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


Sprites of Mario and Mario-related items from a Japanese Nintendo Badge Arcade sticker book. The sprites include: regular Small Mario from Super Mario Bros., Small Mario in a traditional hakama, later used in Super Mario Odyssey, Small Mario in a business suit, used in several Nintendo financial reports (such as here), and Small Mario in a Santa Claus outfit, also later used in Super Mario Odyssey. The final two rows contain holiday-themed items including a Daruma doll based on Mario.
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Top row: the dragon boss of the Ruined Kingdom in Super Mario Odyssey, also known as the Lord of Lightning, is never shown fully during either cutscenes (top left) or during battle (top right), his lower body being either cropped out or hidden by clouds.
Second row: after defeating him, he can be seen holding on to the tower. Due to the lighting conditions and distance from the camera, it is impossible to take a closer look at the part of his body that is not seen during battle.
Third row: the dragon’s model extracted from the game’s files.
Bottom row: due to the legs and tail being only intended to be viewed from a distance, the dragon’s model is unique in that his lower half is extremely low-resolution (bottom left) and low-polygon (bottom right) compared to his upper half.
Main Blog | Twitter | Patreon | Store | Small Findings | Sources: 1:myself, Super Mario Odyssey (Switch), 2
During the battle against Hookbill the Koopa in level 4-8 of Yoshi’s Island, if Yoshi performs the final Ground Pound on Hookbill quickly enough after he falls over, a glitch will occur where Yoshi will fly up vertically at great speed after the Ground Pound. For the remainder of the scene, Yoshi will not come down.
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Super Mario Maker makes extensive use of multi-track songs in its soundtrack. The Edit themes all consist of 8 tracks playing simultaneously and fading in and out randomly to create a dynamic mix. However, it is not only the Edit themes that use this technique. Every single track playing in the Course World section of the game (Courses, Makers, and all 100 Mario Challenge themes) is actually a separate track of the same song fading in and out as the player changes between the subsections.
Here is the song with all tracks playing simultaneously, which is impossible to hear in-game. Despite being designed to be played separately, the tracks are harmonized with each other.
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In Super Mario 64, multiple locations in the game contain invisible 1-Up Mushroom checkpoints, meaning that Mario must touch certain spots in the level to cause a 1-Up Mushroom to spawn. One of the least well-known examples of these is this hidden 1-Up Mushroom in Bowser in the Fire Sea.
There is a series of platforms connecting the middle layer to the top layer of the level that slowly move up and down. If Mario stands in the spot shown in the footage for long enough so that the platform reaches both its lowest and its highest position, a 1-Up Mushroom will spawn on the next platform.
Main Blog | Twitter | Patreon | Store | Source: myself, Super Mario 64 (NA, VC) in Wii emulator
Top left: the train in the Kalimari Desert track in Mario Kart 64, as seen on the original hardware. Note the red wheels.
Top right: In the Wii Virtual Console version of the game, the train’s wheels appear grey despite using the same code, as the ROMs for both versions are identical. This is due to the wheels using a peculiarity of the Nintendo 64 hardware to display the red color that is not emulated perfectly by the Wii Virtual Console code.
Bottom left: official art of the train for the original version of the game, showing red wheels. Through this emulation error, the game no longer matches with its own artwork.
Bottom right: however, the grey wheels in the Wii Virtual Console version make the train resemble the K64 train (itself a reference to the Kalimari Desert train) from Paper Mario more, as that train also has grey wheels.
Main Blog | Twitter | Patreon | Store | Small Findings | Sources: 1, 2, 3, 4
In Donkey Kong Country 2, if Diddy falls into water while crouching (possible by sliding off a ledge while crouching), he will ignore the water and fall through it as though it were air, without entering his swimming animation. Underwater enemies like the Snapjaw shown in the footage also exhibit erratic behavior in response to Diddy falling.
Main Blog | Twitter | Patreon | Source: myself, Donkey Kong Country 2 (NA, SNES) in SNES emulator