List of New Super Mario Bros. glitches

This is a list of glitches found in New Super Mario Bros.

NOTE: Unless otherwise noted, all names are conjectural.

Behind the Flagpole
To perform this glitch, the player must go to World 1-1 and go to the end of the level. Mario/Luigi must go up to the flagpole, but run to the wall on the other side and wall jump. This causes him to land on the flagpole, but as soon as he touches it he is flung to the other side of the flagpole. The flag goes down, but then flips over to Mario.

Corrupt Pipe sprite
In World 8-5 upon reaching the flagpole, it is possible to corrupt the red exit Pipe using a stored Mega Mushroom. The player must use the power-up to push the pipe until it is flush with the wall, then stand against the base of the flagpole and scroll the camera to the right. When the pipe is put back on screen, the bottom half will have become yellow and oriented downwards rather than towards the right.

Disappearing bandana
When fighting Bowser Jr. with his bandana over his mouth, the player should intercept a Green Shell and grab it. If the player throws this shell while Jr. protects himself, Bowser Jr. will flip over without his bandana.

Falling skull
In near the first Star Coin, the player should jump on the Dry Bones such that its skull tumbles onto the one-way platform. As the stone platform descends, the skull will fall through the floor.

Mega Mario rescue
Normally when activating the Skull switch below Princess Peach in, the Mega Mario form will be removed before the ensuing cutscene. However, this can be bypassed by collecting a Mega Mushroom at the same time as activating the switch. This results in Mario or Luigi transforming during the fanfare.

NOTE: Attempting this glitch on the %3F Switchs in Bowser's Castle will transform Mario first while the switch is pressed, and then rotate the room.

Not-so-Mega Mario
If Mario or Luigi collects a Mega Mushroom as they begin to bounce on a Spring or Mushroom Trampoline, the transformation will be interrupted, resulting in the character being a fraction of the size intended for the Mega Mario form. This is purely visual though as the hitbox remains the same.

Pastel Banzai Bills
Using a Blue Shell in World 8-1, the player should begin shell dashing once Mario or Luigi land on the Banzai Bill Cannon near the flagpole. Rather than ending the level, the player can precisely bounce between the base of the flagpole and the two Hard Blocks, which can result in several Banzai Bills being launched very close together and even intersecting.

Blue Shell animation glitches
While Mario or Luigi wear a Blue Shell, swinging from a rope or vine causes their legs to alternate between breaching the plastron and carapace of the shell. Similarly, if the player places the stored Blue Shell on a slope and then slides into the shell, Mario or Luigi will continue sliding despite the transformation, with both legs positioned too high and going through the shell's plastron.

A similar slide glitch is possible with the Hammer Suit from Super Mario Bros. 3.

Starman jump effect
After collecting a Starman, the player should enter a pipe as the power-up wears off. If the player immediately jumps at the other end of the pipe, then Mario or Luigi will perform flips despite no longer being under the effect of a Starman.

Walking backwards on the Map
In the World 4 map, if the player walks down the path to the first green Toad House, the player will walk backwards until they turn. This glitch can be triggered when going to and from the Toad House.

Continuous boss music
In, if Bowser is defeated first, followed by Bowser Jr., the final boss music continues to play.

Continuous Mega Mushroom music
At the very base of is a narrow set of platforms beside a sliding spiky wall. If Mario or Luigi collect a Mega Mushroom in this tight space while the spike wall begins to move left, the power-up will expire almost immediately. Despite this, the music for Mega Mushroom will continue to play until reaching Bowser Jr. or exiting the level.

Level music extension
If the Starman effect ends just as Mario or Luigi reach a level goal, the level music plays while Mario/Luigi slide down the pole, instead ending when the Course Clear fanfare starts. Due to its proximity, the Starman hidden above the checkpoint area of World 1-1 can be used to reliably perform this glitch.

Muted boss music
During the fight against Mega Goomba, if a Mega Mushroom is used and expires without Mario or Luigi defeating Mega Goomba, the boss music will not return and only sound effects will play until the key is collected.

Bowser Jr. death by falling
In, the player should get to the boss. Then, they must walk to the edge while Bowser Jr. charges at them. If done correctly, Bowser Jr. charges off the platform. Then the screen zooms out to show an empty area. The only way to escape is to fall off the platform. Once the player loses a life, the screen shakes and teleports them to the map.

Stuck above Bumper
A Blue Shell is required for this softlock. At the beginning of World 8-3 is a pair of underwater Bumpers. The player should center Mario or Luigi above the Bumper on the right-side. In this position, the plumber will repeatedly be bounced up into the ceiling and back into the Bumper, without an opportunity to move away.

Above the ceiling
In most Tower levels, the top of Bowser Jr.'s arena is exposed, and the walls stop at the upper boundary. This can be exploited with a well-timed jump off of Jr. Due to Mario or Luigi being above the arena at this position, the plumber-shaped wipe will put its focus offscreen.

Caged
This glitch can be done on multiplayer mode. The host must choose the underground level, and Player 1 must go to the pile of Brick Blocks to the right of the red Koopa Troopa. Player 1 should ground pound the third vertical row of brick blocks, without pounding the last brick that makes Mario fall in the bottomless pit. Player 2 should grab the star while Player 1 ducks inside the vertical row of brick blocks they previously pounded. If done correctly, Player 1 ends up inside the pile of brick blocks.

Challenge Mode out of bounds
The player should have the Challenge mode active. In any level where there is a wall down from the ceiling, if there is the right amount of space between the edge of the screen and the ceiling, the player should jump into it. The player will be standing on nothing. If they keep jumping up to the ceiling, they will be pushed through to the right until the wall ends. This is easiest achieved in World 1-2 at the start of the level.

Floating P Switch
In there is a P Switch resting on a Brick Block above the second Star Coin. Breaking this block will leave the P Switch floating in midair. This is contrary to other instances of switches resting on breakable blocks, such as in World 5-C, where the switch will instead fall to the ground.

Jump off a Switch
The player should jump on a switch and immediately jump again. If timed correctly, Mario or Luigi will successfully jump off the inactive switch.

Mega Mushroom storing exploit
Typically when collecting a Mega Mushroom beneath a low unbreakable ceiling, the game will cancel the transformation and store the power-up. Though this mechanic is not meant to work for breakable blocks, this mushroom can be stored by abusing the behavior of blocks; When a block is struck without being broken, it will become temporarily unbreakable during its short bounce. Because of this, Mario or Luigi can hit a block and collect a Mega Mushroom simultaneously, which satisfies the conditions for storing the mushroom.

NOTE: This mechanic of storing Mega Mushrooms can also be exploited to defeat enemies without using up the mushroom, as it can inflict damage even if there is a low ceiling to cancel the transformation.

Mini Wall-Jump
When under the effects of a Mini Mushroom, touching a wall after wall-jumping will cause Mario or Luigi to be considered on the ground for a frame. The player can abuse this to perform a standing jump in midair.

Power-Ups on stairs
The player should go to with any power-up in storage. Standing underneath the set of stairs and releasing the stored power-up will cause it to fall slowly while in contact with the stairs.

Rope swing detachment
Within World 7-1 is a section with ropes on tracks and the second Star Coin. If the player builds momentum on the top rope, Mario or Luigi will eventually detach by getting stuck swinging in place on a cloud platform. Throwing a fireball, walking, or jumping, will end the glitch, while climbing down will cause Mario or Luigi to teleport to the bottom of the rope.

Additionally, Mario or Luigi can have their positions and rotations briefly displaced while swinging from a rope, if the player simply presses down during a large swing. This trick does not apply to the ropes on tracks.

Stomp while giant
In multiplayer mode, there is a slight possibility that a player under the effect of the Mega Mushroom stomps the other (like normal) when they jump on them instead of just hurting it. This seem to happen random and the causes are unknown.

"Stuck" between blocks
This glitch can only be performed in World 1-4. The player must have a Mini Mushroom in their backup, then must play the level normally up to point where the Koopa Troopa is needed to break the formation of blocks. They must wait until the Koopa Troopa kills itself and drops down to the lower two blocks left. On the right block, they must Ground Pound and Jump, and should hit a hidden block (the player might go through the wall if they time it right). Then, they must use the Mini Mushroom and jump above the left block. The player becomes be "stuck" inside the two blocks.

Through the ground
In, if there is a flying ? Block, the player has to hit the block so that its top is one pixel above the blue platform. Then they must jump on the empty block and walk towards the center of the platform, possibly going through the platform. If not, the player can try again by jumping at the block and walking to the middle again.

Through the wall
For this glitch, Mario/Luigi must go to World 5-B. He should be at least Super Mario/Luigi and duck and jump at the very beginning. The player will become slightly trapped in the Ice Blocks. If he quickly jumps again, the player will go through the wall. This can used to get the secret exit without a Blue Shell.

Under the Flagpole
The player should use the Challenge mode and go to the end of World 2-5. The player should have any power-up (excluding the Mini Mushroom). The player should take the alternative exit via the quicksand. Next, the player should go on a Blockhopper. The player must jump when they are near the ceiling near a Star Coin. The player must keep jumping until they're stuck in a rock. The player will now be stuck under the flagpole. if the player jumps when they are not moving, they will go past the flagpole.

Walk on the ceiling
If the player has the Challenge mode enabled, then go to World 6-1. In the beginning of the level, the player notices that the mountain ceiling does not start for a few blocks. Mario should inch forward until the amount of free space shown on screen is just a bit too small for Mario or Luigi to jump into. After that, Mario should go to the far left of the screen and wait for the Bill Blaster to shoot. The player must on the Bullet Bill and enter the thin gap of space that they have created. If it worked, Mario stands in mid-air in the gap. Once Mario is there, the only thing he can do is jump again, and keep jumping until he has gone far off the top of the screen. Once Mario has jumped enough, he is be able to move again, above the level. Mario can then run to the end of the level, and he does not even fall back when there is open sky. Mario cannot run backwards since the Challenge mode has to be on. In the end, the player has to wait for time to run out, since there is no way to get back, or the player has to return to the map.

Die while invincible
This glitch requires very precise timing and is best done in multiplayer. One player must be without any power-up and the other must carry a Bob-omb. The first must collect eight Coins to get a Star, and the second must throw the Bob-omb at them when they are about to collect the Star. If done correctly, the first player dies while having the effect of the Star, even if the animation is stopped.

Frozen Ghost House
In, the player should land on the very edge of a spin dial platform and immediately jump off. If done correctly, the transition will fail and the whole room will freeze apart from Mario or Luigi. Blocks broken in this state will be stuck in the first frame of their animation, power-ups found in these blocks will not appear, fireballs created will freeze, other spin dials become intangible, and attempting to use a stored item will leave it suspended in midair and intangible.

If the player uses the same spin dial properly or touches an enemy, the level returns to normal and all entities will complete whatever action they were frozen in.

Frozen Lakithunder
In, the player should have a Blue Shell while fighting Lakithunder. In his first phase, they must hit Lakithunder two times with the blue shell before he flies up. If done correctly, Lakithunder should be frozen in place, though he can still damage the player on contact, and can be defeated by conventional means.

Goomba in midair
The player must have a Mega Mushroom stored and reach the end of to face off against Mega Goomba. While entering the arena in Mega Mario form, the Goomba will walk in mid-air, its height varying based on how much height the player initiates the cutscene with. Only after the cutscene will the Goomba fall back to the ground.

NOTE: This glitch will be harder to trigger after the first time it is performed unless the camera is scrolled to the right.

Jump resistant Bowser Jr.
With a Mega Mushroom in stock, the player should enter a Bowser Jr. battle where he does not wear his bandana and use the power-up. Bowser Jr. will be flipped over repeatedly when he touches Mega Mario or Luigi. After the transformation expires, jumping on Bowser Jr. will no longer cause damage. Other means of defeating him such as a ground pound will still work.

Walking in midair
In World 4-6, the player should go up to where there are three green pipes on a rock above, each with a Piranha Plant. The player should stay there and wait for Dorrie to leave. The player should wait until the time has reached in the 140 mark. Mario or Luigi should go to the far left, but not on the ledge. The player should run and jump, and, if the player is far enough, Mario or Luigi should be walking in the air. However, when the player gets to the pipe, Mario or Luigi are teleported to somewhere, become invisible and unable to move.