List of Super Mario Land glitches
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This is a list of glitches in Super Mario Land. Unless otherwise noted, all names are conjectural.
Audio
Boss cry distortion
If a boss's sound of pain when Mario throws a Superball at them is playing while the timer reaches 100 and the music speeds up, it may sound distorted. Cries of pain that start while the timer is already under 100 will still sound normal, though.
Simultaneous sound glitch
If the sound that plays when Mario is shrinking plays at the same time as the sound as he is dying, the Game Boy's audio chip can play a loud and/or high note or otherwise distort the dying sound. To perform this glitch, the player must get Mario hurt, and then fall into a pit while the shrinking sound is still playing. An easy way to trigger this glitch is in World 1-2, where the player can wait for a Bunbun's spear to fall over a pit, and then walk into the pit, letting the spear hurt them right before they fall into the pit.
Dragonzamazu's boss music restarts
In the battle with Dragonzamasu and Tamao in World 2-3, the boss music will start playing when Tamao appears on-screen, but will restart when Dragonzamazu appears. In Hard Mode where two Tamaos appear, the boss music will restart when the second Tamao appears on-screen as well, for a total of two restarts in Hard Mode.
Graphics
Gao and Nyololin's mouths
A Gao and Nyololin that shoots to the right will appear to shoot fireballs from its hindquarters due to the position where their fireball spawns not changing depending on whether they are facing left or right.
Gao and Nyololin shooting backwards
It is possible to make Gao and Nyololin shoot backwards by hopping over them right before they shoot, making them use their shooting animations while facing left, but the fireball comes out on the right.
One-frame Small Mario
During the battle with Tatanga, Super Mario must defeat him and be hit at the same time. This causes Mario to turn directly into Small Mario, instead of playing the full-frame animation.
Sub Pop and Sky Pop's propellers
After pressing the switch in World 2-3 or defeating Tatanga in World 4-3, Mario will automatically move to the right for the cutscene with Daisy. However, while he is moving, the Sub Pop and Sky Pop's propellers will not animate.
Walk the pipe
In any area with a Warp Pipe, Mario must dash to the top and swiftly press . Mario goes through the pipe, but he is shown walking as if as he did not.
Scripting
These glitches abuse interactions that cause objects or displayed information to perform unintended behaviors.
Falling block hitbox
Even though it looks like Mario can avoid a falling block by keeping at least one block's worth of distance (16 pixels) between him and the falling block, Mario must actually be 17 pixels or more away from the block in order to avoid it. This is most apparent if one tries to hug the wall to avoid the last falling block in World 1-3.
Ganchan Coin glitch
During the battle against Hiyoihoi, Mario must be on the left edge of Hiyoihoi's platform. If done correctly, every time the boss throws a Ganchan, Mario collects it as a coin.
Ganchan explosion can be stood upon
When Mario defeats Hiyoihoi with superballs, his thrown Ganchan will explode. The explosion can be stood upon as though it were still a Ganchan until it disappears. However, unlike the Ganchan, the explosion will not hurt Mario if he touches it from the sides or below.
Out of bounds glitch
In Chai Kingdom-3, Mario must press while being pushed off against the left side of the screen by a wall or object. If done correctly, Mario does not lose a life and reappears in the right side of the screen. If pushed by object while invincible, Mario is able to lose a life. This only happens in version 1.0 of the game.[1]
Passing through dropping lifts
When two dropping lifts are right next to each other and Mario stands on one, he will stay attached to the lift as it starts falling instead of still being able to stand on the other dropping lift. This is because Mario is only considered by the game's physics code to be standing on one dropping lift at a time, despite it appearing as though he can stand on two at a time.
Pionpi's regenerative ability
While a Pionpi normally takes two superballs to defeat, if Mario shoots it with one superball and then stomps it, the Pionpi will need two superballs to be defeated after standing back up again. This can be indefinitely repeated, meaning that a Pionpi must be shot with two superballs without stomping on it to defeat it.
Scroll control glitch
At the end of a level, the player must scroll the screen, come back and scroll the screen again. This can cause platforms, enemies and even bosses to move out of bounds.
Star freeze
The game may crash if the influence of a Super Star terminates as Mario touches enemies.
Tamao's speed increase
After defeating Dragonzamasu with the Marine Pop's torpedoes, Tamao will speed up after Dragonzamazu explodes until it explodes itself. This is likely due to Dragonzamazu's defeat allowing for the Game Boy to process Tamao's movement physics at full speed.
Under the Pipe travel
In a bonus room in Muda Kingdom-1, Mario must break the two Brick Blocks under the pipe and jump to the left side of the gap. If done correctly, Mario freezes in his jump pose and goes left, as if as he went through the pipe.
Untouchable Piranha Plant
Sometimes, if Mario jumps onto a Piranha Plant, he goes right through it without getting harmed.
Wall jump glitch
This section is a stub. Please consider expanding it to include any missing information. Specifics: Explain where the "correct spot" of a wall is.
If Mario jumps at a correct spot of a wall and jumps again, he can do a Wall Jump-like trick.
Yurarin Boo and superballs
When Mario hits a Yurarin Boo with a superball the first time, the Yurarin Boo will absorb the superball as though it was an enemy that took multiple superball collisions to defeat (such as a Fly or Suu). However, the next time he throws a superball at it, the superball will pass through the Yurarin Boo as though it were an enemy that is completely invulnerable to superballs, such as a Honen. This means that Yurarin Boos are effectively immune to superballs, but they can intercept a superball that is aimed at another enemy or a Coin.
References
- ^ GlitchFish (October 13, 2012). Super Mario Land - Sky/Marine Pop Glitch. YouTube.