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


Officially licensed Super Mario World version of the Pop-up Pirate game, featuring Mario popping out of a barrel and various items from the game replacing the swords. This was manufactured by Tomy, the creators of the original Pop-up Pirate, and is in fact the earliest variation of that game using a license from another company.
Main Blog | Twitter | Patreon | Small Findings | Source
In Super Mario 64, it is possible to hang on to the side of the head of the penguin near the top of Snowman’s Land in the manner depicted. Just like hiding behind the penguin or standing on top of the penguin’s head, doing this also protects Mario from the snowman’s wind breath, despite the wind particles touching Mario directly.
Main Blog | Twitter | Patreon | Small Findings | Source: SM64 (NA, VC)
Image of Mario after a party used as an illustration alongside a review of Mario Party 4 in the British NGC magazine.
Main Blog | Twitter | Patreon | Small Findings | Source: NGC (UK), Issue 75, 2002
In Super Mario Sunshine, there is a hedge near the big windmill in Bianco Hills where sidestepping off of it in a precise spot will result in Mario being transported far below the level, into an invisible pool of water. It is possible to see the entirety of the level from below by looking up; however, it is not possible to get back to the main area. Staying here will make Mario eventually run out of air and die.
Main Blog | Twitter | Patreon | Small Findings | Source: info
Officially licensed 1991 Super Mario World bath toy from Japan.
Main Blog | Twitter | Patreon | Small Findings | Source
Officially licensed Super Mario Bros. jigsaw puzzle.
Main Blog | Twitter | Patreon | Small Findings | Source: twitter.com user “nonadski”
In Super Mario 64 DS, there is a very precise point on the wooden bridge outside Princess Peach’s Castle where, if the player character runs against it, he will continue gaining speed indefinitely, with the running animation becoming faster and faster. After some time, the character model starts to deform from the extreme speed by folding in on itself.
Main Blog | Twitter | Patreon | Source: youtube.com user “Really_Tall”
In Super Mario Odyssey, when Mario has one unit of health remaining, he will assume a pained idle animation whenever he is not moving. Unlike most circumstancial idle animations, this one has no waiting period before starting after Mario finishes moving. In other words, if many small inputs are made sequentially, Mario will rapidly switch between regular walking and his low-health idle animation in the manner depicted.
Main Blog | Twitter | Patreon | Small Findings | Source: SMO (Switch)
In Super Mario Galaxy and Super Mario Galaxy 2, Mario does not immediately die when his health reaches 0; he must also not be in mid-air. This means that for as long as Mario is falling after being hit, even if the hit reduced his health to 0, he is still alive and can recover health by collecting coins. In practice, this means that if Mario is knocked backwards into a coin after dying in the manner depicted, he will revive with 1 health afterward (note the health display in the upper right).
Main Blog | Twitter | Patreon | Small Findings | Source: SMG (NA, Wii); info
In Paper Mario: The Thousand-Year Door, usually, whenever a message must be displayed that does not exist in the data, the game returns the text “No messages. [English]”.
However, there is one exception. If Goombella is hacked into the very first battle against Lord Crump (note the presence of two Goombellas: the non-combatant one that is supposed to be there, and the partner, who is hacked in), her tattle for Lord Crump will read non-text data from the game’s files and interpret it as a jumble of characters.
Main Blog | Twitter | Patreon | Small Findings | Source: PM: TTYD (NA, GC)