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	<id>https://ukikipedia.net/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=BetaBleeds</id>
	<title>Ukikipedia - User contributions [en]</title>
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	<link rel="alternate" type="text/html" href="https://ukikipedia.net/wiki/Special:Contributions/BetaBleeds"/>
	<updated>2026-10-05T22:19:28Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:1_Key_TAS_History&amp;diff=20563</id>
		<title>Template:1 Key TAS History</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:1_Key_TAS_History&amp;diff=20563"/>
		<updated>2026-08-04T10:50:53Z</updated>

		<summary type="html">&lt;p&gt;BetaBleeds: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;| Sep 29, 2016&lt;br /&gt;
| 4:21.67&amp;lt;ref&amp;gt;[http://youtu.be/j5j6l9ULxmI &amp;quot;N64 Super Mario 64 &amp;quot;1 Key&amp;quot; in 4:21.67&amp;quot; by sonicpacker]&amp;lt;/ref&amp;gt; &lt;br /&gt;
| -&lt;br /&gt;
| Tyler Kehne, MKDasher, sonicpacker, Snark, SilentSlayers, Gaehne D, Eru, and ToT&lt;br /&gt;
| Original Run&lt;br /&gt;
|-&lt;br /&gt;
| Oct 27, 2016&lt;br /&gt;
| 4:21.40&amp;lt;ref&amp;gt;[https://youtu.be/LVow3S13US0 &amp;quot;N64 Super Mario 64 &amp;quot;1 Key&amp;quot; in 4:21.40&amp;quot; by sonicpacker]&amp;lt;/ref&amp;gt; &lt;br /&gt;
| 8&lt;br /&gt;
| Plush&lt;br /&gt;
| Faster [[VCutM]] Entry&amp;lt;ref&amp;gt;[https://youtu.be/px-Oc1Rm2DY &amp;quot;-3f VCutM Entry (Yes, this again)&amp;quot; by Plush]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Nov 13, 2016&lt;br /&gt;
| 4:21.30&amp;lt;ref&amp;gt;[https://youtu.be/TkOkJvLKxUY &amp;quot;N64 Super Mario 64 &amp;quot;1 Key&amp;quot; in 4:21.30&amp;quot; by sonicpacker]&amp;lt;/ref&amp;gt; &lt;br /&gt;
| 3&lt;br /&gt;
| sm64expert&lt;br /&gt;
| Faster VCutM Entry&lt;br /&gt;
|-&lt;br /&gt;
| Jul 16, 2017&lt;br /&gt;
| 4:21.23&amp;lt;ref&amp;gt;[https://youtu.be/vwHzcH-yTEc &amp;quot;(TAS) N64 Super Mario 64 &amp;quot;1 Key&amp;quot; in 4:21.23&amp;quot; by Plush]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Plush&lt;br /&gt;
| Faster kick/movement to [[BitFS]]&amp;lt;ref&amp;gt;[https://youtu.be/edo-Bfbv1ac &amp;quot;SM64 (TAS) - Another 1 Key DDD Pre-BLJ 1f Improvement&amp;quot; by Plush]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Jul 4, 2018&lt;br /&gt;
| 4:21.17{{refn|group=note|Hex edited by jongyon; never officially published. Timed as slower on console due to inclusion of the &amp;quot;dab&amp;quot; after collection of BitFS Key, as well as poor camera angles on BitFS, both of which incur lag on console.&amp;lt;ref&amp;gt;[https://youtu.be/dOjJT3UjuDw &amp;quot;(TAS) N64 Super Mario 64 &amp;quot;1 Key&amp;quot; in 4:21.17&amp;quot;]&amp;lt;/ref&amp;gt;}}&lt;br /&gt;
| 2&lt;br /&gt;
| Plush&lt;br /&gt;
| [[Slidekick]] at the beginning of both BitFS&amp;lt;ref&amp;gt;[https://youtu.be/MaRoWuoVLNU &amp;quot;SM64 (TAS) - Bowser in the Fire Sea (17&amp;quot;53)&amp;quot; by Plush]&amp;lt;/ref&amp;gt; and [[BitS]]&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=lABNNPFs3SI &amp;quot;SM64 (TAS) - Bowser in the Sky (27&amp;quot;83)&amp;quot; by Plush]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Oct 29, 2018&lt;br /&gt;
| 4:21.04{{refn|group=note|name=console|Timed at 4:21.13 on emulator.&amp;lt;ref name=&amp;quot;contime&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=pA6TBsIsraI &amp;quot;Super Mario 64 &amp;quot;1 key TAS&amp;quot; in 4&#039;21&amp;quot;04*&amp;quot; by dar gos]&amp;lt;/ref&amp;gt;}}&lt;br /&gt;
| 1&lt;br /&gt;
| Superdavo0001 &amp;amp; dar gos&lt;br /&gt;
| BitFS improvement through optimization of [[Movement Steps|quarter-frame movement]], as well as lag reduction through better camera angles&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=Mm1sxN1lSLI &amp;quot;(TAS) Bowser In The Fire Sea In 17&amp;quot;50 (No Reds) By Superdavo0001 &amp;amp; dar gos&amp;quot; by Superdavo0001]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| May 6, 2019&lt;br /&gt;
| 4:20.93&amp;lt;ref&amp;gt;[https://youtu.be/7plxX-9h_Ok &amp;quot;(TAS) Super Mario 64 &amp;quot;1 Key&amp;quot; in 4:20.93&amp;quot; by Isaac A]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| IsaacA&lt;br /&gt;
| Lag reduction in [[DDD]] and BitFS &lt;br /&gt;
|-&lt;br /&gt;
| Jun 23, 2019&lt;br /&gt;
| 4:20.77{{refn|group=note| Console timing. 5 frames slower on emulator&amp;lt;ref&amp;gt;[https://youtu.be/iUt840BUOYA &amp;quot;(TAS) N64 Super Mario 64 &amp;quot;1 Key&amp;quot; in 4:20.77&amp;quot; by Superdavo0001]&amp;lt;/ref&amp;gt;}}&lt;br /&gt;
| 5&lt;br /&gt;
| Superdavo0001&lt;br /&gt;
| Changing the [[Camera|camera]] in both Bowser fights to prevent the game from lagging&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Nov 7, 2019&lt;br /&gt;
| 4:20.75{{refn|group=note| Console timing.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=dwI19kNxIeU &amp;quot;1 Key TAS Console Verification (4:20.75)&amp;quot; by Isaac A]&amp;lt;/ref&amp;gt;}}&lt;br /&gt;
| 0.5&lt;br /&gt;
| IsaacA&lt;br /&gt;
| 1 VI (lag frame) was saved with better camera manipulation while waiting for the key to become obtainable after killing the Fire Sea bowser.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| May 6, 2021&lt;br /&gt;
| 4:15.78{{refn|group=note| Console timing.&amp;lt;ref&amp;gt;[https://www.twitch.tv/videos/1012428015 &amp;quot;Super Mario 64 - 1-Key Improvement - IsaacA TAS Console Verification&amp;quot; by Isaac A]&amp;lt;/ref&amp;gt;}}&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=fXT7Wyt94Ek (TAS) N64 Super Mario 64 &amp;quot;1 key&amp;quot; by Tyler Kehne, mkdasher, sonicpacker, snark, SilentSlayers, ToT, Plush, Dabs, Gaehne D, Eru, sm64expert, dar gos, Superdavo0001 &amp;amp; IsaacA in 04:18.98]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 149&lt;br /&gt;
| dabs&lt;br /&gt;
| Doing a [[BLJ]] on the elevator, then using its buggy axle to squish cancel, allowing us to convert our negative [[Speed|speed]] to positive, which then allows us to do a huge jump to the final elevators.&lt;br /&gt;
|-&lt;br /&gt;
| March 15, 2022&lt;br /&gt;
| -&amp;lt;ref group=note name=unverified&amp;gt;Time not console verified.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| Snark&lt;br /&gt;
| Bits faster route afer squish cancel&amp;lt;ref&amp;gt;[https://youtu.be/Wtfs8vopKWk &amp;quot;マリオ64のTAS&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| April 19, 2022&lt;br /&gt;
| -&amp;lt;ref group=note name=unverified&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| Alexpalix1, Crackhex&lt;br /&gt;
| Basement better wallpush and water entry &amp;lt;ref&amp;gt;[https://youtu.be/zXC2-FMCS98 &amp;quot;(OUTDATED TAS) SM64 - Small 1 Key Improvement&amp;quot;]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://youtu.be/052HqQTOYpc &amp;quot;(OUTDATED) (TAS) SM64 - Tiny 1 Key Improvement&amp;quot;]&amp;lt;/ref&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| April 20, 2022?&lt;br /&gt;
| -&amp;lt;ref group=note name=unverified&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Manama&lt;br /&gt;
| Basement SBLJ&lt;br /&gt;
|-&lt;br /&gt;
| April 21, 2022&lt;br /&gt;
| -&amp;lt;ref group=note name=unverified&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| Alexpalix1, Crackhex&lt;br /&gt;
| Basement floating point double wall push&amp;lt;ref&amp;gt;[https://youtu.be/bp3uviC1Uws &amp;quot;(OUTDATED TAS) SM64 - 1 Key Double Wall Push Improvement&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| July 16, 2022&lt;br /&gt;
| -&amp;lt;ref group=note name=unverified&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Crackhex&lt;br /&gt;
| Basement SSC&amp;lt;ref&amp;gt;[https://youtu.be/u2HoPMotzv0s &amp;quot;(TAS) SM64 - 1key 2f improvement&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| January 4, 2023&lt;br /&gt;
| -&amp;lt;ref group=note name=unverified&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| Krithalith&lt;br /&gt;
| Basement SBLJ setup (just walk and slide)&amp;lt;ref&amp;gt;[https://youtu.be/oyo7xmIOcao &amp;quot;Scattershot finds 3f in any% (1 key) basement SBLJ setup (Scattershot) (SM64) (TAS)&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| January 4, 2023&lt;br /&gt;
| -&amp;lt;ref group=note name=unverified&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Alexpalix1&lt;br /&gt;
| Basement SBLJ setup (land slower w/ extra BLJ)&lt;br /&gt;
|-&lt;br /&gt;
| January 22, 2023&lt;br /&gt;
| -&amp;lt;ref group=note name=unverified&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 5&lt;br /&gt;
| Krithalith&lt;br /&gt;
| VCutM Entry&amp;lt;ref&amp;gt;[https://youtu.be/kfcJPmU-guc &amp;quot;Scattershot saves 5 frames on Vanish Cap entry (used in 120 and 1key).&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| March 6, 2023&lt;br /&gt;
| -&amp;lt;ref group=note name=unverified&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 7&lt;br /&gt;
| Krithalith&lt;br /&gt;
| New MDS PU route (-1f) with faster swimming to waterfall (-6f)&amp;lt;ref&amp;gt;[https://youtu.be/pTpU1uLo1aA &amp;quot;(SM64) (TAS) Scattershot tries Moat Door Skip (1 key &amp;amp; 120)&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| July 21, 2023&lt;br /&gt;
| -&amp;lt;ref group=note name=unverified&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 23&lt;br /&gt;
| Krithalith&lt;br /&gt;
| BitS Entry -1f from key door to 50 star door with more speed and new HSWK route (-22f)&amp;lt;ref&amp;gt;[https://youtu.be/wQ10PhpzGsw &amp;quot;1 key BitS Entry -23f (SM64) (TAS) (Scattershot)&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| August 7, 2023&lt;br /&gt;
| 4:12.73?&amp;lt;ref group=note name=unverified&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 24&lt;br /&gt;
| Krithalith&lt;br /&gt;
| Improved BitS ending after squish cancel by getting to final elevator 11f faster and using an earlier and faster final BLJ.&amp;lt;ref&amp;gt;[https://youtu.be/mq3Z4PLVHLc &amp;quot;1 key BitS -24f (SM64) (TAS) (Scattershot)&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| May 3, 2024&lt;br /&gt;
| -&amp;lt;ref group=note name=unverified&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 9&lt;br /&gt;
| Alexpalix1, Crackhex&lt;br /&gt;
| Improved BitFS movement&lt;br /&gt;
|-&lt;br /&gt;
| October 31, 2025&lt;br /&gt;
| -&amp;lt;ref group=note name=unverified&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| Alexpalix1&lt;br /&gt;
| Improved Bowser 3&lt;br /&gt;
|-&lt;br /&gt;
| July 18, 2026&lt;br /&gt;
| -&amp;lt;ref group=note name=unverified&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 35&lt;br /&gt;
| dabs&lt;br /&gt;
| Saved elevator cycle in BitS&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=hix6iW_7z8M &amp;quot;1 Key BitS -35f (SM64 TAS)&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{TAS History | title=1 Key}}&lt;br /&gt;
&lt;br /&gt;
== Extra to references ==&lt;br /&gt;
This also requires the following to be put at the references, with Heading Notes:&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;references group=&amp;quot;note&amp;quot;/&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Notes ==&lt;br /&gt;
The code above creates:&lt;br /&gt;
&amp;lt;references group=&amp;quot;note&amp;quot;/&amp;gt;&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:TAS History Templates]]&lt;br /&gt;
[[Category:Subtemplates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>BetaBleeds</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:1_Key_TAS_History&amp;diff=20562</id>
		<title>Template:1 Key TAS History</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:1_Key_TAS_History&amp;diff=20562"/>
		<updated>2026-08-04T10:49:42Z</updated>

		<summary type="html">&lt;p&gt;BetaBleeds: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;| Sep 29, 2016&lt;br /&gt;
| 4:21.67&amp;lt;ref&amp;gt;[http://youtu.be/j5j6l9ULxmI &amp;quot;N64 Super Mario 64 &amp;quot;1 Key&amp;quot; in 4:21.67&amp;quot; by sonicpacker]&amp;lt;/ref&amp;gt; &lt;br /&gt;
| -&lt;br /&gt;
| Tyler Kehne, MKDasher, sonicpacker, Snark, SilentSlayers, Gaehne D, Eru, and ToT&lt;br /&gt;
| Original Run&lt;br /&gt;
|-&lt;br /&gt;
| Oct 27, 2016&lt;br /&gt;
| 4:21.40&amp;lt;ref&amp;gt;[https://youtu.be/LVow3S13US0 &amp;quot;N64 Super Mario 64 &amp;quot;1 Key&amp;quot; in 4:21.40&amp;quot; by sonicpacker]&amp;lt;/ref&amp;gt; &lt;br /&gt;
| 8&lt;br /&gt;
| Plush&lt;br /&gt;
| Faster [[VCutM]] Entry&amp;lt;ref&amp;gt;[https://youtu.be/px-Oc1Rm2DY &amp;quot;-3f VCutM Entry (Yes, this again)&amp;quot; by Plush]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Nov 13, 2016&lt;br /&gt;
| 4:21.30&amp;lt;ref&amp;gt;[https://youtu.be/TkOkJvLKxUY &amp;quot;N64 Super Mario 64 &amp;quot;1 Key&amp;quot; in 4:21.30&amp;quot; by sonicpacker]&amp;lt;/ref&amp;gt; &lt;br /&gt;
| 3&lt;br /&gt;
| sm64expert&lt;br /&gt;
| Faster VCutM Entry&lt;br /&gt;
|-&lt;br /&gt;
| Jul 16, 2017&lt;br /&gt;
| 4:21.23&amp;lt;ref&amp;gt;[https://youtu.be/vwHzcH-yTEc &amp;quot;(TAS) N64 Super Mario 64 &amp;quot;1 Key&amp;quot; in 4:21.23&amp;quot; by Plush]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Plush&lt;br /&gt;
| Faster kick/movement to [[BitFS]]&amp;lt;ref&amp;gt;[https://youtu.be/edo-Bfbv1ac &amp;quot;SM64 (TAS) - Another 1 Key DDD Pre-BLJ 1f Improvement&amp;quot; by Plush]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Jul 4, 2018&lt;br /&gt;
| 4:21.17{{refn|group=note|Hex edited by jongyon; never officially published. Timed as slower on console due to inclusion of the &amp;quot;dab&amp;quot; after collection of BitFS Key, as well as poor camera angles on BitFS, both of which incur lag on console.&amp;lt;ref&amp;gt;[https://youtu.be/dOjJT3UjuDw &amp;quot;(TAS) N64 Super Mario 64 &amp;quot;1 Key&amp;quot; in 4:21.17&amp;quot;]&amp;lt;/ref&amp;gt;}}&lt;br /&gt;
| 2&lt;br /&gt;
| Plush&lt;br /&gt;
| [[Slidekick]] at the beginning of both BitFS&amp;lt;ref&amp;gt;[https://youtu.be/MaRoWuoVLNU &amp;quot;SM64 (TAS) - Bowser in the Fire Sea (17&amp;quot;53)&amp;quot; by Plush]&amp;lt;/ref&amp;gt; and [[BitS]]&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=lABNNPFs3SI &amp;quot;SM64 (TAS) - Bowser in the Sky (27&amp;quot;83)&amp;quot; by Plush]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Oct 29, 2018&lt;br /&gt;
| 4:21.04{{refn|group=note|name=console|Timed at 4:21.13 on emulator.&amp;lt;ref name=&amp;quot;contime&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=pA6TBsIsraI &amp;quot;Super Mario 64 &amp;quot;1 key TAS&amp;quot; in 4&#039;21&amp;quot;04*&amp;quot; by dar gos]&amp;lt;/ref&amp;gt;}}&lt;br /&gt;
| 1&lt;br /&gt;
| Superdavo0001 &amp;amp; dar gos&lt;br /&gt;
| BitFS improvement through optimization of [[Movement Steps|quarter-frame movement]], as well as lag reduction through better camera angles&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=Mm1sxN1lSLI &amp;quot;(TAS) Bowser In The Fire Sea In 17&amp;quot;50 (No Reds) By Superdavo0001 &amp;amp; dar gos&amp;quot; by Superdavo0001]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| May 6, 2019&lt;br /&gt;
| 4:20.93&amp;lt;ref&amp;gt;[https://youtu.be/7plxX-9h_Ok &amp;quot;(TAS) Super Mario 64 &amp;quot;1 Key&amp;quot; in 4:20.93&amp;quot; by Isaac A]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| IsaacA&lt;br /&gt;
| Lag reduction in [[DDD]] and BitFS &lt;br /&gt;
|-&lt;br /&gt;
| Jun 23, 2019&lt;br /&gt;
| 4:20.77{{refn|group=note| Console timing. 5 frames slower on emulator&amp;lt;ref&amp;gt;[https://youtu.be/iUt840BUOYA &amp;quot;(TAS) N64 Super Mario 64 &amp;quot;1 Key&amp;quot; in 4:20.77&amp;quot; by Superdavo0001]&amp;lt;/ref&amp;gt;}}&lt;br /&gt;
| 5&lt;br /&gt;
| Superdavo0001&lt;br /&gt;
| Changing the [[Camera|camera]] in both Bowser fights to prevent the game from lagging&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Nov 7, 2019&lt;br /&gt;
| 4:20.75{{refn|group=note| Console timing.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=dwI19kNxIeU &amp;quot;1 Key TAS Console Verification (4:20.75)&amp;quot; by Isaac A]&amp;lt;/ref&amp;gt;}}&lt;br /&gt;
| 0.5&lt;br /&gt;
| IsaacA&lt;br /&gt;
| 1 VI (lag frame) was saved with better camera manipulation while waiting for the key to become obtainable after killing the Fire Sea bowser.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| May 6, 2021&lt;br /&gt;
| 4:15.78{{refn|group=note| Console timing.&amp;lt;ref&amp;gt;[https://www.twitch.tv/videos/1012428015 &amp;quot;Super Mario 64 - 1-Key Improvement - IsaacA TAS Console Verification&amp;quot; by Isaac A]&amp;lt;/ref&amp;gt;}}&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=fXT7Wyt94Ek (TAS) N64 Super Mario 64 &amp;quot;1 key&amp;quot; by Tyler Kehne, mkdasher, sonicpacker, snark, SilentSlayers, ToT, Plush, Dabs, Gaehne D, Eru, sm64expert, dar gos, Superdavo0001 &amp;amp; IsaacA in 04:18.98]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 149&lt;br /&gt;
| dabs&lt;br /&gt;
| Doing a [[BLJ]] on the elevator, then using its buggy axle to squish cancel, allowing us to convert our negative [[Speed|speed]] to positive, which then allows us to do a huge jump to the final elevators.&lt;br /&gt;
|-&lt;br /&gt;
| March 15, 2022&lt;br /&gt;
| -&amp;lt;ref group=note name=unverified&amp;gt;Time not console verified.&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 16&lt;br /&gt;
| Snark&lt;br /&gt;
| Bits faster route afer squish cancel&amp;lt;ref&amp;gt;[https://youtu.be/Wtfs8vopKWk &amp;quot;マリオ64のTAS&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| April 19, 2022&lt;br /&gt;
| -&amp;lt;ref group=note name=unverified&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| Alexpalix1, Crackhex&lt;br /&gt;
| Basement better wallpush and water entry &amp;lt;ref&amp;gt;[https://youtu.be/zXC2-FMCS98 &amp;quot;(OUTDATED TAS) SM64 - Small 1 Key Improvement&amp;quot;]&amp;lt;/ref&amp;gt; &amp;lt;ref&amp;gt;[https://youtu.be/052HqQTOYpc &amp;quot;(OUTDATED) (TAS) SM64 - Tiny 1 Key Improvement&amp;quot;]&amp;lt;/ref&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| April 20, 2022?&lt;br /&gt;
| -&amp;lt;ref group=note name=unverified&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Manama&lt;br /&gt;
| Basement SBLJ&lt;br /&gt;
|-&lt;br /&gt;
| April 21, 2022&lt;br /&gt;
| -&amp;lt;ref group=note name=unverified&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| Alexpalix1, Crackhex&lt;br /&gt;
| Basement floating point double wall push&amp;lt;ref&amp;gt;[https://youtu.be/bp3uviC1Uws &amp;quot;(OUTDATED TAS) SM64 - 1 Key Double Wall Push Improvement&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| July 16, 2022&lt;br /&gt;
| -&amp;lt;ref group=note name=unverified&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Crackhex&lt;br /&gt;
| Basement SSC&amp;lt;ref&amp;gt;[https://youtu.be/u2HoPMotzv0s &amp;quot;(TAS) SM64 - 1key 2f improvement&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| January 4, 2023&lt;br /&gt;
| -&amp;lt;ref group=note name=unverified&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| Krithalith&lt;br /&gt;
| Basement SBLJ setup (just walk and slide)&amp;lt;ref&amp;gt;[https://youtu.be/oyo7xmIOcao &amp;quot;Scattershot finds 3f in any% (1 key) basement SBLJ setup (Scattershot) (SM64) (TAS)&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| January 4, 2023&lt;br /&gt;
| -&amp;lt;ref group=note name=unverified&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Alexpalix1&lt;br /&gt;
| Basement SBLJ setup (land slower w/ extra BLJ)&lt;br /&gt;
|-&lt;br /&gt;
| January 22, 2023&lt;br /&gt;
| -&amp;lt;ref group=note name=unverified&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 5&lt;br /&gt;
| Krithalith&lt;br /&gt;
| VCutM Entry&amp;lt;ref&amp;gt;[https://youtu.be/kfcJPmU-guc &amp;quot;Scattershot saves 5 frames on Vanish Cap entry (used in 120 and 1key).&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| March 6, 2023&lt;br /&gt;
| -&amp;lt;ref group=note name=unverified&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 7&lt;br /&gt;
| Krithalith&lt;br /&gt;
| New MDS PU route (-1f) with faster swimming to waterfall (-6f)&amp;lt;ref&amp;gt;[https://youtu.be/pTpU1uLo1aA &amp;quot;(SM64) (TAS) Scattershot tries Moat Door Skip (1 key &amp;amp; 120)&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| July 21, 2023&lt;br /&gt;
| -&amp;lt;ref group=note name=unverified&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 23&lt;br /&gt;
| Krithalith&lt;br /&gt;
| BitS Entry -1f from key door to 50 star door with more speed and new HSWK route (-22f)&amp;lt;ref&amp;gt;[https://youtu.be/wQ10PhpzGsw &amp;quot;1 key BitS Entry -23f (SM64) (TAS) (Scattershot)&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| August 7, 2023&lt;br /&gt;
| 4:12.73?&amp;lt;ref group=note name=unverified&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 24&lt;br /&gt;
| Krithalith&lt;br /&gt;
| Improved BitS ending after squish cancel by getting to final elevator 11f faster and using an earlier and faster final BLJ.&amp;lt;ref&amp;gt;[https://youtu.be/mq3Z4PLVHLc &amp;quot;1 key BitS -24f (SM64) (TAS) (Scattershot)&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| May 3, 2024&lt;br /&gt;
| -&amp;lt;ref group=note name=unverified&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 9&lt;br /&gt;
| Alexpalix1, Crackhex&lt;br /&gt;
| Improved BitFS movement&lt;br /&gt;
|-&lt;br /&gt;
| October 31, 2025&lt;br /&gt;
| -&amp;lt;ref group=note name=unverified&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| Alexpalix1&lt;br /&gt;
| Improved Bowser 3&lt;br /&gt;
|-&lt;br /&gt;
| July 18, 2026&lt;br /&gt;
| -&amp;lt;ref group=note name=unverified&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 35&lt;br /&gt;
| dabs&lt;br /&gt;
| Saved elevator cycle in BitS&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=hix6iW_7z8M &amp;quot;1 Key BitS -35f [SM64 TAS]&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{TAS History | title=1 Key}}&lt;br /&gt;
&lt;br /&gt;
== Extra to references ==&lt;br /&gt;
This also requires the following to be put at the references, with Heading Notes:&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&amp;lt;references group=&amp;quot;note&amp;quot;/&amp;gt;&amp;lt;/nowiki&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
== Notes ==&lt;br /&gt;
The code above creates:&lt;br /&gt;
&amp;lt;references group=&amp;quot;note&amp;quot;/&amp;gt;&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:TAS History Templates]]&lt;br /&gt;
[[Category:Subtemplates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>BetaBleeds</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Tick_Tock_Clock&amp;diff=15093</id>
		<title>Tick Tock Clock</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Tick_Tock_Clock&amp;diff=15093"/>
		<updated>2021-08-19T07:59:24Z</updated>

		<summary type="html">&lt;p&gt;BetaBleeds: added source to dumpdome64&amp;#039;s video&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{course_infobox&lt;br /&gt;
|title=Tick Tock Clock&lt;br /&gt;
|image= TTC.png&lt;br /&gt;
|abbreviation=TTC&lt;br /&gt;
|terrain=Default&lt;br /&gt;
|setting=Foggy&lt;br /&gt;
|water=None&lt;br /&gt;
|yellow-coins=75&lt;br /&gt;
|red-coins=8&lt;br /&gt;
|blue-coins=7&lt;br /&gt;
|enemy-yellow=2&lt;br /&gt;
|enemy-blue=&lt;br /&gt;
|stars=7&lt;br /&gt;
|wing-caps=&lt;br /&gt;
|metal-caps=&lt;br /&gt;
|vanish-caps=&lt;br /&gt;
|overview_1= STROOP-_TTC_1.png&lt;br /&gt;
|overview_2= STROOP-_TTC_2.png&lt;br /&gt;
|overview_3= STROOP-_TTC_3.png&lt;br /&gt;
|overview_4= STROOP-_TTC_4.png&lt;br /&gt;
|overview_5= STROOP-_TTC_5.png&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Tick Tock Clock&#039;&#039;&#039; is the 14th course of &#039;&#039;[[Super Mario 64]]&#039;&#039;. The main theme of this course is a clock. This level&#039;s core focus is in platforming with variable part movement in the clock. Like [[Rainbow Ride]] and other open air courses, Mario can fall into the [[death barrier]] at any time, from any height.&lt;br /&gt;
&lt;br /&gt;
==Clock Settings==&lt;br /&gt;
[[File:TTC Clock Settings.jpg|thumb|The possible clock settings and their required angles.|left]]&lt;br /&gt;
Tick Tock Clock has four clock settings. Each one depends on the position of the [[minute hand]] of the clock [[painting]] when Mario enters it. The clock settings are still, slow, fast, and random. Each clock setting affects the behavior of the moving [[object]]s within Tick Tock Clock, detailed under their specific object pages. Specifically, the following objects take into account the clock setting:&lt;br /&gt;
* [[Spinner]]s&lt;br /&gt;
* [[Cog]]s&lt;br /&gt;
* [[Rotating Block|Rotating block]]s&lt;br /&gt;
* [[Moving Bar|Moving bar]]s&lt;br /&gt;
* [[Pendulum]]s&lt;br /&gt;
* [[Elevator]]s&lt;br /&gt;
* [[Treadmill]]s&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
* On the still setting, moving and rotating platforms do not attempt to move. The [[Thwomp]], however, still moves. [[Pedro Spot|Pedro spot]]s are common on this setting. This setting was once used for the [[A Button Challenge]] because of a specific Pedro spot on the [[cog]]s.&lt;br /&gt;
* On the slow setting, moving and rotating platforms move slowly.&lt;br /&gt;
* On the fast setting, moving and rotating platforms move quickly. Using [[Vertical Speed Conservation]] on an [[elevator]], the most vertical speed can be stored on the fast setting compared to other settings.&lt;br /&gt;
* On the random setting, most objects call [[RNG]] to determine their movement. This setting is used for the A Button Challenge, the [[ABZ Button Challenge]], the [[Buttonless Challenge]], and many more because of its potential for manipulation. On this setting, there is potential for [[Squish Cancel|squish cancel]] on the [[Moving Bar|moving bar]]s and [[pendulum]]s, and [[Pendulum Manipulation|pendulum manipulation]] is also possible. There is a Pedro spot on a certain [[pendulum box]] that saved 3 A presses on [[Stomp on the Thwomp]]&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=E0GbkSrx9Ik &amp;quot;TTC Pedro Spot on Pendulum Box&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; that exists on every setting, but it is only possible to enter it with pendulum manipulation on the random setting.&amp;lt;ref&amp;gt;[https://youtu.be/WuPDINiLWOg &amp;quot;SM64 - TTC Pendulum Box Pedro Spot&amp;quot; by ds273]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Upwarp==&lt;br /&gt;
{{See also|History Of The TTC Upwarp|List of Unsolved Glitches}}&lt;br /&gt;
&lt;br /&gt;
In 2013, speedrunner DOTA_Teabag managed to capture an [[upwarp]] glitch during a speedrun race with MidBoss. 2 years later, due to the inability to replicate this upwarp, [https://youtube.com/user/pannenkoek2012 pannenkoek2012] placed a US$1,000 bounty for anyone who could replicate and record the upwarp in [[Mupen64]]&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=aNzTUdOHm9A &amp;quot;SM64 - TTC Upwarp $1000 Bounty&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt;. The bounty has not yet been claimed, and the upwarp has yet to be replicated.&lt;br /&gt;
&lt;br /&gt;
However, in May of 2020, a runner named dumpdome64 ran into a similar glitch while practicing the Tick Tock Clock 100 Coin Star route.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=o-6s2Igd-qw &amp;quot;weird teleporting thing&amp;quot; by dumpdome64]&amp;lt;/ref&amp;gt; While practicing, a push block from high in the course suddenly appeared much lower in the course, at a Y-position close to 0. In addition, Mario&#039;s shadow became glitched for 1 frame at several points later on. Preliminary analysis suggests that all of these glitches were the result of a single bit being changed for 1 frame and a connection between these and the upwarp is possible.&lt;br /&gt;
&lt;br /&gt;
==Coins==&lt;br /&gt;
There are 128 coins naturally in the course. With [[cloning]], it is possible to clone 127 extra coins to bring the coin count to 255, or clone 151 coins to bring the coin count to 279 coins before the game crashes due to object slots.&lt;br /&gt;
{{TTC Coins}}&lt;br /&gt;
&lt;br /&gt;
==A Press Counts==&lt;br /&gt;
&lt;br /&gt;
There are currently 4x A presses needed inside TTC in the [[A Button Challenge]]:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! A Press # !! Multiplicity !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| #1 || 3 || To get out of the treadmill grinding spot&lt;br /&gt;
|-&lt;br /&gt;
| #2 || 1 || To jump out of the [[pendulum box]] [[Pedro Spot]]&lt;br /&gt;
|}&lt;br /&gt;
It should be noted that it requires 1x A press to enter TTC, which is repeated three times.&lt;br /&gt;
===Spawning Displacement A Press Saves===&lt;br /&gt;
Mario can collect [[Stop Time for Red Coins]] on a [[spinner]] by [[cloning]] it. He can also collect both [[The Pit and the Pendulums]] and [[Get a Hand]]&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=1kfkiH51AA8 &amp;quot;TTC Get a Hand &amp;amp; Re-Enter 0.5x A Presses&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; on a spinner by [[kicking]] a [[wall]] as he collects them, allowing him to keep that momentum and fall across the course, landing on a spinner down below. These spinners can be used on the random setting to provide [[spawning displacement]] that allows Mario to spawn back on top of the clock, which saves 1 A press each time it is used&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=i0vJAD0UCIY &amp;quot;TTC 0x Re-Entry using Spawning Displacement Standings&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Tick Tock Clock holds the distinction of having a shorter draw distance for objects compared to the other courses. The default draw distance for objects in Tick Tock Clock is 2000 units, half of the game&#039;s regular 4000 units.&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
{{Level courses}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Tick Tock Clock is the 14th course in the game, which features you being inside a clock, down below is the void, in which you actually die, this part of the game is actually mostly the void which you can fall off, there was some interesting discoveries on this course. --&amp;gt;&lt;/div&gt;</summary>
		<author><name>BetaBleeds</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Tick_Tock_Clock&amp;diff=15092</id>
		<title>Tick Tock Clock</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Tick_Tock_Clock&amp;diff=15092"/>
		<updated>2021-08-19T07:55:02Z</updated>

		<summary type="html">&lt;p&gt;BetaBleeds: no, it is dumpdome: https://www.youtube.com/channel/UCYOeKpI2Zb2qPnWmlxik_oA&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{course_infobox&lt;br /&gt;
|title=Tick Tock Clock&lt;br /&gt;
|image= TTC.png&lt;br /&gt;
|abbreviation=TTC&lt;br /&gt;
|terrain=Default&lt;br /&gt;
|setting=Foggy&lt;br /&gt;
|water=None&lt;br /&gt;
|yellow-coins=75&lt;br /&gt;
|red-coins=8&lt;br /&gt;
|blue-coins=7&lt;br /&gt;
|enemy-yellow=2&lt;br /&gt;
|enemy-blue=&lt;br /&gt;
|stars=7&lt;br /&gt;
|wing-caps=&lt;br /&gt;
|metal-caps=&lt;br /&gt;
|vanish-caps=&lt;br /&gt;
|overview_1= STROOP-_TTC_1.png&lt;br /&gt;
|overview_2= STROOP-_TTC_2.png&lt;br /&gt;
|overview_3= STROOP-_TTC_3.png&lt;br /&gt;
|overview_4= STROOP-_TTC_4.png&lt;br /&gt;
|overview_5= STROOP-_TTC_5.png&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Tick Tock Clock&#039;&#039;&#039; is the 14th course of &#039;&#039;[[Super Mario 64]]&#039;&#039;. The main theme of this course is a clock. This level&#039;s core focus is in platforming with variable part movement in the clock. Like [[Rainbow Ride]] and other open air courses, Mario can fall into the [[death barrier]] at any time, from any height.&lt;br /&gt;
&lt;br /&gt;
==Clock Settings==&lt;br /&gt;
[[File:TTC Clock Settings.jpg|thumb|The possible clock settings and their required angles.|left]]&lt;br /&gt;
Tick Tock Clock has four clock settings. Each one depends on the position of the [[minute hand]] of the clock [[painting]] when Mario enters it. The clock settings are still, slow, fast, and random. Each clock setting affects the behavior of the moving [[object]]s within Tick Tock Clock, detailed under their specific object pages. Specifically, the following objects take into account the clock setting:&lt;br /&gt;
* [[Spinner]]s&lt;br /&gt;
* [[Cog]]s&lt;br /&gt;
* [[Rotating Block|Rotating block]]s&lt;br /&gt;
* [[Moving Bar|Moving bar]]s&lt;br /&gt;
* [[Pendulum]]s&lt;br /&gt;
* [[Elevator]]s&lt;br /&gt;
* [[Treadmill]]s&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
* On the still setting, moving and rotating platforms do not attempt to move. The [[Thwomp]], however, still moves. [[Pedro Spot|Pedro spot]]s are common on this setting. This setting was once used for the [[A Button Challenge]] because of a specific Pedro spot on the [[cog]]s.&lt;br /&gt;
* On the slow setting, moving and rotating platforms move slowly.&lt;br /&gt;
* On the fast setting, moving and rotating platforms move quickly. Using [[Vertical Speed Conservation]] on an [[elevator]], the most vertical speed can be stored on the fast setting compared to other settings.&lt;br /&gt;
* On the random setting, most objects call [[RNG]] to determine their movement. This setting is used for the A Button Challenge, the [[ABZ Button Challenge]], the [[Buttonless Challenge]], and many more because of its potential for manipulation. On this setting, there is potential for [[Squish Cancel|squish cancel]] on the [[Moving Bar|moving bar]]s and [[pendulum]]s, and [[Pendulum Manipulation|pendulum manipulation]] is also possible. There is a Pedro spot on a certain [[pendulum box]] that saved 3 A presses on [[Stomp on the Thwomp]]&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=E0GbkSrx9Ik &amp;quot;TTC Pedro Spot on Pendulum Box&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; that exists on every setting, but it is only possible to enter it with pendulum manipulation on the random setting.&amp;lt;ref&amp;gt;[https://youtu.be/WuPDINiLWOg &amp;quot;SM64 - TTC Pendulum Box Pedro Spot&amp;quot; by ds273]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Upwarp==&lt;br /&gt;
{{See also|History Of The TTC Upwarp|List of Unsolved Glitches}}&lt;br /&gt;
&lt;br /&gt;
In 2013, speedrunner DOTA_Teabag managed to capture an [[upwarp]] glitch during a speedrun race with MidBoss. 2 years later, due to the inability to replicate this upwarp, [https://youtube.com/user/pannenkoek2012 pannenkoek2012] placed a US$1,000 bounty for anyone who could replicate and record the upwarp in [[Mupen64]]&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=aNzTUdOHm9A &amp;quot;SM64 - TTC Upwarp $1000 Bounty&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt;. The bounty has not yet been claimed, and the upwarp has yet to be replicated.&lt;br /&gt;
&lt;br /&gt;
However, in May of 2020, a runner named dumpdome64 ran into a similar glitch while practicing the Tick Tock Clock 100 Coin Star route. While practicing, a push block from high in the course suddenly appeared much lower in the course, at a Y-position close to 0. In addition, Mario&#039;s shadow became glitched for 1 frame at several points later on. Preliminary analysis suggests that all of these glitches were the result of a single bit being changed for 1 frame and a connection between these and the upwarp is possible.&lt;br /&gt;
&lt;br /&gt;
==Coins==&lt;br /&gt;
There are 128 coins naturally in the course. With [[cloning]], it is possible to clone 127 extra coins to bring the coin count to 255, or clone 151 coins to bring the coin count to 279 coins before the game crashes due to object slots.&lt;br /&gt;
{{TTC Coins}}&lt;br /&gt;
&lt;br /&gt;
==A Press Counts==&lt;br /&gt;
&lt;br /&gt;
There are currently 4x A presses needed inside TTC in the [[A Button Challenge]]:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! A Press # !! Multiplicity !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| #1 || 3 || To get out of the treadmill grinding spot&lt;br /&gt;
|-&lt;br /&gt;
| #2 || 1 || To jump out of the [[pendulum box]] [[Pedro Spot]]&lt;br /&gt;
|}&lt;br /&gt;
It should be noted that it requires 1x A press to enter TTC, which is repeated three times.&lt;br /&gt;
===Spawning Displacement A Press Saves===&lt;br /&gt;
Mario can collect [[Stop Time for Red Coins]] on a [[spinner]] by [[cloning]] it. He can also collect both [[The Pit and the Pendulums]] and [[Get a Hand]]&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=1kfkiH51AA8 &amp;quot;TTC Get a Hand &amp;amp; Re-Enter 0.5x A Presses&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; on a spinner by [[kicking]] a [[wall]] as he collects them, allowing him to keep that momentum and fall across the course, landing on a spinner down below. These spinners can be used on the random setting to provide [[spawning displacement]] that allows Mario to spawn back on top of the clock, which saves 1 A press each time it is used&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=i0vJAD0UCIY &amp;quot;TTC 0x Re-Entry using Spawning Displacement Standings&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Tick Tock Clock holds the distinction of having a shorter draw distance for objects compared to the other courses. The default draw distance for objects in Tick Tock Clock is 2000 units, half of the game&#039;s regular 4000 units.&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
{{Level courses}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Tick Tock Clock is the 14th course in the game, which features you being inside a clock, down below is the void, in which you actually die, this part of the game is actually mostly the void which you can fall off, there was some interesting discoveries on this course. --&amp;gt;&lt;/div&gt;</summary>
		<author><name>BetaBleeds</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Ride_Big_Boo%27s_Merry-Go-Round_TAS_History&amp;diff=15075</id>
		<title>Template:Ride Big Boo&#039;s Merry-Go-Round TAS History</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Ride_Big_Boo%27s_Merry-Go-Round_TAS_History&amp;diff=15075"/>
		<updated>2021-08-09T10:43:11Z</updated>

		<summary type="html">&lt;p&gt;BetaBleeds: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
| Dec 20, 2009&lt;br /&gt;
| 35.47&amp;lt;ref&amp;gt;[https://youtu.be/1BjcMDhQUy8 &amp;quot;Super Mario 64 - Ride Big Boo&#039;s Merry-Go-Round - 35&amp;quot;46 (TAS)&amp;quot; by SPsm64TAS]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| Sonicpacker&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Mar 5, 2020&lt;br /&gt;
| 35.27&amp;lt;ref&amp;gt;[https://youtu.be/NxHaOGWXF7s &amp;quot;(TAS) SM64: Ride Big Boo&#039;s Merry-Go-Round in 35.27s&amp;quot; by Hello, my name is nim]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 6&lt;br /&gt;
| Nim&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| May 21, 2020&lt;br /&gt;
| 32.67&amp;lt;ref&amp;gt;[https://youtu.be/SxHznw6cpyg &amp;quot;(TAS) SM64: Ride Big Boo&#039;s Merry-Go-Round in 32.67s&amp;quot; by Hello, my name is nim]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 78&lt;br /&gt;
| Nim&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{TAS_History&lt;br /&gt;
|title=Ride Big Boo&#039;s Merry-Go-Round}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TAS History Templates]]&lt;br /&gt;
[[Category:Subtemplates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>BetaBleeds</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Whomp%27s_Fortress&amp;diff=15054</id>
		<title>Whomp&#039;s Fortress</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Whomp%27s_Fortress&amp;diff=15054"/>
		<updated>2021-08-02T16:48:12Z</updated>

		<summary type="html">&lt;p&gt;BetaBleeds: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{course_infobox&lt;br /&gt;
|title=Whomp&#039;s Fortress&lt;br /&gt;
|image= WF.png&lt;br /&gt;
|abbreviation=WF&lt;br /&gt;
|terrain=Default&lt;br /&gt;
|setting=Day&lt;br /&gt;
|water=Almost None&lt;br /&gt;
|yellow-coins=70&lt;br /&gt;
|red-coins=8&lt;br /&gt;
|blue-coins=4&lt;br /&gt;
|enemy-yellow=20&lt;br /&gt;
|enemy-blue=3&lt;br /&gt;
|stars=7&lt;br /&gt;
|wing-caps=&lt;br /&gt;
|metal-caps=1&lt;br /&gt;
|vanish-caps=&lt;br /&gt;
|overview_1=STROOP- WF Tower.png&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Whomp&#039;s Fortress&#039;&#039;&#039; is the second course of &#039;&#039;[[Super Mario 64]]&#039;&#039;. It can be accessed from the painting in the room located on the right side of the lower first floor of Princess Peach&#039;s castle. This course is typically fast and is often the first course completed in runs (due to BoB&#039;s near requirement for wing cap).&lt;br /&gt;
&lt;br /&gt;
==Access==&lt;br /&gt;
Whomp&#039;s Fortress door typically requires one star to enter, however, using [[LBLJ]] or [[SBLJ]] in the lobby gives access to the level without either the door or the star requirement.&amp;lt;ref&amp;gt;https://youtu.be/kfycfhhkhic?t=27s&amp;lt;/ref&amp;gt; Entering this level can also be done without the use of the A button&amp;lt;ref&amp;gt;https://youtu.be/mlHzqJn2SMs?t=33s&amp;lt;/ref&amp;gt;, and most likely 2 presses for the [[ABZ Button Challenge|ABZ]]/[[Buttonless Challenge]]. Entering this level the first time also triggers textboxes, which costs the ABZ/Buttonless Challenge at least 4 presses. (This is yet to be shown on video.)&lt;br /&gt;
&lt;br /&gt;
==Course Versions==&lt;br /&gt;
This course has three versions-&lt;br /&gt;
*&#039;&#039;&#039;Version 1&#039;&#039;&#039;: Accessed by selecting Star 1. This version contains King Whomp at the top of the course.&lt;br /&gt;
*&#039;&#039;&#039;Version 2&#039;&#039;&#039;: Accessed by selecting Star 2. This version contains a fortress built on top of the course.&lt;br /&gt;
*&#039;&#039;&#039;Version 3&#039;&#039;&#039;: Accessed by selecting Star 3 through Star 6. Bob-omb buddy is present to open the cannon, and an owl can be summoned from the tree near the starting point. The fortress is still present.&lt;br /&gt;
&lt;br /&gt;
==Coins==&lt;br /&gt;
Whomp&#039;s Fortress has a total of 141 coins collectible without the utilization of glitches, with most coins coming from coin spawners. This course has two different coin duplication glitches, however, that push the maximum beyond 141 coins- [[cloning]] and the [[Breaking-Disappearing Cork Box Glitch|breaking-disappearing cork box glitch]]. Both of these utilize the cork boxes in the level, and can both take the maximum over the max in-game coin score of 255. The breaking-disappearing cork box glitch pushes the bounds a bit farther, though, and allows 999 to be collected in course.&lt;br /&gt;
{{WF_Coins}}&lt;br /&gt;
&lt;br /&gt;
==Course Objects==&lt;br /&gt;
Below is a table of all objects loaded in when the level loads. Processing order doesn&#039;t necessarily mean the slot they would occupy, just a reference for what objects come before and after that object.&lt;br /&gt;
{{WF_Objects}}&lt;br /&gt;
&lt;br /&gt;
==Geometry==&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Below is a table of the full course geometry. Be aware that the table is fairly large if you choose to expand it.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
{{WF Geometry}}&lt;br /&gt;
&lt;br /&gt;
==TASes==&lt;br /&gt;
Star 1: https://youtu.be/NamWHywBEBY&amp;lt;ref name=&amp;quot;wr&amp;quot;&amp;gt;TAS Times: https://docs.google.com/spreadsheets/d/12Sl41gqLUGzBU0p1nx7uNKOAP835NIoFXqda1j6oqag/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Star 2: https://youtu.be/NamWHywBEBY?t=32s&amp;lt;ref name=&amp;quot;wr&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Star 3: https://youtu.be/3ymjsb513PQ&amp;lt;ref name=&amp;quot;wr&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Star 4: https://youtu.be/XDR68FZdihE&amp;lt;ref name=&amp;quot;wr&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Star 5: https://youtu.be/fvJxQp6kaXE&amp;lt;ref name=&amp;quot;wr&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Star 6: https://youtu.be/8WCdtGT6CF4&amp;lt;ref name=&amp;quot;wr&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A Press Counts==&lt;br /&gt;
In the A Button Challenge, it takes no A Presses to collect all seven stars.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Star&lt;br /&gt;
!A Presses&lt;br /&gt;
!Minutes&lt;br /&gt;
|-&lt;br /&gt;
|1||0||1&lt;br /&gt;
|-&lt;br /&gt;
|2||0||2&lt;br /&gt;
|-&lt;br /&gt;
|3||0||1&lt;br /&gt;
|-&lt;br /&gt;
|4||0||1&lt;br /&gt;
|-&lt;br /&gt;
|5||0||1&lt;br /&gt;
|-&lt;br /&gt;
|6||0||1&lt;br /&gt;
|-&lt;br /&gt;
|100||0||0*&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|*100 coin star already used to collect Star 2.&lt;br /&gt;
|}&lt;br /&gt;
===Entering Whomp&#039;s Fortress &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/mlHzqJn2SMs?t=33s &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This part is easily done without pressing &#039;&#039;A&#039;&#039; by using a dive recover into the painting.&lt;br /&gt;
&lt;br /&gt;
===Chip Off Whomp&#039;s Block &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
==== New strategy ====&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/ZIje_PpDeIc&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This strategy uses precise movement to dive recover into a misalignment on King Whomp right after he falls. Because King Whomp still has a yaw velocity for a few frames after he falls, Mario can get displaced off the misalignment, activating vertical speed, allowing him to ground-pound King Whomp without the help of the elevator.&lt;br /&gt;
&lt;br /&gt;
King Whomp can be manipulated so that when he falls for the third time, the misalignment is close to where the star spawns. Therefore, after Mario ground-pounds King Whomp for the third time, he is high enough to collect the star immediately, without cloning.&lt;br /&gt;
&lt;br /&gt;
==== Original strategy ====&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/7ZwwAemsbYQ &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The trickiest part is collecting the star, since it hovers at 296 units above the ground&amp;lt;ref&amp;gt;Star Height: https://youtu.be/xE7hrQ8sHhU?t=2m15s&amp;lt;/ref&amp;gt;, too high to be reached by dive recovering. While it might seem impossible to reach the star unless an A press is used to jump, Mario can fortunately collect it by cloning. By bringing a fake cork box up and defeating King Whomp, Pannenkoek is able to clone the star and collect it by holding Vacant Slot 41 (VS41).&lt;br /&gt;
&lt;br /&gt;
===To the Top of the Fortress &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
{{main|To the Top of the Fortress}}&lt;br /&gt;
&lt;br /&gt;
==== New strategy ====&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/nHx7r6T9ROA&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Before entering the stage, the [[HOLP]] needs to be set at a specific location in [[Cool, Cool Mountain]]. This is done using a penguin.&lt;br /&gt;
&lt;br /&gt;
Upon entering the stage, Mario first collects 99 coins. He then dives from a floating island to the bottom of the course, barely taking large [[Fall Damage|fall damage]]. This allows him to use [[Pause Buffering|pause-buffered hitstun]] to remotely throw a cork box onto the big platform at the top of the course, the cork box then breaks on the bullet bill blaster. Mario climbs to the top using the elevator, spawns a 100 coin star from a cork box&#039;s coin and uses it to [[Star Dance Clip]] onto the bullet bill blaster. Mario [[Grinding|dive grinds]] to build up speed and recovers into a misalignment on a tower platform. From here, he climbs up the tower and collects the star.&lt;br /&gt;
&lt;br /&gt;
==== Original strategy ====&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/M4M_OyUorRQ &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Wing Cap and the Metal Cap need to be unlocked in order to use the [[Hat in Hand]] glitch in [[Bob-omb Battlefield|BoB]] and WF.&lt;br /&gt;
&lt;br /&gt;
Before entering the stage, the [[HOLP]] needs to be set at a specific location in [[Bob-omb Battlefield]].&lt;br /&gt;
&lt;br /&gt;
Upon entering the stage, Mario starts collecting many coins in order to spawn the 100-coin star at the right moment. The Metal Cap is collected twice to activate the hat-in-hand object displacement glitch. Using the glitch, Mario carries the cork box up the mountain (during which he throws the cork box multiple times and catch it while it is falling down from the HOLP to speed up the process). Using clever tricks, he is then able to pick up the cork box during the time he is ascending from the elevator, and he collects all the coins from the floating island. At this point, Mario has 99 coins. The box is then thrown to appear from the HOLP and break next to the tower, exposing the 100th coin at the desired location. Mario collects it, spawning the star next to one of the tower&#039;s steps.&lt;br /&gt;
&lt;br /&gt;
Mario dives down to the lower part of the course, grabbing the second cork box, and bringing it upwards. At the top floor, With precise movements, Mario remotely throws the cork box, stores 26 vertical speed on the elevator by canceling a dive recover on the steep part of it, allowing the cork box to push him off to reactivate the stored speed, ground pounding to gain height next to a platform of the tower (where the 100-coin star is), and then grabbing on the ledge while collecting the 100-coin star using [[Star Dance Clip]]. After the collecting the star, Mario then climbs up the rest of the tower and collects &#039;&#039;To the Top of the Fortress&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For both times going up, Mario has to hold a cork box frame-walking up a slope. With very precise movements, Mario can carry the box and bounce on the ground to reach the, elevator&amp;lt;ref&amp;gt;WF Top of Fortress 0x Faster Strat to Bring Up Box: https://youtu.be/r_AKMelAQBY&amp;lt;/ref&amp;gt; instead of having to drop the box at the HOLP and pick it up later on the arrow platform.&lt;br /&gt;
&lt;br /&gt;
===Shoot into the Wild Blue &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video 1 (original strat): https://youtu.be/CA-EZx_kunY &#039;&#039;&lt;br /&gt;
:&#039;&#039;Video 2 (faster strat): https://youtu.be/-Usau9dZJO4&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The star can be collected by going from the top. Using the secret teleporter at the corner of the platform where the Metal Cap is located, Mario can teleport to a higher floor above where the star is located. Mario then drops down to collect the star.&lt;br /&gt;
&lt;br /&gt;
The faster strat uses an [[Eru Drop]] instead of a double turnaround to collect the star.&lt;br /&gt;
&lt;br /&gt;
===Red Coins on the Floating Isle &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video 1 (original strat): https://youtu.be/E6J71oX8o78 &#039;&#039;&lt;br /&gt;
:&#039;&#039;Video 2 (faster strat): https://youtu.be/sqiZTyGX2ds&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All coins are reachable without pressing A.&lt;br /&gt;
&lt;br /&gt;
===Fall onto the Caged Island &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video 1 (original strat): https://youtu.be/mXy8Wlw3sRU &#039;&#039;&lt;br /&gt;
:&#039;&#039;Video 2 (faster strat): https://youtu.be/psNg9MFr5eo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This star is done without pressing A by using &#039;&#039;&#039;Version 1&#039;&#039;&#039; of the course where King Whomp is present (Chip Off Whomp&#039;s Block). By manipulating the location and angle of King Whomp, Mario can land on top of Whomp and perform a dive recover onto the caged platform.&lt;br /&gt;
&lt;br /&gt;
===Blast Away the Wall &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video 1 (original strat): https://youtu.be/wdD21gnJ_rI &#039;&#039;&lt;br /&gt;
:&#039;&#039;Video 2 (faster strat): https://youtu.be/F-Vcl_CEd-w&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With a ledge-grab glitch very well-known in [[RTA|RTA speedrunning]], it is already known that using the cannon to shoot open the wall is completely unnecessary. All Mario has to do is grabbing the ledge where the star is located using a specific angle.&lt;br /&gt;
&lt;br /&gt;
===WF 100 Coins &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/anKoV6eZBi8 &#039;&#039;&lt;br /&gt;
In a full game run of 120 stars, this star will already be collected while doing &#039;&#039;To the Top of the Fortress&#039;&#039;. That being said, the star can still be collected without pressing A when done in isolation, with no difficult tricks required.&lt;br /&gt;
&lt;br /&gt;
==Other Challenges==&lt;br /&gt;
In a [[CCC Challenge]], excluding coin missions, all stars can be collected, with &#039;&#039;Blast Away the Wall&#039;&#039; completed less conventionally by using a precise ledge grab in order to avoid the use of cannon.&lt;br /&gt;
&lt;br /&gt;
In a [[Buttonless Challenge|No Buttons Allowed]] challenge, &#039;&#039;Shoot into the Wild Blue&#039;&#039; and &#039;&#039;Blast Away the Wall&#039;&#039; can be collected using only the joystick and the C buttons (to turn the camera)&amp;lt;ref&amp;gt;No Buttons Allowed: https://youtu.be/hUIYR4PssIY, https://youtu.be/Nlxvh0ldfs8&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In a [[No Joystick Allowed Challenge]], all seven stars can be collected without using the joystick&amp;lt;ref&amp;gt;No Joystick Allowed: https://youtu.be/75ihh8bFXPM, https://youtu.be/hD9nuRU1Jfc, https://youtu.be/-jR8AnQaqR0, https://youtu.be/B4IgwsRnNis, https://youtu.be/lcfcf6zDIog, https://youtu.be/ilnQI4AvnvQ, https://youtu.be/6AAbHJ-BrLQ&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Level courses}}&lt;br /&gt;
[[Category:Courses]]&lt;/div&gt;</summary>
		<author><name>BetaBleeds</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Tick_Tock_Clock&amp;diff=15015</id>
		<title>Tick Tock Clock</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Tick_Tock_Clock&amp;diff=15015"/>
		<updated>2021-07-25T08:11:01Z</updated>

		<summary type="html">&lt;p&gt;BetaBleeds: dumpdome, not dupdome&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{course_infobox&lt;br /&gt;
|title=Tick Tock Clock&lt;br /&gt;
|image= TTC.png&lt;br /&gt;
|abbreviation=TTC&lt;br /&gt;
|terrain=Default&lt;br /&gt;
|setting=Foggy&lt;br /&gt;
|water=None&lt;br /&gt;
|yellow-coins=75&lt;br /&gt;
|red-coins=8&lt;br /&gt;
|blue-coins=7&lt;br /&gt;
|enemy-yellow=2&lt;br /&gt;
|enemy-blue=&lt;br /&gt;
|stars=7&lt;br /&gt;
|wing-caps=&lt;br /&gt;
|metal-caps=&lt;br /&gt;
|vanish-caps=&lt;br /&gt;
|overview_1= STROOP-_TTC_1.png&lt;br /&gt;
|overview_2= STROOP-_TTC_2.png&lt;br /&gt;
|overview_3= STROOP-_TTC_3.png&lt;br /&gt;
|overview_4= STROOP-_TTC_4.png&lt;br /&gt;
|overview_5= STROOP-_TTC_5.png&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Tick Tock Clock&#039;&#039;&#039; is the 14th course of &#039;&#039;[[Super Mario 64]]&#039;&#039;. The main theme of this course is a clock. This level&#039;s core focus is in platforming with variable part movement in the clock. Like [[Rainbow Ride]] and other open air courses, Mario can fall into the [[death barrier]] at any time, from any height.&lt;br /&gt;
&lt;br /&gt;
==Clock Settings==&lt;br /&gt;
[[File:TTC Clock Settings.jpg|thumb|The possible clock settings and their required angles.|left]]&lt;br /&gt;
Tick Tock Clock has four clock settings. Each one depends on the position of the [[minute hand]] of the clock [[painting]] when Mario enters it. The clock settings are still, slow, fast, and random. Each clock setting affects the behavior of the moving [[object]]s within Tick Tock Clock, detailed under their specific object pages. Specifically, the following objects take into account the clock setting:&lt;br /&gt;
* [[Spinner]]s&lt;br /&gt;
* [[Cog]]s&lt;br /&gt;
* [[Rotating Block|Rotating block]]s&lt;br /&gt;
* [[Moving Bar|Moving bar]]s&lt;br /&gt;
* [[Pendulum]]s&lt;br /&gt;
* [[Elevator]]s&lt;br /&gt;
* [[Treadmill]]s&lt;br /&gt;
&lt;br /&gt;
In general:&lt;br /&gt;
* On the still setting, moving and rotating platforms do not attempt to move. The [[Thwomp]], however, still moves. [[Pedro Spot|Pedro spot]]s are common on this setting. This setting was once used for the [[A Button Challenge]] because of a specific Pedro spot on the [[cog]]s.&lt;br /&gt;
* On the slow setting, moving and rotating platforms move slowly.&lt;br /&gt;
* On the fast setting, moving and rotating platforms move quickly. Using [[Vertical Speed Conservation]] on an [[elevator]], the most vertical speed can be stored on the fast setting compared to other settings.&lt;br /&gt;
* On the random setting, most objects call [[RNG]] to determine their movement. This setting is used for the A Button Challenge, the [[ABZ Button Challenge]], the [[Buttonless Challenge]], and many more because of its potential for manipulation. On this setting, there is potential for [[Squish Cancel|squish cancel]] on the [[Moving Bar|moving bar]]s and [[pendulum]]s, and [[Pendulum Manipulation|pendulum manipulation]] is also possible. There is a Pedro spot on a certain [[pendulum box]] that saved 3 A presses on [[Stomp on the Thwomp]]&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=E0GbkSrx9Ik &amp;quot;TTC Pedro Spot on Pendulum Box&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; that exists on every setting, but it is only possible to enter it with pendulum manipulation on the random setting.&amp;lt;ref&amp;gt;[https://youtu.be/WuPDINiLWOg &amp;quot;SM64 - TTC Pendulum Box Pedro Spot&amp;quot; by ds273]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Upwarp==&lt;br /&gt;
{{See also|History Of The TTC Upwarp|List of Unsolved Glitches}}&lt;br /&gt;
&lt;br /&gt;
In 2013, speedrunner DOTA_Teabag managed to capture an [[upwarp]] glitch during a speedrun race with MidBoss. 2 years later, due to the inability to replicate this upwarp, [https://youtube.com/user/pannenkoek2012 pannenkoek2012] placed a US$1,000 bounty for anyone who could replicate and record the upwarp in [[Mupen64]]&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=aNzTUdOHm9A &amp;quot;SM64 - TTC Upwarp $1000 Bounty&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt;. The bounty has not yet been claimed, and the upwarp has yet to be replicated.&lt;br /&gt;
&lt;br /&gt;
However, in May of 2020, a runner named dumpdome64 ran into a similar glitch while practicing the Tick Tock Clock 100 Coin Star route. While practicing, a push block from high in the course suddenly appeared much lower in the course, at a Y-position close to 0. In addition, Mario&#039;s shadow became glitched for 1 frame at several points later on. Preliminary analysis suggests that all of these glitches were the result of a single bit being changed for 1 frame and a connection between these and the upwarp is possible.&lt;br /&gt;
&lt;br /&gt;
==Coins==&lt;br /&gt;
There are 128 coins naturally in the course. With [[cloning]], it is possible to clone 127 extra coins to bring the coin count to 255, or clone 151 coins to bring the coin count to 279 coins before the game crashes due to object slots.&lt;br /&gt;
{{TTC Coins}}&lt;br /&gt;
&lt;br /&gt;
==A Press Counts==&lt;br /&gt;
&lt;br /&gt;
There are currently 4x A presses needed inside TTC in the [[A Button Challenge]]:&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! A Press # !! Multiplicity !! Purpose&lt;br /&gt;
|-&lt;br /&gt;
| #1 || 3 || To get out of the treadmill grinding spot&lt;br /&gt;
|-&lt;br /&gt;
| #2 || 1 || To jump out of the [[pendulum box]] [[Pedro Spot]]&lt;br /&gt;
|}&lt;br /&gt;
It should be noted that it requires 1x A press to enter TTC, which is repeated three times.&lt;br /&gt;
===Spawning Displacement A Press Saves===&lt;br /&gt;
Mario can collect [[Stop Time for Red Coins]] on a [[spinner]] by [[cloning]] it. He can also collect both [[The Pit and the Pendulums]] and [[Get a Hand]]&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=1kfkiH51AA8 &amp;quot;TTC Get a Hand &amp;amp; Re-Enter 0.5x A Presses&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; on a spinner by [[kicking]] a [[wall]] as he collects them, allowing him to keep that momentum and fall across the course, landing on a spinner down below. These spinners can be used on the random setting to provide [[spawning displacement]] that allows Mario to spawn back on top of the clock, which saves 1 A press each time it is used&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=i0vJAD0UCIY &amp;quot;TTC 0x Re-Entry using Spawning Displacement Standings&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
* Tick Tock Clock holds the distinction of having a shorter draw distance for objects compared to the other courses. The default draw distance for objects in Tick Tock Clock is 2000 units, half of the game&#039;s regular 4000 units.&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
{{Level courses}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Tick Tock Clock is the 14th course in the game, which features you being inside a clock, down below is the void, in which you actually die, this part of the game is actually mostly the void which you can fall off, there was some interesting discoveries on this course. --&amp;gt;&lt;/div&gt;</summary>
		<author><name>BetaBleeds</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Backwards_Long_Jump&amp;diff=11168</id>
		<title>Backwards Long Jump</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Backwards_Long_Jump&amp;diff=11168"/>
		<updated>2020-04-16T08:08:33Z</updated>

		<summary type="html">&lt;p&gt;BetaBleeds: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Backwards Long Jump&#039;&#039;&#039;, or &#039;&#039;&#039;BLJ&#039;&#039;&#039; for short, is one of the most well-known and versatile methods of gaining [[Hyperspeed]], whereby Mario&#039;s backwards speed can increase under certain conditions during a backwards-facing [[Long Jump]]. &lt;br /&gt;
&lt;br /&gt;
This [[Glitch|glitch]] is caused by the lack of a negative limit on Mario&#039;s speed. The first frame of a Long Jump multiplies Mario&#039;s forward velocity by 1.5, and although the game keeps this velocity below 48.0, no corresponding negative cap is enforced. Since Mario&#039;s speed is slowed due to drag each frame he is in the air, this multiplier does not affect typical gameplay. However, if Mario is in a position where he can perform many backwards-facing Long Jumps in rapid succession, he can repeatedly reduce his speed while overcoming drag, resulting in negative Hyperspeed. &lt;br /&gt;
&lt;br /&gt;
BLJs can be performed on [[List of Major BLJ Locations|many slopes, stairways, and obstacles]], making it useful for [[Speedrun|speedruns]] and [[Challenge|challenges]] alike.&lt;br /&gt;
&lt;br /&gt;
Among other glitches, BLJs were fixed in the [[Super Mario 64#Shindou|Shindou]] version. This also means that they do not work on any Japanese [[Virtual Console]] releases, nor the [[Super Mario 64 (iQue)|iQue]].&lt;br /&gt;
&lt;br /&gt;
== Execution ==&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
To perform a BLJ, do a long jump with Mario facing away from the obstacle/stairway/slope but move backwards towards it (by holding the joystick in the opposite direction). Mario will collide with the obstacle/stairway/slope, leaving him on the ground and enabling him to backwards long jump again. Mario&#039;s speed becomes negative at this point, and BLJing repeatedly causes a negative speed increase of approximately 45-50% of Mario&#039;s currently stored speed at that time. Once the desired speed is reached, simply stop BLJing and Mario will zoom off backwards at an incredibly high speed. If you continue BLJing long enough, Mario&#039;s speed, stored in a float, will eventually reach -229399772256808620000000000000000000000, then tick over to -1.#INF, and [[crash]] the game.&lt;br /&gt;
&lt;br /&gt;
The key aspect of BLJs is Mario&#039;s capability of retaining negative speed temporarily. Eventually, the speed will increase back to 0; however, there are a few frames within a BLJ in which his speed doesn&#039;t deplete instantly. These frames allow for repeated BLJs, thus increasing his speed.&lt;br /&gt;
&lt;br /&gt;
You can use BLJs to:&lt;br /&gt;
&lt;br /&gt;
* Gain enough speed to pass through doors, such as:&lt;br /&gt;
*: Star doors&lt;br /&gt;
*: Doors that trigger a loading zone (though the area will not load)&lt;br /&gt;
* Zip backwards on the ground at very high speeds (if obstacles are avoided)&lt;br /&gt;
* Jump over incredibly large gaps (since when over the air, Mario will have the same BLJ jumping physics but with the massive speed still present)&lt;br /&gt;
* Pass through some loading zones, like the water wall needed to enter Dire Dire Docks&lt;br /&gt;
* Pass through some types of walls (like the iron gates in Bob-omb Battlefield.) &lt;br /&gt;
* Go into [[Parallel Universe]]s&lt;br /&gt;
* Perform a [[negative jump]] with large amount of speed&lt;br /&gt;
&lt;br /&gt;
=== Pause-buffered BLJ ===&lt;br /&gt;
&#039;&#039;See also [[Pause Buffering]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pause BLJing allows Mario to BLJ 30 times per in-game-second instead of 15 (SM64 runs at 30 frames-per-second). While BLJing, do the following sequence:&lt;br /&gt;
&lt;br /&gt;
    First Frame: (Start) + (Z) + (A)&lt;br /&gt;
    Second Frame:&lt;br /&gt;
    Third Frame: (Start)&lt;br /&gt;
    Fourth Frame:&lt;br /&gt;
    Fifth Frame: (Start) + (Z) + (A)&lt;br /&gt;
    And so on! &lt;br /&gt;
&lt;br /&gt;
Basically, the Start Menu acts like a frame buffer which allows more inputs to be performed within the game timer. These rules apply for BLJing as well. However, this only works on slopes, stairs, and elevators. It does not work with Side BLJs or (some) Low Ceiling BLJs.&lt;br /&gt;
&lt;br /&gt;
== Types of BLJs ==&lt;br /&gt;
&lt;br /&gt;
While all BLJs work by the same principle, there are many different methods of performing them. There are numerous places where a BLJ can be performed throughout the game (virtually every level contains at least one), and it is unlikely that all such locations have been discovered.&lt;br /&gt;
&lt;br /&gt;
=== Stair BLJ ===&lt;br /&gt;
Stair BLJs were the first kind of BLJs to be discovered. A Stair BLJ consists of long jumping backwards onto stairs, which are basically tiny floors, which Mario can run directly over. BLJing on stairs works similar to Elevator BLJs because they both consist of Mario&#039;s jumps being interrupted allowing for more jumps to be performed, however the timing must be precise.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how they work: With a precisely timed BLJ, Mario&#039;s vertical position snaps to the next highest stair, ultimately reducing Mario&#039;s vertical speed to 0 (allowing him to repeatedly BLJ on the ground). When this occurs, his negative horizontal speed is temporarily stored, allowing him to repeat the process which results in a greater amount of negative speed.&lt;br /&gt;
&lt;br /&gt;
=== Slope BLJ ===&lt;br /&gt;
Slope BLJs are backwards long jumps on steep slopes. To find slopes with this property, locate slopes that permit Mario to stand perfectly still on them. He will not slide off of them.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how it works: When BLJing on a steep slope, Mario&#039;s jump is interrupted by the steep ground. With no negative horizontal velocity, Mario&#039;s long jumps behave just as the developers intended. However, on steeper slopes, with a negative horizontal velocity, and with ground located behind Mario, the game has no choice but to force Mario&#039;s position backwards along with an increased vertical position. This process is repeatable, allowing for Slope BLJs to be performed.&lt;br /&gt;
&lt;br /&gt;
A common slope to BLJ on would be the slopes on the Castle Roof or the tan-colored slopes located by the cannon in the castle grounds.&lt;br /&gt;
&lt;br /&gt;
=== Elevator BLJ ===&lt;br /&gt;
Elevator BLJs are performed on elevators, but not every elevator permits an elevator BLJ!&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how they work: BLJs are possible on rising elevators because an elevator&#039;s vertical velocity allows them to catch up to Mario as soon as he leaves the ground from a BLJ. This interrupts the first jump and allows him to jump again, thus repeating the process of a BLJ.&lt;br /&gt;
&lt;br /&gt;
The elevators in Hazy Maze Cave, Big Boo&#039;s Haunt and Bob-omb Battlefield are good places to practice. Elevators that move in a horizontal fashion, such as the ones located in the volcano of Lethal Lava Land, do not have the properties to initiate Elevator BLJs because they do not have enough vertical velocity.&lt;br /&gt;
&lt;br /&gt;
=== Low Ceiling BLJ ===&lt;br /&gt;
These are probably the trickiest locations to find because some of them are invisible or are just plain easy to overlook. However, walls above a floor can also act like ceilings. These walls don&#039;t necessarily have to be parallel with the ground in order for a Low Ceiling BLJ to be performed. &amp;lt;!--???--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These types of BLJs demonstrate Mario&#039;s mechanics to their most basic properties. Mario has the capability of temporarily storing negative speed after a BLJ, and this speed can be increased with repeated BLJs.&lt;br /&gt;
&lt;br /&gt;
The most common Low Ceiling BLJ is the one presented in the video (located in the Jolly Roger Bay room). Both of the Lobby BLJs in the main room of the castle are also Low Ceiling BLJs, but they utilize Invisible Wall Hitboxes which act as Low Ceilings.&lt;br /&gt;
&lt;br /&gt;
=== Side BLJ ===&lt;br /&gt;
&#039;&#039;Main article: [[SBLJ]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Side BLJs are very similar to stair BLJs, since both utilize the vertical position snapping mechanic in the game (mentioned earlier in Stair BLJs). A Side BLJ essentially consists of Mario repeatedly BLJing onto and off of a floor.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how it works: When Mario BLJs parallel to the stairs and strains sideways, Mario&#039;s vertical position snaps to the next highest stair (when the right angle is utilized). This also requires Mario&#039;s facing angle to be slightly askew with respect to the stairs, so that when he BLJs onto the next highest stair, his facing angle &amp;amp; negative speed allow him to drop back down to the original stair with which the Side BLJ was initiated with, since Mario cannot move sideways during landing animation. As mentioned earlier, when Mario BLJs and snaps onto the next highest stair, his negative speed is temporarily stored, allowing him to repeat the process which results in a greater amount of negative speed.&lt;br /&gt;
&lt;br /&gt;
Side BLJs can be performed on most stairs (due to some stairs having the appearance of stairs but are actually steep slopes) and on flat platforms which Mario can run directly over.&lt;br /&gt;
&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
[[Category:Hyperspeed]]&lt;br /&gt;
&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>BetaBleeds</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Talk:Wii_VC_Round-to-Zero&amp;diff=11079</id>
		<title>Talk:Wii VC Round-to-Zero</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Talk:Wii_VC_Round-to-Zero&amp;diff=11079"/>
		<updated>2020-04-05T10:35:21Z</updated>

		<summary type="html">&lt;p&gt;BetaBleeds: Created page with &amp;quot;== PAL Version == Does this bug also happen on the PAL version of the game? ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== PAL Version ==&lt;br /&gt;
Does this bug also happen on the PAL version of the game? [[User:BetaBleeds|BetaBleeds]] ([[User talk:BetaBleeds|talk]]) 10:35, 5 April 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>BetaBleeds</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Grand_Star&amp;diff=11017</id>
		<title>Grand Star</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Grand_Star&amp;diff=11017"/>
		<updated>2020-03-27T20:45:28Z</updated>

		<summary type="html">&lt;p&gt;BetaBleeds: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{star_infobox&lt;br /&gt;
|image=Grand Star.png&lt;br /&gt;
|course=Bowser in the Sky&lt;br /&gt;
|height=200&amp;lt;ref&amp;gt;[https://youtu.be/xE7hrQ8sHhU?t=55 &amp;quot;Star Heights&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|tas= 4:20.77&lt;br /&gt;
|tas_link=[https://youtu.be/iUt840BUOYA &amp;quot;(TAS) Super Mario 64: &#039;1 Key&#039; in 4:20.77&amp;quot; by Superdavo0001]&lt;br /&gt;
|rta= 6:36.960&lt;br /&gt;
|rta_link=[https://youtu.be/sie6n40Cmi4 &amp;quot;0 Star 6:36.96&amp;quot; by Dowsky]&lt;br /&gt;
|abc= 0 (WiiVC) 1 (JP 1.0 and US)&lt;br /&gt;
|abc_link=[https://docs.google.com/spreadsheets/d/1Jf-eScEFEu0lkfzJZZMZgdTi6sX4zYNZoIGz-AFUz38/edit?usp=sharing &amp;quot;SM64 Any% ABC Route&amp;quot; spreadsheet] &lt;br /&gt;
|abz= 79&lt;br /&gt;
|abz_link=[https://docs.google.com/spreadsheets/d/1lAf4RDjKIbpApFQUrjZe7K2tVtAu0FDY_SgaJkYAvhQ/edit#gid=2093687071 &amp;quot;SM64 ABZ Button Challenge PAL&amp;quot; Any% spreadsheet]&lt;br /&gt;
}}&lt;br /&gt;
The [[Grand Star]] or the &#039;&#039;&#039;Jumbo Star&#039;&#039;&#039; is a star that appears after beating [[Bowser]] in [[Bowser in the Sky|BitS]]. The game is beaten by collecting it. After it is collected, it triggers the ending cutscene, and then credits.&lt;br /&gt;
&lt;br /&gt;
The Grand Star is significantly larger than other stars, and it does not increase the star counter.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{star_nav}}&lt;/div&gt;</summary>
		<author><name>BetaBleeds</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=1_Key&amp;diff=10983</id>
		<title>1 Key</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=1_Key&amp;diff=10983"/>
		<updated>2020-03-26T19:24:58Z</updated>

		<summary type="html">&lt;p&gt;BetaBleeds: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{speedrun_infobox&lt;br /&gt;
|title=1 Key&lt;br /&gt;
|image= 1 Key.jpg&lt;br /&gt;
|rta_record=&lt;br /&gt;
|rta_holder=&lt;br /&gt;
|rta_date=&lt;br /&gt;
|tas_record=4:20.75&lt;br /&gt;
|tas_authors=Tyler Kehne, MKDasher, sonicpacker, Snark, SilentSlayers, Gaehne D, Eru, ToT, Plush, sm64expert, Superdavo0001, dar gos &amp;amp; IsaacA&lt;br /&gt;
|tas_date= June 23, 2019&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;1 Key&#039;&#039;&#039; is the name for the current iteration of the any% [[TAS]] category which involves skipping [[Bowser in the Dark World]], the first Bowser level, by entering the castle using a glitch called [[#Moat Door Skip|Moat Door Skip]]. It is so named because Mario collects exactly 1 [[Key]], namely the one collected after finishing [[Bowser in the Fire Sea]]. Its name also references previous any% TAS categories including [[RTA Guide/0/1 Star|0 Star]], [[RTA Guide/0/1 Star|1 Star]], and [[RTA Guide/16 Star|16 Star]].&lt;br /&gt;
==TAS History==&lt;br /&gt;
Below is a table listing the improvements to the original 1 Key TAS, as well as linking to all TASes that were at one point world record.&lt;br /&gt;
{{TAS History}}&lt;br /&gt;
==Moat Door Skip==&lt;br /&gt;
The central glitch, known as &#039;&#039;&#039;Moat Door Skip&#039;&#039;&#039; or &#039;&#039;&#039;MDS&#039;&#039;&#039; was theorized by [https://www.youtube.com/channel/UClPjENu5gaTOaZ5_99AQL0g Tyler Kehne] in mid-2015 when it was discovered the source of PU&#039;s crashing on console was the camera, and simply locking the camera was enough to access PU&#039;s on console.&amp;lt;ref&amp;gt;[https://pastebin.com/uH5GhHbp &amp;quot;SM64 Moat Skip Description&amp;quot; by Tyler Kehne]&amp;lt;/ref&amp;gt; MDS was revealed to the public when [https://www.youtube.com/channel/UCMmU0XaR0coor7dtJkEAh4A sonicpacker] uploaded a video showcasing it.&amp;lt;ref&amp;gt;[https://youtu.be/v5o_9XKmAfE &amp;quot;SM64 MOAT DOOR SKIP!! - Bypass 1st Bowser Fight&amp;quot; by sonicpacker]&amp;lt;/ref&amp;gt; The technique involves using [[PU]] movement to navigate in front of the door under the moat with 0 stars, exploiting the facts that PUs have no water and that the door-opening action takes precedence over entering the water within the course of a frame. Most of the original TASing for the first MDS was done by sonicpacker, although Tyler Kehne TASed the actual PU movement.&lt;br /&gt;
==Zig-Zag Strat==&lt;br /&gt;
Originally, the route for the negative jump into VCutM was done using what was called the &amp;quot;Zig-Zag Strat&amp;quot;. This technique was decently optimized prior to the current BLJ location being found (which obsoleted this technique).&lt;br /&gt;
==Reason for Delay of the Full Run==&lt;br /&gt;
The first ever TAS of 1 Key was released on September 29th, 2016 with a time of 4’21”67, which came more than a year after the original reveal. This was due to the fact that getting QPU speed requires visiting [[Vanish Cap under the Moat]] to perform an [[Backwards_Long_Jump#Elevator_BLJ|elevator-BLJ]]. Visiting VCutM without draining the moat originally required 10 stars to get the [[Wing Cap|wing cap]] for [[Hyperspeed_Flying|hyperspeed flying]], which was slower than just getting 8 stars, visiting the basement, and draining the moat normally (which made it slower to do this trick). Later, however, a BLJ on the [[The Castle|castle grounds]] was found that sufficed to enter VCutM.&lt;br /&gt;
&lt;br /&gt;
==Current Record==&lt;br /&gt;
The current record for the 1 Key TAS stands at 4:20.75. Since this skip saves the time normally required for the first Bowser level, this TAS holds the world record for the fastest known completion of Super Mario 64.&lt;br /&gt;
==Notability of being performed on J Version==&lt;br /&gt;
Unlike many other categories, the 1 Key run is optimally performed on the [[Super Mario 64#Japanese|Japanese version]] of the game instead of the [[Super Mario 64#English|US version]]. This is due to [[Peach]] not narrating her dialogue in the Japanese version, which saves more time than the longer in-game text costs. This time save is emphasized due to MDS skipping both the castle entry textbox and the BitDW textbox, both of which are longer on the Japanese version. Therefore, this run is &#039;&#039;not&#039;&#039; performed on the Japanese version because of version-exclusive glitches; it is performed on the Japanese version because the introduction is faster.&lt;br /&gt;
&lt;br /&gt;
==Explanation/Commentary==&lt;br /&gt;
===Castle Grounds===&lt;br /&gt;
First, Mario performs a [[Backwards Long Jump#Slope BLJ|slope BLJ]] to gain speed in the castle grounds. Once Mario&#039;s [[intended next position]] is in the [[ceiling]] under the bridge, he continues BLJing, but it acts like a [[Backwards Long Jump#Low Ceiling BLJ|low ceiling BLJ]] instead. At this point, Mario has enough negative speed to [[negative jump]] past the grate into VCutM.&lt;br /&gt;
===VCutM===&lt;br /&gt;
Mario quickly falls down to the elevators. He then sets the camera to [[fixed cam]] to avoid [[PU#Floating point truncation crash|a crash on console]]. Mario BLJs in order to get QPU speed (enough speed to perform [[PU#Travel and movement|PU movement]]). Since the elevator begins to turn, this allows Mario to use it get massive vertical [[platform displacement]], which triggers the death barrier. Normally level death resets speed, but because Mario spawns in using a water exit, he is able to conserve his [[sliding speed]]. Then, by pressing Z to slide and C^ to conserve speed on the first frame on Mario is on ground (as water does not update sliding speed), he conserves his QPU speed into the castle grounds. Mario then navigates to the moat door&#039;s relative location in PUs, which he can do since PUs lack water. The game checks whether Mario should enter a door before it checks if he should swim, which allows Mario to open the door (from behind) when he navigates back to the main map.&lt;br /&gt;
&lt;br /&gt;
===Castle Basement===&lt;br /&gt;
Mario rapidly swims through the basement and slides down to the 30 Star door area. He performs an [[BLJ#Side BLJ|SBLJ]] on the stairs, gaining enough speed to skip [[Board Bowser&#039;s Sub]] completely, and lands instead in [[Bowser in the Fire Sea]].&lt;br /&gt;
&lt;br /&gt;
===Bowser in the Fire Sea===&lt;br /&gt;
Mario traverses the beginning of the level, using the [[Hangable Ceiling Upwarp]] glitch to pass the pole. On the elevator, Mario performs an elevator BLJ to gain QPU speed. Then, Mario travels through a PU and performs an [[overflow jump]], making use of high negative vertical speed to snap to the area with the bob-ombs (in a PU), before navigating into the warp for the Bowser fight.&lt;br /&gt;
&lt;br /&gt;
===Bowser Fight===&lt;br /&gt;
When [[Bowser in the Fire Sea|the stage]] is tilted, Mario BLJs to gain a large amount of speed. With this speed, Mario is able to move farther after grabbing [[Bowser]]&#039;s tail than normal, which places them closer to the [[mine]] than would otherwise be possible. After beating Bowser, Mario enters and pause-exits out of [[Dire, Dire Docks]] to quickly return to the castle lobby.&lt;br /&gt;
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===Castle Upstairs===&lt;br /&gt;
Mario uses a ledge grab to quickly get up the first set of stairs. Although it is not visible on camera, Mario then performs a Side BLJ to gain speed. He clips through the 50 Star door. Mario then performs &amp;quot;Clock Punch&amp;quot;, described here (scroll down)&amp;lt;ref&amp;gt;[http://tasvideos.org/5237S.html &amp;quot;Super Mario 64 &amp;quot;1 Key&amp;quot; in 04:21.3&amp;quot; on TASVideos&amp;quot;]&amp;lt;/ref&amp;gt;. He then uses wall kicks to navigate past the [[Endless Stairs]] and into [[Bowser in the Sky]].&lt;br /&gt;
===Bowser in the Sky===&lt;br /&gt;
Mario quickly beats the level, using skips to avoid large parts of it. When he gets to the last elevator, he uses a EBLJ to reach the pipe quickly.&lt;br /&gt;
===Final Bowser Fight===&lt;br /&gt;
Mario fights Bowser as normal. At the end, Mario uses speed conserved from a BLJ to grab the [[Grand Star]] faster.&lt;br /&gt;
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==Notes==&lt;br /&gt;
&amp;lt;references group=&amp;quot;note&amp;quot;/&amp;gt;&lt;br /&gt;
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==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
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[[Category:TAS]]&lt;/div&gt;</summary>
		<author><name>BetaBleeds</name></author>
	</entry>
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