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Re: Every Proven Glitch and Idea for this Known to Man.

PostPosted: May 27th, 2015, 7:31 am
by Doram
I have loved this thread for a while. Just so you know, it's not at the top of my list, but it is definitely up there. This needs to be cleaned up a bit and moved to the Wiki where it can really flourish.

Re: Every Proven Glitch and Idea for this Known to Man.

PostPosted: December 14th, 2015, 12:22 pm
by Raiyuuni
Mandatory update.

"DISABLED" ROTATING AND MOVING BLOCK

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50x30~0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M~1,64,832,0,0,Right|9,112,816,2,250,40,0,0,0,Right,Down,999,32,23,Left,1,0,1|9,112,1066,2,250,40,0,0,0,Right,Up,999,32,23,Left,1,0,1|35,56,840,1,0|35,120,840,1,0|35,184,840,1,0|35,248,840,1,0|60,201,808,1~1~3~My%20Level


READ EDIT 2 OF THE NEXT POST. IT IS REALLY IMPORTANT. YOU HAVE BEEN WARNED.

Re: Every Proven Glitch and Idea for this Known to Man.

PostPosted: December 15th, 2015, 5:49 am
by Charcoal
Raiyuuni wrote:Mandatory update.

"DISABLED" ROTATING AND MOVING BLOCK

Here's one innovated for some nice and clean scenery purposes and whatnot:

(I used two moving blocks for this)
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50x30~0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*23*2S0*2*2S2Y2K2M0*23*2K0*2*2K2M2K2M0*23*2K0*2*2K2M2K2M0*23*2T0*2*2T2Z2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M~1,64,832,0,0,Right|9,554,798,0,250,0,0,0,0,Right,Down,999,32,23,Left,0,0,1|9,112,1066,999,999,0,0,0,0,Right,Up,999,32,23,Left,1,0,1|9,112,1066,360,0,0,0,0,0,Right,Up,999,32,23,Left,0,0,1|9,112,1066,360,0,0,0,0,0,Left,Dwon,999,32,23,Left,0,0,1|35,56,840,1,0|35,120,840,1,0|35,184,840,1,0|35,248,840,1,0|9,288,1003,0,250,0,0,0,0,Right,Up,999,96,27,Left,0,0,1|9,288,753,0,250,0,0,50,50,Left,Down,999,96,27,Left,0,0,1|140,217,765,1,90|2,274,777|2,305,777~1~3~My%20Level

Re: Every Proven Glitch and Idea for this Known to Man.

PostPosted: December 25th, 2015, 7:22 am
by Raiyuuni
READ EDIT 2 BELOW. IT IS REALLY IMPORTANT

SuperMIC wrote:Hey, look at this. :O When you put a pipe in a cage, it auto-disables! (For me, at least)

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50x30~0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*25*4u*3*2K2M0*25*4u*3*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M~1,64,832,0,0,Right|79,112,832,30|40,192,832,192,832~1~1~Glitch%3F


The pipe loses its collision...

but it remains able to warp Mario as long as there's solid ground for you to stand on.

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50x30~0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*25*4u*3*2K2M0*25*4u*3*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M~1,64,832,0,0,Right|79,112,832,30|40,192,832,192,832|7,0,840,2,0,1,0,-96,0,Right,none,4,1,1,300~1~1~Glitch%3F




EDIT: December 28th 2015

-Zero wrote:Remember my platform teleporting glitch?I have figured out a way to make it both way accessible!

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25x18~3d*3*3x3v*3*3d*6*3v*2*3d*6*3x3v*3*3d*6*3v*2*3d*6*3x3v*3*3y3d*5*3v*2*3d*6*3x3v*4*:q3d*4*3v*2*3d*6*3x3v*3*3z3d*5*3v*2*3y3d*5*3x3v*3*3d*6*3v*3*:q3d*4*3x3v*3*3d*6*3v*2*3z3d*5*3x3v*3*3d*6*3v*2*3d*6*3x3v*3*3d*6*3v*2*3d*6*3x3v*3*3d*6*3v*2*3d*6*3x3v*3*3d*6*3v*2*3d*6*3x3v*3*3d*6*3v*2*3d*6*3x3v*3*3d*6*3v*2*3d*6*3x3v*3*3d*6*3v*2*3d*6*3x3v*3*3d*6*3v*2*3d*6*3x3v*3*3d*6*3v*2*3d*6*3x3v*3*3d*6*3v*2*3d*6*3x3v*3*3d*6*3v*2*3d*6*3x3v*3*3d*6*3v*2*3d*6*3x3v*3*3d*6*3v*2*3d*6*3x3v*3*3d*6*3v*2*3d*6*3x3v*3*3d*6*3v*2*3d*6*3x3v*3*3d*6*3v*2*3d*6*3x3v*3*3d*6*3v*2*3d*6*3x3v*3*3d*6*3v*2*3d*3*0*8*3d*5*0*5*~1,144,445,0,0,Right|7,80,232,0,180,0,999,0,0,none,Down,999,1,1,1|8,144,328,180,2,50,0,1|28,96,672,1,0|28,112,680,1,95|141,80,232,1,180|141,144,496,1,0~1~11~My%20Level


Remember this? Now, there's a steadier, easier assembled gimmick that teleports you to a room above.

The big spinner creates an imaginary surface capable of taking Mario to another room. However, as was found out in the demo level above, if you were to stroll into the warp zone while going down a slope/stairs leading to it, it would not take you to the proper destination, and instead cause you to be crushed to death.

The new system is exactly the same that I used to make the blocks without collisions above - only this time, we are using the lower afterimage as the new teleporter. As far as I'm aware, Mario can no longer teleport safely (or at all) if you build a full solid tile above the upper afterimage, or anything more than that. You can still tweak the block's vertical speed so the afterimage will appear even further away (in the following demo, the value is 320, while Amp's original block has a speed value of 250). This system also benefits from the motion settings not employed in the creation of afterimages, i.e. you can set the warp pad to move horizontally and rotate.

However, the same slope issue that affected Yuri's teleporter can also override the damage-dealing property of the teleporter to the right.

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50x38~3d*76*0*16*8v*4*0*13*8v*5*0*16*8v*4*0*3*498v*7*0*2*3p3m*4*0*16*8v*4*0*3*458v*7*0*3*9L8v*3*0*16*8v*4*0*3*4:8v*7*0*3*3m*4*0*16*8v*4*0*4*8v*7*0*3*8v*4*0*16*8v*4*0*3*488v*7*0*3*4K*4*0*16*8v*4*0*3*444u8v*6*0*3*9>8v*3*0*16*8v*4*0*3*478v*7*0*2*4O4K*4*0*16*8v*4*0*13*8v*5*3d*76*0*28*2K2M0*36*2K2M0*36*2K2M0*36*2K2M0*36*2K2M0*36*2K2M0*36*2K2M0*36*2K2M0*36*2K2M0*36*2K2M0*36*2K2M0*36*2K2M0*36*2K2M0*36*2K2M0*36*2K2M0*36*2K2M0*36*2K2M0*36*2K2M0*36*2K2M0*36*2K2M0*36*2K2M0*36*2K2M0*36*2K2M0*36*2K2M0*36*2K2M0*36*2K2M0*36*2K2M0*36*2K2M0*36*2K2M0*36*2K2M0*36*2K2M0*36*2K2M0*36*2K2M0*36*2K2M0*36*2K2M0*36*2K2M0*36*2K2M0*16*~1,176,1016,0,0,Right|9,112,752,0,320,0,0,0,0,none,Down,999,32,23,Left,0,0,1|9,112,1072,0,320,0,0,0,0,none,Up,999,32,23,Left,0,0,1|9,240,1072,0,320,0,0,0,0,none,Up,999,32,23,Left,0,0,1|9,240,752,0,320,0,0,0,2,none,Down,999,32,23,Left,0,0,1|35,381,777,1,0|35,393,781,1,0|35,414,803,1,0|35,375,814,1,0|60,558,1071,1|79,304,992,30|73,176,1056,You%20may%20only%20take%20the%20right%20pad%20in%20safety%20after%20collecting%20the%20Star%20over%20there%2E%20|80,0,1154,30|76,112,1267~4~3~1337%20teleporters




EDIT 2: December 29th 2015

Houston, we have a problem.

I found out that the two visible block afterimages are not the only ones to exist when the moving block gimmick above is employed. There's a third one, invisible and with collision. On the following demo, I placed a couple of foreground wall tiles to give their position away. In my demo level, this projection causes the player to be teleported another ten blocks upwards, and creates another imaginary horizontal line another ten blocks above, which teleports the player all the way to the top of the grid (yet not off bounds). Said line only emerges if the player steps on the invisible block first - it does no effect in any other known circumstances.

Remember that this third projection is also reliant on the block's properties - given a high enough block speed or a proper room layout, you shouldn't come across any unintentional issues. Taking this precaution is imperative as this glitch doubles as level decoration.

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50x48~0*10*3d*38*0*10*3d*38*0*22*3v2M*3*8v*2*0*4*2M*2*0*36*3v2M*3*8v*2*0*5*2M0*36*3v02M*2*8v*2*0*6*8A0*35*3v0*2*2M8v*2*0*3*9L0*2*8A0*35*3v0*3*8v*2*0*3*9L0*2*8A0*35*3v0*3*8v*2*0*6*8A0*35*3v0*3*8v*2*0*6*8A0*35*3v0*3*8v*2*0*42*3v0*3*8v*2*0*30*3d*5*0*7*3v0*15*3d*10*0*10*3d*8*0*4*3v0*15*3d*10*0*38*2K2M0*46*2K2M0*46*2K2M0*46*2K2M0*46*2K2M0*46*2K2M0*46*2K2M0*46*2K2M0*46*2K2M0*46*2K2M0*46*2K2M0*46*2K2M0*46*2K2M0*46*2K2M0*46*2K2M0*46*2K2M0*46*2K2M0*46*2K2M0*46*2K2M0*46*2K2M0*46*2K2M0*46*2K2M0*46*2K2M0*46*2K2M0*46*2K2M0*46*2K2M0*46*2K2M0*46*2K2M0*46*2K2M0*46*2K2M0*46*2K2M0*46*2K2M0*46*2K2M0*46*2K2M0*46*2K2M0*46*2K2M0*46*2K2M0*26*~1,110,1034,0,0,Right|9,144,1296,0,320,0,0,0,0,none,Down,999,32,9,Left,0,0,1|9,144,1616,0,320,0,0,0,0,none,Up,999,32,9,Left,0,0,1|9,176,1616,0,320,0,0,0,0,none,Up,999,32,24,Left,0,0,1|9,176,1296,0,320,0,0,0,0,none,Down,999,32,24,Left,0,0,1|35,381,1097,1,0|35,393,1101,1,0|35,414,1123,1,0|35,375,1134,1,0|60,558,1391,1|79,423,1484,30|73,176,1376,You%20may%20only%20take%20the%20right%20pad%20in%20safety%20after%20collecting%20the%20Star%20over%20there%2E%20|80,0,1474,30|76,112,1587|78,-207,1558,30|7,160,1288,0,0,0,0,0,0,none,none,0.5,3,0,25~4~3~1337%20teleporters


You have been warned.




EDIT 3: March 18th 2016

Recently, I've learned that the level will not work if the player's spawn point coincides with a block without collision. Should that happen, the player will most likely be pushed out of bounds.

Re: Every Proven Glitch and Idea for this Known to Man.

PostPosted: February 3rd, 2016, 9:15 am
by Supershroom
I've taken the project of grabbing all the stuff together and creating one master OP, with everything sorted and clean with images, when possible, rather than codes. So far I have a stray list:

Cannon Death (hop in with invincibility star --> Mario dies 20 times)
Different transition altitudes
Bullet bills flying backwards
Quicksand platform (large, 180 speed), P-jump platform (small, 180 speed)
Break through walls with small green platform
Teleportation (switch or vertical cloud / metal platform etc.), also for enemies
Disabling
Floater device
Earthquake
Cannon shot into wall
Blue background
Super fast bullets
Lightning blocks, invisible blocks, meteors
Killing green / flipping platforms
Bouncy platform (Worst_Master)
Cannons on Shine Sprites (MoD)
more electricity effects (level4)
double cannon (TrappedTime)
Curved Shine Sprite fall (TrappedTime)
Disabled start position (MoD)
Invisible tiles / Blue Bricks (Republic)
Transition very close to level border (Zunar / Lrmaster), level loop (Buff)
Superman Trick (nin10mode)
Sticky Glue (Worst_master)
Invisible (Ultra-fast) bullet bill (Kimonio)
Penguin knock-off while inactive (MoD)
Disabling horizontal movement (?)
Background extension (Ayrayen, Triple J)
Shine Stealth by lava, triangle (Volkove) or platform across transition (entertainment.net) or enemies (Triple J)
Pipes, Blocks, Rocks in Cage disable
Flamethrower Background (Triple J)
Exiting Level on Eastmost transition to bring back coins (Triple J)
Teleportation with pair of circular platforms upwards, or with single platform downwards (Yurimaster, improved by Raiyuuni)
Teleportation across narrow walls with damage (Yurimaster)
Bullet Bills Interacting with obtaining a shine sprite / Bullet Pusher (1018peter)
Blue Shine Sprite (tons of them being inactive) (Dtroid)
Disable Spinning (Volkove)
Giant Block creating black background (Yurimaster, MP3)
Blue Fire (MP3)
Floating platforms dropping after zoomed out (Raiyuuni)
Extremely high jump from the middle of a cannon with bouncer (Raiyuuni)
Passable block with high acceleration (Raiyuuni)
Cutscene Effect (Jumbo101)
Very quick Sling Star Effect (Supershroom :> from Futuristic Dream Act 2)

There are quite many situations where the first discoverer is not clear or able to be determined (especially for the ones on top, which I've collected from Glitch Castle), and in some cases I've just written the name of the one who made it presentable in a level of theirs. The next step is sorting everything into categories (like, one could be for transitions, another for Shine Sprite effects etc.), and doing all of the BBcode work.

Anyone able to provide information about the pioneers of the glitches or wanting to make comments / suggestions on the list? Go ahead.

Re: Every Proven Glitch and Idea for this Known to Man.

PostPosted: March 20th, 2016, 3:50 am
by 1018peter
Trick: Tilted Floating Platform

1. Place down a Water Item.
2. Tilt it by rotating it, but don't rotate it to 90 degrees, 180 degrees, or 270 degrees (The floating platform won't tilt then).
3. Place a Floating Platform above it.
4. If the Water Item is tilted left, the platform will be tilted right, vice versa.

Interestingly, no matter how steep the Water Item is, the platform will always be tilted in a fixed angle.

Here's a little level I made to demonstrate this trick.
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50x30~0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*28*2K2M0*27*2e2g2M0*27*2a2m2M0*26*2e2g2M*2*0*26*2c2m2M*2*0*26*2T2Z*3*0*116*2W2Y*3*0*26*2L2N2M*2*0*26*2L2N2M*2*0*25*2Q2]2_2M*2*0*25*2K2M*4*0*25*2K2M*4*0*25*2R2Z*4*0*203*2W2Y*6*0*23*2L2N2M*5*0*23*2L2N2M*5*0*23*2X2Z*6*0*117*2S2Y*2*0*27*2K2M*2*0*27*2K2M*2*0*27*2K2M*2*0*27*2K2M*2*0*27*2T2Z*2*0*330*~1,64,832,0,0,Right|38,266,824,15,200,200|38,561,800,-10,300,300|38,912,744,70,300,100|16,345,812|17,694,755|16,959,836|38,1328,952,-85,700,100|33,1392,272,1,0|33,1440,264,1,0|33,1488,272,1,0|33,1440,248,1,0|33,1488,256,1,0|33,1392,256,1,0|6,1440,192|16,1381,371|16,1370,470|16,1361,617|16,1352,723|16,1341,789|80,64,824,9999|108,88,811,1,355|108,224,761,1,355|107,453,781,1,0|135,546,763,1,0|51,451,801,1|55,676,686,1|55,782,662,1|60,713,720,1|102,848,696,1,0|111,1079,779,1,0|129,1127,832,1,0|108,1155,820,1,5|2,128,768|2,160,768|2,192,768|2,416,720|2,448,720|2,480,720|2,960,672|2,992,672|2,1024,672|2,1248,736|2,1248,704|2,1248,672|2,1248,640|2,1248,608|2,1232,624|2,1264,624|2,1280,640|2,1216,640|32,22,636,1,0|32,137,648,1,0|32,225,552,1,0|32,337,604,1,0|32,507,576,1,0|32,716,472,1,0|32,863,531,1,0|32,938,430,1,0~1~2~Tilted%20Floating%20Platforms

Re: Every Proven Glitch and Idea for this Known to Man.

PostPosted: April 30th, 2016, 6:03 am
by ~Yuri
Long time no see glitch thread

Gonna be posting something that might have actually been discovered, but I've never seen anybody use it before, so if this isn't new, this is only so people know this glitch exists.

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25x25~0*143*4=*7*0*23*3m3d0*15*3Q*8*3m3d0*23*3m3d0*18*4=*7*0*43*4=*7*0*18*3d3m0*23*3d3m0*23*4=*7*0*250*~1,208,515,0,0,Right|28,176,552,1,0|28,208,552,1,0|28,240,552,1,0|6,208,608|44,208,704,0,12,16,7,1,0.1,3,30,1|74,384,536,2~3~3~My%20Level

Basically, you can use switches to make thwomps go up. You can even regulate how high it can go by the time of the switch.

1 second = 6 blocks up. Of course, you can regulate smaller amounts by using decimals. 0.5 seconds = 3 blocks up, and 0.1 seconds = 0.6 blocks up (if you really need that much regulation.

With this glitch, you can even go beyond, and make switches that can only be used once. Check this out:

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25x25~0*143*4=*7*0*23*3m3d0*14*3Q*9*3m3d0*23*3m3d0*18*4=*7*0*41*4=*9*0*16*3d3m0*23*3Q*9*0*16*3m3d0*23*4=*9*0*225*~1,208,515,0,0,Right|28,176,552,1,0|28,208,552,1,0|28,240,552,1,0|6,208,608|44,208,704,0,12,16,7,1,0.1,3,30,1|74,400,472,2|28,400,483,1,0|44,400,768,0,12,16,7,1,0.1,3,30,1~3~3~My%20Level

I'm eager to see what you guys have in mind to do with this. Have fun!

Pause Buffering

PostPosted: September 4th, 2016, 12:32 pm
by Awesomeguy 99
Extremely long time no see glitch thread

I'm not sure if anyone has ever noticed or pointed this out before, but I've found a use for pause buffering/perfect pauses. Basically, what happens here is that since the pipe is not "solid" when it's behind metal bars, but the hitbox for it's teleporter is still there, you can get a platform over to it and use it to activate the teleporter. However, in the "level" (Use that loosely) below, the platform is too far away for you to use to get into the pipe... Under regular circumstances.

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50x30~0*162*4K*3*4w3m*3*44*3*4=*3*4F*3*4T*2*0*12*4K0*2*4u*4*9S*11*0*12*4K*3*4w3m*3*44*3*4=*3*4F*3*4T*2*0*1260*~1,176,415,0,0,Right|79,176,400,9999|40,239,1013,463,288|7,336,520,1,0,164,0,0,0,Left,none,0.5,3,0,25|6,480,256|140,336,528,1,270|9,176,464,0,0,0,0,0,0,Right,none,0.5,32,22,Left,0,0,1|9,176,496,0,0,0,0,0,0,Right,none,0.5,32,22,Left,0,0,1|9,176,528,0,0,0,0,0,0,Right,none,0.5,32,22,Left,0,0,1|9,176,560,0,0,0,0,0,0,Right,none,0.5,32,22,Left,0,0,1|40,176,512,480,256|30,480,352,1,0|9,480,160,0,5,0,40,0,0,none,Down,0.5,64,1,Left,0,0,1~16~15~PRESS%20P%20A%20LOT


If you do perfect pauses here, when you unpause the platform moves a pixel to the right. But Mario doesn't move. You can technically stay in the air for an infinite amount of time while progressing the game about a frame at a time.

NOTE: To pull off a perfect pause, simply hold the pause button when the level loads in. Unpause but hold the pause button. The game should immediately pause again. Then rinse and repeat.

This doesn't have much practical use, unless you miss a moving platform and need it to come back.

Re: Every Proven Glitch and Idea for this Known to Man.

PostPosted: August 7th, 2017, 4:47 pm
by Raiyuuni
It's been a while.

Today, I've found out that crouching helps you not get dropped off of fast circling platforms as easily. It still doesn't work for platforms that are too fast, but I've put together a test level to display the gimmick in action.

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50x35~0*32*4s4^4s0*32*4^4s4^0*27*4R3v*4*4s4^4s0*26*4P4K3v*4*4^4s4^0*26*4Q4K3v*4*4s4^4s0*27*4S3v*4*4^4s4^0*32*4s4^4s0*32*4^4s4^0*32*4s4^4s0*32*4^4s4^0*32*4s4^4s0*627*4s4^4s3v*32*4^4s4^3v*32*4s4^4s3v*32*4^4s4^3v*32*4s4^4s0*32*4^4s4^0*610*~1,96,920,0,0,Right|73,240,992,%0D%0DThe%20following%20platforms%20move%20%0Dtoo%20fast%20to%20stand%20on%20normally%2E%0D%0DCrouching%20%28%E2%96%BC%29%20will%20help%20you%20stay%20%0Dattached%20to%20some%20faster%20platforms%2E%0D%0DTry%20it%20out%21|42,96,888,1,180|142,-19,1115,0,0|141,88,912,1,90|142,-5,1101,1,180|39,232,970,184,914,6|39,248,970,222,896,6|8,592,1056,2.08,2,230,0,2|2,368,976|2,384,944|2,400,912|2,816,976|2,800,944|2,784,912|2,592,800|2,624,808|2,560,808|9,947,980,0,2,0,10,0,0,none,Up,0.5,12,7,Left,0,0,1|19,592,944,-15,0|19,592,944,-15,-120|19,592,944,-15,120|7,360,1016,0,0,0,0,0,0,none,none,0,1,1,0|7,824,1016,0,0,0,0,0,0,none,none,0,1,1,0|9,960,1175,0,0,0,0,0,0,none,none,0,48,17,Left,0,0,1|7,1096,1016,0,0,0,0,0,0,none,none,0.5,1,1,0|8,960,963,180,2,11,0,2|9,960,968,0,0,0,0,0,0,Right,none,0.5,48,10,Left,0,0,1|9,960,976,0,2,0,10,0,0,none,Up,0.5,12,7,Left,0,0,1|9,973,980,0,2,0,10,0,0,none,Up,0.5,12,7,Left,0,0,1|8,960,464,1.25,5,270,36,2|6,960,464|9,947,979,0,2,0,10,0,0,none,Up,0.5,12,7,Left,0,0,1|5,960,160|5,704,352|5,1216,352|5,1120,648|5,800,648|39,88,992,88,992,1|39,104,992,104,992,1~11~11~Test%20Level

Re: Every Proven Glitch and Idea for this Known to Man.

PostPosted: October 16th, 2017, 9:27 am
by Jhynjhiruu
You can load arbitrary code through signs (PM for more details :P). Here's a little demo level (credit to Forgotten and Sekanor) that activates the hidden Wii Mode.
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25x17~0*425*~1,67,443,0,0,Right|73,102,451,%3Cimg%20src%3D%22http://jhynjhiruu.uk/swfs/Wii_Mode.swf%22%3E|34,88,461,1,0|34,347,423,1,0|34,533,388,1,0|32,568,302,1,0|32,570,212,1,0|34,368,156,1,0|33,193,129,1,0|6,69,28|34,68,79,1,0~1~1~%20Wii%20Mode%3A%20Activate%21