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


Some of the racer models from Mario Kart DS.
In Super Mario Bros. 3, whenever a new area is loaded, the palette of the background cycles through 3 darker versions before taking on the correct colors. These are the first frames displayed when these screens are loaded.
Beta image of Mario & Luigi: Dream Team.
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.
From a video preview for Super Mario RPG released by Square.
In Paper Mario: The Thousand-Year Door, all characters that can appear in a particular area in the overworld, but aren’t part of the current scene, are loaded in the same position in midair far below the area. Whenever Mario can glitch through the ground, these characters become briefly visible as he is falling past them. Due to sprite layering, the models overlap in different ways.
In the main menu of Yoshi’s Story, a map of Yoshi’s Island can be seen in the book. However, it appears at an angle to the camera and can’t be viewed clearly. Here is the texture used for the map. We can see the island is shaped like a Yoshi’s head.
Course start screens from Super Mario 64 DS.