Super Mario 64 Tips and Tricks

Tips and Tricks:

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Course 11 : You can raise or lower the starting water level in

this course by how high you jump into the picture. There are 3 distinct

levels. If you jump into the picture very low, the water level will start

almost on the ground. If you jump in around the center of the picture, the

water level will start at mid level. If you jump in above the center of

the picture, the water level will start higher than you can actully set it

in the level... This makes getting to the pink bomb guy a piece of cake!!

The easiest way to jump into the picture above the center is to stand two

checkerboard floor tiles away from the picture and do a backflip into

it... (double jump, triple jump, and turnaround flip also work)

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 the 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 One-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.)

Mystery of the clock revealed 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.

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