Difference between revisions of "Super Mario 64"
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Latest revision as of 17:42, 13 November 2024
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 its own page.
Contents
Glitches
Backwards Long Jump (BLJ for short)
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.
You can use BLJs to:
• Gain enough speed to pass through doors, such as:
- ◦ Star doors
- ◦ Doors requiring a key (although the room behind it might not load)
• Zip backwards on the ground at very high speeds (if obstacles are avoided)
• 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)
• Pass through some loading zones, like the water wall needed to enter Dire Dire Docks
• Pass through some types of walls (like the iron gates in Bob-omb Battlefield.)
Types of BLJ
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. Slope BLJ
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.
Elevator BLJ
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.
Low Ceiling BLJ
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.
Step BLJ
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.
Pause BLJ
This trick is allows Mario to BLJ 30 times per second instead of 15. While BLJing, do the following sequence: 1. First frame: (Start), (Z), (A). 2. Second frame: (Z). 3. Third frame: (Start), (Z), (A). 4. And so on!
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.
Grinding
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.
Wind Hyperspeed Glitch
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.
Mips Clip
Also called "bunny glitch" or "rabbit glitch", 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.
Movement Techniques
Basic Movement
Fast movement generally consists of dives and long jumps, which are much faster than walking or running.
- 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.
- Backflips: Are rarely appropriate unless you need to get somewhere and can't perform a tripple jump.
- Sideflips: Are generally slow, but in some cases (such as Tick Tock Clock) can be an appropriate way to move upwards quickly.
Dust Frames
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 "A" or "B" on the first frame possible when hitting the ground; Mario will recover as soon as possible, without leaving dust.
Routes
Single Segment
16 Star (Glitch Low%)
Use a route from the following document. esi's guide includes videos with beginner through advanced difficulty.
70 Star (Default Any%)
Use the route in the following document. Siglemic's guide includes videos with beginner and advanced speedrun routes for each star.
Segmented
70 Star (Default Any%)
Segment 1
- Bob-omb Battlefield (BBB): Shoot to the Island in the Sky
- BBB: Behind Chain Chomp's Gate
- Whomp's Fortress (WF): 100 Coins/Red Coins on the Floating Isle
- WF: Chip Off Whomp's Block
- WF: To The Top of the Fortress
- WF: Shoot to the Wild Blue
- WF: Fall into the Caged Island
Segment 2
- WF: Blast Away the Wall
- Secret Slide: Under 21 Seconds
Segment 3
- Red Switch Red Coins
- Cool Cool Mountain (CCM): Slip Slidin' Away
- CCM: Lil' Penguin Lost
- CCM: Wall Kicks Will Work
- Bowser 1 Red Coins
- Secret Slide ! Box
- Boo's Mansion (BM): Secret of the Haunted Books
- BM: Big Boo's Balcony
- MIPS Star 1
- Shifting Sand Land (SSL): In the Talons of the Big Bird
- SSL: Shining Atop the Pyramid
Segment 4
- SSL: Inside the Ancient Pyramid
- SSL: Pyramid Puzzle
- Lethal Lava Land (LLL): 8 Coin Puzzle With 15 Pieces
- LLL: Boil the Big Bully
Segment 5
- LLL: Hot Foot It Into the Volcano
- LLL: Elevator Tour In the Volcano
- LLL: Red Hot Log Rolling
- LLL: Bully the Bullies
- Toad Star 1
- HMC: A-Maze-Ing Emergency Exit
- HMC: Navigating the Toxic Maze
- HMC: Metal-Head Mario Can Move!
- HMC: Watch for Falling Rocks
- HMC: Swimming Beast in the Cavern
- Dire Dire Docks (DDD): Chests in the Current
- DDD: Board Bowser's Sub
- DDD: The Manta Ray's Reward
- Bowser in the Fire Sea Red Coins
Segment 6
- Wet Dry World (WDW): Elevator Express - Hurry Up!
- WDW: Top of the Town
- WDW: 100 Coins/Secrets in the Shallows and Sky
- WDW: Shocking Arrow Lifts
- Tiny Huge Island (THI): The Tip Top of the Huge Island
- THI: Wiggler's Red Coins
- THI: 5 Itty Bitty Secrets
- THI: Pluck the Pirahna Flower
- Toad Star 2
- Tall Tall Mountain (TTM): Scale the Mountain
- TTM:Breathtaking View from Bridge
Segment 7
- TTM: Blast to the Lonely Mushroom
- TTM: Scary Shroom's Red Coins
- TTM: Mysterious Mountainside
- Snowman's Land (SL): In the Deep Freeze
- SL: Whirl from the Freezing Pond
- SL: Chill with the Bully
- SL: Snowman's Big Head
Segment 8
- Tick Tock Clock (TTC): Get a Hand
- TTC: Roll Into the Cage
- TTC: 100 Coins/Stomp on the Thwomp
- TTC: Stop Time For Red Coins
- TTC: The Pit and the Penuldums
- TTC: Timed Jump on Moving Bars
- Toad Star 3
Segment 9
- Rainbow Ride (RR): Tricky Triangles
- RR: Coins Amassed in a Maze
- RR: Swingin' in the Breeze
- RR: Cruiser Crossing the Rainbow
Segment 10
- Bowser in the Sky battle