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


In Super Paper Mario, the first Brobot battle in Chapter 4-4 takes place entirely in a 2D plane as a sidescrolling shooter segment, giving the player no reason to switch into 3D. However, if the player does switch into 3D, a unique background composed of scrolling green lines will be revealed which is impossible to see again on the same save file after the battle is over. Here is the background without the gameplay that would normally be obscuring it.
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In Super Mario Odyssey, during the two battles against Madame Broode, Mario must repeatedly capture her pet Chain Chomp named Chain Chompikins to deal damage to her. While capturing Chain Chompikins, an extra layer of rhythmic barks is added to the music; this is hard to hear both due to the abundance of sound effects in the battle and the fact that it is not possible to have Chain Chompikins captured for an extended time. Here is a full loop of the battle music with the barking.
Main Blog | Twitter | Patreon | Store | Small Findings | Source: myself, files extracted from game data
Intro animation from the officially licensed 1984 port of Mario Bros. for the Japanese NEC PC-8001 home computer system. The game takes 7 minutes and 40 seconds to load from the magnetic tape it was distributed on; the longest loading time of any licensed Mario video game on any platform.
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A glitch present in the “Playing in VR” mode in Super Mario Odyssey can cause Mario to fall through the floor and never reappear, requiring the game to be restarted. If Mario runs off in the water in the Seaside Kingdom at a specific angle, the bubble that normally brings him back to the center of the area will instead deposit him slightly below the ground, leading him to fall indefinitely.
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In Yoshi’s Island, pressing Down and A on the same frame when entering a pipe will cause Yoshi to jump, but the next room still to load as though Yoshi had entered the pipe. Interestingly, this saves time over entering the pipe the regular way, as it skips the animation of Yoshi going down the pipe.
Here, two recordings of equal length are played side by side, each 150 frames long (300 in-game frames, or 5 seconds). On the ninth frame of each recording, Down is pressed. In the left one, A is also pressed on the same frame. As you can see, Yoshi emerges in the next room half a second faster using this method.
Main Blog | Twitter | Patreon | Source: myself, Yoshi’s Island (NA, SNES) in SNES emulator