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	<updated>2026-09-29T10:34:58Z</updated>
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	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Unsolved_single-goal_challenges&amp;diff=9911</id>
		<title>Unsolved single-goal challenges</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Unsolved_single-goal_challenges&amp;diff=9911"/>
		<updated>2019-09-04T02:51:14Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists &#039;&#039;&#039;unsolved single-goal challenges&#039;&#039;&#039; that are extremely difficult or impossible with current knowledge. None of these challenges have been completed or solved.&lt;br /&gt;
&lt;br /&gt;
* Clipping from the bottom area of Wiggler&#039;s cave to the top area, or vice versa&lt;br /&gt;
* Grabbing Ukiki without pressing B (useful for the BBC)&lt;br /&gt;
* Collecting Mystery of the Monkey Cage without changing the HOLP for an arbitrary HOLP&lt;br /&gt;
* Transport cloning with Wiggler or Skeeter&lt;br /&gt;
* Performing a transport clone with 4 simultaneous pushers&lt;br /&gt;
* Collecting the new impossible coin (THI)&lt;br /&gt;
* Killing the mystery goomba and collecting its coin&lt;br /&gt;
* Collecting the red coin in BitDW at the start without using the ! Switch and living&lt;br /&gt;
* Getting infinite coins in CCM&lt;br /&gt;
* Cloning in LLL (maybe with fall damage instant release via falling from HSF)&lt;br /&gt;
* Reproducing the TTC upwarp&lt;br /&gt;
* Grab a bob-omb fake during boiling&lt;br /&gt;
* Vertical PU death in LLL&lt;br /&gt;
* HSWK between towers in TotWC&lt;br /&gt;
* Survive in a vertical PU with a shell clone released in it&lt;br /&gt;
* Collecting the BitDW key from underneath the ground, causing you to collect the key on the death floor&lt;br /&gt;
* Collect a star during a demo sequence&lt;br /&gt;
* Activating more than 4 stars at once anywhere&lt;br /&gt;
* Reversing the one-way teleport in [[THI]]&lt;br /&gt;
* Ground-pounding [[Chain Chomp]]&#039;s post without interacting with the red coin (e.g. collecting its two coin value)&lt;br /&gt;
* Escaping from one of the fish tanks in the JRB room (starting with zero speed and damage counter)&lt;br /&gt;
* Moving during [[Time Stop|time stop]] in JRB (to get shell clones)&lt;br /&gt;
* Grabbing the hangable ceiling on the bottom of the beginning cloud in [[WMotR]]&lt;br /&gt;
* Cause a game crash by going out of bounds in the [[CotMC]] entry room or in [[TTM]]&lt;br /&gt;
* Accessing the upper floors of the castle without first collecting the key from BitFS&lt;br /&gt;
* Living after collecting [[1-Up Mushroom#The Impossible 1-up|the Impossible 1-up]]&lt;br /&gt;
* Collecting [[Blast Away the Wall]] without using the cannon, ledge grabbing, or using time stop&lt;br /&gt;
&lt;br /&gt;
==Former challenges that have been completed==&lt;br /&gt;
* Picking up the cannon bob-omb on the same frame as leaving its radius&lt;br /&gt;
:* https://youtu.be/uFuC5DcbsjU&lt;br /&gt;
* Putting the Ukiki that steals your hat on the monkey cage&lt;br /&gt;
:* https://www.youtube.com/watch?v=oErcSAAwy4U&lt;br /&gt;
* Collecting Mystery of the Monkey Cage without changing the HOLP&lt;br /&gt;
:* https://youtu.be/UhchV2Kr_ig&lt;br /&gt;
&lt;br /&gt;
[[Category: Challenges]]&lt;br /&gt;
&lt;br /&gt;
{{Challenges}}&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Unsolved_single-goal_challenges&amp;diff=9910</id>
		<title>Unsolved single-goal challenges</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Unsolved_single-goal_challenges&amp;diff=9910"/>
		<updated>2019-09-04T02:48:22Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists &#039;&#039;&#039;unsolved single-goal challenges&#039;&#039;&#039; that are extremely difficult or impossible with current knowledge. None of these challenges have been completed or solved.&lt;br /&gt;
&lt;br /&gt;
* Clipping from the bottom area of Wiggler&#039;s cave to the top area, or vice versa&lt;br /&gt;
* Grabbing Ukiki without pressing B (useful for the BBC)&lt;br /&gt;
* Collecting Mystery of the Monkey Cage without changing the HOLP for an arbitrary HOLP&lt;br /&gt;
* Transport cloning with Wiggler or Skeeter&lt;br /&gt;
* Performing a transport clone with 4 simultaneous pushers&lt;br /&gt;
* Collecting the new impossible coin (THI)&lt;br /&gt;
* Killing the mystery goomba and collecting its coin&lt;br /&gt;
* Collecting the red coin in BitDW at the start without using the ! Switch and living&lt;br /&gt;
* Getting infinite coins in CCM&lt;br /&gt;
* Cloning in LLL (maybe with fall damage instant release via falling from HSF)&lt;br /&gt;
* Reproducing the TTC upwarp&lt;br /&gt;
* Grab a bob-omb fake during boiling&lt;br /&gt;
* Vertical PU death in LLL&lt;br /&gt;
* HSWK between towers in TotWC&lt;br /&gt;
* Survive in a vertical PU with a shell clone released in it&lt;br /&gt;
* Collecting the BitDW key from underneath the ground, causing you to collect the key on the death floor&lt;br /&gt;
* Collect a star during a demo sequence&lt;br /&gt;
* Activating more than 4 stars at once anywhere&lt;br /&gt;
* Reversing the one-way teleport in [[THI]]&lt;br /&gt;
* Ground-pounding [[Chain Chomp]]&#039;s post without interacting with the red coin (e.g. collecting its two coin value)&lt;br /&gt;
* Escaping from one of the fish tanks in the JRB room (starting with zero speed and damage counter)&lt;br /&gt;
* Moving during [[Time Stop|time stop]] in JRB (to get shell clones)&lt;br /&gt;
* Grabbing the hangable ceiling on the bottom of the beginning cloud in [[WMotR]]&lt;br /&gt;
* Cause a game crash by going out of bounds in the [[CotMC]] entry room or in [[TTM]]&lt;br /&gt;
* Accessing the upper floors of the castle without first collecting the key from BitFS&lt;br /&gt;
* Living after collecting [[1-Up Mushroom#The Impossible 1-up|the Impossible 1-up]]&lt;br /&gt;
* Collecting [[Blast Away the Wall]] without using the cannon or ledge grabbing&lt;br /&gt;
&lt;br /&gt;
==Former challenges that have been completed==&lt;br /&gt;
* Picking up the cannon bob-omb on the same frame as leaving its radius&lt;br /&gt;
:* https://youtu.be/uFuC5DcbsjU&lt;br /&gt;
* Putting the Ukiki that steals your hat on the monkey cage&lt;br /&gt;
:* https://www.youtube.com/watch?v=oErcSAAwy4U&lt;br /&gt;
* Collecting Mystery of the Monkey Cage without changing the HOLP&lt;br /&gt;
:* https://youtu.be/UhchV2Kr_ig&lt;br /&gt;
&lt;br /&gt;
[[Category: Challenges]]&lt;br /&gt;
&lt;br /&gt;
{{Challenges}}&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Movement_steps&amp;diff=9729</id>
		<title>Movement steps</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Movement_steps&amp;diff=9729"/>
		<updated>2019-07-02T00:45:04Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Typically, Mario&#039;s position is updated incrementally using his velocity. These increments are called &#039;&#039;&#039;steps&#039;&#039;&#039;, and they behave differently when Mario is on the ground, in the air, in water, hanging, and climbing a pole. When on the ground or in the air, these steps typically occur four times per frame, and are commonly referred to as &#039;&#039;&#039;quarter steps&#039;&#039;&#039; or sometimes &#039;&#039;&#039;quarter frames&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Steps are also responsible for detecting collision with [[surfaces]], updating Mario&#039;s [[referenced surfaces]], and updating Mario&#039;s [[Water|water level]]. However, quarter steps don&#039;t detect object collisions or warps.&lt;br /&gt;
&lt;br /&gt;
== Air Step ==&lt;br /&gt;
&#039;&#039;Certain things here are more explained on their individual pages. If something lacks detail, check the link for more information.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an action performs a &#039;&#039;common&#039;&#039; air step, the first thing Mario does is update his horizontal velocity/sideways position via [[straining]]. This is only for the common air step and is not part of the quarter-frame checks.&lt;br /&gt;
&lt;br /&gt;
=== Quarter-Frame Checks ===&lt;br /&gt;
&lt;br /&gt;
After that is updated, the movement is split into &amp;quot;quarter-steps&amp;quot; that breakdown Mario&#039;s movement and determine what his outcome of each step is. The checks for the quarter-steps are as follows:&lt;br /&gt;
# The position a quarter of Mario&#039;s velocity ahead of Mario is checked for cancels/outcomes. Anything in bold is an exit out of the rest of the checks.&lt;br /&gt;
## If the position is above OOB but below Mario&#039;s current floor height, Mario&#039;s height is changed to the floor height and he &#039;&#039;&#039;lands&#039;&#039;&#039;.&lt;br /&gt;
## If the position is above OOB but not below Mario&#039;s current floor height, Mario&#039;s height is set to the new height and he &#039;&#039;&#039;hits a wall&#039;&#039;&#039;.&lt;br /&gt;
## If the action has the &amp;quot;riding shell&amp;quot; flag and the water level at the position is above the position&#039;s floor (up to 78 units above the position):&lt;br /&gt;
##* The floor height from here on is the water height.&lt;br /&gt;
##* The floor from this point on is a &amp;quot;fake&amp;quot; floor on the surface of the water.&lt;br /&gt;
##* The floor&#039;s origin offset is set to the water height.&lt;br /&gt;
## If the position&#039;s height is 78 units or less below a floor and there is not a ceiling 160 units or less above it (because of how variable types an [[overflow jump]] may occur here):&lt;br /&gt;
##* Mario&#039;s position horizontally is updated to the new position.&lt;br /&gt;
##* Mario&#039;s height is set to that of the floor&#039;s height.&lt;br /&gt;
##* Mario&#039;s floor and floor height are updated.&lt;br /&gt;
##* Mario &#039;&#039;&#039;lands&#039;&#039;&#039;.&lt;br /&gt;
## If the position&#039;s height is 78 units or less below a floor and there is a ceiling 160 units or less above it (because of how variable types an [[overflow jump]] may occur here):&lt;br /&gt;
##* Mario&#039;s height is set to that of the floor&#039;s height.&lt;br /&gt;
##* Mario &#039;&#039;&#039;lands&#039;&#039;&#039;. (Because Mario&#039;s floor is not updated, this is where a [[Pedro Spot|pedro spot]] may occur)&lt;br /&gt;
## If the position&#039;s height is 160 units under, at, or above a ceiling and his vertical velocity is positive or zero:&lt;br /&gt;
##* Mario&#039;s vertical velocity is set to zero.&lt;br /&gt;
##* If the ceiling above Mario is hangable and the air step has the &amp;quot;check hang&amp;quot; flag, Mario &#039;&#039;&#039;hangs&#039;&#039;&#039;. (Since this did not use the new position&#039;s ceiling/location, this is potentially a [[Hangable-Ceiling Upwarp|hangable-ceiling upwarp.]])&lt;br /&gt;
##* Otherwise, &#039;&#039;&#039;nothing happens&#039;&#039;&#039;.&lt;br /&gt;
## If the position&#039;s height is 160 units under, at, or above a ceiling and his vertical velocity is negative:&lt;br /&gt;
##* If the position&#039;s height is at or below Mario&#039;s floor height, Mario&#039;s height is set to the floor height, and he &#039;&#039;&#039;lands&#039;&#039;&#039;.&lt;br /&gt;
##* Otherwise, Mario&#039;s height is set to the new height and he &#039;&#039;&#039;hits a wall&#039;&#039;&#039;.&lt;br /&gt;
## If there is a wall 30 units above the position but not 150 units above the position and the air step has the &amp;quot;check ledge grab&amp;quot; flag:&lt;br /&gt;
##* If Mario&#039;s velocity is positive, Mario is pushed by the wall opposite the velocity direction, and there is a floor 60 units behind the wall within 238 units upward, Mario &#039;&#039;&#039;ledge grabs&#039;&#039;&#039;. (Potentially a [[GLG]])&lt;br /&gt;
##* Otherwise Mario&#039;s position is set to the new position, his floor and floor height are updated, and &#039;&#039;&#039;nothing happens&#039;&#039;&#039;.&lt;br /&gt;
## Mario&#039;s position is set to the new position and his floor and floor height are updated.&lt;br /&gt;
## If Mario is colliding with a wall 150 or 30 units up and the upper or only wall is lava, he &#039;&#039;&#039;lava wall boosts&#039;&#039;&#039;.&lt;br /&gt;
## If Mario is colliding with a wall 150 or 30 units up and Mario is facing perpendicular to 0x6000 units away, he &#039;&#039;&#039;hits a wall&#039;&#039;&#039;.&lt;br /&gt;
## If no other exit has occurred, &#039;&#039;&#039;nothing happens&#039;&#039;&#039;.&lt;br /&gt;
# This repeats until Mario encounters something besides &#039;&#039;&#039;nothing happens&#039;&#039;&#039;, up to four times including the initial time.&lt;br /&gt;
# Mario tracks his &amp;quot;exit&amp;quot;, with &#039;&#039;&#039;nothing happens&#039;&#039;&#039; being tracked if the whole process completed four times.&lt;br /&gt;
&lt;br /&gt;
With the outcome selected and the movement mostly done, a series of things happen.&lt;br /&gt;
* If Mario&#039;s velocity is not negative, his &amp;quot;peak height&amp;quot; is updated.&lt;br /&gt;
* Mario&#039;s step noise is updated based on his floor.&lt;br /&gt;
* If Mario is not flying, [[gravity]] is applied.&lt;br /&gt;
* [[Vertical Wind|Vertical wind]] is now applied/accounted for.&lt;br /&gt;
* Mario&#039;s visual position is updated to Mario&#039;s position.&lt;br /&gt;
* Mario&#039;s yaw is updated to match the in-game angle.&lt;br /&gt;
&lt;br /&gt;
=== Common Air Step Results ===&lt;br /&gt;
If doing a common air step, Mario now decides what to do based off the &amp;quot;exit&amp;quot; from the quarter-frame checks before. Here is what he does for each exit:&lt;br /&gt;
* &#039;&#039;&#039;Nothing Happens&#039;&#039;&#039;: &lt;br /&gt;
** Mario&#039;s animation is now applied.&lt;br /&gt;
* &#039;&#039;&#039;Lands&#039;&#039;&#039;:&lt;br /&gt;
** If Mario is not over a hard [[surface]], the [[terrain]] is either snow or desert, Mario&#039;s peak height is more than 1000 units above him, the surface does not belong to an object, and the Y normal of the surface is not less than .8660254 (square root of 3 divided by 2):&lt;br /&gt;
*** Mario plays an OOF noise, dependent on which [[Version Differences|version of the game]].&lt;br /&gt;
*** Mario spawns particles.&lt;br /&gt;
*** Mario&#039;s action is set to the [[Feet Stuck in Ground|feet stuck in ground]] action and the &#039;&#039;&#039;lands&#039;&#039;&#039; checks stop.&lt;br /&gt;
** If Mario&#039;s action is not twirling, the floor is not lava, his negative velocity is less than -55, and the distance from the peak height to Mario is more than 3000 units:&lt;br /&gt;
*** Mario is hurt by 16 (24 without his hat).&lt;br /&gt;
*** The camera shakes.&lt;br /&gt;
*** Mario plays the &amp;quot;attacked&amp;quot; noise.&lt;br /&gt;
*** Mario is set to the [[Hard Backward Ground Knockback|hard backward ground knockback]] action and the &#039;&#039;&#039;lands&#039;&#039;&#039; checks stop.&lt;br /&gt;
** If Mario&#039;s action is not twirling, the floor is not lava, his negative velocity is less than -55, and the distance from the peak height to Mario is more than 1150 units:&lt;br /&gt;
*** Mario is hurt by 8 (12 without his hat).&lt;br /&gt;
*** Mario is squished for 30.&lt;br /&gt;
*** The camera shakes.&lt;br /&gt;
*** Mario plays the &amp;quot;attacked&amp;quot; noise.&lt;br /&gt;
** Mario is set to his action&#039;s landing action.&lt;br /&gt;
* &#039;&#039;&#039;Hits a Wall&#039;&#039;&#039;:&lt;br /&gt;
** Mario&#039;s animation is now applied.&lt;br /&gt;
** If Mario&#039;s forward velocity is more than 16 and is in contact with a physical wall/surface:&lt;br /&gt;
*** Mario&#039;s yaw is &amp;quot;reflected&amp;quot; across the most recent wall Mario collided with, up to the first 4 walls. (This can be glitchy with more than 1 wall, i.e. [[Unreferenced Walls|unreferenced walls]]).&lt;br /&gt;
*** Mario plays a noise depending on whether or not he is wearing a metal cap.&lt;br /&gt;
** If Mario&#039;s forward velocity is more than 16 and he is not in contact with a physical wall/surface (i.e. OOB):&lt;br /&gt;
*** A different sound is played, but Mario&#039;s yaw is not reflected. &amp;lt;!-- Some of these reflection calculations may be wrong --&amp;gt;&lt;br /&gt;
** If Mario is in contact with a wall, his action is set to the [[Air Hit Wall|air hit wall]] action.&lt;br /&gt;
** If Mario is not in contact with a wall (i.e. hitting OOB):&lt;br /&gt;
*** Any positive vertical speed is capped to 0.&lt;br /&gt;
*** If Mario&#039;s forward velocity is 38 or more, spawn particles and set his action to the [[Backward Air Knockback|backward air knockback]] action.&lt;br /&gt;
*** If Mario&#039;s forward velocity is more than 8 but less than 38, set Mario&#039;s forward speed to -8 and set his action to the [[Soft Bonk|soft bonk]] action.&lt;br /&gt;
** If Mario&#039;s forward velocity is 16 or less (initially, not after these other changes), set the forward velocity to 0.&lt;br /&gt;
* &#039;&#039;&#039;Ledge Grabs&#039;&#039;&#039;&lt;br /&gt;
** Mario&#039;s animation is set the idle ledge grab animation.&lt;br /&gt;
** Mario enters the [[Ledge Grab|ledge grab]] action while dropping any held objects and no longer riding a shell.&lt;br /&gt;
* &#039;&#039;&#039;Hangs&#039;&#039;&#039;&lt;br /&gt;
** Mario&#039;s action is set to the [[Start Hanging|start hanging]] action.&lt;br /&gt;
* &#039;&#039;&#039;Lava Wall Boosts&#039;&#039;&#039;&lt;br /&gt;
** Mario&#039;s yaw is set perpendicular to the wall.&lt;br /&gt;
** Mario&#039;s forward speed is capped to 24.&lt;br /&gt;
** If Mario is not wearing a metal cap, he is hurt 12 (or 18 without his hat).&lt;br /&gt;
** Mario plays the noise for being burned.&lt;br /&gt;
** The camera preset is set to the area&#039;s default preset. &amp;lt;!-- This is overly simplified, perhaps best put on the camera page --&amp;gt;&lt;br /&gt;
** Mario enters the [[Lava Boost|lava boost]] action while dropping any held objects and no longer riding a shell.&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Unsolved_single-goal_challenges&amp;diff=5526</id>
		<title>Unsolved single-goal challenges</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Unsolved_single-goal_challenges&amp;diff=5526"/>
		<updated>2018-12-15T00:46:59Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: shaking my ted&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of single goal challenges that are incredibly difficult/impossible with current knowledge. None of these have been completed.&lt;br /&gt;
&lt;br /&gt;
* Clipping from the bottom area of Wiggler&#039;s cave to the top area, or vice versa&lt;br /&gt;
* Grabbing Ukiki without pressing B (useful for the BBC)&lt;br /&gt;
* Collecting Mystery of the Monkey Cage without changing the HOLP for an arbitrary HOLP&lt;br /&gt;
* Collecting [[Wing Mario over the Rainbow]] Capless and/or Cannonless&lt;br /&gt;
* Transport cloning with Wiggler or Skeeter&lt;br /&gt;
* Performing a transport clone with 4 simultaneous pushers&lt;br /&gt;
* Collecting the new impossible coin (THI)&lt;br /&gt;
* Killing the mystery goomba and collecting its coin&lt;br /&gt;
* Collecting the red coin in BitDW at the start without using the ! Switch and living&lt;br /&gt;
* Getting infinite coins in CCM&lt;br /&gt;
* Cloning in LLL (maybe with fall damage instant release via falling from HSF)&lt;br /&gt;
* Reproducing the TTC upwarp&lt;br /&gt;
* Grab a bob-omb fake during boiling&lt;br /&gt;
* Vertical PU death in LLL&lt;br /&gt;
* HSWK between towers in TotWC&lt;br /&gt;
* Survive in a vertical PU with a shell clone released in it&lt;br /&gt;
* Collecting the BitDW key from underneath the ground, causing you to collect the key on the death floor&lt;br /&gt;
* Collect a star during a demo sequence&lt;br /&gt;
* Activating 4 or 5 stars at once in BoB&lt;br /&gt;
* Activating more than 4 stars at once anywhere&lt;br /&gt;
* Reversing the one-way teleport in [[THI]]&lt;br /&gt;
* Ground-pounding [[Chain Chomp]]&#039;s post without interacting with the red coin (e.g. collecting its two coin value)&lt;br /&gt;
* Escaping from one of the fish tanks in the JRB room (starting with zero speed and damage counter)&lt;br /&gt;
* Get back on the platform after falling off in the Bowser 2 fight&lt;br /&gt;
* Moving during [[Time Stop|time stop]] in JRB (to get shell clones)&lt;br /&gt;
* Changing the position where Koopa the Quick finishes the race&lt;br /&gt;
* Grabbing the hangable ceiling on the bottom of the beginning cloud in [[WMotR]]&lt;br /&gt;
&lt;br /&gt;
==Former challenges on this list which have been accomplished==&lt;br /&gt;
* Beating SA in one irl breath&lt;br /&gt;
:* https://youtu.be/3BueQSrscks&lt;br /&gt;
* Picking up the cannon bob-omb on the same frame as leaving its radius&lt;br /&gt;
:* https://youtu.be/uFuC5DcbsjU&lt;br /&gt;
* Putting the Ukiki that steals your hat on the monkey cage&lt;br /&gt;
:* https://www.youtube.com/watch?v=oErcSAAwy4U&lt;br /&gt;
* Collecting Mystery of the Monkey Cage without changing the HOLP&lt;br /&gt;
:* https://youtu.be/UhchV2Kr_ig&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Unsolved_single-goal_challenges&amp;diff=5480</id>
		<title>Unsolved single-goal challenges</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Unsolved_single-goal_challenges&amp;diff=5480"/>
		<updated>2018-12-10T00:18:19Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: - totwc crash, + wmotr hangable ceiling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of single goal challenges that are incredibly difficult/impossible with current knowledge. None of these have been completed.&lt;br /&gt;
&lt;br /&gt;
* Clipping from the bottom area of Wiggler&#039;s cave to the top area, or vice versa&lt;br /&gt;
* Grabbing Ukiki without pressing B (useful for the BBC)&lt;br /&gt;
* Collecting Mystery of the Monkey Cage without changing the HOLP for an arbitrary HOLP&lt;br /&gt;
* Collecting [[Wing Mario over the Rainbow]] Capless and/or Cannonless&lt;br /&gt;
* Transport cloning with Wiggler or Skeeter&lt;br /&gt;
* Performing a transport clone with 4 simultaneous pushers&lt;br /&gt;
* Collecting the new impossible coin (THI)&lt;br /&gt;
* Killing the mystery goomba and collecting its coin&lt;br /&gt;
* Collecting the red coin in BitDW at the start without using the ! Switch and living&lt;br /&gt;
* Getting infinite coins in CCM&lt;br /&gt;
* Cloning in LLL (maybe with fall damage instant release via falling from HSF)&lt;br /&gt;
* Reproducing the TTC upwarp&lt;br /&gt;
* Grab a bob-omb fake during boiling&lt;br /&gt;
* Vertical PU death in LLL&lt;br /&gt;
* HSWK between towers in TotWC&lt;br /&gt;
* Survive in a vertical PU with a shell clone released in it&lt;br /&gt;
* Collecting the BitDW key from underneath the ground, causing you to collect the key on the death floor&lt;br /&gt;
* Collect a star during a demo sequence&lt;br /&gt;
* Activating 4 or 5 stars at once in BoB&lt;br /&gt;
* Activating more than 4 stars at once anywhere&lt;br /&gt;
* Reversing the one-way teleport in [[THI]]&lt;br /&gt;
* Ground-pounding [[Chain Chomp]]&#039;s post without interacting with the red coin (e.g. collecting its two coin value)&lt;br /&gt;
* Escaping from one of the fish tanks in the JRB room (starting with zero speed and damage counter)&lt;br /&gt;
* Get back on the platform after falling off in the Bowser 2 fight&lt;br /&gt;
* Moving during [[time stop]] in JRB (to get shell clones)&lt;br /&gt;
* Changing the position where Koopa the Quick finishes the race&lt;br /&gt;
* Grabbing the hangable ceiling on the bottom of the beginning cloud in [[WMotR]]&lt;br /&gt;
&lt;br /&gt;
==Former challenges on this list which have been accomplished==&lt;br /&gt;
* Beating SA in one irl breath&lt;br /&gt;
:* https://youtu.be/3BueQSrscks&lt;br /&gt;
* Picking up the cannon bob-omb on the same frame as leaving its radius&lt;br /&gt;
:* https://youtu.be/uFuC5DcbsjU&lt;br /&gt;
* Putting the Ukiki that steals your hat on the monkey cage&lt;br /&gt;
:* https://www.youtube.com/watch?v=oErcSAAwy4U&lt;br /&gt;
* Collecting Mystery of the Monkey Cage without changing the HOLP&lt;br /&gt;
:* https://youtu.be/UhchV2Kr_ig&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Talk:Surface&amp;diff=5400</id>
		<title>Talk:Surface</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Talk:Surface&amp;diff=5400"/>
		<updated>2018-12-01T20:49:57Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should be moved to [[Triangle]], which is a much better name for the phenomenon [[User:MMMMMMMMMMMMM|MMMMMMMMMMMMM]] ([[User talk:MMMMMMMMMMMMM|talk]]) 20:11, 1 December 2018 (UTC)&lt;br /&gt;
:The name &amp;quot;triangle&amp;quot; is ambiguous, as it could be confused with visual triangles. Furthermore, &amp;quot;surface&amp;quot; has become the standard, both in decomp and in general conversation. Another minor point is that when riding a shell on water, the water under mario becomes a floor, yet it is not a triangle. [[User:Bad boot|Bad boot]] ([[User talk:Bad boot|talk]]) 20:47, 1 December 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Talk:Surface&amp;diff=5399</id>
		<title>Talk:Surface</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Talk:Surface&amp;diff=5399"/>
		<updated>2018-12-01T20:48:07Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page should be moved to [[Triangle]], which is a much better name for the phenomenon [[User:MMMMMMMMMMMMM|MMMMMMMMMMMMM]] ([[User talk:MMMMMMMMMMMMM|talk]]) 20:11, 1 December 2018 (UTC)&lt;br /&gt;
:The name &amp;quot;triangle&amp;quot; is ambiguous, as it could be confused with visual triangles. Furthermore, &amp;quot;surface&amp;quot; has become the standard, both in decomp and in general conversation. [[User:Bad boot|Bad boot]] ([[User talk:Bad boot|talk]]) 20:47, 1 December 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Triangle&amp;diff=5392</id>
		<title>Triangle</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Triangle&amp;diff=5392"/>
		<updated>2018-12-01T19:50:54Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: Bad boot moved page Triangle to Surface over redirect: We do call it surface, both in decomp and in casual speech. Plus triangle is ambiguous&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Surface]]&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Surface&amp;diff=5391</id>
		<title>Surface</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Surface&amp;diff=5391"/>
		<updated>2018-12-01T19:50:54Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: Bad boot moved page Triangle to Surface over redirect: We do call it surface, both in decomp and in casual speech. Plus triangle is ambiguous&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
A &#039;&#039;&#039;surface&#039;&#039;&#039; or &#039;&#039;&#039;triangle&#039;&#039;&#039; in Super Mario 64 is a piece of geometry that exerts some kind of force or effect on Mario. Every triangle falls into one of three categories: a floor triangle, a wall triangle, or a ceiling triangle. However, a triangle does not store what category it is. Instead, its category is determined based on the y component of the triangle&#039;s [[wikipedia:normal vector|normal vector]]. If y component &amp;gt; 0.01, then it is a floor. If y component &amp;lt; -0.01, then it is a ceiling. Otherwise, it is a wall&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=UnU7DJXiMAQ&amp;lt;/ref&amp;gt;.&lt;br /&gt;
==Walls==&lt;br /&gt;
[[File:Non-Vertical Wall.png|300px|right|thumb|This wall in [[BoB]] is not quite vertical.]] The majority of walls in the game are perfectly vertical, but not all. Walls that are not vertical are one cause of [[Glitchy Ledge Grab]]s.&lt;br /&gt;
&#039;&#039;&#039;hitbox stuff&#039;&#039;&#039;&lt;br /&gt;
==Floors==&lt;br /&gt;
==Ceilings==&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Coin_limit&amp;diff=5327</id>
		<title>Coin limit</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Coin_limit&amp;diff=5327"/>
		<updated>2018-11-19T07:37:07Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: /* Coin limit for each course */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: Code shown in this section is recreated and may not be the exact code used by the game&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;coin limit&#039;&#039;&#039; is the maximum number of coins that can be collected or saved in a given area. Some courses allow infinite coins to be collected. However, in the NTSC (American) version, the coin counter is programmed to stay at the maximum of 999.&lt;br /&gt;
&lt;br /&gt;
There are two types of coin limits - the 999 coin limit within the course (except Japanese version), and the 255 coin limit that is saved in the save-able records.&lt;br /&gt;
&lt;br /&gt;
==The 999 coin limit==&lt;br /&gt;
The limit is intentionally put in by the programmers to prevent the game to count up coins greater than 999:&lt;br /&gt;
&lt;br /&gt;
 if(coin_counter &amp;gt; 999) {&lt;br /&gt;
 coin_counter := 999;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==The 255 coin limit==&lt;br /&gt;
Separately, there is an unintentional coin limit involving the saved coin score. This value overflows and is set to 0 if the number of coins Mario collected in the course is a multiple of 256. (Not within the course, but when recording the saved coin score after Mario exits the course.) Thus, the easiest way to obtain the highest possible saved coin score in a level is to simply collect 255 coins. 511 and 767 also produce a saved coin score of 255, but collecting more than 255 coins is not as efficient as collecting a star when 255 coins have been collected. 1,023, 1,279, etc. also save as 255, but these coin scores cannot be obtained in the NTSC version.&lt;br /&gt;
&lt;br /&gt;
==Coin limit for each course==&lt;br /&gt;
Normally, the number of available coins in the course prevents the player from getting an excess number of coins to reach either of the coin limits. Nonetheless, there are ways for a player to perform infinite coin glitches such as moneybag duplication, [[cloning]] or utilizing certain exploits of the game, allowing infinite coin glitches in certain courses.&lt;br /&gt;
&lt;br /&gt;
Some courses have only a finite number of coins; in these courses, [[cloning]] is impossible and there are no infinite coin glitches. The three courses that don&#039;t fall into either of these categories, namely [[Tick Tock Clock]], [[Rainbow Ride]], and [[Bowser in the Fire Sea]], allow for clones to be created, but due to a lack of [[loading zone]]s, the clones fill up the game&#039;s [[object slot]]s. Due to this, there is a limitation on the number of coins that can be collected within these three courses.&lt;br /&gt;
&lt;br /&gt;
In the table below, 999 coins represent stages with infinite coin glitches available that does not have clones occupy object slots making the game crash.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Course&lt;br /&gt;
!Available coins&lt;br /&gt;
!Maximum possible coins&lt;br /&gt;
!Strategies&lt;br /&gt;
|-&lt;br /&gt;
!colspan=4|Save-able courses&lt;br /&gt;
|-&lt;br /&gt;
|[[Bob-omb Battlefield]]||146 coins||999 coins||Breaking/Disappearing cork box glitch&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=nw24PeumUqE&amp;lt;/ref&amp;gt;&amp;lt;br/&amp;gt;Ride cancel&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=Q1yCvUBIZmE&amp;lt;/ref&amp;gt;&amp;lt;br/&amp;gt;(Cloning is possible but limited)&lt;br /&gt;
|-&lt;br /&gt;
|[[Whomp&#039;s Fortress]]||141 coins||999 coins||Breaking/Disappearing cork box glitch&lt;br /&gt;
|-&lt;br /&gt;
|[[Jolly Roger Bay]]||104 coins||104 coins||&lt;br /&gt;
|-&lt;br /&gt;
|[[Cool, Cool Mountain]]||154 coins||154 coins||&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Boo&#039;s Haunt]]||151 coins||151 coins||&lt;br /&gt;
|-&lt;br /&gt;
|[[Hazy Maze Cave]]||139 coins||139 coins||&lt;br /&gt;
|-&lt;br /&gt;
|[[Lethal Lava Land]]||133 coins||133 coins||&lt;br /&gt;
|-&lt;br /&gt;
|[[Shifting Sand Land]]||136 coins||999 coins||Breaking/Disappearing cork box glitch&amp;lt;br/&amp;gt;(Cloning is possible but limited)&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire, Dire Docks]]||106 coins||999 coins||Water shell cloning, loading area reset&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=y5IvORQstFM&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Snowman&#039;s Land]]||127 coins||999 coins||Moneybag duplication&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=eJnEh4Cjs0M&amp;lt;/ref&amp;gt;&amp;lt;br/&amp;gt;Time stop coin collection, loading zone&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=gJhMwxtsTGQ&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Wet-Dry World]]||152 coins||999 coins||Chuckya cloning, loading area reset&lt;br /&gt;
|-&lt;br /&gt;
|[[Tall, Tall Mountain]]||137 coins||999 coins||Bob-omb cloning, loading area reset&amp;lt;br/&amp;gt;Time stop coin collection, loading zone&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=1htuwz2qJa4&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Tiny-Huge Island]]||192 coins*||999 coins||Piranha plant glitch&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=OalrzUMc-oQ&amp;lt;/ref&amp;gt;&amp;lt;br/&amp;gt;Time stop coin collection, loading zone&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=WseQkejCuz4&amp;lt;/ref&amp;gt;&amp;lt;br/&amp;gt;Cloning using chuckya&amp;lt;br/&amp;gt;Ride cancel&lt;br /&gt;
|-&lt;br /&gt;
|[[Tick Tock Clock]]||128 coins||279 coins**||Bob-omb cloning, with limit due to object slots&lt;br /&gt;
|-&lt;br /&gt;
|[[Rainbow Ride]]||146 coins||290 coins**||Bob-omb cloning, with limit due to object slots&lt;br /&gt;
|-&lt;br /&gt;
!colspan=4|Non-saveable courses&lt;br /&gt;
|-&lt;br /&gt;
|[[Bowser in the Dark World]]||80 coins||999 coins||Infinite coins from Bowser&#039;s fire&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=izGgTt3v0ho&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|[[Bowser in the Fire Sea]]||80 coins||250 coins**||Bob-omb cloning, with limit due to object slots&lt;br /&gt;
|-&lt;br /&gt;
|[[Bowser in the Sky]]||76 coins||999 coins||Infinite coins from Bowser&#039;s fire&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|*Including [[the impossible coin]], underground, to the left of the line of 3 coins&amp;lt;br/&amp;gt;**Maximum number of objects allowed: 239 for TTC, and 227 in RR.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unbounded Coin Limit Glitch (Japanese version)==&lt;br /&gt;
In the Japanese version, there is no coin limit within the courses. When the coin counter reaches a value of 1,000, the game runs a few lines of code wherein there is a typo:&lt;br /&gt;
&lt;br /&gt;
 if(coin_counter &amp;gt; 999) {&lt;br /&gt;
 lives_counter := 999;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
This should be the following:&lt;br /&gt;
&lt;br /&gt;
 if(coin_counter &amp;gt; 999) {&lt;br /&gt;
 coin_counter := 999;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Because the lives counter is a signed short, the value of 999 overflows to -25. This is displayed in the HUD as &amp;quot;M25.&amp;quot; (The &amp;quot;M&amp;quot; presumably means &amp;quot;minus.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
After reaching a value of 32,767, the &#039;&#039;coin display&#039;&#039; remains at that value. After that, only the hidden &#039;&#039;coin count&#039;&#039; keeps incrementing. That is because the coin count is a signed short, so if the player collects more coins, the coin counter will overflow to -32,768. Since -32768 is not greater than 32,767, the coin display will not increment any further. If one were to collect a 65,636&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; coin (65,536 for the overflow and 100 for the star), a second 100 coin star would spawn. This was a part of a strategy that could have been applied to collect &amp;quot;To the Top of the Fortress&amp;quot; in 0x A presses&amp;lt;ref&amp;gt;https://youtu.be/GMOxYVtJhOI&amp;lt;/ref&amp;gt;, but it wasn&#039;t because a faster 0xA strategy was discovered for that star&amp;lt;ref&amp;gt;https://youtu.be/M4M_OyUorRQ&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>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Coin_limit&amp;diff=5326</id>
		<title>Coin limit</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Coin_limit&amp;diff=5326"/>
		<updated>2018-11-19T07:24:29Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: /* Coin limit for each course */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: Code shown in this section is recreated and may not be the exact code used by the game&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;coin limit&#039;&#039;&#039; is the maximum number of coins that can be collected or saved in a given area. Some courses allow infinite coins to be collected. However, in the NTSC (American) version, the coin counter is programmed to stay at the maximum of 999.&lt;br /&gt;
&lt;br /&gt;
There are two types of coin limits - the 999 coin limit within the course (except Japanese version), and the 255 coin limit that is saved in the save-able records.&lt;br /&gt;
&lt;br /&gt;
==The 999 coin limit==&lt;br /&gt;
The limit is intentionally put in by the programmers to prevent the game to count up coins greater than 999:&lt;br /&gt;
&lt;br /&gt;
 if(coin_counter &amp;gt; 999) {&lt;br /&gt;
 coin_counter := 999;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==The 255 coin limit==&lt;br /&gt;
Separately, there is an unintentional coin limit involving the saved coin score. This value overflows and is set to 0 if the number of coins Mario collected in the course is a multiple of 256. (Not within the course, but when recording the saved coin score after Mario exits the course.) Thus, the easiest way to obtain the highest possible saved coin score in a level is to simply collect 255 coins. 511 and 767 also produce a saved coin score of 255, but collecting more than 255 coins is not as efficient as collecting a star when 255 coins have been collected. 1,023, 1,279, etc. also save as 255, but these coin scores cannot be obtained in the NTSC version.&lt;br /&gt;
&lt;br /&gt;
==Coin limit for each course==&lt;br /&gt;
Normally, the number of available coins in the course prevents the player from getting an excess number of coins to reach either of the coin limits. Nonetheless, there are ways for a player to perform infinite coin glitches such as moneybag duplication, [[cloning]] or utilizing certain exploits of the game, allowing infinite coin glitches in certain courses.&lt;br /&gt;
&lt;br /&gt;
Some courses have only a finite number of coins; in these courses, [[cloning]] is impossible and there are no infinite coin glitches. The three courses that don&#039;t fall into either of these categories, namely [[Tick Tock Clock]], [[Rainbow Ride]], and [[Bowser in the Fire Sea]], allow for clones to be created, but due to a lack of [[loading zone]]s, the clones fill up the game&#039;s [[object slot]]s. Due to this, there is a limitation on the number of coins that can be collected within these three courses.&lt;br /&gt;
&lt;br /&gt;
In the table below, 999 coins represent stages with infinite coin glitches available that does not have clones occupy object slots making the game crash.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Course&lt;br /&gt;
!Available coins&lt;br /&gt;
!Maximum possible coins&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
!colspan=4|Save-able courses&lt;br /&gt;
|-&lt;br /&gt;
|[[Bob-omb Battlefield]]||146 coins||999 coins||Breaking/Disappearing cork box glitch&amp;lt;br/&amp;gt;Ride cancel&amp;lt;br/&amp;gt;(Cloning is possible but limited)&lt;br /&gt;
|-&lt;br /&gt;
|[[Whomp&#039;s Fortress]]||141 coins||999 coins||Breaking/Disappearing cork box glitch&lt;br /&gt;
|-&lt;br /&gt;
|[[Jolly Roger Bay]]||104 coins||104 coins||&lt;br /&gt;
|-&lt;br /&gt;
|[[Cool, Cool Mountain]]||154 coins||154 coins||&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Boo&#039;s Haunt]]||151 coins||151 coins||&lt;br /&gt;
|-&lt;br /&gt;
|[[Hazy Maze Cave]]||139 coins||139 coins||&lt;br /&gt;
|-&lt;br /&gt;
|[[Lethal Lava Land]]||133 coins||133 coins||&lt;br /&gt;
|-&lt;br /&gt;
|[[Shifting Sand Land]]||136 coins||999 coins||Breaking/Disappearing cork box glitch&amp;lt;br/&amp;gt;(Cloning is possible but limited)&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire, Dire Docks]]||106 coins||999 coins||Water shell cloning, loading area reset&lt;br /&gt;
|-&lt;br /&gt;
|[[Snowman&#039;s Land]]||127 coins||999 coins||Moneybag duplication&amp;lt;br/&amp;gt;Time stop coin collection, loading zone&lt;br /&gt;
|-&lt;br /&gt;
|[[Wet-Dry World]]||152 coins||999 coins||Chuckya cloning, loading area reset&lt;br /&gt;
|-&lt;br /&gt;
|[[Tall, Tall Mountain]]||137 coins||999 coins||Bob-omb cloning, loading area reset&amp;lt;br/&amp;gt;Time stop coin collection, loading zone&lt;br /&gt;
|-&lt;br /&gt;
|[[Tiny-Huge Island]]||192 coins*||999 coins||Piranha plant glitch&amp;lt;br/&amp;gt;Time stop coin collection, loading zone&amp;lt;br/&amp;gt;Cloning using chuckya&amp;lt;br/&amp;gt;Ride cancel&lt;br /&gt;
|-&lt;br /&gt;
|[[Tick Tock Clock]]||128 coins||279 coins**||Bob-omb cloning, with limit due to object slots&lt;br /&gt;
|-&lt;br /&gt;
|[[Rainbow Ride]]||146 coins||290 coins**||Bob-omb cloning, with limit due to object slots&lt;br /&gt;
|-&lt;br /&gt;
!colspan=4|Non-saveable courses&lt;br /&gt;
|-&lt;br /&gt;
|[[Bowser in the Dark World]]||80 coins||999 coins||Infinite coins from Bowser&#039;s fire&lt;br /&gt;
|-&lt;br /&gt;
|[[Bowser in the Fire Sea]]||80 coins||250 coins**||Bob-omb cloning, with limit due to object slots&lt;br /&gt;
|-&lt;br /&gt;
|[[Bowser in the Sky]]||76 coins||999 coins||Infinite coins from Bowser&#039;s fire&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|*Including [[the impossible coin]], underground, to the left of the line of 3 coins&amp;lt;br/&amp;gt;**Maximum number of objects allowed: 239 for TTC, and 227 in RR.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unbounded Coin Limit Glitch (Japanese version)==&lt;br /&gt;
In the Japanese version, there is no coin limit within the courses. When the coin counter reaches a value of 1,000, the game runs a few lines of code wherein there is a typo:&lt;br /&gt;
&lt;br /&gt;
 if(coin_counter &amp;gt; 999) {&lt;br /&gt;
 lives_counter := 999;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
This should be the following:&lt;br /&gt;
&lt;br /&gt;
 if(coin_counter &amp;gt; 999) {&lt;br /&gt;
 coin_counter := 999;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Because the lives counter is a signed short, the value of 999 overflows to -25. This is displayed in the HUD as &amp;quot;M25.&amp;quot; (The &amp;quot;M&amp;quot; presumably means &amp;quot;minus.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
After reaching a value of 32,767, the &#039;&#039;coin display&#039;&#039; remains at that value. After that, only the hidden &#039;&#039;coin count&#039;&#039; keeps incrementing. That is because the coin count is a signed short, so if the player collects more coins, the coin counter will overflow to -32,768. Since -32768 is not greater than 32,767, the coin display will not increment any further. If one were to collect a 65,636&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; coin (65,536 for the overflow and 100 for the star), a second 100 coin star would spawn. This was a part of a strategy that could have been applied to collect &amp;quot;To the Top of the Fortress&amp;quot; in 0x A presses&amp;lt;ref&amp;gt;https://youtu.be/GMOxYVtJhOI&amp;lt;/ref&amp;gt;, but it wasn&#039;t because a faster 0xA strategy was discovered for that star&amp;lt;ref&amp;gt;https://youtu.be/M4M_OyUorRQ&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>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Coin_limit&amp;diff=5325</id>
		<title>Coin limit</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Coin_limit&amp;diff=5325"/>
		<updated>2018-11-19T07:23:09Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: /* Coin limit for each course */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: Code shown in this section is recreated and may not be the exact code used by the game&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;coin limit&#039;&#039;&#039; is the maximum number of coins that can be collected or saved in a given area. Some courses allow infinite coins to be collected. However, in the NTSC (American) version, the coin counter is programmed to stay at the maximum of 999.&lt;br /&gt;
&lt;br /&gt;
There are two types of coin limits - the 999 coin limit within the course (except Japanese version), and the 255 coin limit that is saved in the save-able records.&lt;br /&gt;
&lt;br /&gt;
==The 999 coin limit==&lt;br /&gt;
The limit is intentionally put in by the programmers to prevent the game to count up coins greater than 999:&lt;br /&gt;
&lt;br /&gt;
 if(coin_counter &amp;gt; 999) {&lt;br /&gt;
 coin_counter := 999;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==The 255 coin limit==&lt;br /&gt;
Separately, there is an unintentional coin limit involving the saved coin score. This value overflows and is set to 0 if the number of coins Mario collected in the course is a multiple of 256. (Not within the course, but when recording the saved coin score after Mario exits the course.) Thus, the easiest way to obtain the highest possible saved coin score in a level is to simply collect 255 coins. 511 and 767 also produce a saved coin score of 255, but collecting more than 255 coins is not as efficient as collecting a star when 255 coins have been collected. 1,023, 1,279, etc. also save as 255, but these coin scores cannot be obtained in the NTSC version.&lt;br /&gt;
&lt;br /&gt;
==Coin limit for each course==&lt;br /&gt;
Normally, the number of available coins in the course prevents the player from getting an excess number of coins to reach either of the coin limits. Nonetheless, there are ways for a player to perform infinite coin glitches such as moneybag duplication, [[cloning]] or utilizing certain exploits of the game, allowing infinite coin glitches in certain courses.&lt;br /&gt;
&lt;br /&gt;
Some courses have only a finite number of coins; in these courses, [[cloning]] is impossible and there are no infinite coin glitches. The three courses that don&#039;t fall into either of these categories, namely [[Tick Tock Clock]], [[Rainbow Ride]], and [[Bowser in the Fire Sea]], allow for clones to be created, but due to a lack of [[loading zone]]s, the clones fill up the game&#039;s [[object slot]]s. Due to this, there is a limitation on the number of coins that can be collected within these three courses.&lt;br /&gt;
&lt;br /&gt;
In the table below, 999 coins represent stages with infinite coin glitches available that does not have clones occupy object slots making the game crash.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Course&lt;br /&gt;
!Available coins&lt;br /&gt;
!Maximum possible coins&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
!colspan=4|Save-able courses&lt;br /&gt;
|-&lt;br /&gt;
|[[Bob-omb Battlefield]]||146 coins||999 coins||Breaking/Disappearing cork box glitch&amp;lt;br/&amp;gt;Ride cancel&amp;lt;br/&amp;gt;(Cloning is possible but limited)&lt;br /&gt;
|-&lt;br /&gt;
|[[Whomp&#039;s Fortress]]||141 coins||999 coins||Breaking/Disappearing cork box glitch&lt;br /&gt;
|-&lt;br /&gt;
|[[Jolly Roger Bay]]||104 coins||104 coins||&lt;br /&gt;
|-&lt;br /&gt;
|[[Cool, Cool Mountain]]||154 coins||154 coins||&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Boo&#039;s Haunt]]||151 coins||151 coins||&lt;br /&gt;
|-&lt;br /&gt;
|[[Hazy Maze Cave]]||139 coins||139 coins||&lt;br /&gt;
|-&lt;br /&gt;
|[[Lethal Lava Land]]||133 coins||133 coins||&lt;br /&gt;
|-&lt;br /&gt;
|[[Shifting Sand Land]]||136 coins||999 coins||Breaking/Disappearing cork box glitch&amp;lt;br/&amp;gt;(Cloning is possible but limited)&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire, Dire Docks]]||106 coins||999 coins||Water shell cloning, loading area reset&lt;br /&gt;
|-&lt;br /&gt;
|[[Snowman&#039;s Land]]||127 coins||999 coins||Moneybag duplication&amp;lt;br/&amp;gt;Time stop coin collection, loading zone&lt;br /&gt;
|-&lt;br /&gt;
|[[Wet-Dry World]]||152 coins||999 coins||Chuckya cloning, loading area reset&lt;br /&gt;
|-&lt;br /&gt;
|[[Tall, Tall Mountain]]||137 coins||999 coins||Bob-omb cloning, loading area reset&lt;br /&gt;
|-&lt;br /&gt;
|[[Tiny-Huge Island]]||192 coins*||999 coins||Piranha plant glitch&amp;lt;br/&amp;gt;Time stop coin collection, loading zone&amp;lt;br/&amp;gt;Cloning using chuckya&amp;lt;br/&amp;gt;Ride cancel&lt;br /&gt;
|-&lt;br /&gt;
|[[Tick Tock Clock]]||128 coins||279 coins**||Bob-omb cloning, with limit due to object slots&lt;br /&gt;
|-&lt;br /&gt;
|[[Rainbow Ride]]||146 coins||290 coins**||Bob-omb cloning, with limit due to object slots&lt;br /&gt;
|-&lt;br /&gt;
!colspan=4|Non-saveable courses&lt;br /&gt;
|-&lt;br /&gt;
|[[Bowser in the Dark World]]||80 coins||999 coins||Infinite coins from Bowser&#039;s fire&lt;br /&gt;
|-&lt;br /&gt;
|[[Bowser in the Fire Sea]]||80 coins||250 coins**||Bob-omb cloning, with limit due to object slots&lt;br /&gt;
|-&lt;br /&gt;
|[[Bowser in the Sky]]||76 coins||999 coins||Infinite coins from Bowser&#039;s fire&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|*Including [[the impossible coin]], underground, to the left of the line of 3 coins&amp;lt;br/&amp;gt;**Maximum number of objects allowed: 239 for TTC, and 227 in RR.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unbounded Coin Limit Glitch (Japanese version)==&lt;br /&gt;
In the Japanese version, there is no coin limit within the courses. When the coin counter reaches a value of 1,000, the game runs a few lines of code wherein there is a typo:&lt;br /&gt;
&lt;br /&gt;
 if(coin_counter &amp;gt; 999) {&lt;br /&gt;
 lives_counter := 999;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
This should be the following:&lt;br /&gt;
&lt;br /&gt;
 if(coin_counter &amp;gt; 999) {&lt;br /&gt;
 coin_counter := 999;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Because the lives counter is a signed short, the value of 999 overflows to -25. This is displayed in the HUD as &amp;quot;M25.&amp;quot; (The &amp;quot;M&amp;quot; presumably means &amp;quot;minus.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
After reaching a value of 32,767, the &#039;&#039;coin display&#039;&#039; remains at that value. After that, only the hidden &#039;&#039;coin count&#039;&#039; keeps incrementing. That is because the coin count is a signed short, so if the player collects more coins, the coin counter will overflow to -32,768. Since -32768 is not greater than 32,767, the coin display will not increment any further. If one were to collect a 65,636&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; coin (65,536 for the overflow and 100 for the star), a second 100 coin star would spawn. This was a part of a strategy that could have been applied to collect &amp;quot;To the Top of the Fortress&amp;quot; in 0x A presses&amp;lt;ref&amp;gt;https://youtu.be/GMOxYVtJhOI&amp;lt;/ref&amp;gt;, but it wasn&#039;t because a faster 0xA strategy was discovered for that star&amp;lt;ref&amp;gt;https://youtu.be/M4M_OyUorRQ&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>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Coin_limit&amp;diff=5324</id>
		<title>Coin limit</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Coin_limit&amp;diff=5324"/>
		<updated>2018-11-19T07:19:03Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Note: Code shown in this section is recreated and may not be the exact code used by the game&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;coin limit&#039;&#039;&#039; is the maximum number of coins that can be collected or saved in a given area. Some courses allow infinite coins to be collected. However, in the NTSC (American) version, the coin counter is programmed to stay at the maximum of 999.&lt;br /&gt;
&lt;br /&gt;
There are two types of coin limits - the 999 coin limit within the course (except Japanese version), and the 255 coin limit that is saved in the save-able records.&lt;br /&gt;
&lt;br /&gt;
==The 999 coin limit==&lt;br /&gt;
The limit is intentionally put in by the programmers to prevent the game to count up coins greater than 999:&lt;br /&gt;
&lt;br /&gt;
 if(coin_counter &amp;gt; 999) {&lt;br /&gt;
 coin_counter := 999;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
==The 255 coin limit==&lt;br /&gt;
Separately, there is an unintentional coin limit involving the saved coin score. This value overflows and is set to 0 if the number of coins Mario collected in the course is a multiple of 256. (Not within the course, but when recording the saved coin score after Mario exits the course.) Thus, the easiest way to obtain the highest possible saved coin score in a level is to simply collect 255 coins. 511 and 767 also produce a saved coin score of 255, but collecting more than 255 coins is not as efficient as collecting a star when 255 coins have been collected. 1,023, 1,279, etc. also save as 255, but these coin scores cannot be obtained in the NTSC version.&lt;br /&gt;
&lt;br /&gt;
==Coin limit for each course==&lt;br /&gt;
Normally, the number of available coins in the course prevents the player from getting an excess number of coins to reach either of the coin limits. Nonetheless, there are ways for a player to perform infinite coin glitches such as moneybag duplication, [[cloning]] or utilizing certain exploits of the game, allowing infinite coin glitches in certain courses.&lt;br /&gt;
&lt;br /&gt;
Some courses have only a finite number of coins; in these courses, [[cloning]] is impossible and there are no infinite coin glitches. The three courses that don&#039;t fall into either of these categories, namely [[Tick Tock Clock]], [[Rainbow Ride]], and [[Bowser in the Fire Sea]], allow for clones to be created, but due to a lack of [[loading zone]]s, the clones fill up the game&#039;s [[object slot]]s. Due to this, there is a limitation on the number of coins that can be collected within these three courses.&lt;br /&gt;
&lt;br /&gt;
In the table below, 999 coins represent stages with infinite coin glitches available that does not have clones occupy object slots making the game crash.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Course&lt;br /&gt;
!Available coins&lt;br /&gt;
!Maximum possible coins&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
!colspan=4|Save-able courses&lt;br /&gt;
|-&lt;br /&gt;
|[[Bob-omb Battlefield]]||146 coins||999 coins||Breaking/Disappearing cork box glitch&amp;lt;br/&amp;gt;Ride cancel&amp;lt;br/&amp;gt;(Cloning is possible but limited)&lt;br /&gt;
|-&lt;br /&gt;
|[[Whomp&#039;s Fortress]]||141 coins||999 coins||Breaking/Disappearing cork box glitch&lt;br /&gt;
|-&lt;br /&gt;
|[[Jolly Roger Bay]]||104 coins||104 coins||&lt;br /&gt;
|-&lt;br /&gt;
|[[Cool, Cool Mountain]]||154 coins||154 coins||&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Boo&#039;s Haunt]]||151 coins||151 coins||&lt;br /&gt;
|-&lt;br /&gt;
|[[Hazy Maze Cave]]||139 coins||139 coins||&lt;br /&gt;
|-&lt;br /&gt;
|[[Lethal Lava Land]]||133 coins||133 coins||&lt;br /&gt;
|-&lt;br /&gt;
|[[Shifting Sand Land]]||136 coins||999 coins||Breaking/Disappearing cork box glitch&amp;lt;br/&amp;gt;(Cloning is possible but limited)&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire, Dire Docks]]||106 coins||999 coins||Shell cloning, loading area reset&lt;br /&gt;
|-&lt;br /&gt;
|[[Snowman&#039;s Land]]||127 coins||999 coins||Moneybag duplication&lt;br /&gt;
|-&lt;br /&gt;
|[[Wet-Dry World]]||152 coins||999 coins||Chuckya cloning, loading area reset&lt;br /&gt;
|-&lt;br /&gt;
|[[Tall, Tall Mountain]]||137 coins||999 coins||Bob-omb cloning, loading area reset&lt;br /&gt;
|-&lt;br /&gt;
|[[Tiny-Huge Island]]||192 coins*||999 coins||Piranha plant glitch&amp;lt;br/&amp;gt;Time stop coin collection&amp;lt;br/&amp;gt;Cloning using chuckya&amp;lt;br/&amp;gt;Ride cancel&lt;br /&gt;
|-&lt;br /&gt;
|[[Tick Tock Clock]]||128 coins||279 coins**||Bob-omb cloning, with limit due to object slots&lt;br /&gt;
|-&lt;br /&gt;
|[[Rainbow Ride]]||146 coins||290 coins**||Bob-omb cloning, with limit due to object slots&lt;br /&gt;
|-&lt;br /&gt;
!colspan=4|Non-saveable courses&lt;br /&gt;
|-&lt;br /&gt;
|[[Bowser in the Dark World]]||80 coins||999 coins||Infinite coins from Bowser&#039;s fire&lt;br /&gt;
|-&lt;br /&gt;
|[[Bowser in the Fire Sea]]||80 coins||250 coins**||Bob-omb cloning, with limit due to object slots&lt;br /&gt;
|-&lt;br /&gt;
|[[Bowser in the Sky]]||76 coins||999 coins||Infinite coins from Bowser&#039;s fire&lt;br /&gt;
|-&lt;br /&gt;
|colspan=4|*Including [[the impossible coin]], underground, to the left of the line of 3 coins&amp;lt;br/&amp;gt;**Maximum number of objects allowed: 239 for TTC, and 227 in RR.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Unbounded Coin Limit Glitch (Japanese version)==&lt;br /&gt;
In the Japanese version, there is no coin limit within the courses. When the coin counter reaches a value of 1,000, the game runs a few lines of code wherein there is a typo:&lt;br /&gt;
&lt;br /&gt;
 if(coin_counter &amp;gt; 999) {&lt;br /&gt;
 lives_counter := 999;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
This should be the following:&lt;br /&gt;
&lt;br /&gt;
 if(coin_counter &amp;gt; 999) {&lt;br /&gt;
 coin_counter := 999;&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Because the lives counter is a signed short, the value of 999 overflows to -25. This is displayed in the HUD as &amp;quot;M25.&amp;quot; (The &amp;quot;M&amp;quot; presumably means &amp;quot;minus.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
After reaching a value of 32,767, the &#039;&#039;coin display&#039;&#039; remains at that value. After that, only the hidden &#039;&#039;coin count&#039;&#039; keeps incrementing. That is because the coin count is a signed short, so if the player collects more coins, the coin counter will overflow to -32,768. Since -32768 is not greater than 32,767, the coin display will not increment any further. If one were to collect a 65,636&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; coin (65,536 for the overflow and 100 for the star), a second 100 coin star would spawn. This was a part of a strategy that could have been applied to collect &amp;quot;To the Top of the Fortress&amp;quot; in 0x A presses&amp;lt;ref&amp;gt;https://youtu.be/GMOxYVtJhOI&amp;lt;/ref&amp;gt;, but it wasn&#039;t because a faster 0xA strategy was discovered for that star&amp;lt;ref&amp;gt;https://youtu.be/M4M_OyUorRQ&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>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Unsolved_single-goal_challenges&amp;diff=5106</id>
		<title>Unsolved single-goal challenges</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Unsolved_single-goal_challenges&amp;diff=5106"/>
		<updated>2018-10-22T15:51:26Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: Reverted edits by Nitrusgamer (talk) to last revision by JoshDuMan&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of single goal challenges that are incredibly difficult/impossible with current knowledge. None of these have been completed.&lt;br /&gt;
&lt;br /&gt;
* Clipping from the bottom area of Wiggler&#039;s cave to the top area, or vice versa&lt;br /&gt;
* Grabbing Ukiki without pressing B (useful for the BBC)&lt;br /&gt;
* Collecting Mystery of the Monkey Cage without changing the HOLP for an arbitrary HOLP&lt;br /&gt;
* Collecting [[Wing Mario over the Rainbow]] Capless and/or Cannonless&lt;br /&gt;
* Transport cloning with Wiggler or Skeeter&lt;br /&gt;
* Performing a transport clone with 4 simultaneous pushers&lt;br /&gt;
* Collecting the new impossible coin (THI)&lt;br /&gt;
* Killing the mystery goomba and collecting its coin&lt;br /&gt;
* Collecting the red coin in BitDW at the start without using the ! Switch and living&lt;br /&gt;
* Getting infinite coins in CCM&lt;br /&gt;
* Cloning in LLL (maybe with fall damage instant release via falling from HSF)&lt;br /&gt;
* Reproducing the TTC upwarp&lt;br /&gt;
* Grab a bob-omb fake during boiling&lt;br /&gt;
* Vertical PU death in LLL&lt;br /&gt;
* HSWK between towers in TotWC&lt;br /&gt;
* Crashing the game by triggering death barrier before activating the TotWC starting textbox&lt;br /&gt;
* Survive in a vertical PU with a shell clone released in it&lt;br /&gt;
* Collecting the BitDW key from underneath the ground, causing you to collect the key on the death floor&lt;br /&gt;
* Collect a star during a demo sequence&lt;br /&gt;
* Activating 4 or 5 stars at once in BoB&lt;br /&gt;
* Activating more than 4 stars at once anywhere&lt;br /&gt;
* Reversing the one-way teleport in [[THI]]&lt;br /&gt;
* Ground-pounding [[Chain Chomp]]&#039;s post without interacting with the red coin (e.g. collecting its two coin value)&lt;br /&gt;
* Escaping from one of the fish tanks in the JRB room (starting with zero speed and damage counter)&lt;br /&gt;
* Get back on the platform after falling off in the Bowser 2 fight&lt;br /&gt;
* Moving during timestop in JRB (to get shell clones)&lt;br /&gt;
&lt;br /&gt;
==Former challenges on this list which have been accomplished==&lt;br /&gt;
* Beating SA in one irl breath&lt;br /&gt;
:* https://youtu.be/3BueQSrscks&lt;br /&gt;
* Picking up the cannon bob-omb on the same frame as leaving its radius&lt;br /&gt;
:* https://youtu.be/uFuC5DcbsjU&lt;br /&gt;
* Putting the Ukiki that steals your hat on the monkey cage&lt;br /&gt;
:* https://www.youtube.com/watch?v=oErcSAAwy4U&lt;br /&gt;
* Collecting Mystery of the Monkey Cage without changing the HOLP&lt;br /&gt;
:* https://youtu.be/UhchV2Kr_ig&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Unsolved_single-goal_challenges&amp;diff=5003</id>
		<title>Unsolved single-goal challenges</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Unsolved_single-goal_challenges&amp;diff=5003"/>
		<updated>2018-10-19T02:24:36Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of single goal challenges that are incredibly difficult/impossible with current knowledge. None of these have been completed.&lt;br /&gt;
&lt;br /&gt;
* Clipping from the bottom area of Wiggler&#039;s cave to the top area, or vice versa&lt;br /&gt;
* Grabbing Ukiki without pressing B (useful for the BBC)&lt;br /&gt;
* Collecting Mystery of the Monkey Cage without changing the HOLP for an arbitrary HOLP&lt;br /&gt;
* Collecting [[Wing Mario over the Rainbow]] Capless and/or Cannonless&lt;br /&gt;
* Transport cloning with Wiggler or Skeeter&lt;br /&gt;
* Performing a transport clone with 4 simultaneous pushers&lt;br /&gt;
* Picking up the cannon bob-omb on the same frame as leaving its radius&lt;br /&gt;
* Collecting the new impossible coin (THI)&lt;br /&gt;
* Killing the mystery goomba and collecting its coin&lt;br /&gt;
* Collecting the red coin in BitDW at the start without using the ! Switch&lt;br /&gt;
* Getting infinite coins in CCM&lt;br /&gt;
* Cloning in LLL (maybe with fall damage instant release via falling from HSF)&lt;br /&gt;
* Reproducing the TTC upwarp&lt;br /&gt;
* Grab a bob-omb fake during boiling&lt;br /&gt;
* Vertical PU death in LLL&lt;br /&gt;
* HSWK between towers in TotWC&lt;br /&gt;
* Crashing the game by triggering death barrier before activating the TotWC starting textbox&lt;br /&gt;
* Survive in a vertical PU with a shell clone released in it&lt;br /&gt;
* Collecting the BitDW key from underneath the ground, causing you to collect the key on the death floor&lt;br /&gt;
* Collect a star during a demo sequence&lt;br /&gt;
* Activating 4 or 5 stars at once in BoB&lt;br /&gt;
* Activating more than 4 stars at once anywhere&lt;br /&gt;
* Reversing the one-way teleport in [[THI]]&lt;br /&gt;
* Ground-pounding [[Chain Chomp]]&#039;s post without interacting with the red coin (e.g. collecting its two coin value)&lt;br /&gt;
* Escaping from one of the fish tanks in the JRB room (starting with zero speed and damage counter)&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=A_Button_Challenge&amp;diff=3873</id>
		<title>A Button Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=A_Button_Challenge&amp;diff=3873"/>
		<updated>2018-10-14T20:29:51Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{A Button Challenge infobox}}&lt;br /&gt;
The &#039;&#039;&#039;A Button Challenge&#039;&#039;&#039;, &#039;&#039;&#039;ABC&#039;&#039;&#039; for short, is a [[challenge]] in which the number of presses of the [[A button]] is minimized, whether on a per-mission or a per-file basis. Because the A button makes Mario jump, great creativity and precision are required to progress in the game without using this &amp;quot;vital&amp;quot; function. The ABC is often connected to the discoveries of new glitches and techniques that can be used more generally throughout the game. Much of the material on the [https://www.youtube.com/user/pannenkoek2012 pannenkoek2012] and [https://www.youtube.com/user/pannenkeok2012 UncommentatedPannen] channels is related to the A Button Challenge, with only 21 remaining A presses (15 unique A presses) left to optimize.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Although much of the progress in the ABC has been made since 2013, the ABC existed for over a decade earlier. Pieces of what would become the ABC were present in different terms, as early as 2001 on Walton Dell&#039;s site on multiple level pages.&amp;lt;ref&amp;gt;https://web.archive.org/web/20020614010118/http://www.wdell.com/videogames/sm64/course01/&amp;lt;/ref&amp;gt; Curtis Bright, who runs sm64.com, was keeping track of ABC at least as early as December of 2006.&amp;lt;ref&amp;gt;https://web.archive.org/web/20061209073313/http://www.student.cs.uwaterloo.ca/~cbright/sm64/a-presses.html&amp;lt;/ref&amp;gt; Thiago Trujillo had what is the earliest, nearly complete count for the game (that we have access to) with a total count of about 263 presses.&amp;lt;ref&amp;gt;http://www.oocities.org/thiagotrujillo/abut.html&amp;lt;/ref&amp;gt; (This list is missing all navigation presses, two of the [[DDD]] stars, three of the [[TTC]] stars, one star in [[RR]], and [[BitS]].)&lt;br /&gt;
&lt;br /&gt;
Pannenkoek&#039;s first ABC video was for 5 Itty Bitty Secrets, and was released in August 2013.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=Xy7XDStV5WE&amp;lt;/ref&amp;gt; The count at this point was about 212 presses, although this number dropped fairly quickly. Within the first 4 months, the count had fallen nearly 100 presses, and was down to 118. Over the next five years, many different people have worked on removing as many counts as possible, and the number has dropped to only 21 A presses in a 120 star run (as well as 0 in any%).&lt;br /&gt;
&lt;br /&gt;
== A Presses Left ==&lt;br /&gt;
A &#039;&#039;&#039;unique A press&#039;&#039;&#039; refers to a single circumstance under which the A button must be pressed during a run. This circumstance may occur multiple times, leading to multiple A presses; if a workaround is found for the unique A press, all of those individual A presses may be saved.&lt;br /&gt;
&lt;br /&gt;
For example, if entering a course requires an A press, the case of entering the course is a unique A press, even if said course must be visited multiple times over the course of a run.&lt;br /&gt;
&lt;br /&gt;
Below is a table of unique A presses in the [[A Button Challenge]].&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=RHU1BdDCClE&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|A Press #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Multiplicity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Stage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Purpose&lt;br /&gt;
|-&lt;br /&gt;
|#1&lt;br /&gt;
|1&lt;br /&gt;
|JRB&lt;br /&gt;
|To collect the chest star&lt;br /&gt;
|-&lt;br /&gt;
|#2&lt;br /&gt;
|1&lt;br /&gt;
|LLL&lt;br /&gt;
|To get to the Elevator Tour star platform&lt;br /&gt;
|-&lt;br /&gt;
|#3&lt;br /&gt;
|2&lt;br /&gt;
|SSL&lt;br /&gt;
|To get out of the pyramid elevator&lt;br /&gt;
|-&lt;br /&gt;
|#4, #5&lt;br /&gt;
|1&lt;br /&gt;
|THI&lt;br /&gt;
|To collect red coins&lt;br /&gt;
|-&lt;br /&gt;
|#6&lt;br /&gt;
|3&lt;br /&gt;
|TTC&lt;br /&gt;
|To get out of the treadmill grinding spot&lt;br /&gt;
|-&lt;br /&gt;
|#7&lt;br /&gt;
|1&lt;br /&gt;
|TTC&lt;br /&gt;
|To get out of the pendulum box pedro spot with vertical speed&lt;br /&gt;
|-&lt;br /&gt;
|#8&lt;br /&gt;
|1&lt;br /&gt;
|TTC&lt;br /&gt;
|To get past the thwomp&lt;br /&gt;
|-&lt;br /&gt;
|#9&lt;br /&gt;
|1&lt;br /&gt;
|PSS&lt;br /&gt;
|&lt;br /&gt;
To collect the star&lt;br /&gt;
|-&lt;br /&gt;
|#10, #11&lt;br /&gt;
|1&lt;br /&gt;
|WMotR&lt;br /&gt;
|&lt;br /&gt;
To collect red coins&lt;br /&gt;
|-&lt;br /&gt;
|#12&lt;br /&gt;
|1&lt;br /&gt;
|BitFS&lt;br /&gt;
|To get past the pole (saved on Wii VC)&lt;br /&gt;
|-&lt;br /&gt;
|#13&lt;br /&gt;
|4&lt;br /&gt;
|Castle&lt;br /&gt;
|To enter TTC (6 except on JP N64)&lt;br /&gt;
|-&lt;br /&gt;
|#14&lt;br /&gt;
|1&lt;br /&gt;
|Castle&lt;br /&gt;
|To go to RR&lt;br /&gt;
|-&lt;br /&gt;
|#15&lt;br /&gt;
|1&lt;br /&gt;
|Castle&lt;br /&gt;
|To go to WMotR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, some levels require the A button to be held for the level, but not started on that specific star necessarily. These presses can be tied to earlier presses to lower counts in longer runs.&lt;br /&gt;
&lt;br /&gt;
Below is a table of all levels that require half an A-Press.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|A Press #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Multiplicity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Stage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Purpose&lt;br /&gt;
|-&lt;br /&gt;
|#1&lt;br /&gt;
|1&lt;br /&gt;
|HMC&lt;br /&gt;
|To do kicks on the elevator&lt;br /&gt;
|-&lt;br /&gt;
|#2&lt;br /&gt;
|1&lt;br /&gt;
|DDD&lt;br /&gt;
|To clone the whirlpool and poles&lt;br /&gt;
|-&lt;br /&gt;
|#3&lt;br /&gt;
|1&lt;br /&gt;
|DDD&lt;br /&gt;
|To clone coin spawners for 100 coins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=A_Button_Challenge&amp;diff=3872</id>
		<title>A Button Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=A_Button_Challenge&amp;diff=3872"/>
		<updated>2018-10-14T20:25:18Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{A Button Challenge infobox}}&lt;br /&gt;
The &#039;&#039;&#039;A Button Challenge&#039;&#039;&#039;, &#039;&#039;&#039;ABC&#039;&#039;&#039; for short, is a [[challenge]] in which the number of presses of the [[A button]] is minimized, whether on a per-mission or a per-file basis. Because the A button makes Mario jump, great creativity and precision are required to progress in the game without using this &amp;quot;vital&amp;quot; function. The ABC is often connected to the discoveries of new glitches and techniques that can be used more generally throughout the game. Much of the material on the [https://www.youtube.com/user/pannenkoek2012 pannenkoek2012] and [https://www.youtube.com/user/pannenkeok2012 UncommentatedPannen] channels is related to the A Button Challenge, with only 21 remaining A presses (17 unique A presses) left to optimize.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Although much of the progress in the ABC has been made since 2013, the ABC existed for over a decade earlier. Pieces of what would become the ABC were present in different terms, as early as 2001 on Walton Dell&#039;s site on multiple level pages.&amp;lt;ref&amp;gt;https://web.archive.org/web/20020614010118/http://www.wdell.com/videogames/sm64/course01/&amp;lt;/ref&amp;gt; Curtis Bright, who runs sm64.com, was keeping track of ABC at least as early as December of 2006.&amp;lt;ref&amp;gt;https://web.archive.org/web/20061209073313/http://www.student.cs.uwaterloo.ca/~cbright/sm64/a-presses.html&amp;lt;/ref&amp;gt; Thiago Trujillo had what is the earliest, nearly complete count for the game (that we have access to) with a total count of about 263 presses.&amp;lt;ref&amp;gt;http://www.oocities.org/thiagotrujillo/abut.html&amp;lt;/ref&amp;gt; (This list is missing all navigation presses, two of the [[DDD]] stars, three of the [[TTC]] stars, one star in [[RR]], and [[BitS]].)&lt;br /&gt;
&lt;br /&gt;
Pannenkoek&#039;s first ABC video was for 5 Itty Bitty Secrets, and was released in August 2013.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=Xy7XDStV5WE&amp;lt;/ref&amp;gt; The count at this point was about 212 presses, although this number dropped fairly quickly. Within the first 4 months, the count had fallen nearly 100 presses, and was down to 118. Over the next five years, many different people have worked on removing as many counts as possible, and the number has dropped to only 21 A presses in a 120 star run (as well as 0 in any%).&lt;br /&gt;
&lt;br /&gt;
== A Presses Left ==&lt;br /&gt;
A &#039;&#039;&#039;unique A press&#039;&#039;&#039; refers to a single circumstance under which the A button must be pressed during a run. This circumstance may occur multiple times, leading to multiple A presses; if a workaround is found for the unique A press, all of those individual A presses may be saved.&lt;br /&gt;
&lt;br /&gt;
For example, if entering a course requires an A press, the case of entering the course is a unique A press, even if said course must be visited multiple times over the course of a run.&lt;br /&gt;
&lt;br /&gt;
Below is a table of unique A presses in the [[A Button Challenge]].&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=RHU1BdDCClE&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|A Press #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Multiplicity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Stage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Purpose&lt;br /&gt;
|-&lt;br /&gt;
|#1&lt;br /&gt;
|1&lt;br /&gt;
|JRB&lt;br /&gt;
|To collect the chest star&lt;br /&gt;
|-&lt;br /&gt;
|#2&lt;br /&gt;
|1&lt;br /&gt;
|LLL&lt;br /&gt;
|To get to the Elevator Tour star platform&lt;br /&gt;
|-&lt;br /&gt;
|#3&lt;br /&gt;
|2&lt;br /&gt;
|SSL&lt;br /&gt;
|To get out of the pyramid elevator&lt;br /&gt;
|-&lt;br /&gt;
|#4, #5&lt;br /&gt;
|1&lt;br /&gt;
|THI&lt;br /&gt;
|To collect red coins&lt;br /&gt;
|-&lt;br /&gt;
|#6&lt;br /&gt;
|3&lt;br /&gt;
|TTC&lt;br /&gt;
|To get out of the treadmill grinding spot&lt;br /&gt;
|-&lt;br /&gt;
|#7&lt;br /&gt;
|1&lt;br /&gt;
|TTC&lt;br /&gt;
|To get out of the pendulum box pedro spot with vertical speed&lt;br /&gt;
|-&lt;br /&gt;
|#8&lt;br /&gt;
|1&lt;br /&gt;
|TTC&lt;br /&gt;
|To get past the thwomp&lt;br /&gt;
|-&lt;br /&gt;
|#9&lt;br /&gt;
|1&lt;br /&gt;
|PSS&lt;br /&gt;
|&lt;br /&gt;
To collect the star&lt;br /&gt;
|-&lt;br /&gt;
|#10, #11&lt;br /&gt;
|1&lt;br /&gt;
|WMotR&lt;br /&gt;
|&lt;br /&gt;
To collect red coins&lt;br /&gt;
|-&lt;br /&gt;
|#12&lt;br /&gt;
|1&lt;br /&gt;
|BitFS&lt;br /&gt;
|To get past the pole (saved on Wii VC)&lt;br /&gt;
|-&lt;br /&gt;
|#13&lt;br /&gt;
|4&lt;br /&gt;
|Castle&lt;br /&gt;
|To enter TTC (6 except on JP N64)&lt;br /&gt;
|-&lt;br /&gt;
|#14&lt;br /&gt;
|1&lt;br /&gt;
|Castle&lt;br /&gt;
|To go to RR&lt;br /&gt;
|-&lt;br /&gt;
|#15&lt;br /&gt;
|1&lt;br /&gt;
|Castle&lt;br /&gt;
|To go to WMotR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, some levels require the A button to be held for the level, but not started on that specific star necessarily. These presses can be tied to earlier presses to lower counts in longer runs.&lt;br /&gt;
&lt;br /&gt;
Below is a table of all levels that require half an A-Press.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|A Press #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Multiplicity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Stage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Purpose&lt;br /&gt;
|-&lt;br /&gt;
|#1&lt;br /&gt;
|1&lt;br /&gt;
|HMC&lt;br /&gt;
|To do kicks on the elevator&lt;br /&gt;
|-&lt;br /&gt;
|#2&lt;br /&gt;
|1&lt;br /&gt;
|DDD&lt;br /&gt;
|To clone the whirlpool and poles&lt;br /&gt;
|-&lt;br /&gt;
|#3&lt;br /&gt;
|1&lt;br /&gt;
|DDD&lt;br /&gt;
|To clone coin spawners for 100 coins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=A_Button_Challenge&amp;diff=3871</id>
		<title>A Button Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=A_Button_Challenge&amp;diff=3871"/>
		<updated>2018-10-14T20:23:53Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{A Button Challenge infobox}}&lt;br /&gt;
The &#039;&#039;&#039;A Button Challenge&#039;&#039;&#039;, &#039;&#039;&#039;ABC&#039;&#039;&#039; for short, is a [[challenge]] in which the number of presses of the [[A button]] is minimized, whether on a per-mission or a per-file basis. Because the A button makes Mario jump, great creativity and precision are required to progress in the game without using this &amp;quot;vital&amp;quot; function. The ABC is often connected to the discoveries of new glitches and techniques that can be used more generally throughout the game. Much of the material on the [https://www.youtube.com/user/pannenkoek2012 pannenkoek2012] and [https://www.youtube.com/user/pannenkeok2012 UncommentatedPannen] channels is related to the A Button Challenge, with only 21 remaining A presses (17 unique A presses) left to optimize.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Although much of the progress in the ABC has been made since 2013, the ABC existed for over a decade earlier. Pieces of what would become the ABC were present in different terms, as early as 2001 on Walton Dell&#039;s site on multiple level pages.&amp;lt;ref&amp;gt;https://web.archive.org/web/20020614010118/http://www.wdell.com/videogames/sm64/course01/&amp;lt;/ref&amp;gt; Curtis Bright, who runs sm64.com, was keeping track of ABC at least as early as December of 2006.&amp;lt;ref&amp;gt;https://web.archive.org/web/20061209073313/http://www.student.cs.uwaterloo.ca/~cbright/sm64/a-presses.html&amp;lt;/ref&amp;gt; Thiago Trujillo had what is the earliest, nearly complete count for the game (that we have access to) with a total count of about 263 presses.&amp;lt;ref&amp;gt;http://www.oocities.org/thiagotrujillo/abut.html&amp;lt;/ref&amp;gt; (This list is missing all navigation presses, two of the [[DDD]] stars, three of the [[TTC]] stars, one star in [[RR]], and [[BitS]].)&lt;br /&gt;
&lt;br /&gt;
Pannenkoek&#039;s first ABC video was for 5 Itty Bitty Secrets, and was released in August 2013.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=Xy7XDStV5WE&amp;lt;/ref&amp;gt; The count at this point was about 212 presses, although this number dropped fairly quickly. Within the first 4 months, the count had fallen nearly 100 presses, and was down to 118. Over the next five years, many different people have worked on removing as many counts as possible, and the number has dropped to only 21 A presses in a 100% run (as well as 0 in any%).&lt;br /&gt;
&lt;br /&gt;
== A Presses Left ==&lt;br /&gt;
A &#039;&#039;&#039;unique A press&#039;&#039;&#039; refers to a single circumstance under which the A button must be pressed during a run. This circumstance may occur multiple times, leading to multiple A presses; if a workaround is found for the unique A press, all of those individual A presses may be saved.&lt;br /&gt;
&lt;br /&gt;
For example, if entering a course requires an A press, the case of entering the course is a unique A press, even if said course must be visited multiple times over the course of a run.&lt;br /&gt;
&lt;br /&gt;
Below is a table of unique A presses in the [[A Button Challenge]].&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=RHU1BdDCClE&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|A Press #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Multiplicity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Stage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Purpose&lt;br /&gt;
|-&lt;br /&gt;
|#1&lt;br /&gt;
|1&lt;br /&gt;
|JRB&lt;br /&gt;
|To collect the chest star&lt;br /&gt;
|-&lt;br /&gt;
|#2&lt;br /&gt;
|1&lt;br /&gt;
|LLL&lt;br /&gt;
|To get to the Elevator Tour star platform&lt;br /&gt;
|-&lt;br /&gt;
|#3&lt;br /&gt;
|2&lt;br /&gt;
|SSL&lt;br /&gt;
|To get out of the pyramid elevator&lt;br /&gt;
|-&lt;br /&gt;
|#4, #5&lt;br /&gt;
|1&lt;br /&gt;
|THI&lt;br /&gt;
|To collect red coins&lt;br /&gt;
|-&lt;br /&gt;
|#6&lt;br /&gt;
|3&lt;br /&gt;
|TTC&lt;br /&gt;
|To get out of the treadmill grinding spot&lt;br /&gt;
|-&lt;br /&gt;
|#7&lt;br /&gt;
|1&lt;br /&gt;
|TTC&lt;br /&gt;
|To get out of the pendulum box pedro spot with vertical speed&lt;br /&gt;
|-&lt;br /&gt;
|#8&lt;br /&gt;
|1&lt;br /&gt;
|TTC&lt;br /&gt;
|To get past the thwomp&lt;br /&gt;
|-&lt;br /&gt;
|#9&lt;br /&gt;
|1&lt;br /&gt;
|PSS&lt;br /&gt;
|&lt;br /&gt;
To collect the star&lt;br /&gt;
|-&lt;br /&gt;
|#10, #11&lt;br /&gt;
|1&lt;br /&gt;
|WMotR&lt;br /&gt;
|&lt;br /&gt;
To collect red coins&lt;br /&gt;
|-&lt;br /&gt;
|#12&lt;br /&gt;
|1&lt;br /&gt;
|BitFS&lt;br /&gt;
|To get past the pole (saved on Wii VC)&lt;br /&gt;
|-&lt;br /&gt;
|#13&lt;br /&gt;
|4&lt;br /&gt;
|Castle&lt;br /&gt;
|To enter TTC (6 except on JP N64)&lt;br /&gt;
|-&lt;br /&gt;
|#14&lt;br /&gt;
|1&lt;br /&gt;
|Castle&lt;br /&gt;
|To go to RR&lt;br /&gt;
|-&lt;br /&gt;
|#15&lt;br /&gt;
|1&lt;br /&gt;
|Castle&lt;br /&gt;
|To go to WMotR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, some levels require the A button to be held for the level, but not started on that specific star necessarily. These presses can be tied to earlier presses to lower counts in longer runs.&lt;br /&gt;
&lt;br /&gt;
Below is a table of all levels that require half an A-Press.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|A Press #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Multiplicity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Stage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Purpose&lt;br /&gt;
|-&lt;br /&gt;
|#1&lt;br /&gt;
|1&lt;br /&gt;
|HMC&lt;br /&gt;
|To do kicks on the elevator&lt;br /&gt;
|-&lt;br /&gt;
|#2&lt;br /&gt;
|1&lt;br /&gt;
|DDD&lt;br /&gt;
|To clone the whirlpool and poles&lt;br /&gt;
|-&lt;br /&gt;
|#3&lt;br /&gt;
|1&lt;br /&gt;
|DDD&lt;br /&gt;
|To clone coin spawners for 100 coins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Instant_warp&amp;diff=3672</id>
		<title>Instant warp</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Instant_warp&amp;diff=3672"/>
		<updated>2018-10-03T16:10:48Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An &#039;&#039;&#039;instant warp&#039;&#039;&#039; is a special [[Surfaces|floor]] that, when passed above, causes Mario to instantly move without interrupting normal gameplay. In the case of &#039;&#039;&#039;loading zones&#039;&#039;&#039;, Mario enters a different area in the level and a different set of objects loads. In the case of the &#039;&#039;&#039;endless staircase&#039;&#039;&#039;, Mario instantly changes position but not area. Because normal gameplay is not interrupted when triggering an instant warp, interesting side effects can occur.&lt;br /&gt;
&lt;br /&gt;
When an instant warp displaces Mario, it moves the camera as well to maintain its position relative to Mario. If the camera is locked and Mario gets displaced a large distance, the camera can enter a PU, causing the Nintendo 64 versions of the game to crash. This is possible by repeatedly displacing Mario using the endless staircase&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=M9UPeSpZZPw&amp;lt;/ref&amp;gt; or the TTM slide&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=Be_RbwFWh30&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If the warp displaces Mario out of bounds, then the [[OoB Failsafe|OoB failsafe]] mechanism triggers, effectively canceling the displacement&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=gvQMNQlgu3s&amp;amp;feature=youtu.be&amp;amp;t=558&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
*[[Castle]]: The endless staircase is an instant warp that is not a loading zone. It displaces Mario by -205 in the y direction and 410 in the z direction.&lt;br /&gt;
*[[Dire, Dire Docks]]: There is a two-way loading zone at the midpoint of the tunnel. It displaces Mario by 8192 in the x direction.&lt;br /&gt;
*[[Shifting Sand Land]]: There is a two-way loading zone inside the pyramid in the entrance to the [[Eyerok]] boss fight.&lt;br /&gt;
*[[Tall, Tall Mountain]]: There are two one-way loading zones along the slide. These displace Mario by (10240, 7168, 10240) and (-11264, 13312, 3072). They are located inside tunnels, which prevent Mario from activating them from above.&lt;br /&gt;
*[[Wet Dry World]]: There is a two-way loading zone in the tunnel leading to the town.&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
=== Cloning ===&lt;br /&gt;
When passing through a loading zone, all objects unload in order to make room for the objects in the new area. If Mario is holding an object when he passes through a loading zone, he will be holding either a vacant object slot or an object from the new area.&lt;br /&gt;
&lt;br /&gt;
=== New Area Not Loading ===&lt;br /&gt;
If Mario gets past a loading zone without activating it (either by passing it with hyperspeed or clipping behind it in some other way), then the new area does not load and the old one does not unload.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Hyperspeed&amp;diff=3255</id>
		<title>Hyperspeed</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Hyperspeed&amp;diff=3255"/>
		<updated>2018-09-18T18:24:10Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hyperspeed is a term that refers to an abnormally large amount of speed, usually for [[Mario]]. This speed is often obtained via [[Glitches|glitches]] or physics exploits. Hyperspeed is often helpful in speedruns because it allows quicker movement, as well as the ability to clip through walls. It helps in some [[Challenge|challenges]].&lt;br /&gt;
&lt;br /&gt;
List of hyperspeed methods:&lt;br /&gt;
* [[Backward Long Jump]]&lt;br /&gt;
* [[Hyperspeed Walking]]&lt;br /&gt;
* [[Hyperspeed Wall Kicks]]&lt;br /&gt;
* [[Hyperspeed Water Sliding]]&lt;br /&gt;
* [[C^ Hyperspeed]]&lt;br /&gt;
* [[Hyperspeed Punching]]&lt;br /&gt;
* [[Hyperspeed Grinding]]&lt;br /&gt;
* [[Subframe Grinding]]&lt;br /&gt;
* [[Hyperspeed Turnaround]]&lt;br /&gt;
* [[Hyperspeed Jump Kicking]]&lt;br /&gt;
* [[Hyperspeed Slide Kicking]]&lt;br /&gt;
* [[Hyperspeed Braking]]&lt;br /&gt;
* [[Backward Shell Hyperspeed]]&lt;br /&gt;
* [[10k Glitch]]&lt;br /&gt;
&lt;br /&gt;
Some techniques cause Mario&#039;s position to change quickly, without technically changing his speed:&lt;br /&gt;
* [[Shell Mario]]&lt;br /&gt;
* [[Bloated Bob-Omb]]&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Hyperspeed&amp;diff=3254</id>
		<title>Hyperspeed</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Hyperspeed&amp;diff=3254"/>
		<updated>2018-09-18T18:23:36Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: Reverted edits by JoshDuMan (talk) to last revision by Sunky&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hyperspeed is a term that refers to an abnormally large amount of speed, usually for [[Mario]]. This speed is often obtained via [[Glitches|glitches]] or physics exploits. Hyperspeed is often helpful in speedruns because it allows quicker movement, as well as the ability to clip through walls. It helps in some [[Challenge|challenges]].&lt;br /&gt;
&lt;br /&gt;
List of hyperspeed methods:&lt;br /&gt;
* [[Backward Long Jump]]&lt;br /&gt;
* [[Hyperspeed Walking]]&lt;br /&gt;
* [[Hyperspeed Wall Kicks]]&lt;br /&gt;
* [[Hyperspeed Water Sliding]]&lt;br /&gt;
* [[C^ Hyperspeed]]&lt;br /&gt;
* [[Hyperspeed Punching]]&lt;br /&gt;
* [[Hyperspeed Grinding]]&lt;br /&gt;
* [[Subframe Grinding]]&lt;br /&gt;
* [[Hyperspeed Turnaround]]&lt;br /&gt;
* [[Hyperspeed Jump Kicking]]&lt;br /&gt;
* [[Hyperspeed Slide Kicking]]&lt;br /&gt;
* [[Hyperspeed Braking]]&lt;br /&gt;
* [[Backward Shell Hyperspeed]]&lt;br /&gt;
* [[10.000 Glitch]]&lt;br /&gt;
&lt;br /&gt;
Some techniques cause Mario&#039;s position to change quickly, without technically changing his speed:&lt;br /&gt;
* [[Shell Mario]]&lt;br /&gt;
* [[Bloated Bob-Omb]]&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:RTA_Button_Challenge_Infobox&amp;diff=2938</id>
		<title>Template:RTA Button Challenge Infobox</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:RTA_Button_Challenge_Infobox&amp;diff=2938"/>
		<updated>2018-09-09T03:16:02Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: Merry go around and THI 100 should be blue&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Challenge_infobox&lt;br /&gt;
|title= Real Time A Button Challenge&lt;br /&gt;
|abbreviation= RTABC&lt;br /&gt;
|stars=62&lt;br /&gt;
|stars-overall=59&lt;br /&gt;
|beatable=No&lt;br /&gt;
|button-presses-any=21&lt;br /&gt;
|button-presses-full=228&lt;br /&gt;
|bob1=1|bob2=1|bob3=0|bob4=0.5|bob5=0|bob6=1|bob7=1&lt;br /&gt;
|wf1=0|wf2=0|wf3=1|wf4=1|wf5=0.5|wf6=1|wf7=1&lt;br /&gt;
|jrb1=1|jrb2=1|jrb3=0|jrb4=0|jrb5=0|jrb6=0|jrb7=0&lt;br /&gt;
|ccm1=1|ccm2=1|ccm3=1|ccm4=1|ccm5=1|ccm6=1|ccm7=1&lt;br /&gt;
|bbh1=1|bbh2=0|bbh3=0|bbh4=0|bbh5=0|bbh6=0|bbh7=1&lt;br /&gt;
|hmc1=1|hmc2=0|hmc3=0|hmc4=0|hmc5=0|hmc6=0|hmc7=0&lt;br /&gt;
|lll1=1|lll2=1|lll3=1|lll4=1|lll5=0|lll6=0|lll7=1&lt;br /&gt;
|ssl1=1|ssl2=1|ssl3=0|ssl4=0|ssl5=0.5|ssl6=0|ssl7=0&lt;br /&gt;
|ddd1=0.5|ddd2=0.5|ddd3=0|ddd4=0.5|ddd5=1|ddd6=0.5|ddd7=0&lt;br /&gt;
|sl1=0|sl2=1|sl3=1|sl4=1|sl5=1|sl6=1|sl7=1&lt;br /&gt;
|wdw1=1|wdw2=0|wdw3=1|wdw4=0|wdw5=0|wdw6=0|wdw7=1&lt;br /&gt;
|ttm1=1|ttm2=1|ttm3=1|ttm4=1|ttm5=1|ttm6=1|ttm7=1&lt;br /&gt;
|thi1=1|thi2=1|thi3=1|thi4=1|thi5=0|thi6=1|thi7=0&lt;br /&gt;
|ttc1=0|ttc2=0|ttc3=0|ttc4=0|ttc5=0|ttc6=0|ttc7=0&lt;br /&gt;
|rr1=0|rr2=0|rr3=0|rr4=0|rr5=0|rr6=0|rr7=0&lt;br /&gt;
|slide1=0|slide2=1&lt;br /&gt;
|aquarium=1&lt;br /&gt;
|totwc=1|cotmc=1|vcutm=1&lt;br /&gt;
|wmotr=0&lt;br /&gt;
|mips1=1|mips2=1&lt;br /&gt;
|toad1=1|toad2=1|toad3=1&lt;br /&gt;
|bitdw=0|bitfs=0|bits=0&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Time_stop&amp;diff=2830</id>
		<title>Time stop</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Time_stop&amp;diff=2830"/>
		<updated>2018-09-02T19:15:15Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Time Stop (also known as Timestop) is a game mechanic present in all versions of SM64. There is a trick exclusive to the [[J 1.0]] version, which allows [[Mario]] to move around when objects are frozen due to a text box that is supposed to appear.&lt;br /&gt;
&lt;br /&gt;
== Intended Behavior ==&lt;br /&gt;
The intended behavior of the Time Stop mechanism is to freeze everything except [[Mario]] and the talking object when Mario is in a textbox. Alternatively, during a star spawning cutscene all objects are frozen (including Mario) aside from any stars that are spawning.&lt;br /&gt;
&lt;br /&gt;
== Glitch ==&lt;br /&gt;
On the [[J 1.0]] version of SM64, queueing a textbox immediately stops time for everything besides the talking object and Mario, &#039;&#039;regardless if Mario is actually in a state to see the textbox&#039;&#039;. This can be exploited to move around stages with everything besides Mario and the talking object frozen. There are two ways to activate the Time Stop trick, proximity textboxes and textboxes from holdable objects. Neither way works with all textboxes of either type.&lt;br /&gt;
&lt;br /&gt;
=== Proximity Textboxes ===&lt;br /&gt;
&amp;quot;Proximity Textboxes&amp;quot; are defined as textboxes that appear when Mario is near an object. If [[Mario]] jumps right when the textbox is about to activate, then Mario will be able to move in midair until he touches ground again, after which the textbox will start. While Mario is in the air, time will be stopped.&lt;br /&gt;
&lt;br /&gt;
=== Holdable Object Textboxes ===&lt;br /&gt;
By picking up an object that normally triggers a text box and then dropping it before it can display the textbox, time stop can be activated. Mario can safely touch the ground and move around at this point without restarting time. The only known example of this type of Time Stop is the lower [[Ukiki]] in Tall Tall Mountain.&lt;br /&gt;
&lt;br /&gt;
Time is not stopped for the object that was used to stop it in either case.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
Objects (in most cases) stay inanimate, and keep the exact same state they were in when time was stopped. If an object was intangible due to being far from Mario, it will stay intangible even when Mario comes near it until time is started again, because objects do not update in time stop.&lt;br /&gt;
&lt;br /&gt;
== Other Versions of SM64 ==&lt;br /&gt;
The developers patched this glitch in all versions of the game besides J 1.0, by making sure that time does not stop until a textbox is in the process of being displayed. Time still stops for textboxes on other versions, but there is no known way to move around during this state.&lt;br /&gt;
&lt;br /&gt;
The proximity method for Time Stop is still possible in other versions, but time does not stop and the textbox does not appear until Mario touches the ground. This allows for tricks such as getting a 0.0 time on [[Koopa the Quick]] in both of their races.&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=%27Impossible%27_Single-Goal_Challenges&amp;diff=2828</id>
		<title>&#039;Impossible&#039; Single-Goal Challenges</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=%27Impossible%27_Single-Goal_Challenges&amp;diff=2828"/>
		<updated>2018-09-02T18:36:11Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: Redirected page to &amp;quot;Impossible&amp;quot; Single-Goal Challenges&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[&amp;quot;Impossible&amp;quot; Single-Goal Challenges]]&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=10k_glitch&amp;diff=2776</id>
		<title>10k glitch</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=10k_glitch&amp;diff=2776"/>
		<updated>2018-08-24T05:27:37Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;10k glitch&#039;&#039;&#039; is a [[glitch]] in which speed is increased by a multiplier that increases by 1 for every 10,000 speed you have (hence the name). It is used in the [[A Button Challenge]].&lt;br /&gt;
==Execution==&lt;br /&gt;
To do it, you must be in a braking state (holding backwards on the analog stick as if you were about to sideflip) with high forward speed (at least 20k) and then touch a [[slippery slope]]. Since the [[List of Courses|course]] will often be too small to move into the slope with &amp;gt;20k speed, the simplest way to do it is with PU speed.&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=10k_glitch&amp;diff=2775</id>
		<title>10k glitch</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=10k_glitch&amp;diff=2775"/>
		<updated>2018-08-24T05:26:32Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;10k glitch&#039;&#039;&#039; is a [[glitch]] in which speed is increased by a multiplier that increases by 1 for every 10,000 speed you have (hence the name). It is used in the [[A Button Challenge]].&lt;br /&gt;
==Execution==&lt;br /&gt;
To do it, you must be in a braking state (holding backwards on the analog stick as if you were about to sideflip) with high forward speed (at least 20k) and then touch a [[slippery slope]]. Since the [[List of Courses|course]] will often be too small to move into the slope with &amp;gt;20k speed, the simplest way to do it is with PU speed.&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=10.000_Glitch&amp;diff=2774</id>
		<title>10.000 Glitch</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=10.000_Glitch&amp;diff=2774"/>
		<updated>2018-08-24T05:25:58Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: Bad boot moved page 10.000 Glitch to 10k Glitch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[10k Glitch]]&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=10k_glitch&amp;diff=2773</id>
		<title>10k glitch</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=10k_glitch&amp;diff=2773"/>
		<updated>2018-08-24T05:25:57Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: Bad boot moved page 10.000 Glitch to 10k Glitch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;10.000 glitch&#039;&#039;&#039; is a [[glitch]] in which speed is increased by a multiplier that increases by 1 for every 10k speed you have (hence the name). It is used in the [[A Button Challenge]].&lt;br /&gt;
==Execution==&lt;br /&gt;
To do it, you must be in a braking state (holding backwards on the analog stick as if you were about to sideflip) with high forward speed (at least 20k) and then touch a [[slippery slope]]. Since the [[List of Courses|course]] will often be too small to move into the slope with &amp;gt;20k speed, the simplest way to do it is with PU speed.&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Wii_VC_Round-to-Zero&amp;diff=2751</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=2751"/>
		<updated>2018-08-23T05:25:43Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: &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;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>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Wii_VC_Round-to-Zero&amp;diff=2598</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=2598"/>
		<updated>2018-08-15T06:00:07Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: &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 can not 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;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>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Same_Input_Challenge&amp;diff=2551</id>
		<title>Same Input Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Same_Input_Challenge&amp;diff=2551"/>
		<updated>2018-07-27T07:27:00Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: /* Rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Same Input Challenge&#039;&#039;&#039;&#039;s goal is collecting as many different stars from a single set of inputs as possible, while only varying the savestate for the TAS. The Mario 64 variant was originally created by [https://www.youtube.com/channel/UCla5Eru3DbPgxz6LwSBOyaw Sidney], with the goal of &amp;quot;making a .m64 that can collect two completely different stars with the same .m64, but different .st.&amp;quot; The current world record is six stars.&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
 &lt;br /&gt;
* Must start from star select (if the level has one), pause exit (if a castle star), or on the first frame of level.&lt;br /&gt;
* No leaving a level (including Bowser death)&lt;br /&gt;
* In level warps are fine, as long as they do not exit the course (No DDD exit, Bowser death, TotWC death, etc.)&lt;br /&gt;
* Only one star per save state, 100 coin stars/castle stars must be collected separately&lt;br /&gt;
* Save states must be achievable without the use of hacks (No impossible RNG, impossible HOLP, etc.)&lt;br /&gt;
* Stars must be yellow when collected&lt;br /&gt;
* May not press the start button&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Action&amp;diff=2540</id>
		<title>Action</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Action&amp;diff=2540"/>
		<updated>2018-07-25T06:10:04Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
An &#039;&#039;&#039;action&#039;&#039;&#039; is a particular state that Mario can be in. [[Long jumping]], [[crouching]], and [[walking]] are examples of actions. Each action has code controlling high level behavior such as Mario&#039;s movement while in the action, as well as transitions to other actions.&lt;br /&gt;
&lt;br /&gt;
It is likely the game developers referred to actions as &amp;quot;states&amp;quot;, as evidenced by the &amp;quot;STA&amp;quot; label on one of the debug menus. The name &amp;quot;action&amp;quot; was chosen by the community as a less ambiguous alternative.&lt;br /&gt;
&lt;br /&gt;
If Mario&#039;s current action is hacked to be an invalid action value, the game will either freeze or softlock, since such an action lacks associated code. There are 230 valid actions in the game, but some of these are accessible only through hacking. In addition to these, there are two &amp;quot;pseudo-actions&amp;quot;, 0x050 and 0x051, that immediately transition to another action. Specifically, they are &amp;quot;begin sliding&amp;quot; actions, and they transition into either butt slide or stomach slide, depending on whether Mario is facing uphill or downhill. There is evidence of one action, action 0x00E, that was defined but whose code was never implemented.&lt;br /&gt;
&lt;br /&gt;
== Action groups ==&lt;br /&gt;
&lt;br /&gt;
An action is represented as a 32-bit value. The lowest nine bits are a unique ID for the action, ranging in value from 0x000 to 0x192. Not all action IDs in this range are used by an action.&lt;br /&gt;
&lt;br /&gt;
These IDs are divided into seven ranges, called action groups. These roughly categorize the behavior of each action, but are primarily used for organizational purposes in the code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Range start !! Range end !! Number of actions !! Description&lt;br /&gt;
|-&lt;br /&gt;
| stationary || 0x001 || 0x03F || 36 || stopped while on ground&lt;br /&gt;
|-&lt;br /&gt;
| moving || 0x040 || 0x07F || 40 || moving while on ground&lt;br /&gt;
|-&lt;br /&gt;
| airborne || 0x080 || 0x0BF || 45 || moving in air&lt;br /&gt;
|-&lt;br /&gt;
| submerged || 0x0C0 || 0x0FF || 32 || in water, including with metal cap&lt;br /&gt;
|-&lt;br /&gt;
| cutscene || 0x100 || 0x13F || 51 || no control of mario&lt;br /&gt;
|-&lt;br /&gt;
| automatic || 0x140 || 0x17F || 17 || restricted control of mario&lt;br /&gt;
|-&lt;br /&gt;
| object || 0x180 || 0x1BF || 10 || relating to picking up or releasing objects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;uninitialized&amp;quot; action with ID 0x000 is not considered to be a part of any group. Despite being a valid action, it overrides much of Mario&#039;s behavior and is implemented differently than regular actions.&lt;br /&gt;
&lt;br /&gt;
Action groups, while largely used for organization, do sometimes define shared properties of the actions contained in them. For example, the code for dying in quicksand is shared among the stationary, moving, and object action groups, so it is impossible to die from quicksand while in one of the other action groups.&lt;br /&gt;
&lt;br /&gt;
== Action flags ==&lt;br /&gt;
&lt;br /&gt;
Most properties of actions are defined by action flags, which make up the remaining bits of the 32-bit action value. While there are 23 bits left after excluding the 9-bit ID, bit 30 is both unused by the game and unset by any action, so there are effectively only 22 action flags.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bit !! Name !! Example properties&lt;br /&gt;
|-&lt;br /&gt;
| 9 || stationary || increases deceleration in water&lt;br /&gt;
|-&lt;br /&gt;
| 10 || moving || affects buoyancy in water, push speed of horizontal wind&lt;br /&gt;
|-&lt;br /&gt;
| 11 || airborne || allows stomping on enemies, affects knockback behavior, disallows lava boost&lt;br /&gt;
|-&lt;br /&gt;
| 12 || intangible || disallows object interaction&lt;br /&gt;
|-&lt;br /&gt;
| 13 || swimming || affects knockback behavior&lt;br /&gt;
|-&lt;br /&gt;
| 14 || metal water || affects knockback behavior, lessens gravity and terminal velocity&lt;br /&gt;
|-&lt;br /&gt;
| 15 || short hitbox || shortens Mario&#039;s object hitbox from 160 to 100&lt;br /&gt;
|-&lt;br /&gt;
| 16 || riding shell || makes water surface a tangible floor, allows attacking objects&lt;br /&gt;
|-&lt;br /&gt;
| 17 || invulnerable || disables certain interactions involving damage or knockback&lt;br /&gt;
|-&lt;br /&gt;
| 18 || butt/stomach slide || Klepto checks this flag; details not yet known&lt;br /&gt;
|-&lt;br /&gt;
| 19 || diving || determines which picking-up action is used, affects water entry&lt;br /&gt;
|-&lt;br /&gt;
| 20 || on pole || cannot grab pole when previous action has this flag set&lt;br /&gt;
|-&lt;br /&gt;
| 21 || hanging || affects knockback behavior&lt;br /&gt;
|-&lt;br /&gt;
| 22 || idle || animation plays when collecting cap, allows reading signs&lt;br /&gt;
|-&lt;br /&gt;
| 23 || attacking || slightly affects whether an object can pick Mario up&lt;br /&gt;
|-&lt;br /&gt;
| 24 || interruptable by wind || allows entering the vertical wind action&lt;br /&gt;
|-&lt;br /&gt;
| 25 || control jump height || strengthens gravity when not holding A on ascent&lt;br /&gt;
|-&lt;br /&gt;
| 26 || allow first person || allows C-up to affect action behavior&lt;br /&gt;
|-&lt;br /&gt;
| 27 || pause exit || the level exit option is shown in the pause menu&lt;br /&gt;
|-&lt;br /&gt;
| 28 || swimming/flying || unused by the game&lt;br /&gt;
|-&lt;br /&gt;
| 29 || water/text || unused by the game&lt;br /&gt;
|-&lt;br /&gt;
| 31 || throwing || something to do with particle effects; details not yet known&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the first three flags have the same name as the first three action groups. While most actions in these groups have the corresponding flag set, the converse is typically not true. Actions in the cutscene group, for example, may have the airborne flag set if they take place while Mario is in the air. There also exist unintuitive cases, such as action 0x036, air throw landing, which has the airborne flag set despite being a grounded stationary action, leading to strange behavior in some circumstances&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=c8iD58RQ1nw&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Action&amp;diff=2539</id>
		<title>Action</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Action&amp;diff=2539"/>
		<updated>2018-07-25T05:24:54Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
An &#039;&#039;&#039;action&#039;&#039;&#039; is a particular state that Mario can be in. [[Long jumping]], [[crouching]], and [[walking]] are examples of actions. Each action has code controlling high level behavior such as Mario&#039;s movement while in the action, as well as transitions to other actions.&lt;br /&gt;
&lt;br /&gt;
It is likely the game developers referred to actions as &amp;quot;states&amp;quot;, as evidenced by the &amp;quot;STA&amp;quot; label on one of the debug menus. The name &amp;quot;action&amp;quot; was chosen by the community as a less ambiguous alternative.&lt;br /&gt;
&lt;br /&gt;
If Mario&#039;s current action is hacked to be an invalid action value, the game will freeze, since such an action lacks associated code. There are 230 valid actions in the game, but some of these are accessible only through hacking. In addition to these, there are two &amp;quot;pseudo-actions&amp;quot;, 0x050 and 0x051, that immediately transition to another action. Specifically, they are &amp;quot;begin sliding&amp;quot; actions, and they transition into either butt slide or stomach slide, depending on whether Mario is facing uphill or downhill. There is evidence of one action, action 0x00E, that was defined but whose code was never implemented.&lt;br /&gt;
&lt;br /&gt;
== Action groups ==&lt;br /&gt;
&lt;br /&gt;
An action is represented as a 32-bit value. The lowest nine bits are a unique ID for the action, ranging in value from 0x000 to 0x192. Not all action IDs in this range are used by an action.&lt;br /&gt;
&lt;br /&gt;
These IDs are divided into seven ranges, called action groups. These roughly categorize the behavior of each action, but are primarily used for organizational purposes in the code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Range start !! Range end !! Number of actions !! Description&lt;br /&gt;
|-&lt;br /&gt;
| stationary || 0x001 || 0x03F || 36 || stopped while on ground&lt;br /&gt;
|-&lt;br /&gt;
| moving || 0x040 || 0x07F || 40 || moving while on ground&lt;br /&gt;
|-&lt;br /&gt;
| airborne || 0x080 || 0x0BF || 45 || moving in air&lt;br /&gt;
|-&lt;br /&gt;
| submerged || 0x0C0 || 0x0FF || 32 || in water, including with metal cap&lt;br /&gt;
|-&lt;br /&gt;
| cutscene || 0x100 || 0x13F || 51 || no control of mario&lt;br /&gt;
|-&lt;br /&gt;
| automatic || 0x140 || 0x17F || 17 || restricted control of mario&lt;br /&gt;
|-&lt;br /&gt;
| object || 0x180 || 0x1BF || 10 || relating to picking up or releasing objects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;uninitialized&amp;quot; action with ID 0x000 is not considered to be a part of any group. Despite being a valid action, it overrides much of Mario&#039;s behavior and is implemented differently than regular actions.&lt;br /&gt;
&lt;br /&gt;
Action groups, while largely used for organization, do sometimes define shared properties of the actions contained in them. For example, the code for dying in quicksand is shared among the stationary, moving, and object action groups, so it is impossible to die from quicksand while in one of the other action groups.&lt;br /&gt;
&lt;br /&gt;
== Action flags ==&lt;br /&gt;
&lt;br /&gt;
Most properties of actions are defined by action flags, which make up the remaining bits of the 32-bit action value. While there are 23 bits left after excluding the 9-bit ID, bit 30 is both unused by the game and unset by any action, so there are effectively only 22 action flags.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bit !! Name !! Example properties&lt;br /&gt;
|-&lt;br /&gt;
| 9 || stationary || increases deceleration in water&lt;br /&gt;
|-&lt;br /&gt;
| 10 || moving || affects buoyancy in water, push speed of horizontal wind&lt;br /&gt;
|-&lt;br /&gt;
| 11 || airborne || allows stomping on enemies, affects knockback behavior, disallows lava boost&lt;br /&gt;
|-&lt;br /&gt;
| 12 || intangible || disallows object interaction&lt;br /&gt;
|-&lt;br /&gt;
| 13 || swimming || affects knockback behavior&lt;br /&gt;
|-&lt;br /&gt;
| 14 || metal water || affects knockback behavior, lessens gravity and terminal velocity&lt;br /&gt;
|-&lt;br /&gt;
| 15 || short hitbox || shortens Mario&#039;s object hitbox from 160 to 100&lt;br /&gt;
|-&lt;br /&gt;
| 16 || riding shell || makes water surface a tangible floor, allows attacking objects&lt;br /&gt;
|-&lt;br /&gt;
| 17 || invulnerable || disables certain interactions involving damage or knockback&lt;br /&gt;
|-&lt;br /&gt;
| 18 || butt/stomach slide || Klepto checks this flag; details not yet known&lt;br /&gt;
|-&lt;br /&gt;
| 19 || diving || determines which picking-up action is used, affects water entry&lt;br /&gt;
|-&lt;br /&gt;
| 20 || on pole || cannot grab pole when previous action has this flag set&lt;br /&gt;
|-&lt;br /&gt;
| 21 || hanging || affects knockback behavior&lt;br /&gt;
|-&lt;br /&gt;
| 22 || idle || animation plays when collecting cap, allows reading signs&lt;br /&gt;
|-&lt;br /&gt;
| 23 || attacking || slightly affects whether an object can pick Mario up&lt;br /&gt;
|-&lt;br /&gt;
| 24 || interruptable by wind || allows entering the vertical wind action&lt;br /&gt;
|-&lt;br /&gt;
| 25 || control jump height || strengthens gravity when not holding A on ascent&lt;br /&gt;
|-&lt;br /&gt;
| 26 || allow first person || allows C-up to affect action behavior&lt;br /&gt;
|-&lt;br /&gt;
| 27 || pause exit || the level exit option is shown in the pause menu&lt;br /&gt;
|-&lt;br /&gt;
| 28 || swimming/flying || unused by the game&lt;br /&gt;
|-&lt;br /&gt;
| 29 || water/text || unused by the game&lt;br /&gt;
|-&lt;br /&gt;
| 31 || throwing || something to do with particle effects; details not yet known&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the first three flags have the same name as the first three action groups. While most actions in these groups have the corresponding flag set, the converse is typically not true. Actions in the cutscene group, for example, may have the airborne flag set if they take place while Mario is in the air. There also exist unintuitive cases, such as action 0x036, air throw landing, which has the airborne flag set despite being a grounded stationary action, leading to strange behavior in some circumstances&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=c8iD58RQ1nw&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Parallel_Universe&amp;diff=2533</id>
		<title>Parallel Universe</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Parallel_Universe&amp;diff=2533"/>
		<updated>2018-07-24T07:07:05Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ParallelUniverseViews.jpg|thumb|A diagram of Parallel Universe movement in [[Hazy Maze Cave]], after [[Mario]] has returned to the main map.]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Parallel Universe&#039;&#039;&#039;, or &#039;&#039;&#039;PU&#039;&#039;&#039;, is a region of space located far outside the intended map boundaries that reflects certain aspects, especially the floors and/or ceilings, of the main map. When the game looks for floors below (or ceilings above) a given object, it first &amp;quot;truncates&amp;quot; the object&#039;s position from a floating point value to a 16-bit integer value. While the range of a floating point value is infinite, the range of a 16-bit integer value is -2&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt; = -32,768 to 2&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt; - 1 = 32,767. If a coordinate of the object&#039;s position falls outside this range, it &amp;quot;wraps around&amp;quot;. For example, if one of these floating point values is 40,000, then 40,000 - 65,536 = -25,536 will be used when determining if the object is aligned with a floor or ceiling. This gives the illusion that the floors and ceilings of the main level map are &amp;quot;copied&amp;quot; repeatedly in a uniform 3D grid, at a spacing of 65,536 units.&lt;br /&gt;
&lt;br /&gt;
[[File:Visible PU.png|thumb|184x184px|Frame of [[Peter Fedak|Peter Fedak&#039;s]] video where he turns Parallel Universes visible using hacks; notice the lack of [[objects]]|left]]&lt;br /&gt;
&lt;br /&gt;
The truncation responsible for the existence of parallel universes is only performed when determining alignment with floors and ceilings. This means that walls and objects, both of which use floating point arithmetic to determine collision, do not &amp;quot;exist&amp;quot; in PUs, unless they are brought there.&lt;br /&gt;
&lt;br /&gt;
== Vertical parallel universes ==&lt;br /&gt;
&lt;br /&gt;
Though usually the term &amp;quot;PU&amp;quot; refers to a horizontal PU (i.e. one caused by truncation of the &#039;&#039;x&#039;&#039; and/or &#039;&#039;z&#039;&#039; coordinates of an object&#039;s position), vertical PUs (where the &#039;&#039;y&#039;&#039; coordinate is truncated) also exist. However, these behave completely differently to horizontal PUs. While truncated coordinates are used to &#039;&#039;find&#039;&#039; the floor below the object and the ceiling above the object, the original floating point values are used to determine what &#039;&#039;effect&#039;&#039; these surfaces have on the object.&lt;br /&gt;
&lt;br /&gt;
For example, when Mario is less than 160 units below the nearest ceiling, he is considered to be &amp;quot;above&amp;quot; the ceiling, his vertical speed is killed, and he bonks. If Mario moves to a positive (upward) vertical PU, the &amp;quot;nearest&amp;quot; ceiling will be determined based on truncated coordinates, and will therefore be in the main map. But when checking whether he is above this ceiling, floating point coordinates are used instead, and so Mario behaves as though he is stuck in a ceiling. This behavior results in positive vertical PUs appearing to be filled entirely with ceilings.&lt;br /&gt;
&lt;br /&gt;
On the other hand, when Mario is below his &amp;quot;nearest&amp;quot; floor, he will snap up to it. This means that if Mario moves to a negative vertical PU, he will, in certain circumstances, upwarp back to the main map. This is called an &#039;&#039;&#039;overflow jump&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It is typically difficult to get to a vertical PU. In the positive direction, there is a ceiling at &#039;&#039;y&#039;&#039; = 20,000 that prevents upward movement. We can bypass this ceiling by pressing against OoB, for example by using [[Hyperspeed Flying|hyperspeed flying]]. We can also use [[Platform Displacement|platform displacement]] or [[Indefinite Owl Flight|indefinite owl flight]] to reach a positive vertical PU.&lt;br /&gt;
&lt;br /&gt;
In the negative direction, we can use a [[Negative Jump|negative jump]] to jump downward with large amounts of negative speed, or platform displacement.&lt;br /&gt;
&lt;br /&gt;
==Travel and movement==&lt;br /&gt;
&lt;br /&gt;
[[File:Mario looking from a PU.png|thumb|251x251px|Mario looking to the original map from a PU]]&lt;br /&gt;
&lt;br /&gt;
Parallel universes have found uses in both speed TASes and the [[A Button Challenge]] since they allow greater control of movement through a level. PU routing is comparable to movement through a five-dimensional space, as Mario can be modelled as travelling along five axes: three &amp;quot;relative&amp;quot; axes describing his position within the map, and two integers to specify which PU he is currently in. Mario can adjust his [[speed]] and [[angle]] to move relatively around the stage regardless of how many PUs he moves in the &#039;&#039;x&#039;&#039; or &#039;&#039;z&#039;&#039; dimensions.&lt;br /&gt;
&lt;br /&gt;
Mario&#039;s movement is split up into four [[Movement Steps|quarter steps]], and if any of these quarter steps attempts to place Mario out of bounds, his movement is cancelled. Therefore in order to move to a PU, Mario&#039;s speed must be a multiple of four times the distance between PUs. If Mario takes all four quarter steps, then he will move four PUs in a single frame. This distance is called the &#039;&#039;&#039;Quadruple Parallel Universe&#039;&#039;&#039;, or &#039;&#039;&#039;QPU&#039;&#039;&#039;, distance.&lt;br /&gt;
&lt;br /&gt;
If one of Mario&#039;s quarter steps (other than the first one) ends out of bounds, the game will cut his movement short. In this case, Mario does not travel the full QPU distance, and instead ends at whichever PU he made it to before his intended quarter step became out of bounds. This is referred to as a &#039;&#039;&#039;misaligned QPU&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As travelling to PUs involves moving very far from the origin, floating point imprecision can begin to have a significant affect on Mario&#039;s position, angle, and collision.&lt;br /&gt;
&lt;br /&gt;
== Floating point truncation crash ==&lt;br /&gt;
&lt;br /&gt;
While in theory the grid of PUs extends indefinitely, the behavior of the truncation operation becomes &amp;quot;undefined&amp;quot; when the floating point value is outside the range -2&amp;lt;sup&amp;gt;31&amp;lt;/sup&amp;gt; to 2&amp;lt;sup&amp;gt;31&amp;lt;/sup&amp;gt; - 1. The Nintendo 64 versions of the game crash when such a truncation is attempted. The Wii and Wii U virtual console versions of the game do not crash, though it is not currently known whether they wrap around the 32-bit integer range, or cap to the endpoints of the range. Nothing is currently known about iQue version&#039;s behavior in this case, since the usual RTA-viable methods of triggering this crash ([[BLJ]] and getting a bully stuck out of bounds) were patched in this version. Most emulators do not properly emulate the crash, except for a specific version of Mupen64, modded to crash correctly.&lt;br /&gt;
&lt;br /&gt;
While movement to PUs at coordinates this large is rarely useful, this crash can occur due to other instances of truncation in the game, even in PUs close to the main map. For example, when determining Mario&#039;s tilt while walking, the game multiples Mario&#039;s speed by 16,384 and then truncates this value. This means that the game can crash in certain conditions when Mario has a speed of about 131,000, which is below QPU speed.&lt;br /&gt;
&lt;br /&gt;
While not all conditions for these types of crashes are known, there are some that come up frequently. These are when:&lt;br /&gt;
* The camera enters a PU&lt;br /&gt;
* Mario bonks while in a PU&lt;br /&gt;
* Mario&#039;s quarter step gets cancelled while on the ground&lt;br /&gt;
* Mario collides with a wall head-on with PU speed&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous behavior ==&lt;br /&gt;
&lt;br /&gt;
Certain objects and graphics behave interestingly while in parallel universes. For example:&lt;br /&gt;
* Shadows and coin twinkle effects are glitchy&lt;br /&gt;
* Spawning a 100 coin star will [[Softlock|softlock]] the game&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Instant_warp&amp;diff=2495</id>
		<title>Instant warp</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Instant_warp&amp;diff=2495"/>
		<updated>2018-07-22T01:23:15Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An &#039;&#039;&#039;instant warp&#039;&#039;&#039; is a special [[floor]] that, when passed above, causes Mario to instantly move without interrupting normal gameplay. In the case of &#039;&#039;&#039;loading zones&#039;&#039;&#039;, Mario enters a different area in the level and a different set of objects loads. In the case of the &#039;&#039;&#039;endless staircase&#039;&#039;&#039;, Mario instantly changes position but not area.&lt;br /&gt;
&lt;br /&gt;
Because normal gameplay is not interrupted when triggering an instant warp, interesting side effects can occur. For example, if Mario passes through a loading zone while holding an object or climbing on a pole, objects in the new area can be [[Cloning|cloned]].&lt;br /&gt;
&lt;br /&gt;
When an instant warp displaces Mario, it moves the camera as well to maintain its position relative to Mario. If the camera is locked and Mario gets displaced a large distance, the camera can enter a PU, causing the Nintendo 64 versions of the game to crash. This is possible by repeatedly displacing Mario using the endless staircase&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=M9UPeSpZZPw&amp;lt;/ref&amp;gt; or the TTM slide&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=Be_RbwFWh30&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
If the warp displaces Mario out of bounds, then the [[OoB Failsafe|OoB failsafe]] mechanism triggers, effectively cancelling the displacement&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=gvQMNQlgu3s&amp;amp;feature=youtu.be&amp;amp;t=558&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
*[[Castle]]: The endless staircase is an instant warp that is not a loading zone. It displaces Mario by -205 in the y direction and 410 in the z direction.&lt;br /&gt;
*[[Dire, Dire Docks]]: There is a two-way loading zone at the midpoint of the tunnel. It displaces Mario by 8192 in the x direction.&lt;br /&gt;
*[[Shifting Sand Land]]: There is a two-way loading zone inside the pyramid in the entrance to the [[Eyerok]] boss fight.&lt;br /&gt;
*[[Tall, Tall Mountain]]: There are two one-way loading zones along the slide. These displace Mario by (10240, 7168, 10240) and (-11264, 13312, 3072). They are located inside tunnels, which prevent Mario from activating them from above.&lt;br /&gt;
*[[Wet Dry World]]: There is a two-way loading zone in the tunnel leading to the town.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Instant_warp&amp;diff=2494</id>
		<title>Instant warp</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Instant_warp&amp;diff=2494"/>
		<updated>2018-07-22T00:21:40Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An &#039;&#039;&#039;instant warp&#039;&#039;&#039; is a special [[floor]] that, when passed above, causes Mario to instantly move without interrupting normal gameplay. In the case of &#039;&#039;&#039;loading zones&#039;&#039;&#039;, Mario enters a different area in the level and a different set of objects loads. In the case of the &#039;&#039;&#039;endless staircase&#039;&#039;&#039;, Mario instantly changes position but not area.&lt;br /&gt;
&lt;br /&gt;
Because normal gameplay is not interrupted when triggering an instant warp, interesting side effects can occur. For example, if Mario passes through a loading zone while holding an object or climbing on a pole, objects in the new area can be [[Cloning|cloned]].&lt;br /&gt;
&lt;br /&gt;
When an instant warp displaces Mario, it moves the camera as well to maintain its position relative to Mario. If the camera is locked and Mario gets displaced a large distance, the camera can enter a PU, causing the Nintendo 64 versions of the game to crash. This is possible by repeatedly displacing Mario using the endless staircase&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=M9UPeSpZZPw&amp;lt;/ref&amp;gt; or the TTM slide&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=Be_RbwFWh30&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
*[[Castle]]: The endless staircase is an instant warp that is not a loading zone. It displaces Mario by -205 in the y direction and 410 in the z direction.&lt;br /&gt;
*[[Dire, Dire Docks]]: There is a two-way loading zone at the midpoint of the tunnel. It displaces Mario by 8192 in the x direction.&lt;br /&gt;
*[[Shifting Sand Land]]: There is a two-way loading zone inside the pyramid in the entrance to the [[Eyerok]] boss fight.&lt;br /&gt;
*[[Tall, Tall Mountain]]: There are two one-way loading zones along the slide. These displace Mario by (10240, 7168, 10240) and (-11264, 13312, 3072). They are located inside tunnels, which prevent Mario from activating them from above.&lt;br /&gt;
*[[Wet Dry World]]: There is a two-way loading zone in the tunnel leading to the town.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Talk:Whomp%27s_Fortress&amp;diff=2493</id>
		<title>Talk:Whomp&#039;s Fortress</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Talk:Whomp%27s_Fortress&amp;diff=2493"/>
		<updated>2018-07-21T18:27:31Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: Created page with &amp;quot;Course version section is inaccurate; it doesn&amp;#039;t depend entirely on which star is selected like the article implies. Someone should work out the correct conditions and update....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Course version section is inaccurate; it doesn&#039;t depend entirely on which star is selected like the article implies. Someone should work out the correct conditions and update. [[User:Bad boot|Bad boot]] ([[User talk:Bad boot|talk]]) 18:27, 21 July 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Object_slot&amp;diff=2409</id>
		<title>Object slot</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Object_slot&amp;diff=2409"/>
		<updated>2018-07-15T06:47:16Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
Super Mario 64 objects are stored in &amp;quot;object slots.&amp;quot; There are 240 object slots that are either occupied or unoccupied. The objects that are occupied are stored first, and the objects that are unoccupied are stored second. If a player is able to hold an unoccupied object slot, a glitch known as [[Cloning]] occurs and the player is able to hold objects that usually cannot be held if an object loads into the slot. If all the object slots are filled up and one tries to load, the game will crash, unless the object is an [[Unimportant Object]] such as a dust particle.&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Action&amp;diff=2394</id>
		<title>Action</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Action&amp;diff=2394"/>
		<updated>2018-07-12T19:00:24Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: /* Action groups */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
An action is a particular state that Mario can be in. Long jumping, crouching, and walking are examples of actions. Each action has code controlling high level behavior such as Mario&#039;s movement while in the action, as well as transitions to other actions.&lt;br /&gt;
&lt;br /&gt;
It is likely the game developers referred to actions as &amp;quot;states&amp;quot;, as evidenced by the &amp;quot;STA&amp;quot; label on one of the debug menus. The name &amp;quot;action&amp;quot; was chosen by the community as a less ambiguous alternative.&lt;br /&gt;
&lt;br /&gt;
If Mario&#039;s current action is hacked to be an invalid action value, the game will freeze, since such an action lacks associated code. There are 232 valid actions in the game, but some of these are accessible only through hacking. There is evidence of one action, action 0x00E, that was defined but whose code was never implemented.&lt;br /&gt;
&lt;br /&gt;
== Action groups ==&lt;br /&gt;
&lt;br /&gt;
An action is represented as a 32-bit value. The lowest nine bits are a unique ID for the action, ranging in value from 0x000 to 0x192. Not all action IDs in this range are used by an action.&lt;br /&gt;
&lt;br /&gt;
These IDs are divided into seven ranges, called action groups. These roughly categorize the behavior of each action, but are primarily used for organizational purposes in the code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Range start !! Range end !! Number of actions !! Description&lt;br /&gt;
|-&lt;br /&gt;
| stationary || 0x001 || 0x03F || 36 || stopped while on ground&lt;br /&gt;
|-&lt;br /&gt;
| moving || 0x040 || 0x07F || 40 || moving while on ground&lt;br /&gt;
|-&lt;br /&gt;
| airborne || 0x080 || 0x0BF || 45 || moving in air&lt;br /&gt;
|-&lt;br /&gt;
| submerged || 0x0C0 || 0x0FF || 32 || in water, including with metal cap&lt;br /&gt;
|-&lt;br /&gt;
| cutscene || 0x100 || 0x13F || 51 || no control of mario&lt;br /&gt;
|-&lt;br /&gt;
| automatic || 0x140 || 0x17F || 17 || restricted control of mario&lt;br /&gt;
|-&lt;br /&gt;
| object || 0x180 || 0x1BF || 10 || relating to picking up or releasing objects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;uninitialized&amp;quot; action with ID 0x000 is not considered to be a part of any group. Despite being a valid action, it overrides much of Mario&#039;s behavior and is implemented differently than regular actions.&lt;br /&gt;
&lt;br /&gt;
Action groups, while largely used for organization, do sometimes define shared properties of the actions contained in them. For example, the code for dying in quicksand is shared among the stationary, moving, and object action groups, so it is impossible to die from quicksand while in one of the other action groups.&lt;br /&gt;
&lt;br /&gt;
== Action flags ==&lt;br /&gt;
&lt;br /&gt;
Most properties of actions are defined by action flags, which make up the remaining bits of the 32-bit action value. While there are 23 bits left after excluding the 9-bit ID, bit 30 is both unused by the game and unset by any action, so there are effectively only 22 action flags.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bit !! Name !! Example properties&lt;br /&gt;
|-&lt;br /&gt;
| 9 || stationary || increases deceleration in water&lt;br /&gt;
|-&lt;br /&gt;
| 10 || moving || affects buoyancy in water, push speed of horizontal wind&lt;br /&gt;
|-&lt;br /&gt;
| 11 || airborne || allows stomping on enemies, affects knockback behavior, disallows lava boost&lt;br /&gt;
|-&lt;br /&gt;
| 12 || intangible || disallows object interaction&lt;br /&gt;
|-&lt;br /&gt;
| 13 || swimming || affects knockback behavior&lt;br /&gt;
|-&lt;br /&gt;
| 14 || metal water || affects knockback behavior, lessens gravity and terminal velocity&lt;br /&gt;
|-&lt;br /&gt;
| 15 || short hitbox || shortens Mario&#039;s object hitbox from 160 to 100&lt;br /&gt;
|-&lt;br /&gt;
| 16 || riding shell || makes water surface a tangible floor, allows attacking objects&lt;br /&gt;
|-&lt;br /&gt;
| 17 || invulnerable || disables certain interactions involving damage or knockback&lt;br /&gt;
|-&lt;br /&gt;
| 18 || butt/stomach slide || Klepto checks this flag; details not yet known&lt;br /&gt;
|-&lt;br /&gt;
| 19 || diving || determines which picking-up action is used, affects water entry&lt;br /&gt;
|-&lt;br /&gt;
| 20 || on pole || cannot grab pole when previous action has this flag set&lt;br /&gt;
|-&lt;br /&gt;
| 21 || hanging || affects knockback behavior&lt;br /&gt;
|-&lt;br /&gt;
| 22 || idle || animation plays when collecting cap, allows reading signs&lt;br /&gt;
|-&lt;br /&gt;
| 23 || attacking || slightly affects whether an object can pick Mario up&lt;br /&gt;
|-&lt;br /&gt;
| 24 || interruptable by wind || allows entering the vertical wind action&lt;br /&gt;
|-&lt;br /&gt;
| 25 || control jump height || strengthens gravity when not holding A on ascent&lt;br /&gt;
|-&lt;br /&gt;
| 26 || allow first person || allows C-up to affect action behavior&lt;br /&gt;
|-&lt;br /&gt;
| 27 || pause exit || the level exit option is shown in the pause menu&lt;br /&gt;
|-&lt;br /&gt;
| 28 || swimming/flying || unused by the game&lt;br /&gt;
|-&lt;br /&gt;
| 29 || water/text || unused by the game&lt;br /&gt;
|-&lt;br /&gt;
| 31 || throwing || something to do with particle effects; details not yet known&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the first three flags have the same name as the first three action groups. While most actions in these groups have the corresponding flag set, the converse is typically not true. Actions in the cutscene group, for example, may have the airborne flag set if they take place while Mario is in the air. There also exist unintuitive cases, such as action 0x036, air throw landing, which has the airborne flag set despite being a grounded stationary action, leading to strange behavior in some circumstances&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=c8iD58RQ1nw&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Action&amp;diff=2393</id>
		<title>Action</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Action&amp;diff=2393"/>
		<updated>2018-07-12T18:47:51Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: /* Action flags */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
An action is a particular state that Mario can be in. Long jumping, crouching, and walking are examples of actions. Each action has code controlling high level behavior such as Mario&#039;s movement while in the action, as well as transitions to other actions.&lt;br /&gt;
&lt;br /&gt;
It is likely the game developers referred to actions as &amp;quot;states&amp;quot;, as evidenced by the &amp;quot;STA&amp;quot; label on one of the debug menus. The name &amp;quot;action&amp;quot; was chosen by the community as a less ambiguous alternative.&lt;br /&gt;
&lt;br /&gt;
If Mario&#039;s current action is hacked to be an invalid action value, the game will freeze, since such an action lacks associated code. There are 232 valid actions in the game, but some of these are accessible only through hacking. There is evidence of one action, action 0x00E, that was defined but whose code was never implemented.&lt;br /&gt;
&lt;br /&gt;
== Action groups ==&lt;br /&gt;
&lt;br /&gt;
An action is represented as a 32-bit value. The lowest nine bits are a unique ID for the action, ranging in value from 0x000 to 0x192. Not all action IDs in this range are used by an action.&lt;br /&gt;
&lt;br /&gt;
These IDs are divided into seven ranges, called action groups. These roughly categorize the behavior of each action, but are primarily used for organizational purposes in the code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Range start !! Range end !! Number of actions !! Description&lt;br /&gt;
|-&lt;br /&gt;
| stationary || 0x001 || 0x03F || 36 || stopped while on ground&lt;br /&gt;
|-&lt;br /&gt;
| moving || 0x040 || 0x07F || 40 || moving while on ground&lt;br /&gt;
|-&lt;br /&gt;
| airborne || 0x080 || 0x0BF || 45 || moving in air&lt;br /&gt;
|-&lt;br /&gt;
| submerged || 0x0C0 || 0x0FF || 32 || moving in water, including with metal cap&lt;br /&gt;
|-&lt;br /&gt;
| cutscene || 0x100 || 0x13F || 51 || no control of mario&lt;br /&gt;
|-&lt;br /&gt;
| automatic || 0x140 || 0x17F || 17 || restricted control of mario&lt;br /&gt;
|-&lt;br /&gt;
| object || 0x180 || 0x1BF || 10 || relating to picking up or releasing objects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;uninitialized&amp;quot; action with ID 0x000 is not considered to be a part of any group. Despite being a valid action, it overrides much of Mario&#039;s behavior and is implemented differently than regular actions.&lt;br /&gt;
&lt;br /&gt;
Action groups, while largely used for organization, do sometimes define shared properties of the actions contained in them. For example, the code for dying in quicksand is shared among the stationary, moving, and object action groups, so it is impossible to die from quicksand while in one of the other action groups.&lt;br /&gt;
&lt;br /&gt;
== Action flags ==&lt;br /&gt;
&lt;br /&gt;
Most properties of actions are defined by action flags, which make up the remaining bits of the 32-bit action value. While there are 23 bits left after excluding the 9-bit ID, bit 30 is both unused by the game and unset by any action, so there are effectively only 22 action flags.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bit !! Name !! Example properties&lt;br /&gt;
|-&lt;br /&gt;
| 9 || stationary || increases deceleration in water&lt;br /&gt;
|-&lt;br /&gt;
| 10 || moving || affects buoyancy in water, push speed of horizontal wind&lt;br /&gt;
|-&lt;br /&gt;
| 11 || airborne || allows stomping on enemies, affects knockback behavior, disallows lava boost&lt;br /&gt;
|-&lt;br /&gt;
| 12 || intangible || disallows object interaction&lt;br /&gt;
|-&lt;br /&gt;
| 13 || swimming || affects knockback behavior&lt;br /&gt;
|-&lt;br /&gt;
| 14 || metal water || affects knockback behavior, lessens gravity and terminal velocity&lt;br /&gt;
|-&lt;br /&gt;
| 15 || short hitbox || shortens Mario&#039;s object hitbox from 160 to 100&lt;br /&gt;
|-&lt;br /&gt;
| 16 || riding shell || makes water surface a tangible floor, allows attacking objects&lt;br /&gt;
|-&lt;br /&gt;
| 17 || invulnerable || disables certain interactions involving damage or knockback&lt;br /&gt;
|-&lt;br /&gt;
| 18 || butt/stomach slide || Klepto checks this flag; details not yet known&lt;br /&gt;
|-&lt;br /&gt;
| 19 || diving || determines which picking-up action is used, affects water entry&lt;br /&gt;
|-&lt;br /&gt;
| 20 || on pole || cannot grab pole when previous action has this flag set&lt;br /&gt;
|-&lt;br /&gt;
| 21 || hanging || affects knockback behavior&lt;br /&gt;
|-&lt;br /&gt;
| 22 || idle || animation plays when collecting cap, allows reading signs&lt;br /&gt;
|-&lt;br /&gt;
| 23 || attacking || slightly affects whether an object can pick Mario up&lt;br /&gt;
|-&lt;br /&gt;
| 24 || interruptable by wind || allows entering the vertical wind action&lt;br /&gt;
|-&lt;br /&gt;
| 25 || control jump height || strengthens gravity when not holding A on ascent&lt;br /&gt;
|-&lt;br /&gt;
| 26 || allow first person || allows C-up to affect action behavior&lt;br /&gt;
|-&lt;br /&gt;
| 27 || pause exit || the level exit option is shown in the pause menu&lt;br /&gt;
|-&lt;br /&gt;
| 28 || swimming/flying || unused by the game&lt;br /&gt;
|-&lt;br /&gt;
| 29 || water/text || unused by the game&lt;br /&gt;
|-&lt;br /&gt;
| 31 || throwing || something to do with particle effects; details not yet known&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the first three flags have the same name as the first three action groups. While most actions in these groups have the corresponding flag set, the converse is typically not true. Actions in the cutscene group, for example, may have the airborne flag set if they take place while Mario is in the air. There also exist unintuitive cases, such as action 0x036, air throw landing, which has the airborne flag set despite being a grounded stationary action, leading to strange behavior in some circumstances&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=c8iD58RQ1nw&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Action&amp;diff=2391</id>
		<title>Action</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Action&amp;diff=2391"/>
		<updated>2018-07-12T18:29:52Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: Created page with &amp;quot; An action is a particular state that Mario can be in. Long jumping, crouching, and walking are examples of actions. Each action has code controlling high level behavior such...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
An action is a particular state that Mario can be in. Long jumping, crouching, and walking are examples of actions. Each action has code controlling high level behavior such as Mario&#039;s movement while in the action, as well as transitions to other actions.&lt;br /&gt;
&lt;br /&gt;
It is likely the game developers referred to actions as &amp;quot;states&amp;quot;, as evidenced by the &amp;quot;STA&amp;quot; label on one of the debug menus. The name &amp;quot;action&amp;quot; was chosen by the community as a less ambiguous alternative.&lt;br /&gt;
&lt;br /&gt;
If Mario&#039;s current action is hacked to be an invalid action value, the game will freeze, since such an action lacks associated code. There are 232 valid actions in the game, but some of these are accessible only through hacking. There is evidence of one action, action 0x00E, that was defined but whose code was never implemented.&lt;br /&gt;
&lt;br /&gt;
== Action groups ==&lt;br /&gt;
&lt;br /&gt;
An action is represented as a 32-bit value. The lowest nine bits are a unique ID for the action, ranging in value from 0x000 to 0x192. Not all action IDs in this range are used by an action.&lt;br /&gt;
&lt;br /&gt;
These IDs are divided into seven ranges, called action groups. These roughly categorize the behavior of each action, but are primarily used for organizational purposes in the code.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Range start !! Range end !! Number of actions !! Description&lt;br /&gt;
|-&lt;br /&gt;
| stationary || 0x001 || 0x03F || 36 || stopped while on ground&lt;br /&gt;
|-&lt;br /&gt;
| moving || 0x040 || 0x07F || 40 || moving while on ground&lt;br /&gt;
|-&lt;br /&gt;
| airborne || 0x080 || 0x0BF || 45 || moving in air&lt;br /&gt;
|-&lt;br /&gt;
| submerged || 0x0C0 || 0x0FF || 32 || moving in water, including with metal cap&lt;br /&gt;
|-&lt;br /&gt;
| cutscene || 0x100 || 0x13F || 51 || no control of mario&lt;br /&gt;
|-&lt;br /&gt;
| automatic || 0x140 || 0x17F || 17 || restricted control of mario&lt;br /&gt;
|-&lt;br /&gt;
| object || 0x180 || 0x1BF || 10 || relating to picking up or releasing objects&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;uninitialized&amp;quot; action with ID 0x000 is not considered to be a part of any group. Despite being a valid action, it overrides much of Mario&#039;s behavior and is implemented differently than regular actions.&lt;br /&gt;
&lt;br /&gt;
Action groups, while largely used for organization, do sometimes define shared properties of the actions contained in them. For example, the code for dying in quicksand is shared among the stationary, moving, and object action groups, so it is impossible to die from quicksand while in one of the other action groups.&lt;br /&gt;
&lt;br /&gt;
== Action flags ==&lt;br /&gt;
&lt;br /&gt;
Most properties of actions are defined by action flags, which make up the remaining bits of the 32-bit action value. While there are 23 bits left after excluding the 9-bit ID, bit 30 is both unused by the game and unset by any action, so there are effectively only 22 action flags.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bit !! Name !! Example properties&lt;br /&gt;
|-&lt;br /&gt;
| 9 || stationary || increased deceleration in water&lt;br /&gt;
|-&lt;br /&gt;
| 10 || moving || affects buoyancy in water, push speed of horizontal wind&lt;br /&gt;
|-&lt;br /&gt;
| 11 || airborne || allows stomping on enemies, knockback behavior, disallows lava boost&lt;br /&gt;
|-&lt;br /&gt;
| 12 || intangible || disallows object interaction&lt;br /&gt;
|-&lt;br /&gt;
| 13 || swimming || affects knockback behavior&lt;br /&gt;
|-&lt;br /&gt;
| 14 || metal water || affects knockback behavior, lessens gravity and terminal velocity&lt;br /&gt;
|-&lt;br /&gt;
| 15 || short hitbox || shortens Mario&#039;s object hitbox from 160 to 100&lt;br /&gt;
|-&lt;br /&gt;
| 16 || riding shell || makes water surface a tangible floor, allows attacking objects&lt;br /&gt;
|-&lt;br /&gt;
| 17 || invulnerable || disables certain interactions involving damage or knockback&lt;br /&gt;
|-&lt;br /&gt;
| 18 || butt/stomach slide || Klepto checks this flag; details not yet known&lt;br /&gt;
|-&lt;br /&gt;
| 19 || diving || determines which picking-up action is used, affects water entry&lt;br /&gt;
|-&lt;br /&gt;
| 20 || on pole || cannot grab pole when previous action has this flag set&lt;br /&gt;
|-&lt;br /&gt;
| 21 || hanging || affects knockback behavior&lt;br /&gt;
|-&lt;br /&gt;
| 22 || idle || animation plays when collecting cap, allows reading signs&lt;br /&gt;
|-&lt;br /&gt;
| 23 || attacking || slightly affects whether an object can pick Mario up&lt;br /&gt;
|-&lt;br /&gt;
| 24 || interruptable by wind || allows entering the vertical wind action&lt;br /&gt;
|-&lt;br /&gt;
| 25 || control jump height || strengthens gravity when not holding A on ascent&lt;br /&gt;
|-&lt;br /&gt;
| 26 || allow first person || allows C-up to affect action behavior&lt;br /&gt;
|-&lt;br /&gt;
| 27 || pause exit || the level exit option is shown in the pause menu&lt;br /&gt;
|-&lt;br /&gt;
| 28 || swimming/flying || unused by the game&lt;br /&gt;
|-&lt;br /&gt;
| 29 || water/text || unused by the game&lt;br /&gt;
|-&lt;br /&gt;
| 31 || throwing || something to do with particle effects; details not yet known&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that the first three flags have the same name as the first three action groups. While most actions in these groups have the corresponding flag set, the converse is typically not true. Actions in the cutscene group, for example, may have the airborne flag set if they take place while Mario is in the air. There also exist unintuitive cases, such as action 0x036, air throw landing, which has the airborne flag set despite being a grounded stationary action, leading to strange behavior in some circumstances&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=c8iD58RQ1nw&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Bad_boot&amp;diff=2390</id>
		<title>User:Bad boot</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Bad_boot&amp;diff=2390"/>
		<updated>2018-07-12T16:41:23Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not to brag, but I&#039;ve watched dozens of WR TASes&lt;br /&gt;
&lt;br /&gt;
Action table testing:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! ID !! Name !! Value !! Stationary !! Moving !! Air !! Intangible !! Swimming !! Metal !! Short !! Riding !! Invulnerable !! Slide !! Diving !! Pole !! Hanging !! Idle !! Attacking !! Wind !! Control !! First !! Pause !! Flying !! Water !! Throwing&lt;br /&gt;
|-&lt;br /&gt;
| 0x000 || uninitialized || 0x00000000 &lt;br /&gt;
|-&lt;br /&gt;
| 0x001 || idle || 0x0C400201 &lt;br /&gt;
|-&lt;br /&gt;
| 0x002 || start sleeping || 0x0C400202 &lt;br /&gt;
|-&lt;br /&gt;
| 0x003 || sleeping || 0x0C000203 &lt;br /&gt;
|-&lt;br /&gt;
| 0x004 || waking up || 0x0C000204 &lt;br /&gt;
|-&lt;br /&gt;
| 0x005 || panting || 0x0C400205 &lt;br /&gt;
|-&lt;br /&gt;
| 0x006 || unknown 006 || 0x08000206 &lt;br /&gt;
|-&lt;br /&gt;
| 0x007 || unknown 007 || 0x08000207 &lt;br /&gt;
|-&lt;br /&gt;
| 0x008 || unknown 008 || 0x08000208 &lt;br /&gt;
|-&lt;br /&gt;
| 0x009 || standing against wall || 0x0C400209 &lt;br /&gt;
|-&lt;br /&gt;
| 0x00A || coughing || 0x0C40020A &lt;br /&gt;
|-&lt;br /&gt;
| 0x00B || shivering || 0x0C40020B &lt;br /&gt;
|-&lt;br /&gt;
| 0x00D || in quicksand || 0x0002020D &lt;br /&gt;
|-&lt;br /&gt;
| 0x020 || crouching || 0x0C008220 &lt;br /&gt;
|-&lt;br /&gt;
| 0x021 || start crouching || 0x0C008221 &lt;br /&gt;
|-&lt;br /&gt;
| 0x022 || unknown 022 || 0x0C008222 &lt;br /&gt;
|-&lt;br /&gt;
| 0x023 || start crawling || 0x0C008223 &lt;br /&gt;
|-&lt;br /&gt;
| 0x024 || unknown 024 || 0x0C008224 &lt;br /&gt;
|-&lt;br /&gt;
| 0x025 || slide kick slide stop || 0x08000225 &lt;br /&gt;
|-&lt;br /&gt;
| 0x026 || unknown 026 || 0x00020226 &lt;br /&gt;
|-&lt;br /&gt;
| 0x027 || first person || 0x0C000227 &lt;br /&gt;
|-&lt;br /&gt;
| 0x02F || backflip land stop || 0x0800022F &lt;br /&gt;
|-&lt;br /&gt;
| 0x030 || jump land stop || 0x0C000230 &lt;br /&gt;
|-&lt;br /&gt;
| 0x031 || double jump land stop || 0x0C000231 &lt;br /&gt;
|-&lt;br /&gt;
| 0x032 || freefall land stop || 0x0C000232 &lt;br /&gt;
|-&lt;br /&gt;
| 0x033 || side flip land stop || 0x0C000233 &lt;br /&gt;
|-&lt;br /&gt;
| 0x034 || unknown 034 || 0x08000234 &lt;br /&gt;
|-&lt;br /&gt;
| 0x035 || unknown 035 || 0x08000235 &lt;br /&gt;
|-&lt;br /&gt;
| 0x036 || air throw land || 0x80000A36 &lt;br /&gt;
|-&lt;br /&gt;
| 0x038 || twirl land || 0x18800238 &lt;br /&gt;
|-&lt;br /&gt;
| 0x039 || lava boost land || 0x08000239 &lt;br /&gt;
|-&lt;br /&gt;
| 0x03A || triple jump land stop || 0x0800023A &lt;br /&gt;
|-&lt;br /&gt;
| 0x03B || long jump land stop || 0x0800023B &lt;br /&gt;
|-&lt;br /&gt;
| 0x03C || ground pound land || 0x0080023C &lt;br /&gt;
|-&lt;br /&gt;
| 0x03D || braking stop || 0x0C00023D &lt;br /&gt;
|-&lt;br /&gt;
| 0x03E || butt slide stop || 0x0C00023E &lt;br /&gt;
|-&lt;br /&gt;
| 0x03F || unknown 03f || 0x0800043F &lt;br /&gt;
|-&lt;br /&gt;
| 0x040 || walking || 0x04000440 &lt;br /&gt;
|-&lt;br /&gt;
| 0x042 || hold walking || 0x00000442 &lt;br /&gt;
|-&lt;br /&gt;
| 0x043 || turning around || 0x00000443 &lt;br /&gt;
|-&lt;br /&gt;
| 0x044 || finish turning around || 0x00000444 &lt;br /&gt;
|-&lt;br /&gt;
| 0x045 || braking || 0x04000445 &lt;br /&gt;
|-&lt;br /&gt;
| 0x046 || riding shell ground || 0x20810446 &lt;br /&gt;
|-&lt;br /&gt;
| 0x047 || hold heavy walking || 0x00000447 &lt;br /&gt;
|-&lt;br /&gt;
| 0x048 || crawling || 0x04008448 &lt;br /&gt;
|-&lt;br /&gt;
| 0x049 || burning ground || 0x00020449 &lt;br /&gt;
|-&lt;br /&gt;
| 0x04A || decelerating || 0x0400044A &lt;br /&gt;
|-&lt;br /&gt;
| 0x04B || hold decelerating || 0x0000044B &lt;br /&gt;
|-&lt;br /&gt;
| 0x050 || begin sliding || 0x00000050 &lt;br /&gt;
|-&lt;br /&gt;
| 0x051 || hold begin sliding || 0x00000051 &lt;br /&gt;
|-&lt;br /&gt;
| 0x052 || butt slide || 0x00840452 &lt;br /&gt;
|-&lt;br /&gt;
| 0x053 || stomach slide || 0x008C0453 &lt;br /&gt;
|-&lt;br /&gt;
| 0x054 || hold butt slide || 0x00840454 &lt;br /&gt;
|-&lt;br /&gt;
| 0x055 || hold stomach slide || 0x008C0455 &lt;br /&gt;
|-&lt;br /&gt;
| 0x056 || dive slide || 0x00880456 &lt;br /&gt;
|-&lt;br /&gt;
| 0x057 || move punching || 0x00800457 &lt;br /&gt;
|-&lt;br /&gt;
| 0x059 || crouch slide || 0x04808459 &lt;br /&gt;
|-&lt;br /&gt;
| 0x05A || slide kick slide || 0x0080045A &lt;br /&gt;
|-&lt;br /&gt;
| 0x060 || hard backward ground kb || 0x00020460 &lt;br /&gt;
|-&lt;br /&gt;
| 0x061 || hard forward ground kb || 0x00020461 &lt;br /&gt;
|-&lt;br /&gt;
| 0x062 || backward ground kb || 0x00020462 &lt;br /&gt;
|-&lt;br /&gt;
| 0x063 || forward ground kb || 0x00020463 &lt;br /&gt;
|-&lt;br /&gt;
| 0x064 || soft backward ground kb || 0x00020464 &lt;br /&gt;
|-&lt;br /&gt;
| 0x065 || soft forward ground kb || 0x00020465 &lt;br /&gt;
|-&lt;br /&gt;
| 0x066 || ground bonk || 0x00020466 &lt;br /&gt;
|-&lt;br /&gt;
| 0x067 || death exit land || 0x00020467 &lt;br /&gt;
|-&lt;br /&gt;
| 0x070 || jump land || 0x04000470 &lt;br /&gt;
|-&lt;br /&gt;
| 0x071 || freefall land || 0x04000471 &lt;br /&gt;
|-&lt;br /&gt;
| 0x072 || double jump land || 0x04000472 &lt;br /&gt;
|-&lt;br /&gt;
| 0x073 || side flip land || 0x04000473 &lt;br /&gt;
|-&lt;br /&gt;
| 0x074 || hold jump land || 0x00000474 &lt;br /&gt;
|-&lt;br /&gt;
| 0x075 || hold freefall land || 0x00000475 &lt;br /&gt;
|-&lt;br /&gt;
| 0x076 || quicksand jump land || 0x00000476 &lt;br /&gt;
|-&lt;br /&gt;
| 0x077 || hold quicksand jump land || 0x00000477 &lt;br /&gt;
|-&lt;br /&gt;
| 0x078 || triple jump land || 0x04000478 &lt;br /&gt;
|-&lt;br /&gt;
| 0x079 || long jump land || 0x00000479 &lt;br /&gt;
|-&lt;br /&gt;
| 0x07A || backflip land || 0x0400047A &lt;br /&gt;
|-&lt;br /&gt;
| 0x080 || jump || 0x03000880 &lt;br /&gt;
|-&lt;br /&gt;
| 0x081 || double jump || 0x03000881 &lt;br /&gt;
|-&lt;br /&gt;
| 0x082 || triple jump || 0x01000882 &lt;br /&gt;
|-&lt;br /&gt;
| 0x083 || backflip || 0x01000883 &lt;br /&gt;
|-&lt;br /&gt;
| 0x085 || steep jump || 0x03000885 &lt;br /&gt;
|-&lt;br /&gt;
| 0x086 || wall kick air || 0x03000886 &lt;br /&gt;
|-&lt;br /&gt;
| 0x087 || side flip || 0x01000887 &lt;br /&gt;
|-&lt;br /&gt;
| 0x088 || long jump || 0x03000888 &lt;br /&gt;
|-&lt;br /&gt;
| 0x089 || water jump || 0x01000889 &lt;br /&gt;
|-&lt;br /&gt;
| 0x08A || dive || 0x0188088A &lt;br /&gt;
|-&lt;br /&gt;
| 0x08C || freefall || 0x0100088C &lt;br /&gt;
|-&lt;br /&gt;
| 0x08D || top of pole jump || 0x0300088D &lt;br /&gt;
|-&lt;br /&gt;
| 0x08E || butt slide air || 0x0300088E &lt;br /&gt;
|-&lt;br /&gt;
| 0x094 || flying triple jump || 0x03000894 &lt;br /&gt;
|-&lt;br /&gt;
| 0x098 || shot from cannon || 0x00880898 &lt;br /&gt;
|-&lt;br /&gt;
| 0x099 || flying || 0x10880899 &lt;br /&gt;
|-&lt;br /&gt;
| 0x09A || riding shell jump || 0x0281089A &lt;br /&gt;
|-&lt;br /&gt;
| 0x09B || riding shell fall || 0x0081089B &lt;br /&gt;
|-&lt;br /&gt;
| 0x09C || vertical wind || 0x1008089C &lt;br /&gt;
|-&lt;br /&gt;
| 0x0A0 || hold jump || 0x030008A0 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0A1 || hold freefall || 0x010008A1 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0A2 || hold butt slide air || 0x010008A2 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0A3 || hold water jump || 0x010008A3 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0A4 || twirling || 0x108008A4 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0A6 || forward rollout || 0x010008A6 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0A7 || air hit wall || 0x000008A7 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0A8 || riding hoot || 0x000004A8 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0A9 || ground pound || 0x008008A9 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0AA || slide kick || 0x018008AA &lt;br /&gt;
|-&lt;br /&gt;
| 0x0AB || air throw || 0x830008AB &lt;br /&gt;
|-&lt;br /&gt;
| 0x0AC || jump kick || 0x018008AC &lt;br /&gt;
|-&lt;br /&gt;
| 0x0AD || backward rollout || 0x010008AD &lt;br /&gt;
|-&lt;br /&gt;
| 0x0AE || crazy box bounce || 0x000008AE &lt;br /&gt;
|-&lt;br /&gt;
| 0x0AF || special triple jump || 0x030008AF &lt;br /&gt;
|-&lt;br /&gt;
| 0x0B0 || backward air kb || 0x010208B0 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0B1 || forward air kb || 0x010208B1 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0B2 || hard forward air kb || 0x010208B2 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0B3 || hard backward air kb || 0x010208B3 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0B4 || burning jump || 0x010208B4 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0B5 || burning fall || 0x010208B5 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0B6 || soft bonk || 0x010208B6 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0B7 || lava boost || 0x010208B7 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0B8 || getting blown || 0x010208B8 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0BD || thrown forward || 0x010208BD &lt;br /&gt;
|-&lt;br /&gt;
| 0x0BE || thrown backward || 0x010208BE &lt;br /&gt;
|-&lt;br /&gt;
| 0x0C0 || water idle || 0x380022C0 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0C1 || hold water idle || 0x380022C1 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0C2 || water action end || 0x300022C2 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0C3 || hold water action end || 0x300022C3 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0C4 || drowning || 0x300032C4 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0C5 || backward water kb || 0x300222C5 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0C6 || forward water kb || 0x300222C6 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0C7 || water death || 0x300032C7 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0C8 || water shocked || 0x300222C8 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0D0 || breaststroke || 0x300024D0 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0D1 || swimming end || 0x300024D1 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0D2 || flutter kick || 0x300024D2 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0D3 || hold breaststroke || 0x300024D3 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0D4 || hold swimming end || 0x300024D4 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0D5 || hold flutter kick || 0x300024D5 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0D6 || water shell swimming || 0x300024D6 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0E0 || water throw || 0x300024E0 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0E1 || water punch || 0x300024E1 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0E2 || water plunge || 0x300022E2 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0E3 || caught in whirlpool || 0x300222E3 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0F0 || metal water standing || 0x080042F0 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0F1 || hold metal water standing || 0x080042F1 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0F2 || metal water walking || 0x000044F2 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0F3 || hold metal water walking || 0x000044F3 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0F4 || metal water falling || 0x000042F4 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0F5 || hold metal water falling || 0x000042F5 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0F6 || metal water fall land || 0x000042F6 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0F7 || hold metal water fall land || 0x000042F7 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0F8 || metal water jump || 0x000044F8 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0F9 || hold metal water jump || 0x000044F9 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0FA || metal water jump land || 0x000044FA &lt;br /&gt;
|-&lt;br /&gt;
| 0x0FB || hold metal water jump land || 0x000044FB &lt;br /&gt;
|-&lt;br /&gt;
| 0x100 || disappeared || 0x00001300 &lt;br /&gt;
|-&lt;br /&gt;
| 0x101 || intro cutscene || 0x04001301 &lt;br /&gt;
|-&lt;br /&gt;
| 0x102 || star dance exit || 0x00001302 &lt;br /&gt;
|-&lt;br /&gt;
| 0x103 || star dance water || 0x00001303 &lt;br /&gt;
|-&lt;br /&gt;
| 0x104 || fall after star grab || 0x00001904 &lt;br /&gt;
|-&lt;br /&gt;
| 0x105 || unknown 105 || 0x20001305 &lt;br /&gt;
|-&lt;br /&gt;
| 0x106 || unknown 106 || 0x20001306 &lt;br /&gt;
|-&lt;br /&gt;
| 0x107 || star dance no exit || 0x00001307 &lt;br /&gt;
|-&lt;br /&gt;
| 0x108 || reading sign || 0x00001308 &lt;br /&gt;
|-&lt;br /&gt;
| 0x109 || grabbed grand star || 0x00001909 &lt;br /&gt;
|-&lt;br /&gt;
| 0x10A || unknown 10a || 0x0000130A &lt;br /&gt;
|-&lt;br /&gt;
| 0x10F || unknown 10f || 0x0000130F &lt;br /&gt;
|-&lt;br /&gt;
| 0x111 || standing death || 0x00021311 &lt;br /&gt;
|-&lt;br /&gt;
| 0x112 || quicksand death || 0x00021312 &lt;br /&gt;
|-&lt;br /&gt;
| 0x113 || electrocution || 0x00021313 &lt;br /&gt;
|-&lt;br /&gt;
| 0x114 || suffocation || 0x00021314 &lt;br /&gt;
|-&lt;br /&gt;
| 0x115 || death on stomach || 0x00021315 &lt;br /&gt;
|-&lt;br /&gt;
| 0x116 || death on back || 0x00021316 &lt;br /&gt;
|-&lt;br /&gt;
| 0x117 || eaten by bubba || 0x00021317 &lt;br /&gt;
|-&lt;br /&gt;
| 0x118 || peach cutscene || 0x00001918 &lt;br /&gt;
|-&lt;br /&gt;
| 0x119 || credits || 0x00001319 &lt;br /&gt;
|-&lt;br /&gt;
| 0x11A || waving || 0x0000131A &lt;br /&gt;
|-&lt;br /&gt;
| 0x120 || pulling door || 0x00001320 &lt;br /&gt;
|-&lt;br /&gt;
| 0x121 || pushing door || 0x00001321 &lt;br /&gt;
|-&lt;br /&gt;
| 0x122 || unknown 122 || 0x00001322 &lt;br /&gt;
|-&lt;br /&gt;
| 0x123 || emerge from pipe || 0x00001923 &lt;br /&gt;
|-&lt;br /&gt;
| 0x124 || unknown 124 || 0x00001924 &lt;br /&gt;
|-&lt;br /&gt;
| 0x125 || unknown 125 || 0x00001325 &lt;br /&gt;
|-&lt;br /&gt;
| 0x126 || unknown 126 || 0x00001926 &lt;br /&gt;
|-&lt;br /&gt;
| 0x127 || unknown 127 || 0x00001327 &lt;br /&gt;
|-&lt;br /&gt;
| 0x128 || unknown 128 || 0x00001928 &lt;br /&gt;
|-&lt;br /&gt;
| 0x129 || unknown 129 || 0x00001929 &lt;br /&gt;
|-&lt;br /&gt;
| 0x12A || unknown 12a || 0x0000192A &lt;br /&gt;
|-&lt;br /&gt;
| 0x12B || unknown 12b || 0x0000192B &lt;br /&gt;
|-&lt;br /&gt;
| 0x12C || unknown 12c || 0x0000192C &lt;br /&gt;
|-&lt;br /&gt;
| 0x12D || unknown 12d || 0x0000192D &lt;br /&gt;
|-&lt;br /&gt;
| 0x12E || unlocking key door || 0x0000132E &lt;br /&gt;
|-&lt;br /&gt;
| 0x12F || unknown 12f || 0x0000132F &lt;br /&gt;
|-&lt;br /&gt;
| 0x131 || entering star door || 0x00001331 &lt;br /&gt;
|-&lt;br /&gt;
| 0x132 || unknown 132 || 0x00001932 &lt;br /&gt;
|-&lt;br /&gt;
| 0x133 || unknown 133 || 0x00001333 &lt;br /&gt;
|-&lt;br /&gt;
| 0x134 || bbh enter jump || 0x00001934 &lt;br /&gt;
|-&lt;br /&gt;
| 0x135 || bbh enter spin || 0x00001535 &lt;br /&gt;
|-&lt;br /&gt;
| 0x136 || teleport fade out || 0x00001336 &lt;br /&gt;
|-&lt;br /&gt;
| 0x137 || teleport fade in || 0x00001337 &lt;br /&gt;
|-&lt;br /&gt;
| 0x138 || shocked || 0x00020338 &lt;br /&gt;
|-&lt;br /&gt;
| 0x139 || squished || 0x00020339 &lt;br /&gt;
|-&lt;br /&gt;
| 0x13A || head stuck in ground || 0x0002033A &lt;br /&gt;
|-&lt;br /&gt;
| 0x13B || butt stuck in ground || 0x0002033B &lt;br /&gt;
|-&lt;br /&gt;
| 0x13C || feet stuck in ground || 0x0002033C &lt;br /&gt;
|-&lt;br /&gt;
| 0x13D || putting on cap || 0x0000133D &lt;br /&gt;
|-&lt;br /&gt;
| 0x140 || holding pole || 0x08100340 &lt;br /&gt;
|-&lt;br /&gt;
| 0x141 || grab pole slow || 0x00100341 &lt;br /&gt;
|-&lt;br /&gt;
| 0x142 || grab pole fast || 0x00100342 &lt;br /&gt;
|-&lt;br /&gt;
| 0x143 || climbing pole || 0x00100343 &lt;br /&gt;
|-&lt;br /&gt;
| 0x144 || top of pole transition || 0x00100344 &lt;br /&gt;
|-&lt;br /&gt;
| 0x145 || top of pole || 0x00100345 &lt;br /&gt;
|-&lt;br /&gt;
| 0x148 || start hanging || 0x08200348 &lt;br /&gt;
|-&lt;br /&gt;
| 0x149 || hanging || 0x00200349 &lt;br /&gt;
|-&lt;br /&gt;
| 0x14A || hang moving || 0x0020054A &lt;br /&gt;
|-&lt;br /&gt;
| 0x14B || ledge grab || 0x0800034B &lt;br /&gt;
|-&lt;br /&gt;
| 0x14C || ledge climb slow 1 || 0x0000054C &lt;br /&gt;
|-&lt;br /&gt;
| 0x14D || ledge climb slow 2 || 0x0000054D &lt;br /&gt;
|-&lt;br /&gt;
| 0x14E || ledge climb down || 0x0000054E &lt;br /&gt;
|-&lt;br /&gt;
| 0x14F || ledge climb fast || 0x0000054F &lt;br /&gt;
|-&lt;br /&gt;
| 0x170 || grabbed || 0x00020370 &lt;br /&gt;
|-&lt;br /&gt;
| 0x171 || in cannon || 0x00001371 &lt;br /&gt;
|-&lt;br /&gt;
| 0x172 || tornado twirling || 0x10020372 &lt;br /&gt;
|-&lt;br /&gt;
| 0x180 || punching || 0x00800380 &lt;br /&gt;
|-&lt;br /&gt;
| 0x183 || unknown 183 || 0x00000383 &lt;br /&gt;
|-&lt;br /&gt;
| 0x185 || unknown 185 || 0x00000385 &lt;br /&gt;
|-&lt;br /&gt;
| 0x186 || unknown 186 || 0x00000386 &lt;br /&gt;
|-&lt;br /&gt;
| 0x187 || unknown 187 || 0x00000387 &lt;br /&gt;
|-&lt;br /&gt;
| 0x188 || throwing || 0x80000588 &lt;br /&gt;
|-&lt;br /&gt;
| 0x189 || unknown 189 || 0x80000589 &lt;br /&gt;
|-&lt;br /&gt;
| 0x190 || unknown 190 || 0x00000390 &lt;br /&gt;
|-&lt;br /&gt;
| 0x191 || holding bowser || 0x00000391 &lt;br /&gt;
|-&lt;br /&gt;
| 0x192 || releasing bowser || 0x00000392 &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Bad_boot&amp;diff=2389</id>
		<title>User:Bad boot</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Bad_boot&amp;diff=2389"/>
		<updated>2018-07-12T16:37:21Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not to brag, but I&#039;ve watched dozens of WR TASes&lt;br /&gt;
&lt;br /&gt;
Action table testing:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! ID !! Name !! Value !! Stationary !! Moving !! Air !! Intangible !! Swimming !! Metal water !! Short hitbox !! Riding shell !! Invulnerable !! Butt/stomach slide !! Diving !! On pole !! Hanging !! Idle !! Attacking !! Allow vertical wind action !! Control jump height !! Allow first person !! Pause exit !! Swimming/flying !! Water/text !! Throwing&lt;br /&gt;
|-&lt;br /&gt;
| 0x000 || uninitialized || 0x00000000 &lt;br /&gt;
|-&lt;br /&gt;
| 0x001 || idle || 0x0C400201 &lt;br /&gt;
|-&lt;br /&gt;
| 0x002 || start sleeping || 0x0C400202 &lt;br /&gt;
|-&lt;br /&gt;
| 0x003 || sleeping || 0x0C000203 &lt;br /&gt;
|-&lt;br /&gt;
| 0x004 || waking up || 0x0C000204 &lt;br /&gt;
|-&lt;br /&gt;
| 0x005 || panting || 0x0C400205 &lt;br /&gt;
|-&lt;br /&gt;
| 0x006 || unknown 006 || 0x08000206 &lt;br /&gt;
|-&lt;br /&gt;
| 0x007 || unknown 007 || 0x08000207 &lt;br /&gt;
|-&lt;br /&gt;
| 0x008 || unknown 008 || 0x08000208 &lt;br /&gt;
|-&lt;br /&gt;
| 0x009 || standing against wall || 0x0C400209 &lt;br /&gt;
|-&lt;br /&gt;
| 0x00A || coughing || 0x0C40020A &lt;br /&gt;
|-&lt;br /&gt;
| 0x00B || shivering || 0x0C40020B &lt;br /&gt;
|-&lt;br /&gt;
| 0x00D || in quicksand || 0x0002020D &lt;br /&gt;
|-&lt;br /&gt;
| 0x020 || crouching || 0x0C008220 &lt;br /&gt;
|-&lt;br /&gt;
| 0x021 || start crouching || 0x0C008221 &lt;br /&gt;
|-&lt;br /&gt;
| 0x022 || unknown 022 || 0x0C008222 &lt;br /&gt;
|-&lt;br /&gt;
| 0x023 || start crawling || 0x0C008223 &lt;br /&gt;
|-&lt;br /&gt;
| 0x024 || unknown 024 || 0x0C008224 &lt;br /&gt;
|-&lt;br /&gt;
| 0x025 || slide kick slide stop || 0x08000225 &lt;br /&gt;
|-&lt;br /&gt;
| 0x026 || unknown 026 || 0x00020226 &lt;br /&gt;
|-&lt;br /&gt;
| 0x027 || first person || 0x0C000227 &lt;br /&gt;
|-&lt;br /&gt;
| 0x02F || backflip land stop || 0x0800022F &lt;br /&gt;
|-&lt;br /&gt;
| 0x030 || jump land stop || 0x0C000230 &lt;br /&gt;
|-&lt;br /&gt;
| 0x031 || double jump land stop || 0x0C000231 &lt;br /&gt;
|-&lt;br /&gt;
| 0x032 || freefall land stop || 0x0C000232 &lt;br /&gt;
|-&lt;br /&gt;
| 0x033 || side flip land stop || 0x0C000233 &lt;br /&gt;
|-&lt;br /&gt;
| 0x034 || unknown 034 || 0x08000234 &lt;br /&gt;
|-&lt;br /&gt;
| 0x035 || unknown 035 || 0x08000235 &lt;br /&gt;
|-&lt;br /&gt;
| 0x036 || air throw land || 0x80000A36 &lt;br /&gt;
|-&lt;br /&gt;
| 0x038 || twirl land || 0x18800238 &lt;br /&gt;
|-&lt;br /&gt;
| 0x039 || lava boost land || 0x08000239 &lt;br /&gt;
|-&lt;br /&gt;
| 0x03A || triple jump land stop || 0x0800023A &lt;br /&gt;
|-&lt;br /&gt;
| 0x03B || long jump land stop || 0x0800023B &lt;br /&gt;
|-&lt;br /&gt;
| 0x03C || ground pound land || 0x0080023C &lt;br /&gt;
|-&lt;br /&gt;
| 0x03D || braking stop || 0x0C00023D &lt;br /&gt;
|-&lt;br /&gt;
| 0x03E || butt slide stop || 0x0C00023E &lt;br /&gt;
|-&lt;br /&gt;
| 0x03F || unknown 03f || 0x0800043F &lt;br /&gt;
|-&lt;br /&gt;
| 0x040 || walking || 0x04000440 &lt;br /&gt;
|-&lt;br /&gt;
| 0x042 || hold walking || 0x00000442 &lt;br /&gt;
|-&lt;br /&gt;
| 0x043 || turning around || 0x00000443 &lt;br /&gt;
|-&lt;br /&gt;
| 0x044 || finish turning around || 0x00000444 &lt;br /&gt;
|-&lt;br /&gt;
| 0x045 || braking || 0x04000445 &lt;br /&gt;
|-&lt;br /&gt;
| 0x046 || riding shell ground || 0x20810446 &lt;br /&gt;
|-&lt;br /&gt;
| 0x047 || hold heavy walking || 0x00000447 &lt;br /&gt;
|-&lt;br /&gt;
| 0x048 || crawling || 0x04008448 &lt;br /&gt;
|-&lt;br /&gt;
| 0x049 || burning ground || 0x00020449 &lt;br /&gt;
|-&lt;br /&gt;
| 0x04A || decelerating || 0x0400044A &lt;br /&gt;
|-&lt;br /&gt;
| 0x04B || hold decelerating || 0x0000044B &lt;br /&gt;
|-&lt;br /&gt;
| 0x050 || begin sliding || 0x00000050 &lt;br /&gt;
|-&lt;br /&gt;
| 0x051 || hold begin sliding || 0x00000051 &lt;br /&gt;
|-&lt;br /&gt;
| 0x052 || butt slide || 0x00840452 &lt;br /&gt;
|-&lt;br /&gt;
| 0x053 || stomach slide || 0x008C0453 &lt;br /&gt;
|-&lt;br /&gt;
| 0x054 || hold butt slide || 0x00840454 &lt;br /&gt;
|-&lt;br /&gt;
| 0x055 || hold stomach slide || 0x008C0455 &lt;br /&gt;
|-&lt;br /&gt;
| 0x056 || dive slide || 0x00880456 &lt;br /&gt;
|-&lt;br /&gt;
| 0x057 || move punching || 0x00800457 &lt;br /&gt;
|-&lt;br /&gt;
| 0x059 || crouch slide || 0x04808459 &lt;br /&gt;
|-&lt;br /&gt;
| 0x05A || slide kick slide || 0x0080045A &lt;br /&gt;
|-&lt;br /&gt;
| 0x060 || hard backward ground kb || 0x00020460 &lt;br /&gt;
|-&lt;br /&gt;
| 0x061 || hard forward ground kb || 0x00020461 &lt;br /&gt;
|-&lt;br /&gt;
| 0x062 || backward ground kb || 0x00020462 &lt;br /&gt;
|-&lt;br /&gt;
| 0x063 || forward ground kb || 0x00020463 &lt;br /&gt;
|-&lt;br /&gt;
| 0x064 || soft backward ground kb || 0x00020464 &lt;br /&gt;
|-&lt;br /&gt;
| 0x065 || soft forward ground kb || 0x00020465 &lt;br /&gt;
|-&lt;br /&gt;
| 0x066 || ground bonk || 0x00020466 &lt;br /&gt;
|-&lt;br /&gt;
| 0x067 || death exit land || 0x00020467 &lt;br /&gt;
|-&lt;br /&gt;
| 0x070 || jump land || 0x04000470 &lt;br /&gt;
|-&lt;br /&gt;
| 0x071 || freefall land || 0x04000471 &lt;br /&gt;
|-&lt;br /&gt;
| 0x072 || double jump land || 0x04000472 &lt;br /&gt;
|-&lt;br /&gt;
| 0x073 || side flip land || 0x04000473 &lt;br /&gt;
|-&lt;br /&gt;
| 0x074 || hold jump land || 0x00000474 &lt;br /&gt;
|-&lt;br /&gt;
| 0x075 || hold freefall land || 0x00000475 &lt;br /&gt;
|-&lt;br /&gt;
| 0x076 || quicksand jump land || 0x00000476 &lt;br /&gt;
|-&lt;br /&gt;
| 0x077 || hold quicksand jump land || 0x00000477 &lt;br /&gt;
|-&lt;br /&gt;
| 0x078 || triple jump land || 0x04000478 &lt;br /&gt;
|-&lt;br /&gt;
| 0x079 || long jump land || 0x00000479 &lt;br /&gt;
|-&lt;br /&gt;
| 0x07A || backflip land || 0x0400047A &lt;br /&gt;
|-&lt;br /&gt;
| 0x080 || jump || 0x03000880 &lt;br /&gt;
|-&lt;br /&gt;
| 0x081 || double jump || 0x03000881 &lt;br /&gt;
|-&lt;br /&gt;
| 0x082 || triple jump || 0x01000882 &lt;br /&gt;
|-&lt;br /&gt;
| 0x083 || backflip || 0x01000883 &lt;br /&gt;
|-&lt;br /&gt;
| 0x085 || steep jump || 0x03000885 &lt;br /&gt;
|-&lt;br /&gt;
| 0x086 || wall kick air || 0x03000886 &lt;br /&gt;
|-&lt;br /&gt;
| 0x087 || side flip || 0x01000887 &lt;br /&gt;
|-&lt;br /&gt;
| 0x088 || long jump || 0x03000888 &lt;br /&gt;
|-&lt;br /&gt;
| 0x089 || water jump || 0x01000889 &lt;br /&gt;
|-&lt;br /&gt;
| 0x08A || dive || 0x0188088A &lt;br /&gt;
|-&lt;br /&gt;
| 0x08C || freefall || 0x0100088C &lt;br /&gt;
|-&lt;br /&gt;
| 0x08D || top of pole jump || 0x0300088D &lt;br /&gt;
|-&lt;br /&gt;
| 0x08E || butt slide air || 0x0300088E &lt;br /&gt;
|-&lt;br /&gt;
| 0x094 || flying triple jump || 0x03000894 &lt;br /&gt;
|-&lt;br /&gt;
| 0x098 || shot from cannon || 0x00880898 &lt;br /&gt;
|-&lt;br /&gt;
| 0x099 || flying || 0x10880899 &lt;br /&gt;
|-&lt;br /&gt;
| 0x09A || riding shell jump || 0x0281089A &lt;br /&gt;
|-&lt;br /&gt;
| 0x09B || riding shell fall || 0x0081089B &lt;br /&gt;
|-&lt;br /&gt;
| 0x09C || vertical wind || 0x1008089C &lt;br /&gt;
|-&lt;br /&gt;
| 0x0A0 || hold jump || 0x030008A0 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0A1 || hold freefall || 0x010008A1 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0A2 || hold butt slide air || 0x010008A2 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0A3 || hold water jump || 0x010008A3 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0A4 || twirling || 0x108008A4 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0A6 || forward rollout || 0x010008A6 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0A7 || air hit wall || 0x000008A7 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0A8 || riding hoot || 0x000004A8 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0A9 || ground pound || 0x008008A9 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0AA || slide kick || 0x018008AA &lt;br /&gt;
|-&lt;br /&gt;
| 0x0AB || air throw || 0x830008AB &lt;br /&gt;
|-&lt;br /&gt;
| 0x0AC || jump kick || 0x018008AC &lt;br /&gt;
|-&lt;br /&gt;
| 0x0AD || backward rollout || 0x010008AD &lt;br /&gt;
|-&lt;br /&gt;
| 0x0AE || crazy box bounce || 0x000008AE &lt;br /&gt;
|-&lt;br /&gt;
| 0x0AF || special triple jump || 0x030008AF &lt;br /&gt;
|-&lt;br /&gt;
| 0x0B0 || backward air kb || 0x010208B0 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0B1 || forward air kb || 0x010208B1 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0B2 || hard forward air kb || 0x010208B2 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0B3 || hard backward air kb || 0x010208B3 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0B4 || burning jump || 0x010208B4 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0B5 || burning fall || 0x010208B5 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0B6 || soft bonk || 0x010208B6 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0B7 || lava boost || 0x010208B7 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0B8 || getting blown || 0x010208B8 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0BD || thrown forward || 0x010208BD &lt;br /&gt;
|-&lt;br /&gt;
| 0x0BE || thrown backward || 0x010208BE &lt;br /&gt;
|-&lt;br /&gt;
| 0x0C0 || water idle || 0x380022C0 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0C1 || hold water idle || 0x380022C1 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0C2 || water action end || 0x300022C2 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0C3 || hold water action end || 0x300022C3 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0C4 || drowning || 0x300032C4 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0C5 || backward water kb || 0x300222C5 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0C6 || forward water kb || 0x300222C6 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0C7 || water death || 0x300032C7 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0C8 || water shocked || 0x300222C8 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0D0 || breaststroke || 0x300024D0 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0D1 || swimming end || 0x300024D1 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0D2 || flutter kick || 0x300024D2 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0D3 || hold breaststroke || 0x300024D3 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0D4 || hold swimming end || 0x300024D4 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0D5 || hold flutter kick || 0x300024D5 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0D6 || water shell swimming || 0x300024D6 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0E0 || water throw || 0x300024E0 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0E1 || water punch || 0x300024E1 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0E2 || water plunge || 0x300022E2 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0E3 || caught in whirlpool || 0x300222E3 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0F0 || metal water standing || 0x080042F0 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0F1 || hold metal water standing || 0x080042F1 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0F2 || metal water walking || 0x000044F2 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0F3 || hold metal water walking || 0x000044F3 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0F4 || metal water falling || 0x000042F4 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0F5 || hold metal water falling || 0x000042F5 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0F6 || metal water fall land || 0x000042F6 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0F7 || hold metal water fall land || 0x000042F7 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0F8 || metal water jump || 0x000044F8 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0F9 || hold metal water jump || 0x000044F9 &lt;br /&gt;
|-&lt;br /&gt;
| 0x0FA || metal water jump land || 0x000044FA &lt;br /&gt;
|-&lt;br /&gt;
| 0x0FB || hold metal water jump land || 0x000044FB &lt;br /&gt;
|-&lt;br /&gt;
| 0x100 || disappeared || 0x00001300 &lt;br /&gt;
|-&lt;br /&gt;
| 0x101 || intro cutscene || 0x04001301 &lt;br /&gt;
|-&lt;br /&gt;
| 0x102 || star dance exit || 0x00001302 &lt;br /&gt;
|-&lt;br /&gt;
| 0x103 || star dance water || 0x00001303 &lt;br /&gt;
|-&lt;br /&gt;
| 0x104 || fall after star grab || 0x00001904 &lt;br /&gt;
|-&lt;br /&gt;
| 0x105 || unknown 105 || 0x20001305 &lt;br /&gt;
|-&lt;br /&gt;
| 0x106 || unknown 106 || 0x20001306 &lt;br /&gt;
|-&lt;br /&gt;
| 0x107 || star dance no exit || 0x00001307 &lt;br /&gt;
|-&lt;br /&gt;
| 0x108 || reading sign || 0x00001308 &lt;br /&gt;
|-&lt;br /&gt;
| 0x109 || grabbed grand star || 0x00001909 &lt;br /&gt;
|-&lt;br /&gt;
| 0x10A || unknown 10a || 0x0000130A &lt;br /&gt;
|-&lt;br /&gt;
| 0x10F || unknown 10f || 0x0000130F &lt;br /&gt;
|-&lt;br /&gt;
| 0x111 || standing death || 0x00021311 &lt;br /&gt;
|-&lt;br /&gt;
| 0x112 || quicksand death || 0x00021312 &lt;br /&gt;
|-&lt;br /&gt;
| 0x113 || electrocution || 0x00021313 &lt;br /&gt;
|-&lt;br /&gt;
| 0x114 || suffocation || 0x00021314 &lt;br /&gt;
|-&lt;br /&gt;
| 0x115 || death on stomach || 0x00021315 &lt;br /&gt;
|-&lt;br /&gt;
| 0x116 || death on back || 0x00021316 &lt;br /&gt;
|-&lt;br /&gt;
| 0x117 || eaten by bubba || 0x00021317 &lt;br /&gt;
|-&lt;br /&gt;
| 0x118 || peach cutscene || 0x00001918 &lt;br /&gt;
|-&lt;br /&gt;
| 0x119 || credits || 0x00001319 &lt;br /&gt;
|-&lt;br /&gt;
| 0x11A || waving || 0x0000131A &lt;br /&gt;
|-&lt;br /&gt;
| 0x120 || pulling door || 0x00001320 &lt;br /&gt;
|-&lt;br /&gt;
| 0x121 || pushing door || 0x00001321 &lt;br /&gt;
|-&lt;br /&gt;
| 0x122 || unknown 122 || 0x00001322 &lt;br /&gt;
|-&lt;br /&gt;
| 0x123 || emerge from pipe || 0x00001923 &lt;br /&gt;
|-&lt;br /&gt;
| 0x124 || unknown 124 || 0x00001924 &lt;br /&gt;
|-&lt;br /&gt;
| 0x125 || unknown 125 || 0x00001325 &lt;br /&gt;
|-&lt;br /&gt;
| 0x126 || unknown 126 || 0x00001926 &lt;br /&gt;
|-&lt;br /&gt;
| 0x127 || unknown 127 || 0x00001327 &lt;br /&gt;
|-&lt;br /&gt;
| 0x128 || unknown 128 || 0x00001928 &lt;br /&gt;
|-&lt;br /&gt;
| 0x129 || unknown 129 || 0x00001929 &lt;br /&gt;
|-&lt;br /&gt;
| 0x12A || unknown 12a || 0x0000192A &lt;br /&gt;
|-&lt;br /&gt;
| 0x12B || unknown 12b || 0x0000192B &lt;br /&gt;
|-&lt;br /&gt;
| 0x12C || unknown 12c || 0x0000192C &lt;br /&gt;
|-&lt;br /&gt;
| 0x12D || unknown 12d || 0x0000192D &lt;br /&gt;
|-&lt;br /&gt;
| 0x12E || unlocking key door || 0x0000132E &lt;br /&gt;
|-&lt;br /&gt;
| 0x12F || unknown 12f || 0x0000132F &lt;br /&gt;
|-&lt;br /&gt;
| 0x131 || entering star door || 0x00001331 &lt;br /&gt;
|-&lt;br /&gt;
| 0x132 || unknown 132 || 0x00001932 &lt;br /&gt;
|-&lt;br /&gt;
| 0x133 || unknown 133 || 0x00001333 &lt;br /&gt;
|-&lt;br /&gt;
| 0x134 || bbh enter jump || 0x00001934 &lt;br /&gt;
|-&lt;br /&gt;
| 0x135 || bbh enter spin || 0x00001535 &lt;br /&gt;
|-&lt;br /&gt;
| 0x136 || teleport fade out || 0x00001336 &lt;br /&gt;
|-&lt;br /&gt;
| 0x137 || teleport fade in || 0x00001337 &lt;br /&gt;
|-&lt;br /&gt;
| 0x138 || shocked || 0x00020338 &lt;br /&gt;
|-&lt;br /&gt;
| 0x139 || squished || 0x00020339 &lt;br /&gt;
|-&lt;br /&gt;
| 0x13A || head stuck in ground || 0x0002033A &lt;br /&gt;
|-&lt;br /&gt;
| 0x13B || butt stuck in ground || 0x0002033B &lt;br /&gt;
|-&lt;br /&gt;
| 0x13C || feet stuck in ground || 0x0002033C &lt;br /&gt;
|-&lt;br /&gt;
| 0x13D || putting on cap || 0x0000133D &lt;br /&gt;
|-&lt;br /&gt;
| 0x140 || holding pole || 0x08100340 &lt;br /&gt;
|-&lt;br /&gt;
| 0x141 || grab pole slow || 0x00100341 &lt;br /&gt;
|-&lt;br /&gt;
| 0x142 || grab pole fast || 0x00100342 &lt;br /&gt;
|-&lt;br /&gt;
| 0x143 || climbing pole || 0x00100343 &lt;br /&gt;
|-&lt;br /&gt;
| 0x144 || top of pole transition || 0x00100344 &lt;br /&gt;
|-&lt;br /&gt;
| 0x145 || top of pole || 0x00100345 &lt;br /&gt;
|-&lt;br /&gt;
| 0x148 || start hanging || 0x08200348 &lt;br /&gt;
|-&lt;br /&gt;
| 0x149 || hanging || 0x00200349 &lt;br /&gt;
|-&lt;br /&gt;
| 0x14A || hang moving || 0x0020054A &lt;br /&gt;
|-&lt;br /&gt;
| 0x14B || ledge grab || 0x0800034B &lt;br /&gt;
|-&lt;br /&gt;
| 0x14C || ledge climb slow 1 || 0x0000054C &lt;br /&gt;
|-&lt;br /&gt;
| 0x14D || ledge climb slow 2 || 0x0000054D &lt;br /&gt;
|-&lt;br /&gt;
| 0x14E || ledge climb down || 0x0000054E &lt;br /&gt;
|-&lt;br /&gt;
| 0x14F || ledge climb fast || 0x0000054F &lt;br /&gt;
|-&lt;br /&gt;
| 0x170 || grabbed || 0x00020370 &lt;br /&gt;
|-&lt;br /&gt;
| 0x171 || in cannon || 0x00001371 &lt;br /&gt;
|-&lt;br /&gt;
| 0x172 || tornado twirling || 0x10020372 &lt;br /&gt;
|-&lt;br /&gt;
| 0x180 || punching || 0x00800380 &lt;br /&gt;
|-&lt;br /&gt;
| 0x183 || unknown 183 || 0x00000383 &lt;br /&gt;
|-&lt;br /&gt;
| 0x185 || unknown 185 || 0x00000385 &lt;br /&gt;
|-&lt;br /&gt;
| 0x186 || unknown 186 || 0x00000386 &lt;br /&gt;
|-&lt;br /&gt;
| 0x187 || unknown 187 || 0x00000387 &lt;br /&gt;
|-&lt;br /&gt;
| 0x188 || throwing || 0x80000588 &lt;br /&gt;
|-&lt;br /&gt;
| 0x189 || unknown 189 || 0x80000589 &lt;br /&gt;
|-&lt;br /&gt;
| 0x190 || unknown 190 || 0x00000390 &lt;br /&gt;
|-&lt;br /&gt;
| 0x191 || holding bowser || 0x00000391 &lt;br /&gt;
|-&lt;br /&gt;
| 0x192 || releasing bowser || 0x00000392 &lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Talk:Hurtbox&amp;diff=2383</id>
		<title>Talk:Hurtbox</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Talk:Hurtbox&amp;diff=2383"/>
		<updated>2018-07-12T15:06:32Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: Created page with &amp;quot;This doesn&amp;#039;t exist. The game doesn&amp;#039;t differentiate between regular hitboxes and &amp;quot;hurtboxes&amp;quot;. Some objects do damage, and others don&amp;#039;t. ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This doesn&#039;t exist. The game doesn&#039;t differentiate between regular hitboxes and &amp;quot;hurtboxes&amp;quot;. Some objects do damage, and others don&#039;t. [[User:Bad boot|Bad boot]] ([[User talk:Bad boot|talk]]) 15:06, 12 July 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Backflip&amp;diff=2374</id>
		<title>Backflip</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Backflip&amp;diff=2374"/>
		<updated>2018-07-12T05:08:15Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: Backflips give 62 VS, not 58.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Backflips, also known as Backward Somersaults, are a jump Mario can do that causes him to move upwards and backward. You can perform a backflip by pressing and holding Z and pressing A. Holding forwards during the backflip can cause Mario to have a net forwards movement. The [[Vertical Speed]] (VS) value that a backflip starts with is 62. With all of the vertical speed combined, you can get 512 units up from where you started the backflip.&lt;br /&gt;
&lt;br /&gt;
== C^ Backflip ==&lt;br /&gt;
The [[C^ Backflip]] trick allows you to backflip facing any direction without having to turn first, saving a few frames in some TASes.&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Quarter_Steps&amp;diff=1982</id>
		<title>Quarter Steps</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Quarter_Steps&amp;diff=1982"/>
		<updated>2018-06-19T22:32:12Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: Redirected page to Movement Steps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Movement Steps]]&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Quarter_Frames&amp;diff=1981</id>
		<title>Quarter Frames</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Quarter_Frames&amp;diff=1981"/>
		<updated>2018-06-19T22:31:46Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: Redirected page to Movement Steps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Movement Steps]]&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Talk:C%5E_backflip&amp;diff=1973</id>
		<title>Talk:C^ backflip</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Talk:C%5E_backflip&amp;diff=1973"/>
		<updated>2018-06-19T22:25:03Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: Created page with &amp;quot;I think our policy regarding attributing glitches to specific people should be to only do it when the history is interesting or relevant to the glitch itself. For example, som...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I think our policy regarding attributing glitches to specific people should be to only do it when the history is interesting or relevant to the glitch itself. For example, someone who visits the Pedro spot page will want to know where the name comes from, so we should give a very brief explanation. Here, it&#039;s not important or interesting that Plush discovered the glitch, so I don&#039;t think we should attribute it. Thoughts? [[User:Bad boot|Bad boot]] ([[User talk:Bad boot|talk]]) 22:24, 19 June 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Movement_steps&amp;diff=1967</id>
		<title>Movement steps</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Movement_steps&amp;diff=1967"/>
		<updated>2018-06-19T22:17:40Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: Created page with &amp;quot;Typically, Mario&amp;#039;s position is updated incrementally using his velocity. These increments are called &amp;#039;&amp;#039;&amp;#039;steps&amp;#039;&amp;#039;&amp;#039;, and they behave differently when Mario is on the ground, in t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Typically, Mario&#039;s position is updated incrementally using his velocity. These increments are called &#039;&#039;&#039;steps&#039;&#039;&#039;, and they behave differently when Mario is on the ground, in the air, in water, hanging, and climbing a pole. When on the ground or in the air, these steps typically occur four times per frame, and are commonly referred to as &#039;&#039;&#039;quarter steps&#039;&#039;&#039; or sometimes &#039;&#039;&#039;quarter frames&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Steps are also responsible for detecting collision with [[surfaces]], updating Mario&#039;s [[referenced surfaces]], and updating Mario&#039;s [[Water|water level]].&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Talk:Object_slot&amp;diff=1961</id>
		<title>Talk:Object slot</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Talk:Object_slot&amp;diff=1961"/>
		<updated>2018-06-19T22:07:27Z</updated>

		<summary type="html">&lt;p&gt;Bad boot: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This info already exists in (slightly) more detail at [[Memory]]. However &amp;quot;Memory&amp;quot; is a dumb name, so the content should be moved from there to here. [[User:Bad boot|Bad boot]] ([[User talk:Bad boot|talk]]) 22:07, 19 June 2018 (UTC)&lt;br /&gt;
: After taking another look at the Memory article, it contained a lot of false or misleading info, so I just deleted it. [[User:Bad boot|Bad boot]] ([[User talk:Bad boot|talk]]) 22:07, 19 June 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>Bad boot</name></author>
	</entry>
</feed>