List of Super Mario 64 glitches: Difference between revisions

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{{italic title|List of ''Super Mario 64'' glitches}}
{{italic title|List of ''Super Mario 64'' glitches}}
This is a list of glitches featured in ''[[Super Mario 64]]''. For glitches found exclusively in the remake, ''[[Super Mario 64 DS]]'', see [[List of Super Mario 64 DS glitches|List of ''Super Mario 64 DS'' glitches]].
This is a list of glitches in ''[[Super Mario 64]]''. For glitches found exclusively in [[Super Mario 64 DS|the remake]], see [[List of Super Mario 64 DS glitches|List of ''Super Mario 64 DS'' glitches]]. Unless otherwise noted, all names are conjectural. Glitches marked with an asterisk (*) are fixed in the Shindō, PAL, North American, [[iQue Player]], and [[Virtual Console]] releases.
__TOC__
__TOC__
'''NOTE''': Unless otherwise noted, all names are conjectural.
<br>Glitches marked with an asterisk (*) are fixed in the Shindō, PAL, North American, [[iQue Player]], and [[Virtual Console]] releases.
==Audio==
==Audio==
===Big Boo's Haunt music cut-out===
===Big Boo's Haunt music cut-out===
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'''NOTE''': This glitch does not work in the Japanese version.
'''NOTE''': This glitch does not work in the Japanese version.


After selecting the [[Footrace with Koopa the Quick|second mission]] in [[Bob-omb Battlefield]], the player should talk to [[Koopa the Quick]] while wearing the [[Wing Cap]]. While racing him up the mountain, the player must use a small alcove to [[warp]] higher up the mountain; the Wing Cap will seemingly disappear, after which the player should reach the flag at the summit and wait for Koopa the Quick to arrive. After talking to Koopa the Quick, the Wing Cap background music plays endlessly. Alternatively, the player can talk to [[King Bob-omb]] while wearing the Wing Cap, and then quickly warp using the alcove near the summit, achieving the same effect.<ref>[http://www.youtube.com/watch?v=M0QhDJ_SCDs YouTube video of Infinite cap music glitch]{{dead link}}</ref>
After selecting the [[Footrace with Koopa the Quick|second mission]] in [[Bob-omb Battlefield]], the player should talk to [[Koopa the Quick]] while wearing the [[Wing Cap]]. While racing him up the mountain, the player must use a small alcove to [[warp]] higher up the mountain; the Wing Cap will seemingly disappear, after which the player should reach the flag at the summit and wait for Koopa the Quick to arrive. After talking to Koopa the Quick, the Wing Cap background music plays endlessly. Alternatively, the player can talk to [[King Bob-omb]] while wearing the Wing Cap, and then quickly warp using the alcove near the summit, achieving the same effect.<ref>[https://www.youtube.com/watch?v=M0QhDJ_SCDs YouTube video of Infinite cap music glitch]{{dead link}}</ref>


To end the glitch, the player can collect another Wing Cap and let it expire.
To end the glitch, the player can collect another Wing Cap and let it expire.
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===Koopa Shell music glitch===
===Koopa Shell music glitch===
If the player holds {{button|N64|Z}} to crouch right as Mario touches a [[Koopa Shell]], the music in the level will replay from the beginning as Mario dismounts immediately. Despite this, the shell remains and the glitch can be repeated.<ref>[http://www.youtube.com/watch?v=zoUmwFR987U YouTube video of Koopa Shell music glitch]</ref>
If the player holds {{button|N64|Z}} to crouch right as [[Mario]] touches a [[Koopa Shell]], the music in the level will replay from the beginning as Mario dismounts immediately. Despite this, the shell remains and the glitch can be repeated.<ref>[https://www.youtube.com/watch?v=zoUmwFR987U YouTube video of Koopa Shell music glitch]</ref>


===Koopa the Quick warp music glitch*===
===Koopa the Quick warp music glitch*===
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==Camera==
==Camera==
===Below Mario in Bob-omb Battlefield glitch===
===Below Mario in Bob-omb Battlefield glitch===
[[File:SM64 Camera underneath Mario in BOB.png|thumb]]
[[File:SM64 Camera underneath Mario in BOB.png|thumb|The camera glitch in Bob-omb Battlefield]]
While using the [[Lakitu Bros.|Lakitu]] camera mode, If the player performs [[Wall Kick]]s to jump from the foot of the white slope over the seesaw platform, the camera focuses Mario from below the floor.
While using the [[Lakitu Bros.|Lakitu]] camera mode, If the player performs [[Wall Kick]]s to jump from the foot of the white slope over the seesaw platform, the camera focuses Mario from below the floor.
{{br}}
{{br}}
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===Dead Mario softlock===
===Dead Mario softlock===
[[File:Zombie Freeze.gif|thumb|120px|Mario dies as a Star is released]]
[[File:Zombie Freeze.gif|thumb|120px|Mario dies as a Star is released]]
In [[Bob-omb Battlefield]], the player should use the [[Wing Cap]] to fly Mario above the floating island such that falling would result in Mario's death. If Mario Ground Pounds the yellow [[! Block]], upon landing he will die as the Star is released. At this point Mario cannot move, exit the course, or complete his death animation. Similarly, if Mario dies and collects a coin to summon the 100-Coin Star at the same time, the game will softlock.<ref name="YouTube video of Several Death glitches">[https://youtu.be/1qiMOcT9DNU SM64 Star Death Softlock Testing]</ref>
In [[Bob-omb Battlefield]], the player should use the [[Wing Cap]] to fly Mario above the floating island such that falling would result in Mario's death. If Mario [[Ground Pound]]s the yellow [[! Block]], upon landing he will die as the Star is released. At this point Mario cannot move, exit the course, or complete his death animation. Similarly, if Mario dies and collects a coin to summon the 100-Coin Star at the same time, the game will softlock.<ref name="YouTube video of Several Death glitches">[https://youtu.be/1qiMOcT9DNU SM64 Star Death Softlock Testing]</ref>
{{br}}
{{br}}


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===Double Star softlock===
===Double Star softlock===
If Mario collects a 100-Coin Star as he opens a Star block, this second Star may be released as Mario lands. Similar to the Dead Mario softlock, the overlapping animations of a Star dance and a Star being released confuse the game, resulting in a softlock.<ref>[http://www.youtube.com/watch?v=IrSyQqTfNOI YouTube video of double star freeze]</ref>
If Mario collects a 100-Coin Star as he opens a Star block, this second Star may be released as Mario lands. Similar to the Dead Mario softlock, the overlapping animations of a Star dance and a Star being released confuse the game, resulting in a softlock.<ref>[https://www.youtube.com/watch?v=IrSyQqTfNOI YouTube video of double star freeze]</ref>


===Freeze while entering Vanish Cap Under the Moat===
===Freeze while entering Vanish Cap Under the Moat===
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===Long-distance Monty Mole defeat freeze===
===Long-distance Monty Mole defeat freeze===
When a Monty Mole is defeated from too far away, the game cannot choose the next hole for the Monty Mole to appear from, as every hole is too far from Mario. This unexpected result causes the game to freeze. The player can defeat a Monty Mole from a sufficiently long distance by throwing a [[Bob-omb]].
When a Monty Mole is defeated from too far away, the game cannot choose the next hole for the Monty Mole to appear from, as every hole is too far from Mario. This unexpected result causes the game to freeze. The player can defeat a Monty Mole from a sufficiently long distance by throwing a [[Bob-omb]].<ref>[https://www.youtube.com/watch?v=DERow1hFa-0 YouTube video of Monty Mole Freeze in TTM]</ref>
<ref>[https://www.youtube.com/watch?v=DERow1hFa-0 YouTube video of Monty Mole Freeze in TTM]</ref>


According to Tyler Kehne,
According to Tyler Kehne,<ref>[https://www.youtube.com/watch?v=P4AQ9AmWa9s A better video of the Monty Mole freeze, the cause of the glitch was discovered 7 years later]</ref>
<ref>[https://www.youtube.com/watch?v=P4AQ9AmWa9s A better video of the Monty Mole freeze, the cause of the glitch was discovered 7 years later]</ref>
<blockquote>''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 returns 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.''</blockquote>
<blockquote>''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 returns 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.''</blockquote>


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Due to a developer oversight, the rocks thrown by Monty Moles do not disappear if thrown off the cliff of Tall, Tall Mountain. Once approximately 200 rocks accumulate, there is no more space available to load new objects, freezing the game. This is similar to how the game handles the teleportation clones of Mario's cap.
Due to a developer oversight, the rocks thrown by Monty Moles do not disappear if thrown off the cliff of Tall, Tall Mountain. Once approximately 200 rocks accumulate, there is no more space available to load new objects, freezing the game. This is similar to how the game handles the teleportation clones of Mario's cap.


As stated by Scott B. (alias pannenkoek2012) on YouTube,
As stated by Scott B. (alias pannenkoek2012) on YouTube,<ref>[https://www.youtube.com/watch?v=KPzVVAYKoqE]</ref>
<ref>[https://www.youtube.com/watch?v=KPzVVAYKoqE]</ref>
<blockquote>''... 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.''</blockquote>
<blockquote>''... 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.''</blockquote>


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==Graphics==
==Graphics==
===Boo glitch===
===Boo glitch===
[[File:SM64 Booback.png|thumb|100px|The [[Boo]] facing away from Mario.]]
[[File:SM64 Booback.png|thumb|100px|The [[Boo]] facing away from Mario]]
[[File:SM64 Booback2.png|thumb|100px|The same Boo outside the castle walls]]
[[File:SM64 Booback2.png|thumb|100px|The same Boo outside the castle walls]]
After collecting at least 12 [[Power Star]]s a large [[Boo]] appears in the hallway leading to the courtyard. The player should enter the [[Whomp's Fortress]] painting room and move to the far left side, then leave and head to the hallway. The Boo should be facing backwards, and the player must chase it out of the room.
After collecting at least 12 [[Power Star]]s a large [[Boo]] appears in the hallway leading to the courtyard. The player should enter the [[Whomp's Fortress]] painting room and move to the far left side, then leave and head to the hallway. The Boo should be facing backwards, and the player must chase it out of the room.
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|image1=HiddenDoor.png
|image1=HiddenDoor.png
|width1=100
|width1=100
|caption1=The first hidden door.
|caption1=The first hidden door
|image2=HiddenDoor 2.png
|image2=HiddenDoor 2.png
|width2=100
|width2=100
|caption2=Another hidden door.
|caption2=Another hidden door
}}
}}
[[File:SM64 Out of Bounds Star Doors.png|thumb|100px|Two floating Star doors]]
[[File:SM64 Out of Bounds Star Doors.png|thumb|100px|Two floating Star doors]]
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*When using first-person view from the outside wall of the spiral staircase to the second floor, the 50 and 70 Star Doors are visible.
*When using first-person view from the outside wall of the spiral staircase to the second floor, the 50 and 70 Star Doors are visible.
*Another door can be seen when standing in the left edge next to the Whomp's Fortress painting.
*Another door can be seen when standing in the left edge next to the Whomp's Fortress painting.
[[File:SM64 Hidden Cloud.png|100px|The hidden cloud.|thumb]]
 
[[File:SM64 Hidden Cloud.png|thumb|100px|The hidden cloud]]
Likewise, the reflection of [[Lakitu Bros.|Lakitu's]] cloud in the second-floor mirror room is always rendered. In several places, like the corners next to the room's door and the stairway to the second floor, Mario can enter first-person view to look through a wall and see the cloud.
Likewise, the reflection of [[Lakitu Bros.|Lakitu's]] cloud in the second-floor mirror room is always rendered. In several places, like the corners next to the room's door and the stairway to the second floor, Mario can enter first-person view to look through a wall and see the cloud.
{{br}}
{{br}}
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===Frozen head glitch*===
===Frozen head glitch*===
[[File:SM64 Frozen Head.png|thumb|upright=0.85|The glitch in action]]
[[File:SM64 Frozen Head.png|thumb|upright=0.85|The glitch in action]]
After defeating [[Bowser]] in the [[Bowser in the Dark World|Dark World]] or [[Bowser in the Fire Sea|Fire Sea]], he drops a key. In the Japanese version, if the player runs to where the key will land, presses {{button|n64|cup}} and looks somewhere, Mario keeps looking that way during the key collection cutscene.<ref>[http://www.youtube.com/watch?v=ve07BT9ADrg YouTube video of frozen head]</ref>
After defeating [[Bowser]] in the [[Bowser in the Dark World|Dark World]] or [[Bowser in the Fire Sea|Fire Sea]], he drops a key. In the Japanese version, if the player runs to where the key will land, presses {{button|n64|cup}} and looks somewhere, Mario keeps looking that way during the key collection cutscene.<ref>[https://www.youtube.com/watch?v=ve07BT9ADrg YouTube video of frozen head]</ref>
{{br}}
{{br}}


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|image1=SM64 Invisible Bowser.png
|image1=SM64 Invisible Bowser.png
|width1=100
|width1=100
|caption1=Mario grabbing invisible Bowser's tail.
|caption1=Mario grabbing invisible Bowser's tail
|image2=SM64 Invisible Bowser 2.png
|image2=SM64 Invisible Bowser 2.png
|width2=100
|width2=100
|caption2=Bowser is defeated while invisible.
|caption2=Bowser is defeated while invisible
}}
}}
Bowser can teleport when battled in the Fire Sea, during which he becomes invisible. If Mario grabs Bowser while he teleports, Bowser stays invisible until he teleports again or is thrown off of the platform. The invisible Bowser cannot hurt Mario on contact, but is still able to attack as usual.<ref name="Bowser glitches">[http://www.youtube.com/watch?v=7CYJRRP5fhY YouTube video of several Bowser glitches]</ref>
Bowser can teleport when battled in the Fire Sea, during which he becomes invisible. If Mario grabs Bowser while he teleports, Bowser stays invisible until he teleports again or is thrown off of the platform. The invisible Bowser cannot hurt Mario on contact, but is still able to attack as usual.<ref name="Bowser glitches">[https://www.youtube.com/watch?v=7CYJRRP5fhY YouTube video of several Bowser glitches]</ref>
{{br}}
{{br}}


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===1-Up Mushroom circling Mario glitch===
===1-Up Mushroom circling Mario glitch===
[[File:SM64 Chasing1Up.gif|thumb|100px|The [[1-Up Mushroom]] chasing [[Mario]]]]
[[File:SM64 Chasing1Up.gif|thumb|100px|The [[1-Up Mushroom]] chasing [[Mario]]]]
Mario can avoid a homing [[1-Up Mushroom]] indefinitely by crouching. Despite its ability to move vertically, the mushroom instead attempts to reach Mario laterally, flying in circles above his head. This oversight was not fixed in the [[Super Mario 64 DS|Nintendo DS remake]].
Mario can avoid a homing [[1-Up Mushroom]] indefinitely by crouching. Despite its ability to move vertically, the mushroom instead attempts to reach Mario laterally, flying in circles above his head. This oversight was not fixed in the [[Super Mario 64 DS|Nintendo DS remake]].
{{br}}
{{br}}


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===Black room of death===
===Black room of death===
A '''black room of death''' ('''BRoD''' for short) refers to the spaces behind doors in the [[Peach's Castle]], which are only meant for Mario to walk into during the animation where he opens the door. Nonetheless, certain exploits allow Mario to reach these spaces. Once inside these spaces, attempting to open the door will put Mario in the corresponding BRoD at the other side. Depending on the collision around the "rooms" in each loaded area, he may or may not be able to escape.
A '''black room of death''' ('''BRoD''' for short) refers to the spaces behind doors in the [[Peach's Castle]], which are only meant for Mario to walk into during the animation where he opens the door. Nonetheless, certain exploits allow Mario to reach these spaces. Once inside these spaces, attempting to open the door will put Mario in the corresponding BRoD at the other side. Depending on the collision around the "rooms" in each loaded area, he may or may not be able to escape.
{|class="wikitable"style="width: 75%; margin: 0 auto; cellpadding: 5;"
{|class="wikitable"style="width:75%;margin:0 auto;cellpadding:5;"
!Location
!Location
!Description
!Description
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While facing a slippery slope, the player must rhythmically switch between moving {{button|n64|STICKup}} towards the slope and holding the control stick {{button|N64|STICK}} neutral. This process allows Mario to climb the slope. Similarly, this can be accomplished in the remake by moving {{button|ds|Pad}} in the given direction without pressing {{button|ds|Y}} down.
While facing a slippery slope, the player must rhythmically switch between moving {{button|n64|STICKup}} towards the slope and holding the control stick {{button|N64|STICK}} neutral. This process allows Mario to climb the slope. Similarly, this can be accomplished in the remake by moving {{button|ds|Pad}} in the given direction without pressing {{button|ds|Y}} down.
{{br}}
{{br}}
 
'''NOTE''': This trick does not work on all slippery slopes. Additionally, the slope shown was changed to a wall in ''[[Super Mario 64 DS]]''.
'''NOTE''': This trick does not work on all slippery slopes. Additionally, the slope shown was changed to a wall in [[Super Mario 64 DS]].


[[File:Climb Slippery Slopes 2.gif|thumb|130px|Mario kicks up a slope]]
[[File:Climb Slippery Slopes 2.gif|thumb|130px|Mario kicks up a slope]]
Alternatively, if the player runs {{button|n64|STICKup}} up a slippery slope and kicks {{button|n64|B}} whenever Mario begins to slow down, he will scale the slope. This works in many areas, including the slope next to the basement door, the slope of the Toxic Maze in [[Hazy Maze Cave]], [[Bowser]]'s steep stair slopes, and the white slope in [[Bob-omb Battlefield]].
Alternatively, if the player runs {{button|n64|STICKup}} up a slippery slope and kicks {{button|n64|B}} whenever Mario begins to slow down, he will scale the slope. This works in many areas, including the slope next to the basement door, the slope of the Toxic Maze in [[Hazy Maze Cave]], [[Bowser]]'s steep stair slopes, and the white slope in [[Bob-omb Battlefield]].
{{br}}
{{br}}
===Clip through walls===
===Clip through walls===
There are various tricks the player can perform to clip Mario through walls depending on the situation:
There are various tricks the player can perform to clip Mario through walls depending on the situation:
<br><br>
<br><br>
{|style="width: 85%; cellpadding: 4;"
{|style="width:85%;cellpadding:4;"
!width="20%"|Ground Pound<br>clipping :
!width="20%"|Ground Pound<br>clipping :
|When initiating a ground pound, the game keeps Mario in place for a moment before sending him downwards.<br>This moment can be exploited to clip through moving platforms including:
|When initiating a ground pound, the game keeps Mario in place for a moment before sending him downwards.<br>This moment can be exploited to clip through moving platforms including:
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|
|
|
|
*A [[Whomp]] or [[Whomp King]] as it falls (a ground pound is not needed but makes the clip consistent)  
*A [[Whomp]] or [[Whomp King]] as it falls (a ground pound is not needed but makes the clip consistent). This is reportedly not a glitch,<ref>''Official UK Nintendo Magazine'' Issue #56 (May 1997), page 42. "'''''SLAB BEAST TRICK''' In Course Two’s Chip Off Whomp’s Block section (found behind Door One on the right-hand side of the castle), there’s a cheat which looks like a development mistake! However, the Big N assures us it isn't... Go to the mid-section of the castle where you‘ll find two giant Slab Beasts. The normal way to beat these creatures is to perform a butt-bash on their backs, an act of bravery which will award Mario with three coins. However, instead of avoiding the Slab Beast as it falls towards the ground, jump directly into the centre of the it’s{{sic}} face and Mario will appear unharmed on the other side! This makes collecting coins from Slab Beasts easier, but it take es a lot of skill to pull off. You may want to stock up on lives before trying it.''"</ref> despite being removed in ''[[Super Mario 64 DS]]''.
*A revolving checkerboard elevator.
*A revolving checkerboard elevator.
*An elevator that is not very thick.
*An elevator that is not very thick.
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|}
|}
<br>
<br>
{|style="width: 85%; cellpadding: 4;"
{|style="width:85%;cellpadding:4;"
|-
|-
!width="20%"|Ledge clipping :
!width="20%"|Ledge clipping :
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|}
|}
<br>
<br>
{|class="mw-collapsible mw-collapsed"style="width: 85%; cellpadding: 4;"
{|class="mw-collapsible mw-collapsed"style="width:85%;cellpadding:4;"
|-
|-
!width="20%"|Miscellaneous<br>wall clipping :
!width="20%"|Miscellaneous<br>wall clipping :
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*In Tall, Tall Mountain, by jumping into the ledge located just below the platform with an [[Ukiki|Ukkiki]] that steals Mario's Cap.<ref>[https://www.youtube.com/watch?v=R4OkJJvxWyE YouTube video of TTM Wall Clip near Ukkiki]</ref>
*In Tall, Tall Mountain, by jumping into the ledge located just below the platform with an [[Ukiki|Ukkiki]] that steals Mario's Cap.<ref>[https://www.youtube.com/watch?v=R4OkJJvxWyE YouTube video of TTM Wall Clip near Ukkiki]</ref>
*At the top of Tall, Tall Mountain, by running up into the waterfall where the fence meets it.
*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)<ref>[https://www.youtube.com/watch?v=_ESvqzpfi0s YouTube video of CCM wall clipping glitch]</ref>.
*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 YouTube video of CCM wall clipping glitch]</ref>
*In Whomp's Fortress, if Mario uses the cannon and aims at a fence, he passes directly through it.
*In Whomp's Fortress, if Mario uses the cannon and aims at a fence, he passes directly through it.
*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 kicks against the wall). Mario can enter the igloo in this manner.
*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 kicks against the wall). Mario can enter the igloo in this manner.
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*After collecting all 120 Power Stars and being outside the castle, the player can 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 reticle of the cannon should be able to go no higher when aimed upwards. Once launched, the player has 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 [[Super Mario 64 DS|DS remake]].
*After collecting all 120 Power Stars and being outside the castle, the player can 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 reticle of the cannon should be able to go no higher when aimed upwards. Once launched, the player has 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 [[Super Mario 64 DS|DS remake]].
*When using a speed exploit to gain an immense amount of speed, Mario can clip through most walls. This exploit works thanks to how collision checks are processed.
*When using a speed exploit to gain an immense amount of speed, Mario can clip through most walls. This exploit works thanks to how collision checks are processed.
{{hover|With one exception|Mario's position is not divided into quarter frames while he swims.}}, the game splits up each frame of movement into four "quarter frames"; for each quarter frame, the game checks for collisions by determining Mario's next position based on his velocity and seeing if it overlaps with anything. Notably the game does adjust for how fast Mario is going, so an exceptionally large speed will have large gaps between each position that is checked. These walls are typically not very wide, so with high enough speed Mario's position will never be inside the wall on a given quarter frame, effectively bypassing the wall.<ref name="CollisionOverview 1"/>
{{hover|With one exception|Mario's position is not divided into quarter frames while he swims.}}, the game splits up each frame of movement into four "quarter frames"; for each quarter frame, the game checks for collisions by determining Mario's next position based on his velocity and seeing if it overlaps with anything. Notably the game does adjust for how fast Mario is going, so an exceptionally large speed will have large gaps between each position that is checked. These walls are typically not very wide, so with high enough speed Mario's position will never be inside the wall on a given quarter frame, effectively bypassing the wall.<ref name="CollisionOverview 1"/>
|}
|}
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====Burn into Lethal Lava Land====
====Burn into Lethal Lava Land====
The player can deplete the Power Meter in the basement by burning Mario on the torches. If Mario is burned by a torch and enters the [[Lethal Lava Land]] painting such that he has no wedges of health, then upon landing in the course he will die.<ref>[http://www.youtube.com/watch?v=dTzQEI2ArYc YouTube video of Lethal Lava Land death]</ref>
The player can deplete the Power Meter in the basement by burning Mario on the torches. If Mario is burned by a torch and enters the [[Lethal Lava Land]] painting such that he has no wedges of health, then upon landing in the course he will die.<ref>[https://www.youtube.com/watch?v=dTzQEI2ArYc YouTube video of Lethal Lava Land death]</ref>


====Death exit====
====Death exit====
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Due to how the game handles the positions of surfaces, Mario can collide with a wall, ceiling, or out-of-bounds area in places where this behavior is not intended.<ref>[//youtu.be/f1kbABTyeo8?t=313 Section of a YouTube video on wall, floor, and ceiling collision (part 2), by UncommentatedPannen]</ref> Despite these collisions being attributed to "invisible walls" the actual culprit is most often an exposed ceiling.<ref name="CollisionOverview 1">[//youtu.be/UnU7DJXiMAQ?t=1828 Section of a YouTube video on wall, floor, and ceiling collision (part 1), by UncommentatedPannen]</ref>
Due to how the game handles the positions of surfaces, Mario can collide with a wall, ceiling, or out-of-bounds area in places where this behavior is not intended.<ref>[//youtu.be/f1kbABTyeo8?t=313 Section of a YouTube video on wall, floor, and ceiling collision (part 2), by UncommentatedPannen]</ref> Despite these collisions being attributed to "invisible walls" the actual culprit is most often an exposed ceiling.<ref name="CollisionOverview 1">[//youtu.be/UnU7DJXiMAQ?t=1828 Section of a YouTube video on wall, floor, and ceiling collision (part 1), by UncommentatedPannen]</ref>
{|class="wikitable mw-collapsible mw-collapsed"
{|class="wikitable mw-collapsible mw-collapsed"
|+style="text-align: left"|{{nowrap|A list of examples has been attached.}}
|+style="text-align:left"|{{nowrap|A list of examples has been attached.}}
|-
|-
!Example!!Cause
!Example!!Cause
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Within courses there are certain locations where Mario can get stuck in a sliding or diving position. For many spots this prevents the player from escaping once stuck; the option to exit the course through the pause menu is not available in this situation.
Within courses there are certain locations where Mario can get stuck in a sliding or diving position. For many spots this prevents the player from escaping once stuck; the option to exit the course through the pause menu is not available in this situation.
{|class="wikitable mw-collapsible mw-collapsed"
{|class="wikitable mw-collapsible mw-collapsed"
|+style="text-align: left"|{{nowrap|A list of examples has been attached.}}
|+style="text-align:left"|{{nowrap|A list of examples has been attached.}}
|-
|-
!Area!!Description
!Area!!Description
|-
|-
|Castle lobby||In the first room of the castle at the edge of the ceiling (where it is angled downward and inward)<ref>[https://www.youtube.com/watch?v=cyMMJHPwbWU YouTube video of Stuck in ceiling glitch]</ref><ref>[https://www.youtube.com/watch?v=OhX-q8MQ3ro YouTube video of stuck in ceiling glitch variant]{{dead link}}</ref>
|Castle lobby||In the first room of the castle at the edge of the ceiling (where it is angled downward and inward).<ref>[https://www.youtube.com/watch?v=cyMMJHPwbWU YouTube video of Stuck in ceiling glitch]</ref><ref>[https://www.youtube.com/watch?v=OhX-q8MQ3ro YouTube video of stuck in ceiling glitch variant]{{dead link}}</ref>
|-
|-
|[[Bob-omb Battlefield]]||Mario can get stuck in the corner of most hills.<ref>[https://www.youtube.com/watch?v=h8pEMackSuc YouTube video of Bob-omb Battlefield stuck glitch]</ref>
|[[Bob-omb Battlefield]]||Mario can get stuck in the corner of most hills.<ref>[https://www.youtube.com/watch?v=h8pEMackSuc YouTube video of Bob-omb Battlefield stuck glitch]</ref>
|-
|-
|[[Whomp's Fortress]]||between the wall and the left breakable wall.<ref>[https://www.youtube.com/watch?v=CsyEGZ2J2FY YouTube video of Whomp's Fortress stuck glitch]</ref>
|[[Whomp's Fortress]]||Between the wall and the left breakable wall.<ref>[https://www.youtube.com/watch?v=CsyEGZ2J2FY YouTube video of Whomp's Fortress stuck glitch]</ref>
|-
|-
|[[Shifting Sand Land]]||Near [[Klepto]] and between two inward and downward facing planes.<ref>[https://www.youtube.com/watch?v=VQwaWqz7grY YouTube video of Shifting Sand Land Stuck glitch]</ref>
|[[Shifting Sand Land]]||Near [[Klepto]] and between two inward and downward facing planes.<ref>[https://www.youtube.com/watch?v=VQwaWqz7grY YouTube video of Shifting Sand Land Stuck glitch]</ref>
|-
|-
|[[Hazy Maze Cave]]||between the abandoned mine wire door and the land in front of the [[! Switch#Super Mario 64 / Super Mario 64 DS|Purple Switch]]. Requires precision placement.<ref name="stuck">[https://www.youtube.com/watch?v=KG74FANhpLI YouTube video of several Stuck spots]{{dead link}}</ref>
|[[Hazy Maze Cave]]||Between the abandoned mine wire door and the land in front of the [[! Switch#Super Mario 64 / Super Mario 64 DS|Purple Switch]]. Requires precision placement.<ref name="stuck">[https://www.youtube.com/watch?v=KG74FANhpLI YouTube video of several Stuck spots]{{dead link}}</ref>
|-
|-
|Hazy Maze Cave||at the bottomless pit where balls fall.<ref>[https://www.youtube.com/watch?v=dIN0wLg-7xw YouTube video of Hazy Maze Cave stuck glitch]</ref>
|Hazy Maze Cave||At the bottomless pit where balls fall.<ref>[https://www.youtube.com/watch?v=dIN0wLg-7xw YouTube video of Hazy Maze Cave stuck glitch]</ref>
|-
|-
|[[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 {{button|n64|A}} followed by {{button|n64|B}}. <ref name="stuck"/>
|[[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 needs to press {{button|n64|A}} followed by {{button|n64|B}}. <ref name="stuck"/>
|-
|-
|[[Bowser in the Fire Sea]]||By diving towards the corner at where the green funnel and the last platform touch.<ref>[https://www.youtube.com/watch?v=mFDzlUID2E8 YouTube video of Bowser in the Fire Sea Stuck glitch]</ref>
|[[Bowser in the Fire Sea]]||By diving towards the corner at where the green funnel and the last platform touch.<ref>[https://www.youtube.com/watch?v=mFDzlUID2E8 YouTube video of Bowser in the Fire Sea Stuck glitch]</ref>
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===Slide on dangerous surfaces glitch===
===Slide on dangerous surfaces glitch===
[[File:Lava Sidekick.gif|thumb|120px|Mario bounces safely on [[lava]].]]
[[File:Lava Sidekick.gif|thumb|120px|Mario bounces safely on [[lava]]]]
If Mario slides off a slope while sitting or performs a slide kick, the initial bounce will allow him to skim the surface of [[quicksand]], [[lava]], and [[freezing water]] without harm.
If Mario slides off a slope while sitting or performs a slide kick, the initial bounce will allow him to skim the surface of [[quicksand]], [[lava]], and [[freezing water]] without harm.


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[[File:SM64 Notendless.png|thumb|Mario on top of the endless stairs with 16 Stars]]
[[File:SM64 Notendless.png|thumb|Mario on top of the endless stairs with 16 Stars]]
When landing, the player can rapidly tap the {{button|n64|A}} button, causing Mario to zoom backwards at very high speeds.<ref>[http://www.youtube.com/watch?v=gHvXUeisefw YouTube video showing how to Backwards Long Jump]</ref> This is most famously used to reach the top of the [[endless stairs]] in the Peach's Castle.<ref>[http://www.youtube.com/watch?v=qEBxIH08Fpo YouTube video of Backwards Long Jump]</ref> Normally when running up this staircase, the game repeatedly warps Mario back down to a lower section of the stairs to prevent access to [[Bowser in the Sky]] until 70 Stars are collected. However when the backwards long jump is repeated in quick succession, Mario can reach enough speed to bypass the trigger that creates the illusion of the endless stairs. This same principle allows Mario to breach walls.
When landing, the player can rapidly tap the {{button|n64|A}} button, causing Mario to zoom backwards at very high speeds.<ref>[https://www.youtube.com/watch?v=gHvXUeisefw YouTube video showing how to Backwards Long Jump]</ref> This is most famously used to reach the top of the [[endless stairs]] in the Peach's Castle.<ref>[https://www.youtube.com/watch?v=qEBxIH08Fpo YouTube video of Backwards Long Jump]</ref> Normally when running up this staircase, the game repeatedly warps Mario back down to a lower section of the stairs to prevent access to [[Bowser in the Sky]] until 70 Stars are collected. However when the backwards long jump is repeated in quick succession, Mario can reach enough speed to bypass the trigger that creates the illusion of the endless stairs. This same principle allows Mario to breach walls.
{{br}}
{{br}}


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====Speed wind====
====Speed wind====
In places including [[Tiny-Huge Island]] and [[Tall, Tall Mountain]], when Mario is pushed upwards into a slope by [[wind]], his speed steadily builds up.<ref>[http://tasvideos.org/GameResources/N64/SuperMario64.html TASVideos - description and video about the HS Wind Glitch]</ref>
In places including [[Tiny-Huge Island]] and [[Tall, Tall Mountain]], when Mario is pushed upwards into a slope by [[wind]], his speed steadily builds up.<ref>[https://tasvideos.org/GameResources/N64/SuperMario64.html TASVideos - description and video about the HS Wind Glitch]</ref>


===Stuck Skeeter glitch===
===Stuck Skeeter glitch===
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====Platform crush glitch====
====Platform crush glitch====
[[File:SM64 Brutal Death.gif|thumb|120px|Mario is crushed on [[lava]].]]
[[File:SM64 Brutal Death.gif|thumb|120px|Mario is crushed on [[lava]]]]
In [[Bowser in the Fire Sea|the Fire Sea]], there is a section with the two platforms shifting across the lava. The player should 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 crushes Mario while he is standing on lava, causing massive damage. Alternatively, if Mario landed very close to the platform, Mario is instead [[#Gentle squish|gently squished.]]
In [[Bowser in the Fire Sea|the Fire Sea]], there is a section with the two platforms shifting across the lava. The player should 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 crushes Mario while he is standing on lava, causing massive damage. Alternatively, if Mario landed very close to the platform, Mario is instead [[#Gentle squish|gently squished.]]
{{br}}
{{br}}
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|align=right
|align=right
|1=[[File:MomentumGlitch1.png|200px]][[File:MomentumGlitch2.png|200px]]
|1=[[File:MomentumGlitch1.png|200px]][[File:MomentumGlitch2.png|200px]]
|2=<center>Bowser is sent flying off the stage in the [[Bowser in the Dark World|Dark World]] and [[Bowser in the Fire Sea|Fire Sea]].</center>
|2=<center>Bowser is sent flying off the stage in the [[Bowser in the Dark World|Dark World]] and [[Bowser in the Fire Sea|Fire Sea]]</center>
}}
}}
During any Bowser battle, the player must first grab Bowser's tail and throw him off the edge. When Bowser jumps back, intercept him before he lands, grabbing his tail again, and throw him into a bomb. Rather than being blasted back onto the platform, Bowser will be sent flying off the edge of the stage.<ref name="Bowser glitches"/>
During any Bowser battle, the player must first grab Bowser's tail and throw him off the edge. When Bowser jumps back, intercept him before he lands, grabbing his tail again, and throw him into a bomb. Rather than being blasted back onto the platform, Bowser will be sent flying off the edge of the stage.<ref name="Bowser glitches"/>
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*If the player used Klepto, then reentering Shifting Sand Land will show the hat still in his talons.
*If the player used Klepto, then reentering Shifting Sand Land will show the hat still in his talons.
*Objects Mario picks up will no longer be rendered in his hands, allowing him to throw objects [[#Held Object's Last Position|remotely]].
*Objects Mario picks up will no longer be rendered in his hands, allowing him to throw objects [[#Held Object's Last Position|remotely]].
*Saving and reloading the game, Mario will be without his cap.<ref>[http://www.youtube.com/watch?v=XPL0tilRmtg A side effect to "Cap in Hand"]{{dead link}}</ref>
*Saving and reloading the game, Mario will be without his cap.<ref>[https://www.youtube.com/watch?v=XPL0tilRmtg A side effect to "Cap in Hand"]{{dead link}}</ref>


===Cloning glitch===
===Cloning glitch===
[[File:SM64 Cloning.png|thumb|Mario holding a [[Goomba]] clone.]]
[[File:SM64 Cloning.png|thumb|Mario holding a [[Goomba]] clone]]
[[File:Mario and haze.PNG|thumb|left|Mario holding nothing in his hand.]]
[[File:Mario and haze.PNG|thumb|left|Mario holding nothing in his hand]]
[[File:Mario holding coin.PNG|thumb|left|Mario holding a [[coin]] clone.]]
[[File:Mario holding coin.PNG|thumb|left|Mario holding a [[coin]] clone]]
{{NIWA|Ukikipedia=Cloning|title=Cloning}}
{{NIWA|Ukikipedia=Cloning|title=Cloning}}
Mario and held objects are intended to have a doubly linked relationship: Mario's data structure references the held object's slot in memory, and the held object stays loaded but hidden (the graphic in Mario's hands is not the actual object) until he drops it. However, if an object unloads in the time it takes to process that Mario has grabbed it, Mario will hold a reference to the now-vacant slot that it occupied. This can be done in various ways, including grabbing a [[crate]] as it unloads or breaks, or a [[Bob-omb]] as it explodes.<ref>[https://www.youtube.com/watch?v=9xE2otZ-9os YouTube video of Cloning]</ref> Another object can then load into the empty slot while unaware that Mario is holding it, and regardless of whether it was programmed to be held.
Mario and held objects are intended to have a doubly linked relationship: Mario's data structure references the held object's slot in memory, and the held object stays loaded but hidden (the graphic in Mario's hands is not the actual object) until he drops it. However, if an object unloads in the time it takes to process that Mario has grabbed it, Mario will hold a reference to the now-vacant slot that it occupied. This can be done in various ways, including grabbing a [[crate]] as it unloads or breaks, or a [[Bob-omb]] as it explodes.<ref>[https://www.youtube.com/watch?v=9xE2otZ-9os YouTube video of Cloning]</ref> Another object can then load into the empty slot while unaware that Mario is holding it, and regardless of whether it was programmed to be held.
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The player can strategically load and unload objects to manipulate which vacant slot index is held, and what object takes that slot. Because the newly loaded object appears to be rendered both in the world and in Mario's hands, this glitch is commonly referred to as cloning. Nearly any object can be cloned, but it must load in after Mario performs the setup, so he cannot, for instance, clone himself.
The player can strategically load and unload objects to manipulate which vacant slot index is held, and what object takes that slot. Because the newly loaded object appears to be rendered both in the world and in Mario's hands, this glitch is commonly referred to as cloning. Nearly any object can be cloned, but it must load in after Mario performs the setup, so he cannot, for instance, clone himself.


Once dropped, clones of normally unholdable objects do not process scripting events properly. For example, many coins are spawned in sets, where a [[Spawning Point|spawner object]] tracks which coins in the set have been collected. If one of these coins is cloned, it cannot pass an event to its spawner to flag itself as collected. Upon reloading the spawner, that coin respawns and can be collected a second time. Another consequence of the broken event processing is that Mario can only interact with such clones once. Clones of enemies that were not intended to be held can collide with Mario once before becoming largely unresponsive. Cloned platforms do not collide with Mario whatsoever.
Once dropped, clones of normally unholdable objects do not process scripting events properly. For example, many coins are spawned in sets, where a [[Spawning Point|spawner object]] tracks which coins in the set have been collected. If one of these coins is cloned, it cannot pass an event to its spawner to flag itself as collected. Upon reloading the spawner, that coin respawns and can be collected a second time. Another consequence of the broken event processing is that Mario can only interact with such clones once. Clones of enemies that were not intended to be held can collide with Mario once before becoming largely unresponsive. Cloned platforms do not collide with Mario.


Clones also cannot unload unless Mario passes through a loading zone or exits the stage, so repeated cloning can fill up all 240 memory slots that the game allocates for objects. This causes the game to enter an infinite loop that is functionally equivalent to a crash.
Clones also cannot unload unless Mario passes through a loading zone or exits the stage, so repeated cloning can fill up all 240 memory slots that the game allocates for objects. This causes the game to enter an infinite loop that is functionally equivalent to a crash.
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===Drowning Goomba glitch===
===Drowning Goomba glitch===
At the foot of [[Tall, Tall Mountain]] there is a trio Goombas. The one closest to the water often gets stuck on unstable ground in the river. While in the water it will be fine, however if the Goomba touches the ground beneath the water it will die.
At the foot of [[Tall, Tall Mountain]] there is a trio of Goombas. The one closest to the water often gets stuck on unstable ground in the river. While in the water it will be fine, however if the Goomba touches the ground beneath the water it will die.


===Enemy-specific exploits===
===Enemy-specific exploits===
{|width=100% cellspacing=0 border=1 cellpadding=3 style="border-collapse:collapse; background:#f5f5f5"
{|width=100% cellspacing=0 border=1 cellpadding=3 style="border-collapse:collapse;background:#f5f5f5"
|-style="background:#ff0000; color:white;"
|-style="background:#ff0000;color:white;"
!width=13%|Enemy
!width=13%|Enemy
!Exploits
!Exploits
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|
|
;Bloated Bob-ombs
;Bloated Bob-ombs
[[File:Larger Bomb-omb.png|thumb|Mario holds a large Bob-omb.]]
[[File:Larger Bomb-omb.png|thumb|Mario holds a large Bob-omb]]
If the player grabs a Bob-omb while it prepares to explode, the Bob-omb will stay bloated and the explosion is canceled. This can be achieved by tossing one and catching it just as it hits the ground.<ref>[http://www.youtube.com/watch?v=uXp7C1gU7T4 YouTube video of "Hold Larger Bob-omb"]</ref> The later the Bob-omb is grabbed, the larger it will be; very bloated Bob-ombs will constantly intersect with Mario, providing constant backwards momentum until detonation.
If the player grabs a Bob-omb while it prepares to explode, the Bob-omb will stay bloated and the explosion is canceled. This can be achieved by tossing one and catching it just as it hits the ground.<ref>[https://www.youtube.com/watch?v=uXp7C1gU7T4 YouTube video of "Hold Larger Bob-omb"]</ref> The later the Bob-omb is grabbed, the larger it will be; very bloated Bob-ombs will constantly intersect with Mario, providing constant backwards momentum until detonation.
----
----
;Bob-omb through the bars
;Bob-omb through the bars
In [[Bob-omb Battlefield]], the player should open the gate beneath the rocky arch. Now if Mario grabs a Bob-omb with a dive and bonks against the edge of the bars, the Bob-omb will jitter back and forth for a while before eventually popping out of the bars.<ref name="Several glitches using Bob-ombs">[http://www.youtube.com/watch?v=fpiTPtZ4Fxg YouTube video of several glitches using Bob-ombs]</ref>
In [[Bob-omb Battlefield]], the player should open the gate beneath the rocky arch. Now if Mario grabs a Bob-omb with a dive and bonks against the edge of the bars, the Bob-omb will jitter back and forth for a while before eventually popping out of the bars.<ref name="Several glitches using Bob-ombs">[https://www.youtube.com/watch?v=fpiTPtZ4Fxg YouTube video of several glitches using Bob-ombs]</ref>
----
----
;Missing Bob-ombs
;Missing Bob-ombs
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If Mario collides with a Bully as it boils in lava, its death will be interrupted and the Bully will stay partially submerged. Additionally, the Bully will awkwardly cling to Mario if he is riding a [[Koopa Shell]]. This also applies to the Chill Bully drowning in freezing water, though it still disappears and releases a Star.<ref>[https://www.youtube.com/watch?v=oKqdPIexM88 YouTube video of Unboiled Bully glitch]</ref>
If Mario collides with a Bully as it boils in lava, its death will be interrupted and the Bully will stay partially submerged. Additionally, the Bully will awkwardly cling to Mario if he is riding a [[Koopa Shell]]. This also applies to the Chill Bully drowning in freezing water, though it still disappears and releases a Star.<ref>[https://www.youtube.com/watch?v=oKqdPIexM88 YouTube video of Unboiled Bully glitch]</ref>
|-
|-
|align=center style="background:#FFFFFF"id="Chuckya Glitches"|[[File:Chuckya SM64.png|x100px]]<br>[[Chuck-Ya|Chuckya]]
|align=center style="background:#FFFFFF"id="Chuckya Glitches"|[[File:Chuckya SM64.png|x100px]]<br>[[Chuckya]]
|
|
;Chuckya drop
;Chuckya drop
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----
----
;Invisible Mario
;Invisible Mario
After performing the [[#Heavy objects become light|Portable Chuckya]] glitch to position [[Chuck-Ya|Chuckya]] underwater, Mario should get grabbed. Normally Mario would be unable to move until being thrown, however the water takes priority and he is able to swim around while being invisible. If Mario now grabs Chuckya, he stays invisible while a copy of him holding Chuckya remains in the water.
After performing the [[#Heavy objects become light|Portable Chuckya]] glitch to position [[Chuckya]] underwater, Mario should get grabbed. Normally Mario would be unable to move until being thrown, however the water takes priority and he is able to swim around while being invisible. If Mario now grabs Chuckya, he stays invisible while a copy of him holding Chuckya remains in the water.


The game tracks Mario using two different positions: his <u>struct</u> position which is controlled by the player and used for calculations, and his <u>object</u> position which is where Mario is seen. When grabbed by a Chuckya, Mario's struct detaches from the Mario seen in Chuckya's grasp. Grabbing Chuckya interrupts the process, so Mario remains invisible.<ref>[https://youtu.be/thuY_6Zr8Qg?t=1676 Seeing the Unseen (Held Mario) by UncommentatedPannen]</ref>
The game tracks Mario using two different positions: his <u>struct</u> position which is controlled by the player and used for calculations, and his <u>object</u> position which is where Mario is seen. When grabbed by a Chuckya, Mario's struct detaches from the Mario seen in Chuckya's grasp. Grabbing Chuckya interrupts the process, so Mario remains invisible.<ref>[https://youtu.be/thuY_6Zr8Qg?t=1676 Seeing the Unseen (Held Mario) by UncommentatedPannen]</ref>
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===Frozen environment glitch===
===Frozen environment glitch===
These glitches cause the game to maintain a surreal state where most objects either are unloaded or do not update when interacted with.
These glitches cause the game to maintain a surreal state where most objects either are unloaded or do not update when interacted with.
{|class="mw-collapsible mw-collapsed"style="width: 85%; cellpadding: 4; spacing: 1;"
{|class="mw-collapsible mw-collapsed"style="width:85%;cellpadding:4;spacing: 1;"
|+style="text-align: left;"|'''{{nowrap|A list of object properties has been attached: }}'''
|+style="text-align:left;"|'''{{nowrap|A list of object properties has been attached: }}'''
|-
|-
|
|
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*[[Goomba]]s, like [[#Cloning|clones]], can only be interacted with once. In addition, these Goombas have no animation and appear to be floating.
*[[Goomba]]s, like [[#Cloning|clones]], can only be interacted with once. In addition, these Goombas have no animation and appear to be floating.
*[[Fly Guy]] can be interacted with only once and stays in place, and does not disappear or produce coins after it is killed.
*[[Fly Guy]] can be interacted with only once and stays in place, and does not disappear or produce coins after it is killed.
*[[Chuck-Ya|Chuckya]] is invisible but can still be interacted with. When thrown it will yield no coins.
*[[Chuckya]] is invisible but can still be interacted with. When thrown it will yield no coins.
*Mario will interact with [[Bob-omb]]s exactly like the [[Chuck-Ya|Chuckya]]. It will not explode nor move.
*Mario will interact with [[Bob-omb]]s exactly like the [[Chuckya]]. It will not explode nor move.
*Not a single [[Monty Mole]] appears, and the holes they emerge from are missing.
*Not a single [[Monty Mole]] appears, and the holes they emerge from are missing.
*[[Red Coin]]s are appear to stop spinning. When collected they neither disappear nor show the number of them collected.
*[[Red Coin]]s are appear to stop spinning. When collected they neither disappear nor show the number of them collected.
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===Hands-free teleport glitch===
===Hands-free teleport glitch===
<!--create table where the left column is comprised of images of the relevant objects, and the right explains the effect of this glitch -->
<!--create table where the left column is comprised of images of the relevant objects, and the right explains the effect of this glitch-->
While Mario's carrying an object with his [[#Hands free holding|hands free,]] the player should use a [[warp]]. Once on the other side, there are various effects<ref>[https://www.youtube.com/watch?v=qqmYYIQRSuI YouTube video of Hands Free Teleport glitch]</ref> depending on what object was taken through:  
While Mario's carrying an object with his [[#Hands free holding|hands free,]] the player should use a [[warp]]. Once on the other side, there are various effects<ref>[https://www.youtube.com/watch?v=qqmYYIQRSuI YouTube video of Hands Free Teleport glitch]</ref> depending on what object was taken through:  


'''NOTE''': [[#Cloning|Clones]] will vanish upon warping, and the source of the clone will be unaffected.
'''NOTE''': [[#Cloning|Clones]] will vanish upon warping, and the source of the clone will be unaffected.
{|width=100% cellspacing=0 border=1 cellpadding=3 style="border-collapse:collapse; background:#f5f5f5"
{|width=100% cellspacing=0 border=1 cellpadding=3 style="border-collapse:collapse;background:#f5f5f5"
|-style="background:#ff0000; color:white;"
|-style="background:#ff0000;color:white;"
!width=13%|Object
!width=13%|Object
!width=37%|Warp Result
!width=37%|Warp Result
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|The monkey will disappear on the other side, however at the summit of [[Tall, Tall Mountain]], Ukkiki will ask Mario to be freed. Regardless of which option is chosen, Mario is unable to put down the monkey, and this text can be triggered repeatedly.  
|The monkey will disappear on the other side, however at the summit of [[Tall, Tall Mountain]], Ukkiki will ask Mario to be freed. Regardless of which option is chosen, Mario is unable to put down the monkey, and this text can be triggered repeatedly.  
|-
|-
|align=center style="background:#FFFFFF"|[[File:Chuckya SM64.png|x100px]]<br>[[Chuck-Ya|Chuckya]]
|align=center style="background:#FFFFFF"|[[File:Chuckya SM64.png|x100px]]<br>[[Chuckya]]
|The Chuckya will be sent back to where it was initially grabbed both invisible and intangible. Since it was never defeated it can be respawned by crossing through a loading zone.
|The Chuckya will be sent back to where it was initially grabbed both invisible and intangible. Since it was never defeated it can be respawned by crossing through a loading zone.
|align=center style="background:#FFFFFF"|[[File:BigBob-ombSM64.png|x100px]]<br>[[King Bob-omb]]
|align=center style="background:#FFFFFF"|[[File:BigBob-ombSM64.png|x100px]]<br>[[King Bob-omb]]
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===Heavy object carry glitch===
===Heavy object carry glitch===
There are certain enemies such as [[Chuck-Ya|Chuckya]]s and [[King Bob-omb]] which are very heavy, thus Mario will lean back, cannot jump, and walks slowly while he carries them. However, if the heavy enemy and Mario stand positioned close to a ledge, the player can punch {{button|N64|B}} such that Mario falls off the ledge immediately. Because Mario is airborne he can perform a dive {{button|N64|B}} and grab the heavy enemy. Normally a dive cannot be used to grab heavy objects, however canceling the punch and quickly diving tricks the game since Mario satisfied the punching check and was in a grabbing state. Because dives are not meant to be used in this way, Mario defaults to holding the object as normal.<ref>[https://youtu.be/oZ12n5mdAJA Make Heavy Objects Lightweight via edge Tutorial by UncommentatedPannen]</ref>
There are certain enemies such as [[Chuckya]]s and [[King Bob-omb]] which are very heavy, thus Mario will lean back, cannot jump, and walks slowly while he carries them. However, if the heavy enemy and Mario stand positioned close to a ledge, the player can punch {{button|N64|B}} such that Mario falls off the ledge immediately. Because Mario is airborne he can perform a dive {{button|N64|B}} and grab the heavy enemy. Normally a dive cannot be used to grab heavy objects, however canceling the punch and quickly diving tricks the game since Mario satisfied the punching check and was in a grabbing state. Because dives are not meant to be used in this way, Mario defaults to holding the object as normal.<ref>[https://youtu.be/oZ12n5mdAJA Make Heavy Objects Lightweight via edge Tutorial by UncommentatedPannen]</ref>


Alternatively in [[Wet-Dry World]], Mario should throw a Chuckya off a ledge and then get caught by it in midair before it touches the ground. This will safely transport it to a lower elevation, and the player can now raise the water level using a [[Crystal Tap]] to submerge the Chuckya. If Mario grabs the Chuckya while underwater, he will be able to carry it as if it were a normal object., allowing him to jump high and run at normal speed.<ref>https://youtu.be/Ea6d9oaHOBA?t=22</ref>
Alternatively in [[Wet-Dry World]], Mario should throw a Chuckya off a ledge and then get caught by it in midair before it touches the ground. This will safely transport it to a lower elevation, and the player can now raise the water level using a [[Crystal Tap]] to submerge the Chuckya. If Mario grabs the Chuckya while underwater, he will be able to carry it as if it were a normal object., allowing him to jump high and run at normal speed.<ref>https://youtu.be/Ea6d9oaHOBA?t=22</ref>
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*In [[Snowman's Land]], there is a single coin that was placed inside the mountain, just below the wooden slope. This coin can be collected if Mario clips into the mountain.
*In [[Snowman's Land]], there is a single coin that was placed inside the mountain, just below the wooden slope. This coin can be collected if Mario clips into the mountain.
*The [[#Mystery Goomba|Mystery Goomba]] of [[Bowser in the Sky]] cannot be defeated due to being spawned on the death barrier and promptly unloaded, making the coin it holds impossible to collect.
*The [[#Mystery Goomba|Mystery Goomba]] of [[Bowser in the Sky]] cannot be defeated due to being spawned on the death barrier and promptly unloaded, making the coin it holds impossible to collect.
*In the small version of [[Tiny-Huge Island]], there are two slopes in front of the [[Metal ball|iron ball]] spawner, where a line of three coins lay: the first coin sits at the beginning of the slope, the second coin is slightly inside the ground but sticks out enough to be collected when running over the slope, and the third coin floating completely inside the island. This third coin can be collected if the player clips into the island, then jumps outn of the water towards the coin.<ref>[https://www.youtube.com/watch?v=1iwAbEXgpic YouTube video about the impossible coin]</ref>
*In the small version of [[Tiny-Huge Island]], there are two slopes in front of the [[Metal ball|iron ball]] spawner, where a line of three coins lay: the first coin sits at the beginning of the slope, the second coin is slightly inside the ground but sticks out enough to be collected when running over the slope, and the third coin floating completely inside the island. This third coin can be collected if the player clips into the island, then jumps out of the water towards the coin.<ref>[https://www.youtube.com/watch?v=1iwAbEXgpic YouTube video about the impossible coin]</ref>
*In the large version of Tiny-Huge Island where iron balls roll, there is a line of four coins spawned by one [[Spawning Point]]. This particular spawning point is meant to create 5 coins that are set down to the nearest floor. The fifth coin is spawned halfway inside the ground due to the spawner being located beneath the slope, activating a failsafe which immediately unloads the coin. This makes the fifth coin impossible to collect.
*In the large version of Tiny-Huge Island where iron balls roll, there is a line of four coins spawned by one [[Spawning Point]]. This particular spawning point is meant to create 5 coins that are set down to the nearest floor. The fifth coin is spawned halfway inside the ground due to the spawner being located beneath the slope, activating a failsafe which immediately unloads the coin. This makes the fifth coin impossible to collect.
'''NOTE''': The reason for both of Tiny-Huge Island's misplaced coins is believed to be a change of the level geometry during development to make the iron balls roll away from the fenced area, without adjusting the positions of the coins and coin spawner to compensate.<ref>[https://www.youtube.com/watch?v=iPILIf7ru48 YouTube video about the impossible coin on THI's big island]</ref>
'''NOTE''': The reason for both of Tiny-Huge Island's misplaced coins is believed to be a change of the level geometry during development to make the iron balls roll away from the fenced area, without adjusting the positions of the coins and coin spawner to compensate.<ref>[https://www.youtube.com/watch?v=iPILIf7ru48 YouTube video about the impossible coin on THI's big island]</ref>


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===Negative lives glitch*===
===Negative lives glitch*===
[[File:SM64 BitDW M25.png|thumb|[[Mario]] with "M25" lives.]]
[[File:SM64 BitDW M25.png|thumb|[[Mario]] with "M25" lives]]
'''NOTE''': This glitch only works in the Japanese version.
'''NOTE''': This glitch only works in the Japanese version.


When Mario reaches a total of 1,000 coins in a given course, his extra life total will change to "{{hover|M25|negative 25}}" due to a developer mistake. The intended process was to set the coin total back to 999 coins if the player ever exceeded this limit. On the original Japanese release however, the game will instead set Mario's total lives to 999 when he has exceeds the coin limit. Since the life counter is only 8 bits, this overflows and reads as -25 (the display shows '''M25''', with M representing a minus sign). Upon reaching -128 lives, the total underflows and then is set down to 100.<ref>[http://www.youtube.com/watch?v=Hcs2k2tq2vQu YouTube video of "Negative Lives"]</ref> The releases that followed corrected this issue.
When Mario reaches a total of 1,000 coins in a given course, his extra life total will change to "{{hover|M25|negative 25}}" due to a developer mistake. The intended process was to set the coin total back to 999 coins if the player ever exceeded this limit. On the original Japanese release however, the game will instead set Mario's total lives to 999 when he has exceeds the coin limit. Since the life counter is only 8 bits, this overflows and reads as -25 (the display shows '''M25''', with M representing a minus sign). Upon reaching -128 lives, the total underflows and then is set down to 100.<ref>[https://www.youtube.com/watch?v=Hcs2k2tq2vQu YouTube video of "Negative Lives"]</ref> The releases that followed corrected this issue.


===Parallel Universes===
===Parallel Universes===
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Parallel Universes (PUs for short) are phantom copies of a course's collision model that occur at regular intervals out of bounds.
Parallel Universes (PUs for short) are phantom copies of a course's collision model that occur at regular intervals out of bounds.


The game stores object positions as {{wp|Float (computing)|floating point numbers}}. Within the collision checks for floors and ceilings in the level geometry, it {{wp|Type conversion|casts}} the position values to signed 16-bit integers. This data type can only store values from &minus;32768 to 32767, so the type conversion will {{wpInteger overflow|truncate}} larger float values into this range. Therefore, an object far out of bounds might detect collision where there is none, if the game finds collision at the truncated converted position. In practice, there seem to be invisible copies of the collision model that tile the coordinate space every 2<sup>16</sup> units.<ref>[http://tasvideos.org/GameResources/N64/SuperMario64.html TASVideos - explanation of Parallel Universes]</ref> This glitch does not apply to walls or objects with colliders, which both use floating point arithmetic. Some objects are exceptions, such as loading zones, namely paintings in the castle, or [[Crazed Crate]]s. It also does not apply to water, or copy the stage's visual model.
The game stores object positions as {{wp|Float (computing)|floating point numbers}}. Within the collision checks for floors and ceilings in the level geometry, it {{wp|Type conversion|casts}} the position values to signed 16-bit integers. This data type can only store values from &minus;32768 to 32767, so the type conversion will {{wpInteger overflow|truncate}} larger float values into this range. Therefore, an object far out of bounds might detect collision where there is none, if the game finds collision at the truncated converted position. In practice, there seem to be invisible copies of the collision model that tile the coordinate space every 2<sup>16</sup> units.<ref>[https://tasvideos.org/GameResources/N64/SuperMario64.html TASVideos - explanation of Parallel Universes]</ref> This glitch does not apply to walls or objects with colliders, which both use floating point arithmetic. Some objects are exceptions, such as loading zones, namely paintings in the castle, or [[Crazed Crate]]s. It also does not apply to water, or copy the stage's visual model.


The direction of a parallel universe influences how collision checks work, leading to different properties. Lateral PUs have floors and ceilings. Upward vertical PUs are filled with ceiling hitboxes. Downward vertical PUs have floor collisions that snap Mario back up to the lateral grid (a glitch called an overflow jump).
The direction of a parallel universe influences how collision checks work, leading to different properties. Lateral PUs have floors and ceilings. Upward vertical PUs are filled with ceiling hitboxes. Downward vertical PUs have floor collisions that snap Mario back up to the lateral grid (a glitch called an overflow jump).
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===Suicidal Bowser glitch===
===Suicidal Bowser glitch===
In any [[Bowser]] arena, Mario should lure or throw Bowser to the platform's edge. Then, Mario should be positioned on the same ledge far from Bowser so that he jumps towards Mario and narrowly misses the platform during his descent. As Bowser's fall was not a result of being thrown, he will not jump back to the platform, leaving Mario alone in the arena.<ref>[http://www.youtube.com/watch?v=S3xfYIu5ryg&feature=related YouTube video of "Suicidal Bowser"]</ref>
In any [[Bowser]] arena, Mario should lure or throw Bowser to the platform's edge. Then, Mario should be positioned on the same ledge far from Bowser so that he jumps towards Mario and narrowly misses the platform during his descent. As Bowser's fall was not a result of being thrown, he will not jump back to the platform, leaving Mario alone in the arena.<ref>[https://www.youtube.com/watch?v=S3xfYIu5ryg&feature=related YouTube video of "Suicidal Bowser"]</ref>


===Water level manipulation glitch===
===Water level manipulation glitch===
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[[File:SM64 Zombiemarioglitch.png|thumb|[[Wing Mario]] flying with no sections of health remaining]]
[[File:SM64 Zombiemarioglitch.png|thumb|[[Wing Mario]] flying with no sections of health remaining]]
To stay dead for arbitrarily long, the player should abuse [[cannon]]s; the developers did not add a condition for Mario dying inside a cannon, so he is able to operate one without any health. By either taking knockback from a [[Bob-omb]] explosion<ref name="Several glitches using Bob-ombs"></ref>
To stay dead for arbitrarily long, the player should abuse [[cannon]]s; the developers did not add a condition for Mario dying inside a cannon, so he is able to operate one without any health. By either taking knockback from a [[Bob-omb]] explosion<ref name="Several glitches using Bob-ombs"></ref>
or taking fall damage at the edge of the cannon's opening such that Mario falls into it, he can enter a cannon while his Power Meter depletes. Wearing a [[Wing Cap]] allows for controlled flight while dead, though collecting any coins at this point will not restore Mario's health. Once Mario lands he will properly lose a life. This can be achieved in places such as [[Shifting Sand Land]]<ref>[http://www.youtube.com/watch?v=3K6OLQDiDtg YouTube video of Zombie Mario glitch]</ref>  
or taking fall damage at the edge of the cannon's opening such that Mario falls into it, he can enter a cannon while his Power Meter depletes. Wearing a [[Wing Cap]] allows for controlled flight while dead, though collecting any coins at this point will not restore Mario's health. Once Mario lands he will properly lose a life. This can be achieved in places such as [[Shifting Sand Land]]<ref>[https://www.youtube.com/watch?v=3K6OLQDiDtg YouTube video of Zombie Mario glitch]</ref>  
and the [[Castle Grounds]].<ref>[http://www.youtube.com/watch?v=r8wd08VCzbE YouTube video of the second way to perform the Zombie Mario glitch.]</ref>
and the [[Castle Grounds]].<ref>[https://www.youtube.com/watch?v=r8wd08VCzbE YouTube video of the second way to perform the Zombie Mario glitch]</ref>
{|
{|
|'''NOTES''':
|'''NOTES''':
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===Mario Through the Jet Stream without Metal Cap glitch===
===Mario Through the Jet Stream without Metal Cap glitch===
In the [[Through the Jet Stream (Dire, Dire Docks)|Through the Jet Stream]] missions for [[Jolly Roger Bay]] or [[Through the Jet Stream (Dire, Dire Docks)|Dire, Dire Docks]], Mario should swim to a jet stream. While the force pushing Mario back is strong, it is possible to swim against the current. The player must repeatedly and rapidly press {{button|n64|A}} while swimming into the jet stream, and eventually Mario will reach the Star without a [[Metal Cap]].<ref>[http://www.youtube.com/watch?v=sLkPk5TzZls YouTube video of "Mario Through the Jet Stream without Metal Cap"]</ref>
In the [[Through the Jet Stream (Dire, Dire Docks)|Through the Jet Stream]] missions for [[Jolly Roger Bay]] or [[Through the Jet Stream (Dire, Dire Docks)|Dire, Dire Docks]], Mario should swim to a jet stream. While the force pushing Mario back is strong, it is possible to swim against the current. The player must repeatedly and rapidly press {{button|n64|A}} while swimming into the jet stream, and eventually Mario will reach the Star without a [[Metal Cap]].<ref>[https://www.youtube.com/watch?v=sLkPk5TzZls YouTube video of "Mario Through the Jet Stream without Metal Cap"]</ref>


===MIPS clips===
===MIPS clips===
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{{br}}
{{br}}


If the player walks into the corner of a door while holding MIPS and lets go, Mario can be pushed inside of the door. By crawling {{button|N64|Z}} and turning around, MIPS can be grabbed while staying inside the door, and Mario can simply clip out the other side. Performing this trick on the wooden door in the basement and the 30 Star Door, Mario will gain access to Dire, Dire Docks and Bowser in the Fire Sea with less than 30 Stars.<ref>[http://www.youtube.com/watch?v=tnlTs7iJedE YouTube video of "MIPS Glitch"]</ref> Mario can also use this glitch to enter to two different black rooms of death.
If the player walks into the corner of a door while holding MIPS and lets go, Mario can be pushed inside of the door. By crawling {{button|N64|Z}} and turning around, MIPS can be grabbed while staying inside the door, and Mario can simply clip out the other side. Performing this trick on the wooden door in the basement and the 30 Star Door, Mario will gain access to Dire, Dire Docks and Bowser in the Fire Sea with less than 30 Stars.<ref>[https://www.youtube.com/watch?v=tnlTs7iJedE YouTube video of "MIPS Glitch"]</ref> Mario can also use this glitch to enter to two different black rooms of death.


===Moat door skip===
===Moat door skip===
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Tilting a cartridge can interrupt part of the flow of data between the cartridge and the console, causing glitches that may not be possible with a stable connection. Cartridge tilting glitches are only possible on Nintendo 64 releases of ''Super Mario 64'', as [[Nintendo DS]] and [[Nintendo Switch]] Game Cards cannot be tilted.
Tilting a cartridge can interrupt part of the flow of data between the cartridge and the console, causing glitches that may not be possible with a stable connection. Cartridge tilting glitches are only possible on Nintendo 64 releases of ''Super Mario 64'', as [[Nintendo DS]] and [[Nintendo Switch]] Game Cards cannot be tilted.


Effects of cartridge tilting on this game may include parts of Mario's body disappearing or rotating unusually, corrupted music and sound effects,<ref>[http://www.youtube.com/watch?v=XS11HnEB9T0 YouTube video of Cartridge-Tilting Mario 1]{{dead link}}</ref>, corrupted textures, clipping through collision, blurry graphics, and freezing or crashing the game upon certain interactions.{{ref needed}}
Effects of cartridge tilting on this game may include parts of Mario's body disappearing or rotating unusually, corrupted music and sound effects,<ref>[https://www.youtube.com/watch?v=XS11HnEB9T0 YouTube video of Cartridge-Tilting Mario 1]{{dead link}}</ref> corrupted textures, clipping through collision, blurry graphics, and freezing or crashing the game upon certain interactions.{{ref needed}}
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{{Glitches}}
{{Glitches}}
{{SM64}}
[[Category:Glitches|Super Mario 64]]
[[Category:Glitches|Super Mario 64]]
[[Category:Super Mario 64|*]]
[[Category:Super Mario 64|*]]
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