In Super Mario Sunshine, a well-known trick called “rocket storage” allows Mario to store and stack Rocket Nozzle charges so that all the vertical momentum generated by them is released at once whenever he walks off a ledge. By storing a few dozen Rocket Nozzle charges, Mario can be made to shoot up so high into the sky that he will be above the sun and all of Isle Delfino will be so far below him that it will no longer even be rendered.
However, the question arises as to what would happen if Mario were to reach the maximum vertical momentum possible. Each instance of rocket storage adds 170 to a specific value in memory that represents that momentum. The value is a floating-point number (a type of memory that can represent very small and very large numbers), which have a special largest value defined internally as “infinity”.
Reaching infinity momentum has a very disappointing result of Mario simply becoming stuck in mid-air with his arms out, as seen in the screenshot. This is due to his next intended position being infinitely far away, and the game having a failsafe for not putting Mario at a position infinitely many units away (though evidently not for reaching that momentum in the first place), making him stuck in place forever instead.
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In Luigi’s Mansion 2 HD, whenever Luigi releases the Gold Greenie from the locker in the Old Clockworks, a glitch may occur whereby Luigi will be pushed into the ground, where he will be trapped while continuously vibrating.
Even dying in this state and then being revived does not release Luigi from the glitch; the only way to exit this state is to walk towards the screen to make Luigi exit the floor from the side and fall to another part of the room.
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Top: during the final battle of Donkey Kong Country 3, King K. Rool (under the alias of Baron K. Roolenstein) mentions having a wife, whose pots and pans he used to make the giant robot KAOS. Whether the developers ever intended for his wife to be a real character or whether it was a throwaway joke is unknown.
Bottom: however, a 1997 Donkey Kong Country 3 manga actually makes her into a real character with an original design, who appears in a few panels.
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In Super Mario Maker, there is a bizarre discrepancy in the Mario Challenge endings on Easy Mode (where Toad tells Mario that the princess is in another castle) regarding how Toad reacts to Mario wearing the two Toad-related Mystery Mushroom costumes.
Top: when Mario appears as regular Toad, the Toad addresses him as “Captain”, seemingly believing that he is Captain Toad.
Bottom: however, when Mario actually appears as Captain Toad, the Toad no longer recognizes him as Captain Toad.
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Sped-up footage of an official Super Mario Galaxy 2 event in 2010 at EB Games in Melbourne, Australia, where a record was set for “most amount of hugs by a mascot character in 20 minutes”, being 172.
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“Super Mario Dance” was a promotional CD released by Nintendo in Denmark in 1997. Despite being named after and branded with Mario, it contained only one Mario-related song, the “Super Mario Land” rap by Ambassadors of Funk. The other songs are an assortment of licensed house music completely unrelated to Nintendo or Mario.
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Super Mario Bros. contains a byte that is used in every area to determine its type (which includes its tileset, background color, and associated music track). There are only 4 valid types (overworld, underground, underwater and castle), but the byte has 256 possible values. As such, all 252 unintended values result in unintended area types with glitched graphics and music.
Most of the glitched music has very basic or subtle differences from the original track such as the instruments each holding notes for longer, or simply cutting out after some point. However, one particularly interesting glitched music track is the one provided in this post, which plays in area type 48 (30 in hexadecimal).
This track plays the castle theme but adds drums to it. While the drums only play in two patterns per loop, the patterns are in time with the music, which is the only such occurrence of added percussion among the invalid area types.
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Top: in Super Mario Odyssey, 2D Skeleton Mario’s hat becomes a slightly different shade of red whenever he is skidding.
Middle: all of the models for Skeleton Mario’s 2D form.
Bottom: the same image with the brightness and contrast enhanced so that the difference in hue is readily visible.
This is the only 2D Mario form that changes cap color for one specific frame in this manner. The reason for this is unknown.
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