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
“Maestro Mario” was a game that was available on Nintendo of America’s official Mario Party website in 1999. The game is lost media since whatever happened in it required a connection to the server, which was only up for a limited time in 1999, and the archived versions of the software simply consist of a title screen and an “error, no connection” screen.
Notably, it appears that there is not even any surviving record of what exactly the game was about. The name “Maestro Mario” is not descriptive outside of suggesting it could have involved music in some way, but any further details are unknown.
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In Super Mario Advance 4, if Left and Right on the D-Pad are alternated on every frame during a jump (usually too precise for a human to perform and requiring tool-assisted input), the screen will not scroll during the jump and Mario will die upon reaching the edge of the screen. (Note that this does not apply to any other version of Super Mario Bros. 3.)
If this is performed so that Mario also touches the goal block in a level on the same frame he dies, and the card he obtains from it would be the third matching card, an even more bizarre glitch occurs.
The card (a star in the footage) rises up out of the goal block as usual, but instead of turning into fireworks at the top, it turns into a glitched sprite resembling two semicircles. The game will not continue after this and the camera will show the glitched sprite forever, requiring the game to be reset to continue playing.
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Live recording of Koji Kondo playing his Athletic track from Super Mario World on keyboard for a foreign visitor to Nintendo’s headquarters in Japan in 1992.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: forestillusion