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

Wednesday, July 20, 2016

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.

Sunday, July 17, 2016

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.

Saturday, June 11, 2016
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...

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.

Thursday, June 9, 2016

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.

Saturday, June 4, 2016
To conserve computational power, Super Mario 64 unloads not only moving objects, but also parts of the course geometry whenever they are not visible. This is what Whomp’s Fortress looks like when Mario isn’t looking.

To conserve computational power, Super Mario 64 unloads not only moving objects, but also parts of the course geometry whenever they are not visible. This is what Whomp’s Fortress looks like when Mario isn’t looking.

Tuesday, May 31, 2016
The models of many enemies in Super Mario 64 consist of a combination of sprites, some of which always turn to face the camera, and polygons.

The models of many enemies in Super Mario 64 consist of a combination of sprites, some of which always turn to face the camera, and polygons.

Friday, May 27, 2016

Top: Bowser’s model from Super Mario 64.

Bottom: Bowser’s model from Super Mario 3D World.

Tuesday, May 24, 2016
Friday, May 20, 2016
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.

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.

 
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