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


Top: original animation from a commercial for the Donkey Kong and Mario Bros. Game & Watches, featuring unique designs for Donkey Kong and Mario. In particular, Mario does not resemble his usual design at all, being depicted as muscular and without a mustache, only being recognizable as such due to the prominent “MARIO” writing on his chest.
Bottom: the clearest individual frame in which Mario is visible.
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The NES version of Mario Bros. contains an unused incomplete sprite of Mario with blue skin and flesh-colored overalls, with an unknown purpose (regular Mario on the left, unused Mario on the right). No other unused Mario sprites exist in the code.
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A common glitch used in speedruns of the GameCube version of Paper Mario: The Thousand-Year Door is “jump storage” whereby Mario gains the ability to perform a single extremely large jump if specific partner abilities are used in a precise way while opening a door.
While nearly all instances of this glitch that have a practical purpose involve Mario himself jumping, it is possible to also cause Mario’s partner to perform the stored jump, resulting in the amusing visual of the partner flying off screen as shown in the footage.
A niche use for it with the Yoshi Kid is that whenever he is recalled to Mario from far away and Mario touches a hazard immediately, his position will be reset to a different point from where he would have returned to normally. For other partners, no use for this is known.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: SolidifiedGaming
A bizarre glitch may occur with enemies in Mario & Luigi: Brothership whereby they can become displaced in the middle of an attack.
Note the Capnap enemy that is being attacked by Mario and Luigi suddenly moving forward as though it was “dodging” the attack, but still be hurt even though the rest of the attack did not physically touch it (note its squished animation and damage numbers appearing).
Moreover, the enemy will displace itself back to the correct position as seen with it skipping from standing in front of Luigi to charging at Mario before its own attack.
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In Haunty Halls Galaxy in Super Mario Galaxy 2, there is a dead tree positioned at the start of the level.
Jumping between two of the branches as Luigi in the manner shown in the footage will cause him to become stuck in his jumping pose and stop animating entirely. Even jumping out of that position will not make him actually move his limbs as long as he lands back between the branches.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: PurpleSunSR
An unique functionality of the map screen in two-player mode in Super Mario Bros. 3 is that the inactive player (the player whose turn it currently isn’t) is still able to initiate a battle by pressing A when on the same space as the other player.
However, since the inactive player cannot actually move, the only way to do this is to wait until the active player moves to the same space as the inactive player and then press A, making this a timing-based interception.
Since losing a battle ends the loser’s turn, if the inactive player intercepts the active one and wins, the result is effectively “stealing” the active player’s turn. Due to this functionality, a good enough player can continuously intercept the other and not allow him to play a single level.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: SMB3 (NA, NES)