- When Layer 2 or Layer 3 is scrolling and has interaction, the relative Layer 2 position ($7E002to then fly off along the6) gets added to capespins to handle interaction with between them. Normally, this resets back to Mario when it goes back to handle sprites and Layer 1, but if the game is frozen (via $9D), this doesn't happen, and the relative position keeps gets added repeatedly. This causes the cape hitbox axis of Layer 2/3's movement during the freeze, hitting any blocks or sprites along the way. More information。
- Jumping at the right angle onto a message box or light switch while riding Yoshi will "suck" Mario on top of the box, even if there is a solid block on top of it. He also won't be able to be crushed while on top of it, though you won't be able to get out otherwise.
- Yoshi's tongue will have unusual interacting when crossing screen borders. When crossing offscreen, it will loop to the opposite side of the screen, allowing you to pick up items on the other side. When crossing onscreen, it will "compress" toward Yoshi. An interesting advantage of this is that jumping off Yoshi when it's compressed will let Mario grab the sprite as he's jumping off. Doing this at the bottom of the screen can potentially cause the sprite to register as having despawned before Mario grabs it, allowing you to duplicate the sprite.
- It's possible to duplicate sprites near a level entrance by sacrificing Yoshi. Because the spawn region when entering a level (-60 to +A0) is larger than the despawn region for sprites (usually -40 to +30), a sprite can be spawned in a slot and then immediately despawned, entering its index for the sprite load status table to $161A in the process. If Mario enters the level riding a Yoshi that then takes the sprite's slot, that Yoshi will inherit that loading index due to it not being reset during level load. If you then despawn that Yoshi, the game will think it's okay to respawn the original sprite... even if that original sprite is already on-screen, or has even already been permanently killed.
- If $019D (part of the stack) is a value from 00 to 0C and Yoshi has a null sprite in his mouth, then Yoshi will get wings or be able to stomp the ground based on $16F5 (score sprite high X position). You can manipulate this value at any time, allowing Yoshi to freely swap out powers.
- If you item swap a sprite that uses extra bits (e.g. the goal tape) when Yoshi is in a higher slot than it, the sprite's extra bits will be modified. The game normally stores the extra bits with the sprite's high Y spawn position (in the format %----EE-Y) before correcting it in the sprite's initilization code; if Yoshi's tongue's code runs before the sprite's does, it will instead use the high Y position from the tongue, affecting the extra bits in the process. NOTE: this glitch will NOT work in hacks that use custom sprites, due to using a specialized table for extra bits. More info。
- If a keyhole is in a higher slot than a key, grabbing the key while it's stuck to Yoshi's tongue will allow the tongue to activate keyholes (even through walls). An easy method of doing this is by storing the key's slot to an invisi-Yoshi's tongue.
- Taking Yoshi wings or obtaining a bonus game in a room that only uses secondary exits will take Mario to a glitched exit in the bonus game room rather than the room it's supposed to go to. Lunar Magic fixes this by default.
- If Yoshi has a null sprite in his mouth, passing his mouth by a berry will cause him to store the berry to the null sprite (giving him a berry when he swallows). During certain frames of the swallowing animation, you can also actually eat the berry instantaneously as opposed to storing it.
- If a berry is located at the very bottom of a subscreen, then picking up the berry with Yoshi's mouth while he's ducking with his tongue out will cause the berry to register as eaten without actually clearing the tile. This can then be repeated infinitely.
- Berries don't work correctly in vertical levels. Yoshi will be unable to eat them most of the time, and when he can, they won't disappear; instead, an empty green bush tile will appear a screen below the berry's actual position, and the berry itself can be eaten an unlimited number of times.
- Mario can still get knocked off of Yoshi by sprites while in the sliding state, unless the sprite's clipping position is more than 13 pixels below Yoshi's when they make contact.
- Yoshi can lick the brown revolving platform by sticking his tongue out to the right side of its base. It won't actually do anything besides make a noise, though.
- Yoshi can lick the side-exit-enabled sprite by licking the center of the screen, three tiles from the bottom. It won't actually do anything besides make a noise, though.
- If Baby Yoshi is eating a sprite offscreen, turning while carrying an item in a higher slot than him will cause the sprite's tilemap to mess up.
アイテムとオブジェクトのバグ(Item and object glitches)
- You can perform the above glitch with other carryable sprites by getting said sprite in slot #1 and overloading it. This will have some odd effects on the sprites when they're reset, such giving a key wings or changing a P-switch into a gold switch (acts like a blue switch, though).
- Mario can throw a shell up even as a Koopa is entering it, allowing him to effectively move Koopas throughout the level. Note that red and blue shells will invert their speed when the Koopa actually spawns. Similarly, if Yoshi eats a shell as a Koopa is entering it, spitting it out before its stun timer hits zero will still have the Koopa jump out of it.
- It's possible to bounce off Bob-ombs, Goombs, and Mechakoopas a frame before their stun timers run out. This is most notable with Bob-ombs, since you can't normally bounce off them again after they're stunned for the first time.
- Turnblocks can be copied from Layer 1 to Layer 2 or vice-versa by interupting their bounce sprite (even during the rotating animation) with one from a block on the destination layer
- If a coin is placed 16 screens away from a block and one tile higher than it, then bouncing off the top or side of this block (e.g. with noteblocks or the side-bounce turnblock) will give Mario a coin and create an invisible solid block on top. This occurs regardless of which side of the blocks the coins are actually on. However, the exact position of the coin needed for the glitch may vary depending on what screen it is on.
- If the sprite in the lowest filled sprite slot with object interaction is inside one of tiles 021-024 or 121-124, then all tiles outside of the level will register as the corresponding tile on Map16 page 0. They won't actually become solid when hit, but they will block Mario from below and spawn any related sprites. Notably, capespinning will briefly interrupt this effect.
- If a Koopa starts to jump into a shell while in the water and exits the water midway through the jump, the animation won't line up and it'll end up walking slightly further than it should.
- Hitting a block above the screen will cause it to dispense whatever is inside and stop giving items like usual, but its graphics won't change.
- The net-climbing Koopas will only actually hit Mario if his feet are touching them. This means Mario can just hang off the bottom of the net to avoid them.
- Touching an invisible mushroom on the frame Mario's speed inverts will cause it to fly in the opposite directly than it normally would.
- Spawning a Bullet Bill shooter on the far left edge of a level will not only cause it to not actually spawn, but also create a shell-less green Koopa at [0,0] in every available sprite slot.
- If Mario touches the bottom of a solid sprite while the sprite is either touching the top border of the visible screen from above or crossing it, he will be warped to its nearest side, with the same effects as the above. This glitch works even if the screen is scrolling.
- As an exception to the above glitch, if a turnblock bridge is crossing the top of the visible screen and Mario's body is onscreen, he will not interact with the bottom or sides of the bridge rather than being warped to its side. In addition, if he is moving downward while touching the bridge, he will be warped on top of it; this effect can be used with vertically extending turnblock bridges to warp Mario upward, even through solid blocks.
- When more than two flying turnblock platforms are activated at once, they don't always move in the directions Lunar Magic claims they'll go. The directions each platform will move in also varies depending on which platform you land on; sometimes they even all move in one direction, even if they're not meant to. The game even gets confused when reversing the directions of the platforms; they don't always change direction when they're supposed to.
- When touching a revolving brown platform without actually being on it, some timers will decrease twice as fast. These include $1490 (star power timer), $18AC (Yoshi swallow timer), $18AE (waiting to stick Yoshi's tongue out timer), and $151C (Yoshi's tongue extension distance).
- Mario can be slightly offset while riding on a moving rope mechanism if he grabs on and holds the direction opposite to the direction the rope is in (though offsetting vertically without a block to assist Mario is only possible while big). This can let Mario fit in gaps that normally would not be possible while riding the rope.
- If a line-guided sprite hits either tile 096-099 or a tile on Map16 page P with position X such that P & (0x80 >> (X % 8)) != 0 while falling, the tile will end up acting like whatever the last lineguide tile the sprite touched was. Then, one of two things will happen. If the sprite hits the block where the "start" of that rope tile is, it will latch on and function as it normally would if it were actually a guide. Otherwise, the sprite will end up warping vertically, with the distance depending on the sprite and certain conditions (specifically, how addresses $08 and $0A were modified prior to $01D938). For most of the sprites, this occurs in the OAM write routine making it difficult to manipulate, but for the Grinder and Fuzzy it's instead based on the Mario proximity routine, where it'll warp to the top of the subscreen Mario is on so long as he's within a 10x12 space around the sprite (though this space also repeats every 16 tiles in any direction).
- When flopping out of water, the standard fish sprites have a small chance of clipping inside a block upon hitting its side. This will cause the fish to either climb up the wall or clip straight through it.
- All underwater enemies other than basic fish will still act as if they're in water even when they're not; the only difference is that they'll sink downward as they move around.
- Boo rings have two slots for their data, but the first slot of data will only be used by the first boo ring spawned; all others will use the second slot. Since two rings can be spawned at a time, this causes the data from any two rings spawned more than six tiles apart after the first one to overlap. This means, if they're rotating in the same direction, the resulting ring will move at double speed. If they're in opposite directions, it'll instead be completely motionless.
- Each item memory bit covers an entire vertical column (or horizontal row in vertical levels) within a subscreen. This means that, if item memory is enabled, setting the bit for a block (e.g. a coin, 1-up block, Yoshi coin, etc.) will also affect all of the other blocks in the subscreen's column/row once the level is reloaded.
- Mario will "stick" to any platform sprites while running up walls via a purple triangle, slowing him down to the speed of the platform until it passes by. One notable use of this is that it even applies to the animation at the end of a wall where Mario reorients himself, but his horizontal speed will remain unaffected, which can cause him to clip into the tiles in the next column over. It should be noted that this works with the solid platform sprites as well, but only if Mario enters at a position where he doesn't get warped out of it.
- Wrong warp: Taking a screen exit 256 times will reload the level from the overworld. The issue with this, however, is that the space of RAM meant for overworld data gets overwritten by level data during level load. This cause the game to try to loading the tile in the level data where the level would be in the overworld data as the translevel number to spawn Mario into. Not only does this potentially allow you to warp to any level in the game (even unused ones), it also can cause some strange effects, such the level getting used as a "no Yoshi" entrance in places not meant for one. It should be noted, however, that the "no Yoshi" entrance prevents a level from being warped to, as it will load the correct level after being run.Video、Diagram。
- If a sprite has a spawn index of 65 or more (i.e. it's the 65th sprite from the left side of the level), then its "killed" status won't be reset when moving between sublevels. Hence, if you kill the 65th sprite in one room, the 65th sprite in any other room of that level will never spawn.
- Stopping the title screen animation on the frame Mario touches a coin will let him keep that coin even after the game is actually started.
- If Mario enters a room too far to the right, the level will display past the screen borders for a bit before snapping back and glitching some of the Map16 graphics until they are reloaded.
- Freezing the game (via $9D) on the frame a Koopa shell turns into a normal Koopa will cause its graphics to glitch during Mario's shrinking animation.
- Two shell-less Koopas can enter the same Koopa shell if timed correctly, but only the last one to enter before the Koopa emerges will actually have an effect on what spawns.
- Yoshi's head, and carried sprites, will turn invisible when in their turning state while Mario is in a cloud. This includes the improper turning state Yoshi has as a result of the layer-switch glitch.
- The lightest blue shade of the Magikoopa's palette is animated backwards for whatever reason.
- The hitbox for the extended sprite flower spawned when Wiggler is first bounced on is severely and unusually disjointed from its actual graphic.
- The spots at the bottom of Wendy's bow "jump" when she animates, even though there's no logical reason for them to.
- Destroying certain extended sprites with a star will cause their graphics to move slightly or have glitched graphics based on their orientation for a frame.
- Loading a level that has a "no Yoshi" entrance (by way of the 256 exit glitch or otherwise) when the entrance has already been run will prevent the cutscene from displaying, but will still function as normal, preventing both Yoshi and warps.
- Loading a "no Yoshi" entrance from a pipe with the 256 exit glitch will cause Mario to not animate correctly. Additionally, bringing an item will cause it to stick to a bush during the walk, and bringing a Yoshi will cause the timing of Mario's movement to get offset due to him being unable to spinjump off, causing him to walk straight through the gate (though you don't keep Yoshi, unfortunately).
ロックとクラッシュ(Locks and Crashes)
- Jumping at the right ～：ヨッシーに乗ってメッセージボックスかライトスイッチに飛びかかると、マリオがそのスプライトの上に押し出される。これはスプライトの上にソリッドブロックがあっても起こる。スプライトの上にいる間、マリオは圧死しないが、抜け出せない。 言ってる意味がわからない --
- If a keyhole is in a higher slot ～：鍵穴が鍵より高位のスロットにある時、Yの舌に掴まれた鍵は（？？？？？）鍵穴に反応するようになる。これを行う簡単な方法は、透明Yにの舌に鍵のスロットをストアすることである。 --
- If a berry is located at ～：木の実がサブスクリーンの十分下に位置する時、下を出したYの口で木の実をピックアップすると、タイルが更新されることなく食べたとして認識される。これは何度でも繰り返せる。 再現できない --
- Touching an invisible mushroom ～：マリオの速度が反転するFに透明キノコに触れると、通常の反対方向に飛んでいく。 特定Fじゃない？ --
- Spawning a Bullet Bill shooter on ～：キラー砲台スプライトが画面左端より奥にあると、キラーの代わりに空きスロット分だけ裸緑ノコノコを[0,0]に毎回出現させる。 再現できない --
- All underwater enemies other ～：プクプクを除いた水中の敵は全て水中でなくても同じように行動する。唯一の違いはそれらのスプライトは地上だと徐々に下降していくこと。 トーピードとかウニラとかは？ --
- Stopping the title screen ～：マリオがコインに触れるFで止めると、ゲームが開始された後でも コインを取得し続ける。 再現できない --
- The lightest blue shade ～：カメックのパレットの最も明るい青色の影はいくつかの理由で裏でアニメーションする。 は？ --