List of Super Mario RPG: Legend of the Seven Stars glitches

This is a list of glitches pertaining to the game Super Mario RPG: Legend of the Seven Stars.

The player must go to Booster's Tower, and battle the purple foe that is farthest from the wall on the southeastern side on ground level. After battling and beating it, the player has to back away and wait a few seconds and the other one will go flying towards the other wall and will start shaking intensely when it hits the wall, therefore making it look intimidated and this also prevents him from moving anymore. This can only be done once.

The player needs to go to the Bean Valley where the Shy Away waters the Piranha Plants arranged in a circle. Before he waters it, Mario will have to jump onto a Piranha Plant. When the Shy Away waters it, the player will be inside of the plant (although it may not appear that way). The Piranha Plant 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.

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 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.

The player will have to start a new game. When Mario first reaches Princess Toadstool's 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.

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).

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 steal the player's items; his target will always be Mallow whenever this is done. Mallow will stand up, but he is unable to move.