List of Super Mario Land 2: 6 Golden Coins glitches

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This is a list of glitches in Super Mario Land 2: 6 Golden Coins. Unless otherwise noted, all names are conjectural.

Glitches

Bubble in any level

In the Hippo level, the player must pause and exit the level on the exact frame that Mario touches a bubble. Entering another level after that allows the player to use the bubble in that level (using a glitched assortment of other sprites as the game does not load the bubble sprite for any other level).[1][2]

This glitch can be used performed another glitch in Wario Castle. The player should travel over the second set of Piranha Plant statues using the bubble and turn back after scrolling them offscreen. When the statues shoot out fireballs, they will remain onscreen and cause a high amount of lag due to the sprite count, similar to enemy slot filling. As Fire Mario, if the player shoots more fireballs as the ones from the statues enter the first room, the screen will be shifted upwards, allowing the player to float up to a Warp Pipe that transports them into the final boss fight with Wario much earlier than intended. If the player floats slightly higher and into the corner of the wall, they can enter a glitched version of the Wario fight with the background consisting of a mess of tiles and shifted towards the top-left corner of the screen.[1]

Enemy slot filling

The player should find an enemy that launches projectiles, such as a Goronto or Venus Fire Trap and scroll it offscreen for approximately one minute. As they are offscreen, the enemy creates so many sprites that every enemy slot is filled, and once the player moves towards them, it results in a high amount of lag. This is resolved once all of the sprites despawn.[1]

File select counter glitch

The player can perform this glitch by starting a new save file, completing Mushroom Zone by ringing the Bell, and resetting the game after winning the minigame when Mario is about to leave. Returning to the file select screen, the counter displaying the number of levels completed shows one, but starting the file places Mario on Mushroom Zone, which he can replay again. This glitch can be repeated, which causes the counter to continue to increment by one each time it is performed until it reaches 99, after which it loops back to zero.[1]

Life loss prevention

If the player loses a life in a level they have already completed, it is possible to exit the level by pressing Start Button + Select Button (even when the death animation is playing, if performed quickly enough) without losing any lives.

Minigame freeze

After hitting the bell at the end of a level, the player should keep pressing A Button to make the game glitch on the crane game, showing the crane game's machine and a jumbled sprite of Mario at the top of the machine. This will cause the game to freeze, leaving only a white screen. To fix the glitch, the player must reset the game.

Nonexistent pipe glitch

A glitch in Super Mario Land 2: 6 Golden Coins.
One result of the glitch

There are two ways to perform this glitch. By going down a pipe in a level they have already completed, the player must hit the Start button and then press the Select button to exit the level while Mario is still inside it; this only works in version 1.0 of the game. Another method that is possible in all versions is done by losing a life at the same time as entering a pipe; the easiest way to do this is by grabbing a Koopa Shell and throwing it in a way that it returns to Mario while he is still on top of the pipe.

If done correctly and the player enters any stage, Mario will go through the floor as if there was a invisible pipe there. He will fall in either a transparent floor, where he cannot go anywhere, a copy of the stage of where the glitch was done, with no enemies or power-ups, or a mess of pseudo-random tiles and sprites used by the game that represents the game's RAM, where Mario is able to move around. However if he hits certain tiles, the following may happen: he may lose a life, the game will freeze, the game will reset and the player will be brought back to the title screen, the ending credits will scroll with the background music of the current level, or the game will act like Mario completed the level. However, the latter will prevent the player from getting the Golden Coin if done on a boss level.[1]

Over the goal glitch

In Mushroom Zone, the player needs to grab a Koopa Shell, ring the Bell at the end of the level, and release the Shell just before Mario enters the door to the bonus game. This will result in Mario dying, but he will still enter the minigame. The player then needs to win a Carrot, which can be obtained relatively easily by repeatedly pressing A Button.

Despite the player technically completing the level, making it impossible to re-enter, they will be able to play it again, likely because the game also counts the death from the Shell, resulting in the level still being marked incomplete. Once in the level, the player, as Bunny Mario, needs to jump over the Bell leading into the bonus game. The bunny ears will carry Mario over the goal and onto a ledge on the right side of the screen that is normally inaccessible. If the player jumps and glides slowly, Mario will be under the goal, but the ground's collision is disabled, allowing the player to fall out-of-bounds.[1]

Pause glitch

By pausing the game during lag, the player can have the game reset itself or freeze.[1]

Playing demos

If the player leaves the game idle on the title screen for awhile, a demo will play until the player presses a button. These demos cannot normally be played by the player. However, in version 1.0 of the game, by pressing certain buttons on the title screen, the player can play the demos. The combinations are listed:

  • Pressing +Control Pad up and Select Button together will take the player to the Mushroom Zone demo.
  • Pressing +Control Pad up, A Button, and Select Button together will take the player to the Hippo demo.
  • Pressing +Control Pad up, B Button, and Select Button together will take the player to the Cheep Cheep Course demo.
  • Pressing +Control Pad up, A Button, B Button, and Select Button will take the player to The Ant Monsters demo.

The player can only perform as many inputs as the game performs in the demos, as when all of these slots are filled, the game will freeze. However, if the player finishes the course within the number of input slots, the game will save their progess in the first file slot.[1]

Screen wrap glitch

As Fire Mario, if the player shoots fireballs to one side and runs in the opposite direction, the fireball can defeat enemies in that direction.[1]

Small bubble glitch

In the Bat Course, the player should enter a pipe, and when they enter the water and the bubble appears, they should exit the level. When the player plays the level again, they will see the bubble float into the sky.[2]

Spin Jump glitch

This glitch can be performed in any level with a bottomless pit, or in any of the water portions of The Ant Monsters level. If Mario Spin Jumps into the pit/water at the bottom of the screen, the "brick break" sound effect will play. Also, the music will continue to play for a few seconds after the death sound.

Standing on invisible wall

In all levels of Super Mario Land 2: 6 Golden Coins, there is a barrier on the left side of the screen. However, in Secret Course 2 only, there is a two-tile tall gap between the barrier the player can stand in.[2]

Stuck Bopping Toady

In Invincibility!, if the player lures a Bopping Toady in between some roots, they can jump and become stuck in a root.[1]

Turtle Zone entry glitch

If the player holds B Button to scroll across the main map while standing at the entrance to the Turtle Zone, if they press A Button at any point, they will enter the zone from the camera's location.[1][2]

Wall sliding

In Pumpkin Zone Level 2, after the water and Boos, there are some bricks. If the player is Super Mario, they should destroy only the first brick in the first column by Spin Jumping. The player must then run back into the pipe. If performed correctly, instead of going back to where the Boos are, Mario will then go through the wall and back to where the pipe leading to the water is.[1][2]

This also occurs in Final Bosses: Three Mean Pigs!. After climbing the slope, there is a dip with four ? Blocks above it. If the player ducks towards the right side of the dip, the camera will move left, and if the player presses +Control Pad right, they will slide through the ground until they reach the dip with the Mid-Point Bell.[1]

A third method exists in the Honeybees (level) level. After traveling through the first pipe, the player should have a Beebee spawn from one of the dark-colored hexagons and lure them to the beginning of the level, traveling down and up the pipe to prevent it from despawning. Once they lure it to the beginning, they need to lure high enough so that, when jumping on it, they will reach the logs above. Once on the logs, they need to jump to the top of screen, where Mario will slide right across the screen, eventually dropping down into a mess a pseudo-random tiles representing the game's RAM, similar to that of the nonexistent pipe glitch.[1][2]

References

  1. ^ a b c d e f g h i j k l m n A+Start (December 23, 2016). Super Mario Land 2 Glitches - Son of a Glitch - Episode 69. YouTube. Retrieved February 15, 2017.
  2. ^ a b c d e f Super Mario Land 2 Glitches