Unique original artwork used for an officially licensed 1986 Japanese Super Mario Bros. 2 (known internationally as Super Mario Bros.: The Lost Levels) jigsaw puzzle.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: TheUltiMarioFan
It’s a new series of Supper Mario Broth livestreams! Join me on the Supper Mario Broth Twitch channel as I discuss the level design of Donkey Kong Country 3 and how studying it can help aspiring game designers create consistent and memorable levels.
Top: Valley of Bowser, the final regular world of Super Mario World, as it appears in-game. While not as obviously dangerous as typical final worlds in Mario platformers, which usually feature lava, it is still reasonably threatening with its dark sky (which is lit up periodically by lightning in-game).
Bottom: an early background graphic from development files for the game contains all sub-world map screens in the game, but does not include their associated palettes. As such, Valley of Bowser uses the default Yoshi’s Island map palette here. Together with the absence of the castle, this “Bowserless Valley” gives a unique glimpse of how the location might have looked if it was friendly.
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The aim of the “Dodge Balls” microgame in WarioWare, Inc.: Mega Microgames is to dodge soccer balls while playing as a small Wario-themed car.
For every time the microgame is played, the balls pick a direction determined by the random number generator on the frame the microgame starts, and roll in that direction while bouncing off the walls in a predictable manner. There is always a set of possible directions they can pick that results in none of their paths going over the middle of the screen, where the car starts off - allowing the player to win by doing nothing.
The footage shows a small segment of a tool-assisted run in which a maximal score of 999 is achieved by never moving the car. The only thing the player does is strategically pause the game at specific points to manipulate the random number generator into always making the balls roll away from the car. As such, it is technically possible to get a maximum score in this game while using only the Start button, and not actually interacting with the microgame itself.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: mikewillplays2758
Sprites and a walking animation of an early experimental, shaded design for Mario, found in development files for Super Mario World. Note also Raccoon Mario, who was planned to be in the game before being replaced with Cape Mario.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: NintendoMetro
Top: the ending screen for Super Paper Mario shows Count Bleck and Tippi, together again in their true forms as Blumiere and Timpani.
Bottom: the internal name for the texture used for them is “aa3_LOVE_05”, with “aa3” being the internal name of the ending room and “05” an internal texture number, leaving the actual name of the picture as simply “LOVE”.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: villomaru
1998 Australian Yoshi’s Story print ad. The artwork used is a unique edit of an official render of Light Blue Yoshi sticking out his tongue with his eyes closed; the Yoshi was changed to green and his eyes were edited to be open.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: ultra_sixty4