@Biocopter_Redux@StupaKoopa There is an "instrument" setting and a "humming" setting in the menu. The "instrument" setting has, in my experience, been more receptive to clear, high-pitched sounds such as those of an ocarina. The humming setting must be used to recognize humming! I hope this is acceptable!
@StupaKoopa Every enemy or object that can fall on a Music Block makes a different sound. Ocarina of Time looks for "ocarina-like" sounds, so the Dry Bones (which make flute sounds) have the highest chance of being correctly picked up by the system. Thank you very much for your inquiry!
@AverageEGaddFan Oh, I was under the impression that it would be clear that all unattributed footage is recorded by me (I feel slightly silly putting "Source: Supper Mario Broth" in such cases) but if any readers feel that this would make it clearer, I can start adding that to my videos as well!
@AverageEGaddFan While this is certainly not the only reason - Ocarina of Time is my favorite non-Mario game - I have had the idea of playing the ocarina using Dry Bones ever since Mr. Aonuma demonstrated the audio input capability, so I am glad I can be the first to report that it works!
@monkeygamer1802 I am terribly sorry, my last post about a Donkey Kong game on here was 23 days ago. I try to space them out because I understand some of my readers are less interested in the greater Mario franchise. Please let me know if you believe my Donkey Kong posts are too frequent!
Bees reacting to honey is normal. However, Donkey Kong Country 2 features honey that reacts to bees. In that game, landing in honey only makes a sound if a Zinger is on screen. Defeating the Zinger actually silences the honey.
@dryphb I am terribly sorry; I can see how that was likely the intent. However, my interpretation has always been that they are inanimate since they do not move at all and are colorless, making them look like statues. I hope my interpretation is acceptable!
Some Super Game Boy borders feature elaborate animations only visible after making no input for a long time. However, all of them can also be activated with the secret code L, L, L, L, R. This can be used to summon Mario at will, make cats come to life, and more.
@dryphb The affected borders are:
-window (Mario comes out)
-sand (footprints appear)
-tree (time of day changes)
-theater (people talk)
-cats (come to life)
-drawing board (tiny workers come out)
-illusion (screen is covered in tiles)
Thank you very much for your inquiry!
@Bbop800 It activates whenever Mario touches the loading zone for the interior of the mansion on the same frame a Boo laugh would play. Bouncing off the wall resets the timer, so that 190 frames after that a Boo laugh is guaranteed! Thank you very much for your inquiry!
The "creepy low-pitched Boo laugh" is normally an extremely rare event in Super Mario 64. However, there exists a trick that activates it every time, done by making Mario crawl 7 times in quick succession in front of the mansion.
@StarkMaximum It appears Poochy shares tile indices with the "Bonus Challenge" graphic, so if it were to appear, he would be corrupted like this (on the left). The roulette appears to have been hardcoded to not allow it to be won, which was fixed in SMA3. Thank you very much for your inquiry!
In Yoshi's Island, the goal roulette in the "Poochy Ain't Stupid" level is completely rigged. It literally cannot land on a flower, and will always jump to a losing space at the last second. This is the only rigged roulette in the game.
@dieDoktor For an unknown reason, the sprite used in the SNES version of Mario's Time Machine is a slightly stretched version of the SMW sprite. It is theorized that it looks like that because it was remade from scratch using a stretched screenshot. Thank you very much for your inquiry!
Many Mario games use the same Mario sprite introduced in Super Mario World. Despite this, in each of them, Bowser is drawn differently, so that the same Mario is pitted against 10 different Bowsers that are all meant to stylistically match him.
@ColinSMM Yes, as is pointed out at the end of the video, whenever the game does not render gameplay it runs at 60 FPS. This includes the title screen, file/save menus, the collection screen, the map screen, the credits etc. I hope this is acceptable!
If you ever believed Luigi's hands moved oddly smoothly in Luigi's Mansion, you were right: the game nearly always runs at 30 FPS except for cutscenes that are close-up shots of Luigi's hands, which are the only times the game renders gameplay at 60 FPS.
@The_Eggo55 The Nintendo Switch Online renders the game exactly as the GameCube original. The Nintendo 3DS version renders the entire game at 30 FPS so the hand scenes are no longer smoother than the rest. Thank you very much for your inquiry!
The infamous "WET YOURSELF..." Super Mario Sunshine print ad is often posted online without context, leading many to believe it is fake or fan-made. However, it is very much real, appearing on page 130 of issue 119 of the British Nintendo Official Magazine.