Supper Mario Broth
A Super Mario variety blog. Screenshots, photos, sprites, gifs, scans and more from all around the world of Super Mario Bros.
MarioBrothBlog on TwitterSupper Mario Broth on PatreonSmall Mario Findings

In Super Mario 64, if Wing Mario’s Wing Cap power runs out in the Tower of the Wing Cap course in such a way that he loses all health upon falling, but then falls off the edge of the tower (top), then he will land in the castle lobby as though he had exited the level normally. However, his health will still be empty, causing him to enter his death animation immediately after falling (bottom).

Main Blog | Twitter | Patreon | Source: SM64 (NA, VC)

Tuesday, May 26, 2020
In Super Mario 64, if Mario is hit by Bowser and then positions himself inside Bowser while he is still blinking from the damage taken, Bowser will turn around in place while Mario will continue blinking, being immune to damage. This will continue...

In Super Mario 64, if Mario is hit by Bowser and then positions himself inside Bowser while he is still blinking from the damage taken, Bowser will turn around in place while Mario will continue blinking, being immune to damage. This will continue indefinitely until Mario moves out of Bowser, whereupon the battle will resume normally.

Main Blog | Twitter | Patreon | Source: SM64 (NA, VC)

Saturday, May 9, 2020

Top: in Super Mario 64, normally, whenever a text box appears on screen, it freezes the movement of non-Mario objects as long as it is displayed. In particular, coins stop spinning; shown with the coin to the right of the sign.

Bottom: however, when grabbing the Ukiki on top of Tall, Tall Mountain, the coins in the background do not stop spinning. This is in fact the only text box in the game to not freeze time for objects in this manner, as it uses slightly different code to be displayed than any other text box.

Main Blog | Twitter | Source: info: youtube.com user “1ted59″

Friday, April 24, 2020
Scene from a Chilean commercial for Super Mario 64. Note Mario’s irregular running animation. This is actually a result of the video being heavily edited; in the game, the camera does not remain a fixed distance away from Mario when he is running...

Scene from a Chilean commercial for Super Mario 64. Note Mario’s irregular running animation. This is actually a result of the video being heavily edited; in the game, the camera does not remain a fixed distance away from Mario when he is running towards it, so this scene would be impossible to record normally. For this scene, the footage was shot of Mario running towards the castle, away from the screen. Then, Mario was edited out, the footage was reversed, and spliced frames of Mario running towards the screen were edited in, resulting in a convulsive movement.

Main Blog | Twitter | Patreon | Small Findings | Source

Sunday, April 12, 2020
In Big Boo’s Haunt in Super Mario 64, if Mario clips through the bottom of the entrance platform of the merry-go-round and exits through the door while being partially below the floor, Mario will immediately die. During this, the camera moves far...

In Big Boo’s Haunt in Super Mario 64, if Mario clips through the bottom of the entrance platform of the merry-go-round and exits through the door while being partially below the floor, Mario will immediately die. During this, the camera moves far away, viewing Mario from below briefly as the screen fades out.

This is due to the floor below the door being part of the merry-go-round and still moving Mario as he goes through the door, resulting in him being briefly out of bounds, killing him. Standing on a moving platform while going through any door in the game could theoretically result in this happening; however, this is the only scenario where a moving platform is actually next to a door.

Main Blog | Twitter | Patreon | Small Findings | Source: info

Saturday, March 28, 2020

In Super Mario 64, the function determining if Mario can grab Bowser by the tail gives the player much more leeway than appears at first. If Mario passes by Bowser’s tail, then presses B anywhere near Bowser, he will grab Bowser’s tail even if he is in front of, or to the side of, Bowser.

When this is performed, Bowser is transported to be in front of Mario so that Mario can grab his tail without moving from his position at the time, which is why Bowser appears to teleport when Mario grabs him.
Main Blog
| Twitter | Patreon | Small Findings | Source: youtube.com user “1ted59″

Thursday, March 19, 2020

Top: High-resolution version of the render that was seen in some publications as the preliminary box art for Super Mario 64.

Bottom: In the finished release, this render can still be seen on the cartridge itself, but with the blue stone ground being replaced with green hills, as well as Mario’s eyes being adjusted and a fire breath effect being added to Bowser.
Main Blog
| Twitter | Patreon | Small Findings | Source: 1, 2: Club Nintendo (Chile), Issue 49, 1996

Tuesday, March 17, 2020
1996 print ad for programming positions at Nintendo. The ad includes an original render of Mario in the Super Mario 64 style that was never used in any other official material.
Main Blog | Twitter | Patreon | Small Findings | Source: Video Games...

1996 print ad for programming positions at Nintendo. The ad includes an original render of Mario in the Super Mario 64 style that was never used in any other official material.
Main Blog
| Twitter | Patreon | Small Findings | Source: Video Games (Germany), Issue 96/05, 1996

Thursday, March 12, 2020

Top left: in Tall, Tall Mountain in Super Mario 64, there is a chance that one of the Goombas near the beginning of the course will become stuck at the edge of the water in an animation loop consisting of short hops. The Goomba is unable to break free from this loop and continue hopping indefinitely.

Top right: if Mario punches the Goomba in this state, instead of entering its hurt animation and then releasing a coin, the Goomba will simply disappear.

Bottom: this is due to the water of the river clipping slightly into the ground (note the triangle cutting into the riverbank) in such a way that it creates a small area where the Goomba constantly oscillates between being in water and on ground, resulting in the nonstandard behaviors.
Main Blog
| Twitter | Patreon | Small Findings | Source

Monday, February 24, 2020

In the data of Super Mario 64, an unused model and behavior for a Blargg enemy from Super Mario World exist. If the code is modified, the Blargg can be made to appear. It has no textures, but in-engine coloring gives it red skin and white teeth. Unfortunately, it has no behavior other than performing its attack animation in place. Mario cannot defeat it and will be hurt on contact.
Main Blog
| Twitter | Patreon | Small Findings | Source: myself, Super Mario 64 (NA, N64) in N64 emulator

 
Previous page
Next page