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


In Super Mario World, if Yoshi eats a power-up at the precise time that the level’s timer reaches 0, Mario will begin his death animation, but then cancel it through the acquisition of the power-up, bringing him back to life. The level’s timer will remain at 0; meaning that there is no longer a time limit. A side effect of the glitch is that the level’s music stops playing, meaning that although Mario is now free to explore the level, it will happen in complete silence.
Main Blog | Twitter | Patreon | Store | Source: myself, Super Mario World (NA, SNES) in SNES emulator
Top: In the Super Mario World cartoon, Bowser’s castle has a flashing “Koopa” sign on top of it, which is different from the North American version of the game, where is it a flashing “Bowser” sign instead.
Bottom: However, the Japanese version does match the design of the cartoon castle by also having a flashing “Koopa” sign, due to Bowser’s name being “Kuppa” in Japanese, which was started to be officially transliterated as “Koopa” around the time of the game’s release.
Note that this may be a coincidence rather than a deliberate reference: the Super Mario World cartoon is a direct sequel to the Super Mario Bros. Super Show and the Adventures of Super Mario Bros. 3, where Bowser has always been known as “King Koopa”. The background designers for the cartoon could have gone off the North American version and changed “Bowser” to “Koopa” to keep the continuity; without necessarily referencing his Japanese name. (The English translation “Koopa” predates the usage of that spelling in Japanese media.)
Main Blog | Twitter | Patreon | Store | Source: Super Mario World cartoon, Ep. 13, “Mama Luigi”, Source 2
In Super Mario World, it is possible to activate a secret exit in a level after dying under certain circumstances. In Forest of Illusion 3, entering the underground room with the key and keyhole and letting time run out while standing above the keyhole with the key in Yoshi’s mouth will cause Mario and Yoshi to die, but still activate the keyhole as they pass it while falling offscreen. The level then counts as being completed successfully, and no death is counted.
Main Blog | Twitter | Patreon | Store | Source: myself, Super Mario World (NA, SNES) in SNES emulator
In Super Mario World, it is possible to destroy the balls Iggy and Larry throw by sliding into them. Since this is not intended by the developers, the balls’ sprites turn into glitched graphics as they fall offscreen; the sprite assumes the form of one quarter of a front-facing Reznor sprite, colored red and rotated.
Main Blog | Twitter | Patreon | Store | Source: myself, Super Mario World (NA, SNES) in SNES emulator
Super Mario World official artwork has an idiosyncrasy where whenever Mario’s cap is either not on Mario’s head, or not properly covering it, the cap shrinks in size considerably. I have provided pairs of similar artwork from the game where the image on the left shows Mario with his cap worn properly - note the standard size of the cap - and the image on the right shows Mario in a similar pose, but with the cap not worn properly. As you can see, the cap shrinks in size in both cases.
Main Blog | Twitter | Patreon | Store | Sources: 1, 2, 3, 4
In the Chocolate Secret level in Super Mario World, one particular Chargin’ Chuck* can kick footballs through walls.
*The football-kicking variety of Chargin’ Chuck is called “Passin’ Chuck” in the Nintendo Power Mario Mania Player’s Guide.
Main Blog | Twitter | Patreon | Store | Source: Super Mario World, recorded by me in SNES emulator
In Super Mario World, using Yoshi to jump to the platform with the key and keyhole in Donut Plains-1 in the manner depicted will result in the camera not scrolling upward to keep up with Mario. When the key is then inserted into the keyhole, the keyhole animation plays in the wrong position in the level.
Source: myself (Super Mario World in SNES emulator)