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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“IceMan” is an unused enemy found in the files of Super Mario Galaxy, likely intended to be a boss. He has no collision or other code that would make him functional, but he does have a few animations, among them idling, slamming the ground, swiping and throwing.

The objects he would have thrown are called “IceManIce” and are ice chunks that were repurposed as the ones Baron Brrr shoots in the finished game. As such, it is possible that IceMan could have been an early version of a boss concept that ultimately evolved into Baron Brrr.

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

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Immensely rare Super Star plush from a limited edition 1996 Super Mario RPG plush set from Japan.

The plushes were only available as prizes from a small number of claw machines, and despite their relatively unremarkable appearance (since many other similar-looking Super Star plushes exist), are now so sought-after that they are regularly sold for $2000-$3000.

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

Saturday, March 21, 2026
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In Mario Kart Wii, Luigi Circuit is the only track that contains a duplicate collision plane underneath the road, which is likely to be some type of oversight from development. This allows items thrown out of bounds to land on it, which results in this track being the only place in the game where it is possible to hit racers with a Bob-omb explosion from below the track.

The footage shows a normal in-game view and then a side view of Donkey Kong throwing a Bob-omb out of bounds. On any other track it would have continued falling, but here it is able to land on the duplicate collision and explode in such a way that the top of the explosion reached Waluigi. Note the explosion coming from inside the ground.

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

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Giant Punch, Donkey Kong’s neutral special move in the Super Smash Bros. series, is not explicitly based on any move he has ever performed in a game prior to its introduction in Super Smash Bros. in 1999.

The closest thing to that move that Donkey Kong has ever performed was a wind-up punch in the “Bad Hair Day” episode of the Donkey Kong Country cartoon, which aired in 1996. As such, it is possible that this move is actually based on the cartoon; though it is not particularly likely since the concept of a wind-up punch could have been easily been independently devised by the developers.

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Friday, March 20, 2026
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Top: 1994 concept documents for Donkey Kong Country 2 feature an idea for silhouette levels, whereby the foreground and all sprites would be silhouettes while the background is colored. These did not appear in the finished game or any Rare-developed Donkey Kong game after that.

Bottom: however, in 2010, silhouette levels actually appeared in Donkey Kong Country Returns, looking exactly as described in the concept document. Whether this is a result of Retro Studios consulting old Rare design documents or whether the idea was thought up independently as a coincidence is unknown.

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An obscure unintended technique in Super Mario World is the Yoshi trampoline double jump. If Mario approaches Yoshi while holding a trampoline, throws it upward and mounts Yoshi on the next frame after that, Yoshi will bounce off the trampoline while it is being thrown up, so that both of them are in mid-air at the same time.

This allows Yoshi to bounce off the trampoline one more time in mid-air, allowing additional heights to be reached. With practice, it can be performed repeatedly, as seen in the footage.

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: BrunoVisnadi1

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“Mario Factory” was a group of arcades/entertainment centers with gift shops that operated in various locations in Japan between 2006 and 2010. This brochure shows a 3D floor plan of one of the locations.

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Thursday, March 19, 2026
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Four-panel comic from the official 1991 Japanese guide for Super Mario World, depicting Mario as being unwilling to use his cape due to it being too cozy. An English translation is provided.

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

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A glitch commonly used in speedruns of Paper Mario is clipping out of bounds using an NPC. Some NPCs walk close to walls, and their hitboxes have priority over walls, so jumping into an NPC near a wall with proper timing and angles will cause Mario to be pushed through the wall instead of into the NPC. Since Mario will fall through the out-of-bounds void for some time, this can be used to angle him carefully so that he ends up in an unintended position after returning back to his initial elevation.

However, there is one NPC that does not require any precise jumps or other setups to push Mario out of bounds, and does it simply by being talked to, being this Bub-ulb in the central area of Flower Fields. Note how Mario can just walk off the edge of the world after talking to the Bub-ulb.

Interestingly, the Star Spirit Klevar can be seen floating underneath the area in the void as Mario is falling. The game stores certain cutscene-only NPCs underneath the rooms, including at all times both before and after the cutscenes are played. As such, while Klevar only appears in that room for a single scene during regular gameplay, he is actually stuck in the void forever.

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Wednesday, March 18, 2026
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In Paper Mario: The Thousand-Year Door, NPCs who award Mario with items have special failsafes for the scenario where Mario’s inventory is already full, whereby they will announce that they are setting the item aside for Mario to pick up later when he has room to carry it. Normally, the NPCs will set the item either on the floor or on a raised surface like a table near them.

However, Swob, a Bob-omb in Fahr Outpost who initiates the final Trouble in the Trouble Center, has a notable way of handling the storage of the item. If Mario cannot carry the Snow Bunny that Swob wants to give him, Swob will whimsically set it behind the cannon so that it is actually impossible to see from the regular point of view of the camera, and requires external tools to see (as shown at the end of the footage).

Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: SilverGames136

 
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