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


Super Mario Odyssey, like the vast majority of 3D video games, displays low-polygon models for certain features of the environment when the camera is far enough away to conserve processing power. When the camera gets closer, the model is replaced with a high-resolution model. However, these are usually chosen to resemble each other as much as possible from a distance, which includes being the same color. In New Donk City, some objects are a different color from a distance than they are close-up; the most striking example being the building shown in this footage. When Mario crosses a certain threshold in the Mayor Pauline Commemorative Park, the building’s windows drastically change color.
Main Blog | Twitter | Patreon | Store | Source: myself, Super Mario Odyssey (Switch) on original hardware
Top: In the Japanese version of Super Mario Sunshine, the text on the signs found throughout Isle Delfino is in English. Although it is impossible to tell exactly due to the low resolution, there is a very high probability that the text reads:
This isn’t gonna
Just a little stick
Ready? 1…2…3.
There you All do.
Bottom: The source for the text appears to be an online English-to-Japanese dictionary (the phrase in question is highlighted). The Super Mario Sunshine version is missing a few words and letters, but otherwise is so similar that it is almost certainly taken from that source.
In Super Mario World, if Yoshi eats a power-up at the precise time that the level’s timer reaches 0, Mario will begin his death animation, but then cancel it through the acquisition of the power-up, bringing him back to life. The level’s timer will remain at 0; meaning that there is no longer a time limit. A side effect of the glitch is that the level’s music stops playing, meaning that although Mario is now free to explore the level, it will happen in complete silence.
Main Blog | Twitter | Patreon | Store | Source: myself, Super Mario World (NA, SNES) in SNES emulator
In Super Mario Bros. 2, it is possible to fly extra fast on a flying carpet in Level 1-2 by defeating the Pidgit on the first flying carpet that appears, going left to cause a second Pidgit to spawn, defeating that Pidgit and then hopping back onto the first carpet.
Main Blog | Twitter | Patreon | Store | Source: myself, Super Mario Bros. 2 (NA, NES) on NES emulator
In Wario Land 3, quickly pressing Down repeatedly on top of the ladder at the beginning of the Stagnant Swamp level will result in the camera moving downward while Wario stays at the top of the ladder. When the camera arrives at the bottom, Wario will be inside the ground. Moving too far to the right will make Wario fall off screen, however, he will then reappear on top of the screen.
Main Blog | Twitter | Patreon | Store | Source: myself, Wario Land 3 (NA, GBC) in GBC emulator
Unused microgame found in the code of WarioWare, Inc.: Mega Microgames, based on the Japanese-only F-1 Race for the Famicom; likely intended to be another one of 9-Volt’s microgames. The action prompt was not localized properly due to the game being unused, reading “Continues running”.
Main Blog | Twitter | Patreon | Store | Source
Top: in the intro to New Super Mario Bros., lightning strikes Peach’s Castle in the background, resulting in Toads panicking around the castle. Due to the Nintendo DS’s resolution and the Toads’ distance from the camera, they appear to be only a few pixels tall and so no details about their appearance can be discerned.
Middle: increasing the console’s internal resolution allows us to see the Toads slightly more clearly. We can see that they do not look like the usual generic Toad model.
Bottom: Zooming in further, we can see that the Toads are actually copies of Toadsworth (in-game screenshot of Toadsworth in a Toad House for comparison).
Main Blog | Twitter | Patreon | Store | Source: myself, New Super Mario Bros. (NA, DS) in DS emulator