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}}
{{rewrite|Very poor writing: Run-ons, contractions, generally does not follow the [[MarioWiki:Manual of Style|Manual of Style]].}}
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.
This is a list of glitches in the game ''[[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]]. Note that all names are conjectural.
__TOC__
==Audio==
===Big Boo's Haunt music cut-out===
In [[Big Boo's Haunt]], the player should choose any mission other than [[Go on a Ghost Hunt]], then defeat [[Big Boo]] in the Merry-Go-Round but ignore the Star. Instead the player needs to leave, collect a [[Vanish Cap]] and acquire 100 coins. After the Vanish Cap expires, the player should collect the 100-Coin Star. Now the background music does not play, though sound effects can still be heard, including ambient noises outside the mansion. Should the player wear the Vanish Cap again, the music restarts after the cap wears off.


==Graphical==
===Infinite cap music glitch===
===Boo glitch===
'''NOTE''': This glitch does not work in the Japanese version.
[[File:SM64 Booback.png|Boo facing away from Mario.|left|thumb|100px]]
[[File:SM64 Booback2.png|thumb|The glitch.|100px]]
The player must have at least 12 stars so that the [[Boo]] appears in the hallway. The player has to go to the far left side of the room with the [[Whomp's Fortress]] painting, and then go to the hallway where the Boo is. It should be facing backwards, and the player must chase it out of the room and to the back courtyard. Then, the player should enter the basement, and immediately go back to the Boo, which should now be facing forward. When going to the Whomp's Fortress room's left side again, the Boo's laughing can be heard. After returning to the Boo in the hallway, he should have disappeared. When Mario stands at the door which leads to the back courtyard and looks to the right while in first-person camera mode, the Boo can be seen floating behind the door.


===Bubba Death Glitch===
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>
If Mario is using a [[Koopa Shell]] to surf on the water and gets eaten by a [[Cheep Chomp|Bubba]], the shell stays suspended in the air.


===Fly Guy Size Manipulation===
To end the glitch, the player can collect another Wing Cap and let it expire.
In [[Tall, Tall Mountain]], by running back and forth underneath the [[Fly Guy]], it begins to shrink. After a while, his size goes into negative values which results in his body enlarging from the inside-out. This occurs due to the Fly Guy enlarging slightly when it's about to shot a fire ball, and running underneath the Fly Guy affects its size modifier. Mario can interact with the Fly Guy only as long as it has a positive size value and if he jumps onto one, the starting height of the spin jump is directly dependent on the Fly Guy's size.<ref>[https://www.youtube.com/watch?v=kHd8TSf2tds YouTube video of Shrinking Fly Guy glitch]</ref>


===Doors in empty space===
===Japanese music cut-out*===
[[File:HiddenDoor.png|thumb|100px|The first hidden door.]][[File:HiddenDoor 2.png|thumb|left|100px|The second hidden door.]][[File:SM64 Out of Bounds Star Doors.png|thumb|right|100px|The two hidden star doors.]]
In both [[Bowser in the Sky]]<ref>[https://www.youtube.com/watch?v=A7pSWGRD9Rk YouTube video of Japanese BitS Audio glitch]</ref> and [[Shifting Sand Land]]'s pyramid,<ref>[https://web.archive.org/web/20201029023312/https://www.youtube.com/watch?v=b7BPNgxAZYQ&gl=US&hl=en Super mario 64 - SSL Secrets glitch (Japanese version only)]</ref> it is possible for the music to cut-out due to multiple glitches exclusive to the Japanese version of the game. While this glitch is in effect, any attempt to leave the course freezes the game. For Bowser in the Sky, just entering the stage the wrong way can cut-out the music. For the pyramid, collecting the fifth [[secret]] in an odd way sometimes cuts out the music.
When Mario stands near a wall and uses the first person view mode by pressing {{Button|N64|cup}} to look through said wall, sometimes doors can be seen. These doors belong to other areas of the castle, which are loaded but invisible due to Mario being too far away.
* If Mario enters first-person view while standing on the left edge of the platform with the 70 star door and looks around, a door from the lower level is visible.
* Two doors with big stars, which are the 50-star door and the 70-star door, can be seen when using the first-person view mode while standing near the outside wall of the spiraling staircase to the second floor.
* Another door can be seen when standing in the left edge next to the painting of [[Whomp's Fortress]].


===Frozen Head===
===Koopa Shell music glitch===
[[File:SM64 Frozen Head.png|thumb|upright=0.85|left|Glitch in action.]]
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>
After defeating [[Bowser]] in the [[Bowser in the Dark World|Dark World]] or [[Bowser in the Fire Sea|Fire Sea]], he spins around to fade away and spawns 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>


===Ground Pound Turn-around===
===Koopa the Quick warp music glitch*===
When Mario ground pounds out of a Side [[Somersault]], he turns around instantly in midair.
In Bob-omb Battlefield, if Mario travels through a warp after starting a race with Koopa the Quick, the "[[Slider]]" music is replaced with the "[[Super Mario 64 Main Theme]]". This glitch was fixed after the original Japanese release.


===Health Meter Glitch===
===Loud Ukkiki glitch===
When Mario dies in a course and is re-spawned outside the course, his health is set to one wedge, loses a life and then regenerates his health. In courses with hole-like entrances, namely [[Hazy Maze Cave]], [[Rainbow Ride]], [[Bowser in the Dark World]] and [[Bowser in the Sky]]. There is a delay between respawning and setting the health to one wedge. This results in the health at death being visible for a few moments.{{ref needed}} Normally, this is not odd because when Mario dies, he usually is at zero health. But, if Mario dies by bottomless pits in these stages, his health meter will show the amount of health he had before dying. Before the animation of regaining his health starts.
In [[Tall, Tall Mountain]], even if Mario is very far away from [[Ukiki|Ukkiki]], the monkey can be heard as if they were right next to him.


===Invisible Bowser glitch===
===Yahoo paused sound pitch glitch===
[[File:SM64 Invisible Bowser.png|thumb|100px|Mario grabbing Invisible Bowser's tail.]]
If the game is paused just after Mario performs a Long Jump or Triple Jump, his voice can shift lower or higher in pitch than normal.
[[File:SM64 Invisible Bowser 2.png|thumb|left|100px|Bowser is defeated while invisible.]]
{{br}}
This glitch can only be done in the boss fight of  [[Bowser in the Fire Sea]], as this is the only fight in which [[Bowser]] teleports himself. When Mario grabs Bowser during teleporting, he stays invisible until he gets thrown off the platform or teleports again. 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>


===Invisible Mario===
==Camera==
For this glitch to occur, Mario must perform the [[#Portable Chuckya|Portable Chuckya]] glitch first. When Mario is grabbed by the submerged [[Chuckya]], he is able to swim around while being invisible before he is thrown. If Mario manages to swim around and grab Chuckya in time, he stays invisible; however jumping on a slope near the Chuckya ends the glitch and turn Mario visible again. While invisible, Mario sometimes behaves differently than usual - for instance, when Mario stands on a tilting platform, it is pushed down as if Mario stands at the position where the Chuckya held him.{{ref needed}}
===Below Mario in Bob-omb Battlefield===
[[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.
{{br}}


===Misplaced Cloud===
===In the walls of Dire, Dire Docks===
[[File:SM64 Hidden Cloud.png|100px|The hidden cloud.|thumb|left]] The reflection of Lakitu's cloud, which can be seen in the mirror room on the second floor, is an object that is always loaded, even when Mario is not in the room. There are several places where Mario can enter first-person view to look through a wall and see the cloud, like the corners next to the room's door.
In the beginning area of [[Dire, Dire Docks]], if the player swims into the wall above the tunnel leading to [[Board Bowser's Sub|Bowser's Submarine]], the camera moves out of bounds. Moving away from the wall returns the camera to a normal position.<ref>[https://twitter.com/ChikoritaL/status/1368416504211857415 Intriguing camera glitch found in Dire, Dire Docks]</ref>


===Mr. I hovering around Mario===
===Invisible cannon===
This glitch occurs in [[Lethal Lava Land]] only. The player has to get the [[Koopa Shell]] from the [[! Block]] and set the camera to fixed mode, so that a [[Mr. I]] can be seen until Mario moves. Then, he has to defeat the Mr. I by circling around it, but due to it being offscreen now, its death animation can't play. The defeated Mr. I's eyeball then hovers around Mario for a short amount of time and move in various ways.<ref>[https://www.youtube.com/watch?v=JGP6vFHMHxE YouTube video of Mr. I glitch]</ref>
After entering a [[cannon]], if the player attempts to launch Mario as early as possible, the game gets confused. The viewfinder does not show up and the camera pans out of the cannon as if Mario was standing in that spot, revealing that both the cannon and Mario are invisible. The camera can be controlled and rotated around normally. This glitch ends when the cannon is fired.<ref>[https://www.youtube.com/watch?v=48Slecuy_kA YouTube video of cannon camera glitch]</ref>


===Pitch Conservation===
===Star/death camera glitch===
When Mario is in a diving animation (normal diving, swimming, or flying), his angle is preserved in memory, this value is supposed to be reset between animations but due to an oversight, sometimes it doesn't. For instance, if Mario exits the water while he was facing upwards then does a dive, the dive will start with the previous extreme angle as opposed to a normal dive. In a dive move, this change has no gameplay effect, however if an extreme angle is preserved, and Mario starts flying, he will immediately face the preserved angle which will affect his flight. Several things "reset" the conserved angle, including grabbing a ledge, shooting from a cannon, changing areas and jumping while facing a slope. This glitch does not affect the dive itself, just the animation.
When Mario collects a Star or dies and the platform he stands on moves away, he will warp to the next surface below him, which is often the death barrier. This extreme change in height is too much for the camera to track, resulting in Mario being far below the camera. The spinning platform around the volcano in [[Lethal Lava Land]], [[Donut Block]]s, and being pushed off a [[Magic Carpet]] in [[Rainbow Ride]] are common places to accomplish this glitch.


===Instant Tower of the Wing Cap transition===
===Stuck behind door===
[[File:SM64_EnterLightGlitch.gif|thumb|120px|Mario performing the glitch.]]
[[File:SM64 Cameraglitch.png|thumb|100px|The camera glitch]]
At least ten stars are needed to gain access to the [[Tower of the Wing Cap]]. Mario has to stand right next to the sun carpet in the castle's main hall and look up into the sun on the ceiling by pressing {{button|N64|cup}}. Then, he has to leave the first-person view mode, quickly step onto the carpet, and press {{button|N64|cup}} again. Mario enters the Tower of the Wing Cap instantly while still in the zoom-in animation.
When Mario enters a door in the [[Peach's Castle|castle]] and then goes back through it quickly, the camera may briefly get stuck behind the door. This does not work on the doors in the main lobby.
 
{{br}}
==Camera==
===Camera stuck behind door===
[[File:SM64 Cameraglitch.png|thumb|100px|The camera glitch.]]
When Mario enters a door in the castle, except the ones on the first floor, and then goes back through it quickly, the camera may get stuck behind the door for a short amount of time.


===Camera below Mario in Bob-omb Battlefield===
===Wing Cap camera glitch===
[[File:SM64 Camera underneath Mario in BOB.png|thumb|left]]
If Mario lands on a slope on the same frame that he starts flying with the [[Wing Cap]], the camera continues using the mode intended for flight. This can be achieved by [[Triple Jump]]ing onto the fence past the first bridge in Bob-omb Battlefield, with precise timing. The camera follows Mario closely, and tries to stay behind him at a low angle. The {{button|N64|C}} buttons only move the camera temporarily.<ref>[https://www.youtube.com/watch?v=4pqQQxL6W8s YouTube video of Wing Cap Camera glitch]</ref>
When Mario uses a [[Wall Kick]] to jump over the seesaw platform from the area where the white slope ends while using the [[Lakitu]] camera mode, the camera focuses Mario from below the floor.


===Camera out of bounds in Dire, Dire Docks===
The camera returns to intended behavior if:
When Mario swims up to the water's surface in the first area and touches the wall right above the tunnel leading to the second area where the submarine can be found, the camera moves out of bounds. As soon as Mario gets away from the wall, the camera returns to a normal position.
*Mario receives knockback, is thrown, gets squished, or gets set on fire
*Mario initiates flight normally, rides a [[Koopa Shell]], or leaves the course
*Mario enters water, a cannon, or a [[tornado]]


===Invisible Cannon===
==Freezes==
To do this glitch, the player must enter a cannon and press {{button|n64|A}} on the first frame of the cannon viewfinder. The viewfinder does not show up and the camera pans out of the cannon as if Mario was standing in that spot and reveal that the cannon is invisible and Mario is nowhere to be seen. The camera can be controlled and rotated around normally. This glitch ends when the cannon is used.<ref>[https://www.youtube.com/watch?v=48Slecuy_kA YouTube video of cannon camera glitch]</ref>
===Attacking an uninitialized Monty Mole===
Before popping out of holes to attack Mario, [[Monty Mole]]s start out invisible and in predetermined locations. Only when Mario is within 1500 units of a hole will the Monty Moles be repositioned and behave as normally seen. Reaching a Monty mole in this uninitialized position and attacking it freezes the game.
*In [[Tall, Tall Mountain]], the player can use a 100-Coin [[Star]] to reach the uninitialized Monty Mole at the bottom of a pit, and attack it before Mario is ejected from the course.<ref>Uninitialized Monty Mole in Tall, Tall Mountain [https://www.youtube.com/watch?v=aafLNwyR5kk]</ref>
*In [[Hazy Maze Cave]], the player must take a route that involves Backwards Long Jumping through the mesh wall in front of the [[Navigating the Toxic Maze]] Star. After clipping through the wall, the player must go down the elevator, enter the maze, and take the first right turn to get to the plateau with a [[Blue Coin Block]]. The uninitialized Monty Mole sits in the poison gas in front of said plateau.<ref>Uninitialized Monty Mole in Hazy Maze Cave [https://www.youtube.com/watch?v=FdDj4HT_4bg]</ref>


===Star Camera Zoom===
===Big Boo's Haunt freeze===
When the game is paused during the animation of a new star spawning, which occurs after collecting eight red coins (except the [[Big Boo's Haunt]] red coins) or collecting five secrets, the camera sometimes zooms in slowly for a short amount of time.
There is a corner of [[Big Boo's Haunt]] that crashes the game when Mario touches it. This corner can be accessed by entering the rightmost door on the first floor.


===Star/Death Camera glitch===
After positioning Mario on the thin ledge located to the left of a bright window, the player should jump and move Mario {{button|n64|Stickdown}} slightly away from the ledge until he begins to fall. Now moving {{button|n64|Stickup}} towards the wall and pressing {{button|n64|B}} to kick for some extra momentum, Mario should touch the wall and the game will freeze.<ref>[https://www.youtube.com/watch?v=YjXxkwR6MxU YouTube video of BBH Crash]</ref>
If the platform Mario stands on moves during his star collection or death animation, the camera does not catch up. Examples are dying on the spinning platform around the volcano in [[Lethal Lava Land]] and collecting a 100-coin star or a [[#Cloning|cloned star]] on a [[Donut Block]] or carpet in [[Rainbow Ride]].{{ref needed}}


===Wing Cap Camera Glitch===
===Dead Mario softlock===
For this glitch, the player has to get a [[Wing Cap]] and do a [[Triple Jump]], so that Mario hits a fence just as is about to fly. He starts moving on the ground with the camera somewhat closer to Mario as usual and moving around smoothly. Every movement by Mario is followed closely by the camera and the C Buttons only move the camera temporarily. Several things undo this glitch, which are: getting knocked back, using a cannon, flying and landing, getting thrown, riding a shell, burning, getting squished while standing still, swimming, getting caught in a tornado and leaving the course.<ref>[https://www.youtube.com/watch?v=4pqQQxL6W8s YouTube video of Wing Cap Camera glitch]</ref>
[[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 Pound]]s the [[! Block|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}}
==Audio==
===Big Boo's Haunt Music Cut-out===
There is a glitch that can be done in Big Boo's Haunt which stops the regular background music from playing. The player must choose a star other than the first, and defeat [[Big Boo]] in the Merry-Go-Round, but not collect the star. Instead the player needs to leave, collect a [[Vanish Cap]] and activate the 100 coins star. After the Vanish Cap ends, the player should collect this star. If done correctly, the background music does not play, only sound effects can be heard, including the background sound from outside the mansion. Should the player put on the Vanish Cap again, the music restarts after the cap wears off.


===Infinite Cap Music===
'''NOTE''': Using the "Zombie Mario" glitch removes the need for precise positioning and timing.
This glitch does not work in the Japanese version. In order to activate this glitch, the player must select the [[Footrace with Koopa the Quick|second mission]] in [[Bob-omb Battlefield]] and talk to [[Koopa the Quick]] while wearing the [[Wing Cap]]. While racing him up the mountain, the player must use a small alcove to teleport higher up the mountain; the Wing Cap disappears, after which they must reach the flag at the top of the mountain and wait for Koopa the Quick to appear. After talking to Koopa the Quick, the Wing Cap background music plays endlessly. To end the glitch, another Wing Cap needs to be collected; after this one runs out, the normal background music is back.


Another way to perform the glitch is to talk to [[King Bob-omb]] while wearing the Wing Cap, and then quickly teleport at the alcove near the king.<ref>[http://www.youtube.com/watch?v=M0QhDJ_SCDs YouTube video of Infinite cap music glitch]</ref>
===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>[https://www.youtube.com/watch?v=IrSyQqTfNOI YouTube video of double star freeze]</ref>


===Japanese Music Cut-out===
===Freeze while entering Vanish Cap Under the Moat===
In both [[Bowser in the Sky]]<ref>[https://www.youtube.com/watch?v=A7pSWGRD9Rk YouTube video of Japanese BitS Audio glitch]</ref> and [[Shifting Sand Land]]'s pyramid<ref>[https://www.youtube.com/watch?v=b7BPNgxAZYQ YouTube video of Japanese SSL Audio glitch]</ref>, it is possible for the music to cut-out due to multiple glitches in the Japanese version of the game. While this glitch is in effect, any attempt to leave the course freezes the game. For Bowser in the Sky, just entering the stage the wrong way can cut-out the music. For the pyramid, collecting the fifth secret in an odd way sometimes cuts out the music.
When entering [[The Secret Under the Moat|Vanish Cap Under the Moat]], if the player tries to move the camera around in [[Lakitu Bros.|Lakitu]] Mode while the screen is black, the game may freeze.  


===Koopa the Quick Warp Music Glitch===
'''NOTE''': This glitch only applies to the North American version.
This glitch works only in the Japanese version. In [[Bob-omb Battlefield]], if Mario travels through a warp after starting a Koopa the Quick race, the ''Slider'' music is replaced with the ''Super Mario 64 Main Theme'' music. This glitch was fixed in all other versions.


===Koopa Shell Music Glitch===
===Hanging Mario freeze===
The player can go to any course with a Koopa or an [[! Block]] with a Koopa Shell. If the player times it so that Mario runs towards the shell and ducks right when he touches it but doesn't start riding it, the music in the level should replay from the beginning as if the player rid the shell and ducked, but the shell doesn't break.<ref>[http://www.youtube.com/watch?v=zoUmwFR987U YouTube video of Koopa Shell music glitch]</ref>
If Mario is pushed backwards off a hangable ceiling before completing the grabbing animation, the game freezes. This can be accomplished using a [[#Bob-omb Glitches|bloated Bob-omb]] to push Mario backwards, or a [[crate]] placed in a way that can push Mario off.<ref name="simultaneous">[https://www.youtube.com/watch?v=ixgL7FYF22w YouTube video of simultaneous event glitches]</ref>


===Loud Ukkiki===
===Long-distance Monty Mole defeat freeze===
In Tall, Tall Mountain, even if the player is very far away from [[Ukiki|Ukkiki]], they can still hear him as if they were right next to him.
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>


===Yahoo Pause Sound Glitch===
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>
If the game is paused just after Mario starts making the Yahoo noise (from Long Jumping or Triple Jumping), it changes in pitch to lower or higher than the normal sound.
<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>
{{br}}
==Freezing==
===Crash in Big Boo's Haunt===
There is a corner of Big Boo's Haunt that crashes the game when Mario touches it. The corner is located through the rightmost door on the first floor. The player should head past the window with light shining through it (with a [[Boo]]) and stand on the tiny ledge located to the left. Then, he should press the {{button|n64|A}} button and move Mario slightly backwards with {{button|n64|Stickdown}}. After Mario falls for a little bit press {{button|n64|Stickup}} forwards and push the {{button|n64|B}} button to kick for some horizontal movement. If performed correctly, Mario freezes in the air.<ref>[https://www.youtube.com/watch?v=YjXxkwR6MxU YouTube video of BBH Crash]</ref>


===Dead Mario Freeze===
===Monty Mole rocks filling memory===
[[File:Zombie Freeze.gif|thumb|120px|The glitch in action]]To execute this glitch, the player should be in [[Bob-omb Battlefield]] then do the "[[#Zombie Mario|Zombie Mario]]" method by using a cannon while under the effects of a [[Wing Cap]]. Then, the player should fly to the floating island, and Ground Pound the [[! Block]] star. When done correctly, Mario loses all his HP, but he also freezes and cannot move or lose a life. To end this glitch, the player can reset or turn off the N64 system.<ref name="YouTube video of Several Death glitches">[http://www.youtube.com/watch?v=RNJCJaIGX5E YouTube video of several death glitches]</ref>
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.


===Double Star Freeze===
As stated by Scott B. (alias pannenkoek2012) on YouTube,<ref>[https://www.youtube.com/watch?v=KPzVVAYKoqE]</ref>
If Mario grabs a 100 coin star and is in the air while at the same time he opens a ! Block star block, and if the animations of the two stars play while Mario grabs one of them, the game freezes because it does not know which star Mario is supposed to get.<ref>[http://www.youtube.com/watch?v=IrSyQqTfNOI YouTube video of double star freeze]</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>


===Hanging Mario Freeze===
'''NOTE''': This glitch may not work on the Virtual Console release.
If Mario is pushed backwards off a ceiling he is hanging on before completing the grabbing animation, the game freezes. This can be accomplished using a bloated [[Bob-omb]] or a [[crate]]. In the case of the crate it must be placed in a way that can push him off. In the case of the [[Bob-omb]] it must be pushing Mario backwards.<ref name="simultaneous">[https://www.youtube.com/watch?v=ixgL7FYF22w YouTube video of simultaneous event glitches]</ref>


===Monty Mole Freeze 1: Too Many Rocks===
==Graphics==
This glitch occurs in [[Tall, Tall Mountain]]. The rocks that the [[Monty Mole]]s throw, if they go off the edge of the cliff, do not despawn, due to a developer oversight. If there are too many of them (around 200), they fill all of the object slots, 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, "''... 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."''
===Boo glitch===
This glitch may not work in the Virtual Console version.<ref>[https://www.youtube.com/watch?v=KPzVVAYKoqE]</ref>
[[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]]
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.
{{br}}


===Monty Mole Freeze 2: Bob-omb Sniper===
Now the player must enter the basement and immediately return to the Boo, who is now facing forward. Performing the previous actions again will cause the Boo to seemingly disappear. However, the player either enters the door to the courtyard or manipulates the camera to see beyond the wall, the Boo can be seen floating behind the door.
This glitch occurs when a Monty Mole is killed with a Bob-omb thrown at a distance. Because the game is not able to track the Monty Mole's next appearance, it freezes. According to Tyler Kehne, "''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.''"<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=P4AQ9AmWa9s A better video of the Monty Mole Freeze, the cause of the glitch was discovered 7 years later]</ref>


===Monty Mole Freeze 3: The Mole-tergeist===
===Bubba death glitch===
Although it appears that there are multiple Monty Moles, only one or two of them exist which frequently switch places. They start out invisible and in a predetermined location. As soon as Mario gets within 1500 unites to a hole, the Monty Mole gets initialized, snaps to the hole and acts normally by throwing rocks at him. Attacking a non-initialized Monty Mole freezes the game. However this is impossible to do in [[Tall, Tall Mountain]], as the uninitialized moles are located at the origin laterally and at the height of the death barrier, where Mario can only get to using a 100-coin star; but he dies immediately after collecting the star, so that he can't attack the moles. In [[Hazy Maze Cave]] on the other hand it is possible to attack the mole before it gets initialized, but a Backwards Long Jump is required to get through the wall blocking the star that one would normally need to go through the maze to get. After clipping through the wall, the player has to go down the elevator, enter the maze and take the first right turn to get to the plateau with the [[Blue Coin Block]]. When Mario is in the poison gas right in front of said plateau and walks  around, he receives knockback from an invisible object, which is in fact the uninitialized Monty Mole. Attacking the mole results in a freeze.<ref>[https://www.youtube.com/watch?v=FdDj4HT_4bg]</ref><ref>[https://www.youtube.com/watch?v=aafLNwyR5kk]</ref>
If Mario is using a [[Koopa Shell]] to surf on the water and gets eaten by a [[Cheep Chomp|Bubba]], the shell stays suspended in the air.{{ref needed}}


===Freeze while entering Vanish Cap Under the Moat===
===Doors and a cloud in empty space===
If the player tries to move the camera around in Lakitu Mode just after entering [[The Secret Under the Moat|Vanish Cap Under the Moat]] while the screen is black, the game may freeze.  
{{multiple image
This glitch works only in the North American Version.
|align=right
|direction=vertical
|image1=HiddenDoor.png
|width1=100
|caption1=The first hidden door
|image2=HiddenDoor 2.png
|width2=100
|caption2=Another hidden door
}}
[[File:SM64 Out of Bounds Star Doors.png|thumb|100px|Two floating Star doors]]
Certain doors in [[Peach's Castle]] are visible from other rooms when the camera shows the space beyond the walls. This can be achieved by standing near a wall and using the first-person camera mode {{Button|N64|CUp}} to look through it. The doors appear to be in empty space because the rest of a room is not rendered while Mario is in another area.
*If Mario looks around in first-person view while standing on the left edge of the platform with the [[Big Star Door|70 Star Door]], a door from the lower level is 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.


===Cartridge Tilting glitches===
[[File:SM64 Hidden Cloud.png|thumb|100px|The hidden cloud]]
{{damage|2}}
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.
This infamous series of glitches can only be done in the N64 release. It is impossible to execute them in ''[[Super Mario 64 DS]]'' as a DS card cannot be tilted and in any [[Virtual Console]] port as they are obtained by digital download.
{{br}}
====Cartridge-Tilting Mario 1====
If the player tilts the N64 cartridge itself just a tad bit from the left, Mario's limbs disappear and reappear, and his body flips horizontally, but he can still be controlled. The music also becomes heavily corrupted, increasing in pitch drastically and emitting a strange, indescribable sound. If the player puts the cartridge back in place, Mario is back to normal but the overworld music begins skipping. Sound effects from the games are heavily corrupted, making a loud crackling and distorted noise. Entering any doors, grabbing any caps from [[! Block]]s (unless if the player first grabs it before tilting the cartridge) or levels like that freezes the game.<ref>[http://www.youtube.com/watch?v=XS11HnEB9T0 YouTube video of flip'd-up Mario 1]</ref>
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.


====Cartridge-Tilting Mario 2====
===Fly Guy size manipulation===
If the player goes to [[Hazy Maze Cave]], he or she must go to the area with [[Dorrie]], grab a [[Metal Cap]], go under water, and tilt the cartridge. Mario's limbs become disfigured, though he does not go through objects. After the cartridge is tilted, the level turns into a bottomless pit filled with water. Because Mario has a Metal Cap, he can only head straight down. Going too deep makes the game lag for some reason, and going even further makes Mario fall through another pit, but he does not die. Mario keeps on falling until the player resets or turns off the N64 system or until the game eventually freezes. If the player presses any other button, the game lags a greater amount until the lagging freezes the game. Attempting to put the cartridge back in place either freezes the game, does nothing, or possibly makes the level normal again.{{ref needed}}
If Mario runs back and forth underneath the [[Fly Guy]] in [[Tall, Tall Mountain]], it begins to shrink. This is a side effect of the Fly Guy changing size to signal that it is preparing to shoot a fireball. The Fly Guy's size affects the starting height of a [[Spin Jump]] off of it.


====Cartridge-Tilting Mario 3====
If the glitch is repeated, the value for the Fly Guy's size eventually becomes negative, causing it to render upside-down and inside-out. Mario cannot interact with the Fly Guy while it has a negative size.<ref>[https://www.youtube.com/watch?v=kHd8TSf2tds YouTube video of Shrinking Fly Guy glitch]</ref> Repeating the glitch for long enough will cause one of the base positions of the Fly Guy's model to exceed float values that properly convert into a 32-bit signed integer, resulting in a game crash.<ref>Pannenkoek2012 (April 26, 2023). [https://youtube.com/shorts/h3UvdEF98DY?si=IfgPRLbst58pFWqQ Crashing SM64 by Shrinking a Fly Guy]. ''YouTube''. Retrieved January 2, 2024.</ref>
Mario must go to a Battlefield and grab a wing cap. If the cartridge is tilted, Mario becomes the same as Cartridge Tilting Mario 1, only he has the wing cap. Normally tilting the cartridge then grabbing the wing cap would freeze the game, but doing that in the opposite order will not freeze the game.


The player should go inside a cannon and shoot Mario into the air. His limbs disappear, but he is not sinking. The player must now put the cartridge in the correct position.
===Frozen head*===
[[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>[https://www.youtube.com/watch?v=ve07BT9ADrg YouTube video of frozen head]</ref>
{{br}}


The game already has a hard time playing the music, so when putting the cartridge in position, a sound can be heard. Once the wing cap vanishes, the game plays the Battlefield music correctly. Battling a boss causes the game to freeze.<ref>[http://www.youtube.com/watch?v=-iP3VFz7tD8 YouTube video of flip'd-up Mario 3]</ref>
===Ground Pound turn-around===
When Mario ground pounds out of a [[Side Somersault]], he turns around instantly in midair.


====Cartridge-Tilting Mario 4====
===Instant Tower of the Wing Cap transition===
The player must go to Whomp's Fortress and go in the cannon. The player must then tilt the cartridge and fire Mario. He disappears in the air, and when he hits the ground, he looks like like Flip'd-up Mario 1. If the player grabs a tree, Mario disappears. If the player hits an enemy, the overworld music and the ground becomes glitched.  
[[File:SM64_EnterLightGlitch.gif|thumb|120px|Mario performing the glitch]]
When the [[Tower of the Wing Cap]] is unlocked, Mario has to stand right next to the sun carpet in the castle's main hall and look {{button|N64|cup}} at the sun on the ceiling. Then, he has to leave the first-person view mode, quickly step onto the carpet, and press {{button|N64|cup}} again. Mario enters the Tower of the Wing Cap instantly while the camera is still zooming in, instead of framing the ceiling as intended.
{{br}}


When Mario gets thrown out of the painting, the player must then put the cartridge back in place and enter the painting again and tilt the cartridge again. Mario's appearance is the same as in Flip'd-up Mario 1, but his head is gone. At this point, hitting an enemy crashes the game. If Mario hits an enemy while the player puts the cartridge back in place, the whole screen will become blurred and the game will crash, playing an ear-splitting screech.{{ref needed}}
===Invisible Bowser===
 
====Cartridge-Tilting Mario 5====
If the player tilts the cartridge when the player quits the game and goes to the start screen (or simply when turning on the game), Mario's head appears severely stretched and disfigured while also disappearing and reappearing. If the player grabs Mario's face, the game crashes.{{ref needed}}
 
===Mario lying on the floor===
{{multiple image
{{multiple image
|align=right
|align=right
|direction=horizontal
|direction=vertical
|footer=The glitch in action
|image1=SM64 Invisible Bowser.png
|image1=SM64 Lying on the Floor Glitch 1.png
|width1=100
|width1=150
|caption1=Mario grabbing invisible Bowser's tail
|image2=SM64 Lying on the Floor Glitch 2.png
|image2=SM64 Invisible Bowser 2.png
|width2=150
|width2=100
|caption2=Bowser is defeated while invisible
}}
}}
This glitch only works in the American and European versions. The player needs to get onto the castle's roof, get the Wing Cap and go to the left of Princess Peach's image. Mario suddenly lies on the roof, looking like Cartridge-Tilting Mario 1; when jumping, Mario disappears for a second. It lasts until the console is turned off.
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}}
 
===Mr. I hovering around Mario glitch===
This glitch occurs in [[Lethal Lava Land]] only. The player has to get the Koopa Shell from the [[! Block|yellow block]] and set the camera to fixed mode, so that a [[Mr. I]] can be seen until Mario moves. Then, he has to defeat the Mr. I by circling around it, but due to it being offscreen now, its death animation cannot play. The defeated Mr. I's eyeball then hovers around Mario for a short amount of time and move in various ways.<ref>[https://www.youtube.com/watch?v=JGP6vFHMHxE YouTube video of Mr. I glitch]</ref>
 
===Pitch conservation===
When Mario is in a diving animation (normal diving, swimming, or flying), his angle is preserved in memory. This value is supposed to be reset between animations, but due to an oversight, sometimes it does not. For instance, if Mario exits the water while he was facing upwards and then performs a dive, the dive will start with the previous extreme angle as opposed to a normal dive. Despite this dramatic difference, the physics of the move are unchanged.<ref>[https://youtu.be/TQt8MCsniQI YouTube video on pitch and yaw velocity conservation, by UncommentatedPannen]</ref>
 
If an extreme angle is preserved and Mario starts flying, he will immediately face the preserved angle which will influence his trajectory. Several actions reset the conserved angle, including grabbing a ledge, shooting from a [[cannon]], changing areas, and jumping while facing a slope.
 
===Power Meter glitch===
When Mario dies in a course, the [[Health Meter|Power Meter]] is typically set to one wedge for the cutscene where he is ejected from the course and the meter refills. However, when Mario is ejected from [[Hazy Maze Cave]], [[Rainbow Ride]], Bowser in the Dark World, or [[Bowser in the Sky]], there is a delay before the meter is set to one wedge, so when Mario returns to the castle the amount of wedges in the Power Meter briefly carries over from death.{{ref needed}}


==Physics==
==Physics==
===1-Up Mushroom Circles Mario===
'''NOTE''': These glitches result from how Mario and/or other characters and objects interact with the world.
[[File:SM64 Chasing1Up.gif|thumb|left|100px|The [[1-Up Mushroom]] chasing [[Mario]].]]
===1-Up Mushroom circling Mario glitch===
When the player activates a homing 1-Up and presses {{button|n64|Z}} to crouch, the mushroom flies in circles above Mario's head. This glitch was not fixed in the [[Super Mario 64 DS|Nintendo DS remake]].
[[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]].
{{br}}


===Black Room of Death===
===Baby Penguin stuck in chimney===
This glitched area, which is also known as '''{{conjectural|BRoD}}''', is actually a small space, which is shown when Mario opens the door, found behind all doors that lead to loading zones. The player is normally not supposed to be able to enter it, but [[Mario]] can discover them by performing glitches and becoming accidentally trapped within the small space.
[[File:Floating Baby Benguin glitch.PNG|thumb|[[Tuxie]] inside the chimney]]
Some of them are inescapable, and require resetting the console, others can only be escaped from one side.
In [[Cool, Cool Mountain]], the player should pick up a [[Baby Penguin]] and bring it to the cabin at the summit. By letting go of the Penguin above the chimney, any attempt to reclaim the baby will result in Mario entering the slide area with the [[Big Penguin]]. Reloading the main area by either talking a bridge warp or exiting the cabin at the base of the slide will reset the baby Penguin's position.
{{br}}


*To access BRoD1, the player must perform the [[#Go Through the Roof Glitch|Go Through the Roof Glitch]]. This room can be exited by jumping through the wall above the front doors inside the castle.
===Black room of death===
*To access BRoD2, the player must perform the second [[#Ledge Wall Clipping|Ledge Wall Clip]]. This room can be exited by performing the [[#Backwards Long Jump|Backwards Long Jump]].
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.
*To access BRoD3 and BRoD4, the player must perform the [[#MIPS Glitch|MIPS Glitch]] trough the basement door or trough the moat door. BRoD3 can be exited by performing the Backwards Long Jump.
{|class="wikitable"style="width:75%;margin:0 auto;cellpadding:5;"
*To access BRoD5, the player must perform a Backwards Long Jump while in BRoD2, or do it while on the basement stairs.
!Location
!Description
|-
|Castle entrance||One BRoD pair is accessible by [[#Clip through walls|falling through the castle roof]].<br>Mario can escape by jumping through the wall above the front doors inside the castle.
|-
|Lobby||Another BRoD can be accessed by performing the [[#Clip through wallssecond ledge clip]].<br>This room can be exited with backwards long jumps.
|-
|Basement||The third BRoD pair is accessible with a MIPS clip through the basement door.<br>This room can be exited by performing backwards long jumps.
|-
|Basement||Similarly, clipping through the moat door with MIPS grants access to the fourth BRoD pair.
|-
|Courtyard||The fifth BRoD pair can be accessed if the player performs backwards long jumps to clip inside.
|}
<gallery>
<gallery>
SM64 BRoD1.png|Mario outside the castle <br> (BRoD #1)
SM64 BRoD1.png|Mario outside the castle <br> (BRoD #1)
Line 185: Line 210:
SM64 BRoD4.png|Mario over the basement door (BRoD #3)
SM64 BRoD4.png|Mario over the basement door (BRoD #3)
SM64 BRoD5.png|The other side <br>
SM64 BRoD5.png|The other side <br>
SM64 BRoD6.png|Near the moat.<br> (BRoD #4)¹
SM64 BRoD6.png|Near the moat<br> (BRoD #4)¹
SM64 BRoD7.png|The other side
SM64 BRoD7.png|The other side
SM64 BRoD8.png|Mario over the Courtyard door <br> (BRoD #5)¹
SM64 BRoD8.png|Mario over the Courtyard door <br> (BRoD #5)¹
SM64 BRoD9.png|The other side (It is escapable from this side through the corners next to the door)
SM64 BRoD9.png|The other side (It is escapable from this side through the corners next to the door)
</gallery>
</gallery>
¹) these BRoDs are inescapable
¹This BRoD is inescapable.


===Changing Deaths===
===Climb slippery slopes===
This glitch happens when Mario loses all his health in an area and his dying animation occurs in another area. It is possible to perform these glitches in the [[Super Mario 64 DS|DS remake]].
[[File:Climb Slippery Slopes 1.gif|thumb|100px|Mario scales a slope]]
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}}
'''NOTE''': This trick does not work on all slippery slopes. Additionally, the slope shown was changed to a wall in ''[[Super Mario 64 DS]]''.


====Burn 'n Drown====
[[File:Climb Slippery Slopes 2.gif|thumb|130px|Mario kicks up a slope]]
[[File:SM64 Burn n' Drown glitch.gif|thumb|left|120px|Mario performing the glitch]]
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]].
The player must go to [[The Secret Under the Moat|Vanish Cap Under the Moat]] and long-jump over the slide, causing Mario to lose half of his health. The player must wait for the Vanish Cap power to disappear and then let a [[Keronpa Ball]] burn Mario, leaving Mario with two wedges of health. The player must then let the Keronpa Ball burn Mario again and fall off the ledge. Mario loses all of his life and is teleported to the lake. At the same time, Mario drowns and loses a life.
{{br}}


====Death teleporting====
===Clip through walls===
[[File:Death teleporting.png|thumb|Mario landing with no health]]
There are various tricks the player can perform to clip Mario through walls depending on the situation:
The player must deplete Mario's health to two wedges and enter the Tower of the Wing Cap. The player must then fly until the Wing Cap effect starts to wear out, aim to fall on the ledge, lose the remaining health and fall to the sky. Mario is teleported to the castle, and as soon as he lands, he dies.
<br><br>
{|style="width:85%;cellpadding:4;"
!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:
|-
|
|
*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.
*An elevator that is not very thick.
*An elevator that moves fast downwards.
*An elevator that moves extremely fast upwards.<ref>[https://www.youtube.com/watch?v=7ZwwAemsbYQ YouTube video of Whomp ground pound clip]</ref>
|}
<br>
{|style="width:85%;cellpadding:4;"
|-
!width="20%"|Ledge clipping :
|There are certain walls in the game that Mario can clip into by grabbing onto specific parts of a ledge. These include:
|-
|[[File:SM64 TtR.png|thumb|center|120px|A ledge clip]]
|
*In the castle upstairs spiral staircase, running to the pole on the left wall, and then jumping twice makes Mario go through the room and onto the stairs.
*On the basement stairs, if the player aims a double jump correctly to the right side, Mario grabs a ledge and pulls himself up, and he stands in another [[#Black Room of Death|Black Room of Death]].
*By standing under and jumping at the part of the first bridge of [[Bob-omb Battlefield]] that is closest to the start of the level, Mario clips through the bridge.
|}
<br>
{|class="mw-collapsible mw-collapsed"style="width:85%;cellpadding:4;"
|-
!width="20%"|Miscellaneous<br>wall clipping :
|Some walls can be clipped through without much resistance. As such, the following examples do not require Backwards Long Jumps or similar techniques:
|-
|
|
*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.
*In [[Cool, Cool Mountain]], right next to the most distant red coin at the bottom, if Mario climbs the slope from the direction that leads toward the cabin, there is a point at top 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 causes Mario to slam into the fence and the ground in the right direction, Mario passes 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>
*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 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 [[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 [[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.
*In [[Jolly Roger Bay]], above the entrance to the cave, by a rock. The wall can be clipped through if the player is swimming with full speed and pressing {{button|n64|B}} at the correct time. This lets the player clip through the wall into the cave.<ref>[https://www.youtube.com/watch?v=vh-ZqFT7cGY YouTube video of Jolly Roger Bay wall clip]</ref>
*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.
{{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"/>
|}
<br>


Alternatively, while in a course, the player must fall from a height (must not be very high) while not moving the control stick. During the time Mario loses health before the animation, the player can pause the game and exit the course. The player has few frames to pause the game after Mario's health is fully depleted.
===Clip with objects===
The following glitches involve Mario being pushed through solid geometry using either the push from an object or the backward force from throwing objects.
=====Bob-omb clip=====
Mario can be pushed through walls by jumping between the wall and a Bob-omb as it chases him.<ref name="Several glitches using Bob-ombs"/> Alternatively if Mario holds a [[#Bob-omb Glitches|bloated Bob-omb]] with his back to a wall or steep floor, throwing the Bob-omb can push Mario through. This can be used to [[#Clip Behind Chain Chomp's Gate|clip ''Behind Chain Chomp's Gate'']] and collect the Star without freeing the Chain Chomp.


====Lethal Lava Land Death====
=====Chuckya clip=====
The player must go to the basement and deplete Mario's lives with the fire torches. When Mario is down to his last two wedges, the player must go near the fire torch near the [[Lethal Lava Land]] painting and then jump at the fire torch and then run into the painting before the lives are depleted. As soon as Mario lands at Lethal Lava Land, he dies.<ref>[http://www.youtube.com/watch?v=dTzQEI2ArYc YouTube video of Lethal Lava Land death]</ref>
When Mario is held by a Chuckya, the Chuckya will ignore any collision it may swing Mario into. By luring a Chuckya to a wall and then having it grab Mario, it can throw Mario through walls or even out of bounds. Alternatively, if Mario has his back against a wall and throws the Chuckya, the action will push Mario through the wall.


====Snufit 'n Drown====
=====Crate clip=====
While in [[Behind the Waterfall|Cavern of the Metal Cap]], the player must deplete Mario's health to two wedges and obtain a [[Metal Cap]]. Mario must then make a [[Snufit]] chase him. He must then long jump to the box, while making sure that the Snufit is still chasing him. If positioned correctly, Mario jumps and is hit by the Snufit, causing him to fall into the waterfall behind him. He is teleported away and dies as soon as he hits the lake.{{ref needed}}
[[File:sM64 WFswim.png|thumb|120px|Mario clips into [[Whomp's Fortress]]]]
After placing a [[crate]] next to a wall, the player should ground pound between the box and the wall. This will cause Mario to clip through the wall. Alternatively, if Mario has his back against a wall and throws the crate, they will briefly interact which will push Mario through the wall.<ref>[https://www.youtube.com/watch?v=kIpw46fUj24 YouTube video of Crate Clip method two]</ref>
{{br}}


===Grinding===
=====Penguin clips=====
If Mario is positioned in a way that he as far on an edge as possible and on an angle almost parallel to the ledge, moving forward makes Mario constantly switch between a falling state and an on-ground state, during that the screen shakes. If the player presses {{button|n64|a}}, Mario automatically performs a [[Double Jump]].
In [[Cool, Cool Mountain]], both the [[Mother Penguin]] and the [[Baby Penguin]]s can be used to clip through walls:


===Invisible Walls===
By grabbing Tuxie after reuniting with her mother, she can be lured to stand next to the cabin at the foot of the mountain. Mario can then clip into the cabin by jumping in between the wall and the Mother Penguin.<ref>[https://www.youtube.com/watch?v=6D8Fx4B2-28 YouTube video of large Penguin Wall Glitch]</ref> Alternatively, Tuxie can be used to clip through the floor by guiding the Penguin to the peak of the mountain and jumping just past her. This glitch can be used to avoid collecting the coins above the chimney of the cabin.<ref>[https://www.youtube.com/watch?v=VPMiF4RMGzM YouTube video of small Penguin Wall Clip]</ref>
[[File:SM64 InvisibleWall.gif|thumb|One of the Invisible Walls.]]
In some places in the game, there are some unintended invisible walls created by one of two things: they were left in early in development but neglected to be removed, and others caused by the rendering of two planes in close proximity.
*In the first room of the castle on the top right side where the fence bends.<ref>[https://www.youtube.com/watch?v=NhPiVVI2AiE YouTube video of the invisible wall inside the castle]</ref>
*On the right side of the first stairs in [[Bob-omb Battlefield]].<ref name=BOBinvisiblewall>[https://www.youtube.com/watch?v=f6Mda7yDVn8 YouTube video of two invisible walls in Bob-omb Battlefield]</ref>
*In [[Bob-omb Battlefield]], on top of the fence over the tunnel where there is a rectangular opening.<ref name=BOBinvisiblewall/>
*In [[Bob-omb Battlefield]] above and in the red arrow sign directly after the bridge and to the left of the tunnel.<ref>[https://www.youtube.com/watch?v=-BG2M_XUVfQ YouTube video of Bob-omb Battlefield sign invisible wall]</ref>
*Near the rotating log in [[Tall, Tall Mountain]].
*In the entrance of [[Bowser in the Dark World]], very small spot on the stairs.
*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 [[Snowman's Land]] at a right angle to the edge of the snow triangle creating machine's path. Mario dies if he touches this wall.<ref>[https://www.youtube.com/watch?v=LZ52K89zrqM YouTube video of Snowman's Land Invisible wall death]</ref>
*In [[Lethal Lava Land]] in the Volcano, in the middle of the vertical downward flowing lava.
*In [[Dire, Dire Docks]] where the sign is in the second area and the temporary boxes spawn.<ref>[https://www.youtube.com/watch?v=J6WslJkLw7k YouTube video of Dire, Dire Docks invisible wall]</ref>
*Just above the first pipe in [[Tiny-Huge Island]].<ref>[https://www.youtube.com/watch?v=5a5GU589Mas YouTube video of the invisible wall in Tiny-Huge Island]</ref>
*At the sides of a pendulum in [[Tick Tock Clock]].<ref name=TTCglitches/>


===Hyperspeed Glitches===
===Coin through platform===
All of these glitches involve Mario being able to increase in velocity without a speed limit, due to certain actions such as backwards movement and wall jumping lacking a speed cap. Due to the game's movement calculation mechanics, Mario can [[#By using Hyperspeed|pass through walls]] and enter [[#Parallel Universe|Parallel Universes]] after accumulating enough speed.
Beneath the gray platform in [[Shifting Sand Land]], Mario should run toward a [[Goomba]] and defeat it with either a dive, break dance, or slide kick. This should launch the Goomba away, and its coins may fly upwards and through the ceiling.
====Backwards Long Jump====
[[File:SM64 Less Than 70 Stars Game Beat.png|thumb|left|Mario beating the game without 70 Power Stars.]]
[[File:SM64 Notendless.png|thumb|Mario atop the endless stairs with 16 Power Stars.]]
The player must go to any set of long stairs, then face the stairs and turn around, so Mario is facing away from the stairs. Now, the player performs a long jump. As soon as Mario jumps, they must hold backwards on the control stick. After they land, the player should rapidly tap the {{button|n64|A}} button and after a while, Mario should start zooming backwards at very high speeds, usually going through walls and doors.<ref>[http://www.youtube.com/watch?v=gHvXUeisefw YouTube video showing how to Backwards Long Jump]</ref> This is most famously used to get to the top of the [[endless stairs]] in [[Peach's Castle|Mushroom Castle]].<ref>[http://www.youtube.com/watch?v=qEBxIH08Fpo YouTube video of Backwards Long Jump]</ref> Normally, the game can register how fast Mario can normally move, and teleport Mario to a lower section before he can reach the top of the stairs. This prevents him from accessing the door without the required 70 Power Stars. However when the Backwards Long Jump is performed, Mario can build up a lot of backwards velocity, and the game does not teleport Mario properly because he reached the top too quickly. This is also the way Mario can go through walls. This glitch can do a lot of things. It can make the player complete the game with no stars and can access the "Black Room of Death".


This glitch also works with elevators and similar platforms. The player executes the glitch in the same way, but if they stop tapping {{button|n64|A}} while the wall is still behind Mario, he starts to run backwards very fast as soon as the player holds the control stick in a different direction. If the player doesn't stop tapping {{button|n64|A}} and has reached the top, Mario teleports somewhere behind him (depending on what speed he gained while jumping onto the platform).
===Death out-of-bounds===
This glitch was fixed in the Japanese Shindou edition re-release, as Mario's speed is capped when moving backwards. The glitch was also fixed in [[Super Mario 64 DS|the DS remake]] as if when Mario attempts a backwards long jump, the camera goes behind Mario, making him do a normal long jump.
[[File:SM64 Killeredge.png|thumb|120px|Mario dying without his cap]]
The boundaries that surround each course and the castle are designed to never let Mario through, and are more effective than typical walls; anywhere that no floor exists below a space is out of bounds. However, certain interactions do not account for this restriction, allowing Mario to breach the boundary. As a failsafe, the game will always unceremoniously deplete Mario's [[Health Meter|Power Meter]] the instant his position is out of bounds.
{{br}}


====Hyperspeed Wall-Kicking====
'''NOTE''': The death barrier is defined using a floor, so the large pits below certain levels are not out of bounds.
When Mario is in the state of moving after doing a wall jump there is no speed cap. Mario gains speed every time he bounces off the wall if the move was executed perfectly. This can be used to produce results similar to the Backwards Long Jump glitch, but is impossible to execute without tool-assistance.<ref>bobmario's video: https://www.youtube.com/watch?v=Vlh0CA_aBwQ</ref>


====Hyperspeed Walking====
One method involves Mario lifting himself from a ledge. If Mario reaches the rightside corner of the castle roof, he can hang from the ledge right against an invisible boundary. The player can pull Mario back up onto the roof, where Mario will climb up past the intended boundaries and lose a [[Extra Life|life]]. Due to the placement of the out-of-bounds check in the middle of a process that cycles his cap state before rendering the image,<ref>[https://www.youtube.com/watch?v=YsXCVsDFiXA SM64's Invisible Walls Explained Once and for All]</ref> he also loses his cap.<ref name="YouTube video of Several Death glitches"/>
There are certain spots in ''Super Mario 64'' where Mario's backwards speed increases without limit by standing in that place. These spots work in a very similar way to the Backwards Long Jump. Among these spots are:
 
*In the castle grounds next to the waterfall where the water and the wall touch on the left side.<ref>Plush's video: https://www.youtube.com/watch?v=ljsnQqVuPCY YouTube video of Castle Grounds Speed Sliding Spot</ref>
Alternatively the player can be pushed or placed out of bounds by Bob-ombs and Chuckyas respectively, or clip through using a [[crate]]. For example, if a player grabs a crate in [[Bob-omb Battlefield]], Mario can crouch {{button|N64|Z}} to place the box partially inside a slope at an edge of the level. Then by then performing a ground pound between the crate and the hill, Mario will temporarily clip under the slope despite the space being out of bounds. This is caused by the game using a stale reference for the ground that Mario was last in contact with, mistakenly assuming that the space Mario clips into is valid. However after being moved, the game updates this floor reference and Mario is killed from being out of bounds.
*In [[Whomp's Fortress]] the corner next to the cannon and the brick wall in the pool of water.<ref>Tomatobird8's video: https://www.youtube.com/watch?v=T0ZTAm4ogMQ YouTube video of WF Speed Sliding Spot</ref>
 
It seems these spots work because the game is putting Mario in a sliding position (and thus the game increases Mario's backwards velocity), but Mario is in the water and thus he is unaffected by land velocity.{{ref needed}}
===Death transferring===
When Mario loses all his health and leaves the area through certain means, his dying animation can occur in the new area by exploiting instances where his health is preserved between areas. This transfer of health results in the game attributing the death to a different cause than whatever action brought Mario's health down. These glitches can be performed in the [[Super Mario 64 DS|DS remake]].


====Hyperspeed Wind Glitch====
====Burn into drowning====
This glitch only works in [[Tiny-Huge Island]] and [[Tall, Tall Mountain]]. When Mario is pushed up by [[wind]], but gets stuck under a slope, his speed steadily increases without him moving out of place.<ref>[http://tasvideos.org/GameResources/N64/SuperMario64.html TASVideos - description and video about the HS Wind Glitch]</ref>
[[File:SM64 Burn n' Drown glitch.gif|thumb|120px|Mario drowning after burning to death]]
By leaving [[The Secret Under the Moat|Vanish Cap Under the Moat]] with no health remaining, Mario can drown in the castle moat immediately after spawning there. One strategy is to let a Keronpa Ball burn Mario while at two remaining wedges of health, then running off the ledge. Mario will be warped to the moat with no health, thus he drowns and loses a life.
{{br}}


====Hyperspeed Flying====
====Burn into Lethal Lava Land====
When Mario has built up hyperspeed by one of the above glitches, most notably the Backwards Long Jump, and wears a [[Wing Cap]], he can perform a [[Triple Jump]] to start flying at very high speed. This glitch is best known for allowing Mario to enter [[The Secret Under the Moat|Vanish Cap Under the Moat]] without having to drain the moat first.
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>


===Overextended see-saw===
====Death exit====
This glitch requires that the [[#Climb Slippery Slopes 3|Climb Slippery Slopes 3]] glitch is performed on a platform that tips over on the side Mario is standing on (although the one in [[Big Boo's Haunt]] does not work for this). The platform is rotated in the direction based on the side Mario is standing on and it can be rotated more than 90 degrees if Mario stands on the top and narrow side. If the platform is rotated more than 260 degrees, it resets as soon as Mario stops standing on it. No platform can be rotated more than 270 degrees, because past that point, the whole platform is on the opposite side of Mario, and thus Mario has nowhere to stand to tilt it in the right direction.<ref>[https://www.youtube.com/watch?v=4ZnrKNHiRto YouTube video of Seesaw Glitch Part One]</ref><ref>[https://www.youtube.com/watch?v=5PERrt2171s YouTube video of Seesaw Glitch Part Two]</ref>
[[File:Death teleporting.png|thumb|Mario landing with no health]]
The player can deplete Mario's health to two wedges and enter the [[Tower of the Wing Cap]]. When the Wing Cap begins to wear out, they should aim to land on the edge of the central platform so Mario slides off while taking fall damage. Once Mario lands back in the castle lobby, he dies.
{{br}}


===Pass Through the Ground===
A more universal method involves taking small fall damage. While in a course, the player must take die from fall damage while not moving {{button|N64|Stick}} the control stick. As the health depletes, there is a brief moment when the player can pause the game and exit the course before the death animation plays.
This glitch only works on the Japanese version. If Mario exits a level while standing on a falling bridge block, when he returns to the castle, he clips through the ground and falls in front of the basement door.<ref>[https://www.youtube.com/watch?v=VX0WYWNvZlQ YouTube video of Pass Though the Ground glitch]</ref>


===Stuck in the Air===
====Drown Twice====
[[File:StuckAir.png|left|thumb|120px|The glitch in action.]]
After completing the mission [[Board Bowser's Sub]], a large opening leading from the second area of [[Dire, Dire Docks]] to the lake outside of Peach's Castle will become accessible. If Mario drowns while drifting into this opening, he will drown a second time at the other side.<ref>https://youtu.be/tdVNm47P8GQ</ref>
On the [[Cool, Cool Mountain]] level, if the player heads to the area near the wooden lift, where the red coin is found, and does a [[Long Jump]] towards the island with a [[Bob-omb Buddy]] on it, landing at the edge of the island (as if to grab onto the edge), [[Mario]] suddenly teleports. He appears to be stuck in snow, but he is actually floating in air. Once Mario frees himself, he falls and loses a life, as if he had fallen off of the edge.


===Stuck Sliding Spot===
====Snufit into drowning====
In some courses there are certain locations where Mario can get stuck in a sliding or diving position and unable to exit the course through the pause menu. Most of these spots are also inescapable by normal means also.
While Mario's health is low in the [[Behind the Waterfall|Cavern of the Metal Cap]], the player must obtain a [[Metal Cap]] and have a [[Snifit (Super Mario 64)|Snufit]] chase Mario. When Long Jumping to the box Mario can be hit by the Snufit, causing him to fall into the waterfall and return to the castle moat. Mario will die as soon as he hits the lake.


*In [[Hazy Maze Cave]] between the abandoned mine wire door and the land in front of the [[Purple Switch]]. Requires precision placement. <ref name="stuck">[https://www.youtube.com/watch?v=KG74FANhpLI YouTube video of several Stuck spots]</ref>
===Elevator escape glitch===
*In [[Tall, Tall Mountain]] behind the log and on the waterfall.<ref>[https://www.youtube.com/watch?v=djTuqK2VtYo YouTube video of waterfall stuck sliding spot]</ref>
In [[Hazy Maze Cave]], it is possible to clip the moving arrow platform out of the red coin room by running it into a wall, then quickly alternating between the arrow facing towards the wall and an arrow facing perpendicularly. If done enough times, the platform will enter the wall and will move out of bounds.<ref>https://www.youtube.com/watch?v=E79jvV41R60</ref>
*In [[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"/>
*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]</ref>
*In Bowser in the Sky, At the vertical slope, with perfect movement, it is possible to get stuck in the corner of the slope.<ref name="stuck"/>
*In [[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>
*In 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>
*In [[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>
*Near [[Klepto]] in [[Shifting Sand Land]] between two inward and downward facing planes.<ref>[https://www.youtube.com/watch?v=VQwaWqz7grY YouTube video of Shifting Sand Land Stuck glitch]</ref>
*Near the end of [[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>
*At the top of the giant Snowman head in [[Snowman's Land]], when Mario is slowly walking towards the high sloped glaucous-colored wall.<ref>[https://www.youtube.com/watch?v=oPSRfgw3980 YouTube video of Snowman's Land Stuck glitch]</ref>


===Stuck to the Lava glitches===
===Floating Bob-omb===
[[File:SM64 Stucklava.png|thumb|100px|The glitch in action.]]
[[File:Bomb-omb on air.png|thumb|120px|The Bob-omb suspended in air]]
These glitches involving Mario jumping or falling into [[Lava]], so that he gets stuck under objects like platforms which prevent him from jumping out of the Lava. Due to not having invincibility after getting burnt by Lava, he gets burnt repeatedly, so that he loses all of his health points and dies near-instantly.
In [[Big Bob-omb on the Summit|Mission 1]] of [[Bob-omb Battlefield]], there is a Bob-omb operating the water cannon along the mountain path. If Mario picks up this Bob-omb and ground pounds {{button|n64|Z}} then the Bob-omb will be suspended in mid-air, as the programmers modified this particular Bob-omb's behavior to keep it in place.<ref>[https://www.youtube.com/watch?v=N4JRo19Yp74&t=247s Video]</ref>
{{br}}


====Tilting Platforms in Lethal Lava Land====
===Gentle squish===
[[Mario]] must go to [[Lethal Lava Land]] for this glitch to work. Once here, the player must dive underneath one of the many floating platforms near the volcano. This may take a few tries to do correctly. If done right, Mario touches the [[lava]], but becomes stuck to it instead of jumping up after being burned. This instantly depletes his [[Health Meter]] and causes him to lose a life. When stuck to the lava, the sounds Mario makes are slightly distorted, and due to the lack of invincibility after taking lava damage, Mario repeatedly takes damage and the voice clip of getting burned rapidly rapidly plays.
[[File:sM64 Crush0dmg.png|thumb|A healthy, squished Mario]]
Inside the pyramid of [[Shifting Sand Land]], if Mario is positioned at the edge of where the [[Spindel]] rolls, it will start to flatten Mario. However, being crushed will only do damage if Mario is squished a sufficient amount, so he will not lose any health. While gently squished the player cannot move until the Spindel rolls off of Mario. This effect can also be seen if Mario stands beneath elevator lifts in various levels.
{{br}}


====Rolling Log in Lethal Lava Land====
===Grinding glitch===
[[File:SM64 Logstuck.png|thumb|right|100px|The Crushing Log glitch in action]]
If Mario is positioned at the edge of ground such that he is facing slightly away from the ledge, falling off and immediately attempting to move back towards the ledge can make Mario rapidly switch between falling and standing. In this state the camera will shake, and if the player presses {{button|n64|a}} Mario performs a [[Double Jump (consecutive)|Double Jump]].
The player must go to [[Lethal Lava Land]], grab a [[Green Shell]] and ride it to the log near the caged area. They must jump on the log and make it move. The player must charge at the log while it is still moving towards Mario. When Mario touches the log, he loses the [[Green Shell]] like he usually does, but the log is still moving and crushes Mario while he gets repeatedly burnt by the lava, causing an instant death.


====Moving Platforms in Bowser in the Fire Sea====
This glitch is labeled '''grinding glitch''' by analogy to a {{wp|Grind (skateboarding)|type of skateboarding trick}}.
[[File:SM64 Brutal Death.gif|thumb|120px|Performing the glitch.]]If the player goes to [[Bowser in the Fire Sea]], he or she must go to the area with the two moving platforms. Next the player must 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 still on Lava. This causes an instant crushed kill. However, if Mario landed very close to the platform, Mario is instead [[#Crushed without Damage|crushed without damage]]. This glitch is tricky, as most executions of this glitch ends with Mario losing health and triggering his normal death animation, or triggering his normal death animation on the lava itself as if he was standing on ground.


===Unreachable 100-Coin Star===
===Ice cap loss===
[[File:UngetableStar.png|thumb|left|Unreachable Star]]
In [[Snowman's Land]], Mario will lose his cap when blown off the icy bridge by the [[Snowman's Big Head]]. If the player is unfortunate, the cap may be sent towards the ice box into the section with a Star inside. This Star will prevent Mario from retrieving his hat from above. If the game saves at this point, Mario will remain capless unless the player abuses speed exploits to clip through the side of the ice box.
When the 100th coin is collected close to a ceiling, like the red coins on the book shelves in [[Big Boo's Haunt]], the highest red coin in [[Dire, Dire Docks]] or a coin dropped by a [[Goomba]] inside the pyramid in [[Shifting Sand Land]], the 100-coin [[Power Star|star]] may spawn above the ceiling, so that Mario cannot reach it.


===Wall Clipping===
===Invisible walls===
All of these glitches allow Mario to pass through walls.
[[File:SM64 InvisibleWall.gif|thumb|Mario hitting the side of a staircase step]]
====Without holding grabbable objects====
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"
|+style="text-align:left"|{{nw|A list of examples has been attached.}}
|-
!Example!!Cause
|-
|The invisible boundaries that surround every area.||Out of bounds
|-
|In the first room of the castle on the top right side where the fence bends<ref>[https://www.youtube.com/watch?v=NhPiVVI2AiE YouTube video of the invisible wall inside the castle]{{dead link}}</ref>||Needs new reference to confirm
|-
|On the right side of the first stairs in [[Bob-omb Battlefield]].<ref name=BOBinvisiblewall>[https://www.youtube.com/watch?v=f6Mda7yDVn8 YouTube video of two invisible walls in Bob-omb Battlefield]</ref>||Exposed ceiling
|-
|In Bob-omb Battlefield, on top of the fence over the tunnel where there is a rectangular opening.<ref name=BOBinvisiblewall/>||Exposed ceiling
|-
|In Bob-omb Battlefield above and in the red arrow sign directly after the bridge and to the left of the tunnel.<ref>[https://www.youtube.com/watch?v=-BG2M_XUVfQ YouTube video of Bob-omb Battlefield sign invisible wall]{{dead link}}</ref> || Needs new reference to confirm
|-
|Near the rotating log in [[Tall, Tall Mountain]].||Unconfirmed
|-
|In the entrance of [[Bowser in the Dark World]], very small spot on the stairs. ||Exposed ceiling
|-
|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]{{dead link}}</ref>||Needs new reference to confirm
|-
|In [[Snowman's Land]] at a right angle to the edge of the snow triangle creating machine's path. Mario dies if he touches this wall.<ref>[https://www.youtube.com/watch?v=LZ52K89zrqM YouTube video of Snowman's Land Invisible wall death]{{dead link}}</ref>||Needs new reference to confirm
|-
|Inside the volcano of [[Lethal Lava Land]], in the middle of the downward flowing lava.||Unconfirmed
|-
|In [[Dire, Dire Docks]] where the sign is in the second area and the temporary boxes spawn.<ref>[https://www.youtube.com/watch?v=J6WslJkLw7k YouTube video of Dire, Dire Docks invisible wall]{{dead link}}</ref>||Needs new reference to confirm
|-
|Above the overhang at the beach in [[Tiny-Huge Island]].<ref>[https://www.youtube.com/watch?v=5a5GU589Mas YouTube video of the invisible wall in Tiny-Huge Island]</ref>||Exposed ceiling
|-
|At the sides of the swinging pendulums in [[Tick Tock Clock]].<ref name=TTCglitches/>||Exposed ceilings
|}


=====Ground Pound Clip=====
===Overextended see-saw===
When Mario ground pounds, the game keeps him in place for a trice and nothing can move him for this duration, followed by slamming down. This can used to clip through many platforms, including:
'''NOTE''': The following trick does not apply to the rotating platforms in [[Big Boo's Haunt]].
*A [[Whomp]] or [[Whomp King]] as it falls (ground pound is not even needed to clip, a simple jump works too)
*A revolving checkerboard elevator.
*An elevator that is not very thick.
*An elevator that moves fast downwards.
*An elevator that moves extremely fast upwards.<ref>[https://www.youtube.com/watch?v=7ZwwAemsbYQ YouTube video of Whomp ground pound clip]</ref>


=====Ledge Wall Clipping=====
See-saw platforms will rotate based on the side Mario is standing on. Typically they will not rotate more than 90° as Mario will begin to slide off. However, this restriction can be bypassed if the player performs the first method of [[#Climb slippery slopes|climbing slippery slopes,]] allowing Mario to continue tilting the platform. If the platform is rotated more than 260° from its resting position, it resets as soon as Mario stops standing on it.<ref>[https://www.youtube.com/watch?v=4ZnrKNHiRto YouTube video of Seesaw Glitch Part One]</ref>
There are certain walls in the game that Mario can clip in a particular way that involves Mario grabbing onto a ledge. These are:
Due to these types of platforms being offset from the pivoting axis, the whole platform will eventually be on the opposite side of Mario relative to the axis, making 270° the absolute limit.<ref>[https://www.youtube.com/watch?v=5PERrt2171s YouTube video of Seesaw Glitch Part Two]</ref>
[[File:SM64 TtR.png|thumb|120px|The glitch in action]]
*In the castle upstairs spiral staircase, running to the pole on the left wall, and then jumping twice makes Mario go through the room and onto the stairs.
*On the basement stairs, if the player aims a double jump correctly to the right side, Mario grabs a ledge and pulls himself up, and the player is trapped in another [[#Black Room of Death|Black Room of Death]].
*By standing under and jumping at the part of the first bridge of [[Bob-omb Battlefield]] that is closest to the start of the level, Mario clips through the bridge.


=====Go Through the Roof Glitch=====
===Segmented Pokey===
The player must first have all 120 Power Stars collected, and be outside the castle. The player has to use the [[cannon]] near the castle's moat to shoot Mario up on top of the castle's roof, where he must locate the [[Wing Cap]]. Mario must use it to fly back to the cannon and then shoot himself back out of it again, this time aiming towards the flagpole at the top of the castle's tower. If done correctly, the targeting 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|Black Room of Death]]. There is a glitch similar to this one in the [[Super Mario 64 DS|DS remake]].
Pokeys are normally made of four connected segments and a head. If Mario knocks a segment off it will disappear and the head will drop down, but after some time all segments will regrow. If a Pokey travels into the stone structure in [[Shifting Sand Land]], the Pokey can split into two pieces. Now the head does not move downward when Mario destroys segments.


=====Regular Wall Phasing-Through=====
===Slide in place===
Some walls in ''Super Mario 64'' are unintentionally able to be clipped through by various methods. The following examples do not require the use of the Backwards Long Jump or other such techniques.
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.
*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.
{|class="wikitable mw-collapsible mw-collapsed"
*In [[Cool, Cool Mountain]], right next to the most distant red coin at the bottom, if Mario climbs the slope from the direction that leads toward the cabin, there is a point at top where Mario can clip through the mountain.
|+style="text-align:left"|{{nw|A list of examples has been attached.}}
*In [[Whomp's Fortress]], if Mario long jumps to the right of the second [[Piranha Plant]] in a way that causes Mario to slam into the fence and the ground in the right direction, Mario passes 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>
!Area!!Description
*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.
|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>
*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.
|[[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>
*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 [[Bob-omb Battlefield]], by pushing into the spot where the wall and the gate touch on the left side while it is closed.
|[[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>
*In Bob-omb Battlefield, by pushing into the spot where the wall and the gate touch on the right side while it is open.
|-
*In [[Jolly Roger Bay]], above the entrance to the cave, by a rock. The wall can be clipped through if the player is swimming with full speed and pressing {{button|n64|B}} at the correct time. This lets the player clip through the wall into the cave.<ref>[https://www.youtube.com/watch?v=vh-ZqFT7cGY YouTube video of Jolly Roger Bay wall clip]</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||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 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>
|-
|[[Tall, Tall Mountain]]||Behind the log and on the waterfall.<ref>[https://www.youtube.com/watch?v=djTuqK2VtYo YouTube video of waterfall stuck sliding spot]</ref>
|-
|[[Snowman's Land]]||At the top of the giant Snowman head, when Mario is slowly walking towards the high sloped glaucous-colored wall.<ref>[https://www.youtube.com/watch?v=oPSRfgw3980 YouTube video of Snowman's Land Stuck glitch]</ref>
|-
|[[Rainbow Ride]]||On the back slope of the big house roof. This one does not work on the original Japanese version.<ref>[https://www.youtube.com/watch?v=a__Zw3xVrfs YouTube video of Rainbow Ride stuck spot]</ref>
|-
|[[Bowser in the Sky]]||At the vertical slope, with perfect movement, it is possible to get stuck in the corner of the slope.<ref name="stuck"/>
|}


====With grabbable objects====
===Slide on dangerous surfaces===
All of these glitches involve Mario being pushed through a wall using either the hitbox of an object, or the backward force from throwing heavy objects.
[[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.


=====Chuckya Clip=====
===Speed exploits===
When Mario is held by a Chuckya, the Chuckya can move Mario slightly while ignoring collision before Mario is thrown. Since Chuckyas have poor collision detection themselves, Mario can lure the Chuckya to a wall and force the Chuckya partially inside the wall. If Mario is thrown in the direction of the wall, the Chuckya is able to clip Mario through walls. Similarly, with some walls, if Mario grabs a Chuckya, puts his back to a wall and throw the Chuckya, he is then able to clip through the wall.
All of these glitches involve Mario being able to increase in velocity without limit, due to the lack of a speed cap on certain actions such as moving backwards and wall jumping. Mario can conserve this momentum into [[Wing Cap]] flight, abuse this speed to pass through walls, and traverse between [[#Parallel Universe|parallel universes]].
====Backwards long jump====
[[File:SM64 Less Than 70 Stars Game Beat.png|thumb|Mario beating the game with less than 70 Stars]]
A long jump typically sends Mario forwards. However, if the player then holds the control stick {{button|N64|StickDown}} back relative to Mario and continues to perform long jumps, Mario will begin moving backwards. If this is performed on a staircase, steep slope, riding up an elevator, or with some surface that holds Mario in place, he will land much sooner than on flat ground.
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=====Crate Clip=====
[[File:SM64 Notendless.png|thumb|Mario on top of the endless stairs with 16 Stars]]
[[File:sM64 WFswim.png|thumb|right|120px|A result of this glitch being done in [[Whomp's Fortress]].]]
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.
Through use of a [[crate]], Mario is able to clip through walls. After placing the crate next to a wall, Mario must then ground pound between the box and the wall. If done correctly, Mario is pushed through the wall. Separately, on certain walls, if Mario grabs a crate and is positioned such that he is pressing his back against the wall, letting go of the crate with {{button|n64|B}} causes Mario to get pushed through the wall.<ref>[https://www.youtube.com/watch?v=kIpw46fUj24 YouTube video of Crate Clip method two]</ref>
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=====Penguin Clip=====
This glitch is fixed in the ''Super Mario 64: Shindō Pak Taiō Version'' re-release, as well as subsequent releases based on this version (namely the iQue Player release and the version in ''[[Super Mario 3D All-Stars]]''), as a limit is added to the speed Mario can achieve when he travels backwards. The glitch is also fixed in ''[[Super Mario 64 DS]]'', in which attempting to perform it causes the camera to move behind Mario and makes him turn around. The glitch is not fixed in the [[Virtual Console]] or [[Nintendo 64 - Nintendo Switch Online]] releases.
In [[Cool, Cool Mountain]] both the big penguin and the small penguin can be used to clip through a wall. Through use of luring the big penguin to stand next to the cabin by picking up the small penguin, Mario can clip through the cabin by jumping in between.<ref>[https://www.youtube.com/watch?v=6D8Fx4B2-28 YouTube video of large Penguin Wall Glitch]</ref> A small penguin can be used to clip through a wall at the start of [[Cool, Cool Mountain]] by jumping at the peak of the mountain between the penguin and the wall. This glitch can be used to avoid getting the two coins inside the chimney of the cabin.<ref>[https://www.youtube.com/watch?v=VPMiF4RMGzM YouTube video of small Penguin Wall Clip]</ref>


====By using Hyperspeed====
This glitch is acknowledged in the "''Super Mario 64'' Question Mark Block" [[LEGO Super Mario|LEGO ''Super Mario'']] set, as the "Perform the perfect jump" mission consists of the player replicating the glitch to obtain a [[Power Star]].<ref>Ashnflash (September 29, 2021). [https://www.youtube.com/watch?v=nZq0UOrrQlo LEGO Super Mario 64 ? Block - All 10 Stars]. ''YouTube''. Retrieved March 16, 2023.</ref>
When Mario uses a [[#Hyperspeed Glitches|Hyperspeed glitch]] to gain an immense amount of speed, he can clip through numerous walls. This works because of how Mario's movement is calculated and how the collision check works. The game splits up each frame of movement into four quarter frames; for each quarter frame, the game calculates Mario's next position based on his speed and the direction of his movement. If this position ends up being inside a wall's hitbox, this quarter frame's movement gets redirected or canceled, depending on the angle Mario will hit the wall with. Otherwise, if there's no wall, Mario is moved to the new, calculated position, and the process repeats itself for the remaining quarter frames. This means, if Mario has high enough speed while moving towards a wall, his new position is calculated to be ''behind'' the wall's hitbox and so the wall is never regocnized by the collision check, allowing Mario to move past it.<ref>[https://www.youtube.com/watch?v=UnU7DJXiMAQ YouTube video about the mechanics of walls by Pannenkoek2012]</ref>


===Wing Cap Momentum Memory===
====Speed wall kicking====
When Mario touches the ground after a Wing Cap the game does not reset the variables affecting the direction Mario was turning towards. This means that if the player holds {{button|n64|Stickright}} or {{button|n64|Stickleft}} on the Control stick just before Mario touches the ground and then does a [[Triple Jump]] (with the same Wing Cap) Mario suddenly jerks towards the direction the player was previously facing.
When Mario contacts a wall in the air, there is a moment where he can perform a Wall Kick. Normally this will set his speed to a fixed amount, however if the player presses {{button|N64|A}} the instant Mario contacts the wall, he will push away from the wall before the game can limit his speed. Done consecutively this can be abused to accumulate forward speed, although the process is slower and more precise than performing than abusing Backwards Long Jumps.<ref>bobmario's video: https://www.youtube.com/watch?v=Vlh0CA_aBwQ</ref>


===Zombie Mario===
====Speed walking====
[[File:SM64 Zombiedoor.png|left|thumb|120px|[[Mario]] entering a door with his [[Health Meter]] fully depleted.]]
When standing on a slope and the edge of water, the backwards momentum Mario receives can build up. This can be abused to reach massive backwards speed if there is something to hold Mario in place during the process. Among these spots are:
[[File:SM64 Zombiemarioglitch.png|thumb|[[Wing Mario]] flying with no sections of health remaining.]]
*In the castle grounds next to the waterfall where the water and the wall touch on the left side.<ref>Plush's video: https://www.youtube.com/watch?v=ljsnQqVuPCY YouTube video of Castle Grounds Speed Sliding Spot</ref>
This glitch can be done in any level that has a [[cannon]] or [[Bob-omb]]s, but is easiest to do in the [[Bob-omb Battlefield]] level. First, the player must forcibly reduce [[Mario]]'s [[Health Meter]] to one or two sections by running into enemies. After this has been accomplished, the player must quickly grab a Bob-omb and then run in front of a cannon, so that Mario's back is facing the cannon. If done correctly, the Bob-omb explodes, and Mario falls backwards into the cannon, losing the remaining two sections of his Health Meter in the process.<ref name="Several glitches using Bob-ombs"></ref> Mario does not die, however, and the player is then able to aim the cannon and shoot him out of it. In addition, if the player collects a [[Wing Cap]] before doing this, they are able to control [[Wing Mario]] regularly after firing him out of the cannon, despite having no health remaining. Flying into any coins does not refill Mario's Health Meter. It is not until the player touches back down on the ground again (or the Wing Cap runs out) that Mario loses a life.<ref>[http://www.youtube.com/watch?v=3K6OLQDiDtg YouTube video of Zombie Mario glitch]</ref>
*In [[Whomp's Fortress]] the corner next to the cannon and the brick wall in the pool of water.<ref>Tomatobird8's video: https://www.youtube.com/watch?v=T0ZTAm4ogMQ YouTube video of WF Speed Sliding Spot{{dead link}}</ref>


This phenomenon also occurs if Mario falls in front of a door in the castle with only two sections of health left. When this happens, the remaining two sections are lost, causing Mario to enter the door, but then lose a life when he is at the end. This glitch was fixed in the [[Super Mario 64 DS|DS remake]] as if the player depletes Mario's lives and goes into the cannon after depleting the last one, he just dies in the cannon.
====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>[https://tasvideos.org/GameResources/N64/SuperMario64.html TASVideos - description and video about the HS Wind Glitch]</ref>


There is another method that is more difficult than the previously mentioned methods in both preparation and execution. In order to perform this, the player must have all 120 Stars collected (to unlock the cannon in front of the castle). The player has to deplete Mario's health by at least half, then use the cannon to access the castle roof. The player then must acquire the Wing Cap there and fly down to the cannon again. Here, the player has to aim the cannon as high as possible at the castle tower. If done correctly, Mario is left standing on the sloped roofing under the tip of the tower (a platform that is not normally accessible in the game). Upon reaching this section of the tower, there are eight walls placed in octagonal fashion. The player must go for the wall that is facing in the direction of the waterfall to the left of the castle. This certain wall shares the same properties of the brick pillars in [[Shifting Sand Land]], allowing Mario to climb the wall by simply running over it. This leads Mario to the very tip of the castle tower.
===Stuck Skeeter===
If the water level in [[Wet-Dry World]] is lowered when a [[Skeeter]] is in between two platforms, it will be unable to escape, constantly banging into the sides of each wall.<ref>[https://www.youtube.com/watch?v=7xLPNiWQBbg Video of a Skeeter getting stuck in Wet-Dry World]</ref>


Afterwards, the player has to aim Mario towards the cannon, and run in that direction. If executed properly, Mario strangely slides down the wall, and the sloped roofing below him ricochets him airborne at a very low trajectory, covering a large amount of distance in the way.
===Stuck to lava glitches===
It is possible for Mario to become stuck under objects while falling into [[lava]], preventing him from bouncing away. Getting burnt by lava does not give Mario temporary invulnerability unlike running into an enemy, so in these situations he rapidly screams and dies near-instantly.  


This is where the actual glitch is performed. The player should steer Mario so that he lands right in front of the cannon. Mario hits the ground, loses all health, and the momentum  causes him to tumble into the cannon. After successfully performing this, Mario is in the cannon, despite being technically "dead". Like mentioned before, if Mario still has the Wing Cap, then he is able to fly in midair regularly until he makes any contact with the ground.<ref>[http://www.youtube.com/watch?v=r8wd08VCzbE YouTube video of the second way to perform the Zombie Mario glitch.]</ref>
'''NOTE''': If the player runs through a [[Spinning Heart]] before burning Mario, he can stay in contact with the lava for longer.


It should be noted that, if the player aims Mario at a tree or pole, then Mario instantly lets go and loses a life.
====Platform crush glitch====
[[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.]]
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===Baby Penguin Chimney Glitch===
 
[[File:Floating Baby Benguin glitch.PNG|thumb|left|Floating Penguin]]
====Rolling log in Lethal Lava Land glitch====
In [[Cool, Cool Mountain]], the player must pick up the baby penguin at the start of the level above the cabin. Instead of taking it to its mother, they must drop it down the chimney of said cabin with {{button|n64|z}} or {{button|n64|b}}, causing the penguin to fall onto an invisible boundary within the chimney. The player cannot grab the penguin again in this state, as Mario is forced to enter the slide area with the [[Big Penguin]]. Leaving the area by way of the bridge warp and then returning resets the baby penguin's position.
[[File:SM64 Logstuck.png|thumb|100px|The Crushing Log glitch in action]]
The player must grab a [[Green Shell]] in [[Lethal Lava Land]], and head to the log near the caged area. After jumping onto the log to make it move, they should charge at the log as it rolls towards Mario. Upon contact, Mario loses the Green Shell and the log crushes him while he is repeatedly burnt by the lava, causing a near-instant death.
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==Scripting==
===100-Coin Star Glitch===
[[File:SM64 100cglitch.png|thumb|Mario's victory dance on air.]][[File:sM64 100 Coins Glitch 2.png|thumb|left|Mario's default victory dance underwater.]]
In several levels that have endless holes, 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 if Mario collects the Star, he will immediately fall straight down and he does his victory dance while suspended in the air and then he falls in the endless pit and loses a life, and the high score will not be saved. However, the star still counts toward the total.


Another way to do this glitch in [[Dire, Dire Docks]]. The player must do the [[#Unreachable 100-Coin Star|Unreachable 100-Coin Star]] but instead collect the coin from the bottom, the player should now collect the star while still hanging on the pole. Mario will be suddenly teleported to the bottom of the lake, and will do his default victory animation as if he was standing on land.
====Tilting lava platforms glitch====
[[File:SM64 Stucklava.png|thumb|100px|Mario stuck burning on lava]]
In either Lethal Lava Land or Bowser in the Fire Sea, the player should dive underneath one of the tilting pyramid platforms that float above the lava. If positioned correctly, Mario will be stuck to the bottom of the platform due to the ceiling, and so he rapidly gets burned and his [[Health Meter]] drains almost immediately.
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===Beached Bubba===
===Unreachable 100-Coin Star===
In [[Tiny-Huge Island]] there is a glitch that can be used to "defeat" a Bubba. Mario must lure the Bubba located near the [[Lakitu]] into its jumping animation. Just before the animation is finished Mario needs to jump in the air. All this should be done so that when the animation finishes Bubba ends up on the rocky land between the beach and the [[Cannon]]. If done correctly, Bubba will be facing vertically downward and will appear unaffected by slope-induced gravity. Bubba's momentum will also move it constantly forward. Gravity will take effect when Bubba falls off a ledge. Bubba does not disappear at the death barrier.<ref>[https://www.youtube.com/watch?v=rYnB8ty_4ZM YouTube video of Beached Bubba glitch]</ref>
[[File:UngetableStar.png|thumb|Unreachable Star]]
Once Mario collects the 100th coin in a course, the 100-Coin Star will spawn a set distance above the player with no exceptions. If the 100 coins milestone is achieved close to a ceiling, the Star will be placed inside the ceiling where Mario cannot collect it. This oversight is commonly seen by collecting a Red Coin atop a bookshelf in [[Big Boo's Haunt]] and the highest Red Coin in [[Dire, Dire Docks]], though it is possible to collect a coin from a defeated enemy and achieve the same result.
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===Beat Koopa the Quick in Zero Seconds===
===Wing cap momentum memory===
[[File:Koopazeroglitch.png|thumb|Mario on the goal flag with zero seconds.]]
When Mario touches the ground after a Wing Cap the game does not reset the variables affecting the direction Mario was turning towards. This means that if the player holds {{button|n64|Stickright}} or {{button|n64|Stickleft}} on the Control stick just before Mario touches the ground and then performs a [[Triple Jump]] to fly again, Mario suddenly jerks towards said direction.
To beat Koopa the Quick in zero seconds, the player must get the [[Wing Cap]] in [[Bob-omb Battlefield]] and triple jump right in front of Koopa the Quick, but not too close, then [[Ground Pound]] into the first cannon and blast to the floating island. They must then Ground Pound again into another cannon and blast to the goal flag on the top of the mountain. Koopa the Quick will talk to Mario from the race's starting point once he lands, though he is very far away. Then, the timer begins as usual and ends at zero seconds, as Mario has already reached the flag. However, Koopa the Quick never gets up there, so the [[Power Star]] can't be obtained in this way. If Mario goes back to the start, Koopa the Quick will be still in place but he will be invisible. Mario can't talk to him when he is invisible.<ref>[http://www.youtube.com/watch?v=YomqK4meqQs YouTube video of Beating Koopa the Quick in zero Seconds glitch]</ref>
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This glitch can be done too in [[Tiny-Huge Island]], but is a lot harder. The player should defeat the small Koopa on the sand surface and leave the shell, the player then must triple jump right in front of Koopa the Quick, but not too close, and aim to land on the shell. The player must then ride to the goal pole. Koopa the Quick will talk to Mario at the finish pole but the timer will stop at zero seconds. Once again, if Mario goes back to where Koopa the Quick is, he is there but is invisible.
==Scripting==
'''NOTE''': These glitches abuse interactions that cause objects or displayed information to perform unintended behaviors.
===Beached Bubba===
Although [[Cheep Chomp|Bubba]] cannot be defeated by conventional means, there is a way to beach the hungry fish. In [[Tiny-Huge Island]], Mario should lure the Bubba to the rocky edge of the shoreline. If Bubba lunges out of the water and lands on the rocky surface, it will begin drifting across the island while facing downwards. Bubba will stop at walls and will still attempt to chomp at Mario in this state, albeit without being able to chase him. If Bubba falls off of the level, the fish can be seen resting on the death barrier.<ref>[https://www.youtube.com/watch?v=rYnB8ty_4ZM YouTube video of Beached Bubba glitch]</ref>


===Bob-omb glitches===
===Bowser momentum glitch===
====Bye-Bye Bob-omb====
{{multiframe
In Tall, Tall Mountain the [[Bob-omb]]s were very poorly placed on the mountainside considering what AI they were programmed with. They frequently fall off the mountain all by themselves (and this falling Bob-omb can be seen very often next to the Scary 'Shrooms). The Bob-ombs also seem to have a penchant for not reloading in the location where they normally spawn for this reason. Mario, however, can stimulate this artificially. The player should grab any [[Bob-omb]] and stand next to the edge of the mountain, facing off the ledge. Pressing the {{button|n64|Z}} button or {{button|n64|B}} button, the Bob-omb will now never come back when Mario returns to the area, until he exits the level. The reason the Bob-omb does not come back can be seen from the windy area near the Chuckya (if that is where the bomb was thrown from).
|align=right
|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>
}}
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"/>


====Bob-omb Clip====
Because Bowser fell off during the hit, he will eventually jump back to the center of the stage and the battle will progress as if he was never injured.
[[File:SM64_Behindgate.png|thumb|Mario behind the gate]]
For this glitch to work, Mario must go to Bob-omb Battlefield. There, he has to grab the [[Bob-omb]] near the [[Chain Chomp|Chain-Chomp]] and manage to do the [[#Hold Larger Bob-omb|bloated Bob-omb glitch]] by throwing the Bob-omb at the beginning of a double jump and immediately regrabbing it after landing and turning around. By using the backwards momentum the bloated Bob-omb provides, the player has to guide Mario past the Chain-Chomp to the gate with a Star behind it. Once Mario touches the gate with its back, he has to throw the Bob-omb away, which allows him to clip through and collect the Star without having to free the Chain-Chomp.


====Crazy Bob-omb====
===Broken big crate glitch===
[[File:Bomb-omb on air.png|thumb|120px|left|The Bob-omb suspended in air.]]In Course 1 of [[Bob-omb Battlefield]], if the player climbs the mountain and finds the Bob-omb that is manning the water cannon, picks him up, makes Mario jump, and presses {{button|n64|Z}}, the Bob-omb will be suspended in mid-air. It appears the programmers gave this Bob-omb special properties to keep it moving in place so as to appear to be controlling the cannon but unintentionally created a glitch through this change of behavior.
If the player attempts to destroy a [[! Switch#Super Mario 64 / Super Mario 64 DS|Purple Switch]] [[crate]] as it disappears, it will instead break as the Purple Switch is pressed again.<ref name="simultaneous"/>


====Hold Larger Bob-omb====
===Broken bookshelf glitch===
[[File:Larger Bomb-omb.png|thumb|Mario holding a larger Bob-omb.]]
During the mission "[[Secret of the Haunted Books]]" of [[Big Boo's Haunt]], it is intended that Mario approach a bookcase and hit three of the books in a particular sequence, opening a path to the Star.
To perform this glitch, the player must grab the Bob-omb right while it exploding, whither it is by a bubble landing on one<ref name="Several glitches using Bob-ombs"></ref>, or if the player tossed it and caught it again just as it hits the ground.<ref>[http://www.youtube.com/watch?v=uXp7C1gU7T4 YouTube video of "Hold Larger Bob-omb"]</ref> If done correctly, Mario should be holding the Bob-omb in its "larger" form.
Occasionally, Mario will start walking backwards uncontrollably until the Bob-omb explodes, in which case Mario will lose two sections of his [[Health Meter]]. The player can adjust directions by moving the control stick, actually moving will slow Mario's backward moving speed.  


Another form of larger Bob-omb which can be held by Mario is the so-called ''Fake Bob-omb''. This is a Bob-omb that has been dropped and regrabbed right as it exploded, so that Mario holds a bloated Bob-omb without a smoking fuse. It is called a fake, because, despite Mario holding it in his hands, the game recognizes the Bob-omb as exploded and unloads it, freeing up its object slot. As soon as a new object like a [[coin]] loads into this slot, the Bob-omb will transform into it, a process called [[#Cloning|Cloning]].
Once a book is hit, it will stay inserted unless the player does not apply the correct sequence or he exits the room. Due to an oversight however, Mario's progress in the sequence is remembered. This means that Mario can hit two of the books in the correct order, leave the room, and come back to hit the third book, which should play a jingle. If Mario now hits another book before the bookshelf opens up the game will be confused, as Mario has now both inputted the correct and incorrect code. The bookshelf will not move yet the books will not pop out to let the player try again.<ref>[https://www.youtube.com/watch?v=b-yDD1OhLPk YouTube video of Broken Bookshelf]{{dead link}}</ref>


====Bob-omb Through the Bars====
===Cap duplication===
In [[Bob-omb Battlefield]], the player must be near the Bob-omb that is near the bars, then, dive and catch it, going in the bars' direction. When Mario hits the wall, the Bob-Omb will slide to the other side 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>
While Mario's cap is resting on the ground, if the player uses a [[warp]] and returns, a duplicate cap will be created in the same spot the original cap fell. This can be performed repeatedly to create a new cap on every warp, and a duplicated cap will adopt Mario's facing angle from the moment it was created.<ref>[https://youtu.be/PLgmj3qIJPA Hat Factory Glitch]</ref>


===Bowser Momentum Glitch===
===Cap in hand glitch===
[[File:MomentumGlitch1.png|thumb|Bowser is sent flying off the stage.|left|200px]]
[[File:SM64 Capinhand.png|100px|thumb|Mario holding his cap]]
[[File:MomentumGlitch2.png|thumb|Bowser is sent flying off the stage.|200px]]
If the player strikes a [[Cap Block]] and lets it respawn to hit it again, two caps will briefly be collectable. If Mario picks up the first cap before it disappears and the second cap lands on him before he finishes, Mario will hold the special cap in his hands while still gaining the new attributes.
This glitch can be achieved during any Bowser battle. To do this glitch, the player must first grab Bowser's tail and throw him off the edge. When Bowser jumps back, grab his tail while he's still in the air and throw him onto a bomb. The result will be that instead of dying, Bowser will be sent flying off the edge of the stage but will still be alive. He will eventually jump back to the center of the stage and the battle will progress normally.<ref name="Bowser glitches"/>


===Broken Pokey===
Alternatively the player can perform the glitch to have multiple hats in the same spot. Attempting to pick up the hats will cause Mario to put them on one at a time. When Mario picks up the second, the cap on his head will disappear and Mario will keep holding the second cap in his hand rather than placing it on his head.  
In Shifting Sand land Pokeys are normally made of four connected segments and a head. If Mario punches/dives/slide kicks a segment it will disappear but after some time all segments will regrow. The head is located on top of the highest segment. If Mario damages/stomps on/butt stomps the head it defeats the Pokey and a Blue Coin appears. This is normal behavior. However, if a Pokey travels into the stone structure near the start of the level (with the two ! blocks on top of it), the Pokey will split into two pieces. This Pokey now has some strange behavior; the head does not move downward when Mario destroys all the segments.  


===Bully Glitches===
There are several aspects that are affected by performing this trick:
====Bully Blocker====
*In this state Mario's hat cannot be stolen or blown off his head, though damage is still increased due to Mario not wearing the cap.
The player should go to [[Lethal Lava Land]] and jump into the volcano, then go to the platform with the [[Bully]]. The player must make the Bully run after them and make Mario run into the corner of the platform with two walls around it. The Bully will ram into the player, but Mario will be unable to move, because the two walls are blocking him and the Bully is keeping Mario stuck in the corner. The Bully will keep ramming into Mario, making the player unable to escape. However, it is possible though very hard to jump away.<ref>[https://www.youtube.com/watch?v=weJl6_d-NXg&t=1m30s YouTube video of the Bully Blocker glitch]</ref> This glitch was changed in the [[Super Mario 64 DS|DS remake]], where, if a Bully rams into the player, it will stand still for a few seconds before charging again, giving them a chance to escape.
*Talking to a [[Bob-omb Buddy]] will cause Mario to correctly put on the cap.
*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]].
*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>


====Unboiled Bully====
===Cloning===
In [[Lethal Lava Land]] Mario must hit a [[Bully]] while on a shell in one of the last frames of animation of it boiling. If this is done the animation will stop and the [[Bully]] will be partially submerged in lava. If Mario makes contact with this [[Bully]] it will push him backwards with great speed until he moves away.<ref>[https://www.youtube.com/watch?v=oKqdPIexM88 YouTube video of Unboiled Bully glitch]</ref>
[[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 holding coin.PNG|thumb|left|Mario holding a [[coin]] clone]]
{{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.


====Chill Bully off Platform====
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.
This glitch can be done in [[Snowman's Land]]. Head over to the Bully on the ice. Knock it back off the platform with a shell. If Mario hits the Bully onto too low of ground it sinks into it. The Bully can die on frozen ice, a small slope, a large slope, a wall, and freezing water.<ref>[https://www.youtube.com/watch?v=KWuDc2qJuNw YouTube video of Ice Bully glitch]</ref>


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.


===Broken Big Crate===
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.
Kick a [[crate]] that came from a [[Purple Switch]] just before it disappears. It will break as soon as the Purple Switch is pressed again.<ref name="simultaneous"/>


===Broken Bookshelf===
===Coin counter rollover===
In [[Big Boo's Haunt]] there is a glitch that makes a mission impossible to complete without sequence breaking. Due to an error in scripting, the books that Mario has activated stay in memory when he leaves the room, but the books reset. This means that Mario can hit two of the books in the correct order, leave the room, and come back to hit the third book. Normally the door would open up anyway, but before the animation plays, have Mario hit a book. The jingle that indicates that Mario has entered the right code should play but a book should fly out of the wall indicating that Mario entered the wrong code. The bookshelf will not move and the books will not pop out and allow the player to try again. This glitch can be fixed by exiting the level and entering again.<ref>[https://www.youtube.com/watch?v=b-yDD1OhLPk YouTube video of Broken Bookshelf]</ref>
If Mario collects more than 255 coins in a course, it will save a number less than or equal to 255 as the coin count record. For example, collecting a Star while the coin count is at 999 will record a coin count of 231 coins. The reason this happens is that the record's coin counter only saves the first byte of the level's coin data (which is stored in two bytes). The coin counter effectively rolls over while saving. If Mario collected 256 coins (or a number multiple of it, such as 512, and 768) in a level, it would be stored as 0.<ref>[https://www.youtube.com/watch?v=dokE1J5wlhE A YouTube video explaining the glitch, by pannenkoek2012]</ref>


===Cap in Hand===
'''NOTE''': The maximum number of coins that can be collected while in a level is 999; collecting more does not affect the coin counter, [[#Negative lives*|except on the original Japanese release.]]
[[File:SM64 Capinhand.png|100px|thumb|The glitch in action.]]
This glitch can be exploited in any level in which Mario can lose [[Mario Cap|his cap]] and there is a teleport, or there is a [[! Block]] holding a cap.<ref>[http://www.youtube.com/watch?v=yduAtkx0qbo YouTube video of Cap in Hand glitch]</ref>


As an example of the Mario's Cap variant, the player must go to [[Shifting Sand Land]] and let [[Klepto]] steal Mario's Cap. In response, the player must attack Klepto and make him drop the cap, but not retrieve it. Instead, they must go through the teleport underneath the Tree, and immediately teleport back. They must then go to the place where he knocked out Klepto, where there will now be two caps instead of one. When Mario picks up the second, the cap on his head will disappear, and the animation will glitch, causing him to keep the cap in his hand rather than placing it on his head. After exiting a level, the cap will appear on Mario's head, but if the player goes to Shifting Sand Land, Klepto will have Mario's Cap. If the player saves and resets the game, Mario will be without his cap. Occasionally, Mario will have two caps: one in hand and one on his head.
===Delayed dialogue===
Certain text boxes will automatically open when Mario is standing in proximity to [[Koopa the Quick]], the [[Big Penguin]], et al. These textboxes can be delayed to initiate the conversation from further away than intended. By performing a Triple Jump with one of the jumps being in the range of the speaker, the game will not begin the conversation until Mario lands for a long enough moment. If Mario wears a [[Wing Cap]] he can fly an arbitrary distance from the speaker, which can be exploited to [[#Beat Koopa the Quick in zero seconds|beat Koopa the Quick in zero seconds.]]


For the ! Block cap variant, the player must hit the block to release a cap, but not pick it up until the block has reappeared and they have released a second cap. They must then quickly pick up the first cap (which will be blinking and about to disappear), and immediately collect the second, requiring precise timing.
===Disappearing Fly Guy===
In [[Snowman's Land]], if Mario stands near a specific tree then a [[Fly Guy]] will fly towards the freezing water and will mysteriously die. It is believed that the freezing water physically extends beyond what is seen.<ref>[https://www.youtube.com/watch?v=4BM3tmGYzpY YouTube video of Fly Guy Death Glitch]{{dead link}}</ref>


While Mario is holding his cap instead of wearing it on his head, he'll still take more damage than usual if hit by any enemy, as if he had lost his cap.
===Drowning Goomba glitch===
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.


Talking to a [[Bob-omb Buddy]] will cause Mario to recover his cap. However, collecting a Power Star will cause Mario to be capless.<ref>[http://www.youtube.com/watch?v=XPL0tilRmtg A side effect to "Cap in Hand"]</ref>
===Enemy-specific exploits===
{|width=100% cellspacing=0 border=1 cellpadding=3 style="border-collapse:collapse;background:#f5f5f5"
|-style="background:#ff0000;color:white;"
!width=13%|Enemy
!Exploits
|-
|align=center style="background:#FFFFFF"id="Bob-omb Glitches"|[[File:Bomb-omb SM64.png|x100px]]<br>[[Bob-omb]]
|
;Bloated Bob-ombs
[[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>[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 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">[https://www.youtube.com/watch?v=fpiTPtZ4Fxg YouTube video of several glitches using Bob-ombs]</ref>
----
;Missing Bob-ombs
Mario should grab any Bob-omb on [[Tall, Tall Mountain]] and stand at a ledge. By dropping or throwing the Bob-omb off, it will not respawn unless Mario exits the level. Sometimes the Bob-ombs will wander off the mountainside automatically, with the same result.
|-
|align=center style="background:#FFFFFF"id="Bully Glitches"|[[File:SM64 Asset Model Bully.png|x100px]]<br>[[File:SM64 Asset Model Chill Bully.png|x100px]]<br>[[Bully]]
|
;Bully blocker
If a Bully rams Mario into the corner of two walls, it may repeatedly strike Mario where escaping requires jumping away during an unreasonably small window of time.<ref>[https://www.youtube.com/watch?v=weJl6_d-NXg&t=1m30s YouTube video of the Bully Blocker glitch]{{dead link}}</ref> This issue was addressed in the [[Super Mario 64 DS|DS remake]]; if a Bully rams into Mario it now pauses between strikes.
----
;Chill Bully off platform
In [[Snowman's Land]], it is possible to push the [[Chill Bully]] off of the ice platform without it landing in freezing water using a [[Koopa Shell]]. This Bully will sink into the ground in various places, particularly when interacting with slopes, stepping onto low-elevation ground, or going too far from the platform. Once the Chill Bully sinks, it releases a Star as expected.<ref>[https://www.youtube.com/watch?v=KWuDc2qJuNw YouTube video of Ice Bully glitch]</ref>
----
;Unfinished Bully boiling
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>[[Chuckya]]
|
;Chuckya drop
Normally Chuckya is unable to willingly move off an edge. However, a Chuckya can become airborne while traveling down a steep enough slope, and being in the air removes this restriction. This can be abused in [[Bowser in the Sky]] after Mario performs a specific set of actions to manipulate the Chuckya from below until it reaches a nearby slope, allowing the Chuckya to fall down to Mario.<ref>[https://www.youtube.com/watch?v=opnLYxrVWMc YouTube video explaining the Chuckya Drop by Pannenkoek2012]</ref>
----
;Grabbed by dead Chuckya
A thrown Chuckya will explode on impact. If it manages to grab Mario right when this happens, Mario will be stuck in midair and the player is softlocked. Similarly, if Chuckya is dropped into a bottomless pit and Mario gets grabbed during the fall, Chuckya despawns and Mario flails in place.
----
;Grabbed while holding a clone
If Mario holds a Chuckya [[#Cloning|clone]] and gets grabbed by the real Chuckya, Mario will be forced to drop the clone. This causes the real Chuckya to be thrown and explode on the ground, leaving Mario flailing in the air. This can also be achieved with a [[#Heave-Ho Glitches|Heave-Ho.]]
----
;Invisible Mario
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.


===Chain-Chomp Falls Down===
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>
If Mario activates the Chain-Chomp freeing animation when the Chain-Chomp is close to Mario, and about to lunge, Mario will get hurt and knocked off the post while the solved secret jingle plays. When the animation plays, Chain-Chomp will go over the fence and the animation will be messed up. Occasionally, but very rarely, Chain-Chomp will clip through the ground and sink to the bottom.<ref>[https://www.youtube.com/watch?v=3_uj615Ez0Q YouTube video of Chain-Chomp Falling Down Glitch]</ref>


===Chuckya glitches===
'''NOTE''': Jumping on a slope near the Chuckya ends the glitch and turn Mario visible again. Attempting to go out of bounds will reposition Mario at his object position and end the glitch.
There are multiple glitches involving the [[Chuckya]], an enemy that grabs Mario and throws him into a random direction.
|-
====Grabbed by dead Chuckya====
|align=center style="background:#FFFFFF"id="Heave-Ho Glitches"|[[File:SM64 Asset Model Heave-Ho.png|x100px]]<br>[[Heave-Ho]]
When a Chuckya is dropped off a cliff and explodes right at the moment it grabs Mario, Mario will be stuck in midair, unable to move. The same thing happens when the Chuckya is dropped into a bottomless pit, Mario jumps after Chuckya and gets grabbed in midair.
|
====Chuckya Drop====
;Heave-Ho's disappearing act
This glitch happens in [[Bowser in the Sky]]. When Mario moves in a specific pattern on the platform with the moveable cube right after the start, he can manipulate the Chuckya on the huge platform above, so that it eventually falls down to where Mario is.<ref>[https://www.youtube.com/watch?v=opnLYxrVWMc YouTube video explaining the Chuckya Drop by Pannenkoek2012]</ref>
If the player uses a [[#Cloning|cloned]] [[Crystal Tap]] to set the water level so that it is at the exact same level as one of the surfaces with a Heave-Ho, the water level will repeatedly rise above said surface due to its natural oscillation. Thus the Heave-Ho repeatedly appears and disappears in tandem with the water.
====Being grabbed while holding a clone====
----
If Mario holds a Chuckya [[#Cloning|clone]] and gets grabbed by the real Chuckya, he will throw the clone, which explodes and scatters its coins, but the Chuckya which held Mario will disappear, leaving Mario stuck in midair. This happens, because the clone replaces the real Chuckya as soon as it is thrown.
;Heave-Ho out of bounds
In [[Wet-Dry World]] if Mario clips behind the pushable block intended to be pushed into the wall, which can be achieved by [[#Chuckya clip|clipping with Chuckya]], the block can instead push the block out of the wall. By luring the Heave-Ho into the hole and squeezing it against the wall with the block, the player can push the Heave-Ho out of bounds, where it will fall to the death barrier and then respawn on the surface of water.
----
;Heave-Ho's Skeeter impersonation
Typically Heave-Hos disappear when water submerges their platform and reappear once the water is gone. However, if Mario is near a respawning Heave-Ho while the water level drops, the Heave-Ho sticks to the water's surface and sinks through the floor. The Heave-Ho will be driving on the surface of water, comparable to [[Skeeter]]s. Raising the water level above the platform will correct the glitch.<ref>[https://www.youtube.com/watch?v=sEUQ16_Un28 YouTube video of Heave-Ho glitches by Pannenkoek2012]</ref>
----
;Heaved while holding a clone
If Mario holds a Heave-Ho [[#Cloning|clone]] and gets grabbed by the real Heave-Ho, Mario will be forced to drop the clone. The real Heave-Ho is then dropped, leaving Mario flailing on the ground in a softlock. This can also be achieved with a [[#Chuckya Glitches|Chuckya]].
|-
|align=center style="background:#FFFFFF"id="Scuttle Bug Glitches"|[[File:SM64 Asset Model Scuttlebug.png|x75px]]<br>[[Scuttlebug|Scuttle Bug]]
|
;Scuttle Bug raising
It is possible to raise a Scuttle Bug arbitrarily high, even into vertical [[#Parallel Universe|Parallel Universes]]. This abuses two properties:
*A room and its contents are only active when Mario is inside or is standing next to its door.
*Inactive enemies will process that Mario is near and initiate its behavior, but can only act once they become active again.


====Holding a fake Chuckya====
First the player should transport a Scuttle Bug to a new position, where its activation radius can be entered from a adjacent room. When the player exits the room this Scuttle Bug will be deactivated. In this state, a Scuttle Bug will turn to face towards its home location unless Mario is close enough, in which case it will turns towards Mario and attempt to lunge. By standing close enough to the door so that the room becomes active, the Scuttle Bug can now continue its attack. If Mario moves away to deactivate the room while the Scuttle Bug is at the peak of its jump, it ends up suspended in midair and the lunge is cut short. This process can be repeated despite the Scuttle Bug being off the ground.
This glitch can be used for Cloning and is similar to the [[#Hold larger Bob-omb glitch|Hold larger Bob-omb glitch]]. Mario has to grab a Chuckya, throw it and grab it right as it explodes. He will now hold a ''Fake Chuckya'', which transforms into a new object, as soon as one loads into the Chuckya's now vacant object slot.
----
====Portable Chuckya====
;Scuttle Bug transportation
This glitch works best in [[Wet-Dry World]]. To do this glitch, Mario should throw a [[Chuckya]] off a ledge and be position himself to get caught by it in midair before it touches the ground, making sure Mario does not get thrown in midair. The [[Chuckya]] will touch the ground and not die. The player should now raise the water level using a [[Crystal Tap]]. With the Chuckya being underwater, Mario should grab the Chuckya. When Mario carries this [[Chuckya]] he will be able to jump high and run at normal speed.<ref>https://youtu.be/Ea6d9oaHOBA?t=22</ref>
Each Scuttle Bug has a home location to patrol around, and if Mario gets close then the Scuttle Bug will try to attack him. However unlike most enemies, the Scuttle Bug's home location can be changed, as every time a Scuttle Bug hits Mario the game sets a new home at that position. By strategically luring a Scuttle Bug away from its home and letting it lunge into Mario repeatedly, Mario can effectively transport the bug. Note that Scuttle bugs are unable to leave their native rooms, instead getting stuck in the door.
|}
{{br}}


===Coin Counter Rollover===
===Falling Chain Chomp glitch===
If Mario collects more than 255 coins it will save a number lower than or equal to 255 as the Coin count record. The maximum number of coins that can be collected while in a level is 999, any more do not affect the coin counter (but in the Japanese version something different happens due to a glitch, see [[#Negative Lives|Negative Lives]]). If Mario collected a star while his coin count was at 999 it would save in the records as 231 coins. The reason this happens is that the record's coin counter only saves the first byte of the level's coin data (which is stored in two bytes). The coin counter effectively rolls over while saving. If Mario collected 256 coins (or a number multiple of it, such as 512, and 768) in a level, it would be stored as 0.<ref>[https://www.youtube.com/watch?v=dokE1J5wlhE A YouTube video explaining the glitch, by pannenkoek2012]</ref>
In [[Bob-omb Battlefield]], if Mario frees the [[Chain Chomp]] from its post right as it lunges, its momentum will influence the Chain Chomp's trajectory and it may go over the fence as it hops around. This offset will cause the sequence to look very strange, as the Chain Chomp hits the wall at the bottom when attempting to break the cage that holds the Star.<ref>[https://www.youtube.com/watch?v=3_uj615Ez0Q YouTube video of Chain Chomp Falling Down Glitch]</ref>


===Coin Through the Platform===
===Falling Yoshi glitch===
To do this glitch, Mario must go to the [[Shifting Sand Land]] course. He must go onto the area where there is a grey platform suspended by four pillars. Mario must run toward a Goomba that is under the platform and do one of two attacks: diving (pressing B while running), break dance (crouch and press B), or slide kicking (run, quickly crouch and immediately press B). The Goomba should be stomped, but the coin will continue to fly up and appear on top of the upper grey platform, which Mario cannot normally jump through. This does not affect the game, other than requiring Mario to [[Triple Jump]] onto the upper platform to get the coin.
Once Mario has collected 120 Stars, Yoshi can be found atop the flat section of the castle roof walking between four different spots:
#Near the [[Cap Block]]
#Near the central spire
#Near the back-right corner of the castle roof
#In the center of these three points
Starting from ''position 1'': if Yoshi turns counterclockwise walking to ''position 3'', and then turns clockwise walking back towards ''position 1'', there is a chance that Yoshi will step onto the slanted part of the roof. This offset interrupts Yoshi's path, causing him to pass the aforementioned spots and continue walking forwards. If Yoshi falls off the roof and Mario is away from his normal location, he will respawn. If the player tries talking to Yoshi on a slanted section, Yoshi may be unable to properly jump to the waterfall, resulting in a softlock. Similarly, if Yoshi is spoken to while he is steps off the roof, he will be blocked by the castle wall, unable to reach the waterfall.<ref>[https://www.youtube.com/watch?v=3UDDdbXaGx0 YouTube video of Yoshi Falls Off the Roof Glitch]</ref>


===Cloning===
===Floor property inheritance glitch===
[[File:SM64 Cloning.png|thumb|Mario holding a [[Goomba]] clone.]][[File:Mario and haze.PNG|thumb|left|Mario holding nothing in his hand.]]
When Mario is standing on the edge of a surface with another floor below him, the game may incorrectly apply the properties of that lower floor to where Mario stands. For instance, Mario can sink into a [[Tox Box]] because of the quicksand directly below,<ref>[https://www.youtube.com/watch?v=eYDrvNMsjuY YouTube video of Death in Midair Tox Box glitch]</ref> or slide back as if the floor is steep.<ref>[https://youtu.be/5b_U9xQlDnc YouTube Video explaining floor property inheritance]</ref>
Every object currently on the screen takes a slot of the 240 slots available in the SM64 system. To save memory, when Mario moves near an object, it loads into a slot and appears on the screen. And when Mario moves away from an object, it unloads from the slot and allows more objects to take this slot.


The [[crate]] unloads after 30 seconds of inactivity and moves to its original position. And when Mario grabs an object regularly (either while standing still, or while walking), it takes two frames to send a signal to the object to prevent it from unloading while Mario is holding it. However, if the crate unloads during these two frames. Mario will be holding a vacant slot, which can be filled with any other object as they load as Mario approaches them. It is possible to hold a vacant slot by other ways including grabbing a [[Bob-omb]] as it explodes or grabbing a crate as it breaks.<ref>[https://www.youtube.com/watch?v=9xE2otZ-9os YouTube video of Cloning]</ref>
===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.
{|class="mw-collapsible mw-collapsed"style="width:85%;cellpadding:4;spacing: 1;"
|+style="text-align:left;"|'''{{nw|A list of object properties has been attached: }}'''
|-
|
*[[Crate]]s and [[Crazed Crate]]s are invisible but are still fully functional. The impact will yield no coins, but the boxes can be reused.
*Moving objects like the rotating log at [[Tall, Tall Mountain]] are still visible, however they are no longer solid.
*The [[Bob-omb Buddy]] has no animation and will not rotate towards Mario. Initiating a conversation will softlock the game.
*[[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.
*[[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 [[Chuckya]]. It will not explode nor move.
*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.
*[[1-Up Mushroom]]s are visible but cannot be collected.
*[[Power Star]]s can be collected to exit the course, but they do not rotate.
|}
A [[List of New Super Mario Bros. glitches#Frozen Ghost House|similar glitch]] is possible in ''[[New Super Mario Bros.]]''
====Mario's magic monkey*====
At the section of [[Tall, Tall Mountain]] with a log, the player should dive at [[Ukiki|Ukkiki]] such that Mario lands in the water, swimming with Ukkiki in his hands. Note that Ukkiki has not spoken at this point, since the game waits for Mario to be standing on the ground. Sliding off of the geometry in the water and bouncing on the ground will allow the player to Ground Pound {{button|n64|Z}} which drops the monkey without ever conversing. Mario is now in the surreal world of frozen time and unloaded objects.<ref>https://m.youtube.com/watch?v=MpYxcpx84ts</ref> Once Mario retrieves Ukkiki and properly begins the conversation, the world will resume; coins released from various events will spawn, and enemies return to intended behavior.<ref>[https://www.youtube.com/watch?v=L7NiVDGn2d0 YouTube video of Tool-assisted superplay including performing the Freezing Surroundings glitch]</ref>


If a coin loads into the vacant slot, he can collect the copied coin by throwing it. After that, Mario can move away from the coin's [[Spawning Point]]'s radius and return to find all coins intact. The reason for that phenomenon is that the real coin had been moved to where the clone coin was placed and after Mario collected the clone, it did not send a signal for the loading point to not respawn the coin. Therefore, when Mario returns to the spawning point, the real coin will reappear as if it never was collected.
In releases beyond the original Japanese version, Ukkiki's conversation will begin as soon as Mario is touching the ground for even a moment, making the last step of the setup impossible. Additionally, it is not possible to drop Ukkiki in midair, as pressing the {{button|n64|Z}} button now does nothing in this situation.


Cloned objects differ from normal objects. Most clones cannot be thrown far, attempting to throw a one will make it stuck in mid-air. After throwing one, Mario can interact with the clone once before it became unusable. For example: after cloning a Goomba, Mario can either be injured from the Goomba or bounce on it (it won't be defeated) before it became unusable. Platform clones cannot be stood upon. Also, clones do not unload, and do not disappear without Mario passing through a load point.
====Time-freezing Cap Switch*====
When Mario has just stomped on a [[Cap Switch]], the game goes into a frozen state until the text box is closed. Similarly to the [[#Delayed dialogue|delayed dialogue exploit,]] if Mario jumps or slides off right when pressing the switch, the game will wait until Mario is next standing on the ground to initiate the text box. In this moment, Stars do not disappear when collected. The glitch ends when the text box appears or Mario exits the course.<ref>[https://www.youtube.com/watch?v=8vORMMFwuu8 YouTube video of Japanese cap frozen time glitch]</ref>


[[File:Mario_holding_coin.PNG|thumb|left|Mario holding a [[coin]] clone.]]
===Hands-free holding===
Due to how the game was programmed, explosions and dust (and basically anything on the screen except the HUD) are considered objects that can take vacant slots. This can alter which vacant slot Mario is currently holding. Also when objects unload, they move with their slots to the start of the vacant slots (i.e: If Mario is holding the vacant slot #3, and two objects unloads, Mario will end up holding vacant slot #5.) the opposite is untrue, objects load in the first vacant slot (i.e: If Mario is holding vacant slot #5, and a ring of eight coins loads, Mario will end up holding the fifth coin.)
Normally Mario's movement is restricted while holding an object. However, this can be circumvented with the following interactions:
#Grabbing an object with a dive and landing on a downward slope
#Holding an object and being pushed off a ledge
#Holding an object and soft bonking against a ceiling (e.g. the bottom edges of [[! Block]]s)
In this state the object is being held but Mario isn't occupied with physically holding it, hence the term "hands free". However, While Mario has his hands free, the game tries very hard to drop the object at this point; various actions cancel the glitch ranging from most ground movement and actions against walls, to interacting with poles, cannons, sources of damage, wind, shells or the owl, to being tosses, carried or blown away. Thus, Mario must be kept occupied constantly.


Objects that can be cloned include a Goomba, a coin, a Chain-Chomp chain part, a flat bubble, a water bomb, a [[Big Steely]] or even dust.
Despite the instability of this state, Mario can still punch, kick, jump, hang from ceilings, and fly without dropping the item.  The player can turn Mario by butt-sliding down slopes or using rotating platforms. Regrabbing the object can be achieved by diving, entering water, trying to pick up something else, initiating a conversation, or a summoning a Star.<ref>[https://www.youtube.com/watch?v=x4DJCa_3hgU YouTube video of Hands Free Holding glitch]</ref>
Some objects are always loaded, thus it is impossible to clone them without a load point in the course. Those objects includes: [[Red Coin]]s, [[Power Star]]s (outside box), [[Star Marker]]s, the five secrets along with their coins (the secrets are separate invisible objects that can be collected) and more.


Spawning points themselves can be cloned, if the course has a loading zone. If Mario holds a Spawning Point clone, these thing will happen depending on when Mario lets go. If Mario were to let go of the spawning point when the coins it spawns are invisible, the coins in question would never appear as the spawner cannot send the proper signals for the coins to appear. However, if Mario lets go while the coins are in plain sight, the coins will not unload no matter how far away Mario moves from the point, as the spawner cannot send out the signals for the coins to disappear. If Mario collects the coins, the coins will attempt to notify the point that they have been collected, however, the copied spawning point will not receive these signals. Thus, when Mario leaves the loading point and returns, he can recollect the coins as the spawner has no memory of them being collected.
===Hands-free teleport===
<!--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:


===Confused Skeeter===
'''NOTE''': [[#Cloning|Clones]] will vanish upon warping, and the source of the clone will be unaffected.
If the water level in [[Wet-Dry World]] is lowered when a [[Skeeter]] is in between two platforms, it will be unable to move correctly, constantly banging into the side of the platform.<ref>[https://www.youtube.com/watch?v=7xLPNiWQBbg Video of a Skeeter getting stuck in Wet-Dry World]</ref>
{|width=100% cellspacing=0 border=1 cellpadding=3 style="border-collapse:collapse;background:#f5f5f5"
|-style="background:#ff0000;color:white;"
!width=13%|Object
!width=37%|Warp Result
!width=13%|Object
!width=37%|Warp Result
|-
|align=center style="background:#FFFFFF"|[[File:Mario climbing on a Block SM64 artwork.jpg|x100px]]<br>[[Crate]]
|The crate disappears on the other side, and will never respawn even after 30 seconds of inactivity. This is because the game still thinks the crate is being held, so the timer allowing it to despawn is still deactivated.
|align=center style="background:#FFFFFF"|[[File:STROOP- Crazy Box.png|x100px]]<br>[[Crazed Crate]]
|The Crazed Crate will be stuck to Mario's position in both an invisible and intangible state, essentially disappearing.
|-
|align=center style="background:#FFFFFF"|[[File:SM64 Asset Model Penguin (Adult).png|x100px]]<br>[[Baby Penguin]]
|The Penguin will disappear on the other side, however the [[Mother Penguin]] will respond as if Mario is still carrying one. Despite this, Mario is unable to put down the Penguin, so bringing [[Tuxie]] in this manner will not grant Mario a Star.
|align=center style="background:#FFFFFF"|[[File:Ukiki 64.png|x100px]]<br>[[Ukiki|Ukkiki]]
|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>[[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.
|align=center style="background:#FFFFFF"|[[File:BigBob-ombSM64.png|x100px]]<br>[[King Bob-omb]]
|King Bob-omb will be sent back to where he was initially grabbed, however he will be both invisible and intangible.
|-
|align=center style="background:#FFFFFF"|[[File:Bomb-omb SM64.png|x100px]]<br>[[Bob-omb]]
|colspan=3|The Bob-omb disappears on the other side, and will stick to the front of Mario if he approaches the warp but remains invisible. Bob-ombs are kept tangible while held in order to produce smoke, so diving or grabbing will put the Bob-omb back in Mario's hands. It will also destroy other Bob-bombs on contact and push [[Goomba]]s around. If the Bob-omb was [[#Bob-omb glitches|bloated]] when warping, Mario will be constantly pushed backwards.


===Crushed without Damage===
'''NOTE''': Kicking the Bob-omb before or after the glitch will cause the previous interactions to no longer occur.
[[File:sM64 Crush0dmg.png|thumb|The glitch in action.]]
|}
This glitch works in Shifting Sand Land. The player needs to go into the pyramid, at the place with [[Spindel]]. If Mario gets close enough, the Spindel will start to flatten Mario. Mario will be crushed, but he will not lose any health. Mario can't move again until the Spindel gets off of Mario. This also works in [[Whomp's Fortress]]: if the player stands under the very edge of the [[Thwomp]], it will land and squish Mario and he will not lose any health.
{{br}}


===Delayed Dialogue at a Distance===
===Heavy object carry glitch===
Certain text boxes that automatically play for Mario when he is in a certain proximity with [[Koopa the Quick]], the big penguin, et al. can be delayed until Mario is touching the ground at a distance from the speaker further than intended. This involves doing a Triple Jump with one of the jumps being in the range of the speaker. The jump in the range should be done as soon as Mario touches the ground or else the dialogue will activate. Mario can use the wing cap while doing this. As soon as Mario lands on the ground the text box will activate. See [[#Beat Koopa the Quick in Zero Seconds|Beat Koopa the Quick in Zero Seconds]] for a possible use of this glitch.
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>


===Fly Guy Suicide===
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>
In [[Snowman's Land]] there is a particular tree that if Mario hangs off the top of it the nearby [[Fly Guy]] will fly towards the freezing water and will instantly die. Mario doesn't even need to be on the tree for this to happen, he just needs to be in the vicinity. What makes the Fly Guy die is a mystery, but it is believed to have something to do with the freezing water being a 3D box.<ref>[https://www.youtube.com/watch?v=4BM3tmGYzpY YouTube video of Fly Guy Death Glitch]</ref>


===Frozen Environment===
===Held object's last position glitch===
These glitches send the game into a surreal state where most objects do not update when interacted with and many are unloaded. All of these glitches seem to share the same properties, behaviors and interactions of Mario with entities when they are executed.
[[File:SM64 HOLP Manipulation Example.png|thumb|An example of HOLP manipulation: The [[Bob-omb]] was thrown remotely by Mario with a cap in his hand]]
====Mario's Magic Monkey====
The held object's last position, often abbreviated to "''HOLP''",  is a location the game tracks when Mario holds most objects. What Mario holds is simply a visual copy of the original object, so once Mario releases this copy from his grasp, the original object is set to a particular location relative to the HOLP and inherits Mario's orientation; if an object is dropped by Mario it is placed at the height of Mario's feet and at the lateral position of the HOLP with no velocity, and if Mario throws an object it will move to the HOLP while inheriting his speed.
This glitch works only on the Japanese version. The player should head to [[Tall, Tall Mountain]]. Mario should grab the first [[Ukiki|Ukkiki]] and lose his cap (it does not matter if the cap is stolen or not, because the glitch will still work, it is to the player's preference). Next, Mario must grab the Ukkiki with a dive grab when it has his cap in a way that he ends up in the water, swimming with Ukkiki in his hands. The player should then move Mario over and down the waterfall. When Mario starts falling down he player now needs to press {{button|n64|Z}} to do a glitch Ground Pound item drop while Mario is falling. Mario is now in the surreal world of frozen time and unloaded entities. Some of the properties of objects in this frozen world are:
{{br}}
*The [[Crazed Crate]] is invisible but it is still loaded in the same spot and it is fully functional. It will move Mario normally but yields no coins and can be reused.
*Red coins are stuck in the same frame of animation and can be collected, but do not disappear upon collection or show the number of them collected.
*The rotating log, while still visible, is intangible and Mario will fall through it.
*[[Chuckya]] behaves the same way as the [[Crazed Crate]] except for the fact that it does not lock Mario into a bouncing sequence.
*Mario will interact with [[Bob-omb]]s exactly like the [[Chuckya]]. It won't explode or move.
*Not a single [[Monty Mole]] appears and the holes they emerge from are missing.
*[[Goomba]]s interact almost exactly like the cloned versions of themselves; they can be interacted with only once. The only difference is that these [[Goomba]]s have no animation. They have shadows and appear to be floating. They appear to be stuck in the first frame.
*[[1-Up Mushroom]]s appear normally but cannot be collected.
*[[Power Star]]s can be collected, and will take Mario out of the level, but they do not rotate.
*[[Fly Guy]] can be interacted with only once and stays in place, and does not disappear or produce coins after it is killed.
*The [[Bob-omb Buddy]] has no animation and will not rotate towards Mario. Talking to a [[Bob-omb Buddy]] will "soft freeze" the game (music still plays).
*If Mario gets his cap back from [[Ukiki|Ukkiki]], coins that were supposed to spawn near Mario will, coins that spawn from the location of the enemy will, [[Goomba]]s will finish their squishing animation and coins are yielded, and almost every entity will behave normally.<ref>[https://www.youtube.com/watch?v=L7NiVDGn2d0 YouTube video of Tool-assisted superplay including performing the Freezing Surroundings glitch]</ref>
This glitch is not possible to perform in the American version because the game forces Mario to send the out the text of [[Ukiki|Ukkiki]] as soon as he has finished his diving/grabbing animation and is touching the ground. Bouncing off the ground is impossible because of the text box. It appears the text box mechanics were changed between versions. Also, it is not possible to drop Ukkiki in midair, as pressing the {{button|n64|Z}} button now does absolutely nothing while Mario is airborne and holding Ukkiki (it may do something different in the European version).


====Time-Freezing Cap Switch====
The HOLP is a global value used between all courses and save files, and defaults to (0,0,0) before being used. When needed, the game will update this value to match the location of Mario's hands, however it will only update when the game needs to render an object in Mario's hands. As such the HOLP will not update when: Mario is not holding anything, Mario is invisible from knockback, Mario is not within view of the camera, or the object being held is not visible in the first place. Exploits such as the cap in hand glitch can be used to hold an object without updating the HOLP, allowing the player to remotely throw an object from wherever Mario last properly released an object. The only way to reset the HOLP is if the player resets or turns off the system.<ref>[https://www.youtube.com/watch?v=seQ-IL-eNqk YouTube video of Object Displacement glitch ]</ref>
This glitch works only in the Japanese version. When Mario has just stomped on a cap switch (any of the three will work) the game goes into a frozen state until the text box is closed. To make the text box not appear instantly apply the method from the glitch Delayed Dialogue at a Distance. Thus, if Mario does not activate the text box by standing on the ground, Mario can move around the level while it is frozen. The frozen level has many unusual properties, including the fact that stars do not disappear when collected. The glitch ends when the text box appears.<ref>[https://www.youtube.com/watch?v=8vORMMFwuu8 YouTube video of Japanese cap frozen time glitch]</ref>


===Hands Free Holding===
===Infinite Coins glitches===
There are three ways to do this glitch; the player must do the following:
Through various exploits it is possible to obtain an endless number of coins. However, the coin counter is limited to 999 coins maximum.<ref>[https://www.youtube.com/watch?v=RHl7YOu35hc YouTube video from Pannenkoek2012 about infinite coin glitches]</ref>
*Dive into an object to grab it and land on a downward slope
====Bowser's fire glitch====
*Hold an item and be pushed backwards off a ledge by a [[Bob-omb]]
While battling Bowser, the fire he spews at Mario has a chance to drop coins. Through patience the player can collect these coins as these appear without limit.
*Hold an item and jump into a glitch wall (e.g. the sides of any [[! Block]]).


While Mario is holding hands free, he cannot do the following:
====Cloning====
By cloning coins or their [[Spawning Point]]s in courses with loading zones it is possible to obtain an infinite amount of coins; in courses without loading zones, the amount of coins which can be collected by cloning is limited by the amount of available object slots.


*Walk
====Disappearing crate====
*Crouch
In levels with platforms such as [[Block (Super Mario 64)|Block]]s, pushable blocks or [[Blue Coin Block]]s, Mario should place a [[crate]] atop one of these objects. If the player walks away, the platform used becomes intangible and the crate falls until the two overlap. Right as the crate would despawn from inactivity, Mario must return to make the platform tangible again, breaking the crate and releasing its three coins. The game does not realize the crate was broken, so it will simply respawn and the process can be repeated.
*Stand
*Wall Kick
*Grab onto ledges or poles
*Jump up steep slopes or recover while sliding
*Ride shells, owls or the wind
*Use cannons
*Head bonk
*Be knocked back, catch on fire, touch lava, get electrocuted, get squished, fall hard, get thrown, or get heaved.
*Get sucked into a tornado or get blown by a [[Fwoosh]] without instantly dropping the item.


Thus, Mario must move constantly. Turning is difficult and requires sliding (sitting) down slopes or rotating platforms. Mario can, however, punch, kick, use the triple jump, hang, and fly. He moves at the normal speed as he would if he is holding nothing. Returning the items to a normal grab requires diving, entering water, trying to pick up something else, or activating text or temporary game-interrupting animation (signs do not work).<ref>[https://www.youtube.com/watch?v=x4DJCa_3hgU YouTube video of Hands Free Holding glitch]</ref>
====Money Bags duplication====
In [[Snowman's Land]] there are two [[Moneybag (enemy)|Money Bags]] which disguise themselves as coins until Mario approaches them. If the player reapproaches a Money Bags just as it transforms back into a coin, it will duplicate into two Money Bags, one that transforms into a coin and another that hops away. This process can be repeated to collect an unlimited amount of coins.<ref>[https://www.youtube.com/watch?v=eJnEh4Cjs0M YouTube video of Money Bags Duplication glitch]</ref>


===Hands Free Teleport===
====Piranha Flower death glitch====
The start of this glitch is simple: Mario must go through a warp while holding an object hands free. When he arrives at the other point the object will be missing from his hands. The object will now be:
In the small version of [[Tiny-Huge Island]] there is an area with 5 [[Big Fire Piranha|Piranha Flower]]s, which normally go limp and drop coins when defeated. While a Piranha Flower is shrinking back into the ground however, the player should attack it at the last moment possible. The Piranha Flower will play a death sound as it sprouts back up, and defeating it now will drop 2 coins as it vanishes. The game is tricked into thinking the Piranha Flower has not yet been defeated, so if Mario uses the [[Shrinker Pipe]] and returns, the plant will respawn and the process can be repeated to obtain more coins.<ref>[https://www.youtube.com/watch?v=OalrzUMc-oQ YouTube video of Infinite Coins from Plant glitch]</ref>
*If it was a clone it will vanish from existence and will not affect the real object.
*If it was a [[crate]] it will never come back even after thirty seconds of inactivity.
*If it was a [[Chuckya]] it will come back through a loading point
*If it was a [[Penguin]] the big penguin will show a text box but will give no star for it.
*If it was an [[Ukiki|Ukkiki]] it will repeatedly ask to be freed no matter what option is chosen.
*If it was a [[Bob-omb]] smoke will start appearing from Mario when he approaches the location of where it was obtained. Diving or grabbing will put the [[Bob-omb]] back in Mario's hands, provided it has not been kicked yet. This suspended [[Bob-omb]] will destroy other Bob-bombs on contact and push [[Goomba]]s around. Crates can be walked through, and if they can't, they can be picked up only for a moment. The Bob-omb can be kicked only once, before or after this glitch. If this glitch is performed with a bloated Bob-omb it will be identical except for the fact that Mario will receive constant backwards velocity unless it is kicked.<ref>[https://www.youtube.com/watch?v=qqmYYIQRSuI YouTube video of Hands Free Teleport glitch]</ref>


===Heave-Ho glitches===
===Instant movement glitches===
There are multiple glitches involving [[Heave-Ho]]s. They can all be done in [[Wet-Dry World]], one of two courses with Heave-Hos.<ref>[https://www.youtube.com/watch?v=sEUQ16_Un28 YouTube video of Heave-Ho glitches by Pannenkoek2012]</ref>
====Downward teleports====
Some events and interactions expect Mario to stay grounded, and if he somehow becomes airborne the game will send Mario to the next available floor as a failsafe:
*Swimming into a ceiling such as the underside of the ship in [[Jolly Roger Bay]], the game will move Mario out by sending him down until he no longer overlaps with said ceiling.<ref>[https://www.youtube.com/watch?v=ch2Bbw0LnHY YouTube video of JRB Ship Downward Teleport]{{dead link}}</ref>
*Jumping above a swinging pendulum while its ceilings are exposed.<ref name=TTCglitches>[https://www.youtube.com/watch?v=Ebp-D7e6Sd4 YouTube video of several glitches in TTC Japanese version]</ref>
*Grabbing the tail of Bowser while it hangs off the edge of the arena will send Mario instantly to the death barrier below.<ref>[https://www.youtube.com/watch?v=7CYJRRP5fhY YouTube video of Bowser glitches]</ref>
*Being crushed while the platform Mario stands on moves out from under him.
*Being electrocuted by an [[Amp]] while performing a [[Ground Pound]].
*Mario collects a Star while the platform he stands on moves out from under him.<ref>[https://www.youtube.com/watch?v=pdXyDLsemz8 YouTube video explaining Instant Descent]</ref>
[[File:sM64 100 Coins Glitch 2.png|thumb|left|160px|Mario's default victory dance underwater]]
In [[Dire, Dire Docks]], the player should collect the 100th coin such that the 100-Coin Star overlaps with the path of the poles near the submarine. When collecting this star will hanging from a pole, Mario will suddenly drop to the bottom of the lake and celebrate as if he were standing on land.


====On the water's surface====
[[File:StuckAir.png|thumb|120px|Mario appears buried in midair]]
Usually Heave-Hos appear as soon as the water level gets lowered below the platform they're supposed to be and disappear when the water level gets raised above said platform. However, if Mario is near a Heave-Ho while the water level drops, the Heave-Ho sticks to the water's surface and sinks through the floor it should spawn on. By turning the camera around, the Heave-Ho can be seen driving around below the platform, unable to reach Mario.
On [[Cool, Cool Mountain]], if the player heads to the top of the wooden lift and performs a [[Long Jump]] towards the [[Bob-omb Buddy]]'s island, landing at the very edge of the island will cause [[Mario]] to warp down. He appears to be stuck in snow yet also in the air, but he actually rests on the death barrier. Once Mario frees himself, he loses a life and is ejected from the painting.
<br>


====Out of Bounds====
====Upward teleports====
First, the player needs to do the [[#Portable Chuckya|Portable Chuckya]] glitch to be able to bring the Chuckya down to the lowest area with a Ho-oh and a block that can be pushed into the wall. By throwing the Chuckya while standing in front of the block, the player can make Mario clip through the block, so that he can push it out. Then, the Heave-Ho needs to be lured into the space between the block and the hole the block was pushed out of. By pushing the block back, the player can push the Heave-Ho out of bounds. It will fall down to the death barrier, and then respawn at the water's surface, analog to the result of the glitch above.
Some events and interactions expect Mario to be at a specific height, and if he isn't the game will simply send Mario up this expected position:
*Beginning to swim will set Mario to the water's surface, even if he wasn't at that height when entering the water.
*Collecting a Star next to a ledge will briefly make Mario grab it before snapping him onto the floor above.
*Jumping into the edge of a ceiling directly below a hanging grate, the game will incorrectly assume Mario grabbed the grate and warp him up. This effect can be seen inside the mountain of [[Tiny-Huge Island]] by jumping into the ceiling above the exit, and in [[Bowser in the Fire Sea|the Fire Sea]] by jumping into the edge of the pole base.<ref>[https://www.youtube.com/watch?v=xT71wYq3vGI YouTube video of BITFS]</ref>


====Periodically disappearing Heave-Ho====
===Koopa Shell glitch===
If the player uses a [[#Cloning|cloned]] [[Crystal Tap]] to set the water level so that it is at the exact same level as one of the surfaces with a Heave-Ho, the water level will repeatedly rise above said surface due to its natural oscillation. This causes the Heave-Ho to repeatedly appear and disappear, depending on the current water level.
Normally riding a [[Koopa Shell]] into water will cause Mario to simply surf across the surface. However, a glitch can be performed in the large version of [[Tiny-Huge Island]] which circumvents this restriction.


====Getting heaved while holding a clone====
After reaching the beach, Mario should knock the [[Koopa Troopa]] away such that it slides towards the water when trying to retrieve its shell. When the Koopa is slightly submerged, the player can knock it away again and land such that Mario mounts the shell and enters the water at the same time. At this point Mario will be swimming with the shell inside him, propelling him forwards indefinitely. Mario's range of moves are no longer bound by the typical restrictions of a Koopa Shell; instead a different set of interactions will end the ride on top of what would break a shell:
This glitch is pretty similar to the [[#Being grabbed while holding a clone|Chuckya glitch]]. The player has to clone a Heave-Ho first which can be done using the level's loading zone. Then, while still holding the cloned Heave-Ho, he must be thrown by the original one. This causes the clone in Mario's Hands to fall down and move around as usual, but the Heave-Ho which was about to throw Mario, disappears, leaving him stuck in midair.  
*Attempting to walk, use a cannon, or get lifted by wind
*Receiving knockback, being burned, getting grabbed, or twirling
When attempting the glitch with a shell [[#Cloning|clone,]] Mario will not be propelled nor have a shell attached to him. Instead only the music will change and the shell clone can be reused. If Mario goes through a warp, the music will stop playing and the shell will be forever intangible.<ref>[https://www.youtube.com/watch?v=2xH7CN-ixzg YouTube video of Precipitate Plastron glitch]</ref>


===Infinite Coin Glitches===
===Misplaced Coins===
Using Glitches, it is possible to optain an infinite number of [[coin]]s in some courses. However, the coin counter cannot go higher than 999 coins and when saving, the number of coins collected is [[#Coin Counter Rollover|saved modulo 256]], so that a maximum of 255 coins can be saved.<ref>[https://www.youtube.com/watch?v=RHl7YOu35hc YouTube video from Pannenkoek2012 about infinite coin glitches]</ref>
Various coins throughout the available courses are misplaced such that they float inside the ground and/or despawn instantly:
*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.
*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.
'''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>


====Piranha Plant Coin Glitch====
===Mystery Goomba===
This glitch is possible in [[Tiny-Huge Island]]. Mario must head over to the area with the [[Big Fire Piranha|Piranha Flower]]s. Attack a Piranha Flower while it is shrinking at the last frame where it can be hit. The death jingle should be heard but a plant will spawn in its place. Attack it and get its two coins (notice it has no death animation). Quickly get in the [[Shrinker Pipe]] and back. Notice that the process can be repeated because the plant the coins were obtained from is back. (Note that if the player did not get in the pipe quick enough or did not kill the plant, the plant will not come back)<ref>[https://www.youtube.com/watch?v=OalrzUMc-oQ YouTube video of Infinite Coins from Plant glitch]</ref>
This [[Goomba]] is a misplaced Goomba found in [[Bowser in the Sky]]. After climbing up the long Pole, Mario reaches a platform with a Goomba [[Spawning Point]] on it. Despite all Goomba spawning points spawning three Goombas, only two of them can be seen at this location. The reason for the missing Goomba is the spawner's placement, which causes the third Goomba to spawn off the platform, above a bottomless pit. Because Goombas always spawn at the closest available floor directly below them, this Goomba does not spawn in the air next to the platform; rather the Goomba spawns all the way down on the death barrier, where it gets deactivated only one frame later due to Mario being too far away. As such it can only be seen in that one moment.<ref>[https://www.youtube.com/watch?v=rEBMaAoKRvw The Mystery Goomba, YouTube video by Pannenkoek]</ref>


====Money Bags Duplication====
Although it can be cloned, the Goomba cannot be properly defeated due to it being so far away from its spawning point - both the spawning point and the Goombas it spawns have their own activation radius, and Mario needs to be within both the Goomba's and the spawner's radius to activate the Goomba and be able to interact with it - because its own activation radius and the spawner's activation radius can never overlap.<ref>[https://www.youtube.com/watch?v=pdXyDLsemz8 YouTube video, explaining why the Goomba cannot be killed, by Pannenkoek2012]</ref>
This glitch is possible in [[Snowman's Land]]. If Mario approaches a [[Moneybags|Money Bags]] just as it transforms back into a coin it will duplicate into two Money Bags, one that transforms into a coin and the other that hops away. This glitch can be repeated over and over, however if too many money Bags are on the screen, the game will freeze.<ref>[https://www.youtube.com/watch?v=eJnEh4Cjs0M YouTube video of Money Bags Duplication glitch]</ref>


====Cloning====
===Negative lives*===
By [[#Cloning|cloning]] coins or their [[Spawning Point]]s in courses with loading zones it is possible to obtain an infinite amount of coins; in courses without loading zones, the amount of coins which can be collected by cloning is limited by the amount of available object slots.
[[File:SM64 BitDW M25.png|thumb|[[Mario]] with "M25" lives]]
'''NOTE''': This glitch only works in the Japanese version.


====Disappearing Crate====
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.
This can be performed in courses with [[crate]]s and either [[Block (Super Mario 64)|Block]]s or [[Blue Coin Block]]s, namely [[Bob-omb Battlefield]], [[Whomp Fortress]] and [[Shifting Sand Land]]. The player has to grab the crate and place it on top of the Block or Blue Coin Block. Then, he has to run away, until the Block or Switch becomes intangible and the crate falls through it and lands on the ground. Right before it despawns, the player has to run back to make the Block or Switch tangible again, causing the crate to break and release its three coins which can be collected. The crate will then respawn just as if it was not broken, allowing the player to repeat the glitch.


===Impossible Coins===
===Parallel Universes===
There are currently two coins known as ''impossible'' in the game, both are found on [[Tiny-Huge Island]].
{{NIWA|Ukikipedia=Parallel Universe|title=Parallel Universe}}
*The first one is located on the small island, below the slope in front of the [[Big Steely]] spawner. There's a line of three singleton coins, with the first coin being visible, the second coin being inside the ground but collectible by running over it, and the third coin being the impossible one, as it is located inside the slope. However, there is a way to collect it, which involves clipping into the mountain, where water can be found, and jumping out of the water at the right moment to reach the coin.<ref>[https://www.youtube.com/watch?v=1iwAbEXgpic YouTube video about the impossible coin]</ref>
Parallel Universes (PUs for short) are phantom copies of a course's collision model that occur at regular intervals out of bounds.
*The second one is located at the same spot, but on the big island. There's a line of four coins on the slope, which is spawned by one [[Spawning Point]]. However, coin lines always have exactly five coins, so one coin is missing there. This one coin spawns halfway inside the slope due to the spawner being placed a bit too low, causing a failsafe mechanism to activate, which immediately unloads the coin.
The reason for the two impossible coins is believed to be a change of the slope's angle in late development, without adjusting the coin's and coin spawner's positions.<ref>[https://www.youtube.com/watch?v=iPILIf7ru48 YouTube video about the impossible coin on THI's big island]</ref>


===Instant Movement Glitches===
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 {{wp|Integer 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.
All of these glitches involve Mario being mysteriously and instantly moved to another location.  


====Instant Downward Teleport====
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).
Some of the actions Mario does have the potential to instantly teleport Mario to the nearest ground underneath Mario. Usually this happens because Mario is in an animation that does not allow him to become airborne, however some collision detections might send him to the nearest ground as a failsafe.
*Grabbing the tail of Bowser(If Bowser's tail is off the edge of the arena and Mario grabs it, Mario gets instantly teleported to the death layer).<ref>[https://www.youtube.com/watch?v=7CYJRRP5fhY YouTube video of Bowser glitches]</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.). Also if Mario is standing on the edge of a [[Tox Box]] and the Tox Box becomes upright, 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>
*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>
*If Mario is being crushed while the platform he stands on moves out from under him.
*If Mario collects a star while the platform he stands on moves out from under him.<ref>[https://www.youtube.com/watch?v=pdXyDLsemz8 YouTube video explaining Instant Descent]</ref>


====Instant Lateral Teleport====
Mario can reach a parallel universe if he has enough speed to clip through out of bounds. Because the game checks Mario's position in four increments per frame, Mario needs enough speed to travel between four parallel universes at a time. Thus, it is most convenient to sync up with PUs|Parallel Universes}} that are a multiple of four away in each direction. Other PUs are accessible through diagonal movement, or if a movement increment is canceled, which occurs when it would place Mario inside a ceiling or out of bounds.
There are some actions that Mario can do or places Mario can be that will instantly teleport him some distance sideways. It is highly unusual behavior and the reason it happens appears to be that the physics engine of Mario 64 has several bugs that instantly affect the position of Mario. The known places where this happens are:
*In [[Snowman's Land]], walking into the right side of the entrance of the igloo teleports him to the left.
*In [[Hazy Maze Cave]], the by walking forward into the left side of the sign that tells Mario how to climb located at the emergency exit of the Toxic Cave. It almost looks like Mario is just clipping through the sign rather than getting teleported to the opposite side, but since this cannot be ascertained it is listed here.  


====Instant Upward Teleport====
Attempting to bring the camera into a parallel universe will freeze the game on console, so it must be set to fixed mode first; this crash does not occur in emulator releases. Mario can bring held objects into parallel universes, or spawn certain objects there. Spawning a [[Power Star]] like a 100-Coin Star in a parallel universe softlocks the game.<ref>[https://www.youtube.com/watch?v=wC1PV9CYC4Y YouTube video showing the softlock from spawning a star in a PU]</ref>
There are some actions that Mario can do that will instantly teleport him upward. Presumably this is because the wall/ground in question has a special priority flag that "snaps" Mario to the top of a predetermined layer. The most blatant example of this would be water. If Mario enters the X and Z perimeters of a water box at a lower height he gets teleported to the top of the water.
*In [[Bowser in the Fire Sea]] there is a way to grab at the top of the first pole from the base of it. It requires a Triple Jump that has its peak directly under the hexagonal prism that supports the pole.<ref>[https://www.youtube.com/watch?v=xT71wYq3vGI YouTube video of BITFS]</ref>
*In [[Tiny-Huge Island]] there is a way to teleport up and grab on to the grating by diving back towards the exit from the inside of the mountain.
*In [[Whomp's Fortress]], it can be done with the water box. Normally Mario can not enter the area where it is position from underneath because of invisible walls blocking it(the programmers were aware of it being possible). However, not all of the water box is blocked with invisible walls. The player should position Mario a the top left corner where the wall with the pool above it and the fence meet at the start of the course. Mario should then be positioned outward and downward (facing left and down). The player should then make Mario jump, move slightly to the left to get over the fence, push to the right and backwards while pressing the {{button|n64|B}} button to kick for decreased falling speed. Mario then will be teleported upward and pushed out of the water.


====To the Bottom of the Town====
Larger floating point numbers are spaced more coarsely; the existence of Parallel Universes allows for glitches where this affects kinematics. When far enough from the origin, float-valued coordinates become so coarsely spread that it is difficult for objects to cross between them and change position. Some Parallel Universes are completely inaccessible because no floating point coordinate lies within them.
In [[Wet-Dry World]]'s small town, 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 {{button|n64|A}} button to swim up.


===Killer Corner===
===Permanently crushed===
[[File:SM64 Killeredge.png|thumb|left|100px|Mario loses his cap, dies and [[Bowser]]'s emblem covers the screen.]]
If Mario collects a Star while he is being crushed by an object, Mario will remain squished. In this state movement speed and jump height are decreased, and Mario will not die from slow quicksand. Additionally, pressing {{button|n64|B}} or {{button|n64|Z}} will do nothing.<ref>[https://www.youtube.com/watch?v=6jJKs3-U9KA YouTube video of Permanently Crushed glitch]</ref>
After collecting all 120 [[Power Star]]s, the player must take [[Mario]] to the roof of the castle (or use [[#Climb The Castle without 120 Stars|Climb The Castle without 120 Stars]]). For this to work, Mario has to walk to the far right side of the castle roof. When Mario reaches a corner, he will fall down slightly and grab onto a ledge. The player must pull themselves back up onto the roof, at which point Mario will lose a [[Extra Life|life]]. For unusual reasons, he also loses his cap. The reason this happens is the same reason as the Killer Slope glitch below. <ref name="YouTube video of Several Death glitches"></ref>


===Killer Slope===
===Spawning displacement*===
There are places in the game where Mario can do this trick, preferably using the [[#Crate Clip|Crate 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 cap. 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 coordinates)on the nearest ground directly below him. If the ground below Mario doesn't exist, it goes to the exception handler, which results in an automatic death. 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.
In the original Japanese release, if Mario is standing on a moving platform (e.g. the falling blocks in [[Whomp's Fortress]]<ref>[https://www.youtube.com/watch?v=VX0WYWNvZlQ YouTube video of Pass Though the Ground glitch]</ref> or the rotating platform in [[Wet-Dry World]]) and suddenly loses contact, the platform will still influence Mario by shifting him once before he falls as normal. By dying or leaving a course through various means, this can be applied to Mario the moment he returns to the castle. Specifically, Mario will shift relative to the platform's position in the course he left, which is often far from where Mario is spawned in the castle. Due to this, rotational displacement is often larger than translational displacement.<ref>[https://www.youtube.com/watch?v=XL8TCplAaWc YouTube video from Pannenkoek2012 about Spawning Displacement]</ref>
<ref name="YouTube video of Several Death glitches"></ref>


===Koopa Shell Glitch===
If the platform Mario stands on is replaced in memory by another object in the castle, or if the shift in position would place Mario out of bounds, the displacement does not occur. If Mario exits a course standing on an object that is replaced by a moving platform in the next area, Mario will be displaced by the new platform.
This glitch can be done in [[Tiny-Huge Island]]. Go in the large island and head to the [[Koopa Troopa]]. Punch its shell off repeatedly in the direction away from the water. When the Koopa enters the water jump on the shell in a way so that Mario touches the shell and enters the water on the same frame. If it was done right the player will now have the shell roughly in the middle of Mario's position. Mario will receive constant forward velocity. Mario can still do all the moves he could if he wasn't on a shell. When Mario tries to walk the glitch ends, and all the things that break a normal shell will break this one, in addition to entering vertical wind, twirling, getting grabbed, entering a cannon, getting knocked back, and burning.


The glitch works differently with a shell clone. Mario will not receive forward velocity or have a shell visible, and the only difference is the music. The music will stop playing when does an action that would have broken the shell. When Mario has a shell, the shell clone is intangible. The shell clone can be reused. If Mario goes through a warp the music will stop playing but the shell will be forever intangible.<ref>[https://www.youtube.com/watch?v=2xH7CN-ixzg YouTube video of Precipitate Plastron glitch]</ref>
'''NOTE''': Spawning displacement will affect the demos that play after getting a game over. This will desync the intended behavior of the demo.


===Lakitu Skip===
===Star dance in sky===
[[File:Lakitu glitch.png|thumb|Lakitu without his cloud after the process of the glitch.]]
[[File:SM64 100cglitch.png|thumb|Mario's victory dance on air]]
At the beginning of the game, the player can do a [[Long Jump]] on the exact edge of the bridge. If he succeeds, the player won't need to talk to Lakitu, who will be standing in front of the castle's entrance door, without his cloud.
There are several courses with large pits below the ground: [[Tiny-Huge Island]], [[Tick Tock Clock]], [[Whomp's Fortress]], [[Rainbow Ride]], [[Cool, Cool Mountain]], [[Tall, Tall Mountain]] and [[Hazy Maze Cave]]. If Mario collects a Star above on of these pits, he will land on the death barrier below and perform his victory dance. Once Mario is done however, the level kicks him out as intended. It is easiest to perform this trick using a 100-Coin Star, as the position of the Star is based where Mario collects his 100th coin.
{{br}}


===Lava Sidekick===
===Suicidal Bowser===
[[File:Lava Sidekick.gif|thumb|left|120px|The glitch in action.]]If the player does a sidekick next to lava, he will bounce on lava without being hurt. This also applies to the sliding while sitting, so if the player slides over a slope, he can bounce on lava. This is because of animations. The game handles it so if Mario is in the middle of an animation, and an animation starts in the middle of the animation, the game does not play the second animation at all. If the "burned by lava" animation does not play, Mario will not get hurt.
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>


===Lose Cap Permanently===
===Water level manipulation glitch===
Occasionally, in Snowman's Land, if Mario gets blown off the icy bridge by the snowman at just the right angle, his cap will fall into the ice box with a star in it (from In the Deep Freeze). If Mario tries to grab his cap, he will instead grab the star. If the player saves the game at this point, then Mario will be permanently capless.
In courses with water, the surface naturally fluctuates slightly up and down from the median value. If the Mario moves through a loading zone in either [[Wet-Dry World]] or [[Dire, Dire Docks]], the game will set the current water level as the median value, even if it is slightly higher or lower. By repeating this process, the water can be can either be drained or fully flood the course with patience. Done to its extreme, the player can set the water level such that it reaches the upper or lower bounds in its height, allowing it to oscillate between fully submerging the levels and draining them.<ref>[https://www.youtube.com/watch?v=2NtxoAgNY80 YouTube video of Water Level Manipulation]</ref>


===Manipulation of the HOLP===
===Zero second finish===
[[File:SM64 HOLP Manipulation Example.png|thumb|An example of HOLP manipulation. The Bob-omb was grabbed and thrown by Mario with the cap in his hand, so that it spawns at a pre-set HOLP, facing Mario's direction.]]
[[File:Koopazeroglitch.png|thumb|Mario on the goal flag in zero seconds]]
HOLP is an abbreviation for Held Object's Last Position. The HOLP is a location or set of coordinates that is modified when Mario grabs any object (except a [[Crazed Crate]]) and is constantly rewritten to the position of Mario's hands. The HOLP stops updating when Mario isn't holding anything. When a new object is picked up the HOLP works exactly the same with it as the previous object except it tracks the position of the new object. When an object is thrown it spawns at the HOLP. It faces the same direction Mario is facing and is given velocity towards that direction. If the object is dropped by Mario it spawns at the height of Mario's feet and at the lateral position of the HOLP. It also faces the direction of Mario, but it has no velocity. When Mario is [[#Cap in Hand glitch|holding his cap in his hand]], however, the HOLP does not update. This means that objects can be manipulated to spawn where Mario last held an object without holding his cap in his hand. The default HOLP value is (0,0,0), which is a location near the center of the course. The HOLP is a global variable and is the same in all four save files, even if they are switched. The HOLP does not reset even when Mario switches courses or the player switches save files. The only way to reset the HOLP is if the player resets or turns off the system.<ref>[https://www.youtube.com/watch?v=seQ-IL-eNqk YouTube video of Object Displacement glitch ]</ref>
In [[Bob-omb Battlefield]], the player should don a [[Wing Cap]] and triple jump right in front of [[Koopa the Quick]], then land inside the nearby [[cannon]]. At this point Mario can fly up to the summit and reach the goal flag, using another cannon to gain more height as necessary. Koopa the Quick will offer to race Mario once he lands, and by accepting Mario will immediately win the race, with the timer at zero seconds.
{{br}}


===Mystery Goomba===
Similarly in [[Tiny-Huge Island]], the player should defeat the [[Koopa Troopa]] so that a [[Koopa Shell]] rests on the beach. Then the player should triple jump right in front of Koopa the Quick, aiming to land on the shell. After riding to the goal flag and dismounting, Mario can immediately win the race.
The Mystery [[Goomba]] is a misplaced Goomba found in [[Bowser in the Sky]]. After climbing up the long Pole, Mario reaches a platform with a Goomba [[Spawning Point]] on it. Despite all Goomba spawning points spawning three Goombas, only two of them can be seen at this location. The reason for the missing Goomba is the spawner's placement, which causes the third Goomba to spawn off the platform, above a bottomless pit. Because Goombas always spawn at the closest possible floor, this Goomba does not spawn in the air next to the platform, it rather spawns all the way down on the death barrier, where it gets deactivated only one frame later due to Mario being too far away. It can only be seen for one frame, when Mario drops off the platform at the right moment.<ref>[https://www.youtube.com/watch?v=rEBMaAoKRvw The Mystery Goomba, YouTube video by Pannenkoek]</ref> The Mystery Goomba cannot be defeated due to it being so far away from its spawning point - both the spawning point and the Goombas it spawns have their own activation radius, and Mario needs to be within both the Goomba's and the spawner's radius to activate the Goomba and be able to interact with it - because its own activation radius and the spawner's activation radius can never overlap.<ref>[https://www.youtube.com/watch?v=pdXyDLsemz8 YouTube video, explaining why the goomba can't be killed, by Pannenkoek2012]</ref>


===Negative Lives===
Despite the race starting, Koopa the Quick never begins running to the goal flag, so the [[Power Star]] cannot be obtained in this way. Instead an invisible and silent Koopa the Quick remains at the start.<ref>Pannenkoek2012 (July 27, 2013). [https://youtu.be/iuL46B5Uzec SM64 - Koopa the Quick Turns Invisible Glitch]. ''YouTube''. Retrieved October 22, 2023.</ref>
[[File:SM64 BitDW M25.png|right|thumb|[[Mario]] with "M25" lives.]]
This glitch only works in the Japanese version.


While fighting [[Bowser]] in [[Bowser in the Dark World]], the player should avoid his fire breath and keep picking up the coins that come from the flames. When Mario reaches a total of 1,000 coins in the level, his extra life total will change to "M25". In other versions of the game, when the player collects his 1000th coin, the coins total changes back to 999 coins. It is programmed incorrectly in the Japanese version as it tries to set the life total (instead of the coins total) to 999 when Mario has 1000 coins. Since the life counter is only 8 bits, this becomes -25, which is displayed as ''M25'' in the game. (M is used in the place of a minus sign.). That is, the total will go down when Mario normally gains a life, and it will go up when he normally loses a life.<ref>[http://www.youtube.com/watch?v=Hcs2k2tq2vQu YouTube video of "Negative Lives"]</ref> In other versions of the game the player can't collect more than 999 coins as intended.
===Zombie Mario===
[[File:SM64 Zombiedoor.png|thumb|120px|[[Mario]] entering a door with his [[Health Meter]] fully depleted]]
When Mario's [[Power Meter]] is fully depleted, the game is supposed to initiate a death animation based on the current situation. For example, dying in water will show Mario drowning, and death by knockback will show Mario fail to stand back up. Most of these animations have a delay before they play out, which can be abused to postpone the death sequence.
{{br}}


=== Parallel Universe ===
For instance: If Mario takes small fall damage in front of a door, he is able to enter the door despite his condition and promptly loses a life at the other side.
Each area in the game has a collision map, which consists of hitboxes for walls, floors and ceilings and is used to determine where Mario can go. However, in addition to the one collision map which is present on the area itself, an infinite number of copies of said collision map exist, spaced out in a three-dimensional grid. These copies of the collision map are called the ''Parallel Universes'' or ''PUs''. The reason why these exist is a simple integer overflow, which happens when Mario's position coordinates, which are stored as floating point decimal numbers, are typecasted to 16-bit integers for collision calculations. As a signed 16-bit integer can only store 2<sup>16</sup> values, ranging from -32768 to 32767, casting a higher or lower floating point decimal to said integer will result in an overflow to the other end of the range. And if exactly 2<sup>16</sup>, the number of possible values for the integer, is added to one of Mario's position coordinates, it doesn't affect the collision check at all due to overflowing to the exact same value modulo 2<sup>16</sup>.  


When attempting to get into a Parallel Universe on console, the game usually freezes, unless the camera is put in fixed mode; on emulators, PUs can be reached without fixing the camera. As Mario has to pass over an out of bounds area to reach a Parallel Universe and the game splits up every frame of his movement into four parts, running collision checks for each of them, it is necessary that each of those quarter frame steps goes far enough to reach a PU. This means, Mario has to build up enough speed using [[#Hyperspeed Glitches|Hyperspeed Glitches]] to travel a distance of 4 Parallel Universes, called ''Quadruple Parallel Universe'' or ''QPU'' distance -  or a multiple of that - to successfully reach a Parallel Universe.
[[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>
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>[https://www.youtube.com/watch?v=r8wd08VCzbE YouTube video of the second way to perform the Zombie Mario glitch]</ref>
{|
|'''NOTES''':
:*Attempting to grab a tree or pole with no health causes Mario to let go instantly.
:*This issue was resolved in the [[Super Mario 64 DS|DS remake]] by allowing a given character to die while inside a cannon.
|}
{{br}}


Parallel Universes themselves are invisible, as there are no graphics loaded. Also, most objects are not loaded in Parallel Universes; walls are missing and there is no water. The latter is especially important, as this is the reason why the [[#Moat Door Skip|Moat Door Skip]] works. However, some things like loading zones, namely paintings in the castle, or [[Crazed Crate]]s, are still present there. Spawning a [[Power Star]] like a 100-coin star in a Parallel Universe softlocks the game.<ref>[http://tasvideos.org/GameResources/N64/SuperMario64.html TASVideos - explanation of Parallel Universes]</ref><ref>[https://www.youtube.com/watch?v=kHd8TSf2tds YouTube Video from Pannenkoek2012, noting that  vertical PUs exist as well]</ref><ref>[https://www.youtube.com/watch?v=wC1PV9CYC4Y YouTube video showing the softlock from spawning a star in a PU]</ref>
==Sequence breaks==
'''NOTE''': These glitches allow Mario to access areas through unintended methods.
===Cannonless wall blast===
In [[Whomp's Fortress]], if Mario touches an exact spot on the wall which can be blasted away, he will do a ledge grab animation and collect the [[Star]] in the process. With the following setup this glitch can be achieved consistently:


===Permanently Crushed===
First the player should grab the wall so that Mario is between the log bridge and a [[Piranha Plant]], with his left hand touching the bridge. After climbing up, the player must backflip onto the bridge, turn the camera {{button|N64|CLeft}} left twice, and punch {{button|N64|B}} once. Then, the player has to walk {{button|N64|stickdown}} down, so that Mario walks to the bridge's ledge and grabs it. After pressing {{button|N64|CRight}} then {{button|N64|CLeft}} to reset the camera orientation, the player should climb up and immediately move {{button|N64|stickdown}} down again, so that Mario runs in an arc off the bridge, hitting the wall and collecting the Star.<ref>[https://www.youtube.com/watch?v=xoRHPj1eghA YouTube video of the Cannonless setup]</ref>
To do this glitch Mario must be holding a cloned 100 [[Coin]] [[Power Star]] with the hands free glitch. Mario must collect the star while he is crushed by an object. If Mario does this the glitch will take effect. When the player presses {{button|n64|B}} or {{button|n64|Z}} it will do absolutely nothing. Lateral movement is decreased and vertical momentum created by jumping is decreased. Slow quicksand will never kill Mario. Other than that Mario behaves exactly the same.<ref>[https://www.youtube.com/watch?v=6jJKs3-U9KA YouTube video of Permanently Crushed glitch]</ref>


===Scuttle Bug Glitches===
===Climb the castle without 120 Stars===
====Scuttle Bug Raising====
[[File:Climb The Castle.gif|thumb|130px|Mario jumping to the castle roof]]
It is possible to raise a [[Scuttlebug|Scuttle Bug]] infinitely, even into vertical [[#Parallel Universes|Parallel Universes]]. To do this, the Scuttle Bug first has to be placed in a specific way via [[#Scuttle Bug Transportation|Scuttle Bug Transportation]] - it needs to be in a room that can be unloaded by entering a door and reloaded just by going close enough to the door, while its own activation radius must also be accessible from outside. Then, after placing the Scuttle Bug, the player has to leave the room through the door to unload it and to deactivate the Scuttle Bug. In deactivated state, the Scuttle Bug is always facing towards its home location, but turns towards Mario and attempts to start an attack if he enters the activation radius even if the room it is in is currently unloaded. Leaving the activation radius causes the Scuttle Bug to deactivate and to turn towards its home location. By going close enough to the door or wall not only the Scuttle Bug will activate again, the room will also load - and the Scuttle Bug will now do the attack it attempted to start earlier and jumps towards Mario. Mario has to leave the activation radius of both the Scuttle Bug and the room at the right time, this causes the Scuttle Bug to deactivate in midair so that it doesn't finish the attack and doesn't fall down, it only turns around to face its home location again. By repeating those steps over and over, the Scuttle Bug can be raised up infinitely, and will eventually end up in a [[#Parallel Universes|Parallel Universe]].
From the right side of [[Peach's Castle]], the player should perform a triple jump onto the grassy slope, moving slightly {{button|N64|stickleft}} to the left during the second jump. If done correctly, Mario will begin sliding and the player can quickly jump to grab the castle roof.
{{br}}


====Scuttle Bug Transportation ====
===Clip Behind Chain Chomp's Gate===
Like most enemies, each [[Scuttlebug|Scuttle Bug]] has a home location, patrols the area around this location within a certain activation radius and if Mario enters this radius, the Scuttle Bug will try to attack him.
[[File:SM64_Behindgate.png|thumb|Mario behind the gate]]
However, unlike most other enemies, the Scuttle Bug's home location can change location, because every time the Scuttle Bug hits Mario, its home location gets updated to the location where it was when the collision happened. By strategically luring the Scuttle Bug away from his home location and allowing it to hurt Mario, it can effectively be transported through the course, but if it tries to leave its native room, it will get stuck in the door.
Using a [[#Bob-omb Glitches|bloated Bob-omb]] in [[Bob-omb Battlefield]], it is possible to get [[Behind Chain Chomp's Gate]] without freeing the [[Chain Chomp]]. After preparing the Bob-omb and navigating to the gated Star with the backwards momentum, the player should position Mario with his back against the gate. When throwing the Bob-omb from this position, Mario will clip through and can collect the Star.


===Spawning Displacement===
===Complete the game with 0 Stars===
This glitch only exists in the Japanese version of the game. When Mario stands on a moving platform like the arrow platform in [[Bowser in the Sky]] or the rotating platform in [[Wet Dry World]], and leaves the area by dying, collecting a star or using the ''exit course'' option in the pause menu, the platform's movement applies to Mario for one frame after he appears in the castle. This causes Mario to not spawn at the intended point, but a bit next to it, dependent on the movement of the platform he was standing on before exiting the course.<ref>[https://www.youtube.com/watch?v=XL8TCplAaWc YouTube video from Pannenkoek2012 about Spawning Displacement]</ref>
After starting a new file, the player should enter the castle and go to the stairs leading to the basement. A ledge near the ceiling can be grabbed to pull Mario into a space in the walls. There, multiple backwards long jumps can be performed to build up speed. Once Mario has enough speed, he can redirect his momentum first towards the castle's entrance door, then up the stairs in the main hall, and finally through the [[Big Star Door|8 Star Door]] to reach Bowser in the Dark World. After defeating Bowser and receiving the first key, the player must head to the basement.


===Suicidal Bowser===
'''NOTE''': Alternatively the moat door skip can be used instead to access the basement without beating Bowser in the Dark World.
In any Bowser battle, most easily on Bowser in the 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 make 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 stay there until he quits the level or jumps off of the platform.<ref>[http://www.youtube.com/watch?v=S3xfYIu5ryg&feature=related YouTube video of "Suicidal Bowser"]</ref>


===Suicidal Goomba===
Next the player should position Mario on a small set of stairs and face away from the 30 Star Door. Performing multiple Backwards Long Jumps here, Mario can clip through said door and past the entrance to [[Dire, Dire Docks]] with good positioning. After Bowser has been beaten in [[Bowser in the Fire Sea|the Fire Sea,]] the player must enter Dire, Dire Docks and pause to exit the course, as otherwise there is no way out of the room. Now that Mario has access to the second floor of the castle, Backwards Long Jumps can be performed to breach both the 50 Star Door and the endless staircase.<ref>https://www.youtube.com/watch?v=lk1w3hcQT7g</ref>
In [[Tall, Tall Mountain]] there is a group of three Goombas near the start. The one closest to the water often gets stuck on an invisible water current or a wall point in the water by walking towards it. (The existence of this can be proven by Mario trying to swim around in the same spot. Mario's physics will act funny.) This Goomba can be lured off the edge by Mario placing himself in the water in front of the spot where the Goomba usually gets stuck. When the Goomba is in the water it will not die; when the Goomba touches the ground in the water it will die. There are also a few spots in the game where Goombas will naturally walk off the edge, and a Goomba can also push another Goomba off the edge into a death pit.


===Victory Dance on a Fence===
===Lakitu skip===
When a [[Power Star]] is collected near a fence during a jump, like the first and third [[Toad]] stars or the star [[inside the Ancient Pyramid]] in [[Shifting Sand Land]], he will perform the victory dance on the fence.
[[File:Lakitu glitch.png|thumb|[[Lakitu Bros.|Lakitu]] without his cloud]]
Before crossing the bridge to enter Peach's Castle for the first time, [[Lakitu Bros.|Lakitu]] will stop Mario and begin an introduction. If the player performs a [[Long Jump]] on the edge of the bridge, the trigger can be skipped and Lakitu remains resting in front of the castle's entrance door, without his cloud. Lakitu will be gone when returning to the [[Castle Grounds]].
{{br}}


===Water Level Manipulation===
===Mario Through the Jet Stream without Metal Cap===
When Mario leaves a loading point area with water the median water level will be set to the current level of the water when it is loaded. Water naturally fluctuates slightly in its level. This means that through repeated timed movement across a loading point Mario can manipulate the water level slightly. While getting significant results from this glitch is very tedious, it is still within the bounds of the game and this can be used to drain or flood [[Dire, Dire Docks]] or [[Wet-Dry World]]. If used to raise the water level in Dire, Dire Docks way beyond the intended maximum height, the water will periodically disappear for a few frames.<ref>[https://www.youtube.com/watch?v=2NtxoAgNY80 YouTube video of Water Level Manipulation]</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>


===Yoshi Falls off the Roof===
===MIPS clips===
There is a glitch that will make Yoshi fall off the roof. There are four spots on the roof where Yoshi can be. Yoshi will randomly walk to the other three points. The points are located: near the wing cap, near the back corner, near the front corner, and in the middle. If Yoshi walks from the wing to the back corner and back there is a chance that Yoshi will step on the slanted part of the roof. When Yoshi walks on the slanted part his movement will be pushed slightly off center. Yoshi will pass the point where he would stop and will keep walking forward off the roof. Yoshi will walk off the roof and reappear on the roof when Mario is away from where Yoshi reappears. If Mario talks to Yoshi just as he is falling off the roof in midair Mario will receive 100 lives and Yoshi will fall to the ground. When the jumping into waterfall animation tries to play Yoshi will get stuck walking towards that direction and the game will be in a soft freeze state. It also freezes when Mario talks to Yoshi on a slanted surface.<ref>[https://www.youtube.com/watch?v=3UDDdbXaGx0 YouTube video of Yoshi Falls Off the Roof Glitch]</ref>
[[File:SM64 MIPS clip.png|thumb|Mario inside the door after a successful clip and grabbing MIPS]]
After grabbing [[MIPS]] for the first time, he can be grabbed again and carried around. When setting MIPS down, Mario moves forward a bit which can be exploited.
{{br}}


==Sequence break==
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.
===Blast Away the Wall cannonless===
If Mario touches an exact spot on the wall which can be [[Blast Away the Wall|blasted away]] by using the [[cannon]], he will do a get-up animation for one frame and collect the star inside it. While it is possible to do this just by running off the log bridge which leads to said wall without further preparation, the player can set up an ideal position for Mario, so that getting the star is almost guaranteed. To do this, he first needs to pass over the log bridge and hang onto the wall right next to it. After getting back up, he must do a backflip onto the bridge, turn the camera left twice and punch once. Then, the player has to hold the stick down, so that Mario walks to the bridge's ledge and grabs it. After resetting the camera by turning it right, then left, the player has to push the stick up to make Mario get up from the ledge grab, and immediately down, so that Mario runs an arc, drops off the bridge and hits the wall on the right spot to collect the star.<ref>[https://www.youtube.com/watch?v=xoRHPj1eghA YouTube video of the Cannonless setup]</ref>


===Climb Slippery Slopes===
===Moat door skip===
[[File:Climb Slippery Slopes 1.gif|thumb|100px|left|The glitch in action]] This will not work on all slippery slopes. Once in front of a slippery slope ([[Mario]] should be facing it), the player must tap {{button|n64|Stickup}} continuously. If carried out correctly, Mario will climb the slope. The player can also tap {{button|n64|Stickright}} and {{button|n64|Stickleft}}, making Mario climb in the commanded directions. This can also be accomplished in the remake (but does not work on most slopes) simply by holding {{button|ds|Pad}} in the given direction without holding down {{button|ds|Y}}. This works on many slopes including the one in the image to the left (Only in the N64 version, due to this slope having been changed into a wall in the remake), and the white slope in [[Bob-omb Battlefield]].
It is possible to enter the door inside the castle's moat while it is still flooded, though the full setup is too precise to be reliably performed in real time.


===Climb Slippery Slopes 2===
With 10 Stars or more, Mario can enter [[The Secret Under the Moat|Vanish Cap Under the Moat]] by speed flying with the [[Wing Cap]] found atop the castle.<ref>[https://www.youtube.com/watch?v=v5o_9XKmAfE YouTube video of Moat Door Skip (original video) by ''Sonicpacker'']</ref> With less Stars however, Mario can instead perform backwards long jumps starting from near the pond to jump down through the grate and enter the course.
[[File:Climb Slippery Slopes 2.gif|thumb|130px|The glitch in action]] Another faster way that works on most Slippery Slopes. Once in front of a slippery slope, The player will need to press {{button|n64|A}} to jump, but not letting go of it. The player must press and hold {{button|n64|Stick}} in the slippery slope direction and repeatedly tap the {{button|n64|B}}. If done correctly the player will walk on the slop, repeatedly jump and kick until he reach the top. This works on many slopes including the slope next to the basement door, the slope of Toxic Maze in [[Hazy Maze Cave]], Bowser's steep slopes (which are turned into staircase once the player steps on [[Purple Switch]]) and the white slope in Bob-omb Battlefield.


===Climb Slippery Slopes 3===
Once inside, the player should stand on a wooden lift and build up immense speed by performing many Backwards Long Jumps against the wall until Mario drops off the elevator into the abyss. This places Mario in the moat water, which conserves the built-up speed. Now by sliding {{button|N64|Z}} on a slope outside the castle and navigating through [[#Parallel Universe|parallel universes]]<ref>[https://www.youtube.com/watch?v=JYgjmOwvTF0 Visualization of the PU movement by ''Pannenkoek2012'']</ref> with precise angles, it is possible to redirect Mario so he is right next to the moat door but not swimming.<ref>[https://pastebin.com/uH5GhHbp Description of the Moat Door Skip and its technical background]</ref>
To climb all short slippery slopes. Once in front of a slippery slope, The player will need to run and [[Triple Jump]] the slope (The first jump should be on the ground, the second and third jumps should be on the slope). If done correctly, the player will be able to climb the slippery slope.


===Climb The Castle without 120 Stars===
'''NOTE''': This grants access to the basement without needing to defeat [[Bowser in the Dark World]].<ref>[https://www.youtube.com/watch?v=iUt840BUOYA YouTube video of TAS Speedrun using the Moat Door Skip]</ref>
[[File:Climb The Castle.gif|thumb|left|130px|The glitch in action]] From the right side of the castle, the player should do the [[#Climb Slippery Slopes 3|Climb Slippery Slopes 3]] glitch and aim his second jump a little to the left. If done correctly, Mario will slide while sitting, the player now must quickly jump and grab the ledge of the castle roof.


===Moat Door Skip===
===Pillarless through the top of the pyramid===
It is possible to go through the door inside the castle's moat while it is still flooded. To do this, it is required to use TAS due to the complicated movement. It is easier with 10 stars or more, but can also be done with less stars.
Using a bloated [[Bob-omb]], it is possible to enter the pyramid in [[Shifting Sand Land]] through the top without standing on the four pillars first. Grabbing the Bob-omb close to the level entrance at its largest possible size before it explodes gives Mario significant backwards momentum. From here the player should navigate up the sand dunes and dive while sliding to initiate the hands-free holding glitch.


If the player has 10 stars or more, he can enter [[The Secret Under the Moat|Vanish Cap Under the Moat]] by [[#Hyperspeed Flying|Hyperspeed Flying]] using the [[Wing Cap]] found atop the castle. With less stars however, [[#Backwards Long Jump|Backwards Long Jumps]] starting from near the pond are needed to enter the level as the Wing Cap is not available until 10 stars are collected. In the level, the Player has to go to the wooden elevators at the end and use one of them to build up hyperspeed by doing Backwards Long Jumps. Then, he has to drop off the elevator into the abyss. Because Mario reappears in the moat's water and does not lose a life, he conserves the built-up speed. The player has to swim the moat along until he reaches the slope on the other side of the castle. From there, he has to use the conserved speed to do [[#Parallel Universe|Parallel Universe]] movement to maneuver Mario to the door.<ref>[https://www.youtube.com/watch?v=v5o_9XKmAfE YouTube video of Moat Door Skip (original video) by ''Sonicpacker'']</ref><ref>[https://www.youtube.com/watch?v=j5j6l9ULxmI YouTube video of TAS Speedrun using the Moat Door Skip]</ref><ref>[https://pastebin.com/uH5GhHbp Description of the Moat Door Skip and its technical background]</ref><ref>[https://www.youtube.com/watch?v=JYgjmOwvTF0 Visualization of the PU movement by ''Pannenkoek2012'']</ref>
The sections of [[quicksand]] can be avoided with Ground Pounds so that Mario stays in the air for longer while being pushed. After passing over the fence and landing on the pyramid, the player has to rapidly press {{button|N64|A}} to scale the slope until Mario is around the same height as the Star [[Shining Atop the Pyramid]]. Performing another Ground Pound will clip Mario into the pyramid, entering it from above.
<ref>[https://www.youtube.com/watch?v=2Lt-yARCNdQ YouTube video of the "Pillarless" glitch]</ref>


===Complete the game with 0 stars===
===Underground lake shortcuts===
To perform this glitch, the player must select a new game, enter the castle and go to the stairs leading to the basement. There, one needs to enter the [[#Black Room of Death|Black Room of Death]] and do [[#Backwards Long Jump|Backwards Long Jump]]s (BLJ) to build up speed. Once Mario has enough speed, he snaps through the castle's entrance door into another Black Room of Death. By turning the camera around, the player can guide Mario back into the castle's main hall, up the stairs and through the 8 star door into [[Bowser in the Dark World]]. After defeating Bowser and receiving the first key, the player must head to the basement.
The cavern where [[Dorrie]] swims in Hazy Maze Cave can be reached without riding the elevator located after the rolling rocks area.  
====Elevator clip====
Between the rolling rocks section and the [[Red Coins]] area is an elevator. After stepping onto the elevator, the player should jump off and position Mario so he hugs the wall the elevator is connected to, then shimmy {{button|N64|stickright}} to the right. When the elevator descends, Mario gets pushed through the floor towards the island with the [[Swimming Beast in the Cavern]] Star.


It is also possible to do the [[#Moat Door Skip|Moat Door Skip]], which allows Mario to enter the basement without beating the first Bowser, but due to requiring extremely precise movement it is currently only possible with tool assistment (TAS).
====Elevator room jump====
Again in the elevator room leading to the Red Coins, the player can go over the walls by performing several Wall Kicks at the top. Starting with a Side Somersault or a Triple Jump can make the process easier, but eventually Mario will reach the underground lake from above.


Regardless of how the player managed to enter the basement, he has to perform the Backwards Long Jump sideways on the small set of stairs in the room with the 30 star door and build up enough speed to clip through said door and skip [[Dire, Dire Docks]]. After the second Bowser has been beaten, the player has to enter Dire, Dire Docks and leave the level via the pause menu to warp to the main hall, as it is not possible to go through the still locked 30 star door from this side. Then,the player has to use the key to get upstairs where Backwards Long Jumps can be used to pass through the 50 star door and to reach the end of the endless stairs where the entrance to the final level is.<ref>https://www.youtube.com/watch?v=lk1w3hcQT7g</ref>
====Triple Jump off the block====
First the player must reach the red mesh platform above the rolling rock pit, where a [[! Block|yellow block]] can be found. Performing a [[Triple Jump]] with the third jump landing on the yellow block gives Mario enough height to pass over the cave walls, where he can fall into the underground lake.


===Mario Through the Jet Stream without Metal Cap===
==Cartridge tilting==
Mario must be in either Jolly Roger Bay or [[Dire, Dire Docks]]. He must dive to where a jet stream is. Next, the player must press {{button|n64|A}}, and just as Mario stops his pose the player must do it again. He or she must repeatedly do so, and, although it is hard to do, if done correctly Mario will be inside the jet stream. This can be used to collect the "Through the Jet Stream" stars without the [[Metal Cap]].<ref>[http://www.youtube.com/watch?v=sLkPk5TzZls YouTube video of "Mario Through the Jet Stream without Metal Cap"]</ref>
{{damage|2}}
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.


===MIPS Glitch===
Effects of cartridge tilting on this game may include parts of Mario's body disappearing or rotating unusually, corrupted music and sound effects, corrupted textures, clipping through collision, blurry graphics, and freezing or crashing the game upon certain interactions.<ref>Sword of Kings (October 1, 2015). [https://www.youtube.com/watch?v=WD--Umq1nnc Super Mario 64 Cartridge Tilting]. ''YouTube''. Retrieved June 12, 2024.</ref>
[[File:SM64 MIPS clip.png|thumb|Mario inside the door after a successful clip and grabbing MIPS]]
{{multiple image
When Mario lets go of MIPS, he goes forward a bit. For some odd reason, MIPS stays around after the player grabs him and gets his star. Mario can then grab him like a normal object. If Mario walks toward the right side of the a door (one of the two spots where the door and the wall touch) while holding MIPS (angled so that MIPS goes a little bit into the wall), and lets go, then Mario will be stuck in the middle of the door (this glitch only works sometimes). If Mario turns around (by crawling) and faces towards MIPS, grabs MIPS, still in the door, then turns towards the other side of the door and lets go of MIPS, then MIPS will be on the other side of the door. If Mario does this to the main door in the water filled room that leads to the star door room, and repeats it with the star door (with less than 30 stars), Mario will be able to get to Dire, Dire Docks or Bowser in the Fire Sea with less than 30 stars. Mario can also do this glitch to get to two different Black Rooms of Death.<ref>[http://www.youtube.com/watch?v=tnlTs7iJedE YouTube video of "MIPS Glitch"]</ref>
|align=right
 
|direction=horizontal
===Pillarless Through the Top of the Pyramid===
|footer=Mario lying sideways, on the ground (top) and during Wing Cap flight (bottom)
Using a [[#Hold Larger Bob-omb|bloated Bob-omb]], it is possible to enter the pyramid in [[Shifting Sand Land]] through the top without getting onto the top of the four pillars first. To do this, the player has to do the ''bloated Bob-omb'' glitch with the Bob-omb near the start and try to grab it at its largest possible size before exploding to gain maximum backwards momentum. While holding the big Bob-omb, the player needs to go up the slope and slide back down to get the right angle for the way up to the pyramid's top. Then, he has to pass over the quicksand by using the backwards momentum provided by the Bob-omb and two [[Ground Pound]]s; the first one should hit the small area with the [[1-Up Mushroom]] and the second one near the fence. A double jump is needed to pass over the fence and to get onto the pyramid, from where the player has to press A rapidly to climp it up while still holding the Bob-omb, until he is at the right height, which is approximately next to the star. There, he has to do a Ground Pound to clip into the Pyramid's top and into the loading zone to enter the elevator inside the pyramid.<ref>[https://www.youtube.com/watch?v=2Lt-yARCNdQ YouTube video of the "Pillarless" glitch]</ref>
|image1=SM64 Lying on the Floor Glitch 1.png
 
|width1=150
===Shortcuts to the cavern===
|image2=SM64 Lying on the Floor Glitch 2.png
There are multiple ways to reach the cavern with [[Dorrie]] in [[Hazy Maze Cave]] without having to use the long elevator located after the rolling rocks area.  
|width2=150
====Elevator Clip====
}}
The player has to enter the room with the black hole, the bottomless pit in which the rolling rocks fall, turn right and go through the door to get to the elevator which leads to the red coins area. After triggering the elevator by stepping onto it, the player has to jump off of it and hit the wall to prevent fall damage. As soon as he lands, he has to position Mario directly in front of the wall the elevator is connected to, and walk to the right side while Mario is hugging said wall. When the elevator comes down, it will push Mario through the floor, so that he falls right onto the island in the center of the sea.
There is a glitch to make Mario lie sideways without disconnecting the cartridge, which is a common graphical result of cartridge tilting. In the American and European versions of the game, the player must go to the roof of [[Peach's Castle]], get the Wing Cap, and go to the left of Princess Peach's image. Mario suddenly lies on the roof and briefly disappears after jumping. The glitch lasts until the console is turned off.{{ref needed}}
====Triple Jump off the Top====
{{br}}
To use this shortcut, the player has to get onto the platform over the black hole, where a yellow [[! Block] can be found. There, he has to perform a [[Triple Jump]], so that the final jump starts from the ! Block. This gives Mario enough height to pass over the room's wall into the area with the sea. Ideally, Mario lands onto the island in the center of the sea.
====Wallkick in the Elevator Room====
Like for the first shortcut, the player has to head to the room with the elevator leading to the red coins area. There, he has to perform a Side Somersault or a Triple Jump followed by a Wall Kick to pass over this room's walls into the area with the sea. This shortcut is best used to press the [[Purple Switch]] without the [[Metal Cap]], as Mario falls from a great height, so that he dives a bit deeper into the water upon impact than usual.


==References==
==References==
<references/>
<references/>
{{Glitches}}
{{Glitches}}
{{SM64}}
[[Category:Glitches|Super Mario 64]]
[[Category:Glitches|Super Mario 64]]
[[Category:Super Mario 64|*]]
[[Category:Super Mario 64|*]]

Latest revision as of 19:52, November 27, 2024

This is a list of glitches in Super Mario 64. For glitches found exclusively in the remake, see 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.

Audio

Big Boo's Haunt music cut-out

In Big Boo's Haunt, the player should choose any mission other than Go on a Ghost Hunt, then defeat Big Boo in the Merry-Go-Round but ignore the Star. Instead the player needs to leave, collect a Vanish Cap and acquire 100 coins. After the Vanish Cap expires, the player should collect the 100-Coin Star. Now the background music does not play, though sound effects can still be heard, including ambient noises outside the mansion. Should the player wear the Vanish Cap again, the music restarts after the cap wears off.

Infinite cap music glitch

NOTE: This glitch does not work in the Japanese version.

After selecting the 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.[1]

To end the glitch, the player can collect another Wing Cap and let it expire.

Japanese music cut-out*

In both Bowser in the Sky[2] and Shifting Sand Land's pyramid,[3] it is possible for the music to cut-out due to multiple glitches exclusive to the Japanese version of the game. While this glitch is in effect, any attempt to leave the course freezes the game. For Bowser in the Sky, just entering the stage the wrong way can cut-out the music. For the pyramid, collecting the fifth secret in an odd way sometimes cuts out the music.

Koopa Shell music glitch

If the player holds Z Button 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.[4]

Koopa the Quick warp music glitch*

In Bob-omb Battlefield, if Mario travels through a warp after starting a race with Koopa the Quick, the "Slider" music is replaced with the "Super Mario 64 Main Theme". This glitch was fixed after the original Japanese release.

Loud Ukkiki glitch

In Tall, Tall Mountain, even if Mario is very far away from Ukkiki, the monkey can be heard as if they were right next to him.

Yahoo paused sound pitch glitch

If the game is paused just after Mario performs a Long Jump or Triple Jump, his voice can shift lower or higher in pitch than normal.

Camera

Below Mario in Bob-omb Battlefield

A camera glitch which causes the camera to focus Mario from below the ground in Bob-omb Battlefield.
The camera glitch in Bob-omb Battlefield

While using the Lakitu camera mode, If the player performs Wall Kicks to jump from the foot of the white slope over the seesaw platform, the camera focuses Mario from below the floor.

In the walls of Dire, Dire Docks

In the beginning area of Dire, Dire Docks, if the player swims into the wall above the tunnel leading to Bowser's Submarine, the camera moves out of bounds. Moving away from the wall returns the camera to a normal position.[5]

Invisible cannon

After entering a cannon, if the player attempts to launch Mario as early as possible, the game gets confused. The viewfinder does not show up and the camera pans out of the cannon as if Mario was standing in that spot, revealing that both the cannon and Mario are invisible. The camera can be controlled and rotated around normally. This glitch ends when the cannon is fired.[6]

Star/death camera glitch

When Mario collects a Star or dies and the platform he stands on moves away, he will warp to the next surface below him, which is often the death barrier. This extreme change in height is too much for the camera to track, resulting in Mario being far below the camera. The spinning platform around the volcano in Lethal Lava Land, Donut Blocks, and being pushed off a Magic Carpet in Rainbow Ride are common places to accomplish this glitch.

Stuck behind door

The camera glitch from Super Mario 64.
The camera glitch

When Mario enters a door in the castle and then goes back through it quickly, the camera may briefly get stuck behind the door. This does not work on the doors in the main lobby.

Wing Cap camera glitch

If Mario lands on a slope on the same frame that he starts flying with the Wing Cap, the camera continues using the mode intended for flight. This can be achieved by Triple Jumping onto the fence past the first bridge in Bob-omb Battlefield, with precise timing. The camera follows Mario closely, and tries to stay behind him at a low angle. The C Buttons buttons only move the camera temporarily.[7]

The camera returns to intended behavior if:

  • Mario receives knockback, is thrown, gets squished, or gets set on fire
  • Mario initiates flight normally, rides a Koopa Shell, or leaves the course
  • Mario enters water, a cannon, or a tornado

Freezes

Attacking an uninitialized Monty Mole

Before popping out of holes to attack Mario, Monty Moles start out invisible and in predetermined locations. Only when Mario is within 1500 units of a hole will the Monty Moles be repositioned and behave as normally seen. Reaching a Monty mole in this uninitialized position and attacking it freezes the game.

  • In Tall, Tall Mountain, the player can use a 100-Coin Star to reach the uninitialized Monty Mole at the bottom of a pit, and attack it before Mario is ejected from the course.[8]
  • In Hazy Maze Cave, the player must take a route that involves Backwards Long Jumping through the mesh wall in front of the Navigating the Toxic Maze Star. After clipping through the wall, the player must go down the elevator, enter the maze, and take the first right turn to get to the plateau with a Blue Coin Block. The uninitialized Monty Mole sits in the poison gas in front of said plateau.[9]

Big Boo's Haunt freeze

There is a corner of Big Boo's Haunt that crashes the game when Mario touches it. This corner can be accessed by entering the rightmost door on the first floor.

After positioning Mario on the thin ledge located to the left of a bright window, the player should jump and move Mario Control Stick down slightly away from the ledge until he begins to fall. Now moving Control Stick up towards the wall and pressing B Button to kick for some extra momentum, Mario should touch the wall and the game will freeze.[10]

Dead Mario softlock

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.[11]

NOTE: Using the "Zombie Mario" glitch removes the need for precise positioning and timing.

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.[12]

Freeze while entering Vanish Cap Under the Moat

When entering Vanish Cap Under the Moat, if the player tries to move the camera around in Lakitu Mode while the screen is black, the game may freeze.

NOTE: This glitch only applies to the North American version.

Hanging Mario freeze

If Mario is pushed backwards off a hangable ceiling before completing the grabbing animation, the game freezes. This can be accomplished using a bloated Bob-omb to push Mario backwards, or a crate placed in a way that can push Mario off.[13]

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.[14]

According to Tyler Kehne,[15]

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.

Monty Mole rocks filling memory

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,[16]

... 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.

NOTE: This glitch may not work on the Virtual Console release.

Graphics

Boo glitch

The boo glitch from Super Mario 64.
The Boo facing away from Mario
The boo glitch from Super Mario 64.
The same Boo outside the castle walls

After collecting at least 12 Power Stars 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.

Now the player must enter the basement and immediately return to the Boo, who is now facing forward. Performing the previous actions again will cause the Boo to seemingly disappear. However, the player either enters the door to the courtyard or manipulates the camera to see beyond the wall, the Boo can be seen floating behind the door.

Bubba death glitch

If Mario is using a Koopa Shell to surf on the water and gets eaten by a Bubba, the shell stays suspended in the air.[citation needed]

Doors and a cloud in empty space

HiddenDoor.png
The first hidden door
Random Hidden Door 2 Glitch
Another hidden door
Viewing out of bounds Star Doors
Two floating Star doors

Certain doors in Peach's Castle are visible from other rooms when the camera shows the space beyond the walls. This can be achieved by standing near a wall and using the first-person camera mode Up C Button to look through it. The doors appear to be in empty space because the rest of a room is not rendered while Mario is in another area.

  • If Mario looks around in first-person view while standing on the left edge of the platform with the 70 Star Door, a door from the lower level is 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.
Random Hidden Cloud glitch
The hidden cloud

Likewise, the reflection of 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.

Fly Guy size manipulation

If Mario runs back and forth underneath the Fly Guy in Tall, Tall Mountain, it begins to shrink. This is a side effect of the Fly Guy changing size to signal that it is preparing to shoot a fireball. The Fly Guy's size affects the starting height of a Spin Jump off of it.

If the glitch is repeated, the value for the Fly Guy's size eventually becomes negative, causing it to render upside-down and inside-out. Mario cannot interact with the Fly Guy while it has a negative size.[17] Repeating the glitch for long enough will cause one of the base positions of the Fly Guy's model to exceed float values that properly convert into a 32-bit signed integer, resulting in a game crash.[18]

Frozen head*

Frozen Head Glitch
The glitch in action

After defeating Bowser in the Dark World or Fire Sea, he drops a key. In the Japanese version, if the player runs to where the key will land, presses Up C Button and looks somewhere, Mario keeps looking that way during the key collection cutscene.[19]

Ground Pound turn-around

When Mario ground pounds out of a Side Somersault, he turns around instantly in midair.

Instant Tower of the Wing Cap transition

Other Way to Enter Light glitch
Mario performing the glitch

When the Tower of the Wing Cap is unlocked, Mario has to stand right next to the sun carpet in the castle's main hall and look Up C Button at the sun on the ceiling. Then, he has to leave the first-person view mode, quickly step onto the carpet, and press Up C Button again. Mario enters the Tower of the Wing Cap instantly while the camera is still zooming in, instead of framing the ceiling as intended.

Invisible Bowser

Mario grabbing Invisible Bowser
Mario grabbing invisible Bowser's tail
Invisible Bowser defeated
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.[20]

Mr. I hovering around Mario glitch

This glitch occurs in Lethal Lava Land only. The player has to get the Koopa Shell from the yellow block and set the camera to fixed mode, so that a Mr. I can be seen until Mario moves. Then, he has to defeat the Mr. I by circling around it, but due to it being offscreen now, its death animation cannot play. The defeated Mr. I's eyeball then hovers around Mario for a short amount of time and move in various ways.[21]

Pitch conservation

When Mario is in a diving animation (normal diving, swimming, or flying), his angle is preserved in memory. This value is supposed to be reset between animations, but due to an oversight, sometimes it does not. For instance, if Mario exits the water while he was facing upwards and then performs a dive, the dive will start with the previous extreme angle as opposed to a normal dive. Despite this dramatic difference, the physics of the move are unchanged.[22]

If an extreme angle is preserved and Mario starts flying, he will immediately face the preserved angle which will influence his trajectory. Several actions reset the conserved angle, including grabbing a ledge, shooting from a cannon, changing areas, and jumping while facing a slope.

Power Meter glitch

When Mario dies in a course, the Power Meter is typically set to one wedge for the cutscene where he is ejected from the course and the meter refills. However, when Mario is ejected from Hazy Maze Cave, Rainbow Ride, Bowser in the Dark World, or Bowser in the Sky, there is a delay before the meter is set to one wedge, so when Mario returns to the castle the amount of wedges in the Power Meter briefly carries over from death.[citation needed]

Physics

NOTE: These glitches result from how Mario and/or other characters and objects interact with the world.

1-Up Mushroom circling Mario glitch

Chasing 1-Up glitch
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 Nintendo DS remake.

Baby Penguin stuck in chimney

Baby Penguin Glitch
Tuxie inside the chimney

In Cool, Cool Mountain, the player should pick up a Baby Penguin and bring it to the cabin at the summit. By letting go of the Penguin above the chimney, any attempt to reclaim the baby will result in Mario entering the slide area with the Big Penguin. Reloading the main area by either talking a bridge warp or exiting the cabin at the base of the slide will reset the baby Penguin's position.

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.

Location Description
Castle entrance One BRoD pair is accessible by falling through the castle roof.
Mario can escape by jumping through the wall above the front doors inside the castle.
Lobby Another BRoD can be accessed by performing the #Clip through wallssecond ledge clip.
This room can be exited with backwards long jumps.
Basement The third BRoD pair is accessible with a MIPS clip through the basement door.
This room can be exited by performing backwards long jumps.
Basement Similarly, clipping through the moat door with MIPS grants access to the fourth BRoD pair.
Courtyard The fifth BRoD pair can be accessed if the player performs backwards long jumps to clip inside.

¹This BRoD is inescapable.

Climb slippery slopes

Climb Slippery Slopes 2 Glitch in action
Mario scales a slope

While facing a slippery slope, the player must rhythmically switch between moving Control Stick up towards the slope and holding the control stick Control Stick neutral. This process allows Mario to climb the slope. Similarly, this can be accomplished in the remake by moving +Control Pad in the given direction without pressing Y Button down.

NOTE: This trick does not work on all slippery slopes. Additionally, the slope shown was changed to a wall in Super Mario 64 DS.

Climb Slippery Slopes 2 Glitch in action
Mario kicks up a slope

Alternatively, if the player runs Control Stick up up a slippery slope and kicks B Button 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.

Clip through walls

There are various tricks the player can perform to clip Mario through walls depending on the situation:

Ground Pound
clipping :
When initiating a ground pound, the game keeps Mario in place for a moment before sending him downwards.
This moment can be exploited to clip through moving platforms including:
  • 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,[23] despite being removed in Super Mario 64 DS.
  • A revolving checkerboard elevator.
  • An elevator that is not very thick.
  • An elevator that moves fast downwards.
  • An elevator that moves extremely fast upwards.[24]


Ledge clipping : There are certain walls in the game that Mario can clip into by grabbing onto specific parts of a ledge. These include:
The go through the room glitch from Super Mario 64.
A ledge clip
  • In the castle upstairs spiral staircase, running to the pole on the left wall, and then jumping twice makes Mario go through the room and onto the stairs.
  • On the basement stairs, if the player aims a double jump correctly to the right side, Mario grabs a ledge and pulls himself up, and he stands in another Black Room of Death.
  • By standing under and jumping at the part of the first bridge of Bob-omb Battlefield that is closest to the start of the level, Mario clips through the bridge.


Miscellaneous
wall clipping :
Some walls can be clipped through without much resistance. As such, the following examples do not require Backwards Long Jumps or similar techniques:
  • 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.
  • In Cool, Cool Mountain, right next to the most distant red coin at the bottom, if Mario climbs the slope from the direction that leads toward the cabin, there is a point at top 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 causes Mario to slam into the fence and the ground in the right direction, Mario passes 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).[25]
  • In Tall, Tall Mountain, by jumping into the ledge located just below the platform with an Ukkiki that steals Mario's Cap.[26]
  • 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).[27]
  • 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 A Button button then the B Button button (Mario kicks 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.
  • In Jolly Roger Bay, above the entrance to the cave, by a rock. The wall can be clipped through if the player is swimming with full speed and pressing B Button at the correct time. This lets the player clip through the wall into the cave.[28]
  • 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 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.

With one exception, 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.[29]


Clip with objects

The following glitches involve Mario being pushed through solid geometry using either the push from an object or the backward force from throwing objects.

Bob-omb clip

Mario can be pushed through walls by jumping between the wall and a Bob-omb as it chases him.[30] Alternatively if Mario holds a bloated Bob-omb with his back to a wall or steep floor, throwing the Bob-omb can push Mario through. This can be used to clip Behind Chain Chomp's Gate and collect the Star without freeing the Chain Chomp.

Chuckya clip

When Mario is held by a Chuckya, the Chuckya will ignore any collision it may swing Mario into. By luring a Chuckya to a wall and then having it grab Mario, it can throw Mario through walls or even out of bounds. Alternatively, if Mario has his back against a wall and throws the Chuckya, the action will push Mario through the wall.

Crate clip
The hidden cork glitch from Super Mario 64.
Mario clips into Whomp's Fortress

After placing a crate next to a wall, the player should ground pound between the box and the wall. This will cause Mario to clip through the wall. Alternatively, if Mario has his back against a wall and throws the crate, they will briefly interact which will push Mario through the wall.[31]

Penguin clips

In Cool, Cool Mountain, both the Mother Penguin and the Baby Penguins can be used to clip through walls:

By grabbing Tuxie after reuniting with her mother, she can be lured to stand next to the cabin at the foot of the mountain. Mario can then clip into the cabin by jumping in between the wall and the Mother Penguin.[32] Alternatively, Tuxie can be used to clip through the floor by guiding the Penguin to the peak of the mountain and jumping just past her. This glitch can be used to avoid collecting the coins above the chimney of the cabin.[33]

Coin through platform

Beneath the gray platform in Shifting Sand Land, Mario should run toward a Goomba and defeat it with either a dive, break dance, or slide kick. This should launch the Goomba away, and its coins may fly upwards and through the ceiling.

Death out-of-bounds

The killing corner glitch from Super Mario 64.
Mario dying without his cap

The boundaries that surround each course and the castle are designed to never let Mario through, and are more effective than typical walls; anywhere that no floor exists below a space is out of bounds. However, certain interactions do not account for this restriction, allowing Mario to breach the boundary. As a failsafe, the game will always unceremoniously deplete Mario's Power Meter the instant his position is out of bounds.

NOTE: The death barrier is defined using a floor, so the large pits below certain levels are not out of bounds.

One method involves Mario lifting himself from a ledge. If Mario reaches the rightside corner of the castle roof, he can hang from the ledge right against an invisible boundary. The player can pull Mario back up onto the roof, where Mario will climb up past the intended boundaries and lose a life. Due to the placement of the out-of-bounds check in the middle of a process that cycles his cap state before rendering the image,[34] he also loses his cap.[11]

Alternatively the player can be pushed or placed out of bounds by Bob-ombs and Chuckyas respectively, or clip through using a crate. For example, if a player grabs a crate in Bob-omb Battlefield, Mario can crouch Z Button to place the box partially inside a slope at an edge of the level. Then by then performing a ground pound between the crate and the hill, Mario will temporarily clip under the slope despite the space being out of bounds. This is caused by the game using a stale reference for the ground that Mario was last in contact with, mistakenly assuming that the space Mario clips into is valid. However after being moved, the game updates this floor reference and Mario is killed from being out of bounds.

Death transferring

When Mario loses all his health and leaves the area through certain means, his dying animation can occur in the new area by exploiting instances where his health is preserved between areas. This transfer of health results in the game attributing the death to a different cause than whatever action brought Mario's health down. These glitches can be performed in the DS remake.

Burn into drowning

Burn n' Drown glitch
Mario drowning after burning to death

By leaving Vanish Cap Under the Moat with no health remaining, Mario can drown in the castle moat immediately after spawning there. One strategy is to let a Keronpa Ball burn Mario while at two remaining wedges of health, then running off the ledge. Mario will be warped to the moat with no health, thus he drowns and loses a life.

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.[35]

Death exit

Mario landing with no health

The player can deplete Mario's health to two wedges and enter the Tower of the Wing Cap. When the Wing Cap begins to wear out, they should aim to land on the edge of the central platform so Mario slides off while taking fall damage. Once Mario lands back in the castle lobby, he dies.

A more universal method involves taking small fall damage. While in a course, the player must take die from fall damage while not moving Control Stick the control stick. As the health depletes, there is a brief moment when the player can pause the game and exit the course before the death animation plays.

Drown Twice

After completing the mission Board Bowser's Sub, a large opening leading from the second area of Dire, Dire Docks to the lake outside of Peach's Castle will become accessible. If Mario drowns while drifting into this opening, he will drown a second time at the other side.[36]

Snufit into drowning

While Mario's health is low in the Cavern of the Metal Cap, the player must obtain a Metal Cap and have a Snufit chase Mario. When Long Jumping to the box Mario can be hit by the Snufit, causing him to fall into the waterfall and return to the castle moat. Mario will die as soon as he hits the lake.

Elevator escape glitch

In Hazy Maze Cave, it is possible to clip the moving arrow platform out of the red coin room by running it into a wall, then quickly alternating between the arrow facing towards the wall and an arrow facing perpendicularly. If done enough times, the platform will enter the wall and will move out of bounds.[37]

Floating Bob-omb

The Bob-omb suspended in air

In Mission 1 of Bob-omb Battlefield, there is a Bob-omb operating the water cannon along the mountain path. If Mario picks up this Bob-omb and ground pounds Z Button then the Bob-omb will be suspended in mid-air, as the programmers modified this particular Bob-omb's behavior to keep it in place.[38]

Gentle squish

The crushed without damage glitch from Super Mario 64.
A healthy, squished Mario

Inside the pyramid of Shifting Sand Land, if Mario is positioned at the edge of where the Spindel rolls, it will start to flatten Mario. However, being crushed will only do damage if Mario is squished a sufficient amount, so he will not lose any health. While gently squished the player cannot move until the Spindel rolls off of Mario. This effect can also be seen if Mario stands beneath elevator lifts in various levels.

Grinding glitch

If Mario is positioned at the edge of ground such that he is facing slightly away from the ledge, falling off and immediately attempting to move back towards the ledge can make Mario rapidly switch between falling and standing. In this state the camera will shake, and if the player presses A Button Mario performs a Double Jump.

This glitch is labeled grinding glitch by analogy to a type of skateboarding trick.

Ice cap loss

In Snowman's Land, Mario will lose his cap when blown off the icy bridge by the Snowman's Big Head. If the player is unfortunate, the cap may be sent towards the ice box into the section with a Star inside. This Star will prevent Mario from retrieving his hat from above. If the game saves at this point, Mario will remain capless unless the player abuses speed exploits to clip through the side of the ice box.

Invisible walls

An invisible wall in the game Super Mario 64.
Mario hitting the side of a staircase step

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.[39] Despite these collisions being attributed to "invisible walls" the actual culprit is most often an exposed ceiling.[29]

A list of examples has been attached.
Example Cause
The invisible boundaries that surround every area. Out of bounds
In the first room of the castle on the top right side where the fence bends[40] Needs new reference to confirm
On the right side of the first stairs in Bob-omb Battlefield.[41] Exposed ceiling
In Bob-omb Battlefield, on top of the fence over the tunnel where there is a rectangular opening.[41] Exposed ceiling
In Bob-omb Battlefield above and in the red arrow sign directly after the bridge and to the left of the tunnel.[42] Needs new reference to confirm
Near the rotating log in Tall, Tall Mountain. Unconfirmed
In the entrance of Bowser in the Dark World, very small spot on the stairs. Exposed ceiling
In Bowser in the Dark World, above one of the corners of the fence on the curving path.[43] Needs new reference to confirm
In Snowman's Land at a right angle to the edge of the snow triangle creating machine's path. Mario dies if he touches this wall.[44] Needs new reference to confirm
Inside the volcano of Lethal Lava Land, in the middle of the downward flowing lava. Unconfirmed
In Dire, Dire Docks where the sign is in the second area and the temporary boxes spawn.[45] Needs new reference to confirm
Above the overhang at the beach in Tiny-Huge Island.[46] Exposed ceiling
At the sides of the swinging pendulums in Tick Tock Clock.[47] Exposed ceilings

Overextended see-saw

NOTE: The following trick does not apply to the rotating platforms in Big Boo's Haunt.

See-saw platforms will rotate based on the side Mario is standing on. Typically they will not rotate more than 90° as Mario will begin to slide off. However, this restriction can be bypassed if the player performs the first method of climbing slippery slopes, allowing Mario to continue tilting the platform. If the platform is rotated more than 260° from its resting position, it resets as soon as Mario stops standing on it.[48] Due to these types of platforms being offset from the pivoting axis, the whole platform will eventually be on the opposite side of Mario relative to the axis, making 270° the absolute limit.[49]

Segmented Pokey

Pokeys are normally made of four connected segments and a head. If Mario knocks a segment off it will disappear and the head will drop down, but after some time all segments will regrow. If a Pokey travels into the stone structure in Shifting Sand Land, the Pokey can split into two pieces. Now the head does not move downward when Mario destroys segments.

Slide in place

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.

A list of examples has been attached.
Area Description
Castle lobby In the first room of the castle at the edge of the ceiling (where it is angled downward and inward).[50][51]
Bob-omb Battlefield Mario can get stuck in the corner of most hills.[52]
Whomp's Fortress Between the wall and the left breakable wall.[53]
Shifting Sand Land Near Klepto and between two inward and downward facing planes.[54]
Hazy Maze Cave Between the abandoned mine wire door and the land in front of the Purple Switch. Requires precision placement.[55]
Hazy Maze Cave At the bottomless pit where balls fall.[56]
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 A Button followed by B Button. [55]
Bowser in the Fire Sea By diving towards the corner at where the green funnel and the last platform touch.[57]
Tall, Tall Mountain Behind the log and on the waterfall.[58]
Snowman's Land At the top of the giant Snowman head, when Mario is slowly walking towards the high sloped glaucous-colored wall.[59]
Rainbow Ride On the back slope of the big house roof. This one does not work on the original Japanese version.[60]
Bowser in the Sky At the vertical slope, with perfect movement, it is possible to get stuck in the corner of the slope.[55]

Slide on dangerous surfaces

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.

Speed exploits

All of these glitches involve Mario being able to increase in velocity without limit, due to the lack of a speed cap on certain actions such as moving backwards and wall jumping. Mario can conserve this momentum into Wing Cap flight, abuse this speed to pass through walls, and traverse between parallel universes.

Backwards long jump

Mario beating the game with less than 70 Stars

A long jump typically sends Mario forwards. However, if the player then holds the control stick Control Stick down back relative to Mario and continues to perform long jumps, Mario will begin moving backwards. If this is performed on a staircase, steep slope, riding up an elevator, or with some surface that holds Mario in place, he will land much sooner than on flat ground.

The backwards long jump glitch from Super Mario 64.
Mario on top of the endless stairs with 16 Stars

When landing, the player can rapidly tap the A Button button, causing Mario to zoom backwards at very high speeds.[61] This is most famously used to reach the top of the endless stairs in the Peach's Castle.[62] 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.

This glitch is fixed in the Super Mario 64: Shindō Pak Taiō Version re-release, as well as subsequent releases based on this version (namely the iQue Player release and the version in Super Mario 3D All-Stars), as a limit is added to the speed Mario can achieve when he travels backwards. The glitch is also fixed in Super Mario 64 DS, in which attempting to perform it causes the camera to move behind Mario and makes him turn around. The glitch is not fixed in the Virtual Console or Nintendo 64 - Nintendo Switch Online releases.

This glitch is acknowledged in the "Super Mario 64 Question Mark Block" LEGO Super Mario set, as the "Perform the perfect jump" mission consists of the player replicating the glitch to obtain a Power Star.[63]

Speed wall kicking

When Mario contacts a wall in the air, there is a moment where he can perform a Wall Kick. Normally this will set his speed to a fixed amount, however if the player presses A Button the instant Mario contacts the wall, he will push away from the wall before the game can limit his speed. Done consecutively this can be abused to accumulate forward speed, although the process is slower and more precise than performing than abusing Backwards Long Jumps.[64]

Speed walking

When standing on a slope and the edge of water, the backwards momentum Mario receives can build up. This can be abused to reach massive backwards speed if there is something to hold Mario in place during the process. Among these spots are:

  • In the castle grounds next to the waterfall where the water and the wall touch on the left side.[65]
  • In Whomp's Fortress the corner next to the cannon and the brick wall in the pool of water.[66]

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.[67]

Stuck Skeeter

If the water level in Wet-Dry World is lowered when a Skeeter is in between two platforms, it will be unable to escape, constantly banging into the sides of each wall.[68]

Stuck to lava glitches

It is possible for Mario to become stuck under objects while falling into lava, preventing him from bouncing away. Getting burnt by lava does not give Mario temporary invulnerability unlike running into an enemy, so in these situations he rapidly screams and dies near-instantly.

NOTE: If the player runs through a Spinning Heart before burning Mario, he can stay in contact with the lava for longer.

Platform crush glitch

Brutal Death glitch
Mario is crushed on lava

In 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 gently squished.

Rolling log in Lethal Lava Land glitch

The crushing log glitch from Super Mario 64.
The Crushing Log glitch in action

The player must grab a Green Shell in Lethal Lava Land, and head to the log near the caged area. After jumping onto the log to make it move, they should charge at the log as it rolls towards Mario. Upon contact, Mario loses the Green Shell and the log crushes him while he is repeatedly burnt by the lava, causing a near-instant death.

Tilting lava platforms glitch

The stuck in the lava glitch from Super Mario 64.
Mario stuck burning on lava

In either Lethal Lava Land or Bowser in the Fire Sea, the player should dive underneath one of the tilting pyramid platforms that float above the lava. If positioned correctly, Mario will be stuck to the bottom of the platform due to the ceiling, and so he rapidly gets burned and his Health Meter drains almost immediately.

Unreachable 100-Coin Star

Unreachable Star

Once Mario collects the 100th coin in a course, the 100-Coin Star will spawn a set distance above the player with no exceptions. If the 100 coins milestone is achieved close to a ceiling, the Star will be placed inside the ceiling where Mario cannot collect it. This oversight is commonly seen by collecting a Red Coin atop a bookshelf in Big Boo's Haunt and the highest Red Coin in Dire, Dire Docks, though it is possible to collect a coin from a defeated enemy and achieve the same result.

Wing cap momentum memory

When Mario touches the ground after a Wing Cap the game does not reset the variables affecting the direction Mario was turning towards. This means that if the player holds Control Stick right or Control Stick left on the Control stick just before Mario touches the ground and then performs a Triple Jump to fly again, Mario suddenly jerks towards said direction.

Scripting

NOTE: These glitches abuse interactions that cause objects or displayed information to perform unintended behaviors.

Beached Bubba

Although Bubba cannot be defeated by conventional means, there is a way to beach the hungry fish. In Tiny-Huge Island, Mario should lure the Bubba to the rocky edge of the shoreline. If Bubba lunges out of the water and lands on the rocky surface, it will begin drifting across the island while facing downwards. Bubba will stop at walls and will still attempt to chomp at Mario in this state, albeit without being able to chase him. If Bubba falls off of the level, the fish can be seen resting on the death barrier.[69]

Bowser momentum glitch

MomentumGlitch1.pngMomentumGlitch2.png
Bowser is sent flying off the stage in the Dark World and Fire Sea

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.[20]

Because Bowser fell off during the hit, he will eventually jump back to the center of the stage and the battle will progress as if he was never injured.

Broken big crate glitch

If the player attempts to destroy a Purple Switch crate as it disappears, it will instead break as the Purple Switch is pressed again.[13]

Broken bookshelf glitch

During the mission "Secret of the Haunted Books" of Big Boo's Haunt, it is intended that Mario approach a bookcase and hit three of the books in a particular sequence, opening a path to the Star.

Once a book is hit, it will stay inserted unless the player does not apply the correct sequence or he exits the room. Due to an oversight however, Mario's progress in the sequence is remembered. This means that Mario can hit two of the books in the correct order, leave the room, and come back to hit the third book, which should play a jingle. If Mario now hits another book before the bookshelf opens up the game will be confused, as Mario has now both inputted the correct and incorrect code. The bookshelf will not move yet the books will not pop out to let the player try again.[70]

Cap duplication

While Mario's cap is resting on the ground, if the player uses a warp and returns, a duplicate cap will be created in the same spot the original cap fell. This can be performed repeatedly to create a new cap on every warp, and a duplicated cap will adopt Mario's facing angle from the moment it was created.[71]

Cap in hand glitch

The cap in hand glitch from Super Mario 64.
Mario holding his cap

If the player strikes a Cap Block and lets it respawn to hit it again, two caps will briefly be collectable. If Mario picks up the first cap before it disappears and the second cap lands on him before he finishes, Mario will hold the special cap in his hands while still gaining the new attributes.

Alternatively the player can perform the glitch to have multiple hats in the same spot. Attempting to pick up the hats will cause Mario to put them on one at a time. When Mario picks up the second, the cap on his head will disappear and Mario will keep holding the second cap in his hand rather than placing it on his head.

There are several aspects that are affected by performing this trick:

  • In this state Mario's hat cannot be stolen or blown off his head, though damage is still increased due to Mario not wearing the cap.
  • Talking to a Bob-omb Buddy will cause Mario to correctly put on the cap.
  • 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 remotely.
  • Saving and reloading the game, Mario will be without his cap.[72]

Cloning

Mario holding a Goomba clone in the game Super Mario 64.
Mario holding a Goomba clone
Mario Holding nothing glitch
Mario holding nothing in his hand
Mario holding a coin clone

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.[73] 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.

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 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.

Coin counter rollover

If Mario collects more than 255 coins in a course, it will save a number less than or equal to 255 as the coin count record. For example, collecting a Star while the coin count is at 999 will record a coin count of 231 coins. The reason this happens is that the record's coin counter only saves the first byte of the level's coin data (which is stored in two bytes). The coin counter effectively rolls over while saving. If Mario collected 256 coins (or a number multiple of it, such as 512, and 768) in a level, it would be stored as 0.[74]

NOTE: The maximum number of coins that can be collected while in a level is 999; collecting more does not affect the coin counter, except on the original Japanese release.

Delayed dialogue

Certain text boxes will automatically open when Mario is standing in proximity to Koopa the Quick, the Big Penguin, et al. These textboxes can be delayed to initiate the conversation from further away than intended. By performing a Triple Jump with one of the jumps being in the range of the speaker, the game will not begin the conversation until Mario lands for a long enough moment. If Mario wears a Wing Cap he can fly an arbitrary distance from the speaker, which can be exploited to beat Koopa the Quick in zero seconds.

Disappearing Fly Guy

In Snowman's Land, if Mario stands near a specific tree then a Fly Guy will fly towards the freezing water and will mysteriously die. It is believed that the freezing water physically extends beyond what is seen.[75]

Drowning Goomba glitch

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 Exploits
A render of a Bob-omb from Super Mario 64
Bob-omb
Bloated Bob-ombs
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.[76] 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 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.[30]


Missing Bob-ombs

Mario should grab any Bob-omb on Tall, Tall Mountain and stand at a ledge. By dropping or throwing the Bob-omb off, it will not respawn unless Mario exits the level. Sometimes the Bob-ombs will wander off the mountainside automatically, with the same result.

Model of the Bully enemy from Super Mario 64.
Model of the Chill Bully enemy from Super Mario 64.
Bully
Bully blocker

If a Bully rams Mario into the corner of two walls, it may repeatedly strike Mario where escaping requires jumping away during an unreasonably small window of time.[77] This issue was addressed in the DS remake; if a Bully rams into Mario it now pauses between strikes.


Chill Bully off platform

In Snowman's Land, it is possible to push the Chill Bully off of the ice platform without it landing in freezing water using a Koopa Shell. This Bully will sink into the ground in various places, particularly when interacting with slopes, stepping onto low-elevation ground, or going too far from the platform. Once the Chill Bully sinks, it releases a Star as expected.[78]


Unfinished Bully boiling

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.[79]

Chuckya SM64.png
Chuckya
Chuckya drop

Normally Chuckya is unable to willingly move off an edge. However, a Chuckya can become airborne while traveling down a steep enough slope, and being in the air removes this restriction. This can be abused in Bowser in the Sky after Mario performs a specific set of actions to manipulate the Chuckya from below until it reaches a nearby slope, allowing the Chuckya to fall down to Mario.[80]


Grabbed by dead Chuckya

A thrown Chuckya will explode on impact. If it manages to grab Mario right when this happens, Mario will be stuck in midair and the player is softlocked. Similarly, if Chuckya is dropped into a bottomless pit and Mario gets grabbed during the fall, Chuckya despawns and Mario flails in place.


Grabbed while holding a clone

If Mario holds a Chuckya clone and gets grabbed by the real Chuckya, Mario will be forced to drop the clone. This causes the real Chuckya to be thrown and explode on the ground, leaving Mario flailing in the air. This can also be achieved with a Heave-Ho.


Invisible Mario

After performing the 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 struct position which is controlled by the player and used for calculations, and his object 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.[81]

NOTE: Jumping on a slope near the Chuckya ends the glitch and turn Mario visible again. Attempting to go out of bounds will reposition Mario at his object position and end the glitch.

Rendered 3D model of the Heave-Ho enemy in Super Mario 64.
Heave-Ho
Heave-Ho's disappearing act

If the player uses a cloned Crystal Tap to set the water level so that it is at the exact same level as one of the surfaces with a Heave-Ho, the water level will repeatedly rise above said surface due to its natural oscillation. Thus the Heave-Ho repeatedly appears and disappears in tandem with the water.


Heave-Ho out of bounds

In Wet-Dry World if Mario clips behind the pushable block intended to be pushed into the wall, which can be achieved by clipping with Chuckya, the block can instead push the block out of the wall. By luring the Heave-Ho into the hole and squeezing it against the wall with the block, the player can push the Heave-Ho out of bounds, where it will fall to the death barrier and then respawn on the surface of water.


Heave-Ho's Skeeter impersonation

Typically Heave-Hos disappear when water submerges their platform and reappear once the water is gone. However, if Mario is near a respawning Heave-Ho while the water level drops, the Heave-Ho sticks to the water's surface and sinks through the floor. The Heave-Ho will be driving on the surface of water, comparable to Skeeters. Raising the water level above the platform will correct the glitch.[82]


Heaved while holding a clone

If Mario holds a Heave-Ho clone and gets grabbed by the real Heave-Ho, Mario will be forced to drop the clone. The real Heave-Ho is then dropped, leaving Mario flailing on the ground in a softlock. This can also be achieved with a Chuckya.

Rendered model of the Scuttle Bug enemy in Super Mario 64.
Scuttle Bug
Scuttle Bug raising

It is possible to raise a Scuttle Bug arbitrarily high, even into vertical Parallel Universes. This abuses two properties:

  • A room and its contents are only active when Mario is inside or is standing next to its door.
  • Inactive enemies will process that Mario is near and initiate its behavior, but can only act once they become active again.

First the player should transport a Scuttle Bug to a new position, where its activation radius can be entered from a adjacent room. When the player exits the room this Scuttle Bug will be deactivated. In this state, a Scuttle Bug will turn to face towards its home location unless Mario is close enough, in which case it will turns towards Mario and attempt to lunge. By standing close enough to the door so that the room becomes active, the Scuttle Bug can now continue its attack. If Mario moves away to deactivate the room while the Scuttle Bug is at the peak of its jump, it ends up suspended in midair and the lunge is cut short. This process can be repeated despite the Scuttle Bug being off the ground.


Scuttle Bug transportation

Each Scuttle Bug has a home location to patrol around, and if Mario gets close then the Scuttle Bug will try to attack him. However unlike most enemies, the Scuttle Bug's home location can be changed, as every time a Scuttle Bug hits Mario the game sets a new home at that position. By strategically luring a Scuttle Bug away from its home and letting it lunge into Mario repeatedly, Mario can effectively transport the bug. Note that Scuttle bugs are unable to leave their native rooms, instead getting stuck in the door.

Falling Chain Chomp glitch

In Bob-omb Battlefield, if Mario frees the Chain Chomp from its post right as it lunges, its momentum will influence the Chain Chomp's trajectory and it may go over the fence as it hops around. This offset will cause the sequence to look very strange, as the Chain Chomp hits the wall at the bottom when attempting to break the cage that holds the Star.[83]

Falling Yoshi glitch

Once Mario has collected 120 Stars, Yoshi can be found atop the flat section of the castle roof walking between four different spots:

  1. Near the Cap Block
  2. Near the central spire
  3. Near the back-right corner of the castle roof
  4. In the center of these three points

Starting from position 1: if Yoshi turns counterclockwise walking to position 3, and then turns clockwise walking back towards position 1, there is a chance that Yoshi will step onto the slanted part of the roof. This offset interrupts Yoshi's path, causing him to pass the aforementioned spots and continue walking forwards. If Yoshi falls off the roof and Mario is away from his normal location, he will respawn. If the player tries talking to Yoshi on a slanted section, Yoshi may be unable to properly jump to the waterfall, resulting in a softlock. Similarly, if Yoshi is spoken to while he is steps off the roof, he will be blocked by the castle wall, unable to reach the waterfall.[84]

Floor property inheritance glitch

When Mario is standing on the edge of a surface with another floor below him, the game may incorrectly apply the properties of that lower floor to where Mario stands. For instance, Mario can sink into a Tox Box because of the quicksand directly below,[85] or slide back as if the floor is steep.[86]

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.

A list of object properties has been attached:
  • Crates and Crazed Crates are invisible but are still fully functional. The impact will yield no coins, but the boxes can be reused.
  • Moving objects like the rotating log at Tall, Tall Mountain are still visible, however they are no longer solid.
  • The Bob-omb Buddy has no animation and will not rotate towards Mario. Initiating a conversation will softlock the game.
  • Goombas, like 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.
  • Chuckya is invisible but can still be interacted with. When thrown it will yield no coins.
  • Mario will interact with Bob-ombs exactly like the Chuckya. It will not explode nor move.
  • Not a single Monty Mole appears, and the holes they emerge from are missing.
  • Red Coins are appear to stop spinning. When collected they neither disappear nor show the number of them collected.
  • 1-Up Mushrooms are visible but cannot be collected.
  • Power Stars can be collected to exit the course, but they do not rotate.

A similar glitch is possible in New Super Mario Bros.

Mario's magic monkey*

At the section of Tall, Tall Mountain with a log, the player should dive at Ukkiki such that Mario lands in the water, swimming with Ukkiki in his hands. Note that Ukkiki has not spoken at this point, since the game waits for Mario to be standing on the ground. Sliding off of the geometry in the water and bouncing on the ground will allow the player to Ground Pound Z Button which drops the monkey without ever conversing. Mario is now in the surreal world of frozen time and unloaded objects.[87] Once Mario retrieves Ukkiki and properly begins the conversation, the world will resume; coins released from various events will spawn, and enemies return to intended behavior.[88]

In releases beyond the original Japanese version, Ukkiki's conversation will begin as soon as Mario is touching the ground for even a moment, making the last step of the setup impossible. Additionally, it is not possible to drop Ukkiki in midair, as pressing the Z Button button now does nothing in this situation.

Time-freezing Cap Switch*

When Mario has just stomped on a Cap Switch, the game goes into a frozen state until the text box is closed. Similarly to the delayed dialogue exploit, if Mario jumps or slides off right when pressing the switch, the game will wait until Mario is next standing on the ground to initiate the text box. In this moment, Stars do not disappear when collected. The glitch ends when the text box appears or Mario exits the course.[89]

Hands-free holding

Normally Mario's movement is restricted while holding an object. However, this can be circumvented with the following interactions:

  1. Grabbing an object with a dive and landing on a downward slope
  2. Holding an object and being pushed off a ledge
  3. Holding an object and soft bonking against a ceiling (e.g. the bottom edges of ! Blocks)

In this state the object is being held but Mario isn't occupied with physically holding it, hence the term "hands free". However, While Mario has his hands free, the game tries very hard to drop the object at this point; various actions cancel the glitch ranging from most ground movement and actions against walls, to interacting with poles, cannons, sources of damage, wind, shells or the owl, to being tosses, carried or blown away. Thus, Mario must be kept occupied constantly.

Despite the instability of this state, Mario can still punch, kick, jump, hang from ceilings, and fly without dropping the item. The player can turn Mario by butt-sliding down slopes or using rotating platforms. Regrabbing the object can be achieved by diving, entering water, trying to pick up something else, initiating a conversation, or a summoning a Star.[90]

Hands-free teleport

While Mario's carrying an object with his hands free, the player should use a warp. Once on the other side, there are various effects[91] depending on what object was taken through:

NOTE: Clones will vanish upon warping, and the source of the clone will be unaffected.

Object Warp Result Object Warp Result
Mario climbing onto a block in Super Mario 64
Crate
The crate disappears on the other side, and will never respawn even after 30 seconds of inactivity. This is because the game still thinks the crate is being held, so the timer allowing it to despawn is still deactivated. A Crazed Crate from Super Mario 64
Crazed Crate
The Crazed Crate will be stuck to Mario's position in both an invisible and intangible state, essentially disappearing.
Model of an adult penguin from Super Mario 64.
Baby Penguin
The Penguin will disappear on the other side, however the Mother Penguin will respond as if Mario is still carrying one. Despite this, Mario is unable to put down the Penguin, so bringing Tuxie in this manner will not grant Mario a Star. Ukkiki
Ukkiki
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.
Chuckya SM64.png
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. BigBob-ombSM64.png
King Bob-omb
King Bob-omb will be sent back to where he was initially grabbed, however he will be both invisible and intangible.
A render of a Bob-omb from Super Mario 64
Bob-omb
The Bob-omb disappears on the other side, and will stick to the front of Mario if he approaches the warp but remains invisible. Bob-ombs are kept tangible while held in order to produce smoke, so diving or grabbing will put the Bob-omb back in Mario's hands. It will also destroy other Bob-bombs on contact and push Goombas around. If the Bob-omb was bloated when warping, Mario will be constantly pushed backwards.

NOTE: Kicking the Bob-omb before or after the glitch will cause the previous interactions to no longer occur.

Heavy object carry glitch

There are certain enemies such as Chuckyas 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 B Button such that Mario falls off the ledge immediately. Because Mario is airborne he can perform a dive B Button 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.[92]

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.[93]

Held object's last position glitch

This image shows an example of HOLP manipulation in Super Mario 64. I pre-set the HOLP at the location the Bob-omb is visible on the screenshot by grabbing a Bob-omb and letting go of it after reaching this spot. Then, I got the Hat-in-Hand glitch, which allows me to grab and throw objects without updating the HOLP. With the hat in my hand, I grabbed another Bob-omb and threw it, so that it spawned at the pre-set HOLP, facing in Mario's direction. This is  visible on the screenshot.
An example of HOLP manipulation: The Bob-omb was thrown remotely by Mario with a cap in his hand

The held object's last position, often abbreviated to "HOLP", is a location the game tracks when Mario holds most objects. What Mario holds is simply a visual copy of the original object, so once Mario releases this copy from his grasp, the original object is set to a particular location relative to the HOLP and inherits Mario's orientation; if an object is dropped by Mario it is placed at the height of Mario's feet and at the lateral position of the HOLP with no velocity, and if Mario throws an object it will move to the HOLP while inheriting his speed.

The HOLP is a global value used between all courses and save files, and defaults to (0,0,0) before being used. When needed, the game will update this value to match the location of Mario's hands, however it will only update when the game needs to render an object in Mario's hands. As such the HOLP will not update when: Mario is not holding anything, Mario is invisible from knockback, Mario is not within view of the camera, or the object being held is not visible in the first place. Exploits such as the cap in hand glitch can be used to hold an object without updating the HOLP, allowing the player to remotely throw an object from wherever Mario last properly released an object. The only way to reset the HOLP is if the player resets or turns off the system.[94]

Infinite Coins glitches

Through various exploits it is possible to obtain an endless number of coins. However, the coin counter is limited to 999 coins maximum.[95]

Bowser's fire glitch

While battling Bowser, the fire he spews at Mario has a chance to drop coins. Through patience the player can collect these coins as these appear without limit.

Cloning

By cloning coins or their Spawning Points in courses with loading zones it is possible to obtain an infinite amount of coins; in courses without loading zones, the amount of coins which can be collected by cloning is limited by the amount of available object slots.

Disappearing crate

In levels with platforms such as Blocks, pushable blocks or Blue Coin Blocks, Mario should place a crate atop one of these objects. If the player walks away, the platform used becomes intangible and the crate falls until the two overlap. Right as the crate would despawn from inactivity, Mario must return to make the platform tangible again, breaking the crate and releasing its three coins. The game does not realize the crate was broken, so it will simply respawn and the process can be repeated.

Money Bags duplication

In Snowman's Land there are two Money Bags which disguise themselves as coins until Mario approaches them. If the player reapproaches a Money Bags just as it transforms back into a coin, it will duplicate into two Money Bags, one that transforms into a coin and another that hops away. This process can be repeated to collect an unlimited amount of coins.[96]

Piranha Flower death glitch

In the small version of Tiny-Huge Island there is an area with 5 Piranha Flowers, which normally go limp and drop coins when defeated. While a Piranha Flower is shrinking back into the ground however, the player should attack it at the last moment possible. The Piranha Flower will play a death sound as it sprouts back up, and defeating it now will drop 2 coins as it vanishes. The game is tricked into thinking the Piranha Flower has not yet been defeated, so if Mario uses the Shrinker Pipe and returns, the plant will respawn and the process can be repeated to obtain more coins.[97]

Instant movement glitches

Downward teleports

Some events and interactions expect Mario to stay grounded, and if he somehow becomes airborne the game will send Mario to the next available floor as a failsafe:

  • Swimming into a ceiling such as the underside of the ship in Jolly Roger Bay, the game will move Mario out by sending him down until he no longer overlaps with said ceiling.[98]
  • Jumping above a swinging pendulum while its ceilings are exposed.[47]
  • Grabbing the tail of Bowser while it hangs off the edge of the arena will send Mario instantly to the death barrier below.[99]
  • Being crushed while the platform Mario stands on moves out from under him.
  • Being electrocuted by an Amp while performing a Ground Pound.
  • Mario collects a Star while the platform he stands on moves out from under him.[100]
Another way of the 100-coin glitch from Super Mario 64.
Mario's default victory dance underwater

In Dire, Dire Docks, the player should collect the 100th coin such that the 100-Coin Star overlaps with the path of the poles near the submarine. When collecting this star will hanging from a pole, Mario will suddenly drop to the bottom of the lake and celebrate as if he were standing on land.

Mario stuck in mid air
Mario appears buried in midair

On Cool, Cool Mountain, if the player heads to the top of the wooden lift and performs a Long Jump towards the Bob-omb Buddy's island, landing at the very edge of the island will cause Mario to warp down. He appears to be stuck in snow yet also in the air, but he actually rests on the death barrier. Once Mario frees himself, he loses a life and is ejected from the painting.

Upward teleports

Some events and interactions expect Mario to be at a specific height, and if he isn't the game will simply send Mario up this expected position:

  • Beginning to swim will set Mario to the water's surface, even if he wasn't at that height when entering the water.
  • Collecting a Star next to a ledge will briefly make Mario grab it before snapping him onto the floor above.
  • Jumping into the edge of a ceiling directly below a hanging grate, the game will incorrectly assume Mario grabbed the grate and warp him up. This effect can be seen inside the mountain of Tiny-Huge Island by jumping into the ceiling above the exit, and in the Fire Sea by jumping into the edge of the pole base.[101]

Koopa Shell glitch

Normally riding a Koopa Shell into water will cause Mario to simply surf across the surface. However, a glitch can be performed in the large version of Tiny-Huge Island which circumvents this restriction.

After reaching the beach, Mario should knock the Koopa Troopa away such that it slides towards the water when trying to retrieve its shell. When the Koopa is slightly submerged, the player can knock it away again and land such that Mario mounts the shell and enters the water at the same time. At this point Mario will be swimming with the shell inside him, propelling him forwards indefinitely. Mario's range of moves are no longer bound by the typical restrictions of a Koopa Shell; instead a different set of interactions will end the ride on top of what would break a shell:

  • Attempting to walk, use a cannon, or get lifted by wind
  • Receiving knockback, being burned, getting grabbed, or twirling

When attempting the glitch with a shell clone, Mario will not be propelled nor have a shell attached to him. Instead only the music will change and the shell clone can be reused. If Mario goes through a warp, the music will stop playing and the shell will be forever intangible.[102]

Misplaced Coins

Various coins throughout the available courses are misplaced such that they float inside the ground and/or despawn instantly:

  • 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 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 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.[103]
  • 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.[104]

Mystery Goomba

This Goomba is a misplaced Goomba found in Bowser in the Sky. After climbing up the long Pole, Mario reaches a platform with a Goomba Spawning Point on it. Despite all Goomba spawning points spawning three Goombas, only two of them can be seen at this location. The reason for the missing Goomba is the spawner's placement, which causes the third Goomba to spawn off the platform, above a bottomless pit. Because Goombas always spawn at the closest available floor directly below them, this Goomba does not spawn in the air next to the platform; rather the Goomba spawns all the way down on the death barrier, where it gets deactivated only one frame later due to Mario being too far away. As such it can only be seen in that one moment.[105]

Although it can be cloned, the Goomba cannot be properly defeated due to it being so far away from its spawning point - both the spawning point and the Goombas it spawns have their own activation radius, and Mario needs to be within both the Goomba's and the spawner's radius to activate the Goomba and be able to interact with it - because its own activation radius and the spawner's activation radius can never overlap.[106]

Negative lives*

Negative lives glitch
Mario with "M25" lives

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 "M25" 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.[107] The releases that followed corrected this issue.

Parallel Universes

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 floating point numbers. Within the collision checks for floors and ceilings in the level geometry, it casts the position values to signed 16-bit integers. This data type can only store values from −32768 to 32767, so the type conversion will 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 216 units.[108] 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 Crates. 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).

Mario can reach a parallel universe if he has enough speed to clip through out of bounds. Because the game checks Mario's position in four increments per frame, Mario needs enough speed to travel between four parallel universes at a time. Thus, it is most convenient to sync up with PUs|Parallel Universes}} that are a multiple of four away in each direction. Other PUs are accessible through diagonal movement, or if a movement increment is canceled, which occurs when it would place Mario inside a ceiling or out of bounds.

Attempting to bring the camera into a parallel universe will freeze the game on console, so it must be set to fixed mode first; this crash does not occur in emulator releases. Mario can bring held objects into parallel universes, or spawn certain objects there. Spawning a Power Star like a 100-Coin Star in a parallel universe softlocks the game.[109]

Larger floating point numbers are spaced more coarsely; the existence of Parallel Universes allows for glitches where this affects kinematics. When far enough from the origin, float-valued coordinates become so coarsely spread that it is difficult for objects to cross between them and change position. Some Parallel Universes are completely inaccessible because no floating point coordinate lies within them.

Permanently crushed

If Mario collects a Star while he is being crushed by an object, Mario will remain squished. In this state movement speed and jump height are decreased, and Mario will not die from slow quicksand. Additionally, pressing B Button or Z Button will do nothing.[110]

Spawning displacement*

In the original Japanese release, if Mario is standing on a moving platform (e.g. the falling blocks in Whomp's Fortress[111] or the rotating platform in Wet-Dry World) and suddenly loses contact, the platform will still influence Mario by shifting him once before he falls as normal. By dying or leaving a course through various means, this can be applied to Mario the moment he returns to the castle. Specifically, Mario will shift relative to the platform's position in the course he left, which is often far from where Mario is spawned in the castle. Due to this, rotational displacement is often larger than translational displacement.[112]

If the platform Mario stands on is replaced in memory by another object in the castle, or if the shift in position would place Mario out of bounds, the displacement does not occur. If Mario exits a course standing on an object that is replaced by a moving platform in the next area, Mario will be displaced by the new platform.

NOTE: Spawning displacement will affect the demos that play after getting a game over. This will desync the intended behavior of the demo.

Star dance in sky

The 100-coin glitch from Super Mario 64.
Mario's victory dance on air

There are several courses with large pits below the ground: Tiny-Huge Island, Tick Tock Clock, Whomp's Fortress, Rainbow Ride, Cool, Cool Mountain, Tall, Tall Mountain and Hazy Maze Cave. If Mario collects a Star above on of these pits, he will land on the death barrier below and perform his victory dance. Once Mario is done however, the level kicks him out as intended. It is easiest to perform this trick using a 100-Coin Star, as the position of the Star is based where Mario collects his 100th coin.

Suicidal Bowser

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.[113]

Water level manipulation glitch

In courses with water, the surface naturally fluctuates slightly up and down from the median value. If the Mario moves through a loading zone in either Wet-Dry World or Dire, Dire Docks, the game will set the current water level as the median value, even if it is slightly higher or lower. By repeating this process, the water can be can either be drained or fully flood the course with patience. Done to its extreme, the player can set the water level such that it reaches the upper or lower bounds in its height, allowing it to oscillate between fully submerging the levels and draining them.[114]

Zero second finish

Mario on the goal flag in zero seconds

In Bob-omb Battlefield, the player should don a Wing Cap and triple jump right in front of Koopa the Quick, then land inside the nearby cannon. At this point Mario can fly up to the summit and reach the goal flag, using another cannon to gain more height as necessary. Koopa the Quick will offer to race Mario once he lands, and by accepting Mario will immediately win the race, with the timer at zero seconds.

Similarly in Tiny-Huge Island, the player should defeat the Koopa Troopa so that a Koopa Shell rests on the beach. Then the player should triple jump right in front of Koopa the Quick, aiming to land on the shell. After riding to the goal flag and dismounting, Mario can immediately win the race.

Despite the race starting, Koopa the Quick never begins running to the goal flag, so the Power Star cannot be obtained in this way. Instead an invisible and silent Koopa the Quick remains at the start.[115]

Zombie Mario

The zombie glitch from Super Mario 64.
Mario entering a door with his Health Meter fully depleted

When Mario's Power Meter is fully depleted, the game is supposed to initiate a death animation based on the current situation. For example, dying in water will show Mario drowning, and death by knockback will show Mario fail to stand back up. Most of these animations have a delay before they play out, which can be abused to postpone the death sequence.

For instance: If Mario takes small fall damage in front of a door, he is able to enter the door despite his condition and promptly loses a life at the other side.

Zombie Mario glitch from Super Mario 64 in Shifting Sand Land.
Wing Mario flying with no sections of health remaining

To stay dead for arbitrarily long, the player should abuse cannons; 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[30] 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[116] and the Castle Grounds.[117]

NOTES:
  • Attempting to grab a tree or pole with no health causes Mario to let go instantly.
  • This issue was resolved in the DS remake by allowing a given character to die while inside a cannon.

Sequence breaks

NOTE: These glitches allow Mario to access areas through unintended methods.

Cannonless wall blast

In Whomp's Fortress, if Mario touches an exact spot on the wall which can be blasted away, he will do a ledge grab animation and collect the Star in the process. With the following setup this glitch can be achieved consistently:

First the player should grab the wall so that Mario is between the log bridge and a Piranha Plant, with his left hand touching the bridge. After climbing up, the player must backflip onto the bridge, turn the camera Left C Button left twice, and punch B Button once. Then, the player has to walk Control Stick down down, so that Mario walks to the bridge's ledge and grabs it. After pressing Right C Button then Left C Button to reset the camera orientation, the player should climb up and immediately move Control Stick down down again, so that Mario runs in an arc off the bridge, hitting the wall and collecting the Star.[118]

Climb the castle without 120 Stars

Mario jumping to the castle roof

From the right side of Peach's Castle, the player should perform a triple jump onto the grassy slope, moving slightly Control Stick left to the left during the second jump. If done correctly, Mario will begin sliding and the player can quickly jump to grab the castle roof.

Clip Behind Chain Chomp's Gate

The gate glitch from Super Mario 64.
Mario behind the gate

Using a bloated Bob-omb in Bob-omb Battlefield, it is possible to get Behind Chain Chomp's Gate without freeing the Chain Chomp. After preparing the Bob-omb and navigating to the gated Star with the backwards momentum, the player should position Mario with his back against the gate. When throwing the Bob-omb from this position, Mario will clip through and can collect the Star.

Complete the game with 0 Stars

After starting a new file, the player should enter the castle and go to the stairs leading to the basement. A ledge near the ceiling can be grabbed to pull Mario into a space in the walls. There, multiple backwards long jumps can be performed to build up speed. Once Mario has enough speed, he can redirect his momentum first towards the castle's entrance door, then up the stairs in the main hall, and finally through the 8 Star Door to reach Bowser in the Dark World. After defeating Bowser and receiving the first key, the player must head to the basement.

NOTE: Alternatively the moat door skip can be used instead to access the basement without beating Bowser in the Dark World.

Next the player should position Mario on a small set of stairs and face away from the 30 Star Door. Performing multiple Backwards Long Jumps here, Mario can clip through said door and past the entrance to Dire, Dire Docks with good positioning. After Bowser has been beaten in the Fire Sea, the player must enter Dire, Dire Docks and pause to exit the course, as otherwise there is no way out of the room. Now that Mario has access to the second floor of the castle, Backwards Long Jumps can be performed to breach both the 50 Star Door and the endless staircase.[119]

Lakitu skip

The Lakitu glitch from Super Mario 64.
Lakitu without his cloud

Before crossing the bridge to enter Peach's Castle for the first time, Lakitu will stop Mario and begin an introduction. If the player performs a Long Jump on the edge of the bridge, the trigger can be skipped and Lakitu remains resting in front of the castle's entrance door, without his cloud. Lakitu will be gone when returning to the Castle Grounds.

Mario Through the Jet Stream without Metal Cap

In the Through the Jet Stream missions for Jolly Roger Bay or 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 A Button while swimming into the jet stream, and eventually Mario will reach the Star without a Metal Cap.[120]

MIPS clips

MIPS clip in Super Mario 64
Mario inside the door after a successful clip and grabbing MIPS

After grabbing MIPS for the first time, he can be grabbed again and carried around. When setting MIPS down, Mario moves forward a bit which can be exploited.

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 Z Button 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.[121] Mario can also use this glitch to enter to two different black rooms of death.

Moat door skip

It is possible to enter the door inside the castle's moat while it is still flooded, though the full setup is too precise to be reliably performed in real time.

With 10 Stars or more, Mario can enter Vanish Cap Under the Moat by speed flying with the Wing Cap found atop the castle.[122] With less Stars however, Mario can instead perform backwards long jumps starting from near the pond to jump down through the grate and enter the course.

Once inside, the player should stand on a wooden lift and build up immense speed by performing many Backwards Long Jumps against the wall until Mario drops off the elevator into the abyss. This places Mario in the moat water, which conserves the built-up speed. Now by sliding Z Button on a slope outside the castle and navigating through parallel universes[123] with precise angles, it is possible to redirect Mario so he is right next to the moat door but not swimming.[124]

NOTE: This grants access to the basement without needing to defeat Bowser in the Dark World.[125]

Pillarless through the top of the pyramid

Using a bloated Bob-omb, it is possible to enter the pyramid in Shifting Sand Land through the top without standing on the four pillars first. Grabbing the Bob-omb close to the level entrance at its largest possible size before it explodes gives Mario significant backwards momentum. From here the player should navigate up the sand dunes and dive while sliding to initiate the hands-free holding glitch.

The sections of quicksand can be avoided with Ground Pounds so that Mario stays in the air for longer while being pushed. After passing over the fence and landing on the pyramid, the player has to rapidly press A Button to scale the slope until Mario is around the same height as the Star Shining Atop the Pyramid. Performing another Ground Pound will clip Mario into the pyramid, entering it from above. [126]

Underground lake shortcuts

The cavern where Dorrie swims in Hazy Maze Cave can be reached without riding the elevator located after the rolling rocks area.

Elevator clip

Between the rolling rocks section and the Red Coins area is an elevator. After stepping onto the elevator, the player should jump off and position Mario so he hugs the wall the elevator is connected to, then shimmy Control Stick right to the right. When the elevator descends, Mario gets pushed through the floor towards the island with the Swimming Beast in the Cavern Star.

Elevator room jump

Again in the elevator room leading to the Red Coins, the player can go over the walls by performing several Wall Kicks at the top. Starting with a Side Somersault or a Triple Jump can make the process easier, but eventually Mario will reach the underground lake from above.

Triple Jump off the block

First the player must reach the red mesh platform above the rolling rock pit, where a yellow block can be found. Performing a Triple Jump with the third jump landing on the yellow block gives Mario enough height to pass over the cave walls, where he can fall into the underground lake.

Cartridge tilting

Warning! Performing these actions may corrupt your game's save file.

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, corrupted textures, clipping through collision, blurry graphics, and freezing or crashing the game upon certain interactions.[127]

Mario lying sideways, on the ground (top) and during Wing Cap flight (bottom)
Mario lying sideways, on the ground (top) and during Wing Cap flight (bottom)
Mario lying sideways, on the ground (top) and during Wing Cap flight (bottom)

There is a glitch to make Mario lie sideways without disconnecting the cartridge, which is a common graphical result of cartridge tilting. In the American and European versions of the game, the player must go to the roof of Peach's Castle, get the Wing Cap, and go to the left of Princess Peach's image. Mario suddenly lies on the roof and briefly disappears after jumping. The glitch lasts until the console is turned off.[citation needed]

References

  1. ^ YouTube video of Infinite cap music glitch[dead link]
  2. ^ YouTube video of Japanese BitS Audio glitch
  3. ^ Super mario 64 - SSL Secrets glitch (Japanese version only)
  4. ^ YouTube video of Koopa Shell music glitch
  5. ^ Intriguing camera glitch found in Dire, Dire Docks
  6. ^ YouTube video of cannon camera glitch
  7. ^ YouTube video of Wing Cap Camera glitch
  8. ^ Uninitialized Monty Mole in Tall, Tall Mountain [1]
  9. ^ Uninitialized Monty Mole in Hazy Maze Cave [2]
  10. ^ YouTube video of BBH Crash
  11. ^ a b SM64 Star Death Softlock Testing
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  13. ^ a b YouTube video of simultaneous event glitches
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  25. ^ YouTube video of TTM Wall Clip near start
  26. ^ YouTube video of TTM Wall Clip near Ukkiki
  27. ^ YouTube video of CCM wall clipping glitch
  28. ^ YouTube video of Jolly Roger Bay wall clip
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  30. ^ a b c YouTube video of several glitches using Bob-ombs
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  32. ^ YouTube video of large Penguin Wall Glitch
  33. ^ YouTube video of small Penguin Wall Clip
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  48. ^ YouTube video of Seesaw Glitch Part One
  49. ^ YouTube video of Seesaw Glitch Part Two
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  51. ^ YouTube video of stuck in ceiling glitch variant[dead link]
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  54. ^ YouTube video of Shifting Sand Land Stuck glitch
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  56. ^ YouTube video of Hazy Maze Cave stuck glitch
  57. ^ YouTube video of Bowser in the Fire Sea Stuck glitch
  58. ^ YouTube video of waterfall stuck sliding spot
  59. ^ YouTube video of Snowman's Land Stuck glitch
  60. ^ YouTube video of Rainbow Ride stuck spot
  61. ^ YouTube video showing how to Backwards Long Jump
  62. ^ YouTube video of Backwards Long Jump
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  67. ^ TASVideos - description and video about the HS Wind Glitch
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  71. ^ Hat Factory Glitch
  72. ^ A side effect to "Cap in Hand"[dead link]
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  81. ^ Seeing the Unseen (Held Mario) by UncommentatedPannen
  82. ^ YouTube video of Heave-Ho glitches by Pannenkoek2012
  83. ^ YouTube video of Chain Chomp Falling Down Glitch
  84. ^ YouTube video of Yoshi Falls Off the Roof Glitch
  85. ^ YouTube video of Death in Midair Tox Box glitch
  86. ^ YouTube Video explaining floor property inheritance
  87. ^ https://m.youtube.com/watch?v=MpYxcpx84ts
  88. ^ YouTube video of Tool-assisted superplay including performing the Freezing Surroundings glitch
  89. ^ YouTube video of Japanese cap frozen time glitch
  90. ^ YouTube video of Hands Free Holding glitch
  91. ^ YouTube video of Hands Free Teleport glitch
  92. ^ Make Heavy Objects Lightweight via edge Tutorial by UncommentatedPannen
  93. ^ https://youtu.be/Ea6d9oaHOBA?t=22
  94. ^ YouTube video of Object Displacement glitch
  95. ^ YouTube video from Pannenkoek2012 about infinite coin glitches
  96. ^ YouTube video of Money Bags Duplication glitch
  97. ^ YouTube video of Infinite Coins from Plant glitch
  98. ^ YouTube video of JRB Ship Downward Teleport[dead link]
  99. ^ YouTube video of Bowser glitches
  100. ^ YouTube video explaining Instant Descent
  101. ^ YouTube video of BITFS
  102. ^ YouTube video of Precipitate Plastron glitch
  103. ^ YouTube video about the impossible coin
  104. ^ YouTube video about the impossible coin on THI's big island
  105. ^ The Mystery Goomba, YouTube video by Pannenkoek
  106. ^ YouTube video, explaining why the Goomba cannot be killed, by Pannenkoek2012
  107. ^ YouTube video of "Negative Lives"
  108. ^ TASVideos - explanation of Parallel Universes
  109. ^ YouTube video showing the softlock from spawning a star in a PU
  110. ^ YouTube video of Permanently Crushed glitch
  111. ^ YouTube video of Pass Though the Ground glitch
  112. ^ YouTube video from Pannenkoek2012 about Spawning Displacement
  113. ^ YouTube video of "Suicidal Bowser"
  114. ^ YouTube video of Water Level Manipulation
  115. ^ Pannenkoek2012 (July 27, 2013). SM64 - Koopa the Quick Turns Invisible Glitch. YouTube. Retrieved October 22, 2023.
  116. ^ YouTube video of Zombie Mario glitch
  117. ^ YouTube video of the second way to perform the Zombie Mario glitch
  118. ^ YouTube video of the Cannonless setup
  119. ^ https://www.youtube.com/watch?v=lk1w3hcQT7g
  120. ^ YouTube video of "Mario Through the Jet Stream without Metal Cap"
  121. ^ YouTube video of "MIPS Glitch"
  122. ^ YouTube video of Moat Door Skip (original video) by Sonicpacker
  123. ^ Visualization of the PU movement by Pannenkoek2012
  124. ^ Description of the Moat Door Skip and its technical background
  125. ^ YouTube video of TAS Speedrun using the Moat Door Skip
  126. ^ YouTube video of the "Pillarless" glitch
  127. ^ Sword of Kings (October 1, 2015). Super Mario 64 Cartridge Tilting. YouTube. Retrieved June 12, 2024.