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


Mario Factory was a program available for the Game Processor, a Super Famicom development kit, in 1994. It was used to simplify the process of creating games using a unified graphical interface, similar to later programs like GameMaker.
Due to only being available to Super Famicom developers and subject to non-disclosure agreements, material about Mario Factory is extremely scarce and consists mostly of patent documents and a few images that were published. One of these is featured in this post, showing the capabilities of the program.
Zooming in on the third “graphics” screenshot reveals that the designer is in the middle of giving Mario a wide, flat yellow hat.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: LuigiBlood
A variety of very glitched behaviors can be observed with Buzzy Beetles walking on Brick Blocks in the Super Mario All-Stars version of Super Mario Bros.
Left: by jumping into blocks in World 4-2 (on the second playthrough so the Goombas turn into Buzzy Beetles) at a precise angle, Mario can clip into the blocks and destroy one of them to make a small pit. Trapping a Buzzy Beetle in it, stomping it a few times, and then hitting it from below again will make it assume a glitched state.
Right: the glitched state will cause the shell to move slowly while upside-down, but stop at ledges. Note that the property of stopping at ledges doesn’t actually exist in any of the game’s regular entities; all of them either walk off ledges or turn around and walk in the other direction, so the glitch manages to create a completely new behavior by chance. In addition, the shell can be hit infinitely many times from below for points.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: MrPyt1001
In Paper Mario: The Thousand-Year Door, there is a hidden room in Rogueport Sewers with three Shine Sprites. In that room, there is a small moving platform. If Mario stands on the platform and carefully pushes his partner off so that the partner lands on the ground, the partner will be stuck in alternating between standing and walking every frame.
For some of the partners, like Koops, the difference between the animations is very minor so he will simply appear to slide along the floor. However, in the case of Ms. Mowz, her standing animation has her hold out her arms in front of her, while her walking animation turns her arms toward her back.
This results in Ms. Mowz appearing to swing her arms back and forth at immense speeds, as seen in the footage.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: PM:TTYD (NA, GC)
Super Mario Sunshine splash page from a 2002 issue of the Nintendo Dream magazine.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: HyruleJournals
Donkey Kong statue found at the headquarters of Bergsala (the company operating as the official distributor of Nintendo products in Nordic countries since 1981) in Kungsbacka, Sweden in 2017.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: SpriteCell
Top: the forest section of the DS Mario Circuit track as it appears in the Booster Course Pass DLC of Mario Kart 8 Deluxe. Note the furthest trees being taller than the ones near the track.
Bottom: the way this is accomplished is extremely simplistic, through lifting low-quality models of the trees above the ones closer to the track. Instead of changing the models to more realistically reflect the appearance of tall trees, the lower parts are simple cylinders.
While most of the cylindrical parts are covered up by rows of trees in front of them, some of them can actually be seen during regular gameplay if the player is aware of this.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source