I didn’t know you were rewarded for holding an item.
Yeah if you have an item in your hands when you cross through a goalpost, it does that brararararara sound, turns into usually a mushroom or a fire flower or something, sometimes a 1-up.
If you want to learn more about why this is possible in excruciating technical detail (including stepping through assembly code and discussing memory layout), check out the channel Retro Game Mechanics Explained.
I think this particular bug is covered in either this video about level end glitches or its sequel.
Although it’s a move that is useful only when you are crossing through final Goalposts.
Photo shows Mario about to go through a keyhole.
Boy I sure hope somebody got fired for that blunder.
Assuming that’s in Donut Plains 1, the first level with a keyhole, that’s where the key is.
There must be some kaizo levels which require you to do this
This and many other stupidly precise tricks, like pixel-perfect jumps against the sides of walls or a plethora of bugs involving Yoshi and his tongue.
The most common use of this particular bug is what’s shown in the image, carrying a shell and a key at the same time. You need to throw the shell against a wall while falling and land on it to extend your jump past what’s normally possible, while also carrying the key across the gap. It’s everywhere in Kaizo runs.
I got really into kaizo Super Mario World romhacks for a while a handful of years back… I actually got alright at it. I got to the point where I could actually consistently finish levels in pretty difficult romhacks, though it would take me a long time. Great feeling when you finally get it though.
And you used this technique in every one of them?
No, don’t think I ever played one that required this technique. Mostly shell jumps and precise timing/platforming
Its more a bug than a feature. The game can’t differentiate enough between the two items if their detection box is precisely lined up, so when you input the pick up command you get both.
That’s what I was thinking.
I wonder if this is a bug or a feature.
Bug. Definitely wasn’t intended.
That turtle is going to need therapy.
My Mario only had an A+B. Could he still do this?
No. This is Super Mario World only.
However, your Mario could go straight through walls to enter negative worlds…
Edit: world… d’oh.
Super Mario Bros were NES
Super Mario World was SNES
You can go through walls in World, too! I remember doing it in one of the early cave levels after reading about it online, though aside from some messed up physics it didn’t lead to anything interesting.
He was much more unique than the other guys
You get something for carrying stuff through the goal?
Yep, 1-Up’s and other items. Depends on what item you bring across.
Noooo… You’re kidding me, is this for real?
You can also throw an item up, jump and grab onto a climbing surface, hold the grab button down, and line yourself up under the falling item to carry it.
It is. I remember reading it in a guide (pretty sure the one this screen shot is from as it looks very familiar). I was able to do it a couple times, but it required enough precision / luck that it wasn’t worth doing IMO.
Yeah a couple of ROMHacks actually require you to do this (mostly puzzles)
Yep, I remember doing this trick in SMW on my physical SNES console back in the day.
Does it work with more than two?
Honestly, with the SNES technology the way it is, it might not be possible to get more than two item sprites on the same screen. That is to say, if you do this, the next one might not spawn in.
I don’t know for sure, though.
Super Mario World uses a sprite slot system where a limited amount of memory is set aside and reused for on-screen objects. Normally stuff simply won’t spawn if you’re at or over the object limit, but using glitches to go over this limit leads to all sorts of weird stuff, like being able to spawn a glitched item that ends the level immediately.
Super Mario 64 has a similar object limit with equally broken results when you manage to bypass it.
Bullshit.