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		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Movement_Guide&amp;diff=19251</id>
		<title>RTA Guide/Movement Guide</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Movement_Guide&amp;diff=19251"/>
		<updated>2024-05-08T00:10:28Z</updated>

		<summary type="html">&lt;p&gt;MontyVR: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide for movement in RTA speedruns. It will help you get familiar with common terminology for movement options and discuss the mechanics associated with them. Note that these various movement options can be chained together to create more complex movement options. For example, doing a triple jump followed by a wallkick is called a &amp;quot;triple jump wallkick&amp;quot;.&lt;br /&gt;
== Video Guide ==&lt;br /&gt;
SeanRaider&#039;s video covers movement options very well and also has an input display to help visualize everything. It provides a solid foundation that can be built on with the movement options listed below. &lt;br /&gt;
{{#ev:youtube|tyu1KO3x5Ps}}&lt;br /&gt;
== Basic Movement Options ==&lt;br /&gt;
*[[Single Jump|&#039;&#039;&#039;Single Jump&#039;&#039;&#039;]] - Press A to single jump. How long you hold A determines Mario&#039;s height during the jump. Maximum height is proportional to Mario&#039;s horizontal speed.&lt;br /&gt;
*[[Double Jump|&#039;&#039;&#039;Double Jump&#039;&#039;&#039;]] - Upon landing from a single jump, kick, sideflip, or walking off of a ledge, press A when Mario makes contact with the ground to double jump. This jump gives Mario more height than a single jump. Similar to a single jump, how long you hold A during the double jump will discern Mario&#039;s height and maximum height is dependent on horizontal speed.&lt;br /&gt;
*[[Triple Jump|&#039;&#039;&#039;Triple Jump&#039;&#039;&#039;]] - Upon landing from a double jump, press A when Mario makes contact with the ground to triple jump. You must have at least 20 horizontal speed to carry out this move, and it is also not possible to ledge grab out of a triple jump. Unlike single and double jumps, triple jumps are always the same height.&lt;br /&gt;
*[[Long Jump|&#039;&#039;&#039;Long Jump&#039;&#039;&#039;]] - While Mario is moving, hold Z and press A to long jump.&lt;br /&gt;
*&#039;&#039;&#039;Sideflip&#039;&#039;&#039; - While Mario is running in any direction, flick the stick in the opposite direction to make Mario start sliding. While Mario is in this sliding state, you can perform a sideflip by tilting the stick in your desired direction and pressing A.&lt;br /&gt;
*&#039;&#039;&#039;[[Backflip]]&#039;&#039;&#039; - While standing still, hold Z and press A to backflip. This technique has very few applications in an RTA run, but the most common use is on the [[RTA Guide/Wall Kicks Will Work|Advanced CCM Wall Kicks Will Work]] strategy.&lt;br /&gt;
*&#039;&#039;&#039;Walljump/Wallkick&#039;&#039;&#039; - While Mario has forwards momentum and is within approximately 45° of a vertical wall, he can perform a wallkick. When you get close to the wall, press A to wallkick. There are 5 frames in which Mario is able to wallkick, and each frame is slightly different. The most notable wallkick first-frame wallkick, also known as a firstie/firsty where Mario will gain speed out of the wallkick. On 2nd through 5th-frame wallkicks Mario loses some height each frame.&lt;br /&gt;
*&#039;&#039;&#039;Punch&#039;&#039;&#039; - While standing still on the ground or with low forward momentum, press B to punch.  Pressing B while crawling, or pressing B with high horizontal high speed while holding neutral on the stick will also perform a punch.&lt;br /&gt;
*&#039;&#039;&#039;Kick (on ground)&#039;&#039;&#039; - While standing still on the ground or with low forward momentum with the A button held, press B to do a kick.&lt;br /&gt;
*&#039;&#039;&#039;Kick (in air)&#039;&#039;&#039; - While in the air with little to no forward momentum, press B to kick.&lt;br /&gt;
*&#039;&#039;&#039;[[Dive]]&#039;&#039;&#039; - While grounded or in the air with a lot of forward momentum, press B to dive. Being able to perform a kick or dive in specific parts of the game requires some effort. A common point of failure among beginner runners is trying to do double jump kicks in Bowser in the Sky. This is great movement to practice to get a feel for how to kick versus how to dive.&lt;br /&gt;
*&#039;&#039;&#039;Dive Recover/Rollout&#039;&#039;&#039; - While Mario is in the dive animation and hits the floor, you can press either A or B to roll out of the dive. Some players slide their finger from A to B (for two chances) to try and make the rollout dustless. When doing long jumps, dive recovers, and slide kick rollouts you have a large window to hit the next movement. Dustless rollouts can be performed on the first possible frame. If performed correctly, no dust will be generated under Mario, hence the name dustless. Mario does not lose any speed with dustless movements. If you roll out over an edge, Mario will be in a state where he does not take damage, but cannot ledge grab, kick, wallkick, or ground pound.&lt;br /&gt;
*&#039;&#039;&#039;Slide Kick&#039;&#039;&#039; - While Mario has forward momentum, hold Z and press the B button to perform a slide kick. Slide kicks have the property of quick startup, so it is preferred in very specific instances. One common spot is when going to talk to the penguin inside the CCM slide area.&lt;br /&gt;
*&#039;&#039;&#039;Ground Pound&#039;&#039;&#039; - While Mario is in the air in a jumping or falling state, you can hit Z to ground pound. It is very common to ground pound under stars, since it extends Mario&#039;s hitbox upwards and he falls down faster after grabbing the star. The same thing applies to breaking boxes to grab stars. If you hit A+Z on the same frame while grounded, Mario will ground pound. Mistakes often occur during speedruns when the runner attempts to long jump but instead ground pounds.&lt;br /&gt;
*&#039;&#039;&#039;Ledge Grab&#039;&#039;&#039; - Mario can grab a ledge out of any state with 3 exceptions. You cannot ledge grab if you are in a dive recover state, on a steep slope, or in a triple jump. This is why players often chain a triple jump with a wallkick so they can ledge grab.&lt;br /&gt;
*&#039;&#039;&#039;Swimming&#039;&#039;&#039; - Press A to swim. Maximum swimming Fspeed is 28 and falls to 26 before the next A press. Optimal swimming is on a 20 frame cycle; there are 13 frames where pressing A will be too early and do nothing, then 7 frames where pressing A will result in maximum speed, and beyond that pressing A will result in slower swimming speed. Regardless of when the A button is pressed in the 7 frame window, this 20 frame cycle will repeat. &lt;br /&gt;
*&#039;&#039;&#039;Flying&#039;&#039;&#039; - To start flying, Mario must have a Wing Cap equipped and perform a triple jump. This triple jump is unique, since it can be done in place, whereas a regular triple jump cannot. A good general practice while flying is to try and make smooth parabolic arcs to retain your speed. If you are falling or ground pounding with the Wing Cap on, you can hold A to fall slower.&lt;br /&gt;
*&#039;&#039;&#039;Crawling&#039;&#039;&#039; - While standing still, holding Z and a direction on the stick will make Mario crawl.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate/Advanced Movement Options ==&lt;br /&gt;
[[File:Owlless slowturn2.mp4|thumb|Example of a slow turn. Despite its name, this is a perfectly suitable movement option.|class=autoplay]]&lt;br /&gt;
[[File:Owlless quickturn.mp4|thumb|Example of a quick turn. Notice how much faster you can begin a triple jump compared to the slowturn.|class=autoplay]]&lt;br /&gt;
[[File:LLL insta jumpdive.mp4|thumb|You can jumpdive immediately on some slopes by holding Z.|class=autoplay]]&lt;br /&gt;
[[File:Box gp delay.mp4|thumb|You can save a few frames by delaying your groundpounds under star boxes.|class=autoplay]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Immediate Jumps on slopes&#039;&#039;&#039; - While Mario is on a slope with the Z button held, you can instantly jump or jumpdive much faster than if you were not. This is useful for [[RTA Guide/WF 100 Coins|Whomp&#039;s Fortress 100 Coin]], [[RTA Guide/Lethal Lava Land|Lethal Lava Land]] movement, and [[RTA Guide/Scary &#039;Shrooms, Red Coins|Tall Tall Mountain reds]].&lt;br /&gt;
*&#039;&#039;&#039;Twirling&#039;&#039;&#039; - When Mario bounces off a Spindrift or Fly Guy, or gets sucked into a tornado in Shifting Sand Land, he enters a twirling state. While in this state, you can hold A to make Mario spin faster and cover more ground as he descends. When landing on an enemy (such as the [[RTA Guide/In the Talons of the Big Bird|bird star]] in SSL), holding neutral while bouncing conserves your horizontal speed and direction until you move the stick again.&lt;br /&gt;
*&#039;&#039;&#039;Pole Grab&#039;&#039;&#039; - When you grab the bottom of a pole, Mario will try to catch it but fail most of the time. If you mash B, he will keep trying to regrab the pole instead of falling off of it. You will see this a lot when runners try to do [[RTA Guide/Cruiser Crossing the Rainbow|Lakitu Bounce]] in Rainbow Ride or grab the pole in [[RTA Guide/Bowser in the Sky#Reds|Bowser in the Sky Reds]].&lt;br /&gt;
*&#039;&#039;&#039;Quick Turn&#039;&#039;&#039; - When holding neutral while landing (e.g. from a rollout), Mario will lose all momentum and perform a quick-stop animation. By inputting a direction on the stick during this quick-stop animation, Mario will begin to move, cancelling the quick-stop animation. Once Mario&#039;s speed returns to zero, the next directional input will be a quick turn, and Mario will instantly face the direction you input.&lt;br /&gt;
*&#039;&#039;&#039;Speedkick&#039;&#039;&#039; - This is probably the most difficult movement option in the game. At a high level, you speedkick to maintain your speed and get a specific amount of spacing into some other movement option like a triple jump wallkick or a jump dive. To do a speedkick, Mario must be moving. Before he makes contact with the ground, you must be holding A and the control stick must be slightly tilted in the direction you want to speedkick. If you&#039;ve played any Super Smash Bros. games before, it is similar to performing tilts instead of smash attacks. Finally, when Mario hits the ground, hit B to speedkick. Check out the videos below for more on speedkicks.&lt;br /&gt;
==== Drogie Speedkick Guide ====&lt;br /&gt;
{{#ev:youtube|MKMOuSy1tlM}}&lt;br /&gt;
==== Yale Speedkick Guide ====&lt;br /&gt;
{{#ev:youtube|LCdfklEOYe4}}&lt;br /&gt;
==Camera Mechanics==&lt;br /&gt;
Though it may seem unintuitive at first, using different camera angles can be very helpful for a wide variety of movement throughout the game. Manipulating the camera is also a key part of lag reduction. Play around with the camera modes and see what works best. When watching the videos on this site, make sure to pay attention to the cameras that are being used. It is not always easy to implement right when you start learning, but it is good to be aware of them.&lt;br /&gt;
*&#039;&#039;&#039;Lakitu Cam&#039;&#039;&#039; - Lakitu Cam has fixed rotations in most stages. The clearest example of this is in Bowser secret stages, which are widely open and Lakitu can move freely. This is very useful to perform specific movements or tricks in the game because you can guarantee the same angle every time. In other stages, like Bob-Omb Battlefield, Lakitu Cam acts more unpredictably due to the camera colliding with walls as Mario moves around. If you double tap the R button, the camera refocuses at the original distance from Mario. When falling large distances, this is useful to get the camera behind Mario again instead of waiting for it to catch up to him. Common examples of this are in [[RTA Guide/CCM 100 Coins|CCM 100 coins]] or [[RTA Guide/Wall Kicks Will Work|Wall Kicks Will Work]] when you intentionally fall to the bottom of the stage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mario Cam&#039;&#039;&#039; - Mario Cam is best described as directly following behind Mario. When using Mario Cam, it is most often used in the C-down version. In places where Lakitu Cam fails to turn or follow well, Mario Cam is often used to see better. Mario Cam is also very helpful for setting specific angles upon stage entry. Some common stars to use this for are at the start of CCM 100 to grab the first red and LLL to enter the volcano.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Castle Cam&#039;&#039;&#039; - For lack of a better term, the camera gets fixed to certain viewpoints for some areas. Most notably, inside the castle lobby and inside the mansion for Big Boo&#039;s Haunt. In these areas, you can switch between Lakitu Cam and Mario cam, but lose the functionality of using the C-down versions of these. In BBH however, if you enter the mansion in Mario Cam C-down, that camera will persist as long as you do not switch back to Lakitu Cam (This is useful for a number of stars in BBH). This is not an option for the lobby, since when you enter, you are changing loading zones.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Underwater Cam&#039;&#039;&#039; - When swimming, the camera will always follow behind Mario. The only difference between Mario Cam and Lakitu Cam for swimming is how close the camera is to Mario. If you need to use specific cameras while swimming (to lag reduce or swim through rings), you have to hold the C-button for the direction you want the camera to pan for as long as you need it. When you let go, it will pan back to directly behind Mario. Some players prefer to switch to a claw grip on their controller for swimming to make this easier.&lt;br /&gt;
==Tricks VS Movements==&lt;br /&gt;
While it&#039;s not always clear cut to distinguish what constitutes a trick and what constitutes movement, we have a common saying in the community. &amp;quot;Tricks save seconds, movement saves minutes.&amp;quot; Basically, if you want to optimize your personal best quickly, sinking time into how Mario moves and interacts with different parts of stages will help you gain strong fundamentals. If you focus on specific tricks (pillarless, [[Lava Boost|lavaboost]], lakitu bounce, etc,) the time you spend learning those stars does not really improve your game as a whole. That being said, there are several runners who jumped in the deep end (reset over every failed trick until they became consistent) and still made it to the top. Pick what best works for you and make sure you are having fun with the game.&lt;br /&gt;
&lt;br /&gt;
{{RTA Guide Nav}}&lt;br /&gt;
[[Category:RTA Guide]]&lt;/div&gt;</summary>
		<author><name>MontyVR</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Swimming_optimization&amp;diff=19250</id>
		<title>Swimming optimization</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Swimming_optimization&amp;diff=19250"/>
		<updated>2024-05-08T00:09:22Z</updated>

		<summary type="html">&lt;p&gt;MontyVR: Moved change to RTA Guide/Movement Guide. Undo revision 19248 by MontyVR (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page serves mostly to document important considerations that should be kept in mind when attempting to optimize swimming movement. This page currently only deals with geometric concerns and does not yet address matters such as quickly reaching and maintaining high swimming speeds.&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
Unless specified, &amp;quot;most useful swimming states&amp;quot; excludes water plunge, water punch (&amp;quot;water grab&amp;quot;), and water throw.&lt;br /&gt;
* &#039;&#039;&#039;Straight Lines:&#039;&#039;&#039; For any given route, it is usually optimal to maximize the time Mario spends moving in a straight line unless water currents are involved.&lt;br /&gt;
* &#039;&#039;&#039;Tess Turning:&#039;&#039;&#039; Avoid raw joystick positions with three digit coordinates near maximum pitch or yaw velocity.&lt;br /&gt;
* &#039;&#039;&#039;Neutral/Opposite Target Yaw:&#039;&#039;&#039; If a quick decrease in yaw velocity is required, TAS Input&#039;s joystick X should be 0 or have the same sign as Mario&#039;s yaw velocity.&lt;br /&gt;
* &#039;&#039;&#039;Neutral Wall Diving:&#039;&#039;&#039; In most swimming states, swimming against a wall with a vertical joystick position of 0 allows swimming at both maximum yaw velocity and pitch.&lt;br /&gt;
* &#039;&#039;&#039;Floor Alignment:&#039;&#039;&#039; Hitting a floor will cap Mario&#039;s minimum pitch to be flush with the floor in most useful swimming states. B swimming can be used to circumvent this effect in order to efficiently gain height from sloped floors without sacrificing the ability to swim horizontally.&lt;br /&gt;
* &#039;&#039;&#039;Ceiling Pitch Boost:&#039;&#039;&#039; In most swimming states, swimming into a ceiling adds an extra 256 units of downwards turning at the end of the frame, down to a pitch of -12543.&lt;br /&gt;
* &#039;&#039;&#039;Zero Pitch Trick:&#039;&#039;&#039; If some frame would naturally have a pitch in the range of -255 to -1 while making Mario turn downwards, make that frame have pitch 0 instead for an extra frame of increased turning speed. This should NOT be used at the same time as Neutral Wall Diving.&lt;br /&gt;
* &#039;&#039;&#039;Ledge Clipping:&#039;&#039;&#039; Wall hitboxes are so high and wide that swimming downwards into the floor near a ledge can cause a sizable wall push away from the ledge.&lt;br /&gt;
* &#039;&#039;&#039;Ceiling Downwarps:&#039;&#039;&#039; Ceilings can be used to cut out periods of diving and allow that time to be spent covering horizontal distance instead.&lt;br /&gt;
* &#039;&#039;&#039;Swimming Strength Conservation:&#039;&#039;&#039; If Mario has swam before, doing a flutter kick on the first frame possible when entering water allows Mario to reach maximum swimming speed faster.&lt;br /&gt;
* &#039;&#039;&#039;Tighter Turning:&#039;&#039;&#039; By first turning in the opposite direction of where you want to go, the desired turn can be done tighter.&lt;br /&gt;
* &#039;&#039;&#039;Overshooting Turns:&#039;&#039;&#039; Slightly overshooting a turn to a far target can give marginally more distance.&lt;br /&gt;
* &#039;&#039;&#039;Precise Target Pitch:&#039;&#039;&#039; Alternating between two joystick positions can give target pitch values otherwise impossible to reach when swimming straight.&lt;br /&gt;
== Detailed Explanations ==&lt;br /&gt;
=== Straight Lines ===&lt;br /&gt;
It should not be surprising that between two points in the water with no obstacles or collision nearby, the fastest path between them will be approximately a straight line. Turning should thus be generally kept to individual segments separated by straight lines, unless forced by surrounding geometry and obstacles. For example, intervening whirlpools and other water currents can make moving in a straight line extremely undesirable, as Mario begins to either strain harder and harder to maintain such a line or gets pulled far off course from it.&lt;br /&gt;
=== Tess Turning ===&lt;br /&gt;
Excessive joystick magnitudes can cause floating point rounding errors in the values of the joystick axes, which can sap 1 angle unit from Mario&#039;s target yaw velocity or target pitch due to integer rounding.&lt;br /&gt;
* In the case of &#039;&#039;&#039;yaw velocity&#039;&#039;&#039;, Mario will turn 639 units per frame instead of 640, leading to increased deviation from an optimal turn on average every 16 frames.&lt;br /&gt;
* In the case of &#039;&#039;&#039;pitch&#039;&#039;&#039;, Mario&#039;s pitch will be ±16127 instead of ±16128, effectively swimming at an angle 16 units away. With 28 speed, this means:&lt;br /&gt;
** Vertical movement is reduced from ~27.99157 units to ~27.99048 units (~0.0038% reduction)&lt;br /&gt;
** Total horizontal speed is increased from ~0.68715 units to ~0.73009 units (~6.2486% increase)&lt;br /&gt;
=== Neutral/Opposite Target Yaw ===&lt;br /&gt;
The absolute value of Mario&#039;s yaw velocity can only ever increase by 16 per frame. However, it can &#039;&#039;decrease&#039;&#039; (return to 0) at different rates. If Mario&#039;s desired target yaw velocity has the same sign as his current yaw velocity, it will change by 32 per frame. However, by holding neutral or in the opposite direction on the horizontal axis from Mario&#039;s current turning direction, it will change by 64 per frame. Interestingly, this means the input on the joystick&#039;s X axis for this in TAS Input will have the &#039;&#039;same&#039;&#039; sign as Mario&#039;s yaw velocity in the case that it is non-zero.&lt;br /&gt;
=== Neutral Wall Diving ===&lt;br /&gt;
In &#039;&#039;most&#039;&#039; swimming actions (but not all - water punch/throw are notable exceptions), hitting a wall while joystick Y is 0 will cause Mario&#039;s pitch to move away from 0 if Mario&#039;s pitch is 0 or below while maintaining Mario&#039;s pitch if his pitch is above 0. This is useful for maximizing both yaw velocity and pitch, as normally, trying to maximize one of yaw velocity and pitch will cap the other at a lower value. If this method is used to adjust Mario&#039;s pitch on a given frame, then it must be the &#039;&#039;only&#039;&#039; method used to do so. This is both due to the vertically neutral joystick requirement and the fact that the step results of &#039;hit wall&#039;/&#039;hit floor&#039;/&#039;hit ceiling&#039; at the end of the frame are all mutually exclusive.&lt;br /&gt;
=== Floor Alignment ===&lt;br /&gt;
In &#039;&#039;most&#039;&#039; swimming actions (but not all - water punch/throw are notable exceptions), hitting a floor will cap Mario&#039;s pitch from below at the end of the frame, making him parallel to the ground if he was facing into it before. This can be annoying if a downwards angle is desired, but can also be used to very rapidly switch to upwards swimming. It is still possible to swim at an effective angle of up to 256 or 512 into the floor in these states, since Mario&#039;s joystick influence on pitch and subsequent actual movement occur earlier in the frame. Importantly, the fact that B swimming and water throws avoid this phenomenon means that B swimming can utilize sloped floors for efficient simultaneous horizontal and vertical movement, potentially avoiding the need to pitch upwards at all. If, while traveling up a slope, A swimming moves less than 16 units  horizontally per frame due to extreme pitch, then B swimming up it may be preferable. Extremely tall and steep slopes may even make going out of the way to B swim up them desirable.&lt;br /&gt;
=== Ceiling Pitch Boost ===&lt;br /&gt;
In &#039;&#039;most&#039;&#039; swimming actions (but not all - water punch/throw are notable exceptions), hitting a ceiling will cause Mario&#039;s pitch to be decreased by 256 at the end of each frame that Mario&#039;s moving pitch is above -12288. This can still be counteracted exactly when Mario&#039;s pitch is already negative, and can even be overpowered when his pitch is non-negative. Importantly, though, it can be used to turn downwards an extra 256 units every frame. Since the limit is checked &#039;&#039;before&#039;&#039; the 256 units are subtracted and is a non-inclusive limit, it may in some cases be optimal to hold back slightly by up to 256 units to land a pre-movement pitch just above -12288. This will then have 256 subtracted, allowing the end of frame pitch to reach as low as -12543. This strategy of getting an extra frame of bonus turning bears resemblance to the next trick in the list, the Zero Pitch Trick.&lt;br /&gt;
=== Zero Pitch Trick ===&lt;br /&gt;
The rate that Mario can change his pitch without external influences depends on whether or not his pitch is negative (facing downwards). His pitch changes by 256 per frame when it is negative, but by 512 when it is non-negative, including when Mario&#039;s pitch is 0. However, target pitch values are rarely actual multiples of 512, leading to the possibility that Mario may lose a frame of higher pitch change due to slightly overshooting past pitch 0. Because of this, if Mario&#039;s pitch would naturally land in the range of -255 to -1 while holding upwards on the joystick, it is preferable to instead sacrifice a bit of turning so that Mario&#039;s pitch hits 0 on that frame instead. (This is all provided that a more negative pitch is desired to begin with, and that Neutral Wall Diving is not being used)&lt;br /&gt;
=== Ledge Clipping ===&lt;br /&gt;
While swimming, Mario only has 1 single step of movement in the frame, and wall hitboxes are not only located much higher than normal (10 units down instead of 30), but they are also more than twice their usual width. However, floors have the same exact hitboxes as normal. This means it is possible to get a large push while swimming around a ledge, provided Mario has a suitable approach trajectory. By swimming steeply down into a ledge such that Mario&#039;s intended next position is at least 10 units below the floor (ignoring integer truncation) and within 110 units of the edge, Mario can be pushed up to 220 units by that single wall. If a wall overlap is available and utilized, that may be able to double the resulting distance Mario is pushed up to 440.&lt;br /&gt;
=== Ceiling Downwarps ===&lt;br /&gt;
While swimming, ceilings naturally downwarp Mario to their height if he tries to enter them (so long as doing so would not put him under the floor), which can be exploited to travel large distances downwards instantly for free. This can allow more of Mario&#039;s speed budget to be put into horizontal movement, allowing Mario to cover not only more vertical distance in a given time, but more horizontal distance as well.&lt;br /&gt;
&lt;br /&gt;
=== Swimming Strength Conservation ===&lt;br /&gt;
As Mario swims, his swimming strength increases from 160 to 280, increasing his top speed. This value is generally not reset when Mario exits the water and is also not reset by the first frame of a flutter kick, so by doing a flutter kick on the first frame possible when entering water, Mario will preserve his swimming strength and reach top swimming speed faster (with the caveat that Mario won&#039;t travel as far on the first several frames). This trick is more effective if Mario needs to turn immediately on entering a water level, as the short term distance loss from this trick won&#039;t matter as much. Note that the trick does not work with some water levels (e.g. Secret Aquarium), and you need to have swimming strength conserved from a previous swim (which can be from a different course).&lt;br /&gt;
&lt;br /&gt;
=== Tighter Turning ===&lt;br /&gt;
When turning, Mario&#039;s yaw velocity increases at a linear rate, and when finishing a turn, his yaw velocity drops at quadruple the speed. As a result, if Mario needs to turn by a medium to large amount, he can turn faster by first turning in the opposite direction for a handful of frames. This will give Mario a higher yaw velocity when making the turn, allowing him to swim to the next destination faster. It is unknown how many frames of opposite direction turning is optimal for this, but 11 frames of turning in the opposite direction works well. This trick still works if the turn requires collecting a coin, but it might not be faster if the coin is already collected at maximum yaw velocity. It may also be faster to turn in the intended direction for a few frames before doing the opposite direction turn.&lt;br /&gt;
&lt;br /&gt;
=== Overshooting Turns ===&lt;br /&gt;
Since Mario&#039;s yaw velocity decelerates four times faster than it accelerates, it can be marginally faster to slightly overshoot a turn to a far target by adding up to 30 yaw velocity on the first frame of deceleration. However, this trick only saves up to a tenth of a unit in the best case while losing distance over shorter ranges, so this trick is only recommended for when less than a unit of distance needs to be saved to save a frame.&lt;br /&gt;
&lt;br /&gt;
=== Precise Target Pitch ===&lt;br /&gt;
Joystick positions on the Y-axis can only achieve target pitch values that are multiples of 252. By alternating the joystick between two positions symmetric across the Y-axis, target pitch values not divisible by 252 can be achieved while still swimming straight. This can be used to swim up or down in a straighter line than otherwise possible. However, switching between joystick positions every frame can be tedious, so this is best done with a Lua script.&lt;br /&gt;
[[Category:TASing Tricks]]&lt;/div&gt;</summary>
		<author><name>MontyVR</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Movement_Guide&amp;diff=19249</id>
		<title>RTA Guide/Movement Guide</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Movement_Guide&amp;diff=19249"/>
		<updated>2024-05-08T00:08:07Z</updated>

		<summary type="html">&lt;p&gt;MontyVR: Added section on swimming speed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide for movement in RTA speedruns. It will help you get familiar with common terminology for movement options and discuss the mechanics associated with them. Note that these various movement options can be chained together to create more complex movement options. For example, doing a triple jump followed by a wallkick is called a &amp;quot;triple jump wallkick&amp;quot;.&lt;br /&gt;
== Video Guide ==&lt;br /&gt;
SeanRaider&#039;s video covers movement options very well and also has an input display to help visualize everything. It provides a solid foundation that can be built on with the movement options listed below. &lt;br /&gt;
{{#ev:youtube|tyu1KO3x5Ps}}&lt;br /&gt;
== Basic Movement Options ==&lt;br /&gt;
*[[Single Jump|&#039;&#039;&#039;Single Jump&#039;&#039;&#039;]] - Press A to single jump. How long you hold A determines Mario&#039;s height during the jump. Maximum height is proportional to Mario&#039;s horizontal speed.&lt;br /&gt;
*[[Double Jump|&#039;&#039;&#039;Double Jump&#039;&#039;&#039;]] - Upon landing from a single jump, kick, sideflip, or walking off of a ledge, press A when Mario makes contact with the ground to double jump. This jump gives Mario more height than a single jump. Similar to a single jump, how long you hold A during the double jump will discern Mario&#039;s height and maximum height is dependent on horizontal speed.&lt;br /&gt;
*[[Triple Jump|&#039;&#039;&#039;Triple Jump&#039;&#039;&#039;]] - Upon landing from a double jump, press A when Mario makes contact with the ground to triple jump. You must have at least 20 horizontal speed to carry out this move, and it is also not possible to ledge grab out of a triple jump. Unlike single and double jumps, triple jumps are always the same height.&lt;br /&gt;
*[[Long Jump|&#039;&#039;&#039;Long Jump&#039;&#039;&#039;]] - While Mario is moving, hold Z and press A to long jump.&lt;br /&gt;
*&#039;&#039;&#039;Sideflip&#039;&#039;&#039; - While Mario is running in any direction, flick the stick in the opposite direction to make Mario start sliding. While Mario is in this sliding state, you can perform a sideflip by tilting the stick in your desired direction and pressing A.&lt;br /&gt;
*&#039;&#039;&#039;[[Backflip]]&#039;&#039;&#039; - While standing still, hold Z and press A to backflip. This technique has very few applications in an RTA run, but the most common use is on the [[RTA Guide/Wall Kicks Will Work|Advanced CCM Wall Kicks Will Work]] strategy.&lt;br /&gt;
*&#039;&#039;&#039;Walljump/Wallkick&#039;&#039;&#039; - While Mario has forwards momentum and is within approximately 45° of a vertical wall, he can perform a wallkick. When you get close to the wall, press A to wallkick. There are 5 frames in which Mario is able to wallkick, and each frame is slightly different. The most notable wallkick first-frame wallkick, also known as a firstie/firsty where Mario will gain speed out of the wallkick. On 2nd through 5th-frame wallkicks Mario loses some height each frame.&lt;br /&gt;
*&#039;&#039;&#039;Punch&#039;&#039;&#039; - While standing still on the ground or with low forward momentum, press B to punch.  Pressing B while crawling, or pressing B with high horizontal high speed while holding neutral on the stick will also perform a punch.&lt;br /&gt;
*&#039;&#039;&#039;Kick (on ground)&#039;&#039;&#039; - While standing still on the ground or with low forward momentum with the A button held, press B to do a kick.&lt;br /&gt;
*&#039;&#039;&#039;Kick (in air)&#039;&#039;&#039; - While in the air with little to no forward momentum, press B to kick.&lt;br /&gt;
*&#039;&#039;&#039;[[Dive]]&#039;&#039;&#039; - While grounded or in the air with a lot of forward momentum, press B to dive. Being able to perform a kick or dive in specific parts of the game requires some effort. A common point of failure among beginner runners is trying to do double jump kicks in Bowser in the Sky. This is great movement to practice to get a feel for how to kick versus how to dive.&lt;br /&gt;
*&#039;&#039;&#039;Dive Recover/Rollout&#039;&#039;&#039; - While Mario is in the dive animation and hits the floor, you can press either A or B to roll out of the dive. Some players slide their finger from A to B (for two chances) to try and make the rollout dustless. When doing long jumps, dive recovers, and slide kick rollouts you have a large window to hit the next movement. Dustless rollouts can be performed on the first possible frame. If performed correctly, no dust will be generated under Mario, hence the name dustless. Mario does not lose any speed with dustless movements. If you roll out over an edge, Mario will be in a state where he does not take damage, but cannot ledge grab, kick, wallkick, or ground pound.&lt;br /&gt;
*&#039;&#039;&#039;Slide Kick&#039;&#039;&#039; - While Mario has forward momentum, hold Z and press the B button to perform a slide kick. Slide kicks have the property of quick startup, so it is preferred in very specific instances. One common spot is when going to talk to the penguin inside the CCM slide area.&lt;br /&gt;
*&#039;&#039;&#039;Ground Pound&#039;&#039;&#039; - While Mario is in the air in a jumping or falling state, you can hit Z to ground pound. It is very common to ground pound under stars, since it extends Mario&#039;s hitbox upwards and he falls down faster after grabbing the star. The same thing applies to breaking boxes to grab stars. If you hit A+Z on the same frame while grounded, Mario will ground pound. Mistakes often occur during speedruns when the runner attempts to long jump but instead ground pounds.&lt;br /&gt;
*&#039;&#039;&#039;Ledge Grab&#039;&#039;&#039; - Mario can grab a ledge out of any state with 3 exceptions. You cannot ledge grab if you are in a dive recover state, on a steep slope, or in a triple jump. This is why players often chain a triple jump with a wallkick so they can ledge grab.&lt;br /&gt;
*&#039;&#039;&#039;Swimming&#039;&#039;&#039; - Press A to swim. Maximum swimming Fspeed is 28 and falls to 26 before the next A press. Optimal swimming is on a 20 frame cycle; there are 13 frames where pressing A will be too early and do nothing, then 7 frames where pressing A will result in maximum speed, and beyond that pressing A will result in slower swimming speed. Regardless of when the A button is pressed in the 7 frame window, this 20 frame cycle will repeat. &#039;&#039;&#039;Flying&#039;&#039;&#039; - To start flying, Mario must have a Wing Cap equipped and perform a triple jump. This triple jump is unique, since it can be done in place, whereas a regular triple jump cannot. A good general practice while flying is to try and make smooth parabolic arcs to retain your speed. If you are falling or ground pounding with the Wing Cap on, you can hold A to fall slower.&lt;br /&gt;
*&#039;&#039;&#039;Crawling&#039;&#039;&#039; - While standing still, holding Z and a direction on the stick will make Mario crawl.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Intermediate/Advanced Movement Options ==&lt;br /&gt;
[[File:Owlless slowturn2.mp4|thumb|Example of a slow turn. Despite its name, this is a perfectly suitable movement option.|class=autoplay]]&lt;br /&gt;
[[File:Owlless quickturn.mp4|thumb|Example of a quick turn. Notice how much faster you can begin a triple jump compared to the slowturn.|class=autoplay]]&lt;br /&gt;
[[File:LLL insta jumpdive.mp4|thumb|You can jumpdive immediately on some slopes by holding Z.|class=autoplay]]&lt;br /&gt;
[[File:Box gp delay.mp4|thumb|You can save a few frames by delaying your groundpounds under star boxes.|class=autoplay]]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Immediate Jumps on slopes&#039;&#039;&#039; - While Mario is on a slope with the Z button held, you can instantly jump or jumpdive much faster than if you were not. This is useful for [[RTA Guide/WF 100 Coins|Whomp&#039;s Fortress 100 Coin]], [[RTA Guide/Lethal Lava Land|Lethal Lava Land]] movement, and [[RTA Guide/Scary &#039;Shrooms, Red Coins|Tall Tall Mountain reds]].&lt;br /&gt;
*&#039;&#039;&#039;Twirling&#039;&#039;&#039; - When Mario bounces off a Spindrift or Fly Guy, or gets sucked into a tornado in Shifting Sand Land, he enters a twirling state. While in this state, you can hold A to make Mario spin faster and cover more ground as he descends. When landing on an enemy (such as the [[RTA Guide/In the Talons of the Big Bird|bird star]] in SSL), holding neutral while bouncing conserves your horizontal speed and direction until you move the stick again.&lt;br /&gt;
*&#039;&#039;&#039;Pole Grab&#039;&#039;&#039; - When you grab the bottom of a pole, Mario will try to catch it but fail most of the time. If you mash B, he will keep trying to regrab the pole instead of falling off of it. You will see this a lot when runners try to do [[RTA Guide/Cruiser Crossing the Rainbow|Lakitu Bounce]] in Rainbow Ride or grab the pole in [[RTA Guide/Bowser in the Sky#Reds|Bowser in the Sky Reds]].&lt;br /&gt;
*&#039;&#039;&#039;Quick Turn&#039;&#039;&#039; - When holding neutral while landing (e.g. from a rollout), Mario will lose all momentum and perform a quick-stop animation. By inputting a direction on the stick during this quick-stop animation, Mario will begin to move, cancelling the quick-stop animation. Once Mario&#039;s speed returns to zero, the next directional input will be a quick turn, and Mario will instantly face the direction you input.&lt;br /&gt;
*&#039;&#039;&#039;Speedkick&#039;&#039;&#039; - This is probably the most difficult movement option in the game. At a high level, you speedkick to maintain your speed and get a specific amount of spacing into some other movement option like a triple jump wallkick or a jump dive. To do a speedkick, Mario must be moving. Before he makes contact with the ground, you must be holding A and the control stick must be slightly tilted in the direction you want to speedkick. If you&#039;ve played any Super Smash Bros. games before, it is similar to performing tilts instead of smash attacks. Finally, when Mario hits the ground, hit B to speedkick. Check out the videos below for more on speedkicks.&lt;br /&gt;
==== Drogie Speedkick Guide ====&lt;br /&gt;
{{#ev:youtube|MKMOuSy1tlM}}&lt;br /&gt;
==== Yale Speedkick Guide ====&lt;br /&gt;
{{#ev:youtube|LCdfklEOYe4}}&lt;br /&gt;
==Camera Mechanics==&lt;br /&gt;
Though it may seem unintuitive at first, using different camera angles can be very helpful for a wide variety of movement throughout the game. Manipulating the camera is also a key part of lag reduction. Play around with the camera modes and see what works best. When watching the videos on this site, make sure to pay attention to the cameras that are being used. It is not always easy to implement right when you start learning, but it is good to be aware of them.&lt;br /&gt;
*&#039;&#039;&#039;Lakitu Cam&#039;&#039;&#039; - Lakitu Cam has fixed rotations in most stages. The clearest example of this is in Bowser secret stages, which are widely open and Lakitu can move freely. This is very useful to perform specific movements or tricks in the game because you can guarantee the same angle every time. In other stages, like Bob-Omb Battlefield, Lakitu Cam acts more unpredictably due to the camera colliding with walls as Mario moves around. If you double tap the R button, the camera refocuses at the original distance from Mario. When falling large distances, this is useful to get the camera behind Mario again instead of waiting for it to catch up to him. Common examples of this are in [[RTA Guide/CCM 100 Coins|CCM 100 coins]] or [[RTA Guide/Wall Kicks Will Work|Wall Kicks Will Work]] when you intentionally fall to the bottom of the stage.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mario Cam&#039;&#039;&#039; - Mario Cam is best described as directly following behind Mario. When using Mario Cam, it is most often used in the C-down version. In places where Lakitu Cam fails to turn or follow well, Mario Cam is often used to see better. Mario Cam is also very helpful for setting specific angles upon stage entry. Some common stars to use this for are at the start of CCM 100 to grab the first red and LLL to enter the volcano.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Castle Cam&#039;&#039;&#039; - For lack of a better term, the camera gets fixed to certain viewpoints for some areas. Most notably, inside the castle lobby and inside the mansion for Big Boo&#039;s Haunt. In these areas, you can switch between Lakitu Cam and Mario cam, but lose the functionality of using the C-down versions of these. In BBH however, if you enter the mansion in Mario Cam C-down, that camera will persist as long as you do not switch back to Lakitu Cam (This is useful for a number of stars in BBH). This is not an option for the lobby, since when you enter, you are changing loading zones.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Underwater Cam&#039;&#039;&#039; - When swimming, the camera will always follow behind Mario. The only difference between Mario Cam and Lakitu Cam for swimming is how close the camera is to Mario. If you need to use specific cameras while swimming (to lag reduce or swim through rings), you have to hold the C-button for the direction you want the camera to pan for as long as you need it. When you let go, it will pan back to directly behind Mario. Some players prefer to switch to a claw grip on their controller for swimming to make this easier.&lt;br /&gt;
==Tricks VS Movements==&lt;br /&gt;
While it&#039;s not always clear cut to distinguish what constitutes a trick and what constitutes movement, we have a common saying in the community. &amp;quot;Tricks save seconds, movement saves minutes.&amp;quot; Basically, if you want to optimize your personal best quickly, sinking time into how Mario moves and interacts with different parts of stages will help you gain strong fundamentals. If you focus on specific tricks (pillarless, [[Lava Boost|lavaboost]], lakitu bounce, etc,) the time you spend learning those stars does not really improve your game as a whole. That being said, there are several runners who jumped in the deep end (reset over every failed trick until they became consistent) and still made it to the top. Pick what best works for you and make sure you are having fun with the game.&lt;br /&gt;
&lt;br /&gt;
{{RTA Guide Nav}}&lt;br /&gt;
[[Category:RTA Guide]]&lt;/div&gt;</summary>
		<author><name>MontyVR</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Swimming_optimization&amp;diff=19248</id>
		<title>Swimming optimization</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Swimming_optimization&amp;diff=19248"/>
		<updated>2024-05-07T23:24:13Z</updated>

		<summary type="html">&lt;p&gt;MontyVR: Added section on swimming speed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page serves mostly to document important considerations that should be kept in mind when attempting to optimize swimming movement. This page currently only deals with geometric concerns and does not yet address matters such as quickly reaching and maintaining high swimming speeds.&lt;br /&gt;
== Quick Overview ==&lt;br /&gt;
Unless specified, &amp;quot;most useful swimming states&amp;quot; excludes water plunge, water punch (&amp;quot;water grab&amp;quot;), and water throw.&lt;br /&gt;
* &#039;&#039;&#039;Straight Lines:&#039;&#039;&#039; For any given route, it is usually optimal to maximize the time Mario spends moving in a straight line unless water currents are involved.&lt;br /&gt;
* &#039;&#039;&#039;Tess Turning:&#039;&#039;&#039; Avoid raw joystick positions with three digit coordinates near maximum pitch or yaw velocity.&lt;br /&gt;
* &#039;&#039;&#039;Neutral/Opposite Target Yaw:&#039;&#039;&#039; If a quick decrease in yaw velocity is required, TAS Input&#039;s joystick X should be 0 or have the same sign as Mario&#039;s yaw velocity.&lt;br /&gt;
* &#039;&#039;&#039;Neutral Wall Diving:&#039;&#039;&#039; In most swimming states, swimming against a wall with a vertical joystick position of 0 allows swimming at both maximum yaw velocity and pitch.&lt;br /&gt;
* &#039;&#039;&#039;Floor Alignment:&#039;&#039;&#039; Hitting a floor will cap Mario&#039;s minimum pitch to be flush with the floor in most useful swimming states. B swimming can be used to circumvent this effect in order to efficiently gain height from sloped floors without sacrificing the ability to swim horizontally.&lt;br /&gt;
* &#039;&#039;&#039;Ceiling Pitch Boost:&#039;&#039;&#039; In most swimming states, swimming into a ceiling adds an extra 256 units of downwards turning at the end of the frame, down to a pitch of -12543.&lt;br /&gt;
* &#039;&#039;&#039;Zero Pitch Trick:&#039;&#039;&#039; If some frame would naturally have a pitch in the range of -255 to -1 while making Mario turn downwards, make that frame have pitch 0 instead for an extra frame of increased turning speed. This should NOT be used at the same time as Neutral Wall Diving.&lt;br /&gt;
* &#039;&#039;&#039;Ledge Clipping:&#039;&#039;&#039; Wall hitboxes are so high and wide that swimming downwards into the floor near a ledge can cause a sizable wall push away from the ledge.&lt;br /&gt;
* &#039;&#039;&#039;Ceiling Downwarps:&#039;&#039;&#039; Ceilings can be used to cut out periods of diving and allow that time to be spent covering horizontal distance instead.&lt;br /&gt;
* &#039;&#039;&#039;Swimming Strength Conservation:&#039;&#039;&#039; If Mario has swam before, doing a flutter kick on the first frame possible when entering water allows Mario to reach maximum swimming speed faster.&lt;br /&gt;
* &#039;&#039;&#039;Tighter Turning:&#039;&#039;&#039; By first turning in the opposite direction of where you want to go, the desired turn can be done tighter.&lt;br /&gt;
* &#039;&#039;&#039;Overshooting Turns:&#039;&#039;&#039; Slightly overshooting a turn to a far target can give marginally more distance.&lt;br /&gt;
* &#039;&#039;&#039;Precise Target Pitch:&#039;&#039;&#039; Alternating between two joystick positions can give target pitch values otherwise impossible to reach when swimming straight.&lt;br /&gt;
== Detailed Explanations ==&lt;br /&gt;
&lt;br /&gt;
=== Swimming Speed ===&lt;br /&gt;
Maximum swimming Fspeed is 28 and falls to 26 before the next A press. Optimal swimming is on a 20 frame cycle; there are 13 frames where pressing A will be too early and do nothing, then 7 frames where pressing A will result in maximum speed, and beyond that pressing A will result in slower swimming speed. Regardless of when the A button is pressed in the 7 frame window, this 20 frame cycle will repeat. &lt;br /&gt;
&lt;br /&gt;
=== Straight Lines ===&lt;br /&gt;
It should not be surprising that between two points in the water with no obstacles or collision nearby, the fastest path between them will be approximately a straight line. Turning should thus be generally kept to individual segments separated by straight lines, unless forced by surrounding geometry and obstacles. For example, intervening whirlpools and other water currents can make moving in a straight line extremely undesirable, as Mario begins to either strain harder and harder to maintain such a line or gets pulled far off course from it.&lt;br /&gt;
=== Tess Turning ===&lt;br /&gt;
Excessive joystick magnitudes can cause floating point rounding errors in the values of the joystick axes, which can sap 1 angle unit from Mario&#039;s target yaw velocity or target pitch due to integer rounding.&lt;br /&gt;
* In the case of &#039;&#039;&#039;yaw velocity&#039;&#039;&#039;, Mario will turn 639 units per frame instead of 640, leading to increased deviation from an optimal turn on average every 16 frames.&lt;br /&gt;
* In the case of &#039;&#039;&#039;pitch&#039;&#039;&#039;, Mario&#039;s pitch will be ±16127 instead of ±16128, effectively swimming at an angle 16 units away. With 28 speed, this means:&lt;br /&gt;
** Vertical movement is reduced from ~27.99157 units to ~27.99048 units (~0.0038% reduction)&lt;br /&gt;
** Total horizontal speed is increased from ~0.68715 units to ~0.73009 units (~6.2486% increase)&lt;br /&gt;
=== Neutral/Opposite Target Yaw ===&lt;br /&gt;
The absolute value of Mario&#039;s yaw velocity can only ever increase by 16 per frame. However, it can &#039;&#039;decrease&#039;&#039; (return to 0) at different rates. If Mario&#039;s desired target yaw velocity has the same sign as his current yaw velocity, it will change by 32 per frame. However, by holding neutral or in the opposite direction on the horizontal axis from Mario&#039;s current turning direction, it will change by 64 per frame. Interestingly, this means the input on the joystick&#039;s X axis for this in TAS Input will have the &#039;&#039;same&#039;&#039; sign as Mario&#039;s yaw velocity in the case that it is non-zero.&lt;br /&gt;
=== Neutral Wall Diving ===&lt;br /&gt;
In &#039;&#039;most&#039;&#039; swimming actions (but not all - water punch/throw are notable exceptions), hitting a wall while joystick Y is 0 will cause Mario&#039;s pitch to move away from 0 if Mario&#039;s pitch is 0 or below while maintaining Mario&#039;s pitch if his pitch is above 0. This is useful for maximizing both yaw velocity and pitch, as normally, trying to maximize one of yaw velocity and pitch will cap the other at a lower value. If this method is used to adjust Mario&#039;s pitch on a given frame, then it must be the &#039;&#039;only&#039;&#039; method used to do so. This is both due to the vertically neutral joystick requirement and the fact that the step results of &#039;hit wall&#039;/&#039;hit floor&#039;/&#039;hit ceiling&#039; at the end of the frame are all mutually exclusive.&lt;br /&gt;
=== Floor Alignment ===&lt;br /&gt;
In &#039;&#039;most&#039;&#039; swimming actions (but not all - water punch/throw are notable exceptions), hitting a floor will cap Mario&#039;s pitch from below at the end of the frame, making him parallel to the ground if he was facing into it before. This can be annoying if a downwards angle is desired, but can also be used to very rapidly switch to upwards swimming. It is still possible to swim at an effective angle of up to 256 or 512 into the floor in these states, since Mario&#039;s joystick influence on pitch and subsequent actual movement occur earlier in the frame. Importantly, the fact that B swimming and water throws avoid this phenomenon means that B swimming can utilize sloped floors for efficient simultaneous horizontal and vertical movement, potentially avoiding the need to pitch upwards at all. If, while traveling up a slope, A swimming moves less than 16 units  horizontally per frame due to extreme pitch, then B swimming up it may be preferable. Extremely tall and steep slopes may even make going out of the way to B swim up them desirable.&lt;br /&gt;
=== Ceiling Pitch Boost ===&lt;br /&gt;
In &#039;&#039;most&#039;&#039; swimming actions (but not all - water punch/throw are notable exceptions), hitting a ceiling will cause Mario&#039;s pitch to be decreased by 256 at the end of each frame that Mario&#039;s moving pitch is above -12288. This can still be counteracted exactly when Mario&#039;s pitch is already negative, and can even be overpowered when his pitch is non-negative. Importantly, though, it can be used to turn downwards an extra 256 units every frame. Since the limit is checked &#039;&#039;before&#039;&#039; the 256 units are subtracted and is a non-inclusive limit, it may in some cases be optimal to hold back slightly by up to 256 units to land a pre-movement pitch just above -12288. This will then have 256 subtracted, allowing the end of frame pitch to reach as low as -12543. This strategy of getting an extra frame of bonus turning bears resemblance to the next trick in the list, the Zero Pitch Trick.&lt;br /&gt;
=== Zero Pitch Trick ===&lt;br /&gt;
The rate that Mario can change his pitch without external influences depends on whether or not his pitch is negative (facing downwards). His pitch changes by 256 per frame when it is negative, but by 512 when it is non-negative, including when Mario&#039;s pitch is 0. However, target pitch values are rarely actual multiples of 512, leading to the possibility that Mario may lose a frame of higher pitch change due to slightly overshooting past pitch 0. Because of this, if Mario&#039;s pitch would naturally land in the range of -255 to -1 while holding upwards on the joystick, it is preferable to instead sacrifice a bit of turning so that Mario&#039;s pitch hits 0 on that frame instead. (This is all provided that a more negative pitch is desired to begin with, and that Neutral Wall Diving is not being used)&lt;br /&gt;
=== Ledge Clipping ===&lt;br /&gt;
While swimming, Mario only has 1 single step of movement in the frame, and wall hitboxes are not only located much higher than normal (10 units down instead of 30), but they are also more than twice their usual width. However, floors have the same exact hitboxes as normal. This means it is possible to get a large push while swimming around a ledge, provided Mario has a suitable approach trajectory. By swimming steeply down into a ledge such that Mario&#039;s intended next position is at least 10 units below the floor (ignoring integer truncation) and within 110 units of the edge, Mario can be pushed up to 220 units by that single wall. If a wall overlap is available and utilized, that may be able to double the resulting distance Mario is pushed up to 440.&lt;br /&gt;
=== Ceiling Downwarps ===&lt;br /&gt;
While swimming, ceilings naturally downwarp Mario to their height if he tries to enter them (so long as doing so would not put him under the floor), which can be exploited to travel large distances downwards instantly for free. This can allow more of Mario&#039;s speed budget to be put into horizontal movement, allowing Mario to cover not only more vertical distance in a given time, but more horizontal distance as well.&lt;br /&gt;
&lt;br /&gt;
=== Swimming Strength Conservation ===&lt;br /&gt;
As Mario swims, his swimming strength increases from 160 to 280, increasing his top speed. This value is generally not reset when Mario exits the water and is also not reset by the first frame of a flutter kick, so by doing a flutter kick on the first frame possible when entering water, Mario will preserve his swimming strength and reach top swimming speed faster (with the caveat that Mario won&#039;t travel as far on the first several frames). This trick is more effective if Mario needs to turn immediately on entering a water level, as the short term distance loss from this trick won&#039;t matter as much. Note that the trick does not work with some water levels (e.g. Secret Aquarium), and you need to have swimming strength conserved from a previous swim (which can be from a different course).&lt;br /&gt;
&lt;br /&gt;
=== Tighter Turning ===&lt;br /&gt;
When turning, Mario&#039;s yaw velocity increases at a linear rate, and when finishing a turn, his yaw velocity drops at quadruple the speed. As a result, if Mario needs to turn by a medium to large amount, he can turn faster by first turning in the opposite direction for a handful of frames. This will give Mario a higher yaw velocity when making the turn, allowing him to swim to the next destination faster. It is unknown how many frames of opposite direction turning is optimal for this, but 11 frames of turning in the opposite direction works well. This trick still works if the turn requires collecting a coin, but it might not be faster if the coin is already collected at maximum yaw velocity. It may also be faster to turn in the intended direction for a few frames before doing the opposite direction turn.&lt;br /&gt;
&lt;br /&gt;
=== Overshooting Turns ===&lt;br /&gt;
Since Mario&#039;s yaw velocity decelerates four times faster than it accelerates, it can be marginally faster to slightly overshoot a turn to a far target by adding up to 30 yaw velocity on the first frame of deceleration. However, this trick only saves up to a tenth of a unit in the best case while losing distance over shorter ranges, so this trick is only recommended for when less than a unit of distance needs to be saved to save a frame.&lt;br /&gt;
&lt;br /&gt;
=== Precise Target Pitch ===&lt;br /&gt;
Joystick positions on the Y-axis can only achieve target pitch values that are multiples of 252. By alternating the joystick between two positions symmetric across the Y-axis, target pitch values not divisible by 252 can be achieved while still swimming straight. This can be used to swim up or down in a straighter line than otherwise possible. However, switching between joystick positions every frame can be tedious, so this is best done with a Lua script.&lt;br /&gt;
[[Category:TASing Tricks]]&lt;/div&gt;</summary>
		<author><name>MontyVR</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/31_Star&amp;diff=19224</id>
		<title>RTA Guide/31 Star</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/31_Star&amp;diff=19224"/>
		<updated>2024-04-14T06:46:17Z</updated>

		<summary type="html">&lt;p&gt;MontyVR: Added star substitutions for beginners&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The goal of the &#039;&#039;&#039;31 Star&#039;&#039;&#039; extension category is to complete the game as fast as possible while opening the 30 star door the intended way.&lt;br /&gt;
&lt;br /&gt;
== Category Rules ==&lt;br /&gt;
*MIPS clipping is banned&lt;br /&gt;
*SBLJ is banned&lt;br /&gt;
*Any method to circumvent the 30 star door requirement is banned&lt;br /&gt;
&lt;br /&gt;
== Suggested Routes ==&lt;br /&gt;
&lt;br /&gt;
=== Standard Route (No LBLJ) ===&lt;br /&gt;
#[[RTA Guide/Lakitu Skip|Lakitu Skip]]&lt;br /&gt;
# Bob-omb Battlefield&lt;br /&gt;
#*[[RTA Guide/Behind Chain Chomp&#039;s Gate|Behind Chain Chomp&#039;s Gate]]&lt;br /&gt;
#[[RTA Guide/Whomp&#039;s Fortress|Whomp&#039;s Fortress]] (every star)&lt;br /&gt;
# Castle Stars&lt;br /&gt;
#* [[RTA Guide/The Princess&#039;s Secret Slide|The Princess&#039;s Secret Slide]] (both stars)&lt;br /&gt;
#* [[RTA Guide/Tower of the Wing Cap|Tower of the Wing Cap]]&lt;br /&gt;
# Bowser in the Dark World&lt;br /&gt;
#* [[RTA Guide/Bowser in the Dark World#Red Coin Star|Red Coins]]&lt;br /&gt;
#* [[RTA Guide/Bowser Battles#Bowser in the Dark World|Bowser Battle 1]]&lt;br /&gt;
# Bob-omb Battlefield&lt;br /&gt;
#*[[RTA Guide/Shoot to the Island in the Sky|Shoot to the Island in the Sky]]&lt;br /&gt;
# Cool, Cool Mountain&lt;br /&gt;
#*[[RTA Guide/Wall Kicks Will Work|Wall Kicks Will Work]]&lt;br /&gt;
#*[[RTA Guide/Slip Slidin&#039; Away|Slip Slidin&#039; Away]]&lt;br /&gt;
#*[[RTA Guide/Li&#039;l Penguin Lost|Li&#039;l Penguin Lost]]&lt;br /&gt;
#[[RTA Guide/MIPS#Entering Basement|MIPS]]&lt;br /&gt;
# Shifting Sand Land&lt;br /&gt;
#*[[RTA Guide/Inside the Ancient Pyramid|Inside the Ancient Pyramid]]&lt;br /&gt;
#*[[RTA Guide/In the Talons of the Big Bird|In the Talons of the Big Bird]]&lt;br /&gt;
#*[[RTA Guide/Shining Atop the Pyramid|Shining Atop the Pyramid]]&lt;br /&gt;
# Lethal Lava Land&lt;br /&gt;
#*[[RTA Guide/Red-Hot Log Rolling|Red-Hot Log Rolling]]&lt;br /&gt;
#*[[RTA Guide/8-Coin Puzzle with 15 Pieces|8-Coin Puzzle with 15 Pieces]]&lt;br /&gt;
#*[[RTA Guide/Boil the Big Bully|Boil the Big Bully]]&lt;br /&gt;
#*[[RTA Guide/Bully the Bullies|Bully the Bullies]]&lt;br /&gt;
#*[[RTA Guide/Hot-Foot-It into the Volcano|Hot-Foot-It into the Volcano]]&lt;br /&gt;
#*[[RTA Guide/Elevator Tour in the Volcano|Elevator Tour in the Volcano]]&lt;br /&gt;
#[[RTA Guide/HMC Toad#For 70 Star and 16 Star No LBLJ|HMC Toad]]&lt;br /&gt;
# Hazy Maze Cave&lt;br /&gt;
#* [[RTA Guide/A-Maze-ing Emergency Exit|A-Maze-ing Emergency Exit]]&lt;br /&gt;
#* [[RTA Guide/Watch for Rolling Rocks|Watch for Rolling Rocks]]&lt;br /&gt;
#* [[RTA Guide/Swimming Beast in the Cavern|Swimming Beast in the Cavern]]&lt;br /&gt;
# Dire, Dire Docks&lt;br /&gt;
#* [[RTA Guide/Board Bowser&#039;s Sub|Board Bowser&#039;s Sub]]&lt;br /&gt;
# Bowser in the Fire Sea&lt;br /&gt;
#* [[RTA Guide/Bowser in the Fire Sea#No Reds|No Red Coins]]&lt;br /&gt;
#* [[RTA Guide/Bowser Battles#Bowser in the Fire Sea|Bowser Battle 2]]&lt;br /&gt;
# Backwards Long Jumps&lt;br /&gt;
#* [[50_Star_Door_and_Endless_Staircase_BLJs|BLJ Guide]]&lt;br /&gt;
# Bowser in the Sky&lt;br /&gt;
#* [[RTA Guide/Bowser in the Sky#No Reds|No Red Coins]]&lt;br /&gt;
#* [[RTA Guide/Bowser Battles#Bowser in the Sky|Bowser Battle 3]]&lt;br /&gt;
&lt;br /&gt;
=== Star Substitutions ===&lt;br /&gt;
If you do not know pillarless, [[RTA Guide/Metal-Head Mario Can Move!|Metal-Head Mario Can Move!]] can take the place of [[RTA Guide/Inside the Ancient Pyramid|Inside the Ancient Pyramid]] to save ~4 seconds compared to taking the shell.&lt;br /&gt;
&lt;br /&gt;
If you do not know lava boost, [[RTA Guide/Metal-Head Mario Can Move!|Metal-Head Mario Can Move!]] can take the place of [[RTA Guide/Inside the Ancient Pyramid|Hot-Foot-It into the Volcano]] for similar time save.&lt;br /&gt;
&lt;br /&gt;
If you do not know either trick, [[RTA Guide/Metal-Head Mario Can Move!|Metal-Head Mario Can Move!]] can take the place of whichever star takes you longer. &lt;br /&gt;
&lt;br /&gt;
=== Advanced Route (LBLJ) ===&lt;br /&gt;
Rather than doing [[RTA Guide/Shoot to the Island in the Sky|Shoot to the Island in the Sky]] after Dark World Reds, you can save time by doing [[RTA Guide/Lobby Backwards Long Jump|LBLJ]] to enter Bowser in the Dark World first and get both stars in Bob-Omb Battlefield in one trip instead of two.&lt;br /&gt;
# LBLJ&lt;br /&gt;
#* [[RTA Guide/Lakitu Skip|Lakitu Skip]]&lt;br /&gt;
#* [[RTA Guide/Lobby Backwards Long Jump|LBLJ (Lobby Backwards Long Jump)]]&lt;br /&gt;
# Bowser in the Dark World&lt;br /&gt;
#* [[RTA Guide/Bowser in the Dark World#Red Coin Star |Red Coins]]&lt;br /&gt;
#* [[RTA Guide/Bowser Battles#Bowser in the Dark World |Bowser Battle 1]]&lt;br /&gt;
# [[RTA Guide/Whomp&#039;s Fortress|Whomp&#039;s Fortress]] (every star)&lt;br /&gt;
# Castle Stars&lt;br /&gt;
#* [[RTA Guide/The Princess&#039;s Secret Slide|The Princess&#039;s Secret Slide]] (both stars)&lt;br /&gt;
#* [[RTA Guide/Tower of the Wing Cap|Tower of the Wing Cap]]&lt;br /&gt;
# Bob-omb Battlefield&lt;br /&gt;
#*[[RTA Guide/Behind Chain Chomp&#039;s Gate|Behind Chain Chomp&#039;s Gate]]&lt;br /&gt;
#*[[RTA Guide/Shoot to the Island in the Sky|Shoot to the Island in the Sky]]&lt;br /&gt;
# Cool, Cool Mountain&lt;br /&gt;
#*[[RTA Guide/Wall Kicks Will Work|Wall Kicks Will Work]]&lt;br /&gt;
#*[[RTA Guide/Slip Slidin&#039; Away|Slip Slidin&#039; Away]]&lt;br /&gt;
#*[[RTA Guide/Li&#039;l Penguin Lost|Li&#039;l Penguin Lost]]&lt;br /&gt;
#[[RTA Guide/MIPS#Entering Basement | MIPS]]&lt;br /&gt;
# Shifting Sand Land&lt;br /&gt;
#*[[RTA Guide/Inside the Ancient Pyramid|Inside the Ancient Pyramid]]&lt;br /&gt;
#*[[RTA Guide/In the Talons of the Big Bird|In the Talons of the Big Bird]]&lt;br /&gt;
#*[[RTA Guide/Shining Atop the Pyramid|Shining Atop the Pyramid]]&lt;br /&gt;
# Lethal Lava Land&lt;br /&gt;
#*[[RTA Guide/Red-Hot Log Rolling|Red-Hot Log Rolling]]&lt;br /&gt;
#*[[RTA Guide/8-Coin Puzzle with 15 Pieces|8-Coin Puzzle with 15 Pieces]]&lt;br /&gt;
#*[[RTA Guide/Boil the Big Bully|Boil the Big Bully]]&lt;br /&gt;
#*[[RTA Guide/Bully the Bullies|Bully the Bullies]]&lt;br /&gt;
#*[[RTA Guide/Hot-Foot-It into the Volcano|Hot-Foot-It into the Volcano]]&lt;br /&gt;
#*[[RTA Guide/Elevator Tour in the Volcano|Elevator Tour in the Volcano]]&lt;br /&gt;
#[[RTA Guide/HMC Toad#For 70 Star and 16 Star No LBLJ|HMC Toad]]&lt;br /&gt;
# Hazy Maze Cave&lt;br /&gt;
#* [[RTA Guide/A-Maze-ing Emergency Exit|A-Maze-ing Emergency Exit]]&lt;br /&gt;
#* [[RTA Guide/Watch for Rolling Rocks|Watch for Rolling Rocks]]&lt;br /&gt;
#* [[RTA Guide/Swimming Beast in the Cavern|Swimming Beast in the Cavern]]&lt;br /&gt;
# Dire, Dire Docks&lt;br /&gt;
#* [[RTA Guide/Board Bowser&#039;s Sub|Board Bowser&#039;s Sub]]&lt;br /&gt;
# Bowser in the Fire Sea&lt;br /&gt;
#* [[RTA Guide/Bowser in the Fire Sea#No Reds|No Red Coins]]&lt;br /&gt;
#* [[RTA Guide/Bowser Battles#Bowser in the Fire Sea|Bowser Battle 2]]&lt;br /&gt;
# Backwards Long Jumps&lt;br /&gt;
#* [[50_Star_Door_and_Endless_Staircase_BLJs|BLJ Guide]]&lt;br /&gt;
# Bowser in the Sky&lt;br /&gt;
#* [[RTA Guide/Bowser in the Sky#No Reds|No Red Coins]]&lt;br /&gt;
#* [[RTA Guide/Bowser Battles#Bowser in the Sky|Bowser Battle 3]]&lt;br /&gt;
&lt;br /&gt;
{{RTA Guide Nav}}&lt;br /&gt;
[[Category:RTA Categories]]&lt;/div&gt;</summary>
		<author><name>MontyVR</name></author>
	</entry>
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