Officially licensed 1992 Super Mario Kart “ball race” board game from Japan. The objective of the game is to push various buttons and levers on the board to move four balls along the track and see which one arrives at the finish line first.
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In the “Buried Treasure” minigame in Mario Party, the treasure chest can only spawn in the blue dots shown in the diagram. As such, digging directly diagonally towards the center of the screen is actually a bad strategy as it prolongs the time the character is inside an area where the treasure simply cannot spawn.
A possible strategy is to dig straight down (if spawning at the top) or up (if spawning on the bottom) until reaching the center of the screen before switching to digging horizontally, as that covers the most potential treasure locations in the shortest time.
Note that arrows showing the location of the treasure can also be dug up, which of course require the strategy to be adjusted to follow the arrow instead.
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In Paper Mario: The Thousand-Year Door, the Yoshi Kid’s Gulp attack involves licking up an enemy and then spitting it back out toward another enemy. An obscure Easter egg about this move is that whenever a Pokey or Poison Pokey enemy is fought and it only has its head remaining, there is a 50% chance that Yoshi Kid will simply not spit it back out when using the Gulp attack, and just swallow it instead.
Since this only works on Pokeys, only occurs half of the time, and in a typical Pokey battle it would be defeated long before it loses all of its body segments, the chances of encountering this organically during gameplay are very low.
This works in both the original GameCube and the Switch versions (the latter one shown in the footage).
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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).
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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.
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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.
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