Difference between revisions of "Super Mario 64"

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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.  
 
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.  
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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.
 
  
 
'''MIPS (The Rabbit)'''
 
'''MIPS (The Rabbit)'''

Revision as of 13:41, 11 August 2013

This page is a stub. You can help by adding information. Please ask on the talk page for more clarification.
SDAlogo runner.png This game has a run page on SDA!

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.

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.


BLJ to "Walk" on Slopes

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 "wall" or runs out of speed. This enables Mario to do strange things such as flying up random slopes as long as a "wall" 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.


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 (The Rabbit)

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 "green" 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 "normal sized" door. This would put MIPS on both sides of the door, and Mario could jump out and grab him from the "wrong" 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.


HSWK (Hyper Speed Wall Kicks)

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!


Routes

16 Star (Glitch Low% Humanly possible)

Single Segment

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.

  • Behind chain chomp's gate
  • Shoot to the island in the sky
  • Find the 8 red coins
  • CCM 100coins
  • Slip slidin' away
  • Chip off whomp's block
  • treasure in the ocean cave
  • Secret slide (Under 21s)
  • BOWSER 1
  • Metal cap red coins
  • Metal head mario can move
  • Toad's star 1
  • Rabbit 1
  • Board Bowser's sub
  • Bowser 2 red coins
  • Through the jet stream
  • 5 itty bitty secrets
  • BOWSER 3 and ending

70 Star (Default Any%)

Single Segment

Use the route in the following document. Siglemic's guide includes videos with beginner and advanced speedrun routes for each star.

https://docs.google.com/document/d/11I4jbKHW7hm9q6rRPxfzTipCW-14nw3Pbgf1M9u0AVw/edit?hl=en_US

Segmented

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

120 Star (100%)

Single Segment

Segmented

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