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


Top: in Super Smash Bros. Ultimate, on the New Donk City Hall stage, the Odyssey can sometimes be seen in the background. Its sail shows that it has 21 Power Moons.
Middle: however, this is inconsistent with Super Mario Odyssey, where the smallest amount of Power Moons the Odyssey can have upon arriving in New Donk City for the first time is 55.
Bottom: during the game’s story, Cappy mentions that the Odyssey can reach New Donk City even with 45 Power Moons, but this is prevented by Bowser intercepting Mario in the Cloud Kingdom. Even if this is taken into account, however, 21 Power Moons is still too little to be accurate to the game.
Main Blog | Twitter | Patreon | Small Findings | Source: SMO/SSBU (Switch)
Top: a segment of footage from an early version of Super Mario RPG shown in a 1996 promotional Square VHS, featuring the scene from the game’s intro where Exor lands in Bowser’s Keep. This version has a more colorful and detailed sky compared to the finished game’s stylized blue lines.
Bottom: the same scene from the finished game, for comparison.
Main Blog | Twitter | Patreon | Small Findings | Source
The back of a licensed 1986 Super Mario Bros. board game from South Korea, containing original illustrations in the style of the Japanese box art for the game. Notably, the upper left image shows a design for Peach’s father.
Main Blog | Twitter | Patreon | Small Findings | Source: flickr.com user “~tOkKa”
Unused track music found only in the kiosk demo version of Mario Kart DS, but not in the finished game. In the demo, it plays in tracks that are present in the data, but are not selectable through the menu, making it a placeholder. Its internal name is “CIRCUIT2″, suggesting it may have been originally meant for either the Figure-8 Circuit or Mario Circuit tracks.
Main Blog | Twitter | Patreon | Small Findings | Source
In Super Mario 64, if Mario enters a cannon and the A button is pressed on the precise frame before the viewfinder would normally appear, the cannon becomes glitched. Instead of the viewfinder appearing, the camera is stuck slightly outside where the cannon would be, but the cannon itself is invisible. Moving the Control Stick aims the cannon as usual, but the camera does not follow all of the cannon’s movements, making it very difficult to see where it is aiming. When Mario is fired from the cannon, the camera returns to normal.
Main Blog | Twitter | Patreon | Small Findings | Source: SM64 (NA, VC)
Officially licensed 1993 Super Mario Kart Yoshi toy from Japan, available only as a prize from limited-edition Super Mario Kart claw machines.
Main Blog | Twitter | Patreon | Small Findings | Source
Behind-the-scenes photo of the actor playing Donkey Kong in the North American commercial for Super Smash Bros. putting on the costume (note Pikachu, another character from the commercial, in the background).
Main Blog | Twitter | Patreon | Small Findings | Source
Top: in Super Mario Odyssey, there is a small side room in New Donk City that contains the “Taking Notes: In the Private Room” Power Moon. The room is ordinary during gameplay, and like many other small rooms, has a fixed camera angle.
Bottom: however, the fixed camera angle hides the fact that there is a copy of the room loaded at the same time, located completely behind the camera (in the image, the visible room is on the right, the camera is in the middle, and the other room is on the left). The second room contains no objects. It is the only instance of such a double room in the game; one hypothesis is that this was originally intended to be used for some manner of mirror-based puzzle.
Main Blog | Twitter | Patreon | Small Findings | Source: 1, 2
Top: in Super Mario Galaxy, the Comet Luma’s star wands have a white glow. However, the glow is obscuring a unique graphical effect.
Bottom: by removing the glow, we can see that the wands distort the image of whatever is behind them. This effect is not seen anywhere else in the game, and is completely hidden by the glow during regular gameplay. It is possible that the designers decided that the effect looked too bizarre and placed the glow effect there specifically to hide it, as that would be easier than to change the code of the wand object.
Main Blog | Twitter | Patreon | Small Findings | Source: twitter.com user “JasperRLZ”
In Super Mario Bros. 2, if the game is paused during a door screen transition just before the door closes, then Up, B and A are pressed simultaneously on Player 2′s controller, the player character will fall through the floor and die. When the level reloads, the player character will again immediately fall through the floor and die, and continue doing this until no lives remain and the game is over.
Main Blog | Twitter | Patreon | Small Findings | Source