Supper Mario Broth
A Super Mario variety blog. Screenshots, photos, sprites, gifs, scans and more from all around the world of Super Mario Bros.
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In Donkey Kong 64, using a Battle Arena Pad will cause an animation of the playable Kong slowly fading out before warping to the battle arena. However, the animation can be interrupted. If B is held to charge up the shockwave attack, then released at...

In Donkey Kong 64, using a Battle Arena Pad will cause an animation of the playable Kong slowly fading out before warping to the battle arena. However, the animation can be interrupted. If B is held to charge up the shockwave attack, then released at a precise moment after the Kong has become invisible, but before warping to the arena, the Kong will remain invisible while also becoming controllable again, as seen in the footage. The effect lasts until either a loading zone or a Tag Barrel is entered.

Main Blog | Twitter | Patreon | Small Findings | Source: youtube.com user “GlitchFish”

Monday, November 9, 2020

Top: in Super Mario Galaxy, the Kingfin boss emits beams of light from its eyes when playing as Mario; however, due to an oversight in the code, the beams are absent when playing as Luigi.

Bottom: in the Super Mario 3D All-Stars version of Super Mario Galaxy, this is actually fixed, and the beams of light appear when playing as Luigi, as well. This is one of the very few bug fixes in this collection, as most of the ports keep the entirety of the existing glitches intact.

Main Blog | Twitter | Patreon | Source: twitter.com user “GamingReinvent”

Sunday, November 8, 2020
In Super Mario 64, there is a spot in the lobby of Peach’s Castle where performing a dive will suspend Mario in mid-air in the manner depicted. While in most cases, releasing B will cause Mario to fall back down, in some cases, he will not and the...

In Super Mario 64, there is a spot in the lobby of Peach’s Castle where performing a dive will suspend Mario in mid-air in the manner depicted. While in most cases, releasing B will cause Mario to fall back down, in some cases, he will not and the game will need to be reset to continue.

Main Blog | Twitter | Patreon | Small Findings | Source: SM3DAS (Switch)

Super Smash Bros. illustration from the cover of an issue of the Brazilian SuperGamePower magazine.
Main Blog | Twitter | Patreon | Source: SuperGamePower (Brazil), Issue 62, 1999

Super Smash Bros. illustration from the cover of an issue of the Brazilian SuperGamePower magazine.

Main Blog | Twitter | Patreon | Source: SuperGamePower (Brazil), Issue 62, 1999

Saturday, November 7, 2020

Top: in the Super Mario Maker games, Koopa Troopa shells have the ability to “phase” through enemies while off-screen. Note how the shell passes by Bowser without hitting him due to being off-screen, but hits him on the way back after deflecting from a wall once it is on-screen.

Bottom: this behavior goes back to the original Super Mario Bros., where Koopa Troopa shells also were able to move seemingly without interacting with enemies as long as they were not on-screen. Note the Goombas not being hurt by the shell if it is even slightly off-screen.

Main Blog | Twitter | Patreon | Source: SMM2 (Switch), SMB (NA, NES)

In Super Mario Odyssey, the loading zone for the bonus area inside the well in the Mushroom Kingdom is right above the death barrier, so that falling into the well with a precise velocity can result in Mario touching both the loading zone and the...

In Super Mario Odyssey, the loading zone for the bonus area inside the well in the Mushroom Kingdom is right above the death barrier, so that falling into the well with a precise velocity can result in Mario touching both the loading zone and the death barrier at the same time. This causes Mario to die, but then respawn in the bonus area as though he entered it normally.

Main Blog | Twitter | Patreon | Small Findings | Source: twitch.tv user “Timpani”

Friday, November 6, 2020
A large Donkey Kong balloon overlooking the Nintendo booth at the 1994 Supergames Show video game expo in Paris.
Main Blog | Twitter | Patreon | Source: Nintendo Player (France), Issue 27, 1994

A large Donkey Kong balloon overlooking the Nintendo booth at the 1994 Supergames Show video game expo in Paris.

Main Blog | Twitter | Patreon | Source: Nintendo Player (France), Issue 27, 1994

In Super Mario Galaxy, the Megaleg boss is the most complex object in terms of gravity fields, containing flat, cylindrical, spherical and custom-shaped fields in various configurations, as well as having them move relative to each other. The boss is...

In Super Mario Galaxy, the Megaleg boss is the most complex object in terms of gravity fields, containing flat, cylindrical, spherical and custom-shaped fields in various configurations, as well as having them move relative to each other. The boss is optimized for Mario running alongside its surface, but jumping may encounter issues with interference from various gravity fields.

Here, jumping in the wrong place results in Mario entering a state where is unable to move laterally, becoming trapped in that spot and only being able to jump. This exposes Mario to being hit by the homing Bullet Bills that patrol the surface of the robot.

Main Blog | Twitter | Patreon | Small Findings | Source: SM3DAS (Switch)

Officially licensed green Koopa Troopa shell backpack from Japan.

Main Blog | Twitter | Patreon | Small Findings | Source

 
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