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In the Super Mario Maker games, a Goomba trapped between blocks will send undulating waves of direction changes up the stack it is carrying. This can be used to create towers of cannons that each shoot left or right in an unpredictable manner.
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In Super Mario 64, falling into sand or snow from a great height gets Mario stuck. However, the geometry of the courses that contain them also mistakenly designates some other surfaces as sand or snow, resulting in Mario being able to get stuck in stone or ice.
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In Super Mario Bros. 35, a glitch allows courses that have not yet been unlocked to be selected. If Down and A are pressed on the same frame, the course below the currently selected one will be chosen, even if it is not unlocked yet. Note how I select 5-2 and 6-2 is then chosen.
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In Super Mario Sunshine, Mario's blinking speed is proportional to his movement speed. When walking slowly, he will blink slowly. By tilting the Control Stick extremely slightly, Mario will close his eyes for several seconds every time he blinks.
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In Super Mario Maker 2, exploiting the fact that doors can be placed behind Bullet Bill Blasters and On/Off Switches can be placed behind Skewers allows the creation of secret doors that require jumping in an inconspicuous place to uncover.
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An alternative way of entering the downtown area in Wet-Dry World in Super Mario 64 is to simply perform a jump and kick in the spot shown in the footage. Mario will get caught on the ledge and vibrate automatically all the way to the entrance to the downtown area.
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In Super Mario Sunshine, when Mario enters the shade of a structure, he will wipe the sweat from his forehead. However, the animation has no cooldown timer, meaning that Mario will wipe his sweat after performing any action, no matter how minor, appearing perpetually exhausted.
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In Super Mario World, if two shell-less Koopa Troopas enter the same shell at the same time, they will merge into a single Koopa Troopa.
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