Unwinnable state
An unwinnable state (informally called a softlock) is when a level or a whole game is still technically playable but is impossible to complete because a technique or an object needed to progress has become inaccessible to the player, the player character is trapped with no means of escape, or a script fails to trigger. Unwinnable situations are usually the result of a glitch or of players going out of their way to trap themselves; they can also be intentional on the part of the game designers, although there are little to no instances of this in the Super Mario franchise.
This list does not include scripted boss battles that the player cannot win in RPGs, such as the first battle with Bowser in Paper Mario and the Hollijolli Village Shroobs in Mario & Luigi: Partners in Time, as the game still advances despite the player losing.
Examples of unwinnable situations[edit]
This section is under construction. Therefore, please excuse its informal appearance while it is being worked on. We hope to have it completed as soon as possible.
Super Mario series[edit]
Super Mario Bros.[edit]
If the player jumps over the Goal Pole (a feat only possible in certain levels such as World 3-3), and then moves far enough to the right that the Goal Pole disappears off-screen, they will be unable to touch it from the other side, as the game cannot backtrack. This means that once this happens, they are trapped in a never-ending void until they die by letting the time run out. Because of this glitch, Super Mario Bros.: The Lost Levels sometimes adds hidden Warp Zones behind certain Goal Poles. In Super Mario All-Stars, jumping over the Goal Pole will only result in the player being unable to venture beyond the fortress/castle on the other side and being stopped by an invisible barrier on the right side of the screen. In Super Mario Bros. Deluxe, the ability to jump over the Goal Pole was removed altogether.
In all versions of the game except the FDS version, it is impossible to progress past the Minus World after entering it, due to the Warp Pipe at the end of the level being glitched and taking the player to the beginning of the level once entered. In the FDS version, the Minus World consists of three levels instead of one, all which are beatable. Upon completing this version of the Minus World, the game will act as if the game was beaten, allowing the player to select any world on the title screen. In Super Mario Bros.: The Lost Levels, a similar glitch can be performed in World 1-2, which can send the player to one of two areas; both areas are beatable and beating them will result in the player moving on to World 1-3. In Super Mario All-Stars and Super Mario Bros. Deluxe, the ability to access the Minus World was removed altogether.
In some castle levels, there are some areas where the player can use a platform to jump above a hole in the ceiling and land on top of it. However, if they start running above the ceiling and reach the end of the level, they cannot return under the ceiling (as the game cannot backtrack) to touch the axe and finish the level, forcing the player to wait until time runs out and they die so they could retry the level.
In levels featuring springboards, a springboard sometimes may not load due to limitation on number of sprites that can be displayed on screen. If the player touches the springboard's hitbox while in this state, they will be trapped inside it until the time runs out and they die. In some cases, the springboard is mandatory to finish the level, meaning the player would be stuck even if they didn't get trapped inside the hitbox.
In the Japanese and North American versions of the game, if the player were to squeeze themselves into the gap above the exit pipe at the end of any underwater level by jumping and ducking into it at the same time, they will become stuck and unable to escape until they lose a life by running out of time. In the European version of the game, VS. Super Mario Bros., and Super Mario All-Stars, extra blocks were added above the exit pipes to prevent this from happening. In Super Mario Bros. Deluxe, extra blocks were not added but the ability to phase through such gaps was removed altogether.
Super Mario Bros.: The Lost Levels[edit]
In World 3-1, if the player goes to the underground bonus room and then leaves, they will emerge below some blocks which must be broken for them to continue the level. Since only Super Mario and Fire Mario can break blocks, there is a hidden block which spawns a Mushroom or Fire Flower nearby. If the player obtains that power-up and then shrinks back down to Small Mario by touching a nearby Piranha Plant, they will be stuck until they die either by falling into a nearby pit or allowing the time to run out.
In World A-1, the player can get stuck by partial scrolling the structure at the start of the level off-screen until the gap at the bottom is small enough that they cannot fall out once they jump into the structure.[1]
Super Mario Bros. Special[edit]
There are two enterable pipes in World 4 which, due to oversights, lack an assigned destination. One is in the over-the-roof Warp Zone of World 4-2, and the other is the exit pipe of the Coin Heaven of World 4-3. If the player enters either of these pipes, they will never exit, and thus be trapped until the time runs out.
In World 4-3, if the player does not break the second Scale Lift, the second Flimsy Lift in a large pit will fail to spawn, making it impossible to jump across.[2]
Super Mario Bros. 2[edit]
In World 2-2, if the player digs up all the soft sand at the left side of the splitting path, they will be unable to jump out. The only ways to escape this glitch are to either use the "suicide code" (Up + A + B on Controller 2 while the game is paused, and then un-pausing) or to reset the game. This glitch was not fixed in Super Mario All-Stars. In Super Mario Advance, a jar was added which can be used to reset the sand by entering and leaving it.
In Super Mario Advance, it is possible to get stuck in the wall in World 2-3 (Super Mario Bros. 2) by performing a Crouching High Jump toward the ceiling in the soft sand digging area while holding the key.
In World 3-2, it is possible to go past Birdo and then stack the mushroom blocks to the left in a way that if the player were to fall to the bottom of the room, they would be unable to get back up, even with a crouching high jump. If the player has three or more hearts, they could get back up by getting hit by one of Birdo's eggs or fireballs and then using the extra bounce to reach the top. But if the player has two or fewer hearts, then they are stuck. The only ways to escape this glitch are to either use the "suicide code" or to reset the game.
In revision 0 of the game, if a Small Fry Guy is hit with a Mushroom Block while the player is shrinking in World 4-3, then said Small Fry Guy will fall off the screen as opposed to disappearing in a puff of smoke. Because of this, the Small Fry Guy is not considered "defeated" by the game, and as a result the exit door will not appear, rendering the level unbeatable. The only ways to escape this glitch are to either use the "suicide code", or to reset the game. This glitch was fixed in all subsequent revisions as well as all subsequent releases.[3]
In World 6-2, it is possible for the player to get stuck inside a wall by crouch jumping on top of the masked gate as it opens. The only ways to escape this glitch are to either use the "suicide code", or to reset the game.
In World 7-2, the player can get on top of the ceiling during the final boss fight against Wart if they are playing as Luigi. Due to how defeating a boss locks the screen in place, if the player defeats Wart while still on the ceiling, they will be unable to get back down to reach the exit door. The only ways to escape this glitch are to either use the suicide code, or to reset the game.[4] A similar glitch, which can be performed as any character, can also occur if the player is too far to the left for the exit door to be on-screen at the time it spawns. In Super Mario All-Stars, both glitches are still present. In Super Mario Advance, they were fixed by removing the screen lock function.
Super Mario Bros. 3[edit]
The game has a softlock where, should an Enemy Course land on top of an N-Mark Spade Panel, the two combine and move across the overworld map indefinitely, preventing the player from going any further after clearing a course when the panel appears.
Another softlock can occur when players are in the 2 Player Game and find a Warp Pipe on the world map that is blocked off by a locked gate. One player must reach it via the pipe that connects to it elsewhere on the map, then re-enter the blocked-off pipe and lose a life by having the Time Limit in the pipe room reach zero, after which they will be returned to the blocked-off pipe's location on the map. If the other player then reaches their location as well, they will not be able to re-enter the pipe as they will instead enter Battle Mode, thus softlocking the game unless the player has a Magic Whistle.[5]
In Super Mario All-Stars and Super Mario Advance 4: Super Mario Bros. 3, transforming from Tanooki Mario to Statue Mario right as the player collects a third matching panel will disrupt the end of level sequence, and cause the game to softlock at a black screen with a single sprite in the middle.[6]
In any fortress level featuring a flying Boom Boom, flying over him with a P-Wing will sometimes cause him to fly upwards and never return. If that happens, the player will become stuck until the timer runs out. This glitch can be performed in both the original and Super Mario All-Stars versions of the game; it was fixed in Super Mario Advance 4: Super Mario Bros. 3.
In Super Mario Advance 4: Super Mario Bros. 3, it is possible to get stuck inside Boss Bass' mouth without dying. In World 3-3 and World 3-8 the player must repeatedly press as Boss Bass dives into the water, and not stop until the next time Boss Bass pops his head out of the water. If performed correctly, and the player is eaten immediately afterwards, they will not die. However, they will get stuck and unable to escape without exiting the level or resetting the game (the timer will become frozen upon the player being eaten, so allowing it to run out is not an option).[7]
In World 3-9, World 5-2, and World 7-5, there is a pipe surrounded by White Blocks. If the player removes the bottom three White Blocks on the right side of the pipe, becomes wedged in between the pipe and the White Block on the far top, then jumps while still ducked, they will go down the side of the pipe. In the next area, the player's sprite will fail to spawn and the player will also lose the ability to do anything but scroll the screen left and right, or shoot fireballs if playing as Fire Mario. They will therefore have no choice but to wait until the timer expires. Once the timer does expire and the player loses a life, the screen will become stuck in place, and won't return to the map screen until about five minutes later.[8]
Playing the Matching Game while the N-Mark Spade Panel is directly over either World 4-Fortress 2, World 6-Fortress 1, or World 6-Fortress 3 can cause a softlock. Specifically, if the fortress is unbeaten, then playing the Matching Game will cause the game to count the fortress as being beaten. However, because Boom Boom remains unbeaten, the post-fortress path won't open. And because there is no way to re-enter a fortress after beating it, the path will become shut permanently. Under such conditions, unless the player has a Magic Whistle, they will be unable to progress any further and will have no choice but to reset the game.
In addition to the above glitch, there is a second way to cause a softlock in World 4-Fortress 2. In the level's secret area, if the player enters the left end of the U-shaped pipe from the side, the screen will scroll down past the level into an empty area. After a period of time, the screen will reach the top of the room. The player will then become invisible and unable to interact with the level in any way other than collecting some invisible coins and making some Jump Blocks appear. While in this state, the player can exit the level through an invisible pipe. Should they do so, the game will count the fortress as being beaten. But like with the above glitch, because Boom Boom remains unbeaten, the post-fortress path won't open, and the player will be trapped unless they have a Magic Whistle.
In World 5-3, landing in a Kuribo's Shoe while transformed into a statue will cause the player to transform as normal, but their sprite will be discolored. They will also become invincible, but unable to go through pipes. The only ways to fix this glitch are to either obtain a power-up or lose a life. If for some reason there are no power-ups to collect, the player will become trapped until they fall into a pit or wait for the timer to run out. This glitch can be performed in both the original and Super Mario All-Stars versions of the game; it was fixed in Super Mario Advance 4: Super Mario Bros. 3.
In World 5-9, the final moving platform sometimes may not load due to sprite limitations. If that happens, the only way the player can make it to the end would be to jump off a Fire Chomp. If there is no Fire Chomp on screen at the time, or if the Fire Chomp is on the left side of the screen, the player will be forced to fall off-screen and lose a life.[9]
If the player loses a life in World 5-Airship, the airship will occasionally fly out of bounds and the player will be unable to re-enter it. If that happens, then unless they have a Magic Whistle they will have no choice but to reset the game. This glitch was fixed in both Super Mario All-Stars and Super Mario Advance 4: Super Mario Bros. 3.
In any level featuring a Hammer Suit, collecting the power-up while transformed into a statue will cause the player to transform into Hammer Mario as normal, but their sprite will be discolored. The player will also be unable to go through pipes. Because Hammer Suits can only be obtained in bonus areas, this means the player will become trapped until the timer runs out.[10] This glitch can be performed in both the original and Super Mario All-Stars versions of the game; it was fixed in Super Mario Advance 4: Super Mario Bros. 3.
In World 7-7, it is possible to get stuck inside the pipe near the end of the end of the level by running at full speed, jumping, and colliding with the left side of the pipe. Should the player get stuck, they will have to wait for time to run out to retry the level.
In World 8-Bowser's Castle, defeating Bowser with hammers while he is in midair will sometimes cause him to fly upwards and never come down. If that happens, the game won't count him as being defeated, so the exit door will never open, rendering the level unbeatable. Even worse, the timer will also be frozen, which means unless there is a hole in the floor the player can fall into, the player will have no choice but to reset the game.
In addition to the above glitch, in World 8-Bowser's Castle it is possible to get stuck until the timer runs out by squeezing through the ceiling a second time instead of just going through the door leading to Bowser while performing the "Fireless Bowser" glitch. This glitch can be performed in both the original and Super Mario All-Stars versions of the game; it was fixed in Super Mario Advance 4: Super Mario Bros. 3.
Super Mario World[edit]
By collecting a power-up, the game temporarily freezes during the power-up animation. If this occurs at the same time that Yoshi eats a berry, the game freezes. If the player has already beaten the level, they can escape the freeze by pressing and
. However, if the player has not beaten the level, they must reset the console.
In any autoscroller level, collecting a Cape Feather while at least partially offscreen will have the same effect as the above glitch.[11]
There exists a glitch that allows the player to obtain a magic ball in their Item Stock. If the player performs this glitch and then collects the magic ball while in a bonus game, the player is taken to a glitched bonus game that is impossible to complete. The only option at this point is to reset the console.
In Super Mario World: Super Mario Advance 2, it is possible to corrupt the game's exit counter and achieve more than 96 exits. To do this player must first achieve all 96 legitimate exits, and then simultaneously press a button and
while in the overworld. Doing so corrupts the status menu, making it possible to select a level only to be given an incorrect response. This response ranges from nothing at all, to an endless bonus game (which results in a softlock), an actual level, or a normally inaccessible (and unbeatable) level such as the intro level. If the player enters a normal level this way, going through a normal exit will cause the game to become completely glitched, while going through a secret exit will corrupt the game's exit counter and set the number of obtained exits to 97. If the latter occurs, the overworld will reset to its original state, and if the game is saved at any point afterward the 96 exit completion state will be permanently lost.
In Super Mario World: Super Mario Advance 2, if the player performs the above status menu glitch by pressing down on button and
while at a completed Yellow Switch Palace, and then selects Chocolate Island 3, they will then be able to re-enter the former level due to the game mistaking it for the latter level. However, the level is now unbeatable because the Switch is no longer present at the end due to it already being pressed.
Performing the above glitch while inside a Switch Palace will result in the level being cleared without the switch being activated. Saving the game at any point afterward will render the unlockable ! Blocks permanently lost.
Performing the item swap glitch on a Message Block in either Donut Plains 3, Chocolate Island 2, or Gnarly will cause the Message Block to spawn in an unintended location. Hitting this block will cause a glitched Switch Palace message to play. In the Japanese version, the player will remain frozen in place for about 16 seconds, and then exit the level. In all other versions, unless this is the first level the player entered after opening the save file, performing this glitch will cause a softlock.[12]
Super Mario 64[edit]
To defeat Bowser in Bowser in the Dark World, Bowser in the Fire Sea, and Bowser in the Sky, Mario must throw him into the bombs around the arena. If Mario long-jumps into all the bombs to detonate them, he is left with no way to defeat Bowser unless he leaves the level. To fix this in the DS remake, one bomb always reappears in the arena if the player tries to detonate all of them, making it still possible to beat Bowser. Additionally, it is possible to trick Bowser into lunging after Mario and jumping directly into the pit. Normally, Mario needs to throw Bowser into the pit for him to land there, but if Bowser does so as part of his own attack, the game does not respawn him to jump back onto the stage.
If one of the Bullies in Lethal Lava Land is pushed into the lava at a specific angle, it is stuck there. Doing this does not count as defeating it; therefore, the Big Bully that must also be defeated to complete the mission does not spawn.[13]
Super Mario Sunshine[edit]
If the Pokey Pods in the Red Coin Field fall off the stage, the player will not be able to collect the red coin from defeating them and will have to restart the level. Additionally, since there is no source of water in the level, if FLUDD runs out of water, the player will have to restart the level if any red coins that require water have not been collected.
Super Mario Galaxy[edit]
In the Gusty Garden's Gravity Scramble mission in the Gusty Garden Galaxy, it is possible to fall back onto the final Disk Planet with the Launch Star by performing a Long Jump in the right place. However, because the gravity has now changed on the ! and ? Planets, the player will be forced to restart the mission.
If the Cataquack in the Wall Jumping up Waterfalls mission in the Beach Bowl Galaxy touches Ice Mario on the same frame one of the ice pillars breaks the platform it is standing on, the Cataquack will start glowing and the game will become unresponsive. The player will then have to restart the mission to continue.[14]
On the missions Purple Coins on the Battlerock and Battlestation's Purple Coins, if the player leaves behind any of the Purple Coins, they will be unable to obtain the Power Star as the platforms that the player rides throughout the level do not backtrack. Although Mario will lose a life for doing so, he can end the softlock by talking to the Gearmos who host the event.
New Super Mario Bros. Wii[edit]
If a player under the effects of the Super Star lands on a moving block in the middle of a somersault on the frame the Star runs out, they will be stuck in their somersault animation, unable to move.
Super Mario Galaxy 2[edit]
In The Chimp's Coin Challenge in the Slimy Spring Galaxy, after winning the challenge the player is transported to the beginning of the galaxy where the Power Star is obtained. However, if the player goes down the waterslide, they will not be able to climb back up the waterslide and collect the Power Star and therefore must restart the mission.
During Silver Stars in the Whomp Fortress in the Throwback Galaxy, if the player uses the Cloud Flower to reach the Bonus Planet, they will be unable to return to the starting planet. To return, the player must lose a life or restart the mission.
If Mario freezes the Shiverburn Galaxy's Starting Planet with the Ground-Pound Switch in Prince Pikante's Peppery Mood and gets to the Volcano Planet at the centre with the Cloud suit, he will be forced to lose a life to escape unless either he has any clouds in stock or the player quits the level. This softlock no longer occurs after Mario gets 120 Power Stars, as he can just grab the first Green Power Star (which is in the crater of the volcano) to escape without losing a life.
Super Mario 3D Land[edit]
In World 1-Castle, if the player uses the Super Leaf to jump over the gap between the platform and the bridge during the boss fight against Tail Bowser and then presses the button while he jumps to the left, the bridge will collapse with Bowser off-screen, causing the game to freeze.[15]
New Super Mario Bros. U[edit]
In the New Super Mario Bros. U level Bramball Woods, it is possible to get stuck underneath the third Bramball in the level. Normally, Brick Blocks move into position when the player is nearby, allowing the Bramballs to move. However, returning to this Bramball after dying and respawning from the Checkpoint Flag without going too far left prevents the blocks from appearing. This allows the player to take a hit and stand on the Big Block, trapping them. Jumping against the Bramball has no effect, and if the player is in small form or mini form, they cannot escape without losing a life.
Super Mario Maker / Super Mario Maker for Nintendo 3DS[edit]
The Super Mario Maker series' status as a level creation tool makes it trivial to create softlock states in a multitude of ways. One-Way Walls and Semisolid Platforms can be used to trap the player inside of an enclosed area, and levels which require the player to retain a specific power-up or item can become unwinnable if the player loses it.
Super Mario Odyssey[edit]
If the player skips the first Power Moon, activates a checkpoint past it, comes back and collects the Power Moon, and warps to the checkpoint, the game shows Mario walking towards the Odyssey and stopping in front of it before softlocking. The softlock can be fixed by closing and then reopening the game. This glitch was fixed in the version 1.3.0 update.[16]
Super Mario Maker 2[edit]
Super Mario Maker 2 introduces Clear Conditions that must be fulfilled before the level they are applied to can be completed. Some Clear Conditions intentionally cause unwinnable states if their challenge is failed, causing the level's goal to become permanently intangible unless the level is restarted from the beginning.
Super Mario Bros. Wonder[edit]
Super Mario Bros. Wonder has a few softlocks where Mario can fall into a hole in Here Come the Hoppos and a Hoppo plugs the hole, preventing him from leaving unless there is another escape route. Additionally, in Secrets of Shova Mansion, he can move a block so that it covers a depression leaving a small gap, then transform into an elephant while in the depression. If that happens, Mario will be trapped due to his elephant form being too big for him to squeeze through the gap.[17]
Mario is Missing! (DOS and CD-ROM Deluxe versions)[edit]
If the player has only one taxi token in their possession and uses it to travel to Alcatraz, Luigi will be stuck on Alcatraz since the only way to get to and from the area is by taxi.
Yoshi franchise[edit]
Super Mario World 2: Yoshi's Island[edit]

GO! GO! MARIO!! has a Super Star that Yoshi can reach by jumping off a Shy-Guy. However, unless he has any Yoshi Eggs or watermelons, he will be unable to get out of the area and must quit out of the level. This is fixed in Yoshi's Island: Super Mario Advance 3.
Mario Party series[edit]
Mario Party 2[edit]
In the Mario Party 2 version of Hot Rope Jump, the game freezes after 1,000 jumps.[18]
Paper Mario series[edit]
Paper Mario: Color Splash[edit]
The Kamek curse battles may result in situations that make the battle impossible to win (for example, forcing the player to only use Hammer cards against a flying enemy). The only solution is to exit the game (as the Kamek curse battles disable the Flee command) or waste one's entire supply of cards (which will re-enable the Flee command).[19]
Paper Mario: The Origami King[edit]
Before version 1.0.1., in Shangri-Spa, after obtaining the VIP pass to access the Spring of Rainbows, if the player left the path to it after entering, the VIP pass would be gone from the menu. If the player then spoke to the Toad at the reception, they would not have the stamp card and there would be no way to get another one. Saving after this point would have bricked the save file.[20]
Luigi's Mansion series[edit]
Luigi's Mansion[edit]
When battling Chauncey, a glitch can occur that makes the ball needed to defeat him stuck in mid-air.[21]
Luigi's Mansion: Dark Moon[edit]
In Treacherous Mansion, it is possible to open a door leading to the pirate ship on the side of the mansion by holding a nearby switch down with an object. If the player enters this area while a ghost knocks away the object, the door will become blocked again after they enter the room, leaving them stuck on a tiny platform and forced to restart the level.
If the player quits in the King Boo battle after the first Tough Possessor is defeated, it is possible that the game will count the earlier mission as complete without opening up the final mission, and will not send the player to the final boss upon replaying the level, making the game incompletable.[22]
It is also possible to be unable to win a multiplayer ScareScraper round from a common glitch that stops a necessary key from appearing in the level. If this happens, the players are forced to lose the game.
Mario & Luigi series[edit]
Mario & Luigi: Partners in Time[edit]
At a certain point in the game, the Warp Pipe that leads to the Peach's Castle Dungeon becomes accessible by going to a question marked spot in Peach's Castle. Later in the game, the player will have to go back to Peach's Castle via Peach's Castle Dungeon from the Time holes in the Star Shrine or Toad Town. If the player did not activate the Warp Pipe at Peach's Castle beforehand, the player will be stuck at the dungeon as the pipe that connects to Peach's Castle and the dungeon does not appear. This only happens in the American version; the Japanese and European versions fixed this glitch by adding a ! Block to make the pipe activate from below.
Mario & Luigi: Dream Team[edit]
There are a certain series of glitches in Mushrise Park that makes it possible to fall into the Mini Mario area as both Mario and Luigi, or get stuck in the collision for a nearby bridge. If this happens, the game is unwinnable and the file has to be started over.[23]
Since this game allows players to retry a battle after losing, it is possible for Mario to essentially get stuck in a "loop of death"[24] should he trip at the start of a Dream World battle with minimal HP and less Speed than the enemy. As Mario has no way of defending the enemy's attack, he is doomed to get KO'd over and over until the player restarts the battle on Easy Mode, in which the Bros. will always start with full HP and BP when activated. This does not work if Mario is currently wearing the Guard Shell or Guard Shell DX accessories, and cannot be performed at all in the Hard Mode.
In the Zeekeeper and Giant Bowser battles, the gyro controls needed for the Dimensional Rift and Repel the Shell sequences may stop working. If this happens, the battle is rendered impossible to win, since it is impossible to dodge the enemy's attacks or fight back in kind.
Mario & Luigi: Paper Jam[edit]
If the player performs a glitch to make Paper Mario the only party member and goes to certain areas such as the island in Sunbeam Plains that requires the trio to dash into catapults to progress, he will get stuck due to the lack of available abilities. Saving while in this state renders the file useless.
Mario & Luigi: Bowser's Inside Story + Bowser Jr.'s Journey[edit]
Inside the Trash Pit, if Mario hits an enemy with his hammer on the same frame an enemy hits him, Mario will be frozen with his hammer and the game will softlock.
Additionally, it used to be possible to make the game unwinnable by backtracking as solo Luigi after Mario got captured, since a glitch would result in him getting stuck in a certain area of Dimble Wood and being unable to leave. However, after the first update for the game, this was patched, and any affected save files were also fixed to allow progress.
Mario & Luigi: Brothership[edit]
It is possible to use a glitch to re-enter the main area of Bowser's Castle on Wayaway Island after the door closes, letting the player explore that part of the castle again. However, exiting the castle after doing this glitch softlocks the game. As a result, if the player uses a Save Block inside the castle, they are unable to leave the area or finish the game, since the Return Pipe does not work on Wayaway Island.
WarioWare series[edit]
WarioWare, Inc.: Mega Microgame$![edit]
At the level 3 difficulty of the microgame Right in the Eye, the eye of the needle may sometimes be positioned outside the playing area, making the game impossible to win. This issue was fixed in the microgame's WarioWare Gold remake.
WarioWare: Touched![edit]
Three microgames in Kat & Ana's set are impossible to complete on early Japanese copies. The lines in Bright Idea and The Proud, the Fuse cannot be drawn while the flashlight in Midnight Weirdo blinks on and off. This glitch was fixed in later Japanese copies.
WarioWare: Get It Together![edit]
In Super Mario World, 18-Volt can get stuck in Level 2 since he cannot move, despite being a neutral fit, which makes it impossible for him to win.[25]
In Pop Goes the Party, it is possible to destroy too many of the pins in Level 3, making it impossible to win. This can easily be done when playing as Penny, who is a bad fit for the microgame.
In Balance the Scales, it is possible to destroy too many of the cracked blocks, making it impossible to win. This can easily be done when playing as Penny, who is a bad fit for the microgame.
In Archer Assist, 9-Volt, who is a bad fit for the microgame, can overshoot the target in Levels 1 and 3, and he cannot move the archer in these levels, making it impossible to win with him.
In Duelius Maximus' speed-based Lightning Round, winning a microgame causes anyone who did not complete it to get softlocked until the timer expires, unless the microgame is a survival microgame like Boxed Up.
WarioWare: Move It![edit]
In Showdown's speed-based "First to Win" mode, winning a microgame causes anyone who did not complete it to get softlocked until the timer expires, unless the microgame is a survival microgame.
If the player plays a microgame with the form Hand Model with the Joy-Con 2, the microgames will not display the player's hand due to the Joy-Con 2 missing the IR motion camera, making the microgames impossible to win.
Mario Kart series[edit]
Mario Kart 8 Deluxe[edit]
In Ninja Hideaway, if the player lands on top of the sign after the final moving spike platform, they will be unable to move. When this happens, they will be forced to either lose the current race or quit the game.[26]
Impossible 100% completion[edit]
- See also: Missable content
A less severe variation is when a game can still be finished, but denies the player 100% completion of their save file in some way. Unlike true unwinnable scenarios, examples of intentional impossible 100% completion are more common in the Super Mario franchise.
Donkey Kong 64[edit]
The five Banana Medals that appear in Hideout Helm do not respawn if the player leaves the area without collecting them, making 101% completion impossible.
New Super Mario Bros. Wii[edit]
If the player loses eight lives in a course from one of the first eight worlds before completing it, a Super Guide Block appears when the player re-enters that course. If the player saves the game thereafter, it permanently prevents them from ever having shiny stars on their save file (even if they did not use the Super Guide Block).
Super Mario 3D Land[edit]
Similar to New Super Mario Bros. Wii, if the player loses five lives when attempting a course from one of the first eight worlds, an Assist Block will appear on re-entry, permanently preventing the player from ever having shiny stars on their save file (even if they did not use the Invincibility Leaf nor the P-Wing).
In all subsequent Super Mario platformers, making the Super Guide Block or Assist Block appear will not void the player's chance to get shiny stars on their save file; any player who uses the Super Guide or Invincibility Leaf can get shiny stars by completing the same level without using it.
Paper Mario: The Origami King[edit]
Before version 1.0.1, if the player turned off the water in the Shroom City Hotel but did not save the Toad that the Snifit was surfing on in the hotel pool before progressing the story, they would be unable to hit it with Mario's hammer. This made it impossible to get all the Toads needed to 100% complete the area, and locked them out of the perfect ending.[27]
If the player defeated the Black Shy Guy with Professor Toad, it was impossible to achieve 100% completion in the Musée Champignon. This was fixed in version 1.0.1 by having a Black Shy Guy appear in Scorching Sandpaper West which can be fought as many times as the player wants.
Mario + Rabbids Sparks of Hope[edit]
Prior to version 1.2.2076427, in Barrendale Mesa, if the player left the Barren Key for the secret zone as the last item to buy with Planet Coins at the shop, it would no longer be possible to buy it as the secret zone contains a Spark, and all 30 Sparks were required to face the Giant Magnafowl which gives a Planet Coin after being defeated. This in turn made it impossible to obtain said Planet Coin and reach 100% for Barrendale Mesa. Following the version 1.2.2076427 update, the required Sparks were lowered to 29, which now makes it possible to leave the Barren Key for last and be able to fight the Giant Magnafowl.
References[edit]
- ^ Supper Mario Broth (December 2, 2024). Small Mario Findings - In World A-1 in the Japanese Super Mario Bros. 2.... Supper Mario Broth (English). Retrieved December 2, 2024.
- ^ Tori of the Star Palace (March 26, 2025). Super Mario Bros. Special (Sharp X1) - AWOL 4-3 Flimsy Lift Glitch(?) (0:00). Youtube (English). Retrieved March 26, 2025.
- ^ TCRF contributors. (May 4, 2022). Super Mario Bros. 2 (NES) § Fryguy Glitch. The Cutting Room Floor. Retrieved May 25, 2022.
- ^ DidYouKnowGaming? (August 3, 2019). Mistakes in Mario Games - Did You Know Gaming? Feat. Dazz. YouTube. Retrieved May 25, 2022.
- ^ YuRi Sunga. (December 22, 2023). Super Mario Bros 3 - 2 player mode softlock YouTube. Retrieved December 8, 2024.
- ^ https://www.youtube.com/watch?v=ABg9g1BwoM4
- ^ https://www.youtube.com/watch?v=Nhshgs34DzY
- ^ https://www.youtube.com/watch?v=d_8BF1wyy0o
- ^ Odyssey Central. (October 12, 2024). Ranking ALL 704 2D Mario Levels YouTube. Retrieved July 12, 2025.
- ^ https://www.youtube.com/watch?v=d_8BF1wyy0o
- ^ https://www.youtube.com/watch?v=6vXYefxA9xI&t=38s
- ^ https://www.youtube.com/watch?v=kkVMGu60TrQ&t=1058s
- ^ Supper Mario Broth. (November 2, 2020). "In Super Mario 64, if one of the Bullies ... is pushed into the lava at a specific angle ... the Bully will oscillate inside the lava ...". Retrieved May 25, 2022. Archived from the original on November 5, 2020.
- ^ Supper Mario Broth. (December 19, 2020). "In Super Mario Galaxy ...". Retrieved May 25, 2022. Archived from the original on January 1, 2021.
- ^ Akfamilyhome. (November 5, 2012). Super Mario 3D Land - Bowser Game Lockup Glitch. YouTube. Retrieved May 25, 2022.
- ^ BeardBear (April 14, 2018). 7 Ways to Crash or Softlock Super Mario Odyssey. YouTube. Retrieved August 4, 2022.
- ^ https://www.youtube.com/shorts/VXE4kzTpcTo
- ^ Silo_Simon (November 23, 2021). Hot Rope Jump softlock/ "high score" Mario Party 2 N64 (TWR?) (01:45). YouTube (English). Retrieved February 4, 2023.
- ^ Fatguy703 (October 11, 2016). Paper Mario: Color Splash - Developer Oversight. YouTube. Retrieved March 11, 2019.
- ^ Nintendo Unity. (July 22, 2020). Massive Game Breaking Glitch Destroys Your Save File in Paper Mario: The Origami King. YouTube. Retrieved July 24, 2020.
- ^ Supper Mario Broth. (November 3, 2020). "In the Chauncey battle in Luigi’s Mansion, a glitch can result in the ball that Chauncey summons becoming stuck in mid-air next to him. ...". Retrieved May 25, 2022. Archived from the original on April 29, 2022.
- ^ LeBic. (2013). "I am unable to finish the game due to an incredible glitch on the final level! ..." (comment on Gaming Reinvented article "Should Nintendo release a patch for Luigi’s Mansion Dark Moon?" by CM30 (April 7, 2013)). Retrieved May 25, 2022.
- ^ Gaming Reinvented. (February 20, 2016). Why I Don't Play Mario & Luigi Dream Team Any More (glitch). YouTube. Retrieved March 29, 2019.
- ^ Mindez. (August 23, 2013). Mario And Luigi: Dream Team Bros. - Part 52 - Loop Of Death. YouTube
- ^ Shadowcat (September 25, 2021). WarioWare: Get it Together! - Nintendo Classics using only the VOLT GANG - Score 105. YouTube. Retrieved October 26, 2021.
- ^ Gaming Reinvented (April 6, 2022). You Can Softlock Mario Kart 8 Deluxe in Ninja Hideaway (Glitch)! YouTube. Retrieved May 15, 2022.
- ^ CM30 (July 23, 2020). Paper Mario: The Origami King Bug Potentially Renders the Game Unwinnable. Gaming Reinvented. Retrieved July 24, 2020.