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


During the battle against Hookbill the Koopa in level 4-8 of Yoshi’s Island, if Yoshi performs the final Ground Pound on Hookbill quickly enough after he falls over, a glitch will occur where Yoshi will fly up vertically at great speed after the Ground Pound. For the remainder of the scene, Yoshi will not come down.
Main Blog | Twitter | Patreon | Store | Small Findings | Source
Super Mario Maker makes extensive use of multi-track songs in its soundtrack. The Edit themes all consist of 8 tracks playing simultaneously and fading in and out randomly to create a dynamic mix. However, it is not only the Edit themes that use this technique. Every single track playing in the Course World section of the game (Courses, Makers, and all 100 Mario Challenge themes) is actually a separate track of the same song fading in and out as the player changes between the subsections.
Here is the song with all tracks playing simultaneously, which is impossible to hear in-game. Despite being designed to be played separately, the tracks are harmonized with each other.
Main Blog | Twitter | Patreon | Store | Small Findings | Source
In Super Mario 64, multiple locations in the game contain invisible 1-Up Mushroom checkpoints, meaning that Mario must touch certain spots in the level to cause a 1-Up Mushroom to spawn. One of the least well-known examples of these is this hidden 1-Up Mushroom in Bowser in the Fire Sea.
There is a series of platforms connecting the middle layer to the top layer of the level that slowly move up and down. If Mario stands in the spot shown in the footage for long enough so that the platform reaches both its lowest and its highest position, a 1-Up Mushroom will spawn on the next platform.
Main Blog | Twitter | Patreon | Store | Source: myself, Super Mario 64 (NA, VC) in Wii emulator
Top left: the train in the Kalimari Desert track in Mario Kart 64, as seen on the original hardware. Note the red wheels.
Top right: In the Wii Virtual Console version of the game, the train’s wheels appear grey despite using the same code, as the ROMs for both versions are identical. This is due to the wheels using a peculiarity of the Nintendo 64 hardware to display the red color that is not emulated perfectly by the Wii Virtual Console code.
Bottom left: official art of the train for the original version of the game, showing red wheels. Through this emulation error, the game no longer matches with its own artwork.
Bottom right: however, the grey wheels in the Wii Virtual Console version make the train resemble the K64 train (itself a reference to the Kalimari Desert train) from Paper Mario more, as that train also has grey wheels.
Main Blog | Twitter | Patreon | Store | Small Findings | Sources: 1, 2, 3, 4
In Donkey Kong Country 2, if Diddy falls into water while crouching (possible by sliding off a ledge while crouching), he will ignore the water and fall through it as though it were air, without entering his swimming animation. Underwater enemies like the Snapjaw shown in the footage also exhibit erratic behavior in response to Diddy falling.
Main Blog | Twitter | Patreon | Source: myself, Donkey Kong Country 2 (NA, SNES) in SNES emulator
In The Legend of Zelda: Link’s Awakening, a photo of Princess Peach appears as part of a sidequest where a goat named Christine (note the name under the photo) attempts to make another character believe she looks like Peach. Here is an animated comparison of the photo in the original version (monochrome) and the remake, Link’s Awakening DX (colored).
Main Blog | Twitter | Patreon | Store | Small Findings | Source
In all versions of Super Mario Bros. 3 (shown here in the Super Mario All-Stars version), crouch-jumping into the floor below Toad in a Toad House at a specific angle will cause Mario to slide through the floor and fall into the blackness outside the room. This is the only known way to die inside a Toad House.
Main Blog | Twitter | Patreon | Store | Small Findings | Source
In Luigi’s Mansion, Luigi sometimes gives wildly different descriptions of identical objects when scanning them with his Gameboy Horror depending on which room they are found in.
When scanning a sewing machine in the Butler’s Room (top), he says he has no use for it. When scanning an identical sewing machine (an object sharing the same model, including even the table) in Nana’s Room (bottom), he says it is a classic and wonders how much he could sell it for.
Main Blog | Twitter | Patreon | Store | Source: myself, Luigi’s Mansion (NA, GC) in GC emulator, info