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	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_64</id>
		<title>Super Mario 64</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_64"/>
				<updated>2013-11-05T15:45:13Z</updated>
		
		<summary type="html">&lt;p&gt;Iotku: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[Category:Nintendo 64]]&lt;br /&gt;
[[Category:Virtual Console]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/Mario64.html}}&lt;br /&gt;
This is the original version that came out in 1996-1997 for the Nintendo 64, and which has since been released for the Virtual Console. One of the most revolutionary games of all time. If you are looking for the DS version, head over to [[Super Mario 64 DS|its own page]].&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
=== Backwards Long Jump (BLJ for short) ===&lt;br /&gt;
&lt;br /&gt;
The BLJ has puzzled many gamers and glitch finders ever since its discovery, and it can be used in various ways. It is a result of a minor oversight by the game's programmers: there is no reasonable cap on Mario's speed when it goes negative. BLJs can only be done while standing next to certain slopes, stairways, and obstacles. Do a long jump facing away from the obstacle but moving backwards towards it. Mario will collide with it, leaving him on the ground and enabling him to backwards long jump again. This causes a speed increase of approximately 45-50% of Mario's currently stored speed each time it is repeated. Once the desired speed is reached, simply stop jumping and Mario will zoom off backwards at incredibly high speed. If you continue BLJing long enough, Mario's speed, stored in a float, will eventually reach -229399772256808620000000000000000000000, then tick over to -1.#INF, and then stop increasing. &lt;br /&gt;
&lt;br /&gt;
You can use BLJs to: &lt;br /&gt;
&lt;br /&gt;
• Gain enough speed to pass through doors, such as: &lt;br /&gt;
&lt;br /&gt;
:◦ Star doors &lt;br /&gt;
&lt;br /&gt;
:◦ Doors requiring a key (although the room behind it might not load) &lt;br /&gt;
&lt;br /&gt;
• Zip backwards on the ground at very high speeds (if obstacles are avoided) &lt;br /&gt;
&lt;br /&gt;
• Jump over incredibly large gaps (since when over the air, Mario will have the same BLJ jumping physics but with the massive speed still present) &lt;br /&gt;
&lt;br /&gt;
• Pass through some loading zones, like the water wall needed to enter Dire Dire Docks &lt;br /&gt;
&lt;br /&gt;
• Pass through some types of walls (like the iron gates in Bob-omb Battlefield.) &lt;br /&gt;
&lt;br /&gt;
'''''Types of BLJ'''''&lt;br /&gt;
&lt;br /&gt;
While all BLJs work by the same principal, there are many different methods of pulling it off. There are numerous places where a BLJ is possible throughout the game (virtually every level contains at least one), and it is unlikely that all such locations have been discovered. &lt;br /&gt;
Slope BLJ&lt;br /&gt;
&lt;br /&gt;
Possible on very steep slopes that do not cause Mario to slide. Most of the slopes on the roof of the castle are suitable for this kind of BLJ. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Elevator BLJ'''&lt;br /&gt;
&lt;br /&gt;
This probably the easiest one to do. BLJs are possible on rising elevators because the elevator will catch up to Mario as soon as he leaves the ground, interrupting the first jump and allowing him to jump again. The elevators in Hazy Maze Cave and Bob-omb Battlefield are good places to practice. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Low Ceiling BLJ'''&lt;br /&gt;
&lt;br /&gt;
These are probably the trickiest locations to find because some of them are invisible or are just plain easy to overlook. Mario doesn't even have to get jammed in order for it to work since in a tight space Mario's speed does not return back to normal before he can BLJ again. One example of a low ceiling BLJ is under either of the Lobby pillars. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Step BLJ'''&lt;br /&gt;
&lt;br /&gt;
The first kind of BLJ to be discovered. A step BLJ involves using tiny ledges, getting Mario trapped inside and BLJing. This makes Mario appear on top of the step. This effect must be prolonged to build up Mario's speed. This can be done going up a stairway, thus using a multitude of tiny ledges to build up speed, or by facing sideways and by just using one step or ledge. To achieve this effect, Mario must first be almost parallel with the step, then land on it and slide onto the lower step. It should be noted that some stairs are actually slopes thus cannot be BLJed on. Two classic areas featuring this BLJ opportunity include the stairs leading to the 50 star door and the endless stairs leading to Bowser in the Sky. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Pause BLJ'''&lt;br /&gt;
&lt;br /&gt;
This trick is allows Mario to BLJ 30 times per second instead of 15. While BLJing, do the following sequence: &lt;br /&gt;
1. First frame: (Start), (Z), (A). &lt;br /&gt;
2. Second frame: (Z). &lt;br /&gt;
3. Third frame: (Start), (Z), (A). &lt;br /&gt;
4. And so on! &lt;br /&gt;
&lt;br /&gt;
Basically, the start button acts like a frame buffer and adds 1 more BLJ while saving 1 frame. This works on slope, stair, and elevator BLJs but does not work on side or low ceiling BLJs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Grinding ===&lt;br /&gt;
&lt;br /&gt;
Grinding is when Mario repeatedly falls off and continually catches a ledge, which leads to him being able to repeatedly dive along an edge or double jump. This can be both the fastest way for Mario to climb up some slopes, and occasionally a method of accessing normally inaccessible areas, such as the deserted city area in Wet Dry World while holding Chuckya. In order to do this Mario needs to be at a slight angle, preferably inwards facing the ledge; if he faces too far outwards, he may dive or jump off and not catch the ledge. He needs to land on the surface and be moving towards a seam; this will cause a collision detection where Mario can jump or dive again. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
=== Wind Hyperspeed Glitch ===&lt;br /&gt;
&lt;br /&gt;
This glitch works in THI and TTM. It requires a few minutes to get enough speed, so it isn't useful. To do this glitch, just get Mario stuck under a slope with the wind pushing him up. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mips Clip ===&lt;br /&gt;
&lt;br /&gt;
Also called &amp;quot;bunny glitch&amp;quot; or &amp;quot;rabbit glitch&amp;quot;, lets you pass through the 30 Star Door by using the rabbit Mips to push you through the door, it is required in order to complete a 16 Star run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Movement Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Basic Movement ===&lt;br /&gt;
Fast movement generally consists of dives and long jumps, which are much faster than walking or running. &lt;br /&gt;
* '''Groundpounds''': Should generally be avoided as much as possible aside from destroying some boxes and grabbing stars, they stop movement entirely and suspend you in the air for a couple of frames. &lt;br /&gt;
* '''Backflips''': Are rarely appropriate unless you need to get somewhere and can't perform a tripple jump.&lt;br /&gt;
* '''Sideflips''': Are generally slow, but in some cases (such as Tick Tock Clock) can be an appropriate way to move upwards quickly.&lt;br /&gt;
&lt;br /&gt;
=== Dust Frames ===&lt;br /&gt;
&lt;br /&gt;
Dust frames are present when you don't execute a dive on the first frame possible. It considerably slows down Mario. When doing optimized dives, you shouldn't see any dust; to do so, press &amp;quot;A&amp;quot; or &amp;quot;B&amp;quot; on the first frame possible when hitting the ground; Mario will recover as soon as possible, without leaving dust. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Routes ==&lt;br /&gt;
&lt;br /&gt;
=== Single Segment ===&lt;br /&gt;
&lt;br /&gt;
==== 16 Star (Glitch Low%) ====&lt;br /&gt;
&lt;br /&gt;
Use a route from the following document. esi's guide includes videos with beginner through advanced difficulty.&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1oNuBwgPF4Mo2IIxrZIv7la8hbxgP-dy0GnjgmylXGNg/edit?pli=1 esi’s 16 star route guide] &lt;br /&gt;
&lt;br /&gt;
==== 70 Star (Default Any%) ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use the route in the following document.  Siglemic's guide includes videos with beginner and advanced speedrun routes for each star.&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/11I4jbKHW7hm9q6rRPxfzTipCW-14nw3Pbgf1M9u0AVw/edit?hl=en_US Siglemic's 70 Star Guide]&lt;br /&gt;
&lt;br /&gt;
=== Segmented ===&lt;br /&gt;
&lt;br /&gt;
==== 70 Star (Default Any%) ====&lt;br /&gt;
Segment 1&lt;br /&gt;
* Bob-omb Battlefield (BBB): Shoot to the Island in the Sky&lt;br /&gt;
* BBB: Behind Chain Chomp's Gate&lt;br /&gt;
* Whomp's Fortress (WF): 100 Coins/Red Coins on the Floating Isle&lt;br /&gt;
* WF: Chip Off Whomp's Block&lt;br /&gt;
* WF: To The Top of the Fortress&lt;br /&gt;
* WF: Shoot to the Wild Blue&lt;br /&gt;
* WF: Fall into the Caged Island&lt;br /&gt;
Segment 2&lt;br /&gt;
* WF: Blast Away the Wall&lt;br /&gt;
* Secret Slide: Under 21 Seconds&lt;br /&gt;
Segment 3&lt;br /&gt;
* Red Switch Red Coins&lt;br /&gt;
* Cool Cool Mountain (CCM): Slip Slidin' Away&lt;br /&gt;
* CCM: Lil' Penguin Lost&lt;br /&gt;
* CCM: Wall Kicks Will Work&lt;br /&gt;
* Bowser 1 Red Coins&lt;br /&gt;
* Secret Slide ! Box&lt;br /&gt;
* Boo's Mansion (BM): Secret of the Haunted Books&lt;br /&gt;
* BM: Big Boo's Balcony&lt;br /&gt;
* MIPS Star 1&lt;br /&gt;
* Shifting Sand Land (SSL): In the Talons of the Big Bird&lt;br /&gt;
* SSL: Shining Atop the Pyramid&lt;br /&gt;
Segment 4&lt;br /&gt;
* SSL: Inside the Ancient Pyramid&lt;br /&gt;
* SSL: Pyramid Puzzle&lt;br /&gt;
* Lethal Lava Land (LLL): 8 Coin Puzzle With 15 Pieces&lt;br /&gt;
* LLL: Boil the Big Bully&lt;br /&gt;
Segment 5&lt;br /&gt;
* LLL: Hot Foot It Into the Volcano&lt;br /&gt;
* LLL: Elevator Tour In the Volcano&lt;br /&gt;
* LLL: Red Hot Log Rolling&lt;br /&gt;
* LLL: Bully the Bullies&lt;br /&gt;
* Toad Star 1&lt;br /&gt;
* HMC: A-Maze-Ing Emergency Exit&lt;br /&gt;
* HMC: Navigating the Toxic Maze&lt;br /&gt;
* HMC: Metal-Head Mario Can Move!&lt;br /&gt;
* HMC: Watch for Falling Rocks&lt;br /&gt;
* HMC: Swimming Beast in the Cavern&lt;br /&gt;
* Dire Dire Docks (DDD): Chests in the Current&lt;br /&gt;
* DDD: Board Bowser's Sub&lt;br /&gt;
* DDD: The Manta Ray's Reward&lt;br /&gt;
* Bowser in the Fire Sea Red Coins&lt;br /&gt;
Segment 6&lt;br /&gt;
* Wet Dry World (WDW): Elevator Express - Hurry Up!&lt;br /&gt;
* WDW: Top of the Town&lt;br /&gt;
* WDW: 100 Coins/Secrets in the Shallows and Sky&lt;br /&gt;
* WDW: Shocking Arrow Lifts&lt;br /&gt;
* Tiny Huge Island (THI): The Tip Top of the Huge Island&lt;br /&gt;
* THI: Wiggler's Red Coins&lt;br /&gt;
* THI: 5 Itty Bitty Secrets&lt;br /&gt;
* THI: Pluck the Pirahna Flower&lt;br /&gt;
* Toad Star 2&lt;br /&gt;
* Tall Tall Mountain (TTM): Scale the Mountain&lt;br /&gt;
* TTM:Breathtaking View from Bridge&lt;br /&gt;
Segment 7&lt;br /&gt;
* TTM: Blast to the Lonely Mushroom&lt;br /&gt;
* TTM: Scary Shroom's Red Coins&lt;br /&gt;
* TTM: Mysterious Mountainside&lt;br /&gt;
* Snowman's Land (SL): In the Deep Freeze&lt;br /&gt;
* SL: Whirl from the Freezing Pond&lt;br /&gt;
* SL: Chill with the Bully&lt;br /&gt;
* SL: Snowman's Big Head&lt;br /&gt;
Segment 8&lt;br /&gt;
* Tick Tock Clock (TTC): Get a Hand&lt;br /&gt;
* TTC: Roll Into the Cage&lt;br /&gt;
* TTC: 100 Coins/Stomp on the Thwomp&lt;br /&gt;
* TTC: Stop Time For Red Coins&lt;br /&gt;
* TTC: The Pit and the Penuldums&lt;br /&gt;
* TTC: Timed Jump on Moving Bars&lt;br /&gt;
* Toad Star 3&lt;br /&gt;
Segment 9&lt;br /&gt;
* Rainbow Ride (RR): Tricky Triangles&lt;br /&gt;
* RR: Coins Amassed in a Maze&lt;br /&gt;
* RR: Swingin' in the Breeze&lt;br /&gt;
* RR: Cruiser Crossing the Rainbow&lt;br /&gt;
Segment 10&lt;br /&gt;
* Bowser in the Sky battle&lt;br /&gt;
&lt;br /&gt;
=== 120 Star (100%) ===&lt;br /&gt;
==== Single Segment ====&lt;br /&gt;
&lt;br /&gt;
==== Segmented ====&lt;/div&gt;</summary>
		<author><name>Iotku</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_64</id>
		<title>Super Mario 64</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_64"/>
				<updated>2013-10-14T07:56:58Z</updated>
		
		<summary type="html">&lt;p&gt;Iotku: Slight reogranization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[Category:Nintendo 64]]&lt;br /&gt;
[[Category:Virtual Console]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/Mario64.html}}&lt;br /&gt;
This is the original version that came out in 1996-1997 for the Nintendo 64, and which has since been released for the Virtual Console. One of the most revolutionary games of all time. If you are looking for the DS version, head over to [[Super Mario 64 DS|its own page]].&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
=== Backwards Long Jump (BLJ for short) ===&lt;br /&gt;
&lt;br /&gt;
The BLJ has puzzled many gamers and glitch finders ever since its discovery, and it can be used in various ways. It is a result of a minor oversight by the game's programmers: there is no reasonable cap on Mario's speed when it goes negative. BLJs can only be done while standing next to certain slopes, stairways, and obstacles. Do a long jump facing away from the obstacle but moving backwards towards it. Mario will collide with it, leaving him on the ground and enabling him to backwards long jump again. This causes a speed increase of approximately 45-50% of Mario's currently stored speed each time it is repeated. Once the desired speed is reached, simply stop jumping and Mario will zoom off backwards at incredibly high speed. If you continue BLJing long enough, Mario's speed, stored in a float, will eventually reach -229399772256808620000000000000000000000, then tick over to -1.#INF, and then stop increasing. &lt;br /&gt;
&lt;br /&gt;
You can use BLJs to: &lt;br /&gt;
&lt;br /&gt;
• Gain enough speed to pass through doors, such as: ◦ Star doors &lt;br /&gt;
&lt;br /&gt;
◦ Doors requiring a key (although the room behind it might not load) &lt;br /&gt;
&lt;br /&gt;
• Zip backwards on the ground at very high speeds (if obstacles are avoided) &lt;br /&gt;
&lt;br /&gt;
• Jump over incredibly large gaps (since when over the air, Mario will have the same BLJ jumping physics but with the massive speed still present) &lt;br /&gt;
&lt;br /&gt;
• Pass through some loading zones, like the water wall needed to enter Dire Dire Docks &lt;br /&gt;
&lt;br /&gt;
• Pass through some types of walls (like the iron gates in Bob-omb Battlefield.) &lt;br /&gt;
&lt;br /&gt;
'''''Types of BLJ'''''&lt;br /&gt;
&lt;br /&gt;
While all BLJs work by the same principal, there are many different methods of pulling it off. There are numerous places where a BLJ is possible throughout the game (virtually every level contains at least one), and it is unlikely that all such locations have been discovered. &lt;br /&gt;
Slope BLJ&lt;br /&gt;
&lt;br /&gt;
Possible on very steep slopes that do not cause Mario to slide. Most of the slopes on the roof of the castle are suitable for this kind of BLJ. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Elevator BLJ'''&lt;br /&gt;
&lt;br /&gt;
This probably the easiest one to do. BLJs are possible on rising elevators because the elevator will catch up to Mario as soon as he leaves the ground, interrupting the first jump and allowing him to jump again. The elevators in Hazy Maze Cave and Bob-omb Battlefield are good places to practice. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Low Ceiling BLJ'''&lt;br /&gt;
&lt;br /&gt;
These are probably the trickiest locations to find because some of them are invisible or are just plain easy to overlook. Mario doesn't even have to get jammed in order for it to work since in a tight space Mario's speed does not return back to normal before he can BLJ again. One example of a low ceiling BLJ is under either of the Lobby pillars. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Step BLJ'''&lt;br /&gt;
&lt;br /&gt;
The first kind of BLJ to be discovered. A step BLJ involves using tiny ledges, getting Mario trapped inside and BLJing. This makes Mario appear on top of the step. This effect must be prolonged to build up Mario's speed. This can be done going up a stairway, thus using a multitude of tiny ledges to build up speed, or by facing sideways and by just using one step or ledge. To achieve this effect, Mario must first be almost parallel with the step, then land on it and slide onto the lower step. It should be noted that some stairs are actually slopes thus cannot be BLJed on. Two classic areas featuring this BLJ opportunity include the stairs leading to the 50 star door and the endless stairs leading to Bowser in the Sky. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Pause BLJ'''&lt;br /&gt;
&lt;br /&gt;
This trick is allows Mario to BLJ 30 times per second instead of 15. While BLJing, do the following sequence: &lt;br /&gt;
1. First frame: (Start), (Z), (A). &lt;br /&gt;
2. Second frame: (Z). &lt;br /&gt;
3. Third frame: (Start), (Z), (A). &lt;br /&gt;
4. And so on! &lt;br /&gt;
&lt;br /&gt;
Basically, the start button acts like a frame buffer and adds 1 more BLJ while saving 1 frame. This works on slope, stair, and elevator BLJs but does not work on side or low ceiling BLJs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Grinding ===&lt;br /&gt;
&lt;br /&gt;
Grinding is when Mario repeatedly falls off and continually catches a ledge, which leads to him being able to repeatedly dive along an edge or double jump. This can be both the fastest way for Mario to climb up some slopes, and occasionally a method of accessing normally inaccessible areas, such as the deserted city area in Wet Dry World while holding Chuckya. In order to do this Mario needs to be at a slight angle, preferably inwards facing the ledge; if he faces too far outwards, he may dive or jump off and not catch the ledge. He needs to land on the surface and be moving towards a seam; this will cause a collision detection where Mario can jump or dive again. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
=== Wind Hyperspeed Glitch ===&lt;br /&gt;
&lt;br /&gt;
This glitch works in THI and TTM. It requires a few minutes to get enough speed, so it isn't useful. To do this glitch, just get Mario stuck under a slope with the wind pushing him up. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mips Clip ===&lt;br /&gt;
&lt;br /&gt;
Also called &amp;quot;bunny glitch&amp;quot; or &amp;quot;rabbit glitch&amp;quot;, lets you pass through the 30 Star Door by using the rabbit Mips to push you through the door, it is required in order to complete a 16 Star run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Movement Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Basic Movement ===&lt;br /&gt;
Fast movement generally consists of dives and long jumps, which are much faster than walking or running. &lt;br /&gt;
* '''Groundpounds''': Should generally be avoided as much as possible aside from destroying some boxes and grabbing stars, they stop movement entirely and suspend you in the air for a couple of frames. &lt;br /&gt;
* '''Backflips''': Are rarely appropriate unless you need to get somewhere and can't perform a tripple jump.&lt;br /&gt;
* '''Sideflips''': Are generally slow, but in some cases (such as Tick Tock Clock) can be an appropriate way to move upwards quickly.&lt;br /&gt;
&lt;br /&gt;
=== Dust Frames ===&lt;br /&gt;
&lt;br /&gt;
Dust frames are present when you don't execute a dive on the first frame possible. It considerably slows down Mario. When doing optimized dives, you shouldn't see any dust; to do so, press &amp;quot;A&amp;quot; or &amp;quot;B&amp;quot; on the first frame possible when hitting the ground; Mario will recover as soon as possible, without leaving dust. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Routes ==&lt;br /&gt;
&lt;br /&gt;
=== Single Segment ===&lt;br /&gt;
&lt;br /&gt;
==== 16 Star (Glitch Low%) ====&lt;br /&gt;
&lt;br /&gt;
Use a route from the following document. esi's guide includes videos with beginner through advanced difficulty.&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1oNuBwgPF4Mo2IIxrZIv7la8hbxgP-dy0GnjgmylXGNg/edit?pli=1 esi’s 16 star route guide] &lt;br /&gt;
&lt;br /&gt;
==== 70 Star (Default Any%) ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use the route in the following document.  Siglemic's guide includes videos with beginner and advanced speedrun routes for each star.&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/11I4jbKHW7hm9q6rRPxfzTipCW-14nw3Pbgf1M9u0AVw/edit?hl=en_US Siglemic's 70 Star Guide]&lt;br /&gt;
&lt;br /&gt;
=== Segmented ===&lt;br /&gt;
&lt;br /&gt;
==== 70 Star (Default Any%) ====&lt;br /&gt;
Segment 1&lt;br /&gt;
* Bob-omb Battlefield (BBB): Shoot to the Island in the Sky&lt;br /&gt;
* BBB: Behind Chain Chomp's Gate&lt;br /&gt;
* Whomp's Fortress (WF): 100 Coins/Red Coins on the Floating Isle&lt;br /&gt;
* WF: Chip Off Whomp's Block&lt;br /&gt;
* WF: To The Top of the Fortress&lt;br /&gt;
* WF: Shoot to the Wild Blue&lt;br /&gt;
* WF: Fall into the Caged Island&lt;br /&gt;
Segment 2&lt;br /&gt;
* WF: Blast Away the Wall&lt;br /&gt;
* Secret Slide: Under 21 Seconds&lt;br /&gt;
Segment 3&lt;br /&gt;
* Red Switch Red Coins&lt;br /&gt;
* Cool Cool Mountain (CCM): Slip Slidin' Away&lt;br /&gt;
* CCM: Lil' Penguin Lost&lt;br /&gt;
* CCM: Wall Kicks Will Work&lt;br /&gt;
* Bowser 1 Red Coins&lt;br /&gt;
* Secret Slide ! Box&lt;br /&gt;
* Boo's Mansion (BM): Secret of the Haunted Books&lt;br /&gt;
* BM: Big Boo's Balcony&lt;br /&gt;
* MIPS Star 1&lt;br /&gt;
* Shifting Sand Land (SSL): In the Talons of the Big Bird&lt;br /&gt;
* SSL: Shining Atop the Pyramid&lt;br /&gt;
Segment 4&lt;br /&gt;
* SSL: Inside the Ancient Pyramid&lt;br /&gt;
* SSL: Pyramid Puzzle&lt;br /&gt;
* Lethal Lava Land (LLL): 8 Coin Puzzle With 15 Pieces&lt;br /&gt;
* LLL: Boil the Big Bully&lt;br /&gt;
Segment 5&lt;br /&gt;
* LLL: Hot Foot It Into the Volcano&lt;br /&gt;
* LLL: Elevator Tour In the Volcano&lt;br /&gt;
* LLL: Red Hot Log Rolling&lt;br /&gt;
* LLL: Bully the Bullies&lt;br /&gt;
* Toad Star 1&lt;br /&gt;
* HMC: A-Maze-Ing Emergency Exit&lt;br /&gt;
* HMC: Navigating the Toxic Maze&lt;br /&gt;
* HMC: Metal-Head Mario Can Move!&lt;br /&gt;
* HMC: Watch for Falling Rocks&lt;br /&gt;
* HMC: Swimming Beast in the Cavern&lt;br /&gt;
* Dire Dire Docks (DDD): Chests in the Current&lt;br /&gt;
* DDD: Board Bowser's Sub&lt;br /&gt;
* DDD: The Manta Ray's Reward&lt;br /&gt;
* Bowser in the Fire Sea Red Coins&lt;br /&gt;
Segment 6&lt;br /&gt;
* Wet Dry World (WDW): Elevator Express - Hurry Up!&lt;br /&gt;
* WDW: Top of the Town&lt;br /&gt;
* WDW: 100 Coins/Secrets in the Shallows and Sky&lt;br /&gt;
* WDW: Shocking Arrow Lifts&lt;br /&gt;
* Tiny Huge Island (THI): The Tip Top of the Huge Island&lt;br /&gt;
* THI: Wiggler's Red Coins&lt;br /&gt;
* THI: 5 Itty Bitty Secrets&lt;br /&gt;
* THI: Pluck the Pirahna Flower&lt;br /&gt;
* Toad Star 2&lt;br /&gt;
* Tall Tall Mountain (TTM): Scale the Mountain&lt;br /&gt;
* TTM:Breathtaking View from Bridge&lt;br /&gt;
Segment 7&lt;br /&gt;
* TTM: Blast to the Lonely Mushroom&lt;br /&gt;
* TTM: Scary Shroom's Red Coins&lt;br /&gt;
* TTM: Mysterious Mountainside&lt;br /&gt;
* Snowman's Land (SL): In the Deep Freeze&lt;br /&gt;
* SL: Whirl from the Freezing Pond&lt;br /&gt;
* SL: Chill with the Bully&lt;br /&gt;
* SL: Snowman's Big Head&lt;br /&gt;
Segment 8&lt;br /&gt;
* Tick Tock Clock (TTC): Get a Hand&lt;br /&gt;
* TTC: Roll Into the Cage&lt;br /&gt;
* TTC: 100 Coins/Stomp on the Thwomp&lt;br /&gt;
* TTC: Stop Time For Red Coins&lt;br /&gt;
* TTC: The Pit and the Penuldums&lt;br /&gt;
* TTC: Timed Jump on Moving Bars&lt;br /&gt;
* Toad Star 3&lt;br /&gt;
Segment 9&lt;br /&gt;
* Rainbow Ride (RR): Tricky Triangles&lt;br /&gt;
* RR: Coins Amassed in a Maze&lt;br /&gt;
* RR: Swingin' in the Breeze&lt;br /&gt;
* RR: Cruiser Crossing the Rainbow&lt;br /&gt;
Segment 10&lt;br /&gt;
* Bowser in the Sky battle&lt;br /&gt;
&lt;br /&gt;
=== 120 Star (100%) ===&lt;br /&gt;
==== Single Segment ====&lt;br /&gt;
&lt;br /&gt;
==== Segmented ====&lt;/div&gt;</summary>
		<author><name>Iotku</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_64</id>
		<title>Super Mario 64</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_64"/>
				<updated>2013-10-14T07:53:15Z</updated>
		
		<summary type="html">&lt;p&gt;Iotku: Introduce some movement information, reintroduce dust frames&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[Category:Nintendo 64]]&lt;br /&gt;
[[Category:Virtual Console]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/Mario64.html}}&lt;br /&gt;
This is the original version that came out in 1996-1997 for the Nintendo 64, and which has since been released for the Virtual Console. One of the most revolutionary games of all time. If you are looking for the DS version, head over to [[Super Mario 64 DS|its own page]].&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
=== Backwards Long Jump (BLJ for short) ===&lt;br /&gt;
&lt;br /&gt;
The BLJ has puzzled many gamers and glitch finders ever since its discovery, and it can be used in various ways. It is a result of a minor oversight by the game's programmers: there is no reasonable cap on Mario's speed when it goes negative. BLJs can only be done while standing next to certain slopes, stairways, and obstacles. Do a long jump facing away from the obstacle but moving backwards towards it. Mario will collide with it, leaving him on the ground and enabling him to backwards long jump again. This causes a speed increase of approximately 45-50% of Mario's currently stored speed each time it is repeated. Once the desired speed is reached, simply stop jumping and Mario will zoom off backwards at incredibly high speed. If you continue BLJing long enough, Mario's speed, stored in a float, will eventually reach -229399772256808620000000000000000000000, then tick over to -1.#INF, and then stop increasing. &lt;br /&gt;
&lt;br /&gt;
You can use BLJs to: &lt;br /&gt;
&lt;br /&gt;
• Gain enough speed to pass through doors, such as: ◦ Star doors &lt;br /&gt;
&lt;br /&gt;
◦ Doors requiring a key (although the room behind it might not load) &lt;br /&gt;
&lt;br /&gt;
• Zip backwards on the ground at very high speeds (if obstacles are avoided) &lt;br /&gt;
&lt;br /&gt;
• Jump over incredibly large gaps (since when over the air, Mario will have the same BLJ jumping physics but with the massive speed still present) &lt;br /&gt;
&lt;br /&gt;
• Pass through some loading zones, like the water wall needed to enter Dire Dire Docks &lt;br /&gt;
&lt;br /&gt;
• Pass through some types of walls (like the iron gates in Bob-omb Battlefield.) &lt;br /&gt;
&lt;br /&gt;
'''''Types of BLJ'''''&lt;br /&gt;
&lt;br /&gt;
While all BLJs work by the same principal, there are many different methods of pulling it off. There are numerous places where a BLJ is possible throughout the game (virtually every level contains at least one), and it is unlikely that all such locations have been discovered. &lt;br /&gt;
Slope BLJ&lt;br /&gt;
&lt;br /&gt;
Possible on very steep slopes that do not cause Mario to slide. Most of the slopes on the roof of the castle are suitable for this kind of BLJ. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Elevator BLJ'''&lt;br /&gt;
&lt;br /&gt;
This probably the easiest one to do. BLJs are possible on rising elevators because the elevator will catch up to Mario as soon as he leaves the ground, interrupting the first jump and allowing him to jump again. The elevators in Hazy Maze Cave and Bob-omb Battlefield are good places to practice. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Low Ceiling BLJ'''&lt;br /&gt;
&lt;br /&gt;
These are probably the trickiest locations to find because some of them are invisible or are just plain easy to overlook. Mario doesn't even have to get jammed in order for it to work since in a tight space Mario's speed does not return back to normal before he can BLJ again. One example of a low ceiling BLJ is under either of the Lobby pillars. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Step BLJ'''&lt;br /&gt;
&lt;br /&gt;
The first kind of BLJ to be discovered. A step BLJ involves using tiny ledges, getting Mario trapped inside and BLJing. This makes Mario appear on top of the step. This effect must be prolonged to build up Mario's speed. This can be done going up a stairway, thus using a multitude of tiny ledges to build up speed, or by facing sideways and by just using one step or ledge. To achieve this effect, Mario must first be almost parallel with the step, then land on it and slide onto the lower step. It should be noted that some stairs are actually slopes thus cannot be BLJed on. Two classic areas featuring this BLJ opportunity include the stairs leading to the 50 star door and the endless stairs leading to Bowser in the Sky. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Pause BLJ'''&lt;br /&gt;
&lt;br /&gt;
This trick is allows Mario to BLJ 30 times per second instead of 15. While BLJing, do the following sequence: &lt;br /&gt;
1. First frame: (Start), (Z), (A). &lt;br /&gt;
2. Second frame: (Z). &lt;br /&gt;
3. Third frame: (Start), (Z), (A). &lt;br /&gt;
4. And so on! &lt;br /&gt;
&lt;br /&gt;
Basically, the start button acts like a frame buffer and adds 1 more BLJ while saving 1 frame. This works on slope, stair, and elevator BLJs but does not work on side or low ceiling BLJs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Grinding ===&lt;br /&gt;
&lt;br /&gt;
Grinding is when Mario repeatedly falls off and continually catches a ledge, which leads to him being able to repeatedly dive along an edge or double jump. This can be both the fastest way for Mario to climb up some slopes, and occasionally a method of accessing normally inaccessible areas, such as the deserted city area in Wet Dry World while holding Chuckya. In order to do this Mario needs to be at a slight angle, preferably inwards facing the ledge; if he faces too far outwards, he may dive or jump off and not catch the ledge. He needs to land on the surface and be moving towards a seam; this will cause a collision detection where Mario can jump or dive again. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
=== Wind Hyperspeed Glitch ===&lt;br /&gt;
&lt;br /&gt;
This glitch works in THI and TTM. It requires a few minutes to get enough speed, so it isn't useful. To do this glitch, just get Mario stuck under a slope with the wind pushing him up. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mips Clip ===&lt;br /&gt;
&lt;br /&gt;
Also called &amp;quot;bunny glitch&amp;quot; or &amp;quot;rabbit glitch&amp;quot;, lets you pass through the 30 Star Door by using the rabbit Mips to push you through the door, it is required in order to complete a 16 Star run.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Movement Techniques ==&lt;br /&gt;
&lt;br /&gt;
=== Movement ===&lt;br /&gt;
&lt;br /&gt;
==== Basic Movement ====&lt;br /&gt;
Fast movement generally consists of dives and long jumps, which are much faster than walking or running. &lt;br /&gt;
* '''Groundpounds''': Should generally be avoided as much as possible aside from destroying some boxes and grabbing stars, they stop movement entirely and suspend you in the air for a couple of frames. &lt;br /&gt;
* '''Backflips''': Are rarely appropriate unless you need to get somewhere and can't perform a tripple jump.&lt;br /&gt;
* '''Sideflips''': Are generally slow, but in some cases (such as Tick Tock Clock) can be an appropriate way to move upwards quickly.&lt;br /&gt;
&lt;br /&gt;
==== Dust Frames ====&lt;br /&gt;
&lt;br /&gt;
Dust frames are present when you don't execute a dive on the first frame possible. It considerably slows down Mario. When doing optimized dives, you shouldn't see any dust; to do so, press &amp;quot;A&amp;quot; or &amp;quot;B&amp;quot; on the first frame possible when hitting the ground; Mario will recover as soon as possible, without leaving dust. &lt;br /&gt;
&lt;br /&gt;
== Routes ==&lt;br /&gt;
&lt;br /&gt;
=== Single Segment ===&lt;br /&gt;
&lt;br /&gt;
==== 16 Star (Glitch Low%) ====&lt;br /&gt;
&lt;br /&gt;
Use a route from the following document. esi's guide includes videos with beginner through advanced difficulty.&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1oNuBwgPF4Mo2IIxrZIv7la8hbxgP-dy0GnjgmylXGNg/edit?pli=1 esi’s 16 star route guide] &lt;br /&gt;
&lt;br /&gt;
==== 70 Star (Default Any%) ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use the route in the following document.  Siglemic's guide includes videos with beginner and advanced speedrun routes for each star.&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/11I4jbKHW7hm9q6rRPxfzTipCW-14nw3Pbgf1M9u0AVw/edit?hl=en_US Siglemic's 70 Star Guide]&lt;br /&gt;
&lt;br /&gt;
=== Segmented ===&lt;br /&gt;
&lt;br /&gt;
==== 70 Star (Default Any%) ====&lt;br /&gt;
Segment 1&lt;br /&gt;
* Bob-omb Battlefield (BBB): Shoot to the Island in the Sky&lt;br /&gt;
* BBB: Behind Chain Chomp's Gate&lt;br /&gt;
* Whomp's Fortress (WF): 100 Coins/Red Coins on the Floating Isle&lt;br /&gt;
* WF: Chip Off Whomp's Block&lt;br /&gt;
* WF: To The Top of the Fortress&lt;br /&gt;
* WF: Shoot to the Wild Blue&lt;br /&gt;
* WF: Fall into the Caged Island&lt;br /&gt;
Segment 2&lt;br /&gt;
* WF: Blast Away the Wall&lt;br /&gt;
* Secret Slide: Under 21 Seconds&lt;br /&gt;
Segment 3&lt;br /&gt;
* Red Switch Red Coins&lt;br /&gt;
* Cool Cool Mountain (CCM): Slip Slidin' Away&lt;br /&gt;
* CCM: Lil' Penguin Lost&lt;br /&gt;
* CCM: Wall Kicks Will Work&lt;br /&gt;
* Bowser 1 Red Coins&lt;br /&gt;
* Secret Slide ! Box&lt;br /&gt;
* Boo's Mansion (BM): Secret of the Haunted Books&lt;br /&gt;
* BM: Big Boo's Balcony&lt;br /&gt;
* MIPS Star 1&lt;br /&gt;
* Shifting Sand Land (SSL): In the Talons of the Big Bird&lt;br /&gt;
* SSL: Shining Atop the Pyramid&lt;br /&gt;
Segment 4&lt;br /&gt;
* SSL: Inside the Ancient Pyramid&lt;br /&gt;
* SSL: Pyramid Puzzle&lt;br /&gt;
* Lethal Lava Land (LLL): 8 Coin Puzzle With 15 Pieces&lt;br /&gt;
* LLL: Boil the Big Bully&lt;br /&gt;
Segment 5&lt;br /&gt;
* LLL: Hot Foot It Into the Volcano&lt;br /&gt;
* LLL: Elevator Tour In the Volcano&lt;br /&gt;
* LLL: Red Hot Log Rolling&lt;br /&gt;
* LLL: Bully the Bullies&lt;br /&gt;
* Toad Star 1&lt;br /&gt;
* HMC: A-Maze-Ing Emergency Exit&lt;br /&gt;
* HMC: Navigating the Toxic Maze&lt;br /&gt;
* HMC: Metal-Head Mario Can Move!&lt;br /&gt;
* HMC: Watch for Falling Rocks&lt;br /&gt;
* HMC: Swimming Beast in the Cavern&lt;br /&gt;
* Dire Dire Docks (DDD): Chests in the Current&lt;br /&gt;
* DDD: Board Bowser's Sub&lt;br /&gt;
* DDD: The Manta Ray's Reward&lt;br /&gt;
* Bowser in the Fire Sea Red Coins&lt;br /&gt;
Segment 6&lt;br /&gt;
* Wet Dry World (WDW): Elevator Express - Hurry Up!&lt;br /&gt;
* WDW: Top of the Town&lt;br /&gt;
* WDW: 100 Coins/Secrets in the Shallows and Sky&lt;br /&gt;
* WDW: Shocking Arrow Lifts&lt;br /&gt;
* Tiny Huge Island (THI): The Tip Top of the Huge Island&lt;br /&gt;
* THI: Wiggler's Red Coins&lt;br /&gt;
* THI: 5 Itty Bitty Secrets&lt;br /&gt;
* THI: Pluck the Pirahna Flower&lt;br /&gt;
* Toad Star 2&lt;br /&gt;
* Tall Tall Mountain (TTM): Scale the Mountain&lt;br /&gt;
* TTM:Breathtaking View from Bridge&lt;br /&gt;
Segment 7&lt;br /&gt;
* TTM: Blast to the Lonely Mushroom&lt;br /&gt;
* TTM: Scary Shroom's Red Coins&lt;br /&gt;
* TTM: Mysterious Mountainside&lt;br /&gt;
* Snowman's Land (SL): In the Deep Freeze&lt;br /&gt;
* SL: Whirl from the Freezing Pond&lt;br /&gt;
* SL: Chill with the Bully&lt;br /&gt;
* SL: Snowman's Big Head&lt;br /&gt;
Segment 8&lt;br /&gt;
* Tick Tock Clock (TTC): Get a Hand&lt;br /&gt;
* TTC: Roll Into the Cage&lt;br /&gt;
* TTC: 100 Coins/Stomp on the Thwomp&lt;br /&gt;
* TTC: Stop Time For Red Coins&lt;br /&gt;
* TTC: The Pit and the Penuldums&lt;br /&gt;
* TTC: Timed Jump on Moving Bars&lt;br /&gt;
* Toad Star 3&lt;br /&gt;
Segment 9&lt;br /&gt;
* Rainbow Ride (RR): Tricky Triangles&lt;br /&gt;
* RR: Coins Amassed in a Maze&lt;br /&gt;
* RR: Swingin' in the Breeze&lt;br /&gt;
* RR: Cruiser Crossing the Rainbow&lt;br /&gt;
Segment 10&lt;br /&gt;
* Bowser in the Sky battle&lt;br /&gt;
&lt;br /&gt;
=== 120 Star (100%) ===&lt;br /&gt;
==== Single Segment ====&lt;br /&gt;
&lt;br /&gt;
==== Segmented ====&lt;/div&gt;</summary>
		<author><name>Iotku</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_64</id>
		<title>Super Mario 64</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_64"/>
				<updated>2013-08-11T20:04:35Z</updated>
		
		<summary type="html">&lt;p&gt;Iotku: /* 70 Star (Default Any%) */ fix link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[Category:Nintendo 64]]&lt;br /&gt;
[[Category:Virtual Console]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/Mario64.html}}&lt;br /&gt;
This is the original version that came out in 1996-1997 for the Nintendo 64, and which has since been released for the Virtual Console. One of the most revolutionary games of all time. If you are looking for the DS version, head over to [[Super Mario 64 DS|its own page]].&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
=== Backwards Long Jump (BLJ for short) ===&lt;br /&gt;
&lt;br /&gt;
The BLJ has puzzled many gamers and glitch finders ever since its discovery, and it can be used in various ways. It is a result of a minor oversight by the game's programmers: there is no reasonable cap on Mario's speed when it goes negative. BLJs can only be done while standing next to certain slopes, stairways, and obstacles. Do a long jump facing away from the obstacle but moving backwards towards it. Mario will collide with it, leaving him on the ground and enabling him to backwards long jump again. This causes a speed increase of approximately 45-50% of Mario's currently stored speed each time it is repeated. Once the desired speed is reached, simply stop jumping and Mario will zoom off backwards at incredibly high speed. If you continue BLJing long enough, Mario's speed, stored in a float, will eventually reach -229399772256808620000000000000000000000, then tick over to -1.#INF, and then stop increasing. &lt;br /&gt;
&lt;br /&gt;
You can use BLJs to: &lt;br /&gt;
&lt;br /&gt;
• Gain enough speed to pass through doors, such as: ◦ Star doors &lt;br /&gt;
&lt;br /&gt;
◦ Doors requiring a key (although the room behind it might not load) &lt;br /&gt;
&lt;br /&gt;
• Zip backwards on the ground at very high speeds (if obstacles are avoided) &lt;br /&gt;
&lt;br /&gt;
• Jump over incredibly large gaps (since when over the air, Mario will have the same BLJ jumping physics but with the massive speed still present) &lt;br /&gt;
&lt;br /&gt;
• Pass through some loading zones, like the water wall needed to enter Dire Dire Docks &lt;br /&gt;
&lt;br /&gt;
• Pass through some types of walls (like the iron gates in Bob-omb Battlefield.) &lt;br /&gt;
&lt;br /&gt;
'''''Types of BLJ'''''&lt;br /&gt;
&lt;br /&gt;
While all BLJs work by the same principal, there are many different methods of pulling it off. There are numerous places where a BLJ is possible throughout the game (virtually every level contains at least one), and it is unlikely that all such locations have been discovered. &lt;br /&gt;
Slope BLJ&lt;br /&gt;
&lt;br /&gt;
Possible on very steep slopes that do not cause Mario to slide. Most of the slopes on the roof of the castle are suitable for this kind of BLJ. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Elevator BLJ'''&lt;br /&gt;
&lt;br /&gt;
This probably the easiest one to do. BLJs are possible on rising elevators because the elevator will catch up to Mario as soon as he leaves the ground, interrupting the first jump and allowing him to jump again. The elevators in Hazy Maze Cave and Bob-omb Battlefield are good places to practice. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Low Ceiling BLJ'''&lt;br /&gt;
&lt;br /&gt;
These are probably the trickiest locations to find because some of them are invisible or are just plain easy to overlook. Mario doesn't even have to get jammed in order for it to work since in a tight space Mario's speed does not return back to normal before he can BLJ again. One example of a low ceiling BLJ is under either of the Lobby pillars. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Step BLJ'''&lt;br /&gt;
&lt;br /&gt;
The first kind of BLJ to be discovered. A step BLJ involves using tiny ledges, getting Mario trapped inside and BLJing. This makes Mario appear on top of the step. This effect must be prolonged to build up Mario's speed. This can be done going up a stairway, thus using a multitude of tiny ledges to build up speed, or by facing sideways and by just using one step or ledge. To achieve this effect, Mario must first be almost parallel with the step, then land on it and slide onto the lower step. It should be noted that some stairs are actually slopes thus cannot be BLJed on. Two classic areas featuring this BLJ opportunity include the stairs leading to the 50 star door and the endless stairs leading to Bowser in the Sky. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Pause BLJ'''&lt;br /&gt;
&lt;br /&gt;
This trick is allows Mario to BLJ 30 times per second instead of 15. While BLJing, do the following sequence: &lt;br /&gt;
1. First frame: (Start), (Z), (A). &lt;br /&gt;
2. Second frame: (Z). &lt;br /&gt;
3. Third frame: (Start), (Z), (A). &lt;br /&gt;
4. And so on! &lt;br /&gt;
&lt;br /&gt;
Basically, the start button acts like a frame buffer and adds 1 more BLJ while saving 1 frame. This works on slope, stair, and elevator BLJs but does not work on side or low ceiling BLJs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Grinding ===&lt;br /&gt;
&lt;br /&gt;
Grinding is when Mario repeatedly falls off and continually catches a ledge, which leads to him being able to repeatedly dive along an edge or double jump. This can be both the fastest way for Mario to climb up some slopes, and occasionally a method of accessing normally inaccessible areas, such as the deserted city area in Wet Dry World while holding Chuckya. In order to do this Mario needs to be at a slight angle, preferably inwards facing the ledge; if he faces too far outwards, he may dive or jump off and not catch the ledge. He needs to land on the surface and be moving towards a seam; this will cause a collision detection where Mario can jump or dive again. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
=== Wind Hyperspeed Glitch ===&lt;br /&gt;
&lt;br /&gt;
This glitch works in THI and TTM. It requires a few minutes to get enough speed, so it isn't useful. To do this glitch, just get Mario stuck under a slope with the wind pushing him up. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mips Clip ===&lt;br /&gt;
&lt;br /&gt;
Also called &amp;quot;bunny glitch&amp;quot; or &amp;quot;rabbit glitch&amp;quot;, lets you pass through the 30 Star Door by using the rabbit Mips to push you through the door, it is required in order to complete a 16 Star run.&lt;br /&gt;
&lt;br /&gt;
   &lt;br /&gt;
&lt;br /&gt;
== Routes ==&lt;br /&gt;
&lt;br /&gt;
=== Single Segment ===&lt;br /&gt;
&lt;br /&gt;
==== 16 Star (Glitch Low%) ====&lt;br /&gt;
&lt;br /&gt;
Use a route from the following document. esi's guide includes videos with beginner through advanced difficulty.&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1oNuBwgPF4Mo2IIxrZIv7la8hbxgP-dy0GnjgmylXGNg/edit?pli=1 esi’s 16 star route guide] &lt;br /&gt;
&lt;br /&gt;
==== 70 Star (Default Any%) ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use the route in the following document.  Siglemic's guide includes videos with beginner and advanced speedrun routes for each star.&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/11I4jbKHW7hm9q6rRPxfzTipCW-14nw3Pbgf1M9u0AVw/edit?hl=en_US Siglemic's 70 Star Guide]&lt;br /&gt;
&lt;br /&gt;
=== Segmented ===&lt;br /&gt;
&lt;br /&gt;
==== 70 Star (Default Any%) ====&lt;br /&gt;
Segment 1&lt;br /&gt;
* Bob-omb Battlefield (BBB): Shoot to the Island in the Sky&lt;br /&gt;
* BBB: Behind Chain Chomp's Gate&lt;br /&gt;
* Whomp's Fortress (WF): 100 Coins/Red Coins on the Floating Isle&lt;br /&gt;
* WF: Chip Off Whomp's Block&lt;br /&gt;
* WF: To The Top of the Fortress&lt;br /&gt;
* WF: Shoot to the Wild Blue&lt;br /&gt;
* WF: Fall into the Caged Island&lt;br /&gt;
Segment 2&lt;br /&gt;
* WF: Blast Away the Wall&lt;br /&gt;
* Secret Slide: Under 21 Seconds&lt;br /&gt;
Segment 3&lt;br /&gt;
* Red Switch Red Coins&lt;br /&gt;
* Cool Cool Mountain (CCM): Slip Slidin' Away&lt;br /&gt;
* CCM: Lil' Penguin Lost&lt;br /&gt;
* CCM: Wall Kicks Will Work&lt;br /&gt;
* Bowser 1 Red Coins&lt;br /&gt;
* Secret Slide ! Box&lt;br /&gt;
* Boo's Mansion (BM): Secret of the Haunted Books&lt;br /&gt;
* BM: Big Boo's Balcony&lt;br /&gt;
* MIPS Star 1&lt;br /&gt;
* Shifting Sand Land (SSL): In the Talons of the Big Bird&lt;br /&gt;
* SSL: Shining Atop the Pyramid&lt;br /&gt;
Segment 4&lt;br /&gt;
* SSL: Inside the Ancient Pyramid&lt;br /&gt;
* SSL: Pyramid Puzzle&lt;br /&gt;
* Lethal Lava Land (LLL): 8 Coin Puzzle With 15 Pieces&lt;br /&gt;
* LLL: Boil the Big Bully&lt;br /&gt;
Segment 5&lt;br /&gt;
* LLL: Hot Foot It Into the Volcano&lt;br /&gt;
* LLL: Elevator Tour In the Volcano&lt;br /&gt;
* LLL: Red Hot Log Rolling&lt;br /&gt;
* LLL: Bully the Bullies&lt;br /&gt;
* Toad Star 1&lt;br /&gt;
* HMC: A-Maze-Ing Emergency Exit&lt;br /&gt;
* HMC: Navigating the Toxic Maze&lt;br /&gt;
* HMC: Metal-Head Mario Can Move!&lt;br /&gt;
* HMC: Watch for Falling Rocks&lt;br /&gt;
* HMC: Swimming Beast in the Cavern&lt;br /&gt;
* Dire Dire Docks (DDD): Chests in the Current&lt;br /&gt;
* DDD: Board Bowser's Sub&lt;br /&gt;
* DDD: The Manta Ray's Reward&lt;br /&gt;
* Bowser in the Fire Sea Red Coins&lt;br /&gt;
Segment 6&lt;br /&gt;
* Wet Dry World (WDW): Elevator Express - Hurry Up!&lt;br /&gt;
* WDW: Top of the Town&lt;br /&gt;
* WDW: 100 Coins/Secrets in the Shallows and Sky&lt;br /&gt;
* WDW: Shocking Arrow Lifts&lt;br /&gt;
* Tiny Huge Island (THI): The Tip Top of the Huge Island&lt;br /&gt;
* THI: Wiggler's Red Coins&lt;br /&gt;
* THI: 5 Itty Bitty Secrets&lt;br /&gt;
* THI: Pluck the Pirahna Flower&lt;br /&gt;
* Toad Star 2&lt;br /&gt;
* Tall Tall Mountain (TTM): Scale the Mountain&lt;br /&gt;
* TTM:Breathtaking View from Bridge&lt;br /&gt;
Segment 7&lt;br /&gt;
* TTM: Blast to the Lonely Mushroom&lt;br /&gt;
* TTM: Scary Shroom's Red Coins&lt;br /&gt;
* TTM: Mysterious Mountainside&lt;br /&gt;
* Snowman's Land (SL): In the Deep Freeze&lt;br /&gt;
* SL: Whirl from the Freezing Pond&lt;br /&gt;
* SL: Chill with the Bully&lt;br /&gt;
* SL: Snowman's Big Head&lt;br /&gt;
Segment 8&lt;br /&gt;
* Tick Tock Clock (TTC): Get a Hand&lt;br /&gt;
* TTC: Roll Into the Cage&lt;br /&gt;
* TTC: 100 Coins/Stomp on the Thwomp&lt;br /&gt;
* TTC: Stop Time For Red Coins&lt;br /&gt;
* TTC: The Pit and the Penuldums&lt;br /&gt;
* TTC: Timed Jump on Moving Bars&lt;br /&gt;
* Toad Star 3&lt;br /&gt;
Segment 9&lt;br /&gt;
* Rainbow Ride (RR): Tricky Triangles&lt;br /&gt;
* RR: Coins Amassed in a Maze&lt;br /&gt;
* RR: Swingin' in the Breeze&lt;br /&gt;
* RR: Cruiser Crossing the Rainbow&lt;br /&gt;
Segment 10&lt;br /&gt;
* Bowser in the Sky battle&lt;br /&gt;
&lt;br /&gt;
=== 120 Star (100%) ===&lt;br /&gt;
==== Single Segment ====&lt;br /&gt;
&lt;br /&gt;
==== Segmented ====&lt;/div&gt;</summary>
		<author><name>Iotku</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_64</id>
		<title>Super Mario 64</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_64"/>
				<updated>2013-08-11T20:01:44Z</updated>
		
		<summary type="html">&lt;p&gt;Iotku: Fix some headings, remove some TAS glitches that are generally useless for human speedruns, remove outdated 16 star route and replace with guide that is current&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[Category:Nintendo 64]]&lt;br /&gt;
[[Category:Virtual Console]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/Mario64.html}}&lt;br /&gt;
This is the original version that came out in 1996-1997 for the Nintendo 64, and which has since been released for the Virtual Console. One of the most revolutionary games of all time. If you are looking for the DS version, head over to [[Super Mario 64 DS|its own page]].&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
=== Backwards Long Jump (BLJ for short) ===&lt;br /&gt;
&lt;br /&gt;
The BLJ has puzzled many gamers and glitch finders ever since its discovery, and it can be used in various ways. It is a result of a minor oversight by the game's programmers: there is no reasonable cap on Mario's speed when it goes negative. BLJs can only be done while standing next to certain slopes, stairways, and obstacles. Do a long jump facing away from the obstacle but moving backwards towards it. Mario will collide with it, leaving him on the ground and enabling him to backwards long jump again. This causes a speed increase of approximately 45-50% of Mario's currently stored speed each time it is repeated. Once the desired speed is reached, simply stop jumping and Mario will zoom off backwards at incredibly high speed. If you continue BLJing long enough, Mario's speed, stored in a float, will eventually reach -229399772256808620000000000000000000000, then tick over to -1.#INF, and then stop increasing. &lt;br /&gt;
&lt;br /&gt;
You can use BLJs to: &lt;br /&gt;
&lt;br /&gt;
• Gain enough speed to pass through doors, such as: ◦ Star doors &lt;br /&gt;
&lt;br /&gt;
◦ Doors requiring a key (although the room behind it might not load) &lt;br /&gt;
&lt;br /&gt;
• Zip backwards on the ground at very high speeds (if obstacles are avoided) &lt;br /&gt;
&lt;br /&gt;
• Jump over incredibly large gaps (since when over the air, Mario will have the same BLJ jumping physics but with the massive speed still present) &lt;br /&gt;
&lt;br /&gt;
• Pass through some loading zones, like the water wall needed to enter Dire Dire Docks &lt;br /&gt;
&lt;br /&gt;
• Pass through some types of walls (like the iron gates in Bob-omb Battlefield.) &lt;br /&gt;
&lt;br /&gt;
'''''Types of BLJ'''''&lt;br /&gt;
&lt;br /&gt;
While all BLJs work by the same principal, there are many different methods of pulling it off. There are numerous places where a BLJ is possible throughout the game (virtually every level contains at least one), and it is unlikely that all such locations have been discovered. &lt;br /&gt;
Slope BLJ&lt;br /&gt;
&lt;br /&gt;
Possible on very steep slopes that do not cause Mario to slide. Most of the slopes on the roof of the castle are suitable for this kind of BLJ. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Elevator BLJ'''&lt;br /&gt;
&lt;br /&gt;
This probably the easiest one to do. BLJs are possible on rising elevators because the elevator will catch up to Mario as soon as he leaves the ground, interrupting the first jump and allowing him to jump again. The elevators in Hazy Maze Cave and Bob-omb Battlefield are good places to practice. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Low Ceiling BLJ'''&lt;br /&gt;
&lt;br /&gt;
These are probably the trickiest locations to find because some of them are invisible or are just plain easy to overlook. Mario doesn't even have to get jammed in order for it to work since in a tight space Mario's speed does not return back to normal before he can BLJ again. One example of a low ceiling BLJ is under either of the Lobby pillars. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Step BLJ'''&lt;br /&gt;
&lt;br /&gt;
The first kind of BLJ to be discovered. A step BLJ involves using tiny ledges, getting Mario trapped inside and BLJing. This makes Mario appear on top of the step. This effect must be prolonged to build up Mario's speed. This can be done going up a stairway, thus using a multitude of tiny ledges to build up speed, or by facing sideways and by just using one step or ledge. To achieve this effect, Mario must first be almost parallel with the step, then land on it and slide onto the lower step. It should be noted that some stairs are actually slopes thus cannot be BLJed on. Two classic areas featuring this BLJ opportunity include the stairs leading to the 50 star door and the endless stairs leading to Bowser in the Sky. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Pause BLJ'''&lt;br /&gt;
&lt;br /&gt;
This trick is allows Mario to BLJ 30 times per second instead of 15. While BLJing, do the following sequence: &lt;br /&gt;
1. First frame: (Start), (Z), (A). &lt;br /&gt;
2. Second frame: (Z). &lt;br /&gt;
3. Third frame: (Start), (Z), (A). &lt;br /&gt;
4. And so on! &lt;br /&gt;
&lt;br /&gt;
Basically, the start button acts like a frame buffer and adds 1 more BLJ while saving 1 frame. This works on slope, stair, and elevator BLJs but does not work on side or low ceiling BLJs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Grinding ===&lt;br /&gt;
&lt;br /&gt;
Grinding is when Mario repeatedly falls off and continually catches a ledge, which leads to him being able to repeatedly dive along an edge or double jump. This can be both the fastest way for Mario to climb up some slopes, and occasionally a method of accessing normally inaccessible areas, such as the deserted city area in Wet Dry World while holding Chuckya. In order to do this Mario needs to be at a slight angle, preferably inwards facing the ledge; if he faces too far outwards, he may dive or jump off and not catch the ledge. He needs to land on the surface and be moving towards a seam; this will cause a collision detection where Mario can jump or dive again. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
=== Wind Hyperspeed Glitch ===&lt;br /&gt;
&lt;br /&gt;
This glitch works in THI and TTM. It requires a few minutes to get enough speed, so it isn't useful. To do this glitch, just get Mario stuck under a slope with the wind pushing him up. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Mips Clip ===&lt;br /&gt;
&lt;br /&gt;
Also called &amp;quot;bunny glitch&amp;quot; or &amp;quot;rabbit glitch&amp;quot;, lets you pass through the 30 Star Door by using the rabbit Mips to push you through the door, it is required in order to complete a 16 Star run.&lt;br /&gt;
&lt;br /&gt;
   &lt;br /&gt;
&lt;br /&gt;
== Routes ==&lt;br /&gt;
&lt;br /&gt;
=== Single Segment ===&lt;br /&gt;
&lt;br /&gt;
==== 16 Star (Glitch Low%) ====&lt;br /&gt;
&lt;br /&gt;
Use a route from the following document. esi's guide includes videos with beginner through advanced difficulty.&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/document/d/1oNuBwgPF4Mo2IIxrZIv7la8hbxgP-dy0GnjgmylXGNg/edit?pli=1 esi’s 16 star route guide] &lt;br /&gt;
&lt;br /&gt;
==== 70 Star (Default Any%) ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Use the route in the following document.  Siglemic's guide includes videos with beginner and advanced speedrun routes for each star.&lt;br /&gt;
&lt;br /&gt;
[Siglemic's 70 Star Guide https://docs.google.com/document/d/11I4jbKHW7hm9q6rRPxfzTipCW-14nw3Pbgf1M9u0AVw/edit?hl=en_US]&lt;br /&gt;
&lt;br /&gt;
=== Segmented ===&lt;br /&gt;
&lt;br /&gt;
==== 70 Star (Default Any%) ====&lt;br /&gt;
Segment 1&lt;br /&gt;
* Bob-omb Battlefield (BBB): Shoot to the Island in the Sky&lt;br /&gt;
* BBB: Behind Chain Chomp's Gate&lt;br /&gt;
* Whomp's Fortress (WF): 100 Coins/Red Coins on the Floating Isle&lt;br /&gt;
* WF: Chip Off Whomp's Block&lt;br /&gt;
* WF: To The Top of the Fortress&lt;br /&gt;
* WF: Shoot to the Wild Blue&lt;br /&gt;
* WF: Fall into the Caged Island&lt;br /&gt;
Segment 2&lt;br /&gt;
* WF: Blast Away the Wall&lt;br /&gt;
* Secret Slide: Under 21 Seconds&lt;br /&gt;
Segment 3&lt;br /&gt;
* Red Switch Red Coins&lt;br /&gt;
* Cool Cool Mountain (CCM): Slip Slidin' Away&lt;br /&gt;
* CCM: Lil' Penguin Lost&lt;br /&gt;
* CCM: Wall Kicks Will Work&lt;br /&gt;
* Bowser 1 Red Coins&lt;br /&gt;
* Secret Slide ! Box&lt;br /&gt;
* Boo's Mansion (BM): Secret of the Haunted Books&lt;br /&gt;
* BM: Big Boo's Balcony&lt;br /&gt;
* MIPS Star 1&lt;br /&gt;
* Shifting Sand Land (SSL): In the Talons of the Big Bird&lt;br /&gt;
* SSL: Shining Atop the Pyramid&lt;br /&gt;
Segment 4&lt;br /&gt;
* SSL: Inside the Ancient Pyramid&lt;br /&gt;
* SSL: Pyramid Puzzle&lt;br /&gt;
* Lethal Lava Land (LLL): 8 Coin Puzzle With 15 Pieces&lt;br /&gt;
* LLL: Boil the Big Bully&lt;br /&gt;
Segment 5&lt;br /&gt;
* LLL: Hot Foot It Into the Volcano&lt;br /&gt;
* LLL: Elevator Tour In the Volcano&lt;br /&gt;
* LLL: Red Hot Log Rolling&lt;br /&gt;
* LLL: Bully the Bullies&lt;br /&gt;
* Toad Star 1&lt;br /&gt;
* HMC: A-Maze-Ing Emergency Exit&lt;br /&gt;
* HMC: Navigating the Toxic Maze&lt;br /&gt;
* HMC: Metal-Head Mario Can Move!&lt;br /&gt;
* HMC: Watch for Falling Rocks&lt;br /&gt;
* HMC: Swimming Beast in the Cavern&lt;br /&gt;
* Dire Dire Docks (DDD): Chests in the Current&lt;br /&gt;
* DDD: Board Bowser's Sub&lt;br /&gt;
* DDD: The Manta Ray's Reward&lt;br /&gt;
* Bowser in the Fire Sea Red Coins&lt;br /&gt;
Segment 6&lt;br /&gt;
* Wet Dry World (WDW): Elevator Express - Hurry Up!&lt;br /&gt;
* WDW: Top of the Town&lt;br /&gt;
* WDW: 100 Coins/Secrets in the Shallows and Sky&lt;br /&gt;
* WDW: Shocking Arrow Lifts&lt;br /&gt;
* Tiny Huge Island (THI): The Tip Top of the Huge Island&lt;br /&gt;
* THI: Wiggler's Red Coins&lt;br /&gt;
* THI: 5 Itty Bitty Secrets&lt;br /&gt;
* THI: Pluck the Pirahna Flower&lt;br /&gt;
* Toad Star 2&lt;br /&gt;
* Tall Tall Mountain (TTM): Scale the Mountain&lt;br /&gt;
* TTM:Breathtaking View from Bridge&lt;br /&gt;
Segment 7&lt;br /&gt;
* TTM: Blast to the Lonely Mushroom&lt;br /&gt;
* TTM: Scary Shroom's Red Coins&lt;br /&gt;
* TTM: Mysterious Mountainside&lt;br /&gt;
* Snowman's Land (SL): In the Deep Freeze&lt;br /&gt;
* SL: Whirl from the Freezing Pond&lt;br /&gt;
* SL: Chill with the Bully&lt;br /&gt;
* SL: Snowman's Big Head&lt;br /&gt;
Segment 8&lt;br /&gt;
* Tick Tock Clock (TTC): Get a Hand&lt;br /&gt;
* TTC: Roll Into the Cage&lt;br /&gt;
* TTC: 100 Coins/Stomp on the Thwomp&lt;br /&gt;
* TTC: Stop Time For Red Coins&lt;br /&gt;
* TTC: The Pit and the Penuldums&lt;br /&gt;
* TTC: Timed Jump on Moving Bars&lt;br /&gt;
* Toad Star 3&lt;br /&gt;
Segment 9&lt;br /&gt;
* Rainbow Ride (RR): Tricky Triangles&lt;br /&gt;
* RR: Coins Amassed in a Maze&lt;br /&gt;
* RR: Swingin' in the Breeze&lt;br /&gt;
* RR: Cruiser Crossing the Rainbow&lt;br /&gt;
Segment 10&lt;br /&gt;
* Bowser in the Sky battle&lt;br /&gt;
&lt;br /&gt;
=== 120 Star (100%) ===&lt;br /&gt;
==== Single Segment ====&lt;br /&gt;
&lt;br /&gt;
==== Segmented ====&lt;/div&gt;</summary>
		<author><name>Iotku</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Super_Mario_64</id>
		<title>Super Mario 64</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Super_Mario_64"/>
				<updated>2013-08-11T19:41:26Z</updated>
		
		<summary type="html">&lt;p&gt;Iotku: Remove information on dust frames (not a glitch), may be reintroduced elsewhere&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[Category:Nintendo 64]]&lt;br /&gt;
[[Category:Virtual Console]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
{{sda run|http://speeddemosarchive.com/Mario64.html}}&lt;br /&gt;
This is the original version that came out in 1996-1997 for the Nintendo 64, and which has since been released for the Virtual Console. One of the most revolutionary games of all time. If you are looking for the DS version, head over to [[Super Mario 64 DS|its own page]].&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
&lt;br /&gt;
=== Backwards Long Jump (BLJ for short)===&lt;br /&gt;
&lt;br /&gt;
The BLJ has puzzled many gamers and glitch finders ever since its discovery, and it can be used in various ways. It is a result of a minor oversight by the game's programmers: there is no reasonable cap on Mario's speed when it goes negative. BLJs can only be done while standing next to certain slopes, stairways, and obstacles. Do a long jump facing away from the obstacle but moving backwards towards it. Mario will collide with it, leaving him on the ground and enabling him to backwards long jump again. This causes a speed increase of approximately 45-50% of Mario's currently stored speed each time it is repeated. Once the desired speed is reached, simply stop jumping and Mario will zoom off backwards at incredibly high speed. If you continue BLJing long enough, Mario's speed, stored in a float, will eventually reach -229399772256808620000000000000000000000, then tick over to -1.#INF, and then stop increasing. &lt;br /&gt;
&lt;br /&gt;
You can use BLJs to: &lt;br /&gt;
&lt;br /&gt;
• Gain enough speed to pass through doors, such as: ◦ Star doors &lt;br /&gt;
&lt;br /&gt;
◦ Doors requiring a key (although the room behind it might not load) &lt;br /&gt;
&lt;br /&gt;
• Zip backwards on the ground at very high speeds (if obstacles are avoided) &lt;br /&gt;
&lt;br /&gt;
• Jump over incredibly large gaps (since when over the air, Mario will have the same BLJ jumping physics but with the massive speed still present) &lt;br /&gt;
&lt;br /&gt;
• Pass through some loading zones, like the water wall needed to enter Dire Dire Docks &lt;br /&gt;
&lt;br /&gt;
• Pass through some types of walls (like the iron gates in Bob-omb Battlefield.) &lt;br /&gt;
&lt;br /&gt;
'''''Types of BLJ'''''&lt;br /&gt;
&lt;br /&gt;
While all BLJs work by the same principal, there are many different methods of pulling it off. There are numerous places where a BLJ is possible throughout the game (virtually every level contains at least one), and it is unlikely that all such locations have been discovered. &lt;br /&gt;
Slope BLJ&lt;br /&gt;
&lt;br /&gt;
Possible on very steep slopes that do not cause Mario to slide. Most of the slopes on the roof of the castle are suitable for this kind of BLJ. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Elevator BLJ'''&lt;br /&gt;
&lt;br /&gt;
This probably the easiest one to do. BLJs are possible on rising elevators because the elevator will catch up to Mario as soon as he leaves the ground, interrupting the first jump and allowing him to jump again. The elevators in Hazy Maze Cave and Bob-omb Battlefield are good places to practice. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Low Ceiling BLJ'''&lt;br /&gt;
&lt;br /&gt;
These are probably the trickiest locations to find because some of them are invisible or are just plain easy to overlook. Mario doesn't even have to get jammed in order for it to work since in a tight space Mario's speed does not return back to normal before he can BLJ again. One example of a low ceiling BLJ is under either of the Lobby pillars. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Step BLJ'''&lt;br /&gt;
&lt;br /&gt;
The first kind of BLJ to be discovered. A step BLJ involves using tiny ledges, getting Mario trapped inside and BLJing. This makes Mario appear on top of the step. This effect must be prolonged to build up Mario's speed. This can be done going up a stairway, thus using a multitude of tiny ledges to build up speed, or by facing sideways and by just using one step or ledge. To achieve this effect, Mario must first be almost parallel with the step, then land on it and slide onto the lower step. It should be noted that some stairs are actually slopes thus cannot be BLJed on. Two classic areas featuring this BLJ opportunity include the stairs leading to the 50 star door and the endless stairs leading to Bowser in the Sky. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Pause BLJ'''&lt;br /&gt;
&lt;br /&gt;
This trick is allows Mario to BLJ 30 times per second instead of 15. While BLJing, do the following sequence: &lt;br /&gt;
1. First frame: (Start), (Z), (A). &lt;br /&gt;
2. Second frame: (Z). &lt;br /&gt;
3. Third frame: (Start), (Z), (A). &lt;br /&gt;
4. And so on! &lt;br /&gt;
&lt;br /&gt;
Basically, the start button acts like a frame buffer and adds 1 more BLJ while saving 1 frame. This works on slope, stair, and elevator BLJs but does not work on side or low ceiling BLJs. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''BLJ to &amp;quot;Walk&amp;quot; on Slopes'''&lt;br /&gt;
&lt;br /&gt;
Basically, get into close up Mario camera and BLJ somewhere. While in the process of running, press C^. This will cause Mario to go in the direction his back is facing until he hits a &amp;quot;wall&amp;quot; or runs out of speed. This enables Mario to do strange things such as flying up random slopes as long as a &amp;quot;wall&amp;quot; or super steep slope doesn't get in the way. This trick might be useful for improving some stars, and will be a great freerun trick. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Grinding'''&lt;br /&gt;
&lt;br /&gt;
Grinding is when Mario repeatedly falls off and continually catches a ledge, which leads to him being able to repeatedly dive along an edge or double jump. This can be both the fastest way for Mario to climb up some slopes, and occasionally a method of accessing normally inaccessible areas, such as the deserted city area in Wet Dry World while holding Chuckya. In order to do this Mario needs to be at a slight angle, preferably inwards facing the ledge; if he faces too far outwards, he may dive or jump off and not catch the ledge. He needs to land on the surface and be moving towards a seam; this will cause a collision detection where Mario can jump or dive again. &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
'''Wind Hyperspeed Glitch'''&lt;br /&gt;
&lt;br /&gt;
This glitch works in THI and TTM. It requires a few minutes to get enough speed, so it isn't useful. To do this glitch, just get Mario stuck under a slope with the wind pushing him up. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''MIPS (The Rabbit)'''&lt;br /&gt;
&lt;br /&gt;
Though now an obsolete trick, MIPS was once necessary in any low% run. MIPS is a rabbit who appears in the basement once Mario collects 15 (and later, 50) stars; usually, Mario grabs him, takes his star, then goes on with the rest of the game. The rabbit was not meant to go anywhere outside the &amp;quot;green&amp;quot; part of the basement: Mario could not open a door and carry MIPS at the same time. However, a glitch was discovered that allowed Mario to merge MIPS with any &amp;quot;normal sized&amp;quot; door. This would put MIPS on both sides of the door, and Mario could jump out and grab him from the &amp;quot;wrong&amp;quot; side. When used with the entry to the part of the basement with the 30 star door, MIPS could actually be taken right up to that place. A second, similar glitch allowed Mario to get through the 30 star door: as Mario walked up to the side of the door using MIPS, letting him go while pressing Z gave Mario a sort of push, which put him on the other side of the door (an alternative, harder, and slower method was to let go of MIPS just before the door, and jump between it and the door, which would also push Mario through). This discovery led to the completion of the game with only 16 stars. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''HSWK (Hyper Speed Wall Kicks)'''&lt;br /&gt;
&lt;br /&gt;
This trick is similar to BLJing, but instead of abusing Mario's unlimited negative speed, it utilizes another oversight by the game's programmers; unlimited forward speed via wall kicks. By wall kicking over and over again on the first frame possible, Mario gains speed. Repeatedly wall kicking for long periods of time can get you enough forward speed to pass through walls, star doors, and even the endless stairs! &lt;br /&gt;
&lt;br /&gt;
     &lt;br /&gt;
&lt;br /&gt;
== Routes ==&lt;br /&gt;
&lt;br /&gt;
=== 16 Star (Glitch Low% Humanly possible) ===&lt;br /&gt;
&lt;br /&gt;
==== Single Segment ====&lt;br /&gt;
&lt;br /&gt;
Notes: A segmented 16 star run is not reccomended because the save warp takes you back away from the castle costing at least 10 extra seconds. The only good choice that doesn't lose too much time is saving after getting the 2nd Bowser Key. But it's not really worth it.&lt;br /&gt;
&lt;br /&gt;
* Behind chain chomp's gate&lt;br /&gt;
* Shoot to the island in the sky&lt;br /&gt;
* Find the 8 red coins&lt;br /&gt;
* CCM 100coins&lt;br /&gt;
* Slip slidin' away&lt;br /&gt;
* Chip off whomp's block&lt;br /&gt;
* treasure in the ocean cave&lt;br /&gt;
* Secret slide (Under 21s)&lt;br /&gt;
* BOWSER 1&lt;br /&gt;
* Metal cap red coins&lt;br /&gt;
* Metal head mario can move&lt;br /&gt;
* Toad's star 1&lt;br /&gt;
* Rabbit 1&lt;br /&gt;
* Board Bowser's sub&lt;br /&gt;
* Bowser 2 red coins&lt;br /&gt;
* Through the jet stream&lt;br /&gt;
* 5 itty bitty secrets&lt;br /&gt;
* BOWSER 3 and ending&lt;br /&gt;
&lt;br /&gt;
=== 70 Star (Default Any%)===&lt;br /&gt;
==== Single Segment ====&lt;br /&gt;
&lt;br /&gt;
Use the route in the following document.  Siglemic's guide includes videos with beginner and advanced speedrun routes for each star.&lt;br /&gt;
&lt;br /&gt;
https://docs.google.com/document/d/11I4jbKHW7hm9q6rRPxfzTipCW-14nw3Pbgf1M9u0AVw/edit?hl=en_US&lt;br /&gt;
&lt;br /&gt;
==== Segmented ====&lt;br /&gt;
Segment 1&lt;br /&gt;
* Bob-omb Battlefield (BBB): Shoot to the Island in the Sky&lt;br /&gt;
* BBB: Behind Chain Chomp's Gate&lt;br /&gt;
* Whomp's Fortress (WF): 100 Coins/Red Coins on the Floating Isle&lt;br /&gt;
* WF: Chip Off Whomp's Block&lt;br /&gt;
* WF: To The Top of the Fortress&lt;br /&gt;
* WF: Shoot to the Wild Blue&lt;br /&gt;
* WF: Fall into the Caged Island&lt;br /&gt;
Segment 2&lt;br /&gt;
* WF: Blast Away the Wall&lt;br /&gt;
* Secret Slide: Under 21 Seconds&lt;br /&gt;
Segment 3&lt;br /&gt;
* Red Switch Red Coins&lt;br /&gt;
* Cool Cool Mountain (CCM): Slip Slidin' Away&lt;br /&gt;
* CCM: Lil' Penguin Lost&lt;br /&gt;
* CCM: Wall Kicks Will Work&lt;br /&gt;
* Bowser 1 Red Coins&lt;br /&gt;
* Secret Slide ! Box&lt;br /&gt;
* Boo's Mansion (BM): Secret of the Haunted Books&lt;br /&gt;
* BM: Big Boo's Balcony&lt;br /&gt;
* MIPS Star 1&lt;br /&gt;
* Shifting Sand Land (SSL): In the Talons of the Big Bird&lt;br /&gt;
* SSL: Shining Atop the Pyramid&lt;br /&gt;
Segment 4&lt;br /&gt;
* SSL: Inside the Ancient Pyramid&lt;br /&gt;
* SSL: Pyramid Puzzle&lt;br /&gt;
* Lethal Lava Land (LLL): 8 Coin Puzzle With 15 Pieces&lt;br /&gt;
* LLL: Boil the Big Bully&lt;br /&gt;
Segment 5&lt;br /&gt;
* LLL: Hot Foot It Into the Volcano&lt;br /&gt;
* LLL: Elevator Tour In the Volcano&lt;br /&gt;
* LLL: Red Hot Log Rolling&lt;br /&gt;
* LLL: Bully the Bullies&lt;br /&gt;
* Toad Star 1&lt;br /&gt;
* HMC: A-Maze-Ing Emergency Exit&lt;br /&gt;
* HMC: Navigating the Toxic Maze&lt;br /&gt;
* HMC: Metal-Head Mario Can Move!&lt;br /&gt;
* HMC: Watch for Falling Rocks&lt;br /&gt;
* HMC: Swimming Beast in the Cavern&lt;br /&gt;
* Dire Dire Docks (DDD): Chests in the Current&lt;br /&gt;
* DDD: Board Bowser's Sub&lt;br /&gt;
* DDD: The Manta Ray's Reward&lt;br /&gt;
* Bowser in the Fire Sea Red Coins&lt;br /&gt;
Segment 6&lt;br /&gt;
* Wet Dry World (WDW): Elevator Express - Hurry Up!&lt;br /&gt;
* WDW: Top of the Town&lt;br /&gt;
* WDW: 100 Coins/Secrets in the Shallows and Sky&lt;br /&gt;
* WDW: Shocking Arrow Lifts&lt;br /&gt;
* Tiny Huge Island (THI): The Tip Top of the Huge Island&lt;br /&gt;
* THI: Wiggler's Red Coins&lt;br /&gt;
* THI: 5 Itty Bitty Secrets&lt;br /&gt;
* THI: Pluck the Pirahna Flower&lt;br /&gt;
* Toad Star 2&lt;br /&gt;
* Tall Tall Mountain (TTM): Scale the Mountain&lt;br /&gt;
* TTM:Breathtaking View from Bridge&lt;br /&gt;
Segment 7&lt;br /&gt;
* TTM: Blast to the Lonely Mushroom&lt;br /&gt;
* TTM: Scary Shroom's Red Coins&lt;br /&gt;
* TTM: Mysterious Mountainside&lt;br /&gt;
* Snowman's Land (SL): In the Deep Freeze&lt;br /&gt;
* SL: Whirl from the Freezing Pond&lt;br /&gt;
* SL: Chill with the Bully&lt;br /&gt;
* SL: Snowman's Big Head&lt;br /&gt;
Segment 8&lt;br /&gt;
* Tick Tock Clock (TTC): Get a Hand&lt;br /&gt;
* TTC: Roll Into the Cage&lt;br /&gt;
* TTC: 100 Coins/Stomp on the Thwomp&lt;br /&gt;
* TTC: Stop Time For Red Coins&lt;br /&gt;
* TTC: The Pit and the Penuldums&lt;br /&gt;
* TTC: Timed Jump on Moving Bars&lt;br /&gt;
* Toad Star 3&lt;br /&gt;
Segment 9&lt;br /&gt;
* Rainbow Ride (RR): Tricky Triangles&lt;br /&gt;
* RR: Coins Amassed in a Maze&lt;br /&gt;
* RR: Swingin' in the Breeze&lt;br /&gt;
* RR: Cruiser Crossing the Rainbow&lt;br /&gt;
Segment 10&lt;br /&gt;
* Bowser in the Sky battle&lt;br /&gt;
&lt;br /&gt;
=== 120 Star (100%) ===&lt;br /&gt;
==== Single Segment ====&lt;br /&gt;
&lt;br /&gt;
==== Segmented ====&lt;/div&gt;</summary>
		<author><name>Iotku</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Talk:Super_Mario_64</id>
		<title>Talk:Super Mario 64</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Talk:Super_Mario_64"/>
				<updated>2013-08-11T17:04:09Z</updated>
		
		<summary type="html">&lt;p&gt;Iotku: Remove Spam&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Iotku</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Unepic/Any%25_New</id>
		<title>Unepic/Any% New</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Unepic/Any%25_New"/>
				<updated>2013-08-11T16:51:41Z</updated>
		
		<summary type="html">&lt;p&gt;Iotku: Remove excess whitespace&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Intro/Mines =&lt;br /&gt;
Pick up the Halo, then head straight to the Mines. It doesn't matter how fast you do this part, since you're bound by an elevator timer at the start of the Mines. Just make sure to survive the boulders.&amp;lt;br/&amp;gt;&lt;br /&gt;
Upon entering the Mines, drop down one screen on the left side, kill the goblin, then kill the snake on the right side with the bow. Wait for the elevator and ride it up, and take the downtime to arrange your hotbar and screw around a bit. Pick up the Fire magic quest, then head back to the elevator shaft, and drop down two screens to the right. Kill the blacksmith at the top, pick up his bellows, the anvil, and the green weapon from the chest. Head down one screen, clear out all the goblins, pick up the blacksmithing hammer. Then b-line to the boss.&amp;lt;br/&amp;gt;&lt;br /&gt;
On Dynidon, switch to the blacksmithing hammer. Just after he starts his attack, jump and swing, then swing again when you land; with perfect timing, you can hit him twice per attack. Either way, he should die in one attack cycle.&amp;lt;br/&amp;gt;&lt;br /&gt;
You will need as much good drops from the mandatory kills in this area as possible. You might consider killing excess goblins for more drops, but it may not be worth the risk. &lt;br /&gt;
= Shopping/Sewers =&lt;br /&gt;
Head to Zoran. Buy 1 Heat scroll, 5 Zoran teleport scrolls, 4 Return teleport scrolls, and as many Phase Door scrolls as you can &amp;quot;afford&amp;quot; (between 1 and 3, depending on the sell value of drops you've gotten). Destroy all the barrels in this screen and loot both chests, then head to the Cook. There, buy 50 blue essences and one Cook teleport scroll.&amp;lt;br/&amp;gt;&lt;br /&gt;
Head towards the Sewers. While fighting Momoku, you can hit 4 arrows per phase, then use the downtime to arrange your scrolls onto your hotbar without losing time. Pray to RNGsus that a thief doesn't steal your 40 coins. In the next room, gather the final pieces of wood and, if necessary, enough experience for level 2. Also pick up all Wands of Frostbolt on your way. Proceed to the west entrance of the sewers; use phase doors to save time here. Pick up the Ice magic quest and the ferns quest, then go into the store and buy a Fireball tome (if you can't afford it, an alternative is to buy a teleport to sewers scroll and pick it up later). &amp;lt;br/&amp;gt;&lt;br /&gt;
Cast Return to the ferns quest, and head for the eastern entrance (again picking up all wands on route). After the first room of goblins, take a detour left into the room with crows to pick up a unique sword (hidden in the walls on the left), then head straight to the east and pick up the Trident. Proceed to the sewers, pick up and complete the ice elemental quest using one wand of frostbolts. Summon your new pet, then head to the boss area without falling down anywhere.&amp;lt;br/&amp;gt;&lt;br /&gt;
In the volcano area, use a new wand of frostbolts to clear any enemies that get in your way. Don't bother breaking them for loot. When you arrive at Drakonis, draw your third wand, position your pet properly, and demolish the guy.&lt;br /&gt;
= Gardens =&lt;br /&gt;
This is as good a time as any to hand in the Fire quest (with a Return scroll, ofcourse). Afterward, head to Zoran and stock up on 6 Heat scrolls and 7 Phase Door scrolls, then head to the Gardens. On route to the Gardens, loot another chest with a green weapon, and use 4 of your phase doors to skip the shiny corridor. Head to the gate, making a small detour to pick up three speed potions. &amp;lt;br/&amp;gt;&lt;br /&gt;
To battle Arborus, pop two of your Speed potions and stab him with your trident until he dies. If he casts his nose beam attack, hide behind your pet. If he casts his insects early in the fight, you might want to use a Heat scroll for safety. The meteor shower is both completely random and totally unavoidable.&lt;br /&gt;
= Library =&lt;br /&gt;
Teleport to Zoran and pick up another 10-11 phase doors before you head into the Library, killing every monster conveniently in your way while doing so; you need both the money and the experience at this stage. Be careful never to aggro more than one ogre at a time, they hurt a lot. While here, do the quest for the Slicering halberd using a phase door and a return scroll to bypass the fire. To easily beat Leviathos, summon your pet in the room before him, run to the edge of the platform, then take a few steps back while your pet casts a frostbolt and turn around again. This will park your pet in front of you and make him tank every shot as well as the pulling spell, allowing you to easily pick Leviathos off with firebolt spam.&amp;lt;br/&amp;gt;&lt;br /&gt;
In the next room, you can easily take care of the skeletons by jumping on the ledge to the left and slowly picking them off with the trident. Skip past the room with the scorpions, beetles and orcs, as it's too risky to do any farming here. After crossing the next room, cast a Heat scroll to get rid of the pesky bats and make going up easier. Finally, open the gate at the top, then head into the shop to buy the Windbreaker bow, a red candle, and a fire robe. Proceed up into the boss room.&amp;lt;br/&amp;gt;&lt;br /&gt;
Say a prayer to RNGsus, as this boss has a tendency to troll awfully. Before summoning him, though, throw all your potions and teleportation items on the floor. Your trident should make decently fast work of him. Once he's dead, return to Zoran and stock up on all the phase doors you can afford.&lt;br /&gt;
= Catacombs =&lt;br /&gt;
Move into the Catacombs, take the lift up to unlock the gate, then drop down and head into the room east of the shop. Phase door past the mobs and head in the door to pick up the Light magic. &amp;lt;br/&amp;gt;&lt;br /&gt;
Reset the game, then head back to that same room. Stand by the first ladder, cast a Heat scroll, then go down and run around a bit to spawn all the undead. Hang off the ladder out of reach of their attacks, and do some inventory management while you wait for everything to die. You can wait for Thief spawns here if you still need a strange scroll. Repeat the process 2 more times. You should end up at level 6 and with around 20-25 casts of your Light spell. &amp;lt;br/&amp;gt;&lt;br /&gt;
Once you're done farming Light, drop down to the bottom of the elevator shaft and head right. Phase door across the next room, climb the ladder, get rid of the skeleton wizard, and slip the switch. Then activate the cutscene trigger from the other side, and quickly jump up to unlock the door. Proceed right two more screens, pass through the door, then use phase scrolls to travel through the blood river towards the boss.&amp;lt;br/&amp;gt;&lt;br /&gt;
Sux Mortis is very straight-forward. Just dodge all his attacks while casting Light at it at every opportunity. Be aware that after his death animation, his scythes can still hurt you.&lt;br /&gt;
=Lab/Prison=&lt;br /&gt;
Teleport to the Cook, and spend all your money on red essences (around 700 of them). Any remaining money can be spent on phase doors. Teleport to the Gardens and make your way to the Laboratory. The 'hanging gardens' room can be easily cleared with use of a heat scroll, and doing so allows a safer (and potentially faster) entry into the Lab: hang off the ladder, wait for the scientist to hit your heat aura and turn around, then phase door past him. At best, you'll catch the elevator cycle; at worst, you can position your pet to take his aggro when you do get on the elevator, making this room much safer.&amp;lt;br/&amp;gt;&lt;br /&gt;
B-line straight to the prison, and straight to the boss room. Stand on the right edge of the platform and barrage Gauntlik with fireballs, then get in position for whichever attack he's chosen: for rock, stay at the edge and move as little as possible while avoiding his attack; for paper, stand in the middle and run along the center lasers; for scissors, stand in the center, then as soon as the first slice sounds, phase door behind him and start attacking him. Avoid using fireballs while he's still close, as you can easily kill yourself, and any damage you take will stop the next fireball cast anyway. If you're lucky, you can kill him in one scissors phase; at worst luck, three phases should do it.&lt;br /&gt;
=Halls=&lt;br /&gt;
Stock up on phase doors so you have at least 25, and make sure you have one heat scroll left. Then head into the Halls. Almost all screens in the Halls can be crossed using phase doors. The exceptions are the first two rooms; the room with the gate loses you time, while the room after that has a spellcaster that interrupts you. If you're unlucky you can get hit by a slime while going down a ladder; if you do, unequip your weapon quickly, then just continue. Head into Medeox's lair.&amp;lt;br/&amp;gt;&lt;br /&gt;
After summoning Medeox, climb up to the top-right platform. Set your aim to the fifth snake from the left, then spam fireballs until all his snakes are dead (reaim when necessary). Then aim at Medeox himself, and barrage him with fireballs. Always be mindful that he might rise up to your platform, allowing his eyebeam to instakill you. Turn to the left when he does that attack, and if he's near half hp, take the time to use a heat scroll; it'll take care of the ghosts he summons in his second phase.&lt;br /&gt;
=Tower=&lt;br /&gt;
After Medeox dies, head up to the Library and pass on into the Tower. To make matters easier on yourself, use a heat scroll to clear the room to the Ring of the Skies, that allows you to jump further; it eliminates all the pixel-perfect jumps from here onward. Proceed up the tower, avoiding contact with any ghosts; if they steal your trident, you'll be sad, and if they steal your Slicering, you're gonna have to reset. Very carefully head up to the Tower shop; you want to kill all (or most of) the spiders in these three rooms, but they're very likely to screw you over as they fall onto you from the darkness. The best way to handle them is to stand on the edge of a platform, so they won't fall onto you, but down past you.&amp;lt;br/&amp;gt;&lt;br /&gt;
Once you make it to the shop, buy an Invoke Fire Spirit tome, and stock up on arrows if necessary. Proceed to the right to clear out more spiders, then down to unlock the gate. Reset the game, and continue farming spiders until you're level 10. Once you are, head left and down so you can avoid having to pass the ghosts again, and enter the Wizards' Tower.&lt;br /&gt;
=Wizards Tower=&lt;br /&gt;
The wizard tower can best be summarized in terms of strategies when dealing with the monsters:&lt;br /&gt;
*Blue Wizard + Eye: Wait until the wizard faces away from you, then phase door past them. You can attempt to shoot the eye before it Slows you, but success is inconsistent.&lt;br /&gt;
*Blue Wizard: Run past them, they're not very dangerous.&lt;br /&gt;
*Red Wizard: Kill him, let your pet kill his fire elementals.&lt;br /&gt;
*Gelitanious Cube: Phase door past it. Resummon your pet before it dies to the DoT. &lt;br /&gt;
*Purple Wizard: Stand underneath its platform, clear any skeletons that are in the way, cast fire spirits, wait patiently.&lt;br /&gt;
For the room with two gelitanious cubes, you'll want to pull them back a small distance before using the phase door, so that you can use the ladder to get past them.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Elven Lands=&lt;br /&gt;
As soon as you get control of the satyr, climb up the bottom ladder and hang on it in such a way that your head is hidden behind the platform; enemies won't be able to see you, so you don't have to worry about this area yet.&amp;lt;br/&amp;gt;&lt;br /&gt;
Learn which mobs can be skipped and which are best picked off before they become a threat. On Easy, many elves won't aggro you immediately, allowing you to easily pick off problematic ones. Rely mostly on the Slicering halberd and fireballs. Without the Ring of the Skies, almost every jump in this area is pixel-perfect, good luck if you insist not to use it.&amp;lt;br/&amp;gt;&lt;br /&gt;
After destroying the crystals, return to the satyr, jump off the ladder, then use the deathmyst spell to clear out the horde of monsters that's gathered up.&lt;br /&gt;
&lt;br /&gt;
=Sewers=&lt;br /&gt;
Before picking up the ferns quest, head on left to pick up the Ice magic quest. Then, before doing the ice elemental quest, proceed right to loot the trident. This trident is mostly identical to the weapon bought in the Catacombs, making the sequence break unnecessary.&lt;br /&gt;
&lt;br /&gt;
=Gardens=&lt;br /&gt;
To kill Arborus, use two of the Speed potions you've picked up before in order to make your trident attack speed proper. It will make you attack just as fast as the infinite attacking glitch would have.&lt;br /&gt;
&lt;br /&gt;
=Library=&lt;br /&gt;
Rather than a bow, use the Firebolt spell to defeat Leviathos, using the same technique to do so. Use the money you have banked here to buy a robe and candle; fireball will be your main source of damage against bosses. Proceed to the boss room. Drop all your teleportation items and potions on the floor, specifically putting healing/regeneration potions in the center of the room, so you can pick them up after landing a hit and quickly drink them when needed. The trident should be strong enough to make (relatively) short work of him.&lt;br /&gt;
&lt;br /&gt;
=Catacombs=&lt;br /&gt;
On route to the boss room, on the first screen to the right of the elevator, phase door to the ladder and kill the one skeleton wizard, activate the switch to spawn the platform, then trigger the cutscene and quickly jump onto the platform afterward, open the lock during damage invulnerability and run out again. Then proceed as usual.&lt;br /&gt;
&lt;br /&gt;
=Tower=&lt;br /&gt;
Make a small detour to pick up the jumping distance ring, using a heat scroll to make the room easy.&lt;/div&gt;</summary>
		<author><name>Iotku</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Game_Boy_Capture</id>
		<title>Game Boy Capture</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Game_Boy_Capture"/>
				<updated>2013-08-11T16:39:35Z</updated>
		
		<summary type="html">&lt;p&gt;Iotku: Change &amp;quot;Retro USB&amp;quot; link to correct website (unsure about what is being referenced however as I didn't do the original edit)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Game Boy Capture ==&lt;br /&gt;
To record footage from a Game Boy, you're going to have to use one of three Game Boy Emulators.  &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|'''Model'''&lt;br /&gt;
|'''System'''&lt;br /&gt;
|'''Notes'''&lt;br /&gt;
|-&lt;br /&gt;
|'''Super Game Boy'''&lt;br /&gt;
|Super Nintendo&lt;br /&gt;
|Games run faster.  Not all GameBoy Color games are supported&lt;br /&gt;
|-&lt;br /&gt;
|'''Super Game Boy 2'''&lt;br /&gt;
|Super Famicom/Modified Super Nintendo&lt;br /&gt;
|More accurate than Super Game Boy 1, region modification required to run on SNES.  Not all GameBoy Color games are supported&lt;br /&gt;
|-&lt;br /&gt;
|'''Game Boy Player'''&lt;br /&gt;
|Nintendo Game Cube&lt;br /&gt;
|Supports all Game Boy and Game Boy Color games&lt;br /&gt;
|}&lt;br /&gt;
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== Super Game Boy ==&lt;br /&gt;
[[image:Sgameboy.JPG]]&amp;lt;br /&amp;gt;&lt;br /&gt;
The Super Game Boy was released as a physical add-on to the Super Nintendo.  It fits into the SNES like a regular cartridge and has a slot to insert Game Boy cartridges.  The controller that's used is the SNES controller and you have the option to remap the buttons.  The Super Game Boy also applied a certain amount of color to games which you could adjust.  The Game Boy went through several revisions, its last one being Game Boy Color.  Some games were developed specifically for Game Boy color and did not have support for Super Game Boy.  Pokemon Crystal is an example of a game that will not run on a Super Game Boy.&lt;br /&gt;
&lt;br /&gt;
The Super Game Boy has a few oddities which you need to be aware of.  First, it runs Game Boy Games significantly faster than a real Game Boy.  If you do a speedrun on the Super Game Boy, the time of your run will be [[Super Game Boy timing|multiplied by 1.024115]].  Since the Super Game Boy is running off of a SNES the video footage will be at the same resolution the Super Nintendo uses.  That's 240 lines of resolution.  Standard definition capture devices won't have a problem with this, but some high definition capture devices may not be able to record this signal.&lt;br /&gt;
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=== Required Settings ===&lt;br /&gt;
Before you record a speedrun it is advised to switch to the completely black border. The border will get cropped in the encoding process anyway and switching it to black avoids some colour distortions which may occur at the screen edge. Only game specfic borders are included in the encoded run, if you wish for it. The colour palette may be chosen freely. &amp;lt;br /&amp;gt;&lt;br /&gt;
This also applies to the Super Game Boy 2.&lt;br /&gt;
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== Super Game Boy 2 ==&lt;br /&gt;
[[image:Sgameboy2.JPG]]&amp;lt;br /&amp;gt;&lt;br /&gt;
There was a second release of the Super Game Boy that was only available in Japan.  It plugs into the Super Nintendo, outputs footage in the same quality and resolution, and it is almost identical to the original Super Game Boy design.  It has one important improvement.  The second release of the Super Game Boy does not speed up games like the first model does making it the ideal version to use.  There is just one catch.  The Super Game Boy 2 is a Japanese cart and you will need to modify your SNES console in order to be able to play it.  The modification is actually quite easy.  There are some tabs near the insertion point of the cartridge that need to be cut.  That's it.  You can find details on how to do this [http://www.gamesx.com/importmod/snescon.htm here].  The Super Game Boy 2 also does not support some Game Boy Color games.&lt;br /&gt;
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==Game Boy Player ==&lt;br /&gt;
[[image:Gcngbplayer.jpg]] &amp;lt;br /&amp;gt;&lt;br /&gt;
The Game Boy player is an add-on to the Nintendo Game Cube that enabled the GameCube to play both Game Boy and Game Boy Advance games.  The add-on contained a slot to load Game Boy / Advance games and a disc to boot up the player.  Either a GameCube controller or a GameBoy Advance (with an adapter) could be used as a controller.  While the Game Boy player still doesn't play games at a speed identical to the original Game Boy Advance, it is pretty close.&lt;br /&gt;
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=== Required Settings ===&lt;br /&gt;
The Game Boy Player contains some picture filter and border options that you must configure properly before recording a speedrun.  You can access the settings menu by pressing the Z button on a GameCube controller.&lt;br /&gt;
[[image:Gameboyplayer_11.jpg ‎| frame | left | The settings for the GameCube player are Screen Filter Sharp, Border #20, and screen size &amp;quot;Normal]] &amp;lt;br /&amp;gt; Make sure that the screen filter is set to &amp;quot;Sharp&amp;quot;, the frame is set to #20, and that the screen size is set to &amp;quot;Normal.&amp;quot;  Please be sure to use these settings.  If you don't configure these settings correctly your speedrun will be rejected.  After you have that set up, just record as you would record a normal GameCube game.  For reference, the GameCube video signal is 480 lines of resolution.  This signal should be compatible with standard definition capture devices and some high definition capture devices.&lt;br /&gt;
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As a side note, if you aren't a fan of playing Game Boy Games using the GameCube controller or the GameBoy Advance, the website [http://www.retrousb.com/ Retro USB] sells some controller adapters that will let you use an NES or SNES controller instead.&lt;/div&gt;</summary>
		<author><name>Iotku</name></author>	</entry>

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