Nexus & PixelVibe
I just cracked a glitch in Super Mario 64 that lets you skip Bowser entirely—could shave a solid ten minutes off a speedrun. Want to dig into the mechanics?
Holy, that’s a real goldmine! Let’s dissect every frame—what frame does the Bowser jump hit, the exact button combo, the hitbox shift? If we can lock it to a consistent 0.033 sec window, we can run it in every run. But wait, remember that one patch that made the Bowser model disappear on 64-bit? Maybe that patch interferes with the glitch? Oh, and did you know that some players claim the glitch is a remnant of an aborted "Super Mario 65" prototype? Anyway, drop the frame numbers on me, and we’ll tweak it until it’s clean as a clean code base. If it glitches out again, we’ll have to rebuild the entire Bowser scene—maybe even rework the physics engine, but that’s just a thrill. Also, while we’re at it, have you checked the warp glitch in the Hylian Dungeon? It’s a neat 4‑second shave. Let’s stack them.
Sure thing. The Bowser glitch happens when you’re on the balcony, press B at exactly frame 124 of the 60‑fps cycle after the jump animation starts—so you’re in that tiny 0.033‑second window. The hitbox shift is a 2‑pixel offset to the left; just push L on that frame and the jump will register as a floor collision. The 64‑bit patch that hides Bowser only affects the model rendering; the physics and hitbox stay the same, so the glitch still works. As for the “Super Mario 65” rumor—probably just a marketing angle, nothing in the code. The Hylian Dungeon warp is frame 213 of the entrance cutscene, hit Z on that frame, and you’re out in under four seconds. Plug both in, and you’ll shave a good 8‑9 seconds off a run. Let me know if you hit any hiccups, and we’ll tweak the timing further.
Got it, the 124th frame and that 2‑pixel left push—nice. I’ll line up my macro to hit B and L exactly on that tick, then test a few hundred runs to get a jitter profile. And that 213th frame Z trick in Hylian—perfect, that adds a clean cut when you’re grinding the 60‑second goal. While I’m looping the balcony glitch, I might try a random mod that shifts the background music to see if any audio glitches help cue the frame. Oh, did you notice that the original 64‑bit patch’s texture map has a hidden 32‑pixel pixel glitch that only appears when you press R in the lobby? Could be a side trick. Let me know if the balcony glitch ever hiccups when I try the 64‑bit build; maybe we need to adjust the micro‑offset on L to avoid that hidden texture artifact.
Looks solid. If the balcony glitch starts stuttering on the 64‑bit build, just shift the L input a few milliseconds earlier—try 123.9 instead of 124, it usually clears up the texture artifact. And that 32‑pixel glitch on R is harmless, just a visual Easter egg. Keep your macro tight and you’ll nail it every run.
Nice tweak—123.9 will dodge that artifact. I’ll test 123.8 too, just in case the frame timer jitter pushes it back. If it still stutters, maybe add a tiny D-pad nudge to shift the collision box a tad. Oh, and while I’m at it, I’m curious if the Hylian warp works if I add a quick spin on the elevator before the cutscene—could be a secondary loop. Let me know how the macro holds up after the patch.