List of Mario Kart 64 glitches: Difference between revisions

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(→‎{{conjecturaltext|1st Place Music in 2nd Place}}: I personally have had this glitch happen to me on Toad's Turnpike in 150cc!)
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==={{conjecturaltext|1st Place Music in 2nd Place}}===
==={{conjecturaltext|1st Place Music in 2nd Place}}===
This glitch only works in Grand Prix mode on [[Koopa Troopa Beach]] and on [[Frappe Snowland]] in Extra Mode with any Character. If the racer ends up touching the 1st place kart while in second and finish the race while still connected, the 1st place music should be played, though that player would still only receive 6 points versus the 9 points for 1st place.  
If the racer ends up touching the 1st place kart while in second and finish the race while still connected, the 1st place music should be played, though that player would still only receive 6 points versus the 9 points for 1st place.  
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Revision as of 21:01, June 12, 2011

Here is a list of glitches in Mario Kart 64.

Glitches

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If the racer ends up touching the 1st place kart while in second and finish the race while still connected, the 1st place music should be played, though that player would still only receive 6 points versus the 9 points for 1st place.

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This glitch will work in any game mode and with any character. Once the race starts, the player must turn around onto the bridge, and turn back around onto the snow (without touching the track) and off the course (though past the starting line) so Lakitu comes. When the player drives over the starting line, the screen will say Second Lap. The player can keep doing this until the end of the race, resulting in being able to finish the race around 1 minute.

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This glitch works in any mode with any player on Wario Stadium, excluding Extra Mode. On the first hill after the start of the race, the player should drive into the wall, they should be able to bounce over it. Next, they should do a 180 degree turn and aim for the starting pole (the player is over the wall so it may be hard to see it depending on how well the N64 or Wii works). The player should hop over the wall again and make sure to land to the left of the starting line. Once the player crosses the starting line after they regain control of their kart, Lakitu should hold the 2nd or Final lap sign, depending on which lap the player was on previously, or he will wave the checkered flag, if the race is finished.

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This glitch only occurs in Frappe Snowland in the bridge part before the finish with a second player. The second player must drive off the bridge and into the water at a certain point, so that Lakitu picks the player up and drop him/her into the bridge. If the area Lakitu is dropping off seems to be the last line on the bridge closest to the finish line, Lakitu drops the player directly through the bridge and into the water. If the second player happens to spin out while trying to accelerate, the player still falls into the water. This glitch will happen continuously until the player is helped out of this situation.

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This glitch can be performed in any mode with any character on Rainbow Road. Use a Mushroom speed boost just as the player crosses the finish line and just before the elevation of the road goes down, rocket off the edge of the course, and land again on the complete opposite side of the course, more than halfway through.

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This is a fairly easy glitch that can be performed in any mode with any player on DK's Jungle Parkway, excluding Extra Mode. When the race starts, turn around and go into the tunnel. Pass two of the flames on the wall and turn around again, now going in the right direction. Just as the tunnel is about to end, drive in between the end of the tunnel on the left and the drop to the bottom. The racer should fall below the course and land in water. Lakitu will place the player back in the tunnel, and then drive across the finish line and it will become the next lap.

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Go to the Block Fort on Battle Mode with 2 players (Both should be the same weight). Make one player do nothing at all. Make the other player get a turbo boost between the 2nd and 3rd lights then just keep holding down the A Button. While the 1st player is bouncing between the wall and the 2nd player, let go of A. The 1st Player should go right through the wall.

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This glitch works in any mode with any player on Mario Raceway, excluding Extra Mode. Just before the left turn before the 180 degree turn around the mushroom tree, use a Mushroom speed boost and go over the wall. However, this glitch is difficult to perform since the angle has to be exactly right or else it will fail.

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This is a common glitch that occurs in the game. After the Star music finishes, the character will still be invincible for an extra two or three seconds. This is easiest to notice when having the map that shows all eight racers.

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File:Mario Kart 64 Glitch 01.jpg
The Middle of Koopa Troopa Island

This will work with any character. On Koopa Troopa Beach, when the character comes to the big turtle shaped stone, hang a left. There should be some moss growing on the top of the back wall. The player needs to find the crease in the wall where that moss begins. The player must make the character he/she chose run straight into that crease. When (if) the character starts to move up the wall the player must then make sure he/she is moving up that crease and not starting to move onto other parts of the wall. If this is all done correctly, the character should move off the other side of the wall and fall into the water in the middle of the island.

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This is a glitch that can be performed in any mode with any player on Yoshi Valley, excluding Extra Mode. This glitch can only be performed with a Mushroom item. Immediately after crossing the finish line, make a 90-degree left turn and use a Mushroom boost to hop the fence. If the racer hits a certain part of the wall across the canyon and then plummets to the bottom, Lakitu should put the racer back on the starting line and it will either be second lap (Time Trials only), final lap (if performed on second lap in any mode), or the race would be finished (if performed on final lap).

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This is an extremely difficult glitch that can be performed on any mode with any player on Royal Raceway, excluding extra mode. After passing under the jet ramp that goes across the river, make a sharp left turn about halfway through that straightaway section and aim for the corner of brown bank accross the river on the side closest to the player. Brake just before it looks like the player is going to go across the river and then use a Mushroom speed boost. If "Poomp!" appears on the screen when the kart hits the bank, the glitch has been performed correclty. Lakitu should put the racer back on the road right before the speed boost that takes the player across the river near the castle.

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This glitch can only happen in Double Deck. The player must drive to the top floor then the must fall onto the Middle floor. When they immediately hit the floor they have to Drift and they will be sticking out of the ground and will be spinning in circles. It takes a few tries but the player or players will get it.

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This glitch can only be performed in Grand Prix mode. If the player gets very close to an opponent in 5th place and cross the finish line, there's a random chance that he/she may still pass the race and be able to move onto the next course. In fact, the second through fourth place music will still play, but the game will count it as a 5th-place win, and therefore the player will not receive any points.