List of Paper Mario: Color Splash glitches

This is a list of glitches found in Paper Mario: Color Splash.

NOTE: Unless otherwise noted, all names are conjectural.

Huey's mood
In Port Prisma, if Mario enlarges the Red Rescue Squad Apprentice Toad with the Magnifying Glass, Huey briefly smiles at Mario after the Toad is accepted into the Rescue Squad. If Mario collects the Holo-Peach in the same room afterwards, Huey continues to smile during the cutscene.

Invisible Hammer
When approaching a barrel raft from an appropriate height, Mario will automatically hop down to ride it. If the player swings the Paint Hammer with at the same time Mario chooses to jump into the raft, both actions will attempt to play. This causes the paint hammer to disappear mid-swing, while the paint continues along its path.

Attempting this glitch with the normal hammer also confuses the game, instead causing Mario to briefly use his standing sprite while in the air.

Oddly angled model
This glitch must be done after beating Petea Piranha. To execute it, Mario must enter Plum Park, station a barrel raft close enough to a ledge facing north, then get between the raft and the ledge and continually hammer the raft. If done correctly, Mario will glitch into the raft. When jumping out and walking around, Mario's model will appear at an odd angle, even though the overall physics will remain constant. The glitch ends if the player stops moving.

Crushing enemies
First the player should station a barrel raft next to a Snifit. If they get the Snifit's attention, then quickly jump into the barrel and move directly towards them, the barrel will squish the enemy.

Floating in Dark Bloo Inn
In Dark Bloo Inn, if Mario speaks to a Tea Party Toad while standing on a table, he will walk over to the left side of the Toad, floating above the ground at the level of the table. When the conversation with the Tea Party Toad ends, Mario will fall to the ground.

Floating Paint Guy
Upon reaching the colorless Mini Paint Star in Ruddy Road along with the Paint Guy responsible, Mario must hammer the nearby bush on the right to make it stick out on its left. Mario must then carefully walk up the bush and get to the point where the next cutscene is triggered to make the Paint Guy stand in midair.

Pushing enemies
In Plum Park, there is a barrel raft for Mario to ride and Snifits scattered in the water. It is possible to push these Snifits backwards if the player blocks its path and pushes against it whenever the Snifit attempts to move. Since this push ignores collision it is possible for the player to push Snifits through walls and out of bounds.

Daffodil Peak yellow pipe excavation
At Daffodil Peak, to the right of the platform with the red Mini Paint Star, by continually pressing and, Mario can walk behind the platform. The player will get a Game Over once Mario reaches the yellow warp pipe.

Disco Ball out of bounds
In the Emerald Circus backstage area, pulling the rope will drop down a Disco Ball. It is possible to wedge Mario between the disco ball and the stairs, clipping out of bounds and resulting in a Game Over.

Flower pot clipping
Flower pots are interactable details found in various levels including Plum Park. When hammered they stay squished for a few seconds before rising back up. Before it un-squishes, if Mario is positioned so he's on the edge of the flower pot and runs towards a wall close to the pot, it is possible for the player to be clipped through the wall. This also allows Mario to fall out of bounds and Game Over.

Golden Coliseum column clip
in The Golden Coliseum there is a room with a short crumbled column next to a wooden wall. If Mario jumps into the gap in collision just right, he'll be clipped through to the other side, bypassing an Unfurl Block section.

Mustard Café sign sneakaround
Near the entrance to Mustard Café, if Mario jumps onto the crate to the left of the green warp pipe, he can jump behind the sign and end up behind it, glitching into the wall. If the player continues to move Mario to the right, the player will unexpectedly receive a Game Over.

Not entering the trapdoor in Cobalt Base
In Cobalt Base, if the player moves Mario over the trapdoor, talks to Huey as soon as he enters it, and waits for the falling sound to stop, the screen may not fade to black nor show the loading screen. Mario cannot activate the trigger for the next area while talking to Huey, nor will the out of bounds check occur until the dialog is closed. If the player does close the text a Game Over will happen after a few seconds.

Redpepper Crater wall clip
In the Redpepper Crater room with many sliding crystal platforms, if the player goes to the area in the far back-right and jumps towards the wall while the platform slides forwards, Mario can sometimes clip through it.

Trainworks stairs out of bounds
In Toad Trainworks it is possible to clip Mario into the ledge at the very top of the stairs. Careful navigation allows Mario into the area underneath where the cylinder rolls, and it is possible to fall out of bounds in the back right area.

Tree clipping
The corners of the tree canopies in Port Prisma are slightly buggy, and it is possible for Mario to jump into and stand inside the canopy.

Tree jump prologue skip
With it is possible to use the tree in the yellow district of Port Prisma to jump up to a higher ledge during the prologue and repaint the water early. This skips the cutscene in the fountain, activity in the blue district, walking along the higher area of the red district, and the fight with a Shy Guy just above the entrance to the Action Command Dojo.

Vortex Island house skip
At Vortex Island, there is a bucket lying next to a fence near a purple Toad house. With a setup, it is possible to clip into the rope hanging from the fence and clip into the other side without ever entering the house.

NOTE: It is also possible to perform this same clip in the parallel world version of the area.

Weapons room clip
Again at The Golden Coliseum in the area where the Ice Pick and Bottle Opener Things are stored, Mario is able to clip between one of the spears and the weapon rack, clipping into the wall.

Draggadon text storage
This glitch is accomplished in Redpepper Volcano using Draggadon and a dialogue event triggered on a timer.

While off of Draggadon
Enter the level, lure the Draggadon using the Magma Burger, then head directly towards the upper right area and dismount. If timed correctly, Mario will dismount and the Snifits will initiate dialog at the same time. This grants the player movement, where loading zones do not function and the lava can be safely walked on. This trick makes it possible to obtain the purple Mini Paint Star without feeding the Draggadon. Closing the text box will immediately end the glitch. Hammering the Lava Bubble near the front of the room crashes the game.

While riding Draggadon
Similarly, if the player is at the top right area, and mounts the Draggadon after a specific amount of time passes from closing the dialog, Mario will take out his fishing rod and the text will activate at the same time, permitting movement while it is up. Riding on Draggadon with text storage has less useable quirks due to the limited movement options.

Hammer direction check error
Near the entrance of the level Sunset Express sits an Unfurl Block and a Toad atop it. The Toad prevents Mario from trying to hammer the unfurl block until the player heads right to see what is blocking the train from progressing forwards. An interesting quirk about the hammer is if the player hammers in a direction up or down with the control stick, the game stores Mario's orientation, but if a subsequent hammer swing is performed without moving the stick, the swing defaults to the either directly left or right depending on which is closer. The game fails to account for this quirk, so it becomes possible to activate the block without leaving and coming back.

Museum text storage
Inside the Prisma Museum there is a check for Mario if he swings his paint hammer, which will bring up a textbox and disable the hammer. If the player interacts with a prompt and presses the button at around the same time, it is possible to store the text from the Toad warning Mario not to use the paint hammer. The effects vary depending on the room, which prompt is used, and the timing, and some combinations cause the game to soft-lock. Unlike the loading zones can be used in this state.

Projectile overload crash
If a hammer scrap is collected to initiate the Max Paint up cutscene at the same time an enemy attempts to throw a projectile, the projectile will spawn however it will float in place and the enemy will not be frozen. At this point if the player does not close the text box, projectiles will continue to spawn and previous ones will not unload, and eventually the processing of too many objects causes the game to crash.

Skipping the first Toad
In Port Prisma after the battle tutorial in the yellow district, Huey restricts Mario to a small area to teach him about painting objects, using the recently drained Toad as an example. If instead the player goes near the barrel, faces towards the screen and jumps while moving up-right in the air, it is possible to bypass these restrictions. From here the player can head to the red district to skip both the painting tutorial and a cutscene at the fountain.

This glitch comes with interesting restrictions. With exception to certain areas with specialized Huey hint behavior, pressing up will pause movement for a moment and the U.I. will briefly move off-screen and then return, without activating the hint. Attempting to enter the door leading to the Action Command Dojo and then returning to the yellow district area will crash the game. Similarly, painting the blue Toad who owns the Prisma Cardware shop will cause a crash.

Sticky card
While in the menu, if the player holds a card and then releases the card and presses the button at the same time, the menu will be exited but the card will act like it is still being held, staying on screen until the menu assets unload. Opening the textbox describing the card, performing these actions will close the textbox and the card will freeze in place before the game checks if the player is holding the card and acts accordingly.

Swapped cards
Using the Basic + Buttons control scheme during battle, it is possible to trick the game into selecting a card to play without touching it. First the player must move a card to a position in the list where sorting will shift its position. If the player presses the button at the same time as they release the card, the list will be rearranged while the game attempts to place it down. However, the game instead selects a card directly next to its position in the list, and that card is played instead.

Trainworks text storage
Using the while the train is being repaired, it is possible to engage the Scaredy Rats while inside the cylinder. If Mario is positioned in a certain part of the cylinder as it bounces up at the start of the battle, it's possible for him to be warped on top of the cylinder afterwards. From here the Toad can be talked to despite no dialog appearing. There is a cutscene that occurs once the cylinder is rolled onto the ramp, and if the Toad is spoken to as it crosses that threshold the textbox will be stored.