Shell Mario: Difference between revisions

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* Twirling
* Twirling
* Being grabbed
* Being grabbed
Shell Mario glitch can only be performed in [[Tiny-Huge Island]]<ref>[https://youtu.be/2xH7CN-ixzg "SM64 - Shell Mario Glitch" by pannenkoek2012]</ref> and [[Snowman's Land]]<ref>[https://youtu.be/flyo17g1Izk "Super Mario 64 - Shell Mario Glitch in Snowman's Land" by Tomatobird8]</ref>.
Shell Mario glitch can only be performed in [[Tiny-Huge Island]]<ref>[https://youtu.be/2xH7CN-ixzg "SM64 - Shell Mario Glitch" by pannenkoek2012]</ref> and [[Snowman's Land]].<ref>[https://youtu.be/flyo17g1Izk "Super Mario 64 - Shell Mario Glitch in Snowman's Land" by Tomatobird8]</ref>


The shell hitbox pushes Mario 89 units forward every frame.
The shell hitbox pushes Mario 89 units forward every frame.

Latest revision as of 01:48, 22 January 2023

Shell Mario in Tiny-Huge Island

The Shell Mario glitch is a phenomenon where a Koopa shell is in the state of being ridden normally, but Mario is not. This allows Mario to receive a constant push from the shell's hitbox, similar to a Bloated Bob-omb, but still have access to most actions such as jumping, side-flipping, swimming, etc. Also similar to a Bloated Bob-omb, speed values are not affected. The Shell Mario glitch is canceled by:

  • Walking
  • Receiving knockback
  • Catching fire
  • Entering a cannon
  • Entering vertical wind
  • Twirling
  • Being grabbed

Shell Mario glitch can only be performed in Tiny-Huge Island[1] and Snowman's Land.[2]

The shell hitbox pushes Mario 89 units forward every frame.

Execution

To enter Shell Mario, a Koopa shell must be positioned in shallow water so that Mario can touch the shell and enter the "in water" action on the same frame. A method of entering Shell Mario also exists that involves colliding with out of bounds while riding a shell and entering water, though the specific process is unknown. The same process can also be performed with a shell clone, albeit without the pushing effect.

References