Singlestar, Minigame, and All Coins Rules
Information
This page shows the current singlestar rules, minigame rules and all coins rules.
Singlestar Rules
Last Updated: November 12, 2024 / Ask GiBoss for any clarifications.
The full length video of the entire star must be provided when submitting times, starting from the star select menu of the successful attempt or setup. If the video for a star was uploaded and later deleted, the time will stay on the leaderboard for the sake of accuracy. If you are using YouTube, please keep your video privacy settings on either public or unlisted.
The official timing starts on the 2nd to last all-white frame (or all-black frame, in some non-main courses), and ends on the first frame that the star has been collected.
In Bowser courses (no star), timing ends on the first frame you can see the black star border.
Real time is always used over in-game time.
Singlestar timings will be counted to two decimal places.
If your run is slower than the real time record or does not meet the following requirements, but ties or beats the fastest in-game time, it will be treated as a best in-game time instead of a real time record. Any requirement in Italics also applies to best in-game time runs and will be rejected if not met.
Videos must be game feed (not a camera recording) at 29.97 fps or higher for NTSC or 25 fps or higher for PAL, with game audio included. The capture device and recording software do not matter as long as you meet the recording specifications.
Nintendo 64 is the only allowed platform. However, for best in-game time, iQue Player and Project64 are also allowed. All other forms of emulation including Virtual Console, Nintendo Switch Online, and 3D All-Stars are banned due to severe inaccuracies.
The commercial releases of J1.0, J1.3 (Shindou), U, and E versions are the only allowed versions. However, for best in-game time, the commercial release of the C version is also allowed.
The game's region must match the Nintendo 64's (NTSC vs PAL). PAL-M Nintendo 64 is banned.
Using flashcarts (e.g. EverDrive-64) is allowed.
Some GameShark codes are allowed. The allowed and banned GameShark codes can be found in the two lists down below.
Macros and turbos are banned.
Custom control schemes are allowed, but analog inputs must be mapped to another analog input. Similarly, digital inputs must be mapped to another digital input (e.g. cannot map the X button to an angle on the analog stick on a GameCube controller).
All special caps are allowed.
All cannons are allowed.
The Special Triple Jump (given by Yoshi) is allowed.
The Backwards Long Jump glitch is allowed.
Making use of pre-manipulated Mario's variables such as swimming strength and slide yaw is allowed.
Making use of pre-manipulated HOLP and dialog scrolling offset is allowed with the following restriction.
If they were set prior to the star attempt(s), the video must include the full setup(s), from the level entry where the first manipulation took place to the star-grab. During the entirety of the star attempt(s), including the setup, all singlestar rules apply and any non-vanilla behavior is banned. This also includes any of the allowed GameShark codes.
The use of (Reverse) Spawning Displacement is allowed with the following restriction.
If it requires object slots' manipulation, the video must include the full setup(s), from the level entry where the first manipulation took place to the star-grab. During the entirety of the star attempt(s), including the setup, all singlestar rules apply and any non-vanilla behavior is banned. This also includes any of the allowed GameShark codes.
The following conditions regarding course entry must be met.
For main courses, you must enter them from the star select menu. The use of checkpoints (e.g. Lethal Lava Land Volcano) is banned.
For Bowser courses, entering them from losing a life in a Bowser battle is banned.
For secret and Bowser courses, proper screen transition color and music reset is required.
The environments you complete a run in must be obtainable without the use of cheat codes. If physics and/or gameplay are affected, as in Ex 1 and Ex 2, the run will be also rejected for best in-game time.
Ex 1. Dire, Dire Docks stars with Bowser's sub: You may not use the Special Triple Jump if Bowser's sub is still present. Using the Special Triple Jump implies that you must have collected 120 stars and therefore must have beaten Bowser in the Fire Sea. It is impossible for Bowser's sub to spawn after you have gotten the key from Bowser in the Fire Sea, even with the use of glitches.
Ex 2. You must have already stepped on the Wing Cap Switch and the Vanish Cap Switch (J1.3 only) when using the Special Triple Jump.
Ex 3. You may not use the Special Triple Jump unless you play on a 120 star file. It is impossible to receive the Special Triple Jump without having 120 stars to spawn Yoshi, even with the use of glitches.
Ex 4. You may not have any yellow stars in the course if you play on a 120 star file. It is impossible to do so, even with the use of glitches.
Ex 5. Tower of the Wing Cap star: You must run with 10 stars or more. It is impossible to enter the Tower of the Wing Cap course with less than 10 stars, even with the use of glitches.
Ex 6. Big Boo's Haunt stars: You must run with 12 stars or more. It is impossible enter Big Boo's Haunt with less than 12 stars, even with the use of glitches.
Ex 7. Dire, Dire Docks stars with Bowser's sub (cont.): You must run with 74 stars or less. A star count of 75 or higher implies that you must have been upstairs and therefore must have beaten Bowser in the Fire Sea. It is impossible for Bowser's sub to spawn after you have gotten the key from Bowser in the Fire Sea, even with the use of glitches.
Ex 8. Bob-omb Battlefield 100 Coins when using small Koopa's shell, cannons, and wing caps: You must run with a save file that has completed stars 1 and 2 in Bob-omb Battlefield to unlock the small Koopa, 10 stars or more to unlock the wing cap, and select stars 3-6 for the small Koopa to be spawned.
Allowed GameShark Codes:
Banned GameShark Codes:
Any variation of the Hide Entire HUD Sections codes
Any variation of the Hide Individual HUD Elements codes
Any variation of the Modify HUD Coordinates codes
Any variation of the Modify HUD Characters codes
Any variation of showing additional HUD elements codes (e.g. Misc Timer, Fade Timer)
Any variation of HUD replacement codes (e.g. lag frame count on life count or horizontal speed on star count) * Applying starting June 23, 2024
Frequently Asked Questions
Why is timing based on real time and not in-game time?
The reasoning is two-fold. First, it is very difficult for someone not using a GameShark to determine the in-game time of their run. Since GameShark codes are recommended but not required to submit, real time must be used over in-game time. Second, lag reduction is a challenging part of many stars when optimizing them, which adds more depth to the game.
Why is Nintendo 64 the only allowed platform?
iQue Player, Wii Virtual Console, Wii U Virtual Console, Nintendo Switch Online, 3D All-Stars, and Emulator virtually have no lag for all of the stars. Since Nintendo 64 has lag for many stars and timing is based on real time, these platforms have a significant advantage over Nintendo 64. Additionally, Wii Virtual Console is known for its emulation inaccuracy (Wii VC Round-to-Zero), which can be advantageous for some stars. The iQue Player is both very rare and expensive, which greatly hinders accessibility. However, for best in-game time, it is allowed as well as Project64 as they are not advantageous for in-game time. FPGA-based emulators (e.g. MiSTer) are not allowed at this time because there is not enough information on their accuracy.
Why are the commercial releases of J1.0, J1.3, U, and E versions the only allowed versions?
There are only 5 commercial releases of Super Mario 64: J1.0, J1.3, U, E, and C. The J1.0, J1.3, U, and E versions are the most easily accessible and are the only four versions that can be played on the Nintendo 64 without a flashcart. The C version has a unique ROM and was released exclusively for the iQue Player, so it is not allowed. However, for best in-game time, it is allowed as there is no star where it is advantageous. The non-commercial releases are not allowed since they are virtually unobtainable.
Why are flashcarts allowed?
Flashcarts such as the EverDrive-64 and 64drive allow one to play ROMs on Nintendo 64, which means that playing an original ROM of Super Mario 64 is identical to playing on an original cartridge. Additionally, it is virtually impossible to differentiate between an attempt done on an original cartridge and another on a flashcart.
Why are these codes banned?
All banned GameShark codes fall under two categories. They either potentially reduce or increase the amount of lag for a significant number of stars beyond what is possible in a vanilla gamestate, or they provide extra information that is significantly advantageous. Since the singlestar leaderboards use real time and not in-game time, it cannot be assumed that the player is using a GameShark. The time and information must be achievable and available for a player who (a) does not own a GameShark or flashcart and (b) uses the proper recording settings in software such as AmaRecTV or OBS.
Minigame Information
There are 3 minigames in Super Mario 64.
The slide in-game time of The Princess's Secret Slide.
The race in-game time of Footrace with Koopa the Quick in Bob-omb Battlefield.
The race in-game time of Rematch with Koopa the Quick in Tiny-Huge Island.
Minigame Rules
Common
The full length video from the star select menu to the end of the minigame must be provided when submitting times.
All rules for singlestar apply to the minigame leaderboards with the following 2 exceptions.
Records are based on minigame in-game time instead of real time.
For timing accuracy purposes, it is allowed to display centiseconds on the minigame in-game timer.
Pausing while the minigame in-game timer is running is banned.
Building up speed before starting any minigame is allowed.
All the restrictions are active from the course entry.
Other rules are dependent on each minigame. Check the rules below.
1. The Slide In-Game Time of The Princess's Secret Slide
[80 coins] You may get any coin before the minigame in-game timer starts running.
[80 coins] You must have 79 coins or more when you finish the slide.
Records are counted to the frame.
2. The Race In-Game Time of Footrace with Koopa the Quick in Bob-omb Battlefield
Leaving the ground from entering Koopa the Quick's talking radius to the start of the race is banned.
Koopa the Quick does not need to give you the star.
Records are counted to the tenth.
3. The Race In-Game Time of Rematch with Koopa the Quick in Tiny-Huge Island
Leaving the ground from entering Koopa the Quick's talking radius to the start of the race is banned.
Koopa the Quick does not need to give you the star.
Records are counted to the tenth.
All Coins Information
This is a competition to grab a star while collecting all of the coins in one of the 15 main courses as quickly as possible.
Please make sure to reference the all coins records sheet if you don't know max of coin count in each course.
All Coins Rules
All rules for singlestar apply to the all coins leaderboards.
[Snowman's Land] You must collect the hidden coin for a total of 127 coins.
[Tiny-Huge Island] You must collect the impossible coin for a total of 192 coins.