Then play through the final four levels and defeat Bowser at the end of 8-4. The Any% route is as follows: play through 1-1, take the warp zone in 1-2 to 4-1, complete 4-1, and take the warp zone in 4-2 to 8-1. This means that once a level has been optimized to the point of being beaten in the earliest possible framerule, then it is already at its theoretical limit. If a runner reaches the end of a level 11 frames into a framerule, 20 frames into a framerule, or just one frame into a framerule, the next level will only load at the beginning of the next framerule. ![]() Super Mario Bros can only load the next level on every 21st frame, an interval of time that players have dubbed "framerules," which are 21 frames or 0.35 seconds. To really drive home just how optimized this run is, it's iportant to know exactly how the game functions. To better follow along with this discussion, take a look at Niftski's world record: 4:54, being the last-second barrier possible to break in the game, makes this world record one of the biggest milestones in speedrunning history. This, plus the popularity of the franchise and the cultural impact of this specific title, make speedrun world records in this game some of the most coveted. As it stands now, the Any% category is one of the most optimized runs in all of gaming. Without the ability to gain instance speeds, he can no longer boost upstairs or through walls. So yes, technically 70-Star is still an option for speedrunning in the Nintendo Switch version of Super Mario 64, but sadly, every other category will need to stick to their original hardware.Super Mario Bros, released in 1985, has had ample time to be mastered by speedrunners. So what’s different in the Shindou Edition? Well, they added a speed-cap to Mario’s negative movement. So Why Can't I Backward Long-Jump On Nintendo Switch? Now that we have the ability to move faster than the game intended, it allows Mario to skip frames which enables him to pass through solid objects. Long-jump up the stairs backwards though, and it’s a different story. So when you’re long-jumping up stairs normally, you can chain a lot of them together quickly, but the positive speed-cap will always keep Mario from going too fast. ![]() While there is a speed-cap on Mario’s positive movement value, there isn’t one on his negative value. When Mario is running forward, his speed value is positive, when he’s standing still it’s zero, and when he goes backwards it’s negative. But the designers put a speed cap in the game, so no matter how many consecutive long jumps you use, Mario will never be able to exceed the speed limit. When running forward, Mario gets a bit of a speed boost when long-jumping. 70-Star is the only category that doesn’t use BLJ’s and that’s because its technically the no-major-glitches category, so BLJ’s are banned.īackwards long-jumps are pretty technical in how they work, so I’ll attempt to explain it the simplest way I can. It’s not required in 120-Star, but there are certain times speedrunners use it to speed a few things up. Of these five categories, 0-Star, 1-Star, and 16-Star all require the ability to backwards long-jump. ![]() It’s for this reason most speedrunners will not be leaving their original hardware behind for the shiny new Switch port.įirst off, what is a backwards long-jump and why is it important to speedrunning Super Mario 64? The game has several main categories that speedrunners currently run through: 0-Star, 1-Star, 16-Star, 70-Star, and 120-Star. Of course, because this version came out well over a year after the original release, it also includes various bug fixes, most notably removing Mario’s ability to perform a BLJ (or Backwards Long Jump). But it also includes a few subtle differences as well: Mario now spins around a pole or tree when he grabs on, various sound effect changes have been made (most famously when Mario throws Bowser), and the Shindou edition’s intro screen contains a fun little easter egg when you press the Z-trigger. The biggest consumer-facing change is the addition of Rumble Pak support. ![]() It was released in July 1997 and is often considered the definitive version of Mario 64. Other than that, you’re mostly playing the same game, glitches and all.Įnter the Super Mario 64 Shindou edition. Text scrolls differently, the Japanese version has fewer voice-lines, a couple of stars spawn differently, and Mario can even dab in the Japanese version. These two versions have quite a few differences, but they’re so small that most folks won’t even notice. The Japanese version which released on June 23rd, 1996 or the American version which came out September 29th, 1996. Speedrunners mainly use one of two versions to speedrun Super Mario 64. Let’s break it down in the simplest of terms.
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