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


In Super Mario 64, the two parts of Wet-Dry World do not exist in memory simultaneously. When Mario passes through a certain point in the tunnel, the underwater town becomes loaded and the main level becomes unloaded. By positioning the camera in a certain spot during the transition, we can see that the same elevation is both above ground in the main level and below the ceiling in the underwater town. This means the locations overlap physically, which should not be possible.
In Super Mario 64, the lighting of the areas Mario visits depends on the direction the camera is pointed. The first picture is how the levels appear during normal gameplay, with the camera in its standard position. However, looking upwards in first-person mode shifts the light source to what is shown in the second picture. This usually goes unnoticed during normal gameplay, as you cannot see the darkened ground while looking upwards.
Beta footage of Mario Kart 64 from the Nintendo 64 Promotional Video, back when it was called Super Mario Kart R.
Checking out the fireplace in Boo’s Mansion in Paper Mario.
In Super Mario 64, Mario’s model is replaced by a low-polygon version whenever he is in motion far away from the camera. Zooming in using an emulator, we can see this up close.
Crossing the ocean on the Whale in Paper Mario.