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SMW Glitches

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Totally useful 500th post in this thread right here.

Kaizoman & Sadistic, come to #tasruns and/or #glitch :) Glitch discussion there is something we need to discuss.

[/offtopic]

And yeah, mockinGod, the blue koopa acts that way no matter what.

Warning: Opinions expressed by Lexie or others in this post do not necessarily reflect the views, opinions, or position of Lexie himself on the matter(s) being discussed therein.


Yoshi's Island Disassembly C3 Thread
SPASM - LevelASM for Yoshi's Island!
Yoshi's Island Disassembly Data Dump Wiki
Algorithmshark, I tried jumping on a blue koopa without collecting a mushroom, and it fell off the ledge that I was on, and when I did collect the mushroom, it did not fall off the ledge at all.

:|


I think what mockingod means is that the mushroom stops the Blue Koopa sooner than the Koopa normally does.


EDIT: Bahamete found a new glitch.
In the below glitches, all the ??s are the same as this one.

??.2) If you spit out the null sprite while on a revolving platform, the game may freeze.

??.3) If you spit out the null sprite while on a revolving platform, there is a low chance that Mario will glitch up. His pallete will change to an orangish-brown shade, and his tilemap will glitch between small and big.
He acts like he has a mushroom, but mostly looks like he's small. Grabbing another powerup won't put anything in the item box, but switch Mario to that powerup. It also carries through levels.

??.3.1) Collecting a 1-up while glitched like this will crash the game.



Apparently, we're calling ??.3 "Halloween Mario". Good timing, eh?

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer


Here.
Reaching further into the depths of ??.3, I decided to double the glitch. Then I decided to go farther. Here's my results:

Number of Times Glitched
Resulting Mario
Description
One (1)
Halloween Mario
Mario turns to an orange and brown shade.
Passing the goal with an item in hand will give him a Cape with the graphics of a Star. At that point, if you complete/exit out of ~6 levels, he'll start one with a Star.
Credit goes to bahamete for finding that last bit.
Two (2)
Christmas / Fruit Snack Mario
Mario turns to a green, red, and purple shade.
Passing the goal with an item in hand will give him a 1-up that will either crash the game upon contact or give him a Mushroom.
Three (3)
Mud / Army Mario and Smurf Mario
Mario turns a brown and green shade in a level, while a blue and purple shade on the overworld.
Passing the goal with an item in hand will give him a 1-up that will either crash the game upon contact or give him a Mushroom.
Four (4)
Neon Mario
Makes Mario a bright green and black shade.
Passing the goal with an item in hand will give him one of two things: a Fire Flower disguised as a Mushroom, or a 1-up that will either crash the game upon contact or give him a Mushroom.
Five (5)
N/A
Though it is not possible to glitch Mario any further (edit: more is possible, I just couldn't get it for whatever reason), it is possible to duplicate the status bar. It will replace the level's Layer 3 with a lower copy of the status bar that goes behind objects. It will disappear if you hit a message box, though.
Also, you may also accidentally squish the game (it even squished Snes9x's text!). Unfortunatly, the game doesn't play, so you can't run around while looking all funny.

NOTE: Coloring will be different when playing with Luigi. I may or may not add those later, but not now.
Also, results when carrying an item through the goal may vary.




Also, while I'm at it, a couple new glitches.
First, this happened while trying to get the Yoshi from the item box in the video at the top of this post (ignore the text on the screen - thats from a Lua script I was using that I forgot to turn off). Its was most likely because it was while the other Yoshi was despawning, but it still created a 1-up mushroom rather than a Yoshi.
Second, while trying to glitch Mario on the revolving platform, Yoshi would occasionally spit out an actual shell beneith him, before springing you up like you would off a springboard (there is even the "sproing" noise). Unfortunatly, I wasn't able to examine the shell, since it fell a few tiles away from the ground.


EDIT: Updated table with some new information.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
Oh my god. Awesome finds Kaizoman.
I was playing around with the creating & eating blocks when i found this "new"? glitch.

<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/4DI-VKBkPUU?fs=1&hl=en_US"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/4DI-VKBkPUU?fs=1&hl=en_US" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>

I'm not sure what happened but it happened when the creating block and the eating block collided.
Very nice glitches Kaizoman. (Smurf Mario haha)

@Opossum: I've never seen this before, interesting.

I found 3 glitches while playing Luigi and the Island of Mystery (I could have made a video of them but I forgot |-O):



It's another one related to steep slopes. I threw the throw block between the slopes and it started to go back and forth, back and forth and so on. The weird fact about it is that the throw block turned infinite and impossible to grab again. I waited half a minute and it was still there instead of disappearing.



The lava scrolls up and down and, when the red shell fell on it when the lava was going down, it sinked into the lava, went back up and disappeared (I took the screenshot when it went up).



The floating enemy near Luigi is a spike top (it looks like a spiny for some reason). I grabbed a throw block right when the spike top was walking on it and it started to walk in circles, where the throw block was, instead of continuing to walk on the square floor above it.
Now I need to change my old avatar. Or not.


Originally posted by Dangus
(image)
The lava scrolls up and down and, when the red shell fell on it when the lava was going down, it sinked into the lava, went back up and disappeared (I took the screenshot when it went up).

Well, it could just be an illusion caused by the lava scrolling down as the shell was in its sinking animation (it doesn't scroll with the lava), but if its actually sinking upwards, then thats a glitch.

Originally posted by Dangus
(image)
The floating enemy near Luigi is a spike top (it looks like a spiny for some reason). I grabbed a throw block right when the spike top was walking on it and it started to walk in circles, where the throw block was, instead of continuing to walk on the square floor above it.

That's a normal glitch with any wall-following sprite. The sprites only detect walls on a certain side of them, so if the wall is removed, the sprite will start moving around in circles as it tries to find the wall.
On the other hand, sticking a wall-following sprite inside a block will cause it to always detect a wall around it, and it will start spinning around rapidly.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
I thought the third glitch was normal too.

IIRC the lava was going down (almost sure). I can't remember what exactly happened because I took it yesterday and I forgot some details of the shell on the lava.

Thanks for the response anyway. :]
Now I need to change my old avatar. Or not.
Hmm... You can control Yoshi's tongue at will after you hit the goal. Interesting...


(Pushing up & down works post-goal)

Warning: Opinions expressed by Lexie or others in this post do not necessarily reflect the views, opinions, or position of Lexie himself on the matter(s) being discussed therein.


Yoshi's Island Disassembly C3 Thread
SPASM - LevelASM for Yoshi's Island!
Yoshi's Island Disassembly Data Dump Wiki


Sprite corner glitching. Yep, its possible to jump through the corners of just about everything.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
@Opossum: we still need to completely explore creating/eating blocks properly. from what i've gathered:
  • the creating block, the eating block, and the vine-from-block-pirahna-plant-thing (sprite 0x79, can come from block 0x2B) are essentially the same sprite, but with some behaviour tweaks.
    • their main job is to overwrite one tile to another, as they go about their path.
  • under still-to-be-researched circumstances*, these sprites can act erratically (eg move diagonally, provide odd results, overwrite tiles incorrectly)
    • try putting level 20 in a submap and level 110 on the main OW for some examples to view some lol
    • example of incorrect overwriting: the first block a vine touches will always overwrite into a vine, even if a vine would normally stop when it reaches such a block.
  • ...
...that's actually about it right now, sadly.

* check out right at the end of this video. try to classify that at a glance.

@mgod: ¯\(°_o)/¯

e: general specifications.
we are all 😎 but some are more 😎 than others
@KaizoMan666: Oh gawd what has become of Yoshi... now all we need is a powerup, Yoshi and a shell and entire hacks can be broken...
I say we ban shells ;)

Also that sprite corner glitch looks amazing!

@SHARKtober 31st: that glitch can be quite easily classified, but I'm too lazy to do it now. It's in the glitchlist, although you somehow seemed to despawn the vine creating sprite by a tile by screenscrolling too.
Of course you should fight fire with fire, you should fight everything with fire.

Oooh look at my userbar!


Sadistic Designer - testing Pit without tools.
Question: Would killing 2 enemies with 1 fireball be considered a glitch? (It came from a pipe lakitu, and I had to time it carefully.) I can make a video if you want.
Please make a video of that, it seems like a glitch.

-Non-gameplay effecting glitches
G1) Going behind a climbing net (with that flippy tile thing) will cause yoshi to look like a tiny square. Also that square displays yoshi as if Mario were sitting on him and holding left+right
G2) Hitting a message block and entering a door before the message appears will cause the message to display in the next room
G3) Pausing the game a frame before the music changes will stop the music from changing
G4) If the time passes 100 seconds (making the music speed up), and you eat a green berry soon after, the music will speed up even more the next time it passes 100 seconds. If you perform this glitch repeatedly the music will suddenly play really slow.
G5) When Mario collects a star in the title screen the music will mess up or not be played at all
G6) Finishing a level with too much time will cause the score counter at the end to loop
G7) When Mario beats a level above camera, and the game's colors will glitch out. The Overworld colors will also use the wrong palettes
G8) Dying during the "end level" walk will screw up the shrinking circle's palette and/or graphics
G9) If Mario is hit or hits an enemy on the same frame that a Message Box message appears, then no hit or message box sound will play
G10) If Mario enters a door or pipe on the same frame that he is killed, then he will survive and the Death sound effect will replace the music in the next room. This can also be done with the Intro Message
G11) Scrolling the screen in Yoshi's house may cause the smoke to glitch out
G12) In Donut Secret 1, in the room with the P-Balloon, going up a certain distance will turn parts of the pipes different colors
G13) Sliding into certain enemies will glitch their "destroyed" sprites
G14) If you hold Left/Right, Up and X/Y after defeating Bowser then Mario will have an odd animation during the credits.
G15) If Mario has a carryable sprite on the frame a boss battle ends, the sprite will disappear and Mario will finish the battle in the "holding sprite" animation.
G15.1) If Mario grabs a blue solid block from underneath him on the same frame a boss battle ends, he'll finish the battle floating in the air while glitch O38 is happening.
G16) Touching a koopa on the correct frame while it is entering a shell might make it look like a fish.
G17) If you hit certain buttons right when Mario touches a muncher underwater (A, B and Down have been known to create this effect), his 'powerdown' tilemap will be glitchy looking and the 'swim' sound effect replaces the 'powerdown' sound effect.
G18) If Mario gets hurt on the same frame Yoshi hatches from an egg, the shrinking animation will be faster.
G19) If you grab an object 1-5 frames before you enter a pipe, Mario will enter the pipe facing forwards rather then backwards, like he normally does when holding an object.
G20) If Mario turns while holding a Mechakoopa, his head may turn invisible while he's facing the screen.
G21) If a pressed P-switch passes the right-side screen border, it will appear on the left side of the screen for a few frames. (note: this glitch is purely graphical)
G22) Hitting a ? block while it's offscreen will hit whatever is in it out, but will not change the block (it will turn into a solid ? block) (note: this is only graphical. You cannot use this to get multiple items from a block). Also any sparkles will appear on the screen that is visible.
G23) When a Clappin' Chuck is on Layer 2 that is scrolling up or down, his animation will be glitchy.
G24) While the game is paused while Yoshi is laying an egg, as long as his tongue isn't already sticking out, you can repeatedly tap Y or X to play the Yoshi's Tongue sound effect over and over until the game resumes.
G25) If you capespin while running up a wall, Mario will not animate.
G26) If you pause the game on the overworld while a fish is jumping the fish will keep jumping.
G27) If Ludwig is hit early enough in his jumping animation he'll be diagonal during his "hit" animation.
G28) If you collect a star in the Bonus Game and the game finishes while you have it, the normal Bonus Game music will play instead of the "Game Complete!" music.

-Flying glitches
F1) Turn around while flying (press and hold X/Y)
F2) Hold something while flying (grab the item AFTER gaining flight)
F3) Continue flying when go inside a door or pipe (enter a door/pipe the very frame you land, shortly after taking off. Then press jump the moment you exit the door/pipe)
F4) Yoshi Flying (landing on Yoshi after gaining flight, without landing)
F5) Sticking to ceilings while flying
F6) Continuing flying after grabbing a vine
F7) While flying, pressing ⇦ for one frame, releasing for one frame, then pressing ⇦ for another frame will cause Mario to catch air faster
F8) After reaching top speed at the start of flight, release Y and press it again a bit later. Mario will fly higher
F9) Alternate ⇨ for 5 frames to dive faster than normal
F10) Releasing Y for one frame while flying and then pressing it again will let Mario drop an item without losing flight
F11) Fast diving without slowing down. This only works while going left. This is the same as glitch F9, but instead of pressing ⇨; you press ⇦ + ⇨ simultaneously. After 5 presses, Mario will be in his diving animation, but will not have lost any horizontal speed. This can be abused by spinning.
F12) Catch less air. By pressing X around the same frame that Mario catches air, the height of the arc will be substantially less
F13) Mario can fly/yoshi fly under the stage. Not just on the bottom row of LM, under the stage.
F14) After performing glitch F7 against a wall, alternating ⇦ and ⇨ will eventually cause Mario to catch a little air.
F15) If you bounce on an enemy from full flight the enemy will disappear, leaving nothing behind but a puff of koopa eyes.
F16) If you collect a balloon while flying you will continue flying after the balloon runs out. Also works with spin-flying.
F17) If you press jump as you catch air against the boundary of the game (beginning/end), you will be pushed backward.

-Yoshi glitches
Y1) If yoshi eats anything right before it breaks/disappears it will regenerate.
Y2) When performing Glitch Y1 with a shell if you drop the shell fast enough (after landing. Also dropping, not spitting) a koopa will appear. Works for all shells, except for Buzzy Beetle shells
Y3) Performing glitch Y1 might cause a fish to spawn
Y4) Invisi-Yoshi. When you spawn two Yoshi's in the same level, one of the Yoshi's will disappear. If you jump on this one, it will appear as if nothing has changed, but spinjumping will warp Mario to the same Y position as Invisi-Yoshi was when he first got on (unless you mount the other Yoshi too)
Y4.1) If you get on Invisi-Yoshi, then jump off just as Mario is about to die, Mario will become stuck in the "Riding Yoshi" animation, but there will be no Yoshi (and he can't spinjump off). At this point, Mario will not be hurt by almost all of Super Mario World's enemies, yet he can still jump on them. The downside of this glitch is that you can not grab any items, and Yoshi's tongue doesn't work
Y4.2) If you kill real Yoshi without dismounting Invisi-Yoshi (by taking a hit, or riding Invisi-Yoshi during the frames you kill Yoshi) Invisi-Yoshi will spawn below Mario, regardless of circumstances. This way you can climb while riding Yoshi, or fall through the floor
Y5) If you kill Yoshi his ‘state’ (busy licking, etc.) will be saved. If a new Yoshi spawns in the same level it will appear in the same ‘state’
Y6) Eating two items with baby yoshi consecutively causing them to act like 3
Y7) Sticking to a ceiling with Yoshi by continuously dismounting him
Y8) ⇦ + ⇨ while on Yoshi will make you run normally, but turn around every few seconds
Y9) Holding an item in Mario's hand while on yoshi by landing on Yoshi during the frames you are starting to grab the item
Y10) Springboard Clipping. Eating a springboard on the same frame you step on it with Yoshi will let Mario get the boost of the spring and still keep it. It may also fling him through solid objects.
Y11) Fast eating. Eating while Yoshi's head is in an object or enemy will make him eat it faster
Y12) If a Baby Yoshi grows while stuck in a wall it will scale the wall.
Y13) Eating a berry (while on Yoshi) and changing/growing from a fireflower on the same frame will make Mario unable to move, and he will keep having the fireflower's animation. If done right, this will also give Mario an infinite number of coins. Pressing Start+Select will exit the level like normal
Y14) Yoshi can turn a shell into a useless key+a koopa
Y15) If you eat 20 berries, and then fall down a hole after eating the last one (without touching the ground), Yoshi will continue hopping even after Mario dies
Y16) Yoshi will act as alive while Mario is performing the death animation. This can be used to enter keyholes
Y16.1) When Mario dies while on Yoshi, if Yoshi's mouth touches a berry, the game will freeze.
Y17) If a Baby Yoshi goes off-screen while he is swallowing an enemy that doesn't process off-screen, the enemy will be eaten, but will re-spawn
Y18) When licking an item with Yoshi the item will act normally until it has completely entered Yoshi's mouth. You can use this to hit question blocks etc
Y19) Having a baby Yoshi eat a Koopa from below will make the Yoshi grow, but the Koopa will still be there. However, all death interaction will not work (but you can still bounce on it to get the shell). If you take the shell from it, the shell will not have any other sprite interaction.
Y20) Berry Duplication (Berry falls on the floor as a rusult into a duplicate)
Y21) If the sprite limit has been reached sprites start to replace eachother. In particular: if Yoshi eats a berry and gets hit by an enemy on the same frame that a sprite is spawned from a block while the sprite limit is maxed out that sprite will spawn in Yoshi's mouth.
Y22) If Mario collects a powerup soon after dying, he will bounce up a little and will not die. The death music will continue playing, though.
Y23) The "Layer Switch" glitch. Based on glitch Y22, if Yoshi eats a powerup during the frames that Mario enters a pipe, then Mario will be pushed back out of the pipe, get moved to the background and go behind all FG objects and sprites. Mario will also lose all interaction with sprites besides platform-based sprites and Yoshi. Yoshi will also lose all sprite interaction, although he can still lick items (but the tongue hitbox becomes very odd, always goes in the same direction and is moved up by half a tile). This glitch resets at any level entrance (pipe, door, etc.)
Y23.1) When performing glitch Y23 frame-perfect (entering the pipe at the same frame as Yoshi swallowing the item) will make Mario keep the sprite interaction (Yoshi will still lose sprite interaction)
Y23.2) After performing glitch Y23 Mario can kill some sprites with a fireball. These sprites include Yoshi and the Goal Tape, unless glitch Y23.1 was performed.
Y23.3) After performing glitch Y23.1 any carryable objects will stick to mario's belly instead of being carried. You can not throw these items, they will be stuck forever (unless you make them collide with other sprites or enter a door/pipe etc.)
Y24) If you get hit off of yoshi while licking a shell the shell will act as if being swallowed while it is being kicked (meaning it will fall through the floor, amongs other things). This effect disappears if you lick it with yoshi again or enter a pipe. Also this glitch may cause Yoshi's bottom tile to lose all sprite interaction
Y24.1) If you perform glitch Y24 with an entire koopa its shell will act as with glitch Y24
Y24.2) If a shellless koopa enters a shell under the effect of glitch Y24 throwing it up will cause it to fall a few pixels through the ground and then walk normally.
Y24.3) Performing glitch Y24 with a goomba will cause similar effect as glitch Y24.2. Also the goomba can get stuck inside objects/edges of objects.
Y25) If you enter a boss fight while riding on yoshi you will spawn below the floor and fall to your death, unless you jump off of yoshi right after spawning (this is caused by Mode7 not taking Yoshi into account for the spawning height)
Y26) If Mario has a Yoshi and a cape under certain (unknown) levelheader-related circumstances and Yoshi spits out a green shell while a Goal Tape is on-screen, the shell will become a strange cluster of sprites, and will cause the Goal Tape to disappear
Y27) If Mario has a Yoshi and a cape, and a key in Yoshi's mouth, and the screen sprite limit has been reached (lots o' stuff, eh?), then when Yoshi spits out the key, it will turn into a deformed shell, which will never change back into a key. If Mario walks a screen to either side, the key will disappear
Y28) While riding a Yoshi you can slide up an unsteep slope by holding down and the left/right. Pressing X/Y will speed the sliding up
Y29) If you put the key in the keyhole with Yoshi, you can move up and down, and spit out the key
Y30) While riding Yoshi mario loses all interaction with the bottom tile of a Banzai Bill
Y31) If you have a mushroom and land on Yoshi from a spinjump you can destroy turn blocks
Y32) In vertical levels Yoshi's tongue might cause berries to despawn and duplicate, creating a new berry out of nothing. This glitch can be used repeatedly for infinite berries.
Y33) If mario mounts Yoshi on the same frame he dies or Yoshi spawns on the same frame Mario dies some odd side-effects occur, such as that Mario can mount Yoshi in the death animation.
Y33.1) If Mario dies while Yoshi's message is appearing, closing the message will result in a strange movement pattern for Mario.
Y34) Glitch F3, but with Yoshi wings instead of a door/pipe.
Y35) Dismounting Yoshi a frame before he licks Yoshi Wings will cause Mario to fly up without Yoshi, while he still looks like he is riding Yoshi.
Y36) If mario has a star and touches a reappearing ghost sprite while on Yoshi then Mario will still dismount Yoshi and send him running.
Y37) If you are fast enough you can make Yoshi eat the 'Create Item'-sprite (appears shortly after hitting a block), preventing the item from the block from appearing.
Y38) If Mario grabs an object off Yoshi's tongue as Yoshi is despawning (either by being thrown off screen or dropped in a pit or lava), the object will glitch.
Y39) If Yoshi is pulls an object into his mouth while falling offscreen (with Mario on him), jumping off Yoshi will glitch the object. Also, the game counts this as a new sprite, so the original sprite will respawn.
Y39.1) If you do this glitch with a shell, the shell will appear beneath Yoshi for a frame and he will bounce off the shell. Also, the shell will still get pulled into Yoshi's mouth, doing a shell unstep. Because of this, it can be done as many times as you want.
Y39.2) If you do glitch Y39 with a key, Yoshi's tougue will be able to activate keyholes.
Y40) If you hit the goal as Yoshi is pulling any color shell into his mouth, it will take the property of a yellow shell (making Yoshi slam the ground).
Y41) Performing the hopping glitch after Yoshi eats ten red berries will make it so the egg containing the mushroom will not appear, until you hit the ground for more than one frame. Thus, you can transport it around the level.
Y41.1) After eating ten red berries, if you despawn Yoshi, then get another Yoshi out of a block, he will be stuck in a glitched animation. Touching the ground for more than one frame with this Yoshi will still lay an egg with a mushroom.
Y41.2) If you despawn Yoshi, then make an Invisi-Yoshi, Invisi-Yoshi will carry the egg (since he spawns first). Touching the ground for more than one frame with Invisi-Yoshi will lay an egg with a mushroom.
Y42) The egg Yoshi lays can be used to hit blocks.
Y43) Sometimes, if you try to walljump on a message block with a solid block above it while on Yoshi, you may enter the block above.
Y44) If you perform glitch Y7 while Yoshi's feet are inside a ground tile/rope/happy cloud mario might die.
Y45) If Mario is pushed into an upside down slope by the screen border while performing glitch Y7, he'll enter the top of a slope.
Y46) If you perform the Yoshi-Springboard glitch (Y10) and jump off Yoshi while you're springing upwards, Mario may "hover" in place for a short while. This can also cause Yoshi to despawn.
Y47) If Yoshi eats a despawned shell (make the shell go offscreen while Yoshi is eating it), then the shell will respawn in its original location, but Yoshi will still have the shell in his mouth. So it basically copies the shell. Also works with powerups.
Y48) If you jump off Yoshi and then land back on him, it counts as bouncing off a sprite. If you then land on a sprite, you will get whatever score comes next (in other words, you can get a 1-UP this way, or a lot of points on a Wiggler)
Y49) If Mario collects a powerup while Yoshi has his tongue pulling something in, Yoshi's head will be stuck in the "item in mouth" graphic, but you can still stick out his toungue. Yoshi will spit out nothing (this nothing is called 'the null sprite').
Y49.1) If Yoshi's mouth contains the null sprite any sprites licked will permanently despawn
Y49.2) If you spit out the null sprite while on a revolving platform, the game may freeze.
Y49.3) If you spit out the null sprite while on a revolving platform, there is a low chance that Mario will glitch up instead of crashing the game. While glitched up collecting a 1-up will crash the game. Also while spitting out the null sprite there is a small chance that a spring looking like a shell will appear underneath Yoshi.
Y49.3.1) After performing Y49.3 once Mario will turn brown-orange. Passing the Goal Tape with an item will give him a Cape with the graphics of a star. If you exit out of 6 levels Mario will start the next level with a star. If you hit a Yoshi block while another Yoshi is present the egg graphics may glitch.
Y49.3.2) After performing this glitch twice (spitting out the null sprite twice while on a revolving platform) Mario will turn red, green and purplish. Passing the goal with an item will give Mario a mushroom that looks like a 1-up but might crash the game on contact.
Y49.3.3) Mario turns a brown and green shade in a level, while a blue and purple shade on the overworld. Passing the goal with an item will give Mario a mushroom that looks like a 1-up but might crash the game on contact.
Y49.3.4) Makes Mario bright green and black. Passing the goal with an item in hand will give him one of two things: a Fire Flower disguised as a Mushroom, or a 1-up that will either crash the game upon contact or give him a Mushroom.
Y49.3.5) Though it is not possible to glitch Mario any further, it is possible to duplicate the status bar. It will replace the level's Layer 3 with a lower copy of the status bar that goes behind objects.
Also, you may also accidentally squish the game (it even squishes Snes9x's text!). Unfortunatly, the game doesn't play, so you can't run around while looking all funny.
Y49.4) If you spit out the null sprite after reaching the sprite limit while certain sprites are onscreen odd things may happen:
P-switches turn into infinite P-switches that can be kicked like a shell. In its kicked form, it can be spinjumped on, but hurts Mario otherwise.
Keys will remain mostly the same, though Mario will have a bit of trouble standing on it. Also turns into a spinjump-only shell when kicked.
Springboards will turn into a spinjumpable kill block. When eaten by Yoshi, it will turn into one of two things. If spit out while standing, it will be a spinjump-only shell. If spit out while ducking, it's graphics will glitch out and may knock Mario off Yoshi. It will turn invisible, but it's still where Mario dropped it. If you jump on it, it will become visible again and let Mario and Yoshi spring off it like normal just once before glitching up again.
Shells will turn into a Koopa when destroyed by another sprite. This Koopa falls through the ground and can be jumped on or burned, and can hurt Mario (it can't be cape-spinned, though). Cape-spinning the shell upside down before destroying it will make the resulting Koopa appear upside down.
Baby Yoshi's will act sort of like a (spinjump-only) shell. It can be thrown or walked into like a shell, but it can not be burned, eaten, or cape-spinned.
Y50) After passing the goal tape with Yoshi's tongue out you can still move it up or down until his tongue is back in Yoshi's mouth.
Y51) After performing Y4 (Invisi-Yoshi), if you kill Yoshi while he has an item in his mouth then the suddenly appearing Invisi-Yoshi will have the null sprite in his mouth.

-Blocks/Carryable sprite glitches
B1) Doublegrabbing/Multigrabbing items (in the few frames where Mario is initiating a grab Mario can initiate more grabs)
B2) Silver P-switch through pipe causes it to act like a blue P-switch. Doublegrabbing the Silver P-switch CAN prevent this glitch from happening, but not always
B3) Block Factory (Block Duplication)
B4) Performing B3 to create a block over a Yoshi coin will create a Key/Wings/Balloon/Shell block.
B5) Spin-hitting a block at the same time as something freezes the game (message box, Yoshi, Fireflower, death) will cause a ton of items to come out
B6) Picking up a solid blue block while jumping off of it
B7) Keyjumping (similar to B6)
B8) P-switch Jump
B9) Holding an item while climbing (a vine, etc.)
B10) Blue solid block/Goomba/Bob-omb lasts forever after entering a pipe
B11) Placing a shell/P-Switch/Key between a solid block and an item Block will continuously make items come out of the item block. This can be stopped by screenscrolling, amongst other things.
B12) Hitting a block while glitch B11 is happening will create 2 of the item in the block
B13) Hitting a note block while glitch B11 is happening will turn it into an invisible cement block
B14) Getting a second item between an item block and a solid block (after doing glitch B11) will cause enemies to start glitching out, and possible get rid of the music
B15) Hitting a block twice within the activation frames will cause two items to come out
B16) Goomba jumping. Holding a goomba and jumping right before the goomba returns to normal will cause Mario to jump even higher than normal
B17) Springboarding through sprites
B17.1) Standing on a dolphin and moving through sprites
B18) Springboarding through the ground
B19) Standing on a key as it bounces can allow Mario to pass through invisible coin blocks
B20) Stuff getting stuck in walls. You can make said stuff move by screenscrolling on the right frames
B21) Standing inside a solid sprite (key, P-switch, springboard) by throwing it up and standing under it. Often performed near a wall
B22) Performing glitch B21 with multiple items will make the sprites act as a solid block, pushing mario to the side. This can be used to activate glitch M2
B22.1) If multiple overlapping sprites push big mario into the wall, spinjumping on the correct frame will push mario down and left (similar to the Smashola glitch)
B23) Kicking a shell at a steep slope will make it go through it
B24) When performing glitch B4, if the block that is created contains a shell, the shell will spawn in the block like normal, but will not contain a koopa. Koopas will still try to jump in the shell, but they will end up on top of the block (regardless of walls).
B25) If Mario enters the corner of a block enough, the game will think he has hit it, even if he is falling
B26) When you throw a Koopa in the air (when it is entering a shell), blue/red koopas fly in the opposite direction Mario is facing, while green/blue koopas' fly depending on what Mario's speed is
B27) Kicking a shell up using a purple triangle will make the shell ignore any vertical collisions with objects until it reached its maximum height
B28) Hitting a ? block while a coin is on top of it will turn the coin into an invisible cement block
B29) If a shell hits the top of a Pokey, the head will "duplicate". One will fall down, while the other stays on the Pokey's head
B30) Bringing items to a Mode7 level may cause it to glitch. Known effects include; sprite appearing on layer 2, sprite appearing left of the leftmost screen boundary.
B31) Carryable Sprites teleport and get glued to Sumo Bro's lightning
B32) If a coin block is placed in a switch palace or bonus room in places where they weren't located in SMW, they may spawn a row of brown blocks when spawned.
B33) If a coin block in a switch palace/bonus room is placed too high or too low in the level, it will cause Mario to imitate the P-balloon power up. Except it never wears off, even if you're hit or grab a power up, and you can't control it (so Mario is moving only on inertia). It does, however, end when going to another room.
B34) The bubble glitch. If a shell, Bob-omb, or Goomba hits a bubble, it'll likely hit multiple times as it passes through the bubble, giving the proper points/1-ups for each hit. After the projectile leaves the bubble, the bubble pops normally, releasing whatever it was holding unharmed
B35) If Mario runs across musical note blocks, he may "stick" to them for a while.
B36) While doing glitch B35 Mario can get stuck in a wall and die. If the wall happens to be made of note blocks, he will move leftwards until he either reaches a normal wall or exits the wall.
B37) Horizontally kicking a Bob-omb/Goomba/Blue Solid Block will reset the amount of time it takes for it to explode. This may cause it to get stuck in certain parts of the animation.
B38) The first few frames after horizontally kicking a goomba it will be invincible, and not disappear when colliding with other sprites.
B39) You can carry the rainbow shell the first few frames after a yellow koopa enters a shell. If you throw the shell up during these frames you can carry the rainbow shell for an infinite amount of time. Kicking it horizontally will return it to being a rainbow shell.
B39.1) First, perform the Portable Disco Shell glitch (B39). Now, let a Koopa enter the Disco-ified shell (not a Yellow Koopa, though). The Koopa that results will be invincible, like the disco shell, but will not follow you nor kill other enemies. If Yoshi eats it, it acts like a disco.
B39.2) Hitting the koopa created with glitch B39.1 with a cape will turn it into an upside-down portable disco shell.Throwing the stopped shell will turn it back into a Disco shell, regarless of its color, which can now be stopped with a cape spin! However, if Yoshi eats one of these shells, he will get different effects. Normal colors do the same as always, but there are also four unused colors: Gold acts like blue, grey acts like yellow, brown/sky blue acts like yellow, grey/teal/pink acts like blue (colors may vary based on sprite palette settings).
B40) In certain levels (such as 105), objects will fall slower when off the top of the screen. Reason is unknown.
B41) Sumo Brother's Lighning might make carryable sprites despawn towards it.
B42) If you slide into a carryable sprite you will slide while holding it
B43) If you grab a sprite which would normally be destroyed by star power (such as a shell/Blue Solid Block) before you collect the star you can carry the item while having star power.
B44) If a moving rope falls and hits the top of a ledge while Mario is holding on to it, Mario will get forced through the ground.
B45) If an object is tossed high enough off the top of the screen, it will despawn.
B46) If you kick a shell at a slope while at a speed of 49 and it lands on the top subpixel of the slope, it will pass through it. Unlike glitch B23, this can be done as far away as you want, and it works on any slope (including gradual).
B47) If you kick a Blue Solid block at a very steep slope it might turn around and bounce back. (note: kicked Blue Solid blocks are infinite and un-grabbable, so if you throw a Blue Solid Block in between two very steep slopes it will continue to bounce forever.)

-General Mario glitches (without a lot of requirements to pull them off)
M1) Walljump
M2) If Mario is big and his head gets stuck in a block, Mario may be forced through the ground (often performed by spinjumping)
M3) Flying/jumping through corners
M4) Spinjumping/flying/swimming/jumping through slopes. For jumping the slopes need to extremely steep
M5) Hopping glitch (jumping on the frame you touch the ground will let you keep your speed)
M6) 1/1 Swimming/walking/running
M7) Spinjumping through Dolphins
M8) "Smashola" glitch (turnblock+cape=lolz)
M9) Surviving Smashers. Alternating A and B every frame will let Mario survive the log smashers
M10) Entering pipes/doors without ground. Similar to a walljump, catching the ground below a pipe/door will let Mario enter it.
M11) Running into a block while on a rope will make Mario able to grab onto thin air
M12) 6/5 glitch
M13) Pressing ⇧ and B together every other frame will let Mario climb faster
M14) Going through an exit-enabled object 256 times will make the level restart
M15) Spinjumping on multiple overlapping sprites can kill Mario
M16) Shooting a fireball at a diagonal moving slope will make the fireball warp.
M17) "Koopa Kicking". Having the screen scroll on the same frame you touch a koopa, from any direction, will kill that koopa (does not always work).
M18) When a level has the "Fast Autoscroll" sprite, Mario will be unable to jump after 16 screens.
M19) Vertical Levels cause the goal tape to act like a goal sphere but adds the bonus stars.
M20) If there is a door next to a screen boundary, both the exit on that screen and the exit on the next screen can be accessed
M21) If you are big mario and crouch in a 1-tile-high hole, after which you let go of ⇧, you will slowly slide left and move through any solid blocks
M22) If Mario completes a level while hanging on a vine, he will continue to climb during the "Level Complete" animation
M23) Mario can enter a pipe while only touching one of the pipe tiles. This might result in part of Mario's graphics sticking out of the pipe
M24) Mario can swim under the stage. Not just on the bottom row of LM, under the stage
M25) If Mario gets a powerup at the same time he does his victory pose in the Bonus Game, the game freezes
M26) Screenscrolling on the correct frame causes Red/Blue koopas to fall off a ledge.
M27) If a message appears Layer 3 will disappear
M28) Duckjumping into a corner can teleport you if you hit both the ceiling and the wall at the same time
M29) Jumping into an upside down slope at the right speed or angle will cause it to force mario to stand ABOVE the slope, regardless of what is above it.
M30) If Mario is holding onto a vine/net that is scrolling on Layer 2, Mario will not move with the vine. This can be used to stick Mario inside blocks.
M30.1) If Mario's feet are just barely in (moving) lava he can pass through blocks that are right above him.
M31) If you press up on a moving rope for one frame or hit the ground after grabbing onto a moving rope, Mario will get pulled around by the rope without actually grabbing it. You can also jump or spin jump like normal, but Mario will still be pulled.
M32) Using the 256 exit glitch (M14), interesting effects may happen. Mario may warp to another level, such as if its done in Donut Plains 1's bonus coin game, or enable/disable the No Yoshi Intro (depending on whether the level already has it set), such as if its done in Donut Plains 1's room with the ton of coins.
M32.1) If Mario is riding Yoshi at the time of enabling the No Yoshi Intro, Mario will be in a glitched animation during the intro.
M33) If you stand up in a one-tile high hole while big and get pushed into a Layer 2 wall, Mario will instead be forced through the ground, rather than get crushed into the wall.
M34) Mario's P-meter will not decrease while in water.
M35) If Mario is standing under a message box while the screen is scrolling he will be forced to the left.
M36) Mario can spinjump off of noteblocks
M37) Mario can spinjump off of vines, ropes etc. by spinjumping to them and spinjumping again on the same frame you grab the vine/rope.
M38) Sprite corner glitching. Mario can enter sprites through their corner (similar to M3)

-Other glitches
O1) Simultaneous ⇦ and ⇨ to get through wall while on a Lakitu cloud
O2) ⇦ + ⇨ while having a P balloon
O3) "Low jump". Spinjumping on a flying enemy/shell will kill it and stop mario's vertical movement
O4) Dieing in a bonus game will activate the midpoint for the level it was entered from
O5) Spinjumping on a sprite while a solid sprite and a cement block are both above it will cause Mario to warp downwards
O6) Spawning two items from a block (using either glitch 7, 11 or 40) in a room with a Ghost Ceiling will make the game think the item is the next Ghost to spawn. This will make it "rain" the item.
O7) Lightning will fall through the ground by screenscrolling on the correct frame
O8) For some reason, rarely, if the level is set up correctly, jumping on a note block under an ON/OFF switch will cause you to teleport up and down
O9) "Plantaporting". If a wall springboard is located at the very top of the screen, falling offscreen below it will warp Mario on top of the springboard.
O10) If you get a koopa in a shell and knock it out of the shell, the game will think it is a new enemy. If you get the original starting point of the enemy off screen, and then bring it back on screen, you will have a second koopa. You can repeat this so many times that they start screwing up
O11) Torpedo Ted acts like a Torpedo Ted in it's 'killed' animation, meaning you can kill it again or spinjump off of him
O12) Activating a bonus game in a Yoshi Wing-section of a level will reset the Yoshi-section, and after that the game end animation will not show
O13) If a Wiggler is at the top of the screen Mario can bounce off of it as if it were at the bottom of the screen
O14) Hitting a midway point and hitting a message box on the title screen at near 1/4 of a frame causes the game to send you to a random position on a glitched SMW overworld
O15) Activating the end of the level (end tape, goal point question sphere, keyhole, switch palace switch, Yoshi wings) in the intro screen will restart the intro level. Also if you use Yoshi wings to beat the intro screen Mario will start with blue Yoshi the second time
O16) If you exit a side-exit enabled level during the frames between hitting a switch (from a switch palace) and the message showing up the Switch will be considered as 'hit' but the level will not be beaten. Also the Switch event (flying blocks) will show up
O17) Jumping on wigglers multiple times without landing will give Mario lots of free lives and points
O18) Pressing and holding left on the same frame that Mario enters a right-facing pipe will make him come out of the pipe backwards
O19) If you jump on a Wiggler just as it turns on a corner, the Wiggler will get stuck on the corner
O20) If you enter a level entrance at the exact frame you are hit, the shrinking animation isn't shown, and you will be automatically small when you come out of the pipe
O21) Performing glitch M3 on a bridge that contracts will teleport mario in the direction the bridge is contracting to
O22) A spring board (non-carryable) crossing a screen boundary will also work at the right side of the right screen of the screen boundary
O23) When a sprite touches certain tiles (1D8-1E4, 1E9-1FF), the sprite will stop animating and slide across the tile. If the sprite has no horizontal speed when the block is touched, it will stop. This is also known as the ‘Anti-Gravity Room’.
O24) If a Rex touches Mario while he is on a slope, Mario will bounce off of it. This works on any slope, no matter how steep it is
O25) Skipping the 'No Yoshi' intro on the right frame might cause sprites to spawn at incorrect locations
O26) If a wiggler is stuck in a growing pipe it will shoot up, then eventually fall and if u step on it while it is falling all the parts will be split for the time when it is flashing
O27) If a thwomp is on the very end of a screen, and mario on the very end of the opposite end, the thwomp will act like mario is under him, and repeatedly smash into the ground
O28) If a thwomp falls into lava, it doesn't completely die
O29) After being kicked sprites don’t interact with Mario for a few frames
O30) If you scroll the screen and a screen scroll sprite is spawned (comes on screen), then the game will freeze, though the music will continue to play.
O31) If a Bullet Shooter sprite is placed on the left edge of a single-screen room, a ton of koopas may suddenly spawn in the upper-left of that room when Mario enters
O32) Getting stuck in and pushed by the Flying Hammer Bro. turnblocks may cause the positioning of some FG graphics to mess up (like with the warp sprite).
O33) Getting a feather while offscreen might freeze the game. The music still keeps playing though.
O34) Going very high above the screen (with a lakitu cloud) and then falling down might cause Mario's palette to get odd.
O35) While screenscrolling sprites stop moving, except for shellless koopas which still keep falling.
O36) If Mario walks up a slope and hits the vertical screen barrier, he'll fall through the ground.
O37) If Mario is climbing down a vine into a wall springboard and you hold B, the "bounce" sound will play every other frame. Also, Mario will not be able to jump upwards until you let go of down.
O38) If you bring up the menu on the title screen on the same frame that Mario grabs a coin (including dragon coins), starting a new game will start Mario with a coin.
O39) If a shell hits both a Blue Koopa and a wall at the same time, the Koopa will get "pulled" by the shell. Even if the shell bounces off another wall, the Koopa will follow it.
O40) If Mario collects a powerup offscreen as the game is autoscrolling downwards, the game will freeze.
O41) When near a sliding (knocked out of shell) Yellow Koopam if you throw a shell away from it it may jump three tiles into the air.
O42) Performing glitch B11 on a block with a balloon inside will allow you to grab items during the first few frames after collecting the balloon.
O43) If Mario tries to land on a turn block bridge that is at the very top of the visible screen, Mario will fall through it instead.
O44) Killing a shellless koopa by capespinning will make it interact with very steep slopes rather than fall through.
O45) If a spike top gets trapped between four solid blocks, it will spin around at high speeds.
O46) While on a Lakitu cloud, if you spin jump, he may start spinning around inside the cloud. If you jump out with B while he's doing this, Mario will spinjump out instead.
O47) If a koopa is kicked out of it's shell and Mario collects a powerup soon after the koopa will stop sliding.
O48) If an eating block and a creating block collide they might turn into a brown used block that falls diagonally right at a large speed and gives Mario momentum when you jump off of it.

Originally posted by Dark Moon Rising
Cape-spinning a carryable sprite (shell, buzzy beetle, etc.) into the blocks in one of the bonus 1-up rooms will virtually disable the RNG that is coded into the blocks. I.e. guaranteed success.

I didn't quite know what to do with this one...

Originally posted by KaizoMan666
??) If certain sprites appear on screen during a Ludwig battle, their graphics may start appearing on the background.

This falls under B30, which I've updated a little.



That seems about it, the list of all glitches so far!
Of course you should fight fire with fire, you should fight everything with fire.

Oooh look at my userbar!


Sadistic Designer - testing Pit without tools.
Oh great, updated glitch list.

Also the sprite corner glitch looks very interesting.
Now I need to change my old avatar. Or not.
Originally posted by Sadistic Designer
Originally posted by Dark Moon Rising
Hmm... You can control Yoshi's tongue at will after you hit the goal. Interesting...

More information please?

  1. Get to the goal tape (probably works with goal spheres too, not sure)
  2. Stick out the tongue
  3. Break or go below the goal tape
  4. Hit the Down button
  5. Yoshi's tongue will move. If you're fast (e.g. a TASer), you can hit the Up arrow to move it again. I belive this can be repeated for as long as you want until the tongue is in his mouth again, but I have only been able to move it twice (I used no slowdown/etc).

<blm> zsnes users are the flatearthers of emulation


If you fly up off the top of the screen in the Iggy/Larry (or whoever) battle, you can still hit Iggy (in other words, Mario's interaction loops around the screen).

If you land on Yoshi close enough to the corner of a block, Mario may enter and get stuck in the block.

If you hit a ceiling soon after doing a fast dive and then a fast air catch, Mario may stick to the ceiling like he does by doing it the normal way.

If you burn a shell while its entering Yoshi's mouth, it will change into a different shell (will test a little more).

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
I ctrl+F-ed "Layer 3" and couldn't find anything about this so I might as well post this here
(took a video of it because I wanted to see if I actually can make a video):

<object width="480" height="385"><param name="movie" value="http://www.youtube.com/v/Nr6jcix7S6c?fs=1&hl=de_DE"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/v/Nr6jcix7S6c?fs=1&hl=de_DE" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object>

Basically, touching the layer 3 smasher makes you stick to it.
You don't even need to hold B or anything and it lets you do neat things with turnblocks as you can see.
I didn't check any more than what you see because I'm not really interested.
Your layout has been removed.


Also, if you fly into the side of a Layer 3 smasher at the right angle, Mario will fly through it in a straight line.

Professional frame-by-frame time wizard. YouTube - Twitter - SMW Glitch List - SMW Randomizer
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