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	<updated>2026-09-30T07:24:57Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Iwerlipse&amp;diff=19515</id>
		<title>Iwerlipse</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Iwerlipse&amp;diff=19515"/>
		<updated>2025-01-06T16:03:30Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: minor change&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Iwerlipse&#039;&#039;&#039; is the range of positions Mario can occupy when Mario is in the air and cannot turn, assuming the joystick input polling were continuous. It is defined as an area bounded by a shape drawn by the solution to optimizing a set of 2 differential equations. Due to the shape being similar to a superellipse (after Grassdigger brute forced for the solution in Mathematica), Pannenkoek2012 proposed calling this shape the &amp;quot;Iwerlipse&amp;quot; on August 2018 (pronounced eeverlipse /ˈivɜlɪps/) as a pun on the name of Iwer Sonsch, one of the people involved in this problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The set of differential equations is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\frac{dx}{dt} = v_x\cos[f(t)]&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\frac{d^2y}{dt^2} = a\sin[f(t)] - D &amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;f(t)&#039;&#039; is the function for a SM64 player&#039;s joystick tilt in terms of time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;a&#039;&#039; is forward acceleration, and is usually defined in game as 1.5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;v&amp;lt;sub&amp;gt;x&amp;lt;/sub&amp;gt;&#039;&#039; is sideways velocity and is usually defined in game as 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;D&#039;&#039; is drag, which usually can be values: +2.35, +0.35, 0, -0.35, -1.35. For TASing purposes, where high speed is always ideal, &#039;&#039;D&#039;&#039; is most commonly set to -1.35, for cases when Mario&#039;s forward speed is above 32.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The problem was posed by DeRockProject as a curiosity, and it became relevant to the ABC challenge a few times before being solved through some other means.&lt;br /&gt;
&lt;br /&gt;
Iwer stated on April 2018 that optimal straining for the Air_no_Turn action is &amp;lt;math&amp;gt;\text{dyaw}(t,r) = \text{acotan}(0.15r*t) &amp;lt;/math&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
On October 2019, Silverstrawb provided a full analytical proof for Iwer&#039;s claim, using a generalized 2nd-order Euler-Lagrange equation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By plugging Iwer and Silverstrawb&#039;s equation to solve for x and y, we obtain the parametric equations, the solution to the Iwerlipse after &amp;lt;math&amp;gt;n&amp;lt;/math&amp;gt; frames:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;x(n,t) = \pm \frac{v_xnt}{\sinh(t)} &amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;y(n,t) = v_in + \frac{a}{2}n^2\bigg(\coth(t)-\frac{t}{\sinh^2(t)}-\frac{D}{a}\bigg)&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Straining]]&lt;br /&gt;
==References==&lt;br /&gt;
Proof of the optimal straining equation :&amp;lt;br&amp;gt; &lt;br /&gt;
[[File:IwerlipseProof.png]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Swimming_optimization&amp;diff=19493</id>
		<title>Swimming optimization</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Swimming_optimization&amp;diff=19493"/>
		<updated>2024-12-13T21:22:13Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page serves mostly to document important considerations that should be kept in mind when attempting to optimize swimming movement. This page currently only deals with geometric concerns and does not yet address matters such as quickly reaching and maintaining high swimming speeds.&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
Unless specified, &amp;quot;most useful swimming states&amp;quot; excludes water plunge, water punch (&amp;quot;water grab&amp;quot;), and water throw.&lt;br /&gt;
* &#039;&#039;&#039;Straight Lines:&#039;&#039;&#039; For any given route, it is usually optimal to maximize the time Mario spends moving in a straight line unless water currents are involved.&lt;br /&gt;
* &#039;&#039;&#039;Tess Turning:&#039;&#039;&#039; Avoid raw joystick positions with three digit coordinates near maximum pitch or yaw velocity.&lt;br /&gt;
* &#039;&#039;&#039;Neutral/Opposite Target Yaw:&#039;&#039;&#039; If a quick decrease in yaw velocity is required, TAS Input&#039;s joystick X should be 0 or have the same sign as Mario&#039;s yaw velocity.&lt;br /&gt;
* &#039;&#039;&#039;Neutral Wall Diving:&#039;&#039;&#039; In most swimming states, swimming against a wall with a vertical joystick position of 0 allows swimming at both maximum yaw velocity and pitch.&lt;br /&gt;
* &#039;&#039;&#039;Floor Alignment:&#039;&#039;&#039; Hitting a floor will cap Mario&#039;s minimum pitch to be flush with the floor in most useful swimming states. B swimming can be used to circumvent this effect in order to efficiently gain height from sloped floors without sacrificing the ability to swim horizontally.&lt;br /&gt;
* &#039;&#039;&#039;Ceiling Pitch Boost:&#039;&#039;&#039; In most swimming states, swimming into a ceiling adds an extra 256 units of downwards turning at the end of the frame, down to a pitch of -12543.&lt;br /&gt;
* &#039;&#039;&#039;Zero Pitch Trick:&#039;&#039;&#039; If some frame would naturally have a pitch in the range of -255 to -1 while making Mario turn downwards, make that frame have pitch 0 instead for an extra frame of increased turning speed. This should NOT be used at the same time as Neutral Wall Diving.&lt;br /&gt;
* &#039;&#039;&#039;Ledge Clipping:&#039;&#039;&#039; Wall hitboxes are so high and wide that swimming downwards into the floor near a ledge can cause a sizable wall push away from the ledge.&lt;br /&gt;
* &#039;&#039;&#039;Ceiling Downwarps:&#039;&#039;&#039; Ceilings can be used to cut out periods of diving and allow that time to be spent covering horizontal distance instead.&lt;br /&gt;
* &#039;&#039;&#039;Swimming Strength Conservation:&#039;&#039;&#039; If Mario has swam before, doing a flutter kick on the first frame possible when entering water allows Mario to reach maximum swimming speed faster.&lt;br /&gt;
* &#039;&#039;&#039;Tighter Turning:&#039;&#039;&#039; By first turning in the opposite direction of where you want to go, the desired turn can be done tighter.&lt;br /&gt;
* &#039;&#039;&#039;Overshooting Turns:&#039;&#039;&#039; Slightly overshooting a turn to a far target can give marginally more distance.&lt;br /&gt;
* &#039;&#039;&#039;Precise Target Pitch:&#039;&#039;&#039; Alternating between two joystick positions can give target pitch values otherwise impossible to reach when swimming straight.&lt;br /&gt;
* &#039;&#039;&#039;Mobius Turning:&#039;&#039;&#039; When turning, Mario can do a tighter turn by pitching away from 0. If he cannot move too far vertically, he can oscillate up and down to keep tight turning.&lt;br /&gt;
== Detailed Explanations ==&lt;br /&gt;
=== Straight Lines ===&lt;br /&gt;
It should not be surprising that between two points in the water with no obstacles or collision nearby, the fastest path between them will be approximately a straight line. Turning should thus be generally kept to individual segments separated by straight lines, unless forced by surrounding geometry and obstacles. For example, intervening whirlpools and other water currents can make moving in a straight line extremely undesirable, as Mario begins to either strain harder and harder to maintain such a line or gets pulled far off course from it.&lt;br /&gt;
=== Tess Turning ===&lt;br /&gt;
Excessive joystick magnitudes can cause floating point rounding errors in the values of the joystick axes, which can sap 1 angle unit from Mario&#039;s target yaw velocity or target pitch due to integer rounding.&lt;br /&gt;
* In the case of &#039;&#039;&#039;yaw velocity&#039;&#039;&#039;, Mario will turn 639 units per frame instead of 640, leading to increased deviation from an optimal turn on average every 16 frames.&lt;br /&gt;
* In the case of &#039;&#039;&#039;pitch&#039;&#039;&#039;, Mario&#039;s pitch will be ±16127 instead of ±16128, effectively swimming at an angle 16 units away. With 28 speed, this means:&lt;br /&gt;
** Vertical movement is reduced from ~27.99157 units to ~27.99048 units (~0.0038% reduction)&lt;br /&gt;
** Total horizontal speed is increased from ~0.68715 units to ~0.73009 units (~6.2486% increase)&lt;br /&gt;
=== Neutral/Opposite Target Yaw ===&lt;br /&gt;
The absolute value of Mario&#039;s yaw velocity can only ever increase by 16 per frame. However, it can &#039;&#039;decrease&#039;&#039; (return to 0) at different rates. If Mario&#039;s desired target yaw velocity has the same sign as his current yaw velocity, it will change by 32 per frame. However, by holding neutral or in the opposite direction on the horizontal axis from Mario&#039;s current turning direction, it will change by 64 per frame. Interestingly, this means the input on the joystick&#039;s X axis for this in TAS Input will have the &#039;&#039;same&#039;&#039; sign as Mario&#039;s yaw velocity in the case that it is non-zero.&lt;br /&gt;
=== Neutral Wall Diving ===&lt;br /&gt;
In &#039;&#039;most&#039;&#039; swimming actions (but not all - water punch/throw are notable exceptions), hitting a wall while joystick Y is 0 will cause Mario&#039;s pitch to move away from 0 if Mario&#039;s pitch is 0 or below while maintaining Mario&#039;s pitch if his pitch is above 0. This is useful for maximizing both yaw velocity and pitch, as normally, trying to maximize one of yaw velocity and pitch will cap the other at a lower value. If this method is used to adjust Mario&#039;s pitch on a given frame, then it must be the &#039;&#039;only&#039;&#039; method used to do so. This is both due to the vertically neutral joystick requirement and the fact that the step results of &#039;hit wall&#039;/&#039;hit floor&#039;/&#039;hit ceiling&#039; at the end of the frame are all mutually exclusive.&lt;br /&gt;
=== Floor Alignment ===&lt;br /&gt;
In &#039;&#039;most&#039;&#039; swimming actions (but not all - water punch/throw are notable exceptions), hitting a floor will cap Mario&#039;s pitch from below at the end of the frame, making him parallel to the ground if he was facing into it before. This can be annoying if a downwards angle is desired, but can also be used to very rapidly switch to upwards swimming. It is still possible to swim at an effective angle of up to 256 or 512 into the floor in these states, since Mario&#039;s joystick influence on pitch and subsequent actual movement occur earlier in the frame. Importantly, the fact that B swimming and water throws avoid this phenomenon means that B swimming can utilize sloped floors for efficient simultaneous horizontal and vertical movement, potentially avoiding the need to pitch upwards at all. If, while traveling up a slope, A swimming moves less than 16 units  horizontally per frame due to extreme pitch, then B swimming up it may be preferable. Extremely tall and steep slopes may even make going out of the way to B swim up them desirable.&lt;br /&gt;
=== Ceiling Pitch Boost ===&lt;br /&gt;
In &#039;&#039;most&#039;&#039; swimming actions (but not all - water punch/throw are notable exceptions), hitting a ceiling will cause Mario&#039;s pitch to be decreased by 256 at the end of each frame that Mario&#039;s moving pitch is above -12288. This can still be counteracted exactly when Mario&#039;s pitch is already negative, and can even be overpowered when his pitch is non-negative. Importantly, though, it can be used to turn downwards an extra 256 units every frame. Since the limit is checked &#039;&#039;before&#039;&#039; the 256 units are subtracted and is a non-inclusive limit, it may in some cases be optimal to hold back slightly by up to 256 units to land a pre-movement pitch just above -12288. This will then have 256 subtracted, allowing the end of frame pitch to reach as low as -12543. This strategy of getting an extra frame of bonus turning bears resemblance to the next trick in the list, the Zero Pitch Trick.&lt;br /&gt;
=== Zero Pitch Trick ===&lt;br /&gt;
The rate that Mario can change his pitch without external influences depends on whether or not his pitch is negative (facing downwards). His pitch changes by 256 per frame when it is negative, but by 512 when it is non-negative, including when Mario&#039;s pitch is 0. However, target pitch values are rarely actual multiples of 512, leading to the possibility that Mario may lose a frame of higher pitch change due to slightly overshooting past pitch 0. Because of this, if Mario&#039;s pitch would naturally land in the range of -255 to -1 while holding upwards on the joystick, it is preferable to instead sacrifice a bit of turning so that Mario&#039;s pitch hits 0 on that frame instead. (This is all provided that a more negative pitch is desired to begin with, and that Neutral Wall Diving is not being used)&lt;br /&gt;
=== Ledge Clipping ===&lt;br /&gt;
While swimming, Mario only has 1 single step of movement in the frame, and wall hitboxes are not only located much higher than normal (10 units down instead of 30), but they are also more than twice their usual width. However, floors have the same exact hitboxes as normal. This means it is possible to get a large push while swimming around a ledge, provided Mario has a suitable approach trajectory. By swimming steeply down into a ledge such that Mario&#039;s intended next position is at least 10 units below the floor (ignoring integer truncation) and within 110 units of the edge, Mario can be pushed up to 220 units by that single wall. If a wall overlap is available and utilized, that may be able to double the resulting distance Mario is pushed up to 440.&lt;br /&gt;
=== Ceiling Downwarps ===&lt;br /&gt;
While swimming, ceilings naturally downwarp Mario to their height if he tries to enter them (so long as doing so would not put him under the floor), which can be exploited to travel large distances downwards instantly for free. This can allow more of Mario&#039;s speed budget to be put into horizontal movement, allowing Mario to cover not only more vertical distance in a given time, but more horizontal distance as well.&lt;br /&gt;
&lt;br /&gt;
=== Swimming Strength Conservation ===&lt;br /&gt;
As Mario swims, his swimming strength increases from 160 to 280, increasing his top speed. This value is generally not reset when Mario exits the water and is also not reset by the first frame of a flutter kick, so by doing a flutter kick on the first frame possible when entering water, Mario will preserve his swimming strength and reach top swimming speed faster (with the caveat that Mario won&#039;t travel as far on the first several frames). This trick is more effective if Mario needs to turn immediately on entering a water level, as the short term distance loss from this trick won&#039;t matter as much. Note that the trick does not work with some water levels (e.g. Secret Aquarium), and you need to have swimming strength conserved from a previous swim (which can be from a different course).&lt;br /&gt;
&lt;br /&gt;
=== Tighter Turning ===&lt;br /&gt;
When turning, Mario&#039;s yaw velocity increases at a linear rate, and when finishing a turn, his yaw velocity drops at quadruple the speed. As a result, if Mario needs to turn by a medium to large amount, he can turn faster by first turning in the opposite direction for a handful of frames. This will give Mario a higher yaw velocity when making the turn, allowing him to swim to the next destination faster. It is unknown how many frames of opposite direction turning is optimal for this, but 11 frames of turning in the opposite direction works well. This trick still works if the turn requires collecting a coin, but it might not be faster if the coin is already collected at maximum yaw velocity. It may also be faster to turn in the intended direction for a few frames before doing the opposite direction turn.&lt;br /&gt;
&lt;br /&gt;
=== Overshooting Turns ===&lt;br /&gt;
Since Mario&#039;s yaw velocity decelerates four times faster than it accelerates, it can be marginally faster to slightly overshoot a turn to a far target by adding up to 30 yaw velocity on the first frame of deceleration. However, this trick only saves up to a tenth of a unit in the best case while losing distance over shorter ranges, so this trick is only recommended for when less than a unit of distance needs to be saved to save a frame.&lt;br /&gt;
&lt;br /&gt;
=== Precise Target Pitch ===&lt;br /&gt;
Joystick positions on the Y-axis can only achieve target pitch values that are multiples of 252. By alternating the joystick between two positions symmetric across the Y-axis, target pitch values not divisible by 252 can be achieved while still swimming straight. This can be used to swim up or down in a straighter line than otherwise possible. However, switching between joystick positions every frame can be tedious, so this is best done with a Lua script.&lt;br /&gt;
[[Category:TASing Tricks]]&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Hyperspeed_Jump_Kicking&amp;diff=17659</id>
		<title>Hyperspeed Jump Kicking</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Hyperspeed_Jump_Kicking&amp;diff=17659"/>
		<updated>2023-02-11T18:01:29Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: We should try to add credits like everywhere we can. Maybe we should link to smth? Like their youtube channels or make pages for each TASer? Considering motives of why people TAS, i think it&amp;#039;s worth considering. (Also while i&amp;#039;m talking here, we should try to crosslink between these TAS pages and RTA guides as much as we can to encourage more exchange between the 2 communities)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Needs Image}}&lt;br /&gt;
&#039;&#039;&#039;Hyperspeed Jump Kicking&#039;&#039;&#039; (&#039;&#039;&#039;HSJK&#039;&#039;&#039;) is a [[Hyperspeed|hyperspeed technique]] discovered by SilentSlayers where Mario builds up speed by jump kicking repeatedly on a suitable steep slope.&lt;br /&gt;
==Setup==&lt;br /&gt;
In order to perform HSJK, Mario must jump kick and land on a low friction floor, usually with some means of holding him in place. The properties of the slope required for HSJK are the same as for [[Hyperspeed Grinding]], as both involve the same landing action. However, the conditions required to hold Mario in place during HSJK are more closely related to those for [[Backwards Long Jump|Backwards Long Jumping]] than to those for Hyperspeed Grinding. This is because each jump kick gives Mario positive vertical speed, whereas grinding has strictly non-positive speed. Many HSJK methods require that the landing accelerates Mario, in addition to providing no friction due to the lack of air acceleration. This imposes additional restrictions on the kinds of slopes that can be used, but also makes HSJK usable for building up backwards speed in addition to forwards speed.&lt;br /&gt;
===Corner HSJK===&lt;br /&gt;
The first method of HSJK to be discovered, Corner HSJK involves repeatedly jump kicking into the corner between two walls such that Mario is facing the unreferenced one. This method can theoretically build up to a maximum of roughly ~400 speed before breaking free.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=wIe4RUaBiV4 &amp;quot;Super Mario 64 - Hyperspeed Jump Kicks&amp;quot; by SilentSlayers]&amp;lt;/ref&amp;gt; It is the only method in which Mario spends significant time in the air, and as a consequence it cannot build up backwards speed.&lt;br /&gt;
=== Low Ceiling HSJK===&lt;br /&gt;
The other basic form of HSJK, Low Ceiling HSJK involves using a [[Pedro spot]] to hold Mario in place. This method only allows for at most two air acceleration frames per jump kick, and thus requires the floor to accelerate Mario during his landing frames.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=xmQvCU81uuI &amp;quot;SM64 - Low Ceiling Hyperspeed Jump Kicks (Proof of Concept)&amp;quot; by ds273]&amp;lt;/ref&amp;gt; The speed that can be obtained this way is limited by the size of the Pedro spot.&lt;br /&gt;
=== Backwards HSJK===&lt;br /&gt;
If a floor is steep enough that Mario can slide on it with landing animation to gain sufficiently large speed, then Mario can HSJK on that slope backwards, counteracting the fact he would lose 0.85 speed for every air frame. Hypothesized by Sidney, but it is likely possible given ideal geometry.&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Glitches}}&lt;br /&gt;
[[Category:Glitches]]&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Tilted_Inverted_Pyramid_Platform&amp;diff=17230</id>
		<title>Tilted Inverted Pyramid Platform</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Tilted_Inverted_Pyramid_Platform&amp;diff=17230"/>
		<updated>2022-11-23T06:42:12Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{object_infobox_2&lt;br /&gt;
|title= Tilting Inverted Pyramid Platform&lt;br /&gt;
|image= STROOP- LLL Tilting Inverted Pyramid Platform.png&lt;br /&gt;
|group= Surface&lt;br /&gt;
|group2 =&lt;br /&gt;
|tangibility=&lt;br /&gt;
|draw=&lt;br /&gt;
|gravity=&lt;br /&gt;
|friction=&lt;br /&gt;
|buoyancy=&lt;br /&gt;
|interaction=&lt;br /&gt;
|damage=&lt;br /&gt;
|health=&lt;br /&gt;
|radius=&lt;br /&gt;
|height=&lt;br /&gt;
|hurtbox_radius=&lt;br /&gt;
|hurtbox_height=&lt;br /&gt;
|offset=&lt;br /&gt;
|coins=&lt;br /&gt;
}}&lt;br /&gt;
Tilted Inverted Pyramid Platforms are a type of platform object appearing in [[Lethal Lava Land]] and [[Bowser in the Fire Sea]]. The platform basically tilts and moves Mario with it.&lt;br /&gt;
==Behavior==&lt;br /&gt;
The Tilting Inverted Pyramid creates a transformation matrix using its x,y,z coordinates and its x,y,z normal. The pyramid is initialized with x and z-normals of 0, and a y-normal of 1, so that the pyramid will always spawn in with its flat portion facing directly upwards. Once the pyramid is initialized, it behaves by calculating new normals when Mario is standing on it and then tilts and moves Mario with it. When Mario is on the platform, a matrix is formed from the difference between Mario’s x,y,z coordinates and the platforms x,y,z coordinates. This matrix is then multiplied by the transformation matrix to give a new matrix encoding Mario’s position before the platform rotates. The game calculates an approximate distance between Mario’s position and the platform’s position by the usual distance formula √(dx^2+dy^2+dz^2 ), where dx,dz represent the difference between Mario and the platform’s x and z coordinates, and dy is always assumed to be 500. The game then calculates new normal for the pyramid by scaling each factor dx,dy,dz by the approximate distance. Once the new target normals are calculated, the pyramid approaches these values by incrementing the current normal by .01 until they reach a final target normal. Every time the pyramids normals are updated, the platform’s orientation is updated to match. Finally, if Mario is on the pyramid, the game creates a new matrix encoding Mario’s expected new position on the platform and uses the difference between it and the previous position matrix to update Mario’s position.&lt;br /&gt;
==References==&lt;br /&gt;
https://github.com/n64decomp/sm64/blob/1372ae1bb7cbedc03df366393188f4f05dcfc422/src/game/behaviors/tilting_inverted_pyramid.inc.c&lt;br /&gt;
&lt;br /&gt;
[https://github.com/n64decomp/sm64/blob/f9982e0ef5891d2b3e4381c305c80f7d86166e85/src/engine/math_util.c#L374 mtxf_align_terrain_normal(transform, normal, pos, 0);]&lt;br /&gt;
&lt;br /&gt;
[https://github.com/n64decomp/sm64/blob/1372ae1bb7cbedc03df366393188f4f05dcfc422/src/game/object_helpers.c#L652 linear_mtxf_mul_vec3f(*transform, posAfterRotation, dist);]&lt;br /&gt;
[[Category:Objects]]&lt;br /&gt;
{{objects}}&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Tilted_Inverted_Pyramid_Platform&amp;diff=17227</id>
		<title>Tilted Inverted Pyramid Platform</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Tilted_Inverted_Pyramid_Platform&amp;diff=17227"/>
		<updated>2022-11-22T17:48:53Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: /* References */  Maybe you&amp;#039;ll revert this change cuz you don&amp;#039;t need this, but I do. Especially idk where the tilt inaccuracy bug occurs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{object_infobox_2&lt;br /&gt;
|title= Tilting Inverted Pyramid Platform&lt;br /&gt;
|image= STROOP- LLL Tilting Inverted Pyramid Platform.png&lt;br /&gt;
|group= Surface&lt;br /&gt;
|group2 =&lt;br /&gt;
|tangibility=&lt;br /&gt;
|draw=&lt;br /&gt;
|gravity=&lt;br /&gt;
|friction=&lt;br /&gt;
|buoyancy=&lt;br /&gt;
|interaction=&lt;br /&gt;
|damage=&lt;br /&gt;
|health=&lt;br /&gt;
|radius=&lt;br /&gt;
|height=&lt;br /&gt;
|hurtbox_radius=&lt;br /&gt;
|hurtbox_height=&lt;br /&gt;
|offset=&lt;br /&gt;
|coins=&lt;br /&gt;
}}&lt;br /&gt;
Tilted Inverted Pyramid Platforms are a type of platform object appearing in [[Lethal Lava Land]] and [[Bowser in The Fire Sea]]. The platform basically tilts and moves Mario with it.&lt;br /&gt;
==Behavior==&lt;br /&gt;
The Tilting Inverted Pyramid creates a transformation matrix using its x,y,z coordinates and its x,y,z normal. The pyramid is initialized with x and z-normals of 0, and a y-normal of 1, so that the pyramid will always spawn in with its flat portion facing directly upwards. Once the pyramid is initialized, it behaves by calculating new normals when Mario is standing on it and then tilts and moves Mario with it. When Mario is on the platform, a matrix is formed from the difference between Mario’s x,y,z coordinates and the platforms x,y,z coordinates. This matrix is then multiplied by the transformation matrix to give a new matrix encoding Mario’s position before the platform rotates. The game calculates an approximate distance between Mario’s position and the platform’s position by the usual distance formula √(dx^2+dy^2+dz^2 ), where dx,dz represent the difference between Mario and the platform’s x and z coordinates, and dy is always assumed to be 500. The game then calculates new normal for the pyramid by scaling each factor dx,dy,dz by the approximate distance. Once the new target normals are calculated, the pyramid approaches these values by incrementing the current normal by .01 until they reach a final target normal. Every time the pyramids normals are updated, the platform’s orientation is updated to match. Finally, if Mario is on the pyramid, the game creates a new matrix encoding Mario’s expected new position on the platform and uses the difference between it and the previous position matrix to update Mario’s position.&lt;br /&gt;
==References==&lt;br /&gt;
https://github.com/n64decomp/sm64/blob/1372ae1bb7cbedc03df366393188f4f05dcfc422/src/game/behaviors/tilting_inverted_pyramid.inc.c&lt;br /&gt;
&lt;br /&gt;
[https://github.com/n64decomp/sm64/blob/f9982e0ef5891d2b3e4381c305c80f7d86166e85/src/engine/math_util.c#L374 mtxf_align_terrain_normal(transform, normal, pos, 0);]&lt;br /&gt;
&lt;br /&gt;
[https://github.com/n64decomp/sm64/blob/1372ae1bb7cbedc03df366393188f4f05dcfc422/src/game/object_helpers.c#L652 linear_mtxf_mul_vec3f(*transform, posAfterRotation, dist);]&lt;br /&gt;
[[Category:Objects]]&lt;br /&gt;
{{objects}}&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Tilted_Inverted_Pyramid_Platform&amp;diff=17226</id>
		<title>Tilted Inverted Pyramid Platform</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Tilted_Inverted_Pyramid_Platform&amp;diff=17226"/>
		<updated>2022-11-22T17:43:30Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: (joke)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{object_infobox_2&lt;br /&gt;
|title= Tilting Inverted Pyramid Platform&lt;br /&gt;
|image= STROOP- LLL Tilting Inverted Pyramid Platform.png&lt;br /&gt;
|group= Surface&lt;br /&gt;
|group2 =&lt;br /&gt;
|tangibility=&lt;br /&gt;
|draw=&lt;br /&gt;
|gravity=&lt;br /&gt;
|friction=&lt;br /&gt;
|buoyancy=&lt;br /&gt;
|interaction=&lt;br /&gt;
|damage=&lt;br /&gt;
|health=&lt;br /&gt;
|radius=&lt;br /&gt;
|height=&lt;br /&gt;
|hurtbox_radius=&lt;br /&gt;
|hurtbox_height=&lt;br /&gt;
|offset=&lt;br /&gt;
|coins=&lt;br /&gt;
}}&lt;br /&gt;
Tilted Inverted Pyramid Platforms are a type of platform object appearing in [[Lethal Lava Land]] and [[Bowser in The Fire Sea]]. The platform basically tilts and moves Mario with it.&lt;br /&gt;
==Behavior==&lt;br /&gt;
The Tilting Inverted Pyramid creates a transformation matrix using its x,y,z coordinates and its x,y,z normal. The pyramid is initialized with x and z-normals of 0, and a y-normal of 1, so that the pyramid will always spawn in with its flat portion facing directly upwards. Once the pyramid is initialized, it behaves by calculating new normals when Mario is standing on it and then tilts and moves Mario with it. When Mario is on the platform, a matrix is formed from the difference between Mario’s x,y,z coordinates and the platforms x,y,z coordinates. This matrix is then multiplied by the transformation matrix to give a new matrix encoding Mario’s position before the platform rotates. The game calculates an approximate distance between Mario’s position and the platform’s position by the usual distance formula √(dx^2+dy^2+dz^2 ), where dx,dz represent the difference between Mario and the platform’s x and z coordinates, and dy is always assumed to be 500. The game then calculates new normal for the pyramid by scaling each factor dx,dy,dz by the approximate distance. Once the new target normals are calculated, the pyramid approaches these values by incrementing the current normal by .01 until they reach a final target normal. Every time the pyramids normals are updated, the platform’s orientation is updated to match. Finally, if Mario is on the pyramid, the game creates a new matrix encoding Mario’s expected new position on the platform and uses the difference between it and the previous position matrix to update Mario’s position.&lt;br /&gt;
==References==&lt;br /&gt;
[[Category:Objects]]&lt;br /&gt;
{{objects}}&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Tilted_Inverted_Pyramid_Platform&amp;diff=17225</id>
		<title>Tilted Inverted Pyramid Platform</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Tilted_Inverted_Pyramid_Platform&amp;diff=17225"/>
		<updated>2022-11-22T17:43:11Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: fucking fuck (joke)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{object_infobox_2&lt;br /&gt;
|title= Tilting Inverted Pyramid Platform&lt;br /&gt;
|image= STROOP- LLL Tilting Inverted Pyramid Platform.png&lt;br /&gt;
|group= Surface&lt;br /&gt;
|group2 =&lt;br /&gt;
|tangibility=&lt;br /&gt;
|draw=&lt;br /&gt;
|gravity=&lt;br /&gt;
|friction=&lt;br /&gt;
|buoyancy=&lt;br /&gt;
|interaction=&lt;br /&gt;
|damage=&lt;br /&gt;
|health=&lt;br /&gt;
|radius=&lt;br /&gt;
|height=&lt;br /&gt;
|hurtbox_radius=&lt;br /&gt;
|hurtbox_height=&lt;br /&gt;
|offset=&lt;br /&gt;
|coins=&lt;br /&gt;
}}&lt;br /&gt;
Tilted Inverted Pyramid Platforms are a type of platform object appearing in [[Lethal Lava Land]] and [[Bowser in The Fire Sea]]. The platform basically tilts and moves Mario with it.&lt;br /&gt;
==Behavior==&lt;br /&gt;
The Tilting Inverted Pyramid creates a transformation matrix using its x,y,z coordinates and its x,y,z normal. The pyramid is initialized with x and z-normals of 0, and a y-normal of 1, so that the pyramid will always spawn in with its flat portion facing directly upwards. Once the pyramid is initialized, it behaves by calculating new normals when Mario is standing on it and then tilts and moves Mario with it. When Mario is on the platform, a matrix is formed from the difference between Mario’s x,y,z coordinates and the platforms x,y,z coordinates. This matrix is then multiplied by the transformation matrix to give a new matrix encoding Mario’s position before the platform rotates. The game calculates an approximate distance between Mario’s position and the platform’s position by the usual distance formula √(dx^2+dy^2+dz^2 ), where dx,dz represent the difference between Mario and the platform’s x and z coordinates, and dy is always assumed to be 500. The game then calculates new normal for the pyramid by scaling each factor dx,dy,dz by the approximate distance. Once the new target normals are calculated, the pyramid approaches these values by incrementing the current normal by .01 until they reach a final target normal. Every time the pyramids normals are updated, the platform’s orientation is updated to match. Finally, if Mario is on the pyramid, the game creates a new matrix encoding Mario’s expected new position on the platform and uses the difference between it and the previous position matrix to update Mario’s position.&lt;br /&gt;
&lt;br /&gt;
Except this isn&#039;t how it behaves. If it did, then Mario would always be displaced downwards, but sometimes he can be displaced upwards. The cause of this is either lost, unknown, or only known in the SM64 TAS discord.&lt;br /&gt;
==References==&lt;br /&gt;
[[Category:Objects]]&lt;br /&gt;
{{objects}}&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Double_Jump&amp;diff=16542</id>
		<title>Double Jump</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Double_Jump&amp;diff=16542"/>
		<updated>2022-02-22T06:33:51Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: /* Behavior */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action_infobox&lt;br /&gt;
|title= Double Jump&lt;br /&gt;
|image=&lt;br /&gt;
|official name= secJump (Second Jump)&lt;br /&gt;
|hex= 0x03000881&lt;br /&gt;
|flags= Air, Allow Vertical Wind Action, Control Jump Height&lt;br /&gt;
|group= Airborne&lt;br /&gt;
|id= 0x081&lt;br /&gt;
|into= &lt;br /&gt;
|out of= [[Single Jump Land]], [[Sideflip Land]], [[Freefall Land]]&lt;br /&gt;
|animation= 0x4C, 0x4D&lt;br /&gt;
|related=&lt;br /&gt;
}}&lt;br /&gt;
A double jump is an action that typically follows an earlier jump with more height. Specifically, a double jump can be entered by pressing A while in:&lt;br /&gt;
* A [[Single Jump Land]]&lt;br /&gt;
* A [[Sideflip Land]]&lt;br /&gt;
* A [[Freefall Land]]&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 the jump action. These checks are as follows:&lt;br /&gt;
# Water - If Mario&#039;s height is lower than 100 units below the water height, the action is transitioned into the [[water plunge]] action.&lt;br /&gt;
# Squish - If Mario is supposed to be squished, his action is changed to the [[squished]] action.&lt;br /&gt;
# Vertical Wind- If Mario is above a vertical wind floor, his action is changed to the [[vertical wind]] action. (This is due to the jump action having the &amp;quot;Allow Vertical Wind Action&amp;quot; flag.)&lt;br /&gt;
At this point, two more things happen prior to the jump action:&lt;br /&gt;
* Mario&#039;s quicksand depth is set to 0.&lt;br /&gt;
* Mario plays a falling noise if he has fallen more than 1150 units from his peak.&lt;br /&gt;
With the jump action occurring, the following happens:&lt;br /&gt;
# Mario&#039;s vertical speed is set to &amp;lt;math&amp;gt;52+\frac{\text{hspeed}}4&amp;lt;/math&amp;gt;.&lt;br /&gt;
# If Mario&#039;s vertical speed is not negative, his animation is set to the double jump rising animation. Otherwise, it is set to the double jump falling animation.&lt;br /&gt;
# If the B button is pressed, Mario will either enter the [[dive]] action if his speed is greater than 28 or the jump kick action otherwise. This stops the double jump action.&lt;br /&gt;
# If the Z button is pressed, Mario will enter the [[ground pound]] action. This stops the double jump action.&lt;br /&gt;
# Mario performs the other noises for the jump.&lt;br /&gt;
# Now, Mario performs the quarter-frame movement via a full [[Movement_Steps#Air_Step|common air step]]. The landing action is a [[double jump land]] action and the check has both the &amp;quot;Check Ledge Grab&amp;quot; and &amp;quot;Check Hang&amp;quot; flags.&lt;br /&gt;
{{actions}}&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Jongyon7192p&amp;diff=16539</id>
		<title>User:Jongyon7192p</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Jongyon7192p&amp;diff=16539"/>
		<updated>2022-02-19T00:50:22Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: bored&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Joystick Angles==&lt;br /&gt;
[[File:Angle grid of max speeds v2.png|thumb|i made dis]]&lt;br /&gt;
[https://cdn.discordapp.com/attachments/267091914027696129/353046718612373516/a_sm64_grid_of_joystick_wip.png this too]&lt;br /&gt;
==Glitchy Wall Kicks [failure to analyze]==&lt;br /&gt;
There are 2 types of GWKs, quarter frame GWKs and bonk GWKs. We didn&#039;t know this at first. Bonk GWKs are more complicated. The GWK I studied happened to be a bonk GWK. Shenanigans ensued, followed by more confusion. Progress stalled until SM64 Decomp was worked on.&lt;br /&gt;
&lt;br /&gt;
[https://cdn.discordapp.com/attachments/267091914027696129/379474391957897226/unknown.png my first 4koma.] (Studying angle changes of a bonk GWK every quarter of a frame, along with SilentSlayer. These angle changes reflect off of 1 or both of the 2 walls.)&lt;br /&gt;
&lt;br /&gt;
https://cdn.discordapp.com/attachments/267091914027696129/379482773507014656/unknown.png&lt;br /&gt;
==Walking==&lt;br /&gt;
http://prntscr.com/eyjv0l&lt;br /&gt;
&lt;br /&gt;
http://prntscr.com/eyjwbx&lt;br /&gt;
&lt;br /&gt;
http://prntscr.com/expurf&lt;br /&gt;
&lt;br /&gt;
http://prntscr.com/exptm4&lt;br /&gt;
&lt;br /&gt;
http://prntscr.com/eyjyfn&lt;br /&gt;
==SM64 1 Key study after-the-fact==&lt;br /&gt;
[https://cdn.discordapp.com/attachments/267091914027696129/351261400691113994/unknown.png This VCutM platform moves mario down just as mario flies into a PU. Since this isn&#039;t an OJ, this immediately upwarps mario into the surface of OoB water which conserves mario&#039;s speed AND voids him out back to the water of outside the castle WITHOUT killing him and putting him on land. Neat as fuck.]&lt;br /&gt;
&lt;br /&gt;
[https://cdn.discordapp.com/attachments/267091914027696129/351489404558114816/unknown.png From the castle moat, mario reactivates his speed on land, and this is the PU route he goes to minimize his slow af turning time while still going down in Y position enough using slopes to touch the moat door back at the main map.]&lt;br /&gt;
&lt;br /&gt;
2336 ( 3,-3) +3,-3&lt;br /&gt;
&lt;br /&gt;
2337 (14,-1) +11,+2&lt;br /&gt;
&lt;br /&gt;
2354 ( 6, 3) -8,+4&lt;br /&gt;
&lt;br /&gt;
2354 A (kill speed)&lt;br /&gt;
&lt;br /&gt;
2356 A (kill speed)&lt;br /&gt;
&lt;br /&gt;
2365 ( 0, 0) -6,-3&lt;br /&gt;
&lt;br /&gt;
[http://prntscr.com/fwh99j this is an OJ. no other explanation needed.]&lt;br /&gt;
&lt;br /&gt;
https://cdn.discordapp.com/attachments/309838966125756416/372970560696614916/unknown.png&lt;br /&gt;
&lt;br /&gt;
[https://cdn.discordapp.com/attachments/267505793908211712/347458290004787200/unknown.png oh boi, unit squares]&lt;br /&gt;
&lt;br /&gt;
[[Unit Squares]]&lt;br /&gt;
&lt;br /&gt;
Bismuth made an excellent commentated video explaining the entire 1 Key TAS.&lt;br /&gt;
==TTC Pendulum==&lt;br /&gt;
The Pendulum Ladder Map chains all possible amplitudes a random-setting pendulum can swing at, which forms rails, branches, and indices within the branches for each swing. I made an unscripted commentated video about it, which leads into discussing Pell Equations and Brahmagupta&#039;s identity.&lt;br /&gt;
&lt;br /&gt;
https://cdn.discordapp.com/attachments/309838966125756416/349389479967981579/unknown.png&lt;br /&gt;
&lt;br /&gt;
https://cdn.discordapp.com/attachments/309838966125756416/349389742409908225/unknown.png&lt;br /&gt;
&lt;br /&gt;
[https://cdn.discordapp.com/attachments/309838966125756416/349373998855094286/unknown.png holy shit]&lt;br /&gt;
&lt;br /&gt;
[https://cdn.discordapp.com/attachments/309838966125756416/349429057743618049/unknown.png maaaan]&lt;br /&gt;
==Cog Misa==&lt;br /&gt;
It&#039;s just a desmos graph. A specific of cog rotation and 4 frames of air straining form the least wall obstructions that allow Mario to reach a previously impossible goal. My one A press save. Still proud of it.&lt;br /&gt;
==TTM DR (Tall Tall Mountain Dive Recover)==&lt;br /&gt;
Proved TTM is impossible without a breakthrough. Tyler Kehne then finds breakthrough.&lt;br /&gt;
==Bowser in the Fire Sea 0x (Wii VC)==&lt;br /&gt;
The oscillating platform converges and reaches 0 after 2-3 months. Must find bad_boot&#039;s graph again to confirm.&lt;br /&gt;
&lt;br /&gt;
The platform rises at a constant rate per oscillation cycle, except when it reaches a y=2^n boundary, when its vertical velocity changes based on the arcsin function.&lt;br /&gt;
==Jolly Roger Bay&#039;s Hyperspeed Punch==&lt;br /&gt;
Approximated the speed cap to be 160. If mario can keep punching on the pillar for an extended 1 more frame, spd can reach 170 or more. i forgot my approximated 2nd value.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crouch Sliding:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(1) the 10k glitch step&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The fwd component of your joystick tilt is multiplied by (speed+100)/200. (It&#039;s intended that the result is your fwd component is halved or stays the same cuz your max slide speed should be 100 unit/f. But ofc, you hyperspeed, and you can do the 10k glitch.)&lt;br /&gt;
We&#039;ll name this the &amp;quot;modified fwd&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(2) turn mario&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
based on the sideward component of stick tilt (which i define as &amp;quot;side&amp;quot;), rotate mario&#039;s velocity vector like this.&lt;br /&gt;
&lt;br /&gt;
[ 1 0.05*side ] [velX]&lt;br /&gt;
&lt;br /&gt;
[ -0.05*side 1 ] [velZ]&lt;br /&gt;
&lt;br /&gt;
And then you do v\*oldSpd/newSpd for both x and z component, cuz the game wants to not change your speed. You can think about the implications of this yourself. (the max and min angle it can change depending on your speed, and other questions)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(3) update_sliding_angle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your velocity vector is added by a vector of magnitude 7\*normal.H, pointing downhill.&lt;br /&gt;
&lt;br /&gt;
Then the resulting vector is multiplied by the lossFactor, which is smth dumb defined by the slope type, and increases depending on the modified fwd. So this step does depend on your speed.&lt;br /&gt;
&lt;br /&gt;
Finally, mario&#039;s facing angle changes by 2.8125 (360/128) degrees or less towards your velocity vector&#039;s angle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;C^ Sliding:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Speed - 4 + 1.7\*normal.H (range: -4 ≤ accel &amp;lt; -2.3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HyperSpeed Punching:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Speed - 1 + 1.7\*normal.H (range: -1 ≤ accel &amp;lt; 0.7)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects Overlap for 1f between the C^ and the Punch:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Speed - 5 + 3.4\*normal.H (range: -5 ≤ accel &amp;lt; -1.6)&lt;br /&gt;
==WF Tower platform rotation displacement==&lt;br /&gt;
The tumbling bridge block rotates in a stupid way, but i managed to decompose its euler angle frequencies into parts. Turned out fucking useless cuz we could just fucking yeet ourselves onto the cannon with SDC, idk, ask iwer.&lt;br /&gt;
&lt;br /&gt;
and i&#039;ll try to summarize my block of text here soon.&lt;br /&gt;
==Arctan Strain==&lt;br /&gt;
All but proven at every math-skill level. Implement in Mupen LUA by sm64Expert.&lt;br /&gt;
==The Flight Equations==&lt;br /&gt;
Update Pitch:&lt;br /&gt;
&lt;br /&gt;
target = -stickY*v/5 (max=±12.8v)&lt;br /&gt;
&lt;br /&gt;
pitchAccelTo0=64&lt;br /&gt;
pitchAccelTo∞=32&lt;br /&gt;
&lt;br /&gt;
If crossed 0, cap |pitchVel1|&amp;lt;32 for 1f.&lt;br /&gt;
-------------------&lt;br /&gt;
Update Yaw:&lt;br /&gt;
&lt;br /&gt;
target = -stickX*v/4 (max=±32v)&lt;br /&gt;
&lt;br /&gt;
If target&amp;lt;0&amp;lt; &amp;lt;yawVel , |yawAccel|=64&lt;br /&gt;
if &amp;lt;0&amp;lt;target&amp;lt;yawVel , |yawAccel|=32&lt;br /&gt;
If &amp;lt;0&amp;lt; &amp;lt;yawVel&amp;lt;target, |yawAccel|=16&lt;br /&gt;
&lt;br /&gt;
If crossed 0, cap |yawVel|&amp;lt;16 for 1f.&lt;br /&gt;
-------------------&lt;br /&gt;
a = -pitch/45° -.5[1-cos(yaw)] -1&lt;br /&gt;
cap v&amp;gt;=0&lt;br /&gt;
-------------------&lt;br /&gt;
Update Flying:&lt;br /&gt;
&lt;br /&gt;
if v&amp;gt;16, pitchVel2 = 6(v-32), Range: ( -96 ~ +∞ ] //positive if v&amp;gt;32&lt;br /&gt;
if 4&amp;lt;v≤16, pitchVel2 = 10(v-32), Range: (-280 ~ -160]&lt;br /&gt;
if v≤ 4, pitchVel2 = -1024&lt;br /&gt;
&lt;br /&gt;
cap |pitch|≤59.99634°&lt;br /&gt;
-------------------&lt;br /&gt;
if nullWall collision, pitchVel3 = -512&lt;br /&gt;
==La-Mulana Speedrun studies==&lt;br /&gt;
https://clips.twitch.tv/FlirtyBrightKoalaVoteNay 1 pixel away from killing the boss in 1 cycle. I eventually solve this problem.&lt;br /&gt;
&lt;br /&gt;
http://prntscr.com/edhko5 Boss battle analysis.&lt;br /&gt;
==Misc.==&lt;br /&gt;
[http://image.prntscr.com/image/6ad99e949a344941a5dbba4bf76d25d5.png RLB was a bust anyway]&lt;br /&gt;
==Deep Underground [NSFW Memes (Bottom of the Iceburg)]==&lt;br /&gt;
[[File:Wtf.png|thumb|most definitely a good and sane opinion]]&lt;br /&gt;
https://cdn.discordapp.com/attachments/270777797138579457/344927706208796674/20170417_233514.jpg&lt;br /&gt;
&lt;br /&gt;
https://pbs.twimg.com/media/CmU8RS8VMAAcWpW.jpg:large&lt;br /&gt;
&lt;br /&gt;
[https://derpicdn.net/img/view/2012/7/10/38895__safe_brony_choose+your+champions_hat_the+burdened_trilby.jpg Me back when I was at a Halloween party. Despite everything, it went ok.]&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Behind_Camera_Anywhere&amp;diff=15933</id>
		<title>Behind Camera Anywhere</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Behind_Camera_Anywhere&amp;diff=15933"/>
		<updated>2021-10-19T01:00:29Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: i dont TODO. u DO it lol&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
A technique &#039;&#039;&#039;Behind Camera Anywhere&#039;&#039;&#039; (&amp;quot;BCA&amp;quot;, alternatively &#039;&#039;&#039;See No Evil&#039;&#039;&#039;) was discovered by ds273 in https://youtu.be/C38He-OUAYk , demonstrated by Pannenkoek2012 in https://youtu.be/_GT2OD--jXQ and https://youtu.be/BMwzx6NCUOs , and applied for the BitS pole skip by lemon in https://youtu.be/S6CMfxGzGvo&lt;br /&gt;
&lt;br /&gt;
Since the [[HOLP]] only updates when the held object is rendered, using the fact the [[camera]] focus is a distance away from Mario, The camera can be faced away from Mario where he won&#039;t be rendered and so he can grab and throw a objects without updating the HOLP. &lt;br /&gt;
&lt;br /&gt;
Camera Focus Behavior: TODO&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Behind_Camera_Anywhere&amp;diff=15932</id>
		<title>Behind Camera Anywhere</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Behind_Camera_Anywhere&amp;diff=15932"/>
		<updated>2021-10-19T00:56:28Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
A technique &#039;&#039;&#039;Behind Camera Anywhere&#039;&#039;&#039; (&amp;quot;BCA&amp;quot;, alternatively &#039;&#039;&#039;See No Evil&#039;&#039;&#039;), discovered by ds273 in https://youtu.be/C38He-OUAYk , demonstrated by Pannenkoek2012 in https://youtu.be/_GT2OD--jXQ and https://youtu.be/BMwzx6NCUOs , and applied for the BitS pole skip by lemon in https://youtu.be/S6CMfxGzGvo&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Straining&amp;diff=15263</id>
		<title>Straining</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Straining&amp;diff=15263"/>
		<updated>2021-09-21T21:06:36Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: /* Forwards Movement */ correct me if im wrong but is this right?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Straining&#039;&#039;&#039; is Mario&#039;s movement in the air. It involves how the joystick is angled relative to Mario&#039;s facing direction (which cannot be changed midair in most situations). Because of how the mechanic works, it can often result in a trade-off of speed vs distance.&lt;br /&gt;
==Technical Explanation==&lt;br /&gt;
When in the air, the game deals with Mario&#039;s intended movement in two directions- forward and sideways (when forward speed is negative, it indicates backwards speed). These two different directions behave differently from one another, although the two are not independent. The farther the joystick is held in a given direction, the less of the effect it has on the other. This is true all the way to the point where one direction is maxed, and the other direction is zeroed.&lt;br /&gt;
&lt;br /&gt;
The following calculations allow you to find what the effects of straining will be, but are not separate equations. Both equations are calculated at the same time and use the same values. This is why the two are not independent.&lt;br /&gt;
=== Forwards Movement ===&lt;br /&gt;
Forward movement is cumulative where some speed can be added to the forward speed. The maximum speed that can be added to forwards speed in a given frame is 1.15, although this depends on speed and type of air movement.&lt;br /&gt;
&lt;br /&gt;
The formula for forwards speed is-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;big&amp;gt;Forward Speed = Old Forward Speed + 1.5 * Stick Magnitude * cos(Angle from Forwards) ± 0.35 - Drag&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Where &#039;&#039;angle from forwards&#039;&#039; is the angle from a vector straight forwards to the joystick direction, and &#039;&#039;stick magnitude&#039;&#039; is the magnitude of the stick being held divided by the maximum value. In other words, if the control stick is pushed all the way, the magnitude is 1. The ±.35 always brings the speed towards 0, so minus when speed is positive and plus when the speed is negative.&lt;br /&gt;
&lt;br /&gt;
Drag depends on two things- whether or not Mario is long jumping and what his speed is after the stick magnitude and the speed&#039;s magnitude is reduced by 0.35. The values for drag are-&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Condition !! Drag&lt;br /&gt;
|-&lt;br /&gt;
| Forwards Speed ≤ 32, Non-Long Jump || 0&lt;br /&gt;
|-&lt;br /&gt;
| Forwards Speed &amp;gt; 32, Non-Long Jump || 1&lt;br /&gt;
|-&lt;br /&gt;
| Forwards Speed ≤ 48, Long Jump || 0&lt;br /&gt;
|-&lt;br /&gt;
| Forwards Speed &amp;gt; 48, Long Jump || 1&lt;br /&gt;
|-&lt;br /&gt;
| Backwards Speed ≥ -16 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Backwards Speed &amp;lt; -16 || -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There&#039;s a couple important things to note from the drag table. Drag is never zero when considering the .35, you will always slow down if not straining. Drag is not linear, it only changes over certain barriers. The impact of this can create odd movement effects, like the 31.99 Trick. Lastly, the backwards speed drag when faster than -16 is so strong, you cannot actually accelerate faster than it. This creates a soft cap for backwards speed which prevents Mario from moving backwards fast (typically).&lt;br /&gt;
&lt;br /&gt;
=== Sideways Movement ===&lt;br /&gt;
Sideways movement is a tad simpler than forward movement. Any sideways movement applied gives Mario sideways displacement, but not speed. This displacement is a max of 10 with pure sideways direction being held.&lt;br /&gt;
&lt;br /&gt;
The formula for sideways displacement is-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;big&amp;gt;Sideways Displacement = 10 * Stick Magnitude * sin(Angle from Forwards)&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Where &#039;&#039;angle from forwards&#039;&#039; is the angle from a vector straight forwards to the joystick direction, and &#039;&#039;stick magnitude&#039;&#039; is the magnitude of the stick being held divided by the maximum value. In other words, if the control stick is pushed all the way, the magnitude is 1.&lt;br /&gt;
&lt;br /&gt;
==XX.99 Trick==&lt;br /&gt;
The &#039;&#039;&#039;XX.99 Trick&#039;&#039;&#039; is a way to maximize speed when moving forward or backwards in the air. Due to how drag works during forward movement, maximum forward magnitude can actually be slower than significantly smaller forward magnitudes.&amp;lt;ref&amp;gt;[https://youtu.be/mg9EUKNosrc &amp;quot;47.99 Speed Trick Vs Worst-Case No 47.99 Speed Trick (Rough) Comparison&amp;quot; by Superdavo0001]&amp;lt;/ref&amp;gt; For example-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Speed at the start of the frame (normal air movement)- 30.86&lt;br /&gt;
&lt;br /&gt;
New speed with full magnitude-    31.01        (=Speed (30.86) + Stick Magnitude (1.5) - Drag (1.35))&lt;br /&gt;
New speed with a lower magnitude- 31.99        (=Speed (30.86) + Stick Magnitude (1.48) - Drag (.35))&lt;br /&gt;
&lt;br /&gt;
Speed lost due to poor straining- 0.98&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The barrier in the above case is 32 speed which dictates behavior. It is important to remember that drag is determined after the + stick magnitude - .35, which is why the component is different between the two situations. Essentially, using too much magnitude can push you over the drag threshold (32 here).&lt;br /&gt;
&lt;br /&gt;
Long jumping and backwards movement also have their own versions, 48 and -16 respectively. While the 32, 48, and -16 barriers would work for this purpose, it is not typically possible to hit them exactly and not go over. Because of this, the goal speed is usually to approach 31.99, 47.99, and -15.99 on the last frame before the barrier is hit.&amp;lt;ref&amp;gt;[https://youtu.be/_70mar0e19I &amp;quot;Poorly Commentated xx.99 Speed Trick Practical Demonstration&amp;quot; by Superdavo0001]&amp;lt;/ref&amp;gt; The table below breaks down which speed should be aimed for depending on your speed-&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Air State !! Speed Range for Trick !! Goal Speed for Trick&lt;br /&gt;
|-&lt;br /&gt;
| Normal Forwards || 30.85 – 31.85 || 31.99 (32 exact)&lt;br /&gt;
|-&lt;br /&gt;
| Long Jump Forwards || 46.85 – 47.85 || 47.99 (48 exact)&lt;br /&gt;
|-&lt;br /&gt;
| Backwards || -14.85  –  -15.99 (-16 exact)* || -15.99 (-16 exact) &lt;br /&gt;
|}&#039;&#039;&amp;lt;small&amp;gt;*Backwards air movement is capped at -16 speed&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This trick also allows &amp;quot;free&amp;quot; sideways movement, since the stick magnitude is not maxed. For this reason, if sideways air movement is beneficial, it should be done here.&lt;br /&gt;
&lt;br /&gt;
==Hyperspeed==&lt;br /&gt;
Since you can continue to strain forwards unbounded, many different hyperspeed methods involve using the 0.15 acceleration per frame to build up large amounts of speed. Usually, Mario is somehow kept in an air action with something holding him in place, like a wall. These methods can only build forward hyperspeed, since they are achieved through forward straining. These methods cannot be used to get PU speed, since Mario will bonk on out-of-bounds, removing his speed.&lt;br /&gt;
&lt;br /&gt;
[[Hyperspeed]] methods using this method include-&lt;br /&gt;
&lt;br /&gt;
* [[Pedro Spot]]&lt;br /&gt;
* [[Hyperspeed Wall Kicking]]&lt;br /&gt;
* [[Hyperspeed Grinding]]&lt;br /&gt;
* [[Subframe Grinding]]&lt;br /&gt;
* [[Hyperspeed Jump Kicking]]&lt;br /&gt;
* [[Hyperspeed Slide Kicking]]&lt;br /&gt;
* [[Wiggler Hyperspeed]]&lt;br /&gt;
* [[Boo Hyperspeed]]&lt;br /&gt;
&lt;br /&gt;
Straining is also important for [[Backwards Long Jump|Backwards Long Jumping]]. When starting to backwards long jump, it is important to maximize your negative speed at the start of the jump. This can be done by using the -15.99 trick. Holding maximum in the direction of movement will actually lower the speed every time -16 speed is passed, which can be incredibly costly given backwards long jumping&#039;s exponential behavior.&lt;br /&gt;
&lt;br /&gt;
==Iwerlipse==&lt;br /&gt;
{{main|Iwerlipse}}&lt;br /&gt;
&lt;br /&gt;
The Iwerlipse refers to the full range of positions Mario can enter within a given number of frames. It is used to find the furthest distance Mario can reach in the air.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:Action Mechanics]][[Category:TASing Tricks]]&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=ABC_Trials&amp;diff=14875</id>
		<title>ABC Trials</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=ABC_Trials&amp;diff=14875"/>
		<updated>2021-07-19T19:20:42Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: Created page with &amp;quot;Pannenkoek2012&amp;#039;s ABC Trials  Summary/Intro &amp;amp; Rules  Significant (or All) Competitors * (jongyon,plush,fifd,cow,dyllon,nim,1ted,......)  Competition History  WR Videos  * (jong...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pannenkoek2012&#039;s ABC Trials&lt;br /&gt;
&lt;br /&gt;
Summary/Intro &amp;amp; Rules&lt;br /&gt;
&lt;br /&gt;
Significant (or All) Competitors&lt;br /&gt;
* (jongyon,plush,fifd,cow,dyllon,nim,1ted,......)&lt;br /&gt;
&lt;br /&gt;
Competition History&lt;br /&gt;
&lt;br /&gt;
WR Videos&lt;br /&gt;
&lt;br /&gt;
* (jongyon&#039;s,dyllon&#039;s,lemon&#039;s)&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Talk:Main_Page&amp;diff=14000</id>
		<title>Talk:Main Page</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Talk:Main_Page&amp;diff=14000"/>
		<updated>2021-05-09T20:39:50Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;yo a new talk page&lt;br /&gt;
&lt;br /&gt;
Add these to Mechanics?&lt;br /&gt;
&lt;br /&gt;
https://ukikipedia.net/wiki/Surface&lt;br /&gt;
https://ukikipedia.net/wiki/Global_Timer&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Jongyon7192p/SCP-ukiki&amp;diff=12739</id>
		<title>User:Jongyon7192p/SCP-ukiki</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Jongyon7192p/SCP-ukiki&amp;diff=12739"/>
		<updated>2020-12-15T22:30:31Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Item #:&#039;&#039;&#039; SCP-UKIKI&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Object Class:&#039;&#039;&#039; Eucli-kipedia&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secure Containment Procedures:&#039;&#039;&#039; Ukikipedia should &amp;lt;s&amp;gt;mirror every single videos that Pornhub deleted.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All content on Ukikipedia should then be &amp;lt;s&amp;gt;wiped and replaced with Researcher Seagull&#039;s writings.&amp;lt;/s&amp;gt; &lt;br /&gt;
&lt;br /&gt;
All content on Ukikipedia should be &amp;lt;s&amp;gt;replaced with content on Ukikipedia.&amp;lt;/s&amp;gt; &lt;br /&gt;
&lt;br /&gt;
All content on Ukikipedia should be &amp;lt;s&amp;gt;wiped and replaced with pictures of Ukiki&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All content on Ukikipedia &amp;lt;s&amp;gt;is personalized.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All content on Ukikipedia &amp;lt;s&amp;gt;is free for a limited time! Click here for more&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All content on Ukikipedia should be &amp;lt;s&amp;gt;replaced with RTA Guide versions of themselves&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
All content on Ukikipedia should be &amp;lt;s&amp;gt;&amp;lt;/s&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Other_single_button_challenges&amp;diff=12698</id>
		<title>Other single button challenges</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Other_single_button_challenges&amp;diff=12698"/>
		<updated>2020-12-03T08:40:28Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: /* B Button Challenge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The other button challenges aren&#039;t as notable as the [[ABC]], because they are relatively trivial.&lt;br /&gt;
&lt;br /&gt;
== [[B Button Challenge]] ==&lt;br /&gt;
The B Button Challenge is basically the same as the [[ABC]], except it is about avoiding the use of the B Button. In most levels, the B Button isn&#039;t required, but some of the ones that do have exploitable glitches to avoid pressing B.&lt;br /&gt;
&lt;br /&gt;
=== Unavoidable B presses ===&lt;br /&gt;
(100% Only) The player must press B three times in [[Bob-omb Battlefield|BoB]] to defeat King Bob-omb&lt;br /&gt;
&lt;br /&gt;
The player must press B in Bowser in the Fire Sea, but can avoid pressing B again by letting Mario drop Bowser into the mine&lt;br /&gt;
&lt;br /&gt;
(100% Only) The player must press B in TTM to grab Ukiki.&lt;br /&gt;
&lt;br /&gt;
(100% Only) The player must press B two times to collect two MIPS stars.&lt;br /&gt;
&lt;br /&gt;
The player must press B three times in order to beat Bowser in the Sky, the first two are simple, but when Mario gets hit by Bowsers Fire, he releases Bowser allowing us to avoid pressing B a fourth time.&lt;br /&gt;
&lt;br /&gt;
Although the player must press B to defeat Bowser in the Dark World, this press is conventionally excluded from totals, because 120 stars can be collected even without completing BitDW.&lt;br /&gt;
&lt;br /&gt;
=== Unavoidable B Presses (J-Version) ===&lt;br /&gt;
On the J-Version of the game, the player can only use B Button to initiate text with NPCs, and this introduces additional B Presses.&lt;br /&gt;
&lt;br /&gt;
(100% Only) The player must press B three times to collect three toad stars.&lt;br /&gt;
&lt;br /&gt;
(100% Only) The player must press B to talk to the bob-omb buddy in WMotR, since the cannonless strat currently uses speedkicks. This is likely saveable.&lt;br /&gt;
&lt;br /&gt;
===Total Counts&amp;lt;nowiki/&amp;gt;===&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Japanese N64 Version&lt;br /&gt;
!All other versions&lt;br /&gt;
|-&lt;br /&gt;
|Any%&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|120 Star&lt;br /&gt;
|14&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Z Button Challenge ==&lt;br /&gt;
&lt;br /&gt;
=== Unavoidable Z Presses ===&lt;br /&gt;
(100% Only) The player must press Z three times during the fight with King Whomp, since we have to ground pound his back three times.&lt;br /&gt;
&lt;br /&gt;
(100% Only) The player must press Z to ground pound the blue coin block in JRB in order to get the 100 coin star, since there are only 74 other coins in the course.&lt;br /&gt;
&lt;br /&gt;
=== Total Counts ===&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot;&lt;br /&gt;
!Any%&lt;br /&gt;
!120 Star&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other Button Challenges ==&lt;br /&gt;
&lt;br /&gt;
=== The Start Button Challenge ===&lt;br /&gt;
The player must press Start to progress from the start screen to the file select screen.&lt;br /&gt;
&lt;br /&gt;
=== The C Buttons Challenge ===&lt;br /&gt;
(100% Only) The player must press C Button to enter first-person mode in order to enter the [[Tower of the Wing Cap]].&lt;br /&gt;
&lt;br /&gt;
=== The R Button Challenge ===&lt;br /&gt;
The R Button is never required in the game.&lt;br /&gt;
&lt;br /&gt;
=== The L Button Challenge ===&lt;br /&gt;
The L Button is never required in the game.&lt;br /&gt;
&lt;br /&gt;
=== The D-Pad Buttons Challenge ===&lt;br /&gt;
The D-Pad Buttons are never required in the game.&lt;br /&gt;
&lt;br /&gt;
== Total Counts ==&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Any% U&lt;br /&gt;
!120 Star U&lt;br /&gt;
!Any% J&lt;br /&gt;
!120 Star J&lt;br /&gt;
|-&lt;br /&gt;
|B&lt;br /&gt;
|4&lt;br /&gt;
|10&lt;br /&gt;
|4&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|Z&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Start&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|R&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|L&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|D-Pad&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Videos ==&lt;br /&gt;
[https://www.youtube.com/watch?v=n9hRXtpgFV8 The B Button Challenge]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=ErD-2wg3O10 The Z Button Challenge]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=9WSsMgJSK98 The Other Button Challenges][[Category:Challenges]]&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Other_single_button_challenges&amp;diff=12697</id>
		<title>Other single button challenges</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Other_single_button_challenges&amp;diff=12697"/>
		<updated>2020-12-03T08:39:43Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: /* The Other Button Challenges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The other button challenges aren&#039;t as notable as the [[ABC]], because they are relatively trivial.&lt;br /&gt;
&lt;br /&gt;
== B Button Challenge ==&lt;br /&gt;
The B Button Challenge is basically the same as the [[ABC]], except it is about avoiding the use of the B Button. In most levels, the B Button isn&#039;t required, but some of the ones that do have exploitable glitches to avoid pressing B.&lt;br /&gt;
&lt;br /&gt;
=== Unavoidable B presses ===&lt;br /&gt;
(100% Only) The player must press B three times in [[Bob-omb Battlefield|BoB]] to defeat King Bob-omb&lt;br /&gt;
&lt;br /&gt;
The player must press B in Bowser in the Fire Sea, but can avoid pressing B again by letting Mario drop Bowser into the mine&lt;br /&gt;
&lt;br /&gt;
(100% Only) The player must press B in TTM to grab Ukiki.&lt;br /&gt;
&lt;br /&gt;
(100% Only) The player must press B two times to collect two MIPS stars.&lt;br /&gt;
&lt;br /&gt;
The player must press B three times in order to beat Bowser in the Sky, the first two are simple, but when Mario gets hit by Bowsers Fire, he releases Bowser allowing us to avoid pressing B a fourth time.&lt;br /&gt;
&lt;br /&gt;
Although the player must press B to defeat Bowser in the Dark World, this press is conventionally excluded from totals, because 120 stars can be collected even without completing BitDW.&lt;br /&gt;
&lt;br /&gt;
=== Unavoidable B Presses (J-Version) ===&lt;br /&gt;
On the J-Version of the game, the player can only use B Button to initiate text with NPCs, and this introduces additional B Presses.&lt;br /&gt;
&lt;br /&gt;
(100% Only) The player must press B three times to collect three toad stars.&lt;br /&gt;
&lt;br /&gt;
(100% Only) The player must press B to talk to the bob-omb buddy in WMotR, since the cannonless strat currently uses speedkicks. This is likely saveable.&lt;br /&gt;
&lt;br /&gt;
===Total Counts&amp;lt;nowiki/&amp;gt;===&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Japanese N64 Version&lt;br /&gt;
!All other versions&lt;br /&gt;
|-&lt;br /&gt;
|Any%&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|120 Star&lt;br /&gt;
|14&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Z Button Challenge ==&lt;br /&gt;
&lt;br /&gt;
=== Unavoidable Z Presses ===&lt;br /&gt;
(100% Only) The player must press Z three times during the fight with King Whomp, since we have to ground pound his back three times.&lt;br /&gt;
&lt;br /&gt;
(100% Only) The player must press Z to ground pound the blue coin block in JRB in order to get the 100 coin star, since there are only 74 other coins in the course.&lt;br /&gt;
&lt;br /&gt;
=== Total Counts ===&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot;&lt;br /&gt;
!Any%&lt;br /&gt;
!120 Star&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other Button Challenges ==&lt;br /&gt;
&lt;br /&gt;
=== The Start Button Challenge ===&lt;br /&gt;
The player must press Start to progress from the start screen to the file select screen.&lt;br /&gt;
&lt;br /&gt;
=== The C Buttons Challenge ===&lt;br /&gt;
(100% Only) The player must press C Button to enter first-person mode in order to enter the [[Tower of the Wing Cap]].&lt;br /&gt;
&lt;br /&gt;
=== The R Button Challenge ===&lt;br /&gt;
The R Button is never required in the game.&lt;br /&gt;
&lt;br /&gt;
=== The L Button Challenge ===&lt;br /&gt;
The L Button is never required in the game.&lt;br /&gt;
&lt;br /&gt;
=== The D-Pad Buttons Challenge ===&lt;br /&gt;
The D-Pad Buttons are never required in the game.&lt;br /&gt;
&lt;br /&gt;
== Total Counts ==&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Any% U&lt;br /&gt;
!120 Star U&lt;br /&gt;
!Any% J&lt;br /&gt;
!120 Star J&lt;br /&gt;
|-&lt;br /&gt;
|B&lt;br /&gt;
|4&lt;br /&gt;
|10&lt;br /&gt;
|4&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|Z&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Start&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|R&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|L&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|D-Pad&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Videos ==&lt;br /&gt;
[https://www.youtube.com/watch?v=n9hRXtpgFV8 The B Button Challenge]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=ErD-2wg3O10 The Z Button Challenge]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=9WSsMgJSK98 The Other Button Challenges][[Category:Challenges]]&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Other_single_button_challenges&amp;diff=12696</id>
		<title>Other single button challenges</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Other_single_button_challenges&amp;diff=12696"/>
		<updated>2020-12-03T08:39:25Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: /* Unavoidable B Presses (J-Version) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The other button challenges aren&#039;t as notable as the [[ABC]], because they are relatively trivial.&lt;br /&gt;
&lt;br /&gt;
== B Button Challenge ==&lt;br /&gt;
The B Button Challenge is basically the same as the [[ABC]], except it is about avoiding the use of the B Button. In most levels, the B Button isn&#039;t required, but some of the ones that do have exploitable glitches to avoid pressing B.&lt;br /&gt;
&lt;br /&gt;
=== Unavoidable B presses ===&lt;br /&gt;
(100% Only) The player must press B three times in [[Bob-omb Battlefield|BoB]] to defeat King Bob-omb&lt;br /&gt;
&lt;br /&gt;
The player must press B in Bowser in the Fire Sea, but can avoid pressing B again by letting Mario drop Bowser into the mine&lt;br /&gt;
&lt;br /&gt;
(100% Only) The player must press B in TTM to grab Ukiki.&lt;br /&gt;
&lt;br /&gt;
(100% Only) The player must press B two times to collect two MIPS stars.&lt;br /&gt;
&lt;br /&gt;
The player must press B three times in order to beat Bowser in the Sky, the first two are simple, but when Mario gets hit by Bowsers Fire, he releases Bowser allowing us to avoid pressing B a fourth time.&lt;br /&gt;
&lt;br /&gt;
Although the player must press B to defeat Bowser in the Dark World, this press is conventionally excluded from totals, because 120 stars can be collected even without completing BitDW.&lt;br /&gt;
&lt;br /&gt;
=== Unavoidable B Presses (J-Version) ===&lt;br /&gt;
On the J-Version of the game, the player can only use B Button to initiate text with NPCs, and this introduces additional B Presses.&lt;br /&gt;
&lt;br /&gt;
(100% Only) The player must press B three times to collect three toad stars.&lt;br /&gt;
&lt;br /&gt;
(100% Only) The player must press B to talk to the bob-omb buddy in WMotR, since the cannonless strat currently uses speedkicks. This is likely saveable.&lt;br /&gt;
&lt;br /&gt;
===Total Counts&amp;lt;nowiki/&amp;gt;===&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Japanese N64 Version&lt;br /&gt;
!All other versions&lt;br /&gt;
|-&lt;br /&gt;
|Any%&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|120 Star&lt;br /&gt;
|14&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Z Button Challenge ==&lt;br /&gt;
&lt;br /&gt;
=== Unavoidable Z Presses ===&lt;br /&gt;
(100% Only) The player must press Z three times during the fight with King Whomp, since we have to ground pound his back three times.&lt;br /&gt;
&lt;br /&gt;
(100% Only) The player must press Z to ground pound the blue coin block in JRB in order to get the 100 coin star, since there are only 74 other coins in the course.&lt;br /&gt;
&lt;br /&gt;
=== Total Counts ===&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot;&lt;br /&gt;
!Any%&lt;br /&gt;
!120 Star&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Other Button Challenges ==&lt;br /&gt;
&lt;br /&gt;
=== The Start Button Challenge ===&lt;br /&gt;
The player must press Start to progress from the start screen to the file select screen.&lt;br /&gt;
&lt;br /&gt;
=== The C Buttons Challenge ===&lt;br /&gt;
(100% Only) The player must press C Button to enter first-person mode in order to enter the [[Tower of the Wing Cap]].&lt;br /&gt;
&lt;br /&gt;
=== The R Button Challenge ===&lt;br /&gt;
The R Button is never required in the game.&lt;br /&gt;
&lt;br /&gt;
=== The L Button Challenge ===&lt;br /&gt;
The L Button is never required in the game.&lt;br /&gt;
&lt;br /&gt;
=== The D-Pad Buttons Challenge ===&lt;br /&gt;
The D-Pad Buttons are never required in the game.&lt;br /&gt;
&lt;br /&gt;
== Total Counts ==&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Any% U&lt;br /&gt;
!120 Star U&lt;br /&gt;
!Any% J&lt;br /&gt;
!120 Star J&lt;br /&gt;
|-&lt;br /&gt;
|B&lt;br /&gt;
|4&lt;br /&gt;
|10&lt;br /&gt;
|4&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|Z&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Start&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|R&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|L&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|D-Pad&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Videos ==&lt;br /&gt;
[https://www.youtube.com/watch?v=n9hRXtpgFV8 The B Button Challenge]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=ErD-2wg3O10 The Z Button Challenge]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=9WSsMgJSK98 The Other Button Challenges][[Category:Challenges]]&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=10k_glitch&amp;diff=12573</id>
		<title>10k glitch</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=10k_glitch&amp;diff=12573"/>
		<updated>2020-10-04T00:53:05Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;10k glitch&#039;&#039;&#039; is a glitch that exploits how the game physics tries to slow Mario down when Mario is sliding forward and the player tilts the joystick backwards. For example, on a default friction floor type, Mario&#039;s speed is multiplied by .92 + (.01+v/10,000)cos(DYaw), where v is the speed units Mario has. DYaw is the difference in angle between where Mario is facing and joystick tilt, thus cos(dyaw) is always negative. The slowing effect is stronger if Mario is faster. If Mario has 9100 speed, he will immediately stop in place. But past that, Mario&#039;s speed can be instantly reflected into small backward speed, and once he has more than 20k speed, Mario&#039;s speed can even multiply by several factors. At 90k speed, Mario&#039;s speed is scaled by -8 into -7200 speed. And at 262k speed, his speed is scaled by -261 into -69.4 million speed.&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
To perform the 10k glitch, Mario must be in a braking state (holding backwards on the analog stick as if he were about to sideflip) with high forward speed (at least 20k) and then touch a [[slippery slope]]. Since most [[List of Courses|courses]] are too small to attain this much speed while touching such a slope, this glitch is typically performed using [[Parallel Universe|PU speed]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
[[Category:Hyperspeed]]&lt;br /&gt;
&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=10k_glitch&amp;diff=12572</id>
		<title>10k glitch</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=10k_glitch&amp;diff=12572"/>
		<updated>2020-10-04T00:45:09Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;10k glitch&#039;&#039;&#039; is a glitch that exploits how the game physics tries to slow Mario down when Mario is sliding forward and the player tilts the joystick backwards. For example, on a default friction floor type, Mario&#039;s speed is multiplied by .92 + (.01+v/10,000)cos(DYaw), where v is the speed units Mario has. DYaw is the difference in angle between where Mario is facing and joystick tilt, thus cos(dyaw) is always negative. The slowing effect is stronger if Mario is faster. If Mario has 9100 speed, he will immediately stop in place. But past that, Mario&#039;s speed can be instantly reflected into small backward speed, and once he has more than 20k speed, Mario&#039;s speed can even multiply by several factors. At 90k speed, Mario&#039;s speed is scaled by -8, and at 262k speed, his speed is scaled by -261.&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
To perform the 10k glitch, Mario must be in a braking state (holding backwards on the analog stick as if he were about to sideflip) with high forward speed (at least 20k) and then touch a [[slippery slope]]. Since most [[List of Courses|courses]] are too small to attain this much speed while touching such a slope, this glitch is typically performed using [[Parallel Universe|PU speed]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
[[Category:Hyperspeed]]&lt;br /&gt;
&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Jongyon7192p&amp;diff=12174</id>
		<title>User:Jongyon7192p</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Jongyon7192p&amp;diff=12174"/>
		<updated>2020-07-19T10:42:23Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==joystick angles==&lt;br /&gt;
[[File:Angle grid of max speeds v2.png|thumb|i made dis]]&lt;br /&gt;
&lt;br /&gt;
[https://cdn.discordapp.com/attachments/267091914027696129/353046718612373516/a_sm64_grid_of_joystick_wip.png this too]&lt;br /&gt;
&lt;br /&gt;
==glitchy wall kicks [failure to analyze]==&lt;br /&gt;
[https://cdn.discordapp.com/attachments/267091914027696129/379474391957897226/unknown.png my first 4koma.]&lt;br /&gt;
&lt;br /&gt;
https://cdn.discordapp.com/attachments/267091914027696129/379482773507014656/unknown.png&lt;br /&gt;
&lt;br /&gt;
==walking==&lt;br /&gt;
http://prntscr.com/eyjv0l &lt;br /&gt;
&lt;br /&gt;
http://prntscr.com/eyjwbx&lt;br /&gt;
&lt;br /&gt;
http://prntscr.com/expurf&lt;br /&gt;
&lt;br /&gt;
http://prntscr.com/exptm4&lt;br /&gt;
&lt;br /&gt;
http://prntscr.com/eyjyfn&lt;br /&gt;
&lt;br /&gt;
==sm64 1 key==&lt;br /&gt;
[https://cdn.discordapp.com/attachments/267091914027696129/351261400691113994/unknown.png This VCutM platform moves mario down just as mario flies into a PU. Since this isn&#039;t an OJ, this immediately upwarps mario into the surface of OoB water which conserves mario&#039;s speed AND voids him out back to the water of outside the castle WITHOUT killing him and putting him on land. Neat as fuck.]&lt;br /&gt;
&lt;br /&gt;
[https://cdn.discordapp.com/attachments/267091914027696129/351489404558114816/unknown.png From the castle moat, mario reactivates his speed on land, and this is the PU route he goes to minimize his slow af turning time while still going down in Y position enough using slopes to touch the moat door back at the main map.]&lt;br /&gt;
&lt;br /&gt;
2336 ( 3,-3)  +3,-3&lt;br /&gt;
&lt;br /&gt;
2337 (14,-1) +11,+2&lt;br /&gt;
&lt;br /&gt;
2354 ( 6, 3)  -8,+4&lt;br /&gt;
&lt;br /&gt;
2354 A (kill speed)&lt;br /&gt;
&lt;br /&gt;
2356 A (kill speed)&lt;br /&gt;
&lt;br /&gt;
2365 ( 0, 0)  -6,-3&lt;br /&gt;
&lt;br /&gt;
[http://prntscr.com/fwh99j this is an OJ. no other explanation needed.]&lt;br /&gt;
&lt;br /&gt;
https://cdn.discordapp.com/attachments/309838966125756416/372970560696614916/unknown.png&lt;br /&gt;
&lt;br /&gt;
[https://cdn.discordapp.com/attachments/267505793908211712/347458290004787200/unknown.png oh boi, unit squares]&lt;br /&gt;
&lt;br /&gt;
[[Unit Squares]]&lt;br /&gt;
&lt;br /&gt;
==TTC Pendulum==&lt;br /&gt;
&lt;br /&gt;
https://cdn.discordapp.com/attachments/309838966125756416/349389479967981579/unknown.png&lt;br /&gt;
&lt;br /&gt;
https://cdn.discordapp.com/attachments/309838966125756416/349389742409908225/unknown.png&lt;br /&gt;
&lt;br /&gt;
[https://cdn.discordapp.com/attachments/309838966125756416/349373998855094286/unknown.png holy shit]&lt;br /&gt;
&lt;br /&gt;
[https://cdn.discordapp.com/attachments/309838966125756416/349429057743618049/unknown.png maaaan]&lt;br /&gt;
&lt;br /&gt;
==cog misa==&lt;br /&gt;
&lt;br /&gt;
It&#039;s just a desmos graph.&lt;br /&gt;
&lt;br /&gt;
==ttm dr==&lt;br /&gt;
&lt;br /&gt;
Proved ttm DR is impossible without a breakthrough. Tyler Kehne then finds breakthrough.&lt;br /&gt;
&lt;br /&gt;
==bitfs 0x (wii vc)==&lt;br /&gt;
&lt;br /&gt;
Converges and reaches 0 after 2 or 3 months. Must find bad_boot&#039;s graph again to confirm.&lt;br /&gt;
&lt;br /&gt;
==jrb hsp==&lt;br /&gt;
&lt;br /&gt;
Approximated the speed cap to be 160. If mario can keep punching on the pillar for an extended 1 more frame, spd can reach 170 or more. i forgot my approximated 2nd value.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crouch Sliding:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(1) the 10k glitch step&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The fwd component of your joystick tilt is multiplied by (speed+100)/200. (It&#039;s intended that the result is your fwd component is halved or stays the same cuz your max slide speed should be 100 unit/f. But ofc, you hyperspeed, and you can do the 10k glitch.)&lt;br /&gt;
We&#039;ll name this the &amp;quot;modified fwd&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(2) turn mario&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
based on the sideward component of stick tilt (which i define as &amp;quot;side&amp;quot;), rotate mario&#039;s velocity vector like this.&lt;br /&gt;
&lt;br /&gt;
[  1         0.05*side ] [velX]&lt;br /&gt;
&lt;br /&gt;
[ -0.05*side 1         ] [velZ]&lt;br /&gt;
&lt;br /&gt;
And then you do v\*oldSpd/newSpd for both x and z component, cuz the game wants to not change your speed. You can think about the implications of this yourself. (the max and min angle it can change depending on your speed, and other questions)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(3) update_sliding_angle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your velocity vector is added by a vector of magnitude 7\*normal.H, pointing downhill.&lt;br /&gt;
&lt;br /&gt;
Then the resulting vector is multiplied by the lossFactor, which is smth dumb defined by the slope type, and increases depending on the modified fwd. So this step does depend on your speed.&lt;br /&gt;
&lt;br /&gt;
Finally, mario&#039;s facing angle changes by 2.8125 (360/128) degrees or less towards your velocity vector&#039;s angle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;C^ Sliding:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Speed - 4 + 1.7\*normal.H (range: -4 ≤ accel &amp;lt; -2.3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HyperSpeed Punching:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Speed - 1 + 1.7\*normal.H (range: -1 ≤ accel &amp;lt; 0.7)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects Overlap for 1f between the C^ and the Punch:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Speed - 5 + 3.4\*normal.H  (range: -5 ≤ accel &amp;lt; -1.6)&lt;br /&gt;
&lt;br /&gt;
==WF Tower platform rotation displacement==&lt;br /&gt;
&lt;br /&gt;
the tumbling bridge block rotates in a stupid way, but i managed to decompose its euler angle frequencies into parts. Turned out fucking useless cuz we could just fucking yeet ourselves or smth, idk, ask iwer.&lt;br /&gt;
&lt;br /&gt;
and i&#039;ll try to summarize my block of text now.&lt;br /&gt;
&lt;br /&gt;
==arctan strain==&lt;br /&gt;
&lt;br /&gt;
All but proven at every math-skill level. Please implement it.&lt;br /&gt;
&lt;br /&gt;
==flight equations==&lt;br /&gt;
&lt;br /&gt;
Update Pitch:&lt;br /&gt;
&lt;br /&gt;
target = -stickY*v/5 (max=±12.8v)&lt;br /&gt;
&lt;br /&gt;
pitchAccelTo0=64&lt;br /&gt;
pitchAccelTo∞=32&lt;br /&gt;
&lt;br /&gt;
If crossed 0, cap |pitchVel1|&amp;lt;32 for 1f.&lt;br /&gt;
&lt;br /&gt;
-------------------&lt;br /&gt;
&lt;br /&gt;
Update Yaw:&lt;br /&gt;
&lt;br /&gt;
target = -stickX*v/4 (max=±32v)&lt;br /&gt;
&lt;br /&gt;
If target&amp;lt;0&amp;lt;      &amp;lt;yawVel       , |yawAccel|=64&lt;br /&gt;
if       &amp;lt;0&amp;lt;target&amp;lt;yawVel       , |yawAccel|=32&lt;br /&gt;
If       &amp;lt;0&amp;lt;      &amp;lt;yawVel&amp;lt;target, |yawAccel|=16&lt;br /&gt;
&lt;br /&gt;
If crossed 0, cap |yawVel|&amp;lt;16 for 1f.&lt;br /&gt;
&lt;br /&gt;
-------------------&lt;br /&gt;
&lt;br /&gt;
a = -pitch/45° -.5[1-cos(yaw)] -1&lt;br /&gt;
cap v&amp;gt;=0&lt;br /&gt;
&lt;br /&gt;
-------------------&lt;br /&gt;
&lt;br /&gt;
Update Flying:&lt;br /&gt;
&lt;br /&gt;
if   v&amp;gt;16, pitchVel2 =  6(v-32), Range: ( -96 ~  +∞ ] //positive if v&amp;gt;32&lt;br /&gt;
if 4&amp;lt;v≤16, pitchVel2 = 10(v-32), Range: (-280 ~ -160]&lt;br /&gt;
if   v≤ 4, pitchVel2 = -1024&lt;br /&gt;
&lt;br /&gt;
cap |pitch|≤59.99634°&lt;br /&gt;
&lt;br /&gt;
-------------------&lt;br /&gt;
&lt;br /&gt;
if nullWall collision, pitchVel3 = -512&lt;br /&gt;
&lt;br /&gt;
==lamulana==&lt;br /&gt;
https://clips.twitch.tv/FlirtyBrightKoalaVoteNay&lt;br /&gt;
&lt;br /&gt;
http://prntscr.com/edhko5&lt;br /&gt;
&lt;br /&gt;
==misc==&lt;br /&gt;
[http://image.prntscr.com/image/6ad99e949a344941a5dbba4bf76d25d5.png RLB was a bust anyway]&lt;br /&gt;
&lt;br /&gt;
==nsfw meme==&lt;br /&gt;
[[File:Wtf.png|thumb|most definitely a good and sane opinion]]&lt;br /&gt;
&lt;br /&gt;
https://cdn.discordapp.com/attachments/270777797138579457/344927706208796674/20170417_233514.jpg&lt;br /&gt;
&lt;br /&gt;
https://pbs.twimg.com/media/CmU8RS8VMAAcWpW.jpg:large&lt;br /&gt;
&lt;br /&gt;
[https://derpicdn.net/img/view/2012/7/10/38895__safe_brony_choose+your+champions_hat_the+burdened_trilby.jpg me back when i was at a halloween party. it was ok.]&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Jongyon7192p&amp;diff=12173</id>
		<title>User:Jongyon7192p</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Jongyon7192p&amp;diff=12173"/>
		<updated>2020-07-19T07:11:33Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: /* WF Tower platform rotation displacement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==joystick angles==&lt;br /&gt;
[[File:Angle grid of max speeds v2.png|thumb|i made dis]]&lt;br /&gt;
&lt;br /&gt;
[https://cdn.discordapp.com/attachments/267091914027696129/353046718612373516/a_sm64_grid_of_joystick_wip.png this too]&lt;br /&gt;
&lt;br /&gt;
==glitchy wall kicks [failure to analyze]==&lt;br /&gt;
[https://cdn.discordapp.com/attachments/267091914027696129/379474391957897226/unknown.png my first 4koma.]&lt;br /&gt;
&lt;br /&gt;
https://cdn.discordapp.com/attachments/267091914027696129/379482773507014656/unknown.png&lt;br /&gt;
&lt;br /&gt;
==walking==&lt;br /&gt;
http://prntscr.com/eyjv0l &lt;br /&gt;
&lt;br /&gt;
http://prntscr.com/eyjwbx&lt;br /&gt;
&lt;br /&gt;
http://prntscr.com/expurf&lt;br /&gt;
&lt;br /&gt;
http://prntscr.com/exptm4&lt;br /&gt;
&lt;br /&gt;
http://prntscr.com/eyjyfn&lt;br /&gt;
&lt;br /&gt;
==sm64 1 key==&lt;br /&gt;
[https://cdn.discordapp.com/attachments/267091914027696129/351261400691113994/unknown.png This VCutM platform moves mario down just as mario flies into a PU. Since this isn&#039;t an OJ, this immediately upwarps mario into the surface of OoB water which conserves mario&#039;s speed AND voids him out back to the water of outside the castle WITHOUT killing him and putting him on land. Neat as fuck.]&lt;br /&gt;
&lt;br /&gt;
[https://cdn.discordapp.com/attachments/267091914027696129/351489404558114816/unknown.png From the castle moat, mario reactivates his speed on land, and this is the PU route he goes to minimize his slow af turning time while still going down in Y position enough using slopes to touch the moat door back at the main map.]&lt;br /&gt;
&lt;br /&gt;
2336 ( 3,-3)  +3,-3&lt;br /&gt;
&lt;br /&gt;
2337 (14,-1) +11,+2&lt;br /&gt;
&lt;br /&gt;
2354 ( 6, 3)  -8,+4&lt;br /&gt;
&lt;br /&gt;
2354 A (kill speed)&lt;br /&gt;
&lt;br /&gt;
2356 A (kill speed)&lt;br /&gt;
&lt;br /&gt;
2365 ( 0, 0)  -6,-3&lt;br /&gt;
&lt;br /&gt;
[http://prntscr.com/fwh99j this is an OJ. no other explanation needed.]&lt;br /&gt;
&lt;br /&gt;
https://cdn.discordapp.com/attachments/309838966125756416/372970560696614916/unknown.png&lt;br /&gt;
&lt;br /&gt;
[https://cdn.discordapp.com/attachments/267505793908211712/347458290004787200/unknown.png oh boi, unit squares]&lt;br /&gt;
&lt;br /&gt;
[[Unit Squares]]&lt;br /&gt;
&lt;br /&gt;
==TTC Pendulum==&lt;br /&gt;
&lt;br /&gt;
https://cdn.discordapp.com/attachments/309838966125756416/349389479967981579/unknown.png&lt;br /&gt;
&lt;br /&gt;
https://cdn.discordapp.com/attachments/309838966125756416/349389742409908225/unknown.png&lt;br /&gt;
&lt;br /&gt;
[https://cdn.discordapp.com/attachments/309838966125756416/349373998855094286/unknown.png holy shit]&lt;br /&gt;
&lt;br /&gt;
[https://cdn.discordapp.com/attachments/309838966125756416/349429057743618049/unknown.png maaaan]&lt;br /&gt;
&lt;br /&gt;
==cog misa==&lt;br /&gt;
&lt;br /&gt;
It&#039;s just a desmos graph.&lt;br /&gt;
&lt;br /&gt;
==ttm dr==&lt;br /&gt;
&lt;br /&gt;
Proved ttm DR is impossible without a breakthrough. Tyler Kehne then finds breakthrough.&lt;br /&gt;
&lt;br /&gt;
==bitfs 0x (wii vc)==&lt;br /&gt;
&lt;br /&gt;
Converges and reaches 0 after 2 or 3 months. Must find bad_boot&#039;s graph again to confirm.&lt;br /&gt;
&lt;br /&gt;
==jrb hsp==&lt;br /&gt;
&lt;br /&gt;
Approximated the speed cap to be 160. If mario can keep punching on the pillar for an extended 1 more frame, spd can reach 170 or more. i forgot my approximated 2nd value.&lt;br /&gt;
&lt;br /&gt;
==WF Tower platform rotation displacement==&lt;br /&gt;
&lt;br /&gt;
the tumbling bridge block rotates in a stupid way, but i managed to decompose its euler angle frequencies into parts. Turned out fucking useless cuz we could just fucking yeet ourselves or smth, idk, ask iwer.&lt;br /&gt;
&lt;br /&gt;
and i&#039;ll try to summarize my block of text now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crouch Sliding:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(1) the 10k glitch step&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The fwd component of your joystick tilt is multiplied by (speed+100)/200. (It&#039;s intended that the result is your fwd component is halved or stays the same cuz your max slide speed should be 100 unit/f. But ofc, you hyperspeed, and you can do the 10k glitch.)&lt;br /&gt;
We&#039;ll name this the &amp;quot;modified fwd&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(2) turn mario&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
based on the sideward component of stick tilt (which i define as &amp;quot;side&amp;quot;), rotate mario&#039;s velocity vector like this.&lt;br /&gt;
&lt;br /&gt;
[  1         0.05*side ] [velX]&lt;br /&gt;
&lt;br /&gt;
[ -0.05*side 1         ] [velZ]&lt;br /&gt;
&lt;br /&gt;
And then you do v\*oldSpd/newSpd for both x and z component, cuz the game wants to not change your speed. You can think about the implications of this yourself. (the max and min angle it can change depending on your speed, and other questions)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(3) update_sliding_angle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Your velocity vector is added by a vector of magnitude 7\*normal.H, pointing downhill.&lt;br /&gt;
&lt;br /&gt;
Then the resulting vector is multiplied by the lossFactor, which is smth dumb defined by the slope type, and increases depending on the modified fwd. So this step does depend on your speed.&lt;br /&gt;
&lt;br /&gt;
Finally, mario&#039;s facing angle changes by 2.8125 (360/128) degrees or less towards your velocity vector&#039;s angle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;C^ Sliding:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Speed - 4 + 1.7\*normal.H (range: -4 ≤ accel &amp;lt; -2.3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HyperSpeed Punching:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Speed - 1 + 1.7\*normal.H (range: -1 ≤ accel &amp;lt; 0.7)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects Overlap for 1f between the C^ and the Punch:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Speed - 5 + 3.4\*normal.H  (range: -5 ≤ accel &amp;lt; -1.6)&lt;br /&gt;
&lt;br /&gt;
==arctan strain==&lt;br /&gt;
&lt;br /&gt;
All but proven at every math-skill level. Please implement it.&lt;br /&gt;
&lt;br /&gt;
==lamulana==&lt;br /&gt;
https://clips.twitch.tv/FlirtyBrightKoalaVoteNay&lt;br /&gt;
&lt;br /&gt;
http://prntscr.com/edhko5&lt;br /&gt;
&lt;br /&gt;
==misc==&lt;br /&gt;
[http://image.prntscr.com/image/6ad99e949a344941a5dbba4bf76d25d5.png RLB was a bust anyway]&lt;br /&gt;
&lt;br /&gt;
==nsfw meme==&lt;br /&gt;
[[File:Wtf.png|thumb|most definitely a good and sane opinion]]&lt;br /&gt;
&lt;br /&gt;
https://cdn.discordapp.com/attachments/270777797138579457/344927706208796674/20170417_233514.jpg&lt;br /&gt;
&lt;br /&gt;
https://pbs.twimg.com/media/CmU8RS8VMAAcWpW.jpg:large&lt;br /&gt;
&lt;br /&gt;
[https://derpicdn.net/img/view/2012/7/10/38895__safe_brony_choose+your+champions_hat_the+burdened_trilby.jpg me back when i was at a halloween party. it was ok.]&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Jongyon7192p&amp;diff=12172</id>
		<title>User:Jongyon7192p</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Jongyon7192p&amp;diff=12172"/>
		<updated>2020-07-19T07:10:23Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==joystick angles==&lt;br /&gt;
[[File:Angle grid of max speeds v2.png|thumb|i made dis]]&lt;br /&gt;
&lt;br /&gt;
[https://cdn.discordapp.com/attachments/267091914027696129/353046718612373516/a_sm64_grid_of_joystick_wip.png this too]&lt;br /&gt;
&lt;br /&gt;
==glitchy wall kicks [failure to analyze]==&lt;br /&gt;
[https://cdn.discordapp.com/attachments/267091914027696129/379474391957897226/unknown.png my first 4koma.]&lt;br /&gt;
&lt;br /&gt;
https://cdn.discordapp.com/attachments/267091914027696129/379482773507014656/unknown.png&lt;br /&gt;
&lt;br /&gt;
==walking==&lt;br /&gt;
http://prntscr.com/eyjv0l &lt;br /&gt;
&lt;br /&gt;
http://prntscr.com/eyjwbx&lt;br /&gt;
&lt;br /&gt;
http://prntscr.com/expurf&lt;br /&gt;
&lt;br /&gt;
http://prntscr.com/exptm4&lt;br /&gt;
&lt;br /&gt;
http://prntscr.com/eyjyfn&lt;br /&gt;
&lt;br /&gt;
==sm64 1 key==&lt;br /&gt;
[https://cdn.discordapp.com/attachments/267091914027696129/351261400691113994/unknown.png This VCutM platform moves mario down just as mario flies into a PU. Since this isn&#039;t an OJ, this immediately upwarps mario into the surface of OoB water which conserves mario&#039;s speed AND voids him out back to the water of outside the castle WITHOUT killing him and putting him on land. Neat as fuck.]&lt;br /&gt;
&lt;br /&gt;
[https://cdn.discordapp.com/attachments/267091914027696129/351489404558114816/unknown.png From the castle moat, mario reactivates his speed on land, and this is the PU route he goes to minimize his slow af turning time while still going down in Y position enough using slopes to touch the moat door back at the main map.]&lt;br /&gt;
&lt;br /&gt;
2336 ( 3,-3)  +3,-3&lt;br /&gt;
&lt;br /&gt;
2337 (14,-1) +11,+2&lt;br /&gt;
&lt;br /&gt;
2354 ( 6, 3)  -8,+4&lt;br /&gt;
&lt;br /&gt;
2354 A (kill speed)&lt;br /&gt;
&lt;br /&gt;
2356 A (kill speed)&lt;br /&gt;
&lt;br /&gt;
2365 ( 0, 0)  -6,-3&lt;br /&gt;
&lt;br /&gt;
[http://prntscr.com/fwh99j this is an OJ. no other explanation needed.]&lt;br /&gt;
&lt;br /&gt;
https://cdn.discordapp.com/attachments/309838966125756416/372970560696614916/unknown.png&lt;br /&gt;
&lt;br /&gt;
[https://cdn.discordapp.com/attachments/267505793908211712/347458290004787200/unknown.png oh boi, unit squares]&lt;br /&gt;
&lt;br /&gt;
[[Unit Squares]]&lt;br /&gt;
&lt;br /&gt;
==TTC Pendulum==&lt;br /&gt;
&lt;br /&gt;
https://cdn.discordapp.com/attachments/309838966125756416/349389479967981579/unknown.png&lt;br /&gt;
&lt;br /&gt;
https://cdn.discordapp.com/attachments/309838966125756416/349389742409908225/unknown.png&lt;br /&gt;
&lt;br /&gt;
[https://cdn.discordapp.com/attachments/309838966125756416/349373998855094286/unknown.png holy shit]&lt;br /&gt;
&lt;br /&gt;
[https://cdn.discordapp.com/attachments/309838966125756416/349429057743618049/unknown.png maaaan]&lt;br /&gt;
&lt;br /&gt;
==cog misa==&lt;br /&gt;
&lt;br /&gt;
It&#039;s just a desmos graph.&lt;br /&gt;
&lt;br /&gt;
==ttm dr==&lt;br /&gt;
&lt;br /&gt;
Proved ttm DR is impossible without a breakthrough. Tyler Kehne then finds breakthrough.&lt;br /&gt;
&lt;br /&gt;
==bitfs 0x (wii vc)==&lt;br /&gt;
&lt;br /&gt;
Converges and reaches 0 after 2 or 3 months. Must find bad_boot&#039;s graph again to confirm.&lt;br /&gt;
&lt;br /&gt;
==jrb hsp==&lt;br /&gt;
&lt;br /&gt;
Approximated the speed cap to be 160. If mario can keep punching on the pillar for an extended 1 more frame, spd can reach 170 or more. i forgot my approximated 2nd value.&lt;br /&gt;
&lt;br /&gt;
==WF Tower platform rotation displacement==&lt;br /&gt;
&lt;br /&gt;
the tumbling bridge block rotates in a stupid way, but i managed to decompose its euler angle frequencies into parts. Turned out fucking useless cuz we could just fucking yeet ourselves or smth, idk, ask iwer.&lt;br /&gt;
&lt;br /&gt;
and i&#039;ll try to summarize my block of text now.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Crouch Sliding:&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;(1) the 10k glitch step&#039;&#039;&lt;br /&gt;
The fwd component of your joystick tilt is multiplied by (speed+100)/200. (It&#039;s intended that the result is your fwd component is halved or stays the same cuz your max slide speed should be 100 unit/f. But ofc, you hyperspeed, and you can do the 10k glitch.)&lt;br /&gt;
We&#039;ll name this the &amp;quot;modified fwd&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(2) turn mario&#039;&#039;&lt;br /&gt;
based on the sideward component of stick tilt (which i define as &amp;quot;side&amp;quot;), rotate mario&#039;s velocity vector like this.&lt;br /&gt;
&lt;br /&gt;
[  1         0.05*side ] [velX]&lt;br /&gt;
[ -0.05*side 1         ] [velZ]&lt;br /&gt;
And then you do v\*oldSpd/newSpd for both x and z component, cuz the game wants to not change your speed. You can think about the implications of this yourself. (the max and min angle it can change depending on your speed, and other questions)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;(3) update_sliding_angle&#039;&#039;&lt;br /&gt;
Your velocity vector is added by a vector of magnitude 7\*normal.H, pointing downhill.&lt;br /&gt;
Then the resulting vector is multiplied by the lossFactor, which is smth dumb defined by the slope type, and increases depending on the modified fwd. So this step does depend on your speed.&lt;br /&gt;
&lt;br /&gt;
Finally, mario&#039;s facing angle changes by 2.8125 (360/128) degrees or less towards your velocity vector&#039;s angle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;C^ Sliding:&#039;&#039;&#039;&lt;br /&gt;
Speed - 4 + 1.7\*normal.H (range: -4 ≤ accel &amp;lt; -2.3)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HyperSpeed Punching:&#039;&#039;&#039;&lt;br /&gt;
Speed - 1 + 1.7\*normal.H (range: -1 ≤ accel &amp;lt; 0.7)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effects Overlap for 1f between the C^ and the Punch:&#039;&#039;&#039;&lt;br /&gt;
Speed - 5 + 3.4\*normal.H  (range: -5 ≤ accel &amp;lt; -1.6)&lt;br /&gt;
&lt;br /&gt;
==arctan strain==&lt;br /&gt;
&lt;br /&gt;
All but proven at every math-skill level. Please implement it.&lt;br /&gt;
&lt;br /&gt;
==lamulana==&lt;br /&gt;
https://clips.twitch.tv/FlirtyBrightKoalaVoteNay&lt;br /&gt;
&lt;br /&gt;
http://prntscr.com/edhko5&lt;br /&gt;
&lt;br /&gt;
==misc==&lt;br /&gt;
[http://image.prntscr.com/image/6ad99e949a344941a5dbba4bf76d25d5.png RLB was a bust anyway]&lt;br /&gt;
&lt;br /&gt;
==nsfw meme==&lt;br /&gt;
[[File:Wtf.png|thumb|most definitely a good and sane opinion]]&lt;br /&gt;
&lt;br /&gt;
https://cdn.discordapp.com/attachments/270777797138579457/344927706208796674/20170417_233514.jpg&lt;br /&gt;
&lt;br /&gt;
https://pbs.twimg.com/media/CmU8RS8VMAAcWpW.jpg:large&lt;br /&gt;
&lt;br /&gt;
[https://derpicdn.net/img/view/2012/7/10/38895__safe_brony_choose+your+champions_hat_the+burdened_trilby.jpg me back when i was at a halloween party. it was ok.]&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Squish_cancel&amp;diff=12160</id>
		<title>Squish cancel</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Squish_cancel&amp;diff=12160"/>
		<updated>2020-07-14T02:25:04Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you get squished then unsquished before the frame ends, you enter [[idle]] action state. Here, you can [[Dive|dive]], [[Ledge Grab|ledge grab]], or even [[Jump|jump]] in midair, even if you were diving, dive rolling out, [[Ground Pound|ground pounding]], getting [[Damage|knocked back]] by an enemy, etc.&lt;br /&gt;
&lt;br /&gt;
To do this, you need to get squished by a slanted ceiling and/or floor (slanted by 60° or more), then the game will push Mario in the direction of the slant, the horizontal component of the [[Normal Vector]], by 10 units or 2.5 units (if [[Quarter Steps|quarter frames]] apply) or less, based on [[De Facto Speed]]. If both are sufficiently slanted, ceiling slant direction takes priority. &lt;br /&gt;
&lt;br /&gt;
If this Squish Push pushes Mario far enough to escape any ceiling/floor hitbox, Squish Cancel occurs. Else, you get Squish Downwarp.&lt;br /&gt;
&lt;br /&gt;
Mario cannot enter the ceiling hitbox from the side or he will bonk. The ceiling squish spot needs to appear where Mario is, such as a ceiling coming down above Mario, or a spontaneous exposed ceiling (invisible wall).&lt;br /&gt;
&lt;br /&gt;
A Squish Spot is where a floor and ceiling are less than 160 units apart vertically in some unit square. &lt;br /&gt;
&lt;br /&gt;
When knocked back by a [[Bully]], Squish Cancel allows Mario to transfer the Bully&#039;s speed into himself and keep it without it getting capped&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Squish_cancel&amp;diff=12159</id>
		<title>Squish cancel</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Squish_cancel&amp;diff=12159"/>
		<updated>2020-07-14T02:24:47Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you get squished then unsquished before the frame ends, you enter [[idle]] action state. Here, you can [[Dive|dive]], [[Ledge Grab|ledge grab]], or even [[Jump|jump]] in midair, even if you were diving, dive rolling out, [[Ground Pound|ground pounding]], getting [[Damage|knocked back]] by an enemy, etc.&lt;br /&gt;
&lt;br /&gt;
To do this, you need to get squished by a slanted ceiling and/or floor (slanted by 60° or more), then the game will push Mario in the direction of the slant, the horizontal component of the [[Normal Vector]], by 10 units or 2.5 units (if [[Quarter Steps|quarter frames]] apply) or less, based on [De Facto Speed|de facto speed]. If both are sufficiently slanted, ceiling slant direction takes priority. &lt;br /&gt;
&lt;br /&gt;
If this Squish Push pushes Mario far enough to escape any ceiling/floor hitbox, Squish Cancel occurs. Else, you get Squish Downwarp.&lt;br /&gt;
&lt;br /&gt;
Mario cannot enter the ceiling hitbox from the side or he will bonk. The ceiling squish spot needs to appear where Mario is, such as a ceiling coming down above Mario, or a spontaneous exposed ceiling (invisible wall).&lt;br /&gt;
&lt;br /&gt;
A Squish Spot is where a floor and ceiling are less than 160 units apart vertically in some unit square. &lt;br /&gt;
&lt;br /&gt;
When knocked back by a [[Bully]], Squish Cancel allows Mario to transfer the Bully&#039;s speed into himself and keep it without it getting capped&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Squish_cancel&amp;diff=12158</id>
		<title>Squish cancel</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Squish_cancel&amp;diff=12158"/>
		<updated>2020-07-14T02:24:24Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: gud?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you get squished then unsquished before the frame ends, you enter [[idle]] action state. Here, you can [[Dive|dive]], [[Ledge Grab|ledge grab]], or even [[Jump|jump]] in midair, even if you were diving, dive rolling out, [[Ground Pound|ground pounding]], getting [[Damage|knocked back]] by an enemy, etc.&lt;br /&gt;
&lt;br /&gt;
To do this, you need to get squished by a slanted ceiling and/or floor (slanted by 60° or more), then the game will push Mario in the direction of the slant, the horizontal component of the [[Normal Vector]], by 10 units or 2.5 units (if [[Quarter Steps|quarter frames]] apply) or less, based on [De Facto Speed]. If both are sufficiently slanted, ceiling slant direction takes priority. &lt;br /&gt;
&lt;br /&gt;
If this Squish Push pushes Mario far enough to escape any ceiling/floor hitbox, Squish Cancel occurs. Else, you get Squish Downwarp.&lt;br /&gt;
&lt;br /&gt;
Mario cannot enter the ceiling hitbox from the side or he will bonk. The ceiling squish spot needs to appear where Mario is, such as a ceiling coming down above Mario, or a spontaneous exposed ceiling (invisible wall).&lt;br /&gt;
&lt;br /&gt;
A Squish Spot is where a floor and ceiling are less than 160 units apart vertically in some unit square. &lt;br /&gt;
&lt;br /&gt;
When knocked back by a [[Bully]], Squish Cancel allows Mario to transfer the Bully&#039;s speed into himself and keep it without it getting capped&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Hyperspeed_Jump_Kicking&amp;diff=11730</id>
		<title>Hyperspeed Jump Kicking</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Hyperspeed_Jump_Kicking&amp;diff=11730"/>
		<updated>2020-06-11T09:53:46Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: /* Low Ceiling HSJK */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Needs Image}}&lt;br /&gt;
&#039;&#039;&#039;Hyperspeed Jump Kicking&#039;&#039;&#039; (&#039;&#039;&#039;HSJK&#039;&#039;&#039;) is a [[Hyperspeed|hyperspeed technique]] where Mario builds up speed by jump kicking repeatedly on a suitable steep slope.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
In order to perform HSJK, Mario must jump kick and land on a low friction floor, usually with some means of holding him in place. The properties of the slope required for HSJK are the same as for [[Hyperspeed Grinding]], as both involve the same landing action. However, the conditions required to hold Mario in place during HSJK are more closely related to those for [[Backwards Long Jump|Backwards Long Jumping]] than to those for Hyperspeed Grinding. This is because each jump kick gives Mario positive vertical speed, whereas grinding has strictly non-positive speed. Many HSJK methods require that the landing accelerates Mario, in addition to providing no friction due to the lack of air acceleration. This imposes additional restrictions on the kinds of slopes that can be used, but also makes HSJK usable for building up backwards speed in addition to forwards speed.&lt;br /&gt;
&lt;br /&gt;
===Corner HSJK===&lt;br /&gt;
The first method of HSJK to be discovered, Corner HSJK involves repeatedly jump kicking into the corner between two walls such that Mario is facing the unreferenced one. This method can theoretically build up to a maximum of roughly ~400 speed before breaking free.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=wIe4RUaBiV4 &amp;quot;Super Mario 64 - Hyperspeed Jump Kicks&amp;quot; by SilentSlayers]&amp;lt;/ref&amp;gt; It is the only method in which Mario spends significant time in the air, and as a consequence it cannot build up backwards speed.&lt;br /&gt;
&lt;br /&gt;
=== Low Ceiling HSJK===&lt;br /&gt;
The other basic form of HSJK, Low Ceiling HSJK involves using a [[Pedro spot]] to hold Mario in place. This method only allows for at most two air acceleration frames per jump kick, and thus requires the floor to accelerate Mario during his landing frames.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=xmQvCU81uuI &amp;quot;SM64 - Low Ceiling Hyperspeed Jump Kicks (Proof of Concept)&amp;quot; by ds273]&amp;lt;/ref&amp;gt; The speed that can be obtained this way is limited by the size of the Pedro spot.&lt;br /&gt;
&lt;br /&gt;
=== Backwards HSJK===&lt;br /&gt;
If a floor is steep enough that Mario can slide on it with landing animation to gain sufficiently large speed, then Mario can HSJK on that slope backwards, counteracting the fact he would lose 0.85 speed for every air frame. Hypothesized by Sidney, but it is likely possible given ideal geometry.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Glitches}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Glitches]]&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Talk:Hyperspeed_Jump_Kicking&amp;diff=11726</id>
		<title>Talk:Hyperspeed Jump Kicking</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Talk:Hyperspeed_Jump_Kicking&amp;diff=11726"/>
		<updated>2020-06-10T11:27:52Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: i do ~~~~ to do it? -jong&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Isn&#039;t this just kicking/speedkicking, not jumpkicking? --[[User:Galoomba|Galoomba]] ([[User talk:Galoomba|talk]]) 20:31, 9 June 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
wut if hyperSPEEDKICKing???? [Signature Goes Here] 11:27, 10 June 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Hyperspeed_Jump_Kicking&amp;diff=11720</id>
		<title>Hyperspeed Jump Kicking</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Hyperspeed_Jump_Kicking&amp;diff=11720"/>
		<updated>2020-06-09T19:49:24Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: /* Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Needs Image}}&lt;br /&gt;
&#039;&#039;&#039;Hyperspeed Jump Kicking&#039;&#039;&#039; (&#039;&#039;&#039;HSJK&#039;&#039;&#039;) is a [[Hyperspeed|hyperspeed technique]] where Mario builds up speed by jump kicking repeatedly on a suitable steep slope.&lt;br /&gt;
&lt;br /&gt;
==Setup==&lt;br /&gt;
In order to perform HSJK, Mario must jump kick and land on a low friction floor, usually with some means of holding him in place. The properties of the slope required for HSJK are the same as for [[Hyperspeed Grinding]], as both involve the same landing action. However, the conditions required to hold Mario in place during HSJK are more closely related to those for [[Backwards Long Jump|Backwards Long Jumping]] than to those for Hyperspeed Grinding. This is because each jump kick gives Mario positive vertical speed, whereas grinding has strictly non-positive speed. Many HSJK methods require that the landing accelerates Mario, in addition to providing no friction due to the lack of air acceleration. This imposes additional restrictions on the kinds of slopes that can be used, but also makes HSJK usable for building up backwards speed in addition to forwards speed.&lt;br /&gt;
&lt;br /&gt;
===Corner HSJK===&lt;br /&gt;
The first method of HSJK to be discovered, Corner HSJK involves repeatedly jump kicking into the corner between two walls such that Mario is facing the unreferenced one. This method can theoretically build up to a maximum of roughly ~400 speed before breaking free.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=wIe4RUaBiV4 &amp;quot;Super Mario 64 - Hyperspeed Jump Kicks&amp;quot; by SilentSlayers]&amp;lt;/ref&amp;gt; It is the only method in which Mario spends significant time in the air, and as a consequence it cannot build up backwards speed.&lt;br /&gt;
&lt;br /&gt;
=== Low Ceiling HSJK===&lt;br /&gt;
The other basic form of HSJK, Low Ceiling HSJK involves using a [[Pedro spot]] to hold Mario in place. This method only allows for at most two air acceleration frames per jump kick, and thus requires the floor to accelerate Mario during his landing frames. The speed that can be obtained this way is limited by the size of the Pedro spot.&lt;br /&gt;
&lt;br /&gt;
=== Backwards HSJK===&lt;br /&gt;
If a floor is steep enough that Mario can slide on it with landing animation to gain sufficiently large speed, then Mario can HSJK on that slope backwards, counteracting the fact he would lose 0.85 speed for every air frame. Hypothesized by Sidney, but it is likely possible given ideal geometry.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Glitches}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Glitches]]&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Iwerlipse&amp;diff=11477</id>
		<title>Iwerlipse</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Iwerlipse&amp;diff=11477"/>
		<updated>2020-05-23T17:22:49Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Iwerlipse is the range of positions Mario can occupy when Mario is in the air and cannot turn, assuming the joystick input polling were continuous. It is defined as an area bounded by a shape drawn by the solution to optimizing a set of 2 differential equations. Due to the shape being similar to a superellipse (after Grassdigger brute forced for the solution in Mathematica), Pannenkoek2012 proposed calling this shape the &amp;quot;Iwerlipse&amp;quot; on August 2018 (pronounced eeverlipse /ˈivɜlɪps/) as a pun on the name of Iwer Sonsch, one of the people involved in this problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The set of differential equations is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\frac{dx}{dt} = v_x\cos[f(t)]&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\frac{d^2y}{dt^2} = a\sin[f(t)] - D &amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;f(t)&#039;&#039; is the function for a SM64 player&#039;s joystick tilt in terms of time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;a&#039;&#039; is forward acceleration, and is usually defined in game as 1.5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;v&amp;lt;sub&amp;gt;x&amp;lt;/sub&amp;gt;&#039;&#039; is sideways velocity and is usually defined in game as 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;D&#039;&#039; is drag, which usually can be values: +2.35, +0.35, 0, -0.35, -1.35. For TASing purposes, where high speed is always ideal, &#039;&#039;D&#039;&#039; is most commonly set to -1.35, for cases when Mario&#039;s forward speed is above 32.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The problem was posed by jongyon7192p as a curiosity, and it became relevant to the ABC challenge a few times before being solved through some other means.&lt;br /&gt;
&lt;br /&gt;
Iwer stated on April 2018 that optimal straining for the Air_no_Turn action is &amp;lt;math&amp;gt;\text{dyaw}(t,r) = \text{acotan}(0.15r*t) &amp;lt;/math&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
On October 2019, trex31415 provided a full analytical proof for Iwer&#039;s claim, using a generalized 2nd-order Euler-Lagrange equation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By plugging Iwer and Trex&#039;s equation to solve for x and y, we obtain the parametric equations, the solution to the Iwerlipse after &amp;lt;math&amp;gt;n&amp;lt;/math&amp;gt; frames:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;x(n,t) = \pm \frac{v_xnt}{\sinh(t)} &amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;y(n,t) = v_in + \frac{a}{2}n^2\bigg(\coth(t)-\frac{t}{\sinh^2(t)}-\frac{D}{a}\bigg)&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Straining]]&lt;br /&gt;
==References==&lt;br /&gt;
[https://cdn.discordapp.com/attachments/437139431980400661/666162346309189652/unknown.png Proof of the optimal straining equation]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Iwerlipse&amp;diff=11476</id>
		<title>Iwerlipse</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Iwerlipse&amp;diff=11476"/>
		<updated>2020-05-23T17:21:51Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Iwerlipse is the range of positions Mario can occupy when Mario is in the air and cannot turn, assuming the joystick input polling were continuous. It is defined as an area bounded by a shape drawn by the solution to optimizing a set of 2 differential equations. Due to the shape being similar to a superellipse (after Grassdigger brute forced for the solution in Mathematica), Pannenkoek2012 proposed calling this shape the &amp;quot;Iwerlipse&amp;quot; on August 2018 (pronounced eeverlipse /ˈivɜlɪps/) as a pun on the name of Iwer Sonsch, one of the people involved in this problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The set of differential equations is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\frac{dx}{dt} = v_x\cos[f(t)]&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\frac{d^2y}{dt^2} = a\sin[f(t)] - D &amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;f(t)&#039;&#039; is the function for a SM64 player&#039;s joystick tilt in terms of time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;a&#039;&#039; is forward acceleration, and is usually defined in game as 1.5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;v&amp;lt;sub&amp;gt;x&amp;lt;/sub&amp;gt;&#039;&#039; is sideways velocity and is usually defined in game as 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;D&#039;&#039; is drag, which usually can be values: +2.35, +0.35, 0, -0.35, -1.35. For TASing purposes, where high speed is always ideal, &#039;&#039;D&#039;&#039; is most commonly set to -1.35, for cases when Mario&#039;s forward speed is above 32.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The problem was posed by jongyon7192p as a curiosity, and it became relevant to the ABC challenge a few times before being solved through some other means.&lt;br /&gt;
&lt;br /&gt;
Iwer stated on April 2018 that optimal straining for the Air_no_Turn action is &amp;lt;math&amp;gt;\text{dyaw}(t,r) = \text{acotan}(0.15r*t) &amp;lt;/math&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
On October 2019, trex31415 provided a full analytical proof for Iwer&#039;s claim, using a generalized 2nd-order Euler-Lagrange equation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By plugging Iwer and Trex&#039;s equation to solve for x and y, we obtain the parametric equations, the solution to the Iwerlipse after &amp;lt;math&amp;gt;n frames&amp;lt;/math&amp;gt;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;x(n,t) = \pm \frac{v_xnt}{\sinh(t)} &amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;y(n,t) = v_in + \frac{a}{2}n^2\bigg(\coth(t)-\frac{t}{\sinh^2(t)}-\frac{D}{a}\bigg)&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Straining]]&lt;br /&gt;
==References==&lt;br /&gt;
[https://cdn.discordapp.com/attachments/437139431980400661/666162346309189652/unknown.png Proof of the optimal straining equation]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Main_Page&amp;diff=11281</id>
		<title>Template:Main Page</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Main_Page&amp;diff=11281"/>
		<updated>2020-04-30T23:49:09Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;templatestyles src=&amp;quot;Template:Main_Page/styles.css&amp;quot; /&amp;gt;&lt;br /&gt;
This wiki is dedicated to recording expert level knowledge of [[Super Mario 64]]. The purpose of this wiki is to allow people to find information that isn&#039;t easily available on other websites or by a quick Google search. If you want to contribute, feel free to join the [https://discord.gg/YJcJ7Wq Ukikipedia &#039;&#039;&#039;Discord server&#039;&#039;&#039;]. If you wish to find more general information about SM64, please check the [https://www.mariowiki.com/Super_Mario_64 Super Mario Wiki]. &lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;audiences&amp;quot; class=&amp;quot;mainpage_row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mainpage_box&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;header_icon&amp;quot; aria-hidden=&amp;quot;true&amp;quot; role=&amp;quot;presentation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span&amp;gt; Game Mechanics&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
		&amp;lt;div id=&amp;quot;mainpage-admins&amp;quot; title=&amp;quot; System administrators&amp;quot; class=&amp;quot;items&amp;quot;&amp;gt;&lt;br /&gt;
* [[Hitboxes]]&lt;br /&gt;
* [[Quarter Frames]]&lt;br /&gt;
* [[Straining]]&lt;br /&gt;
* [[Time Stop]]&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mainpage_box&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;header_icon&amp;quot; aria-hidden=&amp;quot;true&amp;quot; role=&amp;quot;presentation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span&amp;gt; Glitches&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
		&amp;lt;div id=&amp;quot;mainpage-users&amp;quot; title=&amp;quot;&amp;lt;!--T:14--&amp;gt; Users&amp;quot; class=&amp;quot;items&amp;quot;&amp;gt;&lt;br /&gt;
* [[Backwards Long Jump]]&lt;br /&gt;
* [[Wii VC Round-to-Zero|BitFS Platform Raising]]&lt;br /&gt;
* [[Cloning]]&lt;br /&gt;
* [[Game Freeze]]&lt;br /&gt;
* [[Glitchy Ledge Grab]]&lt;br /&gt;
* [[Glitchy Wall Kick]]&lt;br /&gt;
* [[Hyperspeed]]&lt;br /&gt;
* [[Parallel Universe]]&lt;br /&gt;
* [[Pause Buffering]]&lt;br /&gt;
* [[Spawning Displacement]]&lt;br /&gt;
* [[Vertical Speed Conservation]]&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mainpage_box&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;header_icon&amp;quot; aria-hidden=&amp;quot;true&amp;quot; role=&amp;quot;presentation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span&amp;gt; Courses&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
		&amp;lt;div id=&amp;quot;mainpage-devs&amp;quot; title=&amp;quot; Developers&amp;quot; class=&amp;quot;items&amp;quot;&amp;gt;&lt;br /&gt;
* [[List of Courses]]&lt;br /&gt;
* [[The Castle]]&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;header_icon&amp;quot; aria-hidden=&amp;quot;true&amp;quot; role=&amp;quot;presentation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span&amp;gt; Objects&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
		&amp;lt;div id=&amp;quot;mainpage-admins&amp;quot; title=&amp;quot; System administrators&amp;quot; class=&amp;quot;items&amp;quot;&amp;gt;&lt;br /&gt;
* [[Object]]&lt;br /&gt;
* [[Object Slot]]&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mainpage_box&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;header_icon&amp;quot; aria-hidden=&amp;quot;true&amp;quot; role=&amp;quot;presentation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span&amp;gt; Resources&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
		&amp;lt;div id=&amp;quot;mainpage-users&amp;quot; title=&amp;quot; Users&amp;quot; class=&amp;quot;items&amp;quot;&amp;gt;&lt;br /&gt;
* [[Emulators]]&lt;br /&gt;
* [[GameShark]]&lt;br /&gt;
* [[MHS]]&lt;br /&gt;
* [[RTA Guide]]&lt;br /&gt;
* [[STROOP]]&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;audiences&amp;quot; class=&amp;quot;mainpage_row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mainpage_box&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;header_icon&amp;quot; aria-hidden=&amp;quot;true&amp;quot; role=&amp;quot;presentation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span&amp;gt; TASes&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
		&amp;lt;div id=&amp;quot;mainpage-devs&amp;quot; title=&amp;quot; Developers&amp;quot; class=&amp;quot;items&amp;quot;&amp;gt;&lt;br /&gt;
* [[1 Key]]&lt;br /&gt;
&amp;lt;!--* [[70 Star BLJless]]--&amp;gt;&lt;br /&gt;
&amp;lt;!--* [[120 Stars (2007)]] Let&#039;s just delete this one off. We don&#039;t need a page for it. (or do we?)--&amp;gt;&lt;br /&gt;
* [[120 Stars (2012)]]&lt;br /&gt;
* [[120 Stars (Shindou Edition)]]&lt;br /&gt;
&amp;lt;!--* [[120 Stars (WIP)]]--&amp;gt;&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mainpage_box&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;header_icon&amp;quot; aria-hidden=&amp;quot;true&amp;quot; role=&amp;quot;presentation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span&amp;gt; Challenges&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
		&amp;lt;div id=&amp;quot;mainpage-admins&amp;quot; title=&amp;quot; System administrators&amp;quot; class=&amp;quot;items&amp;quot;&amp;gt;&lt;br /&gt;
* [[Challenge]]&lt;br /&gt;
* [[A Button Challenge]]&lt;br /&gt;
* [[B Button Challenge]]&lt;br /&gt;
* [[ABZ Button Challenge]]&lt;br /&gt;
&amp;lt;!--* [[ABC CCC]]--&amp;gt;&lt;br /&gt;
* [[RTABC]]  (Real Time A Button Challenge)&lt;br /&gt;
* [[No Joystick Allowed Challenge]]&lt;br /&gt;
* [[Same Input Challenge]]&lt;br /&gt;
* [[CCC Challenge]] &lt;br /&gt;
* [[UBER Challenge]]&lt;br /&gt;
* [[Unsolved Single-Goal Challenges]]&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;audiences&amp;quot; class=&amp;quot;mainpage_row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mainpage_box&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;header_icon&amp;quot; aria-hidden=&amp;quot;true&amp;quot; role=&amp;quot;presentation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span&amp;gt; [https://news.ukikipedia.net/ Ukikipedia News]&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
		&amp;lt;div id=&amp;quot;mainpage-devs&amp;quot; title=&amp;quot; Developers&amp;quot; class=&amp;quot;items&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;rss max=4&amp;gt;https://news.ukikipedia.net/index.php/feed/&amp;lt;/rss&amp;gt;&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;__NOTOC__&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Jongyon7192p&amp;diff=11277</id>
		<title>User:Jongyon7192p</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Jongyon7192p&amp;diff=11277"/>
		<updated>2020-04-26T23:15:28Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==joystick angles==&lt;br /&gt;
[[File:Angle grid of max speeds v2.png|thumb|i made dis]]&lt;br /&gt;
&lt;br /&gt;
[https://cdn.discordapp.com/attachments/267091914027696129/353046718612373516/a_sm64_grid_of_joystick_wip.png this too]&lt;br /&gt;
&lt;br /&gt;
==glitchy wall kicks [failure to analyze]==&lt;br /&gt;
[https://cdn.discordapp.com/attachments/267091914027696129/379474391957897226/unknown.png my first 4koma.]&lt;br /&gt;
&lt;br /&gt;
https://cdn.discordapp.com/attachments/267091914027696129/379482773507014656/unknown.png&lt;br /&gt;
&lt;br /&gt;
==walking==&lt;br /&gt;
http://prntscr.com/eyjv0l &lt;br /&gt;
&lt;br /&gt;
http://prntscr.com/eyjwbx&lt;br /&gt;
&lt;br /&gt;
http://prntscr.com/expurf&lt;br /&gt;
&lt;br /&gt;
http://prntscr.com/exptm4&lt;br /&gt;
&lt;br /&gt;
http://prntscr.com/eyjyfn&lt;br /&gt;
&lt;br /&gt;
==sm64 1 key==&lt;br /&gt;
[https://cdn.discordapp.com/attachments/267091914027696129/351261400691113994/unknown.png This VCutM platform moves mario down just as mario flies into a PU. Since this isn&#039;t an OJ, this immediately upwarps mario into the surface of OoB water which conserves mario&#039;s speed AND voids him out back to the water of outside the castle WITHOUT killing him and putting him on land. Neat as fuck.]&lt;br /&gt;
&lt;br /&gt;
[https://cdn.discordapp.com/attachments/267091914027696129/351489404558114816/unknown.png From the castle moat, mario reactivates his speed on land, and this is the PU route he goes to minimize his slow af turning time while still going down in Y position enough using slopes to touch the moat door back at the main map.]&lt;br /&gt;
&lt;br /&gt;
2336 ( 3,-3)  +3,-3&lt;br /&gt;
&lt;br /&gt;
2337 (14,-1) +11,+2&lt;br /&gt;
&lt;br /&gt;
2354 ( 6, 3)  -8,+4&lt;br /&gt;
&lt;br /&gt;
2354 A (kill speed)&lt;br /&gt;
&lt;br /&gt;
2356 A (kill speed)&lt;br /&gt;
&lt;br /&gt;
2365 ( 0, 0)  -6,-3&lt;br /&gt;
&lt;br /&gt;
[http://prntscr.com/fwh99j this is an OJ. no other explanation needed.]&lt;br /&gt;
&lt;br /&gt;
https://cdn.discordapp.com/attachments/309838966125756416/372970560696614916/unknown.png&lt;br /&gt;
&lt;br /&gt;
[https://cdn.discordapp.com/attachments/267505793908211712/347458290004787200/unknown.png oh boi, unit squares]&lt;br /&gt;
&lt;br /&gt;
[[Unit Squares]]&lt;br /&gt;
&lt;br /&gt;
==TTC Pendulum==&lt;br /&gt;
&lt;br /&gt;
https://cdn.discordapp.com/attachments/309838966125756416/349389479967981579/unknown.png&lt;br /&gt;
&lt;br /&gt;
https://cdn.discordapp.com/attachments/309838966125756416/349389742409908225/unknown.png&lt;br /&gt;
&lt;br /&gt;
[https://cdn.discordapp.com/attachments/309838966125756416/349373998855094286/unknown.png holy shit]&lt;br /&gt;
&lt;br /&gt;
[https://cdn.discordapp.com/attachments/309838966125756416/349429057743618049/unknown.png maaaan]&lt;br /&gt;
&lt;br /&gt;
==cog misa==&lt;br /&gt;
&lt;br /&gt;
It&#039;s just a desmos graph.&lt;br /&gt;
&lt;br /&gt;
==ttm dr==&lt;br /&gt;
&lt;br /&gt;
Proved ttm DR is impossible without a breakthrough. Tyler Kehne then finds breakthrough.&lt;br /&gt;
&lt;br /&gt;
==bitfs 0x (wii vc)==&lt;br /&gt;
&lt;br /&gt;
Converges and reaches 0 after 2 or 3 months. Must find bad_boot&#039;s graph again to confirm.&lt;br /&gt;
&lt;br /&gt;
==jrb hsp==&lt;br /&gt;
&lt;br /&gt;
Approximated the speed cap to be 160. If mario can keep punching on the pillar for an extended 1 more frame, spd can reach 170 or more. i forgot my approximated 2nd value.&lt;br /&gt;
&lt;br /&gt;
==WF Tower platform rotation displacement==&lt;br /&gt;
&lt;br /&gt;
the tumbling bridge block rotates in a stupid way, but i managed to decompose its euler angle frequencies into parts. Turned out fucking useless cuz we could just fucking yeet ourselves or smth, idk, ask iwer.&lt;br /&gt;
&lt;br /&gt;
==arctan strain==&lt;br /&gt;
&lt;br /&gt;
All but proven at every math-skill level. Please implement it.&lt;br /&gt;
&lt;br /&gt;
==lamulana==&lt;br /&gt;
https://clips.twitch.tv/FlirtyBrightKoalaVoteNay&lt;br /&gt;
&lt;br /&gt;
http://prntscr.com/edhko5&lt;br /&gt;
&lt;br /&gt;
==misc==&lt;br /&gt;
[http://image.prntscr.com/image/6ad99e949a344941a5dbba4bf76d25d5.png RLB was a bust anyway]&lt;br /&gt;
&lt;br /&gt;
==nsfw meme==&lt;br /&gt;
[[File:Wtf.png|thumb|most definitely a good and sane opinion]]&lt;br /&gt;
&lt;br /&gt;
https://cdn.discordapp.com/attachments/270777797138579457/344927706208796674/20170417_233514.jpg&lt;br /&gt;
&lt;br /&gt;
https://pbs.twimg.com/media/CmU8RS8VMAAcWpW.jpg:large&lt;br /&gt;
&lt;br /&gt;
[https://derpicdn.net/img/view/2012/7/10/38895__safe_brony_choose+your+champions_hat_the+burdened_trilby.jpg me back when i was at a halloween party. it was ok.]&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Misalignment&amp;diff=11185</id>
		<title>Misalignment</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Misalignment&amp;diff=11185"/>
		<updated>2020-04-18T02:38:48Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: /* Uses */ Contact someone in TAS Tourney server with better TASing intuition than me on what really makes misas useful.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Misalignment-pannen.png|thumb|Mario in a misalignment&amp;lt;ref&amp;gt;[https://youtu.be/gXJSxFCy8qQ &amp;quot;Interesting Misalignments #2&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;]]&lt;br /&gt;
[[File:Misalignment-ted.png|thumb|A misalignment exists on every corner of axis-aligned edges facing away from the origin]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;Misalignment&#039;&#039; is a 1x1-unit area a floor hitbox extends to but wall hitboxes do not. On convex corners, they allow Mario to snap up to the floor from up to 78 units below it, as opposed to just 30 units when there is a wall hitbox present.&lt;br /&gt;
&lt;br /&gt;
== Uses ==&lt;br /&gt;
&lt;br /&gt;
===WR TAS Time Saves===&lt;br /&gt;
&lt;br /&gt;
Because they allow lower jumps to reach ledges and cancel air actions immediately, they arw useful in saving time on TASes regardless of their demanded precision.&lt;br /&gt;
&lt;br /&gt;
* Time saves&lt;br /&gt;
&lt;br /&gt;
=== A Button Challenge ===&lt;br /&gt;
&lt;br /&gt;
Because of the extra height they allow Mario to gain and the ability to get directly under the floor, they&#039;re very useful in the A button challenge. They also require almost no setup or allow less setup than otherwise, which makes them the preferred method over many other ABC strats. Uses include:&lt;br /&gt;
* A press saves:&lt;br /&gt;
** [[Watch for Rolling Rocks]] (HMC), where Mario ground-pounds into a misalignment to get to the platform with the star.&amp;lt;ref&amp;gt;[https://youtu.be/kpk2tdsPh0A?t=1415 &amp;quot;SM64 - Watch for Rolling Rocks - 0.5x A Presses (Commentated)&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
** [[Tick Tock Clock]], where a misalignment on a cog&amp;lt;ref&amp;gt;[https://youtu.be/27F2cz3PYvQ &amp;quot;TTC Cog Misalignment&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://youtu.be/0zxKTxhEhi8 &amp;quot;TTC Cog Misalignment on Random Setting&amp;quot; by Sidney600SM64]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://youtu.be/7eK2yszTfyA &amp;quot;Cog Misalignment (A press save SOON!)&amp;quot; by DeRockProject]&amp;lt;/ref&amp;gt; combined with [[VSC]] is used to help save an A press in [[Stomp on the Thwomp]]&amp;lt;ref&amp;gt;[https://youtu.be/AN2CvTUyFCg &amp;quot;TTC Stomp on the Thwomp 3x A Presses (OUTDATED)&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://youtu.be/3WLlQ2alTK8 &amp;quot;TTC Stomp on the Thwomp 2x A Presses&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; and [[Timed Jumps on Moving Bars]]&amp;lt;ref&amp;gt;[https://youtu.be/FMA-zEznvMo &amp;quot;TTC Timed Jumps on Moving Bars 1x A Presses&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;, as well as remove the need for a preset [[HOLP]] in [[The Pit and the Pendulums]] which saves an A press in a full game run&amp;lt;ref&amp;gt;[https://youtu.be/SEVrw0dxYxg &amp;quot;TTC The Pit and the Pendulums &amp;amp; Re-Enter 1x A Presses (without Preset HOLP)&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
** [[Bowser in the Dark World]] and [[Bowser in the Sky]], where a misalignment is used to enter the pipe.&amp;lt;ref&amp;gt;[https://youtu.be/b0vDJmsvVBw?t=74 &amp;quot;SM64 - Bowser in the Dark World (without Red Coins) - 0x A Presses&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://youtu.be/43DxMVh8jBg &amp;quot;BitS Warp Pipe using 207 DR&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Timesaves:&lt;br /&gt;
** [[Chip off Whomp&#039;s Block]] (WF), where a misalignment on King Whomp is used to get onto him with [[VSC|stored VS]], enabling Mario to ground-pound him without help from the elevator. This also removes the need to clone the star as Mario can ground-pound King Whomp at the star spawn location.&amp;lt;ref&amp;gt;[https://youtu.be/EizI60fNrj0 &amp;quot;(TAS) Chip Off Whomp&#039;s Block 0xA - 44&amp;quot;90 (OUTDATED)&amp;quot; by fifdspence]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://youtu.be/ZIje_PpDeIc &amp;quot;(TAS) Chip Off Whomp&#039;s Block 0xA - 40&amp;quot;33&amp;quot; by galoomba]&amp;lt;/ref&amp;gt;&lt;br /&gt;
** [[To the Top of the Fortress]] (WF), where a misalignment on a tower platform is used which removes the need for slow [[HOLP]] setting in [[Bob-omb Battlefield|BOB]] as well as both wing and metal cap.&amp;lt;ref&amp;gt;[https://youtu.be/SrrgpVhI4xA &amp;quot;(TAS)  To the Top of the Fortress + 100 Coins 0xA - 1:43&amp;quot;12 (OUTDATED)&amp;quot; by fifdspence]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://youtu.be/nHx7r6T9ROA &amp;quot;(TAS) SM64: To the Top of the Fortress + 100 coins 0xA - 1:41:78 by fifdspence and Iwer Sonsch&amp;quot; by Iwer Sonsch]&amp;lt;/ref&amp;gt;&lt;br /&gt;
** [[Bowser in the Dark World]], where a misalignment is used to get to a higher platform without [[VSC]]. This also makes BitDW non-terminating, but that&#039;s not currently useful.&amp;lt;ref&amp;gt;[https://youtu.be/U4vcFxz0F3g &amp;quot;BitDW 207 DR&amp;quot; by Tyler Kehne]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Spawning_displacement&amp;diff=11163</id>
		<title>Spawning displacement</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Spawning_displacement&amp;diff=11163"/>
		<updated>2020-04-15T02:28:33Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Spawning displacement&#039;&#039;&#039; is a technique that allows [[Mario]] to receive displacement from a moving platform for one [[frame]] when spawning, hence the name. It is exclusive to the original [[Super Mario 64#Japanese|Japanese version]]. Spawning displacement occurs when Mario exits the level (such as through the pause menu, through death, through a warp, or by getting a star) and ends up standing on a moving object for one frame, whether it be an object from the previous level that was moving and unloaded (&amp;quot;Normal&amp;quot; Spawning Displacement) or an object in the [[The Castle|castle]] that overwrote the object Mario was standing on while exiting the level (&amp;quot;Reverse&amp;quot; Spawning Displacement). In other words, Spawning Displacement occurs when exiting a level while standing on either a moving [[object]] which will not be overwritten by a non-moving object after [[unloading]] or an object which gets overwritten by a moving object after unloading. Spawning displacement results in Mario being displaced from his typical spawning position.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=XL8TCplAaWc &amp;quot;Spawning Displacement&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Applications==&lt;br /&gt;
&lt;br /&gt;
Mario can utilize spawning displacement to re-enter [[Tick Tock Clock]] without pressing the A button. This is done by standing on a [[spinner]] and collecting a Star. Once the spinner rotates, it displaces Mario to spawn lower in the clock, landing on the edge of the clock next to the painting, thereby saving the A press needed to enter TTC. This is done three times in the 120 star run, saving three A presses due to the strict requirements only being applicable with three stars:&lt;br /&gt;
&lt;br /&gt;
* [[Stop Time for Red Coins]] by standing on a spinner and cloning the star.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=rE11jaM6Lg4 &amp;quot;TTC Re-Entry After Red Coins in 0x A Presses&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* [[The Pit and the Pendulums]] by kicking a [[wall]] as he collects the star, to land on the spinners below.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=1FVp6FAjhQY &amp;quot;TTC Re-Entry After Pit &amp;amp; Pendulums Star 0x&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* [[Get a Hand]] by kicking a wall as he collects the star, to fall towards the spinners below.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=1kfkiH51AA8 &amp;quot;TTC Get a Hand &amp;amp; Re-Enter 0.5x A Presses&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; A push from a [[Wall Overlap|wall overlap]] on the pendulum below the star is required to get enough distance for Mario to ledge grab onto the spinner.&lt;br /&gt;
&lt;br /&gt;
==Variations==&lt;br /&gt;
Spawning displacement actually would occur on all versions of the game, but the displacement is overwritten before it can have an effect. This happens regardless of what causes the displacement. Simply standing on a moving platform (spawning displacement) has this effect, but so do some other things.&lt;br /&gt;
===Teleport Displacement===&lt;br /&gt;
&#039;&#039;&#039;Teleport displacement&#039;&#039;&#039; is a different type of platform displacement that is not exclusive to the Japanese version. To perform it, [[clone]] a teleport point near a moving object so that said object will move after Mario has initiated the teleport. As a result, Mario will be displaced from the teleport&#039;s destination. Due to these very rare conditions, this can only be performed in [[Wet-Dry World]], since this is the only level in which you can clone a teleporter (via [[loading zone]]) that has a moving platform.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=MUBtXvvCp-E &amp;quot;Teleport Displacement&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
===Platform Release Displacement===&lt;br /&gt;
&#039;&#039;&#039;Platform release displacement&#039;&#039;&#039; is displacement that occurs for one frame after releasing a platform. Since platforms cannot normally be held, they must be cloned. Because [[Falling Blocks|falling blocks]] in [[Whomp&#039;s Fortress]], [[Big Boo&#039;s Haunt]], and [[Bowser in the Fire Sea]] and the octagonal rotating platform in [[Wet-Dry World]] are the only platforms that can be cloned, these are the only ones that can cause platform release displacement. Since this displacement occurs from the new location of the platform, releasing it remotely at the [[HOLP]] can cause a very large displacement, which can even cause Mario to enter a [[Parallel Universe#Vertical Parallel Universes|vertical PU]]&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=y_gELy37HHc &amp;quot;Going to a vertical PU in WF&amp;quot; by Timestoppa]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Category --&amp;gt;&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Jongyon7192p&amp;diff=11146</id>
		<title>User:Jongyon7192p</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Jongyon7192p&amp;diff=11146"/>
		<updated>2020-04-13T03:53:28Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==joystick angles==&lt;br /&gt;
[[File:Angle grid of max speeds v2.png|thumb|i made dis]]&lt;br /&gt;
&lt;br /&gt;
[https://cdn.discordapp.com/attachments/267091914027696129/353046718612373516/a_sm64_grid_of_joystick_wip.png this too]&lt;br /&gt;
&lt;br /&gt;
==glitchy wall kicks [failure to analyze]==&lt;br /&gt;
[https://cdn.discordapp.com/attachments/267091914027696129/379474391957897226/unknown.png my first 4koma.]&lt;br /&gt;
&lt;br /&gt;
https://cdn.discordapp.com/attachments/267091914027696129/379482773507014656/unknown.png&lt;br /&gt;
&lt;br /&gt;
==walking==&lt;br /&gt;
http://prntscr.com/eyjv0l &lt;br /&gt;
&lt;br /&gt;
http://prntscr.com/eyjwbx&lt;br /&gt;
&lt;br /&gt;
http://prntscr.com/expurf&lt;br /&gt;
&lt;br /&gt;
http://prntscr.com/exptm4&lt;br /&gt;
&lt;br /&gt;
http://prntscr.com/eyjyfn&lt;br /&gt;
&lt;br /&gt;
==sm64 1 key==&lt;br /&gt;
[https://cdn.discordapp.com/attachments/267091914027696129/351261400691113994/unknown.png This VCutM platform moves mario down just as mario flies into a PU. Since this isn&#039;t an OJ, this immediately upwarps mario into the surface of OoB water which conserves mario&#039;s speed AND voids him out back to the water of outside the castle WITHOUT killing him and putting him on land. Neat as fuck.]&lt;br /&gt;
&lt;br /&gt;
[https://cdn.discordapp.com/attachments/267091914027696129/351489404558114816/unknown.png From the castle moat, mario reactivates his speed on land, and this is the PU route he goes to minimize his slow af turning time while still going down in Y position enough using slopes to touch the moat door back at the main map.]&lt;br /&gt;
&lt;br /&gt;
2336 ( 3,-3)  +3,-3&lt;br /&gt;
&lt;br /&gt;
2337 (14,-1) +11,+2&lt;br /&gt;
&lt;br /&gt;
2354 ( 6, 3)  -8,+4&lt;br /&gt;
&lt;br /&gt;
2354 A (kill speed)&lt;br /&gt;
&lt;br /&gt;
2356 A (kill speed)&lt;br /&gt;
&lt;br /&gt;
2365 ( 0, 0)  -6,-3&lt;br /&gt;
&lt;br /&gt;
[http://prntscr.com/fwh99j this is an OJ. no other explanation needed.]&lt;br /&gt;
&lt;br /&gt;
https://cdn.discordapp.com/attachments/309838966125756416/372970560696614916/unknown.png&lt;br /&gt;
&lt;br /&gt;
[https://cdn.discordapp.com/attachments/267505793908211712/347458290004787200/unknown.png oh boi, unit squares]&lt;br /&gt;
&lt;br /&gt;
[[Unit Squares]]&lt;br /&gt;
&lt;br /&gt;
==TTC Pendulum==&lt;br /&gt;
&lt;br /&gt;
https://cdn.discordapp.com/attachments/309838966125756416/349389479967981579/unknown.png&lt;br /&gt;
&lt;br /&gt;
https://cdn.discordapp.com/attachments/309838966125756416/349389742409908225/unknown.png&lt;br /&gt;
&lt;br /&gt;
[https://cdn.discordapp.com/attachments/309838966125756416/349373998855094286/unknown.png holy shit]&lt;br /&gt;
&lt;br /&gt;
[https://cdn.discordapp.com/attachments/309838966125756416/349429057743618049/unknown.png maaaan]&lt;br /&gt;
&lt;br /&gt;
==cog misa==&lt;br /&gt;
&lt;br /&gt;
==ttm dr==&lt;br /&gt;
&lt;br /&gt;
==bitfs 0x wii vc==&lt;br /&gt;
&lt;br /&gt;
==jrb hsp==&lt;br /&gt;
&lt;br /&gt;
==arctan strain==&lt;br /&gt;
&lt;br /&gt;
==lamulana==&lt;br /&gt;
https://clips.twitch.tv/FlirtyBrightKoalaVoteNay&lt;br /&gt;
&lt;br /&gt;
http://prntscr.com/edhko5&lt;br /&gt;
&lt;br /&gt;
==misc==&lt;br /&gt;
[http://image.prntscr.com/image/6ad99e949a344941a5dbba4bf76d25d5.png RLB was a bust anyway]&lt;br /&gt;
&lt;br /&gt;
==nsfw meme==&lt;br /&gt;
[[File:Wtf.png|thumb|most definitely a good and sane opinion]]&lt;br /&gt;
&lt;br /&gt;
https://cdn.discordapp.com/attachments/270777797138579457/344927706208796674/20170417_233514.jpg&lt;br /&gt;
&lt;br /&gt;
https://pbs.twimg.com/media/CmU8RS8VMAAcWpW.jpg:large&lt;br /&gt;
&lt;br /&gt;
[https://derpicdn.net/img/view/2012/7/10/38895__safe_brony_choose+your+champions_hat_the+burdened_trilby.jpg me back when i was at a halloween party. it was ok.]&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:FloorCucking.png&amp;diff=11145</id>
		<title>File:FloorCucking.png</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:FloorCucking.png&amp;diff=11145"/>
		<updated>2020-04-12T20:17:39Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: Jongyon7192p uploaded a new version of File:FloorCucking.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Example of how a bottom floor always below a top floor, at all points, can cuck the floor above it.&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Floor_cucking&amp;diff=11144</id>
		<title>Floor cucking</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Floor_cucking&amp;diff=11144"/>
		<updated>2020-04-12T20:00:32Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: yep&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:FloorCucking.png|alt=test alttext|left|thumb|Example of how a bottom floor always below a top floor, at all points, can cuck the floor above it.]]&lt;br /&gt;
&#039;&#039;&#039;Floor Cucking&#039;&#039;&#039; (or &#039;&#039;&#039;Surface Cucking&#039;&#039;&#039;) is a phenomenon that occurs when 2 floors or 2 ceilings (both need not be floors, despite the name) are prioritized unintuitively. Triangles are prioritized by the height of their first vertex. This means that, for example, 2 floors can overlap each other, with the first being on average much higher than the second; however, if the first vertex of the second floor is higher than the first vertex of the first floor, the game will decide that the second floor is higher. (In the case of the height of the first vertex being the same, the floor that comes first in the collision data will cuck the floor that comes second, again regardless of average height.) This can cause significant in-game glitches. For example, if a ceiling is wedged between 2 floors, and the lower floor cucks the higher one, the area above the ceiling triangle becomes a ceiling and Mario will not be able to enter it despite the floor above the ceiling. This is what occurs [https://www.youtube.com/watch?v=a__Zw3xVrfs above the big house in Rainbow Ride], where the vertices of floor triangles were re-ordered between versions making a higher vertex of a lower floor triangle be designated vertex #1.&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:FloorCucking.png&amp;diff=11143</id>
		<title>File:FloorCucking.png</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:FloorCucking.png&amp;diff=11143"/>
		<updated>2020-04-12T19:57:20Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: Example of how a bottom floor always below a top floor, at all points, can cuck the floor above it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Example of how a bottom floor always below a top floor, at all points, can cuck the floor above it.&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Low_Doors_Challenge&amp;diff=11082</id>
		<title>Low Doors Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Low_Doors_Challenge&amp;diff=11082"/>
		<updated>2020-04-06T00:12:45Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: Changed redirect target from Challenges#Low Doors Challenge to Challenge#Low Doors Challenge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT[[Challenge#Low Doors Challenge]]&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Low_Doors_Challenge&amp;diff=11081</id>
		<title>Low Doors Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Low_Doors_Challenge&amp;diff=11081"/>
		<updated>2020-04-06T00:12:18Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: Redirected page to Challenges#Low Doors Challenge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT[[Challenges#Low Doors Challenge]]&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Movement_Guide&amp;diff=11010</id>
		<title>RTA Guide/Movement Guide</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Movement_Guide&amp;diff=11010"/>
		<updated>2020-03-27T07:49:32Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: I would&amp;#039;ve just put RTA and TAS movement guides in one page. We got 2 isolated communities playing the same game, but we have this opportunity where both are using the same wiki to store information. It&amp;#039;d be good to have some crossover somewhere somehow, but idk where tbh.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide for moving Mario in RTA speedruns. It will help you get familiar with common terminology for movement options and discuss the mechanics associated with them. Note that these various movement options can be chained together to create more complex movement options. For example, doing a triple jump followed by a wallkick is called a &amp;quot;triple jump wallkick&amp;quot;.&lt;br /&gt;
== Basic Movement Options ==&lt;br /&gt;
*&#039;&#039;&#039;Single Jump&#039;&#039;&#039; - Press A to single jump. How long you hold A for determines how long Mario jumps in the air for until he reaches his max height.&lt;br /&gt;
*&#039;&#039;&#039;Double Jump&#039;&#039;&#039; - Upon landing from a single jump or walking off of a ledge, press A when Mario makes contact with the ground to double jump. This jump gives Mario more height than a single jump. Similar to a single jump, how long you hold A for after the double jump will make Mario jump higher until he reaches the max height.&lt;br /&gt;
*&#039;&#039;&#039;Triple Jump&#039;&#039;&#039; - Upon landing from a double jump, press A when Mario makes contact with the ground to triple jump. You must have forward momentum to triple jump. You cannot ledgegrab out of a triple jump.&lt;br /&gt;
*&#039;&#039;&#039;Long Jump&#039;&#039;&#039; - When Mario is moving, press Z followed by A to longjump.&lt;br /&gt;
*&#039;&#039;&#039;Sideflip&#039;&#039;&#039; - When Mario has momentum in a direction, flick the stick in the opposite direction to make Mario start turning in the opposite direction. While Mario is in this turning state, you can perform a sideflip into any direction you hold by pressing A.&lt;br /&gt;
*&#039;&#039;&#039;Backflip&#039;&#039;&#039; - While standing still, press Z followed by A to backflip. This technique has very few applications in an RTA run. The most common use is on the Advanced CCM Wallkicks Will Work strategy.&lt;br /&gt;
*&#039;&#039;&#039;Walljump/Wallkick&#039;&#039;&#039; - You must have some momentum towards a wall and be within a range of angles to perform a wallkick. When you get close to the wall, press A to wallkick. There are 5 frames in which Mario interacts with the wall and is able to wallkick. Each of these frames have specific properties. The most common distinct wallkick to get is a first frame wallkick (aka firsty) where Mario will gain speed out of the wallkick. The other frames Mario retains his speed or loses some.&lt;br /&gt;
*&#039;&#039;&#039;Punch&#039;&#039;&#039; - When standing on the ground, press B to punch.&lt;br /&gt;
*&#039;&#039;&#039;Kick (on ground)&#039;&#039;&#039; - When standing on the ground with the A button pressed, press B to do a kick.&lt;br /&gt;
*&#039;&#039;&#039;Kick (in air)&#039;&#039;&#039; - When in the air with no little to no forward momentum, press B to kick.&lt;br /&gt;
*&#039;&#039;&#039;Dive&#039;&#039;&#039; - When grounded or in the air with a lot of forward momentum, press B to dive. Being able to perform a kick or dive in specific parts of the game requires some effort. A common point of failure among beginner runners is trying to do double jump kicks in Bowser in the Sky. This is great movement to practice to get a feel for how to kick V.S. how to dive.&lt;br /&gt;
*&#039;&#039;&#039;Rollout&#039;&#039;&#039; - When Mario is in the dive animation and hits the floor, you can press either A or B to rollout. Many players will slide their finger from A to B (for two chances) to try and make the rollout dustless. When doing longjumps,dive rollouts, and slidekick rollouts you have a large window to hit the next movement. If you do it on the first frame, no dust will be generated under Mario, which is why it is called dustless. Mario does not lose any speed with dustless movements. If you rollout over an edge, Mario will be in a state where he does not take damage, cannot ledgegrab, and cannot groundpound.&lt;br /&gt;
*&#039;&#039;&#039;Slidekick&#039;&#039;&#039; - When Mario has forward momentum, press Z followed by B to perform a slidekick. Slidekicks have the property of quick startup, so it is preferred in very specific instances. One common spot is when going to talk to the penguin inside the CCM slide area.&lt;br /&gt;
*&#039;&#039;&#039;Groundpound&#039;&#039;&#039; - When Mario is in the air as a result of jumping, or running off of a ledge, you can hit Z to groundpound. It is very common to groundpound under stars, since it extends Mario&#039;s hitbox and he falls down faster after grabbing the star. The same thing applies to breaking boxes to grab stars. If you hit A+Z on the same frame while grounded, Mario will groundpound. Mistakes during a run often occur as a result of trying to longjump and instead groundpounding.&lt;br /&gt;
*&#039;&#039;&#039;Ledge Grab&#039;&#039;&#039; - Mario can grab a ledge out of any state with 3 exceptions. If you rollout, the state Mario is in until he lands on the ground cannot ledgegrab. If you are on a slope Mario can stand on, but not kick, he will not be able to ledgegrab. You cannot ledgegrab out of a triple jump. This is why players often chain a triple jump with a wallkick so they can ledgegrab.&lt;br /&gt;
*&#039;&#039;&#039;Swimming&#039;&#039;&#039; - When swimming, you press A to initiate another swim. To swim optimally, there are audio and visual cues most players use. If you watch any runner swim, you will pick up on those cues and then can determine what works best for you.&lt;br /&gt;
*&#039;&#039;&#039;Flying&#039;&#039;&#039; - To initiate a fly, Mario must have on a Wing Cap and perform a triple jump. This triple jump is unique, since it can be done in place, whereas a regular triple jump cannot. A good general practice while flying is to try and make smooth parabolic arcs to retain your speed. A special note on the wing cap - if you are falling (not in a flying state) with the wing cap on, you can hold A to fall slower.&lt;br /&gt;
Sean&#039;s Video covers movement options very well and also has an input display to help visualize everything. It also has some good information about slopes (touched on this a little above) towards the end.&lt;br /&gt;
==== Sean Raider Movement Guide ====&lt;br /&gt;
{{#ev:youtube|tyu1KO3x5Ps}}&lt;br /&gt;
&lt;br /&gt;
== Intermediate/Advanced Movement Options ==&lt;br /&gt;
*&#039;&#039;&#039;Immediate Jumps on slopes&#039;&#039;&#039; - When you are on a slope, you can hold Z and instantly jump much faster than if you were not. This is useful for Whomp&#039;s Fortress 100 Coin, Lethal Lava Land movement, and Tall Tall Mountain reds.&lt;br /&gt;
*&#039;&#039;&#039;Spinning in Air&#039;&#039;&#039; - When Mario bounces off a sprindrift or fly guy, or gets sucked into a tornado in Shifting Sand Land, he enters a twirling state. While in this state, you can hold A to make Mario spin faster and cover more ground as he descends. &lt;br /&gt;
*&#039;&#039;&#039;Pole Grab&#039;&#039;&#039; - When you grab the bottom of a pole, Mario will try to catch it but fail most of the time. If you mash B, he will keep trying to regrab the pole instead of falling off of it. You will see this a lot when runners try to do Lakitu Bounce or grab the pole in Bowser in the Sky Reds.&lt;br /&gt;
*&#039;&#039;&#039;Speedkick&#039;&#039;&#039; - This is probably the most difficult movement option in the game. At a high level, you speedkick to maintain your speed and get a specific amount of spacing into some other movement option like a triple jump wallkick or a jump dive. To do a speedkick, Mario must be moving. Before he makes contact with the ground, you must already be holding A and the control stick must be slightly tilted in the direction you want to speedkick. If you played any smash game before, its similar to performing tilts instead of smash attacks. Then, when Mario hits the ground, hit B to speedkick. Check out the videos below for more on speedkicks.&lt;br /&gt;
&lt;br /&gt;
==== Drogie Speedkick Guide ====&lt;br /&gt;
{{#ev:youtube|MKMOuSy1tlM}}&lt;br /&gt;
&lt;br /&gt;
==== Yale Speedkick Guide ====&lt;br /&gt;
{{#ev:youtube|LCdfklEOYe4}}&lt;br /&gt;
&lt;br /&gt;
==The Camera Is Your Friend==&lt;br /&gt;
In SM64, a large part of RTA speedrunning is getting used to manipulating the camera to your benefit. There are main two cameras: Lakitu Cam and Mario Cam. Each of these cameras have a regular and a &amp;quot;c-down&amp;quot; option which is basically a zoomed out version of each camera. Outside of specific stars that manipulate the camera for lag reductions (for console runners), what camera you use to do a star is up to you. Play around with the camera modes and see what works best. When watching the videos on this site, make sure to pay attention to the cameras that are being used. It is not always easy to implement right when you start learning, but it is good to be aware of them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Lakitu Cam&#039;&#039;&#039; - Lakitu cam has fixed rotations in most stages. The clearest example of this is in Bowser secret stages, which are widely open and Lakitu can move freely. This is very useful to perform specific movements or tricks in the game because you can guarantee the same angle every time. In other stages, like Bob-Omb Battlefield, Lakitu cam acts more unpredictably due to the camera colliding with walls as you move around with Mario. If you double tap the camera change button, the camera refocuses at the original distance from Mario. When falling large distances, this is useful to immediately get a nice camera again instead of waiting for it to catch up to Mario. A common example of this is in CCM 100 coin, when you intentionally fall to the bottom of the stage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mario Cam&#039;&#039;&#039; - Mario cam is best described as directly following behind Mario. When using Mario Cam, it is most often used in the C-down version. In places where Lakitu cam fails to turn or follow well, Mario Cam is often used to see better. Mario Cam is also very helpful for setting specific angles upon stage entry. Some common stars to use this for are at the start of CCM 100 to grab the first red and LLL to enter the volcano.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Castle Cam&#039;&#039;&#039; - For lack of a better term, the camera gets fixed to certain viewpoints for some areas. Most notably, inside the castle lobby and inside the mansion for Big Boo&#039;s Haunt. In these areas, you can switch between Lakitu Cam and Mario cam, but lose the functionality of using the C-down versions of these. In BBH however, if you enter the mansion in Mario Cam C-down, that camera will persist as long as you do not switch back to Lakitu Cam (This is useful for a number of stars in BBH). This is not an option for the lobby, since when you enter, you are changing loading zones.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Underwater Cam&#039;&#039;&#039; - When swimming, the camera will always follow behind Mario. The only difference between Mario cam and Lakitu cam for swimming is how close the camera is to Mario. If you need to use specific cameras while swimming (to lag reduce or swim through rings), you have to hold the C-button for the direction you want the camera to pan for as long as you need it. When you let go, it will pan back to directly behind Mario. Some players prefer to switch to a claw grip on their controller for swimming to make this easier.&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[TAS Movement Guide]]&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA&amp;diff=10927</id>
		<title>RTA</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA&amp;diff=10927"/>
		<updated>2020-03-22T22:36:47Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&#039;&#039;[https://en.wikipedia.org/wiki/Speedrun See this page on Wikipedia]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RTA&#039;&#039;&#039; refers to playthroughs of a game done by a human in real-time without the use of savestates, slowdown, memory watch, and other tools used during the production of a [[TAS]]. The term &amp;quot;RTA&amp;quot; is most often used in the context of &#039;&#039;&#039;speedrunning&#039;&#039;&#039;, which is playing a game as fast as possible RTA. RTA is in stark contrast to TAS, where &amp;quot;perfect&amp;quot; runs are created that can&#039;t be matched RTA due to the precision and timing required.&lt;br /&gt;
&lt;br /&gt;
* [[RTA Guide]]&lt;br /&gt;
* [[RTABC]]&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Hyperspeed&amp;diff=10839</id>
		<title>Hyperspeed</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Hyperspeed&amp;diff=10839"/>
		<updated>2020-03-11T08:32:47Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: /* Methods */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Hyperspeed&#039;&#039;&#039; is an abnormally large amount of speed. Though hyperspeed usually refers to [[Mario]]&#039;s speed, it can also be applied to other objects. Hyperspeed is often obtained via [[glitches]] or physics exploits. Hyperspeed is often helpful in speedruns and [[challenge]]s because it allows quicker movement and the ability to clip through walls.&lt;br /&gt;
&lt;br /&gt;
==Methods==&lt;br /&gt;
Methods to gain hyperspeed include:&lt;br /&gt;
* [[Backwards Long Jump]]&lt;br /&gt;
* [[Hyperspeed Walking]]&lt;br /&gt;
* [[Hyperspeed Wall Kicks]]&lt;br /&gt;
* [[Hyperspeed Water Sliding]]&lt;br /&gt;
* [[C^ Hyperspeed]]&lt;br /&gt;
* [[Hyperspeed Punching]]&lt;br /&gt;
* [[Hyperspeed Grinding]]&lt;br /&gt;
* [[Subframe Grinding]]&lt;br /&gt;
* [[Hyperspeed Turnaround]]&lt;br /&gt;
* [[Hyperspeed Jump Kicking]]&lt;br /&gt;
* [[Hyperspeed Slide Kicking]]&lt;br /&gt;
* [[Hyperspeed Braking]]&lt;br /&gt;
* [[Backward Shell Hyperspeed]]&lt;br /&gt;
* [[Forward Shell Hyperspeed]]&lt;br /&gt;
* [[10k Glitch]]&lt;br /&gt;
* [[Wiggler Hyperspeed]]&lt;br /&gt;
* [[Wind Hyperspeed]]&lt;br /&gt;
* [[Boo Hyperspeed]]&lt;br /&gt;
* [[Bully Battery]]&lt;br /&gt;
* [[Hyperspeed Crawling]]&lt;br /&gt;
Some techniques cause Mario&#039;s position to change quickly, without technically changing his speed:&lt;br /&gt;
* [[Shell Mario]]&lt;br /&gt;
* [[Bloated Bob-omb]]&lt;br /&gt;
&lt;br /&gt;
{{glitches}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Adding to Category:Glitches --&amp;gt;&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
[[Category:Hyperspeed]]&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Hyperspeed_Punching&amp;diff=10585</id>
		<title>Hyperspeed Punching</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Hyperspeed_Punching&amp;diff=10585"/>
		<updated>2020-02-16T08:40:45Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Hyperspeed Punching&#039;&#039;&#039; (abbreviated as &#039;&#039;&#039;HSP&#039;&#039;&#039;) is a technique that allows speed to be built by repeatedly move-punching on a slope within a specific angle range. Given ideal geometry, it is possible to gain arbitrary speed in this manner. Like [[Hyper Speed Walking]], this is a method for obtaining PU speed that can be performed in zero A presses, making it potentially useful for the [[A Button Challenge]].&lt;br /&gt;
&lt;br /&gt;
While move-punching, Mario has abnormally low friction compared to other actions with similar physics. If the floor is steep enough, Mario can overpower this friction with downhill slope acceleration. Unless Mario is standing in shallow water, the floor must not be too steep or else he will begin to slide.&lt;br /&gt;
&lt;br /&gt;
To execute this technique, Mario needs to begin his next punch on the same frame that he ends his last. Joystick input must have low enough magnitude to avoid diving, but otherwise doesn&#039;t matter.&lt;br /&gt;
&lt;br /&gt;
==Conditions==&lt;br /&gt;
In order for Mario to gain net positive acceleration, the &#039;&#039;normal.y&#039;&#039; value of the floor must be contained in a specific range, depending on the floor&#039;s [[slope class]]&lt;br /&gt;
&amp;lt;ref&amp;gt;https://docs.google.com/document/d/1cJfwdju9-6yTGemBhtZrjoDhWWDYj69OpzIg8D6w9R4/edit?usp=sharing&amp;lt;/ref&amp;gt;:&lt;br /&gt;
*0x13 (slide): &#039;&#039;&#039;0.9848077 - 0.9961947&#039;&#039;&#039;&lt;br /&gt;
*0x14 (slippery): &#039;&#039;&#039;0.9396926 - 0.9848077&#039;&#039;&#039;&lt;br /&gt;
*0x15 (non-slippery): Impossible&lt;br /&gt;
*def (default): &#039;&#039;&#039;0.7880108 - 0.808690&#039;&#039;&#039;&lt;br /&gt;
These ranges apply when Mario is not standing in shallow water. Standing in shallow water prevents Mario from sliding, allowing HSP to be performed on steeper slopes. Specifically, there is no minimum slope steepness in shallow water. In slide areas, namely [[Princess&#039;s Secret Slide]] and [[Tall, Tall Mountain]]&#039;s slide, HSP is not possible without shallow water.&lt;br /&gt;
&lt;br /&gt;
==Applications==&lt;br /&gt;
This strategy can be used in [[Jolly Roger Bay]] to build at least 150 speed on one of the pillars. The upper bound is a result of the speed lost from having to repeatedly conserve speed from water onto land.&lt;br /&gt;
&lt;br /&gt;
This strategy allows the following actions to be done in 0 A Presses:&lt;br /&gt;
*Landing on the [[Blast to the Stone Pillar]] platform (using 100 stored speed)&amp;lt;ref&amp;gt;pannenkoek2012&#039;s 0x Blast to the Stone Pillar TAS: https://youtu.be/9dkwHlDC1LY&amp;lt;/ref&amp;gt;, although a slower method using [[HSW]] exists.&lt;br /&gt;
*Ground pounding the blue coin switch in [[Jolly Roger Bay]] with 128 stored speed to collect the 100 coin star without difficult goomba manipulation.&lt;br /&gt;
*Zero A press PU speed in [[Shifting Sand Land]], which was used for a console-viable [[Secret Aquarium]] entry&amp;lt;ref&amp;gt;pannenkoek2012&#039;s 0x SA Entry TAS: https://youtu.be/svuSVSUsi74&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
[[Category:Hyperspeed]]&lt;br /&gt;
&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Hyperspeed_Punching&amp;diff=10584</id>
		<title>Hyperspeed Punching</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Hyperspeed_Punching&amp;diff=10584"/>
		<updated>2020-02-16T08:40:36Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Hyperspeed Punching&#039;&#039;&#039; (abbreviated as &#039;&#039;&#039;HSP&#039;&#039;&#039;) is a technique that allows speed to be built by repeatedly move-punching on a slope within a specific angle range. Given ideal geometry, it is possible to gain arbitrary speed in this manner. Like [[Hyper Speed Walking]], this is a method for obtaining PU speed that can be performed in zero A presses, making it potentially useful for the [[A Button Challenge]].&lt;br /&gt;
&lt;br /&gt;
While move-punching, Mario has abnormally low friction compared to other actions with similar physics. If the floor is steep enough, Mario can overpower this friction with downhill slope acceleration. Unless Mario is standing in shallow water, the floor must not be too steep or else he will begin to slide.&lt;br /&gt;
&lt;br /&gt;
To execute this technique, Mario needs to begin his next punch on the same frame that he ends his last. Joystick input must have low enough magnitude to avoid diving, but otherwise doesn&#039;t matter.&lt;br /&gt;
&lt;br /&gt;
==Conditions==&lt;br /&gt;
In order for Mario to gain net positive acceleration, the &#039;&#039;normal.y&#039;&#039; value of the floor must be contained in a specific range, depending on the floor&#039;s [[slope class]]&lt;br /&gt;
&amp;lt;ref&amp;gt;https://docs.google.com/document/d/1cJfwdju9-6yTGemBhtZrjoDhWWDYj69OpzIg8D6w9R4/edit?usp=sharing&amp;lt;/ref&amp;gt;:&lt;br /&gt;
*0x13 (slide): &#039;&#039;&#039;0.9848077 - 0.9961947&#039;&#039;&#039;&lt;br /&gt;
*0x14 (slippery): &#039;&#039;&#039;0.9396926 - 0.9848077&#039;&#039;&#039;&lt;br /&gt;
*0x15 (non-slippery): Impossible&lt;br /&gt;
*def (default): &#039;&#039;&#039;0.7880108 - 0.808690&#039;&#039;&#039;&lt;br /&gt;
These ranges apply when Mario is not standing in shallow water. Standing in shallow water prevents Mario from sliding, allowing HSP to be performed on steeper slopes. Specifically, there is no minimum slope steepness in shallow water. In slide areas, namely [[Princess&#039;s Secret Slide]] and [[Tall, Tall Mountain]]&#039;s slide, HSP is not possible without shallow water.&lt;br /&gt;
&lt;br /&gt;
==Applications==&lt;br /&gt;
This strategy can be used in [[Jolly Roger Bay]] to build at least 150 speed on one of the pillars. The upper bound is a result of the speed lost from having to repeatedly conserve speed from water onto land.&lt;br /&gt;
&lt;br /&gt;
This strategy allows the following actions to be done in 0 A Presses:&lt;br /&gt;
*Landing on the ]]Blast to the Stone Pillar]] platform (using 100 stored speed)&amp;lt;ref&amp;gt;pannenkoek2012&#039;s 0x Blast to the Stone Pillar TAS: https://youtu.be/9dkwHlDC1LY&amp;lt;/ref&amp;gt;, although a slower method using [[HSW]] exists.&lt;br /&gt;
*Ground pounding the blue coin switch in [[Jolly Roger Bay]] with 128 stored speed to collect the 100 coin star without difficult goomba manipulation.&lt;br /&gt;
*Zero A press PU speed in [[Shifting Sand Land]], which was used for a console-viable [[Secret Aquarium]] entry&amp;lt;ref&amp;gt;pannenkoek2012&#039;s 0x SA Entry TAS: https://youtu.be/svuSVSUsi74&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
[[Category:Hyperspeed]]&lt;br /&gt;
&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Hyperspeed_Punching&amp;diff=10583</id>
		<title>Hyperspeed Punching</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Hyperspeed_Punching&amp;diff=10583"/>
		<updated>2020-02-16T08:36:46Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Hyperspeed Punching&#039;&#039;&#039; (abbreviated as &#039;&#039;&#039;HSP&#039;&#039;&#039;) is a technique that allows speed to be built by repeatedly move-punching on a slope within a specific angle range. Given ideal geometry, it is possible to gain arbitrary speed in this manner. Like [[Hyper Speed Walking]], this is a method for obtaining PU speed that can be performed in zero A presses, making it potentially useful for the [[A Button Challenge]].&lt;br /&gt;
&lt;br /&gt;
While move-punching, Mario has abnormally low friction compared to other actions with similar physics. If the floor is steep enough, Mario can overpower this friction with downhill slope acceleration. Unless Mario is standing in shallow water, the floor must not be too steep or else he will begin to slide.&lt;br /&gt;
&lt;br /&gt;
To execute this technique, Mario needs to begin his next punch on the same frame that he ends his last. Joystick input must have low enough magnitude to avoid diving, but otherwise doesn&#039;t matter.&lt;br /&gt;
&lt;br /&gt;
==Conditions==&lt;br /&gt;
In order for Mario to gain net positive acceleration, the &#039;&#039;normal.y&#039;&#039; value of the floor must be contained in a specific range, depending on the floor&#039;s [[slope class]]&lt;br /&gt;
&amp;lt;ref&amp;gt;https://docs.google.com/document/d/1cJfwdju9-6yTGemBhtZrjoDhWWDYj69OpzIg8D6w9R4/edit?usp=sharing&amp;lt;/ref&amp;gt;:&lt;br /&gt;
*0x13 (slide): &#039;&#039;&#039;0.9848077 - 0.9961947&#039;&#039;&#039;&lt;br /&gt;
*0x14 (slippery): &#039;&#039;&#039;0.9396926 - 0.9848077&#039;&#039;&#039;&lt;br /&gt;
*0x15 (non-slippery): Impossible&lt;br /&gt;
*def (default): &#039;&#039;&#039;0.7880108 - 0.808690&#039;&#039;&#039;&lt;br /&gt;
These ranges apply when Mario is not standing in shallow water. Standing in shallow water prevents Mario from sliding, allowing HSP to be performed on steeper slopes. Specifically, there is no minimum slope steepness in shallow water. In slide areas, namely [[Princess&#039;s Secret Slide]] and [[Tall, Tall Mountain]]&#039;s slide, HSP is not possible without shallow water.&lt;br /&gt;
&lt;br /&gt;
==Applications==&lt;br /&gt;
This strategy can be used in [[Jolly Roger Bay]] to build at least 150 speed on one of the pillars. The upper bound is a result of the speed lost from having to repeatedly conserve speed from water onto land.&lt;br /&gt;
&lt;br /&gt;
This strategy allows the following actions to be done in 0 A Presses:&lt;br /&gt;
*Landing on the &#039;&#039;Blast to the Stone Pillar&#039;&#039; platform (using 100 stored speed)&amp;lt;ref&amp;gt;pannenkoek2012&#039;s 0x Blast to the Stone Pillar TAS: https://youtu.be/9dkwHlDC1LY&amp;lt;/ref&amp;gt;, although a slower method using [[HSW]] exists.&lt;br /&gt;
*Ground pounding the blue coin switch in [[Jolly Roger Bay]] with 128 stored speed to collect the 100 coin star without difficult goomba manipulation.&lt;br /&gt;
*Zero A press PU speed in [[Shifting Sand Land]], which was used for a console-viable [[Secret Aquarium]] entry&amp;lt;ref&amp;gt;pannenkoek2012&#039;s 0x SA Entry TAS: https://youtu.be/svuSVSUsi74&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
[[Category:Hyperspeed]]&lt;br /&gt;
&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Iwerlipse&amp;diff=10567</id>
		<title>Iwerlipse</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Iwerlipse&amp;diff=10567"/>
		<updated>2020-02-04T03:52:00Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Iwerlipse is the range of positions Mario can occupy when Mario is in the air and cannot turn, assuming the joystick input polling were continuous. It is defined as an area bounded by a shape drawn by the solution to optimizing a set of 2 differential equations. Due to the shape being similar to a superellipse (after Grassdigger brute forced for the solution in Mathematica), Pannenkoek2012 proposed calling this shape the &amp;quot;Iwerlipse&amp;quot; on August 2018 (pronounced eeverlipse) as a pun on the name of Iwer Sonsch, one of the people involved in this problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The set of differential equations is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\frac{dx}{dt} = v_x\cos[f(t)]&amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;\frac{d^2y}{dt^2} = a\sin[f(t)] - D &amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;f(t)&#039;&#039; is the function for a SM64 player&#039;s joystick tilt in terms of time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;a&#039;&#039; is forward acceleration, and is usually defined in game as 1.5.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;v&amp;lt;sub&amp;gt;x&amp;lt;/sub&amp;gt;&#039;&#039; is sideways velocity and is usually defined in game as 10.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;D&#039;&#039; is drag, which usually can be values: +2.35, +0.35, 0, -0.35, -1.35. For TASing purposes, where high speed is always ideal, &#039;&#039;D&#039;&#039; is most commonly set to -1.35, for cases when Mario&#039;s forward speed is above 32.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The problem was posed by jongyon7192p as a curiosity, and it became relevant to the ABC challenge a few times before being solved through some other means.&lt;br /&gt;
&lt;br /&gt;
Iwer stated on April 2018 that optimal straining for the Air_no_Turn action is &amp;lt;math&amp;gt;\text{dyaw}(t,r) = \text{acotan}(0.15r*t) &amp;lt;/math&amp;gt;. &lt;br /&gt;
&lt;br /&gt;
On October 2019, trex31415 provided a full analytical proof for Iwer&#039;s claim, using a generalized 2nd-order Euler-Lagrange equation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
By plugging Iwer and Trex&#039;s equation to solve for x and y, we obtain the parametric equations, the solution to the Iwerlipse:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;x = \pm \frac{v_xnt}{\sinh(t)} &amp;lt;/math&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;math&amp;gt;y = v_in + \frac{a}{2}n^2\bigg(\coth(t)-\frac{t}{\sinh^2(t)}-\frac{D}{a}\bigg)&amp;lt;/math&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Squish_cancel&amp;diff=10562</id>
		<title>Squish cancel</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Squish_cancel&amp;diff=10562"/>
		<updated>2020-02-02T02:20:54Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you get squished then unsquished before the frame ends, you enter [[idle]] action state. Here, you can dive, ledge grab, or even jump in midair, even if you were diving, dive rolling out, ground pounding, getting knocked back by an enemy, etc.&lt;br /&gt;
&lt;br /&gt;
To do this, you need to get squished by a slanted ceiling and/or floor (slanted by 60° or more), then the game will push Mario in the direction of the slant, the horizontal component of the [[Normal Vector]], by 10 units or 2.5 units (if [[quarter frames]] apply) or less, based on amount of slant. If both are sufficiently slanted, ceiling slant direction takes priority. &lt;br /&gt;
&lt;br /&gt;
If this Squish Push pushes Mario far enough to escape any ceiling/floor hitbox, Squish Cancel occurs. Else, you get Squish Downwarp.&lt;br /&gt;
&lt;br /&gt;
Mario cannot enter the ceiling hitbox from the side or he will bonk. The ceiling squish spot needs to appear where Mario is, such as a ceiling coming down above Mario, or a spontaneous exposed ceiling (invisible wall).&lt;br /&gt;
&lt;br /&gt;
A Squish Spot is where a floor and ceiling are less than 160 units apart vertically in some unit square. &lt;br /&gt;
&lt;br /&gt;
When knocked back by a Bully, Squish Cancel allows Mario to transfer the Bully&#039;s speed into himself and keep it without it getting capped&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Squish_cancel&amp;diff=10561</id>
		<title>Squish cancel</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Squish_cancel&amp;diff=10561"/>
		<updated>2020-02-02T02:19:39Z</updated>

		<summary type="html">&lt;p&gt;Jongyon7192p: link Normal vector to wikipedia?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you get squished then unsquished before the frame ends, you enter [[idle]] action state. Here, you can dive, ledge grab, or even jump in midair, even if you were diving, dive rolling out, ground pounding, getting knocked back by an enemy, etc.&lt;br /&gt;
&lt;br /&gt;
To do this, you need to get squished by a slanted ceiling and/or floor (slanted by 60° or more), then the game will push Mario in the direction of the slant, the horizontal component of the [[Normal Vector]] 10 units or 2.5 units (if [[quarter frames]] apply) or less, based on amount of slant. If both are slanted, ceiling slant direction takes priority. &lt;br /&gt;
&lt;br /&gt;
If this Squish Push pushes Mario far enough to escape any ceiling/floor hitbox, Squish Cancel occurs. Else, you get Squish Downwarp.&lt;br /&gt;
&lt;br /&gt;
Mario cannot enter the ceiling hitbox from the side or he will bonk. The ceiling squish spot needs to appear where Mario is, such as a ceiling coming down above Mario, or a spontaneous exposed ceiling (invisible wall).&lt;br /&gt;
&lt;br /&gt;
A Squish Spot is where a floor and ceiling are less than 160 units apart vertically in some unit square. &lt;br /&gt;
&lt;br /&gt;
When knocked back by a Bully, Squish Cancel allows Mario to transfer the Bully&#039;s speed into himself and keep it without it getting capped&lt;/div&gt;</summary>
		<author><name>Jongyon7192p</name></author>
	</entry>
</feed>