A gaming blog for anyone who is interested. I post games of all types, their music, and their artwork. Favorite series are Zelda, Metroid, Megaman and too many others to name.
In Super Mario Galaxy, the Power Star Mario finds before going to the Comet Observatory for the first time is a Grand Star. The Comet Observatory uses Grand Stars as its power source; at the beginning of the game, it has 0 of them, and appears completely dark due to lacking power. However, immediately upon Mario arriving with the Grand Star, it is used to power up half of the bottom floor, so that the observatory can never be explored in its completely dark state (it is only seen like this for a few seconds in a cutscene).
However, unused parts of the game’s code suggests this was not always the case during development. An unused regular Power Star is connected to the Castle Grounds, which, when enabled and collected at the beginning of the game, transports Mario to a version of the Comet Observatory which is completely dark (due to no Grand Stars having been collected).
Despite the observatory being completely dark, it is functional and can be explored in this state without glitches, which, together with the unused star, suggests that at some point during development, Mario would have first visited the observatory in a dark state before finding the first Grand Star and lighting it up.
Main Blog | Twitter | Patreon | Small Findings | Source: youtube.com user “SPG64″
In the “Behind Chain Chomp’s Gate” mission of Bob-omb Battlefield in Super Mario 64, the normal sequence of events has Mario use Ground Pounds to pound the stake that the Chain Chomp is attached to, breaking the chain. The Chain Chomp then jumps around the area a few times, smashes into the gate behind it, breaking it, and finally jumps over the hill.
However, if Mario delivers the final Ground Pound to the stake on the same frame where the Chain Chomp lunges at him and deals damage to him, the Chain Chomp’s coding may cause it to jump into the wrong direction. As seen in the footage, this may result in it jumping off the cliff into the canyon below. Since the gate is coded to break regardless of whether the Chain Chomp touches it, the scene plays out with the Chain Chomp seemingly jumping around randomly and the gate opening by itself.
Main Blog | Twitter | Patreon | Small Findings | Source: twitch.tv user “czr_drums”
A prototype version of Super Mario Kart contained a mode not present in the final version, called “GUN”. This is a battle mode for two players, whereby each of them have a limitless supply of objects that act as short-distance projectiles; they use the same code as green shells but are set to despawn quickly.
The objects somewhat confusingly appear as coins on Player 1′s screen and as red balls on Player 2′s screen; note Luigi shooting red balls from his own perspective but being seen shooting coins from Mario’s perspective. Hitting the opponent makes that player spin out and would likely have reduced some hit point gauge (e.g. taken away a balloon like the release version’s battle mode) if the “GUN” mode was finalized.
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