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In Super Mario 64, walking through doors has priority over death. If Mario loses all health while in front of a door, he will first walk through the door while dead, and play his death animation afterwards.
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In Level 2-5 of Super Mario Bros. 3, it is possible to have a Super Mushroom follow Mario to the goal. If the Super Mushroom touches Mario after he leaves the screen, a headless Mario will briefly appear on the left side of the screen during the congratulation animation.
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In Bowser Jr.'s Airship Armada in Super Mario Galaxy, it is possible to accidentally shoot Mario to a different airship from the intended target. There is no way to proceed in the level or escape from the incorrect airship; Mario must jump overboard and die to restart the level.
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The AI of the Wiggler boss in Super Mario 64 is extremely rudimentary. It turns in a large circle, but if Mario stops inside that circle, the Wiggler will perpetually continue making the same turn without correcting itself even though it will never hit Mario.
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In Super Mario Bros. 3, entering quicksand with a flying power-up and flying back out will cause Mario to not assume his flying sprite as long as he is moving upwards. Depending on whether he flies straight up or to the side, he will appear to stand or walk in mid-air.
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In Super Mario World, Yoshi can begin eating a Berry during Mario's death animation. However, the game is unable to handle both Yoshi's eating animation and the death animation at the same time, so it simply freezes instead.
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In Super Mario 64, throwing a crate, then picking it up again before it hits a wall turns it into a "deadly crate" that has the ability to hurt enemies simply by being touched. The footage below shows some enemy interactions with the deadly crate.
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In Super Mario Bros. 3, hitting a regular Note Block after jumping on a Red Note Block will cause Mario to endlessly switch between rooms, requiring the game to be reset. This also shows that the decorative background items are randomly generated every time the room is loaded.
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When creating the Skeeter enemy in Super Mario 64, the designers overlooked that the game's mechanics make a water surface-based enemy completely ineffectual. Since Mario automatically recovers health on water surfaces, all damage dealt by a Skeeter is immediately undone.