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Game Resources / G Bx / Mario And Luigi Superstar Saga

This page serves as a knowledge base for speedrun-related glitches, tricks and information for Mario & Luigi Superstar Saga.

It is recommended to use Bizhawk with the mGBA core for TASing, if possible, as it emulates the Action Command Glitch accurately whereas VBA-Next and VBA v24 svn480 do not.

Table of contents [expand all] [collapse all]


About Versions

There are 3 versions of the game: Japanese, US and European.

There are no known differences between US and European, so they will be referred to as "English". Furthermore however, there are a multitude of differences between Japanese and English, relating to stats, item costs, gear stats, object placement in rooms, enemy behavior in battle, glitches, graphics, and more.

To see lists of all the known changes, please go to the "Links" section below. Important differences are briefly listed here:



Tricks

Ledge Boost

You can use ledges 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. It is recommended you manipulate the RNG to make people move in your favor. This can be used in Hoohoo Village, for example.


Switching the brothers faster

If the path between the brothers is blocked by the corner of a wall, the switching will be finished immediately which saves a few frames per application.


Faster dialogue

There are many speech bubbles 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.

When you start escorting Peach in Teehee Valley, in a normal playthrough Toadsworth would talk to you while Peach gets captured in the background. Under TAS conditions, you can remove Toadsworth's speech bubble fast enough to save Peach from being captured.


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

You can save time by taking camera movement into consideration during cutscenes. See the image on the right.

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


Using Mushbadges

Mushbadges give you a direct attack bonus (which is rounded down to the next integer) based on how many Mushrooms, Supermushrooms, Ultramushrooms and Maxmushrooms you have on hand. It will affect the wearer's normal attacks and Bros attacks.

On English:

(Normal * 0x33 + Super * 0x33 + Ultra * 0x40 + Max * 0x4C) / 0x100

  • Normal: 51/256
  • Super: 51/256
  • Ultra: 64/256
  • Max: 76/256

On Japanese:

(Normal * 0x14 + Super * 0x19 + Ultra * 0x1E + Max * 0x33) / 0x100

  • Normal: 20/256
  • Super: 25/256
  • Ultra: 30/256
  • Max: 51/256

This can be exploited by using Mario's Chopper Bros, which deals ~62 hits in one attack when autofired. Each hit will deal at least 1 damage in English, 2 damage in Japanese + the attack bonus, thus dealing high amounts of damage.

Mushbadges can be bought only in Little Fungitown. In a glitched run, the detour there takes ~3 minutes but it is still worth taking it because you can kill bosses much faster with the Mushbadges, seeing as how you are severely underleveled and weak otherwise.


Death-warping

When you die in battle, you go to the game-over screen. On this screen you can select if you want to continue from the last saved game or if you want to continue from Beanbean Castle. In the former case, all progress is lost. In the latter case, no progress is lost and you also do not suffer any disadvantages (such as losing money).

Choosing to continue from Beanbean Castle is only possible after you have been there once.

After beating Popple & Birdo, death-warping will take you to Teehee Valley instead of Beanbean Castle.

Death-warping was used in the old TAS: Oho Oasis was visited to acquire Mario's Hand Power and then an Oho Jee battle was triggered in which the brothers die in order to go back to the Castle faster.



Glitches

Acute Angle Thundergrab Clip (Wall Clipping)

Use Luigi's Hand on Mario and walk against an acute-angled wall. This will cause Mario to enter the wall. There are few places where this can be done in the game, but it is useless for speedrunning.


Acute Angle Clip (Wall Clipping)

If you are properly positioned and walk into an acute angled wall such as the one in the image, then you can clip into a wall. There is almost no place like this in the game so it is useless.


Firedash Glitch (Wall Clipping) (Japanese only)

In the Japanese version, have Mario use Fire on Luigi when close to a ledge. If done correctly, Luigi will fall off the ledge and be able to walk before Mario left the ledge. This causes the brothers to become glitched: They can clip into walls and reach places that were previously unreachable.

This does not work on the US and EU versions because Luigi cannot walk until Mario reached the floor behind him as well.

This glitch is obsoleted by the Action Command Glitch and the Sign Glitch since those glitches can be done much earlier in the game and grant wall clipping power as well. And more precise wall clipping at that (for example, Barrel Clipping, with which you can determine what walls you want to cross).


NPC Clip (Wall Clipping)

With very precise positioning, you can get ejected into a wall by an NPC. Details:
  • As far as has been researched, it seems each NPC has their own unique collision size. Some are taller and thus you can get ejected vertically further than with other NPCs.
  • It seems the threshold for clipping is 4096 (position units), which equals 0x100 in hex. If you get pushed further than that, you have a chance at clipping.
  • The clip does not work with NPCs that do not walk.
  • So far, two clips are known:
    • Luigi in the room where Toadsworth gives you a suitcase can push you northwards for up to 5108 units, which is enough to clip you into the wall next to the Toadsworth trigger (unfortunately not sufficient to skip the suitcase). For this to work, Mario and Luigi(NPC) must have the same X-Position and Luigi(NPC) must be a certain distance from the north wall. Walk downwards into Luigi(NPC) to get pushed northwards. There is a BK2 movie file that demonstrates this clip (requires older Bizhawk).
    • An Oho Jee next to the fire temple entrance, you can get pushed sidewards into the wall. For this to work, you must have the same X-Position as the Oho Jee and be a certain distance from the right wall. You can get pushed by ~4300 units with proper positioning and barely get clipped into the wall.

This trick does not save time in a run thus far.


Luigi Mole Glitch (Wall Clipping)

On "right ledges", it is possible to pound Luigi into the ground at a precise location where he then is considered to be inside the ledge. Moving "up" or "down" will make him zip, possibly clipping into an adjacent wall.

This glitch does not work on "left ledges".

Some walls will allow underground Luigi to zip through the wall freely with Mario (who is still in bounds) following behind.


Tunnel Clip (Wall Clipping)

With proper positioning, you can clip through the left or top side of a wall. In some places, this can cause you to clip up to the top of the wall.

This trick does not save time in a run so far.


Trigger Zone Skipping

Jump Course Skip (English Only)

In Stardust Fields, you can skip having to climb up to the flag. A trigger zone near the exit normally stops the brothers, but it can be bypassed by positioning the brothers next to it and using Spin Jump. If done correctly, the back brother will stand past the trigger zone. When switching the brothers around the corner, it will cause the front brother to stand past the trigger zone and be able to enter the loading zone to go to the next room.

This does not work in the Japanese version due to a difference in the brothers interaction with walls when switching places.

This trick was found by RTA runner Murmilio and saves about 15~20 seconds.

Badge Tutorial Skip (English Only)

Using a similar approach like the jump course skip, you can skip the badge tutorial that follows outside the castle after defeating Queen Bean. This would save time if not for these drawbacks:

  • You miss out on the bean badge. Without it, Mario is underpowered and the Popple & Rookie fight goes into a 4th round, which allows Rookie to enter his fire-breathing cutscene.
  • You would sell the bean badge for 14 coins later, but now you can't.
  • The "can equip badges" flag is never set, and therefore you can't equip badges in your inventory. You can still buy + equip in shops, but you can't buy any badges in Bean Bean Castle-Town since the tutorial hasn't been completed. (Also, coffee items can't ever be equipped if the tutorial hasn't been done.)
  • You have to skip past the trigger zone again in lategame (once upwards and once downwards).

If you obtain some badges and then do the tutorial, it might select a different badge than the Bean Badge but otherwise plays out the tutorial normally.


Fountain Glitch (English Only)

After acquiring hammers, make Mario ingest water. Let Luigi hammer Mario until he runs out of water. If you hammer Mario again, he will become angry at Luigi. But at the same time the brothers will start gliding into different directions, possibly entering walls.

This glitch can cause the brothers to enter a "glitchy state" (see 0:11 in the video). However, it is not possibly to exploit it since Mario ingests water again so the brothers cannot switch places. Draining Mario of water will get rid of the glitchy state.

Therefore, this glitch is useless for speedruns.

After watching the tutorial in Chateau De Chucklehuck in which you learn Hammer Moves, Fountain Glitch will no longer work.


Left Corner Clipping (Wall Clipping)

Corners that transit leftwards into tight passages can eject Mario or Luigi into the wall. This requires precise positioning.

This glitch is useless at the moment.


Mini Mario Glitch

Luigi can use Hammer on Mario to flatten him. Small Mario walking through a tunnel will cause the brothers to get separated. When Luigi then approaches Mario, Mario will walk behind Luigi and Luigi will turn Mario back to big.

However, if Luigi approaches Mario in a way that Mario does not need to walk behind Luigi at all, Luigi will forget to turn Mario back to big. This can be done by having Luigi aim a jump at Mario, then aiming away and landing precisely in front of Mario. In other words, small Mario is exactly behind Luigi at the time they are united again. Further glitching can be done from here.

While Mario was still big, he could cycle through the following action commands:

ID Name
00 Jump
01 Spinjump
02 Hammer

Now that he is small, the game will only let you cycle through these:

ID Name
00 Jump
01 Hammer

If Mario (behind) had Hammer selected before doing Mini Mario Glitch, he will have 02 now which will translate to Hand. However, small Mario using Hand on Luigi will softlock the game.

Hammering Luigi will allow you to subsequently switch brothers. It will also turn Mario big. If you hammer again, Mario will become small again. At this point, small Mario will have access to the following action commands:

ID Name
00 Jump
01 Spinjump
02 Hammer

Starting a spinjump while Mario is small will crash the game. Highjumping while Mario is small can be done as long as not facing left or right, otherwise the game crashes as well.

When small Mario uses Hammer on Luigi and the brothers then leave the room, the glitch will lose its effect. That means, small Mario will become big permanently.

Mini Mario Glitch is part of the Action Command Glitch. Also notable is that small Mario will be able to pound Luigi into the ground everywhere, even if Luigi is on top of a ledge or unsuitable ground.


Barrel Glitch

When Luigi is inside a barrel and Mario breaks it with his hammer, there is one frame of opportunity where Mario can use his "hop on barrel" command even though the barrel was broken. This will cause the barrel to be restored.

Mario should then hop off the barrel. The brothers can switch places. Barreled Luigi can cycle through action commands until it is stuck at "barrel break".

Mario pounding the glitched barrel will cause Luigi to be pounded into the ground. The barrel will not be broken but it vanishes.

After doing the Barrel Glitch, you will be able to do Barrel Clipping which will allow you to access places that were unreachable before.

When Luigi breaks out of his barrel, he will have a blank action command (ID 255). This blank command can be used in order to do "Sign Glitch" (see below).

Bringing a glitched barrel to Teehee Valley will allow you to do "Peach Speech Glitch" (see below).

Side explanations:

The old TAS used to do the Barrel Glitch and then Barrel Clip through a few rooms, heading towards the beach, in order to access Oho Oasis to acquire Mario's Hand command. Because when Mario behind Luigi has Hand selected, you can do the Action Command Glitch.

Hand commands are no longer gotten in Oho Oasis, however, since you can now do the Sign Glitch to skip them.

The earliest location in the game to find a barrel in is in Chuckola Woods. It is fastest to use the barrel there in order to do a number of glitches and then finish the game, by fighting Popple & Birdo in Teehee Valley and then entering Bowser's Castle.

The glitches required to skip the rest of the game are:
Barrel Glitch, Sign Glitch, Action Command Glitch. Then you can do Barrel Clipping, Floating Luigi Skipping and Luigi Hat Teleportation. Please see each glitch's own entry for specific information.

Here is a list of commands that can be cycled through before the brothers do the Barrel Glitch:

Mario behind Luigi Luigi behind Mario
Mario Luigi Luigi Mario
00 "Jump" 00 "Jump" 00 "Jump" 00 "Jump"
01 "Spinjump" 01 "Hammer" 01 "Highjump" 01 "Hammer"
02 "Hammer" 02 "Hammer

Here is a list of commands accessible after the Barrel Glitch:

Mario behind Luigi Luigi behind Mario
Mario Luigi Luigi Mario
255 "Blank" (after breaking out)
00 "Jump" 00 "Barrel break" 00 "Barrel break" 00 "Jump"
01 "Hop on barrel" 01 "Hammer" 01 "Glitched" 01 "Hammer"
02 "Hammer" 02 "Hop off barrel"
03 "Hammer"
03 "Hand" (after using hammer)

If Luigi behind Mario had "00 Jump" selected before doing the Barrel Glitch, he will now be stuck at "00 Barrel break". In order to access "Glitched", "Hop off Barrel", "Hammer"/"Hand", he will need to have "Highjump" or "Hammer" selected beforehand.

Note: The only command that allows Luigi behind Mario to jump up ledges is "02 Hop off barrel". Therefore it is very important to select Luigi (behind)'s Hammer beforehand.


Barrel Clipping (Wall Clipping) (Japanese Only)

In order to do this glitch you must use either the "Barrel Glitch" or the "Action Command Glitch" in order to acquire a glitched barrel for Luigi. The brothers should be able to switch places and Luigi should be barreled.

Note that you can clip through walls only horizontally. If you want to clip through a wall vertically, you must use "Luigi Hat Teleportation" (see below).

Have Mario be next to the wall that you want to clip through and switch places. Since Luigi is barreled, he uses up more horizontal space and is thus considered to be inside the wall. Mario can clip alongside with Luigi by switching places. Positioning might need to be optimized in order for Mario to clip. When inside the wall with both brothers, walk at the next "wall unit" and repeat the process.

When attempting to Barrel Clip in the English version, only Luigi will be able to enter a wall (Mario has to "barrel hop" on Luigi in order to create his barrel). That's because there is a wall collision check while switching the brothers' places. This wall collision check is missing in the Japanese version.


Sign Glitch

TODO: This section is in need of an update.
VBA and VBA-Next are deprecated (they do not emulate the Action Command Glitch correctly) and should be replaced by mGBA wherever this section lists a comparison of instructions.

This glitch allows you to skip getting Mario's Hand from Oho Oasis.

In order to do this glitch, one of the brothers must have a blank action command with ID 255. Other IDs don't work. You can use the Barrel Glitch to give Luigi in front a blank command.

The glitch works differently between versions and/or systems. This is taken into consideration in this step-by-step explanation. Please also note that action commands can get skipped when pressing a button for a given amount of times. This is due to how the glitch works and can cause the glitch to fail.

1. Have Mario behind Luigi select "Hammer". Luigi in front of Mario should have "Blank". All other commands should be set to "Jump".
2. Have Luigi walk at a sign and then switch places.

JP US EU
console 3.
Press L 10 times
3.
Press L 10 times
3.
Press L 10 times
VBA v24 svn480 3.
Press L 4 times
3.
Press L 4 times
3.
Press L 4 times
Bizhawk 1.8.2(VBA-Next) 3.
Press L 4 times
3.
Press L 4 times
3.
Press L 4 times

4. Switch places.
5. Walk away from the sign, start Spinjumping on Luigi and hop off.
6. Luigi behind Mario should have "Spinjump" now. If not, try pressing L two times to get it. Otherwise, the glitch failed and you have to redo from the beginning.
7. Have Luigi spinjump on Mario.

JP US EU
console 8.
Press R 15 times,
jump off,
press R 1 time

If you hear a loud distinctive sound while pressing R,
jump off,
press R 2 times
OR
press R 1 time,
jump off,
press R 1 time
8.
Press R 15 times,
jump off,
press R 1 time

If you hear a loud distinctive sound while pressing R,
jump off,
press R 2 times
OR
press R 1 time,
jump off,
press R 1 time
8.
Press R 15 times,
jump off,
press R 1 time

If you hear a loud distinctive sound while pressing R,
jump off,
press R 2 times
OR
press R 1 time,
jump off,
press R 1 time
VBA v24 svn480 8.
Press R 15 times,
jump off
8.
Press R 1 time,
jump off,
press R 2 times
OR
Press R 2 times,
jump off,
press R 1 time
8.
Press R 1 time,
jump off,
press R 2 times
OR
Press R 2 times,
jump off,
press R 1 time
Bizhawk 1.8.2(VBA-Next) 8.
Press R 15 times,
jump off
8.
Press R 1 time,
jump off,
press R 2 times
OR
Press R 2 times,
jump off,
press R 1 time
8.
Press R 1 time,
jump off,
press R 2 times
OR
Press R 2 times,
jump off,
press R 1 time

9. Mario should have "Emerge" now. If not, the glitch failed and you have to redo from the beginning. Now emerge from the ground. Mario should have a blank command.
10. Have Mario behind Luigi select "Hammer".
11. Have Mario walk at a sign. Switch. Press L 1 time. Mario behind Luigi should have an "X command" now.
12. Switch places. Have Luigi pound Mario twice or spinjump on him and hop off. Mario behind Luigi should have "Hand" now.

At this point, since Mario behind Luigi has "Hand" now, you can go and do the Action Command Glitch.


Action Command Glitch

TODO: This section is in need of an update.
VBA and VBA-Next are deprecated (they do not emulate the Action Command Glitch correctly) and should be replaced by mGBA wherever this section lists a comparison of instructions.

In order to do this glitch, Mario behind Luigi must have Hand selected. The goal of this glitch is to acquire Mario (behind)'s "Hop on Barrel" command. This "Hop on Barrel" command is different from the one that you have access to when doing the "Barrel Glitch": Even if Luigi breaks out, you can create him a new barrel and do more...

For more uses, see "Floating Luigi Skip" and "Luigi Hat Teleportation" below.

The glitch works differently between versions and/or systems. This is taken into consideration in this step-by-step explanation. Please also note that action commands can get skipped when pressing a button for a given amount of times. This is due to how the glitch works and can cause the glitch to fail.

To do the Action Command Glitch now, you must use the "Mini Mario Glitch":
1. Have small Mario walk through a tunnel in order to separate the brothers.
2. Have Luigi jump at small Mario in such a way that Mario will be exactly behind Luigi when reuniting.
3. The screen should be graphically glitching. Press L 3 times to select "06 Hammer". Use this hammer to pound Luigi. (It will not work if you press L too many times and use "01 Hammer".)
4. Have Luigi emerge from the ground. Mario behind Luigi should have "06 Highjump".
5. Highjump on Luigi. While Highjumping, you can press L and R as many times as you want in order to advance the brothers' action commands to your desire.

JP US EU
console 6.
Press L 17 times,
jump off,
press L 2 times
OR
Press L 18 times,
jump off,
press L 1 time
6.
Press L 12 times,
jump off,
press L 2 times
6.
Press L 12 times,
jump off,
press L 2 times
VBA v24 svn480 6.
Press L 12 times,
jump off,
press L 1 time
OR
Press L 13 times,
jump off
6.
Press L 12 times,
jump off,
press L 1 time
OR
Press L 13 times,
jump off
6.
Press L 12 times,
jump off,
press L 1 time
OR
Press L 13 times,
jump off
Bizhawk 1.8.2(VBA-Next) 6.
Press L 12 times,
jump off,
press L 1 time
OR
Press L 13 times,
jump off
6.
Press L 12 times,
jump off,
press L 1 time
OR
Press L 13 times,
jump off
6.
Press L 12 times,
jump off,
press L 1 time
OR
Press L 13 times,
jump off

7. Mario should have "31(dec)/1F(hex) Hop on Barrel" now.

When creating a barrel for Luigi, make sure to position the brothers around a corner as to interrupt the barrel hop. Otherwise, Mario will jump on top of Luigi to make him a barrel and you have to cycle through all action commands before being able to jump off. When this happens, you will only have access to regular "01 Hop on Barrel". That means, when Luigi breaks out you cannot make him a new barrel and you cannot use further action command glitching.

TODO: List of all action commands that you can get, for console/vba and jp/english


Floating Luigi Skipping (aka. Rock Skip) (Wall Clipping) (For English)

TODO: This section is in need of an update.
VBA and VBA-Next are deprecated (they do not emulate the Action Command Glitch correctly) and should be replaced by mGBA wherever this section lists a comparison of instructions.

Since "Barrel Clipping" does not work on the English version, you would normally be unable to bypass a few places such as the rocks in Teehee Valley when heading towards Popple & Birdo. So "Floating Luigi Skip" was invented in order to skip through rocks on the English version.

The glitch works differently between versions and/or systems. This is taken into consideration in this step-by-step explanation. Please also note that action commands can get skipped when pressing a button for a given amount of times. This is due to how the glitch works and can cause the glitch to fail.

This glitch is part of the "Action Command Glitch" described above. Make sure Mario behind Luigi has "06 Highjump".

1. Highjump on Luigi.

JP US EU
console 2.
? untested ?
2.
Press L 13 times
2.
? untested ?
VBA24 svn480 2.
? untested ?
2.
Press L 7 times,
jump off,
press L 2 times
(This will give "21(dec)/15(hex) Hammer")

OR

Press L 10 times,
jump off,
press L 1 time
(This will give "27(dec)/1B(hex) Hammer")

OR

Press L 11 times,
jump off
(This will give "27(dec)/1B(hex) Hammer")
2.
? untested ?
Bizhawk 1.8.2(VBA-Next) 2.
? untested ?
2.
? untested ?
2.
? untested ?

3. Mario behind Luigi should have a glitched hammer, either ID 21(dec)/15(hex) or 27(dec)/1B(hex). Hammer Luigi with it.
4. Press L until a "Highjump" command appears. Start "Highjumping" on Luigi.
5. Hop off, press L until a "Highjump" command appears again. Start "Highjumping" on Luigi.

JP US EU
console 6.
? untested ?
6.
Press R 21 times,
jump off
6.
? untested ?
VBA24 svn480 6.
? untested ?
6.
Press R 14 times,
jump off,
press R 1 time
6.
? untested ?
Bizhawk 1.8.2(VBA-Next) 6.
? untested ?
6.
? untested ?
6.
? untested ?

7. Luigi in front of Mario should have "28(dec)/1C(hex) Barrel break". Use this command to break out.
8. Switch places.
9. Make Luigi do a Highjump on Mario. Luigi should be floating in the air after he did it. If not, the glitch failed somewhere.
10. Switch places again. Use Mario's Highjump to cross the rock that you want to bypass.
11. Since Luigi has an "underground" status right now, he will not be able to cross ledges. Have Luigi behind Mario use hammer twice in order to fix this.

This glitch can be used while Luigi behind Mario has "Spinjump" so that you can use "Sign Glitch" after doing it.

TODO: Explain why you would want to do this and add step by step explanations.


Luigi Hat Teleportation (Wall Clipping)

Since "Barrel Clipping" can only be done horizontally, "Luigi Hat Teleportation" was invented in order to clip through walls vertically. More precisely, you do not clip but you teleport!

The glitch works differently between versions and/or systems. This is taken into consideration in this step-by-step explanation. Please also note that action commands can get skipped when pressing a button for a given amount of times. This is due to how the glitch works and can cause the glitch to fail.

This glitch is part of the "Action Command Glitch" described above. Make sure Mario behind Luigi has "06 Highjump".

TODO step by step


Joke's End Early

TODO


Peach Speech Glitch

At a certain point in the game, you have to escort Peach through Teehee Valley while protecting her from enemies. After each room, she will wait for you. If you go close to her (by walking into a trigger zone), she will walk to the next room and you follow her automatically.

Regardless of whether Peach is being escorted or not, if you touch any of the Peach trigger zones while being inside a glitched barrel, the Peach Speech Glitch is triggered. You will be stuck and you can only move on after you switch places. If you break your barrel, then a glitched event will occur. What will happen is dependent on the frame, but usually the game will crash.

In VBA24 svn480, there is a very slim chance that the game runs an actual event that exists in the game, including the End Credits. On console, the glitch does work, but due to there being no savestates or rewinds usable on console, glitch-testing is difficult and time-consuming. Therefore, the glitch has not been verified very well yet and the Peach Speech Glitch triggering actual events (including the End Credits) might have been an emulation issue.

Here is more detailed information about the glitch in VBA24 svn480:

  • When an event occurs that doesn't immediately crash the game, then you will be in a loop of glitched events. That means, an event occurs and then another one will occur etc.
  • There is a very slim chance of surviving the glitch without it crashing. But in that case, no glitching will take place (in the form of corrupting memory or triggering events).
  • It is also possible to survive the glitch if Luigi breaks his barrel while hitting a !-block at the same time.
  • Actual events that can happen include:
    • "Inventory Koopa photographer" cutscene
    • "Inventory Bean servant explaining badges" cutscene
    • Mine Cart minigame
    • Barreling minigame
    • End Credits
    • Selling items screen (even if you don't have any, but it's not possible to mess with RAM using this screen.)
    • Gameover screen (The game will softlock after you attempt to continue)
    • Map screen with a little icon in the middle
    • Battle against Goombas or other random enemies. There is a chance of unused BGM playing
    • Rope jumping minigame
  • While the game glitches out, it will randomly give you strange amounts of money and items
  • It seems you can influence the rough outcome of the glitch by going to your items screen in your inventory or by performing actions in the overworld and switching through your action commands.

There are other trigger zones in the game which you could use Peach Speech Glitch on, but touching them while barreled will not allow you to run a glitched event. This has not been tested thoroughly yet, however. It has not been understood why the Peach trigger zones in Teehee Valley cause the glitch to happen but other trigger zones don't.


Zero DEF Glitch

Use Thunder Bros on an enemy. Strangely, the fewer commands you get right, the lower the enemies' defence becomes. If you miss all but the first "B", the enemies' defence will drop to zero.

It was thought that this glitch could aid in weakening bosses but in order to learn Thunder Bros, you must visit Gwarhar Lagoon and go through the Hand tutorial there which takes too much time. Therefore this glitch is useless in any%, but may be useful for other categories.


Pepper Glitch (English Only)

Red Pepper and Green Pepper boost Pow and Def by 1.25 in J, 1.5 in English, respectively. In the English version, if a brother dies while his pepper is active, the effect will stay for the rest of the battle. This has already been used by console speedrunners.


Information Store Dialogue Glitch (English Only)

If you repeatedly talk to the hint guy in Bean-Bean Castle Town, eventually his dialogue box will glitch up, causing the game to freeze. At the moment, this glitch is not well investigated and is not a timesaver in speedruns.

The finder reported that instead of freezing, the game has a chance of crashing or surviving the glitch. This seems to be the case for VBA-M. These occurences have not been spotted on VBA-24m nor Bizhawk (mgba core).

TODO: Test on Bizhawk VBA-Next. Test on regular VBA-M. Test at different points in the game (which causes the dialogue box to have different text and amount of bubbles).


(Go to 5:55 in the video)


Money Trick Glitch

When doing the money trick where Luigi highjumps on small Mario, sometimes it counts as two hits, effectively converting Luigi's HP into money twice as fast as was intended.

Note that 1 Luigi HP equals 1 coin on the English version and 2 Luigi HP equals 1 coin on the Japanese version.


Wide Bros. Coin Block Glitch

If you hit a wide coin block, it will eventually solidify. If you hit a saveblock or stand in front of a sign, a glitch occurs: Instead of the wide block becoming solid, the saveblock or sign will move towards the wide block.

When you hit the wide block, event layer 2 is occupied. It holds an event pointer related to the wide block and there is a timer running down. When it has run down, the game attempts to run the event that is stored in layer 2. But if you do something that occupies layer 2 as well, such as hitting a saveblock or standing in front of an NPC or sign, the movement bug happens.

Why exactly it happens is a mystery for now.

Details:

  • When the moving object reaches the wide block, it vanishes.
    • If you hit the wide block at the same time the moving object reaches the wide block, it depends on the object what will happen: A saveblock will co-exist with the wide block but you can't hit neither (only the wide of the wide block). If you do it with a map, the wide block will vanish as it will be replaced by the map.
  • You can stop the moving objects from reaching the wide block by interacting with it
  • If you stop the moving object, the wide block can be farmed forever. The timer doesn't run anymore so the block doesn't become solid until you leave the room.
  • If you inspect a map for the first time and the bug occurs, you can walk around freely with the explanation text bubble.


Bowser's Castle Skip

When you defeat the final boss, you are to use an escape route to leave Bowser's Castle before it explodes.

You can use the same escape route the other way around to reach Cackletta while skipping all Koopalings and Fawful. All you have to do is use one of the wall clipping glitches to get up the ledge and then walk into the next room.

Important: If all the timer addresses equal zero, the game will think that your time has run out and you will game-over. In order to prevent this from happening, you will need to trigger an event beforehand that uses a timer. Examples for good timer events are Hohooros' soul collecting minigame and the surf minigame on the islands.

There are also bad timer events because those will not prevent the game-over from happening. That's because the timer runs down to zero during those events. An example is the jumping minigame in Guffawha Ruins.

You want to trigger at least one "good timer event" before doing Bowser's Castle Skip. Also note that the timer address values are reset to zero when you reset the game. Therefore, if you load a savegame and then attempt the skip right after, it will game-over.

For the timer addresses, refer to the memory address list below.



Stat progression

After each level-up, Mario and Luigi will get their stats boosted. These stat increases are hardcoded (they are always the same depending on their level).

Please refer to this guide.

TODO: I don't know if there are version differences. The guide above probably used English version. Maybe transfer the list here. If this page becomes much bigger we could add subpages.



Attack algorithm

TODO: This section is in need of an update:
Update with more accurate algorithm and values http://tasvideos.org/forum/viewtopic.php?p=420185#420185

The attack formula for the brothers is always:

Z * (Brother's POW - Enemy DEF / 2)

Z is a constant that depends on the attack (and on the version of the game).

The POW of the brother that makes contact with the enemy is used. With Knockback Bros, Mario's POW is used instead of Luigi's. And if the 2nd command is failed when doing Bounce Bros Advanced, then Mario's POW is used as well.

This look-up table uses the constants for the English version.

Attack Z
Mario
Jump 0.4778
Hammer 0.3175 or 0.4171 or 0.5167 (depends on RNG)
Hand 0.4575
Splash Bros 1.4318
Splash Bros Advanced 1.2596
Swing Bros 1.4318 (?)
Swing Bros Advanced 0.2282 extra hit?
Chopper Bros 0.7167, 0.1903, 0.1903, 0.0951, 0.0951, 0.0466, 0.0466, then 0.0223 until attack ends
Chopper Bros Advanced 0.9556, 0.2855, 0.2855, 0.1418, 0.1418, 0.0951, 0.0951, 0.0466, 0.0466, 0.0466(, 0.0466?), then 0.0223 until attack ends
Fire Bros 0.0996 per, 0.1992 for failed Luigi hit
Fire Bros Advanced 1.789 per
Luigi
Jump 0.3984
Hammer 0.3175 or 0.4373 or 0.5571 (depends on RNG)
Hand 0.4575
Bounce Bros 1.1945
Bounce Bros Advanced 0.4778
Knockback Bros 1.1455
Knockback Bros Advamced 1.2596, 0.2282, 0.2282, 0.1141, 0.1141, 0.0559, 0.0559, then 0.0268 until attack ends
Cyclone Bros 0.1700 per
Cyclone Bros Advanced 0.1431 extra hit
Thunder Bros 0.2389
Thunder Bros Advanced 0.8361
Both
Jump Fail 0.2381
Hammer Fail 0.1587
Hand Fail 0.1182
First Strike 0.1992
Counter Attack 0.1992



RNG

What are the RNG addresses?

The two known RNG addresses are listed at the bottom of the page. It is believed that there are more RNG addresses in the game (see "When does RNG change" below), but the two known ones are the most important ones.


Which things are controlled by RNG?

RNG influences overworld NPC and enemy movement, lucky hits, levelup bonus roulettes (although you can close and re-open roulettes to get a different pattern), in-battle enemy attacks, if the brothers are affected by attacks that deal status ailments, minigames and more.


When does RNG change?

RNG changes when in the pause menu's item screen (changes once every few frames), when overworld NPCs or enemies move around on the screen, when closing and re-opening a level-up roulette, and after a turn in-battle (different attacks advance the RNG differently).

Note, that luck can be manipulated by waiting on speech bubbles. Every single frame you wait longer on a speech bubble will cause RNG to change, even if the two known RNG addresses haven't changed. Therefore it is believed that there are more, yet undiscovered RNG addresses in the game.

Note, that item drops can be manipulated by entering battles at different frames, independently from the two known RNG addresses. Once a battle is entered, the random item drop is determined. (In Popple battles, defeating Popple will reward you with an item drop that's guaranteed)


Where can RNG be manipulated?

In a TAS, NPCs in Hoohoo Mountain Village can be manipulated so they walk conveniently and you "body boost" off of them.

In the mine cart minigame, Mario and Luigi move back and forth on the rails over the course of the minigame. The minigame ends once both brothers are on the goal plates. Since RNG causes the initial position at which the brothers start out to be different every time, "back and forth" movement will cause the minigame to prolong for a few frames. RNG should thus be optimized for this minigame.

In Stardust fields, fighting enemies is mandatory to acquire the 100 coins for Tolstar. It is possible to manipulate 2 mushrooms to drop from each battle. So RNG should be manipulated in order for battles to always drop the 2 mushrooms. This can be done by entering battles at different frames and seeing if 2 mushrooms are dropped at the end.

Before "Sign Glitch" was discovered, glitched speedruns used to have to go to Oho Oasis and then death warp back to Beanbean Castle, using an Oho Jee battle. Since Ojo Jee often does not cooperate it used to be important to luck-manipulate him to kill you quickly.

Manipulating luck in the overworld can be done by walking through previous rooms differently, so NPCs and enemies are on screen different amounts of time or sooner/later so their movement influences the RNG differently.



Route

Normal route

Here is a rough overview of the order in which you have to visit places in a normal playthrough.

  • Beginning
  • Koopa Cruiser
  • Stardust Fields
    • Get 100 coins
    • Fight Tolstar
  • Hoohoo Mountain Base
    • Watch the Fawful cutscene
    • Unlock the bridge by talking to the bottommost worker
    • Visit the hammerguys' home
  • Hoohoo Mountain
    • Climb the mountain
    • Fight Hoohooros
    • Fight Dragohoho
    • Get Hammers from the hammerguys
  • Beanbean Castle Sewers
    • Fight Queen Bean
  • Chucklehuck Woods
    • Fight Popple & Rookie
    • Fight Chuckolator
  • Woohoo Hooniversity
    • Fight Cackletta
    • Fight Popple & Rookie
  • Oho Oasis
    • Learn hand moves
    • Go through underwater sections to reach the mainland
  • Beanbean Airport
    • Fight Mom Piranha
  • Teehee Valley
    • Get Super Hammers
    • Escort Peach through the desert
    • Fight Trunkle
  • Little Fungitown
    • Play the one-armed bandit game to win the prize that makes Mario sick
    • Luigi visits Kamek to get self esteem
  • Guffawha Ruins
    • Acquire the healing root
    • Peach gets kidnapped by Bowletta
  • Acquiring the 4 starbean pieces
    • Enter the ship in eastern Teehee Valley
    • Play the barreling minigame
    • Follow the starbean through the seabed
  • Gwarhar Lagoon
    • Fight Hermie III to get the first starbean
  • The remaining starbean pieces are...
  1. in Yoshi theatre. You have to collect 7 beanfruits in the Beanbean outskirts. Visiting the theatre triggers Piranha Bean to appear in north-eastern outskirts which gives you 1 of the beanfruits.
  2. in Chucklehuck Woods. You have to pay 500 coins to play a minigame in order to gain access to a place in which you fight Popple for the starbean piece.
  3. in the southern outskirts. You have to color clothes.
  • The starbean is restored when you visit the throne room
    • Get Ultra Hammers
  • Joke's End
    • Fight Jojora & Girlfriend
    • Fight Popple & Birdo
  • Bowser's Castle
    • Fight the 7 Koopalings
    • Fight Fawful
    • Fight Bowletta
    • Fight Cackletta
  • End of game


TAS route (1:12:29 in 2012)

Here is an overview of the places that the TAS visited:

  • Beginning
  • Koopa Cruiser
  • Stardust Fields
  • Hoohoo Mountain Base
  • Hoohoo Mountain
  • Beanbean Castle Sewers
    • Fighting Queen Bean using Splash Bros Advanced
  • Chucklehuck Woods
    • "Barrel Glitch"
    • "Barrel Clipping" through southern Beanbean Outskirts and surfing to Oho Oasis
  • Oho Oasis
    • Getting Mario's Hand
    • "Action Command Glitch"
    • Death-warp by using Oho Jee
  • Teehee Valley
    • "Luigi Hat Teleportation" across the wall
    • Fighting Popple & Birdo
    • Heading back to Beanbean Castle
  • Bowser's Castle
    • "Bowser's Castle Skip"
    • Fighting Bowletta
    • Fighting Cackletta
  • End of game


TAS route (~1:00:00 in 2015)

  • Beginning
  • Koopa Cruiser
  • Stardust Fields
  • Hoohoo Mountain Base
  • Hoohoo Mountain
  • Beanbean Castle Sewers
    • Fighting Queen Bean using Splash Bros Advanced
  • Chucklehuck Woods
    • "Barrel Glitch"
    • "Sign Glitch"
    • "Action Command Glitch"
  • ???
  • Little Fungitown
    • Getting a Mushbadge for Mario
  • Teehee Valley
    • "Luigi Hat Teleportation" across the wall
    • Fighting Popple & Birdo
    • Heading back to Beanbean Castle
  • Bowser's Castle
    • "Bowser's Castle Skip"
    • Fighting Bowletta
    • Fighting Cackletta
  • End of game



Game progression

The game is very sequence break-friendly and thus will seldom softlock when you access places out of order. Of importance is the state of Beanbean Castle Town:



Memory addresses

Memory addresses listed on this page work for any version of the game (US, JP, EU). You can also use savegames between different versions. Note that editing stats while in battle will not have an effect.

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 Deluxes
0x020048F0 1-byte Gold Mushrooms
0x020048F1 1-byte Refresh Herbs
0x020048F2 1-byte Red Peppers
0x020048F3 1-byte Green Peppers
0x020048F4 1-byte Woohoo Blends
0x020048F5 1-byte Hoohoo Blends
0x020048F6 1-byte Chuckle Blends
0x020048F7 1-byte Teehee Blends
0x020048F8 1-byte Hoolumbians
0x020048F9 1-byte Chuckoccinos
0x020048FA 1-byte Teeheespressos

Beans

0x02004902 1-byte Woo Beans
0x02004903 1-byte Hoo Beans
0x02004904 1-byte Chuckle Beans
0x02004905 1-byte Hee Beans

Badges

0x02004912 1-byte Bean Badges
0x02004913 1-byte Castle Badges
0x02004914 1-byte Pea Badges
0x02004915 1-byte Bean B. Badges
0x02004916 1-byte Counter Badges
0x02004917 1-byte Charity Badges
0x02004918 1-byte Bros. Badges
0x02004919 1-byte Miracle Badges
0x0200491A 1-byte Ohoracle Badges
0x0200491B 1-byte Mush Badges
0x0200491C 1-byte Mari-Lui Badges
0x0200491D 1-byte Muscle Badges
0x0200491E 1-byte Spiny Badges AA
0x0200491F 1-byte Mush Badges A
0x02004920 1-byte Grab Badges
0x02004921 1-byte Mush Badges AA
0x02004922 1-byte Power Badges
0x02004923 1-byte Wonder Badges
0x02004924 1-byte Beauty Badges
0x02004925 1-byte Salvage Badges
0x02004926 1-byte Oh-Pah Badges
0x02004927 1-byte Brilliant Badges
0x02004928 1-byte Sarge Badges
0x02004929 1-byte General Badges
0x0200492A 1-byte Tank Badges
0x0200492B 1-byte School Emblems
0x0200492C 1-byte Steady Badges
0x0200492D 1-byte Oho Jee Symbols
0x0200492E 1-byte Spiny Badges A
0x0200492F 1-byte Bros. Lives
0x02004930 1-byte Piranha Swings
0x02004931 1-byte Bros. Rocks
0x02004932 1-byte Lucky Ribbons
0x02004933 1-byte Mush Badges A
0x02004934 1-byte Soulful Bros.
0x02004935 1-byte High-End Badges
0x02004936 1-byte Hand Auras
0x02004937 1-byte Sledge Hearts
0x02004938 1-byte Lucky Bros.
0x02004939 1-byte Bros. Respects
0x0200493A 1-byte Bowser Fists
0x0200493B 1-byte Bowser Fangs
0x0200493C 1-byte Spike Badges
0x0200493D 1-byte Chuckola Badges

Pants

0x0200494A 1-byte Work Pants
0x0200494B 1-byte Work Jeans
0x0200494C 1-byte Bean Pants
0x0200494D 1-byte Blue Jeans
0x0200494E 1-byte Parasol Pants
0x0200494F 1-byte Hard Pants
0x02004950 1-byte Heart Jeans
0x02004951 1-byte Plaid Trousers
0x02004952 1-byte #1 Trousers
0x02004953 1-byte Safety Slacks
0x02004954 1-byte Shroom Pants
0x02004955 1-byte Shroom Bells
0x02004956 1-byte Shroom Slacks
0x02004957 1-byte Peachy Jeans
0x02004958 1-byte Mushwin Pants
0x02004959 1-byte Mushluck Pants
0x0200495A 1-byte Scandal Jeans
0x0200495B 1-byte Street Jeans
0x0200495C 1-byte Tropic Jeans
0x0200495D 1-byte Hermetic Jeans
0x0200495E 1-byte Beanstar Pants
0x0200495F 1-byte Peasley Slacks
0x02004960 1-byte Queen Bean Slacks
0x02004961 1-byte B. Brand Jeans
0x02004962 1-byte Heart Slacks
0x02004963 1-byte Casual Slacks
0x02004964 1-byte Bubble's Gears
0x02004965 1-byte Chuckola Pants
0x02004966 1-byte Smart Pants
0x02004967 1-byte School Slacks
0x02004968 1-byte Oho Jee Wears
0x02004969 1-byte Oho Gears
0x0200496A 1-byte Casual Corals
0x0200496B 1-byte Piranha Suits
0x0200496C 1-byte Anuboo Jeans
0x0200496D 1-byte Ancient Pants
0x0200496E 1-byte Heavy Slacks
0x0200496F 1-byte Light Slacks
0x02004970 1-byte Harhall's Pants
0x02004971 1-byte Jeanie Jeans
0x02004972 1-byte Wool Trousers
0x02004973 1-byte Random Slacks
0x02004974 1-byte Jeaniest Jeans
0x02004975 1-byte Safe Guards
0x02004976 1-byte Iron Pants

Position (Mario)

0x02006C14 4-byte X position
0x02006C18 4-byte Y position
0x02006C1C 4-byte Altitude
0x02006C20 4-byte Z position

Position (Luigi)

0x02006FB0 4-byte X position
0x02006FB4 4-byte Y position
0x02006FB8 4-byte Altitude
0x02006FBC 4-byte Z position

Misc.

0x02001E60 1-byte RNG 1
0x02001E64 1-byte RNG 2
0x02004359 8th bit Green Pipe 1 Flag
0x0200435A 1st bit Green Pipe 2 Flag
2nd bit Green Pipe 3 Flag
3rd bit Green Pipe 4 Flag
4th bit Green Pipe 5 Flag
5th bit Green Pipe 6 Flag
6th bit Green Pipe 7 Flag
7th bit Green Pipe 8 Flag
8th bit Green Pipe 9 Flag
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 coins
0x0300216E 1-byte Timer (minutes)
0x0300216F 1-byte Timer (seconds)
0x03002171 1-byte Timer (milliseconds)

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



Links


See also



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GameResources/GBx/MarioAndLuigiSuperstarSaga last edited by mugg on 2017-04-29 13:17:09
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