1200 Star
The famous community challenge: collect every star ten times over across ten save files. It isn't a tracked speedrun.com board, but completions are legendary marathon feats.
How a 1996 launch title became one of the most studied speedgames ever made.
Super Mario 64 launches with the Nintendo 64 in Japan, then worldwide — the first 3D Mario and the blueprint for 3D platforming.
Shindou Edition arrives in Japan, adding rumble support and removing the infamous backwards long jump on staircases.
The Nintendo DS remake adds Yoshi, Luigi and Wario, plus its own separate speedrun scene.
Virtual Console re-releases put the game on Wii, Wii U and beyond, expanding the pool of legal run platforms.
The decompilation project produces a full source recreation, powering PC ports, practice hacks and deep research into the game's engine.
The first serious 120 Star runs circulate on forums and video sites; routes are shared as text documents.
The backwards long jump is discovered, letting runners rocket up staircases and skip the star doors — 16 Star is born.
Parallel universes and hyperspeed walking turn the game's collision system into a playground; 1 Star and 0 Star emerge.
The first 0 Star runs finish the game without a single star, using BLJs to break through every door requirement.
The 16 Star record wars: sub-16, sub-15 and eventually sub-14:40 fall as frame-perfect execution becomes standard.
Category extensions explode — Blindfolded, All Trees, All Bosses, A-Button Challenge — and practice ROMs make elite tech learnable.
The famous community challenge: collect every star ten times over across ten save files. It isn't a tracked speedrun.com board, but completions are legendary marathon feats.
Beat as much of the game as possible while pressing A as few times as possible — the research behind it produced some of the deepest engine knowledge in the community.
Full categories completed without sight, navigating entirely by audio cues and counted inputs.