Development files for Super Mario World contain sprites of Mario with wings, which appear to be an early version of what eventually became his Cape Mario form.
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Artwork of Donkey Kong and Diddy Kong fighting Riptor from Killer Instinct, drawn by Kevin Bayliss, character designer for Donkey Kong Country.
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Original illustrations of Mario for the NES/Famicom version of Donkey Kong, created for an official Japanese guide for various early Famicom games.
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Two extremely rare officially licensed 1988 Para-Beetle figurines from Japan.
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The 2003 PlayStation 2 RPG Shin Megami Tensei III: Nocturne contains unused dialogue seemingly spoken by Luigi in its files. It is part of a text file containing placeholder messages for a negotiation system, with the Luigi message being called “DUMMY_SUCCESS_INFO”, indicating that it was a placeholder for succeeding in persuading a character to divulge information.
Why Luigi was chosen for this is unclear, especially due to the lack of Mario references in the rest of the game and code.
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In Mario & Luigi: Partners in Time, if the Baby Spin move is performed on top of the giant mushroom near Hollijolli Village and the babies spend enough time spinning down to one of the other mushroom platforms, the babies will assume a glitched state in which they no longer seem to interact with most of the environment.
Note how after landing, the babies are able to walk on air and no longer activate battles when touching enemies. It is no longer possible to retrieve the babies from this state as Adult Mario and Luigi will also pass through them.
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Extremely early design for a Bomp, found in the files of Super Mario Galaxy.
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Boss Game Studios was an American development studio of Nintendo 64 racing games such as Top Gear Rally and World Driver Championship, active from 1994 to 2002.
At some point during the late 1990s, Boss Game Studios pitched an idea for a Mario game to Nintendo, which was rejected. No information is available on the nature of the proposal except for this concept art, which surfaced after the studio’s closure.
The artwork appears to depict Mario inadvertently waking up some sort of flat creature that begins to pursue him.
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In Super Mario 64, the celebration animation for obtaining a Power Star (known commonly as the “star dance”) makes Mario immune to death. As such, it is not normally possible for Mario to obtain a star and die before the star dance is complete; e.g. even if the star spawns above a death barrier, Mario will simply stand on the death barrier for the duration of the star dance without dying.
However, there is an exception to this, whereby it is possible to obtain a star and die if Mario starts dying before touching the star. In Whomp’s Fortress, there is a spot where Mario is instantly teleported upwards near the death barrier due to an oversight. If Mario first touches the death barrier, then teleports upward to touch the star, the immunity will not kick in because he is already in the process of dying.
The footage shows all of this in action. Note that obtaining the star does in fact count even in this scenario; Mario has 7 stars before touching it and 8 after being ejected from the course (top right corner).
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