In Mario Kart DS, both the pinballs and the flippers on the Waluigi Pinball track knock racers around, imparting momentum to the vehicles.
However, a glitch in the momentum calculation occurs if a racer is hit by a pinball and then a flipper immediately afterward without touching the ground first. Instead of adding the momentum of the two actions together, it is multiplied so the racer is launched far away, falling out of the boundaries of the track altogether.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: Japex4sp
The Mario & Luigi series is well-known for its usage of brief sound clips of vaguely Italian-sounding gibberish whenever Mario and Luigi talk. Mario & Luigi: Brothership features a new set of these clips, recorded by Mario and Luigi’s new voice actor, Kevin Afghani.
This post plays back all of these sound clips in a row.
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In Super Mario RPG, there is a mysterious character behind the northeastern wall of the house closest to Peach’s castle in the Mushroom Kingdom, who remains unseen due to being hidden by the game’s isometric view. Mario can talk to the character, but never see who exactly it is.
If the game (in both SNES and Switch versions) is modified to remove the wall, it is revealed that there is no visible NPC behind the wall, since the player is never intended to be able to see it. However, in the Switch version, there is also a part of the regular gameplay that reveals there is no one behind the wall.
In the cutscene of Peach joining the party, the wall in question is briefly shown, with the location of the mystery NPC being clearly visible and containing nothing (circled in the screenshot). This oversight is due to the location of the cutscene also being behind the same wall in the original version, but which does not include a view of the hiding spot since the cutscene uses the same view as regular gameplay.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: SMRPG (Switch)
Super Mario World uses a mosaic effect for screen transitions. This usually lasts only for a few frames, and is never used during parts of the gameplay where Mario is controllable.
However, the game is capable of continuously applying the mosaic effect to regular gameplay if a single variable in memory is modified. The footage shows what this looks like: the background, as well as all objects that are implemented as tiles (coins, berries, most blocks etc.) are subject to the filter, while sprites (Mario, Yoshi, enemies etc.) are exempt and still appear in their regular forms.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source
It has come to my attention that parody accounts have been used to make posts that appear to originate from Supper Mario Broth, but which contain false information that, while humorous, might mislead readers that expect factual information whenever they see Supper Mario Broth posts. Please understand that while I appreciate and welcome parodies, I am concerned with the spread of correct information first and foremost. This post is here to inform you on how to distinguish the factual content from the parody content.
Parody accounts are able to copy the name, icon, banner and description of the blog, as well as its posting style, but they are distinguishable by their username. If you encounter posts that appear to originate from Supper Mario Broth that seem to contain dubious or obscene information, please check the blog’s username. If it is not “suppermariobroth” (but e.g. substitute one of the letters for a similar one), the blog is not me and as such the post in question should not be taken as factual information.
Thank you all very much for your continued support.
In Super Mario Galaxy, the Star Ball acts as an extension of Mario even when Mario is not riding it.
As shown in the footage, if the Star Ball touches any coins or Star Bits, they will be transferred to Mario as though he had collected them personally.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: SPG642
Mario & Luigi: Brothership contains an early version of Shipshape Island in its files (left column, compared to the final version in the right column).
Outside of the level of detail, the biggest difference is the shape of the Uni-Tree and the position of its roots. In the finished game, the roots are all underground and can be seen emerging slightly from the sides of the island.
However, in the early version, the roots were aboveground and the paths around the island involved passing underneath archways created by the roots.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source
It’s the second Supper Mario Broth livestream for Paper Mario: The Thousand-Year Door! Join me at the Supper Mario Broth Twitch channel as I rigorously break apart Chapter 1!