Dekkiedot
New Super Mario Bros. (Nintendo DS): Beta/Unused Level 4
updated
Here's 'modified' glitch level 07-6A from the SNES port in All-Stars of Super Mario Bros. 'Modified' glitch levels can be accessed by using the code 7E072D** while also potentially using 7E0750** to change the base level.
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Codes used:
7E0750**:
Level modifier code. 6A used for ** in this video.
7E072D**:
Secondary level modifier code. 07 used for ** in this video.
7E0710**:
Starts out Mario/Luigi at the bottom of the screen. Can be used to avoid being frozen at the top of the screen or stuck autowalking.
70000701:
Global debug mode code for Super Mario All-Stars.
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Some very strange World 9-1 hybrid glitch levels that are only playable in Worlds 1 to 9. Oddly, a very similar glitch level 3A in present in the FDS in the level set for World 9. The start looks the exact same in that version, however it eventually ends up becoming World 9-2 instead.
Here's glitch levels 39 and 3A from the SNES port in All-Stars of Super Mario Bros.: The Lost Levels. The code 7E0750** was used to change the base level.
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Codes used:
7E0750**:
Level modifier code. 39 and 3A used for ** in this video.
7E0710**:
Starts out Mario/Luigi at the bottom of the screen. Can be used to avoid being frozen at the top of the screen or stuck autowalking.
70000701:
Global debug mode code for Super Mario All-Stars.
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If the numbering confuses you, I apologize. I'm going by the traditional numbering of these unused levels. This is a 2015 video remake.
In Super Mario Bros. 3 on the SNES, the unused levels that could be found in the NES version are still present. This video showcases the one usually labelled as "Unused level 6"
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Codes used:
A1D8C92C + A1D932F4 + A1D9339E + A1D8F3F1 + A1D8F495:
Codes used to play this unused level. They replace the level and enemy data of World 1-1.
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Sorry for the long wait on this one!
Glitched koopaling bosses can be loaded by using the world modifier code and setting the world to World 8 or beyond that while you're in an airship level in Super Mario Bros. 3. Effects on the bosses may include glitched graphics and movement. Unfortunately, the magic wand doesn't seem to glitch out in this version.
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Codes used:
7E0727**:
World modifier. Set to the following values to access these worlds:
10 - World 17
11 - World 18
13 - World 20
15 - World 22
16 - World 23
17 - World 24
18 - World 25
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Here's 'modified' glitch level 02-39 from the SNES port in All-Stars of Super Mario Bros.: The Lost Levels. 'Modified' glitch levels can be accessed by using the code 7E072D** while also potentially using 7E0750** to change the base level.
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Codes used:
7E0750**:
Level modifier code. 39 used for ** in this video.
7E072D**:
Secondary level modifier code. 02 used for ** in this video.
7E0710**:
Starts out Mario/Luigi at the bottom of the screen. Can be used to avoid being frozen at the top of the screen or stuck autowalking.
70000701:
Global debug mode code for Super Mario All-Stars.
MY TWITTER:
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This is a remake of a 2015 video that had terrible quality (144p) in my modern video style.
In Super Mario Bros. 3 on the SNES, the unused levels that could be found in the NES version are still present. This video showcases the one usually labelled as "Unused level 2"
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Codes used:
A1D932D4 + A1D9338E + A1D8F3D1 + A1D8F4E7:
Codes used to play this unused level. They replace the level and enemy data of World 1-1.
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It's been a while since I've covered anything at all from this specific port (Probably early 2018?).
Rather peculiar, but this is an SNES version of Super Mario Bros. which was created by running an execution with TASBot on Super Mario World at AGDQ 2015. It also has its own and unique glitch levels and glitch worlds to it.
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Codes used:
7E0750**:
Level modifier code. 57 used for ** in this video.
7EE42854:
Walk through walls code.
7EB92B00:
Infinite jumps code.
7E071003:
Changes Mario's start position to the middle of the screen.
0007FA02:
Infinite time code.
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This is a remake of a 2015 video with terrible voiceover in my modern video style. In Super Mario Bros. 3 on the SNES, the unused exits which could be found in the NES version are still present. This video showcases their presence.
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Code used:
70000701:
Global debug mode code for Super Mario All-Stars. Works on all four games with varying options.
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Heya, I'm back once again after a long while. Here's a layout ID glitch level from the unofficial C64 port of Super Mario Bros. by ZeroPaige, accessed through modifying address 212F of the System Bus using BizHawk and setting it to value 8C in order to replace World 1-1. Other addresses were also modified in order for proper navigation through the level.
Notes:
* Several glitch levels are different depending whether you are using the 50 or 60FPS mode.
* This is on v1.2 instead of v1.0, which has completely different glitch levels. This means that you cannot find this level in v1.0 of this port. This also means that addresses modified can be different.
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Codes used/Addresses modified:
Address 212F (System Bus):
Layout ID level modifier. Set to value 8C in 60FPS mode in order to load this level instead of World 1-1.
Address 38B8 (System Bus, v. 1.2 only):
Set to value 00 in order for Mario/Luigi to jump infinitely.
Address 6357 (System Bus, v. 1.2 only):
Set to value 54 in order for Mario/Luigi to be able to walk through walls.
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Well, here's another little series I decided to finish up, considering it had been abandoned since I went on hiatus.
In Super Mario Bros. on the SNES, the current sprite of Mario/Luigi can be changed with the code 7E0290**. The glitched sprite IDs between values 00 and E0 are glitched or load three stripes as the sprite, while the ones from value E0 are strange mixes of existing sprites. Here are some more results starting from value F1.
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Codes used:
7E0290**:
Changes the current sprite ID loaded for Mario/Luigi. The following values are used in this video: F1, F2, F3, F4, F5, F6, F7, F8, FA, FC and FE.
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Second part and it just so happens that we're done with these for this port already.
The unofficial C64 port of Super Mario Bros. also has a few glitch levels that are mixed with actual levels that can be accessed only through layout ID modification by modifying either one of four specific addresses. Here is the first part of results. Other addresses were modified alongside the level modification for proper navigation through the levels.
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Codes used/Addresses modified:
Address 212F (System Bus):
Modify to the following values to play the levels showcased throughout this video:
86 - Layout ID 8B
B1 - Layout ID B6
B3 - Layout ID B8
BC - Layout ID C1
DC - Layout ID E1
Address 0710 (System Bus):
Starting position modifier. Set to value 01 near the top of the screen. Set to value 02 in order to start at the bottom of the screen.
Address 38B8 (System Bus, v. 1.2 only):
Set to value 00 in order for Mario/Luigi to jump infinitely.
Address 6357 (System Bus, v. 1.2 only):
Set to value 54 in order for Mario/Luigi to be able to walk through walls.
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Decided to do a third part on this. Still lot's of glitch brothers to shown.
In the Japanese version of Super Mario Bros. 2 on the FDS, glitch characters can be played by modifying address 0753. These not only have glitched palettes but they also have glitched names as seen above the score. Here is the third part of results.
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Codes used/Addresses modified:
Address 0753:
Modify to the following values to play as the glitch characters shown throughout this video:
12
13
14
16
17
19
1B
1C
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Here's the fourth part of this Past World 8 series for the unofficial C64 port by ZeroPaige. This part covers Worlds 43 to 56.
Note that repeated worlds will not be shown, but will be addressed.
This video shows an interesting effect that occurs in the underwater version of World 3-2. It's a very interesting entity that doesn't seem to be present in the original NES version.
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Codes used/Addresses modified:
Address 075F (System Bus):
World modifier. Set to the following values to access these worlds:
2A - World 43
2B - World 44
2C - World 45
2D - World 46
2E - World 47
2F - World 48
30 - World 49
31 - World 50
32 - World 51
33 - World 52
34 - World 53
35 - World 54
36 - World 55
37 - World 56
Address 0710 (System Bus):
Starting position modifier. Set to value 02 in order to start at the bottom of the screen.
Address 38B8 (System Bus, v. 1.2 only):
Set to value 00 in order for Mario/Luigi to jump infinitely.
Address 6357 (System Bus, v. 1.2 only):
Set to value 54 in order for Mario/Luigi to be able to walk through walls.
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Decided to start covering these for the C64 port by ZeroPaige as well.
The unofficial C64 port of Super Mario Bros. also has a few glitch levels that are mixed with actual levels that can be accessed only through layout ID modification by modifying either one of four specific addresses. Here is the first part of results. Other addresses were modified alongside the level modification for proper navigation through the levels.
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Codes used/Addresses modified:
Address 212F (System Bus):
Modify to the following values to play the levels showcased throughout this video:
3B - Layout ID 40
3E - Layout ID 43
54 - Layout ID 59
59 - Layout ID 5E
76 - Layout ID 7B
78 - Layout ID 7D
Address 0710 (System Bus):
Starting position modifier. Set to value 01 near the top of the screen. Set to value 02 in order to start at the bottom of the screen.
Address 38B8 (System Bus, v. 1.2 only):
Set to value 00 in order for Mario/Luigi to jump infinitely.
Address 6357 (System Bus, v. 1.2 only):
Set to value 54 in order for Mario/Luigi to be able to walk through walls.
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A long overdue third part of corruptions of the Super Mario All-Stars version of Super Mario Bros. 3 on the SNES. Second time using the glitch harvester stockpile feature on RTC. By corrupting, a large variation of different glitchy effects can occur ranging from level design being obliterated to changing physics, etc.. I used the Real-Time Corruptor to get all these results.
There was an unfortunate delay in this video coming out, mainly due to the reason I forgot to save the original stockpile and basically just lost the entire video. I quickly grabbed the motivation last night to redo the entire thing, so yeah...
ircluzar's Real-Time Corruptor (Software used):
http://redscientist.com/#/rtcorruptormod
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After doing some coverage on the NES version, I've decided to also do some coverage on this on Super Mario Bros. 3 on the SNES.
Glitched koopaling bosses can be loaded by using the world modifier code and setting the world to World 8 or beyond that while you're in an airship level. Effects on the bosses may include glitched graphics and movement. Unfortunately, the magic wand doesn't seem to glitch out in this version.
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Codes used:
7E0727**:
World modifier. Set to the following values to access these worlds:
07 - World 8
08 - World 9
09 - World 10
0A - World 11
0B - World 12
0C - World 13
0D - World 14
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Tenth part of corruptions of the Super Mario All-Stars version of Super Mario Bros. on the SNES and the first episode using the stockpile feature on RTC. By corrupting, a large variation of different glitchy effects can occur ranging from level design being obliterated to changing physics, etc.. I used the Real-Time Corruptor to get all these results.
ircluzar's Real-Time Corruptor (Software used):
http://redscientist.com/#/rtcorruptormod
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Here's the third part of this new Past World 8 series for the unofficial C64 port by ZeroPaige. This part covers Worlds 27 to 42.
Note that repeated worlds will not be shown, but will be addressed.
This video also covers the Minus World of this version. I decided against making it its own video, mainly because I had no reason to. This part also includes three levels that crash right at the start.
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Codes used/Addresses modified:
Address 075F (System Bus):
World modifier. Set to the following values to access these worlds:
1A - World 27
1B - World 28
1C - World 29
1D - World 30
1E - World 31
1F - World 32
20 - World 33
21 - World 34
22 - World 35
23 - World 36
24 - World 37
25 - World 38
26 - World 39
27 - World 40
28 - World 41
29 - World 42
Address 0710 (System Bus):
Starting position modifier. Set to value 02 in order to start at the bottom of the screen.
Address 38B8 (System Bus, v. 1.2 only):
Set to value 00 in order for Mario/Luigi to jump infinitely.
MY TWITTER:
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Another Super Mario World glitch level. Here's an example of a hybrid glitch level in Super Mario World, including parts of a messed up Yoshi's Island 1.
Unfortunately, Super Mario World glitch levels have to be added in to replace an existing level in Lunar Magic. Here, level 105 (Yoshi's Island 1) was replaced by level address 14E53.
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Tools used / Codes used:
Lunar Magic:
Used to replace Yoshi's Island 1 with this glitch level.
00CC8500:
The free movement debug code. Allows the player to move around freely by holding L and then pressing A.
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Here's a game I haven't covered for a few years. Super Mario Land 2 on the Gameboy has quite a few glitch levels that can be accessed with the code 01**69A2.
While most of them are a scrambled mess with no scrolling whatsoever, a lot have some interesting aspects to them.
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00CC8500:
Level modifier code for Super Mario Land 2. Set to the following values to access the levels seen in this video:
21, 22, 23, 24, 27, 29, 2A and 2F.
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And we're back once again under a new channel name! Here's a layout ID glitch level from the unofficial C64 port of Super Mario Bros. by ZeroPaige, accessed through modifying address 212F of the System Bus using BizHawk and setting it to value B7 in order to replace World 1-1. Other addresses were also modified in order for proper navigation through the level.
Notes:
* Several glitch levels are different depending whether you are using the 50 or 60FPS mode.
* This is on v1.2 instead of v1.0, which has completely different glitch levels. This means that you cannot find this level in v1.0 of this port. This also means that addresses modified can be different.
Subscribe to my channel for more!:
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Codes used/Addresses modified:
Address 212F (System Bus):
Layout ID level modifier. Set to value B7 in 60FPS mode in order to load this level instead of World 1-1.
Address 0710 (System Bus):
Starting position modifier. Set to value 02 in order to start at the bottom of the screen.
Address 38B8 (System Bus, v. 1.2 only):
Set to value 00 in order for Mario/Luigi to jump infinitely.
Address 6357 (System Bus, v. 1.2 only):
Set to value 54 in order for Mario/Luigi to be able to walk through walls.
MY TWITTER:
twitter.com/Dekkiedot
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Here's the second part of this new Past World 8 series for the unofficial C64 port by ZeroPaige. This part covers Worlds 15 to 26.
Note that repeated worlds will not be shown, but will be addressed.
Once again, I would like to bring up the fact that all underwater versions of castle levels have Mario's starting position glitching out, rendering them unplayable by 'normal' means. This was avoided by freezing address 0710 in the System Bus to value 02. This part also includes two levels that crash right at the start.
You might also see some weird stuff happen that is unique to this port in later parts, one of these oddities is going to get its own video later this week.
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Codes used/Addresses modified:
Address 075F (System Bus):
World modifier. Set to the following values to access these worlds:
0E - World 15
0F - World 16
10 - World 17
11 - World 18
12 - World 19
13 - World 20
14 - World 21
15 - World 22
16 - World 23
17 - World 24
18 - World 25
19 - World 26
Address 0710 (System Bus):
Starting position modifier. Set to value 02 in order to start at the bottom of the screen.
Address 38B8 (System Bus, v. 1.2 only):
Set to value 00 in order for Mario/Luigi to jump infinitely.
MY TWITTER:
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Heya, here's another Super Mario World glitch level. This one is quite a bit more messed up than the last one, so I figured I'd cover it.
Unfortunately, Super Mario World glitch levels have to be added in to replace an existing level in Lunar Magic. Here, level 105 (Yoshi's Island 1) was replaced by level address 14E53.
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Tools used / Codes used:
Lunar Magic:
Used to replace Yoshi's Island 1 with this glitch level.
00CC8500:
The free movement debug code. Allows the player to move around freely by holding L and then pressing A.
MY TWITTER:
twitter.com/Dekkiedot
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Heya, here's a glitch level for Super Mario World on the SNES for once. I haven't done on a video on one of these for years now. This is only one of the thousands of glitch levels within the game.
Unfortunately, Super Mario World glitch levels have to be added in to replace an existing level in Lunar Magic. Here, level 105 (Yoshi's Island 1) was replaced by level address 7BBBB.
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Tools used / Codes used:
Lunar Magic:
Used to replace Yoshi's Island 1 with this glitch level.
00CC8500:
The free movement debug code. Allows the player to move around freely by holding L and then pressing A.
MY TWITTER:
twitter.com/Dekkiedot
Thanks for watching!
Here's a new Past World 8 series, this time for the unofficial C64 port by ZeroPaige.
I would like to bring up the fact that all underwater versions of castle levels have Mario's starting position glitching out, rendering them unplayable by 'normal' means. This was avoided by freezing address 0710 in the System Bus to value 02.
You might also see some weird stuff happen that is unique to this port in later parts, one of these oddities is going to get its own video later this week.
Subscribe to my channel for more!:
youtube.com/channel/UC3Z2RrrRxWq0j3R5n6T4H9g?sub_confirmation=1
Codes used/Addresses modified:
Address 075F (System Bus):
World modifier. Set to the following values to access these worlds:
08 - World 9
09 - World 10
0A - World 11
0B - World 12
0C - World 13
0D - World 14
Address 0710 (System Bus):
Starting position modifier. Set to value 02 in order to start at the bottom of the screen.
Address 38B8 (System Bus, v. 1.2 only):
Set to value 00 in order for Mario/Luigi to jump infinitely.
MY TWITTER:
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Ninth part of corruptions of the CARTROM section of the Super Mario All-Stars version of Super Mario Bros. on the SNES. By corrupting the CARTROM, a large variation of different glitchy effects can occur ranging from level design being obliterated to changing physics, etc.. I used the Real-Time Corruptor to get all these results.
ircluzar's Real-Time Corruptor (Software used):
http://redscientist.com/#/rtcorruptormod
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MY TWITTER:
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Here's another glitch level in the unofficial Commodore 64 port of Super Mario Bros by ZeroPaige, accessed through modifying address 0750 of the System Bus using BizHawk and setting it to value 6F. Other addresses were also modified in order for proper navigation through the level.
Notes:
* Several glitch levels are different depending whether you are using the 50 or 60FPS mode.
* This is on v1.2 instead of v1.0, which has completely different glitch levels. This means that you cannot find this level in v1.0 of this port. This also means that addresses modified can be different.
Subscribe to my channel for more!:
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Codes used/Addresses modified:
Address 0750 (System Bus):
Level modifier. Set to value 6F in 60FPS mode in order to load this level.
Address 0710 (System Bus):
Starting position modifier. Set to value 02 in order to start at the bottom of the screen.
Address 38B8 (System Bus, v. 1.2 only):
Set to value 00 in order for Mario/Luigi to jump infinitely.
Address 6357 (System Bus, v. 1.2 only):
Set to value 54 in order for Mario/Luigi to be able to walk through walls.
MY TWITTER:
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Long overdue sequel video, right?
Super Mario Bros. on the NES has a few glitch levels that are mixed with actual levels that can be accessed only through layout ID modification or Game Genie. Here is the second and final part of results. Other codes alongside the level codes were used for proper navigation through the levels.
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Codes used:
XPZOOI, ELZOOS and KIZOOI:
Codes necessary to play the levels showcased throughout this video.
AEPLLG:
Code used in order to jump infinitely.
GIIIVY:
Code used in the order to walk through walls.
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So I decided to mess with the ending sequence of Super Mario Advance 4, and it resulted in some very odd stuff happening with supposedly valid values. Here are the results.
I'm afraid that 'glitch worlds' are out of the question here, mainly because they all seem to just be a bunch of uninteresting scrambled mess.
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Codes used:
03004F2C:** (Enter value for **):
Seemingly a world modifer for the ending sequence of Super Mario Advance 4: Super Mario Bros. 3.
Values used in this video: 01, 02, 03, 04, 05, 06, 07, 08
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Heya, it's been a while. Here's a glitch level in the relatively new Commodore 64 port of Super Mario Bros by ZeroPaige, accessed through modifying address 0750 of the System Bus using BizHawk and setting it to value 7F. Other addresses alongside that were modified in order for proper navigation through the levels.
Note that several glitch levels are different depending whether you are using the 50 or 60FPS mode.
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Codes used/Addresses modified:
Address 0750 (System Bus):
Level modifier. Set to value 7F in 60FPS mode in order to load this level.
Address 38BB (System Bus, v. 1.0 only):
Set to value 00 in order for Mario/Luigi to jump infinitely.
Address 635A (System Bus, v. 1.0 only):
Set to value 54 in order for Mario/Luigi to be able to walk through walls.
MY TWITTER:
twitter.com/Dekkiedot
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Super Mario Bros. 3 has glitched Layer 2 backgrounds that crash the game every time a level is loaded. However, if code 7E0350** is used during the fade-in effect of entering a level, it will avoid the crash and reveal a pretty big mess. Here are some more results for the SNES version of Super Mario Bros. 3.
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Codes used:
7E0350** (32, 33, 35, 36, 37, 38 and 3B used in this video): Current Layer 2 background modifier for the SNES version of Super Mario Bros. 3. Anything beyond 25 is considered a glitched background.
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Super Mario Bros. on the NES also has a few glitch levels that are mixed with actual levels that can be accessed only through layout ID modification. Here is the first half of results.
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Codes used:
YLZOOS, TGZOOS and NAZOOI: Codes used to modify the level.
Freeze address 0710's value to ** (02 used for ** in this video): Mario starts at the bottom of a level.
Freeze address 0710's value to ** (03 used for ** in this video): Mario starts in the middle of the screen of a level.
AEPLLG: Infinite jumps code.
GIIIVY: Walk through walls code.
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In the Japanese version of Super Mario Bros. 2 on the FDS, glitch characters can be played by modifying address 0753. These not only have glitched palettes but they also have glitched names as seen above the score. Here is the second part of results.
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Codes used:
Modify address 0753's value to ** (09, 0A, 0B, 0C, 0D, 0E and 10 used for ** in this video): Character modifier for Super Mario Bros. 2 on the FDS. Anything beyond value 01 is glitched.
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Super Mario Bros. 3 has glitched Layer 2 backgrounds that crash the game every time a level is loaded. However, if code 7E0350** is used during the fade-in effect of entering a level, it will avoid the crash and reveal a pretty big mess. Here are some results for the SNES version of Super Mario Bros. 3.
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Codes used:
7E0350** (26, 28, 29, 2A, 2C, 2D, 2F and 31 used in this video): Current Layer 2 background modifier for the SNES version of Super Mario Bros. 3. Anything beyond 25 is considered a glitched background.
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In the Japanese version of Super Mario Bros. 2 on the FDS, glitch characters can be played by modifying address 0753. These not only have glitched palettes but they also have glitched names as seen above the score. Here is the first part of results.
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Codes used:
Modify address 0753's value to ** (02, 03, 04, 05, 06, 07 and 08 used for ** in this video): Character modifier for Super Mario Bros. 2 on the FDS. Anything beyond value 01 is glitched.
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The Japanese version of Super Mario Bros. 2 on the FDS also has quite a few glitch levels that are mixed with actual levels that can be accessed by freezing level modifier address 0750 to specific values. These differ per each level set. Here is the only part for World 9 and final part in general. There are no hybrid glitch levels in Worlds A through D.
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Codes used:
Freeze address 0750 and freeze the value to ** (20, 2B, 39, 3A and 63 used for **): Level modifier for Super Mario Bros 2. (JP)
Freeze address 0710's value to ** (02 used for ** in this video): Mario starts at the bottom of a level.
Freeze address 0710's value to ** (03 used for ** in this video): Mario starts in the middle of the screen of a level.
Freeze address 7FFF and freeze the value to 00: Infinite jumps code.
YUSXNLAA: Walk through walls code.
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In the Super Boy II bootleg, several strange glitch levels exist that have weird palettes and even weirder level designs next to just hybrid glitch levels. These are accessable with the level modifier code 00C045:** on the SG-1000 version. Here is the fourth and final part of several results.
Download link:
mega.nz/file/1wgl1IBD#IgUmOGx7S1uVyBBBz8yYDMouxxuSo5bhadDnO_t0rzA
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Codes used:
00C045:** (8D, 8E and 8F used for **) : Level modifier for Super Boy II.
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The Japanese version of Super Mario Bros. 2 on the FDS also has quite a few glitch levels that are mixed with actual levels that can be accessed by freezing level modifier address 0750 to specific values. These differ per each level set. Here is the fourth and final part of results for level set Worlds 5 through 8. Next episode will start out with World 9!
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Codes used:
Freeze address 075F and freeze the value ** (04 used for **): World modifier in Super Mario Bros. 2 (JP)
Freeze address 0750 and freeze the value to ** (60, 61, 62, 63, 68 and 69 used for **): Level modifier for Super Mario Bros 2. (JP)
Freeze address 0710's value to ** (02 used for ** in this video): Mario starts at the bottom of a level.
Freeze address 0710's value to ** (03 used for ** in this video): Mario starts in the middle of the screen of a level.
Freeze address 7FFF and freeze the value to 00: Infinite jumps code.
YUSXNLAA: Walk through walls code.
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In Super Mario Bros. on the SNES, the current sprite of Mario/Luigi can be changed with the code 7E0290**. The glitched sprite IDs between values 00 and 7F are just scrambled, while the ones from value E0 are glitched mixes of existing sprites. Here are some more results starting from value E0.
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Codes used:
7E0290** (E8, EA, EB, EC, ED, EE, EF and F0 used for **): Changes the current sprite of Mario/Luigi. Anything between 00 and 7F and between E0 and FF is glitched.
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In the Super Boy II bootleg, several strange glitch levels exist that have weird palettes and even weirder level designs next to just hybrid glitch levels. These are accessable with the level modifier code 00C045:** on the SG-1000 version. Here is the third part of several results.
Download link:
mega.nz/file/1wgl1IBD#IgUmOGx7S1uVyBBBz8yYDMouxxuSo5bhadDnO_t0rzA
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Codes used:
00C045:** (2B, 8A, 8B and 8C used for **) : Level modifier for Super Boy II.
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In Super Mario Bros. 3 on the NES, address ABFA can be modified to load glitched palettes. These are known to affect some of Mario's physics. The first palettes seem to be same for every level, while from value 60 up to 7F, these palettes are different for each levels. Here are several results.
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Codes used:
AEYXXL: For value 00's glitch palette.
PEYXXL: For value 01's glitch palette.
ZEYXXL: For value 02's glitch palette.
LEYXXL: For value 03's glitch palette.
GEYXXL: For value 04's glitch palette.
AXYXXL: For value 20's glitch palette.
PVYXXL: For value 61's glitch palette.
ZVYXXL: For value 62's glitch palette.
GVYXXL: For value 64's glitch palette.
PVYXXU: For value 69's glitch palette.
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The Japanese version of Super Mario Bros. 2 on the FDS also has quite a few glitch levels that are mixed with actual levels that can be accessed by freezing level modifier address 0750 to specific values. These differ per each level set. Here is the third part of results for level set Worlds 5 through 8.
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Codes used:
Freeze address 075F and freeze the value ** (04 used for **): World modifier in Super Mario Bros. 2 (JP)
Freeze address 0750 and freeze the value to ** (38, 39, 3A, 3D, 3E and 3F used for **): Level modifier for Super Mario Bros 2. (JP)
Freeze address 0710's value to ** (02 used for ** in this video): Mario starts at the bottom of a level.
Freeze address 0710's value to ** (03 used for ** in this video): Mario starts in the middle of the screen of a level.
Freeze address 7FFF and freeze the value to 00: Infinite jumps code.
YUSXNLAA: Walk through walls code.
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In Super Mario Bros. on the SNES, the current sprite of Mario/Luigi can be changed with the code 7E0290**. The glitched sprite IDs between values 00 and 7F are just scrambled, while the ones from value E0 are glitched mixes of existing sprites. Here are some results starting from value E0.
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Codes used:
7E0290** (E0, E1, E2, E3, E4, E5, E6 and E7 used for **): Changes the current sprite of Mario/Luigi. Anything between 00 and 7F and between E0 and FF is glitched.
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In Super Mario Bros. on the NES, address 860C can be used to change Mario's and Luigi's palettes. Both brothers have different palettes. Values between 00 and 7F mostly just have singular colours, with very few having white overalls. The Fire Mario/Luigi palettes for those values are also somewhat random at times. Here is the fourth part of results for Mario.
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Codes used:
KPAEGT, SPAEGT, VPAEGT, NPAEGT, EPAEGV, OPAEGV, XPAEGV: Codes used in this video to showcase the different glitched palettes for Mario in Super Mario Bros. on the NES.
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Time for some more corruptions.
Corruptions of the CARTROM section of the Super Mario All-Stars version of Super Mario Bros. on the SNES. By corrupting the CARTROM, a lot more strange effects occur during gameplay with the compared to any other port of Super Mario Bros (e.g. NES). This includes complete destruction of the level design. I used the Real-Time Corruptor to get all these results, enjoy.
ircluzar's Real-Time Corruptor (Software used):
http://redscientist.com/#/rtcorruptormod
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The Japanese version of Super Mario Bros. 2 on the FDS also has quite a few glitch levels that are mixed with actual levels that can be accessed by freezing level modifier address 0750 to specific values. These differ per each level set. Here is the second part of results for level set Worlds 5 through 8.
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Codes used:
Freeze address 075F and freeze the value ** (04 used for **): World modifier in Super Mario Bros. 2 (JP)
Freeze address 0750 and freeze the value to ** (22, 23, 25, 27, 33 and 37 used for **): Level modifier for Super Mario Bros 2. (JP)
Freeze address 0710's value to ** (02 used for ** in this video): Mario starts at the bottom of a level.
Freeze address 0710's value to ** (03 used for ** in this video): Mario starts in the middle of the screen of a level.
Freeze address 7FFF and freeze the value to 00: Infinite jumps code.
YUSXNLAA: Walk through walls code.
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In Super Mario Bros. 3 on the NES, glitch characters can be played by modifying address 0726. These not only have their own palettes in the minigames, but also in levels. Several characters may automatically load powerups or the wand returned cutscene. Here is the fourth and last part of results.
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Codes used:
Modify address 0726's value to ** (1B, 1C, 1D, 2C and 30 used for ** in this video): Character modifier for Super Mario Bros. 3 on the NES. Anything beyond value 01 is glitched.
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In the Super Boy I bootleg, several strange glitch levels exist that have weird palettes and even weirder level designs. These are accessable with the level modifier code 00C045:** on the SG-1000 version. Here is the first part of several results.
Download link:
mega.nz/file/pw5VEAZR#Uayw5bL2zLPeY5w8wmoBTCVtdT2_VPjOmx7OJK3P71g
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Codes used:
00C045:** : Level modifier for Super Boy I.
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In the SNES port of Super Mario Bros., code 7E0770** can be used to switch between the four different game operation modes. Messing with this can cause some strange and interesting effects to occur. Here are several results from tampering with the game.
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Codes used:
7E0770** (00, 01, 02 and 03 used for **): Modifiers for the current game operation. 00 = Title screen, 01 = Gameplay, 02 = Bowser defeated, 03 = Game Over.
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The Japanese version of Super Mario Bros. 2 on the FDS also has quite a few glitch levels that are mixed with actual levels that can be accessed by freezing level modifier address 0750 to specific values. These differ per each level set. Here is the first part of results for level set Worlds 5 through 8.
Subscribe to my channel for more!:
youtube.com/channel/UC3Z2RrrRxWq0j3R5n6T4H9g?sub_confirmation=1
Codes used:
Freeze address 075F and freeze the value ** (04 used for **): World modifier in Super Mario Bros. 2 (JP)
Freeze address 0750 and freeze the value to ** (00, 05, 06, 1D, 20 and 21 used for **): Level modifier for Super Mario Bros 2. (JP)
Freeze address 0710's value to ** (02 used for ** in this video): Mario starts at the bottom of a level.
Freeze address 0710's value to ** (03 used for ** in this video): Mario starts in the middle of the screen of a level.
Freeze address 7FFF and freeze the value to 00: Infinite jumps code.
YUSXNLAA: Walk through walls code.
SXNETZAX: Infinite time code.
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