Super Mario · Figure guide

Mario Figures

A jump is often the first thing Mario asks a player to learn. The distance to the next platform, an enemy crossing the path or a block just overhead makes the same small action useful in different ways. His adventures keep finding new things for it to do.

Mario figures draw on that movement and on the roles he takes across Nintendo’s games. The red cap and blue overalls remain familiar whether the subject is a platforming adventure, a power-up or a turn at the wheel in Mario Kart.

Story and characterFigure selection

Classic

Nendoroid 473

Mario Nendoroid wearing his red cap, blue overalls and white gloves

Mario Nendoroid 473 — Reissue

See the Mario Nendoroid

The red cap, round face and blue overalls give Mario a compact Nendoroid shape with articulation.

A compact Mario for changing expressions and arranging a scene. Review this reissue’s included parts before choosing your pose.

Power-up

Wonder

Elephant Mario with trunk and ears, blue overalls and red cap, standing on a green base

Elephant Mario — First 4 Figures

See Elephant Mario

A raised trunk, broad ears and running stance capture the Elephant form from Super Mario Bros. Wonder on a leafy base.

This resin statue is a much larger display than the Nendoroid. Check its full dimensions and shelf clearance, including the scenic base.

Racing

Mario Kart

Mario driving a red go-kart on a round black display base

Mario Kart — PVC Statue

See Mario in his kart

Mario grips the wheel of a red kart, with the tires and round display base forming one racing scene.

Choose this fixed PVC composition for a racing shelf. Measure the kart and base’s width and depth rather than comparing it with the height of a standing Mario.

Story and character

The character in the red cap

Mario’s white gloves, mustache and bright clothes make him easy to follow through a busy level. A running start, an outstretched arm or a raised fist belongs to the vocabulary of those games, where reaching the next ledge is often the immediate task.

Luigi, Peach, Yoshi and the other characters give him people to travel with and help. The familiar design can recall many adventures because the situation changes around him: a course through the Mushroom Kingdom, a new kingdom to explore or another encounter with Bowser.

What a power-up changes

Power-ups change what Mario can do as well as how he looks. A Fire Flower lets him throw fireballs. In Super Mario 3D World, the Super Bell gives Cat Mario claws for climbing and attacks built around scratching and pouncing.

Super Mario Bros. Wonder introduces the Elephant Fruit. The transformation gives Mario a trunk he can swing at enemies and blocks, changing his body along with his way of interacting with the course. These appearances belong to playable abilities, rather than to separate characters or later ages of Mario.

The kart and the sports clothes

Mario Kart puts Mario’s movement into racing, with the vehicle and track becoming part of the action. Tennis, golf and other sports similarly give him a different activity while keeping him within a cast of familiar rivals and friends.

A racing portrayal recalls a different kind of play from the red-capped hero on foot: steering through a course, timing an item and catching the driver ahead. The kart places Mario within that shared race.

A Mario appearance can bring back the way a game played: the timing of a jump, a new power-up or the next corner of a race.

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