

In the Daisy’s Field Day minigame in Super Mario Party Jamboree, it is possible for a player to become stuck indefinitely between two other players if they occupy both the platform that player jumped from as well as the one jumped to, while the player is in mid-jump.
The footage showcases this being done to Bowser Jr. While CPU opponents would eventually move on and resolve this situation, human players with malicious intent (as is the case with Wario and Rosalina here) can remain in those positions until the timer runs out.
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In 1986, an official guide called “Family Computer Game Strategy Secret Techniques” was published in Japan. It contained a type-in program for the Family BASIC add-on for the Famicom, which allowed the customer to program small games on the console in the BASIC programming language.
The program is “Dungeon & Mario”, an RPG-type game using Mario assets included with the Family BASIC, whereby Mario can move around a dungeon and defeat enemies with a rudimentary stat system.
This is technically the first time a game that could be described as a “Mario RPG” was published, if printing the code in a book is counted as publishing a game in this sense. Unfortunately, the game is extremely slow, as seen in the footage, due to the limitations of the Family BASIC. It takes a very long time to just load in the dungeon, and Mario moves slowly while taking breaks after each tile.
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Top: the Big Donut is a battle course first featured in Mario Kart 64. While its name refers to donuts in all languages, the source code of Mario Kart 64 lists a different name for it in a comment, being “BA-MU”. This is an abbreviation of “バウムクーヘン” (Baumkuchen), a German cake that is popular in Japan.
Bottom: a Baumkuchen for comparison, which the course resembles very strongly.
While naming the course after the cake would have been a recognizable reference for Japanese audiences, it is possible that it was named after a donut either because the cake is not that well-known worldwide, or because of a preexisting association of donuts with the Mario Kart franchise such as the Donut Plains tracks from Super Mario Kart.
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In 1993, a group of Mario, Peach and Yoshi plushes known as the “Color-Me Mario” set were released in Japan. These were mostly covered in a white material that could be colored with crayons and then washed off.
Here is a rare photo of a set of all three plushes in pristine condition.
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In Donkey Kong 64, the Game Over scene shows King K. Rool being successful in his activation of the Blast-o-Matic, ending with a shot of the Blast-o-Matic’s nozzle being aimed at DK Island.
Normally, the sequence ends here and the game restarts. However, by modifying the game’s code to prevent the game from restarting, it is revealed that the playable Kong (Diddy in the footage) has been in the scene all along. Similar workarounds are used in many other games where the playable character object’s code contains crucial functions; the character is loaded somewhere out of sight even if they should not be, such as e.g. Mario being underground in the void during story cutscenes in Paper Mario: The Thousand-Year Door.
To prevent Diddy Kong from interfering with the scene, he is laterally locked to a single position (the doorway of K. Lumsy’s prison) and cannot do anything except jump. The game will remain in this state indefinitely.
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Ludwig von Koopa has been voiced by voice actor David J. Goldfarb since 2014. However, his voice acting in games is limited to grunts, yells and other vocalizations, not actual dialogue.
In this recording, David J. Goldfarb performs a line said by Ludwig during his boss battle in Paper Mario: Color Splash at a request from a fan. This offers a glimpse of how Ludwig would sound if he was fully voiced, at least according to the voice actor’s conceptualization of the character.
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Officially licensed 1994 Donkey Kong Country phone card from Japan with an exceedingly bizarre, partially misspelled caption reading:
SUPER DONKY KONG
Donky is doomed.
no matter how you play,
he’s sure to stay.
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In Super Mario 64, the Lethal Lava Land/Bowser in the Fire Sea skybox is taken from a photo of the sky from a texture library CD, mirrored and tinted in a red color.
Top: the skybox recreated as closely as possible using the original assets after being recolored.
Bottom: the skybox modified to use the original sky photo in its real colors.
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Top: during the boss battle against Bowser Jr. in the “Boarding the Airship” level of New Super Mario Bros. U/Deluxe, the floor is made out of unique Bowser Jr. blocks that appear only in this fight. They become cracked and darkened after one hit and disappear after the next, before reforming after a while.
Bottom: there is a small detail about the blocks that is nearly impossible to notice during regular gameplay. When the blocks are damaged, the crack and darkening effect makes it very difficult to see that Bowser Jr.’s face on the block actually changes its eyebrow orientation to look more concerned, as though the block was actually alive and reacting to the damage.
On the left is the texture used for the regular blocks, and on the right for the damaged blocks.
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