Mario 64 Speedrunning Glossary

General Gaming and Speedrunning Glossary

Speedrun – The practice of beating a game as fast as possible in a given category. Usually shortened to run.
Example: I was having a good run but I kept missing Bowser throws.
Categories – Different rule sets for a speedrun decided on by the community for that particular game. There can be various subcategories for a game, but here are the two that are typically played the most.

  • Any% – A run where the game is beat as soon as possible. These runs involve trying to skip as much of the game as possible
  • 100% – A run where everything is completed inside the game, including collectibles.

PB – Stands for Personal Best. Your best time in a category or a specific stage.
WR – Stands for World Record. The top time on a leaderboard.

Clip – When the playable character or an object is pushed through a game’s collision detection. This is used in speedruns to skip sections of the game.
Example: Using Mips, the rabbit, to push Mario through a door before
the player has enough stars to open said door.

Frame – The still image that makes up an animation. Most video games run at either 30 or 60 frames per second (fps). So, if a game runs at 60 fps, there are 60 still images making up the game’s animations every second.

Frame perfect – Some movements have such a low margin for error that sometimes it comes down to pushing a button in a single frame to be successful.

Emulator – Software written to emulate a video game console. It allows you to play older console games on PC.

Input Lag – The delay between a button press and what you see on screen. Some screens and setups have more input lag than others.

Save state – A feature in emulators that allows you to save anywhere and reload that state.

ROM – A game file that can be played on an emulator.

Livesplit – The most widely used time tracking software used for timing runs.

Mario 64 Glossary

Mario 64 categories – Mario 64 has different names for their categories. Here’s the list of the most played.

  • 0 star – Mario 64’s Any% category. This category is one of the newer ones as the discovery of new glitches made it possible to finish the game with 0 stars. This category is challenging to learn and is not very beginner-friendly.
  • 16 star – The old Any% category before 0 star was discovered. The most beginner-friendly category and the recommended starting point for Mario 64 Speedrunning.
  • 70 star – The minimum amount of stars needed to beat the game without using glitches to skip parts of the game. Usually, the next category learned after 16 star.
  • 120 star – The 100% category.

Usamune practice ROM – A modified ROM file of Mario 64 with tons of practice features for speedrunning.

Cannonless – In Whomp’s Fortress, the star Blast Away the Wall normally requires using the cannon to get the star, but an exploit allows the player to get the star without the cannon.

Owless – In Whomp’s Fortress, the star Fall onto the Caged Island normally requires waking the owl by climbing up a tree. Instead, you go to the closest platform to the cage. Then, you can triple jump to the cage, perform a wall jump and fall into the star. This is a more advanced technique and most beginners start with using the owl.

Silly Kicks – When you hold A and rhythmically press B up an otherwise unclimbable slope, you perform a silly kick. The steeper the slope the faster the rhythm.

Dustless Dives – These are frame perfect dives where no dust appears under Mario. These are achieved by rolling out of a dive on the exact frame Mario hits the ground.

Mips clip – Mips, the rabbit, spawns in the basement of the castle at 15 stars. He is used to clip through the star door for second Bowser.

Backwards long jump – Abbreviated to BLJ. A trick using the long jump that stacks Mario’s backward momentum and is used to clip through walls and doors because he’s moving so quickly. This can only be done on slopes, stairs, and rising platforms.

Lobby backwards long jump – Abbreviated to LBLJ. A technique used to go to 1st Bowser at 0 stars to save time. It’s an advanced technique and difficult to pull off.

Stages

BOB – Bob-omb Battlefield
WF – Whomp’s Fortress
JRB – Jolly Roger Bay
CCM – Cool, Cool Mountain
BBH – Big Boo’s Haunt
HMC – Hazy Maze Cave
LLL – Lethal Lava Land
SSL – Shifting Sand Land
DDD – Shifting Sand Land
SL – Snowman’s Land
WDW – Wet-Dry World
TTM – Tall, Tall Mountain
THI – Tiny-Huge Island
TTC – Tick Tock Clock
RR – Rainbow Ride
BitDW – Bowser in the Dark World aka -1st Bowser
BitFS – Bowser in the Fire Sea – aka 2nd Bowser
BitS – Bowser in the Sky – aka 3rd Bowser

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