found 1 glitch type: sprite
I discovered a stationary reusable p-switch sprite that you can still interact with the switch (solid and passable) before the switch "pops" back up (de-activate):
you see, the switch is interactable (solid and pressble) but its still showing that flattened graphic and mario is blocked from walking into it rather than walking through it as if its not pressed.
The switch is suppose to become pressable and show the "unpressed" graphic only if the timer is zero, not before zero.
try using
this block. The switch is meant to be pressable when the timer is zero, not before it.
found 2 glitch type: graphic (located in Crumbling Catacombs)
there is a missing pixel on the bottom left part of the door frame in the 2nd section of the level and also on any door that mario can enter (so its not just that level, level 0x89 and 0x86.
found 3 glitch type: layer 3 (located in world 4 Stone Sea Sanctuary)
the level before jellectro boss (the area with the high tide), if the lock animation sprite flag is set ($7E:009D) such as mario taking damage, getting the powerup that shows the growing animation, L/R scrolling and dying, the water flowing right moves faster.
so if i touch a jelly fish cheep cheep etc this glitch happens.
fornd 4 glitch type: exit enabled objects
Another thing in some levels - doors and pipes placed on the edge of the screen boundry has a change that it leads to the endless bonus game by mario's position from entering those objects. This happends because mario is on the previous screen than the object and the game thinks that mairo has enter the "undefined exit".
This is a screen shot of
world 4: digsite dangers.
If I stand next this door with mario slightly to the left from the door's position (such as 1-3 pixels left from the door) and press up, I get trapped. To fix that, make shure that the screen exit to link to next level is on each side of pipes/doors so no matter where mario enters that exit enabled object, he will not get stuck in the bonus game.
it also happens in the first area in
world 4: Scorching Sepulcher, the horizontal pipe that sometimes lead to the bonus game or to the next area 50/50 chance.
found 5 glitch type: blocks
In world 5: fantastic elastic, where the second two koopas are, if small mario or big crouching mario manage to reach to the tight areas in the ceiling (by bouncing off the koopas and up to the ceiling), he will get stuck inside the wall.
I think this happens because the left/right side of the block bounces mario to the opposite direction, it also has a slightly upward bounce when hitting the sides. To fix that, remove the vertical speed or space the walls apart.
found 6 glitch type: block's behavior.
world ??: asteroid antics
There is a problem with the tile's behavior acting like a ledge at the "rift" of the dimension (on the ceiling where mario is going through), where the border between "space" (or where two different colors meet). perhaps the editor for blocks probably x-flip the map16 and forgot to set up the behavior for the ceiling. (remember in the 16x16 tile editor that "8x8 editing mode" select mode cannot change a blocks behavior.)
Its near the end of the area.
found 7 glitch type: powerdown patch
If fire/cape mario takes damage by an object above the screen, the game freeze but not crash with a black screen.
Screenshot of
world ??: Nexus Norvegcus:
^this level is vertical autoscroll - mario hits the laser with his head and the game frozed.
found 8 glitch type: overworld
After beating
world 5: carnival caper the map screen will be on the factory's submap, but mario is still in the carnival area (the level name still say the name of the carnival level.
found 9 glitch type: sprite
The blue circle flying koopa has a glitchy stunned interaction after mario hits it with a cape (it acts like a koopa shell). mario can pick it up (it can still hurt mario still), kick it, and if you kick it to the top of the screem, the hoopa graphics will "wrap" to the bottom of the screen.
^the glitched koopa right of mario. (Also, the stunned koopa has a hi-gravity when falling, so if you hit it with a cape very high, it will fall like its a meteor).
Give thanks to RPG hacker for working on Asar.