Super Mario 64 terms

Terms used in Super Mario 64 (particularly speedrunning). These are notes from watching too many GSA races on YouTube.

Game

JP
Japanese version of the game. Unlike the English version, the Japanese version does not feature voice acting for Peach's letter during the intro cutscene; text boxes scroll slightly slower; MIPS moves slightly faster; and some stars that are located inside boxes in the English version are out in the open.

Categories

120 Star
A 100 % completion of the game. Starts when the console is powered on, and ends when the Grand Star is touched after defeating BitS.
70 Star
The minimum number of stars required to beat the game without exploting glitches during Castle Movement. Starts when the console is powered on, and ends when the Grand Star is touched after defeating BitS.
16 Star
Any% without SBLJ. LBLJ is used to bypass the 8 Star Door. 15 stars are required to spawn MIPS, which is used to clip through the 30 Star Door (see MIPS Clip). The first star in DDD is required to unlock Fire Sea. After defeating Fire Sea, BLJs are used to bypass the 50 Star Door and the Infinite Staircase. Starts when the console is powered on, and ends when the Grand Star is touched after defeating BitS.
0 Star, 1 Star
Any%. The shortest RTA (real-time action) category. LBLJ is used to bypass the 8 Star Door. SBLJ is used to bypass the 30 Star Door, which (given enough speed) can bypass DDD and send the player to Fire Sea without unlocking it (0 star), or (given too little speed) can send the player into DDD, forcing them to collect the first star to unlock Fire Sea (1 star). BLJ is used to bypass the 50 Star Door and the Infinite Staircase. Starts when the console is powered on, and ends when the Grand Star is touched after defeating BitS.
1 key
Any%. TAS (Tool-Assisted Speedrun) only, as it makes use of extremely precise input to enter Basement without defeating Dark World.
30 Star
Collect any 3 stars from every stage, plus keys from the Bowser Stages. The 50 Star Door and Infinite Staircase are bypassed with BLJs. Starts when the console is powered on, and ends when the Grand Star is touched after defeating BitS.
Nonstop
A version of the game where Mario is not ejected from the painting after collecting each star. Starts when the console is powered on, and ends when the Grand Star is touched after defeating BitS.
Randomizer
A version of the game where almost every object's position is random (within its original Loading Zone), and each painting leads to a different Stage. Starts when selecting the new save file, and ends when the Grand Star is touched after defeating BitS.

Movement

An overview of movement techniques in the game.

General

Castle Movement
The (time consumed by) movement navigating around the castle.
Single Jump
A single A button press while standing, moving, or swimming.
Bonk
Knock-back off a wall caused by running or jumping into a wall, most commonly by accident. Falling off a ledge during this knock-back prevents Mario from getting up, and may lead to multiple falls.
Wall Kick
A jump (A button press) within a 5-frame window after Bonking into a wall.
Double Jump
A jump off the ground immediately following a Single Jump or Wall Kick. Has higher velocity and reaches higher than a Single Jump.
Triple Jump
A jump off the ground at speed immediately following a Double Jump. Has higher velocity and reaches higher than a Double Jump.
Dive
A dive (B button press) while running with enough velocity.
Jump Dive
A Dive while airborne instead of running.
Rollout, Roll Out
A jump while sliding on the ground following a Dive. Mario cannot take fall damage after a rollout.
Dust, Dusty Rollout
The ground slide after a Dive eventually starts whirling up dust around Mario. Each dust frame reduces Mario's speed. A Rollout on a dust frame is known as a Dusty Rollout.
Speed Kick
A kick during a jump (B button press while airborne with too low velocity for a Dive), which preserves the forward momentum which would have otherwise been reduced by jumping.
Long Jump
A low, long jump (A button press while holding the Z button with enough velocity).
BLJ
Backwards Long Jump, a technique to build up backwards momentum, to which there is no limit. Used to clip through doors and walls.
LBLJ
Lobby BLJ, a BLJ performed from inside the column in the Lobby, reached by grabbing a ledge through the ceiling above the stairs between Lobby and Basement. Used in all categories.
SBLJ
Side BLJ, a BLJ utilising Glitchy Wall Kick.
Firsty
First-frame wallkick. Mario has 5 frames to perform a wallkick when bonking on a wall. Pressing A on the first of those 5 frames gains speed, rather than reduce it.

Skips, clips, and strats

Specific movements, glitches, and strategies used to reach a location or obtain a star.

Lakitu Skip
Jumping on the very edge of the bridge over the castle moat to avoid triggering Lakitu's camera tutorial. Saves ? seconds.
Island Hop
The fastest way to reach the floating island in BoB without Wing Cap or opening the Cannons. Scale part of the mountain, Wall Kick off of the mountainside, and perform a Jump Dive onto the island. Used in 16 and 70 star routes.
MIPS Clip
A way to get through the 30 Star Door leading to DDD and Fire Sea. Capture MIPS, drop it so that it clips you through the wooden door leading to the room with the 30 Star Door, pick it backup, and drop it again to be pushed through the 30 Star Door. Used in 16 star routes.
Lakitu Bounce
A technique involving bouncing on a Lakitu used to reach a higher part of RR.
Glitchy Wall Kick
An exploit of a property of corners, where only one wall can register as the one Mario is pushing against, allowing a sideways Wall Kick.
Side Hop
A Triple Jump Wall Kick off of the fence in LLL, used to reach the Red-Hot Log Rolling star. Sometimes ambiguously referred to as "Capless".
Lava Boost
A boost from the lava "waterfall" onto the thin bridge inside the volcano in LLL.
Pro Lava Boost
A slightly faster and more precise version of Lava Boost.
Elevator Tour
A boost from the lava onto the elevator inside the volcano in LLL.

Locations

Outside
The starting point of the game, providing access to the castle and Vanish Cap.
Lobby
The first part of the castle, providing access to BoB, WF, CCM, JRB, PSS, Dark World, Wing Cap, Outside, Basement, and Upstairs.
Basement
The second part of the castle, providing access to DDD, Fire Sea, SSL, LLL, and HMC. Spawn place for MIPS. The entrance to HMC contains a Toad Star which spawns at 12 stars.
Upstairs
The third part of the castle, providing access to TTM, THI, and SL. Contains a Toad Star which spawns at 25 stars.
Tippy
The final part of the castle, located above Upstairs at the very (tippy-) top. Provides access to TTC, RR, Wing Mario Over the Rainbow, and BitS (via Infinite Staircase). Contains a Toad Star which spawns at ? stars.
Infinite Staircase
The staircase leading up to BitS, available via the 70 Star Door in Tippy. If Mario has fewer than 70 stars, the 70 Star Door lets him through, but has a collision area which sends Mario back to the beginning of the stairs, creating an illusion of the staircase being infinite. The collision area can be bypassed by building up enough speed to avoid collisions using BLJs.

Camera

Lakitu Cam
The perspective of Lakitu
Mario Cam
Closer-up camera focused just behind Mario
C-up
The perspective of Mario. Locks Mario in place and lets the player look around without moving.
C-down
A wider perspective. Can be used with both Lakitu Cam and Mario Cam.

Stages

General

Bowser Stage
Three stages in the game comprising one movement-intensive part with 8 Reds, and one boss fight against Bowser.

Outside

Vanish Cap
The secret stage containing the switch that unlocks Vanish Cap. Unlocked by exiting Basement and Ground Pounding two pillars, which drains the water in the castle moat.

Lobby

BoB, B.o.B.
Bob-omb Battlefield, the first stage in the game.
Whomp's, WF
Whomp's Fortress
CCM
Cool, Cool Mountain
JRB
Jolly Roger Bay
PSS
The Princess's Secret Slide
Dark World
Bowser in the Dark World, the first Bowser Stage. Defeating Bowser unlocks Basement.
Wing Cap
Tower of the Wing Cap, the secret stage containing the switch that unlocks Wing Cap. Unlocked at 14 stars, and entered by looking directly into the light from above using the C-up camera.
Aquarium
The secret stage accessed via a square hole in the wall in the entrance to JRB.

Basement

DDD
Dire, Dire Docks. Completing the first star (Board Bowser's Sub) unlocks Fire Sea.
Fire Sea
Bowser in the Fire Sea, the second Bowser Stage. Defeating Bowser unlocks Upstairs.
SSL
Shifting Sand Land, a notoriously hard level
LLL, Triple L
Lethal Lava Land
HMC
Hazy Maze Cave

Upstairs

TTM
Tall, Tall Mountain
WDW
Wet Dry World
THI
Tiny Huge Island
SL
Snowman's Land

Tippy

TTC
Tick Tock Clock
RR
Rainbow Ride
Over the Rainbow
Wing Mario over the Rainbow, a secret stage based around the Wing Cap and cannons.
BitS
Bowser in the Sky, the final stage of the game. Defeating Bowser spawns the Grand Star, which triggers the end credits.

Characters

MIPS
The rabbit that spawns in Basement at 15 and 50 stars. Catching it spawns a star both times. Short for Microprocessor without Interlocked Pipeline Stages.

Objects

Red Coins, Reds
A coin worth 2 gold coins. Collecting all 8 Red Coins in a stage spawns a star. There are 8 red coins in every regular stage, all three Bowser Stages, Aquarium, Wing Cap, Vanish Cap, Metal Cap, and Over The Rainbow.

Memes

Third Easiest Stage
Jokingly used to refer to Tall, Tall Mountain, which has one of the most movement intensive Reds in the game. Twitch clip of streamer Wilko using this reference.