A particular controller input widely used for a glitch in The Legend of Zelda: Ocarina of Time (and other 3D Zelda game) speedrunning surprisingly also results in glitched behavior in Super Mario 3D World + Bowser’s Fury.
The input is known as the “ESS position”, named after the Extended Superslide, the glitch it is most commonly used for. It requires holding the analog stick precisely just outside the dead zone (the zone near the middle of the joystick where input is not registered as movement) tilted in the direction opposite the one Link is facing. The top image shows the input as detected by the software.
If this input is performed in the exact same way in Bowser’s Fury while Mario is swimming, he will swim backwards for as long as the stick is tilted in the ESS position.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: Baconsizzles_
An extremely bizarre glitch that was possible at launch in Super Mario Maker 2, but has been since patched, is the “Extremely Wide Thwomp” glitch.
For that, Mario needed to perform a Ground Pound with a Big Goomba’s Shoe into the Moon, with a Big Thwomp loading in at the same time Mario touched the Moon. If performed correctly, the Big Thwomp would be stretched so wide that it would appear as a nearly unrecognizable collection of rectangular pixels.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: Black60Dragon_R
In Diddy Kong Racing, a rare “anti-gravity tree” glitch may occur in the Tricky Challenge boss track whereby they imbue the player character with extreme upwards momentum upon collision.
As seen in the footage, Conker acts like he is being slowly lifted into the air for several seconds before regular gravity resumes.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source
Development files for Yoshi’s Island contain an early bonus minigame, which appears to be an early version of the “Drawing Lots” minigame with lives as reward instead of items.
However, the minigame is highly unfair and has only a 1/6 chance of a positive outcome (doubling the player’s lives), 1/3 chance of a neutral outcome (no lives lost or gained) and ½ chance of losing lives.
Most notably, one of the options will take away all of the player’s extra lives, leaving 0 on the counter (translating to a single life left and the next death being a Game Over). Note all the lives disappearing from the counter in the top right corner. This was almost certainly removed due to being excessively punishing.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: potatoTeto
While throwable Koopa Troopa shells in the mainline Mario series come in different variations, some with the Koopa still inside and some without, the Mario Kart series has never openly depicted its Green Shell items as containing actual live Koopas.
However, Nintendo’s official Mario Kart stickers for the LINE messaging app feature one animation where Mario throws a Green Shell (implied to be during a race since all stickers in the set are Mario Kart-themed) and the shell turning out to be a live Koopa.
It is unknown whether this is simply intended to be a joke scenario for the sticker, or whether designers at Nintendo actually believe that the Green Shells used during Mario Kart tournaments contain Koopa Troopas inside. As the shells are intended to break upon contact with obstacles or other karts, including the Koopas inside appears to be unnecessarily cruel when empty Koopa shells exist.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source
Out of all games where Mario falls asleep when idling, Paper Mario: The Origami King is the one where it takes him the longest time to do so.
Top: while in most such games, he would begin nodding off or sitting down about 1 minute in, here it takes him 2 minutes and 30 seconds to begin nodding off.
Middle: after 5 minutes of idling, he will sit down on the ground.
Bottom: finally, after a whopping 7 minutes and 30 seconds, he will lie down and enter his sleeping animation. This entire sequence is roughly 3 times slower than in most other applicable Mario games.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source
In Super Mario 64 DS, diving into the corner of the drawer in the Rec Room with a precise angle will cause Mario to continuously warp back up to the top of the shelf and fall back down. This will last indefinitely until the player moves Mario away from that corner.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: mkdasher