Supper Mario Broth

@mariobrothblog.bsky.social

Additional obscure Mario content for http://suppermariobroth.com. Now on Patreon: https://www.patreon.com/suppermariobroth

In the Nintendo Switch Online version of Mario Party 3, Daisy's happy winning expression was changed to a more serene or confident one. This is the only expression that was changed. It is unknown if this is a glitch or if the developers believed it to better express her personality.

Winning on Nintendo 64: happy face
Winning on Nintendo Switch Online: face with closed eyes and very subtle smile
Source: tcrf.net user "Ligmusus", tcrf.net/Mario_Party_3, spriters-resource.com user "lemurboy12", models.spriters-resource.com/nintendo_64/marioparty3/asset/288434

Unique Mario voice lines by Charles Martinet recorded for a 2009 soundboard on Nintendo's Australian website, including lines like "I love Australia!", "I love the propeller hat!" and "Ah, spaghetti, meatballs, and pizza pie".

In Super Mario 64, tiny slivers of exposed out-of-bounds areas will cause Mario to bonk if he collides with them. However, the exact same scenario in Super Mario Sunshine is much more cruel to Mario. Here, instead of merely bonking, Mario will break his spine.

Sound Fantasy was a cancelled SNES game that would have used the SNES Mouse to draw pictures to turn into sound, like a musical Mario Paint. A prototype of it surfaced in 2015. One of the sample images is this unique illustration of Mario that plays the Happy Birthday song.

Experimental post: The Duality of Whacka In the Switch version of Paper Mario: The Thousand-Year Door, Whacka can finally be fought, and has a suspiciously specific 108 HP. The game both offers a ridiculously simplistic explanation for this as well as a complex one steeped in Dharmic symbolism.

In Paper Mario, the original version of Paper Mario: The Thousand-Year Door, and Super Paper Mario, Whacka was just a harmless whack-a-mole creature that could be abused to get Whacka Bumps, extremely valuable healing items. After being hit enough times, the Whacka goes extinct, teaching the players the consequences of their actions. However, in the Switch version of Paper Mario: TTYD, he instead moves to the bottom of the Pit of 100 Trials and becomes an optional superboss with 108 HP.
He is fought at the bottom of the Pit of 100 Trials and has to be hit 8 times in order for the fight to activate.
but also
The number 108 is considered sacred by the Dharmic religions, such as Hinduism, Buddhism, and Jainism.
Whacka symbolizes karma for killing him in past games
ring the bell 108 times, per Japanese tradition? The ringing of the bell represents the 108 bonno-defilements of man..
Buddhism holds the view that there are precisely 108 temptations on the path to Nirvana.
Therefore, in order to reach Nirvana, every Buddhist must resist 108 earthly temptations.
With a combination of any of the elements of the above four factors, there are 108 ways with which the karmas can be attracted to the soul.
the earthly temptation to get those Whacka Bumps
There are 108 qualities of praiseworthy souls
Some people think that the human spirit travels through 108 stages, while others believe that enlightenment is attainable with just 108 breaths each day while in Intense meditation,
108 beads to awaken your inner light
Meditators count mantra repetitions with mala beads of 108, (100 counted for self, 8 for mistakes and for those who have not the opportunity to meditate in mantra)
108 breaths to return to your truth
108 mantras to dissolve ego into dever
108 steps from the self to the soul
The Sacred Meaning of 108 Temple Steps
the journey to Whacka is a journey of enlightenment

It is possible to beat Donkey Kong Country 2 completely pacifist using a combination of secrets and glitches, allowing no enemy or boss to be harmed. Ironically, getting the true ending destroys Crocodile Isle, killing everyone on it anyway.

How to beat Donkey Kong Country 2 the pacifist way
Most enemies in the game can be spared via damage boosting through them or skipped via team-up throws or Dixie's twirl. However, some bonus rooms require all enemies inside to be defeated. These can be avoided by using the secret that gives 75 Kremkoins*, allowing all bonus rooms to be skipped.
*In the first level, enter the cabin, exit immediately. Collect the first banana bunch but not anything else. Return to the cabin, collect the balloon, Exit, collect the bunch again, but nothing else. Return, and it will contain a coin that gives you 75 Kremkoins.
To skip bosses, get a glitch called "Bonus Storage" by pausing and exiting while failing a bonus. After this, use "Funky Skip" (get near the boss, hold L+Select, then tap Right, Left, Up, Down, Right, Left. Hold Up, press B, let go of Up and B, and press Down) which will put you on the world map. Reenter the world, then visit any NPC, and if done correctly, you will be put on the world map again but with the next world unlocked without fighting the boss.
After beating all the Lost World levels (requires only getting to the beginning of K. Rool's Keep and the 75 Kremkoins) the final battle is unlocked. In this battle, the player needs to enter it, then die, and finally do another Funky Skip to enter the True Ending credits instantly, without harming K. Rool.
In an exquisite case of irony, the True Ending cutscene shows Crocodile Isle being blown up and sinking into the sea, presumably killing everyone on it (save for K. Rool, who escapes on a boat).
It seems all the pacifism was for nothing in the end.
Source: YouTube user @kfin45, youtube.com/playlist?list=PLEmOV78AqBIFpzVdz8N6SU7UEllnn1FBR

When starting Donkey Kong Land, there is a 1/8 chance the game will boot in a "paranoid ducking state" where Donkey Kong will constantly look around while ducking. This is actually a fault of the random number generator, which "locks in" to a single value and fails to be random.

In the Mario Teaches Typing games, Mario never criticizes the player for underperforming and tries to be understanding and supportive. According to Charles Martinet, that was his initiative, as he felt being negative would go against the core principles of Mario's character.

In the Mario Teaches Typing games, even if the player does badly or underperforms compared to previous attempts, Mario will try to be understanding instead of critical:
Uh-oh, that wasn't quite as fast as the last time.
Hmm, are your fingers getting tired? Mine would be by now... if I had any. (laughs)
Charles Martinet, speaking at TooManyGames Convention 2021:
I got this marvelous opportunity to do Mario Teaches Typing. And when I got the script and I'm in the studio - I'm reading the script for the first time, there were things like "You failed!"
"That wasn't very good." "That was much worse... that was bad."
And I was reading that and I said, "Do you mind if I just, like, play with these words a little bit and just change them around?" because, you know, I never say "no" and I never say anything negative as Mario... and the producer graciously said "Sure, go for it!"
And so it became "Oh, that was good, but I know you can do even better!" "Oh, nice one but let's try again!" so it was always uplifting and always trying to be positive. And I think that that is the essence of the character to me - it's that love and that joy.
Source: transcript of speech found at youtube.com/watch?v=k9RywNQXCUM

Super Mario Sunshine is surprisingly more realistic than later Mario games in one specific aspect: here, Mario will start drowning if he hangs on to a ledge in such a way that water is flowing into his nose and mouth, as one would in real life.

Observe Mario holding on to a ledge that water is flowing over in Super Mario Galaxy (left) and Super Mario Odyssey (right). If realistic physics applied, he should start drowning since his nostrils and mouth are covered by water flowing into them.
However, in these games the air depletion/drowning state is tied to the swimming animation. As long as Mario is not visibly swimming, he cannot be drowning even if he is covered by water.
In Super Mario Sunshine, however, air depletion is decoupled from swimming as an action, allowing Mario to realistically start drowning in this situation (note him flashing red and his air meter depleting).
However, he is saved by Sunshine's (also unique among 3D Mario platformers) ledge tiredness mechanic. After hanging on for 20 seconds, Mario will let go. This is also realistic, since why would he let himself drown?
Source: discovery by YouTube user @miguelgcgamer, screenshots by Supper Mario Broth

The Switch version of Paper Mario: The Thousand-Year Door includes its own fictional language that is a cipher for English. Amusingly, the misspelled "Game Cuve" graffiti from the original version is translated into the new language... but still reads "Game Cuve" when deciphered.

The Nintendo Switch version of Paper Mario: The Thousand-Year Door contains an in-universe language used for signs and labels that is a cipher (i.e. a one-to-one symbol conversion) for English.
Textures that were in English or unreadable in the original (left) are translated into the cipher in the remake (right). The remake's poster reads "Wanted" and the signboard reads "Signboard".
A famously misspelled "Game Cuve" graffiti appears in Rogueport in the original.
In the remake, it can be seen through this arch from the back.
Analyzing it reveals that it is still misspelled! The designers deliberately kept the misspelling in the translation.
Here is the key to the cipher used.
Source: research/images by Mario Wiki users "LadySophie17" and "Reese Rivers", mariowiki.com/List_of_fictional_languages

In Paper Mario, Mayor Penguin is found seemingly dead, with Mario being suspected of his murder. However, if a letter is delivered to him during that time, he will get up, thank Mario, and promptly go back to being dead. Unfortunately, this cannot prove Mario's innocence.

Shigeru Miyamoto has claimed that Toad is his least favorite character in Mario Kart. Despite this, in all footage of him playing Mario Kart 8, he picked Toad every time. Whether he was joking or specifically picking a character he hates to challenge himself is unknown.

I have an important question. Nintendo has also just released Mariokart 7 for the 3DS. In every iteration of Mariokart, I've always preferred to play as Toad. Who's your favorite character?
That's the most challenging question! I'm sorry that I cannot come up with an interesting answer. Somehow, it's habit to me, but I play with Mario. He's a very balanced character.
Who's your least favorite character?
Toad. [Laughs]
My favorite character is your least favorite character?
I understand that he has some popularity. Somehow.
In a 2012 interview with Entertainment Weekly, Shigeru Miyamoto has claimed Toad is his least favorite Mario Kart character.
In December 2014, Shigeru Miyamoto and Bill Trinen played Mario Kart 8 against YouTuber Rosanna Pansino. Miyamoto picked Toad.
Also in December 2014, Shigeru Miyamoto and Bill Trinen played Mario Kart 8 against YouTuber iJustine. Miyamoto picked Toad again.
Finally, in January 2015, the two played Mario Kart 8 against YouTube group Smosh Games. Miyamoto picked Toad again.
Whether Miyamoto simply had an enormous change of heart about Toad in the intervening 2 years, or whether he was picking his least favorite to challenge or punish himself, is unknown.
Source: information compiled by @SpriteCell, x.com/SpriteCell/status/1653842781897474048 ew.com/article/2012/02/10/shigeru-miyamoto-zelda, youtu.be/DNUcDkNI24o, youtu.be/3Q2KxS32Q1g, youtu.be/untLD6z6aql

Paper Mario: The Thousand-Year Door inadvertently depicts Peach as the quickest typist in the world. She is able to type up a 126-word email in exactly 3 seconds, making her 8 times faster than the current typing speed world record.

In Paper Mario: The Thousand-Year Door, Peach sends multiple emails to Mario during the plot. Almost all of them take her exactly 3 seconds to type.
The length of the emails she types in 3 seconds varies from 54 words to the longest one seen below, at 126 words.
Peach: I'm OK
My Dearest Mario, I send this letter in the hope that it reaches you safely. I am being held against my will in some strange place. Though I do not know where I am, I remain unharmed and in relative comfort.
Those who have captured me seem to be after the map I sent to you earlier. They may be hoping to use it to find objects they call the "Crystal Stars." I do not know what they are planning, but I have a feeling it is not anything positive.
Mario, please collect these Crystal Stars before they do. You must! They are already aware that you have the map, so please be very careful.
And please... Don't worry about me.
-Princess Peach-
At the current world record typing speed of 319 words per minute, Peach should have been able to get about this far into the email.
In order to finish the email in three seconds, she needed to type with an a speed of 2520 words per minute, 7.9 times the world record.
While the quick typing is clearly merely a way to make the scene move along more quickly and should not be taken as accurate depiction of Peach's typing skills, it is still humorous to imagine the implications arising from it if taken at face value.
Source: analysis inspired by @nintendostuff.bsky.social

Many games for the GameCube use only a fraction of the storage capacity of the disc. I have analyzed the data to determine what the maximum number of retail Mario games that can fit on a single disc would be, creating the Luigi & Wario + Puzzle + Rhythm Maximum Value Pack.

A GameCube disc has a storage capacity of 1.46 gigabytes. Many Mario games use only a fraction of that storage. Below is the optimal distribution of the smallest Mario-related games on the system to fit 6 entire retail games on a single disc.
Unused space 54 MB
Luigi's Mansion 186 MB
DDR Mario Mix 264 MB
Wario World 257 MB
Donkey Konga 2 312 MB
Donkey Konga 250 MB
Please note that this pie chart is for data visualization only. If the games were in fact put on one disc, the data would be arranged in rings, not in slices.
Concept for post based on an idea from a comment by @vinchvolt.bsky.social

New Super Mario Bros. Wii contains unused Hint Movies where the players play badly and then die. While these were likely recorded before the levels were changed so the inputs don't match up, it is humorous to imagine them being actual intentional hints on what not to do.

The Super Mario Sunshine debug room contains a seemingly unassuming barrel that will become extradimensional if Mario slides into it. The barrel will appear to be superimposed onto reality like a PNG badly edited into the image.

In the prototype version of Mario & Luigi: Superstar Saga, Mario and Luigi would have needed to electrocute a living mouse for all eternity to solve a puzzle. This was changed in the finished version to a toy mouse, likely due to the original being absurdly cruel.

In the finished version of Mario & Luigi: Superstar Saga, there is a puzzle in the Woohoo Hooniversity basement whereby an electric circuit must be completed using mechanical toy mice as conductors:
Mario must fill himself with water, which Luigi shoots out with a hammer to push the mouse into the circuit, completing it:
After this, for the rest of the game, going back to that room shows the mouse continuing to be electrocuted as it is now permanently part of the circuit.
This is completely fine since the mouse is a toy.
However, in the prototype version of the game, the mice are clearly living animals, being shown to eat cheese when they stop moving:
Now, Mario and Luigi are completing an electric circuit by electrocuting a real animal.
This means that for the rest of the game, the circuit is completed via the mouse's body, meaning it is a real animal being electrocuted eternally.
The cruelty of this is so absurd that it was likely removed for this reason.
Source: tcrf.net/Proto:Mario_%26_Luigi:_Superstar_Saga/Early_Sprites/Map_Graphics_and_Objects,
YouTube user @Skawo, youtube.com/watch?v=lloE59IWN4c

In Super Mario Advance 2, a "pink Mario head replica" object can be created, which will sit on the ground and mimic Mario's head (except in pink). It does nothing when touched, but will give a power-up when eaten.

In Paper Mario, the Power Bounce badge's maximum number of bounces is arbitrarily capped against bosses, making Mario end the attack even with perfect inputs. Below are ways to determine if the player should feel bad about the missed input or if it was the game's fault.

In Paper Mario, the Power Bounce badge's maximum number of hits is arbitrarily capped when fighting various enemies, particularly bosses.
This means that even if you perform the input perfectly, Mario will'simply stop the attack all by himself at some point, making it look like it was your fault.
Here is how to tell if your attack was capped by the game or if you missed an input:
If you missed an input, the A button will remain on screen for a fraction of a second after the hit. In addition, Mario will jump off the enemy in a steep arc, landing close to the enemy.
If you were capped, the A button will disappear on the frame Mario deals the final hit, and he will jump off in a larger arc, landing further away. If you see these signs, rest easy: it was not your fault.
Source: YouTube user @Bonecrusher1022, youtube.com/watch?v=nLNyZyQxrr0

Unused graphic found in the files of Mario Superstar Baseball, possibly used as a placeholder for the title screen. It features crude sketches of Mario and Luigi seemingly made in MS Paint and the text "ルイージの兄野球", which translates to "Luigi's Older Brother Baseball".

ルイージの兄野球
Source: tcrf.net user "Geno Penguin", https://tcrf.net/File:MSSBTitleScreenSketch.png

The 2026 horror point-and-click adventure game Endacopia contains unused, seemingly deliberately clashing Mario pixel art assets (often jokingly called the "So Retro" art style) in its files. These were likely used as placeholders during development.

In Mario Kart Wii, asphalt is slightly shiny, reflecting a band of light ahead of the player. This is implemented cleverly by leveraging something that the Wii is already doing, allowing it to not need to use any sort of additional lighting or post-processing.

In Mario Kart Wii, asphalt is slightly shiny, always seeming to reflect light in a narrow band ahead of the driver.
Increasing the contrast of the image makes the effect more visible.
Internally, this effect is achieved in an extremely simple way by leveraging an existing system:
Mipmapping is a practice whereby several copies of a texture are stored, each smaller than the previous by a factor of 2. The further away from the camera a point is, the smaller the texture is that is applied to it. This reduces aliasing (the interference patterns created by viewing high-detail surfaces at oblique angles) and improves rendering speed.
The textures are then smoothly blended. This is supported natively by the hardware and happens automatically.
SLIGHTLY BRIGHTER!
Original road texture: 1024x256 pixels
closer to camera
512x128 pixels
256x64 pixels
128x32 pixels
64x16 32x8 pixels pixels
further from camera
By making only the second texture slightly brighter, the system that automatically places the texture a certain distance away from the camera is leveraged to make a band of light that appears to move automatically with the player.
On the right, each mipmap is colored differently for a more striking demonstration.
Fun fact:
this usage of mipmaps to make a rainbow occurs in Paper Mario on the Nintendo 64!
Source: info: Peardian (bsky.app/profile/peardian.bsky.social), screenshots by Supper Mario Broth

In WarioWare, Inc.: Mega Microgames, the player can "trust Wario" to provide a name. Most of them are insults and nicknames, but a few are regular names. It is possible that a child actually named Louie or Rufus may have gotten frightened by Wario somehow knowing his name.

In WarioWare. Inc.: Mega Microgames, pressing the R button during the player name entry will prompt the player to "Trust Wario" to provide a name.
As expected from Wario, most of the possible suggestions are going to be insulting the player. ("Dork")
Angel
Babe
Baldu
Bean
Bro
Champ
Cutey
Jiffy
Dweeb
Louie
Eazy
Fizz
Fudge
Hippo
Geek
Jumbo
Rufus
Korny
Loser
Macho
Moldy
Mugsy
Noseu
Orca
Pixie
Ramen
Roach
Slob
Stink
However, two of them happen to be regular names*, so that a player who happens to actually be named Louie or Rufus may become startled that the game somehow knew his name.
It is possible this has actually happened to some unfortunate children.
There are 30 possible suggestions, most being insults or funny words, with some being regular nicknames like "Bro" or "Champ".
*Note that Angel or other words from the list may also be names, but they are also dictionary words. A player named Angel would likely be less startled as it is more plausible for it to be included as a random noun instead.

In Super Paper Mario, it is possible for an enemy to die and not die at the same time, entering a glitched state of superposition. Attacking it again is not recommended; the game cannot handle the enemy's paradoxical state and crashes immediately.

Wrinkly Kong has always been wrinkly. However, for decades, her Donkey Kong Country 3 artwork was not available in a high enough resolution to see just how wrinkly she was. In 2025, Nintendo Music finally revealed it in a quality high enough to truly see the immense wrinkliness of her skin.

Cranky Kong's wife, Wrinkly Kong, was first introduced in Donkey Kong Country 2. True to her name, her skin was wrinkled, though not much more than Cranky Kong's.
In Donkey Kong Country 3, her skin texture was updated, but no artwork was published in high enough resolution to truly see the extent of her wrinkliness.
In January 2025, a Wrinkly Kong playlist was added to Nintendo Music. While the thumbnail for it is small when viewed in the app, extracting the source image shows it is in a higher resolution than any version of her Donkey Kong Country 3 artwork ever published. This allows the immense wrinkliness of her skin to finally be seen in detail. Every millimeter of her skin is covered with deep creases that resemble a topological map, or an undulating liquid surface.
Source: spriters-resource.com user "FridayFunkGaming291", spriters-resource.com/mobile/nintendomusic/asset/599010

It is possible to use a The Legend of Zelda cartridge to unlock the world selection option in Super Mario Bros., by swapping the cartridges without turning off the NES and performing specific actions in The Legend of Zelda before swapping back.

How to use The Legend of Zelda to unlock a world selection option in Super Mario Bros.
First, start up the Super Mario Bros. cartridge. This is necessary to set memory address 07FF to the value A5. TLOZ will not overwrite it, and SMB will need it to be A5 later.
Cartridge swap Super Mario Bros. to The Legend of Zelda. Do not turn off the power, instead just swap the cartridges and use Reset to make the console start the new game. TLOZ will be used to write a specific value to memory.
Start a new file and buy the blue candle.* You will need literally no other item, just the 60 rupees to buy it.
This is used to access the Level 8 dungeon. *Go right one screen, up two screens, and right six screens from the start to find the shop that sells it.
With the blue candle, open up Level 8**, and go to the room directly left of the entrance. This sets memory address 07FC to 20, which unlocks the level select in SMB.
**Go left one screen and down one screen from the blue candle shop and burn the conspicuous single tree.
Cartridge swap back to Super Mario Bros. Super Mario Bros. will look for A5 at 07FF, which it set itself earlier, and 20 at 07FC, which The Legend of Zelda just set, to unlock the level select.
Now, pressing B on the title screen will cycle through all worlds, allowing you to start the game on any of them, e.g. World 8-1. This would normally be accessed by beating the game, but this trick bypasses it.
For more details and an in-depth explanation, please see the video by YouTube user @MrCheeze at youtu.be/Ie_gyHG8hAU