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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In Level 7-1 of New Super Mario Bros., striped swinging poles can be found in a bonus room. If Mario times his swing in such a way that he is blocked by a cloud platform, he will enter a glitched state where he will stay on the platform but move as though he was still holding on to the pole instead.

Note him swinging back and forth and climbing on seemingly nothing. Letting go of the pole will make Mario teleport underneath it, as seen at the end of the footage.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: NSMB (NA, DS)

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In Luigi’s Mansion: Dark Moon, the bonus missions in each mansion all play their own arrangement of the same song (the “Gradual Infiltration theme”). The arrangements use the same leitmotif but in a style that reflects the regular music from the respective mansion.

However, interestingly, there is one mansion with two main music tracks, being Old Clockworks. The aboveground part of the mansion has an antique-sounding theme with a harpsichord lead, while the underground part, Clockwork Ruins, is Egyptian-themed.

The bonus mission of Old Clockworks, Outlandish Interruption, plays the Gradual Infiltration theme in the style of the aboveground mansion in-game. However, an unused track exists in the game’s files that is an arrangement of it in the style of the Clockwork Ruins, which is heard in this post.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source

Tuesday, June 3, 2025
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Most games that have a dialogue system making use of more than one text style have an internal markup system (similar to e.g. HTML tags) used to determine properties of the text, such as size, color etc. inside the message.

In the Super Mario Galaxy games, some of these tags are not merely redundant but outright self-defeating, so that one tag may change the text properties only to be immediately undone by a different tag changing them to something else.

The image shows a baffling example of a message in Super Mario Galaxy 2 that visually changes color 5 times (starting with black, to red, to black, to blue and finally back to black), which would normally need no more than 5 color change tags.

However, internally, the game instead changes the color 10 times, including multiple times in a row into the same color. This messy implementation is likely a remnant of various rewrites of the original message whereby the tags were never cleaned up between revisions.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: HEYimHeroic

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In Mario & Luigi: Superstar Saga, the incident that starts off the story is that Peach’s voice has been stolen and replaced with symbols that drop out of her speech bubble and explode on the ground. The symbols are only seen very briefly during the beginning of the game and never are on screen long enough to be examined closely.

Here are all 10 explosive speech symbols, extracted from the files of the Nintendo 3DS version of the game.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source

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Extremely rare Japan-only 1992 Super Mario World popcorn machine, featuring original artwork of Mario holding popcorn and a Yoshi statue as part of the machine.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: kikaim

Monday, June 2, 2025
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In Paper Mario, the Dry Dry Ruins dungeon is laid out in an extremely curious manner internally. Every room is its own model so no two rooms are loaded into memory at once, but unlike every other area in the game, the rooms are not centered on the coordinate origin. Instead, every room is shifted and rotated from where it would be expected to be.

The solution is to load all the rooms into memory at once. This reveals that they form a cylinder, as seen in the images from various angles. This strongly suggests that at some point in development, it was intended for the rooms to all create a single large room, possibly to make use of the cylindrical structure in some unknown way.

While it would be impractical for the Nintendo 64 hardware to render all of this geometry at the same time, some games such as The Legend of Zelda: Ocarina of Time do use a similar system whereby a dungeon is all connected and part of the same internal room, but only a part of it (a single visual room) is rendered at any one time. However, this would require the team to program a different way to load rooms from what the rest of the game uses, solely for the purpose of this dungeon, and could have been dropped due to being too much work for a one-time gimmick.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: Peardian

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In Super Mario Odyssey, Chain Chomps have a circular “danger zone” around them that they will attack Mario in, which is usually indicated by the ground being a different color (light brown in the footage as opposed to the green grass that is safely outside the zone).

However, simply being inside the danger zone is not the only requirement the Chain Chomps have for attacking Mario. In addition, the camera must also be pointed toward them. In the footage, Mario has already entered the danger zone, but is not being attacked until the camera is turned around to face the Chain Chomp.

While the reason this is programmed this way is most likely to make the enemy fair to the player and to prevent Mario being unexpectedly attacked from off-screen, the result is behavior that humorously seems to suggest the Chain Chomps having animosity toward being on camera in particular.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: SMO (Switch)

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Original animation cel from the production of the Super Mario World animated series episode “Mama Luigi”.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: max6464646464

Sunday, June 1, 2025
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Concept art of a Toad painting based on the distinctive style of Pablo Picasso, for the 2023 Super Mario Bros. movie.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source

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In the Nintendo Switch version of Paper Mario: The Thousand-Year Door, a rare glitch can occur during the Battle Master battle tutorials when Power Bounce is performed.

After the attack concludes, the Battle Master will be “left speechless”, producing an empty speech bubble as seen in the footage.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source

 
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