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


1997 print ad for Silicon Graphics computer workstations, featuring Wing Mario from Super Mario 64. Silicon Graphics owns MIPS Technologies, the company that produced the MIPS R4300i microprocessor used in the Nintendo 64. The rabbit character MIPS from Super Mario 64 is named after that processor.
Main Blog | Twitter | Patreon | Store | Source: Next Generation (US), Issue 29, 1997
In Super Mario 64, getting hit by a Boo in the bridge room in Big Boo’s Haunt with two units of health remaining in such a manner that Mario is pushed onto the bridge while dying results in this unusual behavior. The mansion unloads completely, while the skybox of the area outside the mansion becomes visible. Finally, the bridge itself comes into view, being the only object remaining in the scene, while the death fade-out activates.
Main Blog | Twitter | Patreon | Store | Source: myself (Super Mario 64 (VC) in Wii emulator)
Top two images: a recreation of Big Boo’s Haunt from Super Mario 64 seen in the Bowser Badlands course in Mario Golf: Toadstool Tour, from the front and the back.
Bottom two images: Big Boo’s Haunt as seen in Super Mario 64, for comparison. Note the detail of the back door being in the same place in the recreation, despite this being extremely hard to see in-game.
Top: In his video “Walls, Floors, & Ceilings Part 3“, youtube.com user “UncommentatedPannen“ presents the discovery of a small invisible wall in a tunnel in the Tall, Tall Mountain slide in Super Mario 64. He then posits that this wall could have been a sign with a left-pointing arrow during the game’s development.
Bottom: After extensive research, I have found video evidence that confirms this theory. A video recorded of a beta version of Super Mario 64 shows this exact tunnel, and it has a left arrow sign in the precise spot where the invisible wall is in the finished game. (Source)
Comparison between the complexities of Mario’s first in-game 3D model from Super Mario 64 and his most complex model to date, from Super Mario Odyssey. With 14,375 triangles, the Super Mario Odyssey model is over 17 times more complex than the Super Mario 64 model with 838 triangles. In fact, there are roughly half as many triangles in the mustache of Super Mario Odyssey’s model as there are in the entire Super Mario 64 model.
In Super Mario 64, a visual glitch can be encountered in the rear courtyard of Peach’s Castle. By positioning Mario inside the fountain and the camera facing the door to the castle, and then repeatedly jumping, a tiny white circle can be seen on the ground a few feet in front of the door. This is in fact a scaled-down copy of Mario’s “water splash” visual effect, created in that spot every time he jumps in or out of water. Such a spot where Mario’s water effects are duplicated exists in every stage, but the courtyard is the place it can be seen most easily.
3D render of Mario tiptoeing atop a Nintendo 64 controller with a Rumble Pak, used by Nintendo for the 1996 Space World trade show. While connoisseurs of Super Mario 64 official art will recognize Mario’s pose from artwork used in the game’s manual, this is in fact a separate render and not merely a superimposition of existing Mario art on top of the controller, as the lighting on Mario’s model is different in this image.
The Super Mario 64 title screen after changing the game’s code to unload Mario’s mustache. (Source)