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@MarioBrothBlog

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Additional obscure Mario content for https://t.co/WGZ0KZl7sR. Now on Patreon: https://t.co/Lu5mcw7vVK

Joined April 2016
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@MarioBrothBlog
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8 years
All content posted on this account complies with a veracity policy that is outlined in this pinned Tweet for easy reference.
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@MarioBrothBlog
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Due to the forced diagonal-down perspective in Paper Mario: The Thousand-Year Door, a trick is employed whereby Mario actually walks faster towards/away from the camera than alongside the camera to create the illusion of smooth movement from that angle in particular.
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@MarioBrothBlog
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Super Mario RPG contains an unused scene in its code that is a duplicate of the Peach scenes from Booster Tower, but with its dialogue overwritten by the Count Down boss messages. The result is a scene that unintentionally appears cryptic or ominous.
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@MarioBrothBlog
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I apologize once again for having made that post back then while overlooking this crucial detail in the source text. I am committed to accurate information and I hope that I have been able to live up to a standard of veracity since. Thank you all for your continued support.
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@MarioBrothBlog
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I am deeply grateful for this appreciation of my post, however, please note that the original post was deleted in accordance with the Supper Mario Broth veracity policy. Mario does not "die and go to hell" - he is sent there directly while still alive.
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@MarioBrothBlog
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In Super Mario Maker 2, the Dry Bones Shell has mysterious "fate-sealing" properties. As long as Mario wears it, the RNG is locked in place, so that events that should have an unpredictable outcome play out the exact same way every time.
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At release, a glitch existed in Mario & Luigi: Brothership where Mario and Luigi could be "overwhelmed by gifts". If a fight dropped too many gifts, the prompt to open them would vanish and Mario and Luigi would be forced to look at them forever without being able to open them.
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@MarioBrothBlog
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The 2005 print ad for Mario Party Advance is bafflingly inaccurate, with only 14% of art assets being from the actual game, and 50% of art assets depicting things that do not appear in the game at all. Below is a detailed breakdown.
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Addendum: as pointed out by Mario Kart 64 expert @abney317, this depends only on the position of the last out-of-bounds; the multiple-rescue scenario in the post merely provides a consistent setup for it. I hope the unintentional impression of Lakitu quitting is still notable!.
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In Mario Kart 64, it is possible to "annoy Lakitu into quitting". If the player keeps driving out of bounds in Frappe Snowland and get rescued by Lakitu, at some point Lakitu will drop the player into the water and no longer perform any rescues.
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Addendum: as pointed out by reader @Jayarrpee here: the starbursts were also made to expand in the GBA ports of DKC and DKC2, which provides additional evidence that this was originally a mistake that was fixed after being noticed!.
@Jayarrpee
JRP
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@ArchivistRyan @MarioBrothBlog Not wanting to step on Broth's toes here, but. I don't have DKC2 or 3 to check against but in DKC1 on GBA they expand.
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Normally, starburst visual effects are meant to expand to show an impact. In the Donkey Kong Country games, the effect instead contracted until the third game, which suggests it could have mistakenly been coded to animate in reverse until this was finally noticed.
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For an unknown reason, the Greek version of the Donkey Kong Country cartoon series (called ΝΤΟΝΚΥ ΚΟΝΓΚ) added a smug Donkey Kong face as part of the logo that is absent from all other localizations of the cartoon, where the logo is made out of words only.
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A 2004 internal Nintendo DS diagnostic cartridge contained various graphical tests, among them this "Rotating Mario Cube". A faulty unit would not be able to properly rotate the cube.
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An immensely obscure tiny detail in Super Mario Sunshine is that Strollin' Stus have heightened awareness of Mario if he has no water left. Pumping FLUDD with no water makes them notice Mario from much further away. This took players 22 years after the game's release to discover.
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The Game & Watch: Super Mario Bros. has a bizarre error whereby four of the languages of the Mario Drawing Song are mixed up, so that e.g. selecting "French" will play the song in German. Nintendo has officially acknowledged the issue, but never fixed it.
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In Paper Mario: The Thousand-Year Door, two mistakes in enemy programming result in a humorous scenario where an enemy can attempt to counterproductively "heal" a fellow enemy's beneficial status effect by using an item that can't even remove that effect in the first place.
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In New Super Mario Bros., a relatively simple sequence of actions results in the game failing so spectacularly that it crashes even the internal crash debugger meant to handle such situations.
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Internal names for WarioWare, Inc.: Mega Microgames reveal that the developers named some microgames after games Nintendo does not have the rights to, but changed the spelling to avoid potential copyright issues, such as "BAC MAN", "DRARAN QUEST", "BEETMANIA" etc.
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The "Staying Asheep" sheep-counting minigame in WarioWare: Twisted has no maximum speed limit. A theoretical player with superhuman reflexes can make the sheep go increasingly faster indefinitely.
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Normally, NPCs in Mario games are bothered very little by Mario attacking them, to make the interaction seem harmless. However, in Bowser's Fury, the way the mother cats' animations work result in them crying specifically as a result of being attacked, making Mario appear cruel.
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