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


Top: drawings from various promotional material for Tommy Pizzas, a restaurant in Mexico City, Mexico.
Bottom: all drawings are based on a render from Super Mario 64.
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According to the Art of Super Mario Odyssey book, the corner pieces on the warp paintings in the game are supposed to be mushrooms. The book shows concept art of the frame (right), where they look slightly more like mushrooms, and states “just barely recognizable if you look closely”. However, in-game (left), the elements are even more simplified so that they are almost not recognizable at all, requiring the information in the book to see the resemblance to mushrooms.
Nintendo Power poster for Paper Mario: The Thousand-Year Door.
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In Super Mario World, the code for Mario’s wall-running state allows him to run up the sides of Munchers. Note how Mario immediately dies as soon as his wall-running animation ends and his regular running animation begins. As no Munchers exist next to wall-running triangles in the game, this requires modifying the level data to view. It is unknown if this was a function that was intended to be used in the game but ultimately left out, or if it is an oversight.
In Super Mario 64, there is a period of two frames after Mario loses all health and before control is taken away from the player to display Mario’s death animation. During this time, it is possible to press Start and select “Exit Course” in the pause menu. However, this cannot actually be used to prevent Mario from dying; since health is not restored upon exiting a course, he will simply die in the castle lobby instead.
In Super Mario World, with extremely precise positioning, it is possible to have Yoshi act as an elevator inside a wall by jumping towards it and dismounting Yoshi upon touching the wall. Yoshi will then quickly ascend along the wall.
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Illustration from a Japanese guide for Super Mario World.
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Super Mario Odyssey features floating bodies of water in some locations (shown here in Bowser’s Kingdom). Mario is able to swim up to the edge of the water so that his face is sticking out into the air outside. Normally, whenever Mario’s head touches the water surface, he is able to breathe; due to an oversight, this does not apply to sideways surfaces. Despite Mario’s mouth and nose being out of the water, he continues holding his breath and will eventually drown.
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In Super Mario 64, it is possible for Mario to enter a squished state such as that from being hit by a heavy enemy without actually taking damage, as the game is coded to only damage Mario if the object squishes him all the way down to the floor. The footage demonstrates this with one of the Spindel enemies inside the pyramid in Shifting Sand Land.
The Japanese manual for Family BASIC, software used to program Famicom games, contains artwork of Mario interacting with Pauline, both using designs based on their original arcade sprites.
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