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Super Mario 64 #14 - Cool, Cool Mountain

Cool, Cool Mountain - Walkthrough

Super Mario 64 #14

Cool, Cool Mountain

Super Mario 64 Cool, Cool Mountain land. Super Mario 64 - Cool, Cool Mountain - Cool, Cool Mountain. Cool, Cool Mountain is the fourth course in the games Super Mario 64. The entrance is on the first floor of Princess Peach's Castle, and behind the left star door labeled "3." It is the home of several Penguins and Spindrifts. There are 154 coins, three cannons, a Slide, and a teleportation area at the end of the broken bridges. Bottomless pits surround this mountain, as it appears to be floating in the sky, so it is possible to fall off the course.

Mario starts out at the summit near a small house with a massive chimney (unlike Tall, Tall Mountain) and must progress down the icy slopes all around the mountain. At the summit is a house with a chimney that Mario can enter. Inside is a large penguin that will race Mario on a long ice slide. In between the top and bottom is the Headless Snowman. A quick reference to Santa Claus, who has a more major role in other forms of Mario media (such as cartoons), is made on a sign near the starting point of Cool, Cool Mountain.

Layout

The player starts off on the top of the mountain next to a cottage. The cottage chimney contains an entrance to the Cabin's Snow Slide, and it also has a large penguin to race against from the third mission onward. Above the cottage is a small penguin, and behind the cottage is a platform with a Spindrift, as well as a snowball for completing the fifth mission. To the right of the starting area is a broken bridge that warps the player's character to the bottom of the mountain, and to the left is a large slide that winds about halfway down the mountain.

At the bottom of the slide is the Headless Snowman along with a couple of Spindrifts below a ledge. The large bridge nearby contains two jumping Mr. Blizzards that the player must avoid to make it across. Beyond this bridge is a broken bridge that leads to the course's Star Marker and a series of ramps that lead to the bottommost portion of the mountain.

Both the ramp and the aforementioned broken bridge warp bring the player to roughly the same spot at the bottom of the mountain. To the left is an empty snowfield with a Red Coin at the end in the original game, though the DS version also has a trio of Goombas that wear the player characters' caps in this area. To the right is the Mother Penguin that Tuxie belongs to as well as the end of the cottage's slide, which is a one-way exit. The chairlift farther to the right brings the player character to the area with the Headless Snowman, though a floating platform with a Bob-omb Buddy (and the Star Switch in the DS version) is in the center off to the side of the chairlift's path. Near the chairlift's starting position is a cannon that can fire the player character to an area beyond a large gap. This area has a couple of Spindrifts on a narrow ledge along with a large cave that Mario has to wall-jump up to reach the sixth Power Star.

The above text is from the Super Mario Wiki and is available under a Creative Commons license. Attribution must be provided through a list of authors or a link back to the original article. Source: https://www.mariowiki.com/Bob-omb_Battlefield

Enemies encountered

Goomba, Spindrift, and Mr. Blizzard

1. Slip Slidin’ Away, Cool, Cool Mountain

Layout

The mission's Power Star appears once the player exits through the door at the slide's end. When the player enters the level, a message pops up, directing them to the nearby cottage, which can be entered only through its chimney. A sign at the cottage's entrance, written by the Cabin Proprietor, also invites the player to enter through the chimney, comparing to how Santa Claus is known for doing so. Once they enter, they are faced with a slide, which they must ride to the bottom without slipping off.

If they skid off, they fall into a bottomless pit and are thrown out of the level. The slide has a shortcut halfway through it, marked by a line of coins, which also contains a couple of 1-UP Mushrooms. Another, faster shortcut exists right at the start of the slide: By jumping or falling off the right ledge right after starting to slide, Mario, Yoshi, Luigi, or Wario can fall all the way down to the bottom and land with a dive right in front of the start of the slide's final tunnel part.

The above text is from the Super Mario Wiki and is available under a Creative Commons license. Attribution must be provided through a list of authors or a link back to the original article. Source: https://www.mariowiki.com/Footrace_with_Koopa_the_Quick

Walkthrough

When you start the level, follow the game's instructions and hop into the cottage that is just ahead of you — jump onto the roof and drop down the chimney. Landing inside a room with a long slide that you have to go down on without falling off the edges.

Super Mario 64 - 1. Slip Slidin’ Away - Cool, Cool Mountain 1.

As you start, pull back on the L-stick to slow down and make it around the first corner. If you fall off the first corner, you can still save yourself by holding hard to the right, which will let Mario fall onto the lower part of the slide.

Super Mario 64 - 1. Slip Slidin’ Away - Cool, Cool Mountain 2.

Follow the slide through the ice cavern, but do not get too comfortable yet — as you exit the cavern, the slide leads to a super-narrow row of ice blocks. Stay in the center of the slide to make it over the ice blocks and cross the finish line.

Super Mario 64 - 1. Slip Slidin’ Away - Cool, Cool Mountain 3.

After crossing the finish line, exit the cabin by using the door on the left. Once you are outside, the Power Star appears. Grab it to complete the mission.

Super Mario 64 - 1. Slip Slidin’ Away - Cool, Cool Mountain 4.

2. Li’l Penguin Lost, Cool, Cool Mountain

Layout

At the bottom of the mountain is the Mother Penguin in a body of water (which is frozen with her standing next to it in the DS version). When approached, she starts fretting about her lost baby. She says that her baby has the same beak as she does and that she last saw her after she stopped for herring and ice cubes. At the top of the slide's exit, near the Mother Penguin, is a baby penguin; if she is brought down, the Mother Penguin exclaims that the baby is not hers and that her parents must be worried about her.

Above the slide's entrance, near where the player starts, is another baby penguin. This one is Tuxie and the correct penguin to deliver. Once she is brought down to the mountain's base, the Mother Penguin is ecstatic and gives the player a Power Star as a reward. If the player takes Tuxie after the Power Star appears, the Mother Penguin becomes angry and chases them until Tuxie is placed down.

The above text is from the Super Mario Wiki and is available under a Creative Commons license. Attribution must be provided through a list of authors or a link back to the original article. Source: https://www.mariowiki.com/Footrace_with_Koopa_the_Quick

Walkthrough
Super Mario 64 - 2. Li’l Penguin Lost - Cool, Cool Mountain 1.

Jump up on top of the cabin to the left, but do not drop down the chimney. Instead, jump up to the ledge above to find a baby penguin wandering around. Pick up the penguin and continue to carry it until you complete this mission. Walk along the area that is to the left of the cabin and head toward a background to a small ridge.

Super Mario 64 - 2. Li’l Penguin Lost - Cool, Cool Mountain 2.

After crossing the bridge, there is a snowy path that curls down the mountain. You can walk or slide down this path. It is possible to fall off the sides as well, so control your speed — it is not a race. If you crash into something, like a wall, while you are sliding, Mario might let go of the baby penguin. If that happens, make sure to not continue without the baby penguin.

Super Mario 64 - 2. Li’l Penguin Lost - Cool, Cool Mountain 3.

Continue going down the snowy path to the bottom. Walk toward the right and there is a big snowman’s head. Just past that is a very narrow wooden bridge. Make your way across it slowly, and wait for the snowmen to jump over you. As they jump over you, quickly walk underneath them. The end of the bridge transitions into a wooden platform that continues down the mountain. Keep following the wooden platform.

Super Mario 64 - 2. Li’l Penguin Lost - Cool, Cool Mountain 4.

Once you reach the snow, avoid any ambushing enemies and turn left to make your way down a little more. At the bottom is the mother penguin. Take the baby to her to receive your Star.

Super Mario 64 - 2. Li’l Penguin Lost - Cool, Cool Mountain 5.

3. Big Penguin Race, Cool, Cool Mountain

Layout

Inside the cottage from the first mission is the Big Penguin. When approached, he claims to be the world-champion sledder and challenges the player to a race to the end of the slide. If the player accepts, he immediately turns around and starts to belly-slide down, starting the race. If the player takes any kind of shortcut, which includes both skipping part of the course by jumping down and taking the hidden path inside the wall, the Big Penguin tells them that they cheated, disqualifying them from the race. Once the player wins the race legitimately, the Big Penguin congratulates them for breaking his record and gives them a Power Star as a reward.

The game uses two methods to detect cheating. One of them is an invisible trigger placed inside the hidden path. This trigger remains active even after the race finishes, so if the player uses Jump Kicks to ascend back up the slide and go through the hidden path, the Big Penguin accuses Mario of cheating. The other method is a timer that increments whenever Mario is airborne but resets when he lands.

If Mario remains airborne for two seconds during the race, the game determines that the player must have skipped part of the slide and considers them to have cheated. This allows the player to perform a skip by sliding off to the right on the turn immediately before the hidden path; since it takes less than two seconds of airtime to perform this shortcut, the Big Penguin does not accuse Mario of cheating. This method remains active until the Big Penguin finishes the race, so if the player performs a Wall Kick and Pound the Ground attack past the finish line to extend Mario's airtime past two seconds before the Big Penguin finishes, he accuses Mario of cheating.

After the player collects all 120 Power Stars in Super Mario 64 or all 150 Power Stars in Super Mario 64 DS, they can go back to the Big Penguin to find that he has become massive and more difficult to beat due to being "out of shape." There is no reward for winning the race again except for further praise.

The above text is from the Super Mario Wiki and is available under a Creative Commons license. Attribution must be provided through a list of authors or a link back to the original article. Source: https://www.mariowiki.com/Footrace_with_Koopa_the_Quick

Walkthrough
Super Mario 64 - 3. Big Penguin Race - Cool, Cool Mountain 1.

Drop into the chimney of the cabin and talk to the penguin that is waiting at the top of the slide. Agree to take on the race challenge and immediately run onto the slide to begin the race.

Super Mario 64 - 3. Big Penguin Race - Cool, Cool Mountain 2.

This time you cannot use the secret tunnel so you have to slide all the way down. If you take any shortcuts on this race, you will be disqualified and will not earn the star. Stick to fair racing and hold up on the controller at all times to maximize your speed. Pushing back on the control stick will cause Mario to slow down, something that can be useful when turning tight corners and turns. That also means pushing forward will make Mario go faster, use this while on safer paths. Be aware of the final row of ice blocks, make sure you position your so you can zip through in a straight line. Wait for the penguin to arrive past the finish line and claim your star. In most cases, it is safest to stay on the outside of the turns and cut inward as they get sharper. There are a few parts of the race where the penguin will pass you no matter what you do, but do not get discouraged. As long as you are steady and fast, you will win the race and earn the Star.

Super Mario 64 - 3. Big Penguin Race - Cool, Cool Mountain 3.

4. Frosty Slide for 8 Red Coins, Cool, Cool Mountain

Layout

In Super Mario 64, the first Red Coin is located on the tree near the interior slide's entrance, in front of where the player starts. Another one is located at the bottom of the exterior slide, just before the Headless Snowman's head. One is located at the end of a broken bridge not far from the head, one is next to the warp to the top near the Mother Penguin, and one is at the edge of the level, not far from the previous coin. One is on a tree near the slide's exit, one is at the top of the two ropes on which the chairlift moves, and one is on a platform next to a yellow block and Ice. Once all eight Red Coins have been collected, the Power Star appears at the Star Marker located on the opposite side of the broken bridge with a Red Coin.

The above text is from the Super Mario Wiki and is available under a Creative Commons license. Attribution must be provided through a list of authors or a link back to the original article. Source: https://www.mariowiki.com/Footrace_with_Koopa_the_Quick

Walkthrough
Super Mario 64 -  - Find the 8 Red Coins Map.

A map of 4. Frosty Slide for 8 Red Coins, with all the red coin locations marked out.

Super Mario 64 - 4. Frosty Slide for 8 Red Coins - Cool, Cool Mountain 1.

At the beginning of the level, you can see the first Red Coin floating on top of the tree that is next to the cabin. Climb up the tree to gain this Red Coin.

Super Mario 64 - 4. Frosty Slide for 8 Red Coins - Cool, Cool Mountain 2.

Jump over the ridge to the left of the cabin and use the snowy path the curls down the mountain. When you reach the bottom, this Red Coin is next to the wall on the left – before you reach the big snowman head.

Super Mario 64 - 4. Frosty Slide for 8 Red Coins - Cool, Cool Mountain 3.

From the previous coin, keep walking toward the big snowman head. After passing it, keep going and carefully drop onto the ledges below. This Red Coin is on the small ledge near the ropes of the lift.

Super Mario 64 - 4. Frosty Slide for 8 Red Coins - Cool, Cool Mountain 4.

After crossing the very narrow bridge with the two snowmen, continue going down the mountain to reach the area where the mama penguin is. To the left of the mama penguin is a tree with this Red Coin on top. Climb the tree to retrieve the coin.

Super Mario 64 - 4. Frosty Slide for 8 Red Coins - Cool, Cool Mountain 5.

From the mama penguin, keep heading right. Continue walking until you pass the large slope of the amount. Around the corner, is the Red Coin on the ground near the edge. Walk to it slowly to make sure you don’t slide off the cliff.

Super Mario 64 - 4. Frosty Slide for 8 Red Coins - Cool, Cool Mountain 6.

To the right of the mama penguin there are two wooden walkways with a snowy platform between them. This Red Coin is sitting on that platform.

Super Mario 64 - 4. Frosty Slide for 8 Red Coins - Cool, Cool Mountain 7.

From the previous coin, walk to the broken edge of the wooden platform. Stand still for a few seconds and it will transport you to another wooden platform at the top of the mountain, near the beginning of the level. From this wooden platform, drop down the icy slope on the mountain as slow as possible. Stop on the thin snowy ledge where you can see a yellow !-Block and an icy pillar. Walk behind the icy pillar to get this Red Coin.

Super Mario 64 - 4. Frosty Slide for 8 Red Coins - Cool, Cool Mountain 8.

From the right side of the ledge with the icy pillar, jump down to land on the area at the end of the very narrow bridge. Walk around to find this Red Coin sitting on the edge of a broken, narrow wooden platform.

The Power Star appears at the far end of the broken, narrow wooden bridge. From where you got Red Coin #8, run and do a long jump to reach the other side.

Super Mario 64 - 4. Frosty Slide for 8 Red Coins - Cool, Cool Mountain star.

5. Snowman’s Lost his Head, Cool, Cool Mountain

Layout

For the player to acquire this Power Star, they should head to the left of where Tuxie is found and see a platform with a snowball on it. When the player approaches it, it tells them that it is looking for a new head. The player must then bring the snowball down a slope so it can get to the Headless Snowman. The player must get in front of the snowball and stand behind the Headless Snowman's platform to direct the snowball toward it. If the player does not lead it, or slides ahead of it and takes a shortcut into the snowman's head, the snowball will aimlessly miss its destination and fall off the course (or even into the cannon). The snowman, having obtained its new head, rewards the player with their next Star.

The above text is from the Super Mario Wiki and is available under a Creative Commons license. Attribution must be provided through a list of authors or a link back to the original article. Source: https://www.mariowiki.com/Footrace_with_Koopa_the_Quick

Walkthrough

Jump up to the ledge with the baby penguin (just above the chimney) and drop to the platform to your left. you will see a wooden platform with a large snowball that says he's missing a snowman head. As soon as the conversation ends, turn right and drop onto the snow slide!

Super Mario 64 - 5. Snowman’s Lost his Head - Cool, Cool Mountain 1.

You need to stay ahead of the rolling snowball at all times to ensure it follows you back to the head. Slide all the way down the hill, until you reach the bottom and then quickly run to the snowman's head.

Super Mario 64 - 5. Snowman’s Lost his Head - Cool, Cool Mountain 2.
Super Mario 64 - 5. Snowman’s Lost his Head - Cool, Cool Mountain 3.

If you have got time, run behind the snowman's head so that when the snowball comes towards you, it hits the head instead. When the body and head are together, you will earn the Power Star.

Super Mario 64 - 5. Snowman’s Lost his Head - Cool, Cool Mountain 4.

6. Wall Kicks will Work, Cool, Cool Mountain

Layout

To obtain this Power Star, Mario must either make use of the cannon in this level, found at the base of the mountain near the exit cabin for the big slide; utilize a Spindrift and float down; or fall to the bottom at the start of the level and land on the other side of the large pit. Like for all cannons in the game, Mario must first speak to a Bob-omb Buddy to be able to use it. The Bob-omb Buddy is located on a small floating island along the path of the chairlift that is just to the left of the cannon.

With the cannon, Mario must shoot himself to the tree on the other side of the level in order to prevent sliding off the platform. He must then make his way along a narrow cliff with a couple of Spindrifts and then long-jump across a pit. On the other side, Mario must run up the first slope and wall-kick to another sloped platform. Now running the other way up this platform, Mario should triple-jump and wall-kick at the apex of the jump. Additionally, there is a Spinning Heart at the base of the crevice should Mario take any fall damage. Once on the last platform, Mario needs to cross the narrow ice bridge here and claim the Power Star.

The above text is from the Super Mario Wiki and is available under a Creative Commons license. Attribution must be provided through a list of authors or a link back to the original article. Source: https://www.mariowiki.com/Footrace_with_Koopa_the_Quick

Walkthrough
Super Mario 64 - 6. Wall Kicks will Work - Cool, Cool Mountain 1.

First, get down to the cabin where the mama penguin is. The easiest way to get there is to use the teleport that activates when you stand on the broken bridge, just to the right of where you start. From there, run across the bridges and turn right to run past the mama penguin and the cabin.

Super Mario 64 - 6. Wall Kicks will Work - Cool, Cool Mountain 2.

Use the cannon here to fly and reach the area on the other side of the chasm. If you have not activated the cannon yet, you will have to do that now. To the left of the mama is a wooden lift. Ride the lift up and hop onto the small platform with the Bob-omb Buddy. Speak to the Bob-omb Buddy to activate the cannons, and then jump back to the area on the right, using the gusts of wind to carry you.

Super Mario 64 - 6. Wall Kicks will Work - Cool, Cool Mountain 3a.
Super Mario 64 - 6. Wall Kicks will Work - Cool, Cool Mountain 3b.

Go inside the cannon. Once you are in the cannon, move the cursor until you see the area with a tree on the far side of the chasm. Aim in the direction of the tree and very high above it (pointing at about the middle of the rock formation above it). Launch yourself, and you should land on the tree and reach the new area. From here, run around the narrow ledge to the left, avoiding the twirling enemies.

Super Mario 64 - 6. Wall Kicks will Work - Cool, Cool Mountain 4.

As you reach the end of the path there is a large group of coins. You need to run and long jump over the hole to reach the other side. Once there, run up the path past the rotating heart, and use a wall kick to jump off the wall at the end and onto the platform above you. Run in the opposite direction and use a triple-jump, giving you enough height to reach an area of the wall to the left of which you can wall-kick. If you miss the timing of the triple-jump and fall to the ground below, use the heart to heal and try again.

Super Mario 64 - 6. Wall Kicks will Work - Cool, Cool Mountain 5.

Once you have reached the final platform, carefully cross over the very narrow icy bridge to reach the Power Star and complete the level.

Super Mario 64 - 6. Wall Kicks will Work - Cool, Cool Mountain 6.

7. 100 Coins Star, Cool, Cool Mountain

Super Mario 64 - 7. 100 Coins Star - Cool, Cool Mountain 1.

The main source of coins for this 100-Coin Star will be the coins on the Penguin Race Slide. Right from the start jump into the cabin and collect as many coins as you can. When you are spit out at the bottom of the mountain grab the Red Coins around then head back to the top of the mountain.

Super Mario 64 - 7. 100 Coins Star - Cool, Cool Mountain 2.

From here take the external slide down (the one you used to reach the snowman head). Before you reach the snowman head look out for the raised ledge on the right side of the slide. Jump up there to find a Blue Coin switch for some extra coins.

Super Mario 64 - 7. 100 Coins Star - Cool, Cool Mountain 3.

After getting the Blue Coins you should be nearing 100. Continue to walk around, defeat enemies, and grab whatever loose coins and Red Coins you see.

This level has over 150 coins. Due to the slide inside the hut having half of the coins. You can get the coins from the slide and the rest from outside the hut.

  • Start by jumping straight into the chimney, getting the five coins that lead into it.
  • Slide down the slide. You only need to get 29 coins. An easy way to do this is to get all the coins up to the first shortcut, and then take that shortcut, getting all the coins that lead into it.
  • Leave the slide and get the three red coins on the bottom of the mountain.
  • Take the warp up to the top of the mountain - it is at the end of the broken bridge. Get the red coin at the top of the tree near the beginning of the level.
  • Head to where the Snowman's body would be. There is a Spindrift there, so you can get three coins out of it.
  • Climb back down and go down the outside slide. There are twenty coins, and if you do not get all of them on the first run, go back down to the warp and try again.
  • Get the red coin at the end of the slide.
  • Jump down to the lower platform and get three coins out of the Spindrift.
  • Get the other red coin near the beginning of the rope elevator.
  • Jump back up to the higher platform and go across the bridge with the jumping snowmen. Go along the upper platform and get the red coin at the end of the broken bridge.
  • This part is tricky. You have to long jump across the broken bridge to the other side. Jump up onto the upper platform with the blue coin switch. Hit it, and get the two blue coins.
  • This is also fairly hard. Head to the end of the platform opposite where the blue coins landed. Move the camera angle around to where you can see the other side. Jump, and kick in the air so you land on that side. Collect the red coin there.
  • Jump down to the bridge below and take the lower path. A snowman jumps out of the snow. Run around it a few times, and it falls over and you can get three coins.
  • A bit further down, there is a Spindrift which has 3 more coins.
  • Jump down to the bottom platform again. Run over to the cannon, jump in it, and shoot over to the tree on the other side of the abyss. Move slowly to the edge and head over to the right, where there are two Spindrifts. You do not need to get either of them, but they have 6 coins in total.
  • Run to the end and turn right again, where there is an arrow made of 8 coins. You should have enough to get your star.

1-Up Mushroom Locations

  1. Jump off a bridge near the start and slide down to where a yellow ! block is.
  2. Near the snowman's head is a ! block.
  3. Climb up a tree near the snowman's head.
  4. There are two on the slide in the hidden shortcut. Note: In the Nintendo 64 version of the game, the second 1-Up is impossible to collect, as it slides into the wall before you can get it. The Nintendo DS version fixed this.
  5. At the end of a slide is a ! block up above. This is much easier to get if you take the hidden shortcut.

Statistics for Cool, Cool Mountain

  1. Total Number of Coins: 154
  2. Caps Found: (none)
  3. Spinning Heart: Underneath Star 6, before the player starts wall-kicking.
  4. Cannons: 3
  5. Warps:
    • The broken bridge at the top of the mountain can transfer Mario to the L-shaped bridge to the right of the house at the bottom.

Courses