The purpose of this page is to document all of the known tricks of the game Super Mario 64, the launch title for the N64 system.
Because of the nature of this site, we concentrate here on tricks that are difficult to perform in real play, but are useful in the making of tool-assisted speedruns. For most of the tricks, a frame advance feature in an emulator is a definite must-have.
TODO: There is a lot to do, maybe adding gif's or videos might be a good idea.

BLJ (Backwards Long Jump)

The BLJ has puzzled many gamers and glitch finders ever since its discovery, and it can be used in various ways. There is a minor oversight by the games programmers because there is no maximum cap for Mario's speed when it goes into the negative vector. Mario needs to do a long jump facing forwards, yet moving backwards; then land at a certain slope or stair way and long jump backwards again upon touching the ground. Mario will not jump high enough and instead catch the same slope or stair way and he will be able to backwards long jump again. Endlessly repeating this will cause a speed increase of approximately 45-50% of Mario's currently stored speed each time it is used. Once the desired speed is reached, simply stop jumping and Mario should zoom off backwards at maximum speeds.
Some of the uses of BLJing are:

Types of BLJ

While the BLJ works by the same principal there is many different methods of pulling it off. It is unlikely that all locations have been discovered.

Slope BLJ

This probably the easiest one to do. On very steep slopes which Mario does not slide off of. He can perform the blj glitch e.g. at the top of the castle.

Elevator BLJ

This refers to elevators when they're rising. Mario can BLJ on them because he can not LJ high enough and instead catches the elevator as soon he tries to leave the ground. An example of this would be the elevators in HMC.

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 this is under the lobby.

Step BLJ

Ironically the first and latest type of BLJ to be found. A step BLJ involves using tiny ledges, getting Mario trapped inside and BLJing. This makes Mario appear on top of the step. You then need to prolong this effect, building up Mario's speed. This can be done facing up a stairway, thus using a multitude of tiny ledges to build up speed, or by facing sideways and by purely using one step or ledge . To achieve this effect you must first be parallel with the step, land on it and slide onto the lower step. It should be noted that some stairs are actually slopes and so BLJ will not be possible. One place where this can be tried is the stairs leading to the 50 star door.

Grinding

Grinding is when Mario repeatedly falls off and continually catches a ledge, which leads to Mario 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 even reach normally inaccessible areas, such as the under city area in Wet Dry World. In order to do this you need to have Mario 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.

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 16 Star TAS.
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GameResources/N64/SuperMario64 last edited by mr_roberts_z on 2/27/2008 2:44 AM
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