List of super mario bros. glitches – super mario wiki, the mario encyclopedia gas national average

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Sometimes, if someone breaks the bricks at the end of level 3-1 at just the right place, the trampoline will disappear. If Mario lands where the trampoline used to be, he will not be able to move until the time runs out or the game is reset.

To perform the Double Death glitch, the player must be on any level with a Hammer Bro. The player must allow themselves to die by hitting its hammers. When Mario dies, the player must pause the game, then unpause. He or she may need to do this once more, while the death music is playing. If done correctly, when a second hammer reaches the area Mario was at, the death music will repeat. [3] Duplicate Vines

This glitch was found nearly 30 years after the game came out. [4] The player has to beat the game and restarting in Hard Mode with two players. Mario must die in level 1-2, while Luigi must go to level 5-2, hit a block with a Vine, hold it and get killed by an Hammer Bro nearby. If done correctly, after Mario enters in the Pipe for level 1-2, a Vine suddenly pops out from the ground. Mario can even do an Infinite 1-UP trick by holding the vine and waiting for the nearby Buzzy Beetles. [5]

Due to graphical limitations of the NES, sometimes the defeat of one enemy meant the spawning or the disappearance of another. This is also notable in Super Mario Bros.: The Lost Levels. However, this glitch has been fixed in Super Mario All-Stars and Super Mario Bros. Deluxe.

To activate the glitch, Mario must go to World 1-2 and stand on top of the pipe that leads to the above-ground flag, without going in the pipe. Then he must break the second and third block from the pipe, but leave the one on the far right. Then he must stand on the left edge of the pipe (facing left) and duck. He then has to jump while in a ducking position and move right in mid-air (while still facing left). If done correctly, Mario will go through the block on the far right and through the wall to the Warp Zone. Mario must then go through the pipe that would normally lead to World 4-1 (the one on the far left), and Mario will enter the Minus World (world -1; it’s actually world 36-1, but the game displays the number 36 as a single blank space).

If World 2-2 or 7-2 is edited in a ROM editor, so that it is possible to beat it during the underwater segment, there is a World -2, an underwater version of 3-4. If World 3-4 is edited in a ROM editor, then, there is a World -3. It is also a version of 3-4 but with overworld graphics.

In some levels, it is possible to jump over the flagpole. Beyond the flag pole is nothing but an endless path. There is nothing to do; all that can be done is wait for the timer to get to zero. To do this glitch in World 1-1, right after the second pit, Mario needs to wait for the Koopa Troopa to about to fall into the pit and simultaneously jump at the top of the level right above the Koopa. After that, the Koopa will be stuck underneath the level, but the player will still be able to see it. When the Koopa starts to walk under the level, Mario should follow it to the end. Along the way, it’s required to grab a Super Mushroom. When the Koopa is halfway between the staircase and the Flagpole, the player must do the glitch again and Mario will jump above the flagpole.

To do this glitch in World 3-3, at the end of the level the player must stand of the last lift until another one has completely lifted, before falling off. After that, the player must accelerate as fast as possible and jump from the far edge of the lift. The lift should not lower while doing so. [8]

In Super Mario Bros.: The Lost Levels, this is actually exploited to hide Warp Zones. In worlds 3-1 and A-3, there are warp zones placed beyond the goals. In other worlds, while it is possible to go over the flagpole, the edge of the world is a few steps past the fortress, and the player is not able go far enough that the flagpole is out of reach.

While the timer of the game will eventually cause Mario or Luigi to lose a life upon running out, if the player were to disable the timer using a cheat code and continuing running, they will eventually reach an area where the background and platform sprites become jumbled. [9]

The small Fire Mario glitch is performed by having Super Mario, Fire Mario, Super Luigi, or Fire Luigi hit the axe. If Bowser hits the player while the player hits the axe, Mario will flash but stay Super Mario. Bowser will be defeated, and then the player will move on to the next level after rescuing the level’s mushroom retainer. The game continues as normal, except when the player gets hit, they die. Collecting a Super Mushroom will make the player Small Mario, and when they get hit they’ll become Super Mario again. When the player grabs a Fire Flower as Small Mario, the player will become Fire Mario, but in the smaller body. When Mario shoots a fireball, he will become large, then, when the animation is complete, he returns to the small size. [10] If Mario dies, the player will need to repeat the glitch in order to play as him again. A similar variation on this is to do the same thing with Small Mario. Mario will do his usual dying animation, but the screen will scroll over, like normal, to the mushroom retainer, even though there is no Mario. When transforming, Mario will do a swimming "pose" on the ground.

If Mario’s foot catches on a wall or pipe, he can jump again to do the Wall Jump at that frame. However, Mario has to be moving toward the wall with some velocity. This is because when Mario hits a wall, he goes slightly into the wall. The bricks in the wall count as individual surfaces, so Mario has a surface to jump off. This glitch existed on Super Mario Bros. 3, Super Mario World and Yoshi’s Island.

Sometimes an entry point like a vine or pipe teleports Mario somewhere else than its intended destination. This glitch occurs, because the game can only determine one area as the destination where all pipes and vines on the current screen lead to. Usually, this information is updated before Mario can access the next pipe, so that he gets teleported to the right area. However, if Mario leaves the center of the screen and gets further right than usual, which can be done with backwards jumps or by wall clipping, he can get into a pipe before the teleport destination gets updated, so that said pipe leads to the area which should be entered through the previous entry point. On the other hand, if Mario runs far enough to update the teleport destination for an upcoming entry point, while another pipe is still visible on the left half of the screen and then runs back to enter the latter, this pipe leads to the updated destination. The Wrong Warp glitch is best known for being used in 4-2 and 8-4:

• 4-2: There’s a vine in a hidden block, which leads to a Warp Zone, and shortly after there’s a pipe which leads to another secret area. If Mario gets far enough to the right of the screen, he can enter said pipe without having the destination updated, so that he gets teleported into the Warp Zone area.

• 8-4: In the third section, instead of taking the pipe after the lava pit to get teleported to the water section, Mario can make use of the glitch and use the pipe before the lava pit. To do this, Mario has to get past said pipe to update the teleport destination, then he has to go back and enter the pipe. Instead of getting warped back to the beginning, Mario gets teleported to the updated destination, which is the water area. [12] [13]