post any random Mario thought on your mind

I think that using the Olympic Games as the reason for Mario and Sonic to crossover was a really cool idea, but it's a shame that the actual games I played from that series were kind of mediocre.
 
It might have been fun if the gang had contextually appropriate nations to represent at the Olympics instead of per character flags. So...
CharactersNation
Mario, Luigi, Peach, Toad, Toadette, BirdoMushroom Kingdom
DaisySarasaland
Bowser, Bowser Jr, Larry, Ludwig, Wendy, Dry Bowser, Boom BoomKoopa Kingdom
Donkey Kong, Diddy KongDonkey Kong Island
YoshiYoshi's Island
RosalinaSpace
NabbitIndependent
WarioIndependent (I don't think they'd reference WarioWare any further than WarioWare, Inc., and Wario is always only in things for himself anyhow)
WaluigiIndependent
Dr. Eggman, Metal Sonic, Egg PawnEggman Empire
Jet, WaveBabylon
Zavok, ZazzLost Hex
KnucklesAngel Island
BlazeSol Dimension
Every unlisted Sonic character would sign under Independent. (There's a chance Eggman Nega would sign under the Eggman Empire, but he hates vanilla Eggman so I feel like he wouldn't.)

(And yes, there would absolutely be a silly story reason for the International Olympic Committee agreeing that the non-existent Eggman Empire counts as a nation. Eggman has his ways.)
 
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I was trying to look for a Bowser level theme, wtf is that first prediction

I swear this screen cap is not doctored and I have search history disabled

bowsf.png
 
I've been playing Super Mario Kart at my local library recently, and dear God, the controls stink. The drifting is inconsistent as hell. When I want to turn slightly, I go crashing into the inner wall, but when I want to drift sharp, I veer wildly and end up off-road. I've gotten better, but it's still really tough to overcome

Is it just me, or are the controls just terrible?
 
Veteran Mario Kart player here. Mario Kart titles prior to Mario Kart DS didn't control fantastically and were quite slippery. This is especially true of Super Circuit, which I believe tries to imitate Super Mario Kart's control scheme. I dunno, I've never played Super Mario Kart, and I have no desire to. If I wanted to play a kart racing game in a 2D sprite based engine, I'd just put on Sonic Robo Blast 2 Kart.
 
I would be fine if Mario's mobile game period was left behind as a brief experiment. I wasn't really in the audience for it in the first place though, so I'm curious if other's feel the same way.
 
Mario Kart DS was the first video game I ever played, and I played it endlessly for hours on end for years. So I guess I had gotten so used to the controls for that game that I was expecting them to be the same for Super Mario Kart.

Heck, it's not just Super Mario Kart. I actually started by playing Super Mario Bros 3, and the controls for that game were about as slippery as a tobacco salesman in the 1950s. I cannot tell you the amount of times I game-overed just from trying to get to the tower in World 1. It was insane! Specifically, Mario's traction when he stops running is bad. He doesn't stop immediately; he keeps running a couple steps before coming to a halt. That causes him to run straight into enemies on the ground or fall into pits, and it cost me endless lives because I couldn't stop right when I wanted to. Seriously, I expect that sort of slipperiness from Luigi. He doesn't have his usual higher jump and lower traction in this game, but I can't imagine how much worse I would have fared if he did.
 
Mario Kart DS was the first video game I ever played, and I played it endlessly for hours on end for years. So I guess I had gotten so used to the controls for that game that I was expecting them to be the same for Super Mario Kart.

Heck, it's not just Super Mario Kart. I actually started by playing Super Mario Bros 3, and the controls for that game were about as slippery as a tobacco salesman in the 1950s. I cannot tell you the amount of times I game-overed just from trying to get to the tower in World 1. It was insane! Specifically, Mario's traction when he stops running is bad. He doesn't stop immediately; he keeps running a couple steps before coming to a halt. That causes him to run straight into enemies on the ground or fall into pits, and it cost me endless lives because I couldn't stop right when I wanted to. Seriously, I expect that sort of slipperiness from Luigi. He doesn't have his usual higher jump and lower traction in this game, but I can't imagine how much worse I would have fared if he did.
hm... that's odd, I haven't really seen SMB3 described as slippery before. He's not as heavy as he is NSMB or Wonder, but it really doesn't feel slippery to me. Maybe I'm just so used to it. The only mario game I would really describe as Slippery is the first one (or any game with Luigi's Characteristics) SMB3 has always had a nice feeling of momentum to me without going full into that like sonic. That's interesting though!
 
I would be fine if Mario's mobile game period was left behind as a brief experiment. I wasn't really in the audience for it in the first place though, so I'm curious if other's feel the same way.
My phone's is too old to run modern mobile games, but I think continuing to experiment is worth a shot. There's a few different structures that haven't been tried yet, like an asynchronous multiplayer game (Mario Party) or a less bloated high score chaser (Endless Donkey Kong Arcade?)
 
Sinking Scaffold Sinkhole is still as difficult as I remember it. In fact, it might be moreso on Switch without motion control available for the camera like the Wii U version had.

Captain Toad causing the Inverted Pyramid to rise is probably what allowed Bowser to get into the Underground Temple to steal the Binding Band. At least, that's my headcanon, which is fun. (Also, while I get the idea of swapping the ending of Treasure Tracker to point to Super Mario Odyssey instead of Super Mario 3D World, not having an extra cutscene to bridge Treasure Tracker and Odyssey like Treasure Tracker to 3D World does make the ending weaker than the original game.)

I don't like Mine Cart Cascade Crusade. I think its too spread out and loses the appeal of the more compact Mine Cart courses seen in the rest of the game. Its also fairly difficult to deal with throwing Turnips around the dinosaur skeleton's bones without motion controls. It doesn't feel quite as much like a miniature version of the Cascade Kingdom because of how the floating terrain is positioned; there shouldn't be a floating island below the rest of the area, but there is because that's how a Mine Cart course works.
 
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If Monolith's Mario World (The first Flash game demo released in 2005) ever saw its completion, what other bosses do you think could have been added to the worlds past the second one? The first world, Green Fields had a boss battle with Iggy Koopa, and the second world, Mystery Woods had a boss battle with a giant Monty Mole.
 
🎵 i don't want no fly guy🎵
🎵 i just want a shy guy 🎵

thank you diana king for predicting my preferences all the way back in 1995. i would love to have a propeller on my head but i much prefer shy guys to fly guys for some reason
 
They know Mario and Luigi move together in that formation so they designed that defense system exactly like that. It's foolproof! Just don't let them access someone who can teach them how to electrocute and burn each other...
 
I know it wouldn't sell at all, but it would be extremely cool to have limited edition consoles whose colors were based on the equivalent systems shown in that console's WarioWare game. Like, imagine a Wii U with the colors of the Game & Wario console, or a Switch with the colors of the Get it Together console.
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Screenshot 2026-10-22 at 6.01.18 AM.png
 
One Mario Kart headcanon I remember having (before learning the difference between Dash Mushrooms and Super Mushrooms) is that the racers put mushrooms into the engine of the car, and thats what made it faster. For golden mushrooms, they just had a LOT of mushrooms to use.

Might not be worth noting, but my first Mario Kart game was Wii.
 
You ever think about how 9-Volt, the biggest Nintendo fanboy ever, finally got isakaied into a video game... where he wound up being the game's worst character. I don't think he realizes how bad he is.

9-Volt's strengths in WarioWare: Get It Together! are supposed to be that he's the fastest mover, he has a projectile, he shoots in one direction while moving in another, and that he doesn't automatically jump, with his weaknesses being that he moves automatically, can only shoot upward, and must shoot handles to gain altitude because he can't jump. The first strength is superseded by 18-Volt, since he shoots projectiles extremely quickly in any direction and because projectiles can collect items in this game. The third strength is rarely utilized in the game's design, as collectables and targets are usually spread out in the air and not between the ground and the air, meaning in most cases 9-Volt has to shoot everything. (I think the main exception is Treasure Hunt (microgame), where the treasure might spawn on the ground or fall there from higher up because they're physics objects.) Meanwhile, 9-Volt's weaknesses are often accentuated. Since most microgames are strictly timed, and 9-Volt moves automatically and has to time his shots rather than being able to freely aim, each microgame only has a limited number of times where 9-Volt can take shots that move the microgame toward completion. Miss enough of those, and you're finished, irrespecitve of 9-Volt's movement speed. As the game's speed increases, its harder to shoot corresponding to those correct times. Additionally, of the characters who need to use handles to move vertically, 9-Volt has the hardest time using them because he has to wait for the shot to line up instead of aiming.

On the bright side, the game sometimes underestimates 9-Volt. For instance, it says he's a bad fit in Ride the Line but he's actually surprisingly good. This is in part because its one of the few microgames where he can leverage his fast ground speed, in this case to quickly return a collected part from the screen edges to the center where the object is being assembled. He also wasn't too bad in Super Mario World (WarioWare: Get It Together!), but I haven't tried the endless challenge for that. Also, being underestimated probably gives him a better score multiplier in Wario Cup, so there's that.
 
9-Volt really got done dirty in that game, though I think the worst character to use here is Kat & Ana. Their constant jumping is so annoying to work with.
 
The most underrated Mario game is Brothership, the first sea has flaws but the game gets really good in the second sea, it's a shame that a lot of people didn't pass to the second sea, the game is very long but I don't see it as a problem, hopefully we get another game in the future.
 
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