@impiaaa I am terribly sorry; I did not mean to come off as accusatory or complaining about the game but merely to be informative for aspiring developers. No glitches are involved, this interaction can be discovered organically just by playing around with Koops. I hope this is acceptable!
In Paper Mario: The Thousand-Year Door, each Shine Sprite can be collected twice because the icon of it appearing is not merely visual, but literally another Shine Sprite. This provides a cautionary tale to developers about never implementing a visual effect as the object itself.
@JKLoonDN There are 5 boxes on the ground and a few more in mid-air onto which Mario can get without glitches. The rest can be duplicated by using a glitch called Jump Storage. A regular player can duplicate around 9 of them. Thank you very much for your inquiry!
In Mario Super Sluggers, one of Peach's animations has strange black pixels near her shoulder. It turns out that this is her own heavily corrupted eyelashes that have turned inside out and are poking out of her cheek like some sort of abnormal facial hair growth.
Development files for Super Mario World show that Wiggler was originally envisioned to be extremely bored and spiky, and has been continuously made less bored and less spiky over several iterations during development.
@DeltaMudkip The time limit for this level is 700 time units. It is with practice possible to lob Bowser Jr. at Bowser every 5-6 time units, leaving 160 more for Bowser's shell attacks and reaching the battle, so it should be just possible with practice! Thank you very much for your inquiry!
For fans of special challenges, the final Bowser battle in New Super Mario Bros. U presents the "Defeat Bowser By Throwing His Son At Him Challenge". Normally Bowser dies after 3 hits with the Clown Car. However, the player can also throw Bowser Jr. at Bowser NINETY times to win.
@MatthiasRP Oh, I am terribly sorry if my wording was ambiguous; I meant the difference in fidelity between the "ni~" and the rest of the song is inaudible. The "ni~" sounds as scratchy as all other syllables on the GBA speakers. I hope the post is still acceptable!
In Wario Land 4, a single syllable of the Palm Tree Paradise vocals ("ni~") is stored in a higher quality than anything else in the files. In fact, it is stored at a quality too high for the GBA to even play back, making this completely inaudible on original hardware.
@ForgettableFool@_MarchingMilde I am terribly sorry, but my lack of experience with large-scale projects has led me to make bad choices regarding the implementation and hosting that resulted in needing to scrap it twice. I am on the third attempt and I dearly hope I will be able to get it working in 2026.
@_MarchingMilde Yes, that is correct! Here is my post about it: https://t.co/52P83RcCFS though the Wario Land 4 situation is much more bizarre since it's only a single sample and it cannot even be heard in that quality through the speaker. Thank you very much for your inquiry!
Super Paper Mario stores all its music at double the intended speed internally, which is then played back at 0.5x speed by the engine to result in a normal sound during gameplay. Below is how the game's title screen theme is stored internally.
In Super Mario Maker 2, failing the matching game in the World Maker will cause Mario's mismatched creation to emerge from the door, making him slowly back away in fear or disgust. Below are all the possible abominations Mario can create.
In Slipsand Galaxy in Super Mario Galaxy 2, there is an unexplained and out-of-place yellow flash during a Launch Star flight. This is because Mario actually flies through a fog area belonging to a planetoid from a different mission, and the very brief fog looks like a flash.
@GalarChampPam I am terribly sorry; while sea lions are much more commonly trained to do it, the stereotype is that of seals. I wanted merely to both cover the common phrasing and also use a real photo, so I used both. I hope the post is still acceptable as that is merely a side remark!
In World 8-7 of New Super Mario Bros. Wii, releasing a mushroom on the third Spine Coaster but not collecting it results in an entertaining interaction whereby the Spine Coaster will balance the mushroom on its nose, like a seal trained to balance a ball.
@alzamoraanthony No, the graphic does not appear anywhere except for this screen, which can only be seen via the setup in my original post or by using hacks to enable the debug map select screen in the code, which also uses it. Thank you very much for your inquiry!
A Bowser course select screen, long thought unused in Super Mario 64 DS, can actually be seen by performing an absurdly specific action: Yoshi must drown underneath the Hazy Maze Cave entrance. If his lifeless body floats up through the pool, the screen will be displayed.
@GuedesTHG While I cannot provide the same map with accurate shadows, the Mario Kart 8 Deluxe version of the track has realistic shadows (from the bottom of the screen). Please note that this map does not contain all course objects so it looks a bit empty. I hope this can be of interest!
In Mario Kart: Double Dash, shadows in the environment do not follow any kind of lighting logic and appear to have been placed solely based on "vibe". This results in shadows being cast in nearly every possible direction at the same time.
@SorrowsDawn2005 Yes, that is correct. During the hallway battle at the end, the Star Rod raises his Defense to 4 with an extra caveat that no defense-piercing attacks (D-Down Jump, Watt) work. In the final battle, he is invincible. I hope this can be of interest!
In Paper Mario, Bowser claims that the Star Rod makes him invincible. However, in the first battle, it merely raises his Defense to a measly 1. If Mario is given just slightly better shoes, he can get through the protection. Bowser cannot handle this, making the game crash.