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	<updated>2026-10-03T03:01:12Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Bully_battery&amp;diff=19514</id>
		<title>Bully battery</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Bully_battery&amp;diff=19514"/>
		<updated>2024-12-29T06:38:36Z</updated>

		<summary type="html">&lt;p&gt;Dm ss: Add slow bully battery section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:BullyBattery.gif|frame|right|Demonstration of slow bully battery in LLL]]&lt;br /&gt;
&#039;&#039;&#039;Bully Battery&#039;&#039;&#039; is a glitch that uses speed from bumping into an out of bounds [[Bully|bully]] repeatedly to allow Mario to gain [[hyperspeed]].&lt;br /&gt;
&lt;br /&gt;
== Slow Bully Battery ==&lt;br /&gt;
A [[bully]] can be pushed out of bounds by knocking it into lava, then bumping into it to interrupt its death animation. This causes the bully to get stuck in out of bounds.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=IrXqE6DDt0I&amp;lt;/ref&amp;gt; Mario can run into the [[bully]] repeatedly in order to cause the [[bully]] to gain a small amount of speed with each hit. After, the accumulated speed can be transferred back to Mario to move at hyperspeed. However, Mario needs to either use water or a [[Squish Cancel|squish cancel]] to escape the knockback state entered by bumping into the bully. Otherwise, the built up speed is immediately lost. This glitch is used to access to beat the star [[Elevator Tour in the Volcano]] in 0xA-presses and is currently being used as part of a theory for a method to beat [[Bowser in the Fire Sea]] in 0xA-presses on N64.&lt;br /&gt;
&lt;br /&gt;
== Fast Bully Battery ==&lt;br /&gt;
When Mario gets hit by the bully, the bully speed is transferred to Mario after being multiplied by a conversion ratio of 3*73/53. (73 corresponds to the bully radius and 53 corresponds to Mario&#039;s hitbox radius). This would put Mario in the knockback state and cap his speed, but with [[Squish cancel|Squish Cancel]], Mario can switch to the [[Squished]] state then switch into another state, bypassing the cap and keeping his speed.&lt;br /&gt;
&lt;br /&gt;
If Mario now gives this speed back to the bully, it is multiplied by a conversion ratio of 53/73. Overall, this corresponds to the bully&#039;s speed being multiplied by 3. Thus, the Bully&#039;s speed increases exponentially, with a speed increase on the order of &amp;lt;math&amp;gt;3^n&amp;lt;/math&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Slow Bully Battery ==&lt;br /&gt;
When the bully already has speed, Mario can give it even more speed by hitting the bully perpendicular to its velocity vector, giving the bully a new speed according to&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;v_{Bully}=\sqrt{[v_{Bully}]^2 + [v_{Mario}]^2}&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Assuming Mario&#039;s speed is constant every hit, the bully&#039;s speed will equal &amp;lt;math&amp;gt;[v_{Mario}]\sqrt{n}&amp;lt;/math&amp;gt; by the &#039;&#039;n&#039;&#039;th hit. The speed is gained very slowly, making it potentially take upwards of months for useful speed to be obtained but it is much less restrictive than the other method.&lt;br /&gt;
==Videos==&lt;br /&gt;
Demonstration: https://www.youtube.com/watch?v=IdY0aeYEnmY&lt;br /&gt;
&lt;br /&gt;
Pole skip using hacked bullies: https://www.youtube.com/watch?v=14_srcwQ4Lw&lt;br /&gt;
&lt;br /&gt;
LLL Elevator Tour in The Volcano using Bully Battery: https://www.youtube.com/watch?v=IrXqE6DDt0I&lt;br /&gt;
{{Template:Glitches}}&lt;br /&gt;
[[Category:Glitches]]&lt;/div&gt;</summary>
		<author><name>Dm ss</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Pedro_Spot&amp;diff=19513</id>
		<title>Pedro Spot</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Pedro_Spot&amp;diff=19513"/>
		<updated>2024-12-29T06:11:10Z</updated>

		<summary type="html">&lt;p&gt;Dm ss: Add picture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pedro spots are geometric configurations in which a floor is vertically aligned and within 160 units of a ceiling. They must also be at least 1-2 units apart, depending on their position relative to the origin. Pedro spots have the unique property that by landing in one while in an air action, Mario&#039;s [[Quarter Frames|Quarter step]] is cancelled, yet he still technically &amp;quot;lands&amp;quot;. This property leads to the fact that from a Pedro spot, Mario can both [[jump]] and [[Ground Pound]], a property that is not shared by other spots in the game. Pedro spots have found two important applications in the [[A Button Challenge]].&lt;br /&gt;
&lt;br /&gt;
When Mario lands in a Pedro spot, he never physically enters it. Instead, he stays positioned in the air next to it. This allows a form of [[subframe grinding]], allowing Mario to continue taking air steps while staying fixed in place. This can be used to build forward speed until Mario breaks out of the spot.&lt;br /&gt;
[[File:Original Pedro Spot.png|thumb|Mario stuck in the first known Pedro spot.]]&lt;br /&gt;
The other main application of Pedro spots is Remote Lava Boost (RLB). When Mario lands while in the lava boost action, the game checks whether he is above a lava floor, and if so, boosts him again. If Mario lands in a Pedro spot while in the lava boost action, the game will consider him to have landed, and so will check the floor beneath Mario. However, because Mario is next to the Pedro spot and not in it, this floor may be far below Mario. This causes the game to trigger another lava boost without Mario touching lava.&lt;br /&gt;
&lt;br /&gt;
Another application of Pedro spots is that Mario can [[Downwarp#Pedro spot Downwarp|downwarp]].&lt;br /&gt;
&lt;br /&gt;
Pedro spots are very closely related to [[Squish Cancel]] spots.&lt;br /&gt;
&lt;br /&gt;
== Naming ==&lt;br /&gt;
The Pedro spot is named after Pedro Viktor. In early 2015, he posted a video in the ABC Crew Facebook group, showing him getting stuck near the ending of the [[Cool, Cool Mountain]] slide.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=c5yLDhzWrEo&amp;lt;/ref&amp;gt; The ABC Crew, in their research, began referring to these spots as &amp;quot;Pedro spots&amp;quot;.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=M2SfhdkWwdc&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==List of Pedro Spots==&lt;br /&gt;
{{Template:List of Pedro Spots}}&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
[[Category:Hyperspeed]]&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>Dm ss</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:Original_Pedro_Spot.png&amp;diff=19512</id>
		<title>File:Original Pedro Spot.png</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:Original_Pedro_Spot.png&amp;diff=19512"/>
		<updated>2024-12-29T06:09:18Z</updated>

		<summary type="html">&lt;p&gt;Dm ss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The first discovered Pedro Spot. Occurs at the bottom of the cabin slide in Cool, Cool Mountain.&lt;/div&gt;</summary>
		<author><name>Dm ss</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Pedro_Spot&amp;diff=19511</id>
		<title>Pedro Spot</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Pedro_Spot&amp;diff=19511"/>
		<updated>2024-12-29T06:05:20Z</updated>

		<summary type="html">&lt;p&gt;Dm ss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pedro spots are geometric configurations in which a floor is vertically aligned and within 160 units of a ceiling. They must also be at least 1-2 units apart, depending on their position relative to the origin. Pedro spots have the unique property that by landing in one while in an air action, Mario&#039;s [[Quarter Frames|Quarter step]] is cancelled, yet he still technically &amp;quot;lands&amp;quot;. This property leads to the fact that from a Pedro spot, Mario can both [[jump]] and [[Ground Pound]], a property that is not shared by other spots in the game. Pedro spots have found two important applications in the [[A Button Challenge]].&lt;br /&gt;
&lt;br /&gt;
When Mario lands in a Pedro spot, he never physically enters it. Instead, he stays positioned in the air next to it. This allows a form of [[subframe grinding]], allowing Mario to continue taking air steps while staying fixed in place. This can be used to build forward speed until Mario breaks out of the spot.&lt;br /&gt;
&lt;br /&gt;
The other main application of Pedro spots is Remote Lava Boost (RLB). When Mario lands while in the lava boost action, the game checks whether he is above a lava floor, and if so, boosts him again. If Mario lands in a Pedro spot while in the lava boost action, the game will consider him to have landed, and so will check the floor beneath Mario. However, because Mario is next to the Pedro spot and not in it, this floor may be far below Mario. This causes the game to trigger another lava boost without Mario touching lava.&lt;br /&gt;
&lt;br /&gt;
Another application of Pedro spots is that Mario can [[Downwarp#Pedro spot Downwarp|downwarp]].&lt;br /&gt;
&lt;br /&gt;
Pedro spots are very closely related to [[Squish Cancel]] spots.&lt;br /&gt;
&lt;br /&gt;
== Naming ==&lt;br /&gt;
The Pedro spot is named after Pedro Viktor. In early 2015, he posted a video in the ABC Crew Facebook group, showing him getting stuck near the ending of the [[Cool, Cool Mountain]] slide.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=c5yLDhzWrEo&amp;lt;/ref&amp;gt; The ABC Crew, in their research, began referring to these spots as &amp;quot;Pedro spots&amp;quot;.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=M2SfhdkWwdc&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==List of Pedro Spots==&lt;br /&gt;
{{Template:List of Pedro Spots}}&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
[[Category:Hyperspeed]]&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>Dm ss</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Pedro_Spot&amp;diff=19510</id>
		<title>Pedro Spot</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Pedro_Spot&amp;diff=19510"/>
		<updated>2024-12-29T06:01:07Z</updated>

		<summary type="html">&lt;p&gt;Dm ss: Add Naming section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pedro spots are geometric configurations in which a floor is vertically aligned and within 160 units of a ceiling. They must also be at least 1-2 units apart, depending on their position relative to the origin. Pedro spots have the unique property that by landing in one while in an air action, Mario&#039;s [[Quarter Frames|Quarter step]] is cancelled, yet he still technically &amp;quot;lands&amp;quot;. This property leads to the fact that from a Pedro spot, Mario can both [[jump]] and [[Ground Pound]], a property that is not shared by other spots in the game. Pedro spots have found two important applications in the [[A Button Challenge]].&lt;br /&gt;
&lt;br /&gt;
When Mario lands in a Pedro spot, he never physically enters it. Instead, he stays positioned in the air next to it. This allows a form of [[subframe grinding]], allowing Mario to continue taking air steps while staying fixed in place. This can be used to build forward speed until Mario breaks out of the spot.&lt;br /&gt;
&lt;br /&gt;
The other main application of Pedro spots is Remote Lava Boost (RLB). When Mario lands while in the lava boost action, the game checks whether he is above a lava floor, and if so, boosts him again. If Mario lands in a Pedro spot while in the lava boost action, the game will consider him to have landed, and so will check the floor beneath Mario. However, because Mario is next to the Pedro spot and not in it, this floor may be far below Mario. This causes the game to trigger another lava boost without Mario touching lava.&lt;br /&gt;
&lt;br /&gt;
Another application of Pedro spots is that Mario can [[Downwarp#Pedro spot Downwarp|downwarp]].&lt;br /&gt;
&lt;br /&gt;
Pedro spots are very closely related to [[Squish Cancel]] spots.&lt;br /&gt;
&lt;br /&gt;
== Naming ==&lt;br /&gt;
The Pedro spot is named after Pedro Viktor. In early 2015, he posted a video in the ABC Crew Facebook group, showing him getting stuck near the ending of the [[Cool, Cool Mountain]] slide.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=c5yLDhzWrEo&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
==List of Pedro Spots==&lt;br /&gt;
{{Template:List of Pedro Spots}}&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
[[Category:Hyperspeed]]&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>Dm ss</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Straining&amp;diff=19509</id>
		<title>Straining</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Straining&amp;diff=19509"/>
		<updated>2024-12-29T05:47:10Z</updated>

		<summary type="html">&lt;p&gt;Dm ss: Add more info to XX.99 Trick&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Straining&#039;&#039;&#039; is Mario&#039;s movement in the air. It involves how the joystick is angled relative to Mario&#039;s facing direction (which cannot be changed midair in most situations). Because of how the mechanic works, it can often result in a trade-off of speed vs distance.&lt;br /&gt;
==Technical Explanation==&lt;br /&gt;
When in the air, the game deals with Mario&#039;s intended movement in two directions- forward and sideways (when forward speed is negative, it indicates backwards speed). These two different directions behave differently from one another, although the two are not independent. The farther the joystick is held in a given direction, the less of the effect it has on the other. This is true all the way to the point where one direction is maxed, and the other direction is zeroed.&lt;br /&gt;
&lt;br /&gt;
The following calculations allow you to find what the effects of straining will be, but are not separate equations. Both equations are calculated at the same time and use the same values. This is why the two are not independent.&lt;br /&gt;
=== Forwards Movement ===&lt;br /&gt;
Forward movement is cumulative where some speed can be added to the forward speed. The maximum speed that can be added to forwards speed in a given frame is 1.15, although this depends on speed and type of air movement.&lt;br /&gt;
&lt;br /&gt;
The formula for forwards speed is-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;big&amp;gt;Forward Speed = Old Forward Speed + 1.5 * Stick Magnitude * cos(Angle from Forwards) ± 0.35 - Drag&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Where &#039;&#039;angle from forwards&#039;&#039; is the angle from a vector straight forwards to the joystick direction, and &#039;&#039;stick magnitude&#039;&#039; is the magnitude of the stick being held divided by the maximum value. In other words, if the control stick is pushed all the way, the magnitude is 1. The ±.35 always brings the speed towards 0, so minus when speed is positive and plus when the speed is negative.&lt;br /&gt;
&lt;br /&gt;
Drag depends on two things- whether or not Mario is long jumping and what his speed is after the stick magnitude and the speed&#039;s magnitude is reduced by 0.35. The values for drag are-&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Condition !! Drag&lt;br /&gt;
|-&lt;br /&gt;
| Forwards Speed ≤ 32, Non-Long Jump || 0&lt;br /&gt;
|-&lt;br /&gt;
| Forwards Speed &amp;gt; 32, Non-Long Jump || 1&lt;br /&gt;
|-&lt;br /&gt;
| Forwards Speed ≤ 48, Long Jump || 0&lt;br /&gt;
|-&lt;br /&gt;
| Forwards Speed &amp;gt; 48, Long Jump || 1&lt;br /&gt;
|-&lt;br /&gt;
| Backwards Speed ≥ -16 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Backwards Speed &amp;lt; -16 || -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There&#039;s a couple important things to note from the drag table. Drag is never zero when considering the .35, you will always slow down if not straining. Drag is not linear, it only changes over certain barriers. The impact of this can create odd movement effects, like the 31.99 Trick. Lastly, the backwards speed drag when faster than -16 is so strong, you cannot actually accelerate faster than it. This creates a soft cap for backwards speed which prevents Mario from moving backwards fast (typically).&lt;br /&gt;
&lt;br /&gt;
=== Sideways Movement ===&lt;br /&gt;
Sideways movement is a tad simpler than forward movement. Any sideways movement applied gives Mario sideways displacement, but not speed. This displacement is a max of 10 with pure sideways direction being held.&lt;br /&gt;
&lt;br /&gt;
The formula for sideways displacement is-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;big&amp;gt;Sideways Displacement = 10 * Stick Magnitude * sin(Angle from Forwards)&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Where &#039;&#039;angle from forwards&#039;&#039; is the angle from a vector straight forwards to the joystick direction, and &#039;&#039;stick magnitude&#039;&#039; is the magnitude of the stick being held divided by the maximum value. In other words, if the control stick is pushed all the way, the magnitude is 1.&lt;br /&gt;
&lt;br /&gt;
==XX.99 Trick==&lt;br /&gt;
The &#039;&#039;&#039;XX.99 Trick&#039;&#039;&#039; is a way to maximize speed when moving forward or backwards in the air. Due to how drag works during forward movement, maximum forward magnitude can actually be slower than significantly smaller forward magnitudes.&amp;lt;ref&amp;gt;[https://youtu.be/mg9EUKNosrc &amp;quot;47.99 Speed Trick Vs Worst-Case No 47.99 Speed Trick (Rough) Comparison&amp;quot; by Superdavo0001]&amp;lt;/ref&amp;gt; For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Speed at the start of the frame (normal air movement)- 30.86&lt;br /&gt;
&lt;br /&gt;
New speed with full magnitude-    31.01        (=Speed (30.86) + Stick Magnitude (1.5) - Drag (1.35))&lt;br /&gt;
New speed with a lower magnitude- 31.99        (=Speed (30.86) + Stick Magnitude (1.48) - Drag (.35))&lt;br /&gt;
&lt;br /&gt;
Speed lost due to poor straining- 0.98&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The barrier in the above case is 32 speed which dictates behavior. It is important to remember that drag is determined after the + stick magnitude - .35, which is why the component is different between the two situations. Essentially, using too much magnitude can push you over the drag threshold (32 here). By using a smaller stick magnitude, Mario can remain under the drag floor for an additional frame. Beyond this frame the additional speed not lost to drag is kept until landing. This results in notable distance gained over longer falls.&lt;br /&gt;
&lt;br /&gt;
Note that a smaller forward stick magnitude can be achieved via pushing the stick less fully in the forwards direction, but can also be done at any stick magnitude by adjusting the relative angle of the stick compared to Mario&#039;s velocity. This is because the cosine in the speed equation means that non-zero differences between stick and velocity angle result in not all of the gained momentum being forward. This leads to the XX.99 trick allowing for &amp;quot;free&amp;quot; sideways movement, since the stick magnitude can be maxed in a non-forward direction. For this reason, if sideways air movement is beneficial, it should be done when using the X.99 trick.&lt;br /&gt;
&lt;br /&gt;
Long jumping and backwards movement also have their own versions of the XX.99 trick, those being 47.99 and -15.99 respectively. While the 32, 48, and -16 barriers would work for this purpose, it is not typically possible to hit them exactly and not go over. Because of this, the goal speed is usually to approach 31.99, 47.99, and -15.99 on the last frame before the barrier is hit.&amp;lt;ref&amp;gt;[https://youtu.be/_70mar0e19I &amp;quot;Poorly Commentated xx.99 Speed Trick Practical Demonstration&amp;quot; by Superdavo0001]&amp;lt;/ref&amp;gt; The table below breaks down which speed should be aimed for depending on your speed-&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Air State !! Speed Range for Trick !! Goal Speed for Trick&lt;br /&gt;
|-&lt;br /&gt;
| Normal Forwards || 30.85 – 31.85 || 31.99 (32 exact)&lt;br /&gt;
|-&lt;br /&gt;
| Long Jump Forwards || 46.85 – 47.85 || 47.99 (48 exact)&lt;br /&gt;
|-&lt;br /&gt;
| Backwards || -14.85  –  -15.99 (-16 exact)* || -15.99 (-16 exact) &lt;br /&gt;
|}&#039;&#039;&amp;lt;small&amp;gt;*Backwards air movement is capped at -16 speed&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Hyperspeed==&lt;br /&gt;
Since you can continue to strain forwards unbounded, many different hyperspeed methods involve using the 0.15 acceleration per frame to build up large amounts of speed. Usually, Mario is somehow kept in an air action with something holding him in place, like a wall. These methods can only build forward hyperspeed, since they are achieved through forward straining. These methods cannot be used to get PU speed, since Mario will bonk on out-of-bounds, removing his speed.&lt;br /&gt;
&lt;br /&gt;
[[Hyperspeed]] methods using this method include-&lt;br /&gt;
&lt;br /&gt;
* [[Pedro Spot]]&lt;br /&gt;
* [[Hyperspeed Wall Kicking]]&lt;br /&gt;
* [[Hyperspeed Grinding]]&lt;br /&gt;
* [[Subframe Grinding]]&lt;br /&gt;
* [[Hyperspeed Jump Kicking]]&lt;br /&gt;
* [[Hyperspeed Slide Kicking]]&lt;br /&gt;
* [[Wiggler Hyperspeed]]&lt;br /&gt;
* [[Boo Hyperspeed]]&lt;br /&gt;
&lt;br /&gt;
Straining is also important for [[Backwards Long Jump|Backwards Long Jumping]]. When starting to backwards long jump, it is important to maximize your negative speed at the start of the jump. This can be done by using the -15.99 trick. Holding maximum in the direction of movement will actually lower the speed every time -16 speed is passed, which can be incredibly costly given backwards long jumping&#039;s exponential behavior.&lt;br /&gt;
&lt;br /&gt;
==Iwerlipse==&lt;br /&gt;
{{main|Iwerlipse}}&lt;br /&gt;
&lt;br /&gt;
The Iwerlipse refers to the full range of positions Mario can enter within a given number of frames. It is used to find the furthest distance Mario can reach in the air.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:Action Mechanics]][[Category:TASing Tricks]]&lt;/div&gt;</summary>
		<author><name>Dm ss</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Parallel_Universe&amp;diff=19508</id>
		<title>Parallel Universe</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Parallel_Universe&amp;diff=19508"/>
		<updated>2024-12-29T05:16:11Z</updated>

		<summary type="html">&lt;p&gt;Dm ss: Add acronyms back&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ParallelUniverseViews.jpg|thumb|A diagram of Parallel Universe movement in [[Hazy Maze Cave]], after [[Mario]] has returned to the main map.]]&lt;br /&gt;
A &#039;&#039;&#039;Parallel Universe&#039;&#039;&#039;, or &#039;&#039;&#039;PU&#039;&#039;&#039;, is a region of space located far outside the intended map boundaries that reflects certain aspects, notably the floors and ceilings, of the main map. &lt;br /&gt;
&lt;br /&gt;
== Explanation ==&lt;br /&gt;
When the game looks for floors below (or ceilings above) a given object (including Mario), it first &amp;quot;truncates&amp;quot; the object&#039;s position from a floating point value to a 16-bit integer value. The range of a floating point value is much larger, by a factor of roughly 10&amp;lt;sup&amp;gt;34&amp;lt;/sup&amp;gt;, than the range of a 16-bit integer value, which ranges from -32,768 to 32,767 (-2&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt; to 2&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt; - 1). If a coordinate of the object&#039;s position falls outside the range of a 16-bit integer, it &amp;quot;wraps around&amp;quot; due to the binary bits outside the 16-bit range getting truncated. For example, if one of these floating point values is 40,000, then 40,000 - 65,536 = -25,536 will be used when determining if the object is aligned with a floor or ceiling. This gives the illusion that the floors and ceilings of the main level map are &amp;quot;copied&amp;quot; repeatedly in a uniform 3D grid, at a spacing of 65,536 units.&lt;br /&gt;
[[File:Visible PU.png|thumb|184x184px|Frame of Peter Fedak&#039;s video where he turns Parallel Universes visible using hacks; notice the lack of [[objects]]|right]]&lt;br /&gt;
The truncation responsible for the existence of parallel universes is only performed when determining alignment with floors and ceilings. This means that walls and objects, both of which use floating point arithmetic to determine collision, do not &amp;quot;exist&amp;quot; in PUs, unless they are brought there.&lt;br /&gt;
&lt;br /&gt;
Due to the extremely high speed required to travel to PUs, they are not accessible from all courses. The courses where PUs can or cannot be accessed are summarized in the tables below. Work is ongoing to try to access PUs in courses such as [[Bowser in the Fire Sea]] (via [[Bully battery]]) and demo courses (via massive [[Spawning displacement]]).&lt;br /&gt;
&lt;br /&gt;
Methods to access a PU are:&lt;br /&gt;
*Speed:&lt;br /&gt;
**[[Backwards Long Jump#Elevator BLJ|Elevator Backwards Long Jump]] (EBLJ)&lt;br /&gt;
**[[Hyperspeed Walking]] (HSW)&lt;br /&gt;
**[[Hyperspeed Punching]] (HSP)&lt;br /&gt;
**[[Bully battery|Bully Battery]] (BB)&lt;br /&gt;
**[[Speed conservation|Speed Conservation]]&lt;br /&gt;
* Displacement:&lt;br /&gt;
**Pole Teleport&lt;br /&gt;
**Platform Displacement&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that EBLJ (and other types of BLJs), and BB (Bully battery) cannot be achieved on Shindou versions. Also, if a method requires to set [[HOLP]] in a PU, then it is only possible to do it on VC (because other versions crash if a camera is in the PU, and by locking camera on the main map, the HOLP wont update, because camera being too far is one of the cases where HOLP doesn&#039;t update).&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Main Course PU Access&lt;br /&gt;
!Course&lt;br /&gt;
!PU Access&lt;br /&gt;
!Access by versions&lt;br /&gt;
!0x A Access&lt;br /&gt;
!Method&lt;br /&gt;
|-&lt;br /&gt;
|[[Bob-omb Battlefield]]&lt;br /&gt;
|Yes&lt;br /&gt;
|Non-Shindou&lt;br /&gt;
| No&lt;br /&gt;
|EBLJ&lt;br /&gt;
|-&lt;br /&gt;
|[[Whomp&#039;s Fortress]]&lt;br /&gt;
|Yes&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=y_gELy37HHc &amp;quot;Going to a vertical PU in WF&amp;quot; by Maria Nicolae]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|VC&lt;br /&gt;
|No&lt;br /&gt;
|Platform Displacement&lt;br /&gt;
|-&lt;br /&gt;
|[[Jolly Roger Bay]]&lt;br /&gt;
|Yes&lt;br /&gt;
|All Versions&lt;br /&gt;
|No&lt;br /&gt;
|HSW&lt;br /&gt;
|-&lt;br /&gt;
|[[Cool, Cool Mountain]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Boo&#039;s Haunt]]&lt;br /&gt;
| Yes&lt;br /&gt;
|Non-Shindou&lt;br /&gt;
|No&lt;br /&gt;
|EBLJ&lt;br /&gt;
|-&lt;br /&gt;
|[[Hazy Maze Cave]]&lt;br /&gt;
|Yes&lt;br /&gt;
|All Versions&lt;br /&gt;
|Yes&lt;br /&gt;
|EBLJ, HSW&lt;br /&gt;
|-&lt;br /&gt;
|[[Lethal Lava Land]]&lt;br /&gt;
|Yes&lt;br /&gt;
|Non-Shindou&lt;br /&gt;
|Yes&lt;br /&gt;
|BB&lt;br /&gt;
|-&lt;br /&gt;
|[[Shifting Sand Land]]&lt;br /&gt;
|Yes&lt;br /&gt;
|All Versions&lt;br /&gt;
|Yes&lt;br /&gt;
|EBLJ, HSP&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire, Dire Docks]]&lt;br /&gt;
|Yes&lt;br /&gt;
|Unsure if All Versions or only VC&lt;br /&gt;
|No&lt;br /&gt;
|Pole Teleport&lt;br /&gt;
|-&lt;br /&gt;
|[[Snowman&#039;s Land]]&lt;br /&gt;
|Yes&lt;br /&gt;
|All Versions&lt;br /&gt;
|No&lt;br /&gt;
|HSW&lt;br /&gt;
|-&lt;br /&gt;
|[[Wet-Dry World]]&lt;br /&gt;
| Yes&lt;br /&gt;
|All Versions&lt;br /&gt;
|Yes&lt;br /&gt;
|EBLJ, HSW&lt;br /&gt;
|-&lt;br /&gt;
|[[Tall, Tall Mountain]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Tiny-Huge Island]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Tick Tock Clock]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Rainbow Ride]]&lt;br /&gt;
|Yes&lt;br /&gt;
|Non-Shindou&lt;br /&gt;
|No&lt;br /&gt;
|EBLJ&lt;br /&gt;
|}&lt;br /&gt;
!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Special Course PU Access&lt;br /&gt;
!Course&lt;br /&gt;
!PU Access&lt;br /&gt;
!Access by versions&lt;br /&gt;
!0x A Access&lt;br /&gt;
!Method&lt;br /&gt;
|-&lt;br /&gt;
|[[Bowser in the Dark World]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Bowser in the Fire Sea]]&lt;br /&gt;
|Yes&lt;br /&gt;
|Non-Shindou&lt;br /&gt;
|No&lt;br /&gt;
| EBLJ&lt;br /&gt;
|-&lt;br /&gt;
|[[Bowser in the Sky]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Princess&#039;s Secret Slide]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Secret Aquarium]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Tower of the Wing Cap]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Cavern of the Metal Cap]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Vanish Cap under the Moat]]&lt;br /&gt;
|Yes&lt;br /&gt;
|Non-Shindou&lt;br /&gt;
|No&lt;br /&gt;
|EBLJ&lt;br /&gt;
|-&lt;br /&gt;
|[[Wing Mario over the Rainbow]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Castle#Castle Grounds|Castle Grounds]]&lt;br /&gt;
|Yes&lt;br /&gt;
|All Versions&lt;br /&gt;
|Yes&lt;br /&gt;
|HSW, Speed Conservation&lt;br /&gt;
|-&lt;br /&gt;
|[[The Castle#First Floor|Castle Foyer]]&lt;br /&gt;
|Yes&lt;br /&gt;
|All Versions (for simply accessing), VC (to avoid crash)&lt;br /&gt;
|Yes&lt;br /&gt;
|Speed Conservation&lt;br /&gt;
|-&lt;br /&gt;
|[[The Castle#Basement|Castle Basement]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Castle#Second Floor|Castle Upstairs]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Castle#Courtyard|Castle Courtyard]]&lt;br /&gt;
| No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
==Vertical Parallel Universes ==&lt;br /&gt;
Although usually the term &amp;quot;PU&amp;quot; refers to a horizontal PU (i.e. one caused by truncation of the &#039;&#039;x&#039;&#039; and/or &#039;&#039;z&#039;&#039; coordinates of an object&#039;s position), vertical PUs (where the &#039;&#039;y&#039;&#039; coordinate is truncated) also exist. However, these behave completely differently to horizontal PUs. While truncated coordinates are used to &#039;&#039;find&#039;&#039; the floor below the object and the ceiling above the object, the original floating point values are used to determine what &#039;&#039;effect&#039;&#039; these surfaces have on the object.&lt;br /&gt;
&lt;br /&gt;
For example, when Mario is less than 160 units below the nearest ceiling, he is considered to be &amp;quot;above&amp;quot; the ceiling, his vertical speed is killed, and he bonks. If Mario moves to a positive (upward) vertical PU, the &amp;quot;nearest&amp;quot; ceiling will be determined based on truncated coordinates, and will therefore be in the main map. But when checking whether he is above this ceiling, floating point coordinates are used instead, and so Mario behaves as though he is stuck in a ceiling. This behavior results in positive vertical PUs appearing to be filled entirely with ceilings.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=av42uJ-04A4 &amp;quot;Walls, Floors, and Ceilings in PUs&amp;quot; by Maria Nicolae]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the other hand, when Mario is below his &amp;quot;nearest&amp;quot; floor, he will snap up to it. This means that if Mario moves to a negative vertical PU, he will usually upwarp back to the main PU grid. This is called an &#039;&#039;&#039;overflow jump&#039;&#039;&#039;, or &#039;&#039;&#039;OJ&#039;&#039;&#039; for short.&lt;br /&gt;
&lt;br /&gt;
It is typically difficult to get to a vertical PU. In the positive direction, there is a ceiling at &#039;&#039;y&#039;&#039; = 20,000 that prevents upward movement. We can bypass this ceiling by pressing against OoB, for example by using [[Hyperspeed Flying|hyperspeed flying]]. We can also use [[Platform Displacement|platform displacement]] or [[Indefinite Owl Flight|indefinite owl flight]] to reach a positive vertical PU.&lt;br /&gt;
&lt;br /&gt;
In the negative direction, we can use a [[Negative Jump|negative jump]] to jump downward with large amounts of negative speed, or platform displacement.&lt;br /&gt;
==Travel and movement==&lt;br /&gt;
[[File:Mario looking from a PU.png|thumb|251x251px|Mario looking to the original map from a PU]]&lt;br /&gt;
[[File:PUBLJ.gif|thumb|Mario [[BLJ]]ing to a PU]]&lt;br /&gt;
Parallel universes have found uses in both speed TASes and the [[A Button Challenge]] since they allow greater control of movement through a level. PU routing is comparable to movement through a five-dimensional space, as Mario can be modeled as traveling along five axes: three &amp;quot;relative&amp;quot; axes describing his position within the map, and two integers to specify which PU he is currently in. These PU axis integers are Mario&#039;s coordinates on the PU grid. Mario can adjust his [[speed]] and [[angle]] to move relatively around the stage regardless of how many PUs he moves in the &#039;&#039;x&#039;&#039; or &#039;&#039;z&#039;&#039; dimensions.&lt;br /&gt;
&lt;br /&gt;
{{Anchor|QPU}}&lt;br /&gt;
Mario&#039;s movement is split up into four [[Movement Steps|quarter steps]], and if any of these quarter steps attempts to place Mario out of bounds, his movement is canceled. Therefore in order to move to a PU, Mario&#039;s speed must be a multiple of four times the distance between PUs. If Mario takes all four quarter steps, then he will move four PUs in a single frame. This distance is called the &#039;&#039;&#039;Quadruple Parallel Universe&#039;&#039;&#039;, or &#039;&#039;&#039;QPU&#039;&#039;&#039;, distance.&lt;br /&gt;
&lt;br /&gt;
If one of Mario&#039;s quarter steps (other than the first one) ends out of bounds, the game will cut his movement short. In this case, Mario does not travel the full QPU distance, and instead ends at whichever PU he made it to before his intended quarter step became out of bounds. He is then &amp;quot;QPU misaligned.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As traveling to PUs involves moving very far from the origin, floating point imprecision can begin to have a significant effect on Mario&#039;s position, angle, and collision. When Mario&#039;s position becomes large enough, this imprecision will result in the coordinates in PUs becoming so coarse that Mario cannot cross from one coordinate to the next and, eventually, will result in certain PUs being completely unaccessible.&lt;br /&gt;
&lt;br /&gt;
==Floating point truncation crash==&lt;br /&gt;
While in theory the grid of PUs extends indefinitely, the behavior of the truncation operation becomes &amp;quot;undefined&amp;quot; when the floating point value is outside the range -2&amp;lt;sup&amp;gt;31&amp;lt;/sup&amp;gt; to 2&amp;lt;sup&amp;gt;31&amp;lt;/sup&amp;gt; - 1. The Nintendo 64 and [[iQue]] Player&amp;lt;ref&amp;gt;[https://youtu.be/_dAGdYd9KUY &amp;quot;Do Parallel Universes Crash on iQue?&amp;quot; by CadBrad]&amp;lt;/ref&amp;gt; versions of the game crash when such a truncation is attempted. The Wii and Wii U virtual console versions of the game do not crash, though it is not currently known whether they wrap around the 32-bit integer range, or cap to the endpoints of the range. Most emulators do not properly emulate the crash, except for a specific version of Mupen64, modded to crash correctly.&lt;br /&gt;
&lt;br /&gt;
While movement to PUs at coordinates this large is rarely useful, this crash can occur due to other instances of truncation in the game, even in PUs close to the main map. For example, when determining Mario&#039;s tilt while walking, the game multiples Mario&#039;s speed by 16,384 and then truncates this value. This means that the game can crash in certain conditions when Mario has a speed of about 131,000, which is below QPU speed.&lt;br /&gt;
&lt;br /&gt;
While not all conditions for these types of crashes are known, there are some that come up frequently. These are when:&lt;br /&gt;
*The camera enters a PU&lt;br /&gt;
*Mario bonks while in a PU&lt;br /&gt;
*Mario&#039;s quarter step gets canceled while on the ground&lt;br /&gt;
*Mario collides with a wall head-on with PU speed&lt;br /&gt;
==Miscellaneous behavior==&lt;br /&gt;
Certain objects and graphics behave interestingly while in parallel universes. For example:&lt;br /&gt;
*Shadows and coin twinkle effects are glitchy&lt;br /&gt;
*TODO: Add more&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>Dm ss</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Parallel_Universe&amp;diff=19507</id>
		<title>Parallel Universe</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Parallel_Universe&amp;diff=19507"/>
		<updated>2024-12-29T05:10:57Z</updated>

		<summary type="html">&lt;p&gt;Dm ss: Extend acronyms&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ParallelUniverseViews.jpg|thumb|A diagram of Parallel Universe movement in [[Hazy Maze Cave]], after [[Mario]] has returned to the main map.]]&lt;br /&gt;
A &#039;&#039;&#039;Parallel Universe&#039;&#039;&#039;, or &#039;&#039;&#039;PU&#039;&#039;&#039;, is a region of space located far outside the intended map boundaries that reflects certain aspects, notably the floors and ceilings, of the main map. &lt;br /&gt;
&lt;br /&gt;
== Explanation ==&lt;br /&gt;
When the game looks for floors below (or ceilings above) a given object (including Mario), it first &amp;quot;truncates&amp;quot; the object&#039;s position from a floating point value to a 16-bit integer value. The range of a floating point value is much larger, by a factor of roughly 10&amp;lt;sup&amp;gt;34&amp;lt;/sup&amp;gt;, than the range of a 16-bit integer value, which ranges from -32,768 to 32,767 (-2&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt; to 2&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt; - 1). If a coordinate of the object&#039;s position falls outside the range of a 16-bit integer, it &amp;quot;wraps around&amp;quot; due to the binary bits outside the 16-bit range getting truncated. For example, if one of these floating point values is 40,000, then 40,000 - 65,536 = -25,536 will be used when determining if the object is aligned with a floor or ceiling. This gives the illusion that the floors and ceilings of the main level map are &amp;quot;copied&amp;quot; repeatedly in a uniform 3D grid, at a spacing of 65,536 units.&lt;br /&gt;
[[File:Visible PU.png|thumb|184x184px|Frame of Peter Fedak&#039;s video where he turns Parallel Universes visible using hacks; notice the lack of [[objects]]|right]]&lt;br /&gt;
The truncation responsible for the existence of parallel universes is only performed when determining alignment with floors and ceilings. This means that walls and objects, both of which use floating point arithmetic to determine collision, do not &amp;quot;exist&amp;quot; in PUs, unless they are brought there.&lt;br /&gt;
&lt;br /&gt;
Due to the extremely high speed required to travel to PUs, they are not accessible from all courses. The courses where PUs can or cannot be accessed are summarized in the tables below. Work is ongoing to try to access PUs in courses such as [[Bowser in the Fire Sea]] (via [[Bully battery]]) and demo courses (via massive [[Spawning displacement]]).&lt;br /&gt;
&lt;br /&gt;
Methods to access a PU are:&lt;br /&gt;
*Speed:&lt;br /&gt;
**[[Backwards Long Jump#Elevator BLJ|Elevator Backwards Long Jump]]&lt;br /&gt;
**[[Hyperspeed Walking]]&lt;br /&gt;
**[[Hyperspeed Punching]]&lt;br /&gt;
**[[Bully battery|Bully Battery]]&lt;br /&gt;
**[[Speed conservation|Speed Conservation]]&lt;br /&gt;
* Displacement:&lt;br /&gt;
**Pole Teleport&lt;br /&gt;
**Platform Displacement&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that EBLJ (and other types of BLJs), and BB (Bully battery) cannot be achieved on Shindou versions. Also, if a method requires to set [[HOLP]] in a PU, then it is only possible to do it on VC (because other versions crash if a camera is in the PU, and by locking camera on the main map, the HOLP wont update, because camera being too far is one of the cases where HOLP doesn&#039;t update).&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Main Course PU Access&lt;br /&gt;
!Course&lt;br /&gt;
!PU Access&lt;br /&gt;
!Access by versions&lt;br /&gt;
!0x A Access&lt;br /&gt;
!Method&lt;br /&gt;
|-&lt;br /&gt;
|[[Bob-omb Battlefield]]&lt;br /&gt;
|Yes&lt;br /&gt;
|Non-Shindou&lt;br /&gt;
| No&lt;br /&gt;
|EBLJ&lt;br /&gt;
|-&lt;br /&gt;
|[[Whomp&#039;s Fortress]]&lt;br /&gt;
|Yes&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=y_gELy37HHc &amp;quot;Going to a vertical PU in WF&amp;quot; by Maria Nicolae]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|VC&lt;br /&gt;
|No&lt;br /&gt;
|Platform Displacement&lt;br /&gt;
|-&lt;br /&gt;
|[[Jolly Roger Bay]]&lt;br /&gt;
|Yes&lt;br /&gt;
|All Versions&lt;br /&gt;
|No&lt;br /&gt;
|HSW&lt;br /&gt;
|-&lt;br /&gt;
|[[Cool, Cool Mountain]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Boo&#039;s Haunt]]&lt;br /&gt;
| Yes&lt;br /&gt;
|Non-Shindou&lt;br /&gt;
|No&lt;br /&gt;
|EBLJ&lt;br /&gt;
|-&lt;br /&gt;
|[[Hazy Maze Cave]]&lt;br /&gt;
|Yes&lt;br /&gt;
|All Versions&lt;br /&gt;
|Yes&lt;br /&gt;
|EBLJ, HSW&lt;br /&gt;
|-&lt;br /&gt;
|[[Lethal Lava Land]]&lt;br /&gt;
|Yes&lt;br /&gt;
|Non-Shindou&lt;br /&gt;
|Yes&lt;br /&gt;
|BB&lt;br /&gt;
|-&lt;br /&gt;
|[[Shifting Sand Land]]&lt;br /&gt;
|Yes&lt;br /&gt;
|All Versions&lt;br /&gt;
|Yes&lt;br /&gt;
|EBLJ, HSP&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire, Dire Docks]]&lt;br /&gt;
|Yes&lt;br /&gt;
|Unsure if All Versions or only VC&lt;br /&gt;
|No&lt;br /&gt;
|Pole Teleport&lt;br /&gt;
|-&lt;br /&gt;
|[[Snowman&#039;s Land]]&lt;br /&gt;
|Yes&lt;br /&gt;
|All Versions&lt;br /&gt;
|No&lt;br /&gt;
|HSW&lt;br /&gt;
|-&lt;br /&gt;
|[[Wet-Dry World]]&lt;br /&gt;
| Yes&lt;br /&gt;
|All Versions&lt;br /&gt;
|Yes&lt;br /&gt;
|EBLJ, HSW&lt;br /&gt;
|-&lt;br /&gt;
|[[Tall, Tall Mountain]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Tiny-Huge Island]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Tick Tock Clock]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Rainbow Ride]]&lt;br /&gt;
|Yes&lt;br /&gt;
|Non-Shindou&lt;br /&gt;
|No&lt;br /&gt;
|EBLJ&lt;br /&gt;
|}&lt;br /&gt;
!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Special Course PU Access&lt;br /&gt;
!Course&lt;br /&gt;
!PU Access&lt;br /&gt;
!Access by versions&lt;br /&gt;
!0x A Access&lt;br /&gt;
!Method&lt;br /&gt;
|-&lt;br /&gt;
|[[Bowser in the Dark World]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Bowser in the Fire Sea]]&lt;br /&gt;
|Yes&lt;br /&gt;
|Non-Shindou&lt;br /&gt;
|No&lt;br /&gt;
| EBLJ&lt;br /&gt;
|-&lt;br /&gt;
|[[Bowser in the Sky]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Princess&#039;s Secret Slide]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Secret Aquarium]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Tower of the Wing Cap]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Cavern of the Metal Cap]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Vanish Cap under the Moat]]&lt;br /&gt;
|Yes&lt;br /&gt;
|Non-Shindou&lt;br /&gt;
|No&lt;br /&gt;
|EBLJ&lt;br /&gt;
|-&lt;br /&gt;
|[[Wing Mario over the Rainbow]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Castle#Castle Grounds|Castle Grounds]]&lt;br /&gt;
|Yes&lt;br /&gt;
|All Versions&lt;br /&gt;
|Yes&lt;br /&gt;
|HSW, Speed Conservation&lt;br /&gt;
|-&lt;br /&gt;
|[[The Castle#First Floor|Castle Foyer]]&lt;br /&gt;
|Yes&lt;br /&gt;
|All Versions (for simply accessing), VC (to avoid crash)&lt;br /&gt;
|Yes&lt;br /&gt;
|Speed Conservation&lt;br /&gt;
|-&lt;br /&gt;
|[[The Castle#Basement|Castle Basement]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Castle#Second Floor|Castle Upstairs]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Castle#Courtyard|Castle Courtyard]]&lt;br /&gt;
| No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
==Vertical Parallel Universes ==&lt;br /&gt;
Although usually the term &amp;quot;PU&amp;quot; refers to a horizontal PU (i.e. one caused by truncation of the &#039;&#039;x&#039;&#039; and/or &#039;&#039;z&#039;&#039; coordinates of an object&#039;s position), vertical PUs (where the &#039;&#039;y&#039;&#039; coordinate is truncated) also exist. However, these behave completely differently to horizontal PUs. While truncated coordinates are used to &#039;&#039;find&#039;&#039; the floor below the object and the ceiling above the object, the original floating point values are used to determine what &#039;&#039;effect&#039;&#039; these surfaces have on the object.&lt;br /&gt;
&lt;br /&gt;
For example, when Mario is less than 160 units below the nearest ceiling, he is considered to be &amp;quot;above&amp;quot; the ceiling, his vertical speed is killed, and he bonks. If Mario moves to a positive (upward) vertical PU, the &amp;quot;nearest&amp;quot; ceiling will be determined based on truncated coordinates, and will therefore be in the main map. But when checking whether he is above this ceiling, floating point coordinates are used instead, and so Mario behaves as though he is stuck in a ceiling. This behavior results in positive vertical PUs appearing to be filled entirely with ceilings.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=av42uJ-04A4 &amp;quot;Walls, Floors, and Ceilings in PUs&amp;quot; by Maria Nicolae]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the other hand, when Mario is below his &amp;quot;nearest&amp;quot; floor, he will snap up to it. This means that if Mario moves to a negative vertical PU, he will usually upwarp back to the main PU grid. This is called an &#039;&#039;&#039;overflow jump&#039;&#039;&#039;, or &#039;&#039;&#039;OJ&#039;&#039;&#039; for short.&lt;br /&gt;
&lt;br /&gt;
It is typically difficult to get to a vertical PU. In the positive direction, there is a ceiling at &#039;&#039;y&#039;&#039; = 20,000 that prevents upward movement. We can bypass this ceiling by pressing against OoB, for example by using [[Hyperspeed Flying|hyperspeed flying]]. We can also use [[Platform Displacement|platform displacement]] or [[Indefinite Owl Flight|indefinite owl flight]] to reach a positive vertical PU.&lt;br /&gt;
&lt;br /&gt;
In the negative direction, we can use a [[Negative Jump|negative jump]] to jump downward with large amounts of negative speed, or platform displacement.&lt;br /&gt;
==Travel and movement==&lt;br /&gt;
[[File:Mario looking from a PU.png|thumb|251x251px|Mario looking to the original map from a PU]]&lt;br /&gt;
[[File:PUBLJ.gif|thumb|Mario [[BLJ]]ing to a PU]]&lt;br /&gt;
Parallel universes have found uses in both speed TASes and the [[A Button Challenge]] since they allow greater control of movement through a level. PU routing is comparable to movement through a five-dimensional space, as Mario can be modeled as traveling along five axes: three &amp;quot;relative&amp;quot; axes describing his position within the map, and two integers to specify which PU he is currently in. These PU axis integers are Mario&#039;s coordinates on the PU grid. Mario can adjust his [[speed]] and [[angle]] to move relatively around the stage regardless of how many PUs he moves in the &#039;&#039;x&#039;&#039; or &#039;&#039;z&#039;&#039; dimensions.&lt;br /&gt;
&lt;br /&gt;
{{Anchor|QPU}}&lt;br /&gt;
Mario&#039;s movement is split up into four [[Movement Steps|quarter steps]], and if any of these quarter steps attempts to place Mario out of bounds, his movement is canceled. Therefore in order to move to a PU, Mario&#039;s speed must be a multiple of four times the distance between PUs. If Mario takes all four quarter steps, then he will move four PUs in a single frame. This distance is called the &#039;&#039;&#039;Quadruple Parallel Universe&#039;&#039;&#039;, or &#039;&#039;&#039;QPU&#039;&#039;&#039;, distance.&lt;br /&gt;
&lt;br /&gt;
If one of Mario&#039;s quarter steps (other than the first one) ends out of bounds, the game will cut his movement short. In this case, Mario does not travel the full QPU distance, and instead ends at whichever PU he made it to before his intended quarter step became out of bounds. He is then &amp;quot;QPU misaligned.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As traveling to PUs involves moving very far from the origin, floating point imprecision can begin to have a significant effect on Mario&#039;s position, angle, and collision. When Mario&#039;s position becomes large enough, this imprecision will result in the coordinates in PUs becoming so coarse that Mario cannot cross from one coordinate to the next and, eventually, will result in certain PUs being completely unaccessible.&lt;br /&gt;
&lt;br /&gt;
==Floating point truncation crash==&lt;br /&gt;
While in theory the grid of PUs extends indefinitely, the behavior of the truncation operation becomes &amp;quot;undefined&amp;quot; when the floating point value is outside the range -2&amp;lt;sup&amp;gt;31&amp;lt;/sup&amp;gt; to 2&amp;lt;sup&amp;gt;31&amp;lt;/sup&amp;gt; - 1. The Nintendo 64 and [[iQue]] Player&amp;lt;ref&amp;gt;[https://youtu.be/_dAGdYd9KUY &amp;quot;Do Parallel Universes Crash on iQue?&amp;quot; by CadBrad]&amp;lt;/ref&amp;gt; versions of the game crash when such a truncation is attempted. The Wii and Wii U virtual console versions of the game do not crash, though it is not currently known whether they wrap around the 32-bit integer range, or cap to the endpoints of the range. Most emulators do not properly emulate the crash, except for a specific version of Mupen64, modded to crash correctly.&lt;br /&gt;
&lt;br /&gt;
While movement to PUs at coordinates this large is rarely useful, this crash can occur due to other instances of truncation in the game, even in PUs close to the main map. For example, when determining Mario&#039;s tilt while walking, the game multiples Mario&#039;s speed by 16,384 and then truncates this value. This means that the game can crash in certain conditions when Mario has a speed of about 131,000, which is below QPU speed.&lt;br /&gt;
&lt;br /&gt;
While not all conditions for these types of crashes are known, there are some that come up frequently. These are when:&lt;br /&gt;
*The camera enters a PU&lt;br /&gt;
*Mario bonks while in a PU&lt;br /&gt;
*Mario&#039;s quarter step gets canceled while on the ground&lt;br /&gt;
*Mario collides with a wall head-on with PU speed&lt;br /&gt;
==Miscellaneous behavior==&lt;br /&gt;
Certain objects and graphics behave interestingly while in parallel universes. For example:&lt;br /&gt;
*Shadows and coin twinkle effects are glitchy&lt;br /&gt;
*TODO: Add more&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>Dm ss</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Parallel_Universe&amp;diff=19506</id>
		<title>Parallel Universe</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Parallel_Universe&amp;diff=19506"/>
		<updated>2024-12-29T04:59:41Z</updated>

		<summary type="html">&lt;p&gt;Dm ss: Updating wording and sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ParallelUniverseViews.jpg|thumb|A diagram of Parallel Universe movement in [[Hazy Maze Cave]], after [[Mario]] has returned to the main map.]]&lt;br /&gt;
A &#039;&#039;&#039;Parallel Universe&#039;&#039;&#039;, or &#039;&#039;&#039;PU&#039;&#039;&#039;, is a region of space located far outside the intended map boundaries that reflects certain aspects, notably the floors and ceilings, of the main map. &lt;br /&gt;
&lt;br /&gt;
== Explanation ==&lt;br /&gt;
When the game looks for floors below (or ceilings above) a given object (including Mario), it first &amp;quot;truncates&amp;quot; the object&#039;s position from a floating point value to a 16-bit integer value. The range of a floating point value is much larger, by a factor of roughly 10&amp;lt;sup&amp;gt;34&amp;lt;/sup&amp;gt;, than the range of a 16-bit integer value, which ranges from -32,768 to 32,767 (-2&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt; to 2&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt; - 1). If a coordinate of the object&#039;s position falls outside the range of a 16-bit integer, it &amp;quot;wraps around&amp;quot; due to the binary bits outside the 16-bit range getting truncated. For example, if one of these floating point values is 40,000, then 40,000 - 65,536 = -25,536 will be used when determining if the object is aligned with a floor or ceiling. This gives the illusion that the floors and ceilings of the main level map are &amp;quot;copied&amp;quot; repeatedly in a uniform 3D grid, at a spacing of 65,536 units.&lt;br /&gt;
[[File:Visible PU.png|thumb|184x184px|Frame of Peter Fedak&#039;s video where he turns Parallel Universes visible using hacks; notice the lack of [[objects]]|right]]&lt;br /&gt;
The truncation responsible for the existence of parallel universes is only performed when determining alignment with floors and ceilings. This means that walls and objects, both of which use floating point arithmetic to determine collision, do not &amp;quot;exist&amp;quot; in PUs, unless they are brought there.&lt;br /&gt;
&lt;br /&gt;
Due to the extremely high speed required to travel to PUs, they are not accessible from all courses. The courses where PUs can or cannot be accessed are summarized in the tables below. Work is ongoing to try to access PUs in courses such as [[Bowser in the Fire Sea]] (via [[Bully battery]]) and demo courses (via massive [[Spawning displacement]]).&lt;br /&gt;
&lt;br /&gt;
Methods to access a PU are:&lt;br /&gt;
*Speed:&lt;br /&gt;
**[[Backwards Long Jump#Elevator BLJ|EBLJ]]&lt;br /&gt;
**[[Hyperspeed Walking|HSW]]&lt;br /&gt;
**[[Hyperspeed Punching|HSP]]&lt;br /&gt;
**[[Bully battery|BB]]&lt;br /&gt;
**[[Speed conservation|Speed Conservation]]&lt;br /&gt;
* Displacement:&lt;br /&gt;
**Pole Teleport&lt;br /&gt;
**Platform Displacement&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that EBLJ (and other types of BLJs), and BB (Bully battery) cannot be achieved on Shindou versions. Also, if a method requires to set [[HOLP]] in a PU, then it is only possible to do it on VC (because other versions crash if a camera is in the PU, and by locking camera on the main map, the HOLP wont update, because camera being too far is one of the cases where HOLP doesn&#039;t update).&lt;br /&gt;
{|&lt;br /&gt;
|+&lt;br /&gt;
!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Main Course PU Access&lt;br /&gt;
!Course&lt;br /&gt;
!PU Access&lt;br /&gt;
!Access by versions&lt;br /&gt;
!0x A Access&lt;br /&gt;
!Method&lt;br /&gt;
|-&lt;br /&gt;
|[[Bob-omb Battlefield]]&lt;br /&gt;
|Yes&lt;br /&gt;
|Non-Shindou&lt;br /&gt;
| No&lt;br /&gt;
|EBLJ&lt;br /&gt;
|-&lt;br /&gt;
|[[Whomp&#039;s Fortress]]&lt;br /&gt;
|Yes&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=y_gELy37HHc &amp;quot;Going to a vertical PU in WF&amp;quot; by Maria Nicolae]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|VC&lt;br /&gt;
|No&lt;br /&gt;
|Platform Displacement&lt;br /&gt;
|-&lt;br /&gt;
|[[Jolly Roger Bay]]&lt;br /&gt;
|Yes&lt;br /&gt;
|All Versions&lt;br /&gt;
|No&lt;br /&gt;
|HSW&lt;br /&gt;
|-&lt;br /&gt;
|[[Cool, Cool Mountain]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Big Boo&#039;s Haunt]]&lt;br /&gt;
| Yes&lt;br /&gt;
|Non-Shindou&lt;br /&gt;
|No&lt;br /&gt;
|EBLJ&lt;br /&gt;
|-&lt;br /&gt;
|[[Hazy Maze Cave]]&lt;br /&gt;
|Yes&lt;br /&gt;
|All Versions&lt;br /&gt;
|Yes&lt;br /&gt;
|EBLJ, HSW&lt;br /&gt;
|-&lt;br /&gt;
|[[Lethal Lava Land]]&lt;br /&gt;
|Yes&lt;br /&gt;
|Non-Shindou&lt;br /&gt;
|Yes&lt;br /&gt;
|BB&lt;br /&gt;
|-&lt;br /&gt;
|[[Shifting Sand Land]]&lt;br /&gt;
|Yes&lt;br /&gt;
|All Versions&lt;br /&gt;
|Yes&lt;br /&gt;
|EBLJ, HSP&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire, Dire Docks]]&lt;br /&gt;
|Yes&lt;br /&gt;
|Unsure if All Versions or only VC&lt;br /&gt;
|No&lt;br /&gt;
|Pole Teleport&lt;br /&gt;
|-&lt;br /&gt;
|[[Snowman&#039;s Land]]&lt;br /&gt;
|Yes&lt;br /&gt;
|All Versions&lt;br /&gt;
|No&lt;br /&gt;
|HSW&lt;br /&gt;
|-&lt;br /&gt;
|[[Wet-Dry World]]&lt;br /&gt;
| Yes&lt;br /&gt;
|All Versions&lt;br /&gt;
|Yes&lt;br /&gt;
|EBLJ, HSW&lt;br /&gt;
|-&lt;br /&gt;
|[[Tall, Tall Mountain]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Tiny-Huge Island]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Tick Tock Clock]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Rainbow Ride]]&lt;br /&gt;
|Yes&lt;br /&gt;
|Non-Shindou&lt;br /&gt;
|No&lt;br /&gt;
|EBLJ&lt;br /&gt;
|}&lt;br /&gt;
!&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
Special Course PU Access&lt;br /&gt;
!Course&lt;br /&gt;
!PU Access&lt;br /&gt;
!Access by versions&lt;br /&gt;
!0x A Access&lt;br /&gt;
!Method&lt;br /&gt;
|-&lt;br /&gt;
|[[Bowser in the Dark World]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Bowser in the Fire Sea]]&lt;br /&gt;
|Yes&lt;br /&gt;
|Non-Shindou&lt;br /&gt;
|No&lt;br /&gt;
| EBLJ&lt;br /&gt;
|-&lt;br /&gt;
|[[Bowser in the Sky]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Princess&#039;s Secret Slide]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Secret Aquarium]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Tower of the Wing Cap]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Cavern of the Metal Cap]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Vanish Cap under the Moat]]&lt;br /&gt;
|Yes&lt;br /&gt;
|Non-Shindou&lt;br /&gt;
|No&lt;br /&gt;
|EBLJ&lt;br /&gt;
|-&lt;br /&gt;
|[[Wing Mario over the Rainbow]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Castle#Castle Grounds|Castle Grounds]]&lt;br /&gt;
|Yes&lt;br /&gt;
|All Versions&lt;br /&gt;
|Yes&lt;br /&gt;
|HSW, Speed Conservation&lt;br /&gt;
|-&lt;br /&gt;
|[[The Castle#First Floor|Castle Foyer]]&lt;br /&gt;
|Yes&lt;br /&gt;
|All Versions (for simply accessing), VC (to avoid crash)&lt;br /&gt;
|Yes&lt;br /&gt;
|Speed Conservation&lt;br /&gt;
|-&lt;br /&gt;
|[[The Castle#Basement|Castle Basement]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Castle#Second Floor|Castle Upstairs]]&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Castle#Courtyard|Castle Courtyard]]&lt;br /&gt;
| No&lt;br /&gt;
|&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
==Vertical Parallel Universes ==&lt;br /&gt;
Although usually the term &amp;quot;PU&amp;quot; refers to a horizontal PU (i.e. one caused by truncation of the &#039;&#039;x&#039;&#039; and/or &#039;&#039;z&#039;&#039; coordinates of an object&#039;s position), vertical PUs (where the &#039;&#039;y&#039;&#039; coordinate is truncated) also exist. However, these behave completely differently to horizontal PUs. While truncated coordinates are used to &#039;&#039;find&#039;&#039; the floor below the object and the ceiling above the object, the original floating point values are used to determine what &#039;&#039;effect&#039;&#039; these surfaces have on the object.&lt;br /&gt;
&lt;br /&gt;
For example, when Mario is less than 160 units below the nearest ceiling, he is considered to be &amp;quot;above&amp;quot; the ceiling, his vertical speed is killed, and he bonks. If Mario moves to a positive (upward) vertical PU, the &amp;quot;nearest&amp;quot; ceiling will be determined based on truncated coordinates, and will therefore be in the main map. But when checking whether he is above this ceiling, floating point coordinates are used instead, and so Mario behaves as though he is stuck in a ceiling. This behavior results in positive vertical PUs appearing to be filled entirely with ceilings.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=av42uJ-04A4 &amp;quot;Walls, Floors, and Ceilings in PUs&amp;quot; by Maria Nicolae]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the other hand, when Mario is below his &amp;quot;nearest&amp;quot; floor, he will snap up to it. This means that if Mario moves to a negative vertical PU, he will usually upwarp back to the main PU grid. This is called an &#039;&#039;&#039;overflow jump&#039;&#039;&#039;, or &#039;&#039;&#039;OJ&#039;&#039;&#039; for short.&lt;br /&gt;
&lt;br /&gt;
It is typically difficult to get to a vertical PU. In the positive direction, there is a ceiling at &#039;&#039;y&#039;&#039; = 20,000 that prevents upward movement. We can bypass this ceiling by pressing against OoB, for example by using [[Hyperspeed Flying|hyperspeed flying]]. We can also use [[Platform Displacement|platform displacement]] or [[Indefinite Owl Flight|indefinite owl flight]] to reach a positive vertical PU.&lt;br /&gt;
&lt;br /&gt;
In the negative direction, we can use a [[Negative Jump|negative jump]] to jump downward with large amounts of negative speed, or platform displacement.&lt;br /&gt;
==Travel and movement==&lt;br /&gt;
[[File:Mario looking from a PU.png|thumb|251x251px|Mario looking to the original map from a PU]]&lt;br /&gt;
[[File:PUBLJ.gif|thumb|Mario [[BLJ]]ing to a PU]]&lt;br /&gt;
Parallel universes have found uses in both speed TASes and the [[A Button Challenge]] since they allow greater control of movement through a level. PU routing is comparable to movement through a five-dimensional space, as Mario can be modeled as traveling along five axes: three &amp;quot;relative&amp;quot; axes describing his position within the map, and two integers to specify which PU he is currently in. These PU axis integers are Mario&#039;s coordinates on the PU grid. Mario can adjust his [[speed]] and [[angle]] to move relatively around the stage regardless of how many PUs he moves in the &#039;&#039;x&#039;&#039; or &#039;&#039;z&#039;&#039; dimensions.&lt;br /&gt;
&lt;br /&gt;
{{Anchor|QPU}}&lt;br /&gt;
Mario&#039;s movement is split up into four [[Movement Steps|quarter steps]], and if any of these quarter steps attempts to place Mario out of bounds, his movement is canceled. Therefore in order to move to a PU, Mario&#039;s speed must be a multiple of four times the distance between PUs. If Mario takes all four quarter steps, then he will move four PUs in a single frame. This distance is called the &#039;&#039;&#039;Quadruple Parallel Universe&#039;&#039;&#039;, or &#039;&#039;&#039;QPU&#039;&#039;&#039;, distance.&lt;br /&gt;
&lt;br /&gt;
If one of Mario&#039;s quarter steps (other than the first one) ends out of bounds, the game will cut his movement short. In this case, Mario does not travel the full QPU distance, and instead ends at whichever PU he made it to before his intended quarter step became out of bounds. He is then &amp;quot;QPU misaligned.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As traveling to PUs involves moving very far from the origin, floating point imprecision can begin to have a significant effect on Mario&#039;s position, angle, and collision. When Mario&#039;s position becomes large enough, this imprecision will result in the coordinates in PUs becoming so coarse that Mario cannot cross from one coordinate to the next and, eventually, will result in certain PUs being completely unaccessible.&lt;br /&gt;
&lt;br /&gt;
==Floating point truncation crash==&lt;br /&gt;
While in theory the grid of PUs extends indefinitely, the behavior of the truncation operation becomes &amp;quot;undefined&amp;quot; when the floating point value is outside the range -2&amp;lt;sup&amp;gt;31&amp;lt;/sup&amp;gt; to 2&amp;lt;sup&amp;gt;31&amp;lt;/sup&amp;gt; - 1. The Nintendo 64 and [[iQue]] Player&amp;lt;ref&amp;gt;[https://youtu.be/_dAGdYd9KUY &amp;quot;Do Parallel Universes Crash on iQue?&amp;quot; by CadBrad]&amp;lt;/ref&amp;gt; versions of the game crash when such a truncation is attempted. The Wii and Wii U virtual console versions of the game do not crash, though it is not currently known whether they wrap around the 32-bit integer range, or cap to the endpoints of the range. Most emulators do not properly emulate the crash, except for a specific version of Mupen64, modded to crash correctly.&lt;br /&gt;
&lt;br /&gt;
While movement to PUs at coordinates this large is rarely useful, this crash can occur due to other instances of truncation in the game, even in PUs close to the main map. For example, when determining Mario&#039;s tilt while walking, the game multiples Mario&#039;s speed by 16,384 and then truncates this value. This means that the game can crash in certain conditions when Mario has a speed of about 131,000, which is below QPU speed.&lt;br /&gt;
&lt;br /&gt;
While not all conditions for these types of crashes are known, there are some that come up frequently. These are when:&lt;br /&gt;
*The camera enters a PU&lt;br /&gt;
*Mario bonks while in a PU&lt;br /&gt;
*Mario&#039;s quarter step gets canceled while on the ground&lt;br /&gt;
*Mario collides with a wall head-on with PU speed&lt;br /&gt;
==Miscellaneous behavior==&lt;br /&gt;
Certain objects and graphics behave interestingly while in parallel universes. For example:&lt;br /&gt;
*Shadows and coin twinkle effects are glitchy&lt;br /&gt;
*TODO: Add more&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>Dm ss</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Glitchy_Ledge_Grab&amp;diff=19505</id>
		<title>Glitchy Ledge Grab</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Glitchy_Ledge_Grab&amp;diff=19505"/>
		<updated>2024-12-29T04:21:07Z</updated>

		<summary type="html">&lt;p&gt;Dm ss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:GLG.gif|thumb|GLG at [[The Secret Aquarium|SA]] Entrance]]&lt;br /&gt;
A &#039;&#039;&#039;glitchy ledge grab&#039;&#039;&#039; or &#039;&#039;&#039;GLG&#039;&#039;&#039; is a kind of [[Ledge Grab|ledge grab]] that goes higher than a normal ledge grab. While a regular ledge grab can only allow Mario to ascend up to 150 units, a glitchy ledge grab allows Mario to ascend up to 238 units. This can allow Mario to reach areas he could not normally in the context of challenges such as the [[A Button Challenge]].&lt;br /&gt;
==Details==&lt;br /&gt;
When the conditions required for Mario to perform a [[Ledge Grab]] are met, the game searches for a potential floor to grab onto by searching downwards for a floor hitbox starting at 160 units above Mario&#039;s vertical position.&amp;lt;ref&amp;gt;https://github.com/n64decomp/sm64/blob/master/src/game/mario_step.c&amp;lt;/ref&amp;gt; Importantly, the search looks for any part of a floor hitbox, not only the top of one. Under normal conditions, the top of the floor hitbox will always be below the 160 unit search height, otherwise the required condition of there being no wall 150 units above Mario would not be met. Floor hitboxes are 78 units tall. This means that if the floor search, starting at a relative height of 160 were to somehow encounter the middle or bottom of a floor hitbox, Mario would ledge grab the found floor, despite the top of that floor being above the 160 height search start. This is a glitchy ledge grab. If the search starting at an offset of 160 units encounters the bottom-most portion of a floor, then Mario would grab the ledge at an offset of 160 + 78 units, creating a maximum attainable ledge grab height of 238 units. &lt;br /&gt;
&lt;br /&gt;
A GLG can be triggered in a few ways:&lt;br /&gt;
* The wall is slightly tilted away away from Mario on the vertical axis, so the lower point (30 units above Mario) is inside the wall, but the upper point (150 units above Mario) is not. This triggers a ledge grab check when there is not intended to be one. This is used in the [[A Button Challenge]] to enter [[The Secret Aquarium]] with 0 A-button presses.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=7YhJcF9v7QQ&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Mario correctly triggers a ledge grab on a wall he is not completely below, but it detects an unintended floor. This can happen near the edges of non-axis-aligned walls, because the logic for a [[Ledge Grab]] uses a point starting from Mario, but in the direction perpendicular to the wall Mario is inside. This perpendicular line can extend past the wall Mario is inside, and end up inside an unintended floor. This is used in the [[A Button Challenge]] to enter [[Bowser in the Sky]] in 0 A-button presses.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=Ii2rvLDd09I&amp;amp;t=1069s&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=VkfRQ0_vu40&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Mario&#039;s lower point is near a wall, and his upper point is aligned exactly with a gap in the wall due to float imprecision. &amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=j5VSzpl-Xdg&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>Dm ss</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Glitchy_Ledge_Grab&amp;diff=19504</id>
		<title>Glitchy Ledge Grab</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Glitchy_Ledge_Grab&amp;diff=19504"/>
		<updated>2024-12-29T04:19:26Z</updated>

		<summary type="html">&lt;p&gt;Dm ss: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:GLG.gif|thumb|GLG at [[The Secret Aquarium|SA]] Entrance]]&lt;br /&gt;
A &#039;&#039;&#039;glitchy ledge grab&#039;&#039;&#039; or &#039;&#039;&#039;GLG&#039;&#039;&#039; is a kind of [[Ledge Grab|ledge grab]] that goes higher than a normal ledge grab. While a regular ledge grab can only allow Mario to ascend up to 150 units, a glitchy ledge grab allows Mario to ascend up to 238 units. This can allow Mario to reach areas he could not normally in the context of challenges such as the [[A Button Challenge]].&lt;br /&gt;
==Details==&lt;br /&gt;
When the conditions required for Mario to perform a [[Ledge Grab]] are met, the game searches for a potential floor to grab onto by searching downwards for a floor hitbox starting at 160 units above Mario&#039;s vertical position.&amp;lt;ref&amp;gt;https://github.com/n64decomp/sm64/blob/master/src/game/mario_step.c&amp;lt;/ref&amp;gt; Importantly, the search looks for any part of a floor hitbox, not only the top of one. Under normal conditions, the top of the floor hitbox will always be below the 160 unit search height, otherwise the required condition of there being no wall 150 units above Mario would not be met. Floor hitboxes are 78 units tall. This means that if the floor search, starting at a relative height of 160 were to somehow encounter the middle or bottom of a floor hitbox, Mario would ledge grab the found floor, despite the top of that floor being above the 160 height search start. This is a glitchy ledge grab. If the search starting at an offset of 160 units encounters the bottom-most portion of a floor, then Mario would grab the ledge at an offset of 160 + 78 units, creating a maximum attainable ledge grab height of 238 units. &lt;br /&gt;
&lt;br /&gt;
A GLG can be triggered in a few ways:&lt;br /&gt;
* The wall is slightly tilted away away from Mario on the vertical axis, so the lower point (30 units above Mario) is within range of it but not his upper point (150 units above Mario), which triggers a ledge grab check when there is not supposed to be one. This is used in the [[A Button Challenge]] to enter [[The Secret Aquarium]] with 0 A-button presses.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=7YhJcF9v7QQ&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Mario correctly triggers a ledge grab on a wall he is not completely below, but it detects an unintended floor. This can happen near the edges of non-axis-aligned walls, because the logic for a [[Ledge Grab]] uses a point starting from Mario, but in the direction perpendicular to the wall Mario is inside. This perpendicular line can extend past the wall Mario is inside, and end up inside an unintended floor. This is used in the [[A Button Challenge]] to enter [[Bowser in the Sky]] in 0 A-button presses.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=Ii2rvLDd09I&amp;amp;t=1069s&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=VkfRQ0_vu40&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Mario&#039;s lower point is near a wall, and his upper point is aligned exactly with a gap in the wall due to float imprecision. &amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=j5VSzpl-Xdg&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>Dm ss</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Ledge_Grab&amp;diff=19503</id>
		<title>Ledge Grab</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Ledge_Grab&amp;diff=19503"/>
		<updated>2024-12-26T02:45:51Z</updated>

		<summary type="html">&lt;p&gt;Dm ss: Cite the code and update to include details from code&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{needs_image}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;ledge grab&#039;&#039;&#039; can occur when Mario&#039;s position is in the air and his next [[Quarter Steps|quarter step]] would move him inside a wall&amp;lt;ref&amp;gt;https://github.com/n64decomp/sm64/blob/master/src/game/mario_step.c#L472&amp;lt;/ref&amp;gt;. If this happens, the game will verify several conditions:&lt;br /&gt;
&lt;br /&gt;
* Mario&#039;s vertical velocity is non-positive&lt;br /&gt;
* There is a wall 30 units above Mario.&lt;br /&gt;
* There is no wall 150 units above him.&lt;br /&gt;
&lt;br /&gt;
If all conditions pass, the game searches for a potential ledge to grab. From Mario&#039;s position, it considers a point 60 units in the direction perpendicular to the wall and 160 units above. This point ends up being 10 units into the wall due to Mario&#039;s 50 unit radius. From that point, it searches top-down for the first floor hitbox. If a floor hitbox is found, Mario will ledge grab onto it.&lt;br /&gt;
&lt;br /&gt;
Given these conditions, a ledge grab normally raises Mario between 30 units (inclusive) and 150 units (exclusive). Note that despite the search point starting 160 units higher than Mario&#039;s position, only a 150 unit raise is ordinarily possible because there would otherwise be a wall at the point 150 units above Mario.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to exploit the logic to do a [[Glitchy Ledge Grab|glitchy ledge grab]], allowing Mario to ledge grab a floor up to 238 units above. However, glitchy ledge grabs are rarely possible in practice due to the fact that ledge grabs are not possible where there is a wall 150 units above Mario. Fortunately, minor deviations from perfect geometry can cause there to be no wall 150 units above Mario.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
# The wall is slightly slanted forward&lt;br /&gt;
# There are 2 walls meant to be coplanar that aren&#039;t&lt;br /&gt;
# If there are 2 parallel walls with the lower one jutting out more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{actions}}&lt;/div&gt;</summary>
		<author><name>Dm ss</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Ledge_Grab&amp;diff=19502</id>
		<title>Ledge Grab</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Ledge_Grab&amp;diff=19502"/>
		<updated>2024-12-26T02:22:18Z</updated>

		<summary type="html">&lt;p&gt;Dm ss: Add &amp;quot;is in the air&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{needs_image}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;ledge grab&#039;&#039;&#039; works as follows: While Mario&#039;s position is in the air and against a wall, and he has a non-positive vertical speed, the game checks two conditions.&lt;br /&gt;
&lt;br /&gt;
* There is a wall 30 units above Mario.&lt;br /&gt;
* There is no wall 150 units above him.&lt;br /&gt;
&lt;br /&gt;
If both conditions pass, the game searches for a potential ledge grab. From Mario&#039;s position, it considers a point 60 units in the direction perpendicular to the wall and 160 units above. This point ends up being 10 units into the wall due to Mario&#039;s 50 unit radius. From that point, it searches top-down for the first floor hitbox. If a floor hitbox is found, Mario will ledge grab onto it.&lt;br /&gt;
&lt;br /&gt;
Given these conditions, a ledge grab normally raises Mario between 30 units (inclusive) and 150 units (exclusive). Note that despite the search point starting 160 units higher than Mario&#039;s position, only a 150 unit raise is ordinarily possible because there would otherwise be a wall at the point 150 units above Mario.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to exploit the logic to do a [[Glitchy Ledge Grab|glitchy ledge grab]], allowing Mario to ledge grab a floor up to 238 units above. However, glitchy ledge grabs are rarely possible in practice due to the fact that ledge grabs are not possible where there is a wall 150 units above Mario. Fortunately, minor deviations from perfect geometry can cause there to be no wall 150 units above Mario.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
# The wall is slightly slanted forward&lt;br /&gt;
# There are 2 walls meant to be coplanar that aren&#039;t&lt;br /&gt;
# If there are 2 parallel walls with the lower one jutting out more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{actions}}&lt;/div&gt;</summary>
		<author><name>Dm ss</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Ledge_Grab&amp;diff=19501</id>
		<title>Ledge Grab</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Ledge_Grab&amp;diff=19501"/>
		<updated>2024-12-26T02:14:32Z</updated>

		<summary type="html">&lt;p&gt;Dm ss: Removed quality template but feel free to re-add it if felt necessary :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{needs_image}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;ledge grab&#039;&#039;&#039; works as follows: While Mario&#039;s position is against a wall and he has a non-positive vertical speed, the game checks two conditions.&lt;br /&gt;
&lt;br /&gt;
* There is a wall 30 units above Mario.&lt;br /&gt;
* There is no wall 150 units above him.&lt;br /&gt;
&lt;br /&gt;
If both conditions pass, the game searches for a potential ledge grab. From Mario&#039;s position, it considers a point 60 units in the direction perpendicular to the wall and 160 units above. This point ends up being 10 units into the wall due to Mario&#039;s 50 unit radius. From that point, it searches top-down for the first floor hitbox. If a floor hitbox is found, Mario will ledge grab onto it.&lt;br /&gt;
&lt;br /&gt;
Given these conditions, a ledge grab normally raises Mario between 30 units (inclusive) and 150 units (exclusive). Note that despite the search point starting 160 units higher than Mario&#039;s position, only a 150 unit raise is ordinarily possible because there would otherwise be a wall at the point 150 units above Mario.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to exploit the logic to do a [[Glitchy Ledge Grab|glitchy ledge grab]], allowing Mario to ledge grab a floor up to 238 units above. However, glitchy ledge grabs are rarely possible in practice due to the fact that ledge grabs are not possible where there is a wall 150 units above Mario. Fortunately, minor deviations from perfect geometry can cause there to be no wall 150 units above Mario.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
# The wall is slightly slanted forward&lt;br /&gt;
# There are 2 walls meant to be coplanar that aren&#039;t&lt;br /&gt;
# If there are 2 parallel walls with the lower one jutting out more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{actions}}&lt;/div&gt;</summary>
		<author><name>Dm ss</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Ledge_Grab&amp;diff=19500</id>
		<title>Ledge Grab</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Ledge_Grab&amp;diff=19500"/>
		<updated>2024-12-26T02:09:34Z</updated>

		<summary type="html">&lt;p&gt;Dm ss: Clarifying language&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
{{needs_image}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;ledge grab&#039;&#039;&#039; works as follows: While Mario&#039;s position is against a wall and he has a non-positive vertical speed, the game checks two conditions.&lt;br /&gt;
&lt;br /&gt;
* There is a wall 30 units above Mario.&lt;br /&gt;
* There is no wall 150 units above him.&lt;br /&gt;
&lt;br /&gt;
If both conditions pass, the game searches for a potential ledge grab. From Mario&#039;s position, it considers a point 60 units in the direction perpendicular to the wall and 160 units above. This point ends up being 10 units into the wall due to Mario&#039;s 50 unit radius. From that point, it searches top-down for the first floor hitbox. If a floor hitbox is found, Mario will ledge grab onto it.&lt;br /&gt;
&lt;br /&gt;
Given these conditions, a ledge grab normally raises Mario between 30 units (inclusive) and 150 units (exclusive). Note that despite the search point starting 160 units higher than Mario&#039;s position, only a 150 unit raise is ordinarily possible because there would otherwise be a wall at the point 150 units above Mario.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to exploit the logic to do a [[Glitchy Ledge Grab|glitchy ledge grab]], allowing Mario to ledge grab a floor up to 238 units above. However, glitchy ledge grabs are rarely possible in practice due to the fact that ledge grabs are not possible where there is a wall 150 units above Mario. Fortunately, minor deviations from perfect geometry can cause there to be no wall 150 units above Mario.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
# The wall is slightly slanted forward&lt;br /&gt;
# There are 2 walls meant to be coplanar that aren&#039;t&lt;br /&gt;
# If there are 2 parallel walls with the lower one jutting out more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{actions}}&lt;/div&gt;</summary>
		<author><name>Dm ss</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Ledge_Grab&amp;diff=19499</id>
		<title>Ledge Grab</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Ledge_Grab&amp;diff=19499"/>
		<updated>2024-12-26T01:50:00Z</updated>

		<summary type="html">&lt;p&gt;Dm ss: Restructure and use more explicit wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
{{needs_image}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;ledge grab&#039;&#039;&#039; works as follows: While Mario&#039;s position is against a wall and falling with non-positive vertical speed, the game checks two conditions.&lt;br /&gt;
&lt;br /&gt;
* There is a wall 30 units above Mario.&lt;br /&gt;
* There is no wall 150 units above him.&lt;br /&gt;
&lt;br /&gt;
If both conditions pass, the game searches for a potential ledge grab. From Mario&#039;s position, it considers a point 60 units towards the wall and 160 units above. This point ends up being 10 units into the wall due to Mario&#039;s 50 unit radius. From that point, it searches top-down for the first floor hitbox. If a floor hitbox is found, Mario will ledge grab onto it.&lt;br /&gt;
&lt;br /&gt;
Given these conditions, a ledge grab normally raises Mario between 30 units (inclusive) and 150 units (exclusive). Note that despite the search point starting 160 units higher than Mario&#039;s position, only a 150 unit raise is ordinarily possible because there would otherwise be a wall at the point 150 units above Mario.&lt;br /&gt;
&lt;br /&gt;
It&#039;s possible to exploit the logic to do a [[Glitchy Ledge Grab|glitchy ledge grab]], allowing Mario to ledge grab a floor up to 238 units above. However, glitchy ledge grabs are rarely possible in practice due to the fact that ledge grabs are not possible where there is a wall 150 units above Mario. Fortunately, minor deviations from perfect geometry can cause there to be no wall 150 units above Mario.&lt;br /&gt;
&lt;br /&gt;
Examples include:&lt;br /&gt;
&lt;br /&gt;
# The wall is slightly slanted forward&lt;br /&gt;
# There are 2 walls meant to be coplanar that aren&#039;t&lt;br /&gt;
# If there are 2 parallel walls with the lower one jutting out more&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{actions}}&lt;/div&gt;</summary>
		<author><name>Dm ss</name></author>
	</entry>
</feed>