List of New Super Mario Bros. Wii glitches

This page contains a list of glitches that are found in New Super Mario Bros. Wii.

Two or more players are needed for this glitch. It can be done on any level with a flagpole ending. First, all but one player must get in a bubble by losing a life or pressing A, then the remaining player goes to the flagpole. Exactly as the player touches the pole, the player must put themselves in a bubble. An invisible bubble will appear, and the player will vanish; the only way out is to reset or exit the game.

Two players are needed for this glitch. They must enter Coin Battle and choose the level that is almost entirely made out of blocks. One of players must have a Fire Flower, and the other must have an Ice Flower. Then complete the level, Player 2 finishing first and higher on the Flagpole. Player 1 must still finish, but be lower. When the characters walk into the castle, Mario will walk over the two blocks two away from the flag, and the blocks will act as if Mario has hit them from below. Mario will then keep walking, but not go into the castle.

The player can only do this glitch in World 7-2, due to it being the only level with normal Chain Chomps. To do the glitch, the player must first have at least one Starman in the item stock on the world map. The player have to use the Starman at the beginning of the level. Once in the level, the player must quickly hop onto the first Chain Chomp's stake, without defeating it. He or she must ground pound on the stake once, then wait until the Chain Chomp is right beneath the player (when it turns around after a bite), then ground pound the stake again while killing the Chain Chomp. The Chain Chomp should be loose due to its chains being broken apart. Before it falls off-screen, the player should ground pound the stake a third time, driving it into the ground. If the Chain Chomp were still alive, the third ground pound would set it free from the stake. When the stake is driven into the ground while the Chain Chomp is dead, but still on the screen, its chain appears and the Chain Chomp behaves as it normally did when it was alive.

This glitch is somewhat similar to that of Bubble Trap above, but doesn't require other players to be placed in a bubble. At least two players are required to perform this glitch. In a course with a flagpole ending (currently only 8-2's normal exit is confirmed), all players should travel to the end of the level. When all except one player have reached the flagpole, the remaining player should press A as soon as they have touched the flagpole as well. That player will disappear and an empty bubble will appear in place, which will float away slowly as if the level has been cleared with a player trapped in a bubble. However, whatever points or extra lives received when reaching the flagpole will have also been recorded and shown with the scores of the other players beside the flagpole. When the other characters get off a flagpole and do their respective animations, a small space would also have been left where the other player who bubbled should be. The level will automatically end after that.

There exists two ways of do this glitch:


 * 1) A player needs an Ice Flower in Wendy's Castle in a big spinning door with a Koopa Troopa holding it. The player must stand on the front of it; Mario may need to jump to throw an ice ball at the Koopa. The player must hold the grid again and spin the door, being as swift as possible. The Koopa will freeze, fall to the ground and drop lots of coins.
 * 2) When the player enters the Castle, they should go past the first spike pit and stop moving before the second spike pit. They should reach a Koopa Troopa on the right side before the second Spike Pit, near the Flip Gate, but must not attack the Koopa. The player with the Ice Flower should stand on top of the right Question Block, which is on the backside of the Gates, while the other should go onto the front side gate. When the Koopa is on the other side of the gate, they should both Freeze and hit the cage at the same time. If done right, the Ice Block will fall with the Koopa moving around it and two endless streams of Coins fly out until the time is up. These coins can be interacted with, but the Ice block and the Koopa cannot.

If too many coins are left onscreen, the game will start to lag, but it won't crash.

Mario should go to any level with a Yoshi, under a set (about 3) of Coin Blocks and then Flutter Jump, then shake to jump off. The player must hit the block before jumping off Yoshi. If done correctly, the player will get off and straight back on, making it possible flutter again.

All the Star Coins of World 6 are needed, and after that the player must save. They must then load it and play World 6-Castle and then enter World 6-6, where Mario must lose a life. Opening the item inventory something weird will show up: there will be 0 Propeller Mushrooms and Stars. Then it's possible to use it infinite, (after finishing the level, the glitch will disappear.)

In World 6-2, the player should use an Ice Flower or a Penguin Suit. Near the Midway Flag, the player will see a Spiny on some Brick Blocks, but he or she shouldn't attract it. If it is frozen by an iceball and all the Brick Blocks are broken, when the Spiny unfreezes, it will be shaking in the air.

This glitch can be performed in World 1-6. The Rolling Hills are entirely collisionless from the bottom. Therefore, if the player uses the propeller suit to fly up underneath the hills near the end and reach the middle of the hill, Mario is teleported on top of it.

This glitch can be done in World 2-5. The player needs to have a Yoshi for this trick. The player has to eat one of the Spinys and go in a sinkhole. When the player is right next to one of the sinkhole's walls, he or she must spit the Spiny out and it will be stuck in the sand. To reverse the effect, the player has to repeat the action as with the first Spiny.

This is a glitch in World 5-4. There must be at least two players. At the beginning of the level, where the pipe is, one player can throw another at the pipe. The one who will get thrown must touch the pipe; the one who will throw the character will be right behind him. He'll pass through the top, and will be stuck. Occasionally, both characters will be there. This can also be done in the World 3 castle.

In the Lemmy Koopa fight in the ice world's final castle, the player should wait until Lemmy shoots his circus balls. When Lemmy bounces around the room on his huge ball, duck and slide under it, making sure to stop under the center. If done correctly, Mario will teleport up to Lemmy and most likely take a hit.

The glitch can be done in any level where Yoshis are found, but preferably 1-3. The player must have any power up except a Mini Mushroom. The player needs to hop on Yoshi and find a ? block. Once under it, the player must have Yoshi duck down, and, while ducking, jump. When Mario's head is in the used ? Block, the player should hop off Yoshi and jump at the same time. Mario should have jumped through the ? Block.

This glitch can be done in World 5-5. The player must go to the platform with the checkpoint flag, then go to the secret POW Block with a Propeller Block. The player must go up to the POW Block, throw the Propeller Block, and at the same time pick up the POW Block. If done correctly, the player will pick up the POW Block with the Propeller Block on top, drop the POW Block, and fall through the platform.

This glitch can be performed on any level, but it is extremely hard to pull off. The player must reach the flagpole and stand on the base. The player must hit the flagpole right when the timer hits zero. The player will be stuck on the flagpole and won't be able to move. If another player is in a bubble, they'll just be helplessly floating around.