List of Super Mario World glitches
It has been requested that this article be rewritten.
Template:MoreImages These are the glitches found in Super Mario World.
Glitches
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If the player has Yoshi grab a berry on his tongue while it is extending, and then the tongue later attaches to an enemy in the same motion, the berry will be left where the enemy was, without being swallowed. The berry will also lack animation, but can still be eaten. In some cases, the berry will actually change color (and behavior). For example, on Funky, the first green berry (after being moved) will sometimes turn into a red berry if Yoshi eats the nearby Jumping Piranha Plant.
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In order to do this glitch, the player should go to Yoshi's House and keep pressing the and buttons. Sometimes the birds and berries will pause and the smoke from the fireplace will skip. If the player's lucky, the smoke will be glitchy. If the player can't reproduce the glitch after about a minute, they should re-enter Yoshi's House and try again.
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In the level Chocolate Island 5, if Mario/Luigi grabs the two P-Switches (how to do it can be read here) and bash the Yoshi block with it, the block will create two Yoshis, but only one appears. When the Yoshi falls into an abyss, the other one appears. If the player falls into an abyss and waits until Mario and Yoshi disappear while jumping, he is riding on an invisible Yoshi.
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By throwing an enemy or object at a block very close to it, the block can be duplicated near it, unveiling the item, leaving the original block untouched. This can be done to either side of the block, above it, or above-diagonally to either side.
Also the game differentiates certain items by the block's horizontal position in the level. For example, blue P-Switches and gray P-Switches are actually the same object, but determined by an odd/even horizontal position of the block which contains it. Thus, by duplicating a block to the side with a P-Switch inside, it will give a P-Switch of the other color.[1]
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The player must shoot a fireball at a Lakitu who is riding in a cloud, and then make sure to collect the coin. The player must then jump in his cloud and it will last forever.
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In Vanilla Dome 2, it's possible to fall through the floor via a glitch. Towards the end, the player has to take a left and go through the "secret" passage. Then the player has to get a Buzzy Beetle shell and toss it at the first two blocks. Then the player has to quickly get a running start and slide under the blocks before they harden. Once there, the player must not release the button. Once the player is completely surrounded, if the player presses , Mario will Spin Jump through the floor, leading to his demise.
This glitch is still possible in the Game Boy Advance remake.
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The player must bring Cape Mario to an area with at least two Wigglers (three is better); the best place is Forest of Illusion 1, and jump on the yellow Wigglers to make them angry, and float back and forth so that the angry Wigglers are calm again. The player needs to keep jumping on the Wigglers, and the player will gain points as usual. After the player gets 8,000 points, they will get a 1-Up, 2-Up, and then a 3-Up. On the next bounce, the game will display strange symbols that represent five extra lives. More glitchy graphics will appear and they will give large amounts of points in addition to numerous coins.
This glitch was fixed in the Game Boy Advance version.
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The player must find a Fire Flower and Feather in purse (or vice versa), Yoshi and level with berries, like Yoshi's House. Now the player must drop the Fire Flower and let Cape Mario touch it and at the same time get Yoshi to eat the berry. This causes the game to freeze and as well make Mario flash from red to green like if he touched a Starman. It can also have a more helpful effect of infinitely raising the player's coins, giving the player up to 99 lives in the process. Then the player can leave the level by pausing the game and pressing , although this requires the player to have cleared the level before.
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The balls on Iggy's and Larry's platforms can be destroyed by the sliding attack, as can the Grinders (using a triangle block). This results in glitchy graphics, most likely because the developers did not intend for these enemies to be defeated. The same thing happens if Mario does a nose diving in the second level of the Bowser battle. The Big Steely will be defeated as the head of Princess Toadstool colored red.
In Super Mario Advance 2: Super Mario World, Iggy's ball can be defeated normally, however, a defeated Grinder still glitchy and turns into a half of a wooden plank or a Magikoopa's magic.
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To make this glitch, the player must have already pressed the Red and Green ! Switches. He or she must have Cape Mario and a Yoshi in Star World 4. At the level's secret exit, he or she must make Yoshi keep the Key in his mouth and fly with Cape Mario to hit all green ! Blocks at the left. If the player drops the Key, it will be a combo with a Yellow Beach Koopa and a upside-down Cheep-Cheep.
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If two things (like P-Switches, Shells [two shells doesn't work], Spring, etc.) are placed in the same place and Mario/Luigi runs (pressing without dropping), he will catch the two things, then crouch and slide to grab the objects (the cause of dropping not button), the player will take the two things at the same time.
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Music speed increases when the Timer reaches 100, warning the player of the time limitation. Usually this can only happen once in a given level. However, on Funky, where the green berries appear, the player is given 20 extra seconds for each berry eaten by Yoshi. If timed correctly, the player can eat all 9 green berries, each when the Timer is somewhere between 81 and 99 seconds, and it increases the music speed up to 10 times, making it very fast. If an extra 11th green berry is eaten, the music will slow down drastically.
The glitch was fixed in the Super Mario Advance 2 remake, as the music does not speed up should the player attempt to try this glitch.
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In any level with a pipe that extends and retracts into the ground, the player should get an item that Mario can carry (Koopa Shells, P-Switches, etc.) and leave it on top of the pipe. When the pipe retracts, the item will fall with it as normal, but when the pipe extends, the item will be stuck inside the pipe. The item will "vibrate" back and forth and eventually move out of the pipe after a few seconds.
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Mario/Luigi must go to a level with a Super Mushroom able to reach the Giant Gate. The player should wait the item go through it, too. Mario will walk before the screen disappears, he will collect the Power-Up.
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If the player takes a Grab Block and go through any pipe, it will never disappear. The player can take any carryable enemy (like Round Goomba) through a pipe and it will never jump on Mario.
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In Ludwig's Castle, after Mario/Luigi passes the spiked roof, if Mario spin-jumps when the roof is in the more down possible, Mario does the same sound as the spiked roof does when it hits the floor.
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In order to do this glitch the player should go to the end of Chocolate Island 3. Below the goal the player must jump off Yoshi so that the screen does not scroll up. After that the overworld will be in reversed colors.
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In Donut Secret 1, Mario should enter in the Warp Pipe to the Bonus Area. When Mario goes up, the pipes are orange, but when Mario comes down, both pipes are miscolored green. Sometimes, the pipe will be half-glitched, meaning only the bottom part of it will be green.
Similarly, using any kind of Super Mario World ROM level editor (most likely Lunar Magic), putting pipes anywhere will randomly choose the color. While this is normal, putting a pipe on the edge of each 'screen' (one length of a screen), the pipe will be half colored one color, and the other half another color.
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The player should take a grey P-Switch and go into the pipe. Though the P-Switch will stay grey, it will act like a blue P-Switch.
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To get this glitch to work correctly, the player should be mounted on Yoshi. Yoshi should press P-Switch and eat the remains before it disappears. When Yoshi spits it out, the P-Switch will be in its normal form, ready to be pressed again.
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In a level with a P-Switch, the player can dash to the direction if a wall holding a P-Switch. Before go to the wall, throw the P-Switch and swiftly dash to it. Mario will be stuck between the wall and the P-Switch and he'll start to shake. The player can get Mario out of there by jumping or grabbing the P-Switch.
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In some of the underground levels, it's possible to walk through the floor to the exit. First the player should grab a Koopa Shell or flipped Buzzy Beetle, then moving platforms that could defeat Mario should be almost closed in. Jump on it and the player will be able to walk through until they reach an area requiring a jump.
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When the player is on Forest of Illusion 1, the Yoshi that is found here can become a glitchy Chargin' Chuck. First the player has to be Cape Mario or Luigi and defeat a Chargin' Chuck with Yoshi. After that the player should go down in a pipe with the Yoshi and go back up. If the player loses Yoshi and got back an egg, the Yoshi is replaced by a Chargin' Chuck. His tongue can work normally, but if the player ends the level with it, the game will freeze.
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In some "up-down pipes", the player should leave the Yoshi on the pipe. Whenever the pipe moves, Yoshi will move blocky.
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This glitch can be only done in the GBA remake of the game.
First off, the player needs Yoshi and 999 lives. Now he or she needs to enter a level with possibly at least a 1-Up Mushroom (i.e. Yoshi's Island 2) and it has alerady beaten. The player must make Yoshi lick the mushroom and rapidly press when Yoshi's mouth is full.
The player now must select "Back": as usual, the player will go back to the map screen. If done correctly, the player's life counter shows up as Y00 (possibly 1000
Iives). However, this is temporary, as the player enters another level the counter resets to 999.
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This glitch can be only done in the GBA remake of the game.
The player must simultaneously press a D-Pad button and . The player, if done correctly will get to the status screen. The player now has to choose a level. The character should move in an incorrect way going to an incorrect level. Pressing a will result in no response, an endless Bonus Game, occasionally an acutal level or, always occasionally, an unused level such as the unused "#2 MORTON'S PLAINS" (although there will be blank text as name) that will glitch drastically the game if the normal exit is taken or revert back to the original overworld if the secret exit is taken and then 97 exits are gained.