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"The video game experimental group engaged in a 3D-platform video game training over a period of 6 months. [...] After training, a within-subject increase in grey matter within the hippocampus was significant only in the [video game] training group, replicating results observed in younger adults."
Original study:
https://pubmed.ncbi.nlm.nih.gov/29211727/
Supper Mario Broth post:
https://twitter.com/MarioBrothBlog/status/1522949969363324934
https://pubmed.ncbi.nlm.nih.gov/29211727/
Supper Mario Broth post:
https://twitter.com/MarioBrothBlog/status/1522949969363324934
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subdirectory_arrow_right Mario (Franchise)
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Starting with Super Mario 64, the Koopa Troopa's voice is an incredibly short snippet of "HUMAN, YELL - YELL: FEMALE", a sound effect of a woman gleefully screaming from the Best Service Voice Spectral Volume 1 sound pack, modified into different pitches and speeds. In some games, a different snippet from the sound effect is used to represent Koopa Troopas screaming or being frustrated.
Best Service Voice Spectral Volume 1:
https://www.youtube.com/watch?v=VWCEgbkTJTY#t=89
Koopa Troopa voice clips from different games:
https://www.youtube.com/watch?v=pbecF6Kn4U4?t=56
https://www.youtube.com/watch?v=VWCEgbkTJTY#t=89
Koopa Troopa voice clips from different games:
https://www.youtube.com/watch?v=pbecF6Kn4U4?t=56
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Further analysis of the source code indicates that Motos were intended to be connected to Bullies, which are labeled "Otos" in the source code and use sound effects that are also associated with Motos. Additionally, the code contains a filename for an "icemotos" miniboss in Snowman's Land, and the "Bully the Bullies" star in Lethal Lava Land is internally named "bigmotos," implying that at least two variants of Motos were conceived as minibosses before being replaced with Big Bully and Chill Bully in the final game.
Additional data in the Gigaleak indicates that at some point in development, Motos was reconfigured into a boss version of the Chuckya enemy, labeled "Katsugikun" in the source code, before being scrapped altogether. Unlike Motos, no assets for Katsugikun exist other than a filename and behavior code.
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In-game footage:
https://www.youtube.com/watch?v=8gf67T8McHw#t=689s
Clear photo of the F:
https://twitter.com/MarioBrothBlog/status/965519097932013569/photo/1
https://www.youtube.com/watch?v=8gf67T8McHw#t=689s
Clear photo of the F:
https://twitter.com/MarioBrothBlog/status/965519097932013569/photo/1
subdirectory_arrow_right The Legend of Zelda (Franchise)
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According to Shigeru Miyamoto, the design of the Deku Baba enemies in The Legend of Zelda series were a cross between a dog and the giant snapping Clams from Super Mario 64.
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During a stream of Super Mario 64, Twitch user DOTA_Teabag accidentally warped upwards in Tick-Tock Clock while trying to land on a platform on the first floor. While similar to a glitch in Bowser in the Fire Sea that allows Mario to warp into the caged portion of the level from the platform directly below, DOTA_Teabag's version did not rely on any hang-able ceilings being above Mario during its performance. This prompted Super Mario 64 analyst and Youtube personality Pannenkoek2012 to offer a $1000 reward to anyone who could submit a recording of themselves replicating the glitch in Mupen64 (a Nintendo 64 emulator) under the same criteria as when DOTA_Teabag discovered the glitch, with the purpose of reverse-engineering it.
At the time of this writing the bounty has not been collected.
At the time of this writing the bounty has not been collected.
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The Wing Cap theme is actually the "Powerful Baby" theme from Super Mario World 2: Yoshi's Island, but sped up and featuring different instruments.
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The level select sound that occurs after the player jumps into a painting is actually the first few notes of the Super Mario Bros. overworld theme but with vocals.
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A rideable horse was discussed during early development of the game but was never included. This idea eventually made it into The Legend of Zelda: Ocarina of Time as Link's horse, Epona.
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In addition to the red, blue, and green switches, there was originally going to be a yellow switch too. When used in game, the switch is automatically set to the "on" position for unknown reasons.
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There's unused text that may have been spoken by a Boo upon entering Big Boo's Haunt, saying "Eh he he... You're mine, now, hee hee! I'll pass right through this wall. Can you do that? Heh, heh, heh!" It was likely removed because no mission involved chasing a Boo through the Level.
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If you pick up Tuxie the baby penguin after returning her to her mother, the mother penguin will angrily follow Mario around until Tuxie is put back down.
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Early in development, there was originally going to be a level-cleared flagpole. However, the developers felt that scouring the land for hidden items was better, so the flagpole was scrapped. It would later be included in Super Mario 3D Land, and Super Mario 3D World.
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In a late pre-release build, stars that have already been collected are in grey shades instead of the dark blue seen in the final version. This was shown during E3 '96 when demonstrating the game before its release.
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