Officially licensed 1999 Donkey Kong 64 T-shirt with illustrations created by slightly modifying official artwork and in-game renders. Note how Lanky is using an in-game render of him standing, but turned sideways, and how Donkey Kong is using official artwork with one arm edited to be turned 180°.
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The way Mario flashes under the influence of the Super Star in Super Mario Bros. 3 is dependent on his current power-up state and the palette of the environment he is in.
Above is a full diagram of every single color he can flash during gameplay (please zoom in to view details).
Main Blog | Patreon | Twitter | Bluesky | Source: Doc von Schmeltwick
Top: Bowser’s regular winning animation in Mario Kart DS.
Bottom: a rare glitch may occur in Battle Mode whereby Bowser will not correctly perform his animation after winning, and instead only slightly bounce up and down while not moving his arms or head.
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High-quality scan of the various Bee Mario concept art sketches included in the official 2007 Prima guide for Super Mario Galaxy.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: rishisdonuts
Donkey Kong 64’s entry in the Guinness Book of World Records for “Most Collectable Items in a Platform Game” states that it has 3,821 unique items to collect, but it has an extremely large oversight. Note that it mentions banana coins under the “infinite-supply” item list, when they are actually also unique collectable items (they do not respawn when collected and the collection status of each of them is saved to the file, though it does not affect the completion percentage).
There are actually 974 Banana Coins in the game, so that Guinness’s estimate of the amount of the collectable items is almost one thousand away from the actual number.
On an unrelated note, the entry also misspells golden bananas as “golden banans”.
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In Super Mario World, using Start+Select to quit out of a level actually adds 1 to a specific memory address every time, which causes it to overflow when it is done 255 times in a row. The next time Mario finishes a stage after doing this, specific overworld events will not activate.
While this is purely deleterious in most instances (no overworld paths spawning and thus further progress being prevented), it has a unique result with Switch Palace levels. These normally self-destruct after being cleared, but will be prevented from doing so in this scenario.
This allows Mario to re-enter a cleared Switch Palace and discover that the switch is actually gone when it has already been pressed. The code that removes the switch when it is already active can never be seen in action under regular circumstances.
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Scan of the full sheet of official Super Mario Japan Post stamps from 2017. Note that this provides a better view of the stamps than the press release image issued by Japan Post, which is in lower resolution and also strikes out the text so that it cannot be printed out and used as stamps.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: VGArtAndTidbits
Top: at one point during Nintendo’s long history before becoming a video game company, one of the business ventures they partook in was starting a taxi company with a name that translates to “Diamond Taxi”.
Bottom: it is possible that Diamond Taxi, the taxi company Dribble and Spitz work for in the WarioWare series, could be a reference to this. In addition, the WarioWare series is very diligent in referencing Nintendo’s pre-video game history, featuring a large selection of their old products such as cards, the Love Tester and the Ultra Hand. Note however, that many businesses in Diamond City in the series start with the word “Diamond”, so this is also likely to be a complete coincidence.
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