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


In Super Mario Odyssey, whenever Mario is a certain distance away from the camera, his pupils become smaller, leading to his irises appearing slightly brighter. Whenever Snapshot Mode is entered, though, his pupils become the correct size again. The difference can be seen by quickly toggling between gameplay and Snapshot Mode. (The same effect applies to Cappy and other characters with similar eyes.)
Main Blog | Twitter | Patreon | Store | Source: myself, Super Mario Odyssey on original Switch hardware
Super Mario World official artwork has an idiosyncrasy where whenever Mario’s cap is either not on Mario’s head, or not properly covering it, the cap shrinks in size considerably. I have provided pairs of similar artwork from the game where the image on the left shows Mario with his cap worn properly - note the standard size of the cap - and the image on the right shows Mario in a similar pose, but with the cap not worn properly. As you can see, the cap shrinks in size in both cases.
Main Blog | Twitter | Patreon | Store | Sources: 1, 2, 3, 4
The boot animation for the Japan-only Nintendo 64 Disk Drive features a spinning Nintendo 64 logo that, in regular intervals, undergoes changes in texture, size, and other attributes. In some of these cases, Mario appears and interacts with the logo for a few seconds. Here is one of the animations, where Mario is knocked back by the logo suddenly enlarging after being shrunk.
Main Blog | Twitter | Patreon | Store | Source
A licensed Nintendo activity book featured a puzzle that purportedly revealed the identity of Mario’s brother. The answer, however, is not the expected “Luigi”, but “Wario” instead. The book treats this as fact, i.e. there is no later section explaining that the answer was a joke or purposely misleading.
Main Blog | Twitter | Patreon | Store | Source: scans provided by twitter.com user “TheJamesKehoe”
Top: the Japanese and US versions of Super Mario Bros. have a one-block gap above the pipe leading out of the water in Worlds 2-2 and 7-2. If Mario is in Super or Fire form, it is very easy to get stuck in the wall by ducking on the ground and then swimming into the gap. Mario will get sucked into the rocks and be unable to escape, with the only option being to wait until the time runs out to restart the level.
Bottom: in the European release, Nintendo has corrected the error in the simplest way possible. Rather than patch out the glitch that results in Mario being sucked into the wall (it can still be performed in other places in that version), the developers simply added a block to close the gap.
Main Blog | Twitter | Patreon | Store | Source: myself, Super Mario Bros. (US and EU) in NES emulator
Credits animation for completing Level 20 on the High speed setting in Dr. Luigi for the Wii U. Note that the animation is a perfect 96-frame loop for all characters present; while this is common for 2D sprite-based games, it is rare for a scene with multiple 3D entities to have each of their movements loop in the exact same number of frames outside of rhythm games.
Main Blog | Twitter | Patreon | Store | Source