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 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.
In Super Smash Bros. Melee, whenever a character is offscreen, they are displayed inside a small circle indicating their position. These are the low-polygon models used inside the circles.
Backgrounds from the Note to Self minigame in Mario Party 6.
Whenever Yoshi is left alone in Super Mario Galaxy 2, he will vibrate slightly. Since he oscillates about 30 times per second and the movement is minuscule, this is hard to see when playing the game on a console. Here it is zoomed in and slowed down.
Models of Mario’s mustache from Super Mario Sunshine on top, Super Mario Galaxy in the middle and Super Mario 3D World on the bottom. In Super Mario 64, the mustache was just a texture drawn onto Mario’s face, and so had no polygons.
Concept art for Toads and Goombas
for the Super Mario Bros. movie.
Promotional art for Virtual Boy Wario Land showing the Virtual Boy’s 3D effect by having Wario slowly come closer to the viewer.
Whenever Mario falls into water in Paper Mario: The Thousand-Year Door, two giant red objects appear under the area for the duration of that animation. Upon closer inspection, these objects turn out to be oversized copies of the sprites used for Mario’s arms. If Mario wears the L Emblem or W Emblem badge, the giant arms change colors accordingly.