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	<updated>2026-10-01T16:36:25Z</updated>
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	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Movement_Guide&amp;diff=11097</id>
		<title>RTA Guide/Movement Guide</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Movement_Guide&amp;diff=11097"/>
		<updated>2020-04-07T16:46:49Z</updated>

		<summary type="html">&lt;p&gt;EgaSyeliR: changed &amp;quot;The Camera Is Your Friend&amp;quot; to &amp;quot;Camera Mechanics&amp;quot; and fixed a couple sentences after&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide for moving Mario in RTA speedruns. It will help you get familiar with common terminology for movement options and discuss the mechanics associated with them. Note that these various movement options can be chained together to create more complex movement options. For example, doing a triple jump followed by a wallkick is called a &amp;quot;triple jump wallkick&amp;quot;.&lt;br /&gt;
== Basic Movement Options ==&lt;br /&gt;
*&#039;&#039;&#039;Single Jump&#039;&#039;&#039; - Press A to single jump. How long you hold A for determines how long Mario jumps in the air for until he reaches his max height.&lt;br /&gt;
*&#039;&#039;&#039;Double Jump&#039;&#039;&#039; - Upon landing from a single jump or walking off of a ledge, press A when Mario makes contact with the ground to double jump. This jump gives Mario more height than a single jump. Similar to a single jump, how long you hold A for after the double jump will make Mario jump higher until he reaches the max height.&lt;br /&gt;
*&#039;&#039;&#039;Triple Jump&#039;&#039;&#039; - Upon landing from a double jump, press A when Mario makes contact with the ground to triple jump. You must have forward momentum to triple jump. You cannot ledgegrab out of a triple jump.&lt;br /&gt;
*&#039;&#039;&#039;Long Jump&#039;&#039;&#039; - When Mario is moving, press Z followed by A to longjump.&lt;br /&gt;
*&#039;&#039;&#039;Sideflip&#039;&#039;&#039; - When Mario has momentum in a direction, flick the stick in the opposite direction to make Mario start turning in the opposite direction. While Mario is in this turning state, you can perform a sideflip into any direction you hold by pressing A.&lt;br /&gt;
*&#039;&#039;&#039;Backflip&#039;&#039;&#039; - While standing still, press Z followed by A to backflip. This technique has very few applications in an RTA run. The most common use is on the Advanced CCM Wallkicks Will Work strategy.&lt;br /&gt;
*&#039;&#039;&#039;Walljump/Wallkick&#039;&#039;&#039; - You must have some momentum towards a wall and be within a range of angles to perform a wallkick. When you get close to the wall, press A to wallkick. There are 5 frames in which Mario interacts with the wall and is able to wallkick. Each of these frames have specific properties. The most common distinct wallkick to get is a first frame wallkick (aka firsty) where Mario will gain speed out of the wallkick. The other frames Mario retains his speed or loses some.&lt;br /&gt;
*&#039;&#039;&#039;Punch&#039;&#039;&#039; - When standing on the ground, press B to punch.&lt;br /&gt;
*&#039;&#039;&#039;Kick (on ground)&#039;&#039;&#039; - When standing on the ground with the A button pressed, press B to do a kick.&lt;br /&gt;
*&#039;&#039;&#039;Kick (in air)&#039;&#039;&#039; - When in the air with no little to no forward momentum, press B to kick.&lt;br /&gt;
*&#039;&#039;&#039;Dive&#039;&#039;&#039; - When grounded or in the air with a lot of forward momentum, press B to dive. Being able to perform a kick or dive in specific parts of the game requires some effort. A common point of failure among beginner runners is trying to do double jump kicks in Bowser in the Sky. This is great movement to practice to get a feel for how to kick V.S. how to dive.&lt;br /&gt;
*&#039;&#039;&#039;Rollout&#039;&#039;&#039; - When Mario is in the dive animation and hits the floor, you can press either A or B to rollout. Many players will slide their finger from A to B (for two chances) to try and make the rollout dustless. When doing longjumps,dive rollouts, and slidekick rollouts you have a large window to hit the next movement. If you do it on the first frame, no dust will be generated under Mario, which is why it is called dustless. Mario does not lose any speed with dustless movements. If you rollout over an edge, Mario will be in a state where he does not take damage, cannot ledgegrab, and cannot groundpound.&lt;br /&gt;
*&#039;&#039;&#039;Slidekick&#039;&#039;&#039; - When Mario has forward momentum, press Z followed by B to perform a slidekick. Slidekicks have the property of quick startup, so it is preferred in very specific instances. One common spot is when going to talk to the penguin inside the CCM slide area.&lt;br /&gt;
*&#039;&#039;&#039;Groundpound&#039;&#039;&#039; - When Mario is in the air as a result of jumping, or running off of a ledge, you can hit Z to groundpound. It is very common to groundpound under stars, since it extends Mario&#039;s hitbox and he falls down faster after grabbing the star. The same thing applies to breaking boxes to grab stars. If you hit A+Z on the same frame while grounded, Mario will groundpound. Mistakes during a run often occur as a result of trying to longjump and instead groundpounding.&lt;br /&gt;
*&#039;&#039;&#039;Ledge Grab&#039;&#039;&#039; - Mario can grab a ledge out of any state with 3 exceptions. If you rollout, the state Mario is in until he lands on the ground cannot ledgegrab. If you are on a slope Mario can stand on, but not kick, he will not be able to ledgegrab. You cannot ledgegrab out of a triple jump. This is why players often chain a triple jump with a wallkick so they can ledgegrab.&lt;br /&gt;
*&#039;&#039;&#039;Swimming&#039;&#039;&#039; - When swimming, you press A to initiate another swim. To swim optimally, there are audio and visual cues most players use. If you watch any runner swim, you will pick up on those cues and then can determine what works best for you.&lt;br /&gt;
*&#039;&#039;&#039;Flying&#039;&#039;&#039; - To initiate a fly, Mario must have on a Wing Cap and perform a triple jump. This triple jump is unique, since it can be done in place, whereas a regular triple jump cannot. A good general practice while flying is to try and make smooth parabolic arcs to retain your speed. A special note on the wing cap - if you are falling (not in a flying state) with the wing cap on, you can hold A to fall slower.&lt;br /&gt;
Sean&#039;s Video covers movement options very well and also has an input display to help visualize everything. It also has some good information about slopes (touched on this a little above) towards the end.&lt;br /&gt;
==== Sean Raider Movement Guide ====&lt;br /&gt;
{{#ev:youtube|tyu1KO3x5Ps}}&lt;br /&gt;
&lt;br /&gt;
== Intermediate/Advanced Movement Options ==&lt;br /&gt;
*&#039;&#039;&#039;Immediate Jumps on slopes&#039;&#039;&#039; - When you are on a slope, you can hold Z and instantly jump much faster than if you were not. This is useful for Whomp&#039;s Fortress 100 Coin, Lethal Lava Land movement, and Tall Tall Mountain reds.&lt;br /&gt;
*&#039;&#039;&#039;Spinning in Air&#039;&#039;&#039; - When Mario bounces off a sprindrift or fly guy, or gets sucked into a tornado in Shifting Sand Land, he enters a twirling state. While in this state, you can hold A to make Mario spin faster and cover more ground as he descends. &lt;br /&gt;
*&#039;&#039;&#039;Pole Grab&#039;&#039;&#039; - When you grab the bottom of a pole, Mario will try to catch it but fail most of the time. If you mash B, he will keep trying to regrab the pole instead of falling off of it. You will see this a lot when runners try to do Lakitu Bounce or grab the pole in Bowser in the Sky Reds.&lt;br /&gt;
*&#039;&#039;&#039;Speedkick&#039;&#039;&#039; - This is probably the most difficult movement option in the game. At a high level, you speedkick to maintain your speed and get a specific amount of spacing into some other movement option like a triple jump wallkick or a jump dive. To do a speedkick, Mario must be moving. Before he makes contact with the ground, you must already be holding A and the control stick must be slightly tilted in the direction you want to speedkick. If you played any smash game before, its similar to performing tilts instead of smash attacks. Then, when Mario hits the ground, hit B to speedkick. Check out the videos below for more on speedkicks.&lt;br /&gt;
&lt;br /&gt;
==== Drogie Speedkick Guide ====&lt;br /&gt;
{{#ev:youtube|MKMOuSy1tlM}}&lt;br /&gt;
&lt;br /&gt;
==== Yale Speedkick Guide ====&lt;br /&gt;
{{#ev:youtube|LCdfklEOYe4}}&lt;br /&gt;
&lt;br /&gt;
==Camera Mechanics==&lt;br /&gt;
Though it may seem unintuitive at first, using different camera angles can be very helpful for a wide variety of movement throughout the game. Manipulating the camera is also a key part of lag reduction. Play around with the camera modes and see what works best. When watching the videos on this site, make sure to pay attention to the cameras that are being used. It is not always easy to implement right when you start learning, but it is good to be aware of them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lakitu Cam&#039;&#039;&#039; - Lakitu cam has fixed rotations in most stages. The clearest example of this is in Bowser secret stages, which are widely open and Lakitu can move freely. This is very useful to perform specific movements or tricks in the game because you can guarantee the same angle every time. In other stages, like Bob-Omb Battlefield, Lakitu cam acts more unpredictably due to the camera colliding with walls as you move around with Mario. If you double tap the camera change button, the camera refocuses at the original distance from Mario. When falling large distances, this is useful to immediately get a nice camera again instead of waiting for it to catch up to Mario. A common example of this is in CCM 100 coin, when you intentionally fall to the bottom of the stage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mario Cam&#039;&#039;&#039; - Mario cam is best described as directly following behind Mario. When using Mario Cam, it is most often used in the C-down version. In places where Lakitu cam fails to turn or follow well, Mario Cam is often used to see better. Mario Cam is also very helpful for setting specific angles upon stage entry. Some common stars to use this for are at the start of CCM 100 to grab the first red and LLL to enter the volcano.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Castle Cam&#039;&#039;&#039; - For lack of a better term, the camera gets fixed to certain viewpoints for some areas. Most notably, inside the castle lobby and inside the mansion for Big Boo&#039;s Haunt. In these areas, you can switch between Lakitu Cam and Mario cam, but lose the functionality of using the C-down versions of these. In BBH however, if you enter the mansion in Mario Cam C-down, that camera will persist as long as you do not switch back to Lakitu Cam (This is useful for a number of stars in BBH). This is not an option for the lobby, since when you enter, you are changing loading zones.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Underwater Cam&#039;&#039;&#039; - When swimming, the camera will always follow behind Mario. The only difference between Mario cam and Lakitu cam for swimming is how close the camera is to Mario. If you need to use specific cameras while swimming (to lag reduce or swim through rings), you have to hold the C-button for the direction you want the camera to pan for as long as you need it. When you let go, it will pan back to directly behind Mario. Some players prefer to switch to a claw grip on their controller for swimming to make this easier.&lt;br /&gt;
&lt;br /&gt;
==Tricks VS Movements==&lt;br /&gt;
While it&#039;s not always clear cut to distinguish what constitutes a trick and what constitutes movement,we have a common saying in the community. &amp;quot;Tricks save seconds, movement saves minutes.&amp;quot; Basically, if you want to optimize your personal best quickly, sinking time into how Mario moves and interacts with different parts of stages will help you gain strong fundamentals. If you focus on specific tricks (pillarless, lavaboost, lakitu bounce, etc,) the time you spend learning those stars does not really improve your game as a whole. That being said, there are several runners who jumped in the deep end (reset over every failed trick until they became consistent) and still made it to the top. Pick what best works for you and make sure you are having fun with the game.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[TAS Movement Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:RTA Guide]]&lt;/div&gt;</summary>
		<author><name>EgaSyeliR</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Nisflip&amp;diff=5735</id>
		<title>Nisflip</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Nisflip&amp;diff=5735"/>
		<updated>2019-02-18T01:59:41Z</updated>

		<summary type="html">&lt;p&gt;EgaSyeliR: fixed some sentences at the start, but it still kinda sux :/&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Nisflip is a type of movement in which Mario performs a [[sideflip]] and [[dive]]s on the same frame. The name &amp;quot;Nisflip&amp;quot; is a reference to [https://youtu.be/MbOvg94fLqo?t=1m18s a TAS by 4232Nis]. This is almost always not ideal except in case of very short distances, if you would lose your 32+ speed within travelling less than 1246.9 units after initiating the sideflip.&lt;br /&gt;
&lt;br /&gt;
After a sideflip, it is best to wait until Mario reaches just below 32 speed before initiating a dive. This is because acceleration decreases if Mario passes 32 speed, so the +15 speed gain from the dive is more useful at 32 speed to reach 47 speed, rather than, for example, to go from 8 speed to 23 speed.&lt;/div&gt;</summary>
		<author><name>EgaSyeliR</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Ukikipedia:Rules&amp;diff=3823</id>
		<title>Ukikipedia:Rules</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Ukikipedia:Rules&amp;diff=3823"/>
		<updated>2018-10-13T16:01:08Z</updated>

		<summary type="html">&lt;p&gt;EgaSyeliR: removed random comma&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is a defined list of what is and isn&#039;t allowed on Ukikipedia.&lt;br /&gt;
&lt;br /&gt;
==== No jokes/memes/shitposting/spam/not serious articles ====&lt;br /&gt;
Pages that are intended to be a joke are not allowed on Ukikipedia. Do not create pages about memes or jokes and do not write about them in their page. Referencing known memes in any way is also not allowed, and adding information about memes on existing pages is considered vandalism. Ukikipedia is not about memes. However, joking/memes are allowed in your respective user pages. Pages are also allowed to have sections that are memes that have been seriously studied in a context relevant to the goals of Ukikipedia.&lt;br /&gt;
&lt;br /&gt;
==== No vandalism ====&lt;br /&gt;
Editing existing articles or creating articles for the intent of obstructing knowledge is not allowed and should go without saying.&lt;br /&gt;
&lt;br /&gt;
==== No off topic pages or edits ====&lt;br /&gt;
Creating pages or editing pages for off-topic purposes (e.g creating pages about Sonic) are not allowed. Discussing a page should go on the discussion section of the page.&lt;br /&gt;
&lt;br /&gt;
==== Prohibited subjects ====&lt;br /&gt;
Topics that are not to be on Ukikipedia in any way, shape, or form are as follows:&lt;br /&gt;
* Racism&lt;br /&gt;
* Sexism&lt;br /&gt;
* Sexual content (including text posts)&lt;br /&gt;
* Homophobia&lt;br /&gt;
* Transphobia&lt;br /&gt;
* Harassment&lt;br /&gt;
* Doxxing (revealing someones name or location publicly) &lt;br /&gt;
* Impersonating others&lt;br /&gt;
* Politics (of any kind)&lt;br /&gt;
* Overly &amp;quot;disgusting&amp;quot; or &amp;quot;shock&amp;quot; content&lt;br /&gt;
None of these topics should be anywhere near this wiki. This includes User pages.&lt;br /&gt;
&lt;br /&gt;
==== No advertising ====&lt;br /&gt;
Do not create pages that intentionally advertise something. This includes advertising streams, youtube pages, twitch pages, amazon affiliate links, or anything of the sort. This is considered vandalism. Advertising on User pages is okay.&lt;br /&gt;
&lt;br /&gt;
==== No uploading copyrighted content ====&lt;br /&gt;
Do not upload Super Mario 64 ROMs on this Wiki or linking to downloads of ROMs. We can get in serious legal trouble if you upload them here or link to them so please don&#039;t. This rule also applies to User Pages.&lt;/div&gt;</summary>
		<author><name>EgaSyeliR</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Penguin&amp;diff=3437</id>
		<title>Penguin</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Penguin&amp;diff=3437"/>
		<updated>2018-09-26T06:14:02Z</updated>

		<summary type="html">&lt;p&gt;EgaSyeliR: Changed &amp;quot;slip slidin away&amp;quot; to &amp;quot;big penguin race&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In [[Super Mario 64]], &#039;&#039;&#039;Penguins&#039;&#039;&#039; are a type of NPC that appear in [[Cool, Cool Mountain]] and [[Snowman&#039;s Land]]. There are two type of penguins; big and small penguins.&lt;br /&gt;
&lt;br /&gt;
== Penguin Locations ==&lt;br /&gt;
=== Baby Penguins ===&lt;br /&gt;
There are two baby penguin in [[Super Mario 64]]. Both penguins are in [[Cool, Cool Mountain]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 | CCM Penguins&lt;br /&gt;
|-&lt;br /&gt;
| [[File:penguin_baby_hut1.png|200px]] || The first penguin seen in the game can be found at the very beginning of [[Cool, Cool Mountain]], atop the little hut.&amp;lt;br&amp;gt;This baby penguin&#039;s name is &#039;&#039;&#039;Tuxie&#039;&#039;&#039;. Bringing Tuxie to her mother rewards you with the star [[Li&#039;l Penguin Lost]].&lt;br /&gt;
|-&lt;br /&gt;
| [[File:penguin_baby_hut2.png|200px]]|| The second baby penguin is found near the Mother Penguin in [[Cool, Cool Mountain]], atop the little hut at the bottom of the level.&amp;lt;br&amp;gt;Bringing this baby penguin to the mother penguin does &#039;&#039;not&#039;&#039; result in a star.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Big Penguins ===&lt;br /&gt;
Unlike the baby penguins, there are several more instances of larger penguins. Two of which are in [[Cool, Cool Mountain]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 | CCM Penguins&lt;br /&gt;
|-&lt;br /&gt;
| [[File:penguin_mother.png|200px]] || The first of the bigger penguins is the Mother Penguin of Tuxie.&amp;lt;br&amp;gt;The Mother Penguin is found at the bottom of CCM, near the 2nd baby penguin, outside the lower hut.&lt;br /&gt;
|-&lt;br /&gt;
| [[File:penguin_race01.png|200px]] &amp;lt;br&amp;gt; [[File:penguin_race02.png|200px]] || Also in CCM is the 2nd big penguin, found within the slide portion of CCM, in the hut at the top of the mountain.&amp;lt;br&amp;gt;Once you complete the first star of CCM, [[Slip Slidin&#039; Away]], you can re-enter the slide and race this penguin.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Upon beating him in the race, you will be rewarded the [[Big Penguin Race]] star.&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2 | SL Penguins&lt;br /&gt;
|-&lt;br /&gt;
| [[File:penguin_SL.png|200px]] || The final Big Penguin is in [[Snowman&#039;s Land]], found partway up the snowman.&amp;lt;br&amp;gt;He aids you crossing in front of the snowman&#039;s face, blocking the snowman from blowing you back down to the bottom.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CCM infinite coins ==&lt;br /&gt;
The Mother Penguin may play a possibly important part in the [[CCM infinite coins]] route. Because the Mother Penguin gives a dialogue, [[Time Stop]] can be activated on the [[J 1.0]] version of SM64. It is theorized that this penguin could play an integral role in performing the CCM infinite coins glitch.&lt;br /&gt;
&#039;&#039;[expand on the route]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>EgaSyeliR</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTABC&amp;diff=2936</id>
		<title>RTABC</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTABC&amp;diff=2936"/>
		<updated>2018-09-09T02:49:06Z</updated>

		<summary type="html">&lt;p&gt;EgaSyeliR: removed a couple of badly written sentences and rewrote the rest of them&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
&lt;br /&gt;
{{RTA Button Challenge Infobox}}&lt;br /&gt;
&lt;br /&gt;
The RTABC (Real Time A Button Challenge) is a variation on the popular [[A Button Challenge]], where all gameplay must be done in real-time.&lt;br /&gt;
&lt;br /&gt;
== Completed Runs ==&lt;br /&gt;
&lt;br /&gt;
The current RTABC 70 Star world record, achieved by bad_boot, finishes with a total of 35 A Presses and with a time of approximately 4 hours, 45 minutes, and 08 seconds.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=Bwt7av5uQdA&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1MDgm0yj5IJeqYMJlOdbKyIz66aX1Y3dYm79_wIePxY0/ The RTABC spreadsheet] contains a route guide for 70 Star, and a leaderboard showcasing the category&#039;s only completed run.&lt;br /&gt;
&lt;br /&gt;
No other categories have any recorded runs. &lt;br /&gt;
&lt;br /&gt;
==References==&lt;/div&gt;</summary>
		<author><name>EgaSyeliR</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:RTA_Button_Challenge_Infobox&amp;diff=2935</id>
		<title>Template:RTA Button Challenge Infobox</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:RTA_Button_Challenge_Infobox&amp;diff=2935"/>
		<updated>2018-09-09T02:40:10Z</updated>

		<summary type="html">&lt;p&gt;EgaSyeliR: fixed IL and overall stars counts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Challenge_infobox&lt;br /&gt;
|title= Real Time A Button Challenge&lt;br /&gt;
|abbreviation= RTABC&lt;br /&gt;
|stars=62&lt;br /&gt;
|stars-overall=59&lt;br /&gt;
|beatable=Yes&lt;br /&gt;
|button-presses-any=21&lt;br /&gt;
|button-presses-full=228&lt;br /&gt;
|bob1=1|bob2=1|bob3=0|bob4=0.5|bob5=0|bob6=1|bob7=1&lt;br /&gt;
|wf1=0|wf2=0|wf3=1|wf4=1|wf5=0.5|wf6=1|wf7=1&lt;br /&gt;
|jrb1=1|jrb2=1|jrb3=0|jrb4=0|jrb5=0|jrb6=0|jrb7=0&lt;br /&gt;
|ccm1=1|ccm2=1|ccm3=1|ccm4=1|ccm5=1|ccm6=1|ccm7=1&lt;br /&gt;
|bbh1=1|bbh2=1|bbh3=0|bbh4=0|bbh5=0|bbh6=0|bbh7=1&lt;br /&gt;
|hmc1=1|hmc2=0|hmc3=0|hmc4=0|hmc5=0|hmc6=0|hmc7=0&lt;br /&gt;
|lll1=1|lll2=1|lll3=1|lll4=1|lll5=0|lll6=0|lll7=1&lt;br /&gt;
|ssl1=1|ssl2=1|ssl3=0|ssl4=0|ssl5=0.5|ssl6=0|ssl7=0&lt;br /&gt;
|ddd1=0.5|ddd2=0.5|ddd3=0|ddd4=0.5|ddd5=1|ddd6=0.5|ddd7=0&lt;br /&gt;
|sl1=0|sl2=1|sl3=1|sl4=1|sl5=1|sl6=1|sl7=1&lt;br /&gt;
|wdw1=1|wdw2=0|wdw3=1|wdw4=0|wdw5=0|wdw6=0|wdw7=1&lt;br /&gt;
|ttm1=1|ttm2=1|ttm3=1|ttm4=1|ttm5=1|ttm6=1|ttm7=1&lt;br /&gt;
|thi1=1|thi2=1|thi3=1|thi4=1|thi5=0|thi6=1|thi7=&lt;br /&gt;
|ttc1=0|ttc2=0|ttc3=0|ttc4=0|ttc5=0|ttc6=0|ttc7=0&lt;br /&gt;
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}}&lt;/div&gt;</summary>
		<author><name>EgaSyeliR</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:EgaSyeliR&amp;diff=2835</id>
		<title>User:EgaSyeliR</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:EgaSyeliR&amp;diff=2835"/>
		<updated>2018-09-03T05:49:50Z</updated>

		<summary type="html">&lt;p&gt;EgaSyeliR: Created page with &amp;quot;Also known as egg, eegasyeller, egas, or yellingateggs. Minor contributor to the RTABC, and admin of the SM64 RTABC Discord Server (which can be found [https://discord.gg/73JK...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Also known as egg, eegasyeller, egas, or yellingateggs. Minor contributor to the RTABC, and admin of the SM64 RTABC Discord Server (which can be found [https://discord.gg/73JKC6f here]).&lt;/div&gt;</summary>
		<author><name>EgaSyeliR</name></author>
	</entry>
</feed>