List of Super Mario Maker 2 glitches

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This is a list of glitches from Super Mario Maker 2. All names are conjectural unless otherwise specified.

Audio

Silent Note Block

If an element bounces off a Note Block overlapping the surface of a semisolid in a 2-tile high space, the Note Block will not make any sound.[1]

Simultaneous Key Door sounds

As of version 3.0.0, the sound effects for unlocking and entering a Key Door in the Super Mario Bros. style in single-player incorrectly play at the same time when the player unlocks one, making it appear as if no sound is made when they enter the door.

Spike Block sound glitch

In the Super Mario 3D World style, if the player pauses right as an ON/OFF Switch is activated, the sounds of the activated and deactivated states of Spike Blocks will overlap each other continuously for a short time.[2]

Freezes

Pipe softlock

If the player enters a Warp Box and then enters a Warp Pipe with block next to it, they will be stuck in the pipe. The player cannot perform any actions while in this state, including exiting the course, forcing them to restart the game.[3]

Slope softlock

If the player falls into a 1-tile wide corridor with a slope at the bottom, they will be unable to leave it, forcing the player to restart the course.[2]

Sprite overflow freeze

In the game, there is a sprite limit of 1,024. Normally, this impossible to achieve with most entities as one cannot spawn more than 100 entities at once. However, this does not apply to Winged Coins. As such, if one were to create a contraption resulting in 1,024 Winged Coins being spawned simultaneously, the moment another entity is spawned, the sprite limit overflows and the game freezes.[4]

Wiggler softlock

If the player bumps a Wiggler from underwater, the game will freeze, but the music will continue to play as normal. The only way to fix the glitch is to restart the game.[5]

Graphics

Broken fall animation

If the player is hit by a Snowball while in a Goomba's Shoe and then collects a Big Mushroom or Frog Suit, part of their body will clip through the shoe.[6]

Broken pipe warping

In multiplayer, if one player overlaps a Warp Pipe that teleports the player with another pipe, has another player place the initial pipe inside of the new pipe, and removes both pipes, a pipe will appear in the bottom left corner of the screen. If the player drags the pipe so that it is off-screen, places another pipe over it, and links it to the sub-area, when entering the pipe, the player will warp through the first pipe instead.[6]

Broken terrain

If the player passes a Checkpoint Flag in an Airship-themed sub-area and then dies, when returning to the overworld, the terrain will become disconnected from the starting and ending areas, likely due to the terrain connection using the one for the Airship theme instead of the one for the chosen theme.[7]

Completely dark level

If the player has the maximum number of Boo Buddies fall onto a single Track in a nighttime underwater or Ghost House level, the screen turns completely dark.[8]

Frozen arms

If the player picks up an item and a Power-Up right after throwing another player, their arms will be frozen in the holding animation.[7]

Incorrect element layering in pipes

If one player drags an element over a Warp Pipe while another places their character in the pipe, the element will be layered incorrectly.[6]

Incorrect menu

If one player selects a Block and another element with a menu while another selects a different element and opens its menu for, the menu for the previous element will be displayed instead of the one for the current element.[6]

Incorrect Ninji ghosts

If the player starts a Ninji Speedruns course with ghosts enabled, turns the ghosts off, loads a different course, turns the ghosts on again, closes and reopens the menu, and selects "Start Over," the game will load the data from the previous course instead of the current course.[9]

Incorrect player pipe exit position

In multiplayer, if a player has a form change right after exiting a Warp Pipe, the other players will briefly appear over the top-right corner of the pipe for a split-second.[1]

Overlapping Snake Block

If the player makes a Snake Block travel in a path that is behind it and then makes it longer from behind, it will overlap itself.[8]

Pipe death transparency

If the player dies when trying to exit a blocked pipe while wearing a mask or block, part of their body turns transparent.[7]

Wiggler texture glitch

If the player has a Yoshi lick an Angry Wiggler while entering a Warp Pipe, its head changes to yellow and its flower reappears, similar to its normal form. This does not occur with Big Wigglers.[7]

Physics

NOTE: These glitches result from how Mario and/or other characters and objects interact with the world.

Big player wall jumping

Normally, in the Super Mario Bros. style, the player is unable to jump from walls. However, if they press A Button in their big form while crouching after exiting a door that teleports them in midair and next to a wall, they will be able to jump from the wall.[10]

Bob-omb clipping

If a Thwomp hits a Bob-omb on a slope from a One-Way Wall, it will not destroy the Bob-omb as it normally would; it clips through it.[2]

Boo clipping

If a Boo is moving while attached to another enemy, it will clip through other Boos.[8]

Bumper super jump

If a player is in their cape form and descends down onto a Bumper while spinning their cape at the same, they will jump higher than normal.[11]

Fast cannon

Cannon Hyperspeed Glitch.
The setup

The player needs to build the setup as shown. When the player hits the ON/OFF Switch, the cannons will move very quickly to the left.[12] This works because the Frozen Coin will melt and the Muncher will move the cannon to the adjacent one. The top cannon will hold the two together, and when the Fire Bar falls down when the block is not solid, the setup will move very fast. Using an object to hit the setup upwards while it is moving horizontally, the player can make the setup move diagonally.

Fast enemies between slopes

If the player places Bowser between two gentle slopes in the Super Mario World or New Super Mario Bros. U style, he will move faster than normal when chasing them.[13] This also happens with Junior Clown Cars in the New Super Mario Bros. U style if Bowsers or Thwomps are placed in them, as well as Thwomps in the Super Mario 3D World style.

Fast projectiles glitch

If the player shoots a projectile right as they enter a Goomba's Shoe from the opposite direction, they will shoot it faster than normal.

Hidden Block clipping

Normally, when the player approaches a Hidden Block from underneath, the Block turns visible and has its collisions enabled for all sides. However, if the player crouches while jumping from a Yoshi, they will clip through the Block.[10]

Item clipping through Blocks

If the player places a P Switch, POW Block, or Trampoline two tiles away from a stack of a minimum of two winged Hard Blocks or three tiles away from soft Blocks, the item will clip inside the Blocks, and if the player is able to collect the item, they can fall through the Blocks.

Piranha Creeper momentum gain

After the player slides down a Piranha Creeper, they can move faster than normal in the direction they were sliding in.[13]

Semisolid clipping

If the player collects a Power-up that makes them larger in any style except the Super Mario Bros. style while holding a vine in a small space, they can clip through semisolid blocks.[13] This can also happen with Semisolid Platforms if Donut Blocks fall onto them.[14]

Thwomp Hidden Block invincibility

If a Hidden Block turns visible when a Thwomp is in motion, the Thwomp will not be defeated like normal.[2]

Trapping elements in pipes

If the player dies in a Clear Pipe, the element they are holding will become frozen in the pipe.[10]

Vine stuttering

In multiplayer, if one player tries to climb a Vine where another player is at, they will be repeatedly trying to grab it but not actually be successful.[2]

Scripting

NOTE: These glitches abuse interactions that cause objects or displayed information to perform unintended behaviors.

Black hole

Warning! Performing these actions may corrupt your game's save file.

In the game, enemies and items are considered as empty space when they are placed in an object. As such, in the Super Mario 3D World style, if the player horizontally stacks pipes and fills them with any enemy until reaching the chosen enemy's part limit, vertically stacks pipes with Coins until they reach the object limit, removes the enemies from their pipes, deletes the pipes, and rewinds, the enemies will appear horizontal as though they were in pipes, causing the game to interpret them as empty space, allowing the player to overlap them on each other, forming a black hole.[15]

This also occur if the player overlaps a ? Block and a track in a 2-dimensional style, places a Coin in the Block, drags the track until it is removed, saves the course, and creates a new file in the same slot, repeats the process if the initial style is not the Super Mario 3D World style, and rewinds when obtaining said style, causing an invisible track to appear. When obtaining said element, if the player drags the track until reaching the part limit, removes two tracks, places a track with a Big Thwomp, drags the track to remove it, and duplicates the Thwomp until reaching the part limit, the black hole will be formed.[16]

The glitch also occurs in other styles if the player places tracks with items on them or tracks until they reach the object limit, removes one or two of them, places another track with a Big Thwomp, copies one of the tracks an item on them, and drags the track with the Thwomp until it is removed, rewinds it, and duplicates the Thwomp until reaching the part limit.[17][18]

Due to the game interpreting the enemies as empty space, elements can be overlapped on each other and terrain does not connect like it normally would. Because the game is unable to remove empty space through rewinding, the glitch can also be used to clone elements, import them between 2-dimensional and 3-dimensional styles, and place elements in ways that are normally not possible by placing them into the space.[19] If the player saves the level while the glitch is in effect, it will be corrupted, resulting in it being deleted once the player enters the Coursebot menu.

Giant Clown Car

If the player places a Bowser in a Junior Clown Car places Bowser in the black hole, and then rewinds, the Clown Car will be larger than normal. This also occurs with clouds.[20]

Invisible Block

If the player places a Swinging Claw with a Coin, places another Swinging Claw, removes it, duplicates the first Swinging Claw, places the duplicate in the black hole, and rewinds, a Swinging Claw appears with a Coin in it. If the player places the Coin on the Swinging Claw in the black hole, it will be slightly off-centered and unable to be collected. If the player places a Block on above the glitched Coin and throws a POW Block, the Block will turn invisible; however, any interactable Blocks will turn visible again when interacted with. This does not occur with Snake Blocks. If no block is placed above the Coin, the space above will turn into another Coin.[21]

Breaking Blocks from side

If the player collects a Spiny Shell and enters a Goomba's Shoe, they will be able to break Brick Blocks from the side.[8]

Broken Cannon Box

Thwomp Hyperspeed setup
An example setup for the broken Cannon Box glitch

If the player sets up a course in a way that two Thwomps collide with each other from the sides without completely fusing with each other and tries to use a Cannon Box on them, they will be unable to shoot, as the cannonball immediately explodes. This does not affect charged cannonballs.

Carrying elements through pipes as SMB2 Mario

Normally, if SMB2 Mario tries to carry an element through a Warp Pipe, it will disappear. However, if he collects a SMB2 Mushroom and another Power-Up simultaneously while carrying an element, he will be able to carry it through pipes.[21]

Clawlick glitch

If the player uses a Yoshi to lick an enemy or item as it is grabbed by a Swinging Claw, the game will interpret the item as being inside and outside its mouth simultaneously, creating an invisible item. If the element is a Power-Up, the player will collect the Power-Up instead of it entering the Yoshi's mouth.[22]

Cloning elements

Warning! Performing these actions may corrupt your game's save file.

In multiplayer, if one player places a track with an element on it and another element while the other player holds the track, selects the track, its element, and the other element, selects the other element, adds a sound to said element, selects the sound and the element, and duplicates the sound, the element will be duplicated with the sound.[23] If the amount of any element exceeds its limit, the level will be corrupted. This can also occur by performing the black hole glitch. POW Blocks, P Switches, and Trampolines can also be cloned if the player uses a Yoshi to lick an enemy or item as it is grabbed by a Swinging Claw.[22] This does not cause corruption, as the clone is removed when the player switches to the editor.

Combining a shell while in balloon form

Normally, it is not possible to combine a shell with their character in their balloon form, but if one player drags a Power Balloon to a character while the other player has the options for the character opened open, they can bypass this restriction.[7]

Disabled fire power

In the Super Mario Bros. 3 and New Super Mario Bros. U styles, if the player loses a Dry Bones Shell while in fire form and collects a Super Star, if they attempt to shoot fireballs in midair, they will be unable to shoot them and part of their lower body disappears, likely due to the game thinking that the player is still inside of the shell and the fireballs coming from their lower body. If the player is playing as Mario or Luigi in the New Super Mario Bros. U style, their lower body does not disappear; instead, they appear to be sitting down when they attempt to shoot.[7]

Entering partially blocked pipes

Normally, the player is unable to enter a partially blocked Warp Pipe, but if a Trampoline is near the pipe, they will be able to enter it. This does not work with the Super Mario 3D World style due to the fact that Trampolines do not overlap the terrain.[10]

Flying in shell

Normally, if the player is in their flying squirrel form, they are unable to fly while in a Dry Bones Shell. However, if they are hit by a Snowball in midair, they can fly while inside the shell.[7]

Frozen Lava Bubbles

If Lava Bubbles are spawned under Poison or Lava, when the liquid lowers, they will rise up to the level and become frozen in place.[21]

Frozen Lemmy

If the player jumps on Lemmy right after using an object that teleports them to another area and makes him go off-screen, Lemmy will be frozen in place until he is hit again.[10]

Goomba behavior quirks

In the Super Mario 3D World style, if a Magikoopa turns a Block into a Goomba, the Goomba will move faster than normal and will not respond to the player getting close to it like other Goombas, likely because the game fetches the data for Goombas in 2-dimensional styles instead of the correct data.[7]

Impossible clear condition

If one player places an element into a Lakitu's Cloud while another opens the menu for the Cloud and selects the empty Cloud, the element will be removed from the course, but its removal will not be reflected in clear conditions, resulting in the clear condition becoming impossible.[6]

Level importing

Warning! Performing these actions may corrupt your game's save file.

In any 2-dimensional style, if one player overlaps a Warp Pipe over another pipe, has another select the pipe and the element, changes the style to Super Mario 3D World, and rewinds, the level will appear in the style (and vice versa).[6] However, this also results in the level becoming corrupted, resulting in it being deleted once the player enters the Coursebot menu.

Technical details

Some course elements exclusive to either 2D styles (such as Spike Traps and Koopa Clown Cars) or the Super Mario 3D World style (such as Spike Blocks and Blinking Blocks) work properly in the other, while the others may function only partially or do not work at all, some of which can crash the game. These course elements mostly appear invisible when imported, but a few 2D-exclusive elements have a visual appearance in the Super Mario 3D World style as well.[24][25]

Prior to being officially added via the version 3.0.0 update, Dotted-Line Blocks could also be imported to the Super Mario 3D World game style via the glitch, and it functioned as they normally do.[24][25]

The following list is the documentation on the effects to style-exclusive course elements. Note that any enemies that are enlarged with a Super Mushroom will crash the game upon switching to Play mode.[26][27]

2D styles to the Super Mario 3D World style
Elements Works? Notes
Spike Trap Works
Mushroom Platform Works
Semisolid Platform Works Functions slightly differently from the Semisolid Platforms normally available in the Super Mario 3D World style, in that blocks can be overlapped on the top of them and Cat characters cannot climb them.
Bridge Works
Note Block Works Can also contain and release coins, power-ups and enemies as in the 2D styles.
Music Block Partially works They make sound only when the player jumps on them; other course elements play no sound, even with elements that are also available in the 2D styles. Otherwise, they function identically to Note Blocks.
Frozen Coin Works Hitting with the Builder form's hammer or a Bob-omb cause them to turn into Empty Blocks. They cannot be melted with Charvaarghs or broken with the Cannon Box, but can be melted with burning Porcupuffers in castle levels. When they are given wings, they will turn into a regular coin.
Big MushroomSuper LeafCape FeatherPropeller Mushroom Does not work Replaced by a Super Bell. Importing Big Mushrooms into the Super Mario 3D World style will cause Super Bells to have Big Mushrooms' hitbox in Course Maker, but reverts to the former's proper hitbox in the Play mode.
Superball Flower Does not work Replaced by a Fire Flower.
Master Sword Does not work Replaced by a Super Mushroom.
SMB2 MushroomFrog SuitPower BalloonSuper Acorn Does not work Replaced by a Boomerang Flower.
Rotten Mushroom Works Available by importing the nighttime ground theme, either by placing the Moon or directly via the theme menu. Their icon in Course Maker will be shown as a 1-Up Mushroom.
Shoe GoombaStiletto Goomba Works Visually appears as a static Goomba that spawn and despawn randomly. While riding a Shoe, the player is unable to perform Ground Pounds.
Yoshi's Egg Does not work Replaced by a glitched Shoe Goomba, as detailed above.
GoombratGoombud Does not work Crashes the game when directly imported. If they were inserted into a block, they will turn into a Goomba when releasing them in the Play mode.
Buzzy Beetle Partially works Can be stomped, but they do not retreat into shells and keep moving. For unknown reasons, stomping Buzzy Beetles that are attached onto ceilings will cause the player to float vertically. When they are given wings, they function as in the 2D styles.
Buzzy Shell Partially works Can be stomped, but they remain static and cannot be grabbed or worn. When inserted into a Bill Blaster, they function like in the 2D styles, but they stop at walls rather than rebounding.
Spiny Shell (red) Partially works Visually, they have the same appearance as regular Spinies' shells. Can be grabbed and thrown, but cannot be worn.
Blooper Nanny Does not work Replaced by a regular Blooper.
Spike TopSpike Top Works
Muncher Works
Monty Mole Works
Rocky Wrench Partially works Freezes at the point where they are supposed to throw wrenches.
Chain ChompChain Chomp Does not work Crashes the game when directly imported, or attempting to release them from blocks.
WigglerWiggler Works
Boo Buddies Does not work Replaced by a Peepa.
Dry Bones Shell Partially works Visually appears as a collapsed Dry Bones in Course Maker, and a T-posing Dry Bones in Play mode. Stomping on them for the first time grants the player post-damage invincibility, and they can be worn after stomping on them again. When the player jumps off of them, they spawn a collapsed Dry Bones. Attempting to "play dead" will cause the player to be stuck in the place.
Bowser Does not work Replaced by Meowser.
Bowser Jr. Does not work Crashes the game.
MechakoopaBlasta MechakoopaZappa Mechakoopa Partially works Attempting to grab a stunned Mechakoopa will crash the game. The Blasta and Zappa variants cannot fire missiles/laser beams.
Angry SunMoon (Super Mario Maker 2) Works The Moon allows the level to switch into the nighttime mode, as detailed below. While in nighttime, the level's music are replaced by their Course Maker counterparts. If the player warps to another area via a pipe, the music becomes muted, but switching to Course Maker and entering the Play mode again make the music restart.
LakituLakitu's Cloud Does not work Disappears when viewed in the Play mode.
Koopa Clown CarFire Koopa Clown Car Works The fireballs from Fire Koopa Clown Cars also appear invisible. While on a Clown Car, the player can throw fireballs as Fire form and fire cannonballs with a Cannon Box, but cannot do claw swipes or throw boomerangs as Cat and Boomerang forms, respectively. Using a hammer in Builder form makes the player dismount from the Clown Car. The enemies can also be made to ride on Clown Cars, with putting or removing them from a Clown Car in Course Maker making the same sound effect and some enemies such as Boos and Thwomps behaving the same as in the 2D styles; Bully and Porcupuffer cannot directly be put on them (only when landing on them in the Play mode) and become immune to any attacks. The player cannot jump on Hop-Chops to bounce, and Boom Boom, Pom Pom and Meowser will not attack and cannot be damaged when put on a Clown Car.
LarryIggyWendyLemmyRoyMortonLudwig Does not work Crashes the game.
BurnerBurner Partially works Has a collision and can be stood on, but they cannot emit fire.