The original SNES version of Super Mario RPG contains a debug item called “Doom Bomb” that deals 255 damage to a party member, killing them instantly.
It is notable that rather than simply using a debug menu that would allow HP of party members to be set directly, killing them for testing purposes was implemented in this whimsical in-game way, even giving the item its own unique name.
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A small animation detail in the Scarescraper mode of Luigi’s Mansion: Dark Moon/Luigi’s Mansion 2 HD is that if two Luigis suck up the same ghost and one of them catches it, the Luigi who lost the ghost would shake his fist in frustration, as seen in the footage.
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Cover of a 1997 issue of the UK official Nintendo Magazine, featuring original artwork of Mario. Note also the Chain Chomp on the right edge biting the poster.
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In Donkey Kong Bananza, sucking up Liftoff Ore using the Elephant Bananza and then chaining holding several chunks of it allows Donkey Kong to reach extreme heights.
Since Liftoff Ore is available as a material during the Elephant Bananza rehearsal, this is used to hide two Easter eggs:
Top: in one spot during the rehearsal, “DK” letters made out of gold bullion can be found on top of a structure that can only be reached with the Liftoff Ore.
Bottom: at the very end of the rehearsal, if Donkey Kong reaches the floating disco ball, the Elephant Elder will actually have a unique line of text for this: “PhaWOO! You enjoy sniffing out secrets, don’t you?” Strangely, there is no other reward (like gold) for this, merely the line by the Elder.
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In Mario Kart World, it is possible for certain vehicles to become stuck on the poles around the Airship Fortress track for a long enough amount of time that it gives off the impression of being trapped, before Lakitu finally does arrive and rescue the racer.
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In Mario & Luigi: Paper Jam, some out of bounds objects have inverted collision, whereby instead of being solid on the outside and not solid from the inside (as the vast majority of 3d objects in video games), these are solid only from the inside.
This results in the objects becoming traps, since they can easily be entered due to not being solid from the outside, but can no longer be exited. Note how after clipping out of bounds in the footage, the Bros. are easily able to walk into the stalagmite, but can no longer get back out.
Whenever this happens, the game must be reset to continue playing. It is unknown why these objects were programmed this way, and whether this was an intentional decision.
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Illustration of Mario and Pauline* from a 1986 issue of the Japanese Family Computer Magazine.
The magazine featured type-in programs for the Family BASIC add-on for the Famicom, which allowed the customer to program small games on the console in the BASIC programming language. The game shown here is a “compatibility fortune telling” program.
*known in Japan as “Lady” at the time.
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