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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Promotional T-shirt for the 1993 Super Mario Bros. movie.

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In Super Mario Bros. 3, a glitch has a small chance of occurring organically during regular gameplay in the final battle with Bowser.

If Mario dies on the same frame that Bowser would breathe a flame, the next time Mario enters the boss room, the flame will appear from mid-air before Bowser himself enters the room, as seen in the footage.

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Wednesday, April 29, 2026
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2017 platformer A Hat in Time contains an unused model that appears to be heavily inspired by Glitzville from Paper Mario: The Thousand-Year Door.

Top: the model as seen in the game’s prototype version. Note that there is a tiny block in front of the left “building” that is the same general shape, size and position as the telephone booth in Glitzville in Paper Mario: The Thousand-Year Door.

Middle: the model seen in the finished version’s files, unused.

Bottom: the cutscene model for Glitzville in the GameCube version of Paper Mario: The Thousand-Year Door. Note that even in English and other languages, the cutscene model has the text “URONTOWN” on the sign (a romanization of Glitzville’s Japanese name, Oolongtown) instead of the name in that respective language.

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

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Officially licensed 1993 Super Mario Kart inflatable kart from Japan.

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

Tuesday, April 28, 2026
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Concept art for “Roo”, an unused kangaroo character originally planned for Diddy Kong Racing that ended up being replaced by Pipsy the Mouse during development.

Kevin Bayliss, the lead artist for the game, explained on his personal social media accounts that the reason Roo was replaced was because he believed it was implausible for her to steer vehicles while wearing boxing gloves (it is assumed that simply removing the boxing gloves from the character was not an option due to boxing kangaroos being a cartoon/cultural archetype).

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

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Endurance Alley is an extremely lengthy single-player game mode in Mario Party 6 where the player is tasked with winning 100 minigames in a row. Between the minigames, the player character constantly follows Twila as she floats from sign to sign showing the current minigame number.

It may be difficult to notice that between the minigames, there are minor changes in environment details due to the fact that every single segment is extremely short and the player never sees more than a single screen of the environment at a time.

This post contains footage that has been cut to remove all minigames so that it provides smooth continuity of the walking scenes, and sped up by a factor of 8. Now the entirety of the walk to the end can be appreciated without interruption.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: ZanyWitch7

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In the Mario Kart 8 Deluxe Booster Course Pass, driving too wildly within the tube near the beginning of Lap 3 of the 3DS Rainbow Road track may cause the driver to clip through the walls and get ejected into space, as seen in the footage.

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Monday, April 27, 2026
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Internal document detailing a proposal for Super Mario Galaxy maps submitted by 99 Lives Design, a graphic design company, to Nintendo for their coverage in the Prima Games official guide in Super Mario Galaxy.

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

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Envelope used for a Nintendo Power subscription renewal reminder, featuring a unique artwork of Mario in the style of Leonardo da Vinci’s famous Vitruvian Man drawing.

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

Sunday, April 26, 2026
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Top: an interview in the official 2001 Nintendo Power Luigi’s Mansion guide reveals that one of the programmers was given the task to work on the game’s dust programming for six months, resulting in a very technically impressive dust system.

Bottom: additional information from an earlier post that details that not only is the dust seen in the game very involved, there is even an extremely minor detail that is nearly impossible to notice that shows just how much care was put into the programming: the Poltergust actually keeps track of how much dust is in it, so that it can correctly expel the exact same amount of dust when blowing air back out as it previously sucked in. The dust is tracked consistently across a play session, and this seems to have no functionality outside of extreme realism.

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

 
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