A Japanese version of this list (WIP) can be found here. Special thanks to abc_ore for working on it.
This list is also now hosted on GitHub to make updating and tracking easier.
The list here will still be updated every once in a while, but the most up-to-date version can be found there.
There is also a list of glitches that need more information to be added, so be sure to check that as well. The aim of this list is to provide information that can be used to recreate glitches, and the ones on that list don't have enough information to accurately do so. If you know anything about them, please be sure to say so!
Also, if you're curious about what the most recently added gliches are, recently added or updated ones will have a green NEW! next to them. The list is regularly updated, so you may want to check every so often for new additions.
Update 9/24/2017: Passed well over 600 glitches now (623 total!).
Four Five Six Seven years ago, a thread was created to finally collect and list every single known glitch in Super Mario World. However, the thread became largely unorganized, full of misinformation, and died out by the end of the year. I've decided to try and revive the idea behind this list, and have rewritten and checked everything in the old list, as well as added several things that weren't on it; the result is what follows.
Before I actually post the list, though, there are a few things to say about it. One of the problems with the old glitch list is that it was largely unorganized. Unfortunately, this new list doesn't really solve that problem. SMW has such a large array of glitches that it is incredibly difficult to list them in a comprehensible and simple way. The method I ended up settling on is quite similar to the old one; there are a total of five categories - Physics, Yoshi, Items, Misc, and Crashes - with two divisions: useful, and useless. The glitches are divided based on the priority of what is needed: If it requires a Yoshi at all, it will always go in the Yoshi category; if it primarily requires carriable sprites (but not Yoshi), then it will go in the Items category; if it uses any other sprites, it goes in the Misc category, and if it only involves Mario, it goes in the Physics category. Anything that softlocks, hardlocks, or crashes the game will go in the Crashes category, of course. As for the useful/useless split, "useless" glitches are defined as those that are purely cosmetic or at least have incredibly limited use, and generally involve graphical or sound glitches. "Useful" ones, on the other hand, are glitches that can in some way be abused to achieve some effect. Also, if a glitch has more information or a fix readily available, links are provided for it.
Second of all, for the sake of finding glitches via CTRL+F, terminology is limited to specific names. Generally, the preferred name is how it appears in Lunar Magic, though there are a few exceptions to this (e.g. Yoshi coins instead of dragon coins, and Podoboo instead of vertical fireballs). This is intended to fit the names most commonly known to hackers and the most "unique" search term, so if for some reason you can not find any glitches for the thing you're looking for, be sure to check if there are no alternate names that it goes by. In addition to these names, there are a few terms used in this list that aren't defined due to how common they're written; it would be annoying to rewrite the definition every time. Instead, common terms will be defined here:
And finally, the last thing I have to say before the list is that this is not complete. It is quite likely that it is missing already-known glitches, especially those that have been found in the four years since the old one. If you have any glitches you don't feel are on the list, feel free to post them, and if they can be reproduced, I'll add them on. Just be sure to check and make sure that it's not already in the list beforehand, by pressing CTRL+F and searching for related keywords. There's also a list of glitches that are known but have yet to be specifically confirmed, which is linked above. As for anything else you're confused about, you're free to ask any questions, and if there's particular confusion over the wording or requirements for a glitch, then I'll fix it as needed.
And with that all out of the way, let the list begin.
69 recorded glitches, 63 of which are useful
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146 recorded glitches, 126 of which are useful
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This list is also now hosted on GitHub to make updating and tracking easier.
The list here will still be updated every once in a while, but the most up-to-date version can be found there.
There is also a list of glitches that need more information to be added, so be sure to check that as well. The aim of this list is to provide information that can be used to recreate glitches, and the ones on that list don't have enough information to accurately do so. If you know anything about them, please be sure to say so!
Also, if you're curious about what the most recently added gliches are, recently added or updated ones will have a green NEW! next to them. The list is regularly updated, so you may want to check every so often for new additions.
Update 9/24/2017: Passed well over 600 glitches now (623 total!).
Before I actually post the list, though, there are a few things to say about it. One of the problems with the old glitch list is that it was largely unorganized. Unfortunately, this new list doesn't really solve that problem. SMW has such a large array of glitches that it is incredibly difficult to list them in a comprehensible and simple way. The method I ended up settling on is quite similar to the old one; there are a total of five categories - Physics, Yoshi, Items, Misc, and Crashes - with two divisions: useful, and useless. The glitches are divided based on the priority of what is needed: If it requires a Yoshi at all, it will always go in the Yoshi category; if it primarily requires carriable sprites (but not Yoshi), then it will go in the Items category; if it uses any other sprites, it goes in the Misc category, and if it only involves Mario, it goes in the Physics category. Anything that softlocks, hardlocks, or crashes the game will go in the Crashes category, of course. As for the useful/useless split, "useless" glitches are defined as those that are purely cosmetic or at least have incredibly limited use, and generally involve graphical or sound glitches. "Useful" ones, on the other hand, are glitches that can in some way be abused to achieve some effect. Also, if a glitch has more information or a fix readily available, links are provided for it.
Second of all, for the sake of finding glitches via CTRL+F, terminology is limited to specific names. Generally, the preferred name is how it appears in Lunar Magic, though there are a few exceptions to this (e.g. Yoshi coins instead of dragon coins, and Podoboo instead of vertical fireballs). This is intended to fit the names most commonly known to hackers and the most "unique" search term, so if for some reason you can not find any glitches for the thing you're looking for, be sure to check if there are no alternate names that it goes by. In addition to these names, there are a few terms used in this list that aren't defined due to how common they're written; it would be annoying to rewrite the definition every time. Instead, common terms will be defined here:
- Sprite slot: Most sprite data is stored in tables, and we call the part of the table that a specific sprite occupies a "slot". In SMW, there are normally a total of 12 slots, numbered #0 through #11. In addition, these tables are split into two divisions: the first consists of standard sprites and generally uses some range of slots from #0 to #9 based on the sprite memory setting, while the second division of all other slots contains only "important" sprites that come from the item box or blocks. Depending on the slot a sprite is in, it may act slightly different in its interaction with Mario or other sprites. For reference, a "lower" (toward #0) slot will appear visually on top of a "higher" (toward #11) slot.
- Permanent sprite: Normally, when a sprite is far enough offscreen, it will despawn and won't come back until its original spawn position is reloaded. However, certain sprites have a bit that makes this not happen; once you spawn them, they're going to stay there until you either destroy them or throw them below the screen into the game's "death zone". A few examples of common permanent sprites include the solid carriable items like P-switches and keys, directional coins, released item box items, and goal tapes.
- Priority: If all of the game's available sprite slots are filled, then usually the game will stop spawning any more sprites. However, this is not always the case; certain sprites, such as the goal tape, will take priority over other sprites, and as a result, one of these other sprites will be erased in its place. Note that this is unrelated to graphical priority, which determines the order sprites and layers will be displayed in when overlapping.
- Stun timer and stunning: This refers to a table at $7E1540 that many sprites use as a timer for their various states. For example, Goombas use this to determine when to flip back over, and items will use this to determine when they finish rising out of boxes. The interesting part about it, however, is when objects are stunned when they aren't meant to; this usually causes sprites to spawn another sprite with them, in a manner similar to that of a Koopa shell when a Koopa hops out of it. A few examples with this include spawning a fish with P-switch or a Koopa with a shell.
- Null sprite: A "null" sprite is a nonexistant sprite (well, to be exact, its sprite slot is #$FF), created when the game registers Yoshi as having a sprite on his tongue or in his mouth that isn't actually there. There are multiple ways to create this, and spitting it out will have some very strange effects on other sprites.
- Eat-canceling: This refers to when a sprite is pulled off of Yoshi's tongue or mouth. Eat-canceling an item will result in it retaining whatever properties it had while it was stuck to Yoshi's tongue (e.g. it won't be able to knock Mario off Yoshi), but will generally function as normal otherwise. Video
- Air: This is a bit of a questionable term that refers to the boost Mario recieves when pulling back while flying. When refering specifically to the extra large boost that Mario receives after diving, we use the term "big air", which despite sounding dumb describes it pretty accurately.
- Sprite Types: In SMW, there are 11 types of sprites: normal, extended, minor extended, cluster, overworld, bounce, smoke, score, coin, player, and quake. Normal sprites are the sprites defined by SMW's sprite data, though it is also divided into three types (standard, generators, and shooters), each which use their own set of addresses. Extended sprites include additional interactive sprites, such as fireballs or baseballs. Minor extended sprites are similar, except they don't interact with Mario (the Boo stream seems like it would be the exception, but that's handled by the main sprite). Cluster sprites are special groups of sprites which are handled by a single regular sprite, such as the Boo ceiling (Boo rings are also included in this, but they function somewhat separately as well). Overworld sprites are, obviously, sprites specifically used on the overworld maps. Bounce sprites are the short animation sprites used when blocks are hit by Mario. Smoke sprites are minor timed animation sprites, score sprites are the animation tiles used to display point values when Mario bounces off a sprite, and coin sprites are the spinning coin animation that appears when coinblocks are hit. Player sprites, of course, refer to Mario and Luigi. Lastly, quake sprites are the invisible interaction spaces generated by blocks when hit and by Yoshi stomping the ground with a yellow shell in his mouth. Each of these sprites use separate tables for data such as positions or speeds (the only table they share is the OAM table), but sprites that are of the same type often have issues when the tables containing their data are filled up. Examples of most of these types can be found in this diagram.
- Frozen: In this list, the terms "frozen" and "freezing" do not refer to when the game is broken in such a way that it has to be reset to continue playing; that refers to the term defined below. Instead, frozen refers to a point in the game where the sprites of the game are locked in place briefly. Generally, this is done by the RAM address $7E009D, which is set by screen scrolling, Yoshi hatching, transformations, pipes, death, or keyholes (pausing, message boxes, berries, and doors, however, do not use this address, but as a result have their own distinct glitches as a result). While most sprite processes are stopped by this address, often there are parts that keep running regardless, and as a result sprites will do some odd things.
- Softlocks and hardlocks: Softlocking is a general term for when the game locks up or freezes, but does not actually crash. In this list, I use it to refer to situations where that kind of event occurs, but Mario still has the ability to pause and Start+Select out of the level. The converse to this is a hardlock, in which the player can not do anything, though the game continues to run. A crash, meanwhile, is when the game starts reading incorrect code and completely breaks or stops. It should be noted that any crash yielding multiple results may be manipulatable, which means if you are able to figure out the RAM address causing the crash and can change it as needed, it is possible to create any effect within the boundaries of the SNES (see SMW arbitrary code execution). This is actually where a few glitches, particularly those relating to null sprites, get their most useful effects. Softlocks and hardlocks, however, are not so useful, and can usually not be manipulated outside of a few small variances.
And finally, the last thing I have to say before the list is that this is not complete. It is quite likely that it is missing already-known glitches, especially those that have been found in the four years since the old one. If you have any glitches you don't feel are on the list, feel free to post them, and if they can be reproduced, I'll add them on. Just be sure to check and make sure that it's not already in the list beforehand, by pressing CTRL+F and searching for related keywords. There's also a list of glitches that are known but have yet to be specifically confirmed, which is linked above. As for anything else you're confused about, you're free to ask any questions, and if there's particular confusion over the wording or requirements for a glitch, then I'll fix it as needed.
And with that all out of the way, let the list begin.
Physics glitches
(Mario and controls)69 recorded glitches, 63 of which are useful
- If Mario becomes surrounded by blocks and touches the ground, he will be crushed and die. However, avoiding touching the ground can be done in a number of ways, such as by flying before Mario gets surrounded, or swimming upwards. Video
- If Mario is far enough inside a solid tile, he will be pushed leftward by it. Oddly, Layer 2 does will not do this, and instead Mario will be able to freely walk around (though unable to jump).
- If Mario is big and stands up or jumps in a one-tile space, he may be pushed through the floor. Also works if Mario lands on Yoshi, and can even occur while Mario is small if he gets stuck in a turnblock during the jump.
- If Layer 2 or Layer 3 are active in a level, standing Mario up in a one-tile space with blocks on the same layer both above and below him will cause him to sink slightly into the block, as opposed to being pushed left like normal. Often this will cause him to fall through the ground without the need to jump.
- Smashola: Doing the above through turnblocks while caped and spinjumping may cause Mario to "warp" his way downward very quickly.
- Walljump: With enough speed, Mario can land on the corners of blocks for a frame - even if they're part of a wall - and jump off of it. As an alternative, this frame can also be used to enter doors or pipes, even if they don't normally have ground. More info - Video - Fix
- Mario can enter a pipe even if his head is the only part touching it.
- Jumping on the first frame after coming out of an upwards pipe will let Mario jump without triggering the effects of the block he came out on top of (including Munchers).
- Slope clip: Mario can pass through the corners of slope tiles so long as he is moving upward as he crosses it. More info - Video - Fix
- Clipping into an upside-down slope will force Mario on top of it. This can also force him inside blocks, killing him.
- Clipping into the bottom corner of a block that is on a ledge may cause Mario to be forced on top of the ledge, killing him inside the block.
- If Mario hits the vertical screen barrier while walking up a slope, he will fall through the slope.
- NEW! Mario will "stick" to the vertical screen barrier when jumping; he won't fall down until his speed actually becomes positive, but he can't rise higher either. Video
- Corner clip: With enough speed, Mario can "enter" the corner of a block in order to pass through it. If he's small or ducking, though, he may be crushed. More info
- If Mario is big, you can also force him into inner corners where a leftside wall and ceiling meet. If the corner is non-solid, he can go through without dying.
- If Mario is ducking when he enters certain states (climbing, balloon), then he will still retain his reduced hitbox size, despite what the graphics for these states suggest. He'll also still be ducking once he exits those states.
- If Mario grows from a powerup while in certain phases (climbing, Lakitu cloud) and his head ends up inside a ceiling, he'll be pushed leftward, even through solid blocks.
- If Mario has 99 lives and he gets a life through any means, his life counter will briefly increase past 99 for a frame. Exiting a level on that frame (via start+select or a screen side exit) will then display a glitched value for his life counter on the overworld. Entering a new level will fix it, however.
- If vertical scrolling is enabled in a level, you can prevent the screen from scrolling by jumping off of the ground the frame that Mario lands on it.
- While being "stuck" by a noteblock, Mario can enter solid blocks, though he'll be crushed. Fix
- Mario can stick to a row of noteblocks without bouncing off of them if he runs across them at the right speed.
- If Mario is moving fast enough (x-speed of 64-80), then Mario will be unable to jump. Any faster and his jump height will also be significantly higher than usual.
- Mario can spinjump off of noteblocks if you press A on the frame that he actually bounces off.
- The top tile of tileset-specific lava can be used to push Mario into blocks. Interestingly, if Mario is big, it can also be used send him all the way through solid walls or solid floors without being crushed.
- The left and right edges of tileset-specific lava are solid.
- Mario can swim in standard object lava so long as he doesn't swim too far into the top of the tile.
- Mario's P-meter will not decrease while in water.
- Layer 2 will not reset Mario's Y speed when he stands on it; this means, if you walk off of a Layer 2 platform, Mario will start falling much faster than he normally would.
- When scrolling the screen, Mario will not interact with solid blocks; this can be used to pass through solid Layer 2 blocks if the horizontal scroll setting for them is set to something other than constant.
- Mario can survive a few blocks under the bottom of levels.
- Changing between powerups while Mario is offscreen will cause his transformation animation to be skipped. Fix
- Net punching while climbing can kill sprites other than the Climbing Net Koopas; the only requirement is that Mario and the sprite be on opposite sides of the fence, even if the sprite isn't actually "climbing" it.
- Net punching will destroy extended sprites regardless of what side of the fence they're on.
- Net punching can also hit blocks. When in front of the fence, the hitbox is to the top right of Mario; when behind it, it's to the top left.
- The capespin timer isn't cleared inbetween rooms, so capespinning prior to entering a door/pipe will cause Mario to start the next room with a capespin. Normally this isn't very useful, but one advantage is that it applies to even diagonal pipes, which normally don't allow input for a brief period after being fired. Additionally, it can be used to enter and exit pipes while facing the opposite direction you normally would.
- When Layer 2 or Layer 3 is scrolling and has interaction, the relative Layer 2 position ($7E0026) gets added to capespins to handle interaction with between them. Normally, this resets back to Mario when it goes back to handle sprites and Layer 1, but if the game is frozen (via $9D), this doesn't happen, and the relative position keeps gets added repeatedly. This causes the cape hitbox axis of Layer 2/3's movement during the freeze, hitting any blocks or sprites along the way. More information
- Mario can turn while flying by pressing X or Y to capespin.
- Fast diving: Mario's flying "frame" will increase or decrease every time a direction is tapped, allowing his speed to increase faster than simply holding it down. With this in mind, you can rapidly press one direction to dive quickly or build big air faster.
- Air cancel: You can cancel an air catch through a number of ways, including spinning around, hitting a ceiling, or reversing your speed. If you manage to do this, it can be used to decrease the height given by an air catch (useful for tight passages), or it can be used to catch air while maintaining big air.
- Infinite air catch: Based off the above, you can catch big air with a low X speed, use <+B to slow Mario down, and then reverse his speed to cancel the catch. This will give him a significant Y-speed boost while maintaining big air, which can then be repeated an infinite number of times. More info
- Mario can "stick" to ceilings if he catches air close enough to it. Simple hold the opposite direction to Mario's direction and he won't start to fall downward. Big air can also be maintained through this glitch.
- Mario can regain flight after letting go of X or Y by pressing it again while he is moving downward and his takeoff meter (7E149F) is greater than 2.
- If Mario is flying and takes a screen exit, he can regain flight in the next room in the same was described above.
- Mario will not lose flight while climbing, nor after collecting a P-balloon, so long as he doesn't touch the ground. It should be noted that, in either case, Mario retains the extra hit from flight even while in that state.
- Pressing both left and right at the same time while flying will act as if Mario is pressing just left, but will not affect his X speed.
- L+R glitch: Holding down both the left and right directions at the same time while Mario has either a P-balloon or Lakitu cloud will boost Mario rightward at higher speeds than normal, even allowing him to force his way through solid objects without dying. Fix
- The timer for the P-balloon continues to decrement even while the game is frozen with $9D.
- The item in the item box can be released even while the game is frozen with $9D.
- Shooting a fireball at a moving conveyor belt or rope slope will warp the fireball five blocks upward if the slope is moving downward, and ten blocks upward if it is moving upward. The opposite height changes will occur if the fireball hits the slope while moving downward in parallel with it.
- Fireballs can pass through the corners formed by two diagonally placed blocks.
- Fireballs and silver P-switches can't kill sprites in slot #A or #B.
- Mario can kill many sprites that would normally be unkillable by sliding into them, often resulting in a glitched death sprite. Similarly, you can also get some glitched sprites with star power, capespins, and quake sprites as well.
- Grabbing a vine/fence or collecting a P-balloon while in the sliding state will cause the state to persist, meaning any sprites you touch will be instantly killed. The effect will end if you move horizontally in midair while not holding onto the fence. Video
- Killing a sprite by sliding into it will set the counter for the number of sprites Mario has killed with a star to 1. Fix
- While the star power timer normally decrements once every four frames, freezing the game (via $9D) on a frame the timer is meant to decrement will cause it to decrease every frame while the game is paused.
- The star's kill counter only resets if you come in contact with a sprite that uses default interaction while Mario doesn't have star power. This means you can start building the counter with one star, let it run out, then grab a second star to continue building the counter. Fix
- Mario may be killed if he spinjumps on two sprites at the same time. Fix
- Destroying a sprite via spinjump will stop Mario's vertical movement. Because Parakoopas and Super Koopas can be bounced off of even with an upwards Y speed, it's possible to reduce the height of a jump to as little as a few pixels using them.
- NEW! If Mario's Y position is 14 pixels higher than a sprite in midair on the frame before Mario touches the ground, interacting with said sprite on the same frame he lands will cause him to bounce off the sprite as if he actually landed on top of it. Notably, this can be used to turn a spinjump into a normal jump. Video
- If Mario is big, ducking on the frame just before he turns upright after wall-running will cause him to clip into the wall.
- Mario can survive being crushed by the Layer 3 smashers by alternating A and B every frame.
- Mario will "stick" to the bottom of the Layer 3 smashers, making him fall slower if he touches them as they're poking out of the ceiling.
- Mario can fly through Layer 3 smashers if he either dives into them at the right angle or gets pushed into them.
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- Screen-scrolling while the Yoshi's House smoke sprite is onscreen will cause it to glitch out.
- Alternating directions every other frame while swimming with an item will cause Mario to appear as if he's holding the item on his back.
- Touching a damaging object (e.g. muncher, spike) while swimming upward will glitch Mario's shrinking animation. Fix
- Capespinning or shooting a fireball while running up a wall will cause Mario to stop animating briefly. The abilities will also still behave as if he were horizontal.
- Mario will decelerate significantly slower when sliding up a left-facing very steep slope than when he directly runs at it. This also happens with right-facing very steep slopes, though to a much lesser degree.
- If Mario finishes a capespin during the goal walk, the cape's hitbox will persist even after the spin at whatever position he stopped at.
Yoshi-related glitches
(things requiring Yoshi)146 recorded glitches, 126 of which are useful
- After mounting Yoshi, Mario can not be hit by enemies for a few frames. Only works with certain sprites, however. More info
- Keys and P-switches can still hit blocks while stuck to Yoshi's tongue.
- Shells, throwblocks, and Goombas can still hit other sprites while stuck to Yoshi's tongue, so long as the sprite it's hitting is in a lower slot.
- Spinjumping onto Yoshi will allow Mario to break turnblocks as if he is still spinjumping. If he has a cape, it'll also add the effects of the spinning cape as well.
- You can grab items on Yoshi by landing on Yoshi and grabbing the item on the same frame. If the item is not a springboard, however, it must be in a lower sprite slot than Yoshi.
- If Mario grabs a shell, throwblock, or goomba on Yoshi, he'll be knocked off almost immediately as if Yoshi took damage. Note that this will not occur if the sprite is eat-canceled.
- If Mario is running in the same direction as a shell while riding Yoshi, he can pass slightly inside the shell from behind without taking damage from it, until either the shell turns around or he passes far enough inside that he's considered to be in front of the shell.
- Yoshi's fireballs can be destroyed by a capespin mostly regardless of the vertical between them and Mario; the only thing that generally matters is his horizontal distance from them.
- Yoshi has an unusual hitbox that makes all standard clipping glitches have a significantly lower speed requirement. More info
- If Mario clips far enough into a wall and dismounts Yoshi there, the game may consider Yoshi to actually be inside the wall, causing him to climb up it.
- If Mario is riding Yoshi in water while big, you can clip into the right side of blocks occasionally by just swimming into them.
- While riding Yoshi, Mario can clip upwards through solid blocks by landing on an item near it.
- If a Yoshi is one tile below the top of a ledge, Mario can land on him if he clips far enough into the top of the block while Yoshi is bouncing upward.
- Landing on Yoshi at the right angle next to a solid block may clip Mario inside the block.
- Landing on Yoshi while he's inside a springboard and immediately dismounting him will allow Mario to pick up the springboard.
- Jumping at the right angle onto a message box or light switch while riding Yoshi will "suck" Mario on top of the box, even if there is a solid block on top of it. He also won't be able to be crushed while on top of it, though you won't be able to get out otherwise.
- If Yoshi ends up inside a block, you will be unable to move out of the block without jumping.
- Yoshi's swallow timer while he has a sprite in his mouth normally decreases once every frame. Freezing the game (via $9D) on one of the decrementing frames, however, will cause the timer to decrease every frame while the game is frozen.
- After eating enough berries, you can delay Yoshi's "laying" animation by not touching the ground for more than a frame. If you throw Yoshi in a hole before he lays it, the next-spawned Yoshi will lay it instead.
- The egg Yoshi lays can be used to hit blocks.
- If Yoshi eats a powerup as it's rising from a block, Mario will not actually be given any powerups.
- Spinjumping onto Yoshi and then dismounting him the frame Mario lands will cause Mario to spinjump off of Yoshi, yet have the height of a regular jump off of him.
- Yoshi's Y speed isn't cleared when mounted, nor when knocked off by enemies (though it is cleared if you press A to actually dismount). This can be used to manipulate his fall speed.
- Dismounting Yoshi on the frame he gets damaged will cause Mario to gain invincibility frames as normal without Yoshi running away.
- If you land onto Yoshi after gaining flight without touching the ground, you can continue to fly while riding him, though the controls will be a bit strange.
- Yoshi can make a powerup count as two powerups if Mario grabs the powerup while it is stuck to Yoshi's tongue.
- Non-carryable sprites that get eaten by Yoshi are actually erased one frame prior to his tongue fully retracting, allowing you to pick up a second sprite if Yoshi's head passes by it. One well-known use of this is for quickly eating Pokey segments.
- If Yoshi is despawned with a sprite in his mouth, that sprite will persist despite no longer "existing". It's impossible to despawn the sprite in this state, so the slot essentially becomes useless.
- If a sprite on Yoshi's tongue despawns before it is pulled into his mouth, the game will register that sprite as having been eaten, but will still respawn the original sprite. This can also be abused with shells to turn a single shell into many, or in a similar manner with powerups.
- Yoshi's tongue will have unusual interacting when crossing screen borders. When crossing offscreen, it will loop to the opposite side of the screen, allowing you to pick up items on the other side. When crossing onscreen, it will "compress" toward Yoshi. An interesting advantage of this is that jumping off Yoshi when it's compressed will let Mario grab the sprite as he's jumping off. Doing this at the bottom of the screen can potentially cause the sprite to register as having despawned before Mario grabs it, allowing you to duplicate the sprite.
- It's possible to duplicate sprites near a level entrance by sacrificing Yoshi. Because the spawn region when entering a level (-60 to +A0) is larger than the despawn region for sprites (usually -40 to +30), a sprite can be spawned in a slot and then immediately despawned, entering its index for the sprite load status table to $161A in the process. If Mario enters the level riding a Yoshi that then takes the sprite's slot, that Yoshi will inherit that loading index due to it not being reset during level load. If you then despawn that Yoshi, the game will think it's okay to respawn the original sprite... even if that original sprite is already on-screen, or has even already been permanently killed.
- Invisi-Yoshi: Spawning more than one Yoshi onscreen will cause all Yoshis other than the one in the lowest sprite slot to turn invisible and have unusual interaction. Video
- Dismounting an invisi-Yoshi will cause Mario to warp to whatever its Y-position was when he mounted it. It should be noted that Invisi-Yoshi can still move for a few frames after jumping on him, and can also be sent running if touched with a thrown shell, meaning its Y-position (and where Mario warps) can be changed. Should also be noted that invisi-Yoshi can be landed on mid-fall.
- If Mario is riding a visible Yoshi when a second Yoshi hatches, Mario will be riding an Invisi-Yoshi but will retain his riding animation and will keep Yoshi's hitbox. He also won't be able to take damage from most enemies.
- Dismounting a visible Yoshi in a level with more than one Yoshi spawned when entering the death zone underneath the level will cause Mario to warp to the next visible Yoshi's Y-position, and will receive the same effects described in the previous glitch. However, unlike the previous glitch, Mario will be unable to jump off this Yoshi.
- While Mario is in the state described by the previous two glitches, Yoshi's will be unable to despawn from the level. This mean, if a Yoshi falls off the bottom of the level, it will not be despawned by the death zone, and will instead loop vertically all the way around the level. It should be noted, though, that it takes about 18 minutes for Yoshi to complete this loop.
- When Mario is in the aforementioned "riding Yoshi" state, getting hit by a cluster or extended sprite will release Mario from the state, and will cause the visible Yoshi to start running. If he was riding an invisi-Yoshi at the time, he will still be riding that Yoshi. It's also worth noting that the visible will always start running at a slower speed than normal when hit by those sprite types.
- When there's more than one Yoshi spawned in a level, the eggs laid after eating enough berries will spawn at the Yoshi in the highest sprite slot. Because the visible Yoshi is always the lowest slot, this means it will end up laid by an invisi-Yoshi.
- Killing the visible Yoshi will cause the next invisi-Yoshi to become visable; if Mario is riding this Yoshi, it will appear one tile below him, allowing him to fall through the ground. Also, if Mario is climbing when the Invisi-Yoshi becomes visible, he'll continue to climb despite riding Yoshi at the same time.
- If the visible Yoshi is killed while it has an item in its mouth, the next visible Yoshi will spawn with a nonexistant null sprite in its mouth. When spat out, "nothing" will come out of Yoshi's mouth. More info
- Double-Tongue Glitch: If Yoshi spits out his tongue on the frame Mario transforms from a powerup, Yoshi will stick out his tongue twice, regardless of if he swallows anything. As an alternative, this glitch can also occur when taking damage while riding Yoshi without getting knocked off (by munchers/spikes, Wigglers, Dino Rhinos, etc.), in the next level after entering a vertical pipe (by sticking it out the frame Mario enters the pipe), or when Yoshi lays an egg. More info
- If Yoshi swallows a sprite on the first tongue of the above glitch and nothing on the second, he will end up with a null sprite in his mouth.
- When doing the double tongue method of creating a null sprite, any sprite grabbed by the first tongue will no longer respawn, as if it was destroyed.
- If $019D (part of the stack) is a value from 00 to 0C and Yoshi has a null sprite in his mouth, then Yoshi will get wings or be able to stomp the ground based on $16F5 (score sprite high X position). You can manipulate this value at any time, allowing Yoshi to freely swap out powers.
- Powerup incrementation: Spitting out a null sprite while on a brown revolving platform will cause unintended effects; one common effect is increasing Mario's powerup status, even past the standard values. Collecting powerups in these additional sprites can have a number of differing effects, from crashing the game to giving you a goal sprite. More info - Effects - Goal item data - Video
- Null sprite overload: Spitting out a null sprite will glitch certain sprites' properties. Slot #3 will usually lose ground interaction, and slot #1 will usually either become burnable or change its interaction completely. More info
- Burning a Yoshi (via overload) on the frame Yoshi's tongue timer ($14A3) is equal to #$0C will cause the coin spawned by burning him to turn into a sprite berry.
- Unstepping a sprite: Hitting a sprite and swallowing it before it fully disappears will reset it to its initial state.
- Swallowing a springboard at the same time Yoshi is bouncing off it will give him a large boost while bringing the spring with him. This boost can be extended by holding up and/or B, and can even go through solid blocks. It will also give the springboard a slightly glitched graphic when spat back out. Video - Fix
- Eat-canceling an item: If Mario is hit off of Yoshi while an item is stuck to Yoshi's tongue, that item will be dropped off of it while retaining any properties it had while stuck to the tongue. This can allow for a variety of effects, including causing sprites to lose (some) vertical object interaction, moving normally immovable sprites, and more.
- If Yoshi has an item on his tongue and you jump off of him as he is about to despawn, the item on Yoshi's tongue will be eat-canceled and warp to Mario's position as he jumps, allowing him to pick up carriable items or doublegrab powerups (shells are an exception; Yoshi will instead bounce off of it). It will also be counted as a new sprite, meaning the original one will respawn as well. Note that Yoshi has to despawn before the sprite for this to work, as it's still stuck to his tongue until then.
- Not only does an eat-canceled sprite lose damage interaction with Yoshi, its entire slot does as well, until the next time Yoshi sticks out his tongue.
- Eat-canceled sprites won't interact with sprites in a higher slot than them.
- If a shell is eat-canceled, the shell will fall through the ground when kicked. Additionally, eat-canceled shells won't knock Mario off of Yoshi, and can also be doublegrabbed without destroying each other.
- If a key is eat-canceled, sticking it in just below an inner corner will allow Mario to walk on the key through solid blocks, regardless of his powerup status. This can also be done with springboards, though Mario will be unable to pass all of the way through before being crushed.
- If any carriable sprite is eat-canceled, throwing it upward while it's in a wall will cause it to slowly sink downward. It can still hit blocks as it's sinking.
- Item swap: Mario can briefly create a null sprite on Yoshi's tongue by destroying or despawning a sprite while it is stuck to it (it should be noted that burning a sprite and collecting its coin, as well as grabbing a Koopa on Yoshi's tongue as it jumps into a shell, are both valid methods). Doing so will cause the next sprite to spawn in the null sprite's slot to warp to Yoshi's tongue. This can be used for a variety of effects, such as messing with sprites that change properties based on position, since this glitch essentially changes a sprite's spawn position. More info
- Certain sprites have the "give powerup when eaten" flag set despite not being powerups, most notable of which being the Chucks. Depending on Mario's powerup status, using item swap to eat these sprites will give Mario odd sprites in the item box. Two particularly well-known uses are getting a goal sphere from a Clappin' Chuck when Mario has a fireflower, and getting a Lakitu cloud from Chargin' Chucks when small. More info - Data Table
- You can "store" an item swap on an Invisi-Yoshi's tongue by sticking a sprite onto a visible Yoshi's tongue before it's replaced by another Yoshi. When the invisible Yoshi becomes visible again, Yoshi's tongue will spawn with it and grab whatever sprite happens to be in the same slot as the one that you stuck to it before.
- If there is no sprite currently in the slot stored to the Invisi-Yoshi's tongue, then it will instead spawn a copy of the last sprite in the slot. Since this counts as a new sprite, it can be used to duplicate any sprite.
- If a sprite is stored to invisi-Yoshi's tongue, spitting out the visible Yoshi's tongue a few frames before it despawns will cause a second tongue to spawn on Invisi-Yoshi, resulting in a null sprite.
- After item swapping, sprites can then be eat-canceled off of Yoshi's tongue. Certain sprites that are never meant to be edible by Yoshi can create some unusual glitches as a result.
- If Yoshi starts to sink in lava while a sprite is stuck to his tongue, and that sprite is then destroyed, Yoshi will have a null sprite on his tongue and be able to perform an item swap. A difference between this and the normal item swap, however, is that the sprite will remain stuck to Yoshi's tongue while he's sinking, which can be combined with Yoshi's tongue interaction on screen borders to create a few interesting effects. The sprite will also be automatically eat-canceled when Yoshi disappears.
- NEW! If a Yoshi is sinking in lava and another Yoshi is registered on his tongue (by getting a sprite on his tongue, despawning it, then spawning Yoshi in the same slot), and Yoshi is set to hatch an egg from berries, then standing on the ground so that this egg is spawned will freeze sprites as normal (through $9D) but Mario will still be able to move around.
- NEW! When spawning a Yoshi from a block while another Yoshi is sinking in lava, Mario will still be able to move around during the new Yoshi's hatching animation. However, $9D will still be set (freezing other sprites in place), meaning any glitches resulting from it can still occur in this time.
- Priority swap: If all sprite slots in division 1 are filled, then prioritized sprites such as the goal sprite will have to replace another sprite in order to spawn, and the sprite it replaces can manipulated by abusing priority through sprite permanence. In simple terms, priority sprites will replace the highest non-permanent sprite slot if all of them are filled. If that sprite happens to be stuck to Yoshi's tongue when the priority sprite spawns, the priority sprite will actually warp to Yoshi's tongue, even if it's a stationary sprite like a goal tape. More info
- Eat-canceling a goal tape will set its max height to wherever it was dropped, which can lead to some strange side effects. That game still registers its original position as the actual sprite, so touching the goal tape below what would normally be the 1 star mark will actually give a glitched number of bonus stars, even greater than 50.
- If you item swap a sprite that uses extra bits (e.g. the goal tape) when Yoshi is in a higher slot than it, the sprite's extra bits will be modified. The game normally stores the extra bits with the sprite's high Y spawn position (in the format %----EE-Y) before correcting it in the sprite's initilization code; if Yoshi's tongue's code runs before the sprite's does, it will instead use the high Y position from the tongue, affecting the extra bits in the process. NOTE: this glitch will NOT work in hacks that use custom sprites, due to using a specialized table for extra bits. More Info
- Suicide swap: Yoshi uses $C2 as a flag to decide whether Mario is riding him or not. If Yoshi despawns on the same frame another sprite spawns, and that sprite sets $C2 to 01 on spawn, then the game will think Mario is riding the sprite like a Yoshi and warp it to his position. In addition, when Mario goes to another room or level, the game will spawn him on a Yoshi which will have a different palette or graphic depending on the sprite that was swapped. More info - Video
- Suicide swapping a mushroom on the same frame Yoshi swallows a sprite will cause the mushroom to turn into a sprite berry. Video
- Stunning a sprite: If Mario spits out a sprite while its stun timer is set, it will spawn an extra sprite once its stun timer hits zero. While this is intended for sprites like the Koopa shell, it works for other sprites, as well. For example, P-switches can spawn a fish if Yoshi spits it out when it turns into a smoke cloud. More info
- Spitting out a stunned Koopa shell on the frame its stun timer is about to run out will cause the Koopa spawned by it to be sent flying as if it were knocked out of the shell.
- Yoshi can "store" a sprite slot in his mouth, but it gets a bit complicated. First, do the double tongue glitch and pick up a carriable sprite with the first tongue. Then, with the second tongue, pick up the sprite you want to stun, but eat-cancel it before Yoshi swallows it. As a result, Yoshi will have the second sprite slot "in" his mouth, but other sprites can still spawn in that slot and will function as normal. Yoshi can then spit out that sprite (resulting in a glitched version of it), or swallow it (resulting in the sprite vanishing).
- With the above glitch, you can also stun sprites that are normally unstunnable. You just have activate the sprite slot's stun timer and then spit it out of Yoshi's mouth while the timer is active. This can create a variety of effects, most notably a Koopa Kid from a sliding blue Koopa, a goal tape (at x=0,y=0) from a Pokey, a keyhole from a Dino Rhino, and a Reznor from horizontally-swimming fishes. Video - More Info - Data Table
- When spit out of Yoshi's mouth, stored sprites begin acting like a shell, yet still retain the object interaction of the original sprite. This leads to some odd block interactions for certain sprites, such as Pokeys (five tiles higher) or Piranha Plants (one tile lower), and even affects block duplication for these sprites.
- Spitting out a stored sprite when its stun timer is nearly 0 will cause the sprite spawned from it to act as if it was spat out of Yoshi's mouth. For most sprites, this will make the sprite kickable as if it were a flopping fish, but it can have some odd additional effects on certain sprites.
- If a sprite gives special properties to Yoshi when in his mouth (e.g. blue or yellow shells/Koopas), then storing that sprite in Yoshi's mouth via the stun glitch will also inherit those properties to Yoshi until either the sprite gets overwritten or Yoshi swallows the storage. In the case of wings, the wing graphic will also not show up, nor will the flight sounds play.
- If you kill a Yoshi and then spawn a second one, the new one will inherit the first one's "state" (sticking tongue out, laying an egg, etc.) that it had when it died.
- If Yoshi has a key in its mouth, dying while riding will still let Mario enter any keyholes he passes on his way down.
- If a keyhole is in a higher slot than a key, grabbing the key while it's stuck to Yoshi's tongue will allow the tongue to activate keyholes (even through walls). An easy method of doing this is by storing the key's slot to an invisi-Yoshi's tongue.
- Hitting a goal tape while a shell is stuck to Yoshi's tongue will make Yoshi act like he has a yellow shell in his mouth during the walk, regardless of what color the shell actually was.
- If Yoshi has the stomp power from yellow shells and he lands on Layer 2, the smoke and quake sprites will not scroll with Layer 2 and will instead spawn at the position it would be at were Layer 2 not scrolling. This occurs both horizontally and vertically.
- The quake sprite from Yoshi's stomp power can wrap around the screen from left to right if Mario lands directly next to the screen barrier. More info
- If Yoshi eats a powerup as Mario dies, Mario will "revive" and bounce upward. The speed given varies depending on how far Mario is into the death animation when Yoshi swallows it.
- If the above is done when the time limit for the level reaches 0, the timer will also stay at 0 as if it was set to such when Mario entered the level.
- If Yoshi swallows a hundreth coin as Mario is dying, the game will register Mario as dying but will not decrease the life counter. This can be used to "survive" a game over; the game will still show the game over screen, but Mario will reappear on the overworld as normal.
- Layer Switch Glitch: If Yoshi eats a powerup and transforms Mario as he is entering a pipe, Mario will stop entering the pipe and several different effects will occur. Mario will go behind Layer 1 and no longer interact with any sprites except Yoshi and platforms, and his climbing graphic will be glitched. Yoshi will be stuck in his "turning" frame, and while his tongue will still be able to interact with things, it will be invisible and he will be unable to duck. Thirdly, certain sprites which were not burnable before will become burnable, such as Yoshi, sprite coins, powerups, and the goal tape. The opposite is also true, with enemies such as Koopas and shells becoming unburnable. It should be noted that Mario can end up on an invincible Yoshi if he burns Yoshi while he's riding it.
- If Mario is holding an item when he switches layers, the item will become stuck to Mario and he will be unable to let go of it, even if Y and X are released (this also means Yoshi can not be ridden). In addition, if Mario goes to another room, this item will be taken to that room as well, even if he doesn't enter through a door; it will appear at whatever position it was at when Mario exited the previous room.
- If the layer switch glitch is done frame-perfect, Mario will retain sprite interaction and sprites will retain their correct properties, but Yoshi will still glitch and still go behind layers and have glitchy interaction while being ridden. In addition, in this state, if Mario picks up an item, it will be stuck to him as described above.
- If Mario is riding Yoshi as he comes out of a pipe downward, holding up will allow Mario to re-enter the pipe immediately.
- If Mario is riding Yoshi while big as he comes out of a pipe downward, and there is ground two tiles below the pipe, dismounting Yoshi on the first frame the player gains control will drop Yoshi into the ground.
- Dismounting Yoshi repeatedly against a ceiling will let Mario move horizontally (albeit slowly) without moving vertically. This can be used to clip into upside-down slopes.
- Riding a Yoshi into a Mode 7 battle will cause Mario's ground interaction to be one tile higher than it should be. In the Iggy and Larry battles, this doesn't cause any major problems, but in Roy's, Luwig's, Morton's, and Bowser's rooms, Mario will fall through the ground and die if he doesn't jump off.
- When Yoshi eat-cancels a Pokey segment, its Y speed constantly increases, causing it to "bounce" if its dropped from a height of y=11 or higher. Yoshi can then eat this bouncing segment infinitely without it actually disappearing, and because it counts as a separate sprite, Mario can turn one Pokey into five individual sprites. Additionally, the segment slowly rises upward at a rate of 8 pixels per bounce, and after about two hours, it'll disappear from looping around the screen.
- If Yoshi's tongue comes into contact with part of a pokey while sprite slots are filled, then that part of the Pokey will just completely vanish without being counted as stuck to Yoshi's tongue. This allows Yoshi to very quickly erase the Pokey, as every frame his tongue is in contact with it will cause another segment to disappear.
- Holding both left and right at the same time while riding Yoshi will cause him to continously turn back and forth while moving rightward.
- While riding Yoshi, Mario can slide up slopes by holding down and pressing left/right. This will also allow Yoshi to travel across purple triangles without bouncing upward.
- If Mario jumps off of Yoshi while he is eating Yoshi wings, Mario will still fly up to the Yoshi wings room without a Yoshi.
- While in the Yoshi wings room, opening Yoshi's mouth (to stick his tongue out, spit out an item, etc.) will cause his wings to temporarily disappear; you can't fly during that period, but you'll fall faster.
- Taking Yoshi wings or obtaining a bonus game in a room that only uses secondary exits will take Mario to a glitched exit in the bonus game room rather than the room it's supposed to go to. Lunar Magic fixes this by default.
- If Mario is riding on a Yoshi that has a blue shell in its mouth and he slides off of a sprite platform, you'll be unable to control Mario's horizontal movement until he hits something and stops. Video
- When Yoshi has wings from a blue shell and the current level has some form of vertical scrolling enabled, the screen will always scroll upwards to Mario, even if he's not actually riding the Yoshi. This means it'll even scroll up to Mario if he only lands on the ground for a frame, which it normally doesn't do. This effect also persists if Yoshi despawns with the blue shell in his mouth, and will continue until a new Yoshi spawns or a new level is loaded.
- If Invisi-Yoshi exists in a level, swallowing a blue shell with the visible Yoshi will allow flight but will not display wings or play the flight sound effect, nor will the screen automatically follow him vertically.
- If Mario is the "riding Yoshi" state on an Invisi-Yoshi and the visible Yoshi has a shell in its mouth, then the Invisi-Yoshi will receive the effects of that shell as well.
- Landing on Yoshi counts as bouncing on a sprite. Jump off Yoshi enough without touching the ground and the next enemy you hit can give you a 1-up. Fix
- If Yoshi's tongue stops touching a berry after it gets stuck to his tongue/mouth (either by turning or ducking), the berry will be eat-canceled as a permanent sprite. This can also be done by baby Yoshi by turning on the frame he comes in contact with the berry, or by passing the berry while he's in the process of eating another sprite.
- If Yoshi runs into a berry on the same frame his tongue picks it up, the game will give two coins.
- You can "store" a berry to Yoshi's tongue by picking up a berry with Yoshi's mouth, but canceling it by sticking out Yoshi's tongue and turning away. You can tell if it was done correctly if the berry doesn't turn into a sprite, but the game still freezes for a frame as if Yoshi ate it. As a result, the next sprite Yoshi swallows will add to his berry count, and can be repeated on a single berry indefinitely. A small additional side effect is that any sprite berries will inherit the palette of the stored berry until it is used. Video
- If Yoshi has a null sprite in his mouth, passing his mouth by a berry will cause him to store the berry to the null sprite (giving him a berry when he swallows). During certain frames of the swallowing animation, you can also actually eat the berry instantaneously as opposed to storing it.
- If a berry is located at the very bottom of a subscreen, then picking up the berry with Yoshi's mouth while he's ducking with his tongue out will cause the berry to register as eaten without actually clearing the tile. This can then be repeated infinitely.
- Berries don't work correctly in vertical levels. Yoshi will be unable to eat them most of the time, and when he can, they won't disappear; instead, an empty green bush tile will appear a screen below the berry's actual position, and the berry itself can be eaten an unlimited number of times.
- When Yoshi eats a berry by running into it, the game will adjust Mario and Yoshi's position slightly during the freeeze to center him on the block. If the berry is placed close enough to a slope, this can be used to clip them into the slope.
- Dismounting Yoshi while he's eating a berry will cause Mario to normal jump off instead of spinjump, despite still giving an X and Y speed as if he spinjumped.
- If Yoshi ends inside a block without Mario riding him, he will "climb" the blocks upward until he reaches an empty block. This can occur as a result of growing Baby Yoshi inside the block, spawning a block on top of Yoshi, or clipping four pixels into the block and dismounting. Video
- In the Japanese version of SMW, Yoshi is able to eat the jumping dolphins. This is not possible in any other release.
- If a Baby Yoshi and adult Yoshi are spawned in the same level, Yoshi's head graphics will glitch and the game will have some strange effects. One effect in particular is that berries will not actually be eaten when Yoshi's head touches them; the game will keep registering him as eating it, but it will never disappear, letting you get an infinite number of berries.
- If both Baby Yoshi and Yoshi eat the same item, Yoshi can still spit out the item, but it will have glitched properties. Strange effects can also occur from two Baby Yoshis eating the same items. This can additionally be used to create a null sprite.
- If Baby Yoshi swallows multiple enemies consecutively, the game may register him swallowing an extra non-existant sprite; this can be used to grow a Baby Yoshi with only three sprites.
- While Baby Yoshi is swallowing a shell, it's actually just temporarily moved to the background rather than having sprite interaction disabled. This means you can use it to kill climbing Net Koopas behind a net from the in front of it.
- If Baby Yoshi grows as he is eating a sprite, that sprite will be eat-canceled. This can also result as a side effect of eating multiple sprites consecutively, meaning, although you need at least three sprites for it, the last sprite may not actually be eaten.
- If Baby Yoshi swallows a non-permanent sprite while far enough offscreen, the sprite will despawn as he is eating it. This will allow said sprite to be allowed to respawn even though it was used to feed Yoshi, making it possible to grow him with just a single enemy. Additionally, this effect can be used to item swap.
- If Baby Yoshi grows close enough to a ceiling and Mario lands on the Yoshi while it's still next to it, Mario can jump straight off of Yoshi and through the ceiling (regardless of his size). Alternatively, you can be forced far enough into the ceiling such that Mario can clip through corners where the ceiling and left wall meet, retaining Yoshi in the process.
- Spawning a throwblock will briefly set the high byte of its X position as the value at the address $(95 + sprite slot) for a frame. If a Baby Yoshi is at the same position within that screen, it will actually register the block and swallow it.
- Baby Yoshi can swallow sprites as they're rising out of a block. If thrown at the right angle, Baby Yoshi can even hit a block and eat the sprite that comes out of it in a single throw.
- NEW! If a level has a no-Yoshi entrance and Mario dies in the level with a Yoshi, he'll keep the Yoshi when he exits to the overworld.
- NEW! If a level has a no-Yoshi entrance and Mario enters the level with a Yoshi, then mounts a new Yoshi in the level and dismounts him, he'll lose the Yoshi on the overworld as well. Beating the level without dismounting this new Yoshi will simply replace the original with it.
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- Mario can still get knocked off of Yoshi by sprites while in the sliding state, unless the sprite's clipping position is more than 13 pixels below Yoshi's when they make contact.
- Having a Yoshi on the same screen as a Podoboo will glitch Yoshi's head graphics. His body can also be glitched by the splash created by lava.
- When riding Yoshi, Mario will not interact with the bottom tile of a Banzai Bill.
- While turning on Yoshi, one of Mario's feet is non-existant and can be seen through.
- Mario can still be knocked off of Yoshi by a Boo ceiling even when he has a star.
- While Yoshi is laying an egg, you can press X or Y repeatedly while riding him to play his tongue sound.
- If you stick out Yoshi's tongue before Mario hits a goal tape, you can duck or stand up during the walk animation as long as it's out.
- Yoshi can still duck or even spit out sprites during any period where the game is temporarily frozen from $9D (including keyholes).
- When spawning multiple Yoshis, the newest Yoshi will hatch twice as fast as the last-hatched Yoshi.
- Taking damage on the same frame Yoshi hatches will cause Mario's shrinking animation to speed up.
- If Mario dies on the same frame Yoshi hatches, the game will continue to function as Mario is dying, rather than freezing as normal. This can lead to some strange effects such as Mario freezing mid-fall, remounting Yoshi even as he dies, or dying a second time due to an enemy or time up.
- Yoshi's tongue turns invisible while entering a pipe, but will still pull sprites around. However, it will behave strangely as a result of the tongue not actually being drawn.
- If Mario dies on Yoshi while Yoshi has his tongue out, Yoshi's head may briefly loop to the top of the screen when they fall off the bottom of the level.
- Yoshi can lick the brown revolving platform by sticking his tongue out to the right side of its base. It won't actually do anything besides make a noise, though.
- Yoshi can lick the side-exit-enabled sprite by licking the center of the screen, three tiles from the bottom. It won't actually do anything besides make a noise, though.
- If Yoshi eats the directional coin sprite, the music will never change back.
- Occasionally, eat-canceled berries may take the place of powerup graphics.
- Collecting a green berry after the music speeds up from time running out will increase the timer while keeping the music at its speed; the effect can then be repeated indefinitely. Fix
- If Yoshi's head eats a green berry while Yoshi is ducking and sticking out his tongue, his head's graphic will glitch slightly.
- If Baby Yoshi is eating a sprite offscreen, turning while carrying an item in a higher slot than him will cause the sprite's tilemap to mess up.