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


Left: In Chocolate Island 1 in Super Mario World, a coin exhibits irregular behavior by causing another coin to be counted as collected, but not itself, after reloading the area. First, Mario must press the P-Switch near the Chargin’ Chuck after the midway point and collect the coin that the platform turns into.
Right: After reloading the area by entering the yellow pipe that causes Mario to be shot out at high speed twice*, the coin Mario collected will still be there in the form of the platform the Chargin’ Chuck is standing on, while the coin directly below it will be gone despite Mario never touching it.
Note: it is necessary to do this twice as doing it only once deposits Mario in a different room, see this post for explanation.
Main Blog | Twitter | Patreon | Store | Source: myself, Super Mario World (NA, SNES) in SNES emulator, 2
Brief scene from a commercial for a Japanese Super Mario World “Wobble Tower” board game that depicts an animation of Bowser losing his balance. While the neutral frame seen as Bowser is in the center of the image is traced from official Super Mario World artwork, the frames when the tower is leaning are unique to this commercial.
Main Blog | Twitter | Patreon | Store | Small Findings | Source
Animation cels of an unused scene from the Super Mario World cartoon episode “Mama Luigi”. One cel exists that shows the scene’s intended background (top), which is completely different from any background used in the broadcast version; the rest show frames of Luigi’s and Yoshi’s animation.
Main Blog | Twitter | Patreon | Store | Small Findings | Source
In Super Mario World, whenever Mario is hit by an enemy or obstacle under normal circumstances while riding Yoshi, he will not die or lose a power-up; instead, Yoshi will simply run away. However, there are some very rare cases where Mario can be hurt while riding Yoshi. If Yoshi eats a Dino Torch as it is breathing fire towards Mario in the manner depicted, Mario will die.
Main Blog | Twitter | Patreon | Source: myself, Super Mario World (NA, SNES) in SNES emulator, info
In Super Mario World, there exists an extremely quick way to beat Morton Koopa in the second castle. Normally, Morton takes 3 hits from Mario jumping on his head, or 12 fireballs. However, a peculiarity in the code allows for a combination of the two to defeat him much faster.
If Mario hits Morton with only two fireballs and then jumps on his head once, Morton will be defeated in only a few seconds.
Main Blog | Twitter | Patreon | Store | Source: myself, Super Mario World (NA, SNES) in SNES emulator
Top: Past the first boss door of the Forest Fortress in Super Mario World, there is an extremely wide lava-filled pit, on the other side of which is an optional reward of 9 blocks with 1-Up Mushrooms inside, as well as another boss door, leading to the same boss. Attempting to fly across the pit with Cape Mario can be difficult due to the large amount of Lava Bubbles shooting out from the lava.
Bottom: An easy way to cross the pit is to take a running start as Mario and then perform a Spin Jump, keeping A and B pressed. While normally, a Spin Jump would not take Mario far enough to clear the gap, the Lava Bubbles are actually placed in precise locations so that Mario will automatically bounce off them.
Main Blog | Twitter | Patreon | Source: 1, 2: myself, Super Mario World (NA, SNES) in SNES emulator
In Super Mario World, this ledge in the center of the first room of Chocolate Island 2 is a very specific height that results in unique Dino Rhino behavior. If Mario lures a Dino Rhino to approach it from the left, the Dino Rhino will repeatedly jump towards it, barely catch on the ledge and slide back down in an infinite loop.
Main Blog | Twitter | Patreon | Store | Small Findings | Source
In Bowser’s Castle in Super Mario World, jumping on top of the number 6 in the second door choice corridor can result in two unintended outcomes.
Top: If Mario is ducking and facing left while on top of the blocks, Spin Jumping will result in him clipping into the inside of the 6, trapping him until time runs out.
Bottom: If Mario is facing right while Spin Jumping, he will instead instantly die.
Main Blog | Twitter | Patreon | Source: myself, Super Mario World (NA, SNES) in SNES emulator, info
A graphical glitch in Super Mario World that can happen only under exceedingly specific circumstances: in the Special World level “Awesome”, there is a segment where Cheep Cheeps jump up from the bottom of the screen. If Yoshi is taken into that segment, and if Mario jumps off Yoshi in such a way that Yoshi drops into the bottomless pit on the same frame that a Cheep Cheep appears, that particular Cheep Cheep will have a different palette than normal, containing the color blue. This glitch cannot occur anywhere else.
Main Blog | Twitter | Patreon | Store | Source: myself, Super Mario World (NA, SNES) in SNES emulator
In Super Mario World, pressing Left and Right simultaneously while on Lakitu’s cloud allows Mario to pass through solid objects. Unfortunately, due to the design of the D-Pad on the official SNES controller, doing so is not possible without either breaking the D-Pad or using a third-party controller that replaces the D-Pad with four separate buttons.
Main Blog | Twitter | Patreon | Store | Source: myself, Super Mario World (NA, SNES) in SNES emulator