Kaizo Mario Maker Wikia
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This is a list of glitches that happen in Super Mario Maker 2. This list does not include glitches that can be considered a tech.

Gameplay Glitches[]

Boom Boom Undead Glitch[]

Damaging a Boom Boom at the same time it is grabbed by a Swinging Claw will cause its body to remain after death. The Boom Boom will still be able to behave like normal after leaving the Swinging Claw, however, the player will be unable to damage it except with a Super Star.

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Multicaping[]

If Cape Mario bounces off an object that is 3 blocks lower than a ceiling he is able to "stick" to it. Unlike previous methods of doing this, it cannot be performed without first bouncing off an object and pressing a directional input will cancel the glitch.

More multicape stuff

Bumper Super Jump[]

Flying into a Bumper as Cape Mario and twirling Mario's cape on the same frame he touches it will send him flying upwards at a high speed.

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Clipping Through Objects[]

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Clown Car Super Jump[]

If a sideways moving Thwomp is inside a Clown Car jumping into it will send the player flying upwards at varying different heights.

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Crouching With Items Glitch[]

Dry Bones Shell Item Carry Glitch[]

Fast Koopa Troopa Glitch[]

Fast Enemy Slope Glitch[]

If a Bowser is stuck between two gentle slopes it will rapidly ascend towards the top. This will also allow it to travel through various objects, such as Dotted-Line Blocks or Bill Blasters. In addition to this, if the Bowser was part of an enemy stack it will be broken.

This will also work with a big Thwomp and doing so will allow the player to be moved by it without taking damage.[1]

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Forced Crouch Glitch[]

By various methods such as a ceiling or a downward facing one-way wall, it is possible to force a player to be crouched. If the player is forced into a crouch from a Spin Jump this will allow them to crouch with an item in NSMBU, which is normally not possible.

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Lava Bubble Hitbox Glitch[]

If the top part of a big Lava Bubble touches a block while it is still being fired from a Bill Blaster it will lose the ability to interact with anything.

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Note Block Enemy Physics Glitch[]

Magikoopa Spike Block Glitch[]

If a Magikoopa's spell hits an inactive Spike Block it will be transformed like normal, however, it will not disappear and will still be visible.

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Mushroom Platform Vine Block Glitch[]

Piranha Creeper Wall Slide Glitch[]

It is possible to get a high momentum or stay in the wall slide state without falling by sliding along the stem of the Piranha Creeper until the very bottom of the stem. For it to work, the path from the piranha creeper needs to be going up between the coordinates x=8 and x=14. This is only possible from the right and what determines if the player is going to get a high momentum or stay in the wall slide state is unknown, however, if the player does stay in the wall slide state without falling, it is possible to perform an automatic One-Sided Wall Jump.

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Tangible Hidden Block Glitch[]

Activating a Hidden Block with a vine inside and then immediately entering a door will cause the block to become tangible despite being completely invisible. Alternatively, entering a pipe instead will cause the Hidden Block to take the appearance of a ? Block.

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Time Freeze Glitch[]

Entering a door during a screen freeze will cause the player to temporarily freeze after exiting the door even if they are in the air. In addition to this, performing the following actions during this freeze can result in various different effects:

  • Causing a second screen freeze to occur will cause the freeze to become permanent and the player will no longer be able to finish the level or take damage.
  • Trying to enter a pipe will repeatedly push the player out of it.
  • Entering a door will cause the game theme to be changed to the Ground theme. This can result in normally impossible scenarios like the axe being outside of a castle level, or the night time effects like wind and the moon being present. However, doing this in the editor will cause the game to crash.
  • Touching the flagpole will allow the player to be controlled during the ending sequence which is normally not possible.
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Track Teleportation Glitch[]

If an object on an ON/OFF-controlled track falls off after the track is switched and lands on a curved track it will be teleported to the bottom left corner of the level. If a track was placed in the corner of the level the teleported will attach to the new track, but be lower on it than normal. By being in the path of a Bill Blaster when it teleports, it is possible to be clipped through various other objects, such as Dotted-Line Blocks.

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Wall Clip[]

If Big Mario spawns in a one-block gap at the end or the start of the level it is possible to clip into the wall by holding forward. Alternatively, this can also be done with the use of a big Goomba's Shoe.

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To Be Sorted[]

Koopa in a claw Glitch[]

In the Super Mario World game style, after making the Koopa enter in his shell and is then grabbed by a swinging claw, the Koopa will still be able to "wake up" after a certain number time, however, there won't be the animation of it shaking before it's the case, and after this certain number of time, even though the Koopa is theoretically "wake up", it will stay in his shell. If the player tries to grab the shell, it will instantly damage the player. If the swinging claw releases at any point the shell even before the Koopa "wakes up", the Beach Koopa will be kicked out of his shell like it would if Mario jumped on it.

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Diagonal Thwomp Glitch[]

If a sideways moving Thwomp hits a Note Block while it's being pushed down, it will be sent flying diagonally.

Additionally, this can happen.

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Hyperspeed fireball[2][3][]

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Small Jump Glitch[]

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Screen Freeze Explosion Glitch[]

Enemies are unable to be destroyed during a Screen Freeze. Activating a POW Block at the same time as the freeze makes it possible to make it only destroy coins. This is also possible with a Cape Dive Bomb.

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Pushing items or certain enemies in solid objects or enemies Glitch[4][]

It is possible to push an item or certain enemies in an object or solid enemy when it's beside it thanks to a Note Block being pushed down at the same time as the item being dropped, but timing it is not necessarily needed if there is a conveyor to keep the item beside the object or solid enemy. (It may be required to have a conveyor in certain cases).

It is also possible to push launchers this way.

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Bowser. Jr Glitch[]

It has not been confirmed if it only works with Munchers on the floor, but a Bowser. Jr standing on those can go through the floor if he is being hit the second time when he is jumping. It however doesn't work if he is jumping to do his ground-pound attack.[5]

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Winged Bowser. Jr Glitch [6][7][]

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Parabeetle Red Cannon Glitch[]

If the player jumps on top of a parabeetle right when it's being fired from a red cannon, the parabeetle will keep the momentum longer.

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Items Through Objects[8][]

Items can go through objects and blocks on tracks as well as winged blocks or items or objects in clown cars. The only solid part for the items is the top, kinda like Semisolids platforms only for items.

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Swinging Claw Ending Glitch[]

If a swinging claw grabs the player after touching the end and before the timer decreases, the timer will take more time before decreasing.

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Swinging claw off cliff Glitch[9][]

Being against a wall when falling off the void while being in a swinging claw will allow the player to be maintained like the swinging claw was still there. The player can jump out at any time. When doing so, swinging claws won't be able to grab Mario anymore. The only way to reset this glitch is to go through a pipe.

Bowser. Jr Through Wall Glitch[]

Bumping Bowser. Jr with a shellmet when he is ground pounding will allow Bowser. Jr to go through the wall for a moment. After that, Bowser. Jr will land on the next possible platform.

To Be Listed[]

Clipping shells through a slope[10]

Shell Momentum Glitch[11]

With a specific setup, it is possible to push the player or a certain enemy with a seesaw.

Boom boom in FreeFall[12] Boom boom will be able to move like he was on the ground while falling.

Additional bounce Glitch[13][14]

Because a Note Block is at the same height as a block, it it possible to bounce on the Note Block while still being on the ground. In this case, doing a small bounce off the Note Block and then pressing the jump button  will allow to bounce in midair. If the jump button was pressed right after being bounced, it is possible to get 1 more block of height than normal. However, pressing the jump button a little bit after (while the character is still going up) will only make the character do a small jump.

It is possible to activate this glitch when the Note Block is right below the lava (or poison) and bouncing on it with a drybone shell, for example by entering the drybone shell when it sinks a little into the lava by dropping it, or by ground pounding while riding the drybone shell (it can be a little janky this way since when riding a drybone shell in lava, it goes up and down, and the player needs the lava to go down after ground pounding in order to "bounce" on the Note Block).  It will give to the drybone shell either the property of the small jump or the higher jump depending on how deep in the lava the drybone shell was when bouncing on the Note Block and will remain in this state until the player jumps with the drybone shell.[15]

Persisting bounce[16]

Jumping out of the lava like water[17]

Visual Glitches[]

Boom Boom Teleportation Glitch[]

In the Super Mario 3D World game style, damaging Boom Boom in invisible state will cause him to teleport back to his original location for 1 frame.

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Cat Luigi Lightspeed Glitch[]

If Cat Luigi hits his head on a ceiling after crawling and pouncing he will rapidly ascend upwards, or move towards the right. Luigi will still physically be in the same spot but will be completely invisible until he stops crawling. As the name implies this will not work with any other characters.

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Cannon Launcher[]

If you drop a cannon in a Clown Car by jumping on note blocks that the cannon is attached to, the shot out cannonball will go in another direction than it's facing.

Goomba's Shoe Cloning Death Animation[]

If the player enters a Goomba's Shoe on the same frame they die they will be wearing the shoe during the death animation despite the shoe still being in its initial spot.

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Sideways Enemy Sprite Glitch[]

If an enemy bounces on a spring or is grabbed by a claw during the animation for it waking up, it will become tilted sideways.

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Triple Jump Animation[]

Throwing a fireball just before doing a Triple Jump will force Mario to continue flipping around even if he is touching the ground.

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Yoshi / Lava Sprite Glitch[]

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Game Crashes[]

Yoshi / Fire Flower Game Crash[]

Note: This has been globally patched and only works before version 1.01
If the player lands on a Yoshi and Fire Flower at the same time while carrying an item and turning around in midair the game will crash. This only works in the Super Mario World game style.

Yoshi - Fire Flower - Shell Game Crash

Warp Box / Pipe Entry Game Freeze[]

Holding down when exiting a Warp Box to enter a pipe while being Cat Mario will make the game freeze. The timer will still decrease but it won't be able to kill Mario. He will be forced to reset the game. 

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Editor Glitches[]

Blackhole Glitch[]

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Sprite Bypass[]

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Visual Glitches[]

Background Texture Glitch[]

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Block Texture Glitch[]

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Curved Track Block Glitch[]

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Extended Pipe Glitch[]

In the SMW, NSMBU or 3D World game style it is possible to cause a pipe to be extended further than normal by placing blocks at the end of the pipe and then dragging the blocks away. However, this is entirely visual and will revert back to normal as soon as the level is played.

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References[]

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