Mario character sheet by Nintendo character designer Yoichi Kotabe.
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The “Mario In Real-Time” engine allowed Charles Martinet and other voice actors to project their movements onto a 3D floating Mario head using motion capture at live shows to interact with the audience as Mario. The footage shows it in action at the 1992 Summer Consumer Electronics Show.
The earliest iterations of the engine did not have protective measures against the head clipping into the camera. As such, when the voice actor tilted his head forward too far, Mario would pass through the screen so that the inside of his head was visible, as seen in the footage. This was fixed in the later versions of the software.
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Artwork of Mario and Peach as a couple, shown in an official 1996 Satellaview broadcast. The Satellaview was a Japan-only add-on for the Super Famicom that allowed it to receive satellite transmissions; while it is most commonly known for featuring games, it also offered shows that had live audio alongside a slideshow of pictures.
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It’s the first of a new series of Supper Mario Broth livestreams! Join me at the Supper Mario Broth Twitch channel as I break apart Paper Mario: The Thousand-Year Door!
In the Nintendo Switch version of Paper Mario: The Thousand-Year Door, a glitch exists that allows Mario to “store” the high jump from a springboard for later.
If Mario falls onto a springboard while dismounting Yoshi, then hammers it, he will not bounce. Instead, the bounce will be transferred to his next jump, which is demonstrated in the footage by Mario walking halfway across the room and then jumping up a completely different ledge using the stored energy.
The glitch was patched out in an update, but may still be relevant for speedrunning the game in the future since physical cartridges of the game still contain the version with the glitch, and such early versions are often used specifically for their speedrunning potential.
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Production photos for the 1989 Mario Ice Capades show, seen in an “Ice Capades 50th Anniversary” program book.
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The kiosk demo version of Mario Kart DS contains many early versions of the game’s music tracks. However, among them is also this unique “failsafe” music track that does not correspond to any music in the finished game.
In the demo, it plays in GBA Bowser Castle 2, Tick-Tock Clock, Desert Hills, Rainbow Road, DK Pass, Bowser Castle, GBA Sky Garden, and all battle courses, since the music that was actually intended to be playing in those locations was not finalized yet. In the final version, any trace of this track has been completely expunged.
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(Spoiler-free Mario & Luigi: Brothership content)
In Mario & Luigi: Brothership, it is possible for Luigi to become stuck between two neighboring Question Blocks in the manner shown in the footage.
As the game forbids Mario from leaving Luigi behind, any attempt to leave the area will cause Luigi to call out for him and Mario turning back. As such, the player must try to nudge Luigi out of that position, which fortunately appears to always be possible, though may take many tries.
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