Mario Circuit: Difference between revisions

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*If a fighter is caught by a [[Boss Galaga]] or [[Beetle]] before the stage scrolls to the section where the road is above the fighters, but breaks free as the stage scrolls to that point, they may get stuck "inside" the road and constantly be knocked back and forth, taking damage until they are blasted outside of the road.
*If a fighter is caught by a [[Boss Galaga]] or [[Beetle]] before the stage scrolls to the section where the road is above the fighters, but breaks free as the stage scrolls to that point, they may get stuck "inside" the road and constantly be knocked back and forth, taking damage until they are blasted outside of the road.
*Karts driven by [[Toad]]s were planned to appear, probably similar to the Shy Guys' role in the same stage.
*Karts driven by [[Toad]]s were planned to appear, probably similar to the Shy Guys' role in the same stage.
*Though normally impossible to land on, jumping on top of the bridge while the stage is landing on the first bridge stop will KO the player.
*In the 2 stops which feature the road to the side of the platform as a wall, it is possible under some conditions to get on top of the road's terrain. Since this is above the upper blast line, it will always result in a KO however.
*Rarely, if the stage is played for 15 minutes or longer, it may restart twice, the first time being the correct looping process and the second time being as if the stage was restarted in Training Mode.
*Rarely, if the stage is played for 15 minutes or longer, it may restart twice, the first time being the correct looping process and the second time being as if the stage was restarted in Training Mode.
**If the stage is restarted in Training Mode, all but one of the Shy Guys will disappear - the visible Shy Guy is the only one with a hitbox.
**If the stage is restarted in Training Mode, all but one of the Shy Guys will disappear - the visible Shy Guy is the only one with a hitbox.