TheBob Pages - Super Mario 64 Page 3


My high scores, for each Super Mario 64 course, are listed in the table below.

Last Modified: Monday, January 24, 2000 07:28 PM
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Detailed score information for each Course:
1   2   3   4   5   6   7   8   9   10   11   12   13   14   15  
Secret_Stars   Cap_Switches   Warps   Fun Stuff



This is page 3, covering courses 11-15 in detail. However, the links in the list of courses above, and the links in the Best Scores Table below, will bring in one of the other pages if necessary. I am now in the process of updating the Star tips for course 15 (finally!)


WARNING:This site contains SPOILER information. If you do not want anything given away, then just look at the 1st table with the my best scores for each course. If you want a breakdown of the scoring detail for each course, you can click on the course number at the top of the page, or click on the course name in the best scores table. The detailed scoring table for each course has some information that could give a little bit away. Tips for each course have been grouped at the end of the document, so that the detailed scoring tables can be viewed without seeing the tips. There is a link to the tips for each course after it's detailed scoring table.


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Here are my high scores for each course, and the highest scores that I think are possible.

Course My Score Possible? Course Name Last Update
1146146 Bob-omb Battlefield07/02/97
2141141 Whomp's Fortress05/01/97
3104104 Jolly Roger Bay05/01/97
4154154 Cool, Cool Mountain05/01/97
5151151 Big Boo's Haunt05/01/97
6139139 Hazy Maze Cave05/10/97
7131133 Lethal Lava Land05/15/97
8133136 Shifting Sand Land06/01/97
9106106 Dire, Dire Docks05/15/97
10126126 Snowman's Land05/29/97
11152152 Wet-Dry World06/07/97
12136137 Tall, Tall Mountain01/24/00
13181191? Tiny-Huge Island01/24/00
14125128 Tick Tock Clock07/20/97
15139146 Rainbow Ride08/02/97

Volker Huttel claims there are really 137 possible in Tall, Tall Mountain, and 186 in Tiny-Huge Island. See Details. 11/28/99

Michael Dolejsi confirms the 137 possible in Tall, Tall Mountain, and claims 191 in Tiny-Huge Island. He suggests that the 5 point difference between Volker's score and his, is the 5 coins you can get from running around the post on the island. See Details. 01/24/00

Back to the Top:


Scoring details for Course 11: Wet-Dry World:

Section last updated: 07/10/97
Item Description Count Value Total Last Update
Yellow Coins:     
    In the Open411 4107/10/97
    Water-bugs43 1207/10/97
    Yellow ! Boxes53 or 10 3607/10/97
    Big Boxes43 1207/10/97
    Stickman15 507/10/97
Red Coins82 1607/10/97
Blue Coins65 3007/10/97
Total Points   15207/10/97

Tips for Course 11       Best Scores Table      Top of this Page


Scoring details for Course 12: Tall, Tall Mountain:

Section last updated: 01/24/00
Item Description Count Value Total Last Update
Yellow Coins:     
    In the Open331 3307/10/97
    On the Slide471 4707/10/97
    Brown enemies91 907/10/97
    Jumping Box15 507/10/97
    Stickman15 507/10/97
    Bombs51 501/24/00
    Flying Fire Shooter12 207/10/97
Red Coins82 1607/10/97
Blue Coins35 1507/10/97
Total Points   13701/24/00

Volker Huttel claims there are really 137 possible points in this course, with another bomb for a total of 5. I have not confirmed this myself by getting the new high score, but it seems to be true. The bomb is mobile, and falls from the upper level to the lower level, and then may fall over the edge. So you need to get it early in the game, just past the chipmunks. Volker does have the Japanese version, so this needs to be confirmed in the American version. It may take me a while to verify this, so if anybody else does - let me know! 11/28/99

Michael Dolejsi confirms the 137 possible points in Tall, Tall Mountain. Thanks Michael! 01/24/00

Tips for Course 12       Best Scores Table      Top of this Page


Scoring details for Course 13: Tiny-Huge Island:

Section last updated: 01/24/00
Item Description Count Value Total Last Update
Yellow Coins:     
    In the Open461 4607/20/97
    Yellow ! Boxes13 307/20/97
    Cloud Bomber15 507/20/97
    Little Brown enemies101 1007/20/97
    Posts25 1001/24/00
    Stickman15 507/20/97
    Piranha Plants62 (1 in Tiny) 1107/20/97
    Flying Fire Shooter32 607/20/97
    ???? 41 401/24/00
Red Coins82 1607/20/97
Blue Coins155 7507/20/97
Total Points   191?01/24/00

Volker Huttel claims there are really 186 possible points in this course, with another 4 "coins in the open" for a total of 50. I have not confirmed this myself by getting the new high score, but Volker thinks 1 of the 4 is an invisible coin near where the cannon balls come out. There is in fact an invisible coin there, but I don't know if it was part of my original total or not. Volker does have the Japanese version, so this needs to be confirmed in the American version. It may take me a while to verify this, so if anybody else does - let me know! 11/28/99

Michael Dolejsi confirms the 186 that Volker reports possible, and raises the claim to 191 in Tiny-Huge Island. He suggests that the 5 point difference between Volker's score and his, is the 5 coins you can get from running around the post on the island, with a sign saying something about "I take no responsibility for those who pass out from running around this post". I tried this several times before, and never got it to work. But Michael suggested that the trick is to go to the island, run around the post several times, then leave the island. Then go back to the island, run around the post 5 times, and 5 coins will pop out. But grab them quick, or they are off the edge and in the water, and tough (maybe impossible) to get once they are in the water. I only got 4 of the 5 when I did this, but they are there, so give it a try!! Thanks Michael - it always bothered me that I couldn't get anything out of that post! 01/24/00

Tips for Course 13       Best Scores Table      Top of this Page


Scoring details for Course 14: Tick Tock Clock:

Section last updated: 07/20/97
Item Description Count Value Total Last Update
Yellow Coins:     
    In the Open71 707/20/97
    Yellow ! Boxes113 or 10 6807/20/97
    Bombs21 207/20/97
Red Coins82 1607/20/97
Blue Coins75 3507/20/97
Total Points   12807/20/97

Tips for Course 14       Best Scores Table      Top of this Page


Scoring details for Course 15: Rainbow Ride:

Section last updated: 07/26/97
Item Description Count Value Total Last Update
Yellow Coins:     
    In the Open781 7807/26/97
    Cloud Bomber25 1007/26/97
    Stickman15 507/26/97
    Bombs41 407/26/97
    Fire Shooter12 207/26/97
    Little Brown Enemy11 107/26/97
Red Coins82 1607/26/97
Blue Coins65 3007/26/97
Total Points   14607/26/97

Tips for Course 15       Best Scores Table      Top of this Page


Tips Section: Warning - this section contains Spoiler Information that will give parts of the game away.


Tips for Course 11: Wet-Dry World:

Section last updated: 09/20/97

  1. There are two sections to this course. To get all of the coins, you have to get all 107 coins in the first half, then get all 45 coins in the second half.

  2. There are "jewels" that control the water level. When you touch the jewels, the water will move to that level.

  3. The higher you jump into the picture to enter this course, the higher the water will be when you enter.

  4. The only way to get the water to the highest level, is by jumping into the painting at the very top.
STARS for course 11:
  1. SHOCKING ARROW LIFTS: The idea here is to get to the small gray blocks with the arrows in the top. When you step on the blocks, they move back and forth in the direction of the arrows. You need to ride the blocks over to the ledge, and then hit the yellow ! box for the star. To get to the lifts, you need to get the water at the correct level. Hit the jewel on the tower in the middle of the course - the one with the 5 coins in a row on the top. Then swim over towards the tall gray tower at the far side of the course (relative to where you come in), jump on the floating platform, and jump up to the arrow lifts.
  2. TOP O' THE TOWN: Get to the top of the course, go across the wood plank, jump to the platform, hit the yellow ! box for the star.
  3. SECRETS IN THE SHALLOWS & SKY: Get the 5 secrets: 1) Push the metal box in the wall of the 1st ledge above the floor of the course. 2) Push the metal box on the floor, that is next to the wall, to the left. 3) Keep pushing this box under the yellow ! box, jump up and hit it, and get 10 coins and the 3rd secret. 4) Go up the ramp to the upper level of the town (not the very top level), jump up on the column, and hit the yellow ! box for coins and secret #4. 5) Step on the purple switch, run up the blocks, and hit the yellow ! box above the cage for 10 coins and the 5th secret, and get the star.
  4. EXPRESS ELEVATOR--HURRY UP!: Go to the bottom of the big cage, and punch out the crate blocking the entrance to the bottom of the cage. Now go back to the top of the cage, step on the platform next to the one with the star (that is inside the cage). As soon as it starts moving down, jump off, go through the entrance you unblocked at the bottom of the cage, and get back on the other side of the elevator platform (inside the cage) before it goes back up. Ride it back up and get the star.
  5. GO TO TOWN FOR RED COINS: The red coins are in the second area. To get there, you need to jump into the caged area in the corner of the 1st area, that is open on the top. You can do this by jumping very high into the painting when you come in to the course. The higher up in the painting you jump, the higher the water is when you enter. You can also shoot from the cannon over to the cage in the corner. Once you get into the cage in the corner, swim down, through the tunnel, and into the downtown area. Once there, get the 8 red coins. They are mostly in the big wood crates or boxes, and there are some on the tops of buildings. Use wall kicks to get on top of the buildings.
  6. QUICK RACE THROUGH DOWNTOWN!: Get to the second area again, and this time you need to get into the cage in the corner, and climb up to the star inside the cage. To get into the cage, you must get the vanish cap on the other side of downtown, and then run until you get back to the cage. The vanish cap lets you walk right through the cage.

Scoring Details for course 11      Best Scores Table      Top of this Page


Tips for Course 12: Tall, Tall Mountain:

Section last updated: 05/30/98

  1. To get to the slide, you must jump through a stone wall. If you miss some of the coins, you can try again, as long as you get to the slide exit, and leave that star alone. Then go back, and try the slide again.
  2. There are 4 coins from bombs. 3 that are together just past the lower level of chipmunks, and 1 to the left of the upper level of chipmunks. Thanks to Larry Brown for pointing out that I had missed a point, and that it was a bomb. 05/30/98
STARS for course 12:
  1. SCALE THE MOUNTAIN: Follow the path to the top of the mountain, and get the star.
  2. MYSTERY OF THE MONKEY CAGE: Go back to the top of the mountain. Grab the monkey at the top (not the one halfway up) and then let him go. Follow him - he will knock the star out of the cage by the bridge, and down on to the ledge by the waterfall, and the rolling log. Jump down and get the star.
  3. SCARY 'SHROOMS, RED COINS: Get the 8 red coins. 4 on the mushrooms, 4 by the moles, and then jump to the mushroom with the star.
  4. MYSTERIOUS MOUNTAINSIDE: Work your way up the mountain, just past the cloud. You will find a part of the mountainside that you can jump through. Ride down the ramp, and at the bottom, jump down the chute. You will come out by the star.
  5. BREATHTAKING VIEW FROM BRIDGE: Back up to the top. Step on the purple switch, and run to the stone bridge. If you look at the star in the waterfall, you will notice that a block has appeared in front of it. Jump on the block, and into the waterfall to get the star. But hurry, blocks created by the purple switch don't last long.
  6. BLAST TO THE LONELY MUSHROOM: Jump into the cannon, and blast to the star on the mushroom. The Bob-omb buddy that will open the cannon is on a ledge, just below and between the wooden bridge, and the pool by the rolling log. One of the small mushrooms where the 4 red coins are is a warp down to the path to the cannon.

Scoring Details for course 12      Best Scores Table      Top of this Page


Tips for Course 13: Tiny-Huge Island:

Section last updated: 11/08/97

  1. If you jump on the Huge brown enemies with a pound the ground jump instead of a regular jump, you will get a blue coin instead of a yellow coin.

  2. There are 5 yellow coins hidden in one of the wood posts. Just run around the post 5 times to make the coins appear. However, this works only on the post at the entrance - not the one on the island. I did not ever get anything from the one on the island - at least not yet.

  3. To get all of the coins in Tiny-Huge Island, you must get all the coins in each half, as well as the 8 red coins and the blue switch block coins in the cave, and finally the coins in the top half of the cave.

  4. See Fun Stuff for what you can do with the butterflies.
STARS for course 13:

Note: There are 3 paintings at the entrance. The one to the left leads to Tiny Island, where Mario is huge and everything else is tiny. The one in the middle is a dummy painting that doesn't lead anywhere. The one on the right leads to Huge Island, where Mario is tiny and everything else is huge. In the course, the green warp pipes will switch you from one Island to the corresponding point in the other.

  1. PLUCK THE PIRANHA FLOWER: Left painting to Tiny Island. Swim or jump past rock to grass area. Go through pipe. Punch or stomp 5 huge piranha flowers for the star.
  2. THE TIP TOP OF HUGE ISLAND: Right painting to Huge Island. Through tunnel then swim to other side, past beach. Follow the path to the top of the island, and hit the yellow ! box for the star.
  3. REMATCH WITH KOOPA THE QUICK: Left painting to Tiny Island. Get to grass area, but don't go in pipe. Step on the purple switch, and follow the blocks to where they turn left. Jump to the path on the right instead. Go right (up) to the next green warp pipe, and jump in. Keep moving around the Island (don't climb it here though) and find Koopa. Race him back to the flag and beat him for the star.
  4. FIVE ITTY BITTY SECRETS: Left painting, same as previous star, but don't go into 2nd green warp pipe. There are 5 holes that when you touch them a number from 1-5 will appear. They are 1) where the bowling balls come out, 2) the tunnel from the entrance to the lake - on the lake side, 3) across the lake where the cannon would be in Huge Island (this is also where the Bob-omb buddy is - talk to him), 4) at the end of the wood path/bridge that goes into the mountain side, and 5) at the top of the island, in the water. After you get all 5, go back to the purple switch, and this time follow the blocks left out to the island with the star.
  5. WIGGLER'S RED COINS: Right painting to Huge Island. Shoot from the cannon to the tree. Follow the wood path/bridge into the mountain side. In the cave, get all 8 red coins for the star.
  6. MAKE WIGGLER SQUIRM: Left painting to Tiny Island. Go to the top of the island and stomp in the water, cracking the ground and draining the water. Go to the closest green warp pipe and go to Huge Island. Back to the top, and jump in the hole that is now visible, and fall into the top of Wiggler's cave. Stomp Wiggler 3 times for the star.

Scoring Details for course 13      Best Scores Table      Top of this Page


Tips for Course 14: Tick Tock Clock:

Section last updated: 02/19/98

  1. If you jump into the clock when the minute hand is on the 12, then the clock works will be stopped when you get inside. The clock works will work differently depending on where the minute hand is when you jump in.
STARS for course 14:
  1. ROLL INTO THE CAGE: Start by going up the steps, across the conveyor belt, jump on the block (watch out it doesn't flip you off!), jump to the platform, and jump to the path. Follow it up to the 3 blocks. Jump from 1 to the next to the path. (tip: the blocks sort of "bounce" before they roll over. If you jump straight up after they bounce, just before they roll, you will be in the air when the block rolls, and will drop back onto it after it is done. Then you can continue to the next). Follow the path to the platform with the second hand, and cross it to another conveyor belt. Cross the 3 or 4 rotating hexagon platforms, and you will see a conveyor going into a cage with the star.
  2. THE PIT AND THE PENDULUMS: Start off by going to the cage with the 1st star, but jump on top of the cage instead of going into it. Follow the path to the elevator platform, then climb the pole on the next platform. Run across the platform at the top of the pole, past the windup flipper enemy, and jump to the rotating triangle platform, and then to the platform beyond. You will be on a path that leads by two pendulums. Get past them to get the star.
  3. GET A HAND: Start off by following the same route as star 1, but this time when you get to the rotating second hand, jump on it. Let it carry you around to the far side of the chamber, where you will see the star. Make a small jump from the end of the hand to the star. If you try and run and jump, you will probably jump too high and end up falling.
  4. STOMP ON THE THWOMP: Start off by going the same route as star 2, but when you climb the pole, jump up to the platform to the right of the platform at the top of the pole. Then jump on the elevator platform, and when it gets to the top, jump to the next fixed platform. (or, when the elevator platform gets to the top, you can use the two rotating platforms to get to the fixed platform.) The fixed platform leads a short path to either another platform or a mesh platform. Jump to the regular platform. Up to the right is a rotating block fastened to the wall. Jump to it, then jump up to the left to another one fastened to the wall, then right to a fixed platform. From here, you need to jump up left to the next platform. This will probably take a running double jump. Follow the path past the four moving bars (that try to push you off the path), and then jump to each of the 3 conveyors. These are moving in different directions, so be careful. Follow the path to the two rotating flipper boards (past the three rotating flipper boards to the side of the path). Time your jumps to land on each of the two boards and on to the path beyond. Careful! Next, follow the path to the two rotating triangles (notice that these "bounce" before they rotate just like the square blocks). Stop on the start of the path just beyond. Here you need to wait for the second hand that will come by. Watch out for the fire shooting black sphere while you wait! When the second hand gets there, jump on it, and go to about the middle of it (if you stand on the red arrowhead, you will get knocked off soon!). Stand on the second hand until you see the moving conveyor leading to the thwomp. Jump on the conveyor. You now need to do a running double jump timed to get you on the top of the thwomp. Then from there jump to the platform with the star!! Man, this one was a tough one (I had not done this one for over a year, so it took a while to do it again to get the instructions.) Thanks to Philip for asking for instructions on this star to force me to finally update my page! 08/15/98
  5. TIMED JUMPS ON MOVING BARS : Start off by going the same route as star 4, but this time when you get to the spot with either the 2 rotating blocks fastened to the wall, or the mesh platform, choose the mesh platform. Past the platform are three moving bars that pop out of the wall. You need to jump from bar to bar and into the cage at the top to get the star. 08/15/98
  6. STOP TIME FOR RED COINS: If you move the opposite way at the start of the course, and go past the bombs and down a level, you will see some rotating flipper boards. You will also see some red coins. All of the coins are above this area. You can either jump up from flipper to flipper, or go up to the platform where the rotating second hand is, and there is an opening on the side of the platform above all of the red coins and flippers, and you can jump down and get the coins. The trick here is to jump into the clock with the minute hand on the 12 to start the course, which stops time (and the clock movements).

Scoring Details for course 14      Best Scores Table      Top of this Page


Tips for Course 15: Rainbow Ride:

Section last updated: 08/15/98

  1. To get the 6 blue coins, stomp on the blue coin block, and then do wall kicks starting at the 1 blue coin you can see all the way up the channel to the top, where there are 5 more blue coins. The Bob-omb buddy is up there as well - to open the cannon for you.
  2. When you get off of a flying carpet, you must get back on again quick, or it will go away. The carpet will start to flash before it goes away. This let's you get off to get some coins, and get back on.
STARS for course 15:
  1. CRUISER ACROSS THE RAINBOW: Coming soon

Scoring Details for course 15      Best Scores Table      Top of this Page


This is page 3 of 4 pages.

TheBob Pages - Super Mario 64 Page 1: Courses 1-5

TheBob Pages - Super Mario 64 Page 2: Courses 6-10

TheBob Pages - Super Mario 64 Page 4: Secret Stars and Cap Switches



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Disclaimer: This is an unofficial informational page only. The author of this page will not be held responsible for any use of the information contained within it. All information is believed to be true and factual, subject to change as research continues. (At least this is fun research.) It is provided as general information and as a public service.

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