List of Super Mario 64 glitches

This is a list of glitches in the game Super Mario 64. For glitches found exclusively in the remake, Super Mario 64 DS, see List of Super Mario 64 DS glitches.

When Mario enters the water, the angle Mario was facing before entering is preserved in a datum, therefore, when the player jumps and lands on dry land, the next dive Mario performs will start with this angle. A few frames afterward, the angle will fix itself and the dive will be completed correctly. Several things "reset" the angle, including grabbing a ledge, shooting from a cannon, changing areas and jumping while facing a slope. This glitch does not affect the dive itself, just the animation.

In order to see this, the player must have around 12 stars so the Boo, who leads to the back courtyard, appears in the hallway. The player must go into the hall, and then go to the room where the painting to Whomp's Fortress is. Then, the player must walk to the left side of the room and exit and head to where the Boo is. It should be facing backwards, and the player must chase it out of the room and to the back garden. The player must then go to the castle basement and then back to the Boo's hallway. He will be facing the normal way. The player needs to go to the Whomp's Fortress room again and move to the left. Partway there, the Boo will laugh. The player has to walk out of the room and into the courtyard hallway. The Boo should have disappeared. Then, the player must go to the door that leads to the courtyard and position Mario so he looks to the right in camera center mode. Behind the door, a Boo should be floating in the middle of nowhere.

In Tall, Tall Mountain, it's possible to perform a glitch that over time reduces Fly Guy's size. After a while, his size will become negative values which will result in his body enlarging and becoming inside-out.

After defeating Bowser in the Dark World or Fire Sea, he will spin around and spawn a key. In the original Japanese version, if the player runs to where the key will land, presses, and looks somewhere, Mario will keep looking that way during the key collection cutscene. This glitch also shows that Bowser was once supposed to drop a star rather than a key.

This glitch can be done in some levels with bottomless pits, namely Hazy Maze Cave, Rainbow Ride, Bowser in the Dark World, and Bowser in the Sky. Mario should have his health down, and then fall down a pit. Afterwards, Mario's health starts at the level he had when he fell into the pit but it then instantly depletes to one while it is playing the 'recovering health after dying in a course' animation. It seems the programmers forgot to set health to one as soon as Mario spawns from the hole entrance of the course.

This glitch can only be achieved in Bowser in the Fire Sea. To activate this glitch, with precise timing the player must grab Bowser's tail just as he is teleporting. This will cause him to be invisible through the entire battle. Note that he will continue to attack normally even while he is in this condition. Also, Mario will not be hurt if he makes any form of contact with him. The glitch can be undone if Bowser teleports again or if he is thrown off the edge.

To do this glitch Mario must perform the Portable Chuckya glitch. When Mario is grabbed by the submerged Chuckya he will be able to swim around (invisible) before he is thrown. The Chuckya will then teleport Mario into its arms and throw Mario. If Mario can swim around and grab Chuckya while he is invisible Mario will now be invisible for an indefinite amount of time. Mario must not jump on a sloped surface while near the Chuckya or the glitch will end. While invisible Mario will sometimes behave differently with entities. Standing on a platform that tilts, for instance, will adjust itself as if it was being pushed down by Mario standing at the position of the Chuckya that was holding him.

When Mario does a ground pound after performing a Side Somersault, Mario will turn around one hundred eighty degrees instantly in midair. It appears that the game programs Mario do to this turn after a set amount of time but when Mario switches his animation from a somersault to a ground pound the game ignores it and still flips Mario.

If Mario stands near the left edge of the platform with Star Door to the endless stairs, and the player uses the first person view, they can flip the angle to left until they see a lone door at the black background.

On the stairs leading to the second floor of the castle, if the player goes to the left and uses first person view to look left and up, they can see two lone star doors in the black background.

Another Hidden door is found by doing half the Boo Glitch (only until Boo laugh doing this glitch), The player then has to stay on the left of the painting. For the player does not have to give zoom in Mario. The player should leave the camera on the right, and they will see the door in solitary black room next to the room.

In the mirror room, the reflection of Lakitu's cloud is in fact an object. However, it does disappear when Mario goes out of the room. There are several places where Mario can press and tilt the camera so he can see it, including any corner that is right next to the door of the room.

This glitch occurs in Lethal Lava Land. Mario should be on a shell for this to work. If the game is in fixed camera mode, and the camera is fixed at a spot where Mr. I can be seen, but will be off screen if Mario moves. If the Mr. I is killed, but the player moves Mario so the fixed camera cannot show the death animation, the eye of the Mr. I will hover around Mario for small amount of time and will move in various ways.

Mario must go through any castle door that is not on the first floor, and then go through that door again, but then go straight back through the door. The camera will then be stuck on the opposite side of the door.

This glitch can be done Bob-omb Battlefield. Head over to the seesaw in the middle of the course. Switch to Lakitu Cam. Start from the bottom left side. Do a wall jump so that Mario passes over the bridge to the other side. The camera will clip through the floor and will now focus from underneath Mario.

This glitch can be done in Dire, Dire Docks and it involves the camera. Set it to Lakitu Cam. Head over to the top of the water in the first area. Swim over to the wall directly above the passage that leads to the the second area. Mario should still be swimming at the surface. When Mario touches the wall the camera will move out of bounds for absolutely no reason. When Mario stops touching the wall the camera will return to normal.

To do this glitch the player must enter a cannon and press on the first frame of the cannon viewfinder. The viewfinder will not show up and the camera will pan out of the cannon as if Mario was standing in that spot and reveal that the cannon is invisible and Mario is nowhere to be seen. The camera can be controlled and rotated around. This glitch ends when the cannon is used.

This glitch works on every red coin star in the game, excepting the one in Big Boo's Haunt. It can be done in every course in the game, excepting the Princess's Secret Slide. The glitch is that after pausing the game while certain stars appear, the camera does a mysterious pan-in effect while on the pause screen.

If the platform under Mario moves during his star collection or death animation, the camera will not catch up. For example, Mario losing all his health on the rotating platform of Lethal Lava Land, collecting the 100 coins star (or a cloned star) on a Donut Lift in Rainbow Ride, or collecting a star on a Magic Carpet.

To do this glitch grab a Wing Cap. Mario should do a Triple Jump and hit a fence just as he is about to fly. If it works Mario will be moving on the ground with the camera somewhat closer to Mario and moving around smoothly. Every movement by Mario is followed closely by the camera. The C Buttons only move the camera temporarily. Several things undo this glitch, which are: getting knocked back, using a cannon, flying and landing, getting thrown, riding a shell, burning, getting squished while standing still, swimming, tornadoes, and leaving the course.

There is a glitch that can be done in Big Boo's Haunt which stops the regular background music from playing. This does not stop the outside background sound (which is permanent). Only sound effects will play. The player must choose a star other than the first, and defeat Big Boo in Merry-Go-Round, but not collect the star. Instead the player needs to leave, collect a Vanish Cap and activate the 100 coins star. After the Vanish Cap ends, the player should collect the star. If done correctly, the background music will not play.

This glitch does not work in the original Japanese version. In order to activate this glitch, the player must select the second mission in Bob-omb Battlefield and talk to Koopa the Quick while wearing the Wing Cap. While racing him up the mountain, the player must use a small alcove to teleport higher up the mountain, the Wing Cap will be gone, after which they must reach the flag at the top of the mountain and wait for Koopa the Quick to appear. After talking to Koopa the Quick, the Wing Cap background music will be playing. To end the glitch, the player must collect another Wing Cap; when this one runs out, the background music will end normally.

The player can also perform this glitch by talking to King Bob-omb while wearing the Wing Cap, and then quickly teleport at the alcove near the king.

In both Bowser in the Sky and Shifting Sand Land's pyramid, it is possible for the music to cut-out due to multiple glitches. While this glitch is in effect, any attempt to leave the course will freeze the game. For Bowser in the Sky, just entering the stage the wrong way can cut-out the music. For the pyramid, collecting the fifth secret in an odd way will sometimes cut-out the music.

This glitch works only in the Japanese version. In Bob-omb Battlefield, if Mario travels through a warp after starting a Koopa the Quick race the "Slider" music will be replaced with the "Super Mario 64 Main Theme" music. This glitch was fixed in all other versions.

The player can go to any course with a Koopa or an ! Block with a Koopa Shell. If the player times it so that Mario runs towards the shell and ducks right when he touches it but doesn't start riding it, the music in the level should replay from the beginning as if the player rid the shell and ducked, but the shell doesn't break.

In Tall, Tall Mountain, even if the player is very far away from Ukiki, they can still hear him as if they were right next to him.

If the player pulls the controller a tab (making sure that the controller is not fully out), Mario will start shimmying if the player hits to jump, but the overworld music will skip. The player must then hit the button to crouch. The music will make an xylophone sound but the game will eventually freeze. This glitch is rare as if the player pulls the controller out of the N64, the "No controller" sign will just appear.

If the game is paused just after Mario starts making the Yahoo noise (from Long Jumping or Triple Jumping) it will change in pitch to lower or higher than the normal sound.

This glitch can be performed multiple ways.
 * Mario can throw Chuckya off a cliff that leads to water. Mario should then be grabbed by the Chuckya midair and near the water. When the Chuckya lands in the water it will explode into coins and Mario will be stuck plodding in the air.
 * Mario can throw a Chuckya off a cliff. If he follows the Chuckya and then gets grabbed by it, when Chuckya lands on the ground, it will explode into coins and Mario will be frozen in the air.
 * If Mario performs the previous actions while being grabbed by Chuckya midair, if the Chuckya throws Mario, Mario cannot move.
 * If Mario grabs a Chuckya and clones it and if Mario gets grabbed by the Chuckya it is cloning, Mario will throw the Chuckya that is holding him. Mario will be stuck lumbering.
 * After a Heave-Ho is cloned, Mario should hold the clone of the Heave-Ho and get grabbed by the Heave-Ho it is cloning. Mario will be stuck in place (the Heave-Ho can still push Mario around).

There is a corner of Big Boo's Haunt that crashes the game when Mario touches it. The corner is located through the rightmost door on the first floor. The player should head past the window with light shining through it (with a Boo) and stand on the tiny ledge located to the left. Then, he should press the button and move Mario slightly backwards with. After Mario falls for a little bit press forwards and push the  button to kick for some horizontal movement. If performed correctly, Mario will freeze in the air.

To execute this glitch, the player should be in Bob-omb Battlefield then do the "Zombie Mario" method by using a cannon while under the effects of a Wing Cap. Then, the player should fly to the floating island, and Ground Pound the ! Block star. When done correctly, Mario will lose all his HP, but he will also freeze and cannot move or lose a life. To end this glitch, the player can reset or turn off the N64 system.

If Mario grabs a 100 coin star and is in the air while at the same time he opens a ! Block star block, and if the animations of the two stars play while Mario grabs one of them, the game freezes because it doesn't know which star Mario is supposed to get.

If Mario is pushed backwards off a ceiling he is hanging on before it can complete the grabbing animation the game will freeze. This can be accomplished using a bloated Bob-omb or a cork box. In the case of the cork box it must be placed in a way that will push him off. In the case of the Bob-omb it must be pushing Mario backwards.

This glitch occurs in Tall, Tall Mountain. The rocks that the Monty Moles throw, if they go off the edge of the cliff, will not despawn, due to a developer oversight. If there are too many of them (It will take about 200 of them to crash the game), they will fill all the object slots, and the game will freeze. This is similar to how the game handles the teleportation clones of Mario's Hat. As stated by Scott B. alias pannenkoek2012 on Youtube, "... the game will eventually crash due to a continuously accumulating supply of pebbles. Pebbles deactivate when they are more than 4000 units away from Mario. Hence, a deactivated pebble won't hit the ground and unload, but instead just remain invisible and unmoving in midair. So by having monty moles continually throw pebbles off the edge, the pebbles will keep loading into object slots but never unload. Since the game only has 240 object slots, eventually all the slots become occupied and the game crashes." This glitch may not work in the Virtual Console remake.

This glitch occurs when a Monty Mole is killed with a Bob-omb thrown at a distance. Because the game can't find the hole that Monty Mole will appear in next, it will freeze. According to Tyler Kehne, "When a mole is KO'd, the game runs a function to determine which hole the mole should go to next. The function cycles through all the holes to see which ones are eligible candidates, and then selects one of those at random. But if none of the holes are eligible, the function will return null. Throwing the bob-omb at the mole allows the mole to be KO'd at a distance, something the programmers hadn't accounted for. Thus, Mario is too far away from all the holes for any of them to be eligible, and so null is returned, causing the game crash. TL;DR Long range mole KO's crash the game."

The Monty Moles in the game start out invisible and in a predetermined location. There are actually only one or two of them, but they switch places. But attacking the unloaded Monty Mole will freeze the game. To do this in Hazy Maze Cave requires a Backwards Long Jump to get through the wall blocking the star that one would normally need to go through the maze to get. Go down the elevator, go straight out the door, go left and take the first right turn. Stand in the gas just off the platform with the blue coin switch on it. Move around, and Mario will receive knockback. Attack the source, and the game will freeze. As stated by Scott B. alias "pannenkoek2012" on Youtube: "... there are actually only a few monty moles that teleport between holes to give the illusion of many moles. When you first start a course, the monty moles aren't fully initialized yet - instead, they're invisible and positioned at a non-hole location. Once Mario gets within 1500 units of a hole, the monty mole snaps to that hole, becomes visible, and acts as normal. However, if you manage to get to the uninitialized monty mole without first initializing it, then you can interact with it. Touching it incurs knockback to Mario. However, trying to kill it will result in a game crash.

''In HMC, the uninitialized monty mole is located near the center of the maze, and there's only one route that can be taken to get to it without first initializing it. In TTM, the uninitialized monty moles are located at the origin of the course laterally and at the height of the death barrier. It's possible to reach this position without dying using a 100 coin star.''"

If the player tries to move the camera around (in Lakitu Mode) just after entering the Vanish Cap Switch level while the screen is black, the game may freeze. This glitch works in the North American Version.

glitches
This infamous series of glitches can only be done in the original N64 release. It is impossible to execute them in Super Mario 64 DS as a DS card cannot be tilted and in any Virtual Console port as they are obtained by digital download.

If the player tilts the N64 cartridge itself just a tad bit from the left, Mario's limbs disappear and reappear, and his body will flip horizontally, but he can still be controlled. The music will also become heavily corrupted, increasing in pitch drastically and emitting a strange, indescribable sound. If the player puts the cartridge back in place, Mario will be back to normal but the overworld music will skip. Sound effects from the games will be heavily corrupted, making a loud crackling and distorted noise. Entering any doors, grabbing any caps from ! Blocks (unless if the player first grabs it before tilting the cartridge) or levels like that will freeze the game. This is a common occurrence in Nintendo 64 games and is often manipulated in sequence breaks. It can disable Mario's clipping with certain characters and objects, allowing him to pass through them, as well. However, Mario still cannot pass through walls or doors.

If the player goes to Hazy Maze Cave, he or she must go to the area with Dorrie, grab a Metal Cap, go under water, and tilt the cartridge. Mario's limbs will be disfigured, but he won't go through objects. After the cartridge is tilted, the level will turn into a bottomless pit filled with water. Because Mario has a Metal Cap, he will only head straight down. Going too deep will make the game lag for some reason, and going even further will make Mario fall through another pit, but he won't die. Mario will keep on falling until the player resets or turns off the N64 system or until the game eventually freezes. If the player presses any other button, the game will lag a greater amount until the lagging freezes the game. Attempting to put the cartridge back in place will either freeze the game, do nothing, or possibly make the level normal again.

Mario must go to a Battlefield and grab a wing cap. If the cartridge is tilted, Mario will be the same as Flip'd-up Mario 1, only he will have the wing cap. Normally tilting the cartridge then grabbing the wing cap would freeze the game, but doing that in the opposite order won't freeze the game.

The player should go inside a cannon and shoot Mario into the air. His limbs will disappear, but he is not sinking. The player must now put the cartridge in the correct position.

The game already has a hard time playing the music, so when putting the cartridge in position, a sound can be heard. Once the wing cap vanishes, the game will play the Battlefield music correctly. Battling a boss will cause the game to freeze.

The player must go to Whomp's Fortress and go in the cannon. The player must then tilt the cartridge and fire Mario. He will disappear and will appear when he hits the ground only he will be the same like Flip'd-up Mario 1 and the player must grab a tree. Mario will disappear and the player must hit an enemy. The overworld music and the ground will become glitched.

When Mario gets thrown out of the painting, the player must then put the cartridge back in place and enter the painting again and tilt the cartridge again. Mario will be the same as Flip'd-up Mario 1 but his head is gone and try to avoid enemies because hitting an enemy will crash the game. This is where the actual glitch is performed. If Mario hits an enemy while the player puts the cartridge back in place, the whole game will become blurred and the game will crash, playing an ear-splitting screech.

If the player tilts the cartridge when the player quits the game and goes to the start screen (or simply when turning on the game), Mario's head will appear severely stretched and disfigured and will disappear and reappear. If the player grabs Mario's face, the game will crash.

This glitch requires two ROM versions of the game (the American and European version). The player needs 120 stars to reach the roof of the castle (or use Climb The Castle without 120 Stars). When on the roof, grab the Wing Cap and go to the left of Princess Peach's image. After passing 5/2, Mario will lie on the roof (looking like Flip'd up Mario 1; when jumping, Mario will disappear for 1 second). It will last until the N64 is turned off. This glitch is impossible in any port or remake.

When the player activates a homing 1-Up, if the player presses, the mushroom will fly in circles above Mario's head. This glitch wasn't fixed in the Nintendo DS remake.

This glitch is difficult and tricky. The player must go to Hazy Maze Cave, in the falling rocks area, the player must enter the elevator room from the underground plaza area. The player must then do a Side Somersault and wall kick off the wall to the right of the door. If done correctly, Mario will be sent to the underground lake with Dorrie. Most of the time when the player does this glitch, they will instead fall in the bottomless pit and lose a life.

It's possible to stand under the elevator that connects the red coins area and the bottomless pit area and start pushing the wall. If done correctly, the force of the elevator coming down will push Mario through the wall and into the cavern. Also, if the player stands on the platform above the pit with the ! Block, he can do a Triple jump over it and skip to cavern directly.


 * Also known as BRoD

This glitched area is actually a small space (which is shown when Mario opens the door) behind all doors that warps Mario somewhere else. The player is normally not supposed to be able to enter it, but Mario can discover them by performing glitches and becoming accidentally trapped within the small space. However some of them are inescapable, and requires resetting the console to escape.


 * To access BRoD1, the player must perform the Go Through the Roof Glitch. This room can be exited by jumping through the wall above the front doors inside the castle.
 * To access BRoD2, the player must perform the second Ledge Wall Clip. This room can be exited by performing the Reverse Long Jump.
 * To access BRoD3 and BRoD4, the player must perform the MIPS Glitch trough the basement door or trough the moat door. BRoD3 can be exited by performing the Reverse Long Jump.
 * To access BRoD5, the player must perform Reverse Long Jump while in BRoD2, or do it while on the basement stairs.

Gallery
The inescapable are marked with *.

If the player goes to Bowser in the Fire Sea, he or she must go to the area with the two moving platforms. Next the player must jump into the Lava when the platform is moving towards Mario so he moves to be under the base of the platform. If timed correctly, the platform will crush Mario while he is still on Lava. This will cause an instant crushed kill. However, if Mario landed very close to the platform, Mario will be crushed without damage. This glitch is tricky, as most executions of this glitch will end with Mario losing health triggering his normal death animation. Or even, Triggering his normal death animation on the lava itself as if he was standing on ground.

This glitch will happen when Mario loses all his health in an area and his dying animation occurs in another area. It is possible to perform these glitches in the DS remake.

The player must go to Vanish Cap Under the Moat and long-jump over the slide. Mario will lose half of his health. The player must wait for the Vanish Cap power to dissipate and then let a Kuromame burn Mario. Mario will have two wedges of health. The player must let the Kuromame burn Mario again and then fall off the ledge. Mario will lose his life and will teleported to the lake. Mario will then drown and lose a life.

Another example of the glitch which is a lot harder than the above methods. The player must deplete Mario's health to two wedges and enter the Tower of the Wing Cap. The player should fly until the Wing Cap effect starts to wear out, the player should aim to fall on the ledge, lose the remaining health and then fall to the sky. The player will be teleported to the castle. As soon as he lands, he dies.

Another way to do it is to also deplete Mario's health to two wedges. Then while in a course, the player must fall from a height (must not be very high) while not moving the control stick. During the time Mario loses health before the animation, the player can pause the game and exit the course. The player has few frames to pause the game after Mario's health is fully depleted.

The player must go to the basement and deplete Mario's lives with the fire torches. When Mario is down to his last two wedges, the player must go near the fire torch near the Lethal Lava Land painting and then jump at the fire torch and then run into the painting before the lives are depleted. As soon as Mario lands at Lethal Lava Land, he dies.

This is another example which is even harder than the above methods. The player must deplete Mario's health by two wedges. The player must then go to Hazy Maze Cave and go to Cavern of the Metal Cap and obtain a Metal Cap. He must then make a Snufit chase him (most of the time, Snufits can't chase Mario). He must then long jump to the box. The player must make sure the Snufit is still chasing him. The player must then jump when the Snufit hits him. Mario will fall into the behind of the waterfall and will be teleported the front and then dies as soon as his hits the lake.

The player must have about 50 stars and go to the endless stairs. The player must then perform the "Reverse Long Jump" glitch but when Mario starts zooming up the stairs, rotate the control stick, Mario will started sliding on his feet, rather fast. Sometimes this glitch can make Mario get to a "Black Room of Death".

Mario must go to Lethal Lava Land, grab a Green Shell and ride it to the log near the caged area. The player has to jump on the log and make it move. The player must charge at the log while it is still moving towards Mario. When Mario touches the log, he will lose the Green Shell like he usually does, but the log will still be moving and crush Mario. He will be dead, but he will still be sitting on lava.

If Mario is positioned in a way that he as far on an edge as possible and on an angle almost parallel to the ledge. Moving forward will make Mario constantly switch between a falling state and an on-ground state. During that the screen will shake. If the player presses, Mario should automatically perform a Double Jump.

In some places in the game (due to the way the engine works) there are some obviously unintended invisible walls created by one of two things: left during early in development but neglected to be removed and others caused by the rendering of two planes in close proximity.
 * In the first room of the castle on the top right side where the fence bends.
 * On the right side of the first stairs in Bob-omb Battlefield.
 * In Bob-omb Battlefield, on top of the fence over the tunnel where there is a rectangular opening.
 * In Bob-omb Battlefield above and in the red arrow sign directly after the bridge and to the left of the tunnel.
 * Near the rotating log in Tall, Tall Mountain.
 * In the entrance of Bowser in the Dark World, very small spot on the stairs.
 * In Bowser in the Dark World, above one of the corners of the fence on the curving path.
 * In Snowman's Land at a right angle to the edge of the snow triangle creating machine's path. Mario will die if he touches this wall.
 * In Lethal Lava Land in the Volcano, in the middle of the vertical downward flowing lava.
 * In Dire, Dire Docks where the sign is in the second area and the temporary boxes spawn.
 * Just above the first pipe in Tiny-Huge Island.
 * At the sides of a pendulum in Tick Tock Clock.


 * Also see: Cloning

A loading area is a part of courses which splits one area into two without it being obvious to the player. However, if the player manages to get through this area with an item, it may change to everything the game data has. Only few items can be really placed in the level, most of them just disappear. This glitch can be done in Wet-Dry World and Dire, Dire Docks. The Tall, Tall Mountain slide has a loading area too, but there are no grabbable items on it.

All of these glitches involve Mario being able to increase in velocity without a speed limit, due to certain actions such as backwards movement and wall jumping lacking a speed cap. The reason Mario can pass through walls while doing these glitches has to do with a float point error, where Mario's next position according to his velocity is calculated to be past the wall.

The player must go to any set of long stairs, then face the stairs and turn around, so Mario is facing away from the stairs. Now, the player performs a long jump. As soon as Mario jumps, they must hold backwards on the control stick. After they land, the player should rapidly tap the button and after a while, Mario should start zooming backwards at very high speeds, usually going through walls and doors. This is most famously used to get to the top of the Endless Stairs in Princess Peach's Castle. Normally, the game can register how fast Mario can normally move, and teleport Mario to a lower section before he can reach the top of the stairs. This prevents him from accessing the door without the required 70 Power Stars. However when the Backwards Long Jump is performed, Mario can build up a lot of backwards velocity, and the game does not teleport Mario properly because he reached the top too quickly. This is also the way Mario can go through walls. This glitch can do a lot of things. It can make the player complete the game with no stars and can access the "Black Room of Death".

This glitch also works with elevators and similar platforms. The player executes the glitch in the same way, but if they stop tapping while the wall is still behind Mario, he starts to run backwards very fast as soon as the player holds the control stick in a different direction. If the player doesn't stop tapping and has reached the top, Mario will teleport somewhere behind him (depending on what speed he gained while jumping onto the platform). This glitch was fixed in the Japanese Shindou edition re-release, as Mario's speed is capped when moving backwards. The glitch was also fixed in the DS remake as if when Mario attempts a backwards long jump, the camera will go behind Mario, making him do a normal long jump.

When Mario is in the state of moving after doing a wall jump there is no speed cap. Mario gains speed every time he bounces off the wall if the move was executed perfectly (frame-perfect. This can be used to produce results similar to the Backwards Long Jump glitch, but is impossible to execute without tool-assistance.

There are certain spots in the world of Super Mario 64 where the Mario's backwards speed will increase without limit just by standing in that place. These spots work in a very similar way to the Backwards Long Jump. The most common spots are: It seems these spots work because the game is putting Mario in a sliding position (and thus the game increases Mario's backwards velocity) but Mario is in the water and thus (see Conservation of Velocity) he is unaffected by land velocity. This glitch works in the Shindou Edition.
 * In the castle grounds next to the waterfall where the water and the wall touch on the left side.
 * In Whomp's Fortress the corner next to the cannon and the brick wall in the pool of water.

First, the player must have at least ten stars. Mario must go in the lobby. He should stand directly behind the carpet in the lobby and look up. Next, he should go on the carpet and quickly zoom in. If the player did it correctly, Mario will enter Tower of the Wing Cap before he looks up.

See the glitch Climb Slippery Slopes 3, listed below. Perform it on a platform that will tip over on the side Mario is standing on (the one in Big Boo's Haunt will not work). The platform will be rotated in the direction based on the side Mario is standing on and it can be rotated more than 90 degrees if Mario stands on the respective side of the top and narrow side. If the platform is rotated more than 260 degrees it will reset as soon as Mario is not standing on it. No platform can be rotated more than 270 degrees, because past that point, the whole platform is on the opposite side of Mario, and thus Mario has nowhere to stand to tilt it in the right direction.

This glitch only works on the Japanese version. If Mario exits a level while standing on a falling bridge block when he returns to the castle he will clip through the first thing he stands on. In this case, the player falls in front of the basement door.

The Spawning Point is one of the many objects that are found within the game, with Mario himself being an object. However, Mario cannot interact with the spawner under normal circumstances, as it is intangible. Only through the aid of a glitch can a spawn point be interacted with. The function of a spawning point, e.g. the spawning point of coins, is to spawn an object when Mario is near enough for an object to load. On the opposite side of the coin, if Mario moves away from the spawning point, the coins will disappear. The spawning point also loads the objects all at once rather than one at a time as Mario approaches the spawning point and whatever objects it is supposed to be loading. The number of objects that appear is determined by how far away or near Mario is to the spawning point, and if the spawning point detects that Mario is in range of it, it emits signals to the game to make the coins or whatever object appear.

However, there are special kinds of coins that are not in dominion of a spawning point; for instance, there are groups of coins known as singletons and the coins that are within an enemy's body, such as a Goomba or Bob-omb.

The spawning point has another function: the ability to prevent objects from respawning. For example, if Mario grabs a coin from within the spawning point's radius, the coin collected notifies the loading point that it has been so, thus if Mario moves away from the spawning point and returns, the spawning point will not reload the coin as it remembers the coin in question being collected. However, through means of a glitch, this can be prevented.

However, there are some objects that do respawn, such as the stone bridges in Whomp's Fortress. Normally, when Mario runs across the bridge, the stone platforms fall down and plummet to the ground, breaking upon impact. They respawn seconds later for Mario to sprint across them again

If Cloning is performed
If Mario has a fake object in hand, he can clone a coin from the spawning point. If Mario lets go of the clone, and collects it, he can collect the copied coin. After that, Mario can move away from the spawning point's radius and return to find all 8 coins intact. The reason for that phenomenon is that the real coin had been moved to where the clone coin was placed and after Mario collected the clone, it did not send a signal for the loading point to not respawn the coin. Therefore, when Mario returns to the spawning point, the real coin will reappear as if it never was collected. However, platforms that are cloned in this way cannot be climbed. The reason for that phenomenon is because the false platform does not retain the same properties the real one had.

But, special groups of coins known as singletons and coins within enemies do not respawn in this way because there is no spawning point for them to do so.

If Mario clones a fake spawning point, these thing will happen depending on when Mario lets go. If Mario were to let go of the spawning point when the coins are invisible, the coins in question would never appear as the spawner cannot send the proper signals for the coins to appear. However, if Mario lets go while the coins are in plain sight, the coins will not unload no matter how far away Mario moves from the point, as the spawner cannot send out the signals for the coins to disappear. If Mario collects the coins, the coins will attempt to notify the point that they have been collected, however, the copied spawning point will not receive these signals. Thus, when Mario leaves the loading point and returns, he can recollect the coins as the spawner has no memory of them being collected.

On the Cool, Cool Mountain level, if the player heads to the area near the wooden lift, where the red coin is found, and does a Long Jump towards the island with a Bob-omb Buddy on it, landing at the edge of the island (as if to grab onto the edge), Mario will teleport and appear to be stuck in snow, but he will be floating in air. Once Mario frees himself, he will fall and lose a life, as if he had fallen off the edge.

In some courses there are certain locations where Mario can get stuck in a sliding or diving position and unable to exit the course through the pause menu. Most of these spots are also inescapable by normal means also.


 * In Hazy Maze Cave between the abandoned mine wire door and the land in front of the Purple ! Switch. Requires precision placement.
 * In Tall, Tall Mountain behind the log and on the waterfall.
 * In Bowser in the Fire Sea between the pole and the side of the suspending hexagon facing toward the start (requiring knockback). While climbing the pole, the player need to press followed by.
 * In the first room of the castle at the edge of the ceiling (where it is angled downward and inward)
 * In Bowser in the Sky, At the vertical slope, with perfect movement, it is possible to get stuck in the corner of the slope.
 * In Bob-omb Battlefield, Mario can get stuck in the corner of most hills.
 * In Hazy Maze Cave at the bottomless pit where balls fall.
 * In Whomp's Fortress, between the wall and the left breakable wall.
 * Near Klepto in Shifting Sand Land between two inward and downward facing planes.
 * Near the end of Bowser in the Fire Sea, by diving towards the corner at where the green funnel and the last platform touch.
 * At the top of the giant Snowman head in Snowman's Land, when Mario is slowly walking towards the high sloped glaucous-colored wall.

Mario must go to Lethal Lava Land for this glitch to work. Once here, the player must dive underneath one of the many floating platforms near the volcano. This may take a few tries to do correctly. If done right, Mario will touch the lava, but will be stuck to it instead of jumping up after being burned. This will instantly deplete his Health Meter and cause him to lose a life. When stuck to the lava, the sounds Mario makes are slightly distorted, this is because of lacking of invincibility after taking lava damage, Mario will repeatly take damage and "replaying" his voice of getting burned rapidly.

In Dire, Dire Docks The player must have finished Bowser in the Fire Sea to find the moving poles instead of Bowser's Ship, The player must collect 99/98 coins and then go to the highest red coin near the Blue Coin Block. If Mario collects the coin from the the top, the star will appear but it will be on the top of the metal bars, and will be unreachable. The same applies if the player collected the red coin in Big Boo's Haunt first floor above one of the book shelves.

All of these glitches allow Mario to pass through walls.

When Mario ground pounds, the game keeps him in place for a trice and nothing can move him for this duration, followed by slamming down. This can used to clip through many platforms, including:
 * A Whomp or Whomp King as it falls (ground pound is not even needed to clip, a simple jump will work too)
 * A revolving checkerboard elevator.
 * An elevator that is not very thick.
 * An elevator that moves fast downwards.
 * An elevator that moves extremely fast upwards.

There are certain walls in the game that Mario can clip in a particular way that involves Mario grabbing onto a ledge. These are:
 * In the castle upstairs spiral staircase, running to the pole on the left wall, and then jumping twice will make Mario go through the room and onto the stairs.
 * On the basement stairs, if the player aims a double jump correctly to the right side, Mario will grab a ledge and pulls himself up, and the player will be trapped in another Black Room of Death.
 * By standing under and jumping at the part of the first bridge of Bob-omb Battlefield that is closest to the start of the level. Mario will clip through the bridge.

The player must first have all 120 Power Stars collected, and be outside the castle. The player will have to use the cannon near the castle's moat to shoot Mario up on top of the castle's roof, where he must locate the Wing Cap. Mario must use it to fly back to the cannon and then shoot himself back out of it again, this time aiming towards the flagpole at the top of the castle's tower. If done correctly, the targeting reticule of the cannon should be able to go no higher when aimed upwards. Once launched, the player will have to steer Mario towards the second rooftop area on the side of the tower with the window. Mario must run into the middle part of the wall here, and then jump when he hits the wall (while simultaneously holding the control stick forward). This may take a while, but Mario should eventually go through the wall of the tower and end up behind the castle's front doors in a Black Room of Death. There is a glitch similar to this one in the DS remake.

Some walls in Mario 64, while not the type that were never intended to be encountered (but intended to be seen) as seen by how they do not even have collision data programmed (like the castle spires) or were intended to be encountered and intended to be passed through (like the castle paintings), are nevertheless able to be clipped through by various methods. The ones listed here are meant to be simple examples not facilitated by the use of the Backwards Long Jump or other complicated methods listed heretofore, but methods exclusive to themselves.
 * In Whomp's Fortress above and to the right of the cannon (between the flagpole and the "wrong" breakable wall) there is a spot where Mario can clip through the wall. This method of clipping does not require the crate.
 * In Cool, Cool, Mountain right next to the most distant red coin at the bottom, if Mario ascends the slope from the direction that leads toward the cabin, at the top there is a point where Mario can clip through the mountain.
 * In Whomp's Fortress if Mario long jumps to the right of the second Piranha Plant in a way that Mario slams into the fence and the ground and in the right direction, Mario can pass through the wall.
 * At the start of Tall, Tall Mountain by long jumping into the mountain (At the spot where it is jutting out slightly).
 * By jumping into the ledge located just below the platform with a Ukiki that steals Mario's Hat.
 * At the top of Tall, Tall Mountain by running up into the waterfall where the fence meets it.
 * At the start of Cool, Cool Mountain where two slopes meet (Near the broken bridge with the warp).
 * In Whomp's Fortress, if Mario uses the cannon and aims him at a fence, when Mario is shot out, when he hits the fence, he will go directly through it,rather than colliding with it.
 * In Snowman's Land, at the igloo, by standing at the wall directly opposite the entrance and pressing the button then the  button (Mario will kick against the wall). Mario can enter the igloo in this manner.
 * In Bob-omb Battlefield, by pushing into the spot where the wall and the gate touch on the left side while it is closed.
 * In Bob-omb Battlefield, by pushing into the spot where the wall and the gate touch on the right side while it is open.
 * In Jolly Roger Bay, above the entrance to the cave, by a rock. The wall can be clipped through if the player is swimming with full speed, pressing at the correct time also will let the player clip through the wall into the cave.

With grabbable objects
All of these glitches involve Mario being pushed through a wall using either the hitbox of an object, or the backward force from throwing heavy objects.

When Mario is held by a Chuckya, the Chuckya can move Mario slightly while ignoring collision before Mario is thrown. Since Chuckyas have such poor collision detection themselves Mario can lure the Chuckya to a wall and the Chuckya will get partially inside the wall. If Mario is thrown in the direction of the wall(the direction Mario gets thrown is random) the Chuckya will be able to clip Mario through walls. There is a different glitch that has similar results. Have Mario grab a Chuckya. Put Mario's back to the wall and throw the Chuckya. Mario will be able to clip through the wall. This method does not work on all walls.

Through use of a cork box Mario is able to clip through walls. Place the Cork Box next to the wall. Mario should then ground pound between the box and the wall. If this works Mario will be pushed through the wall. There is a different glitch that produces the same results. Mario should grab a cork box. The player should now position Mario so he is pressing his back against the wall. Let go of the cork box with. On some walls, Mario will get pushed through the wall after doing this.

In Cool, Cool, Mountain both the big penguin and the small penguin can be used to clip through a wall. Through use of luring the big penguin to stand next to the cabin by picking up the small penguin, Mario can clip through the cabin by jumping in between. A small penguin can be used to clip through a wall at the start of Cool, Cool Mountain by jumping at the peak of the mountain between the penguin and the wall. This glitch can be used to avoid getting the two coins inside the chimney of the cabin.

When Mario touches the ground after a Wing Cap the game does not reset the variables affecting the direction Mario was turning towards. This means that if the player holds or  on the Control stick just before Mario touches the ground and then does a Triple Jump (with the same Wing Cap) Mario will suddenly jerk towards the direction the player was previously facing.

This glitch can be done in any level that has a Cannon or Bob-ombs, but is easiest to do in the Bob-omb Battlefield level. First, the player must forcibly reduce Mario's Health Meter to one or two sections by running into enemies. After this has been accomplished, the player must quickly grab a Bob-omb and then run in front of a cannon, so that Mario's back is facing the cannon. If done correctly, the Bob-omb will explode, and Mario will fall backwards into the cannon, losing the remaining two sections of his Health Meter in the process. Mario will not die, however, and the player will then be able to aim the cannon and shoot him out of it. In addition, if the player collects a Wing Cap before doing this, they will be able to control Wing Mario regularly after firing him out of the cannon, despite having no health remaining. Flying into any coins will not refill Mario's Health Meter. It is not until the player touches back down on the ground again (or the Wing Cap runs out) that Mario will lose a life.

This phenomenon will also occur if Mario falls in front of a door in Princess Peach's Castle with only two sections of health left. When this happens, the remaining two sections will be lost, causing Mario to enter the door, but then lose a life when he is at the end. This glitch was fixed in the DS remake as if the player depletes Mario's lives and goes into the cannon after depleting the last one, he will just die in the cannon.

There is another method that is more difficult than the previously mentioned methods in both preparation and execution. In order to perform this, the player must have all 120 Stars collected (to unlock the cannon in front of the castle). Then, the player has to deplete Mario's health by at least half. Then, he or she must use the cannon to access the castle roof. The player then must acquire the Wing Cap there and fly down to the cannon again. Here, the player has to aim the cannon as high as possible at the castle tower. If done correctly, Mario will be standing on the sloped roofing under the tip of the tower (a platform that is not normally accessible in the game). Upon reaching this section of the tower, there are eight walls placed in octagonal fashion. The player should go for the wall that is facing in the direction of the waterfall to the left of the castle. This certain wall shares the same properties of the brick pillars in Shifting Sand Land, allowing Mario to climb the wall by simply running over it. This will lead Mario to the very tip of the castle tower.

This is obviously the most difficult part of the glitch. The player has to aim Mario towards the cannon, and run towards that direction. If executed properly, Mario will strangely slide down the wall, and the sloped roofing below him will ricochet him airborne at a very low trajectory, covering a large amount of distance in the way.

This is where the actual glitch is performed. The player should steer Mario so that he lands right in front of the cannon. Mario will hit the ground, lose all health, and the momentum should cause him to tumble into the cannon. After successfully performing this, Mario will be in the cannon, despite being technically "dead"(hence the term "zombie Mario"). Like mentioned before, if Mario still has the Wing Cap, then he will be able to fly in midair regularly until he makes any contact with the ground.

It should be noted, that if the player aims Mario at a tree or pole, then Mario will instantly let go and lose a life.

In Cool, Cool Mountain, the player should go pick up the baby penguin at the start of the level above the cabin. Instead of taking it to its mother, drop it down the chimney of said cabin with or. The little penguin will stand on an invisible boundary within the chimney. The player cannot grab the penguin again in this state, as Mario would enter the slide area with the Big Penguin if he were to enter the chimney. Leaving the area by way of the bridge warp and then returning will reset the baby penguin's position.

In several levels that have endless holes, including Tiny-Huge Island, Tick Tock Clock, Whomp's Fortress, Rainbow Ride, Cool, Cool Mountain, Tall, Tall Mountain and Hazy Maze Cave, if Mario collects his 100th coin directly above a bottomless pit, a Star will magically appear as usual, but if Mario collects the Star, he will immediately fall straight down and he does his victory dance while suspended in the air and then he falls in the endless pit and loses a life, and the high score will not be saved. However, the star still counts toward the total.

Another way to do this glitch in Dire, Dire Docks. The player must do the Unreachable 100-Coin Star but instead collect the coin from the bottom, the player should now collect the star while still hanging on the poll. Mario will be suddenly teleported to the bottom of the lake, and will do his default victory animation as if he was standing on solid land.

To beat Koopa the Quick in zero seconds, the player must get the Wing Cap in Bob-omb Battlefield and triple jump right in front of Koopa the Quick, but not too close, then Ground Pound into the first cannon and blast to the floating island. They must then Ground Pound again into another cannon and blast to the goal flag on the top of the mountain. Koopa the Quick will talk to Mario from the race's starting point once he lands, though he is very far away. Then, the timer begins as usual and ends at zero seconds, as Mario has already reached the flag. However, Koopa the Quick never gets up there, so the Power Star can't be obtained in this way. If Mario goes back to the start, Koopa the Quick will be still in place but he will be invisible. Mario can't talk to him when he is invisible.

This glitch can be done too in Tiny-Huge Island, but is a lot harder. The player should defeat the small Koopa on the sand surface and leave the shell, the player then must triple jump right in front of Koopa the Quick, but not too close, and aim to land on the shell. The player must then ride to the goal pole. Koopa the Quick will talk to Mario at the finish pole but the timer will stop at zero seconds. Once again, if Mario goes back to where Koopa the Quick is, he is there but is invisible.

In Bob-omb Battlefield, the player must be near the Bob-Omb that is near the bars, then, dive and catch it, going in the bars' direction. When Mario hits the wall, the Bob-Omb will slide to the other side of the bars.

If Mario is using a shell on the water and gets eaten by a Boss Bass, the shell will stay suspended in the air.

Kick a Cork Box that came from a purple ! Switch just before it disappears. It will break as soon as the ! switch is pressed again.

In Big Boo's Haunt there is a glitch that makes a mission impossible to complete without sequence breaking. If Mario hits the bottom right book, left middle book, and top center book, in that order, there is a possibility this glitch will occur.(The exact method needs to be investigated.) The jingle that indicates that Mario entered the right code should play but a book should fly out of the wall indicating Mario entered the wrong code. The bookshelf will not move and the books will not pop out and allow the player to try again. This glitch can be fixed by exiting the level and entering again.

This glitch can be exploited in any level in which Mario can lose his cap and there is a teleport, or there is an Exclamation Mark Block holding a cap.

As an example of the Mario's cap variant, the player must go to Shifting Sand Land and let Klepto steal Mario's cap. In response, the player must attack Klepto and make him drop the cap, but not retrieve it. Instead, they must go through the teleport underneath the Tree, and immediately teleport back. They must then go to the place where he knocked out Klepto, where there will now be two caps instead of one. When Mario picks up the second, the cap on his head will disappear, and the animation will glitch, causing him to keep the cap in his hand rather than placing it on his head. After exiting a level, the cap will appear on Mario's head, but if the player goes to Shifting Sand Land, Klepto will have Mario's cap. If the player saves and resets the game, Mario will be without his cap. Occasionally, Mario will have two hats: one in hand and one on his head.

For the Exclamation Mark Block cap variant, the player must hit the block to release a cap, but not pick it up until the block has reappeared and they have released a second cap. They must then quickly pick up the first cap (which will be blinking and about to disappear), and immediately collect the second, requiring precise timing.

While Mario is holding his cap instead of wearing it on his head, he'll still take more damage than usual if hit by any enemy, as if he had lost his cap.

Talking to a Bob-omb Buddy will cause Mario to recover his hat. However, collecting a Power Star will cause Mario to be hatless.

This glitch can be done in Tiny-Huge Island. Go in the large island and head to the Koopa. Punch its shell off repeatedly in the direction away from the water. When the Koopa enters the water jump on the shell in a way so that Mario touches the shell and enters the water on the same frame. If it was done right the player will now have the shell roughly in the middle of Mario's position. Mario will receive constant forward velocity. Mario can still do all the moves he could if he wasn't on a shell. When Mario tries to walk the glitch ends, and all the things that break a normal shell will break this one, in addition to entering vertical wind, twirling, getting grabbed, entering a cannon, getting knocked back, and burning. The glitch works differently with a shell clone. Mario will not receive forward velocity or have a shell visible, and the only difference is the music. The music will stop playing when does an action that would have broken the shell. When Mario is Shell Mario the shell clone is intangible. The shell clone can be reused. If Mario goes through a warp the music will stop playing but the shell will be forever intangible.

If Mario collects more than 255 coins it will save a number lower than or equal to 255 as the Coin count record. The maximum number of coins that can be collected while in a level is 999, any more do not affect the coin counter (but in the Japanese version something different happens due to a glitch, see Negative Lives). If Mario collected a star while his coin count was at 999 it would save in the records as 231 coins. The reason this happens is that the record's coin counter only saves the first byte of the level's coin data (which is stored in two bytes). The coin counter effectively rolls over while saving. If Mario collected 256 coins (or a number multiple of it, such as 512, and 768) in a level, it would be stored as 0.

To do this glitch, Mario must go to the Shifting Sand Land course. He must go onto the area where there is a grey platform suspended by four pillars. Mario must run toward a Goomba that is under the platform and do one of two attacks: diving (pressing B while running), break dance (crouch and press B), or slide kicking (run, quickly crouch and immediately press B). The Goomba should be stomped, but the coin will continue to fly up and appear on top of the upper grey platform, which Mario cannot normally jump through. This does not affect the game, other than requiring Mario to Triple Jump onto the upper platform to get the coin.

This glitch works in Shifting Sand Land. The player needs to go into the pyramid, at the place with Spindel. If Mario gets close enough, the Spindel will start to flatten Mario. Mario will be crushed, but he will not lose any health. Mario can't move again until the Spindel gets off of Mario. This also works in Whomp's Fortress: if the player stands under the very edge of the Thwomp, it will land and squish Mario and he will not lose any health.

Every object currently on the screen takes a slot of the 240 slots available in the SM64 system. To save memory, when Mario moves near an object, it loads into a slot and appears on the screen. And when Mario moves away from an object, it unloads from the slot and allows more objects to take this slot.

The cork box unloads after 30 seconds of inactivity and moves to its original position. And when Mario grabs an object regularly (either while standing still, or while walking), it takes two frames to send a signal to the object to prevent it from unloading while Mario is holding it. However, if the cork box unloads during these two frames. Mario will be holding a vacant slot, which can be filled with any other object as they load as Mario approaches them. (i.e: When Mario is holding a vacant slot, and a coin is loaded in that slot, Mario will be holding the coin, and can throw it to collect it. And after unloading and loading the coin again, it will reappear thus Mario "cloned" the coin. It is possible to hold a vacant slot by other ways including grabbing a Bob-omb as it explodes, grabbing a cork box as it breaks.

Cloned objects differ from normal objects. Most clones cannot be thrown far, attempting to throw a one will make it stuck in mid-air. After throwing one, Mario can interact with the clone once before it became unusable. For example: after cloning a Goomba, Mario can either be injured from the Goomba or bounce on it (it won't be defeated) before it became unusable. Platform clones cannot be stood upon. Also, clones do not unload, and do not disappear. (without Mario passing through a load point)

Due to how the game was programmed, explosions and dust (and basically anything on the screen except the HUD) are considered objects that can take vacant slots. This can alter which vacant slot Mario is currently holding. Also when objects unload, they move with their slots to the start of the vacant slots (i.e: If Mario is holding the vacant slot #3, and two objects unloads, Mario will end up holding vacant slot #5.) the opposite is untrue, objects load in the first vacant slot (i.e: If Mario is holding vacant slot #5, and a ring of eight coins loads, Mario will end up holding the fifth coin.)

Other objects that can be cloned are a Goomba, a Coin, a Chain Chomp chain part, a flat bubble, a water bomb, a Big Steely or even dust. Some objects are always loaded, thus it is impossible to clone them without a load point in the course (see: Loading Area Glitch). Those objects includes: Red Coins, Power Stars (outside box), Star Marker, the five secrets along with their coins (the secrets are separate invisible objects that can be collected) and more.

Certain text boxes that automatically play for Mario when he is in a certain proximity with Koopa the Quick, the big penguin, et al. can be delayed until Mario is touching the ground at a distance from the speaker further than intended. This involves doing a Triple Jump with one of the jumps being in the range of the speaker. The jump in the range should be done as soon as Mario touches the ground or else the dialogue will activate. Mario can use the wing cap while doing this. As soon as Mario lands on the ground the text box will activate. See Beat Koopa the Quick in Zero Seconds for a possible use of this glitch.

All of these glitches involve the behavior of enemies.

In Tiny-Huge Island there is a glitch that can be used to "defeat" a Boss Bass. Mario must lure the Boss Bass located near the Lakitu into its jumping animation. Just before the animation is finished Mario needs to jump in the air. All this should be done so that when the animation finishes Boss Bass ends up on the rocky land between the beach and the Cannon. If done correctly Boss Bass will be facing vertically downward and will appear unaffected by slope-induced gravity. Boss Bass's momentum will also move it constantly forward. Gravity will take effect when Boss Bass falls off a ledge. Boss Bass does not disappear at the death barrier.

In Shifting Sand land Pokeys are normally made of 4 connected segments and a head. If Mario punches/dives/slide kicks a segment it will disappear but after some time all segments will regrow. The head is located on top of the highest segment. If Mario damages/stomps on/butt stomps the head it kills the pokey and a blue coin appears. This is normal behavior. However, if a Pokey travels to the stone structure near the start of the level (with the two ! blocks on top of it) when the Pokey travels into it will split into two pieces. This Pokey now has some strange behavior; the head does not move downward when Mario destroys all the segments.

The player should go to Lethal Lava Land and jump into the volcano, then go to the platform with the Bully. The player must make the Bully run after them and make Mario run into the corner of the platform with two walls around it. The Bully will ram into the player, but Mario will be unable to move, because the two walls are blocking him and the Bully is keeping Mario stuck in the corner. The Bully will keep ramming into Mario, making the player unable to escape. However, it is possible though very hard to jump away. This glitch was changed in the DS remake, where, if a Bully rams into the player, it will stand still for a few seconds before charging again, giving them a chance to escape.

In Tall, Tall Mountain the Bob-ombs were very poorly placed on the mountainside considering what AI they were programmed with. They frequently fall off the mountain all by themselves(and this falling Bob-omb can be seen very often next to the Scary 'Shrooms). The Bob-ombs also seem to have a penchant for not reloading in the location where they normally spawn for this reason. Mario, however, can stimulate this artificially. The player should grab a Bob-omb, any will do. Stand next to the edge of the mountain and face off the ledge. Press the button or  button. The Bob-omb will now never come back when Mario returns to the area, until he exits the level. The reason the Bob-omb does not come back can be seen from the windy area near the Chuckya (if that is where the bomb was thrown from).

If Mario activates the Chain Chomp freeing animation when the Chain Chomp is close to Mario, and about to lunge, Mario will get hurt and knocked off the post while the solved secret jingle plays. When the animation plays, Chain Chomp will go over the fence and the animation will be messed up. Occasionally, but very rarely, Chain Chomp will clip through the ground and sink to the bottom.

In Course 1 of Bob-omb Battlefield, if the player climbs the mountain and finds the Bob-omb that is manning the water cannon, picks him up, makes Mario jump, and presses, the Bob-omb will be suspended in mid-air. It appears the programmers gave this Bob-omb special properties to keep it moving in place so as to appear to be controlling the cannon but unintentionally created a glitch through this change of behavior.

If the water level in Wet-Dry World is lowered when a Skeeter is in between two platforms, it will be unable to move correctly, constantly banging into the side of the platform.

In Snowman's Land there is a particular tree that if Mario hangs off the top of it the nearby Fly Guy will fly towards the freezing water and will instantly die. Mario doesn't even need to be on the tree for this to happen, he just needs to be in the vicinity. What makes the Fly Guy die is a mystery, but it is believed to have something to do with the freezing water being a 3D box.

To perform this glitch, the player must grab the Bob-omb right while it exploding, whither it is by a bubble landing on one, or if the player tossed it and caught it again just as it hits the ground. If done correctly, Mario should be holding the Bob-omb in its "larger" form. Occasionally, Mario will start walking backwards uncontrollably until the Bob-omb explodes, in which case Mario will lose two sections of his Health Meter. The player can adjust directions by moving the control stick, actually moving will slow Mario's backward moving speed.

This glitch can be done in Snowman's Land. Head over to the Bully on the ice. Knock it back off the platform with a shell. If Mario hits the Bully onto too low of ground it sinks into it. The Bully can die on frozen ice, a small slope, a large slope, a wall, and freezing water.

This glitch can be done in Snowman's Land. If Mario approaches a Moneybag just as it transforms back into a coin it will duplicate into two Moneybags, one that transforms into a coin and the other that hops away. This can be used to get infinite coins.

This glitch can be done only in Tiny-Huge Island. Mario must head over to the area with the Fire Piranha Plants. Switch to the large version of the island. Attack a Piranha Flower while it's shrinking at the last frame where it can be hit. The death jingle should be heard but a plant will spawn in its place. Attack it and get its two coins (notice it has no death animation). Quickly get in the pipe and back. Notice that the process can be repeated because the plant the coins were obtained from is back. (Note that if the player did not get in the pipe quick enough or did not kill the plant, the plant will not come back)

This glitch can be achieved during any Bowser battle. To do this glitch, the player must first grab Bowser's tail and throw him off the edge. When Bowser jumps back, grab his tail while he's still in the air and throw him onto a bomb. The result will be that instead of dying, Bowser will be sent flying off the edge of the stage but will still be alive. He will eventually jump back to the center of the stage and the battle will progress normally.

This glitch works best in Wet-Dry World. To do this glitch Mario should throw a Chuckya off a ledge and be position himself to get caught by it in midair before it touches the ground. Make sure Mario does not get thrown in midair; that will cause a different glitch. The Chuckya will touch the ground and will be unscathed. The second part of the glitch is to raise the water level using a Crystal Tap. The Chuckya should be completely submerged in water. When Mario carries this Chuckya he will be able to jump high and run at normal speed.

In any Bowser battle, more easily on Bowser in the Dark World, Mario needs to explode a bomb, so it won't interfere with the glitch. Later, he must throw Bowser near the edge of the platform but make sure Bowser doesn't fall off it. Then, Mario must stand near the edge too but staying far away from Bowser. If done correctly, Bowser will jump but will eventually fall from the platform. As Bowser's fall wasn't caused by Mario, Bowser won't jump back to the platform, and Mario will stay there until he quits the level or jumps off of the platform.

In Tall, Tall Mountain there is a group of three Goombas near the start. The one closest to the water often gets stuck on an invisible water current or a wall point in the water by walking towards it. (The existence of this can be proven by Mario trying to swim around in the same spot. Mario's physics will act funny.) This Goomba can be lured off the edge by Mario placing himself in the water in front of the spot where the Goomba usually gets stuck. When the Goomba is in the water it will not die; when the Goomba touches the ground in the water it will die. There are also a few spots in the game where Goombas will naturally walk off the edge, and a Goomba can also push another Goomba off the edge into a death pit.

In Lethal Lava Land Mario must hit a Bully while on a shell in one of the last frames of animation of it boiling. If this is done the animation will stop and the Bully will be partially submerged in lava. If Mario makes contact with this Bully it will push him backwards with great speed until he moves away.

To do this, Mario must lose his cap from Klepto in Shifting Sand Land, and then get it back, but not touch it. Then use the teleport multiple times. Then pick up a single cap from the pile that spawned. Get Klepto to steal it, and pick up another cap. Mario will be wearing a cap, however the conditions are still the same as if he did not have a cap. Klepto will not attack Mario, as he already has a cap. If Mario exits the level wearing the fake cap, he will lose it, and Klepto will still have the real cap.

If Mario flies too high in a level he dies. The reason is not obvious, but it is probably to prevent a crash or Mario going out of bounds. The required amount of speed to fly high enough with a wing cap can be gained multiple ways, including the Backwards Long Jump and Hyper Speed Wall Kick.

These glitches send the game into a surreal state where most objects do not update when interacted with and many are unloaded. All of these glitches seem to share the same properties, behaviors and interactions of Mario with entities when they are executed.

This glitch works only on the Japanese version. The player should head to Tall, Tall Mountain. Mario should grab the first Ukiki and lose his hat (it does not matter if the hat is stolen or not, because the glitch will still work, it is to the player's preference). Next, Mario must grab the Ukiki with a dive grab when it has his hat in a way that he ends up in the water, swimming with Ukiki in his hands. The player should then move Mario over and down the waterfall. When Mario starts falling down he player now needs to press to do a glitch Ground Pound item drop while Mario is falling. Mario is now in the surreal world of frozen time and unloaded entities. Some of the properties of objects in this frozen world are: This glitch is not possible to perform in the American version because the game forces Mario to send the out the text of Ukiki as soon as he has finished his diving/grabbing animation and is touching the ground. Bouncing off the ground is impossible because of the text box. It appears the text box mechanics were changed between versions. Also, it is not possible to drop Ukiki in midair, as pressing the button now does absolutely nothing while Mario is airborne and holding Ukiki (it may do something different in the European version).
 * The Crazed Crate is invisible but it is still loaded in the same spot and it is fully functional. It will move Mario normally but yields no coins and can be reused.
 * Red coins are stuck in the same frame of animation and can be collected, but do not disappear upon collection or show the number of them collected.
 * The rotating log, while still visible, is intangible and Mario will fall through it.
 * Chuckya behaves the same way as the Crazed Crate except for the fact that it does not lock Mario into a bouncing sequence.
 * Mario will interact with Bob-ombs exactly like the Chuckya. It won't explode or move.
 * Not a single Monty Mole appears and the holes they emerge from are missing.
 * Goombas interact almost exactly like the cloned versions of themselves; they can be interacted with only once. The only difference is that these Goombas have no animation. They have shadows and appear to be floating. They appear to be stuck in the first frame.
 * 1-Up Mushrooms appear normally but cannot be collected.
 * Power Stars can be collected, and will take Mario out of the level, but they do not rotate.
 * Fry Guy can be interacted with only once and stays in place, and does not disappear or produce coins after it is killed.
 * The Bob-omb Buddy has no animation and will not rotate towards Mario. Talking to a Bob-omb Buddy will "soft freeze" the game (music still plays).
 * If Mario gets his hat back from Ukiki coins that were supposed to spawn near Mario will, coins that spawn from the location of the enemy will, Goombas will finish their squishing animation and coins are yielded, and almost every entity will behave normally.

This glitch works only in the Japanese version. When Mario has just stomped on a cap switch (any of the three will work) the game goes into a frozen state until the text box is closed. To make the text box not appear instantly apply the method from the glitch Delayed Dialogue at a Distance. Thus, if Mario does not activate the text box by standing on the ground, Mario can move around the level while it is frozen. The frozen level has many unusual properties, including the fact that stars do not disappear when collected. The glitch ends when the text box appears.

There are three ways to do this glitch; the player must do the following:
 * Dive into an object to grab it and land on a downward slope
 * Hold an item and be pushed backwards off a ledge by a Bob-omb
 * Hold an item and jump into a glitch wall (e.g. the sides of any Exclamation Mark Block).

While Mario is holding hands free, he cannot do the following:


 * Walk
 * Crouch
 * Stand
 * Wall Kick
 * Grab onto ledges or poles
 * Jump up steep slopes or recover while sliding
 * Ride shells, owls or the wind
 * Use cannons
 * Head bonk
 * Be knocked back, catch on fire, touch lava, get electrocuted, get squished, fall hard, get thrown, or get heaved.
 * Get sucked into a tornado or get blown by a Fwoosh without instantly dropping the item.

Thus, Mario must move constantly. Turning is difficult and requires sliding (sitting) down slopes or rotating platforms. Mario can, however, punch, kick, use the triple jump, hang, and fly. He moves at the normal speed as he would if he is holding nothing. Returning the items to a normal grab requires diving, entering water, trying to pick up something else, or activating text or temporary game-interrupting animation (signs do not work.)

The start of this glitch is simple: Mario must go through a warp while holding an object hands free. When he arrives at the other point the object will be missing from his hands. The object will now be:
 * If it was a clone it will vanish from existence and will not affect the real object.
 * If it was a cork box it will never come back even after thirty seconds of inactivity.
 * If it was a Chuckya it will come back through a loading point
 * If it was a Penguin the big penguin will show a text box but will give no star for it.
 * If it was a Ukiki it will repeatedly ask to be freed no matter what option is chosen.
 * If it was a Bob-omb smoke will start appearing from Mario when he approaches the location of where it was obtained. Diving or grabbing will put the Bob-omb back in Mario's hands, provided it has not been kicked yet. This suspended Bob-omb will destroy other Bob-bombs on contact and push Goombas around. Cork boxes can be walked through, and if they can't, they can be picked up only for a moment. The Bob-omb can be kicked only once, before or after this glitch. If this glitch is performed with a bloated Bob-omb it will be identical except for the fact that Mario will receive constant backwards velocity unless it is kicked.

All of these glitches involve Mario being mysteriously and instantly moved to another location.

Some of the actions Mario does have the potential to instantly teleport Mario to the nearest ground underneath Mario. Usually this happens because Mario is in an animation that does not allow him to become airborne, however some collision detections might send him to the nearest ground as a failsafe.
 * Grabbing the tail of Bowser(If Bowser's tail is off the edge of the arena and Mario grabs it, Mario gets instantly teleported to the death layer).
 * Being moved to a lower ground by an action that was not caused by Mario's movement, an enemy (Most of them) or a slope (sliding, e.g.). Also if Mario is standing on the edge of a Tox-Box and the Tox-Box becomes upright, Mario instantly sinks in the sand. (Sometimes in mid-air).
 * Swimming into a certain part of the ship of Jolly Roger Bay will instantly teleport Mario to the bottom. Similar glitches occur in the walls of the first section of Dire, Dire Docks
 * In Tick Tock Clock, by jumping into a certain location to the right of a pendulum
 * If Mario is being crushed while the platform he stands on moves out from under him.
 * If Mario collects a star while the platform he stands on moves out from under him.

There are some actions that Mario can do or places Mario can be that will instantly teleport him some distance sideways. It is highly unusual behavior and the reason it happens appears to be that the physics engine of Mario 64 has several bugs that instantly affect the position of Mario. The known places where this happens are:
 * In Snowman's Land, walking into the right side of the entrance of the igloo teleports him to the left.
 * In Hazy Maze Cave, the by walking forward into the left side of the sign that tells Mario how to climb located at the emergency exit of the Toxic Cave. It almost looks like Mario is just clipping through the sign rather than getting teleported to the opposite side, but since this cannot be ascertained it is listed here.

There are some actions that Mario can do that will instantly teleport him upward. Presumably this is because the wall/ground in question has a special priority flag that "snaps" Mario to the top of a predetermined layer. The most blatant example of this would be water. If Mario enters the X and Z perimeters of a water box at a lower height he gets teleported to the top of the water.
 * In Bowser in the Fire Sea there is a way to grab at the top of the first pole from the base of it. It requires a Triple Jump that has its peak directly under the hexagonal prism that supports the pole.
 * In Tiny-Huge Island there is a way to teleport up and grab on to the grating by diving back towards the exit from the inside of the mountain.
 * In Whomp's Fortress, it can be done with the water box. Normally Mario can not enter the area where it is position from underneath because of invisible walls blocking it(the programmers were aware of it being possible). However, not all of the water box is blocked with invisible walls. The player should position Mario a the top left corner where the wall with the pool above it and the fence meet at the start of the course. Mario should then be positioned outward and downward (facing left and down). The player should then make Mario jump, move slightly to the left to get over the fence, push to the right and backwards while pressing the button to kick for decreased falling speed. Mario then will be teleported upward and pushed out of the water.

In Wet-Dry World's small town, Mario needs go to the white structure and hit the Crystal Tap to adjust the water level. Then, he needs to go over where the arrow lifts are. An Amp is floating above the platforms. To do this glitch, Mario needs to jump near the enemy (trying to not have platforms under him) and do a Ground Pound. If the enemy comes and hits Mario while doing this, he will fall to the very bottom of the ocean and suddenly pop right back up to the top without hitting the button to swim up.

After collecting all 120 Power Stars, the player must take Mario to the roof of Princess Peach's Castle (or use Climb The Castle without 120 Stars). For this to work, Mario has to walk to the far right side of the castle roof. When Mario reaches a corner, he will fall down slightly and grab onto a ledge. The player must pull themselves back up onto the roof, at which point Mario will lose a life. For unusual reasons, he also loses his hat. The reason this happens is the same reason as the Killer Slope glitch below.

There are places in the game where Mario can do this trick, preferably using the Cork Box Clip to activate it. Here is an example: if a player grabs one of two crates in Bob-omb Battlefield, carries it up the bridge to the little hill below the hill with the red coin, faces towards the grass, standing on the edge of the hill (with the crate 3/4 above the grass and 1/4 on the hill) and presses the Crouch button, the crate will be slightly in the hill. If the player then does a ground pound between the crate and the Hill, Mario will die instantly, somehow losing his hat. This glitch can be done in many more locations not listed here. The reason this happens is that Mario has a special function that tracks the spot (X and Z co-ordinates)on the nearest ground directly below him. If the ground below Mario doesn't exist, it goes to the exception handler, which results in an automatic death. The reason this doesn't work over death pits is that death pits are "fake" bottomless pits. There a set layer that if Mario is lower than the height of it activates the death sequence, and below that layer is an invisible ground layer. That is why this glitch does not work in levels that are floating in mid-air.

At the beginning of the game, the player can make a Long Jump on the exact edge of the bridge. If they succeed, the player won't need to talk to Lakitu. He will be standing in front of the castle, without his cloud.

If the player does a sidekick next to lava, he will bounce on lava without being hurt. This also applies to the sliding while sitting, so if the player slides over a slope, he can bounce on lava. This is because of animations. The game handles it so if Mario is in the middle of an animation, and an animation starts in the middle of the animation, the game does not play the second animation at all. If the "burned by lava" animation does not play, Mario will not get hurt.

Occasionally, in Snowman's Land, if Mario gets blown off the icy bridge by the snowman at just the right angle, his cap will fall into the ice box with a star in it (from In the Deep Freeze). If Mario tries to grab his cap, he will instead grab the star. If the player saves the game at this point, then Mario will be permanently capless.

HOLP is an acronym for Held Object's Last Position. The HOLP is a location or set of co-ordinates that is modified when Mario grabs any object (except a Crazed Crate) and is constantly rewritten to the position of Mario's hands. The HOLP stops updating when Mario isn't holding anything. When a new object is picked up the HOLP works exactly the same with it as the previous object except it tracks the position of the new object. When an object is thrown it spawns at the HOLP. It faces the same direction Mario is facing and is given velocity towards that direction. If the object is dropped by Mario it spawns at the height of Mario's feet and at the lateral position of the HOLP. It also faces the direction of Mario but it has no velocity. When Mario is holding his hat in his hand, however, the HOLP does not update. This means that objects can be manipulated to spawn where Mario last held an object without holding his hat in his hand. The default HOLP value is (0,0,0), which is a location near the center of the course. The HOLP is a global variable and is the same in all four save files, even if they are switched. The HOLP does not reset even when Mario switches courses or the player switches save files. The only way to reset the HOLP is if the player resets or turns off the system.

This glitch only works in the Japanese version.

While fighting Bowser in Bowser in the Dark World, the player should avoid his fire breath and keep picking up the coins that come from the flames. When Mario reaches a total of 1,000 coins in the level, his extra life total will change to "M25". In other versions of the game, when the player collects his 1000th coin, the coins total changes back to 999 coins. It is programmed incorrectly in the Japanese version as it tries to set the life total (instead of the coins total) to 999 when Mario has 1000 coins. Since the life counter is only 8 bits, this becomes -25, which is displayed as M25 in the game. (M is used in the place of a minus sign.). That is, the total will go down when Mario normally gains a life, and it will go up when he normally loses a life. In other versions of the game the player can't collect more than 999 coins as intended.

To do this glitch Mario must be holding a cloned 100 Coin Power Star with the hands free glitch. Mario must collect the star while he is crushed by an object. If Mario does this the glitch will take effect. When the player presses or  it will do absolutely nothing. Lateral movement is decreased and vertical momentum created by jumping is decreased. Slow quicksand will never kill Mario. Other than that Mario behaves exactly the same.

To perform this glitch, the player must go to the first and third Toads who gives the player a power star. Then, talk to them to the fence's side then gain the star by somersaulting. Mario will do his Victory Dance on the fences.

When Mario leaves a loading point area with water the median water level will be set to the current level of the water when it is loaded. Water naturally fluctuates slightly in its level. This means that through repeated timed movement across a loading point Mario can manipulate the water level slightly. While getting significant results from this glitch is very tedious, it is still within the bounds of the game and this could be used to drain or flood Dire, Dire Docks or Wet-Dry World.

There is a glitch that will make Yoshi fall off the roof. There are four spots on the roof where Yoshi can be. Yoshi will randomly walk to the other three points. The points are located: near the wing cap, near the back corner, near the front corner, and in the middle. If Yoshi walks from the wing to the back corner and back there is a chance that Yoshi will step on the slanted part of the roof. When Yoshi walks on the slanted part his movement will be pushed slightly off center. Yoshi will pass the point where he would stop and will keep walking forward off the roof. Yoshi will walk off the roof and reappear on the roof when Mario is away from where Yoshi reappears. If Mario talks to Yoshi just as he is falling off the roof in midair Mario will receive 100 lives and Yoshi will fall to the ground. When the jumping into waterfall animation tries to play Yoshi will get stuck walking towards that direction and the game will be in a soft freeze state. It also freezes when Mario talks to Yoshi on a slanted surface.

This will not work on all slippery slopes. Once in front of a slippery slope (Mario should be facing it), the player must tap continuously. If carried out correctly, Mario will climb the slope. The player can also tap and, making Mario climb in the commanded directions. This can also be accomplished in the remake (but doesn't work on most slopes) simply by holding in the given direction without holding down. This works on many slopes including the one in the image to the left (Only in the N64 version, due to this slope been changed into a wall in the remake), and the white slope in Bob-omb Battlefield.

Another faster way that works on most Slippery Slopes. Once in front of a slippery slope, The player will need to press to jump, but not letting go of it. The player must press and hold in the slippery slope direction and repeatedly tap the. If done correctly the player will walk on the slop, repeatedly jump and kick until he reach the top. This works on many slopes including the slope next to the basement door, the slope of Toxic Maze in Hazy Maze Cave, Bowser's steep slopes (which are turned into staircase once the player steps on Purple Switch) and the white slope in Bob-omb Battlefield.

To climb all short slippery slopes. Once in front of a slippery slope, The player will need to run and Triple Jump the slope (The first jump should be on the ground, the second and third jumps should be on the slope). If done correctly, the player will be able to climb the slippery slope.

From the right side of the castle, the player should do the Climb Slippery Slopes 3 glitch and aim his second jump a little to the left. If done correctly, Mario will slide while sitting, the player now must quickly jump and grab the ledge of the castle roof.

To perform this glitch, the player must select a new game and enter the castle. The player must do the Reverse Long Jump and steer Mario close to the locked door above and Mario will get shot behind the door and he must go the second floor. The player then does the same with the Star Door, shooting Mario to the third floor. The player then has to do the Reverse Long Jump again, and Mario will be shot behind the Star Door and up the Endless Stairs. The player can now play the Bowser in the Sky level with no stars.

For this glitch to work, Mario must go to Bob-omb's Battlefield and grab a Bob-omb and go near the gate near the Chain Chomp containing the Power Star. The Bob-omb will explode and will throw Mario through the gate and he will be able to get the Star instead of pounding Chain Chomp's stake although he can't if he had two wedges of health. This can happen on the gate near the marble-like slide.

This is a very difficult glitch to pull off. Mario must be in either Jolly Roger Bay or Dire Dire Docks. He must dive to where a jet stream is. Next, the player must press, and just as Mario stops his pose the player must do it again. He or she must repeatedly do so, and, although it's hard to do, if done correctly Mario will be inside the jet stream. This can be used to collect the "Through the Jet Stream" stars without the Metal Cap.

When Mario lets go of MIPS, he goes forward a bit. For some odd reason, MIPS stays around after the player grabs him and gets his star. Mario can then grab him like a normal object. If Mario walks toward the right side of the a door (one of the two spots where the door and the wall touch) while holding MIPS (angled so that MIPS goes a little bit into the wall), and lets go, then Mario will be stuck in the middle of the door (this glitch only works sometimes). If Mario turns around (by crawling) and faces towards MIPS, grabs MIPS, still in the door, then turns towards the other side of the door and lets go of MIPS, then MIPS will be on the other side of the door. If Mario does this to the main door in the water filled room that leads to the star door room, and repeats it with the star door (with less than 30 stars), Mario will be able to get to Dire Dire Docks or Bowser in the Fire Sea with less than 30 stars. Mario can also do this glitch to get to two different Black Rooms of Death.