Super Mario 64
Control the Ending Camera
I found something interesting in Mario 64! During the ending sequence after you beat
Bowser, you can control the camera if
you have a second controller plugged in. Using controller two's analog control stick, you
can move the camera in many different
ways during the sequence with the Princess and during the tour of levels!
Carry Rabbit to Other Areas
Find a door which you can easily go in and out of. After going through the door, quickly
execute a jump kick back at the door.
Usually you'll go through the door completely without opening it. However, if you time it
right, you can "merge" Mario with the
door, i.e. half of Mario will be on one side and the other half will be on the other side.
There is a situation in which you can actually do something weird with this trick. If you
manage to find the rabbit in the basement
and catch him, don't collect his star. Instead, carry him to a door and set him down just
in front of it. Now go through the door
and try the jump kick trick mentioned above until you get Mario "merged" with
the door (don't be surprised if it takes a while to
get the timing right). Now pick the rabbit back up and set him down on the other side of
the door. Go through the door and
now you can carry the rabbit to some other parts of the castle. This trick may be just
"for kicks", but it is kind of fun to do.
Turn Butterflies into 1-Ups
This works for Course 2, Course 12 and Course 13. Sometimes as you walk along, a bunch of
butterflies will come out of the
grass or trees. If you punch the butterfiles, they will turn into black round bombs that
chase you. They will either explode or turn
into one-up mushrooms! I thought it was kind of a neat trick. Not too impressive, but
neat!
Mario's Hat Factory
Go to any level where Mario loses his cap (the desert or the last snow zone) and make the
plumber lose his hat. Watch where
the hat lands, but don't pick it up. Instead, go to a warp (use it) and then go back to
your hat. Once you're there, tip-toe slowly
to the headgear and Mario will grab it, but there'll be another hat underneath it!
Be careful not to run into these two hats, or you'll pick both of them up. Now there will
be two hats (one left and one on your
head!), so repeat the hat loss routine (get the hat blown off, watch where it lands, warp
and return again), pick up the second
hat and you'll find another under it! You can repeat this fifty times for fifty hats,
when, finally, the game shuts down!
A variation on this cheat enables Mario to continue his merry way around the snow level
with his hat in hand! Do the routine for
obtaining two hats (explained above), and when you're creeping to collect the hats, grab
both of them at the same time. With
luck you'll pick one, then Mario stops in the middle of putting on the other hat!
Mario can then hit enemies with his hat, and he won't put it back on his head until you
either use the warp again, get a star or
leave the level. Be forewarned: When Mario has his hat in hand, he will take double
damage.
Mario's Hat Factory Part 2
Have you ever wanted to do the hat trick in other levels besides Stage 10? Now, you can do
the trick even earlier in the game.
First, go into Stage 8 and make sure that you select Star 2 or higher. Go to the area
where the pink Bob-omb is standing and
let the bird steal your hat (you know, the bird that looks like Mini-Necky from DKC.) Now
get on top of one of the obelisks
and jump to knock the hat away from the Mini-Necky when he swoops by. Don't take the hat!
Just leave it there and stand
next to the palm tree so that you warp to the area near the cannon. Warp back and forth as
many times as you like (well, don't
do it too much ...) and there will be another new hat each time. If you pick up too many
hats at once, Mario will hold one in his
hand! This is similar to the trick on Stage 10.
There are a few things you can do with the hat trick on Stage 8 that you couldn't do on
Stage 10. One cool trick is to go ahead
and create a large pile of hats, but leave them there. Then, look for a Wing Cap and fly
back over to the pile of hats. Now pick
up a bunch of them, and Mario will hold the Wing Cap in his hand! You can now fly around
without wearing the Wing Cap!!
(Peter Pan, eat your heart out.)
1000 Coin Cheat (Japanese Version Only)
Notice the magical 'M' after you get 1000 coins.
NOTE: This trick only works on the Japanese version. The American version stops at 999
coins.
When you're fighting Bowser for the first time, keep avoiding him and collect the coins
that his flame attack leaves. After you
collect 1000 coins, a 'M' appears next to your lives. Now when you lose a life, your
number of lives actually goes up. And
when you collect a life the number goes down. Don't let your number of lives get down to
zero, or you lose the 'M'. A word of
warning: If you have 120 stars, do NOT talk to Yoshi because he will give you 100 lives
and make the 'M' go away.
Hidden Passageway into the Castle
After you get 120 stars, go find Yoshi and talk to him. Then grab the winged cap out of
the red box and go back to that
cannon. Pull all the way back so you launch as high as possible, and then fly onto the red
brick ledge just before the highest
grating on the castle. Now, standing on the ledge facing the grating, run forward towards
the grating. If it doesn't work first time
just run at it again. Sometimes you will run up the wall this means you have to do it
again. Eventually you will just run through
the wall and fall into the castle without going through the main door. Now you appear to
be stuck in a dark black room with the
main doorway leading back out into the courtyard. Run through the door and the whole
outside turns into a black box but the
whole of the inside is now visible. This is mostly likely just a glitch, but it's still
pretty neat.
For those of you that haven't figured it out yet, you can do a back-flip to turn things
back to normal (when you are facing the
opposite direction, so you'll back-flip right above the door.) This way, you don't have to
press reset every time you feel the
urge to try this trick.
Tick-Tock Clock Mystery
Before you enter Course 14, you will notice that the hands of the clock move. The minute
hand is what affects the way things
move. Any hour on the hour (minute hand on 12) the clock is stopped. Any hour at the half
hour (minute hand on 6) the clock
stop/starts alot and is screwy. Any hour qurter after (minute hand on 3) the clock is
slow. And any hour quarter till (minute
hand on 9) the clock is pretty fast.