List of Super Mario 64 glitches

The following are glitches that can be found in the game Super Mario 64:

In several levels, 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 Mario will be unable to collect this Star because if he touches it, he immediately falls straight down and loses a life before he is able to perform his victory dance. This is also possible at Dire, Dire Docks, except that it is water instead of a bottomless pit. In this case, Mario does his victory dance at the bottom, and does not lose a life.

Player must go to any set of long stairs, then face the stairs and turn around so Mario is facing opposite of the stairs. Now player perform a long jump. As soon as Mario will jump hold backwards on the control stick. After he lands, player should tap A very fast, and after awhile Mario should start zooming backwards at very high speeds, usually going through walls and doors.

This glitch also works with rising platform over wall. Work the same way but if the player stops tapping A while wall is still behind Mario, he starts to running backwards very fast, as soon as the player holds stick in negative direction. Else if the player will don't stop tapping A and it reached the top, Mario will teleport somewhere behind him (depending on what speed he gained while jumping on a platform).

To beat Koopa the Quick in zero seconds, the player must get the Wing Cap and triple jump right in front of Koopa the Quick, but not too close, Ground Pound into the first cannon, then blast to the floating island, Ground Pound into another cannon and blast to the goal flag on the top of the mountain. Koopa the Quick will talk to Mario once he lands, though he is far away. Then the timer begins and ends at zero seconds. However, Koopa the Quick never gets up there, so the star can't be obtained that way. Once Mario gets back to the start, Koopa the Quick has disappeared.

This glitched area is actually nothing more than the small space behind the front doors of Princess Peach's Castle, though the player is normally not supposed to be able to enter it. Mario can discover it by accidentally becoming trapped within the walls of the large tower atop the castle.

To do so, the player must first have all 120 Power Stars collected, and also 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. If Mario runs into the door, he will pass through it and find himself in another glitched area behind the doors inside the castle. The Black Room of Death can be exited by jumping through the wall above the front doors inside the castle.

There are many Black Rooms in Peach's castle, many of which can be accessed via the "Through the Roof", Backwards Long Jump and MIPS glitch.

In order to see this, the player must have around 12 stars so the Boo appears in the hallway that leads to the back courtyard. The player must go into the hall, and then go to the room where the painting to Whomp's Fortress is. Then, the player should walk slowly to the left side of the room and exit and head to where Boo is. Boo should be facing backwards, and the player should chase him out of the room and to the back garden. The player should then go to the castle basement and then back to the Boo's hallway. He will be facing the normal way. The player should then go to the Whomp's Fortress room again and move slowly to the left. Partway there, the Boo will laugh. The player should then slowly walk out of the room and into the courtyard hallway. The Boo should have disappeared. Then, the player should 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 facing forward, backward, left or right should be floating in the middle of nowhere.

If the player were to go to Lethal Lava Land and jump into the volcano he/she should go to the platform with the bully. The player should make the bully run after he/she and make Mario run into the corner of the platform with two walls around it. The bully should 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. The glitch will only end if the player resets their N64 system. This glitch was changed in Super Mario 64 DS were if a bully rams the player the bully will stand still for a few seconds and charge again giving he/she a chance to escape.

Mario should go through any castle door (that isn't on the first floor), he should 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 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 should go to Shifting Sand Land and let Klepto steal Mario's cap. In response, the player must attack Kelpto 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 should 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 cap will appear on Mario's head, but if the player returns to Shifting Sand Land level, Klepto will have Mario's cap. If the player saves and resets the game, Mario will be without his cap.

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.

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

Once in front of a slippery slope (Mario should be facing it), the player tap the Control Stick to foward continuously. If made correctly, Mario will climb the slope. The player can also, tap the Control Stick to right and left, making Mario climb at the commanded directions.

This will not work at all slippery slopes.

In Course 1, 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 Z, Mario be suspended in mid-air.

This glitch works in Shifting Sand Land. The player should go into the pyramid, at the place with Spindel. If Mario gets close enough the Spindel will start to flat Mario. Mario will be crushed, but he will not lose HP. 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 come and squish mario 3/4 down and he will not lose health.

Mario should go to Lethal Lava Land. He should grab a Green shell and ride it to the log around the caged area. The player should jump on the log and make it move. The player should charge to the 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 like a bug. He will be dead, but he will still be siting on lava.

After the player defeats Bowser the second time in Bowser in the Fire Sea, the player should go to the door that leads to the second floor and run to the pole on the left wall, and then jump twice. Mario will go through the roof and onto the stairs.

Also before the basement door, there's a Black Room of Death which is accessible through this glitch.

In Whomp's Fortress, if Mario puts a certain block in the area with Thwomps, it may either trap the block in there, or Mario will go through it, falling into water. If Mario swims too deep, however, he will fall and lose a life.

If the player grabs any cap and go though teleport zone, Mario will go out without special cap, but the music will still play.

After collecting all 120 Power Stars, the player must take Mario to the roof of Princess Peach's Castle. 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 grab onto the ledge and pull themselves back up onto the roof, at which point Mario will lose a life.

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. Lakitu will still come down, however, but his graphics will be screwed up. The game may either:
 * Make Lakitu's cloud come down, without Lakitu or his camera on it.
 * Have Lakitu and his camera come without the cloud.

A loading area is a part of a 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.

Warning: Tilting an N64 game cartridge can corrupt and/or permanently damage it.

If the player tilts the N64 cartridge itself just a tad bit from the left, Mario's limbs will be disfigured and he will slowly sink into the ground, but he can still be controlled. But entering any doors 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.

Warning: Tilting an N64 cartridge can corrupt and/or permanently damage it.

If the the player were to go to Hazy Maze Cave, they should go to the area with Dorrie, grab a Metal Cap, go under water, and titl the catridge. Mario's limbs won't be disfigured, he won't sink, and Mario still won't go through objects, but the entire level will turn into a bottomless pit filled with water. Because Mario has a Metal Cap he will only head strait down. Going too deep will make Mario fall through another pit, but he won't die. Mario will keep on falling until the player resets the N64 system. If the player presses any other button the game will freeze.

It should be noted that this bug works only in Japanese version only.

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. That is, the total will go down when Mario will normally gain a life, and it will go up when he normally lose a life. In other versions of the game the player can't gain more that 999 coins.

Bowser can technically be swung around even without rotating the Analog Stick; by holding it to the right and hitting C◄ (or left /C►) to move the camera, Bowser will be slowly rotated.

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.

In any Bowser battle, more easily on "Bowser in 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 making 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 be doomed to stay there until he quits the level or jumps off of the platform.

If the player were to go to the Bob-omb Battlefield and jump on the elevator the player should have Mario's back against the wall and do a Backwards Long Jump. Mario will float in the air and he will slowly head upwards. When Mario reaches the top he will run backwards very fast. Getting hurt will end the glitch. The player will almost have no control over Mario, but if the player can steer Mario into the Chain Chomp a glitch will happen where Mario's Health Meter will instantly drop to zero. However, Mario will still be able to move and finish the level (The glitch also ends if a level is completed). Mario will have endless health.

In Wet-Dry World, 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 A button to swim up.

In Bob-Omb Battlefield, there is a gate by the Chain Chomp that can only be opened after completing a certain task. However, if the player holds something and then stands at the far left border, and then presses Z (or A then B), Mario will be teleported behind the gate.

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 or. 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. 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 afterward.