In the SNES version of Super Mario RPG, the Sheep Attack item has a very low chance of working on the bodyguards of the Machine Made Mack (known as “Claymorton” in the Switch version) boss in the Weapon World.
If it is used at the start of the battle and happens to turn all four bodyguards into sheep, Mack will jump offscreen (which he is only supposed to do when bodyguards are present, not when they have all been defeated). This leaves no enemies on the other side of the field, without ending the battle, leading to a severe glitch.
The next party member to attack (Mallow in the footage) will simply disappear upon attacking due to not having a valid target. At this point, the game will become unresponsive and will need to be reset to continue playing.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: pidgezero_one
In Super Mario Galaxy, Rainbow Mario’s rainbow effect is applied to him in-engine; he does not actually use colorful textures. Instead, his textures are monochromatic (left).
The game contains unused rainbow textures for Rainbow Mario (right), though it is unknown what kind of effect these would have been intended to be paired with.
Regardless of the particular effect, this Rainbow Mario would have likely appeared even more colorful than the finished one since the finished one is only ever colored in a single hue at a time (changing every few frames) while the unused one is every color at once.
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In Super Mario Bros. 2, the underground music track features a woodblock instrument as the percussion. Interestingly, the game’s data contains a full DPCM sample of the woodblock that includes reverb at the end; however, in-game the sample is cropped so that no reverb is audible.
The track in this post restores the full sample to provide a slightly richer sound due to the reverb in the percussion. It is unknown why the sample is cut off in-game, as doing it provides no benefit to performance. In addition, the full sample also fits the underground feel more due to simulating naturally occurring reverb in caves.
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It is the first in a new series of Supper Mario Broth streams!
Join me on the Supper Mario Broth Twitch channel as I analyze and provide obscure information about Super Mario Odyssey!
In the original SNES version of Super Mario RPG, a glitch allows Mario to walk on water as though it were land.
In this room of the Sunken Ship, if Mario jumps on a Mr. Kipper enemy while it is on top of the barrels and in a specific frame of its animation, Mario will be walking on water when the battle ends.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: pennywise1281
In the Bowser’s Tower mode of Mario Party: Island Tour, the player is challenged by “bubble clones” of other playable characters. These are completely silent in-game.
However, unused sound files for Bubble Mario exist in the game’s files, which are regular Mario’s voice clips with a heavy distortion effect. It is likely that the developers tested bubble clones having voices using Bubble Mario before deciding against the idea.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: NintendoTV64
In the “Bound of Music” minigame in Mario Party 5, if one of the players hits a block on the very last possible frame under specific circumstances, the block will not count for that character’s score despite appearing in the tally at the end of the game.
Top: here, Wario hits the block and the game is declared a draw despite him being shown to have 1 block while Waluigi has 0.
Bottom: here, Waluigi hits the block and the game declares Wario the winner despite showing that they both have 1 block.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: hahaPhD