Super Mario Whomp sound in the ear

List of Super mario 64 glitches

It has been requested that this article be rewritten. Reason: Very poor writing: Run-ons, contractions, generally does not follow the Manual of Style.

This is a list of glitches featured in Super mario 64. For a list of glitches found exclusively in the remake, Super Mario 64 DS, see List of Super Mario 64 DS glitches. Also note that all glitch names are conjectural unless otherwise noted.


Boo glitch

The player must have collected at least twelve Power Stars, at which point the large Boo appears in the hallway. The player must head to the far left side of the room holding the Whomp's Fortress painting, then to the hallway where the Boo is. The Boo should be facing backwards, and the player must chase it out of the room and into the courtyard. The player must then enter the basement, and immediately return to the boo, which should now be facing forward. When going to the Whomp's Fortress room's left side again, the Boo's laughter can be heard. After returning to the Boo in the hallway, it should have disappeared. When Mario stands at the door leading 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

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]

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 touch the Fly Guy while it has a negative size.[1]

Doors and cloud in empty space

The two hidden star doors.

Certain doors in Peach's Castle are visible from other rooms when the camera shows the space beyond a wall. The player can cause this by standing near a wall and using the first-person camera mode to look through it. The doors appear to be in empty space because the rest of a room stops rendering once Mario enters another room.

  • 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.

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.

Frozen head

The Frozen Head 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 and looks somewhere, Mario keeps looking that way during the key collection cutscene.[2]

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

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 use to look at the sun on the ceiling. Then, he has to leave the first-person view mode, quickly step onto the carpet, and press 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 glitch

Mario grabbing Invisible Bowser's tail.
Bowser is defeated while invisible.

Bowser can teleport in his battle in Bowser in the Fire Sea, during which he becomes invisible. When 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.[3]

Invisible Mario

For this glitch to occur, Mario must perform the 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.[citation needed]

Mr. I hovering around Mario

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 cannot play. The defeated Mr. I's eyeball then hovers around Mario for a short amount of time and move in various ways.[4]

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 then does a dive, the dive will start with the previous extreme angle as opposed to a normal dive. In a dive move, this only changes the animation.

If an extreme angle is preserved and Mario starts flying, he will immediately face the preserved angle which will affect his flight. Several actions reset the conserved angle, including grabbing a ledge, shooting from a cannon, changing areas, and jumping while facing a slope.[5]

Power meter glitch

When Mario dies in a course, the power meter is usually 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, during which Mario's health at death is briefly visible.[citation needed] Normally this is zero, but if Mario lost a life by bottomless pit, the Power Meter shows however many wedges of health Mario had when he fell in.


Camera stuck behind door

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 briefly get stuck behind the door.

Camera below Mario in Bob-omb Battlefield

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

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.[6]

Invisible cannon

To do this glitch, the player must enter a cannon and press 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 now there to be seen. The camera can be controlled and rotated around normally. This glitch ends when the cannon is used.[7]

Star camera zoom

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.[citation needed]

Star / death camera glitch

If the platform Mario is standing 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 cloned star on a Donut Block or carpet in Rainbow Ride.[citation needed]

Wing Cap camera glitch

If Mario lands on a slope on the same frame that he starts flying with the Wing Cap, Mario lands, but the camera uses 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 only move the camera temporarily.

The camera returns to the intended mode when Mario is knocked back, thrown, squished while standing still, or set on fire; or when he cancels flight normally, enters a cannon, water, or a tornado, rides a Koopa Shell, or leaves the course.[8]


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

This glitch does not work in the Japanese version. In order to activate this glitch, the player must select the 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, the player can collect another wing cap and wait for it to expire.

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.[9]

Japanese music cut-out

In both Bowser in the Sky[10] and Shifting Sand Land's pyramid[11], 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.

Koopa the Quick warp music glitch

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 "Super mario 64 Main Theme ". This glitch was fixed in all other versions.

Koopa Shell music glitch

If Mario runs towards a Koopa Shell and ducks right when he touches it, but does not start riding it, the music in the level should replay from the beginning as if he rode and stopped riding the shell. Despite this, the shell does not break.[12]

Loud Ukkiki

In Tall, Tall Mountain, even if the player is very far away from Ukkiki, they can still hear him as if they were right next to him.

Yahoo pause sound glitch

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.


Attacking an uninitialized Monty Mole

Monty Moles start out invisible and in predetermined locations. As soon as Mario gets within 1500 units of a hole, Monty Moles are initialized, snapping to the hole and starting to act normally. Attacking an uninitialized Monty Mole freezes the game.

To avoid initializing the Monty Mole 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 the Blue Coin Block. The uninitialized Monty Mole is in the poison gas right in front of said plateau, and the player can find it by taking knockback damage from it. Attacking the Monty Mole crashes 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.[13][14]

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 and move Mario slightly backwards with . After Mario falls for a little bit press forwards and push the button to kick for some horizontal movement. If performed correctly, Mario freezes in the air.[15]

Dead Mario freeze

To execute this glitch, the player should be in Bob-omb Battlefield then do the "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.[16]

Double star freeze

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.[17]

Hanging Mario freeze

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 pushing Mario backwards, or a crate placed in a way that can push Mario off.[18]

Long-distance Monty Mole defeat

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.

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."[19][20]

Monty Mole rocks filling memory

This glitch occurs in Tall, Tall Mountain. Due to a developer oversight, the rocks that Monty Moles throw do not despawn if thrown off the edge of the cliff. If there are too many of them (around 200), the rocks fill all of the object slots in the game's memory, 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. " This glitch may not work in the Virtual Console version.[21]

Freeze while entering Vanish Cap Under the Moat

If the player tries to move the camera around in Lakitu Mode just after entering Vanish Cap Under the Moat while the screen is black, the game may freeze. This glitch works only in the North American Version.

Cartridge tilting glitches

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

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]


1-Up Mushroom Circles Mario

Mario can avoid a homing 1-Up Mushroom indefinitely by crouching. The mushroom keeps trying to reach Mario laterally, flying in circles above his head. This glitch was not fixed in the Nintendo DS remake.

Black Room of Death

A. Black Room of Death (BRoD for short) is a nickname for a small space meant to be inaccessible, usually in Peach's Castle and behind a door that loads a new area when opened. Spaces behind these doors are only meant to be shown during the animation of Mario opening the door. Nonetheless, certain glitches allow Mario to reach these spaces.

If Mario uses a door inside a BRoD, he will enter the corresponding BRoD behind the door in the new area. Depending on the collision around the "rooms" in each loaded area, he may or may not be able to escape.

  • One BRoD is accessible via Go Through the Roof Glitch.It can be exited by jumping through the wall above the front doors inside the castle.
  • Another BRoD can be accessed by performing the second Ledge Wall Clip. This room can be exited with a Backwards Long Jump.
  • To access a third and fourth BRoD, the player must perform the MIPS Glitch through the basement door or through the moat door. The third room can be exited by performing the Backwards Long Jump.
  • To access a fifth BRoD, the player must perform a Backwards Long Jump while in the second BRoD, or do it while on the basement stairs.
  • Mario outside the castle
    (BRoD # 1)

  • Mario under the stairs
    (BRoD # 2)

  • Mario over the basement door (BRoD # 3)

  • Near the moat.
    (BRoD # 4) ¹

  • Mario over the Courtyard door
    (BRoD # 5) ¹

  • The other side (It is escapable from this side through the corners next to the door)

¹ This BRoD is inescapable.

Changing deaths

When Mario loses all his health in an area and leaves by certain means, his dying animation can occur in the new area. These exploits instances where his health is preserved between areas. These glitches can be performed in the DS remake.

Burn into drowning

Mario performing the glitch

Mario can drown upon entering water with no health left, despite the death not being attributable to the water. 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 Long Jump over the slide, depleting half of the Power Meter; wait for the Vanish Cap power to expire; then let a Keronpa Ball burn Mario. With two remaining wedges of health, the player can let the Keronpa Ball burn Mario again and fall off the ledge. Mario loses all of his health and is teleported to the lake. At the same time, Mario drowns and loses a life.

Death teleporting

Mario landing with no health

The player can 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.

Alternatively, while in a course, the player must take small fall damage 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.

Burn into Lethal Lava Land

The player can deplete the power meter to two wedges in the basement by burning Mario on the torches. They must then burn him on the torch by the Lethal Lava Land painting in such a way that Mario can enter the painting. Upon landing in Lethal Lava Land, Mario dies.[23]

Snufit into drowning

While in the Cavern of the Metal Cap, the player must deplete Mario's health to two wedges and obtain a Metal Cap. They must make a Snufit chase Mario while he Long Jumps to the box. 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.[citation needed]


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. This also causes the camera to shake. If the player presses , Mario automatically performs a double jump.

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

Invisible walls

Mario bonking against the side of a staircase step

Due to collision and physics bugs, Mario can collide with a wall, ceiling, or out-of-bounds area in places where this behavior is not intended.[24] These effects are often attributed to "invisible walls" regardless of whether wall collision is technically the cause.[25]

Hyperspeed glitches

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 pass through walls and enter Parallel Universes after accumulating enough speed.

Backwards Long Jump

Mario beating the game without 70 Power Stars.
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 and after a while, Mario should start zooming backwards at very high speeds, usually going through walls and doors.[34] This is most famously used to get to the top of the endless stairs in the Mushroom Castle.[35] 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 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 does not stop tapping and has reached the top, Mario teleports somewhere behind him (depending on what speed he gained while jumping onto the platform). This glitch was fixed in the Japanese Shindou edition re-release, the iQue Player release and the Super Mario 3D All-Stars port (which both are based on the Japanese Shindou edition re-release), as Mario's speed is capped when moving backwards. The glitch was also fixed in the DS remake as if when Mario attempts a backwards long jump, the camera goes behind Mario, making him do a normal long jump.

Hyperspeed wall kicking

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.[36]

Hyperspeed walking

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.[37]
  • In Whomp's Fortress the corner next to the cannon and the brick wall in the pool of water.[38]

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.[citation needed]

Hyperspeed Wind Glitch

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.[39]

Hyperspeed Flying

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 Vanish Cap Under the Moat without having to drain the moat first.

Overextended see-saw

This glitch requires that the 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 now there to stand to tilt it in the right direction.[40][41]

Pass through the ground

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.[42]

Stuck in the air

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

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.