UK, USA and JAPANESE codes for the Mario N64 classic
I started making codes for SM64 in about 2003 using an Xplorer64 cheat code cartridge and later on, the Equalizer, and Nemu64. I continue to create codes, which I share with you on this page, with the codes that other people have kindly given me.
Please Read first: Codes created by me are marked with (JS), other codes are by my friends. I have tested most of the PAL codes on a real N64 and emulator, NTSC codes tested on an emulator only. Japanese original (JAP ORG) and Japanese Shindou Edition (JAP SE) codes tested on an emulator only. Codes may behave slightly different on an emulator than on a real N64. Some codes require that they be activated before the title screen appears, this usually is only required for emulators, however, some codes must be turned on/off at specific times for the cheat to work. If you need help or have ideas for codes or you would like to know how they work then please email me at firstname.lastname@example.org
Please note that I am now moving the code sections to their own pages so if you cannot find the code you are looking for it may be on one of the relevant pages linked to from this page.
Spawn objects, edit the memory and more.
Mario loses a coin for every segment of health he loses (JS)
Turn this code on before the title screen appears. Whenever Mario loses health he will lose a coin (which is spawned) for every segment of health that is taken away, unless he doesn't have enough coins. For example, if Mario has collected two coins and loses three segments of health, he will only lose two coins. Note that while swimming underwater, Mario will still lose coins but they will be collected by Mario as long as you keep moving. Note also that this code makes use of the built-in spawn debug mode by modifying it.
Original Japanese Colourful Scrolling Message code (JS)
This version of the scrolling message code makes use of the Japanese version of SM64 having all the colourful characters by displaying the message MERRY CHRISTMAS BY JAMES.
Starman Mario (JS)
Turn this code on before the title screen appears. This code flashes all parts of Mario except for his face and hair, gives the power of killing enemies such as Goombas instantly upon contact. Also, Mario cannot be harmed by anyone else and has the sparkles like from a Koopa shell. However, Mario can still be harmed from being flattened such as by a Whomp.
All objects except for Mario move slow (JS)
Turn this code on before the title screen appears. Mario will move at normal speed but all other objects will move and react much slower than normal. Take note that some 3D animations are not affected and some strange things will happen, such as not being able to collect coins immediately after they have just been spawned.
To change how often the objects are updated, modify the end (hex) value on the 11th code line (normally 0010).
Press L for all objects except for Mario move slow (JS)
Turn this code on before the title screen appears. When the L button is pressed, Mario will move at normal speed but all other objects will move and react much slower than normal. Take note that some 3D animations are not affected and some strange things will happen, such as not being able to collect coins immediately after they have just been spawned.
Change Goomba head to Peach's head using Press L to copy memory code (JS)
This code will change all Goombas' heads to that of Peach's head in Bob-omb Battlefield by using my Press L to copy memory code. If you are using an emulator you must have the expansion pack enabled (for Project64 after loading the game ROM, go to Options->Settings and click on the Rom Settings tab. Then click on the Memory Size drop-down arrow and select 8MB and click Ok). It will also work on a real N64 but I have only tested with the Equalizer cheat code cartridge-do not do any searches with the cheat code cartridge when using this code. While outside the castle, press the shoulder L button which will copy Peach and other graphics to the expansion pack. Then go to Bob-omb Battlefield (works for most stars) and when you are in the level, press D-pad up so that the Goombas have the head of Peach.
Note that when using this code the game may glitch up or even crash due to the complications of how the game handles the graphics.
Press D-pad to start or stop screen shake (JS)
Press D-pad up to start screen shake like when a Thwomp hits the ground and D-pad down to stop the screen shake. This will work at most times.
Press L to slow down the game (JS)
Using this code, whenever the shoulder L button is pressed, the game will slow down (it works for most places but doesn't affect everything). To slow down the game down more or less you need to alter the last four values at the end of the 2nd and 4th code lines, which together form the hex value 00100000. Higher values will slow down the game more, lower values not so much.
Replace water bubbles with Yoshi egg using Press L to copy memory code (JS)
This is a different version of the Press L to copy memory code which has the values changed for you. Go to Wet-dry world, press the shoulder L button and then the water bubbles should appear as Yoshi eggs in all levels.
Press L to copy memory (JS)
Using this code you can copy memory (RAM) from one place to another, which can be used for many things. The last three groups of two code lines set the source start, source end, and destination start address of the data to copy (I've separated them to make them more clear but you can still use the whole thing as one code, or add the last parts as separate codes in addition to the first part). To use the example values, turn on the code and go to Bob-omb Battlefield, select the first star (it will have a different effect in other courses/stars) and press the shoulder L button to change the Bob-omb buddy's graphics to that of King Bob-omb.
Window mode with health reflecting border colour (JS)
Whenever the game is not paused, and at other times, the game will be in window mode, the border colour will change from bright red when Mario has full health to dark red when he is dead.
Note: the NTSC game has a black border at the top and bottom of the screen that is fixed and unaffected by this code.
Screen shakes when Mario ground pounds (JS)
Make Mario ground pound and the screen will rumble as if a Thwomp had hit the ground.
D-pad tree remote control (JS)
When you are in any level turn this code on and then you'll be able to move all the trees using the D-pad; why not climb a tree and then move it and Mario where you want?! D-pad left/right moves the trees horizontally, up/down moves the trees back and forward and by pressing D-pad right and up or D-pad left and down you can move the trees up and down.
Memory editor v1.1 (JS)
Turn this code on before the title screen appears; the code is split into two which you will need to add as two separate codes but activate as if they were the one cheat. Then, whenever the game is not paused you will be able to view and edit the memory (RAM). The address is displayed on the left, and the byte stored there on the right.
These are the controls:
Do not go below address 0x80000000 or above 0x803FFFFF otherwise the game may crash. As an added bonus, when you use this code you can directly change the size modifiers in the Mario object allowing you to make Mario more Luigi or Wario's size, for example.
Screen shakes whenever Mario moves v1.1 (JS)
If you move Mario (and sometimes when he's still) or make him jump the screen will shake like when a Thwomp hits the ground.
D-pad messages (JS)
With this code on you can press any of the D-pad buttons to display a set message above Mario's head if the game is not paused.
Scrolling message (JS)
Activate this code when you want to have a message scroll across the screen when the game is not paused. The message is CODES BY YOSHIELECTRON; to have your own text please email me at email@example.com
Oh no-who's attacking?!
Attack of the Goomba Shy guy (JS)
When you are outside the castle where you start activate this code for the nearest signpost to be transformed into Goomba acting like a Shy guy.
Attack of the MIPS Shy guy (JS)
When you are outside the castle where you start activate this code for the nearest signpost to be transformed into MIPS the rabbit acting like a Shy guy.
Attack of the Peach Snifit outside the castle (JS)
When you are outside the castle turn this code on and you will see Peach where you start who will act like a Snifit bad guy.
Attack of the Toad pond skater (JS)
When you are inside the castle by the first Toad turn this code on and the Toad will start behaving like a pond skater. If you stomp him you will get lots of coins.
Attack of the Big Goomba Castles outside the castle (JS)
Turn this code on before you start the game and where you start outside the castle the signposts will have been replaced with big Goombas that look like the castle. Do not go to any other courses that have signposts even if you turn the code off.
Attack of the Yoshi Snifit outside the castle (JS)
When you are outside the castle turn this code on so that the signpost near where you start is transformed into Yoshi behaving like a Snifit.
Attack of the Toad Shy guy (JS)
When you are outside the castle where you start activate this code for the nearest signpost to be transformed into Toad acting like a Shy guy.
Attack of the Giant butterflies outside the castle (JS)
Start a file, go to the castle, turn on this code and when you return to outside the castle the butterflies will be giant and will attack you!
Although the butterflies will be big in other courses they won't attack like they do outside the castle by using this code.
Attack of the Giant Princess outside the Castle (JS)
When outside the castle, turn the code on when the signpost to the left that is close to the waterfall appears. Peach has grown to a huge size and whenever you get near her you'll be harmed!
STAY OUTSIDE THE CASTLE WITH THESE CODES ON.
Attack of the Peach Shy-Guy outside castle (JS)
Can you defeat Peach if she can fly and shoot fire at you? Remember to stay outside the castle while you have this code on.
Attack of Giant Yoshi Shy-guy ouside the castle (JS)
When you are outside the castle go to the signpost to the left near the waterfall and turn this code on for the signpost to be transformed into a huge Yoshi that behaves like a Shy-guy.
Please be sure that the signpost has appeared before turning this code on.
Attack 2 of Giant Yoshi outside the castle (JS)
Outside the castle, when the signpost to the left of the castle comes into view turn on this code for a giant Yoshi to appear who is super deadly!
Attack of the Wing caps! (JS)
Go to inside the castle, turn on this code and then go to any level that has signposts (including outside the castle)-the signposts will behave like Boos and look like wing caps.
Change the '0002' on the last line to a value from 0001-0008 to set how many segments of damage the signpost-Boos do to Mario.
Please go to SM64 N64 Behaviour Change Codes.
Codes that make use of beta/unused items
Swap blue coins for working keys in Big Boo's Haunt (JS)
Turn this code on before the title screen appears and then go to Big Boo's Haunt, it's best to use the level select. Instead of there being a blue coin in the Boos there will be the beta key; each one that is collected will be displayed at the right of the screen, showing what it may have been like in the original design. (It will also work for the courtyard with the Boos except they will still look like yellow coins.) I have not used the actual key behaviour (if it even exists) but instead modified the coin behaviour so that the key display is updated instead of how many coins you have.
Although the PAL version doesn't have the key HUD icon I've done the PAL version of the code as the 'Ü' that will appear can be changed to a key texture for the emulated version of the game.
Camera defaults to behind Mario view (JS)
Turn this code on before selecting a file. The camera will start off behind Mario just as if you had pressed the 'R' button. Even when you enter the castle or a level, the view will still be behind Mario.
Slow camera (JS)
Turn this code on before the title screen appears which will make the camera move slower than normal. Note: the NTSC version is one code line longer than the PAL version due to differences in the game coding.
Most 3D objects always face camera (JS)
Turn this code on before the title screen appears so that most 3D objects will always face the camera. Note that in some courses, such as Whomp's fortress, the level will looked messed up since objects are used for the surfaces.
Put the camera on any object [ver1.3] (JS)
Activate this code before the title screen appears and when you start outside the castle the camera will be at a different view. To put the camera on the next object use D-pad up, or on the previous object by pressing D-pad down; the object number (ON) will be displayed. If the object number goes below zero or over EF the game may crash (as there are only 240 objects in any level).
Here are some values to use: Castle grounds 54=overhead at start; 60=Mario; 5B=drain under water; 5F on the way to the castle. Inside castle 3C=Mario; 26=overhead. Bob-omb Battlefield star 2 13=a Goomba; 43= a Bob-omb; 80=Mario; 71=Koopa the Quick. Castle basement 1A=Mario.
Freeze/unfreeze the camera
This will work for any level; press camera-right button to stop the camera from moving and then camera-left to get it moving again.
Mario always faces the camera (JS)
If you want Mario to only face the camera then turn this code on before the title screen, it works for all levels.
Lakitu's day off (JS)
Stop the camera
Similiar to the Lakitu's day off code but although the camera won't move with Mario you can still rotate and change the zoom level using the camera buttons.
Please go to SM64 Cap Power Codes Page.
Please go to SM64 Colour Codes Page.
Activate the built-in features that were used to test the game.
Please note: if you can not get any 2-player codes working with a controller when using an emulator, try using the keyboard for the second player. You can always email me for help.
2-player modified spawn debug mode (JS)
Turn this code on before the title screen appears to enable this modified spawn debug mode which is controlled by a second player. Using the second controller, press D-pad right for a yellow coin, D-pad left for a Bob-omb (can be spawned in most levels) and D-pad down for a red flame. Each item will be placed in front of Mario so the second player can help out or make things worse.
Note: due to how the NTSC game is programmed, the NTSC version of this code is slightly longer than the PAL code.
Second modified spawn debug mode (JS)
Turn this code on before the title screen appears. This code enables the debug spawn mode but also changes what items you can spawn with the D-pad. Press D-pad right for a yellow coin, D-pad left for a red coin (you'll have to jump to get it) and D-pad down for a blue coin.
Modified spawn debug mode (JS)
Turn this code on before the title screen appears. This code enables the debug spawn mode but also changes what items you can spawn with the D-pad. Press D-pad right for a yellow coin, D-pad left for a slowing moving 1-up mushroom and D-pad down for a wing cap. Each object will fall from above Mario.
Spawn debug mode (JS)
Using this code you can access the spawn debug mode that Nintendo used to test the game. Press D-pad right for a normal Koopa shell, D-pad left for a bouncing box and D-pad down for a water Koopa shell (spawn it in the water). If you try to spawn an object in levels such as inside the castle the game will crash because the graphics aren't available.
Thanks to YouTube user pricesspaigeI99I for the following code:
Modified Spawn Debug Mode 2
Turn this code on before the tittle screen appears. This code enables the debug spawn mode but it also changes what items you spawn with the D-pad. Press D-pad right for a metal cap block, D-pad left for a Chunkya, and D-pad down for a blue flame that will transport into three blue slug flames when it lands.
Debug display 1
A few bits of debug information are displayed always at the right of the screen.
Debug display 2 (JS)
This code allows you to activate one of several debug displays that Nintendo used to test the game, using the D-pad and shoulder L button whenever the game is not paused. Note: Before pressing a D-pad direction or the shoulder L button only the object number will be shown.
The PAL version has less debug information. The NTSC version has more missing colourful characters so the debug will be harder to read. The Japanese versions have all the colourful characters so the debug looks as it should.
Activate this code before the title screen appears.
Blow up Mario and other objects!
Mario explodes after a delay (JS)
From when you turn on this code, after about 60 seconds (a bit less for the NTSC version), Mario will explode like a Bob-omb! To change the delay before Mario blows up, modify the value on the end of the 14th code line, which normally has the (hex) value of 05C6.
Press L to make Mario explode (JS)
Any time you want Mario to blow up like a Bob-omb just press the shoulder L button. If Mario is not moving when you make him explode and you are in a level like Bob-omb battlefield you can exit the course and Mario will return.
Mario thinks he's a Bob-omb (JS)
Go to a level and turn on this code, if you then touch another object Mario will explode! Most of the time you'll have to restart but if you can exit the course turn the code off first.
Bigger and longer lasting explosions (JS)
With this code on before the title screen, explosions such as from Bob-ombs will last longer and be bigger too. The '89' can be swapped with higher values (in hex) for even greater explosions; the normal value is '09'.
Mario explodes if he moves too fast (JS)
If Mario runs too fast, or he does other things too quickly, he will explode like a Bob-omb!
Please go to the Graphic Change Codes page.
Mario loses health slower in toxic gas in Hazy Maze Cave (JS)
Turn code on before title screen appears.
Kill Mario instantly in toxic gas in Hazy Maze Cave (JS)
Turn code on before title screen appears.
Recover health at slow speed in toxic gas in Hazy Maze Cave (JS)
Turn code on before title screen appears.
Recover health at quick speed in toxic gas in Hazy Maze Cave (JS)
Turn code on before title screen appears.
Thanks to Xane M for this code:
D-Pad Health Adjustment
Changes Mario's health depending on what D-Pad button's pushed.
Mario and the time limit of death (JS)
Mario's health will continually drain until he dies, so be sure to collect lots of coins.
Please go to the Misc. codes page.
Mario Moves Mix-up (JS)
This code swaps some of Mario's moves with others. Jumping makes Mario land on his bottom, and if you try to do the long jump, Mario will be thrown back. If Mario falls off a platform (but not from a jump) he will be thrown back and may lose his cap! And if you try to do a backflip, Mario will do a bellyflop.
Mario Jumps Instead of Getting Burnt (JS)
This code causes Mario to jump instead of getting burnt by Bowser's fire and fire from other creatures, such as Shy guy.
Mario's long jump is cannon jump (JS)
Whenever you do a long jump it will seem like Mario has been blasted out of a cannon. If you do the long jump while wearing the wing cap, you'll fly.
Deadly jump (JS)
If Mario jumps, he will be burnt by fire (but other jumps won't hurt Mario)!
Super high spin attack if backflip or triple jump (JS)
Turn this code on before the title screen appears. Whenever you backflip or triple jump Mario will do a super high spin attack. Mario will also perform a spin attack if he falls off a platform or other surface.
2P controlled work elevator (JS)
This code lets you control the work elevator in Hazy maze cave using the second controller D-pad (the buttons on the elevator will still work).
Please go to SM64 N64 Pick up codes page
Please go to SM64 N64 Playing as codes page.
Please go to SM64 N64 Ride Codes.
Change the size of Mario and other objects.
Bigger Whomps (JS)
Turn this code on when at the star select screen for Whomp's fortress and then select the first star. This code makes King Whomp double his normal size and the other Whomps the size King Whomp would normally be.
The first code line is the size of King Whomp (4080; single value for X, Y and Z size) and the remaining code lines are the X, Y and Z size modifiers for the other two Whomps (their normal size is 3F80). Note that the size values are floating-point values.
Mario Shadow Size Modifier (JS)
Using this code you can change the size of Mario's shadow. Use D-pad up for normal size, D-pad right for slightly bigger, D-pad down for very big, D-pad left for tiny, and the shoulder L for no shadow.
2D Bowser (Bowser in the Dark World) (JS)
Go to the first Bowser fight level (Bowser in the Dark World) and turn on this code for Bowser to look 2D.
Tiny King Whomp (JS)
Turn this code on before the title screen appears. Then go to Whomp's fortress and select the first star; you will find that King Whomp is very small and will not be able to harm Mario. Please note that although King Whomp will be tiny his shadow will be the normal size.
D-pad Goomba Size Modifier (JS)
Turn this code on before the title screen appears. When in a course that has Goombas, press D-pad down for tiny Goombas, D-pad right for normal size Goombas, D-pad left for big Goombas or D-pad up for huge Goombas. Note that normally small or normally big Goombas (such as in Tiny-huge Island) will still behave as if they were their usual size.
Change Mario to 1 of 5 different sizes (JS)
Turn this code on before the title screen appears. When you start the game Mario will be invisible; use the D-pad buttons and the shoulder L button to change Mario between Waluigi (D-pad up), Paper Mario (D-pad right), Luigi (D-pad down), Wario (D-pad left) and normal size Mario (shoulder L button).
Mario size modifier
8124C7DA xxxx (Version 1-must be activated before the title screen)
This single code will alter Mario's size in all three dimensions (X,Y,Z) using xxxx and will work for any level since it actually changes part of the coding stored in the RAM. This is a floating point number which defaults to 3F80; any value less will make Mario smaller, larger values will make Mario grow.
810E5F50 xxxx(Version 2)
Does the same as version 1 except that the default size is 3E80 and affects the graphics structure.
810F0890 xxxx. (Version 2-Values as above.)
Mario is Waluigi's size in any level (JS)
For Mario to be much more like Waluigi in size, use this code which you should turn on before the title screen.
Play as Paper Mario in any level (JS)
Turn this code on before the title screen appears. With this code Mario will be flat in one direction like in the old days or a bit like Paper Mario.
(Yes, the NTSC version only needs one code!)
To adjust Mario's size more to your liking change the 3D00 which is a hex value.
Play as Luigi sized Mario in any level (JS)
Turn this code on before the title screen appears. For those of you who have edited Mario to look like Luigi but cannot change his size this code will make Mario taller and slimmer.
(Yes, the NTSC version needs one less code!)
To adjust Mario's size more to your liking then change the 3FC0 and 3F40 which are hex values.
Play as Wario size Mario in any level (JS)
Turn on this code before the title screen and when you start your file Mario will be Wario's size. You can turn this code off after it has been on briefly and the changes will remain.
To adjust Mario's size more to your liking then change the 4000 and 4020 which are hex values.
Change the size of Bowser in Bowser in the Sky (final Bowser) boss fight level (JS)
To shrink Bowser to a tiny size uses this code:
For other Bowser sizes replace the 3E80 values with 3F40 for small Bowser, 3F80 for normal size Bowser, 3FC0 for large Bowser, 4000 for very large Bowser, 4040 for giant Bowser and 4200 for super giant Bowser. Each code modifies Bowser's size in the X, Y and Z directions so try different combinations to distort Bowser!
Change Princess Peach's size (JS)
If you use a code to get Peach outside the castle, use this code with it to change her size-it can be turned on any time.
Values to use for xxxx are 3F80 fo large Peach, 4000 for an even bigger princess and for a tiny Peach use 3E00.
Monkey size modifier (JS)
This code allows you to change the size of the monkey in Tall, tall mountain; activate it when you are in the level.
Replace xxxx with 3F80 for large size or 3E00 for small size; 3E80 is the normal size.
Don't like Mario's voice-do something about it!
Disable Music code (JS)
Turn code on before title screen appears. There is a side effect that in some levels a short piece of music is played when you first enter the level.
Have the same music in every level (JS)
Turn this code on before the title screen appears. With this code you can force the game to always play the same level music, which is the water music. For other music, change the end value on the second code line (normally 0005); you can even have no music by using the value 0000.
D-pad music select (JS)
Turn this code on before the title screen appears. To change the music, press a D-pad direction and then enter a level. Use D-pad up for the SMB music, D-pad right for the water music, D-pad down for the end music and D-pad left for Piranha plant music.
Press D-pad for different sounds (JS)
For each of the D-pad directions you will hear a different sound, you will need to press the button longer for the more lengthy sounds. The sounds are (Mario) "Hello!" for D-pad up, (Peach) "Dear Mario..." for D-pad down, Bowser growl for D-pad left and (Mario) "Game over" for D-pad right.
To change the sounds for each D-pad direction, modify the values that are in blue. Here are some values to use; 202B "Yahoo!", 202E "Wa-ha!", 202F "Yipee!", 2030 "D'oh!", 2033 "Press start to play", 2034 "Boing", 2036 "So long Bowser", 2037 "I'm-a-tired".
Mute Mario's voice in any level (JS)
Please go to Spawn Codes.
Time how long it takes to get a star V1.1 (JS)
Turn this code on before the title screen appears. So that the timer doesn't reset to zero when you enter certain areas such as inside the volcano, the timer is always ticking but at the star select screen you can press L to reset the timer.
Time how long it takes to get a star (JS)
Turn this code on before the title screen appears. When you enter any enemy level, the timer will appear and star counting up, the timer will stop when you've get a star.
Time yourself in any enemy level (JS)
Activate this code before the title screen appears and then in any enemy level the timer will be displayed. Press D-pad up to start the timer, D-pad down to stop it or shoulder left button to reset the timer to zero. Note that this code also gives you control over the timer when racing including the slides.
Thanks to Vegard Nossum for the following codes:
Instant death (D-pad down):
Water level in Wet-dry world constantly rises (JS)
Turn this code on before the title screen appears. It will be a race against time as soon as you enter Wet-dry world as the water level will continually higher itslef but you can use the water level switches to help or make the situation worse.
Thanks to YouTube user pricesspaigeI99I for the following code:
Water level in Wet-dry world constantly drains
Turn this code on before the title screen appears. Before you enter Wet-dry world jump as high as you can into the painting where the water level usually starts off high, them the water will constantly drain itself but you can use the water level switches to make the situation better or worse.
D-pad Wet-dry world water level control (JS)
In Wet-dry world, use D-pad up for very high water level, D-pad right for quite high, D-pad down for very low and D-pad left for high.
Remove water in levels that have water (JS)
Go to a level that has water, turn on this code, and the water will be gone! If you want the water back, exit the course, turn the code off and go back to the level. Note that outside the castle you can get rid of the water except for the waterfall. Do not use this code while in Wet-dry world.
YouTube user pricesspaigeI99I has also done a code that removes water but the game doesn't crash even when you go to Wet-Dry World.
Very high water in Wet-dry World any star (JS)
To raise the water to an extreme height in Wet-Dry world simply activate this code when in the course or at the star select screen.
As of 6/5/9, I have put together all the codes that I have done so far for Super Mario 64, as a PDF. To download, please see the attachment at the bottom of this page.
All content of this and related pages is copyright (c) James S. 2003-2014
New code: Spawn codes page.
Mario loses a coin for every segment of health he loses (Advanced codes)
See giant Yoshi outside the castle and talk to him (Misc. codes)
Camera defaults to behind Mario view
See Peach outside the castle and choose her animations (Misc. codes)
Ultra Hard Mode (Misc. codes)
Mario Moves Mix-up (Moves codes)
Press L to give Mario a Goomba Head! (Graphic changes codes)
The Ghost of Bowser (Misc. codes)
D-pad to display message (Misc. codes)
Mario Jumps Instead of Getting Burnt (Moves codes)
Attack of the Goomba Shy guy (Attack of... codes)
Red Dust (Colour Codes)
Original Japanese Colourful Scrolling Message code (Advanced codes)
Black Colour Sparkles (Colour Codes)
Yellow Coin Colour Flasher (Colour Codes)
Starman Mario (Advanced codes)
Mario Overalls Colour Flasher (Colour codes)
Mario Shadow Size Modifier (Size modifier codes)
Mario only has his head (Graphic Changes codes)
Mario has no head (Graphic Changes codes)
2D Bowser (Bowser in the Dark World) (Size modifier codes)
Pick up Giant Piranha plant in Whomp's fortress (Pick up codes)
Tiny King Whomp (Size Modifier Codes)
D-pad Goomba Size Modifier (Size Modifier Codes)
Queen Bob-omb (Graphic changes)
Pick up Klepto in Shifting Sand Land (Pick up codes)
'Rayman' Mario (Graphic Changes)
Attack of the MIPS Shy guy (Attack of... codes)
Bob-ombs look like Bob-omb buddies (Graphics Changes codes)
King Bob-omb appears instead of Chain-chomp (Misc. codes)
Have the same music in every level (Sound codes)
Mario explodes after a delay (Explosive codes)
All objects except for Mario move slow (Advanced codes)
Press L to go past the trapdoors inside the castle (Misc.)
Change Goomba head to Peach's head using Press L to copy memory code (Advanced codes)
Press D-pad to start or stop screen shake (Advanced codes)
Press L to slow down the game (Advanced codes)
Different colour coins (Colour codes)
Rainbow colour 'yellow' coins (Colour codes)
Replace water bubbles with Yoshi egg using Press L to copy memory code (Advanced codes)
Press L to copy memory (Advanced codes)
Play as Manta ray in The Secret Aquarium (Playing as... codes).
SM64 Codes Collection
Play as Chuk-ya Outside the castle version 2 (Play as... codes).
Added Japanese Debug 2 display codes (Debug codes).
You may be interested in the Video Game Secrets page.
My email is firstname.lastname@example.org