cart via a magnet and deposit them in Baby Mario’s cart. This also implies that the developers may have considered Yoshi’s eggs to be magnetic/metallic at some point.
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In World 6-3 of New Super Mario Bros. 2, this Koopa Troopa will become glitched if the famous infinite 1-Up exploit (bouncing off its shell many times on the staircase to produce 1-Ups) is performed with it.
After this is accomplished, if the Koopa is allowed to walk on the bottom level of the area, it will teleport inside the staircase when it is stomped. Note how it does so both from the right and from the left side. This is the only Koopa in the game this happens to, for an unknown reason.
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Top: the regular ending of Donkey Kong Bananza features an illustration of Pauline performing on the streets of New Donk City.
Bottom: despite the street looking almost as though it was taken directly from Super Mario Odyssey, it does not actually correspond fully to any place seen in that game. The closest place to the one shown in the image is this view from the building east of the city hall, facing south.
Note how the left building (and the presence of a tree on the left), the narrow alley and the building at the end of the alley are nearly identical; however, the building on the right is different. Whether this was done merely for the purposes of image composition and it is in fact supposed to be the same location is unknown, though given how Pauline is connected to the city hall and the street is right next to it, it is likely to be a deliberate reference.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: DKB (Switch 2)
In Super Mario Bros., the way Mario walks into the castles at the end of levels is accomplished in a very simple manner where he is set to walk forward automatically after touching the flagpole, and is set to be displayed behind the scenery when he touches the door, so he appears to go inside.
However, this raises the question, if Mario is simply walking forward automatically, why does he stop at the door? Normally, a game would have a cutscene script making him stop at that point. In Super Mario Bros., a brick block is used instead to physically stop Mario. Mario never stops walking, he merely keeps walking against a block while behind the door that stops him from moving any further to the right.
The footage shows what happens if the block is destroyed using a glitch to skip past the flagpole. Now nothing is keeping Mario from continuing to walk, so he walks past the castle and behind the scenery in the automatically-generated infinite landscape beyond it.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: kriller3771
Top: in the Nintendo Switch version of Paper Mario: The Thousand-Year Door, clipping out of bounds while inside buildings will cause Mario and his partner to assume a competely black appearance in the darkness outside the building (unlike in the original GameCube version, where they would keep their colors). Interestingly, while this appearance resembles how Mario looked while walking in the background as his body was taken by Doopliss in the original version, the only way to see a completely dark Mario in this version is via this exploit.
Middle: Entering a different house and then exiting it will put the area in a glitched state where the house where the exploit was performed will be missing its front wall, and other houses may be missing entirely. This is again different from the original version, where the effects were much less severe and did not cause other houses to disappear.
Bottom: a closer look at Mario and Yoshi in the darkness.
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Top: Luigi’s house as it appears in Luigi’s Mansion: Dark Moon/Luigi’s Mansion 2 HD is actually the Rank D mansion from the ending of Luigi’s Mansion, achieved by getting anywhere between 50,000,000 to 59,999,999 G in the ending.
Bottom left: compare the house to the mansion at it is seen in the game to see it is clearly intended to be the same building, with the same style of windows and other architectural features.
Bottom right: however, the Luigi’s Mansion remake for the Nintendo 3DS actually retroactively destroyed the reference by changing the design of the Rank D mansion, which now has different windows, and only one much larger chimney.
The game itself presents its plot as “replacing” the original one using time travel (in the remake, E. Gadd from the future, during the events of Luigi’s Mansion: Dark Moon, sends Gooigi back to the past). It appears that in the 3DS version of events, this now leads to Luigi’s house now no longer appearing the same way, so that Luigi’s Mansion: Dark Moon cannot happen in the same form as before. The implications of all this on the timeline on the series are unclear and can only be speculated.
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Pages from an officially licensed 1985 Super Mario Bros. activity book from Japan (please zoom in to view details).
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: VGArtAndTidbits
In Mario Kart 8/Deluxe, the idle animation for characters is subtly sped up on the Electrodrome track to sync up with the music. Note Larry moving his head faster on the Electrodrome (left) than on Mario Kart Stadium (right).
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: mariofantsudoi
Unique illustration used for an officially licensed 1986 Super Mario Bros. jigsaw puzzle from Japan.
Note the blue Goombas; this appears to be an early instance of depicting the blue underground palette of Goombas seen in this game in official artwork. Later, these would become Gloombas, a separate subtype of Goombas, in the Paper Mario series.
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