List of Super Mario RPG: Legend of the Seven Stars glitches
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This is a list of glitches in the game Super Mario RPG: Legend of the Seven Stars.
NOTE: Unless otherwise noted, all names are conjectural.
Headless Bowser Glitch
During the battle with Yaridovich, if Bowser is in the center of the team, when the top Yaridovich attacks the third party member, Bowser will be temporarily be headless.
To perform the Chewy Glitch, the player needs to go to the Bean Valley where the Shy Away waters the Piranha-like Chewy plants arranged in a circle. Before he waters it, Mario will have to jump onto a Chewy. When the Shy Away waters it, the player will be inside of the plant (although it may not appear that way). The Chewy will move around, but it will not be able to initiate battle with the player. However, if the player moves or jump, the player will start fighting with it.
It is possible to skip over the battle with Mack. When the player gets to the room where Mack is faced, instead of going straight to battle him, the player can jump on top of the Shysters on the left side, and carefully walk on them. If the Mack scene does not trigger when the player falls off them, the glitch has been performed correctly. The player must then walk to the Chancellor in the corner, and talk to him to finish the glitch. The "Star Pieces" option on the menu will not appear when this glitch is performed, as being victorious in the battle against Mack triggers the appearance of the menu.
Stuck in a Yoshi
The player will have to go to Yo'ster Isle. This works best after Mario defeats Boshi. Mario needs to get on the Green Yoshi and then ride over to the racetrack. Mario shall pick a racing Yoshi and the player will be in that Yoshi's path. It's better if Mario does this far ahead of the Yoshi, so Mario will have time to prepare for himself. Mario will have to jump off of the Green Yoshi and then talk to him. He'll ask Mario if he wants to saddle up. Mario will have to say yes, but he shouldn't jump on. Then Mario needs to wait for the racing Yoshi to get to the player and right when it reaches the Green Yoshi so that they cross paths, Mario will have to jump on the Green Yoshi. If done correctly, Mario will be on the Green Yoshi and stuck inside of the racing Yoshi. The player won't be able to move around. The racing Yoshi will still be running, but in place. If the player does this at just the right moment, the characters' images will look really warped and be inside of each other. To get out, the player can jump or get off the Yoshi. The player can do this with any character that walks around in Yo'ster Isle, but it's easiest with the racing Yoshis because their paths are already set.
Yoshi Sprites Disabled
This glitch only works after winning a race on Yo'ster Isle or find a Yoshi Cookie in Belome Temple. The player must ride on Yoshi to perform the glitch, getting close to the Baby Yoshi's nest and jump with . As soon as Yoshi jumps, within a few frames, press to talk with the Baby Yoshi wanting Yoshi Cookies. After talking with him, you just have to move around the Yo'ster Isle and see if the sprites for the Yoshi movements are not activated.
Through the Chancellor
The player will have to start a new game. When Mario first reaches Mushroom Castle, Mario needs to go to the room with the Chancellor. There are two rows of three Toads that the player will notice. When Mario goes behind the Toads, they tell Mario that he should walk properly in between the two rows to greet the Chancellor. However, if Mario jumps on a Toad's head, he can get past them. Mario will go around the room by the wall and sneak up from behind the Chancellor. When Mario talks to him, the player will walk through him to greet him.
Unable to do Anything
The player will have to go to Yo'ster Isle and hop on Yoshi. Using , the player must hop on top of the moving Yellow Yoshi and wait until it moves near the exit. After that, the player must go to the exit and, if done correctly, will teleport to the next area without jumping off from Yoshi. The player is unable to do anything except moving (this includes jumping, dashing, and going to the menu).
Mallow the Living Dead
The player must first get into combat with Croco the second time. The player should allow Mallow's HP to reach 0, then the player must wait until Croco steals the player's items; his target will always be Mallow whenever this is done. Mallow will stand up, but he is unable to move.
Step on a Spikey
The player should have pressed the switch on Booster's Tower for this glitch to work. The player must go to Booster Pass and go to the area where the Spikeys and the Apprentice are, then jump on top of it to start the battle. After it is defeated, Mario will stand on it for a moment, and then fall on a Spikey. Since the cutscene hasn't ended, the battle doesn't start, and Mario can move freely on the Spikey. The glitch ends when Mario jumps or when he falls off the Spikey.