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	<id>https://ukikipedia.net/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Icecream17</id>
	<title>Ukikipedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://ukikipedia.net/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Icecream17"/>
	<link rel="alternate" type="text/html" href="https://ukikipedia.net/wiki/Special:Contributions/Icecream17"/>
	<updated>2026-10-05T06:51:46Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:ABC-CCC_Challenge_infobox&amp;diff=20462</id>
		<title>Template:ABC-CCC Challenge infobox</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:ABC-CCC_Challenge_infobox&amp;diff=20462"/>
		<updated>2026-06-17T05:21:23Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: rr1&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Challenge_infobox&lt;br /&gt;
|title=A-Button Coinless Capless Cannonless Challenge&lt;br /&gt;
|abbreviation=ABC-CCC&lt;br /&gt;
|stars=69+?&lt;br /&gt;
|stars-overall=63&lt;br /&gt;
|beatable=No&lt;br /&gt;
|bob1=1|bob2=1|bob3=1|bob4=0|bob5=1|bob6=1|bob7=0&lt;br /&gt;
|wf1=1|wf2=1|wf3=1|wf4=0|wf5=1|wf6=1|wf7=0&lt;br /&gt;
|jrb1=1|jrb2=1|jrb3=0.5|jrb4=0|jrb5=1|jrb6=0|jrb7=0&lt;br /&gt;
|ccm1=1|ccm2=1|ccm3=1|ccm4=0|ccm5=0.5|ccm6=1|ccm7=0&lt;br /&gt;
|bbh1=1|bbh2=1|bbh3=1|bbh4=0|bbh5=1|bbh6=0|bbh7=0&lt;br /&gt;
|hmc1=1|hmc2=0|hmc3=1|hmc4=1|hmc5=1|hmc6=1|hmc7=0&lt;br /&gt;
|lll1=1|lll2=1|lll3=0|lll4=1|lll5=1|lll6=1|lll7=0&lt;br /&gt;
|ssl1=1|ssl2=1|ssl3=0|ssl4=1|ssl5=0|ssl6=0|ssl7=0&lt;br /&gt;
|ddd1=1|ddd2=1|ddd3=0|ddd4=0.5|ddd5=1|ddd6=1|ddd7=0&lt;br /&gt;
|sl1=1|sl2=1|sl3=1|sl4=1|sl5=0|sl6=0|sl7=0&lt;br /&gt;
|wdw1=1|wdw2=1|wdw3=1|wdw4=1|wdw5=0|wdw6=1|wdw7=0&lt;br /&gt;
|ttm1=1|ttm2=1|ttm3=0|ttm4=1|ttm5=1|ttm6=1|ttm7=0&lt;br /&gt;
|thi1=1|thi2=1|thi3=1|thi4=1|thi5=0|thi6=1|thi7=0&lt;br /&gt;
|ttc1=1|ttc2=0|ttc3=1|ttc4=0|ttc5=0|ttc6=0|ttc7=0&lt;br /&gt;
|rr1=1|rr2=|rr3=0|rr4=1|rr5=1|rr6=|rr7=0&lt;br /&gt;
|slide1=0|slide2=1&lt;br /&gt;
|aquarium=0&lt;br /&gt;
|totwc=0|cotmc=0|vcutm=0&lt;br /&gt;
|wmotr=0&lt;br /&gt;
|mips1=1|mips2=1&lt;br /&gt;
|toad1=1|toad2=1|toad3=1&lt;br /&gt;
|key_1=1|key_2=0|&lt;br /&gt;
|bitdw=0|bitfs=0|bits=0&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=ABC_CCC_Challenge&amp;diff=20461</id>
		<title>ABC CCC Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=ABC_CCC_Challenge&amp;diff=20461"/>
		<updated>2026-06-17T05:20:45Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ABC-CCC Challenge infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ABC CCC Challenge&#039;&#039;&#039; is a combination of the [[A Button Challenge]] and the [[CCC Challenge]]. Though note that cannons were off the table for the [[ABC]] anyway.&lt;br /&gt;
&lt;br /&gt;
== Stars ==&lt;br /&gt;
Just like the CCC Challenge, 38 stars require coins and [[Snowman&#039;s Lost His Head]] can only be selected after [[Frosty Slide for 8 Red Coins]].&lt;br /&gt;
&lt;br /&gt;
Like the A Button Challenge, [[Tick Tock Clock]], [[Rainbow Ride]], and [[Wing Mario over the Rainbow]] are inaccessible in a full run.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Possible stars with non-trivial strategies&lt;br /&gt;
!Course&lt;br /&gt;
!Star&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Shoot to the Island in the Sky]]&lt;br /&gt;
|Shell hyperspeed&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Mario Wings to the Sky]]&lt;br /&gt;
|&#039;&#039;&#039;It is marked as possible but no detailed strategy has been given&#039;&#039;&#039;. It is technically possible to do this coinless without BLJs by cloning the top coins then touching the very top of the secret&#039;s hitbox. However, for the 4th and 5th secrets, cannonballs in differing heights at rather high places are needed. With at least 30 clones for the base strat using A presses (no BLJ),&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=QZrZgaU2z6Y&amp;lt;/ref&amp;gt; the amount of clones needed seems prohibitively expensive.&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Behind Chain Chomp&#039;s Gate]]&lt;br /&gt;
|Shell hyperspeed&lt;br /&gt;
|-&lt;br /&gt;
|WF&lt;br /&gt;
|[[To the Top of the Fortress]]&lt;br /&gt;
|Platform displacement&amp;lt;ref&amp;gt;https://youtu.be/W-tNlZRN2zc?t=1214&amp;lt;/ref&amp;gt; (using BCA instead of Hat-in-hand)&lt;br /&gt;
|-&lt;br /&gt;
|WF&lt;br /&gt;
|[[Blast Away the Wall]]&lt;br /&gt;
|[[Cannonless]]&lt;br /&gt;
|-&lt;br /&gt;
|JRB&lt;br /&gt;
|[[Treasure of the Ocean Cave]]&lt;br /&gt;
|The [[ABC]] does this 0.5xA&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Slip Slidin&#039; Away]]&lt;br /&gt;
|The cabin is entered from the side and there&#039;s enough room on the side to avoid the coins.&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Big Penguin Race]]&lt;br /&gt;
|The cabin is entered from the side and there&#039;s enough room on the side to avoid the coins.&lt;br /&gt;
|-&lt;br /&gt;
|BitDW&lt;br /&gt;
|Basement key&lt;br /&gt;
|The walkway is obstructed by coins,&amp;lt;ref&amp;gt;https://youtu.be/Qpl5lnxiU6k?t=79&amp;lt;/ref&amp;gt; but this can be avoided by using a [[Goomba]] chase extension.&amp;lt;ref&amp;gt;https://discord.com/channels/267091686423789568/459907626189324298/1515515439243989072&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|todo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|HMC&lt;br /&gt;
|[[Swimming Beast in the Cavern]]&lt;br /&gt;
|Use the elevator clip to fall down onto the star from above. In general the usual ABC strats work for HMC.&lt;br /&gt;
|-&lt;br /&gt;
|LLL&lt;br /&gt;
|[[Hot-Foot-It into the Volcano]]&lt;br /&gt;
|Instead of using coins in the usual lava-boosting ABC strat, go down to the heart and spin it fast enough that Mario is healed while taking damage.&amp;lt;ref&amp;gt;https://youtu.be/J2yrujpkx9E&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|LLL&lt;br /&gt;
|[[Elevator Tour in the Volcano]]&lt;br /&gt;
|Mario can barely avoid the coins in the faster 0xA strategy.&amp;lt;ref&amp;gt;https://discord.com/channels/267091686423789568/459907626189324298/1516501120195760280&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|DDD&lt;br /&gt;
|[[Collect the Caps...]]&lt;br /&gt;
|C^ up slide on the sub to clip behind the barrier.&amp;lt;ref&amp;gt;https://youtu.be/QaTY-L0FV00&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[Snowman&#039;s Big Head]]&lt;br /&gt;
|Replace the moneybag bounces in the buttonless strat https://www.youtube.com/watch?v=Ih3aBGxWzJA with a dive recover.&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[In the Deep Freeze]]&lt;br /&gt;
|Dive recover onto a spindrift&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[Into the Igloo]]&lt;br /&gt;
|The ABC TAS collects the coins on the slope leading up to the igloo, but this is avoidable using the shell path from 4:06 in the above buttonless strategy link and the fly guy. The coins inside the igloo are easily avoided by going back the way you came.&lt;br /&gt;
|-&lt;br /&gt;
|TTM&lt;br /&gt;
|&lt;br /&gt;
|The top of this slope at https://youtu.be/kdkxmCwqd58?t=14 is reachable, at which point a fly guy bounce can be used to reach a star or skip the one remaining line of coins.&lt;br /&gt;
|-&lt;br /&gt;
|THI&lt;br /&gt;
|&lt;br /&gt;
|Entering the huge island is doable 0xA CCC using a double goomba bounce&lt;br /&gt;
|-&lt;br /&gt;
|WDW&lt;br /&gt;
|[[Quick Race Through Downtown!]]&lt;br /&gt;
|The ABC cloning strategy does not violate CCC&amp;lt;ref&amp;gt;https://youtu.be/7jqrAohBTxg&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|[[Roll into the Cage]]&lt;br /&gt;
|After the spinners (Get a Hand), the cogs can be surpassed with dive recovers and VSC, and a convenient bob-omb teleports to Mario thanks to a preset holp OOB, which is used to get onto the treadmill right next to the star.&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|[[Get a Hand]]&lt;br /&gt;
|The red coin collected in https://youtu.be/9P3IYctNY4s is avoidable with consistent movement up the spinners.&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|[[Cruiser Crossing the Rainbow]]&lt;br /&gt;
|Even if the coins from the lakitu bounce turned out to be unavoidable, there&#039;s fly guy manipulation as plan B.&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|[[Swingin&#039; in the Breeze]]&lt;br /&gt;
|The coins in the 0xA strat are avoidable.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=m_cM3jheZGI&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|[[Tricky Triangles!]]&lt;br /&gt;
|The coins in the 0xA strat are avoidable.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=61kko9pCq9g&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Stars not done (excluding ones not done in ABC or CCC)&lt;br /&gt;
!Course&lt;br /&gt;
!Star/Key&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Into the Igloo]]&lt;br /&gt;
|The ABC strategies need the vanish cap to get the star.&lt;br /&gt;
|-&lt;br /&gt;
|BBH&lt;br /&gt;
|[[Eye to Eye in the Secret Room]]&lt;br /&gt;
|There is no way to enter the secret room without the vanish cap 0xA.&lt;br /&gt;
|-&lt;br /&gt;
|JRB&lt;br /&gt;
|[[Through the Jet Stream (JRB)]]&lt;br /&gt;
|Without the cap or A swimming, there is no way through the stream.&lt;br /&gt;
|-&lt;br /&gt;
|DDD&lt;br /&gt;
|[[Through the Jet Stream (DDD)]]&lt;br /&gt;
|Without the cap or A swimming, there is no way through the stream. However, holding A allows swimming while holding an object, so we can clone and collect the star 0.5xA.&amp;lt;ref&amp;gt;https://youtu.be/_4riryDiaSA&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|&lt;br /&gt;
|The corner of the platform where the pole is is obstructed by coins. Additionally, [[Stomp on the Thwomp]] requires the 100 coin star.&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|&lt;br /&gt;
|Many 0xA strategies involve the lakitu bounce, and it is unknown whether the coins from that bounce are avoidable. &#039;&#039;&#039;They probably are&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;{{Challenges}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=ABC_CCC_Challenge&amp;diff=20460</id>
		<title>ABC CCC Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=ABC_CCC_Challenge&amp;diff=20460"/>
		<updated>2026-06-17T05:20:12Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: cruiser rainbow&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ABC-CCC Challenge infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ABC CCC Challenge&#039;&#039;&#039; is a combination of the [[A Button Challenge]] and the [[CCC Challenge]]. Though note that cannons were off the table for the [[ABC]] anyway.&lt;br /&gt;
&lt;br /&gt;
== Stars ==&lt;br /&gt;
Just like the CCC Challenge, 38 stars require coins and [[Snowman&#039;s Lost His Head]] can only be selected after [[Frosty Slide for 8 Red Coins]].&lt;br /&gt;
&lt;br /&gt;
Like the A Button Challenge, [[Tick Tock Clock]], [[Rainbow Ride]], and [[Wing Mario over the Rainbow]] are inaccessible in a full run.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Possible stars with non-trivial strategies&lt;br /&gt;
!Course&lt;br /&gt;
!Star&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Shoot to the Island in the Sky]]&lt;br /&gt;
|Shell hyperspeed&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Mario Wings to the Sky]]&lt;br /&gt;
|&#039;&#039;&#039;It is marked as possible but no detailed strategy has been given&#039;&#039;&#039;. It is technically possible to do this coinless without BLJs by cloning the top coins then touching the very top of the secret&#039;s hitbox. However, for the 4th and 5th secrets, cannonballs in differing heights at rather high places are needed. With at least 30 clones for the base strat using A presses (no BLJ),&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=QZrZgaU2z6Y&amp;lt;/ref&amp;gt; the amount of clones needed seems prohibitively expensive.&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Behind Chain Chomp&#039;s Gate]]&lt;br /&gt;
|Shell hyperspeed&lt;br /&gt;
|-&lt;br /&gt;
|WF&lt;br /&gt;
|[[To the Top of the Fortress]]&lt;br /&gt;
|Platform displacement&amp;lt;ref&amp;gt;https://youtu.be/W-tNlZRN2zc?t=1214&amp;lt;/ref&amp;gt; (using BCA instead of Hat-in-hand)&lt;br /&gt;
|-&lt;br /&gt;
|WF&lt;br /&gt;
|[[Blast Away the Wall]]&lt;br /&gt;
|[[Cannonless]]&lt;br /&gt;
|-&lt;br /&gt;
|JRB&lt;br /&gt;
|[[Treasure of the Ocean Cave]]&lt;br /&gt;
|The [[ABC]] does this 0.5xA&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Slip Slidin&#039; Away]]&lt;br /&gt;
|The cabin is entered from the side and there&#039;s enough room on the side to avoid the coins.&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Big Penguin Race]]&lt;br /&gt;
|The cabin is entered from the side and there&#039;s enough room on the side to avoid the coins.&lt;br /&gt;
|-&lt;br /&gt;
|BitDW&lt;br /&gt;
|Basement key&lt;br /&gt;
|The walkway is obstructed by coins,&amp;lt;ref&amp;gt;https://youtu.be/Qpl5lnxiU6k?t=79&amp;lt;/ref&amp;gt; but this can be avoided by using a [[Goomba]] chase extension.&amp;lt;ref&amp;gt;https://discord.com/channels/267091686423789568/459907626189324298/1515515439243989072&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|todo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|HMC&lt;br /&gt;
|[[Swimming Beast in the Cavern]]&lt;br /&gt;
|Use the elevator clip to fall down onto the star from above. In general the usual ABC strats work for HMC.&lt;br /&gt;
|-&lt;br /&gt;
|LLL&lt;br /&gt;
|[[Hot-Foot-It into the Volcano]]&lt;br /&gt;
|Instead of using coins in the usual lava-boosting ABC strat, go down to the heart and spin it fast enough that Mario is healed while taking damage.&amp;lt;ref&amp;gt;https://youtu.be/J2yrujpkx9E&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|LLL&lt;br /&gt;
|[[Elevator Tour in the Volcano]]&lt;br /&gt;
|Mario can barely avoid the coins in the faster 0xA strategy.&amp;lt;ref&amp;gt;https://discord.com/channels/267091686423789568/459907626189324298/1516501120195760280&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|DDD&lt;br /&gt;
|[[Collect the Caps...]]&lt;br /&gt;
|C^ up slide on the sub to clip behind the barrier.&amp;lt;ref&amp;gt;https://youtu.be/QaTY-L0FV00&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[Snowman&#039;s Big Head]]&lt;br /&gt;
|Replace the moneybag bounces in the buttonless strat https://www.youtube.com/watch?v=Ih3aBGxWzJA with a dive recover.&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[In the Deep Freeze]]&lt;br /&gt;
|Dive recover onto a spindrift&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[Into the Igloo]]&lt;br /&gt;
|The ABC TAS collects the coins on the slope leading up to the igloo, but this is avoidable using the shell path from 4:06 in the above buttonless strategy link and the fly guy. The coins inside the igloo are easily avoided by going back the way you came.&lt;br /&gt;
|-&lt;br /&gt;
|TTM&lt;br /&gt;
|&lt;br /&gt;
|The top of this slope at https://youtu.be/kdkxmCwqd58?t=14 is reachable, at which point a fly guy bounce can be used to reach a star or skip the one remaining line of coins.&lt;br /&gt;
|-&lt;br /&gt;
|THI&lt;br /&gt;
|&lt;br /&gt;
|Entering the huge island is doable 0xA CCC using a double goomba bounce&lt;br /&gt;
|-&lt;br /&gt;
|WDW&lt;br /&gt;
|[[Quick Race Through Downtown!]]&lt;br /&gt;
|The ABC cloning strategy does not violate CCC&amp;lt;ref&amp;gt;https://youtu.be/7jqrAohBTxg&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|[[Roll into the Cage]]&lt;br /&gt;
|After the spinners (Get a Hand), the cogs can be surpassed with dive recovers and VSC, and a convenient bob-omb teleports to Mario thanks to a preset holp OOB, which is used to get onto the treadmill right next to the star.&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|[[Get a Hand]]&lt;br /&gt;
|The red coin collected in https://youtu.be/9P3IYctNY4s is avoidable with consistent movement up the spinners.&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|[[Cruiser Crossing the Rainbow]]&lt;br /&gt;
|Even if the coins from the lakitu bounce are unavoidable, there&#039;s fly guy manipulation as plan B.&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|[[Swingin&#039; in the Breeze]]&lt;br /&gt;
|The coins in the 0xA strat are avoidable.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=m_cM3jheZGI&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|[[Tricky Triangles!]]&lt;br /&gt;
|The coins in the 0xA strat are avoidable.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=61kko9pCq9g&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Stars not done (excluding ones not done in ABC or CCC)&lt;br /&gt;
!Course&lt;br /&gt;
!Star/Key&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Into the Igloo]]&lt;br /&gt;
|The ABC strategies need the vanish cap to get the star.&lt;br /&gt;
|-&lt;br /&gt;
|BBH&lt;br /&gt;
|[[Eye to Eye in the Secret Room]]&lt;br /&gt;
|There is no way to enter the secret room without the vanish cap 0xA.&lt;br /&gt;
|-&lt;br /&gt;
|JRB&lt;br /&gt;
|[[Through the Jet Stream (JRB)]]&lt;br /&gt;
|Without the cap or A swimming, there is no way through the stream.&lt;br /&gt;
|-&lt;br /&gt;
|DDD&lt;br /&gt;
|[[Through the Jet Stream (DDD)]]&lt;br /&gt;
|Without the cap or A swimming, there is no way through the stream. However, holding A allows swimming while holding an object, so we can clone and collect the star 0.5xA.&amp;lt;ref&amp;gt;https://youtu.be/_4riryDiaSA&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|&lt;br /&gt;
|The corner of the platform where the pole is is obstructed by coins. Additionally, [[Stomp on the Thwomp]] requires the 100 coin star.&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|&lt;br /&gt;
|Many 0xA strategies involve the lakitu bounce, and it is unknown whether the coins from that bounce are avoidable. &#039;&#039;&#039;They probably are&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;{{Challenges}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:ABC-CCC_Challenge_infobox&amp;diff=20459</id>
		<title>Template:ABC-CCC Challenge infobox</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:ABC-CCC_Challenge_infobox&amp;diff=20459"/>
		<updated>2026-06-16T20:04:48Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: elevator tour save&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Challenge_infobox&lt;br /&gt;
|title=A-Button Coinless Capless Cannonless Challenge&lt;br /&gt;
|abbreviation=ABC-CCC&lt;br /&gt;
|stars=68+?&lt;br /&gt;
|stars-overall=63&lt;br /&gt;
|beatable=No&lt;br /&gt;
|bob1=1|bob2=1|bob3=1|bob4=0|bob5=1|bob6=1|bob7=0&lt;br /&gt;
|wf1=1|wf2=1|wf3=1|wf4=0|wf5=1|wf6=1|wf7=0&lt;br /&gt;
|jrb1=1|jrb2=1|jrb3=0.5|jrb4=0|jrb5=1|jrb6=0|jrb7=0&lt;br /&gt;
|ccm1=1|ccm2=1|ccm3=1|ccm4=0|ccm5=0.5|ccm6=1|ccm7=0&lt;br /&gt;
|bbh1=1|bbh2=1|bbh3=1|bbh4=0|bbh5=1|bbh6=0|bbh7=0&lt;br /&gt;
|hmc1=1|hmc2=0|hmc3=1|hmc4=1|hmc5=1|hmc6=1|hmc7=0&lt;br /&gt;
|lll1=1|lll2=1|lll3=0|lll4=1|lll5=1|lll6=1|lll7=0&lt;br /&gt;
|ssl1=1|ssl2=1|ssl3=0|ssl4=1|ssl5=0|ssl6=0|ssl7=0&lt;br /&gt;
|ddd1=1|ddd2=1|ddd3=0|ddd4=0.5|ddd5=1|ddd6=1|ddd7=0&lt;br /&gt;
|sl1=1|sl2=1|sl3=1|sl4=1|sl5=0|sl6=0|sl7=0&lt;br /&gt;
|wdw1=1|wdw2=1|wdw3=1|wdw4=1|wdw5=0|wdw6=1|wdw7=0&lt;br /&gt;
|ttm1=1|ttm2=1|ttm3=0|ttm4=1|ttm5=1|ttm6=1|ttm7=0&lt;br /&gt;
|thi1=1|thi2=1|thi3=1|thi4=1|thi5=0|thi6=1|thi7=0&lt;br /&gt;
|ttc1=1|ttc2=0|ttc3=1|ttc4=0|ttc5=0|ttc6=0|ttc7=0&lt;br /&gt;
|rr1=|rr2=|rr3=0|rr4=1|rr5=1|rr6=|rr7=0&lt;br /&gt;
|slide1=0|slide2=1&lt;br /&gt;
|aquarium=0&lt;br /&gt;
|totwc=0|cotmc=0|vcutm=0&lt;br /&gt;
|wmotr=0&lt;br /&gt;
|mips1=1|mips2=1&lt;br /&gt;
|toad1=1|toad2=1|toad3=1&lt;br /&gt;
|key_1=1|key_2=0|&lt;br /&gt;
|bitdw=0|bitfs=0|bits=0&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=ABC_CCC_Challenge&amp;diff=20458</id>
		<title>ABC CCC Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=ABC_CCC_Challenge&amp;diff=20458"/>
		<updated>2026-06-16T20:04:04Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: /* Stars */ clarify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ABC-CCC Challenge infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ABC CCC Challenge&#039;&#039;&#039; is a combination of the [[A Button Challenge]] and the [[CCC Challenge]]. Though note that cannons were off the table for the [[ABC]] anyway.&lt;br /&gt;
&lt;br /&gt;
== Stars ==&lt;br /&gt;
Just like the CCC Challenge, 38 stars require coins and [[Snowman&#039;s Lost His Head]] can only be selected after [[Frosty Slide for 8 Red Coins]].&lt;br /&gt;
&lt;br /&gt;
Like the A Button Challenge, [[Tick Tock Clock]], [[Rainbow Ride]], and [[Wing Mario over the Rainbow]] are inaccessible in a full run.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Possible stars with non-trivial strategies&lt;br /&gt;
!Course&lt;br /&gt;
!Star&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Shoot to the Island in the Sky]]&lt;br /&gt;
|Shell hyperspeed&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Mario Wings to the Sky]]&lt;br /&gt;
|&#039;&#039;&#039;It is marked as possible but no detailed strategy has been given&#039;&#039;&#039;. It is technically possible to do this coinless without BLJs by cloning the top coins then touching the very top of the secret&#039;s hitbox. However, for the 4th and 5th secrets, cannonballs in differing heights at rather high places are needed. With at least 30 clones for the base strat using A presses (no BLJ),&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=QZrZgaU2z6Y&amp;lt;/ref&amp;gt; the amount of clones needed seems prohibitively expensive.&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Behind Chain Chomp&#039;s Gate]]&lt;br /&gt;
|Shell hyperspeed&lt;br /&gt;
|-&lt;br /&gt;
|WF&lt;br /&gt;
|[[To the Top of the Fortress]]&lt;br /&gt;
|Platform displacement&amp;lt;ref&amp;gt;https://youtu.be/W-tNlZRN2zc?t=1214&amp;lt;/ref&amp;gt; (using BCA instead of Hat-in-hand)&lt;br /&gt;
|-&lt;br /&gt;
|WF&lt;br /&gt;
|[[Blast Away the Wall]]&lt;br /&gt;
|[[Cannonless]]&lt;br /&gt;
|-&lt;br /&gt;
|JRB&lt;br /&gt;
|[[Treasure of the Ocean Cave]]&lt;br /&gt;
|The [[ABC]] does this 0.5xA&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Slip Slidin&#039; Away]]&lt;br /&gt;
|The cabin is entered from the side and there&#039;s enough room on the side to avoid the coins.&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Big Penguin Race]]&lt;br /&gt;
|The cabin is entered from the side and there&#039;s enough room on the side to avoid the coins.&lt;br /&gt;
|-&lt;br /&gt;
|BitDW&lt;br /&gt;
|Basement key&lt;br /&gt;
|The walkway is obstructed by coins,&amp;lt;ref&amp;gt;https://youtu.be/Qpl5lnxiU6k?t=79&amp;lt;/ref&amp;gt; but this can be avoided by using a [[Goomba]] chase extension.&amp;lt;ref&amp;gt;https://discord.com/channels/267091686423789568/459907626189324298/1515515439243989072&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|todo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|HMC&lt;br /&gt;
|[[Swimming Beast in the Cavern]]&lt;br /&gt;
|Use the elevator clip to fall down onto the star from above. In general the usual ABC strats work for HMC.&lt;br /&gt;
|-&lt;br /&gt;
|LLL&lt;br /&gt;
|[[Hot-Foot-It into the Volcano]]&lt;br /&gt;
|Instead of using coins in the usual lava-boosting ABC strat, go down to the heart and spin it fast enough that Mario is healed while taking damage.&amp;lt;ref&amp;gt;https://youtu.be/J2yrujpkx9E&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|LLL&lt;br /&gt;
|[[Elevator Tour in the Volcano]]&lt;br /&gt;
|Mario can barely avoid the coins in the faster 0xA strategy.&amp;lt;ref&amp;gt;https://discord.com/channels/267091686423789568/459907626189324298/1516501120195760280&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|DDD&lt;br /&gt;
|[[Collect the Caps...]]&lt;br /&gt;
|C^ up slide on the sub to clip behind the barrier.&amp;lt;ref&amp;gt;https://youtu.be/QaTY-L0FV00&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[Snowman&#039;s Big Head]]&lt;br /&gt;
|Replace the moneybag bounces in the buttonless strat https://www.youtube.com/watch?v=Ih3aBGxWzJA with a dive recover.&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[In the Deep Freeze]]&lt;br /&gt;
|Dive recover onto a spindrift&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[Into the Igloo]]&lt;br /&gt;
|The ABC TAS collects the coins on the slope leading up to the igloo, but this is avoidable using the shell path from 4:06 in the above buttonless strategy link and the fly guy. The coins inside the igloo are easily avoided by going back the way you came.&lt;br /&gt;
|-&lt;br /&gt;
|TTM&lt;br /&gt;
|&lt;br /&gt;
|The top of this slope at https://youtu.be/kdkxmCwqd58?t=14 is reachable, at which point a fly guy bounce can be used to reach a star or skip the one remaining line of coins.&lt;br /&gt;
|-&lt;br /&gt;
|THI&lt;br /&gt;
|&lt;br /&gt;
|Entering the huge island is doable 0xA CCC using a double goomba bounce&lt;br /&gt;
|-&lt;br /&gt;
|WDW&lt;br /&gt;
|[[Quick Race Through Downtown!]]&lt;br /&gt;
|The ABC cloning strategy does not violate CCC&amp;lt;ref&amp;gt;https://youtu.be/7jqrAohBTxg&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|[[Roll into the Cage]]&lt;br /&gt;
|After the spinners (Get a Hand), the cogs can be surpassed with dive recovers and VSC, and a convenient bob-omb teleports to Mario thanks to a preset holp OOB, which is used to get onto the treadmill right next to the star.&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|[[Get a Hand]]&lt;br /&gt;
|The red coin collected in https://youtu.be/9P3IYctNY4s is avoidable with consistent movement up the spinners.&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|[[Swingin&#039; in the Breeze]]&lt;br /&gt;
|The coins in the 0xA strat are avoidable.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=m_cM3jheZGI&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|[[Tricky Triangles!]]&lt;br /&gt;
|The coins in the 0xA strat are avoidable.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=61kko9pCq9g&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Stars not done (excluding ones not done in ABC or CCC)&lt;br /&gt;
!Course&lt;br /&gt;
!Star/Key&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Into the Igloo]]&lt;br /&gt;
|The ABC strategies need the vanish cap to get the star.&lt;br /&gt;
|-&lt;br /&gt;
|BBH&lt;br /&gt;
|[[Eye to Eye in the Secret Room]]&lt;br /&gt;
|There is no way to enter the secret room without the vanish cap 0xA.&lt;br /&gt;
|-&lt;br /&gt;
|JRB&lt;br /&gt;
|[[Through the Jet Stream (JRB)]]&lt;br /&gt;
|Without the cap or A swimming, there is no way through the stream.&lt;br /&gt;
|-&lt;br /&gt;
|DDD&lt;br /&gt;
|[[Through the Jet Stream (DDD)]]&lt;br /&gt;
|Without the cap or A swimming, there is no way through the stream. However, holding A allows swimming while holding an object, so we can clone and collect the star 0.5xA.&amp;lt;ref&amp;gt;https://youtu.be/_4riryDiaSA&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|&lt;br /&gt;
|The corner of the platform where the pole is is obstructed by coins. Additionally, [[Stomp on the Thwomp]] requires the 100 coin star.&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|&lt;br /&gt;
|Many 0xA strategies involve the lakitu bounce, and it is unknown whether the coins from that bounce are avoidable. &#039;&#039;&#039;They probably are&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;{{Challenges}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=ABC_CCC_Challenge&amp;diff=20457</id>
		<title>ABC CCC Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=ABC_CCC_Challenge&amp;diff=20457"/>
		<updated>2026-06-16T20:03:31Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: LLL save&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ABC-CCC Challenge infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ABC CCC Challenge&#039;&#039;&#039; is a combination of the [[A Button Challenge]] and the [[CCC Challenge]]. Though note that cannons were off the table for the [[ABC]] anyway.&lt;br /&gt;
&lt;br /&gt;
== Stars ==&lt;br /&gt;
Just like the CCC Challenge, 38 stars require coins and [[Snowman&#039;s Lost His Head]] can only be selected after [[Frosty Slide for 8 Red Coins]].&lt;br /&gt;
&lt;br /&gt;
Like the A Button Challenge, [[Tick Tock Clock]], [[Rainbow Ride]], and [[Wing Mario over the Rainbow]] are inaccessible.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Possible stars with non-trivial strategies&lt;br /&gt;
!Course&lt;br /&gt;
!Star&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Shoot to the Island in the Sky]]&lt;br /&gt;
|Shell hyperspeed&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Mario Wings to the Sky]]&lt;br /&gt;
|&#039;&#039;&#039;It is marked as possible but no detailed strategy has been given&#039;&#039;&#039;. It is technically possible to do this coinless without BLJs by cloning the top coins then touching the very top of the secret&#039;s hitbox. However, for the 4th and 5th secrets, cannonballs in differing heights at rather high places are needed. With at least 30 clones for the base strat using A presses (no BLJ),&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=QZrZgaU2z6Y&amp;lt;/ref&amp;gt; the amount of clones needed seems prohibitively expensive.&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Behind Chain Chomp&#039;s Gate]]&lt;br /&gt;
|Shell hyperspeed&lt;br /&gt;
|-&lt;br /&gt;
|WF&lt;br /&gt;
|[[To the Top of the Fortress]]&lt;br /&gt;
|Platform displacement&amp;lt;ref&amp;gt;https://youtu.be/W-tNlZRN2zc?t=1214&amp;lt;/ref&amp;gt; (using BCA instead of Hat-in-hand)&lt;br /&gt;
|-&lt;br /&gt;
|WF&lt;br /&gt;
|[[Blast Away the Wall]]&lt;br /&gt;
|[[Cannonless]]&lt;br /&gt;
|-&lt;br /&gt;
|JRB&lt;br /&gt;
|[[Treasure of the Ocean Cave]]&lt;br /&gt;
|The [[ABC]] does this 0.5xA&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Slip Slidin&#039; Away]]&lt;br /&gt;
|The cabin is entered from the side and there&#039;s enough room on the side to avoid the coins.&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Big Penguin Race]]&lt;br /&gt;
|The cabin is entered from the side and there&#039;s enough room on the side to avoid the coins.&lt;br /&gt;
|-&lt;br /&gt;
|BitDW&lt;br /&gt;
|Basement key&lt;br /&gt;
|The walkway is obstructed by coins,&amp;lt;ref&amp;gt;https://youtu.be/Qpl5lnxiU6k?t=79&amp;lt;/ref&amp;gt; but this can be avoided by using a [[Goomba]] chase extension.&amp;lt;ref&amp;gt;https://discord.com/channels/267091686423789568/459907626189324298/1515515439243989072&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|todo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|HMC&lt;br /&gt;
|[[Swimming Beast in the Cavern]]&lt;br /&gt;
|Use the elevator clip to fall down onto the star from above. In general the usual ABC strats work for HMC.&lt;br /&gt;
|-&lt;br /&gt;
|LLL&lt;br /&gt;
|[[Hot-Foot-It into the Volcano]]&lt;br /&gt;
|Instead of using coins in the usual lava-boosting ABC strat, go down to the heart and spin it fast enough that Mario is healed while taking damage.&amp;lt;ref&amp;gt;https://youtu.be/J2yrujpkx9E&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|LLL&lt;br /&gt;
|[[Elevator Tour in the Volcano]]&lt;br /&gt;
|Mario can barely avoid the coins in the faster 0xA strategy.&amp;lt;ref&amp;gt;https://discord.com/channels/267091686423789568/459907626189324298/1516501120195760280&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|DDD&lt;br /&gt;
|[[Collect the Caps...]]&lt;br /&gt;
|C^ up slide on the sub to clip behind the barrier.&amp;lt;ref&amp;gt;https://youtu.be/QaTY-L0FV00&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[Snowman&#039;s Big Head]]&lt;br /&gt;
|Replace the moneybag bounces in the buttonless strat https://www.youtube.com/watch?v=Ih3aBGxWzJA with a dive recover.&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[In the Deep Freeze]]&lt;br /&gt;
|Dive recover onto a spindrift&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[Into the Igloo]]&lt;br /&gt;
|The ABC TAS collects the coins on the slope leading up to the igloo, but this is avoidable using the shell path from 4:06 in the above buttonless strategy link and the fly guy. The coins inside the igloo are easily avoided by going back the way you came.&lt;br /&gt;
|-&lt;br /&gt;
|TTM&lt;br /&gt;
|&lt;br /&gt;
|The top of this slope at https://youtu.be/kdkxmCwqd58?t=14 is reachable, at which point a fly guy bounce can be used to reach a star or skip the one remaining line of coins.&lt;br /&gt;
|-&lt;br /&gt;
|THI&lt;br /&gt;
|&lt;br /&gt;
|Entering the huge island is doable 0xA CCC using a double goomba bounce&lt;br /&gt;
|-&lt;br /&gt;
|WDW&lt;br /&gt;
|[[Quick Race Through Downtown!]]&lt;br /&gt;
|The ABC cloning strategy does not violate CCC&amp;lt;ref&amp;gt;https://youtu.be/7jqrAohBTxg&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|[[Roll into the Cage]]&lt;br /&gt;
|After the spinners (Get a Hand), the cogs can be surpassed with dive recovers and VSC, and a convenient bob-omb teleports to Mario thanks to a preset holp OOB, which is used to get onto the treadmill right next to the star.&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|[[Get a Hand]]&lt;br /&gt;
|The red coin collected in https://youtu.be/9P3IYctNY4s is avoidable with consistent movement up the spinners.&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|[[Swingin&#039; in the Breeze]]&lt;br /&gt;
|The coins in the 0xA strat are avoidable.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=m_cM3jheZGI&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|[[Tricky Triangles!]]&lt;br /&gt;
|The coins in the 0xA strat are avoidable.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=61kko9pCq9g&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Stars not done (excluding ones not done in ABC or CCC)&lt;br /&gt;
!Course&lt;br /&gt;
!Star/Key&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Into the Igloo]]&lt;br /&gt;
|The ABC strategies need the vanish cap to get the star.&lt;br /&gt;
|-&lt;br /&gt;
|BBH&lt;br /&gt;
|[[Eye to Eye in the Secret Room]]&lt;br /&gt;
|There is no way to enter the secret room without the vanish cap 0xA.&lt;br /&gt;
|-&lt;br /&gt;
|JRB&lt;br /&gt;
|[[Through the Jet Stream (JRB)]]&lt;br /&gt;
|Without the cap or A swimming, there is no way through the stream.&lt;br /&gt;
|-&lt;br /&gt;
|DDD&lt;br /&gt;
|[[Through the Jet Stream (DDD)]]&lt;br /&gt;
|Without the cap or A swimming, there is no way through the stream. However, holding A allows swimming while holding an object, so we can clone and collect the star 0.5xA.&amp;lt;ref&amp;gt;https://youtu.be/_4riryDiaSA&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|&lt;br /&gt;
|The corner of the platform where the pole is is obstructed by coins. Additionally, [[Stomp on the Thwomp]] requires the 100 coin star.&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|&lt;br /&gt;
|Many 0xA strategies involve the lakitu bounce, and it is unknown whether the coins from that bounce are avoidable. &#039;&#039;&#039;They probably are&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;{{Challenges}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:ABC-CCC_Challenge_infobox&amp;diff=20456</id>
		<title>Template:ABC-CCC Challenge infobox</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:ABC-CCC_Challenge_infobox&amp;diff=20456"/>
		<updated>2026-06-16T19:51:34Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: ttc, rr inaccessible&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Challenge_infobox&lt;br /&gt;
|title=A-Button Coinless Capless Cannonless Challenge&lt;br /&gt;
|abbreviation=ABC-CCC&lt;br /&gt;
|stars=67+?&lt;br /&gt;
|stars-overall=62&lt;br /&gt;
|beatable=No&lt;br /&gt;
|bob1=1|bob2=1|bob3=1|bob4=0|bob5=1|bob6=1|bob7=0&lt;br /&gt;
|wf1=1|wf2=1|wf3=1|wf4=0|wf5=1|wf6=1|wf7=0&lt;br /&gt;
|jrb1=1|jrb2=1|jrb3=0.5|jrb4=0|jrb5=1|jrb6=0|jrb7=0&lt;br /&gt;
|ccm1=1|ccm2=1|ccm3=1|ccm4=0|ccm5=0.5|ccm6=1|ccm7=0&lt;br /&gt;
|bbh1=1|bbh2=1|bbh3=1|bbh4=0|bbh5=1|bbh6=0|bbh7=0&lt;br /&gt;
|hmc1=1|hmc2=0|hmc3=1|hmc4=1|hmc5=1|hmc6=1|hmc7=0&lt;br /&gt;
|lll1=1|lll2=1|lll3=0|lll4=1|lll5=1|lll6=0|lll7=0&lt;br /&gt;
|ssl1=1|ssl2=1|ssl3=0|ssl4=1|ssl5=0|ssl6=0|ssl7=0&lt;br /&gt;
|ddd1=1|ddd2=1|ddd3=0|ddd4=0.5|ddd5=1|ddd6=1|ddd7=0&lt;br /&gt;
|sl1=1|sl2=1|sl3=1|sl4=1|sl5=0|sl6=0|sl7=0&lt;br /&gt;
|wdw1=1|wdw2=1|wdw3=1|wdw4=1|wdw5=0|wdw6=1|wdw7=0&lt;br /&gt;
|ttm1=1|ttm2=1|ttm3=0|ttm4=1|ttm5=1|ttm6=1|ttm7=0&lt;br /&gt;
|thi1=1|thi2=1|thi3=1|thi4=1|thi5=0|thi6=1|thi7=0&lt;br /&gt;
|ttc1=1|ttc2=0|ttc3=1|ttc4=0|ttc5=0|ttc6=0|ttc7=0&lt;br /&gt;
|rr1=|rr2=|rr3=0|rr4=1|rr5=1|rr6=|rr7=0&lt;br /&gt;
|slide1=0|slide2=1&lt;br /&gt;
|aquarium=0&lt;br /&gt;
|totwc=0|cotmc=0|vcutm=0&lt;br /&gt;
|wmotr=0&lt;br /&gt;
|mips1=1|mips2=1&lt;br /&gt;
|toad1=1|toad2=1|toad3=1&lt;br /&gt;
|key_1=1|key_2=0|&lt;br /&gt;
|bitdw=0|bitfs=0|bits=0&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=ABC_CCC_Challenge&amp;diff=20455</id>
		<title>ABC CCC Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=ABC_CCC_Challenge&amp;diff=20455"/>
		<updated>2026-06-16T19:50:48Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: /* Stars */ 4 inaccessible&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ABC-CCC Challenge infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ABC CCC Challenge&#039;&#039;&#039; is a combination of the [[A Button Challenge]] and the [[CCC Challenge]]. Though note that cannons were off the table for the [[ABC]] anyway.&lt;br /&gt;
&lt;br /&gt;
== Stars ==&lt;br /&gt;
Just like the CCC Challenge, 38 stars require coins and [[Snowman&#039;s Lost His Head]] can only be selected after [[Frosty Slide for 8 Red Coins]].&lt;br /&gt;
&lt;br /&gt;
Like the A Button Challenge, [[Tick Tock Clock]], [[Rainbow Ride]], and [[Wing Mario over the Rainbow]] are inaccessible.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Possible stars with non-trivial strategies&lt;br /&gt;
!Course&lt;br /&gt;
!Star&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Shoot to the Island in the Sky]]&lt;br /&gt;
|Shell hyperspeed&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Mario Wings to the Sky]]&lt;br /&gt;
|&#039;&#039;&#039;It is marked as possible but no detailed strategy has been given&#039;&#039;&#039;. It is technically possible to do this coinless without BLJs by cloning the top coins then touching the very top of the secret&#039;s hitbox. However, for the 4th and 5th secrets, cannonballs in differing heights at rather high places are needed. With at least 30 clones for the base strat using A presses (no BLJ),&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=QZrZgaU2z6Y&amp;lt;/ref&amp;gt; the amount of clones needed seems prohibitively expensive.&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Behind Chain Chomp&#039;s Gate]]&lt;br /&gt;
|Shell hyperspeed&lt;br /&gt;
|-&lt;br /&gt;
|WF&lt;br /&gt;
|[[To the Top of the Fortress]]&lt;br /&gt;
|Platform displacement&amp;lt;ref&amp;gt;https://youtu.be/W-tNlZRN2zc?t=1214&amp;lt;/ref&amp;gt; (using BCA instead of Hat-in-hand)&lt;br /&gt;
|-&lt;br /&gt;
|WF&lt;br /&gt;
|[[Blast Away the Wall]]&lt;br /&gt;
|[[Cannonless]]&lt;br /&gt;
|-&lt;br /&gt;
|JRB&lt;br /&gt;
|[[Treasure of the Ocean Cave]]&lt;br /&gt;
|The [[ABC]] does this 0.5xA&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Slip Slidin&#039; Away]]&lt;br /&gt;
|The cabin is entered from the side and there&#039;s enough room on the side to avoid the coins.&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Big Penguin Race]]&lt;br /&gt;
|The cabin is entered from the side and there&#039;s enough room on the side to avoid the coins.&lt;br /&gt;
|-&lt;br /&gt;
|BitDW&lt;br /&gt;
|Basement key&lt;br /&gt;
|The walkway is obstructed by coins,&amp;lt;ref&amp;gt;https://youtu.be/Qpl5lnxiU6k?t=79&amp;lt;/ref&amp;gt; but this can be avoided by using a [[Goomba]] chase extension.&amp;lt;ref&amp;gt;https://discord.com/channels/267091686423789568/459907626189324298/1515515439243989072&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|todo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|HMC&lt;br /&gt;
|[[Swimming Beast in the Cavern]]&lt;br /&gt;
|Use the elevator clip to fall down onto the star from above. In general the usual ABC strats work for HMC.&lt;br /&gt;
|-&lt;br /&gt;
|LLL&lt;br /&gt;
|[[Hot-Foot-It into the Volcano]]&lt;br /&gt;
|Instead of using coins in the usual lava-boosting ABC strat, go down to the heart and spin it fast enough that Mario is healed while taking damage.&amp;lt;ref&amp;gt;https://youtu.be/J2yrujpkx9E&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|DDD&lt;br /&gt;
|[[Collect the Caps...]]&lt;br /&gt;
|C^ up slide on the sub to clip behind the barrier.&amp;lt;ref&amp;gt;https://youtu.be/QaTY-L0FV00&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[Snowman&#039;s Big Head]]&lt;br /&gt;
|Replace the moneybag bounces in the buttonless strat https://www.youtube.com/watch?v=Ih3aBGxWzJA with a dive recover.&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[In the Deep Freeze]]&lt;br /&gt;
|Dive recover onto a spindrift&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[Into the Igloo]]&lt;br /&gt;
|The ABC TAS collects the coins on the slope leading up to the igloo, but this is avoidable using the shell path from 4:06 in the above buttonless strategy link and the fly guy. The coins inside the igloo are easily avoided by going back the way you came.&lt;br /&gt;
|-&lt;br /&gt;
|TTM&lt;br /&gt;
|&lt;br /&gt;
|The top of this slope at https://youtu.be/kdkxmCwqd58?t=14 is reachable, at which point a fly guy bounce can be used to reach a star or skip the one remaining line of coins.&lt;br /&gt;
|-&lt;br /&gt;
|THI&lt;br /&gt;
|&lt;br /&gt;
|Entering the huge island is doable 0xA CCC using a double goomba bounce&lt;br /&gt;
|-&lt;br /&gt;
|WDW&lt;br /&gt;
|[[Quick Race Through Downtown!]]&lt;br /&gt;
|The ABC cloning strategy does not violate CCC&amp;lt;ref&amp;gt;https://youtu.be/7jqrAohBTxg&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|[[Roll into the Cage]]&lt;br /&gt;
|After the spinners (Get a Hand), the cogs can be surpassed with dive recovers and VSC, and a convenient bob-omb teleports to Mario thanks to a preset holp OOB, which is used to get onto the treadmill right next to the star.&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|[[Get a Hand]]&lt;br /&gt;
|The red coin collected in https://youtu.be/9P3IYctNY4s is avoidable with consistent movement up the spinners.&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|[[Swingin&#039; in the Breeze]]&lt;br /&gt;
|The coins in the 0xA strat are avoidable.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=m_cM3jheZGI&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|[[Tricky Triangles!]]&lt;br /&gt;
|The coins in the 0xA strat are avoidable.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=61kko9pCq9g&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Stars not done (excluding ones not done in ABC or CCC)&lt;br /&gt;
!Course&lt;br /&gt;
!Star/Key&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Into the Igloo]]&lt;br /&gt;
|The ABC strategies need the vanish cap to get the star.&lt;br /&gt;
|-&lt;br /&gt;
|BBH&lt;br /&gt;
|[[Eye to Eye in the Secret Room]]&lt;br /&gt;
|There is no way to enter the secret room without the vanish cap 0xA.&lt;br /&gt;
|-&lt;br /&gt;
|LLL&lt;br /&gt;
|[[Elevator Tour in the Volcano]]&lt;br /&gt;
|The faster strat goes on the small islands that have coins; the longer strat happens to collect coins to help refill health.&lt;br /&gt;
|-&lt;br /&gt;
|JRB&lt;br /&gt;
|[[Through the Jet Stream (JRB)]]&lt;br /&gt;
|Without the cap or A swimming, there is no way through the stream.&lt;br /&gt;
|-&lt;br /&gt;
|DDD&lt;br /&gt;
|[[Through the Jet Stream (DDD)]]&lt;br /&gt;
|Without the cap or A swimming, there is no way through the stream. However, holding A allows swimming while holding an object, so we can clone and collect the star 0.5xA.&amp;lt;ref&amp;gt;https://youtu.be/_4riryDiaSA&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|&lt;br /&gt;
|The corner of the platform where the pole is is obstructed by coins. Additionally, [[Stomp on the Thwomp]] requires the 100 coin star.&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|&lt;br /&gt;
|Many 0xA strategies involve the lakitu bounce, and it is unknown whether the coins from that bounce are avoidable. &#039;&#039;&#039;They probably are&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;{{Challenges}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Through_the_Jet_Stream_(DDD)&amp;diff=20449</id>
		<title>Through the Jet Stream (DDD)</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Through_the_Jet_Stream_(DDD)&amp;diff=20449"/>
		<updated>2026-06-15T20:04:32Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: third way (abc ccc challenge)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{speedrun_guides}}&lt;br /&gt;
&lt;br /&gt;
{{star_infobox&lt;br /&gt;
|image= TtJS DDD.jpg&lt;br /&gt;
|course= Dire, Dire Docks&lt;br /&gt;
|height= &lt;br /&gt;
|height_link= &lt;br /&gt;
|tas= 32.53&lt;br /&gt;
|tas_link= [https://www.youtube.com/watch?v=6Hh51Pue1bw &amp;quot;SM64 - DDD Jetstream in 32.57s (TAS)&amp;quot; by roblox8192]&lt;br /&gt;
|rta= &lt;br /&gt;
|rta_link= &lt;br /&gt;
|abc= &lt;br /&gt;
|abc_link= &lt;br /&gt;
|abz= &lt;br /&gt;
|abz_link= &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Through the Jet Stream&#039;&#039;&#039; is the fourth mission in [[Dire, Dire Docks]]. It is very similar to the mission [[Through the Jet Stream (JRB)|Through the Jet Stream]] in Jolly Roger Bay and collected the same way. The star is located at the bottom of the jet stream. It can be collected either by using the metal cap or by carefully swimming through the jet stream. Alternatively, the star may be cloned as it spawns in.&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
{{star_nav}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Challenge_infobox&amp;diff=20448</id>
		<title>Template:Challenge infobox</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Challenge_infobox&amp;diff=20448"/>
		<updated>2026-06-15T20:02:56Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: direct Through the Jet Stream links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| class=&amp;quot;infobox&amp;quot; cellpadding=2 cellspacing=2 align=right width=280px style=&amp;quot;font-family: verdana, sans-serif; padding: 4px; margin: 0 0 1em 1em; font-size: 10px; background-color: ghostwhite; border:1px solid #8a8; color:black&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;#10274c&amp;quot; style=&amp;quot;font-size:145%;&amp;quot; | &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;{{{title|{{PAGENAME}}}}}&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
{{#if:{{{abbreviation|}}}|{{!}}- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
{{!}} colspan=&amp;quot;3&amp;quot; width=&amp;quot;80%&amp;quot; {{!}} &#039;&#039;&#039;Abbreviation&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{abbreviation}}}&lt;br /&gt;
|}}&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; width=&amp;quot;80%&amp;quot; | &#039;&#039;&#039;Individual stars collectible&#039;&#039;&#039;&lt;br /&gt;
| {{#if:{{{stars|}}}|{{{stars}}}|&#039;&#039;Unknown&#039;&#039;}}&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; width=&amp;quot;80%&amp;quot; | &#039;&#039;&#039;Overall stars collectible&#039;&#039;&#039;&lt;br /&gt;
| {{#if:{{{stars-overall|}}}|{{{stars-overall}}}|&#039;&#039;Unknown&#039;&#039;}}&lt;br /&gt;
|- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;3&amp;quot; width=&amp;quot;80%&amp;quot; | &#039;&#039;&#039;Is beatable&#039;&#039;&#039;&lt;br /&gt;
| {{#if:{{{beatable|}}}|{{{beatable}}}|&#039;&#039;Unknown&#039;&#039;}}&lt;br /&gt;
{{#if:{{{button-presses-any|}}}|{{!}}- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
{{!}} colspan=&amp;quot;3&amp;quot; width=&amp;quot;80%&amp;quot; {{!}} &#039;&#039;&#039;Presses required for Any%&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{button-presses-any}}}&lt;br /&gt;
|}}&lt;br /&gt;
{{#if:{{{button-presses-full|}}}|{{!}}- style=&amp;quot;vertical-align: top;&amp;quot;&lt;br /&gt;
{{!}} colspan=&amp;quot;3&amp;quot; width=&amp;quot;80%&amp;quot; {{!}} &#039;&#039;&#039;Presses required for 120-Star&#039;&#039;&#039;&lt;br /&gt;
{{!}} {{{button-presses-full}}}&lt;br /&gt;
|{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;25%&amp;quot; | &lt;br /&gt;
| width=&amp;quot;25%&amp;quot; | &lt;br /&gt;
| width=&amp;quot;25%&amp;quot; | &lt;br /&gt;
| width=&amp;quot;25%&amp;quot; | &lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; colspan=&amp;quot;4&amp;quot; bgcolor=&amp;quot;#10274c&amp;quot; style=&amp;quot;font-size:125%;&amp;quot; | &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Star Details&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Bob-omb Battlefield|BoB]]&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;80%&amp;quot; align=&amp;quot;right&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
[[File:Challenge_infobox_star_{{{bob1|}}}.png|20px|link=Big Bob-omb on the Summit]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{bob2|}}}.png|20px|link=Footrace with Koopa the Quick]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{bob3|}}}.png|20px|link=Shoot to the Island in the Sky]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{bob4|}}}.png|20px|link=Find the 8 Red Coins]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{bob5|}}}.png|20px|link=Mario Wings to the Sky]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{bob6|}}}.png|20px|link=Behind Chain Chomp&#039;s Gate]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{bob7|}}}.png|20px|link=100 Coin Star (Bob-omb Battlefield)]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Whomp&#039;s Fortress|WF]]&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;80%&amp;quot; align=&amp;quot;right&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
[[File:Challenge_infobox_star_{{{wf1|}}}.png|20px|link=Chip off Whomp&#039;s Block]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{wf2|}}}.png|20px|link=To the Top of the Fortress]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{wf3|}}}.png|20px|link=Shoot into the Wild Blue]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{wf4|}}}.png|20px|link=Red Coins on the Floating Isle]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{wf5|}}}.png|20px|link=Fall onto the Caged Island]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{wf6|}}}.png|20px|link=Blast Away the Wall]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{wf7|}}}.png|20px|link=100 Coin Star (Whomp&#039;s Fortress)]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Jolly  Roger Bay|JRB]]&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;80%&amp;quot; align=&amp;quot;right&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
[[File:Challenge_infobox_star_{{{jrb1|}}}.png|20px|link=Plunder in the Sunken Ship]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{jrb2|}}}.png|20px|link=Can the Eel Come out and Play?]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{jrb3|}}}.png|20px|link=Treasure of the Ocean Cave]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{jrb4|}}}.png|20px|link=Red Coins on the Ship Afloat]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{jrb5|}}}.png|20px|link=Blast to the Stone Pillar]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{jrb6|}}}.png|20px|link=Through the Jet Stream (JRB)]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{jrb7|}}}.png|20px|link=100 Coin Star (Jolly Roger Bay)]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Cool, Cool Mountain|CCM]]&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;80%&amp;quot; align=&amp;quot;right&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
[[File:Challenge_infobox_star_{{{ccm1|}}}.png|20px|link=Slip Slidin&#039; Away]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{ccm2|}}}.png|20px|link=Li&#039;l Penguin Lost]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{ccm3|}}}.png|20px|link=Big Penguin Race]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{ccm4|}}}.png|20px|link=Frosty Slide for 8 Red Coins]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{ccm5|}}}.png|20px|link=Snowman&#039;s Lost His Head]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{ccm6|}}}.png|20px|link=Wall Kicks Will Work]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{ccm7|}}}.png|20px|link=100 Coin Star (Cool, Cool Mountain)]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Big Boo&#039;s Haunt|BBH]]&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;80%&amp;quot; align=&amp;quot;right&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
[[File:Challenge_infobox_star_{{{bbh1|}}}.png|20px|link=Go on a Ghost Hunt]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{bbh2|}}}.png|20px|link=Ride Big Boo&#039;s Merry-Go-Round]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{bbh3|}}}.png|20px|link=Secret of the Haunted Books]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{bbh4|}}}.png|20px|link=Seek the 8 Red Coins]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{bbh5|}}}.png|20px|link=Big Boo&#039;s Balcony]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{bbh6|}}}.png|20px|link=Eye to Eye in the Secret Room]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{bbh7|}}}.png|20px|link=100 Coin Star (Big Boo&#039;s Haunt)]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Hazy Maze Cave|HMC]]&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;80%&amp;quot; align=&amp;quot;right&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
[[File:Challenge_infobox_star_{{{hmc1|}}}.png|20px|link=Swimming Beast in the Cavern]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{hmc2|}}}.png|20px|link=Elevate for 8 Red Coins]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{hmc3|}}}.png|20px|link=Metal-Head Mario Can Move!]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{hmc4|}}}.png|20px|link=Navigating the Toxic Maze]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{hmc5|}}}.png|20px|link=A-Maze-ing Emergency Exit]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{hmc6|}}}.png|20px|link=Watch for Rolling Rocks]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{hmc7|}}}.png|20px|link=100 Coin Star (Hazy Maze Cave)]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Lethal Lava Land|LLL]]&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;80%&amp;quot; align=&amp;quot;right&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
[[File:Challenge_infobox_star_{{{lll1|}}}.png|20px|link=Boil the Big Bully]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{lll2|}}}.png|20px|link=Bully the Bullies]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{lll3|}}}.png|20px|link=8-Coin Puzzle with 15 Pieces]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{lll4|}}}.png|20px|link=Red-Hot Log Rolling]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{lll5|}}}.png|20px|link=Hot-Foot-It into the Volcano]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{lll6|}}}.png|20px|link=Elevator Tour in the Volcano]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{lll7|}}}.png|20px|link=100 Coin Star (Lethal Lava Land)]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Shifting Sand Land|SSL]]&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;80%&amp;quot; align=&amp;quot;right&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
[[File:Challenge_infobox_star_{{{ssl1|}}}.png|20px|link=In the Talons of the Big Bird]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{ssl2|}}}.png|20px|link=Shining Atop the Pyramid]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{ssl3|}}}.png|20px|link=Inside the Ancient Pyramid]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{ssl4|}}}.png|20px|link=Stand Tall on the Four Pillars]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{ssl5|}}}.png|20px|link=Free Flying for 8 Red Coins]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{ssl6|}}}.png|20px|link=Pyramid Puzzle]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{ssl7|}}}.png|20px|link=100 Coin Star (Shifting Sand Land)]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Dire, Dire Docks|DDD]]&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;80%&amp;quot; align=&amp;quot;right&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
[[File:Challenge_infobox_star_{{{ddd1|}}}.png|20px|link=Board Bowser&#039;s Sub]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{ddd2|}}}.png|20px|link=Chests in the Current]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{ddd3|}}}.png|20px|link=Pole-Jumping for Red Coins]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{ddd4|}}}.png|20px|link=Through the Jet Stream (DDD)]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{ddd5|}}}.png|20px|link=The Manta Ray&#039;s Reward]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{ddd6|}}}.png|20px|link=Collect the Caps...]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{ddd7|}}}.png|20px|link=100 Coin Star (Dire Dire Docks)]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Snowman&#039;s Land|SL]]&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;80%&amp;quot; align=&amp;quot;right&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
[[File:Challenge_infobox_star_{{{sl1|}}}.png|20px|link=Snowman&#039;s Big Head]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{sl2|}}}.png|20px|link=Chill with the Bully]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{sl3|}}}.png|20px|link=In the Deep Freeze]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{sl4|}}}.png|20px|link=Whirl from the Freezing Pond]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{sl5|}}}.png|20px|link=Shell Shreddin&#039; for Red Coins]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{sl6|}}}.png|20px|link=Into the Igloo]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{sl7|}}}.png|20px|link=100 Coin Star (Snowman&#039;s Land)]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Wet-Dry World|WDW]]&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;80%&amp;quot; align=&amp;quot;right&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
[[File:Challenge_infobox_star_{{{wdw1|}}}.png|20px|link=Shocking Arrow Lifts!]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{wdw2|}}}.png|20px|link=Top o&#039; the Town]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{wdw3|}}}.png|20px|link=Secrets in the Shallows &amp;amp; Sky]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{wdw4|}}}.png|20px|link=Express Elevator--Hurry Up!]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{wdw5|}}}.png|20px|link=Go to Town for Red Coins]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{wdw6|}}}.png|20px|link=Quick Race Through Downtown!]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{wdw7|}}}.png|20px|link=100 Coin Star (Wet-Dry World)]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Tall, Tall Mountain|TTM]]&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;80%&amp;quot; align=&amp;quot;right&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
[[File:Challenge_infobox_star_{{{ttm1|}}}.png|20px|link=Scale the Mountain]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{ttm2|}}}.png|20px|link=Mystery of the Monkey Cage]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{ttm3|}}}.png|20px|link=Scary &#039;Shrooms, Red Coins]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{ttm4|}}}.png|20px|link=Mysterious Mountainside]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{ttm5|}}}.png|20px|link=Breathtaking View from Bridge]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{ttm6|}}}.png|20px|link=Blast to the Lonely Mushroom]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{ttm7|}}}.png|20px|link=100 Coin Star (Tall, Tall Mountain)]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Tiny-Huge Island|THI]]&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;80%&amp;quot; align=&amp;quot;right&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
[[File:Challenge_infobox_star_{{{thi1|}}}.png|20px|link=Pluck the Piranha Flower]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{thi2|}}}.png|20px|link=The Tip Top of the Huge Island]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{thi3|}}}.png|20px|link=Rematch with Koopa the Quick]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{thi4|}}}.png|20px|link=Five Itty Bitty Secrets]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{thi5|}}}.png|20px|link=Wiggler&#039;s Red Coins]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{thi6|}}}.png|20px|link=Make Wiggler Squirm]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{thi7|}}}.png|20px|link=100 Coin Star (Tiny-Huge Island)]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Tick Tock Clock|TTC]]&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;80%&amp;quot; align=&amp;quot;right&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
[[File:Challenge_infobox_star_{{{ttc1|}}}.png|20px|link=Roll into the Cage]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{ttc2|}}}.png|20px|link=The Pit and the Pendulums]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{ttc3|}}}.png|20px|link=Get a Hand]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{ttc4|}}}.png|20px|link=Stomp on the Thwomp]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{ttc5|}}}.png|20px|link=Timed Jumps on Moving Bars]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{ttc6|}}}.png|20px|link=Stop Time for Red Coins]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{ttc7|}}}.png|20px|link=100 Coin Star (Tick Tock Clock)]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Rainbow Ride|RR]]&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;80%&amp;quot; align=&amp;quot;right&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
[[File:Challenge_infobox_star_{{{rr1|}}}.png|20px|link=Cruiser Crossing the Rainbow]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{rr2|}}}.png|20px|link=The Big House in the Sky]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{rr3|}}}.png|20px|link=Coins Amassed in a Maze]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{rr4|}}}.png|20px|link=Swingin&#039; in the Breeze]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{rr5|}}}.png|20px|link=Tricky Triangles!]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{rr6|}}}.png|20px|link=Somewhere Over the Rainbow]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{rr7|}}}.png|20px|link=100 Coin Star (Rainbow Ride)]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Secret&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;80%&amp;quot; align=&amp;quot;right&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
[[File:Challenge_infobox_star_{{{slide1|}}}.png|20px|link=The Princess&#039;s Secret Slide (Normal)]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{slide2|}}}.png|20px|link=The Princess&#039;s Secret Slide (Fast)]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{aquarium|}}}.png|20px|link=The Secret Aquarium]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{totwc|}}}.png|20px|link=Tower of the Wing Cap Red Coin Star]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{cotmc|}}}.png|20px|link=Cavern of the Metal Cap Red Coin Star]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{vcutm|}}}.png|20px|link=Vanish Cap under the Moat Red Coin Star]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{wmotr|}}}.png|20px|link=Wing Mario Over the Rainbow]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Castle&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;80%&amp;quot; align=&amp;quot;right&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
[[File:Challenge_infobox_star_{{{mips1|}}}.png|20px|link=MIPS]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{mips2|}}}.png|20px|link=MIPS]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{toad1|}}}.png|20px|link=Toad]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{toad2|}}}.png|20px|link=Toad]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{toad3|}}}.png|20px|link=Toad]]&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Bowser&#039;&#039;&#039;&lt;br /&gt;
|width=&amp;quot;80%&amp;quot; align=&amp;quot;right&amp;quot; colspan=&amp;quot;3&amp;quot;|&lt;br /&gt;
[[File:Bowser_Key_{{{key_1|0}}}.png|20px|link=Bowser in the Dark World]]&lt;br /&gt;
[[File:Bowser_Key_{{{key_2|0}}}.png|20px|link=Bowser in the Fire Sea]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{bitdw|}}}.png|20px|link=Bowser in the Dark World Red Coin Star]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{bitfs|}}}.png|20px|link=Bowser in the Fire Sea Red Coin Star]]&lt;br /&gt;
[[File:Challenge_infobox_star_{{{bits|}}}.png|20px|link=Bowser in the Sky Red Coin Star]]&lt;br /&gt;
|-&lt;br /&gt;
|}{{#ifeq:{{NAMESPACENUMBER}}|0|&lt;br /&gt;
[[Category:Challenges]]}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
*title - defaults to pagename, can be changed just in case.&lt;br /&gt;
*abbreviation - abbreviation used for the challenge.&lt;br /&gt;
*stars - the number of stars that can be individually collected under the restrictions of the challenge.&lt;br /&gt;
*stars-overall - the number of stars that can be collected in a single playthrough (including castle movement, etc).&lt;br /&gt;
*beatable - whether or not the game is winnable under the given restrictions. Preferably &amp;quot;Yes&amp;quot; or &amp;quot;No&amp;quot;.&lt;br /&gt;
*button-presses-any - (button challenges only) how many times the restricted button needs to be pressed to beat the game.&lt;br /&gt;
*button-presses-full - (button challenges only) how many times the restricted button needs to be pressed to collect all 120 stars and beat the game.&lt;br /&gt;
*(everything else) - whether each star/key in the game is possible. 1 for possible, 0 for currently impossible, and blank for unknown.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;{{Challenge_infobox&lt;br /&gt;
|title=&lt;br /&gt;
|abbreviation=&lt;br /&gt;
|stars=&lt;br /&gt;
|stars-overall=&lt;br /&gt;
|beatable=&lt;br /&gt;
|button-presses-any=&lt;br /&gt;
|button-presses-full=&lt;br /&gt;
|bob1=|bob2=|bob3=|bob4=|bob5=|bob6=|bob7=&lt;br /&gt;
|wf1=|wf2=|wf3=|wf4=|wf5=|wf6=|wf7=&lt;br /&gt;
|jrb1=|jrb2=|jrb3=|jrb4=|jrb5=|jrb6=|jrb7=&lt;br /&gt;
|ccm1=|ccm2=|ccm3=|ccm4=|ccm5=|ccm6=|ccm7=&lt;br /&gt;
|bbh1=|bbh2=|bbh3=|bbh4=|bbh5=|bbh6=|bbh7=&lt;br /&gt;
|hmc1=|hmc2=|hmc3=|hmc4=|hmc5=|hmc6=|hmc7=&lt;br /&gt;
|lll1=|lll2=|lll3=|lll4=|lll5=|lll6=|lll7=&lt;br /&gt;
|ssl1=|ssl2=|ssl3=|ssl4=|ssl5=|ssl6=|ssl7=&lt;br /&gt;
|ddd1=|ddd2=|ddd3=|ddd4=|ddd5=|ddd6=|ddd7=&lt;br /&gt;
|sl1=|sl2=|sl3=|sl4=|sl5=|sl6=|sl7=&lt;br /&gt;
|wdw1=|wdw2=|wdw3=|wdw4=|wdw5=|wdw6=|wdw7=&lt;br /&gt;
|ttm1=|ttm2=|ttm3=|ttm4=|ttm5=|ttm6=|ttm7=&lt;br /&gt;
|thi1=|thi2=|thi3=|thi4=|thi5=|thi6=|thi7=&lt;br /&gt;
|ttc1=|ttc2=|ttc3=|ttc4=|ttc5=|ttc6=|ttc7=&lt;br /&gt;
|rr1=|rr2=|rr3=|rr4=|rr5=|rr6=|rr7=&lt;br /&gt;
|slide1=|slide2=&lt;br /&gt;
|aquarium=&lt;br /&gt;
|totwc=|cotmc=|vcutm=&lt;br /&gt;
|wmotr=&lt;br /&gt;
|mips1=|mips2=&lt;br /&gt;
|toad1=|toad2=|toad3=&lt;br /&gt;
|key_1=|key_2=|bitdw=|bitfs=|bits=&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
{{Challenge_infobox&lt;br /&gt;
|title=No Controller Challenge&lt;br /&gt;
|abbreviation=NCC&lt;br /&gt;
|stars=0&lt;br /&gt;
|stars-overall=0&lt;br /&gt;
|beatable=No&lt;br /&gt;
|bob1=0|bob2=0|bob3=0|bob4=0|bob5=0|bob6=0|bob7=0&lt;br /&gt;
|wf1=0|wf2=0|wf3=0|wf4=0|wf5=0|wf6=0|wf7=0&lt;br /&gt;
|jrb1=0|jrb2=0|jrb3=0|jrb4=0|jrb5=0|jrb6=0|jrb7=0&lt;br /&gt;
|ccm1=0|ccm2=0|ccm3=0|ccm4=0|ccm5=0|ccm6=0|ccm7=0&lt;br /&gt;
|bbh1=0|bbh2=0|bbh3=0|bbh4=0|bbh5=0|bbh6=0|bbh7=0&lt;br /&gt;
|hmc1=0|hmc2=0|hmc3=0|hmc4=0|hmc5=0|hmc6=0|hmc7=0&lt;br /&gt;
|lll1=0|lll2=0|lll3=0|lll4=0|lll5=0|lll6=0|lll7=0&lt;br /&gt;
|ssl1=0|ssl2=0|ssl3=0|ssl4=0|ssl5=0|ssl6=0|ssl7=0&lt;br /&gt;
|ddd1=0|ddd2=0|ddd3=0|ddd4=0|ddd5=0|ddd6=0|ddd7=0&lt;br /&gt;
|sl1=0|sl2=0|sl3=0|sl4=0|sl5=0|sl6=0|sl7=0&lt;br /&gt;
|wdw1=0|wdw2=0|wdw3=0|wdw4=0|wdw5=0|wdw6=0|wdw7=0&lt;br /&gt;
|ttm1=0|ttm2=0|ttm3=0|ttm4=0|ttm5=0|ttm6=0|ttm7=0&lt;br /&gt;
|thi1=0|thi2=0|thi3=0|thi4=0|thi5=0|thi6=0|thi7=0&lt;br /&gt;
|ttc1=0|ttc2=0|ttc3=0|ttc4=0|ttc5=0|ttc6=0|ttc7=0&lt;br /&gt;
|rr1=0|rr2=0|rr3=0|rr4=0|rr5=0|rr6=0|rr7=0&lt;br /&gt;
|slide1=0|slide2=0&lt;br /&gt;
|aquarium=0&lt;br /&gt;
|totwc=0|cotmc=0|vcutm=0&lt;br /&gt;
|wmotr=0&lt;br /&gt;
|mips1=0|mips2=0&lt;br /&gt;
|toad1=0|toad2=0|toad3=0&lt;br /&gt;
|key_1=0|key_2=0|bitdw=0|bitfs=0|bits=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt; [[Category:Infobox templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=ABC_CCC_Challenge&amp;diff=20447</id>
		<title>ABC CCC Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=ABC_CCC_Challenge&amp;diff=20447"/>
		<updated>2026-06-15T19:58:01Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: hot foot it update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ABC-CCC Challenge infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ABC CCC Challenge&#039;&#039;&#039; is a combination of the [[A Button Challenge]] and the [[CCC Challenge]]. Though note that cannons were off the table for the [[ABC]] anyway.&lt;br /&gt;
&lt;br /&gt;
== Stars ==&lt;br /&gt;
Just like the CCC Challenge, 38 stars require coins and [[Snowman&#039;s Lost His Head]] can only be selected after [[Frosty Slide for 8 Red Coins]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Possible stars with non-trivial strategies&lt;br /&gt;
!Course&lt;br /&gt;
!Star&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Shoot to the Island in the Sky]]&lt;br /&gt;
|Shell hyperspeed&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Mario Wings to the Sky]]&lt;br /&gt;
|&#039;&#039;&#039;It is marked as possible but no detailed strategy has been given&#039;&#039;&#039;. It is technically possible to do this coinless without BLJs by cloning the top coins then touching the very top of the secret&#039;s hitbox. However, for the 4th and 5th secrets, cannonballs in differing heights at rather high places are needed. With at least 30 clones for the base strat using A presses (no BLJ),&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=QZrZgaU2z6Y&amp;lt;/ref&amp;gt; the amount of clones needed seems prohibitively expensive.&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Behind Chain Chomp&#039;s Gate]]&lt;br /&gt;
|Shell hyperspeed&lt;br /&gt;
|-&lt;br /&gt;
|WF&lt;br /&gt;
|[[To the Top of the Fortress]]&lt;br /&gt;
|Platform displacement&amp;lt;ref&amp;gt;https://youtu.be/W-tNlZRN2zc?t=1214&amp;lt;/ref&amp;gt; (using BCA instead of Hat-in-hand)&lt;br /&gt;
|-&lt;br /&gt;
|WF&lt;br /&gt;
|[[Blast Away the Wall]]&lt;br /&gt;
|[[Cannonless]]&lt;br /&gt;
|-&lt;br /&gt;
|JRB&lt;br /&gt;
|[[Treasure of the Ocean Cave]]&lt;br /&gt;
|The [[ABC]] does this 0.5xA&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Slip Slidin&#039; Away]]&lt;br /&gt;
|The cabin is entered from the side and there&#039;s enough room on the side to avoid the coins.&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Big Penguin Race]]&lt;br /&gt;
|The cabin is entered from the side and there&#039;s enough room on the side to avoid the coins.&lt;br /&gt;
|-&lt;br /&gt;
|BitDW&lt;br /&gt;
|Basement key&lt;br /&gt;
|The walkway is obstructed by coins,&amp;lt;ref&amp;gt;https://youtu.be/Qpl5lnxiU6k?t=79&amp;lt;/ref&amp;gt; but this can be avoided by using a [[Goomba]] chase extension.&amp;lt;ref&amp;gt;https://discord.com/channels/267091686423789568/459907626189324298/1515515439243989072&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|todo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|HMC&lt;br /&gt;
|[[Swimming Beast in the Cavern]]&lt;br /&gt;
|Use the elevator clip to fall down onto the star from above. In general the usual ABC strats work for HMC.&lt;br /&gt;
|-&lt;br /&gt;
|LLL&lt;br /&gt;
|[[Hot-Foot-It into the Volcano]]&lt;br /&gt;
|Instead of using coins in the usual lava-boosting ABC strat, go down to the heart and spin it fast enough that Mario is healed while taking damage.&amp;lt;ref&amp;gt;https://youtu.be/J2yrujpkx9E&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|DDD&lt;br /&gt;
|[[Collect the Caps...]]&lt;br /&gt;
|C^ up slide on the sub to clip behind the barrier.&amp;lt;ref&amp;gt;https://youtu.be/QaTY-L0FV00&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[Snowman&#039;s Big Head]]&lt;br /&gt;
|Replace the moneybag bounces in the buttonless strat https://www.youtube.com/watch?v=Ih3aBGxWzJA with a dive recover.&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[In the Deep Freeze]]&lt;br /&gt;
|Dive recover onto a spindrift&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[Into the Igloo]]&lt;br /&gt;
|The ABC TAS collects the coins on the slope leading up to the igloo, but this is avoidable using the shell path from 4:06 in the above buttonless strategy link and the fly guy. The coins inside the igloo are easily avoided by going back the way you came.&lt;br /&gt;
|-&lt;br /&gt;
|TTM&lt;br /&gt;
|&lt;br /&gt;
|The top of this slope at https://youtu.be/kdkxmCwqd58?t=14 is reachable, at which point a fly guy bounce can be used to reach a star or skip the one remaining line of coins.&lt;br /&gt;
|-&lt;br /&gt;
|THI&lt;br /&gt;
|&lt;br /&gt;
|Entering the huge island is doable 0xA CCC using a double goomba bounce&lt;br /&gt;
|-&lt;br /&gt;
|WDW&lt;br /&gt;
|[[Quick Race Through Downtown!]]&lt;br /&gt;
|The ABC cloning strategy does not violate CCC&amp;lt;ref&amp;gt;https://youtu.be/7jqrAohBTxg&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|[[Roll into the Cage]]&lt;br /&gt;
|After the spinners (Get a Hand), the cogs can be surpassed with dive recovers and VSC, and a convenient bob-omb teleports to Mario thanks to a preset holp OOB, which is used to get onto the treadmill right next to the star.&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|[[Get a Hand]]&lt;br /&gt;
|The red coin collected in https://youtu.be/9P3IYctNY4s is avoidable with consistent movement up the spinners.&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|[[Swingin&#039; in the Breeze]]&lt;br /&gt;
|The coins in the 0xA strat are avoidable.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=m_cM3jheZGI&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|[[Tricky Triangles!]]&lt;br /&gt;
|The coins in the 0xA strat are avoidable.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=61kko9pCq9g&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Stars not done (excluding ones not done in ABC or CCC)&lt;br /&gt;
!Course&lt;br /&gt;
!Star/Key&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Into the Igloo]]&lt;br /&gt;
|The ABC strategies need the vanish cap to get the star.&lt;br /&gt;
|-&lt;br /&gt;
|BBH&lt;br /&gt;
|[[Eye to Eye in the Secret Room]]&lt;br /&gt;
|There is no way to enter the secret room without the vanish cap 0xA.&lt;br /&gt;
|-&lt;br /&gt;
|LLL&lt;br /&gt;
|[[Elevator Tour in the Volcano]]&lt;br /&gt;
|The faster strat goes on the small islands that have coins; the longer strat happens to collect coins to help refill health.&lt;br /&gt;
|-&lt;br /&gt;
|JRB&lt;br /&gt;
|[[Through the Jet Stream (JRB)]]&lt;br /&gt;
|Without the cap or A swimming, there is no way through the stream.&lt;br /&gt;
|-&lt;br /&gt;
|DDD&lt;br /&gt;
|[[Through the Jet Stream (DDD)]]&lt;br /&gt;
|Without the cap or A swimming, there is no way through the stream. However, holding A allows swimming while holding an object, so we can clone and collect the star 0.5xA.&amp;lt;ref&amp;gt;https://youtu.be/_4riryDiaSA&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|&lt;br /&gt;
|The corner of the platform where the pole is is obstructed by coins. Additionally, [[Stomp on the Thwomp]] requires the 100 coin star.&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|&lt;br /&gt;
|Many 0xA strategies involve the lakitu bounce, and it is unknown whether the coins from that bounce are avoidable. &#039;&#039;&#039;They probably are&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;{{Challenges}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=ABC_CCC_Challenge&amp;diff=20446</id>
		<title>ABC CCC Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=ABC_CCC_Challenge&amp;diff=20446"/>
		<updated>2026-06-15T19:47:38Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: DDD stream 0.5xA&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ABC-CCC Challenge infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ABC CCC Challenge&#039;&#039;&#039; is a combination of the [[A Button Challenge]] and the [[CCC Challenge]]. Though note that cannons were off the table for the [[ABC]] anyway.&lt;br /&gt;
&lt;br /&gt;
== Stars ==&lt;br /&gt;
Just like the CCC Challenge, 38 stars require coins and [[Snowman&#039;s Lost His Head]] can only be selected after [[Frosty Slide for 8 Red Coins]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Possible stars with non-trivial strategies&lt;br /&gt;
!Course&lt;br /&gt;
!Star&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Shoot to the Island in the Sky]]&lt;br /&gt;
|Shell hyperspeed&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Mario Wings to the Sky]]&lt;br /&gt;
|&#039;&#039;&#039;It is marked as possible but no detailed strategy has been given&#039;&#039;&#039;. It is technically possible to do this coinless without BLJs by cloning the top coins then touching the very top of the secret&#039;s hitbox. However, for the 4th and 5th secrets, cannonballs in differing heights at rather high places are needed. With at least 30 clones for the base strat using A presses (no BLJ),&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=QZrZgaU2z6Y&amp;lt;/ref&amp;gt; the amount of clones needed seems prohibitively expensive.&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Behind Chain Chomp&#039;s Gate]]&lt;br /&gt;
|Shell hyperspeed&lt;br /&gt;
|-&lt;br /&gt;
|WF&lt;br /&gt;
|[[To the Top of the Fortress]]&lt;br /&gt;
|Platform displacement&amp;lt;ref&amp;gt;https://youtu.be/W-tNlZRN2zc?t=1214&amp;lt;/ref&amp;gt; (using BCA instead of Hat-in-hand)&lt;br /&gt;
|-&lt;br /&gt;
|WF&lt;br /&gt;
|[[Blast Away the Wall]]&lt;br /&gt;
|[[Cannonless]]&lt;br /&gt;
|-&lt;br /&gt;
|JRB&lt;br /&gt;
|[[Treasure of the Ocean Cave]]&lt;br /&gt;
|The [[ABC]] does this 0.5xA&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Slip Slidin&#039; Away]]&lt;br /&gt;
|The cabin is entered from the side and there&#039;s enough room on the side to avoid the coins.&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Big Penguin Race]]&lt;br /&gt;
|The cabin is entered from the side and there&#039;s enough room on the side to avoid the coins.&lt;br /&gt;
|-&lt;br /&gt;
|BitDW&lt;br /&gt;
|Basement key&lt;br /&gt;
|The walkway is obstructed by coins,&amp;lt;ref&amp;gt;https://youtu.be/Qpl5lnxiU6k?t=79&amp;lt;/ref&amp;gt; but this can be avoided by using a [[Goomba]] chase extension.&amp;lt;ref&amp;gt;https://discord.com/channels/267091686423789568/459907626189324298/1515515439243989072&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|todo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|HMC&lt;br /&gt;
|[[Swimming Beast in the Cavern]]&lt;br /&gt;
|Use the elevator clip to fall down onto the star from above. In general the usual ABC strats work for HMC.&lt;br /&gt;
|-&lt;br /&gt;
|DDD&lt;br /&gt;
|[[Collect the Caps...]]&lt;br /&gt;
|C^ up slide on the sub to clip behind the barrier.&amp;lt;ref&amp;gt;https://youtu.be/QaTY-L0FV00&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[Snowman&#039;s Big Head]]&lt;br /&gt;
|Replace the moneybag bounces in the buttonless strat https://www.youtube.com/watch?v=Ih3aBGxWzJA with a dive recover.&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[In the Deep Freeze]]&lt;br /&gt;
|Dive recover onto a spindrift&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[Into the Igloo]]&lt;br /&gt;
|The ABC TAS collects the coins on the slope leading up to the igloo, but this is avoidable using the shell path from 4:06 in the above buttonless strategy link and the fly guy. The coins inside the igloo are easily avoided by going back the way you came.&lt;br /&gt;
|-&lt;br /&gt;
|TTM&lt;br /&gt;
|&lt;br /&gt;
|The top of this slope at https://youtu.be/kdkxmCwqd58?t=14 is reachable, at which point a fly guy bounce can be used to reach a star or skip the one remaining line of coins.&lt;br /&gt;
|-&lt;br /&gt;
|THI&lt;br /&gt;
|&lt;br /&gt;
|Entering the huge island is doable 0xA CCC using a double goomba bounce&lt;br /&gt;
|-&lt;br /&gt;
|WDW&lt;br /&gt;
|[[Quick Race Through Downtown!]]&lt;br /&gt;
|The ABC cloning strategy does not violate CCC&amp;lt;ref&amp;gt;https://youtu.be/7jqrAohBTxg&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|[[Roll into the Cage]]&lt;br /&gt;
|After the spinners (Get a Hand), the cogs can be surpassed with dive recovers and VSC, and a convenient bob-omb teleports to Mario thanks to a preset holp OOB, which is used to get onto the treadmill right next to the star.&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|[[Get a Hand]]&lt;br /&gt;
|The red coin collected in https://youtu.be/9P3IYctNY4s is avoidable with consistent movement up the spinners.&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|[[Swingin&#039; in the Breeze]]&lt;br /&gt;
|The coins in the 0xA strat are avoidable.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=m_cM3jheZGI&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|[[Tricky Triangles!]]&lt;br /&gt;
|The coins in the 0xA strat are avoidable.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=61kko9pCq9g&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Stars not done (excluding ones not done in ABC or CCC)&lt;br /&gt;
!Course&lt;br /&gt;
!Star/Key&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Into the Igloo]]&lt;br /&gt;
|The ABC strategies need the vanish cap to get the star.&lt;br /&gt;
|-&lt;br /&gt;
|BBH&lt;br /&gt;
|[[Eye to Eye in the Secret Room]]&lt;br /&gt;
|There is no way to enter the secret room without the vanish cap 0xA.&lt;br /&gt;
|-&lt;br /&gt;
|LLL&lt;br /&gt;
|[[Hot-Foot-It into the Volcano]]&lt;br /&gt;
|Coins are used to refill health for lava boosting&lt;br /&gt;
|-&lt;br /&gt;
|LLL&lt;br /&gt;
|[[Elevator Tour in the Volcano]]&lt;br /&gt;
|The faster strat goes on the small islands that have coins; the longer strat happens to collect coins to help refill health.&lt;br /&gt;
|-&lt;br /&gt;
|JRB&lt;br /&gt;
|[[Through the Jet Stream (JRB)]]&lt;br /&gt;
|Without the cap or A swimming, there is no way through the stream.&lt;br /&gt;
|-&lt;br /&gt;
|DDD&lt;br /&gt;
|[[Through the Jet Stream (DDD)]]&lt;br /&gt;
|Without the cap or A swimming, there is no way through the stream. However, holding A allows swimming while holding an object, so we can clone and collect the star 0.5xA.&amp;lt;ref&amp;gt;https://youtu.be/_4riryDiaSA&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|&lt;br /&gt;
|The corner of the platform where the pole is is obstructed by coins. Additionally, [[Stomp on the Thwomp]] requires the 100 coin star.&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|&lt;br /&gt;
|Many 0xA strategies involve the lakitu bounce, and it is unknown whether the coins from that bounce are avoidable. &#039;&#039;&#039;They probably are&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;{{Challenges}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:ABC-CCC_Challenge_infobox&amp;diff=20445</id>
		<title>Template:ABC-CCC Challenge infobox</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:ABC-CCC_Challenge_infobox&amp;diff=20445"/>
		<updated>2026-06-15T19:43:58Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: ddd update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Challenge_infobox&lt;br /&gt;
|title=A-Button Coinless Capless Cannonless Challenge&lt;br /&gt;
|abbreviation=ABC-CCC&lt;br /&gt;
|stars=67+?&lt;br /&gt;
|stars-overall=66+?&lt;br /&gt;
|beatable=No&lt;br /&gt;
|bob1=1|bob2=1|bob3=1|bob4=0|bob5=1|bob6=1|bob7=0&lt;br /&gt;
|wf1=1|wf2=1|wf3=1|wf4=0|wf5=1|wf6=1|wf7=0&lt;br /&gt;
|jrb1=1|jrb2=1|jrb3=0.5|jrb4=0|jrb5=1|jrb6=0|jrb7=0&lt;br /&gt;
|ccm1=1|ccm2=1|ccm3=1|ccm4=0|ccm5=0.5|ccm6=1|ccm7=0&lt;br /&gt;
|bbh1=1|bbh2=1|bbh3=1|bbh4=0|bbh5=1|bbh6=0|bbh7=0&lt;br /&gt;
|hmc1=1|hmc2=0|hmc3=1|hmc4=1|hmc5=1|hmc6=1|hmc7=0&lt;br /&gt;
|lll1=1|lll2=1|lll3=0|lll4=1|lll5=1|lll6=0|lll7=0&lt;br /&gt;
|ssl1=1|ssl2=1|ssl3=0|ssl4=1|ssl5=0|ssl6=0|ssl7=0&lt;br /&gt;
|ddd1=1|ddd2=1|ddd3=0|ddd4=0.5|ddd5=1|ddd6=1|ddd7=0&lt;br /&gt;
|sl1=1|sl2=1|sl3=1|sl4=1|sl5=0|sl6=0|sl7=0&lt;br /&gt;
|wdw1=1|wdw2=1|wdw3=1|wdw4=1|wdw5=0|wdw6=1|wdw7=0&lt;br /&gt;
|ttm1=1|ttm2=1|ttm3=0|ttm4=1|ttm5=1|ttm6=1|ttm7=0&lt;br /&gt;
|thi1=1|thi2=1|thi3=1|thi4=1|thi5=0|thi6=1|thi7=0&lt;br /&gt;
|ttc1=1|ttc2=0|ttc3=1|ttc4=0|ttc5=0|ttc6=0|ttc7=0&lt;br /&gt;
|rr1=|rr2=|rr3=0|rr4=1|rr5=1|rr6=|rr7=0&lt;br /&gt;
|slide1=0|slide2=1&lt;br /&gt;
|aquarium=0&lt;br /&gt;
|totwc=0|cotmc=0|vcutm=0&lt;br /&gt;
|wmotr=0&lt;br /&gt;
|mips1=1|mips2=1&lt;br /&gt;
|toad1=1|toad2=1|toad3=1&lt;br /&gt;
|key_1=1|key_2=0|&lt;br /&gt;
|bitdw=0|bitfs=0|bits=0&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=ABC_CCC_Challenge&amp;diff=20444</id>
		<title>ABC CCC Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=ABC_CCC_Challenge&amp;diff=20444"/>
		<updated>2026-06-15T19:40:50Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: add Collect the Caps&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ABC-CCC Challenge infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ABC CCC Challenge&#039;&#039;&#039; is a combination of the [[A Button Challenge]] and the [[CCC Challenge]]. Though note that cannons were off the table for the [[ABC]] anyway.&lt;br /&gt;
&lt;br /&gt;
== Stars ==&lt;br /&gt;
Just like the CCC Challenge, 38 stars require coins and [[Snowman&#039;s Lost His Head]] can only be selected after [[Frosty Slide for 8 Red Coins]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Possible stars with non-trivial strategies&lt;br /&gt;
!Course&lt;br /&gt;
!Star&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Shoot to the Island in the Sky]]&lt;br /&gt;
|Shell hyperspeed&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Mario Wings to the Sky]]&lt;br /&gt;
|&#039;&#039;&#039;It is marked as possible but no detailed strategy has been given&#039;&#039;&#039;. It is technically possible to do this coinless without BLJs by cloning the top coins then touching the very top of the secret&#039;s hitbox. However, for the 4th and 5th secrets, cannonballs in differing heights at rather high places are needed. With at least 30 clones for the base strat using A presses (no BLJ),&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=QZrZgaU2z6Y&amp;lt;/ref&amp;gt; the amount of clones needed seems prohibitively expensive.&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Behind Chain Chomp&#039;s Gate]]&lt;br /&gt;
|Shell hyperspeed&lt;br /&gt;
|-&lt;br /&gt;
|WF&lt;br /&gt;
|[[To the Top of the Fortress]]&lt;br /&gt;
|Platform displacement&amp;lt;ref&amp;gt;https://youtu.be/W-tNlZRN2zc?t=1214&amp;lt;/ref&amp;gt; (using BCA instead of Hat-in-hand)&lt;br /&gt;
|-&lt;br /&gt;
|WF&lt;br /&gt;
|[[Blast Away the Wall]]&lt;br /&gt;
|[[Cannonless]]&lt;br /&gt;
|-&lt;br /&gt;
|JRB&lt;br /&gt;
|[[Treasure of the Ocean Cave]]&lt;br /&gt;
|The [[ABC]] does this 0.5xA&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Slip Slidin&#039; Away]]&lt;br /&gt;
|The cabin is entered from the side and there&#039;s enough room on the side to avoid the coins.&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Big Penguin Race]]&lt;br /&gt;
|The cabin is entered from the side and there&#039;s enough room on the side to avoid the coins.&lt;br /&gt;
|-&lt;br /&gt;
|BitDW&lt;br /&gt;
|Basement key&lt;br /&gt;
|The walkway is obstructed by coins,&amp;lt;ref&amp;gt;https://youtu.be/Qpl5lnxiU6k?t=79&amp;lt;/ref&amp;gt; but this can be avoided by using a [[Goomba]] chase extension.&amp;lt;ref&amp;gt;https://discord.com/channels/267091686423789568/459907626189324298/1515515439243989072&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|todo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|HMC&lt;br /&gt;
|[[Swimming Beast in the Cavern]]&lt;br /&gt;
|Use the elevator clip to fall down onto the star from above. In general the usual ABC strats work for HMC.&lt;br /&gt;
|-&lt;br /&gt;
|DDD&lt;br /&gt;
|[[Collect the Caps...]]&lt;br /&gt;
|C^ up slide on the sub to clip behind the barrier.&amp;lt;ref&amp;gt;https://youtu.be/QaTY-L0FV00&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[Snowman&#039;s Big Head]]&lt;br /&gt;
|Replace the moneybag bounces in the buttonless strat https://www.youtube.com/watch?v=Ih3aBGxWzJA with a dive recover.&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[In the Deep Freeze]]&lt;br /&gt;
|Dive recover onto a spindrift&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[Into the Igloo]]&lt;br /&gt;
|The ABC TAS collects the coins on the slope leading up to the igloo, but this is avoidable using the shell path from 4:06 in the above buttonless strategy link and the fly guy. The coins inside the igloo are easily avoided by going back the way you came.&lt;br /&gt;
|-&lt;br /&gt;
|TTM&lt;br /&gt;
|&lt;br /&gt;
|The top of this slope at https://youtu.be/kdkxmCwqd58?t=14 is reachable, at which point a fly guy bounce can be used to reach a star or skip the one remaining line of coins.&lt;br /&gt;
|-&lt;br /&gt;
|THI&lt;br /&gt;
|&lt;br /&gt;
|Entering the huge island is doable 0xA CCC using a double goomba bounce&lt;br /&gt;
|-&lt;br /&gt;
|WDW&lt;br /&gt;
|[[Quick Race Through Downtown!]]&lt;br /&gt;
|The ABC cloning strategy does not violate CCC&amp;lt;ref&amp;gt;https://youtu.be/7jqrAohBTxg&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|[[Roll into the Cage]]&lt;br /&gt;
|After the spinners (Get a Hand), the cogs can be surpassed with dive recovers and VSC, and a convenient bob-omb teleports to Mario thanks to a preset holp OOB, which is used to get onto the treadmill right next to the star.&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|[[Get a Hand]]&lt;br /&gt;
|The red coin collected in https://youtu.be/9P3IYctNY4s is avoidable with consistent movement up the spinners.&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|[[Swingin&#039; in the Breeze]]&lt;br /&gt;
|The coins in the 0xA strat are avoidable.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=m_cM3jheZGI&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|[[Tricky Triangles!]]&lt;br /&gt;
|The coins in the 0xA strat are avoidable.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=61kko9pCq9g&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Stars not done (excluding ones not done in ABC or CCC)&lt;br /&gt;
!Course&lt;br /&gt;
!Star/Key&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Into the Igloo]]&lt;br /&gt;
|The ABC strategies need the vanish cap to get the star.&lt;br /&gt;
|-&lt;br /&gt;
|BBH&lt;br /&gt;
|[[Eye to Eye in the Secret Room]]&lt;br /&gt;
|There is no way to enter the secret room without the vanish cap 0xA.&lt;br /&gt;
|-&lt;br /&gt;
|LLL&lt;br /&gt;
|[[Hot-Foot-It into the Volcano]]&lt;br /&gt;
|Coins are used to refill health for lava boosting&lt;br /&gt;
|-&lt;br /&gt;
|LLL&lt;br /&gt;
|[[Elevator Tour in the Volcano]]&lt;br /&gt;
|The faster strat goes on the small islands that have coins; the longer strat happens to collect coins to help refill health.&lt;br /&gt;
|-&lt;br /&gt;
|JRB&lt;br /&gt;
|[[Through the Jet Stream (JRB)]]&lt;br /&gt;
|Without the cap or A swimming, there is no way through the stream.&lt;br /&gt;
|-&lt;br /&gt;
|DDD&lt;br /&gt;
|[[Through the Jet Stream (DDD)]]&lt;br /&gt;
|Without the cap or A swimming, there is no way through the stream.&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|&lt;br /&gt;
|The corner of the platform where the pole is is obstructed by coins. Additionally, [[Stomp on the Thwomp]] requires the 100 coin star.&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|&lt;br /&gt;
|Many 0xA strategies involve the lakitu bounce, and it is unknown whether the coins from that bounce are avoidable. &#039;&#039;&#039;They probably are&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;{{Challenges}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:ABC-CCC_Challenge_infobox&amp;diff=20443</id>
		<title>Template:ABC-CCC Challenge infobox</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:ABC-CCC_Challenge_infobox&amp;diff=20443"/>
		<updated>2026-06-15T19:36:29Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: update star count&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Challenge_infobox&lt;br /&gt;
|title=A-Button Coinless Capless Cannonless Challenge&lt;br /&gt;
|abbreviation=ABC-CCC&lt;br /&gt;
|stars=66+?&lt;br /&gt;
|stars-overall=65+?&lt;br /&gt;
|beatable=No&lt;br /&gt;
|bob1=1|bob2=1|bob3=1|bob4=0|bob5=1|bob6=1|bob7=0&lt;br /&gt;
|wf1=1|wf2=1|wf3=1|wf4=0|wf5=1|wf6=1|wf7=0&lt;br /&gt;
|jrb1=1|jrb2=1|jrb3=0.5|jrb4=0|jrb5=1|jrb6=0|jrb7=0&lt;br /&gt;
|ccm1=1|ccm2=1|ccm3=1|ccm4=0|ccm5=0.5|ccm6=1|ccm7=0&lt;br /&gt;
|bbh1=1|bbh2=1|bbh3=1|bbh4=0|bbh5=1|bbh6=0|bbh7=0&lt;br /&gt;
|hmc1=1|hmc2=0|hmc3=1|hmc4=1|hmc5=1|hmc6=1|hmc7=0&lt;br /&gt;
|lll1=1|lll2=1|lll3=0|lll4=1|lll5=1|lll6=0|lll7=0&lt;br /&gt;
|ssl1=1|ssl2=1|ssl3=0|ssl4=1|ssl5=0|ssl6=0|ssl7=0&lt;br /&gt;
|ddd1=1|ddd2=1|ddd3=0|ddd4=0|ddd5=1|ddd6=0.5|ddd7=0&lt;br /&gt;
|sl1=1|sl2=1|sl3=1|sl4=1|sl5=0|sl6=0|sl7=0&lt;br /&gt;
|wdw1=1|wdw2=1|wdw3=1|wdw4=1|wdw5=0|wdw6=1|wdw7=0&lt;br /&gt;
|ttm1=1|ttm2=1|ttm3=0|ttm4=1|ttm5=1|ttm6=1|ttm7=0&lt;br /&gt;
|thi1=1|thi2=1|thi3=1|thi4=1|thi5=0|thi6=1|thi7=0&lt;br /&gt;
|ttc1=1|ttc2=0|ttc3=1|ttc4=0|ttc5=0|ttc6=0|ttc7=0&lt;br /&gt;
|rr1=|rr2=|rr3=0|rr4=1|rr5=1|rr6=|rr7=0&lt;br /&gt;
|slide1=0|slide2=1&lt;br /&gt;
|aquarium=0&lt;br /&gt;
|totwc=0|cotmc=0|vcutm=0&lt;br /&gt;
|wmotr=0&lt;br /&gt;
|mips1=1|mips2=1&lt;br /&gt;
|toad1=1|toad2=1|toad3=1&lt;br /&gt;
|key_1=1|key_2=0|&lt;br /&gt;
|bitdw=0|bitfs=0|bits=0&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=ABC_CCC_Challenge&amp;diff=20439</id>
		<title>ABC CCC Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=ABC_CCC_Challenge&amp;diff=20439"/>
		<updated>2026-06-15T00:20:18Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: -3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ABC-CCC Challenge infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ABC CCC Challenge&#039;&#039;&#039; is a combination of the [[A Button Challenge]] and the [[CCC Challenge]]. Though note that cannons were off the table for the [[ABC]] anyway.&lt;br /&gt;
&lt;br /&gt;
== Stars ==&lt;br /&gt;
Just like the CCC Challenge, 38 stars require coins and [[Snowman&#039;s Lost His Head]] can only be selected after [[Frosty Slide for 8 Red Coins]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Possible stars with non-trivial strategies&lt;br /&gt;
!Course&lt;br /&gt;
!Star&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Shoot to the Island in the Sky]]&lt;br /&gt;
|Shell hyperspeed&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Mario Wings to the Sky]]&lt;br /&gt;
|&#039;&#039;&#039;It is marked as possible but no detailed strategy has been given&#039;&#039;&#039;. It is technically possible to do this coinless without BLJs by cloning the top coins then touching the very top of the secret&#039;s hitbox. However, for the 4th and 5th secrets, cannonballs in differing heights at rather high places are needed. With at least 30 clones for the base strat using A presses (no BLJ),&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=QZrZgaU2z6Y&amp;lt;/ref&amp;gt; the amount of clones needed seems prohibitively expensive.&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Behind Chain Chomp&#039;s Gate]]&lt;br /&gt;
|Shell hyperspeed&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Slip Slidin&#039; Away]]&lt;br /&gt;
|The cabin is entered from the side and there&#039;s enough room on the side to avoid the coins.&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Big Penguin Race]]&lt;br /&gt;
|The cabin is entered from the side and there&#039;s enough room on the side to avoid the coins.&lt;br /&gt;
|-&lt;br /&gt;
|WF&lt;br /&gt;
|[[To the Top of the Fortress]]&lt;br /&gt;
|Platform displacement&amp;lt;ref&amp;gt;https://youtu.be/W-tNlZRN2zc?t=1214&amp;lt;/ref&amp;gt; (using BCA instead of Hat-in-hand)&lt;br /&gt;
|-&lt;br /&gt;
|WF&lt;br /&gt;
|[[Blast Away the Wall]]&lt;br /&gt;
|[[Cannonless]]&lt;br /&gt;
|-&lt;br /&gt;
|JRB&lt;br /&gt;
|[[Treasure of the Ocean Cave]]&lt;br /&gt;
|The [[ABC]] does this 0.5xA&lt;br /&gt;
|-&lt;br /&gt;
|BitDW&lt;br /&gt;
|Basement key&lt;br /&gt;
|The walkway is obstructed by coins,&amp;lt;ref&amp;gt;https://youtu.be/Qpl5lnxiU6k?t=79&amp;lt;/ref&amp;gt; but this can be avoided by using a [[Goomba]] chase extension.&amp;lt;ref&amp;gt;https://discord.com/channels/267091686423789568/459907626189324298/1515515439243989072&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|todo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|HMC&lt;br /&gt;
|[[Swimming Beast in the Cavern]]&lt;br /&gt;
|Use the elevator clip to fall down onto the star from above. In general the usual ABC strats work for HMC.&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[Snowman&#039;s Big Head]]&lt;br /&gt;
|Replace the moneybag bounces in the buttonless strat https://www.youtube.com/watch?v=Ih3aBGxWzJA with a dive recover.&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[In the Deep Freeze]]&lt;br /&gt;
|Dive recover onto a spindrift&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[Into the Igloo]]&lt;br /&gt;
|The ABC TAS collects the coins on the slope leading up to the igloo, but this is avoidable using the shell path from 4:06 in the above buttonless strategy link and the fly guy. The coins inside the igloo are easily avoided by going back the way you came.&lt;br /&gt;
|-&lt;br /&gt;
|TTM&lt;br /&gt;
|&lt;br /&gt;
|The top of this slope at https://youtu.be/kdkxmCwqd58?t=14 is reachable, at which point a fly guy bounce can be used to reach a star or skip the one remaining line of coins.&lt;br /&gt;
|-&lt;br /&gt;
|THI&lt;br /&gt;
|&lt;br /&gt;
|Entering the huge island is doable 0xA CCC using a double goomba bounce&lt;br /&gt;
|-&lt;br /&gt;
|WDW&lt;br /&gt;
|[[Quick Race Through Downtown!]]&lt;br /&gt;
|The ABC cloning strategy does not violate CCC&amp;lt;ref&amp;gt;https://youtu.be/7jqrAohBTxg&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|[[Roll into the Cage]]&lt;br /&gt;
|After the spinners (Get a Hand), the cogs can be surpassed with dive recovers and VSC, and a convenient bob-omb teleports to Mario thanks to a preset holp OOB, which is used to get onto the treadmill right next to the star.&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|[[Get a Hand]]&lt;br /&gt;
|The red coin collected in https://youtu.be/9P3IYctNY4s is avoidable with consistent movement up the spinners.&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|[[Swingin&#039; in the Breeze]]&lt;br /&gt;
|The coins in the 0xA strat are avoidable.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=m_cM3jheZGI&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|[[Tricky Triangles!]]&lt;br /&gt;
|The coins in the 0xA strat are avoidable.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=61kko9pCq9g&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Stars not done (excluding ones not done in ABC or CCC)&lt;br /&gt;
!Course&lt;br /&gt;
!Star/Key&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Into the Igloo]]&lt;br /&gt;
|The ABC strategies need the vanish cap to get the star.&lt;br /&gt;
|-&lt;br /&gt;
|BBH&lt;br /&gt;
|[[Eye to Eye in the Secret Room]]&lt;br /&gt;
|There is no way to enter the secret room without the vanish cap 0xA.&lt;br /&gt;
|-&lt;br /&gt;
|LLL&lt;br /&gt;
|[[Hot-Foot-It into the Volcano]]&lt;br /&gt;
|Coins are used to refill health for lava boosting&lt;br /&gt;
|-&lt;br /&gt;
|LLL&lt;br /&gt;
|[[Elevator Tour in the Volcano]]&lt;br /&gt;
|The faster strat goes on the small islands that have coins; the longer strat happens to collect coins to help refill health.&lt;br /&gt;
|-&lt;br /&gt;
|JRB&lt;br /&gt;
|[[Through the Jet Stream (JRB)]]&lt;br /&gt;
|Without the cap or A swimming, there is no way through the stream.&lt;br /&gt;
|-&lt;br /&gt;
|DDD&lt;br /&gt;
|[[Through the Jet Stream (DDD)]]&lt;br /&gt;
|Without the cap or A swimming, there is no way through the stream.&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|&lt;br /&gt;
|The corner of the platform where the pole is is obstructed by coins. Additionally, [[Stomp on the Thwomp]] requires the 100 coin star.&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|&lt;br /&gt;
|Many 0xA strategies involve the lakitu bounce, and it is unknown whether the coins from that bounce are avoidable. &#039;&#039;&#039;They probably are&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;{{Challenges}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:ABC-CCC_Challenge_infobox&amp;diff=20438</id>
		<title>Template:ABC-CCC Challenge infobox</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:ABC-CCC_Challenge_infobox&amp;diff=20438"/>
		<updated>2026-06-15T00:14:29Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: update +1 -3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Challenge_infobox&lt;br /&gt;
|title=A-Button Coinless Capless Cannonless Challenge&lt;br /&gt;
|abbreviation=ABC-CCC&lt;br /&gt;
|stars=65+?&lt;br /&gt;
|stars-overall=64+?&lt;br /&gt;
|beatable=No&lt;br /&gt;
|bob1=1|bob2=1|bob3=1|bob4=0|bob5=1|bob6=1|bob7=0&lt;br /&gt;
|wf1=1|wf2=1|wf3=1|wf4=0|wf5=1|wf6=1|wf7=0&lt;br /&gt;
|jrb1=1|jrb2=1|jrb3=0.5|jrb4=0|jrb5=1|jrb6=0|jrb7=0&lt;br /&gt;
|ccm1=1|ccm2=1|ccm3=1|ccm4=0|ccm5=0.5|ccm6=1|ccm7=0&lt;br /&gt;
|bbh1=1|bbh2=1|bbh3=1|bbh4=0|bbh5=1|bbh6=0|bbh7=0&lt;br /&gt;
|hmc1=1|hmc2=0|hmc3=1|hmc4=1|hmc5=1|hmc6=1|hmc7=0&lt;br /&gt;
|lll1=1|lll2=1|lll3=0|lll4=1|lll5=0|lll6=0|lll7=0&lt;br /&gt;
|ssl1=1|ssl2=1|ssl3=0|ssl4=1|ssl5=0|ssl6=0|ssl7=0&lt;br /&gt;
|ddd1=1|ddd2=1|ddd3=0|ddd4=0|ddd5=1|ddd6=0.5|ddd7=0&lt;br /&gt;
|sl1=1|sl2=1|sl3=1|sl4=1|sl5=0|sl6=0|sl7=0&lt;br /&gt;
|wdw1=1|wdw2=1|wdw3=1|wdw4=1|wdw5=0|wdw6=1|wdw7=0&lt;br /&gt;
|ttm1=1|ttm2=1|ttm3=0|ttm4=1|ttm5=1|ttm6=1|ttm7=0&lt;br /&gt;
|thi1=1|thi2=1|thi3=1|thi4=1|thi5=0|thi6=1|thi7=0&lt;br /&gt;
|ttc1=1|ttc2=0|ttc3=1|ttc4=0|ttc5=0|ttc6=0|ttc7=0&lt;br /&gt;
|rr1=|rr2=|rr3=0|rr4=1|rr5=1|rr6=|rr7=0&lt;br /&gt;
|slide1=0|slide2=1&lt;br /&gt;
|aquarium=0&lt;br /&gt;
|totwc=0|cotmc=0|vcutm=0&lt;br /&gt;
|wmotr=0&lt;br /&gt;
|mips1=1|mips2=1&lt;br /&gt;
|toad1=1|toad2=1|toad3=1&lt;br /&gt;
|key_1=1|key_2=0|&lt;br /&gt;
|bitdw=0|bitfs=0|bits=0&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=ABC_CCC_Challenge&amp;diff=20437</id>
		<title>ABC CCC Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=ABC_CCC_Challenge&amp;diff=20437"/>
		<updated>2026-06-15T00:09:25Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: correct order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ABC-CCC Challenge infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ABC CCC Challenge&#039;&#039;&#039; is a combination of the [[A Button Challenge]] and the [[CCC Challenge]]. Though note that cannons were off the table for the [[ABC]] anyway.&lt;br /&gt;
&lt;br /&gt;
== Stars ==&lt;br /&gt;
Just like the CCC Challenge, 38 stars require coins and [[Snowman&#039;s Lost His Head]] can only be selected after [[Frosty Slide for 8 Red Coins]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Possible stars with non-trivial strategies&lt;br /&gt;
!Course&lt;br /&gt;
!Star&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Shoot to the Island in the Sky]]&lt;br /&gt;
|Shell hyperspeed&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Mario Wings to the Sky]]&lt;br /&gt;
|&#039;&#039;&#039;It is marked as possible but no detailed strategy has been given&#039;&#039;&#039;. It is technically possible to do this coinless without BLJs by cloning the top coins then touching the very top of the secret&#039;s hitbox. However, for the 4th and 5th secrets, cannonballs in differing heights at rather high places are needed. With at least 30 clones for the base strat using A presses (no BLJ),&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=QZrZgaU2z6Y&amp;lt;/ref&amp;gt; the amount of clones needed seems prohibitively expensive.&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Behind Chain Chomp&#039;s Gate]]&lt;br /&gt;
|Shell hyperspeed&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Slip Slidin&#039; Away]]&lt;br /&gt;
|The cabin is entered from the side and there&#039;s enough room on the side to avoid the coins.&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Big Penguin Race]]&lt;br /&gt;
|The cabin is entered from the side and there&#039;s enough room on the side to avoid the coins.&lt;br /&gt;
|-&lt;br /&gt;
|WF&lt;br /&gt;
|[[To the Top of the Fortress]]&lt;br /&gt;
|Platform displacement&amp;lt;ref&amp;gt;https://youtu.be/W-tNlZRN2zc?t=1214&amp;lt;/ref&amp;gt; (using BCA instead of Hat-in-hand)&lt;br /&gt;
|-&lt;br /&gt;
|WF&lt;br /&gt;
|[[Blast Away the Wall]]&lt;br /&gt;
|[[Cannonless]]&lt;br /&gt;
|-&lt;br /&gt;
|JRB&lt;br /&gt;
|[[Treasure of the Ocean Cave]]&lt;br /&gt;
|The [[ABC]] does this 0.5xA&lt;br /&gt;
|-&lt;br /&gt;
|BitDW&lt;br /&gt;
|Basement key&lt;br /&gt;
|The walkway is obstructed by coins,&amp;lt;ref&amp;gt;https://youtu.be/Qpl5lnxiU6k?t=79&amp;lt;/ref&amp;gt; but this can be avoided by using a [[Goomba]] chase extension.&amp;lt;ref&amp;gt;https://discord.com/channels/267091686423789568/459907626189324298/1515515439243989072&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|todo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|HMC&lt;br /&gt;
|[[Swimming Beast in the Cavern]]&lt;br /&gt;
|Use the elevator clip to fall down onto the star from above. In general the usual ABC strats work for HMC.&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[Snowman&#039;s Big Head]]&lt;br /&gt;
|Replace the moneybag bounces in the buttonless strat https://www.youtube.com/watch?v=Ih3aBGxWzJA with a dive recover.&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[In the Deep Freeze]]&lt;br /&gt;
|Dive recover onto a spindrift&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[Into the Igloo]]&lt;br /&gt;
|The ABC TAS collects the coins on the slope leading up to the igloo, but this is avoidable using the shell path from 4:06 in the above buttonless strategy link and the fly guy. The coins inside the igloo are easily avoided by going back the way you came.&lt;br /&gt;
|-&lt;br /&gt;
|TTM&lt;br /&gt;
|&lt;br /&gt;
|The top of this slope at https://youtu.be/kdkxmCwqd58?t=14 is reachable, at which point a fly guy bounce can be used to reach a star or skip the one remaining line of coins.&lt;br /&gt;
|-&lt;br /&gt;
|THI&lt;br /&gt;
|&lt;br /&gt;
|Entering the huge island is doable 0xA CCC using a double goomba bounce&lt;br /&gt;
|-&lt;br /&gt;
|WDW&lt;br /&gt;
|[[Quick Race Through Downtown!]]&lt;br /&gt;
|The ABC cloning strategy does not violate CCC&amp;lt;ref&amp;gt;https://youtu.be/7jqrAohBTxg&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|[[Roll into the Cage]]&lt;br /&gt;
|After the spinners (Get a Hand), the cogs can be surpassed with dive recovers and VSC, and a convenient bob-omb teleports to Mario thanks to a preset holp OOB, which is used to get onto the treadmill right next to the star.&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|[[Get a Hand]]&lt;br /&gt;
|The red coin collected in https://youtu.be/9P3IYctNY4s is avoidable with consistent movement up the spinners.&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|[[Swingin&#039; in the Breeze]]&lt;br /&gt;
|The coins in the 0xA strat are avoidable.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=m_cM3jheZGI&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|[[Tricky Triangles!]]&lt;br /&gt;
|The coins in the 0xA strat are avoidable.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=61kko9pCq9g&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Stars not done (excluding ones not done in ABC or CCC)&lt;br /&gt;
!Course&lt;br /&gt;
!Star/Key&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
|BBH&lt;br /&gt;
|[[Eye to Eye in the Secret Room]]&lt;br /&gt;
|There is no way to enter the secret room without the vanish cap 0xA.&lt;br /&gt;
|-&lt;br /&gt;
|LLL&lt;br /&gt;
|[[Hot-Foot-It into the Volcano]]&lt;br /&gt;
|Coins are used to refill health for lava boosting&lt;br /&gt;
|-&lt;br /&gt;
|LLL&lt;br /&gt;
|[[Elevator Tour in the Volcano]]&lt;br /&gt;
|The faster strat goes on the small islands that have coins; the longer strat happens to collect coins to help refill health.&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|&lt;br /&gt;
|The corner of the platform where the pole is is obstructed by coins. Additionally, [[Stomp on the Thwomp]] requires the 100 coin star.&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|&lt;br /&gt;
|Many 0xA strategies involve the lakitu bounce, and it is unknown whether the coins from that bounce are avoidable. &#039;&#039;&#039;They probably are&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;{{Challenges}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=ABC_CCC_Challenge&amp;diff=20436</id>
		<title>ABC CCC Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=ABC_CCC_Challenge&amp;diff=20436"/>
		<updated>2026-06-15T00:08:12Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: swingin&amp;#039; in the breeze&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ABC-CCC Challenge infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ABC CCC Challenge&#039;&#039;&#039; is a combination of the [[A Button Challenge]] and the [[CCC Challenge]]. Though note that cannons were off the table for the [[ABC]] anyway.&lt;br /&gt;
&lt;br /&gt;
== Stars ==&lt;br /&gt;
Just like the CCC Challenge, 38 stars require coins and [[Snowman&#039;s Lost His Head]] can only be selected after [[Frosty Slide for 8 Red Coins]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Possible stars with non-trivial strategies&lt;br /&gt;
!Course&lt;br /&gt;
!Star&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Shoot to the Island in the Sky]]&lt;br /&gt;
|Shell hyperspeed&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Mario Wings to the Sky]]&lt;br /&gt;
|&#039;&#039;&#039;It is marked as possible but no detailed strategy has been given&#039;&#039;&#039;. It is technically possible to do this coinless without BLJs by cloning the top coins then touching the very top of the secret&#039;s hitbox. However, for the 4th and 5th secrets, cannonballs in differing heights at rather high places are needed. With at least 30 clones for the base strat using A presses (no BLJ),&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=QZrZgaU2z6Y&amp;lt;/ref&amp;gt; the amount of clones needed seems prohibitively expensive.&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Behind Chain Chomp&#039;s Gate]]&lt;br /&gt;
|Shell hyperspeed&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Slip Slidin&#039; Away]]&lt;br /&gt;
|The cabin is entered from the side and there&#039;s enough room on the side to avoid the coins.&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Big Penguin Race]]&lt;br /&gt;
|The cabin is entered from the side and there&#039;s enough room on the side to avoid the coins.&lt;br /&gt;
|-&lt;br /&gt;
|WF&lt;br /&gt;
|[[To the Top of the Fortress]]&lt;br /&gt;
|Platform displacement&amp;lt;ref&amp;gt;https://youtu.be/W-tNlZRN2zc?t=1214&amp;lt;/ref&amp;gt; (using BCA instead of Hat-in-hand)&lt;br /&gt;
|-&lt;br /&gt;
|WF&lt;br /&gt;
|[[Blast Away the Wall]]&lt;br /&gt;
|[[Cannonless]]&lt;br /&gt;
|-&lt;br /&gt;
|JRB&lt;br /&gt;
|[[Treasure of the Ocean Cave]]&lt;br /&gt;
|The [[ABC]] does this 0.5xA&lt;br /&gt;
|-&lt;br /&gt;
|BitDW&lt;br /&gt;
|Basement key&lt;br /&gt;
|The walkway is obstructed by coins,&amp;lt;ref&amp;gt;https://youtu.be/Qpl5lnxiU6k?t=79&amp;lt;/ref&amp;gt; but this can be avoided by using a [[Goomba]] chase extension.&amp;lt;ref&amp;gt;https://discord.com/channels/267091686423789568/459907626189324298/1515515439243989072&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|todo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|HMC&lt;br /&gt;
|[[Swimming Beast in the Cavern]]&lt;br /&gt;
|Use the elevator clip to fall down onto the star from above. In general the usual ABC strats work for HMC.&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[Snowman&#039;s Big Head]]&lt;br /&gt;
|Replace the moneybag bounces in the buttonless strat https://www.youtube.com/watch?v=Ih3aBGxWzJA with a dive recover.&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[In the Deep Freeze]]&lt;br /&gt;
|Dive recover onto a spindrift&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[Into the Igloo]]&lt;br /&gt;
|The ABC TAS collects the coins on the slope leading up to the igloo, but this is avoidable using the shell path from 4:06 in the above buttonless strategy link and the fly guy. The coins inside the igloo are easily avoided by going back the way you came.&lt;br /&gt;
|-&lt;br /&gt;
|TTM&lt;br /&gt;
|&lt;br /&gt;
|The top of this slope at https://youtu.be/kdkxmCwqd58?t=14 is reachable, at which point a fly guy bounce can be used to reach a star or skip the one remaining line of coins.&lt;br /&gt;
|-&lt;br /&gt;
|THI&lt;br /&gt;
|&lt;br /&gt;
|Entering the huge island is doable 0xA CCC using a double goomba bounce&lt;br /&gt;
|-&lt;br /&gt;
|WDW&lt;br /&gt;
|[[Quick Race Through Downtown!]]&lt;br /&gt;
|The ABC cloning strategy does not violate CCC&amp;lt;ref&amp;gt;https://youtu.be/7jqrAohBTxg&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|[[Roll into the Cage]]&lt;br /&gt;
|After the spinners (Get a Hand), the cogs can be surpassed with dive recovers and VSC, and a convenient bob-omb teleports to Mario thanks to a preset holp OOB, which is used to get onto the treadmill right next to the star.&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|[[Get a Hand]]&lt;br /&gt;
|The red coin collected in https://youtu.be/9P3IYctNY4s is avoidable with consistent movement up the spinners.&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|[[Tricky Triangles!]]&lt;br /&gt;
|The coins in the 0xA strat are avoidable.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=61kko9pCq9g&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|[[Swingin&#039; in the Breeze]]&lt;br /&gt;
|The coins in the 0xA strat are avoidable.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=m_cM3jheZGI&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Stars not done (excluding ones not done in ABC or CCC)&lt;br /&gt;
!Course&lt;br /&gt;
!Star/Key&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
|BBH&lt;br /&gt;
|[[Eye to Eye in the Secret Room]]&lt;br /&gt;
|There is no way to enter the secret room without the vanish cap 0xA.&lt;br /&gt;
|-&lt;br /&gt;
|LLL&lt;br /&gt;
|[[Hot-Foot-It into the Volcano]]&lt;br /&gt;
|Coins are used to refill health for lava boosting&lt;br /&gt;
|-&lt;br /&gt;
|LLL&lt;br /&gt;
|[[Elevator Tour in the Volcano]]&lt;br /&gt;
|The faster strat goes on the small islands that have coins; the longer strat happens to collect coins to help refill health.&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|&lt;br /&gt;
|The corner of the platform where the pole is is obstructed by coins. Additionally, [[Stomp on the Thwomp]] requires the 100 coin star.&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|&lt;br /&gt;
|Many 0xA strategies involve the lakitu bounce, and it is unknown whether the coins from that bounce are avoidable. &#039;&#039;&#039;They probably are&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;{{Challenges}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=ABC_CCC_Challenge&amp;diff=20435</id>
		<title>ABC CCC Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=ABC_CCC_Challenge&amp;diff=20435"/>
		<updated>2026-06-15T00:05:43Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: Undo revision 20434 by Icecream17 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ABC-CCC Challenge infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ABC CCC Challenge&#039;&#039;&#039; is a combination of the [[A Button Challenge]] and the [[CCC Challenge]]. Though note that cannons were off the table for the [[ABC]] anyway.&lt;br /&gt;
&lt;br /&gt;
== Stars ==&lt;br /&gt;
Just like the CCC Challenge, 38 stars require coins and [[Snowman&#039;s Lost His Head]] can only be selected after [[Frosty Slide for 8 Red Coins]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Possible stars with non-trivial strategies&lt;br /&gt;
!Course&lt;br /&gt;
!Star&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Shoot to the Island in the Sky]]&lt;br /&gt;
|Shell hyperspeed&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Mario Wings to the Sky]]&lt;br /&gt;
|&#039;&#039;&#039;It is marked as possible but no detailed strategy has been given&#039;&#039;&#039;. It is technically possible to do this coinless without BLJs by cloning the top coins then touching the very top of the secret&#039;s hitbox. However, for the 4th and 5th secrets, cannonballs in differing heights at rather high places are needed. With at least 30 clones for the base strat using A presses (no BLJ),&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=QZrZgaU2z6Y&amp;lt;/ref&amp;gt; the amount of clones needed seems prohibitively expensive.&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Behind Chain Chomp&#039;s Gate]]&lt;br /&gt;
|Shell hyperspeed&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Slip Slidin&#039; Away]]&lt;br /&gt;
|The cabin is entered from the side and there&#039;s enough room on the side to avoid the coins.&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Big Penguin Race]]&lt;br /&gt;
|The cabin is entered from the side and there&#039;s enough room on the side to avoid the coins.&lt;br /&gt;
|-&lt;br /&gt;
|WF&lt;br /&gt;
|[[To the Top of the Fortress]]&lt;br /&gt;
|Platform displacement&amp;lt;ref&amp;gt;https://youtu.be/W-tNlZRN2zc?t=1214&amp;lt;/ref&amp;gt; (using BCA instead of Hat-in-hand)&lt;br /&gt;
|-&lt;br /&gt;
|WF&lt;br /&gt;
|[[Blast Away the Wall]]&lt;br /&gt;
|[[Cannonless]]&lt;br /&gt;
|-&lt;br /&gt;
|JRB&lt;br /&gt;
|[[Treasure of the Ocean Cave]]&lt;br /&gt;
|The [[ABC]] does this 0.5xA&lt;br /&gt;
|-&lt;br /&gt;
|BitDW&lt;br /&gt;
|Basement key&lt;br /&gt;
|The walkway is obstructed by coins,&amp;lt;ref&amp;gt;https://youtu.be/Qpl5lnxiU6k?t=79&amp;lt;/ref&amp;gt; but this can be avoided by using a [[Goomba]] chase extension.&amp;lt;ref&amp;gt;https://discord.com/channels/267091686423789568/459907626189324298/1515515439243989072&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|todo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|HMC&lt;br /&gt;
|[[Swimming Beast in the Cavern]]&lt;br /&gt;
|Use the elevator clip to fall down onto the star from above. In general the usual ABC strats work for HMC.&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[Snowman&#039;s Big Head]]&lt;br /&gt;
|Replace the moneybag bounces in the buttonless strat https://www.youtube.com/watch?v=Ih3aBGxWzJA with a dive recover.&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[In the Deep Freeze]]&lt;br /&gt;
|Dive recover onto a spindrift&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[Into the Igloo]]&lt;br /&gt;
|The ABC TAS collects the coins on the slope leading up to the igloo, but this is avoidable using the shell path from 4:06 in the above buttonless strategy link and the fly guy. The coins inside the igloo are easily avoided by going back the way you came.&lt;br /&gt;
|-&lt;br /&gt;
|TTM&lt;br /&gt;
|&lt;br /&gt;
|The top of this slope at https://youtu.be/kdkxmCwqd58?t=14 is reachable, at which point a fly guy bounce can be used to reach a star or skip the one remaining line of coins.&lt;br /&gt;
|-&lt;br /&gt;
|THI&lt;br /&gt;
|&lt;br /&gt;
|Entering the huge island is doable 0xA CCC using a double goomba bounce&lt;br /&gt;
|-&lt;br /&gt;
|WDW&lt;br /&gt;
|[[Quick Race Through Downtown!]]&lt;br /&gt;
|The ABC cloning strategy does not violate CCC&amp;lt;ref&amp;gt;https://youtu.be/7jqrAohBTxg&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|[[Roll into the Cage]]&lt;br /&gt;
|After the spinners (Get a Hand), the cogs can be surpassed with dive recovers and VSC, and a convenient bob-omb teleports to Mario thanks to a preset holp OOB, which is used to get onto the treadmill right next to the star.&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|[[Get a Hand]]&lt;br /&gt;
|The red coin collected in https://youtu.be/9P3IYctNY4s is avoidable with consistent movement up the spinners.&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|[[Tricky Triangles!]]&lt;br /&gt;
|The coins in the 0xA strat are avoidable.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=61kko9pCq9g&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Stars not done (excluding ones not done in ABC or CCC)&lt;br /&gt;
!Course&lt;br /&gt;
!Star/Key&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
|BBH&lt;br /&gt;
|[[Eye to Eye in the Secret Room]]&lt;br /&gt;
|There is no way to enter the secret room without the vanish cap 0xA.&lt;br /&gt;
|-&lt;br /&gt;
|LLL&lt;br /&gt;
|[[Hot-Foot-It into the Volcano]]&lt;br /&gt;
|Coins are used to refill health for lava boosting&lt;br /&gt;
|-&lt;br /&gt;
|LLL&lt;br /&gt;
|[[Elevator Tour in the Volcano]]&lt;br /&gt;
|The faster strat goes on the small islands that have coins; the longer strat happens to collect coins to help refill health.&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|&lt;br /&gt;
|The corner of the platform where the pole is is obstructed by coins. Additionally, [[Stomp on the Thwomp]] requires the 100 coin star.&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|&lt;br /&gt;
|Many 0xA strategies involve the lakitu bounce, and it is unknown whether the coins from that bounce are avoidable. &#039;&#039;&#039;They probably are&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;{{Challenges}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=ABC_CCC_Challenge&amp;diff=20434</id>
		<title>ABC CCC Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=ABC_CCC_Challenge&amp;diff=20434"/>
		<updated>2026-06-15T00:04:26Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: /* Stars */ HMC star2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ABC-CCC Challenge infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ABC CCC Challenge&#039;&#039;&#039; is a combination of the [[A Button Challenge]] and the [[CCC Challenge]]. Though note that cannons were off the table for the [[ABC]] anyway.&lt;br /&gt;
&lt;br /&gt;
== Stars ==&lt;br /&gt;
Just like the CCC Challenge, 38 stars require coins and [[Snowman&#039;s Lost His Head]] can only be selected after [[Frosty Slide for 8 Red Coins]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Possible stars with non-trivial strategies&lt;br /&gt;
!Course&lt;br /&gt;
!Star&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Shoot to the Island in the Sky]]&lt;br /&gt;
|Shell hyperspeed&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Mario Wings to the Sky]]&lt;br /&gt;
|&#039;&#039;&#039;It is marked as possible but no detailed strategy has been given&#039;&#039;&#039;. It is technically possible to do this coinless without BLJs by cloning the top coins then touching the very top of the secret&#039;s hitbox. However, for the 4th and 5th secrets, cannonballs in differing heights at rather high places are needed. With at least 30 clones for the base strat using A presses (no BLJ),&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=QZrZgaU2z6Y&amp;lt;/ref&amp;gt; the amount of clones needed seems prohibitively expensive.&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Behind Chain Chomp&#039;s Gate]]&lt;br /&gt;
|Shell hyperspeed&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Slip Slidin&#039; Away]]&lt;br /&gt;
|The cabin is entered from the side and there&#039;s enough room on the side to avoid the coins.&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Big Penguin Race]]&lt;br /&gt;
|The cabin is entered from the side and there&#039;s enough room on the side to avoid the coins.&lt;br /&gt;
|-&lt;br /&gt;
|WF&lt;br /&gt;
|[[To the Top of the Fortress]]&lt;br /&gt;
|Platform displacement&amp;lt;ref&amp;gt;https://youtu.be/W-tNlZRN2zc?t=1214&amp;lt;/ref&amp;gt; (using BCA instead of Hat-in-hand)&lt;br /&gt;
|-&lt;br /&gt;
|WF&lt;br /&gt;
|[[Blast Away the Wall]]&lt;br /&gt;
|[[Cannonless]]&lt;br /&gt;
|-&lt;br /&gt;
|JRB&lt;br /&gt;
|[[Treasure of the Ocean Cave]]&lt;br /&gt;
|The [[ABC]] does this 0.5xA&lt;br /&gt;
|-&lt;br /&gt;
|BitDW&lt;br /&gt;
|Basement key&lt;br /&gt;
|The walkway is obstructed by coins,&amp;lt;ref&amp;gt;https://youtu.be/Qpl5lnxiU6k?t=79&amp;lt;/ref&amp;gt; but this can be avoided by using a [[Goomba]] chase extension.&amp;lt;ref&amp;gt;https://discord.com/channels/267091686423789568/459907626189324298/1515515439243989072&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|todo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|HMC&lt;br /&gt;
|[[Swimming Beast in the Cavern]]&lt;br /&gt;
|Use the elevator clip to fall down onto the star from above. In general the usual ABC strats work for HMC.&lt;br /&gt;
|-&lt;br /&gt;
|HMC&lt;br /&gt;
|[[Elevate for 8 Red Coins]]&lt;br /&gt;
|The ABC strat&amp;lt;ref&amp;gt;https://youtu.be/dI_vMSjagAY&amp;lt;/ref&amp;gt; can trivially be made coinless.&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[Snowman&#039;s Big Head]]&lt;br /&gt;
|Replace the moneybag bounces in the buttonless strat https://www.youtube.com/watch?v=Ih3aBGxWzJA with a dive recover.&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[In the Deep Freeze]]&lt;br /&gt;
|Dive recover onto a spindrift&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[Into the Igloo]]&lt;br /&gt;
|The ABC TAS collects the coins on the slope leading up to the igloo, but this is avoidable using the shell path from 4:06 in the above buttonless strategy link and the fly guy. The coins inside the igloo are easily avoided by going back the way you came.&lt;br /&gt;
|-&lt;br /&gt;
|TTM&lt;br /&gt;
|&lt;br /&gt;
|The top of this slope at https://youtu.be/kdkxmCwqd58?t=14 is reachable, at which point a fly guy bounce can be used to reach a star or skip the one remaining line of coins.&lt;br /&gt;
|-&lt;br /&gt;
|THI&lt;br /&gt;
|&lt;br /&gt;
|Entering the huge island is doable 0xA CCC using a double goomba bounce&lt;br /&gt;
|-&lt;br /&gt;
|WDW&lt;br /&gt;
|[[Quick Race Through Downtown!]]&lt;br /&gt;
|The ABC cloning strategy does not violate CCC&amp;lt;ref&amp;gt;https://youtu.be/7jqrAohBTxg&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|[[Roll into the Cage]]&lt;br /&gt;
|After the spinners (Get a Hand), the cogs can be surpassed with dive recovers and VSC, and a convenient bob-omb teleports to Mario thanks to a preset holp OOB, which is used to get onto the treadmill right next to the star.&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|[[Get a Hand]]&lt;br /&gt;
|The red coin collected in https://youtu.be/9P3IYctNY4s is avoidable with consistent movement up the spinners.&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|[[Tricky Triangles!]]&lt;br /&gt;
|The coins in the 0xA strat are avoidable.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=61kko9pCq9g&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Stars not done (excluding ones not done in ABC or CCC)&lt;br /&gt;
!Course&lt;br /&gt;
!Star/Key&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
|BBH&lt;br /&gt;
|[[Eye to Eye in the Secret Room]]&lt;br /&gt;
|There is no way to enter the secret room without the vanish cap 0xA.&lt;br /&gt;
|-&lt;br /&gt;
|LLL&lt;br /&gt;
|[[Hot-Foot-It into the Volcano]]&lt;br /&gt;
|Coins are used to refill health for lava boosting&lt;br /&gt;
|-&lt;br /&gt;
|LLL&lt;br /&gt;
|[[Elevator Tour in the Volcano]]&lt;br /&gt;
|The faster strat goes on the small islands that have coins; the longer strat happens to collect coins to help refill health.&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|&lt;br /&gt;
|The corner of the platform where the pole is is obstructed by coins. Additionally, [[Stomp on the Thwomp]] requires the 100 coin star.&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|&lt;br /&gt;
|Many 0xA strategies involve the lakitu bounce, and it is unknown whether the coins from that bounce are avoidable. &#039;&#039;&#039;They probably are&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;{{Challenges}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=ABC_CCC_Challenge&amp;diff=20433</id>
		<title>ABC CCC Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=ABC_CCC_Challenge&amp;diff=20433"/>
		<updated>2026-06-14T23:55:39Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: /* Stars */ fix reason for eye to eye&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ABC-CCC Challenge infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ABC CCC Challenge&#039;&#039;&#039; is a combination of the [[A Button Challenge]] and the [[CCC Challenge]]. Though note that cannons were off the table for the [[ABC]] anyway.&lt;br /&gt;
&lt;br /&gt;
== Stars ==&lt;br /&gt;
Just like the CCC Challenge, 38 stars require coins and [[Snowman&#039;s Lost His Head]] can only be selected after [[Frosty Slide for 8 Red Coins]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Possible stars with non-trivial strategies&lt;br /&gt;
!Course&lt;br /&gt;
!Star&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Shoot to the Island in the Sky]]&lt;br /&gt;
|Shell hyperspeed&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Mario Wings to the Sky]]&lt;br /&gt;
|&#039;&#039;&#039;It is marked as possible but no detailed strategy has been given&#039;&#039;&#039;. It is technically possible to do this coinless without BLJs by cloning the top coins then touching the very top of the secret&#039;s hitbox. However, for the 4th and 5th secrets, cannonballs in differing heights at rather high places are needed. With at least 30 clones for the base strat using A presses (no BLJ),&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=QZrZgaU2z6Y&amp;lt;/ref&amp;gt; the amount of clones needed seems prohibitively expensive.&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Behind Chain Chomp&#039;s Gate]]&lt;br /&gt;
|Shell hyperspeed&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Slip Slidin&#039; Away]]&lt;br /&gt;
|The cabin is entered from the side and there&#039;s enough room on the side to avoid the coins.&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Big Penguin Race]]&lt;br /&gt;
|The cabin is entered from the side and there&#039;s enough room on the side to avoid the coins.&lt;br /&gt;
|-&lt;br /&gt;
|WF&lt;br /&gt;
|[[To the Top of the Fortress]]&lt;br /&gt;
|Platform displacement&amp;lt;ref&amp;gt;https://youtu.be/W-tNlZRN2zc?t=1214&amp;lt;/ref&amp;gt; (using BCA instead of Hat-in-hand)&lt;br /&gt;
|-&lt;br /&gt;
|WF&lt;br /&gt;
|[[Blast Away the Wall]]&lt;br /&gt;
|[[Cannonless]]&lt;br /&gt;
|-&lt;br /&gt;
|JRB&lt;br /&gt;
|[[Treasure of the Ocean Cave]]&lt;br /&gt;
|The [[ABC]] does this 0.5xA&lt;br /&gt;
|-&lt;br /&gt;
|BitDW&lt;br /&gt;
|Basement key&lt;br /&gt;
|The walkway is obstructed by coins,&amp;lt;ref&amp;gt;https://youtu.be/Qpl5lnxiU6k?t=79&amp;lt;/ref&amp;gt; but this can be avoided by using a [[Goomba]] chase extension.&amp;lt;ref&amp;gt;https://discord.com/channels/267091686423789568/459907626189324298/1515515439243989072&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|todo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|HMC&lt;br /&gt;
|[[Swimming Beast in the Cavern]]&lt;br /&gt;
|Use the elevator clip to fall down onto the star from above. In general the usual ABC strats work for HMC.&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[Snowman&#039;s Big Head]]&lt;br /&gt;
|Replace the moneybag bounces in the buttonless strat https://www.youtube.com/watch?v=Ih3aBGxWzJA with a dive recover.&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[In the Deep Freeze]]&lt;br /&gt;
|Dive recover onto a spindrift&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[Into the Igloo]]&lt;br /&gt;
|The ABC TAS collects the coins on the slope leading up to the igloo, but this is avoidable using the shell path from 4:06 in the above buttonless strategy link and the fly guy. The coins inside the igloo are easily avoided by going back the way you came.&lt;br /&gt;
|-&lt;br /&gt;
|TTM&lt;br /&gt;
|&lt;br /&gt;
|The top of this slope at https://youtu.be/kdkxmCwqd58?t=14 is reachable, at which point a fly guy bounce can be used to reach a star or skip the one remaining line of coins.&lt;br /&gt;
|-&lt;br /&gt;
|THI&lt;br /&gt;
|&lt;br /&gt;
|Entering the huge island is doable 0xA CCC using a double goomba bounce&lt;br /&gt;
|-&lt;br /&gt;
|WDW&lt;br /&gt;
|[[Quick Race Through Downtown!]]&lt;br /&gt;
|The ABC cloning strategy does not violate CCC&amp;lt;ref&amp;gt;https://youtu.be/7jqrAohBTxg&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|[[Roll into the Cage]]&lt;br /&gt;
|After the spinners (Get a Hand), the cogs can be surpassed with dive recovers and VSC, and a convenient bob-omb teleports to Mario thanks to a preset holp OOB, which is used to get onto the treadmill right next to the star.&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|[[Get a Hand]]&lt;br /&gt;
|The red coin collected in https://youtu.be/9P3IYctNY4s is avoidable with consistent movement up the spinners.&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|[[Tricky Triangles!]]&lt;br /&gt;
|The coins in the 0xA strat are avoidable.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=61kko9pCq9g&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Stars not done (excluding ones not done in ABC or CCC)&lt;br /&gt;
!Course&lt;br /&gt;
!Star/Key&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
|BBH&lt;br /&gt;
|[[Eye to Eye in the Secret Room]]&lt;br /&gt;
|There is no way to enter the secret room without the vanish cap 0xA.&lt;br /&gt;
|-&lt;br /&gt;
|LLL&lt;br /&gt;
|[[Hot-Foot-It into the Volcano]]&lt;br /&gt;
|Coins are used to refill health for lava boosting&lt;br /&gt;
|-&lt;br /&gt;
|LLL&lt;br /&gt;
|[[Elevator Tour in the Volcano]]&lt;br /&gt;
|The faster strat goes on the small islands that have coins; the longer strat happens to collect coins to help refill health.&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|&lt;br /&gt;
|The corner of the platform where the pole is is obstructed by coins. Additionally, [[Stomp on the Thwomp]] requires the 100 coin star.&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|&lt;br /&gt;
|Many 0xA strategies involve the lakitu bounce, and it is unknown whether the coins from that bounce are avoidable. &#039;&#039;&#039;They probably are&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;{{Challenges}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:ABC-CCC_Challenge_infobox&amp;diff=20432</id>
		<title>Template:ABC-CCC Challenge infobox</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:ABC-CCC_Challenge_infobox&amp;diff=20432"/>
		<updated>2026-06-14T23:52:00Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: CCM by Ajuda&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Challenge_infobox&lt;br /&gt;
|title=A-Button Coinless Capless Cannonless Challenge&lt;br /&gt;
|abbreviation=ABC-CCC&lt;br /&gt;
|stars=67+?&lt;br /&gt;
|stars-overall=66+?&lt;br /&gt;
|beatable=No&lt;br /&gt;
|bob1=1|bob2=1|bob3=1|bob4=0|bob5=1|bob6=1|bob7=0&lt;br /&gt;
|wf1=1|wf2=1|wf3=1|wf4=0|wf5=1|wf6=1|wf7=0&lt;br /&gt;
|jrb1=1|jrb2=1|jrb3=0.5|jrb4=0|jrb5=1|jrb6=1|jrb7=0&lt;br /&gt;
|ccm1=1|ccm2=1|ccm3=1|ccm4=0|ccm5=0.5|ccm6=1|ccm7=0&lt;br /&gt;
|bbh1=1|bbh2=1|bbh3=1|bbh4=0|bbh5=1|bbh6=0|bbh7=0&lt;br /&gt;
|hmc1=1|hmc2=0|hmc3=1|hmc4=1|hmc5=1|hmc6=1|hmc7=0&lt;br /&gt;
|lll1=1|lll2=1|lll3=0|lll4=1|lll5=0|lll6=0|lll7=0&lt;br /&gt;
|ssl1=1|ssl2=1|ssl3=0|ssl4=1|ssl5=0|ssl6=0|ssl7=0&lt;br /&gt;
|ddd1=1|ddd2=1|ddd3=0|ddd4=1|ddd5=1|ddd6=0.5|ddd7=0&lt;br /&gt;
|sl1=1|sl2=1|sl3=1|sl4=1|sl5=0|sl6=1|sl7=0&lt;br /&gt;
|wdw1=1|wdw2=1|wdw3=1|wdw4=1|wdw5=0|wdw6=1|wdw7=0&lt;br /&gt;
|ttm1=1|ttm2=1|ttm3=0|ttm4=1|ttm5=1|ttm6=1|ttm7=0&lt;br /&gt;
|thi1=1|thi2=1|thi3=1|thi4=1|thi5=0|thi6=1|thi7=0&lt;br /&gt;
|ttc1=1|ttc2=0|ttc3=1|ttc4=0|ttc5=0|ttc6=0|ttc7=0&lt;br /&gt;
|rr1=|rr2=|rr3=0|rr4=|rr5=1|rr6=|rr7=0&lt;br /&gt;
|slide1=0|slide2=1&lt;br /&gt;
|aquarium=0&lt;br /&gt;
|totwc=0|cotmc=0|vcutm=0&lt;br /&gt;
|wmotr=0&lt;br /&gt;
|mips1=1|mips2=1&lt;br /&gt;
|toad1=1|toad2=1|toad3=1&lt;br /&gt;
|key_1=1|key_2=0|&lt;br /&gt;
|bitdw=0|bitfs=0|bits=0&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=ABC_CCC_Challenge&amp;diff=20431</id>
		<title>ABC CCC Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=ABC_CCC_Challenge&amp;diff=20431"/>
		<updated>2026-06-14T23:50:36Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: CCM update by Ajuda&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ABC-CCC Challenge infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ABC CCC Challenge&#039;&#039;&#039; is a combination of the [[A Button Challenge]] and the [[CCC Challenge]]. Though note that cannons were off the table for the [[ABC]] anyway.&lt;br /&gt;
&lt;br /&gt;
== Stars ==&lt;br /&gt;
Just like the CCC Challenge, 38 stars require coins and [[Snowman&#039;s Lost His Head]] can only be selected after [[Frosty Slide for 8 Red Coins]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Possible stars with non-trivial strategies&lt;br /&gt;
!Course&lt;br /&gt;
!Star&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Shoot to the Island in the Sky]]&lt;br /&gt;
|Shell hyperspeed&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Mario Wings to the Sky]]&lt;br /&gt;
|&#039;&#039;&#039;It is marked as possible but no detailed strategy has been given&#039;&#039;&#039;. It is technically possible to do this coinless without BLJs by cloning the top coins then touching the very top of the secret&#039;s hitbox. However, for the 4th and 5th secrets, cannonballs in differing heights at rather high places are needed. With at least 30 clones for the base strat using A presses (no BLJ),&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=QZrZgaU2z6Y&amp;lt;/ref&amp;gt; the amount of clones needed seems prohibitively expensive.&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Behind Chain Chomp&#039;s Gate]]&lt;br /&gt;
|Shell hyperspeed&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Slip Slidin&#039; Away]]&lt;br /&gt;
|The cabin is entered from the side and there&#039;s enough room on the side to avoid the coins.&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Big Penguin Race]]&lt;br /&gt;
|The cabin is entered from the side and there&#039;s enough room on the side to avoid the coins.&lt;br /&gt;
|-&lt;br /&gt;
|WF&lt;br /&gt;
|[[To the Top of the Fortress]]&lt;br /&gt;
|Platform displacement&amp;lt;ref&amp;gt;https://youtu.be/W-tNlZRN2zc?t=1214&amp;lt;/ref&amp;gt; (using BCA instead of Hat-in-hand)&lt;br /&gt;
|-&lt;br /&gt;
|WF&lt;br /&gt;
|[[Blast Away the Wall]]&lt;br /&gt;
|[[Cannonless]]&lt;br /&gt;
|-&lt;br /&gt;
|JRB&lt;br /&gt;
|[[Treasure of the Ocean Cave]]&lt;br /&gt;
|The [[ABC]] does this 0.5xA&lt;br /&gt;
|-&lt;br /&gt;
|BitDW&lt;br /&gt;
|Basement key&lt;br /&gt;
|The walkway is obstructed by coins,&amp;lt;ref&amp;gt;https://youtu.be/Qpl5lnxiU6k?t=79&amp;lt;/ref&amp;gt; but this can be avoided by using a [[Goomba]] chase extension.&amp;lt;ref&amp;gt;https://discord.com/channels/267091686423789568/459907626189324298/1515515439243989072&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|todo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|HMC&lt;br /&gt;
|[[Swimming Beast in the Cavern]]&lt;br /&gt;
|Use the elevator clip to fall down onto the star from above. In general the usual ABC strats work for HMC.&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[Snowman&#039;s Big Head]]&lt;br /&gt;
|Replace the moneybag bounces in the buttonless strat https://www.youtube.com/watch?v=Ih3aBGxWzJA with a dive recover.&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[In the Deep Freeze]]&lt;br /&gt;
|Dive recover onto a spindrift&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[Into the Igloo]]&lt;br /&gt;
|The ABC TAS collects the coins on the slope leading up to the igloo, but this is avoidable using the shell path from 4:06 in the above buttonless strategy link and the fly guy. The coins inside the igloo are easily avoided by going back the way you came.&lt;br /&gt;
|-&lt;br /&gt;
|TTM&lt;br /&gt;
|&lt;br /&gt;
|The top of this slope at https://youtu.be/kdkxmCwqd58?t=14 is reachable, at which point a fly guy bounce can be used to reach a star or skip the one remaining line of coins.&lt;br /&gt;
|-&lt;br /&gt;
|THI&lt;br /&gt;
|&lt;br /&gt;
|Entering the huge island is doable 0xA CCC using a double goomba bounce&lt;br /&gt;
|-&lt;br /&gt;
|WDW&lt;br /&gt;
|[[Quick Race Through Downtown!]]&lt;br /&gt;
|The ABC cloning strategy does not violate CCC&amp;lt;ref&amp;gt;https://youtu.be/7jqrAohBTxg&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|[[Roll into the Cage]]&lt;br /&gt;
|After the spinners (Get a Hand), the cogs can be surpassed with dive recovers and VSC, and a convenient bob-omb teleports to Mario thanks to a preset holp OOB, which is used to get onto the treadmill right next to the star.&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|[[Get a Hand]]&lt;br /&gt;
|The red coin collected in https://youtu.be/9P3IYctNY4s is avoidable with consistent movement up the spinners.&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|[[Tricky Triangles!]]&lt;br /&gt;
|The coins in the 0xA strat are avoidable.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=61kko9pCq9g&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Stars not done (excluding ones not done in ABC or CCC)&lt;br /&gt;
!Course&lt;br /&gt;
!Star/Key&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
|BBH&lt;br /&gt;
|[[Eye to Eye in the Secret Room]]&lt;br /&gt;
|Coins are used to refill health for scuttle transporting&lt;br /&gt;
|-&lt;br /&gt;
|LLL&lt;br /&gt;
|[[Hot-Foot-It into the Volcano]]&lt;br /&gt;
|Coins are used to refill health for lava boosting&lt;br /&gt;
|-&lt;br /&gt;
|LLL&lt;br /&gt;
|[[Elevator Tour in the Volcano]]&lt;br /&gt;
|The faster strat goes on the small islands that have coins; the longer strat happens to collect coins to help refill health.&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|&lt;br /&gt;
|The corner of the platform where the pole is is obstructed by coins. Additionally, [[Stomp on the Thwomp]] requires the 100 coin star.&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|&lt;br /&gt;
|Many 0xA strategies involve the lakitu bounce, and it is unknown whether the coins from that bounce are avoidable. &#039;&#039;&#039;They probably are&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;{{Challenges}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:ABC-CCC_Challenge_infobox&amp;diff=20430</id>
		<title>Template:ABC-CCC Challenge infobox</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:ABC-CCC_Challenge_infobox&amp;diff=20430"/>
		<updated>2026-06-14T03:11:54Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Challenge_infobox&lt;br /&gt;
|title=A-Button Coinless Capless Cannonless Challenge&lt;br /&gt;
|abbreviation=ABC-CCC&lt;br /&gt;
|stars=65+?&lt;br /&gt;
|stars-overall=64+?&lt;br /&gt;
|beatable=No&lt;br /&gt;
|bob1=1|bob2=1|bob3=1|bob4=0|bob5=1|bob6=1|bob7=0&lt;br /&gt;
|wf1=1|wf2=1|wf3=1|wf4=0|wf5=1|wf6=1|wf7=0&lt;br /&gt;
|jrb1=1|jrb2=1|jrb3=0.5|jrb4=0|jrb5=1|jrb6=1|jrb7=0&lt;br /&gt;
|ccm1=|ccm2=1|ccm3=0|ccm4=0|ccm5=0.5|ccm6=1|ccm7=0&lt;br /&gt;
|bbh1=1|bbh2=1|bbh3=1|bbh4=0|bbh5=1|bbh6=0|bbh7=0&lt;br /&gt;
|hmc1=1|hmc2=0|hmc3=1|hmc4=1|hmc5=1|hmc6=1|hmc7=0&lt;br /&gt;
|lll1=1|lll2=1|lll3=0|lll4=1|lll5=0|lll6=0|lll7=0&lt;br /&gt;
|ssl1=1|ssl2=1|ssl3=0|ssl4=1|ssl5=0|ssl6=0|ssl7=0&lt;br /&gt;
|ddd1=1|ddd2=1|ddd3=0|ddd4=1|ddd5=1|ddd6=0.5|ddd7=0&lt;br /&gt;
|sl1=1|sl2=1|sl3=1|sl4=1|sl5=0|sl6=1|sl7=0&lt;br /&gt;
|wdw1=1|wdw2=1|wdw3=1|wdw4=1|wdw5=0|wdw6=1|wdw7=0&lt;br /&gt;
|ttm1=1|ttm2=1|ttm3=0|ttm4=1|ttm5=1|ttm6=1|ttm7=0&lt;br /&gt;
|thi1=1|thi2=1|thi3=1|thi4=1|thi5=0|thi6=1|thi7=0&lt;br /&gt;
|ttc1=1|ttc2=0|ttc3=1|ttc4=0|ttc5=0|ttc6=0|ttc7=0&lt;br /&gt;
|rr1=|rr2=|rr3=0|rr4=|rr5=1|rr6=|rr7=0&lt;br /&gt;
|slide1=0|slide2=1&lt;br /&gt;
|aquarium=0&lt;br /&gt;
|totwc=0|cotmc=0|vcutm=0&lt;br /&gt;
|wmotr=0&lt;br /&gt;
|mips1=1|mips2=1&lt;br /&gt;
|toad1=1|toad2=1|toad3=1&lt;br /&gt;
|key_1=1|key_2=0|&lt;br /&gt;
|bitdw=0|bitfs=0|bits=0&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:ABC-CCC_Challenge_infobox&amp;diff=20429</id>
		<title>Template:ABC-CCC Challenge infobox</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:ABC-CCC_Challenge_infobox&amp;diff=20429"/>
		<updated>2026-06-14T03:11:01Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: I was mistaken&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Challenge_infobox&lt;br /&gt;
|title=A-Button Coinless Capless Cannonless Challenge&lt;br /&gt;
|abbreviation=ABC-CCC&lt;br /&gt;
|stars=65+?&lt;br /&gt;
|stars-overall=64+?&lt;br /&gt;
|beatable=No&lt;br /&gt;
|bob1=1|bob2=1|bob3=1|bob4=0|bob5=1|bob6=1|bob7=0&lt;br /&gt;
|wf1=1|wf2=1|wf3=1|wf4=0|wf5=1|wf6=1|wf7=0&lt;br /&gt;
|jrb1=1|jrb2=1|jrb3=0.5|jrb4=0|jrb5=1|jrb6=1|jrb7=0&lt;br /&gt;
|ccm1=|ccm2=1|ccm3=0|ccm4=0|ccm5=0.5|ccm6=1|ccm7=0&lt;br /&gt;
|bbh1=1|bbh2=1|bbh3=1|bbh4=0|bbh5=1|bbh6=0|bbh7=0&lt;br /&gt;
|hmc1=1|hmc2=0|hmc3=1|hmc4=1|hmc5=1|hmc6=1|hmc7=0&lt;br /&gt;
|lll1=1|lll2=1|lll3=0|lll4=1|lll5=0|lll6=0|lll7=0&lt;br /&gt;
|ssl1=1|ssl2=1|ssl3=0|ssl4=1|ssl5=0|ssl6=0|ssl7=0&lt;br /&gt;
|ddd1=1|ddd2=1|ddd3=0|ddd4=1|ddd5=1|ddd6=0.5|ddd7=0&lt;br /&gt;
|sl1=1|sl2=1|sl3=1|sl4=1|sl5=0|sl6=1|sl7=0&lt;br /&gt;
|wdw1=1|wdw2=1|wdw3=1|wdw4=1|wdw5=0|wdw6=1|wdw7=0&lt;br /&gt;
|ttm1=1|ttm2=1|ttm3=0|ttm4=1|ttm5=1|ttm6=1|ttm7=0&lt;br /&gt;
|thi1=1|thi2=1|thi3=1|thi4=1|thi5=0|thi6=1|thi7=0&lt;br /&gt;
|ttc1=1|ttc2=0|ttc3=1|ttc4=0|ttc5=0|ttc6=0|ttc7=0&lt;br /&gt;
|rr1=|rr2=|rr3=0|rr4=|rr5=1|rr6=|rr7=0&lt;br /&gt;
|slide1=0|slide2=1&lt;br /&gt;
|aquarium=0&lt;br /&gt;
|totwc=0|cotmc=0|vcutm=0&lt;br /&gt;
|wmotr=0&lt;br /&gt;
|mips1=1|mips2=1&lt;br /&gt;
|toad1=1|toad2=1|toad3=1&lt;br /&gt;
|key1=1|key2=0|&lt;br /&gt;
|bitdw=0|bitfs=0|bits=0&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:ABC-CCC_Challenge_infobox&amp;diff=20428</id>
		<title>Template:ABC-CCC Challenge infobox</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:ABC-CCC_Challenge_infobox&amp;diff=20428"/>
		<updated>2026-06-14T03:09:15Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: a key! but not the red coin star. No way to indicate that, though&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Challenge_infobox&lt;br /&gt;
|title=A-Button Coinless Capless Cannonless Challenge&lt;br /&gt;
|abbreviation=ABC-CCC&lt;br /&gt;
|stars=65+?&lt;br /&gt;
|stars-overall=64+?&lt;br /&gt;
|beatable=No&lt;br /&gt;
|bob1=1|bob2=1|bob3=1|bob4=0|bob5=1|bob6=1|bob7=0&lt;br /&gt;
|wf1=1|wf2=1|wf3=1|wf4=0|wf5=1|wf6=1|wf7=0&lt;br /&gt;
|jrb1=1|jrb2=1|jrb3=0.5|jrb4=0|jrb5=1|jrb6=1|jrb7=0&lt;br /&gt;
|ccm1=|ccm2=1|ccm3=0|ccm4=0|ccm5=0.5|ccm6=1|ccm7=0&lt;br /&gt;
|bbh1=1|bbh2=1|bbh3=1|bbh4=0|bbh5=1|bbh6=0|bbh7=0&lt;br /&gt;
|hmc1=1|hmc2=0|hmc3=1|hmc4=1|hmc5=1|hmc6=1|hmc7=0&lt;br /&gt;
|lll1=1|lll2=1|lll3=0|lll4=1|lll5=0|lll6=0|lll7=0&lt;br /&gt;
|ssl1=1|ssl2=1|ssl3=0|ssl4=1|ssl5=0|ssl6=0|ssl7=0&lt;br /&gt;
|ddd1=1|ddd2=1|ddd3=0|ddd4=1|ddd5=1|ddd6=0.5|ddd7=0&lt;br /&gt;
|sl1=1|sl2=1|sl3=1|sl4=1|sl5=0|sl6=1|sl7=0&lt;br /&gt;
|wdw1=1|wdw2=1|wdw3=1|wdw4=1|wdw5=0|wdw6=1|wdw7=0&lt;br /&gt;
|ttm1=1|ttm2=1|ttm3=0|ttm4=1|ttm5=1|ttm6=1|ttm7=0&lt;br /&gt;
|thi1=1|thi2=1|thi3=1|thi4=1|thi5=0|thi6=1|thi7=0&lt;br /&gt;
|ttc1=1|ttc2=0|ttc3=1|ttc4=0|ttc5=0|ttc6=0|ttc7=0&lt;br /&gt;
|rr1=|rr2=|rr3=0|rr4=|rr5=1|rr6=|rr7=0&lt;br /&gt;
|slide1=0|slide2=1&lt;br /&gt;
|aquarium=0&lt;br /&gt;
|totwc=0|cotmc=0|vcutm=0&lt;br /&gt;
|wmotr=0&lt;br /&gt;
|mips1=1|mips2=1&lt;br /&gt;
|toad1=1|toad2=1|toad3=1&lt;br /&gt;
|bitdw=1|bitfs=0|bits=0&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=ABC_CCC_Challenge&amp;diff=20427</id>
		<title>ABC CCC Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=ABC_CCC_Challenge&amp;diff=20427"/>
		<updated>2026-06-14T03:07:48Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: nice one, MMV!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ABC-CCC Challenge infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ABC CCC Challenge&#039;&#039;&#039; is a combination of the [[A Button Challenge]] and the [[CCC Challenge]]. Though note that cannons were off the table for the [[ABC]] anyway.&lt;br /&gt;
&lt;br /&gt;
== Stars ==&lt;br /&gt;
Just like the CCC Challenge, 38 stars require coins and [[Snowman&#039;s Lost His Head]] can only be selected after [[Frosty Slide for 8 Red Coins]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Possible stars with non-trivial strategies&lt;br /&gt;
!Course&lt;br /&gt;
!Star&lt;br /&gt;
!Strategy&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Shoot to the Island in the Sky]]&lt;br /&gt;
|Shell hyperspeed&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Mario Wings to the Sky]]&lt;br /&gt;
|&#039;&#039;&#039;It is marked as possible but no detailed strategy has been given&#039;&#039;&#039;. It is technically possible to do this coinless without BLJs by cloning the top coins then touching the very top of the secret&#039;s hitbox. However, for the 4th and 5th secrets, cannonballs in differing heights at rather high places are needed. With at least 30 clones for the base strat using A presses (no BLJ),&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=QZrZgaU2z6Y&amp;lt;/ref&amp;gt; the amount of clones needed seems prohibitively expensive.&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Behind Chain Chomp&#039;s Gate]]&lt;br /&gt;
|Shell hyperspeed&lt;br /&gt;
|-&lt;br /&gt;
|WF&lt;br /&gt;
|[[To the Top of the Fortress]]&lt;br /&gt;
|Platform displacement&amp;lt;ref&amp;gt;https://youtu.be/W-tNlZRN2zc?t=1214&amp;lt;/ref&amp;gt; (using BCA instead of Hat-in-hand)&lt;br /&gt;
|-&lt;br /&gt;
|WF&lt;br /&gt;
|[[Blast Away the Wall]]&lt;br /&gt;
|[[Cannonless]]&lt;br /&gt;
|-&lt;br /&gt;
|JRB&lt;br /&gt;
|[[Treasure of the Ocean Cave]]&lt;br /&gt;
|The [[ABC]] does this 0.5xA&lt;br /&gt;
|-&lt;br /&gt;
|BitDW&lt;br /&gt;
|Basement key&lt;br /&gt;
|The walkway is obstructed by coins,&amp;lt;ref&amp;gt;https://youtu.be/Qpl5lnxiU6k?t=79&amp;lt;/ref&amp;gt; but this can be avoided by using a [[Goomba]] chase extension.&amp;lt;ref&amp;gt;https://discord.com/channels/267091686423789568/459907626189324298/1515515439243989072&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|todo&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|HMC&lt;br /&gt;
|[[Swimming Beast in the Cavern]]&lt;br /&gt;
|Use the elevator clip to fall down onto the star from above. In general the usual ABC strats work for HMC.&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[Snowman&#039;s Big Head]]&lt;br /&gt;
|Replace the moneybag bounces in the buttonless strat https://www.youtube.com/watch?v=Ih3aBGxWzJA with a dive recover.&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[In the Deep Freeze]]&lt;br /&gt;
|Dive recover onto a spindrift&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[Into the Igloo]]&lt;br /&gt;
|The ABC TAS collects the coins on the slope leading up to the igloo, but this is avoidable using the shell path from 4:06 in the above buttonless strategy link and the fly guy. The coins inside the igloo are easily avoided by going back the way you came.&lt;br /&gt;
|-&lt;br /&gt;
|TTM&lt;br /&gt;
|&lt;br /&gt;
|The top of this slope at https://youtu.be/kdkxmCwqd58?t=14 is reachable, at which point a fly guy bounce can be used to reach a star or skip the one remaining line of coins.&lt;br /&gt;
|-&lt;br /&gt;
|THI&lt;br /&gt;
|&lt;br /&gt;
|Entering the huge island is doable 0xA CCC using a double goomba bounce&lt;br /&gt;
|-&lt;br /&gt;
|WDW&lt;br /&gt;
|[[Quick Race Through Downtown!]]&lt;br /&gt;
|The ABC cloning strategy does not violate CCC&amp;lt;ref&amp;gt;https://youtu.be/7jqrAohBTxg&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|[[Roll into the Cage]]&lt;br /&gt;
|After the spinners (Get a Hand), the cogs can be surpassed with dive recovers and VSC, and a convenient bob-omb teleports to Mario thanks to a preset holp OOB, which is used to get onto the treadmill right next to the star.&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|[[Get a Hand]]&lt;br /&gt;
|The red coin collected in https://youtu.be/9P3IYctNY4s is avoidable with consistent movement up the spinners.&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|[[Tricky Triangles!]]&lt;br /&gt;
|The coins in the 0xA strat are avoidable.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=61kko9pCq9g&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+Stars not done (excluding ones not done in ABC or CCC)&lt;br /&gt;
!Course&lt;br /&gt;
!Star/Key&lt;br /&gt;
!Reason&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Slip Slidin&#039; Away]]&lt;br /&gt;
|Going down the slide collects coins. But this is &#039;&#039;&#039;probably doable&#039;&#039;&#039; using the Palix&#039; penguin clip (turnaround animation ending transitions into walking which opens the door from the other side). The strat uses a backflip but Mario could probably get into the right spot by falling from above.&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Big Penguin Race]]&lt;br /&gt;
|Going down the slide collects coins&lt;br /&gt;
|-&lt;br /&gt;
|BBH&lt;br /&gt;
|[[Eye to Eye in the Secret Room]]&lt;br /&gt;
|Coins are used to refill health for scuttle transporting&lt;br /&gt;
|-&lt;br /&gt;
|LLL&lt;br /&gt;
|[[Hot-Foot-It into the Volcano]]&lt;br /&gt;
|Coins are used to refill health for lava boosting&lt;br /&gt;
|-&lt;br /&gt;
|LLL&lt;br /&gt;
|[[Elevator Tour in the Volcano]]&lt;br /&gt;
|The faster strat goes on the small islands that have coins; the longer strat happens to collect coins to help refill health.&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|&lt;br /&gt;
|The corner of the platform where the pole is is obstructed by coins. Additionally, [[Stomp on the Thwomp]] requires the 100 coin star.&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|&lt;br /&gt;
|Many 0xA strategies involve the lakitu bounce, and it is unknown whether the coins from that bounce are avoidable. &#039;&#039;&#039;They probably are&#039;&#039;&#039;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;{{Challenges}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Flying&amp;diff=20417</id>
		<title>Flying</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Flying&amp;diff=20417"/>
		<updated>2026-06-11T18:31:04Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: typo + practical advice (double check this)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action_infobox&lt;br /&gt;
|title= Flying&lt;br /&gt;
|image=&lt;br /&gt;
|official name= &lt;br /&gt;
|hex= 0x10880899&lt;br /&gt;
|flags= air, diving, attacking, swimming/flying&lt;br /&gt;
|group= Airborne&lt;br /&gt;
|id= 0x099&lt;br /&gt;
|into= Airborner cancels: [[Water Plunge]], [[Squished]], [[Vertical Wind]] (theoretically), (Technically, because of the flying triple jump code): [[Double Jump Land]], [[Lava Boost]] (theoretically), non cancel: [[Ground Pound]], [[Freefall]], [[Dive Slide]], [[Backwards Air Kb]], [[Lava Boost]] (again) (theoretically)&lt;br /&gt;
|out of= [[Shot From Cannon]], [[Flying Triple Jump]], when spawning in some levels like [[Tower of the Wing Cap]]&lt;br /&gt;
|animation= 0x5B fly from cannon, 0xCF forwards spinning flip, 0x29 wing cap fly&lt;br /&gt;
|related=&lt;br /&gt;
}}&lt;br /&gt;
Flying is an action that can occur when Mario triple jumps or does a cannon shot while wearing the [[wing cap]].&lt;br /&gt;
&lt;br /&gt;
Fast downward movements followed by slow upward movements is generally better than flying in a straight line.&lt;br /&gt;
== Entering flying ==&lt;br /&gt;
* [[Shot From Cannon|Cannon shot]]: when y vel &amp;lt; 0 (and Mario does not cancel) (&#039;&#039;&#039;Action argument: 0&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* [[Flying Triple Jump]]: when y vel &amp;lt; 4 (and Mario does not cancel, dive, or ground pound) (&#039;&#039;&#039;Action argument: 1&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* Spawning in, e.g, [[Tower of the Wing Cap]]: (&#039;&#039;&#039;Action argument: 2&#039;&#039;&#039;)&lt;br /&gt;
== Behavior ==&lt;br /&gt;
As with all airborne actions, a variety of &amp;quot;cancels&amp;quot; are checked prior to actually performing any airborne action. See [[Jump#Airborne cancels]].&lt;br /&gt;
&lt;br /&gt;
Then:&amp;lt;ref&amp;gt;https://github.com/n64decomp/sm64/blob/66018e9f3caaa67399218971d61366cb3f7ba7d7/src/game/mario_actions_airborne.c#L1726&amp;lt;/ref&amp;gt;&lt;br /&gt;
# If Z is pressed&lt;br /&gt;
## If Mario&#039;s camera mode is CAMERA_MODE_BEHIND_MARIO, set_camera_mode to m-&amp;gt;area-&amp;gt;camera-&amp;gt;defMode&lt;br /&gt;
## [[Ground Pound]]&lt;br /&gt;
# If Mario is not wearing the wing cap&lt;br /&gt;
## If Mario&#039;s camera mode is CAMERA_MODE_BEHIND_MARIO, set_camera_mode to m-&amp;gt;area-&amp;gt;camera-&amp;gt;defMode&lt;br /&gt;
## [[Freefall]]&lt;br /&gt;
# &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;If Mario&#039;s camera mode is &#039;&#039;not&#039;&#039; CAMERA_MODE_BEHIND_MARIO,&amp;lt;/span&amp;gt; set_camera_mode to CAMERA_MODE_BEHIND_MARIO&lt;br /&gt;
# If the action state is 0&lt;br /&gt;
## If the action argument is 0 (was shot from cannon), set Mario&#039;s animation to MARIO_ANIM_FLY_FROM_CANNON, else set Mario&#039;s animation to MARIO_ANIM_FORWARD_SPINNING_FLIP&lt;br /&gt;
## If the animation finished,&lt;br /&gt;
### If the action argument is 2 (spawned in), load_level_init_text and set action argument to 1&lt;br /&gt;
### Set Mario&#039;s animation to MARIO_ANIM_WING_CAP_FLY&lt;br /&gt;
### Set action state to 1&lt;br /&gt;
# Call &#039;&#039;&#039;&amp;lt;code&amp;gt;update_flying&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
# switch [[Movement_steps#Perform_Air_Step]]: (Note: if there are no floor/wall/ceiling/oob interactions this just &#039;&#039;&#039;adds vel[0,1,2] to pos[0,1,2]&#039;&#039;&#039;.)&lt;br /&gt;
#* air step none:&lt;br /&gt;
#*# Update graphics (camera) angle to be behind Mario&lt;br /&gt;
#*# Set action timer to 0&lt;br /&gt;
#* air step land:&lt;br /&gt;
#*# Set action to [[Dive Slide]]&lt;br /&gt;
#*# Set animation to MARIO_ANIM_DIVE&lt;br /&gt;
#*# Set animation frame to 7&lt;br /&gt;
#*# Set facing angle (x) to 0&lt;br /&gt;
#*# Set camera mode to m-&amp;gt;area-&amp;gt;camera-&amp;gt;defMode&lt;br /&gt;
#* air step hit wall:&lt;br /&gt;
#*#&#039;&#039;&#039;todo&#039;&#039;&#039;&lt;br /&gt;
#*# if wall is not null, stuff, [[Backwards Air Kb]]&lt;br /&gt;
#*# else, stuff (but no knockback, this is probably out of bounds)&lt;br /&gt;
#* air step hit lava wall:&lt;br /&gt;
#*# stop holding, stop riding, [[Lava Boost]]&lt;br /&gt;
# finally, play the flying sound (adjust sound for speed)&lt;br /&gt;
Notice that there is no code handling air steps for ledge grabbing or hanging on a ceiling, so such transitions are impossible.&lt;br /&gt;
===update_flying===&lt;br /&gt;
Casually, tilt the joystick left to move left, right to move right, up to move down, down to move up. &#039;&#039;&#039;TODO:&#039;&#039;&#039; I heard moving down then up can be faster then just the direct line. Explain big picture movements, what happens in a practical example.&lt;br /&gt;
&lt;br /&gt;
Beyond this, the pseudocode is provided but probably isn&#039;t as useful as the &amp;lt;code&amp;gt;update_flying&amp;lt;/code&amp;gt; code itself:&lt;br /&gt;
# Joystick inputs affect (pitch,yaw) velocity.&lt;br /&gt;
# Yaw velocity affects yaw, roll, and forward velocity.&lt;br /&gt;
# Pitch affects forward velocity.&lt;br /&gt;
# Forward velocity becomes at least 0&lt;br /&gt;
# Forward velocity affects pitch (see below table)&lt;br /&gt;
# Pitch velocity affects pitch.&lt;br /&gt;
# Pitch is clamped to be inside [-0x2AAA, 0x2AAA]&lt;br /&gt;
# x,y,z velocity is more or less directly exactly trigonometrically correspondent to forward velocity, pitch, and yaw.&lt;br /&gt;
# xz sliding velocity updated to correspond&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
void update_flying(struct MarioState *m) {&lt;br /&gt;
    UNUSED u8 filler[4];&lt;br /&gt;
&lt;br /&gt;
    update_flying_pitch(m);&lt;br /&gt;
    update_flying_yaw(m);&lt;br /&gt;
&lt;br /&gt;
    m-&amp;gt;forwardVel -= 2.0f * ((f32) m-&amp;gt;faceAngle[0] / 0x4000) + 0.1f;&lt;br /&gt;
    m-&amp;gt;forwardVel -= 0.5f * (1.0f - coss(m-&amp;gt;angleVel[1]));&lt;br /&gt;
&lt;br /&gt;
    if (m-&amp;gt;forwardVel &amp;lt; 0.0f) {&lt;br /&gt;
        m-&amp;gt;forwardVel = 0.0f;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    if (m-&amp;gt;forwardVel &amp;gt; 16.0f) {&lt;br /&gt;
        m-&amp;gt;faceAngle[0] += (m-&amp;gt;forwardVel - 32.0f) * 6.0f;&lt;br /&gt;
    } else if (m-&amp;gt;forwardVel &amp;gt; 4.0f) {&lt;br /&gt;
        m-&amp;gt;faceAngle[0] += (m-&amp;gt;forwardVel - 32.0f) * 10.0f;&lt;br /&gt;
    } else {&lt;br /&gt;
        m-&amp;gt;faceAngle[0] -= 0x400;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    m-&amp;gt;faceAngle[0] += m-&amp;gt;angleVel[0];&lt;br /&gt;
&lt;br /&gt;
    if (m-&amp;gt;faceAngle[0] &amp;gt; 0x2AAA) {&lt;br /&gt;
        m-&amp;gt;faceAngle[0] = 0x2AAA;&lt;br /&gt;
    }&lt;br /&gt;
    if (m-&amp;gt;faceAngle[0] &amp;lt; -0x2AAA) {&lt;br /&gt;
        m-&amp;gt;faceAngle[0] = -0x2AAA;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    m-&amp;gt;vel[0] = m-&amp;gt;forwardVel * coss(m-&amp;gt;faceAngle[0]) * sins(m-&amp;gt;faceAngle[1]);&lt;br /&gt;
    m-&amp;gt;vel[1] = m-&amp;gt;forwardVel * sins(m-&amp;gt;faceAngle[0]);&lt;br /&gt;
    m-&amp;gt;vel[2] = m-&amp;gt;forwardVel * coss(m-&amp;gt;faceAngle[0]) * coss(m-&amp;gt;faceAngle[1]);&lt;br /&gt;
&lt;br /&gt;
    m-&amp;gt;slideVelX = m-&amp;gt;vel[0];&lt;br /&gt;
    m-&amp;gt;slideVelZ = m-&amp;gt;vel[2];&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Key takeaways&#039;&#039;&#039;:&lt;br /&gt;
* Pitch velocity &#039;&#039;additively&#039;&#039; affects forward velocity, but &#039;&#039;sin&#039;&#039; effects pitch. &#039;&#039;&#039;The most energy efficient flying is to fly a lot down, and then a little up&#039;&#039;&#039;, as, for example, sin(-0.5) + sin(0.25) + sin(0.25) ≈ 0.0153823799048 (positive), while the totally additive effect is still 0 (actually -0.3 because of a flat -0.1 per trame) &lt;br /&gt;
* Pitching to move up happens faster with higher forward velocity.&lt;br /&gt;
** The difference between 4 and 5 speed, and 16 and 17 speed is especially large.&lt;br /&gt;
* At the same time, forward velocity is based on pitch. (But it is also based on:)&lt;br /&gt;
** There is a base 0.1 forwardVel speed loss&lt;br /&gt;
** There is anywhere from 0 to 0.5 further speed loss - more speed is lost the higher the yaw velocity is (ie &#039;&#039;&#039;the more Mario turns&#039;&#039;&#039;).&lt;br /&gt;
* Pitch has a minimum and maximum and cannot overflow with standard speeds.&lt;br /&gt;
* &#039;&#039;&#039;More below the tables&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+forwardVel&#039;s affect on pitch&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;=4&#039;&#039;&#039;&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
|11&lt;br /&gt;
|12&lt;br /&gt;
|13&lt;br /&gt;
|14&lt;br /&gt;
|15&lt;br /&gt;
|&#039;&#039;&#039;16&#039;&#039;&#039;&lt;br /&gt;
|17&lt;br /&gt;
|18&lt;br /&gt;
|19&lt;br /&gt;
|...&lt;br /&gt;
|31&lt;br /&gt;
|32&lt;br /&gt;
|33&lt;br /&gt;
|-&lt;br /&gt;
|  -1024&lt;br /&gt;
| -270&lt;br /&gt;
| -260&lt;br /&gt;
| -250&lt;br /&gt;
| -240&lt;br /&gt;
| -230&lt;br /&gt;
| -220&lt;br /&gt;
| -210&lt;br /&gt;
| -200&lt;br /&gt;
| -190&lt;br /&gt;
| -180&lt;br /&gt;
| -170&lt;br /&gt;
| -160&lt;br /&gt;
| -90&lt;br /&gt;
| -84&lt;br /&gt;
| -76&lt;br /&gt;
|...&lt;br /&gt;
| -6&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Here are some tables summarizing the &amp;lt;code&amp;gt;approach_s32&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;update_flying_pitch&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;update_flying_yaw&amp;lt;/code&amp;gt; functions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
update_flying_pitch (target vel = -(stickX * (forwardVel / 5)))&lt;br /&gt;
!&lt;br /&gt;
!joystick is down (move up)&lt;br /&gt;
!joystick is up (move down)&lt;br /&gt;
!joystick is neutral&lt;br /&gt;
|-&lt;br /&gt;
|negative pitch velocity&lt;br /&gt;
|add 64 vel, cap at 32&lt;br /&gt;
| approach (at most 64 up or 32 down)&lt;br /&gt;
|approach 0 (by at most 64)&lt;br /&gt;
|-&lt;br /&gt;
|positive pitch velocity&lt;br /&gt;
| approach (at most 32 up or 64 down)&lt;br /&gt;
|subtract 64 vel, cap at -32&lt;br /&gt;
|approach 0 (by at most 64)&lt;br /&gt;
|-&lt;br /&gt;
|zero pitch velocity&lt;br /&gt;
| approach (at most 32 up or 64 down)&lt;br /&gt;
| approach (at most 64 up or 32 down)&lt;br /&gt;
| approach 0 (by at most 64)&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+update_flying_yaw (target vel = -(stickY * (forwardVel / 4)))&lt;br /&gt;
!&lt;br /&gt;
!joystick is left&lt;br /&gt;
!joystick is right&lt;br /&gt;
!joystick is neutral&lt;br /&gt;
|-&lt;br /&gt;
|negative yaw velocity&lt;br /&gt;
| add 64 vel, cap at 16&lt;br /&gt;
|approach (at most 32 up or 16 down)&lt;br /&gt;
|approach 0 (by at most 64)&lt;br /&gt;
|-&lt;br /&gt;
|positive yaw velocity&lt;br /&gt;
| approach (at most 16 up or 32 down)&lt;br /&gt;
| subtract 64 vel, cap at -16&lt;br /&gt;
|approach 0 (by at most 64)&lt;br /&gt;
|-&lt;br /&gt;
|zero yaw velocity&lt;br /&gt;
|approach (at most 16 up or 32 down)&lt;br /&gt;
|approach (at most 32 up or 16 down)&lt;br /&gt;
|approach 0 (by at most 64)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Key takeaways&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Many joystick positions are equivalent.&lt;br /&gt;
# One cannot change velocity by more than 64 (ignoring the effects of speed)&lt;br /&gt;
# Holding joystick x=0 or y=0 will approach the corresponding 0 by at most 64.&lt;br /&gt;
#* In contrast, holding the opposite direction changes the angle by 32 (yaw) or 64 (pitch), unconditionally&lt;br /&gt;
#* In further contrast, holding less of the same direction changes the angle by 32 (yaw) or 64 (pitch)&lt;br /&gt;
#* In even furthest contrast, holding more of the same direction changes the angle by 16 (yaw) or 32 (pitch)&lt;br /&gt;
#* So it might be faster to say, modify pitch as such: -56 to -4 to 60 instead of -56 to 8 to 40. Notice the slightly under zero instead of slightly over zero.&lt;br /&gt;
&lt;br /&gt;
After that, update_flying_yaw does:&lt;br /&gt;
#Add yaw velocity to yaw&lt;br /&gt;
# Set roll to yaw times negative twenty (-20)&lt;br /&gt;
&#039;&#039;&#039;Note that turning left = positive yaw&#039;&#039;&#039; (up = positive pitch).&amp;lt;ref&amp;gt;https://youtu.be/TQt8MCsniQI&amp;lt;/ref&amp;gt;&amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
/**&lt;br /&gt;
 * Return the value &#039;current&#039; after it tries to approach target, going up at&lt;br /&gt;
 * most &#039;inc&#039; and going down at most &#039;dec&#039;.&lt;br /&gt;
 */&lt;br /&gt;
s32 approach_s32(s32 current, s32 target, s32 inc, s32 dec) {&lt;br /&gt;
    //! If target is close to the max or min s32, then it&#039;s possible to overflow&lt;br /&gt;
    // past it without stopping.&lt;br /&gt;
&lt;br /&gt;
    if (current &amp;lt; target) {&lt;br /&gt;
        current += inc;&lt;br /&gt;
        if (current &amp;gt; target) {&lt;br /&gt;
            current = target;&lt;br /&gt;
        }&lt;br /&gt;
    } else {&lt;br /&gt;
        current -= dec;&lt;br /&gt;
        if (current &amp;lt; target) {&lt;br /&gt;
            current = target;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
    return current;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
void update_flying_yaw(struct MarioState *m) {&lt;br /&gt;
    s16 targetYawVel = -(s16)(m-&amp;gt;controller-&amp;gt;stickX * (m-&amp;gt;forwardVel / 4.0f));&lt;br /&gt;
&lt;br /&gt;
    if (targetYawVel &amp;gt; 0) {&lt;br /&gt;
        if (m-&amp;gt;angleVel[1] &amp;lt; 0) {&lt;br /&gt;
            m-&amp;gt;angleVel[1] += 0x40;&lt;br /&gt;
            if (m-&amp;gt;angleVel[1] &amp;gt; 0x10) {&lt;br /&gt;
                m-&amp;gt;angleVel[1] = 0x10;&lt;br /&gt;
            }&lt;br /&gt;
        } else {&lt;br /&gt;
            m-&amp;gt;angleVel[1] = approach_s32(m-&amp;gt;angleVel[1], targetYawVel, 0x10, 0x20);&lt;br /&gt;
        }&lt;br /&gt;
    } else if (targetYawVel &amp;lt; 0) {&lt;br /&gt;
        if (m-&amp;gt;angleVel[1] &amp;gt; 0) {&lt;br /&gt;
            m-&amp;gt;angleVel[1] -= 0x40;&lt;br /&gt;
            if (m-&amp;gt;angleVel[1] &amp;lt; -0x10) {&lt;br /&gt;
                m-&amp;gt;angleVel[1] = -0x10;&lt;br /&gt;
            }&lt;br /&gt;
        } else {&lt;br /&gt;
            m-&amp;gt;angleVel[1] = approach_s32(m-&amp;gt;angleVel[1], targetYawVel, 0x20, 0x10);&lt;br /&gt;
        }&lt;br /&gt;
    } else {&lt;br /&gt;
        m-&amp;gt;angleVel[1] = approach_s32(m-&amp;gt;angleVel[1], 0, 0x40, 0x40);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    m-&amp;gt;faceAngle[1] += m-&amp;gt;angleVel[1];&lt;br /&gt;
    m-&amp;gt;faceAngle[2] = 20 * -m-&amp;gt;angleVel[1];&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
void update_flying_pitch(struct MarioState *m) {&lt;br /&gt;
    s16 targetPitchVel = -(s16)(m-&amp;gt;controller-&amp;gt;stickY * (m-&amp;gt;forwardVel / 5.0f));&lt;br /&gt;
&lt;br /&gt;
    if (targetPitchVel &amp;gt; 0) {&lt;br /&gt;
        if (m-&amp;gt;angleVel[0] &amp;lt; 0) {&lt;br /&gt;
            m-&amp;gt;angleVel[0] += 0x40;&lt;br /&gt;
            if (m-&amp;gt;angleVel[0] &amp;gt; 0x20) {&lt;br /&gt;
                m-&amp;gt;angleVel[0] = 0x20;&lt;br /&gt;
            }&lt;br /&gt;
        } else {&lt;br /&gt;
            m-&amp;gt;angleVel[0] = approach_s32(m-&amp;gt;angleVel[0], targetPitchVel, 0x20, 0x40);&lt;br /&gt;
        }&lt;br /&gt;
    } else if (targetPitchVel &amp;lt; 0) {&lt;br /&gt;
        if (m-&amp;gt;angleVel[0] &amp;gt; 0) {&lt;br /&gt;
            m-&amp;gt;angleVel[0] -= 0x40;&lt;br /&gt;
            if (m-&amp;gt;angleVel[0] &amp;lt; -0x20) {&lt;br /&gt;
                m-&amp;gt;angleVel[0] = -0x20;&lt;br /&gt;
            }&lt;br /&gt;
        } else {&lt;br /&gt;
            m-&amp;gt;angleVel[0] = approach_s32(m-&amp;gt;angleVel[0], targetPitchVel, 0x40, 0x20);&lt;br /&gt;
        }&lt;br /&gt;
    } else {&lt;br /&gt;
        m-&amp;gt;angleVel[0] = approach_s32(m-&amp;gt;angleVel[0], 0, 0x40, 0x40);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
{{Actions}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Idle&amp;diff=20401</id>
		<title>Idle</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Idle&amp;diff=20401"/>
		<updated>2026-05-27T18:50:07Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action_infobox&lt;br /&gt;
|title= Idle&lt;br /&gt;
|image=&lt;br /&gt;
|official name= &lt;br /&gt;
|hex= 0x0C400201&lt;br /&gt;
|flags= Stationary, Idle, Allow First Person, Pause Exit&lt;br /&gt;
|group= Stationary&lt;br /&gt;
|id= 0x001&lt;br /&gt;
|into=stationary cancels: [[Water Plunge]], [[Squished]], [[Standing Death]], [[Quicksand Death]]; other idle cancels: [[In Quicksand]], [[Coughing]], [[Panting]]; common idle cancels: [[Freefall]], [[Shockwave Bounce]], [[Hold Quicksand Jump Land]], [[Quicksand Jump Land]], [[Steep Jump]], [[Jump]], [[Begin Sliding]], [[First Person Action]], [[Walking]], [[Punching]], [[Start Crouching]]; non cancel: [[Shivering]], [[Start Sleeping]]&lt;br /&gt;
|out of=[[Waking Up]], [[Shivering]], [[Hold Idle]], [[In Quicksand]], [[Panting]], [[Braking Stop]], [[Butt Slide Stop]], [[Hold Butt Slide Stop]], [[Stop Crouching]], [[Stop Crawling]], [[Shockwave Bounce]], [[Jump Land Stop]], [[Double Jump Land Stop]], [[Slideflip Land Stop]], [[Freefall Land Stop]], [[Backflip Land Stop]], [[Lava Boost Land]], [[Long Jump Land Stop]] (from cancel when INPUT_FIRST_PERSON), [[Hold Jump Land Stop]], [[Hold Freefall Land Stop]], [[Air Throw Land]], [[Twirling Land]], [[Ground Pound Land]], [[First Person Action]], [[Punching]], [[Placing Down]], [[Throwing]], [[Heavy Throw]], [[Stomach Slide Stop]], [[Releasing Bowser]], (&amp;quot;pole cancels&amp;quot;: [[Holding Pole]], [[Climbing Pole]], [[Grab Pole Slow]], [[Grab Pole Fast]], [[Top of Pole Transition]], [[Top of Pole]]), [[Ledge Climb Slow 1]], [[Ledge Climb Slow 2]], [[Ledge Climb Fast]], [[Exit Land Save Dialog]], [[Reading Npc Dialog]], [[Reading Automatic Dialog]], [[Reading Sign]], [[Debug Free Move]], [[Star Dance]], [[Entering Star Door]], [[Pushing Door]], [[Pulling Door]], [[Warp Door Spawn]], [[Spawn Spin Landing]], [[Spawn No Spin Landing]], [[Teleport Fade In]], [[Shocked]], [[Squished]], [[Putting On Cap]], [[Head Stuck In Ground]], [[Feet Stuck In Ground]], [[Intro Cutscene]], (some warps), (some level initializations), [[Decelerating]], [[Hard Backward Ground Kb]], [[Hard Forward Ground Kb]], [[Backward Ground Kb]], [[Forward Ground Kb]], [[Soft Backward Ground Kb]], [[Soft Forward Ground Kb]], [[Ground Bonk]], [[Death Exit Land]], (when Mario initializes and is not less than or equal to 100 units below the water level)&lt;br /&gt;
|animation= 0x75 (standing against wall), 0xC3 (idle head left), 0xC4 (idle head right), 0xC5 (idle head center)&lt;br /&gt;
|related= [[Panting]], [[Standing Against Wall]], [[Coughing]], [[Shivering]], [[Start Sleeping]], [[Sleeping]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Idle&#039;&#039;&#039; is the action where Mario stands still, turning his head left to right while not moving.&lt;br /&gt;
== Behavior ==&lt;br /&gt;
&#039;&#039;Certain things here are more explained on their individual pages. If something lacks detail, check the link for more information.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Before performing the action, [[Idle#Stationary cancels|stationary cancels]] are checked.&lt;br /&gt;
&lt;br /&gt;
When performing the Idle action, the following happens:&lt;br /&gt;
# If Mario has sunk more than 30 units into quicksand, his action is set to [[In Quicksand|in quicksand]].&lt;br /&gt;
# If Mario is in poison gas AND he is not standing against the wall, his action is set to [[coughing]].&lt;br /&gt;
# If Mario is not against a wall and has low health, his action is set to the [[panting action]].&lt;br /&gt;
# [[Idle#Check%20common%20idle%20cancels|check_common_idle_cancels]]&lt;br /&gt;
# If Mario&#039;s animation has just ended, his head has turned 10 times, and there is ground behind him (that is not an object)&lt;br /&gt;
## If Mario is in a cold environment, he starts to [[Shivering|shiver]], else he goes into the [[Start Sleeping|start sleeping]] action.&lt;br /&gt;
# If Mario is against a wall, Mario has his animation changed to be standing against the wall. Otherwise, Mario&#039;s animation is set depending on which way he is turning his head.&lt;br /&gt;
# [[Idle#stationary ground step|stationary_ground_step]]&lt;br /&gt;
== Stationary cancels ==&lt;br /&gt;
A variety of &amp;quot;cancels&amp;quot; are checked prior to actually performing any stationary action. These checks are as follows:&amp;lt;ref&amp;gt;https://github.com/n64decomp/sm64/blob/66018e9f3caaa67399218971d61366cb3f7ba7d7/src/game/mario_actions_stationary.c#L1083-L1115&amp;lt;/ref&amp;gt;&lt;br /&gt;
# Water - If Mario&#039;s height is lower than 100 units below the water height:&lt;br /&gt;
#* The camera preset is updated.&lt;br /&gt;
#* Mario&#039;s forward velocity is divided by 4.&lt;br /&gt;
#* Mario&#039;s y velocity is divided by 2.&lt;br /&gt;
#* Mario&#039;s height is set to 100 units below the water height.&lt;br /&gt;
#* Mario&#039;s action is set to [[Water Plunge|water plunge]].&lt;br /&gt;
# Squish - If Mario is supposed to be squished:&lt;br /&gt;
#* The camera preset is updated.&lt;br /&gt;
#* Mario&#039;s action is set to [[squished]].&lt;br /&gt;
# If the action is not the unused [[0x0E action]] (always true) and Mario has less than 0x100 health:&lt;br /&gt;
#* The camera preset is updated.&lt;br /&gt;
#* Mario&#039;s action is changed to [[Standing Death|standing death]].&lt;br /&gt;
# [[Idle#quicksand death|Potentially cancel to quicksand death]] (sinkingSpeed = 0.5)&lt;br /&gt;
The processing goes:&lt;br /&gt;
# Somehow, m-&amp;gt;action is set to a stationary action.&lt;br /&gt;
# Right before executing the action, stationary cancels are checked.&lt;br /&gt;
# The action is executed.&lt;br /&gt;
Technically, m-&amp;gt;action was set to the stationary action. So although the action doesn&#039;t really do anything, there is still a &amp;quot;transition&amp;quot; between such stationary action and [[Water Plunge]], [[Squished]], [[Standing Death]], or [[Quicksand Death]]. So invariably, for all stationary actions, the infobox contains those 4 actions under &amp;quot;Transitions &amp;gt; Into&amp;quot; first (see top right of page if you don&#039;t know what I&#039;m talking about).&lt;br /&gt;
&lt;br /&gt;
== quicksand death ==&lt;br /&gt;
Many actions call mario_update_quicksand. This function only cancels if Mario&#039;s action is set to [[Quicksand Death]]. This function has one argument, &#039;&#039;&#039;sinkingSpeed&#039;&#039;&#039;.&lt;br /&gt;
* Nothing happens if Mario is riding on a shell ([[Riding Shell Ground]], [[Riding Shell Jump]], [[Riding Shell Fall]])&lt;br /&gt;
* If Mario&#039;s floor isn&#039;t quicksand, the quicksand depth is set to 0, and nothing happens.&lt;br /&gt;
* Else:&lt;br /&gt;
** If Mario&#039;s quicksand depth is less than 1.1, it is set to 1.1&lt;br /&gt;
** Mario&#039;s quicksand depth is increased by &#039;&#039;&#039;sinkingSpeed&#039;&#039;&#039;&lt;br /&gt;
** If Mario&#039;s floor type is SURFACE_SHALLOW_QUICKSAND, SURFACE_SHALLOW_MOVING_QUICKSAND, or (SURFACE_QUICKSAND or SURFACE_MOVING_QUICKSAND), then his quicksand depth is capped to at most 10, 25, and 60 units respectively.&lt;br /&gt;
** If (Mario&#039;s floor type is SURFACE_DEEP_QUICKSAND or SURFACE_DEEP_MOVING_QUICKSAND, and his quicksand depth is at least 160) &#039;&#039;&#039;or&#039;&#039;&#039; (Mario&#039;s floor type is SURFACE_INSTANT_QUICKSAND or SURFACE_INSTANT_MOVING_QUICKSAND):&lt;br /&gt;
*** The camera preset is updated.&lt;br /&gt;
*** Mario&#039;s action is set to [[Quicksand Death]].&lt;br /&gt;
== check_common_idle_cancels==&lt;br /&gt;
Note: This is used only in Idle, [[Start Sleeping]], [[Coughing]], [[In Quicksand]], and [[Panting]].&lt;br /&gt;
#If Mario is on a steep cliff, he is pushed off (into [[freefall]]).&lt;br /&gt;
#If Mario is hit by a shockwave, his action is set to the [[shockwave bounce]] action.&lt;br /&gt;
#If A is pressed, his action is set to a jumping action:&lt;br /&gt;
##If Mario&#039;s quicksand depth is at least 11, then if Mario&#039;s holding an object, his action is set to [[Hold Quicksand Jump Land]], else [[Quicksand Jump Land]].&lt;br /&gt;
##If Mario&#039;s floor is steep, his action is set to [[Steep Jump]], else [[Jump]].&lt;br /&gt;
#If Mario is off the floor, Mario&#039;s action is set to [[freefall]].&lt;br /&gt;
#If Mario is above a slide, he [[Begin Sliding|begins sliding]].&lt;br /&gt;
#If Mario goes into first-person mode, his action is set to [[first person]].&lt;br /&gt;
#If the joystick is held in a direction, Mario&#039;s action is set to [[walking]].&lt;br /&gt;
#If B is pressed, Mario&#039;s action is set to [[punching]].&lt;br /&gt;
#If Z is pressed, Mario&#039;s action is set to [[start crouching]].&amp;lt;ref&amp;gt;https://github.com/n64decomp/sm64/blob/66018e9f3caaa67399218971d61366cb3f7ba7d7/src/game/mario_actions_stationary.c#L20-L60&amp;lt;/ref&amp;gt;&lt;br /&gt;
==stationary_ground_step==&lt;br /&gt;
https://github.com/n64decomp/sm64/blob/66018e9f3caaa67399218971d61366cb3f7ba7d7/src/game/mario_step.c#L236&lt;br /&gt;
#Set Mario&#039;s forward velocity, velocity[0], velocity[2], slideVelocityX, and slideVelocityZ to 0.&lt;br /&gt;
#Let step_result = GROUND_STEP_NONE&lt;br /&gt;
#Call mario_update_moving_sand:&amp;lt;ref&amp;gt;https://github.com/n64decomp/sm64/blob/66018e9f3caaa67399218971d61366cb3f7ba7d7/src/game/mario_step.c#L172&amp;lt;/ref&amp;gt;&lt;br /&gt;
##If Mario&#039;s floor type is {DEEP_MOVING, SHALLOW_MOVING, MOVING, or INSTANT_MOVING}_QUICKSAND:&lt;br /&gt;
###Change Mario&#039;s velocity[0] and velocity[2] based on the floor&#039;s &amp;quot;force&amp;quot; data.&lt;br /&gt;
###return TRUE&lt;br /&gt;
##else return FALSE&lt;br /&gt;
#Call mario_update_windy_ground:&amp;lt;ref&amp;gt;https://github.com/n64decomp/sm64/blob/66018e9f3caaa67399218971d61366cb3f7ba7d7/src/game/mario_step.c#L190&amp;lt;/ref&amp;gt;&lt;br /&gt;
##If Mario&#039;s floor type is SURFACE_HORIZONTAL_WIND (like on the ship in Rainbow Ride):&lt;br /&gt;
### Change Mario&#039;s velocity[0] and velocity[2] as if the wind was pushing Mario, based on the floor&#039;s &amp;quot;force&amp;quot; data, the global timer, and Mario&#039;s facing angle.&lt;br /&gt;
### return TRUE&lt;br /&gt;
##else return FALSE&lt;br /&gt;
#If either step 3 or step 4 returned true, step_result = perform_ground_step():&lt;br /&gt;
##Loop 4 times: &#039;&#039;Do a quarterstep&#039;&#039;. The next intended position is Mario&#039;s position plus the de facto speed vector. Each time, set &#039;&#039;&#039;step_result&#039;&#039;&#039; to a &#039;&#039;&#039;(value)&#039;&#039;&#039;.&lt;br /&gt;
###Let lowerWall be a wall within 30 units of (24 units above the next intended position). &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Wall push: Change the next intended position based on wall collisions.&amp;lt;/span&amp;gt;&lt;br /&gt;
### Let upperWall be a wall within 60 units of (50 units above the next intended position). &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Wall push: Change the next intended position based on wall collisions.&amp;lt;/span&amp;gt;&lt;br /&gt;
###Let &#039;&#039;floor&#039;&#039; be the (first) floor at the next intended position (TODO? this is complicated). It must be at least -78 units below Mario&#039;s y position.&lt;br /&gt;
###Let &#039;&#039;ceilingHeight&#039;&#039; be based on the position 80 units above the next intended position and the floor height.&lt;br /&gt;
###If the next intended position is OOB, exit loop &#039;&#039;&#039;(WALL)&#039;&#039;&#039;&lt;br /&gt;
###If Mario is riding a shell and the floor height is less than the water level (which is -11000 by default)&lt;br /&gt;
####Set floor height to water level&lt;br /&gt;
####Set &#039;&#039;floor&#039;&#039; to the global water surface pseudo floor (very slippery, flags: 0, room: 0, vertices: (0, 0, 0), (0, 0, 0), (0, 0, 0), normal vector: (0, 1, 0) i.e. up)&amp;lt;ref&amp;gt;https://github.com/n64decomp/sm64/blob/66018e9f3caaa67399218971d61366cb3f7ba7d7/src/game/mario_step.c#L14&amp;lt;/ref&amp;gt;&lt;br /&gt;
####&amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;Set the floor&#039;s originOffset to floor height (a comment says this has no effect)&amp;lt;/span&amp;gt;&lt;br /&gt;
### If the floor is more than 100 units below Mario&lt;br /&gt;
####If Mario&#039;s height + 160 units is at least the ceiling height, exit loop &#039;&#039;&#039;(WALL)&#039;&#039;&#039;&lt;br /&gt;
####Set Mario&#039;s position to the next intended position, Mario&#039;s floor to the floor, and Mario&#039;s floor height to the floor height; exit loop &#039;&#039;&#039;(LEFT GROUND)&#039;&#039;&#039;&lt;br /&gt;
###If &#039;&#039;floor&#039;&#039; height + 160 units is at least the ceiling height, exit loop &#039;&#039;&#039;(WALL)&#039;&#039;&#039;&lt;br /&gt;
###Set Mario&#039;s position to the next intended position (&amp;lt;span style=&amp;quot;color:dodgerblue;&amp;quot;&amp;gt;but Mario&#039;s y position to the floor height&amp;lt;/span&amp;gt;), Mario&#039;s floor to the floor, and Mario&#039;s floor height to the floor height&lt;br /&gt;
###If the upperWall exists AND not(abs(atan2s(upperWall normal z, upperWall normal x) - Mario facing angle[1]) is between 0x2AAA and 0x5555), exit loop &#039;&#039;&#039;(WALL)&#039;&#039;&#039;, else &#039;&#039;&#039;(WALL_CONTINUE)&#039;&#039;&#039;&lt;br /&gt;
###&#039;&#039;&#039;(NONE)&#039;&#039;&#039;&lt;br /&gt;
##Update Mario&#039;s &amp;quot;terrain sound addend&amp;quot;, graphics position, and graphics angle.&lt;br /&gt;
##If step_result is &#039;&#039;&#039;(WALL_CONTINUE)&#039;&#039;&#039;, set step_result to &#039;&#039;&#039;(WALL)&#039;&#039;&#039;&lt;br /&gt;
##Return step_result&lt;br /&gt;
#Else:&lt;br /&gt;
##&amp;lt;span style=&amp;quot;color:dodgerblue;&amp;quot;&amp;gt;Set Mario&#039;s y position to the floor height.&amp;lt;/span&amp;gt; &#039;&#039;&#039;This is the cause of many [[Downwarp|downwarps]]&#039;&#039;&#039;.&lt;br /&gt;
##Update Mario&#039;s graphics position and graphics angle.&lt;br /&gt;
#Return step_result&lt;br /&gt;
==resolve_and_return_wall_collisions==&lt;br /&gt;
A function that&#039;s called in the quarterstep code (see green text).&lt;br /&gt;
&lt;br /&gt;
This function takes a &#039;&#039;&#039;Vec3s position&#039;&#039;&#039;, &#039;&#039;&#039;f32 yOffset&#039;&#039;&#039;, and &#039;&#039;&#039;f32 radius&#039;&#039;&#039; as arguments.&lt;br /&gt;
&lt;br /&gt;
At times the position is modified, which in the case of stationary_ground_step, means changing the next intended position.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There&#039;s probably a better explanation, something something walls floors and ceilings.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
https://github.com/n64decomp/sm64/blob/66018e9f3caaa67399218971d61366cb3f7ba7d7/src/game/mario.c#L521&lt;br /&gt;
#Let &#039;&#039;walls&#039;&#039; be an empty list (max 4 allocated entries)&lt;br /&gt;
#Inner function:&lt;br /&gt;
##Let x be (convert f32 to s16) &amp;lt;code&amp;gt;position-&amp;gt;x&amp;lt;/code&amp;gt;&lt;br /&gt;
##Let z be (convert f32 to s16) &amp;lt;code&amp;gt;position-&amp;gt;z&amp;lt;/code&amp;gt;&lt;br /&gt;
##If abs(x) or abs(z) is greater than or equal to LEVEL_BOUNDARY_MAX (i.e. 8192), return.&lt;br /&gt;
##A level consists of a 16x16 grid. These subgrids are called &amp;quot;cells&amp;quot; in the comments. An optimization is made filtering out surfaces not in the same cell as the position. When casting the position to an integer, round down. (This optimization is hopefully not important but just in case I&#039;m typing this out).&lt;br /&gt;
##Check for walls belonging to objects and then walls that are part of level geometry.&lt;br /&gt;
##Code when checking one wall (there&#039;s actually a loop over the wall list):&lt;br /&gt;
###If radius &amp;gt; 200, set radius to 200.&lt;br /&gt;
###Let x be (f32) &amp;lt;code&amp;gt;position-&amp;gt;x&amp;lt;/code&amp;gt;, y be (f32) &amp;lt;code&amp;gt;position-&amp;gt;y + yOffset&amp;lt;/code&amp;gt;, z be (f32) &amp;lt;code&amp;gt;position-&amp;gt;z&amp;lt;/code&amp;gt;&lt;br /&gt;
###Let offset be (x*wallNormalX + y*wallNormalY + z*wallNormalZ + wallOriginOffset)&lt;br /&gt;
###Exclude walls where y is not in the range [wall.lowerY, wall.upperY]&lt;br /&gt;
###Exclude walls where offset is outside the range [-radius, radius]&lt;br /&gt;
###Exclude &amp;lt;insert complicated code&amp;gt;&lt;br /&gt;
###&amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;If this is the camera&amp;lt;/span&amp;gt;, ignore walls that have the SURFACE_FLAG_NO_CAM_COLLISION&lt;br /&gt;
###&amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Else&amp;lt;/span&amp;gt;, ignore camera only surfaces and based on vanish cap, some other walls&lt;br /&gt;
###&#039;&#039;&#039;Add surfaceNormal.(x or z) * (radius - offset) to &amp;lt;code&amp;gt;position-&amp;gt;x&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;position-&amp;gt;z&amp;lt;/code&amp;gt;&#039;&#039;&#039;. Since this function is called on each wall, multiple walls can do a push at the same time.&lt;br /&gt;
###&#039;&#039;&#039;If &#039;&#039;walls&#039;&#039; is not full (max 4 entries), add the wall being checked to &#039;&#039;walls&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
#Return the last item in the list (which is NULL if no wall was found)&lt;br /&gt;
#&lt;br /&gt;
==References== &lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
{{actions}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Icecream17&amp;diff=19736</id>
		<title>User:Icecream17</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Icecream17&amp;diff=19736"/>
		<updated>2025-08-19T20:36:18Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: hi, List of incomplete actions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;hi&lt;br /&gt;
&lt;br /&gt;
rayaisu kurumi xd&lt;br /&gt;
&lt;br /&gt;
== notes to self ==&lt;br /&gt;
Actions are complete when:&lt;br /&gt;
&lt;br /&gt;
# Common cancels etc are handled,&lt;br /&gt;
# The infobox is filled with anything derivable from the code,&lt;br /&gt;
# All mentions of the action in the code are handled, and&lt;br /&gt;
# There is an Actions template&lt;br /&gt;
&lt;br /&gt;
Incomplete actions with links:&lt;br /&gt;
&lt;br /&gt;
* [[Hold Idle]]&lt;br /&gt;
* [[Crouching]]&lt;br /&gt;
* [[Jump Land Stop]]&lt;br /&gt;
* [[Walking]]&lt;br /&gt;
* [[Turning Around]] links&lt;br /&gt;
* [[Stomach Slide]]&lt;br /&gt;
* [[Dive Slide]]&lt;br /&gt;
* [[Triple Jump]]&lt;br /&gt;
* [[Backflip]]&lt;br /&gt;
* [[Wall Kick Air]]&lt;br /&gt;
* [[Side Flip]]&lt;br /&gt;
* [[Long Jump]]&lt;br /&gt;
* [[Dive]]&lt;br /&gt;
* [[Riding Shell Fall]]&lt;br /&gt;
* [[Twirling]]&lt;br /&gt;
* [[Jump Kick]]&lt;br /&gt;
* [[Special Triple Jump]]&lt;br /&gt;
* [[Soft Bonk]]&lt;br /&gt;
* [[Lava Boost]]&lt;br /&gt;
* [[Water Plunge]]&lt;br /&gt;
* [[Squished]]&lt;br /&gt;
* [[Ledge Grab]]&lt;br /&gt;
* [[Dive Picking Up]]&lt;br /&gt;
&lt;br /&gt;
uninitialized&lt;br /&gt;
&lt;br /&gt;
[https://github.com/n64decomp/sm64/blob/66018e9f3caaa67399218971d61366cb3f7ba7d7/src/game/mario.c#L1874]&lt;br /&gt;
&lt;br /&gt;
Add warp transition page&lt;br /&gt;
{{Actions|nocat=true}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Eaten_By_Bubba&amp;diff=19735</id>
		<title>Eaten By Bubba</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Eaten_By_Bubba&amp;diff=19735"/>
		<updated>2025-08-19T20:32:30Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: death warp just enters game over into uninitialized or disables Mario until he spawns into a spawning action&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action_infobox&lt;br /&gt;
|title= Eaten by [[Bubba]]&lt;br /&gt;
|image=&lt;br /&gt;
|official name= &lt;br /&gt;
|hex= 0x00021317&lt;br /&gt;
|flags= stationary, intangible, invulnerable&lt;br /&gt;
|group= Cutscene&lt;br /&gt;
|id= 0x117&lt;br /&gt;
|into= [[Quicksand Death]] (theoretically), (death warp)&lt;br /&gt;
|out of= Theoretically almost any action, but probably some kind of underwater action.&lt;br /&gt;
|animation= A_POSE&lt;br /&gt;
|related=&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Eaten by Bubba&#039;&#039;&#039; is an action that happens when Mario is eaten by [[Bubba]]. Interacting with Bubba (i.e. being eaten by Bubba) is the only way to enter this action. This is one of the [[Uninvulnerable interaction|uninvulnerable interactions]].&lt;br /&gt;
== Interactions ==&lt;br /&gt;
When interacting with Bubba, the following happens:&lt;br /&gt;
* Bubba&#039;s interaction state becomes &amp;lt;code&amp;gt;INT_STATUS_INTERACTED&amp;lt;/code&amp;gt;&lt;br /&gt;
* Mario&#039;s &amp;lt;code&amp;gt;interactObj&amp;lt;/code&amp;gt; property becomes Bubba&lt;br /&gt;
* Mario&#039;s action is set to &#039;&#039;Eaten by Bubba&#039;&#039;&lt;br /&gt;
== Standard cutscene action cancel ==&lt;br /&gt;
Like all Cutscene actions&amp;lt;ref&amp;gt;https://github.com/n64decomp/sm64/blob/66018e9f3caaa67399218971d61366cb3f7ba7d7/src/game/mario_actions_cutscene.c#L2689&amp;lt;/ref&amp;gt;,&lt;br /&gt;
if Mario&#039;s floor type is &amp;lt;code&amp;gt;SURFACE_INSTANT_QUICKSAND&amp;lt;/code&amp;gt; and &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Mario&#039;s action has the &amp;lt;code&amp;gt;INVULNERABLE&amp;lt;/code&amp;gt; flag&amp;lt;/span&amp;gt; and &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;Mario&#039;s action is not [[Quicksand Death]]&amp;lt;/span&amp;gt;, the action is cancelled to [[Quicksand Death]].&lt;br /&gt;
&lt;br /&gt;
Needless to say this cannot happen in vanilla SM64 because Bubba is not in a level with quicksand.&lt;br /&gt;
== Behavior ==&lt;br /&gt;
The &amp;lt;code&amp;gt;act_eaten_by_bubba&amp;lt;/code&amp;gt; function does the following: &amp;lt;ref&amp;gt;https://github.com/n64decomp/sm64/blob/66018e9f3caaa67399218971d61366cb3f7ba7d7/src/game/mario_actions_cutscene.c#L751&amp;lt;/ref&amp;gt;&lt;br /&gt;
* If Mario does not have the &amp;lt;code&amp;gt;MARIO_ACTION_SOUND_PLAYED&amp;lt;/code&amp;gt; flag, then add the flag to Mario and play &amp;lt;code&amp;gt;SOUND_MARIO_DYING&amp;lt;/code&amp;gt;&lt;br /&gt;
* Mario&#039;s animation becomes &amp;lt;code&amp;gt;MARIO_ANIM_A_POSE&amp;lt;/code&amp;gt;&lt;br /&gt;
* Remove the &amp;lt;code&amp;gt;GRAPH_RENDER_ACTIVE&amp;lt;/code&amp;gt; flag (from &amp;lt;code&amp;gt;m-&amp;gt;marioObj-&amp;gt;header.gfx.node.flags&amp;lt;/code&amp;gt;)&lt;br /&gt;
* Set Mario&#039;s [[health]] to &amp;lt;code&amp;gt;0xFF&amp;lt;/code&amp;gt; (makes Mario die)&lt;br /&gt;
* If the &amp;lt;code&amp;gt;actionTimer&amp;lt;/code&amp;gt; is 60, &amp;lt;code&amp;gt;level_trigger_warp(m, WARP_OP_DEATH)&amp;lt;/code&amp;gt; (basically black screen and bowser laugh and warp)&lt;br /&gt;
The function returns &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; in all cases, exiting the action loop. Basically it cannot be cancelled into any other action, except for the quicksand death mentioned earlier. Note that Mario can&#039;t escape from this action by interacting with an object either, since this action has the &amp;quot;intangible&amp;quot; flag. (See https://ukikipedia.net/wiki/Action#Frame step 8)&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
{{actions}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Action/Example&amp;diff=19734</id>
		<title>Action/Example</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Action/Example&amp;diff=19734"/>
		<updated>2025-08-19T20:28:23Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: Gravity section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action_infobox&lt;br /&gt;
|title= Example&lt;br /&gt;
|image=&lt;br /&gt;
|official name= ((Canon name of action))&lt;br /&gt;
|hex= 0x????????&lt;br /&gt;
|flags= a, b, c ((Use commas not vertical bars for technical wikisyntax reasons))&lt;br /&gt;
|group= Airborne&lt;br /&gt;
|id= 0x???&lt;br /&gt;
|into= ((this action transitions into ??))&lt;br /&gt;
|out of= ((?? transitions into this action))&lt;br /&gt;
|animation= ((MARIO_ANIM_AMPLE_EX = 0x123 becomes...)) Ample Ex (0x123)&lt;br /&gt;
|related= (none)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039; is an example action that does not actually exist; rather, it is used to explain how the action pages work. This introduction or lead paragraph generally explains intuitively high level what the action is or does.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
This example page just explains some standard headings, but other information like RTA advice or overall use is also valuable.&lt;br /&gt;
&lt;br /&gt;
==Interactions==&lt;br /&gt;
&lt;br /&gt;
Being in an action may affect how Mario interacts with objects.&lt;br /&gt;
And, interactions can cause Mario to enter an action.&lt;br /&gt;
Such details are explained in this section.&lt;br /&gt;
&lt;br /&gt;
==Entering (example action)==&lt;br /&gt;
&lt;br /&gt;
Describes how the action is entered, if explaining all the ways is complicated enough. Usually a single sentence in the lead or just the &amp;quot;Out of&amp;quot; from the infobox (the rectangle of data in the top right) is enough.&lt;br /&gt;
&lt;br /&gt;
Sometimes the &#039;&#039;&#039;action argument&#039;&#039;&#039; is also noted: The action argument is a number that is sent to the action, which allows the action to change behavior based on how it was entered.&lt;br /&gt;
&lt;br /&gt;
For example, [[Flying]] starts off with the Fly from cannon animation if it came from a cannon shot. Or it runs the Forward spinning flip animation if it came from a [[Flying Triple Jump|flying triple jump]] or level spawn.&lt;br /&gt;
&lt;br /&gt;
Usually the action argument is unused, so it won&#039;t be mentioned. In such cases the code itself probably just sends 0 as the argument.&lt;br /&gt;
&lt;br /&gt;
==Transition In==&lt;br /&gt;
&lt;br /&gt;
To understand this section, first know of the action loop (also described at [[Action#Frame]]).&lt;br /&gt;
&lt;br /&gt;
Each action has associated code (which will be described in the Behavior section), which can return (i.e. exit) with TRUE or FALSE.&lt;br /&gt;
The action loop runs Mario&#039;s current action (which changes during the loop) until the code for the (final) action returns FALSE.&lt;br /&gt;
&lt;br /&gt;
set_mario_action(action, action argument) sets Mario&#039;s action and action argument &#039;&#039;&#039;while also possibily doing side effects&#039;&#039;&#039;, and then &#039;&#039;&#039;returns TRUE&#039;&#039;&#039;. (Two separate topics of note:)&lt;br /&gt;
&lt;br /&gt;
#This section &amp;quot;Transition In&amp;quot; describes these very side effects of set_mario_action, which happen right when the action is set, before any cancels or behavior can happen.&lt;br /&gt;
#An action can return set_mario_action, and since set_mario_action results in TRUE, this becomes return TRUE, continuing the action loop. As such the action loop can do an arbitrary amount of actions within a frame, although no infinite loop has been found. If the code does just set_mario_action by itself (not returning) then it simply changes the action, with the possibility of doing more code overriding to a different action instead (often a bug), or just returning FALSE which ends the action loop, leaving the other action to be run in the next frame.&lt;br /&gt;
&lt;br /&gt;
To be more specific, this section &amp;quot;Transition In&amp;quot; generally describes only the first step of set_mario_action: other steps are shared by all actions:&amp;lt;ref&amp;gt;https://github.com/n64decomp/sm64/blob/9921382a68bb0c865e5e45eb594d9c64db59b1af/src/game/mario.c#L999-L1010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#set_mario_group_action&lt;br /&gt;
#Mario&#039;s voice clip played flag is reset, allowing all sound types to be played again.&lt;br /&gt;
#Another flag (UNKNOWN_18) is reset as long as the action doesn&#039;t have the Air flag.&lt;br /&gt;
#The previous action is set to the current action (which is not yet the jump action).&lt;br /&gt;
#The current action is set.&lt;br /&gt;
#The action argument is set.&lt;br /&gt;
#The action state is set to 0.&lt;br /&gt;
#The action timer is set to 0.&lt;br /&gt;
#Return TRUE&lt;br /&gt;
&lt;br /&gt;
==Airborne cancels==&lt;br /&gt;
&lt;br /&gt;
But we are not done yet! After Transition In (set_mario_action), the action loop does not actually run the action&#039;s code/behavior. Instead, it runs... execute_mario_group_action, which first runs code shared between all actions in the same group, and then runs the behavior code.&lt;br /&gt;
&lt;br /&gt;
So we have set_mario_action, then (if the code returned FALSE, exiting the action loop, then in the next frame object interactions and such can happen before the action loop is entered, and we continue with:) execute_mario_group_action, then behavior. But in practice, execute_mario_group_action is generally used for common group &#039;&#039;cancels&#039;&#039;: If certain conditions apply, then we enter a different action and don&#039;t run the behavior at all!&lt;br /&gt;
&lt;br /&gt;
This Example action is in the Airborne group as indicated by the infobox. So execute_mario_airborne_action is run. Typically, since these are shared, this section is replaced with a link to another article. So here we include from [[Jump]]:&lt;br /&gt;
&lt;br /&gt;
A variety of &amp;quot;cancels&amp;quot; are checked prior to actually performing any airborne action. These are as follows:&lt;br /&gt;
&lt;br /&gt;
#If Mario&#039;s height is lower than 100 units below the water height: [[Water Plunge]]&lt;br /&gt;
#...&lt;br /&gt;
&lt;br /&gt;
Note that the link is short for &amp;quot;change to this action and continue the action loop&amp;quot;:&lt;br /&gt;
#If Mario&#039;s height is lower than 100 units below the water height: Return set_mario_action([[Water Plunge]], 0)&lt;br /&gt;
&lt;br /&gt;
If the argument is nonzero or it is not a return, it can be indicated as follows:&lt;br /&gt;
#If Mario&#039;s height is lower than 100 units below the water height: [[Water Plunge]] (argument 1) (no exit!)&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
Finally, we have the actual behavior, the references, and the &amp;lt;nowiki&amp;gt;{{actions}}&amp;lt;/nowiki&amp;gt; template.&lt;br /&gt;
&lt;br /&gt;
# If Mario is below y = 10, set y to 1000&lt;br /&gt;
# &amp;lt;code&amp;gt;perform_air_step(m, 1)&amp;lt;/code&amp;gt;&lt;br /&gt;
# [[Triple Jump]]&lt;br /&gt;
&lt;br /&gt;
== Gravity ==&lt;br /&gt;
When doing &amp;lt;code&amp;gt;perform_air_step&amp;lt;/code&amp;gt;, different actions have different gravity. For example:&lt;br /&gt;
&lt;br /&gt;
Falling speed accelerates by 3.14, with minimum y = -75&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
{{actions}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Action&amp;diff=19733</id>
		<title>Action</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Action&amp;diff=19733"/>
		<updated>2025-08-19T20:17:25Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: exclude from action cat&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
An &#039;&#039;&#039;action&#039;&#039;&#039; is a particular state that Mario can be in. [[Long Jump|Long jumping]], [[crouching]], and [[walking]] are examples of actions. Each action has code controlling high-level behavior such as Mario&#039;s movement while in the action, as well as transitions to other actions. Mario can only be in one action at a time.&lt;br /&gt;
&lt;br /&gt;
It is likely the game developers referred to actions as &amp;quot;states&amp;quot;, as evidenced by the &amp;quot;STA&amp;quot; label on one of the debug menus. The name &amp;quot;action&amp;quot; was chosen by the community as a less ambiguous alternative.&lt;br /&gt;
&lt;br /&gt;
If Mario&#039;s current action is hacked to be an invalid action value, the game will either freeze or softlock, since such an action lacks associated code. There are 230 valid actions in the game, but some of these are accessible only through hacking. In addition to these, there are two &amp;quot;pseudo-actions&amp;quot;, 0x050 and 0x051, that immediately transition to another action. Specifically, they are &amp;quot;begin sliding&amp;quot; actions, and they transition into either butt slide or stomach slide, depending on whether Mario is facing uphill or downhill. There is evidence of one action, action 0x00E, that was defined but whose code was never implemented.&lt;br /&gt;
== Action groups ==&lt;br /&gt;
An action is represented as a 32-bit value. The lowest nine bits are a unique ID for the action, ranging in value from 0x000 to 0x192. Not all action IDs in this range are used by an action.&lt;br /&gt;
&lt;br /&gt;
These IDs are divided into seven ranges, called action groups. These roughly categorize the behavior of each action, but are primarily used for organizational purposes in the code.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Range start !! Range end !! Number of actions !! Description&lt;br /&gt;
|-&lt;br /&gt;
| stationary || 0x001 || 0x03F || 36 || stopped while on ground&lt;br /&gt;
|-&lt;br /&gt;
| moving || 0x040 || 0x07F || 40 || moving while on ground&lt;br /&gt;
|-&lt;br /&gt;
| airborne || 0x080 || 0x0BF || 45 || moving in air&lt;br /&gt;
|-&lt;br /&gt;
| submerged || 0x0C0 || 0x0FF || 32 || in water, including with metal cap&lt;br /&gt;
|-&lt;br /&gt;
| cutscene || 0x100 || 0x13F || 51 || no control of mario&lt;br /&gt;
|-&lt;br /&gt;
| automatic || 0x140 || 0x17F || 17 || restricted control of mario&lt;br /&gt;
|-&lt;br /&gt;
| object || 0x180 || 0x1BF || 10 || relating to picking up or releasing objects&lt;br /&gt;
|}&lt;br /&gt;
The &amp;quot;uninitialized&amp;quot; action with ID 0x000 is not considered to be a part of any group. Despite being a valid action, it overrides much of Mario&#039;s behavior and is implemented differently than regular actions.&lt;br /&gt;
&lt;br /&gt;
Action groups, while largely used for organization, do sometimes define shared properties of the actions contained in them. For example, the code for dying in quicksand is shared among the stationary, moving, and object action groups, so it is impossible to die from quicksand while in one of the other action groups.&lt;br /&gt;
== Action flags ==&lt;br /&gt;
Most properties of actions are defined by action flags, which make up the remaining bits of the 32-bit action value. While there are 23 bits left after excluding the 9-bit ID, bit 30 is both unused by the game and unset by any action, so there are effectively only 22 action flags.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bit !! Name !! Example properties&lt;br /&gt;
|-&lt;br /&gt;
| 9 || stationary || increases deceleration in water&lt;br /&gt;
|-&lt;br /&gt;
| 10 || moving || affects buoyancy in water, push speed of horizontal wind&lt;br /&gt;
|-&lt;br /&gt;
| 11 || airborne || allows stomping on enemies, affects knockback behavior, disallows [[Lava Boost|lava boost]]&lt;br /&gt;
|-&lt;br /&gt;
| 12 || intangible || disallows object interaction&lt;br /&gt;
|-&lt;br /&gt;
| 13 || swimming || affects knockback behavior&lt;br /&gt;
|-&lt;br /&gt;
| 14 || metal water || affects knockback behavior, lessens gravity and terminal velocity&lt;br /&gt;
|-&lt;br /&gt;
| 15 || short hitbox || shortens Mario&#039;s object hitbox from 160 to 100&lt;br /&gt;
|-&lt;br /&gt;
| 16 || riding shell || makes water surface a tangible floor, allows attacking objects&lt;br /&gt;
|-&lt;br /&gt;
| 17 || invulnerable || disables certain interactions involving damage or knockback&lt;br /&gt;
|-&lt;br /&gt;
| 18 || butt/stomach slide || Klepto checks this flag; details not yet known&lt;br /&gt;
|-&lt;br /&gt;
| 19 || diving || determines which picking-up action is used, affects water entry&lt;br /&gt;
|-&lt;br /&gt;
| 20 || on pole || cannot grab pole when previous action has this flag set&lt;br /&gt;
|-&lt;br /&gt;
| 21 || hanging || affects knockback behavior&lt;br /&gt;
|-&lt;br /&gt;
| 22 || idle || animation plays when collecting cap, allows reading signs&lt;br /&gt;
|-&lt;br /&gt;
| 23 || attacking || slightly affects whether an object can pick Mario up&lt;br /&gt;
|-&lt;br /&gt;
| 24 || interruptable by wind || allows entering the vertical wind action&lt;br /&gt;
|-&lt;br /&gt;
| 25 || control jump height || strengthens gravity when not holding A on ascent&lt;br /&gt;
|-&lt;br /&gt;
| 26 || allow first person || allows C-up to affect action behavior&lt;br /&gt;
|-&lt;br /&gt;
| 27 || pause exit || the level exit option is shown in the pause menu&lt;br /&gt;
|-&lt;br /&gt;
| 28 || swimming/flying || unused by the game&lt;br /&gt;
|-&lt;br /&gt;
| 29 || water/text || unused by the game&lt;br /&gt;
|-&lt;br /&gt;
| 31 || throwing || something to do with particle effects; details not yet known&lt;br /&gt;
|}&lt;br /&gt;
Note that the first three flags have the same name as the first three action groups. While most actions in these groups have the corresponding flag set, the converse is typically not true. Actions in the cutscene group, for example, may have the airborne flag set if they take place while Mario is in the air. There also exist unintuitive cases, such as action 0x036, [[Air Throw Land|air throw landing]], which has the airborne flag set despite being a grounded stationary action, leading to strange behavior in some circumstances.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=c8iD58RQ1nw &amp;quot;Air Throw Landing (Commentated)&amp;quot; by bad_boot]&amp;lt;/ref&amp;gt;&lt;br /&gt;
== Frame ==&lt;br /&gt;
Whenever within a frame, &amp;lt;code&amp;gt;execute_mario_action&amp;lt;/code&amp;gt; is called, and Mario&#039;s action is not uninitialized (i.e. 0), the following happens:&lt;br /&gt;
# &#039;&#039;&#039;Reset Mario&#039;s model&#039;&#039;&#039;. The model animation will be updated within the action.&lt;br /&gt;
# Why is so &amp;lt;code&amp;gt;update_mario_inputs&amp;lt;/code&amp;gt; so complicated? Not even going into that.&lt;br /&gt;
# &#039;&#039;&#039;Special floors:&#039;&#039;&#039;&lt;br /&gt;
## If Mario&#039;s floor type is the death plane or... vertical wind, check warps, play SOUND_MARIO_WAAAOOOW.&lt;br /&gt;
## If Mario&#039;s floor type is a warp, check warps.&lt;br /&gt;
## If Mario&#039;s floor type is the [[The Princess&#039;s Secret Slide|PSS]] start or end tiles, start or end the timer.&lt;br /&gt;
## If Mario&#039;s action does not have the (11) air or (13) swimming flags, the floor is SURFACE_BURNING (lava?), and Mario is not riding a shell and mario&#039;s is less than 10 units above the floor.&lt;br /&gt;
### Damage if not wearing metal cap, and set action to [[Lava Boost]].&lt;br /&gt;
#If Mario&#039;s floor type is null (&#039;&#039;&#039;OOB&#039;&#039;&#039;), exit.&lt;br /&gt;
# &amp;lt;code&amp;gt;mario_process_interactions&amp;lt;/code&amp;gt; (&#039;&#039;&#039;Interact with objects&#039;&#039;&#039;). &#039;&#039;&#039;This can change mario&#039;s action&#039;&#039;&#039;.&lt;br /&gt;
## First, loop over every object&#039;s interaction handlers.&lt;br /&gt;
### If the interactType of the handler is one of the types Mario can currently collide with...&lt;br /&gt;
#### Unset that type. &#039;&#039;(Basically Mario cannot interact with two objects of the same interaction type.)&#039;&#039;&lt;br /&gt;
#### If the object&#039;s interaction status is not INT_STATUS_INTERACTED, &#039;&#039;call the handler&#039;&#039;&lt;br /&gt;
## Decrement the invincibility timer&lt;br /&gt;
## Call &amp;lt;code&amp;gt;check_kick_or_punch_wall&amp;lt;/code&amp;gt;. &#039;&#039;(Basically, Mario still gets speed from kicking, punching, or &amp;quot;tripping&amp;quot; (idk what this flag name means) a wall, even if the action changes.)&#039;&#039;&lt;br /&gt;
## Remove the punching, kicking, and tripping flags from Mario.&lt;br /&gt;
## If (not interacting with door) sDisplayingDoorText = FALSE&lt;br /&gt;
## If (not interacting with warp) sJustTeleported = FALSE&lt;br /&gt;
# &#039;&#039;&#039;Loop: Call the function that executes Mario&#039;s current action&#039;&#039;&#039;. Each action has associated code as stated above. Whenever the function is called, it can return &amp;lt;code&amp;gt;TRUE&amp;lt;/code&amp;gt;, continuing the loop. Theoretically, there could be an infinite loop, however such a subframe transition sequence has not been found.&amp;lt;ref&amp;gt;https://github.com/n64decomp/sm64/blob/66018e9f3caaa67399218971d61366cb3f7ba7d7/src/game/mario.c#L1717-L1747&amp;lt;/ref&amp;gt;&lt;br /&gt;
#* To be more accurate, each action &#039;&#039;group&#039;&#039; has a function. That function is called. That group-action function may do behaviour shared across all actions of the group before calling the action function.&lt;br /&gt;
#* Actions often call &amp;lt;code&amp;gt;set_mario_action&amp;lt;/code&amp;gt;, which returns &amp;lt;code&amp;gt;TRUE&amp;lt;/code&amp;gt; and processes yet another action.&lt;br /&gt;
#** Beyond merely setting the action, &amp;lt;code&amp;gt;set_mario_action&amp;lt;/code&amp;gt; also gives some actions various side effects. These are: [[Walking]], [[Hold Walking]], [[Begin Sliding]], [[Hold Begin Sliding]], [[Double Jump]], [[Backflip]], [[Triple Jump]], [[Flying Triple Jump]], [[Water Jump]], [[Hold Water Jump]], [[Burning Jump]], [[Riding Shell Jump]], [[Jump]], [[Hold Jump]], [[Wall Kick Air]], [[Top of Pole Jump]], [[Side Flip]], [[Steep Jump]], [[Lava Boost]], [[Dive]], [[Long Jump]], [[Slide Kick]], [[Jump Kick]], [[Metal Water Jump]], [[Hold Metal Water Jump]], [[Emerge From Pipe]], [[Star Fall]], [[Spawn Spin Airborne]], [[Special Exit Airborne]], and [[Special Death Exit]].&lt;br /&gt;
#*** Additionally, for all airborne actions, Mario&#039;s peak height is set to his y position, and the &amp;lt;code&amp;gt;MARIO_UNKNOWN_08&amp;lt;/code&amp;gt; flag is set.&lt;br /&gt;
#** Sometimes the action itself does not return the &amp;lt;code&amp;gt;TRUE&amp;lt;/code&amp;gt; from this function; so it is possible for an action function to call &amp;lt;code&amp;gt;set_mario_action&amp;lt;/code&amp;gt; twice, which cancels the first action (but possibly with side effects)&lt;br /&gt;
# &#039;&#039;&#039;Update Mario&#039;s model&#039;&#039;&#039; for quicksand and squishing, adjust the &#039;&#039;&#039;camera&#039;&#039;&#039;, when submerged adjust the camera and spawn &#039;&#039;&#039;bubbles&#039;&#039;&#039;, update &#039;&#039;&#039;health&#039;&#039;&#039;, update &#039;&#039;&#039;cap&#039;&#039;&#039; hitbox and model, process wind and infinite stairs &#039;&#039;&#039;music&#039;&#039;&#039;.&lt;br /&gt;
# Set &amp;lt;code&amp;gt;oInteractionStatus&amp;lt;/code&amp;gt; to 0.&lt;br /&gt;
&amp;lt;code&amp;gt;execute_mario_action&amp;lt;/code&amp;gt; is only called by &amp;lt;code&amp;gt;bhv_mario_update&amp;lt;/code&amp;gt;, which after all of this is also responsible for spawning particles.&amp;lt;ref&amp;gt;https://github.com/n64decomp/sm64/blob/master/src/game/object_list_processor.c#L267&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
{{actions|nocat=true}}&lt;br /&gt;
[[Category:Action Mechanics]]&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Actions&amp;diff=19732</id>
		<title>Template:Actions</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Actions&amp;diff=19732"/>
		<updated>2025-08-19T20:16:00Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: implement nocat=true (https://en.wikipedia.org/wiki/Wikipedia:Category_suppression#Attribute-based_suppression)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox&lt;br /&gt;
| name  = Actions&lt;br /&gt;
| state = {{{state|uncollapsed}}}&lt;br /&gt;
| liststyle  = padding: 0.25em;&lt;br /&gt;
| titlestyle = background: #0a53e7; color: white;&lt;br /&gt;
| abovestyle = background: #5485E7; color: white;&lt;br /&gt;
| groupstyle = background: #85A8FF; color: white;&lt;br /&gt;
| evenstyle  = background: #E2F1FC;&lt;br /&gt;
| oddstyle   = background: #EFF8FE;&lt;br /&gt;
&lt;br /&gt;
| title = [[Action|&amp;lt;font color=&amp;quot;white&amp;quot;&amp;gt;Actions&amp;lt;/font&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
| list1 = [[Uninitialized]]&lt;br /&gt;
&lt;br /&gt;
| group2 = Stationary Actions&lt;br /&gt;
| list2  = [[Idle]] • [[Start Sleeping]] • [[Sleeping]] • [[Waking Up]] • [[Panting]] • [[Hold Panting]] • [[Hold Idle]] • [[Heavy Hold Idle]] • [[Standing Against Wall]] • [[Coughing]] • [[Shivering]] • [[In Quicksand]] • [[0x0E action]] • [[Crouching]] • [[Start Crouching]] • [[Stop Crouching]] • [[Start Crawling]] • [[Stop Crawling]] • [[Stop Slide Kick]] • [[Shockwave Bounce]] • [[First Person Action]] • [[Backflip Land Stop]] • [[Jump Land Stop]] • [[Double Jump Land Stop]] • [[Freefall Land Stop]] • [[Sideflip Land Stop]] • [[Hold Jump Land Stop]] • [[Hold Freefall Land Stop]] • [[Air Throw Land]] • [[Twirling Land]] • [[Lava Boost Land]] • [[Triple Jump Land Stop]] • [[Long Jump Land Stop]] • [[Ground Pound Land]] • [[Braking Stop]] • [[Butt Slide Stop]] • [[Hold Butt Slide Stop]]&lt;br /&gt;
&lt;br /&gt;
| group3 = Moving Actions&lt;br /&gt;
| list3  = [[Walking]] • [[Hold Walking]] • [[Turning Around]] • [[Finish Turning Around]] • [[Braking]] • [[Riding Shell Ground]] • [[Heavy Hold Walking]] • [[Crawling]] • [[Burning Ground]] • [[Decelerating]] • [[Hold Decelerating]] • [[Begin Sliding]] • [[Hold Begin Sliding]] • [[Butt Slide]] • [[Stomach Slide]] • [[Hold Butt Slide]] • [[Hold Stomach Slide]] • [[Dive Slide]] • [[Move Punching]] • [[Crouch Slide]] • [[Slide Kick Slide]] • [[Hard Backward Ground Kb]] • [[Hard Forward Ground Kb]] • [[Backward Ground Kb]] • [[Forward Ground Kb]] • [[Soft Backward Ground Kb]] • [[Soft Forward Ground Kb]] • [[Ground Bonk]] • [[Death Exit Land]] • [[Jump Land]] • [[Freefall Land]] • [[Double Jump Land]] • [[Side Flip Land]] • [[Hold Jump Land]] • [[Hold Freefall Land]] • [[Quicksand Jump Land]] • [[Hold Quicksand Jump Land]] • [[Triple Jump Land]] • [[Long Jump Land]] • [[Backflip Land]]&lt;br /&gt;
&lt;br /&gt;
| group4 = Airborne Actions&lt;br /&gt;
| list4 = [[Jump]] • [[Double Jump]] • [[Triple Jump]] • [[Backflip]] • [[Steep Jump]] • [[Wall Kick Air]] • [[Side Flip]] • [[Long Jump]] • [[Water Jump]] • [[Dive]] • [[Freefall]] • [[Top Of Pole Jump]] • [[Butt Slide Air]] • [[Flying Triple Jump]] • [[Shot From Cannon]] • [[Flying]] • [[Riding Shell Jump]] • [[Riding Shell Fall]] • [[Vertical Wind]] • [[Hold Jump]] • [[Hold Freefall]] • [[Hold Butt Slide Air]] • [[Hold Water Jump]] • [[Twirling]] • [[Forward Rollout]] • [[Air Hit Wall]] • [[Riding Hoot]] • [[Ground Pound]] • [[Slide Kick]] • [[Air Throw]] • [[Jump Kick]] • [[Backward Rollout]] • [[Crazy Box Bounce]] • [[Special Triple Jump]] • [[Backward Air Kb]] • [[Forward Air Kb]] • [[Hard Forward Air Kb]] • [[Hard Backward Air Kb]] • [[Burning Jump]] • [[Burning Fall]] • [[Soft Bonk]] • [[Lava Boost]] • [[Getting Blown]] • [[Thrown Forward]] • [[Thrown Backward]]&lt;br /&gt;
&lt;br /&gt;
| group5 = Underwater Actions&lt;br /&gt;
| list5 = [[Water Idle]] • [[Hold Water Idle]] • [[Water Action End]] • [[Hold Water Action End]] • [[Drowning]] • [[Backward Water Kb]] • [[Forward Water Kb]] • [[Water Death]] • [[Water Shocked]] • [[Breaststroke]] • [[Swimming End]] • [[Flutter Kick]] • [[Hold Breaststroke]] • [[Hold Swimming End]] • [[Hold Flutter Kick]] • [[Water Shell Swimming]] • [[Water Throw]] • [[Water Punch]] • [[Water Plunge]] • [[Caught In Whirlpool]] • [[Metal Water Standing]] • [[Hold Metal Water Standing]] • [[Metal Water Walking]] • [[Hold Metal Water Walking]] • [[Metal Water Falling]] • [[Hold Metal Water Falling]] • [[Metal Water Fall Land]] • [[Hold Metal Water Fall Land]] • [[Metal Water Jump]] • [[Hold Metal Water Jump]] • [[Metal Water Jump Land]] • [[Hold Metal Water Jump Land]]&lt;br /&gt;
&lt;br /&gt;
| group6 = Cutscene Actions&lt;br /&gt;
| list6  = [[Disappeared]] • [[Intro Cutscene]] • [[Star Dance Exit]] • [[Star Dance Water]] • [[Fall After Star Grab]] • [[Reading Automatic Dialog]] • [[Reading Npc Dialog]] • [[Star Dance No Exit]] • [[Reading Sign]] • [[Jumbo Star Cutscene]] • [[Waiting For Dialog]] • [[Debug Free Move]] • [[Standing Death]] • [[Quicksand Death]] • [[Electrocution]] • [[Suffocation]] • [[Death On Stomach]] • [[Death On Back]] • [[Eaten By Bubba]] • [[End Peach Cutscene]] • [[Credits Cutscene]] • [[End Waving Cutscene]] • [[Pulling Door]] • [[Pushing Door]] • [[Warp Door Spawn]] • [[Emerge From Pipe]] • [[Spawn Spin Airborne]] • [[Spawn Spin Landing]] • [[Exit Airborne]] • [[Exit Land Save Dialog]] • [[Death Exit]] • [[Unused Death Exit]] • [[Falling Death Exit]] • [[Special Exit Airborne]] • [[Special Death Exit]] • [[Falling Exit Airborne]] • [[Unlocking Key Door]] • [[Unlocking Star Door]] • [[Entering Star Door]] • [[Spawn No Spin Airborne]] • [[Spawn No Spin Landing]] • [[Bbh Enter Jump]] • [[Bbh Enter Spin]] • [[Teleport Fade Out]] • [[Teleport Fade In]] • [[Shocked]] • [[Squished]] • [[Head Stuck In Ground]] • [[Butt Stuck In Ground]] • [[Feet Stuck In Ground]] • [[Putting On Cap]]&lt;br /&gt;
&lt;br /&gt;
| group7 = Automatic Actions&lt;br /&gt;
| list7 = [[Holding Pole]] • [[Grab Pole Slow]] • [[Grab Pole Fast]] • [[Climbing Pole]] • [[Top of Pole Transition]]  • [[Top of Pole]] • [[Start Hanging]] • [[Hanging]]  • [[Hang Moving]] • [[Ledge Grab]] • [[Ledge Climb Slow 1]] • [[Ledge Climb Slow 2]] • [[Ledge Climb Down]] • [[Ledge Climb Fast]] • [[Grabbed]] • [[In Cannon]] • [[Tornado Twirling]]&lt;br /&gt;
&lt;br /&gt;
| group8 = Object Related Actions&lt;br /&gt;
| list8 = [[Punching]] • [[Picking Up]]  • [[Dive Picking Up]] • [[Stomach Slide Stop]] • [[Placing Down]] • [[Throwing]] • [[Heavy Throw]] • [[Picking Up Bowser]] • [[Holding Bowser]] • [[Releasing Bowser]]&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Navigational templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{{#ifeq: {{lc:{{{nocat|false}}}}} | false |&lt;br /&gt;
[[Category:Actions]]&lt;br /&gt;
|&amp;lt;!-- Category suppressed --&amp;gt;}}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Action/Example&amp;diff=19731</id>
		<title>Action/Example</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Action/Example&amp;diff=19731"/>
		<updated>2025-08-19T20:07:29Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: Created page with &amp;quot;{{Action_infobox |title= Example |image= |official name= ((Canon name of action)) |hex= 0x???????? |flags= a, b, c ((Use commas not vertical bars for technical wikisyntax reasons)) |group= Airborne |id= 0x??? |into= ((this action transitions into ??)) |out of= ((?? transitions into this action)) |animation= ((MARIO_ANIM_AMPLE_EX = 0x123 becomes...)) Ample Ex (0x123) |related= (none) }}  &amp;#039;&amp;#039;&amp;#039;Example&amp;#039;&amp;#039;&amp;#039; is an example action that does not actually exist; rather, it is used t...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action_infobox&lt;br /&gt;
|title= Example&lt;br /&gt;
|image=&lt;br /&gt;
|official name= ((Canon name of action))&lt;br /&gt;
|hex= 0x????????&lt;br /&gt;
|flags= a, b, c ((Use commas not vertical bars for technical wikisyntax reasons))&lt;br /&gt;
|group= Airborne&lt;br /&gt;
|id= 0x???&lt;br /&gt;
|into= ((this action transitions into ??))&lt;br /&gt;
|out of= ((?? transitions into this action))&lt;br /&gt;
|animation= ((MARIO_ANIM_AMPLE_EX = 0x123 becomes...)) Ample Ex (0x123)&lt;br /&gt;
|related= (none)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Example&#039;&#039;&#039; is an example action that does not actually exist; rather, it is used to explain how the action pages work. This introduction or lead paragraph generally explains intuitively high level what the action is or does.&lt;br /&gt;
&lt;br /&gt;
==Other==&lt;br /&gt;
This example page just explains some standard headings, but other information like RTA advice or overall use is also valuable.&lt;br /&gt;
&lt;br /&gt;
==Interactions==&lt;br /&gt;
&lt;br /&gt;
Being in an action may affect how Mario interacts with objects.&lt;br /&gt;
And, interactions can cause Mario to enter an action.&lt;br /&gt;
Such details are explained in this section.&lt;br /&gt;
&lt;br /&gt;
==Entering (example action)==&lt;br /&gt;
&lt;br /&gt;
Describes how the action is entered, if explaining all the ways is complicated enough. Usually a single sentence in the lead or just the &amp;quot;Out of&amp;quot; from the infobox (the rectangle of data in the top right) is enough.&lt;br /&gt;
&lt;br /&gt;
Sometimes the &#039;&#039;&#039;action argument&#039;&#039;&#039; is also noted: The action argument is a number that is sent to the action, which allows the action to change behavior based on how it was entered.&lt;br /&gt;
&lt;br /&gt;
For example, [[Flying]] starts off with the Fly from cannon animation if it came from a cannon shot. Or it runs the Forward spinning flip animation if it came from a [[Flying Triple Jump|flying triple jump]] or level spawn.&lt;br /&gt;
&lt;br /&gt;
Usually the action argument is unused, so it won&#039;t be mentioned. In such cases the code itself probably just sends 0 as the argument.&lt;br /&gt;
&lt;br /&gt;
==Transition In==&lt;br /&gt;
&lt;br /&gt;
To understand this section, first know of the action loop (also described at [[Action#Frame]]).&lt;br /&gt;
&lt;br /&gt;
Each action has associated code (which will be described in the Behavior section), which can return (i.e. exit) with TRUE or FALSE.&lt;br /&gt;
The action loop runs Mario&#039;s current action (which changes during the loop) until the code for the (final) action returns FALSE.&lt;br /&gt;
&lt;br /&gt;
set_mario_action(action, action argument) sets Mario&#039;s action and action argument &#039;&#039;&#039;while also possibily doing side effects&#039;&#039;&#039;, and then &#039;&#039;&#039;returns TRUE&#039;&#039;&#039;. (Two separate topics of note:)&lt;br /&gt;
&lt;br /&gt;
#This section &amp;quot;Transition In&amp;quot; describes these very side effects of set_mario_action, which happen right when the action is set, before any cancels or behavior can happen.&lt;br /&gt;
#An action can return set_mario_action, and since set_mario_action results in TRUE, this becomes return TRUE, continuing the action loop. As such the action loop can do an arbitrary amount of actions within a frame, although no infinite loop has been found. If the code does just set_mario_action by itself (not returning) then it simply changes the action, with the possibility of doing more code overriding to a different action instead (often a bug), or just returning FALSE which ends the action loop, leaving the other action to be run in the next frame.&lt;br /&gt;
&lt;br /&gt;
To be more specific, this section &amp;quot;Transition In&amp;quot; generally describes only the first step of set_mario_action: other steps are shared by all actions:&amp;lt;ref&amp;gt;https://github.com/n64decomp/sm64/blob/9921382a68bb0c865e5e45eb594d9c64db59b1af/src/game/mario.c#L999-L1010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
#set_mario_group_action&lt;br /&gt;
#Mario&#039;s voice clip played flag is reset, allowing all sound types to be played again.&lt;br /&gt;
#Another flag (UNKNOWN_18) is reset as long as the action doesn&#039;t have the Air flag.&lt;br /&gt;
#The previous action is set to the current action (which is not yet the jump action).&lt;br /&gt;
#The current action is set.&lt;br /&gt;
#The action argument is set.&lt;br /&gt;
#The action state is set to 0.&lt;br /&gt;
#The action timer is set to 0.&lt;br /&gt;
#Return TRUE&lt;br /&gt;
&lt;br /&gt;
==Airborne cancels==&lt;br /&gt;
&lt;br /&gt;
But we are not done yet! After Transition In (set_mario_action), the action loop does not actually run the action&#039;s code/behavior. Instead, it runs... execute_mario_group_action, which first runs code shared between all actions in the same group, and then runs the behavior code.&lt;br /&gt;
&lt;br /&gt;
So we have set_mario_action, then (if the code returned FALSE, exiting the action loop, then in the next frame object interactions and such can happen before the action loop is entered, and we continue with:) execute_mario_group_action, then behavior. But in practice, execute_mario_group_action is generally used for common group &#039;&#039;cancels&#039;&#039;: If certain conditions apply, then we enter a different action and don&#039;t run the behavior at all!&lt;br /&gt;
&lt;br /&gt;
This Example action is in the Airborne group as indicated by the infobox. So execute_mario_airborne_action is run. Typically, since these are shared, this section is replaced with a link to another article. So here we include from [[Jump]]:&lt;br /&gt;
&lt;br /&gt;
A variety of &amp;quot;cancels&amp;quot; are checked prior to actually performing any airborne action. These are as follows:&lt;br /&gt;
&lt;br /&gt;
#If Mario&#039;s height is lower than 100 units below the water height: [[Water Plunge]]&lt;br /&gt;
#...&lt;br /&gt;
&lt;br /&gt;
Note that the link is short for &amp;quot;change to this action and continue the action loop&amp;quot;:&lt;br /&gt;
#If Mario&#039;s height is lower than 100 units below the water height: Return set_mario_action([[Water Plunge]], 0)&lt;br /&gt;
&lt;br /&gt;
If the argument is nonzero or it is not a return, it can be indicated as follows:&lt;br /&gt;
#If Mario&#039;s height is lower than 100 units below the water height: [[Water Plunge]] (argument 1) (no exit!)&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
Finally, we have the actual behavior, the references, and the &amp;lt;nowiki&amp;gt;{{actions}}&amp;lt;/nowiki&amp;gt; template.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
{{actions}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Action&amp;diff=19730</id>
		<title>Action</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Action&amp;diff=19730"/>
		<updated>2025-08-19T18:25:05Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: /* Frame */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
An &#039;&#039;&#039;action&#039;&#039;&#039; is a particular state that Mario can be in. [[Long Jump|Long jumping]], [[crouching]], and [[walking]] are examples of actions. Each action has code controlling high-level behavior such as Mario&#039;s movement while in the action, as well as transitions to other actions. Mario can only be in one action at a time.&lt;br /&gt;
&lt;br /&gt;
It is likely the game developers referred to actions as &amp;quot;states&amp;quot;, as evidenced by the &amp;quot;STA&amp;quot; label on one of the debug menus. The name &amp;quot;action&amp;quot; was chosen by the community as a less ambiguous alternative.&lt;br /&gt;
&lt;br /&gt;
If Mario&#039;s current action is hacked to be an invalid action value, the game will either freeze or softlock, since such an action lacks associated code. There are 230 valid actions in the game, but some of these are accessible only through hacking. In addition to these, there are two &amp;quot;pseudo-actions&amp;quot;, 0x050 and 0x051, that immediately transition to another action. Specifically, they are &amp;quot;begin sliding&amp;quot; actions, and they transition into either butt slide or stomach slide, depending on whether Mario is facing uphill or downhill. There is evidence of one action, action 0x00E, that was defined but whose code was never implemented.&lt;br /&gt;
== Action groups ==&lt;br /&gt;
An action is represented as a 32-bit value. The lowest nine bits are a unique ID for the action, ranging in value from 0x000 to 0x192. Not all action IDs in this range are used by an action.&lt;br /&gt;
&lt;br /&gt;
These IDs are divided into seven ranges, called action groups. These roughly categorize the behavior of each action, but are primarily used for organizational purposes in the code.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Name !! Range start !! Range end !! Number of actions !! Description&lt;br /&gt;
|-&lt;br /&gt;
| stationary || 0x001 || 0x03F || 36 || stopped while on ground&lt;br /&gt;
|-&lt;br /&gt;
| moving || 0x040 || 0x07F || 40 || moving while on ground&lt;br /&gt;
|-&lt;br /&gt;
| airborne || 0x080 || 0x0BF || 45 || moving in air&lt;br /&gt;
|-&lt;br /&gt;
| submerged || 0x0C0 || 0x0FF || 32 || in water, including with metal cap&lt;br /&gt;
|-&lt;br /&gt;
| cutscene || 0x100 || 0x13F || 51 || no control of mario&lt;br /&gt;
|-&lt;br /&gt;
| automatic || 0x140 || 0x17F || 17 || restricted control of mario&lt;br /&gt;
|-&lt;br /&gt;
| object || 0x180 || 0x1BF || 10 || relating to picking up or releasing objects&lt;br /&gt;
|}&lt;br /&gt;
The &amp;quot;uninitialized&amp;quot; action with ID 0x000 is not considered to be a part of any group. Despite being a valid action, it overrides much of Mario&#039;s behavior and is implemented differently than regular actions.&lt;br /&gt;
&lt;br /&gt;
Action groups, while largely used for organization, do sometimes define shared properties of the actions contained in them. For example, the code for dying in quicksand is shared among the stationary, moving, and object action groups, so it is impossible to die from quicksand while in one of the other action groups.&lt;br /&gt;
== Action flags ==&lt;br /&gt;
Most properties of actions are defined by action flags, which make up the remaining bits of the 32-bit action value. While there are 23 bits left after excluding the 9-bit ID, bit 30 is both unused by the game and unset by any action, so there are effectively only 22 action flags.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Bit !! Name !! Example properties&lt;br /&gt;
|-&lt;br /&gt;
| 9 || stationary || increases deceleration in water&lt;br /&gt;
|-&lt;br /&gt;
| 10 || moving || affects buoyancy in water, push speed of horizontal wind&lt;br /&gt;
|-&lt;br /&gt;
| 11 || airborne || allows stomping on enemies, affects knockback behavior, disallows [[Lava Boost|lava boost]]&lt;br /&gt;
|-&lt;br /&gt;
| 12 || intangible || disallows object interaction&lt;br /&gt;
|-&lt;br /&gt;
| 13 || swimming || affects knockback behavior&lt;br /&gt;
|-&lt;br /&gt;
| 14 || metal water || affects knockback behavior, lessens gravity and terminal velocity&lt;br /&gt;
|-&lt;br /&gt;
| 15 || short hitbox || shortens Mario&#039;s object hitbox from 160 to 100&lt;br /&gt;
|-&lt;br /&gt;
| 16 || riding shell || makes water surface a tangible floor, allows attacking objects&lt;br /&gt;
|-&lt;br /&gt;
| 17 || invulnerable || disables certain interactions involving damage or knockback&lt;br /&gt;
|-&lt;br /&gt;
| 18 || butt/stomach slide || Klepto checks this flag; details not yet known&lt;br /&gt;
|-&lt;br /&gt;
| 19 || diving || determines which picking-up action is used, affects water entry&lt;br /&gt;
|-&lt;br /&gt;
| 20 || on pole || cannot grab pole when previous action has this flag set&lt;br /&gt;
|-&lt;br /&gt;
| 21 || hanging || affects knockback behavior&lt;br /&gt;
|-&lt;br /&gt;
| 22 || idle || animation plays when collecting cap, allows reading signs&lt;br /&gt;
|-&lt;br /&gt;
| 23 || attacking || slightly affects whether an object can pick Mario up&lt;br /&gt;
|-&lt;br /&gt;
| 24 || interruptable by wind || allows entering the vertical wind action&lt;br /&gt;
|-&lt;br /&gt;
| 25 || control jump height || strengthens gravity when not holding A on ascent&lt;br /&gt;
|-&lt;br /&gt;
| 26 || allow first person || allows C-up to affect action behavior&lt;br /&gt;
|-&lt;br /&gt;
| 27 || pause exit || the level exit option is shown in the pause menu&lt;br /&gt;
|-&lt;br /&gt;
| 28 || swimming/flying || unused by the game&lt;br /&gt;
|-&lt;br /&gt;
| 29 || water/text || unused by the game&lt;br /&gt;
|-&lt;br /&gt;
| 31 || throwing || something to do with particle effects; details not yet known&lt;br /&gt;
|}&lt;br /&gt;
Note that the first three flags have the same name as the first three action groups. While most actions in these groups have the corresponding flag set, the converse is typically not true. Actions in the cutscene group, for example, may have the airborne flag set if they take place while Mario is in the air. There also exist unintuitive cases, such as action 0x036, [[Air Throw Land|air throw landing]], which has the airborne flag set despite being a grounded stationary action, leading to strange behavior in some circumstances.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=c8iD58RQ1nw &amp;quot;Air Throw Landing (Commentated)&amp;quot; by bad_boot]&amp;lt;/ref&amp;gt;&lt;br /&gt;
== Frame ==&lt;br /&gt;
Whenever within a frame, &amp;lt;code&amp;gt;execute_mario_action&amp;lt;/code&amp;gt; is called, and Mario&#039;s action is not uninitialized (i.e. 0), the following happens:&lt;br /&gt;
# &#039;&#039;&#039;Reset Mario&#039;s model&#039;&#039;&#039;. The model animation will be updated within the action.&lt;br /&gt;
# Why is so &amp;lt;code&amp;gt;update_mario_inputs&amp;lt;/code&amp;gt; so complicated? Not even going into that.&lt;br /&gt;
# &#039;&#039;&#039;Special floors:&#039;&#039;&#039;&lt;br /&gt;
## If Mario&#039;s floor type is the death plane or... vertical wind, check warps, play SOUND_MARIO_WAAAOOOW.&lt;br /&gt;
## If Mario&#039;s floor type is a warp, check warps.&lt;br /&gt;
## If Mario&#039;s floor type is the [[The Princess&#039;s Secret Slide|PSS]] start or end tiles, start or end the timer.&lt;br /&gt;
## If Mario&#039;s action does not have the (11) air or (13) swimming flags, the floor is SURFACE_BURNING (lava?), and Mario is not riding a shell and mario&#039;s is less than 10 units above the floor.&lt;br /&gt;
### Damage if not wearing metal cap, and set action to [[Lava Boost]].&lt;br /&gt;
#If Mario&#039;s floor type is null (&#039;&#039;&#039;OOB&#039;&#039;&#039;), exit.&lt;br /&gt;
# &amp;lt;code&amp;gt;mario_process_interactions&amp;lt;/code&amp;gt; (&#039;&#039;&#039;Interact with objects&#039;&#039;&#039;). &#039;&#039;&#039;This can change mario&#039;s action&#039;&#039;&#039;.&lt;br /&gt;
## First, loop over every object&#039;s interaction handlers.&lt;br /&gt;
### If the interactType of the handler is one of the types Mario can currently collide with...&lt;br /&gt;
#### Unset that type. &#039;&#039;(Basically Mario cannot interact with two objects of the same interaction type.)&#039;&#039;&lt;br /&gt;
#### If the object&#039;s interaction status is not INT_STATUS_INTERACTED, &#039;&#039;call the handler&#039;&#039;&lt;br /&gt;
## Decrement the invincibility timer&lt;br /&gt;
## Call &amp;lt;code&amp;gt;check_kick_or_punch_wall&amp;lt;/code&amp;gt;. &#039;&#039;(Basically, Mario still gets speed from kicking, punching, or &amp;quot;tripping&amp;quot; (idk what this flag name means) a wall, even if the action changes.)&#039;&#039;&lt;br /&gt;
## Remove the punching, kicking, and tripping flags from Mario.&lt;br /&gt;
## If (not interacting with door) sDisplayingDoorText = FALSE&lt;br /&gt;
## If (not interacting with warp) sJustTeleported = FALSE&lt;br /&gt;
# &#039;&#039;&#039;Loop: Call the function that executes Mario&#039;s current action&#039;&#039;&#039;. Each action has associated code as stated above. Whenever the function is called, it can return &amp;lt;code&amp;gt;TRUE&amp;lt;/code&amp;gt;, continuing the loop. Theoretically, there could be an infinite loop, however such a subframe transition sequence has not been found.&amp;lt;ref&amp;gt;https://github.com/n64decomp/sm64/blob/66018e9f3caaa67399218971d61366cb3f7ba7d7/src/game/mario.c#L1717-L1747&amp;lt;/ref&amp;gt;&lt;br /&gt;
#* To be more accurate, each action &#039;&#039;group&#039;&#039; has a function. That function is called. That group-action function may do behaviour shared across all actions of the group before calling the action function.&lt;br /&gt;
#* Actions often call &amp;lt;code&amp;gt;set_mario_action&amp;lt;/code&amp;gt;, which returns &amp;lt;code&amp;gt;TRUE&amp;lt;/code&amp;gt; and processes yet another action.&lt;br /&gt;
#** Beyond merely setting the action, &amp;lt;code&amp;gt;set_mario_action&amp;lt;/code&amp;gt; also gives some actions various side effects. These are: [[Walking]], [[Hold Walking]], [[Begin Sliding]], [[Hold Begin Sliding]], [[Double Jump]], [[Backflip]], [[Triple Jump]], [[Flying Triple Jump]], [[Water Jump]], [[Hold Water Jump]], [[Burning Jump]], [[Riding Shell Jump]], [[Jump]], [[Hold Jump]], [[Wall Kick Air]], [[Top of Pole Jump]], [[Side Flip]], [[Steep Jump]], [[Lava Boost]], [[Dive]], [[Long Jump]], [[Slide Kick]], [[Jump Kick]], [[Metal Water Jump]], [[Hold Metal Water Jump]], [[Emerge From Pipe]], [[Star Fall]], [[Spawn Spin Airborne]], [[Special Exit Airborne]], and [[Special Death Exit]].&lt;br /&gt;
#*** Additionally, for all airborne actions, Mario&#039;s peak height is set to his y position, and the &amp;lt;code&amp;gt;MARIO_UNKNOWN_08&amp;lt;/code&amp;gt; flag is set.&lt;br /&gt;
#** Sometimes the action itself does not return the &amp;lt;code&amp;gt;TRUE&amp;lt;/code&amp;gt; from this function; so it is possible for an action function to call &amp;lt;code&amp;gt;set_mario_action&amp;lt;/code&amp;gt; twice, which cancels the first action (but possibly with side effects)&lt;br /&gt;
# &#039;&#039;&#039;Update Mario&#039;s model&#039;&#039;&#039; for quicksand and squishing, adjust the &#039;&#039;&#039;camera&#039;&#039;&#039;, when submerged adjust the camera and spawn &#039;&#039;&#039;bubbles&#039;&#039;&#039;, update &#039;&#039;&#039;health&#039;&#039;&#039;, update &#039;&#039;&#039;cap&#039;&#039;&#039; hitbox and model, process wind and infinite stairs &#039;&#039;&#039;music&#039;&#039;&#039;.&lt;br /&gt;
# Set &amp;lt;code&amp;gt;oInteractionStatus&amp;lt;/code&amp;gt; to 0.&lt;br /&gt;
&amp;lt;code&amp;gt;execute_mario_action&amp;lt;/code&amp;gt; is only called by &amp;lt;code&amp;gt;bhv_mario_update&amp;lt;/code&amp;gt;, which after all of this is also responsible for spawning particles.&amp;lt;ref&amp;gt;https://github.com/n64decomp/sm64/blob/master/src/game/object_list_processor.c#L267&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
{{actions}}&lt;br /&gt;
[[Category:Action Mechanics]]&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Star_Fall&amp;diff=19729</id>
		<title>Star Fall</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Star_Fall&amp;diff=19729"/>
		<updated>2025-08-19T18:06:09Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: /* set_mario_action --&amp;gt; Transition In */ standardize&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action_infobox&lt;br /&gt;
|title= Star Fall&lt;br /&gt;
|image=&lt;br /&gt;
|official name= &lt;br /&gt;
|hex= 0x00001904&lt;br /&gt;
|flags= air, intangible&lt;br /&gt;
|group= Cutscene&lt;br /&gt;
|id= 0x117&lt;br /&gt;
|into= [[Star Dance Water]], [[Star Dance No Exit]], [[Star Dance Exit]]&lt;br /&gt;
|out of= Theoretically almost any non-intangible airborne action&lt;br /&gt;
|animation= GENERAL_FALL&lt;br /&gt;
|related= [[Star Dance Water]], [[Star Dance No Exit]], [[Star Dance Exit]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Star Fall&#039;&#039;&#039; (called &#039;&#039;&#039;Fall After Star Grab&#039;&#039;&#039; in the code) is an action that happens when Mario collects a star (not the grand star) in the air with more than 0 slices of health. This is the only way to enter this action.&lt;br /&gt;
&lt;br /&gt;
== Transition In ==&lt;br /&gt;
When transitioning into this action:&lt;br /&gt;
&lt;br /&gt;
* forward velocity is set to 0 (slide and xz velocities zero too)&lt;br /&gt;
&lt;br /&gt;
== Standard cutscene action cancel ==&lt;br /&gt;
This action does &amp;lt;span style=&amp;quot;color:red;&amp;quot;&amp;gt;not&amp;lt;/span&amp;gt; have the &amp;lt;code&amp;gt;INVULNERABLE&amp;lt;/code&amp;gt; flag so Mario cannot cancel into [[Quicksand Death]].&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
The &amp;lt;code&amp;gt;act_fall_after_star_grab&amp;lt;/code&amp;gt; function does the following: &amp;lt;ref&amp;gt;https://github.com/n64decomp/sm64/blob/66018e9f3caaa67399218971d61366cb3f7ba7d7/src/game/mario_actions_cutscene.c#L665&amp;lt;/ref&amp;gt;&lt;br /&gt;
* If Mario&#039;s y position is below 130 units of the water level&lt;br /&gt;
** Play the &amp;lt;code&amp;gt;SOUND_ACTION_UNKNOWN430&amp;lt;/code&amp;gt; sound&lt;br /&gt;
** Set a flag so that water splash particles form&lt;br /&gt;
** Return: set action to [[Star Dance Water]]&lt;br /&gt;
* If &amp;lt;code&amp;gt;perform_air_step(m, 1)&amp;lt;/code&amp;gt; results in &amp;lt;code&amp;gt;AIR_STEP_LANDED&amp;lt;/code&amp;gt;&lt;br /&gt;
** Play the landing sound (depends on terrain)&lt;br /&gt;
** Set action to [[Star Dance No Exit]] if the last bit of the actionArg is set, else [[Star Dance Exit]]&lt;br /&gt;
* Return false&lt;br /&gt;
&lt;br /&gt;
== Gravity ==&lt;br /&gt;
&lt;br /&gt;
y-velocity decreases by 3.2 each frame, with a lower bound of -65 speed instead of -75&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
{{actions}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Air_Throw_Land&amp;diff=19728</id>
		<title>Air Throw Land</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Air_Throw_Land&amp;diff=19728"/>
		<updated>2025-08-19T18:00:25Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: /* Behavior */ out of&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action_infobox&lt;br /&gt;
|title= Air Throw Land&lt;br /&gt;
|image=&lt;br /&gt;
|official name= &lt;br /&gt;
|hex= 0x80000A36&lt;br /&gt;
|flags= Stationary, Air, Throwing&lt;br /&gt;
|group= Stationary&lt;br /&gt;
|id= 0x036&lt;br /&gt;
|into= [[Twirling]], [[Water Plunge]], [[Squished]], [[Standing Death]] (theoretically), [[Quicksand Death]], [[Shockwave Bounce]], [[Freefall]], [[Idle]]&lt;br /&gt;
|out of=[[Air Throw]] (air step land)&lt;br /&gt;
|animation=&lt;br /&gt;
|related=[[Air Throw]], [[Jump]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Air Throw Land&#039;&#039;&#039; is unique as the only non-Airborne non-Cutscene action with the Air flag. Using this action, Mario can simultaneously land on a [[Fly Guy]] ([[twirling]]) and stand on quicksand (which turns twirling into a [[jump]]). Thus you can jump from this action 0xA.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=c8iD58RQ1nw&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the transition to twirl is not in any behavior of the Air Throw Land function, but rather from `mario_process_interactions`, which is called before any actions are executed. There, Mario interacts with a fly guy, and his action is set to Twirling. (Theoretically, interacting with a [[spindrift]] could also cause twirling, but no stages in vanilla SM64 have both spindrifts and quicksand or thick vines.) Then, twirl cancels into jumping when his quicksand depth is at least 1.&amp;lt;ref&amp;gt;https://github.com/n64decomp/sm64/blob/66018e9f3caaa67399218971d61366cb3f7ba7d7/src/game/mario.c#L779-L782&amp;lt;/ref&amp;gt;&lt;br /&gt;
== Behavior ==&lt;br /&gt;
Before performing the action, [[Idle#Stationary%20cancels|stationary cancels]] are checked.&lt;br /&gt;
&lt;br /&gt;
When performing Air Throw Land:&amp;lt;ref&amp;gt;https://github.com/n64decomp/sm64/blob/9921382a68bb0c865e5e45eb594d9c64db59b1af/src/game/mario_actions_stationary.c#L990&amp;lt;/ref&amp;gt;&lt;br /&gt;
# If Mario is shocked by a Bowser shock wave, his action is set to [[Shockwave Bounce|shockwave bounce]].&lt;br /&gt;
# If Mario is off the floor, his action is set to [[freefall]].&lt;br /&gt;
# If ++animationTimer == 4, Mario throws his held object.&lt;br /&gt;
#Now, Mario performs quarter-frame movement via a full [[Movement_Steps#Stationary_Step|common stationary step]].&lt;br /&gt;
#Mario&#039;s animation is set/updated for the &amp;quot;throw light object&amp;quot; animation.&lt;br /&gt;
#If the animation is over, Mario&#039;s action is set to the [[idle]] action.&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
{{actions}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Slide_Kick&amp;diff=19727</id>
		<title>Slide Kick</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Slide_Kick&amp;diff=19727"/>
		<updated>2025-08-19T17:22:55Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: Complete everything about action&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Slide Kick&#039;&#039;&#039; is an attack action. The &#039;&#039;only&#039;&#039; way to enter this action is to be in [[Crouch Slide]] and press B with at least 10 speed.{{Action_infobox&lt;br /&gt;
|title= Slide Kick&lt;br /&gt;
|image=&lt;br /&gt;
|official name= &lt;br /&gt;
|hex= 0x018008AA&lt;br /&gt;
|flags= Air, Attacking, Allow Vertical Wind Action&lt;br /&gt;
|group= Airborne&lt;br /&gt;
|id= 0x0AA&lt;br /&gt;
|into=airborne cancels: [[Water Plunge]], [[Squished]], [[Vertical Wind]], main: [[Freefall]], [[Slide Kick Slide]], [[Backward Air Kb]], [[Lava Boost]]&lt;br /&gt;
|out of=[[Crouch Slide]] +B&lt;br /&gt;
|animation=0x8C&lt;br /&gt;
|related=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Interactions ==&lt;br /&gt;
One of the actions that merely wobble the kickable board in [[Whomp&#039;s Fortress]].&lt;br /&gt;
&lt;br /&gt;
This is an attacking action: affecting [[Bully|bullies]] and bounce-top enemies like [[Goomba|goombas]], and Mario cannot be [[grabbed]] when also invulnerable.&lt;br /&gt;
&lt;br /&gt;
== Transition In ==&lt;br /&gt;
&lt;br /&gt;
# Set y-velocity to 12&lt;br /&gt;
# If forward velocity is &#039;&#039;&#039;less&#039;&#039;&#039; than 32, set it to 32. (inverse cap)&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
As with all Airborne actions there are Airborne cancels, see [[Single Jump#Airborne cancels]]&lt;br /&gt;
&lt;br /&gt;
When a slide kick is happening:&amp;lt;ref&amp;gt;https://github.com/n64decomp/sm64/blob/master/src/game/mario_actions_airborne.c#L1580&amp;lt;/ref&amp;gt;&lt;br /&gt;
# If actionState and actionTimer are 0&lt;br /&gt;
## play the terrain&#039;s jump sound and Mario&#039;s &amp;quot;hoohoo&amp;quot; sound&lt;br /&gt;
## change to the slide kick animation&lt;br /&gt;
# If actionTimer &amp;gt; 30 or yPos - floorHeight &amp;gt; 500; [[Freefall]](actionArg 2)&lt;br /&gt;
# update_air_without_turn&lt;br /&gt;
# if perform_air_step() (gravity = 2, y-velocity inverse capped to -75)&lt;br /&gt;
## is AIR_STEP_NONE&lt;br /&gt;
### if actionState == 0, change graphics angle&lt;br /&gt;
## is AIR_STEP_LANDED&lt;br /&gt;
### if actionState != 0 or vel[1] &amp;gt;= 0; [[Slide Kick Slide]]&lt;br /&gt;
### else y-velocity is negative (Mario is falling down); set vel[1] to -vel[1]/2 &#039;&#039;&#039;(this is the slide kick bounce)&#039;&#039;&#039;, actionState to 1, actionTimer to 0, and play_mario_landing_sound&lt;br /&gt;
## is AIR_STEP_HIT_WALL, cap speed to 0, set star particles to display, and [[Backward Air Kb|Backward Air Knockback]]&lt;br /&gt;
## is AIR_STEP_HIT_LAVA_WALL, [[Lava Boost on Wall]]&lt;br /&gt;
(perform_air_step returns NONE if all quartersteps were cancelled)&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
{{actions}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Twirling&amp;diff=19726</id>
		<title>Twirling</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Twirling&amp;diff=19726"/>
		<updated>2025-08-19T16:49:19Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: add actions template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Twirling is an airborne action. {{Action_infobox |title=Twirling |image= |official name=Helicopter Spin |hex=0x108008A4 |flags= |group=Airborne |id= |into=[[Twirling Land]] |out of=[[Single Jump]], [[Double Jump]], [[Triple Jump]], [[Freefall]], [[Forward Rollout]], [[Long Jump]], [[Wall Kick Air]], [[Thrown Forwards]], [[Backward Rollout]] |animation= |related= }}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
[[File:Boing.wav|thumb|&amp;quot;Boing!&amp;quot;]]&lt;br /&gt;
Twirling is an action in which Mario will first say &amp;quot;Boing!&amp;quot;, spin like a helicopter, and  fall down slowly at a speed of -12.5. The lateral speed is deterministic of the speed Mario had before twirling. This mechanic is utilized in the [[A Button Challenge]].&lt;br /&gt;
&lt;br /&gt;
Twirling can only be achieved by jumping on [[Spindrift]] or [[Fly Guy]], so it can&#039;t be used much, only being possible in [[Cool, Cool Mountain]], [[Shifting Sand Land]], [[Tall, Tall Mountain]], [[Snowman&#039;s Land]], and [[Rainbow Ride]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* By holding the A button while twirling, Mario will fall even slower by twirling faster. When fast twirling, Mario falls at a speed of -9.375.&lt;br /&gt;
* In beta footage, we can see that a [[Triple Jump]] originally made Mario twirl, while still starting with the height of the triple jump.&lt;br /&gt;
&lt;br /&gt;
{{actions}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Twirling&amp;diff=19725</id>
		<title>Twirling</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Twirling&amp;diff=19725"/>
		<updated>2025-08-19T16:47:24Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: caption, fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Twirling is an airborne action. {{Action_infobox |title=Twirling |image= |official name=Helicopter Spin |hex=0x108008A4 |flags= |group=Airborne |id= |into=[[Twirling Land]] |out of=[[Single Jump]], [[Double Jump]], [[Triple Jump]], [[Freefall]], [[Forward Rollout]], [[Long Jump]], [[Wall Kick Air]], [[Thrown Forwards]], [[Backward Rollout]] |animation= |related= }}&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
[[File:Boing.wav|thumb|&amp;quot;Boing!&amp;quot;]]&lt;br /&gt;
Twirling is an action in which Mario will first say &amp;quot;Boing!&amp;quot;, spin like a helicopter, and  fall down slowly at a speed of -12.5. The lateral speed is deterministic of the speed Mario had before twirling. This mechanic is utilized in the [[A Button Challenge]].&lt;br /&gt;
&lt;br /&gt;
Twirling can only be achieved by jumping on [[Spindrift]] or [[Fly Guy]], so it can&#039;t be used much, only being possible in [[Cool, Cool Mountain]], [[Shifting Sand Land]], [[Tall, Tall Mountain]], [[Snowman&#039;s Land]], and [[Rainbow Ride]].&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* By holding the A button while twirling, Mario will fall even slower by twirling faster. When fast twirling, Mario falls at a speed of -9.375.&lt;br /&gt;
* In beta footage, we can see that a [[Triple Jump]] originally made Mario twirl, while still starting with the height of the triple jump.&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Flying&amp;diff=19724</id>
		<title>Flying</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Flying&amp;diff=19724"/>
		<updated>2025-08-19T16:42:45Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: /* update_flying */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action_infobox&lt;br /&gt;
|title= Flying&lt;br /&gt;
|image=&lt;br /&gt;
|official name= &lt;br /&gt;
|hex= 0x10880899&lt;br /&gt;
|flags= air, diving, attacking, swimming/flying&lt;br /&gt;
|group= Airborne&lt;br /&gt;
|id= 0x099&lt;br /&gt;
|into= Airborner cancels: [[Water Plunge]], [[Squished]], [[Vertical Wind]] (theoretically), (Technically, because of the flying triple jump code): [[Double Jump Land]], [[Lava Boost]] (theoretically), non cancel: [[Ground Pound]], [[Freefall]], [[Dive Slide]], [[Backwards Air Kb]], [[Lava Boost]] (again) (theoretically)&lt;br /&gt;
|out of= [[Shot From Cannon]], [[Flying Triple Jump]], when spawning in some levels like [[Tower of the Wing Cap]]&lt;br /&gt;
|animation= 0x5B fly from cannon, 0xCF forwards spinning flip, 0x29 wing cap fly&lt;br /&gt;
|related=&lt;br /&gt;
}}&lt;br /&gt;
Flying is an action that can occurs when Mario triple jumps or does a cannon shot while wearing the [[wing cap]].&lt;br /&gt;
== Entering flying ==&lt;br /&gt;
* [[Shot From Cannon|Cannon shot]]: when y vel &amp;lt; 0 (and Mario does not cancel) (&#039;&#039;&#039;Action argument: 0&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* [[Flying Triple Jump]]: when y vel &amp;lt; 4 (and Mario does not cancel, dive, or ground pound) (&#039;&#039;&#039;Action argument: 1&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
* Spawning in, e.g, [[Tower of the Wing Cap]]: (&#039;&#039;&#039;Action argument: 2&#039;&#039;&#039;)&lt;br /&gt;
== Behavior ==&lt;br /&gt;
As with all airborne actions, a variety of &amp;quot;cancels&amp;quot; are checked prior to actually performing any airborne action. See [[Jump#Airborne cancels]].&lt;br /&gt;
&lt;br /&gt;
Then:&amp;lt;ref&amp;gt;https://github.com/n64decomp/sm64/blob/66018e9f3caaa67399218971d61366cb3f7ba7d7/src/game/mario_actions_airborne.c#L1726&amp;lt;/ref&amp;gt;&lt;br /&gt;
# If Z is pressed&lt;br /&gt;
## If Mario&#039;s camera mode is CAMERA_MODE_BEHIND_MARIO, set_camera_mode to m-&amp;gt;area-&amp;gt;camera-&amp;gt;defMode&lt;br /&gt;
## [[Ground Pound]]&lt;br /&gt;
# If Mario is not wearing the wing cap&lt;br /&gt;
## If Mario&#039;s camera mode is CAMERA_MODE_BEHIND_MARIO, set_camera_mode to m-&amp;gt;area-&amp;gt;camera-&amp;gt;defMode&lt;br /&gt;
## [[Freefall]]&lt;br /&gt;
# &amp;lt;span style=&amp;quot;color:gray;&amp;quot;&amp;gt;If Mario&#039;s camera mode is &#039;&#039;not&#039;&#039; CAMERA_MODE_BEHIND_MARIO,&amp;lt;/span&amp;gt; set_camera_mode to CAMERA_MODE_BEHIND_MARIO&lt;br /&gt;
# If the action state is 0&lt;br /&gt;
## If the action argument is 0 (was shot from cannon), set Mario&#039;s animation to MARIO_ANIM_FLY_FROM_CANNON, else set Mario&#039;s animation to MARIO_ANIM_FORWARD_SPINNING_FLIP&lt;br /&gt;
## If the animation finished,&lt;br /&gt;
### If the action argument is 2 (spawned in), load_level_init_text and set action argument to 1&lt;br /&gt;
### Set Mario&#039;s animation to MARIO_ANIM_WING_CAP_FLY&lt;br /&gt;
### Set action state to 1&lt;br /&gt;
# Call &#039;&#039;&#039;&amp;lt;code&amp;gt;update_flying&amp;lt;/code&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
# switch [[Movement_steps#Perform_Air_Step]]: (Note: if there are no floor/wall/ceiling/oob interactions this just &#039;&#039;&#039;adds vel[0,1,2] to pos[0,1,2]&#039;&#039;&#039;.)&lt;br /&gt;
#* air step none:&lt;br /&gt;
#*# Update graphics (camera) angle to be behind Mario&lt;br /&gt;
#*# Set action timer to 0&lt;br /&gt;
#* air step land:&lt;br /&gt;
#*# Set action to [[Dive Slide]]&lt;br /&gt;
#*# Set animation to MARIO_ANIM_DIVE&lt;br /&gt;
#*# Set animation frame to 7&lt;br /&gt;
#*# Set facing angle (x) to 0&lt;br /&gt;
#*# Set camera mode to m-&amp;gt;area-&amp;gt;camera-&amp;gt;defMode&lt;br /&gt;
#* air step hit wall:&lt;br /&gt;
#*#&#039;&#039;&#039;todo&#039;&#039;&#039;&lt;br /&gt;
#*# if wall is not null, stuff, [[Backwards Air Kb]]&lt;br /&gt;
#*# else, stuff (but no knockback, this is probably out of bounds)&lt;br /&gt;
#* air step hit lava wall:&lt;br /&gt;
#*# stop holding, stop riding, [[Lava Boost]]&lt;br /&gt;
# finally, play the flying sound (adjust sound for speed)&lt;br /&gt;
Notice that there is no code handling air steps for ledge grabbing or hanging on a ceiling, so such transitions are impossible.&lt;br /&gt;
===update_flying===&lt;br /&gt;
Casually, tilt the joystick left to move left, right to move right, up to move down, down to move up. &#039;&#039;&#039;TODO:&#039;&#039;&#039; I heard moving down then up can be faster then just the direct line. Explain big picture movements, what happens in a practical example.&lt;br /&gt;
&lt;br /&gt;
Beyond this, the pseudocode is provided but probably isn&#039;t as useful as the &amp;lt;code&amp;gt;update_flying&amp;lt;/code&amp;gt; code itself:&lt;br /&gt;
# Joystick inputs affect (pitch,yaw) velocity.&lt;br /&gt;
# Yaw velocity affects yaw, roll, and forward velocity.&lt;br /&gt;
# Pitch affects forward velocity.&lt;br /&gt;
# Forward velocity becomes at least 0&lt;br /&gt;
# Forward velocity affects pitch (see below table)&lt;br /&gt;
# Pitch velocity affects pitch.&lt;br /&gt;
# Pitch is clamped to be inside [-0x2AAA, 0x2AAA]&lt;br /&gt;
# x,y,z velocity is more or less directly exactly trigonometrically correspondent to forward velocity, pitch, and yaw.&lt;br /&gt;
# xz sliding velocity updated to correspond&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
void update_flying(struct MarioState *m) {&lt;br /&gt;
    UNUSED u8 filler[4];&lt;br /&gt;
&lt;br /&gt;
    update_flying_pitch(m);&lt;br /&gt;
    update_flying_yaw(m);&lt;br /&gt;
&lt;br /&gt;
    m-&amp;gt;forwardVel -= 2.0f * ((f32) m-&amp;gt;faceAngle[0] / 0x4000) + 0.1f;&lt;br /&gt;
    m-&amp;gt;forwardVel -= 0.5f * (1.0f - coss(m-&amp;gt;angleVel[1]));&lt;br /&gt;
&lt;br /&gt;
    if (m-&amp;gt;forwardVel &amp;lt; 0.0f) {&lt;br /&gt;
        m-&amp;gt;forwardVel = 0.0f;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    if (m-&amp;gt;forwardVel &amp;gt; 16.0f) {&lt;br /&gt;
        m-&amp;gt;faceAngle[0] += (m-&amp;gt;forwardVel - 32.0f) * 6.0f;&lt;br /&gt;
    } else if (m-&amp;gt;forwardVel &amp;gt; 4.0f) {&lt;br /&gt;
        m-&amp;gt;faceAngle[0] += (m-&amp;gt;forwardVel - 32.0f) * 10.0f;&lt;br /&gt;
    } else {&lt;br /&gt;
        m-&amp;gt;faceAngle[0] -= 0x400;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    m-&amp;gt;faceAngle[0] += m-&amp;gt;angleVel[0];&lt;br /&gt;
&lt;br /&gt;
    if (m-&amp;gt;faceAngle[0] &amp;gt; 0x2AAA) {&lt;br /&gt;
        m-&amp;gt;faceAngle[0] = 0x2AAA;&lt;br /&gt;
    }&lt;br /&gt;
    if (m-&amp;gt;faceAngle[0] &amp;lt; -0x2AAA) {&lt;br /&gt;
        m-&amp;gt;faceAngle[0] = -0x2AAA;&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    m-&amp;gt;vel[0] = m-&amp;gt;forwardVel * coss(m-&amp;gt;faceAngle[0]) * sins(m-&amp;gt;faceAngle[1]);&lt;br /&gt;
    m-&amp;gt;vel[1] = m-&amp;gt;forwardVel * sins(m-&amp;gt;faceAngle[0]);&lt;br /&gt;
    m-&amp;gt;vel[2] = m-&amp;gt;forwardVel * coss(m-&amp;gt;faceAngle[0]) * coss(m-&amp;gt;faceAngle[1]);&lt;br /&gt;
&lt;br /&gt;
    m-&amp;gt;slideVelX = m-&amp;gt;vel[0];&lt;br /&gt;
    m-&amp;gt;slideVelZ = m-&amp;gt;vel[2];&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Key takeaways&#039;&#039;&#039;:&lt;br /&gt;
* Pitch velocity &#039;&#039;additively&#039;&#039; affects forward velocity, but &#039;&#039;sin&#039;&#039; effects pitch. &#039;&#039;&#039;The most energy efficient flying is to fly a lot down, and then a little up&#039;&#039;&#039;, as, for example, sin(-0.5) + sin(0.25) + sin(0.25) ≈ 0.0153823799048 (positive), while the totally additive effect is still 0 (actually -0.3 because of a flat -0.1 per trame) &lt;br /&gt;
* Pitching to move up happens faster with higher forward velocity.&lt;br /&gt;
** The difference between 4 and 5 speed, and 16 and 17 speed is especially large.&lt;br /&gt;
* At the same time, forward velocity is based on pitch. (But it is also based on:)&lt;br /&gt;
** There is a base 0.1 forwardVel speed loss&lt;br /&gt;
** There is anywhere from 0 to 0.5 further speed loss - more speed is lost the higher the yaw velocity is (ie &#039;&#039;&#039;the more Mario turns&#039;&#039;&#039;).&lt;br /&gt;
* Pitch has a minimum and maximum and cannot overflow with standard speeds.&lt;br /&gt;
* &#039;&#039;&#039;More below the tables&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+forwardVel&#039;s affect on pitch&lt;br /&gt;
|&#039;&#039;&#039;&amp;lt;=4&#039;&#039;&#039;&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|7&lt;br /&gt;
|8&lt;br /&gt;
|9&lt;br /&gt;
|10&lt;br /&gt;
|11&lt;br /&gt;
|12&lt;br /&gt;
|13&lt;br /&gt;
|14&lt;br /&gt;
|15&lt;br /&gt;
|&#039;&#039;&#039;16&#039;&#039;&#039;&lt;br /&gt;
|17&lt;br /&gt;
|18&lt;br /&gt;
|19&lt;br /&gt;
|...&lt;br /&gt;
|31&lt;br /&gt;
|32&lt;br /&gt;
|33&lt;br /&gt;
|-&lt;br /&gt;
|  -1024&lt;br /&gt;
| -270&lt;br /&gt;
| -260&lt;br /&gt;
| -250&lt;br /&gt;
| -240&lt;br /&gt;
| -230&lt;br /&gt;
| -220&lt;br /&gt;
| -210&lt;br /&gt;
| -200&lt;br /&gt;
| -190&lt;br /&gt;
| -180&lt;br /&gt;
| -170&lt;br /&gt;
| -160&lt;br /&gt;
| -90&lt;br /&gt;
| -84&lt;br /&gt;
| -76&lt;br /&gt;
|...&lt;br /&gt;
| -6&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Here are some tables summarizing the &amp;lt;code&amp;gt;approach_s32&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;update_flying_pitch&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;update_flying_yaw&amp;lt;/code&amp;gt; functions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
update_flying_pitch (target vel = -(stickX * (forwardVel / 5)))&lt;br /&gt;
!&lt;br /&gt;
!joystick is down (move up)&lt;br /&gt;
!joystick is up (move down)&lt;br /&gt;
!joystick is neutral&lt;br /&gt;
|-&lt;br /&gt;
|negative pitch velocity&lt;br /&gt;
|add 64 vel, cap at 32&lt;br /&gt;
| approach (at most 64 up or 32 down)&lt;br /&gt;
|approach 0 (by at most 64)&lt;br /&gt;
|-&lt;br /&gt;
|positive pitch velocity&lt;br /&gt;
| approach (at most 32 up or 64 down)&lt;br /&gt;
|subtract 64 vel, cap at -32&lt;br /&gt;
|approach 0 (by at most 64)&lt;br /&gt;
|-&lt;br /&gt;
|zero pitch velocity&lt;br /&gt;
| approach (at most 32 up or 64 down)&lt;br /&gt;
| approach (at most 64 up or 32 down)&lt;br /&gt;
| approach 0 (by at most 64)&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+update_flying_yaw (target vel = -(stickY * (forwardVel / 4)))&lt;br /&gt;
!&lt;br /&gt;
!joystick is left&lt;br /&gt;
!joystick is right&lt;br /&gt;
!joystick is neutral&lt;br /&gt;
|-&lt;br /&gt;
|negative yaw velocity&lt;br /&gt;
| add 64 vel, cap at 16&lt;br /&gt;
|approach (at most 32 up or 16 down)&lt;br /&gt;
|approach 0 (by at most 64)&lt;br /&gt;
|-&lt;br /&gt;
|positive yaw velocity&lt;br /&gt;
| approach (at most 16 up or 32 down)&lt;br /&gt;
| subtract 64 vel, cap at -16&lt;br /&gt;
|approach 0 (by at most 64)&lt;br /&gt;
|-&lt;br /&gt;
|zero yaw velocity&lt;br /&gt;
|approach (at most 16 up or 32 down)&lt;br /&gt;
|approach (at most 32 up or 16 down)&lt;br /&gt;
|approach 0 (by at most 64)&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;&#039;Key takeaways&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
# Many joystick positions are equivalent.&lt;br /&gt;
# One cannot change velocity by more than 64 (ignoring the effects of speed)&lt;br /&gt;
# Holding joystick x=0 or y=0 will approach the corresponding 0 by at most 64.&lt;br /&gt;
#* In contrast, holding the opposite direction changes the angle by 32 (yaw) or 64 (pitch), unconditionally&lt;br /&gt;
#* In further contrast, holding less of the same direction changes the angle by 32 (yaw) or 64 (pitch)&lt;br /&gt;
#* In even furthest contrast, holding more of the same direction changes the angle by 16 (yaw) or 32 (pitch)&lt;br /&gt;
#* So it might be faster to say, modify pitch as such: -56 to -4 to 60 instead of -56 to 8 to 40. Notice the slightly under zero instead of slightly over zero.&lt;br /&gt;
&lt;br /&gt;
After that, update_flying_yaw does:&lt;br /&gt;
#Add yaw velocity to yaw&lt;br /&gt;
# Set roll to yaw times negative twenty (-20)&lt;br /&gt;
&#039;&#039;&#039;Note that turning left = positive yaw&#039;&#039;&#039; (up = positive pitch).&amp;lt;ref&amp;gt;https://youtu.be/TQt8MCsniQI&amp;lt;/ref&amp;gt;&amp;lt;syntaxhighlight lang=&amp;quot;c&amp;quot;&amp;gt;&lt;br /&gt;
/**&lt;br /&gt;
 * Return the value &#039;current&#039; after it tries to approach target, going up at&lt;br /&gt;
 * most &#039;inc&#039; and going down at most &#039;dec&#039;.&lt;br /&gt;
 */&lt;br /&gt;
s32 approach_s32(s32 current, s32 target, s32 inc, s32 dec) {&lt;br /&gt;
    //! If target is close to the max or min s32, then it&#039;s possible to overflow&lt;br /&gt;
    // past it without stopping.&lt;br /&gt;
&lt;br /&gt;
    if (current &amp;lt; target) {&lt;br /&gt;
        current += inc;&lt;br /&gt;
        if (current &amp;gt; target) {&lt;br /&gt;
            current = target;&lt;br /&gt;
        }&lt;br /&gt;
    } else {&lt;br /&gt;
        current -= dec;&lt;br /&gt;
        if (current &amp;lt; target) {&lt;br /&gt;
            current = target;&lt;br /&gt;
        }&lt;br /&gt;
    }&lt;br /&gt;
    return current;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
void update_flying_yaw(struct MarioState *m) {&lt;br /&gt;
    s16 targetYawVel = -(s16)(m-&amp;gt;controller-&amp;gt;stickX * (m-&amp;gt;forwardVel / 4.0f));&lt;br /&gt;
&lt;br /&gt;
    if (targetYawVel &amp;gt; 0) {&lt;br /&gt;
        if (m-&amp;gt;angleVel[1] &amp;lt; 0) {&lt;br /&gt;
            m-&amp;gt;angleVel[1] += 0x40;&lt;br /&gt;
            if (m-&amp;gt;angleVel[1] &amp;gt; 0x10) {&lt;br /&gt;
                m-&amp;gt;angleVel[1] = 0x10;&lt;br /&gt;
            }&lt;br /&gt;
        } else {&lt;br /&gt;
            m-&amp;gt;angleVel[1] = approach_s32(m-&amp;gt;angleVel[1], targetYawVel, 0x10, 0x20);&lt;br /&gt;
        }&lt;br /&gt;
    } else if (targetYawVel &amp;lt; 0) {&lt;br /&gt;
        if (m-&amp;gt;angleVel[1] &amp;gt; 0) {&lt;br /&gt;
            m-&amp;gt;angleVel[1] -= 0x40;&lt;br /&gt;
            if (m-&amp;gt;angleVel[1] &amp;lt; -0x10) {&lt;br /&gt;
                m-&amp;gt;angleVel[1] = -0x10;&lt;br /&gt;
            }&lt;br /&gt;
        } else {&lt;br /&gt;
            m-&amp;gt;angleVel[1] = approach_s32(m-&amp;gt;angleVel[1], targetYawVel, 0x20, 0x10);&lt;br /&gt;
        }&lt;br /&gt;
    } else {&lt;br /&gt;
        m-&amp;gt;angleVel[1] = approach_s32(m-&amp;gt;angleVel[1], 0, 0x40, 0x40);&lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
    m-&amp;gt;faceAngle[1] += m-&amp;gt;angleVel[1];&lt;br /&gt;
    m-&amp;gt;faceAngle[2] = 20 * -m-&amp;gt;angleVel[1];&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
void update_flying_pitch(struct MarioState *m) {&lt;br /&gt;
    s16 targetPitchVel = -(s16)(m-&amp;gt;controller-&amp;gt;stickY * (m-&amp;gt;forwardVel / 5.0f));&lt;br /&gt;
&lt;br /&gt;
    if (targetPitchVel &amp;gt; 0) {&lt;br /&gt;
        if (m-&amp;gt;angleVel[0] &amp;lt; 0) {&lt;br /&gt;
            m-&amp;gt;angleVel[0] += 0x40;&lt;br /&gt;
            if (m-&amp;gt;angleVel[0] &amp;gt; 0x20) {&lt;br /&gt;
                m-&amp;gt;angleVel[0] = 0x20;&lt;br /&gt;
            }&lt;br /&gt;
        } else {&lt;br /&gt;
            m-&amp;gt;angleVel[0] = approach_s32(m-&amp;gt;angleVel[0], targetPitchVel, 0x20, 0x40);&lt;br /&gt;
        }&lt;br /&gt;
    } else if (targetPitchVel &amp;lt; 0) {&lt;br /&gt;
        if (m-&amp;gt;angleVel[0] &amp;gt; 0) {&lt;br /&gt;
            m-&amp;gt;angleVel[0] -= 0x40;&lt;br /&gt;
            if (m-&amp;gt;angleVel[0] &amp;lt; -0x20) {&lt;br /&gt;
                m-&amp;gt;angleVel[0] = -0x20;&lt;br /&gt;
            }&lt;br /&gt;
        } else {&lt;br /&gt;
            m-&amp;gt;angleVel[0] = approach_s32(m-&amp;gt;angleVel[0], targetPitchVel, 0x40, 0x20);&lt;br /&gt;
        }&lt;br /&gt;
    } else {&lt;br /&gt;
        m-&amp;gt;angleVel[0] = approach_s32(m-&amp;gt;angleVel[0], 0, 0x40, 0x40);&lt;br /&gt;
    }&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
{{Actions}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Movement_steps&amp;diff=19723</id>
		<title>Movement steps</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Movement_steps&amp;diff=19723"/>
		<updated>2025-08-19T16:29:37Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: /* Common Air Step Results */ Lava Boost on Wall&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Typically, Mario&#039;s position is updated incrementally using his velocity. These increments are called &#039;&#039;&#039;steps&#039;&#039;&#039;, and they behave differently when Mario is on the ground, in the air, in water, hanging, and climbing a pole. When on the ground or in the air, these steps typically occur four times per frame, and are commonly referred to as &#039;&#039;&#039;quarter steps&#039;&#039;&#039; or colloquially &#039;&#039;&#039;quarter frames&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Steps are also responsible for detecting collision with [[surfaces]], updating Mario&#039;s [[referenced surfaces]], and updating Mario&#039;s [[Water|water level]]. However, quarter steps don&#039;t detect object collisions or warps.&lt;br /&gt;
== Stationary Step ==&lt;br /&gt;
https://github.com/n64decomp/sm64/blob/66018e9f3caaa67399218971d61366cb3f7ba7d7/src/game/mario_step.c#L236&lt;br /&gt;
# Mario&#039;s x and z forward velocity and sliding velocity is set to 0&lt;br /&gt;
# mario_update_moving_sand&lt;br /&gt;
# mario_update_windy_ground&lt;br /&gt;
# If updated by moving sand or windy ground, return perform_ground_step&lt;br /&gt;
# Else, set Mario&#039;s y position to the floor, (possibly causing a [[downwarp]]), and update graphics. Return GROUND_STEP_NONE.&lt;br /&gt;
Also see [[Idle#stationary ground step]]&lt;br /&gt;
== Air Step ==&lt;br /&gt;
&#039;&#039;Certain things here are more explained on their individual pages. If something lacks detail, check the link for more information.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When an action performs a &#039;&#039;common&#039;&#039; air step, the first thing Mario does is update his horizontal velocity/sideways position via [[straining]]. This is only for the common air step and is not part of the quarter-frame checks.&lt;br /&gt;
=== Quarter-Frame Checks ===&lt;br /&gt;
After that is updated, the movement is split into &amp;quot;quarter-steps&amp;quot; that breakdown Mario&#039;s movement and determine what his outcome of each step is. The checks for the quarter-steps are as follows:&lt;br /&gt;
# The position a quarter of Mario&#039;s velocity ahead of Mario is checked for cancels/outcomes. Anything in bold is an exit out of the rest of the checks.&lt;br /&gt;
## If the position is above OOB but below Mario&#039;s current floor height, Mario&#039;s height is changed to the floor height and he &#039;&#039;&#039;lands&#039;&#039;&#039;.&lt;br /&gt;
## If the position is above OOB but not below Mario&#039;s current floor height, Mario&#039;s height is set to the new height and he &#039;&#039;&#039;hits a wall&#039;&#039;&#039;.&lt;br /&gt;
## If the action has the &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&amp;quot;riding shell&amp;quot; flag&amp;lt;/span&amp;gt; and the water level at the position is above the position&#039;s floor (up to 78 units above the position):&lt;br /&gt;
##* The floor height from here on is the water height.&lt;br /&gt;
##* The floor from this point on is a &amp;quot;fake&amp;quot; floor on the surface of the water.&lt;br /&gt;
##* The floor&#039;s origin offset is set to the water height.&lt;br /&gt;
## If the position&#039;s height is 78 units or less below a floor and there is not a ceiling 160 units or less above it (because of how variable types an [[overflow jump]] may occur here):&lt;br /&gt;
##* Mario&#039;s position horizontally is updated to the new position.&lt;br /&gt;
##* Mario&#039;s height is set to that of the floor&#039;s height.&lt;br /&gt;
##* Mario&#039;s floor and floor height are updated.&lt;br /&gt;
##* Mario &#039;&#039;&#039;lands&#039;&#039;&#039;.&lt;br /&gt;
## If the position&#039;s height is 78 units or less below a floor and there is a ceiling 160 units or less above it (because of how variable types an [[overflow jump]] may occur here):&lt;br /&gt;
##* Mario&#039;s height is set to that of the floor&#039;s height.&lt;br /&gt;
##* Mario &#039;&#039;&#039;lands&#039;&#039;&#039;. (Because Mario&#039;s floor is not updated, this is where a [[Pedro Spot|pedro spot]] may occur)&lt;br /&gt;
## If the position&#039;s height is 160 units under, at, or above a ceiling and his vertical velocity is positive or zero:&lt;br /&gt;
##* Mario&#039;s vertical velocity is set to zero.&lt;br /&gt;
##* If the ceiling above Mario is hangable and the air step has the &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&amp;quot;check hang&amp;quot; flag&amp;lt;/span&amp;gt;, Mario &#039;&#039;&#039;hangs&#039;&#039;&#039;. (Since this did not use the new position&#039;s ceiling/location, this is potentially a [[Hangable Ceiling Upwarp|hangable-ceiling upwarp.]])&lt;br /&gt;
##* Otherwise, &#039;&#039;&#039;nothing happens&#039;&#039;&#039;.&lt;br /&gt;
## If the position&#039;s height is 160 units under, at, or above a ceiling and his vertical velocity is negative:&lt;br /&gt;
##* If the position&#039;s height is at or below Mario&#039;s floor height, Mario&#039;s height is set to the floor height, and he &#039;&#039;&#039;lands&#039;&#039;&#039;.&lt;br /&gt;
##* Otherwise, Mario&#039;s height is set to the new height and he &#039;&#039;&#039;hits a wall&#039;&#039;&#039;.&lt;br /&gt;
## If there is a wall 30 units above the position but not 150 units above the position and the air step has the &amp;lt;span style=&amp;quot;color:green;&amp;quot;&amp;gt;&amp;quot;check ledge grab&amp;quot; flag&amp;lt;/span&amp;gt;:&lt;br /&gt;
##* If Mario&#039;s velocity is positive, Mario is pushed by the wall opposite the velocity direction, and there is a floor 60 units behind the wall within 238 units upward, Mario &#039;&#039;&#039;ledge grabs&#039;&#039;&#039;. (Potentially a [[GLG]])&lt;br /&gt;
##* Otherwise Mario&#039;s position is set to the new position, his floor and floor height are updated, and &#039;&#039;&#039;nothing happens&#039;&#039;&#039;.&lt;br /&gt;
## Mario&#039;s position is set to the new position and his floor and floor height are updated.&lt;br /&gt;
## If Mario is colliding with a wall 150 or 30 units up and the upper or only wall is lava, he &#039;&#039;&#039;lava wall boosts&#039;&#039;&#039;.&lt;br /&gt;
## If Mario is colliding with a wall 150 or 30 units up and Mario is facing perpendicular to 0x6000 units away, he &#039;&#039;&#039;hits a wall&#039;&#039;&#039;.&lt;br /&gt;
## If no other exit has occurred, &#039;&#039;&#039;nothing happens&#039;&#039;&#039;.&lt;br /&gt;
# This repeats until Mario encounters something besides &#039;&#039;&#039;nothing happens&#039;&#039;&#039;, up to four times including the initial time.&lt;br /&gt;
# Mario tracks his &amp;quot;exit&amp;quot;, with &#039;&#039;&#039;nothing happens&#039;&#039;&#039; being tracked if the whole process completed four times.&lt;br /&gt;
&lt;br /&gt;
=== Perform Air Step ===&lt;br /&gt;
&lt;br /&gt;
# Set Mario&#039;s wall to null&lt;br /&gt;
# (this is a loop) Do 4 times:&lt;br /&gt;
## Let the next intended position be Mario&#039;s position plus velocity/4&lt;br /&gt;
## Perform an air quarter step, where &amp;quot;new position&amp;quot; means &amp;quot;next intended position&amp;quot; btw, as shown above&lt;br /&gt;
## If nothing happens, continue loop, else exit loop&lt;br /&gt;
# Let stepResult be the result of the last air quarter step performed&lt;br /&gt;
# If Mario&#039;s y velocity is positive, set peak height to Mario&#039;s y position (the peak height field is used for things like fall damage)&lt;br /&gt;
# Mario&#039;s step noise is updated based on his floor.&lt;br /&gt;
# If Mario is not flying, [[Gravity#Mario|gravity]] is applied.&lt;br /&gt;
#[[Vertical Wind|Vertical wind]] is now applied/accounted for.&lt;br /&gt;
# Mario&#039;s visual position is updated to Mario&#039;s position.&lt;br /&gt;
# Mario&#039;s yaw is updated to match the in-game angle.&lt;br /&gt;
# Return stepResult&lt;br /&gt;
&lt;br /&gt;
=== Common Air Step Results ===&lt;br /&gt;
If doing a common air step, Mario now decides what to do based off the &amp;quot;exit&amp;quot; from Perform Air Step. Here is what he does for each exit:&lt;br /&gt;
* &#039;&#039;&#039;Nothing Happens&#039;&#039;&#039;:&lt;br /&gt;
** Mario&#039;s animation is now applied.&lt;br /&gt;
* &#039;&#039;&#039;Lands&#039;&#039;&#039;:&lt;br /&gt;
** If Mario is not over a hard [[surface]], the [[terrain]] is either snow or desert, Mario&#039;s peak height is more than 1000 units above him, the surface does not belong to an object, and the Y normal of the surface is not less than .8660254 (square root of 3 divided by 2):&lt;br /&gt;
*** Mario plays an OOF noise, dependent on which [[Version Differences|version of the game]].&lt;br /&gt;
*** Mario spawns particles.&lt;br /&gt;
*** Mario&#039;s action is set to the [[Feet Stuck in Ground|feet stuck in ground]] action and the &#039;&#039;&#039;lands&#039;&#039;&#039; checks stop.&lt;br /&gt;
** If Mario&#039;s action is not twirling, the floor is not lava, his negative velocity is less than -55, and the distance from the peak height to Mario is more than 3000 units:&lt;br /&gt;
*** Mario is hurt by 16 (24 without his hat).&lt;br /&gt;
*** The camera shakes.&lt;br /&gt;
*** Mario plays the &amp;quot;attacked&amp;quot; noise.&lt;br /&gt;
*** Mario is set to the [[Hard Backward Ground Knockback|hard backward ground knockback]] action and the &#039;&#039;&#039;lands&#039;&#039;&#039; checks stop.&lt;br /&gt;
** If Mario&#039;s action is not twirling, the floor is not lava, his negative velocity is less than -55, and the distance from the peak height to Mario is more than 1150 units:&lt;br /&gt;
*** Mario is hurt by 8 (12 without his hat).&lt;br /&gt;
*** Mario is squished for 30.&lt;br /&gt;
*** The camera shakes.&lt;br /&gt;
*** Mario plays the &amp;quot;attacked&amp;quot; noise.&lt;br /&gt;
** Mario is set to his action&#039;s landing action.&lt;br /&gt;
* &#039;&#039;&#039;Hits a Wall&#039;&#039;&#039;:&lt;br /&gt;
** Mario&#039;s animation is now applied.&lt;br /&gt;
** If Mario&#039;s forward velocity is more than 16 and is in contact with a physical wall/surface:&lt;br /&gt;
*** Mario&#039;s yaw is &amp;quot;reflected&amp;quot; across the most recent wall Mario collided with, up to the first 4 walls. (This can be glitchy with more than 1 wall, i.e. [[Unreferenced Walls|unreferenced walls]]).&lt;br /&gt;
*** Mario plays a noise depending on whether or not he is wearing a metal cap.&lt;br /&gt;
** If Mario&#039;s forward velocity is more than 16 and he is not in contact with a physical wall/surface (i.e. OOB):&lt;br /&gt;
*** A different sound is played, but Mario&#039;s yaw is not reflected.&lt;br /&gt;
** If Mario is in contact with a wall, his action is set to the [[Air Hit Wall|air hit wall]] action.&lt;br /&gt;
** If Mario is not in contact with a wall (i.e. hitting OOB):&lt;br /&gt;
*** Any positive vertical speed is capped to 0.&lt;br /&gt;
*** If Mario&#039;s forward velocity is 38 or more, spawn particles and set his action to the [[Backward Air Knockback|backward air knockback]] action.&lt;br /&gt;
*** If Mario&#039;s forward velocity is more than 8 but less than 38, set Mario&#039;s forward speed to -8 and set his action to the [[Soft Bonk|soft bonk]] action.&lt;br /&gt;
** If Mario&#039;s forward velocity is 16 or less (initially, not after these other changes), set the forward velocity to 0.&lt;br /&gt;
* &#039;&#039;&#039;Ledge Grabs&#039;&#039;&#039;&lt;br /&gt;
** Mario&#039;s animation is set the idle ledge grab animation.&lt;br /&gt;
** Mario enters the [[Ledge Grab|ledge grab]] action while dropping any held objects and no longer riding a shell.&lt;br /&gt;
* &#039;&#039;&#039;Hangs&#039;&#039;&#039;&lt;br /&gt;
** Mario&#039;s action is set to the [[Start Hanging|start hanging]] action.&lt;br /&gt;
* &#039;&#039;&#039;Lava Wall Boosts&#039;&#039;&#039;&lt;br /&gt;
** [[Lava Boost on Wall]]&lt;br /&gt;
&lt;br /&gt;
=== Common Air Knockback Step ===&lt;br /&gt;
Similar to Common Air Step, it uses the &amp;quot;exit&amp;quot; from Perform Air Step. This function takes in a &#039;&#039;&#039;&#039;&#039;landing action&#039;&#039;&#039;&#039;&#039;, a &#039;&#039;&#039;&#039;&#039;hard fall action&#039;&#039;&#039;&#039;&#039;, and a &#039;&#039;&#039;&#039;&#039;speed&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Before calling Perform Air Step, it sets Mario&#039;s speed to &#039;&#039;&#039;&#039;&#039;speed&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Common Air Knockback Step can cancel into [[Feet Stuck In Ground]], &#039;&#039;&#039;&#039;&#039;landing action&#039;&#039;&#039;&#039;&#039;, and &#039;&#039;&#039;&#039;&#039;hard fall action&#039;&#039;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Mario cannot &#039;&#039;&#039;Hang&#039;&#039;&#039; or &#039;&#039;&#039;Ledge Grab&#039;&#039;&#039;. &#039;&#039;&#039;Nothing Happens&#039;&#039;&#039; and &#039;&#039;&#039;Lava Wall Boosts&#039;&#039;&#039; (contains cancel [[Lava Boost]]) are the same as for Perform Air Step.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lands&#039;&#039;&#039;&lt;br /&gt;
** If should get stuck in ground, drop and set action to [[Feet Stuck In Ground]]&lt;br /&gt;
** If y-velocity less than negative 55 and floor is not lava,&lt;br /&gt;
*** If fell more than 3000 units, shake camera, play MARIO_SOUND_ATTACKED, and drop and set mario action to the &#039;&#039;&#039;&#039;&#039;hard fall action&#039;&#039;&#039;&#039;&#039; with argument 4&lt;br /&gt;
*** Else if fell more than 1500 units and floor is not slippery&lt;br /&gt;
**** Hurt counter += 8 if cap, else 12&lt;br /&gt;
**** Squish counter += 30&lt;br /&gt;
** If neither of the first two checks canceled, set action to &#039;&#039;&#039;&#039;&#039;landing action&#039;&#039;&#039;&#039;&#039; (not changing the action argument, though there are differences in the Japanese version where the [[Thrown Forward]] and [[Thrown Backward]] intermediate actions cause the landing action argument to be hurtCounter)&lt;br /&gt;
* &#039;&#039;&#039;Hits a wall&#039;&#039;&#039;&lt;br /&gt;
** Change to the background air kb Animation&lt;br /&gt;
** If Mario&#039;s wall is not null&lt;br /&gt;
*** Mario&#039;s facingAngle[1] = wallAngle - (s32)(facingAngle[1] - wallAngle)&lt;br /&gt;
**** basically this step added two wallAngle&lt;br /&gt;
*** play either METAL_BONK or BONK sound&lt;br /&gt;
** else&lt;br /&gt;
*** play HIT sound&lt;br /&gt;
** facingAngle[1] += 0x8000&lt;br /&gt;
** Cap vel[1] to 0&lt;br /&gt;
** Set forward velocity to negative &#039;&#039;&#039;&#039;&#039;speed&#039;&#039;&#039;&#039;&#039; (and update slide and xz velocities to match)&lt;br /&gt;
&lt;br /&gt;
[[Category:Action Mechanics]]&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Lava_Boost&amp;diff=19722</id>
		<title>Lava Boost</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Lava_Boost&amp;diff=19722"/>
		<updated>2025-08-19T16:28:46Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: /* Lava Boost on Wall */ improve&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;&amp;lt;small&amp;gt;For a tutorial on the RTA trick &amp;quot;Lava Boost&amp;quot;, see the [[RTA Guide/Hot-Foot-It into the Volcano|Lava Boost RTA guide]].&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&amp;lt;small&amp;gt;For a tutorial on the fast red coin cycle in Bowser in the Fire Sea, see the [[RTA Guide/Bowser in the Fire Sea|Fire Sea Reds RTA guide]].&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&amp;lt;small&amp;gt;If you are looking for the trick in the volcano, see [[List of RTA Tricks#Volcano Lava Boost|Volcano Lava Boost]].&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{Action_infobox&lt;br /&gt;
|title= Lava Boost&lt;br /&gt;
|image=&lt;br /&gt;
|official name=&lt;br /&gt;
|hex= 0x010208B7&lt;br /&gt;
|flags= Air, Invulnerable, Allow Vertical Wind&lt;br /&gt;
|group= Airborne&lt;br /&gt;
|id= 0x0B7&lt;br /&gt;
|into= todo&lt;br /&gt;
|out of= theoretically any non cutscene action except Shell actions when on a lava floor (actionArg 0); many air actions when hitting the lava wall inside LLL&#039;s volcano (actionArg 1)&lt;br /&gt;
|animation= FIRE_LAVA_BURN&lt;br /&gt;
|related=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lava Boost&#039;&#039;&#039; is when Mario jumps after he comes into contact with lava, unless he is slide kicking (onto a lava &#039;&#039;floor&#039;&#039;). This action does not require A to be pressed. This is useful for various things, especially in the [[A Button Challenge]].&lt;br /&gt;
&lt;br /&gt;
== Lava Boost on Wall ==&lt;br /&gt;
Many Airborne actions cancel into [[Lava Boost]] upon hitting a lava wall. This utility function is used for such transitions. (The only lava wall in [[SM64]] is the one in the volcano in [[Lethal Lava Land]]).&lt;br /&gt;
&lt;br /&gt;
The following steps happen before [[Lava Boost#Transition In|Transition In]]:&lt;br /&gt;
&lt;br /&gt;
# Mario&#039;s yaw is set perpendicular to the wall.&lt;br /&gt;
# If forward velocity is &#039;&#039;&#039;less&#039;&#039;&#039; than 24, set it to 24 (inverse cap)&lt;br /&gt;
# If Mario is not wearing a metal cap, take 12 (or 18 without Mario&#039;s cap) hurt counter damage.&lt;br /&gt;
# Play the Mario on fire sound&lt;br /&gt;
# update_mario_sound_and_camera (todo)&lt;br /&gt;
# [[Lava Boost]](actionArg 1) (dropping any held objects and no longer riding a shell)&lt;br /&gt;
&lt;br /&gt;
==Transition In==&lt;br /&gt;
&#039;&#039;See [[Single Jump|single jump]] for more details&#039;&#039;&lt;br /&gt;
# Mario&#039;s vertical speed is set to 84.&lt;br /&gt;
# If actionArg is 0, Mario&#039;s forward velocity is set to 0&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
todo&lt;br /&gt;
&lt;br /&gt;
==Gravity==&lt;br /&gt;
Just like [[Star Fall]], the y-velocity decreases by 3.2 each frame with minimum velocity -65 instead of -75&lt;br /&gt;
&lt;br /&gt;
==Applications==&lt;br /&gt;
===Speedrunning===&lt;br /&gt;
Some speedrunners use Lava Boost as a means to get around levels such as [[Lethal Lava Land]] faster. This is primarily useful for skipping long sections of the map, as instead of avoiding damage you can take a couple of hits to clear stars much faster.&lt;br /&gt;
&lt;br /&gt;
===Vertical Speed Conservation===&lt;br /&gt;
If Mario lands on a floor after a lava boost, his vertical speed will not be set to 0. At max, Mario can have VSC80. This is used in an alternate method for LLL in the [[A Button Challenge]] to get to the platform with a spinning heart inside the volcano.&lt;br /&gt;
{{actions}}&lt;br /&gt;
[[Category:Actions]]&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Slide_Kick&amp;diff=19721</id>
		<title>Slide Kick</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Slide_Kick&amp;diff=19721"/>
		<updated>2025-08-19T16:20:04Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: various fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action_infobox&lt;br /&gt;
|title= Slide Kick&lt;br /&gt;
|image=&lt;br /&gt;
|official name= &lt;br /&gt;
|hex= 0x018008AA&lt;br /&gt;
|flags= Air, Attacking, Allow Vertical Wind Action&lt;br /&gt;
|group= Airborne&lt;br /&gt;
|id= 0x0AA&lt;br /&gt;
|into=airborne cancels: [[Water Plunge]], [[Squished]], [[Vertical Wind]], main: [[Freefall]], [[Slide Kick Slide]], [[Backward Air Kb]], [[Lava Boost]]&lt;br /&gt;
|out of=&lt;br /&gt;
|animation=0x8C&lt;br /&gt;
|related=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
As with all Airborne actions there are Airborne cancels, see [[Single Jump#Airborne cancels]]&lt;br /&gt;
&lt;br /&gt;
When a slide kick is happening:&amp;lt;ref&amp;gt;https://github.com/n64decomp/sm64/blob/master/src/game/mario_actions_airborne.c#L1580&amp;lt;/ref&amp;gt;&lt;br /&gt;
# If actionState and actionTimer are 0&lt;br /&gt;
## play the terrain&#039;s jump sound and Mario&#039;s &amp;quot;hoohoo&amp;quot; sound&lt;br /&gt;
## change to the slide kick animation&lt;br /&gt;
# If actionTimer &amp;gt; 30 or yPos - floorHeight &amp;gt; 500; [[Freefall]](actionArg 2)&lt;br /&gt;
# update_air_without_turn&lt;br /&gt;
# if perform_air_step()&lt;br /&gt;
## is AIR_STEP_NONE&lt;br /&gt;
### if actionState == 0, change graphics angle&lt;br /&gt;
## is AIR_STEP_LANDED&lt;br /&gt;
### if actionState != 0 or vel[1] &amp;gt;= 0; [[Slide Kick Slide]]&lt;br /&gt;
### else y-velocity is negative (Mario is falling down); set vel[1] to -vel[1]/2 &#039;&#039;&#039;(this is the slide kick bounce)&#039;&#039;&#039;, actionState to 1, actionTimer to 0, and play_mario_landing_sound&lt;br /&gt;
## is AIR_STEP_HIT_WALL, cap speed to 0, set star particles to display, and [[Backward Air Kb|Backward Air Knockback]]&lt;br /&gt;
## is AIR_STEP_HIT_LAVA_WALL, [[Lava Boost on Wall]]&lt;br /&gt;
(perform_air_step returns NONE if all quartersteps were cancelled)&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
{{actions}}&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Lava_Boost_on_Wall&amp;diff=19720</id>
		<title>Lava Boost on Wall</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Lava_Boost_on_Wall&amp;diff=19720"/>
		<updated>2025-08-19T16:18:17Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: Redirected page to Lava Boost#Lava Boost on Wall&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Lava Boost#Lava Boost on Wall]]&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Lava_Boost&amp;diff=19719</id>
		<title>Lava Boost</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Lava_Boost&amp;diff=19719"/>
		<updated>2025-08-19T16:13:24Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: lava boost on wall&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:&#039;&#039;&amp;lt;small&amp;gt;For a tutorial on the RTA trick &amp;quot;Lava Boost&amp;quot;, see the [[RTA Guide/Hot-Foot-It into the Volcano|Lava Boost RTA guide]].&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&amp;lt;small&amp;gt;For a tutorial on the fast red coin cycle in Bowser in the Fire Sea, see the [[RTA Guide/Bowser in the Fire Sea|Fire Sea Reds RTA guide]].&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&amp;lt;small&amp;gt;If you are looking for the trick in the volcano, see [[List of RTA Tricks#Volcano Lava Boost|Volcano Lava Boost]].&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{Action_infobox&lt;br /&gt;
|title= Lava Boost&lt;br /&gt;
|image=&lt;br /&gt;
|official name=&lt;br /&gt;
|hex= 0x010208B7&lt;br /&gt;
|flags= Air, Invulnerable, Allow Vertical Wind&lt;br /&gt;
|group= Airborne&lt;br /&gt;
|id= 0x0B7&lt;br /&gt;
|into= todo&lt;br /&gt;
|out of= theoretically any non cutscene action except Shell actions when on a lava floor (actionArg 0); many air actions when hitting the lava wall inside LLL&#039;s volcano (actionArg 1)&lt;br /&gt;
|animation= FIRE_LAVA_BURN&lt;br /&gt;
|related=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lava Boost&#039;&#039;&#039; is when Mario jumps after he comes into contact with lava, unless he is slide kicking (onto a lava &#039;&#039;floor&#039;&#039;). This action does not require A to be pressed. This is useful for various things, especially in the [[A Button Challenge]].&lt;br /&gt;
&lt;br /&gt;
== Lava Boost on Wall ==&lt;br /&gt;
Many Airborne actions cancel into [[Lava Boost]] upon hitting a lava wall. This utility function is used for such transitions. (The only lava wall in [[SM64]] is the one in [[Lethal Lava Land]]).&lt;br /&gt;
&lt;br /&gt;
The following steps happen before [[Lava Boost#Transition In|Transition In]]:&lt;br /&gt;
&lt;br /&gt;
# Update Mario&#039;s-facing-angle[1] based on the wall (atan z x normal)&lt;br /&gt;
# If forward velocity is less than 24, set it to 24&lt;br /&gt;
# Take 12 or 18 hurt counter damage, depending on if Mario has his cap.&lt;br /&gt;
# Play the Mario on fire sound&lt;br /&gt;
# update_mario_sound_and_camera (todo)&lt;br /&gt;
# [[Lava Boost]](actionArg 1)&lt;br /&gt;
&lt;br /&gt;
==Transition In==&lt;br /&gt;
&#039;&#039;See [[Single Jump|single jump]] for more details&#039;&#039;&lt;br /&gt;
# Mario&#039;s vertical speed is set to 84.&lt;br /&gt;
# If actionArg is 0, Mario&#039;s forward velocity is set to 0&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
todo&lt;br /&gt;
&lt;br /&gt;
==Gravity==&lt;br /&gt;
Just like [[Star Fall]], the y-velocity decreases by 3.2 each frame with minimum velocity -65 instead of -75&lt;br /&gt;
&lt;br /&gt;
==Applications==&lt;br /&gt;
===Speedrunning===&lt;br /&gt;
Some speedrunners use Lava Boost as a means to get around levels such as [[Lethal Lava Land]] faster. This is primarily useful for skipping long sections of the map, as instead of avoiding damage you can take a couple of hits to clear stars much faster.&lt;br /&gt;
&lt;br /&gt;
===Vertical Speed Conservation===&lt;br /&gt;
If Mario lands on a floor after a lava boost, his vertical speed will not be set to 0. At max, Mario can have VSC80. This is used in an alternate method for LLL in the [[A Button Challenge]] to get to the platform with a spinning heart inside the volcano.&lt;br /&gt;
{{actions}}&lt;br /&gt;
[[Category:Actions]]&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Uninvulnerable_interaction&amp;diff=19634</id>
		<title>Uninvulnerable interaction</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Uninvulnerable_interaction&amp;diff=19634"/>
		<updated>2025-04-17T06:02:05Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: Redirected page to Interaction type#Invulnerability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Interaction_type#Invulnerability]]&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Interaction_type&amp;diff=19633</id>
		<title>Interaction type</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Interaction_type&amp;diff=19633"/>
		<updated>2025-04-17T06:00:49Z</updated>

		<summary type="html">&lt;p&gt;Icecream17: actually this is a better place for it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An &#039;&#039;&#039;interaction type&#039;&#039;&#039; is a property that all [[object]]s have. Most objects have exactly one interaction type, but some, such as particle effects and platforms, have zero. No object may have more than one, and if one is hacked to have more than one, it will [[crash]] the game as Mario thinks that he is interacting with two different objects, each with one interaction flag, and cannot find them. Interaction types are analogous to [[Action Flag|action flag]]s, but [[Interaction Flag|interaction flag]]s are not, which can be a source of confusion.&lt;br /&gt;
==List==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Index/[[wikipedia:binary logarithm|log&amp;lt;sub&amp;gt;2&amp;lt;/sub&amp;gt;]] !! Description !! Mask&lt;br /&gt;
|-&lt;br /&gt;
| 00 || [[#Hoot|Hoot]]|| 0x00000001&lt;br /&gt;
|-&lt;br /&gt;
| 01 || [[#Grabbable|Grabbable]]|| 0x00000002&lt;br /&gt;
|-&lt;br /&gt;
| 02|| [[#Door|Door]]|| 0x00000004&lt;br /&gt;
|-&lt;br /&gt;
| 03|| [[#Hurtbox 1 &amp;amp; 2|Hurtbox]]|| 0x00000008&lt;br /&gt;
|-&lt;br /&gt;
| 04|| [[#Coin|Coin]]|| 0x00000010&lt;br /&gt;
|-&lt;br /&gt;
| 05|| [[#Cap|Cap]]|| 0x00000020&lt;br /&gt;
|-&lt;br /&gt;
| 06|| [[#Pole|Pole]]|| 0x00000040&lt;br /&gt;
|-&lt;br /&gt;
| 07|| [[#Koopa|Koopa]]|| 0x00000080&lt;br /&gt;
|-&lt;br /&gt;
| 08|| [[#Spiny|Spiny]]|| 0x00000100&lt;br /&gt;
|-&lt;br /&gt;
| 09|| [[#Breakable Block|Breakable Block]]|| 0x00000200&lt;br /&gt;
|-&lt;br /&gt;
| 10|| [[#Wind|Wind]]|| 0x00000400&lt;br /&gt;
|-&lt;br /&gt;
| 11|| [[#Warp Door|Warp Door]] || 0x00000800&lt;br /&gt;
|-&lt;br /&gt;
| 12|| [[#Star/Key|Star/Key]]|| 0x00001000&lt;br /&gt;
|-&lt;br /&gt;
| 13|| [[#Warp|Warp]]|| 0x00002000&lt;br /&gt;
|-&lt;br /&gt;
| 14|| [[#Cannon Base|Cannon Base]]|| 0x00004000&lt;br /&gt;
|-&lt;br /&gt;
| 15|| [[#Bounce Top|Bounce Top]]|| 0x00008000&lt;br /&gt;
|-&lt;br /&gt;
| 16|| [[#Water Ring|Water Ring]]|| 0x00010000&lt;br /&gt;
|-&lt;br /&gt;
| 17|| [[#Bully|Bully]]|| 0x00020000&lt;br /&gt;
|-&lt;br /&gt;
| 18|| [[#Burns|Burns]]|| 0x00040000&lt;br /&gt;
|-&lt;br /&gt;
| 19|| [[#Koopa Shell|Koopa Shell]]|| 0x00080000&lt;br /&gt;
|-&lt;br /&gt;
| 20|| &#039;&#039;&#039;(unused)&#039;&#039;&#039;|| 0x00100000&lt;br /&gt;
|-&lt;br /&gt;
| 21|| [[#Hurtbox 1 &amp;amp; 2|Hurtbox 2]]|| 0x00200000&lt;br /&gt;
|-&lt;br /&gt;
| 22|| [[#Bounce Top/Bottom|Bounce Top/Bottom]]|| 0x00400000&lt;br /&gt;
|-&lt;br /&gt;
| 23|| [[#Text|Text]]|| 0x00800000&lt;br /&gt;
|-&lt;br /&gt;
| 24|| [[#Tornado|Tornado]]|| 0x01000000&lt;br /&gt;
|-&lt;br /&gt;
| 25|| [[#Whirlpool|Whirlpool]]|| 0x02000000&lt;br /&gt;
|-&lt;br /&gt;
| 26|| [[#Clam/Bubba|Clam/Bubba]]|| 0x04000000&lt;br /&gt;
|-&lt;br /&gt;
| 27|| [[#BBH Entrance|BBH Entrance]]|| 0x08000000&lt;br /&gt;
|-&lt;br /&gt;
| 28|| [[#Snufit Bullet|Snufit Bullet]]|| 0x10000000&lt;br /&gt;
|-&lt;br /&gt;
| 29|| [[#Shocks|Shocks]]|| 0x20000000&lt;br /&gt;
|-&lt;br /&gt;
| 30|| [[#Igloo Barrier|Igloo Barrier]]|| 0x40000000&lt;br /&gt;
|-&lt;br /&gt;
| 31|| &#039;&#039;&#039;(unused)&#039;&#039;&#039;|| 0x80000000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
===Hoot===&lt;br /&gt;
The Hoot interaction is used by [[Hoot]], the owl in [[Whomp&#039;s Fortress]]. This interaction first checks whether Mario is in a suitable state to grab the owl (fulfilled by several airborne states) and checks if the [[Global Timer|global timer]] has advanced more than 30 ticks since Mario last let go of Hoot. If both these conditions are met, Mario can grab onto Hoot. Note that since the global timer advances while the game is paused, it is possible to fulfill the second condition right after Mario lets go of Hoot by simply pausing the game for 30 frames. Since the Hoot interaction is the first interaction type internally, and is referenced by the [[Beta Boo Key]] and [[Bowser]] actors, it is possible that this interaction was repurposed from an earlier type of interaction that was used earlier in development.&lt;br /&gt;
===Grabbable===&lt;br /&gt;
The Grabbable interaction is used by objects which are grabbable, such as [[Bob-ombs]] and [[cork box]]es. This interaction has 5 subtypes: the grab Mario subtype which is used by [[Chuckya]] and [[King Bob-omb]] and also makes the object [[heavy]], the holdable NPC subtype which lets Mario drop the object gently with no forward velocity, the talking drop subtype which is used by grabbable NPCs that also talk to Mario so that Mario will drop them when their dialogue is finished, the kickable subtype for objects that can be kicked and the not grabbable which is used by [[Heave-Ho]] to prevent Mario from picking it up. For the grab to occur, Mario must not be kicking an object of the kickable subtype, the object must not have the not grabbable subtype, and the usual conditions for Mario to grab something must be met. If the object being interacted with is not [[Bowser]], the interaction is also set to push Mario 5 units away from the object when he grabs it.&lt;br /&gt;
===Door===&lt;br /&gt;
The Door interaction is used for [[door]]s and has a subtype used for Star Doors. When Mario interacts with a door, the game checks to make sure he is [[walking]] or [[decelerating]] before checking if he has enough [[star]]s to open it. If these conditions are met, the game initializes variables for whether to push or pull the door open and a variable for the door’s flag in the save file. If the door Mario interacts with is a regular door, then at this point Mario will either push or pull the door open. If the door Mario interacts with is a star door, a separate check is done and [[Entering Star Door|a different action]] is done for Mario to enter the star door. If the door requires stars to open, the game also runs a check for whether or not the door has been opened before in the save file. If it has not, the game runs an action where Mario uses the power of the stars to open the door. If Mario does not have the required stars, the game displays dialogue dependent on how many stars are required to open the door. In the case where the door requires 70 stars to open (in the game, the [[Endless Stairs]] star door), the game displays dialogue and then allows Mario to open the door.&lt;br /&gt;
===Hurtbox 1 &amp;amp; 2===&lt;br /&gt;
Hurtbox 1 &amp;amp; 2 are identical with their behavior. If Mario makes contact with an object, it will simply [[Knockback|knock him back]] and generally hurt him. Some examples include [[Chain Chomp]], [[Mr. Blizzard]], and [[Bullet Bill]]s.&lt;br /&gt;
&lt;br /&gt;
The only distinction between the two is solely based on what file they are in.&lt;br /&gt;
===Coin===&lt;br /&gt;
This interaction is used for collecting [[coin]]s, as the name implies. When the interaction occurs, the number of coins Mario has is increased by the value of the coin, his heal counter is increased by 4 times the value of the coin, and the coin’s interaction status is updated to mark that an interaction has occurred. If the course is a main course, the number of coins Mario has minus the value of the coin is less than 100, and Mario has at least 100 coins, the [[100 Coin Star]] spawns.&lt;br /&gt;
===Cap===&lt;br /&gt;
This interaction is used for when Mario picks up [[cap]]s. When the interaction occurs, the game gets Mario’s current cap status, and initializes two variables for the cap timer and cap music. If Mario is not currently being [[blown]] away and Mario is wearing some kind of cap already, the game sets Mario’s interacted object variable to the object and sets the object’s interaction attribute to reflect that it has been interacted with. If the object is a [[Vanish Cap]], the cap’s timer is set to 600 and the music is set to the Wing Cap music. If the cap is a [[Metal Cap]], the cap’s timer is set to 600 and the music is set to the Metal Cap music. If the cap is a [[Wing Cap]], the cap’s timer is set to 1800 and the music is set to the Wing Cap music. If the cap timer from the cap just collected is greater than Mario’s current cap timer, Mario’s cap timer is set to the collected object’s cap timer. If Mario is [[idle]] or [[walking]], Mario [[Putting On Cap|puts the cap on]]. Otherwise, Mario’s flags are updated to have a cap on his head directly. Then, two sounds play and if the cap music is not set to 0, the cap music plays. &lt;br /&gt;
===Pole===&lt;br /&gt;
This interaction is used for things Mario can [[climb]] i.e. [[pole]]s. When the interaction occurs, the game gets Mario’s action and checks if it is a suitable action for pole climbing. If it is, the game checks if Mario is not already on a pole or if Mario’s used object attribute is not set to the object he is interacting with. If the condition is met, the game sets a variable that tells whether or not Mario’s forward [[speed]] is below 10, makes Mario stop riding or holding any object, set’s Mario’s interacted object and used object attributes to the object, sets Mario’s forward and vertical velocities to 0, and sets several attributes regarding Mario and the pole. If Mario’s speed is below 10, Mario grabs the pole slowly. Otherwise, Mario’s pole yaw velocity is set to his forward velocity times 1.4 degrees plus 22.5 degrees, his pitch is reset, and his action is set to grabbing the pole quickly.&lt;br /&gt;
===Koopa===&lt;br /&gt;
Same as [[Interaction Type#Bounce Top|Bounce Top]].&lt;br /&gt;
===Spiny===&lt;br /&gt;
Used for the [[Spiny]] when it is walking around. When the interaction occurs, the game checks which interaction occurred between Mario and the object. If the interaction was a [[punch]], then the object has several variables updated and Mario is bounced back. Otherwise, if the interaction would cause Mario to be knocked back and take damage, it does so. If the object has the subtype that it delays the invincibility timer, it does so.&lt;br /&gt;
===Breakable Block===&lt;br /&gt;
This interaction is used for breakable objects such as [[box]]es. When the interaction occurs, the game checks to see which interaction occurred between Mario and the object. If the interaction was an attack, the game sets the object’s interaction status to the attack and determines how Mario should bounce back from the attack. If Mario is in the air, his forward [[speed]] is set to -16 units/frame. If Mario is not in the air his forward speed is set to -48 units/frame. In the case where Mario hits the object from above, Mario is sent upwards with a Y-velocity of 30 units/frame. In the case where Mario hits the object from below, Mario’s Y-velocity is set to 0 units/frame.&lt;br /&gt;
===Wind===&lt;br /&gt;
Used for when Mario is blown upward by strong [[wind]]. When the interaction occurs, the game checks Mario’s action to see if he is already blowing in the wind. If he is not, then Mario stops riding or holding any objects, Mario’s facing [[angle]] is set to the wind’s movement angle plus 180 degrees, his forward velocity is set to -24 units/frame, and his vertical velocity is set to 12 units/frame. A sound also plays, the [[camera]] is updated, and Mario’s action is updated to reflect that he is [[Vertical Wind (action)|blowing in the wind]].&lt;br /&gt;
===Warp Door===&lt;br /&gt;
Used for doors that take Mario to another [[area]], like the doors to the basement and upstairs of the castle. When the interaction occurs, the game checks whether Mario is either [[walking]] or [[decelerating]]. If he is not, no further action is taken, if he is, the game proceeds with the rest of the interaction. If the door is the door to upstairs or door to the basement and Mario has not already unlocked it, the game checks if he has the right [[key]] for it. If he does not, the game displays text. If he does, Mario unlocks the door. If the door is not a locked door, the game decides whether Mario should push or pull the door open and then sends him through the warp.  &lt;br /&gt;
===Star/Key===&lt;br /&gt;
This interaction is used when Mario collects a [[star]] or a [[key]]. The interaction has two subtypes: the no exit subtype and the [[Grand Star|grand star]] subtype. When the interaction occurs, the action Mario is to perform is set to a [[Star Dance|star dance]] with an exit afterwards. Two variables are also set to check whether the object being interacted with has the no exit or grand star subtype. If Mario’s [[health]] is at least 256, meaning that Mario is not dead, then Mario stops riding or holding any objects and then the game runs several checks to determine what animation to play. If the object is not of the type no exit, Mario’s hurt and heal counters are set to 0 and his cap timer is set to equal 1 if it is greater than 1. If the object is of the type no exit then the action Mario will perform is set to a star dance with no exit. If Mario is [[swimming]] or is wearing the [[Metal Cap]] underwater, then the action to be performed is set to the underwater star dance. If Mario is in the air the action is for Mario to fall and then do a star dance. After these checks, the game spawns a [[smoke puff]], updates the object to reflect that it has been interacted with, and sets Mario’s interacted object and used object attributes to the object. Then, the game checks the object’s star index and updates Mario’s star count, if applicable. If the object is not of the no exit subtype, the level music is set to fade out. If the object is the Grand Star, Mario’s action is set to begin the Grand Star collection cutscene. Otherwise, Mario’s action is set to whatever action he was set to perform when the game checked each case.&lt;br /&gt;
===Warp===&lt;br /&gt;
Used for fade in [[warp]]s and [[pipe]]s. When the interaction occurs, the game checks whether it is a fade warp or a pipe warp. If it is a fade warp, the game checks whether or not Mario has just faded in from the [[teleport]]. If he has not, and if he is [[idle|idling]], [[panting]], [[Standing Against Wall|standing against a wall]], or [[crouching]], Mario is teleported via a fade out. If the warp is a pipe, and if Mario has not just emerged from the pipe, a sound plays, Mario stops holding or riding any objects, and Mario is warped via the pipe.&lt;br /&gt;
===Cannon Base===&lt;br /&gt;
This interaction is used for Mario entering a [[cannon]]. When the interaction occurs, the game first checks to see if Mario is not already in a cannon. If he is not, Mario stops riding or holding any objects, the object is updated to reflect that it has been interacted with, Mario’s interacted object and used object attributes are set to the object, and Mario’s action is set so that he is in a cannon.&lt;br /&gt;
===Bounce Top===&lt;br /&gt;
Bounce top is used for objects Mario can bounce off of such as [[Goomba]]s. When an interaction between Mario and the object occurs, the game initializes a variable to store what kind of interaction occurred between Mario and the object. If Mario is wearing a metal cap, the variable is set to that of a fast attack. Otherwise, the game checks what sort of interaction occurred and sets the variable to that interaction. If the interaction is an attack, the game checks what kind of attack occurred, checks whether or not Mario should be bounced back from the attack, and then does further actions if the attack was Mario hitting the object from above. If Mario hit the object from above and the object is set to cause Mario to [[twirl]], Mario’s vertical speed is set to 80, hit Y-position is set to be above the object’s [[hitbox]], and his action is set to twirling. If Mario hit the object from above and the object is not set to make Mario twirl, Mario’s vertical speed is set to 30 and his Y-position is set to be above the object’s hitbox. If the interaction between Mario and the object was not an attack, then if the object is set to damage Mario and cause [[knockback]], it does so. If the object’s interaction subtype is set to delay Mario’s [[invincibility]] timer going down while the interaction is occurring, it does so.&lt;br /&gt;
===Water Ring===&lt;br /&gt;
This interaction is used by [[water ring]]s like those spawned by the [[Manta Ray]] in [[Dire, Dire Docks]] and [[Bubble]]s in Dire, Dire Docks and [[Jolly Roger Bay]]. When the interaction occurs, Mario’s heal counter is increased by 4 times the object’s “coin” value and the object’s interaction status is updated to mark that an interaction has occurred.&lt;br /&gt;
===Bully===&lt;br /&gt;
Used for [[Bully]] enemies. When the interaction occurs, the game checks for which interaction occurred between Mario and the object. If the interaction was Mario attacking the object, then Mario is pushed 5 units away from the object, his [[forward velocity]] is set to -16 units/frame, the object’s moving [[angle]] is set to Mario’s current facing angle, and the object’s forward velocity is set to 3392 divided by the radius of the object’s [[hitbox]]. Otherwise, if Mario is not invulnerable or wearing the vanish cap, Mario’s invincibility timer is set to 2, a sound plays, and Mario is knocked back by the object.&lt;br /&gt;
===Burns===&lt;br /&gt;
Used for objects that set Mario on [[fire]]. If Mario is not invulnerable, not wearing a [[Metal Cap]], not wearing a [[Vanish Cap]], and not interacting with an object that delays the invincibility timer, the interaction proceeds. If Mario is [[swimming]] or if the distance between the [[Water Level|water level]] at Mario’s current position and Mario’s current Y-position is greater than 50 (Mario is more than 50 units below the water level), a sound plays for putting a flame out. Otherwise, Mario’s burn timer is set to 0, the camera is updated, and a sound plays for Mario being set on fire. If Mario is in the air with a vertical speed less than or equal to 0, Mario’s action while burning is a burning fall. Otherwise, the action is a burning jump. &lt;br /&gt;
===Koopa Shell===&lt;br /&gt;
This interaction is used for the [[Koopa Shell]] Mario can [[ride]]. When the interaction occurs, first the game checks whether or not Mario is already riding a shell. If he is not, the game runs a function to determine what interaction occurred between Mario and the object. If the interaction with the object is Mario hitting it from above, or if Mario’s action is set to walking, Mario’s interactObj, usedObj, and riddenObj attritubes are set to the object, the game updates Mario’s sound and camera to reflect him riding the shell, the shell music begins, Mario drops any held objects, and Mario’s action is set to riding the shell.&lt;br /&gt;
===Bounce Top/Bottom===&lt;br /&gt;
Used for enemies Mario can kill from below. When the interaction occurs, the game checks for which interaction occurred between Mario and the object. If the interaction was an attack by Mario, the object is bounced back. If the attack was from below, Mario’s [[vertical speed]] is set to 0. If the attack was from above, Mario bounces off the object either by twirling or by a regular bounce. Otherwise, if the interaction results in Mario taking [[knockback]] and damage, this occurs. If the interaction can freeze the invincibility countdown timer, it does so.&lt;br /&gt;
===Text===&lt;br /&gt;
This interaction is used for objects that display text when Mario interacts with them. When the interaction occurs, the game determines which interaction subtype it is. If the interaction has the [[sign]] subtype, the game returns a function for Mario to read the sign. If the interaction subtype is the NPC subtype, the game returns a function for Mario to talk to the NPC. Otherwise, the game pushes Mario 2 units away from the object. &lt;br /&gt;
===Tornado===&lt;br /&gt;
This interaction is used for the [[tornado]]es in [[Shifting Sand Land]]. When the interaction occurs, the game checks to see if Mario is in the tornado [[twirling]] action or is [[squished]]. If Mario is not in either of this states, Mario stops riding anything or holding anything if he is doing either of those things, his forward velocity is set to 0, a sound effect plays and Mario’s action is set to the tornado twirling action.&lt;br /&gt;
===Whirlpool===&lt;br /&gt;
This interaction is used for the [[Whirlpool]] in [[Dire, Dire Docks]]. When the interaction occurs, the game checks if Mario is already in the caught in whirlpool action. If Mario is not, Mario stops riding any object or holding any object if he is doing either of those things. Then, Mario’s forward velocity is set to 0, a sound effect plays, and Mario’s action is set to the caught in whirlpool action.&lt;br /&gt;
===Clam/Bubba===&lt;br /&gt;
This interaction is used for [[Clam]]s, [[Unagi]], and [[Bubba]] and has a subtype for if the object can eat Mario. When the interaction occurs, if the interaction has the can eat Mario subtype, Mario is [[eaten]]. Otherwise if Mario is in a state to take damage and [[knockback]], he does so. If the object has the subtype that it delays the invincibility timer, it does so.&lt;br /&gt;
===BBH Entrance===&lt;br /&gt;
This interaction is used for the [[cage]] Mario jumps into to enter [[Big Boo&#039;s Haunt]]. When the interaction occurs, first the game checks to see if Mario is already in the act of [[entering BBH]]. If he is not, Mario stops riding or holding any objects, the object is updated to reflect that it has been interacted with, and Mario’s interacted object and used object attributes are set to the object. The game then sets Mario’s action depending on whether or not he is in the air. If Mario is in the air, Mario’s action is set so that he will spin into the BBH cage. If Mario is not in the air, his action is set so that he will jump into the BBH cage.&lt;br /&gt;
===Snufit Bullet===&lt;br /&gt;
Used for the [[Snufit]] [[bullet]]. When the interaction occurs, the game checks that Mario is not invulnerable or wearing a [[Vanish Cap]]. If he is not but he is wearing a [[Metal Cap]], Mario takes no damage and the sound of the bullets bouncing off him plays. Otherwise, Mario takes damage without knockback, a sound plays, and his action is set based on what knockback the game determines Mario should take from the damage.&lt;br /&gt;
===Shocks===&lt;br /&gt;
Used for electrical interactions with [[amp]]s. When the interaction occurs, the game checks that Mario is not invulnerable or wearing a vanish cap. If he is not, Mario takes damage without knockback and a sound plays. Then, the game checks if Mario is swimming or walking underwater. If he is, Mario is set to his [[underwater shock]] action. Otherwise, he does his regular shock action. If the object can freeze the invincibility countdown timer, it does so.&lt;br /&gt;
===Igloo Barrier===&lt;br /&gt;
{{stub}}&lt;br /&gt;
This interaction is used for the [[Igloo Barrier]] object in Snowman’s Land. When the interaction occurs, the game runs a function that pushes Mario away from the object. Unusually, this interaction sets Mario’s used object attribute without updating his action, unlike every other interaction in the game. This has the potential to cause several glitches, but these cannot be performed in regular circumstances since the Igloo Barrier is the only object to use this interaction.&lt;br /&gt;
==Special Cases==&lt;br /&gt;
A few objects can switch from their default interaction types in certain circumstances, mostly between hurtbox and another type.&lt;br /&gt;
===King Bob-omb===&lt;br /&gt;
[[King Bob-omb]] normally uses the Grabbable interaction type. However, after King Bob-omb is thrown onto the ground, his interaction type is changed to Hurtbox until he gets back up. This is done to prevent Mario from picking up King Bob-omb immediately after throwing him.&lt;br /&gt;
===Bowser===&lt;br /&gt;
[[Bowser|Bowser&#039;s]] body&#039;s interaction type is normally Hurtbox. However, when Bowser is defeated, his body&#039;s interaction type is changed to Text.&lt;br /&gt;
===Spinies===&lt;br /&gt;
When [[Spiny]] is walking around, its interaction type is the Spiny type. However, if Spiny is not walking around or has just been hit by Mario, it is set to the hurtbox interaction type. &lt;br /&gt;
===Piranha Plant===&lt;br /&gt;
When a Piranha Plant is sleeping, its interaction type is Bounce Top. When it is biting, its interaction type is Hurtbox.&lt;br /&gt;
&lt;br /&gt;
== Invulnerability ==&lt;br /&gt;
&#039;&#039;&#039;Uninvulnerable interactions&#039;&#039;&#039; are interactions for which being invulnerable has no effect. Mario is invulnerable when he is in an invulnerable action or his invincibility timer is not zero.&lt;br /&gt;
&lt;br /&gt;
They are:&lt;br /&gt;
&lt;br /&gt;
* [[coin]]&lt;br /&gt;
* [[water ring]]&lt;br /&gt;
* [[star]] or [[key]]&lt;br /&gt;
* [[Big Boo&#039;s Haunt]] cage entrance&lt;br /&gt;
* [[warp]]&lt;br /&gt;
* [[warp door]]&lt;br /&gt;
* [[door]]&lt;br /&gt;
* [[cannon]]&lt;br /&gt;
* [[Into the Igloo|igloo]]&lt;br /&gt;
* [[tornado]]&lt;br /&gt;
* [[whirlpool]]&lt;br /&gt;
* strong [[wind]]&lt;br /&gt;
* [[bubba]] (see [[Eaten By Bubba]])&lt;br /&gt;
* breakable (boxes, BBH book switches)&lt;br /&gt;
* [[Koopa]] shell&lt;br /&gt;
* [[pole]]&lt;br /&gt;
* [[Hoot]]&lt;br /&gt;
* [[Cap]]&lt;br /&gt;
* text (npc or sign)&lt;br /&gt;
&lt;br /&gt;
The interactions where being invulnerable does work to avoid consequences are:&lt;br /&gt;
&lt;br /&gt;
* [[flame]]&lt;br /&gt;
* [[snufit]] bullet&lt;br /&gt;
* [[clam]]&lt;br /&gt;
* [[bully]] (when bully attacks [[Mario]])&lt;br /&gt;
* [[Amp|shock]]&lt;br /&gt;
* [[Mr. Blizzard]]&lt;br /&gt;
* any hit from below, when it would take damage&lt;br /&gt;
* any bounce-top interaction, when it would take damage&lt;br /&gt;
* [[Spiny]], when it would take damage&lt;br /&gt;
* interact_damage: [[Jolly Roger Bay]] ship skull sliding box, falling pillar, the wall when [[Blast Away the Wall|Blasting Away the Wall]], [[manta ray]], [[Bowser]], [[Big Bob-omb on the Summit|King Bob-omb]], [[piranha plant]]&lt;br /&gt;
* grabbable (protects objects from grabbing Mario, for example [[Chuckya]])&lt;br /&gt;
&lt;br /&gt;
Note that the invincibility timer is still extended.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
[https://github.com/n64decomp/sm64/blob/06ec56df7f951f88da05f468cdcacecba496145a/src/game/interaction.c Decomp File]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Icecream17</name></author>
	</entry>
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