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


The precision with which Super Mario Bros. calculates its acceleration on every frame is measured in subsubsubpixels, or 1/4096th of a pixel. Here is a series of images visualizing how small subsubsubpixels actually are.
Top: a view of Small Mario’s face, with the grid subdividing the image into subpixels. A subpixel-sized mole was added to his nose.
Middle: zooming into the mole, with the grid subdividing the image into subsubpixels. A red subsubpixel-sized spot was added to the mole.
Bottom: zooming in on the red spot with the grid subdividing the image into subsubsubpixels. The yellow square is the size of a subsubsubpixel.
This is the precision to which the acceleration formulae in the game’s code operate (though not to which Mario’s position is stored; that is merely in subpixels).
Source: Jdaster64
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In the true final boss battle of Donkey Kong Country 3, one of Baron K. Roolenstein’s attacks is creating an electric barrier above the Kongs and then sending an electric pulse along the ground. This would normally not be avoidable, but the steel keg that spawns in the arena absorbs electricity. As such, the intended way to deal with the attack is to pick up the keg and place it down between the electric pulse and the Kongs to block it.
However, there is an oversight in the programming of the electric pulse that makes it not respond to the game being paused. Instead of everything on screen stopping, the electricity simply continues moving even during the pause.
This can be used to more easily avoid the attack. As demonstrated in the footage, the player merely has to press Start, wait for the electricity to pass through the Kongs (which does not harm them due to the game being paused) and then unpause to continue after the attack finishes, which skips needing to place the keg in the way of the electricity.
Source: Ivan.F
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Extremely rare officially licensed 1991 Super Mario Bros. shirt featuring an original illustration of Mario rollerblading.
Source: bgmdboutique
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In Super Mario Bros., swimming Cheep Cheeps that appear in water levels and the flying Cheep Cheeps that appear in the bridge levels on land are internally completely different objects that merely use the same graphic. Since Mario cannot stomp enemies underwater, it is impossible for him to stomp the swimming kind during regular gameplay.
However, if a swimming Cheep Cheep is placed in a land stage and Mario stomps it, it actually turns into a Koopa Troopa, the same way a Koopa Paratroopa would when stomped. This is not actually merely an unintended consequence of the stomping but appears to be a remnant of the Cheep Cheep’s development history.
In internal development files that surfaced in 2020, the Super Mario Bros. source code was included. In it, Cheep Cheeps were called “flying kame” (“kame” being Japanese for “turtle”), suggesting that their code was originally intended for a type of Koopa Paratroopa before being repurposed for an underwater enemy, the flying movement being recontextualized as swimming.
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Top: during the final battle against Tiki Tong in Donkey Kong Country Returns, the background of the battlefield is abstract and features many shifting patterns. However, the background is very dark and the patterns constantly change opacity, making them very hard to see properly and impossible to see all at once.
Middle and bottom: extracting the textures from the files reveals that these are actually very elaborate patterns that can only be appreciated fully in this form and not in the game itself, including one that appears to depict textile art or even be based on a scan of real-world textile. Please zoom in to view the images.
Source: Eeveeloverthespriter8, RetroArchive
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Goodbye splash page announcing the end of the long-running “Dream Drunker” comic series in the Japanese Nintendo Dream magazine in 2003, featuring an original illustration of two of its main recurring characters: Bowser and the Shy Guy who communicates only by saying “Ho~”.
Source: Nintendo Dream (Japan), Issue 92, 2003
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In the original GameCube version of Paper Mario: The Thousand-Year Door, Doopliss does not copy Mario’s badge-based appearance when stealing his identity. As such, if Mario looks like Wario due to wearing the W Emblem badge, Doopliss will still wear the regular Mario outfit, not matching Mario exactly.
This was fixed in the Nintendo Switch version, but introduced a new edge case. Now, Doopliss does correctly copy Mario’s appearance, but only at the moment of the first battle against him; he will continue using that appearance for the rest of the chapter. However, Mario can still unequip the badge in the menu (which does nothing visually while his identity is stolen), which will not affect Doopliss.
This results in the scenario seen in the footage. If Mario has the W Emblem equipped during the first battle, but unequips it before the last battle, Doopliss will have Wario clothes, but Mario will be restored to his Mario clothes. This produces an unintentionally fitting visual, with Doopliss using the “evil” Wario color scheme while Mario is restored to his “good” regular one.
Source: Familiar-Staff2329
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Top row: concept art for Super Mario Bros. shows that Mario was originally envisioned to be able to ride a cloud. This concept was of course implemented later in Super Mario World, where the clouds of the Lakitus (which have been around since Super Mario Bros.) were finally made rideable.
Bottom: a program called “snd_test” was recovered from internal Nintendo developer files for the SNES. It consists mainly of a technical sound test, but also contains a very rudimentary Mario game with a cloud that resembles the rideable cloud from the sketches more than the Super Mario World Lakitu’s Cloud does (since that one is large and has a face).
While the internal date stamp for snd_test itself places it slightly after the release of Super Mario World, this does not actually preclude the Mario game from being created much earlier, especially given how primitive it looks. It is thus possible that this was a test for the cloud (based on the old concepts) that eventually resulted in the Lakitu’s Cloud being implemented into Super Mario World.
Source: LooygiBros
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In Donkey Kong Country Returns HD, a rare glitch may occur with Dixie Kong’s helicopter ability when it is used right before hanging on to a climbable surface, whereby her hair will become stuck in its spinning animation indefinitely.
Dixie will continue spinning her hair through all actions until her ability is either used again or gameplay is interrupted by changing areas, a cutscene, etc.
Source: akfamilyhome
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