List of Super Mario 64 glitches

These are the glitches found in Super Mario 64.

The Black Room of Death
Mario can stumble upon a glitched level by accidentally becoming trapped within the walls of the steeple atop Princess Peach's Castle. It's actually nothing more than the small area behind the castle's front door.

To get into the Black Room of Death, the player will have to have all 120 stars. The player will then have to shoot Mario up on top of the roof to get the Wing Cap. Then Mario needs to go back into the cannon. The player needs to aim Mario first towards the flagpole at the top of the castle, and then aim up as far as the cannon can go. The player will have to steer Mario to the second red area to the top. On the side with the window, The player will need to make Mario run into the middle of the wall, and while he hits the wall make him jump (while holding the control stick forward). This may take a few tries, but Mario should eventually end up behind the castle door. If Mario runs into the door, he will go through it and end up in another glitched area behind the door inside the castle. The Black Room of Death can be escaped by jumping through the wall above the door inside the castle.

Zombie Mario
This glitch can be done in any level with a Cannon and Bob-ombs, but it is easiest to do in Bob-omb Battlefield. First, the player must get their health down to one or two slices. Then, the player must grab a Bob-omb, and quickly run in front of a cannon, with Mario's back faced to the cannon. If done correctly, the Bob-omb will explode, Mario will fall backwards into the cannon, and the player can then aim the cannon. After firing themselves, despite the fact that the player doesn't have any HP left, they won't lose a life until they hit the ground. If the player picks up a Wing Cap before doing this, they can fly around in the air with 0 HP.

The Hidden Cork
In the Whomp's Fortress level, if Mario picks up a certain block, the player should keep trying to get it inside the one that leads to the Thwomps. This may either trap the block in there, or Mario will get through it, causing the place to be trapped in a floating flood. If Mario swims too deep, however, he will fall and lose a life.

100-Coin Star Glitch
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.

Bowser's trapdoor from the bottom
By the Cool, Cool Mountain entrance, the player should stand facing into the corner between the two left paintings. They should switch to first-person mode (or just rotate the camera), and move the camera into the wall to their right so the player can see into the darkness behind the painting to their left. The player should spot a trapdoor in the middle of nothing.

Go Through the Roof Glitch
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.

Camera Glitch
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.

Boo 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.

Messed up Mario
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.

To the Bottom O' the Town
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.

Backwards Long Jump
Player must go to any set of 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 you 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.

Suicidal Bowser
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.

Beat Koopa the Quick in Zero Seconds
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.

Walk Through The Bars
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.

Killer Corner
After getting 120 stars, the player should take Mario to the roof. The player needs to walk to the far right side of the castle. Where there is a corner, the player needs to grab onto the ledge and pull themselves back up, at which point a lifeas well as cap will be lost.

Lakitu glitch
At the beginning of the game, the player can make a Long Jump on the extreme edge of the bridge. If it succeeds, the player won't need to talk to Lakitu.