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	<updated>2026-10-04T20:20:45Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/The_Tip_Top_of_the_Huge_Island&amp;diff=12701</id>
		<title>RTA Guide/The Tip Top of the Huge Island</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/The_Tip_Top_of_the_Huge_Island&amp;diff=12701"/>
		<updated>2020-12-06T03:52:17Z</updated>

		<summary type="html">&lt;p&gt;Hakasay: Added Left Side Clip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;The Tip Top of the Huge Island&#039;&#039;&#039; is the second star of [[RTA Guide/Tiny-Huge Island|Tiny-Huge Island]].&lt;br /&gt;
&lt;br /&gt;
== Intermediate ==&lt;br /&gt;
{{#ev:youtube|iVVIAdSON7A}}&lt;br /&gt;
&lt;br /&gt;
=== Alternate Movement with THI No Save and Continue Stage Entry ===&lt;br /&gt;
{{#ev:youtube|MMp8V1ixVYQ}}&lt;br /&gt;
&lt;br /&gt;
== Expert ==&lt;br /&gt;
{{#ev:youtube|gwJWSpIbu1o}}&lt;br /&gt;
&lt;br /&gt;
=== Mountain Clip ===&lt;br /&gt;
{{#ev:youtube|M2Nkzrvkr6k}}&lt;br /&gt;
{{#ev:youtube|P3lJQ5eJfTM}}&lt;br /&gt;
&lt;br /&gt;
=== Mountain Clip Left Side ===&lt;br /&gt;
{{#ev:youtube|Gt8MjAxc-iM}}&lt;br /&gt;
&lt;br /&gt;
{{RTA Guide Nav}}&lt;/div&gt;</summary>
		<author><name>Hakasay</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Seek_the_8_Red_Coins&amp;diff=12302</id>
		<title>RTA Guide/Seek the 8 Red Coins</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Seek_the_8_Red_Coins&amp;diff=12302"/>
		<updated>2020-09-04T17:03:51Z</updated>

		<summary type="html">&lt;p&gt;Hakasay: Added note about boo manipulation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Seek the 8 Red Coins&#039;&#039;&#039; is the fourth mission of [[RTA Guide/Big Boo&#039;s Haunt|Big Boo&#039;s Haunt]].&lt;br /&gt;
&lt;br /&gt;
== With 100 Coins ==&lt;br /&gt;
&lt;br /&gt;
In case your Vanish Cap runs out before you make it back to the house, you will lose a lot of time. Prioritize getting back and you can kill the boos on the &amp;quot;safe&amp;quot; side later. One backup blue coin is available on the door to the left of the last boo.&lt;br /&gt;
&lt;br /&gt;
=== Video ===&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Pay attention to the movement to the room with the eyeball and 1 boo. The single jump is very intentional to manipulate the boo and make it easy to kill while running around the eyeball. A little bit of dust there is a good thing.&lt;br /&gt;
{{#ev:youtube|DWDCw_ysrI8}}&lt;br /&gt;
&lt;br /&gt;
=== Input Display ===&lt;br /&gt;
{{#ev:youtube|3xL9qceobV4}}&lt;br /&gt;
&lt;br /&gt;
=== Alternative Movement ===&lt;br /&gt;
Wallkick movement for the vanish cap room and kicking after killing the 2nd scuttlebug outside.&lt;br /&gt;
{{#ev:youtube|U1RH35y67oo}}&lt;br /&gt;
&lt;br /&gt;
A safe and consistent wallkick to lure the Boo for the last blue coin and an alternative wallkick strat before grabbing the red coin star.&lt;br /&gt;
{{#ev:youtube|VFZgg0upH6o}}&lt;br /&gt;
&lt;br /&gt;
[[File:BBH100c_Trapdoor.png|thumb|A brief explanation on how to drop from the trapdoor consistently and have the boo not be on the narrow ledges of the room.]]&lt;br /&gt;
&lt;br /&gt;
{{RTA Guide Nav}}&lt;/div&gt;</summary>
		<author><name>Hakasay</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Go_on_a_Ghost_Hunt&amp;diff=12301</id>
		<title>RTA Guide/Go on a Ghost Hunt</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Go_on_a_Ghost_Hunt&amp;diff=12301"/>
		<updated>2020-09-04T16:29:22Z</updated>

		<summary type="html">&lt;p&gt;Hakasay: Added note about timestop strat.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Go on a Ghost Hunt&#039;&#039;&#039; is the first mission of [[RTA Guide/Big Boo&#039;s Haunt|Big Boo&#039;s Haunt]].&lt;br /&gt;
&lt;br /&gt;
== Beginner ==&lt;br /&gt;
{{#ev:youtube|T30RNAzhsBo}}&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
{{#ev:youtube|dGe3frZKo_U|||||start=130}}&lt;br /&gt;
&lt;br /&gt;
== Pro ==&lt;br /&gt;
{{#ev:youtube|Zr5pxzqtm08}}&lt;br /&gt;
&lt;br /&gt;
== Expert (Door Skip) ==&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Door Skip only works on the JP Version. Timestop has been patched on US.&lt;br /&gt;
{{#ev:youtube|MQQHKKOamNA}}&lt;br /&gt;
&lt;br /&gt;
{{RTA Guide Nav}}&lt;/div&gt;</summary>
		<author><name>Hakasay</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Cruiser_Crossing_the_Rainbow&amp;diff=11744</id>
		<title>RTA Guide/Cruiser Crossing the Rainbow</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Cruiser_Crossing_the_Rainbow&amp;diff=11744"/>
		<updated>2020-06-15T15:24:21Z</updated>

		<summary type="html">&lt;p&gt;Hakasay: Added a video guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Cruiser Crossing the Rainbow&#039;&#039;&#039; is the first mission of [[RTA Guide/Rainbow Ride|Rainbow Ride]].&lt;br /&gt;
&lt;br /&gt;
== In Depth Guide for Beginners==&lt;br /&gt;
{{#ev:youtube|iX8wHtigvCs}}&lt;br /&gt;
&lt;br /&gt;
== Noob ==&lt;br /&gt;
Make sure to wait after you land on the falling block to singlejump or you will doublejump and bonk on the other falling block. You can also jumpkick down as a safer strat, but it loses time.&lt;br /&gt;
{{#ev:youtube|sSSIeQknXA0}}&lt;br /&gt;
&lt;br /&gt;
== Beginner ==&lt;br /&gt;
For the longjump double wallkick on the falling blocks, delay the longjump a little bit after going over the gap to avoid accidentally double jumping. Then hold directly up after passing the glass box and tap A twice for the wallkicks. Ledgegrabing after the wallkicks sets you up to have the right amount of speed so you can hold right the whole time when you longjump to ledgegrab the next platform.&lt;br /&gt;
{{#ev:youtube|-JswLr771J0}}&lt;br /&gt;
&lt;br /&gt;
== Intermediate ==&lt;br /&gt;
{{#ev:youtube|UD0OQB-_l_E}}&lt;br /&gt;
&lt;br /&gt;
=== No Sideflip Lakitu Bounce ===&lt;br /&gt;
{{#ev:youtube|qoLpMjyik3c}}&lt;br /&gt;
&lt;br /&gt;
=== Lakitu Bounce Tutorial ===&lt;br /&gt;
{{#ev:youtube|s63aGr1NLzw}}&lt;br /&gt;
&lt;br /&gt;
== Advanced==&lt;br /&gt;
{{#ev:youtube|PjiJiffJ3k8}}&lt;br /&gt;
&lt;br /&gt;
== Expert ==&lt;br /&gt;
{{#ev:youtube|URdbqirGjWw}}&lt;br /&gt;
&lt;br /&gt;
{{RTA Guide Nav}}&lt;/div&gt;</summary>
		<author><name>Hakasay</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Fall_onto_the_Caged_Island&amp;diff=11728</id>
		<title>RTA Guide/Fall onto the Caged Island</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Fall_onto_the_Caged_Island&amp;diff=11728"/>
		<updated>2020-06-10T18:22:34Z</updated>

		<summary type="html">&lt;p&gt;Hakasay: /* Tutorials */ Added another Tutorial&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Fall onto the Caged Island&#039;&#039;&#039; is the fifth mission in [[RTA Guide/Whomp&#039;s Fortress|Whomp&#039;s Fortress]].&lt;br /&gt;
&lt;br /&gt;
== Owl (Hoot)==&lt;br /&gt;
You must select stars 3-6 to spawn the owl.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Beginner ===&lt;br /&gt;
Momentum is stored and reversed when you jump onto the owl so try to land at the spot in the video and jump directly up at him with no directional input. Turn in the tree before jumping out by holding right for a little bit.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|OlELWDGmH1g}}&lt;br /&gt;
&lt;br /&gt;
== Owlless ==&lt;br /&gt;
Select the 1st star to not spawn the owl and avoid lag from the tower.&lt;br /&gt;
&lt;br /&gt;
=== Intermediate ===&lt;br /&gt;
Hold slightly up after landing on the spinning platform to slowly turn upwards towards the cage.&lt;br /&gt;
{{#ev:youtube|Ou-fSJewuDw}}&lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
No camera change, hold upleft for fence clip. Hold slightly up after landing on the spinning platform for the slow turn, and hold A until landing in the cage and press B to do a buffered kick into the star.&lt;br /&gt;
{{#ev:youtube|Efca2qsn5Jw}}&lt;br /&gt;
&lt;br /&gt;
=== Pro ===&lt;br /&gt;
==== No Wall Clip - Input Display ====&lt;br /&gt;
{{#ev:youtube|tFgivIBmCVs}}&lt;br /&gt;
&lt;br /&gt;
==== No Wall Clip - Alternate Camera ====&lt;br /&gt;
{{#ev:youtube|VjO8JZH3gCI}}&lt;br /&gt;
&lt;br /&gt;
==== Wall Clip ====&lt;br /&gt;
{{#ev:youtube|ecCUQAQmqTk}}&lt;br /&gt;
&lt;br /&gt;
=== Expert (Double Jump) ===&lt;br /&gt;
==== Normal ====&lt;br /&gt;
{{#ev:youtube|SlKz4KPv1dU}}&lt;br /&gt;
&lt;br /&gt;
==== C Left ====&lt;br /&gt;
{{#ev:youtube|4Y8Mn_G8uo4}}&lt;br /&gt;
&lt;br /&gt;
==== Tutorials ====&lt;br /&gt;
{{#ev:youtube|8_t6Uf5gXF8}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|SX2_p72rPuE}}&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|KJcYde5abMc}}&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
{{#ev:youtube|FCpmQItqpcA}}&lt;br /&gt;
&lt;br /&gt;
{{RTA Guide Nav}}&lt;/div&gt;</summary>
		<author><name>Hakasay</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Inside_the_Ancient_Pyramid&amp;diff=11365</id>
		<title>RTA Guide/Inside the Ancient Pyramid</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Inside_the_Ancient_Pyramid&amp;diff=11365"/>
		<updated>2020-05-16T19:23:41Z</updated>

		<summary type="html">&lt;p&gt;Hakasay: Added double jump image for pless&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Inside the Ancient Pyramid&#039;&#039;&#039; is the third mission of [[RTA Guide/Shifting Sand Land|Shifting Sand Land]].&lt;br /&gt;
&lt;br /&gt;
== Beginner ==&lt;br /&gt;
[[File:Pillar_Active_Area.png|thumb|In order for the game to register you have stepped on the pillar, Mario has to touch this region in the very center of the pillar.]]&lt;br /&gt;
&amp;lt;youtube&amp;gt;xeQkX3TuoWU&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pillarless ==&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
&amp;lt;youtube&amp;gt;2Lt-yARCNdQ&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube&amp;gt;V2gTj0zDXfs&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube&amp;gt;lEz_FrWizM8&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Pless jumpable regions.png|thumb|right|The blue regions depict where you can jump for pless. The red is what you want to avoid.]]&lt;br /&gt;
[[File:Pless dj.png|thumb|right|The red area is where you want to input the double jump.]]&lt;br /&gt;
&lt;br /&gt;
=== Easiest ===&lt;br /&gt;
&amp;lt;youtube&amp;gt;u8_VPC2Wd1w&amp;lt;/youtube&amp;gt;&lt;br /&gt;
=== Medium ===&lt;br /&gt;
&amp;lt;youtube&amp;gt;WlvKVehd0tA&amp;lt;/youtube&amp;gt;&lt;br /&gt;
=== Hard ===&lt;br /&gt;
&amp;lt;youtube&amp;gt;_jbdfZZBFaY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tama Pless ===&lt;br /&gt;
&amp;lt;youtube&amp;gt;twdSOtLqKV0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
==== Tutorial ====&lt;br /&gt;
&amp;lt;youtube&amp;gt;v184rp-kz4I&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Backups ==&lt;br /&gt;
=== Medium Bomb backup ===&lt;br /&gt;
If you accidentally get medium bomb instead of big bomb, it is still possible to perform the trick.&lt;br /&gt;
&lt;br /&gt;
==== Beginner ====&lt;br /&gt;
If you&#039;re having trouble getting over the first hill with the medium bomb, you can do a triple jump to make it easier.&lt;br /&gt;
&amp;lt;youtube&amp;gt;mxnlhT_3MAw&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
&amp;lt;youtube&amp;gt;c3AE76VZjD4&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tama Pless with Medium Bomb ====&lt;br /&gt;
&amp;lt;youtube&amp;gt;qzV7WokmZ50&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Missed Bomb Grab backup ===&lt;br /&gt;
If you lose the bomb right away, [[RTA Guide/In the Talons of the Big Bird|In the Talons of the Big Bird]] is the fastest backup.&lt;br /&gt;
&amp;lt;youtube&amp;gt;TrcNA3kCcdg&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{RTA Guide Nav}}&lt;/div&gt;</summary>
		<author><name>Hakasay</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:Pless_dj.png&amp;diff=11364</id>
		<title>File:Pless dj.png</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:Pless_dj.png&amp;diff=11364"/>
		<updated>2020-05-16T19:22:43Z</updated>

		<summary type="html">&lt;p&gt;Hakasay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pless double jump-able regions. Taken from the Mario Discord.&lt;/div&gt;</summary>
		<author><name>Hakasay</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Mystery_of_the_Monkey_Cage&amp;diff=11363</id>
		<title>RTA Guide/Mystery of the Monkey Cage</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Mystery_of_the_Monkey_Cage&amp;diff=11363"/>
		<updated>2020-05-16T19:19:28Z</updated>

		<summary type="html">&lt;p&gt;Hakasay: Added image for ttm monkey glitch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Mystery of the Monkey Cage&#039;&#039;&#039; is the second mission of [[Tall, Tall Mountain]].&lt;br /&gt;
&lt;br /&gt;
== Beginner ==&lt;br /&gt;
To catch the monkey quickly, just chase him up to a wall and do the sideflip motion and punch him after you turn around.&lt;br /&gt;
{{#ev:youtube|9QL2mhiE9t8}}&lt;br /&gt;
{{#ev:youtube|LJLh5WIhpk0}}&lt;br /&gt;
&lt;br /&gt;
== Intermediate ==&lt;br /&gt;
{{#ev:youtube|d3Xga5nvsg8}}&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
{{#ev:youtube|Vnub7w69pCU}}&lt;br /&gt;
&lt;br /&gt;
== Expert ==&lt;br /&gt;
{{#ev:youtube|MQQnFN1sHEI}}&lt;br /&gt;
{{#ev:youtube|8xOo6tMKquk}}&lt;br /&gt;
&lt;br /&gt;
== Monkey Glitch Tutorial ==&lt;br /&gt;
[[File:Monkey Glitch Diagram.jpg|thumb|right|Make sure you have built enough speed and land in the quadrant depicted in the image.]]&lt;br /&gt;
{{#ev:youtube|kzBS31lmnIY}}&lt;br /&gt;
&lt;br /&gt;
{{RTA Guide Nav}}&lt;/div&gt;</summary>
		<author><name>Hakasay</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:Monkey_Glitch_Diagram.jpg&amp;diff=11362</id>
		<title>File:Monkey Glitch Diagram.jpg</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:Monkey_Glitch_Diagram.jpg&amp;diff=11362"/>
		<updated>2020-05-16T19:17:37Z</updated>

		<summary type="html">&lt;p&gt;Hakasay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Taken from Mario discord. Shows where to jump.&lt;/div&gt;</summary>
		<author><name>Hakasay</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Scary_%27Shrooms,_Red_Coins&amp;diff=11361</id>
		<title>RTA Guide/Scary &#039;Shrooms, Red Coins</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Scary_%27Shrooms,_Red_Coins&amp;diff=11361"/>
		<updated>2020-05-16T19:10:13Z</updated>

		<summary type="html">&lt;p&gt;Hakasay: Added image for ttm 100 invis wall&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Scary &#039;Shrooms, Red Coins&#039;&#039;&#039; is the third mission of [[RTA Guide/Tall, Tall Mountain|Tall, Tall Mountain]].&lt;br /&gt;
&lt;br /&gt;
== With 100 Coins ==&lt;br /&gt;
&lt;br /&gt;
There are &#039;&#039;&#039;62 coins&#039;&#039;&#039; in the slide, including the &amp;quot;secret&amp;quot; coin on the left corner before sliding.&lt;br /&gt;
&lt;br /&gt;
=== Beginner ===&lt;br /&gt;
{{#ev:youtube|3vpqnrAozAk}}&lt;br /&gt;
[[File:Ttm100.png|thumb|right|Longjump in the green part to avoid the invisible wall.]]&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
{{#ev:youtube|d2gvUr5dyYs}}&lt;br /&gt;
&lt;br /&gt;
==== Ending Movement ====&lt;br /&gt;
In order to avoid the invisible wall at the edge before the star, longjump along the right side (around the corner at the edge of the fall) and after making it past edge, glide to the left and hit the star.&lt;br /&gt;
{{#ev:youtube|y04RPeHP-Yk}}&lt;br /&gt;
&lt;br /&gt;
=== Alternative Movement ===&lt;br /&gt;
&lt;br /&gt;
For this route, you skip one of the red coins and don&#039;t skip any coins on the slide (end slide with 98 coins).  Then instead of getting a bomb at the end, you finish with the last red.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|aVYlFB0_oWQ}}&lt;br /&gt;
&lt;br /&gt;
==== Beginning ====&lt;br /&gt;
{{#ev:youtube|Lh9gla7HDZc}}&lt;br /&gt;
&lt;br /&gt;
==== Ending ====&lt;br /&gt;
{{#ev:youtube|IbkdYEnfXKI}}&lt;br /&gt;
&lt;br /&gt;
== Standalone ==&lt;br /&gt;
=== Beginner ===&lt;br /&gt;
{{#ev:youtube|p2IOe8PrCCo}}&lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
{{#ev:youtube|3-V91rjI0gU}}&lt;br /&gt;
&lt;br /&gt;
=== Expert ===&lt;br /&gt;
{{#ev:youtube|K4DqQucu0Pw}}&lt;br /&gt;
&lt;br /&gt;
{{RTA Guide Nav}}&lt;/div&gt;</summary>
		<author><name>Hakasay</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:Ttm100.png&amp;diff=11360</id>
		<title>File:Ttm100.png</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:Ttm100.png&amp;diff=11360"/>
		<updated>2020-05-16T19:08:45Z</updated>

		<summary type="html">&lt;p&gt;Hakasay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Taken from Mario Discord. Helpful to know where to longjump&lt;/div&gt;</summary>
		<author><name>Hakasay</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Wiggler%27s_Red_Coins&amp;diff=11359</id>
		<title>RTA Guide/Wiggler&#039;s Red Coins</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Wiggler%27s_Red_Coins&amp;diff=11359"/>
		<updated>2020-05-16T19:03:29Z</updated>

		<summary type="html">&lt;p&gt;Hakasay: Lakitu / Shy Guy Manipulation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Wiggler&#039;s Red Coins&#039;&#039;&#039; is the fifth mission of [[RTA Guide/Tiny-Huge Island|Tiny-Huge Island]].&lt;br /&gt;
&lt;br /&gt;
== Standalone ==&lt;br /&gt;
=== Beginner ===&lt;br /&gt;
{{#ev:youtube|uMlufhD6Ch4|||||start=1943}}&lt;br /&gt;
&lt;br /&gt;
== With 100 Coins ==&lt;br /&gt;
=== Beginner ===&lt;br /&gt;
{{#ev:youtube|z1kjtZdtc8M}}&lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
{{#ev:youtube|kple2X9vIys}}&lt;br /&gt;
&lt;br /&gt;
== Expert ==&lt;br /&gt;
{{#ev:youtube|WAfqKPwgoHM}}&lt;br /&gt;
&lt;br /&gt;
== Lakitu and Shy Guy Manipulation ==&lt;br /&gt;
# Align the camera straight with the tunnel and longjump up-left in the tunnel, hold upright for the second longjump and keep holding upright on the brown slope.&lt;br /&gt;
# Do a quick single jump on the brown slope to get higher up, then A+B jumpdive. This makes it so the flyguy will not troll you.&lt;br /&gt;
# The landing spot is important, you do not want go to far back or forwards. (See Video)&lt;br /&gt;
# After rolling out go neutral and do a full height single jump and then kick.&lt;br /&gt;
# Double jump and nudge slightly towards the water before you groundpound.&lt;br /&gt;
{{#ev:youtube|ZKiQ-gWdj70}}&lt;br /&gt;
&lt;br /&gt;
{{RTA Guide Nav}}&lt;/div&gt;</summary>
		<author><name>Hakasay</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Inside_the_Ancient_Pyramid&amp;diff=11358</id>
		<title>RTA Guide/Inside the Ancient Pyramid</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Inside_the_Ancient_Pyramid&amp;diff=11358"/>
		<updated>2020-05-16T18:39:59Z</updated>

		<summary type="html">&lt;p&gt;Hakasay: Added descriptive image for pless&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Inside the Ancient Pyramid&#039;&#039;&#039; is the third mission of [[RTA Guide/Shifting Sand Land|Shifting Sand Land]].&lt;br /&gt;
&lt;br /&gt;
== Beginner ==&lt;br /&gt;
[[File:Pillar_Active_Area.png|thumb|In order for the game to register you have stepped on the pillar, Mario has to touch this region in the very center of the pillar.]]&lt;br /&gt;
&amp;lt;youtube&amp;gt;xeQkX3TuoWU&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Pillarless ==&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
&amp;lt;youtube&amp;gt;2Lt-yARCNdQ&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube&amp;gt;V2gTj0zDXfs&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&amp;lt;youtube&amp;gt;lEz_FrWizM8&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Pless jumpable regions.png|thumb|right|The blue regions depict where you can jump for pless. The red is what you want to avoid.]]&lt;br /&gt;
&lt;br /&gt;
=== Easiest ===&lt;br /&gt;
&amp;lt;youtube&amp;gt;u8_VPC2Wd1w&amp;lt;/youtube&amp;gt;&lt;br /&gt;
=== Medium ===&lt;br /&gt;
&amp;lt;youtube&amp;gt;WlvKVehd0tA&amp;lt;/youtube&amp;gt;&lt;br /&gt;
=== Hard ===&lt;br /&gt;
&amp;lt;youtube&amp;gt;_jbdfZZBFaY&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tama Pless ===&lt;br /&gt;
&amp;lt;youtube&amp;gt;twdSOtLqKV0&amp;lt;/youtube&amp;gt;&lt;br /&gt;
==== Tutorial ====&lt;br /&gt;
&amp;lt;youtube&amp;gt;v184rp-kz4I&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Backups ==&lt;br /&gt;
=== Medium Bomb backup ===&lt;br /&gt;
If you accidentally get medium bomb instead of big bomb, it is still possible to perform the trick.&lt;br /&gt;
&lt;br /&gt;
==== Beginner ====&lt;br /&gt;
If you&#039;re having trouble getting over the first hill with the medium bomb, you can do a triple jump to make it easier.&lt;br /&gt;
&amp;lt;youtube&amp;gt;mxnlhT_3MAw&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Advanced ====&lt;br /&gt;
&amp;lt;youtube&amp;gt;c3AE76VZjD4&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Tama Pless with Medium Bomb ====&lt;br /&gt;
&amp;lt;youtube&amp;gt;qzV7WokmZ50&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Missed Bomb Grab backup ===&lt;br /&gt;
If you lose the bomb right away, [[RTA Guide/In the Talons of the Big Bird|In the Talons of the Big Bird]] is the fastest backup.&lt;br /&gt;
&amp;lt;youtube&amp;gt;TrcNA3kCcdg&amp;lt;/youtube&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{RTA Guide Nav}}&lt;/div&gt;</summary>
		<author><name>Hakasay</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:Pless_jumpable_regions.png&amp;diff=11357</id>
		<title>File:Pless jumpable regions.png</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:Pless_jumpable_regions.png&amp;diff=11357"/>
		<updated>2020-05-16T18:32:21Z</updated>

		<summary type="html">&lt;p&gt;Hakasay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Describes where you can jump for pless.&lt;/div&gt;</summary>
		<author><name>Hakasay</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Bowser_in_the_Fire_Sea&amp;diff=11356</id>
		<title>RTA Guide/Bowser in the Fire Sea</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Bowser_in_the_Fire_Sea&amp;diff=11356"/>
		<updated>2020-05-16T16:54:26Z</updated>

		<summary type="html">&lt;p&gt;Hakasay: Added Helpful tips and screenshots for pole glitch.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Bowser in the Fire Sea&#039;&#039;&#039; is located behind [[RTA Guide/Dire, Dire Docks|Dire, Dire Docks]] in the basement. 30 stars are needed to access it without the use of a MIPS clip or SBLJ.&lt;br /&gt;
&lt;br /&gt;
== Reds ==&lt;br /&gt;
=== Beginner ===&lt;br /&gt;
{{#ev:youtube|R3Iji-Ps9vs}}&lt;br /&gt;
&lt;br /&gt;
=== Intermediate ===&lt;br /&gt;
{{#ev:youtube|rItAx0F7YTU}}&lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
{{#ev:youtube|oRpeA19pmsc}}&lt;br /&gt;
&lt;br /&gt;
==== Ending Movement ====&lt;br /&gt;
{{#ev:youtube|fVGBIAybE5Y}}&lt;br /&gt;
&lt;br /&gt;
==== Old Movement ====&lt;br /&gt;
{{#ev:youtube|feAv3y5RCsA}}&lt;br /&gt;
&lt;br /&gt;
===== Box Room Tutorial =====&lt;br /&gt;
{{#ev:youtube|iSd_ayl8JGI}}&lt;br /&gt;
&lt;br /&gt;
== No Reds ==&lt;br /&gt;
=== Beginner ===&lt;br /&gt;
{{#ev:youtube|NN_RDbc1Fb4}}&lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
{{#ev:youtube|s-Xg_-AYiHo}}&lt;br /&gt;
 &lt;br /&gt;
=== Expert ===&lt;br /&gt;
{{#ev:youtube|fBrMM597sVM}}&lt;br /&gt;
&lt;br /&gt;
=== Usamune Ultimate ===&lt;br /&gt;
{{#ev:youtube|RO505mdD1HM}}&lt;br /&gt;
&lt;br /&gt;
== Pole Glitch ==&lt;br /&gt;
Pole Glitch is a very precise trick where it is important to do dustless movement. You want to maintain Mario&#039;s speed the best you can starting from this image.&lt;br /&gt;
[[File:Fire Sea Pole Glitch SS 1.png|thumb|left|Do not get any dust frames on the first rollout, or the trick gets harder.]]&lt;br /&gt;
[[File:Fire Sea Pole Glitch SS 2.jpg|thumb|left|Jumpdiving between these 2 red lines works best. This part is lenient. If you jumpdive early you will probably bonk on the bottom of the pole. Once again, try to be dustless on the following rollout.]]&lt;br /&gt;
[[File:Fire Sea Pole Glitch SS 3.jpg|thumb|left|You will land here after the rollout, and the single jump will need to be on the 1st frame after you land. This allows you to get as much height as possible. Hold A until you see Mario has warped. If you release too early, you will bonk.]]&lt;br /&gt;
{{RTA Guide Nav}}&lt;/div&gt;</summary>
		<author><name>Hakasay</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:Fire_Sea_Pole_Glitch_SS_3.jpg&amp;diff=11355</id>
		<title>File:Fire Sea Pole Glitch SS 3.jpg</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:Fire_Sea_Pole_Glitch_SS_3.jpg&amp;diff=11355"/>
		<updated>2020-05-16T16:51:27Z</updated>

		<summary type="html">&lt;p&gt;Hakasay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Taken from Anti in the Mario Discord. Helpful image for pole glitch.&lt;/div&gt;</summary>
		<author><name>Hakasay</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:Fire_Sea_Pole_Glitch_SS_2.jpg&amp;diff=11354</id>
		<title>File:Fire Sea Pole Glitch SS 2.jpg</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:Fire_Sea_Pole_Glitch_SS_2.jpg&amp;diff=11354"/>
		<updated>2020-05-16T16:49:59Z</updated>

		<summary type="html">&lt;p&gt;Hakasay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Taken from Anti in the Mario Discord. Helpful image for pole glitch.&lt;/div&gt;</summary>
		<author><name>Hakasay</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:Fire_Sea_Pole_Glitch_SS_1.png&amp;diff=11353</id>
		<title>File:Fire Sea Pole Glitch SS 1.png</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:Fire_Sea_Pole_Glitch_SS_1.png&amp;diff=11353"/>
		<updated>2020-05-16T16:45:37Z</updated>

		<summary type="html">&lt;p&gt;Hakasay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Taken from Anti in the Mario Discord. Helpful image for pole glitch.&lt;/div&gt;</summary>
		<author><name>Hakasay</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Snowman%27s_Big_Head&amp;diff=11352</id>
		<title>RTA Guide/Snowman&#039;s Big Head</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Snowman%27s_Big_Head&amp;diff=11352"/>
		<updated>2020-05-16T16:27:05Z</updated>

		<summary type="html">&lt;p&gt;Hakasay: Added Embedded Image for where to wallkick.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Snowman&#039;s Big Head&#039;&#039;&#039; is the first mission of [[RTA Guide/Snowman&#039;s Land|Snowman&#039;s Land]].&lt;br /&gt;
&lt;br /&gt;
== Beginner ==&lt;br /&gt;
{{#ev:youtube|RLukEXpBq8k}}&lt;br /&gt;
&lt;br /&gt;
=== Cannon Shot ===&lt;br /&gt;
{{#ev:youtube|M7GHaa6TN_U}}&lt;br /&gt;
&lt;br /&gt;
== Intermediate ==&lt;br /&gt;
{{#ev:youtube|72nU78OaAto}}&lt;br /&gt;
&lt;br /&gt;
[[File:Snowmans Head.png|thumb|right|You want to wallkick between 4 and 5. Keep in mind that Mario wallkicks with his nose.]]&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
{{#ev:youtube|1YvnzYKSFn4}}&lt;br /&gt;
&lt;br /&gt;
{{RTA Guide Nav}}&lt;/div&gt;</summary>
		<author><name>Hakasay</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:Snowmans_Head.png&amp;diff=11351</id>
		<title>File:Snowmans Head.png</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:Snowmans_Head.png&amp;diff=11351"/>
		<updated>2020-05-16T16:25:01Z</updated>

		<summary type="html">&lt;p&gt;Hakasay: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pulled this from the Mario Discord.&lt;/div&gt;</summary>
		<author><name>Hakasay</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Big_Penguin_Race&amp;diff=11350</id>
		<title>RTA Guide/Big Penguin Race</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Big_Penguin_Race&amp;diff=11350"/>
		<updated>2020-05-16T16:16:19Z</updated>

		<summary type="html">&lt;p&gt;Hakasay: Added tips section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Big Penguin Race&#039;&#039;&#039; is the third mission of [[RTA Guide/Cool, Cool Mountain|Cool, Cool Mountain]].&lt;br /&gt;
&lt;br /&gt;
== With 100 Coins ==&lt;br /&gt;
&lt;br /&gt;
There are &#039;&#039;&#039;77 coins&#039;&#039;&#039; inside the slide.&lt;br /&gt;
&lt;br /&gt;
=== Intermediate ===&lt;br /&gt;
Once you are in the slide, the strats are the same as [[#Advanced | Advanced]].&lt;br /&gt;
&amp;lt;youtube&amp;gt;5KnwkLtrSiU&amp;lt;/youtube&amp;gt;&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
&amp;lt;youtube&amp;gt;1INOI_SaY6M&amp;lt;/youtube&amp;gt;&lt;br /&gt;
=== Atmpas Special Route ===&lt;br /&gt;
{{#ev:youtube|T-MiCzgLxjQ}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* The first red in the route is a little tough to grab. As a beginner, the easiest movement is to double jump kick near the top of the tree. Kicking while in the air prevents Mario from grabbing the pole until he lands on the ground again. This makes it easy to strafe in the air and ensure you grab the coin. For the advanced movement (buffer kick -&amp;gt; double jump -&amp;gt; dive) to grab the coin, you want to  delay the buffer kick slightly so that Mario is closer to his peak double jump height when you dive at the coin. This helps prevent grabbing the tree out of the dive.&lt;br /&gt;
&lt;br /&gt;
{{RTA Guide Nav}}&lt;/div&gt;</summary>
		<author><name>Hakasay</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Slip_Slidin%27_Away&amp;diff=11349</id>
		<title>RTA Guide/Slip Slidin&#039; Away</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Slip_Slidin%27_Away&amp;diff=11349"/>
		<updated>2020-05-16T16:14:35Z</updated>

		<summary type="html">&lt;p&gt;Hakasay: Added tips section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Slip Slidin&#039; Away&#039;&#039;&#039; is the first mission of [[RTA Guide/Cool, Cool Mountain|Cool, Cool Mountain]].&lt;br /&gt;
&lt;br /&gt;
== Standalone ==&lt;br /&gt;
=== Beginner ===&lt;br /&gt;
{{#ev:youtube|A4YnjpPJGeE}}&lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
{{#ev:youtube|CtOx4tQc37A}}&lt;br /&gt;
&lt;br /&gt;
== With 100 Coins ==&lt;br /&gt;
There are &#039;&#039;&#039;77 coins&#039;&#039;&#039; inside the slide. &lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|LBUdMQdrq94}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* If doing this with 100 coins, The first red in the route is a little tough to grab. As a beginner, the easiest movement is to double jump kick near the top of the tree. Kicking while in the air prevents Mario from grabbing the pole until he lands on the ground again. This makes it easy to strafe in the air and ensure you grab the coin. For the advanced movement (buffer kick -&amp;gt; double jump -&amp;gt; dive) to grab the coin, you want to  delay the buffer kick slightly so that Mario is closer to his peak double jump height when you dive at the coin. This helps prevent grabbing the tree out of the dive.&lt;br /&gt;
&lt;br /&gt;
{{RTA Guide Nav}}&lt;/div&gt;</summary>
		<author><name>Hakasay</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Big_Bob-omb_on_the_Summit&amp;diff=11040</id>
		<title>RTA Guide/Big Bob-omb on the Summit</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Big_Bob-omb_on_the_Summit&amp;diff=11040"/>
		<updated>2020-03-28T14:59:24Z</updated>

		<summary type="html">&lt;p&gt;Hakasay: /* Tips */ added info on wallkicks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Big Bob-omb on the Summit&#039;&#039;&#039; is the first mission in [[RTA Guide/Bob-omb Battlefield|Bob-omb Battlefield]]. King Bob-omb will only spawn if the first star in the star select is selected.&lt;br /&gt;
&lt;br /&gt;
== Beginner ==&lt;br /&gt;
{{#ev:youtube|P4a7cQqs8tc}}&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
{{#ev:youtube|jirTjLLL7ao}}&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* To kick up slopes, have A held and press B. &lt;br /&gt;
* Push against the wall at the other side of the warp and return the control stick to neutral to warp quickly. if you return the stick to neutral while running at a wall you will bonk so make sure you&#039;re pushing against the wall before releasing the analog stick.&lt;br /&gt;
*For most wallkicks in the game, you want to hold a direction while Mario is wallkicking. When doing the wallkicks up the warp, you &#039;&#039;&#039;do not&#039;&#039;&#039; want to hold a direction. When you let go of the stick, this is called holding neutral.&lt;br /&gt;
&lt;br /&gt;
{{RTA Guide Nav}}&lt;/div&gt;</summary>
		<author><name>Hakasay</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/120_Star&amp;diff=11039</id>
		<title>RTA Guide/120 Star</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/120_Star&amp;diff=11039"/>
		<updated>2020-03-28T14:48:29Z</updated>

		<summary type="html">&lt;p&gt;Hakasay: Added link to movement guide&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The goal of 120 star is to complete the game while collecting every star. &lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
There are no restrictions. All forms of BLJ are allowed.  Timing starts from power on and ends when the big star is collected at the end of the game.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
This guide is made for players with at least some sort of knowledge about the game’s mechanics. If you have just started running this game, I recommend watching both of [https://www.youtube.com/playlist?list=PL6JADtH8hjBZdCxUP0nf5heQ6DUWhSkhP Simply’s movement tutorials] and [https://www.youtube.com/watch?v=tyu1KO3x5Ps Sean Raider&#039;s movement guide]. Also check out the [[Movement Guide]] for more information and helpful tips.&lt;br /&gt;
&lt;br /&gt;
There are many routes for 120 star involving different stage order and castle movement. The route used in this guide will be getting to basement as early as possible as it is one of the hardest parts of the run. Once you have learned all the stars separately, you will be able to adapt to other routes fairly easily. &lt;br /&gt;
 &lt;br /&gt;
These star routes are just a few examples of RTA strategies, they are not single star records. For a demonstration of completely optimized RTA strats, check out the 120 star ideal run.&lt;br /&gt;
&lt;br /&gt;
== Main Route ==&lt;br /&gt;
# [[RTA Guide/Lakitu Skip|Lakitu Skip]]&lt;br /&gt;
# Bob-omb Battlefield&lt;br /&gt;
#* [[RTA Guide/Behind Chain Chomp&#039;s Gate|Behind Chain Chomp&#039;s Gate]]&lt;br /&gt;
# [[RTA Guide/Whomp&#039;s Fortress|Whomp&#039;s Fortress]] (every star)&lt;br /&gt;
# Castle Star&lt;br /&gt;
#* [[RTA Guide/The Secret Aquarium|The Secret Aquarium]]&lt;br /&gt;
# [[RTA Guide/Jolly Roger Bay|Jolly Roger Bay]] (every star)&lt;br /&gt;
# Castle Stars&lt;br /&gt;
#* [[RTA Guide/The Princess&#039;s Secret Slide#First Star | The Princess&#039;s Secret Slide (First Star)]]&lt;br /&gt;
#* [[RTA Guide/Tower of the Wing Cap|Tower of the Wing Cap]]&lt;br /&gt;
#* [[RTA Guide/The Princess&#039;s Secret Slide#Second Star | The Princess&#039;s Secret Slide (Second Star)]]&lt;br /&gt;
# [[RTA Guide/Bowser in the Dark World#Red Coin Star | Bowser in the Dark World (Reds)]]&lt;br /&gt;
# Bob-omb Battlefield Part 2&lt;br /&gt;
#* [[RTA Guide/Big Bob-omb on the Summit|Big Bob-omb on the Summit]]&lt;br /&gt;
#* [[RTA Guide/Footrace with Koopa the Quick|Footrace with Koopa the Quick]]&lt;br /&gt;
#* [[RTA Guide/Find the 8 Red Coins#With 100 Coins| Find the 8 Red Coins + 100 Coin]]&lt;br /&gt;
#* [[RTA Guide/Mario Wings to the Sky|Mario Wings to the Sky]]&lt;br /&gt;
#* [[RTA Guide/Shoot to the Island in the Sky|Shoot to the Island in the Sky]]&lt;br /&gt;
# Castle Star&lt;br /&gt;
#* [[RTA Guide/MIPS#Entering Basement| Mips 1]]&lt;br /&gt;
# [[RTA Guide/Shifting Sand Land|Shifting Sand Land]] (every star)&lt;br /&gt;
# [[RTA Guide/Hazy Maze Cave|Hazy Maze Cave]] (every star)&lt;br /&gt;
# Castle Star&lt;br /&gt;
#* [[RTA Guide/HMC Toad|HMC Toad]]&lt;br /&gt;
# [[RTA Guide/Lethal Lava Land|Lethal Lava Land]] (every star)&lt;br /&gt;
# Castle Star&lt;br /&gt;
#* [[RTA Guide/MIPS#Exiting LLL| Mips 2]]&lt;br /&gt;
#* [[RTA Guide/Vanish Cap Under the Moat|Vanish Cap Under the Moat]]&lt;br /&gt;
# [[RTA Guide/Cool, Cool Mountain|Cool, Cool Mountain]] (every star)&lt;br /&gt;
# [[RTA Guide/Big Boo&#039;s Haunt|Big Boo&#039;s Haunt]] (every star)&lt;br /&gt;
# Dire, Dire Docks Part 1&lt;br /&gt;
#* [[RTA Guide/Pole-Jumping for Red Coin#With 100 Coins| Pole-Jumping for Red Coins + 100]]&lt;br /&gt;
#* [[RTA Guide/Chests in the Current|Chests in the Current]]&lt;br /&gt;
#* [[RTA Guide/Board Bowser&#039;s Sub|Board Bowser&#039;s Sub]]&lt;br /&gt;
# [[RTA Guide/Bowser in the Fire Sea#Red Coin Star | Bowser in the Fire Sea (Reds)]]&lt;br /&gt;
# Dire, Dire Docks Part 2&lt;br /&gt;
#* [[RTA Guide/The Manta Ray&#039;s Reward|The Manta Ray&#039;s Reward]]&lt;br /&gt;
#* [[RTA Guide/Through the Jet Stream (DDD)|Through the Jet Stream]]&lt;br /&gt;
#* [[RTA Guide/Collect the Caps...|Collect the Caps...]]&lt;br /&gt;
# [[RTA Guide/Wet-Dry World|Wet-Dry World]] (every star)&lt;br /&gt;
# [[RTA Guide/Tiny-Huge Island|Tiny-Huge Island]] (every star)&lt;br /&gt;
# Castle Star&lt;br /&gt;
#* [[RTA Guide/Upstairs Toad|Upstairs Toad]]&lt;br /&gt;
# [[RTA Guide/Tall, Tall Mountain|Tall, Tall Mountain]] (every star)&lt;br /&gt;
# [[RTA Guide/Snowman&#039;s Land|Snowman&#039;s Land]] (every star)&lt;br /&gt;
# Castle Star&lt;br /&gt;
#* [[RTA Guide/Wing Mario Over the Rainbow|Wing Mario Over the Rainbow]]&lt;br /&gt;
# [[RTA Guide/Tick Tock Clock|Tick Tock Clock]] (every star)&lt;br /&gt;
# Castle Star&lt;br /&gt;
#* [[RTA Guide/Tippy Toad|Tippy Toad]]&lt;br /&gt;
# [[RTA Guide/Rainbow Ride|Rainbow Ride]] (every star)&lt;br /&gt;
# [[RTA Guide/Bowser in the Sky#Reds| Bowser in the Sky + Reds]]&lt;br /&gt;
&lt;br /&gt;
{{RTA Guide Nav}}&lt;/div&gt;</summary>
		<author><name>Hakasay</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Lakitu_Skip&amp;diff=11038</id>
		<title>RTA Guide/Lakitu Skip</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Lakitu_Skip&amp;diff=11038"/>
		<updated>2020-03-28T14:44:46Z</updated>

		<summary type="html">&lt;p&gt;Hakasay: Fixed a typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lakitu skip is the first trick players encounter when doing a run in any category. On both sides of the moat bridge, there are very thin edges that Mario can move along without being stopped by Lakitu. You can perform Lakitu Skip from either side, but it is most common to do from the left. There are several setups for lakitu skip, which all save varying amounts of time. If you are new to the game, it is advised not to reset over missing lakitu skip. Just pick a setup that seems to work for you and go for it in runs. As your control over Mario gets better, the trick will come naturally to you. The ~8 seconds you save from lakitu skip is not going to make or break your run until you get to a top level.&lt;br /&gt;
== Beginner ==&lt;br /&gt;
{{#ev:youtube|Hm-h9IgwX2s}}&lt;br /&gt;
{{#ev:youtube|gFI_q1kGs-E}}&lt;br /&gt;
&lt;br /&gt;
== Intermediate ==&lt;br /&gt;
{{#ev:youtube|xsUPonIPjX4}}&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
{{#ev:youtube|12DVmw-YE1I}}&lt;br /&gt;
&lt;br /&gt;
== Expert ==&lt;br /&gt;
{{#ev:youtube|DWLSNHpwrLM|||||start=53}}&lt;br /&gt;
{{#ev:youtube|pUsmxvt54ag}}&lt;br /&gt;
&lt;br /&gt;
== Comparison ==&lt;br /&gt;
{{#ev:youtube|QJprkXC5h70}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RTA Guide Nav}}&lt;/div&gt;</summary>
		<author><name>Hakasay</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Lakitu_Skip&amp;diff=11037</id>
		<title>RTA Guide/Lakitu Skip</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Lakitu_Skip&amp;diff=11037"/>
		<updated>2020-03-28T14:44:06Z</updated>

		<summary type="html">&lt;p&gt;Hakasay: Added text information about lakitu skip&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Lakitu skip is the first trick players encounter when doing a run in any category. On both sides of the moat bridge, there are very thin edges that Mario can move along without being stopped by Lakitu. You can perform Lakitu Skip from either side, but it is most common to do from the left. There are several setups for lakitu skip, which all save varying amounts of time. If you are new to the game, it is advised not to reset over missing lakitu skip. Just pick a setup that seems to work for you and go for it in runs. As your control over Mario gets better, the trick will come naturally to you. The ~8 you save from lakitu skip is not going to make or break your run until you get to a top level.&lt;br /&gt;
== Beginner ==&lt;br /&gt;
{{#ev:youtube|Hm-h9IgwX2s}}&lt;br /&gt;
{{#ev:youtube|gFI_q1kGs-E}}&lt;br /&gt;
&lt;br /&gt;
== Intermediate ==&lt;br /&gt;
{{#ev:youtube|xsUPonIPjX4}}&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
{{#ev:youtube|12DVmw-YE1I}}&lt;br /&gt;
&lt;br /&gt;
== Expert ==&lt;br /&gt;
{{#ev:youtube|DWLSNHpwrLM|||||start=53}}&lt;br /&gt;
{{#ev:youtube|pUsmxvt54ag}}&lt;br /&gt;
&lt;br /&gt;
== Comparison ==&lt;br /&gt;
{{#ev:youtube|QJprkXC5h70}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RTA Guide Nav}}&lt;/div&gt;</summary>
		<author><name>Hakasay</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Movement_Guide&amp;diff=11036</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=11036"/>
		<updated>2020-03-28T14:32:29Z</updated>

		<summary type="html">&lt;p&gt;Hakasay: Added section for movements vs tricks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide for moving Mario in RTA speedruns. It will help you get familiar with common terminology for movement options and discuss the mechanics associated with them. Note that these various movement options can be chained together to create more complex movement options. For example, doing a triple jump followed by a wallkick is called a &amp;quot;triple jump wallkick&amp;quot;.&lt;br /&gt;
== Basic Movement Options ==&lt;br /&gt;
*&#039;&#039;&#039;Single Jump&#039;&#039;&#039; - Press A to single jump. How long you hold A for determines how long Mario jumps in the air for until he reaches his max height.&lt;br /&gt;
*&#039;&#039;&#039;Double Jump&#039;&#039;&#039; - Upon landing from a single jump or walking off of a ledge, press A when Mario makes contact with the ground to double jump. This jump gives Mario more height than a single jump. Similar to a single jump, how long you hold A for after the double jump will make Mario jump higher until he reaches the max height.&lt;br /&gt;
*&#039;&#039;&#039;Triple Jump&#039;&#039;&#039; - Upon landing from a double jump, press A when Mario makes contact with the ground to triple jump. You must have forward momentum to triple jump. You cannot ledgegrab out of a triple jump.&lt;br /&gt;
*&#039;&#039;&#039;Long Jump&#039;&#039;&#039; - When Mario is moving, press Z followed by A to longjump.&lt;br /&gt;
*&#039;&#039;&#039;Sideflip&#039;&#039;&#039; - When Mario has momentum in a direction, flick the stick in the opposite direction to make Mario start turning in the opposite direction. While Mario is in this turning state, you can perform a sideflip into any direction you hold by pressing A.&lt;br /&gt;
*&#039;&#039;&#039;Backflip&#039;&#039;&#039; - While standing still, press Z followed by A to backflip. This technique has very few applications in an RTA run. The most common use is on the Advanced CCM Wallkicks Will Work strategy.&lt;br /&gt;
*&#039;&#039;&#039;Walljump/Wallkick&#039;&#039;&#039; - You must have some momentum towards a wall and be within a range of angles to perform a wallkick. When you get close to the wall, press A to wallkick. There are 5 frames in which Mario interacts with the wall and is able to wallkick. Each of these frames have specific properties. The most common distinct wallkick to get is a first frame wallkick (aka firsty) where Mario will gain speed out of the wallkick. The other frames Mario retains his speed or loses some.&lt;br /&gt;
*&#039;&#039;&#039;Punch&#039;&#039;&#039; - When standing on the ground, press B to punch.&lt;br /&gt;
*&#039;&#039;&#039;Kick (on ground)&#039;&#039;&#039; - When standing on the ground with the A button pressed, press B to do a kick.&lt;br /&gt;
*&#039;&#039;&#039;Kick (in air)&#039;&#039;&#039; - When in the air with no little to no forward momentum, press B to kick.&lt;br /&gt;
*&#039;&#039;&#039;Dive&#039;&#039;&#039; - When grounded or in the air with a lot of forward momentum, press B to dive. Being able to perform a kick or dive in specific parts of the game requires some effort. A common point of failure among beginner runners is trying to do double jump kicks in Bowser in the Sky. This is great movement to practice to get a feel for how to kick V.S. how to dive.&lt;br /&gt;
*&#039;&#039;&#039;Rollout&#039;&#039;&#039; - When Mario is in the dive animation and hits the floor, you can press either A or B to rollout. Many players will slide their finger from A to B (for two chances) to try and make the rollout dustless. When doing longjumps,dive rollouts, and slidekick rollouts you have a large window to hit the next movement. If you do it on the first frame, no dust will be generated under Mario, which is why it is called dustless. Mario does not lose any speed with dustless movements. If you rollout over an edge, Mario will be in a state where he does not take damage, cannot ledgegrab, and cannot groundpound.&lt;br /&gt;
*&#039;&#039;&#039;Slidekick&#039;&#039;&#039; - When Mario has forward momentum, press Z followed by B to perform a slidekick. Slidekicks have the property of quick startup, so it is preferred in very specific instances. One common spot is when going to talk to the penguin inside the CCM slide area.&lt;br /&gt;
*&#039;&#039;&#039;Groundpound&#039;&#039;&#039; - When Mario is in the air as a result of jumping, or running off of a ledge, you can hit Z to groundpound. It is very common to groundpound under stars, since it extends Mario&#039;s hitbox and he falls down faster after grabbing the star. The same thing applies to breaking boxes to grab stars. If you hit A+Z on the same frame while grounded, Mario will groundpound. Mistakes during a run often occur as a result of trying to longjump and instead groundpounding.&lt;br /&gt;
*&#039;&#039;&#039;Ledge Grab&#039;&#039;&#039; - Mario can grab a ledge out of any state with 3 exceptions. If you rollout, the state Mario is in until he lands on the ground cannot ledgegrab. If you are on a slope Mario can stand on, but not kick, he will not be able to ledgegrab. You cannot ledgegrab out of a triple jump. This is why players often chain a triple jump with a wallkick so they can ledgegrab.&lt;br /&gt;
*&#039;&#039;&#039;Swimming&#039;&#039;&#039; - When swimming, you press A to initiate another swim. To swim optimally, there are audio and visual cues most players use. If you watch any runner swim, you will pick up on those cues and then can determine what works best for you.&lt;br /&gt;
*&#039;&#039;&#039;Flying&#039;&#039;&#039; - To initiate a fly, Mario must have on a Wing Cap and perform a triple jump. This triple jump is unique, since it can be done in place, whereas a regular triple jump cannot. A good general practice while flying is to try and make smooth parabolic arcs to retain your speed. A special note on the wing cap - if you are falling (not in a flying state) with the wing cap on, you can hold A to fall slower.&lt;br /&gt;
Sean&#039;s Video covers movement options very well and also has an input display to help visualize everything. It also has some good information about slopes (touched on this a little above) towards the end.&lt;br /&gt;
==== Sean Raider Movement Guide ====&lt;br /&gt;
{{#ev:youtube|tyu1KO3x5Ps}}&lt;br /&gt;
&lt;br /&gt;
== Intermediate/Advanced Movement Options ==&lt;br /&gt;
*&#039;&#039;&#039;Immediate Jumps on slopes&#039;&#039;&#039; - When you are on a slope, you can hold Z and instantly jump much faster than if you were not. This is useful for Whomp&#039;s Fortress 100 Coin, Lethal Lava Land movement, and Tall Tall Mountain reds.&lt;br /&gt;
*&#039;&#039;&#039;Spinning in Air&#039;&#039;&#039; - When Mario bounces off a sprindrift or fly guy, or gets sucked into a tornado in Shifting Sand Land, he enters a twirling state. While in this state, you can hold A to make Mario spin faster and cover more ground as he descends. &lt;br /&gt;
*&#039;&#039;&#039;Pole Grab&#039;&#039;&#039; - When you grab the bottom of a pole, Mario will try to catch it but fail most of the time. If you mash B, he will keep trying to regrab the pole instead of falling off of it. You will see this a lot when runners try to do Lakitu Bounce or grab the pole in Bowser in the Sky Reds.&lt;br /&gt;
*&#039;&#039;&#039;Speedkick&#039;&#039;&#039; - This is probably the most difficult movement option in the game. At a high level, you speedkick to maintain your speed and get a specific amount of spacing into some other movement option like a triple jump wallkick or a jump dive. To do a speedkick, Mario must be moving. Before he makes contact with the ground, you must already be holding A and the control stick must be slightly tilted in the direction you want to speedkick. If you played any smash game before, its similar to performing tilts instead of smash attacks. Then, when Mario hits the ground, hit B to speedkick. Check out the videos below for more on speedkicks.&lt;br /&gt;
&lt;br /&gt;
==== Drogie Speedkick Guide ====&lt;br /&gt;
{{#ev:youtube|MKMOuSy1tlM}}&lt;br /&gt;
&lt;br /&gt;
==== Yale Speedkick Guide ====&lt;br /&gt;
{{#ev:youtube|LCdfklEOYe4}}&lt;br /&gt;
&lt;br /&gt;
==The Camera Is Your Friend==&lt;br /&gt;
In SM64, a large part of RTA speedrunning is getting used to manipulating the camera to your benefit. There are main two cameras: Lakitu Cam and Mario Cam. Each of these cameras have a regular and a &amp;quot;c-down&amp;quot; option which is basically a zoomed out version of each camera. Outside of specific stars that manipulate the camera for lag reductions (for console runners), what camera you use to do a star is up to you. Play around with the camera modes and see what works best. When watching the videos on this site, make sure to pay attention to the cameras that are being used. It is not always easy to implement right when you start learning, but it is good to be aware of them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lakitu Cam&#039;&#039;&#039; - Lakitu cam has fixed rotations in most stages. The clearest example of this is in Bowser secret stages, which are widely open and Lakitu can move freely. This is very useful to perform specific movements or tricks in the game because you can guarantee the same angle every time. In other stages, like Bob-Omb Battlefield, Lakitu cam acts more unpredictably due to the camera colliding with walls as you move around with Mario. If you double tap the camera change button, the camera refocuses at the original distance from Mario. When falling large distances, this is useful to immediately get a nice camera again instead of waiting for it to catch up to Mario. A common example of this is in CCM 100 coin, when you intentionally fall to the bottom of the stage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mario Cam&#039;&#039;&#039; - Mario cam is best described as directly following behind Mario. When using Mario Cam, it is most often used in the C-down version. In places where Lakitu cam fails to turn or follow well, Mario Cam is often used to see better. Mario Cam is also very helpful for setting specific angles upon stage entry. Some common stars to use this for are at the start of CCM 100 to grab the first red and LLL to enter the volcano.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Castle Cam&#039;&#039;&#039; - For lack of a better term, the camera gets fixed to certain viewpoints for some areas. Most notably, inside the castle lobby and inside the mansion for Big Boo&#039;s Haunt. In these areas, you can switch between Lakitu Cam and Mario cam, but lose the functionality of using the C-down versions of these. In BBH however, if you enter the mansion in Mario Cam C-down, that camera will persist as long as you do not switch back to Lakitu Cam (This is useful for a number of stars in BBH). This is not an option for the lobby, since when you enter, you are changing loading zones.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Underwater Cam&#039;&#039;&#039; - When swimming, the camera will always follow behind Mario. The only difference between Mario cam and Lakitu cam for swimming is how close the camera is to Mario. If you need to use specific cameras while swimming (to lag reduce or swim through rings), you have to hold the C-button for the direction you want the camera to pan for as long as you need it. When you let go, it will pan back to directly behind Mario. Some players prefer to switch to a claw grip on their controller for swimming to make this easier.&lt;br /&gt;
&lt;br /&gt;
==Tricks VS Movements==&lt;br /&gt;
While it&#039;s not always clear cut to distinguish what constitutes a trick and what constitutes movement,we have a common saying in the community. &amp;quot;Tricks save seconds, movement saves minutes.&amp;quot; Basically, if you want to optimize your personal best quickly, sinking time into how Mario moves and interacts with different parts of stages will help you gain strong fundamentals. If you focus on specific tricks (pillarless, lavaboost, lakitu bounce, etc,) the time you spend learning those stars does not really improve your game as a whole. That being said, there are several runners who jumped in the deep end (reset over every failed trick until they became consistent) and still made it to the top. Pick what best works for you and make sure you are having fun with the game.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[TAS Movement Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:RTA Guide]]&lt;/div&gt;</summary>
		<author><name>Hakasay</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Movement_Guide&amp;diff=10993</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=10993"/>
		<updated>2020-03-26T20:39:38Z</updated>

		<summary type="html">&lt;p&gt;Hakasay: &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, you can combine a triple jump and a wallkick to make a triple jump wallkick.&lt;br /&gt;
== Basic Movement Options ==&lt;br /&gt;
*&#039;&#039;&#039;Single Jump&#039;&#039;&#039; - Press A to single jump. How long you hold A for determines how long Mario jumps in the air for until he reaches his max height.&lt;br /&gt;
*&#039;&#039;&#039;Double Jump&#039;&#039;&#039; - Upon landing from a single jump or walking off of a ledge, press A when Mario makes contact with the ground to double jump. This jump gives Mario more height than a single jump. Similar to a single jump, how long you hold A for after the double jump will make Mario jump higher until he reaches the max height.&lt;br /&gt;
*&#039;&#039;&#039;Triple Jump&#039;&#039;&#039; - Upon landing from a double jump, press A when Mario makes contact with the ground to triple jump. You must have forward momentum to triple jump. You cannot ledgegrab out of a triple jump.&lt;br /&gt;
*&#039;&#039;&#039;Long Jump&#039;&#039;&#039; - When Mario is moving, press Z followed by A to longjump.&lt;br /&gt;
*&#039;&#039;&#039;Sideflip&#039;&#039;&#039; - When Mario has momentum in a direction, flick the stick in the opposite direction to make Mario start turning in the opposite direction. While Mario is in this turning state, you can perform a sideflip into any direction you hold by pressing A.&lt;br /&gt;
*&#039;&#039;&#039;Backflip&#039;&#039;&#039; - While standing still, press Z followed by A to backflip. This technique has very few applications in an RTA run. The most common use is on the Advanced CCM Wallkicks Will Work strategy.&lt;br /&gt;
*&#039;&#039;&#039;Walljump/Wallkick&#039;&#039;&#039; - You must have some momentum towards a wall and be within a range of angles to perform a wallkick. When you get close to the wall, press A to wallkick. There are 5 frames in which Mario interacts with the wall and is able to wallkick. Each of these frames have specific properties. The most common distinct wallkick to get is a first frame wallkick (aka firsty) where Mario will gain speed out of the wallkick. The other frames Mario retains his speed or loses some.&lt;br /&gt;
*&#039;&#039;&#039;Punch&#039;&#039;&#039; - When standing on the ground, press B to punch.&lt;br /&gt;
*&#039;&#039;&#039;Kick (on ground)&#039;&#039;&#039; - When standing on the ground with the A button pressed, press B to do a kick.&lt;br /&gt;
*&#039;&#039;&#039;Kick (in air)&#039;&#039;&#039; - When in the air with no little to no forward momentum, press B to kick.&lt;br /&gt;
*&#039;&#039;&#039;Dive&#039;&#039;&#039; - When grounded or in the air with a lot of forward momentum, press B to dive. Being able to perform a kick or dive in specific parts of the game requires some effort. A common point of failure among beginner runners is trying to do double jump kicks in Bowser in the Sky. This is great movement to practice to get a feel for how to kick V.S. how to dive.&lt;br /&gt;
*&#039;&#039;&#039;Rollout&#039;&#039;&#039; - When Mario is in the dive animation and hits the floor, you can press either A or B to rollout. Many players will slide their finger from A to B (for two chances) to try and make the rollout dustless. When doing longjumps,dive rollouts, and slidekick rollouts you have a large window to hit the next movement. If you do it on the first frame, no dust will be generated under Mario, which is why it is called dustless. Mario does not lose any speed with dustless movements. If you rollout over an edge, Mario will be in a state where he does not take damage, cannot ledgegrab, and cannot groundpound.&lt;br /&gt;
*&#039;&#039;&#039;Slidekick&#039;&#039;&#039; - When Mario has forward momentum, press Z followed by B to perform a slidekick. Slidekicks have the property of quick startup, so it is preferred in very specific instances. One common spot is when going to talk to the penguin inside the CCM slide area.&lt;br /&gt;
*&#039;&#039;&#039;Groundpound&#039;&#039;&#039; - When Mario is in the air as a result of jumping, or running off of a ledge, you can hit Z to groundpound. It is very common to groundpound under stars, since it extends Mario&#039;s hitbox and he falls down faster after grabbing the star. The same thing applies to breaking boxes to grab stars. If you hit A+Z on the same frame while grounded, Mario will groundpound. Mistakes during a run often occur as a result of trying to longjump and instead groundpounding.&lt;br /&gt;
*&#039;&#039;&#039;Ledge Grab&#039;&#039;&#039; - Mario can grab a ledge out of any state with 3 exceptions. If you rollout, the state Mario is in until he lands on the ground cannot ledgegrab. If you are on a slope Mario can stand on, but not kick, he will not be able to ledgegrab. You cannot ledgegrab out of a triple jump. This is why players often chain a triple jump with a wallkick so they can ledgegrab.&lt;br /&gt;
*&#039;&#039;&#039;Swimming&#039;&#039;&#039; - When swimming, you press A to initiate another swim. To swim optimally, there are audio and visual cues most players use. If you watch any runner swim, you will pick up on those cues and then can determine what works best for you.&lt;br /&gt;
*&#039;&#039;&#039;Flying&#039;&#039;&#039; - To initiate a fly, Mario must have on a Wing Cap and perform a triple jump. This triple jump is unique, since it can be done in place, whereas a regular triple jump cannot. A good general practice while flying is to try and make smooth parabolic arcs to retain your speed. A special note on the wing cap - if you are falling (not in a flying state) with the wing cap on, you can hold A to fall slower.&lt;br /&gt;
Sean&#039;s Video covers movement options very well and also has an input display to help visualize everything. It also has some good information about slopes (touched on this a little above) towards the end.&lt;br /&gt;
==== Sean Raider Movement Guide ====&lt;br /&gt;
{{#ev:youtube|tyu1KO3x5Ps}}&lt;br /&gt;
&lt;br /&gt;
== Intermediate/Advanced Movement Options ==&lt;br /&gt;
*&#039;&#039;&#039;Immediate Jumps on slopes&#039;&#039;&#039; - When you are on a slope, you can hold Z and instantly jump much faster than if you were not. This is useful for Whomp&#039;s Fortress 100 Coin, Lethal Lava Land movement, and Tall Tall Mountain reds.&lt;br /&gt;
*&#039;&#039;&#039;Spinning in Air&#039;&#039;&#039; - When Mario bounces off a sprindrift or fly guy, or gets sucked into a tornado in Shifting Sand Land, he enters a twirling state. While in this state, you can hold A to make Mario spin faster and cover more ground as he descends. &lt;br /&gt;
*&#039;&#039;&#039;Pole Grab&#039;&#039;&#039; - When you grab the bottom of a pole, Mario will try to catch it but fail most of the time. If you mash B, he will keep trying to regrab the pole instead of falling off of it. You will see this a lot when runners try to do Lakitu Bounce or grab the pole in Bowser in the Sky Reds.&lt;br /&gt;
*&#039;&#039;&#039;Speedkick&#039;&#039;&#039; - This is probably the most difficult movement option in the game. At a high level, you speedkick to maintain your speed and get a specific amount of spacing into some other movement option like a triple jump wallkick or a jump dive. To do a speedkick, Mario must be moving. Before he makes contact with the ground, you must already be holding A and the control stick must be slightly tilted in the direction you want to speedkick. If you played any smash game before, its similar to performing tilts instead of smash attacks. Then, when Mario hits the ground, hit B to speedkick. Check out the videos below for more on speedkicks.&lt;br /&gt;
&lt;br /&gt;
==== Drogie Speedkick Guide ====&lt;br /&gt;
{{#ev:youtube|MKMOuSy1tlM}}&lt;br /&gt;
&lt;br /&gt;
==== Yale Speedkick Guide ====&lt;br /&gt;
{{#ev:youtube|LCdfklEOYe4}}&lt;br /&gt;
&lt;br /&gt;
==The Camera Is Your Friend==&lt;br /&gt;
In SM64, a large part of RTA speedrunning is getting used to manipulating the camera to your benefit. There are main two cameras: Lakitu Cam and Mario Cam. Each of these cameras have a regular and a &amp;quot;c-down&amp;quot; option which is basically a zoomed out version of each camera. Outside of specific stars that manipulate the camera for lag reductions (for console runners), what camera you use to do a star is up to you. 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;/div&gt;</summary>
		<author><name>Hakasay</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Movement_Guide&amp;diff=10992</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=10992"/>
		<updated>2020-03-26T20:38:10Z</updated>

		<summary type="html">&lt;p&gt;Hakasay: Added RTA Guide Nav&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, you can combine a triple jump and a wallkick to make a triple jump wallkick.&lt;br /&gt;
== Basic Movement Options ==&lt;br /&gt;
*&#039;&#039;&#039;Single Jump&#039;&#039;&#039; - Press A to single jump. How long you hold A for determines how long Mario jumps in the air for until he reaches his max height.&lt;br /&gt;
*&#039;&#039;&#039;Double Jump&#039;&#039;&#039; - Upon landing from a single jump or walking off of a ledge, press A when Mario makes contact with the ground to double jump. This jump gives Mario more height than a single jump. Similar to a single jump, how long you hold A for after the double jump will make Mario jump higher until he reaches the max height.&lt;br /&gt;
*&#039;&#039;&#039;Triple Jump&#039;&#039;&#039; - Upon landing from a double jump, press A when Mario makes contact with the ground to triple jump. You must have forward momentum to triple jump. You cannot ledgegrab out of a triple jump.&lt;br /&gt;
*&#039;&#039;&#039;Long Jump&#039;&#039;&#039; - When Mario is moving, press Z followed by A to longjump.&lt;br /&gt;
*&#039;&#039;&#039;Sideflip&#039;&#039;&#039; - When Mario has momentum in a direction, flick the stick in the opposite direction to make Mario start turning in the opposite direction. While Mario is in this turning state, you can perform a sideflip into any direction you hold by pressing A.&lt;br /&gt;
*&#039;&#039;&#039;Backflip&#039;&#039;&#039; - While standing still, press Z followed by A to backflip. This technique has very few applications in an RTA run. The most common use is on the Advanced CCM Wallkicks Will Work strategy.&lt;br /&gt;
*&#039;&#039;&#039;Walljump/Wallkick&#039;&#039;&#039; - You must have some momentum towards a wall and be within a range of angles to perform a wallkick. When you get close to the wall, press A to wallkick. There are 5 frames in which Mario interacts with the wall and is able to wallkick. Each of these frames have specific properties. The most common distinct wallkick to get is a first frame wallkick (aka firsty) where Mario will gain speed out of the wallkick. The other frames Mario retains his speed or loses some.&lt;br /&gt;
*&#039;&#039;&#039;Punch&#039;&#039;&#039; - When standing on the ground, press B to punch.&lt;br /&gt;
*&#039;&#039;&#039;Kick (on ground)&#039;&#039;&#039; - When standing on the ground with the A button pressed, press B to do a kick.&lt;br /&gt;
*&#039;&#039;&#039;Kick (in air)&#039;&#039;&#039; - When in the air with no little to no forward momentum, press B to kick.&lt;br /&gt;
*&#039;&#039;&#039;Dive&#039;&#039;&#039; - When grounded or in the air with a lot of forward momentum, press B to dive. Being able to perform a kick or dive in specific parts of the game requires some effort. A common point of failure among beginner runners is trying to do double jump kicks in Bowser in the Sky. This is great movement to practice to get a feel for how to kick V.S. how to dive.&lt;br /&gt;
*&#039;&#039;&#039;Rollout&#039;&#039;&#039; - When Mario is in the dive animation and hits the floor, you can press either A or B to rollout. Many players will slide their finger from A to B (for two chances) to try and make the rollout dustless. When doing longjumps,dive rollouts, and slidekick rollouts you have a large window to hit the next movement. If you do it on the first frame, no dust will be generated under Mario, which is why it is called dustless. Mario does not lose any speed with dustless movements. If you rollout over an edge, Mario will be in a state where he does not take damage, cannot ledgegrab, and cannot groundpound.&lt;br /&gt;
*&#039;&#039;&#039;Slidekick&#039;&#039;&#039; - When Mario has forward momentum, press Z followed by B to perform a slidekick. Slidekicks have the property of quick startup, so it is preferred in very specific instances. One common spot is when going to talk to the penguin inside the CCM slide area.&lt;br /&gt;
*&#039;&#039;&#039;Groundpound&#039;&#039;&#039; - When Mario is in the air as a result of jumping, or running off of a ledge, you can hit Z to groundpound. It is very common to groundpound under stars, since it extends Mario&#039;s hitbox and he falls down faster after grabbing the star. The same thing applies to breaking boxes to grab stars. If you hit A+Z on the same frame while grounded, Mario will groundpound. Mistakes during a run often occur as a result of trying to longjump and instead groundpounding.&lt;br /&gt;
*&#039;&#039;&#039;Ledge Grab&#039;&#039;&#039; - Mario can grab a ledge out of any state with 3 exceptions. If you rollout, the state Mario is in until he lands on the ground cannot ledgegrab. If you are on a slope Mario can stand on, but not kick, he will not be able to ledgegrab. You cannot ledgegrab out of a triple jump. This is why players often chain a triple jump with a wallkick so they can ledgegrab.&lt;br /&gt;
*&#039;&#039;&#039;Swimming&#039;&#039;&#039; - When swimming, you press A to initiate another swim. To swim optimally, there are audio and visual cues most players use. If you watch any runner swim, you will pick up on those cues and then can determine what works best for you.&lt;br /&gt;
*&#039;&#039;&#039;Flying&#039;&#039;&#039; - To initiate a fly, Mario must have on a Wing Cap and perform a triple jump. This triple jump is unique, since it can be done in place, whereas a regular triple jump cannot. A good general practice while flying is to try and make smooth parabolic arcs to retain your speed. A special note on the wing cap - if you are falling (not in a flying state) with the wing cap on, you can hold A to fall slower.&lt;br /&gt;
Sean&#039;s Video covers movement options very well and also has an input display to help visualize everything. It also has some good information about slopes (touched on this a little above) towards the end.&lt;br /&gt;
==== Sean Raider Movement Guide ====&lt;br /&gt;
{{#ev:youtube|tyu1KO3x5Ps}}&lt;br /&gt;
&lt;br /&gt;
== Intermediate/Advanced Movement Options ==&lt;br /&gt;
*&#039;&#039;&#039;Immediate Jumps on slopes&#039;&#039;&#039; - When you are on a slope, you can hold Z and instantly jump much faster than if you were not. This is useful for Whomp&#039;s Fortress 100 Coin, Lethal Lava Land movement, and Tall Tall Mountain reds.&lt;br /&gt;
*&#039;&#039;&#039;Spinning in Air&#039;&#039;&#039; - When Mario bounces off a sprindrift or fly guy, or gets sucked into a tornado in Shifting Sand Land, he enters a twirling state. While in this state, you can hold A to make Mario spin faster and cover more ground as he descends. &lt;br /&gt;
*&#039;&#039;&#039;Pole Grab&#039;&#039;&#039; - When you grab the bottom of a pole, Mario will try to catch it but fail most of the time. If you mash B, he will keep trying to regrab the pole instead of falling off of it. You will see this a lot when runners try to do Lakitu Bounce or grab the pole in Bowser in the Sky Reds.&lt;br /&gt;
*&#039;&#039;&#039;Speedkick&#039;&#039;&#039; - This is probably the most difficult movement option in the game. At a high level, you speedkick to maintain your speed and get a specific amount of spacing into some other movement option like a triple jump wallkick or a jump dive. To do a speedkick, Mario must be moving. Before he makes contact with the ground, you must already be holding A and the control stick must be slightly tilted in the direction you want to speedkick. If you played any smash game before, its similar to performing tilts instead of smash attacks. Then, when Mario hits the ground, hit B to speedkick. Check out the videos below for more on speedkicks.&lt;br /&gt;
&lt;br /&gt;
==== Drogie Speedkick Guide ====&lt;br /&gt;
{{#ev:youtube|MKMOuSy1tlM}}&lt;br /&gt;
&lt;br /&gt;
==== Yale Speedkick Guide ====&lt;br /&gt;
{{#ev:youtube|LCdfklEOYe4}}&lt;br /&gt;
&lt;br /&gt;
==The Camera Is Your Friend==&lt;br /&gt;
In SM64, a large part of RTA speedrunning is getting used to manipulating the camera to your benefit. There are main two cameras: Lakitu Cam and Mario Cam. Each of these cameras have a regular and a &amp;quot;c-down&amp;quot; option which is basically a zoomed out version of each camera. Outside of specific stars that manipulate the camera for lag reductions (for console runners), what camera you use to do a star is up to you. 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;
{{RTA Guide Nav}}&lt;/div&gt;</summary>
		<author><name>Hakasay</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide&amp;diff=10991</id>
		<title>RTA Guide</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide&amp;diff=10991"/>
		<updated>2020-03-26T20:37:39Z</updated>

		<summary type="html">&lt;p&gt;Hakasay: Added Movement Guide link.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide&#039;s goal is to help teach through videos, routes and techniques how to speedrun Super Mario 64. To use this guide effectively, it may be best to go to the page of the category of interest, and view the stars in order. Before getting started with the runs, check out the [[Movement Guide]] to learn Mario&#039;s movement options.&lt;br /&gt;
&lt;br /&gt;
== Categories ==&lt;br /&gt;
* [[RTA Guide/All Stages|All Stages]]&lt;br /&gt;
* [[RTA Guide/120 Star|120 Star]]&lt;br /&gt;
* [[RTA Guide/70 Star|70 Star]]&lt;br /&gt;
* [[RTA Guide/16 Star|16 Star]]&lt;br /&gt;
* [[RTA Guide/0/1 Star|0/1 Star]]&lt;br /&gt;
&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
* [[RTA Guide/Suggested GameShark code setups|Suggested GameShark code setups]]&lt;br /&gt;
* [http://www.speedrun.com/sm64 Speedrun.com Leaderboards]&lt;br /&gt;
* [http://bthl.es/O SM64 Speedrunning Resources Doc]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RTA Guide Nav}}&lt;/div&gt;</summary>
		<author><name>Hakasay</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Movement_Guide&amp;diff=10990</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=10990"/>
		<updated>2020-03-26T20:33:01Z</updated>

		<summary type="html">&lt;p&gt;Hakasay: Added Drogie Video&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, you can combine a triple jump and a wallkick to make a triple jump wallkick.&lt;br /&gt;
== Basic Movement Options ==&lt;br /&gt;
*&#039;&#039;&#039;Single Jump&#039;&#039;&#039; - Press A to single jump. How long you hold A for determines how long Mario jumps in the air for until he reaches his max height.&lt;br /&gt;
*&#039;&#039;&#039;Double Jump&#039;&#039;&#039; - Upon landing from a single jump or walking off of a ledge, press A when Mario makes contact with the ground to double jump. This jump gives Mario more height than a single jump. Similar to a single jump, how long you hold A for after the double jump will make Mario jump higher until he reaches the max height.&lt;br /&gt;
*&#039;&#039;&#039;Triple Jump&#039;&#039;&#039; - Upon landing from a double jump, press A when Mario makes contact with the ground to triple jump. You must have forward momentum to triple jump. You cannot ledgegrab out of a triple jump.&lt;br /&gt;
*&#039;&#039;&#039;Long Jump&#039;&#039;&#039; - When Mario is moving, press Z followed by A to longjump.&lt;br /&gt;
*&#039;&#039;&#039;Sideflip&#039;&#039;&#039; - When Mario has momentum in a direction, flick the stick in the opposite direction to make Mario start turning in the opposite direction. While Mario is in this turning state, you can perform a sideflip into any direction you hold by pressing A.&lt;br /&gt;
*&#039;&#039;&#039;Backflip&#039;&#039;&#039; - While standing still, press Z followed by A to backflip. This technique has very few applications in an RTA run. The most common use is on the Advanced CCM Wallkicks Will Work strategy.&lt;br /&gt;
*&#039;&#039;&#039;Walljump/Wallkick&#039;&#039;&#039; - You must have some momentum towards a wall and be within a range of angles to perform a wallkick. When you get close to the wall, press A to wallkick. There are 5 frames in which Mario interacts with the wall and is able to wallkick. Each of these frames have specific properties. The most common distinct wallkick to get is a first frame wallkick (aka firsty) where Mario will gain speed out of the wallkick. The other frames Mario retains his speed or loses some.&lt;br /&gt;
*&#039;&#039;&#039;Punch&#039;&#039;&#039; - When standing on the ground, press B to punch.&lt;br /&gt;
*&#039;&#039;&#039;Kick (on ground)&#039;&#039;&#039; - When standing on the ground with the A button pressed, press B to do a kick.&lt;br /&gt;
*&#039;&#039;&#039;Kick (in air)&#039;&#039;&#039; - When in the air with no little to no forward momentum, press B to kick.&lt;br /&gt;
*&#039;&#039;&#039;Dive&#039;&#039;&#039; - When grounded or in the air with a lot of forward momentum, press B to dive. Being able to perform a kick or dive in specific parts of the game requires some effort. A common point of failure among beginner runners is trying to do double jump kicks in Bowser in the Sky. This is great movement to practice to get a feel for how to kick V.S. how to dive.&lt;br /&gt;
*&#039;&#039;&#039;Rollout&#039;&#039;&#039; - When Mario is in the dive animation and hits the floor, you can press either A or B to rollout. Many players will slide their finger from A to B (for two chances) to try and make the rollout dustless. When doing longjumps,dive rollouts, and slidekick rollouts you have a large window to hit the next movement. If you do it on the first frame, no dust will be generated under Mario, which is why it is called dustless. Mario does not lose any speed with dustless movements. If you rollout over an edge, Mario will be in a state where he does not take damage, cannot ledgegrab, and cannot groundpound.&lt;br /&gt;
*&#039;&#039;&#039;Slidekick&#039;&#039;&#039; - When Mario has forward momentum, press Z followed by B to perform a slidekick. Slidekicks have the property of quick startup, so it is preferred in very specific instances. One common spot is when going to talk to the penguin inside the CCM slide area.&lt;br /&gt;
*&#039;&#039;&#039;Groundpound&#039;&#039;&#039; - When Mario is in the air as a result of jumping, or running off of a ledge, you can hit Z to groundpound. It is very common to groundpound under stars, since it extends Mario&#039;s hitbox and he falls down faster after grabbing the star. The same thing applies to breaking boxes to grab stars. If you hit A+Z on the same frame while grounded, Mario will groundpound. Mistakes during a run often occur as a result of trying to longjump and instead groundpounding.&lt;br /&gt;
*&#039;&#039;&#039;Ledge Grab&#039;&#039;&#039; - Mario can grab a ledge out of any state with 3 exceptions. If you rollout, the state Mario is in until he lands on the ground cannot ledgegrab. If you are on a slope Mario can stand on, but not kick, he will not be able to ledgegrab. You cannot ledgegrab out of a triple jump. This is why players often chain a triple jump with a wallkick so they can ledgegrab.&lt;br /&gt;
*&#039;&#039;&#039;Swimming&#039;&#039;&#039; - When swimming, you press A to initiate another swim. To swim optimally, there are audio and visual cues most players use. If you watch any runner swim, you will pick up on those cues and then can determine what works best for you.&lt;br /&gt;
*&#039;&#039;&#039;Flying&#039;&#039;&#039; - To initiate a fly, Mario must have on a Wing Cap and perform a triple jump. This triple jump is unique, since it can be done in place, whereas a regular triple jump cannot. A good general practice while flying is to try and make smooth parabolic arcs to retain your speed. A special note on the wing cap - if you are falling (not in a flying state) with the wing cap on, you can hold A to fall slower.&lt;br /&gt;
Sean&#039;s Video covers movement options very well and also has an input display to help visualize everything. It also has some good information about slopes (touched on this a little above) towards the end.&lt;br /&gt;
==== Sean Raider Movement Guide ====&lt;br /&gt;
{{#ev:youtube|tyu1KO3x5Ps}}&lt;br /&gt;
&lt;br /&gt;
== Intermediate/Advanced Movement Options ==&lt;br /&gt;
*&#039;&#039;&#039;Immediate Jumps on slopes&#039;&#039;&#039; - When you are on a slope, you can hold Z and instantly jump much faster than if you were not. This is useful for Whomp&#039;s Fortress 100 Coin, Lethal Lava Land movement, and Tall Tall Mountain reds.&lt;br /&gt;
*&#039;&#039;&#039;Spinning in Air&#039;&#039;&#039; - When Mario bounces off a sprindrift or fly guy, or gets sucked into a tornado in Shifting Sand Land, he enters a twirling state. While in this state, you can hold A to make Mario spin faster and cover more ground as he descends. &lt;br /&gt;
*&#039;&#039;&#039;Pole Grab&#039;&#039;&#039; - When you grab the bottom of a pole, Mario will try to catch it but fail most of the time. If you mash B, he will keep trying to regrab the pole instead of falling off of it. You will see this a lot when runners try to do Lakitu Bounce or grab the pole in Bowser in the Sky Reds.&lt;br /&gt;
*&#039;&#039;&#039;Speedkick&#039;&#039;&#039; - This is probably the most difficult movement option in the game. At a high level, you speedkick to maintain your speed and get a specific amount of spacing into some other movement option like a triple jump wallkick or a jump dive. To do a speedkick, Mario must be moving. Before he makes contact with the ground, you must already be holding A and the control stick must be slightly tilted in the direction you want to speedkick. If you played any smash game before, its similar to performing tilts instead of smash attacks. Then, when Mario hits the ground, hit B to speedkick. Check out the videos below for more on speedkicks.&lt;br /&gt;
&lt;br /&gt;
==== Drogie Speedkick Guide ====&lt;br /&gt;
{{#ev:youtube|MKMOuSy1tlM}}&lt;br /&gt;
&lt;br /&gt;
==== Yale Speedkick Guide ====&lt;br /&gt;
{{#ev:youtube|LCdfklEOYe4}}&lt;br /&gt;
&lt;br /&gt;
==The Camera Is Your Friend==&lt;br /&gt;
In SM64, a large part of RTA speedrunning is getting used to manipulating the camera to your benefit. There are main two cameras: Lakitu Cam and Mario Cam. Each of these cameras have a regular and a &amp;quot;c-down&amp;quot; option which is basically a zoomed out version of each camera. Outside of specific stars that manipulate the camera for lag reductions (for console runners), what camera you use to do a star is up to you. 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;/div&gt;</summary>
		<author><name>Hakasay</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Movement_Guide&amp;diff=10989</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=10989"/>
		<updated>2020-03-26T20:23:11Z</updated>

		<summary type="html">&lt;p&gt;Hakasay: Created page with &amp;quot;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. N...&amp;quot;&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, you can combine a triple jump and a wallkick to make a triple jump wallkick.&lt;br /&gt;
== Basic Movement Options ==&lt;br /&gt;
*&#039;&#039;&#039;Single Jump&#039;&#039;&#039; - Press A to single jump. How long you hold A for determines how long Mario jumps in the air for until he reaches his max height.&lt;br /&gt;
*&#039;&#039;&#039;Double Jump&#039;&#039;&#039; - Upon landing from a single jump or walking off of a ledge, press A when Mario makes contact with the ground to double jump. This jump gives Mario more height than a single jump. Similar to a single jump, how long you hold A for after the double jump will make Mario jump higher until he reaches the max height.&lt;br /&gt;
*&#039;&#039;&#039;Triple Jump&#039;&#039;&#039; - Upon landing from a double jump, press A when Mario makes contact with the ground to triple jump. You must have forward momentum to triple jump. You cannot ledgegrab out of a triple jump.&lt;br /&gt;
*&#039;&#039;&#039;Long Jump&#039;&#039;&#039; - When Mario is moving, press Z followed by A to longjump.&lt;br /&gt;
*&#039;&#039;&#039;Sideflip&#039;&#039;&#039; - When Mario has momentum in a direction, flick the stick in the opposite direction to make Mario start turning in the opposite direction. While Mario is in this turning state, you can perform a sideflip into any direction you hold by pressing A.&lt;br /&gt;
*&#039;&#039;&#039;Backflip&#039;&#039;&#039; - While standing still, press Z followed by A to backflip. This technique has very few applications in an RTA run. The most common use is on the Advanced CCM Wallkicks Will Work strategy.&lt;br /&gt;
*&#039;&#039;&#039;Walljump/Wallkick&#039;&#039;&#039; - You must have some momentum towards a wall and be within a range of angles to perform a wallkick. When you get close to the wall, press A to wallkick. There are 5 frames in which Mario interacts with the wall and is able to wallkick. Each of these frames have specific properties. The most common distinct wallkick to get is a first frame wallkick (aka firsty) where Mario will gain speed out of the wallkick. The other frames Mario retains his speed or loses some.&lt;br /&gt;
*&#039;&#039;&#039;Punch&#039;&#039;&#039; - When standing on the ground, press B to punch.&lt;br /&gt;
*&#039;&#039;&#039;Kick (on ground)&#039;&#039;&#039; - When standing on the ground with the A button pressed, press B to do a kick.&lt;br /&gt;
*&#039;&#039;&#039;Kick (in air)&#039;&#039;&#039; - When in the air with no little to no forward momentum, press B to kick.&lt;br /&gt;
*&#039;&#039;&#039;Dive&#039;&#039;&#039; - When grounded or in the air with a lot of forward momentum, press B to dive. Being able to perform a kick or dive in specific parts of the game requires some effort. A common point of failure among beginner runners is trying to do double jump kicks in Bowser in the Sky. This is great movement to practice to get a feel for how to kick V.S. how to dive.&lt;br /&gt;
*&#039;&#039;&#039;Rollout&#039;&#039;&#039; - When Mario is in the dive animation and hits the floor, you can press either A or B to rollout. Many players will slide their finger from A to B (for two chances) to try and make the rollout dustless. When doing longjumps,dive rollouts, and slidekick rollouts you have a large window to hit the next movement. If you do it on the first frame, no dust will be generated under Mario, which is why it is called dustless. Mario does not lose any speed with dustless movements. If you rollout over an edge, Mario will be in a state where he does not take damage, cannot ledgegrab, and cannot groundpound.&lt;br /&gt;
*&#039;&#039;&#039;Slidekick&#039;&#039;&#039; - When Mario has forward momentum, press Z followed by B to perform a slidekick. Slidekicks have the property of quick startup, so it is preferred in very specific instances. One common spot is when going to talk to the penguin inside the CCM slide area.&lt;br /&gt;
*&#039;&#039;&#039;Groundpound&#039;&#039;&#039; - When Mario is in the air as a result of jumping, or running off of a ledge, you can hit Z to groundpound. It is very common to groundpound under stars, since it extends Mario&#039;s hitbox and he falls down faster after grabbing the star. The same thing applies to breaking boxes to grab stars. If you hit A+Z on the same frame while grounded, Mario will groundpound. Mistakes during a run often occur as a result of trying to longjump and instead groundpounding.&lt;br /&gt;
*&#039;&#039;&#039;Ledge Grab&#039;&#039;&#039; - Mario can grab a ledge out of any state with 3 exceptions. If you rollout, the state Mario is in until he lands on the ground cannot ledgegrab. If you are on a slope Mario can stand on, but not kick, he will not be able to ledgegrab. You cannot ledgegrab out of a triple jump. This is why players often chain a triple jump with a wallkick so they can ledgegrab.&lt;br /&gt;
*&#039;&#039;&#039;Swimming&#039;&#039;&#039; - When swimming, you press A to initiate another swim. To swim optimally, there are audio and visual cues most players use. If you watch any runner swim, you will pick up on those cues and then can determine what works best for you.&lt;br /&gt;
*&#039;&#039;&#039;Flying&#039;&#039;&#039; - To initiate a fly, Mario must have on a Wing Cap and perform a triple jump. This triple jump is unique, since it can be done in place, whereas a regular triple jump cannot. A good general practice while flying is to try and make smooth parabolic arcs to retain your speed. A special note on the wing cap - if you are falling (not in a flying state) with the wing cap on, you can hold A to fall slower.&lt;br /&gt;
Sean&#039;s Video covers movement options very well and also has an input display to help visualize everything. It also has some good information about slopes (touched on this a little above) towards the end.&lt;br /&gt;
==== Sean Raider Movement Guide ====&lt;br /&gt;
{{#ev:youtube|tyu1KO3x5Ps}}&lt;br /&gt;
&lt;br /&gt;
== Intermediate/Advanced Movement Options ==&lt;br /&gt;
*&#039;&#039;&#039;Immediate Jumps on slopes&#039;&#039;&#039; - When you are on a slope, you can hold Z and instantly jump much faster than if you were not. This is useful for Whomp&#039;s Fortress 100 Coin, Lethal Lava Land movement, and Tall Tall Mountain reds.&lt;br /&gt;
*&#039;&#039;&#039;Spinning in Air&#039;&#039;&#039; - When Mario bounces off a sprindrift or fly guy, or gets sucked into a tornado in Shifting Sand Land, he enters a twirling state. While in this state, you can hold A to make Mario spin faster and cover more ground as he descends. &lt;br /&gt;
*&#039;&#039;&#039;Pole Grab&#039;&#039;&#039; - When you grab the bottom of a pole, Mario will try to catch it but fail most of the time. If you mash B, he will keep trying to regrab the pole instead of falling off of it. You will see this a lot when runners try to do Lakitu Bounce or grab the pole in Bowser in the Sky Reds.&lt;br /&gt;
*&#039;&#039;&#039;Speedkick&#039;&#039;&#039; - This is probably the most difficult movement option in the game. At a high level, you speedkick to maintain your speed and get a specific amount of spacing into some other movement option like a triple jump wallkick or a jump dive. To do a speedkick, Mario must be moving. Before he makes contact with the ground, you must already be holding A and the control stick must be slightly tilted in the direction you want to speedkick. If you played any smash game before, its similar to performing tilts instead of smash attacks. Then, when Mario hits the ground, hit B to speedkick. Check out Yale&#039;s Speedkick guide for a video demonstration.&lt;br /&gt;
&lt;br /&gt;
==== Yale Speedkick Guide ====&lt;br /&gt;
{{#ev:youtube|LCdfklEOYe4}}&lt;br /&gt;
&lt;br /&gt;
==The Camera Is Your Friend==&lt;br /&gt;
In SM64, a large part of RTA speedrunning is getting used to manipulating the camera to your benefit. There are main two cameras: Lakitu Cam and Mario Cam. Each of these cameras have a regular and a &amp;quot;c-down&amp;quot; option which is basically a zoomed out version of each camera. Outside of specific stars that manipulate the camera for lag reductions (for console runners), what camera you use to do a star is up to you. 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;/div&gt;</summary>
		<author><name>Hakasay</name></author>
	</entry>
</feed>