The BEST Super Mario Facts on YouTube! #4

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[Music] did you know one of shigeru miyamoto's earliest influences for super mario 64 came from watching his pet hamster wander around his room this experience likely influenced not only the size of mario 64's stages but its free roaming camera as well he was also inspired by miniature train sets and dioramas but miyamoto's first thoughts about a 3d mario came years earlier while working on the original star fox his team experimented with a prototype based on the snes super fx chip but the technology just wasn't there yet it ended up taking five more years for miyamoto's vision to become a reality mario 64 was the first nintendo 64 game to enter development in fact work began long before the n64 actually existed so the developers started by making prototypes on a computer and keyboard they didn't have a proper controller for the next six months so they modified some sega controllers for testing these controllers were likely xe1 ap sega genesis controllers which had an analog stick years before the n64 playstation or sega saturn were even conceived about 100 different n64 controllers were developed by nintendo r and d3 and each controller was tested with mario 64 to see if it was up to scratch according to r d3's manager genyo takeda they became more ambitious with each new controller even prototyping a motion sensor wristwatch the watch worked so well that they actually filed for a patent however when the wristwatch was playtested by a focus group full of kids they were confused by how it worked in the end r d3 had to abandon the idea did you know gaming asked mario 64 programmer giles goddard about the prototype controllers and if there was anything memorable from nintendo's tests goddard said there was one prototype joystick i worked on that stood out it was made by a uk company i think and it had the ability to programmatically constrict movement in two axes i thought we could use it to give force feedback or to give texture to certain movements but when i made some test demos with it it felt more like it was stuck on something instead still it was way ahead of its time as there was no such thing as haptics back then ultimately they settled on the n64 controller we know today even though miyamoto was still dissatisfied with it and actually wanted a second d-pad instead of the c buttons the game started out as just mario running around an empty grid with the next character added being mips the rabbit from there the team spent months just perfecting mario's movements and the game's camera ironing out these fundamentals before they built even a single stage assistant director yoshiaki koizumi made nearly 250 different mario animations about 50 of which got cut including a somersault that probably broke mario's fall after a long drop a few animations didn't get cut but ended up virtually useless like the crouching trip kick which koizumi says he made for beating specific enemies that never got programmed into the game to test out different camera systems developers ran experiments like creating a mountain and having marion mips race to the summit then switching the camera and going again they tested out thousands of different camera systems having it locked having it move having it so the player controlled it entirely and so on there was one programmer whose whole job was just working on the camera system and one day he finally came up with a camera miyamoto was happy with but it wasn't long before a nintendo lawyer ran upstairs and told them sega had a patent for switching cameras which sent shockwaves through the entire office they investigated what sort of legal consequences they might face by using sega's patent but ultimately decided to throw caution to the wind and use it anyway praying they wouldn't get sued and they never did mario's face on the game's title screen was originally made for a prototype of mario paint 3d which ultimately released as mario artist paint studio on the 64 dd the game's main menu has an interesting origin as well it's directly based on an sgi graphics demo called buttonfly sgi machines were used to make n64 games and the machine's tools clearly had an influence on how mario 64 was made another influence for mario 64 was licensed asset packs nintendo used sound libraries from the company's sound ideas which can be heard prominently in early versions of the game some early clips used samples of looney tunes actor mel blanc for mario's voice [Music] the game's art director was also influenced by these asset packs several researchers have come countless archives and asset packs to find mario 64's original textures many of mario 64's textures come from the japanese material dictionary datacraft series which have hundreds of photos of natural and man-made objects this use of stock imagery might also be why the background of the shifting sand land features the great pyramids of giza and why the wet dry world uses a photo of casares spain many textures also come from sgi workstations the game was developed on such as the texture from metal mario when it came time to build a mushroom kingdom stages were designed on a fixed path with a flagpole at the end just like classic 2d mario stages but the team decided it'd be more fun if players could wander around freely like miyamoto's hamster exploring his room so they replaced the flagpoles with a series of stars this also freed up cartridge space and reduced the level design workload the designers didn't use blueprints when making levels instead adding and subtracting from levels until they felt right the first stage made was bob battlefield which originally had a river running through it but when the team playtested it they realized the river's current was too strong and could be frustrating so they drained all the water and left a dry valley in its place programmer hajime ajima wanted stages to have destructible terrain which the game would remember one example he gave was the player destroying a block and the game remembering the block was gone for the entire playthrough according to programmer giles goddard half the team was focused on developing while the other half just focused on playtesting they even brought in some children including miyamoto's own son to play test babam battlefield and see what they thought as a director miyamoto was happy to see the kids were all having fun but as a parent he was concerned to see his son trying to run up an unclimbable hill over and over again after a few dozen attempts miyamoto started to wonder about his son's intelligence a couple months later co-director takashi tezuka told nintendo power they'd already made 32 stages and the final game might even have 40 plus bonus areas like the princess's secret slide however the stage count ended up being scaled back and the final game only had 15 stages the overall difficulty was dialed back too according to miyamoto there was a change late in development which made gaps easier to jump than in 2d marios as the team worried players might have a hard time judging distances in 3d this provoked a lot of booing from the staff who felt strongly that the game's difficulty should remain intact a large portion of mario 64's development overlapped with the production of the legend of zelda ocarina of time resulting in lots of ideas originally meant for one game getting switched to the other mario 64 had more puzzles than any previous game in the series with areas like shifting sandland's pyramid feeling more like a zelda dungeon than the mushroom kingdom that's because many puzzles were actually made for ocarina of time but were moved over to mario due to its development being behind schedule taking assets from zelda and putting them in mario 64 was an easy way to speed up development even the castle system itself was initially meant for zelda but got repurposed for peach's castle the nintendo 64 and its three launch titles were originally scheduled to release at christmas 1995 but the launch date was delayed twice so miyamoto had more time to flesh out mario 64. when the game finally launched in june 1996 critics praised it for setting a new standard in gaming it eventually sold 12 million copies making it the best-selling n64 game ever and spawned a whole generation of copycats a long-running trend miyamoto chalked up to nintendo's culture he said i believe we are not making japanese games but are making kyoto games the taste of a kyoto game is different from that of a tokyo game weak yodawites hate to follow the fashion but rather love to set the fashion we really did want to change the culture of gaming then it was in that spirit that we made mario 64. in miyamoto's view this explains nintendo's devotion to innovation and forging their own path while sega and sony's tokyo-based competition always left them following the trends despite all the delays mario 64 actually had the quickest development cycle of any game in the series and the stress took a heavy toll on nintendo's staff the entire game was made by just 15 people and afterwards two of them were so burnt out they quit programming and never worked on another video game ever again it was the end of an era for miyamoto as well mario 64 was the last time he sat on the director's chair in the 25 years since he's only worked as a producer supervising the work of directors and their teams when mario 64 first launched in japan it cost 9 800 yen roughly 100 us dollars miyamoto wins at the price tag and went on record saying mario 64 should have been closer to 60 dollars which ultimately became the price when it launched in america three months later the american version fixed some bugs and had other small updates like mario saying hello on the start screen and rambling in his sleep about spaghetti and ravioli in the original japanese version the princess didn't talk at all for the american update they added the voice of leslie swann the senior editor of nintendo power magazine and also had her localized the game's text 10 months later japan got their own update of mario 64 the rumble pack compatible version shindopa kotayo as the name implies the biggest update was a new rumble feature which stayed exclusive to japan the updates from the us version were brought over as well with more bug fixes the developers also let players summon 40 copies of mario's face on the game's title screen but even after all the updates and extra development months miyamoto still wished he had more time mario was the first game developed for the n64 so the team hadn't figured out how to take full advantage of the technology ultimately lots of content was cut including three separate modes incorporating luigi one was a split screen mode where mario and luigi started on opposite ends of the castle and ended up meeting in the middle another mode was more like a traditional co-op with a camera pulling back to fit both players on one screen earlier versions of the game were even called ultra 64 mario brothers referencing luigi's inclusion and the n64's original name the ultra 64. due to programming difficulties luigi got cut just months before mario 64 hit store shelves the team tried to make up for it by adding a mario bros style mini game with luigi but this was cut as the n64 was only bundled with one controller making multiplayer a rarity for most players at launch immediately after wrapping up mario 64 miyamoto started talking about a sequel in may 1996 he told reporters i couldn't put everything into super mario 64 that i really wanted so we've decided to continue working toward a sequel which will take about a year and a half at least for super mario 64 i believe we have utilized only 60 percent of the whole capacity of the n64 technology he later dubbed the sequel mario 128 and told fans a prototype was sitting on his desk that had luigi as a playable character but he wasn't satisfied just bringing back cut content from mario 64 and was exploring 4-player split screen like in mario kart 64. the sequel would change the gameplay add more enemies and retool the presentation miyamoto wanted to shake off mario's just for kids image by ditching his then iconic peace sign and having him stop smiling and laughing so much for no good reason he even did an interview in japanese playboy weekly to hype it up telling playboy that mario 128 would offer a fresh new experience but in the end the sequel was never finished and footage of it was never made public all the cut content from mario 64 along with all miyamoto's brand new ideas were either recycled into other games or left on the chopping block did you know although he's not a playable character diddy kong is actually in mario kart 64. he can be seen by looking closely at the bus in toad's turnpike driving the vehicle this isn't the only secret surrounding mario kart 64. in the earliest stages of the game's development director hideki kono bought some rc cars for testing purposes after researching their mechanics and physics his team made a mario kart prototype based on a computer simulation of the rc cars but the prototype ended up feeling too realistic to the point where it wasn't actually fun they even had some children try it out but the kids found it totally unplayable as a result the realistic physics were dialed back and very little from the rc prototype ended up in the game's final build later in development a newer prototype of mario kart 64 was shown off at nintendo space world 1995 in japan at this stage of development the game was called super mario kart r with the r standing for rendered as in rendered graphics the prototype featured a number of differences compared to mario kart 64 and even had some music that was never used in the final game which is what you're hearing right now super mario kart r also included kamek the magikoopa as one of its eight races kamek was the primary antagonist in yoshi's island the hugely popular follow-up to super mario world that launched just a few months prior to space world so it made perfect sense for kamek to appear alongside bowser and wario as the game's villains but one kidnapper ended up getting replaced with another kamek was replaced in the final game with donkey kong the vengeful gorilla that kidnapped mario's girlfriend super mario kart r also made use of the feather from the original super mario kart on super nintendo after getting cut during development the feather didn't reappear in the series until mario kart 8 deluxe 20 years later in addition to multiplayer horizontal split screen the prototype also allowed for vertical split screen this option was also cut during development but it's still hidden inside mario 64's internal data you can even unlock it and take it for a spin with a game shark and this cheat code the development process was long and arduous and the developers even suffered a hard disk crash at one point erasing some of their work but according to character designer tomowaki kurowumi the crash was actually a blessing in disguise the models on the character select screen were originally static unable to move or blink but the crash deleted all those models with no hope of recovery so the developers had to make brand new models this time giving them animations an extra layer of polish that wasn't originally supposed to be in the game a year after space world 95 and following an eight-month delay mario kart 64 finally launched in japan in december 1996. there were quite a few details in the japanese version that were changed in the game's international release with one difference right on the title screen in every other region mario is the game's announcer but in japan this role was played by hawaiian actor and radio host john hulettan mario grand prix john told us that nintendo hired him to voice the announcer on wave race 64. then after the recording was finished they slid a piece of paper in front of him without explanation asking him to record just a little bit longer that mysterious piece of paper turned out to be the lines for mario kart 64. john's agent was pretty mad that he never got paid for the role and nintendo even spelled his name wrong in the game's credits five years later that same recording was recycled worldwide in mario kart super circuit even in the english version without crediting john at all congratulations in fact he didn't even know his voice was used in super circuit until we told him luigi had been voiced by at least seven different actors in commercials and television shows throughout the 80s and 90s but mario kart 64 was the first time luigi ever spoke in a video game we've talked about julian bardikov before he's the guy who gave the first 251 pokemon all their french names a few years before that however julian was translating super mario 64 into french at nintendo hq during a break he was playing magic the gathering with a mario kart r programmer one thing led to another and julian was invited to take the prototype for a spin at this point toad didn't have a voice yet so julian volunteered for the role free of charge longtime nintendo's sound director koji kondo managed julian's recording but afterwards told julian he didn't really sound like how he imagined toad but he did sound like luigi so julian ended up voicing luigi instead wario had never been voiced in a video game before either so kondo brought in julian's friend thomas spindler one of nintendo's german translators according to thomas wario was originally conceptualized as a german character not an italian that's why nintendo brought in a german to provide his voice and why wario even speaks german in the japanese version of mario kart 64. he says so i missed which translates into english as oh crap when the game was localized for international release most of the characters voices were replaced including the announcer luigi and wario long time mario voice actor charles martinez took over all three roles but the original japanese recordings did end up getting recycled for both the japanese and international versions of mario kart super circuit as well as mario party 1 and 2. when charles martinez re-recorded the voices for mario kart 64 wario was rebranded as an italian rather than a german we asked charles if he knew anything about wario originally being german if maybe it was his decision to change the accent just like he switched mario's accent from brooklyn to italian a couple of years earlier charles said he'd never even heard about wario being german so it sounds like the switch to italian was probably the result of an oversight by the localization team they gave charles the script without any notes about a german accent so he naturally assumed he'd apply an italian accent just as he'd already done for mario and luigi wario has remained italian ever since but interestingly in mario strikers charged wario was given a traditional german fare as his theme music however it's unclear if this was an intentional reference to his german origins or just a strange coincidence most of the game's billboards were changed as well presumably to avoid trademark issues overseas in the japanese version the billboards were all parodies of formula one sponsors like a mario billboard imitating the marlborough cigarettes logo but internationally the marlboro reference was cut out instead the signs just say mario star likewise parodies of italian oil company egypt motor oil brand mobil 1 and gas station chain union 76 were also changed a mock billboard for the goodyear tire company was revised as well and had been an even more blatant imitation in super mario kart r where the sign originally said good ear when mario kart 64 was re-released on the china exclusive iq player in 2003 the game received brand new box art the game's name was also changed to just mario kart since the n64 never released in china and neither did the original mario kart game on super nintendo the iq version had some differences as well the billboards were all translated into chinese and the shot billboard was changed to an ad for iq the special cup was also renamed the iq cup mario kart 64's race tracks have more hidden shortcuts than any other mario kart as well as the usual shortcuts all but five of the game's 16 stages have shortcuts nintendo never intended what speed runners call skips common examples of this are jumping over the wall in wario stadium or one of the flying leaps on rainbow road in our hunt for secrets we spoke with beck apne the mario kart 64 150cc world record holder according to apni the japanese version contains a skip not possible in the international release on luigi raceway you can hit yourself with shells to bounce over a wall and skip about 90 percent of the race but there are three stages in mario kart 64 with tricks that even abney can't pull off skips that are virtually impossible for humans but another speedrunner drew weatherton spent seven years perfecting a tool-assisted speedrun that could pull them off completing all 16 races in just 18 and a half minutes abney's the world's fastest racer but he will never be able to defeat the machines who have him beat by over 7 minutes hidden inside mario kart 64's internal data there's a function that allows you to alter the y values for every stage in other words you can make tracks steeper or flatter by just a little bit or by a huge amount including all the slopes walls and ramps you can even invert tracks so you're essentially racing on them upside down it's possible the developers created this mechanic just for testing and debugging purposes but considering the fact it's right next to the flag for mirror mode in the game's memory the developers may have intended scaling mode as an unlockable extra regardless of their intent the mechanic is still hidden inside the game and you can try it out for yourself with some game shot codes we've added to this video's description there was also a no item mode scrapped during development in an attempt to appeal to f-zero fans racers were given the option to play without items allowing for more serious competition where carts clumped together in the final lap edging each other out for fractions of a second but focus groups much preferred the game with items so developers just cut the no item mode completely according to tadashi sugiyama who designed most of mario kart 64 stages there were also some race tracks that were cut during development one was a large multi-story parking garage where you'd start at the bottom floor and race up to the top essentially racing in circles but in an upward trajectory this was tadashi's idea for a more realistic location but all the constant turning made some people feel sick so they cut it there was also a track that took place in a huge city with a pond and even a castle where players raced around different kinds of houses and buildings but tadashi says the stage took too long to race through so the city was scrapped too access to digital art tools has become the norm these days with many artists online making use of drawing tablets creating pixel art or simply utilizing a touchscreen device to create pictures within the digital space access to these sorts of utilities wasn't always so simple something which nintendo acknowledged on the super nintendo with the release of mario paint alongside a mouse controller but the company didn't stop there recognizing that with the advancement of technology so too could their players artistic potential today we'll be looking at what could effectively be considered the spiritual successes to nintendo's mario paint the mario artist series the mario artist suite was created by nintendo for the 64 dd an add-on peripheral that was exclusive to japan created for the nintendo 64. the suite is made up of four titles which can be used in conjunction with one another these are known as paint studio talent studio the communication kit and polygon studio these releases were created as flagship software for nintendo's new venture for the nintendo 64. with the first game paint studio being released alongside the peripheral in a bundle consisting of the 64 dd paint studio a nintendo 64 mouse and a rand net internet service subscription originally titled creator then mario paint 64 before being renamed picture maker then mario artist and camera until ultimately it was released on december 11 1999 as paint studio paint studio released alongside the 64 dd as a launch title and was originally intended to be a sequel to mario paint but with the ability to utilize the 3d potential of the nintendo 64. unsurprisingly this title is probably the closest of all of the mario artist games to mario paint often described as a sort of adobe photoshop of the time designed for children this first entry in the mario artists series was commissioned by nintendo from uk studio software creations who had worked creating tools for music production on the nintendo 64 console players can make use of a variety of brushes textures or stamps to create digital art including paintings spraying sketching and even animation various stamps can be used formed from pre-existing artwork by nintendo including the entirety of all the original generation pokemon a wide array of mario related characters banjo-kazooie diddy kong racing and a select few others there's even a unique four-player mode included in the game allowing multiple players to collaborate on a picture at the same time alongside this there are three different 3d environments that can be explored mars underwater and dinosaur land here the player can move through the locations while taking pictures of the creatures which inhabit it often compared to pokemon snap not only this but the player can also edit the textures of some of the creatures next came mario artist talent studio released february 23rd 2000. the software came bundled with the nintendo 64 capture cartridge an adapter that allowed the user to hook up an analog video source such as a digital camcorder or tape player and record movies on the n64 the game is mostly an animation suite allowing the player to create their own 3d characters from a selection of options choosing a character's proportions facial features clothing hair and so on the player can also insert their own images onto 3d models these models can then be used to create movies with the characters dressed in various clothes and accessories animated to sound and music with special effects added on top the game also supports the transfer pack a controller attachment which allows the user to connect game boy titles specifically allowing the player to connect a game boy camera to the system to take photos for use in game a feature that was originally planned for perfect dark before being removed after talent studio nintendo published the mario artist communication kit on june 29 2000. the disc gave players the ability to connect to the internet and rant nets net studio a service that gave users the opportunity to share their creations from the mario artist suite with other rand net users the service provided a variety of contests as well as printing services through mail order the disk for the communication kit also contains content that could be added to other mario artist titles the radnet service only ran for around 14 months before it was taken offline effectively rendering the communication kit unusable the last mario artist disc to be released was polygon studio on august 29 2000 with 3d graphic studio nichimen graphics heading the technical development this entry in the suite contains a 3d graphical editor and allows users to design their own 3d models though with only fairly simplistic control originally called polygon maker the game was announced at nintendo's space world event in 1996 and then renamed to polygon studio for space world 99 by connecting to radnet servers it was possible to order papercraft printouts of user-created 3d models which would be printed and sent to the user for them to cut out and construct their own paper models there are also some bonus mini-games included in this entry such as sound bomber providing a selection of different minigames making use of the player created 3d model within them as well as gogo park which sees the player wind up their creation in order to have it stop before launching off of a cliff the game also includes a particularly strange explorable 3d world called the experimental world within this fast environment are an array of toasters toast included which guide the player through the world so they can find new 3d objects to utilize within the model editor some parts are known as power blocks which provide the creation with the ability to move more quickly software creations the developers of paint studio claimed that the mario artist games suffered from butting heads between nintendo's american and japanese divisions paint studio originally included audio creation functionality but it was decided to have this cut from the game and put into an entirely separate piece of software though this would never be released the pickford brothers who worked with software creations claim on their website the project was caught up in political infighting between noa and nintendo of japan over who was controlling the project and eventually the japanese took control and rejected many of the ideas which had been accepted enthusiastically by the americans steering the project in a different direction after john pickford left software creations to form zed 2 and throwing away loads of work the mario artist suite was said to be even more extensive than the four titles which saw release it was intended for audiences to be able to demonstrate creativity in even more different and varied forms with four more entries in the series being planned but ultimately going unreleased these included game maker graphical message maker sound maker and video jockey maker speaking of content being scrapped these games actually have some relatively unknown or unused data within the communication kit it's possible to view a hidden credit sequence by pressing b on the title screen credits will then begin to scroll and pressing c up will grant control of a cursor by selecting text on screen it will change the person or title from katakana or english into hiragana a hidden video of the late president of nintendo hiroshi yamauchi can be found within town studio where he stumbles over how to talk about what talent studio actually is however the most interesting secret not seen in game can be found in paint studio where the english developers clearly left unused text in the game's data unsavory by nintendo's standards debug text pertaining to the game's initialization includes a fatal error message which reads can't create n64 n64dd manager expect things to up the mario artist games may have only been received by a small audience but some elements of the games did become inspiration for future work by nintendo polygon studios sound bomber behaved as the predecessor to the warioware series including a number of micro games which would go on to be included in warioware though with new names graphics and controls in fact the first level of the original warioware release being played through a boombox is a direct reference to the sound bomber mode not only that but the gogo park minigame served as the predecessor to the chicken race minigame from warioware as well talent studio on the other hand would also serve as the inspiration for a title being developed on the gamecube which was cancelled called stage debut shigeru miyamoto claims that stage debut is actually the direct descendant of talent studio and would have used the game boy advances game i camera add-on connected to the gamecube via the gba link cable to map the user's face onto 3d characters in-game the game was demonstrated with miyamoto and iwata during a press conference and while it was never released the work that went into stage debut would be the basis for nintendo's me characters in 2008 miyamoto stated in my mind it's still alive there's a portion of the stage debut game which essentially became the me's and the me channel so if we were to ask the question of what would we do if we were to make the mis more realistic and lifelike then that might turn into something more like stage debut so of course we still have the staff who worked on that and it's something that is done but in my mind it's something that's always alive the avatars created within talent studio called talents could also be utilized with another game on the 64 dd sim city 64 where they would inhabit the player's own created cities this concept of player-made avatars being used across multiple games creating an almost seamless continuity across the platform would eventually be realized on the wii nintendo designer yoshikazu yamashita believes that much of the work he had done on town studios avatars would become the foundation for nintendo's mies most recently nintendo made reference to the mario artists series within super mario odyssey on the switch with mario being able to purchase and adorn himself with the same outfit seen on the cover of the mario artist boxes of course ultimately these games would never receive english localization and the most obvious reason for this is due to the serious requirement of using a 64 dd add-on for the nintendo 64. as the 64dd never left japan neither did these artistic tools sales of paint studio helped to demonstrate the 64 dd's troubles in japan and gives weight to its lack of localization with this developer software creations estimating that it sold only 7 500 copies with that said luigi blood a preserver of 64 dd games has translated the three games within the suite paint talent and polygon studios in the end much of the work behind this creative suite would be left unseen by the mass market perhaps with that lack of expansive release there were also many potential artists whose works would also remain unseen today we'll be taking a look at nintendo's ever so beloved though perhaps ever so overused character mario nintendo's starlet mario has made plenty of appearances over the years though it can't be all too surprising to know that sometimes his presence can be overlooked this is often because the product in question is either a regional exclusive or the game is simply not geared towards traditional fans of the mario franchise or even gamers at all really we'll start with the earliest game in this episode being released back in 1986 i am a teacher super mario sweater more of a tool than a game super mario sweater was released for the famicom disc system and let players input their clothings measurement sizes and then design sweaters the game was developed by nintendo but was published by royal kogu a japanese appliance company that specialized in the manufacturing of sewing machines the company realized that they'd make a good profit if they could program a sweater designing application with the final product being sold for 2 900 yen roughly 25 us dollars the project was also a way for royal to make more profit through direct orders as designs could be sent to the company so that the player could actually wear their own custom created sweaters some years later in 2001 believe it or not another game was made for this reason as well this was mario family for the game boy color developed by natsume and published by jaguar the game was compatible with the jaguar jn100 or 200 sewing machine a machine that could be directly linked to the game boy color the game had 32 patterns stored in its data interestingly a cancelled spin-off called kirby family was also considered being the same concept but with the kirby series another interesting accolade of mario family is that it was the last mario game to be released for the game boy color jumping back though and more towards what can actually be called a video game over the years mario has managed to wind up in a varied array of scenarios with one of the more popular side jobs for the plumber being his racing career however while many believe mario's first time behind the wheel was in 1992's super mario kart on the snes it was actually much earlier famicom grand prix f1 race released in 1987 for the famicom disk system making it exclusive to the japanese market the player had the option of racing a formula one car either alone on a track or against other mario look-alikes each car had a certain volume of fuel and health which would deteriorate when driving off-road or crashing into walls or other cars of course the player can take a pit stop in order to refill their tank and make some repairs a pit stop that happens to be filled with mario look-alikes though this will take up some time in the race there was a sequel released a year later called famicom grand prix 2 3d hot rally this game as decided to suggest is possible to play in 3d as long as the player wears 3d glasses mario luigi's involvement however remains only on the box another obscure mario game references this cover super mario brothers and friends when i grow up this 1992 us exclusive digital coloring book for the pc included multiple pictures of mario and the gang in different real world situations one of them was the cover of famicom grand prix 2 3d hot rally despite this game never being released in the us super smash brothers ultimate actually has this artwork as an unlockable spirit and mario odyssey has a mechanic outfit and hat for mario in reference to artwork found in the game's manual another game which would fly under the radar came just a year later also on the famicom disk system k taquito mario brothers or return of mario brothers released in 1988 and was an update to the existing mario brothers game as well as being the last mario title published for the famicom there are only a few changes made to the original game there are some new levels the ability to change direction in mid-air retained high scores and the ability to register the names age and gender of players 1 and 2. a new mode was also introduced called nagatanian world which would give the player the chance to continue the game after losing all of their lives but would ask them to win a spin on a slot machine minigame to do so this can only be performed once per game and offers four two or just one additional life after a game over also in this mode the player can get promotional codes after attaining scores over a certain value after 100 000 points a code is given which can be mailed to nintendo for a chance to win a set of mario playing cards after 200 000 points participants were in for a chance to win a copy of super mario brothers 3 which had released just one month prior to kaya taquito mario brothers win or lose the entrance would receive a free mario key ring with the promotion running from november 1988 to may 1989. an interesting and somewhat unique addition to key to mario brothers was the inclusion of advertising these ads would appear during level transitions advertising various mario titles such as mario brothers 3 but also strangely japanese food company nagatanyan who sponsored the game's production the satella view a japanese exclusive add-on for the snes which we brought up multiple times before on this channel also had several mario titles the system would connect to the internet and could be used to download unique games or games with special conditions altered from standard retail titles one of these games is called undake 30 same game though it was also made available in cartridge format for a limited run in 1995. developed by hudsonsoft the game is effectively just a rebranding on the classic solitaire card game monte carlo whereby selecting two icons of the same type next to each other will remove both icons from the screen considering the game's simplicity it shouldn't be surprising that it was distributed as a downloadable title via the sotela view this edition was broadcast every monday at 5 30 p.m and as with many citeleview games it was accompanied by a radio show this particular show starred saguma kazuko the voice of bomberman the show aired from april 1995 for about a year in a similar situation juarez woods had a curious japanese exclusive version while the game received a physical release a special edition was made exclusively for distribution through the satella view in 1997 nintendo published wario's woods buckle show version a game that saw a decent share of contention the title which plays exactly like wario's woods which released on both the nes and the snes internationally but only on the famicom in japan simply replaces various characters from the game with the comedy duo bakusho mandai it was around this time the complaints that nintendo was failing to deliver unique experiences with the satellite service were commonplace and this mildly altered version of a pre-existing title didn't help their case the company distributed a second version of wairu's words on the service called wario's woods again making very few changes from the international snes version though lacking a couple of game modes and dialogue in the story's game mode berto was still removed and replaced by a female cetela view avatar the complaints surrounding the remakes and rebranding of the existing nintendo games wouldn't stop with warrior's words though this next title would be unique to their service and wouldn't be available in any other form on the snes excitebike bunbun mario battle stadium as you can expect with its title was an excitebike remake or sequel if you will featuring a lineup of mario characters the game was developed by nintendo and released in four different episodes with episode 1 featuring mario luigi and toad episode 2 adding wario episode 3 adding peach and episode 4 adding yoshi though removing luigi for some reason non-playable racers would be different coloured koopa troopers what's interesting about this title was its exclusivity with the sutella view the game would be a wholly new creation for the 16-bit era and the only entry in the excitebike series for the snes as it would be three more years before excite by 64's release by exploring the game's data it's also possible to find a bonus game mode which would ultimately go completely unused the title also featured voice acting with one of charles martinez's earliest appearances as mario after excitebike mario would return to a job that he'd taken part in before as a member of a building wrecking crew the original wrecking crew was released in 1985 for the nes as a launch title but the game received a 16-bit sequel for the super famicom called wrecking crew 98. first is a downloadable title with the nintendo power flashable cartridge service in january of 1998 then as a standard cartridge released in may later that year the game sees mario return from a trip outside the mushroom kingdom only to find that bowser has constructed new hideouts across the kingdom as a result his new buildings are blocking out the sun depriving the landscape of sunlight in a bid to counter this mario sets out to demolish the new hideouts with his trusty hammer along his journey he encounters former adversaries from the original wrecking crew including rival form and spike the game featured a full story mode versus mode and a tournament mode its premise is simple players break tiles to line up colors of three or more whilst avoiding various hazards such as enemies that travel down the stage it isn't quite the same as the original wrecking crew but for those that wish to play that title it has been bundled within the game as well this game never had an international release due to the year in which it was released nintendo's different international divisions ended the publication of snes games in 1997 a year prior to wrecking crew 98's release from the sotela view to another peripheral that underperformed the nintendo e-reader was an attachment for the game boy advance which let users swipe special cards through a scanner that interpreted the code the add-on was mostly used for small additions to games like super mario advance 4 where new levels could be added via the cards mario party e was released in 2003 in both japan and north america and is a board game bundled with not just a playboard but 64 cards for the e-reader effectively this was a tabletop game which used the gba to further extend the possible gameplay options off the board each player is given 5 cards and on their turn draws a card from a deckpile the player can then play a card or discard a card the overall goal is to place the three superstar items mario's hat clothes and shoes into the players in play area and then play the superstar card cards give a variety of instructions with 11 mini game cards which can be played cards have an associated coin cost which means the player must have the correct number of coins in play to use them the game is quite simple but if you'd like to see the game in action youtubers fossil arcade have a playthrough video in which they demonstrate the game quite succinctly check the link in the description below and from a physical tabletop game to a virtual one yakuman diaz was developed by nintendo and their close partners intelligence systems famed for their work on the likes of warioware fire emblem and paper mario the game was released in spring 2005 exclusively in japan and is loosely speaking a sequel to the original yakuman released on the gameboy nearly two decades earlier the game is simply a richie majon game with mario and his friends shoehorned in allowing for four players to go up against one another thanks to the ds's wireless connectivity despite being a regional exclusive the game proved to be popular enough to earn a re-release a year later this time taking advantage of the ds's wifi capabilities allowing players to compete online [Music] did you know development of super mario maker 2 began before the nintendo switch had released it's likely that planning for the game started around the same time that the original mario maker's 3ds port had been completed the focus of super mario maker 2 was to build on the first game and add highly requested features that weren't present in the original this can even be seen with the game's internal project name which was titled slopes slope tiles were by far the most asked for feature after the release of mario maker 1 with nintendo even focusing on slopes for their reveal trailer the game's producer takashi tazuka said we knew from an early stage that we wanted to make a sequel and that the theme would be to try and do more than what we did with the first game for us those new ideas took the form of creating new game styles new course parts and items to use in course making and new modes for the playing side as well such as story mode tazooka also mentioned that the luigi assist mode which pops up after the player has died more than once in a story mode level wasn't simply added to help inexperienced players beat the game tazooka stated this is a game about making so i thought it would be fun if there was a way to include a little bit of course making even when you're playing a course like this so we included the luigi assist mode in addition to this tazuka confessed to game informer that the user created content in the mario maker games will likely influence nintendo's level design in future mario games mario maker 2 added several new themes for its game styles developers added desert snow forest and sky themes each with a new arrangement from series composer koji kondo however these themes aren't entirely new the super mario brothers sky theme uses part of the name entry track from versus super mario brothers which was originally released in arcades in 1986. the sky theme also uses several notes from the super mario brothers ground theme featured in super smash brothers brawl which was also arranged by condo part of the super mario world snow style theme also alludes to super mario 64's snow mountain theme nintendo originally tried to implement the super mario 3d world theme so that it would be compatible with the other themes after some work had been put into it developers realized they'd need to make it a completely separate style if they wanted to stay true to the spirit of 3d world one interesting side note is that an earlier version of the 3d world style used mario 3 music in the background the music may have been added purposefully as a placeholder but this could also imply that developers used the mario 3 level style as a base for the 3d world style the development team also considered using bowser's car from 3d world as a vehicle in the 3d world style but they decided to go with the koopa troopa car instead this was because of how difficult it would have been to replicate bowser's car in the game mario maker 2's story mode also has unused or at least unseen features if the player modifies the game to remove the invisible walls in the story mode's hub world and drops off the edge of a platform the screen will fade out as if the player just lost a life the animation even resembles a bottomless pit death from super mario odyssey this may have been a precaution in case players managed to get out of bounds and soft locked the game however it could be a leftover from past mario games as the story mode hub seems to run on the same engine as past 3d mario games the game has more content that players can't normally see such as metal block tiles these kinds of tiles are used to stop players from jumping over spikes that are placed in the highest row of tiles in a level however they can only be seen in the super mario 3d world style levels as the 3d camera goes slightly higher than the 2d styles bringing them into view these tiles exist in all the game styles but can't be seen unless the camera is hacked super mario maker 2 features many new enemies including the angry sun originally used in super mario brothers 3. interestingly angry sun was planned to appear in the original mario maker but went unused files containing the word sun can be found in the game's data the names of these placeholder files suggest the sun could have been used in the mario 3 mario world and new super mario bros styles each game style has two files indicating the angry sun would have had an alternate form like most of the other objects although the original mario maker featured extensive amiibo support mario maker 2 has no support for amiibo whatsoever this could be due to amiibo sales waning ever since their peak sales in the 2015 holiday season costumes in general have also been removed along with the mystery mushroom which previously transformed mario into a random costume on contact mario maker 2 also removed the weird mushroom which would transform mario into a lankier version of himself however weird mario still makes an appearance as an easter egg if a warp door is knocked several times he can be seen in a large range of outfits this is far from the only easter egg in the game story mode course 3 is called hello 3d world not only does this reference super mario 3d world but it also references a test program taught in many computer coding courses the purpose of the hello world program is to illustrate the syntax of computer code and its only function is displaying the phrase hello comma world exclamation point interestingly the japanese name for this course is also hello 3d world in english this is a nod to the fact that japanese programmers code in english as well there are a few hidden references in the author names of story mode courses beyond veiled nods to mario characters these aliases also reference other nintendo franchises the names agent 1 and agent 2 are nods to cali and marie from splatoon not only do the course descriptions resemble kali and marie's speech patterns the names agent 1 and agent 2 are pseudonyms given to the duo in the original splatoon on top of this the course creators celebrity mc and celebrity dj appear to be nods to pearl and marina from splatoon 2. in splatoon 2's octo expansion pearl goes by the name mc princess in marina's chat room similarly marina adopts the moniker dj hyperfresh in the octo expansion super mario maker 2 was also promoted in a few interesting ways to celebrate the transition from the heisei era to the reiwa era in japan nintendo released a short trailer for mario maker 2. japan generally enters a new era when it receives a new emperor and this short trailer references these transitions using mario maker 2's level themes the video starts with the super mario brothers theme as mario 1 released during the showa era the video then transitions into the super mario world theme which released during the heisei era the video finishes off by transitioning into the super mario 3d world style presumably because it's the most recent theme within mario maker 2. on july 17 2019 nintendo partnered up with southwest airlines for a mario maker themed promotion on a flight to san diego for san diego comic con the promotion had passengers play a custom level during the flight the southwest super sky challenge passengers were told that one winner would get a nintendo switch and a 500 southwest gift card however the two companies surprised everyone when all passengers on board were given a switch system for free many features that weren't present in the original mario maker were added to the sequel however mario maker 2 also brought several new oversights and glitches that weren't present in the original game either if the player sets up a scenario where they collect a power-up when going into a door then get hit immediately upon exiting the other side time will freeze in this state not only is the timer frozen all enemy behavior and physics seem to pause on top of this nothing can harm or even kill the player and the player's controller inputs have no response the player character also can't interact with other sprites meaning that level ending sequences can't be triggered and courses cannot be uploaded there's another interesting glitch with a similar setup that also affects course endings if the player enters a door at the same time as collecting a power-up then overlaps a goal post while exiting the door they'll be able to continue moving around the level even though the course is completed the player will be able to control their character for about 20 seconds after touching the goal then the level will end as normal it's also possible to break some limits within the game due to oversights the game restricts how many objects can be placed in a level such as pipes that have coins in them the game eventually stops the player from putting coins in pipes but the player can continue to copy existing pipes with coins in them breaking the limit however doing this and saving the level will result in the game saying the course data is corrupt the game will then delete the level there's another glitch that has been described by some as the most bizarre glitch in the game to perform this glitch the player must first place 99 blocks on tracks and then place a big thwomp on a track the player must then remove the track that the thwomp is on then press undo the game will now operate as if the thwomp is on a track even though it isn't the player must then remove all the other tracks and blocks then copy the thwomp 35 times into the same spot doing this creates a so-called black hole object will adopt various strange properties if they overlap the thwomp it also becomes possible to stack objects that cannot normally be stacked such as pipes using this glitch can lead to some very interesting results such as creating a giant semicircle out of fire bars similar to the glitches that exceed object limits these levels are described as corrupt if the player tries to save them and they cannot be uploaded here we go you
Info
Channel: DYKG Clips
Views: 142,294
Rating: undefined out of 5
Keywords: super mario, mario, super mario 64, mario 64, mario kart 64, mario kart, nintendo 64, n64
Id: CMr3EG70_Vk
Channel Id: undefined
Length: 57min 31sec (3451 seconds)
Published: Fri Jan 08 2021
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