In Mario Superstar Baseball, chemistry is a stat that signifies how well characters get along with others on the team. Every possible matchup of two characters has its own chemistry value ranging from 5 (horrible) to 99 (perfect) attached to it.
Interestingly, despite characters one might readily imagine not getting along well (Mario and Wario, Peach and Bowser, Luigi and King Boo, etc.) having bad chemistry, none of the “obvious” rivalries and bad relationships have the worst possible chemistry value of 5.
This one is used only for the matchups between Peach and Petey Piranha, and between Toadette and Bowser. This must mean that in the minds of the developers, these two pairs of characters harbor exceptionally deep hatred for each other.
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In Paper Mario: The Thousand-Year Door, enemies affected by the Confusion status effect have a 50% chance of performing a “confused move” whereby they either attack a fellow enemy or use an item on an unintended target, if they have one.
However, not all moves have a possible way to attack fellow enemies programmed in. For such moves, the enemy will simply do nothing instead if confused and that move is chosen. This raises no issues during regular gameplay, but can lead to humorous moments during boss battles.
Some bosses announce their moves before performing them. However, if the boss is also confused and hits the 50% chance of being affected by the confusion on that turn, the boss will simply do nothing despite having announced the move.
In the footage, Gloomtail shouts “MEGABREATH!” and then does nothing due to his confusion. This can be extended indefinitely, as he is always programmed to shout “MEGABREATH!” before his first successful Megabreath attack, but confusion can keep him from ever doing so, causing him to keep shouting it and doing nothing.
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A commonly known glitch in Super Mario Sunshine is the “invisible barrel”, whereby leaving the Gooper Blooper battle in Episode 1 of Ricco Harbor and returning to the start of the level will reveal that there is seemingly an invisible barrel Mario can stand on, but not actually pick up.
While this has been known since shortly after the game’s release, it was only relatively recently that it was discovered what exactly is happening to cause this effect. The barrel is not actually “invisible”, but rather its top collision is detached from the actual barrel.
During the scene design process, the barrel was placed slightly below the ground instead of on the ground. Whenever barrels spawn, they snap to the ground below them, which caused this barrel to snap to the death barrier below the stage since it was already slightly below the ground it was supposed to be placed on.
However, another oddity of barrels is that whenever they move out of bounds, their top collision does not update. As such, the barrel loads in, puts its top collision where it should be (slightly above the ground), then snaps out of bounds to the death barrier and leaves the collision behind. This all comes together to create the “invisible barrel” effect.
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It is possible that Peach’s horn in Mario Kart 8/Deluxe is a reference to the first four notes of the main melody of the Peach Gardens track from Mario Kart DS (Mario Kart 8 Deluxe Booster Course Pass version used in the post, but the original track has the same notes).
Even if the reference is not intentional (since Peach Gardens was not part of Mario Kart 8 originally), the coincidence of a Peach-themed track starting off with a similar 4-note progression is slightly notable.
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Cover of a 1988 issue of the Japanese Famicom Hisshoubon magazine, featuring original pixel art of Super Mario Bros. 3.
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Full 1991 Japanese commercial for Kirin Lemon soda, featuring a Super Mario World cross-promotion. Note how despite creating a variety of Super Mario World-inspired scenes with drawings and claymation, no assets from the game were used, and the level layouts are original designs as well.
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