List of Mario Kart 64 glitches

This is a list of glitches in the game Mario Kart 64.

If the player leaves the results theme on for 50 minutes, the music will change to an alternate results theme. It is unknown whether this is an easter egg or a glitch, due to 50 minutes being approximately 64 loops.

If the racer ends up touching the first place kart while in second and finishes the race while still connected, the 1st place music should be played, though the player would still only receive 6 points versus the nine points for first place.

This glitch will work in any game mode and with any character. Once the race starts, the player must turn around onto the bridge, and turn back around onto the snow (without touching the track) and off the course (though past the starting line) so Lakitu comes. When the player drives over the starting line, the screen will say Second Lap. The player can keep doing this until the end of the race, resulting in being able to finish the race around 1 minute.

This glitch works in any mode with any player on Wario Stadium. On the first hill after the start of the race, the player should drive into the wall, they should be able to bounce over it. Next, they should do a 180 degree turn and aim for the starting pole (the player is over the wall so it may be hard to see it depending on how well the Nintendo 64 or Wii works). The player should hop over the wall again and make sure to land to the left of the starting line. Once the player crosses the starting line after they regain control of their kart, Lakitu should hold the second or Final lap sign, depending on which lap the player was on previously, or he will wave the checkered flag, if the race is finished.

This glitch occurs only in Frappe Snowland in the bridge part before the finish with a second player. The second player must drive off the bridge and into the water at a certain point, so that Lakitu picks the player up and drops him or her onto the bridge. If the area Lakitu is dropping off seems to be the last line on the bridge closest to the finish line, Lakitu drops the player directly through the bridge and into the water. If the second player happens to spin out while trying to accelerate, the player still falls into the water. This glitch will happen continuously until the player is helped out of this situation.

This is a fairly easy glitch that can be performed in any mode with any player on DK's Jungle Parkway. When the race starts, the player needs to turn around and go into the tunnel, and then pass two of the flames on the wall and turn around again, now going in the right direction. Just as the tunnel is about to end, the player has to drive in between the end of the tunnel on the left and the drop to the bottom. The racer should fall below the course and land in water. Lakitu will place the player back in the tunnel, and then drive across the finish line and it will become the next lap.

To perform this glitch start a battle on Double Deck. The player must then park one of the characters over an Item Box and make sure that the character doesn't receive a Boo or Star. Then have the other character(s) loose their balloons. On the Battle Ranking screen, keep pressing Z on the controller for the character that is on the item box. Eventually the game will freeze with the music still playing.

In Royal Raceway, there is a strange green texture behind the grandstand that looks different depending on the angle it is viewed at.

To perform this glitch, the racer must go to the Block Fort on Battle Mode with two players (Both should be the same weight), make one player do nothing at all, and make the other player get a turbo boost between the second and third lights then just keep holding down the A Button. While the first player is bouncing between the wall and the second player, the racer needs to let go of A. The first Player should go right through the wall.

Hidden underneath Big Donut are two inaccessible Item Boxes which appear randomly. The Item Boxes can be seen if the player gets the camera behind the green bars.

The player must place a banana right where the player gets hurt and gets pushed backward into it. Then the player will get hurt by the banana, but it will not disappear. Then the player will constantly get hurt, and will be unable to move until the banana disappears.

If the player goes off the trail in Royal Raceway and drives to Peach's Castle at an angle towards the right side of the bridge and hits the middle at a 40-60 speed, the player will jump over the bridge and dive into the wall of Peach's Castle, and fall in invisible water. The player will then be taken back to the actual road. This glitch needs to be performed right when the bridge appears to go down near the middle of the bridge.

This glitch works in any mode with any player on Mario Raceway, excluding Extra Mode. Just before the left turn before the 180 degree turn around the mushroom tree, the player should use a Mushroom speed boost and go over the wall. However, this glitch is difficult to perform since the angle has to be exactly right or else it will fail.

This will work with any character. On Koopa Troopa Beach, when the character comes to the big turtle shaped stone, hang a left. There should be some moss growing on the top of the back wall. The player needs to find the crease in the wall where that moss begins. The player must make the character he or she chose run straight into that crease. When/if the character starts to move up the wall the player must then make sure he or she is moving up that crease and not starting to move onto other parts of the wall. If this is all done correctly, the character should move off the other side of the wall and fall into the water in the middle of the island.

If player runs into an item on the road, they sometimes spin out a second later, making out of time animations. A banana or a shell on the road is required for this glitch.

This is a glitch that can be performed in any mode with any player on Yoshi Valley, excluding Extra Mode. This glitch can only be performed with a Mushroom item. Immediately after crossing the finish line, the racer has to make a 90-degree left turn and use a Mushroom boost to hop the fence. If the racer hits a certain part of the wall across the canyon and then plummets to the bottom, Lakitu should put the racer back on the starting line and it will either be second lap (Time Trials only), final lap (if performed on second lap in any mode), or the race would be finished (if performed on final lap).

This is an extremely difficult glitch that can be performed on any mode with any player on Royal Raceway, excluding extra mode. After passing under the jet ramp that goes across the river, players should make a sharp left turn about halfway through that straightaway section and aim for the corner of brown bank across the river on the side closest to the player. Then, the player should brake just before it appears the player is going to go across the river and then use a Mushroom speed boost. If " Poomp! " appears on the screen when the kart hits the bank, the glitch has been performed correctly. Lakitu should put the racer back on the road right before the speed boost that takes the player across the river near the castle.

This glitch can only happen in Double Deck. The player must drive to the top floor, and then fall onto the middle floor. When they hit the floor they have to immediately Drift. If performed correctly, they will be sticking out of the ground and spinning in circles.

This will work with any character. On Koopa Troopa Beach, when the character comes to the two palm trees next to the rocks, the player must keep jumping up on the rocks, so the player is behind the tree, then stop jumping. If done correctly, the player will be crashing, but be stuck in between the palms trees and the rocks. After a while, the player will fall though the ground and land in invisible water. Lakitu will then pick the player up, and put the player back on the ground.

In Kalimari Desert, it is possible to drive under the train by driving through the wheels.

This glitch can only be performed in Grand Prix mode. If the player gets very close to an opponent in fifth place and crosses the finish line, there is a random chance that he or she may still pass the race and be able to move onto the next course. In fact, the second through fourth place music will still play, but the game will count it as a fifth-place win, and therefore the player will not receive any points.