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		<id>https://ukikipedia.net/mediawiki/index.php?title=No_Buttons_Allowed_Challenge&amp;diff=19537</id>
		<title>No Buttons Allowed Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=No_Buttons_Allowed_Challenge&amp;diff=19537"/>
		<updated>2025-01-30T14:57:06Z</updated>

		<summary type="html">&lt;p&gt;Bwburke94: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Buttonless Challenge Infobox}}&lt;br /&gt;
The &#039;&#039;&#039;No Buttons Allowed Challenge&#039;&#039;&#039; (also known as the &#039;&#039;&#039;Buttonless Challenge&#039;&#039;&#039;) forbids the use of A, B, Z, Start, L, R, and (to some extent) C buttons. This challenge was created by pannenkoek2012 to push the game to its limits.&lt;br /&gt;
&lt;br /&gt;
The C buttons are only allowed when they only affect the camera and don&#039;t affect actual gameplay. For example, the [[C^ hyperspeed]] glitch is not allowed.&lt;br /&gt;
&lt;br /&gt;
The challenge is more difficult than simply restricting the A button, since this disables many maneuvering options that Mario can use, such as [[jump]]ing, [[Dive|diving]], sliding, and more. The challenge cannot be done as a full game run as there is in-game text that cannot be advanced without the use of buttons.&lt;br /&gt;
&lt;br /&gt;
Only 34 stars have been collected, many of which require complicated strategies.&lt;br /&gt;
==Possible Stars==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Location !! Mission !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3|[[Bob-omb Battlefield]] || [[Find the 8 Red Coins]] || Mario can slide off of a hill into the Koopa to knock its shell of, then use [[Shell Hyperspeed]] to collect the coins on [[Chain Chomp]]&#039;s post and the floating island. The star itself is collected by sliding off a hill and bouncing on Goombas.&lt;br /&gt;
|-&lt;br /&gt;
| [[Behind Chain Chomp&#039;s Gate]] || Shell Hyperspeed is also used here to clip inside the gate high enough to collect the star.&lt;br /&gt;
|-&lt;br /&gt;
| [[100 Coin Star (Bob-omb Battlefield)|100 Coins]] || Shell Hyperspeed is used again to collect coins in the sky, as well as kill Goombas. The star is spawned in a specific spot near the ! switch so it can be collected by falling from above.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2|[[Whomp&#039;s Fortress]] || [[Shoot into the Wild Blue]] || The warp is used to get to the top of the stage, then the slope nearby can be used to slide Mario onto the lower platform. The star can be collected by precisely falling off the side of the platform.&lt;br /&gt;
|-&lt;br /&gt;
| [[Blast Away the Wall]] || Mario can [[framewalk]] up to the area where the star is, then collect it with a precise ledge grab into the wall.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4|[[Cool, Cool Mountain]] || [[Slip Slidin&#039; Away]] || Framewalking is used to enter the cabin, then the slide can be completed normally. To collect the star itself, Mario must warp back to the top of the stage and fall on it from above.&lt;br /&gt;
|-&lt;br /&gt;
| [[Frosty Slide for 8 Red Coins]] || The red coin on the tree at the start can be collected by falling from the nearby ledge, and the one at the top of the ski lift can be collected with a precise ledge grab. The one on the tree at the bottom of the stage can be collected by bouncing off of a [[Spindrift]], and then the star is easily collected by falling from above.&lt;br /&gt;
|-&lt;br /&gt;
| [[Wall Kicks Will Work]] || The strategy for this star is the same as in the [[A Button Challenge]]. Framewalking is used to climb to the peak of the mountain, then Mario slides off with enough speed to bounce on a Spindrift and twirl down to the star.&lt;br /&gt;
|-&lt;br /&gt;
| [[100 Coin Star (Cool, Cool Mountain)|100 Coins]] || There are plenty of coins obtainable by going down the slide and the outside of the mountain. The final coin collected is the red coin in the corner of the stage, so the star can be collected by walking up the steep slope.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=5|[[Lethal Lava Land]] || [[Boil the Big Bully]] || Lava boosting can reach all the way to the Big Bully platform and collect the star. The bully is defeated by running into it precisely when it&#039;s on the edge of its platform. This star has to be carefully planned to collect enough coins to survive.&lt;br /&gt;
|-&lt;br /&gt;
| [[Bully the Bullies]] || This star can be collected with the same strategies as the previous one.&lt;br /&gt;
|-&lt;br /&gt;
| [[8-Coin Puzzle with 15 Pieces]] || The puzzle can easily be reached with lava boosts, then collecting all of the coins is easy.&lt;br /&gt;
|-&lt;br /&gt;
| [[Red-Hot Log Rolling]] || The ring of coins on the nearby platform means that it is possible to ride over to the log area with full health. Mario can use one lava boost to get on top of the log, then another to reach the star.&lt;br /&gt;
|-&lt;br /&gt;
| [[100 Coin Star (Lethal Lava Land)|100 Coins]] || The route for this star has to be carefully planned out so Mario can collect enough coins to survive lava boosting around the stage.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3|[[Shifting Sand Land]] || [[In the Talons of the Big Bird]] || The pyramid is reached by climbing up a pillar and bouncing on a [[Fly Guy]]. The other Fly Guy is then used to hit [[Klepto]] and reach the star.&lt;br /&gt;
|-&lt;br /&gt;
| [[Shining Atop the Pyramid]] || The same strategy for reaching the pyramid in the previous star is used.&lt;br /&gt;
|-&lt;br /&gt;
| [[Free Flying for 8 Red Coins]] || Tornadoes and Fly Guys are used to reach the four coins in the sky, break a cork box, and reach the star.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=6|[[Snowman&#039;s Land]] || [[Snowman&#039;s Big Head]] || One of the [[Moneybag]]s is lured all the way to the shell block, then [[Infinite coin glitches#Moneybag Duplication|Moneybag Duplication]] is used to get enough Moneybags to bounce all the way to the shell block and open it. The shell is used to lure the Fly Guy near the top of the snowman, then use Shell Hyperspeed to reach most of the way up. The lured Fly Guy is then used to twirl into the star.&lt;br /&gt;
|-&lt;br /&gt;
| [[Chill with the Bully]] || The icy water can be easily used to defeat the [[Chill Bully]] and collect the star.&lt;br /&gt;
|-&lt;br /&gt;
| [[In the Deep Freeze]] || The Moneybags are used again to reach the shell, then Shell Hyperspeed is used to reach the ice block with the star.&lt;br /&gt;
|-&lt;br /&gt;
| [[Whirl from the Freezing Pond]] || Moneybag luring and duplication is used again, but this time enough are duplicated to bounce all the way to the star block to open it and collect the star.&lt;br /&gt;
|-&lt;br /&gt;
| [[Shell Shreddin&#039; for Red Coins]] || Seven of the eight red coins can be easily collected, even without the shell, but the one underneath the Chill Bully platform is very problematic. Moneybag duplication is once again used to get Moneybags underneath the platform, then it is possible to slide with enough speed to reach the red coin, then bounce on Moneybags to escape with enough HP to survive. The star is collected by twirling off of a Fly Guy.&lt;br /&gt;
|-&lt;br /&gt;
| [[100 Coin Star (Snowman&#039;s Land)|100 Coins]] || Moneybag duplication is used again, this time near the icy water so Mario can boost off it to bounce on duplicated Moneybags and collect their coins. The boosting is also used to collect the star.&lt;br /&gt;
|-&lt;br /&gt;
| [[Wet-Dry World]] || [[Shocking Arrow Lifts!]] || The warp is used to reach the star platform and a fire bounce can open the star block. The warp is used again to reach the star.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=4|[[Tall, Tall Mountain]] || [[Scary &#039;Shrooms, Red Coins]] || Two of the red coins on the mushrooms can be collected easily with the vertical wind, but the other two are problematic. They are possible to collect by luring a Fly Guy and using [[Wind Hyperspeed]] to twirl off of it at high speeds. This makes it possible to collect the red coins on the other two mushrooms and get back in time to reach the vertical wind again. One of the cliff red coins can be reached by twirling in the vertical wind again, and the other three can be collected by dropping down from above. The star can be reached with the vertical wind.&lt;br /&gt;
|-&lt;br /&gt;
| [[Mysterious Mountainside]] || The star is reached by using the vertical wind to climb up the mountain and twirling off of a fly guy to reach the star.&lt;br /&gt;
|-&lt;br /&gt;
| [[Breathtaking View from Bridge]] || The vertical wind, Fly Guy, and framewalking are used to climb the mountain, and the star is reached by dropping from above.&lt;br /&gt;
|-&lt;br /&gt;
| [[Blast to the Lonely Mushroom]] || The Fly Guy is once again used to twirl to the star.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=3|[[Tiny-Huge Island]] || [[Pluck the Piranha Flower]] || Framewalking is used to get around the water, then the slope is used to slide and knock the shell of the koopa. This would send Mario into the water, so he has to run into a [[Spiny]] to stop sliding. The shell is used to reach the [[Piranha Plant]]s and defeat them, and a fire bounce is used to collect the star.&lt;br /&gt;
|-&lt;br /&gt;
| [[Five Itty Bitty Secrets]] || The same method is used to obtain the Koopa shell. This time, it is used to enter the pipe at the top of the mountain to reach the tiny island. From there, several fire bounces are used to climb the mountain slopes and reach each of the secrets. This amount of fire would kill Mario though, so he also has to run into the small Koopa Troopa to knock its [[Blue Coin]] to the sandy area to regain health.&lt;br /&gt;
|-&lt;br /&gt;
| [[100 Coin Star (Tiny-Huge Island)|100 Coins]] || The shell is once again obtained, but this time it is used to enter [[Wiggler]]&#039;s cave. The Koopa Troopa is not defeated yet, so the shell will respawn once Mario exits. Two red coins are collected, then the cave is exited. Mario bounces on a Fly Guy and uses the vertical wind to twirl indefinitely. The twirling is used to defeat several large Goombas and collect their blue coins. The shell is obtained again, this time to get up the mountain. Another Goomba is defeated with a twirl, then Mario climbs to the top of the level to fall into the pipe. Mini Goombas are defeated by dropping onto them, and then Mario drops back into the lower pipe to defeat the Piranha Plants with fire bounces. The final coin is collected next to the steep slope so the star can be obtained by walking up to it.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=2|[[Tick Tock Clock]] || [[Get a Hand]] || The spinners are climbed by framewalking, only possible on the random setting. A fire bounce is used to get on top of the hand, and then [[Pendulum Manipulation]] is used to allow Mario to ride the pendulum into the star.&lt;br /&gt;
|-&lt;br /&gt;
| [[Stop Time for Red Coins]] || The red coins are collected by framewalking on the spinners. The star is then obtained with a precise slide off of one of the spinners.&lt;br /&gt;
|-&lt;br /&gt;
| [[Tower of the Wing Cap]] || [[Tower of the Wing Cap Red Coin Star|Red Coin Star]] || Since Mario starts the course flying, it is easy to collect the red coins and star.&lt;br /&gt;
|}&lt;br /&gt;
==References==&lt;br /&gt;
* [https://youtube.com/playlist?list=PLmvvhlevqC2fXLL55ZQT1cesNmM2qHPn1 No Buttons Allowed Playlist]&lt;br /&gt;
{{Challenges}}&lt;/div&gt;</summary>
		<author><name>Bwburke94</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Stomp_on_the_Thwomp&amp;diff=15290</id>
		<title>Stomp on the Thwomp</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Stomp_on_the_Thwomp&amp;diff=15290"/>
		<updated>2021-09-22T18:58:58Z</updated>

		<summary type="html">&lt;p&gt;Bwburke94: /* Random Cog Pedro Spot */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;&amp;lt;small&amp;gt;For a tutorial on speedrunning this star, see the [[RTA Guide/{{PAGENAME}}|RTA Guide]]&amp;lt;/small&amp;gt;&#039;&#039; &lt;br /&gt;
:&#039;&#039;&amp;lt;small&amp;gt;For a tutorial on RTABC for this star, see the [[RTABC Guide/{{PAGENAME}}|RTABC Guide]]&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
{{star_infobox&lt;br /&gt;
|image=SotT.png&lt;br /&gt;
|course=Tick Tock Clock&lt;br /&gt;
|height=249&lt;br /&gt;
|tas=17.90&lt;br /&gt;
|tas_link=[https://docs.google.com/spreadsheets/d/12Sl41gqLUGzBU0p1nx7uNKOAP835NIoFXqda1j6oqag/edit#gid=0 &amp;quot;Super Mario 64 - TAS Times&amp;quot; Document by plush]&lt;br /&gt;
|rta=21.58&lt;br /&gt;
|rta_link=[https://youtu.be/5FwUIOhQvO0 &amp;quot;Super Mario 64 - Stomp On The Thwomp 21&amp;quot;58&amp;quot; by Xiah]&lt;br /&gt;
|abc=2&lt;br /&gt;
|abc_link=[https://youtu.be/3WLlQ2alTK8 &amp;quot;TTC Stomp on the Thwomp 2x A Presses&amp;quot; by pannenkoek2012]&lt;br /&gt;
|abz= 15&lt;br /&gt;
|abz_link=[https://docs.google.com/spreadsheets/d/1lAf4RDjKIbpApFQUrjZe7K2tVtAu0FDY_SgaJkYAvhQ/ &amp;quot;SM64 ABZ Button Challenge PAL&amp;quot; Document]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Stomp on the Thwomp&#039;&#039;&#039;, or &#039;&#039;&#039;SotT&#039;&#039;&#039; for short, is the fourth mission of [[Tick Tock Clock]]. The star requires navigation through the entirety of the mainly vertical clock to reach the thwomp at the top. Due to the length of the star and the distance it covers, it is usually combined with the 100 coin star in speedrunner&#039;s routes.&lt;br /&gt;
&lt;br /&gt;
This star is particularly difficult in certain challenges, such as the [[A Button Challenge]] and [[ABZ Button Challenge]]. The massive vertical climb takes many seemingly unavoidable presses to scale, and often involves maximizing the value out of every press used.&lt;br /&gt;
&lt;br /&gt;
==TAS WR History==&lt;br /&gt;
In terms of TAS records for SotT, most optimization has gone into SotT + 100 coin star (all four 120 TASes combine the two stars). Some TASers still took the time to claim the IL record, however, and it has resulted in a fairly decent point for a non-full game star. Sadly, both the current WR and previous WR have been lost due to copyright claims on nicovideos by Nintendo and the user deleting their account on YouTube.&lt;br /&gt;
{{TAS_History}}&lt;br /&gt;
&lt;br /&gt;
==TAS Strategy==&lt;br /&gt;
&#039;&#039;This is mainly describing Nahoc&#039;s 18.87 TAS since the two improvements since have been lost.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The current route begins by heading the normal direction most players would, but triple jumps into the corner below and to the right of [[Roll into the Cage]]. This is followed by two normal wall kicks, and then a [[Glitchy Wall Kick|glitchy wall kick]] to keep the same direction to dive towards the [[Get a Hand|Get a Hand star]] cubby. After landing in the cubby, a long jump into a wall kick is done immediately to reach the [[cog]] for another wall kick. Worth noting, this cog position is where it is due to the random setting cog of the clock, which therefore requires [[RNG]]. This forces precise work to have it in the needed range.&lt;br /&gt;
&lt;br /&gt;
Wall kicking off the cog, there is a precise wall kick off the cage around the Roll into the Cage star to get on top. Upon landing, another long jump into a wall kick is executed, which leads into another glitchy wall kick. The glitchy wall kick provides a better angle to be able to jump off the [[pendulum]] (which is also where it is due to RNG). This jump off the pendulum is led into by a speed kick-double jump combo that allows the jump off the pendulum to be a triple jump. This triple leads into yet another wall kick that lands on the cage beneath [[Timed Jumps on Moving Bars]].&lt;br /&gt;
&lt;br /&gt;
Upon landing, a sideflip into a wall kick allows Mario to land above the Timed Jumps on Moving Bars star. A creative long jump into the exclamation block here allows two wall kicks that give enough height to land on the walkway that leads to the higher hand. After following the path to the area below the Stomp on the Thwomp star, an unorthodox triple jump into a well placed wall kick allows Mario to land on the treadmill. This is enough height to sideflip onto the thwomp, and single jump into the star.&lt;br /&gt;
&lt;br /&gt;
The improvements to this route supposedly came in the form of small improvements (which happens in the case of most time saves) and better RNG. RNG is logical as this route has mario interacting with two [[treadmill|treadmills]], a pendulum, the [[thwomp]], and a very specific wall kick of a cog.&lt;br /&gt;
&lt;br /&gt;
==ABC WR History==&lt;br /&gt;
Stomp on the Thwomp has been known as a difficult star for the A button challenge for a long time, and for this reason it is often excluded from early lists. bobmario511 was the first known person to route and perform a TAS for the star, producing 4 over a period of one month. Having gotten the count to 15 presses, bobmario511 was fairly certain the route was maxed, and felt comfortable with the TAS.&lt;br /&gt;
&lt;br /&gt;
Since this point, pannenkoek2012 and the rest of the ABC team have worked to improve this star, and have saved 13 A Presses. Stomp on the Thwomp in particular takes a lot of creative routing and problem solving, and combining these in a creative way to save A presses. In general, the routing usually focuses on efficient usage the two available bob-ombs, their two coins, the one-time pre-set HOLP, and the 100 coin star for a [[Star Dance Clip]] (SDC).&lt;br /&gt;
&lt;br /&gt;
{{ABC_History}}&lt;br /&gt;
&lt;br /&gt;
==Current ABC Route==&lt;br /&gt;
&#039;&#039;Because of the nature of TTC and how it&#039;s nearly a completely different course depending on the clock setting, the route has continually changed different settings. The current route is on the &#039;&#039;&#039;random&#039;&#039;&#039; setting.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to even entering TTC, a [[HOLP]] is set  in [[BitS]] that will later be utilized near the [[Pendulum Box|pendulum box]] [[Pedro Spot]].&lt;br /&gt;
&lt;br /&gt;
Getting to the second level of the clock (by the first clock hand) cannot be done going through the main pathway without pressing A. This is avoided by using the [[spinner]]s, instead. So with this in mind, the current route goes up these spinners every time it needs to go up to the second level.&lt;br /&gt;
&lt;br /&gt;
At the second level, getting onto the area with the [[cog]]s is a more difficult task and requires using a [[Star Dance Clip|star dance clip]] (SDC) via a [[100 Coin Star|100 coin star]] to get past. This is an issue here, though, as Mario only has access to 36 coins from the second level down. Luckily, this can be overcome using [[cloning]] and the line of coins along the higher pole. Not so luckily, this means having to navigate the spinners on the random setting while carrying a [[bob-omb]] 64 times. This is an incredibly time consuming and monotonous task, and takes roughly 20 minutes per coin.&amp;lt;ref&amp;gt;[https://youtu.be/ozLIz8j-y68 &amp;quot;TTC TASing a Coin Clone on Random Setting&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; For this reason, work is usually done to avoid redoing the cloning, typically by just setting a different HOLP and reusing the old first section of the TAS. Since this cloning will update the HOLP, a bob-omb is thrown first to the HOLP via [[Pause Buffered Hitstun]] for later usage.&lt;br /&gt;
&lt;br /&gt;
Once all 64 coins have been cloned, another clone must be used to place a [[fire]] clone before the ledge leading to the cogs. A single SDC is not enough height to reach the ledge, but a fire burn into a SDC is. To avoid immediately burning on the fire clone, it is placed carefully using the hand to push Mario out of the way.&amp;lt;ref&amp;gt;[https://youtu.be/upzprhsB9D0 &amp;quot;TTC To Cogs 0x Using 1 Fire Clone&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; With the fire clone set, the ! block containing three coins above the second is broken, and one of the coins is cloned. This allows the 100 coin star to be placed in a spot that allows the SDC without needing a bob-omb to still have its coin. At this point, the set-up is complete and Mario can now burn and clip up to the area near the cogs.&lt;br /&gt;
[[File:Pendulum Box Pedro Spot.png|300px|thumb|right|The pendulum box pedro spot.]]&lt;br /&gt;
Now with access to the cogs, Mario can simply dive recover until he reaches the top. At this point, a special maneuver termed &amp;quot;[[Cog Misalignment|Cog Misa]]&amp;quot; is utilized. Mario conserve vertical speed onto the highest cog using one of the cog&#039;s [[misalignment]]s, allowing him to reach the walkway to [[Roll into the Cage]] (which normally is too high to reach without an A press). This misalignment was thought to be impossible, as setting the cog&#039;s (very slightly) longest edge face as close to mario as possible, while still facing away from the origin to keep its misalignment open, was not enough for Mario to avoid the protruding wall hitboxes in the way of reaching the misalignment. However, if the cog was turned even closer towards mario 1 frame before he reaches the misalignment, where maximum cog spinning speed can let the cog barely reach the point when the misalignment opens up, Mario can dive recover at a sharper angle, and use the misalignmentless wall hitbox to get pushed rightwards by the spinning cog, so on the next frame, when the cog&#039;s misalignment finally opens, Mario can enter the misalignment with his better facing angle and extreme leftwards straining. &amp;lt;ref name=&amp;quot;misa&amp;quot;&amp;gt;[https://youtu.be/7eK2yszTfyA &amp;quot;Cog Misalignment (A press save SOON!)&amp;quot; by DeRockProject &amp;amp; the Attack of the Really Long Channel Name]&amp;lt;/ref&amp;gt; This maneuver allows Mario to get past the cogs without any presses, something that required a bob-omb and the HOLP prior to this maneuver.&lt;br /&gt;
&lt;br /&gt;
Near Roll into the Cage, Mario now uses [[HSG|hyperspeed grinding]] to build up speed in the &amp;quot;Sidney Spot&amp;quot;.&amp;lt;ref&amp;gt;[https://youtu.be/3I7y6zYEOGU &amp;quot;Interesting TTC Hyperspeed Spot&amp;quot; by Sidney600SM64]&amp;lt;/ref&amp;gt; This essentially works by repeatably falling and landing, which can gain speed over time via air movement. Once Mario has enough speed, he can jump out of the spot, converting his horizontal speed to vertical speed, allowing him to land in the area near the [[The Pit and the Pendulums]] star. This is the first A press.&lt;br /&gt;
&lt;br /&gt;
From here, Mario makes his way to the Pit and the Pendulums area where the back pendulum is [[Pendulum Manipulation|manipulated]] via [[RNG]]. This eventually increases the magnitude of the arm movement enough to allow Mario be able to ride up the arm to get close to a [[Pedro Spot|pedro spot]] that is located above the pendulum box in the corners.&amp;lt;ref&amp;gt;[https://youtu.be/E0GbkSrx9Ik &amp;quot;TTC Pedro Spot on Pendulum Box&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; Having ridden the arm into a relatively close position, Mario is pushed into the [[ceiling]] by the pendulum arm. The bob-omb that was thrown earlier drops onto Mario from above, knocking him onto the box. Finally, the pendulum arm pushes him into position in the pedro spot. From this spot, Mario manipulates the RNG to be in good condition for a later part of the TAS. &lt;br /&gt;
&lt;br /&gt;
Mario now is able to build up large amounts of speed in this position (roughly 680), despite having to occasionally sacrifice speed to avoid the pendulum arm. Once he has enough speed, Mario jumps out of the spot by landing on the pendulum arm. Jumping converts the horizontal speed to vertical speed, giving Mario massive amounts of upwards mobility. (This is the second press). This speed is immediately conserved by landing on the floor directly about the spot. From here, Mario punches to the edge of the cage. At this point, all Mario needs to do is wait for the upper hand to get into position to land on. Once it is Mario falls off, using the upwards speed to navigate onto the upper clock hand and landing with C^ to [[C^ VSC|conserve his vertical speed]].&lt;br /&gt;
&lt;br /&gt;
Once on the hand, the hand ticks counter clockwise to the right side of the treadmill. This is a fairly uncommon occurrence- the hand ticks clockwise three times as often as counter clockwise, and has ticks three times as large. This rare situation is why the RNG manipulation on the pendulum box was important. Once the hand is near the [[treadmill]], Mario punches off the hand and lands on the [[Thwomp]]. From here, grabbing the star only requires a dive recover.&lt;br /&gt;
&lt;br /&gt;
== Obsoleted Still Setting Route ==&lt;br /&gt;
[[File:Still Cog Pedro Spot.png|300px|thumb|right|The pedro spot and angle used for the x5 still method.]]&lt;br /&gt;
Prior to even entering TTC, a [[HOLP]] is set  in [[TTM]]. After entering the course, the first thing done is to instant release a bob-omb at the HOLP which will later be utilized in the cog area of the clock. &lt;br /&gt;
&lt;br /&gt;
Gaining height on the still setting is harder than on the moving settings, primarily due to being unable to go up the spinner side and instead having to go up the rotating block main pathway. Getting past the first rotating cube requires a jump dive, this is the first A press. Clearing the next set of rotating blocks requires a well placed double jump into triple jump dive combo. The dive lands on the moving bar so Mario can dive recover onto the second level. These are the second and third A presses.&lt;br /&gt;
&lt;br /&gt;
From here, Mario reactivates the bob-omb placed at the HOLP, which snaps to Mario since it is out of bounds. Now with the bob-omb present, jump dive transports both it and Mario to the pathway before the cogs. This is the fourth A press.&lt;br /&gt;
&lt;br /&gt;
Finally at the cogs, Mario can use the bob-omb to push himself into the cog pedro spot with a precise location and angle. After building up enough speed, Mario jump dives straight to the top of the thwomp, from where he can dive recover into the star. The jump to the thwomp is the fifth A press.&lt;br /&gt;
&lt;br /&gt;
== Potential ABC Improvements ==&lt;br /&gt;
=== [[Random Cog Pedro Spot]] ===&lt;br /&gt;
There is a known pedro spot that is used in the still-setting world record in between the first two cogs while they are still. This pedro spot also exists on the moving clock settings, and has potential usage on the random setting. A route with the pedro spot on random would combine most of the positives of both current world records- it would be able to go up the spinners and SDC onto the cog area while also jumping up to the higher area with the thwomp. Depending on how ideal of an angle is used, it could either allow Stomp on the Thwomp to drop to either one or two A presses.&amp;lt;ref&amp;gt;[https://youtu.be/S0q3_toE3b4 &amp;quot;TTC Pedro Spot on Cogs during Random Setting&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Initially, pannenkoek did calculations for the viability of this strategy, and came up with astronomically small likelihoods of success. This was due to needing roughly 1200 consecutive frames with calls, all with a one in seven chance. The strat was essentially declared dead at this point, and ruled as infeasible.&amp;lt;ref&amp;gt;[https://youtu.be/X4k5NGUjTWs &amp;quot;TTC Pedro Spot on Cogs Update&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; About a year later, Iwer Sonsch brought up the point that through small angle oscillations, Mario can stay in the pedro spot with less RNG calls. These small angles gradually grow over time (since Mario&#039;s speed is growing as well) and allow largely and larger angle oscillations until the spot becomes stable. This managed to drop the total from around 1200 RNG calls to about 80 or so. The analysis also showed that there was more than just one route (completely still) to work with, which opened other opportunities to aim for to increase the likelihood of there being a configuration that works.&amp;lt;ref&amp;gt;[https://www.reddit.com/r/SM64ABC/comments/6pnkwt/ttc_pedro_spot_on_random_setting_via_oscillations/ &amp;quot;TTC Pedro Spot on Random Setting via Oscillations (Blueprint)&amp;quot; by Iwer Sonsch]&amp;lt;/ref&amp;gt; Additionally since the release of pannenkoek&#039;s video, pendulum manipulation was discovered. This technique opens an incredibly large number of possible TTC states, magnitudes greater than what earlier calculations used giving the strategy even greater potential odds.&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>Bwburke94</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Buttonless_Challenge_Infobox&amp;diff=14441</id>
		<title>Template:Buttonless Challenge Infobox</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Buttonless_Challenge_Infobox&amp;diff=14441"/>
		<updated>2021-05-15T00:15:37Z</updated>

		<summary type="html">&lt;p&gt;Bwburke94: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Challenge_infobox&lt;br /&gt;
|title=Buttonless Challenge&lt;br /&gt;
|abbreviation=NBA&lt;br /&gt;
|stars=34&lt;br /&gt;
|stars-overall=0&lt;br /&gt;
|beatable=No&lt;br /&gt;
|button-presses-any=&lt;br /&gt;
|button-presses-full=&lt;br /&gt;
|bob1=0|bob2=0|bob3=0|bob4=1|bob5=0|bob6=1|bob7=1&lt;br /&gt;
|wf1=0|wf2=0|wf3=1|wf4=0|wf5=0|wf6=1|wf7=0&lt;br /&gt;
|jrb1=0|jrb2=0|jrb3=0|jrb4=0|jrb5=0|jrb6=0|jrb7=0&lt;br /&gt;
|ccm1=1|ccm2=0|ccm3=0|ccm4=1|ccm5=0|ccm6=1|ccm7=1&lt;br /&gt;
|bbh1=0|bbh2=0|bbh3=0|bbh4=0|bbh5=0|bbh6=0|bbh7=0&lt;br /&gt;
|hmc1=0|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|ssl6=1|ssl7=0&lt;br /&gt;
|ddd1=0|ddd2=0|ddd3=0|ddd4=0|ddd5=0|ddd6=0|ddd7=0&lt;br /&gt;
|sl1=1|sl2=1|sl3=1|sl4=1|sl5=1|sl6=0|sl7=1&lt;br /&gt;
|wdw1=1|wdw2=0|wdw3=0|wdw4=0|wdw5=0|wdw6=0|wdw7=0&lt;br /&gt;
|ttm1=0|ttm2=0|ttm3=1|ttm4=1|ttm5=1|ttm6=1|ttm7=0&lt;br /&gt;
|thi1=1|thi2=0|thi3=0|thi4=1|thi5=0|thi6=0|thi7=1&lt;br /&gt;
|ttc1=0|ttc2=0|ttc3=1|ttc4=0|ttc5=0|ttc6=1|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=0&lt;br /&gt;
|aquarium=0&lt;br /&gt;
|totwc=1|cotmc=0|vcutm=0&lt;br /&gt;
|wmotr=0&lt;br /&gt;
|mips1=0|mips2=0&lt;br /&gt;
|toad1=0|toad2=0|toad3=0&lt;br /&gt;
|key_1=0|key_2=0|bitdw=0|bitfs=0|bits=0&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Bwburke94</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Unsolved_single-goal_challenges&amp;diff=13247</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=13247"/>
		<updated>2021-02-26T11:34:29Z</updated>

		<summary type="html">&lt;p&gt;Bwburke94: /* Cloning Related */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists &#039;&#039;&#039;unsolved single-goal challenges&#039;&#039;&#039; that are not currently possible with current knowledge and strategies. None of these challenges have been completed or solved.&lt;br /&gt;
&lt;br /&gt;
==Unsolved==&lt;br /&gt;
===Coin Count===&lt;br /&gt;
*Getting more coins than intended in [[Cool, Cool Mountain]]&lt;br /&gt;
*Getting more coins than intended in [[Hazy Maze Cave]]&lt;br /&gt;
*Getting more coins than intended in [[Big Boo&#039;s Haunt]]&lt;br /&gt;
*Getting more coins than intended in [[Jolly Roger Bay]]&lt;br /&gt;
*Getting more coins than intended in [[Lethal Lava Land]]&lt;br /&gt;
*Getting infinite coins in [[Bowser in the Fire Sea]]&lt;br /&gt;
*Getting infinite coins in [[Tick Tock Clock]]&lt;br /&gt;
*Getting infinite coins in [[Rainbow Ride]]&lt;br /&gt;
&lt;br /&gt;
===Cloning Related===&lt;br /&gt;
*Transport cloning with [[Wiggler]] or a Skeeter&lt;br /&gt;
*Cloning in Lethal Lava Land&lt;br /&gt;
*Moving during [[Time Stop|time stop]] in Jolly Roger Bay (to get [[shell]] [[clone]]s)&lt;br /&gt;
*Performing a transport clone with 4 simultaneous pushers&lt;br /&gt;
&lt;br /&gt;
===Collection Challenges===&lt;br /&gt;
*Living after collecting [[1-Up Mushroom#The Impossible 1-up|the Impossible 1-up]]&lt;br /&gt;
*Collecting the [[Key|key]] in Bowser in the Fire Sea from underneath the ground, causing you to collect the key on the death floor&lt;br /&gt;
*Collecting a [[Star|star]] during a demo sequence&lt;br /&gt;
*Collecting [[Mystery of the Monkey Cage]] without changing the [[HOLP]] for an arbitrary HOLP&lt;br /&gt;
*Collecting the red coin in [[Bowser in the Dark World]] at the start without using the ! Switch and living&lt;br /&gt;
*Collecting the new [[Impossible Coin]] in [[Tiny Huge Island]]&lt;br /&gt;
*Killing the [[Mystery Goomba]] and collecting its [[Coin|coin]]&lt;br /&gt;
&lt;br /&gt;
===Misc===&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 [[B Button Challenge]])&lt;br /&gt;
*Vertical [[PU]] death in LLL&lt;br /&gt;
*[[Hyperspeed Wall Kicks|Hyperspeed Wall Kick]] between towers in [[Tower of the Wing Cap]]&lt;br /&gt;
*Surviving in a vertical PU with a shell clone released in it&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|red coin]] (e.g. collecting its two coin value)&lt;br /&gt;
*Escaping from one of the fish tanks in the Jolly Roger Bay room in the castle (starting with zero [[Speed|speed]] and damage counter)&lt;br /&gt;
*Grabbing the hangable ceiling on the bottom of the beginning cloud in [[Wing Mario over the Rainbow]]&lt;br /&gt;
*Causing a game crash by going out of bounds in the [[Cavern of the Metal Cap]] entry room or in [[Tall, Tall Mountain]]&lt;br /&gt;
*Accessing the upper floors of the castle without first collecting the key from Bowser in the Fire Sea&lt;br /&gt;
*Defeating Bowser in the Sky without spinning [[Bowser]]&lt;br /&gt;
*Performing an [[instant release]] on [[MIPS]] at an arbitrary HOLP&lt;br /&gt;
*Ground-pounding the [[Blue Coin]] block in [[SSL]] without pressing A&lt;br /&gt;
&lt;br /&gt;
==Solved In Theory==&lt;br /&gt;
&lt;br /&gt;
*Grab a [[Bob-omb]] fake during boiling (The video provided uses certain hacked values and is Wii VC only).&lt;br /&gt;
&lt;br /&gt;
:*https://youtu.be/rS4KsVGbjaA&lt;br /&gt;
&lt;br /&gt;
==Solved Single-Goal Challenges==&lt;br /&gt;
&lt;br /&gt;
*Picking up the cannon Bob-omb on the same frame as leaving its radius&lt;br /&gt;
&lt;br /&gt;
:*https://youtu.be/uFuC5DcbsjU&lt;br /&gt;
&lt;br /&gt;
*Putting the Ukiki that steals your hat on the monkey cage&lt;br /&gt;
&lt;br /&gt;
:*https://www.youtube.com/watch?v=oErcSAAwy4U&lt;br /&gt;
&lt;br /&gt;
*Collecting Mystery of the Monkey Cage without changing the HOLP&lt;br /&gt;
&lt;br /&gt;
:*https://youtu.be/UhchV2Kr_ig&lt;br /&gt;
&lt;br /&gt;
*Collecting [[Li&#039;l Penguin Lost]] without changing the HOLP&lt;br /&gt;
&lt;br /&gt;
:*https://cdn.discordapp.com/attachments/459907626189324298/631209043175669771/lil_penguin_holpless.mp4&lt;br /&gt;
&lt;br /&gt;
*Collecting [[Blast Away the Wall]] without using the cannon, ledge grabbing, or using time stop&lt;br /&gt;
&lt;br /&gt;
:*https://youtu.be/0fnJgawiI6I&lt;br /&gt;
&lt;br /&gt;
[[Category: Challenges]]&lt;br /&gt;
&lt;br /&gt;
{{Challenges}}&lt;/div&gt;</summary>
		<author><name>Bwburke94</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Challenge&amp;diff=12600</id>
		<title>Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Challenge&amp;diff=12600"/>
		<updated>2020-10-19T00:39:49Z</updated>

		<summary type="html">&lt;p&gt;Bwburke94: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;Challenge&#039;&#039;&#039; is a self-imposed restriction of performing certain tasks, making the completion of the game harder. Restrictions include the use of a certain button (the [[A Button]], for example), the use of cannons, collecting coins, and the use of caps, among others.&lt;br /&gt;
&lt;br /&gt;
Often, these challenges lead to the discovery of glitches, while some must be utilized to make up for a loss of a certain function. For example, restricting the A button forces Mario to use techniques such as frame-walking, enemy manipulation, and [[cloning]] to complete certain tasks. Collecting the 5 secrets in Bob-omb Battlefield coinless requires making a [[Premature Clone]] of the top coin and landing at the 30-unit high area to collect the secret without interacting with the center coin.&lt;br /&gt;
&lt;br /&gt;
==UBER Challenge==&lt;br /&gt;
:&#039;&#039;Main Article: [[UBER Challenge]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The UBER Challenge forbids any coins and [[:Category:Collectibles|collectibles]] (except chests), switches, cannons, teleporting, caps, opening boxes (except for star boxes), damage (except falling), and activating movable platforms. Additionally, enemies must not be interacted with (including Lakitu, but excluding Bowser and MIPS). The challenge was created by Mario64Masters. The name of the UBER Challenge was borrowed from Manocheese&#039;s Über Challenge for Ocarina of Time.&lt;br /&gt;
&lt;br /&gt;
There are 39 stars that can be collected RTA, and 46 stars are possible in a TAS run.&lt;br /&gt;
&lt;br /&gt;
==Pacifist Challenge==&lt;br /&gt;
:&#039;&#039;Main Article: [[Pacifist Challenge]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Pacifist Challenge forbids any combat with enemies except for Bowser. Any actions that do not result in killing an enemy are allowed. The number of stars that can be collected is 98 glitchless, and 101 for TAS runs&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/boards/198848-super-mario-64/75920333 How many stars can you get in a Pacifist Run of the game?] Recounted to include infinite coin glitch with box&amp;lt;/ref&amp;gt;. In a full game run, however, killing the Boo to enter [[Big Boo&#039;s Haunt]] is considered nonpacifist, cutting off the available 2 stars, and therefore the actual number of stars that can be collected is 96 glitchless and 99 with TAS.&lt;br /&gt;
&lt;br /&gt;
The following stars cannot be collected in the RTA pacifist run.&lt;br /&gt;
&lt;br /&gt;
*[[BoB]] (2): &#039;&#039;Big Bob-omb on the Summit&#039;&#039; (enemy), &#039;&#039;Footrace with Koopa The Quick&#039;&#039; (requires the previous star)&lt;br /&gt;
*[[WF]] (2): &#039;&#039;Chip Off Whomp&#039;s Block&#039;&#039; (enemy), &#039;&#039;To the Top of the Fortress&#039;&#039; (requires the previous star)&lt;br /&gt;
*[[BBH]] (7): All stars are cut off due to entering the course requiring killing a Boo.&lt;br /&gt;
**If entering the stage is allowed, then only two stars (&#039;&#039;Secret of the Haunted Books&#039;&#039; and &#039;&#039;Seek the 8 Red Coins&#039;&#039;) can be collected.&lt;br /&gt;
*[[HMC]] (1): &#039;&#039;HMC 100 coins&#039;&#039; (only 92 non-enemy coins)&lt;br /&gt;
*[[LLL]] (2): &#039;&#039;Boil the Big Bully&#039;&#039; (enemy), &#039;&#039;Bully the Bullies&#039;&#039; (enemy)&lt;br /&gt;
*[[SSL]] (2): &#039;&#039;In the Talons of the Big Bird&#039;&#039; (Klepto), &#039;&#039;Stand Tall on the Four Pillars&#039;&#039; (enemy)&lt;br /&gt;
*[[Snowman&#039;s Land|SL]] (1): &#039;&#039;Chill with the Bully&#039;&#039; (enemy),&lt;br /&gt;
*[[Tiny-Huge Island|THI]] (4): &#039;&#039;Pluck the Piranha Flower&#039;&#039; (enemy), &#039;&#039;Rematch with Koopa the Quick&#039;&#039; (requiring Star 1), &#039;&#039;Make Wiggler Squirm (enemy)&#039;&#039;, &#039;&#039;THI 100 coins&#039;&#039; (infinite coin glitch requires killing Piranhas)&lt;br /&gt;
&lt;br /&gt;
The following stars can be circumvented if glitches or TAS strategies are allowed:&lt;br /&gt;
&lt;br /&gt;
*[[WF]] - &#039;&#039;Blast Away the Wall&#039;&#039;: A wall clip can be performed to reach the star cannonless.&lt;br /&gt;
*[[SSL]] - &#039;&#039;SSL 100 coins&#039;&#039;: 100 coins can be collected using infinite coin glitch, done by disappearing cork box glitch in the course. 86 non-enemy coins otherwise.&lt;br /&gt;
*[[Snowman&#039;s Land|SL]] - &#039;&#039;SL 100 coins&#039;&#039;: 100 coins can be collected with an infinite coin glitch, by activating [[Time Stop]] from the snowman and repeatedly collecting a nearby coin. 58 non-enemy coins otherwise.&lt;br /&gt;
&lt;br /&gt;
==A Button Challenge==&lt;br /&gt;
:&#039;&#039;Main Article: [[A Button Challenge]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The A Button Challenge aims to reduce the use of [[A Button]] in courses, first documented in [http://www.curtisbright.com/sm64/abc/ Curtis Bright&#039;s website]. Since then, many techniques are applied in an attempt to bring down the A Press count, with [https://youtube.com/user/pannenkoek2012 pannenkoek2012] being the biggest contributor to the challenge.&lt;br /&gt;
&lt;br /&gt;
There are 96 stars that can be collected on a full game basis without the A Button using TAS.&lt;br /&gt;
&lt;br /&gt;
==Coinless Challenge==&lt;br /&gt;
The Coinless Challenge&#039;s only rule is that the player cannot collect any coins. Specifically, no yellow, red, or blue coins can be collected. Techniques where Mario&#039;s coin score is saved as 0 coins by collecting multiples of 256, or pause buffering to prevent the coin counter from going up, are not allowed.&lt;br /&gt;
&lt;br /&gt;
Mario is able to collect 81 stars in a full game run, and 82 stars on a single star basis. The remaining 38 stars require collecting coins and are therefore impossible.&lt;br /&gt;
&lt;br /&gt;
==Cannonless Challenge==&lt;br /&gt;
In the Cannonless Challenge, entering any cannons is forbidden. As it turns out, all 120 stars can be collected cannonless. The challenge was completed on 23 July 2018 by sm64expert, when he collected [[Wing Mario over the Rainbow]].&amp;lt;ref&amp;gt;https://youtu.be/JCzBOGHf_a0&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Capless/Cannonless Challenge==&lt;br /&gt;
To qualify as capless, Mario cannot use any special caps except the cap effects obtained from the start of a course. To qualify as cannonless, Mario cannot use any cannons.&lt;br /&gt;
&lt;br /&gt;
Using the capless and cannonless ruleset from the UBER Challenge, every star except for one (&#039;&#039;Wing Mario over the Rainbow&#039;&#039;) can be collected, resulting 119 stars that can be collected.&lt;br /&gt;
&lt;br /&gt;
The most difficult stars to collect include:&lt;br /&gt;
&lt;br /&gt;
*[[BoB]] - &#039;&#039;Shoot to the Island in the Sky&#039;&#039;, &#039;&#039;100 Coins&#039;&#039;, &#039;&#039;Find the 8 Red Coins&#039;&#039;: Going to the island can be done by long jumping from the top of the mountain.&lt;br /&gt;
*[[SSL]] - &#039;&#039;Free Flying for 8 Red Coins&#039;&#039;: Tornadoes, Fly Guys, and Klepto can help Mario collect the 4 aerial coins without the wing cap.&lt;br /&gt;
*[[Vanish Cap under the Moat]]: The cage can be reached by performing a side flip to a wall kick, removing the need of using a vanish cap.&lt;br /&gt;
&lt;br /&gt;
==CCC Challenge==&lt;br /&gt;
:&#039;&#039;Main Article: [[CCC Challenge]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The CCC Challenge combines Coinless with Capless/Cannonless. The restriction is extremely heavy, leaving very few stars that can be collected, as some of them inadvertently collect coins during the process.&lt;br /&gt;
&lt;br /&gt;
Mario is able to collect 81 stars in a full game run, and 82 stars on a single star basis. While this is the same number of stars collectible as Coinless Challenge, the workarounds are much harder to achieve.&lt;br /&gt;
&lt;br /&gt;
==No Buttons Allowed/Buttonless Challenge==&lt;br /&gt;
:&#039;&#039;Main Article: [[No Buttons Allowed Challenge]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The No Buttons Allowed Challenge forbids the use of A, B, Z, Start, L, R, and (to some extent) C buttons. This challenge was created by pannenkoek2012 to push the game to its limits.&lt;br /&gt;
&lt;br /&gt;
The C buttons are only allowed when they only affect the camera and don&#039;t affect actual gameplay. For example, the [[C^ Hyperspeed]] glitch is not allowed.&lt;br /&gt;
&lt;br /&gt;
The challenge is more difficult than simply restricting the A button, since this disables many maneuvering options that Mario can use, such as jumping, diving, sliding, and more. The challenge cannot be done as a full game run as there is in-game text that cannot be advanced without the use of buttons.&lt;br /&gt;
&lt;br /&gt;
There are only 33 stars that can be collected, many of which require complicated strategies.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=voV_QgdLHiY&amp;amp;list=PLmvvhlevqC2fXLL55ZQT1cesNmM2qHPn1 No Buttons Allowed Playlist]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==ABZ Challenge==&lt;br /&gt;
:&#039;&#039;Main Article: [[ABZ Button Challenge|ABZ Challenge]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The ABZ Challenge is similar to Buttonless, but instead of restricting all buttons only restricts the three primary buttons, A B and Z. Instead of requiring that they don&#039;t be used at all, it allows simply using the minimum number of buttons possible.&lt;br /&gt;
&lt;br /&gt;
It was created by Ethan White as an alternative to the Buttonless Challenge, since the Buttonless Challenge did not allow the start button, and consequently did not allow changing languages on PAL version to minimize text box button presses.&lt;br /&gt;
&lt;br /&gt;
==Low Doors Challenge==&lt;br /&gt;
In the Low Doors Challenge, the game must be beaten while opening as few doors as possible. A door is considered used when the door opening cutscene occurs. Doors are skipped using BLJs and HSWKs, pause exiting, and routing to avoid moving between castle floors unnecessarily.&lt;br /&gt;
&lt;br /&gt;
Any% needs to open only 2 doors to complete: one door to enter the basement (using either the key door or moat door), and one door to enter the upper floors.&lt;br /&gt;
&lt;br /&gt;
120 Stars needs to open 4 doors to complete: one to enter the basement (using either the key door or moat door), one to enter the upper floors, one to enter the courtyard for BBH, and one to exit the CCM slide level through the cabin. Unconfirmed door skips exist in BBH, HMC, and skipping the door to the endless stairs using HSWKs. The 50 star door stairs BLJ cannot be used for the latter, as Mario needs to stop at the 3rd floor to get all stars, and cannot pause exit out from the 3rd floor.&lt;br /&gt;
&lt;br /&gt;
==No Joystick Allowed Challenge==&lt;br /&gt;
:&#039;&#039;Main Article: [[No Joystick Allowed Challenge]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The No Joystick Allowed Challenge forbids the use of Joystick inputs, considered to be the inverse of No Buttons Allowed Challenge.&lt;br /&gt;
&lt;br /&gt;
As the joystick provides the vital function for Mario to change directions and run, the challenge takes route planning to the extreme. The challenge can only be done on a single star basis and not a full game run due to absurd limitations.&lt;br /&gt;
&lt;br /&gt;
There are only 55 stars that can be collected, many of which require complicated strategies.&lt;br /&gt;
&lt;br /&gt;
==Floor is Lava Challenge==&lt;br /&gt;
The Floor is Lava Challenge disallows standing on floors that aren&#039;t part of objects. It was created by Timestoppa.&lt;br /&gt;
&lt;br /&gt;
==Joke Challenges==&lt;br /&gt;
Some challenges have been created as jokes, and then actually been executed, such as Plush% (collecting specific stars to make the [[STROOP]] file menu spell out &amp;quot;PLUSH&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==Other challenges==&lt;br /&gt;
See [[Unsolved Single-Goal Challenges]] for single-goal challenges that have not been solved.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Category --&amp;gt;&lt;br /&gt;
[[Category:Challenges]]&lt;br /&gt;
&lt;br /&gt;
{{Challenges}}&lt;/div&gt;</summary>
		<author><name>Bwburke94</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Capless/Cannonless_Challenge&amp;diff=12576</id>
		<title>Capless/Cannonless Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Capless/Cannonless_Challenge&amp;diff=12576"/>
		<updated>2020-10-07T08:40:02Z</updated>

		<summary type="html">&lt;p&gt;Bwburke94: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Capless/Cannonless Challenge infobox}}&lt;br /&gt;
&lt;br /&gt;
The Capless/Cannonless Challenge is a challenge that attempts to collect as many [[Power Star|Power Stars]] as possible in [[Super Mario 64|Super Mario 64]] without the use of caps or cannons (the only exception being Mario&#039;s Normal Cap). Also the use of cap effects gained when entering a course are allowed.&lt;br /&gt;
&lt;br /&gt;
==Stars==&lt;br /&gt;
&lt;br /&gt;
Every Star in Super Mario 64 except [[Wing Mario Over the Rainbow Red Coin Star|Wing Mario over the Rainbow Red Coins]] is possible to obtain with these limitations. Some, however, require some non-trivial workarounds:&lt;br /&gt;
&lt;br /&gt;
*[[BoB]] - &#039;&#039;[[Shoot to the Island in the Sky]]&#039;&#039;: Going to the island can be done by long jumping from the top of the mountain.&lt;br /&gt;
*[[WF]] - &#039;&#039;[[Blast Away the Wall]]&#039;&#039;: A precise ledge grab at the brick wall makes Mario clip into the wall slightly, allowing Mario to collect the star. This trick is known as &amp;quot;[[Blast Away the Wall#Cannonless|Cannonless]]&amp;quot; and is commonly used in RTA [[Speedrun|speedruns]].&lt;br /&gt;
*[[JRB]] - &#039;&#039;[[Blast to the Stone Pillar]]&#039;&#039;: The platform where the star is can be reached by precisely long jumping off the ship. You can also use a trick called [[Frame Walking|Frame Walking]] to jump from one of the pillars.&lt;br /&gt;
*[[JRB]] and [[DDD]] - &#039;&#039;[[Through the Jet Stream]]&#039;&#039;: Mario can overcome the jet stream(s) by swimming efficiently, negating the need for the metal cap.&lt;br /&gt;
*[[HMC]] - &#039;&#039;[[Metal-Head Mario Can Move!]]&#039;&#039;: Mario can press the purple ! switch by falling onto it with enough vertical speed downwards instead of using the metal cap to walk underwater.&lt;br /&gt;
*[[WDW]] - &#039;&#039;[[Quick Race Through Downtown!]]&#039;&#039;: The RTA viable method is to clone the star while holding a Chuckya. In a TAS run, Mario can perform a BLJ to build enough speed to clip into the cage.&lt;br /&gt;
*[[DDD]] - &#039;&#039;[[Collect the Caps...]]&#039;&#039;: Mario is able to simply clone the star through the loading zone by bringing a [[water shell]] out of the water. This cloning process is similar to the one used in Quick Race through Downtown. (Note: Unconfirmed RTA possible)&lt;br /&gt;
&lt;br /&gt;
There are also 4 TAS only workarounds:&lt;br /&gt;
&lt;br /&gt;
*[[BoB]] - &#039;&#039;[[Mario Wings to the Sky]]&#039;&#039;: You can use [[Triple Jump|Triple Jumps]] with [[Backwards Long Jump|Backwards Long Jumps]] to gain enough speed and height to make it to all the secrets Capless/Cannonless.&lt;br /&gt;
*[[BBH]] - &#039;&#039;[[Eye to Eye in the Secret Room]]&#039;&#039;: Mario can clip into the secret room with [[Hyperspeed Wall Kicks|Hyper Speed Wall Kicks]] until Mario reaches 400 speed, the minimum speed required to clip through a wall straight on.&lt;br /&gt;
*[[SL]] - &#039;&#039;[[Into the Igloo]]&#039;&#039;: Mario can perform a Low Ceiling BLJ to build speed at the entrance and navigate into the wall of the room leading to the star compartment.&lt;br /&gt;
*[[RR]] - &#039;&#039;[[Somewhere Over the Rainbow]]&#039;&#039;: Mario can perform a BLJ using the carpet once it takes him to the top of the house, launching him towards the floating island. A BLJ can also be done on the elevator to achieve PU speed so that PU movement can be used to reach the star. (This is what is used in the TAS WR.)&lt;br /&gt;
&lt;br /&gt;
{{Challenges}}&lt;/div&gt;</summary>
		<author><name>Bwburke94</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Pacifist_Challenge&amp;diff=12575</id>
		<title>Pacifist Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Pacifist_Challenge&amp;diff=12575"/>
		<updated>2020-10-07T08:38:53Z</updated>

		<summary type="html">&lt;p&gt;Bwburke94: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Pacifist Challenge Infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Pacifist Challenge&#039;&#039;&#039; is a [[challenge]] to get as many [[star]]s as possible without killing any enemies. Note that we do &#039;&#039;&#039;not&#039;&#039;&#039; include [[Bowser]] because he is required to beat to get the [[Grand Star]], giving it no potential to beat without killing an enemy.&lt;br /&gt;
&lt;br /&gt;
== Impossible Stars ==&lt;br /&gt;
=== Impossible ===&lt;br /&gt;
These are stars that are impossible regardless of a full-game run or in isolation.&lt;br /&gt;
&lt;br /&gt;
*Big Bob-omb on the Summit - Requires killing [[King Bob-omb]]&lt;br /&gt;
*Chip Off Whomp&#039;s Block - Requires killing [[King Whomp]]&lt;br /&gt;
:&#039;&#039;All of [[Big Boo&#039;s Haunt]] requires killing a Boo in the courtyard. Even if you were to exclude this, the following 5 stars are impossible anyway:&#039;&#039;&lt;br /&gt;
:*Go on a Ghost Hunt - Requires killing five [[Boo]]s and one [[Big Boo]]&lt;br /&gt;
:*Ride Big Boo&#039;s Merry Go Round - Requires killing five Boos and one Big Boo. Additionally, Go on a Ghost Hunt must be completed to select this star.&lt;br /&gt;
:*Big Boo&#039;s Balcony - Requires killing one Big Boo&lt;br /&gt;
:*Eye to Eye in the Secret Room - Requires killing one [[Mr. I]]&lt;br /&gt;
:*Big Boo&#039;s Haunt 100 Coins - Only 57 non-enemy coins (72 if [[Bookend]]s don&#039;t count as enemies) with no infinite coin glitches.&lt;br /&gt;
*Hazy Maze Cave 100 Coins - Only 92 non-enemy coins with no infinite coin glitches.&lt;br /&gt;
*Boil the Big Bully - Requires killing one [[Big Bully]].&lt;br /&gt;
*Bully the Bullies - Requires killing 3 [[Bully|Bullies]] and one Big Bully.&lt;br /&gt;
*In the Talons of the Big Bird - Requires killing [[Klepto]]&lt;br /&gt;
*Stand Tall on the Four Pillars - Requires killing [[Eyerok]].&lt;br /&gt;
*Chill with the Bully - Requires killing a [[Chill Bully]].&lt;br /&gt;
*Pluck the Piranha Flower - Requires killing 5 [[Piranha Plants]].&lt;br /&gt;
*Make Wiggler Squirm - Requires killing [[Wiggler]]&lt;br /&gt;
*Tiny-Huge Island 100 Coins - Not enough non-enemy coins and only infinite coin glitch requires killing Piranha Plants.&lt;br /&gt;
&lt;br /&gt;
=== Impossible Overall ===&lt;br /&gt;
These are stars that are possible in isolation, but are impossible in a full-game run.&lt;br /&gt;
&lt;br /&gt;
*Footrace with Koopa the Quick - Requires selecting star 2&lt;br /&gt;
*To the Top of the Fortress - Requires selecting star 2&lt;br /&gt;
*Secret of the Haunted Books - Requires killing a Boo to enter&lt;br /&gt;
*Seek the 8 Red Coins - Requires killing a Boo to enter&lt;br /&gt;
*Rematch with Koopa the Quick - Requires selecting star 3&lt;br /&gt;
&lt;br /&gt;
{{challenges}}&lt;/div&gt;</summary>
		<author><name>Bwburke94</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Lava_Boost&amp;diff=12290</id>
		<title>Lava Boost</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Lava_Boost&amp;diff=12290"/>
		<updated>2020-09-02T15:17:35Z</updated>

		<summary type="html">&lt;p&gt;Bwburke94: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;&amp;lt;small&amp;gt;For a tutorial on the RTA trick &amp;quot;Lava Boost&amp;quot;, see the [[RTA Guide/Hot-Foot-It into the Volcano|Lava Boost RTA guide]].&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&amp;lt;small&amp;gt;For a tutorial on the fast red coin cycle in Bowser in the Fire Sea, see the [[RTA Guide/Bowser in the Fire Sea|Fire Sea Reds RTA guide]].&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&amp;lt;small&amp;gt;If you are looking for the trick in the volcano, see [[List of RTA Tricks#Volcano Lava Boost|Volcano Lava Boost]].&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When Mario comes into contact with lava and he&#039;s in a ground state, he gets burned and does a jump (lava boost). This jump is pretty big and can be used to skip some puzzles or get to places faster. This is also useful for [[Vertical Speed Conservation]], as if Mario lands as soon as possible, he gets a big amount of Vertical Speed Stored (80.8 units/frame is the maximum).&lt;br /&gt;
&lt;br /&gt;
[[Category:Actions]]&lt;/div&gt;</summary>
		<author><name>Bwburke94</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=History_of_the_A_Button_Challenge&amp;diff=10138</id>
		<title>History of the A Button Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=History_of_the_A_Button_Challenge&amp;diff=10138"/>
		<updated>2019-12-07T18:31:03Z</updated>

		<summary type="html">&lt;p&gt;Bwburke94: No longer a stub&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite}}&lt;br /&gt;
&lt;br /&gt;
In the early 2000s, players began trying to beat [[Super Mario 64]] with as few A presses as possible. Thus, the [[A Button Challenge]] (ABC) was born. At first, the challenge required clever movement around the levels, but it eventually required advanced techniques and glitches to whittle down A presses. As of 2019, the challenge is still active, with only 19 A presses remaining.&lt;br /&gt;
&lt;br /&gt;
== Part I: Early History ==&lt;br /&gt;
(todo: this is almost certainly missing things from forum pages and non-English web pages. More research and elaboration on this section is required.)&lt;br /&gt;
&lt;br /&gt;
In 2001, Walton Dell&#039;s website detailing Super Mario 64 tricks included details on the ABC for [[BoB]], as well as the red coins star in [[SL]].&amp;lt;ref&amp;gt;http://www.wdell.com/videogames/sm64/course01/&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;http://www.wdell.com/videogames/sm64/course10/&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; In early 2007, 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]].) On 13 July 2007, a GameFAQs forum thread about the ABC was made.&amp;lt;ref&amp;gt;https://gamefaqs.gamespot.com/boards/198848-super-mario-64/36745360&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Part II: Pannenkoek2012&#039;s Initial Run-Through == &lt;br /&gt;
When pannenkoek2012 arrived to the ABC scene in August 2013, the A press count was at 211.&amp;lt;ref&amp;gt;https://youtu.be/RJaL5QOq590?t=400&amp;lt;/ref&amp;gt; His first ABC video was for 5 Itty Bitty Secrets, in which he completed it in 0 A presses.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=Xy7XDStV5WE&amp;lt;/ref&amp;gt; Pannenkoek brought much more optimization to the ABC, using cloning, Goomba architecture, frame walking, hat in hand displacement, [[WDW]] water level manipulation, shell hyperspeed, infinite coin glitches, and Big Boo manipulation. Within the first 4 months, nearly 100 A presses had been saved, bringing the count down to 117.&lt;br /&gt;
&lt;br /&gt;
== Part III: Further Progress ==&lt;br /&gt;
Initially, A presses were saved by using precise manoeuvres and glitches such as [[Cloning]]. In March of 2014, it was discovered that Mario could use [[Swooper]]s in [[Hazy Maze Cave]] to gain height, leading to 3 A press saves. Not long later, Pannenkoek found out a way to get past the back and forth bridges in [[Bowser in the Sky]] using a goomba bounce, saving 1 A press.&lt;br /&gt;
&lt;br /&gt;
In April of that year, more cloning tricks were discovered in the Bowser in the Sky including a new glitch called [[Transport Cloning]]. This saved a total of 3 A presses in a 120 star run. Throughout May, Pannenkoek and Gaehne D discovered many tricks including utilising the bounce from a lakitu, a way of lowering the basement water level in 0 a presses, and a way to raise the water level in [[Wet Dry World]]. In total, 9.5 A presses were saved.&lt;br /&gt;
&lt;br /&gt;
In mid 2014, Pannenkoek figured out a way of entering [[Bowser in the Sky]] in only 1 A press by bouncing from [[Wing Mario Over the Rainbow]]. Pannenkoek found a way to exploit the bowser levels’ elevators’ broken hitboxes, saving an A press in Bowser in the Sky. Now the A press count for Bowser in the Sky with red coins had halved, from 10 to 5. A month later, 4 A presses were saved on [[Tick Tock Clock]] by using a [[Bob-omb|bloated bob omb]] to get past the cage. Plush discovered a way of building speed called [[Hyperspeed Water Sliding]], which was used to save 1 A press in [[Hazy Maze Cave]]. Furthermore, many new strategies were discovered which got rid of reliance on something that requires an A press such as getting [[Through the Jet Stream]] in [[Dire, Dire Docks]] without the [[Metal Cap]].&lt;br /&gt;
&lt;br /&gt;
In late 2014, Tyler Kehne discovered a very useful trick called a [[Star Dance Clip]] (SDC), which allow Mario to go up higher on a dive recover. This was first used to enter Hazy Maze Cave 0x using the star from [[MIPS]]. Another also very useful glitch was discovered called [[Vertical Speed Conservation]] of VSC for short. This allowed for Mario to store vertical speed. This initially saved 6.5 A presses. The following month, 2 glitches were discovered: The [[Glitchy Ledge Grab]] and the [[207 DR|207 dive recover]]. This allowed for mario to enter [[Bowser in the Sky]] in 0 A presses. This also allowed for mario to climb the cork boxes in [[Dire, Dire Docks|DDD]], saving 4 0.5 A presses. The 207 DR, combined with a precise dive recover on a crystal, allows for Bowser in the Dark World to be completed in 0 A presses. Other improvements, mainly from Plush, saved an extra 5+3x0.5 A presses.&lt;br /&gt;
&lt;br /&gt;
A major milestone occurred in early 2015, when a method to traverse the starting platforms was discovered. This method used the [[207 DR]] combined with [[Chuckya]]’s grab meant that Bowser in the Sky could be completed in 0 A presses. This was a massive improvement compared to one year ago when it required 10. Also, Plush and Tyler Kehne found a way to use lava boosts to get to the top of the volcano in [[Lethal Lava Land]], saving 2 A presses. In late January, Pannenkoek discovered a way to activate the [[Vanish Cap]] switch 0x, meaning that the vanish cap could be used for free in an abc run. In March of 2015, Pannenkoek found a way to get onto the pole platform in [[Tick Tock Clock]] 0x by combining [[Vertical Speed Conservation|VSC]], a ground pound and a [[Star Dance Clip|SDC]], saving a total of 3 A presses. Pannenkoek and Tyler Kehne found a way of getting onto the pirhana plant platform in [[Tiny-Huge Island]] from the small painting 0x by using goomba bounces. This saves 7 A presses as it requires an A press to enter from the big painting.&lt;br /&gt;
&lt;br /&gt;
In mid 2015, a method of re-entering [[Tick Tock Clock|TTC]] using spawning displacement was discovered. The [[Instant Release]] glitch was also discovered. In total, 2 A presses were saved on TTC. Pannenkoek found a method of getting [[Mario Wings to the Sky]] in 0 A presses by using [[Transport Cloning]] to craft a goomba staircase. Around June, Kyman noticed some unusual behaviour while releasing a whirlpool clone at a loading point. This lead to the discovery of a glitch called no transition loading. After lots of hard work, an A press was saved on Pole Jumping for Red Coins. On Pannenkoek’s video showing this star, a user by the name of TJ Henry Yoshi wrote a notorious comment saying “an a press is an a press, you can&#039;t say it’s only a half”. This would later become a huge meme. In Jolly Roger Bay, Tyler Kehne found a way of ground pounding the blue coin block 0x by exploiting goombas, saving an A press. In July, Tyler Kehne, Plush and Sonicpacker found ways to utilise hyperspeed in HMC, saving 1+2x0.5 A presses.&lt;br /&gt;
&lt;br /&gt;
By the end of July, the A press count for a 120 star run had been reduced to only 37. Around this time, a speedrunner had experienced a glitch that made mario randomly warp up. The cause was unknown, but if discovered, could be used to save A presses. This was labelled the [[TTC Upwarp|TTC Upwarp Glitch]]. Pannenkoek put a $1000 bounty out to anyone who could replicate it. Throughout the years, many have tried, but to no avail. It is suspected that the glitch happened due to a hardware problem.&lt;br /&gt;
&lt;br /&gt;
In late 2015, a method to enter the secret aquarium on Virtual Console was found. This strategy involved hyperspeed walking in HMC, then using [[Parallel Universe|PU]] movement to reach the entrance. a PU route was devised in HMC which saved a half A press. Tyler Kehne found a pedro spot in TTC which could be accessed with a bobomb. This saved 1 A press. &lt;br /&gt;
&lt;br /&gt;
== Part IV: 2016-Present ==&lt;br /&gt;
In mid 2016, a new glitch was discovered in TTC called pendulum manipulation. This allows for the pendulums to swing incredibly high, initially saving 1 A press. A month later, the ABC team found a way to climb the ship in [[Jolly Roger Bay]] in 0 A presses, meaning the red coin star could be done 0x. sm64expert and pannenkoek found a way to get to the cannon on Wing Mario over the Rainbow 0x, saving half an a press. Later that year, a user called Z1mb0bw4y suggested a way to re-enter TTC after collecting [[The Pit and the Pendulums]]. Although first overlooked, it became confirmed, saving an A press.&lt;br /&gt;
&lt;br /&gt;
Throughout 2017, most improvements came in the form of alternative strategies which were either faster and/or saves an a press outside the level by removing the need for a set [[HOLP]]. A new method of fly guy manipulation was discovered, which saved time on 2 [[Rainbow Ride]] levels. A method was found to use a preset HOLP in Bowser in the Sky without costing an additional A press. A massive time save was found for 3 stars in TTC, which involved using a forgotten strategy to get past the pole, saving over an hour on each star. Near the end of the year, Iwer Sonsch found a way to jump directly from the pedro spot in TTC to the thwomp platform, saving an A press in [[Stomp on the Thwomp]]. By the end of 2017, the A press count was lowered to 28.&lt;br /&gt;
&lt;br /&gt;
The first major breakthrough in 2018 was a new glitch caused by raising a scuttlebug into a [[Parallel Universe|Vertical Parallel Universe]], causing it to clip through floors. This saves 3 A presses in [[Big Boo&#039;s Haunt]]. Timestoppa and Tyler Kehne found a way of using speed to get to the stone pillar platform in [[Jolly Roger Bay]] 0x, saving an A press. Tyler Kehne began working on a way to get into the Secret Aquarium without PU movement (the n64 crashes when it enters a PU). After lots of hard work, a way was found, saving an A press in the N64 versions. In mid 2018, Bad_Boot and Sidney found a way to build speed on a treadmill in TTC, allowing Mario to jump straight up to the top of the pole. This saves 2 A presses. &lt;br /&gt;
&lt;br /&gt;
Shortly after, a great discovery was made. Andru! Had left his wii on overnight, and found that the rising and falling platforms in Bowser in the Fire Sea had risen. This led to the discovery of a new glitch, and meant that the game could now be completed in Wii VC with 0 A presses. Throughout the year, 3 A presses were saved in Stomp on the Thwomp, lowering the count to 2. By the end of the year, the total A press count was at 21.&lt;br /&gt;
&lt;br /&gt;
In mid 2019, an A press was saved by finding a way to re-enter [[Tick Tock Clock|TTC]] from the [[Get a Hand]] Star using 0.5 A presses. Other improvements in TTC included removing the need for a preset HOLP in TTC for 3 stars, which is significant as it requires an A press to enter TTC. Currently, the A press count stands at 19.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bwburke94</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Glitches&amp;diff=10134</id>
		<title>Template:Glitches</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Glitches&amp;diff=10134"/>
		<updated>2019-12-04T02:36:12Z</updated>

		<summary type="html">&lt;p&gt;Bwburke94: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| name  = Glitches&lt;br /&gt;
| state = {{{state|uncollapsed}}}&lt;br /&gt;
| liststyle  = padding: 0.25em;&lt;br /&gt;
| titlestyle = background: #0a53e7; color: white;&lt;br /&gt;
| abovestyle = background: #5485E7; color: white;&lt;br /&gt;
| groupstyle = background: #85A8FF; color: white;&lt;br /&gt;
| evenstyle  = background: #E2F1FC;&lt;br /&gt;
| oddstyle   = background: #EFF8FE;&lt;br /&gt;
&lt;br /&gt;
| title = [[Glitch|&amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt;Glitches&amp;lt;/font&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
| above1 = &#039;&#039;&#039;[[Hyperspeed|&amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt;Hyperspeed and Movement Glitches&amp;lt;/font&amp;gt;]]&#039;&#039;&#039;&lt;br /&gt;
| group1  = Action-based&lt;br /&gt;
| list1   = [[Backwards Long Jump]] • [[Hyperspeed Walking]] • [[Hyperspeed Wall Kicks]] • [[Hyperspeed Water Sliding]] • [[C^ Hyperspeed]] • [[Hyperspeed Punching]] • [[Hyperspeed Grinding]] • [[Subframe Grinding]] • [[Hyperspeed Turnaround]] • [[Hyperspeed Jump Kicking]] • [[Hyperspeed Slide Kicking]] • [[Hyperspeed Braking]] • [[10k Glitch]]&lt;br /&gt;
&lt;br /&gt;
| group2 = Enemy-based&lt;br /&gt;
| list2  = [[Backward Shell Hyperspeed]] • [[Hyperspeed Slide Kicking#Forward Shell Hyperspeed|Forward Shell Hyperspeed]] • [[Wiggler Hyperspeed]] • [[Wind Hyperspeed]] • [[Boo Hyperspeed]] • [[Bully Hyperspeed]]&lt;br /&gt;
&lt;br /&gt;
| group3 = Speed Manipulation&lt;br /&gt;
| list3 = [[Vertical Speed Conservation]] • [[Speed Conservation]]&lt;br /&gt;
&lt;br /&gt;
| group4 = Other Movement Glitches&lt;br /&gt;
| list4 = [[Bloated Bob-omb]] • [[Shell Mario Glitch]]&lt;br /&gt;
&lt;br /&gt;
| above5  = &#039;&#039;&#039;Other Glitches&#039;&#039;&#039;&lt;br /&gt;
| group5 = Glitchy Action&lt;br /&gt;
| list5 = [[Glitchy Ledge Grab]] • [[Glitchy Wall Kick]]&lt;br /&gt;
&lt;br /&gt;
| group6 = Programming Oversights&lt;br /&gt;
| list6 = [[Cloning]] ([[Cloning#Delayed_grab|using a Delayed Grab]], [[Cloning#Loading_zones|using Loading Zones]]) • [[Enemy Manipulation]] • [[Hat-in-Hand]] • [[Instant Release]] • [[Parallel Universe]]s • [[Pause Buffering]] • [[Spawning Displacement]] • [[Wii VC Round-to-Zero]]&lt;br /&gt;
&lt;br /&gt;
| group7 = Other&lt;br /&gt;
| list7 = [[Softlock]] • [[Crash]]&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Navigational templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Bwburke94</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Backwards_Long_Jump&amp;diff=10133</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=10133"/>
		<updated>2019-12-04T02:35:10Z</updated>

		<summary type="html">&lt;p&gt;Bwburke94: /* Execution */&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;
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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;
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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;
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== Execution ==&lt;br /&gt;
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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;
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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;
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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;
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== Types of BLJs ==&lt;br /&gt;
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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;
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=== 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;
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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;
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=== 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;
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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;
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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;
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=== Elevator BLJ ===&lt;br /&gt;
Elevator BLJs are performed on elevators, but not every elevator permits an elevator BLJ!&lt;br /&gt;
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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;
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The elevators in Hazy Maze Cave 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;
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=== 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.&lt;br /&gt;
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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;
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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;
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=== Side BLJ ===&lt;br /&gt;
&#039;&#039;Main article: [[SBLJ]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
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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;
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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;
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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;
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=== Pause BLJ ===&lt;br /&gt;
&#039;&#039;See also [[Pause-buffering]]&#039;&#039;&lt;br /&gt;
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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;
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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;
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[[Category:Glitches]]&lt;br /&gt;
[[Category:Hyperspeed]]&lt;br /&gt;
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{{Glitches}}&lt;/div&gt;</summary>
		<author><name>Bwburke94</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Pause_Buffering&amp;diff=9846</id>
		<title>Pause Buffering</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Pause_Buffering&amp;diff=9846"/>
		<updated>2019-08-03T02:55:42Z</updated>

		<summary type="html">&lt;p&gt;Bwburke94: &lt;/p&gt;
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&lt;div&gt;&#039;&#039;&#039;Pause buffering&#039;&#039;&#039; is a technique characterized by strategically pausing to cause unusual effects during in-game (unpaused) [[frame]]s. Note that the process of pausing and unpausing in and of itself takes at least three frames, so typical pause buffering means that the game is being played at quarter-speed.&lt;br /&gt;
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==Applications==&lt;br /&gt;
Pause buffering can be used to press inputs on two or more in-game-contiguous frames. As [[Super Mario 64]] runs at 30 frames per second, a player can theoretically input a button press up to a maximum of 15 times per second. The button input needs to be released for a single frame before it can be pressed again. Pause buffering allows you to input button presses at a higher rate since the game world is frozen while inputs are still polled. These extra button presses come at the cost of time lost transitioning between the pause menu and gameplay.&lt;br /&gt;
===Pause Buffering Inputs===&lt;br /&gt;
In situations where it would be advantageous to press the same button for two frames in a row, those two in-game frames can be separated by opening the pause menu. This provides time for the game to recognize the release of the button, and be able to detect another press once the game is unpaused. In short, pausing allows an input to be released and pressed again without changing any in-game states. For example, a [[dive]] can be followed immediately by a [[dive recover]], which is useful while holding an object [[handsfree]] in the [[A Button Challenge]] (ABC). Notably, pause buffering is not necessary to perform this in a non-ABC setting, since B can be pressed to dive followed by A to recover.&lt;br /&gt;
===Pause Buffering the Global Timer===&lt;br /&gt;
The [[Global Timer|global timer]] is a variable that increments every frame, even paused frames. Thus, [[Objects|objects]] that depend on the global timer can be manipulated by strategically pausing. Although many objects use the global timer, the ones that are most commonly manipulated are [[Swooper]]s and the [[Lethal Lava Land]] [[drawbridge]]. Many objects use their own timer instead of the global timer, and since objects do not update while paused, cannot be affected by pause buffering.&lt;br /&gt;
====Pause Buffered Hitstun====&lt;br /&gt;
The most common use of pause buffering the global timer is Pause Buffered Hitstun, which lends itself to [[HOLP]] preservation and thus releasing objects remotely. The player can avoid updating the HOLP by taking advantage of [[Mario]]&#039;s blinking effect after [[hitstun]], an effect that continues if Mario is inside an enemy [[Hitbox#hurtbox|hurtbox]]. After being hurt in any way but small fall damage, Mario, along with a held [[Limbo|ticket]], will become transparent on every second frame. His opacity depends on the parity of the global timer, so he is not rendered on odd frames. Since the global timer is incremented on every frame, including paused frames, by pausing for the minimum three frames and unpausing for the minimum one frame when the timer is odd, Mario and the ticket will effectively not render until the blinking effect stops. Because the ticket does not need to render, the HOLP is not updated during that time.&lt;br /&gt;
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&amp;lt;!-- Category --&amp;gt;&lt;br /&gt;
[[Category:Glitches]][[Category:Action Mechanics]]&lt;br /&gt;
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{{Glitches}}&lt;/div&gt;</summary>
		<author><name>Bwburke94</name></author>
	</entry>
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