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.
Default images for searching for games and channels on the official Twitch app for the PlayStation Vita. Why pictures of Sony games were not chosen instead is unknown.
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.
The endless staircase in Super Mario 64 works by seamlessly teleporting Mario backwards a few steps when he reaches a certain point. If you have played the remake, Super Mario 64 DS, you might have noticed Mario’s position suddenly jumping backwards on the map screen.
In Super Mario 64, the room containing the paintings leading to Tiny-Huge Island uses forced perspective to make the three hallways appear much more similar in size than they really are.
Top: Bowser’s model from Super Mario 64.
Bottom: Bowser’s model from Super Mario 3D World.
In Super Mario 64, if the Chain Chomp in Bob-omb Battlefield is hit with a Bob-omb’s explosion, it will shoot up vertically and remain in the air for a few seconds before coming down.