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suppermariobroth 7 hours
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Officially licensed trading card from Japan, featuring an original illustration of Mario, Yoshi and Larry in the style of the Super Mario-kun manga series.
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suppermariobroth 10 hours
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In Super Mario 64, normally most entities inside the lobby of Peach's Castle are not rendered when Mario is outside of the room they are in, to prevent them from being visible out of bounds. However, the check to ensure they stop being rendered is faulty and does not activate if the lobby is entered from the second floor or the basement.
This results in the doors in the main hall of the lobby, as well as the Toad near the entrance, to remain floating in the darkness when Mario visits one of the side rooms. Here, Mario is positioned in one of the holes in the wall of the Jolly Roger Bay painting room, looking in the direction of the main hall. Note the tiny floating Toad near the center of the image.
Main Blog | Twitter | Patreon | Small Findings | Source: see bottom of image
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suppermariobroth 13 hours
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In Super Mario World, only red, yellow and blue Baby Yoshis appear as standalone entities. While green Baby Yoshis exist in the game, they are treated merely as an intermediate stage between releasing a green Yoshi's egg from a block and it growing up into a green Yoshi automatically immediately after.
If the game is modified to allow green Baby Yoshis as standalone entities, they exhibit peculiar behavior when the camera is scrolled to reveal them, as shown in the footage. Note the Baby Yoshi eating the Koopa Troopa, seemingly lunging at Mario during this, and then disappearing entirely. The event is slowed down and zoomed in on the bottom for easier viewing.
Main Blog | Twitter | Patreon | Source: twitter.com user "Kaizoman666"
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suppermariobroth 1 day
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"Hogan's Alley" is one of the few microgames in WarioWare, Inc.: Mega Microgames that is impossible to play indefinitely even with perfect (not humanly achievable) inputs, as it simply starts lacking a win condition after a certain point.
The footage is of the game being played in single-game mode, after clearing 40 rounds, slowed down by a factor of 3 to both reduce flashing and to allow the event to be seen more clearly. Note that the cardboard cutouts, which are supposed to turn around and reveal which one to shoot (with criminals being the correct targets), simply do not fully turn around before the microgame ends.
This makes it impossible to shoot the correct one because internally, the "correct one" does not even exist at that point, as the winning condition is only assigned to the cutouts after they fully turn around.
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suppermariobroth 1 day
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In Super Mario Sunshine, entering Noki Bay requires Mario to stand on a Shine mosaic in Delfino Plaza and look up into the sun in first-person view, the same way the Tower of the Wing Cap course is accessed in Super Mario 64.
However, interestingly, the way the access to Noki Bay is coded internally is not by requiring Mario to stand in that spot and then tilt the camera up a certain amount in first-person view (as it is coded in Super Mario 64), but rather requiring Mario to be anywhere directly above that spot and to look directly at the sun.
This allows the scenario in the footage to happen. If glitches are used to store several Rocket Nozzle activations, discharging them at once for a large boost, Mario can be so far up that he will be nearly level with the sun instead of needing to look up at it. If he is directly above the Shine mosaic at that moment, simply pressing Y at that moment will cause him to look at the sun and enter Noki Bay, without needing to angle the view upward.
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suppermariobroth 4 days
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Officially licensed 2016 Boo T-shirt.
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suppermariobroth 5 days
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In Super Mario 64 DS, if Mario jumps on the shifting Bowser puzzle in Lethal Lava Land in the manner shown in the footage, so that the next tile covers him as he lands on the lava, he will be immune to the lava as long as he moves within the tiles.
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suppermariobroth 6 days
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In January 2024, Nintendo announced the planned 2025 opening of another Super Nintendo World location at the Universal Epic Universe theme park at Universal Orlando Resort.
The announcement contained concept art for a shop at the theme park (top), which for an unknown reason featured a lineup of Casino Luigis in the bottom left corner (bottom), known from Luigi's appearance as the host of the casino minigames in Super Mario 64 DS and New Super Mario Bros.
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suppermariobroth 6 days
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Officially licensed 1991 Super Mario World clips from Japan.
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suppermariobroth 6 days
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In Super Mario 64, positioning Mario underneath the lowest rotating platform on the bottom of Tick Tock Clock at the highest clock speed will result in the platform continuously squishing Mario for extremely brief periods, without actually harming him.
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suppermariobroth 7 days
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Internal files for Yoshi's Island contain an unused enemy, a Snifit riding a Flintstones-esque wooden car with stone wheels. The object's internal name is NEW-POO.
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suppermariobroth 7 days
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In Super Mario World, some castle levels feature falling spikes. These are designed to fall when Mario is close to them, however, they are completely broken if the L or R buttons are used to move the camera left or right.
Doing that before entering an area with falling spikes will cause them to fall simply by entering the screen, instead of when Mario is near them. This neutralizes them from a distance and can be used to make these segments slightly easier as a result.
Main Blog | Twitter | Patreon | Small Findings | Source: SMW (NA, SNES)
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suppermariobroth 7 days
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The Game Boy Printer has a test print function whereby turning on the power while holding down the "Feed" button will cause it to print out an extremely small (note the human fingers for size comparison) image of Mario saying "Hello!"
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suppermariobroth 8 days
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Left: a simplistic Super World made in Super Mario Maker 2. Right: a very similar Super World, consisting of the same two paths, but arranged differently.
Despite the near identical nature of the two, Nintendo allows the Super World on the left to be uploaded to its servers, but gives an error message stating that the route cannot be uploaded for the one on the right. To date, it is still unknown what exactly is causing this and what parameters Nintendo could possibly be using to evaluate the maps that would cause the one on the right to be somehow illegal in this manner.
Main Blog | Twitter | Patreon | Small Findings | Source: twitter.com user "JoCr2"
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suppermariobroth 8 days
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Concept art for Peach in Super Mario RPG, made at a point during the game's design process where a classic fantasy theme (revolving around knights and swords) was considered for the game's aesthetic.
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suppermariobroth 9 days
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In Donkey Kong 64, if an orange is thrown inside the Troff 'n' Scoff room in such a way that it rebounds off a wall and hits the playable Kong so that the Kong both dies and is placed onto the banana feeding platform upon death, a glitch will occur.
The banana feeding scene will play out as usual as the Kong (Chunky in the footage) dies. After it completes, the Kong will remain in the final segment of the death animation indefinitely until the game is reset. Note Chunky clutching his head forever, unable to move.
Main Blog | Twitter | Patreon | Small Findings | Source: youtube.com user "Ballaam"
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suppermariobroth 9 days
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Top: commonly seen concept art for Super Mario Galaxy, as well as internal files, show an unused, highly detailed planetoid called "StarManFort" that was likely intended to be an important location at some point in development.
Bottom: less widely known than the StarManFort is the fact that the inhabitants of the fort, the StarMan entities, are also found in the game's files. They would have appeared as purple spheres with yellow eyes. Whether this was their finished design or simply a placeholder is unknown, but it is near certain due to their names that they would have populated the StarManFort if it had appeared in the finished game.
Main Blog | Twitter | Patreon | Small Findings | Source
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