Set of five officially licensed 1995 Donkey Kong Country plushes from Japan, comprising Donkey Kong, Diddy Kong, Candy Kong, Enguarde and Squawks, each with their own hammock and banana.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: VGPlushDaily
Extremely bizarre and frightening unused enemy found in the files of Wario World. It appears to be a unique combination of several concepts:
-its body and face resemble a traditional Japanese doll, and particularly its face is very similar to the Garlic Dispenser character from the finished game, implying the two may be related
-its torso opens up to reveal a giant maw of teeth
-it is skating on a single large ice skate. Its entire body shape vaguely resembles the Skating Goombas from Super Mario 3D World, and due to the maw, the skate also doubles as an allusion to a goatee.
While the game contains many macabre enemy designs, this may have been cut for being too outlandish even for this game.
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Top: in Super Mario 64 DS, Luigi is able to pass through the mirror on the second floor of Peach’s Castle using his Vanish Luigi ability. If he stops directly behind the mirror, zooming in the camera will cause Lakitu’s reflection in the mirror to move in such a way that the camera will clip into it and show the inside of the cloud, which contains two strangely-textured spikes.
Bottom: the spikes are actually the bottom of Lakitu’s model, which tapers to a point as a way to save polygons (tapering to a point is able to save 1 polygon over cutting off the model, as a triangle uses 1 polygon while a rectangle uses 2). The strange textures are actually just areas of the model that did not have textures specifically assigned to them, and which simply continue taking pixels from the texture sheet from the edge of the assigned area.
Note that while the large cone is Lakitu’s torso, the small cone is actually his hands, which surprisingly are also modeled to taper to a point while inside the cloud.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: SM64DS, NA/DS
In the Wooded Kingdom in Super Mario Odyssey, a rock can become glitched by picking it up with correct timing from a falling platform. Whenever that rock is thrown the next time after this, it will remain suspended in mid-air.
Since NPCs enter a brief hurt animation when a rock is thrown at them, throwing the glitched rock next to an NPC will lock it into the hurt animation indefinitely, as seen with this unfortunate Shiverian in the footage.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: Terido_s
Behind-the-scenes photo of an unknown woman working on music or sound effects for Super Mario Bros. 3 in 1988.
While no one except Koji Kondo is credited in the “sound” section of the game’s credits, it is possible that this is Soyo Oka, known most prominently for her Super Mario Kart soundtrack, who was hired the previous year. She has worked with Koji Kondo and has in fact studied his work before even joining Nintendo, so it is possible that she either did a small uncredited amount of composing work to help him on Super Mario Bros. 3, or is merely doing some technical sound programming instead of directly composing (also uncredited).
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: Yamafuda
Top: Promotional 2013 Mario & Luigi: Dream Team ball based on the Luiginary Ball attack from the game.
Bottom: the Luiginary Ball, for reference.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: TheUltiMarioFan
Fans of the Poltergust vacuums from the Luigi’s Mansion series may have found it strange that despite the Poltergust model numbers having increased consistently between their chronological appearances, Luigi’s Mansion 3 appears to not use that numbering scheme and call its version the Poltergust G-00 instead.
Top: however, concept art found in the game shows that the technical model number of the Poltergust G-00 is in fact 7000, and “G-00” is likely just a name E. Gadd chose to describe its functionality in a whimsical way.
Bottom: as such, this preserves the tradition of the increasing model numbers, as seen with all Poltergust appearances to date.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: info
In Super Mario 64, it is possible for Mario to become stuck in a state of extremely rapid eternal vibration and recoil by falling precisely onto the edge of the collision of the supports of the tilting platforms in Rainbow Ride.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: heyPando
In Mario & Luigi: Brothership, the Gulchrock Sea Great Lighthouse Island features an elevator that can stop at various floors on the way up. On all floors, Connie accompanies Mario and Luigi and needs to position herself in a specific spot on the ground before the elevator begins to move.
If the player does not go up the floors sequentially but instead decides to go back down a floor on the first visit and then up again, Connie will become glitched and, after a long wait, spawn in through the floor instead of walking onto the platform. For one frame, she can be seen actually phasing through the floor as she is pushed up, as seen in the isolated frame on the bottom.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: koribeanz