The skin texture used for King K. Rool in the SNES Donkey Kong Country trilogy was recently found, being a procedural leather texture called “leather1” from a commercial 3D asset collection, with the color simply being changed from brown to green.
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In Super Mario Bros.: The Lost Levels (shown here in the Super Mario All-Stars version), it is possible for Mario to die after touching the flagpole through a combination of glitches in World 9-3, which will make the completion of the level not count.
Top: Near the end of the level, Mario can clip inside the ceiling in the manner depicted. This will not only allow him to stand on the roof of the level, but also move him all the way to the right edge of the screen.
Bottom: if Mario grabs the flagpole when he is touching the right edge of the screen, he will teleport to the left edge. However, in this level, the left edge of this screen is above lava. As such, directly after completing the level, Mario teleports above the lava and dies while the congratulatory music plays. The completion does not count and after losing a life, Mario respawns at the beginning of 9-3.
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It’s the fourth Supper Mario Broth livestream for Paper Mario: The Thousand-Year Door! Join me at the Supper Mario Broth Twitch channel as I break apart Chapter 4!
In Mario Kart 8/Deluxe, the motion of each character is governed by four independent systems:
-animation (which action the character is currently performing, e.g. sitting in the seat, throwing an item, posing after a stunt, etc. In older Mario Kart games, this was the only factor)
-head tracking (the character’s head turns to look at other drivers and items as they pass by)
-facial expressions (the character’s face changes to show their current mood, e.g. happy after winning or in pain after being hit)
-vehicle motion counterbalance (the character subtly shifts in the seat in accordance with the vehicle’s movement by bending limbs or changing posture. Hair and other freely moving character parts also fall under this system)
To demonstrate that these systems are actually completely independent of each other, it is possible to turn one of them off and see that the other ones are still being applied to the character. In the footage, Daisy’s animations are turned off, leaving her stuck in a T-pose. However, she still looks around, changes expressions, and even bends her arms and legs to balance the bike’s movement.
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The 2003 French commercial for Mario & Luigi: Superstar Saga is notable for the fact that instead of using the game’s actual international logo (top), it uses the more unique, round-lettered E3 prerelease logo with the Mario and Luigi silhouettes (and no subtitle).
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One of the more unique takes on the Super Mario Bros. overworld theme from the Super Mario Bros. Super Show cartoon series soundtrack, in the most isolated form possible (achieved by overlapping all of its instances and cutting out the parts that have the most background noise, alongside algorithmic noise removal). Please note that even with this procedure, some sound effects could not be removed from the song.
The song is 1 minute and 14 seconds long, which is a rather lengthy loop for background music in a cartoon with 13-minute-long episodes.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: SuperShowHQ
In Mario & Luigi: Brothership, Luigi has extensive programming to help him find his way back to Mario on his own if they become separated, which allows him to calculate the shortest path back even if it involves turning back and platforming past series of ledges.
However, it does not account for moving platforms. As such, when jumping towards a moving platform, Luigi fails to wait for it to be in a spot where he can actually reach it. In some cases, he may continuously miss the jump, climb back up, and then miss the jump again indefinitely, as seen in the footage.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: manno_toonz