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


In Super Mario 64, if Mario is hit by Bowser and then positions himself inside Bowser while he is still blinking from the damage taken, Bowser will turn around in place while Mario will continue blinking, being immune to damage. This will continue indefinitely until Mario moves out of Bowser, whereupon the battle will resume normally.
Original animation from the South Korean commercial for Super Mario Galaxy (where it is called Super Mario Wii).
Main Blog | Twitter | Patreon | Small Findings | Source
Messages received when scanning in a Mario series amiibo (top) or a Yarn Yoshi amiibo (bottom) from the Switch version of Bayonetta 2.
Main Blog | Twitter | Patreon | Small Findings | Source
Cel from a promotional Super Mario World animation from Japan.
Main Blog | Twitter | Source: flickr.com user “gamescanner”
Left: in Super Mario World, if a key is somehow destroyed, such as by being dropped into a bottomless pit, it will respawn at its original location.
Right: however, if the key is inside Yoshi’s mouth, and Yoshi is then dropped into a pit, the key will not respawn. This is a consequence of the fact that all objects carried in Yoshi’s mouth do not despawn upon Yoshi being dropped into a pit. These objects then stay in the game’s memory until the room is exited. With unlimited time and unlimited Yoshis, it would be possible to fill up the memory with objects to the point the game would crash, as it would try to load new objects without being able to unload the old ones.
In Mario Tennis Aces, if a character is running along the baseline after scoring, a glitch can occur where the character will start running backwards while performing the victory animation, as seen with Mario in the footage.
Main Blog | Twitter | Patreon | Small Findings | Source
Comic about the NES puzzle game “Yoshi” from the British Club Nintendo magazine.
Main Blog | Twitter | Source: flickr.com user “Tanooki’s Stuff”
In Super Mario Galaxy, a series of inputs at the start of a race against Cosmic Mario results in Mario gaining a temporary speed boost at the start of a race. To achieve this, three steps must be performed:
1. Between 3 and 2 on the countdown, hold Up on the Control Stick. Mario should stretch his arms out behind him.
2. Between 2 and 1 on the countdown, hold Z (while continuing to hold Up). Mario should put his hands on the floor.
3. Finally, while holding down Up and Z, press A when the “Go!” text appears. Mario should take off at a high speed while glowing yellow.
Officially licensed 1991 Super Mario Bros. 3 T-shirt. Note the faint official artwork of various enemies patterned across the entirety of the shirt.
Main Blog | Twitter | Patreon | Small Findings | Source
In Super Mario World, if Cape Mario flies up using a Spin Jump instead of a regular jump, then grabs onto a rope while touching a ground block at the same time, he will be launched upwards indefinitely until he hits an obstacle as shown in the footage. In practice, the only place this can be performed is in the Gnarly level in the Special Zone.
Main Blog | Twitter | Patreon | Small Findings | Source