List of Super Mario 64 glitches: Difference between revisions

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==={{conjecturaltext|Conservation of Velocity}}===
==={{conjecturaltext|Conservation of Velocity}}===
There are certain actions that give Mario velocity. There are certain actions that give Mario a lot of velocity. Usually when Mario has stored velocity it will decrease over time, in a way simulating friction. Under some conditions, however, Mario's stored velocity will not decrease, but will be stored as a separate value, which itself will not decrease. This value is loaded back into Mario's position and velocity calculating subroutine once certain conditions are met.
There are certain actions that give Mario velocity. There are certain actions that give Mario a lot of velocity. Usually when Mario has stored velocity it will decrease over time, in a way simulating friction. Under some conditions, however, Mario's stored velocity will not decrease, but will be stored as a separate value, which itself will not decrease. This value is loaded back into Mario's position and velocity calculating subroutine once certain conditions are met.
*When Mario is swimming at the surface of the water. <ref>[https://www.youtube.com/watch?v=69NMgKGFKC0]</ref>
*When Mario is swimming at the surface of the water. <ref>[https://www.youtube.com/watch?v=69NMgKGFKC0 Youtube video of Water Velocity Conservation glitch]</ref>
*When Mario grabs a tree or a pole. As soon as he lets go by sliding down movement resumes.
*When Mario grabs a tree or a pole. As soon as he lets go by sliding down movement resumes.
These can be used to gain effects similar to the Backwards Long Jump.
These can be used to gain effects similar to the Backwards Long Jump.
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*In Bowser in the Dark World, above one of the corners of the fence on the curving path.<ref>[https://www.youtube.com/watch?v=1CIBitdcmCY YouTube video of a invisible wall in Bowser in the Dark World]</ref>
*In Bowser in the Dark World, above one of the corners of the fence on the curving path.<ref>[https://www.youtube.com/watch?v=1CIBitdcmCY YouTube video of a invisible wall in Bowser in the Dark World]</ref>
*Near the rotating log in [[Tall, Tall Mountain]]
*Near the rotating log in [[Tall, Tall Mountain]]
*At the sides of a pendulum in [[Tick Tock Clock]]<ref name=TTCglitches/>
==={{conjecturaltext|Regular Wall Phasing-Through}}===
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).<ref>[https://www.youtube.com/watch?v=W5aVrZEN_d4 Youtube video of TTM Wall Clip near start]</ref>
*By jumping into the ledge located just below the platform with a [[Ukiki]] that steals Mario's Hat.<ref>[https://www.youtube.com/watch?v=R4OkJJvxWyE Youtube video of TTM Wall Clip near Ukiki]</ref>
*At the top of [[Tall, Tall Mountain]] by running up into the waterfall where the fence meets it.
*Seen only in Japanese version. At the start of [[Cool, Cool Mountain]] where two slopes meet (Near the broken bridge with the warp) <ref>[https://www.youtube.com/watch?v=_ESvqzpfi0s]</ref>.
*In [[Snowman's Land]], at the igloo, by standing at the wall directly opposite the entrance and pressing the {{button|n64|A}} button then the {{button|n64|B}} 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.


==={{conjecturaltext|Speed Sliding Spot}}===
==={{conjecturaltext|Speed Sliding Spot}}===
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==={{conjecturaltext|Unreachable 100-[[Coin]] Star}}===
==={{conjecturaltext|Unreachable 100-[[Coin]] Star}}===
[[File:UngetableStar.png|thumb|left|Unreachable Star]]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.
[[File:UngetableStar.png|thumb|left|Unreachable Star]]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.
==={{conjecturaltext|Wall Clipping}}===
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).<ref>[https://www.youtube.com/watch?v=W5aVrZEN_d4 Youtube video of TTM Wall Clip near start]</ref>
*By jumping into the ledge located just below the platform with a [[Ukiki]] that steals Mario's Hat.<ref>[https://www.youtube.com/watch?v=R4OkJJvxWyE Youtube video of TTM Wall Clip near Ukiki]</ref>
*At the top of [[Tall, Tall Mountain]] by running up into the waterfall where the fence meets it.
*Seen only in Japanese version. At the start of [[Cool, Cool Mountain]] where two slopes meet (Near the broken bridge with the warp) <ref>[https://www.youtube.com/watch?v=_ESvqzpfi0s]</ref>.
*In [[Snowman's Land]], at the igloo, by standing at the wall directly opposite the entrance and pressing the {{button|n64|A}} button then the {{button|n64|B}} button (Mario will kick against the wall). Mario can enter the igloo in this manner.


==={{conjecturaltext|[[Wing Cap]] Momentum Memory}}===
==={{conjecturaltext|[[Wing Cap]] Momentum Memory}}===
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*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.). If Mario's NGUMS is placed on the edge of a [[Tox-Box]] and the Tox-Box becomes upright when Mario is standing on it, Mario instantly sinks in the sand.(Sometimes in mid-air). <ref>[https://www.youtube.com/watch?v=eYDrvNMsjuY Youtube video of Death in Midair Tox-Box glitch]</ref>
*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.). If Mario's NGUMS is placed on the edge of a [[Tox-Box]] and the Tox-Box becomes upright when Mario is standing on it, Mario instantly sinks in the sand.(Sometimes in mid-air). <ref>[https://www.youtube.com/watch?v=eYDrvNMsjuY Youtube video of Death in Midair Tox-Box glitch]</ref>
*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]] <ref>[https://www.youtube.com/watch?v=ch2Bbw0LnHY Youtube video of JRB Ship Downward Teleport]</ref>
*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]] <ref>[https://www.youtube.com/watch?v=ch2Bbw0LnHY Youtube video of JRB Ship Downward Teleport]</ref>
*In [[Tick Tock Clock]], by jumping into a certain location to the right of a pendulum <ref name=TTCglitches>[https://www.youtube.com/watch?v=Ebp-D7e6Sd4 Youtube video of several glitches in TTC Japanese version]</ref>
*Walking off a [[Blue Coin Block]].
*Walking off a [[Blue Coin Block]].
*If Mario is being crushed while the platform he stands on moves out from under him.
*If Mario is being crushed while the platform he stands on moves out from under him.
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{{BoxTop}}
{{BoxTop}}


==={{conjecturaltext|Killer Hill}}===
==={{conjecturaltext|Killer Slope}}===
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. 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 (Nearest Ground Under Mario Spot, or NGUMS). If the game can't find the NGUMS it goes it to the exception handler, which results in an automatic death (so as to not hard freeze). 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. The loss of the hat is likely because Mario and his hat are treated as two different entities, and it can unload before Mario does.
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 (Nearest Ground Under Mario Spot, or NGUMS). If the game can't find the NGUMS it goes it to the exception handler, which results in an automatic death (so as to not hard freeze). 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. The loss of the hat is likely because Mario and his hat are treated as two different entities, and it can unload before Mario does.
<ref name="YouTube video of Several Death glitches"></ref>
<ref name="YouTube video of Several Death glitches"></ref>


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