List of Super Paper Mario glitches

These are glitches found in Super Paper Mario. Glitches marked with an asterisk ( * ) are fixed in the PAL version.

If the character has 1 HP and uses Slim's ability, the player can select another Pixl right before an enemy reaches him or her. While the Pixl animation is playing, the player will lose his or her only HP which will reach 0, but the player will still be alive, even without any HP.

The player must get Boomer for the first time. They must blow up the wall to the left, flip to 3-D and go into the hole. The player must flip back into 2-D and they can see that the chest is gone. The player can only do this the first time they meet Boomer though. If they leave and come back, the glitch won't work.

The player must redo the glitch above then use Carrie. She'll be able to jump up and down, left and right while the character is still stuck.

In Gloam Valley in areas with Cheep Cheeps, pick up a Cheep Cheep, find another one, then make sure it goes over the platform in the water by sinking, make the Cheep Cheep hit the player and the Cheep cheep over the player's head should get held up by the platform in its struggling animation to make it swim above water.

In this glitch, Boomer can be forced to go behind the background of a stage. It can only happen when one of the characters is in a background area near a Warp Pipe. First, the player must place Boomer in an area in which one of the warp pipes cannot be seen. Then, they must go down the unseen warp pipe before Boomer goes off. If this is done correctly, Boomer will go off and go behind the background. When the player is in the next area, Boomer will still be with him or her.

*
In Chapter 2-1, near the Star Block, the player has to flip and fall into the hole. Just as Mario gets out using the trampoline, flip. The "mouse" will select the space on the right of Mario.

In Chapter 7-1, the player should enter the first door in far right, near a Save Block. Then they should enter the tall pipe left of it (using Luigi's Super Jump). The character will enter a room with a pipe that releases Squigs. If the player uses Boomer atop the pipe and explodes it when a Squig is going out of it, it will be upside-down, but walking normally. It will also throw rocks by its back.

After defeating Shadoo in the Flopside Pit of 100 Trials, go between two Treasure Chests as Mario, Peach, or Luigi. Then switch to Bowser. Sometimes if the player tries opening a chest, it will not only open that one but it will open the one on the other side of Bowser. If this happens, the game will freeze.

*
This may be extremely hard, but if the player manages to shrink Mario at the same time he falls into a hidden room in Flipside, he will still be small, and he will fall through the spring. If the player tries to flip the game will freeze.

If the player uses an attack item on an enemy, such as Ice Storm, it will give a message saying "no enemies to attack," even though there is an enemy on the screen. This can occur in bosses, usually when they are hurt.

In Merlon's house, shrink Mario with Dottie, flip into 3D, and jump behind the Light Prognosticus. Go as far to the right as possible, then flip back. Grow normal. Mario should be squished. Jump 2 times, but don't go high. Then flip back into 3D. Mario will shake, and stop. When he stops, flip, and Mario will be partly through the book. Mario can walk, and crouch. Crouching will send Mario in front of the book, but not permanently. If Mario turns into Peach, the glitch will continue. If Peach turns into Mario again, the glitch will end. But when flipping back into 3D, move toward the wall, and then the glitch will return. Same as Mario, Peach can crouch, but the glitch will still happen. Luigi, however, will go behind the book, but can redo the glitch, with the same routine with Mario. Bowser will end the glitch completely.

If Mario stands on the very end of the edge of any platform and shrinks with Dottie, he will do his usual "shrinking" animation, but will grow back to normal before he's even finished with the animation. This works with all characters. This is in fact not a glitch; it was put in by the producers to prevent a character falling the instant Dottie is done with the shrinking process.

In Chapter 3-1, after the Koopa Troopa hits the block with the Mega Star, the player should press the home menu on the Wii Remote. When they press the button again and return to the game, the Mega Star will be dancing on the block and not touching the Koopa. The player has no choice but to reset the game at this point.

*
This glitch requires Dottie. First the player must shrink and flip to 3D to walk behind the Warp Pipe that leads to Green's house. Then the player must flip to 2D, grow back to normal size, and then flip back to 3D. The camera will come in line with the background, and then if the player flips to 2D the screen will view the entire area in 3D. However, Mario can only walk left and right. If the player jumps, the screen will zoom back in on Mario, but will be viewed from the back, and will still be in 3D. The glitch will end if Mario enters a door.

If the player changes to Bowser before flipping to 2D after flipping to 3D after growing back to normal, Bowser will slip further through the background and automatically revert to 2D. Bowser will be behind the background. If Bowser walks behind the buildings, the camera will turn slightly and the game will crash. However, if Bowser jumps onto the walkable background, he will be in the background at normal size, not tiny size. If he enters the tiny pipe in the background, the glitch will end.

In the PAL versions of Super Paper Mario if the player goes into all the rooms indicated by Mimi and then talks to her the game will freeze.

Note: This may not work on all PAL versions of the game.

*
At Merlon's house, the player should do the The Light Prognosticus Glitch, standing closer to the wall. If Mario flips and walks to the wall, he will fall down and a black screen will appear. Mario will lose 1 HP. While respawning, the camera will go in odd directions and Mario will not make his "Oof!" sound effect.

*
The player must do the glitch above. Then, they must use Dottie to shrink Luigi. The player needs to have him do his high jump and he'll fly through the walls. He'll later respawn.

To do this glitch, the player must be in the Tile Pool for the first time. Reach Thudley's chest and set a Boomer's bomb atop it, then open it. Thudley's eyes won't appear until he goes out of the front of the chest.

At any place in Flipside or Flopside, Mario should flip into 3-D near one of the boxes that are placed at an angle. He should walk up to the side of the angled box that is visible in 2-D. Mario should then flip back into 2-D and walk left or right (toward the angled side of the box) and flip back into 3-D. He can now walk through the angled box. The exact same thing works with pipes.

*
Sometimes, when the character kicks a shell and jumps at a Soopa Striker swifty, it will be spinning and sliding, acting like a shell; however, instead of being hidden in its shell, it will be out of it with a dizzy appearance.

In the Pit of 100 Trials, the Spinies that flip to 3-D do not walk right. They use their idle pose when they walk! The other Spinies work right though.

The player must stomp a regular enemy until it is defeated. Just before it vanishes and drops coins, the player should use Thoreau's power to pick up the enemy. While the player holds the enemy, it will be shown in its "Dizzy" form (also seen when players use Fleep). Players can throw enemies to hit other enemies/switches, but as soon as the enemy hits the ground or an object, it will simply vanish and drop a few coins.

If Mario uses Thoreau in midair and enters a pipe after landing before Thoreau reaches him again, Thoreau will follow Mario through the pipe, but sideways. After coming out of the pipe, Thoreau will remain sideways until Mario switches Pixls, presses, etc.

The player should go to a card shop (Catch a Dream or Fondest Hopes). He or she should flip and jump behind the counter. When the player flips back and walks, he or she will automatically walk through the counter and eventually end up in front of it again.

The player must high jump up to a platform with bricks blocking a pipe in Flipside's first floor and then flip into 3-D and break the bricks with Cudge, only they must not break the ones actually blocking the pipe. The player must slip through the gap between those bricks and the pipe, flip back and the character will be inside the pipe.

The player must be Luigi and must be under a platform moving down. To start the glitch, Luigi must high jump and hit the platform moving down. The platform will keep moving, and when Luigi starts falling, he should jump immediately. Luigi should be on the platform.

If Mario kicks a Koopa Shell and runs using Dashell, he will run right through the shell and not get hurt.

The player must find any big chest that's open. They must then jump on it and flip to 3-D. Once the player is on the base of the chest (not the top), they must flip back. Mario should fall into the chest. Now if the player makes their way to the side of the chest, the player can easily see that Mario is through the chest.

*
In the River Twygz section of the Underwhere, select Barry and find an Underhand not attached to the ground. Use Barry on the hand and it will fall to the floor, but become stuck. It will writhe and twitch but won't be able to really move anywhere.

Another exploit in the same area is to get a free roaming Underhand to follow the character out of the river. They will follow as expected but twitch if they touch the ground or become stuck between Charold's boat and the rivers edge.

*
The player must go to the Flipside B1 Outskirts. They must then head right in the middle of one of the half-circular openings and flip into 3-D. The player must flip back again and Mario should be through the floor. After a while, he'll reappear, but he'll be stuck in the opening.

*
In the shop in Yold Town, the player must first do the Yold Town Shop Void glitch but when Mario does his "falling" pose, they must jump left and Mario will be in a world of black. The player should stay in 3D because in 2D, Mario will be back in the shop.

Another way to make this is doing the first version again, but instead of going left, go to the front side. The camera will flip to the normal side, out of the shop. The player will be on a totally black Yold Town and can walk in this way in 2D or 3D and even reach the Star Block in this way. The gameplay will not be affected. If the player flips to 2D, they will see a 2D version of the shop from a different angle.

Another result is to walk into the black void until the player comes to an invisible door and go through it. They will come out of another building next to the shop; the glitch will seem to have ended. However, if they go in 3D and run to the start of Yold Town, they will see the shop is still visible from the 2D angle in 3D.

*
In the shop in Yold Town, the player should use Mario. The player should then flip to 3D, and go behind the small sign next to the counter. Then, in 2-D, the player should walk towards the counter. If done right, Mario should go through the sign, and be partially inside of it. Then, if they flip back to 3D, Mario will do his "falling" animation, and fall through the floor. If the player moves the control pad, the screen will scroll away from the shop and into the void behind it. After about 10-15 seconds, Mario will reappear.