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Tricks & Glitches
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Now, you know how to make a level good, but is there more you need to know to make a level great? Yes. Yes, there is! This is where the Tricks & Glitches come in. These techniques will allow you to come up with strange new levels, the like of which Mario has never dreamed. These can make your levels better in a number of ways. Just be careful. Many of these techniques can get really tiring really fast. Like any good ingredient, there CAN be too much of a good thing.
But well I confused that, I will not getting learned like of tsunami waving you.
Tricks
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There are a number of tricks that can be pulled off in the LD, both nasty and otherwise, that are not glitches. Glitches, by definition force the game to do things that are against its rules. These are not glitches in that they are supposed to work the way that they do, as defined by the game engine. They are just weird things that you would never think of normally. Thankfully, lots of people have spent waaaay too much time playing this game, and have thought of them for you.
The tricks listed here are things that the rules of the game engine dictate will happen in the given situations, but have been taken advantage of by level designers to add unique features to their levels.
- Lava Jump (Using lava to make a really high jump)
- Wall Jump (Being able to jump off some wall tiles)
- Invisible Saviour (Platforms off the bottom of the level, but within reach)
- Taunting (Items off of level, completely unreachable)
- Hover FLUDD Sliding (Using Hover FLUDD while laying down)
- Shell Surfing (Bouncing on top of a green shell repeatedly)
Lava Jump
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A lava jump is one where the path forward is only reachable by the highest jump in the game - the Lava Jump. When Mario falls into lava, as long as he has enough life left, he will bounce way up into the air, higher than anything except the Rocket FLUDD. If you want extreme jumps in your level without giving any FLUDD, then this is the trick you need. Spamming pause after hitting the lava can be used to gain infinite height.
Please note that this will automatically knock off 3 bars of life, and bounce you 8.5 tiles up at most. To counteract the extreme life loss, it is good to put some coins nearby. Generally, 1 Blue Coin will replenish 3 bars, so 3 Blue Coins will heal all the way from 1 bar left to full health.
Wall Jump
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Now, this one, I discovered myself. The Wall jump is a technique that lets you "land" on a portion of wall, so that you can jump again, simulating a wall jump from other games. It requires a tile with a very slight angle (60 Degrees) so that you can catch the border between two tiles. Then you can jump from there to the next catch point. This results in zig-zag channels that you can jump up, where normally you would never think that you could.
I made a level to show the effect: Spider Mario's Maze the timing of the move is tricky, and takes practice, but it is doable, and gives you a new way to secret things in your levels. In that level, I provide the catch point with combos of 36 Cave Wall Slope and 42 Cave Wall Slope on the left and 38 Cave Wall Slope and 44 Cave Wall Slope on the right. Those are steep enough that Mario will naturally fall if he hits them, but if you hold a direction, and hit the border between those tiles, you can catch the tiniest of discrepancies in the hit detection at the border between tiles, providing your "landing" spot.
Invisible Savior
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This is an interesting one, and perfect for secrets. The invisible savior takes advantage of Border Blindness - specifically the part where you can interact with items up to three tiles below the bottom of your level. The camera can't go down there, but that doesn't mean you cant! Add some platforms, clouds, rocks, or any item that you can stand on, underneath the level, at the bottom of an open pit. If a person falls into the pit, they will land safely, but be blind. Make the items come to a safe corner, and put a door or pipe there, and voila! A SERIOUSLY hidden secret. Note that you CAN go through transitions when you do this, but it has a fairly high chance of causing camera glitches (I've seen the camera get stuck on the wrong side of the transition, for example).
Taunting
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All right, this is easy enough. The basic gist of it is that the item, be it a power-up, coin, or shine sprite, is off the level, and completely untouchable. You can tell that you are off the level because the background in design mode shows darkened tiles off the edge. The thing is, stuff off the level is normally not visible at regular zoom, so you either have to instruct the player to zoom out, or force the area on-screen by artificially placing a transition very close to the edge of the level. If you are placing the transition normally in the graphical interface, it will not allow you to place the transition closer than 20 tiles from the left edge of the level or 18 tiles from the right edge (clearly, editing the text gives no such limitations). To get the transition closer, you will have to place the transition, and then change the size of the level, reducing the size on the affected side. Be aware that this will cause some camera placement issues, especially if you are doing it on the left side of the level, though you will not get the "earthquake" effect on either side from this technique.
With no preamble, this is very mean, because there will be a completely unpassable invisible wall keeping the player from those items. However, add some story with some signs, and you can turn a mean trick into a cool effect.
Now, this being said, here's some tips. Redeeming this from a mean trick with some story would require you to either add the item elsewhere with an explanation of why it moved, or recreate that area within the confines of the level, so that the player can finally "cross the barrier" and get to the item. This raises a couple of issues. For one, you can put items off the level, but not tiles, so the only way to grab these items and have something to stand on at the same time is to put a platform, cloud, block or other item underneath the lure. Clearly, it being off the level means the platform is off the level and unreachable too, but if you are recreating the area elsewhere, it is a way of having the two areas identical without having to explain away a suddenly appearing landmass. The second issue is, since we are talking about items, you will have to be VERY careful about placement to be able to recreate the area and have it look the same. Snapping the items to the grid will help, but you should graph the area out so that the distances are the same in both areas.
Hover FLUDD Sliding
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While diving, a player can safely cross a very narrow passage (which usually is half a tile or 16 pixels high) that would crush him to death otherwise. However, as crawling is not an available stunt in the game, once you have stopped, you will be unable to move without getting up again. However, using a Hover FLUDD while diving allows you to stay in motion. This way, it'll be possible to cross longer passages which couldn't be survived otherwise.
Mind that this platforming layout, when applied solely to narrow passages, can be considered gimmicky. Also, in extreme circumstances, you must ensure the player will have the necessary supply of water to complete the stunt.
Shell Surfing
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Also while diving, a player can bounce on a Green Shell. If he lands on the closest side, the shell will also move in the same direction as the player's, allowing him to bounce once more, or even twice. This trick can be used to cross surfaces otherwise mortally dangerous, such as lava. Please note, however, that this stunt requires fine tuning, as the dive has to be very accurate, and even if it's done right, the shell is likely to not remain in sync with the player after the second bounce.
Glitches
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There is a long list of known glitches, mostly stemming from putting the game engine through things that it usually tries to prevent in the graphical designer by changing the code of the level by hand. The details about why these glitches work are covered in more detail in the Code Details, and you can read about them there.
The glitches are listed here, in order from most harmless to most annoying.
- Disabling Sprites
- Disabling Tiles (Code-Only Tiles)
- Antigravity - Floating Mario
- Teleport
- Force Through Wall
- Earthquake
- Flung into the Ether
- Denied the Shine Sprite - Kill the Music
- Fly Paper
- Rainbow Bullet Bill
- Negative Star spin
- Death ground
- Mario stuck the X
- Mario stuck the Y
- Upside Down Water
- Outside on Level
Disabling Sprites
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Requires Text Editing
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Discovered by The Original Gamer
Sprites can be disabled, meaning that they will not affect the player during the course of the level. Enemies can't hurt you, coins cannot be collected, and other things like transitions and doors will not function at all.
Disabled Sprites can be useful in a number of ways. In many cases, they make for good decorations, such as Shine Sprites, Silver Stars, and Transitions. They can also be useful for simulating an NPC (Non-Player Character) for things like delivering plot and other things like that.
Some disabled sprites are also known to behave differently in comparison to their regular counterparts. Disabled level transitions can be rotated, and their shadow effect does not extend beyond active level transitions. Disabled thwomps can be rotated as well.
How you do it:
- Place a sprite in the level with the LD.
- Look up the SPRITEID. Write it down.
- Click on the placed sprite and write down the values next to x and y (XPOS and YPOS)
- Paste the level code in Notepad or other text editor.
- Search for the item by doing a Find search for SPRITEID,XPOS,YPOS.
- Now put a 0 (zero) in front of the SPRITEID.
- Copy the changed code and load it in the Level Designer, the sprite is now disabled.
Disabling Tiles (Code-Only Tiles)
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Requires Text Editing
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Discovered by AwesomeJRFD, Analysis by Suyo and Republic
First off, this really does requires you to fully understand how to edit the code directly. Please read the previous section on Code Details before trying this.
That being said, "Disabled Tiles" are actually tiles that are not available through the graphical interface because their TILEIDs do not correspond to the given choices. The Tiles in the LD actually come one after another within each set, but not all Tile Sets are the same size, so the TILEIDs skip a few numbers when one set ends and the next begins.
The first disabled tile found was 3c (by AwesomeJRFD), which yields the disabled Bricks #1 - 1 Blue Brick (it looks exactly like the blue brick, but is in the background). Then Suyo did an analysis and found the full set of unused TILEIDs:
2x 2y 2z 2{ 31 3R 3S 3T 3U 3V
3W 3X 3Y 3Z 3[ 3\ 3] 3^ 3_ 3`
3a 3b 3c 4{ 51 5_ 5` 5a 5b 5c
6H 6I 6J 6w 6x 6y 6z 6{ 71 7[
7\ 7] 7^ 7_ 7` 7a 7b 7c 8J 8{ 91
Most of these give an invisible background tile (essentially useless) in Test Mode, and look like a dark blue tile in Design Mode.
Finally, the TILEIDs start at 2K, so Republic tested all of the TILEIDs from 00 to 2K and the only one he found that was useful at all was 12, which creates what looks like a Design Mode grid tile in the foreground, which is semi-transparent (it shows the background through the tile like it is made of frosted glass), and cannot be seen at all in Design Mode.
Here is the list of useful Disabled Tiles:
| TILEID | Resulting Tile |
|---|---|
| 12 | Design Grid Tile - Foreground |
| 31 | Interactive - 5 Breakable Block 30 Coins - Foreground (No different than the normal tile at test time, but does not show up properly in design mode.) |
| 3c | Bricks #1 - 1 Blue Brick - Background |
| 7[ | Odd Partial Tile - Foreground It's invisible, and you can walk on top of it. When walking into it from the side however, various stuff happens - including being pushed into the ground or being crushed. Jumping into it from below causes being pushed to the side when on the very right. |
| 7\ | Invisible Slope: Diagonal Up to the Right at 45 Degrees (bottom-left to top-right) - Foreground |
| 7] | Invisible Slope: Diagonal Down to the Right at 45 Degrees (top-left to bottom-right) - Foreground |
| 7^ | Invisible Brick: Square - Foreground |
| 13 | Design Grid Tile - Background |
| ba | Design Grid Tile Dark - Background |
Antigravity - Floating Mario
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Discovered by level4
Amazing ANTIGRAVITY hack (and invincible flashing bullets) by level4 » September 1st, 2009, 9:20 am
I know this isn't much of a level, but i'll try to finish it in several days when i have time. While floating, it is impossible to move up or down, but the vertical position could be changed by placing a slope,tunnel, or moving item in mario's path. Press Z to resume normal movement(you will fall), but do not press down. Also, please let me know if this actually works, i am using a different computer and it could be an isolated incident.
how to do it:
simplest way:
set start y-speed to "NaN"
harder way:
place moving platform and set horizontal moving to none and erase yspeed, ylength and yoffset.
set acceleration to 999 and touch-n-go to true,
and set count to 0.
If not work or too hard for you, try this:
Example level:
25x17~2M*10*2o0*4*2K2M*11*2o0*4*2K2M*11*2o0*4*2K2M*11*2o0*4*2K2M*11*2o0*4*2K2M*11*2o0*4*2K2M*11*2o0*4*2K2M*11*2o0*4*2K2M*11*2o0*4*2K2M*11*2o0*4*2R2\2M*10*2o0*5*2T2M*10*2o0*6*2M*10*2o0*6*2M*10*2o0*6*2M*10*2o0*6*2M*10*2o0*6*2M*10*2o0*6*2M*10*2o0*6*2M*10*2o0*6*2M*10*2o0*6*2M*10*2o0*6*2M*10*2o0*6*2M*10*2o0*5*2S2M*10*2o0*5*2K2M*10*2o0*5*2K~1,64,416,0,0,Right|7,240,414,0,,0,,0,,none,Up,999,2,1,0|6,723,424~1~1~Antigravity
Hello, I'm just editing this. I really love this glitch and made a level with all of the glitches on this site and sent a link to this page.
Teleport
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Discovered by level4
This glitch will make Mario "teleport" vertically up to another part of the level. What you are actually doing is glitching the hit detection by making the engine think that it's made a mistake and Mario is moving and hitting a solid block, to which it's default response is to bounce Mario up until he is in the "air" again, so he can fall back down onto solid ground. This results in Mario zipping up into the air until a non-solid tile is reached, and there Mario will pop up a bit and land, though in many cases, the camera will take so long to catch up that you do not see the landing.
How you do it: Put a switch into your level, and put switch blocks leading up as high as you want, to wherever you want the destination of the "teleport" to be. The important part of the trick is that the set of switch controlled blocks be right on top of the switch, actually overlapping it, and be a continuous line straight up to the destination. It is fairly common to make the switch only last a fraction of a second, so the switch blocks aren't visible for very long, reinforcing the feeling of being teleported. ;)
Note that you can have Mario go through any number of walls with this as well. Just have the switch blocks take up all of the empty space in the trip.
Force Through Wall
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This glitch is a companion to the previous one. Where the Teleport glitch will move Mario up, including through walls, this glitch will force Mario sideways through a wall. What you are doing is again glitching out the hit detection, but this time you are confusing it between calculating where Mario is supposed to be in response to a moving platform, as versus what walls are supposed to be confining him.
How you do it: There are two ways to get this glitch to happen.
- 1) The first involves a rotating platform. "18 Flipping Platform" or "19 Flipping Platform Large" work best. Place the flipping platform near the wall on the beginning side, and set the speed of the rotation to 999. This will make the engine cough in trying to figure out how fast mario is supposed to be going and what will happen when he hits something, and he will glitch through the wall, possibly taking 2 points of damage in the process like he slammed into it too fast.
The only problem with this method is that your placement of the platform can make a big difference in it's success rate, as can the exact spot Mario hits the platform. Failures include bouncing back off the wall or just bounced back in general, being forced into the blocks for an instakill, or being chucked out the bottom of the level for a bottomless pit death or falling out of level glitch (where mario ends up in a screen with no tiles, in an infinite fall).
- 2) The second involves a basic "7 Moving Green Platform". This is more reliable, but requires you to edit the code in notepad. The LD interface will not let you set the speed of the platform to more than 9, so what you do is this: Place the platform next to your wall, and immediately save to text. Copy and paste into Notepad, and your platform will be the last item in the code. Find the number representing the speed and change it to 999.
Which number is that you say? Well, since we made sure it is the last item in the code, it is relatively simple. Start at the end of the code and go backwards through all the numbers separated by commas until you hit a pipe character - "|". Reading to the right again, the first number is the item code, in this case 7, and the next 2 numbers are the X and Y coordinates of the item on the level. The next number is our goal: the speed. Change that to 999. Copy the code and load it back into the LD, and voila! Super-speed platform.
As with the first version, this can cause 2 points of damage like Mario slammed into the wall at high speed, but at least it will not cause the downward teleporting problems.
Earthquake
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The closest the LD will let you put a Transition to the level start is 20 blocks. The closest it will let you put a Transition after another Transition is 19 blocks. If you go to that limit in the LD or make it even smaller in code, the Camera glitches out and shakes horizontally. Unless you give a plot reason for this "earthquake" to be happening, it is considered extremely annoying. Generally, you should always allow at least 25 blocks between Transitions.
Fludd Smuggle
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Discovered by CoolGamer3187
In Story Mode, enter any main course. Pause and exit the game, then go to the Level Designer. Load any level with Fludd, then play the level and obtain it. When you play the level again, you can use SHIFT to access Fludd without having to obtain it again. This effectively allows you to "smuggle" Fludd into other people's levels.
Rainbow Bullet Bill
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Place the Bullet Bill and copy the code, use Notepad and write color to word and go back the game. In this case, you need to load the course to make changes. So Bullet Bill is changing start & end colors, then just try to click Test Course, when Mario jumps Bullet Bill and Bullet Bill will not fall (INVULNERABLE).
Negative Star Spin
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Place Star and replace speed to negative, then go jump to star and Mario will not go up, they will go down.
Death ground
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Place Spinning platform and write speed to 180. After the test course, if you walk the block and you're dead on the bottom.
Mario stuck the X
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Mario can't go further and can't go anywhere when you want to go, like escape prison and you are stuck. To escape, press the Z button to make Mario get escaped from frozen platform. Cube may still have X and looks same than platform.
Mario stuck the Y
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When you step the high place, stepped the platform and you can fly like hacker. To stop flying, press Z button and stop flying. Cube may still have Y and looks same than platform.
Upside Down Water
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Place the water, rotate or do a negative depth that it works with you.
Outside on Level
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Move player to outside in level or use pipes or doors to teleport them. If the course, Mario with empty block can cause fall infinitely but no game crashes as well.
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