Brightguy (34) |
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Spoiler warning for newbies. To start up this new installment of Mario Secrets, here is a summary of glitches that have turned up in recent discussion:
Secret Jump to the Roof. Many of you probably have been walking around the castle throughout the game to see if there is some way to strategically get on the castle roof, maybe even before you knew about the cannon. Well such a jump has been found. Cross the wooden bridge near the fish pond and go to the steep grass cliff just to the right of the castle. Walk toward the right and turn facing the castle along the cliff. Do a triple jump so that landing #1 is right by the last crease at the bottom of the cliff where the vertical part of the grass wall begins. Landing #2 should be around a third to a half way up the hill. Landing #3 should be at or near the top of the hill close to the castle. When landing from the third jump do a quick turn to the left to make sure you will slide on your butt, not your stomach. As you start to slide, do a good jump to the left and grab onto the edge of the roof.
vortiginous.com/cbright/Castle Roof from Right Side.avi
Ghost Lakitu. Start a new game. Walk up to the moat bridge, but don't step on it. Screw up your eyes and look carefully at the door. Notice anything strange? Well, anyway, let's go and have a closer look. Go straight to the hill on the right side and jump on top of the castle. Walk to the tip of the gable above the front entrance. Stand facing the castle and jump backwards off the edge. Then just as you clear the overhang, hook inward and hit B so you land in front of the door without touching the bridge. Yep, there's Lakitu, floating perfectly still in front of the door. You can walk right through him and go in the door. If you step onto the bridge, he will disappear and reappear from another direction on his cloud.
Into the Fish Tanks. (discovered by Dom Dunc) It looks like there's something really fishy going on with the windows in the Jolly Roger Bay anteroom. Go to the window to the left of the painting. Do the BLJ into the left edge of the window, where there is a slight polygon glitch in the window sill. If you have the right angle and timing, you will go behind the glass. There's no real water in there, so you will be walking around, with bubbles and fishies going right through you.
vortiginous.com/domdunc/Aquarium.wmv
Swim in Whomp's Fortress. (relayed by David Wonn) Pick up the cork block down by the blue coin switch and bring it past the circle of coins in the water to the steep brown wall to the left of the gray ramp. Put the box down right next to the wall. Now jump backwards into the space between the box and the wall. If you do this right, Mario will be pushed through the wall and into the water inside the mountain. Once you are in you will find two areas inside where you can swim around. You can also dive down and swim around anywhere under the entire water area, giving you a spectacular view of the mountain from below. And if you are good, you can also swim out through the wall and land next to the starting point.
http://billygard.home.comcast.net/mario/screens/whompfromdeep1.jpg
Swim in Cool, Cool Mountain. Jump on a spindrift. Drift down to the penguin's pond. Go out past the cliff and look back at the penguin. As you begin to drop below ground level, switch to Mario Cam and zoom out. This will make you look up as you drift under the ledge. Get as close to the edge as you can without bumping it. Look for the pond and try to drift directly under it. You will hear a splash as the water "catches" you. You will now be swimming in mid air. The game thinks you are underwater in the pond.
http://billygard.home.comcast.net/mario/screens/coolwater.jpg
More to come.
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this sig is presently down to make space for large text dumps.
Bullet Bill
Beat the Game with 50 Stars. You can give Bowser In the Sky a surprise visit with as little as 50 stars: This requires the "backward long-jump" (or BLJ) trick: Stand so Mario is at the foot of the stairs facing away from them and toward the camera. Start a series of long jumps toward the camera. Then reverse the control stick so Mario begins doing the long jumps backwards up the stairs. Then use your forefinger on the A button to pump it really fast. Mario's long-jumps should eventually begin to move at a ridiculous speed and eventually you arrive at the top.
vortiginous.com/cbright/Climbing the Endless Stairs.avi
Beat the game with 31 Stars. You can also use the BLJ to get through the 50-star door. If you're fast enough, you will go through the door and into the clock room. You will also notice that you can't get back out through the door because it requires 50 stars! From there follow the directions for beating the game with 50 stars.
New Improved Rabbit Glitch. (discovered by Neo Ninja at Gamefaqs) For those of you who remember the classic rabbit glitch that lets you bring MIPS through doors, the jump-turn required to "merge" with the door is such a pain to reliably execute. Well an easier method has been found. After you get the rabbit, go to one of the wooden doors. Hold him and push against the right edge of the door. Let go for half a second and hit Z. If you time it right, Mario should put MIPS down and merge with the door. Hit Z again to crawl and turn around to face MIPS, then stand. Now try to pick him up - this may be the hardest part of the whole trick. Once you have him, put him down on the other side of the door and go through yourself. Now let's have some fun with that waskly wabbit.
vortiginous.com/cbright/MIPS Trick.wmv
Well It turns out that the little rabbit in the basement can help you get into some bizarre areas that are otherwise inaccessible.
Beat the Game with 16 stars! (discovered by Dom Dunc) First, when you get 15 stars do the New Improved Rabbit Glitch. Then use MIPS to merge with the 30-star door the same way. Additionally, I punch the right door jam at a slight forward angle to get pushed behind the door. Go get the Board Bowser's Sub star and the key from Bowser in the Fire Sea. You now have your 16 stars and the key to the upstairs. Go into either of the two courses and exit to the main lobby (or if you want to be more episodic, go into Dire, Dire Docks and get sucked out through the black hole). Go upstairs and follow the method for beating the game with 31 stars.
vortiginous.com/domdunc/16stars.wmv
Fake Stairs. (discovered by Dom Dunc) Using the New Improved Rabbit Glitch, use MIPS to merge with the door that has the keyhole. Now punch the right door jam at a slight forward angle and you should get pushed behind the door. Once you're there, try to run up the stairs. You can't. This room, stairs and all, are fake! Another Black Room of Death, folks. Now go through the door. You will now be in a black room with a tile floor. Push through the wall beside the door to get back out.
http://billygard.home.comcast.net/mario/screens/fakestairs.jpg
http://billygard.home.comcast.net/mario/screens/tileroom3.jpg
Wet Room of Death. (discovered by Dom Dunc) Bring MIPS into the room with the pool. Drain the water. Now use MIPS to merge with the iron door. Punch the right door jam at a slight forward angle and you should get pushed behind the door. You will be on an invisible floor through which you can see water below. Now go through the door and you be in that "second black room of death" in the moat.
http://billygard.home.comcast.net/mario/screens/glassbottom.jpg
http://billygard.home.comcast.net/mario/screens/behindmoatdoor.jpg
More to come
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"You haven't beaten me once yet. For that you get a big red F" - Bowser
vortiginous.com/cbright/Chuckya Trick.wmv
Then go hit the highest crystal, flooding the platform where Chuck is. Go back and fish him out of the water. Swim with him over to the ramp with the crystal. Chuck-Ya will now be light.
Go to where the highest crystal is in the main area. Walk up the ramp and go up one step. From there, stand facing away from the cage leading to town, but turned slightly toward the gray wall. Now jump onto the sloped wall, holding the control stick toward the upper right. Mario should start to stutter along the bottom of the slope and move backward. When you are over the cage, let go to fall in. You can do all this while holding light Chuck-Ya if you're careful.
Now take Chuck to the far end of the pipe, then turn and take him back. Go back and forth through the loading point a number of times, and see what happens to Chuck-Ya!
vortiginous.com/domdunc/chuckyaglitch.wmv
Bypass the Load Point. (Discovered by Dom Dunc) After getting Chuck-Ya down from the high platform, carry him over to the yellow ! block nearby. Stand with your back against the wall right where the edge of the shadow is, and hit B to throw Chuck-Ya. Mario will be pushed through the wall, and drop to the pipe below. But since you entered the pipe behind the loading point, the downtown won't be there, just an invisible wall and a view of the upper area. A one-sided "black room of death" of sorts.
Into the Dry Pipe. (discovered by Dom Dunc) Ever wanted to walk through the pipe leading to downtown? Now it can be done. Get on top of the low gray building near the trees. From there do a long jump onto the red roof so that you get burned by the fire spitter. While on fire, run around on the roof in a circle to pick up speed, then with a running start jump and wall kick off the brick pillar on the wall nearby, and hook right. If you get high enough, you will grab onto the mesh covering the tunnel and can lift yourself up over it. Now you are inside of the tunnel when it is dry. What is special about this method is that it answers that nagging question - what is a fire spitter doing on top of a sloped roof?
vortiginous.com/domdunc/DryPipe.wmv
Apparently while doing the dry pipe glitch, Dom Dunc has discovered a major secret regarding the undulation of the water in the downtown. For some unknown reason, the game has been programmed so that the height of the water in downtown at the exact moment you exit through the loading point will become its average height the next time you enter it. Stay tuned for two glitch exercises that take advantage of this secret...
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"You haven't beaten me once yet. For that you get a big red F" - Bowser
vortiginous.com/domdunc/FireSpitters.wmv
Wet, Wet Town. (proposed by Dom Dunc) Readers will naturally wonder if it can be done the other way. Enter the pipe and swim back and forth through the loading point, but each time leave the lower area when its water is at the top of its undulation. Periodically swim up to the cage in the upper area for air. After doing this a number of times, take a good air supply and go check out the downtown. If you did it enough times, the entire room will be filled with water. You can hear the skimmers, but you can't see them. To see what has happened to them, swim up to the highest part of the ceiling and go near the slanted portion. Move the camera sideways into the ceiling and it will move up to the water surface above the ceiling. And look around up there, because that's where the skimmers are as well!
If you happen to be a klutz at doing the dry pipe trick, but you have a lot of patience, this method of adjusting the water level provides an alternate way of letting the water out of the pipe. But I warn you , this is doing it the long way. Just enter the pipe with the water in it like normal, and go back and forth through the loading point and lower the water level from its high point all the way to the floor. You will need to change viewpoints for watching the water level when it gets low enough in the pipe to where you are walking. Actually, just getting to the point where the pipe is half-full makes for an intriguing screenshot, and a great attitude test!
Invisible Mario. (announced by Dom Dunc) First do the Chuck-Ya Down glitch. Then slide the crate to the right to make sure it is out of the way. Go hit the high-water crystal, then come back and swim into the corner left of the crate. When Chuck-Ya comes back to you, dive down so that he can grab you. When he does, the Mario he is holding is a dummy Mario, while the real one is still in the water invisible, and can be controlled for a short time. While Chuck-Ya is holding dummy Mario, dive down and try to grab him from behind. This is tricky, because you can't see what you're doing. When you succeed, Chuck-Ya and the dummy he is holding will become stuck floating above the water. Now Mario can swim to other parts of the course, invisible! One word of caution: if you try to return to where you left Chuck-Ya, you will become visible again. 2
vortiginous.com/domdunc/InvisiMarioLow.wmv
For your entertainment, here is what some hackers have been able to do with our beloved mushroom kingdom:
http://www.angelfire.com/super2/jnvol/yshrdr06
Stay tuned for more glitch fever, including hopefully some yet to be revealed.
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"You haven't beaten me once yet. For that you get a big red F" - Bowser
InvisiMario in THI: (BrightGuy)
http://www.putfile.com/media.php?n=THI9
To perform this glitch first requires you to take the chuck-ya to the lower level this can be easily done by repeating a simple technique to take chuck-ya down ledges. When Mario has grabbed Chuck-ya, walk over to the ledge edge, jump slightly over the ledge and pull back on the control stick (so that if Mario wasn't holding anything he would grab onto the ledge) Mario should now grab onto the ledge and the Chuck-ya should be thrown into the air, come down and grab mario and drop down undamaged. Repeat this until the Chuck-ya is in the water, then the glitch can be performed as before.
InvisiMario in TTM: (Tetsuo2019)
http://www.vortiginous.com/domdunc/MarioTTM.wmv
Again, for this glitch Mario needs to take the Chuck-ya down into the small 'lake' thats at the very beggining of the course. To do this grab the Chuck-ya and walk him over the bride onto the platform. The next part is difficult and requires a lot of luck. Walk over to the corner of the ledge that is directly above the lake and simply walk off. With luck, as Mario falls off the ledge the Chuck-ya will be thrown upward blocking Mario falling off at first, then on its way down it will grab Mario, so both Mario and the Chuck-ya will fall down unharmed into the lake. From here the glitch can be performed.
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Tetsuo2019
By the way, you need the DivX codec to watch the AVIs.
I'll post a few more explanations now... Also, I'll point out that while I discovered the Chuckya Glitch, it was Dom Dunc who figured out how to get Chuckya in the pipe.
Dom Dunc's website: www.systemcrash.tk (www.angelfire.com/pro/glitches/index.htm)
Bullet Bill's website: www.billygard.com/mario
Backwards Long Jump Technique:
The backwards long jump (or BLJ) is performed in the same manner as a regular long jump, except that after starting the jump (with Z+A), you reverse the direction of the control stick. Continue to hold down Z, and continue to hold the stick in the reverse direction, and when Mario is about to land on the ground, press A again to continue the BLJ, as if you were performing forward consecutive long jumps. In specific places, you can perform many consecutive BLJs, causing Mario to accelerate backwards at very fast speeds. These places include some staircases (like the endless stairs), some slopes, and platforms that move upwards.
On the Castle Roof from Left Side:
This method is longer and harder to pull off than the previously described method of using the right side. First, stand with your back to the hill on the left side of the castle, to the left of the waterfall. Jump backwards and kick in the air, while holding the control stick pointing up the hill. When you land, immediately jump again and do another kick. Continue to do this and make your way across the waterfall, and eventually onto the castle roof. Tip: Try practicing the trick on a slope that isn't as steep. Doing this takes precise timing, because if you wait too long before jumping again, you'll slide off the slope.
vortiginous.com/cbright/Castle Roof from Left Side.avi
Into the Dry Pipe Alternate: (Discovered by Hawkeye 123)
This method is generally easier to do than the previous one described. Stand on the orange roof facing in the direction of the dry pipe, and start to run towards it. Before reaching the edge, aim yourself slightly to the left, and then perform a long jump at the edge of the roof. When you reach the pipe's grating, you have to perform 2 wall kicks very quickly (off of the grating and then off of the brown pillar). You might want to rapidly press A to make both kicks.
vortiginous.com/cbright/Wet-Dry World - Dry Pipe.avi
Ghost Lakitu Alternate:
Start a new game. The very edge of both sides of the bridge will not trigger Lakitu's speech, so you can jump on these areas and continue to Ghost Lakitu. This is good for speed runners, since you skip Lakitu's speech (around 8 seconds). This movie shows how to make it across using a long jump:
vortiginous.com/cbright/Lakitu Skip.wmv
Through chain chomp's gate:
In Bob-omb Battlefield, grab the bob-omb walking next to chain chomp, and quickly start jumping over to the left edge of the gate. Once you reach the corner where the gate and the wall intersect, stand with your back to the corner and jump in the air, so that the bob-omb explodes while you are in the air and pushes you into through the gate. This glitch allows you to get a 77th coinless star.
vortiginous.com/cbright/77th Coinless Star.wmv
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I'm waiting for the Twilight Princess.
This glitch allows you to get into a small secret area beside the ! switch in Tiny Island. Here's a summary of the steps: Drain the water at the top of the mountain and then glitch inside the island by diving into the wall facing the ball generator. (This takes some luck.) You should be swimming in the mountain. Facing the area where the piranha plant is, swim down a little and leave the water, and while falling, dive towards the piranha plant. You should land in another secret area underneath the piranha plant. From here, you are able to jump up and land in the small area beside the ! switch. (It can take a few tries to make the jump.) You can get a great view of the impossible coin from here (for info about this coin, see www.sm64.com/impossiblecoin.html).
vortiginous.com/cbright/Tiny Island Secret.wmv
And now, celebrating the opening of Part 5, here are some brand new glitches/tricks that haven't been revealed... I discovered them very recently:
Rainbow Ride Secret Pillar:
Strangely, there is an invisible pillar in Rainbow Ride, which pushes you into a tiny secret area on one side, and on the other side you can get stuck sliding. The pillar seems to be an extension of the chimney in the big house. (The chimney that doesn't even lead anywhere... what good is a chimney that is cut-off before reaching outside?) To get to the secret pillar, take the carpet that leads to the top of the big house, and jump off the roof towards where the chimney would be. (The opposite side of where the star is.) Jumping directly at the pillar will probably get you stuck sliding towards the pillar, so that you will eventually have to reset your game. To get into the secret area, slide down the roof and jump at the pillar from the backside, and you will be pushed right into the roof, and you'll be standing somewhere near the top of the chimney. Here's a video of a few things you can do with this pillar:
vortiginous.com/cbright/Rainbow Ride - Secret Pillar.avi
Chuckya Trick Alternate:
I found another way to get Chuckya off of his platform in Wet-Dry World, which doesn't require rapid button pushing, so hopefully it can be done perfectly every time once perfected, although there are still a few things that can go wrong. First, bring Chuckya to one of the three corners on the platform. When you walk off a platform, you may notice that you are pushed backwards slightly by Chuckya. The trick is to walk off the platform so that when you throw Chuckya, you will be pushed backwards into the air, instead of onto the platform. What I did was walk slightly to the right of the corner, and then turn to the left and walk off the edge so that you throw Chuckya. Now, immediately press B so that you dive underneath Chuckya. Alternatively, you can choose to stand in the corner, look to the side, press B to throw Chuckya, and again press B to dive.
vortiginous.com/cbright/Chuckya Trick Alternate.avi
Loading points in the TTM Slide:
Myles Bukrim informed me about a shortcut in the Tall, Tall Mountain Slide that required falling through a missing portion of the slide. When I tested it out, I realised that the slide actually loads in 3 different parts. This is why it sometimes takes different amounts of time to die when you fall off the slide. Here's a video that shows the shortcut, as well as both loading points. The loading points are one-way only; you can't you through them backwards.
vortiginous.com/cbright/TTM Slide - Loading Points.avi
And as Neo Ninja said in the very first post of the "Secrets",
"I believe if we all help out, telling each other what we know, we'll be able accomplish things once thought impossible."
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"But in dream, eliza thornberry tackled me and started shoving a butter knife through my chest"-animeforever15
I saw the description of how to jump Chuck-Ya down in TTM by falling off as if to hang on the edge. Wouldn't this trick work in WDW as well? It seems like it would be much easier than any of the other methods
When jumping at the invisible chimney, do you mean the backside as in jump at the left half of the chimney toward the back side of the house?
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"You haven't beaten me once yet. For that you get a big red F" - Bowser
This makes it a lot more consistent than the previous method i was using and can can be done at the very start of the bridge, which saves you having to walk with the Chuck-Ya over to the ledge.
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Tetsuo2019
Wing Cap Vertigo. Pick up the wing cap from the roof, then return to the ground and while the cap is still active do the triple jump for getting on the roof. If you do it right, after you land from the third jump hold A as Mario floats back to the ground, and Mario will walk, but the camera controls will behave as if he were flying. Push C-up and watch Mario walk from overhead. Push C-left or right and watch him walk from the side. Entering water restores normal camera operation.
Clouds of Evidence. (discovered by YoshiRider2006) The presence of a clever game secret is revealed by the dust Mario raises. While running up the endless stairs, jump repeatedly. You will eventually see the cloud of dust from Mario's feet appear sometimes behind him and sometimes in front of him! This reveals the tiny warp that teleports him down a few steps when he passes it.
Through the Looking Glass. Go to the pillar at the left edge of the mirror. Stand with your left arm against the wall to the left of it, and your face right against the pillar. Using Lakitu camera, zoom in to look-around mode, and move into the wall as far as you can go. Then zoom back out. If you did this right, Lakitu should move way back into the mirror, and look back at Mario’s reflection from behind. Lakitu seems to realize right away that he isn’t supposed to be here, and goes back into the wall and swivels back to the "real" room. For the brief period, it can seem like you are controlling Mario’s reflection, albeit with the motions reversed. If you wiggle him around right, you can slightly prolong the amount of time Lakitu stays behind the mirror.
http://billygard.home.comcast.net/mario/screens/mirror3.jpg
View From the Depths. (discovered by Josiah P Version 2 at Gamefaqs) Look up at the foyer ceiling to activate the wing cap course. As the screen begins to white out, hit A to get out of look-around mode, then do a butt slam just as the course is about to activate. If the timing is right, you will enter the course looking up from the very bottom, and Mario will be falling toward the camera.
http://billygard.home.comcast.net/mario/screens/towerfromdeep.jpg
Box In a Box. Pick up the little cork box near the start of BOB. Put it on the top center of one of the two bigger boxes nearby (there are two). Begin to walk away. The little box will fall through to the inside of the big box. Now break the big box, and you will reveal the small box under it.
Spying the Waterballs. Switch to Stop Cam near the BOB start point and bring Mario to the field where the large cannon hill is. From this distance you can see the waterballs appear in the air out of nowhere just before falling to the ground.
Crevasse of Death. Pick up the cork box and bring it to the BOB mountain. Go into the narrow crevasse just beyond the pit where the 2-3 rolling boulders are. Put the box down next to the right wall. Jump backwards into the small space between the box and the wall. If you time it right, Mario will die instantly, just like he does in the rather well-known Killer Border glitch. My original intent in doing this was to get inside the mountain through the sloped wall. Evidently it works; problem is, that area is considered "out of bounds" and so Mario ends up dying.
Whomp's Water Warp. Go stand in the corner just behind the owl's tree with your back to the wall but facing diagonally toward the fence. Move the camera directly in front of Mario. Jump off the cliff toward the camera, and then quickly hook backward away from the camera so Mario moves under the mountain. If you get under in time, you will hear a splash and Mario will reappear from above and fall back down to the starting point!
more to come...
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"You haven't beaten me once yet. For that you get a big red F" - Bowser
Startle the Snowmen. (Discovered by Smithkakarot at Gamefaqs) Using the cannon near the foot of the gondola, shoot up to the very middle of the bridge with the two snowmen. You will come up through the bridge and be standing on it. You can also come up through the solid bridge that connects to it.
Between a Penguin and her Cub. A most dangerous place to be! (discovered by Dom Dunc) Bring the penguin's baby to her. After she gives you the star, pick up her baby so she follows you. Get her to stop close to the hut so Mario cannot walk behind her. Now you can put down her baby. Now do a kick jump and try to land between her and the wall. If you are lucky, you will be pushed into the wall. But you can hear Mario falling away to his death. This is evidence that the "wooden room of death" has a fall-through floor.
Vanishing Bully. (discovered by Jamesco at Gamefaqs). Just past the LLL red-coin puzzle is a platform with two bullies. Push one onto the rotating island just beyond it. The bully will fall through the island.
Chimney Surfing in the Pyramid. (discovered by LoZKing at Gamefaqs) Here is a trick that proves beyond a doubt that the pyramid entrance is indeed not an exit. If you do a wall-kick in the right place, you can jump back up inside the hole in the ceiling. Then hitting A repeatedly, you can keep doing wall-kicks and stay up in the hole indefinitely. The same trick can be done in the TTM slide exit.
Pyramid Cannon. Do the BLJ in the steep part of the tunnel to Eyerok's Tomb. You can shoot Mario out of the tunnel so fast that he lands at the pyramid entry point.
Secret of the Cubbyhole. (Discovered by Brightguy at gamefaqs) In WDW carry light Chuck-Ya to the second-lowest crystal and hit it. Then jump from the water onto the platform to where you find the box that's pushed into a hole. Stand with your back against the box and hit B to throw Chuck-Ya. You should be pushed into the hole behind the box. Now you can push the box completely out of the hole and around on the platform.
http://billygard.home.comcast.net/mario/screens/cubbyhole3.jpg
Burn Up on Reentry. Long jump over the first wide gap after the TTM starting point. Then look back and up. You will see rolling boulders falling from above dissolving in mid air just as they are about to land on you.
Bizarre Shortcut. (Discovered by Christian Wall and Daniel Nugoz) If you look across the water from just left of the TTM start point, you will see a shaded strip of wall. For best results switch to Mario camera and zoom out. Do a long jump over the water and land at the the bottom of the dark strip, and you should go through the wall. Zoom in and you can just barely see Mario swimming in the water inside the mountain.
Chuck-Ya's Underground Tour. In THI take light Chuck-Ya down to the island there the cannon is. Stand with your back against the brown triangular wall section and throw Chuck-Ya with B. This will push Mario into the wall and he will land underneath the cannon hill. From there swim down through the sand floor, and you will be swimming under the entire lake!
http://billygard.home.comcast.net/mario/screens/underlake4.jpg
Hidden Desert. In THI take light Chuck-Ya down to the beach and stand with your back againnst the middle of the wall to the right of the tunnel leading back to the start. Throw Chuck-Ya to get pushed through the wall, and then hook into the wall. He should land in the water under the start platform. From there, swim toward the left side of the tunnel. Mario should land on a dry sandy area under the platform, where he can walk around.
http://billygard.home.comcast.net/mario/screens/undergrounddesert4.jpg
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"You haven't beaten me once yet. For that you get a big red F" - Bowser
Bullet Bill wrote: |
Through the Looking Glass. Go to the pillar at the left edge of the mirror. Stand with your left arm against the wall to the left of it, and your face right against the pillar. Using Lakitu camera, zoom in to look-around mode, and move into the wall as far as you can go. Then zoom back out. If you did this right, Lakitu should move way back into the mirror, and look back at Mario’s reflection from behind. Lakitu seems to realize right away that he isn’t supposed to be here, and goes back into the wall and swivels back to the "real" room. For the brief period, it can seem like you are controlling Mario’s reflection, albeit with the motions reversed. If you wiggle him around right, you can slightly prolong the amount of time Lakitu stays behind the mirror. http://billygard.home.comcast.net/mario/screens/mirror3.jpg |
http://www.putfile.com/media.php?n=Camera-Fools
There is a way to get inside of it. You have to BLJ really fast in the 50 stars door stairs and, if you're lucky, you'll get inside the clock. Is this the way you found?
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http://www.angelfire.com/games5/sm64chile
My SM64 records: 120 stars - 2:53 / 16 stars - 0:22
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I hate making sigs. Sigs are pointless. Life in general is pointless.
why does it have 125 stars?
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/\--UNDER CONSTRUCTION--/\
Gameshark code, ignore it. I used to code to get 120 stars, then talked to the toads, and caught MIPS twice.
I hate helping you guys, but in the BBH merry-go-round glitch, go to a corner, and jump.
http://i20.photobucket.com/albums/b209/stagssmweditboardphotos/SuperMario64Usnap0031.jpg through to http://i20.photobucket.com/albums/b209/stagssmweditboardphotos/SuperMario64Usnap0037.jpg
He doesn't always die though, sometimes he lands in the shallow water.
It only works when Chuckya is light. The programmers anticipated that we might try to take Chuckya (heavy) off ledges, and made Mario throw Chuckya before leaving the edge.
When jumping at the invisible chimney, do you mean the backside as in jump at the left half of the chimney toward the back side of the house?
You have to jump at the side facing away from the top of the house, so you have to slide down the roof a little, and then jump backwards (with a kick if you want) at the pillar.
Most of the URLs don't work for me...
If the AVIs don't play, make sure you have DivX codec (divx.com).
Also, make sure you include the spaces in the URLs (replace the spaces with %20 if you have to). Or go to vortiginous.com/cbright and click the links there.
I hate helping you guys, but in the BBH merry-go-round glitch, go to a corner, and jump.
Something like this has happened to me before when I was testing with a gameshark. Unless the GS changed it, you probably had to walk around once you jumped up.
The merry-go-round floor swings out past the floor underneath it, so I wanted to see what would happen if I tried to fall off of the moving floor when there was no floor underneath me. I tried it, I got the death glitch, and my hat came off as well.
www.vortiginous.com/cbright/Big Boo's Haunt - Out of Bounds.avi
So if only the merry-go-round floor is under you, Mario will still not die. However, I noticed that as soon as Mario is no longer over-top of the hidden underground floor, he starts walking strangely... almost as if he is tilted into the floor. (You can't see this very good in the video.) I guess the underground floor was an easy way to solve this problem, and that's why it was put there.
http://img.photobucket.com/albums/v195/Griffinsong/omgomg.jpg
I just did the thing the glitch said to do, weirdness.
Place MIPS up against the door and walk through to the other side. Instead of turning and jumping into the door though, turn and hit Z so you slide into it. I find that the distance of the slide lands you perfectly merged with the door and is a lot easier to do that jumping back.
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Tetsuo2019
I also have a way to do it. Let's see which of us posts first.
You have to jump at the side facing away from the top of the house, so you have to slide down the roof a little, and then jump backwards (with a kick if you want) at the pillar.
So you really do mean backside, as in the outside. That's hard, that means you have to jump through the chimney and then hook backward toward it.
I plan to see the videos soon, but I have to see if there's room on my C drive to put the divX first.
That can happen if you use Neo Ninjas method, MIPS can even get stuck behind the door. As a side note, i find the method very inconsistent when getting MIPS through the first door, sometimes when Mario merges with the door, when he turns around he can't reach MIPS to pick him up. I use a method which combines Dom's and Neo Ninjas and which i find most consistent.
Is Ninjas method the one where you push against the right edge of the door and let go to merge? Does your revised method solve the problem of the rabbit being just out of reach?
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"You haven't beaten me once yet. For that you get a big red F" - Bowser
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Tetsuo2019
I was experimenting with Dom's idea of doing the BLJ on elevators to see were you end up after building up so much speed. In HMC on the elevator that goes to the beast in the cavern Mario is thrown into an entirely black room that appears to be a large bowl shape.
On the elevator that goes up to the main chamber form the Red Coin area, Mario passes through a world boundary as he flies and consequently dies.
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Tetsuo2019
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Help us bump it to 500 PLEASE!!!
http://boards.gamefaqs.com/gfaqs/genmessage.php?board=589752&topic=22658565
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Check out my new CAW site - http://www.freewebs.com/adams_place/
"Maturity is overrated" - Me
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Tetsuo2019
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Proud owner of a heavily disputed World Record.
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<Sigh> You must think I was born yesterday.--Jailer from Goldeneye, Nintendo 64
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I'm waiting for the Twilight Princess.
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Tetsuo2019
I also did a BLJ in the elevator in Bowser in the Fire Sea. I got thrown to the edge of the course. When I landed in the lava, Mario went into convulsions as he jumped up and down. I found also that Mario got stuck on the platform when I started BLJing, even though I wasn't against a wall.
Also I tried taking Chuck-Ya into Wigglers Red Coins. He just disappears when you warp. The good news is that Chuck-Ya resets when you come out. So I swam underneath the lake where the beach is.
If you jump down the hill carefully you can land with Chuck-Ya on the platform where the wooden plank begins.
I also got "stuck" against the invisible chimney, which occurs almost halfway down the slope.
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"You haven't beaten me once yet. For that you get a big red F" - Bowser
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Tetsuo2019
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Help us bump it to 500 PLEASE!!!
http://boards.gamefaqs.com/gfaqs/genmessage.php?board=589752&topic=22658565
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"You haven't beaten me once yet. For that you get a big red F" - Bowser
The Secrets of Super Mario World!
http://boards.gamefaqs.com/gfaqs/genmessage.php?board=519824&topic=23045626
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Check out my new CAW site - http://www.freewebs.com/adams_place/
"Maturity is overrated" - Me
Good going Mr. Yummy. I hope there is a good response over at Mario World. I have some glitches ready now.
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"You haven't beaten me once yet. For that you get a big red F" - Bowser
Hopefully Mario 64 will continue to yield yet more secrets over the course of this edition.
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XBOX Live GamerTag: Dom Dunc
http://www.systemcrash.tk - Video Game Glitches
On topic: cheep-cheep are pretty expensive in China these days.
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chown -R me ~you/base*
If Mario jumps up a steep slope, slides down, and then jumps back on his feet, he might end up in that funny state where his legs look like he's running forwards but he's going backwards---if you persist with this then eventually his speed gets slower and slower and then he regains control and can run forwards again. Everyone has seen this phenomenon---Mario has an "ambient velocity" backwards even though he's running forwards.
When you BLJ on the elevator in Big Boos Haunt then you experience this x10. Mario might fall off the elevator and end up on the floor of the basement area with his back against a wall, and whenever you turn him around he zips about *really* quickly.
Why does BLJing on an elevator cause this?
And how else can Mario be put into this state?
[tell me before Wednesday because my girlfriend's supposed to be having a baby on that day :-) ]
I kind of want to understand why this happens. It wouldn't surprise me if this were somehow the "key" to the BLJ, because going super-fast backwards is exactly what seems to happen there too. But why does it happen on some (sufficiently steep) stairs and elevators?? That sounds like an important question in some sense.
@Brightguy, if you're there: OK I give in---how do you get Chuckya to the top of TTM? Are you glitching into the mountain with him and swimming up? I've tried everything I can think of but this, but have run out of time and energy to try this last approach (last in the sense that it's the last one I can think of).
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Do not believe anyone who says I've said this. ~qqwref
Mario goes into that state when he has more speed goin backwards than forwards regardless of his facing position, hence why he's running forwards but going backwards, as to what flaw in the code causes this to happen i have no idea. Stag always goes on about how hes hacking the game maybe he can tell us.
But as for the BLJ i think it is the same thing. The BLJ is all about speed, you can do forward long jumps on the elevator and get the same effect and even on the stairs until you reach the top. The reason it works backwards is because mario doesn't hit the floor, he just flies through the door. Forwards he hits the top stair and the floor and loses speed.
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Tetsuo2019