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	<id>https://ukikipedia.net/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=LCDAngel99</id>
	<title>Ukikipedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://ukikipedia.net/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=LCDAngel99"/>
	<link rel="alternate" type="text/html" href="https://ukikipedia.net/wiki/Special:Contributions/LCDAngel99"/>
	<updated>2026-10-01T13:49:42Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Nonstop/16_Star&amp;diff=20640</id>
		<title>Nonstop/16 Star</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Nonstop/16_Star&amp;diff=20640"/>
		<updated>2026-09-18T12:02:33Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The goal of 16 Star is to beat the game using [[MIPS Clip]] to get past the 30 star door.&lt;br /&gt;
==Category Rules==&lt;br /&gt;
*Collect 16 stars.&lt;br /&gt;
*Beat the game.&lt;br /&gt;
*Any method of bypassing the 30 star door other than Mips Clip is banned. All other BLJs are allowed.&lt;br /&gt;
==Notes==&lt;br /&gt;
A pretty good introduction to nonstop.&lt;br /&gt;
Keep in mind, any extra deaths aside from intentional ones will mean you no longer have enough lives for the routes. You&#039;ll have to farm some 1-ups somewhere (a few quick ones include the one in the WF tower, the ! box on the first level of the path around the outside of pyramid in SSL, and the ! box in HMC in the door past Rolling Rocks).&lt;br /&gt;
==Routes==&lt;br /&gt;
There are generally two routes used with NS 16 star, one with LBLJ, one without. But, as with vanilla, the LBLJ route is capable of saving considerable time over no-LBLJ.&lt;br /&gt;
==No LBLJ Route==&lt;br /&gt;
===Lobby===&lt;br /&gt;
#[[RTA_Guide/Behind Chain Chomp&#039;s Gate|Behind Chain Chomp&#039;s Gate]]&lt;br /&gt;
#*Basically the same as vanilla, just Exit Course after star grab.&lt;br /&gt;
#[[Nonstop/WF#70 Route|WF]]&lt;br /&gt;
#*Everything but 100 and Reds; exit course after cage star&lt;br /&gt;
#[[RTA Guide/The Princess&#039;s Secret Slide|Both PSS stars]]&lt;br /&gt;
#*Just grab the timed star as normal, then grab the box star and exit course.&lt;br /&gt;
#Bowser in the Dark World&lt;br /&gt;
#*[[RTA Guide/Bowser in the Dark World#No Reds| Bowser in the Dark World No Reds]]&lt;br /&gt;
#*[[RTA Guide/Bowser Battles#Bowser in the Dark World | Bowser Battle 1]] - Exit course after grabbing the key&lt;br /&gt;
===Basement===&lt;br /&gt;
#[[Nonstop/SSL#70 Route|70 star SSL route]]&lt;br /&gt;
#*Talons, Pyramid, Inside pyramid, Secrets, die in quicksand&lt;br /&gt;
#[[RTA Guide/HMC Toad|HMC Toad]]&lt;br /&gt;
#*Grab toad first, for Mips spawning&lt;br /&gt;
#[[Nonstop/HMC#16 Route|Emergency Exit, Rolling Rocks]]&lt;br /&gt;
#*For no LBLJ, you can do the stars in either order. It&#039;s easier to do Emergency Exit first, so you can just run back the rock path from Rolling Rocks and dive in the hole.&lt;br /&gt;
#[[RTA_Guide/MIPS_Clip|Mips Clip]]&lt;br /&gt;
#*Take a single burn in the hallway before clipping with Mips (you can still grab him early, there&#039;s a torch opposite the wood door you can burn on)&lt;br /&gt;
#[[Nonstop/DDD#16 Route|DDD Sub]]&lt;br /&gt;
#*You take a burn during Mips clip to minimize the number of backflips you have to do off the top fin of the sub to die, which is necessary to stay behind the 30 star door.&lt;br /&gt;
#Bowser in the Fire Sea&lt;br /&gt;
#*[[RTA Guide/Bowser in the Fire Sea#No Reds|Bowser in the Fire Sea No Reds]]&lt;br /&gt;
#*[[RTA Guide/Bowser Battles#Bowser in the Fire Sea|Bowser Battle 2]] - Exit course after grabbing the key&lt;br /&gt;
&lt;br /&gt;
===Tippy===&lt;br /&gt;
#[[RTA_Guide/50_Star_Door_and_Endless_Staircase_BLJs|BLJs]]&lt;br /&gt;
#Bowser in the Sky&lt;br /&gt;
#*[[RTA Guide/Bowser in the Sky#No Reds|BitS]]&lt;br /&gt;
#*[[RTA Guide/Bowser Battles#Bowser in the Sky | Bowser Battle 3]]&lt;br /&gt;
==LBLJ Route==&lt;br /&gt;
===Lobby===&lt;br /&gt;
#Bowser in the Dark World&lt;br /&gt;
#*[[RTA Guide/Bowser in the Dark World#Red Coin Star|Bowser in the Dark World w/ reds]] - Don&#039;t dive through the star at the end, you&#039;ll fall off the edge.&lt;br /&gt;
#*[[RTA Guide/Bowser Battles#Bowser in the Dark World|Bowser Battle 1]] - Exit course after grabbing the key&lt;br /&gt;
#[[Nonstop/WF#16 LBLJ Route|WF]]&lt;br /&gt;
#*Owlless, Cannonless, Wild Blue, exit course&lt;br /&gt;
===Basement===&lt;br /&gt;
#[[Nonstop/SSL#70 Route|SSL]]&lt;br /&gt;
#*4 stars: Talons, Pyramid, Inside pyramid, Secrets, die in quicksand&lt;br /&gt;
#[[Nonstop/HMC#16 Route|HMC]]&lt;br /&gt;
#*4 stars: Rolling Rocks, Emergency Exit, Beast in the Cavern, Metal Mario Can Move&lt;br /&gt;
#[[RTA Guide/HMC Toad|HMC Toad]]&lt;br /&gt;
#[[Nonstop/LLL#16 Route|LLL Volcano stars]]&lt;br /&gt;
#[[RTA_Guide/MIPS_Clip|Mips Clip]]&lt;br /&gt;
#*Take a single burn in the hallway before clipping with Mips (you can still grab him early, there&#039;s a torch opposite the wood door you can burn on)&lt;br /&gt;
#[[Nonstop/DDD#16 Route|DDD Sub]]&lt;br /&gt;
#*You take a burn during Mips clip to minimize the number of backflips you have to do off the top fin of the sub to die, which is necessary to stay behind the 30 star door.&lt;br /&gt;
#Bowser in the Fire Sea&lt;br /&gt;
#*[[RTA Guide/Bowser in the Fire Sea#No Reds|Bowser in the Fire Sea No Reds]]&lt;br /&gt;
#*[[RTA Guide/Bowser Battles#Bowser in the Fire Sea | Bowser Battle 2]] - Exit course after grabbing the key&lt;br /&gt;
&lt;br /&gt;
===Tippy===&lt;br /&gt;
#[[RTA_Guide/50_Star_Door_and_Endless_Staircase_BLJs|BLJs]]&lt;br /&gt;
#Bowser in the Sky&lt;br /&gt;
#*[[RTA Guide/Bowser in the Sky#No Reds|BitS]]&lt;br /&gt;
#*[[RTA Guide/Bowser Battles#Bowser in the Sky | Bowser Battle 3]]&lt;br /&gt;
{{Nonstop Guide Nav}}&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Nonstop&amp;diff=20639</id>
		<title>Nonstop</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Nonstop&amp;diff=20639"/>
		<updated>2026-09-18T01:52:37Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Nonstop is a category extension that uses special codes/patches to prevent the player from being kicked out of the level after collecting a non-100-coin star. This means that you can just grab a star and keep going for the next one, with the exception of needing to reload stages for star-requirement triggers, like beating King Bob-omb in order to race Koopa the Quick. This significantly changes routing options in many stages.&lt;br /&gt;
&lt;br /&gt;
Because of this behavior with stars, only cap switches have the ability to save anymore, and collecting coins doesn&#039;t give extra lives, which is important because many stage exits rely on dying to not exit course back to the lobby.&lt;br /&gt;
&lt;br /&gt;
You can find codes/patches on the [https://www.speedrun.com/sm64ce/resources SRC CE resources page].&lt;br /&gt;
&lt;br /&gt;
Nonstop has 3 sub-categories:&lt;br /&gt;
* [[Nonstop/16 Star|16 Star]]&lt;br /&gt;
* [[Nonstop 70 Star|70 Star]]&lt;br /&gt;
* [[Nonstop/120 Star|120 Star]]&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Bowser_Anchor&amp;diff=20546</id>
		<title>Bowser Anchor</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Bowser_Anchor&amp;diff=20546"/>
		<updated>2026-07-29T15:29:57Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Object_infobox_2&lt;br /&gt;
|title=Bowser Anchor&lt;br /&gt;
|image=&lt;br /&gt;
|group=Destructive&lt;br /&gt;
|group2=&lt;br /&gt;
|modelID=&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;
|behaviorScript=[https://github.com/n64decomp/sm64/blob/master/data/behavior_data.c#L3104 Bowser Anchor Code]&lt;br /&gt;
|behaviorCode=[https://github.com/n64decomp/sm64/blob/master/src/game/behaviors/beta_bowser_anchor.inc.c Bowser Anchor Behavior Code]&lt;br /&gt;
|offset=&lt;br /&gt;
|foundIn=&lt;br /&gt;
|related=&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Bowser Anchor&#039;&#039;&#039; is an unused object in the game, whose code still remains.&lt;br /&gt;
==Description==&lt;br /&gt;
The Bowser Anchor constantly updates itself to be in front of Mario, 30 units above and 300 units ahead of him. It is destructive, and checks to attack all non-Mario object it runs into. It also constantly set its hitbox based on debug information.&lt;br /&gt;
Not much is known about what its purpose would have been in the game.&lt;br /&gt;
&lt;br /&gt;
== References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
{{objects}}&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Chill_with_the_Bully&amp;diff=20471</id>
		<title>Chill with the Bully</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Chill_with_the_Bully&amp;diff=20471"/>
		<updated>2026-07-03T21:19:43Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{speedrun_guides}}&lt;br /&gt;
{{star_infobox&lt;br /&gt;
|image= CwtB.png&lt;br /&gt;
|course= Snowman&#039;s Land&lt;br /&gt;
|height= 248&lt;br /&gt;
|height_link= &lt;br /&gt;
|tas= 11.53&lt;br /&gt;
|tas_link= [https://www.youtube.com/watch?v=5mdgjsFqN2I&amp;amp;t=15s &amp;lt;nowiki&amp;gt;&amp;quot;Mario Blueball Jamboree [Scattershot] [SM64]&amp;lt;/nowiki&amp;gt;&amp;quot; by Krithalith]&lt;br /&gt;
|rta= &lt;br /&gt;
|rta_link= &lt;br /&gt;
|abc= 0&lt;br /&gt;
|abc_link= [https://www.youtube.com/watch?v=wLjle8ITGFo &amp;quot;SM64 - Chill with the Bully - 0x A Presses&amp;quot; by pannekoek2012]&lt;br /&gt;
|abz= &lt;br /&gt;
|abz_link= &lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Chill with the Bully&#039;&#039;&#039; is the second star of [[Snowman&#039;s Land]].&lt;br /&gt;
==TAS History==&lt;br /&gt;
{{TAS History}}&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
{{star_nav}}&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Bowser_in_the_Sky&amp;diff=20468</id>
		<title>RTA Guide/Bowser in the Sky</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Bowser_in_the_Sky&amp;diff=20468"/>
		<updated>2026-06-29T01:12:17Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: changed the video for taslj since the other one is private&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{speedrun_infobox_bowser_level&lt;br /&gt;
|title= Bowser in the Sky&lt;br /&gt;
|image= BitS.png&lt;br /&gt;
|rta_record=[https://twitter.com/cjrokokomero/status/1724152663757971598 35.66 (Course)] / [https://www.youtube.com/watch?v=A9jesv4I_Ak 1:02.66 (with Red Coins)]&lt;br /&gt;
|ss_record=[https://www.youtube.com/watch?v=_IRDng0CHxA 33.83 (Course)] / [https://www.youtube.com/watch?v=sXve_P292jM 58.99 (with Red Coins)]&lt;br /&gt;
|throws_record=[https://www.youtube.com/watch?v=8PvdiGtw99s 37.07]&lt;br /&gt;
}}&lt;br /&gt;
:&#039;&#039;For the final battle with Bowser at the end of this stage, see the [[RTA Guide/Bowser Battles#Bowser in the Sky|Bowser Battles]] page.&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Bowser in the Sky&#039;&#039;&#039; is located at the top of the endless staircase behind the 70 star door. 70 stars are needed to access it without the use of a BLJ.&lt;br /&gt;
&lt;br /&gt;
== Reds ==&lt;br /&gt;
=== Beginner ===&lt;br /&gt;
{{#ev:youtube|HpXndR_Ye1M}}&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Bits reds alt ending.mp4|thumb| Alternate ending movement ([https://youtu.be/drNed4QiIhU full video w/ inputs])|class=autoplay]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
{{#ev:youtube|IajSeNb0Fys}}&lt;br /&gt;
====Invisible Axle Position====&lt;br /&gt;
The hitboxes of the elevators&#039; axles do not line up with their visual models; you may encounter issues with them if you&#039;re going for early cycle or miss four cycles. These clips show the hitboxes&#039; actual locations.&lt;br /&gt;
{{#ev:youtube|HuTwKkhpGoQ}}&lt;br /&gt;
{{#ev:youtube|9b05ZhSsKdQ}}&lt;br /&gt;
&lt;br /&gt;
== No Reds ==&lt;br /&gt;
===Beginner (Pole)===&lt;br /&gt;
{{#ev:youtube|bFEkarSrobE}}&lt;br /&gt;
===Intermediate (Standing Left Side) ===&lt;br /&gt;
{{#ev:youtube|3cTtu0fiMzA}}&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Bits standing tjwk punch.mp4|thumb|Punch, jump while the stick is neutral, hold up after the double jump, switch to up-left after the triple jump, then rotate the stick counterclockwise to the right notch after the wallkick.|class=autoplay]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
===Advanced (Moving Left Side)===&lt;br /&gt;
{{#ev:youtube|RIk1E7yLl8I}}&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Bits moving left camera setup.mp4|thumb|&#039;&#039;&#039;Alternate camera setup&#039;&#039;&#039;: Press C-Right twice during the long jump, then R + C-Down. After landing, press C-Right twice, then do a single jump and hit R again at the edge of the platform.|class=autoplay]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
===Expert (Moving Right Side)===&lt;br /&gt;
{{#ev:youtube|ocKpLZpW_FE}}&lt;br /&gt;
===Manamo Cycle===&lt;br /&gt;
{{#ev:youtube|ztXWYtEn80Y}}&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Bits manamo ljwk.mp4|thumb|Alternate long jump wallkick strat ([https://youtu.be/3vBZgb69O_s full video w/ inputs])|class=autoplay]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== TAS LJ ===&lt;br /&gt;
This movement is one elevator cycle faster than Manamo cycle.&lt;br /&gt;
====Tutorial====&lt;br /&gt;
{{#ev:youtube|PVfXKqh_Xzw}}&lt;br /&gt;
====Comparison====&lt;br /&gt;
{{#ev:youtube|sHNOa79i-kI}}&lt;br /&gt;
&lt;br /&gt;
=== Ultimate Ending ===&lt;br /&gt;
{{#ev:youtube|xxwxgyePu_s}}&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Bits ultimate ending.mp4|thumb| Ultimate ending ([https://youtu.be/Yw2PqNnln5Q full video w/ inputs])|class=autoplay]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{RTA Guide Nav}}&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=GameShark&amp;diff=20467</id>
		<title>GameShark</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=GameShark&amp;diff=20467"/>
		<updated>2026-06-24T02:54:55Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;GameShark&#039;&#039;&#039; is a cheating device for the [[Nintendo 64|Nintendo 64]] which allows the user to input cheat codes and have an effect in game. In [[Super Mario 64|Super Mario 64]], they are commonly used for practicing in [[Speedrun|speedruns]]. They can also be used for most category extensions.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[RTA_Guide/Suggested_GameShark_code_setups|Recommended Setup]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [https://sites.google.com/view/supermario64/code/ Practice codes]&lt;br /&gt;
&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=GameShark&amp;diff=20466</id>
		<title>GameShark</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=GameShark&amp;diff=20466"/>
		<updated>2026-06-24T02:53:09Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;GameShark&#039;&#039;&#039; is a cheating device for the [[Nintendo 64|Nintendo 64]] which allows the user to input cheat codes and have an effect in game. In [[Super Mario 64|Super Mario 64]], they are commonly used for practicing in [[Speedrun|speedruns]]. They are also used for most category extensions.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[RTA_Guide/Suggested_GameShark_code_setups|Recommended Setup]]&lt;br /&gt;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [https://sites.google.com/view/supermario64/code/ Practice codes]&lt;br /&gt;
&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Piranha_Plant&amp;diff=20465</id>
		<title>Piranha Plant</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Piranha_Plant&amp;diff=20465"/>
		<updated>2026-06-24T02:40:03Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Distinguish|Fire Piranha Plant}}&lt;br /&gt;
{{Object_infobox_2&lt;br /&gt;
|title=Piranha Plant&lt;br /&gt;
|image=STROOP- Piranha Plant.png&lt;br /&gt;
|group=Genactor&amp;lt;ref&amp;gt;[https://github.com/n64decomp/sm64/blob/master/data/behavior_data.c#L2432 Piranha Plant initialization]&amp;lt;/ref&amp;gt;&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=Damage&lt;br /&gt;
|damage=3&lt;br /&gt;
|health=&lt;br /&gt;
|radius=100&lt;br /&gt;
|height=200&lt;br /&gt;
|offset=&lt;br /&gt;
|foundIn=[[Whomp&#039;s Fortress]]&lt;br /&gt;
|related=[[Fire Piranha Plant]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Piranha Plant&#039;&#039;&#039; is an [[enemy]] in [[Super Mario 64]]&amp;lt;ref&amp;gt;[https://github.com/n64decomp/sm64/blob/master/src/game/behaviors/piranha_plant.inc.c Piranha Plant Behavior Code]&amp;lt;/ref&amp;gt;, found exclusively in [[Whomp&#039;s Fortress]].&lt;br /&gt;
==Description==&lt;br /&gt;
The Piranha Plant is a green and red plant with sharp teeth. When [[Mario]] approaches it, it will wake up and deal damage if it is touched. If Mario steps away, it will fall to sleep and become vulnerable to attacks. The Piranha Plant drops a [[Blue Coin]] upon death.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
{{objects}}&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Piranha_Plant&amp;diff=20464</id>
		<title>Piranha Plant</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Piranha_Plant&amp;diff=20464"/>
		<updated>2026-06-24T02:25:30Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Distinguish|Fire Piranha Plant}}&lt;br /&gt;
{{Object_infobox_2&lt;br /&gt;
|title=Piranha Plant&lt;br /&gt;
|image=STROOP- Piranha Plant.png&lt;br /&gt;
|group=Genactor&amp;lt;ref&amp;gt;[https://github.com/n64decomp/sm64/blob/master/data/behavior_data.c#L2432 Piranha Plant initialization]&amp;lt;/ref&amp;gt;&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=Damage&lt;br /&gt;
|damage=3&lt;br /&gt;
|health=&lt;br /&gt;
|radius=100&lt;br /&gt;
|height=200&lt;br /&gt;
|offset=&lt;br /&gt;
|foundIn=[[Whomp&#039;s Fortress]]&lt;br /&gt;
|related=[[Fire Piranha Plant]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Piranha Plant&#039;&#039;&#039; is an [[enemy]] in [[Super Mario 64]]&amp;lt;ref&amp;gt;[https://github.com/n64decomp/sm64/blob/master/src/game/behaviors/piranha_plant.inc.c Piranha Plant Behavior Code]&amp;lt;/ref&amp;gt;, found exclusively in [[Whomp&#039;s Fortress]].&lt;br /&gt;
==Description==&lt;br /&gt;
The Piranha Plant is a green and red plant with sharp teeth. When [[Mario]] approaches it, it will wake up and deal damage whenever it is touched. If Mario steps away, it will fall to sleep and become vulnerable to attacks. The Piranha Plant drops a [[Blue Coin]] upon death.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
{{objects}}&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/In_the_Deep_Freeze&amp;diff=20463</id>
		<title>RTA Guide/In the Deep Freeze</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/In_the_Deep_Freeze&amp;diff=20463"/>
		<updated>2026-06-24T00:50:15Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{speedrun_infobox&lt;br /&gt;
|title= In the Deep Freeze&lt;br /&gt;
|image= ItDF.png&lt;br /&gt;
|rta_record=[https://www.youtube.com/watch?v=KM3JErHo66I 5.40]&lt;br /&gt;
|ss_record=[https://www.singlestar.sm64rta.info/singlestar/ 5.27]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;In the Deep Freeze&#039;&#039;&#039; is the third mission of [[RTA Guide/Snowman&#039;s Land|Snowman&#039;s Land]].&lt;br /&gt;
&lt;br /&gt;
== Beginner ==&lt;br /&gt;
{{#ev:youtube|w1mHzxl8q44}}&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
{{#ev:youtube|kXnRIkmw0Co}}&lt;br /&gt;
&lt;br /&gt;
== Expert ==&lt;br /&gt;
{{#ev:youtube|fGSSAaPlRn8}}&lt;br /&gt;
&lt;br /&gt;
{{RTA Guide Nav}}&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Submitting_Runs_to_Speedrun.com&amp;diff=20421</id>
		<title>RTA Guide/Submitting Runs to Speedrun.com</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Submitting_Runs_to_Speedrun.com&amp;diff=20421"/>
		<updated>2026-06-12T02:17:52Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;As there are a number of confusing options on the &amp;quot;Add run&amp;quot; page, this should serve as a guide to submitting your PB to the SM64 leaderboards on Speedrun.com.&lt;br /&gt;
&lt;br /&gt;
If you do not follow this process correctly, especially the &#039;&#039;&#039;notes in bold&#039;&#039;&#039;, your run may be rejected.&lt;br /&gt;
&lt;br /&gt;
==Before running and submitting==&lt;br /&gt;
Before you record your runs for submission, you should review the game and category rules by clicking &amp;quot;View rules&amp;quot; while viewing the leaderboard you will be submitting to. &#039;&#039;&#039;If any of these rules are not followed in your submission, your run will be rejected.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Run submission page==&lt;br /&gt;
[[File:Sm64submissionform.png|alt=Speedrun.com Super Mario 64 run submission form|right|frameless|2020x2020px]]&lt;br /&gt;
&lt;br /&gt;
===Scope===&lt;br /&gt;
* For full game speedruns, set this to &amp;quot;Full Game&amp;quot;.&lt;br /&gt;
* For Stage RTA runs, select the stage from the list.&lt;br /&gt;
&lt;br /&gt;
===Category===&lt;br /&gt;
This is the main category you are submitting to. If the category you are running is not in this list, you might find it on the [https://www.speedrun.com/sm64ce SM64 Category Extensions leaderboard].&lt;br /&gt;
&lt;br /&gt;
===First Platform field===&lt;br /&gt;
The first Platform field is what controls the leaderboard your run will be submitted to. &lt;br /&gt;
* If you ran on Nintendo 64, select &amp;quot;N64&amp;quot;. &lt;br /&gt;
* If you ran on Wii Virtual Console, Wii U Virtual Console, or Nintendo Switch Online, select &amp;quot;VC&amp;quot;.&lt;br /&gt;
* If you ran on a supported emulator, select &amp;quot;EMU&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Players===&lt;br /&gt;
No input is required for this field.&lt;br /&gt;
&lt;br /&gt;
===Run Time===&lt;br /&gt;
The length of your run. This is not necessarily the values shown on your splits, and you are encouraged to [https://docs.google.com/document/d/13dtZ8nkbbw4SDFgw_5GPCqY5NztabJJtnb0Z2yP-YBY re-time your run before submitting]. &#039;&#039;&#039;Do not include milliseconds in your submission unless it is a top time in a short category.&#039;&#039;&#039; View the leaderboards to see what the cut-off times for milliseconds are.&lt;br /&gt;
&lt;br /&gt;
===Video===&lt;br /&gt;
Provide a link to a video of your run. &#039;&#039;&#039;This is required. If your run was recorded on Twitch, create a highlight of the run instead of linking to the stream VOD, as stream VODs are automatically deleted by Twitch after a certain amount of time.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Acceptable sites are:&lt;br /&gt;
* YouTube&lt;br /&gt;
* Twitch&lt;br /&gt;
* Nicovideo&lt;br /&gt;
* BiliBili&lt;br /&gt;
&lt;br /&gt;
===Route===&lt;br /&gt;
If you are submitting to the 16 Star leaderboard, you will be asked to indicate whether you used the &amp;quot;LBLJ&amp;quot; route, or the &amp;quot;No LBLJ&amp;quot; route. If you are unsure, leave it set to &amp;quot;No LBLJ&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
===Verified===&lt;br /&gt;
&#039;&#039;&#039;Always select &amp;quot;Yes&amp;quot;.&#039;&#039;&#039; This is a field used by moderators to mark certain runs that don&#039;t meet the normal video/audio standards while still allowing them on the leaderboard. If your run should be marked as unverified, a moderator will make the change for you.&lt;br /&gt;
&lt;br /&gt;
===Date===&lt;br /&gt;
This is the date you performed the run.&lt;br /&gt;
&lt;br /&gt;
===Region===&lt;br /&gt;
This is the version of the game you ran on. It is likely USA or JPN as the PAL version of the game runs at a slower framerate. See [[Super_Mario_64#N64|Game Regions]] for more information. &amp;lt;br&amp;gt;&lt;br /&gt;
The iQue version (Chinese region) is tracked separately [https://www.speedrun.com/sm64ique here.]&lt;br /&gt;
&lt;br /&gt;
===Second Platform field and Emulator checkbox===&lt;br /&gt;
The second Platform field is a default Speedrun.com field that shows on the run list and the run page. &lt;br /&gt;
* If you selected &amp;quot;N64&amp;quot; for the first platform field, select &amp;quot;Nintendo 64&amp;quot; for this field and leave the &amp;quot;Emulator&amp;quot; checkbox unchecked. &lt;br /&gt;
* If you selected &amp;quot;VC&amp;quot;, select the console you played on (Wii, Wii U, or Switch) and leave the &amp;quot;Emulator&amp;quot; checkbox unchecked. &lt;br /&gt;
* If you selected &amp;quot;EMU&amp;quot;, select &amp;quot;Nintendo 64&amp;quot; and check the &amp;quot;Emulator&amp;quot; checkbox. &lt;br /&gt;
&lt;br /&gt;
===Description===&lt;br /&gt;
A description that you wish to attach to your run. This is completely optional. If a moderator had to make important changes to your run or needs to warn you of something with your submissions, they may add a Mod Note to this.&lt;br /&gt;
&lt;br /&gt;
[[Category:RTA Guide]]&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Elevator_Tour_in_the_Volcano&amp;diff=20405</id>
		<title>Elevator Tour in the Volcano</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Elevator_Tour_in_the_Volcano&amp;diff=20405"/>
		<updated>2026-05-30T13:52:14Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{star_infobox&lt;br /&gt;
|image=ETitV.png &lt;br /&gt;
|course= Lethal Lava Land&lt;br /&gt;
|height= 168&lt;br /&gt;
|height_link= [https://youtu.be/xE7hrQ8sHhU?t=42 &amp;quot;Star Heights&amp;quot; by UncommentatedPannen]&lt;br /&gt;
|tas= 16.25&lt;br /&gt;
|tas_link= [https://www.youtube.com/watch?v=qqt43cazOTI &amp;quot;elevator tour 16.25&amp;quot; by PaLiX_]&lt;br /&gt;
|rta= 18.88&lt;br /&gt;
|rta_link= [https://www.youtube.com/watch?v=itJV0KEwdXU &amp;quot;Super Mario 64 - Elevator Tour in the Volcano 18&amp;quot;88 &amp;lt;nowiki&amp;gt;[TWR]&amp;lt;/nowiki&amp;gt;&amp;quot; by Xiah7s]&lt;br /&gt;
|abc= 0&lt;br /&gt;
|abc_link= [https://www.youtube.com/watch?v=IrXqE6DDt0I &amp;quot;LLL Elevator Tour in the Volcano 0xA&amp;quot; by UncommentatedPannen]&lt;br /&gt;
|abz= 3&lt;br /&gt;
|abz_link= [https://www.youtube.com/watch?v=MvIcZ7DIC6k &amp;quot;SM64: Elevator Tour in the Volcano - 3x ABZ presses&amp;quot; by Iwer Sonsch]&lt;br /&gt;
}}&lt;br /&gt;
{{speedrun_guides}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elevator Tour in the Volcano&#039;&#039;&#039; is the sixth star of [[Lethal Lava Land]]. The star cannot be collected without using the joystick. It can be collected CCCless.&lt;br /&gt;
&lt;br /&gt;
==TAS History==&lt;br /&gt;
{{TAS History}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
{{star_nav}}&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Quick_Race_Through_Downtown!&amp;diff=20404</id>
		<title>Quick Race Through Downtown!</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Quick_Race_Through_Downtown!&amp;diff=20404"/>
		<updated>2026-05-30T13:51:11Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{speedrun_guides}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{star_infobox&lt;br /&gt;
|image= QRTD.png&lt;br /&gt;
|course= Wet-Dry World&lt;br /&gt;
|height=285 &lt;br /&gt;
|height_link=[https://youtu.be/xE7hrQ8sHhU?t=118 &amp;quot;Star Heights&amp;quot; by UncommentatedPannen] &lt;br /&gt;
|tas=18.75&lt;br /&gt;
|tas_link=[https://docs.google.com/spreadsheets/d/16bJ-BwZ6igoIKjTu-xQkh1edS7M4JQj9FpWGT0Vsz1I/edit#gid=2040638581 &amp;quot;Super Mario 64 - TAS Times v2&amp;quot;, no existing encode]&lt;br /&gt;
|rta=36.66 &lt;br /&gt;
|rta_link=[https://youtu.be/3KxiWI3tp5U &amp;quot;downtown 3666&amp;quot; by Liam Kings] &lt;br /&gt;
|abc=0 &lt;br /&gt;
|abc_link=[https://youtu.be/2NtxoAgNY80 &amp;quot;SM64 - Quick Race Through Downtown! - 0x A Presses&amp;quot; by pannenkoek2012] &lt;br /&gt;
|abz=5.5 &lt;br /&gt;
|abz_link=[https://docs.google.com/spreadsheets/d/1lAf4RDjKIbpApFQUrjZe7K2tVtAu0FDY_SgaJkYAvhQ/edit#gid=0 &amp;quot;SM64 ABZ Button Challenge PAL&amp;quot; spreadsheet] &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Quick Race Through Downtown&#039;&#039;&#039; is the sixth star of [[Wet-Dry World]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
{{star_nav}}&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Cruiser_Crossing_the_Rainbow&amp;diff=20403</id>
		<title>Cruiser Crossing the Rainbow</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Cruiser_Crossing_the_Rainbow&amp;diff=20403"/>
		<updated>2026-05-30T13:48:47Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{speedrun_guides}} &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{star_infobox&lt;br /&gt;
|image= CCtR.png&lt;br /&gt;
|course= Rainbow Ride&lt;br /&gt;
|height_link= &lt;br /&gt;
|tas= 14.20&lt;br /&gt;
|tas_link= [https://youtu.be/evW7nduldec &amp;lt;nowiki&amp;gt;&amp;quot;[TAS] SM64 - Cruiser Crossing the Rainbow - 14.20&amp;quot; by PaLiX _&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
|rta= &lt;br /&gt;
|rta_link= &lt;br /&gt;
|abc= 0&lt;br /&gt;
|abc_link= [https://youtu.be/ksQ37bfyQMg &amp;lt;nowiki&amp;gt;&amp;quot;SM64 - Cruiser Crossing the Rainbow - 0x A Presses&amp;quot; by pannenkoek2012&amp;lt;/nowiki&amp;gt;]&lt;br /&gt;
|abz= &lt;br /&gt;
|abz_link= &lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Cruiser Crossing the Rainbow&#039;&#039;&#039; is the first star of [[Rainbow Ride]].&lt;br /&gt;
&lt;br /&gt;
== References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
{{star_nav}}&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Koopa_the_Quick&amp;diff=20402</id>
		<title>Koopa the Quick</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Koopa_the_Quick&amp;diff=20402"/>
		<updated>2026-05-30T13:40:10Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{object_infobox_2&lt;br /&gt;
| image=STROOP- Koopa the Quick.png&lt;br /&gt;
| group=Pushable&lt;br /&gt;
| tangibility=&lt;br /&gt;
| draw=&lt;br /&gt;
| gravity=4&lt;br /&gt;
| friction=10&lt;br /&gt;
| buoyancy=&lt;br /&gt;
| interaction=&lt;br /&gt;
| radius=180&lt;br /&gt;
| height=300&lt;br /&gt;
}} &lt;br /&gt;
&#039;&#039;&#039;Koopa the Quick&#039;&#039;&#039; is an NPC Koopa that [[Mario]] can talk to and race in [[Bob-omb Battlefield]] and [[Tiny-Huge Island]]. Koopa the Quick only appears on his specific missions, being [[Footrace with Koopa the Quick]] and [[Rematch with Koopa the Quick]].&lt;br /&gt;
&lt;br /&gt;
==Glitches==&lt;br /&gt;
When Koopa the Quick interacts with a [[Bowling Ball|bowling ball]] coming toward him, he will jump over it. Similarly, when Koopa the Quick interacts with a bowling ball moving away from him, he&#039;ll slow down for it. Using Bowling Ball [[Cloning|clones]], it is possible to manipulate Koopa the Quick. By placing a clone of a bowling ball facing toward him in certain spots, Mario can make him jump into cannons and chasms. By placing a clone facing away from him, Mario can make him slow down at will. By slowing him down with a clone, Koopa the Quick will begin to walk backwards, causing his animation to move into the negatives and display glitchy animations. Placing both a clone facing toward him and away from him can cause him to jump infinitely.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=HlLGbZ0CcrY &amp;quot;Koopa the Quick Manipulation using Bowling Ball Clones&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; This can be exploited to send him to parallel universes.&amp;lt;ref&amp;gt;&amp;lt;nowiki&amp;gt;https://www.youtube.com/watch?v=r-2LsE4Ci5c&amp;lt;/nowiki&amp;gt;&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;
{{objects}}&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Find_the_8_Red_Coins&amp;diff=20270</id>
		<title>RTA Guide/Find the 8 Red Coins</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Find_the_8_Red_Coins&amp;diff=20270"/>
		<updated>2026-05-19T00:18:15Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: Updated ss wr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{speedrun_infobox&lt;br /&gt;
|title= Find the 8 Red Coins&lt;br /&gt;
|image= Ft8RC.jpg&lt;br /&gt;
|rta_record=N/A ([https://youtu.be/4CJkw0NJB-U with 100 Coins])&lt;br /&gt;
|ss_record=[https://www.singlestar.sm64rta.info/singlestar/individual?stage=BoB&amp;amp;star=4 42.82]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Find the 8 Red Coins&#039;&#039;&#039; is the fourth mission in [[RTA Guide/Bob-omb Battlefield|Bob-omb Battlefield]]. In [[RTA Guide/120 Star|120 Star]] speedruns, this star is paired with [[RTA Guide/BoB 100 Coins|the 100-coin star]], though in some category extensions this star is performed by itself.&lt;br /&gt;
&lt;br /&gt;
== Video ==&lt;br /&gt;
{{#ev:youtube|ZSWLmi8ewQQ}}&lt;br /&gt;
{{RTA Guide Nav}}&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Teleporter&amp;diff=20268</id>
		<title>Teleporter</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Teleporter&amp;diff=20268"/>
		<updated>2026-05-17T20:47:54Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: /* Description */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Object_infobox_2&lt;br /&gt;
|title=Warp&amp;lt;ref&amp;gt;[https://github.com/n64decomp/sm64/blob/master/src/game/behaviors/warp.inc.c Warp Behavior Code]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|image=STROOP- Warp 2.png&lt;br /&gt;
|group=Level&amp;lt;ref&amp;gt;[https://github.com/n64decomp/sm64/blob/master/data/behavior_data.c#L809 Warp Initialization Code]&amp;lt;/ref&amp;gt;&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= Warp&lt;br /&gt;
|damage=&lt;br /&gt;
|health=&lt;br /&gt;
|radius= 50 (Normal), 85 (Fading)&lt;br /&gt;
|height=50&lt;br /&gt;
|offset=&lt;br /&gt;
|foundIn=[[Bob-omb Battlefield]], [[Whomp&#039;s Fortress]], [[Cool Cool Mountain]], [[Lethal Lava Land]], [[Shifting Sand Land]], [[Snowman&#039;s Land]], [[Wet-Dry World]], [[Tall, Tall Mountain]], [[Tiny Huge Island]]&lt;br /&gt;
|related=&lt;br /&gt;
}}&lt;br /&gt;
A &#039;&#039;&#039;Teleporter&#039;&#039;&#039; or &#039;&#039;&#039;Warp&#039;&#039;&#039; is an object that will teleport Mario from one point to another.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
A teleporter is an invisible object located in a level, usually spawned in pairs. Whenever Mario approaches it, he will start to fade out and then reappear at the other member of the pair. Most warps can be used both ways, but there are some exceptions (for example in Tiny-Huge Island)&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
{{objects}}&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Teleporter&amp;diff=20267</id>
		<title>Teleporter</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Teleporter&amp;diff=20267"/>
		<updated>2026-05-17T20:47:13Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: /* Description */Grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Object_infobox_2&lt;br /&gt;
|title=Warp&amp;lt;ref&amp;gt;[https://github.com/n64decomp/sm64/blob/master/src/game/behaviors/warp.inc.c Warp Behavior Code]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|image=STROOP- Warp 2.png&lt;br /&gt;
|group=Level&amp;lt;ref&amp;gt;[https://github.com/n64decomp/sm64/blob/master/data/behavior_data.c#L809 Warp Initialization Code]&amp;lt;/ref&amp;gt;&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= Warp&lt;br /&gt;
|damage=&lt;br /&gt;
|health=&lt;br /&gt;
|radius= 50 (Normal), 85 (Fading)&lt;br /&gt;
|height=50&lt;br /&gt;
|offset=&lt;br /&gt;
|foundIn=[[Bob-omb Battlefield]], [[Whomp&#039;s Fortress]], [[Cool Cool Mountain]], [[Lethal Lava Land]], [[Shifting Sand Land]], [[Snowman&#039;s Land]], [[Wet-Dry World]], [[Tall, Tall Mountain]], [[Tiny Huge Island]]&lt;br /&gt;
|related=&lt;br /&gt;
}}&lt;br /&gt;
A &#039;&#039;&#039;Teleporter&#039;&#039;&#039; or &#039;&#039;&#039;Warp&#039;&#039;&#039; is an object that will teleport Mario from one point to another.&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
A teleporter is an invisible object located in a level, usually spawned in pairs. Whenever Mario approaches it, he will start to fade out and then reappear at the other member of the pair. Most warps can be used both ways, but there are some exceptions (for example in Tiny-Huge island)&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
{{objects}}&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Elevator&amp;diff=20266</id>
		<title>Elevator</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Elevator&amp;diff=20266"/>
		<updated>2026-05-17T20:42:02Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: /* Trivia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
&lt;br /&gt;
Elevators are objects that Mario can use to reach higher or lower portions of levels. {{object_infobox&lt;br /&gt;
&lt;br /&gt;
|title=Elevator&lt;br /&gt;
|image=[https://ukikipedia.net/mediawiki/images/thumb/5/50/HMC_Elevator.png/120px-HMC_Elevator.png?20250316134733]&lt;br /&gt;
|hitbox_type=&lt;br /&gt;
|hitbox_radius=&lt;br /&gt;
|hitbox_height=&lt;br /&gt;
|hitbox_down=&lt;br /&gt;
|damage=&lt;br /&gt;
|speed=10&lt;br /&gt;
|tangibility_radius=1000&lt;br /&gt;
|interaction_type=&lt;br /&gt;
|surfaces=&lt;br /&gt;
|related=&lt;br /&gt;
|found_in=[[Bob-omb Battlefield]], [[Whomp&#039;s Fortress]], [[Cool, Cool Mountain]], [[Big Boo&#039;s Haunt]], [[Bowser in the Dark World]], [[Lethal Lava Land]], [[Hazy Maze Cave]], [[Shifting Sand Land]], [[Vanish Cap Under the Moat]], [[Bowser in the Fire Sea]], [[Bowser in the Sky]]&lt;br /&gt;
|expand=&lt;br /&gt;
}}&lt;br /&gt;
[[File:Ski Lift.png|thumb|151x151px|The ski lift in [[Cool, Cool Mountain]]]]&lt;br /&gt;
[[File:Checkered Elevator.png|alt=|thumb|The default look, also serves as a Fixed-Track Elevator.]]&lt;br /&gt;
== Description ==&lt;br /&gt;
Elevators appear in a variety of levels, those being:&lt;br /&gt;
&lt;br /&gt;
* [[Bob-omb Battlefield]]&lt;br /&gt;
* [[Whomp&#039;s Fortress]]&lt;br /&gt;
* [[Cool, Cool Mountain]]&lt;br /&gt;
* [[Big Boo&#039;s Haunt]]&lt;br /&gt;
* [[Bowser in the Dark World]]&lt;br /&gt;
* [[Lethal Lava Land]]&lt;br /&gt;
* [[Hazy Maze Cave]]&lt;br /&gt;
* [[Shifting Sand Land]]&lt;br /&gt;
* [[Vanish Cap under the Moat|Vanish Cap Under the Moat]]&lt;br /&gt;
* [[Bowser in the Fire Sea]]&lt;br /&gt;
* [[Wet-Dry World]]&lt;br /&gt;
* [[Tick Tock Clock]]&lt;br /&gt;
* [[Bowser in the Sky]]&lt;br /&gt;
&lt;br /&gt;
For the most part, elevators will rise up or down at a constant speed of 10 [[units]] when Mario stands on them. An exception to this is the ski lift in [[Cool, Cool Mountain]]. Horizontally, it accelerates to 10 UPF. Vertically, it accelerates to ~3.9 UPF, before snapping to ~4.7 UPF, then to ~5.9 UPF, and finally to ~6.4 UPF. On its way down, it goes through the same steps, just negative.&lt;br /&gt;
== Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Due to their slow rising, elevators are great for performing [[Backwards Long Jump|BLJ]]&#039;s, specifically [[Elevator BLJ]]&#039;s, this being the only BLJ method that can reach [[Parallel Universe|Parallel Universes]].&lt;br /&gt;
* Because of their nature, fixed track elevators are especially prone to [[Invisible wall|Invisible Walls]].&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Find_the_8_Red_Coins&amp;diff=20247</id>
		<title>RTA Guide/Find the 8 Red Coins</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Find_the_8_Red_Coins&amp;diff=20247"/>
		<updated>2026-05-03T00:15:04Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{speedrun_infobox&lt;br /&gt;
|title= Find the 8 Red Coins&lt;br /&gt;
|image= Ft8RC.jpg&lt;br /&gt;
|rta_record=N/A ([https://youtu.be/4CJkw0NJB-U with 100 Coins])&lt;br /&gt;
|ss_record=[https://www.singlestar.sm64rta.info/singlestar/individual?stage=BoB&amp;amp;star=4 43.57]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Find the 8 Red Coins&#039;&#039;&#039; is the fourth mission in [[RTA Guide/Bob-omb Battlefield|Bob-omb Battlefield]]. In [[RTA Guide/120 Star|120 Star]] speedruns, this star is paired with [[RTA Guide/BoB 100 Coins|the 100-coin star]], though in some category extensions this star is performed by itself.&lt;br /&gt;
&lt;br /&gt;
== Video ==&lt;br /&gt;
{{#ev:youtube|ZSWLmi8ewQQ}}&lt;br /&gt;
{{RTA Guide Nav}}&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Big_Boo%27s_Haunt&amp;diff=20246</id>
		<title>Big Boo&#039;s Haunt</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Big_Boo%27s_Haunt&amp;diff=20246"/>
		<updated>2026-05-02T22:28:48Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{speedrun_guides}}&lt;br /&gt;
{{course_infobox&lt;br /&gt;
|title=Big Boo&#039;s Haunt&lt;br /&gt;
|image= BBH.png&lt;br /&gt;
|abbreviation=BBH&lt;br /&gt;
|terrain=Spooky&lt;br /&gt;
|setting=Dark&lt;br /&gt;
|water=Small&lt;br /&gt;
|yellow-coins=16&lt;br /&gt;
|red-coins=8&lt;br /&gt;
|blue-coins=4&lt;br /&gt;
|enemy-yellow=14&lt;br /&gt;
|enemy-blue=17&lt;br /&gt;
|stars=7&lt;br /&gt;
|wing-caps=&lt;br /&gt;
|metal-caps=&lt;br /&gt;
|vanish-caps=3&lt;br /&gt;
|overview_1=STROOP- BBH Basement.png&lt;br /&gt;
|overview_2=STROOP- BBH Floor 1.png&lt;br /&gt;
|overview_3=STROOP- BBH Floor 2.png&lt;br /&gt;
|overview_4=STROOP- BBH Floor 3.png&lt;br /&gt;
|overview_5=STROOP- BBH Roof.png&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Big Boo&#039;s Haunt&#039;&#039;&#039;, also known as &#039;&#039;&#039;BBH&#039;&#039;&#039;, is the fifth [[List of Courses|course]] of &#039;&#039;[[Super Mario 64]]&#039;&#039;. It is accessed by defeating the [[Boo]] in [[The Castle#The Courtyard|Castle Courtyard]], then jumping into the [[Haunted Cage]] that it drops. Big Boo&#039;s Haunt is only accessible if Mario has at least 12 [[Power Star|Power Stars]], as the Boos in the Courtyard do not spawn until then.&lt;br /&gt;
&lt;br /&gt;
==Course Versions==&lt;br /&gt;
There are two [[Course Versions|course versions]] that appear depending on the selected star.&lt;br /&gt;
*&#039;&#039;&#039;Version 1&#039;&#039;&#039;: Accessed by selecting Star 1. The main room&#039;s staircase is embedded in the floor, and killing each Boo will present [[Textbox|text]] before [[Big Boo]] appears.&lt;br /&gt;
*&#039;&#039;&#039;Version 2&#039;&#039;&#039;: Accessed by selecting Stars 2 through 6. The staircase is present, and Boos will be present at the merry-go-round.&lt;br /&gt;
==Coins==&lt;br /&gt;
Big Boo&#039;s Haunt&#039;s coin total is 151. Of this number, 105 come from the 21 [[Blue Coin|Blue Coins]] in the course, the most out of any course. Big Boo&#039;s Haunt does not have any known [[Infinite Coin Glitches]], so its [[Coin Limit|coin limit]] is 151.&lt;br /&gt;
{{BBH Coins}}&lt;br /&gt;
==A Press Counts==&lt;br /&gt;
In the [[A Button Challenge]], all seven stars can be collected without A presses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that previously, it was believed that the only way to go to the second floor (in 0x A) is by selecting version 1, and use [[Vertical Speed Conservation|VSC]] while the stairs are raising&amp;lt;ref&amp;gt;https://youtu.be/h4IJZ70wUqM&amp;lt;/ref&amp;gt;. However, now it is discovered that it is actualy possible to climb the last step with the stars already raised&amp;lt;ref&amp;gt;https://youtu.be/CqlN_0S1ESY&amp;lt;/ref&amp;gt; by using negative VSC to fall precisely so that a quarterframe is in the right location to preform a [[Glitchy Ledge Grab|glitchy ledge grab]] (other steps can simply be reached by using a misalignment).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; width:35%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Star&lt;br /&gt;
!A Presses&lt;br /&gt;
!Minutes&lt;br /&gt;
|-&lt;br /&gt;
|1||0||1&lt;br /&gt;
|-&lt;br /&gt;
|2||0||3&lt;br /&gt;
|-&lt;br /&gt;
|3||0||&amp;lt;1&lt;br /&gt;
|-&lt;br /&gt;
|4||0||2&lt;br /&gt;
|-&lt;br /&gt;
|5||0||33&lt;br /&gt;
|-&lt;br /&gt;
|6||0||123 (2 hours)&lt;br /&gt;
|-&lt;br /&gt;
|100||0||2&lt;br /&gt;
|}&lt;br /&gt;
===Entering Big Boo&#039;s Haunt &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/mlHzqJn2SMs?t=1m10s &#039;&#039;&lt;br /&gt;
Mario can defeat the Big Boo using a multitude of moves (punching, slide-kicking, diving, sliding), none of which require the A button.&lt;br /&gt;
===Go On a Ghost Hunt &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: &#039;&#039;https://youtu.be/YjY5K65Yi44&lt;br /&gt;
Mario needs to defeat all boos on the first floor and defeat Big Boo to collect the star at the entrance to the second floor accessed by a rising staircase.&lt;br /&gt;
&lt;br /&gt;
The star is 281 units above the floor &amp;lt;ref&amp;gt;Star Heights: https://youtu.be/xE7hrQ8sHhU?t=1m54s&amp;lt;/ref&amp;gt;, barely reachable by dive-recovering.&lt;br /&gt;
===Ride Big Boo&#039;s Merry-Go-Round &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
{{main|Ride Big Boo&#039;s Merry-Go-Round}}&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/x-Ry122OOuA&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Version 2&#039;&#039;&#039; must be used for boos to show up in the merry-go-round. The biggest obstacle is finding a way to reach the star since it is 357 units above the floor&amp;lt;ref&amp;gt;Star Heights: https://youtu.be/xE7hrQ8sHhU?t=3m1s&amp;lt;/ref&amp;gt;. After many ideas trying to go out of bounds to utilize VSC failed, Pannenkoek eventually found a method to use a scuttlebug&#039;s bounce to reach the star. &lt;br /&gt;
&lt;br /&gt;
To execute this strategy, Mario first needs to lure a scuttlebug outside the mansion to a specific location via [[Scuttlebug transportation]], and then [[Scuttlebug raising|raise]] it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the old, slower strat, Scuttlebug is being raised for many hours (3 hours or 10 hours depending on which method is used&amp;lt;ref&amp;gt;Video explaining the two strategies of raising a scuttlebug: https://youtu.be/ZZ_rNnt0ImI&amp;lt;/ref&amp;gt;). This will place a scuttlebug in a vertical [[Parallel Universe|PU]] (VPU 1). Then, Mario will go outside to perform a specific maneuver to lure the scuttlebug to the specified location as it is falling through floors and ceilings, ending up above a floor in the merry-go-round by snapping it to a wall nearby via [[scuttlebug wall snapping]]. The movement is very precise as to not prematurely let it interact with the wrong wall in the VPU and snap into the wrong location. Once the scuttlebug is in place, Mario enters the merry-go-round room, beating up boos and proceeding the level as normal, and finishes up by bouncing on the scuttlebug to reach the star.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the new, faster strat, after setting the HOLP, Scuttlebug is raised for only 2 minutes, until it reaches the shed&#039;s roof. Then, a hat in hand glitch is preformed, and Mario grabs the crazy box. On the last bounce, the bouncing is interrupted by hitting a raised scuttlebug, which drops the crazy box (on the HOLP laterally, but at Mario&#039;s heihgt). After beating up the Boos, Mario reactivates the crazy box and grabs it before it falls on the floor and disappears. The crazy box is used to reach the star.&lt;br /&gt;
===Secret of the Haunted Books &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: &#039;&#039;https://youtu.be/rrSdI57l2O4&lt;br /&gt;
The bookshelf puzzle is solved by pushing the three books in a high-low-middle order, the highest one being fortunately reachable by dive-recovering. After revealing the other side and go through the door, the star can be reached by sliding on the rails and then ground-pound midair to gain enough height to collect the star.&lt;br /&gt;
===Seek the 8 Red Coins &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/yBvptqoQ6w4 &#039;&#039;&lt;br /&gt;
Four coins are located on the first floor, two of which locating on top of the bookshelf which requires careful manipulations of two boos and a flying book to bounce on them. Afterwards, Mario picks up the remaining four coins on the second floor to spawn the star and then collects it.&lt;br /&gt;
===Big Boo&#039;s Balcony &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
{{main|Big Boo&#039;s Balcony}}&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/CLksdecIacA&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The star is located on the roof, which can be accessed from the third floor of the mansion. The biggest obstacle is going to the third floor of the mansion without pressing A. Under normal conditions, the crazy box does not go high enough to reach the roof (to meet Big Boo), and jumping from the second floor to the third floor requires an A press. Therefore, the solution is to transport and raise the scuttlebugs and place them inside the mansion.&lt;br /&gt;
&lt;br /&gt;
Pannenkoek raises three scuttlebugs for 13 hours to place them in Vertical PU (VPU 2) in order to have enough time to perform the maneuver outside to induce a lunge, moving them into the mansion and snapping them onto the library on the second floor. Then, Pannenkoek raises them for another 8 minutes to isolate their heights so that Mario can bounce on them.&lt;br /&gt;
&lt;br /&gt;
The raising of the scuttlebugs is all done before Mario even begins beating the boos to access the second floor (via VSC). Afterwards, Mario enters the roof and goes up the slopes to go on top of the item block. Finally, he defeats the Big Boo by performing many breakdances and collects the star. &lt;br /&gt;
&lt;br /&gt;
The faster strat uses star dance clip, as it allows raising scuttlebug while staying in only one room. &lt;br /&gt;
===Eye to Eye in the Secret Room &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
{{main|Big Boo&#039;s Balcony}}&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/80-X66pVv5k&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same maneuver is performed so as to reach the third floor, except it is even more difficult. The secret room, where the star is located, is only accessible by putting on a vanish cap, and therefore Mario has a strict time limit to reach the third floor without the cap running out. The only route fast enough for this is to navigate from the second floor to the third floor, instead of taking the detour outside the mansion to reach the roof&amp;lt;ref&amp;gt;Explained in BBH Vanish Cap during Scuttlebug Bouncing: https://youtu.be/p4-z4qogSC0&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Therefore, Mario begins placing the scuttlebugs into vertical PUs. He manipulates them in the same location as used in &#039;&#039;Big Boo&#039;s Balcony&#039;&#039; (13 hours are spent in this phase), and then he navigates up the mansion with VSC and scuttlebug bouncing while picking up a vanish cap during the process. He rushes into the secret room in time, defeats Mr. I swiftly, and finally collects the star.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The faster strat uses faster Scuttlebug raising, which makes Scuttlebugs preserving lunging speed while turning towards their home.&lt;br /&gt;
===BBH 100 Coins &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/ApIxdRirfOk &#039;&#039;&lt;br /&gt;
There are fortunately enough coins to collect on the first floor and basement of Big Boo&#039;s Haunt. &#039;&#039;&#039;Version 2&#039;&#039;&#039; is used here, using the coins from Boos and Mr. I as primary sources. The version later than Star 2 is used as otherwise the merry-go-round would not have boos flying out. The red coins on the bookshelf are the trickiest ones the collect since Boos and flying books need to be manipulated.&lt;br /&gt;
&lt;br /&gt;
==Other Challenges==&lt;br /&gt;
In the [[Coinless Challenge]], excluding coin missions, all stars can be collected. The same stars can be collected in the [[CCC Challenge]], with &#039;&#039;Eye to Eye in the Secret Room&#039;&#039; requiring [[Hyperspeed Wall Kicks]] to clip into the room.&lt;br /&gt;
&lt;br /&gt;
In the [[Capless/Cannonless Challenge]], all seven stars can be collected.&lt;br /&gt;
&lt;br /&gt;
In the [[No Buttons Allowed Challenge]], no stars can be collected.&lt;br /&gt;
&lt;br /&gt;
In the [[No Joystick Allowed Challenge]], no stars can be collected, as they all require entering doors.&lt;br /&gt;
&lt;br /&gt;
In the [[Pacifist Challenge]], &#039;&#039;Secret of the Haunted Books&#039;&#039; and &#039;&#039;Seek the 8 Red Coins&#039;&#039; can be collected in isolation. However, they cannot be collected in a full-game run because Big Boo&#039;s Haunt requires killing a Boo to enter.&lt;br /&gt;
&lt;br /&gt;
In the [[B Button Challenge]], the entire course is possible in 0 B presses.&lt;br /&gt;
&lt;br /&gt;
In the [[Z Button Challenge]], the entire course is possible in 0 Z presses.&lt;br /&gt;
&lt;br /&gt;
In the [[UBER Challenge]], &#039;&#039;Secret of the Haunted Books&#039;&#039; can be collected in isolation. However, Big Boo&#039;s Haunt cannot be entered at all in a full-game run, because it requires killing a Boo to enter.&lt;br /&gt;
&lt;br /&gt;
There is an [[unsolved challenge]] in this course, to get more coins than intended.&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Level courses}}&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=TASBot&amp;diff=20245</id>
		<title>TASBot</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=TASBot&amp;diff=20245"/>
		<updated>2026-05-02T22:22:57Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
A &#039;&#039;&#039;TASBot&#039;&#039;&#039; is a replay device that can play back the common *.m64 ([[TAS]]) files that [[Mupen64]] creates on a physical [[Nintendo 64]] (N64). TASBots work by imitating the inputs of a real controller, but they are not identical to normal N64 controllers.&lt;br /&gt;
&lt;br /&gt;
== TASBots in the Discord Server ==&lt;br /&gt;
There are currently seven people who own TASBots in the SM64 TASing and ABC server.&lt;br /&gt;
&lt;br /&gt;
Those members are:&lt;br /&gt;
*[[User:Barry|Barry]]&lt;br /&gt;
*[[User:dwangoAC|dwangoAC]]&lt;br /&gt;
*[[User:Welcoe|welcoe]]&lt;br /&gt;
*[[User:rcombs|rcombs]]&lt;br /&gt;
*[[User:Plush|Plush]]&lt;br /&gt;
*[[user:mkdasher|mkdasher]]&lt;br /&gt;
*[[user:Red|Red]]&lt;br /&gt;
&lt;br /&gt;
== Uses of TASBots ==&lt;br /&gt;
=== Console Verification ===&lt;br /&gt;
TASBots are used for a phenomenon called console verification. The N64 has [[Super Mario 64#Wii VC|some properties]] that make it crash more often than emulators like Mupen. This means that a TAS that plays back fine on Mupen may actually crash on console. This is not desired, and so many important TASes, especially those utilizing [[PU]] movement, have been console verified, such as [[Watch for Rolling Rocks#A Button Challenge|Watch for Rolling Rocks 0.5x A presses]]&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=kI8iC_WL-Bw&amp;lt;/ref&amp;gt; and the [[1 Key]] TAS&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=-rTBD3eTK8s&amp;lt;/ref&amp;gt;.&lt;br /&gt;
==== Wii (U) VC ====&lt;br /&gt;
There is no known way to make a TASBot for the Wii or Wii U, due to inconsistent input polling. Thus, TASes made using Dolphin or a [[Mupen64#Mupen64-WiiVC-RTZ|hacked version of Mupen]] cannot be console verified using a TASBot. However, a [[ROMhack]] by Eddio allows the game to play back a TAS within itself. It is possible to inject this into a Wii WAD, which makes TASes made for Wii VC console-verifiable. This method does not work for Wii U VC.&lt;br /&gt;
&lt;br /&gt;
==== Other consoles ====&lt;br /&gt;
Super Mario 64 can also be played on the [[Super Mario 64#iQue (Chinese)|iQue]] console, but since the iQue is a handheld console it is impossible to make a TASBot for it without modifying the console. However, the method mentioned above used for VC playback can be used on the iQue.&lt;br /&gt;
&lt;br /&gt;
A development version of Super Mario 64 exists for the [[Super Mario 64 DD Version|64DD]] extension. Only 1 known copy of the game exists. Though no TASing software exists for the 64DD, a regular N64 TASBot could theoretically be used to play back movies on it. Additionally, a playback ROMhack could theoretically be written to a development disk and used on the 64DD, but due to the extreme rarity of both 64DDs and development disks, this has never been attempted.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&amp;lt;!-- Category --&amp;gt;&lt;br /&gt;
[[Category:TAS]]&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/The_Tip_Top_of_the_Huge_Island&amp;diff=20244</id>
		<title>RTA Guide/The Tip Top of the Huge Island</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/The_Tip_Top_of_the_Huge_Island&amp;diff=20244"/>
		<updated>2026-05-02T22:21:32Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: Updated ss wr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{speedrun_infobox&lt;br /&gt;
|title= The Tip Top of the Huge Island&lt;br /&gt;
|image= TTTotHI.jpg&lt;br /&gt;
|rta_record=[https://www.youtube.com/watch?v=uRtgmCnAniI 17.80]&lt;br /&gt;
|ss_record=[https://singlestar.sm64rta.info/singlestar/individual?stage=THI&amp;amp;star=2 16.81]&lt;br /&gt;
}}&lt;br /&gt;
[[File:thistartlagreductiongood.mp4|thumb|Proper lag reduction at the start of the level will save about 3-4 lag frames, or two real-time frames. The inputs are C-Right, then Mariocam C-Down &amp;amp; C-Left.|class=autoplay]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Tip Top of the Huge Island&#039;&#039;&#039; is the second star of [[RTA Guide/Tiny-Huge Island|Tiny-Huge Island]].&lt;br /&gt;
&lt;br /&gt;
== No Mountain Clip==&lt;br /&gt;
&lt;br /&gt;
=== Beginner ===&lt;br /&gt;
{{#ev:youtube|yx38ybGXsSg}}&lt;br /&gt;
&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
&#039;&#039;&#039;Slope dive + speedkick&#039;&#039;&#039;. It&#039;s recommended to do mountain clip instead of this. {{#ev:youtube|gwJWSpIbu1o}}&lt;br /&gt;
&lt;br /&gt;
===Mountain Movement Options===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt; [[File:thiboxbeginner1.mp4|thumb|Slope climb + jump (safe, beginner)|class=autoplay]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt; [[File:thiboxbeginner2.mp4|thumb|Slope climb + dive (optimal, advanced)|class=autoplay]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt; [[File:thiboxbeginner3.mp4|thumb|Step sideflip|class=autoplay]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt; [[File:thiboxbeginner4.mp4|thumb|Step triple jump|class=autoplay]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Mountain Clip==&lt;br /&gt;
===Left Side Clip===&lt;br /&gt;
[[File:thiclipeasy.mp4|thumb|Easier movement for the clip.  Make sure you hold directly up after the crease to dive through the mountain|class=autoplay]]&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|FckhjMlKCig}}&lt;br /&gt;
&lt;br /&gt;
===Left Side Triple Jump===&lt;br /&gt;
[[File:mitagileftsideclipcam.mp4|thumb|right|[https://www.youtube.com/watch?v=kgB40TTBtcc Camera setup by Mitagi] that gives you the correct angle for the left side triple jump movement. The inputs are: C-Left &amp;amp; C-Down, then Mariocam C-Right &amp;amp; C-Down, and then one more C-Right. Finally, press R after you triple jump.|class=autoplay]]&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|-Tdn-yg6ekQ}}&lt;br /&gt;
&lt;br /&gt;
=== Speed Preservation Comparison ===&lt;br /&gt;
By pressing Z on the first frame Mario is able to walk after clipping up to the top of the mountain, you are able to preserve your speed, saving half a second or more. The speedkick double-jump ending movement can be done whether or not you preserve speed, but if you don&#039;t preserve speed then a dive rollout over the edge of the mountain can be just as fast, but it will be harder to do optimally.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;  &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;  [[File:thiboxnospeedpres.mp4|thumb|Without speed preservation|class=autoplay]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;  [[File:thiboxspeedpres.mp4|thumb|With speed preservation|class=autoplay]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Expert Beginning ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Triple jump dive&#039;&#039;&#039; {{#ev:youtube|uRtgmCnAniI}}&lt;br /&gt;
&lt;br /&gt;
{{RTA Guide Nav}}&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Snowman%27s_Big_Head&amp;diff=20243</id>
		<title>RTA Guide/Snowman&#039;s Big Head</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Snowman%27s_Big_Head&amp;diff=20243"/>
		<updated>2026-05-02T22:16:35Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: Updated ss wr&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{speedrun_infobox&lt;br /&gt;
|title= Snowman&#039;s Big Head&lt;br /&gt;
|image= SBH.png&lt;br /&gt;
|rta_record=[https://www.youtube.com/watch?v=zWOTvwNB6a0 9.43]&lt;br /&gt;
|ss_record=[https://singlestar.sm64rta.info/singlestar/individual?stage=SL&amp;amp;star=1 8.27]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Snowman&#039;s Big Head&#039;&#039;&#039; is the first mission of [[RTA Guide/Snowman&#039;s Land|Snowman&#039;s Land]].&lt;br /&gt;
&lt;br /&gt;
== Beginner ==&lt;br /&gt;
{{#ev:youtube|87dLDirhXF4}}&lt;br /&gt;
&lt;br /&gt;
=== Cannon Shot ===&lt;br /&gt;
In 120 Star, you have the option to open the cannon during SL100, which takes about 3 seconds (there is no cutscene).&lt;br /&gt;
{{#ev:youtube|M7GHaa6TN_U}}&lt;br /&gt;
&lt;br /&gt;
== Intermediate ==&lt;br /&gt;
{{#ev:youtube|cEhLukYcvtg}}&lt;br /&gt;
&lt;br /&gt;
=== Alternative Beginning Camera ===&lt;br /&gt;
{{#ev:youtube|jQoITJM18DY}}&lt;br /&gt;
&lt;br /&gt;
[[File:Snowmans Head.png|thumb|right|You want to wallkick between 4 and 5. Keep in mind that Mario wallkicks with his nose.]]&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
{{#ev:youtube|1YvnzYKSFn4}}&lt;br /&gt;
&lt;br /&gt;
== Expert ==&lt;br /&gt;
{{#ev:youtube|ovRf2HV-nLU}}&lt;br /&gt;
&lt;br /&gt;
== Pinguflip ==&lt;br /&gt;
{{#ev:youtube|KRajSuli7hc}}&lt;br /&gt;
&lt;br /&gt;
{{RTA Guide Nav}}&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Elevator_Tour_in_the_Volcano&amp;diff=20231</id>
		<title>RTA Guide/Elevator Tour in the Volcano</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Elevator_Tour_in_the_Volcano&amp;diff=20231"/>
		<updated>2026-05-02T16:23:22Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{speedrun_infobox&lt;br /&gt;
|title= Elevator Tour in the Volcano&lt;br /&gt;
|image= ETitV.png&lt;br /&gt;
|rta_record=[https://youtu.be/ZxHo11I7TrM 18.56]&lt;br /&gt;
|ss_record=[https://www.singlestar.sm64rta.info/singlestar/individual?stage=LLL&amp;amp;star=6 17.88]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Elevator Tour in the Volcano&#039;&#039;&#039; is the sixth mission of [[RTA Guide/Lethal Lava Land|Lethal Lava Land]].&lt;br /&gt;
&lt;br /&gt;
== Beginner ==&lt;br /&gt;
{{#ev:youtube|MFCQDktEyhU}}&lt;br /&gt;
&lt;br /&gt;
== Intermediate ==&lt;br /&gt;
{{#ev:youtube|OebYnGezAug}}&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
{{#ev:youtube|31scqusIEzs}}&lt;br /&gt;
&lt;br /&gt;
{{RTA Guide Nav}}&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Hot-Foot-It_into_the_Volcano&amp;diff=20230</id>
		<title>RTA Guide/Hot-Foot-It into the Volcano</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Hot-Foot-It_into_the_Volcano&amp;diff=20230"/>
		<updated>2026-05-02T16:22:33Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{speedrun_infobox&lt;br /&gt;
|title= Hot-Foot-It into the Volcano&lt;br /&gt;
|image= HFIitV.png&lt;br /&gt;
|rta_record=[https://youtu.be/lUpHm5tPVBM 16.86]&lt;br /&gt;
|ss_record=[https://www.singlestar.sm64rta.info/singlestar/individual?stage=LLL&amp;amp;star=5 16.31]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Hot-Foot-It into the Volcano&#039;&#039;&#039; is the fifth mission of [[RTA Guide/Lethal Lava Land|Lethal Lava Land]].&lt;br /&gt;
== Lava Boost ==&lt;br /&gt;
&lt;br /&gt;
Rather than laying out strats for the entire star, options are split up among the three sections below for players to mix and match as they see fit. See the table at the bottom of the page for an overview of each strat.&lt;br /&gt;
&lt;br /&gt;
=== Entering the volcano ===&lt;br /&gt;
* Beginner Movement - Mario cam on entry and delay the C-Down to make sure your camera is directly behind you. Switch to Lakitu cam after the second long jump to set up the cam for the third. This movement is good for when you are starting out, but most players move to either of the intermediate options fairly early.&lt;br /&gt;
* Intermediate Movement - Which option you choose is a matter of preference. Both begin with a C-Left followed by Mario Cam and C-Down. Hold A before after the camera inputs to allow you to buffer a kick once you have control of Mario. For the Mario Cam option, stay in Mario cam the whole time while pressing C-Right to adjust the camera. For the Lakitu Cam version, switch to Lakitu Cam during the first long jump, then input one C-Right when you land.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Volcano Entry Beginner.mp4|thumb| Beginner|class=autoplay]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Volcano Entry Mario cam.mp4|thumb|Intermediate Mario Cam|class=autoplay]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Volcano Entry Lakitu cam.mp4|thumb|Intermediate Lakitu Cam|class=autoplay]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Lava Boost ===&lt;br /&gt;
As you can see, there are many options for the lava boost portion of the star. The easiest and safest is the Triple Jump Boost, however it&#039;s quite a bit slower than all other options. The remaining options are all fairly similar, with time save scaling well with difficulty. For most players, the trade off between difficulty and time save with strat selection is a matter of preference.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:TJ Boost.mp4|thumb| Beginner: Triple Jump Boost landing near the pole ([https://youtu.be/FhkF6TlFaMw example vid w/ inputs]) |class=autoplay]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:TJ Boost2.mp4|thumb| Beginner: Triple Jump Boost landing to the left ([https://youtu.be/ogT9qc6AVY8 example vid w/ inputs]) |class=autoplay]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:LJ Boost.mp4|thumb| Intermediate 1: Long Jump Boost ([https://youtu.be/tg55P6WUN2Y example vid w/ inputs]) |class=autoplay]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Mayne Boost.mp4|thumb| Intermediate 2: Mayne Boost ([https://youtu.be/9U_sx21U_5k example vid w/ inputs]) |class=autoplay]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:akira boost.mp4|thumb| Advanced 1: Akira Boost ([https://youtu.be/lx65q0xwmu8 example vid w/ inputs]) |class=autoplay]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:clip boost.mp4|thumb| Advanced 1: Clip Boost (see tutorial below for input display video) |class=autoplay]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pro Mar Boost.mp4|thumb| Pro Boost Mario Cam (see tutorial below for input display video) |class=autoplay]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Pro lak Boost.mp4|thumb| Pro Boost Lakitu Cam ([https://youtu.be/HFFPUPh_scE example vid w/ inputs]) |class=autoplay]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ending movement ===&lt;br /&gt;
Similarly to the lava boost section, there are many different ending movements you can perform for this star, with varying levels of difficulty and time save. Depending on the type of boost you choose, certain ending movements may become easier or harder. The video below goes over each of the endings, how much time they save and roughly how difficulty they are. Hover over the timestamped sections in the video to see roughly how much each strat saves.&lt;br /&gt;
{{#ev:youtube|mUG_8vVTCro}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:eggcamnosound.mp4|thumb| Alternate camera to make the long jump wall kick an up-right notched angle. The up value must be close to or greater than the right value to get a wallkick. |class=autoplay]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Altljwkcamnosound.mov|thumb| Alternate camera setup to make the long jump wall kick an up-left notched angle. |class=autoplay]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
{{#ev:youtube|WhQ3YfI8www}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Other tutorials&#039;&#039;&#039;&lt;br /&gt;
* [https://youtu.be/lJZsI0rFZS8Basic Triple Jump Boost Tutorial by Paracusia.]&lt;br /&gt;
* [https://youtu.be/HRK2DHUbp0QLong Jump Boost Tutorial by Fuzzyness.]&lt;br /&gt;
* [https://youtu.be/O_ZYlH7LCoUAlternate Clip Boost Tutorial by Markinator.]&lt;br /&gt;
* [https://youtu.be/3awLIirLqcg Pro Boost Tutorial by Paracusia.]&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;width: 80%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Strat Name&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Difficulty Level&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Time Loss (relative to pro strat)&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Suggested Endings&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Notes&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Triple Jump Boost&#039;&#039;&#039; (Landing Near the Bully)&lt;br /&gt;
|Beginner&lt;br /&gt;
|~5s&lt;br /&gt;
|Triple jump to the pole&lt;br /&gt;
|Good for beginners&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Triple Jump Boost&#039;&#039;&#039; (Landing Near the Pole)&lt;br /&gt;
|Beginner&lt;br /&gt;
|~4s&lt;br /&gt;
|Sideflip to the pole&lt;br /&gt;
|Good for beginners&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Long Jump Boost&#039;&#039;&#039;&lt;br /&gt;
|Beginner&lt;br /&gt;
|~2s&lt;br /&gt;
|All endings are viable&lt;br /&gt;
|Most common strat for beginner and intermediate players&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Mayne Boost&#039;&#039;&#039;&lt;br /&gt;
|Intermediate&lt;br /&gt;
|~2s&lt;br /&gt;
|Triple jump to the pole&lt;br /&gt;
|Older intermediate strat, less common but preferred by some&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Akira Boost&#039;&#039;&#039;&lt;br /&gt;
|Intermediate / Advanced&lt;br /&gt;
|~1s&lt;br /&gt;
|All endings are viable&lt;br /&gt;
|Good compromise between long jump boost and the pro boosts&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Clip Boost&#039;&#039;&#039;&lt;br /&gt;
|Intermediate / Advanced&lt;br /&gt;
|~1s&lt;br /&gt;
|Sideflip dive to the pole&lt;br /&gt;
|Less common strat, like a Mayne boost version of Akira boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pro Boost (mario cam)&#039;&#039;&#039;&lt;br /&gt;
|Expert&lt;br /&gt;
|0s&lt;br /&gt;
|All endings are viable&lt;br /&gt;
|Most common pro boost for top runners due to consistency of movement after the boost&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Pro Boost (lakitu cam)&#039;&#039;&#039;&lt;br /&gt;
|Expert&lt;br /&gt;
|0s&lt;br /&gt;
|All endings are viable&lt;br /&gt;
|Less common, however it’s easier to get speed preservation after the boost&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== With 100 Coins ==&lt;br /&gt;
See [[RTA Guide/LLL 100 Coins]]&lt;br /&gt;
&lt;br /&gt;
{{RTA Guide Nav}}&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Make_Wiggler_Squirm&amp;diff=20229</id>
		<title>RTA Guide/Make Wiggler Squirm</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Make_Wiggler_Squirm&amp;diff=20229"/>
		<updated>2026-05-02T16:16:07Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{speedrun_infobox&lt;br /&gt;
|title= Make Wiggler Squirm&lt;br /&gt;
|image= MWS.jpg&lt;br /&gt;
|rta_record=[https://www.youtube.com/watch?v=1yhlri4gupI 41.93]&lt;br /&gt;
|ss_record=[https://singlestar.sm64rta.info/singlestar/individual?stage=THI&amp;amp;star=6 40.15]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Make Wiggler Squirm&#039;&#039;&#039; is the sixth mission of [[RTA Guide/Tiny-Huge Island|Tiny-Huge Island]].&lt;br /&gt;
&lt;br /&gt;
[[File:thistartlagreductiongood.mp4|thumb|Proper lag reduction at the start of the level will save about 3-4 lag frames, or two real-time frames. The inputs are C-Right, then Mariocam C-Down &amp;amp; C-Left.|class=autoplay]]&lt;br /&gt;
&lt;br /&gt;
== Cave Entry ==&lt;br /&gt;
=== Beginner Mountain Clip Movement ===&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt; &lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt; [[File:thiwigglerbeginner.mp4|thumb|class=autoplay]] &amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Standard Mountain Clip Movement ===&lt;br /&gt;
{{#ev:youtube|dY9tBOn2imI|||||start=8}}&lt;br /&gt;
&lt;br /&gt;
=== Tutorial ===&lt;br /&gt;
Note: Switching into Lakitu Cam after clipping and going upright instead of straight up after the swims can be a bit faster (as seen in the [https://youtu.be/dY9tBOn2imI?t=8 above video]).&lt;br /&gt;
{{#ev:youtube|uE0hcSu54eo}}&lt;br /&gt;
&lt;br /&gt;
==== Alt Cam Tutorial ====&lt;br /&gt;
{{#ev:youtube|-XFpW8uwJfo}}&lt;br /&gt;
&lt;br /&gt;
== Wiggler Fight Strategies ==&lt;br /&gt;
=== Single Jump Movement ===&lt;br /&gt;
{{#ev:youtube|WKqiElXltVk|||||start=16}}&lt;br /&gt;
&lt;br /&gt;
=== Ground Pound Movement ===&lt;br /&gt;
This movement will make the wiggler fight faster and more consistent.&lt;br /&gt;
{{#ev:youtube|peAkRQzCfwU}}&lt;br /&gt;
&lt;br /&gt;
{{RTA Guide Nav}}&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/TTC_100_Coins&amp;diff=20228</id>
		<title>RTA Guide/TTC 100 Coins</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/TTC_100_Coins&amp;diff=20228"/>
		<updated>2026-05-02T16:12:28Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: Updated single star record&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{speedrun_infobox&lt;br /&gt;
|title= TTC 100 Coins&lt;br /&gt;
|image= TTC.png&lt;br /&gt;
|rta_record=[https://youtu.be/CJ3T7Ripmzs 55.36 (with Stomp on the Thwomp)]&lt;br /&gt;
|ss_record=[https://www.singlestar.sm64rta.info/singlestar/individual?stage=TTC&amp;amp;star=7 47.16]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== With Stomp on the Thwomp (time stopped) ==&lt;br /&gt;
=== Beginner ===&lt;br /&gt;
Note: This video gets the extra red in the beginning of the route. This is optional and does lose some time if you get good RNG for the star, however it can be a lot safer and make your life easier if RNG from boxes isn&#039;t nice.&lt;br /&gt;
The Thwomp cycle at the end is RNG, so you might have to wait for him to be in a good spot if you are unlucky.&lt;br /&gt;
{{#ev:youtube|R96gFuBdSVA}}&lt;br /&gt;
==== Alt movement after Blue Coins ====&lt;br /&gt;
If you find yourself having trouble with the triple jump wall kick after the blue coins, you can use this movement as an alternate strat.&lt;br /&gt;
{{#ev:youtube|P1wODF7FpSE}}&lt;br /&gt;
=== Advanced ===&lt;br /&gt;
{{#ev:youtube|AlA_hp6JzqE}}&lt;br /&gt;
==== Blue Coin switch ====&lt;br /&gt;
{{#ev:youtube|SY0hv-zUokw}}&lt;br /&gt;
==== Safety Red Coin ====&lt;br /&gt;
{{#ev:youtube|eqldGnQWIiA}}&lt;br /&gt;
=== Expert ===&lt;br /&gt;
{{#ev:youtube|sXJpqKZdKNQ}}&lt;br /&gt;
==== Alternate ending and backups ====&lt;br /&gt;
{{#ev:youtube|fXlBkKuqPQ8}}&lt;br /&gt;
{{#ev:youtube|B6VT5qZC09o}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RTA Guide Nav}}&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Vanish_Cap_under_the_Moat&amp;diff=20227</id>
		<title>RTA Guide/Vanish Cap under the Moat</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Vanish_Cap_under_the_Moat&amp;diff=20227"/>
		<updated>2026-05-02T16:04:52Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: Updated singlestar record&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{speedrun_infobox&lt;br /&gt;
|title= Vanish Cap Under the Moat Red Coins&lt;br /&gt;
|image= VCutM.png&lt;br /&gt;
|rta_record=[https://www.youtube.com/watch?v=zi4pNG_atlE 28.40]&lt;br /&gt;
|ss_record=[https://singlestar.sm64rta.info/singlestar/individual?stage=CSS&amp;amp;star=2 24.19]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Beginner ==&lt;br /&gt;
{{#ev:youtube|mi81GpN-bYA}}&lt;br /&gt;
&lt;br /&gt;
== Intermediate (No Wall Clip) ==&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|cc4iR6F3790}}&lt;br /&gt;
&lt;br /&gt;
=== Alternate 6-7th Red Movement ===&lt;br /&gt;
{{#ev:youtube|HT3Gwxf_7nw}}&lt;br /&gt;
&lt;br /&gt;
== Expert ==&lt;br /&gt;
{{#ev:youtube|Q6_mp_CFsWo}}&lt;br /&gt;
&lt;br /&gt;
=== No Wall Clip ===&lt;br /&gt;
{{#ev:youtube|7BngG5gDDsQ}}&lt;br /&gt;
&lt;br /&gt;
== Faster Ending ==&lt;br /&gt;
{{#ev:youtube|qm_vTxzTOOk}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RTA Guide Nav}}&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Insta_Clip&amp;diff=20188</id>
		<title>Insta Clip</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Insta_Clip&amp;diff=20188"/>
		<updated>2026-04-04T17:07:03Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: Fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&#039;&#039;&#039;Insta Clip&#039;&#039;&#039; stands for an instant clip in the following situations:&lt;br /&gt;
* Instant clip on [[Ship Clip]] in JRB&lt;br /&gt;
* Instant clip through the cage fence with the BLJ on [[RTA_Guide/Elevate_for_8_Red_Coins#With_100_Coins|HMC100]].&lt;br /&gt;
* Instant clip on the Mountain Clip in TTM as in the Tutorial by Xoofey: https://www.youtube.com/watch?v=34pxtm0owA4&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Same_Input_Challenge&amp;diff=20185</id>
		<title>Same Input Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Same_Input_Challenge&amp;diff=20185"/>
		<updated>2026-03-29T16:20:16Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Same Input Challenge&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;s goal is collecting as many different stars from a single set of inputs as possible, while only varying the savestate for the TAS. The challenge was originally created by [https://www.youtube.com/channel/UCla5Eru3DbPgxz6LwSBOyaw Sidney] and inspired by this [https://www.youtube.com/watch?v=SiHdBS7HPg0 TAS that completed 4 2D Mario games with the same input file], with the goal of &amp;quot;making a .m64 that can collect two completely different stars with the same .m64, but different .st.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
 &lt;br /&gt;
* Must start from star select (if the level has one), pause exit (if a castle star), or on the first frame of level.&lt;br /&gt;
* No leaving a level (including Bowser death.)&lt;br /&gt;
* In level warps are fine, as long as they do not exit the course (No DDD exit, Bowser death, TotWC death, etc.)&lt;br /&gt;
* Only one star per save state, 100 coin stars/castle stars must be collected separately.&lt;br /&gt;
* Save states must be achievable without the use of hacks (No impossible RNG, impossible HOLP, etc.)&lt;br /&gt;
* Stars must be yellow when collected.&lt;br /&gt;
* May not press the start button.&lt;br /&gt;
&lt;br /&gt;
==Current Records==&lt;br /&gt;
&lt;br /&gt;
Three courses have had all 6 of their main stars done with a single input file and one has had all 7 stars collected so far. These courses are [[Wet-Dry World]], [[Bob-omb Battlefield]], [[Tall, Tall Mountain]], and [[Whomp&#039;s Fortress]]. &lt;br /&gt;
&lt;br /&gt;
* The current BoB record is all 6 main stars in 2:24 by brqm&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=KQBxDV0x5WM &amp;quot;(TAS) SM64 Bob-omb Battlefield collecting 6 stars with the same inputs in 2:24&amp;quot; by brqm]&amp;lt;/ref&amp;gt;. The run uses star 1 for the first and sixth stars, star 2 for the second star, and star 3 for the third fourth and fifth stars. Differing level versions, cannon activation, and wing cap activation is used to desync the input file.&lt;br /&gt;
* The current WF record is all 7 stars in 2:24 by brqm&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=5qQmhL4aAw0 &amp;quot;(TAS) SM64 Whomp&#039;s Fortress collecting 7 stars with the same inputs in 2:24&amp;quot; by brqm]&amp;lt;/ref&amp;gt;. This run uses textboxes for [[timestop]], different course versions,  and different [[HOLP]] locations.&lt;br /&gt;
* The current CCM record is all 6 main stars in 3:36 by brqm&amp;lt;ref&amp;gt;[https://youtu.be/-jnqh5EONZs &amp;quot;(TAS) SM64 Cool, Cool Mountain collecting 6 stars with the same input in 3:36&amp;quot; by brqm]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
* The current WDW record is all 6 main stars in 6:14 by Nim&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=XOThtJDfMm4 &amp;quot;(TAS) All main WDW stars collected with the same inputs&amp;quot; by Hello, my name is nim]&amp;lt;/ref&amp;gt;. The run uses star 1 for all stars. Differing HOLP placements are used to desync the input file.&lt;br /&gt;
* The current TTM record is all 6 main stars in 4:08 by Dabs&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=gKWLUCHY7jU &amp;quot;All main stars in TTM - Same input challenge (TAS)&amp;quot; by Dabs]&amp;lt;/ref&amp;gt;. The run uses star 1 for the first star and star 2 for the other five. Differing HOLP placements are used to desync the input file after the first star is collected.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Challenges]]&lt;br /&gt;
&lt;br /&gt;
{{Challenges}}&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Astral_projection&amp;diff=20184</id>
		<title>Astral projection</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Astral_projection&amp;diff=20184"/>
		<updated>2026-03-29T16:17:03Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Astral Projection&#039;&#039;&#039; is a glitch where the position [[Mario]]&#039;s model is drawn in (his graphical position) becomes separated from the position he&#039;s actually in (his physical position) for an arbitrary length of time. This glitch occurs when Mario grabs [[Chuckya]] while Chuckya is holding Mario.&lt;br /&gt;
&lt;br /&gt;
Chuckyas have a secondary object called the [[anchor]] which is positioned in Chuckya&#039;s hands and constantly sets Mario&#039;s graphical position to its own. As long as it thinks Chuckya is holding Mario, the anchor will &amp;quot;anchor&amp;quot; Mario&#039;s graphical position away, even though Mario&#039;s physical position is still at the location Chuckya grabbed him at. However, when Mario grabs Chuckya, the variable that determines whether Chuckya is holding Mario is not reset. Thus, Mario&#039;s graphical position will remain separated from Chuckya until Chuckya is killed or an external force causes Mario&#039;s position to be reset to his graphical position.&lt;br /&gt;
&lt;br /&gt;
To be able to grab Chuckya, Mario&#039;s [[Grabbed|grabbed action]] must be interrupted. There are three ways to do this: by being in water (cancelling the grabbed action into [[Water Plunge]]), by interacting with lava (cancelling the grabbed action into [[Lava Boost]]), and by interacting with a [[Star]] or [[Bowser Key]] (cancelling the grabbed action into a star dance action).&lt;br /&gt;
&lt;br /&gt;
This glitch cannot be performed with [[King Bob-omb]], even though all the above logic still applies, because King Bob-omb turns himself intangible when holding Mario and therefore cannot be grabbed.&lt;br /&gt;
&lt;br /&gt;
==With Water==&lt;br /&gt;
{{Needs Image}}&lt;br /&gt;
&lt;br /&gt;
Astral Projection with Water was the first type to be discovered, and can be performed in [[Wet-Dry World]], [[Tiny-Huge Island]], and [[Tall, Tall Mountain]]. Cancelling Mario&#039;s grabbed action with water allows Mario to almost immediately water-grab Chuckya, without the need to wait for another action to complete like with lava or a star. Another advantage of astral projection with water is that exiting water allows Mario to [[Light Chuckya|hold Chuckya light]] right away, which gives much more freedom in movement.&lt;br /&gt;
&lt;br /&gt;
==With Lava==&lt;br /&gt;
{{Needs Image}}&lt;br /&gt;
&lt;br /&gt;
Astral Projection with Lava was the second type to be discovered, and can only be performed in [[Rainbow Ride]]. It was initially discovered by ROM hack players in levels where Chuckya was placed near lava; however it is also possible using the lava in the fireplace in Rainbow Ride.&lt;br /&gt;
&lt;br /&gt;
==With a Star==&lt;br /&gt;
{{Needs Image}}&lt;br /&gt;
&lt;br /&gt;
Astral Projection with a Star was the third type to be discovered, and has been shown to be possible in [[Rainbow Ride]] and [[Bowser in the Sky]], but is most likely possible in all other stages with Chuckya as well. In this method, Mario is grabbed by Chuckya while holding a cloned star (or otherwise made to collect a star while grabbed, such as by being moved into a star by a platform). The star must be a [[100 Coin Star|100 coin star]] or Bowser course star so as to not kick Mario out of the level. Then, after the star textbox is closed, Mario can grab Chuckya.&lt;br /&gt;
&lt;br /&gt;
This glitch is not possible off-the-bat because Chuckya can usually only hold Mario for a maximum of ~58 frames (18 + an RNG-based timer from 11 to 40) before throwing him, which is just slightly too short for Mario&#039;s star dance actions to complete. However, if Chuckya is facing off an edge at the end of its usual spinning timer, it will postpone the throw for up to 16 frames to make it throwing Mario off an edge less likely. This extra time is enough to allow Mario to grab Chuckya.&lt;br /&gt;
&lt;br /&gt;
==Videos==&lt;br /&gt;
* [https://www.youtube.com/watch?v=VoNvzYmj3ms Demonstration in TTM]&lt;br /&gt;
* [https://www.youtube.com/watch?v=wxrcVzSlYgo Astral Projection used to trigger a failsafe mechanism]&lt;br /&gt;
* [https://www.youtube.com/watch?v=4NzAVjLburs&amp;amp;feature=youtu.be Astral Projection Via Lava by a]&lt;br /&gt;
&lt;br /&gt;
{{Glitches}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Glitches]]&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTABC_Guide/Red_Coins_On_The_Floating_Isle&amp;diff=20183</id>
		<title>RTABC Guide/Red Coins On The Floating Isle</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTABC_Guide/Red_Coins_On_The_Floating_Isle&amp;diff=20183"/>
		<updated>2026-03-29T16:08:43Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
This is a guide for how to beat the star Red Coins On The Floating Isle in 0 A presses in an RTABC run.&lt;br /&gt;
&lt;br /&gt;
==Method==&lt;br /&gt;
Start by maneuvering through the [[Bomp]]&amp;lt;nowiki/&amp;gt;s and moving platforms once again. After teleporting, make your way to the top of the tower where King Whomp once stood. Carefully DR onto the floating platform with a [[Red Coin|red coin]] near the [[elevator]], grabbing it in the process. Move to the other floating platform with the red coin. Afterwards, perform a precise [[dive]] onto the Thwomp (while it&#039;s high up and not before it falls back down) with the red coin above it. If you didn&#039;t grab the coin with the initial dive, a DR should do the trick. Afterwards, head back to the [[Teleporter]] and move to the circling bridge. Wait for the rotating bridge to arrive and grab the red coin while standing on it. Grab both red coins the Piranha Plants are guarding before heading back and nabbing the red coin below the circling bridge. Finally, grab the red coin on top of the widest Bomp to reveal the star. Since it spawns close to that final red coin, it should only be a matter of seconds before you collect your prize.&lt;br /&gt;
&lt;br /&gt;
==Video==&lt;br /&gt;
{{#ev:youtube|8y-VlzdOhgc}}&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=FAQ&amp;diff=20182</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=FAQ&amp;diff=20182"/>
		<updated>2026-03-29T15:57:31Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;FAQ (Frequently Asked Questions)&#039;&#039;&#039;&lt;br /&gt;
==How do I TAS?==&lt;br /&gt;
[https://www.youtube.com/watch?v=GVQW_GuOKQg Basic Mupen64 TAS Tutorial]&lt;br /&gt;
==What is STROOP?==&lt;br /&gt;
{{main|STROOP}}&lt;br /&gt;
STROOP (&#039;&#039;&#039;S&#039;&#039;&#039;uperMario64 &#039;&#039;&#039;T&#039;&#039;&#039;echnical &#039;&#039;&#039;R&#039;&#039;&#039;untime &#039;&#039;&#039;O&#039;&#039;&#039;bserver and &#039;&#039;&#039;O&#039;&#039;&#039;bject &#039;&#039;&#039;P&#039;&#039;&#039;rocessor) is a diagnostic tool for Super Mario 64 which displays and allows for simple editing of various game values and information. It can connect to a running emulator and update values in real time. Some core features include views of loaded/unloaded objects, Mario structure variables, camera + HUD values, an overhead map display, and many more.&lt;br /&gt;
==What is Mupen?==&lt;br /&gt;
{{main|Mupen64}}&lt;br /&gt;
Mupen64 (Mupen for short) is an N64 emulator. A variant of Mupen64, Mupen64-rr, is most commonly used for TASing Super Mario 64. This is what most people in the TAS community mean when they say &amp;quot;Mupen&amp;quot;. There is also an emulator known as Mupen64Plus, which does not have TASing capabilities, but is commonly used for [[RTA]].&lt;br /&gt;
==Why Mupen over BizHawk?==&lt;br /&gt;
Most TASes of Super Mario 64 are done on [[Mupen64-rr]]. This is for one main reason: .m64 files can be played back on console, known as [[TASBot#Console Verification|Console Verification]], whereas bk2 files cannot, due to the way they handle input during lag frames. BizHawk polls inputs on lag frames, as opposed to Mupen64, which does not, and SM64 doesn&#039;t either. BK2 files (BizHawk movie files) can still be converted to m64 files, however, so some still use Bizhawk.&lt;br /&gt;
==Where can I get an SM64 ROM?==&lt;br /&gt;
A quick Google search can help you with that. Unfortunately we cannot provide links here because of copyright.&lt;br /&gt;
&lt;br /&gt;
==What different challenges are there?==&lt;br /&gt;
As of now, there are 13 challenges that have gained decent popularity, along with many minor ones. Some of the more well-known include:&lt;br /&gt;
*The [[UBER Challenge]]&lt;br /&gt;
*The [[Pacifist Challenge]]&lt;br /&gt;
*The [[A Button Challenge]]&lt;br /&gt;
*The [[B Button Challenge]]&lt;br /&gt;
*The [[Z Button Challenge]]&lt;br /&gt;
*The [[Coinless Challenge]]&lt;br /&gt;
*The [[Capless/Cannonless Challenge]]&lt;br /&gt;
*The [[CCC Challenge]]&lt;br /&gt;
*The [[ABZ Button Challenge]]&lt;br /&gt;
*The [[Low Doors Challenge]]&lt;br /&gt;
*The [[No Joystick Allowed Challenge]]&lt;br /&gt;
*The [[Floor is Lava Challenge]]&lt;br /&gt;
*The [[Same Input Challenge]]&lt;br /&gt;
See the [[Challenge]] and [[Other Single Button Challenges]] pages for further info on these and others.&lt;br /&gt;
==How many A presses are left?==&lt;br /&gt;
An Any% run takes 0 A presses when performed on Wii VC. A 120 star run currently takes 13 A presses when performed on the original Japanese N64 version. Here&#039;s a table showing these counts on all game versions:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; width: 200px; height: 200px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! [[Super Mario 64#Japanese|N64&amp;amp;nbsp;JP (Original)]]&lt;br /&gt;
! [[Super Mario 64#English|N64&amp;amp;nbsp;US]]&lt;br /&gt;
! [[Super Mario 64#PAL|N64&amp;amp;nbsp;PAL]]&lt;br /&gt;
! [[Super Mario 64#Shindou|N64&amp;amp;nbsp;JP (Shindou)]]&lt;br /&gt;
! [[Super Mario 64#iQue_.28Chinese.29|iQue]]&lt;br /&gt;
! [[Super Mario 64#Japanese_2|Wii&amp;amp;nbsp;VC JP]]&lt;br /&gt;
! [[Super Mario 64#English_2|Wii&amp;amp;nbsp;VC US]]&lt;br /&gt;
! [[Super Mario 64#PAL_2|Wii&amp;amp;nbsp;VC PAL]]&lt;br /&gt;
! [[Super Mario 64#Japanese_3|Wii&amp;amp;nbsp;U&amp;amp;nbsp;VC JP]]&lt;br /&gt;
! [[Super Mario 64#English_3|Wii&amp;amp;nbsp;U&amp;amp;nbsp;VC US]]&lt;br /&gt;
! [[Super Mario 64#PAL_3|Wii&amp;amp;nbsp;U&amp;amp;nbsp;VC PAL]]&lt;br /&gt;
! [[Super_Mario_64#64DD_Version|64DD Version]]&lt;br /&gt;
|-&lt;br /&gt;
! Any%&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 0 || 0 || 0 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 120&amp;amp;nbsp;Star&lt;br /&gt;
| 13 || 16 || 16 || 16 || 16 || 15 || 15 || 15 || 16 || 16 || 16 || Impossible&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Is a 70 Star 0 A press run being developed?==&lt;br /&gt;
Yes; though it is not yet confirmed to be possible, the run is being TASed until [[BitFS]]. This is because we have a good blueprint for how to do BitFS on the N64. There is currently no plan to make a 70 star no A press run on [[Wii VC]] because [[console Verification|verifying these runs]] is difficult.&lt;br /&gt;
==What&#039;s the next A press save going to be?==&lt;br /&gt;
Currently, the next A press in line to be saved is Bowser in the Fire Sea on the N64, which would bring the A press count from 13 to 12, using [[Bully Battery]] and a [[Squish Cancel]] combined together.&lt;br /&gt;
==How are you decompiling the game?==&lt;br /&gt;
After we discovered the compiler that Nintendo used for Super Mario 64, we obtained the raw assembly from the ROM, and reverse engineered C code that compiles into it. This was a long and tedious process, but after a couple years, the game has been fully decompiled.&lt;br /&gt;
==Why does Mario lose his hat when he dies from going out-of-bounds (OoB)?==&lt;br /&gt;
Mario&#039;s default state is, surprisingly, with no hat on, and on each frame it checks whether he&#039;s wearing the hat and sets the proper graphics flag. However, when Mario goes OoB, a large portion of the central Mario code stops running, including that check. Hence, Mario doesn&#039;t actually lose his hat; he just forgets he&#039;s wearing it.&lt;br /&gt;
==I just got through the 8 Star Door to Bowser 1 by grabbing onto it with a ledge grab! Is this useful?==&lt;br /&gt;
No. Clipping through the door with a ledge grab is a side effect of the patch in the SM64 Editor program that &amp;quot;improves collision&amp;quot;. It is not actually possible in the original game.&lt;br /&gt;
==Mario&#039;s animation doesn&#039;t update when you dive recover against a wall. Is this useful?==&lt;br /&gt;
No. It is a purely visual glitch and has no effect on gameplay.&lt;br /&gt;
==I was doing a BLJ on the endless stairs and warped straight to Wet-Dry World. Is this new?==&lt;br /&gt;
No. You clipped through the stairs and went above the painting. The game checks whether or not you entered paintings by checking whether or not you are above floor triangles behind them, even when you are really high up.&lt;br /&gt;
&lt;br /&gt;
==Mupen==&lt;br /&gt;
&lt;br /&gt;
===How do you continue off of a TAS you created earlier?===&lt;br /&gt;
&lt;br /&gt;
#Play it to where you want to continue, then save a state.&lt;br /&gt;
#Disable read-only mode and reload the state.&lt;br /&gt;
#The file will now start recording inputs from that point, erasing any you had previously made after that point.&lt;br /&gt;
&lt;br /&gt;
===Mupen is open, but the Mupen window disappeared and won’t come back, even when I restart. What do I do?===&lt;br /&gt;
This is a glitch that occurs on old versions of Mupen when it is closed while minimized.&lt;br /&gt;
&lt;br /&gt;
To fix it, you must maximize the Mupen window and then drag down the top of the window, which will restore it to a normal window. To maximize the window without it actually being present, you can do one of the following:&lt;br /&gt;
*[Windows 7 Only] Open task manager, right click on the Mupen program, click maximize&lt;br /&gt;
*Right click on the Mupen icon in the task bar with shift held, click maximize&lt;br /&gt;
*Hover over the Mupen icon in the task bar, right click on the preview, click maximize&lt;br /&gt;
Deleting Mupen’s config file also works.&lt;br /&gt;
&lt;br /&gt;
===Recording an AVI on Mupen produces a blackscreen with sound. What do I do?===&lt;br /&gt;
This is a bug that occurs when you use the gl64 video plugin when aero is enabled on your computer. One fix is to use another video plugin, or to disable aero on your computer. The latter is only possible on Windows 7, but unfortunately not on later versions.&lt;br /&gt;
&lt;br /&gt;
The same bug can manifest when capturing with the &amp;quot;Video&amp;quot; synchronization mode on new versions of Mupen.&lt;br /&gt;
&lt;br /&gt;
===Mupen&#039;s TAS Input Plugin window doesn&#039;t stay focused when clicking on the main emulator window. What do I do?===&lt;br /&gt;
This is a bug that was introduced in Windows 10 Version 1809, but has been patched in the latest versions of TAS Input.&lt;br /&gt;
&lt;br /&gt;
Some solutions have been provided using macros, but the easiest solution is to simply click on the joystick area and hold the click outside of the TAS Input window. When you release the click it should still follow the mouse. Then click on Mupen, and from now until you close the rom, it will behave normally.&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=FAQ&amp;diff=20181</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=FAQ&amp;diff=20181"/>
		<updated>2026-03-29T15:08:40Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: /* Where can I get an SM64 ROM? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;FAQ (Frequently Asked Questions)&#039;&#039;&#039;&lt;br /&gt;
==How do I TAS?==&lt;br /&gt;
[https://www.youtube.com/watch?v=GVQW_GuOKQg Basic Mupen64 TAS Tutorial]&lt;br /&gt;
==What is STROOP?==&lt;br /&gt;
{{main|STROOP}}&lt;br /&gt;
STROOP (&#039;&#039;&#039;S&#039;&#039;&#039;uperMario64 &#039;&#039;&#039;T&#039;&#039;&#039;echnical &#039;&#039;&#039;R&#039;&#039;&#039;untime &#039;&#039;&#039;O&#039;&#039;&#039;bserver and &#039;&#039;&#039;O&#039;&#039;&#039;bject &#039;&#039;&#039;P&#039;&#039;&#039;rocessor) is a diagnostic tool for Super Mario 64 which displays and allows for simple editing of various game values and information. It can connect to a running emulator and update values in real time. Some core features include views of loaded/unloaded objects, Mario structure variables, camera + HUD values, an overhead map display, and many more.&lt;br /&gt;
==What is Mupen?==&lt;br /&gt;
{{main|Mupen64}}&lt;br /&gt;
Mupen64 (Mupen for short) is an N64 emulator. A variant of Mupen64, Mupen64-rr, is most commonly used for TASing Super Mario 64. This is what most people in the TAS community mean when they say &amp;quot;Mupen&amp;quot;. There is also an emulator known as Mupen64Plus, which does not have TASing capabilities, but is commonly used for [[RTA]].&lt;br /&gt;
==Why Mupen over BizHawk?==&lt;br /&gt;
Most TASes of Super Mario 64 are done on [[Mupen64-rr]]. This is for one main reason: .m64 files can be played back on console, known as [[TASBot#Console Verification|Console Verification]], whereas bk2 files cannot, due to the way they handle input during lag frames. BizHawk polls inputs on lag frames, as opposed to Mupen64, which does not, and SM64 doesn&#039;t either. BK2 files (BizHawk movie files) can still be converted to m64 files, however, so some still use Bizhawk.&lt;br /&gt;
==Where can I get an SM64 ROM?==&lt;br /&gt;
A quick Google search can help you with that. Unfortunately we cannot provide links here because of copyright.&lt;br /&gt;
&lt;br /&gt;
==What different challenges are there?==&lt;br /&gt;
As of now, there are 13 challenges that have gained decent popularity, along with many minor ones. Some of the more well-known include:&lt;br /&gt;
*The [[UBER Challenge]]&lt;br /&gt;
*The [[Pacifist Challenge]]&lt;br /&gt;
*The [[A Button Challenge]]&lt;br /&gt;
*The [[B Button Challenge]]&lt;br /&gt;
*The [[Z Button Challenge]]&lt;br /&gt;
*The [[Coinless Challenge]]&lt;br /&gt;
*The [[Capless/Cannonless Challenge]]&lt;br /&gt;
*The [[CCC Challenge]]&lt;br /&gt;
*The [[ABZ Button Challenge]]&lt;br /&gt;
*The [[Low Doors Challenge]]&lt;br /&gt;
*The [[No Joystick Allowed Challenge]]&lt;br /&gt;
*The [[Floor is Lava Challenge]]&lt;br /&gt;
*The [[Same Input Challenge]]&lt;br /&gt;
See the [[Challenge]] and [[Other Single Button Challenges]] pages for further info on these and others.&lt;br /&gt;
==How many A presses are left?==&lt;br /&gt;
An any% run takes 0 A presses when performed on Wii VC. A 120 star run currently takes 13 A presses when performed on the original Japanese N64 version. Here&#039;s a table showing these counts on all game versions:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; width: 200px; height: 200px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! [[Super Mario 64#Japanese|N64&amp;amp;nbsp;JP (Original)]]&lt;br /&gt;
! [[Super Mario 64#English|N64&amp;amp;nbsp;US]]&lt;br /&gt;
! [[Super Mario 64#PAL|N64&amp;amp;nbsp;PAL]]&lt;br /&gt;
! [[Super Mario 64#Shindou|N64&amp;amp;nbsp;JP (Shindou)]]&lt;br /&gt;
! [[Super Mario 64#iQue_.28Chinese.29|iQue]]&lt;br /&gt;
! [[Super Mario 64#Japanese_2|Wii&amp;amp;nbsp;VC JP]]&lt;br /&gt;
! [[Super Mario 64#English_2|Wii&amp;amp;nbsp;VC US]]&lt;br /&gt;
! [[Super Mario 64#PAL_2|Wii&amp;amp;nbsp;VC PAL]]&lt;br /&gt;
! [[Super Mario 64#Japanese_3|Wii&amp;amp;nbsp;U&amp;amp;nbsp;VC JP]]&lt;br /&gt;
! [[Super Mario 64#English_3|Wii&amp;amp;nbsp;U&amp;amp;nbsp;VC US]]&lt;br /&gt;
! [[Super Mario 64#PAL_3|Wii&amp;amp;nbsp;U&amp;amp;nbsp;VC PAL]]&lt;br /&gt;
! [[Super_Mario_64#64DD_Version|64DD Version]]&lt;br /&gt;
|-&lt;br /&gt;
! Any%&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 0 || 0 || 0 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 120&amp;amp;nbsp;Star&lt;br /&gt;
| 13 || 16 || 16 || 16 || 16 || 15 || 15 || 15 || 16 || 16 || 16 || Impossible&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Is a 70 Star 0 A press run being developed?==&lt;br /&gt;
Yes; though it is not yet confirmed to be possible, the run is being TASed until [[BitFS]]. This is because we have a good blueprint for how to do BitFS on the N64. There is currently no plan to make a 70 star no A press run on [[Wii VC]] because [[console Verification|verifying these runs]] is difficult.&lt;br /&gt;
==What&#039;s the next A press save going to be?==&lt;br /&gt;
Currently, the next A press in line to be saved is Bowser in the Fire Sea on the N64, which would bring the A press count from 13 to 12, using [[Bully Battery]] and a [[Squish Cancel]] combined together.&lt;br /&gt;
==How are you decompiling the game?==&lt;br /&gt;
After we discovered the compiler that Nintendo used for Super Mario 64, we obtained the raw assembly from the ROM, and reverse engineered C code that compiles into it. This was a long and tedious process, but after a couple years, the game has been fully decompiled.&lt;br /&gt;
==Why does Mario lose his hat when he dies from going out-of-bounds (OoB)?==&lt;br /&gt;
Mario&#039;s default state is, surprisingly, with no hat on, and on each frame it checks whether he&#039;s wearing the hat and sets the proper graphics flag. However, when Mario goes OoB, a large portion of the central Mario code stops running, including that check. Hence, Mario doesn&#039;t actually lose his hat; he just forgets he&#039;s wearing it.&lt;br /&gt;
==I just got through the 8 Star Door to Bowser 1 by grabbing onto it with a ledge grab! Is this useful?==&lt;br /&gt;
No. Clipping through the door with a ledge grab is a side effect of the patch in the SM64 Editor program that &amp;quot;improves collision&amp;quot;. It is not actually possible in the original game.&lt;br /&gt;
==Mario&#039;s animation doesn&#039;t update when you dive recover against a wall. Is this useful?==&lt;br /&gt;
No. It is a purely visual glitch and has no effect on gameplay.&lt;br /&gt;
==I was doing a BLJ on the endless stairs and warped straight to Wet-Dry World. Is this new?==&lt;br /&gt;
No. You clipped through the stairs and went above the painting. The game checks whether or not you entered paintings by checking whether or not you are above floor triangles behind them, even when you are really high up.&lt;br /&gt;
&lt;br /&gt;
==Mupen==&lt;br /&gt;
&lt;br /&gt;
===How do you continue off of a TAS you created earlier?===&lt;br /&gt;
&lt;br /&gt;
#Play it to where you want to continue, then save a state.&lt;br /&gt;
#Disable read-only mode and reload the state.&lt;br /&gt;
#The file will now start recording inputs from that point, erasing any you had previously made after that point.&lt;br /&gt;
&lt;br /&gt;
===Mupen is open, but the Mupen window disappeared and won’t come back, even when I restart. What do I do?===&lt;br /&gt;
This is a glitch that occurs on old versions of Mupen when it is closed while minimized.&lt;br /&gt;
&lt;br /&gt;
To fix it, you must maximize the Mupen window and then drag down the top of the window, which will restore it to a normal window. To maximize the window without it actually being present, you can do one of the following:&lt;br /&gt;
*[Windows 7 Only] Open task manager, right click on the Mupen program, click maximize&lt;br /&gt;
*Right click on the Mupen icon in the task bar with shift held, click maximize&lt;br /&gt;
*Hover over the Mupen icon in the task bar, right click on the preview, click maximize&lt;br /&gt;
Deleting Mupen’s config file also works.&lt;br /&gt;
&lt;br /&gt;
===Recording an AVI on mupen produces a blackscreen with sound. What do I do?===&lt;br /&gt;
This is a bug that occurs when you use the gl64 video plugin when aero is enabled on your computer. One fix is to use another video plugin, or to disable aero on your computer. The latter is only possible on Windows 7, but unfortunately not on later versions.&lt;br /&gt;
&lt;br /&gt;
The same bug can manifest when capturing with the &amp;quot;Video&amp;quot; synchronization mode on new versions of Mupen.&lt;br /&gt;
&lt;br /&gt;
===Mupen&#039;s TAS Input Plugin window doesn&#039;t stay focused when clicking on the main emulator window. What do I do?===&lt;br /&gt;
This is a bug that was introduced in Windows 10 Version 1809, but has been patched in the latest versions of TASInput.&lt;br /&gt;
&lt;br /&gt;
Some solutions have been provided using macros, but the easiest solution is to simply click on the joystick area and hold the click outside of the tas input window. When you release the click it should still follow the mouse. Then click on Mupen, and from now until you close the rom, it will behave normally.&lt;br /&gt;
&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=ABC_Trials&amp;diff=20180</id>
		<title>ABC Trials</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=ABC_Trials&amp;diff=20180"/>
		<updated>2026-03-29T02:56:25Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;ABC Trials&#039;&#039;&#039; is a ROM hack created by [[User:Pannenkoek2012|Pannenkoek2012]] and Kaze. The goal of the ABC Trials is to climb up to the top of the course with as few A presses as possible. At the top of the course is a [[Grand Star]], and once collected there&#039;s an ending screen that shows your total A press count. &amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=zXaFARzFG3c&amp;lt;/ref&amp;gt;  Pannenkoek2012 held a competition to see who could complete the ABC Trials with as few A presses as possible. The prize for the winner was $1,000. On June 18, 2020 jongyon won the competition when he beat the ABC Trials with 0 A presses with a time of 17:44. &amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=8E8Ty_gFBng&amp;lt;/ref&amp;gt;&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Start_Crouching&amp;diff=20179</id>
		<title>Start Crouching</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Start_Crouching&amp;diff=20179"/>
		<updated>2026-03-29T00:04:40Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: Created page with &amp;quot;{{Action_infobox |title=Start Crouching |image= |official name= |hex=0x0C008221 |flags=Stationary, Short Hitbox, Allow First Person, Pause Exit |group=Stationary |id=0x021 |into=Crouching&amp;lt;nowiki&amp;gt;, Stop Crouching, &amp;lt;/nowiki&amp;gt;[[Start Crawling, Crawling, Braking |out of=Idle |animation= |related=Crouching, Stop Crouching, Start Crawling, Crawling, Braking }} &amp;#039;&amp;#039;&amp;#039;Start Crouching&amp;#039;&amp;#039;&amp;#039; is a stationary action that occurs when the Z button...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action_infobox&lt;br /&gt;
|title=Start Crouching&lt;br /&gt;
|image=&lt;br /&gt;
|official name=&lt;br /&gt;
|hex=0x0C008221&lt;br /&gt;
|flags=Stationary, Short Hitbox, Allow First Person, Pause Exit&lt;br /&gt;
|group=Stationary&lt;br /&gt;
|id=0x021&lt;br /&gt;
|into=[[Crouching]]&amp;lt;nowiki&amp;gt;, [[Stop Crouching, &amp;lt;/nowiki&amp;gt;[[Start Crawling]], [[Crawling]], [[Braking]]&lt;br /&gt;
|out of=[[Idle]]&lt;br /&gt;
|animation=&lt;br /&gt;
|related=[[Crouching]], [[Stop Crouching]], [[Start Crawling]], [[Crawling]], [[Braking]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Start Crouching&#039;&#039;&#039; is a stationary [[action]] that occurs when the Z button is pressed while [[Mario]] is on the ground.&lt;br /&gt;
==Behavior==&lt;br /&gt;
{{Empty section}}&lt;br /&gt;
{{Actions}}&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Picking_Up_Bowser&amp;diff=20178</id>
		<title>Picking Up Bowser</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Picking_Up_Bowser&amp;diff=20178"/>
		<updated>2026-03-28T23:50:36Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: Created page with &amp;quot;{{Action_infobox |title=Picking Up Bowser |image= |official name= |hex=0x00000390 |flags=Stationary |group=Object |id=0x190 |into=Releasing Bowser, Holding Bowser |out of= |animation= |related=Punching, Picking Up, Dive Picking Up, Holding Bowser, Releasing Bowser }}{{Stub}}  &amp;#039;&amp;#039;&amp;#039;Picking Up Bowser&amp;#039;&amp;#039;&amp;#039; is an object action that occurs when the B button is pressed while by Bowser&amp;#039;s tail. [https://github.com/n64decomp/sm64/blob/master/include/sm...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action_infobox&lt;br /&gt;
|title=Picking Up Bowser&lt;br /&gt;
|image=&lt;br /&gt;
|official name=&lt;br /&gt;
|hex=0x00000390&lt;br /&gt;
|flags=Stationary&lt;br /&gt;
|group=Object&lt;br /&gt;
|id=0x190&lt;br /&gt;
|into=[[Releasing Bowser]], [[Holding Bowser]]&lt;br /&gt;
|out of=&lt;br /&gt;
|animation=&lt;br /&gt;
|related=[[Punching]], [[Picking Up]], [[Dive Picking Up]], [[Holding Bowser]], [[Releasing Bowser]]&lt;br /&gt;
}}{{Stub}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Picking Up Bowser&#039;&#039;&#039; is an object action that occurs when the B button is pressed while by [[Bowser]]&#039;s tail. [https://github.com/n64decomp/sm64/blob/master/include/sm64.h?#L416]&lt;br /&gt;
==Behavior==&lt;br /&gt;
{{Empty section}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;{{actions}}&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Typographical_errors&amp;diff=20177</id>
		<title>Typographical errors</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Typographical_errors&amp;diff=20177"/>
		<updated>2026-03-28T20:50:29Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typographical Errors&#039;&#039;&#039; or &#039;&#039;&#039;Typos&#039;&#039;&#039; in Super Mario 64 are grammatical, syntactical, or semantical mistakes in the game&#039;s text.&lt;br /&gt;
&lt;br /&gt;
==Japanese==&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
==English==&lt;br /&gt;
There are 4 known typographical errors in the [[US]] version of the game:&lt;br /&gt;
[[File:SAVED DATA EXITS.png|thumb|300px|An error on the file select screen]]&lt;br /&gt;
[[File:Pull back to to fly up.png|thumb|300px|An error on a sign in BoB]]&lt;br /&gt;
[[File:Screenshot 2026-03-28 15-42-45.png|thumb|An error when talking to the snowman in CCM]]&lt;br /&gt;
[[File:Mario!!! It that really you???.png|thumb|300px|An error when talking to Yoshi]]&lt;br /&gt;
# When copying a file on the [[File Select]] screen, if the player attempts to copy a file to a location in which another file is already present, the game will show the error message &amp;quot;SAVED DATA EXITS&amp;quot; (missing the first S in &amp;quot;EXISTS&amp;quot;).&lt;br /&gt;
# A [[sign]] on the island in the sky in [[Bob-omb Battlefield]], explaining how to use the [[Wing Cap]], begins by saying &amp;quot;Pull back to to fly up&amp;quot; (duplicating the word &amp;quot;to&amp;quot;).&lt;br /&gt;
# The decapitated snowman in [[Cool, Cool Mountain]] asks Mario, &amp;quot;Have you run in to any headhunters lately??&amp;quot; (using &amp;quot;in to&amp;quot; rather than &amp;quot;into&amp;quot;).&lt;br /&gt;
# [[Yoshi]] says &amp;quot;Mario!!! It that really you???&amp;quot; (using &amp;quot;It&amp;quot; instead of &amp;quot;Is&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
All four of these typos also exist on the [[Super Mario 64#PAL|PAL]] version of the game.&lt;br /&gt;
&lt;br /&gt;
==French==&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
==German==&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
==Chinese==&lt;br /&gt;
{{stub}}&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:Screenshot_2026-03-28_15-42-45.png&amp;diff=20176</id>
		<title>File:Screenshot 2026-03-28 15-42-45.png</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:Screenshot_2026-03-28_15-42-45.png&amp;diff=20176"/>
		<updated>2026-03-28T20:48:29Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:LCDAngel99&amp;diff=20175</id>
		<title>User:LCDAngel99</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:LCDAngel99&amp;diff=20175"/>
		<updated>2026-03-28T18:26:11Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Main Categories ==&lt;br /&gt;
16 Star PB: 22:59 {{#ev:youtube|gFk-fAImEXQ}}&lt;br /&gt;
&lt;br /&gt;
1 Star PB: 14:31 {{#ev:youtube|50oTZhpFwjM}}&lt;br /&gt;
&lt;br /&gt;
== Stage RTA ==&lt;br /&gt;
WF: 5:21.980{{#ev:youtube|DZT96Mxr_1U}}&lt;br /&gt;
&lt;br /&gt;
WDW: 9:00.950{{#ev:youtube|wbJQ0akp8d8}}&lt;br /&gt;
&lt;br /&gt;
== Category Extensions ==&lt;br /&gt;
16 Star No LBLJ: 22:59{{#ev:youtube|gFk-fAImEXQ}}&lt;br /&gt;
&lt;br /&gt;
16 Star (Nonstop): 26:09{{#ev:youtube|Rm5HC-fE4fk}}&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Intro_Cutscene&amp;diff=20174</id>
		<title>Intro Cutscene</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Intro_Cutscene&amp;diff=20174"/>
		<updated>2026-03-28T18:03:53Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: Created page with &amp;quot;{{Stub}}{{Action_infobox |title=Intro Cutscene |image= |official name= |hex=0x04001301 [https://github.com/n64decomp/sm64/blob/master/include/sm64.h?#L338] |flags=Stationary, Intangible, Allow First Person |group=Cutscene |id=0x101 |into=Idle |out of= |animation= |related= }} &amp;#039;&amp;#039;&amp;#039;Intro Cutscene&amp;#039;&amp;#039;&amp;#039; is a cutscene action that occurs when you start a new save file.  == Behavior == {{Empty section}}  == References == &amp;lt;references /&amp;gt;{{actions}} Category:Actions&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}{{Action_infobox&lt;br /&gt;
|title=Intro Cutscene&lt;br /&gt;
|image=&lt;br /&gt;
|official name=&lt;br /&gt;
|hex=0x04001301 [https://github.com/n64decomp/sm64/blob/master/include/sm64.h?#L338]&lt;br /&gt;
|flags=Stationary, Intangible, Allow First Person&lt;br /&gt;
|group=Cutscene&lt;br /&gt;
|id=0x101&lt;br /&gt;
|into=[[Idle]]&lt;br /&gt;
|out of=&lt;br /&gt;
|animation=&lt;br /&gt;
|related=&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Intro Cutscene&#039;&#039;&#039; is a cutscene action that occurs when you start a new save file.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
{{Empty section}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;{{actions}}&lt;br /&gt;
[[Category:Actions]]&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Bubba&amp;diff=20173</id>
		<title>Bubba</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Bubba&amp;diff=20173"/>
		<updated>2026-03-28T16:57:34Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{object_infobox_2&lt;br /&gt;
|title=Bubba&lt;br /&gt;
|image=STROOP- Bubba.png&lt;br /&gt;
|group=General Actor&lt;br /&gt;
|group2=Group 11&lt;br /&gt;
|modelID=0x59&lt;br /&gt;
|tangibility=&lt;br /&gt;
|draw=&lt;br /&gt;
|gravity=-400&lt;br /&gt;
|friction=1000&lt;br /&gt;
|buoyancy=0&lt;br /&gt;
|interaction=Hurtbox&lt;br /&gt;
|damage=12&lt;br /&gt;
|health=99&lt;br /&gt;
|radius=300&lt;br /&gt;
|height=200&lt;br /&gt;
|offset=0&lt;br /&gt;
|behaviorScript=[https://github.com/n64decomp/sm64/blob/master/data/behavior_data.c#L6050 Bubba Initialization Code]&lt;br /&gt;
|behaviorCode=[https://github.com/n64decomp/sm64/blob/master/src/game/behaviors/bubba.inc.c Bubba Behavior File]&lt;br /&gt;
|animationFile=&lt;br /&gt;
|foundIn=[[Tiny Huge Island]]&lt;br /&gt;
|related=[[Eaten By Bubba]]&lt;br /&gt;
}}{{Stub}}&lt;br /&gt;
&#039;&#039;&#039;Bubba&#039;&#039;&#039; is an enemy appearing in [[Tiny-Huge Island]].&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
{{Empty section}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;{{objects}}&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Non-Stop&amp;diff=20172</id>
		<title>Non-Stop</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Non-Stop&amp;diff=20172"/>
		<updated>2026-03-26T17:57:53Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: Fixed link for Non-Stop GameShark code, also added that you stay in stages after collecting a key&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
Non-Stop is a cheat code in this game which makes it so collecting any [[Power_Star|Power Star]] or [[Bowser key]] causes Mario to not leave the level but stay in it and he can continue collecting Power Stars. This also means you get only 3 saves (from the cap switches) in the whole game so there are versions where you can toggle it so that the player can save the game more.&lt;br /&gt;
&lt;br /&gt;
==Code==&lt;br /&gt;
The Non-Stop codes for the Japanese and English Versions of Super Mario 64 including the toggle version can be found at https://sites.google.com/view/supermario64/code/other#h.p_UviZOSJ3Oaz5&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Bowser_stage&amp;diff=20171</id>
		<title>Bowser stage</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Bowser_stage&amp;diff=20171"/>
		<updated>2026-03-26T17:53:22Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Bowser Stage&#039;&#039;&#039; is a stage in which [[Bowser]] is fought. In [[Super Mario 64]], there are three Bowser stages: [[Bowser in the Dark World]], [[Bowser in the Fire Sea]], and [[Bowser in the Sky]]. All three are accessed through holes or trapdoors in the ground inside the castle, and consist of a main linear platforming level with 8 red coins and an accompanying red coin star and a pipe that takes Mario to an arena to fight Bowser. After defeating Bowser, he will drop a [[key]], or in Bowser in the Sky, the [[Grand Star]] will spawn.&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Tangibility_radius&amp;diff=20170</id>
		<title>Tangibility radius</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Tangibility_radius&amp;diff=20170"/>
		<updated>2026-03-26T17:40:23Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
The &#039;&#039;&#039;tangibility radius&#039;&#039;&#039; of an object is a property of the object that determines the radius in which it will be tangible and able to be collided or interacted with. When Mario&#039;s distance to the object is less than the tangibility radius (i.e. he&#039;s inside the tangibility sphere), the object will be tangible; when he&#039;s outside of the tangibility radius, it will be intangible. The tangibility radius was implemented for efficiency; the game can avoid wasting time checking collisions of an object with, for example, Mario, when Mario is so far away from the object that he can&#039;t possibly be interacting with it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Retiming&amp;diff=20169</id>
		<title>Retiming</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Retiming&amp;diff=20169"/>
		<updated>2026-03-26T17:37:46Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: Mario should be capitalized&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Retiming&#039;&#039;&#039; is the process by which videos of [[RTA]] segments are timed again outside of a live segment to measure it’s true time. There is a set of standards imposed on retiming, such that every run can be documented and compared accurately. &lt;br /&gt;
&lt;br /&gt;
==A Brief Summary of Timing Standards==&lt;br /&gt;
[[File:Logo_First_Frame.png|200px|thumb|right|The first frame of the logo.]]&lt;br /&gt;
A full game run begins when the console is powered on. However, when we try to get into the details of what specifically defines “power on” in a recording, the line becomes a bit blurred. Since everyone’s console/hardware/software is slightly different, the time between when the console displays the first black frame upon powering on and when the first [[Frame|frame]] of the logo is displayed can vary. &lt;br /&gt;
&lt;br /&gt;
For the sake of keeping the standard continuous across all runs, a run is considered technically to start 1.30 seconds before the first frame of the logo appears. The only exception to this are runs done on Wii [[Virtual Console]] due to the “You will need a classic controller.” text. Wii hardware is loosely considered to be more accurate when reproducing the same frames while loading [[SM64]]. Note that this is still up for debate and has not yet been accurately tested or confirmed. VC runs technically start on the first black frame when loading SM64, this includes the “You will need a classic controller.” text. A run is considered to technically end when the final star is collected. Specifically, the run ends on the frame that the final star disappears and is replaced with star dust.&lt;br /&gt;
&lt;br /&gt;
==Retiming In AviUtl==&lt;br /&gt;
For retiming specifically in AviUtl, you can refer to the Retiming is Important doc.&amp;lt;ref&amp;gt;Retiming is Important Google Doc by GothicLogic: https://docs.google.com/document/d/1XubWSMq_WFcmuy5c5zHHFo_CuiFQs635T2MKWzcj8Ug/edit&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Retiming In Other Video Editors==&lt;br /&gt;
&lt;br /&gt;
===Choosing a Video Editor===&lt;br /&gt;
If you do not have AviUtl, or simply wish to retime in a different program, there are some other options. Before going into other software options, please make sure that you are recording in 29.97 FPS or 59.94 FPS. Both OBS and AmarecTV have these frame rates as default options. If your frame rate is not 29.97 or 59.94 your retime will not be correct. &lt;br /&gt;
&lt;br /&gt;
All you really need to retime outside of AviUtl is a video editing program that has a timer widget built in. Here are a couple editors that are known to have this feature.&lt;br /&gt;
&lt;br /&gt;
*Sony Vegas - Paid video editor, high quality and very versatile.&amp;lt;ref&amp;gt;Sony Vegas Website: https://www.vegascreativesoftware.com/us/&amp;lt;/ref&amp;gt;&lt;br /&gt;
*VSDC - Free video editor, gets the job done.&amp;lt;ref&amp;gt;VSDC Website and Download: http://www.videosoftdev.com/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Process===&lt;br /&gt;
For the sake of convenience, this description will assume you are using 29.97 FPS. If you happen to be using 59.94 FPS, simply double the amount of frames specified in the given instance (i.e. if it is stated to advance one frame, instead advance two). Follow these steps:&lt;br /&gt;
&lt;br /&gt;
# In any of the above editors, load up your video into a new project, and make sure that the frame rate is 29.97 or 59.94 in the project settings. &lt;br /&gt;
# Locate the first frame of the logo. Then, count back 1.33 seconds. (Note that for runs on Wii Virtual Console, you can bypass this step, and simply start the timer on the first black frame upon loading the game.) Both VSDC and Sony Vegas have a second advance/reverse and frame advance/reverse option, so you can click back one second, and then ten frames. &lt;br /&gt;
# Place the timer widget on the frame you are now on. (To check for accuracy, advance back to the first frame of the logo. If the timer reads 1.33(x) then you have placed the timer in the correct position. &lt;br /&gt;
# Advance to the end of the run, when the final star is collected. When Mario first hits the [[Grand Star]], there is a frame where the star itself disappears and is replaced with stardust. This is the last frame of the run. Extend the timer widget to this frame. The time displayed on the timer on this frame is your exact run time. &lt;br /&gt;
&lt;br /&gt;
==Quick Retiming==&lt;br /&gt;
&#039;&#039;&#039;Disclaimer&#039;&#039;&#039;: This retiming method should in no way act as a superior or even equal replacement to properly retiming a run as detailed above. This method is less accurate, and should be used for heuristic purposes only. Nevertheless it is still useful as anyone who can do basic mathematics can get a rough idea of what their true run time is fairly quickly. Also note that this is specifically for recordings on OBS or other capture software that include LiveSplit or any other external timer used for the run. If the video does not have an external timer captured from the original recording, use one of the previous methods, as this will not work. &lt;br /&gt;
&lt;br /&gt;
===The Process===&lt;br /&gt;
Follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Pull up the video of the run you wish to retime in a media player or video editor.&lt;br /&gt;
# Locate the first frame of the logo, and record the time displayed on the timer in the video either in a text document or on a sheet of paper. &lt;br /&gt;
# Locate the first frame stardust that appears when grabbing the final star. Record the time displayed in the video. &lt;br /&gt;
# Put the numbers you just recorded into the equation listed below.&lt;br /&gt;
&lt;br /&gt;
 ( timer at stardust ) + ( timer at first frame of the logo - 1.33 )&lt;br /&gt;
&lt;br /&gt;
In the event that the timer was stopped before the final stargrab, you will need to count the frames and record that as well. To simply convert the frames into time, follow this schema: &lt;br /&gt;
&lt;br /&gt;
(In succession)&amp;lt;br&amp;gt;&lt;br /&gt;
1 frame = 0.03&amp;lt;br&amp;gt;&lt;br /&gt;
2 frames = 0.06&amp;lt;br&amp;gt;&lt;br /&gt;
3 frames = 0.10&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Examples: &amp;lt;br&amp;gt;&lt;br /&gt;
7 frames = 0.23&amp;lt;br&amp;gt;&lt;br /&gt;
23 frames = 0.70&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And instead, use this equation:&lt;br /&gt;
&lt;br /&gt;
 ( timer at stardust + untimed frames converted to time ) + ( timer at first frame of the logo - 1.33 ) &lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are adding and subtracting time. If you have trouble with this, please use a time calculator.&amp;lt;ref&amp;gt;Unitarium Time Calculator: http://www.unitarium.com/time-calculator&amp;lt;/ref&amp;gt; Note that if you wish to do this on a Youtube video, you can advance and reverse individual frames by pausing the video and using the “,” and “.” keys to go backward and forward by one frame respectively.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
[[Category:Speedruns]]&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Retiming&amp;diff=20168</id>
		<title>Retiming</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Retiming&amp;diff=20168"/>
		<updated>2026-03-26T17:36:43Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: Fixed typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Retiming&#039;&#039;&#039; is the process by which videos of [[RTA]] segments are timed again outside of a live segment to measure it’s true time. There is a set of standards imposed on retiming, such that every run can be documented and compared accurately. &lt;br /&gt;
&lt;br /&gt;
==A Brief Summary of Timing Standards==&lt;br /&gt;
[[File:Logo_First_Frame.png|200px|thumb|right|The first frame of the logo.]]&lt;br /&gt;
A full game run begins when the console is powered on. However, when we try to get into the details of what specifically defines “power on” in a recording, the line becomes a bit blurred. Since everyone’s console/hardware/software is slightly different, the time between when the console displays the first black frame upon powering on and when the first [[Frame|frame]] of the logo is displayed can vary. &lt;br /&gt;
&lt;br /&gt;
For the sake of keeping the standard continuous across all runs, a run is considered technically to start 1.30 seconds before the first frame of the logo appears. The only exception to this are runs done on Wii [[Virtual Console]] due to the “You will need a classic controller.” text. Wii hardware is loosely considered to be more accurate when reproducing the same frames while loading [[SM64]]. Note that this is still up for debate and has not yet been accurately tested or confirmed. VC runs technically start on the first black frame when loading SM64, this includes the “You will need a classic controller.” text. A run is considered to technically end when the final star is collected. Specifically, the run ends on the frame that the final star disappears and is replaced with star dust.&lt;br /&gt;
&lt;br /&gt;
==Retiming In AviUtl==&lt;br /&gt;
For retiming specifically in AviUtl, you can refer to the Retiming is Important doc.&amp;lt;ref&amp;gt;Retiming is Important Google Doc by GothicLogic: https://docs.google.com/document/d/1XubWSMq_WFcmuy5c5zHHFo_CuiFQs635T2MKWzcj8Ug/edit&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Retiming In Other Video Editors==&lt;br /&gt;
&lt;br /&gt;
===Choosing a Video Editor===&lt;br /&gt;
If you do not have AviUtl, or simply wish to retime in a different program, there are some other options. Before going into other software options, please make sure that you are recording in 29.97 FPS or 59.94 FPS. Both OBS and AmarecTV have these frame rates as default options. If your frame rate is not 29.97 or 59.94 your retime will not be correct. &lt;br /&gt;
&lt;br /&gt;
All you really need to retime outside of AviUtl is a video editing program that has a timer widget built in. Here are a couple editors that are known to have this feature.&lt;br /&gt;
&lt;br /&gt;
*Sony Vegas - Paid video editor, high quality and very versatile.&amp;lt;ref&amp;gt;Sony Vegas Website: https://www.vegascreativesoftware.com/us/&amp;lt;/ref&amp;gt;&lt;br /&gt;
*VSDC - Free video editor, gets the job done.&amp;lt;ref&amp;gt;VSDC Website and Download: http://www.videosoftdev.com/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The Process===&lt;br /&gt;
For the sake of convenience, this description will assume you are using 29.97 FPS. If you happen to be using 59.94 FPS, simply double the amount of frames specified in the given instance (i.e. if it is stated to advance one frame, instead advance two). Follow these steps:&lt;br /&gt;
&lt;br /&gt;
# In any of the above editors, load up your video into a new project, and make sure that the frame rate is 29.97 or 59.94 in the project settings. &lt;br /&gt;
# Locate the first frame of the logo. Then, count back 1.33 seconds. (Note that for runs on Wii Virtual Console, you can bypass this step, and simply start the timer on the first black frame upon loading the game.) Both VSDC and Sony Vegas have a second advance/reverse and frame advance/reverse option, so you can click back one second, and then ten frames. &lt;br /&gt;
# Place the timer widget on the frame you are now on. (To check for accuracy, advance back to the first frame of the logo. If the timer reads 1.33(x) then you have placed the timer in the correct position. &lt;br /&gt;
# Advance to the end of the run, when the final star is collected. When mario first hits the [[Grand Star]], there is a frame where the star itself disappears and is replaced with stardust. This is the last frame of the run. Extend the timer widget to this frame. The time displayed on the timer on this frame is your exact run time. &lt;br /&gt;
&lt;br /&gt;
==Quick Retiming==&lt;br /&gt;
&#039;&#039;&#039;Disclaimer&#039;&#039;&#039;: This retiming method should in no way act as a superior or even equal replacement to properly retiming a run as detailed above. This method is less accurate, and should be used for heuristic purposes only. Nevertheless it is still useful as anyone who can do basic mathematics can get a rough idea of what their true run time is fairly quickly. Also note that this is specifically for recordings on OBS or other capture software that include LiveSplit or any other external timer used for the run. If the video does not have an external timer captured from the original recording, use one of the previous methods, as this will not work. &lt;br /&gt;
&lt;br /&gt;
===The Process===&lt;br /&gt;
Follow these steps:&lt;br /&gt;
&lt;br /&gt;
# Pull up the video of the run you wish to retime in a media player or video editor.&lt;br /&gt;
# Locate the first frame of the logo, and record the time displayed on the timer in the video either in a text document or on a sheet of paper. &lt;br /&gt;
# Locate the first frame stardust that appears when grabbing the final star. Record the time displayed in the video. &lt;br /&gt;
# Put the numbers you just recorded into the equation listed below.&lt;br /&gt;
&lt;br /&gt;
 ( timer at stardust ) + ( timer at first frame of the logo - 1.33 )&lt;br /&gt;
&lt;br /&gt;
In the event that the timer was stopped before the final stargrab, you will need to count the frames and record that as well. To simply convert the frames into time, follow this schema: &lt;br /&gt;
&lt;br /&gt;
(In succession)&amp;lt;br&amp;gt;&lt;br /&gt;
1 frame = 0.03&amp;lt;br&amp;gt;&lt;br /&gt;
2 frames = 0.06&amp;lt;br&amp;gt;&lt;br /&gt;
3 frames = 0.10&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Examples: &amp;lt;br&amp;gt;&lt;br /&gt;
7 frames = 0.23&amp;lt;br&amp;gt;&lt;br /&gt;
23 frames = 0.70&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And instead, use this equation:&lt;br /&gt;
&lt;br /&gt;
 ( timer at stardust + untimed frames converted to time ) + ( timer at first frame of the logo - 1.33 ) &lt;br /&gt;
&lt;br /&gt;
Keep in mind that you are adding and subtracting time. If you have trouble with this, please use a time calculator.&amp;lt;ref&amp;gt;Unitarium Time Calculator: http://www.unitarium.com/time-calculator&amp;lt;/ref&amp;gt; Note that if you wish to do this on a Youtube video, you can advance and reverse individual frames by pausing the video and using the “,” and “.” keys to go backward and forward by one frame respectively.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
[[Category:Speedruns]]&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Start_Sleeping&amp;diff=20166</id>
		<title>Start Sleeping</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Start_Sleeping&amp;diff=20166"/>
		<updated>2026-03-22T17:39:09Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: Grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action_infobox&lt;br /&gt;
|title= Start Sleeping&lt;br /&gt;
|image=&lt;br /&gt;
|official name=&lt;br /&gt;
|hex= 0x0C400202&lt;br /&gt;
|flags= Stationary, Idle, Allow First Person, Pause Exit&lt;br /&gt;
|group= Stationary&lt;br /&gt;
|id= 0x002&lt;br /&gt;
|into= stationary cancels: [[Water Plunge]], [[Squished]], [[Standing Death]] (theoretically), [[Quicksand Death]], common idle cancels: [[Freefall]], [[Shockwave Bounce]] (theoretically), [[Jump]], [[Begin Sliding]], [[First Person]], [[Walking]], [[Punching]], [[Start Crouching]], non cancel: [[In Quicksand]], [[Sleeping]]&lt;br /&gt;
|out of= [[Idle]]&lt;br /&gt;
|animation=0x81 START_SLEEP_IDLE, 0x82 START_SLEEP_SCRATCH, 0x83 START_SLEEP_YAWN, 0x84 START_SLEEP_SITTING&lt;br /&gt;
|related= [[Sleeping]], [[Waking up]]&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;start sleeping&#039;&#039;&#039; action occurs when [[Mario]] has performed ten head turn cycles successively whilst [[idle]]. The start sleeping action transitions to [[sleeping]] after Mario has finished the nodding animation.&lt;br /&gt;
&lt;br /&gt;
==Conditions for Action to Occur==&lt;br /&gt;
In order for Mario to start sleeping, he has to fulfill the following requirements.&lt;br /&gt;
*Mario has to not:&lt;br /&gt;
**Be in [[poison gas]] (he will [[Coughing|cough]])&lt;br /&gt;
**Have [[quicksand]] depth above 30.0f (he will do [[In Quicksand|in quicksand]])&lt;br /&gt;
**Be in [[snowy terrain]] (he will [[shiver]])&lt;br /&gt;
*Mario has to:&lt;br /&gt;
**Have [[health]] above 0x300 (else he will [[Panting action|pant]])&lt;br /&gt;
**Completed 10 head turn cycles whilst [[idle]] without being interrupted.&lt;br /&gt;
**Have a floor 60 units behind him (whose height is within 24 units of Mario&#039;s y position, or which has the SURFACE_FLAG_DYNAMIC flag). Objects are not floors. If there is no floor 60 units behind Mario, the height of -11000 is used.&lt;br /&gt;
Also, before performing the action, [[Idle#Stationary%20cancels|stationary cancels]] are checked.&lt;br /&gt;
==Behavior==&lt;br /&gt;
When Mario performs the start sleeping action, the following can be observed:&lt;br /&gt;
*The game performs the following checks on Mario&lt;br /&gt;
**[[Idle#Check%20common%20idle%20cancels|check_common_idle_cancels]]&lt;br /&gt;
**If Mario has quicksand depth above 30.0f, he will do [[In Quicksand|in quicksand]]&lt;br /&gt;
&lt;br /&gt;
*Mario plays the following [[animations]]:&lt;br /&gt;
**MARIO_ANIM_START_SLEEP_IDLE&lt;br /&gt;
**MARIO_ANIM_START_SLEEP_SCRATCH&lt;br /&gt;
**MARIO_ANIM_START_SLEEP_YAWN&lt;br /&gt;
**MARIO_ANIM_START_SLEEP_SITTING&lt;br /&gt;
&lt;br /&gt;
*Mario&#039;s eye state is set to &amp;quot;MARIO_EYES_HALF_CLOSED&amp;quot;&lt;br /&gt;
*The following [[sounds]] play:&lt;br /&gt;
**SOUND_ACTION_PAT_BACK&lt;br /&gt;
**SOUND_ACTION_TERRAIN_BODY_HIT_GROUND&lt;br /&gt;
**SOUND_MARIO_IMA_TIRED (JP only)&lt;br /&gt;
**SOUND_MARIO_YAWNING&lt;br /&gt;
&lt;br /&gt;
* After the SLEEP_SITTING animation has finished, Mario will [[sleeping|sleep]].&lt;br /&gt;
{{actions}}&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Bubba&amp;diff=20165</id>
		<title>Bubba</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Bubba&amp;diff=20165"/>
		<updated>2026-03-22T00:00:38Z</updated>

		<summary type="html">&lt;p&gt;LCDAngel99: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{object_infobox_2&lt;br /&gt;
|title=Bubba&lt;br /&gt;
|image=STROOP- Bubba.png&lt;br /&gt;
|group=General Actor&lt;br /&gt;
|group2=Group 11&lt;br /&gt;
|modelID=&lt;br /&gt;
|tangibility=&lt;br /&gt;
|draw=&lt;br /&gt;
|gravity=-400&lt;br /&gt;
|friction=1000&lt;br /&gt;
|buoyancy=0&lt;br /&gt;
|interaction=Hurtbox&lt;br /&gt;
|damage=12&lt;br /&gt;
|health=99&lt;br /&gt;
|radius=300&lt;br /&gt;
|height=200&lt;br /&gt;
|offset=0&lt;br /&gt;
|behaviorScript=[https://github.com/n64decomp/sm64/blob/master/data/behavior_data.c]&lt;br /&gt;
|behaviorCode=[https://github.com/n64decomp/sm64/blob/master/src/game/behaviors/bubba.inc.c]&lt;br /&gt;
|animationFile=&lt;br /&gt;
|foundIn=[[Tiny Huge Island]]&lt;br /&gt;
|related=[[Eaten By Bubba]]&lt;br /&gt;
}}{{Stub}}&lt;br /&gt;
&#039;&#039;&#039;Bubba&#039;&#039;&#039; is an enemy appearing in [[Tiny-Huge Island]].&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
{{Empty section}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;{{objects}}&lt;/div&gt;</summary>
		<author><name>LCDAngel99</name></author>
	</entry>
</feed>