SM64org:Tricks
Backward Long Jump
Grinding
Grinding is when Mario repeatedly falls off and continually catches a ledge, which leads to him being able to repeatedly dive along an edge or double jump. This can be both the fastest way for Mario to climb up some slopes, and occasionally a method of accessing normally inaccessible areas, such as the deserted city area in Wet Dry World while holding Chuckya. In order to do this Mario needs to be at a slight angle, preferably inwards facing the ledge; if he faces too far outwards, he may dive or jump off and not catch the ledge. He needs to land on the surface and be moving towards a seam; this will cause a collision detection where Mario can jump or dive again.
Hyper Speed Flying
This trick needs to be started off with high speed, most preffered a BLJ since it takes least time to build the most amount of speed.
For this trick you will need forwards speed.
But since a BLJ gives negative (Backwards) speed, you will need to use the C^ trick in order to gain forwards speed, and then fall off a ledge so you can control Mario, do a DJ (Double-Jump), then one last "A" press to start flying.
This can also be done from maintaining speed from a Pole/Tree/Water (Z 1 frame before first movement frame, B first movement frame / Z + C^ first movement frame).
This is mostly useful for freerunning, but it is also useful for some stars like Mario Wings into the Sky.
Hyper Speed Wall Kicks
This trick is similar to BLJing, but instead of abusing Mario's unlimited negative speed, it utilizes another oversight by the game's programmers; unlimited forward speed via wall kicks. By wall kicking over and over again on the first frame possible, Mario gains speed. Repeatedly wall kicking for long periods of time can get you enough forward speed to pass through walls, star doors, and even the endless stairs!
Jump Kick Trick
While Mario is recovering after a forward movement (dive, long jump, etc.), you can hold the "A" button prior to landing, and on the frame you land, press the "B" button with the analog stick at ^54 or less (on the TAS Input Plugin), you will do a jump kick. The trick is that it maintains all of the same speed from before the landing. You can also apply this when moving backwards (such as after a BLJ), by holding "A" before you are in the running animation, and then pressing "B." This causes Mario to do a jump kick and retain the same speed. This is useful for crossing long gaps and covering large distances.
Punch Trick
Instead of running for one frame when accelerating from a stop, you press the "B" button with no analog input, which gives you a starting speed of 10 instead of roughly 8.
Wind Hyperspeed Glitch
To do this glitch, just get Mario stuck under a slope with wind pushing him up. This glitch works in THI and TTM. It requires some minutes to get enough speed, so it is probably not useful.