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	<id>https://ukikipedia.net/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kazyan</id>
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	<updated>2026-10-03T14:09:45Z</updated>
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	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Bowser_in_the_Dark_World&amp;diff=17500</id>
		<title>Bowser in the Dark World</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Bowser_in_the_Dark_World&amp;diff=17500"/>
		<updated>2023-01-05T16:15:44Z</updated>

		<summary type="html">&lt;p&gt;Kazyan: /* Entering Bowser in the Dark World (0x) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{course_infobox&lt;br /&gt;
|title=Bowser in the Dark World&lt;br /&gt;
|image= BitDW.png&lt;br /&gt;
|abbreviation=BitDW&lt;br /&gt;
|terrain=Default&lt;br /&gt;
|setting=Dark&lt;br /&gt;
|water=None&lt;br /&gt;
|yellow-coins=58&lt;br /&gt;
|red-coins=8&lt;br /&gt;
|blue-coins=&lt;br /&gt;
|enemy-yellow=6&lt;br /&gt;
|enemy-blue=&lt;br /&gt;
|stars=1&lt;br /&gt;
|wing-caps=&lt;br /&gt;
|metal-caps=1&lt;br /&gt;
|vanish-caps=&lt;br /&gt;
|overview_1=STROOP- BitDW.png&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Bowser in the Dark World&#039;&#039;&#039; is the first Bowser level of &#039;&#039;[[Super Mario 64]]&#039;&#039;. It can be accessed from the big star door of the first floor, which requires 8 stars to open.&lt;br /&gt;
&lt;br /&gt;
Excluding the [[Moat Door Skip]] glitch (MDS), collecting the key from this level is mandatory to beat the game, as otherwise the basement courses of the game cannot be unlocked.&lt;br /&gt;
&lt;br /&gt;
==Coins==&lt;br /&gt;
{{BitDW Coins}}&lt;br /&gt;
&lt;br /&gt;
==A Press Counts==&lt;br /&gt;
In the A Button Challenge, it takes no A Presses to beat the level regardless of whether or not the player goes for the red coin star.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Objective&lt;br /&gt;
!A Presses&lt;br /&gt;
!Minutes&lt;br /&gt;
|-&lt;br /&gt;
|With red coin star||0||3&lt;br /&gt;
|-&lt;br /&gt;
|Without red coin star||0||2&lt;br /&gt;
|}&lt;br /&gt;
===Entering Bowser in the Dark World &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Original Strategy: https://youtu.be/mlHzqJn2SMs?t=5m52s &#039;&#039;&lt;br /&gt;
:&#039;&#039;With 0 Stars: https://youtu.be/58rxoSSshw4 &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Entering the course is easy - simply go to the [[Trapdoor to Bowser in the Dark World|trapdoor]] and fall down naturally.&lt;br /&gt;
&lt;br /&gt;
It should be noted, however, that with speed conservation, it is possible to enter the course with 0 stars by exiting [[Bob-omb Battlefield]] with 227 stored speed, redirect Mario&#039;s direction using the second key door text, and clip through the 8-star door. This allows entering Bowser in the Dark World with zero stars. The strategy is vital as part of the plan for entering [[Secret Aquarium]] in 0 A presses.&lt;br /&gt;
&lt;br /&gt;
===Within the course &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;With red coins: https://youtu.be/UCmPvInKa9E &#039;&#039;&lt;br /&gt;
:&#039;&#039;Without red coins: https://youtu.be/b0vDJmsvVBw &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mario is able to navigate the course without the use of A button to jump, as the geometry is mostly flat. The elevators can be reached with a precise dive recover. Throughout the course, there are three difficult sections: &#039;&#039;The Crystal&#039;&#039;, named after its vicinity to the nearby structure that is too high to reach with a dive recover, where there is a yellow back-and-forth platform below; &#039;&#039;The Seesaws&#039;&#039;, where they must be tilted to very steep angles to reach the red coins; &#039;&#039;The Warp Pipe&#039;&#039;, where a misalignment must be utilized to get on top to enter the Bowser fight. An optional section of &#039;&#039;The 4th/6th Red Coin&#039;&#039; is required if red coins are collected.&lt;br /&gt;
&lt;br /&gt;
====The Crystal====&lt;br /&gt;
:&#039;&#039;Old Strategy (VSC): https://youtu.be/6eI8D85WG7w &#039;&#039;&lt;br /&gt;
:&#039;&#039;New Strategy (207 DR): https://youtu.be/U4vcFxz0F3g &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This section is named after the object that originally facilitated Mario to reach the next structure via [[Vertical Speed Conservation]]. As the Crystal has a strange hitbox, it displaces Mario&#039;s position if he gets into a certain spot, allowing him to store 26 vertical speed. Mario then punches towards the structure with the yellow moving platform, duck down to avoid the amps hitting him, and pops onto the structure, saving an otherwise mandatory A press in a full game run.&lt;br /&gt;
&lt;br /&gt;
Later, Tyler Kehne demonstrated that a very precise dive recover to utilize the [[misalignment]] is possible in the course. It was previously thought to be impossible due to the inconvenient angle, but it was eventually worked out on May 5, 2018, with diligent efforts of Iwer Sonsch and bad_boot, while Jongyon worked on the math calculations.&lt;br /&gt;
&lt;br /&gt;
====The 4th/6th Red Coin====&lt;br /&gt;
Originally, for this optional segment for red coins, Mario had to bump into a Goomba, luring it to drop onto a narrow bridge. Mario then left to collect the 6th red coin on the lonely island and then came back to bounce on the Goomba, getting back into the main segment.&lt;br /&gt;
&lt;br /&gt;
Later, Lord SNEK proposed a [https://youtu.be/ZOcx1m_-wPs timesave] where Mario would go straight from the platform with the 207 DR to the platform with the spire, then do a precise rollout back onto a platform nearby. This was solved by Jongyon and Iwer Sonsch. It&#039;s now done as the 4th red coin.&lt;br /&gt;
&lt;br /&gt;
====The Seesaws====&lt;br /&gt;
Tilting the seesaw and using frame-walking to reach the higher platforms is sufficient, yet it can be done even faster by dive-recovering on steep slopes using pause buffer. Therefore, Mario has no problems getting past the seesaws and reach the bottom of the activatable stairs. Mario also has no issues getting the remaining two red coins for the red coin star in the 100% run.&lt;br /&gt;
&lt;br /&gt;
====The Warp Pipe====&lt;br /&gt;
Instead of activating the stairs to get up, Mario grinds on the slope with repeated dives to gradually rise to the top of the stairs. If Mario collected all red coins, he would now collect the star. Afterwards, Mario aims at one of the misalignments of the warp pipe and lands on the pipe with a precise 207 dive recover to avoid the wall hitboxes and snap onto the top of the pipe. Finally, Mario defeats Bowser in the fight and collects the first key of the game.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Level courses}}&lt;br /&gt;
[[Category:Courses]]&lt;/div&gt;</summary>
		<author><name>Kazyan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Trapdoor_to_Bowser_in_the_Dark_World&amp;diff=17499</id>
		<title>Trapdoor to Bowser in the Dark World</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Trapdoor_to_Bowser_in_the_Dark_World&amp;diff=17499"/>
		<updated>2023-01-05T16:14:04Z</updated>

		<summary type="html">&lt;p&gt;Kazyan: bad article but it&amp;#039;s documentation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The entrance to [[Bowser in the Dark World]] is deceiving. In a casual playthrough, the entrance appears to be a painting of Princess Peach, but upon approaching it, the painting changes to an image of Bowser--Mario is thwarted by a trapdoor in the carpet, leading to the stage. (There is no level geometry beyond the trapdoor and the Bowser painting itself has no entrance.)&lt;br /&gt;
&lt;br /&gt;
===Reverse Spawning Displacement===&lt;br /&gt;
&lt;br /&gt;
Because the trapdoor is directly over the warp to the stage, Mario can still be standing on it on the frame that he warps, which can lead to [[spawning displacement]] in Bowser in the Dark World if the trapdoor loaded into a sufficiently-high object slot. Mario is displaced horizontally 300 units in the Z direction, and will land on the expected starting platform, close to its right edge.&lt;br /&gt;
This 300-unit displacement is inherited from a revolving elevator platform&#039;s initialization. Reovlivng elevator platforms are initially spawned at their axle, and then given one frame of translational velocity to snap them to their intended positions before any revolution regins. Thus, Mario inherits a fixed translational displacement, not rotational displacement.&lt;br /&gt;
&lt;br /&gt;
The first confirmed method of manipulating the trapdoor into a high object slot (slot 102) is to visit the basement, generate dust, and return to the lobby.&lt;/div&gt;</summary>
		<author><name>Kazyan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Star_Bounce_Cancel&amp;diff=14778</id>
		<title>Star Bounce Cancel</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Star_Bounce_Cancel&amp;diff=14778"/>
		<updated>2021-06-13T23:30:54Z</updated>

		<summary type="html">&lt;p&gt;Kazyan: Created page with &amp;quot;A &amp;#039;&amp;#039;&amp;#039;star bounce cancel&amp;#039;&amp;#039;&amp;#039;&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=1hJyLmkBaK8&amp;lt;/ref&amp;gt; occurs when, over the course of a star spawn cutscene, the spawned star descends by more than...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;star bounce cancel&#039;&#039;&#039;&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=1hJyLmkBaK8&amp;lt;/ref&amp;gt; occurs when, over the course of a star spawn cutscene, the spawned star descends by more than 600 units, preventing the star from playing its bouncing animation. Canceling the bounce potentially saves 41 frames over a star spawn cutscene in which the star travels a flat distance.&lt;br /&gt;
&lt;br /&gt;
A star bounce cancel occurs due to the following code interactions:&lt;br /&gt;
&lt;br /&gt;
1) An off-by-one error in the duration of the star&#039;s flight causes the star to overshoot its intended position by 1/30th of the distance it traveled. This is typical for a spawning star.&lt;br /&gt;
&lt;br /&gt;
2) The bounce action begins. The bounce action raises and lowers the star in a smooth arc (which can be observed in casual play), and on the first frame, it rises by 20 units. Because of the overshooting, these 20 units are not enough to raise the star above its intended position, even though they usually are.&lt;br /&gt;
&lt;br /&gt;
3) A check is performed to determine whether the star is above or below its intended position. This check normally happens during every frame of the bounce animation to determine when the star has finished bouncing. In this unusual case, the star is found to be below its intended position--this normally only happens when the star has finished bouncing.&lt;br /&gt;
&lt;br /&gt;
4) Because this check determines when a star has finished bouncing, the bounce animation ends, even though the star is rising instead of falling.&lt;br /&gt;
&lt;br /&gt;
===Star bounce reduction===&lt;br /&gt;
When a spawned star descends by more than 300 units (up to 600), the star bounce animation is not stopped on the first frame. Instead, it ends two frames earlier than a full-length star spawn cutscene.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Kazyan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Right-angle_sliding&amp;diff=9909</id>
		<title>Right-angle sliding</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Right-angle_sliding&amp;diff=9909"/>
		<updated>2019-09-01T17:29:54Z</updated>

		<summary type="html">&lt;p&gt;Kazyan: Created page with &amp;quot;right &amp;#039;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Right-Angle_Sliding.png|thumb|Even though Mario is not facing the slope that he&#039;s sliding on, he will not turn towards it until he changes his angle manually.|right]] &#039;&#039;&#039;Right-Angle Sliding&#039;&#039;&#039; is a glitch in Mario&#039;s sliding behavior which occurs when Mario&#039;s facing angle and direction of travel during sliding are exactly at a right angle, which requires angle-perfect precision. Under normal circumstances, when sliding, Mario will turn to face his direction of travel such that his sliding angle and facing angle gradually converge. This does not occur when his facing angle is 90 degrees clockwise from his direction of travel, allowing the angle to be maintained indefinitely.&lt;br /&gt;
&lt;br /&gt;
Right-Angle sliding occurs due to a mistake in the four inequalities governing Mario&#039;s turning during sliding. The difference between Mario&#039;s direction of travel and his facing angle is divided into four quadrants, and each inequality turns Mario in its own quadrant. However, the adjacent quadrants on Mario&#039;s right side both exclude a perfect right-angle, due to the use of greater-than expressions rather than greater-than-or-equal-to expressions. Because this angle fails all four inequalities, the code to change Mario&#039;s facing angle is effectively skipped.&lt;/div&gt;</summary>
		<author><name>Kazyan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:Right-Angle_Sliding.png&amp;diff=9908</id>
		<title>File:Right-Angle Sliding.png</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:Right-Angle_Sliding.png&amp;diff=9908"/>
		<updated>2019-09-01T17:27:33Z</updated>

		<summary type="html">&lt;p&gt;Kazyan: A screenshot of dar gos&amp;#039;s Malariao TAS Adventure solution video, demonstrating Right-Angle Sliding.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A screenshot of dar gos&#039;s Malariao TAS Adventure solution video, demonstrating Right-Angle Sliding.&lt;/div&gt;</summary>
		<author><name>Kazyan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User_talk:Kazyan/GLG&amp;diff=2496</id>
		<title>User talk:Kazyan/GLG</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User_talk:Kazyan/GLG&amp;diff=2496"/>
		<updated>2018-07-23T05:50:56Z</updated>

		<summary type="html">&lt;p&gt;Kazyan: Created page with &amp;quot;A &amp;#039;&amp;#039;&amp;#039;Glitchy Ledge Grab&amp;#039;&amp;#039;&amp;#039; (or GLG) is any ledge grab that raises Mario 151 or more units, compared to the expected maximum of 150 units. This can be accomplished in three mai...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;Glitchy Ledge Grab&#039;&#039;&#039; (or GLG) is any ledge grab that raises Mario 151 or more units, compared to the expected maximum of 150 units. This can be accomplished in three main methods with specific wall and floor geometries, which are themselves referred to as GLG spots.&lt;br /&gt;
&lt;br /&gt;
==Ledge grab check overview==&lt;br /&gt;
&lt;br /&gt;
Glitchy ledge grabs depend on errors in the logic that determines if Mario should grab a ledge above him, which is referred to as the ledge grab check. Mario grabs a ledge above him when the following conditions are met:&lt;br /&gt;
&lt;br /&gt;
*Mario is descending.&lt;br /&gt;
*Mario&#039;s Y position + 30 is within 50 units of a wall, inclusive.&lt;br /&gt;
*Mario&#039;s Y position + 150 is not within 50 units of a wall, inclusive.&lt;br /&gt;
*There is a floor hitbox within 150 units above Marios&#039; Y position and 60 units laterally into the wall.&lt;br /&gt;
&lt;br /&gt;
Under normal circumstances, this logic detects when Mario is against the top of a wall with a floor upon it, but is falling instead of rising in a jump, and so would not be able to reach the floor. Mario grabs these ledges up to 150 units above his position. GLGs gain more than 150 units of height because floor hitboxes are 78 units thick vertically, and so can satisfy the third condition with only the lower end of a wall hitbox being detected.&lt;br /&gt;
&lt;br /&gt;
==Types of GLG==&lt;br /&gt;
&lt;br /&gt;
===GLG with stacked floors===&lt;br /&gt;
&lt;br /&gt;
A GLG can occur with stacked floor hitboxes, where Mario does not grab onto the ledge of the intended floor because a different floor hitbox is directly above it, which Mario grabs instead. This occurs because the scan for floor hitboxes starts at 150 units above Mario and works its way down, rather than starting from Mario&#039;s position and scanning up. This allows floor hitboxes with no actual ledges to be grabbed onto, so long as there is an actual ledge both close and directly below it.&lt;br /&gt;
&lt;br /&gt;
===GLG from positive wall Y-norm===&lt;br /&gt;
&lt;br /&gt;
Some walls are not quite vertical, and tilt backwards away from the vertical plane slightly. Because of this, even is Mario&#039;s Y position + 30 is within 50 units of a wall hitbox, Mario&#039;s Y position + 150 might be ~50.01 units from the same wall, satisfying the third ledge grab condition. This allows intended ledges to be grabbed from lower down on the wall.&lt;/div&gt;</summary>
		<author><name>Kazyan</name></author>
	</entry>
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