Bullet on a string
In World 6-3, stand on the gray platforms after the first two pulley lifts and keep jumping on the Bullet Bills that fly by. Sometimes, the Bullet Bill you stomped will stay alive, and a line will appear above it. If you're lucky, the Bullet Bill will stop in midair! Mario can bounce on the motionless Bullet Bill to make it descend slowly, and the line will get longer as the Bullet Bill goes lower. The stopped Bullet Bill will fall if you scroll the screen a little bit to the right. Note that no points are awarded when the Bullet Bill survives the stomp. This glitch appears to be caused by the nearby pulley lifts.
Double Jump
After grabbing a Mushroom in mid-air, Mario can pull off another jump as long as you're not pressing the A button when you first touch the Mushroom. Hold A when Mario is transforming, and he'll jump again when his transformation into Super Mario is complete. This trick will also work if small or Super Mario drops or jumps onto a Fire Flower.
Inside the Enemy
As Super or Fiery Mario, run into an enemy. While you're blinking with post-damage invincibility, get right up inside the enemy, and try to mimic his movements. When the invincibility wears off, you'll be inside the enemy without getting hurt! Once you move out of the enemy, you're fair game again.
Koopa Troopa Factory
This might work in all similar situations, but an good place to try this is World 1-1. Near the beginning of the stage, there will be two Goombas walking down from a high platform onto another platform with a Question Block in the middle. Run underneath the platforms until the lower one is about half a block width away from the left side of the screen, then turn around and run back to hit the left-most block from below as the last Goomba walks over it. The Goomba will turn into an upside-down green Koopa shell as he dies! If you knocked the Mushroom out of the Question Block as you ran by the first time, the shell will be red. A somewhat easier place to pull this off is World 6-1, in the area with the hidden 1-Up Mushroom (see screenshots 3 and 4). Leave about half a block between the left side of the screen and the block that you'll bump from below, and you can consistently turn Spinies into Koopa shells. Since Spinies survive knocks from below, the Koopa shells that appear will also survive, and will turn into live Koopa Troopas on the ground. It's interesting to note that the red Koopa Troopas made with this glitch can walk off of platforms, unlike the normal red Troopas.
Mario Sliding on the ground
Fiery Mario can pull off this cool stunt: During the "World x-x" screen that appears before each stage, press and hold A and B. When the level begins, start walking or running to see Mario slide along the ground on one foot! He'll start to walk normally again after about 10 game seconds. This also works when Mario is coming out of pipes -- just hold A and B as he is emerging from a pipe.
Mushroom Magic
In World 1-1, bring small Mario to the second power-up. Hit the question block to release the Mushroom, then get on top of the high platform. As the Mushroom falls in the pit, try to jump so that Mario goes off the top of the screen as the Mushroom goes off the bottom of the screen. If Mario and the Mushroom are lined up perfectly, Mario will collect the Mushroom off-screen.
Mushroom going through the block
With a shell sitting on an "unused" Question Block, have a Mushroom slide onto that same block, then hit the block and the Mushroom will fall through it. Try this in World 2-1.
Small fire mario
As either Super or Fiery Mario, get behind Bowser and let him walk towards you. Jump, and try to land on the axe and Bowser at the same time. You will defeat Bowser and move on as Super Mario. In the next world, the next power-up you'll get is a Mushroom, which will make Mario small! The power-up after that will be a Fire Flower, which will turn you Fiery, but you will remain small. Note: This will not work in 8-4.
Fanfare interuption
Grab the flagpole while invincible with Starman power, and the overworld theme will interrupt the "course clear fanfare" and continue to play until the game moves to the next level. The ideal level to try this in is World 1-1. Hit the block with the Starman in it, have the Starman follow Mario up to the first small staircase, then grab it and head through the rest of the level as fast as possible.
Stuck in the water
If you are Super or Fiery Mario, you can pull this off in any water level. Stop right before the pipe in the water that takes you to the flagpole. Press and hold Down to duck, then press A to swim. You can then let go of Down. As long as Mario's feet don't touch down anywhere, you'll notice that his head goes through the bottom of blocks because the game thinks he's still ducking. Swim to the right and keep pounding Mario's head on the blocks above the exit pipe. He will soon be pulled behind the pipe to the right side of the screen. The only way out is to reset the game, or wait for time to expire.
Thanking a dead person
As small Mario, get behind Bowser and let him walk towards you. Jump, and try to land on the axe and Bowser at the same time. Bowser will hit the lava, as usual, but Mario will "die" and fall off screen. Toad thanks him anyway, and you'll move on to the next level without losing a life. Note: This works in 8-4 also.
Magic Koopa
If you stomp a Koopa Troopa 1 or 2 blocks above the bottom of the screen, his shell will be floating in mid-air! Try this on a Koopa Paratroopa hovering over a pit. For a real challenge, try to land on solid ground after double-stomping the Paratroopa. When the Koopa pops back out of his shell, he'll start walking in mid-air! It's not the easiest glitch to pull off, but a good place to practice this is with the Paratroopa in World 4-3.
Walk in walls
In 1-4, go past the first Firebar and stop on the next platform, where the ceiling drops down and almost forms a wall. Slowly go to the right until there's about half a block length between the left edge of the screen and the wall. Next, walk all the way to the left and jump. Mario should hit his head on the ceiling and get stuck in the wall. From there, hold Left on the Control Pad and jump repeatedly until Mario is pulled through the wall. Now you'll be able to walk through to the end of the low ceiling (beware of Firebars). It is possible to do this trick anywhere you find similar conditions.
Warp to World 2, 3, or 4 Warp to World 5 Warp to World 6, 7, or 8 Invisible 1-Up Mushrooms Multiple 1-Ups: World 3-1 Bonus fireworks Stupid squids Buzzy Bowser Mario and the beanstalk The downside to polesitting
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