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Normally, getting hit while on Yoshi in Super Mario World will not harm Mario. However, there are three very specific exceptions: a Dino Torch's flames (not the Dino Torch itself), a Mega Mole on flat ground (not on slopes), and eating a Wiggler at high speed (safe at low speed).
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In Super Mario 64, the surfaces Mario can run up at a steep angle, such as the pillars in Shifting Sand Land, do not interact properly with Mario's crawling animation. If the Control Stick is pushed in different directlions while crawling, Mario's model will flail around wildly.
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In Super Mario Odyssey, clipping out of bounds will allow Mario to fall an infinite distance. This slowly corrupts the pause screen due to the rendering mathematics not being designed to handle large distances; the longer Mario falls, the more distorted his face becomes.
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In Super Mario 64, if Mario surfs on a Koopa shell into this gap in Lethal Lava Land, he will be stuck underneath the platform. Despite touching lava, he will take no continuous damage. However, after a few seconds, a failsafe will activate and Mario will simply vanish, dying.
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In Super Mario Odyssey, the waterfall in the Cascade Kingdom has a spot where the water refraction effect is applied incorrectly, leading distorted images of Mario to appear next to him, visible in Snapshot Mode. A slideshow of examples is included.
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On this slope in Gelato Beach in Super Mario Sunshine, the ground is coded to be walkable on one side and slippery on the other side of an invisible boundary. Sidestepping alongside it will make Mario oscillate extremely quickly while emitting a barrage of "whoa" and "ha" sounds.
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In Super Mario Galaxy, whenever Mario stands directly underneath a point of interest, like a Grand Star, the game will attempt to make him look over both of his shoulders at once. This will result in him raising his shoulders one at a time in a rhythmic motion.
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Normally, when Snapshot Mode is entered in Super Mario Odyssey, time stops and all movement is halted immediately. The only characters that have the ability to move during Snapshot Mode are Bonneters, who rotate slightly towards Mario for a few frames after it is activated.
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The Double Cherry Pass music in Super Mario 3D World contains a musical allusion to the Double Cherry item that appears throughout the song where note segments are reduplicated, as though under the effect of the item. The video below shows an example.
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In Super Mario 64, whenever Mario is a medium distance away from the camera, his body assumes a lower-polygon form when he moves, but his head remains the same. This results in the textures on his body changing size; the buttons on his overalls become smaller whenever he moves.
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I was recently interviewed by tech website Byteside. If you would like to know more about the history of my blog, and my personal history with Mario, you are welcome to read the interview here: byteside.com/2020/12/supper… Regular content will now resume.
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The internal graphics file for Mario in Mario Pinball Land is laid out in an elegant manner that allows the game to animate Mario by scrolling it in various directions. To move Mario back and forth, the graphic moves horizontally, to rotate him, it moves vertically.