![]() Two verified methods of doing so are using a rope mechanism to drag Mario during those frame, and using a fast-spinning revolving platform. Because the spawn routine only runs every other frame, this means that you can have up to three frames to do this (the last frame of which can be gotten from pausing the game breifly to realign the frame counter). It's possible to completely prevent any sprite from spawning so long as the spawn region of the screen can be passed over it (a distance of just over 16 pixels).Entering a new level will fix it, however. Exiting a level on that frame (via start+select or a screen side exit) will then display a glitched value for his life counter on the overworld. If Mario has 99 lives and he gets a life through any means, his life counter will briefly increase past 99 for a frame.If Mario grows from a powerup while in certain phases (climbing, Lakitu cloud) and his head ends up inside a ceiling, he'll be pushed leftward, even through solid blocks.He'll also still be ducking once he exits those states. If Mario is ducking when he enters certain states (climbing, balloon), then he will still retain his reduced hitbox size, despite what the graphics for these states suggest.If the corner is non-solid, he can go through without dying. If Mario is big, you can also force him into inner corners where a leftside wall and ceiling meet.If he's small or ducking, though, he may be crushed. Corner clip: With enough speed, Mario can "enter" the corner of a block in order to pass through it.Mario will "stick" to the vertical screen barrier when jumping he won't fall down until his speed actually becomes positive, but he can't rise higher either.If Mario hits the vertical screen barrier while walking up a slope, he will fall through the slope.Clipping into the bottom corner of a block that is on a ledge may cause Mario to be forced on top of the ledge, killing him inside the block.This can also force him inside blocks, killing him. Clipping into an upside-down slope will force Mario on top of it.Slope clip: Mario can pass through the corners of slope tiles so long as he is moving upward as he crosses it.Jumping on the first frame after coming out of an upwards pipe will let Mario jump without triggering the effects of the block he came out on top of (including Munchers).Mario can enter a pipe even if his head is the only part touching it.As an alternative, this frame can also be used to enter doors or pipes, even if they don't normally have ground. Walljump: With enough speed, Mario can land on the corners of blocks for a frame - even if they're part of a wall - and jump off of it.Smashola: Doing the above through turnblocks while caped and spinjumping may cause Mario to "warp" his way downward very quickly.Often this will cause him to fall through the ground without the need to jump. If Layer 2 or Layer 3 are active in a level, standing Mario up in a one-tile space with blocks on the same layer both above and below him will cause him to sink slightly into the block, as opposed to being pushed left like normal.Also works if Mario lands on Yoshi, and can even occur while Mario is small if he gets stuck in a turnblock during the jump. If Mario is big and stands up or jumps in a one-tile space, he may be pushed through the floor.Oddly, Layer 2 does will not do this, and instead Mario will be able to freely walk around (though unable to jump). If Mario is far enough inside a solid tile, he will be pushed leftward by it.However, avoiding touching the ground can be done in a number of ways, such as by flying before Mario gets surrounded, or swimming upwards. If Mario becomes surrounded by blocks and touches the ground, he will be crushed and die. ![]() 70 recorded glitches, 64 of which are useful
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