How Mario Wonder Fakes its Mini and Mega Effects

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Published 2023-11-20
This might be one of the most interesting Super Mario Bros. Wonder modding discoveries yet, thanks to ‪@jupahe6448‬ for looking into it and telling me about it.
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Hello everyone, Rimea here!
On this channel I mainly make videos on modding Mario games such as New Super Mario Bros. U or Mario Kart 8 Deluxe and related topics.
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All Comments (21)
  • @arabidllama
    This is also likely why this effect is used for the first Bowser Jr. fight in particular - the room has to be a simple rectangle to maintain the illusion, rather than the more complex rooms for later, "harder" Bowser Jr. fights.
  • This makes me wonder if one day, people will figure out how to resize the stage in tandem with these effects to create a true mini and mega wonder effect.
  • @PaulFisher
    The fog effect is pretty clearly visible on video, at least on the zoom-out (room becomes big/you become “small”). This is a really clever trick! I love to see games get reverse engineered to see behind the curtain, and you’re doing a great job explaining and demonstrating the work.
  • @NIMPAK1
    Makes me wonder if you could have a fake Mario Galaxy affect by being in Wubba form and having the camera rotation tied to player rotation.
  • @sawdunk1371
    This reminds me of a game called Outer Wilds- the physics engine of that game doesn't allow for jumping, so the devs worked around it by making the entire game universe move under the player to make it seem like they jumped.
  • @mruglehface
    This also means that the players physics can be changed with wonder effects without using the metal Mario transformation
  • @RipVanFish09
    When you slow down the footage, the fog in the background not changing size is a lot more obvious. Honestly, it adds to the effect in my opinion.
  • @RKIOrbMage
    That’s the most interesting thing i ever heard about this game. Really weird how they did it, the illusion is so well done that you dont even notice. Your explanation was amazing!
  • @Alzter0
    This makes a lot of sense. If you're only going to change the player's size in this one boss fight, why bother having to program scaling hitboxes and have to fix all of the inevitable jank that arises from attempting to change a player's size?
  • @therealohead
    The first level editor for Super Mario Bros released almost 3 decades after the game came out. Fushigi is being worked on not even a month after SMBW's release date. Wild
  • @cataquack4187
    It was all an illusion? That makes alot of sence why Playermorphtype 8 and 9 did not Change the players size. I do hope to see one day a Custom WonderFlower which can modify players size if that's even possible.
  • @cold_soup_
    that's really cool. good example of working smarter and not harder
  • @witherslayer8673
    honestly, this is more impresive than if you were actualy resized, realy puts a sence of WONDER in what the game devs can do
  • @xXBlueSheepXx
    Are there any other weird game programming workarounds in this game? I would love to see more videos about this!
  • 3:41 That was the greatest thing I've ever seen Also the fog not changing was somehow a happy accident cause it makes the aesthetic change of the fight even better
  • @PixelShiftss
    My initial guess was they were using foreground and background for the sizes, I was shocked to hear that the room gets bigger lol.
  • @_skorme
    I relly enjoy watching your videos and shorts. Not only are they very interesting in terms of subject matter, but I think you have a very nice narrative voice. I find it very pleasant to listen to you explain things. Especially as you do this in a very understandable way. Keep up the good work!
  • @TarkSR
    you’ve been popping off with these Wonder modding vids, keep it up Rimea.
  • @sunwarrior25
    I know that a lot of players might gripe about "a lack of effort", as per usual, but seeing how tricks like this work is perfect for anyone looking at getting into game design. Good stuff!