General Rules
- The run needs to be done according to SM64 Hitless rules.
- The run must be completed in one segment with clearly audible game audio.
- All forms of emulation must have the “Limit FPS” option enabled; runs with this setting disabled will be rejected.
- A running timer (preferably LiveSplit) is required during the duration of the run.
- When submitting a hitless speedrun, use the following format:
- [Game] , [Star Category] , [Hitless Variation] , [Subcategory, if applicable] , [Platform] , [RTA Time].
- For Platform categorization, refer to the following:
- [Platform] = [Reference]
- N64 = Original Hardware
- EMU = Project64, Mupen, OpenEMU
- Switch = 3D All-Stars
Specific Rules for Super Mario 64
- Timing methods (3 methods):
- Timing can start when you have control of Mario with an offset of 57 seconds. Saves states are allowed for this method. If using save states, you must have at least one of the intro text boxes up when loading your saved state.
- Timing can start on file select with an offset of 8 seconds.
- Timing can be done from power on (or reset). This timing method starts on the first frame of the Super Mario 64 logo which appears 1.33 seconds after power on (or reset).
- Timing ends upon collecting the big star after beating Bowser in Bowser in the Sky (exact timing ends on the first frame that the star bursts into dust).
- PC Port is not allowed for speedruns until further notice.
- NTSC to PAL conversion is banned.