Supper Mario Broth
@mariobrothblog.bsky.social
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Additional obscure Mario content for http://suppermariobroth.com. Now on Patreon: https://www.patreon.com/suppermariobroth
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mariobrothblog.bsky.social
Thank you very much for your understanding! Whenever I make posts about similar effects in the future, I will add an explanation in the post about how the fact that the function runs endlessly if a small change is made is common and in fact expected for these types of programs!
mariobrothblog.bsky.social
Of course, the byte in question is specifically the terminator byte for the composer routine that tells it to stop, so that it continues interpreting data outside of its range as music. I hope I did not come off as claiming this effect is itself notable; I merely wanted to showcase the sounds!
mariobrothblog.bsky.social
By changing only a single byte in the code of Mario Paint, the music composer will not stop at the end of the song and instead continue to play the entire contents of the console's memory as music.
mariobrothblog.bsky.social
Thank you very much for contacting me! At first I thought it was emulation-specific, but it occurs in every version of the game, so it appears to genuinely be an oversight. I do not know of any way how this could improve performance! What a bizarre error; I will look further into it!
mariobrothblog.bsky.social
Game & Watch Gallery 3 contains a debug mode that displays the game's graphics. However, due to an incorrectly loaded palette and using a black background, the sprites for Yoshi in the Egg game appear inadvertently unsettling when viewed in that mode.
mariobrothblog.bsky.social
Yes, it's this:
04016978 3880000A
0401697C 4BFFFEF0
I hope this can help! It should work on the North American (GMSE01) version. Thank you very much for your inquiry!
mariobrothblog.bsky.social
Two well-known voice clips from Super Mario Sunshine are Mario saying "Aren't I done yet?!" and "There's more?!" in an exasperated way, long presumed unused. However, there is actually a way to hear them in-game, as they have a chance to play when he enters a level at low health.
mariobrothblog.bsky.social
In Yoshi's Island, a cave background sparkles, but only when Yoshi moves. This is achieved in an inventive way by making many 1-pixel "pinholes" in the background through which a field of stars is visible. The parallax motion shows the stars intermittently, creating sparkles.
mariobrothblog.bsky.social
That's a very interesting question! After some deliberation, I have to say it's Honebon from Super Mario Land 2 for the sole reason that its official Japanese bio says its disposition is "amiable"! I love the idea of this fish skeleton being friendly like that. Thank you very much for your inquiry!
mariobrothblog.bsky.social
In Super Smash Bros., the skeletons visible when characters are hurt by electric attacks are not tied to specific animations, and instead are a form that can be toggled on and off at any time, including in cutscenes. Below are excerpts of the game's intro, with skeletons.
mariobrothblog.bsky.social
I am terribly sorry if the post sounds like an exaggeration, I was merely relaying what I was told by a Super Mario Galaxy expert on the matter. The text takes up 1/400 of the RAM, which could have been used for a few additional objects. The files were split up in SMG2 specifically to address this.
mariobrothblog.bsky.social
In Super Mario 3D World, eight colorful star particles appear every time a Ground Pound is performed. An extremely rare event of all eight of them matching in color may occur with a less than 1 in 2,000,000 chance. No known recordings of this event exist.
mariobrothblog.bsky.social
Looking through binoculars around Moo Moo Meadows in Mario Kart World has a small chance of activating a "cute jumpscare" Easter egg whereby a group of Para-Biddybuds will suddenly look into the binoculars from the other side.
mariobrothblog.bsky.social
No, it is only the currently selected language, but perhaps surprisingly since Super Mario Galaxy does not seem like a text-heavy game, it actually has 4643 lines of text, which do add up if they're all loaded at once! Thank you very much for your inquiry!
mariobrothblog.bsky.social
That is correct, however, please note that the way SMG does it results in the text taking up ca. 1/400 of the RAM at all times, which could be used for 1 or 2 extra objects. This was fixed in SMG2 by splitting it up on a per-galaxy basis, presumably for this reason. I hope this can be of interest!
mariobrothblog.bsky.social
Of course, I am aware that any such implications are purely coincidental, which is why I stated that this was "inadvertently" heartwarming. I am terribly sorry if anything about my post can be interpreted that I am trying to suggest this is anything but a coincidence. I hope this is acceptable!
mariobrothblog.bsky.social
In the Super Mario Galaxy games, the staff credits text is always loaded into RAM despite not being needed until the ending. While horribly inefficient, this is inadvertently heartwarming as the games appear to honor their creators by keeping them in memory at all times.
mariobrothblog.bsky.social
Thank you very much for contacting me! The Super Mario Bros. main theme has appeared more times as a standalone theme, but given how the Underground theme often is inserted into other music, it is very difficult to count all its appearances. If I make an article about this, you will be credited!
mariobrothblog.bsky.social
Artwork used internally at DIC Entertainment during the production of the Super Mario World cartoon, replacing Marge Simpson with Mario. According to a former DIC employee, this was made due to an inside joke at the studio, though the exact nature of the joke has been lost.
mariobrothblog.bsky.social
The pits are coded to only remove "ground" decorations (specifically to allow wide pits that subsume individual bushes) but to leave clouds, as there is no point at which removing clouds would be desirable. Thank you very much for your inquiry!
mariobrothblog.bsky.social
Due to the unique way Super Mario Bros. stores its maps, its level designers were at the mercy of the decorative hills and bushes when placing bottomless pits. While the pits can be placed freely, the decorations are non-negotiable and dictate the level design.
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Development files for Super Mario Kart show that the earliest sprite for Koopa Troopa did not have his eyes visible from the back, making him appear like an unknown bald man (left). The eyes were made prominent in the finished version to avoid this (right).
mariobrothblog.bsky.social
It's a new series of Supper Mario Broth livestreams!
Please join me as I bananalyze details and provide obscure information about Donkey Kong Bananza on the Supper Mario Broth Twitch channel! www.twitch.tv/suppermariob...
mariobrothblog.bsky.social
I am terribly sorry, but I was merely referring to the many online sources claiming this to be the case, such as e.g. Wikipedia "Most people peel a banana by cutting or snapping the stem [...]" and the articles extolling the virtues of the monkey method "as opposed to" the "regular" human method.
mariobrothblog.bsky.social
In Donkey Kong Bananza, Void Kong's banana remote opens from the end opposite the stem. This is actually consistent with how apes and monkeys peel bananas in real life. While humans tend to peel bananas from the stem, monkeys peel from the opposite end.