Top: in the Canyon Layer in Donkey Kong Bananza, the artificial sun is actually a banana bunch made out of glowing crystal. Since the sun is extremely bright, this is difficult to notice during regular gameplay unless looking closely at it.
Middle: interestingly, when positioning the sun so that it shines through a crack in a wall, it becomes apparent that the lens flares from it are shaped like banana bunches as well.
Bottom: for a few frames when Donkey Kong enters an underground area, the skybox fades out and the banana bunch can be seen more clearly if analysing the footage frame by frame.
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In Mario Kart 64, it is possible to get hit with one’s own Red Shell due to the shell only homing in at a player slightly after it is fired.
In the footage, Yoshi is unfortunate enough to pass between Luigi (who the shell is actually homing in on) and the shell a fraction of a second after firing it, causing him to get hit instead.
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In the original SNES version of Super Mario RPG, performing 100 Super Jumps with the maximum possible Special Attack stat on the King Bomb enemy will cause Mario to deal 10,804 damage to the enemy due to its specific weakness against jump attacks.
As the game is not programmed to be able to display more than 9,999 damage, the display becomes glitched and displays “M804” damage instead.
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In Mario & Luigi: Brothership, if Mario and Luigi are positioned on a ledge above an enemy in a specific manner, it is possible for the enemy to become highly confused and keep rapidly spinning around in circles while fruitlessly trying to reach them, as seen with the Helmet Zok Trooper in the bottom left of the footage.
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Top: the Super Mario World manual bizarrely lists a name for a location in the game that has no levels on it, and exists only as a cosmetic geographical feature: Kappa Mountain. It is named this due to the lake on the top resembling a small pool of water on the concave heads of the Kappa creatures from Japanese mythology.
Middle: however, development files for the game contain a tile map depicting an early version of the Yoshi’s Island submap. Overlaying the finished map (left) with the early map (right) reveals…
Bottom: …that Kappa Mountain was at some point intended to have a level on it, as seen by the dot matching up perfectly with the lake. It is theorized that this was originally the location of the Yoshi’s Island 4 level, which takes place on a lake. The fact that it was not originally intended to be empty explains the eye-catching nature of the mountain and the fact that it was given a name.
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Luma’s voice in all games is provided by Yuya Takezawa. By slowing down the sound bites (here, taken from Mario Tennis Aces), we can hear an approximation of what the original recording sounded like before being edited to match the intended high-pitched Luma voice.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: adianlmao
In Super Mario Bros. 3, if any Koopalings are killed with a fireball on the same frame as using their wand attack (in the footage, Mario also jumps on Iggy, though this is not necessary for the glitch to occur), that Koopaling will glitch out during the death animation and Mario will not be awarded the wand afterwards.
Since defeating a Koopaling stops the timer, it is impossible to wait out the timer to try the stage again, so Mario is stuck in that room forever and the game must be reset to continue.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: Mitchflowerpower