The History of Super Mario 64

How a 1996 launch title became one of the most studied speedgames ever made.

The game

  1. 1996

    Super Mario 64 launches with the Nintendo 64 in Japan, then worldwide — the first 3D Mario and the blueprint for 3D platforming.

  2. 1997

    Shindou Edition arrives in Japan, adding rumble support and removing the infamous backwards long jump on staircases.

  3. 2003

    The Nintendo DS remake adds Yoshi, Luigi and Wario, plus its own separate speedrun scene.

  4. 2006–2015

    Virtual Console re-releases put the game on Wii, Wii U and beyond, expanding the pool of legal run platforms.

  5. 2019–today

    The decompilation project produces a full source recreation, powering PC ports, practice hacks and deep research into the game's engine.

The speedrunning era

  1. Early 2000s

    The first serious 120 Star runs circulate on forums and video sites; routes are shared as text documents.

  2. Mid 2000s

    The backwards long jump is discovered, letting runners rocket up staircases and skip the star doors — 16 Star is born.

  3. 2007–2010

    Parallel universes and hyperspeed walking turn the game's collision system into a playground; 1 Star and 0 Star emerge.

  4. 2012

    The first 0 Star runs finish the game without a single star, using BLJs to break through every door requirement.

  5. 2014–2019

    The 16 Star record wars: sub-16, sub-15 and eventually sub-14:40 fall as frame-perfect execution becomes standard.

  6. 2020s

    Category extensions explode — Blindfolded, All Trees, All Bosses, A-Button Challenge — and practice ROMs make elite tech learnable.

Legendary challenges

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.

A-Button Challenge

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.

Blindfolded runs

Full categories completed without sight, navigating entirely by audio cues and counted inputs.