Top: in Mario Kart 64, the giant rotating Yoshi egg on the Yoshi Valley track is not actually 3D when viewed from specific spots; instead, it is a stationary 2D sprite moving slowly in a circle.
Bottom: interestingly, this is not a function of how close the character is to the egg, but rather, the egg is replaced with the 3D version (alongside with the track segment itself being replaced with a higher-polygon version) when the racer passes an invisible line in the northwestern corner of the track.
This is cleverly hidden by making the player normally face away from the egg as this happens, so that the egg is 2D the last time one would normally see it in the distance and then 3D when turning around and finally driving towards it. However, by reversing through the activation line while facing the egg, we can see this in action.
Note how, seemingly counterintuitively, the egg becomes 2D when getting closer (since that direction does not lead directly to it) and 3D when getting further away (since proceeding in that direction will actually lead to it, after a U-turn).
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: MK64 (NA, N64)
Test image that appears for a fraction of a second during a series of tests performed by a 2003 GameCube test disc used internally at Nintendo to diagnose problems with returned units.
The image uses two files, one render of regular Mario called “mario” and one inverted render called “remario”, and blends them together with colors and gradients to test graphical functions. Note the extremely bizarre second-to-last image that appears to combine “mario” and “remario” seemingly randomly.
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In Mario Kart World, planes that dispense Item Boxes that glide down on parachutes randomly appear in the sky in Free Roam mode.
Normally, whenever a mission is started in Free Roam mode, various objects that are necessary to the mission are spawned while others that would be deleterious to it (e.g. enemies on the road that are not part of the mission) are despawned.
Due to what appears to be an oversight, planes are not despawned whenever a mission starts, since they are usually far above the driver and so have little chance to interfere. However, some gliding-centric missions do reach altitudes at which planes fly, so that a particularly unfortunately-timed plane can ruin a mission, as seen in the footage.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: ShiftedPyro
A bizarre “wrong warp” glitch can occur in the Pot Hole Panic level of Donkey Kong Country 3 whereby bouncing on a Kopter enemy’s head with Squitter can cause the Kongs to be suddenly sent to the house of Barnacle the Bear, an area in a different part of the game’s world.
Note the Kongs being in the middle of bouncing on the enemy in the footage before the screen suddenly fades to black and they enter a completely unrelated house.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: xA____1234xxx
In version 1.1.0 and earlier of Super Mario Odyssey (patched in all subsequent versions), having Cappy hit Talkatoo directly after Mario finishes talking to him would result in a variety of glitched behaviors.
One of these is the sliding glitch, whereby Mario is able to slide around while the game is acting as though he is in the middle of a conversation. Note the surprising physics being applied to Mario, whereby he actually leans into curves while sliding instead of being completely stationary.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: Terido_s