Top: a glitch occurs in Luigi’s Mansion 2 HD that was not present in the original Nintendo 3DS version whereby pausing the game when Luigi goes through specific doors on certain frames will cause some objects to stop rendering and the lighting of the scene to become glitched, resulting in Luigi becoming a silhouette.
Bottom: a screenshot of the glitched frame. Please zoom in to view details.
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A bizarre glitch occurs in the GameCube version of Paper Mario: The Thousand-Year Door whereby talking to any of the many NPCs shown in the above image and then entering Petalburg for the first time without
1) talking to any other NPC on the way
2) entering any battles on the way
3) reloading the save file on the way
will cause the game to crash. Note that Goombella’s dialogue doesn’t count for the purposes of this as she is a partner, not an NPC.
Note that while some of the NPCs are found in West Rogueport and as such are not able to be interacted with before going to Petalburg for the first time during regular gameplay, many of them are in fact found in easy to reach places in Rogueport Plaza or East Rogueport, and this glitch has been unintentionally activated by casual players.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: SjorecSRL
In Super Mario 64 DS, if the player character is shot out of a cannon in Bob-omb Battlefield and lands directly in front of a specific fence as shown in the footage, he will be teleported high into the sky and spend a long time falling down.
There are several such spots in the game, known in the Super Mario 64 DS community as “Heaven’s Portals” due to this property. Other similar spots that teleport the player down also exist, analogously called “Hell’s Portals”.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: SM64DS (NA, DS)
Mario character sheet by Nintendo character designer Yoichi Kotabe.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: toadforsmash
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.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: DigitalNeohuman
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.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: TheUltiMarioFan