Here are a few mysteries I thought were strange:
-In every Mario game since 1994, Charles Martinet has given him basically the same tone (well, it's gotten slightly lower steadily, but it still sounds similar), same pitch, and same accentuation in Mario's voice, all the way up to present. HOWEVER Luigi is ALSO voiced by Charles Martinet, but has never kept the same voice for more than five years.
Here are a list of blatantly different voice styles for Luigi:
-(American/European Mario Kart 64 1996-1997) He sounds very deep and has a heavy accent.
-(First Mario Party, JP Mario Kart 64 1996-1998? 2001 if you include the MK:SC) He has a very high pitched (like it's practically as high as Peach's) voice with only a light accent.
-(Mario Party 2 and 3, Tennis? 1998-2001) Still a high pitched voice, but a slightly heavier accent.
-(Recent Mario Parties, Super Mario Galaxy, Mario & Luigi Series 2001-2007) He has a very heavy accent, but his voice is not as heavily pitched as in US Mario Kart 64.
-(Luigi's Mansion and Brawl) He has a mellow tone with a medium accent.
Now what I want to know is, how come his voice was changed so much? Also, Toad has changed his voice nearly as many times as Luigi.
Bowser had his color "scheme" changed after Super Mario World, yet it wasn't a graphical error since the first games actually had artwork that pictured him with more green.
Also, the "big head" art style used in Super Mario Kart R, the beta version of Mario Kart 64, was also used in the beta version of Mario Kart: Super Circuit, which had at least six tracks not found in game and trailing affects for the green shells like in MK64 that also didn't make it into the final game. Why would they bother porting the beta graphics into another game five years later if they decided they weren't using them anyway? Especially since they ended up using the graphics from the final version of Mario Kart 64?
While I'm at Mario Kart: Super Circuit, there are heavy indications that this game was rushed to release, including:
-Wacky Physics when you've completed the race (while your driver is parading, notice on tracks like Rainbow Road that they'll go at maximum speed across bumpers)
-CPUs stop in their tracks instantly after hitting a banana/mouser/etc. rather than sliding forward
-You can't fire items on top of the starting grids on ghost-type courses
-Shells cannot make jumps, rendering spinies almost useless on tracks like Bowser's Castle 3, Mario Circuit 2, Cheese Land, and Rainbow Road
-The Japanese Mario Kart 64 voices used in all releases of Mario Kart: Super Circuit (rather than the US/European versions of the former)
-And (most notably) the lack of any stage props on the retro tracks.
Ignoring the first few, why is the last one so mysterious? Because they already had the physics for each model programmed in game. The Shy Guys in teepees work exactly the same as the Monty Moles, the Totem Poles, Vines, and Presents work the same as the pipes, the Thwomps and Piers work the same as . . . the Thwomps and Piers, the Mousers work the same as the Cheep-Cheeps and Oil Slicks, and the Boost Pads work exactly the same as the Zippers from Super Mario Kart. So if they only had to swap the textues (which was easily possible, the Totem Poles, Vines, and Presents all used the same coding apparently) and place them on the courses why didn't they? That shouldn't have taken another two weeks to do.