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Digital Byte's Blog

@digitalbyte357 / digitalbyte357.tumblr.com

Hello. My name is Digital Byte. Iโ€™m a 31 year old autistic person who loves to draw, play video games, and listen to music. I love Nintendo, My Little Pony, Kingdom Hearts, Fullmetal Alchemist: Brotherhood, Doctor Who, Steven Universe, Jojo's Bizarre Adventure, and Pokemon. :) This is my blog where I post stuff. :) Icon by @sapphireliz. ๐Ÿ˜Š
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After playing as them a few weeks ago since theyโ€™re coming to Overwatch 2 soon, here is a drawing of the new hero, Venture. ๐Ÿ˜Š A member of the Wayfinder Society, an archeological research group, Venture is an explorer who loves to find ancient ruins and treasure with the help of a large drill. Fitting with the archeological theme of them, Venture can dig below ground which can be useful for avoiding danger. Their drill can also pack a wallop, bring in the pain to anyone nearby, either above or below the ground. Ventureโ€™s really fun to play once I tried them out. ๐Ÿ˜Š

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In the Super Mario 3D World style of Super Mario Maker 2, if a Koopa Troopa is immediately bounced off a trampoline upon exiting a Clear Pipe and then only touches trampolines from that point on (without touching the ground or any other objects), it will be frozen in a "happy" animation for the duration of the bouncing, as seen in the footage.

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In Super Mario Bros. Wonder, enemies that do not appear together in the same area during finished gameplay nevertheless have correct interactions when the game is edited to put them together, such as the Urchin correctly bouncing on the Hoppo in the footage.

Unlike the New Super Mario Bros. series games, where interactions of objects were programmed in on a case-by-case basis and would as such result in unintended combinations of objects simply not working, Super Mario Bros. Wonder uses a completely different approach to coding that appears to be inspired by the Super Mario Maker series instead, where each object is expected to interact with each other object.

Instead of programming individual interactions, each object is part of a hierarchy of object types that inherit interaction from their parent types, allowing e.g. each enemy to inherit the "bounce on bouncy surfaces" property despite the finished game not using it for that enemy. Whether this was merely inspired by the ease of editing courses in Super Mario Maker, or indicative of Nintendo wishing to implement Super Mario Bros. Wonder into a new Super Mario Maker game, is currently unknown.

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In Super Mario World, an object is considered as being offscreen if the leftmost edge of it is offscreen, regardless of how much of it is still onscreen. This causes all of the object's interactions with Mario to be turned off.

Most of the time this is not relevant or noticeable as Mario is usually near the center of the screen and most objects are so small that if their left edge is offscreen, the object would likely fully leave or fully enter the screen in the following frames anyway.

However, there is ironically a situation at the very beginning of the game where this oversight can be experienced in a way that is very noticeable. Immediately at the beginning of the first level, Yoshi's Island 1, a Banzai Bill comes flying in from the right. If Mario follows it to the left edge of the screen, he will be able to jump through it unharmed as soon as even a single pixel of it leaves the screen, as seen in the footage.

Main Blog | Twitter | Patreon | Small Findings | Source: SMW (NA, SNES)

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