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I show every one of Mario’s animations in sequential order. Mario has 209 animations, indexed from 0 to 208. In addition to each animation’s index and timer, I also display a description for that animation, which is just something I wrote myself. These descriptions aren’t official or anything, and I may change some of them in the future if I think of better names for them. So don’t take them as gospel. Note that for some animations, I put their descriptions in red to highlight that I couldn’t find any way to legitimately produce them in game. Peter Fedak also searched through the game’s code and couldn’t find any action that produced them. Thus, I believe these to be unused animations that were left in the game. Perhaps the most interesting of these are the crying animations, shown at 3:59. Note that Mario’s position and angle remain unchanged throughout the video. So any deviations from that position or angle are purely visual. For example, even though Mario appears to face away from the camera during the sideflip (7:14), his actual angle is still facing towards the camera. Note that one cannot simply modify Mario’s animation value to see that animation, since the animation value would just get overridden to its correct value by the next frame. Thus, to make this video, I had Peter Fedak create a ROM hack that allowed the user to modify Mario’s animation and have the new value persist [https://www.dropbox.com/sh/jebbmcjbr0...]. Once I had the ROM hack, I made a branch of STROOP that could automate this video. Firstly, I made STROOP display the animation index, timer, and description so that I could overlay them onto the video. Secondly, I made STROOP increment Mario’s animation each time that the current animation had been adequately shown. I defined “adequately shown” as: [the current animation has been out for at least 50 frames] and [it’s been at least 20 frames since any new timer values occurred for the current animation]. The first condition ensures that even short animations are shown for at least 50 frames. The second condition ensures that every unique frame of the animation is shown, with 20 frames at the end as a buffer. These 20 frames will either be the animation paused on the last frame or looping - whichever the animation is programmed to do. For anyone interested, here’s a list of the animations shown in the video: https://pastebin.com/raw/JfMBnupf. Unused animations are prefixed with a ~.