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The files for the E3 2011 demo of Super Mario 3D Land contain an original arrangement of the Kakariko Village theme from The Legend of Zelda: Ocarina of Time, thereby making it technically a Mario-exclusive piece of Zelda music.
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In the Castle Grounds in Super Mario 64, if Mario performs a Long Jump towards a specific section of the fence near the waterfall, he will sit on the fence. Mario will continue sitting until either A is pressed or the Control Stick is wiggled enough to make him fall off.
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Upon hearing the official 1992 Super Mario Land rap song, one might assume it was commissioned by Nintendo of America. That is not true; instead, the UK musician Simon Harris could not get permission from them, and instead got personal approval for the song from Shigeru Miyamoto.
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In Super Mario Galaxy, this planetoid in the third mission of Ghostly Galaxy is unique in that if Mario performs a long jump on it for long enough without landing, the game will decide that Mario has been falling for so long that a death sequence must be activated, and kill him.
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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 the files of Hotel Mario, audio for a tutorial narrated by Mario can be found. However, Mario is not voiced by his voice actor from the final version of the game, but by a monotone voice likely belonging to one of the developers and intended as a placeholder.
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In Super Mario World, if Mario misses picking up a falling item after releasing it from the reserve box, there is another chance to grab it. Simply wait in the same spot for 18 minutes and the item will reappear from the top of the screen.
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