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	<updated>2026-09-29T20:09:01Z</updated>
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	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Cloning&amp;diff=16176</id>
		<title>Cloning</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Cloning&amp;diff=16176"/>
		<updated>2021-11-21T07:24:30Z</updated>

		<summary type="html">&lt;p&gt;Hallowizer: /* Delayed grab */ removed the timecode in the science of cloning source&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mario holding a coin clone.png|thumb|242x242px|Mario holding a Coin Clone]]&lt;br /&gt;
&#039;&#039;&#039;Cloning&#039;&#039;&#039; refers to a number of glitches that allow Mario to hold [[object]]s that were not intended to be held. Typically, this happens when Mario continues to hold an [[object slot]] after the object in it has unloaded. When a new object loads into this slot, Mario will hold a reference to this new object. The name &amp;quot;cloning&amp;quot; comes from one of its main applications, which is to duplicate objects such as [[coin]]s or [[Goomba|goombas]]. This name is a misnomer, as the duplication behavior is a property of those specific objects, and not the technique itself. &lt;br /&gt;
&lt;br /&gt;
[[File:Holding Objects.png|frame|right|How holding objects works]]&lt;br /&gt;
== Methods ==&lt;br /&gt;
&lt;br /&gt;
=== Delayed grab ===&lt;br /&gt;
When Mario picks up an object by [[punch]]ing (as opposed to [[dive|diving]] or [[water grab]]bing), there is a two-[[frame]] window of time in which the object is not placed into [[limbo]], yet Mario has committed to picking up the object. At the end of this window, Mario will hold the object slot that this object is in, even if the original object has since unloaded.&lt;br /&gt;
&lt;br /&gt;
For example, if Mario begins to pick up a [[Bob-omb]] just before it explodes and unloads, Mario will hold the object slot that the Bob-omb originally occupied.&lt;br /&gt;
&lt;br /&gt;
This can be performed using the following objects:&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=9xE2otZ-9os &amp;quot;SM64 - The Science of Cloning&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Object&lt;br /&gt;
! Circumstances&lt;br /&gt;
! Before coins despawn&lt;br /&gt;
! After coins despawn&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Bob-omb&lt;br /&gt;
              | No fuse&lt;br /&gt;
              | VS2&lt;br /&gt;
              | VS3&lt;br /&gt;
              |-&lt;br /&gt;
              | Early fuse&lt;br /&gt;
              | VS4/VS5&lt;br /&gt;
              | VS5/VS6&lt;br /&gt;
              |-&lt;br /&gt;
              | Full fuse&lt;br /&gt;
              | VS2&lt;br /&gt;
              | VS3&lt;br /&gt;
|-&lt;br /&gt;
              | [[Chuckya]]&lt;br /&gt;
              | All&lt;br /&gt;
              | VS21&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[Cork Box]]&lt;br /&gt;
              | Breaking&lt;br /&gt;
              | VS42&lt;br /&gt;
              | VS45&lt;br /&gt;
              |-&lt;br /&gt;
              | Disappearing within no-spawn radius&lt;br /&gt;
              | VS1&lt;br /&gt;
              |-&lt;br /&gt;
              | Disappearing outside no-spawn radius&lt;br /&gt;
              | VS2&lt;br /&gt;
|-&lt;br /&gt;
              | [[Crazy Box]]&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=BEiRksVS3aw &amp;quot;SM64 - Fake Crazy Box&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
              | All&lt;br /&gt;
              | VS21&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Loading zones ===&lt;br /&gt;
[[Loading zone]]s cause all objects to unload, and new objects to spawn in their place. If Mario is holding an object while passing through a loading zone, he will continue to hold the object slot, even though the object has unloaded.&lt;br /&gt;
&lt;br /&gt;
This can be performed in [[Wet-Dry World]] by carrying a [[chuckya]] or [[Heave-Ho]] through the loading zone, and in [[Dire, Dire Docks]] using the [[water shell holding]] glitch.&lt;br /&gt;
&lt;br /&gt;
== Properties of clones ==&lt;br /&gt;
The term &amp;quot;clone&amp;quot; generally refers to an object that was not meant to be held that nevertheless is or was being held by Mario.&lt;br /&gt;
&lt;br /&gt;
When Mario releases a clone, it stops updating and becomes unable to send signals to other objects. Mario can still [[Interaction|interact]] with it, since interaction is part of Mario&#039;s behavior, not the object&#039;s. For example, while Mario can still collect a coin after it has been cloned, the coin no longer spins.&lt;br /&gt;
&lt;br /&gt;
Though Mario can still interact with objects, certain types of interactions will cause the object to become intangible, and thus he will no longer be able to interact with it in any way. These include:&lt;br /&gt;
*Collecting a coin&lt;br /&gt;
*Taking damage from an enemy&lt;br /&gt;
*Touching a [[water ring]]&lt;br /&gt;
*Getting knocked back by a [[Bully]]&lt;br /&gt;
*Touching a [[warp]] object&lt;br /&gt;
*Getting grabbed by [[Chuckya]] (or [[King Bob-omb]], who is impossible to clone)&lt;br /&gt;
&lt;br /&gt;
Some notable interactions that do &#039;&#039;not&#039;&#039; cause the object to become intangible are:&lt;br /&gt;
*Touching a [[Koopa Shell]]&lt;br /&gt;
*Knocking back a Bully&lt;br /&gt;
*Warping using a [[Teleporter]]&lt;br /&gt;
The behavior of clones is identical to that of objects during [[Time Stop]]. If an object that is meant to be held, like a Bob-omb or cork box, is cloned, it will act normally when released. It is not usually considered a clone and has behavior separate from its behavior during time stop.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
=== Duplication ===&lt;br /&gt;
Some objects such as [[coin]]s and [[Goomba]]s use [[spawner]]s, whose purpose is to ensure that these objects are loaded when necessary. For example, when Mario moves far away from a line of coins, they unload. When Mario again moves toward the coins, the [[Coin Spawner|coin line&#039;s spawner]] is responsible for respawning the coins, and only those coins, in the line that have not yet been collected.&lt;br /&gt;
&lt;br /&gt;
When Mario interacts with a coin, he collects it and sets a flag on the coin spawner to inform it that it has been collected. When the coin next updates, it despawns itself and informs the coin spawner that it should not be respawned when Mario moves away and comes back. However, if this coin was cloned, then it does not update, and so cannot inform the spawner that it has been collected. Thus, if Mario collects a cloned coin, and then moves away and returns, the original coin will respawn, effectively duplicating the coin. This does not occur with coins that do not come from spawners, as they cannot load during the level.&lt;br /&gt;
&lt;br /&gt;
The following objects can be duplicated in this manner:&lt;br /&gt;
*[[Goomba]]s&lt;br /&gt;
*[[Yellow Coin|Yellow coin]]s (not [[Red Coin|red coins]], as these do not have spawners)&lt;br /&gt;
*[[Blue Coin|Blue coin]]s by reaching a loading zone before the [[Blue Coin Switch]] runs out&lt;br /&gt;
&amp;lt;!--Finish this list--&amp;gt;&lt;br /&gt;
Because cloned objects never unload, they gradually fill up the available [[object slot]]s and continue to be rendered on screen. This can cause lag, [[game corruption]], and eventually a [[Crash|game freeze]] when the object slots run out.&lt;br /&gt;
&lt;br /&gt;
=== Infinite shell ===&lt;br /&gt;
When Mario rides on a [[Koopa Shell]] or [[Shiny Shell]], although the latter is impossible to clone, the shell object stays spawned until he runs into a [[wall]] or presses Z, which causes the shell to break. At this point, Mario sets a flag on the shell, and when the shell next updates, it unloads itself. Because a cloned shell does not update, it does not unload, allowing Mario to repeatedly ride and break a shell after cloning it. &lt;br /&gt;
=== Remote star collection ===&lt;br /&gt;
Stars that spawn during the course of gameplay can be cloned. For example, this can be done with red coin stars, 100 coin stars, and stars contained in item boxes. Even if a star is spawned at the start of a level, it can still be cloned if that level contains a [[loading zone]], such as [[Board Bowser&#039;s Sub]] and [[Collect the Caps...|Collect the Caps]] in [[Dire, Dire Docks]].&lt;br /&gt;
&lt;br /&gt;
==Manipulating clones==&lt;br /&gt;
These are commonly used methods to get Mario to hold the correct [[object slot]] to clone a desired [[object]].&lt;br /&gt;
===Coin in [[BoB]]===&lt;br /&gt;
*Grab fake cork box outside radius: box=VS2&lt;br /&gt;
*Load 8 coins: VS2=coin#2&lt;br /&gt;
===Coin in [[BitFS]]===&lt;br /&gt;
*Grab fake Bob-omb: Bob-omb=VS9&lt;br /&gt;
*Flame:VS9=VS4&lt;br /&gt;
*Load 5 coins: VS4=coin#4&lt;br /&gt;
===Top coin of a ring (AKA coin#3)===&lt;br /&gt;
*Open a [[Cap Block]]: (no effect)&lt;br /&gt;
*Grab fake cork box outside radius: box=VS2&lt;br /&gt;
*Unload [[Wing Cap]]: VS2=VS3&lt;br /&gt;
*Load 8 coins: VS3=coin#3&lt;br /&gt;
(Used to collect [[secret]]s coinless)&lt;br /&gt;
&lt;br /&gt;
===Bob-omb===&lt;br /&gt;
*Explode a Bob-omb: (no effect)&lt;br /&gt;
*Grab a fake cork box inside radius: box=VS1&lt;br /&gt;
*Respawn Bob-omb: VS1=Bob-omb&lt;br /&gt;
===[[Chain Chomp&#039;s Pivot]]===&lt;br /&gt;
*Grab fake cork box inside it radius: box=VS1&lt;br /&gt;
*Load [[Chain Chomp]]: VS1=pivot&lt;br /&gt;
===Red Coin Star===&lt;br /&gt;
*Grab fake cork box outside radius: box=VS2&lt;br /&gt;
*Collect a yellow coin: VS2=VS3&lt;br /&gt;
*Collect a yellow coin: VS3=VS4&lt;br /&gt;
*Collect 8th red coin: VS1=[[Red Coin Star|red coin star]]&lt;br /&gt;
===100 coin star===&lt;br /&gt;
*Grab fake Bob-omb: bob-omb=VS9&lt;br /&gt;
*Load 8 coins: VS9=VS1&lt;br /&gt;
*Collect 100th coin: VS1=[[100 Coin Star|100 coin star]]&lt;br /&gt;
===[[Koopa Shell]]===&lt;br /&gt;
*Grab fake cork box outside radius: box=VS2&lt;br /&gt;
*Load Chain Chomp: VS2=chain#1&lt;br /&gt;
*Unload Chain Chomp: chain#1=VS4&lt;br /&gt;
*Load 3 [[Goomba]]s: VS4=VS1&lt;br /&gt;
*Knock off [[Koopa]]&#039;s shell: VS1=shell&lt;br /&gt;
===[[Metal Cap]]===&lt;br /&gt;
*Grab fake cork box outside radius: box=VS2&lt;br /&gt;
*Load 2 coins: VS2=coin#2&lt;br /&gt;
*Unload 2 coins: coin#2=VS1&lt;br /&gt;
*Open [[Cap Block#Metal Cap|Metal Cap block]]: VS1=Metal Cap&lt;br /&gt;
&lt;br /&gt;
==Premature Cloning==&lt;br /&gt;
A &#039;&#039;&#039;premature clone&#039;&#039;&#039; is a cloned object that has some of its properties not fully loaded yet. This occurs on the first frame a nearby spawner spawns objects that can be cloned, and on that frame, the object would temporarily be placed at the origin of the course (0, 0, 0) while many of the properties are missing.&lt;br /&gt;
&lt;br /&gt;
A clone of such an object mimics many of the same traits. Therefore, a premature clone would, if released, be placed at the origin of the course while missing some effects. For example, a coin released prematurely will not be collected while the object is released, unlike the standard steps of cloning a coin. Using this technique, Pannenkoek2012 could complete some stages without collecting any coins where it may seem inevitable, notably in [[Mario Wings to the Sky]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Premature clone|Premature Clone]]&lt;br /&gt;
*[[Interference Clone]]&lt;br /&gt;
*[[Transport Cloning|Transport Clone]]&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
[[Category:Memory glitches]]&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>Hallowizer</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Cork_Box&amp;diff=16175</id>
		<title>Cork Box</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Cork_Box&amp;diff=16175"/>
		<updated>2021-11-21T07:23:37Z</updated>

		<summary type="html">&lt;p&gt;Hallowizer: /* Fake Cork Box */ Added an explanation of each outcome&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{object_infobox&lt;br /&gt;
|title= Cork Box&lt;br /&gt;
|image= STROOP- Cork Box.png&lt;br /&gt;
|hitbox_type= cylinder&lt;br /&gt;
|hitbox_radius= 150&lt;br /&gt;
|hitbox_height= 250&lt;br /&gt;
|hitbox_down= 20&lt;br /&gt;
|damage= None&lt;br /&gt;
|speed= 0 assuming flat ground (does not move on its own)&lt;br /&gt;
|tangibility_radius= ???&lt;br /&gt;
|interaction_type=Grabbable&lt;br /&gt;
|surfaces= ???&lt;br /&gt;
|related= [[Large Cork Box]]&lt;br /&gt;
|found_in= [[Bob-omb Battlefield]], [[Whomp&#039;s Fortress]], [[Shifting Sand Land]]&lt;br /&gt;
|expand=noexpandable&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Cork Boxes&#039;&#039;&#039; are small, grabbable, cube-shaped boxes that appear in Super Mario 64. Mario can pick them up and throw or drop them. 27 seconds after Mario releases it, it will start flashing; 3 seconds after that, it will despawn and respawn at its original position.&lt;br /&gt;
&lt;br /&gt;
==Glitches==&lt;br /&gt;
===Fake Cork Box===&lt;br /&gt;
{{Main|Cloning}}&lt;br /&gt;
It is possible to grab a fake (unloaded) cork box by grabbing it as it explodes or despawns from inactivity; if this is done outside the spawning radius, the new box is loaded, and the old one unloads before the spawner afterward, resulting in Mario holding VS2.&amp;lt;ref name=&amp;quot;CLONESCIENCE&amp;quot;&amp;gt;[https://www.youtube.com/watch?v=9xE2otZ-9os &amp;quot;SM64 - The Science of Cloning&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
On the other hand, if the fake cork box is grabbed within the radius, then because the spawner does not immediately get replaced by the new box, the old box is the only object to unload, giving Mario VS1.&amp;lt;ref name=&amp;quot;CLONESCIENCE&amp;quot; /&amp;gt; However, leaving the radius with this fake cork box will result in the new cork box loading, occupying VS1 and defeating the purpose of cloning the box.&lt;br /&gt;
&lt;br /&gt;
===Breaking-Disappearing Cork Box Glitch===&lt;br /&gt;
{{Main|Breaking-Disappearing Cork Box Glitch}}&lt;br /&gt;
It is possible to get infinite coins from a cork box by breaking it as it despawns from inactivity. It still respawns, and you keep the three coins from breaking it.&lt;br /&gt;
{{objects}}&lt;/div&gt;</summary>
		<author><name>Hallowizer</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Cloning&amp;diff=16174</id>
		<title>Cloning</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Cloning&amp;diff=16174"/>
		<updated>2021-11-21T07:13:19Z</updated>

		<summary type="html">&lt;p&gt;Hallowizer: /* Delayed grab */ Added a table of VS#s from cloning, info provided by pannenkoek2012&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mario holding a coin clone.png|thumb|242x242px|Mario holding a Coin Clone]]&lt;br /&gt;
&#039;&#039;&#039;Cloning&#039;&#039;&#039; refers to a number of glitches that allow Mario to hold [[object]]s that were not intended to be held. Typically, this happens when Mario continues to hold an [[object slot]] after the object in it has unloaded. When a new object loads into this slot, Mario will hold a reference to this new object. The name &amp;quot;cloning&amp;quot; comes from one of its main applications, which is to duplicate objects such as [[coin]]s or [[Goomba|goombas]]. This name is a misnomer, as the duplication behavior is a property of those specific objects, and not the technique itself. &lt;br /&gt;
&lt;br /&gt;
[[File:Holding Objects.png|frame|right|How holding objects works]]&lt;br /&gt;
== Methods ==&lt;br /&gt;
&lt;br /&gt;
=== Delayed grab ===&lt;br /&gt;
When Mario picks up an object by [[punch]]ing (as opposed to [[dive|diving]] or [[water grab]]bing), there is a two-[[frame]] window of time in which the object is not placed into [[limbo]], yet Mario has committed to picking up the object. At the end of this window, Mario will hold the object slot that this object is in, even if the original object has since unloaded.&lt;br /&gt;
&lt;br /&gt;
For example, if Mario begins to pick up a [[Bob-omb]] just before it explodes and unloads, Mario will hold the object slot that the Bob-omb originally occupied.&lt;br /&gt;
&lt;br /&gt;
This can be performed using the following objects:&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=9xE2otZ-9os&amp;amp;t=324s &amp;quot;SM64 - The Science of Cloning&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Object&lt;br /&gt;
! Circumstances&lt;br /&gt;
! Before coins despawn&lt;br /&gt;
! After coins despawn&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | Bob-omb&lt;br /&gt;
              | No fuse&lt;br /&gt;
              | VS2&lt;br /&gt;
              | VS3&lt;br /&gt;
              |-&lt;br /&gt;
              | Early fuse&lt;br /&gt;
              | VS4/VS5&lt;br /&gt;
              | VS5/VS6&lt;br /&gt;
              |-&lt;br /&gt;
              | Full fuse&lt;br /&gt;
              | VS2&lt;br /&gt;
              | VS3&lt;br /&gt;
|-&lt;br /&gt;
              | [[Chuckya]]&lt;br /&gt;
              | All&lt;br /&gt;
              | VS21&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; | [[Cork Box]]&lt;br /&gt;
              | Breaking&lt;br /&gt;
              | VS42&lt;br /&gt;
              | VS45&lt;br /&gt;
              |-&lt;br /&gt;
              | Disappearing within no-spawn radius&lt;br /&gt;
              | VS1&lt;br /&gt;
              |-&lt;br /&gt;
              | Disappearing outside no-spawn radius&lt;br /&gt;
              | VS2&lt;br /&gt;
|-&lt;br /&gt;
              | [[Crazy Box]]&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=BEiRksVS3aw &amp;quot;SM64 - Fake Crazy Box&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
              | All&lt;br /&gt;
              | VS21&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Loading zones ===&lt;br /&gt;
[[Loading zone]]s cause all objects to unload, and new objects to spawn in their place. If Mario is holding an object while passing through a loading zone, he will continue to hold the object slot, even though the object has unloaded.&lt;br /&gt;
&lt;br /&gt;
This can be performed in [[Wet-Dry World]] by carrying a [[chuckya]] or [[Heave-Ho]] through the loading zone, and in [[Dire, Dire Docks]] using the [[water shell holding]] glitch.&lt;br /&gt;
&lt;br /&gt;
== Properties of clones ==&lt;br /&gt;
The term &amp;quot;clone&amp;quot; generally refers to an object that was not meant to be held that nevertheless is or was being held by Mario.&lt;br /&gt;
&lt;br /&gt;
When Mario releases a clone, it stops updating and becomes unable to send signals to other objects. Mario can still [[Interaction|interact]] with it, since interaction is part of Mario&#039;s behavior, not the object&#039;s. For example, while Mario can still collect a coin after it has been cloned, the coin no longer spins.&lt;br /&gt;
&lt;br /&gt;
Though Mario can still interact with objects, certain types of interactions will cause the object to become intangible, and thus he will no longer be able to interact with it in any way. These include:&lt;br /&gt;
*Collecting a coin&lt;br /&gt;
*Taking damage from an enemy&lt;br /&gt;
*Touching a [[water ring]]&lt;br /&gt;
*Getting knocked back by a [[Bully]]&lt;br /&gt;
*Touching a [[warp]] object&lt;br /&gt;
*Getting grabbed by [[Chuckya]] (or [[King Bob-omb]], who is impossible to clone)&lt;br /&gt;
&lt;br /&gt;
Some notable interactions that do &#039;&#039;not&#039;&#039; cause the object to become intangible are:&lt;br /&gt;
*Touching a [[Koopa Shell]]&lt;br /&gt;
*Knocking back a Bully&lt;br /&gt;
*Warping using a [[Teleporter]]&lt;br /&gt;
The behavior of clones is identical to that of objects during [[Time Stop]]. If an object that is meant to be held, like a Bob-omb or cork box, is cloned, it will act normally when released. It is not usually considered a clone and has behavior separate from its behavior during time stop.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
=== Duplication ===&lt;br /&gt;
Some objects such as [[coin]]s and [[Goomba]]s use [[spawner]]s, whose purpose is to ensure that these objects are loaded when necessary. For example, when Mario moves far away from a line of coins, they unload. When Mario again moves toward the coins, the [[Coin Spawner|coin line&#039;s spawner]] is responsible for respawning the coins, and only those coins, in the line that have not yet been collected.&lt;br /&gt;
&lt;br /&gt;
When Mario interacts with a coin, he collects it and sets a flag on the coin spawner to inform it that it has been collected. When the coin next updates, it despawns itself and informs the coin spawner that it should not be respawned when Mario moves away and comes back. However, if this coin was cloned, then it does not update, and so cannot inform the spawner that it has been collected. Thus, if Mario collects a cloned coin, and then moves away and returns, the original coin will respawn, effectively duplicating the coin. This does not occur with coins that do not come from spawners, as they cannot load during the level.&lt;br /&gt;
&lt;br /&gt;
The following objects can be duplicated in this manner:&lt;br /&gt;
*[[Goomba]]s&lt;br /&gt;
*[[Yellow Coin|Yellow coin]]s (not [[Red Coin|red coins]], as these do not have spawners)&lt;br /&gt;
*[[Blue Coin|Blue coin]]s by reaching a loading zone before the [[Blue Coin Switch]] runs out&lt;br /&gt;
&amp;lt;!--Finish this list--&amp;gt;&lt;br /&gt;
Because cloned objects never unload, they gradually fill up the available [[object slot]]s and continue to be rendered on screen. This can cause lag, [[game corruption]], and eventually a [[Crash|game freeze]] when the object slots run out.&lt;br /&gt;
&lt;br /&gt;
=== Infinite shell ===&lt;br /&gt;
When Mario rides on a [[Koopa Shell]] or [[Shiny Shell]], although the latter is impossible to clone, the shell object stays spawned until he runs into a [[wall]] or presses Z, which causes the shell to break. At this point, Mario sets a flag on the shell, and when the shell next updates, it unloads itself. Because a cloned shell does not update, it does not unload, allowing Mario to repeatedly ride and break a shell after cloning it. &lt;br /&gt;
=== Remote star collection ===&lt;br /&gt;
Stars that spawn during the course of gameplay can be cloned. For example, this can be done with red coin stars, 100 coin stars, and stars contained in item boxes. Even if a star is spawned at the start of a level, it can still be cloned if that level contains a [[loading zone]], such as [[Board Bowser&#039;s Sub]] and [[Collect the Caps...|Collect the Caps]] in [[Dire, Dire Docks]].&lt;br /&gt;
&lt;br /&gt;
==Manipulating clones==&lt;br /&gt;
These are commonly used methods to get Mario to hold the correct [[object slot]] to clone a desired [[object]].&lt;br /&gt;
===Coin in [[BoB]]===&lt;br /&gt;
*Grab fake cork box outside radius: box=VS2&lt;br /&gt;
*Load 8 coins: VS2=coin#2&lt;br /&gt;
===Coin in [[BitFS]]===&lt;br /&gt;
*Grab fake Bob-omb: Bob-omb=VS9&lt;br /&gt;
*Flame:VS9=VS4&lt;br /&gt;
*Load 5 coins: VS4=coin#4&lt;br /&gt;
===Top coin of a ring (AKA coin#3)===&lt;br /&gt;
*Open a [[Cap Block]]: (no effect)&lt;br /&gt;
*Grab fake cork box outside radius: box=VS2&lt;br /&gt;
*Unload [[Wing Cap]]: VS2=VS3&lt;br /&gt;
*Load 8 coins: VS3=coin#3&lt;br /&gt;
(Used to collect [[secret]]s coinless)&lt;br /&gt;
&lt;br /&gt;
===Bob-omb===&lt;br /&gt;
*Explode a Bob-omb: (no effect)&lt;br /&gt;
*Grab a fake cork box inside radius: box=VS1&lt;br /&gt;
*Respawn Bob-omb: VS1=Bob-omb&lt;br /&gt;
===[[Chain Chomp&#039;s Pivot]]===&lt;br /&gt;
*Grab fake cork box inside it radius: box=VS1&lt;br /&gt;
*Load [[Chain Chomp]]: VS1=pivot&lt;br /&gt;
===Red Coin Star===&lt;br /&gt;
*Grab fake cork box outside radius: box=VS2&lt;br /&gt;
*Collect a yellow coin: VS2=VS3&lt;br /&gt;
*Collect a yellow coin: VS3=VS4&lt;br /&gt;
*Collect 8th red coin: VS1=[[Red Coin Star|red coin star]]&lt;br /&gt;
===100 coin star===&lt;br /&gt;
*Grab fake Bob-omb: bob-omb=VS9&lt;br /&gt;
*Load 8 coins: VS9=VS1&lt;br /&gt;
*Collect 100th coin: VS1=[[100 Coin Star|100 coin star]]&lt;br /&gt;
===[[Koopa Shell]]===&lt;br /&gt;
*Grab fake cork box outside radius: box=VS2&lt;br /&gt;
*Load Chain Chomp: VS2=chain#1&lt;br /&gt;
*Unload Chain Chomp: chain#1=VS4&lt;br /&gt;
*Load 3 [[Goomba]]s: VS4=VS1&lt;br /&gt;
*Knock off [[Koopa]]&#039;s shell: VS1=shell&lt;br /&gt;
===[[Metal Cap]]===&lt;br /&gt;
*Grab fake cork box outside radius: box=VS2&lt;br /&gt;
*Load 2 coins: VS2=coin#2&lt;br /&gt;
*Unload 2 coins: coin#2=VS1&lt;br /&gt;
*Open [[Cap Block#Metal Cap|Metal Cap block]]: VS1=Metal Cap&lt;br /&gt;
&lt;br /&gt;
==Premature Cloning==&lt;br /&gt;
A &#039;&#039;&#039;premature clone&#039;&#039;&#039; is a cloned object that has some of its properties not fully loaded yet. This occurs on the first frame a nearby spawner spawns objects that can be cloned, and on that frame, the object would temporarily be placed at the origin of the course (0, 0, 0) while many of the properties are missing.&lt;br /&gt;
&lt;br /&gt;
A clone of such an object mimics many of the same traits. Therefore, a premature clone would, if released, be placed at the origin of the course while missing some effects. For example, a coin released prematurely will not be collected while the object is released, unlike the standard steps of cloning a coin. Using this technique, Pannenkoek2012 could complete some stages without collecting any coins where it may seem inevitable, notably in [[Mario Wings to the Sky]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Premature clone|Premature Clone]]&lt;br /&gt;
*[[Interference Clone]]&lt;br /&gt;
*[[Transport Cloning|Transport Clone]]&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
[[Category:Memory glitches]]&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>Hallowizer</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Super_Mario_64&amp;diff=16173</id>
		<title>Super Mario 64</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Super_Mario_64&amp;diff=16173"/>
		<updated>2021-11-21T06:12:03Z</updated>

		<summary type="html">&lt;p&gt;Hallowizer: /* Nintendo Switch Online */ demoted the heading&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Super Mario 64 BoxaFrt.png|alt=SUPER MARIO 64|thumb|Box art]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Super Mario 64&#039;&#039;&#039;&#039;&#039; is a 1996 platforming game on the Nintendo 64 console. It was a launch title for the N64 (along with &#039;&#039;[[wikipedia:Pilotwings 64|Pilotwings 64]]&#039;&#039; and &#039;&#039;[[wikipedia:Cruis&#039;n USA|Cruis&#039;n USA]]&#039;&#039; in Europe), and is largely considered to be one of the most important 3D platformers of all time. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;Super Mario 64&#039;&#039; started development sometime before 1995. The first time &#039;&#039;Super Mario 64&#039;&#039; was shown was at the [[Shoshinkai 1995|Shoshinkai show in November of 1995]], with the introduction of the Nintendo 64 (Ultra 64 at the time). Early footage of the show revealed the 50% complete beta version of &#039;&#039;Super Mario 64&#039;&#039;, in which it looked completely different than what the final product looked like.&amp;lt;ref&amp;gt;[https://tcrf.net/Prerelease:Super_Mario_64_(Nintendo_64)#Shoshinkai_.2795_Demo &amp;quot;Shoshinkai &#039;95 Demo&amp;quot; on The Cutting Room Floor]&amp;lt;/ref&amp;gt; The final product was supposed to come out in December, but it was delayed further, and the entire game was rebuilt. On May 16th, 1996 (E3 1996) the game was shown off and is almost like the final game.&amp;lt;ref&amp;gt;[https://tcrf.net/Prerelease:Super_Mario_64_(Nintendo_64)#E3_1996_Build &amp;quot;E3 1996 Build&amp;quot; on The Cutting Room Floor]&amp;lt;/ref&amp;gt; The entire game was almost accessible, some details got changed before the release, such as the different star icon in the HUD, a rock spike at the top of the mountain in [[Bob-omb_Battlefield|Bob-omb Battlefield]], and other small details that were changed. The game was rushed at the end of development as told by one of the programmers of &#039;&#039;Super Mario 64&#039;&#039;, and a couple of the team members never wanted to make games anymore due to being burnt out after working on &#039;&#039;Super Mario 64&#039;&#039;.&amp;lt;ref&amp;gt;[http://pixelatron.com/blog/the-making-of-super-mario-64-full-giles-goddard-interview-ngc/ The Making Of Super Mario 64 – full Giles Goddard interview (NGC)]&amp;lt;/ref&amp;gt; The game was released in Japan on June 23rd 1996, then on September 29th, 1996 in North America, and finally on March 1st, 1997 in Europe.&lt;br /&gt;
&lt;br /&gt;
==Game Versions==&lt;br /&gt;
There are many different versions of the game, differing by where, when, how, and in what way they were released.&lt;br /&gt;
&lt;br /&gt;
===N64===&lt;br /&gt;
The Nintendo 64 console is less robust than modern consoles, so its CPU is more likely to crash when confronted by errors and other unforeseen occurrences.&lt;br /&gt;
&lt;br /&gt;
====Japanese====&lt;br /&gt;
The very first version of the game to be commercially released, the Japanese N64 version was succeeded by the [[#Shindou|Shindou]] version a year after release. The Japanese version has a few glitches that were later fixed in all other versions, such as [[Spawning_Displacement|spawning displacement]], [[Coin_Limit#Unbounded_Coin_Limit_Glitch_.28Japanese_version.29|the lack of a coin limit]], [[Time_Stop|time stop]] and others. It is also notable for being the fastest version of the game for the [[1 Key]] category (and some others). This is because the text takes longer, but the lack of narration makes the game shorter. The text in the first Bowser fight is avoided during the 1 Key run, so the Japanese version becomes faster.&lt;br /&gt;
&lt;br /&gt;
====English====&lt;br /&gt;
&#039;&#039;See also: [[Version Differences]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The English version and all successive versions added some extra dialogue over the Japanese version. For example, Mario does not say &amp;quot;Haha&amp;quot;, and Peach does not narrate her &amp;quot;Dear Mario&amp;quot; letter. In addition, she does not talk during the ending. It fixes some errors and glitches from the previous version, such as the lack of a coin limit. It has, in general, less text than the Japanese version, but takes longer during the intro and ending due to Peach&#039;s narration.&lt;br /&gt;
&lt;br /&gt;
====PAL====&lt;br /&gt;
The European release of &#039;&#039;Super Mario 64&#039;&#039; supports language changing in the settings menu between English, French, and German. This is optimal for the [[ABZ Button Challenge]] because the Start button can be used to change language and the language with the least text can be selected. Due to [[Wii VC Round-To-Zero]], however, the true optimal PAL version is not on N64. Outside of ABZ, PAL is little-used because changing languages wastes time and English is effectively identical if you do not change languages. Because of the PAL video format using 50hz instead of NTSC&#039;s 60hz, PAL runs at 25 [[Frame|frames]] per second rather than 30, another reason why it is suboptimal for speedruns/TASes.&lt;br /&gt;
&lt;br /&gt;
====Shindou====&lt;br /&gt;
The final release of &#039;&#039;Super Mario 64&#039;&#039; on the Nintendo 64 was once again released in Japanese. It enabled a compiler flag to allow optimizations, which results in less lag. It also fixed the infamous [[Backwards Long Jump]] glitch, which is why it is rarely used in speedruns, except in the [[BLJless]] category. Strangely, when grabbing a [[pole]] on this version, horizontal speed affects Mario&#039;s angle. The game introduced new voice clips like &amp;quot;Bye, bye!&amp;quot; when throwing Bowser. Some of Mario&#039;s voice clips are high-pitched in this version. This version would later be used for Super Mario 3D All-Stars.&lt;br /&gt;
&lt;br /&gt;
===iQue (Chinese)===&lt;br /&gt;
{{main|Super Mario 64 (iQue)}}&lt;br /&gt;
&lt;br /&gt;
The iQue version of the game runs on the iQue Player, a rare handheld N64 variant only released in China. The iQue version is in fact the Shindou version translated to Chinese, and as such it does not have BLJs or the Bob-omb or Bully angle crashes. By hacking a romhack by Kaze onto an iQue, it was found that the camera going to a [[Parallel Universe]] does crash the game like on the N64 console.&amp;lt;ref&amp;gt;[https://youtu.be/_dAGdYd9KUY &amp;quot;Do Parallel Universes Crash on iQue?&amp;quot; by CadBrad]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===64DD Version===&lt;br /&gt;
&#039;&#039;Super Mario 64&#039;&#039; DD Version or SM64DD (called Super Mario Disk Version on the title screen) was an unreleased version of the game for the 64DD, likely made to test the load times of the system. The 64DD was a commercial failure, and the DD version was never released. Only one known copy of this version exists, owned by adonfjv, who found it at a Japanese video game store in 2014&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=5rd6_5HoJd8 &amp;quot;Super Mario 64 Disk Version - Boot on 64DD&amp;quot; by adonfjv]&amp;lt;/ref&amp;gt;. The ROM (NDD) of this version has since been dumped.&lt;br /&gt;
&lt;br /&gt;
SM64DD is effectively the Japanese version of SM64 ported to the 64DD, with most (but not all) sounds replaced with their PAL versions. For example, the red coin and the sliding star door sounds are the same as in the Japanese release. The title screen is vastly different, resembling the hidden debug mode&#039;s level select screen. Since it is on a disk, load times are increased.&lt;br /&gt;
&lt;br /&gt;
The most major difference is that entering the inside of the island in [[Tiny-Huge Island]], where Wiggler and red coins reside, will crash the game. This makes collecting all 120 stars impossible on this version. The crash is console only, and occurs due to Wiggler&#039;s health value being uninitialized (the original Japanese and USA releases do not crash from this programming oversight as a coincidence).&lt;br /&gt;
===Wii VC===&lt;br /&gt;
{{main|Virtual Console}}&lt;br /&gt;
&lt;br /&gt;
The Wii acts differently from the N64. It is much less likely to crash. Unlike the N64, it does not crash from [[PU crashes]], [[Bully#Angle_Conversion_Crash | Bully angle crash]], or Bob-omb angle crash. The emulation software also [[Wii VC Round-To-Zero|rounds floats differently]] from other consoles. Another difference is that it does not crash from the [[Address Error Exception]]. It is currently unknown whether the Wii crashes upon having infinity speed.&lt;br /&gt;
&lt;br /&gt;
====Japanese====&lt;br /&gt;
Japanese Wii VC is actually the Shindou edition, not the original Japanese version. This is why it does not have spawning displacement or other Japanese N64-exclusive glitches, nor does it have BLJs. It is almost never used for speedrunning for that reason.&lt;br /&gt;
&lt;br /&gt;
====English====&lt;br /&gt;
English Wii VC is the optimal Wii VC for speedruns. It avoids the lack of BLJs in the Japanese version and the slower framerate of the PAL version. It is used for the [[A Button Challenge]] any% run because [[Bowser in the Fire Sea]] takes 0 A presses instead of 1 due to a rounding error.&lt;br /&gt;
&lt;br /&gt;
====PAL====&lt;br /&gt;
PAL Wii VC is rarely seen because it is obscure and slow. However, it is actually the ideal game version for the ABZ Button Challenge, at least for any%, because it contains both language switching and the rounding error in BitFS.&lt;br /&gt;
&lt;br /&gt;
===Wii U VC===&lt;br /&gt;
&#039;&#039;Main article: [[Virtual Console]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Wii U Virtual Console version has no known interesting glitches that set it apart from either N64 or Wii VC. It is identical to Wii VC, except that the rounding error is absent. Like Wii VC, it ignores [[Address Error Exception]]s. Wii U VC is often joked by speedrunners for have a high amount of input lag and it is mostly used only by new runners.&lt;br /&gt;
&lt;br /&gt;
====Japanese====&lt;br /&gt;
Much like Wii VC, Japanese Wii U VC is the Shindou version. This means that BLJs and other glitches that were patched in the Shindou version are absent. &lt;br /&gt;
&lt;br /&gt;
====English====&lt;br /&gt;
Also like Wii VC, American Wii U VC is the US version.&lt;br /&gt;
&lt;br /&gt;
====PAL====&lt;br /&gt;
PAL Wii U VC is actually the US version (unlike on Wii VC), so it&#039;s identical to the US Wii U VC.&amp;lt;ref&amp;gt;https://www.nintendo.co.uk/Games/Nintendo-64/Super-Mario-64-269745.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch===&lt;br /&gt;
====&#039;&#039;Super Mario 3D All-Stars&#039;&#039;====&lt;br /&gt;
&#039;&#039;Super Mario 3D All-Stars&#039;&#039; includes an upscaled &#039;&#039;Super Mario 64&#039;&#039;. The version is the Shindou version with Lua scripts to hack in English text, new upscaled textures, and slight changes to accommodate the Switch control scheme (for example, &amp;quot;PRESS +&amp;quot; on the Mario head screen instead of &amp;quot;PRESS START&amp;quot;).&amp;lt;ref&amp;gt;https://arstechnica.com/gaming/2020/09/three-classic-3d-mario-games-get-the-all-stars-treatment-on-switch/&amp;lt;/ref&amp;gt; The Switch does not have [[Wii VC Round-To-Zero|the Wii&#039;s rounding error]], but it does ignore [[Address Error Exception]]s.&lt;br /&gt;
&lt;br /&gt;
==== Nintendo Switch Online ====&lt;br /&gt;
Nintendo Switch Online&#039;s expansion pack includes &#039;&#039;Super Mario 64&#039;&#039; as part of the Nintendo 64 emulated games. Unlike &#039;&#039;Super Mario 3D All-Stars&#039;&#039;, the Nintendo Switch Online version still has BLJs.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=1KzdY93-cu8 &amp;quot;Super Mario 64’s BLJ Trick in N64 Switch Online!!!&amp;quot; by  BrickMeisterZ]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;Super Mario 64 DS&#039;&#039;==&lt;br /&gt;
{{main|Super Mario 64 DS}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Super Mario 64 DS]]&#039;&#039; is a remake of &#039;&#039;Super Mario 64&#039;&#039; for the DS. Its physics are vastly different and there is no evidence that it shares any code with the original N64 release but may very likely have used the original N64 models for levels and areas; therefore it is not usually considered a &amp;quot;version&amp;quot; of &#039;&#039;Super Mario 64&#039;&#039;, but rather a rerelease. It has 150 stars instead of the original&#039;s 120, more powerups, different playable characters with different special abilities, and more.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [[mariowiki:Super_Mario_64|&#039;&#039;Super Mario 64&#039;&#039; on the Super Mario Wiki]]&lt;br /&gt;
* [[wikipedia:Super_Mario_64|&#039;&#039;Super Mario 64&#039;&#039; on Wikipedia]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Hallowizer</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Super_Mario_64&amp;diff=16172</id>
		<title>Super Mario 64</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Super_Mario_64&amp;diff=16172"/>
		<updated>2021-11-21T06:09:40Z</updated>

		<summary type="html">&lt;p&gt;Hallowizer: /* Nintendo Switch Online */ Quoted video name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Super Mario 64 BoxaFrt.png|alt=SUPER MARIO 64|thumb|Box art]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Super Mario 64&#039;&#039;&#039;&#039;&#039; is a 1996 platforming game on the Nintendo 64 console. It was a launch title for the N64 (along with &#039;&#039;[[wikipedia:Pilotwings 64|Pilotwings 64]]&#039;&#039; and &#039;&#039;[[wikipedia:Cruis&#039;n USA|Cruis&#039;n USA]]&#039;&#039; in Europe), and is largely considered to be one of the most important 3D platformers of all time. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;Super Mario 64&#039;&#039; started development sometime before 1995. The first time &#039;&#039;Super Mario 64&#039;&#039; was shown was at the [[Shoshinkai 1995|Shoshinkai show in November of 1995]], with the introduction of the Nintendo 64 (Ultra 64 at the time). Early footage of the show revealed the 50% complete beta version of &#039;&#039;Super Mario 64&#039;&#039;, in which it looked completely different than what the final product looked like.&amp;lt;ref&amp;gt;[https://tcrf.net/Prerelease:Super_Mario_64_(Nintendo_64)#Shoshinkai_.2795_Demo &amp;quot;Shoshinkai &#039;95 Demo&amp;quot; on The Cutting Room Floor]&amp;lt;/ref&amp;gt; The final product was supposed to come out in December, but it was delayed further, and the entire game was rebuilt. On May 16th, 1996 (E3 1996) the game was shown off and is almost like the final game.&amp;lt;ref&amp;gt;[https://tcrf.net/Prerelease:Super_Mario_64_(Nintendo_64)#E3_1996_Build &amp;quot;E3 1996 Build&amp;quot; on The Cutting Room Floor]&amp;lt;/ref&amp;gt; The entire game was almost accessible, some details got changed before the release, such as the different star icon in the HUD, a rock spike at the top of the mountain in [[Bob-omb_Battlefield|Bob-omb Battlefield]], and other small details that were changed. The game was rushed at the end of development as told by one of the programmers of &#039;&#039;Super Mario 64&#039;&#039;, and a couple of the team members never wanted to make games anymore due to being burnt out after working on &#039;&#039;Super Mario 64&#039;&#039;.&amp;lt;ref&amp;gt;[http://pixelatron.com/blog/the-making-of-super-mario-64-full-giles-goddard-interview-ngc/ The Making Of Super Mario 64 – full Giles Goddard interview (NGC)]&amp;lt;/ref&amp;gt; The game was released in Japan on June 23rd 1996, then on September 29th, 1996 in North America, and finally on March 1st, 1997 in Europe.&lt;br /&gt;
&lt;br /&gt;
==Game Versions==&lt;br /&gt;
There are many different versions of the game, differing by where, when, how, and in what way they were released.&lt;br /&gt;
&lt;br /&gt;
===N64===&lt;br /&gt;
The Nintendo 64 console is less robust than modern consoles, so its CPU is more likely to crash when confronted by errors and other unforeseen occurrences.&lt;br /&gt;
&lt;br /&gt;
====Japanese====&lt;br /&gt;
The very first version of the game to be commercially released, the Japanese N64 version was succeeded by the [[#Shindou|Shindou]] version a year after release. The Japanese version has a few glitches that were later fixed in all other versions, such as [[Spawning_Displacement|spawning displacement]], [[Coin_Limit#Unbounded_Coin_Limit_Glitch_.28Japanese_version.29|the lack of a coin limit]], [[Time_Stop|time stop]] and others. It is also notable for being the fastest version of the game for the [[1 Key]] category (and some others). This is because the text takes longer, but the lack of narration makes the game shorter. The text in the first Bowser fight is avoided during the 1 Key run, so the Japanese version becomes faster.&lt;br /&gt;
&lt;br /&gt;
====English====&lt;br /&gt;
&#039;&#039;See also: [[Version Differences]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The English version and all successive versions added some extra dialogue over the Japanese version. For example, Mario does not say &amp;quot;Haha&amp;quot;, and Peach does not narrate her &amp;quot;Dear Mario&amp;quot; letter. In addition, she does not talk during the ending. It fixes some errors and glitches from the previous version, such as the lack of a coin limit. It has, in general, less text than the Japanese version, but takes longer during the intro and ending due to Peach&#039;s narration.&lt;br /&gt;
&lt;br /&gt;
====PAL====&lt;br /&gt;
The European release of &#039;&#039;Super Mario 64&#039;&#039; supports language changing in the settings menu between English, French, and German. This is optimal for the [[ABZ Button Challenge]] because the Start button can be used to change language and the language with the least text can be selected. Due to [[Wii VC Round-To-Zero]], however, the true optimal PAL version is not on N64. Outside of ABZ, PAL is little-used because changing languages wastes time and English is effectively identical if you do not change languages. Because of the PAL video format using 50hz instead of NTSC&#039;s 60hz, PAL runs at 25 [[Frame|frames]] per second rather than 30, another reason why it is suboptimal for speedruns/TASes.&lt;br /&gt;
&lt;br /&gt;
====Shindou====&lt;br /&gt;
The final release of &#039;&#039;Super Mario 64&#039;&#039; on the Nintendo 64 was once again released in Japanese. It enabled a compiler flag to allow optimizations, which results in less lag. It also fixed the infamous [[Backwards Long Jump]] glitch, which is why it is rarely used in speedruns, except in the [[BLJless]] category. Strangely, when grabbing a [[pole]] on this version, horizontal speed affects Mario&#039;s angle. The game introduced new voice clips like &amp;quot;Bye, bye!&amp;quot; when throwing Bowser. Some of Mario&#039;s voice clips are high-pitched in this version. This version would later be used for Super Mario 3D All-Stars.&lt;br /&gt;
&lt;br /&gt;
===iQue (Chinese)===&lt;br /&gt;
{{main|Super Mario 64 (iQue)}}&lt;br /&gt;
&lt;br /&gt;
The iQue version of the game runs on the iQue Player, a rare handheld N64 variant only released in China. The iQue version is in fact the Shindou version translated to Chinese, and as such it does not have BLJs or the Bob-omb or Bully angle crashes. By hacking a romhack by Kaze onto an iQue, it was found that the camera going to a [[Parallel Universe]] does crash the game like on the N64 console.&amp;lt;ref&amp;gt;[https://youtu.be/_dAGdYd9KUY &amp;quot;Do Parallel Universes Crash on iQue?&amp;quot; by CadBrad]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===64DD Version===&lt;br /&gt;
&#039;&#039;Super Mario 64&#039;&#039; DD Version or SM64DD (called Super Mario Disk Version on the title screen) was an unreleased version of the game for the 64DD, likely made to test the load times of the system. The 64DD was a commercial failure, and the DD version was never released. Only one known copy of this version exists, owned by adonfjv, who found it at a Japanese video game store in 2014&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=5rd6_5HoJd8 &amp;quot;Super Mario 64 Disk Version - Boot on 64DD&amp;quot; by adonfjv]&amp;lt;/ref&amp;gt;. The ROM (NDD) of this version has since been dumped.&lt;br /&gt;
&lt;br /&gt;
SM64DD is effectively the Japanese version of SM64 ported to the 64DD, with most (but not all) sounds replaced with their PAL versions. For example, the red coin and the sliding star door sounds are the same as in the Japanese release. The title screen is vastly different, resembling the hidden debug mode&#039;s level select screen. Since it is on a disk, load times are increased.&lt;br /&gt;
&lt;br /&gt;
The most major difference is that entering the inside of the island in [[Tiny-Huge Island]], where Wiggler and red coins reside, will crash the game. This makes collecting all 120 stars impossible on this version. The crash is console only, and occurs due to Wiggler&#039;s health value being uninitialized (the original Japanese and USA releases do not crash from this programming oversight as a coincidence).&lt;br /&gt;
===Wii VC===&lt;br /&gt;
{{main|Virtual Console}}&lt;br /&gt;
&lt;br /&gt;
The Wii acts differently from the N64. It is much less likely to crash. Unlike the N64, it does not crash from [[PU crashes]], [[Bully#Angle_Conversion_Crash | Bully angle crash]], or Bob-omb angle crash. The emulation software also [[Wii VC Round-To-Zero|rounds floats differently]] from other consoles. Another difference is that it does not crash from the [[Address Error Exception]]. It is currently unknown whether the Wii crashes upon having infinity speed.&lt;br /&gt;
&lt;br /&gt;
====Japanese====&lt;br /&gt;
Japanese Wii VC is actually the Shindou edition, not the original Japanese version. This is why it does not have spawning displacement or other Japanese N64-exclusive glitches, nor does it have BLJs. It is almost never used for speedrunning for that reason.&lt;br /&gt;
&lt;br /&gt;
====English====&lt;br /&gt;
English Wii VC is the optimal Wii VC for speedruns. It avoids the lack of BLJs in the Japanese version and the slower framerate of the PAL version. It is used for the [[A Button Challenge]] any% run because [[Bowser in the Fire Sea]] takes 0 A presses instead of 1 due to a rounding error.&lt;br /&gt;
&lt;br /&gt;
====PAL====&lt;br /&gt;
PAL Wii VC is rarely seen because it is obscure and slow. However, it is actually the ideal game version for the ABZ Button Challenge, at least for any%, because it contains both language switching and the rounding error in BitFS.&lt;br /&gt;
&lt;br /&gt;
===Wii U VC===&lt;br /&gt;
&#039;&#039;Main article: [[Virtual Console]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Wii U Virtual Console version has no known interesting glitches that set it apart from either N64 or Wii VC. It is identical to Wii VC, except that the rounding error is absent. Like Wii VC, it ignores [[Address Error Exception]]s. Wii U VC is often joked by speedrunners for have a high amount of input lag and it is mostly used only by new runners.&lt;br /&gt;
&lt;br /&gt;
====Japanese====&lt;br /&gt;
Much like Wii VC, Japanese Wii U VC is the Shindou version. This means that BLJs and other glitches that were patched in the Shindou version are absent. &lt;br /&gt;
&lt;br /&gt;
====English====&lt;br /&gt;
Also like Wii VC, American Wii U VC is the US version.&lt;br /&gt;
&lt;br /&gt;
====PAL====&lt;br /&gt;
PAL Wii U VC is actually the US version (unlike on Wii VC), so it&#039;s identical to the US Wii U VC.&amp;lt;ref&amp;gt;https://www.nintendo.co.uk/Games/Nintendo-64/Super-Mario-64-269745.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch===&lt;br /&gt;
====&#039;&#039;Super Mario 3D All-Stars&#039;&#039;====&lt;br /&gt;
&#039;&#039;Super Mario 3D All-Stars&#039;&#039; includes an upscaled &#039;&#039;Super Mario 64&#039;&#039;. The version is the Shindou version with Lua scripts to hack in English text, new upscaled textures, and slight changes to accommodate the Switch control scheme (for example, &amp;quot;PRESS +&amp;quot; on the Mario head screen instead of &amp;quot;PRESS START&amp;quot;).&amp;lt;ref&amp;gt;https://arstechnica.com/gaming/2020/09/three-classic-3d-mario-games-get-the-all-stars-treatment-on-switch/&amp;lt;/ref&amp;gt; The Switch does not have [[Wii VC Round-To-Zero|the Wii&#039;s rounding error]], but it does ignore [[Address Error Exception]]s.&lt;br /&gt;
&lt;br /&gt;
=== Nintendo Switch Online ===&lt;br /&gt;
Nintendo Switch Online&#039;s expansion pack includes &#039;&#039;Super Mario 64&#039;&#039; as part of the Nintendo 64 emulated games. Unlike &#039;&#039;Super Mario 3D All-Stars&#039;&#039;, the Nintendo Switch Online version still has BLJs.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=1KzdY93-cu8 &amp;quot;Super Mario 64’s BLJ Trick in N64 Switch Online!!!&amp;quot; by  BrickMeisterZ]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;Super Mario 64 DS&#039;&#039;==&lt;br /&gt;
{{main|Super Mario 64 DS}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Super Mario 64 DS]]&#039;&#039; is a remake of &#039;&#039;Super Mario 64&#039;&#039; for the DS. Its physics are vastly different and there is no evidence that it shares any code with the original N64 release but may very likely have used the original N64 models for levels and areas; therefore it is not usually considered a &amp;quot;version&amp;quot; of &#039;&#039;Super Mario 64&#039;&#039;, but rather a rerelease. It has 150 stars instead of the original&#039;s 120, more powerups, different playable characters with different special abilities, and more.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [[mariowiki:Super_Mario_64|&#039;&#039;Super Mario 64&#039;&#039; on the Super Mario Wiki]]&lt;br /&gt;
* [[wikipedia:Super_Mario_64|&#039;&#039;Super Mario 64&#039;&#039; on Wikipedia]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Hallowizer</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Super_Mario_64&amp;diff=16171</id>
		<title>Super Mario 64</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Super_Mario_64&amp;diff=16171"/>
		<updated>2021-11-21T06:08:47Z</updated>

		<summary type="html">&lt;p&gt;Hallowizer: /* Switch */ Added NSO version and italicized SM3DAS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Super Mario 64 BoxaFrt.png|alt=SUPER MARIO 64|thumb|Box art]]&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Super Mario 64&#039;&#039;&#039;&#039;&#039; is a 1996 platforming game on the Nintendo 64 console. It was a launch title for the N64 (along with &#039;&#039;[[wikipedia:Pilotwings 64|Pilotwings 64]]&#039;&#039; and &#039;&#039;[[wikipedia:Cruis&#039;n USA|Cruis&#039;n USA]]&#039;&#039; in Europe), and is largely considered to be one of the most important 3D platformers of all time. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&#039;&#039;Super Mario 64&#039;&#039; started development sometime before 1995. The first time &#039;&#039;Super Mario 64&#039;&#039; was shown was at the [[Shoshinkai 1995|Shoshinkai show in November of 1995]], with the introduction of the Nintendo 64 (Ultra 64 at the time). Early footage of the show revealed the 50% complete beta version of &#039;&#039;Super Mario 64&#039;&#039;, in which it looked completely different than what the final product looked like.&amp;lt;ref&amp;gt;[https://tcrf.net/Prerelease:Super_Mario_64_(Nintendo_64)#Shoshinkai_.2795_Demo &amp;quot;Shoshinkai &#039;95 Demo&amp;quot; on The Cutting Room Floor]&amp;lt;/ref&amp;gt; The final product was supposed to come out in December, but it was delayed further, and the entire game was rebuilt. On May 16th, 1996 (E3 1996) the game was shown off and is almost like the final game.&amp;lt;ref&amp;gt;[https://tcrf.net/Prerelease:Super_Mario_64_(Nintendo_64)#E3_1996_Build &amp;quot;E3 1996 Build&amp;quot; on The Cutting Room Floor]&amp;lt;/ref&amp;gt; The entire game was almost accessible, some details got changed before the release, such as the different star icon in the HUD, a rock spike at the top of the mountain in [[Bob-omb_Battlefield|Bob-omb Battlefield]], and other small details that were changed. The game was rushed at the end of development as told by one of the programmers of &#039;&#039;Super Mario 64&#039;&#039;, and a couple of the team members never wanted to make games anymore due to being burnt out after working on &#039;&#039;Super Mario 64&#039;&#039;.&amp;lt;ref&amp;gt;[http://pixelatron.com/blog/the-making-of-super-mario-64-full-giles-goddard-interview-ngc/ The Making Of Super Mario 64 – full Giles Goddard interview (NGC)]&amp;lt;/ref&amp;gt; The game was released in Japan on June 23rd 1996, then on September 29th, 1996 in North America, and finally on March 1st, 1997 in Europe.&lt;br /&gt;
&lt;br /&gt;
==Game Versions==&lt;br /&gt;
There are many different versions of the game, differing by where, when, how, and in what way they were released.&lt;br /&gt;
&lt;br /&gt;
===N64===&lt;br /&gt;
The Nintendo 64 console is less robust than modern consoles, so its CPU is more likely to crash when confronted by errors and other unforeseen occurrences.&lt;br /&gt;
&lt;br /&gt;
====Japanese====&lt;br /&gt;
The very first version of the game to be commercially released, the Japanese N64 version was succeeded by the [[#Shindou|Shindou]] version a year after release. The Japanese version has a few glitches that were later fixed in all other versions, such as [[Spawning_Displacement|spawning displacement]], [[Coin_Limit#Unbounded_Coin_Limit_Glitch_.28Japanese_version.29|the lack of a coin limit]], [[Time_Stop|time stop]] and others. It is also notable for being the fastest version of the game for the [[1 Key]] category (and some others). This is because the text takes longer, but the lack of narration makes the game shorter. The text in the first Bowser fight is avoided during the 1 Key run, so the Japanese version becomes faster.&lt;br /&gt;
&lt;br /&gt;
====English====&lt;br /&gt;
&#039;&#039;See also: [[Version Differences]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The English version and all successive versions added some extra dialogue over the Japanese version. For example, Mario does not say &amp;quot;Haha&amp;quot;, and Peach does not narrate her &amp;quot;Dear Mario&amp;quot; letter. In addition, she does not talk during the ending. It fixes some errors and glitches from the previous version, such as the lack of a coin limit. It has, in general, less text than the Japanese version, but takes longer during the intro and ending due to Peach&#039;s narration.&lt;br /&gt;
&lt;br /&gt;
====PAL====&lt;br /&gt;
The European release of &#039;&#039;Super Mario 64&#039;&#039; supports language changing in the settings menu between English, French, and German. This is optimal for the [[ABZ Button Challenge]] because the Start button can be used to change language and the language with the least text can be selected. Due to [[Wii VC Round-To-Zero]], however, the true optimal PAL version is not on N64. Outside of ABZ, PAL is little-used because changing languages wastes time and English is effectively identical if you do not change languages. Because of the PAL video format using 50hz instead of NTSC&#039;s 60hz, PAL runs at 25 [[Frame|frames]] per second rather than 30, another reason why it is suboptimal for speedruns/TASes.&lt;br /&gt;
&lt;br /&gt;
====Shindou====&lt;br /&gt;
The final release of &#039;&#039;Super Mario 64&#039;&#039; on the Nintendo 64 was once again released in Japanese. It enabled a compiler flag to allow optimizations, which results in less lag. It also fixed the infamous [[Backwards Long Jump]] glitch, which is why it is rarely used in speedruns, except in the [[BLJless]] category. Strangely, when grabbing a [[pole]] on this version, horizontal speed affects Mario&#039;s angle. The game introduced new voice clips like &amp;quot;Bye, bye!&amp;quot; when throwing Bowser. Some of Mario&#039;s voice clips are high-pitched in this version. This version would later be used for Super Mario 3D All-Stars.&lt;br /&gt;
&lt;br /&gt;
===iQue (Chinese)===&lt;br /&gt;
{{main|Super Mario 64 (iQue)}}&lt;br /&gt;
&lt;br /&gt;
The iQue version of the game runs on the iQue Player, a rare handheld N64 variant only released in China. The iQue version is in fact the Shindou version translated to Chinese, and as such it does not have BLJs or the Bob-omb or Bully angle crashes. By hacking a romhack by Kaze onto an iQue, it was found that the camera going to a [[Parallel Universe]] does crash the game like on the N64 console.&amp;lt;ref&amp;gt;[https://youtu.be/_dAGdYd9KUY &amp;quot;Do Parallel Universes Crash on iQue?&amp;quot; by CadBrad]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===64DD Version===&lt;br /&gt;
&#039;&#039;Super Mario 64&#039;&#039; DD Version or SM64DD (called Super Mario Disk Version on the title screen) was an unreleased version of the game for the 64DD, likely made to test the load times of the system. The 64DD was a commercial failure, and the DD version was never released. Only one known copy of this version exists, owned by adonfjv, who found it at a Japanese video game store in 2014&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=5rd6_5HoJd8 &amp;quot;Super Mario 64 Disk Version - Boot on 64DD&amp;quot; by adonfjv]&amp;lt;/ref&amp;gt;. The ROM (NDD) of this version has since been dumped.&lt;br /&gt;
&lt;br /&gt;
SM64DD is effectively the Japanese version of SM64 ported to the 64DD, with most (but not all) sounds replaced with their PAL versions. For example, the red coin and the sliding star door sounds are the same as in the Japanese release. The title screen is vastly different, resembling the hidden debug mode&#039;s level select screen. Since it is on a disk, load times are increased.&lt;br /&gt;
&lt;br /&gt;
The most major difference is that entering the inside of the island in [[Tiny-Huge Island]], where Wiggler and red coins reside, will crash the game. This makes collecting all 120 stars impossible on this version. The crash is console only, and occurs due to Wiggler&#039;s health value being uninitialized (the original Japanese and USA releases do not crash from this programming oversight as a coincidence).&lt;br /&gt;
===Wii VC===&lt;br /&gt;
{{main|Virtual Console}}&lt;br /&gt;
&lt;br /&gt;
The Wii acts differently from the N64. It is much less likely to crash. Unlike the N64, it does not crash from [[PU crashes]], [[Bully#Angle_Conversion_Crash | Bully angle crash]], or Bob-omb angle crash. The emulation software also [[Wii VC Round-To-Zero|rounds floats differently]] from other consoles. Another difference is that it does not crash from the [[Address Error Exception]]. It is currently unknown whether the Wii crashes upon having infinity speed.&lt;br /&gt;
&lt;br /&gt;
====Japanese====&lt;br /&gt;
Japanese Wii VC is actually the Shindou edition, not the original Japanese version. This is why it does not have spawning displacement or other Japanese N64-exclusive glitches, nor does it have BLJs. It is almost never used for speedrunning for that reason.&lt;br /&gt;
&lt;br /&gt;
====English====&lt;br /&gt;
English Wii VC is the optimal Wii VC for speedruns. It avoids the lack of BLJs in the Japanese version and the slower framerate of the PAL version. It is used for the [[A Button Challenge]] any% run because [[Bowser in the Fire Sea]] takes 0 A presses instead of 1 due to a rounding error.&lt;br /&gt;
&lt;br /&gt;
====PAL====&lt;br /&gt;
PAL Wii VC is rarely seen because it is obscure and slow. However, it is actually the ideal game version for the ABZ Button Challenge, at least for any%, because it contains both language switching and the rounding error in BitFS.&lt;br /&gt;
&lt;br /&gt;
===Wii U VC===&lt;br /&gt;
&#039;&#039;Main article: [[Virtual Console]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Wii U Virtual Console version has no known interesting glitches that set it apart from either N64 or Wii VC. It is identical to Wii VC, except that the rounding error is absent. Like Wii VC, it ignores [[Address Error Exception]]s. Wii U VC is often joked by speedrunners for have a high amount of input lag and it is mostly used only by new runners.&lt;br /&gt;
&lt;br /&gt;
====Japanese====&lt;br /&gt;
Much like Wii VC, Japanese Wii U VC is the Shindou version. This means that BLJs and other glitches that were patched in the Shindou version are absent. &lt;br /&gt;
&lt;br /&gt;
====English====&lt;br /&gt;
Also like Wii VC, American Wii U VC is the US version.&lt;br /&gt;
&lt;br /&gt;
====PAL====&lt;br /&gt;
PAL Wii U VC is actually the US version (unlike on Wii VC), so it&#039;s identical to the US Wii U VC.&amp;lt;ref&amp;gt;https://www.nintendo.co.uk/Games/Nintendo-64/Super-Mario-64-269745.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch===&lt;br /&gt;
====&#039;&#039;Super Mario 3D All-Stars&#039;&#039;====&lt;br /&gt;
&#039;&#039;Super Mario 3D All-Stars&#039;&#039; includes an upscaled &#039;&#039;Super Mario 64&#039;&#039;. The version is the Shindou version with Lua scripts to hack in English text, new upscaled textures, and slight changes to accommodate the Switch control scheme (for example, &amp;quot;PRESS +&amp;quot; on the Mario head screen instead of &amp;quot;PRESS START&amp;quot;).&amp;lt;ref&amp;gt;https://arstechnica.com/gaming/2020/09/three-classic-3d-mario-games-get-the-all-stars-treatment-on-switch/&amp;lt;/ref&amp;gt; The Switch does not have [[Wii VC Round-To-Zero|the Wii&#039;s rounding error]], but it does ignore [[Address Error Exception]]s.&lt;br /&gt;
&lt;br /&gt;
=== Nintendo Switch Online ===&lt;br /&gt;
Nintendo Switch Online&#039;s expansion pack includes &#039;&#039;Super Mario 64&#039;&#039; as part of the Nintendo 64 emulated games. Unlike &#039;&#039;Super Mario 3D All-Stars&#039;&#039;, the Nintendo Switch Online version still has BLJs.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=1KzdY93-cu8 Super Mario 64’s BLJ Trick in N64 Switch Online!!! by  BrickMeisterZ]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;Super Mario 64 DS&#039;&#039;==&lt;br /&gt;
{{main|Super Mario 64 DS}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Super Mario 64 DS]]&#039;&#039; is a remake of &#039;&#039;Super Mario 64&#039;&#039; for the DS. Its physics are vastly different and there is no evidence that it shares any code with the original N64 release but may very likely have used the original N64 models for levels and areas; therefore it is not usually considered a &amp;quot;version&amp;quot; of &#039;&#039;Super Mario 64&#039;&#039;, but rather a rerelease. It has 150 stars instead of the original&#039;s 120, more powerups, different playable characters with different special abilities, and more.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [[mariowiki:Super_Mario_64|&#039;&#039;Super Mario 64&#039;&#039; on the Super Mario Wiki]]&lt;br /&gt;
* [[wikipedia:Super_Mario_64|&#039;&#039;Super Mario 64&#039;&#039; on Wikipedia]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Hallowizer</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Goomba_structure&amp;diff=16015</id>
		<title>Goomba structure</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Goomba_structure&amp;diff=16015"/>
		<updated>2021-11-11T22:09:08Z</updated>

		<summary type="html">&lt;p&gt;Hallowizer: /* Goomba Cluster */ rewritten with a full explanation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needs_image}}&lt;br /&gt;
A &#039;&#039;&#039;Goomba Structure&#039;&#039;&#039; is created by mass [[cloning]] a large number of [[Goomba|Goombas]], placing them in desirable positions for Mario to utilize them. This can only be done in stages where cloning is possible and Goomba spawners are present.&lt;br /&gt;
&lt;br /&gt;
As Mario is unable to release the clone normally without interacting with the Goomba&#039;s hitbox, numerous glitches that make Mario release the clone remotely is required. Hat-in-hand glitch, for instance, allows Mario to release Goombas at the [[HOLP]] since the object in front of Mario does not render, leaving the HOLP unaltered. [[Pause Buffered Hitstun]] allows Mario to release a Goomba clone since Mario is invisible in every other frame.&lt;br /&gt;
&lt;br /&gt;
==Goomba Cluster==&lt;br /&gt;
A &#039;&#039;&#039;Goomba Cluster&#039;&#039;&#039; is created by releasing cloned Goombas in different angles at the same HOLP. Because the Goombas are facing different directions, they have slightly different hitboxes, allowing them to be individually stomped.&lt;br /&gt;
&lt;br /&gt;
Goomba Clusters are typically used to build Goomba Bridges and Goomba Staircases, both of which require a staircase of length &amp;lt;math&amp;gt;n&amp;lt;/math&amp;gt; to set the HOLP to where Goomba &amp;lt;math&amp;gt;n+1&amp;lt;/math&amp;gt; must be placed. Without a Goomba Cluster, an entire bridge of length &amp;lt;math&amp;gt;n&amp;lt;/math&amp;gt; must be built twice to build a bridge of length &amp;lt;math&amp;gt;n+1&amp;lt;/math&amp;gt;, causing both time and the number of slots to grow with order &amp;lt;math&amp;gt;2^N&amp;lt;/math&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
However, with a Goomba Cluster, all of the Goombas at position &amp;lt;math&amp;gt;n&amp;lt;/math&amp;gt; can be placed once, removing the need to keep setting the HOLP. Each Goomba position on the bridge still requires a HOLP update, however, the HOLP must only be set there once. Therefore, at position &amp;lt;math&amp;gt;n&amp;lt;/math&amp;gt;, the number of Goombas required is the number of Goomba positions after that position, which is &amp;lt;math&amp;gt;N+1-n&amp;lt;/math&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Since there is a position containing &amp;lt;math&amp;gt;n&amp;lt;/math&amp;gt; Goombas for every &amp;lt;math&amp;gt;n\in [1,N]&amp;lt;/math&amp;gt;, the total number of Goombas required is &amp;lt;math&amp;gt;\frac {N(N+1)}2=\frac {N^2}2+\frac N2&amp;lt;/math&amp;gt;, something that grows much more efficiently on the order of &amp;lt;math&amp;gt;N^2&amp;lt;/math&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Goomba Bridge==&lt;br /&gt;
A &#039;&#039;&#039;Goomba Bridge&#039;&#039;&#039; is a type of structure created by [[cloning]] Goombas, allowing Mario to navigate in the air to certain locations that are hard to reach. The bridge can be as small as just one Goomba, to a massive bridge involving Goombas of two digits. Creating a bridge allows Mario to move across certain gaps that would otherwise require long jumping or triple jump dives.&lt;br /&gt;
&lt;br /&gt;
The most efficient way to create Goomba Bridges is setting up the HOLP first and then release Goomba clones remotely at different angles to create a Goomba Cluster, and then step on that cluster to set a different HOLP further away, and then repeat. Before the discovery of Goomba Clusters, the old method involves cloning the Goombas one by one, which requires many trips back and forth and takes an exponential amount of Goombas to complete.&lt;br /&gt;
&lt;br /&gt;
==Goomba Staircase==&lt;br /&gt;
A &#039;&#039;&#039;Goomba Staircase&#039;&#039;&#039; is similar to a Goomba Bridge, except that the main purpose is for Mario to gain height instead of crossing a gap. Massive staircases can be constructed for the purpose of collecting the items to finish the objective high in the air, such as the secrets in [[Mario Wings to the Sky]], or to reach the higher platforms in [[Bowser in the Sky]].&lt;br /&gt;
&lt;br /&gt;
Creating Goomba Staircases is most efficiently done by setting up the HOLP and create a Goomba Cluster for each step.&lt;br /&gt;
&lt;br /&gt;
==Goomba Oasis==&lt;br /&gt;
[[File:Goomba Oasis.png|thumb|default|A goomba oasis in BoB]]&lt;br /&gt;
A &#039;&#039;&#039;Goomba Oasis&#039;&#039;&#039; is a type of flat structure created by cloned Goombas via [[transport cloning]]. The clones are located midway between Mario and the HOLP laterally and at the HOLP&#039;s height. This allows many Goombas clones to stay in midair without having to construct a massive Goomba Bridge, as the game has limited memory for the object slots.&lt;br /&gt;
&lt;br /&gt;
==Goomba Ladder==&lt;br /&gt;
A &#039;&#039;&#039;Goomba Ladder&#039;&#039;&#039; is a structure comprising of cloned Goombas going straight up, forming a ladder. The name is often used for any Goomba structure, but this use is a misnomer.&lt;br /&gt;
&lt;br /&gt;
It can be created by releasing the cloned Goomba by dropping instead of throwing, making them appear at Mario&#039;s height but at HOLP laterally. This allows Mario to bounce on each Goomba to gain height. The disadvantage is that the ladder can only be as high as the course allows it, since the Goombas cloned with this method cannot go above the height that Mario can stand on at any point. Currently, there is no use of this structure in challenges.&lt;/div&gt;</summary>
		<author><name>Hallowizer</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Cloning&amp;diff=16013</id>
		<title>Cloning</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Cloning&amp;diff=16013"/>
		<updated>2021-11-11T19:38:33Z</updated>

		<summary type="html">&lt;p&gt;Hallowizer: /* Duplication */ fixed object slot link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Mario holding a coin clone.png|thumb|242x242px|Mario holding a Coin Clone]]&lt;br /&gt;
&#039;&#039;&#039;Cloning&#039;&#039;&#039; refers to a number of glitches that allow Mario to hold [[object]]s that were not intended to be held. Typically, this happens when Mario continues to hold an [[object slot]] after the object in it has unloaded. When a new object loads into this slot, Mario will hold a reference to this new object. The name &amp;quot;cloning&amp;quot; comes from one of its main applications, which is to duplicate objects such as [[coin]]s or [[Goomba|goombas]]. This name is a misnomer, as the duplication behavior is a property of those specific objects, and not the technique itself. &lt;br /&gt;
&lt;br /&gt;
[[File:Holding Objects.png|frame|right|How holding objects works]]&lt;br /&gt;
== Methods ==&lt;br /&gt;
&lt;br /&gt;
=== Delayed grab ===&lt;br /&gt;
When Mario picks up an object by [[punch]]ing (as opposed to [[dive|diving]] or [[water grab]]bing), there is a two-[[frame]] window of time in which the object is not placed into [[limbo]], yet Mario has committed to picking up the object. At the end of this window, Mario will hold the object slot that this object is in, even if the original object has since unloaded.&lt;br /&gt;
&lt;br /&gt;
For example, if Mario begins to pick up a [[Bob-omb]] just before it explodes and unloads, Mario will hold the object slot that the Bob-omb originally occupied.&lt;br /&gt;
&lt;br /&gt;
This can be performed using the following objects:&lt;br /&gt;
*[[Bob-omb]]&lt;br /&gt;
*[[Cork Box]]&lt;br /&gt;
*[[Chuckya]]&lt;br /&gt;
*[[Crazy Box]]&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=BEiRksVS3aw &amp;quot;SM64 - Fake Crazy Box&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Loading zones ===&lt;br /&gt;
[[Loading zone]]s cause all objects to unload, and new objects to spawn in their place. If Mario is holding an object while passing through a loading zone, he will continue to hold the object slot, even though the object has unloaded.&lt;br /&gt;
&lt;br /&gt;
This can be performed in [[Wet-Dry World]] by carrying a [[chuckya]] or [[Heave-Ho]] through the loading zone, and in [[Dire, Dire Docks]] using the [[water shell holding]] glitch.&lt;br /&gt;
&lt;br /&gt;
== Properties of clones ==&lt;br /&gt;
The term &amp;quot;clone&amp;quot; generally refers to an object that was not meant to be held that nevertheless is or was being held by Mario.&lt;br /&gt;
&lt;br /&gt;
When Mario releases a clone, it stops updating and becomes unable to send signals to other objects. Mario can still [[Interaction|interact]] with it, since interaction is part of Mario&#039;s behavior, not the object&#039;s. For example, while Mario can still collect a coin after it has been cloned, the coin no longer spins.&lt;br /&gt;
&lt;br /&gt;
Though Mario can still interact with objects, certain types of interactions will cause the object to become intangible, and thus he will no longer be able to interact with it in any way. These include:&lt;br /&gt;
*Collecting a coin&lt;br /&gt;
*Taking damage from an enemy&lt;br /&gt;
*Touching a [[water ring]]&lt;br /&gt;
*Getting knocked back by a [[Bully]]&lt;br /&gt;
*Touching a [[warp]] object&lt;br /&gt;
*Getting grabbed by [[Chuckya]] (or [[King Bob-omb]], who is impossible to clone)&lt;br /&gt;
&lt;br /&gt;
Some notable interactions that do &#039;&#039;not&#039;&#039; cause the object to become intangible are:&lt;br /&gt;
*Touching a [[Koopa Shell]]&lt;br /&gt;
*Knocking back a Bully&lt;br /&gt;
*Warping using a [[Teleporter]]&lt;br /&gt;
The behavior of clones is identical to that of objects during [[Time Stop]]. If an object that is meant to be held, like a Bob-omb or cork box, is cloned, it will act normally when released. It is not usually considered a clone and has behavior separate from its behavior during time stop.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
=== Duplication ===&lt;br /&gt;
Some objects such as [[coin]]s and [[Goomba]]s use [[spawner]]s, whose purpose is to ensure that these objects are loaded when necessary. For example, when Mario moves far away from a line of coins, they unload. When Mario again moves toward the coins, the [[Coin Spawner|coin line&#039;s spawner]] is responsible for respawning the coins, and only those coins, in the line that have not yet been collected.&lt;br /&gt;
&lt;br /&gt;
When Mario interacts with a coin, he collects it and sets a flag on the coin spawner to inform it that it has been collected. When the coin next updates, it despawns itself and informs the coin spawner that it should not be respawned when Mario moves away and comes back. However, if this coin was cloned, then it does not update, and so cannot inform the spawner that it has been collected. Thus, if Mario collects a cloned coin, and then moves away and returns, the original coin will respawn, effectively duplicating the coin. This does not occur with coins that do not come from spawners, as they cannot load during the level.&lt;br /&gt;
&lt;br /&gt;
The following objects can be duplicated in this manner:&lt;br /&gt;
*[[Goomba]]s&lt;br /&gt;
*[[Yellow Coin|Yellow coin]]s (not [[Red Coin|red coins]], as these do not have spawners)&lt;br /&gt;
*[[Blue Coin|Blue coin]]s by reaching a loading zone before the [[Blue Coin Switch]] runs out&lt;br /&gt;
&amp;lt;!--Finish this list--&amp;gt;&lt;br /&gt;
Because cloned objects never unload, they gradually fill up the available [[object slot]]s and continue to be rendered on screen. This can cause lag, [[game corruption]], and eventually a [[Crash|game freeze]] when the object slots run out.&lt;br /&gt;
&lt;br /&gt;
=== Infinite shell ===&lt;br /&gt;
When Mario rides on a [[Koopa Shell]] or [[Shiny Shell]], although the latter is impossible to clone, the shell object stays spawned until he runs into a [[wall]] or presses Z, which causes the shell to break. At this point, Mario sets a flag on the shell, and when the shell next updates, it unloads itself. Because a cloned shell does not update, it does not unload, allowing Mario to repeatedly ride and break a shell after cloning it. &lt;br /&gt;
=== Remote star collection ===&lt;br /&gt;
Stars that spawn during the course of gameplay can be cloned. For example, this can be done with red coin stars, 100 coin stars, and stars contained in item boxes. Even if a star is spawned at the start of a level, it can still be cloned if that level contains a [[loading zone]], such as [[Board Bowser&#039;s Sub]] and [[Collect the Caps...|Collect the Caps]] in [[Dire, Dire Docks]].&lt;br /&gt;
&lt;br /&gt;
==Manipulating clones==&lt;br /&gt;
These are commonly used methods to get Mario to hold the correct [[object slot]] to clone a desired [[object]].&lt;br /&gt;
===Coin in [[BoB]]===&lt;br /&gt;
*Grab fake cork box outside radius: box=VS2&lt;br /&gt;
*Load 8 coins: VS2=coin#2&lt;br /&gt;
===Coin in [[BitFS]]===&lt;br /&gt;
*Grab fake Bob-omb: Bob-omb=VS9&lt;br /&gt;
*Flame:VS9=VS4&lt;br /&gt;
*Load 5 coins: VS4=coin#4&lt;br /&gt;
===Top coin of a ring (AKA coin#3)===&lt;br /&gt;
*Open a [[Cap Block]]: (no effect)&lt;br /&gt;
*Grab fake cork box outside radius: box=VS2&lt;br /&gt;
*Unload [[Wing Cap]]: VS2=VS3&lt;br /&gt;
*Load 8 coins: VS3=coin#3&lt;br /&gt;
(Used to collect [[secret]]s coinless)&lt;br /&gt;
&lt;br /&gt;
===Bob-omb===&lt;br /&gt;
*Explode a Bob-omb: (no effect)&lt;br /&gt;
*Grab a fake cork box inside radius: box=VS1&lt;br /&gt;
*Respawn Bob-omb: VS1=Bob-omb&lt;br /&gt;
===[[Chain Chomp&#039;s Pivot]]===&lt;br /&gt;
*Grab fake cork box inside it radius: box=VS1&lt;br /&gt;
*Load [[Chain Chomp]]: VS1=pivot&lt;br /&gt;
===Red Coin Star===&lt;br /&gt;
*Grab fake cork box outside radius: box=VS2&lt;br /&gt;
*Collect a yellow coin: VS2=VS3&lt;br /&gt;
*Collect a yellow coin: VS3=VS4&lt;br /&gt;
*Collect 8th red coin: VS1=[[Red Coin Star|red coin star]]&lt;br /&gt;
===100 coin star===&lt;br /&gt;
*Grab fake Bob-omb: bob-omb=VS9&lt;br /&gt;
*Load 8 coins: VS9=VS1&lt;br /&gt;
*Collect 100th coin: VS1=[[100 Coin Star|100 coin star]]&lt;br /&gt;
===[[Koopa Shell]]===&lt;br /&gt;
*Grab fake cork box outside radius: box=VS2&lt;br /&gt;
*Load Chain Chomp: VS2=chain#1&lt;br /&gt;
*Unload Chain Chomp: chain#1=VS4&lt;br /&gt;
*Load 3 [[Goomba]]s: VS4=VS1&lt;br /&gt;
*Knock off [[Koopa]]&#039;s shell: VS1=shell&lt;br /&gt;
===[[Metal Cap]]===&lt;br /&gt;
*Grab fake cork box outside radius: box=VS2&lt;br /&gt;
*Load 2 coins: VS2=coin#2&lt;br /&gt;
*Unload 2 coins: coin#2=VS1&lt;br /&gt;
*Open [[Cap Block#Metal Cap|Metal Cap block]]: VS1=Metal Cap&lt;br /&gt;
&lt;br /&gt;
==Premature Cloning==&lt;br /&gt;
A &#039;&#039;&#039;premature clone&#039;&#039;&#039; is a cloned object that has some of its properties not fully loaded yet. This occurs on the first frame a nearby spawner spawns objects that can be cloned, and on that frame, the object would temporarily be placed at the origin of the course (0, 0, 0) while many of the properties are missing.&lt;br /&gt;
&lt;br /&gt;
A clone of such an object mimics many of the same traits. Therefore, a premature clone would, if released, be placed at the origin of the course while missing some effects. For example, a coin released prematurely will not be collected while the object is released, unlike the standard steps of cloning a coin. Using this technique, Pannenkoek2012 could complete some stages without collecting any coins where it may seem inevitable, notably in [[Mario Wings to the Sky]].&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Premature clone|Premature Clone]]&lt;br /&gt;
*[[Interference Clone]]&lt;br /&gt;
*[[Transport Cloning|Transport Clone]]&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
[[Category:Memory glitches]]&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>Hallowizer</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Talk:Object_slot&amp;diff=15996</id>
		<title>Talk:Object slot</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Talk:Object_slot&amp;diff=15996"/>
		<updated>2021-11-08T03:35:54Z</updated>

		<summary type="html">&lt;p&gt;Hallowizer: Added section header&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Merge with Memory ==&lt;br /&gt;
&lt;br /&gt;
This info already exists in (slightly) more detail at [[Memory]]. However &amp;quot;Memory&amp;quot; is a dumb name, so the content should be moved from there to here. [[User:Bad boot|Bad boot]] ([[User talk:Bad boot|talk]]) 22:07, 19 June 2018 (UTC)&lt;br /&gt;
: After taking another look at the Memory article, it contained a lot of false or misleading info, so I just deleted it. [[User:Bad boot|Bad boot]] ([[User talk:Bad boot|talk]]) 22:07, 19 June 2018 (UTC)&lt;/div&gt;</summary>
		<author><name>Hallowizer</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Talk:A_Button_Challenge&amp;diff=15980</id>
		<title>Talk:A Button Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Talk:A_Button_Challenge&amp;diff=15980"/>
		<updated>2021-10-31T00:34:59Z</updated>

		<summary type="html">&lt;p&gt;Hallowizer: /* 96 stars overall */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== 96 stars overall ==&lt;br /&gt;
&lt;br /&gt;
Shouldn&#039;t that say something much lower for N64, since there are not 96 stars before BitFS? [[User:Hallowizer|Hallowizer]] ([[User talk:Hallowizer|talk]]) 00:34, 31 October 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>Hallowizer</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Negative_jump&amp;diff=15899</id>
		<title>Negative jump</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Negative_jump&amp;diff=15899"/>
		<updated>2021-10-03T18:25:02Z</updated>

		<summary type="html">&lt;p&gt;Hallowizer: Sentence cased the bolded name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;negative jump&#039;&#039;&#039; is a jump done with enough negative speed that Mario ends up going down instead of up. When Mario [[Single Jump]]s or [[Double Jump]]s, his vertical speed is set to a constant plus his horizontal speed divided by 4. This means that if his horizontal speed is high and positive, he will jump very fast upwards, but if his horizontal speed is extremely negative, he will jump downwards with high negative vertical speed for 1 frame before terminal velocity takes effect.&lt;br /&gt;
&lt;br /&gt;
The negative horizontal speed required to make Mario&#039;s initial vertical speed from his jump be less than 0 is -168 units/sec for single jumps and -208 units/sec for double jumps.&lt;/div&gt;</summary>
		<author><name>Hallowizer</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=A_Button_Challenge&amp;diff=15073</id>
		<title>A Button Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=A_Button_Challenge&amp;diff=15073"/>
		<updated>2021-08-08T21:25:57Z</updated>

		<summary type="html">&lt;p&gt;Hallowizer: /* A Presses Left */ Cited a source for the half A presses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{A Button Challenge infobox}}&lt;br /&gt;
The &#039;&#039;&#039;A Button Challenge&#039;&#039;&#039;, &#039;&#039;&#039;ABC&#039;&#039;&#039; for short, is a [[challenge]] in which the number of presses of the [[A button]] is minimized, whether on a per-mission or a per-file basis. Because the A button makes Mario jump, great creativity and precision are required to progress in the game without using this &amp;quot;vital&amp;quot; function. The ABC is often connected to the discoveries of new glitches and techniques that can be used more generally throughout the game. Much of the material on the [https://www.youtube.com/user/pannenkoek2012 pannenkoek2012] and [https://www.youtube.com/user/pannenkeok2012 UncommentatedPannen] channels is related to the A Button Challenge, with only 19 remaining A presses (14 unique A presses) left to optimize.&amp;lt;ref&amp;gt;[https://docs.google.com/spreadsheets/d/1yssoTbplI_42LgjTbERd6UuSt0gaI0iOtp-5muS5hKw &amp;quot;SM64 120 Star ABC Route&amp;quot; spreadsheet]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{main|History of the A Button Challenge}}&lt;br /&gt;
Although much of the progress in the ABC has been made since 2013, the ABC existed for over a decade earlier. Pieces of what would become the ABC were present in different terms, as early as 2001 on Walton Dell&#039;s site on multiple level pages.&amp;lt;ref&amp;gt;[https://web.archive.org/web/20020614010118/http://www.wdell.com/videogames/sm64/course01/ An archive of A Button Challenge on Walton Dell&#039;s site]&amp;lt;/ref&amp;gt; Curtis Bright, who runs sm64.com, was keeping track of ABC at least as early as December of 2006.&amp;lt;ref&amp;gt;[https://web.archive.org/web/20061209073313/http://www.student.cs.uwaterloo.ca/~cbright/sm64/a-presses.html An archive of A Button Challenge on sm64.com]&amp;lt;/ref&amp;gt; Thiago Trujillo had what is the earliest, nearly complete count for the game (that we have access to) with a total count of about 263 presses.&amp;lt;ref&amp;gt;[http://www.oocities.org/thiagotrujillo/abut.html A Button Challenge on oocities.org]&amp;lt;/ref&amp;gt; (This list is missing all navigation presses, two of the [[DDD]] stars, three of the [[TTC]] stars, one star in [[RR]], and [[BitS]].)&lt;br /&gt;
&lt;br /&gt;
Pannenkoek&#039;s first ABC video was for 5 Itty Bitty Secrets, and was released in August 2013.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=Xy7XDStV5WE &amp;quot;SM64 - Five Itty Bitty Secrets - 0x A Presses (OUTDATED)&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; The count at this point was about 212 presses, although this number dropped fairly quickly. Within the first 4 months, the count had fallen nearly 100 presses, and was down to 118. Over the next five years, many different people have worked on removing as many counts as possible, and the number has dropped to only 19 A presses in a 120 star run (as well as 0 in any% on WiiVC).&lt;br /&gt;
&lt;br /&gt;
== A Presses Left ==&lt;br /&gt;
A &#039;&#039;&#039;unique A press&#039;&#039;&#039; refers to a single circumstance under which the A button must be pressed during a run. This circumstance may occur multiple times, leading to multiple A presses; if a workaround is found for the unique A press, all of those individual A presses may be saved.&lt;br /&gt;
&lt;br /&gt;
For example, if entering a course requires an A press, the case of entering the course is a unique A press, even if said course must be visited multiple times over the course of a run.&lt;br /&gt;
&lt;br /&gt;
Below is a table of unique A presses in the A Button Challenge.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|A Press #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Multiplicity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Stage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Purpose&lt;br /&gt;
|-&lt;br /&gt;
|#1&lt;br /&gt;
|1&lt;br /&gt;
|JRB&lt;br /&gt;
|To collect the chest star&lt;br /&gt;
|-&lt;br /&gt;
|#2&lt;br /&gt;
|1&lt;br /&gt;
|LLL&lt;br /&gt;
|To get to the Elevator Tour star platform&lt;br /&gt;
|-&lt;br /&gt;
|#3&lt;br /&gt;
|2&lt;br /&gt;
|SSL&lt;br /&gt;
|To get out of the pyramid elevator&lt;br /&gt;
|-&lt;br /&gt;
|#4&lt;br /&gt;
|1&lt;br /&gt;
|THI&lt;br /&gt;
|To [[Double Jump|double jump]] to a higher platform and collect [[Red Coin|red coin]]s&lt;br /&gt;
|-&lt;br /&gt;
|#5&lt;br /&gt;
|1&lt;br /&gt;
|THI&lt;br /&gt;
|To dive to the upper platform and grab the high red coin&lt;br /&gt;
|-&lt;br /&gt;
|#6&lt;br /&gt;
|3&lt;br /&gt;
|TTC&lt;br /&gt;
|To get out of the treadmill grinding spot&lt;br /&gt;
|-&lt;br /&gt;
|#7&lt;br /&gt;
|1&lt;br /&gt;
|TTC&lt;br /&gt;
|To get out of the pendulum box pedro spot with vertical speed&lt;br /&gt;
|-&lt;br /&gt;
|#8&lt;br /&gt;
|1&lt;br /&gt;
|PSS&lt;br /&gt;
|To collect the star&lt;br /&gt;
|-&lt;br /&gt;
|#9&lt;br /&gt;
|1&lt;br /&gt;
|WMotR&lt;br /&gt;
|To shoot out of the cannon after talking to the Bob-omb Buddy to reach the next cannon&lt;br /&gt;
|-&lt;br /&gt;
|#10&lt;br /&gt;
|1&lt;br /&gt;
|WMotR&lt;br /&gt;
|To shoot out of the second cannon, fly around, and collect the eight red coins&lt;br /&gt;
|-&lt;br /&gt;
|#11&lt;br /&gt;
|1&lt;br /&gt;
|BitFS&lt;br /&gt;
|To get past the pole (saved on [[Wii VC]])&lt;br /&gt;
|-&lt;br /&gt;
|#12&lt;br /&gt;
|3&lt;br /&gt;
|Castle&lt;br /&gt;
|To enter TTC (6 except on [[Super Mario 64#Japanese|JP N64]])&lt;br /&gt;
|-&lt;br /&gt;
|#13&lt;br /&gt;
|1&lt;br /&gt;
|Castle&lt;br /&gt;
|To go to RR&lt;br /&gt;
|-&lt;br /&gt;
|#14&lt;br /&gt;
|1&lt;br /&gt;
|Castle&lt;br /&gt;
|To go to WMotR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, some levels require the A button to be held at the beginning the level, but not started on that specific star necessarily. These presses can be held from earlier presses to lower counts in longer runs, but still count as a full press on single-star runs. Such A presses are referred to as &amp;quot;half A presses,&amp;quot; and result in A press counts such as 2.5&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=kpk2tdsPh0A Watch for Rolling Rocks - 0.5x A Presses]&amp;lt;/ref&amp;gt;. Note that only one half A press can be required per level.&lt;br /&gt;
&lt;br /&gt;
Below is a table of all levels that require half an A-Press.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Half A Press #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Multiplicity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Stage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Purpose&lt;br /&gt;
|-&lt;br /&gt;
|#1&lt;br /&gt;
|1&lt;br /&gt;
|HMC&lt;br /&gt;
|To do kicks on the elevator&lt;br /&gt;
|-&lt;br /&gt;
|#2&lt;br /&gt;
|1&lt;br /&gt;
|DDD&lt;br /&gt;
|To clone the whirlpool and poles&lt;br /&gt;
|-&lt;br /&gt;
|#3&lt;br /&gt;
|1&lt;br /&gt;
|DDD&lt;br /&gt;
|To clone coin spawners for 100 coins&lt;br /&gt;
|-&lt;br /&gt;
|#4&lt;br /&gt;
|1&lt;br /&gt;
|TTC&lt;br /&gt;
|To kick the wall and get spawning displacement on the spinner (for 0x re-entry after [[Get a Hand]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Challenges}}&lt;/div&gt;</summary>
		<author><name>Hallowizer</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=A_Button_Challenge&amp;diff=15072</id>
		<title>A Button Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=A_Button_Challenge&amp;diff=15072"/>
		<updated>2021-08-08T21:22:36Z</updated>

		<summary type="html">&lt;p&gt;Hallowizer: /* A Presses Left */ Defined half A press&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{A Button Challenge infobox}}&lt;br /&gt;
The &#039;&#039;&#039;A Button Challenge&#039;&#039;&#039;, &#039;&#039;&#039;ABC&#039;&#039;&#039; for short, is a [[challenge]] in which the number of presses of the [[A button]] is minimized, whether on a per-mission or a per-file basis. Because the A button makes Mario jump, great creativity and precision are required to progress in the game without using this &amp;quot;vital&amp;quot; function. The ABC is often connected to the discoveries of new glitches and techniques that can be used more generally throughout the game. Much of the material on the [https://www.youtube.com/user/pannenkoek2012 pannenkoek2012] and [https://www.youtube.com/user/pannenkeok2012 UncommentatedPannen] channels is related to the A Button Challenge, with only 19 remaining A presses (14 unique A presses) left to optimize.&amp;lt;ref&amp;gt;[https://docs.google.com/spreadsheets/d/1yssoTbplI_42LgjTbERd6UuSt0gaI0iOtp-5muS5hKw &amp;quot;SM64 120 Star ABC Route&amp;quot; spreadsheet]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{main|History of the A Button Challenge}}&lt;br /&gt;
Although much of the progress in the ABC has been made since 2013, the ABC existed for over a decade earlier. Pieces of what would become the ABC were present in different terms, as early as 2001 on Walton Dell&#039;s site on multiple level pages.&amp;lt;ref&amp;gt;[https://web.archive.org/web/20020614010118/http://www.wdell.com/videogames/sm64/course01/ An archive of A Button Challenge on Walton Dell&#039;s site]&amp;lt;/ref&amp;gt; Curtis Bright, who runs sm64.com, was keeping track of ABC at least as early as December of 2006.&amp;lt;ref&amp;gt;[https://web.archive.org/web/20061209073313/http://www.student.cs.uwaterloo.ca/~cbright/sm64/a-presses.html An archive of A Button Challenge on sm64.com]&amp;lt;/ref&amp;gt; Thiago Trujillo had what is the earliest, nearly complete count for the game (that we have access to) with a total count of about 263 presses.&amp;lt;ref&amp;gt;[http://www.oocities.org/thiagotrujillo/abut.html A Button Challenge on oocities.org]&amp;lt;/ref&amp;gt; (This list is missing all navigation presses, two of the [[DDD]] stars, three of the [[TTC]] stars, one star in [[RR]], and [[BitS]].)&lt;br /&gt;
&lt;br /&gt;
Pannenkoek&#039;s first ABC video was for 5 Itty Bitty Secrets, and was released in August 2013.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=Xy7XDStV5WE &amp;quot;SM64 - Five Itty Bitty Secrets - 0x A Presses (OUTDATED)&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; The count at this point was about 212 presses, although this number dropped fairly quickly. Within the first 4 months, the count had fallen nearly 100 presses, and was down to 118. Over the next five years, many different people have worked on removing as many counts as possible, and the number has dropped to only 19 A presses in a 120 star run (as well as 0 in any% on WiiVC).&lt;br /&gt;
&lt;br /&gt;
== A Presses Left ==&lt;br /&gt;
A &#039;&#039;&#039;unique A press&#039;&#039;&#039; refers to a single circumstance under which the A button must be pressed during a run. This circumstance may occur multiple times, leading to multiple A presses; if a workaround is found for the unique A press, all of those individual A presses may be saved.&lt;br /&gt;
&lt;br /&gt;
For example, if entering a course requires an A press, the case of entering the course is a unique A press, even if said course must be visited multiple times over the course of a run.&lt;br /&gt;
&lt;br /&gt;
Below is a table of unique A presses in the A Button Challenge.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|A Press #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Multiplicity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Stage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Purpose&lt;br /&gt;
|-&lt;br /&gt;
|#1&lt;br /&gt;
|1&lt;br /&gt;
|JRB&lt;br /&gt;
|To collect the chest star&lt;br /&gt;
|-&lt;br /&gt;
|#2&lt;br /&gt;
|1&lt;br /&gt;
|LLL&lt;br /&gt;
|To get to the Elevator Tour star platform&lt;br /&gt;
|-&lt;br /&gt;
|#3&lt;br /&gt;
|2&lt;br /&gt;
|SSL&lt;br /&gt;
|To get out of the pyramid elevator&lt;br /&gt;
|-&lt;br /&gt;
|#4&lt;br /&gt;
|1&lt;br /&gt;
|THI&lt;br /&gt;
|To [[Double Jump|double jump]] to a higher platform and collect [[Red Coin|red coin]]s&lt;br /&gt;
|-&lt;br /&gt;
|#5&lt;br /&gt;
|1&lt;br /&gt;
|THI&lt;br /&gt;
|To dive to the upper platform and grab the high red coin&lt;br /&gt;
|-&lt;br /&gt;
|#6&lt;br /&gt;
|3&lt;br /&gt;
|TTC&lt;br /&gt;
|To get out of the treadmill grinding spot&lt;br /&gt;
|-&lt;br /&gt;
|#7&lt;br /&gt;
|1&lt;br /&gt;
|TTC&lt;br /&gt;
|To get out of the pendulum box pedro spot with vertical speed&lt;br /&gt;
|-&lt;br /&gt;
|#8&lt;br /&gt;
|1&lt;br /&gt;
|PSS&lt;br /&gt;
|To collect the star&lt;br /&gt;
|-&lt;br /&gt;
|#9&lt;br /&gt;
|1&lt;br /&gt;
|WMotR&lt;br /&gt;
|To shoot out of the cannon after talking to the Bob-omb Buddy to reach the next cannon&lt;br /&gt;
|-&lt;br /&gt;
|#10&lt;br /&gt;
|1&lt;br /&gt;
|WMotR&lt;br /&gt;
|To shoot out of the second cannon, fly around, and collect the eight red coins&lt;br /&gt;
|-&lt;br /&gt;
|#11&lt;br /&gt;
|1&lt;br /&gt;
|BitFS&lt;br /&gt;
|To get past the pole (saved on [[Wii VC]])&lt;br /&gt;
|-&lt;br /&gt;
|#12&lt;br /&gt;
|3&lt;br /&gt;
|Castle&lt;br /&gt;
|To enter TTC (6 except on [[Super Mario 64#Japanese|JP N64]])&lt;br /&gt;
|-&lt;br /&gt;
|#13&lt;br /&gt;
|1&lt;br /&gt;
|Castle&lt;br /&gt;
|To go to RR&lt;br /&gt;
|-&lt;br /&gt;
|#14&lt;br /&gt;
|1&lt;br /&gt;
|Castle&lt;br /&gt;
|To go to WMotR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, some levels require the A button to be held at the beginning the level, but not started on that specific star necessarily. These presses can be held from earlier presses to lower counts in longer runs, but still count as a full press on single-star runs. Such A presses are referred to as &amp;quot;half A presses,&amp;quot; and result in A press counts such as 2.5. Note that only one half A press can be required per level.&lt;br /&gt;
&lt;br /&gt;
Below is a table of all levels that require half an A-Press.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Half A Press #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Multiplicity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Stage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Purpose&lt;br /&gt;
|-&lt;br /&gt;
|#1&lt;br /&gt;
|1&lt;br /&gt;
|HMC&lt;br /&gt;
|To do kicks on the elevator&lt;br /&gt;
|-&lt;br /&gt;
|#2&lt;br /&gt;
|1&lt;br /&gt;
|DDD&lt;br /&gt;
|To clone the whirlpool and poles&lt;br /&gt;
|-&lt;br /&gt;
|#3&lt;br /&gt;
|1&lt;br /&gt;
|DDD&lt;br /&gt;
|To clone coin spawners for 100 coins&lt;br /&gt;
|-&lt;br /&gt;
|#4&lt;br /&gt;
|1&lt;br /&gt;
|TTC&lt;br /&gt;
|To kick the wall and get spawning displacement on the spinner (for 0x re-entry after [[Get a Hand]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Challenges}}&lt;/div&gt;</summary>
		<author><name>Hallowizer</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Misalignment&amp;diff=12976</id>
		<title>Misalignment</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Misalignment&amp;diff=12976"/>
		<updated>2021-01-20T20:57:52Z</updated>

		<summary type="html">&lt;p&gt;Hallowizer: Explained the truncation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Misalignment-pannen.png|thumb|Mario in a misalignment&amp;lt;ref&amp;gt;[https://youtu.be/gXJSxFCy8qQ &amp;quot;Interesting Misalignments #2&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;]]&lt;br /&gt;
[[File:Misalignment-ted.png|thumb|A misalignment exists on every corner of axis-aligned edges facing away from the origin]]&lt;br /&gt;
[[File:Open_corner_vs_misa.png|thumb|A graphic showing the difference between a misalignment and an open corner]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;Misalignment&#039;&#039; is a 1x1-unit area a floor hitbox extends to but wall hitboxes do not. On convex corners, they allow Mario to snap up to the floor from up to 78 units below it, as opposed to just 30 units when there is a wall hitbox present.&lt;br /&gt;
&lt;br /&gt;
It is the same truncation responsible for [[Parallel Universe|Parallel Universes]] that causes misalignment; because floor and ceiling detection is done with integers, all decimal places are removed. If Mario has the right position off the floor, his position will be rounded to a spot on the floor, making the floor appear to extend to his actual position. Walls do not do this, since they use floating-point numbers, which causes the floor to not properly align with its adjacent walls.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
&lt;br /&gt;
===WR TAS Time Saves===&lt;br /&gt;
&lt;br /&gt;
Because they allow lower jumps to reach ledges and cancel air actions immediately, they are useful for saving time in TASes regardless of their demanded precision.&lt;br /&gt;
&lt;br /&gt;
* Timesaves:&lt;br /&gt;
** TODO&lt;br /&gt;
&lt;br /&gt;
=== A Button Challenge ===&lt;br /&gt;
&lt;br /&gt;
Because of the extra height they allow Mario to gain and the ability to get directly under the floor, they&#039;re very useful in the A button challenge. They also require almost no setup or allow less setup than otherwise, which makes them the preferred method over many other ABC strats. Uses include:&lt;br /&gt;
* A press saves:&lt;br /&gt;
** [[Watch for Rolling Rocks]] (HMC), where Mario ground-pounds into a misalignment to get to the platform with the star.&amp;lt;ref&amp;gt;[https://youtu.be/kpk2tdsPh0A?t=1415 &amp;quot;SM64 - Watch for Rolling Rocks - 0.5x A Presses (Commentated)&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
** [[Tick Tock Clock]], where a misalignment on a cog&amp;lt;ref&amp;gt;[https://youtu.be/27F2cz3PYvQ &amp;quot;TTC Cog Misalignment&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://youtu.be/0zxKTxhEhi8 &amp;quot;TTC Cog Misalignment on Random Setting&amp;quot; by Sidney600SM64]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://youtu.be/7eK2yszTfyA &amp;quot;Cog Misalignment (A press save SOON!)&amp;quot; by DeRockProject]&amp;lt;/ref&amp;gt; combined with [[VSC]] is used to help save an A press in [[Stomp on the Thwomp]]&amp;lt;ref&amp;gt;[https://youtu.be/AN2CvTUyFCg &amp;quot;TTC Stomp on the Thwomp 3x A Presses (OUTDATED)&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://youtu.be/3WLlQ2alTK8 &amp;quot;TTC Stomp on the Thwomp 2x A Presses&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; and [[Timed Jumps on Moving Bars]]&amp;lt;ref&amp;gt;[https://youtu.be/FMA-zEznvMo &amp;quot;TTC Timed Jumps on Moving Bars 1x A Presses&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;, as well as remove the need for a preset [[HOLP]] in [[The Pit and the Pendulums]] which saves an A press in a full game run&amp;lt;ref&amp;gt;[https://youtu.be/SEVrw0dxYxg &amp;quot;TTC The Pit and the Pendulums &amp;amp; Re-Enter 1x A Presses (without Preset HOLP)&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
** [[Bowser in the Dark World]] and [[Bowser in the Sky]], where a misalignment is used to enter the pipe.&amp;lt;ref&amp;gt;[https://youtu.be/b0vDJmsvVBw?t=74 &amp;quot;SM64 - Bowser in the Dark World (without Red Coins) - 0x A Presses&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://youtu.be/43DxMVh8jBg &amp;quot;BitS Warp Pipe using 207 DR&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Timesaves:&lt;br /&gt;
** [[Chip off Whomp&#039;s Block]] (WF), where a misalignment on King Whomp is used to get onto him with [[VSC|stored VS]], enabling Mario to ground-pound him without help from the elevator. This also removes the need to clone the star as Mario can ground-pound King Whomp at the star spawn location.&amp;lt;ref&amp;gt;[https://youtu.be/EizI60fNrj0 &amp;quot;(TAS) Chip Off Whomp&#039;s Block 0xA - 44&amp;quot;90 (OUTDATED)&amp;quot; by fifdspence]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://youtu.be/ZIje_PpDeIc &amp;quot;(TAS) Chip Off Whomp&#039;s Block 0xA - 40&amp;quot;33&amp;quot; by galoomba]&amp;lt;/ref&amp;gt;&lt;br /&gt;
** [[To the Top of the Fortress]] (WF), where a misalignment on a tower platform is used which removes the need for slow [[HOLP]] setting in [[Bob-omb Battlefield|BOB]] as well as both wing and metal cap.&amp;lt;ref&amp;gt;[https://youtu.be/SrrgpVhI4xA &amp;quot;(TAS)  To the Top of the Fortress + 100 Coins 0xA - 1:43&amp;quot;12 (OUTDATED)&amp;quot; by fifdspence]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://youtu.be/nHx7r6T9ROA &amp;quot;(TAS) SM64: To the Top of the Fortress + 100 coins 0xA - 1:41:78 by fifdspence and Iwer Sonsch&amp;quot; by Iwer Sonsch]&amp;lt;/ref&amp;gt;&lt;br /&gt;
** [[Bowser in the Dark World]], where a misalignment is used to get to a higher platform without [[VSC]]. This also makes BitDW non-terminating, but that&#039;s not currently useful.&amp;lt;ref&amp;gt;[https://youtu.be/U4vcFxz0F3g &amp;quot;BitDW 207 DR&amp;quot; by Tyler Kehne]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hallowizer</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Talk:1_Key&amp;diff=12956</id>
		<title>Talk:1 Key</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Talk:1_Key&amp;diff=12956"/>
		<updated>2021-01-14T06:41:46Z</updated>

		<summary type="html">&lt;p&gt;Hallowizer: /* Is this statement regarding castle entry textBox correct? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://www.youtube.com/watch?v=ISwSAhwPGGc&lt;br /&gt;
&lt;br /&gt;
1 Key TAS with Mario-following Camera&lt;br /&gt;
by Timestoppa&lt;br /&gt;
As requested by Jongyon&lt;br /&gt;
&lt;br /&gt;
== Is this statement regarding castle entry textBox correct? ==&lt;br /&gt;
&lt;br /&gt;
“This time save is emphasized due to MDS skipping both the castle entry textbox” in the TAS shown by Bismuth, the castle entry textBox still shows. [[User:Hallowizer|Hallowizer]] ([[User talk:Hallowizer|talk]]) 06:41, 14 January 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>Hallowizer</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Talk:Same_Input_Challenge&amp;diff=12952</id>
		<title>Talk:Same Input Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Talk:Same_Input_Challenge&amp;diff=12952"/>
		<updated>2021-01-14T02:26:48Z</updated>

		<summary type="html">&lt;p&gt;Hallowizer: /* Are the inputs the same between levels? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Are the inputs the same between levels? ==&lt;br /&gt;
&lt;br /&gt;
Basically, does there have to be a single set of inputs used for all 120 stars, or can that set very between courses? [[User:Hallowizer|Hallowizer]] ([[User talk:Hallowizer|talk]]) 02:26, 14 January 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>Hallowizer</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Out_of_Bounds&amp;diff=12925</id>
		<title>Out of Bounds</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Out_of_Bounds&amp;diff=12925"/>
		<updated>2020-12-29T06:02:51Z</updated>

		<summary type="html">&lt;p&gt;Hallowizer: Explained the usefulness of PUs with this.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Out of Bounds&#039;&#039;&#039; (&#039;&#039;&#039;OoB&#039;&#039;&#039;) is any area where there is no floor triangle directly below Mario. The game cancels any movement that would place Mario OoB. Some glitches can be used to allow Mario to access OoB; this causes him to die instantly.&lt;br /&gt;
&lt;br /&gt;
Because floors are carried into [[Parallel Universes]], there are in-bounds regions inside [[PU|PUs]] that correspond to the in-bounds areas of the main map. This makes them useful for long-distance movement as in-bounds regions to be in between frames.&lt;br /&gt;
&lt;br /&gt;
== Colliding with OoB ==&lt;br /&gt;
&lt;br /&gt;
When a movement into OoB is cancelled, Mario will appear to collide with OoB. This collision is different from those with [[wall]]s: Mario&#039;s angle is preserved (rather than reflected), and it is impossible to punch/kick or wallkick off OoB.&lt;br /&gt;
&lt;br /&gt;
== Reaching OoB ==&lt;br /&gt;
&lt;br /&gt;
Some glitches can be used to allow the player to reach OoB. Doing so will instantly kill Mario.&lt;br /&gt;
* Recovering from a ledge grab into OoB.&lt;br /&gt;
* Forcing the only floor below Mario (i.e. a floor triangle of an object) to become intangible.&lt;br /&gt;
* Chuckya can throw Mario into OoB.&lt;br /&gt;
* Moving OoB by reading a sign clone.&lt;br /&gt;
* Warping via teleporter clone.&lt;br /&gt;
* Using a door from below the intended height. &lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Hallowizer</name></author>
	</entry>
</feed>