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


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 all versions of Super Mario Bros. 3 (shown here in the Super Mario All-Stars version), crouch-jumping into the floor below Toad in a Toad House at a specific angle will cause Mario to slide through the floor and fall into the blackness outside the room. This is the only known way to die inside a Toad House.
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In Luigi’s Mansion, Luigi sometimes gives wildly different descriptions of identical objects when scanning them with his Gameboy Horror depending on which room they are found in.
When scanning a sewing machine in the Butler’s Room (top), he says he has no use for it. When scanning an identical sewing machine (an object sharing the same model, including even the table) in Nana’s Room (bottom), he says it is a classic and wonders how much he could sell it for.
Main Blog | Twitter | Patreon | Store | Source: myself, Luigi’s Mansion (NA, GC) in GC emulator, info
In Super Mario Sunshine, it is possible to enter the portal to Ricco Harbor from below the boat house simply by swimming underneath the portal and pressing A. Mario will automatically float upwards out of the water and activate the portal.
Main Blog | Twitter | Patreon | Store | Source: myself, Super Mario Sunshine (NA, GC) in GC emulator
Opening illustration from the Japanese “Super Mario Fun Picture Book 2: Beautiful Picnic”.
Main Blog | Twitter | Patreon | Store | Small Findings | Source: see bottom of image
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.
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In Mario Golf: Advance Tour, standing in front of the mirror in the red locker room in the Marion Clubhouse and then turning left results in a brief scene where a Boo (visible only in the mirror) floats up to the player character, who is then startled before the Boo leaves.
Main Blog | Twitter | Patreon | Store | Source: myself, Mario Golf Advance Tour in GBA emulator
Sketch from the development of Super Mario Bros., showing the original envisioned control scheme. Before the jump function was assigned to A, it was mapped to Up on the D-Pad, similar to the Super Smash Bros. series. The A button was instead used for an “Attack” function that was removed in the final game.
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Scene from a commercial for the New Nintendo 3DS XL showing the functionality of the C-Stick to move the camera, featuring Mario and Luigi. Of interest here is the blackboard, which depicts the musical staff for the Song of Time from The Legend of Zelda: Ocarina of Time, particularly the version of it used in the remake, The Legend of Zelda: Ocarina of Time 3D, where the lowest two notes (A and C-Down in the original, L and R in the remake) are represented by squares instead of by circles.
Main Blog | Twitter | Patreon | Store | Small Findings | Source