If the wall is ejecting you now, you failed some of the previous steps. Immediately after your vertical movement stops, start moving to the direction you want to go.This causes the wall to pull you in instead of push you out. Immediately when the wall starts ejecting Mario, start steering away from it.You are too near, if when you jump toward the object, you'll bump into it without getting ejected pixel by pixel. The right position is: as near as possible. If you have too high speed, you'll just find yourself standing on top of the object instead of inside it. Use the left+right trick to deaccelerate quickly before jumping. If the object is only 2 blocks tall, such as the pipe in the end of 1-2, you can not jump into it while running. It is really difficult to perform (much harder than the walljump), Methods of moving to the right side of the screenįor the purpose of this glitch, any solid object (including pipes) counts as a floor. (Example: In 8-4 of SMB1, in the area before the water area, instead of going in the pipe after the lava pit, go a little past the previous pipe, and then turn around and go in that pipe, and it will take you to the water area instead of taking you back to the beginning of the level.) If the screen is ahead of Mario (Mario is on the left side of screen), the variable will have updated too soon, so you can access a future entry point's target from an earlier entry point.The only thing needed is that the screen hasn't scrolled too far when the pipe is entered.) Making the vine appear is not required for this glitch. If Mario is far on the right side of the screen, the entry point variable will be out of date, so a new entry point will lead to the target of the previous one (Example: In 4-2 of SMB1, if Mario is far enough on the right side of the screen, he can use the pipe to go to the warp room since the destination info of the vine is still valid.Loaded from the level data, all entry points in the current screen will Once the screen scrolls far enough for the next target label to be In the game RAM that determines where pipes or vines in the current screen lead. The reason lies in how the game is designed: There is just one global variable Theory: The game can have only one "entry point" (a pipe or vine) per screen. Somewhere other than where it was intended to.
The alternate pipe glitch occurs when a pipe takes you to To do a walljump from entering the underground section of a level, hold Left for 6-7 frames, release for one frame, then press Left and hold it until you can jump. It's possible to perform walljump from any non-lethal solid material (bricks, pipes, etc.) Some luck to make Mario go into the wall a little bit (at least for 1 pixel).Mario's feet must hit the wall at a block boundary (every 16 pixels).Some horizontal speed towards the wall (facing right: X speed > 16, facing left: X speed To perform a walljump, three things are required: The game ejects Mario towards the opposite of his steering. Wall-ejection is SMB's mechanism to push Mario out of a wall when he entered it partially. Walljump happens because the game does a floor check (a simple "is there a solid block below him?" test) even during a wall-ejection. In the right image (using a custom map), three walljumps are performed. The walljump in the left image is easy to try even on the real console. The wall and allows you to jump again, boosting from the wall. Walljump is when you jump towards a wall and somehow Mario's foot catches Enemies, firebars, or platforms not appearing.Application: Jump into a solid wall and walk through it.Application: Jump into a wall just below a solid ceiling and walk through it.Application: Jump into a solid object below a floor.Application: Catch a power-up before it appears.Methods of moving to the right side of the screen.