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


Concept art for the Chained Kong enemy from Super Mario RPG, shared by the game’s character design supervisor Kazuyuki Kurashima on his Instagram account. In the finished game, this stylized design was changed into simply a regular model of Donkey Kong with added chains and shackles.
Main Blog | Twitter | Patreon | Small Findings | Source
Some of the few known genuine copies of the extremely rare officially licensed 1996 plush of Boshi from Super Mario RPG. Due to the extremely limited run and relative popularity of the character, a very high amount of unlicensed reproductions were made of this plush, so that whenever one of them appears for sale anywhere, it is nearly certain to not be the authentic version.
Main Blog | Twitter | Patreon | Small Findings | Source
A 1995 Nintendo Power promotional video for Super Mario RPG accidentally used not merely prerelease footage, but debugging footage of the game, which is considered a bad practice due to showing parts of the game never meant to be seen by the consumer, so that companies normally go to great lengths to avoid using it in any promotional material.
Top: the footage shown in the video, depicting the Booster Hill chase scene. Note the debugging object display in the top left corner, the FPS counter in the bottom left corner, and completely broken ground tiles floating in the sky and in the void on both sides of the road. It is unclear what kind of oversight caused the developers to even release this internal testing footage in the first place.
Bottom: the same scene in the finished game, for comparison.
Main Blog | Twitter | Patreon | Source: twitter.com user “VGArtAndTidbits”
In Super Mario RPG, by having a perfect setup, it is possible to deal over 9999 damage to some enemies. If Mario:
-is at Level 30 and has received the Special Bonus at each level-up;
-is equipped with the Super Suit and the Attack Scarf;
-has been given the Attack Up bonus during this battle;
-and performs 100 consecutive Ultra Jumps on an enemy which both has 0 magical defense and is vulnerable to Jump (King Bomb in the footage);
then he will deal 10664 damage, which the game will be unable to represent correctly due to not expecting any move to deal over 9999 damage. The leftmost character of the damage indicator will no longer function correctly and the damage amount will be shown as “I664″ instead.
Main Blog | Twitter | Patreon | Small Findings | Source: youtube.com user “TheKirby1″
In Super Mario RPG, Moleville has been made darker in the Wii U Virtual Console version for an unknown reason (left: original SNES version, right: Wii U Virtual Console version).
Other visual changes to the game were made in that version, but those applied only to battle effects with bright and flashing colors to reduce the risk of photosensitive seizures. Moleville is the only instance of a location’s color scheme being altered. As such, this is either an oversight or the developers believed the original Moleville coloration was somehow unacceptable.
Main Blog | Twitter | Patreon | Small Findings | Source
Officially licensed 1996 Super Mario RPG jigsaw puzzle from Japan (zoom in to view details).
Main Blog | Twitter | Patreon | Small Findings | Source: twitter.com user “takakanie”
Artwork celebrating the 25th anniversary of Super Mario RPG in 2021, drawn by
the game’s character design supervisor
Kazuyuki Kurashima.
Main Blog | Twitter | Patreon | Small Findings | Source
Extremely rare 1996 Super Mario RPG Shy Guy keychain from Japan.
Main Blog | Twitter | Patreon | Small Findings | Source
Concept sketch from the development of Super Mario RPG, showing Mario’s standard orientation and the directions he can move in.
Main Blog | Twitter | Patreon | Small Findings | Source
Test animation for an early design for Geno from Super Mario RPG, shared by the game’s character design supervisor Kazuyuki Kurashima.
Main Blog | Twitter | Patreon | Source: twitter.com user “kurashimakaz”