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	<updated>2026-09-29T07:37:22Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=TAS_Competition_2019&amp;diff=19573</id>
		<title>TAS Competition 2019</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=TAS_Competition_2019&amp;diff=19573"/>
		<updated>2025-03-04T16:59:33Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;TAS Competition 2019&amp;#039;&amp;#039;&amp;#039; was a TAS competition held throughout 2019, as a continuation of TAS Competition 2018. It consisted of 23 tasks.  == Tasks ==  {| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot; |- !Task !Co-op !Start date !End date !Entries !colspan=2|Winner |- !1 |No |1 January |19 January |48 |MKDasher |13.83 |- !2 |No |19 January |2 February |32 |CeeSZee |13.03 |- !3 |No |2 February |16 February |26 (+5) |CeeSZee |21.43 |- !4 |No |16 February |2 March |...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;TAS Competition 2019&#039;&#039;&#039; was a [[TAS competition]] held throughout 2019, as a continuation of [[TAS Competition 2018]]. It consisted of 23 tasks.&lt;br /&gt;
&lt;br /&gt;
== Tasks ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Task&lt;br /&gt;
!Co-op&lt;br /&gt;
!Start date&lt;br /&gt;
!End date&lt;br /&gt;
!Entries&lt;br /&gt;
!colspan=2|Winner&lt;br /&gt;
|-&lt;br /&gt;
!1&lt;br /&gt;
|No&lt;br /&gt;
|1 January&lt;br /&gt;
|19 January&lt;br /&gt;
|48&lt;br /&gt;
|MKDasher&lt;br /&gt;
|13.83&lt;br /&gt;
|-&lt;br /&gt;
!2&lt;br /&gt;
|No&lt;br /&gt;
|19 January&lt;br /&gt;
|2 February&lt;br /&gt;
|32&lt;br /&gt;
|CeeSZee&lt;br /&gt;
|13.03&lt;br /&gt;
|-&lt;br /&gt;
!3&lt;br /&gt;
|No&lt;br /&gt;
|2 February&lt;br /&gt;
|16 February&lt;br /&gt;
|26 (+5)&lt;br /&gt;
|CeeSZee&lt;br /&gt;
|21.43&lt;br /&gt;
|-&lt;br /&gt;
!4&lt;br /&gt;
|No&lt;br /&gt;
|16 February&lt;br /&gt;
|2 March&lt;br /&gt;
|48 (+2)&lt;br /&gt;
|MKDasher, CeeSZee, Nis&lt;br /&gt;
|7.43&lt;br /&gt;
|-&lt;br /&gt;
!5&lt;br /&gt;
|style=&amp;quot;background:#abb5ff&amp;quot;|Yes&lt;br /&gt;
|2 March&lt;br /&gt;
|16 March&lt;br /&gt;
|17 (+2)&lt;br /&gt;
|MrPyt1001 &amp;amp; Dargos&lt;br /&gt;
|21.87&lt;br /&gt;
|-&lt;br /&gt;
!6&lt;br /&gt;
|No&lt;br /&gt;
|16 March&lt;br /&gt;
|30 March&lt;br /&gt;
|30&lt;br /&gt;
|CeeSZee&lt;br /&gt;
|14.37&lt;br /&gt;
|-&lt;br /&gt;
!7&lt;br /&gt;
|No&lt;br /&gt;
|30 March&lt;br /&gt;
|13 April&lt;br /&gt;
|29 (+3)&lt;br /&gt;
|Rush57&lt;br /&gt;
|12.77&lt;br /&gt;
|-&lt;br /&gt;
!8&lt;br /&gt;
|No&lt;br /&gt;
|24 April&lt;br /&gt;
|11 May&lt;br /&gt;
|29&lt;br /&gt;
|dar gos&lt;br /&gt;
|11.13&lt;br /&gt;
|-&lt;br /&gt;
!9&lt;br /&gt;
|No&lt;br /&gt;
|12 May&lt;br /&gt;
|25 May&lt;br /&gt;
|22&lt;br /&gt;
|fifdspence&lt;br /&gt;
|14.13&lt;br /&gt;
|-&lt;br /&gt;
!10&lt;br /&gt;
|style=&amp;quot;background:#abb5ff&amp;quot;|Yes&lt;br /&gt;
|25 May&lt;br /&gt;
|8 June&lt;br /&gt;
|23 (+2)&lt;br /&gt;
|fifdspence &amp;amp; Rush57&lt;br /&gt;
|11.55&lt;br /&gt;
|-&lt;br /&gt;
!11&lt;br /&gt;
|No&lt;br /&gt;
|8 June&lt;br /&gt;
|22 June&lt;br /&gt;
|28 (+5)&lt;br /&gt;
|Nis&lt;br /&gt;
|9.97&lt;br /&gt;
|-&lt;br /&gt;
!12&lt;br /&gt;
|No&lt;br /&gt;
|22 June&lt;br /&gt;
|6 July&lt;br /&gt;
|22 (+1)&lt;br /&gt;
|CeeSZee&lt;br /&gt;
|9.13&lt;br /&gt;
|-&lt;br /&gt;
!13&lt;br /&gt;
|No&lt;br /&gt;
|6 July&lt;br /&gt;
|20 July&lt;br /&gt;
|50 (+1)&lt;br /&gt;
|Rush57&lt;br /&gt;
|8.83&lt;br /&gt;
|-&lt;br /&gt;
!14&lt;br /&gt;
|No&lt;br /&gt;
|20 July&lt;br /&gt;
|10 August&lt;br /&gt;
|30 (+1)&lt;br /&gt;
|Madghostek&lt;br /&gt;
|13.83&lt;br /&gt;
|-&lt;br /&gt;
!15&lt;br /&gt;
|style=&amp;quot;background:#abb5ff&amp;quot;|Yes&lt;br /&gt;
|10 August&lt;br /&gt;
|24 August&lt;br /&gt;
|20 (+2)&lt;br /&gt;
|Dargos &amp;amp; SilentSlayers&lt;br /&gt;
|18.83&lt;br /&gt;
|-&lt;br /&gt;
!16&lt;br /&gt;
|No&lt;br /&gt;
|24 August&lt;br /&gt;
|7 September&lt;br /&gt;
|20 (+1)&lt;br /&gt;
|Nis&lt;br /&gt;
|20.20&lt;br /&gt;
|-&lt;br /&gt;
!17&lt;br /&gt;
|No&lt;br /&gt;
|7 September&lt;br /&gt;
|21 September&lt;br /&gt;
|21&lt;br /&gt;
|CeeSZee&lt;br /&gt;
|11.27&lt;br /&gt;
|-&lt;br /&gt;
!18&lt;br /&gt;
|No&lt;br /&gt;
|21 September&lt;br /&gt;
|5 October&lt;br /&gt;
|22&lt;br /&gt;
|Non5en5e&lt;br /&gt;
|18.57&lt;br /&gt;
|-&lt;br /&gt;
!19&lt;br /&gt;
|No&lt;br /&gt;
|5 October&lt;br /&gt;
|19 October&lt;br /&gt;
|31&lt;br /&gt;
|CeeSZee&lt;br /&gt;
|8.90&lt;br /&gt;
|-&lt;br /&gt;
!20&lt;br /&gt;
|style=&amp;quot;background:#abb5ff&amp;quot;|Yes&lt;br /&gt;
|19 October&lt;br /&gt;
|2 November&lt;br /&gt;
|15&lt;br /&gt;
|CeeSZee&lt;br /&gt;
|16.50&lt;br /&gt;
|-&lt;br /&gt;
!21&lt;br /&gt;
|No&lt;br /&gt;
|2 November&lt;br /&gt;
|16 November&lt;br /&gt;
|18 (+1)&lt;br /&gt;
|DyllonStej&lt;br /&gt;
|12.33&lt;br /&gt;
|-&lt;br /&gt;
!22&lt;br /&gt;
|No&lt;br /&gt;
|16 November&lt;br /&gt;
|30 November&lt;br /&gt;
|19&lt;br /&gt;
|DyllonStej&lt;br /&gt;
|14.07&lt;br /&gt;
|-&lt;br /&gt;
!23&lt;br /&gt;
|style=&amp;quot;background:#abb5ff&amp;quot;|Yes&lt;br /&gt;
|30 November&lt;br /&gt;
|28 December&lt;br /&gt;
|15&lt;br /&gt;
|galoomba &amp;amp; Non5en5e&lt;br /&gt;
|17.07&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Backwards_Long_Jump&amp;diff=19428</id>
		<title>Backwards Long Jump</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Backwards_Long_Jump&amp;diff=19428"/>
		<updated>2024-10-14T21:35:59Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Backwards [[Long Jump]]&#039;&#039;&#039; hyperspeed method, or &#039;&#039;&#039;BLJ&#039;&#039;&#039; for short, is the most famous [[hyperspeed]] method in Super Mario 64. Due to their versatility, BLJs are commonly used in all kinds of [[Speedrun|speedruns]] and [[Challenge|challenges]].&lt;br /&gt;
&lt;br /&gt;
When Mario initiates a long jump, his horizontal speed is multiplied by 3/2. A BLJ occurs when a backwards long jump is interrupted before the effects of drag can counteract the speed gain from the 3/2 multiplier. This does not occur with forwards long jumps because long jumps have a &amp;quot;hard cap&amp;quot; of +48 horizontal speed which Mario&#039;s speed cannot exceed. No such cap exists in the negative direction because normally the &amp;quot;soft cap&amp;quot; of -16 speed from drag is easily enough to stop any speed gain.&lt;br /&gt;
&lt;br /&gt;
There are several different types of BLJs. The distinguishing feature of different types of BLJs is what they use to interrupt the long jump:&lt;br /&gt;
* Slope BLJs use slopes by going up the slope.&lt;br /&gt;
* Stair BLJs use stairs by going up the stairs.&lt;br /&gt;
* Elevator BLJs use the upwards movement of an elevator or other object.&lt;br /&gt;
* [[Side BLJ|Side BLJs]] use two floors at slightly different levels by oscillating between them.&lt;br /&gt;
* Ceiling BLJs use an exposed ceiling or low-hanging ceiling by making Mario hit his head and start travelling downwards faster.&lt;br /&gt;
&lt;br /&gt;
BLJs can also be [[Pause Buffering|pause buffered]] to increase the amount of long jumps that can be performed in a given amount of time or space.&lt;br /&gt;
&lt;br /&gt;
The BLJ glitch was patched in the [[Super Mario 64#Shindou|Shindou release]], and therefore also the [[Super Mario 64#iQue (Chinese)|iQue version]]. This also means that any emulator releases of these game versions lack the BLJ glitch, namely the [[Super Mario 64#Japanese 2|Japanese Wii VC release]], the [[Super Mario 64#Japanese 3|Japanese Wii U VC release]], and all versions of [[Super Mario 64#Super Mario 3D All-Stars|Super Mario 3D All-Stars]].&lt;br /&gt;
&lt;br /&gt;
==Slope BLJ==&lt;br /&gt;
&lt;br /&gt;
A slope BLJ is performed by interrupting a backwards long jump using a rising slope. Because Mario usually lands immediately after long jumping (assuming a steep enough slope), slope BLJs are normally pause bufferable.&lt;br /&gt;
&lt;br /&gt;
==Stair BLJ==&lt;br /&gt;
&lt;br /&gt;
A stair BLJ is similar to a slope BLJ, except using stairs instead of slopes to achieve the rising floor effect. Stair BLJs often cannot be performed when there are wall hitboxes sticking out from the stairs because the walls prevent Mario from landing on the higher floor. Similarly to slope BLJs, stair BLJs are often pause bufferable.&lt;br /&gt;
&lt;br /&gt;
Stair BLJs are often used for bypassing doors in the castle.&lt;br /&gt;
&lt;br /&gt;
==Elevator BLJ==&lt;br /&gt;
&lt;br /&gt;
Elevator BLJs are also conceptually similar to slope BLJs and stair BLJs in that they too use the floor under Mario rising to interrupt Mario&#039;s long jump. Elevator BLJs use elevators as the rising floor. Elevator BLJs are a common solution for when one wishes to quickly get a lot of speed since while slope BLJs and stair BLJs can only last until the slope or stair runs out or Mario hits out-of-bounds, elevator BLJs can last as long as the elevator is moving and don&#039;t need to stop when Mario hits out-of-bounds. Because of this, elevator BLJs are the only type of BLJ that can reach [[PU]] speed.&lt;br /&gt;
&lt;br /&gt;
==Side BLJ==&lt;br /&gt;
&lt;br /&gt;
Side BLJs or SBLJs are the most complex type of BLJ. A side BLJ is performed by oscillating between two floors at slightly different heights to achieve an effect similar to a stair BLJ but without needing a long, wall-less staircase. Side BLJs are performed by first having Mario face slightly to the higher floor (so that when Mario&#039;s moving backwards, he moves down to the lower floor), then straining to the higher floor during the long jump so that Mario snaps up to it. After long jumping from the lower floor, Mario ends up on the higher floor due to the straining, but because of the direction Mario is facing he snaps down to the lower floor on the next frame. This can then be repeated.&lt;br /&gt;
&lt;br /&gt;
Because side BLJs require 1 extra frame per long jump for Mario to snap back down to the lower floor, they cannot be pause buffered.&lt;br /&gt;
&lt;br /&gt;
==Ceiling BLJ==&lt;br /&gt;
&lt;br /&gt;
A ceiling BLJ is performed by having Mario hit a ceiling during his long jumps so that Mario starts moving downwards earlier, meaning there&#039;s less time for drag to slow Mario down. Ceiling BLJs can be performed with low ceilings or with [[Exposed ceiling|exposed ceilings]]. [[Lobby Backwards Long Jump]] is an example of this type of BLJ.&lt;br /&gt;
&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
[[Category:Hyperspeed]]&lt;br /&gt;
&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Whirl_from_the_Freezing_Pond&amp;diff=17120</id>
		<title>Whirl from the Freezing Pond</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Whirl_from_the_Freezing_Pond&amp;diff=17120"/>
		<updated>2022-09-18T15:13:49Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
:&#039;&#039;&amp;lt;small&amp;gt;For a tutorial on speedrunning this star, see the [[RTA Guide/{{PAGENAME}}|RTA Guide]]&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&amp;lt;small&amp;gt;For a tutorial on RTABC for this star, see the [[RTABC Guide/{{PAGENAME}}|RTABC Guide]]&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{star_infobox&lt;br /&gt;
|image = WftFP.png &lt;br /&gt;
|course = Snowman&#039;s Land&lt;br /&gt;
|height =311 &lt;br /&gt;
|height_link =[https://youtu.be/xE7hrQ8sHhU?t=149 &amp;quot;Star Heights&amp;quot; by UncommentatedPannen] &lt;br /&gt;
|tas =11.97&lt;br /&gt;
|tas_link =[https://youtu.be/Gkw-g_MLCKs &amp;lt;nowiki&amp;gt;&amp;quot;Whirl my ass: why did I pick this star adventures [Scattershot] [SM64]&amp;quot; by Krithalith&amp;lt;/nowiki&amp;gt;] &lt;br /&gt;
|rta =12.67 (12.66 IGT) &lt;br /&gt;
|rta_link =[https://youtu.be/em6Kw6J4Ufc &amp;quot;Whirl from the Freezing Pond 12&amp;quot;66 IGT&amp;quot; by atmpas] &lt;br /&gt;
|abc =0 &lt;br /&gt;
|abc_link =[https://youtu.be/tD3OX7rOxqU &amp;quot;SM64 - Whirl from the Freezing Pond - 0x A Presses&amp;quot; by pannenkoek2012] &lt;br /&gt;
|abz =0 &lt;br /&gt;
|abz_link =[https://youtu.be/x0mRalp6ykU &amp;quot;SM64 - Whirl from the Freezing Pond - No Buttons Allowed&amp;quot; by pannenkoek2012] &lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Whirl from the Freezing Pond&#039;&#039;&#039; is the 4th star of [[Snowman&#039;s Land]].&lt;br /&gt;
&lt;br /&gt;
==TAS History==&lt;br /&gt;
{{TAS History}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
{{star_nav}}&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Whirl_from_the_Freezing_Pond_TAS_History&amp;diff=17119</id>
		<title>Template:Whirl from the Freezing Pond TAS History</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Whirl_from_the_Freezing_Pond_TAS_History&amp;diff=17119"/>
		<updated>2022-09-18T15:11:44Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: Created page with &amp;quot;&amp;lt;includeonly&amp;gt; |-style=&amp;quot;background-color:#D0D3D4&amp;quot; | 2009 Dec 6 | 13.23&amp;lt;ref&amp;gt;https://youtu.be/kq7P72zbkDg &amp;lt;nowiki&amp;gt;&amp;quot;SM64 - Whirl From The Freezing Pond 13&amp;quot;23 (TAS)&amp;quot; by mamunine&amp;lt;/n...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
|-style=&amp;quot;background-color:#D0D3D4&amp;quot;&lt;br /&gt;
| 2009 Dec 6&lt;br /&gt;
| 13.23&amp;lt;ref&amp;gt;https://youtu.be/kq7P72zbkDg &amp;lt;nowiki&amp;gt;&amp;quot;SM64 - Whirl From The Freezing Pond 13&amp;quot;23 (TAS)&amp;quot; by mamunine&amp;lt;/nowiki&amp;gt;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| mamunine&lt;br /&gt;
| Uses special triple jump&lt;br /&gt;
|-&lt;br /&gt;
| 2010 Apr 20&lt;br /&gt;
| 13.83&amp;lt;ref&amp;gt;[https://youtu.be/IFFnTmF1MBc &amp;lt;nowiki&amp;gt;&amp;quot;[TAS] Whirl from the Freezing Pond - 13&amp;quot;83&amp;quot; by Nahoc&amp;lt;/nowiki&amp;gt;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
| Nahoc&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 2010 May 18&lt;br /&gt;
| 12.93&amp;lt;ref&amp;gt;[https://youtu.be/5hf9u3gMXdo &amp;lt;nowiki&amp;gt;&amp;quot;Super Mario 64 - Whirl from the Freezing Pond 12.33 - (TAS)&amp;quot; by AruaErueru&amp;lt;/nowiki&amp;gt;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 27&lt;br /&gt;
| AruaErueru&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 2011 Jan 22&lt;br /&gt;
| 12.80&amp;lt;ref name=&amp;quot;jpwiki&amp;quot;&amp;gt;[https://w.atwiki.jp/sm64tas/pages/29.html Japanese SM64TASwiki]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| mickeys11189&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 2011 Apr 10&lt;br /&gt;
| 12.73&amp;lt;ref&amp;gt;[https://www.nicovideo.jp/watch/sm14124718 &amp;quot;スーパーマリオ64 つめたいいけをこえて 12.73 【TAS】&amp;quot; by もっこり]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| もっこり, ToT&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 2011 Apr 11&lt;br /&gt;
| 12.60&amp;lt;ref name=&amp;quot;jpwiki&amp;quot; /&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| とと&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 2012 Apr 8&lt;br /&gt;
| 12.57&amp;lt;ref name=&amp;quot;jpwiki&amp;quot; /&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| ?&lt;br /&gt;
| Used in the 2012 70 and 120 star TAS&lt;br /&gt;
|-&lt;br /&gt;
| 2013 Nov 18&lt;br /&gt;
| 12.33&amp;lt;ref&amp;gt;[https://youtu.be/5hf9u3gMXdo &amp;quot;Super Mario 64 - Whirl from the Freezing Pond 12.33 - (TAS)&amp;quot; by AruaErueru]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| AruaErueru&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 2017 Jan 20&lt;br /&gt;
| 12.13&amp;lt;ref&amp;gt;[https://youtu.be/eN8xysqiRHY &amp;lt;nowiki&amp;gt;&amp;quot;SM64 [TAS] - Whirl from the Freezing Pond (12&amp;quot;13)&amp;quot; by Plush&amp;lt;/nowiki&amp;gt;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 6&lt;br /&gt;
| Plush&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 2020&lt;br /&gt;
| 12.10&amp;lt;ref name=&amp;quot;krith&amp;quot;&amp;gt;[https://youtu.be/Gkw-g_MLCKs?t=11 &amp;lt;nowiki&amp;gt;&amp;quot;Whirl my ass: why did I pick this star adventures [Scattershot] [SM64]&amp;quot; by Krithalith&amp;lt;/nowiki&amp;gt;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Manama&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 2020?&lt;br /&gt;
| 12.07&amp;lt;ref name=&amp;quot;krith&amp;quot; /&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| ToT&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 2021 May 7&lt;br /&gt;
| 12.00&amp;lt;ref&amp;gt;[https://youtu.be/307Qadvj3e8 &amp;lt;nowiki&amp;gt;&amp;quot;[OUTDATED TAS] SM64 - Whirl from the Freezing Pond - 12.00&amp;quot; by Palix _&amp;lt;/nowiki&amp;gt;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Alexpalix1&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 2022 Sep 17&lt;br /&gt;
| 11.97&amp;lt;ref name=&amp;quot;krith&amp;quot; /&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Krithalith&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{TAS_History&lt;br /&gt;
|title=Whirl from the Freezing Pond}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TAS History Templates]]&lt;br /&gt;
[[Category:Subtemplates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Refnowiki&amp;diff=17118</id>
		<title>Template:Refnowiki</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Refnowiki&amp;diff=17118"/>
		<updated>2022-09-18T14:40:36Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: Created page with &amp;quot;&amp;lt;includeonly&amp;gt;&amp;lt;ref&amp;gt;[{{{1}}} &amp;lt;nowiki&amp;gt;{{{2}}}&amp;lt;/nowiki&amp;gt;]&amp;lt;/ref&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;ref&amp;gt;[{{{1}}} &amp;lt;nowiki&amp;gt;{{{2}}}&amp;lt;/nowiki&amp;gt;]&amp;lt;/ref&amp;gt;&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Jpwiki&amp;diff=17117</id>
		<title>Template:Jpwiki</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Jpwiki&amp;diff=17117"/>
		<updated>2022-09-18T14:36:25Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: Created page with &amp;quot;&amp;lt;includeonly&amp;gt;&amp;lt;ref name=&amp;quot;jpwiki&amp;quot;&amp;gt;[https://w.atwiki.jp/sm64tas/pages/{{{1}}}.html Japanese SM64TAS wiki]&amp;lt;/ref&amp;gt;&amp;lt;/includeonly&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&amp;lt;ref name=&amp;quot;jpwiki&amp;quot;&amp;gt;[https://w.atwiki.jp/sm64tas/pages/{{{1}}}.html Japanese SM64TAS wiki]&amp;lt;/ref&amp;gt;&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Glitchy_Ledge_Grab&amp;diff=16904</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=16904"/>
		<updated>2022-06-13T11:11:55Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: /* Details */&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.&lt;br /&gt;
==Details==&lt;br /&gt;
A GLG can ascend slightly more than 238 [[unit]]s up, compared to only 150 units from a regular ledge grab.&lt;br /&gt;
&lt;br /&gt;
The game does two ledge grab checks, one at Mario&#039;s lower body and one at his upper body&amp;lt;ref&amp;gt;https://discordapp.com/channels/267091686423789568/309838966125756416/495070903177314305&amp;lt;/ref&amp;gt;. When Mario&#039;s lower body touches a [[wall]] and not his upper body, the game looks for a floor to grab onto. This happens when it is within 50 units from his feet, but more than 50 units from his head. Alternatively, 30 units up there is a wall but 150 units up there is not one, this time measuring from Mario&#039;s feet. A glitchy ledge grab is when those two things don&#039;t line up quite right, so Mario is able to grab a ledge he normally wouldn&#039;t be able to. A GLG can be triggered because:&lt;br /&gt;
* The wall is slightly tilted, so Mario&#039;s lower body touches it but not his upper body, which triggers a ledge grab check when there isn&#039;t supposed to be one (used in the [[A Button Challenge]] to enter [[The Secret Aquarium]] 0xA)&lt;br /&gt;
* Mario&#039;s lower body touches a wall, but it detects the wrong floor because of the direction it searches in (used in the [[A Button Challenge]] to go to [[Bowser in the Sky]] 0xA)&lt;br /&gt;
* Mario&#039;s lower body touches a wall, but it detects the wrong floor because the floor search starts 238 units above Mario, which is too high&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>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Frosty_Slide_for_8_Red_Coins_TAS_History&amp;diff=16827</id>
		<title>Template:Frosty Slide for 8 Red Coins TAS History</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Frosty_Slide_for_8_Red_Coins_TAS_History&amp;diff=16827"/>
		<updated>2022-05-02T01:39:01Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
| 2007 Sep 3&lt;br /&gt;
| 41.97&amp;lt;ref&amp;gt;[https://youtu.be/zJdBTwUCuB8 &amp;quot;SM64 TAS - Cool Cool Mountain - Red Coins&amp;quot; by SilentSlayers]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| SilentSlayers&lt;br /&gt;
| Retimed&lt;br /&gt;
|-&lt;br /&gt;
| 2009 Apr 11&lt;br /&gt;
| 41.50&amp;lt;ref&amp;gt;[https://youtu.be/iGldiam0FZY &amp;quot;Super Mario 64 ~ Frosty Slide For 8 Red Coins&amp;quot; by JumpDiveSlope]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 14&lt;br /&gt;
| JumpDiveSlope&lt;br /&gt;
| Retimed&lt;br /&gt;
|-&lt;br /&gt;
| 2009 Apr 14&lt;br /&gt;
| 40.40&amp;lt;ref&amp;gt;[https://youtu.be/upLFsHhHa4g &amp;quot;Super Mario 64 Frosty Slide For 8 Red Coins 40,08&amp;quot; by bigpondus9]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 33&lt;br /&gt;
| bigpondus9&lt;br /&gt;
| Retimed&lt;br /&gt;
|-&lt;br /&gt;
| 2010 Mar 30&lt;br /&gt;
| 39.80&amp;lt;ref name=&amp;quot;jpwiki&amp;quot;&amp;gt;[https://w.atwiki.jp/sm64tas/pages/23.html Japanese SM64TAS wiki]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 18&lt;br /&gt;
| ReneBalow&lt;br /&gt;
| Video unavailable&lt;br /&gt;
|-&lt;br /&gt;
| 2010 May 17&lt;br /&gt;
| 37.73&amp;lt;ref name=&amp;quot;jpwiki&amp;quot; /&amp;gt;&lt;br /&gt;
| 62&lt;br /&gt;
| Nothing693, Eru, Snark&lt;br /&gt;
| Video unavailable&lt;br /&gt;
|-&lt;br /&gt;
| 2012 Nov 24&lt;br /&gt;
| 36.03&amp;lt;ref&amp;gt;[https://youtu.be/xL6VE_5PddM?t=232 &amp;quot;&amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; N64 Super Mario 64 &amp;quot;120 Stars&amp;quot; in 1:20:41&amp;quot; by SPsm64TAS]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 51&lt;br /&gt;
| Eru, Nothing693, Snark&amp;lt;ref name=&amp;quot;jpwiki&amp;quot; /&amp;gt;&lt;br /&gt;
| From the 2012 120 star TAS&lt;br /&gt;
|-&lt;br /&gt;
| 2017 Jul 4&lt;br /&gt;
| 35.43&amp;lt;ref&amp;gt;[https://youtu.be/erqLWEN9WVM &amp;quot;Super Mario 64 &amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; - Frosty Slide for 8 Red Coins (35&amp;quot;43)&amp;quot; by Plush]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 18&lt;br /&gt;
| Plush&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2017 Jul 27&lt;br /&gt;
| 35.07&amp;lt;ref&amp;gt;[https://youtu.be/FeYbyF7D_FU &amp;quot;SM64 &amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; - Frosty Slide for 8 Red Coins (35&amp;quot;07)&amp;quot; by Plush]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 11&lt;br /&gt;
| Plush&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 2019 Nov 16&lt;br /&gt;
| 34.63&amp;lt;ref&amp;gt;[https://youtu.be/GY_FGhIE7vk &amp;quot;&amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; Frosty Slide for 8 Red Coins - 34&amp;quot;63&amp;quot; by fifdspence]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 13&lt;br /&gt;
| fifdspence&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2020 May 20&lt;br /&gt;
| 34.50&amp;lt;ref&amp;gt;[https://youtu.be/a8asPP-QuUk &amp;quot;SM64 &amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; - Frosty Slide for 8 Red Coins (34&amp;quot;5)&amp;quot; by Plush]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| Plush&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2021 May 26&lt;br /&gt;
| 34.23&amp;lt;ref&amp;gt;[https://youtu.be/qvR08EjNOmY &amp;quot;&amp;lt;nowiki&amp;gt;[TAS] Frosty Slide for 8 Red Coins - 34&amp;quot;23&amp;lt;/nowiki&amp;gt; by fifdspence]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 8&lt;br /&gt;
| fifdspence&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2021 Jun 27&lt;br /&gt;
| 32.70&amp;lt;ref&amp;gt;[https://youtu.be/OjMG6odTNNQ &amp;quot;SM64 - Frosty Slide for 8 Red Coins TAS in 32&amp;quot;70&amp;quot; by CSZ]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 46&lt;br /&gt;
| CSZ&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2021 Jun 28&lt;br /&gt;
| 32.03&amp;lt;ref&amp;gt;[https://youtu.be/tDwo4BDIVSI &amp;quot;SM64 - Frosty Slide for 8 Red Coins TAS in 32&amp;quot;03&amp;quot; by FramePerfection]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 20&lt;br /&gt;
| FramePerfection&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2021 Jun 28&lt;br /&gt;
| 31.37&amp;lt;ref&amp;gt;[https://youtu.be/0TMCFCcFlSE &amp;quot;SM64 - Frosty Slide for 8 Red Coins TAS in 31&amp;quot;37&amp;quot; by FramePerfection]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 20&lt;br /&gt;
| FramePerfection&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2021 Jun 29&lt;br /&gt;
| 31.27&amp;lt;ref&amp;gt;[https://youtu.be/2npmemrRIZo &amp;quot;SM64 - Frosty Slide for 8 Red Coin TAS in 31&amp;quot;27&amp;quot; by FramePerfection]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| FramePerfection, Crackhex, CSZ&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2021 Jul 8&lt;br /&gt;
| 30.93&amp;lt;ref&amp;gt;[https://youtu.be/MD8ftpCtxYc &amp;quot;SM64 - Frosty Slide for 8 Red Coins TAS in 30&amp;quot;93&amp;quot; by CSZ]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 10&lt;br /&gt;
| CSZ&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2022 May 2&lt;br /&gt;
| 30.73&amp;lt;ref&amp;gt;[https://youtu.be/4tiwSCoaBGk &amp;quot;&amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; SM64 - Frosty Slide for 8 Red Coins (30&amp;quot;73)&amp;quot; by Crackhex]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 6&lt;br /&gt;
| Crackhex&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{TAS_History&lt;br /&gt;
|title=Frosty Slide for 8 Red Coins}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TAS History Templates]]&lt;br /&gt;
[[Category:Subtemplates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Tjk113/Speed-TAS_Encyclopedia&amp;diff=16826</id>
		<title>User:Tjk113/Speed-TAS Encyclopedia</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Tjk113/Speed-TAS_Encyclopedia&amp;diff=16826"/>
		<updated>2022-05-02T00:35:33Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: /* Speed-Preserving Actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Current Entry Count: 73&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;TODO: ADD EXAMPLES OF SITUATIONS IN WHICH THESE TRICKS COULD BE ADVANTAGEOUS&#039;&#039;&lt;br /&gt;
== Speed-Generating Actions ==&lt;br /&gt;
=== C-up/C^ Sliding ===&lt;br /&gt;
On certain slope types, (// TODO: SPECIFY DIFFERENT SLOPE TYPES AND EFFECTS) either entering the C-up camera mode 1 frame before walking onto the slope, or, after landing on the slope within the correct angle range, walking for 1 frame on the slope will Mario to begin accelerating/decelerating. If you want to activate C-up sliding after landing *on* a slope, then you must be pressing the C-up button on the frame you land. Keep in mind that, no matter how you activate the C-up slide, it will only initiate 1 frame after you press the button. Also, if your speed isn&#039;t activated in some way after the C-up slide is over, you will have to activate it yourself. The exact method of doing so will depend on the situation, but most regular speed-preserving actions will suffice.&lt;br /&gt;
=== BLJ ===&lt;br /&gt;
{{main|BLJ}}&lt;br /&gt;
BLJ requires Mario to land from a longjump in less than about 8&amp;lt;!--someone verify this number--&amp;gt; frames. This can be achieved using a small ledge (such as stairs), a steep slope, an upwards-moving platform, or a ceiling.&lt;br /&gt;
&lt;br /&gt;
A notable optimisation is the use of neutral joystick input during landing frames to avoid losing speed. It is not applicable to side BLJs though.&lt;br /&gt;
&lt;br /&gt;
==== Slope BLJ ====&lt;br /&gt;
 TODO: shallow water, unit squares maybe&lt;br /&gt;
==== Side BLJ ====&lt;br /&gt;
Side BLJ utilises a ledge that is between 7 and 30 units tall. Mario faces almost parallel to the ledge, the smallest possible angle upwards. He then lands on the lower floor next to the ledge, longjumps and strains onto the ledge, landing instantly, then moves back down because of his angle. This is repeated to perform a side BLJ.&lt;br /&gt;
==== Elevator BLJ ====&lt;br /&gt;
 TODO&lt;br /&gt;
==== Ceiling BLJ ====&lt;br /&gt;
Ceiling BLJ utilises either a low ceiling or an exposed ceiling. A ceiling both holds Mario in place and cancels his vertical speed. Mario must hit the ceiling on the first quarter-step, so he never moves off the floor.&lt;br /&gt;
&lt;br /&gt;
It is often possible to hit the ceiling for 2 frames during the initial longjump to cancel Mario&#039;s vertical and horizontal speed, allowing to start the BLJ much faster.&lt;br /&gt;
&lt;br /&gt;
=== Hyperspeed Wallkicks ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Optimal Dive Slide on Slope ===&lt;br /&gt;
 TODO (someone figure out the optimal equation for this?)&lt;br /&gt;
=== Pedro Spot Speed Building ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Hyperspeed Punching ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Shell Hyperspeed ===&lt;br /&gt;
 TODO&lt;br /&gt;
== Speed-Preserving Actions ==&lt;br /&gt;
=== Optimal Speedkick ===&lt;br /&gt;
For a speedkick, the joystick magnitude must be 48 or less. The optimal input is whatever has the greatest component in Mario&#039;s facing direction.&lt;br /&gt;
&lt;br /&gt;
Input Direction Lua includes a speedkick function, but it only works properly in one version. The one currently in the repack does not do it correctly.&lt;br /&gt;
&lt;br /&gt;
=== Buffered Kick ===&lt;br /&gt;
If you hold A either before the first frame that Mario is able to move, or, if landing from the air, before the landing action has started, then you can (while still holding A) press B to do a buffered kick. If starting from idle, this allows you to choose an arbitrary angle to kick with. Note: a jumpkick (where you press A and B on the same frame, or press B after A) does not allow you to choose an arbitrary angle from idle.&lt;br /&gt;
&lt;br /&gt;
=== Speedpunch ===&lt;br /&gt;
When Mario is on the ground, pressing B will do a punch rather than a dive if the joystick magnitude is 48 or less. A must not be held, otherwise Mario will kick.&lt;br /&gt;
&lt;br /&gt;
This is usually done on the first possible frame after landing, which preserves speed. It is not possible if landing from a longjump. It is also possible from braking, for example a C^ slide.&lt;br /&gt;
&lt;br /&gt;
=== Pole Speed Redirection ===&lt;br /&gt;
Grabbing a pole preserves sliding speed. It can be reactivated by touching a floor, which puts Mario in the idle action, then pressing Z and a direction on the joystick.&lt;br /&gt;
&lt;br /&gt;
If Mario grabs the pole from below the base, he will release it instantly. If this puts Mario on a floor, he will go into idle, allowing for a very fast speed redirection.&lt;br /&gt;
=== Text Speed Redirection ===&lt;br /&gt;
Text also preserves sliding speed.&lt;br /&gt;
=== Turnaround Speed Preservation ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Squish Cancel ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Punch into Unreferenced Wall or ? ===&lt;br /&gt;
 TODO (idk how this works exactly)&lt;br /&gt;
=== C-up/C^ Backwards Deceleration / Braking ===&lt;br /&gt;
 TODO (mention crouch + c^ to slide down slopes w/ negative spd)&lt;br /&gt;
=== C-up/C^ Reflection ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Water Sliding Speed Preservation ===&lt;br /&gt;
 TODO Also mention water jump conservation (15 - 15.99 speed and 0-input landing only)&lt;br /&gt;
=== Hyperjump ===&lt;br /&gt;
The initial vertical speed of a single or double jump depends on Mario&#039;s horizontal speed before the jump. Specifically, it is &amp;lt;math&amp;gt;\frac{\text{hspd}}4 + 42&amp;lt;/math&amp;gt; for a single jump and &amp;lt;math&amp;gt;\frac{\text{hspd}}4 + 52&amp;lt;/math&amp;gt; for a double jump. The height of a jump scales with the square of that speed. This means that with high horizontal speed, Mario&#039;s jump will go very high.&lt;br /&gt;
=== Flight Reflection ===&lt;br /&gt;
 TODO OOB, Walls, Ceilings&lt;br /&gt;
&lt;br /&gt;
== Movement Starting Actions ==&lt;br /&gt;
=== Punch Cancel ===&lt;br /&gt;
Punch cancelling is a method to begin running with a higher speed. The first frame of running has ~8.9 speed, however the first frame of punching (from standstill) has 10 speed. You can then cancel it into running with the joystick or into a jump by pressing A. This is useful as it reduces the amount of frames of movement needed for other movement starting options such as a slidekick or long jump. Note when you do a punch cancel, it must be done with a neutral joystick and therefore you can not arbitrarily change your angle.&lt;br /&gt;
=== Quickturn ===&lt;br /&gt;
Once you enter the idle action of a quickstop, you then have a number of options for changing direction quickly. Buffered jumpkicks, walking at full magnitude with an arbitrary angle, punching off a ledge (usually to start dive grinding), or, in some rarer cases on very steep slopes, crouch sliding, can all be efficient ways to change direction after a quickstop.&lt;br /&gt;
=== Dive Grinding ===&lt;br /&gt;
 TODO (need to mention XZ momentum)&lt;br /&gt;
=== Slidekick Start ===&lt;br /&gt;
Starting movement with a slidekick is the fastest way to accelerate under certain conditions. When you begin a slidekick, your speed is set to 32, which is much higher than a long jump or buffered jump kick. However other starting movements like longjumps and jumpdives will catch up later on because of their superior acceleration. Instead, if you find a way to cancel the slidekick rollout and immediately dive, there&#039;s a high chance it will be faster. Sometimes you do not need to do the rollout and the slidekick is the fastest movement over shorter distances. (e.g. LLL re-entry movement)&lt;br /&gt;
=== Punching Off Ledge ===&lt;br /&gt;
At low speeds and trying to run off of a ledge, Mario will sometimes climb down to hang on the ledge. This is bad if you want to start a movement by dive-grinding, [https://youtu.be/qRHC035iVI8?t=28 quickly start a wing cap flight] or just falling off the platform in general. The ledge climb down only happens if you are in the walking action, however, so it is possible to avoid climbing down to the ledge by punching.&lt;br /&gt;
 TODO (mention both divegrinding application and fast flight application (like here: https://youtu.be/qRHC035iVI8?t=28)&lt;br /&gt;
=== Eru Drop ===&lt;br /&gt;
When walking at a minimal magnitude (8 units from neutral in any direction on TASInput), Mario tip-toes in place without moving much. However he is not constantly moving forward. On some frames, Mario actually moves backwards. Abusing this, we can walk off a ledge backwards to initiate an instant double jump (which can lead into a triple jump), fall onto a platform below whilst facing it or instantly dive recover. (There are probably more options out of an Eru drop as well.) To do this, Mario needs to be positioned less than a unit away from the ledge, walk facing away from the ledge and Mario should drop off of the ledge. It is advised to use STROOP&#039;s map tab to do this. &lt;br /&gt;
&lt;br /&gt;
The fastest an Eru drop can be performed is in 3 frames from when Mario begins walking, however doing it in 3 frames gives less freedom as to what angles you can fall off the ledge with.&lt;br /&gt;
&lt;br /&gt;
It is called the Eru drop as it was found by [https://youtu.be/Tl1qDika4Bk?t=7 Japanese TASer Eru]&lt;br /&gt;
== Optimization-Based Actions ==&lt;br /&gt;
=== Quickstop ===&lt;br /&gt;
When Mario is in a landing action on most surfaces, it will take 4 frames for him to come to a complete stop if you have no joystick input. After Mario has reached 0 speed, holding a very low magnitude on the joystick (12 or less, approximately) for 1 frame and then returning to neutral will allow him to enter the idle action very quickly. If you have any joystick input on the first 3 frames of a landing action, then you will maintain more speed (or lose more speed, if your speed is negative) throughout the action. You can still do a quickstop if you hold return to neutral on the 4th frame. Additionally, holding a low joystick magnitude for 2 frames after Mario has 0 speed will also allow him to enter an idle action as long as you return to neutral on the next frame. If you are entering a warp, then you can save time by returning to neutral and pressing Z after holding a low joystick magnitude for 1 frame. This will allow you to stop 1 frame sooner than you would if you did a regular quickstop. Note: on some slopes, it&#039;s possible to do a &amp;quot;1 frame quickstop,&amp;quot; in which you only have to hold a low joystick magnitude for 1 frame before you can enter idle. As a general rule, if you&#039;re landing on any kind of slope, it&#039;s worth seeing if a 1 frame quickstop is possible.&lt;br /&gt;
=== C-up/C^ Jump &amp;amp; Jumpdive ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== C-up/C^ Backflip ===&lt;br /&gt;
While in the idle action, if you enter the C-up camera mode and press Z, you can choose an arbitrary joystick angle that Mario will crouch with. You can then press A to perform a backflip. This kind of quick backflip is useful in some situations, like grabbing a closeby star above a platform you just ledgegrabbed onto. The reason you must press C-up is to stop mario from going into crawling, which he cannot backflip out of.&lt;br /&gt;
=== C-up/C^ Backwards Deceleration / Braking Wall Cancel ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Turnaround Falling ===&lt;br /&gt;
 TODO (extended turnaound action used to change angle you fall with)&lt;br /&gt;
=== Ledge Cancel(name?) ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== .99 Trick ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Straining ===&lt;br /&gt;
{{main|Straining}}&lt;br /&gt;
==== .99 Straining ====&lt;br /&gt;
 TODO&lt;br /&gt;
==== Arctan Straining ====&lt;br /&gt;
 TODO (get someone who actually understands this to write this one)&lt;br /&gt;
==== Inverse Arctan Straining ====&lt;br /&gt;
 TODO (is this necessary?)&lt;br /&gt;
=== Eru Post (Quick Coin Release) ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Z-Drop Off Ledge ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Star Collecting Optimization ===&lt;br /&gt;
 TODO &lt;br /&gt;
 (- ground pound 19.99 units below the star&lt;br /&gt;
 -in a situation where groundpounding is not viable/optimal, try to collect the star as low as possible since the star fall action reduces gravity&lt;br /&gt;
 -try to collect the star in using a ground action if the star is low enough e.g. walking, dive slide, etc.)&lt;br /&gt;
=== Breaking Box w/ WK ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Breaking Box w/ Double Wall Push ===&lt;br /&gt;
 TODO (too niche?)&lt;br /&gt;
=== Tess Turning ===&lt;br /&gt;
 TODO (mention all 3 applications here)&lt;br /&gt;
=== Wall Push ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Quick Dive Grind Turn ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Vertical Speed Manipulation (Reduction) ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Misalignments ===&lt;br /&gt;
 TODO (not really a trick; more a phenomena)&lt;br /&gt;
=== Star Dance Clip ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Quick Release ===&lt;br /&gt;
 TODO (bob king; chuckyas)&lt;br /&gt;
=== QF Optimization ===&lt;br /&gt;
 TODO (whole tutorial thing)&lt;br /&gt;
=== Neutral on Slope to Enter Dive Slide ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Death Star Glitch ===&lt;br /&gt;
By touching OOB or the death barrier, Mario can initiate the death fade out before getting a star. The setup to do it may be longer than the single star time, but by doing a DSG we can avoid the star dance and the animation Mario does out of the painting and the save and quit, which is longer than Mario&#039;s animation he does when he dies. (His death animation also makes him face the painting, allowing for a punch cancel trick to be used for re-entry)&lt;br /&gt;
=== Steep Jump Position Change ===&lt;br /&gt;
 TODO (bob island alt strat)&lt;br /&gt;
=== Floor Clip ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Wall Push Floor Clip ===&lt;br /&gt;
 TODO (ttm monkey)&lt;br /&gt;
=== Bruteforcing Tutorial ===&lt;br /&gt;
{{main|Bruteforcing}}&lt;br /&gt;
 TODO (more and more relevant as time goes on)&lt;br /&gt;
=== Parallel Universes ===&lt;br /&gt;
{{main|Parallel Universe}}&lt;br /&gt;
 TODO (basically would just need to be an &amp;quot;easy-as-possible&amp;quot; tutorial, if that&#039;s possible)&lt;br /&gt;
== Glitchy Wallkicks ==&lt;br /&gt;
{{main|Glitchy Wall Kick}}&lt;br /&gt;
=== Quarter Frame GWK ===&lt;br /&gt;
 TODO (basically just gonna link to the GWK documentary for more in-depth explanations of GWKs)&lt;br /&gt;
=== Bonk GWK ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Unreferenced Wall GWK ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Open Corner GWK ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Frame Bonk GWK Chain ===&lt;br /&gt;
(Make reference to the regular bonk gwk) By approaching a wall that has a wall lip next to it and the angle between them is less than 90 degrees, a bonk glitchy wall kick chain is possible. To do this, hug the wall of the well next to the wall lip, and then hold neutral. Take note of Mario&#039;s angle, as this angle will be used to perform the GWK chain. Approach the wall and its lip with this angle and do a regular bonk gwk. When you wallkick, you want to strain so that mario hits the wall in the same area as before. This way he can bonk and move back into the wall lip and do another bonk gwk. Repeat. (Note: Some wall lips are too big to do a bonk gwk every other frame. See the AMA TAS)&lt;br /&gt;
=== Eru GWK Chain ===&lt;br /&gt;
 TODO&lt;br /&gt;
== Miscellaneous Phenomenon ==&lt;br /&gt;
=== f32 Rounding Errors ===&lt;br /&gt;
 ? (can&#039;t think of an application of this in speedtasing)&lt;br /&gt;
=== Stored Yaw Angle ===&lt;br /&gt;
 TODO (not only flight; don&#039;t forget c-up slide stored yaw)&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Tjk113/Speed-TAS_Encyclopedia&amp;diff=16825</id>
		<title>User:Tjk113/Speed-TAS Encyclopedia</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Tjk113/Speed-TAS_Encyclopedia&amp;diff=16825"/>
		<updated>2022-05-02T00:22:37Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: /* Speedpunch */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Current Entry Count: 73&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;TODO: ADD EXAMPLES OF SITUATIONS IN WHICH THESE TRICKS COULD BE ADVANTAGEOUS&#039;&#039;&lt;br /&gt;
== Speed-Generating Actions ==&lt;br /&gt;
=== C-up/C^ Sliding ===&lt;br /&gt;
On certain slope types, (// TODO: SPECIFY DIFFERENT SLOPE TYPES AND EFFECTS) either entering the C-up camera mode 1 frame before walking onto the slope, or, after landing on the slope within the correct angle range, walking for 1 frame on the slope will Mario to begin accelerating/decelerating. If you want to activate C-up sliding after landing *on* a slope, then you must be pressing the C-up button on the frame you land. Keep in mind that, no matter how you activate the C-up slide, it will only initiate 1 frame after you press the button. Also, if your speed isn&#039;t activated in some way after the C-up slide is over, you will have to activate it yourself. The exact method of doing so will depend on the situation, but most regular speed-preserving actions will suffice.&lt;br /&gt;
=== BLJ ===&lt;br /&gt;
{{main|BLJ}}&lt;br /&gt;
BLJ requires Mario to land from a longjump in less than about 8&amp;lt;!--someone verify this number--&amp;gt; frames. This can be achieved using a small ledge (such as stairs), a steep slope, an upwards-moving platform, or a ceiling.&lt;br /&gt;
&lt;br /&gt;
A notable optimisation is the use of neutral joystick input during landing frames to avoid losing speed. It is not applicable to side BLJs though.&lt;br /&gt;
&lt;br /&gt;
==== Slope BLJ ====&lt;br /&gt;
 TODO: shallow water, unit squares maybe&lt;br /&gt;
==== Side BLJ ====&lt;br /&gt;
Side BLJ utilises a ledge that is between 7 and 30 units tall. Mario faces almost parallel to the ledge, the smallest possible angle upwards. He then lands on the lower floor next to the ledge, longjumps and strains onto the ledge, landing instantly, then moves back down because of his angle. This is repeated to perform a side BLJ.&lt;br /&gt;
==== Elevator BLJ ====&lt;br /&gt;
 TODO&lt;br /&gt;
==== Ceiling BLJ ====&lt;br /&gt;
Ceiling BLJ utilises either a low ceiling or an exposed ceiling. A ceiling both holds Mario in place and cancels his vertical speed. Mario must hit the ceiling on the first quarter-step, so he never moves off the floor.&lt;br /&gt;
&lt;br /&gt;
It is often possible to hit the ceiling for 2 frames during the initial longjump to cancel Mario&#039;s vertical and horizontal speed, allowing to start the BLJ much faster.&lt;br /&gt;
&lt;br /&gt;
=== Hyperspeed Wallkicks ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Optimal Dive Slide on Slope ===&lt;br /&gt;
 TODO (someone figure out the optimal equation for this?)&lt;br /&gt;
=== Pedro Spot Speed Building ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Hyperspeed Punching ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Shell Hyperspeed ===&lt;br /&gt;
 TODO&lt;br /&gt;
== Speed-Preserving Actions ==&lt;br /&gt;
=== Optimal Speedkick ===&lt;br /&gt;
For a speedkick, the joystick magnitude must be 48 or less. The optimal input is whatever has the greatest component in Mario&#039;s facing direction.&lt;br /&gt;
&lt;br /&gt;
Input Direction Lua includes a speedkick function, but it only works properly in one version. The one currently in the repack does not do it correctly.&lt;br /&gt;
&lt;br /&gt;
=== Buffered Kick ===&lt;br /&gt;
If you hold A either before the first frame that Mario is able to move, or, if landing from the air, before the landing action has started, then you can (while still holding A) press B to do a buffered kick. If starting from idle, this allows you to choose an arbitrary angle to kick with. Note: a jumpkick (where you press A and B on the same frame, or press B after A) does not allow you to choose an arbitrary angle from idle.&lt;br /&gt;
&lt;br /&gt;
=== Speedpunch ===&lt;br /&gt;
When Mario is on the ground, pressing B will do a punch rather than a dive if the joystick magnitude is 48 or less. A must not be held, otherwise Mario will kick.&lt;br /&gt;
&lt;br /&gt;
This is usually done on the first possible frame after landing, which preserves speed. It is not possible if landing from a longjump. It is also possible from braking, for example a C^ slide.&lt;br /&gt;
&lt;br /&gt;
=== Pole Speed Redirection ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Instant Pole Release ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Text Speed Redirection ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Turnaround Speed Preservation ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Squish Cancel ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Punch into Unreferenced Wall or ? ===&lt;br /&gt;
 TODO (idk how this works exactly)&lt;br /&gt;
=== Pause-buffered Wallkick ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== C-up/C^ Backwards Deceleration / Braking ===&lt;br /&gt;
 TODO (mention crouch + c^ to slide down slopes w/ negative spd)&lt;br /&gt;
=== C-up/C^ Reflection ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Water Sliding Speed Preservation ===&lt;br /&gt;
 TODO Also mention water jump conservation (15 - 15.99 speed and 0-input landing only)&lt;br /&gt;
=== Hyperjump ===&lt;br /&gt;
 TODO (mention jong&#039;s hspd equation from h_spd_calc?)&lt;br /&gt;
=== Flight Reflection ===&lt;br /&gt;
 TODO OOB, Walls, Ceilings&lt;br /&gt;
== Movement Starting Actions ==&lt;br /&gt;
=== Punch Cancel ===&lt;br /&gt;
Punch cancelling is a method to begin running with a higher speed. The first frame of running has ~8.9 speed, however the first frame of punching (from standstill) has 10 speed. You can then cancel it into running with the joystick or into a jump by pressing A. This is useful as it reduces the amount of frames of movement needed for other movement starting options such as a slidekick or long jump. Note when you do a punch cancel, it must be done with a neutral joystick and therefore you can not arbitrarily change your angle.&lt;br /&gt;
=== Quickturn ===&lt;br /&gt;
Once you enter the idle action of a quickstop, you then have a number of options for changing direction quickly. Buffered jumpkicks, walking at full magnitude with an arbitrary angle, punching off a ledge (usually to start dive grinding), or, in some rarer cases on very steep slopes, crouch sliding, can all be efficient ways to change direction after a quickstop.&lt;br /&gt;
=== Dive Grinding ===&lt;br /&gt;
 TODO (need to mention XZ momentum)&lt;br /&gt;
=== Slidekick Start ===&lt;br /&gt;
Starting movement with a slidekick is the fastest way to accelerate under certain conditions. When you begin a slidekick, your speed is set to 32, which is much higher than a long jump or buffered jump kick. However other starting movements like longjumps and jumpdives will catch up later on because of their superior acceleration. Instead, if you find a way to cancel the slidekick rollout and immediately dive, there&#039;s a high chance it will be faster. Sometimes you do not need to do the rollout and the slidekick is the fastest movement over shorter distances. (e.g. LLL re-entry movement)&lt;br /&gt;
=== Punching Off Ledge ===&lt;br /&gt;
At low speeds and trying to run off of a ledge, Mario will sometimes climb down to hang on the ledge. This is bad if you want to start a movement by dive-grinding, [https://youtu.be/qRHC035iVI8?t=28 quickly start a wing cap flight] or just falling off the platform in general. The ledge climb down only happens if you are in the walking action, however, so it is possible to avoid climbing down to the ledge by punching.&lt;br /&gt;
 TODO (mention both divegrinding application and fast flight application (like here: https://youtu.be/qRHC035iVI8?t=28)&lt;br /&gt;
=== Eru Drop ===&lt;br /&gt;
When walking at a minimal magnitude (8 units from neutral in any direction on TASInput), Mario tip-toes in place without moving much. However he is not constantly moving forward. On some frames, Mario actually moves backwards. Abusing this, we can walk off a ledge backwards to initiate an instant double jump (which can lead into a triple jump), fall onto a platform below whilst facing it or instantly dive recover. (There are probably more options out of an Eru drop as well.) To do this, Mario needs to be positioned less than a unit away from the ledge, walk facing away from the ledge and Mario should drop off of the ledge. It is advised to use STROOP&#039;s map tab to do this. &lt;br /&gt;
&lt;br /&gt;
The fastest an Eru drop can be performed is in 3 frames from when Mario begins walking, however doing it in 3 frames gives less freedom as to what angles you can fall off the ledge with.&lt;br /&gt;
&lt;br /&gt;
It is called the Eru drop as it was found by [https://youtu.be/Tl1qDika4Bk?t=7 Japanese TASer Eru]&lt;br /&gt;
== Optimization-Based Actions ==&lt;br /&gt;
=== Quickstop ===&lt;br /&gt;
When Mario is in a landing action on most surfaces, it will take 4 frames for him to come to a complete stop if you have no joystick input. After Mario has reached 0 speed, holding a very low magnitude on the joystick (12 or less, approximately) for 1 frame and then returning to neutral will allow him to enter the idle action very quickly. If you have any joystick input on the first 3 frames of a landing action, then you will maintain more speed (or lose more speed, if your speed is negative) throughout the action. You can still do a quickstop if you hold return to neutral on the 4th frame. Additionally, holding a low joystick magnitude for 2 frames after Mario has 0 speed will also allow him to enter an idle action as long as you return to neutral on the next frame. If you are entering a warp, then you can save time by returning to neutral and pressing Z after holding a low joystick magnitude for 1 frame. This will allow you to stop 1 frame sooner than you would if you did a regular quickstop. Note: on some slopes, it&#039;s possible to do a &amp;quot;1 frame quickstop,&amp;quot; in which you only have to hold a low joystick magnitude for 1 frame before you can enter idle. As a general rule, if you&#039;re landing on any kind of slope, it&#039;s worth seeing if a 1 frame quickstop is possible.&lt;br /&gt;
=== C-up/C^ Jump &amp;amp; Jumpdive ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== C-up/C^ Backflip ===&lt;br /&gt;
While in the idle action, if you enter the C-up camera mode and press Z, you can choose an arbitrary joystick angle that Mario will crouch with. You can then press A to perform a backflip. This kind of quick backflip is useful in some situations, like grabbing a closeby star above a platform you just ledgegrabbed onto. The reason you must press C-up is to stop mario from going into crawling, which he cannot backflip out of.&lt;br /&gt;
=== C-up/C^ Backwards Deceleration / Braking Wall Cancel ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Turnaround Falling ===&lt;br /&gt;
 TODO (extended turnaound action used to change angle you fall with)&lt;br /&gt;
=== Ledge Cancel(name?) ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== .99 Trick ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Straining ===&lt;br /&gt;
{{main|Straining}}&lt;br /&gt;
==== .99 Straining ====&lt;br /&gt;
 TODO&lt;br /&gt;
==== Arctan Straining ====&lt;br /&gt;
 TODO (get someone who actually understands this to write this one)&lt;br /&gt;
==== Inverse Arctan Straining ====&lt;br /&gt;
 TODO (is this necessary?)&lt;br /&gt;
=== Eru Post (Quick Coin Release) ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Z-Drop Off Ledge ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Star Collecting Optimization ===&lt;br /&gt;
 TODO &lt;br /&gt;
 (- ground pound 19.99 units below the star&lt;br /&gt;
 -in a situation where groundpounding is not viable/optimal, try to collect the star as low as possible since the star fall action reduces gravity&lt;br /&gt;
 -try to collect the star in using a ground action if the star is low enough e.g. walking, dive slide, etc.)&lt;br /&gt;
=== Breaking Box w/ WK ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Breaking Box w/ Double Wall Push ===&lt;br /&gt;
 TODO (too niche?)&lt;br /&gt;
=== Tess Turning ===&lt;br /&gt;
 TODO (mention all 3 applications here)&lt;br /&gt;
=== Wall Push ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Quick Dive Grind Turn ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Vertical Speed Manipulation (Reduction) ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Misalignments ===&lt;br /&gt;
 TODO (not really a trick; more a phenomena)&lt;br /&gt;
=== Star Dance Clip ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Quick Release ===&lt;br /&gt;
 TODO (bob king; chuckyas)&lt;br /&gt;
=== QF Optimization ===&lt;br /&gt;
 TODO (whole tutorial thing)&lt;br /&gt;
=== Neutral on Slope to Enter Dive Slide ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Death Star Glitch ===&lt;br /&gt;
By touching OOB or the death barrier, Mario can initiate the death fade out before getting a star. The setup to do it may be longer than the single star time, but by doing a DSG we can avoid the star dance and the animation Mario does out of the painting and the save and quit, which is longer than Mario&#039;s animation he does when he dies. (His death animation also makes him face the painting, allowing for a punch cancel trick to be used for re-entry)&lt;br /&gt;
=== Steep Jump Position Change ===&lt;br /&gt;
 TODO (bob island alt strat)&lt;br /&gt;
=== Floor Clip ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Wall Push Floor Clip ===&lt;br /&gt;
 TODO (ttm monkey)&lt;br /&gt;
=== Bruteforcing Tutorial ===&lt;br /&gt;
{{main|Bruteforcing}}&lt;br /&gt;
 TODO (more and more relevant as time goes on)&lt;br /&gt;
=== Parallel Universes ===&lt;br /&gt;
{{main|Parallel Universe}}&lt;br /&gt;
 TODO (basically would just need to be an &amp;quot;easy-as-possible&amp;quot; tutorial, if that&#039;s possible)&lt;br /&gt;
== Glitchy Wallkicks ==&lt;br /&gt;
{{main|Glitchy Wall Kick}}&lt;br /&gt;
=== Quarter Frame GWK ===&lt;br /&gt;
 TODO (basically just gonna link to the GWK documentary for more in-depth explanations of GWKs)&lt;br /&gt;
=== Bonk GWK ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Unreferenced Wall GWK ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Open Corner GWK ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Frame Bonk GWK Chain ===&lt;br /&gt;
(Make reference to the regular bonk gwk) By approaching a wall that has a wall lip next to it and the angle between them is less than 90 degrees, a bonk glitchy wall kick chain is possible. To do this, hug the wall of the well next to the wall lip, and then hold neutral. Take note of Mario&#039;s angle, as this angle will be used to perform the GWK chain. Approach the wall and its lip with this angle and do a regular bonk gwk. When you wallkick, you want to strain so that mario hits the wall in the same area as before. This way he can bonk and move back into the wall lip and do another bonk gwk. Repeat. (Note: Some wall lips are too big to do a bonk gwk every other frame. See the AMA TAS)&lt;br /&gt;
=== Eru GWK Chain ===&lt;br /&gt;
 TODO&lt;br /&gt;
== Miscellaneous Phenomenon ==&lt;br /&gt;
=== f32 Rounding Errors ===&lt;br /&gt;
 ? (can&#039;t think of an application of this in speedtasing)&lt;br /&gt;
=== Stored Yaw Angle ===&lt;br /&gt;
 TODO (not only flight; don&#039;t forget c-up slide stored yaw)&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Tjk113/Speed-TAS_Encyclopedia&amp;diff=16824</id>
		<title>User:Tjk113/Speed-TAS Encyclopedia</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Tjk113/Speed-TAS_Encyclopedia&amp;diff=16824"/>
		<updated>2022-05-02T00:16:09Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: /* Buffered Kick */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Current Entry Count: 73&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;TODO: ADD EXAMPLES OF SITUATIONS IN WHICH THESE TRICKS COULD BE ADVANTAGEOUS&#039;&#039;&lt;br /&gt;
== Speed-Generating Actions ==&lt;br /&gt;
=== C-up/C^ Sliding ===&lt;br /&gt;
On certain slope types, (// TODO: SPECIFY DIFFERENT SLOPE TYPES AND EFFECTS) either entering the C-up camera mode 1 frame before walking onto the slope, or, after landing on the slope within the correct angle range, walking for 1 frame on the slope will Mario to begin accelerating/decelerating. If you want to activate C-up sliding after landing *on* a slope, then you must be pressing the C-up button on the frame you land. Keep in mind that, no matter how you activate the C-up slide, it will only initiate 1 frame after you press the button. Also, if your speed isn&#039;t activated in some way after the C-up slide is over, you will have to activate it yourself. The exact method of doing so will depend on the situation, but most regular speed-preserving actions will suffice.&lt;br /&gt;
=== BLJ ===&lt;br /&gt;
{{main|BLJ}}&lt;br /&gt;
BLJ requires Mario to land from a longjump in less than about 8&amp;lt;!--someone verify this number--&amp;gt; frames. This can be achieved using a small ledge (such as stairs), a steep slope, an upwards-moving platform, or a ceiling.&lt;br /&gt;
&lt;br /&gt;
A notable optimisation is the use of neutral joystick input during landing frames to avoid losing speed. It is not applicable to side BLJs though.&lt;br /&gt;
&lt;br /&gt;
==== Slope BLJ ====&lt;br /&gt;
 TODO: shallow water, unit squares maybe&lt;br /&gt;
==== Side BLJ ====&lt;br /&gt;
Side BLJ utilises a ledge that is between 7 and 30 units tall. Mario faces almost parallel to the ledge, the smallest possible angle upwards. He then lands on the lower floor next to the ledge, longjumps and strains onto the ledge, landing instantly, then moves back down because of his angle. This is repeated to perform a side BLJ.&lt;br /&gt;
==== Elevator BLJ ====&lt;br /&gt;
 TODO&lt;br /&gt;
==== Ceiling BLJ ====&lt;br /&gt;
Ceiling BLJ utilises either a low ceiling or an exposed ceiling. A ceiling both holds Mario in place and cancels his vertical speed. Mario must hit the ceiling on the first quarter-step, so he never moves off the floor.&lt;br /&gt;
&lt;br /&gt;
It is often possible to hit the ceiling for 2 frames during the initial longjump to cancel Mario&#039;s vertical and horizontal speed, allowing to start the BLJ much faster.&lt;br /&gt;
&lt;br /&gt;
=== Hyperspeed Wallkicks ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Optimal Dive Slide on Slope ===&lt;br /&gt;
 TODO (someone figure out the optimal equation for this?)&lt;br /&gt;
=== Pedro Spot Speed Building ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Hyperspeed Punching ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Shell Hyperspeed ===&lt;br /&gt;
 TODO&lt;br /&gt;
== Speed-Preserving Actions ==&lt;br /&gt;
=== Optimal Speedkick ===&lt;br /&gt;
For a speedkick, the joystick magnitude must be 48 or less. The optimal input is whatever has the greatest component in Mario&#039;s facing direction.&lt;br /&gt;
&lt;br /&gt;
Input Direction Lua includes a speedkick function, but it only works properly in one version. The one currently in the repack does not do it correctly.&lt;br /&gt;
&lt;br /&gt;
=== Buffered Kick ===&lt;br /&gt;
If you hold A either before the first frame that Mario is able to move, or, if landing from the air, before the landing action has started, then you can (while still holding A) press B to do a buffered kick. If starting from idle, this allows you to choose an arbitrary angle to kick with. Note: a jumpkick (where you press A and B on the same frame, or press B after A) does not allow you to choose an arbitrary angle from idle.&lt;br /&gt;
&lt;br /&gt;
=== Speedpunch ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Pole Speed Redirection ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Instant Pole Release ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Text Speed Redirection ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Turnaround Speed Preservation ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Squish Cancel ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Punch into Unreferenced Wall or ? ===&lt;br /&gt;
 TODO (idk how this works exactly)&lt;br /&gt;
=== Pause-buffered Wallkick ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== C-up/C^ Backwards Deceleration / Braking ===&lt;br /&gt;
 TODO (mention crouch + c^ to slide down slopes w/ negative spd)&lt;br /&gt;
=== C-up/C^ Reflection ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Water Sliding Speed Preservation ===&lt;br /&gt;
 TODO Also mention water jump conservation (15 - 15.99 speed and 0-input landing only)&lt;br /&gt;
=== Hyperjump ===&lt;br /&gt;
 TODO (mention jong&#039;s hspd equation from h_spd_calc?)&lt;br /&gt;
=== Flight Reflection ===&lt;br /&gt;
 TODO OOB, Walls, Ceilings&lt;br /&gt;
== Movement Starting Actions ==&lt;br /&gt;
=== Punch Cancel ===&lt;br /&gt;
Punch cancelling is a method to begin running with a higher speed. The first frame of running has ~8.9 speed, however the first frame of punching (from standstill) has 10 speed. You can then cancel it into running with the joystick or into a jump by pressing A. This is useful as it reduces the amount of frames of movement needed for other movement starting options such as a slidekick or long jump. Note when you do a punch cancel, it must be done with a neutral joystick and therefore you can not arbitrarily change your angle.&lt;br /&gt;
=== Quickturn ===&lt;br /&gt;
Once you enter the idle action of a quickstop, you then have a number of options for changing direction quickly. Buffered jumpkicks, walking at full magnitude with an arbitrary angle, punching off a ledge (usually to start dive grinding), or, in some rarer cases on very steep slopes, crouch sliding, can all be efficient ways to change direction after a quickstop.&lt;br /&gt;
=== Dive Grinding ===&lt;br /&gt;
 TODO (need to mention XZ momentum)&lt;br /&gt;
=== Slidekick Start ===&lt;br /&gt;
Starting movement with a slidekick is the fastest way to accelerate under certain conditions. When you begin a slidekick, your speed is set to 32, which is much higher than a long jump or buffered jump kick. However other starting movements like longjumps and jumpdives will catch up later on because of their superior acceleration. Instead, if you find a way to cancel the slidekick rollout and immediately dive, there&#039;s a high chance it will be faster. Sometimes you do not need to do the rollout and the slidekick is the fastest movement over shorter distances. (e.g. LLL re-entry movement)&lt;br /&gt;
=== Punching Off Ledge ===&lt;br /&gt;
At low speeds and trying to run off of a ledge, Mario will sometimes climb down to hang on the ledge. This is bad if you want to start a movement by dive-grinding, [https://youtu.be/qRHC035iVI8?t=28 quickly start a wing cap flight] or just falling off the platform in general. The ledge climb down only happens if you are in the walking action, however, so it is possible to avoid climbing down to the ledge by punching.&lt;br /&gt;
 TODO (mention both divegrinding application and fast flight application (like here: https://youtu.be/qRHC035iVI8?t=28)&lt;br /&gt;
=== Eru Drop ===&lt;br /&gt;
When walking at a minimal magnitude (8 units from neutral in any direction on TASInput), Mario tip-toes in place without moving much. However he is not constantly moving forward. On some frames, Mario actually moves backwards. Abusing this, we can walk off a ledge backwards to initiate an instant double jump (which can lead into a triple jump), fall onto a platform below whilst facing it or instantly dive recover. (There are probably more options out of an Eru drop as well.) To do this, Mario needs to be positioned less than a unit away from the ledge, walk facing away from the ledge and Mario should drop off of the ledge. It is advised to use STROOP&#039;s map tab to do this. &lt;br /&gt;
&lt;br /&gt;
The fastest an Eru drop can be performed is in 3 frames from when Mario begins walking, however doing it in 3 frames gives less freedom as to what angles you can fall off the ledge with.&lt;br /&gt;
&lt;br /&gt;
It is called the Eru drop as it was found by [https://youtu.be/Tl1qDika4Bk?t=7 Japanese TASer Eru]&lt;br /&gt;
== Optimization-Based Actions ==&lt;br /&gt;
=== Quickstop ===&lt;br /&gt;
When Mario is in a landing action on most surfaces, it will take 4 frames for him to come to a complete stop if you have no joystick input. After Mario has reached 0 speed, holding a very low magnitude on the joystick (12 or less, approximately) for 1 frame and then returning to neutral will allow him to enter the idle action very quickly. If you have any joystick input on the first 3 frames of a landing action, then you will maintain more speed (or lose more speed, if your speed is negative) throughout the action. You can still do a quickstop if you hold return to neutral on the 4th frame. Additionally, holding a low joystick magnitude for 2 frames after Mario has 0 speed will also allow him to enter an idle action as long as you return to neutral on the next frame. If you are entering a warp, then you can save time by returning to neutral and pressing Z after holding a low joystick magnitude for 1 frame. This will allow you to stop 1 frame sooner than you would if you did a regular quickstop. Note: on some slopes, it&#039;s possible to do a &amp;quot;1 frame quickstop,&amp;quot; in which you only have to hold a low joystick magnitude for 1 frame before you can enter idle. As a general rule, if you&#039;re landing on any kind of slope, it&#039;s worth seeing if a 1 frame quickstop is possible.&lt;br /&gt;
=== C-up/C^ Jump &amp;amp; Jumpdive ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== C-up/C^ Backflip ===&lt;br /&gt;
While in the idle action, if you enter the C-up camera mode and press Z, you can choose an arbitrary joystick angle that Mario will crouch with. You can then press A to perform a backflip. This kind of quick backflip is useful in some situations, like grabbing a closeby star above a platform you just ledgegrabbed onto. The reason you must press C-up is to stop mario from going into crawling, which he cannot backflip out of.&lt;br /&gt;
=== C-up/C^ Backwards Deceleration / Braking Wall Cancel ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Turnaround Falling ===&lt;br /&gt;
 TODO (extended turnaound action used to change angle you fall with)&lt;br /&gt;
=== Ledge Cancel(name?) ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== .99 Trick ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Straining ===&lt;br /&gt;
{{main|Straining}}&lt;br /&gt;
==== .99 Straining ====&lt;br /&gt;
 TODO&lt;br /&gt;
==== Arctan Straining ====&lt;br /&gt;
 TODO (get someone who actually understands this to write this one)&lt;br /&gt;
==== Inverse Arctan Straining ====&lt;br /&gt;
 TODO (is this necessary?)&lt;br /&gt;
=== Eru Post (Quick Coin Release) ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Z-Drop Off Ledge ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Star Collecting Optimization ===&lt;br /&gt;
 TODO &lt;br /&gt;
 (- ground pound 19.99 units below the star&lt;br /&gt;
 -in a situation where groundpounding is not viable/optimal, try to collect the star as low as possible since the star fall action reduces gravity&lt;br /&gt;
 -try to collect the star in using a ground action if the star is low enough e.g. walking, dive slide, etc.)&lt;br /&gt;
=== Breaking Box w/ WK ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Breaking Box w/ Double Wall Push ===&lt;br /&gt;
 TODO (too niche?)&lt;br /&gt;
=== Tess Turning ===&lt;br /&gt;
 TODO (mention all 3 applications here)&lt;br /&gt;
=== Wall Push ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Quick Dive Grind Turn ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Vertical Speed Manipulation (Reduction) ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Misalignments ===&lt;br /&gt;
 TODO (not really a trick; more a phenomena)&lt;br /&gt;
=== Star Dance Clip ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Quick Release ===&lt;br /&gt;
 TODO (bob king; chuckyas)&lt;br /&gt;
=== QF Optimization ===&lt;br /&gt;
 TODO (whole tutorial thing)&lt;br /&gt;
=== Neutral on Slope to Enter Dive Slide ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Death Star Glitch ===&lt;br /&gt;
By touching OOB or the death barrier, Mario can initiate the death fade out before getting a star. The setup to do it may be longer than the single star time, but by doing a DSG we can avoid the star dance and the animation Mario does out of the painting and the save and quit, which is longer than Mario&#039;s animation he does when he dies. (His death animation also makes him face the painting, allowing for a punch cancel trick to be used for re-entry)&lt;br /&gt;
=== Steep Jump Position Change ===&lt;br /&gt;
 TODO (bob island alt strat)&lt;br /&gt;
=== Floor Clip ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Wall Push Floor Clip ===&lt;br /&gt;
 TODO (ttm monkey)&lt;br /&gt;
=== Bruteforcing Tutorial ===&lt;br /&gt;
{{main|Bruteforcing}}&lt;br /&gt;
 TODO (more and more relevant as time goes on)&lt;br /&gt;
=== Parallel Universes ===&lt;br /&gt;
{{main|Parallel Universe}}&lt;br /&gt;
 TODO (basically would just need to be an &amp;quot;easy-as-possible&amp;quot; tutorial, if that&#039;s possible)&lt;br /&gt;
== Glitchy Wallkicks ==&lt;br /&gt;
{{main|Glitchy Wall Kick}}&lt;br /&gt;
=== Quarter Frame GWK ===&lt;br /&gt;
 TODO (basically just gonna link to the GWK documentary for more in-depth explanations of GWKs)&lt;br /&gt;
=== Bonk GWK ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Unreferenced Wall GWK ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Open Corner GWK ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Frame Bonk GWK Chain ===&lt;br /&gt;
(Make reference to the regular bonk gwk) By approaching a wall that has a wall lip next to it and the angle between them is less than 90 degrees, a bonk glitchy wall kick chain is possible. To do this, hug the wall of the well next to the wall lip, and then hold neutral. Take note of Mario&#039;s angle, as this angle will be used to perform the GWK chain. Approach the wall and its lip with this angle and do a regular bonk gwk. When you wallkick, you want to strain so that mario hits the wall in the same area as before. This way he can bonk and move back into the wall lip and do another bonk gwk. Repeat. (Note: Some wall lips are too big to do a bonk gwk every other frame. See the AMA TAS)&lt;br /&gt;
=== Eru GWK Chain ===&lt;br /&gt;
 TODO&lt;br /&gt;
== Miscellaneous Phenomenon ==&lt;br /&gt;
=== f32 Rounding Errors ===&lt;br /&gt;
 ? (can&#039;t think of an application of this in speedtasing)&lt;br /&gt;
=== Stored Yaw Angle ===&lt;br /&gt;
 TODO (not only flight; don&#039;t forget c-up slide stored yaw)&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Tjk113/Speed-TAS_Encyclopedia&amp;diff=16823</id>
		<title>User:Tjk113/Speed-TAS Encyclopedia</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Tjk113/Speed-TAS_Encyclopedia&amp;diff=16823"/>
		<updated>2022-05-02T00:15:05Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: /* Optimal Speedkick */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Current Entry Count: 73&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;TODO: ADD EXAMPLES OF SITUATIONS IN WHICH THESE TRICKS COULD BE ADVANTAGEOUS&#039;&#039;&lt;br /&gt;
== Speed-Generating Actions ==&lt;br /&gt;
=== C-up/C^ Sliding ===&lt;br /&gt;
On certain slope types, (// TODO: SPECIFY DIFFERENT SLOPE TYPES AND EFFECTS) either entering the C-up camera mode 1 frame before walking onto the slope, or, after landing on the slope within the correct angle range, walking for 1 frame on the slope will Mario to begin accelerating/decelerating. If you want to activate C-up sliding after landing *on* a slope, then you must be pressing the C-up button on the frame you land. Keep in mind that, no matter how you activate the C-up slide, it will only initiate 1 frame after you press the button. Also, if your speed isn&#039;t activated in some way after the C-up slide is over, you will have to activate it yourself. The exact method of doing so will depend on the situation, but most regular speed-preserving actions will suffice.&lt;br /&gt;
=== BLJ ===&lt;br /&gt;
{{main|BLJ}}&lt;br /&gt;
BLJ requires Mario to land from a longjump in less than about 8&amp;lt;!--someone verify this number--&amp;gt; frames. This can be achieved using a small ledge (such as stairs), a steep slope, an upwards-moving platform, or a ceiling.&lt;br /&gt;
&lt;br /&gt;
A notable optimisation is the use of neutral joystick input during landing frames to avoid losing speed. It is not applicable to side BLJs though.&lt;br /&gt;
&lt;br /&gt;
==== Slope BLJ ====&lt;br /&gt;
 TODO: shallow water, unit squares maybe&lt;br /&gt;
==== Side BLJ ====&lt;br /&gt;
Side BLJ utilises a ledge that is between 7 and 30 units tall. Mario faces almost parallel to the ledge, the smallest possible angle upwards. He then lands on the lower floor next to the ledge, longjumps and strains onto the ledge, landing instantly, then moves back down because of his angle. This is repeated to perform a side BLJ.&lt;br /&gt;
==== Elevator BLJ ====&lt;br /&gt;
 TODO&lt;br /&gt;
==== Ceiling BLJ ====&lt;br /&gt;
Ceiling BLJ utilises either a low ceiling or an exposed ceiling. A ceiling both holds Mario in place and cancels his vertical speed. Mario must hit the ceiling on the first quarter-step, so he never moves off the floor.&lt;br /&gt;
&lt;br /&gt;
It is often possible to hit the ceiling for 2 frames during the initial longjump to cancel Mario&#039;s vertical and horizontal speed, allowing to start the BLJ much faster.&lt;br /&gt;
&lt;br /&gt;
=== Hyperspeed Wallkicks ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Optimal Dive Slide on Slope ===&lt;br /&gt;
 TODO (someone figure out the optimal equation for this?)&lt;br /&gt;
=== Pedro Spot Speed Building ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Hyperspeed Punching ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Shell Hyperspeed ===&lt;br /&gt;
 TODO&lt;br /&gt;
== Speed-Preserving Actions ==&lt;br /&gt;
=== Optimal Speedkick ===&lt;br /&gt;
For a speedkick, the joystick magnitude must be 48 or less. The optimal input is whatever has the greatest component in Mario&#039;s facing direction.&lt;br /&gt;
&lt;br /&gt;
Input Direction Lua includes a speedkick function, but it only works properly in one version. The one currently in the repack does not do it correctly.&lt;br /&gt;
&lt;br /&gt;
=== Buffered Jumpkick ===&lt;br /&gt;
If you hold A either before the first frame that Mario is able to move, or, if landing from the air, before the landing action has started, then you can (while still holding A) press B to do a buffered jumpkick. If starting from idle, this allows you to choose an arbitrary angle to jumpkick with. Note: a normal jumpkick (where you press A and B on the same frame, or press B after A) does not allow you to choose an arbitrary angle from idle.&lt;br /&gt;
=== Speedpunch ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Pole Speed Redirection ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Instant Pole Release ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Text Speed Redirection ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Turnaround Speed Preservation ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Squish Cancel ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Punch into Unreferenced Wall or ? ===&lt;br /&gt;
 TODO (idk how this works exactly)&lt;br /&gt;
=== Pause-buffered Wallkick ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== C-up/C^ Backwards Deceleration / Braking ===&lt;br /&gt;
 TODO (mention crouch + c^ to slide down slopes w/ negative spd)&lt;br /&gt;
=== C-up/C^ Reflection ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Water Sliding Speed Preservation ===&lt;br /&gt;
 TODO Also mention water jump conservation (15 - 15.99 speed and 0-input landing only)&lt;br /&gt;
=== Hyperjump ===&lt;br /&gt;
 TODO (mention jong&#039;s hspd equation from h_spd_calc?)&lt;br /&gt;
=== Flight Reflection ===&lt;br /&gt;
 TODO OOB, Walls, Ceilings&lt;br /&gt;
== Movement Starting Actions ==&lt;br /&gt;
=== Punch Cancel ===&lt;br /&gt;
Punch cancelling is a method to begin running with a higher speed. The first frame of running has ~8.9 speed, however the first frame of punching (from standstill) has 10 speed. You can then cancel it into running with the joystick or into a jump by pressing A. This is useful as it reduces the amount of frames of movement needed for other movement starting options such as a slidekick or long jump. Note when you do a punch cancel, it must be done with a neutral joystick and therefore you can not arbitrarily change your angle.&lt;br /&gt;
=== Quickturn ===&lt;br /&gt;
Once you enter the idle action of a quickstop, you then have a number of options for changing direction quickly. Buffered jumpkicks, walking at full magnitude with an arbitrary angle, punching off a ledge (usually to start dive grinding), or, in some rarer cases on very steep slopes, crouch sliding, can all be efficient ways to change direction after a quickstop.&lt;br /&gt;
=== Dive Grinding ===&lt;br /&gt;
 TODO (need to mention XZ momentum)&lt;br /&gt;
=== Slidekick Start ===&lt;br /&gt;
Starting movement with a slidekick is the fastest way to accelerate under certain conditions. When you begin a slidekick, your speed is set to 32, which is much higher than a long jump or buffered jump kick. However other starting movements like longjumps and jumpdives will catch up later on because of their superior acceleration. Instead, if you find a way to cancel the slidekick rollout and immediately dive, there&#039;s a high chance it will be faster. Sometimes you do not need to do the rollout and the slidekick is the fastest movement over shorter distances. (e.g. LLL re-entry movement)&lt;br /&gt;
=== Punching Off Ledge ===&lt;br /&gt;
At low speeds and trying to run off of a ledge, Mario will sometimes climb down to hang on the ledge. This is bad if you want to start a movement by dive-grinding, [https://youtu.be/qRHC035iVI8?t=28 quickly start a wing cap flight] or just falling off the platform in general. The ledge climb down only happens if you are in the walking action, however, so it is possible to avoid climbing down to the ledge by punching.&lt;br /&gt;
 TODO (mention both divegrinding application and fast flight application (like here: https://youtu.be/qRHC035iVI8?t=28)&lt;br /&gt;
=== Eru Drop ===&lt;br /&gt;
When walking at a minimal magnitude (8 units from neutral in any direction on TASInput), Mario tip-toes in place without moving much. However he is not constantly moving forward. On some frames, Mario actually moves backwards. Abusing this, we can walk off a ledge backwards to initiate an instant double jump (which can lead into a triple jump), fall onto a platform below whilst facing it or instantly dive recover. (There are probably more options out of an Eru drop as well.) To do this, Mario needs to be positioned less than a unit away from the ledge, walk facing away from the ledge and Mario should drop off of the ledge. It is advised to use STROOP&#039;s map tab to do this. &lt;br /&gt;
&lt;br /&gt;
The fastest an Eru drop can be performed is in 3 frames from when Mario begins walking, however doing it in 3 frames gives less freedom as to what angles you can fall off the ledge with.&lt;br /&gt;
&lt;br /&gt;
It is called the Eru drop as it was found by [https://youtu.be/Tl1qDika4Bk?t=7 Japanese TASer Eru]&lt;br /&gt;
== Optimization-Based Actions ==&lt;br /&gt;
=== Quickstop ===&lt;br /&gt;
When Mario is in a landing action on most surfaces, it will take 4 frames for him to come to a complete stop if you have no joystick input. After Mario has reached 0 speed, holding a very low magnitude on the joystick (12 or less, approximately) for 1 frame and then returning to neutral will allow him to enter the idle action very quickly. If you have any joystick input on the first 3 frames of a landing action, then you will maintain more speed (or lose more speed, if your speed is negative) throughout the action. You can still do a quickstop if you hold return to neutral on the 4th frame. Additionally, holding a low joystick magnitude for 2 frames after Mario has 0 speed will also allow him to enter an idle action as long as you return to neutral on the next frame. If you are entering a warp, then you can save time by returning to neutral and pressing Z after holding a low joystick magnitude for 1 frame. This will allow you to stop 1 frame sooner than you would if you did a regular quickstop. Note: on some slopes, it&#039;s possible to do a &amp;quot;1 frame quickstop,&amp;quot; in which you only have to hold a low joystick magnitude for 1 frame before you can enter idle. As a general rule, if you&#039;re landing on any kind of slope, it&#039;s worth seeing if a 1 frame quickstop is possible.&lt;br /&gt;
=== C-up/C^ Jump &amp;amp; Jumpdive ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== C-up/C^ Backflip ===&lt;br /&gt;
While in the idle action, if you enter the C-up camera mode and press Z, you can choose an arbitrary joystick angle that Mario will crouch with. You can then press A to perform a backflip. This kind of quick backflip is useful in some situations, like grabbing a closeby star above a platform you just ledgegrabbed onto. The reason you must press C-up is to stop mario from going into crawling, which he cannot backflip out of.&lt;br /&gt;
=== C-up/C^ Backwards Deceleration / Braking Wall Cancel ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Turnaround Falling ===&lt;br /&gt;
 TODO (extended turnaound action used to change angle you fall with)&lt;br /&gt;
=== Ledge Cancel(name?) ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== .99 Trick ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Straining ===&lt;br /&gt;
{{main|Straining}}&lt;br /&gt;
==== .99 Straining ====&lt;br /&gt;
 TODO&lt;br /&gt;
==== Arctan Straining ====&lt;br /&gt;
 TODO (get someone who actually understands this to write this one)&lt;br /&gt;
==== Inverse Arctan Straining ====&lt;br /&gt;
 TODO (is this necessary?)&lt;br /&gt;
=== Eru Post (Quick Coin Release) ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Z-Drop Off Ledge ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Star Collecting Optimization ===&lt;br /&gt;
 TODO &lt;br /&gt;
 (- ground pound 19.99 units below the star&lt;br /&gt;
 -in a situation where groundpounding is not viable/optimal, try to collect the star as low as possible since the star fall action reduces gravity&lt;br /&gt;
 -try to collect the star in using a ground action if the star is low enough e.g. walking, dive slide, etc.)&lt;br /&gt;
=== Breaking Box w/ WK ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Breaking Box w/ Double Wall Push ===&lt;br /&gt;
 TODO (too niche?)&lt;br /&gt;
=== Tess Turning ===&lt;br /&gt;
 TODO (mention all 3 applications here)&lt;br /&gt;
=== Wall Push ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Quick Dive Grind Turn ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Vertical Speed Manipulation (Reduction) ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Misalignments ===&lt;br /&gt;
 TODO (not really a trick; more a phenomena)&lt;br /&gt;
=== Star Dance Clip ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Quick Release ===&lt;br /&gt;
 TODO (bob king; chuckyas)&lt;br /&gt;
=== QF Optimization ===&lt;br /&gt;
 TODO (whole tutorial thing)&lt;br /&gt;
=== Neutral on Slope to Enter Dive Slide ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Death Star Glitch ===&lt;br /&gt;
By touching OOB or the death barrier, Mario can initiate the death fade out before getting a star. The setup to do it may be longer than the single star time, but by doing a DSG we can avoid the star dance and the animation Mario does out of the painting and the save and quit, which is longer than Mario&#039;s animation he does when he dies. (His death animation also makes him face the painting, allowing for a punch cancel trick to be used for re-entry)&lt;br /&gt;
=== Steep Jump Position Change ===&lt;br /&gt;
 TODO (bob island alt strat)&lt;br /&gt;
=== Floor Clip ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Wall Push Floor Clip ===&lt;br /&gt;
 TODO (ttm monkey)&lt;br /&gt;
=== Bruteforcing Tutorial ===&lt;br /&gt;
{{main|Bruteforcing}}&lt;br /&gt;
 TODO (more and more relevant as time goes on)&lt;br /&gt;
=== Parallel Universes ===&lt;br /&gt;
{{main|Parallel Universe}}&lt;br /&gt;
 TODO (basically would just need to be an &amp;quot;easy-as-possible&amp;quot; tutorial, if that&#039;s possible)&lt;br /&gt;
== Glitchy Wallkicks ==&lt;br /&gt;
{{main|Glitchy Wall Kick}}&lt;br /&gt;
=== Quarter Frame GWK ===&lt;br /&gt;
 TODO (basically just gonna link to the GWK documentary for more in-depth explanations of GWKs)&lt;br /&gt;
=== Bonk GWK ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Unreferenced Wall GWK ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Open Corner GWK ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Frame Bonk GWK Chain ===&lt;br /&gt;
(Make reference to the regular bonk gwk) By approaching a wall that has a wall lip next to it and the angle between them is less than 90 degrees, a bonk glitchy wall kick chain is possible. To do this, hug the wall of the well next to the wall lip, and then hold neutral. Take note of Mario&#039;s angle, as this angle will be used to perform the GWK chain. Approach the wall and its lip with this angle and do a regular bonk gwk. When you wallkick, you want to strain so that mario hits the wall in the same area as before. This way he can bonk and move back into the wall lip and do another bonk gwk. Repeat. (Note: Some wall lips are too big to do a bonk gwk every other frame. See the AMA TAS)&lt;br /&gt;
=== Eru GWK Chain ===&lt;br /&gt;
 TODO&lt;br /&gt;
== Miscellaneous Phenomenon ==&lt;br /&gt;
=== f32 Rounding Errors ===&lt;br /&gt;
 ? (can&#039;t think of an application of this in speedtasing)&lt;br /&gt;
=== Stored Yaw Angle ===&lt;br /&gt;
 TODO (not only flight; don&#039;t forget c-up slide stored yaw)&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Tjk113/Speed-TAS_Encyclopedia&amp;diff=16822</id>
		<title>User:Tjk113/Speed-TAS Encyclopedia</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Tjk113/Speed-TAS_Encyclopedia&amp;diff=16822"/>
		<updated>2022-05-02T00:14:51Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: /* Optimal Speedkick */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Current Entry Count: 73&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;TODO: ADD EXAMPLES OF SITUATIONS IN WHICH THESE TRICKS COULD BE ADVANTAGEOUS&#039;&#039;&lt;br /&gt;
== Speed-Generating Actions ==&lt;br /&gt;
=== C-up/C^ Sliding ===&lt;br /&gt;
On certain slope types, (// TODO: SPECIFY DIFFERENT SLOPE TYPES AND EFFECTS) either entering the C-up camera mode 1 frame before walking onto the slope, or, after landing on the slope within the correct angle range, walking for 1 frame on the slope will Mario to begin accelerating/decelerating. If you want to activate C-up sliding after landing *on* a slope, then you must be pressing the C-up button on the frame you land. Keep in mind that, no matter how you activate the C-up slide, it will only initiate 1 frame after you press the button. Also, if your speed isn&#039;t activated in some way after the C-up slide is over, you will have to activate it yourself. The exact method of doing so will depend on the situation, but most regular speed-preserving actions will suffice.&lt;br /&gt;
=== BLJ ===&lt;br /&gt;
{{main|BLJ}}&lt;br /&gt;
BLJ requires Mario to land from a longjump in less than about 8&amp;lt;!--someone verify this number--&amp;gt; frames. This can be achieved using a small ledge (such as stairs), a steep slope, an upwards-moving platform, or a ceiling.&lt;br /&gt;
&lt;br /&gt;
A notable optimisation is the use of neutral joystick input during landing frames to avoid losing speed. It is not applicable to side BLJs though.&lt;br /&gt;
&lt;br /&gt;
==== Slope BLJ ====&lt;br /&gt;
 TODO: shallow water, unit squares maybe&lt;br /&gt;
==== Side BLJ ====&lt;br /&gt;
Side BLJ utilises a ledge that is between 7 and 30 units tall. Mario faces almost parallel to the ledge, the smallest possible angle upwards. He then lands on the lower floor next to the ledge, longjumps and strains onto the ledge, landing instantly, then moves back down because of his angle. This is repeated to perform a side BLJ.&lt;br /&gt;
==== Elevator BLJ ====&lt;br /&gt;
 TODO&lt;br /&gt;
==== Ceiling BLJ ====&lt;br /&gt;
Ceiling BLJ utilises either a low ceiling or an exposed ceiling. A ceiling both holds Mario in place and cancels his vertical speed. Mario must hit the ceiling on the first quarter-step, so he never moves off the floor.&lt;br /&gt;
&lt;br /&gt;
It is often possible to hit the ceiling for 2 frames during the initial longjump to cancel Mario&#039;s vertical and horizontal speed, allowing to start the BLJ much faster.&lt;br /&gt;
&lt;br /&gt;
=== Hyperspeed Wallkicks ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Optimal Dive Slide on Slope ===&lt;br /&gt;
 TODO (someone figure out the optimal equation for this?)&lt;br /&gt;
=== Pedro Spot Speed Building ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Hyperspeed Punching ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Shell Hyperspeed ===&lt;br /&gt;
 TODO&lt;br /&gt;
== Speed-Preserving Actions ==&lt;br /&gt;
=== Optimal Speedkick ===&lt;br /&gt;
For a speedkick, the joystick magnitude must be 48 or less. The optimal input is whatever has the highest component in Mario&#039;s facing direction.&lt;br /&gt;
&lt;br /&gt;
Input Direction Lua includes a speedkick function, but it only works properly in one version. The one currently in the repack does not do it correctly.&lt;br /&gt;
&lt;br /&gt;
=== Buffered Jumpkick ===&lt;br /&gt;
If you hold A either before the first frame that Mario is able to move, or, if landing from the air, before the landing action has started, then you can (while still holding A) press B to do a buffered jumpkick. If starting from idle, this allows you to choose an arbitrary angle to jumpkick with. Note: a normal jumpkick (where you press A and B on the same frame, or press B after A) does not allow you to choose an arbitrary angle from idle.&lt;br /&gt;
=== Speedpunch ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Pole Speed Redirection ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Instant Pole Release ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Text Speed Redirection ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Turnaround Speed Preservation ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Squish Cancel ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Punch into Unreferenced Wall or ? ===&lt;br /&gt;
 TODO (idk how this works exactly)&lt;br /&gt;
=== Pause-buffered Wallkick ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== C-up/C^ Backwards Deceleration / Braking ===&lt;br /&gt;
 TODO (mention crouch + c^ to slide down slopes w/ negative spd)&lt;br /&gt;
=== C-up/C^ Reflection ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Water Sliding Speed Preservation ===&lt;br /&gt;
 TODO Also mention water jump conservation (15 - 15.99 speed and 0-input landing only)&lt;br /&gt;
=== Hyperjump ===&lt;br /&gt;
 TODO (mention jong&#039;s hspd equation from h_spd_calc?)&lt;br /&gt;
=== Flight Reflection ===&lt;br /&gt;
 TODO OOB, Walls, Ceilings&lt;br /&gt;
== Movement Starting Actions ==&lt;br /&gt;
=== Punch Cancel ===&lt;br /&gt;
Punch cancelling is a method to begin running with a higher speed. The first frame of running has ~8.9 speed, however the first frame of punching (from standstill) has 10 speed. You can then cancel it into running with the joystick or into a jump by pressing A. This is useful as it reduces the amount of frames of movement needed for other movement starting options such as a slidekick or long jump. Note when you do a punch cancel, it must be done with a neutral joystick and therefore you can not arbitrarily change your angle.&lt;br /&gt;
=== Quickturn ===&lt;br /&gt;
Once you enter the idle action of a quickstop, you then have a number of options for changing direction quickly. Buffered jumpkicks, walking at full magnitude with an arbitrary angle, punching off a ledge (usually to start dive grinding), or, in some rarer cases on very steep slopes, crouch sliding, can all be efficient ways to change direction after a quickstop.&lt;br /&gt;
=== Dive Grinding ===&lt;br /&gt;
 TODO (need to mention XZ momentum)&lt;br /&gt;
=== Slidekick Start ===&lt;br /&gt;
Starting movement with a slidekick is the fastest way to accelerate under certain conditions. When you begin a slidekick, your speed is set to 32, which is much higher than a long jump or buffered jump kick. However other starting movements like longjumps and jumpdives will catch up later on because of their superior acceleration. Instead, if you find a way to cancel the slidekick rollout and immediately dive, there&#039;s a high chance it will be faster. Sometimes you do not need to do the rollout and the slidekick is the fastest movement over shorter distances. (e.g. LLL re-entry movement)&lt;br /&gt;
=== Punching Off Ledge ===&lt;br /&gt;
At low speeds and trying to run off of a ledge, Mario will sometimes climb down to hang on the ledge. This is bad if you want to start a movement by dive-grinding, [https://youtu.be/qRHC035iVI8?t=28 quickly start a wing cap flight] or just falling off the platform in general. The ledge climb down only happens if you are in the walking action, however, so it is possible to avoid climbing down to the ledge by punching.&lt;br /&gt;
 TODO (mention both divegrinding application and fast flight application (like here: https://youtu.be/qRHC035iVI8?t=28)&lt;br /&gt;
=== Eru Drop ===&lt;br /&gt;
When walking at a minimal magnitude (8 units from neutral in any direction on TASInput), Mario tip-toes in place without moving much. However he is not constantly moving forward. On some frames, Mario actually moves backwards. Abusing this, we can walk off a ledge backwards to initiate an instant double jump (which can lead into a triple jump), fall onto a platform below whilst facing it or instantly dive recover. (There are probably more options out of an Eru drop as well.) To do this, Mario needs to be positioned less than a unit away from the ledge, walk facing away from the ledge and Mario should drop off of the ledge. It is advised to use STROOP&#039;s map tab to do this. &lt;br /&gt;
&lt;br /&gt;
The fastest an Eru drop can be performed is in 3 frames from when Mario begins walking, however doing it in 3 frames gives less freedom as to what angles you can fall off the ledge with.&lt;br /&gt;
&lt;br /&gt;
It is called the Eru drop as it was found by [https://youtu.be/Tl1qDika4Bk?t=7 Japanese TASer Eru]&lt;br /&gt;
== Optimization-Based Actions ==&lt;br /&gt;
=== Quickstop ===&lt;br /&gt;
When Mario is in a landing action on most surfaces, it will take 4 frames for him to come to a complete stop if you have no joystick input. After Mario has reached 0 speed, holding a very low magnitude on the joystick (12 or less, approximately) for 1 frame and then returning to neutral will allow him to enter the idle action very quickly. If you have any joystick input on the first 3 frames of a landing action, then you will maintain more speed (or lose more speed, if your speed is negative) throughout the action. You can still do a quickstop if you hold return to neutral on the 4th frame. Additionally, holding a low joystick magnitude for 2 frames after Mario has 0 speed will also allow him to enter an idle action as long as you return to neutral on the next frame. If you are entering a warp, then you can save time by returning to neutral and pressing Z after holding a low joystick magnitude for 1 frame. This will allow you to stop 1 frame sooner than you would if you did a regular quickstop. Note: on some slopes, it&#039;s possible to do a &amp;quot;1 frame quickstop,&amp;quot; in which you only have to hold a low joystick magnitude for 1 frame before you can enter idle. As a general rule, if you&#039;re landing on any kind of slope, it&#039;s worth seeing if a 1 frame quickstop is possible.&lt;br /&gt;
=== C-up/C^ Jump &amp;amp; Jumpdive ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== C-up/C^ Backflip ===&lt;br /&gt;
While in the idle action, if you enter the C-up camera mode and press Z, you can choose an arbitrary joystick angle that Mario will crouch with. You can then press A to perform a backflip. This kind of quick backflip is useful in some situations, like grabbing a closeby star above a platform you just ledgegrabbed onto. The reason you must press C-up is to stop mario from going into crawling, which he cannot backflip out of.&lt;br /&gt;
=== C-up/C^ Backwards Deceleration / Braking Wall Cancel ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Turnaround Falling ===&lt;br /&gt;
 TODO (extended turnaound action used to change angle you fall with)&lt;br /&gt;
=== Ledge Cancel(name?) ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== .99 Trick ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Straining ===&lt;br /&gt;
{{main|Straining}}&lt;br /&gt;
==== .99 Straining ====&lt;br /&gt;
 TODO&lt;br /&gt;
==== Arctan Straining ====&lt;br /&gt;
 TODO (get someone who actually understands this to write this one)&lt;br /&gt;
==== Inverse Arctan Straining ====&lt;br /&gt;
 TODO (is this necessary?)&lt;br /&gt;
=== Eru Post (Quick Coin Release) ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Z-Drop Off Ledge ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Star Collecting Optimization ===&lt;br /&gt;
 TODO &lt;br /&gt;
 (- ground pound 19.99 units below the star&lt;br /&gt;
 -in a situation where groundpounding is not viable/optimal, try to collect the star as low as possible since the star fall action reduces gravity&lt;br /&gt;
 -try to collect the star in using a ground action if the star is low enough e.g. walking, dive slide, etc.)&lt;br /&gt;
=== Breaking Box w/ WK ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Breaking Box w/ Double Wall Push ===&lt;br /&gt;
 TODO (too niche?)&lt;br /&gt;
=== Tess Turning ===&lt;br /&gt;
 TODO (mention all 3 applications here)&lt;br /&gt;
=== Wall Push ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Quick Dive Grind Turn ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Vertical Speed Manipulation (Reduction) ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Misalignments ===&lt;br /&gt;
 TODO (not really a trick; more a phenomena)&lt;br /&gt;
=== Star Dance Clip ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Quick Release ===&lt;br /&gt;
 TODO (bob king; chuckyas)&lt;br /&gt;
=== QF Optimization ===&lt;br /&gt;
 TODO (whole tutorial thing)&lt;br /&gt;
=== Neutral on Slope to Enter Dive Slide ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Death Star Glitch ===&lt;br /&gt;
By touching OOB or the death barrier, Mario can initiate the death fade out before getting a star. The setup to do it may be longer than the single star time, but by doing a DSG we can avoid the star dance and the animation Mario does out of the painting and the save and quit, which is longer than Mario&#039;s animation he does when he dies. (His death animation also makes him face the painting, allowing for a punch cancel trick to be used for re-entry)&lt;br /&gt;
=== Steep Jump Position Change ===&lt;br /&gt;
 TODO (bob island alt strat)&lt;br /&gt;
=== Floor Clip ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Wall Push Floor Clip ===&lt;br /&gt;
 TODO (ttm monkey)&lt;br /&gt;
=== Bruteforcing Tutorial ===&lt;br /&gt;
{{main|Bruteforcing}}&lt;br /&gt;
 TODO (more and more relevant as time goes on)&lt;br /&gt;
=== Parallel Universes ===&lt;br /&gt;
{{main|Parallel Universe}}&lt;br /&gt;
 TODO (basically would just need to be an &amp;quot;easy-as-possible&amp;quot; tutorial, if that&#039;s possible)&lt;br /&gt;
== Glitchy Wallkicks ==&lt;br /&gt;
{{main|Glitchy Wall Kick}}&lt;br /&gt;
=== Quarter Frame GWK ===&lt;br /&gt;
 TODO (basically just gonna link to the GWK documentary for more in-depth explanations of GWKs)&lt;br /&gt;
=== Bonk GWK ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Unreferenced Wall GWK ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Open Corner GWK ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Frame Bonk GWK Chain ===&lt;br /&gt;
(Make reference to the regular bonk gwk) By approaching a wall that has a wall lip next to it and the angle between them is less than 90 degrees, a bonk glitchy wall kick chain is possible. To do this, hug the wall of the well next to the wall lip, and then hold neutral. Take note of Mario&#039;s angle, as this angle will be used to perform the GWK chain. Approach the wall and its lip with this angle and do a regular bonk gwk. When you wallkick, you want to strain so that mario hits the wall in the same area as before. This way he can bonk and move back into the wall lip and do another bonk gwk. Repeat. (Note: Some wall lips are too big to do a bonk gwk every other frame. See the AMA TAS)&lt;br /&gt;
=== Eru GWK Chain ===&lt;br /&gt;
 TODO&lt;br /&gt;
== Miscellaneous Phenomenon ==&lt;br /&gt;
=== f32 Rounding Errors ===&lt;br /&gt;
 ? (can&#039;t think of an application of this in speedtasing)&lt;br /&gt;
=== Stored Yaw Angle ===&lt;br /&gt;
 TODO (not only flight; don&#039;t forget c-up slide stored yaw)&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Tjk113/Speed-TAS_Encyclopedia&amp;diff=16821</id>
		<title>User:Tjk113/Speed-TAS Encyclopedia</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Tjk113/Speed-TAS_Encyclopedia&amp;diff=16821"/>
		<updated>2022-05-02T00:10:06Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: /* BLJ */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Current Entry Count: 73&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;TODO: ADD EXAMPLES OF SITUATIONS IN WHICH THESE TRICKS COULD BE ADVANTAGEOUS&#039;&#039;&lt;br /&gt;
== Speed-Generating Actions ==&lt;br /&gt;
=== C-up/C^ Sliding ===&lt;br /&gt;
On certain slope types, (// TODO: SPECIFY DIFFERENT SLOPE TYPES AND EFFECTS) either entering the C-up camera mode 1 frame before walking onto the slope, or, after landing on the slope within the correct angle range, walking for 1 frame on the slope will Mario to begin accelerating/decelerating. If you want to activate C-up sliding after landing *on* a slope, then you must be pressing the C-up button on the frame you land. Keep in mind that, no matter how you activate the C-up slide, it will only initiate 1 frame after you press the button. Also, if your speed isn&#039;t activated in some way after the C-up slide is over, you will have to activate it yourself. The exact method of doing so will depend on the situation, but most regular speed-preserving actions will suffice.&lt;br /&gt;
=== BLJ ===&lt;br /&gt;
{{main|BLJ}}&lt;br /&gt;
BLJ requires Mario to land from a longjump in less than about 8&amp;lt;!--someone verify this number--&amp;gt; frames. This can be achieved using a small ledge (such as stairs), a steep slope, an upwards-moving platform, or a ceiling.&lt;br /&gt;
&lt;br /&gt;
A notable optimisation is the use of neutral joystick input during landing frames to avoid losing speed. It is not applicable to side BLJs though.&lt;br /&gt;
&lt;br /&gt;
==== Slope BLJ ====&lt;br /&gt;
 TODO: shallow water, unit squares maybe&lt;br /&gt;
==== Side BLJ ====&lt;br /&gt;
Side BLJ utilises a ledge that is between 7 and 30 units tall. Mario faces almost parallel to the ledge, the smallest possible angle upwards. He then lands on the lower floor next to the ledge, longjumps and strains onto the ledge, landing instantly, then moves back down because of his angle. This is repeated to perform a side BLJ.&lt;br /&gt;
==== Elevator BLJ ====&lt;br /&gt;
 TODO&lt;br /&gt;
==== Ceiling BLJ ====&lt;br /&gt;
Ceiling BLJ utilises either a low ceiling or an exposed ceiling. A ceiling both holds Mario in place and cancels his vertical speed. Mario must hit the ceiling on the first quarter-step, so he never moves off the floor.&lt;br /&gt;
&lt;br /&gt;
It is often possible to hit the ceiling for 2 frames during the initial longjump to cancel Mario&#039;s vertical and horizontal speed, allowing to start the BLJ much faster.&lt;br /&gt;
&lt;br /&gt;
=== Hyperspeed Wallkicks ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Optimal Dive Slide on Slope ===&lt;br /&gt;
 TODO (someone figure out the optimal equation for this?)&lt;br /&gt;
=== Pedro Spot Speed Building ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Hyperspeed Punching ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Shell Hyperspeed ===&lt;br /&gt;
 TODO&lt;br /&gt;
== Speed-Preserving Actions ==&lt;br /&gt;
=== Optimal Speedkick ===&lt;br /&gt;
If Mario’s angle and the camera are aligned with a cardinal axis of the joystick, then dropping down to 54 magnitude for a speedkick is optimal. Now, however, it&#039;s much better to just use the built-in speedkick function included in the Input Direction Lua.&lt;br /&gt;
=== Buffered Jumpkick ===&lt;br /&gt;
If you hold A either before the first frame that Mario is able to move, or, if landing from the air, before the landing action has started, then you can (while still holding A) press B to do a buffered jumpkick. If starting from idle, this allows you to choose an arbitrary angle to jumpkick with. Note: a normal jumpkick (where you press A and B on the same frame, or press B after A) does not allow you to choose an arbitrary angle from idle.&lt;br /&gt;
=== Speedpunch ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Pole Speed Redirection ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Instant Pole Release ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Text Speed Redirection ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Turnaround Speed Preservation ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Squish Cancel ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Punch into Unreferenced Wall or ? ===&lt;br /&gt;
 TODO (idk how this works exactly)&lt;br /&gt;
=== Pause-buffered Wallkick ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== C-up/C^ Backwards Deceleration / Braking ===&lt;br /&gt;
 TODO (mention crouch + c^ to slide down slopes w/ negative spd)&lt;br /&gt;
=== C-up/C^ Reflection ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Water Sliding Speed Preservation ===&lt;br /&gt;
 TODO Also mention water jump conservation (15 - 15.99 speed and 0-input landing only)&lt;br /&gt;
=== Hyperjump ===&lt;br /&gt;
 TODO (mention jong&#039;s hspd equation from h_spd_calc?)&lt;br /&gt;
=== Flight Reflection ===&lt;br /&gt;
 TODO OOB, Walls, Ceilings&lt;br /&gt;
== Movement Starting Actions ==&lt;br /&gt;
=== Punch Cancel ===&lt;br /&gt;
Punch cancelling is a method to begin running with a higher speed. The first frame of running has ~8.9 speed, however the first frame of punching (from standstill) has 10 speed. You can then cancel it into running with the joystick or into a jump by pressing A. This is useful as it reduces the amount of frames of movement needed for other movement starting options such as a slidekick or long jump. Note when you do a punch cancel, it must be done with a neutral joystick and therefore you can not arbitrarily change your angle.&lt;br /&gt;
=== Quickturn ===&lt;br /&gt;
Once you enter the idle action of a quickstop, you then have a number of options for changing direction quickly. Buffered jumpkicks, walking at full magnitude with an arbitrary angle, punching off a ledge (usually to start dive grinding), or, in some rarer cases on very steep slopes, crouch sliding, can all be efficient ways to change direction after a quickstop.&lt;br /&gt;
=== Dive Grinding ===&lt;br /&gt;
 TODO (need to mention XZ momentum)&lt;br /&gt;
=== Slidekick Start ===&lt;br /&gt;
Starting movement with a slidekick is the fastest way to accelerate under certain conditions. When you begin a slidekick, your speed is set to 32, which is much higher than a long jump or buffered jump kick. However other starting movements like longjumps and jumpdives will catch up later on because of their superior acceleration. Instead, if you find a way to cancel the slidekick rollout and immediately dive, there&#039;s a high chance it will be faster. Sometimes you do not need to do the rollout and the slidekick is the fastest movement over shorter distances. (e.g. LLL re-entry movement)&lt;br /&gt;
=== Punching Off Ledge ===&lt;br /&gt;
At low speeds and trying to run off of a ledge, Mario will sometimes climb down to hang on the ledge. This is bad if you want to start a movement by dive-grinding, [https://youtu.be/qRHC035iVI8?t=28 quickly start a wing cap flight] or just falling off the platform in general. The ledge climb down only happens if you are in the walking action, however, so it is possible to avoid climbing down to the ledge by punching.&lt;br /&gt;
 TODO (mention both divegrinding application and fast flight application (like here: https://youtu.be/qRHC035iVI8?t=28)&lt;br /&gt;
=== Eru Drop ===&lt;br /&gt;
When walking at a minimal magnitude (8 units from neutral in any direction on TASInput), Mario tip-toes in place without moving much. However he is not constantly moving forward. On some frames, Mario actually moves backwards. Abusing this, we can walk off a ledge backwards to initiate an instant double jump (which can lead into a triple jump), fall onto a platform below whilst facing it or instantly dive recover. (There are probably more options out of an Eru drop as well.) To do this, Mario needs to be positioned less than a unit away from the ledge, walk facing away from the ledge and Mario should drop off of the ledge. It is advised to use STROOP&#039;s map tab to do this. &lt;br /&gt;
&lt;br /&gt;
The fastest an Eru drop can be performed is in 3 frames from when Mario begins walking, however doing it in 3 frames gives less freedom as to what angles you can fall off the ledge with.&lt;br /&gt;
&lt;br /&gt;
It is called the Eru drop as it was found by [https://youtu.be/Tl1qDika4Bk?t=7 Japanese TASer Eru]&lt;br /&gt;
== Optimization-Based Actions ==&lt;br /&gt;
=== Quickstop ===&lt;br /&gt;
When Mario is in a landing action on most surfaces, it will take 4 frames for him to come to a complete stop if you have no joystick input. After Mario has reached 0 speed, holding a very low magnitude on the joystick (12 or less, approximately) for 1 frame and then returning to neutral will allow him to enter the idle action very quickly. If you have any joystick input on the first 3 frames of a landing action, then you will maintain more speed (or lose more speed, if your speed is negative) throughout the action. You can still do a quickstop if you hold return to neutral on the 4th frame. Additionally, holding a low joystick magnitude for 2 frames after Mario has 0 speed will also allow him to enter an idle action as long as you return to neutral on the next frame. If you are entering a warp, then you can save time by returning to neutral and pressing Z after holding a low joystick magnitude for 1 frame. This will allow you to stop 1 frame sooner than you would if you did a regular quickstop. Note: on some slopes, it&#039;s possible to do a &amp;quot;1 frame quickstop,&amp;quot; in which you only have to hold a low joystick magnitude for 1 frame before you can enter idle. As a general rule, if you&#039;re landing on any kind of slope, it&#039;s worth seeing if a 1 frame quickstop is possible.&lt;br /&gt;
=== C-up/C^ Jump &amp;amp; Jumpdive ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== C-up/C^ Backflip ===&lt;br /&gt;
While in the idle action, if you enter the C-up camera mode and press Z, you can choose an arbitrary joystick angle that Mario will crouch with. You can then press A to perform a backflip. This kind of quick backflip is useful in some situations, like grabbing a closeby star above a platform you just ledgegrabbed onto. The reason you must press C-up is to stop mario from going into crawling, which he cannot backflip out of.&lt;br /&gt;
=== C-up/C^ Backwards Deceleration / Braking Wall Cancel ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Turnaround Falling ===&lt;br /&gt;
 TODO (extended turnaound action used to change angle you fall with)&lt;br /&gt;
=== Ledge Cancel(name?) ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== .99 Trick ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Straining ===&lt;br /&gt;
{{main|Straining}}&lt;br /&gt;
==== .99 Straining ====&lt;br /&gt;
 TODO&lt;br /&gt;
==== Arctan Straining ====&lt;br /&gt;
 TODO (get someone who actually understands this to write this one)&lt;br /&gt;
==== Inverse Arctan Straining ====&lt;br /&gt;
 TODO (is this necessary?)&lt;br /&gt;
=== Eru Post (Quick Coin Release) ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Z-Drop Off Ledge ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Star Collecting Optimization ===&lt;br /&gt;
 TODO &lt;br /&gt;
 (- ground pound 19.99 units below the star&lt;br /&gt;
 -in a situation where groundpounding is not viable/optimal, try to collect the star as low as possible since the star fall action reduces gravity&lt;br /&gt;
 -try to collect the star in using a ground action if the star is low enough e.g. walking, dive slide, etc.)&lt;br /&gt;
=== Breaking Box w/ WK ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Breaking Box w/ Double Wall Push ===&lt;br /&gt;
 TODO (too niche?)&lt;br /&gt;
=== Tess Turning ===&lt;br /&gt;
 TODO (mention all 3 applications here)&lt;br /&gt;
=== Wall Push ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Quick Dive Grind Turn ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Vertical Speed Manipulation (Reduction) ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Misalignments ===&lt;br /&gt;
 TODO (not really a trick; more a phenomena)&lt;br /&gt;
=== Star Dance Clip ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Quick Release ===&lt;br /&gt;
 TODO (bob king; chuckyas)&lt;br /&gt;
=== QF Optimization ===&lt;br /&gt;
 TODO (whole tutorial thing)&lt;br /&gt;
=== Neutral on Slope to Enter Dive Slide ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Death Star Glitch ===&lt;br /&gt;
By touching OOB or the death barrier, Mario can initiate the death fade out before getting a star. The setup to do it may be longer than the single star time, but by doing a DSG we can avoid the star dance and the animation Mario does out of the painting and the save and quit, which is longer than Mario&#039;s animation he does when he dies. (His death animation also makes him face the painting, allowing for a punch cancel trick to be used for re-entry)&lt;br /&gt;
=== Steep Jump Position Change ===&lt;br /&gt;
 TODO (bob island alt strat)&lt;br /&gt;
=== Floor Clip ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Wall Push Floor Clip ===&lt;br /&gt;
 TODO (ttm monkey)&lt;br /&gt;
=== Bruteforcing Tutorial ===&lt;br /&gt;
{{main|Bruteforcing}}&lt;br /&gt;
 TODO (more and more relevant as time goes on)&lt;br /&gt;
=== Parallel Universes ===&lt;br /&gt;
{{main|Parallel Universe}}&lt;br /&gt;
 TODO (basically would just need to be an &amp;quot;easy-as-possible&amp;quot; tutorial, if that&#039;s possible)&lt;br /&gt;
== Glitchy Wallkicks ==&lt;br /&gt;
{{main|Glitchy Wall Kick}}&lt;br /&gt;
=== Quarter Frame GWK ===&lt;br /&gt;
 TODO (basically just gonna link to the GWK documentary for more in-depth explanations of GWKs)&lt;br /&gt;
=== Bonk GWK ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Unreferenced Wall GWK ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Open Corner GWK ===&lt;br /&gt;
 TODO&lt;br /&gt;
=== Frame Bonk GWK Chain ===&lt;br /&gt;
(Make reference to the regular bonk gwk) By approaching a wall that has a wall lip next to it and the angle between them is less than 90 degrees, a bonk glitchy wall kick chain is possible. To do this, hug the wall of the well next to the wall lip, and then hold neutral. Take note of Mario&#039;s angle, as this angle will be used to perform the GWK chain. Approach the wall and its lip with this angle and do a regular bonk gwk. When you wallkick, you want to strain so that mario hits the wall in the same area as before. This way he can bonk and move back into the wall lip and do another bonk gwk. Repeat. (Note: Some wall lips are too big to do a bonk gwk every other frame. See the AMA TAS)&lt;br /&gt;
=== Eru GWK Chain ===&lt;br /&gt;
 TODO&lt;br /&gt;
== Miscellaneous Phenomenon ==&lt;br /&gt;
=== f32 Rounding Errors ===&lt;br /&gt;
 ? (can&#039;t think of an application of this in speedtasing)&lt;br /&gt;
=== Stored Yaw Angle ===&lt;br /&gt;
 TODO (not only flight; don&#039;t forget c-up slide stored yaw)&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Mario&amp;diff=16650</id>
		<title>Mario</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Mario&amp;diff=16650"/>
		<updated>2022-03-16T15:51:25Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Mario&#039;&#039;&#039; is the main protagonist of &#039;&#039;[[Super Mario 64]]&#039;&#039;, and is the main [[object]] that the player controls.&lt;br /&gt;
{{object_infobox&lt;br /&gt;
|image= STROOP-_Mario.png&lt;br /&gt;
|hitbox_type=cylinder&lt;br /&gt;
|hitbox_radius=50&lt;br /&gt;
|hitbox_height=160&lt;br /&gt;
|hitbox_down=0&lt;br /&gt;
|damage=none&lt;br /&gt;
|damage_hatless=none&lt;br /&gt;
|tangibility_radius=1000&lt;br /&gt;
|interaction_type=none&lt;br /&gt;
|related=[[Mario Spawner]]&lt;br /&gt;
|found_in=[[All Courses]]&lt;br /&gt;
}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2| Action || rowspan=2 | Nintendo 64 || colspan=2 | &amp;lt;span class=explain style=color:inherit title=&amp;quot;Nintendo 64 version&amp;quot;&amp;gt;Wii (Virtual Console)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! GameCube Controller || Classic Controller&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Movement&lt;br /&gt;
| [[File:N64-Control-Neutral.png]] || [[File:Gamecube-Control-Neutral.png]] || [[File:Wii-Classic-Lstick-Neutral.png]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | There are two modes of moving, walking and running. The more the control stick tilts away from the center, the faster Mario moves; the opposite is also true.&lt;br /&gt;
|-    &lt;br /&gt;
! rowspan=2 | [[Single Jump]]&lt;br /&gt;
| [[File:N64-Button-A.png]] || [[File:Gamecube-Button-A.png]] || [[File:Wii-Classic-Button-A.png]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | The initial velocity of a single jump is equal to 42 + Horizontal speed / 4.&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | [[Double Jump]]&lt;br /&gt;
| [[File:N64-Button-A.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:N64-Button-A.png]] || [[File:Gamecube-Button-A.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Gamecube-Button-A.png]] || [[File:Wii-Classic-Button-A.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Wii-Classic-Button-A.png]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | After jumping or falling, press A when landing on the floor. The initial velocity of a double jump is equal to 52 + Horizontal speed / 4.&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | [[Triple Jump]]&lt;br /&gt;
| [[File:N64-Control-Neutral.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:N64-Button-A.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:N64-Button-A.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:N64-Button-A.png]] || [[File:Gamecube-Control-Neutral.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Gamecube-Button-A.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Gamecube-Button-A.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Gamecube-Button-A.png]] || [[File:Wii-Classic-Lstick-Neutral.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Wii-Classic-Button-A.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Wii-Classic-Button-A.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Wii-Classic-Button-A.png]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | After double jumping, press A when landing on the floor. At least 20 speed is required to triple jump. &amp;lt;br&amp;gt; With the [[Wing Cap]], you don&#039;t need to be moving to do a triple jump, and if you don&#039;t cancel it with a ground pound, dive, or landing in the first few frames Mario will start flying.&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | [[Wall Kick]]&lt;br /&gt;
| [[File:N64-Control-Neutral.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:N64-Button-A.png]] || [[File:Gamecube-Control-Neutral.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Gamecube-Button-A.png]] || [[File:Wii-Classic-Lstick-Neutral.png]]&amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Wii-Classic-Button-A.png]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Mario must jump to a wall and when he touches it, press A. Mario must have at least 16 speed.&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | [[Sideflip]]&lt;br /&gt;
| [[File:N64-Control-Left.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:N64-Control-Right.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:N64-Button-A.png]] || [[File:Gamecube-Control-Left.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Gamecube-Control-Right.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Gamecube-Button-A.png]] || [[File:Wii-Classic-Lstick-Left.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Wii-Classic-Lstick-Right.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Wii-Classic-Button-A.png]] &lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Jump button must be pressed while in the [[turnaround]] action. Mario must have at least 16 speed.&lt;br /&gt;
|-&lt;br /&gt;
! [[Backflip]]&lt;br /&gt;
| [[File:N64-Button-Z.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:N64-Button-A.png]] || [[File:Gamecube-Button-L.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Gamecube-Button-A.png]] || [[File:Wii-Classic-Button-L.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Wii-Classic-Button-A.png]] &lt;br /&gt;
|-&lt;br /&gt;
! [[Long Jump]]&lt;br /&gt;
| [[File:N64-Control-Neutral.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:N64-Button-Z.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:N64-Button-A.png]] || [[File:Gamecube-Control-Neutral.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Gamecube-Button-L.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Gamecube-Button-A.png]] || [[File:Wii-Classic-Lstick-Neutral.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Wii-Classic-Button-L.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Wii-Classic-Button-A.png]]&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | [[Ground Pound]]&lt;br /&gt;
| [[File:N64-Button-Z.png]] || [[File:Gamecube-Button-L.png]] || [[File:Wii-Classic-Button-L.png]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Mario must be in mid-air to perform this move.&lt;br /&gt;
|-&lt;br /&gt;
! Duck / [[Crouch]]&lt;br /&gt;
| [[File:N64-Button-Z.png]] || [[File:Gamecube-Button-L.png]] || [[File:Wii-Classic-Button-L.png]] &lt;br /&gt;
|-&lt;br /&gt;
! [[Crawl]]&lt;br /&gt;
| [[File:N64-Button-Z.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:N64-Control-Neutral.png]] || [[File:Gamecube-Button-L.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt;[[File:Gamecube-Control-Neutral.png]] || [[File:Wii-Classic-Button-L.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Wii-Classic-Lstick-Neutral.png]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Punch]]&lt;br /&gt;
| [[File:N64-Button-B.png]] || [[File:Gamecube-Button-B.png]] || [[File:Wii-Classic-Button-B.png]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Dive]]&lt;br /&gt;
| [[File:N64-Control-Neutral.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:N64-Button-B.png]] || [[File:Gamecube-Control-Neutral.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Gamecube-Button-B.png]] || [[File:Wii-Classic-Lstick-Neutral.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Wii-Classic-Button-B.png]]&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | [[Kick]]&lt;br /&gt;
| [[File:N64-Button-B.png]] || [[File:Gamecube-Button-B.png]] || [[File:Wii-Classic-Button-B.png]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Can be done in a single jump or double jump when Mario has less than 28 speed. &amp;lt;br&amp;gt; Can also be done on the ground while holding A if Mario&#039;s speed is less than 29 or the joystick magnitude is not greater than 48.&lt;br /&gt;
|-&lt;br /&gt;
! [[Slide Kick]]&lt;br /&gt;
| [[File:N64-Control-Neutral.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:N64-Button-Z.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:N64-Button-B.png]] || [[File:Gamecube-Control-Neutral.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Gamecube-Button-L.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Gamecube-Button-B.png]] || [[File:Wii-Classic-Lstick-Neutral.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Wii-Classic-Button-L.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Wii-Classic-Button-B.png]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Sweep Kick]]&lt;br /&gt;
| [[File:N64-Button-Z.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:N64-Button-B.png]] || [[File:Gamecube-Button-L.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Gamecube-Button-B.png]] || [[File:Wii-Classic-Button-L.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Wii-Classic-Button-B.png]]&lt;br /&gt;
|-&lt;br /&gt;
! Rotate/Center camera&lt;br /&gt;
| [[File:N64-C-Left.png]] / [[File:N64-C-Right.png]] || [[File:Gamecube-Cstick-Left.png]] / [[File:Gamecube-Cstick-Right.png]] || [[File:Wii-Classic-Rstick-Left.png]] / [[File:Wii-Classic-Rstick-Right.png]]&lt;br /&gt;
|-&lt;br /&gt;
! Switch camera modes&lt;br /&gt;
| [[File:N64-Button-R.png]] || [[File:Gamecube-Button-R.png]] || [[File:Wii-Classic-Button-R.png]]&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=1 | Zoom in/Look around&lt;br /&gt;
| [[File:N64-C-Up.png]] || [[File:Gamecube-Cstick-Up.png]] || [[File:Wii-Classic-Rstick-Up.png]]&lt;br /&gt;
|-&lt;br /&gt;
! Zoom out&lt;br /&gt;
| [[File:N64-C-Down.png]] || [[File:Gamecube-Cstick-Down.png]] || [[File:Wii-Classic-Rstick-Down.png]]&lt;br /&gt;
|-&lt;br /&gt;
! Pause menu&lt;br /&gt;
| [[File:N64-Button-Start.png]] || [[File:Gamecube-Button-Start.png]] || [[File:Wii-Classic-Button-Plus.png]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Parallel_Universe&amp;diff=16649</id>
		<title>Parallel Universe</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Parallel_Universe&amp;diff=16649"/>
		<updated>2022-03-16T15:49:52Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ParallelUniverseViews.jpg|thumb|A diagram of Parallel Universe movement in [[Hazy Maze Cave]], after [[Mario]] has returned to the main map.]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Parallel Universe&#039;&#039;&#039;, or &#039;&#039;&#039;PU&#039;&#039;&#039;, is a region of space located far outside the intended map boundaries that reflects certain aspects, especially the floors and/or ceilings, of the main map. When the game looks for floors below (or ceilings above) a given object, it first &amp;quot;truncates&amp;quot; the object&#039;s position from a floating point value to a 16-bit integer value. The range of a floating point value is much larger than the range of a 16-bit integer value (which is -2&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt; = -32,768 to 2&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt; - 1 = 32,767). If a coordinate of the object&#039;s position falls outside this range, it &amp;quot;wraps around&amp;quot;. For example, if one of these floating point values is 40,000, then 40,000 - 65,536 = -25,536 will be used when determining if the object is aligned with a floor or ceiling. This gives the illusion that the floors and ceilings of the main level map are &amp;quot;copied&amp;quot; repeatedly in a uniform 3D grid, at a spacing of 65,536 units.&lt;br /&gt;
&lt;br /&gt;
[[File:Visible PU.png|thumb|184x184px|Frame of Peter Fedak&#039;s video where he turns Parallel Universes visible using hacks; notice the lack of [[objects]]|left]]&lt;br /&gt;
&lt;br /&gt;
The truncation responsible for the existence of parallel universes is only performed when determining alignment with floors and ceilings. This means that walls and objects, both of which use floating point arithmetic to determine collision, do not &amp;quot;exist&amp;quot; in PUs, unless they are brought there.&lt;br /&gt;
&lt;br /&gt;
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 [[Lethal Lava Land]] (via [[Bully battery]]) and demo courses (via massive [[Spawning displacement]]).&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;
!0x Access&lt;br /&gt;
!Method&lt;br /&gt;
|-&lt;br /&gt;
|[[Bob-omb Battlefield]]&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|EBLJ&lt;br /&gt;
|-&lt;br /&gt;
|[[Whomp&#039;s Fortress]]&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Jolly Roger Bay]]&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|HSW&lt;br /&gt;
|-&lt;br /&gt;
|[[Cool, Cool Mountain]]&lt;br /&gt;
|No&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;
|No&lt;br /&gt;
|EBLJ&lt;br /&gt;
|-&lt;br /&gt;
|[[Hazy Maze Cave]]&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|EBLJ, HSW&lt;br /&gt;
|-&lt;br /&gt;
|[[Lethal Lava Land]]&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Shifting Sand Land]]&lt;br /&gt;
|Yes&lt;br /&gt;
|Yes&lt;br /&gt;
|HSP&lt;br /&gt;
|-&lt;br /&gt;
|[[Dire, Dire Docks]]&lt;br /&gt;
|Yes&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;
|No&lt;br /&gt;
|HSW&lt;br /&gt;
|-&lt;br /&gt;
|[[Wet-Dry World]]&lt;br /&gt;
|Yes&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;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Tiny-Huge Island]]&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Tick Tock Clock]]&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Rainbow Ride]]&lt;br /&gt;
|Yes&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;
!0x Access&lt;br /&gt;
!Method&lt;br /&gt;
|-&lt;br /&gt;
|[[Bowser in the Dark World]]&lt;br /&gt;
|No&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;
|No&lt;br /&gt;
|EBLJ&lt;br /&gt;
|-&lt;br /&gt;
|[[Bowser in the Sky]]&lt;br /&gt;
|Yes&lt;br /&gt;
|No&lt;br /&gt;
|HSW&lt;br /&gt;
|-&lt;br /&gt;
|[[The Princess&#039;s Secret Slide]]&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Secret Aquarium]]&lt;br /&gt;
|No&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;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[Cavern of the Metal Cap]]&lt;br /&gt;
|No&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;
|No&lt;br /&gt;
|EBLJ&lt;br /&gt;
|-&lt;br /&gt;
|[[Wing Mario over the Rainbow]]&lt;br /&gt;
|No&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;
|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;
|Yes&lt;br /&gt;
|Speed Conservation&lt;br /&gt;
|-&lt;br /&gt;
|[[The Castle#Basement|Castle Basement]]&lt;br /&gt;
|No&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;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|[[The Castle#Courtyard|Castle Courtyard]]&lt;br /&gt;
|No&lt;br /&gt;
|No&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Vertical Parallel Universes ==&lt;br /&gt;
&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.&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;
&lt;br /&gt;
==Travel and movement==&lt;br /&gt;
&lt;br /&gt;
[[File:Mario looking from a PU.png|thumb|251x251px|Mario looking to the original map from a PU]]&lt;br /&gt;
[[File:PUBLJ.gif|thumb|Mario [[BLJ]]ing to a PU]]&lt;br /&gt;
&lt;br /&gt;
Parallel universes have found uses in both speed TASes and the [[A Button Challenge]] since they allow greater control of movement through a level. PU routing is comparable to movement through a five-dimensional space, as Mario can be 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;
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;
&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;
&lt;br /&gt;
== Miscellaneous behavior ==&lt;br /&gt;
&lt;br /&gt;
Certain objects and graphics behave interestingly while in parallel universes. For example:&lt;br /&gt;
* Shadows and coin twinkle effects are glitchy&lt;br /&gt;
* TODO: Add more&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Category --&amp;gt;&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Mario&amp;diff=16486</id>
		<title>Mario</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Mario&amp;diff=16486"/>
		<updated>2022-01-20T22:06:32Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Mario&#039;&#039;&#039; is the main protagonist of &#039;&#039;[[Super Mario 64]]&#039;&#039;, and is the main [[object]] that the player controls.&lt;br /&gt;
{{object_infobox&lt;br /&gt;
|image= STROOP-_Mario.png&lt;br /&gt;
|hitbox_type=cylinder&lt;br /&gt;
|hitbox_radius=50&lt;br /&gt;
|hitbox_height=160&lt;br /&gt;
|hitbox_down=0&lt;br /&gt;
|damage=none&lt;br /&gt;
|damage_hatless=none&lt;br /&gt;
|tangibility_radius=1000&lt;br /&gt;
|interaction_type=none&lt;br /&gt;
|related=[[Mario Spawner]]&lt;br /&gt;
|found_in=[[All Courses]]&lt;br /&gt;
}}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! rowspan=2| Action || rowspan=2 | Nintendo 64 || colspan=2 | &amp;lt;span class=explain style=color:inherit title=&amp;quot;Nintendo 64 version&amp;quot;&amp;gt;Wii (Virtual Console)&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! GameCube Controller || Classic Controller&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | Movement&lt;br /&gt;
| [[File:N64-Control-Neutral.png]] || [[File:Gamecube-Control-Neutral.png]] || [[File:Wii-Classic-Lstick-Neutral.png]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | There are two modes of moving, walking and running. The more the control stick tilts away from the center, the faster Mario moves; the opposite is also true.&lt;br /&gt;
|-    &lt;br /&gt;
! rowspan=2 | [[Single Jump]]&lt;br /&gt;
| [[File:N64-Button-A.png]] || [[File:Gamecube-Button-A.png]] || [[File:Wii-Classic-Button-A.png]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | The initial velocity of a single jump is equal to 42 + Horizontal speed / 4.&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | [[Double Jump]]&lt;br /&gt;
| [[File:N64-Button-A.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:N64-Button-A.png]] || [[File:Gamecube-Button-A.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Gamecube-Button-A.png]] || [[File:Wii-Classic-Button-A.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Wii-Classic-Button-A.png]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | After jumping or falling, press A when landing on the floor. The initial velocity of a double jump is equal to 52 + Horizontal speed / 4.&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | [[Triple Jump]]&lt;br /&gt;
| [[File:N64-Control-Neutral.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:N64-Button-A.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:N64-Button-A.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:N64-Button-A.png]] || [[File:Gamecube-Control-Neutral.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Gamecube-Button-A.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Gamecube-Button-A.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Gamecube-Button-A.png]] || [[File:Wii-Classic-Lstick-Neutral.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Wii-Classic-Button-A.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Wii-Classic-Button-A.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Wii-Classic-Button-A.png]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | After double jumping, press A when landing on the floor. At least 20 speed is required to triple jump. &amp;lt;br&amp;gt; With the [[Wing Cap]], you don&#039;t need to be moving to do a triple jump, and if you don&#039;t cancel it with a ground pound or dive for the first few frames Mario will start flying.&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | [[Wall Kick]]&lt;br /&gt;
| [[File:N64-Control-Neutral.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:N64-Button-A.png]] || [[File:Gamecube-Control-Neutral.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Gamecube-Button-A.png]] || [[File:Wii-Classic-Lstick-Neutral.png]]&amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Wii-Classic-Button-A.png]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Mario must jump to a wall and when he touches it, press A. Mario must have at least 16 speed.&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | [[Sideflip]]&lt;br /&gt;
| [[File:N64-Control-Left.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:N64-Control-Right.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:N64-Button-A.png]] || [[File:Gamecube-Control-Left.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Gamecube-Control-Right.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Gamecube-Button-A.png]] || [[File:Wii-Classic-Lstick-Left.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Wii-Classic-Lstick-Right.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Wii-Classic-Button-A.png]] &lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Jump button must be pressed while in the [[turnaround]] action. Mario must have at least 16 speed.&lt;br /&gt;
|-&lt;br /&gt;
! [[Backflip]]&lt;br /&gt;
| [[File:N64-Button-Z.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:N64-Button-A.png]] || [[File:Gamecube-Button-L.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Gamecube-Button-A.png]] || [[File:Wii-Classic-Button-L.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Wii-Classic-Button-A.png]] &lt;br /&gt;
|-&lt;br /&gt;
! [[Long Jump]]&lt;br /&gt;
| [[File:N64-Control-Neutral.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:N64-Button-Z.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:N64-Button-A.png]] || [[File:Gamecube-Control-Neutral.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Gamecube-Button-L.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Gamecube-Button-A.png]] || [[File:Wii-Classic-Lstick-Neutral.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Wii-Classic-Button-L.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Wii-Classic-Button-A.png]]&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | [[Ground Pound]]&lt;br /&gt;
| [[File:N64-Button-Z.png]] || [[File:Gamecube-Button-L.png]] || [[File:Wii-Classic-Button-L.png]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Mario must be in mid-air to perform this move.&lt;br /&gt;
|-&lt;br /&gt;
! Duck / [[Crouch]]&lt;br /&gt;
| [[File:N64-Button-Z.png]] || [[File:Gamecube-Button-L.png]] || [[File:Wii-Classic-Button-L.png]] &lt;br /&gt;
|-&lt;br /&gt;
! [[Crawl]]&lt;br /&gt;
| [[File:N64-Button-Z.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:N64-Control-Neutral.png]] || [[File:Gamecube-Button-L.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt;[[File:Gamecube-Control-Neutral.png]] || [[File:Wii-Classic-Button-L.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Wii-Classic-Lstick-Neutral.png]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Punch]]&lt;br /&gt;
| [[File:N64-Button-B.png]] || [[File:Gamecube-Button-B.png]] || [[File:Wii-Classic-Button-B.png]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Dive]]&lt;br /&gt;
| [[File:N64-Control-Neutral.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:N64-Button-B.png]] || [[File:Gamecube-Control-Neutral.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Gamecube-Button-B.png]] || [[File:Wii-Classic-Lstick-Neutral.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Wii-Classic-Button-B.png]]&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=2 | [[Kick]]&lt;br /&gt;
| [[File:N64-Button-B.png]] || [[File:Gamecube-Button-B.png]] || [[File:Wii-Classic-Button-B.png]]&lt;br /&gt;
|-&lt;br /&gt;
| colspan=3 | Can be done in a single jump or double jump when Mario has less than 28 speed. &amp;lt;br&amp;gt; Can also be done on the ground while holding A if Mario&#039;s speed is less than 29 or the joystick magnitude is not greater than 48.&lt;br /&gt;
|-&lt;br /&gt;
! [[Slide Kick]]&lt;br /&gt;
| [[File:N64-Control-Neutral.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:N64-Button-Z.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:N64-Button-B.png]] || [[File:Gamecube-Control-Neutral.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Gamecube-Button-L.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Gamecube-Button-B.png]] || [[File:Wii-Classic-Lstick-Neutral.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Wii-Classic-Button-L.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Wii-Classic-Button-B.png]]&lt;br /&gt;
|-&lt;br /&gt;
! [[Sweep Kick]]&lt;br /&gt;
| [[File:N64-Button-Z.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:N64-Button-B.png]] || [[File:Gamecube-Button-L.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Gamecube-Button-B.png]] || [[File:Wii-Classic-Button-L.png]] &amp;lt;b style=&amp;quot;font-size:18px&amp;quot;&amp;gt;+&amp;lt;/b&amp;gt; [[File:Wii-Classic-Button-B.png]]&lt;br /&gt;
|-&lt;br /&gt;
! Rotate/Center camera&lt;br /&gt;
| [[File:N64-C-Left.png]] / [[File:N64-C-Right.png]] || [[File:Gamecube-Cstick-Left.png]] / [[File:Gamecube-Cstick-Right.png]] || [[File:Wii-Classic-Rstick-Left.png]] / [[File:Wii-Classic-Rstick-Right.png]]&lt;br /&gt;
|-&lt;br /&gt;
! Switch camera modes&lt;br /&gt;
| [[File:N64-Button-R.png]] || [[File:Gamecube-Button-R.png]] || [[File:Wii-Classic-Button-R.png]]&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=1 | Zoom in/Look around&lt;br /&gt;
| [[File:N64-C-Up.png]] || [[File:Gamecube-Cstick-Up.png]] || [[File:Wii-Classic-Rstick-Up.png]]&lt;br /&gt;
|-&lt;br /&gt;
! Zoom out&lt;br /&gt;
| [[File:N64-C-Down.png]] || [[File:Gamecube-Cstick-Down.png]] || [[File:Wii-Classic-Rstick-Down.png]]&lt;br /&gt;
|-&lt;br /&gt;
! Pause menu&lt;br /&gt;
| [[File:N64-Button-Start.png]] || [[File:Gamecube-Button-Start.png]] || [[File:Wii-Classic-Button-Plus.png]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Snowman%27s_Big_Head_TAS_History&amp;diff=15977</id>
		<title>Template:Snowman&#039;s Big Head TAS History</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Snowman%27s_Big_Head_TAS_History&amp;diff=15977"/>
		<updated>2021-10-30T13:53:32Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
|2010 February 8&lt;br /&gt;
|9.30&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=b3LAqpP51Nw &amp;quot;&amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; Snowman&#039;s Big Head - 9&amp;quot;30&amp;quot; by Nahoc]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
|Nahoc&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2010 March 6&lt;br /&gt;
|9.23&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=3m3hwsVQrlk &amp;quot;Super Mario 64 - Snowman&#039;s Big Head 9.23 - (TAS)&amp;quot; by Eru]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|2&lt;br /&gt;
|Eru&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2010 May 13&lt;br /&gt;
|8.80&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=CB_qwPwvQ_o &amp;quot;&amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; Snowman&#039;s Big Head - 8&amp;quot;80&amp;quot; by Nahoc]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|13&lt;br /&gt;
|Nahoc&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2010 May 15&lt;br /&gt;
|8.63&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=kf01pdkWhuk &amp;quot;SM64 - Snowman&#039;s Big Head 8&amp;quot;63(TAS)&amp;quot; by Mamunine]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|5&lt;br /&gt;
|Mamunine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2010 May 18&lt;br /&gt;
|8.53&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=t2YhTuGymxM &amp;quot;SM64 - Snowman&#039;s Big Head 8&amp;quot;53(TAS)&amp;quot; by Mamunine]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|3&lt;br /&gt;
|Mamunine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2010 May 19&lt;br /&gt;
|8.33&amp;lt;ref&amp;gt;[http://youtu.be/xuc6lKHKc7c &amp;quot;SM64 - Snowman&#039;s Big Head 8&amp;quot;33(TAS)&amp;quot; by Mamunine]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|6&lt;br /&gt;
|Mamunine&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2010 May 20&lt;br /&gt;
|8.27 &amp;lt;ref&amp;gt;[http://youtu.be/B8SayE-9zHw &amp;quot;Snowman&#039;s Big Head - 8&amp;quot;27 (TAS)&amp;quot; by Nahoc]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|2&lt;br /&gt;
|Nahoc&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
|2010 October 3&lt;br /&gt;
|8.23 &amp;lt;ref&amp;gt;[http://youtu.be/XN74-p3Wc0U &amp;quot;Snowman&#039;s Big Head - 8&amp;quot;23 (TAS)&amp;quot; by Nahoc]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|1&lt;br /&gt;
|Nahoc&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2012 November 24&lt;br /&gt;
|7.97 &amp;lt;ref&amp;gt;[http://youtu.be/xL6VE_5PddM &amp;quot;&amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; N64 Super Mario 64 &amp;quot;120 Stars&amp;quot; in 1:20:41&amp;quot; by SPsm64TAS]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|120 TAS&lt;br /&gt;
|-&lt;br /&gt;
|2019 April 2&lt;br /&gt;
|7.90 &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=Nfdygo_OVb0 &amp;quot;&amp;lt;nowiki&amp;gt;[OUTDATED TAS]&amp;lt;/nowiki&amp;gt; Super Mario 64 - Snowman&#039;s Big Head 7.90&amp;quot; by alexpalix]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|1&lt;br /&gt;
|Alexpalix1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2019 August 19&lt;br /&gt;
|7.87 &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=-JZV3OK2I_g &amp;quot;&amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; Snowman&#039;s Big Head - 7&amp;quot;86&amp;quot; by Madghostek]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|1&lt;br /&gt;
|Madghostek&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2021 Jun 9&lt;br /&gt;
|7.83 &amp;lt;ref&amp;gt;[https://youtu.be/rJrEJ4_zYIs &amp;quot;&amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; SM64 - Snowman&#039;s Big Head - 7.83&amp;quot; by PaLiX _]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|1&lt;br /&gt;
|Alexpalix1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{TAS_History&lt;br /&gt;
|title=Snowman&#039;s Big Head}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TAS History Templates]]&lt;br /&gt;
[[Category:Subtemplates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Slip_Slidin%27_Away_TAS_History&amp;diff=15976</id>
		<title>Template:Slip Slidin&#039; Away TAS History</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Slip_Slidin%27_Away_TAS_History&amp;diff=15976"/>
		<updated>2021-10-30T13:50:54Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
| 2007 Sep 30&lt;br /&gt;
| 26.93&amp;lt;ref&amp;gt;[https://youtu.be/U0aIefcymhI &amp;quot;Slip Slidng Away &amp;lt;nowiki&amp;gt;***TAS***&amp;lt;/nowiki&amp;gt;&amp;quot; by aidenator00]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| aidenator00&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2008 Feb 12&lt;br /&gt;
| 26.60&amp;lt;ref&amp;gt;[https://youtu.be/528ISZKPrN0 &amp;quot;TAS Slip Slidin&#039; Away 26.6&amp;quot; by mapler90210]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 10&lt;br /&gt;
| mapler90210&lt;br /&gt;
| Timing is correct when accounting for textbox I think&lt;br /&gt;
|-&lt;br /&gt;
| 2008 Oct 24&lt;br /&gt;
| 25.87&amp;lt;ref&amp;gt;[https://youtu.be/iChSNpXi7-g &amp;quot;Slip Slidin&#039; Away Tas 25&amp;quot;6&amp;quot; by Siegmund]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 22&lt;br /&gt;
| Siegmund&lt;br /&gt;
| Retimed&lt;br /&gt;
|-&lt;br /&gt;
| 2009 Apr 19&lt;br /&gt;
| 25.50&amp;lt;ref&amp;gt;[https://youtu.be/4b8w_-XZTrc &amp;quot;Super Mario 64 Slip Slidin Away&amp;quot; by Tasvideoarchive]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 11&lt;br /&gt;
| JumpDiveSlope&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2010 Mar 19&lt;br /&gt;
| 25.32&amp;lt;ref&amp;gt;[https://youtu.be/c_sOm5ClDYI &amp;quot;(TAS) Slip Slidin&#039; Away - 25&amp;quot;32&amp;quot; by Nahoc]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 5.5&lt;br /&gt;
| Nahoc&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2012?&lt;br /&gt;
| 25.03&amp;lt;ref&amp;gt;[https://youtu.be/xL6VE_5PddM?t=100 &amp;quot;(TAS) N64 Super Mario 64 &amp;quot;120 Stars&amp;quot; in 1:20:41&amp;quot; by SPsm64TAS]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 9.5&lt;br /&gt;
| 120 star TAS team&lt;br /&gt;
| From the 2012 120 star TAS&lt;br /&gt;
|-&lt;br /&gt;
| 2014 Jan 24&lt;br /&gt;
| 23.50&amp;lt;ref&amp;gt;[https://youtu.be/ufFTFsRMEX4 &amp;quot;Super Mario 64 - Slip Slidin&#039; Away 23&amp;quot;50 - (TAS)&amp;quot; by mkdasher]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 46&lt;br /&gt;
| MKDasher, Kyman&lt;br /&gt;
| Wallkick strat to skip the whole slide&lt;br /&gt;
|-&lt;br /&gt;
| 2014 Mar 13&lt;br /&gt;
| 23.17&amp;lt;ref&amp;gt;[https://youtu.be/5OuLzkD_ZSI &amp;quot;SLIP SLIDIN&#039; AWAY 23&amp;quot;17 (TAS)&amp;quot; by snark122]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 10&lt;br /&gt;
| Snark&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2017 Jun 27&lt;br /&gt;
| 23.12&amp;lt;ref&amp;gt;[https://youtu.be/PLdo_h4vJI4 &amp;quot;SM64 (TAS) - Slip Slidin&#039; Away (23&amp;quot;12*)&amp;quot; by Plush]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 1.5&lt;br /&gt;
| Plush&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2021 Jun 16&lt;br /&gt;
| 22.88&lt;br /&gt;
| 7&lt;br /&gt;
| fifdspence, sm64expert, Manama&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{TAS_History&lt;br /&gt;
|title=Slip Slidin&#039; Away}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TAS History Templates]]&lt;br /&gt;
[[Category:Subtemplates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Shoot_into_the_Wild_Blue_TAS_History&amp;diff=15975</id>
		<title>Template:Shoot into the Wild Blue TAS History</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Shoot_into_the_Wild_Blue_TAS_History&amp;diff=15975"/>
		<updated>2021-10-30T13:48:51Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;|- style=&amp;quot;background-color:#D0D3D4&amp;quot; &lt;br /&gt;
|2008 Dec 19&lt;br /&gt;
|9.33 &amp;lt;ref&amp;gt;[http://youtu.be/TVK41fIXy-I &amp;quot;Super Mario 64 - Shoot Into The Wild Blue (TAS)&amp;quot; by JumpDiveSlope]&amp;lt;/ref&amp;gt; &lt;br /&gt;
| &lt;br /&gt;
| JumpDiveSlope, 24BrianRulez24 &lt;br /&gt;
|Old Timing &lt;br /&gt;
|- &lt;br /&gt;
|2010 May 10&lt;br /&gt;
|9.40 &amp;lt;ref&amp;gt;[http://youtu.be/imvpPkMMJYQ &amp;quot;SM64 - Shoot Into The Wild Blue 9.40&amp;quot; by manunine]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
|mamunine &lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|2010 Aug 4&lt;br /&gt;
|9.23 &lt;br /&gt;
|5 &lt;br /&gt;
|Japanese TASers &lt;br /&gt;
|(Run has been lost) &lt;br /&gt;
|- &lt;br /&gt;
|2010 Sep 17&lt;br /&gt;
|8.07 &amp;lt;ref&amp;gt;[http://youtu.be/VqRz_ti0HMc Molotovmarioworld&#039;s private video on Youtube]&amp;lt;/ref&amp;gt; &lt;br /&gt;
|35 &lt;br /&gt;
|Molotovmarioworld &lt;br /&gt;
|Video is private &lt;br /&gt;
|- &lt;br /&gt;
|2010 Oct 15&lt;br /&gt;
|7.97 &amp;lt;ref&amp;gt;[http://nico.ms/sm12441121 snark&#039;s private video on nicovideo]&amp;lt;/ref&amp;gt; &lt;br /&gt;
|3 &lt;br /&gt;
|Snark &lt;br /&gt;
|Video is private  &lt;br /&gt;
|- &lt;br /&gt;
|2012 Nov 25&lt;br /&gt;
|7.87 &amp;lt;ref&amp;gt;[https://youtu.be/xL6VE_5PddM?t=748 Shoot into the Wild Blue 7.87, as part of the 120 Stars TAS]&amp;lt;/ref&amp;gt; &lt;br /&gt;
|3 &lt;br /&gt;
|Snark &lt;br /&gt;
|Fom the 2012 120 Star TAS &lt;br /&gt;
|- &lt;br /&gt;
|2017 Dec 12&lt;br /&gt;
|7.63 &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=yAYAt03Hz2M &amp;quot;SM64 &amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; - Shoot into the Wild Blue (7.63)&amp;quot; by Plush]&amp;lt;/ref&amp;gt; &lt;br /&gt;
|6 &lt;br /&gt;
|Plush, ToT &lt;br /&gt;
|New route &lt;br /&gt;
|- &lt;br /&gt;
|2017 Dec 14&lt;br /&gt;
|7.57 &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=3ymjsb513PQ &amp;quot;SM64 &amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; - Shoot into the Wild Blue (7.57)&amp;quot; by Plush]&amp;lt;/ref&amp;gt; &lt;br /&gt;
|2 &lt;br /&gt;
|Plush, ToT &lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|2021 Mar 12&lt;br /&gt;
|7.47 &amp;lt;ref&amp;gt;[https://youtu.be/rBbJRP_xSBQ &amp;quot;&amp;lt;nowiki&amp;gt;SM64 [TAS] - Shoot Into the Wild Blue [7&amp;quot;47] (Authors: sm64expert, Plush)&amp;lt;/nowiki&amp;gt;&amp;quot; by Plush]&amp;lt;/ref&amp;gt; &lt;br /&gt;
|3&lt;br /&gt;
|sm64expert, Plush&lt;br /&gt;
| &lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt; &lt;br /&gt;
{{TAS_History|title=Shoot into the Wild Blue}} &lt;br /&gt;
[[Category:TAS History Templates]] &lt;br /&gt;
[[Category:Subtemplates]] &lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Roll_into_the_Cage_TAS_History&amp;diff=15974</id>
		<title>Template:Roll into the Cage TAS History</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Roll_into_the_Cage_TAS_History&amp;diff=15974"/>
		<updated>2021-10-30T13:45:52Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
| 2006 Nov 27&lt;br /&gt;
| 11.50&amp;lt;ref&amp;gt;[https://youtu.be/yITkwUZNO5k?t=5288 &amp;quot;N64 Super Mario 64 &amp;quot;120 stars&amp;quot; by nesrocks in 1:42:41.33&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| nesrocks&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2007 May 5&lt;br /&gt;
| 9.43&amp;lt;ref&amp;gt;[https://youtu.be/yTuP6Q8zkwE?t=5095 &amp;quot;N64 Super Mario 64 &amp;quot;120 stars&amp;quot; in 1:39:02.13&amp;quot; by Rikku]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 63&lt;br /&gt;
| Rikku&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2009 Feb 12&lt;br /&gt;
| 8.80&amp;lt;ref&amp;gt;[https://youtu.be/f9t9AYF68cI &amp;quot;Roll Into the Cage - 8&amp;quot;67 (TAS)&amp;quot; by JohannesSM64]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 20&lt;br /&gt;
| Johannes&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2010 Feb 15&lt;br /&gt;
| 8.67&amp;lt;ref&amp;gt;[https://youtu.be/AWwYlqlp7_s &amp;quot;Super Mario 64 - Roll into the cage 8.67 - (TAS)&amp;quot; by AruaErueru]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| AruaErueru&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2010 Mar 18&lt;br /&gt;
| 8.60&amp;lt;ref&amp;gt;[https://www35.atwiki.jp/sm64tas/pages/33.html Super Mario 64 Record Keeping Wiki]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| mamunine&lt;br /&gt;
| (Run has been lost)&lt;br /&gt;
|-style=&amp;quot;background-color:#D0D3D4&amp;quot;&lt;br /&gt;
| 2010 Sep&lt;br /&gt;
| 6.67&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=HTNMtg5WWQQ&amp;amp;lc=UgybRpRgzRTMMIMk_Tl4AaABAg Comment by sonicpacker]&amp;lt;/ref&amp;gt;&amp;lt;ref name = Ref1&amp;gt;[https://youtu.be/Zgbjj2m188w &amp;quot;Super Mario 64 - Roll Into The Cage - 6&amp;quot;57 (TAS)&amp;quot; by SilentSlayers]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 58&lt;br /&gt;
| sonicpacker, SilentSlayers&lt;br /&gt;
| Claimed by both authors but have shown no evidence&lt;br /&gt;
|-&lt;br /&gt;
| 2010 Sep 26&lt;br /&gt;
| 7.07&amp;lt;ref&amp;gt;[https://youtu.be/k5rdRoG_hYg &amp;quot;&amp;lt;nowiki&amp;gt;[TAS] Roll into the Cage - 7&amp;quot;07&amp;quot; by Nahoc&amp;lt;/nowiki&amp;gt;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 46&lt;br /&gt;
| Nahoc&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 2011 May 1&lt;br /&gt;
| 6.80&amp;lt;ref&amp;gt;[https://youtu.be/Y9qP8tU6ojU?t=36 &amp;quot;&amp;lt;nowiki&amp;gt;[TAS] Tick Tock Clock - All Stars&amp;lt;/nowiki&amp;gt;&amp;quot; by Nahoc]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 8&lt;br /&gt;
| snark, 緑, Nahoc&lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
| 2011 May 2&lt;br /&gt;
| 6.67&amp;lt;ref&amp;gt;[https://youtu.be/HTNMtg5WWQQ &amp;quot;&amp;lt;nowiki&amp;gt;Super Mario 64 - Roll Into The Cage 6&amp;quot;67[TAS]&amp;lt;/nowiki&amp;gt;&amp;quot; by mokkoriboy]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| mokkoriboy&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 2011 May 6&lt;br /&gt;
| 6.57&amp;lt;ref name = Ref1&amp;gt;[https://youtu.be/Zgbjj2m188w &amp;quot;Super Mario 64 - Roll Into The Cage - 6&amp;quot;57 (TAS)&amp;quot; by SilentSlayers]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| SilentSlayers&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 2013 Sep 23&lt;br /&gt;
| 6.50&amp;lt;ref&amp;gt;[https://youtu.be/xiU9Ko5RdhQ?t=4848 &amp;quot;Super Mario 64 (Shindou Edition) - 120 Stars 1:30:04 No-BLJ TAS&amp;quot; by Super Mario 64 Shindou Edition TAS Project]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| Shindou Edition TAS Project&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2020 Jun 11&lt;br /&gt;
| 6.47&amp;lt;ref&amp;gt;[https://youtu.be/H4SC-x4XopU &amp;quot;sm64 TAS Roll Into The Cage 6&amp;quot;47&amp;quot; by 魚肉金剛体]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| ToT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2020 Jun 19&lt;br /&gt;
| 6.43&amp;lt;ref&amp;gt;[https://youtu.be/tFUoWDlgBxo &amp;quot;SM64 – Roll Into The Cage TAS in 6”43&amp;quot; by CSZ]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| CSZ&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2021 Aug 19&lt;br /&gt;
| 6.33&amp;lt;ref&amp;gt;[https://youtu.be/Oq3py97u-JE &amp;quot;&amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; SM64 - Roll into the Cage 6.33 / The Pit and the Pendulums 7.37&amp;quot; by PaLiX _]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| Alexpalix1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{TAS_History&lt;br /&gt;
|title=Roll into the Cage}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TAS History Templates]]&lt;br /&gt;
[[Category:Subtemplates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Plunder_in_the_Sunken_Ship_TAS_History&amp;diff=15973</id>
		<title>Template:Plunder in the Sunken Ship TAS History</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Plunder_in_the_Sunken_Ship_TAS_History&amp;diff=15973"/>
		<updated>2021-10-30T13:38:36Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
|2010 Mar 31&lt;br /&gt;
|36.95&amp;lt;ref&amp;gt;[https://nico.ms/sm10224597 &amp;quot;マリオ64 TAS - ちんぼつせんの　おたから 36.95&amp;quot; by 鳥居みゆきは髪長い方がかわいい]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|AruaErueru&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2010 Apr 3&lt;br /&gt;
|32.82&amp;lt;ref&amp;gt;[http://nico.ms/sm10258583 Eru&#039;s private video on Nicovideo]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|124&lt;br /&gt;
|Nothing693, AruaErueru&lt;br /&gt;
|Video is private&lt;br /&gt;
|-&lt;br /&gt;
|2010 Apr 4&lt;br /&gt;
|32.45&lt;br /&gt;
|11&lt;br /&gt;
|ReneBalow, AruaErueru&lt;br /&gt;
|(Run has been lost)&lt;br /&gt;
|-&lt;br /&gt;
|2012 May 4&lt;br /&gt;
|31.35&amp;lt;ref&amp;gt;[http://nico.ms/sm17725488 Mickey&#039;s private video on Nicovideo]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|33&lt;br /&gt;
|Mickey, VIS, DennisBalow&lt;br /&gt;
|Video is private&lt;br /&gt;
|-&lt;br /&gt;
|2012 Nov 25&lt;br /&gt;
|31.32&amp;lt;ref&amp;gt;[https://youtu.be/xL6VE_5PddM?t=2558 Plunder in the Sunken Ship in 31.32, as part of the 2012 120 Star TAS]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|1&lt;br /&gt;
|120 TAS Production Committee&lt;br /&gt;
|From the 2012 120 Star TAS&lt;br /&gt;
|-&lt;br /&gt;
|2020 Jul 9&lt;br /&gt;
|30.82&amp;lt;ref&amp;gt;[https://youtu.be/pqysBv6CDFk &amp;quot;&amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; Plunder In the Sunken Ship in 30.82&amp;quot; by RSw]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|15&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Superdavo0001, ERGC|Xander, RSw&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2020 Jul 10&lt;br /&gt;
|30.55&amp;lt;ref&amp;gt;[https://youtu.be/NPy-3Agqk5o &amp;quot;TAS Super Mario 64 Plunder In the Sunken Ship in 30.55&amp;quot; by 魚肉金剛体]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|8&lt;br /&gt;
|ToT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2021 Aug 28&lt;br /&gt;
|30.45&lt;br /&gt;
|3&lt;br /&gt;
|Alexpalix1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{TAS_History|title=Plunder in the Sunken Ship}}&lt;br /&gt;
[[Category:TAS History Templates]]     &lt;br /&gt;
[[Category:Subtemplates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Li%27l_Penguin_Lost_TAS_History&amp;diff=15972</id>
		<title>Template:Li&#039;l Penguin Lost TAS History</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Li%27l_Penguin_Lost_TAS_History&amp;diff=15972"/>
		<updated>2021-10-30T13:37:26Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
| 2009 Nov 30&lt;br /&gt;
| 18.50&amp;lt;ref&amp;gt;[https://youtu.be/fuPTjOYLt9c &amp;quot;SM64 - Li&#039;l Penguin Lost 18&amp;quot;1 (TAS)&amp;quot; by mamunine]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| mamunine&lt;br /&gt;
| Retimed&lt;br /&gt;
|-&lt;br /&gt;
| 2010 Mar 12&lt;br /&gt;
| 18.10&amp;lt;ref&amp;gt;[https://youtu.be/-pY5Upmtlpg &amp;quot;(TAS) Li&#039;l Penguin Lost - 18&amp;quot;10&amp;quot; by Nahoc]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 12&lt;br /&gt;
| Nahoc&lt;br /&gt;
| Retimed&lt;br /&gt;
|-&lt;br /&gt;
| 2010 Apr 1&lt;br /&gt;
| 17.30&amp;lt;ref&amp;gt;[https://youtu.be/eJE2AOCFsLE &amp;quot;SM64 - Li&#039;l Penguin Lost 17&amp;quot;27(TAS)&amp;quot; by mamunine]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 24&lt;br /&gt;
| mamunine&lt;br /&gt;
| Retimed&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 17.10&amp;lt;ref name=&amp;quot;jpwiki&amp;quot;&amp;gt;[https://w.atwiki.jp/sm64tas/pages/23.html Japanese SM64TAS wiki]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 6&lt;br /&gt;
| mickeys11189, Gorogoro12352&lt;br /&gt;
| Video unavailable&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
| 17.03&amp;lt;ref name=&amp;quot;jpwiki&amp;quot; /&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| mickeys11189&lt;br /&gt;
| Video unavailable&lt;br /&gt;
|-&lt;br /&gt;
| 2012 Apr 9&lt;br /&gt;
| 16.97&amp;lt;ref&amp;gt;[https://youtu.be/ZV7nJwt2zhc?t=506 &amp;quot;N64 Super Mario 64 &amp;quot;70 Stars BLJless&amp;quot; in 42:58:52&amp;quot; by SPsm64TAS]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 2&lt;br /&gt;
| 70 star TAS team&lt;br /&gt;
| From the 2012 70 star TAS&lt;br /&gt;
|-&lt;br /&gt;
| 2012 Sep 8&lt;br /&gt;
| 16.33&amp;lt;ref&amp;gt;[https://youtu.be/6RG9HjNvmPg &amp;quot;Super Mario 64 - Li&#039;l Penguin Lost 16&amp;quot;33 - (TAS)&amp;quot; by mkdasher]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 19&lt;br /&gt;
| MKDasher &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 2012 Sep 23&lt;br /&gt;
| 16.20&amp;lt;ref&amp;gt;[https://youtu.be/eHuneG2Z_R8 &amp;quot;Super Mario 64 - Li&#039;l Penguin Lost 16&amp;quot;20 - (TAS)&amp;quot; by mkdasher]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| MKDasher&lt;br /&gt;
|&lt;br /&gt;
|-style=&amp;quot;background-color:#D0D3D4&amp;quot;&lt;br /&gt;
| 2017 Sep 23&lt;br /&gt;
| 16.47&amp;lt;ref&amp;gt;[https://youtu.be/RYxZJmP9bag?t=28 &amp;quot;SM64 (TAS) - All CCM Stars (vs 2012 120 star TAS)&amp;quot; by Plush]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 3*&lt;br /&gt;
| Snark, Nothing693, Plush&lt;br /&gt;
| *Japanese version which is 11 frames slower&lt;br /&gt;
|-&lt;br /&gt;
| 2021 Feb 19&lt;br /&gt;
| 16.07&amp;lt;ref&amp;gt;[https://youtu.be/HmSdVRDhMYc &amp;quot;lilpeng1607&amp;quot; by Plush]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 1*&lt;br /&gt;
| Plush&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{TAS_History&lt;br /&gt;
|title=Li&#039;l Penguin Lost}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TAS History Templates]]&lt;br /&gt;
[[Category:Subtemplates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Go_on_a_Ghost_Hunt_TAS_History&amp;diff=15971</id>
		<title>Template:Go on a Ghost Hunt TAS History</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Go_on_a_Ghost_Hunt_TAS_History&amp;diff=15971"/>
		<updated>2021-10-30T13:35:46Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| 2010 Mar 16&lt;br /&gt;
| 50.67&amp;lt;ref&amp;gt;[https://youtu.be/75lqg7ZfZDA &amp;quot;Super Mario 64 - Go on a Ghost Hunt 50.67 - (TAS)&amp;quot; by AruaErueru]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| Eru&lt;br /&gt;
| All runs are done on US version, which has 2 more textboxes per boo, total 8 more textboxes or +88f (i think)&lt;br /&gt;
|-&lt;br /&gt;
| 2011 Nov 10&lt;br /&gt;
| 45.97&amp;lt;ref&amp;gt;[https://youtu.be/gOLoEtDsJaI &amp;quot;Super Mario 64 - Go On A Ghost Hunt 45.97 - (TAS)&amp;quot; by AruaErueru]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 141&lt;br /&gt;
| Eru&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2011 Nov 11&lt;br /&gt;
| 39.27&amp;lt;ref&amp;gt;[https://youtu.be/qmK9wvCpPQo &amp;quot;Super Mario 64 - Go On A Ghost Hunt 39.26 - (TAS)&amp;quot; by AruaErueru]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 201&lt;br /&gt;
| Eru&lt;br /&gt;
| Used in 2012 120 star TAS&lt;br /&gt;
|-&lt;br /&gt;
| 2020 Sep 2&lt;br /&gt;
| 38.90&amp;lt;ref&amp;gt;[https://youtu.be/60V0TA_mjDA &amp;quot;&amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; SM64: Go on a Ghost Hunt in 38.90&amp;quot; by Hello, my name is nim]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 11&lt;br /&gt;
| Nim&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2020 Jan 12&lt;br /&gt;
| 37.10&amp;lt;ref&amp;gt;[https://youtu.be/pDJfIRXCIdA &amp;quot;&amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; SM64: Go on a Ghost Hunt in 37.10&amp;quot; by Hello, my name is nim]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 54&lt;br /&gt;
| Nim&lt;br /&gt;
| Does two textbox skips&lt;br /&gt;
|-&lt;br /&gt;
| 2021 Mar 29&lt;br /&gt;
| 36.83&amp;lt;ref&amp;gt;[https://youtu.be/JLQyTWM0hoI &amp;quot;&amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; SM64: Go on a Ghost Hunt in 36.83&amp;quot; by Hello, my name is nim]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 8&lt;br /&gt;
| Nim&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2021 Apr 28&lt;br /&gt;
| 36.80&amp;lt;ref&amp;gt;[https://youtu.be/ejkWBHp4dCY &amp;quot;&amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; SM64: Go on a Ghost Hunt - 36.80&amp;quot; by L3dry]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| L3dry&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2021 Jun 3&lt;br /&gt;
| 36.77&amp;lt;ref&amp;gt;[https://youtu.be/20wRWoyUGps &amp;quot;&amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; SM64: Go on a Ghost Hunt in 36.77&amp;quot; by Hello, my name is nim]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Nim&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{TAS_History&lt;br /&gt;
|title=Go on a Ghost Hunt}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TAS History Templates]]&lt;br /&gt;
[[Category:Subtemplates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Go_on_a_Ghost_Hunt_TAS_History&amp;diff=15970</id>
		<title>Template:Go on a Ghost Hunt TAS History</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Go_on_a_Ghost_Hunt_TAS_History&amp;diff=15970"/>
		<updated>2021-10-30T13:33:58Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
|-style=&amp;quot;background-color:#D0D3D4&amp;quot;&lt;br /&gt;
| 2010 Mar 16&lt;br /&gt;
| 50.67&amp;lt;ref&amp;gt;[https://youtu.be/75lqg7ZfZDA &amp;quot;Super Mario 64 - Go on a Ghost Hunt 50.67 - (TAS)&amp;quot; by AruaErueru]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| Eru&lt;br /&gt;
| All runs are done on US version, which has 2 more textboxes per boo, total 8 more textboxes or +88f (i think)&lt;br /&gt;
|-style=&amp;quot;background-color:#D0D3D4&amp;quot;&lt;br /&gt;
| 2011 Nov 10&lt;br /&gt;
| 45.97&amp;lt;ref&amp;gt;[https://youtu.be/gOLoEtDsJaI &amp;quot;Super Mario 64 - Go On A Ghost Hunt 45.97 - (TAS)&amp;quot; by AruaErueru]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 141&lt;br /&gt;
| Eru&lt;br /&gt;
|&lt;br /&gt;
|-style=&amp;quot;background-color:#D0D3D4&amp;quot;&lt;br /&gt;
| 2011 Nov 11&lt;br /&gt;
| 39.27&amp;lt;ref&amp;gt;[https://youtu.be/qmK9wvCpPQo &amp;quot;Super Mario 64 - Go On A Ghost Hunt 39.26 - (TAS)&amp;quot; by AruaErueru]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 201&lt;br /&gt;
| Eru&lt;br /&gt;
| Used in 2012 120 star TAS&lt;br /&gt;
|-style=&amp;quot;background-color:#D0D3D4&amp;quot;&lt;br /&gt;
| 2020 Sep 2&lt;br /&gt;
| 38.90&amp;lt;ref&amp;gt;[https://youtu.be/60V0TA_mjDA &amp;quot;&amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; SM64: Go on a Ghost Hunt in 38.90&amp;quot; by Hello, my name is nim]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 11&lt;br /&gt;
| Nim&lt;br /&gt;
|&lt;br /&gt;
|-style=&amp;quot;background-color:#D0D3D4&amp;quot;&lt;br /&gt;
| 2020 Jan 12&lt;br /&gt;
| 37.10&amp;lt;ref&amp;gt;[https://youtu.be/pDJfIRXCIdA &amp;quot;&amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; SM64: Go on a Ghost Hunt in 37.10&amp;quot; by Hello, my name is nim]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 54&lt;br /&gt;
| Nim&lt;br /&gt;
| Does two textbox skips&lt;br /&gt;
|-style=&amp;quot;background-color:#D0D3D4&amp;quot;&lt;br /&gt;
| 2021 Mar 29&lt;br /&gt;
| 36.83&amp;lt;ref&amp;gt;[https://youtu.be/JLQyTWM0hoI &amp;quot;&amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; SM64: Go on a Ghost Hunt in 36.83&amp;quot; by Hello, my name is nim]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 8&lt;br /&gt;
| Nim&lt;br /&gt;
|&lt;br /&gt;
|-style=&amp;quot;background-color:#D0D3D4&amp;quot;&lt;br /&gt;
| 2021 Apr 28&lt;br /&gt;
| 36.80&amp;lt;ref&amp;gt;[https://youtu.be/ejkWBHp4dCY &amp;quot;&amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; SM64: Go on a Ghost Hunt - 36.80&amp;quot; by L3dry]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| L3dry&lt;br /&gt;
|&lt;br /&gt;
|-style=&amp;quot;background-color:#D0D3D4&amp;quot;&lt;br /&gt;
| 2021 Jun 3&lt;br /&gt;
| 36.77&amp;lt;ref&amp;gt;[https://youtu.be/20wRWoyUGps &amp;quot;&amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; SM64: Go on a Ghost Hunt in 36.77&amp;quot; by Hello, my name is nim]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 1&lt;br /&gt;
| Nim&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{TAS_History&lt;br /&gt;
|title=Go on a Ghost Hunt}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TAS History Templates]]&lt;br /&gt;
[[Category:Subtemplates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Fall_onto_the_Caged_Island_TAS_History&amp;diff=15969</id>
		<title>Template:Fall onto the Caged Island TAS History</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Fall_onto_the_Caged_Island_TAS_History&amp;diff=15969"/>
		<updated>2021-10-30T13:28:50Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;|- style=&amp;quot;background-color:#D0D3D4&amp;quot;      &lt;br /&gt;
|2008 Dec 30&lt;br /&gt;
|9.50 &lt;br /&gt;
| &lt;br /&gt;
|24BrianRulez24 &lt;br /&gt;
|Old timing, run has been lost &lt;br /&gt;
|-  &lt;br /&gt;
|2009 Sep 13&lt;br /&gt;
|9.40 &amp;lt;ref&amp;gt;[https://youtu.be/qKznBluElGo?t=745 Fall Onto the Caged Island in 9.40, as part  of the WIP 120 Star TAS]&amp;lt;/ref&amp;gt; &lt;br /&gt;
| &lt;br /&gt;
|MRobertZ, 24BrianRulez24 &lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|2010 Aug 9&lt;br /&gt;
|9.30  &lt;br /&gt;
|3 &lt;br /&gt;
|mickey11189 &lt;br /&gt;
|(Run has been lost) &lt;br /&gt;
|- &lt;br /&gt;
|2010 Aug 10&lt;br /&gt;
|9.27 &amp;lt;ref&amp;gt;[http://youtu.be/2yhgm7VCtdE &amp;quot;とりかごへ　ストーン　Fall Onto The Caged Island 9&amp;quot;27　&amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt;&amp;quot; by snark122]&amp;lt;/ref&amp;gt; &lt;br /&gt;
|1 &lt;br /&gt;
|snark &lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|2012 Nov 25&lt;br /&gt;
|9.20 &amp;lt;ref&amp;gt;[https://youtu.be/xL6VE_5PddM?t=587 Fall Onto the Caged Island in 9.20, as part of the 2012 120 Star TAS]&amp;lt;/ref&amp;gt; &lt;br /&gt;
|2 &lt;br /&gt;
|120 Star TAS Team &lt;br /&gt;
|Part of the 2012 120 Star TAS &lt;br /&gt;
|- &lt;br /&gt;
|2014 May 10&lt;br /&gt;
|8.97 &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=lp-1R3_btH4 &amp;quot;&amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; Super Mario 64 - Fall Onto The Caged Island - 8&amp;quot;97&amp;quot; by HaloYT]&amp;lt;/ref&amp;gt; &lt;br /&gt;
|8 &lt;br /&gt;
|USTA 2877 &lt;br /&gt;
| &lt;br /&gt;
|-style=&amp;quot;background-color:#D0D3D4&amp;quot;      &lt;br /&gt;
|2018 Feb 28&lt;br /&gt;
|9.17 &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=x7G9qpib1L8 &amp;quot;SM64 &amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; - Fall Onto The Caged Island (9&amp;quot;17)&amp;quot; by Plush]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| &lt;br /&gt;
|Plush, ToT &lt;br /&gt;
|Not an improvement, but uses a different strategy &lt;br /&gt;
|- &lt;br /&gt;
|2018 Mar 2&lt;br /&gt;
|8.93 &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=fvJxQp6kaXE &amp;quot;&amp;lt;nowiki&amp;gt;SM64 [TAS]&amp;lt;/nowiki&amp;gt; - Fall Onto the Caged Island (8&amp;quot;93)&amp;quot; by Plush]&amp;lt;/ref&amp;gt; &lt;br /&gt;
|1 &lt;br /&gt;
|Plush&lt;br /&gt;
|Better grinding &lt;br /&gt;
|- &lt;br /&gt;
|2021 Aug 8&lt;br /&gt;
|8.90 &amp;lt;ref&amp;gt;[https://youtu.be/z0p-LLEqh3k &amp;quot;&amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; SM64 - Fall Onto the Caged Island (8&amp;quot;90)&amp;quot; by Crackhex]&amp;lt;/ref&amp;gt; &lt;br /&gt;
|1 &lt;br /&gt;
|Crackhex&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
&amp;lt;/includeonly&amp;gt; &amp;lt;noinclude&amp;gt; &lt;br /&gt;
{{TAS_History|title=Fall onto the Caged Island}} &lt;br /&gt;
[[Category: TAS History Templates]] &lt;br /&gt;
[[Category: Subtemplates]] &lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Elevator_Tour_in_the_Volcano_TAS_History&amp;diff=15968</id>
		<title>Template:Elevator Tour in the Volcano TAS History</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Elevator_Tour_in_the_Volcano_TAS_History&amp;diff=15968"/>
		<updated>2021-10-30T13:26:05Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
|2007 May 10&lt;br /&gt;
|20.67 &amp;lt;ref&amp;gt;[https://youtu.be/yTuP6Q8zkwE?t=3331 &amp;quot;TAS Obsoleted N64 Super Mario 64 &amp;quot;120 stars&amp;quot; by Rikku in 1:39:02.13&amp;quot; by Rikku]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|Rikku&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
|2010 Feb 27&lt;br /&gt;
|18.33 &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=LDQLYr8hPuo &amp;quot;Super Mario 64 - Elevator Tour In The Volcano 18.33 - (TAS)&amp;quot; by AruaErueru]&amp;lt;/ref&amp;gt; &lt;br /&gt;
|70&lt;br /&gt;
|AruaErueru &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2010 Mar 9&lt;br /&gt;
|17.83 &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=WH2qKGfMB6U &amp;quot;SM64 - Elevator Tour In The Volcano 17&amp;quot;83(TAS)&amp;quot; by Mamuine]&amp;lt;/ref&amp;gt; &lt;br /&gt;
|15&lt;br /&gt;
|Mamuine &lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2012 Nov 24&lt;br /&gt;
|17.38 &amp;lt;ref&amp;gt;[https://youtu.be/xL6VE_5PddM?t=2193 &amp;quot;(TAS) N64 Super Mario 64 &amp;quot;120 Stars&amp;quot; in 1:20:41&amp;quot; by SonicPacker]&amp;lt;/ref&amp;gt; &lt;br /&gt;
|13 &lt;br /&gt;
|&lt;br /&gt;
|17.88 with text.&lt;br /&gt;
|- &lt;br /&gt;
|2018 Feb 18&lt;br /&gt;
|16.92 &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=UqaQH46C_FE &amp;quot;Super Mario 64 - Elevator Tour in the Volcano in 16&amp;quot;92&amp;quot; by Homerfunky]&amp;lt;/ref&amp;gt; &lt;br /&gt;
|14&lt;br /&gt;
|Homerfunky, dar gos&lt;br /&gt;
|17.45 with text.&lt;br /&gt;
|- &lt;br /&gt;
|2020 Jul 24&lt;br /&gt;
|16.78&lt;br /&gt;
|4&lt;br /&gt;
|ToT&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{TAS History&lt;br /&gt;
|title=Elevator Tour in the Volcano}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TAS History Templates]]&lt;br /&gt;
[[Category:Subtemplates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Chip_off_Whomp%27s_Block_TAS_History&amp;diff=15967</id>
		<title>Template:Chip off Whomp&#039;s Block TAS History</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Chip_off_Whomp%27s_Block_TAS_History&amp;diff=15967"/>
		<updated>2021-10-30T13:19:09Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;|Jan 12, 2008 &lt;br /&gt;
|28.26 &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=P9OU9ICUStY &amp;quot;Super Mario 64 - Chip Off Whomp&#039;s Block - 28.86&amp;quot; by SilentSlayers]&amp;lt;/ref&amp;gt; &lt;br /&gt;
| &lt;br /&gt;
|SilentSlayers &lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|2010 Apr 10 &lt;br /&gt;
|28.70  &lt;br /&gt;
|5 &lt;br /&gt;
|ReneBalow &lt;br /&gt;
|(Run has been lost) &lt;br /&gt;
|- &lt;br /&gt;
|2010 May 3&lt;br /&gt;
|28.47 &lt;br /&gt;
|7 &lt;br /&gt;
|T-777 &lt;br /&gt;
|(Run has been lost) &lt;br /&gt;
|- &lt;br /&gt;
|2010 Aug 7&lt;br /&gt;
|28.20 &lt;br /&gt;
|8 &lt;br /&gt;
|AruaErueru &lt;br /&gt;
|Video is private &lt;br /&gt;
|- &lt;br /&gt;
|2010 Aug 9&lt;br /&gt;
|28.10 &amp;lt;ref&amp;gt;[http://youtu.be/dT0R79I-jj4 &amp;quot;Super Mario 64 - Chip Off Whomp&#039;s Block 28.1 - (TAS)&amp;quot; by AruaErueru]&amp;lt;/ref&amp;gt; &lt;br /&gt;
|3 &lt;br /&gt;
|AruaErueru &lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|2010 Sep 10&lt;br /&gt;
|27.93 &amp;lt;ref&amp;gt;[http://nico.ms/sm12057587 &amp;quot;(スーパーマリオ64)いかりのバッタンキング 27.93(TAS)&amp;quot; by 緑人]&amp;lt;/ref&amp;gt; &lt;br /&gt;
|5 &lt;br /&gt;
|緑,まむ &lt;br /&gt;
|Ascended the fortress from a different side. &lt;br /&gt;
|- &lt;br /&gt;
|2012&lt;br /&gt;
|27.73 &lt;br /&gt;
|6 &lt;br /&gt;
|120 Star TAS Team &lt;br /&gt;
|Was created in the WIP 120 Star TAS but got replaced by a faster time. &lt;br /&gt;
|- &lt;br /&gt;
|2012 Nov 25&lt;br /&gt;
|27.63 &amp;lt;ref&amp;gt;[https://youtu.be/xL6VE_5PddM?t=679 Chip off Whomp&#039;s Block in 27.63, as part of the 120 Stars TAS]&amp;lt;/ref&amp;gt; &lt;br /&gt;
|3 &lt;br /&gt;
|Efrain,Snark &lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|2012 Dec 27&lt;br /&gt;
|27.60 &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=OXYrbOxa-EE &amp;quot;Super Mario 64 (TAS) - Chip Off Whomp&#039;s Block &amp;lt;nowiki&amp;gt;[27.60]&amp;lt;/nowiki&amp;gt;&amp;quot; by Luigimario64128]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|1 &lt;br /&gt;
|Luigimario64128 &lt;br /&gt;
| &lt;br /&gt;
|- &lt;br /&gt;
|2015 Dec 22&lt;br /&gt;
|27.53 &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=NamWHywBEBY &amp;quot;Super Mario 64 - single star TAS&amp;quot; by snark122]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|2 &lt;br /&gt;
|snark, Plush &lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
|2021 Jun 23&lt;br /&gt;
|27.50 &amp;lt;ref&amp;gt;[https://youtu.be/VhM35aEiWl8 &amp;quot;Super Mario 64 - Chip Off Whomp&#039;s Block 27.50 (TAS) + Snark 27.53 ghost&amp;quot; by Krithalith]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|1&lt;br /&gt;
|Krithalith&lt;br /&gt;
|&lt;br /&gt;
|- &lt;br /&gt;
&amp;lt;/includeonly&amp;gt; &lt;br /&gt;
&amp;lt;noinclude&amp;gt; &lt;br /&gt;
{{TAS History&lt;br /&gt;
|title=Chip off Whomp&#039;s Block}}&lt;br /&gt;
&lt;br /&gt;
[[Category: TAS History Templates]] &lt;br /&gt;
[[Category: Subtemplates]] &lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Blast_Away_the_Wall_TAS_History&amp;diff=15966</id>
		<title>Template:Blast Away the Wall TAS History</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Blast_Away_the_Wall_TAS_History&amp;diff=15966"/>
		<updated>2021-10-30T13:15:37Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;|-style=&amp;quot;background-color:#D0D3D4&amp;quot;  &lt;br /&gt;
|2008 Dec 16&lt;br /&gt;
|6.20&lt;br /&gt;
|&lt;br /&gt;
|24BrianRulez24&lt;br /&gt;
|Old timing, Run has been lost&lt;br /&gt;
|-&lt;br /&gt;
|2010 Jun 8&lt;br /&gt;
|7.40&lt;br /&gt;
|&lt;br /&gt;
|24BrianRulez24&lt;br /&gt;
|(Run has been lost)&lt;br /&gt;
|-&lt;br /&gt;
|2010 Aug 20&lt;br /&gt;
|7.33 &amp;lt;ref&amp;gt;[http://youtu.be/XQQZgocyckQ snark122&#039;s private video on youtube]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|2&lt;br /&gt;
|snark122&lt;br /&gt;
|Video is private&lt;br /&gt;
|-&lt;br /&gt;
|2010 Aug 30&lt;br /&gt;
|7.27 &amp;lt;ref&amp;gt;[http://nico.ms/sm11931048 Snark&#039;s private video on nicovideo]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|2&lt;br /&gt;
|Snark&lt;br /&gt;
|Video is private&lt;br /&gt;
|-&lt;br /&gt;
|2012 Nov 25&lt;br /&gt;
|7.17 &amp;lt;ref&amp;gt;[https://youtu.be/xL6VE_5PddM?t=561 Blast Away the Wall in 7.17, as part of the 2012 120 Star TAS]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|4&lt;br /&gt;
|120 Star TAS Team&lt;br /&gt;
|Part of the 2012 120 Star TAS&lt;br /&gt;
|-&lt;br /&gt;
|2015 Mar 1&lt;br /&gt;
|5.60 &amp;lt;ref&amp;gt;[https://nico.ms/sm25688007 &amp;quot;【TAS】たいほうで　ぶっこわせ！　5&amp;quot;60&amp;quot; by /app/ap32]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|47&lt;br /&gt;
|Snark&lt;br /&gt;
|New strategy&lt;br /&gt;
|-&lt;br /&gt;
|2018 Mar 2&lt;br /&gt;
|5.57 &amp;lt;ref&amp;gt;[https://youtu.be/73HXuwseK5U &amp;quot;SM64 &amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; - Blast Away the Wall (5&amp;quot;57)&amp;quot; by Plush]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|1&lt;br /&gt;
|Plush&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2018 Mar 4&lt;br /&gt;
|5.53 &amp;lt;ref&amp;gt;[https://youtu.be/8WCdtGT6CF4 &amp;quot;SM64 &amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; - Blast Away the Wall (5&amp;quot;53)&amp;quot; by Plush]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|1&lt;br /&gt;
|Plush&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2021 Aug 8&lt;br /&gt;
|5.50 &amp;lt;ref&amp;gt;[https://youtu.be/ife8EEuFm-4 &amp;quot;&amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; SM64 - Blast Away the Wall - 5.50&amp;quot; by  PaLiX _]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|1&lt;br /&gt;
|Alexpalix1&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{TAS_History|title=Blast Away the Wall}}&lt;br /&gt;
[[Category:TAS History Templates]]     &lt;br /&gt;
[[Category:Subtemplates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Frosty_Slide_for_8_Red_Coins&amp;diff=15013</id>
		<title>Frosty Slide for 8 Red Coins</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Frosty_Slide_for_8_Red_Coins&amp;diff=15013"/>
		<updated>2021-07-24T19:54:00Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
:&#039;&#039;&amp;lt;small&amp;gt;For a tutorial on speedrunning this star, see the [[RTA Guide/{{PAGENAME}}|RTA Guide]]&amp;lt;/small&amp;gt;&#039;&#039; &lt;br /&gt;
:&#039;&#039;&amp;lt;small&amp;gt;For a tutorial on RTABC for this star, see the [[RTABC Guide/{{PAGENAME}}|RTABC Guide]]&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{star_infobox&lt;br /&gt;
|image = FSf8RC.png&lt;br /&gt;
|course = Cool, Cool Mountain&lt;br /&gt;
|height = &lt;br /&gt;
|height_link = &lt;br /&gt;
|tas = 30.93&lt;br /&gt;
|tas_link = [https://youtu.be/MD8ftpCtxYc &amp;quot;SM64 - Frosty Slide for 8 Red Coins TAS in 30&amp;quot;93&amp;quot; by CSZ]&lt;br /&gt;
|rta = &lt;br /&gt;
|rta_link = &lt;br /&gt;
|abc = 0&lt;br /&gt;
|abc_link = https://youtu.be/zzBGxVex_Ik&lt;br /&gt;
|abz = &lt;br /&gt;
|abz_link = &lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Frosty Slide for 8 Red Coins&#039;&#039;&#039; is the 4th star of [[Cool, Cool Mountain]]. It requires collecting the eight [[Red Coin|red coins]] scattered around the course.&lt;br /&gt;
&lt;br /&gt;
==TAS History==&lt;br /&gt;
{{TAS History}}&lt;br /&gt;
{{star_nav}}&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Frosty_Slide_for_8_Red_Coins_TAS_History&amp;diff=15012</id>
		<title>Template:Frosty Slide for 8 Red Coins TAS History</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Frosty_Slide_for_8_Red_Coins_TAS_History&amp;diff=15012"/>
		<updated>2021-07-24T19:52:23Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
| 2007 Sep 3&lt;br /&gt;
| 41.97&amp;lt;ref&amp;gt;[https://youtu.be/zJdBTwUCuB8 &amp;quot;SM64 TAS - Cool Cool Mountain - Red Coins&amp;quot; by SilentSlayers]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
| SilentSlayers&lt;br /&gt;
| Retimed&lt;br /&gt;
|-&lt;br /&gt;
| 2009 Apr 11&lt;br /&gt;
| 41.50&amp;lt;ref&amp;gt;[https://youtu.be/iGldiam0FZY &amp;quot;Super Mario 64 ~ Frosty Slide For 8 Red Coins&amp;quot; by JumpDiveSlope]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 14&lt;br /&gt;
| JumpDiveSlope&lt;br /&gt;
| Retimed&lt;br /&gt;
|-&lt;br /&gt;
| 2009 Apr 14&lt;br /&gt;
| 40.40&amp;lt;ref&amp;gt;[https://youtu.be/upLFsHhHa4g &amp;quot;Super Mario 64 Frosty Slide For 8 Red Coins 40,08&amp;quot; by bigpondus9]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 33&lt;br /&gt;
| bigpondus9&lt;br /&gt;
| Retimed&lt;br /&gt;
|-&lt;br /&gt;
| 2010 Mar 30&lt;br /&gt;
| 39.80&amp;lt;ref name=&amp;quot;jpwiki&amp;quot;&amp;gt;[https://w.atwiki.jp/sm64tas/pages/23.html Japanese SM64TAS wiki]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 18&lt;br /&gt;
| ReneBalow&lt;br /&gt;
| Video unavailable&lt;br /&gt;
|-&lt;br /&gt;
| 2010 May 17&lt;br /&gt;
| 37.73&amp;lt;ref name=&amp;quot;jpwiki&amp;quot; /&amp;gt;&lt;br /&gt;
| 62&lt;br /&gt;
| Nothing693, Eru, Snark&lt;br /&gt;
| Video unavailable&lt;br /&gt;
|-&lt;br /&gt;
| 2012 Nov 24&lt;br /&gt;
| 36.03&amp;lt;ref&amp;gt;[https://youtu.be/xL6VE_5PddM?t=232 &amp;quot;&amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; N64 Super Mario 64 &amp;quot;120 Stars&amp;quot; in 1:20:41&amp;quot; by SPsm64TAS]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 51&lt;br /&gt;
| Eru, Nothing693, Snark&amp;lt;ref name=&amp;quot;jpwiki&amp;quot; /&amp;gt;&lt;br /&gt;
| From the 2012 120 star TAS&lt;br /&gt;
|-&lt;br /&gt;
| 2017 Jul 4&lt;br /&gt;
| 35.43&amp;lt;ref&amp;gt;[https://youtu.be/erqLWEN9WVM &amp;quot;Super Mario 64 &amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; - Frosty Slide for 8 Red Coins (35&amp;quot;43)&amp;quot; by Plush]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 18&lt;br /&gt;
| Plush&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2017 Jul 27&lt;br /&gt;
| 35.07&amp;lt;ref&amp;gt;[https://youtu.be/FeYbyF7D_FU &amp;quot;SM64 &amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; - Frosty Slide for 8 Red Coins (35&amp;quot;07)&amp;quot; by Plush]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 11&lt;br /&gt;
| Plush&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 2019 Nov 16&lt;br /&gt;
| 34.63&amp;lt;ref&amp;gt;[https://youtu.be/GY_FGhIE7vk &amp;quot;&amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; Frosty Slide for 8 Red Coins - 34&amp;quot;63&amp;quot; by fifdspence]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 13&lt;br /&gt;
| fifdspence&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2020 May 20&lt;br /&gt;
| 34.50&amp;lt;ref&amp;gt;[https://youtu.be/a8asPP-QuUk &amp;quot;SM64 &amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; - Frosty Slide for 8 Red Coins (34&amp;quot;5)&amp;quot; by Plush]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 4&lt;br /&gt;
| Plush&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2021 May 26&lt;br /&gt;
| 34.23&amp;lt;ref&amp;gt;[https://youtu.be/qvR08EjNOmY &amp;quot;&amp;lt;nowiki&amp;gt;[TAS] Frosty Slide for 8 Red Coins - 34&amp;quot;23&amp;lt;/nowiki&amp;gt; by fifdspence]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 8&lt;br /&gt;
| fifdspence&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2021 Jun 27&lt;br /&gt;
| 32.70&amp;lt;ref&amp;gt;[https://youtu.be/OjMG6odTNNQ &amp;quot;SM64 - Frosty Slide for 8 Red Coins TAS in 32&amp;quot;70&amp;quot; by CSZ]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 46&lt;br /&gt;
| CSZ&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2021 Jun 28&lt;br /&gt;
| 32.03&amp;lt;ref&amp;gt;[https://youtu.be/tDwo4BDIVSI &amp;quot;SM64 - Frosty Slide for 8 Red Coins TAS in 32&amp;quot;03&amp;quot; by FramePerfection]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 20&lt;br /&gt;
| FramePerfection&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2021 Jun 28&lt;br /&gt;
| 31.37&amp;lt;ref&amp;gt;[https://youtu.be/0TMCFCcFlSE &amp;quot;SM64 - Frosty Slide for 8 Red Coins TAS in 31&amp;quot;37&amp;quot; by FramePerfection]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 20&lt;br /&gt;
| FramePerfection&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2021 Jun 29&lt;br /&gt;
| 31.27&amp;lt;ref&amp;gt;[https://youtu.be/2npmemrRIZo &amp;quot;SM64 - Frosty Slide for 8 Red Coin TAS in 31&amp;quot;27&amp;quot; by FramePerfection]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 3&lt;br /&gt;
| FramePerfection, Crackhex, CSZ&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| 2021 Jul 8&lt;br /&gt;
| 30.93&amp;lt;ref&amp;gt;[https://youtu.be/MD8ftpCtxYc &amp;quot;SM64 - Frosty Slide for 8 Red Coins TAS in 30&amp;quot;93&amp;quot; by CSZ]&amp;lt;/ref&amp;gt;&lt;br /&gt;
| 10&lt;br /&gt;
| CSZ&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{TAS_History&lt;br /&gt;
|title=Frosty Slide for 8 Red Coins}}&lt;br /&gt;
&lt;br /&gt;
[[Category:TAS History Templates]]&lt;br /&gt;
[[Category:Subtemplates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Wii_VC_Round-to-Zero&amp;diff=13282</id>
		<title>Wii VC Round-to-Zero</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Wii_VC_Round-to-Zero&amp;diff=13282"/>
		<updated>2021-03-06T12:41:34Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:WiiVC BitFS.png|thumb|300px|right|Stream by Switchpalacecorner, after 71.5 hours of raising in Wii Virtual Console]] &lt;br /&gt;
[[File:WiiVC BitFS 146hr.png|thumb|300px|right|After 146.5 hours (6 days 2.5 hrs)]] &lt;br /&gt;
[[File:Original-bitfs-raising.jpg|thumb|The original BitFS platform raising discovery by Andru! on May 10th 2018.]]&lt;br /&gt;
&#039;&#039;&#039;Wii VC Round-to-Zero&#039;&#039;&#039; refers to an emulation inaccuracy in the [[Virtual Console|Wii Virtual Console]] (Wii VC) version of SM64. When converting a double precision floating point number (a &amp;quot;double&amp;quot;) to a single precision floating point number (a &amp;quot;float&amp;quot;), the N64 typically uses the round-to-nearest rounding mode. This means that if the double is not exactly equal to a float, it will round up or down to the float that is closest in value to the original number. While this behavior is accurately emulated by most emulators and the Wii U VC, the SM64 Wii VC instead uses the round-to-zero mode. This mode will always round the double up if it is negative, and round it down if it is positive.&lt;br /&gt;
&lt;br /&gt;
While the programmers did not intentionally use doubles very often, favoring single precision floats instead, they occasionally used them accidentally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
y -= sins(t) * 0.58;&lt;br /&gt;
t += 0x100;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the above code sample, &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;sins(t)&amp;lt;/code&amp;gt; are both single precision floats. However, in C, the numeric literal &amp;lt;code&amp;gt;0.58&amp;lt;/code&amp;gt; is a double since it lacks a trailing &amp;lt;code&amp;gt;f&amp;lt;/code&amp;gt;, as in &amp;lt;code&amp;gt;0.58f&amp;lt;/code&amp;gt;. This causes the expression to evaluate to a double, which is then converted to a float before being stored in &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt;. Examples such as this one arise in many places in the game&#039;s source code, and over time they result in large discrepancies between the N64 and Wii VC versions of the game. For this reason, TASes produced for one of these platforms cannot generally be played back on the other without desync.&lt;br /&gt;
&lt;br /&gt;
The example given above is taken from the code controlling the oscillation of the platforms at the beginning of [[Bowser in the Fire Sea]]. Using the N64&#039;s rounding mode, the &amp;lt;code&amp;gt;y&amp;lt;/code&amp;gt; variable, which represents the platform&#039;s height, will repeatedly return to its original value and continue oscillating with fixed maximum height. Even though each double to single conversion produces a small amount of error, this error balances out over the course of the platform&#039;s cycle. On the Wii VC, however, the error always accumulates in the same direction (upward if the platform is below &#039;&#039;y&#039;&#039; = 0, and downward if the platform is above &#039;&#039;y&#039;&#039; = 0), and so the platform slowly drifts in the vertical direction. This is known as &#039;&#039;&#039;Wii VC platform drift&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
From its starting position of y=-3065 til it reaches y=-2048, this platform rises 254 times by 1/4096th of a unit for each 256 frame cycle, 127 times as it goes up, 127 times as it goes down (at the peak and bottom of the oscillation cycle, the platform stays still so no rounding occurs). So doing the math, 127/128*1/4096units*30frames*60seconds*60minutes, we get that the platform drifts by ~13.0806 units/h.&lt;br /&gt;
&lt;br /&gt;
Once it passes y=-2048, the platform halves in rising speed: ~6.5403 units/h. The platform continues to halve in speed as it passes through y=-1024, y=-512, y=-256, and all other 2^n boundaries til it comes to a halt near y=0.&lt;br /&gt;
&lt;br /&gt;
As it passes through a 2^n boundary, its behavior becomes complex. Throughout its up-down oscillation cycle, the platform is sometimes past the 2^n boundary and sometimes not. The overall speed decrease as the platform&#039;s average height passes through the 2^n boundary is represented by a differential equation of &amp;lt;code&amp;gt;[velocity of y]=dy/dt=arccos(y)&amp;lt;/code&amp;gt;: the platform suddenly slows down quickly, then at a slower rate before it decelerates faster again, and finally, suddenly the platform&#039;s acceleration completely stops, the speed settling at a constant, half of what it started with.&lt;br /&gt;
&lt;br /&gt;
The platforms at the beginning of the level are below &#039;&#039;y&#039;&#039; = 0, and so they gradually rise upward. Over the course of several days, they are high enough they can be used to reach the elevator past the pole, which previously required one A press to get past. It takes eight days for the platform to reach high enough for a dive recover to land in the elevator shaft, but using [[Vertical Speed Conservation|VSC]] with a lava boost requires only three days.&lt;br /&gt;
&lt;br /&gt;
The glitch was discovered by &#039;&#039;&#039;[https://www.youtube.com/channel/UCz8K5WhRhrjFRNGvkWupUlQ xAndru!]&#039;&#039;&#039; when he left his Wii powered on overnight while in Bowser in the Fire Sea and noticed that the oscillating platforms had risen above their original positions.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=MFxJuq3FRgI &amp;quot;Bowser in the Fire Sea in 0x A Presses? (New Glitch Explanation)&amp;quot; by bad_boot]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The bug does not occur in any later Wii VC releases, nor in the Wii U VC or in any mainstream N64 emulators. At the time of its discovery, the bug did not occur on the Dolphin emulator, but has since been corrected.&amp;lt;ref&amp;gt;[https://dolphin-emu.org/blog/2018/07/06/dolphin-progress-report-june-2018 &amp;quot;Dolphin Progress Report: June 2018&amp;quot;]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
No objects other than the sinking platforms are known to have similarly exploitable behavior, though the rounding bug does cause many discrepancies between the original and Wii VC versions of the game, including slightly different surface normals.&lt;br /&gt;
&lt;br /&gt;
==Applications==&lt;br /&gt;
After several failed attempts by various players, the A press save in Bowser in the Fire Sea was console verified RTA on 20 Jun 2018 by ethanwhitesm64.&amp;lt;ref&amp;gt;[https://youtu.be/B1m-5LWOxW0 &amp;quot;BitFS 0x A Presses&amp;quot; by Ethan White]&amp;lt;/ref&amp;gt; Six days later, pannenkoek2012 TASed the red coin star in zero A presses using a modified N64 emulator that replicated the rounding error.&amp;lt;ref&amp;gt;[https://youtu.be/Aa_CciaM4aM &amp;quot;Bowser in the Fire Sea with Red Coins 0x A Presses (Wii VC Only)&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Category --&amp;gt;&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User_talk:Jongyon7192p/SCP-ukiki&amp;diff=12730</id>
		<title>User talk:Jongyon7192p/SCP-ukiki</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User_talk:Jongyon7192p/SCP-ukiki&amp;diff=12730"/>
		<updated>2020-12-15T14:50:18Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: Created page with &amp;quot;Pokey --~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pokey --[[User:Galoomba|Galoomba]] ([[User talk:Galoomba|talk]]) 14:50, 15 December 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=10k_glitch&amp;diff=12574</id>
		<title>10k glitch</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=10k_glitch&amp;diff=12574"/>
		<updated>2020-10-05T12:03:57Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;10k glitch&#039;&#039;&#039; is a glitch that exploits how the game physics tries to slow Mario down when Mario is sliding forward and the player tilts the joystick backwards. For example, on a default friction floor type, Mario&#039;s speed is multiplied by .92 + (.01+v/10,000)cos(DYaw), where v is the speed units Mario has. DYaw is the difference in angle between where Mario is facing and joystick tilt, thus cos(dyaw) is always negative. The slowing effect is stronger if Mario is faster. If Mario has 9100 speed, he will immediately stop in place. But past that, Mario&#039;s speed can be instantly reflected into small backward speed, and once he has more than 20k speed, Mario&#039;s speed can even multiply by several factors. At 90k speed, Mario&#039;s speed is scaled by -8 into -720k speed. And at 262k speed, his speed is scaled by -261 into -69.4 million speed.&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
To perform the 10k glitch, Mario must be in a braking state (holding backwards on the analog stick as if he were about to sideflip) with high forward speed (at least 20k) and then touch a [[slippery slope]]. Since most [[List of Courses|courses]] are too small to attain this much speed while touching such a slope, this glitch is typically performed using [[Parallel Universe|PU speed]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
[[Category:Hyperspeed]]&lt;br /&gt;
&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Wooden_post&amp;diff=12268</id>
		<title>Wooden post</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Wooden_post&amp;diff=12268"/>
		<updated>2020-08-16T18:57:14Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: is that called eru walk?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{object_infobox&lt;br /&gt;
|title= Wooden Post&lt;br /&gt;
|image= STROOP- Post.png&lt;br /&gt;
|hitbox_radius=&lt;br /&gt;
|hitbox_height= 205&lt;br /&gt;
|damage=&lt;br /&gt;
|damage_hatless=&lt;br /&gt;
|speed=&lt;br /&gt;
|tangibility_radius=&lt;br /&gt;
|interaction_type=&lt;br /&gt;
|surfaces=&lt;br /&gt;
|found_in=&lt;br /&gt;
|expand=&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Wooden Posts&#039;&#039;&#039; are objects appearing in [[Bob-omb Battlefield]] and [[Tiny-Huge Island]]. They can be ran around to release coins, and one post is attached to a [[Chain Chomp]] who is released when the post is ground-pounded 3 times. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
When Mario ground-pounds a post, if it is not already being ground-pounded, a sound plays and the wooden post&#039;s Y-speed is set to -70. When the post is ground-pounded, its Y-speed increases by 25 every frame until it reaches 0. In practice, this means that the post drops by 45 units on the first frame and 20 units on the second and then stops moving. If the Wooden Post&#039;s Y-speed will put its Y-offset below -190 units, the post&#039;s Y-offset is set to -190 units and if a chain chomp is attached to the post, it is released.&lt;br /&gt;
&lt;br /&gt;
When Mario gets within 400 units of a post, a timer begins counting up. The game sets a variable for Mario&#039;s total angle to the post and each frame this is incremented by the value of Mario&#039;s current angle to the post minus his previous angle to the post. When this total angle reaches a value greater than 196,608 angular units (3 full angles), if the timer set is less than 200, 5 coins are spawned from the post. In practice this means that Mario must run around the post 3 times within 200 frames to get the coins. However, with TAS precision, Mario can achieve the total angle value needed while above the post in the air.&lt;br /&gt;
== Eru Post ==&lt;br /&gt;
&#039;&#039;&#039;Eru Post&#039;&#039;&#039; is a method to obtain coins from a Wooden Post without running around the post. The method works by having Mario jitter around in the air above the center of the post in a star pattern. By doing this, the game concludes that Mario has circled around the post several times and spawns the post&#039;s coins. This allows the coins to be spawned after a single jump kick or dive recover, making it much faster than the usual method.&lt;br /&gt;
&lt;br /&gt;
It is also possible to do a variation of Eru Post by low-magnitude walking on the post.&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Frosty_Slide_for_8_Red_Coins&amp;diff=12267</id>
		<title>Frosty Slide for 8 Red Coins</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Frosty_Slide_for_8_Red_Coins&amp;diff=12267"/>
		<updated>2020-08-16T18:43:40Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
:&#039;&#039;&amp;lt;small&amp;gt;For a tutorial on speedrunning this star, see the [[RTA Guide/{{PAGENAME}}|RTA Guide]]&amp;lt;/small&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
{{star_infobox&lt;br /&gt;
|image = &lt;br /&gt;
|course = Cool, Cool Mountain&lt;br /&gt;
|height = &lt;br /&gt;
|height_link = &lt;br /&gt;
|tas = 34.50&lt;br /&gt;
|tas_link = [https://youtu.be/a8asPP-QuUk &amp;quot;SM64 &amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; - Frosty Slide for 8 Red Coins (34&amp;quot;5)&amp;quot; by Plush]&lt;br /&gt;
|rta = &lt;br /&gt;
|rta_link = &lt;br /&gt;
|abc = 0&lt;br /&gt;
|abc_link = https://youtu.be/zzBGxVex_Ik&lt;br /&gt;
|abz = &lt;br /&gt;
|abz_link = &lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Frosty Slide for 8 Red Coins&#039;&#039;&#039; is the 4th star of [[Cool, Cool Mountain]]. It requires collecting the eight [[Red Coin|red coins]] scattered around the course.&lt;br /&gt;
&lt;br /&gt;
==TAS History==&lt;br /&gt;
{{TAS History}}&lt;br /&gt;
{{star_nav}}&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Frosty_Slide_for_8_Red_Coins&amp;diff=12266</id>
		<title>Frosty Slide for 8 Red Coins</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Frosty_Slide_for_8_Red_Coins&amp;diff=12266"/>
		<updated>2020-08-16T18:42:32Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
:&#039;&#039;&amp;lt;small&amp;gt;For a tutorial on speedrunning this star, see the [[RTA Guide/{{PAGENAME}}|RTA Guide]]&amp;lt;/small&amp;gt;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
{{star_infobox&lt;br /&gt;
|image = &lt;br /&gt;
|course = Cool, Cool Mountain&lt;br /&gt;
|height = &lt;br /&gt;
|height_link = &lt;br /&gt;
|tas = 34.63&lt;br /&gt;
|tas_link = [https://youtu.be/GY_FGhIE7vk &amp;quot;&amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; Frosty Slide for 8 Red Coins - 34&amp;quot;63&amp;quot; by fifdspence]&lt;br /&gt;
|rta = &lt;br /&gt;
|rta_link = &lt;br /&gt;
|abc = 0&lt;br /&gt;
|abc_link = https://youtu.be/zzBGxVex_Ik&lt;br /&gt;
|abz = &lt;br /&gt;
|abz_link = &lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Frosty Slide for 8 Red Coins&#039;&#039;&#039; is the 4th star of [[Cool, Cool Mountain]]. It requires collecting the eight [[Red Coin|red coins]] scattered around the course.&lt;br /&gt;
&lt;br /&gt;
==TAS History==&lt;br /&gt;
{{TAS History}}&lt;br /&gt;
{{star_nav}}&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Glitchy_Wall_Kick&amp;diff=12208</id>
		<title>Glitchy Wall Kick</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Glitchy_Wall_Kick&amp;diff=12208"/>
		<updated>2020-08-01T21:04:27Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[File:1KeyGWK.gif|350px|thumb|A GWK used in [[1 Key]] [[TAS]]]] &lt;br /&gt;
[[File:WFGWKCL.gif|350px|thumb|Several GWKs in quick succession in [[WF]]]] &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;glitchy wall kick&#039;&#039;&#039;, or &#039;&#039;&#039;GWK&#039;&#039;&#039; for short, is a wall kick where Mario wall kicks at an angle that normally wouldn&#039;t allow him to.&lt;br /&gt;
&lt;br /&gt;
==Bonk GWK==&lt;br /&gt;
A bonk GWK can occur when Mario bonks on a wall then bonks on a ceiling, another wall, or out-of-bounds within the 5 frames he can wall kick. This makes Mario wall kick away from the second wall in the direction of the first wall.&amp;lt;ref name=&amp;quot;link&amp;quot;&amp;gt;[https://discordapp.com/channels/267091686423789568/309838966125756416/477984198859423754 Glitchy Wall Kick explanation by bad_boot]&amp;lt;/ref&amp;gt; Bonk GWKs can never be [[First Frame Wallkicks|firsties]].&lt;br /&gt;
&lt;br /&gt;
==Quarter Frame GWK==&lt;br /&gt;
A quarter frame GWK occurs when Mario is set to bonk on a wall other than the last wall he interacted with on that frame. If on any quarter frame Mario collides with a wall with an incident angle less than 45 degrees, he will be set to bonk (and therefore be able to wall kick) the next frame. However, the game doesn&#039;t keep track of which wall he bonked on. Instead, it keeps a reference to the last wall he interacted with on that frame, and so he will bonk on that wall, regardless of the incident angle. Therefore, a quarter frame GWK can be done by bonking on a wall during an earlier quarter frame, then touching the desired wall on the last quarter frame. This is most commonly done in a corner between two walls, where Mario interacts with the walls in a specific order, and can therefore bonk on the first wall in that order as he approaches the corner, and update his wall reference to the other wall once at the corner.&amp;lt;ref name=&amp;quot;link&amp;quot;&amp;gt;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Wooden_post&amp;diff=12156</id>
		<title>Wooden post</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Wooden_post&amp;diff=12156"/>
		<updated>2020-07-13T13:25:25Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: no one calls it eru spiral except jong when he was joking&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{object_infobox&lt;br /&gt;
|title= Wooden Post&lt;br /&gt;
|image= STROOP- Post.png&lt;br /&gt;
|hitbox_radius=&lt;br /&gt;
|hitbox_height= 205&lt;br /&gt;
|damage=&lt;br /&gt;
|damage_hatless=&lt;br /&gt;
|speed=&lt;br /&gt;
|tangibility_radius=&lt;br /&gt;
|interaction_type=&lt;br /&gt;
|surfaces=&lt;br /&gt;
|found_in=&lt;br /&gt;
|expand=&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Wooden Posts&#039;&#039;&#039; are objects appearing in [[Bob-omb Battlefield]] and [[Tiny-Huge Island]]. They can be ran around to release coins, and one post is attached to a [[Chain Chomp]] who is released when the post is ground-pounded 3 times. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
When Mario ground-pounds a post, if it is not already being ground-pounded, a sound plays and the wooden post&#039;s Y-speed is set to -70. When the post is ground-pounded, its Y-speed increases by 25 every frame until it reaches 0. In practice, this means that the post drops by 45 units on the first frame and 20 units on the second and then stops moving. If the Wooden Post&#039;s Y-speed will put its Y-offset below -190 units, the post&#039;s Y-offset is set to -190 units and, if a chain chomp is attached to the post it is released. When Mario gets within 400 units of a post, a timer begins counting up. The game sets a variable for Mario&#039;s total angle to the post and each frame this is incremented by the value of Mario&#039;s current angle to the post minus his previous angle to the post. When this total angle reaches a value greater than 196,608 angular units, if the timer set is less than 200, 5 coins are spawned from the post. In practice this means that Mario must run around the post 3 times within 200 frames to get the coins. However, with TAS precision, Mario can achieve the total angle value needed while above the post in the air.&lt;br /&gt;
== Eru Post ==&lt;br /&gt;
&#039;&#039;&#039;Eru Post&#039;&#039;&#039; is a method to obtain coins from a Wooden Post without running around the post. The method works by having Mario jitter around in the air above the center of the post in a star pattern. By doing this, the game concludes that Mario has circled around the post several times and spawns the post&#039;s coins. This allows the coins to be spawned after a single jump kick, making it much faster than the usual method.&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Bowser_in_the_Sky&amp;diff=12151</id>
		<title>Bowser in the Sky</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Bowser_in_the_Sky&amp;diff=12151"/>
		<updated>2020-07-12T17:10:37Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: removed incorrect info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{course_infobox&lt;br /&gt;
|title=Bowser in the Sky&lt;br /&gt;
|image= BitS.png&lt;br /&gt;
|abbreviation=BitS&lt;br /&gt;
|terrain=Default&lt;br /&gt;
|setting=Sky&lt;br /&gt;
|water=None&lt;br /&gt;
|yellow-coins=32&lt;br /&gt;
|red-coins=8&lt;br /&gt;
|blue-coins=&lt;br /&gt;
|enemy-yellow=28&lt;br /&gt;
|enemy-blue=&lt;br /&gt;
|wing-caps=&lt;br /&gt;
|metal-caps=&lt;br /&gt;
|vanish-caps=&lt;br /&gt;
|overview_1= STROOP-_BitS_1.png&lt;br /&gt;
|overview_3= STROOP-_BitS_3.png&lt;br /&gt;
|overview_4= STROOP-_BitS_4.png&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Bowser in the Sky&#039;&#039;&#039; is the third and final Bowser level. It is reached by climbing the [[Endless Stairs]], which require 70 stars to be climbable by normal means.&lt;br /&gt;
&lt;br /&gt;
Collecting the [[Grand Star]] at the end of this level is considered the win condition for most SM64 speedruns.&lt;br /&gt;
&lt;br /&gt;
==Coins==&lt;br /&gt;
{{BitS Coins}}&lt;br /&gt;
&lt;br /&gt;
==A Press Counts==&lt;br /&gt;
In the [[A Button Challenge]], it takes 0 A presses to beat the level with or without the red coin star. The level can be beaten with or without a preset [[HOLP]], and is faster with that HOLP. However, both known methods of achieving this HOLP are not possible more than once without incurring additional A presses or using more time than they save. The HOLPless method is, notably, required to set the HOLP for [[Timed Jumps on Moving Bars]], which takes 1 A press instead of 2 due to that strategy&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=FMA-zEznvMo &amp;quot;TTC Timed Jumps on Moving Bars 1x A Presses&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
===ABC Strategy===&lt;br /&gt;
The beginning of the level is the hardest part. It contains several subsequent platforms that are too high to get over without an A press and almost nothing to work with. Luckily, when the [[207 DR]] technique was discovered, which utilizes a [[misalignment]] to get extra height, all of the initial platforms except the last became passable. Then, a technique called the [[Chuckya Drop]] was discovered that uses manipulation to get [[Chuckya]] to fall from above&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=uFjIARsegtA &amp;quot;BitS Beginning - 0x A Presses&amp;quot; by Tyler Kehne]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
====Without Preset HOLP====&lt;br /&gt;
Leaving Chuckya behind, Mario rapidly climbs the rest of the level, using the [[Elevator Axle#Messed-up location|messed-up axle location]] to cross the elevator. When he reaches the area past the arrow platform, he uses [[cloning]] to build a [[Goomba ladder]]. When it is finished, Mario falls down back to the start of the level.&lt;br /&gt;
Mario actually carries Chuckya with him for a time save later&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=xCuIeQDYJVc &amp;quot;BitS Bringing Chuckya to the Goomba Ladder&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;, making heavy use of [[Light Chuckya#Via Edge|Light Chuckya via Edge]] to carry him quickly and with mobility. To cross gaps, [[Butt Bounce|butt bounces]] and [[Slide Kick|slide kicks]] followed by getting thrown can be used. To cross the elevator, the messed-up axle location combined with a Chuckya throw and floor clip are used. The next gap can be crossed by throwing heavy Chuckya and being grabbed. By grinding, Chuckya can be brought onto the arrow platform. He can then throw Mario back to the checkered area. Chuckya will squeeze under the wooden obstacles as long as Mario stands on the arrow platform to lower it. With [[Goomba]] bounces and a perfectly-timed Chuckya throw, 13 Goomba clones are made unnecessary, leaving only 21.&lt;br /&gt;
====With Preset HOLP====&lt;br /&gt;
=====Setting the HOLP=====&lt;br /&gt;
The necessary HOLP can be set in either [[Bowser in the Fire Sea]], [[Rainbow Ride]], or [[Bob-omb Battlefield]].&lt;br /&gt;
======BitFS======&lt;br /&gt;
The necessary HOLP is just above the area with the [[Bob-omb]]. Mario first uses the Bob-omb to set the HOLP directly under the needed HOLP. He then clones a [[fire]] from one of the [[fire spitters]], using [[Pause Buffered Hitstun]] (PBH) from an [[explosion]] clone to release it without updating the HOLP, and it releases at Mario&#039;s current height, which is at the intended HOLP. Mario then glides through the air using a [[Bob-omb#Bloated|bloated Bob-omb]], which he immediately releases upon touching the fire clone. He then proceeds to defeat [[Bowser]] by using PBH to throw him, which still causes him to appear in front of Bowser due to a quirk in Bowser&#039;s code. Then, no stars upstairs may modify the HOLP. This makes this method of setting the HOLP viable only for the any% run&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=acCtVq4QW2Y &amp;quot;BitS Faster Strat for Any% ABC Run&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
======RR======&lt;br /&gt;
First, a Bob-omb must be brought up to the top of the big house. This is more difficult than it sounds due to complicated [[handsfree teleport]] techniques and branches off the strat for [[The Big House in the Sky#A Button Challenge|the big house 0x]]. Mario then [[frame walk]]s up a spire, slides down, and throws the Bob-omb in midair at the required HOLP location. He lands near the red coin star area, so he can collect the [[Rainbow Ride 100 Coins|100 coin star]] (because he collected all of the big house coins) and then the [[Red Coins Amassed in a Maze|red coin star]]&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=Zuc528e6AuY &amp;quot;BitS Faster Strat for 120 Star ABC Run&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
======BoB======&lt;br /&gt;
This is done with a [[Goomba Staircase|Goomba staircase]]&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=PZOGMmRWvPg &amp;quot;BoB Setting the HOLP for BitS&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
=====In BitS=====&lt;br /&gt;
Mario crosses the elevator using the messed-up axle location as normal. When he passes the arrow platform, he uses [[Pause Buffered Hitstun]] from taking huge [[Fall Damage|fall damage]] to throw a fire clone at the HOLP, which is on top of a pole. There are two possible poles that can be used for this. The larger of the two requires bouncing on a nearby Goomba. Once done, simple Goomba bounces and messed-up axle location uses allow Mario to reach the pipe, which he enters using a [[Misalignment|207 DR]].&lt;br /&gt;
&lt;br /&gt;
==Mystery Goomba==&lt;br /&gt;
&#039;&#039;Main article: [[Mystery Goomba]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All Goombas in the game fall into one of two categories: [[Goomba#Singleton|singleton]] or [[Goomba#Triangle|triangle]]. Triangle Goombas have an object called a [[Goomba Spawner]] which loads and unloads them as Mario gets close. However, in Bowser in the Sky, there is a set of only two Goombas, which is actually a set of three triangle Goombas of which one instantly unloads. This one is called the Mystery Goomba, and there is no known way to kill him.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Level courses}}&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Movement_Guide&amp;diff=12148</id>
		<title>Movement Guide</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Movement_Guide&amp;diff=12148"/>
		<updated>2020-07-10T21:25:24Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: Galoomba moved page Movement Guide to RTA Guide/Movement Guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[RTA Guide/Movement Guide]]&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Movement_Guide&amp;diff=12147</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=12147"/>
		<updated>2020-07-10T21:25:24Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: Galoomba moved page Movement Guide to RTA Guide/Movement Guide&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;
*[[Single Jump]] - 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;
*[[Double Jump]] - 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;
*[[Triple Jump]] - 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;
*[[Long Jump]] - 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;
*[[Backflip]] - 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;
*[[Dive]] - 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, [[Lava Boost|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;
{{RTA Guide Nav}}&lt;br /&gt;
[[Category:RTA Guide]]&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Plunder_in_the_Sunken_Ship_TAS_History&amp;diff=12141</id>
		<title>Template:Plunder in the Sunken Ship TAS History</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Plunder_in_the_Sunken_Ship_TAS_History&amp;diff=12141"/>
		<updated>2020-07-10T19:03:37Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
|2010 Mar 31&lt;br /&gt;
|36.95&amp;lt;ref&amp;gt;[https://nico.ms/sm10224597 &amp;quot;マリオ64 TAS - ちんぼつせんの　おたから 36.95&amp;quot; by 鳥居みゆきは髪長い方がかわいい]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|AruaErueru&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2010 Apr 3&lt;br /&gt;
|32.82&amp;lt;ref&amp;gt;[http://nico.ms/sm10258583 Eru&#039;s private video on Nicovideo]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|124&lt;br /&gt;
|Nothing693, AruaErueru&lt;br /&gt;
|Video is private&lt;br /&gt;
|-&lt;br /&gt;
|2010 Apr 4&lt;br /&gt;
|32.45&lt;br /&gt;
|11&lt;br /&gt;
|ReneBalow, AruaErueru&lt;br /&gt;
|(Run has been lost)&lt;br /&gt;
|-&lt;br /&gt;
|2012 May 4&lt;br /&gt;
|31.35&amp;lt;ref&amp;gt;[http://nico.ms/sm17725488 Mickey&#039;s private video on Nicovideo]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|33&lt;br /&gt;
|Mickey, VIS, DennisBalow&lt;br /&gt;
|Video is private&lt;br /&gt;
|-&lt;br /&gt;
|2012 Nov 25&lt;br /&gt;
|31.32&amp;lt;ref&amp;gt;[https://youtu.be/xL6VE_5PddM?t=2558 Plunder in the Sunken Ship in 31.32, as part of the 2012 120 Star TAS]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|1&lt;br /&gt;
|120 TAS Production Committee&lt;br /&gt;
|From the 2012 120 Star TAS&lt;br /&gt;
|-&lt;br /&gt;
|2020 Jul 9&lt;br /&gt;
|30.82&amp;lt;ref&amp;gt;[https://youtu.be/pqysBv6CDFk &amp;quot;&amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; Plunder In the Sunken Ship in 30.82&amp;quot; by RSw]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|15&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;Superdavo0001, ERGC|Xander, RSw&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|2020 Jul 10&lt;br /&gt;
|30.55&amp;lt;ref&amp;gt;[https://youtu.be/NPy-3Agqk5o &amp;quot;TAS Super Mario 64 Plunder In the Sunken Ship in 30.55&amp;quot; by 魚肉金剛体]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|8&lt;br /&gt;
|ToT&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{TAS_History|title=Plunder in the Sunken Ship}}&lt;br /&gt;
[[Category:TAS History Templates]]     &lt;br /&gt;
[[Category:Subtemplates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Glitches&amp;diff=12111</id>
		<title>Template:Glitches</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Glitches&amp;diff=12111"/>
		<updated>2020-07-08T20:07:30Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: renamed &amp;quot;Bully Hyperspeed&amp;quot; to &amp;quot;Bully Battery&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| name  = Glitches&lt;br /&gt;
| state = {{{state|uncollapsed}}}&lt;br /&gt;
| liststyle  = padding: 0.25em;&lt;br /&gt;
| titlestyle = background: #0a53e7; color: white;&lt;br /&gt;
| abovestyle = background: #5485E7; color: white;&lt;br /&gt;
| groupstyle = background: #85A8FF; color: white;&lt;br /&gt;
| evenstyle  = background: #E2F1FC;&lt;br /&gt;
| oddstyle   = background: #EFF8FE;&lt;br /&gt;
&lt;br /&gt;
| title = [[Glitch|&amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt;Glitches&amp;lt;/font&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
| above1 = &#039;&#039;&#039;[[Hyperspeed|&amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt;Hyperspeed and Movement Glitches&amp;lt;/font&amp;gt;]]&#039;&#039;&#039;&lt;br /&gt;
| group1  = Action-based&lt;br /&gt;
| list1   = [[Backwards Long Jump]] • [[Hyperspeed Walking]] • [[Hyperspeed Wall Kicks]] • [[Backward Shell Hyperspeed]] • [[Forward Shell Hyperspeed]] • [[Hyperspeed Turnaround]] • [[Hyperspeed Water Sliding]] • [[C^ Hyperspeed]] • [[Hyperspeed Punching]] • [[Hyperspeed Grinding]] • [[Subframe Grinding]] • [[Hyperspeed Jump Kicking]] • [[Hyperspeed Slide Kicking]] • [[Wind Hyperspeed]] • [[Hyperspeed Braking]] • [[10k Glitch]]&lt;br /&gt;
&lt;br /&gt;
| group2 = Enemy-based&lt;br /&gt;
| list2  = [[Wiggler Hyperspeed]] • [[Boo Hyperspeed]] • [[Bully Battery]]&lt;br /&gt;
&lt;br /&gt;
| group3 = Speed Manipulation&lt;br /&gt;
| list3 = [[Vertical Speed Conservation]] • [[Speed Conservation]]&lt;br /&gt;
&lt;br /&gt;
| group4 = Other Movement Glitches&lt;br /&gt;
| list4 = [[Bloated Bob-omb]] • [[Shell Mario Glitch]] • [[Indefinite Owl Flight]]&lt;br /&gt;
&lt;br /&gt;
| above5  = &#039;&#039;&#039;Other Glitches&#039;&#039;&#039;&lt;br /&gt;
| group5 = Glitchy Action&lt;br /&gt;
| list5 = [[Glitchy Ledge Grab]] • [[Glitchy Wall Kick]]&lt;br /&gt;
&lt;br /&gt;
| group6 = Programming Oversights&lt;br /&gt;
| list6 = [[Cloning]] ([[Cloning#Delayed_grab|using a Delayed Grab]], [[Cloning#Loading_zones|using Loading Zones]]) • [[Ride Cancelling]] • [[Enemy Manipulation]] • [[Hat-in-Hand]] • [[Instant Release]] • [[Parallel Universe]]s • [[Pause Buffering]] • [[Spawning Displacement]] • [[Wii VC Round-to-Zero]] • [[Astral Projection]] • [[Object Adoption]]&lt;br /&gt;
&lt;br /&gt;
| group7 = Other&lt;br /&gt;
| list7 = [[Softlock]] • [[Crash]] • [[Infinite Coin Glitches]] • [[List of Unsolved Glitches]]&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Navigational templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Talk:Shell_Mario&amp;diff=12110</id>
		<title>Talk:Shell Mario</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Talk:Shell_Mario&amp;diff=12110"/>
		<updated>2020-07-08T20:06:02Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I&#039;m so triggered. A lot of false information here. We should either fix or delete. [[User:Bad boot|Bad boot]] ([[User talk:Bad boot|talk]]) 07:38, 14 June 2018 (UTC)&lt;br /&gt;
:I agree, this page needs definite fixing. [[User:Thestickman391|Thestickman391]] ([[User talk:Thestickman391|talk]]) 07:40, 14 June 2018 (UTC)&lt;br /&gt;
::I don&#039;t know much about shell mario,  but this page needs help plus probably a move to [[Shell Mario]] which is how it is usually referred to [[User:MMMMMMMMMMMMM|MMMMMMMMMMMMM]] ([[User talk:MMMMMMMMMMMMM|talk]]) 16:49, 31 August 2018 (UTC)&lt;br /&gt;
&lt;br /&gt;
Is the cause for the out-of-bounds method of performing shell mario still unknown? Seems unlikely, if not the info should be added --[[User:Galoomba|Galoomba]] ([[User talk:Galoomba|talk]]) 20:06, 8 July 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Shell_Mario&amp;diff=12109</id>
		<title>Shell Mario</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Shell_Mario&amp;diff=12109"/>
		<updated>2020-07-08T20:02:42Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:shellmario.jpg|thumb|Shell Mario in [[Tiny-Huge Island]]]]&lt;br /&gt;
The Shell Mario glitch is a phenomenon where a Koopa shell is in the state of being ridden normally, but Mario is not. This allows Mario to receive a constant push from the shell&#039;s [[hitbox]], similar to a [[Bloated Bob-omb|Bloated Bob-omb]], but still have access to most actions such as jumping, side-flipping, swimming, etc. Also similar to a Bloated Bob-omb, speed values are not affected.&lt;br /&gt;
The Shell Mario glitch is canceled by:&lt;br /&gt;
* Walking&lt;br /&gt;
* Receiving knockback&lt;br /&gt;
* Catching fire&lt;br /&gt;
* Entering a cannon&lt;br /&gt;
* Entering vertical wind&lt;br /&gt;
* Twirling&lt;br /&gt;
* Being grabbed&lt;br /&gt;
Shell Mario glitch can only be performed in [[Tiny-Huge Island]]&amp;lt;ref&amp;gt;[https://youtu.be/2xH7CN-ixzg &amp;quot;SM64 - Shell Mario Glitch&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; and [[Snowman&#039;s Land]]&amp;lt;ref&amp;gt;[https://youtu.be/flyo17g1Izk &amp;quot;Super Mario 64 - Shell Mario Glitch in Snowman&#039;s Land&amp;quot; by Tomatobird8]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
The shell hitbox pushes Mario 89 units forward every frame.&lt;br /&gt;
==Execution==&lt;br /&gt;
To enter Shell Mario, a Koopa shell must be positioned in shallow water so that Mario can touch the shell and enter the &amp;quot;in water&amp;quot; action on the same frame. A method of entering Shell Mario also exists that involves colliding with out of bounds while riding a shell and entering water, though the specific process is unknown. The same process can also be performed with a shell clone, albeit without the pushing effect.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Forward_shell_hyperspeed&amp;diff=12002</id>
		<title>Forward shell hyperspeed</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Forward_shell_hyperspeed&amp;diff=12002"/>
		<updated>2020-06-24T23:05:04Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: See also&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&#039;&#039;&#039;Forward Shell Hyperspeed&#039;&#039;&#039; is a [[Hyperspeed|hyperspeed technique]] where Mario builds up speed by repeatedly jumping against an [[Unreferenced Wall|unreferenced wall]] while riding a shell.&lt;br /&gt;
&lt;br /&gt;
When jumping while riding a shell, Mario&#039;s speed is not reduced by 20% as for regular single jumps. In riding shell ground action, Mario&#039;s speed is capped at 64 (+ 1 frame of slope acceleration), but if Mario jumps on the frame he touches the ground, the cap doesn&#039;t take place and Mario continues to accelerate.&lt;br /&gt;
&lt;br /&gt;
The most speed that can be obtained with this is 282-400, depending on the wall angles and projections{{refn|group=note|With axis aligned walls, the most distance Mario can move while still hitting both walls is when facing exactly 45° into the referenced wall, allowing 200*sqrt(2) ≈ 282.84 speed. With perfect wall projections with walls ~45° off from axis-aligned, it is possible for Mario to move parallel to the referenced wall while still touching its hitbox for 100 units, allowing 400 speed. [TODO images]}}. The speed is gained via air acceleration, which increases Mario&#039;s speed by 0.15 every frame.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;lt;references group=&amp;quot;note&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Hyperspeed Slide Kicking]]&lt;br /&gt;
*[[Hyperspeed Wall Kicks]]&lt;br /&gt;
*[[Hyperspeed Grinding]]&lt;br /&gt;
&lt;br /&gt;
{{Glitches}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Glitches]]&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Glitches&amp;diff=12000</id>
		<title>Template:Glitches</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Glitches&amp;diff=12000"/>
		<updated>2020-06-24T23:01:54Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: Also moved wind hyperspeed to &amp;quot;Action-based&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| name  = Glitches&lt;br /&gt;
| state = {{{state|uncollapsed}}}&lt;br /&gt;
| liststyle  = padding: 0.25em;&lt;br /&gt;
| titlestyle = background: #0a53e7; color: white;&lt;br /&gt;
| abovestyle = background: #5485E7; color: white;&lt;br /&gt;
| groupstyle = background: #85A8FF; color: white;&lt;br /&gt;
| evenstyle  = background: #E2F1FC;&lt;br /&gt;
| oddstyle   = background: #EFF8FE;&lt;br /&gt;
&lt;br /&gt;
| title = [[Glitch|&amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt;Glitches&amp;lt;/font&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
| above1 = &#039;&#039;&#039;[[Hyperspeed|&amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt;Hyperspeed and Movement Glitches&amp;lt;/font&amp;gt;]]&#039;&#039;&#039;&lt;br /&gt;
| group1  = Action-based&lt;br /&gt;
| list1   = [[Backwards Long Jump]] • [[Hyperspeed Walking]] • [[Hyperspeed Wall Kicks]] • [[Backward Shell Hyperspeed]] • [[Forward Shell Hyperspeed]] • [[Hyperspeed Turnaround]] • [[Hyperspeed Water Sliding]] • [[C^ Hyperspeed]] • [[Hyperspeed Punching]] • [[Hyperspeed Grinding]] • [[Subframe Grinding]] • [[Hyperspeed Jump Kicking]] • [[Hyperspeed Slide Kicking]] • [[Wind Hyperspeed]] • [[Hyperspeed Braking]] • [[10k Glitch]]&lt;br /&gt;
&lt;br /&gt;
| group2 = Enemy-based&lt;br /&gt;
| list2  = [[Wiggler Hyperspeed]] • [[Boo Hyperspeed]] • [[Bully Hyperspeed]]&lt;br /&gt;
&lt;br /&gt;
| group3 = Speed Manipulation&lt;br /&gt;
| list3 = [[Vertical Speed Conservation]] • [[Speed Conservation]]&lt;br /&gt;
&lt;br /&gt;
| group4 = Other Movement Glitches&lt;br /&gt;
| list4 = [[Bloated Bob-omb]] • [[Shell Mario Glitch]] • [[Indefinite Owl Flight]]&lt;br /&gt;
&lt;br /&gt;
| above5  = &#039;&#039;&#039;Other Glitches&#039;&#039;&#039;&lt;br /&gt;
| group5 = Glitchy Action&lt;br /&gt;
| list5 = [[Glitchy Ledge Grab]] • [[Glitchy Wall Kick]]&lt;br /&gt;
&lt;br /&gt;
| group6 = Programming Oversights&lt;br /&gt;
| list6 = [[Cloning]] ([[Cloning#Delayed_grab|using a Delayed Grab]], [[Cloning#Loading_zones|using Loading Zones]]) • [[Ride Cancelling]] • [[Enemy Manipulation]] • [[Hat-in-Hand]] • [[Instant Release]] • [[Parallel Universe]]s • [[Pause Buffering]] • [[Spawning Displacement]] • [[Wii VC Round-to-Zero]] • [[Astral Projection]] • [[Object Adoption]]&lt;br /&gt;
&lt;br /&gt;
| group7 = Other&lt;br /&gt;
| list7 = [[Softlock]] • [[Crash]] • [[Infinite Coin Glitches]] • [[List of Unsolved Glitches]]&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Navigational templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Glitches&amp;diff=11999</id>
		<title>Template:Glitches</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Glitches&amp;diff=11999"/>
		<updated>2020-06-24T23:00:16Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: Moved backward and forward shell hyperspeed from &amp;quot;Enemy-based&amp;quot; to &amp;quot;Action-based&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| name  = Glitches&lt;br /&gt;
| state = {{{state|uncollapsed}}}&lt;br /&gt;
| liststyle  = padding: 0.25em;&lt;br /&gt;
| titlestyle = background: #0a53e7; color: white;&lt;br /&gt;
| abovestyle = background: #5485E7; color: white;&lt;br /&gt;
| groupstyle = background: #85A8FF; color: white;&lt;br /&gt;
| evenstyle  = background: #E2F1FC;&lt;br /&gt;
| oddstyle   = background: #EFF8FE;&lt;br /&gt;
&lt;br /&gt;
| title = [[Glitch|&amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt;Glitches&amp;lt;/font&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
| above1 = &#039;&#039;&#039;[[Hyperspeed|&amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt;Hyperspeed and Movement Glitches&amp;lt;/font&amp;gt;]]&#039;&#039;&#039;&lt;br /&gt;
| group1  = Action-based&lt;br /&gt;
| list1   = [[Backwards Long Jump]] • [[Hyperspeed Walking]] • [[Hyperspeed Wall Kicks]] • [[Backward Shell Hyperspeed]] • [[Forward Shell Hyperspeed]] • [[Hyperspeed Turnaround]] • [[Hyperspeed Water Sliding]] • [[C^ Hyperspeed]] • [[Hyperspeed Punching]] • [[Hyperspeed Grinding]] • [[Subframe Grinding]] • [[Hyperspeed Jump Kicking]] • [[Hyperspeed Slide Kicking]] • [[Hyperspeed Braking]] • [[10k Glitch]]&lt;br /&gt;
&lt;br /&gt;
| group2 = Enemy-based&lt;br /&gt;
| list2  = [[Wiggler Hyperspeed]] • [[Wind Hyperspeed]] • [[Boo Hyperspeed]] • [[Bully Hyperspeed]]&lt;br /&gt;
&lt;br /&gt;
| group3 = Speed Manipulation&lt;br /&gt;
| list3 = [[Vertical Speed Conservation]] • [[Speed Conservation]]&lt;br /&gt;
&lt;br /&gt;
| group4 = Other Movement Glitches&lt;br /&gt;
| list4 = [[Bloated Bob-omb]] • [[Shell Mario Glitch]] • [[Indefinite Owl Flight]]&lt;br /&gt;
&lt;br /&gt;
| above5  = &#039;&#039;&#039;Other Glitches&#039;&#039;&#039;&lt;br /&gt;
| group5 = Glitchy Action&lt;br /&gt;
| list5 = [[Glitchy Ledge Grab]] • [[Glitchy Wall Kick]]&lt;br /&gt;
&lt;br /&gt;
| group6 = Programming Oversights&lt;br /&gt;
| list6 = [[Cloning]] ([[Cloning#Delayed_grab|using a Delayed Grab]], [[Cloning#Loading_zones|using Loading Zones]]) • [[Ride Cancelling]] • [[Enemy Manipulation]] • [[Hat-in-Hand]] • [[Instant Release]] • [[Parallel Universe]]s • [[Pause Buffering]] • [[Spawning Displacement]] • [[Wii VC Round-to-Zero]] • [[Astral Projection]] • [[Object Adoption]]&lt;br /&gt;
&lt;br /&gt;
| group7 = Other&lt;br /&gt;
| list7 = [[Softlock]] • [[Crash]] • [[Infinite Coin Glitches]] • [[List of Unsolved Glitches]]&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Navigational templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Forward_shell_hyperspeed&amp;diff=11998</id>
		<title>Forward shell hyperspeed</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Forward_shell_hyperspeed&amp;diff=11998"/>
		<updated>2020-06-24T22:57:57Z</updated>

		<summary type="html">&lt;p&gt;Galoomba: Different hyperspeed method&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&#039;&#039;&#039;Forward Shell Hyperspeed&#039;&#039;&#039; is a [[Hyperspeed|hyperspeed technique]] where Mario builds up speed by repeatedly jumping against an [[Unreferenced Wall|unreferenced wall]] while riding a shell.&lt;br /&gt;
&lt;br /&gt;
When jumping while riding a shell, Mario&#039;s speed is not reduced by 20% as for regular single jumps. In riding shell ground action, Mario&#039;s speed is capped at 64 (+ 1 frame of slope acceleration), but if Mario jumps on the frame he touches the ground, the cap doesn&#039;t take place and Mario continues to accelerate.&lt;br /&gt;
&lt;br /&gt;
The most speed that can be obtained with this is 282-400, depending on the wall angles and projections{{refn|group=note|With axis aligned walls, the most distance Mario can move while still hitting both walls is when facing exactly 45° into the referenced wall, allowing 200*sqrt(2) ≈ 282.84 speed. With perfect wall projections with walls ~45° off from axis-aligned, it is possible for Mario to move parallel to the referenced wall while still touching its hitbox for 100 units, allowing 400 speed. [TODO images]}}. The speed is gained via air acceleration, which increases Mario&#039;s speed by 0.15 every frame.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;lt;references group=&amp;quot;note&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Glitches}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Glitches]]&lt;/div&gt;</summary>
		<author><name>Galoomba</name></author>
	</entry>
</feed>