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	<id>https://ukikipedia.net/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MariaNicolae</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=MariaNicolae"/>
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	<updated>2026-10-01T02:33:42Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Surface&amp;diff=10116</id>
		<title>Surface</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Surface&amp;diff=10116"/>
		<updated>2019-11-23T23:06:44Z</updated>

		<summary type="html">&lt;p&gt;MariaNicolae: Added mention of de Facto Speed to floors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
A &#039;&#039;&#039;surface&#039;&#039;&#039; or &#039;&#039;&#039;triangle&#039;&#039;&#039; in Super Mario 64 is a piece of geometry that exerts some kind of force or effect on Mario. Every triangle falls into one of three categories: a floor triangle, a wall triangle, or a ceiling triangle. However, a triangle does not store what category it is. Instead, its category is determined based on the y component of the triangle&#039;s [[wikipedia:normal vector|normal vector]]&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=UnU7DJXiMAQ &amp;quot;Walls, Floors, &amp;amp; Ceilings&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;. If y component &amp;gt; 0.01, then it is a floor. If y component &amp;lt; -0.01, then it is a ceiling. Otherwise, it is a wall.&lt;br /&gt;
==Walls==&lt;br /&gt;
A triangle is a wall triangle if and only if -0.01 &amp;lt; normal.y &amp;lt; 0.01.&lt;br /&gt;
===Hitbox===&lt;br /&gt;
[[File:wall hitbox.png|300px|right|thumb|The hitbox of a wall during both the initial handle and a ground quarter step, simplified]][[File:wall hitbox air.png|300px|right|thumb|The hitbox of a wall during an air quarter step, simplified]][[File:wall hitbox water.png|300px|right|thumb|The hitbox of a wall in the water, including both the inital handle and the single frame movement, simplified]]&lt;br /&gt;
All wall hitboxes are handled once per [[frame]] and once per [[Quarter Step|quarter step]] of Mario&#039;s movement. Most of the time, a wall has two separate hitboxes handled one after the other within a frame or quarter step.&lt;br /&gt;
* A wall hitbox&#039;s initial frame handle has a hitbox extending 50 [[unit]]s forward and 50 units backward, offset down 60, and then a hitbox extending 24 units in each direction offset down 30.&lt;br /&gt;
* A quarter step of ground movement has a hitbox extending 24 [[unit]]s forward and 24 units backward, offset down 30, and then a hitbox extending 50 units in each direction offset down 60. This is the opposite order from the initial handle, but the outcome is the same.&lt;br /&gt;
* A quarter step of air movement gives the wall a hitbox of 50 units in each direction offset down 150, and then a hitbox of 50 units offset down 30.&lt;br /&gt;
* Water movement does not implement quarter steps. After one frame of water movement, a wall hitbox extends 110 units in each direction, offset down 10. Since both the water handle and the initial handle both happen once per frame, the hitboxes can be overlaid.&lt;br /&gt;
===Non-vertical walls===&lt;br /&gt;
[[File:Non-Vertical Wall.png|300px|right|thumb|This wall in [[BoB]] is not quite vertical.]] The majority of walls in the game are perfectly vertical, but not all. Walls that are not vertical are one cause of [[Glitchy Ledge Grab]]s.&lt;br /&gt;
==Floors==&lt;br /&gt;
A floor triangle is a triangle with normal.y &amp;gt; 0.01.&lt;br /&gt;
&lt;br /&gt;
===Hitbox===&lt;br /&gt;
A floor&#039;s hitbox extends 78 units below and 100 units above the floor triangle. This allows Mario to move vertically along floors; if he is moving up or down a slope or stairs, he will be off the floor after his horizontal motion but still in its hitbox, which will snap him to the floor. He will always be snapped up if he&#039;s in a floor&#039;s hitbox below the floor, but he&#039;ll only be snapped down while above a floor if he is in a ground movement state. When walking on a slope, Mario will move horizontally at a rate slower than his actual speed, known as his [[De Facto Speed]].&lt;br /&gt;
&lt;br /&gt;
Any location that is not inside or above a floor hitbox is considered out of bounds; Mario will not be able to move into it of his own volition, and if forced into it, he will die.&lt;br /&gt;
&lt;br /&gt;
==Ceilings==&lt;br /&gt;
==Surface Types==&lt;br /&gt;
{{Surface_Types}}&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>MariaNicolae</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Surface&amp;diff=10115</id>
		<title>Surface</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Surface&amp;diff=10115"/>
		<updated>2019-11-23T23:03:23Z</updated>

		<summary type="html">&lt;p&gt;MariaNicolae: Added explanation for floors&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
A &#039;&#039;&#039;surface&#039;&#039;&#039; or &#039;&#039;&#039;triangle&#039;&#039;&#039; in Super Mario 64 is a piece of geometry that exerts some kind of force or effect on Mario. Every triangle falls into one of three categories: a floor triangle, a wall triangle, or a ceiling triangle. However, a triangle does not store what category it is. Instead, its category is determined based on the y component of the triangle&#039;s [[wikipedia:normal vector|normal vector]]&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=UnU7DJXiMAQ &amp;quot;Walls, Floors, &amp;amp; Ceilings&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;. If y component &amp;gt; 0.01, then it is a floor. If y component &amp;lt; -0.01, then it is a ceiling. Otherwise, it is a wall.&lt;br /&gt;
==Walls==&lt;br /&gt;
A triangle is a wall triangle if and only if -0.01 &amp;lt; normal.y &amp;lt; 0.01.&lt;br /&gt;
===Hitbox===&lt;br /&gt;
[[File:wall hitbox.png|300px|right|thumb|The hitbox of a wall during both the initial handle and a ground quarter step, simplified]][[File:wall hitbox air.png|300px|right|thumb|The hitbox of a wall during an air quarter step, simplified]][[File:wall hitbox water.png|300px|right|thumb|The hitbox of a wall in the water, including both the inital handle and the single frame movement, simplified]]&lt;br /&gt;
All wall hitboxes are handled once per [[frame]] and once per [[Quarter Step|quarter step]] of Mario&#039;s movement. Most of the time, a wall has two separate hitboxes handled one after the other within a frame or quarter step.&lt;br /&gt;
* A wall hitbox&#039;s initial frame handle has a hitbox extending 50 [[unit]]s forward and 50 units backward, offset down 60, and then a hitbox extending 24 units in each direction offset down 30.&lt;br /&gt;
* A quarter step of ground movement has a hitbox extending 24 [[unit]]s forward and 24 units backward, offset down 30, and then a hitbox extending 50 units in each direction offset down 60. This is the opposite order from the initial handle, but the outcome is the same.&lt;br /&gt;
* A quarter step of air movement gives the wall a hitbox of 50 units in each direction offset down 150, and then a hitbox of 50 units offset down 30.&lt;br /&gt;
* Water movement does not implement quarter steps. After one frame of water movement, a wall hitbox extends 110 units in each direction, offset down 10. Since both the water handle and the initial handle both happen once per frame, the hitboxes can be overlaid.&lt;br /&gt;
===Non-vertical walls===&lt;br /&gt;
[[File:Non-Vertical Wall.png|300px|right|thumb|This wall in [[BoB]] is not quite vertical.]] The majority of walls in the game are perfectly vertical, but not all. Walls that are not vertical are one cause of [[Glitchy Ledge Grab]]s.&lt;br /&gt;
==Floors==&lt;br /&gt;
A floor triangle is a triangle with normal.y &amp;gt; 0.01.&lt;br /&gt;
&lt;br /&gt;
===Hitbox===&lt;br /&gt;
A floor&#039;s hitbox extends 78 units below and 100 units above the floor triangle. This allows Mario to move vertically along floors; if he is moving up or down a slope or stairs, he will be off the floor after his horizontal motion but still in its hitbox, which will snap him to the floor. He will always be snapped up if he&#039;s in a floor&#039;s hitbox below the floor, but he&#039;ll only be snapped down while above a floor if he is in a ground movement state.&lt;br /&gt;
&lt;br /&gt;
Any location that is not inside or above a floor hitbox is considered out of bounds; Mario will not be able to move into it of his own volition, and if forced into it, he will die.&lt;br /&gt;
&lt;br /&gt;
==Ceilings==&lt;br /&gt;
==Surface Types==&lt;br /&gt;
{{Surface_Types}}&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>MariaNicolae</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Glitchy_Wall_Kick&amp;diff=10114</id>
		<title>Glitchy Wall Kick</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Glitchy_Wall_Kick&amp;diff=10114"/>
		<updated>2019-11-23T22:49:19Z</updated>

		<summary type="html">&lt;p&gt;MariaNicolae: More detailed explanation of QF GWK&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[File:1KeyGWK.gif|350px|thumb|A GWK used in [[1 Key]] [[TAS]]]] &lt;br /&gt;
[[File:WFGWKCL.gif|350px|thumb|Several GWKs in quick succession in [[WF]]]] &lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;glitchy wall kick&#039;&#039;&#039;, or &#039;&#039;&#039;GWK&#039;&#039;&#039; for short, is a wall kick where Mario ends up wall kicking along the wall instead of away from it.&lt;br /&gt;
&lt;br /&gt;
==Bonk GWK==&lt;br /&gt;
A bonk GWK can occur when Mario bonks on a wall then bonks on a ceiling, another wall, or out-of-bounds within the 5 frames he can wall kick. This makes Mario wall kick away from the second wall in the direction of the first wall.&amp;lt;ref name=&amp;quot;link&amp;quot;&amp;gt;[https://discordapp.com/channels/267091686423789568/309838966125756416/477984198859423754 Glitchy Wall Kick explanation by bad_boot]&amp;lt;/ref&amp;gt; Bonk GWKs can never be [[Firsty|firsties]].&lt;br /&gt;
&lt;br /&gt;
==Quarter Frame GWK==&lt;br /&gt;
A quarter frame GWK occurs when Mario is set to bonk on a wall other than the last wall he interacted with on that frame. If on any quarter frame Mario collides with a wall with an incident angle less than 45 degrees, he will be set to bonk (and therefore be able to wall kick) the next frame. However, the game doesn&#039;t keep track of which wall he bonked on. Instead, it keeps a reference to the last wall he interacted with on that frame, and so he will bonk on that wall, regardless of the incident angle. Therefore, a quarter frame GWK can be done by bonking on a wall during an earlier quarter frame, then touching the desired wall on the last quarter frame. This is most commonly done in a corner between two walls, where Mario interacts with the walls in a specific order, and can therefore bonk on the first wall in that order as he approaches the corner, and update his wall reference to the other wall once at the corner.&amp;lt;ref name=&amp;quot;link&amp;quot;&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;
[[Category:Glitches]]&lt;br /&gt;
&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>MariaNicolae</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:MariaNicolae&amp;diff=10113</id>
		<title>User:MariaNicolae</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:MariaNicolae&amp;diff=10113"/>
		<updated>2019-11-23T22:30:35Z</updated>

		<summary type="html">&lt;p&gt;MariaNicolae: Created page with &amp;quot;Infamous for not submitting to the TAS Competition&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Infamous for not submitting to the TAS Competition&lt;/div&gt;</summary>
		<author><name>MariaNicolae</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Impossible_coins&amp;diff=2847</id>
		<title>Impossible coins</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Impossible_coins&amp;diff=2847"/>
		<updated>2018-09-03T07:01:17Z</updated>

		<summary type="html">&lt;p&gt;MariaNicolae: Corrected spelling of &amp;quot;oversight&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Impossible Coins&#039;&#039;&#039; are coins that are impossible to collect. These are usually created through programmer oversights.&lt;br /&gt;
== Current Impossible Coins ==&lt;br /&gt;
=== Second THI Impossible Coin ===&lt;br /&gt;
In [[THI|Tiny Huge Island]] there is a row of coins, one of which spawns too low below the ground and the game immediately unloads it 1 frame after it loads since there is a failsafe stopping it from loading for more than 1 frame. This makes it so that instead of 5 coins, 4 coins load. Though it is loaded for one frame, it may not be [[clone|cloned]] because cloning and then collecting requires at least 2 frames.&lt;br /&gt;
=== Mystery Goomba ===&lt;br /&gt;
The &#039;&#039;&#039;Mystery Goomba&#039;&#039;&#039; is a member of a [[goomba triangle]] in [[Bowser in the Sky]] that is placed over a pit, causing it to [[Instant Descent|instantly descend]] to the [[death barrier]] upon being loaded. Thus, it exists in a location that cannot be reached. In addition, the radius of the Goomba triangle and the Mystery Goomba do not overlap, so it turns invisible and intangible after one [[frame]] and doesn&#039;t move. While it is possible to [[clone]] the Mystery Goomba, for all intents and purposes the coin inside the real thing has been deemed an impossible coin.&lt;br /&gt;
== Former Impossible Coins ==&lt;br /&gt;
=== The Impossible Coin ===&lt;br /&gt;
This coin is a coin in THI that was thought for a long time to be impossible to collect. It is part of a row of coins, but the row is placed too low and the coin appears under the ground.&lt;br /&gt;
The coin was initially discovered in January 2002 by GameFAQs user Josiah. Many attempted to collect the coin, and no one was able to. For this reason, it was dubbed &amp;quot;The Impossible Coin.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In 2014, Twitch streamer MisterMonopoli recognized [[Pannenkoek2012]] in his stream&#039;s chat, and asked him to try to collect the coin. Pannenkoek2012 successfully collected the coin by clipping inside of the island, swimming, jumping, and kicking to the coin. He did this and uploaded a video of it on June 12th, 2014, calling it, &amp;quot;SM64 - Collecting the Impossible Coin&amp;quot;.&lt;/div&gt;</summary>
		<author><name>MariaNicolae</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Yellow_Coin&amp;diff=2845</id>
		<title>Yellow Coin</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Yellow_Coin&amp;diff=2845"/>
		<updated>2018-09-03T06:34:46Z</updated>

		<summary type="html">&lt;p&gt;MariaNicolae: Removed incorrect hitbox info in infobox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{object_infobox&lt;br /&gt;
|title= Yellow Coin&lt;br /&gt;
|image= [[File:Yellow_Coin.gif]]&lt;br /&gt;
|hitbox= Someone please add&lt;br /&gt;
|damage=&lt;br /&gt;
|speed= &lt;br /&gt;
|tangibility_radius= Someone please add&lt;br /&gt;
|interaction_type= Someone please add&lt;br /&gt;
|surfaces=&lt;br /&gt;
|related= [[Red Coins]] &amp;lt;br&amp;gt; [[Blue Coin|Blue Coins]]&lt;br /&gt;
|found_in= [[All courses]]&lt;br /&gt;
|expand=&lt;br /&gt;
}}&lt;br /&gt;
A yellow coin is an [[object]] found in most levels. When Mario interacts with a yellow coin, the [[coin counter]] increases, [[Mario]] is healed, and the coin unloads. When the coin counter reaches 100 while in one of the 15 [[courses]], a [[100 Coin Star]] is spawned above [[Mario]]. The amount that the coin counter increases and the amount that Mario is healed is determined by the coin&#039;s value, which is 1, 2, or 5 for yellow, red, and blue coins, respectively.&lt;br /&gt;
&lt;br /&gt;
Various [[glitches]] such as [[cloning]] and [[Time Stop]] can be used to spawn and collect more coins than there are intended to be in a level.&lt;br /&gt;
&lt;br /&gt;
== Coin Duplication ==&lt;br /&gt;
&lt;br /&gt;
When Mario interacts with a coin, a flag is set which informs the coin to unload when it next updates. When the coin unloads, it marks itself as &amp;quot;collected&amp;quot; so that it does not spawn again when Mario leaves the area and returns. Using cloning or Time Stop, we can prevent the coin from updating, and thus collect it without the coin being marked as &amp;quot;collected&amp;quot;. This allows us to spawn the coin again, even after collecting it, effectively duplicating the coin.&lt;br /&gt;
&lt;br /&gt;
In this way it is possible to collect more than the normal number of coins in a level. In several levels, it is possible to increase the coin counter to 999. However, when using [[cloning]] by itself, each duplicated coin takes up an [[object slot]] in memory. There are only 240 object slots total, and attempting to spawn an additional object once all of them are full will cause the game to freeze.&lt;br /&gt;
&lt;br /&gt;
Collecting more than 255 coins in a level will not increase your in-game high score, however. Due to how the game keeps track of the score, it actually saves mod 256 for the total collected coins.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Course name&lt;br /&gt;
!! scope=&amp;quot;col&amp;quot;| Maximum Coins without coin duplication&lt;br /&gt;
!! scope=&amp;quot;col&amp;quot;| Maximum Coins with duplication&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| More info&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Bomb-omb Battlefield&lt;br /&gt;
| 146&lt;br /&gt;
| style=&amp;quot;color: blue;&amp;quot; | 999&lt;br /&gt;
| [[Breaking-Disappearing Cork Box Glitch]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Whomp’s Fortress&lt;br /&gt;
| 141&lt;br /&gt;
| style=&amp;quot;color: blue;&amp;quot; | 999&lt;br /&gt;
| [[Breaking-Disappearing Cork Box Glitch]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Jolly Roger Bay&lt;br /&gt;
| 104&lt;br /&gt;
| 104&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=kTsHpBL-kzc&amp;lt;/ref&amp;gt;&lt;br /&gt;
| No infinite coin glitches are available in this course&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Cool, Cool Mountain&lt;br /&gt;
| 154&lt;br /&gt;
| 154&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=zF4MfQR9m40&amp;lt;/ref&amp;gt;&lt;br /&gt;
| No infinite coin glitches are available in this course&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Big Boo’s Haunt&lt;br /&gt;
| 151&lt;br /&gt;
| 151&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=bIiYBwiNeGk&amp;lt;/ref&amp;gt;&lt;br /&gt;
| No infinite coin glitches are available in this course&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Hazy Maze Cave&lt;br /&gt;
| 139&lt;br /&gt;
| 139&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=gJpAvqjv_WE&amp;lt;/ref&amp;gt;&lt;br /&gt;
| No infinite coin glitches are available in this course&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Lethal Lava Land&lt;br /&gt;
| 133&lt;br /&gt;
| 133&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=avHqWNA601U&amp;lt;/ref&amp;gt;&lt;br /&gt;
| No infinite coin glitches are available in this course&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Shifting Sand Land&lt;br /&gt;
| 136&lt;br /&gt;
| style=&amp;quot;color: blue;&amp;quot; | 999&lt;br /&gt;
| [[Breaking-Disappearing Cork Box Glitch]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Dire, Dire Docks&lt;br /&gt;
| 106&lt;br /&gt;
| style=&amp;quot;color: blue;&amp;quot; | 999&lt;br /&gt;
| Going through the loading point unloads all coin clones&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Snowman’s Land&lt;br /&gt;
| 126&lt;br /&gt;
| style=&amp;quot;color: blue;&amp;quot; | 999&lt;br /&gt;
| [[Money-bag duplication]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Wet-Dry World&lt;br /&gt;
| 152&lt;br /&gt;
| style=&amp;quot;color: blue;&amp;quot; | 999&lt;br /&gt;
| Going through the loading point unloads all coin clones&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tall, Tall Mountain&lt;br /&gt;
| 137&lt;br /&gt;
| style=&amp;quot;color: blue;&amp;quot; | 999&lt;br /&gt;
| Entering and exiting the slide unloads all coin clones&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tiny-Huge Island&lt;br /&gt;
| 191&lt;br /&gt;
| style=&amp;quot;color: blue;&amp;quot; | 999&lt;br /&gt;
| [[Piranha Plant glitch]], or entering a warp zone during [[Time Stop]] on [[J 1.0]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tick Tock Clock&lt;br /&gt;
| 128&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | 279&lt;br /&gt;
| No other infinite coin glitches are avalible, apart from cloning, so 279 coins is the maximum coins you can get before the game freezes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Rainbow Ride&lt;br /&gt;
| 146&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | 290&lt;br /&gt;
| No other infinite coin glitches are available in this course, apart from cloning, so 290 coins is the maximum coins you can get before the game freezes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tower of the Wing Cap&lt;br /&gt;
| 63&lt;br /&gt;
| 63&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=EjxqwxQae-U&amp;lt;/ref&amp;gt;&lt;br /&gt;
| No infinite coin glitches are available in this course&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Vanish Cap Under the Moat&lt;br /&gt;
| 27&lt;br /&gt;
| 27&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=NJ86CeDknP8&amp;lt;/ref&amp;gt;&lt;br /&gt;
| No infinite coin glitches are available in this course&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Cavern of the Metal Cap&lt;br /&gt;
| 47&lt;br /&gt;
| 47&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=rHqaFDtpmJg&amp;lt;/ref&amp;gt;&lt;br /&gt;
| No infinite coin glitches are available in this course&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| The Princess&#039;s Secret Slide&lt;br /&gt;
| 80&lt;br /&gt;
| 80&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=dDF-NJpPqYI&amp;lt;/ref&amp;gt;&lt;br /&gt;
| No infinite coin glitches are available in this course&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| The Secret Aquarium&lt;br /&gt;
| 56&lt;br /&gt;
| 56&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=oW5RcIQDe94&amp;lt;/ref&amp;gt;&lt;br /&gt;
| No infinite coin glitches are available in this course&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Wing Mario over the Rainbow&lt;br /&gt;
| 56&lt;br /&gt;
| 56&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=0S_79QeWhYk&amp;lt;/ref&amp;gt;&lt;br /&gt;
| No infinite coin glitches are available in this course&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Bowser in the Dark World&lt;br /&gt;
| 80&lt;br /&gt;
| style=&amp;quot;color: blue;&amp;quot; | 999&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=izGgTt3v0ho&amp;lt;/ref&amp;gt;&lt;br /&gt;
| Whenever Bowser blows fire, there&#039;s a chance that some of the flames will spawn a yellow coin. Since he does this attack infinitely, you have the chance to collect infinite coins&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Bowser in the Fire Sea&lt;br /&gt;
| 80&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | 250&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=cPeE0XJ6JMw&amp;lt;/ref&amp;gt;&lt;br /&gt;
| No other infinite coin glitches are available in this course, apart from cloning, so 250 coins is the maximum coins you can get before the game freezes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Bowser in the Sky&lt;br /&gt;
| 76&lt;br /&gt;
| style=&amp;quot;color: blue;&amp;quot; | 999&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=NsAcDDzLMNE&amp;lt;/ref&amp;gt;&lt;br /&gt;
| Whenever Bowser blows fire, there&#039;s a chance that some of the flames will spawn a yellow coin. Since he does this attack infinitely, you have the chance to collect infinite coins&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>MariaNicolae</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Parallel_Universe&amp;diff=2844</id>
		<title>Parallel Universe</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Parallel_Universe&amp;diff=2844"/>
		<updated>2018-09-03T06:33:28Z</updated>

		<summary type="html">&lt;p&gt;MariaNicolae: &amp;quot;he will, in certain circumstances, upwarp back to the main PU grid&amp;quot; becomes &amp;quot;usually&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ParallelUniverseViews.jpg|thumb|A diagram of Parallel Universe movement in [[Hazy Maze Cave]], after [[Mario]] has returned to the main map.]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Parallel Universe&#039;&#039;&#039;, or &#039;&#039;&#039;PU&#039;&#039;&#039;, is a region of space located far outside the intended map boundaries that reflects certain aspects, especially the floors and/or ceilings, of the main map. When the game looks for floors below (or ceilings above) a given object, it first &amp;quot;truncates&amp;quot; the object&#039;s position from a floating point value to a 16-bit integer value. While the range of a floating point value is infinite, the range of a 16-bit integer value is -2&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt; = -32,768 to 2&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt; - 1 = 32,767. If a coordinate of the object&#039;s position falls outside this range, it &amp;quot;wraps around&amp;quot;. For example, if one of these floating point values is 40,000, then 40,000 - 65,536 = -25,536 will be used when determining if the object is aligned with a floor or ceiling. This gives the illusion that the floors and ceilings of the main level map are &amp;quot;copied&amp;quot; repeatedly in a uniform 3D grid, at a spacing of 65,536 units.&lt;br /&gt;
&lt;br /&gt;
[[File:Visible PU.png|thumb|184x184px|Frame of [[Peter Fedak|Peter Fedak&#039;s]] video where he turns Parallel Universes visible using hacks; notice the lack of [[objects]]|left]]&lt;br /&gt;
&lt;br /&gt;
The truncation responsible for the existence of parallel universes is only performed when determining alignment with floors and ceilings. This means that walls and objects, both of which use floating point arithmetic to determine collision, do not &amp;quot;exist&amp;quot; in PUs, unless they are brought there.&lt;br /&gt;
&lt;br /&gt;
== Vertical parallel universes ==&lt;br /&gt;
&lt;br /&gt;
Though usually the term &amp;quot;PU&amp;quot; refers to a horizontal PU (i.e. one caused by truncation of the &#039;&#039;x&#039;&#039; and/or &#039;&#039;z&#039;&#039; coordinates of an object&#039;s position), vertical PUs (where the &#039;&#039;y&#039;&#039; coordinate is truncated) also exist. However, these behave completely differently to horizontal PUs. While truncated coordinates are used to &#039;&#039;find&#039;&#039; the floor below the object and the ceiling above the object, the original floating point values are used to determine what &#039;&#039;effect&#039;&#039; these surfaces have on the object.&lt;br /&gt;
&lt;br /&gt;
For example, when Mario is less than 160 units below the nearest ceiling, he is considered to be &amp;quot;above&amp;quot; the ceiling, his vertical speed is killed, and he bonks. If Mario moves to a positive (upward) vertical PU, the &amp;quot;nearest&amp;quot; ceiling will be determined based on truncated coordinates, and will therefore be in the main map. But when checking whether he is above this ceiling, floating point coordinates are used instead, and so Mario behaves as though he is stuck in a ceiling. This behavior results in positive vertical PUs appearing to be filled entirely with ceilings.&lt;br /&gt;
&lt;br /&gt;
On the other hand, when Mario is below his &amp;quot;nearest&amp;quot; floor, he will snap up to it. This means that if Mario moves to a negative vertical PU, he will usually upwarp back to the main PU grid. This is called an &#039;&#039;&#039;overflow jump&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It is typically difficult to get to a vertical PU. In the positive direction, there is a ceiling at &#039;&#039;y&#039;&#039; = 20,000 that prevents upward movement. We can bypass this ceiling by pressing against OoB, for example by using [[Hyperspeed Flying|hyperspeed flying]]. We can also use [[Platform Displacement|platform displacement]] or [[Indefinite Owl Flight|indefinite owl flight]] to reach a positive vertical PU.&lt;br /&gt;
&lt;br /&gt;
In the negative direction, we can use a [[Negative Jump|negative jump]] to jump downward with large amounts of negative speed, or platform displacement.&lt;br /&gt;
&lt;br /&gt;
==Travel and movement==&lt;br /&gt;
&lt;br /&gt;
[[File:Mario looking from a PU.png|thumb|251x251px|Mario looking to the original map from a PU]]&lt;br /&gt;
&lt;br /&gt;
Parallel universes have found uses in both speed TASes and the [[A Button Challenge]] since they allow greater control of movement through a level. PU routing is comparable to movement through a five-dimensional space, as Mario can be modelled as travelling along five axes: three &amp;quot;relative&amp;quot; axes describing his position within the map, and two integers to specify which PU he is currently in. Mario can adjust his [[speed]] and [[angle]] to move relatively around the stage regardless of how many PUs he moves in the &#039;&#039;x&#039;&#039; or &#039;&#039;z&#039;&#039; dimensions.&lt;br /&gt;
&lt;br /&gt;
Mario&#039;s movement is split up into four [[Movement Steps|quarter steps]], and if any of these quarter steps attempts to place Mario out of bounds, his movement is cancelled. Therefore in order to move to a PU, Mario&#039;s speed must be a multiple of four times the distance between PUs. If Mario takes all four quarter steps, then he will move four PUs in a single frame. This distance is called the &#039;&#039;&#039;Quadruple Parallel Universe&#039;&#039;&#039;, or &#039;&#039;&#039;QPU&#039;&#039;&#039;, distance.&lt;br /&gt;
&lt;br /&gt;
If one of Mario&#039;s quarter steps (other than the first one) ends out of bounds, the game will cut his movement short. In this case, Mario does not travel the full QPU distance, and instead ends at whichever PU he made it to before his intended quarter step became out of bounds. This is referred to as a &#039;&#039;&#039;misaligned QPU&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As travelling to PUs involves moving very far from the origin, floating point imprecision can begin to have a significant affect on Mario&#039;s position, angle, and collision.&lt;br /&gt;
&lt;br /&gt;
== Floating point truncation crash ==&lt;br /&gt;
&lt;br /&gt;
While in theory the grid of PUs extends indefinitely, the behavior of the truncation operation becomes &amp;quot;undefined&amp;quot; when the floating point value is outside the range -2&amp;lt;sup&amp;gt;31&amp;lt;/sup&amp;gt; to 2&amp;lt;sup&amp;gt;31&amp;lt;/sup&amp;gt; - 1. The Nintendo 64 versions of the game crash when such a truncation is attempted. The Wii and Wii U virtual console versions of the game do not crash, though it is not currently known whether they wrap around the 32-bit integer range, or cap to the endpoints of the range. Nothing is currently known about the [[iQue]] version&#039;s behavior in this case, since the usual RTA-viable methods of triggering this crash ([[BLJ]] and getting a bully stuck out of bounds) were patched in this version. Most emulators do not properly emulate the crash, except for a specific version of Mupen64, modded to crash correctly.&lt;br /&gt;
&lt;br /&gt;
While movement to PUs at coordinates this large is rarely useful, this crash can occur due to other instances of truncation in the game, even in PUs close to the main map. For example, when determining Mario&#039;s tilt while walking, the game multiples Mario&#039;s speed by 16,384 and then truncates this value. This means that the game can crash in certain conditions when Mario has a speed of about 131,000, which is below QPU speed.&lt;br /&gt;
&lt;br /&gt;
While not all conditions for these types of crashes are known, there are some that come up frequently. These are when:&lt;br /&gt;
* The camera enters a PU&lt;br /&gt;
* Mario bonks while in a PU&lt;br /&gt;
* Mario&#039;s quarter step gets cancelled while on the ground&lt;br /&gt;
* Mario collides with a wall head-on with PU speed&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous behavior ==&lt;br /&gt;
&lt;br /&gt;
Certain objects and graphics behave interestingly while in parallel universes. For example:&lt;br /&gt;
* Shadows and coin twinkle effects are glitchy&lt;br /&gt;
* Spawning a 100 coin star will [[Softlock|softlock]] the game&lt;/div&gt;</summary>
		<author><name>MariaNicolae</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Talk:Parallel_Universe&amp;diff=2842</id>
		<title>Talk:Parallel Universe</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Talk:Parallel_Universe&amp;diff=2842"/>
		<updated>2018-09-03T06:20:45Z</updated>

		<summary type="html">&lt;p&gt;MariaNicolae: /* Are there any circumstances under which down PUs won&amp;#039;t warp Mario up to the main PU grid? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Are there any circumstances under which down PUs won&#039;t warp Mario up to the main PU grid? ==&lt;br /&gt;
&lt;br /&gt;
To write that Mario will be upwarped &amp;quot;in certain circumstances&amp;quot; implies there are circumstances in which we won&#039;t be upwarped, but I do not know of any such circumstances &lt;br /&gt;
&lt;br /&gt;
--Timestoppa&lt;/div&gt;</summary>
		<author><name>MariaNicolae</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Parallel_Universe&amp;diff=2841</id>
		<title>Parallel Universe</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Parallel_Universe&amp;diff=2841"/>
		<updated>2018-09-03T06:13:40Z</updated>

		<summary type="html">&lt;p&gt;MariaNicolae: Changed &amp;quot;main map&amp;quot; to &amp;quot;main PU grid&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ParallelUniverseViews.jpg|thumb|A diagram of Parallel Universe movement in [[Hazy Maze Cave]], after [[Mario]] has returned to the main map.]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Parallel Universe&#039;&#039;&#039;, or &#039;&#039;&#039;PU&#039;&#039;&#039;, is a region of space located far outside the intended map boundaries that reflects certain aspects, especially the floors and/or ceilings, of the main map. When the game looks for floors below (or ceilings above) a given object, it first &amp;quot;truncates&amp;quot; the object&#039;s position from a floating point value to a 16-bit integer value. While the range of a floating point value is infinite, the range of a 16-bit integer value is -2&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt; = -32,768 to 2&amp;lt;sup&amp;gt;15&amp;lt;/sup&amp;gt; - 1 = 32,767. If a coordinate of the object&#039;s position falls outside this range, it &amp;quot;wraps around&amp;quot;. For example, if one of these floating point values is 40,000, then 40,000 - 65,536 = -25,536 will be used when determining if the object is aligned with a floor or ceiling. This gives the illusion that the floors and ceilings of the main level map are &amp;quot;copied&amp;quot; repeatedly in a uniform 3D grid, at a spacing of 65,536 units.&lt;br /&gt;
&lt;br /&gt;
[[File:Visible PU.png|thumb|184x184px|Frame of [[Peter Fedak|Peter Fedak&#039;s]] video where he turns Parallel Universes visible using hacks; notice the lack of [[objects]]|left]]&lt;br /&gt;
&lt;br /&gt;
The truncation responsible for the existence of parallel universes is only performed when determining alignment with floors and ceilings. This means that walls and objects, both of which use floating point arithmetic to determine collision, do not &amp;quot;exist&amp;quot; in PUs, unless they are brought there.&lt;br /&gt;
&lt;br /&gt;
== Vertical parallel universes ==&lt;br /&gt;
&lt;br /&gt;
Though usually the term &amp;quot;PU&amp;quot; refers to a horizontal PU (i.e. one caused by truncation of the &#039;&#039;x&#039;&#039; and/or &#039;&#039;z&#039;&#039; coordinates of an object&#039;s position), vertical PUs (where the &#039;&#039;y&#039;&#039; coordinate is truncated) also exist. However, these behave completely differently to horizontal PUs. While truncated coordinates are used to &#039;&#039;find&#039;&#039; the floor below the object and the ceiling above the object, the original floating point values are used to determine what &#039;&#039;effect&#039;&#039; these surfaces have on the object.&lt;br /&gt;
&lt;br /&gt;
For example, when Mario is less than 160 units below the nearest ceiling, he is considered to be &amp;quot;above&amp;quot; the ceiling, his vertical speed is killed, and he bonks. If Mario moves to a positive (upward) vertical PU, the &amp;quot;nearest&amp;quot; ceiling will be determined based on truncated coordinates, and will therefore be in the main map. But when checking whether he is above this ceiling, floating point coordinates are used instead, and so Mario behaves as though he is stuck in a ceiling. This behavior results in positive vertical PUs appearing to be filled entirely with ceilings.&lt;br /&gt;
&lt;br /&gt;
On the other hand, when Mario is below his &amp;quot;nearest&amp;quot; floor, he will snap up to it. This means that if Mario moves to a negative vertical PU, he will, in certain circumstances, upwarp back to the main PU grid. This is called an &#039;&#039;&#039;overflow jump&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
It is typically difficult to get to a vertical PU. In the positive direction, there is a ceiling at &#039;&#039;y&#039;&#039; = 20,000 that prevents upward movement. We can bypass this ceiling by pressing against OoB, for example by using [[Hyperspeed Flying|hyperspeed flying]]. We can also use [[Platform Displacement|platform displacement]] or [[Indefinite Owl Flight|indefinite owl flight]] to reach a positive vertical PU.&lt;br /&gt;
&lt;br /&gt;
In the negative direction, we can use a [[Negative Jump|negative jump]] to jump downward with large amounts of negative speed, or platform displacement.&lt;br /&gt;
&lt;br /&gt;
==Travel and movement==&lt;br /&gt;
&lt;br /&gt;
[[File:Mario looking from a PU.png|thumb|251x251px|Mario looking to the original map from a PU]]&lt;br /&gt;
&lt;br /&gt;
Parallel universes have found uses in both speed TASes and the [[A Button Challenge]] since they allow greater control of movement through a level. PU routing is comparable to movement through a five-dimensional space, as Mario can be modelled as travelling along five axes: three &amp;quot;relative&amp;quot; axes describing his position within the map, and two integers to specify which PU he is currently in. Mario can adjust his [[speed]] and [[angle]] to move relatively around the stage regardless of how many PUs he moves in the &#039;&#039;x&#039;&#039; or &#039;&#039;z&#039;&#039; dimensions.&lt;br /&gt;
&lt;br /&gt;
Mario&#039;s movement is split up into four [[Movement Steps|quarter steps]], and if any of these quarter steps attempts to place Mario out of bounds, his movement is cancelled. Therefore in order to move to a PU, Mario&#039;s speed must be a multiple of four times the distance between PUs. If Mario takes all four quarter steps, then he will move four PUs in a single frame. This distance is called the &#039;&#039;&#039;Quadruple Parallel Universe&#039;&#039;&#039;, or &#039;&#039;&#039;QPU&#039;&#039;&#039;, distance.&lt;br /&gt;
&lt;br /&gt;
If one of Mario&#039;s quarter steps (other than the first one) ends out of bounds, the game will cut his movement short. In this case, Mario does not travel the full QPU distance, and instead ends at whichever PU he made it to before his intended quarter step became out of bounds. This is referred to as a &#039;&#039;&#039;misaligned QPU&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
As travelling to PUs involves moving very far from the origin, floating point imprecision can begin to have a significant affect on Mario&#039;s position, angle, and collision.&lt;br /&gt;
&lt;br /&gt;
== Floating point truncation crash ==&lt;br /&gt;
&lt;br /&gt;
While in theory the grid of PUs extends indefinitely, the behavior of the truncation operation becomes &amp;quot;undefined&amp;quot; when the floating point value is outside the range -2&amp;lt;sup&amp;gt;31&amp;lt;/sup&amp;gt; to 2&amp;lt;sup&amp;gt;31&amp;lt;/sup&amp;gt; - 1. The Nintendo 64 versions of the game crash when such a truncation is attempted. The Wii and Wii U virtual console versions of the game do not crash, though it is not currently known whether they wrap around the 32-bit integer range, or cap to the endpoints of the range. Nothing is currently known about the [[iQue]] version&#039;s behavior in this case, since the usual RTA-viable methods of triggering this crash ([[BLJ]] and getting a bully stuck out of bounds) were patched in this version. Most emulators do not properly emulate the crash, except for a specific version of Mupen64, modded to crash correctly.&lt;br /&gt;
&lt;br /&gt;
While movement to PUs at coordinates this large is rarely useful, this crash can occur due to other instances of truncation in the game, even in PUs close to the main map. For example, when determining Mario&#039;s tilt while walking, the game multiples Mario&#039;s speed by 16,384 and then truncates this value. This means that the game can crash in certain conditions when Mario has a speed of about 131,000, which is below QPU speed.&lt;br /&gt;
&lt;br /&gt;
While not all conditions for these types of crashes are known, there are some that come up frequently. These are when:&lt;br /&gt;
* The camera enters a PU&lt;br /&gt;
* Mario bonks while in a PU&lt;br /&gt;
* Mario&#039;s quarter step gets cancelled while on the ground&lt;br /&gt;
* Mario collides with a wall head-on with PU speed&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous behavior ==&lt;br /&gt;
&lt;br /&gt;
Certain objects and graphics behave interestingly while in parallel universes. For example:&lt;br /&gt;
* Shadows and coin twinkle effects are glitchy&lt;br /&gt;
* Spawning a 100 coin star will [[Softlock|softlock]] the game&lt;/div&gt;</summary>
		<author><name>MariaNicolae</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:A_Button_Challenge_infobox&amp;diff=1486</id>
		<title>Template:A Button Challenge infobox</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:A_Button_Challenge_infobox&amp;diff=1486"/>
		<updated>2018-06-11T03:33:41Z</updated>

		<summary type="html">&lt;p&gt;MariaNicolae: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Challenge_infobox&lt;br /&gt;
|title=A Button Challenge&lt;br /&gt;
|abbreviation=ABC&lt;br /&gt;
|stars=106&lt;br /&gt;
|stars-overall=96&lt;br /&gt;
|beatable=Yes&lt;br /&gt;
|button-presses-any=0&lt;br /&gt;
|button-presses-full=25&lt;br /&gt;
|bob1=1|bob2=1|bob3=1|bob4=1|bob5=1|bob6=1|bob7=1&lt;br /&gt;
|wf1=1|wf2=1|wf3=1|wf4=1|wf5=1|wf6=1|wf7=1&lt;br /&gt;
|jrb1=1|jrb2=1|jrb3=0|jrb4=1|jrb5=1|jrb6=1|jrb7=1&lt;br /&gt;
|ccm1=1|ccm2=1|ccm3=1|ccm4=1|ccm5=1|ccm6=1|ccm7=1&lt;br /&gt;
|bbh1=1|bbh2=1|bbh3=1|bbh4=1|bbh5=1|bbh6=1|bbh7=1&lt;br /&gt;
|hmc1=1|hmc2=1|hmc3=1|hmc4=1|hmc5=1|hmc6=0|hmc7=1&lt;br /&gt;
|lll1=1|lll2=1|lll3=1|lll4=1|lll5=1|lll6=0|lll7=1&lt;br /&gt;
|ssl1=1|ssl2=1|ssl3=0|ssl4=1|ssl5=1|ssl6=0|ssl7=1&lt;br /&gt;
|ddd1=1|ddd2=1|ddd3=0|ddd4=1|ddd5=1|ddd6=1|ddd7=0&lt;br /&gt;
|sl1=1|sl2=1|sl3=1|sl4=1|sl5=1|sl6=1|sl7=1&lt;br /&gt;
|wdw1=1|wdw2=1|wdw3=1|wdw4=1|wdw5=1|wdw6=1|wdw7=1&lt;br /&gt;
|ttm1=1|ttm2=1|ttm3=1|ttm4=1|ttm5=1|ttm6=1|ttm7=1&lt;br /&gt;
|thi1=1|thi2=1|thi3=1|thi4=1|thi5=0|thi6=1|thi7=1&lt;br /&gt;
|ttc1=1|ttc2=0|ttc3=1|ttc4=0|ttc5=0|ttc6=1|ttc7=1&lt;br /&gt;
|rr1=1|rr2=1|rr3=1|rr4=1|rr5=1|rr6=1|rr7=1&lt;br /&gt;
|slide1=0|slide2=1&lt;br /&gt;
|aquarium=1&lt;br /&gt;
|totwc=1|cotmc=1|vcutm=1&lt;br /&gt;
|wmotr=0&lt;br /&gt;
|mips1=1|mips2=1&lt;br /&gt;
|toad1=1|toad2=1|toad3=1&lt;br /&gt;
|bitdw=1|bitfs=0|bits=1&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt; [[Category:Infobox templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>MariaNicolae</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:A_Button_Challenge_infobox&amp;diff=1485</id>
		<title>Template:A Button Challenge infobox</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:A_Button_Challenge_infobox&amp;diff=1485"/>
		<updated>2018-06-11T03:33:28Z</updated>

		<summary type="html">&lt;p&gt;MariaNicolae: Corrected A press counts&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Challenge_infobox&lt;br /&gt;
|title=A Button Challenge&lt;br /&gt;
|abbreviation=ABC&lt;br /&gt;
|stars=106&lt;br /&gt;
|stars-overall=96&lt;br /&gt;
|beatable=No&lt;br /&gt;
|button-presses-any=0&lt;br /&gt;
|button-presses-full=25&lt;br /&gt;
|bob1=1|bob2=1|bob3=1|bob4=1|bob5=1|bob6=1|bob7=1&lt;br /&gt;
|wf1=1|wf2=1|wf3=1|wf4=1|wf5=1|wf6=1|wf7=1&lt;br /&gt;
|jrb1=1|jrb2=1|jrb3=0|jrb4=1|jrb5=1|jrb6=1|jrb7=1&lt;br /&gt;
|ccm1=1|ccm2=1|ccm3=1|ccm4=1|ccm5=1|ccm6=1|ccm7=1&lt;br /&gt;
|bbh1=1|bbh2=1|bbh3=1|bbh4=1|bbh5=1|bbh6=1|bbh7=1&lt;br /&gt;
|hmc1=1|hmc2=1|hmc3=1|hmc4=1|hmc5=1|hmc6=0|hmc7=1&lt;br /&gt;
|lll1=1|lll2=1|lll3=1|lll4=1|lll5=1|lll6=0|lll7=1&lt;br /&gt;
|ssl1=1|ssl2=1|ssl3=0|ssl4=1|ssl5=1|ssl6=0|ssl7=1&lt;br /&gt;
|ddd1=1|ddd2=1|ddd3=0|ddd4=1|ddd5=1|ddd6=1|ddd7=0&lt;br /&gt;
|sl1=1|sl2=1|sl3=1|sl4=1|sl5=1|sl6=1|sl7=1&lt;br /&gt;
|wdw1=1|wdw2=1|wdw3=1|wdw4=1|wdw5=1|wdw6=1|wdw7=1&lt;br /&gt;
|ttm1=1|ttm2=1|ttm3=1|ttm4=1|ttm5=1|ttm6=1|ttm7=1&lt;br /&gt;
|thi1=1|thi2=1|thi3=1|thi4=1|thi5=0|thi6=1|thi7=1&lt;br /&gt;
|ttc1=1|ttc2=0|ttc3=1|ttc4=0|ttc5=0|ttc6=1|ttc7=1&lt;br /&gt;
|rr1=1|rr2=1|rr3=1|rr4=1|rr5=1|rr6=1|rr7=1&lt;br /&gt;
|slide1=0|slide2=1&lt;br /&gt;
|aquarium=1&lt;br /&gt;
|totwc=1|cotmc=1|vcutm=1&lt;br /&gt;
|wmotr=0&lt;br /&gt;
|mips1=1|mips2=1&lt;br /&gt;
|toad1=1|toad2=1|toad3=1&lt;br /&gt;
|bitdw=1|bitfs=0|bits=1&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt; [[Category:Infobox templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>MariaNicolae</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Coin_spawner&amp;diff=347</id>
		<title>Coin spawner</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Coin_spawner&amp;diff=347"/>
		<updated>2018-06-09T12:51:42Z</updated>

		<summary type="html">&lt;p&gt;MariaNicolae: Created page with &amp;quot;{{object_infobox |title= Coin Spawner |image= File:Coin_Spawner.png |hitbox=  |damage= |speed=  |activation_radius= 2000 |interaction_type= Someone please add |surfaces= |...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{object_infobox&lt;br /&gt;
|title= Coin Spawner&lt;br /&gt;
|image= [[File:Coin_Spawner.png]]&lt;br /&gt;
|hitbox= &lt;br /&gt;
|damage=&lt;br /&gt;
|speed= &lt;br /&gt;
|activation_radius= 2000&lt;br /&gt;
|interaction_type= Someone please add&lt;br /&gt;
|surfaces=&lt;br /&gt;
|related= [[Yellow Coin]]&lt;br /&gt;
|found_in= Someone please add&lt;br /&gt;
|expand=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A coin spawner is an invisible [[object]] found in most levels. When Mario is within 2000 units of the spawner, its coins are loaded, and when Mario moves out of the 2000-unit radius, its coins are unloaded. When Mario enters the hitbox of a coin, it is unloaded, and a flag is set in the spawner to not load that coin again in the future (unless either the coin or the spawner is a clone or time is stopped, in which case the flag is not updated). &lt;br /&gt;
&lt;br /&gt;
== Subtypes ==&lt;br /&gt;
&lt;br /&gt;
A grounded arrangement is one in which the coins snap to the ground below them, as opposed to a floating arrangement, in which the coins simply float in place. A coin spawned from a grounded spawner will spawn 300 units above the height of the spawner, and find the highest floor below it or within 78 above it. If the floor it finds via this process is above the coin, the coin will not spawn. This occurs only in one case, with [https://www.youtube.com/watch?v=iPILIf7ru48&amp;amp;t=15 a line of 5 in the THI huge island].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Subtype Number&lt;br /&gt;
!! scope=&amp;quot;col&amp;quot;| Count&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Arrangement&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0&lt;br /&gt;
| 5&lt;br /&gt;
| Grounded horizontal line of 5, 160 units space between coins&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 8&lt;br /&gt;
| Grounded horizontal ring of 8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 8&lt;br /&gt;
| Grounded horizontal arrow of 8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 16&lt;br /&gt;
| 5&lt;br /&gt;
| Floating horizontal line of 5, 160 units space between coins&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 17&lt;br /&gt;
| 5&lt;br /&gt;
| Floating vertical line of 5&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 18&lt;br /&gt;
| 8&lt;br /&gt;
| Floating horizontal ring of 8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 19&lt;br /&gt;
| 8&lt;br /&gt;
| Floating vertical ring of 8, radius 200&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MariaNicolae</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:Coin_Spawner.png&amp;diff=346</id>
		<title>File:Coin Spawner.png</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:Coin_Spawner.png&amp;diff=346"/>
		<updated>2018-06-09T12:13:09Z</updated>

		<summary type="html">&lt;p&gt;MariaNicolae: Icon of a coin spawner in STROOP&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Icon of a coin spawner in STROOP&lt;/div&gt;</summary>
		<author><name>MariaNicolae</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Yellow_Coin&amp;diff=343</id>
		<title>Yellow Coin</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Yellow_Coin&amp;diff=343"/>
		<updated>2018-06-09T12:06:18Z</updated>

		<summary type="html">&lt;p&gt;MariaNicolae: Added hitbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{object_infobox&lt;br /&gt;
|title= Yellow Coin&lt;br /&gt;
|image= [[File:Yellow_Coin.gif]]&lt;br /&gt;
|hitbox= Cylinder of radius 137, extends up 64 and down 160&lt;br /&gt;
|damage=&lt;br /&gt;
|speed= &lt;br /&gt;
|tangibility_radius= Someone please add&lt;br /&gt;
|interaction_type= Someone please add&lt;br /&gt;
|surfaces=&lt;br /&gt;
|related= [[Red Coins]] &amp;lt;br&amp;gt; [[Blue Coins]]&lt;br /&gt;
|found_in= [[All courses]]&lt;br /&gt;
|expand=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A yellow coin is an [[object]] found in most levels. When Mario interacts with a yellow coin, the [[coin counter]] increases, [[Mario]] is healed, and the coin unloads. When the coin counter reaches 100 while in one of the 15 [[courses]], a [[100 Coin Star]] is spawned above [[Mario]]. The amount that the coin counter increases and the amount that Mario is healed is determined by the coin&#039;s value, which is 1, 2, or 5 for yellow, red, and blue coins, respectively.&lt;br /&gt;
&lt;br /&gt;
Various [[glitches]] such as [[cloning]] and [[time stop]] can be used to spawn and collect more coins than there are intended to be in a level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Coin Duplication ==&lt;br /&gt;
&lt;br /&gt;
When Mario interacts with a coin, a flag is set which informs the coin to unload when it next updates. When the coin unloads, it marks itself as &amp;quot;collected&amp;quot; so that it does not spawn again when Mario leaves the area and returns. Using [[cloning]] or [[time stop]], we can prevent the coin from updating, and thus collect it without the coin being marked as &amp;quot;collected&amp;quot;. This allows us to spawn the coin again, even after collecting it, effectively duplicating the coin.&lt;br /&gt;
&lt;br /&gt;
In this way it is possible to collect more than the normal number of coins in a level. In several levels, it is possible to increase the coin counter to 999. However, when using [[cloning]] by itself, each duplicated coin takes up an [[object slot]] in memory. There are only 240 object slots total, and attempting to spawn an additional object once all of them are full will cause the game to freeze.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Course name&lt;br /&gt;
!! scope=&amp;quot;col&amp;quot;| Maximum Coins without coin duplication&lt;br /&gt;
!! scope=&amp;quot;col&amp;quot;| Maximum Coins with duplication&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| More info&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Bomb-omb Battlefield&lt;br /&gt;
| 146&lt;br /&gt;
| style=&amp;quot;color: blue;&amp;quot; | 999&lt;br /&gt;
| [[Breaking-Disappearing Cork Box Glitch]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Whomp’s Fortress&lt;br /&gt;
| 141&lt;br /&gt;
| style=&amp;quot;color: blue;&amp;quot; | 999&lt;br /&gt;
| [[Breaking-Disappearing Cork Box Glitch]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Jolly Roger Bay&lt;br /&gt;
| 104&lt;br /&gt;
| 104&lt;br /&gt;
| No infinite coin glitches are available in this course&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Cool, Cool Mountain&lt;br /&gt;
| 154&lt;br /&gt;
| 154&lt;br /&gt;
| No infinite coin glitches are available in this course&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Big Boo’s Haunt&lt;br /&gt;
| 151&lt;br /&gt;
| 151&lt;br /&gt;
| No infinite coin glitches are available in this course&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Hazy Maze Cave&lt;br /&gt;
| 139&lt;br /&gt;
| 139&lt;br /&gt;
| No infinite coin glitches are available in this course&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Lethal Lava Land&lt;br /&gt;
| 133&lt;br /&gt;
| 133&lt;br /&gt;
| No infinite coin glitches are available in this course&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Shifting Sand Land&lt;br /&gt;
| 136&lt;br /&gt;
| style=&amp;quot;color: blue;&amp;quot; | 999&lt;br /&gt;
| [[Breaking-Disappearing Cork Box Glitch]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Dire, Dire Docks&lt;br /&gt;
| 106&lt;br /&gt;
| style=&amp;quot;color: blue;&amp;quot; | 999&lt;br /&gt;
| Going through the loading point unloads all coin clones&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Snowman’s Land&lt;br /&gt;
| 126&lt;br /&gt;
| style=&amp;quot;color: blue;&amp;quot; | 999&lt;br /&gt;
| [[Money-bag duplication]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Wet-Dry World&lt;br /&gt;
| 152&lt;br /&gt;
| style=&amp;quot;color: blue;&amp;quot; | 999&lt;br /&gt;
| Going through the loading point unloads all coin clones&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tall, Tall Mountain&lt;br /&gt;
| 137&lt;br /&gt;
| style=&amp;quot;color: blue;&amp;quot; | 999&lt;br /&gt;
| Entering and exiting the slide unloads all coin clones&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tiny-Huge Island&lt;br /&gt;
| 191&lt;br /&gt;
| style=&amp;quot;color: blue;&amp;quot; | 999&lt;br /&gt;
| [[Piranha Plant glitch]], or entering a warp zone during [[time stop]] on [[J 1.0]]&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tick Tock Clock&lt;br /&gt;
| 128&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | 279&lt;br /&gt;
| No other infinite coin glitches are avalible, apart from cloning, so 279 coins is the maximum coins you can get before the game freezes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Rainbow Ride&lt;br /&gt;
| 146&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | 290&lt;br /&gt;
| No other infinite coin glitches are available in this course, apart from cloning, so 290 coins is the maximum coins you can get before the game freezes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tower of the Wing Cap&lt;br /&gt;
| 63&lt;br /&gt;
| 63&lt;br /&gt;
| No infinite coin glitches are available in this course&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Vanish Cap Under the Moat&lt;br /&gt;
| 27&lt;br /&gt;
| 27&lt;br /&gt;
| No infinite coin glitches are available in this course&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Cavern of the Metal Cap&lt;br /&gt;
| 47&lt;br /&gt;
| 47&lt;br /&gt;
| No infinite coin glitches are available in this course&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| The Princess&#039;s Secret Slide&lt;br /&gt;
| 80&lt;br /&gt;
| 80&lt;br /&gt;
| No infinite coin glitches are available in this course&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| The Secret Aquarium&lt;br /&gt;
| 56&lt;br /&gt;
| 56&lt;br /&gt;
| No infinite coin glitches are available in this course&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Wing Mario over the Rainbow&lt;br /&gt;
| 56&lt;br /&gt;
| 56&lt;br /&gt;
| No infinite coin glitches are available in this course&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Bowser in the Dark World&lt;br /&gt;
| 80&lt;br /&gt;
| style=&amp;quot;color: blue;&amp;quot; | 999&lt;br /&gt;
| Whenever Bowser blows fire, there&#039;s a chance that some of the flames will spawn a yellow coin. Since he does this attack infinitely, you have the chance to collect infinite coins&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Bowser in the Fire Sea&lt;br /&gt;
| 80&lt;br /&gt;
| style=&amp;quot;color: red;&amp;quot; | 250&lt;br /&gt;
| No other infinite coin glitches are available in this course, apart from cloning, so 250 coins is the maximum coins you can get before the game freezes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Bowser in the Sky&lt;br /&gt;
| 76&lt;br /&gt;
| style=&amp;quot;color: blue;&amp;quot; | 999&lt;br /&gt;
| Whenever Bowser blows fire, there&#039;s a chance that some of the flames will spawn a yellow coin. Since he does this attack infinitely, you have the chance to collect infinite coins&lt;br /&gt;
|-&lt;br /&gt;
|}&amp;lt;ref name=&amp;quot;test&amp;quot; /&amp;gt;&lt;/div&gt;</summary>
		<author><name>MariaNicolae</name></author>
	</entry>
</feed>