David's Nintendo Code Book

Title Index
System Index
How to read these codes

SUPER MARIO 64 (n64)

checked-part =>Stars & Yoshi: Collect all 120 stars and the grate in front of the castle will open up, revealing a cannon. Shoot to the top of the castle to find Yoshi! Talking to Yoshi will give you 100 lives, a special invincibility triple jump, and will slightly alter the ending and some other aspects of the game. * Super Penguin: Return to the ice slide on Cool, Cool Mountain after you find all 120 stars, and you will be able to race one BIG penguin! =>Sky Surfing: Enter the big version of Tiny-Huge Island (Mario is tiny and the island is huge), then bop the Koopa on the beach and ride his shell across the water towards the cannon and the end of the island. Turn left when you reach the cannon, then jump off the edge. When you land on the edge of the sky island, jump again! Surfing, Mario style... =>Secret Passage: After talking to Yoshi, get the cap and fly from the cannon to the highest ledge in front of the castle's central tower. Stand on the ledge, face the wall, and walk into it; you should be able to walk through the wall and fall down an invisible passage, landing in the entryway to the castle, where you can view the whole inside and outside world from a little black room. To escape, walk towards the door but go through the wall on either side of it. =>Top of Castle: To reach the top of the castle without 120 stars, make your way to the right side where the castle and the green grass mountainside connect. Run into the mountain and jump before you hit the slope; triple jump up the slope, and try to land so that you end up sliding down while sitting. In the slide, jump to the castle wall, and wall kick off of it. While in the air, grab the castle wall ledge and pull yourself up. =>Hat Trick: Go to level 10, climb up the mountain, then get blown off by the giant snowman. Your hat will fall off your head and land on the ground. Don't pick the hat up; rather, head towards the greyish star, passing the star, pop-up snow man, and two trees. Stand next to the second tree and you will warp to a different location. Take a step, then walk back to the place you appeared at and you will warp back to the second tree. Continue warping back and forth several times, then return to your hat. The hat will appear to be on top of a small stack of hats. Pick one hat up then grab another, and you will be able to run around the level with a hat in your hand! You will continue to receive double damage as if you had no hat, but it really looks neat. This trick works on any stage containing both a warp and a way for your hat to land on the ground. * Wing Cap Trick: Create a stack of hats as mentioned in the previous trick, then find a Wing Cap power-up box and nab a Wing Cap. Return to the pile of hats while wearing the Wing Cap and pick up the hats. Mario will hold the Wing Cap in his hand, but still be able to fly! =>Stair Hopping: Enter the stairway leading from the entrance of the castle to the second floor filled with paintings. After entering from the base of the stairs, walk forward and face the wall to the left of the base of the stairs. Stand really close to the wall, then jump twice. You should jump up through the stairs! =>The Clock: Before entering level 14, you may notice that the clock's hands move. If you jump into the clock while the minute hand is pointing to specific times, you can effect the gear movement inside the clock. At 12 then clock stops, at 6 it is random, at 3 it slows down, and at 9 it speeds up. =>Rabbit Walk: In the basement, it is often possible to get "stuck" in a door by walking through the door and then jump-kicking back into it; sometimes you will simply jump through the door, other times you will get stuck within the door. Once you get this down, find the rabbit (who appears two times in the game) and nab him, but don't take the star. Carry the rabbit to a door, drop him outside it, get stuck in the door, pick up the rabbit, drop him on the other side, and walk out of the door. You can now carry the rabbit through different areas of the basement! =>Change the Music: In the first level of the game, grab the wing cap from a block and fly to the top of the mountain via cannon. Talk to the Bob-omb King, then run into the warp in the cave directly below. You will warp out at the bottom of the hill without the wings, but the background music will continue to be the flight music! This also works on the second star; grab a Wing Cap, race Koopa the Quick, warp to the mountain top, and wait for Koopa. After talking to him, the music switches back to the flight music. Perhaps this code works whenever you grab a Wing Cap, enter a special event that changes the music, then go through a warp while in the special event music but before the Wing Cap wears off? =>Jump Trick: If you time it properly, you can make a series of continuous and quick long jumps or back flips; just keep jumping as soon as you hit the ground! =>Snowman's Head: To stop the rolling snowman's head, race it down the mountain, but don't jump off the ledge at any point. Upon reaching the body, stand to the left of the body and the rolling head should roll up onto the body. =>Wall Climb: To scale some walls, try crawling up them. Certain walls can be climbed by running straight at them; just as Mario hits them, he will run right up the wall. This works on the pillars in the desert, and in other places as well. =>Wet-Dry World Water Level: When you jump into the Wet-Dry World picture, the height of your jump determines the water level when you enter. =>Invisible Koopa: In Bob-Omb Battlefield, choose the second star level, grab the Wing Cap and do a triple jump to fly from just in front of the first cannon and land. If you fly and land in just the right manner, you will suddenly receive Koopa the Quick's challenge to race, but he will never appear! =>Butterflies: You ever wonder what those butterflies you see everywhere are good for? Well, try punching them. Some butterflies will become extra lives or bombs when punched! =>Whomp Through: Get a big Whomp chasing you, and when he hops right before falling on you, jump up into him. You can often jump right through the Whomp this way! =>Secret 1-Up: In Whomp's Fortress, after killing the Whomp King, make your way up to the new tower. Punch the sides of the bottom of the tower (on the platform where the Whomp King used to be); one side will break away to to reveal a green 1-up mushroom! ->Animal Mimics: If you stand on the shore of Jolly Roger Bay and continually hop, you can sometimes get the fish to jump out of the water, although it doesn't always work (if no fish are present, swim to the deeper part of the bay until you find some, then return - the fish should follow). Also, try doing running dive jumps while standing near baby penguins; they will often mimic your move! =>Slide Drop: In some places, you can try hopping off of a slide and landing on a lower level. If you do so, make sure to press Z to smash the ground just before you hit, and you won't bounce and fall off of the side of the slide. =>Boo Who?: In the main castle, enter the room with the Cool, Cool Mountain painting, and run down the right ramp. As you do so, you will hear Big Boo's cackle. To do it again, just return to the center of the castle, enter the star door leading to the staircase, then return to the Cool, Cool Mountain room and run down the ramp again. The cackle resets when you leave the first floor. =>Penguin-Mobile: In level 10, get up to the top of the giant snowman as usual, then jump on the bird's head and ride across! It's the easy way to avoid the snowman's breath. =>Bridge Climbing: Did you know that you can hang from some wooden bridges just like the wire mesh nets? In level one, jump under the first bridge and hold A to hang on! =>Camera Control: If you have two controllers plugged into the N64, then during the ending sequence with the Princess and during the credits, you can use the second controller's joystick or joypad to change camera angles. However, the second controller must have been plugged in since you turned the system on. =>Easy Leap: In Tall Tall Mountain, you can easily grab the star sitting on the tall mushroom by climbing up the mountain to Ukkiki the Monkey, then jumping on the flying Shy Guy and floating down to the mushroom. When you bounce off the Shy Guy, you will spin as you fall, slowing your descent! =>Mushroom Race: Whenever you climb a tree and a green 1-up mushroom appears, you can run anywhere in the level and the mushroom will follow you. The only way to lose the green mushroom is to die. Look in Bob-Omb Battlefield (in the tree near the cannon under the island), Whomp's Fortress, Snowman's Land and Tiny-Huge Island! Some of these mushrooms are in poles, etc.. The mushroom will actually float as it travels to you. =>Pole Power: Whenever you find a small wooden pole sticking out of the ground, you can choose to pound it with Z or you can make some money! Run around it in a tight circle 5 times to get 5 coins. =>X-Ray Eyes: Stand on top of the castle and look down at the huge lake. Stop looking down and press cR a few times, and you might be able to look through the castle itself. =>Energy Refill: If you need energy, hop into some water and swim to the surface. Your life meter will refill. =>No Damage Falls: If you fall a long distance, press Z right before you hit the ground. Mario will do a pound move and won't be hurt.

Copyright 1994 - 2011 David Dayton
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