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


The introduction cutscene from Donkey Kong 64 applies a heavy reverb effect to K. Rool’s voice. Extracting the sound samples from the game’s files, the dialogue can be heard in a much clearer quality. Here are all of K. Rool’s and Klump’s voice lines; note that they are presented in the same order as in the intro, but not with the same timing, as the pauses between them are removed.
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Chilean print ad for Donkey Kong Country, featuring a unique illustration of Donkey Kong.
Main Blog | Twitter | Patreon | Store | Small Findings | Source: Club Nintendo (Chile), Issue 27, 1994
The voice samples used for the King Kut-Out boss in Donkey Kong 64, extracted from the game’s files. These are difficult to hear properly in-game due to being overlaid with relatively loud boss music.
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Comparison between the models of Mario-related fighters from Super Smash Bros. and their Fighting Polygon Team equivalent (note that Luigi’s equivalent uses the same model as Mario’s). The Fighting Polygon Team uses the same animation data as the respective fighters, leading to their default poses being the same.
Main Blog | Twitter | Patreon | Small Findings | Source: 1, 2, 3, 4, 5, 6
Illustration from the officially licensed 1989 “My Play A Tune Book: Nintendo Songs”, featuring an original design for Pauline based on artwork of Princess Peach. This is the only instance of an original design in the book; all other characters are depicted in line with official artwork.
Main Blog | Twitter | Patreon | Store | Small Findings | Source: flickr.com user “gamescanner”
In the selection screen of Super Smash Bros. Melee, characters are represented by artwork rather than 3D models, as they were in Super Smash Bros. However, in the game’s data, unused animations for a scrapped 3D selection screen still exist. This is Donkey Kong’s “selected” pose; due to being unfinished, his necktie’s animation does not follow his body correctly.
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Top: in the demo version of Donkey Kong 64 playable at E3 1999, Donkey Kong’s coconut gun had a much more realistic design, resembling a double-barreled shotgun. While still images of this design were published in many video game outlets at the time, video footage of it is only available on a promotional VHS tape from the Spanish Hobby Consolas magazine.
Bottom: additional footage shows that despite the realistic design, the gun still shot coconuts even in that version.
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Unused 8-bit version of “Boss Bossanova” found in the data of Donkey Kong Land 2. Boss Bossanova is the regular boss battle music from Donkey Kong Country 2; it plays in all boss levels except against the final boss, which uses Crocodile Cacophony instead. In Donkey Kong Land 2, however, every boss fight uses Crocodile Cacophony, leaving the regular boss music unused.
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