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Game Resources / G Bx / Mario And Luigi Superstar Saga

The purpose of this page is to document all of the known tricks of Mario & Luigi Superstar Saga for Gameboy Advance.

Note: There are severe emulation glitches with this game:

All of these emulation glitches got fixed in the recently released VisualBoyAdvance 24-M which you can get here.
Note that it's still experimental, so use at your own risk.

Table of contents [expand all] [collapse all]

Corner Boost

You can use edges that end in a corner in order to boost Mario or Luigi forward. Walk off the ledge diagonally and then move towards the corner.

Body boost

Jump into people to gain distance.

Faster dialogue

There are many dialogue boxes throughout the game which can't be removed right away. You can halve the time you need to wait for those boxes to go away if you autofire the "A"-button on the correct frames.

This is especially useful when you need to guide Peach through Teehee Valley. Toadsworth's dialogue will go away faster and you can save Peach from being captured the first time around.

Climb staircases faster

Walking up staircases will slow you down. Face perpendicularly to the stairs and then jump across it to keep your normal speed.

Camera scrolling

Sometimes it's significantly faster to optimize the camera. Why? See the animated demonstration on the right.

On the right, camera scrolling wasn't taken into consideration. On the left, the bros move closer to the platform and Mario jumps to minimize the distance the camera has to cover.

Acute angle - wall glitch (Useless)

In order to enter a wall, use Thunder on Mario and guide him into a wall with an acute angle. There aren't many spots in the game to use this glitch on.

See here for a demonstration of this glitch.

Tight vertical passage - wall glitch (Useless)

When walking into a corner, the game will adjust your position so you can move on. When walking into the right corner of a vertical passage from the bottom, you might end up in the wall it transits into on the left side.

TODO: Add image

Fire dash glitch (Japanese version only)

In the Japanese version of the game (Mario & Luigi RPG), have Mario use Fire on Luigi when close to a ledge. If done properly, the brothers will be in a glitchy state that can cause them to enter walls and reach places that where previously thought to be unreachable.

See here for a demonstration of this glitch.

This glitch can be used to

Fountain glitch (US/European version only; Useless)

To do this glitch, you must have hammers but not have learned the respective hammer techniques yet. Have Mario ingest water and pound him - while standing at the fountain - until Mario is out of water. If you pound him again, Mario and Luigi will start walking through walls in random directions, then Mario will return to the fountain (after he is done being angry at Luigi). This can make the brothers end up in the glitchy state (see "Fire Dash glitch" above) but it's useless as you cannot switch places. This glitch stops working after the brothers learn the hammer techniques, so Mario will be flattened instead of being angry at Luigi when he pounds him.

Mini Mario glitch

NOTE: This section is in need of an update to cover the most recent findings. (November 2012)

To do this glitch, pound Mario as Luigi and get separated. Then jump to either the left or the right side of Mario and face away from him. If done correctly, Mario will have no walking distance to cover and thus the sequence where Luigi pounds small Mario to get him back to normal is skipped (thus saving time). The following isn't useful in a speedrun and was only added for the sake of documenting it.

When mini Mario is behind Luigi:

When Mario is behind Luigi:

When Luigi is behind Mario:

In any case, this glitch effect will vanish when leaving the room. For some reason, when the glitch is in effect, you will not be able to pound Mario when he is right in front of a tunnel.

Luck-manipulation

Lucky hits, item drops, enemies' attacks and stat bonus roulettes can be manipulated by entering a battle at a different frame (TODO: Is this true? Might just be the RNG changing in the overworld map that's responsible for this).

Some of Mario's or Luigi's attacks cause the RNG to change, so the outcome in battle can change when different sets of attacks are used.

Overworld enemy/NPC movement is determined by the RNG (see addresses below). Other things in the game can be manipulated as well, such as the location of the orbs in the Hohooros minigame.

Memory addresses

Mario

0x02004866 2-byte HP
0x0200486A 2-byte HP max
0x0200486C 2-byte BP
0x02004870 2-byte BP max
0x02004874 2-byte Pow
0x0200487C 2-byte Defense
0x02004878 2-byte Speed
0x02004880 2-byte Stache (Hige)
0x02004888 1-byte Level
0x0200485c 2-byte Experience

Luigi

0x020048A2 2-byte HP
0x020048A6 2-byte HP max
0x020048A8 2-byte BP
0x020048AC 2-byte BP max
0x020048B0 2-byte Pow
0x020048B8 2-byte Defense
0x020048B4 2-byte Speed
0x020048BC 2-byte Stache (Hige)
0x020048C4 1-byte Level
0x02004898 2-byte Experience

Items

0x020048E2 1-byte Mushrooms
0x020048E3 1-byte Supermushrooms
0x020048E4 1-byte Ultramushrooms
0x020048E5 1-byte MAX Mushrooms
0x020048E6 1-byte Nuts
0x020048E7 1-byte Supernuts
0x020048E8 1-byte Ultranuts
0x020048E9 1-byte MAX Nuts
0x020048EA 1-byte Syrups
0x020048EB 1-byte Supersyrups
0x020048EC 1-byte Ultrasyrups
0x020048ED 1-byte MAX Syrups
0x020048EE 1-byte 1-Ups
0x020048EF 1-byte 1-Up DXs
0x020048F0 1-byte Gold Mushrooms
0x020048F1 1-byte Refresh Herbs
0x020048F2 1-byte Red Peppers
0x020048F3 1-byte Green Peppers
0x020048F4 1-byte Aha Straights
0x020048F5 1-byte Ufu Straights
0x020048F6 1-byte Gera Straights
0x020048F7 1-byte Dehe Straights
0x020048F8 1-byte Ufu Manjaros
0x020048F9 1-byte Gera-Puccinos
0x020048FA 1-byte Dehe-Pressos
0x02004902 1-byte Aha Beans
0x02004903 1-byte Ufu Beans
0x02004904 1-byte Gera Beans
0x02004905 1-byte Dehe Beans

Position (Mario)

TODO - X position
TODO - Y position
TODO - Z position

Position (Luigi)

TODO - X position
TODO - Y position
TODO - Z position

Misc.

0x02004684 1-byte # of uses of SplashBros
0x0200468C 1-byte # of uses of BounceBros
0x02004686 1-byte # of uses of ChopperBros
0x0200468E 1-byte # of uses of KnockbackBros
0x020048E0 2-byte money
0x02001E60 1-byte RNG 1
0x02001E64 1-byte RNG 2

The advanced attack will be learned after SplashBros has been used 20 times, BounceBros 8 times, ChopperBros 32 times and KnockbackBros 43 times.


See also



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GameResources/GBx/MarioAndLuigiSuperstarSaga last edited by mugg on 2012-11-07 01:53:50
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