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==Secrets of SM64, Part 4==
From: omnifernal | Posted: 7/3/2005 12:17:55 PM | Message Detail
[This message was deleted at the request of a moderator or administrator]
From: tetsuo2019 | Posted: 7/3/2005 12:22:10 PM | Message Detail
Your birth was a sad moment for life........
From: koolboy123 | Posted: 7/3/2005 1:42:01 PM | Message Detail
Y'helo thar disruptive posting.
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Loading.... Please wait.
From: llamaguy1 | Posted: 7/3/2005 2:04:27 PM | Message Detail
*marks*

I feel sorry for humanity because they must be exposed to him.
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http://s11.invisionfree.com/Animal_Crossing_DS/index.php? Come here for ACDS and clan discussion.
From: Dom Dunc | Posted: 7/3/2005 5:49:12 PM | Message Detail
Bah, I missed the funny post!
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http://www.systemcrash.tk - Video Game Glitches
From: Bullet Bill | Posted: 7/3/2005 10:21:48 PM | Message Detail
Well, I finally got Mario invisible.

I was just wrestling with Chuck-Ya in the corner, after pushing the box over. After repeatedly grabbing him, I don't know how I did it but I finally got Chuck and dummy Mario to hang in the air like you said, and then I swam invisible to the other side of the course. I lowered the water and hung on an edge. I didn't hear anything except Mario grabbing on. When I returned to where Chuck-Ya originally was, I became visible again.

I also notice that Mario always sounds like he's far away. Lakitu's camera was following invisible Mario closely, but his mike was obviously elsewhere.

So here's the questions, mainly for Dom:
- Once you're swimming away invisible, do you still have to kill Chuck for some reason? And why?
- Is invisible Mario first swims away, is he carrying an invisible Chuck-Ya?
- What if you hit B while invisible?
- Is there a way to return to the place where you became invisible without becoming visible again?
- Does using the teleport make you visible again?

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"You haven't beaten me once yet. For that you get a big red F" - Bowser
From: Bullet Bill | Posted: 7/3/2005 10:27:59 PM | Message Detail
Also, thanks for the explanation wccanard, which I just noticed.

I too missed the funny post. But I have a feeling that it wasn't funny.

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"You haven't beaten me once yet. For that you get a big red F" - Bowser
From: AlexPenev | Posted: 7/4/2005 3:03:31 AM | Message Detail
What's the name of the song that plays in the TTM invisible mario vid?

Nice glitch. So far the only cool thing I can think of doing with it is beating rematch KTQ in 10 seconds while invisible, since the whole time you'll just be seeing a shell >=)

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chown -R me ~you/base*
From: tetsuo2019 | Posted: 7/4/2005 6:03:27 AM | Message Detail
So here's the questions, mainly for Dom: (???)

- Once you're swimming away invisible, do you still have to kill Chuck for some reason?

If you get far enough away the chuck-ya automatically disappears anyway due to loading distances, but if your on a platform hitting z releases chuck-ya without mario becoming visible

And why? If it doesn't disappear on its own then i guess you'd want to kill for full playability.......

- Is invisible Mario first swims away, is he carrying an invisible Chuck-Ya?

I don't think this question makes sense but if you mean "is mario holding an invisible chuck-ya when he first swims away" then yes

- What if you hit B while invisible?

You punch/grab as usual

- Is there a way to return to the place where you became invisible without becoming visible again?

No

- Does using the teleport make you visible again?

No, this is how you do the wall jump trick in WDW

And the music in my TTM vid is variation on cannon in D by George Winston, i thought i would keep with Dom's theme
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Tetsuo2019
From: wccanard | Posted: 7/4/2005 3:36:38 PM | Message Detail
> If you get far enough away the chuck-ya automatically disappears
> anyway due to loading distances, but if your on a platform hitting z
> releases chuck-ya without mario becoming visible

As you know, this is because if you hit z on a platform then you're destroying invisible chuck and leaving regular chuckya (stuckya),
but if you swim too far away from regular chuck then he's the one that disappears from memory, and he takes invisible chuck down with him thus breaking the spell.
From: Bullet Bill | Posted: 7/5/2005 2:37:03 AM | Message Detail
This is the anniversary night of getting under the island in Tiny Island with the piranha.

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"You haven't beaten me once yet. For that you get a big red F" - Bowser
From: Bullet Bill | Posted: 7/5/2005 2:51:31 AM | Message Detail
Thanks for the info tetsuo2019.

Well maybe swimming too far away is what I did. Because when I jumped up onto a ledge, I grabbed on the normal way, as if I weren't holding anything.

All I can say is that I did the glitch successfully. I just didn't do a whole lot of things I could do in that state.

Now what is needed is for the technique to be perfected at the point where invisibility begins. There should be a particular position Mario can assume in the corner, and a way to get Chuck-Ya to assume a particular position as well, so you can go through the same motions everytime, rather than just flailing about like I did (c.f. cathing MIPS). I pretty much do the same thing everytime I do the Chuck-Ya down glitch, because that's how I get it to work.

I assume you reappear if you go downtown?

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"You haven't beaten me once yet. For that you get a big red F" - Bowser
From: Dom Dunc | Posted: 7/5/2005 9:59:15 AM | Message Detail
Yeah you do.
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XBOX Live GamerTag: Dom Dunc
http://www.systemcrash.tk - Video Game Glitches
From: anthpel11 | Posted: 7/5/2005 11:42:32 AM | Message Detail
Just wanted to post something really cool I found: http://pages.infinit.net/voxel/Castle64.html
From: ameba2 | Posted: 7/6/2005 3:40:08 PM | Message Detail
Just wanted to post something really cool I found: http://pages.infinit.net/voxel/Castle64.html

wccanard has already mentioned this in this topic. Thanks for the info anyway!
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http://www.angelfire.com/games5/sm64chile
From: Bullet Bill | Posted: 7/7/2005 3:12:09 AM | Message Detail
It doesn't matter how many people post that link. I can't get it to play. It definitely requires some kind of plugin that I don't have.

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"You haven't beaten me once yet. For that you get a big red F" - Bowser
From: wccanard | Posted: 7/7/2005 2:34:10 PM | Message Detail
I had trouble with it under linux but it worked fine on my gf's Windows machine.
From: anthpel11 | Posted: 7/7/2005 3:04:47 PM | Message Detail
That's weird..don't remember it being posted in this topic.
From: wccanard | Posted: 7/7/2005 4:47:42 PM | Message Detail
^^ I mentioned it (the castle link) about 30 posts ago. While I'm here, let me summarise my understanding of how it's possible to do what is going on on that site, and related things. With apologies to the (many) people here that know well what's going on; this is supposed to be an explanation for the "layman",

What has happened is that a few weeks ago some people over at

http://board.acmlm.org/thread.php?id=12971

managed to find the exact location (in the rom) of a lot of stuff in SM64. The super mario 64 cartridge (the rom) can be "decoded" into a file (which ends up being about 8 megabytes big, i.e. 8,000,000 or so numbers) and you can ask which parts of the file correspond to which parts of the game. For example one of those 8,000,000 or so numbers in the file corresponds to, say, a "tree" object [because nintendo decreed that a certain number would stand for "tree" in the game], and then a few more correspond to the coordinates of where to put the tree, and one more corresponds to which level the tree is in etc etc. In practice it's kind of difficult to work out what's going on because you have 8,000,000 numbers to choose from so it's going to be a *lot* of guesswork if you just start changing them one by one. Also most of the time you start changing the numbers, the game just stops working and that's the end of it. [note: people aren't changing the actual physical cartridges here, they are changing the computer files and then running the files through a Nintendo 64 emulator, which is a computer program which can read the files and then play them like an N64 would play the cartridge.]

But people have now understood *some* of those 8,000,000 numbers to the point where they actually know what some of them do. There have been two main breakthroughs, I guess. Firstly someone has found a whole bunch of numbers that correspond to the corners of triangles/polygons in 3 dimensions, and if you draw all those triangles you get things like the outside of the castle! They have even worked out what colours (or textures) to use when colouring the triangles in. As a result, you can take those numbers from the rom file and then use a 3d graphics program to draw your own castle, and then zoom around it etc (note that you can find the BRoD etc when zooming about). (note that the Castle link above is a shockwave flash applet so it won't run under unix as far as I know). Many other areas have been decoded using this technique. You can also change the textures around a bit, and then actually play the game with the new textures! You can't do everything you would like to do (yet, e.g. you can't say "change all the green to sea"), but you can do a bit. More will come when people understand better what is going on, and that may well be pretty soon. Check out

http://board.acmlm.org/thread.php?id=12971&page=5

for some screenshots of someone playing BBB with LLL textures.
There are also (not on that page but on nearby pages) pictures of how the inside of the castle is built and also some of the secret slides etc.

Secondly, people have found other numbers that correspond to the type of an object (i.e. a tree, or a cork box or whatever), or its position. By changing these numbers and then running the emulator on the changed file, you can make things appear in new places, or the wrong things appear. I jumped into the BBB picture today on an emulator, and there waiting for me right at the beginning was King Whomp!! I beat him and his star went zooming off into the middle of the sky :-) It's not just King Whomp, you can put anything you like there, well, anything that people have worked out, which is quite a lot of things, and more will follow. See the funny pictures at

http://board.acmlm.org/thread.php?id=12971&page=13


(more in a sec)
From: wccanard | Posted: 7/7/2005 4:51:43 PM | Message Detail
See the funny pictures at

http://board.acmlm.org/thread.php?id=12971&page=13

of big goombas etc and pirhana plants in BBB! Note also the missing sign; they have found the place in the rom file which has the number of the object that's supposed to be in that place, and changed it to another number.

It's still very makeshift at the minute, but soon people will be writing some pretty nifty level editors, where at least you will be able to edit the objects in a level to a large extent. It's quite difficult to work out what's going on. For example I changed the sign into what looked like a chomp, but I could pick it up, and when I did, it gave me the Ukiki "let me go and I'll give you something good" speech from the secret of the monkey cage level. I let the chomp go and he ran off into a wall and didn't give me anything :-)

What does this mean? Well I guess it means that you can answer questions like "what would chuckya do if he got hit by one of those big bowling balls at the bottom of the castle" or "what happens if there are 9 red coins?". I have never used a GameShark and to be honest have no idea how powerful they are (I have only recently come back to SM64 after my 5-year-old kid expressed an interest in it, and it's only since then that I've been reading gamefaqs). Can you do that with a Gameshark? Are there any interesting questions of the form "what would happen if object X was in BBB?" because they might be answerable nowadays.

I know the answer to "what happens if there are 9 red coins" and this tells you a little about how the game works that perhaps people didn't know. You might guess that when you get the 8th one you get a star anyway, and when you get the 9th one something unpredictable happens. In fact when you get the *first* one, the red number that floats up is "0" and it plays some clip of music that you don't expect (the clip before the "red coins" music, I guess); then when you get the second one it says "1" and plays the usual music
("first red coin"). So it's counting up to 8, not up from 1. I found this out by changing the sign near the beginning of BBB to a red coin and then getting it.

Kind of neat, huh?
From: Dom Dunc | Posted: 7/7/2005 7:18:44 PM | Message Detail
That's some good stuff, they progressed a bit from when I last checked that topic.

The info in there actually confirms the reason there are two buried coins in the game, formations of coins are stored in memory as one object, so If you want two coins in a row, the designers had to use the 'three coin' object and one ended up buried underground.
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XBOX Live GamerTag: Dom Dunc
http://www.systemcrash.tk - Video Game Glitches
From: mister yummy | Posted: 7/9/2005 1:36:14 AM | Message Detail
I've recently wondered if the icy water under the bully in Snowman's Land was Lava with a different texture.

How about putting Koopa the Quick in other levels.

Or Bowser for that matter. Or one of his bombs.

Put a pipe in BBB. See where it goes.

Put a star over the black hole in HMC. Though that's possible getting the 100 coin star from the bat anyway.

What happens when a Pirahnna is on land? A Chain Chomp under water. A Snowman in Lava :-P

And what does happen when Chuckya gets hit by a bowling ball in front of the castle?
---
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From: wccanard | Posted: 7/9/2005 6:55:12 AM | Message Detail
Those are some fun questions :-) A lot of them can't be answered at the minute. As far as I know, they have only discovered the coordinates and "object types" of a few objects, and all of these objects are in Bobomb Battlefield. One of the signs near the beginning of the level is such an object. In practice, this means that (a) you can move it and (b) you can change it into something else. So, for example, you can change it into a chuckya and put it right by the rolling balls at the bottom of the mountain. On the other hand you can't take Koopa The Quick out of his level and into another level, and indeed as far as I know you can't do anything to any level at the minute other than Bobomb Battlefield---you can draw all the polygons and hence make big moving maps of the levels, but you can't tinker with them at the minute. You can change which "episodes" Koopa appears in though. So for example you can have him race you up to King Bobomb in "episode 1" of BB. And you can move him to the top of the mountain and move his flag to the start of the level :-) When you talk to him, he agrees to race you and then instantly goes and jumps off the mountain, someone said. He's sort of lost. Just like Ukiki, he's trying to run to a certain coordinate but there is stuff in the way that he's not expecting.

You can't put a pipe in BB as far as I know; that's not one of the objects on the list of "discovered objects". More than likely nothing interesting would happen. You can put fish on land though. Some of these are in the non-secret aquariums already I guess.
From: Filimonas | Posted: 7/9/2005 8:58:34 AM | Message Detail
I think that in sort time, we are going to see crazy things from these guys.
And who knows... Maybe some new levels combining the textures and objects from other levels. Maybe the missing 50 stars, you get extra using the Gameshark.

I am wondering, how would Miyamoto and Nintendo would react.
Do you think they would be happy seeing this improvement, or would they ask you to pay for their legal rights???
From: Bullet Bill | Posted: 7/10/2005 3:22:32 AM | Message Detail
Put a star over the black hole in HMC. Though that's possible getting the 100 coin star from the bat anyway.

Have you ever used the bat to create a star without falling, and then got the star to see how far you fell before doing the V sign? How to get the bat to cooperate?

What happens when a Pirahnna is on land?

Find out in Tiny-Huge island. I think they're all on land.

And what does happen when Chuckya gets hit by a bowling ball in front of the castle?

I think it would go through him. Collision detection doesn't work the same with enemies. They seem to just be programmed to stay in certain bounds.

You can put fish on land though. Some of these are in the non-secret aquariums already I guess.

I know because many of us have been inside that aquarium.

---
"You haven't beaten me once yet. For that you get a big red F" - Bowser
From: peteyboo | Posted: 7/10/2005 3:51:32 AM | Message Detail
THE best idea ever:

Put a pipe in BBB. See where it goes.

Even though it's BoB... >_>
---
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"We're pretty sure it's the knife in his back" ~ Officer, Case Closed
From: mister yummy | Posted: 7/11/2005 2:33:31 AM | Message Detail
My mistake on the abbriviation. Bullet Bill, I've never gotten the 100 coin star over the black hole in Hazy Maze Cave, but I know it's possible. I'm not sure anyone's ever done it actually. I have a hard enough time getting the 100th coin star over nothing in Rainbow Road.
---
Check out my new CAW site - http://www.freewebs.com/adams_place/
"Maturity is overrated" - Me
From: stag019 | Posted: 7/11/2005 6:21:49 PM | Message Detail

So you liked my pictures? Putting a pipe in BoB, well see. I think it would

A. Do nothing (put in this game shark code and hold the L button after Starting a new Game When you're just about to jump out of the pipe.
B. Lead to THI (that would be funny)
or C. Lead to a black room that you kant move in thats filled with water (I've been there before, some GS code)

Koopa the Quick would

A. Freeze the Game (it did that with Shelless Koopa the Quick)
or B. Work If there is also a flag pole

Bowser might work normal, the Big Whomp did, (it depends on the level type I think though)

When we work on editing more levels, I'll put a Chain Chomp underwater and Try a Snowman in lava, If we can find his Hex Value

And BTW we don't know the chuckya offset

From: stag019 | Posted: 7/11/2005 6:26:19 PM | Message Detail

BTW, the GS code for floating is:

D033AFA1 0020
8133B1BC 4220
D033B1BD 0020
8133B17C 0300
D033B1BD 0020
8133B17E 0880

From: mister yummy | Posted: 7/12/2005 2:02:02 AM | Message Detail
To change the subject a bit, and please don't stop discussing the putting things in new places because of this, I've been working on trying to get under the castle and swim. I'm not soo sure on what's been tried and what hasn't. Could someone fill me in?

I've not made much progress so far. I can get under the ground in the posd outside the moat by crawling up the slope, crawling sideways until i slide into the water, and b swimming straight down. However, as soon as I move, I'm back above ground.

I've also found 3 glitchy spots in the walls that behave as the border beterrn the hillside and the openable gate in BOB does. I'm able to walk through that border, maybe I'll be able to walk through one of these too.

I've also been able to use one of these spots near the invisible cap course to get myself merged with the castle wall like you get merged with the door to get MIPS through. The only difference is, I can't turn around by crawling, and I can't move without being pushed back to the outside of the castle.

So, what's been tried, and am I working in the right direction? Thanks for any input. ASnd please, keep talkling about replacing objects too. I'm very interested in that as well.
---
Check out my new CAW site - http://www.freewebs.com/adams_place/
"Maturity is overrated" - Me
From: Bullet Bill | Posted: 7/14/2005 3:29:13 AM | Message Detail
mister yummy: I can get under the ground in the posd outside the moat by crawling up the slope, crawling sideways until i slide into the water, and b swimming straight down. However, as soon as I move, I'm back above ground.

Can you specificy exactly which slope, where to crawl up it, and some details as to where you swam down?

I've also found 3 glitchy spots in the walls that behave as the border beterrn the hillside and the openable gate in BOB does. I'm able to walk through that border, maybe I'll be able to walk through one of these too.

Can you describe where they are?

I've also been able to use one of these spots near the invisible cap course to get myself merged with the castle wall like you get merged with the door to get MIPS through.

Which spots? Where exactly are they? If they're hard to describe, can you make a video, or post a picture marking the spots?

So, what's been tried, and am I working in the right direction?

You definitely are on the right track, assuming that the underside of the castle is even "occupiable" by Mario. I just need more specifics as to exactly what spots you are talking sbout, and exactly what you did to get inside these walls and under the ground. If enough people can do what you did, one person, such as Dom Dunc, may be able to drop to the water underneath just by following your instructions.

I think you are onto something more interesting than even the misplaced objects, since a lot of us don't have gamesharks or emulators, and can only say "wow, that's nice".

---
Check out my new CAW site - http://www.freewebs.com/adams_place/
"Maturity is overrated" - Me
---
"You haven't beaten me once yet. For that you get a big red F" - Bowser
From: mister yummy | Posted: 7/15/2005 2:31:59 AM | Message Detail
I'll do my best here.

mister yummy: I can get under the ground in the posd outside the moat by crawling up the slope, crawling sideways until i slide into the water, and b swimming straight down. However, as soon as I move, I'm back above ground.

Can you specificy exactly which slope, where to crawl up it, and some details as to where you swam down?


There's a Sandy Slope with a rocky slope beside it. You can walk on the Sandy Slope, but you'll slide down the rocky one. These are right next to where the Pond joins the Moat. Crawl sideways over the Sandy slope onto the Rocky slope, and you'll slide down, sideways in a crawl, into the water. From there, aim Mario straight down and B swim, and you can get all the way under the ground. However, if you move from that position, you warp back to the surface.

I've also found 3 glitchy spots in the walls that behave as the border beterrn the hillside and the openable gate in BOB does. I'm able to walk through that border, maybe I'll be able to walk through one of these too.

Can you describe where they are?


They seem to be where a shadowy part of the wall meets an illuminated part of a wall. The one right near the entrance to the Invisible Cap course is the best one. I can get merged with the wall there. In all the other spots, I just get Mario acting spastic like he's trying to go through the wall. I really can't explain further without a video, so I'll upload one as soon as possible, probably tomorrow night or Saturday.

I've also been able to use one of these spots near the invisible cap course to get myself merged with the castle wall like you get merged with the door to get MIPS through.

Which spots? Where exactly are they? If they're hard to describe, can you make a video, or post a picture marking the spots?


A screenshot would suffice for this, I'll make one tomorrow.

Please forgive the poor descriptions in my previopus post. I was very tired at that point. I hope I've been more descriptive here.

---
Check out my new CAW site - http://www.freewebs.com/adams_place/
"Maturity is overrated" - Me
From: Brightguy | Posted: 7/15/2005 2:29:15 PM | Message Detail
Using the super-speed gameshark code you can go through any wall in a level, except for "world boundaries". I think Bullet Bill was onto something when he said that there must always be a floor underneath Mario. In the WDW town, every house has a floor under it except for one part of one house, and you can pass through every other wall in the town except that one part of that one house.

And as he said before, this would also explain the floor underneath the BBH merry-go-round, since the game likely only checks for level walls, and I think the spinning floor is added in as an "object" of the level. (If you could somehow do the Chuckya glitch in this level, you could probably pick up the merry-go-round floor.)

This would mean that it is impossible to swim underneath the castle, since there is no floor under there.

By the way, with the help of the moonjump, I once collected the 100-coin star over the black hole: http://img72.exs.cx/img72/9083/bottomlesspit7eo.png
From: Filimonas | Posted: 7/15/2005 5:09:55 PM | Message Detail

By the way, with the help of the moonjump, I once collected the 100-coin star over the black hole: http://img72.exs.cx/img72/9083/bottomlesspit7eo.png


1.What is the moonjump?
2.What happens after you get the star? You simply die?
From: jslover123 | Posted: 7/16/2005 4:56:03 PM | Message Detail

Brightguy wrote:
Using the super-speed gameshark code you can go through any wall in a level, except for "world boundaries".

I'm curious...what is this super-speed code? Gameshark.com removed all of the codes for older game systems., and to make things worse, CMGSCCC (a Code-Breaker site...it's much like Gameshark) doesn't have a code to make a super-speed mario, but just a super-fast game (like over 60 fps). Could someone give me the super-speed GS code? (The one that makes Mario run really fast...so fast that he goes through walls...much like Brightguy is talking about.)

From: ameba2 | Posted: 7/16/2005 5:17:27 PM | Message Detail
1.What is the moonjump?

This is a Gameshark code that allows you to press the L button in order to make Mario float in the air. You have to press and hold L to make Mario float, and release L to make him fall. This is the code:
D033AFA1 0020
8133B1BC 4220
D033B1BD 0020
8133B17C 0300
D033B1BD 0020
8133B17E 0880

2.What happens after you get the star? You simply die?

Yes. Have you ever done this glitch in Rainbow Ride (getting your 100th coin with nothing below it)? It's the same.

I'm curious...what is this super-speed code? Gameshark.com removed all of the codes for older game systems., and to make things worse, CMGSCCC (a Code-Breaker site...it's much like Gameshark) doesn't have a code to make a super-speed mario, but just a super-fast game (like over 60 fps). Could someone give me the super-speed GS code? (The one that makes Mario run really fast...so fast that he goes through walls...much like Brightguy is talking about.)

This is the code:
8133B1C4 4480
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http://www.angelfire.com/games5/sm64chile
From: mister yummy | Posted: 7/16/2005 6:22:39 PM | Message Detail
In some areas, there are floors within the castle walls. The trail extends under the castle, and the stone floors jut out a bit at corners.
---
Check out my new CAW site - http://www.freewebs.com/adams_place/
"Maturity is overrated" - Me
From: jslover123 | Posted: 7/17/2005 1:08:44 AM | Message Detail
Thanks ameba for the code. I wanted to check things out while in super-fast mode, and see if someone interesting happens while I am playing.
From: Filimonas | Posted: 7/17/2005 7:00:30 AM | Message Detail
Is there any way to activate these codes on Project64?
The moonjump for example is available for Zelda OoT, but not for Mario...
From: aktopps | Posted: 7/17/2005 9:59:44 AM | Message Detail
it is with a gameshark
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If life gives you lemons....................Throw them in the street.
From: ThunderEye1 | Posted: 7/17/2005 12:18:04 PM | Message Detail
Can some1 help me with a problem?
The video showing a 16 stars Walkthrough doesnt work! Im desperate to see it (it may sound pretty dumb, but Ive been looking for this vid for over a year)!!
So if some1 could help or gimme a working link, Id be foreva grateful (though u might not actually care about my gratefulness *lol*)!
From: Bullet Bill | Posted: 7/18/2005 1:37:10 AM | Message Detail
Which video did you try. I believe the Dom Dunc has one posted at the http://systemcrash.tk/ site. Have you tried that one?

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"You haven't beaten me once yet. For that you get a big red F" - Bowser
From: Bullet Bill | Posted: 7/18/2005 3:05:44 AM | Message Detail
Thanks mister yummy for the more detailed description. You gave me something to begin working with.

I went to the left end of the beach (near the cannon, correct?) and I did crawl horizontally from the sand onto the stone, and slid into the water. Once in the water I floated normally. I faced into the stone portion then rocked the stick forward and swam with B. I did get Mario to disappear entirely inside the wall a few times right near the water surface, but I never swam any distance inside the wall. I can swivel him left and right a bit while he is in there, but if I try to continue the B swim, he comes back out and trys to run up the slippery stone.

Did you swim downward into the wall to any appreciable distance?

It seemed to work the same way as long as I was in that spot when I swim. I didn't have to do the crawl and slide part.

I found 5 concave wall creases in the moat that make Mario spastic. But I did take notice of one particular convex crease, just to the right of the waterfall entrance and closer than any others to the cap entrance. When I pushed against the wall around here, there's a small portion of wall immediately left of the crease where Mario runs at the wall rather than just pushing. Is this where you merged? I kept messing with it by going back and forth, and at a certain spot Mario begins sinking in as if about to merge.

"In some areas, there are floors within the castle walls. The trail extends under the castle, and the stone floors jut out a bit at corners."

I noticed that myself. A lot of floor in fact. But I also remember from other game levels, these hidden portions of the moat floor may or may not have collision detection. If they don't the wall is itself the boundary. If they do, you could go through the wall and walk to the floor's edge and would hit an invisible boundary there. Were a boundary violation to occur, would get the laughing bowser death (like the one you get on that glitch on the roof).

In any case, see if you can get through the wall the rest of the way. Or see if you can cause a "boundary violation" death. We would learn something in either case.

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"You haven't beaten me once yet. For that you get a big red F" - Bowser
From: ameba2 | Posted: 7/18/2005 1:08:57 PM | Message Detail
Is there any way to activate these codes on Project64?
The moonjump for example is available for Zelda OoT, but not for Mario...


Open Project64 and load Super Mario 64. Now click on System, then Cheats. You'll find a window with cheats. Now right click over any cheat and select Add New Cheat. Type a name for the cheat and copy and paste the code. Select Add Cheat. There you go!
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http://www.angelfire.com/games5/sm64chile
From: Hawkeye 123 | Posted: 7/18/2005 10:28:01 PM | Message Detail
[This message was deleted at the request of the original poster]
From: Hawkeye 123 | Posted: 7/18/2005 10:31:52 PM | Message Detail
I've found an easier way to get to the dry pipe in Wet Dry World.

You have to long jump from the orange roof, do a wall kick off the fence and quickly a second wall jump off the pillar thingy. You should aim your jump so that you land as close to the pillar thingy as possible and tap A to do the double wall jump.

Here's a vid, you can clearly see the double wall jump in the slow motion.

http://www.megaupload.com/?d=20PDDSB4
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Cool kids don't use materia, they use magicite.
FF6 > FF7!
From: Hawkeye 123 | Posted: 7/19/2005 9:16:28 AM | Message Detail
Actually, I see now that the first wallkick isn't really a wallkick, but just banging into the fence.

So, you you have to long jump, bang into the fence holding left and do a wallkick on the pillar.
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Cool kids don't use materia, they use magicite.
FF6 > FF7!
From: peteyboo | Posted: 7/19/2005 10:32:04 AM | Message Detail
The easy way is to get Chuckya to push you through a wall. >_>
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Help me count the bats!
http://boards.gamefaqs.com/gfaqs/genmessage.php?board=238&topic=22232021
From: Dom Dunc | Posted: 7/19/2005 10:48:05 AM | Message Detail
Wow Hawkeye. Good job.

Your method looks much easier than mine. It's funny that there are now two entirely different jumps that allow you to do something that was considered impossible for so long.
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XBOX Live GamerTag: Dom Dunc
http://www.systemcrash.tk - Video Game Glitches
From: Hawkeye 123 | Posted: 7/19/2005 11:04:56 AM | Message Detail
Yeah, I could never pull off your method, so I tried to do it from the orange roof, which seemed much easier.
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Cool kids don't use materia, they use magicite.
FF6 > FF7!
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