<?xml version="1.0"?>
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	<id>https://ukikipedia.net/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=16bitPanda</id>
	<title>Ukikipedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://ukikipedia.net/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=16bitPanda"/>
	<link rel="alternate" type="text/html" href="https://ukikipedia.net/wiki/Special:Contributions/16bitPanda"/>
	<updated>2026-09-30T10:45:39Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.15</generator>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Stick&amp;diff=16411</id>
		<title>User:Stick</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Stick&amp;diff=16411"/>
		<updated>2021-12-24T20:50:19Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: hi&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;quirky girl plays super mario 64, impresses everyone&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Main_Page&amp;diff=5514</id>
		<title>Template:Main Page</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Main_Page&amp;diff=5514"/>
		<updated>2018-12-13T05:59:31Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: Timpfirret&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{wikiframe|&#039;&#039;&#039;Welcome to ur mom lmao&#039;&#039;&#039;|&lt;br /&gt;
This wiki is dedicated to recording expert level knowledge of [[Super Mario 64]]. The purpose of this wiki is to allow people to find information that isn&#039;t easily available on other websites or by a quick Google search. If you want to contribute, feel free to join the [https://discord.gg/YJcJ7Wq Ukikipedia &#039;&#039;&#039;Discord server&#039;&#039;&#039;]. If you wish to find more general information about SM64, please check [https://www.mariowiki.com/ the Super Mario Wiki]. If you&#039;re looking for information related to [[RTA]] speedrunning, check [https://sm64wiki.com/ the SM64 Speedrunning Wiki].&lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{wikiframe|&#039;&#039;&#039;Game Mechanics&#039;&#039;&#039;|&lt;br /&gt;
* [[Hitboxes]]&lt;br /&gt;
* [[Quarter Frames]]&lt;br /&gt;
* [[Straining]]&lt;br /&gt;
* [[Time Stop]]&lt;br /&gt;
|33%|auto|20px}}&lt;br /&gt;
{{wikiframe|&#039;&#039;&#039;Glitches&#039;&#039;&#039;|&lt;br /&gt;
* [[Hyperspeed]]&lt;br /&gt;
* [[VSC]]&lt;br /&gt;
* [[Cloning]]&lt;br /&gt;
* [[Game Freeze]]&lt;br /&gt;
* [[Parallel Universe]]&lt;br /&gt;
* [[Pause Buffering]]&lt;br /&gt;
* [[Wii VC Round-To-Zero|BitFS Platform Raising]]&lt;br /&gt;
* [[Spawning Displacement]]&lt;br /&gt;
* [[Glitchy Ledge Grab]]&lt;br /&gt;
|33%|auto|20px}}&lt;br /&gt;
{{wikiframe|&#039;&#039;&#039;Courses&#039;&#039;&#039;|&lt;br /&gt;
* [[List of Courses]]&lt;br /&gt;
* [[The Castle]]&lt;br /&gt;
|33%|auto|20px}}&lt;br /&gt;
&lt;br /&gt;
{{wikiframe|&#039;&#039;&#039;Objects&#039;&#039;&#039;|&lt;br /&gt;
* [[Object]]&lt;br /&gt;
* [[Object Slot]]&lt;br /&gt;
|33%|auto|20px}}&lt;br /&gt;
{{wikiframe|&#039;&#039;&#039;Resources&#039;&#039;&#039;|&lt;br /&gt;
* [[STROOP]]&lt;br /&gt;
* [[Emulators]]&lt;br /&gt;
* [[MHS]]&lt;br /&gt;
|33%|auto|20px}}&lt;br /&gt;
{{wikiframe|&#039;&#039;&#039;TASes&#039;&#039;&#039;|&lt;br /&gt;
* [[1 Key]]&lt;br /&gt;
* [[120 Stars (2007)]]&lt;br /&gt;
* [[120 Stars (2012)]]&lt;br /&gt;
* [[70 Star BLJless]]&lt;br /&gt;
|33%|auto|20px}}&lt;br /&gt;
{{wikiframe|&#039;&#039;&#039;Challenges&#039;&#039;&#039;|&lt;br /&gt;
* [[Challenge]]&lt;br /&gt;
* [[A Button Challenge]]&lt;br /&gt;
* [[ABZ Button Challenge]]&lt;br /&gt;
* [[RTABC]]  (Real Time A Button Challenge)&lt;br /&gt;
* [[Challenge#Uber Challenge|Uber Challenge]]&lt;br /&gt;
* [[Challenge#No Joystick Allowed Challenge|No Joystick Allowed Challenge]]&lt;br /&gt;
|33%|auto|20px}}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{wikiframe|&#039;&#039;&#039;[https://news.ukikipedia.net/ Ukikipedia News]&#039;&#039;&#039;|&amp;lt;rss max=4&amp;gt;https://news.ukikipedia.net/index.php/feed/&amp;lt;/rss&amp;gt;}}&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Stick&amp;diff=5512</id>
		<title>User:Stick</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Stick&amp;diff=5512"/>
		<updated>2018-12-13T05:56:03Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: Fixed literally everything&lt;/p&gt;
&lt;hr /&gt;
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░░██░░░░░░░░░░██░░██░░░░░░░░░░██░░██░░░░░░░░░░██&lt;br /&gt;
░░░░██░░░░░░██░░░░████░░░░░░████░░░░██░░░░░░██&lt;br /&gt;
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░░░░░░░░██████████░░░░░░░░░░░░░░██████████&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:16bitPanda&amp;diff=5502</id>
		<title>User:16bitPanda</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:16bitPanda&amp;diff=5502"/>
		<updated>2018-12-12T16:09:19Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: 8 days left&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User_infobox&lt;br /&gt;
|title 16bitPanda&lt;br /&gt;
&lt;br /&gt;
|description_1=County&lt;br /&gt;
|answer_1=🇺🇸United States&lt;br /&gt;
&lt;br /&gt;
|description_2=State&lt;br /&gt;
|answer_2=New Hampshire&lt;br /&gt;
&lt;br /&gt;
|header_2=Links&lt;br /&gt;
|description_23=[http://www.youtube.com/c/PandaPress Main Youtube Channel]&lt;br /&gt;
|answer_23=&lt;br /&gt;
&lt;br /&gt;
|description_24=[https://www.speedrun.com/user/16bitGeorge Speedrun.com Profile]&lt;br /&gt;
|answer_24=&lt;br /&gt;
&lt;br /&gt;
|description_25=[https://twitter.com/16bitGeorge Twitter]&lt;br /&gt;
|answer_25=&lt;br /&gt;
&lt;br /&gt;
|description_26=[http://16bitpanda.com Website]&lt;br /&gt;
|answer_26=&lt;br /&gt;
}}&lt;br /&gt;
I am a [[RTA|speedrunner]] of the [https://www.speedrun.com/mario Mario] and [https://www.speedrun.com/cps Club Penguin] series, however I have [https://youtu.be/w2_P00E94J0 dabbled] in Super Mario 64 tasing in the past.&lt;br /&gt;
&lt;br /&gt;
==Run cpi banned%==&lt;br /&gt;
please run [https://www.speedrun.com/cpi#Banned cpi banned%] you won&#039;t be able to do it after december 20th&lt;br /&gt;
&lt;br /&gt;
this means you have 8 days left&lt;br /&gt;
&lt;br /&gt;
[https://www.speedrun.com/cpi/guide/sn9vp here&#039;s a guide I made]&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:16bitPanda&amp;diff=5498</id>
		<title>User:16bitPanda</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:16bitPanda&amp;diff=5498"/>
		<updated>2018-12-11T15:00:14Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: 9 days keepo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User_infobox&lt;br /&gt;
|title 16bitPanda&lt;br /&gt;
&lt;br /&gt;
|description_1=County&lt;br /&gt;
|answer_1=🇺🇸United States&lt;br /&gt;
&lt;br /&gt;
|description_2=State&lt;br /&gt;
|answer_2=New Hampshire&lt;br /&gt;
&lt;br /&gt;
|header_2=Links&lt;br /&gt;
|description_23=[http://www.youtube.com/c/PandaPress Main Youtube Channel]&lt;br /&gt;
|answer_23=&lt;br /&gt;
&lt;br /&gt;
|description_24=[https://www.speedrun.com/user/16bitGeorge Speedrun.com Profile]&lt;br /&gt;
|answer_24=&lt;br /&gt;
&lt;br /&gt;
|description_25=[https://twitter.com/16bitGeorge Twitter]&lt;br /&gt;
|answer_25=&lt;br /&gt;
&lt;br /&gt;
|description_26=[http://16bitpanda.com Website]&lt;br /&gt;
|answer_26=&lt;br /&gt;
}}&lt;br /&gt;
I am a [[RTA|speedrunner]] of the [https://www.speedrun.com/mario Mario] and [https://www.speedrun.com/cps Club Penguin] series, however I have [https://youtu.be/w2_P00E94J0 dabbled] in Super Mario 64 tasing in the past.&lt;br /&gt;
&lt;br /&gt;
==Run cpi banned%==&lt;br /&gt;
please run [https://www.speedrun.com/cpi#Banned cpi banned%] you won&#039;t be able to do it after december 20th&lt;br /&gt;
&lt;br /&gt;
this means you have 9 days left&lt;br /&gt;
&lt;br /&gt;
[https://www.speedrun.com/cpi/guide/sn9vp here&#039;s a guide I made]&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:16bitPanda&amp;diff=5485</id>
		<title>User:16bitPanda</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:16bitPanda&amp;diff=5485"/>
		<updated>2018-12-11T00:42:20Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: please run cpi banned%; added counter that I will manually update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User_infobox&lt;br /&gt;
|title 16bitPanda&lt;br /&gt;
&lt;br /&gt;
|description_1=County&lt;br /&gt;
|answer_1=🇺🇸United States&lt;br /&gt;
&lt;br /&gt;
|description_2=State&lt;br /&gt;
|answer_2=New Hampshire&lt;br /&gt;
&lt;br /&gt;
|header_2=Links&lt;br /&gt;
|description_23=[http://www.youtube.com/c/PandaPress Main Youtube Channel]&lt;br /&gt;
|answer_23=&lt;br /&gt;
&lt;br /&gt;
|description_24=[https://www.speedrun.com/user/16bitGeorge Speedrun.com Profile]&lt;br /&gt;
|answer_24=&lt;br /&gt;
&lt;br /&gt;
|description_25=[https://twitter.com/16bitGeorge Twitter]&lt;br /&gt;
|answer_25=&lt;br /&gt;
&lt;br /&gt;
|description_26=[http://16bitpanda.com Website]&lt;br /&gt;
|answer_26=&lt;br /&gt;
}}&lt;br /&gt;
I am a [[RTA|speedrunner]] of the [https://www.speedrun.com/mario Mario] and [https://www.speedrun.com/cps Club Penguin] series, however I have [https://youtu.be/w2_P00E94J0 dabbled] in Super Mario 64 tasing in the past.&lt;br /&gt;
&lt;br /&gt;
==Run cpi banned%==&lt;br /&gt;
please run [https://www.speedrun.com/cpi#Banned cpi banned%] you won&#039;t be able to do it after december 20th&lt;br /&gt;
&lt;br /&gt;
this means you have 10 days left&lt;br /&gt;
&lt;br /&gt;
[https://www.speedrun.com/cpi/guide/sn9vp here&#039;s a guide I made]&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Snufit&amp;diff=5413</id>
		<title>Snufit</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Snufit&amp;diff=5413"/>
		<updated>2018-12-02T04:14:30Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: added image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Snufit.png|400px|thumb|right|A Snufit in Cavern of the Metal Cap]]&lt;br /&gt;
&#039;&#039;&#039;Snufits&#039;&#039;&#039; are enemies that appear in [[Hazy Maze Cave]] and [[Cavern of the Metal Cap]]. They hover in midair and shoot projectiles at Mario. They give two yellow coins when killed.&lt;br /&gt;
&lt;br /&gt;
== Location ==&lt;br /&gt;
Snufits appear in the following levels:&lt;br /&gt;
* [[Hazy Maze Cave]]&lt;br /&gt;
* [[Cavern of the Metal Cap]]&lt;br /&gt;
&lt;br /&gt;
== Manipulation ==&lt;br /&gt;
The height of a Snufit oscillates based on the [[Global Timer]], so by strategically [[Pause-buffering]] the player can cause them to stay in whatever height is the most optimal.&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:Snufit.png&amp;diff=5412</id>
		<title>File:Snufit.png</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:Snufit.png&amp;diff=5412"/>
		<updated>2018-12-02T04:11:40Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: for https://ukikipedia.net/wiki/Snufit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;for https://ukikipedia.net/wiki/Snufit&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:16bitPanda&amp;diff=5371</id>
		<title>User:16bitPanda</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:16bitPanda&amp;diff=5371"/>
		<updated>2018-11-30T16:42:55Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: berufgrfgefouboqeuoqehvdeqieq&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User_infobox&lt;br /&gt;
|title 16bitPanda&lt;br /&gt;
&lt;br /&gt;
|description_1=County&lt;br /&gt;
|answer_1=🇺🇸United States&lt;br /&gt;
&lt;br /&gt;
|description_2=State&lt;br /&gt;
|answer_2=New Hampshire&lt;br /&gt;
&lt;br /&gt;
|header_2=Links&lt;br /&gt;
|description_23=[http://www.youtube.com/c/PandaPress Main Youtube Channel]&lt;br /&gt;
|answer_23=&lt;br /&gt;
&lt;br /&gt;
|description_24=[https://www.speedrun.com/user/16bitGeorge Speedrun.com Profile]&lt;br /&gt;
|answer_24=&lt;br /&gt;
&lt;br /&gt;
|description_25=[https://twitter.com/16bitGeorge Twitter]&lt;br /&gt;
|answer_25=&lt;br /&gt;
&lt;br /&gt;
|description_26=[http://16bitpanda.com Website]&lt;br /&gt;
|answer_26=&lt;br /&gt;
}}&lt;br /&gt;
I am a [[RTA|speedrunner]] of the [https://www.speedrun.com/mario Mario] and [https://www.speedrun.com/cps Club Penguin] series, however I have [https://youtu.be/w2_P00E94J0 dabbled] in Super Mario 64 tasing in the past.&lt;br /&gt;
&lt;br /&gt;
==Run cpi banned%==&lt;br /&gt;
please run [https://www.speedrun.com/cpi#Banned cpi banned%] you won&#039;t be able to do it after december 20th&lt;br /&gt;
&lt;br /&gt;
[https://www.speedrun.com/cpi/guide/sn9vp here&#039;s a guide I made]&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:16bitPanda&amp;diff=5364</id>
		<title>User:16bitPanda</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:16bitPanda&amp;diff=5364"/>
		<updated>2018-11-29T14:53:19Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: Undo revision 5363 by 16bitPanda (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User_infobox&lt;br /&gt;
|title 16bitPanda&lt;br /&gt;
&lt;br /&gt;
|description_1=County&lt;br /&gt;
|answer_1=🇺🇸United States&lt;br /&gt;
&lt;br /&gt;
|description_2=State&lt;br /&gt;
|answer_2=New Hampshire&lt;br /&gt;
&lt;br /&gt;
|header_2=Links&lt;br /&gt;
|description_23=[http://www.youtube.com/c/PandaPress Main Youtube Channel]&lt;br /&gt;
|answer_23=&lt;br /&gt;
&lt;br /&gt;
|description_24=[https://www.speedrun.com/user/16bitGeorge Speedrun.com Profile]&lt;br /&gt;
|answer_24=&lt;br /&gt;
&lt;br /&gt;
|description_25=[https://twitter.com/16bitGeorge Twitter]&lt;br /&gt;
|answer_25=&lt;br /&gt;
&lt;br /&gt;
|description_26=[http://16bitpanda.com Website]&lt;br /&gt;
|answer_26=&lt;br /&gt;
}}&lt;br /&gt;
I am a [[RTA|speedrunner]] of the [https://www.speedrun.com/mario Mario] and [https://www.speedrun.com/cps Club Penguin] series, however I have [https://youtu.be/w2_P00E94J0 dabbled] in Super Mario 64 tasing in the past.&lt;br /&gt;
&lt;br /&gt;
==Run cpi banned%==&lt;br /&gt;
please run [https://www.speedrun.com/cpi#Banned cpi banned%] you won&#039;t be able to do it after december 20th&lt;br /&gt;
&lt;br /&gt;
===[https://www.speedrun.com/cpi/guide/sn9vp here&#039;s a guide I made]===&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:16bitPanda&amp;diff=5363</id>
		<title>User:16bitPanda</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:16bitPanda&amp;diff=5363"/>
		<updated>2018-11-29T14:53:06Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: important update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User_infobox&lt;br /&gt;
|title 16bitPanda&lt;br /&gt;
&lt;br /&gt;
|description_1=County&lt;br /&gt;
|answer_1=🇺🇸United States&lt;br /&gt;
&lt;br /&gt;
|description_2=State&lt;br /&gt;
|answer_2=New Hampshire&lt;br /&gt;
&lt;br /&gt;
|header_2=Links&lt;br /&gt;
|description_23=[http://www.youtube.com/c/PandaPress Main Youtube Channel]&lt;br /&gt;
|answer_23=&lt;br /&gt;
&lt;br /&gt;
|description_24=[https://www.speedrun.com/user/16bitGeorge Speedrun.com Profile]&lt;br /&gt;
|answer_24=&lt;br /&gt;
&lt;br /&gt;
|description_25=[https://twitter.com/16bitGeorge Twitter]&lt;br /&gt;
|answer_25=&lt;br /&gt;
&lt;br /&gt;
|description_26=[http://16bitpanda.com Website]&lt;br /&gt;
|answer_26=&lt;br /&gt;
}}&lt;br /&gt;
I am a [[RTA|speedrunner]] of the [https://www.speedrun.com/mario Mario] and [https://www.speedrun.com/cps Club Penguin] series, however I have [https://youtu.be/w2_P00E94J0 dabbled] in Super Mario 64 tasing in the past.&lt;br /&gt;
&lt;br /&gt;
==Run cpi banned%==&lt;br /&gt;
please run [https://www.speedrun.com/cpi#Banned cpi banned%] you won&#039;t be able to do it after december 20th&lt;br /&gt;
&lt;br /&gt;
==omg==&lt;br /&gt;
i just dabbed&lt;br /&gt;
&lt;br /&gt;
===[https://www.speedrun.com/cpi/guide/sn9vp here&#039;s a guide I made]===&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User_talk:Stick&amp;diff=5361</id>
		<title>User talk:Stick</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User_talk:Stick&amp;diff=5361"/>
		<updated>2018-11-29T02:41:07Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;im just testing the wiki notifications discord thing --[[User:Thestickman391|Thestickman391]] ([[User talk:Thestickman391|talk]]) 06:48, 14 June 2018 (UTC)&lt;br /&gt;
::test the second --[[User:Thestickman391|Thestickman391]] ([[User talk:Thestickman391|talk]]) 06:52, 14 June 2018 (UTC)&lt;br /&gt;
:::test the third --[[User:Thestickman391|Thestickman391]] ([[User talk:Thestickman391|talk]]) 06:53, 14 June 2018 (UTC)&lt;br /&gt;
lol -[[User:16bitPanda|16bitPanda]] ([[User talk:16bitPanda|talk]])&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:16bitPanda&amp;diff=5357</id>
		<title>User:16bitPanda</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:16bitPanda&amp;diff=5357"/>
		<updated>2018-11-28T18:00:33Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: please run cpi banned%&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User_infobox&lt;br /&gt;
|title 16bitPanda&lt;br /&gt;
&lt;br /&gt;
|description_1=County&lt;br /&gt;
|answer_1=🇺🇸United States&lt;br /&gt;
&lt;br /&gt;
|description_2=State&lt;br /&gt;
|answer_2=New Hampshire&lt;br /&gt;
&lt;br /&gt;
|header_2=Links&lt;br /&gt;
|description_23=[http://www.youtube.com/c/PandaPress Main Youtube Channel]&lt;br /&gt;
|answer_23=&lt;br /&gt;
&lt;br /&gt;
|description_24=[https://www.speedrun.com/user/16bitGeorge Speedrun.com Profile]&lt;br /&gt;
|answer_24=&lt;br /&gt;
&lt;br /&gt;
|description_25=[https://twitter.com/16bitGeorge Twitter]&lt;br /&gt;
|answer_25=&lt;br /&gt;
&lt;br /&gt;
|description_26=[http://16bitpanda.com Website]&lt;br /&gt;
|answer_26=&lt;br /&gt;
}}&lt;br /&gt;
I am a [[RTA|speedrunner]] of the [https://www.speedrun.com/mario Mario] and [https://www.speedrun.com/cps Club Penguin] series, however I have [https://youtu.be/w2_P00E94J0 dabbled] in Super Mario 64 tasing in the past.&lt;br /&gt;
&lt;br /&gt;
==Run cpi banned%==&lt;br /&gt;
please run [https://www.speedrun.com/cpi#Banned cpi banned%] you won&#039;t be able to do it after december 20th&lt;br /&gt;
&lt;br /&gt;
===[https://www.speedrun.com/cpi/guide/sn9vp here&#039;s a guide I made]===&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User_talk:Andru!&amp;diff=5356</id>
		<title>User talk:Andru!</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User_talk:Andru!&amp;diff=5356"/>
		<updated>2018-11-27T17:57:09Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: ja&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;jajajajajajajajajajjajajajajajjajaja [[User:16bitPanda|16bitPanda]] ([[User talk:16bitPanda|talk]])&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:16bitPanda&amp;diff=5355</id>
		<title>User:16bitPanda</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:16bitPanda&amp;diff=5355"/>
		<updated>2018-11-27T17:53:52Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: finally got around to adding an infobox, maybe I&amp;#039;ll add pbs in the future&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{User_infobox&lt;br /&gt;
|title 16bitPanda&lt;br /&gt;
&lt;br /&gt;
|description_1=County&lt;br /&gt;
|answer_1=🇺🇸United States&lt;br /&gt;
&lt;br /&gt;
|description_2=State&lt;br /&gt;
|answer_2=New Hampshire&lt;br /&gt;
&lt;br /&gt;
|header_2=Links&lt;br /&gt;
|description_23=[http://www.youtube.com/c/PandaPress Main Youtube Channel]&lt;br /&gt;
|answer_23=&lt;br /&gt;
&lt;br /&gt;
|description_24=[https://www.speedrun.com/user/16bitGeorge Speedrun.com Profile]&lt;br /&gt;
|answer_24=&lt;br /&gt;
&lt;br /&gt;
|description_25=[https://twitter.com/16bitGeorge Twitter]&lt;br /&gt;
|answer_25=&lt;br /&gt;
&lt;br /&gt;
|description_26=[http://16bitpanda.com Website]&lt;br /&gt;
|answer_26=&lt;br /&gt;
}}&lt;br /&gt;
I am a [[RTA|speedrunner]] of the [https://www.speedrun.com/mario Mario] and [https://www.speedrun.com/cps Club Penguin] series, however I have [https://youtu.be/w2_P00E94J0 dabbled] in Super Mario 64 tasing in the past.&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Hyperspeed_Wall_Kicks&amp;diff=5119</id>
		<title>Hyperspeed Wall Kicks</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Hyperspeed_Wall_Kicks&amp;diff=5119"/>
		<updated>2018-10-23T17:00:23Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: changed the part about the firsty&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hyper Speed Wall Kicking (abreviation: HSWK, Wall kicking refers as doing a wall jump, not kicking the wall) is a glitch that allows [[Mario]] to build up speed by walljumping beetween two walls.&lt;br /&gt;
&lt;br /&gt;
== Execution ==&lt;br /&gt;
Walljumping requires bonking on a wall. By walljumping on the first frame possible (often called a &#039;&#039;firsty&#039;&#039; or a &#039;&#039;first frame wall kick&#039;&#039;), you will conserve your speed, and you will accelerate beetween the walljumps. You can do this as long as your speed is lower than 400 when hitting the wall.&lt;br /&gt;
&lt;br /&gt;
== Utilisations ==&lt;br /&gt;
This is useful for the&lt;br /&gt;
* BLJless challenge by sonicpacker https://youtu.be/Ps2Cv3pTybY&lt;br /&gt;
* the [[Challenge|Low Doors Challenge]] to get through the 70 star door&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Wet-Dry_World&amp;diff=5118</id>
		<title>Wet-Dry World</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Wet-Dry_World&amp;diff=5118"/>
		<updated>2018-10-23T16:36:28Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: /* Downtown */ doors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{course_infobox&lt;br /&gt;
|title=Wet-Dry World&lt;br /&gt;
|image= WDW.png&lt;br /&gt;
|abbreviation=WDW&lt;br /&gt;
|terrain=Default/Water&lt;br /&gt;
|setting=Sunny&lt;br /&gt;
|water=Mostly&lt;br /&gt;
|yellow-coins=89&lt;br /&gt;
|red-coins=8&lt;br /&gt;
|blue-coins=6&lt;br /&gt;
|enemy-yellow=17&lt;br /&gt;
|enemy-blue=&lt;br /&gt;
|stars=7&lt;br /&gt;
|wing-caps=&lt;br /&gt;
|metal-caps=1&lt;br /&gt;
|vanish-caps=2&lt;br /&gt;
|overview_1=STROOP- WDW 1 Low.png&lt;br /&gt;
|overview_2=STROOP- WDW 1 High.png&lt;br /&gt;
|overview_3=STROOP- WDW 2.png&lt;br /&gt;
}}&#039;&#039;&#039;Wet-Dry World&#039;&#039;&#039; is the eleventh course of the game, featuring a &amp;quot;town&amp;quot; with an adjustable water level. By touching any of the [[Crystal Gem|crystal gems]] in the course, the water level is raised or lowered to the height of the crystal gem used. Additionally, Mario&#039;s height as he enters the painting determines the water level immediately after entering the course (low, medium, or high). The course has a tunnel with a loading zone to take Mario back and forth between the main area and &amp;quot;downtown&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Course Versions==&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
==Coins==&lt;br /&gt;
There are a total of 152 coins in the course, with 107 coins in the main area and 45 coins inside the town. The coin limit in this course can be raised through glitches, namely cloning and coin spawner cloning using the chuckya.&lt;br /&gt;
{{WDW Coins}}&lt;br /&gt;
&lt;br /&gt;
==Main Area==&lt;br /&gt;
{{stub}}&lt;br /&gt;
==Downtown==&lt;br /&gt;
{{stub}}&lt;br /&gt;
The downtown area features multiple empty houses. On the sides of some of the houses is what appear to be doors, but are actually just textures and do not do anything.&lt;br /&gt;
&lt;br /&gt;
{{Level courses}}&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:16bitPanda&amp;diff=5091</id>
		<title>User:16bitPanda</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:16bitPanda&amp;diff=5091"/>
		<updated>2018-10-20T21:26:59Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: fixed link also fuck you nim you piece of shit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am a speedrunner of the Mario and Club Penguin series, however I have [https://youtu.be/w2_P00E94J0 dabbled] in Super Mario 64 tasing in the past.&amp;lt;br&amp;gt;&lt;br /&gt;
Links:&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.youtube.com/c/PandaPress Main Youtube Channel]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://www.speedrun.com/user/16bitGeorge Speedrun.com Profile]&amp;lt;br&amp;gt;&lt;br /&gt;
[https://twitter.com/16bitGeorge Twitter]&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=FAQ&amp;diff=5083</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=FAQ&amp;diff=5083"/>
		<updated>2018-10-20T17:11:42Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: /* How many A presses are left? */ 21 -&amp;gt; 20&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;FAQ (Frequently Asked Questions)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==How do I TAS?==&lt;br /&gt;
&lt;br /&gt;
[[Basic Mupen64 TAS Tutorial]]&lt;br /&gt;
&lt;br /&gt;
==Why Mupen over BizHawk?==&lt;br /&gt;
&lt;br /&gt;
Most TASes of Super Mario 64 are done on [[Mupen64]]. This is for one reason only - m64 files can be played back on console, known as [[TASBot#Console Verification|Console Verification]], whereas bk2 files cannot, due to the way they handle input during lag frames. BizHawk polls inputs on lag frames, as opposed to Mupen64, which does not, and SM64 doesn&#039;t either. BK2 files (BizHawk movie files) can still be converted to m64 files, however, so for many it comes down to personal preference.&lt;br /&gt;
&lt;br /&gt;
==What is STROOP?==&lt;br /&gt;
&lt;br /&gt;
[[STROOP]] (&#039;&#039;&#039;S&#039;&#039;&#039;uperMario64 &#039;&#039;&#039;T&#039;&#039;&#039;echnical &#039;&#039;&#039;R&#039;&#039;&#039;untime &#039;&#039;&#039;O&#039;&#039;&#039;bserver and &#039;&#039;&#039;O&#039;&#039;&#039;bject &#039;&#039;&#039;P&#039;&#039;&#039;rocessor) is a diagnostic tool for Super Mario 64 which displays and allows for simple editing of various game values and information. It can connect to a running emulator and update values in real time. Some core features include views of loaded/unloaded objects, Mario structure variables, camera + HUD values, an overhead map display, and many more.&lt;br /&gt;
&lt;br /&gt;
==What is Mupen?==&lt;br /&gt;
&lt;br /&gt;
Mupen (otherwise known as Mupen64) is an emulator used for N64 games and Super Mario 64 that is most commonly used for TASing&lt;br /&gt;
&lt;br /&gt;
==Where can I get an SM64 ROM?==&lt;br /&gt;
&lt;br /&gt;
A quick google search can help you with that. Unfortunately we cannot provide links here because of copyright.&lt;br /&gt;
&lt;br /&gt;
==What different challenges are there?==&lt;br /&gt;
&lt;br /&gt;
As of now, there are 11 challenges that have gained decent popularity, along with many minor ones. Some of the more well-known include:&lt;br /&gt;
&lt;br /&gt;
*The [[UBER Challenge]]&lt;br /&gt;
*The [[Pacifist Challenge]]&lt;br /&gt;
*The [[A Button Challenge]]&lt;br /&gt;
*The [[Coinless Challenge]]&lt;br /&gt;
*The [[Capless/Cannonless Challenge]]&lt;br /&gt;
*The [[CCC Challenge]]&lt;br /&gt;
*The [[ABZ Button Challenge]]&lt;br /&gt;
*The [[Low Doors Challenge]]&lt;br /&gt;
*The [[No Joystick Allowed Challenge]]&lt;br /&gt;
*[[The Floor is Lava Challenge]]&lt;br /&gt;
*The [[Same Input Challenge]]&lt;br /&gt;
&lt;br /&gt;
See the [[Challenge]] and [[Other Single Button Challenges]] pages for further info on these and others.&lt;br /&gt;
&lt;br /&gt;
==How many A presses are left?==&lt;br /&gt;
&lt;br /&gt;
An any% run takes 0 A presses, performed on Wii VC. A 120 star run currently takes 20 A presses, performed on the original Japanese N64 version. Here&#039;s a table showing these counts on all game versions:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; width: 200px; height: 200px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! [[Super Mario 64#Japanese|N64&amp;amp;nbsp;JP (Original)]]&lt;br /&gt;
! [[Super Mario 64#English|N64&amp;amp;nbsp;US]]&lt;br /&gt;
! [[Super Mario 64#PAL|N64&amp;amp;nbsp;PAL]]&lt;br /&gt;
! [[Super Mario 64#Shindou|N64&amp;amp;nbsp;JP (Shindou)]]&lt;br /&gt;
! [[Super Mario 64#iQue_.28Chinese.29|iQue]]&lt;br /&gt;
! [[Super Mario 64#Japanese_2|Wii&amp;amp;nbsp;VC JP]]&lt;br /&gt;
! [[Super Mario 64#English_2|Wii&amp;amp;nbsp;VC US]]&lt;br /&gt;
! [[Super Mario 64#PAL_2|Wii&amp;amp;nbsp;VC PAL]]&lt;br /&gt;
! [[Super Mario 64#Japanese_3|Wii&amp;amp;nbsp;U&amp;amp;nbsp;VC JP]]&lt;br /&gt;
! [[Super Mario 64#English_3|Wii&amp;amp;nbsp;U&amp;amp;nbsp;VC US]]&lt;br /&gt;
! [[Super Mario 64#PAL_3|Wii&amp;amp;nbsp;U&amp;amp;nbsp;VC PAL]]&lt;br /&gt;
! [[Super_Mario_64#64DD_Version|64DD Version]]&lt;br /&gt;
|-&lt;br /&gt;
! Any%&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 0 || 0 || 0 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 120&amp;amp;nbsp;Star&lt;br /&gt;
| 20 || 22 || 22 || 22 || 22 || 21 || 21 || 21 || 22 || 22 || 22 || Impossible&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Is a 70 Star 0 A press run being developed?==&lt;br /&gt;
&lt;br /&gt;
No.&lt;br /&gt;
&lt;br /&gt;
A Wii VC TAS is not being developed because there is no way to console verify a TAS on Wii VC at the moment, and even if there was, Wii VC polls inputs on lag frames, meaning that the TAS would become desynced over time; and as was previously mentioned, 70 Star is not currently possible 0x on any N64 version.&lt;br /&gt;
&lt;br /&gt;
==What&#039;s the next A press save going to be?==&lt;br /&gt;
&lt;br /&gt;
The short answer is we don&#039;t know. We are always attempting new ideas and new methods in order to make another save, but ultimately we are never absolutely certain that what we try out will achieve one. The current progress has been on Tick Tock Clock as of recent, which has managed to save 2 A presses.&lt;br /&gt;
&lt;br /&gt;
==How are you decompiling the game?==&lt;br /&gt;
&lt;br /&gt;
After we discovered the compiler that Nintendo used for Super Mario 64, we obtained the raw assembly from the ROM, and are reverse engineering C code that compiles into it. This is a long and tedious process, but many prominent members of the community have made excellent progress so far.&lt;br /&gt;
&lt;br /&gt;
==Why does Mario lose his hat when he dies from going out-of-bounds (OoB)?==&lt;br /&gt;
&lt;br /&gt;
Mario&#039;s default state is, surprisingly, with no hat on, and on each frame it checks whether he&#039;s wearing the hat and sets the proper graphics flag. However, when Mario goes OoB, a large portion of the central Mario code stops running, including that check. Hence, Mario doesn&#039;t actually lose his hat; he just forgets he&#039;s wearing it.&lt;br /&gt;
&lt;br /&gt;
==When I record an avi on mupen, the sound works but the screen is just black. How do I fix this?==&lt;br /&gt;
&lt;br /&gt;
This is a bug that occurs when you use the gl64 video plugin when aero is enabled on your computer. One fix is to use another video plugin, or to disable aero on your computer. The latter is only possible on Windows 7, but unfortunately not on Windows 8 or 10.&lt;br /&gt;
&lt;br /&gt;
==How do you continue off of a TAS you created earlier?==&lt;br /&gt;
&lt;br /&gt;
Play it to where you want to continue, then save a state. Disable read-only mode and reload the state. The file will now start recording inputs from that point, erasing any you had previously made after that point.&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=SM64org_talk:Speed_run&amp;diff=4964</id>
		<title>SM64org talk:Speed run</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=SM64org_talk:Speed_run&amp;diff=4964"/>
		<updated>2018-10-17T18:26:49Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;what the fuck is this - [[User:16bitPanda|16bitPanda]] ([[User talk:16bitPanda|talk]])&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know - [[User:Sunky|Sunky]] ([[User talk:Sunky|talk]])&lt;br /&gt;
&lt;br /&gt;
I guess it&#039;s fixed now lol - [[User:16bitPanda|16bitPanda]] ([[User talk:16bitPanda|talk]])&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=SM64org_talk:Speed_run&amp;diff=4921</id>
		<title>SM64org talk:Speed run</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=SM64org_talk:Speed_run&amp;diff=4921"/>
		<updated>2018-10-16T20:22:54Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: Created page with &amp;quot;what the fuck is this - ~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;what the fuck is this - [[User:16bitPanda|16bitPanda]] ([[User talk:16bitPanda|talk]])&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=FAQ&amp;diff=3889</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=FAQ&amp;diff=3889"/>
		<updated>2018-10-15T00:32:14Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: /* How many A presses are left? */ -&amp;gt; added link for 64dd&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;FAQ (Frequently Asked Questions)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==How do I TAS?==&lt;br /&gt;
&lt;br /&gt;
[[Basic Mupen64 TAS Tutorial]]&lt;br /&gt;
&lt;br /&gt;
==Why Mupen over BizHawk?==&lt;br /&gt;
&lt;br /&gt;
Most TASes of Super Mario 64 are done on [[Mupen64]]. This is for one reason only - m64 files can be played back on console, known as [[TASBot#Console Verification|Console Verification]], whereas bk2 files cannot, due to the way they handle input during lag frames. BizHawk polls inputs on lag frames, as opposed to Mupen64, which does not, and SM64 doesn&#039;t either. BK2 files (BizHawk movie files) can still be converted to m64 files, however, so for many it comes down to personal preference.&lt;br /&gt;
&lt;br /&gt;
==What is STROOP?==&lt;br /&gt;
&lt;br /&gt;
[[STROOP]] (&#039;&#039;&#039;S&#039;&#039;&#039;uperMario64 &#039;&#039;&#039;T&#039;&#039;&#039;echnical &#039;&#039;&#039;R&#039;&#039;&#039;untime &#039;&#039;&#039;O&#039;&#039;&#039;bserver and &#039;&#039;&#039;O&#039;&#039;&#039;bject &#039;&#039;&#039;P&#039;&#039;&#039;rocessor) is a diagnostic tool for Super Mario 64 which displays and allows for simple editing of various game values and information. It can connect to a running emulator and update values in real time. Some core features include views of loaded/unloaded objects, Mario structure variables, camera + HUD values, an overhead map display, and many more.&lt;br /&gt;
&lt;br /&gt;
==What is Mupen?==&lt;br /&gt;
&lt;br /&gt;
Mupen (otherwise known as Mupen64) is an emulator used for N64 games and Super Mario 64 that is most commonly used for TASing&lt;br /&gt;
&lt;br /&gt;
==Where can I get an SM64 ROM?==&lt;br /&gt;
&lt;br /&gt;
A quick google search can help you with that. Unfortunately we cannot provide links here because of copyright.&lt;br /&gt;
&lt;br /&gt;
==What different challenges are there?==&lt;br /&gt;
&lt;br /&gt;
As of now, there are 11 challenges that have gained decent popularity, along with many minor ones. Some of the more well-known include:&lt;br /&gt;
&lt;br /&gt;
*The [[UBER Challenge]]&lt;br /&gt;
*The [[Pacifist Challenge]]&lt;br /&gt;
*The [[A Button Challenge]]&lt;br /&gt;
*The [[Coinless Challenge]]&lt;br /&gt;
*The [[Capless/Cannonless Challenge]]&lt;br /&gt;
*The [[CCC Challenge]]&lt;br /&gt;
*The [[ABZ Button Challenge]]&lt;br /&gt;
*The [[Low Doors Challenge]]&lt;br /&gt;
*The [[No Joystick Allowed Challenge]]&lt;br /&gt;
*[[The Floor is Lava Challenge]]&lt;br /&gt;
*The [[Same Input Challenge]]&lt;br /&gt;
&lt;br /&gt;
See the [[Challenge]] and [[Other Single Button Challenges]] pages for further info on these and others.&lt;br /&gt;
&lt;br /&gt;
==How many A presses are left?==&lt;br /&gt;
&lt;br /&gt;
An any% run takes 0 A presses, performed on Wii VC. A 120 star run currently takes 21 A presses, performed on the original Japanese N64 version. Here&#039;s a table showing these counts on all game versions:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; width: 200px; height: 200px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! [[Super Mario 64#Japanese|N64&amp;amp;nbsp;JP (Original)]]&lt;br /&gt;
! [[Super Mario 64#English|N64&amp;amp;nbsp;US]]&lt;br /&gt;
! [[Super Mario 64#PAL|N64&amp;amp;nbsp;PAL]]&lt;br /&gt;
! [[Super Mario 64#Shindou|N64&amp;amp;nbsp;JP (Shindou)]]&lt;br /&gt;
! [[Super Mario 64#iQue_.28Chinese.29|iQue]]&lt;br /&gt;
! [[Super Mario 64#Japanese_2|Wii&amp;amp;nbsp;VC JP]]&lt;br /&gt;
! [[Super Mario 64#English_2|Wii&amp;amp;nbsp;VC US]]&lt;br /&gt;
! [[Super Mario 64#PAL_2|Wii&amp;amp;nbsp;VC PAL]]&lt;br /&gt;
! [[Super Mario 64#Japanese_3|Wii&amp;amp;nbsp;U&amp;amp;nbsp;VC JP]]&lt;br /&gt;
! [[Super Mario 64#English_3|Wii&amp;amp;nbsp;U&amp;amp;nbsp;VC US]]&lt;br /&gt;
! [[Super Mario 64#PAL_3|Wii&amp;amp;nbsp;U&amp;amp;nbsp;VC PAL]]&lt;br /&gt;
! [[Super_Mario_64#64DD_Version|64DD Version]]&lt;br /&gt;
|-&lt;br /&gt;
! Any%&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 0 || 0 || 0 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 120&amp;amp;nbsp;Star&lt;br /&gt;
| 21 || 23 || 23 || 23 || 23 || 22 || 22 || 22 || 23 || 23 || 23 || Impossible&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Is a 70 Star 0 A press run being developed?==&lt;br /&gt;
&lt;br /&gt;
No.&lt;br /&gt;
&lt;br /&gt;
A Wii VC TAS is not being developed because there is no way to console verify a TAS on Wii VC at the moment, and even if there was, Wii VC polls inputs on lag frames, meaning that the TAS would become desynced over time; and as was previously mentioned, 70 Star is not currently possible 0x on any N64 version.&lt;br /&gt;
&lt;br /&gt;
==What&#039;s the next A press save going to be?==&lt;br /&gt;
&lt;br /&gt;
The short answer is we don&#039;t know. We are always attempting new ideas and new methods in order to make another save, but ultimately we are never absolutely certain that what we try out will achieve one. The current progress has been on Tick Tock Clock as of recent, which has managed to save 2 A presses.&lt;br /&gt;
&lt;br /&gt;
==How are you decompiling the game?==&lt;br /&gt;
&lt;br /&gt;
After we discovered the compiler that Nintendo used for Super Mario 64, we obtained the raw assembly from the ROM, and are reverse engineering C code that compiles into it. This is a long and tedious process, but many prominent members of the community have made excellent progress so far.&lt;br /&gt;
&lt;br /&gt;
==Why does Mario lose his hat when he dies from going out-of-bounds (OoB)?==&lt;br /&gt;
&lt;br /&gt;
Mario&#039;s default state is, surprisingly, with no hat on, and on each frame it checks whether he&#039;s wearing the hat and sets the proper graphics flag. However, when Mario goes OoB, a large portion of the central Mario code stops running, including that check. Hence, Mario doesn&#039;t actually lose his hat; he just forgets he&#039;s wearing it.&lt;br /&gt;
&lt;br /&gt;
==When I record an avi on mupen, the sound works but the screen is just black. How do I fix this?==&lt;br /&gt;
&lt;br /&gt;
This is a bug that occurs when you use the gl64 video plugin when aero is enabled on your computer. One fix is to use another video plugin, or to disable aero on your computer. The latter is only possible on Windows 7, but unfortunately not on Windows 8 or 10.&lt;br /&gt;
&lt;br /&gt;
==How do you continue off of a TAS you created earlier?==&lt;br /&gt;
&lt;br /&gt;
Play it to where you want to continue, then save a state. Disable read-only mode and reload the state. The file will now start recording inputs from that point, erasing any you had previously made after that point.&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=FAQ&amp;diff=3876</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=FAQ&amp;diff=3876"/>
		<updated>2018-10-14T21:05:23Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: /* How many A presses are left? */ -&amp;gt; updated and didn&amp;#039;t break the formatting this time&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;FAQ (Frequently Asked Questions)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==How do I TAS?==&lt;br /&gt;
&lt;br /&gt;
[[Basic Mupen64 TAS Tutorial]]&lt;br /&gt;
&lt;br /&gt;
==Why Mupen over Bizhawk?==&lt;br /&gt;
&lt;br /&gt;
Most TASes of Super Mario 64 are done on [[Mupen64]]. This is for one reason only - m64 files can be played back on console, known as [[TASBot#Console Verification|Console Verification]], whereas bk2 files cannot, due to the way they handle input during lag frames. Bizhawk polls inputs on lag frames, as opposed to Mupen64, which does not, and SM64 doesn&#039;t either. BK2 files (Bizhawk movie files) can still be converted to M64 files, however, so for many it comes down to personal preference.&lt;br /&gt;
&lt;br /&gt;
==What is STROOP?==&lt;br /&gt;
&lt;br /&gt;
[[STROOP]] (&#039;&#039;&#039;S&#039;&#039;&#039;uperMario64 &#039;&#039;&#039;T&#039;&#039;&#039;echnical &#039;&#039;&#039;R&#039;&#039;&#039;untime &#039;&#039;&#039;O&#039;&#039;&#039;bserver and &#039;&#039;&#039;O&#039;&#039;&#039;bject &#039;&#039;&#039;P&#039;&#039;&#039;rocessor) is a diagnostic tool for Super Mario 64 which displays and allows for simple editing of various game values and information. It can connect to a running emulator and update values in real time. Some core features include views of loaded/unloaded objects, Mario structure variables, camera + HUD values, an overhead map display, and many more.&lt;br /&gt;
&lt;br /&gt;
==What is Mupen?==&lt;br /&gt;
&lt;br /&gt;
Mupen (otherwise known as Mupen64) is an emulator used for N64 games and Super Mario 64 that is most commonly used for TASing&lt;br /&gt;
&lt;br /&gt;
==Where can I get an SM64 rom?==&lt;br /&gt;
&lt;br /&gt;
A quick google search can help you with that. Unfortunately we cannot provide links here because of copyright.&lt;br /&gt;
&lt;br /&gt;
==What different challenges are there?==&lt;br /&gt;
&lt;br /&gt;
As of now, there are 11 challenges that have gained decent popularity, along with many minor ones. Some of the more well-known include:&lt;br /&gt;
&lt;br /&gt;
*The [[UBER Challenge]]&lt;br /&gt;
*The [[Pacifist Challenge]]&lt;br /&gt;
*The [[A Button Challenge]]&lt;br /&gt;
*The [[Coinless Challenge]]&lt;br /&gt;
*The [[Capless/Cannonless Challenge]]&lt;br /&gt;
*The [[CCC Challenge]]&lt;br /&gt;
*The [[ABZ Button Challenge]]&lt;br /&gt;
*The [[Low Doors Challenge]]&lt;br /&gt;
*The [[No Joystick Allowed Challenge]]&lt;br /&gt;
*[[The Floor is Lava Challenge]]&lt;br /&gt;
*The [[Same Input Challenge]]&lt;br /&gt;
&lt;br /&gt;
See the [[Challenge]] and [[Other Single Button Challenges]] pages for further info on these and others.&lt;br /&gt;
&lt;br /&gt;
==How many A presses are left?==&lt;br /&gt;
&lt;br /&gt;
An any% run takes 0 A presses, performed on Wii VC. A 120 star run currently takes 23 A presses, performed on the original Japanese N64 version. Here&#039;s a table showing these counts on all game versions:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; width: 200px; height: 200px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! [[Super Mario 64#Japanese|N64&amp;amp;nbsp;JP (Original)]]&lt;br /&gt;
! [[Super Mario 64#English|N64&amp;amp;nbsp;US]]&lt;br /&gt;
! [[Super Mario 64#PAL|N64&amp;amp;nbsp;PAL]]&lt;br /&gt;
! [[Super Mario 64#Shindou|N64&amp;amp;nbsp;JP (Shindou)]]&lt;br /&gt;
! [[Super Mario 64#iQue_.28Chinese.29|iQue]]&lt;br /&gt;
! [[Super Mario 64#Japanese_2|Wii&amp;amp;nbsp;VC JP]]&lt;br /&gt;
! [[Super Mario 64#English_2|Wii&amp;amp;nbsp;VC US]]&lt;br /&gt;
! [[Super Mario 64#PAL_2|Wii&amp;amp;nbsp;VC PAL]]&lt;br /&gt;
! [[Super Mario 64#Japanese_3|Wii&amp;amp;nbsp;U&amp;amp;nbsp;VC JP]]&lt;br /&gt;
! [[Super Mario 64#English_3|Wii&amp;amp;nbsp;U&amp;amp;nbsp;VC US]]&lt;br /&gt;
! [[Super Mario 64#PAL_3|Wii&amp;amp;nbsp;U&amp;amp;nbsp;VC PAL]]&lt;br /&gt;
! [[Super Mario 64 DD Version|64DD Version]]&lt;br /&gt;
|-&lt;br /&gt;
! Any%&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 0 || 0 || 0 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 120&amp;amp;nbsp;Star&lt;br /&gt;
| 21 || 23 || 23 || 23 || 23 || 22 || 22 || 22 || 23 || 23 || 23 || Impossible&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Is a 70 Star 0 A press run being developed?==&lt;br /&gt;
&lt;br /&gt;
No.&lt;br /&gt;
&lt;br /&gt;
A WiiVC TAS is not being developed because there is no way to console verify a TAS on WiiVC at the moment, and even if there was, WiiVC polls inputs on lag frames, meaning that the TAS would become desynced over time; and. as was previously mentioned, 70 Star is not currently possible 0x on any N64 version.&lt;br /&gt;
&lt;br /&gt;
==What&#039;s the next A press save going to be?==&lt;br /&gt;
&lt;br /&gt;
The short answer is we don&#039;t know. We are always attempting new ideas and new methods in order to make another save, but ultimately we are never absolutely certain that what we try out will achieve one. The current progress has been on Tick Tock Clock as of recent, which has managed to save 2 A presses.&lt;br /&gt;
&lt;br /&gt;
==How are you decompiling the game?==&lt;br /&gt;
&lt;br /&gt;
After we discovered the compiler that Nintendo used for Super Mario 64, we obtained the raw assembly from the rom, and are reverse engineering C code that compiles into it. This is a long and tedious process, but many prominent members of the community have made excellent progress so far.&lt;br /&gt;
&lt;br /&gt;
==Why does Mario lose his hat when he dies from going out-of-bounds (OoB)?==&lt;br /&gt;
&lt;br /&gt;
Mario&#039;s default state is, surprisingly, with no hat on, and on each frame it checks whether he&#039;s wearing the hat and sets the proper graphics flag. However, when Mario goes OoB, a large portion of the central Mario code stops running, including that check. Hence, Mario doesn&#039;t actually lose his hat; he just forgets he&#039;s wearing it.&lt;br /&gt;
&lt;br /&gt;
==When I record an avi on mupen, the sound works but the screen is just black. How do I fix this?==&lt;br /&gt;
&lt;br /&gt;
This is a bug that occurs when you use the gl64 video plugin when aero is enabled on your computer. One fix is to use another video plugin, or to disable aero on your computer. The latter is only possible on Windows 7, but unfortunately not on Windows 8 or 10.&lt;br /&gt;
&lt;br /&gt;
==How do you continue off of a TAS you created earlier?==&lt;br /&gt;
&lt;br /&gt;
Play it to where you want to continue, then save a state. Disable read-only mode and reload the state. The file will now start recording inputs from that point, erasing any you had previously made after that point.&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=FAQ&amp;diff=3875</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=FAQ&amp;diff=3875"/>
		<updated>2018-10-14T21:02:48Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: Undo revision 3874 by 16bitPanda (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;FAQ (Frequently Asked Questions)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==How do I TAS?==&lt;br /&gt;
&lt;br /&gt;
[[Basic Mupen64 TAS Tutorial]]&lt;br /&gt;
&lt;br /&gt;
==Why Mupen over Bizhawk?==&lt;br /&gt;
&lt;br /&gt;
Most TASes of Super Mario 64 are done on [[Mupen64]]. This is for one reason only - m64 files can be played back on console, known as [[TASBot#Console Verification|Console Verification]], whereas bk2 files cannot, due to the way they handle input during lag frames. Bizhawk polls inputs on lag frames, as opposed to Mupen64, which does not, and SM64 doesn&#039;t either. BK2 files (Bizhawk movie files) can still be converted to M64 files, however, so for many it comes down to personal preference.&lt;br /&gt;
&lt;br /&gt;
==What is STROOP?==&lt;br /&gt;
&lt;br /&gt;
[[STROOP]] (&#039;&#039;&#039;S&#039;&#039;&#039;uperMario64 &#039;&#039;&#039;T&#039;&#039;&#039;echnical &#039;&#039;&#039;R&#039;&#039;&#039;untime &#039;&#039;&#039;O&#039;&#039;&#039;bserver and &#039;&#039;&#039;O&#039;&#039;&#039;bject &#039;&#039;&#039;P&#039;&#039;&#039;rocessor) is a diagnostic tool for Super Mario 64 which displays and allows for simple editing of various game values and information. It can connect to a running emulator and update values in real time. Some core features include views of loaded/unloaded objects, Mario structure variables, camera + HUD values, an overhead map display, and many more.&lt;br /&gt;
&lt;br /&gt;
==What is Mupen?==&lt;br /&gt;
&lt;br /&gt;
Mupen (otherwise known as Mupen64) is an emulator used for N64 games and Super Mario 64 that is most commonly used for TASing&lt;br /&gt;
&lt;br /&gt;
==Where can I get an SM64 rom?==&lt;br /&gt;
&lt;br /&gt;
A quick google search can help you with that. Unfortunately we cannot provide links here because of copyright.&lt;br /&gt;
&lt;br /&gt;
==What different challenges are there?==&lt;br /&gt;
&lt;br /&gt;
As of now, there are 11 challenges that have gained decent popularity, along with many minor ones. Some of the more well-known include:&lt;br /&gt;
&lt;br /&gt;
*The [[UBER Challenge]]&lt;br /&gt;
*The [[Pacifist Challenge]]&lt;br /&gt;
*The [[A Button Challenge]]&lt;br /&gt;
*The [[Coinless Challenge]]&lt;br /&gt;
*The [[Capless/Cannonless Challenge]]&lt;br /&gt;
*The [[CCC Challenge]]&lt;br /&gt;
*The [[ABZ Button Challenge]]&lt;br /&gt;
*The [[Low Doors Challenge]]&lt;br /&gt;
*The [[No Joystick Allowed Challenge]]&lt;br /&gt;
*[[The Floor is Lava Challenge]]&lt;br /&gt;
*The [[Same Input Challenge]]&lt;br /&gt;
&lt;br /&gt;
See the [[Challenge]] and [[Other Single Button Challenges]] pages for further info on these and others.&lt;br /&gt;
&lt;br /&gt;
==How many A presses are left?==&lt;br /&gt;
&lt;br /&gt;
An any% run takes 0 A presses, performed on Wii VC. A 120 star run currently takes 23 A presses, performed on the original Japanese N64 version. Here&#039;s a table showing these counts on all game versions:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; width: 200px; height: 200px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! [[Super Mario 64#Japanese|N64&amp;amp;nbsp;JP (Original)]]&lt;br /&gt;
! [[Super Mario 64#English|N64&amp;amp;nbsp;US]]&lt;br /&gt;
! [[Super Mario 64#PAL|N64&amp;amp;nbsp;PAL]]&lt;br /&gt;
! [[Super Mario 64#Shindou|N64&amp;amp;nbsp;JP (Shindou)]]&lt;br /&gt;
! [[Super Mario 64#iQue_.28Chinese.29|iQue]]&lt;br /&gt;
! [[Super Mario 64#Japanese_2|Wii&amp;amp;nbsp;VC JP]]&lt;br /&gt;
! [[Super Mario 64#English_2|Wii&amp;amp;nbsp;VC US]]&lt;br /&gt;
! [[Super Mario 64#PAL_2|Wii&amp;amp;nbsp;VC PAL]]&lt;br /&gt;
! [[Super Mario 64#Japanese_3|Wii&amp;amp;nbsp;U&amp;amp;nbsp;VC JP]]&lt;br /&gt;
! [[Super Mario 64#English_3|Wii&amp;amp;nbsp;U&amp;amp;nbsp;VC US]]&lt;br /&gt;
! [[Super Mario 64#PAL_3|Wii&amp;amp;nbsp;U&amp;amp;nbsp;VC PAL]]&lt;br /&gt;
! [[Super Mario 64 DD Version|64DD Version]]&lt;br /&gt;
|-&lt;br /&gt;
! Any%&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 0 || 0 || 0 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 120&amp;amp;nbsp;Star&lt;br /&gt;
| 23 || 25 || 25 || 25 || 25 || 24 || 24 || 24 || 25 || 25 || 25 || Impossible&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Is a 70 Star 0 A press run being developed?==&lt;br /&gt;
&lt;br /&gt;
No.&lt;br /&gt;
&lt;br /&gt;
A WiiVC TAS is not being developed because there is no way to console verify a TAS on WiiVC at the moment, and even if there was, WiiVC polls inputs on lag frames, meaning that the TAS would become desynced over time; and. as was previously mentioned, 70 Star is not currently possible 0x on any N64 version.&lt;br /&gt;
&lt;br /&gt;
==What&#039;s the next A press save going to be?==&lt;br /&gt;
&lt;br /&gt;
The short answer is we don&#039;t know. We are always attempting new ideas and new methods in order to make another save, but ultimately we are never absolutely certain that what we try out will achieve one. The current progress has been on Tick Tock Clock as of recent, which has managed to save 2 A presses.&lt;br /&gt;
&lt;br /&gt;
==How are you decompiling the game?==&lt;br /&gt;
&lt;br /&gt;
After we discovered the compiler that Nintendo used for Super Mario 64, we obtained the raw assembly from the rom, and are reverse engineering C code that compiles into it. This is a long and tedious process, but many prominent members of the community have made excellent progress so far.&lt;br /&gt;
&lt;br /&gt;
==Why does Mario lose his hat when he dies from going out-of-bounds (OoB)?==&lt;br /&gt;
&lt;br /&gt;
Mario&#039;s default state is, surprisingly, with no hat on, and on each frame it checks whether he&#039;s wearing the hat and sets the proper graphics flag. However, when Mario goes OoB, a large portion of the central Mario code stops running, including that check. Hence, Mario doesn&#039;t actually lose his hat; he just forgets he&#039;s wearing it.&lt;br /&gt;
&lt;br /&gt;
==When I record an avi on mupen, the sound works but the screen is just black. How do I fix this?==&lt;br /&gt;
&lt;br /&gt;
This is a bug that occurs when you use the gl64 video plugin when aero is enabled on your computer. One fix is to use another video plugin, or to disable aero on your computer. The latter is only possible on Windows 7, but unfortunately not on Windows 8 or 10.&lt;br /&gt;
&lt;br /&gt;
==How do you continue off of a TAS you created earlier?==&lt;br /&gt;
&lt;br /&gt;
Play it to where you want to continue, then save a state. Disable read-only mode and reload the state. The file will now start recording inputs from that point, erasing any you had previously made after that point.&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=FAQ&amp;diff=3874</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=FAQ&amp;diff=3874"/>
		<updated>2018-10-14T20:58:49Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: /* How many A presses are left? */updated 120 star a press counts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;FAQ (Frequently Asked Questions)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==How do I TAS?==&lt;br /&gt;
&lt;br /&gt;
[[Basic Mupen64 TAS Tutorial]]&lt;br /&gt;
&lt;br /&gt;
==Why Mupen over Bizhawk?==&lt;br /&gt;
&lt;br /&gt;
Most TASes of Super Mario 64 are done on [[Mupen64]]. This is for one reason only - m64 files can be played back on console, known as [[TASBot#Console Verification|Console Verification]], whereas bk2 files cannot, due to the way they handle input during lag frames. Bizhawk polls inputs on lag frames, as opposed to Mupen64, which does not, and SM64 doesn&#039;t either. BK2 files (Bizhawk movie files) can still be converted to M64 files, however, so for many it comes down to personal preference.&lt;br /&gt;
&lt;br /&gt;
==What is STROOP?==&lt;br /&gt;
&lt;br /&gt;
[[STROOP]] (&#039;&#039;&#039;S&#039;&#039;&#039;uperMario64 &#039;&#039;&#039;T&#039;&#039;&#039;echnical &#039;&#039;&#039;R&#039;&#039;&#039;untime &#039;&#039;&#039;O&#039;&#039;&#039;bserver and &#039;&#039;&#039;O&#039;&#039;&#039;bject &#039;&#039;&#039;P&#039;&#039;&#039;rocessor) is a diagnostic tool for Super Mario 64 which displays and allows for simple editing of various game values and information. It can connect to a running emulator and update values in real time. Some core features include views of loaded/unloaded objects, Mario structure variables, camera + HUD values, an overhead map display, and many more.&lt;br /&gt;
&lt;br /&gt;
==What is Mupen?==&lt;br /&gt;
&lt;br /&gt;
Mupen (otherwise known as Mupen64) is an emulator used for N64 games and Super Mario 64 that is most commonly used for TASing&lt;br /&gt;
&lt;br /&gt;
==Where can I get an SM64 rom?==&lt;br /&gt;
&lt;br /&gt;
A quick google search can help you with that. Unfortunately we cannot provide links here because of copyright.&lt;br /&gt;
&lt;br /&gt;
==What different challenges are there?==&lt;br /&gt;
&lt;br /&gt;
As of now, there are 11 challenges that have gained decent popularity, along with many minor ones. Some of the more well-known include:&lt;br /&gt;
&lt;br /&gt;
*The [[UBER Challenge]]&lt;br /&gt;
*The [[Pacifist Challenge]]&lt;br /&gt;
*The [[A Button Challenge]]&lt;br /&gt;
*The [[Coinless Challenge]]&lt;br /&gt;
*The [[Capless/Cannonless Challenge]]&lt;br /&gt;
*The [[CCC Challenge]]&lt;br /&gt;
*The [[ABZ Button Challenge]]&lt;br /&gt;
*The [[Low Doors Challenge]]&lt;br /&gt;
*The [[No Joystick Allowed Challenge]]&lt;br /&gt;
*[[The Floor is Lava Challenge]]&lt;br /&gt;
*The [[Same Input Challenge]]&lt;br /&gt;
&lt;br /&gt;
See the [[Challenge]] and [[Other Single Button Challenges]] pages for further info on these and others.&lt;br /&gt;
&lt;br /&gt;
==How many A presses are left?==&lt;br /&gt;
&lt;br /&gt;
An any% run takes 0 A presses, performed on Wii VC. A 120 star run currently takes 21 A presses, performed on the original Japanese N64 version. Here&#039;s a table showing these counts on all game versions:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; width: 200px; height: 200px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! [[Super Mario 64#Japanese|N64&amp;amp;nbsp;JP (Original)]]&lt;br /&gt;
! [[Super Mario 64#English|N64&amp;amp;nbsp;US]]&lt;br /&gt;
! [[Super Mario 64#PAL|N64&amp;amp;nbsp;PAL]]&lt;br /&gt;
! [[Super Mario 64#Shindou|N64&amp;amp;nbsp;JP (Shindou)]]&lt;br /&gt;
! [[Super Mario 64#iQue_.28Chinese.29|iQue]]&lt;br /&gt;
! [[Super Mario 64#Japanese_2|Wii&amp;amp;nbsp;VC JP]]&lt;br /&gt;
! [[Super Mario 64#English_2|Wii&amp;amp;nbsp;VC US]]&lt;br /&gt;
! [[Super Mario 64#PAL_2|Wii&amp;amp;nbsp;VC PAL]]&lt;br /&gt;
! [[Super Mario 64#Japanese_3|Wii&amp;amp;nbsp;U&amp;amp;nbsp;VC JP]]&lt;br /&gt;
! [[Super Mario 64#English_3|Wii&amp;amp;nbsp;U&amp;amp;nbsp;VC US]]&lt;br /&gt;
! [[Super Mario 64#PAL_3|Wii&amp;amp;nbsp;U&amp;amp;nbsp;VC PAL]]&lt;br /&gt;
! [[Super Mario 64 DD Version|64DD Version]]&lt;br /&gt;
|-&lt;br /&gt;
! Any%&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 0 || 0 || 0 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 120&amp;amp;nbsp;Star&lt;br /&gt;
| 21 || 23 || 23 || 23 || 23 || 22 || 22 || 22 || 23 || 23 || 23 || Impossible&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
==Is a 70 Star 0 A press run being developed?==&lt;br /&gt;
&lt;br /&gt;
No.&lt;br /&gt;
&lt;br /&gt;
A WiiVC TAS is not being developed because there is no way to console verify a TAS on WiiVC at the moment, and even if there was, WiiVC polls inputs on lag frames, meaning that the TAS would become desynced over time; and. as was previously mentioned, 70 Star is not currently possible 0x on any N64 version.&lt;br /&gt;
&lt;br /&gt;
==What&#039;s the next A press save going to be?==&lt;br /&gt;
&lt;br /&gt;
The short answer is we don&#039;t know. We are always attempting new ideas and new methods in order to make another save, but ultimately we are never absolutely certain that what we try out will achieve one. The current progress has been on Tick Tock Clock as of recent, which has managed to save 2 A presses.&lt;br /&gt;
&lt;br /&gt;
==How are you decompiling the game?==&lt;br /&gt;
&lt;br /&gt;
After we discovered the compiler that Nintendo used for Super Mario 64, we obtained the raw assembly from the rom, and are reverse engineering C code that compiles into it. This is a long and tedious process, but many prominent members of the community have made excellent progress so far.&lt;br /&gt;
&lt;br /&gt;
==Why does Mario lose his hat when he dies from going out-of-bounds (OoB)?==&lt;br /&gt;
&lt;br /&gt;
Mario&#039;s default state is, surprisingly, with no hat on, and on each frame it checks whether he&#039;s wearing the hat and sets the proper graphics flag. However, when Mario goes OoB, a large portion of the central Mario code stops running, including that check. Hence, Mario doesn&#039;t actually lose his hat; he just forgets he&#039;s wearing it.&lt;br /&gt;
&lt;br /&gt;
==When I record an avi on mupen, the sound works but the screen is just black. How do I fix this?==&lt;br /&gt;
&lt;br /&gt;
This is a bug that occurs when you use the gl64 video plugin when aero is enabled on your computer. One fix is to use another video plugin, or to disable aero on your computer. The latter is only possible on Windows 7, but unfortunately not on Windows 8 or 10.&lt;br /&gt;
&lt;br /&gt;
==How do you continue off of a TAS you created earlier?==&lt;br /&gt;
&lt;br /&gt;
Play it to where you want to continue, then save a state. Disable read-only mode and reload the state. The file will now start recording inputs from that point, erasing any you had previously made after that point.&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template_talk:Main_Page&amp;diff=3719</id>
		<title>Template talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template_talk:Main_Page&amp;diff=3719"/>
		<updated>2018-10-09T22:16:27Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nice bait&lt;br /&gt;
&lt;br /&gt;
What bait is there -Sunky&lt;br /&gt;
&lt;br /&gt;
Baited -Ethan&lt;br /&gt;
&lt;br /&gt;
== the main page looks messy but idk how to fix it ==&lt;br /&gt;
&lt;br /&gt;
hi&lt;br /&gt;
&lt;br /&gt;
== lol I just fixed it was it that hard ==&lt;br /&gt;
&lt;br /&gt;
[[User:16bitPanda|16bitPanda]] ([[User talk:16bitPanda|talk]])&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User_talk:NganMcclain6217&amp;diff=3666</id>
		<title>User talk:NganMcclain6217</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User_talk:NganMcclain6217&amp;diff=3666"/>
		<updated>2018-10-03T04:19:06Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: Created page with &amp;quot;Who the fuck would make a bot account on ukikipedia lol - ~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Who the fuck would make a bot account on ukikipedia lol - [[User:16bitPanda|16bitPanda]] ([[User talk:16bitPanda|talk]])&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=The_Princess%27s_Secret_Slide&amp;diff=3663</id>
		<title>The Princess&#039;s Secret Slide</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=The_Princess%27s_Secret_Slide&amp;diff=3663"/>
		<updated>2018-10-02T19:22:14Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: /* A Press Counts */ Added entering pss&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{course_infobox&lt;br /&gt;
|title=The Princess&#039;s Secret Slide&lt;br /&gt;
|image= PSS.png&lt;br /&gt;
|abbreviation=PSS&lt;br /&gt;
|terrain=Slide&lt;br /&gt;
|setting=Dark&lt;br /&gt;
|water=None&lt;br /&gt;
|yellow-coins=50&lt;br /&gt;
|red-coins=&lt;br /&gt;
|blue-coins=6&lt;br /&gt;
|enemy-yellow=&lt;br /&gt;
|enemy-blue=&lt;br /&gt;
|stars=2&lt;br /&gt;
|wing-caps=&lt;br /&gt;
|metal-caps=&lt;br /&gt;
|vanish-caps=&lt;br /&gt;
|overview_1=STROOP- PSS 1.png&lt;br /&gt;
|overview_2=STROOP- PSS 2.png&lt;br /&gt;
}}&lt;br /&gt;
The Princess&#039;s Secret Slide is a side level that is behind the 1-star door on the right side of the foyer. Upon opening, there are three windows with Princess Peach engraved upon them. The one to the right will take you to this level. The level has the Slider music. The course has 2 stars, 1 of which requires beating the slide, and the other requiring to beat the slide under 21 seconds. This is when the slide skip comes on handy.&lt;br /&gt;
&lt;br /&gt;
==Coins==&lt;br /&gt;
{{PSS Coins}}&lt;br /&gt;
&lt;br /&gt;
==A Press Counts==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Star&lt;br /&gt;
!A Presses&lt;br /&gt;
!Minutes&lt;br /&gt;
|-&lt;br /&gt;
|1||1||1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||0||1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Entering PSS===&lt;br /&gt;
&#039;&#039;Video: https://youtu.be/mlHzqJn2SMs?t=5m26s&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This can be done 0xA through a dive recover&lt;br /&gt;
&lt;br /&gt;
===The Princess&#039;s Secret Slide (Normal)===&lt;br /&gt;
&#039;&#039;Video: https://youtu.be/pbKr26RY6B0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An a press is required to collect the star that spawns from the box. Do note that it is possible to open the box that spawns the star, just not collect it.&lt;br /&gt;
&lt;br /&gt;
===The Princess&#039;s Secret Slide (Under 21&amp;quot;0)===&lt;br /&gt;
&#039;&#039;Video: https://youtu.be/vCdU6RJK1j4&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This star is similar to casual play, except that a dive recover is used to collect the star.&lt;br /&gt;
&lt;br /&gt;
==Slide Skip==&lt;br /&gt;
Mario first slides down the slide in the buttslide [[action]]. When he reaches the first corner, he bumps into it to begin sliding backwards. Then, as soon as the low walls appear, he runs into the wall to be reflected into forward sliding and jumps to land on a lower part of the slide&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=lXkJJ8HsmP4&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
{{Level courses}}&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User_talk:Welcoe&amp;diff=3662</id>
		<title>User talk:Welcoe</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User_talk:Welcoe&amp;diff=3662"/>
		<updated>2018-10-02T19:16:22Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;hi ethan&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Misalignment&amp;diff=3512</id>
		<title>Misalignment</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Misalignment&amp;diff=3512"/>
		<updated>2018-09-28T02:47:21Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: added picture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Misalignment-pannen.png|thumb|Mario in a misalignment&amp;lt;ref&amp;gt;https://youtu.be/gXJSxFCy8qQ&amp;lt;/ref&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;Misalignment&#039;&#039; is a 1x1 unit area where Mario can get really close to a corner without being pushed out. This is useful for the A button challenge where you need to ground pound into a misalignment in [[Hazy Maze Cave]] for [[Watch For Rolling Rocks]] to get a star by merely &#039;&#039;holding&#039;&#039; the A button once. &#039;&#039;Technical info. here&#039;&#039;&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:Misalignment-pannen.png&amp;diff=3511</id>
		<title>File:Misalignment-pannen.png</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:Misalignment-pannen.png&amp;diff=3511"/>
		<updated>2018-09-28T02:45:04Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: From the pannenkoek video https://youtu.be/fXkoyGfe9s4 . This image shows Mario in a Misalignment.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;From the pannenkoek video https://youtu.be/fXkoyGfe9s4 . This image shows Mario in a Misalignment.&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Super_Mario_64&amp;diff=3489</id>
		<title>Super Mario 64</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Super_Mario_64&amp;diff=3489"/>
		<updated>2018-09-27T07:58:43Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: /* History */  Fixed run on sentences and other grammar mistakes, added citations, and made it not a mess. please help me i am writing this at 3:59 am and I am not done with my homework&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;See this page on [https://www.mariowiki.com/Super_Mario_64 the Mario Wiki]&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;See this page on [https://en.wikipedia.org/wiki/Super_Mario_64 Wikipedia]&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Super Mario 64&#039;&#039;&#039; was a launch title for the Nintendo 64 (N64) (along with [https://en.wikipedia.org/wiki/Pilotwings_64 Pilotwings 64] and [https://en.wikipedia.org/wiki/Cruis%27n_USA Cruis&#039;n USA] in Europe), and is largely considered to be one of the best and most important 3D platformers of all time.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Super Mario 64 started development sometime before 1995. The first time Super Mario 64 was shown was at the Shoshinkai show in November of 1995, with the introduction of the Nintendo 64 (Ultra 64 at the time). Early footage of the show revealed the 50% complete beta version of Super Mario 64, in which it looked completely different than what the final product looked like.&amp;lt;ref&amp;gt;https://tcrf.net/Prerelease:Super_Mario_64_(Nintendo_64)#Shoshinkai_.2795_Demo&amp;lt;/ref&amp;gt; The final product was supposed to come out in December, but it was delayed further, and the entire game was rebuilt. On May 16th, 1996 (E3 1996) the game was shown off and is almost like the final game.&amp;lt;ref&amp;gt;https://tcrf.net/Prerelease:Super_Mario_64_(Nintendo_64)#E3_1996_Build&amp;lt;/ref&amp;gt; The entire game was almost accessible, some details got changed before the release, such as the different star icon in the hud, a rock spike at the top of the mountain in [[Bob-omb_Battlefield|Bob-omb Battlefield]], and other small details that were changed. The game was rushed at the end of development as told by one of the programmers of Super Mario 64, and a couple of the team members never wanted to make games anymore due to being burnt out after working on Super Mario 64.&amp;lt;ref&amp;gt;http://pixelatron.com/blog/the-making-of-super-mario-64-full-giles-goddard-interview-ngc/&amp;lt;/ref&amp;gt; The game was released in Japan on June 23rd 1996, then on September 29th, 1996 in North America, and finally on March 1st, 1997 in Europe.&lt;br /&gt;
&lt;br /&gt;
=Game Versions=&lt;br /&gt;
There are many different versions of the game, differing by where, when, how, and in what way they were released.&lt;br /&gt;
==N64==&lt;br /&gt;
The Nintendo 64 console is less robust than modern consoles, so its CPU is more likely to crash when confronted by unforeseen occurrences.&lt;br /&gt;
===Japanese===&lt;br /&gt;
====V1.0====&lt;br /&gt;
The very first version of the game, the Japanese 1.0 N64 has all the quirks of the Japanese 1.1 N64 version, as well as different [[timestop]] mechanics and other things (please add if you are reading this).&lt;br /&gt;
====V1.1====&lt;br /&gt;
Version 1.1 of the Japanese N64 version fixed some of the bugs from the 1.0 version, but still contains many that were later fixed, such as [[spawning displacement]], [[Coin Limit#Unbounded Coin Limit Glitch|the lack of a coin limit]], and other things (also please add). It is notable because it contains less dialogue than the English version. For example, Mario does not say &amp;quot;Haha&amp;quot;, nor does Peach narrate her &amp;quot;Dear Mario&amp;quot; letter. She also does not talk during the ending. This version is notable for being the fastest version of the game for the [[1 Key]] category, but no others. This is because the text takes longer, but the lack of narration makes the game shorter. The text in the first Bowser fight is avoided during the 1 Key run, so the Japanese version becomes faster.&lt;br /&gt;
===English===&lt;br /&gt;
The English version of the game introduces voice clips like &amp;quot;Haha&amp;quot; and Peach&#039;s voice clips. It fixes some errors from the previous version, like the lack of a coin limit. It has, in general, less text than the Japanese version, but takes longer during the intro and ending due to Peach&#039;s narration.&lt;br /&gt;
===PAL===&lt;br /&gt;
The European release of Super Mario 64 supports language changing in the settings menu between English, French, and German. This is optimal for the [[ABZ Button Challenge]] because the Start button can be used to change language and the language with the least text can be selected. Due to [[Wii VC Round-To-Zero]], however, the true optimal PAL version is not on N64. Outside of ABZ, PAL is little-used because changing languages wastes time and English is effectively identical if you do not change languages. Because of the PAL video format using 50hz instead of NTSC&#039;s 60hz, PAL runs at 25 [[Frame|frames]] per second rather than 30, another reason why it is suboptimal for speedruns/TASes.&lt;br /&gt;
&lt;br /&gt;
===Shindou===&lt;br /&gt;
The final release of Super Mario 64 was once again in Japanese. It enabled a compiler flag to allow optimizations, so the game lags less. It also fixed the [[Backwards Long Jump]] glitch, which is why it is rarely used in speedruns, except in the [[BLJless]] category. Strangely, when grabbing a [[pole]] on this version, horizontal speed affects Mario&#039;s angle. The game introduced new voice clips like &amp;quot;Bye, bye!&amp;quot; when throwing Bowser. Some of Mario&#039;s voice clips are high-pitched in this version.&lt;br /&gt;
==Wii VC==&lt;br /&gt;
&#039;&#039;Main article: [[Virtual Console]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Wii acts differently from the N64. It is much less likely to crash. Unlike the N64, it does not crash from [[PU crashes]], [[Bully angle crash]], [[Bob-omb angle crash]], or when Mario gets infinite speed. The Wii also has a different rounding method for floats than other consoles, which is documented here: [[Wii VC Round-To-Zero]]&lt;br /&gt;
===Japanese===&lt;br /&gt;
Japanese Wii VC is actually the Shindou edition, not the original Japanese version. This is why it does not have spawning displacement or other Japanese N64-exclusive glitches, nor does it have BLJs. It is almost never used for speedrunning for that reason.&lt;br /&gt;
===English===&lt;br /&gt;
English Wii VC is the optimal Wii VC for speedruns. It avoids the lack of BLJs in the Japanese version and the slower framerate of the PAL version. It is used for the [[A Button Challenge]] any% run because [[Bowser in the Fire Sea]] takes 0 A presses instead of 1 due to a rounding error.&lt;br /&gt;
===PAL===&lt;br /&gt;
PAL Wii VC is rarely seen because it is obscure and slow. However, it is actually the ideal game version for the ABZ Button Challenge, at least for any%, because it contains both language switching and the rounding error in BitFS.&lt;br /&gt;
&lt;br /&gt;
==Wii U VC==&lt;br /&gt;
&#039;&#039;Main article: [[Virtual Console]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Wii U Virtual Console version has no known interesting glitches that set it apart from either N64 or Wii VC. It is identical to Wii VC, except that the rounding error is absent. Wii U VC is often joked by speedrunners for have a high amount of input lag and how it&#039;s mostly used by new runners.&lt;br /&gt;
===Japanese===&lt;br /&gt;
Much like Wii VC, Japanese Wii U VC is the Shindou version. This means that you still can&#039;t do BLJs or other patched glitches not present in the Shindou version. &lt;br /&gt;
===English===&lt;br /&gt;
Also like Wii VC, American Wii U VC is the US version.&lt;br /&gt;
===PAL===&lt;br /&gt;
Unlike on N64 or Wii VC, the PAL version runs at 60hz instead of 50hz. As a result of this, PAL Wii U VC will run at full speed like the American and Japanese versions. &lt;br /&gt;
&lt;br /&gt;
==iQue (Chinese)==&lt;br /&gt;
The iQue version of the game runs on a similar console to the N64. Because there are no TASing tools available for this console, it is unknown how the console acts upon a floating-point truncation error, since BLJing and the Bob-omb and Bully angle crashes were patched. It is still being studied and has never been useful in a speedrun for similar reasons to the Shindou version.&lt;br /&gt;
&lt;br /&gt;
==64DD Version==&lt;br /&gt;
Super Mario 64 DD Version or SM64DD (called Super Mario Disk Version on the title screen) was an unreleased version of the game for the 64DD, likely made to test the load times of the system. Only one public copy of this version exists, owned by adonfjv, who found it at a Japanese video game store in 2014&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=5rd6_5HoJd8&amp;lt;/ref&amp;gt;. The ROM (NDD) of this version has since been dumped.&lt;br /&gt;
&lt;br /&gt;
SM64DD is effectively the Japanese version of SM64 ported to the 64DD, with most (but not all) sounds replaced with their PAL versions. For example, the red coin and the sliding star door sounds are the same as in the Japanese release. The title screen is vastly different, resembling the hidden debug mode&#039;s level select screen. Since it is on a disk, load times are increased.&lt;br /&gt;
&lt;br /&gt;
The most major difference is that entering the inside of the island in [[Tiny-Huge Island]], where Wiggler and red coins reside, will crash the game. The crash is console only, and seems to occur after Wiggler starts moving. Note that this area is apparently the only area with more than one warp in or out, with this or Wiggler&#039;s movement possibly being the cause of the crash.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Speed&amp;diff=3488</id>
		<title>Speed</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Speed&amp;diff=3488"/>
		<updated>2018-09-27T06:42:29Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: fixed link to pss article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Speed, &#039;&#039;&#039;abreviated as&#039;&#039;&#039; &#039;&#039;&#039;(&#039;&#039;&#039;&#039;&#039;SPD&#039;&#039;&#039;&#039;&#039;)&#039;&#039;&#039; &#039;&#039;&#039;is an ingame variable that indicates how many [[Unit|units]] [[Mario]]&#039;s moving. Vertical Mario speed is called &#039;&#039;&#039;Vertical Speed (VS) &#039;&#039;&#039;and Horizontal Mario speed, &#039;&#039;&#039;Horizontal&#039;&#039;&#039; &#039;&#039;&#039;Speed (HS). &#039;&#039;&#039;If the Speed value is &#039;&#039;Negative&#039;&#039;, it means that Mario is moving &#039;&#039;Downwards &#039;&#039;in &#039;&#039;VS&#039;&#039;, or &#039;&#039;Backwards&#039;&#039; (prefixed in both cases with an &amp;quot;&#039;&#039;&#039;M&#039;&#039;&#039;&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
== Gravity Effect and Terminal Speed ==&lt;br /&gt;
[[File:Mario Falling.png|thumb|279x279px|Mario falling at &#039;&#039;Terminal Speed&#039;&#039; (&#039;&#039;&#039;M75&#039;&#039;&#039;)&#039;&#039; &#039;&#039;in [[The Princess&#039;s Secret Slide|PSS]]]]&lt;br /&gt;
When [[Airborne]], mario&#039;s Vertical Speed is constantly &#039;&#039;decreasing &#039;&#039;by 4 every frame, as &#039;&#039;Gravity&#039;&#039; is applying on him a Constant of -4 per frame. Additionally, Mario&#039;s Vertical &#039;&#039;Terminal Speed &#039;&#039;is -75 (&#039;&#039;&#039;M75&#039;&#039;&#039; as shown in-game), so he will not fall faster than that. VS is unused when Mario is in a &#039;&#039;ground state,&#039;&#039; so his VS is normally reset to &#039;&#039;&#039;0&#039;&#039;&#039; as soon as he touches the ground, and will remain that way until Mario is Airborne again. However, there are certain movements that &#039;&#039;&#039;don&#039;t&#039;&#039;&#039; reset Mario&#039;s VS when he touches the ground &#039;&#039;(See [[Vertical Speed Conservation]]).&#039;&#039;&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=The_Princess%27s_Secret_Slide&amp;diff=3487</id>
		<title>The Princess&#039;s Secret Slide</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=The_Princess%27s_Secret_Slide&amp;diff=3487"/>
		<updated>2018-09-27T04:37:45Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: added a press counts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{course_infobox&lt;br /&gt;
|title=The Princess&#039;s Secret Slide&lt;br /&gt;
|image= PSS.png&lt;br /&gt;
|abbreviation=PSS&lt;br /&gt;
|terrain=Slide&lt;br /&gt;
|setting=Dark&lt;br /&gt;
|water=None&lt;br /&gt;
|yellow-coins=50&lt;br /&gt;
|red-coins=&lt;br /&gt;
|blue-coins=6&lt;br /&gt;
|enemy-yellow=&lt;br /&gt;
|enemy-blue=&lt;br /&gt;
|stars=2&lt;br /&gt;
|wing-caps=&lt;br /&gt;
|metal-caps=&lt;br /&gt;
|vanish-caps=&lt;br /&gt;
|overview_1=STROOP- PSS 1.png&lt;br /&gt;
|overview_2=STROOP- PSS 2.png&lt;br /&gt;
}}&lt;br /&gt;
The Princess&#039;s Secret Slide is a side level that is behind the 1-star door on the right side of the foyer. Upon opening, there are three windows with Princess Peach engraved upon them. The one to the right will take you to this level. The level has the Slider music. The course has 2 stars, 1 of which requires beating the slide, and the other requiring to beat the slide under 21 seconds. This is when the slide skip comes on handy.&lt;br /&gt;
&lt;br /&gt;
==A Press Counts==&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Star&lt;br /&gt;
!A Presses&lt;br /&gt;
!Minutes&lt;br /&gt;
|-&lt;br /&gt;
|1||1||1&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|2||0||1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===The Princess&#039;s Secret Slide (Normal)===&lt;br /&gt;
&#039;&#039;Video: https://youtu.be/pbKr26RY6B0&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An a press is required to collect the star that spawns from the box. Do note that it is possible to open the box that spawns the star, just not collect it.&lt;br /&gt;
&lt;br /&gt;
===The Princess&#039;s Secret Slide (Under 21&amp;quot;0)===&lt;br /&gt;
&#039;&#039;Video: https://youtu.be/vCdU6RJK1j4&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This star is similar to casual play, except that a dive recover is used to collect the star.&lt;br /&gt;
&lt;br /&gt;
==Slide Skip==&lt;br /&gt;
Mario first slides down the slide in the buttslide [[action]]. When he reaches the first corner, he bumps into it to begin sliding backwards. Then, as soon as the low walls appear, he runs into the wall to be reflected into forward sliding and jumps to land on a lower part of the slide&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=lXkJJ8HsmP4&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
{{Level courses}}&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=ABZ_Button_Challenge&amp;diff=3480</id>
		<title>ABZ Button Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=ABZ_Button_Challenge&amp;diff=3480"/>
		<updated>2018-09-27T00:54:54Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: added link to the pal article in the sm64 article, mentioned pal wii vc and bitfs platform raising and linked to it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ABZ Challenge Infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ABZ button challenge&#039;&#039;&#039;, short &#039;&#039;&#039;ABZBC&#039;&#039;&#039;, is a [[challenge]] in which the sum of the numbers of A, B, and Z [[button press]]es is minimized. That means pressing the A button once will be better than pressing B once and Z once, or the B button twice, while pressing the Z button once will be better than pressing the A button twice.&lt;br /&gt;
&lt;br /&gt;
Since the A button is used for making Mario jump, it tends to be the most frequently used button in this challenge. This challenge is about accomplishing as much as possible without and with each button press, rather than finding ways to virtually never use a certain button.&lt;br /&gt;
&lt;br /&gt;
Another big factor are textboxes. Advancing through text requires pressing either the A or the B button, meaning that minimizing A, B, and Z presses also leads to minimizing text whenever that is possible with fewer button presses. The challenge is also optimally played on the [[Super_Mario_64#PAL|European/PAL]] version (specifically the [[Super_Mario_64#PAL_2|PAL Wii VC]] version because of [[Wii_VC_Round-to-Zero|BitFS Platform Raising]]), where the language with the shortest text for a level can be selected after each [[Save and Quit]].&lt;br /&gt;
&lt;br /&gt;
The project was made by [[User:EthanWhite|Ethan White]], discontinued later on, then revived in early 2018. There are currently 2 spreadsheets for the ABZ challenge, the [[TAS]] spreadsheet&amp;lt;ref&amp;gt;https://docs.google.com/spreadsheets/d/1lAf4RDjKIbpApFQUrjZe7K2tVtAu0FDY_SgaJkYAvhQ/edit?usp=sharing&amp;lt;/ref&amp;gt;, and the [[RTA]] spreadsheet&amp;lt;ref&amp;gt;https://docs.google.com/spreadsheets/d/1i9qkn6GceoRRb2z4HH9kUhKY4HbS2RUBHlRYuthNuBA/edit?usp=sharing&amp;lt;/ref&amp;gt;. The current amount of ABZ presses are not yet confirmed, nor are complete.&lt;br /&gt;
&lt;br /&gt;
(The button presses are counted from Non-Text Button Presses)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Super_Mario_64&amp;diff=3452</id>
		<title>Super Mario 64</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Super_Mario_64&amp;diff=3452"/>
		<updated>2018-09-26T16:49:42Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: I&amp;#039;m dumb lol - Undo revision 3451 by 16bitPanda (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;See this page on [https://www.mariowiki.com/Super_Mario_64 the Mario Wiki]&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;See this page on [https://en.wikipedia.org/wiki/Super_Mario_64 Wikipedia]&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Super Mario 64&#039;&#039;&#039; was a launch title for the Nintendo 64 (N64) (along with [https://en.wikipedia.org/wiki/Pilotwings_64 Pilotwings 64] and [https://en.wikipedia.org/wiki/Cruis%27n_USA Cruis&#039;n USA] in Europe), and is largely considered to be one of the best and most important 3D platformers of all time.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Super Mario 64 was a game that was in development in 1995, the beta&#039;s were shown at the Shoshinkai show in November of 1995, with the introduction of the Nintendo 64 (Ultra 64). Early footage of the show revealed the beta version of Super Mario 64, in which it looked completely different than what the finally product looked like, the final product was suppose to come out in December, but it was delayed further, the entire game was rebuild and in May 16th, E3 1996, the game almost looks like the original game we have now and looks almost finished, and the entire game was almost accessible, some stuff got changed before the release, such as the star sprite being changed, more small details needed to be added. The game was rushed at the end as told by one of the programmers of Super Mario 64, and some of them never wanted to code due to Super Mario 64, they all were burnt out, and the game was released in Japan on June 23rd, then September 26th that was released for the US.&lt;br /&gt;
&lt;br /&gt;
=Game Versions=&lt;br /&gt;
There are many different versions of the game, differing by where, when, how, and in what way they were released.&lt;br /&gt;
==N64==&lt;br /&gt;
The Nintendo 64 console is less robust than modern consoles, so its CPU is more likely to crash when confronted by unforeseen occurrences.&lt;br /&gt;
===Japanese===&lt;br /&gt;
====V1.0====&lt;br /&gt;
The very first version of the game, the Japanese 1.0 N64 has all the quirks of the Japanese 1.1 N64 version, as well as different [[timestop]] mechanics and other things (please add if you are reading this).&lt;br /&gt;
====V1.1====&lt;br /&gt;
Version 1.1 of the Japanese N64 version fixed some of the bugs from the 1.0 version, but still contains many that were later fixed, such as [[spawning displacement]], [[Coin Limit#Unbounded Coin Limit Glitch|the lack of a coin limit]], and other things (also please add). It is notable because it contains less dialogue than the English version. For example, Mario does not say &amp;quot;Haha&amp;quot;, nor does Peach narrate her &amp;quot;Dear Mario&amp;quot; letter. She also does not talk during the ending. This version is notable for being the fastest version of the game for the [[1 Key]] category, but no others. This is because the text takes longer, but the lack of narration makes the game shorter. The text in the first Bowser fight is avoided during the 1 Key run, so the Japanese version becomes faster.&lt;br /&gt;
===English===&lt;br /&gt;
The English version of the game introduces voice clips like &amp;quot;Haha&amp;quot; and Peach&#039;s voice clips. It fixes some errors from the previous version, like the lack of a coin limit. It has, in general, less text than the Japanese version, but takes longer during the intro and ending due to Peach&#039;s narration.&lt;br /&gt;
===PAL===&lt;br /&gt;
The European release of Super Mario 64 supports language changing in the settings menu between English, French, and German. This is optimal for the [[ABZ Button Challenge]] because the Start button can be used to change language and the language with the least text can be selected. Due to [[Wii VC Round-To-Zero]], however, the true optimal PAL version is not on N64. Outside of ABZ, PAL is little-used because changing languages wastes time and English is effectively identical if you do not change languages. Because of the PAL video format using 50hz instead of NTSC&#039;s 60hz, PAL runs at 25 [[Frame|frames]] per second rather than 30, another reason why it is suboptimal for speedruns/TASes.&lt;br /&gt;
&lt;br /&gt;
===Shindou===&lt;br /&gt;
The final release of Super Mario 64 was once again in Japanese. It enabled a compiler flag to allow optimizations, so the game lags less. It also fixed the [[Backwards Long Jump]] glitch, which is why it is rarely used in speedruns, except in the [[BLJless]] category. Strangely, when grabbing a [[pole]] on this version, horizontal speed affects Mario&#039;s angle. The game introduced new voice clips like &amp;quot;Bye, bye!&amp;quot; when throwing Bowser. Some of Mario&#039;s voice clips are high-pitched in this version.&lt;br /&gt;
==Wii VC==&lt;br /&gt;
&#039;&#039;Main article: [[Virtual Console]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Wii acts differently from the N64. It is much less likely to crash. Unlike the N64, it does not crash from [[PU crashes]], [[Bully angle crash]], [[Bob-omb angle crash]], or when Mario gets infinite speed. The Wii also has a different rounding method for floats than other consoles, which is documented here: [[Wii VC Round-To-Zero]]&lt;br /&gt;
===Japanese===&lt;br /&gt;
Japanese Wii VC is actually the Shindou edition, not the original Japanese version. This is why it does not have spawning displacement or other Japanese N64-exclusive glitches, nor does it have BLJs. It is almost never used for speedrunning for that reason.&lt;br /&gt;
===English===&lt;br /&gt;
English Wii VC is the optimal Wii VC for speedruns. It avoids the lack of BLJs in the Japanese version and the slower framerate of the PAL version. It is used for the [[A Button Challenge]] any% run because [[Bowser in the Fire Sea]] takes 0 A presses instead of 1 due to a rounding error.&lt;br /&gt;
===PAL===&lt;br /&gt;
PAL Wii VC is rarely seen because it is obscure and slow. However, it is actually the ideal game version for the ABZ Button Challenge, at least for any%, because it contains both language switching and the rounding error in BitFS.&lt;br /&gt;
&lt;br /&gt;
==Wii U VC==&lt;br /&gt;
&#039;&#039;Main article: [[Virtual Console]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Wii U Virtual Console version has no known interesting glitches that set it apart from either N64 or Wii VC. It is identical to Wii VC, except that the rounding error is absent. Wii U VC is often joked by speedrunners for have a high amount of input lag and how it&#039;s mostly used by new runners.&lt;br /&gt;
===Japanese===&lt;br /&gt;
Much like Wii VC, Japanese Wii U VC is the Shindou version. This means that you still can&#039;t do BLJs or other patched glitches not present in the Shindou version. &lt;br /&gt;
===English===&lt;br /&gt;
Also like Wii VC, American Wii U VC is the US version.&lt;br /&gt;
===PAL===&lt;br /&gt;
Unlike on N64 or Wii VC, the PAL version runs at 60hz instead of 50hz. As a result of this, PAL Wii U VC will run at full speed like the American and Japanese versions. &lt;br /&gt;
&lt;br /&gt;
==iQue (Chinese)==&lt;br /&gt;
The iQue version of the game runs on a similar console to the N64. Because there are no TASing tools available for this console, it is unknown how the console acts upon a floating-point truncation error, since BLJing and the Bob-omb and Bully angle crashes were patched. It is still being studied and has never been useful in a speedrun for similar reasons to the Shindou version.&lt;br /&gt;
&lt;br /&gt;
==64DD Version==&lt;br /&gt;
Super Mario 64 DD Version or SM64DD (called Super Mario Disk Version on the title screen) was an unreleased version of the game for the 64DD, likely made to test the load times of the system. Only one public copy of this version exists, owned by adonfjv, who found it at a Japanese video game store in 2014&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=5rd6_5HoJd8&amp;lt;/ref&amp;gt;. The ROM (NDD) of this version has since been dumped.&lt;br /&gt;
&lt;br /&gt;
SM64DD is effectively the Japanese version of SM64 ported to the 64DD, with most (but not all) sounds replaced with their PAL versions. For example, the red coin and the sliding star door sounds are the same as in the Japanese release. The title screen is vastly different, resembling the hidden debug mode&#039;s level select screen. Since it is on a disk, load times are increased.&lt;br /&gt;
&lt;br /&gt;
The most major difference is that entering the inside of the island in [[Tiny-Huge Island]], where Wiggler and red coins reside, will crash the game. The crash is console only, and seems to occur after Wiggler starts moving. Note that this area is apparently the only area with more than one warp in or out, with this or Wiggler&#039;s movement possibly being the cause of the crash.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Super_Mario_64&amp;diff=3451</id>
		<title>Super Mario 64</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Super_Mario_64&amp;diff=3451"/>
		<updated>2018-09-26T16:48:41Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: /* PAL */ link to the ABZ page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;See this page on [https://www.mariowiki.com/Super_Mario_64 the Mario Wiki]&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;See this page on [https://en.wikipedia.org/wiki/Super_Mario_64 Wikipedia]&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Super Mario 64&#039;&#039;&#039; was a launch title for the Nintendo 64 (N64) (along with [https://en.wikipedia.org/wiki/Pilotwings_64 Pilotwings 64] and [https://en.wikipedia.org/wiki/Cruis%27n_USA Cruis&#039;n USA] in Europe), and is largely considered to be one of the best and most important 3D platformers of all time.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Super Mario 64 was a game that was in development in 1995, the beta&#039;s were shown at the Shoshinkai show in November of 1995, with the introduction of the Nintendo 64 (Ultra 64). Early footage of the show revealed the beta version of Super Mario 64, in which it looked completely different than what the finally product looked like, the final product was suppose to come out in December, but it was delayed further, the entire game was rebuild and in May 16th, E3 1996, the game almost looks like the original game we have now and looks almost finished, and the entire game was almost accessible, some stuff got changed before the release, such as the star sprite being changed, more small details needed to be added. The game was rushed at the end as told by one of the programmers of Super Mario 64, and some of them never wanted to code due to Super Mario 64, they all were burnt out, and the game was released in Japan on June 23rd, then September 26th that was released for the US.&lt;br /&gt;
&lt;br /&gt;
=Game Versions=&lt;br /&gt;
There are many different versions of the game, differing by where, when, how, and in what way they were released.&lt;br /&gt;
==N64==&lt;br /&gt;
The Nintendo 64 console is less robust than modern consoles, so its CPU is more likely to crash when confronted by unforeseen occurrences.&lt;br /&gt;
===Japanese===&lt;br /&gt;
====V1.0====&lt;br /&gt;
The very first version of the game, the Japanese 1.0 N64 has all the quirks of the Japanese 1.1 N64 version, as well as different [[timestop]] mechanics and other things (please add if you are reading this).&lt;br /&gt;
====V1.1====&lt;br /&gt;
Version 1.1 of the Japanese N64 version fixed some of the bugs from the 1.0 version, but still contains many that were later fixed, such as [[spawning displacement]], [[Coin Limit#Unbounded Coin Limit Glitch|the lack of a coin limit]], and other things (also please add). It is notable because it contains less dialogue than the English version. For example, Mario does not say &amp;quot;Haha&amp;quot;, nor does Peach narrate her &amp;quot;Dear Mario&amp;quot; letter. She also does not talk during the ending. This version is notable for being the fastest version of the game for the [[1 Key]] category, but no others. This is because the text takes longer, but the lack of narration makes the game shorter. The text in the first Bowser fight is avoided during the 1 Key run, so the Japanese version becomes faster.&lt;br /&gt;
===English===&lt;br /&gt;
The English version of the game introduces voice clips like &amp;quot;Haha&amp;quot; and Peach&#039;s voice clips. It fixes some errors from the previous version, like the lack of a coin limit. It has, in general, less text than the Japanese version, but takes longer during the intro and ending due to Peach&#039;s narration.&lt;br /&gt;
===PAL===&lt;br /&gt;
The European release of Super Mario 64 supports language changing in the settings menu between English, French, and German. This is optimal for the [[ABZ Button Challenge]] because the Start button can be used to change language and the language with the least text can be selected. Due to [[Wii VC Round-To-Zero]], however, the true optimal PAL version is not on N64. Outside of ABZ, PAL is little-used because changing languages wastes time and English is effectively identical if you do not change languages. Because of the PAL video format using 50hz instead of NTSC&#039;s 60hz, PAL runs at 25 [[Frame|frames]] per second rather than 30, another reason why it is suboptimal for speedruns/TASes.&lt;br /&gt;
&lt;br /&gt;
===Shindou===&lt;br /&gt;
The final release of Super Mario 64 was once again in Japanese. It enabled a compiler flag to allow optimizations, so the game lags less. It also fixed the [[Backwards Long Jump]] glitch, which is why it is rarely used in speedruns, except in the [[BLJless]] category. Strangely, when grabbing a [[pole]] on this version, horizontal speed affects Mario&#039;s angle. The game introduced new voice clips like &amp;quot;Bye, bye!&amp;quot; when throwing Bowser. Some of Mario&#039;s voice clips are high-pitched in this version.&lt;br /&gt;
==Wii VC==&lt;br /&gt;
&#039;&#039;Main article: [[Virtual Console]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Wii acts differently from the N64. It is much less likely to crash. Unlike the N64, it does not crash from [[PU crashes]], [[Bully angle crash]], [[Bob-omb angle crash]], or when Mario gets infinite speed. The Wii also has a different rounding method for floats than other consoles, which is documented here: [[Wii VC Round-To-Zero]]&lt;br /&gt;
===Japanese===&lt;br /&gt;
Japanese Wii VC is actually the Shindou edition, not the original Japanese version. This is why it does not have spawning displacement or other Japanese N64-exclusive glitches, nor does it have BLJs. It is almost never used for speedrunning for that reason.&lt;br /&gt;
===English===&lt;br /&gt;
English Wii VC is the optimal Wii VC for speedruns. It avoids the lack of BLJs in the Japanese version and the slower framerate of the PAL version. It is used for the [[A Button Challenge]] any% run because [[Bowser in the Fire Sea]] takes 0 A presses instead of 1 due to a rounding error.&lt;br /&gt;
===PAL===&lt;br /&gt;
PAL Wii VC is rarely seen because it is obscure and slow. However, it is actually the ideal game version for the [[ABZ Button Challenge]], at least for any%, because it contains both language switching and the rounding error in BitFS.&lt;br /&gt;
&lt;br /&gt;
==Wii U VC==&lt;br /&gt;
&#039;&#039;Main article: [[Virtual Console]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Wii U Virtual Console version has no known interesting glitches that set it apart from either N64 or Wii VC. It is identical to Wii VC, except that the rounding error is absent. Wii U VC is often joked by speedrunners for have a high amount of input lag and how it&#039;s mostly used by new runners.&lt;br /&gt;
===Japanese===&lt;br /&gt;
Much like Wii VC, Japanese Wii U VC is the Shindou version. This means that you still can&#039;t do BLJs or other patched glitches not present in the Shindou version. &lt;br /&gt;
===English===&lt;br /&gt;
Also like Wii VC, American Wii U VC is the US version.&lt;br /&gt;
===PAL===&lt;br /&gt;
Unlike on N64 or Wii VC, the PAL version runs at 60hz instead of 50hz. As a result of this, PAL Wii U VC will run at full speed like the American and Japanese versions. &lt;br /&gt;
&lt;br /&gt;
==iQue (Chinese)==&lt;br /&gt;
The iQue version of the game runs on a similar console to the N64. Because there are no TASing tools available for this console, it is unknown how the console acts upon a floating-point truncation error, since BLJing and the Bob-omb and Bully angle crashes were patched. It is still being studied and has never been useful in a speedrun for similar reasons to the Shindou version.&lt;br /&gt;
&lt;br /&gt;
==64DD Version==&lt;br /&gt;
Super Mario 64 DD Version or SM64DD (called Super Mario Disk Version on the title screen) was an unreleased version of the game for the 64DD, likely made to test the load times of the system. Only one public copy of this version exists, owned by adonfjv, who found it at a Japanese video game store in 2014&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=5rd6_5HoJd8&amp;lt;/ref&amp;gt;. The ROM (NDD) of this version has since been dumped.&lt;br /&gt;
&lt;br /&gt;
SM64DD is effectively the Japanese version of SM64 ported to the 64DD, with most (but not all) sounds replaced with their PAL versions. For example, the red coin and the sliding star door sounds are the same as in the Japanese release. The title screen is vastly different, resembling the hidden debug mode&#039;s level select screen. Since it is on a disk, load times are increased.&lt;br /&gt;
&lt;br /&gt;
The most major difference is that entering the inside of the island in [[Tiny-Huge Island]], where Wiggler and red coins reside, will crash the game. The crash is console only, and seems to occur after Wiggler starts moving. Note that this area is apparently the only area with more than one warp in or out, with this or Wiggler&#039;s movement possibly being the cause of the crash.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Whomp%27s_Fortress&amp;diff=3450</id>
		<title>Whomp&#039;s Fortress</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Whomp%27s_Fortress&amp;diff=3450"/>
		<updated>2018-09-26T16:38:05Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: /* Blast Away the Wall (0x) */ -&amp;gt; added a link to the speedrunning page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{course_infobox&lt;br /&gt;
|title=Whomp&#039;s Fortress&lt;br /&gt;
|image= WF.png&lt;br /&gt;
|abbreviation=WF&lt;br /&gt;
|terrain=Default&lt;br /&gt;
|setting=Day&lt;br /&gt;
|water=Almost None&lt;br /&gt;
|yellow-coins=70&lt;br /&gt;
|red-coins=8&lt;br /&gt;
|blue-coins=4&lt;br /&gt;
|enemy-yellow=20&lt;br /&gt;
|enemy-blue=3&lt;br /&gt;
|stars=7&lt;br /&gt;
|wing-caps=&lt;br /&gt;
|metal-caps=1&lt;br /&gt;
|vanish-caps=&lt;br /&gt;
|overview_1=STROOP- WF Tower.png&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Whomp&#039;s Fortress&#039;&#039;&#039; is the second course. It can be accessed from the painting in the room located on the right side of the lower first floor of Princess Peach&#039;s castle. This course is typically fast and is often the first course completed in runs (due to BoB&#039;s near requirement for wing cap).&lt;br /&gt;
&lt;br /&gt;
==Access==&lt;br /&gt;
Whomp&#039;s Fortress door typically requires one star to enter, however, using [[LBLJ]] in the lobby gives access to the level without either the door or the star requirement.&amp;lt;ref&amp;gt;https://youtu.be/kfycfhhkhic?t=27s&amp;lt;/ref&amp;gt; Entering this level can also be done without the use of the A button&amp;lt;ref&amp;gt;https://youtu.be/mlHzqJn2SMs?t=33s&amp;lt;/ref&amp;gt;, and most likely 2 presses for the [[ABZ Button Challenge|ABZ]]/[[Buttonless Challenge]]. Entering this level the first time also triggers textboxes, which costs the ABZ/Buttonless Challenge at least 4 presses. (This has been yet to be shown on video.)&lt;br /&gt;
&lt;br /&gt;
==Course Versions==&lt;br /&gt;
This course has three versions-&lt;br /&gt;
*&#039;&#039;&#039;Version 1&#039;&#039;&#039;: Accessed by selecting Star 1. This version contains King Whomp at the top of the course.&lt;br /&gt;
*&#039;&#039;&#039;Version 2&#039;&#039;&#039;: Accessed by selecting Star 2. This version contains a fortress built on top of the course.&lt;br /&gt;
*&#039;&#039;&#039;Version 3&#039;&#039;&#039;: Accessed by selecting Star 3 through Star 6. Bob-omb buddy is present to open the cannon, and an owl can be summoned from the tree near the starting point. The fortress is still present.&lt;br /&gt;
&lt;br /&gt;
==Coins==&lt;br /&gt;
Whomp&#039;s Fortress has a total of 141 coins collectible without the utilization of glitches, with most coins coming from coin spawners. This course has two different coin duplication glitches, however, that push the maximum beyond 141 coins- [[cloning]] and the [[breaking-disappearing cork box glitch]]. Both of these utilize the cork boxes in the level, and can both take the maximum over the max in-game coin score of 255. The breaking-disappearing cork box glitch pushes the bounds a bit farther, though, and allows 999 to be collected in course.&lt;br /&gt;
{{WF_Coins}}&lt;br /&gt;
&lt;br /&gt;
==Course Objects==&lt;br /&gt;
Below is a table of all objects loaded in when the level loads. Processing order doesn&#039;t necessarily mean the slot they would occupy, just a reference for what objects come before and after that object.&lt;br /&gt;
{{WF_Objects}}&lt;br /&gt;
&lt;br /&gt;
==Geometry==&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Below is a table of the full course geometry. Be aware that the table is fairly large if you choose to expand it.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
{{WF Geometry}}&lt;br /&gt;
&lt;br /&gt;
==TASes==&lt;br /&gt;
Star 1: https://youtu.be/NamWHywBEBY&amp;lt;ref name=&amp;quot;wr&amp;quot;&amp;gt;TAS Times: https://docs.google.com/spreadsheets/d/12Sl41gqLUGzBU0p1nx7uNKOAP835NIoFXqda1j6oqag/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Star 2: https://youtu.be/NamWHywBEBY?t=32s&amp;lt;ref name=&amp;quot;wr&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Star 3: https://youtu.be/3ymjsb513PQ&amp;lt;ref name=&amp;quot;wr&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Star 4: https://youtu.be/XDR68FZdihE&amp;lt;ref name=&amp;quot;wr&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Star 5: https://youtu.be/fvJxQp6kaXE&amp;lt;ref name=&amp;quot;wr&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Star 6: https://youtu.be/8WCdtGT6CF4&amp;lt;ref name=&amp;quot;wr&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A Press Counts==&lt;br /&gt;
In the A Button Challenge, it takes no A Presses to collect all seven stars, though the Wing Cap and the Metal Cap need to be unlocked to complete &#039;&#039;To the Top of the Fortress&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Star&lt;br /&gt;
!A Presses&lt;br /&gt;
!Minutes&lt;br /&gt;
|-&lt;br /&gt;
|1||0||2&lt;br /&gt;
|-&lt;br /&gt;
|2||0||8&lt;br /&gt;
|-&lt;br /&gt;
|3||0||1&lt;br /&gt;
|-&lt;br /&gt;
|4||0||2&lt;br /&gt;
|-&lt;br /&gt;
|5||0||2&lt;br /&gt;
|-&lt;br /&gt;
|6||0||1&lt;br /&gt;
|-&lt;br /&gt;
|100||0||0*&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|*100 coin star already used to collect Star 2.&lt;br /&gt;
|}&lt;br /&gt;
===Entering Whomp&#039;s Fortress &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/mlHzqJn2SMs?t=33s &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This part is easily done without pressing &#039;&#039;A&#039;&#039; by using a dive recover into the painting.&lt;br /&gt;
&lt;br /&gt;
===Chip Off Whomp&#039;s Block &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/7ZwwAemsbYQ &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The trickiest part is collecting the star, since the star is 296 units high&amp;lt;ref&amp;gt;Star Height: https://youtu.be/xE7hrQ8sHhU?t=2m15s&amp;lt;/ref&amp;gt;, which is too low to be reached by dive recovering. While it might seem impossible to reach the star unless an A press is used to jump, Mario can fortunately collect it by cloning. By bringing a fake cork box up and defeating King Whomp, Pannenkoek is able to clone the star and collect it by holding Vacant Slot 41 (VS41).&lt;br /&gt;
&lt;br /&gt;
===To the Top of the Fortress &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Main article: [[To the Top of the Fortress]]&#039;&#039;&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/M4M_OyUorRQ &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Before entering the stage, the [[HOLP]] needs to be set at a specific location in [[Bob-omb Battlefield]].&lt;br /&gt;
&lt;br /&gt;
Upon entering the stage, Mario starts collecting many coins in order to spawn the 100-coin star at the right moment. The Metal Cap is collected twice to activate the hat-in-hand object displacement glitch. Using the glitch, Mario carries the cork box up the mountain (during which he throws the cork box multiple times and catch it while it is falling down from the HOLP to speed up the process). Using clever tricks, he is then able to pick up the cork box during the time he is ascending from the elevator, and he collects all the coins from the floating island. At this point, Mario has 99 coins. The box is then thrown to appear from the HOLP and break next to the tower, exposing the 100th coin at the desired location. Mario collects it, spawning the star next to one of the tower&#039;s steps.&lt;br /&gt;
&lt;br /&gt;
Mario dives down to the lower part of the course, grabbing the second cork box, and bringing it upwards. At the top floor, With precise movements, Mario remotely throws the cork box, stores 26 vertical speed on the elevator by canceling a dive recover on the steep part of it, allowing the cork box to push him off to reactivate the stored speed, ground pounding to gain height next to a platform of the tower (where the 100-coin star is), and then grabbing on the ledge while collecting the 100-coin star using [[Star Dance Clip]]. After the collecting the star, Mario then climbs up the rest of the tower and collects &#039;&#039;To the Top of the Fortress&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For both times going up, Mario has to hold a cork box frame-walking up a slope. With very precise movements, Mario can carry the box and bounce on the ground to reach the elevator&amp;lt;ref&amp;gt;WF Top of Fortress 0x Faster Strat to Bring Up Box: https://youtu.be/r_AKMelAQBY&amp;lt;/ref&amp;gt;, instead of having to drop the box at the HOLP and pick it up later on the arrow platform.&lt;br /&gt;
&lt;br /&gt;
===Shoot into the Wild Blue &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/CA-EZx_kunY &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The star can be collected by going from the top. Using the secret teleporter at the corner of the platform where the Metal Cap is located, Mario can teleport to a higher floor above where the star is located. Mario then drops down to collect the star.&lt;br /&gt;
&lt;br /&gt;
===Red Coins on the Floating Isle &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/E6J71oX8o78 &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All coins are reachable without pressing A, though getting to the floating islands requires using a Whomp enemy as help to get on the ascending elevator. Using series of diving and dive recovers, with help from the teleporters, Mario is able to get all red coins in the course and collect the star.&lt;br /&gt;
&lt;br /&gt;
===Fall onto the Caged Island &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/mXy8Wlw3sRU &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This star is done without pressing A by using &#039;&#039;&#039;Version 1&#039;&#039;&#039; of the course where King Whomp is present (Chip Off Whomp&#039;s Block). By manipulating the location and angle of King Whomp, Mario can land on top of Whomp and perform a slide kick onto the caged platform.&lt;br /&gt;
&lt;br /&gt;
===Blast Away the Wall &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/CA-EZx_kunY &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With a ledge-grab glitch very well-known in [[RTA|speedrunning]], it is already known that using the cannon to shoot open the wall is completely unnecessary. All Mario has to do is grabbing the ledge where the star is located using a specific angle.&lt;br /&gt;
&lt;br /&gt;
===WF 100 Coins &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/anKoV6eZBi8 &#039;&#039;&lt;br /&gt;
In a full game run of 120 stars, this star will already be collected while doing &#039;&#039;To the Top of the Fortress&#039;&#039;. That being said, the star can still be collected without pressing A when done in isolation, with no difficult tricks required.&lt;br /&gt;
&lt;br /&gt;
==Other Challenges==&lt;br /&gt;
In a [[CCC Challenge]], excluding coin missions, all stars can be collected, with &#039;&#039;Blast Away the Wall&#039;&#039; completed less conventionally by using a precise ledge grab in order to avoid the use of cannon.&lt;br /&gt;
&lt;br /&gt;
In a No Buttons Allowed challenge, &#039;&#039;Find the 8 Red Coins&#039;&#039; and &#039;&#039;Behind Chain Chomp&#039;s Gate&#039;&#039; can be collected using only the joystick and the C buttons (to turn the camera)&amp;lt;ref&amp;gt;No Buttons Allowed: https://youtu.be/hUIYR4PssIY, https://youtu.be/Nlxvh0ldfs8&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In a No Joystick Allowed challenge, &#039;&#039;Chip Off Whomp&#039;s Block&#039;&#039;, &#039;&#039;To the Top of the Fortress&#039;&#039;, &#039;&#039;Red Coins on the Floating Isle&#039;&#039; and &#039;&#039;100 coins star&#039;&#039; can be collected without using the joystick&amp;lt;ref&amp;gt;No Joystick Allowed: https://youtu.be/75ihh8bFXPM, https://youtu.be/hD9nuRU1Jfc, https://youtu.be/B4IgwsRnNis, https://youtu.be/6AAbHJ-BrLQ&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Level courses}}&lt;br /&gt;
[[Category:Courses]]&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Wet-Dry_World&amp;diff=3448</id>
		<title>Wet-Dry World</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Wet-Dry_World&amp;diff=3448"/>
		<updated>2018-09-26T15:46:50Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: /* Downtown */doors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{course_infobox&lt;br /&gt;
|title=Wet-Dry World&lt;br /&gt;
|image= WDW.png&lt;br /&gt;
|abbreviation=WDW&lt;br /&gt;
|terrain=Default/Water&lt;br /&gt;
|setting=Sunny&lt;br /&gt;
|water=Mostly&lt;br /&gt;
|yellow-coins=89&lt;br /&gt;
|red-coins=8&lt;br /&gt;
|blue-coins=6&lt;br /&gt;
|enemy-yellow=17&lt;br /&gt;
|enemy-blue=&lt;br /&gt;
|stars=7&lt;br /&gt;
|wing-caps=&lt;br /&gt;
|metal-caps=1&lt;br /&gt;
|vanish-caps=2&lt;br /&gt;
|overview_1=STROOP- WDW 1 Low.png&lt;br /&gt;
|overview_2=STROOP- WDW 1 High.png&lt;br /&gt;
|overview_3=STROOP- WDW 2.png&lt;br /&gt;
}}&#039;&#039;&#039;Wet-Dry World&#039;&#039;&#039; is the eleventh course of the game, featuring a &amp;quot;town&amp;quot; with an adjustable water level. By touching any of the [[Crystal Gem|crystal gems]] in the course, the water level is raised or lowered to the height of the crystal gem used. Additionally, Mario&#039;s height as he enters the painting determines the water level immediately after entering the course (low, medium, or high). The course has a tunnel with a loading zone to take Mario back and forth between the main area and &amp;quot;downtown&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Main Area==&lt;br /&gt;
{{stub}}&lt;br /&gt;
==Downtown==&lt;br /&gt;
{{stub}}&lt;br /&gt;
The downtown area features multiple empty houses. Even though the houses have doors, it is impossible to go inside them.&lt;br /&gt;
&lt;br /&gt;
{{Level courses}}&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Wii_VC_Round-to-Zero&amp;diff=3428</id>
		<title>Wii VC Round-to-Zero</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Wii_VC_Round-to-Zero&amp;diff=3428"/>
		<updated>2018-09-25T23:05:41Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: added a picture of the original discovery&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:WiiVC BitFS.png|thumb|300px|right|Stream by Switchpalacecorner, after 71.5 hours of raising in Wii Virtual Console]] &lt;br /&gt;
[[File:WiiVC BitFS 146hr.png|thumb|300px|right|After 146.5 hours (6 days 2.5 hrs)]] &lt;br /&gt;
[[File:Original-bitfs-raising.jpg|thumb|The original BiTFS platform raising discovery by Andru! on May 10th 2018.]]&lt;br /&gt;
&#039;&#039;&#039;Wii VC Round-to-Zero&#039;&#039;&#039; refers to an emulation inaccuracy in the [[Virtual Console|Wii Virtual Console]] (Wii VC). When converting a double precision floating point number (a &amp;quot;double&amp;quot;) to a single precision floating point number (a &amp;quot;float&amp;quot;), the N64 typically uses the round-to-nearest rounding mode. This means that if the double is not exactly equal to a float, it will round up or down to the float that is closest in value to the original number. While this behavior is accurately emulated by most emulators and the Wii U VC, the Wii VC instead uses the round-to-zero mode. This mode will always round the double up if it is negative, and round it down if it is positive.&lt;br /&gt;
&lt;br /&gt;
While the programmers did not intentionally use doubles very often, favoring single precision floats instead, they occasionally used them accidentally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
y -= sins(t) * 0.58;&lt;br /&gt;
t += 0x100;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the above code sample, &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;sins(t)&amp;lt;/code&amp;gt; are both single precision floats. However, in C, the numeric literal &amp;lt;code&amp;gt;0.58&amp;lt;/code&amp;gt; is a double since it lacks a trailing &amp;lt;code&amp;gt;f&amp;lt;/code&amp;gt;, as in &amp;lt;code&amp;gt;0.58f&amp;lt;/code&amp;gt;. This causes the expression to evaluate to a double, which is then converted to a float before being stored in &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;. Examples such as this one arise in many places in the game&#039;s source code, and over time they result in large discrepancies between the N64 and Wii VC versions of the game. For this reason, TASes produced for one of these platforms cannot generally be played back on the other without desync.&lt;br /&gt;
&lt;br /&gt;
The example given above is taken from the code controlling the oscillation of the platforms at the beginning of [[Bowser in the Fire Sea]]. Using the N64&#039;s rounding mode, the &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt; variable, which represents the platform&#039;s height, will repeatedly return to its original value and continue oscillating with fixed maximum height. Even though each double to single conversion produces a small amount of error, this error balances out over the course of the platform&#039;s cycle. On the Wii VC, however, the error always accumulates in the same direction (upward if the platform is below &#039;&#039;y&#039;&#039; = 0, and downward if the platform is above &#039;&#039;y&#039;&#039; = 0), and so the platform slowly drifts in the vertical direction. This is known as &#039;&#039;&#039;Wii VC platform drift&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The platforms at the beginning of the level are below &#039;&#039;y&#039;&#039; = 0, and so they gradually rise upward. Over the course of several days, they become high enough that they can be used to reach the elevator past the pole, which previously required one A press to get past. It takes eight days for the platform to get high enough to dive recover into the elevator shaft, but using [[Vertical Speed Conservation|VSC]] with a lava boost, this time is reduced to just under three days.&lt;br /&gt;
&lt;br /&gt;
The glitch was discovered by &#039;&#039;&#039;[[User:Andru!|Andru!]]&#039;&#039;&#039; when he left his Wii powered on overnight while in Bowser in the Fire Sea, and noticed that the oscillating platforms had left their original positions.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=MFxJuq3FRgI&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Applications==&lt;br /&gt;
After several failed attempts by various players, the A press save in Bowser in the Fire Sea was console verified RTA on 20 Jun 2018 by ethanwhitesm64,&amp;lt;ref&amp;gt;[https://youtu.be/B1m-5LWOxW0]https://youtu.be/B1m-5LWOxW0&amp;lt;/ref&amp;gt;. Six days later, pannenkoek2012 TASed the red coin star in zero A presses using a modified N64 emulator that replicated the rounding error.&amp;lt;ref&amp;gt;[https://youtu.be/Aa_CciaM4aM]https://youtu.be/Aa_CciaM4aM&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No other console or emulator is known to reproduce this rounding inaccuracy, including the Wii U VC. At the time of its discovery, the bug did not occur on the Dolphin emulator, but has since been corrected.&lt;br /&gt;
&lt;br /&gt;
No other objects are known to have similarly exploitable behavior, though the rounding bug does cause many discrepancies between the original and Wii VC versions of the game, including slightly different surface normals.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:Original-bitfs-raising.jpg&amp;diff=3427</id>
		<title>File:Original-bitfs-raising.jpg</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:Original-bitfs-raising.jpg&amp;diff=3427"/>
		<updated>2018-09-25T23:01:45Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: The original bitfs platform raising discovery by Andru! on May 10th 2018.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The original bitfs platform raising discovery by Andru! on May 10th 2018.&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Super_Mario_64&amp;diff=3426</id>
		<title>Super Mario 64</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Super_Mario_64&amp;diff=3426"/>
		<updated>2018-09-25T20:44:04Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: moved the history above version differences because it makes more sense that way, added more information to the first sentence and wii u vc part&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;See this page on [https://www.mariowiki.com/Super_Mario_64 the Mario Wiki]&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;See this page on [https://en.wikipedia.org/wiki/Super_Mario_64 Wikipedia]&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Super Mario 64&#039;&#039;&#039; was a launch title for the Nintendo 64 (N64) (along with [https://en.wikipedia.org/wiki/Pilotwings_64 Pilotwings 64] and [https://en.wikipedia.org/wiki/Cruis%27n_USA Cruis&#039;n USA] in Europe), and is largely considered to be one of the best and most important 3D platformers of all time.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Super Mario 64 was a game that was in development in 1995, the beta&#039;s were shown at the Shoshinkai show in November of 1995, with the introduction of the Nintendo 64 (Ultra 64). Early footage of the show revealed the beta version of Super Mario 64, in which it looked completely different than what the finally product looked like, the final product was suppose to come out in December, but it was delayed further, the entire game was rebuild and in May 16th, E3 1996, the game almost looks like the original game we have now and looks almost finished, and the entire game was almost accessible, some stuff got changed before the release, such as the star sprite being changed, more small details needed to be added. The game was rushed at the end as told by one of the programmers of Super Mario 64, and some of them never wanted to code due to Super Mario 64, they all were burnt out, and the game was released in Japan on June 23rd, then September 26th that was released for the US.&lt;br /&gt;
&lt;br /&gt;
=Game Versions=&lt;br /&gt;
There are many different versions of the game, differing by where, when, how, and in what way they were released.&lt;br /&gt;
==N64==&lt;br /&gt;
The Nintendo 64 console is less robust than modern consoles, so its CPU is more likely to crash when confronted by unforeseen occurrences.&lt;br /&gt;
===Japanese===&lt;br /&gt;
====V1.0====&lt;br /&gt;
The very first version of the game, the Japanese 1.0 N64 has all the quirks of the Japanese 1.1 N64 version, as well as different [[timestop]] mechanics and other things (please add if you are reading this).&lt;br /&gt;
====V1.1====&lt;br /&gt;
Version 1.1 of the Japanese N64 version fixed some of the bugs from the 1.0 version, but still contains many that were later fixed, such as [[spawning displacement]], [[Coin Limit#Unbounded Coin Limit Glitch|the lack of a coin limit]], and other things (also please add). It is notable because it contains less dialogue than the English version. For example, Mario does not say &amp;quot;Haha&amp;quot;, nor does Peach narrate her &amp;quot;Dear Mario&amp;quot; letter. She also does not talk during the ending. This version is notable for being the fastest version of the game for the [[1 Key]] category, but no others. This is because the text takes longer, but the lack of narration makes the game shorter. The text in the first Bowser fight is avoided during the 1 Key run, so the Japanese version becomes faster.&lt;br /&gt;
===English===&lt;br /&gt;
The English version of the game introduces voice clips like &amp;quot;Haha&amp;quot; and Peach&#039;s voice clips. It fixes some errors from the previous version, like the lack of a coin limit. It has, in general, less text than the Japanese version, but takes longer during the intro and ending due to Peach&#039;s narration.&lt;br /&gt;
===PAL===&lt;br /&gt;
The European release of Super Mario 64 supports language changing in the settings menu between English, French, and German. This is optimal for the [[ABZ Button Challenge]] because the Start button can be used to change language and the language with the least text can be selected. Due to [[Wii VC Round-To-Zero]], however, the true optimal PAL version is not on N64. Outside of ABZ, PAL is little-used because changing languages wastes time and English is effectively identical if you do not change languages. Because of the PAL video format using 50hz instead of NTSC&#039;s 60hz, PAL runs at 25 [[Frame|frames]] per second rather than 30, another reason why it is suboptimal for speedruns/TASes.&lt;br /&gt;
&lt;br /&gt;
===Shindou===&lt;br /&gt;
The final release of Super Mario 64 was once again in Japanese. It enabled a compiler flag to allow optimizations, so the game lags less. It also fixed the [[Backwards Long Jump]] glitch, which is why it is rarely used in speedruns, except in the [[BLJless]] category. Strangely, when grabbing a [[pole]] on this version, horizontal speed affects Mario&#039;s angle. The game introduced new voice clips like &amp;quot;Bye, bye!&amp;quot; when throwing Bowser. Some of Mario&#039;s voice clips are high-pitched in this version.&lt;br /&gt;
==Wii VC==&lt;br /&gt;
&#039;&#039;Main article: [[Virtual Console]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Wii acts differently from the N64. It is much less likely to crash. Unlike the N64, it does not crash from [[PU crashes]], [[Bully angle crash]], [[Bob-omb angle crash]], or when Mario gets infinite speed. The Wii also has a different rounding method for floats than other consoles, which is documented here: [[Wii VC Round-To-Zero]]&lt;br /&gt;
===Japanese===&lt;br /&gt;
Japanese Wii VC is actually the Shindou edition, not the original Japanese version. This is why it does not have spawning displacement or other Japanese N64-exclusive glitches, nor does it have BLJs. It is almost never used for speedrunning for that reason.&lt;br /&gt;
===English===&lt;br /&gt;
English Wii VC is the optimal Wii VC for speedruns. It avoids the lack of BLJs in the Japanese version and the slower framerate of the PAL version. It is used for the [[A Button Challenge]] any% run because [[Bowser in the Fire Sea]] takes 0 A presses instead of 1 due to a rounding error.&lt;br /&gt;
===PAL===&lt;br /&gt;
PAL Wii VC is rarely seen because it is obscure and slow. However, it is actually the ideal game version for the ABZ Button Challenge, at least for any%, because it contains both language switching and the rounding error in BitFS.&lt;br /&gt;
&lt;br /&gt;
==Wii U VC==&lt;br /&gt;
&#039;&#039;Main article: [[Virtual Console]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Wii U Virtual Console version has no known interesting glitches that set it apart from either N64 or Wii VC. It is identical to Wii VC, except that the rounding error is absent. Wii U VC is often joked by speedrunners for have a high amount of input lag and how it&#039;s mostly used by new runners.&lt;br /&gt;
===Japanese===&lt;br /&gt;
Much like Wii VC, Japanese Wii U VC is the Shindou version. This means that you still can&#039;t do BLJs or other patched glitches not present in the Shindou version. &lt;br /&gt;
===English===&lt;br /&gt;
Also like Wii VC, American Wii U VC is the US version.&lt;br /&gt;
===PAL===&lt;br /&gt;
Unlike on N64 or Wii VC, the PAL version runs at 60hz instead of 50hz. As a result of this, PAL Wii U VC will run at full speed like the American and Japanese versions. &lt;br /&gt;
&lt;br /&gt;
==iQue (Chinese)==&lt;br /&gt;
The iQue version of the game runs on a similar console to the N64. Because there are no TASing tools available for this console, it is unknown how the console acts upon a floating-point truncation error, since BLJing and the Bob-omb and Bully angle crashes were patched. It is still being studied and has never been useful in a speedrun for similar reasons to the Shindou version.&lt;br /&gt;
&lt;br /&gt;
==64DD Version==&lt;br /&gt;
Super Mario 64 DD Version or SM64DD (called Super Mario Disk Version on the title screen) was an unreleased version of the game for the 64DD, likely made to test the load times of the system. Only one public copy of this version exists, owned by adonfjv, who found it at a Japanese video game store in 2014&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=5rd6_5HoJd8&amp;lt;/ref&amp;gt;. The ROM (NDD) of this version has since been dumped.&lt;br /&gt;
&lt;br /&gt;
SM64DD is effectively the Japanese version of SM64 ported to the 64DD, with most (but not all) sounds replaced with their PAL versions. For example, the red coin and the sliding star door sounds are the same as in the Japanese release. The title screen is vastly different, resembling the hidden debug mode&#039;s level select screen. Since it is on a disk, load times are increased.&lt;br /&gt;
&lt;br /&gt;
The most major difference is that entering the inside of the island in [[Tiny-Huge Island]], where Wiggler and red coins reside, will crash the game. The crash is console only, and seems to occur after Wiggler starts moving. Note that this area is apparently the only area with more than one warp in or out, with this or Wiggler&#039;s movement possibly being the cause of the crash.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Instant_release&amp;diff=3425</id>
		<title>Instant release</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Instant_release&amp;diff=3425"/>
		<updated>2018-09-25T20:13:36Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: removed a link to the rta page because it doesn&amp;#039;t make sense&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:instant release.jpg|thumb|220x220px]]&lt;br /&gt;
&#039;&#039;&#039;Instant Release&#039;&#039;&#039; refers to techniques in which a held object is released instantly. This allows such objects to appear at the [[HOLP]] without updating it. An example of an &#039;&#039;&#039;IR&#039;&#039;&#039; is diving into a wall and a Bob-omb on the same [[frame]], causing the Bob-omb to be released before the HOLP can update, as demonstrated in &amp;quot;[https://m.youtube.com/watch?v=vaJOVyfPaBE SM64 - Stomp on the Thwomp - 6x A Presses]&amp;quot;. Instant release can also be caused by big [[fall damage]], which is much easier to perform in real time.&lt;br /&gt;
[[Category:Glitches]]&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Super_Mario_64&amp;diff=3410</id>
		<title>Super Mario 64</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Super_Mario_64&amp;diff=3410"/>
		<updated>2018-09-25T17:00:02Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: /* Wii U VC */ added more information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;See this page on [https://www.mariowiki.com/Super_Mario_64 the Mario Wiki]&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;See this page on [https://en.wikipedia.org/wiki/Super_Mario_64 Wikipedia]&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{stub}}&lt;br /&gt;
&#039;&#039;&#039;Super Mario 64&#039;&#039;&#039; was the launch title for the Nintendo 64 (N64), and is largely considered to be one of the best and most important 3D platformers of all time.&lt;br /&gt;
=Game Versions=&lt;br /&gt;
There are many different versions of the game, differing by where, when, how, and in what way they were released.&lt;br /&gt;
==N64==&lt;br /&gt;
The Nintendo 64 console is less robust than modern consoles, so its CPU is more likely to crash when confronted by unforeseen occurrences.&lt;br /&gt;
===Japanese===&lt;br /&gt;
====V1.0====&lt;br /&gt;
The very first version of the game, the Japanese 1.0 N64 has all the quirks of the Japanese 1.1 N64 version, as well as different [[Timestop]] mechanics and other things (please add if you are reading this).&lt;br /&gt;
====V1.1====&lt;br /&gt;
Version 1.1 of the Japanese N64 version fixed some of the bugs from the 1.0 version, but still contains many that were later fixed, such as [[spawning displacement]], [[Coin Limit#Unbounded Coin Limit Glitch|the lack of a coin limit]], and other things (also please add). It is notable because it contains less dialogue than the English version. For example, Mario does not say &amp;quot;Haha&amp;quot;, nor does Peach narrate her &amp;quot;Dear Mario&amp;quot; letter. She also does not talk during the ending. This version is notable for being the fastest version of the game for the [[1 Key]] category, but no others. This is because the text takes longer, but the lack of narration makes the game shorter. The text in the first Bowser fight is avoided during the 1 Key run, so the Japanese version becomes faster.&lt;br /&gt;
===English===&lt;br /&gt;
The English version of the game introduces voice clips like &amp;quot;Haha&amp;quot; and Peach&#039;s voice clips. It fixes some errors from the previous version, like the lack of a coin limit. It has, in general, less text than the Japanese version, but takes longer during the intro and ending due to Peach&#039;s narration.&lt;br /&gt;
===PAL===&lt;br /&gt;
The European release of Super Mario 64 supports language changing in the settings menu between English, French, and German. This is optimal for the [[ABZ Button Challenge]] because the Start button can be used to change language and the language with the least text can be selected. Due to [[Wii VC Round-To-Zero]], however, the true optimal PAL version is not on N64. Outside of ABZ, PAL is little-used because changing languages wastes time and English is effectively identical if you do not change languages. Because of the PAL video format using 50hz instead of NTSC&#039;s 60hz, PAL runs at 25 [[frames]] per second rather than 30, another reason why it is suboptimal for speedruns/TASes.&lt;br /&gt;
&lt;br /&gt;
===Shindou===&lt;br /&gt;
The final release of Super Mario 64 was once again in Japanese. It enabled a compiler flag to allow optimizations, so the game lags less. It also fixed the [[Backwards Long Jump]] glitch, which is why it is rarely used in speedruns, except in the [[BLJless]] category. Strangely, when grabbing a [[pole]] on this version, horizontal speed affects Mario&#039;s angle. The game introduced new voice clips like &amp;quot;Bye, bye!&amp;quot; when throwing Bowser. Some of Mario&#039;s voice clips are high-pitched in this version.&lt;br /&gt;
==Wii VC==&lt;br /&gt;
&#039;&#039;Main article: [[Virtual Console]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Wii acts differently from the N64. It is much less likely to crash. Unlike the N64, it does not crash from [[PU crashes]], [[Bully angle crash]], [[Bob-omb angle crash]], or when Mario gets infinite speed. The Wii also has a different rounding method for floats than other consoles, which is documented here: [[Wii VC Round-To-Zero]]&lt;br /&gt;
===Japanese===&lt;br /&gt;
Japanese Wii VC is actually the Shindou edition, not the original Japanese version. This is why it does not have spawning displacement or other Japanese N64-exclusive glitches, nor does it have BLJs. It is almost never used for speedrunning for that reason.&lt;br /&gt;
===English===&lt;br /&gt;
English Wii VC is the optimal Wii VC for speedruns. It avoids the lack of BLJs in the Japanese version and the slower framerate of the PAL version. It is used for the [[A Button Challenge]] any% run because [[Bowser in the Fire Sea]] takes 0 A presses instead of 1 due to a rounding error.&lt;br /&gt;
===PAL===&lt;br /&gt;
PAL Wii VC is rarely seen because it is obscure and slow. However, it is actually the ideal game version for the ABZ Button Challenge, at least for any%, because it contains both language switching and the rounding error in BitFS.&lt;br /&gt;
&lt;br /&gt;
==Wii U VC==&lt;br /&gt;
&#039;&#039;Main article: [[Virtual Console]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Wii U Virtual Console version has no known interesting glitches that set it apart from either N64 or Wii VC. It is identical to Wii VC, except that the rounding error is absent. Wii U VC is often joked about for have a high amount of input lag.&lt;br /&gt;
===Japanese===&lt;br /&gt;
Much like Wii VC, Japanese Wii U VC is the Shindou version. This means that you still can&#039;t do BLJs or other patched glitches not present in the Shindou version. &lt;br /&gt;
===English===&lt;br /&gt;
Also like Wii VC, American Wii U VC is the US version.&lt;br /&gt;
===PAL===&lt;br /&gt;
Unlike on N64 or Wii VC, the PAL version runs at 60hz instead of 50hz. As a result of this, PAL Wii U VC will run at full speed like the American and Japanese versions.&lt;br /&gt;
&lt;br /&gt;
==iQue (Chinese)==&lt;br /&gt;
The iQue version of the game runs on a similar console to the N64. Because there are no TASing tools available for this console, it is unknown how the console acts upon a floating-point truncation error, since BLJing and the Bob-omb and Bully angle crashes were patched. It is still being studied and has never been useful in a speedrun for similar reasons to the Shindou version.&lt;br /&gt;
&lt;br /&gt;
==64DD Version==&lt;br /&gt;
Super Mario 64 DD Version or SM64DD (called Super Mario Disk Version on the title screen) was an unreleased version of the game for the 64DD, likely made to test the load times of the system. Only one public copy of this version exists, owned by adonfjv, who found it at a Japanese video game store in 2014&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=5rd6_5HoJd8&amp;lt;/ref&amp;gt;. The ROM (NDD) of this version has since been dumped.&lt;br /&gt;
&lt;br /&gt;
SM64DD is effectively the Japanese version of SM64 ported to the 64DD, with most (but not all) sounds replaced with their PAL versions. For example, the red coin and the sliding star door sounds are the same as in the Japanese release. The title screen is vastly different, resembling the hidden debug mode&#039;s level select screen. Since it is on a disk, load times are increased.&lt;br /&gt;
&lt;br /&gt;
The most major difference is that entering the inside of the island in [[Tiny Huge Island]], where Wiggler and red coins reside, will crash the game. The crash is console only, and seems to occur after Wiggler starts moving. Note that this area is apparently the only area with more than one warp in or out, with this or Wiggler&#039;s movement possibly being the cause of the crash.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Super Mario 64 was a game that was in development in 1995, the beta&#039;s were shown at the Shoshinkai show in November of 1995, with the introduction of the Nintendo 64 (Ultra 64). Early footage of the show revealed the beta version of Super Mario 64, in which it looked completely different than what the finally product looked like, the final product was suppose to come out in December, but it was delayed further, the entire game was rebuild and in May 16th, E3 1996, the game almost looks like the original game we have now and looks almost finished, and the entire game was almost accessible, some stuff got changed before the release, such as the star sprite being changed, more small details needed to be added. The game was rushed at the end as told by one of the programmers of Super Mario 64, and some of them never wanted to code due to Super Mario 64, they all were burnt out, and the game was released in Japan on June 23rd, then September 26th that was released for the US.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Super_Mario_64&amp;diff=3400</id>
		<title>Super Mario 64</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Super_Mario_64&amp;diff=3400"/>
		<updated>2018-09-25T02:12:52Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: /* PAL */ 24 frames -&amp;gt; 25 frames&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;See this page on [https://www.mariowiki.com/Super_Mario_64 the Mario Wiki]&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;See this page on [https://en.wikipedia.org/wiki/Super_Mario_64 Wikipedia]&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{{stub}}&lt;br /&gt;
&#039;&#039;&#039;Super Mario 64&#039;&#039;&#039; was the launch title for the Nintendo 64 (N64), and is largely considered to be one of the best and most important 3D platformers of all time.&lt;br /&gt;
=Game Versions=&lt;br /&gt;
There are many different versions of the game, differing by where, when, how, and in what way they were released.&lt;br /&gt;
==N64==&lt;br /&gt;
The Nintendo 64 console is less robust than modern consoles, so its CPU is more likely to crash when confronted by unforeseen occurrences.&lt;br /&gt;
===Japanese===&lt;br /&gt;
====V1.0====&lt;br /&gt;
The very first version of the game, the Japanese 1.0 N64 has all the quirks of the Japanese 1.1 N64 version, as well as different [[Timestop]] mechanics and other things (please add if you are reading this).&lt;br /&gt;
====V1.1====&lt;br /&gt;
Version 1.1 of the Japanese N64 version fixed some of the bugs from the 1.0 version, but still contains many that were later fixed, such as [[spawning displacement]], [[Coin Limit#Unbounded Coin Limit Glitch|the lack of a coin limit]], and other things (also please add). It is notable because it contains less dialogue than the English version. For example, Mario does not say &amp;quot;Haha&amp;quot;, nor does Peach narrate her &amp;quot;Dear Mario&amp;quot; letter. She also does not talk during the ending. This version is notable for being the fastest version of the game for the [[1 Key]] category, but no others. This is because the text takes longer, but the lack of narration makes the game shorter. The text in the first Bowser fight is avoided during the 1 Key run, so the Japanese version becomes faster.&lt;br /&gt;
===English===&lt;br /&gt;
The English version of the game introduces voice clips like &amp;quot;Haha&amp;quot; and Peach&#039;s voice clips. It fixes some errors from the previous version, like the lack of a coin limit. It has, in general, less text than the Japanese version, but takes longer during the intro and ending due to Peach&#039;s narration.&lt;br /&gt;
===PAL===&lt;br /&gt;
The European release of Super Mario 64 supports language changing in the settings menu between English, French, and German. This is optimal for the [[ABZ Button Challenge]] because the Start button can be used to change language and the language with the least text can be selected. Due to [[Wii VC Round-To-Zero]], however, the true optimal PAL version is not on N64. Outside of ABZ, PAL is little-used because changing languages wastes time and English is effectively identical if you do not change languages. Because of the PAL video format using 50hz instead of NTSC&#039;s 60hz, PAL runs at 25 [[frames]] per second rather than 30, another reason why it is suboptimal for speedruns/TASes.&lt;br /&gt;
&lt;br /&gt;
===Shindou===&lt;br /&gt;
The final release of Super Mario 64 was once again in Japanese. It enabled a compiler flag to allow optimizations, so the game lags less. It also fixed the [[Backwards Long Jump]] glitch, which is why it is rarely used in speedruns, except in the [[BLJless]] category. Strangely, when grabbing a [[pole]] on this version, horizontal speed affects Mario&#039;s angle. The game introduced new voice clips like &amp;quot;Bye, bye!&amp;quot; when throwing Bowser. Some of Mario&#039;s voice clips are high-pitched in this version.&lt;br /&gt;
==Wii VC==&lt;br /&gt;
&#039;&#039;Main article: [[Virtual Console]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Wii acts differently from the N64. It is much less likely to crash. Unlike the N64, it does not crash from [[PU crashes]], [[Bully angle crash]], [[Bob-omb angle crash]], or when Mario gets infinite speed. The Wii also has a different rounding method for floats than other consoles, which is documented here: [[Wii VC Round-To-Zero]]&lt;br /&gt;
===Japanese===&lt;br /&gt;
Japanese Wii VC is actually the Shindou edition, not the original Japanese version. This is why it does not have spawning displacement or other Japanese N64-exclusive glitches, nor does it have BLJs. It is almost never used for speedrunning for that reason.&lt;br /&gt;
===English===&lt;br /&gt;
English Wii VC is the optimal Wii VC for speedruns. It avoids the lack of BLJs in the Japanese version and the slower framerate of the PAL version. It is used for the [[A Button Challenge]] any% run because [[Bowser in the Fire Sea]] takes 0 A presses instead of 1 due to a rounding error.&lt;br /&gt;
===PAL===&lt;br /&gt;
PAL Wii VC is rarely seen because it is obscure and slow. However, it is actually the ideal game version for the ABZ Button Challenge, at least for any%, because it contains both language switching and the rounding error in BitFS.&lt;br /&gt;
&lt;br /&gt;
==Wii U VC==&lt;br /&gt;
&#039;&#039;Main article: [[Virtual Console]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Wii U has no known interesting glitches that set it apart from either N64 or Wii VC. It is identical to Wii VC, except that the rounding error is absent.&lt;br /&gt;
===Japanese===&lt;br /&gt;
Not commonly used in speedruns.&lt;br /&gt;
===English===&lt;br /&gt;
Not commonly used in speedruns.&lt;br /&gt;
===PAL===&lt;br /&gt;
Not commonly used in speedruns.&lt;br /&gt;
&lt;br /&gt;
==iQue (Chinese)==&lt;br /&gt;
The iQue version of the game runs on a similar console to the N64. Because there are no TASing tools available for this console, it is unknown how the console acts upon a floating-point truncation error, since BLJing and the Bob-omb and Bully angle crashes were patched. It is still being studied and has never been useful in a speedrun for similar reasons to the Shindou version.&lt;br /&gt;
&lt;br /&gt;
==64DD Version==&lt;br /&gt;
Super Mario 64 DD Version or SM64DD (called Super Mario Disk Version on the title screen) was an unreleased version of the game for the 64DD, likely made to test the load times of the system. Only one public copy of this version exists, owned by adonfjv, who found it at a Japanese video game store in 2014&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=5rd6_5HoJd8&amp;lt;/ref&amp;gt;. The ROM (NDD) of this version has since been dumped.&lt;br /&gt;
&lt;br /&gt;
SM64DD is effectively the Japanese version of SM64 ported to the 64DD, with most (but not all) sounds replaced with their PAL versions. For example, the red coin and the sliding star door sounds are the same as in the Japanese release. The title screen is vastly different, resembling the hidden debug mode&#039;s level select screen. Since it is on a disk, load times are increased.&lt;br /&gt;
&lt;br /&gt;
The most major difference is that entering the inside of the island in [[Tiny Huge Island]], where Wiggler and red coins reside, will crash the game. The crash is console only, and seems to occur after Wiggler starts moving. Note that this area is apparently the only area with more than one warp in or out, with this or Wiggler&#039;s movement possibly being the cause of the crash.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Super Mario 64 was a game that was in development in 1995, the beta&#039;s were shown at the Shoshinkai show in November of 1995, with the introduction of the Nintendo 64 (Ultra 64). Early footage of the show revealed the beta version of Super Mario 64, in which it looked completely different than what the finally product looked like, the final product was suppose to come out in December, but it was delayed further, the entire game was rebuild and in May 16th, E3 1996, the game almost looks like the original game we have now and looks almost finished, and the entire game was almost accessible, some stuff got changed before the release, such as the star sprite being changed, more small details needed to be added. The game was rushed at the end as told by one of the programmers of Super Mario 64, and some of them never wanted to code due to Super Mario 64, they all were burnt out, and the game was released in Japan on June 23rd, then September 26th that was released for the US.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA&amp;diff=3361</id>
		<title>RTA</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA&amp;diff=3361"/>
		<updated>2018-09-23T17:26:12Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: added a link to the wikipedia article and more information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&#039;&#039;[https://en.wikipedia.org/wiki/Speedrun See this page on Wikipedia]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
RTA (also often referred to as Speedrunning) is short for &#039;&#039;Real Time Attack&#039;&#039;, and refers to gameplay in which no tools are used to aid performance, such as savestates or frame advance. Full Game RTA runs are often done on a real N64, but can also be done on [[Virtual Console|Wii VC/Wii U VC]], or [[Emulators]] (such as [[Project 64]] 1.6 or [[Mupen64#Mupen64plus|Mupen64plus]]/OpenEmu). Individual Level (or &#039;&#039;IL&#039;&#039; for short) runs can only be done on a real N64. Because of the real time nature of it, RTA runs often use simpler strats compared to TAS that can be pulled off more easily in real time. However, that&#039;s not to say that top level RTA runs don&#039;t use advanced/impressive strats, such as &#039;&#039;[https://www.youtube.com/watch?v=QQn1SlBFzuU DDD skip]&#039;&#039;, [https://sm64wiki.com/index.php?title=Inside_the_Ancient_Pyramid#Pillarless Pillarless], or &#039;&#039;Pole glitch&#039;&#039; in [[Bowser_in_the_Fire_Sea|Bowser in the Fire Sea]].&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Wii_VC_Round-to-Zero&amp;diff=3350</id>
		<title>Wii VC Round-to-Zero</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Wii_VC_Round-to-Zero&amp;diff=3350"/>
		<updated>2018-09-22T22:14:48Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: put a link to andru&amp;#039;s user page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:WiiVC BitFS.png|thumb|300px|right|Stream by Switchpalacecorner, after 71.5 hours of raising in Wii Virtual Console]] &lt;br /&gt;
[[File:WiiVC BitFS 146hr.png|thumb|300px|right|After 146.5 hours (6 days 2.5 hrs)]] &lt;br /&gt;
&#039;&#039;&#039;Wii VC Round-to-Zero&#039;&#039;&#039; refers to an emulation inaccuracy in the [[Virtual Console|Wii Virtual Console]] (Wii VC). When converting a double precision floating point number (a &amp;quot;double&amp;quot;) to a single precision floating point number (a &amp;quot;float&amp;quot;), the N64 typically uses the round-to-nearest rounding mode. This means that if the double is not exactly equal to a float, it will round up or down to the float that is closest in value to the original number. While this behavior is accurately emulated by most emulators and the Wii U VC, the Wii VC instead uses the round-to-zero mode. This mode will always round the double up if it is negative, and round it down if it is positive.&lt;br /&gt;
&lt;br /&gt;
While the programmers did not intentionally use doubles very often, favoring single precision floats instead, they occasionally used them accidentally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
y -= sins(t) * 0.58;&lt;br /&gt;
t += 0x100;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the above code sample, &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;sins(t)&amp;lt;/code&amp;gt; are both single precision floats. However, in C, the numeric literal &amp;lt;code&amp;gt;0.58&amp;lt;/code&amp;gt; is a double since it lacks a trailing &amp;lt;code&amp;gt;f&amp;lt;/code&amp;gt;, as in &amp;lt;code&amp;gt;0.58f&amp;lt;/code&amp;gt;. This causes the expression to evaluate to a double, which is then converted to a float before being stored in &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;. Examples such as this one arise in many places in the game&#039;s source code, and over time they result in large discrepancies between the N64 and Wii VC versions of the game. For this reason, TASes produced for one of these platforms cannot generally be played back on the other without desync.&lt;br /&gt;
&lt;br /&gt;
The example given above is taken from the code controlling the oscillation of the platforms at the beginning of [[Bowser in the Fire Sea]]. Using the N64&#039;s rounding mode, the &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt; variable, which represents the platform&#039;s height, will repeatedly return to its original value and continue oscillating with fixed maximum height. Even though each double to single conversion produces a small amount of error, this error balances out over the course of the platform&#039;s cycle. On the Wii VC, however, the error always accumulates in the same direction (upward if the platform is below &#039;&#039;y&#039;&#039; = 0, and downward if the platform is above &#039;&#039;y&#039;&#039; = 0), and so the platform slowly drifts in the vertical direction. This is known as &#039;&#039;&#039;Wii VC platform drift&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
The platforms at the beginning of the level are below &#039;&#039;y&#039;&#039; = 0, and so they gradually rise upward. Over the course of several days, they become high enough that they can be used to reach the elevator past the pole, which previously required one A press to get past. It takes eight days for the platform to get high enough to dive recover into the elevator shaft, but using [[Vertical Speed Conservation|VSC]] with a lava boost, this time is reduced to just under three days.&lt;br /&gt;
&lt;br /&gt;
The glitch was discovered by &#039;&#039;&#039;[[User:Andru!|Andru!]]&#039;&#039;&#039; when he left his Wii powered on overnight while in Bowser in the Fire Sea, and noticed that the oscillating platforms had left their original positions.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=MFxJuq3FRgI&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Applications==&lt;br /&gt;
After several failed attempts by various players, the A press save in Bowser in the Fire Sea was console verified RTA on 20 Jun 2018 by ethanwhitesm64,&amp;lt;ref&amp;gt;[https://youtu.be/B1m-5LWOxW0]https://youtu.be/B1m-5LWOxW0&amp;lt;/ref&amp;gt;. Six days later, pannenkoek2012 TASed the red coin star in zero A presses using a modified N64 emulator that replicated the rounding error.&amp;lt;ref&amp;gt;[https://youtu.be/Aa_CciaM4aM]https://youtu.be/Aa_CciaM4aM&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No other console or emulator is known to reproduce this rounding inaccuracy, including the Wii U VC. At the time of its discovery, the bug did not occur on the Dolphin emulator, but has since been corrected.&lt;br /&gt;
&lt;br /&gt;
No other objects are known to have similarly exploitable behavior, though the rounding bug does cause many discrepancies between the original and Wii VC versions of the game, including slightly different surface normals.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Mupen64&amp;diff=3347</id>
		<title>Mupen64</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Mupen64&amp;diff=3347"/>
		<updated>2018-09-22T21:45:13Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: /* Mupen64plus */ added info about Mupen64plus/OpenEMU being allowed in speedrunning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mupen64&#039;&#039;&#039; is a [[Nintendo 64]] [[Emulators|emulator]] useful for its customizability. There are many forks of Mupen64, the most documented of which is Mupen64-RR v0.5, which is nearly universally used for TASing Super Mario 64.&lt;br /&gt;
&lt;br /&gt;
=Mupen64plus=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mupen64plus&#039;&#039;&#039; (stylized as &#039;&#039;&#039;mupen64plus&#039;&#039;&#039;) is an emulator used for standard gameplay. It is generally preferred in this regard over Mupen64. Mupen64plus (and OpenEMU, a multiconsole emulator that uses the Mupen64plus core) is also allowed for Super Mario 64 [[RTA|speedrunning]].&lt;br /&gt;
&lt;br /&gt;
=Mupen64-RR=&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mupen64-RR&#039;&#039;&#039; (stylized as &#039;&#039;&#039;mupen64-rr&#039;&#039;&#039;) is an emulator used for TASing. Its competitor is [[Emulators#Bizhawk|Bizhawk]]. It is most commonly used to record TAS movies. The file type used for the movies are: &amp;quot;.m64&amp;quot; and &amp;quot;.st&amp;quot;, m64 is the movie, which can be launched if you go to &amp;quot;Playback Movie&amp;quot; but if you have started from snapshot, you will need a .st file in order to make the movie work, otherwise the movie will not start.&lt;br /&gt;
&lt;br /&gt;
==TASing with Mupen64-RR==&lt;br /&gt;
Open a Super Mario 64 ROM in Mupen64. Go to Utilities --&amp;gt; Movie --&amp;gt; Start Movie Recording. Type in a name, author, and/or description if you wish. You can also choose to start from the start (when you boot it up), or you can choose the star from a snapshot you have made. Click on OK, and your TAS will start. Press - or + to speed up or down whilst recording. You can also press \ (the slash usually above RETURN) to advance a single frame. To unpause/pause, press Pause. If you don&#039;t have a Pause button on your keyboard, go to the settings, and change the hotkey from Pause to something else. To continue from another TAS, you&lt;br /&gt;
&lt;br /&gt;
==Hacked versions of Mupen64-RR==&lt;br /&gt;
Because Mupen64 does not have perfect emulation accuracy, there are several hacked versions of Mupen to deal with this, as well as to allow for additional functionality.&lt;br /&gt;
===Mupen64-Lua===&lt;br /&gt;
&#039;&#039;&#039;Mupen64-Lua&#039;&#039;&#039; supports Lua scripting, which gives Mupen64-rr much more power for testing and brute forcing&amp;lt;ref&amp;gt;http://adelikat.tasvideos.org/emulatordownloads/mupen64-rr/LuaExtension_r34_bin.zip&amp;lt;/ref&amp;gt;. It is used for TASing, as well as for testing and preparing.&lt;br /&gt;
&lt;br /&gt;
===Mupen64-PUs===&lt;br /&gt;
&#039;&#039;&#039;Mupen64-PUs&#039;&#039;&#039; is a modified version of Mupen that crashes during certain float-to-short exceptions just like the [[Nintendo 64]] console does. This is a useful alternative to [[TASBot#Console Verification|console verification]], but not as reliable, because there are still some [[Crash#Unknown cause|unknown crashes]].&lt;br /&gt;
===Mupen64-WiiVC-RTZ===&lt;br /&gt;
&#039;&#039;&#039;Mupen64-WiiVC-RTZ&#039;&#039;&#039; is a version of Mupen that emulates the [[Wii VC Round-To-Zero]] oversight&amp;lt;ref&amp;gt;https://cdn.discordapp.com/attachments/309838966125756416/481145890615197696/mupen64-wiivc.exe&amp;lt;/ref&amp;gt;. It has been used, among other things, by pannenkoek2012 to TAS the [[Bowser in the Fire Sea#A Press Counts|Bowser in the Fire Sea 0x A presses]] run&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=Aa_CciaM4aM&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
=References=&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Emulators&amp;diff=3346</id>
		<title>Emulators</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Emulators&amp;diff=3346"/>
		<updated>2018-09-22T21:39:51Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: more information + rearranged it in a way it makes more sense&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Emulators are programs with the purpose of simulating certain consoles on a PC and exist for nearly every console on the market.&lt;br /&gt;
&lt;br /&gt;
The most common [[Nintendo 64]] emulators are [[Project64]], [[Mupen64]] and [[Bizhawk]].&lt;br /&gt;
&lt;br /&gt;
==N64 Emulators==&lt;br /&gt;
&lt;br /&gt;
* Originally released on December 10th 2001, Mupen64 is most commonly used for Super Mario 64 [[Tool Assisted Speedrun]]s. It was designed to support multiple operating systems like Linux and Windows, and ports have been created for FreeBSD and MacOS, among others. Though the main emulator does not have TASing capability, many forks of it exist, one of which is [[Mupen64#Mupen64-RR|Mupen64-RR]].&lt;br /&gt;
&lt;br /&gt;
* Bizhawk is a multi-emulator program started in 2012 that can emulate most consoles, including the N64. Bizhawk is also used for making TASes, but it has inaccurate emulation. However, it is preferred over Mupen64 on [[TASVideos]] because it standardizes loading times. Mupen64 TAS movies can be converted into Bizhawk TASes. Bizhawk&#039;s N64 emulation is based on [[Mupen64#Mupen64plus|Mupen64plus]], a fork of Mupen64.&lt;br /&gt;
&lt;br /&gt;
* Project64 is used to play most N64 games and [[ROM Hacks|Super Mario 64 ROM hacks]], but has no TASing capability. Project64 versions v1.6 and/or v1.7 are commonly used within the [[RTA|speedrunning]] communities, while versions v2.x are usually banned. Project64 v1.6 is used for Super Mario 64 speedrunning (Mupen64plus/OpenEMU can also be used).&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA&amp;diff=3170</id>
		<title>RTA</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA&amp;diff=3170"/>
		<updated>2018-09-12T03:27:00Z</updated>

		<summary type="html">&lt;p&gt;16bitPanda: added a link to the emulators page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
RTA (also often referred to as Speedrunning) is short for &#039;&#039;Real Time Attack&#039;&#039;, and refers to gameplay in which no tools are used to aid performance, such as savestates or frame advance. Full Game RTA runs are often done on a real N64, but can also be done on [[Virtual Console|Wii VC/Wii U VC]], or [[Emulators]] (such as [[Project 64]] 1.6 or [[Mupen64#Mupen64plus|Mupen64plus]]/OpenEmu). Individual Level (or &#039;&#039;IL&#039;&#039; for short) runs can only be done on a real N64. Because of the real time nature of it, RTA runs often use inferior strats compared to TAS that can be pulled off more easily in real time.&lt;/div&gt;</summary>
		<author><name>16bitPanda</name></author>
	</entry>
</feed>