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At launch, Mario Kart World contained a glitch whereby taking one of the ramps on Mario Circuit and using a Feather on the top of the jump caused the racer to enter a glitched low-gravity state where the vehicle would descend extremely slowly, taking up to several minutes to actually land.
This glitch was patched in one of the game’s first updates.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: MKW (Switch 2)
For performance reasons, the Waluigi Stadium track in Mario Kart: Double Dash becomes emptier in split-screen mode, with the animated arrow signs disappearing and the amount of audience members in the stands being reduced.
This creates a paradoxical effect whereby the audience seems to be inversely proportional to the number of actual racers, as though solo time trial races are more interesting to the audience in-universe than races with multiple participants.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: baphalopod
Strangely, the motor scooter in Super Mario Odyssey is affected by personalized gravity that does not always point straight down as expected, but rather changes based on the inclination of the slope it was last standing on.
For most slopes that can normally be reached with the scooter, the gravity changes so marginally that it is difficult to notice, but getting to the tops of the towers in the Mushroom Kingdom allows it to stand at an angle that actually makes the effect very pronounced, as seen in the footage.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: kehzou
In Super Paper Mario, the River Twygz Bed track is infamous for being highly unsettling and featuring distorted voices.
When putting the track through a voice isolation algorithm, they can be heard marginally more clearly. It is theorized that the voices are real recordings of dialogue, potentially in Japanese, though any actual sentences (if any are being said) still elude being deciphered.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source
An obscure detail about the ending of Yoshi’s Story is that the two text boxes shown at the final pop-up image of the Yoshis gathered around the Super Happy Tree have three different versions that change based on the player’s final score.
Since all three versions convey roughly the same sentiment and differ only in the precise wording, this requires paying attention across multiple playthroughs to notice.
Top left: this version is displayed when getting a final score of less than 20,000 points.
Top right: this version is displayed between 20,000 and 30,000 points.
Bottom: the final version is shown when getting a score of over 30,000 points.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: YS (NA, N64)
In Paper Mario: The Thousand-Year Door, due to a bizarre internal implementation of Rawk Hawk’s ceiling shake attack, it is able to cause dead partners to be revived using a Life Shroom. It is the only attack in the game that has that property.
What is particularly notable is that it took 20 years after the game’s release for this interaction to be discovered because of how utterly unlikely and convoluted the scenario for it to occur is.
In order for this to happen, Mario must both have a dead partner and a Life Shroom in his inventory when Rawk Hawk uses this attack. However, a partner dying in battle normally causes the Life Shroom to be used up automatically. As such, Mario must
1. not have a Life Shroom at first
2. let the partner die
3. buy or otherwise obtain a Life Shroom while the partner is dead
4. not heal the partner/sleep in a bed at any point during this.
Since Chapter 3, where Rawk Hawk is fought, offers a convenient bed Mario can sleep in for free before each battle, this scenario is exceedingly unlikely to occur naturally during gameplay.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: jdaster64
Mario being projected onto the side of a building during a GameCube launch party in New York City in 2001.
Main Blog | Patreon | Twitter | Bluesky | Small Findings | Source: cakehoarder