Super Mario Bros. Special: Difference between revisions
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Due to bad pipe entering detection, if Mario gets too close to a horizontal pipe that can be entered and quickly turns around, the pipe-entering sound plays and the music stops until Mario actually enters the pipe. The player can do this multiple times in the same room which repeats the pipe-entering sound. | Due to bad pipe entering detection, if Mario gets too close to a horizontal pipe that can be entered and quickly turns around, the pipe-entering sound plays and the music stops until Mario actually enters the pipe. The player can do this multiple times in the same room which repeats the pipe-entering sound. | ||
===AWOL | ===AWOL objects=== | ||
On occasion, failing to either defeat select enemies or otherwise despawn objects will cause other enemies or objects later in the stage to not appear. This glitch occurs in both versions of the game, and is wildly unpredictable. Most notably, the second [[Flimsy Lift]] in the wide pit in [[World 4-3 (Super Mario Bros. Special)|World 4-3]] will fail to load if the second [[Scale Lift]] is not destroyed, causing the pit to become [[Unwinnable state|impossible to cross]] and requiring Mario to | On occasion, failing to either defeat select enemies or otherwise despawn objects will cause other enemies or objects later in the stage to not appear. This glitch occurs in both versions of the game, and is wildly unpredictable. Most notably, the second [[Flimsy Lift]] in the wide pit in [[World 4-3 (Super Mario Bros. Special)|World 4-3]] will fail to load if the second [[Scale Lift]] is not destroyed, causing the pit to become [[Unwinnable state|impossible to cross]] and requiring Mario to lose a life.<ref>{{cite|author=Tori of the Star Palace|date=March 26, 2025|url=https://youtu.be/j8lPfaXseAI|title=Super Mario Bros. Special (Sharp X1) - AWOL 4-3 Flimsy Lift Glitch(?)|timestamp=0:00|publisher=Youtube|language=en|accessdate=March 26, 2025}}</ref> | ||
==References to earlier games== | ==References to earlier games== |
Revision as of 14:32, March 26, 2025
The title of this article is official, but it comes from a Japanese source.
If an acceptable English name is found, then the article should be moved to the new title.
- Not to be confused with Mario Bros. Special.
Super Mario Bros. Special | |
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![]() For alternate box art, see the game's gallery. | |
Developer | Hudson Soft |
Publisher | Hudson Soft (Japan) Static Soft (South Korea)[1] |
Platform(s) | NEC PC-8801 Sharp X1 / Samsung SPC-1500[1] |
Release date | ![]() ![]() |
Genre | Platformer |
Mode(s) | Single player |
Format | 5.25-inch floppy, Tape |
Super Mario Bros. Special (Japanese: スーパーマリオブラザーズ スペシャル, Sūpā Mario Burazāzu Supesharu) is a platform game that was developed by Hudson Soft and released in 1986 for the NEC PC-8801 and Sharp X1 series of Japanese computers, and later for the Samsung SPC-1500,[1] a South Korean clone of the X1. Super Mario Bros. Special was the second Nintendo-licensed follow-up to Super Mario Bros., released around two months after Super Mario Bros.: The Lost Levels.[2]
The game scrolls between scenes similarly to the Zelda games. The PC-8801 version handles this by turning the display black briefly while loading the next screen. The Sharp X1 handles it more smoothly by visually sliding to the next lock point, though the transition does have some overlap.
Super Mario Bros. Special has changes in difficulty similar to Super Mario Bros.: The Lost Levels. The jumping and dashing physics from the Family Computer release are different. The stage time also ticks slightly faster. There is also no multiplayer mode and not even the choice to play as Luigi like in Super Mario Bros.: The Lost Levels.
Super Mario Bros. Special has inferior graphics and audio in both the PC-8801 and X1 releases because both systems do not have as great of hardware specifications as the Family Computer, but still try to replicate the graphics of Super Mario Bros. nonetheless. The X1 version contains partial scrolling and slightly more colorful graphics, featuring all eight colors possible with 100% and 0% RGB, including lime-green, cyan, magenta and white. The PC-88 release of Super Mario Bros. Special uses only black, red, yellow, and blue, including dithered results with those four colors, and it does not use internal eight-color palette of the PC-88. Further, sprites exclude the use of blue to allow transparency in the sprites. This leads to yellow being used as a stand-in for white and swapping with red for recolored enemies, notably causing the "green" enemies to appear with red eyes.
Gameplay
- See also: Super Mario Bros. § Gameplay
The object of the game is to get to the flagpole to advance to the next level. While on his way to the goal, Mario encounters many enemies and power-ups.
Power-ups
Name | X1 image | PC-88 image | Points awarded | Description |
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Magic Mushroom | ![]() |
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1000 | Grab this to change into Super Mario. |
Fire Flower | ![]() |
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1000 | Grab this to change into Fiery Mario. |
Starman | ![]() |
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1000 | Grab this to briefly change into Invincible Mario. |
Hammer (Hummer) |
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1000 | Mario rapidly swings a hammer in front of him, just like in Donkey Kong. Found in Worlds 3-4 and 5-1. |
Wing | ![]() |
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1000 | Collecting this makes Mario fly in the air, but he looks like he is swimming. Found in Worlds 3-2 and 4-1. |
Items
Name | X1 image | PC-88 image | Description |
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1 up Mushroom | ![]() |
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If Mario collects one, he will get an extra life. |
Coin | ![]() |
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Collect 100 coins for a 1 up. |
Hachisuke | ![]() |
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The bee from the Hudson Soft logo. If Mario finds this item, he will be awarded 8000 points. Found in World 1-1. |
Clock | ![]() |
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Upon picking this up, Mario will get an additional 100 seconds added to the timer. Found in World 8-3. 1000 points awarded. |
Lucky Star | ![]() |
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Resembles an atom. If Mario collects it, all the enemies on-screen will be defeated and award their normal point values as if hit by a Starman. It is similar to a POW Block except it also affects airborne foes, like a POW Block in Super Mario Bros. 35. Found in World 4-1. 1000 points awarded. |
Enemies
Hudson Soft's staff brought over enemies from Super Mario Bros. as well as earlier Super Mario games. All are referred to by their Japanese names in-game, with a typo in one case (or called by new names in the case of the earlier games' enemies), and ordered per their listing in the cast and credits:
Name | X1 image | PC-88 image | Origin | Description |
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Little Goomba (Kuribou) |
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Super Mario Bros. | The most basic enemy, they can be defeated with a jump on top of them, bumping them from below, hitting them with a fireball, hammer, or shell, or running into them while invincible. Found in Worlds 1-1, 1-2, 1-3, 2-1, 2-3, 3-1, 3-2, 3-3, 4-1, 4-2, 4-3, 5-1, 5-2, and 8-1. |
Koopa Troopa (Nokonoko) |
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Super Mario Bros. | Walking turtles, the green of which walk off ledges and the red of which turn at ledges. Jumps and bumps cause them to hide into their shells (which can be knocked around), and fire, a hammer, a shell, and invincibility defeats them instantly. Green found in Worlds 1-1, 1-2, 1-3, 2-1, 2-3, 3-2, 4-1, 4-2, 5-1, 5-2, 6-3, and 7-3. Red found in Worlds 1-2, 1-3, 3-3, 4-3, 5-2, 6-3, and 8-1. |
Koopa Paratroopa (Patapata) |
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Super Mario Bros. | Winged Koopa Troopas, the green of which jump and the red of which fly up and down. Stomping on them makes them lose their wings, and fire, a hammer, a shell, or invincibility defeats them instantly. Green found in Worlds 3-1, 3-2, 4-1, 5-1, 5-2, 7-1, 7-3, and 8-1. Red found in Worlds 1-3, 5-3, 7-3, 8-1, 8-3, and 8-4. |
Buzzy Beetle (Met) |
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Super Mario Bros. | Hard-shelled turtles that act similar to Koopa Troopas. They can be knocked into their shells with a jump or bump, and can be defeated with invincibility or a hammer or shell. Found in Worlds 4-2, 5-2, 6-2, 7-1, 8-1, and 8-4. |
Hammer Brother (Hummer Bros) |
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Super Mario Bros. | Turtles that jump and throw arcing hammers. They can be defeated with a stomp, fireball, shell, bump, or invincibility. Found in Worlds 5-2, 8-2, and 8-3. |
Lakitu (Jugemu) |
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Super Mario Bros. | A cloud-riding turtle that drops Spiny's eggs. It can be defeated with a stomp, fireballs, or invincibility, after which it does not respawn. Found in Worlds 4-1 and 6-1. |
Spiny (Togezou) |
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Super Mario Bros. | Spiked turtles that hatch from eggs dropped from Lakitus. They can be defeated with fireballs, invincibility, or being bumped. |
Piranha Plant (Pakkun Flower) |
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Super Mario Bros. | Biting plants that go up and down in pipes. They can be defeated through fireballs or invincibility. Found in Worlds 2-1, 2-4, 3-1, 4-1, 4-3, 5-1, 5-2, 5-3, 6-1, 6-2, 6-4, 7-1, 7-4, and 8-4. |
Spiny's egg (Paipo) |
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Super Mario Bros. | Eggs dropped by Lakitu that hatch into Spiny when they land. |
Bullet Bill (Killer) |
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Super Mario Bros. | Bullets shot from cannons in infinite amounts. They can be defeated with a stomp or invincibility. Found in Worlds 5-2, 5-3, and 7-1. |
Cheep-cheep (Pukupuku) |
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Super Mario Bros. | Fish that swim in groups at the same speed regardless of color, with a few at a time bobbing slightly. Red ones also hop from the water in land levels. When underwater, they can only be defeated with fireballs or invincibility, but on land they can also be stomped or hit with a shell. Green found in Worlds 2-2, 3-1, 7-2, and 8-2. Red found in Worlds 2-2, 2-3, 3-1, 5-3, 7-2, 7-3, and 8-2. |
Bloober (Gesso) |
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Super Mario Bros. | Bobbing squid found underwater. They can be defeated with a fireball or invincibility. Found in Worlds 2-2, 3-1, 5-1, 5-2 (X1 only), 7-2, and 8-2. |
Podoboo (Bubble) |
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Super Mario Bros. | Hopping lava balls that can only be defeated with invincibility. Found in Worlds 2-4, 3-4, 5-4, 7-4, and 8-4. |
Sidestepper (Chokichoki) |
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Mario Bros. | Crabs that walk in a straight line and can be defeated with a fireball, invincibility, or a bump. Found in Worlds 4-2, 5-2, 7-3, 8-1, and 8-3. |
Fighterfly (Nakaji) |
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Mario Bros. | Flies that move by taking small hops, pausing in between and able to change directions whenever on the ground. Can be defeated with a fireball, hammer, invincibility, or a bump. Found in Worlds 5-1, 5-2, 8-1, 8-2, and 8-3. |
Barrel (Tarusar) |
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Donkey Kong | These barrels roll down ledges and can be defeated with a hammer or a bump. Found in Worlds 3-4, 4-3, 6-2, 6-4, 7-1, and 8-2. |
Fireball (Sigebou) |
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Donkey Kong | Fireballs that move horizontally, tumbling down ledges the same as barrels. Found in Worlds 7-4 and 8-2. |
Icicle (Tsurara) |
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Mario Bros. | Falling icicles that can be defeated with a fireball. Found in Worlds 4-2, 4-4, 5-3, 6-4, 7-4, 8-3, and 8-4. |
Bowser (Kuppa) |
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Super Mario Bros. | The villain, he appears in every castle level (as in, the ones ending in -4). For the first five worlds, he breaths fire, and for the next two, he throws hammers, and for the final, he does both. He can be defeated by touching the nearby ax or by hitting him with five fireballs. |
List of levels
It has been requested that at least one image be uploaded for this section. Remove this notice only after the image(s) have been added.
World | Level | Setting | Enemies found |
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![]() World 1 |
World 1-1 | Overworld | Little Goomba, Koopa Troopa |
World 1-2 | Underground/Overworld | Little Goomba, Koopa Troopa | |
World 1-3 | Athletic | Little Goomba, Koopa Troopa, Koopa Paratroopa | |
World 1-4 | Castle | Fire-Bar, Bowser | |
![]() World 2 |
World 2-1 | Overworld | Little Goomba, Koopa Troopa |
World 2-2 | Underwater/Underground | Bloober, Cheep-cheep, Little Goomba | |
World 2-3 | Athletic | Cheep-cheep | |
World 2-4 | Castle | Fire-Bar, Podoboo, Piranha Plant, Bowser | |
![]() World 3 |
World 3-1 | Underwater/Overworld | Bloober, Cheep-cheep, Koopa Paratroopa, Piranha Plant, Little Goomba |
World 3-2 | Overworld | Little Goomba, Koopa Troopa, Koopa Paratroopa | |
World 3-3 | Athletic | Little Goomba, Koopa Troopa | |
World 3-4 | Castle | Fire-Bar, barrel, Podoboo, Bowser | |
![]() World 4 |
World 4-1 | Overworld | Piranha Plant, Lakitu, Spiny, Little Goomba, Koopa Troopa, Koopa Paratroopa |
World 4-2 | Underground | Icicle, Little Goomba, Koopa Troopa, Buzzy Beetle, Sidestepper | |
World 4-3 | Athletic | Koopa Troopa, Koopa Paratroopa, Piranha Plant, barrel | |
World 4-4 | Castle | Icicle, Bowser | |
![]() World 5 |
World 5-1 | Overworld | Piranha Plant, Koopa Troopa, Little Goomba, Bloober, Fighterfly |
World 5-2 | Overworld | Piranha Plant, Koopa Troopa, Fighterfly, Buzzy Beetle, Bullet Bill, Sidestepper, Bloober, Little Goomba, Hammer Brother | |
World 5-3 | Athletic | Cheep-cheep, Koopa Paratroopa, Bullet Bill, Piranha Plant, icicle | |
World 5-4 | Castle | Fire-Bar, Podoboo, Bowser | |
![]() World 6 |
World 6-1 | Overworld | Lakitu, Spiny, Piranha Plant |
World 6-2 | Overworld | Piranha Plant, Buzzy Beetle, Lakitu, Spiny, barrel | |
World 6-3 | Athletic | Piranha Plant, Koopa Troopa | |
World 6-4 | Castle | Fire-Bar, icicle, barrel, Piranha Plant, Bowser | |
![]() World 7 |
World 7-1 | Overworld | Bullet Bill, Buzzy Beetle, Piranha Plant, Little Goomba, Koopa Paratroopa, Hammer Brother, Koopa Troopa, barrel |
World 7-2 | Underwater/Overworld | Bloober, Cheep-cheep, Fire-Bar | |
World 7-3 | Athletic | Cheep-cheep, Koopa Paratroopa, Sidestepper, Piranha Plant, Hammer Brother | |
World 7-4 | Castle | Piranha Plant, Podoboo, Koopa Paratroopa, icicle, Fireball, Bowser | |
![]() World 8 |
World 8-1 | Athletic | Koopa Troopa, Little Goomba, Koopa Paratroopa, Fire-Bar, Sidestepper, Fighterfly, Buzzy Beetle |
World 8-2 | Underwater/Overworld | Bloober, Cheep-cheep, barrel, Fireball, Hammer Brother | |
World 8-3 | Underground/Overworld | Icicle, Fire-Bar, Fighterfly, Koopa Paratroopa, Sidestepper, Hammer Brother | |
World 8-4 | Castle | Fire-Bar, Koopa Paratroopa, Buzzy Beetle, Piranha Plant, Bowser |
Glitches
Due to both the PC-88 and X1 technology being inferior compared to the NES/Famicom, some glitches and tricks that were previously not present in the original appear here.
Infinite 1-Up trick
Like in the original Super Mario Bros., jumping on a Koopa Troopa or a Buzzy Beetle when it is about three pixels away from an edge or wall makes Mario jump on it continously, thus allowing the player to gain infinite 1-Ups. Unlike the original, the trick is much easier to perform due to the game's different collision physics launching the player higher after a stomp, and can be done in virtually any area with both a Koopa Troopa and an edge or wall.
When a sliding Koopa shell is stomped and stops moving, the timer before the Koopa gets back up does not reset, continuing from where it left off when the shell was kicked. Because of this, it is possible for a Koopa to break itself out of the trick, requiring the player to set the glitch up again.
The player can accumulate a maximum of 255 lives, with the number of current lives remaining represented in hexadecimal numbers (such as "85" for 133 lives and "DE" for 222 lives). Gaining more than 255 lives loops the counter back to 0 lives.
Harmless Fire-Bars
Sometimes, touching the edge of a Fire-Bar does not deliver any damage, likely because of the game's limits in hardware and registering hitboxes with moving obstacles.
Glitched pipes
The Warp Zones from the original were changed in such a way that Super Mario Bros. Special has no true Warp Zone. In World 1-2, reaching the area over the pipe instead leads to the single bonus room that could be accessed normally in the stage, but with a pipe that still leads to the overworld, thus to the end of the level. In World 4-2, a room that more resembles a true Warp Zone can be found, however the only pipe it holds does not have any destinations defined. The pipe can still be entered, but the player remains stuck there indefinitely, forcing the player to be killed by the timer.
In World 4-3, there is a beanstalk that leads to a Coin Heaven. When trying to leave, sometimes Mario is unable to enter the exit pipe. It is assumed to be an overlooked program error, as the entrance back to the main level from this bonus area is present underneath the mushroom stairs leading to the flagpole.
Course designer Ichirou Sakurada has acknowledged that these are unintentional glitches.[3]
Out-of-service jumping board
Compared to the original Super Mario Bros., the jumping board present in World 2-1 is much more difficult to perform a higher jump off of due to poor collision detection, sometimes being stuck in its animation frames when Mario jumps off. Sometimes holding the jump key while landing on the board guarantees success in jumping off, and in the event that a player would have trouble, the set of invisible blocks placed around the board allows players to bypass it.
Disk error
If the system encounters an error while trying to read and load data from the disk, the screen displays the message: "DISK ERROR! PLEASE RESTART GAME PUSH IPL SWITCH" (the IPL switch being a reset button present on PC-8801 family machines). The error is caused by corrupted data, which may be a result of a damaged disk or a improperly performed ROM dump, the most notable example being a ROM in which 8-4 is corrupted.[4] This error also exists in the Sharp X1 version, and is fair simpler to trigger by way of ejecting the Disk mid-gameplay; in the Sharp X1 version, the text for the error flashes various colors.
Music stop error
Due to bad pipe entering detection, if Mario gets too close to a horizontal pipe that can be entered and quickly turns around, the pipe-entering sound plays and the music stops until Mario actually enters the pipe. The player can do this multiple times in the same room which repeats the pipe-entering sound.
AWOL objects
On occasion, failing to either defeat select enemies or otherwise despawn objects will cause other enemies or objects later in the stage to not appear. This glitch occurs in both versions of the game, and is wildly unpredictable. Most notably, the second Flimsy Lift in the wide pit in World 4-3 will fail to load if the second Scale Lift is not destroyed, causing the pit to become impossible to cross and requiring Mario to lose a life.[5]
References to earlier games
- Donkey Kong - The hammer is a power-up item, and Barrels and Fireballs return as enemies.
- Mario Bros. - Several enemies like Fighter Flys and Sidesteppers are from this game.
Staff
- Main article: List of Super Mario Bros. Special staff
- Programmed By
- Yukio-Takeoka
- Course-Designed By
- Ichirou-Sakurada
- Sound Effected By
- Fumihiko-Itagaki
- Megumi-Kawamata
- Produced By
- Takashi-Takebe
Gallery
- For this subject's image gallery, see Gallery:Super Mario Bros. Special.
Media
- For a complete list of media for this subject, see List of Super Mario Bros. Special media.
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References
- ^ a b c d Hudson Mario Trilogy. Hardcore Gaming 101 (English). Archived from the original via Wayback Machine. Retrieved June 29, 2024.
- ^ [1][dead link]
- ^ 元ハドソン・桜田名人によるハドソン昔話 (2ページ目). Togetter (Japanese). Retrieved June 29, 2024.
- ^ MrPodoboo (August 22, 2009). Let's Play Super Mario Bros. Special - World 8 (04:50). YouTube (English). Retrieved June 29, 2024.
- ^ Tori of the Star Palace (March 26, 2025). Super Mario Bros. Special (Sharp X1) - AWOL 4-3 Flimsy Lift Glitch(?) (0:00). Youtube (English). Retrieved March 26, 2025.
External links
- Bad Games Hall of Fame (various Hudson Soft Mario games and the South Korean Samsung SPC-1500 ad)
- Universal Game List entry for Super Mario Bros. Special
- More information on the X1 version
- Instruction manual
Super Mario Bros. Special | |
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Protagonists | Mario • Mushroom retainer • Princess Peach |
Worlds | World 1 • World 2 • World 3 • World 4 • World 5 • World 6 • World 7 • World 8 |
Items and objects | 1 up Mushroom • Clock • Coin • Fire Flower • Hachisuke • Hummer • Island • Lucky Star • Magic Mushroom • Starman • Wing |
Enemies | Bloober • Bullet Bill • Buzzy Beetle • Cheep-cheep • Chokichoki • Fire-Bar • Hammer Brother • Koopa Paratroopa • Koopa Troopa • Lakitu • Little Goomba • Nakaji • Piranha Plant • Podoboo • Sigebou • Spiny • Spiny's egg • Tarusar • Tsurara • Turtle Cannon |
Boss | Bowser |
Miscellaneous | Ax • Beanstalk • Coin Heaven • Coral • Fireworks • Flagpole • Gallery • Glitches • Horsehair plant • Jumping board • Media • Staff |