Glitch Index
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Glitch Index
Updated 4 years ago by Zephiles

[center][big][big]Paper Mario: The Thousand-Year Door Glitch Index[/center][/big][/big]

[center]Last updated by Vynneve on February 17, 2018[/center]

The intent of this index is to display every piece of information we, the TTYD community, know regarding glitches or tricks in hopes to further inform the public about this game from a speedrunning and glitch hunting sense. If there is any information not listed that you are aware of, please inform one of the moderators of the TTYD speedrun.com page.

Note: Due to how many videos are in this thread, it was necessary to make sure that all of them were not embedded, otherwise the page would take forever to load. It should also be noted that the links will not automatically open in a new tab when you click on them.

Note: Glitches/tricks with an asterisk next to them hypothetical, and there is no known way to perform them yet.

[section=Activate Mayor Outside] [small]Found by Cronikeys[/small]

After talking to the gatekeeper in Twilight Trail, Mario must go talk to the mayor. Normally, Mario would enter the mayor’s house and walk up to him to trigger a cutscene. By walking up against the right side of his house in Paper Mode, Mario can trigger the cutscene. This works because the mayor moves close enough to the edge of the house such that the cutscene trigger reaches slightly outside of the house.

Click here to watch.

[section=Background Skip] [small]Found by Almo[/small]

Near the end of the Chapter 7 Factory Room, after grabbing the card key, it is intended that you enter the pipe on the floor, go all the way to the left of the background, ride the platform up to the first pipe in the room, and then go up the stairs to Magnus. Instead, you can Spring Jump on the ground and, upon descent, land on the left or right moving platform, skipping traveling through the background again.

Click here to watch.

In addition, you can hover with Yoshi from the card key platform to the top of the save block. This way, you can visually see when the platforms are moving and time when to Spring Jump onto them.

[section=Backwards Goomther]

Sometimes during Goombella’s ability cutscene in the Prologue, Goomther, whom Goombella tattles to demonstrate her ability, can sometimes exit the screen walking backwards. We believe this is because the Goomther that is loaded in Rogueport Square (as opposed to the one loaded in the cutscene) turns around just as the Goomther in Goombella’s cutscene begins walking away.

[section=Bill Blaster Skip] [small]Found by Cronikeys[/small]

In Pirate’s Grotto in the bright room, Mario can either jump or hover with Yoshi around the Bill Blasters. This is because the platform past the blasters extends slightly farther up on the Z-axis compared to the bridge to the left.

In the room before the boat, you can go into Paper Mode and walk behind the first set of bills and in front of the second set of bills in order to avoid encountering them. On the way back from the boat, you can skip the first bills by entering the room in Paper Mode and then moving left slightly before moving down. After this, you can use Tube Mode to jump over the second set of bills.

Click here to watch.

[section=Blimp Ticket Skip¤] Note: This trick/glitch is currently only theoretical.

Skipping the Don Pianta Blimp Ticket sequence would allow us to modify how we go about Chapter 3. For the current English/PAL route (June 2017), After obtaining Flurrie, the route could skip the Emerald Star, go to Glitzville, do the Minor League fights, come back, and use the Super Boots to retrigger Chapter 2 which skips the Chapter 6 trigger. Similarly, the Japanese route would also leave Chapter 2 after obtaining Flurrie.

[section=Bobbery Early] [small]Found by SolidifiedGaming[/small]

By Goombella Buffering (or performing Timestop) in the room before Pirate’s Grotto, Mario can fall out of bounds. There are a few NPCs there because unused NPCs are stored at the coordinates 0, -1000, 0. By falling while riding Yoshi, Mario can maneuver in the air to land right on top of the Ember, triggering the Ember fight that normally occurs while rescuing Bobbery. Hitting Bobbery out of the tree after the battle sets the game's sequence to Chapter 5. Since you can warp ahead using this trigger, you no longer need to complete the pre-Chapter 5 sequence which included visiting The Thousand-Year Door, talking to Flavio, Podley the bartender, and Bobbery.

Click here to watch.

[section=Bobbery Glitch] [small]Found by Daieihoonbag[/small]

This glitch only works on the Japanese version of the game. Holding X until Bobbery explodes, while holding down R and a direction, will cause Mario to walk at full speed while in Paper Mode. Mario is set to his normal state, so he can still open doors. This was used for the early forms of Japanese Teleporter Room Early.

Click here to watch.

This glitch can be done without Bobbery by holding down R after leaving a battle.

Click here to watch.

There is now an easier way to achieve the Bobbery Glitch state using the crumbled statues. This can be done by pressing R when entering a tight space that Mario can barely walk through in his normal state and via Floor Panels.

Click here to watch.

Performing Bobbery Glitch on the door right before Magnus von Grapple 2.0 will cause Bowser to be in Paper Mode during the intermission (You need to hold R here or you will unspin). This causes some very odd effects. Since you are in Paper Mode, you can also go into Tube Mode. If you try to jump while in Tube Mode, the game will lock your Y Speed, your Base Speed, your current angle, and your direction; although you can still move around freely. Since these value are locked, this also allows you to float in the air. Trying to jump in Tube Mode results in a softlock, because you are unable to go back to normal. If you enter and leave Tube Mode, another glitch will occur with Bowser's collision with the ground of the area. If you try to walk up the stairs to the Sanctum, you will simply clip into the first two before hitting a wall by the third stair. If you try to walk onto the grass, you will clip through it and fall underneath the level. This will also occur repeatedly each time you respawn, although it is possible to land back on solid ground in some way. If you try to jump while in Paper Mode as Bowser, you will lose the Paper Mode properties, and will have similar properties to Bobbery Glitch. Bowser will appear to be in Paper Mode, but will function as if he isn't in Paper Mode. Also, you can gain the Paper Mode properties back by going on the third or fourth stair of the Sanctum. However, if you go down a stair, you will lose the Paper Mode properties again. It should also be noted that even with being able to jump, Bowser still cannot enter the blue pipe. This is because the game is programmed so that neither Bowser nor Peach can enter a pipe.

Click here to watch.

[section=Bookcase Jump] [small]Found by aldelaro5[/small]

It is possible to jump from the couch in Grubba's Office up to the air vent. Since the only time you should be up there is after you break open the air vent, there is not a solid hitbox, so you can walk into the vent. This is a progressing trigger that sets the game to the final section of Chapter 3. Doing Bookcase Jump without a hammer upgrade casues the game to softlock, as it is impossible to break the vent without one.

Click here to watch.

[section=Boggly Woods Respawn] [small]Found by Really_Tall[/small]

In Boggly Woods, Mario can get pushed out of bounds between the left wall and the leftmost tree right after the first Shadow Sirens fight. Because he entered the room all the way from the right, Mario will respawn there, which saves time over walking all the way right.

Click here to watch.

[section=Cage Skip] [small]Found by Tiwill14[/small]

Originally, doing Goombella Buffers into the loading zone in the room next to the 100 Jabbi fight could allow Mario to avoid taking the loading zone. Mario can then walk past the trigger, go into Paper Mode to get farther into the back wall, walk left a bit, and maneuver onto the seam of the room. When on the far back seam of the room, Mario can fall below and enter the pipe that is normally only accessible after getting Super Boots to break the platform. Because you still need Super Boots, you need to get them during the escape sequence. Grabbing the Super Boots sets the game back earlier in a Chapter 2, but using the escape sequence pipe to return works because the game thinks it is your first time entering the Crystal Star room.

Click here to watch.

It is also possible to get into the loading zone without using Goombella Buffers. To do this, all you need to do is walk along the bottom wall of the loading zone, while holding slightly right of down. Doing this will cause you to move slowly to the right, and will walk into the loading zone area without triggering it.

Click here to watch.

Cage Skip is also possible by using a Double Jump on the Piranha Plant below the pipe that you enter.

[section=Card Key Hover]

After returning to the foreground in the Chapter 7 Factory Room, Mario can hover with Yoshi to the left and reach the platform with the card key. This skips the use of a Plane Panel.

Click here to watch.

[section=Chapter 1 Key Skip] [small]Found by Cronikeys[/small]

You can ride the purple block up in the locked door room to enter the lookout, and can Goombella Buffer through that loading zone. From here, Mario can maneuver out of bounds around the loading zone’s invisible walls and fall down into the room below, skipping the need to grab the previous door’s key.

Click here to watch.

[section=Chapter 3 Skip¤] Note: This trick/glitch is currently only theoretical.

Currently, the only reason we go to Chapter 3 is so that the game can advance to a pre-Chapter 4 state so that we can enter Chapter 4. If we were to find a revertible trigger before the log in Chapter 4, then we would skip going to Chapter 3, effectively cutting out pre-Chapter 3 (Don Pianta sequence + Westside Goods + End of Great Tree). There is currently no known trigger or way to do this.

[section=Chapter 3 Block Crash] [small]Found by Zephiles[/small]

In the Japanese version of the game, breaking the block in the Minor League room with the super hammer can cause the game to crash. It seems to only occur when you use a Hammer Spin right away instead of charging it up for longer. This is only known to occur with this block.

Click here to watch.

[section=Chapter 6 Skip¤] Note: This trick/glitch is currently only theoretical.

This is a theoretical skip. Chapter 6 is only completed for the Ultra Boots, and the only need for Ultra Boots is for one room in Chapter 8. There are two pits connected by an overhead railing. The first pit is very wide, so Mario must Spring Jump and shimmy across. The second pit is short enough across that you can use a Yoshi Hover instead of a Spring Jump to cross the pit. If we found a way to skip the need of Spring Jump in this room, we no longer would need to go to Chapter 6.

Due to Palace Skip in English/PAL being found, this glitch is no longer used in runs.

Click here to watch.

In addition, the only reason we go to Chapter 4 is for Vivian and Tube Mode, which both are required for Chapter 6. Therefore, if Chapter 6 is skipped, then so will Chapter 4. This could cut out 30 minutes of in-game time.

[section=Clipping Through NPCs] [small]Found by CoolKirby2000[/small]

Jumping into certain NPCs at a certain angle will cause Mario to get temporarily stuck inside the NPC. When he gets pushed out, he is launched at up to 4 speed for a short time. This isn't beneficial to our knowledge.

Click here to watch.

[section=Clothes Call]

Mario can sell his L Emblem or W Emblem badge while he has it equipped. His clothes will still resemble the Wario outfit, Luigi outfit or Waluigi outfit until he leaves the area, enters the start menu, or saves and quits. The same happens if one of these badges is stolen by a Badge Bandit.

[section=Conveyor Belt Skip] [small]Found by SolidifiedGaming[/small]

If Mario gets hit by the X-Naut PhD at the same time that he starts to walk through the Chapter 7 Factory Room bars, the function responsible for ensuring that Mario walks through the bars will be inturrupted. Interrupting this function will cause Mario to unspin prematurely while still in the bars. From here, Mario can simply walk to the right past the barrier. This skips the need for Bobbery and Vivian.

Click here to watch.

[section=Creepy Steeple Spring Redirect] [small]Found by SolidifiedGaming[/small]

If you go back to the top of Creepy Steeple after getting Ultra Boots, fall down onto the spring, and begin to charge up a Spring Jump midair, Mario's angle will redirect to 180 (down), sending him out of bounds. He falls below in front of the door, skipping the staircase. Oddly enough, this doesn't seem to work on any other spring besides the Creepy Steeple one.

Click here to watch.

[section=Cutscene Walk] [small]Found by Cronikeys[/small]

For certain cutscenes, Mario can turn into Paper Mode and continue to move while a cutscene is playing. This saves time in the following places:

● Hooktail Castle window room Click here to watch.

● Boggly Woods Plane Panel Click here to watch.

● Pirate’s Grotto Early Click here to watch.

Performing the Boggly Woods Plane Panel cutscene walk too early will cause Mario to enter the pipe and fall down. This occurs because the pipe is still growing higher while Mario spawns.

Click here to watch.

[section=Double Jump] [small]Found by Dsydude[/small]

Two frames after leaving a battle, the game allows Mario to start moving again. On this specific frame, if you try to jump, you will be able to jump even if Mario is not on solid ground.

Double Jump allows access to the Twilight Town pipe without Yoshi.

Click here to watch.

This can also be used to save time in the Boggly Woods Plane Panel room and for Yoshi Skip.

[section=Elevator Skip] [small]Found by Sjorec[/small]

By getting Yoshi out of bounds on Sublevel 2 in X-Naut Fortress, a Yoshi Teleport can be performed to access Sublevel 3 without using the elevator. This skips the 66th Super Fun Quirk Quiz on Sublevel 1.

Click here to watch.

[small]Found by Vynneve[/small]

It was later found that you can simply push Yoshi out of bounds.

Click here to watch.

[section=Enter Riddle Tower without Bobbery] [small]Found by SolidifiedGaming[/small]

Turn into Paper Mode and fall into the water outside of the Riddle Tower. You now have Hitbox Glitch. Keep active either Bobbery or Koops. Jump and have them trigger a Chain Chomp battle as you approach one of the two pipes. After leaving the battle, you can Double Jump up to the mouth of the pipe statue. Because of the active Hitbox Glitch, you can get farther into the statue than normal. Use a Spring Jump in a VERY precise spot and hold down on the analog stick. You will hit the roof of the mouth of the statue and start floating down, and if done in the correct spot Mario will be set underneath the statue base’s Y position, meaning that Mario will enter the pipe from this point and be able to activate the switch in the background.

There currently is no benefit from using this, as none of the current routes enter Riddle Tower.

Click here to watch.

[section=Extended Yoshi Hover]

It is possible to use Text Storage to extend Yoshi's Hover. The game uses multiple functions to handle the sequence for how a partner's abilites function. Each number in the sequence handles something different, and must be used in order for the partner to function properly. The numbers that Yoshi uses are 0, 5, 7, 10, 12, 13, 20, 21, 22, 50, 51, 100, and 101. The value of 21 is used when Yoshi is hovering. When Goombella's textbox is closed, the value is set to 21, which causes nothing else to happen since the value is already 21. However, closing Goombella's textbox also causes the timer that keeps track of how long Yoshi has been hovering for to be reset to 0. This allows Yoshi to hover for longer than normal.

This will not work with closing Ms. Mowz's textbox because closing it causes the value to be changed to 80, which is not used by Yoshi.

Click here to watch.

[section=Factory Room Background Skip] [small]Found by Really_Tall[/small]

You can use Yoshi’s speed to clip behind the rising platform in the Chapter 7 Factory Room. From here, you can move up-left onto the pipe. From there, you can reach the area to the right and use a Spring Jump to reach the moving platforms overhead. This skips the need to walk in the background of the room.

Click here to watch.

[small]Found by Vynneve[/small]

An alternate method of skipping the background is by performing a Yoshi Teleport onto the pipe that connects the left and right sides of the room.

Click here to watch.

[section=Factory Room Switch Skip] [small]Found by SolidifiedGaming[/small]

Use Bobbery/Koops in front of the X-Naut PhD. As you walk through the wall in Paper Mode, press X to start Bobbery's explosion. If using Koops, hold X and let go when you go through the wall. Jump and enter the battle. Do a Double Jump upon leaving the battle and land on the back wall of the conveyer. From here, you can Spring Jump up to the platforms up top. This skips the need for Vivian in this room, but requires Spring Jump and Koops or Bobbery.

Due to Conveyor Belt Skip being found, this trick is no longer useful.

Click here to watch.

[section=Fire Bars without Tube Mode] [small]Found by SolidifiedGaming[/small]

It is possible to skip the fire bars in Chapter 8. Hold X in front of the Ember to keep Koops active, and then let go as Mario approaches a fire bar. In doing so, the Ember fight will start. Run away, and Mario now has temporary invincibility, which is just long enough to walk all the way through.

Click here to watch.

[section=Fish Glitch] [small]Found by Nathanisbored[/small]

Activating Mowz, waiting 4 frames, then pressing a direction and falling into a body of water causes Mowz to begin talking while Mario respawns. When Mowz’s text box closes, you can regain control of Mario at any point in the air. When done relatively fast, the player can do a regular speed jump. When done relatively slow, the player can only do a slow speed jump, meaning their horizontal velocity is significantly decreased. This glitch can be used in the following places:

● Chapter 5 and 6 warp pipes ● East Rogueport to get on top of Trouble Center ● Pirate’s Grotto Key Room ● Skip Boat panel after Boat Curse ● Entering the exit of Pirate’s Grotto (Through the wall you blow up with Bobbery) ● HP Drain at Rogueport Docks to skip Boat panel ● Outside Riddle Tower to skip a Boat panel switch

After performing this glitch, enemies appear to freeze in place, but in fact they still move around and ignore wall hitboxes. Having Mario get hit by a hazard updates the enemies positions visually.

Interestingly, you can get a similar Fish Glitch effect by using Koops to hit the Keelhaul Key Wacka and cutscene walking left into the ocean.

Click here to watch.

[section=Flavio Glitch]

After getting Bobbery and talking to Flavio after, Flavio will follow you until you go to blow up the entrance to the Grotto. Skipping this cutscene by loading a trigger that occurs later in the game will prevent Flavio from ever leaving Mario’s party. This has some interesting effects later in the game. This can also be done when taking Flavio to Cortez. If you have the blue pipes open already, you can simply go through the pipe while taking Flavio with you.

By activating the Super Mario Easter Egg in Chapter 7 with any partner out excluding Yoshi, you can duplicate Flavio by having Flavio’s model replace your partner’s. This effect is only visual, however.

Click here to watch.

[section=Flurrie Direction Lock]

By using Flurrie and hammering or jumping at the same time, Mario’s direction will lock, allowing him to move around and still face the same way as before.

Click here to watch.

[section=Flurrie Superslide] [small]Found by Zlamp[/small]

This glitch begins with activating Flurrie and then opening a door 4 frames later. This causes Mario to use Flurrie while walking into a building. By letting go of the analog stick (holding a direction will end the superslide) and pressing X more times, Flurrie will reactivate, which can cause Mario’s angle of entry to change significantly. In the English version of the game, Flurrie Supersliding will take you left or right, depending on which way you are facing. In the Japanese version of the game, Flurrie Superslides will send you down on the Z-axis (towards the camera).

In the English version of the game, this glitch is used for the following timesavers:

● Don Pianta to North Rogueport Click here to watch.

● Gus Skip Click here to watch.

● Shop Key Skip Click here to watch.

In the Japanese version of the game, this glitch is used for the following timesavers:

● Ultra Hammer Early Click here to watch.

● Twilight Town Shop Superslide Click here to watch.

● Teleporter Room Early Click here to watch.

[section=Gate Handle Early] [small]Found by Samura1man[/small]

By either going into Tube Mode and moving down from the spikes or performing a Fish Glitch, Mario can make it to the boat and grab the Gate Handle. This avoids the long process of going into Boat Mode at the very top of the Grotto, going down the waterfall, and then going left.

Click here to watch.

It is also possible to do this with an Extended Yoshi Hover.

Click here to watch.

[section=Giga Long Load] [small]Found by GigaDB[/small]

This glitch occurs after doing Cage Skip and getting the Super Boots. This glitch will also only occur if you have the punies following you, and not at the pedestal already. When you re-enter the Crystal Star room, there is a chance that the game can do a "long load", in which the game stays at a black screen in order to load more stuff before resuming. When this occurs, the punies will go through the pipe animation before Mario, and will get to the pedestal before Mario is done coming out of the pipe. When this happens, the Crystal Star cutscene will start, and will cancel the ending of the pipe animation. Because of this, your partner will likely look glitchy, and Mario will retain some of the properties of being in the pipe animation. This glitch is only possible on console, as it involves the disc not being fully read, so it has to be read again. It’s currently only known to work in the Chapter 2 Crystal Star room.

Click here to watch.

[section=Glitzville Clip] [small]Found by Zephiles[/small]

This occurs in the Japanese version of the game in the Glitzville storage room. If you jump up to the top of the yellow blocks from the lowest stair, go up against the back of the wall, and alternate between right and up-right, you can clip into the back wall and walk around out of bounds.

Click here to watch.

[section=Gold Cannon Skip] [small]Found by Cronikeys and GumboIsland[/small]

For all cannons in Chapter 8, you can go into Paper Mode and maneuver through them.

Click here to watch.

It was also found that you can Spring Jump up against the back of the wall and land on the torch. From there, you can simply jump right over the cannons.

Click here to watch.

[section=Goomba Trio Skip] [small]Found by SolidifiedGaming[/small]

Note that the Japanese version's platform has a smaller range of motion. Because of this, Goomba Trio Skip is English/PAL only.

By standing on the lowest stair before the Goomba Trio fight in prologue, Mario can jump up and collide with the moving platform mid-air. If this is timed on the correct frame, the platform, combined with left air movement from Mario, pushes him enough to clip inside the pipe platform. If air movement is reset to neutral within five frames after the clip, Mario lands on the seam (instead of just falling out of bounds). From here he can simply jump up the stairs (since the stairs extend slightly out of bounds), and enter the pipe, skipping the fight.

Click here to watch the TAS discovery video.

Click here to watch an RTA execution.

[section=Goombella Buffer] [small]Found by Nathanisbored[/small]

Activating Goombella with X, waiting 4 frames, and then moving towards a loading zone will cause Mario to move without triggering the loading zone. Doing this enough times will allow Mario to bypass the loading zone trigger. In most cases, the loading zone is surrounded by invisible walls, but sometimes there aren’t walls on all sides. Goombella Buffering is useful in the following places:

It is possible to move more or less depending on how far the control stick is moved in the one frame. It is also possible for Mario to generate dust while moving a large distance.

Shhwonk Fortress SkipChapter 1 Key SkipCage SkipBobbery EarlyPirates Grotto Early

Using this glitch on the North Rogueport loading zone causes Mario to enter a walking animation while Goombella starts talking. He walks off, even though the loading zone has an invisible wall. As soon as Goombella’s textbox closes, Mario takes the loading zone, no matter what position he’s at.

Click here to watch.

This effect can also happen in some other areas, such as in the Great Tree and at Rogueport Harbor.

Click here to watch.

This glitch does not produce the same effect as the Mowz glitch because using Goombella produces a different cutscene value.

[section=Green Block Hover] [small]Found by Cronikeys[/small]

In Chapter 8, Mario can hover with Yoshi behind the green block to skip going left and hitting the green switch to lower the block.

Click here to watch.

[section=Hammer Animation Cancel] [small]Found by Malleo[/small]

By jumping, holding down B during descent, then charging up a Hammer Swing, Mario will do a Hammer Swing without having to hammer beforehand as intended.

Click here to watch.

[section=Hazard Respawn Glitch] [small]Found by SolidifiedGaming[/small]

Hazard Respawn Glitch (HRG) works by abusing the way the game updates Mario's respawn position if he touches a hazard (water, spikes, fire bars, etc.) The game only updates Mario's respawn position when he is on solid ground for 2 consecutive frames. This means that there is a 1 frame window where Mario can jump, and his respawn point will not be set. If Mario touches a hazard without having his respawn point set, the game will send Mario to the center of the room.

HRG is useful for the follwing:

● Blooper Skip ● Activating the Blue Switches in the sewers early ● Bridge Skip ● Fire Bar Room ● West Rougeport Early

Click here to watch.

[section=Hitbox Glitch]

Going into Paper Mode and then falling out of bounds, getting hit by a hazard, or bouncing off of a spring while in Paper Mode and not holding R causes the game to change Mario back to normal, but causes him to retain odd hitbox properties that can allow him to squeeze into tighter spaces than normally possible as normal Mario. This can be used to clip through a wall outside of Flurrie’s house, skipping a small amount of movement. However, there is a faster method that does not use the glitch, but instead uses a Paper Mode Clip to do it.

Click here to watch.

[section=Hooktail Castle Early¤] Note: This trick/glitch is currently only theoretical.

HCE is a theoretical glitch that would involve somehow activating the switches within the two stone objects in the first room of Petal Meadows. If Mario could somehow activate them both in the allotted time, then this would skip going through Petalburg and Shhwonk Fortress.

Click here to watch.

If this is performed on the Japanese version of the game, you need to complete a post Chapter 1 trouble that will give you Koops, since you can’t do Koops Skip.

[section=Hopping off Yoshi During LZ]

On the last frame before entering a loading zone, you can hop off of Yoshi while entering the next room, saving a few frames whenever you need to hop off of Yoshi.

Click here to watch.

[section=Infinite Bobbery Explosion] [small]Found by Malleo[/small]

Using Bobbery and having him explode on the first frame that you talk to Dark Bones in Chapter 8 causes Bobbery to remain in a permanent state of exploding, causing all the Dry Bones in the room to get hit when Bobbery is close to them.

Click here to watch.

[section=Invalid Item Glitch] [small]Found by daieihoonbag[/small]

This can be performed with either Flurrie Supersliding or performing a Bobbery Glitch on the Lovely Howz of Badges door. It allows you to set an Item Shop item's ID to 0000 (No Item). This happens because the glitch most likely duplicates the flag that checks whether the item is bought and sets the original flag to "bought", while the copy is still set to "not bought". The Invalid Item appears to require 0 coins and 0 BP, and through repeatedly entering and leaving the shop and buying and selling regular items, you can make the Invalid Item disappear off the shelf entirely. However, as the item isn't real and can't be bought, this glitch has no practical use. Performing two superslides and then entering and leaving a building results in the badge shop badges appearing in the middle of Rogueport at coordinates (0,0,0). Loading the shop 8 times will cause all of the text in the game to appear corrupted upon walking up to the badges.

Click here to watch.

[section=Inventory Overload] [small]Found by Sjorec[/small]

This only works on the Japanese version.

When you unlock the blue cage in chapter 2, the script responsible for removing the Blue Key from your important items inventory erroneously removes the Strange Sack as well. If you have more than 10 items, any item in the second page of the inventory can be used infinitely. These items can be moved around using the sort menu. Because of this, your inventory is always "full." In order to get new items, you need to drop something in your inventory.

Click here to watch.

[section=Invisible Shadow Queen Hands] [small]Found by Zephiles[/small]

In the Japanese version of the game, the Shadow Queen’s hands can sometimes not appear in either phase of the fight. This is purely a graphical bug, so the hands still function as normal.

Click here to watch.

[section=Jumping into Cutscenes]

You can jump into certain cutscenes to cover more distance as a cutscene begins. This is applicable in many places, such as the Prologue Lord Crump cutscene and Hooktail Castle Koops cutscene.

[section=Jumping out of Cutscenes]

On the first frame of fade in from a battle that leads into a cutscene, Mario can jump to cover distance where he normally wouldn’t be able to. This can be done in the following places:

● Shhwonk Fortress battles ● Shadow Sirens battle in Chapter 2 ● First X-Naut fight in Great Tree ● After 1st phase of Shadow Queen

[section=Koops Jump] [small]Found by Malleo[/small]

Using Koops far away enough when retrieving an item allows for a 1-3 frame window to move. In this window, you can jump away, saving a few frames.

Click here to watch.

[section=Koops Skip] [small]Found by Malleo[/small]

It is possible to enter Hooktail's Castle without Koops. Pausing when jumping on the left switch cancels all of Mario's momentum. From here, he can Speed Swap to the right and hammer the right switch. This has some interesting side effects:

● Koops still comes out and talks in the castle when they discover what they think is Koops' dad. He does not appear in the partner menu, and you cannot switch back to Goombella ● He disappears from the partner menu after getting Flurrie, but reappears after Doopliss 2, just like Yoshi.

This trick only works in conjunction with Shop Key Skip. Otherwise, Mario cannot access the Tube Mode curse chest room in the back of the item shop in Twilight Town.

[section=Lock Jump]

Jumping along the Z-axis against the edge of a lock allows Mario to clip up to the top. This is useful in Hooktail's Castle when using Staircase Switch Skip because it skips having to hit the purple switch. It is also useful before entering Bobbery’s chimney because it skips using a Yoshi hover to reach the boxes in East Rogueport.

[section=Merlee Curse Glitches] [small]Found by SolidifiedGaming[/small]

By getting the Merlee Coin Curse to happen after a battle, you can allow certain animations that you started before entering the battle to complete, such as Spring Jumps and entering Boat Mode. This will sometimes allow for some interesting effects to occur.

[section=NPC Manipulation] [small]Found by SolidifiedGaming[/small]

By manipulating RNG and standing near NPCs, Mario can control how NPCs move. The best example is in the Rogueport sewers outside of the Teleporter Room. The bandit will move for a bit and then stand still. Changing RNG will cause the Bandit to move in different directions. If the bandit doesn’t move in quite the right direction, Mario can stand next to the Bandit to keep it from moving, and then move away again when RNG sends him in a desired direction. This can be used to have Mario clip into the floor with Tube Mode right in front of the Teleporter Room.

Click here to watch.

You can push Bobbery out of bounds during his explosion ability in any corner in the game. Nothing significant comes from this as far as we know.

Click here to watch.

It is also possible to push any partner out of bounds through a corner. In order for this to work, you need to switch partners and not allow them to walk around.

Click here to watch.

[section=Palace Skip]

Palace Skip works differently between the English/PAL and Japanese versions, and is the game's most famous glitch.

Japanese [small]Found by Really_Tall, Malleo, and SolidifiedGaming[/small]

By getting an item drop from a Phantom Ember, it is possible to get Text Storage by activating Goombella's Tattle at the same time that the item is picked up. This is done by doing Neutral Jumps to get Goombella off screen (referred to as a delayed Goombella Buffer), and then activating her Tattle a few frames before picking up the item. Having a full inventory for this is also needed, as you will need the item to be in the field if you miss the timing for the Goombella Buffer. After tossing the item, the Phantom Ember needs to touch Mario to initiate a battle. By doing this method of Text Storage, Mario is unable to move, and therefore Mario needs to be close enough to the Phantom Ember's range so that it can actually reach Mario. Mario will be able to move again once he leaves the battle. After this, while Yoshi is not out, a Hammer Spin needs to be charged next to the wall. The Hammer Spin must only be charged twice out of the three possible times. Once this is done, the Phantom Ember needs to initiate another battle with Mario. This will cause Mario to automatically perform the Hammer Spin, which will cause his angle to change so that he is facing away from the wall. In the battle, Yoshi needs to be switched to. Upon leaving the battle, Yoshi will be spawned directly behind Mario. Since Mario is facing away from the wall, Yoshi will be spawned inside of the wall. Once this is done, Mario must unspin against the wall to push Yoshi, and at the same time must use an item on Yoshi to cause him to unspin from Paper Mode instantly. After this, a Yoshi Teleport must be performed after Yoshi has fallen a certain distance. Doing this allows Mario to first strike the Phantom Ember while also being clipped into the ground. After leaving the battle, Mario will begin to fall through the floor, in which you can simply move in the direction of the loading zone to enter it.

This version of Palace Skip allows us to skip Chapters 4, 5, 6, and half of 3. It also skips Riddle Tower, Gloomtail, and a section of Chapter 8.

Click here to watch.

English/PAL [small]Found by ZanSav, Vynneve, & Red2go[/small]

English/PAL Palace Skip works by pushing Yoshi through the corner of the wall, and then performing a Yoshi Teleport to teleport to the back seam. This is done by getting Text Storage with the Ultra Boots, which is done in a very similar way to Teleporter Room Early. Once on the back seam, you can walk to and jump down to the loading zone that leads to the Palace Key.

This skips all of Chapter 5, Riddle Tower, and Gloomtail in English/PAL. It also skips the section of the Palace of Shadow after Riddle Tower.

Click here to watch.

[section=Paper Mode Glitches]

[center][big]Chapter 8 Paper Mode Glitch[/center][/big] [small]Found by Zephiles[/small]

In Chapter 8, there is a loading zone where entering while in Paper Mode and letting go mid-transition cause Mario to appear in Paper Mode, even though he has full normal walking speed and his normal hitbox value.

Click here to watch.

[center][big]Keelhaul Key Camera Glitch[/center][/big] [small]Found by Zephiles[/small]

Holding a specific direction against the rightmost tent in the Keelhaul Key camp can cause the camera to continuously shift over. This works on all versions but acts less chaotically in the Japanese version.

Click here to watch.

[center][big]Paper Mode Clips[/center][/big] There are several ways to use Paper Mode to clip into/through walls:

● You can unspin from a tight area and quickly clip back into it, causing Mario to get pushed around and even go through a wall. Click here to watch.

● You can get into an encounter with an enemy as you are entering/passing through a gap, which will cause you to enter the gap but also go out of Paper Mode. This is also the reason why Conveyor Belt Skip works. Click here to watch.

● This can be used to clip through a wall near Flurrie's House, saving some time. Click here to watch.

[small]Found by ZanSav[/small] ● It is possible to push partners through the corners of walls using Paper Mode. This does not work in the Japanese version of the game, however. Click here to watch.

[center][big]Paper Mode Ending[/center][/big] [small]Found by Zephiles[/small]

There are 2 methods to doing this. The first is Japanese only. Using Bobbery Glitch on the door to the Shadow Queen room can allow Mario to finish the game in Paper Mode during all the cutscenes. After the first phase, you must hold down R because there is a one frame window where Mario can move. If you don't hold R, he will unspin from Paper Mode.

Alternatively, you can enter the room normally and just hold down R after the first phase. Unlike the first method, Mario won't move during the Crystal Stars cut scene, but everything after will be the same.

Click here to watch.

[center][big]Paper Mode Momentum Cancel[/center][/big] [small]Found by Malleo[/small]

Pressing R to go into Paper Mode right before falling off a ledge causes Mario's momentum to cancel and resets his angle to 180.05 (down on the Z-axis) in the Japanese version of the game. In the English version of the game, using a momentum cancel will cause Mario’s angle to reset to 270 (left on the X-axis).

Click here to watch.

[center][big]Paper Mode Storage[/center][/big] [small]Found by AllegroSRC[/small]

After performing Paper Mode Ending, if you load another save file while holding down R, you will begin in Paper Mode, even if you don't have Paper Mode in the current save file yet. This is not useful besides being able to access the Pit of 100 Trials in the Prologue.

Click here to watch.

[center][big]Paper Mode Superslide[/center][/big] [small]Found by SolidifiedGaming[/small]

Entering the Poshley Heights Inn and doing a Bobbery glitch before taking to the innkeeper causes Mario to go up and rest in bed while in Paper Mode. When he returns downstairs, he does not move in his walking animation and proceeds to move very strangely.

Click here to watch.

[center][big]Walking Backwards[/center][/big] [small]Found by Kimimaru[/small]

Jumping on the same frame of unspinning, spin jumping, and then holding the opposite direction that Mario is facing will cause Mario to walk backwards.

Click here to watch.

[section=Partner/Follower Physics Bugs]

Whenever you do some actions that affect the physics of partners and followers, such as going through a door, two addresses are used to alter their physics as they are performing the action (One address is used for partners, and the other is used for followers.) These addresses use binary values as flags, meaning that each bit in the byte is used for a different purpose. Normally, once they have finished performing these actions, the values would be reset to 0. However, in the Japanese version, there is a bug somewhere in the game's coding that stops this from happening.

The interesting thing about these two addresses is that going through a loading zone will not change some of the bits that cause the bugs to happen. It should also be noted, however, that some loading zones don't change any of the bits in these addresses at all. The only known ways to fix this bug are to either switch partners (Doesn't fix the bug for followers), enter a battle (Or more specifically, leave a battle), or go through a pipe (Or more specifically, come out of a pipe.) Some cutscenes may also fix this issue.

[center][big]Japanese Door Bug[/big][/center] [small]Found by Zephiles[/small]

This bug happens when going through any door that is not used for a loading zone. Whenever you go through a door, certain values are applied to both partners and followers during the process of them going through it. Once your partner and follower have gone through the door, one of the bits in each of the addresses will still be active, which is the one that has a decimal value of 32. This bug is the reason why partners and followers have buggy mechanics in certain areas, such as going up the stairs at Rogueport Dock, or going up the stairs leading to Don Pianta's office.

Click here to watch.

Another thing to note about this is that if your partner or follower gets stuck outside of the door rather than going through it, an additional bit will be active once the animation of going through the door is complete (Although this doesn't seem to always happen with followers.) This bit has the decimal value of 16, which when combined with the other bit has a total decimal value of 48. It is currently unknown what this additional bit does, however. If you go through a door again, the bit with the decimal value of 16 will be reset, but the bit with the decimal value of 32 will still be active (The bit with the decimal value of 16 will not be reset if your partner/follower gets stuck outside of the door again.) It should also be noted that going through door that is used as a loading zone will reset both of these bits (The bits with decimal values of 16 and 32.)

[center][big]Moon Jumping Partners/Followers[/big][/center] [small]Found by SolidifiedGaming and Zephiles[/small]

This bug happens when your partner/follower bounces off of an object that applies the bounce effect, such as small blocks and springs. Whenever your partner or follower bounces off of something that applies a bounce effect certain values are applied to them from the point where they bounce off of it until they land. Once your partner/follower have landed after bouncing off of the object, one of the bits in each of the addresses will still be active, which is the one that has a decimal value of 64. As the name of this bug suggests, this bug is responsible for causing partners and/or followers to do Moon Jumps.

In order to make them do a Moon Jump, you must be walking, and then you must jump over a part of the ground that is currently higher than the piece of ground that you are currently on. Your partner and/or follower must then jump while you are still in the air above the piece of ground that you were jumping onto. If you do this correctly, they will do a Moon Jump. Since this requires the partner/follower to jump, this cannot be done with Flurrie and Vivian.

Click here to watch.

It should be noted that we are not entirely sure how the height and speed of the Moon Jump is calculated. For instance, we know that the smaller the difference between heights of the two pieces of ground that you jump over, the higher your partner/follower will Moon Jump (The best example of this is in the Spike Room in Hooktail Castle. The platforms with the spikes in them are exactly 2.5 units higher than the standard ground in that room, which is not a very large difference.) The issue, however, is that there seems to be a limit to how low the difference can be. For instance, a height difference of 1 unit will likely not work for this, and will instead likely cause your partner/follower to do a small jump instead.

It is also possible to cause your partners/followers to do Moon Jumps without the use of a height difference in pieces of ground. This is done by jumping over an object, such as a large block. Doing this just like before will sometimes cause them to do a Moon Jump, even if the block is completely level with the ground. It is also possible to cause them to do Moon Jumps without the use of a height difference in pieces of ground or objects like large blocks, but we are not sure what causes this to happen.

While most cases of Moon Jumps seem to be caused by jumping over a higher piece of ground, the same thing seems to also happen if you jump under certain objects such as item blocks, save blocks, and recovery blocks. In order for the Moon Jump to happen with these types of objects, you need to jump at it so that you will be under it as you are falling, and so that your partner/follower will jump at this specific time. Upon doing this, your partner/follower will always jump to roughly the same height as the top of the block.

Typically, this bug can often happen in Hooktail Castle without anyone noticing. This would happen during Flip Skip, as your partner would fall down and bounce off of the block off screen while you are performing the trick.

[section=Pause Buffering] [small]Found by Malleo[/small]

Pausing first frame after regaining control of Mario causes Mario to pass through enemy hitboxes. This can be used to skip a battle in Hooktail's Castle.

Click here to watch.

[section=Pause Glitches]

● Upon first moving in Tube Mode, your speed starts off at 0 and gradually increases to 3. Pausing at any point during the speed up and unpausing will cause Mario to instantly jump to 3 speed. Click here to watch.

● Pausing while jumping can allow for an Item Jump. If you use an item when the game registers Mario on the ground, Mario will shoot up in the air 62 units high, which is higher than a regular jump. Click here to watch.

● Paper Mode Item Jump: By entering Paper Mode and pressing A, D-Pad Up, and releasing R all on the same frame and then using an item and closing the Pause Menu, Mario will perform a jump while in the air. This can often be used in place of a Double Jump, but is currently TAS only due to the difficulty of performing it. Click here to watch.

● Paper Mode Pause Jump: Pausing in Paper Mode, releasing R and jumping on the same frame, and then unpausing allows Mario to jump through certain walls. This can be used to skip the Jabbi Hive fights. Click here to watch.

● Pausing while hammering and then using an item can sometimes cause Mario to softlock because he will continue to hammer, even after the animation for the item has ended. Whether it softlocks or not seems to be random. Click here to watch.

● Pausing while unspinning from Paper Mode causes Mario's unspin animation to cancel, returning him to his normal state immediately. Click here to watch.

● Using Koops and then pausing as Mario falls onto Koops’ shell cancels Mario’s jump off of the shell, allowing him to move immediately after unpausing. Click here to watch.

[section=Pencil Diving] [small]Found by SolidifiedGaming[/small]

Going into Paper Mode and entering a battle right before falling into water causes Mario to respawn wherever he entered the room from. In addition, the camera is locked, just like during a Fish Glitch.

Click here to watch.

[section=Pirate’s Grotto Early] [small]Found by Tiwill14[/small]

By Goombella Buffering (or performing Timestop) into the loading zone right after getting Bobbery, maneuvering around to the right, and using Bobbery inside of the wall, Mario can open the Pirate's Grotto Early. Using a cutscene walk, you can skip a glitchy cutscene that occurs because Flavio isn't present. This saves time over going back to talk to Flavio.

Click here to watch.

[section=Plane Curse OOB] [small]Found by Masterjun3[/small]

Returning from the plane curse room and moving at (1,255) causes Mario to fall out of bounds. This isn't useful at all.

Click here to watch.

[section=Plane Game Glitch] [small]Found by mugg[/small]

During the plane game, you can quit right before landing, press continue, and jump. Doing this repeatedly will allow Mario to jump all the way to the right.

Click here to watch.

[section=Plane Panel Edge Glitch] [small]Found by Malleo[/small]

Using the Plane Panel ability on the Z-axis edge of a panel causes the game to think that Mario is not above a panel. This means that he can dip down earlier and pick up speed faster than intended.

Click here to watch.

[section=Plane Panel Skip on Mowz’s Trouble] [small]Found by Cronikeys[/small]

Riding the yellow block up and using a Yoshi hover to the right allows you to skip using the Plane Panel all the way to the left.

Click here to watch.

[section=Progressing Triggers]

There are several triggers in the game that, when activated, will jump the game ahead to that point:

● Grubba's airvent ● Bobbery Early ● Poshley Sanctum note ● Chapter 7 red note ● Obtaining the Palace Key after Palace Skip in Chapter 8

[section=Puni Glitch] [small]Found by Brown Bomber[/small]

Facing the Punies and then jumping away from them allows Mario to keep all the Punies without them following him. This can be used to skip the bubble room and water switch puzzles.

Click here to watch.

In addition to this, a similar thing can also occur if you drop down from a high ledge while having the punies with you. If you keep jumping after you reach the ground, you will not lose the punies, even though they are on a different level than you. This can be used several times in The Great Tree to skip having to take the punies through entire rooms to the pipes.

Click here to watch.

[section=Puni Orb Duplication] [small]Found by SolidifiedGaming, Sjorec[/small]

By standing on the horizontal pipe to the right of the first Puni Orb pedestal and shooting Koops left, the Puni Orb can be retrieved without pressing A in front of it. This adds it back into the Important Things menu. By leaving the room and reentering, the Puni Orb reappears, thus allowing it to be duplicated again.

Click here to watch.

[section=Red Bones Early] [small]Found by Malleo[/small]

There is a 2 frame window to move after activating Red Bones. By jumping one frame after activating Red Bones, the game thinks that Mario's jump is stored next to Red Bones. This causes Mario to enter the Red Bones battle immediately upon the player gaining control again. This saves time over hammering all the Dull Bones in the room.

Click here to watch.

[section=Revertible Triggers]

There are several revertible triggers that, when activated, set the game back in time:

● The Blue Switch revealing the stairs to the Plane Mode curse chest ● The Plane Mode curse chest cutscene ● Koops under bridge room (Note: This is currently only theoretical.) ● Super Boots ● Water switch ● Cage trapdoor cutscene ● Chapter 3 super block ● Bobbery Early ● Pirate’s Grotto door switch ● Entering Fahr Outpost for the first time after intended ● Floor panel in the Palace of Shadow under stone block

[section=Riverside Goomba Skip¤] Note: This trick/glitch is currently only theoretical.

If it were possible to get up on the top ledge in the Riverside Goomba room right before the Ultra Boots, then we could skip the Goomba battles and get the Ultra Boots right away. Currently, this isn’t possible because the height difference between the switch boxes (30) and the top ledge (120) is too large for a Double Jump. If the difference was approximately 10 units smaller this would be possible.

[section=Sanctum Pole Skip] [small]Found by Mark Wong[/small]

You can Spring Jump along the left side up on the Z-axis to skip a Plane Panel in the Poshley Sanctum.

Click here to watch.

[section=Save Corruption] [small]Found by Sjorec[/small]

When you transition from the title screen to file select, all four files are loaded in order. If you remove the memory card during this time, the loading process is halted. Sometimes, a file can read Level 0 with no stars, and selecting it results in a game over. After loading the file and returning to the title screen, waiting for the intro story to play will result in a second game over. As of right now, there is no way to load such a file in a playable scenario.

Click here to watch.

[section=Sewer Shine Sprite Early] [small]Found by Sillygramcracker[/small]

In the Rogueport Sewers, there is a room containing 3 Shine Sprite blocks and 3 Spanias. You can stand on one of the lower Shine Sprite blocks and use a Hammer Spin to hit the highest Shine Sprite block.

Click here to watch.

[section=Shadow Sirens Skip] [small]Found by Cronikeys[/small]

If Mario is positioned high enough or low enough on the Z-axis, he can jump along the Z-axis and bypass the Shadow Siren cutscene in Chapter 8 after solving the Riddle Tower. It’s faster to do it farther down on the Z-axis as opposed to performing it up on the Z-axis.

Click here to watch.

[section=Shhwonk Fortress Skip] [small]Found by Tiwill14[/small]

Use a Goombella Buffer to bypass the left loading zone of the Shhwonk Fortress. From there, move left onto the edge of the loading zone platform and move up on the Z-axis. From there, you need to jump diagonally down right. Maneuver on the front seam of the Fortress room over to the right. Go down on the Z-axis and slightly to the left. This makes the game register that Mario is outside of the loading zone area, so he can move back right and trigger the loading zone.

Click here to watch.

[section=Shop Key Skip] [small]Found by Malleo[/small]

In the English version of the game, you can use a Flurrie Superslide on the leftmost building outside of the Twilight Town shop and maneuver around to the back of the shop. This allows you to reach the back of the shop without grabbing the key in the fallen tree room to the right.

Paper Mode Item Jump allows Shop Key Skip to be performed without using a Flurrie Superslide, thus making it possible on all versions of the game.

Click here to watch.

[section=Skip a Fish Glitch/Hazard Respawn Glitch] [small]Found by Cronikeys[/small]

You can hold down after Spin Jumping on one of the warp pipes’ blue switches to fall into the water. Mario will respawn at the last point that he walked on, as opposed to falling down from the switch and having to Fish Glitch/HRG a second time.

Click here to watch. (Fish Glitch)

Click here to watch. (Hazard Respawn Glitch)

[section=Softlocks]

[center][big]Don Pianta[/big][/center] Jumping immediately after Frankie and Francesca talk to Don Pianta causes Mario to land really close to Don and block his movements. Don is coded to start a walking sequence before giving the blimp ticket, but because he never walks he never gives Mario the item and instead stands there forever.

Click here to watch.

[center][big]Entity Overload[/big][/center] Loading too many entities in-game will eventually cause the game to softlock. For example, this can occur if you load the Inn more than 4 times during Ultra Hammer Early, because Flavio’s text boxes are loaded too many times. If you perform the invalid item glitch 8 or more times and then try to buy or sell a badge, you will softlock too.

Click here to watch.

[center][big]Jabbi Fight[/big][/center] If you spam X to use Flurrie multiple times, the Jabbi fight can end as Flurrie's animation begins. This causes Mario to continuously hold Flurrie even if she moves away.

[center][big]Unloaded Merluvee[/big][/center] In the Japanese version of the game, Flurrie Supersliding on the Rogueport Sewer’s item shop after doing a Bobbery Glitch similar to the one during Teleporter Room Early causes Mario to fall below into Merluvee’s room. If you go try to have her tell you a fortune, the game will softlock since it hasn’t loaded Merluvee yet.

Click here to watch.

[center][big]Vivian Cutscene Pause[/big][/center] In the Japanese version of the game, you are able to pause while underground with Vivian while in a cutscene. If you pause during the Vivian partner cutscene in Chapter 4, the game gets confused and you no longer can control Mario once you close the pause menu.

Click here to watch.

[center][big]Item While Hammering[/big][/center] Pausing while hammering and then using an item can sometimes cause Mario to softlock because he will continue to hammer, even after the animation for the item has ended. Whether it softlocks or not seems to be random.

Click here to watch.

[center][big]Blue Spring Softlock[/big][/center] Standing on a ledge and activating Paper Mode will cause Mario to fall down since his hitbox value decreases. By pausing before the hitbox value decreases, Mario will not decrease his hitbox value until you unpause. By using an item before unpausing when directly above a spring, Mario will softlock. This is because the game is waiting for a state in which Mario is on the ground in order to use the item, but because he keeps hitting the spring, he never reaches the ground.

Click here to watch.

[center][big]Yoshi Teleport Softlock[/big][/center] If you press X too early during a Yoshi Teleport and let go of A too quickly, sometimes Mario will be locked in a state in which he is supposed to be riding Yoshi but is not actually on Yoshi. This softlock is possible on any Yoshi Teleport.

Click here to watch.

[center][big]Ms Mowz Softlock[/big][/center] When swapping Goombella textboxes with Ms. Mowz textboxes, it is possible to close both Goombella textboxes before Ms. Mowz's have appeared. When this is done, Mario becomes trapped in a permanent Ms. Mowz Timestop and is unable to move. This softlock can happen during Teleporter Room Early and Palace Skip.

Click here to watch.

[center][big]Bookcase Jump Softlock[/big][/center] Entering the vent system after doing Bookcase Jump without an upgraded hammer sets the game to a state where Mario cannot face challengers in the Glitz Pitz, but also cannot reach Grubbas office. You cannot progress unless you trigger a later chapter but without certain partners, the game is uncompletable.

[section=Sort Glitch] [small]Found by SolidifiedGaming[/small]

Go to any sort menu within the start menu (can be the one for items, key items, badges, tattles, the badge database, or emails) and hit A and Start simultaneously. Doing this will cause the game to think you are still in the sort menu the next time you open the menu, but the normal cursor will still be available to use (although invisible). This allows you to sort any of those categories within the start menu every time the A button is pressed.

Using an item while this glitch is active allows you to sort it to another position within the item menu during its use, causing it to remain there instead of being removed. This means that by using this glitch, you can reuse any HP or FP restoring items infinitely many times.

Click here to watch.

This glitch can also crash the game if you obtain it using the sort menu for emails and then sort the emails using the first sort option while having one open to read (requires at least 2 emails to pull off).

Click here to watch.

[section=Speed Glitch] [small]Found by Malleo[/small]

Speed Glitch refers to a sudden increase in Mario’s speed when jumping right when he returns from a battle (1 or 2 frames earlier than the Double Jump frame). There are four different speed values that can be produced by four different scenarios. With scenarios 1 and 2, you can also get an extra 4 units of jump height if you enter the battle with no speed along the Y-axis by jumping 2 frames after getting the initial speed glitch.

[big]Scenario #1: Walking[/big] Mario can walk into an enemy when he is on the ground and jump first frame after leaving. In doing so, this causes Mario to reach up to 2.969 speed. If you stop walking or jump, your speed resets to normal.

[big]Scenario #2: Backwards Walking[/big] Hitting the A button to jump with a direction at the same time as unspinning from Paper Mode allows Mario to walk backwards. If he walks backwards into an enemy while on the ground, the speed glitch can still be performed, but with a speed of 2.55 instead of the original 2.969 speed.

[big]Scenario #3: Paper Mode[/big] Spin into Paper Mode right before entering a battle. Hold A, R, and a direction on the first or second frame after leaving a battle. Mario will have 1.19 speed as opposed to his normal 1 speed in Paper Mode.

[big]Scenario #4: Falling[/big] Depending on an enemy’s height, you can sometimes get speed glitch. After triggering a battle by jumping on an enemy, Mario slowly falls. If he is low enough to the ground, Mario can still store his Y-axis speed after the battle. Mario can be anywhere from 0 to 4 units off the ground. If he is within this range, his speed will reach 2.6775, which is the same as the speed when speed swapping. Oddly enough, Mario slows down for a bit once his invincibility frames end.

Click here to watch.

[big]Scenario #5: Fluttering out of a Spring Jump[/big] If you hit an enemy while fluttering down from a ceiling at a certain time before hitting the floor, mario will be in a state where he is about to jump when entering the battle. This means that when you leave the battle you can just hold a direction and have an increased walking speed the same way you normally would when forcing a cancelled jump,

[section=Speed Swap] [small]Found by Masterjun3[/small]

Moving up or down is faster than moving left or right. The game takes 2 frames to updates Mario’s, Peach’s, and Bowser’s speed normally. By moving up or down for one frame and then jumping in any direction, Mario maintains his greater speed value. Jumping first frame possible when landing from a previous jump maintains this speed value. This method requires jumping, so it is only used when playing as Mario. A variation of this is a 2 frame speed swap, wherein Mario, Peach, or Bowser can move up or down for 2 frames and then move in any direction for 14 frames without losing the greater speed value. This can be used with Peach and Bowser and occasionally used with Mario to cover more distance whenever jumping doesn’t reach a loading zone or a door completely.

Click here to watch.

This glitch allows you to reach the key to Grodus’ room without the use of Yoshi, meaning that if a future glitch is found that obsoletes getting Yoshi, we can still reach the end of the game.

Click here to watch.

[section=Spring Jump Skip]

In the Palace of Shadows room with the two pits, Mario can Yoshi hover across the second pit, skipping having to Spring Jump and shimmy across. This is not possible across the first pit because it is wider.

Click here to watch.

[section=Staircase Skip] [small]Found by Malleo[/small]

After the Goomba Trio fight in the Prologue, you can jump from the second stair to the moving platform rather than walk all the way around. This saves a few seconds.

Click here to watch.

[section=Staircase Flip Skip] [small]Found by Cronikeys[/small]

It is possible to ride the yellow block up to where the star piece is, walk left for a few seconds, and fall down below to the platform next to the switch. This skips hitting a switch twice to flip the staircase horizontally and then switch it back.

Click here to watch.

[section=Stored Shell Toss] [small]Found by SolidifiedGaming[/small]

If Mario uses Koops and then falls out of bounds while holding him out with the X button, Koops will spawn slightly above the ground in the same spot as Mario while still spinning in his shell. When you let go of X, Koops will shoot out to the spot that he would have reached if shot from his original position before respawning.

Click here to watch.

[section=Switch Pausing] [small]Found by Malleo[/small]

By pausing on top of a switch, such as the Hooktail Castle pipe switches, Mario’s momentum gets cancelled. When you regain control of Mario, you can immediately jump in any direction, rather than have the switch send Mario bouncing up in the air slowly. This can be used throughout Chapter 1:

● Unlocking the Hooktail Castle Pipe ● Large Staircase Room ● Large Room before Mowz

This trick also allows for Koops Skip.

Click here to watch.

[section=Teleporter Room Early]

Japanese [small]Found by SolidifiedGaming, Malleo, and Tiwill14[/small]

The first mechanic of this glitch requires Mario to perform a Bobbery glitch by holding Bobbery over his head until he explodes. When he explodes, you hold down R. This causes Mario to walk as fast as normal but while in Paper Mode. In doing so, you can also open doors while in Paper Mode. This causes Mario to remain outside of the building when entering. Now the camera is rotated 90 degrees. From here, since you’re still outside of the building, you can perform a Flurrie Superslide, just like during Ultra Hammer Early. Because the camera is rotated, Mario moves down on Z-axis, relative to the screen's rotation. This means that Mario slides down into the Teleporter Room. Currently, the game doesn't think you’re in Chapter 7, so you have to read a note that makes the game think Mario is indeed in that chapter. This skips grabbing the sixth Crystal Star, the Peach and Bowser intermissions, Fahr Outpost, and the General White Hunt. Just like Ultra Hammer Early, this is a Japanese-only glitch because of the superslide mechanics.

Click here to watch.

This can be done without the use of Bobbery, but is slower. The space between the fallen pillar and the railing slightly south of the eastern loading zone is small enough that pressing R causes Mario to get pushed through while turning into Paper Mode, causing him to maintain his full speed while staying in Paper Mode. This can also be done by obtaining Hitbox Glitch and walking underneath the sides of the fountain statue the same way you would with the pillar. This means that if something is found that eliminates the need for Bobbery, you could still perform this glitch to do the trick.

Click here to watch.

English/PAL [small]Found by Really_Tall[/small]

By acquiring Text Storage, you can set up textboxes to do a Yoshi Teleport into the Teleporter Room. By clipping Yoshi into the Teleporter Room, Mario can do a Yoshi Teleport through the wall and into the room.

This glitch was initially discovered using Ms. Mowz, and is the only method that is currently not TAS only.

Click here to watch.

This glitch is also possible without Ms. Mowz, but is considered too difficult to perform outside of a TAS.

Click here to watch.

[section=Text Storage] [small]Found by SolidifiedGaming[/small]

Text Storage is the act of having a textbox open while still being able to control Mario. One method of Text Storage is performed by activating Goombella's Tattle when an item is picked up. This is done by doing Neutral Jumps to get Goombella off screen (also referred to as a delayed Goombella Buffer), and then activating her Tattle a few frames before picking the item up. By entering a battle or activating a cutscene, it is possible to regain control of Mario.

Click here to watch.

The other method of performing Text Storage is done by charging a Spring Jump and pressing X 4 frames before Goombella jumps into Mario. Her Tattle will activate, but Mario will still be able to move. This method also creates an effect called Timestop, where all sprites and moving objects in the room are frozen due to Goombella's Tattle.

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[section=Tile Room Glitch] [small]Found by Mark Wong[/small]

In the 3rd tile room, either running onto the tiles and then hopping on Yoshi, or running onto the tiles on top of Yoshi and then hopping off causes the tiles to significantly speed up.

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In addition, it is possible to catch the first tile cycle that occurs when entering the room by waiting a few seconds and then Yoshi hovering to the left. The tiles swing around close enough to the platform by the door that Mario can make it across, saving a few seconds.

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[section=Timer Storage] [small]Found by SolidifiedGaming[/small]

This glitch essentially allows for the Great Tree escape timer to be shown on screen in areas that it wasn’t intended to, but can also cause some weird after effects if done in the right way (see Cutscene Walk Method).

There are 2 ways of achieving this glitch:

● [big]Reversion Method[/big] This is the easiest way to keep the timer on screen. All you need to do is use the trapdoor or super boots during the escape sequence to revert the game to before the escape and still keep the timer on screen. Then simply leave the tree before the timer runs out and the timer should stay on screen for as long as you don’t re-enter the tree (kills you if you do) or go to the Hooktail Castle spike room and leave (removes it from the screen like it normally would during Chapter 1).

● [big]Cutscene Walking Method[/big] Wait until the timer reaches near 0. Use a Paper Mode cutscene walk to enter a pipe or loading zone after the timer runs out. When using this method, the game will think you are in a Chapter 3 state (more specifically, having just entered Glitzville). Also, the Punies will remain outside of the tree, like they are for the rest of the game after Chapter 2 normally.

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[section=Train Station OOB] [small]Found by Cronikeys[/small]

In North Rogueport, jumping backwards from the rightmost part of the high ledge allows Mario to land out of bounds behind the back railing. From here, he can walk left or right for a decent amount. When out of bounds, Mario cannot access the train or blimp pipe in any way because of the train being too high off the ground and there being invisible walls around the pipe area.

Click here to watch.

[section=Trigger Jumping]

If Mario either unlocks a door or opens a chest at an angle, pressing A first frame can cause him to jump while the unlocking/opening animation plays. This allows Mario to land closer to a door or farther left or right in a room when opening a chest.

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[section=Ultra Hammer Early] [small]Found by Tiwill14[/small]

Using a Flurrie Superslide when re-entering the inn from the top can allow for Mario to stop moving on the seam of the building. From here, he can maneuver around the edge of the building and walk along the front seam towards the Ultra Hammer chest. With the Ultra Hammer, now retrieved 4 chapters earlier, you can open up the warp pipes and also use Bookcase Jump and break open the air vent to end Chapter 3 quickly.

Click here to watch.

[section=Vivian Door Cancel] [small]Found by Zlamp[/small]

Using Vivian while entering the Teleporter Room door or Bobbery’s house door causes Mario's momentum to cancel. When he reappears from the ground, he doesn't enter the building all the way, leaving him out of bounds. For some reason, this only works in these 2 places.

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If you use an item outside of the door while using this glitch, a glitchy animation ensues. If you use an item on the inside of the door while using this glitch, Mario will go through the door normally.

[section=Walk Past Loading Zones] [small]Found by Zephiles[/small]

There are some loading zones in the game that can be bypassed simply by walking against a wall that is directly next to the loading zone. In order to not activate the loading zone, you need to be walking against it in such a way that you are barely moving towards/into the loading zone. If done correctly, you will walk into the loading zone area without actually activating it.

For this to work, it seems that a wall is required to be directly next to the loading zone. Therefore, doing this with a loading zone that doesn't have a wall next to it (such as the left loading zone on the screen where you get Bobbery) will not work.

This has not been extensively tested yet, but it has been confirmed that it works on the bottom wall of the loading zone for the room with Cage Skip.

Click here to watch.

[section=Wall Boost]

Walking at an angle of 79 or 177 with Mario (or 82 or 174 with Yoshi) causes Mario to boost off of walls for a slight speed increase.

[section=Warp Pipes Early]

You can open the warp pipes prematurely by performing Hazard Respawn Glitch, Fish Glitch, or Ultra Hammer Early. In doing so, those pipes now appear in that chapter. This means that you can leave after completing Pirate’s Grotto and warp to Poshley Heights to enter the train.

Click here to watch.

[section=Water Room Cutscene Skip] [small]Found by MilesSMB and NamiNami[/small]

In the Chapter 2 water switch room, releasing Koops to hit the switch while entering the pipe causes Mario to enter the pipe during the water draining cutscene, which saves time over entering the pipe after the cutscene is done.

Click here to watch.

[section=Window Jump] [small]Found by Mark Wong[/small]

In Hooktail's Castle, it is possible to jump from the right platform through the window, skipping hitting a switch with Koops.

Click here to watch.

[section=Wooden Wheel Skip] [small]Found by Cronikeys[/small]

In the Chapter 8 Wooden Wheel room, go into Paper Mode and jump onto the left side of the wheel. From here you can walk to the right, skipping activating the rotating wheel.

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[section=Yellow Block Skip] [small]Found by Shoopey[/small]

It is possible to Spring Jump up to the platform leading to the Plane Panel in Hooktail Castle, effectively skipping the yellow block.

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[section=Yoshi Clip]

While on Yoshi, Mario retains his hitbox value of 20. Because Yoshi has greater speed, sometimes Yoshi's greater speed allows Mario to clip through certain things that he otherwise would not be able to. An example of this is on top of Bobbery's house. Yoshi can clip through the roof, skipping the need to go down the chimney in Tube Mode. Because the house was never loaded, the walls are not solid. After talking to Bobbery, you can walk through the wall instead of opening the door. Because you never used the front door, Bobbery will continue following the party until another follower overrides him. A similar effect can be achieved on English by Flurrie Super Sliding off the door to Bobbery's back room, and then exiting through the left loading zone.

Click here to watch.

This glitch can also be used in Petalburg and on the screen with the entrance to the Great Tree, though it’s meaningless.

Click here to watch.

[section=Yoshi Disengage Interupt] [small]Found by Vynneve[/small]

It is possible to skip the animation of Mario disengaging from Yoshi by pressing X two frames before running into an email. An email is currently the only known thing that does this.

Click here to watch.

[section=Yoshi Skip]

You can skip Yoshi when entering Chapter 4. In the west sewers, hold X with Koops out. Walk on top of the trash to the left between the two platforms. Let go of X and jump on top of the trash. Leave the battle and do a Double Jump. Jumping at a slight left angle allows Mario to clip to the top and enter Twilight Town without Yoshi.

Click here to watch.

Note: you do get Yoshi back after Doopliss 2 since the game thinks you already got him. Because you did not get the Yoshi or name the Yoshi, his color is the default green and his name is the default "Yoshi."

[section=Yoshi Teleport] [small]Found by Really_Tall[/small]

The game uses multiple functions to handle the sequence for how a partner's abilites function. Each number in the sequence handles something different, and must be used in order for the partner to function properly. The numbers that Yoshi uses are 0, 5, 7, 10, 12, 13, 20, 21, 22, 50, 51, 100, and 101. When that number is 7, Yoshi teleports to Mario's position. Any value greater than 13 will cause Mario to teleport to Yoshi. In order for the teleport to function properly, the value needs to be changed before it is set to 7. Closing both Goombella's and Ms. Mowz's textboxes will work for the teleports, as closing Goombella's textbox sets this value to 21, and closing Ms. Mowz's textbox sets this value to 80. However, setting the value to 80 at any point while Mario is using Yoshi causes Mario to be unable to move, which softlocks the game unless the value is changed again. This can be done by closing Goombella's textbox after Ms. Mowz's textbox. This will also cause Yoshi to automatically start hovering, as 21 is also the value that is used when Yoshi is hovering.

The reason that one textbox would be preferred over another is because closing Goombella's textbox only allows for teleports across the Y axis, while closing Ms. Mowz's textbox allows for teleports across all 3 axes. These teleports can bypass walls and ledges. Yoshi Teleports are required for English/PAL Teleporter Room Early, Palace Skip, and Elevator Skip.

Click here to watch. (Goombella Textbox)

Click here to watch. (Ms. Mowz Textbox)

[section=Yux Death]

If a Yux, Z-Yux, or X-Yux is in a burn status with at least one of their Mini-Yux(es) out, when the Yux is defeated from burn damage, the Mini-Yux and shield stay in battle. The battle continues even if the Mini-Yux is the only remaining enemies. It only ends after the Mini-Yux is defeated.

Click here to view.

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