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		<id>https://ukikipedia.net/mediawiki/index.php?title=Super_Mario_64&amp;diff=9609</id>
		<title>Super Mario 64</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Super_Mario_64&amp;diff=9609"/>
		<updated>2019-06-23T20:13:02Z</updated>

		<summary type="html">&lt;p&gt;MrCheeze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;See this page on [https://www.mariowiki.com/Super_Mario_64 the Mario Wiki]&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;See this page on [https://en.wikipedia.org/wiki/Super_Mario_64 Wikipedia]&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Super Mario 64&#039;&#039;&#039; is a 1996 platforming game on the Nintendo 64 console. It was a launch title for the N64 (along with [https://en.wikipedia.org/wiki/Pilotwings_64 Pilotwings 64] and [https://en.wikipedia.org/wiki/Cruis%27n_USA Cruis&#039;n USA] in Europe), and is largely considered to be one of the most important 3D platformers of all time.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Super Mario 64 started development sometime before 1995. The first time Super Mario 64 was shown was at the Shoshinkai show in November of 1995, with the introduction of the Nintendo 64 (Ultra 64 at the time). Early footage of the show revealed the 50% complete beta version of Super Mario 64, in which it looked completely different than what the final product looked like.&amp;lt;ref&amp;gt;[https://tcrf.net/Prerelease:Super_Mario_64_(Nintendo_64)#Shoshinkai_.2795_Demo &amp;quot;Shoshinkai &#039;95 Demo&amp;quot; on The Cutting Room Floor]&amp;lt;/ref&amp;gt; The final product was supposed to come out in December, but it was delayed further, and the entire game was rebuilt. On May 16th, 1996 (E3 1996) the game was shown off and is almost like the final game.&amp;lt;ref&amp;gt;[https://tcrf.net/Prerelease:Super_Mario_64_(Nintendo_64)#E3_1996_Build &amp;quot;E3 1996 Build&amp;quot; on The Cutting Room Floor]&amp;lt;/ref&amp;gt; The entire game was almost accessible, some details got changed before the release, such as the different star icon in the hud, a rock spike at the top of the mountain in [[Bob-omb_Battlefield|Bob-omb Battlefield]], and other small details that were changed. The game was rushed at the end of development as told by one of the programmers of Super Mario 64, and a couple of the team members never wanted to make games anymore due to being burnt out after working on Super Mario 64.&amp;lt;ref&amp;gt;[http://pixelatron.com/blog/the-making-of-super-mario-64-full-giles-goddard-interview-ngc/ The Making Of Super Mario 64 – full Giles Goddard interview (NGC)]&amp;lt;/ref&amp;gt; The game was released in Japan on June 23rd 1996, then on September 29th, 1996 in North America, and finally on March 1st, 1997 in Europe.&lt;br /&gt;
&lt;br /&gt;
==Game Versions==&lt;br /&gt;
There are many different versions of the game, differing by where, when, how, and in what way they were released.&lt;br /&gt;
&lt;br /&gt;
===N64===&lt;br /&gt;
The Nintendo 64 console is less robust than modern consoles, so its CPU is more likely to crash when confronted by errors and other unforeseen occurrences.&lt;br /&gt;
&lt;br /&gt;
====Japanese====&lt;br /&gt;
The very first version of the game to be commercially released, the Japanese N64 version was succeeded by the [[#Shindou|Shindou]] version a year after release. The most noticeable change between the Japanese version and the English version is the extra dialogue added in the English version and all successive versions. For example, Mario does not say &amp;quot;Haha&amp;quot;, and Peach does not narrate her &amp;quot;Dear Mario&amp;quot; letter. In addition, she does not talk during the ending. The Japanese version also has many glitches that were later fixed in all other versions, such as [[Spawning_Displacement|spawning displacement]], [[Coin_Limit#Unbounded_Coin_Limit_Glitch_.28Japanese_version.29|the lack of a coin limit]], [[Time_Stop|time stop]] and others. It is also notable for being the fastest version of the game for the [[1 Key]] category, but no others. This is because the text takes longer, but the lack of narration makes the game shorter. The text in the first Bowser fight is avoided during the 1 Key run, so the Japanese version becomes faster.&lt;br /&gt;
&lt;br /&gt;
====English====&lt;br /&gt;
The English version of the game introduces voice clips like &amp;quot;Haha&amp;quot; and Peach&#039;s voice clips. It fixes some errors and glitches from the previous version, such as the lack of a coin limit. It has, in general, less text than the Japanese version, but takes longer during the intro and ending due to Peach&#039;s narration.&lt;br /&gt;
&lt;br /&gt;
====PAL====&lt;br /&gt;
The European release of Super Mario 64 supports language changing in the settings menu between English, French, and German. This is optimal for the [[ABZ Button Challenge]] because the Start button can be used to change language and the language with the least text can be selected. Due to [[Wii VC Round-To-Zero]], however, the true optimal PAL version is not on N64. Outside of ABZ, PAL is little-used because changing languages wastes time and English is effectively identical if you do not change languages. Because of the PAL video format using 50hz instead of NTSC&#039;s 60hz, PAL runs at 25 [[Frame|frames]] per second rather than 30, another reason why it is suboptimal for speedruns/TASes.&lt;br /&gt;
&lt;br /&gt;
====Shindou====&lt;br /&gt;
The final release of Super Mario 64 on the Nintendo 64 was once again released in Japanese. It enabled a compiler flag to allow optimizations, which results in less lag. It also fixed the infamous [[Backwards Long Jump]] glitch, which is why it is rarely used in speedruns, except in the [[BLJless]] category. Strangely, when grabbing a [[pole]] on this version, horizontal speed affects Mario&#039;s angle. The game introduced new voice clips like &amp;quot;Bye, bye!&amp;quot; when throwing Bowser. Some of Mario&#039;s voice clips are high-pitched in this version.&lt;br /&gt;
&lt;br /&gt;
===Wii VC===&lt;br /&gt;
&#039;&#039;Main article: [[Virtual Console]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Wii acts differently from the N64. It is much less likely to crash. Unlike the N64, it does not crash from [[PU crashes]], [[Bully angle crash]], or [[Bob-omb angle crash]]. The emulation software also [[Wii VC Round-To-Zero|rounds floats differently]] from other consoles. Another difference is that it does not crash from the [[Address Error Exception]]. It is currently unknown whether the Wii crashes upon having infinity speed.&lt;br /&gt;
&lt;br /&gt;
====Japanese====&lt;br /&gt;
Japanese Wii VC is actually the Shindou edition, not the original Japanese version. This is why it does not have spawning displacement or other Japanese N64-exclusive glitches, nor does it have BLJs. It is almost never used for speedrunning for that reason.&lt;br /&gt;
&lt;br /&gt;
====English====&lt;br /&gt;
English Wii VC is the optimal Wii VC for speedruns. It avoids the lack of BLJs in the Japanese version and the slower framerate of the PAL version. It is used for the [[A Button Challenge]] any% run because [[Bowser in the Fire Sea]] takes 0 A presses instead of 1 due to a rounding error.&lt;br /&gt;
&lt;br /&gt;
====PAL====&lt;br /&gt;
PAL Wii VC is rarely seen because it is obscure and slow. However, it is actually the ideal game version for the ABZ Button Challenge, at least for any%, because it contains both language switching and the rounding error in BitFS.&lt;br /&gt;
&lt;br /&gt;
===Wii U VC===&lt;br /&gt;
&#039;&#039;Main article: [[Virtual Console]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Wii U Virtual Console version has no known interesting glitches that set it apart from either N64 or Wii VC. It is identical to Wii VC, except that the rounding error is absent. Wii U VC is often joked by speedrunners for have a high amount of input lag and it is mostly used only by new runners.&lt;br /&gt;
&lt;br /&gt;
====Japanese====&lt;br /&gt;
Much like Wii VC, Japanese Wii U VC is the Shindou version. This means that BLJs and other glitches that were patched in the Shindou version are absent. &lt;br /&gt;
&lt;br /&gt;
====English====&lt;br /&gt;
Also like Wii VC, American Wii U VC is the US version.&lt;br /&gt;
&lt;br /&gt;
====PAL====&lt;br /&gt;
Unlike on the N64 or Wii VC, the PAL version runs at 60hz instead of 50hz. As a result of this, PAL Wii U VC will run at full speed like the American and Japanese versions.&lt;br /&gt;
&lt;br /&gt;
===iQue (Chinese)===&lt;br /&gt;
The iQue version of the game runs on the iQue Player, a rare console only released in China. The iQue version is in fact the Shindou version translated to Chinese, and as such it does not have BLJs or the Bob-omb or Bully angle crashes. By hacking a romhack by Kaze onto an iQue, it was found that the camera going to a [[Parallel Universe]] does crash the game like on the N64 console.&amp;lt;ref&amp;gt;[https://youtu.be/_dAGdYd9KUY &amp;quot;Do Parallel Universes Crash on iQue?&amp;quot; by CadBrad]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===64DD Version===&lt;br /&gt;
Super Mario 64 DD Version or SM64DD (called Super Mario Disk Version on the title screen) was an unreleased version of the game for the 64DD, likely made to test the load times of the system. The 64DD was a commercial failure, so the DD version was cancelled. Only one known public copy of this version exists, owned by adonfjv, who found it at a Japanese video game store in 2014&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=5rd6_5HoJd8 &amp;quot;Super Mario 64 Disk Version - Boot on 64DD&amp;quot; by adonfjv]&amp;lt;/ref&amp;gt;. The ROM (NDD) of this version has since been dumped.&lt;br /&gt;
&lt;br /&gt;
SM64DD is effectively the Japanese version of SM64 ported to the 64DD, with most (but not all) sounds replaced with their PAL versions. For example, the red coin and the sliding star door sounds are the same as in the Japanese release. The title screen is vastly different, resembling the hidden debug mode&#039;s level select screen. Since it is on a disk, load times are increased.&lt;br /&gt;
&lt;br /&gt;
The most major difference is that entering the inside of the island in [[Tiny-Huge Island]], where Wiggler and red coins reside, will crash the game. The crash is console only, and seems to occur after Wiggler starts moving. Note that this area is apparently the only area with more than one warp in or out, with this or Wiggler&#039;s movement possibly being the cause of the crash.&lt;br /&gt;
&lt;br /&gt;
==Super Mario 64 DS==&lt;br /&gt;
&#039;&#039;Main article: [[Super Mario 64 DS]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Super Mario 64 DS]] is a remake of Super Mario 64 for the DS. Its physics are vastly different and there is no evidence that it shares any code with the original N64 release as it was probably written from scratch; therefore it is not usually considered a &amp;quot;version&amp;quot; of Super Mario 64, but rather a rerelease. It has 150 stars instead of the original&#039;s 120, more powerups, different playable characters with different special abilities, and more.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>MrCheeze</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Other_single_button_challenges&amp;diff=3695</id>
		<title>Other single button challenges</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Other_single_button_challenges&amp;diff=3695"/>
		<updated>2018-10-06T02:36:21Z</updated>

		<summary type="html">&lt;p&gt;MrCheeze: /* Unavoidable B presses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The other button challenges aren&#039;t as notable as the [[ABC]], because they are often very easy and don&#039;t require special maneuvers like in the ABC; however, there are some exceptions.&lt;br /&gt;
&lt;br /&gt;
== B Button Challenge ==&lt;br /&gt;
The B Button Challenge is basically the same as the [[ABC]], except it is about avoiding the use of the B Button. In most levels, the B Button isn&#039;t required, but some of the ones that do have exploitable glitches to avoid pressing B.&lt;br /&gt;
&lt;br /&gt;
=== Unavoidable B presses ===&lt;br /&gt;
(100% Only) The player must press B three times in [[Bob-omb Battlefield|BoB]] to defeat King Bob-omb&lt;br /&gt;
&lt;br /&gt;
The player must press B in Bowser in the Fire Sea, but can avoid pressing B again by letting Mario drop Bowser into the mine&lt;br /&gt;
&lt;br /&gt;
(100% Only) The player must press B in TTM to grab the Monkey.&lt;br /&gt;
&lt;br /&gt;
(100% Only) The player must press B two times to collect two MIPS stars.&lt;br /&gt;
&lt;br /&gt;
The player must press B three times in order to beat Bowser in the Sky, the first two are simple, but when Mario gets hit by Bowsers Fire, he releases Bowser allowing us to avoid pressing B a fourth time.&lt;br /&gt;
&lt;br /&gt;
Although the player must press B to defeat Bowser in the Dark World, this press is conventionally excluded from totals, because 120 stars can be collected even without completing BitDW.&lt;br /&gt;
&lt;br /&gt;
=== Unavoidable B Presses (J-Version) ===&lt;br /&gt;
On the J-Version of the game, the player can only use B Button to initiate text with NPCs, and this introduces additional B Presses.&lt;br /&gt;
&lt;br /&gt;
(100% Only) The player must press B three times to collect three toad stars.&lt;br /&gt;
&lt;br /&gt;
(100% Only) The player must press B two times to collect two MIPS stars.&lt;br /&gt;
&lt;br /&gt;
(100% Only) The player must press B to talk to the bob-omb buddy in WMotR, since cannons are required for the star.&lt;br /&gt;
&lt;br /&gt;
===Total Counts&amp;lt;nowiki/&amp;gt;===&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!U-Version&lt;br /&gt;
!J-Version&lt;br /&gt;
|-&lt;br /&gt;
|Any%&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|120 Star&lt;br /&gt;
|10&lt;br /&gt;
|14&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Z Button Challenge ==&lt;br /&gt;
&lt;br /&gt;
=== Unavoidable Z Presses ===&lt;br /&gt;
(100% Only) The player must press Z three times during the fight with King Whomp, since we have to ground pound his back three times.&lt;br /&gt;
&lt;br /&gt;
(100% Only) The player must press Z to ground pound the blue coin block in JRB in order to get the 100 coin star, since there are only 74 other coins in the course.&lt;br /&gt;
&lt;br /&gt;
=== Total Counts ===&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot;&lt;br /&gt;
!Any%&lt;br /&gt;
!120 Star&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Other Button Challenges ==&lt;br /&gt;
&lt;br /&gt;
=== The Start Button Challenge ===&lt;br /&gt;
The player must press Start to progress from the start screen to the file select screen.&lt;br /&gt;
&lt;br /&gt;
=== The C Buttons Challenge ===&lt;br /&gt;
(100% Only) The player must press C Button to enter first-person mode in order to enter the [[Tower of the Wing Cap]].&lt;br /&gt;
&lt;br /&gt;
=== The R Button Challenge ===&lt;br /&gt;
The R Button is never required in the game.&lt;br /&gt;
&lt;br /&gt;
=== The L Button Challenge ===&lt;br /&gt;
The L Button is never required in the game.&lt;br /&gt;
&lt;br /&gt;
=== The D-Pad Buttons Challenge ===&lt;br /&gt;
The D-Pad Buttons are never required in the game.&lt;br /&gt;
&lt;br /&gt;
== Total Counts ==&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Any% U&lt;br /&gt;
!120 Star U&lt;br /&gt;
!Any% J&lt;br /&gt;
!120 Star J&lt;br /&gt;
|-&lt;br /&gt;
|B&lt;br /&gt;
|4&lt;br /&gt;
|10&lt;br /&gt;
|4&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|Z&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Start&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|R&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|L&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|D-Pad&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Videos ==&lt;br /&gt;
[https://www.youtube.com/watch?v=n9hRXtpgFV8 The B Button Challenge]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=ErD-2wg3O10 The Z Button Challenge]&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=9WSsMgJSK98 The Other Button Challenges][[Category:Challenges]]&lt;/div&gt;</summary>
		<author><name>MrCheeze</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=A_Button_Challenge&amp;diff=3652</id>
		<title>A Button Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=A_Button_Challenge&amp;diff=3652"/>
		<updated>2018-09-30T21:13:25Z</updated>

		<summary type="html">&lt;p&gt;MrCheeze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{A Button Challenge infobox}}&lt;br /&gt;
The &#039;&#039;&#039;A Button Challenge&#039;&#039;&#039;, &#039;&#039;&#039;ABC&#039;&#039;&#039; for short, is a [[challenge]] in which the number of presses of the [[A button]] is minimized, whether on a per-mission or a per-file basis. Because the A button makes Mario jump, great creativity and precision are required to progress in the game without using this &amp;quot;vital&amp;quot; function. The ABC is often connected to the discoveries of new glitches and techniques that can be used more generally throughout the game. Much of the material on the [https://www.youtube.com/user/pannenkoek2012 pannenkoek2012] and [https://www.youtube.com/user/pannenkeok2012 UncommentatedPannen] channels is related to the A Button Challenge, with only 23 remaining A presses (17 unique A presses) left to optimize.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
Although much of the progress in the ABC has been made since 2013, the ABC existed for over a decade earlier. Pieces of what would become the ABC were present in different terms, as early as 2001 on Walton Dell&#039;s site on multiple level pages.&amp;lt;ref&amp;gt;https://web.archive.org/web/20020614010118/http://www.wdell.com/videogames/sm64/course01/&amp;lt;/ref&amp;gt; Curtis Bright, who runs sm64.com, was keeping track of ABC at least as early as December of 2006.&amp;lt;ref&amp;gt;https://web.archive.org/web/20061209073313/http://www.student.cs.uwaterloo.ca/~cbright/sm64/a-presses.html&amp;lt;/ref&amp;gt; Thiago Trujillo had what is the earliest, nearly complete count for the game (that we have access to) with a total count of about 263 presses.&amp;lt;ref&amp;gt;http://www.oocities.org/thiagotrujillo/abut.html&amp;lt;/ref&amp;gt; (This list is missing all navigation presses, two of the [[DDD]] stars, three of the [[TTC]] stars, one star in [[RR]], and [[BitS]].)&lt;br /&gt;
&lt;br /&gt;
Pannenkoek&#039;s first ABC video was for 5 Itty Bitty Secrets, and was released in August 2013.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=Xy7XDStV5WE&amp;lt;/ref&amp;gt; The count at this point was about 212 presses, although this number dropped fairly quickly. Within the first 4 months, the count had fallen nearly 100 presses, and was down to 118. Over the next five years, many different people have worked on removing as many counts as possible, and the number has dropped to only 23 A presses in a 100% run (as well as 0 in any%).&lt;br /&gt;
&lt;br /&gt;
== A Presses Left ==&lt;br /&gt;
A &#039;&#039;&#039;unique A press&#039;&#039;&#039; refers to a single circumstance under which the A button must be pressed during a run. This circumstance may occur multiple times, leading to multiple A presses; if a workaround is found for the unique A press, all of those individual A presses may be saved.&lt;br /&gt;
&lt;br /&gt;
For example, if entering a course requires an A press, the case of entering the course is a unique A press, even if said course must be visited multiple times over the course of a run.&lt;br /&gt;
&lt;br /&gt;
Below is a table of unique A presses in the [[A Button Challenge]].&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=RHU1BdDCClE&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|A Press #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Multiplicity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Stage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Purpose&lt;br /&gt;
|-&lt;br /&gt;
|#1&lt;br /&gt;
|1&lt;br /&gt;
|JRB&lt;br /&gt;
|To collect the chest star&lt;br /&gt;
|-&lt;br /&gt;
|#2&lt;br /&gt;
|1&lt;br /&gt;
|LLL&lt;br /&gt;
|To get to the Elevator Tour star platform&lt;br /&gt;
|-&lt;br /&gt;
|#3&lt;br /&gt;
|2&lt;br /&gt;
|SSL&lt;br /&gt;
|To get out of the pyramid elevator&lt;br /&gt;
|-&lt;br /&gt;
|#4, #5&lt;br /&gt;
|1&lt;br /&gt;
|THI&lt;br /&gt;
|To collect red coins&lt;br /&gt;
|-&lt;br /&gt;
|#6&lt;br /&gt;
|3&lt;br /&gt;
|TTC&lt;br /&gt;
|To get out of the treadmill grinding spot&lt;br /&gt;
|-&lt;br /&gt;
|#7, #8, #9&lt;br /&gt;
|1&lt;br /&gt;
|TTC&lt;br /&gt;
|To get from the rotating boxes to the top of the clock&lt;br /&gt;
|-&lt;br /&gt;
|#10&lt;br /&gt;
|1&lt;br /&gt;
|TTC&lt;br /&gt;
|To get past the thwomp&lt;br /&gt;
|-&lt;br /&gt;
|#11&lt;br /&gt;
|1&lt;br /&gt;
|PSS&lt;br /&gt;
|&lt;br /&gt;
To collect the star&lt;br /&gt;
|-&lt;br /&gt;
|#12, #13&lt;br /&gt;
|1&lt;br /&gt;
|WMotR&lt;br /&gt;
|&lt;br /&gt;
To collect red coins&lt;br /&gt;
|-&lt;br /&gt;
|#14&lt;br /&gt;
|1&lt;br /&gt;
|BitFS&lt;br /&gt;
|To get past the pole (saved on Wii VC)&lt;br /&gt;
|-&lt;br /&gt;
|#15&lt;br /&gt;
|4&lt;br /&gt;
|Castle&lt;br /&gt;
|To enter TTC (6 except on JP N64)&lt;br /&gt;
|-&lt;br /&gt;
|#16&lt;br /&gt;
|1&lt;br /&gt;
|Castle&lt;br /&gt;
|To go to RR&lt;br /&gt;
|-&lt;br /&gt;
|#17&lt;br /&gt;
|1&lt;br /&gt;
|Castle&lt;br /&gt;
|To go to WMotR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, some levels require the A button to be held for the level, but not started on that specific star necessarily. These presses can be tied to earlier presses to lower counts in longer runs.&lt;br /&gt;
&lt;br /&gt;
Below is a table of all levels that require half an A-Press.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|A Press #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Multiplicity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Stage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Purpose&lt;br /&gt;
|-&lt;br /&gt;
|#1&lt;br /&gt;
|1&lt;br /&gt;
|HMC&lt;br /&gt;
|To do kicks on the elevator&lt;br /&gt;
|-&lt;br /&gt;
|#2&lt;br /&gt;
|1&lt;br /&gt;
|DDD&lt;br /&gt;
|To clone the whirlpool and poles&lt;br /&gt;
|-&lt;br /&gt;
|#3&lt;br /&gt;
|1&lt;br /&gt;
|DDD&lt;br /&gt;
|To clone coin spawners for 100 coins&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>MrCheeze</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:A_Button_Challenge_infobox&amp;diff=1998</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=1998"/>
		<updated>2018-06-21T03:50:46Z</updated>

		<summary type="html">&lt;p&gt;MrCheeze: Zero Point Five&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=0.5|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=0.5|ddd4=1|ddd5=1|ddd6=1|ddd7=0.5&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=1|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>MrCheeze</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:Challenge_infobox_star_0.5.png&amp;diff=1997</id>
		<title>File:Challenge infobox star 0.5.png</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:Challenge_infobox_star_0.5.png&amp;diff=1997"/>
		<updated>2018-06-21T03:48:42Z</updated>

		<summary type="html">&lt;p&gt;MrCheeze: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>MrCheeze</name></author>
	</entry>
</feed>