Officially licensed lenticular Bob-omb Battlefield painting magnet from Super Nintendo World.
It depicts a smaller version of the large Bob-omb Battlefield painting hanging in the Peach’s Castle area of the park, which is also lenticular and displays Bowser Jr. stealing the Golden Mushroom (the plot of some of the activities in the park) from a certain vantage point.
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In Super Mario Odyssey, the internal name for the Mario object is not something obvious or logical like “Mario” or “Player”, which is the case in the vast majority of Mario games. Instead, it is “PlayerActorHakoniwa”.
Hakoniwa (箱庭) are miniature gardens with very elaborate scenes embedded in them, which present a scene that is to be appreciated for the amount of work that went into the detail of the arrangement in addition to the cultivation of the plants.
It is theorized that this philosophy guided the level design of Super Mario Odyssey (which are also presented as spaces filled with detail for the player to appreciate), so that the player object, which was likely implemented so early in development that the Mario model was not yet ready, was named this in honor of the guiding principle of the project.
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In Paper Mario: The Thousand-Year Door, there is a Koopa Troopa in Petalburg who collects Peach merchandise. In the original GameCube version of the game, this was merely shown by the design of his room, Goombella’s tattle, and his brief appearance during Bowser’s interlude where he retrieves a Peach poster.
However, a unique detail was added to this character in the Nintendo Switch version of the game, whereby he will actually panic if Mario hammers the merchandise in his room. He is the only character in the game to be programmed to react to parts of the environment being hit in the same manner as he does if Mario hits him.
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Please join me on the Supper Mario Broth Twitch channel as we watch and analyze the Mario Kart World Direct frame by frame together!
On April 7th, a Nintendo Today update featured a blurb about Donkey Kong that was subject to some manner of text-related error, which resulted in the description for Donkey Kong to read “He’s always hungry for baaa has room for more”, inadvertently making an onomatopoeia for a sheep bleating sound.
This was updated a few hours later to read “He’s always hungry for bananas, and always has room for more.”
It is speculated this might have to do with some sort of automated system removing the “nan” string of letters, since “NaN” (Not a Number) is a common error string in computing and would not be desirable to display to the end user, though a straightforward application of this would have resulted in it being “baas” instead of “baaa”. The exact nature of the error is still unknown.
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In Super Mario World, the respawn system for enemies normally requires Mario to leave the screen and come back in order to cause a despawned enemy to respawn, like in the vast majority of other 2D platformers.
However, there is a peculiarity in this game whereby if Mario is a specific amount of pixels away from an enemy’s spawn point, the enemy will both be considered close enough to spawn (and move in from offscreen) and also far enough that respawning it does not require Mario to first move away and then come back. Essentially, the enemy keeps respawning and moving in from off-screen and behaving like an infinite enemy generator (e.g. like a pipe spawning Goombas) despite actually only being a single enemy.
This can be used to farm infinite 1-Ups from a single enemy if Mario is positioned correctly, as seen in the footage. The Green Koopa Paratroopa coming in from the left is the same one every time respawning due to the oversight described above. Note also the paradox that it creates in the last loop where it respawns while the shell-less version of it from the last spawn is still alive, cloning itself.
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Three-page fold-out from a 1997 Nintendo of America’s press kit, featuring a cropped Super Mario 64 render with the caption “the biz”.
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Luigi’s Mansion 3’s object interaction physics have many quirks that express themselves as occasional erratic movement.
A particularly bizarre example can be found in the Blooming Suite on Floor 7, where it is possible to move the glowing flowers away from their stems using other items, whereupon they will jump back to their regular locations when freed. Any furniture they interact with has a chance to start jumping around wildly, as seen with the table in the footage.
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