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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
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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.
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
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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"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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The first-ever footage of Luigi as a playable character in Super Mario 64 was discovered through an old VHS tape in 2023. The footage was captured by a Japanese broadcaster recording footage of Nintendo's 1995 Space World trade show in Japan for a TV program covering the event. Despite this, the footage of Luigi is not actually the primary focus of the clip and as such can barely be seen at all. The video shows Luigi falling back down after performing a spin-jump in what appears to be a red and white test area.
subdirectory_arrow_right Super Mario 3D All-Stars (Game), Super Mario 64: Shindou Pak Taiou Version (Game)
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subdirectory_arrow_right Super Mario 64 DS (Game)
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In early development of the game when Nintendo were working on character movement and camera angles, they only had two characters; MIPS the rabbit and Mario. MIPS was planned to be just a testing dummy, but made it into the final game because they didn't want to part with him.
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MIPS, the rabbit in the castle basement, is named after the MIPS (Microprocessor without Interlocked Pipeline Stages) microprocessor. The Nintendo 64's CPU runs on a MIPS Microprocessor, so the name was chosen for the rabbit.
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As early as January 1997, a cancelled sequel for Super Mario 64 was in development, commonly called "Super Mario 64 2" or "Super Mario 128" (not to be confused with the tech demo of the same name) for the failed Nintendo 64DD expansion. Only one demo was ever made, but was never shown to the public. Luigi was planned to feature in it as a playable character, and anywhere from two to four player co-operative play was planned. Shigeru Miyamoto once said he hoped to make the game as complex as Banjo-Kazooie, and joked that the box art for the game would be green if the demand was strong enough for Luigi.
DidYouKnowGaming video:
https://www.youtube.com/watch?v=glC3zXaJjtQ
Nintendo Power January 1997 interview:
https://web.archive.org/web/20110927050910/http://www.miyamotoshrine.com/theman/interviews/0197.shtml
The 64DREAM December 1997 interview [source originally provided by ThisGuyInTheSuit]:
https://yomuka.wordpress.com/2013/03/29/itoi-miyamoto-interview-64dd/
IGN May 1998 interview:
https://archive.ph/20130902112235/http://www.ign.com/articles/1998/05/27/miyamoto-shows-off-zelda-64
Nintendo Power November 1998 interview:
https://web.archive.org/web/20010710092355/http://www.nintendo.com/games/gamepage/developerinfo.jsp?gameId=147
Nintendo Power December 1998 interview:
https://archive.org/details/subscriber-bonus-previews-99-top-tips-98/page/n1/mode/2up
https://www.youtube.com/watch?v=glC3zXaJjtQ
Nintendo Power January 1997 interview:
https://web.archive.org/web/20110927050910/http://www.miyamotoshrine.com/theman/interviews/0197.shtml
The 64DREAM December 1997 interview [source originally provided by ThisGuyInTheSuit]:
https://yomuka.wordpress.com/2013/03/29/itoi-miyamoto-interview-64dd/
IGN May 1998 interview:
https://archive.ph/20130902112235/http://www.ign.com/articles/1998/05/27/miyamoto-shows-off-zelda-64
Nintendo Power November 1998 interview:
https://web.archive.org/web/20010710092355/http://www.nintendo.com/games/gamepage/developerinfo.jsp?gameId=147
Nintendo Power December 1998 interview:
https://archive.org/details/subscriber-bonus-previews-99-top-tips-98/page/n1/mode/2up
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If you jump up and down in a shallow pool of water, you can occasionally see a fish jump out of the water with you.
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In the original Japanese version, if the player runs to where a key will land after defeating Bowser in the Dark World or Fire Sea, presses C-Up and looks somewhere, Mario will keep looking in that direction during the key collection cutscene.
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