In Paper Mario, by having extremely precise positioning when activating Sushie’s overworld ability on the dock at the Toad Town main square, Sushie will be misaligned and Mario will be able to swim on land. This effect persists between rooms, so that Mario can enter e.g. Pleasant Path while still swimming on Sushie, even though this is not intended to be possible. The effect allows Mario to get out of bounds by using the dive ability, which bypasses most walls.
If Mario attempts to bypass Kent C. Koopa in Pleasant Path by going out of bounds, the scenario shown in the footage will happen. Kent C. Koopa’s activation radius actually extends infinitely far out of bounds, so it is impossible to bypass him. If Mario is out of bounds, Kent C. Koopa will simply walk up to him extremely quickly, walking in midair if required, and then return to his usual spot.
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