New York to San Francisco warp
Enter the green office building near the start in New
York. A Nintendo 64 logo will be inside the building. Fly through
the building and exit in San Francisco. The trip may be reversed
if desired.
Miami to Seattle warp
Fly inside the space shuttle hanger in Florida, fly
towards the ceiling, then turn around and fly back out to emerge
in Seattle. The trip may be reversed if desired.
Wario on Mt. Rushmore
Hit Mario's nose on Mt. Rushmore with Gyrocopter missiles
or a cannonball shot. His face will transform into Wario's face
or the cannon.
Driving the Gyrocopter
The Gyrocopter can be driven on the ground by landing
anywhere after getting enough forward momentum in the air.. After
landing, keep moving forward. Note that the Gyrocopter will become
airborne again if its speed exceeds 40.
Rocket Belt, Pilot Class shortcut
There is a shortcut in the cave on Crescent Island.
There is a left turn that leads down a straight section after
the first stalactite in the cave. The cave narrows midway through
the straight section,. Just after the narrow section is a torch
on the wall. Turn right at the torch to reach a branch in the
cave. Avoid touching the wall in the very narrow sections.
Night time on Rocket Belt, Beginner
Class
Enter the cave in front of the chapel on top of the
hill. There should be water coming out of cave and a sewer grate
deep inside. Fly to the sewer grate and the game will slow as
a strange noise is heard. The cave will turn darker. Exit the
cave to fly outside at night.
Nintendo 64 logo on flag
Use the Birdman on the snowy mountain stage and fly
to the top of the highest mountain or a mountain near that. You
may notice a tiny flag flapping in the wind near the top. Fly
closer to see that the flag has a Nintendo 64 logo, which looks
makes a nice snapshot for your photo album.
Cannonball settings
Use the following settings to reach a landing target
on the first shot. Note that small adjustments must be made to
get a 25 points rating on each shot. Recalibrate the cannon after
every attempt. Trial and error must be used to land optimally
for the shots that require less than full power
Cannon number | Vertical | Horizontal | Power |
Round One | | | |
Cannon 1 | 1-2 degrees | W 50 degrees N | Full |
Cannon 2 | 12 degrees | S 70 degrees W | Full |
Cannon 3 | 18 degrees | W 30 degrees N | Full |
Cannon 4 | 4 degrees | S 87 degrees W | Full |
| | | |
Round Two | | | |
Cannon 1 | 10 degrees | S 65 degrees W | Full |
Cannon 2 | 5 degrees | S 12 degrees W | A little less than ½ |
Cannon 3 | 29 degrees | W 28 degrees N | Full |
Cannon 4 | 18 degrees | E 49 degrees S | ¾ |
| | | |
Round Three | | | |
Cannon 1 | 13 degrees | E 23 degrees S | Full |
Cannon 2 | 7 degrees | S 85 degrees W | ¼ |
Cannon 3 | 52 degrees | S 41 degrees W | Full |
Cannon 4 | 45 degrees | E 54 degrees S | A little less than full |