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	<id>https://ukikipedia.net/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Oyion+gaming</id>
	<title>Ukikipedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://ukikipedia.net/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Oyion+gaming"/>
	<link rel="alternate" type="text/html" href="https://ukikipedia.net/wiki/Special:Contributions/Oyion_gaming"/>
	<updated>2026-10-10T03:00:22Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Talk:Castle_Grounds&amp;diff=20420</id>
		<title>Talk:Castle Grounds</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Talk:Castle_Grounds&amp;diff=20420"/>
		<updated>2026-06-11T23:45:31Z</updated>

		<summary type="html">&lt;p&gt;Oyion gaming: /* Format */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello&lt;br /&gt;
&lt;br /&gt;
== Format ==&lt;br /&gt;
&lt;br /&gt;
I don&#039;t know how to get rid of that star navigation thing?? [[User:Oyion gaming|Oyion ]] ([[User talk:Oyion gaming|talk]]) 23:45, 11 June 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>Oyion gaming</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Talk:Castle_Grounds&amp;diff=20419</id>
		<title>Talk:Castle Grounds</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Talk:Castle_Grounds&amp;diff=20419"/>
		<updated>2026-06-11T23:45:02Z</updated>

		<summary type="html">&lt;p&gt;Oyion gaming: Created page with &amp;quot;Hello&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hello&lt;/div&gt;</summary>
		<author><name>Oyion gaming</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Castle_Grounds&amp;diff=20418</id>
		<title>Castle Grounds</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Castle_Grounds&amp;diff=20418"/>
		<updated>2026-06-11T23:44:24Z</updated>

		<summary type="html">&lt;p&gt;Oyion gaming: I changed the setting to what I think&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{course_infobox&lt;br /&gt;
|title=The Castle grounds&lt;br /&gt;
|image= TC.png&lt;br /&gt;
|terrain=Grassy/Default&lt;br /&gt;
|setting=Grassy hills&lt;br /&gt;
|water=Some&lt;br /&gt;
|yellow-coins=2&lt;br /&gt;
|red-coins=&lt;br /&gt;
|blue-coins=&lt;br /&gt;
|enemy-yellow= 0&lt;br /&gt;
|enemy-blue=&lt;br /&gt;
|stars=0&lt;br /&gt;
|wing-caps=1&lt;br /&gt;
|metal-caps=&lt;br /&gt;
|vanish-caps=&lt;br /&gt;
|overview_1=STROOP- Castle Grounds.png}}&lt;br /&gt;
The castle grounds is the main starting point of the game and serves as the exterior of the castle.&lt;br /&gt;
&lt;br /&gt;
== The Moat ==&lt;br /&gt;
The moat surrounds the castle when you first start the game. Go to the [[basement]] and go right of [[Hazy Maze Cave]], you will find a puzzle. To solve it, you need to ground pound both pillars. the water will start draining. Once you go back outside, you will see that the water from the moat is gone! This is required for the vanish cap.&lt;br /&gt;
== Secrets ==&lt;br /&gt;
There&#039;s a hangable ceiling under the bridge but the bridge is so high you would need to use a [[Backwards Long Jump]]. There&#039;s a cannon that can launch you up to the castle roof but if you use a really tricky triple jump at the corner of it you can get on there.&lt;/div&gt;</summary>
		<author><name>Oyion gaming</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Castle_Grounds&amp;diff=20416</id>
		<title>Castle Grounds</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Castle_Grounds&amp;diff=20416"/>
		<updated>2026-06-11T10:15:34Z</updated>

		<summary type="html">&lt;p&gt;Oyion gaming: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{course_infobox&lt;br /&gt;
|title=The Castle grounds&lt;br /&gt;
|image= TC.png&lt;br /&gt;
|terrain=Grassy/Default&lt;br /&gt;
|setting=Varied&lt;br /&gt;
|water=Some&lt;br /&gt;
|yellow-coins=2&lt;br /&gt;
|red-coins=&lt;br /&gt;
|blue-coins=&lt;br /&gt;
|enemy-yellow= 0&lt;br /&gt;
|enemy-blue=&lt;br /&gt;
|stars=0&lt;br /&gt;
|wing-caps=1&lt;br /&gt;
|metal-caps=&lt;br /&gt;
|vanish-caps=&lt;br /&gt;
|overview_1=STROOP- Castle Grounds.png}}&lt;br /&gt;
The castle grounds is the main starting point of the game and serves as the exterior of the castle.&lt;br /&gt;
&lt;br /&gt;
== The Moat ==&lt;br /&gt;
The moat surrounds the castle when you first start the game. Go to the [[basement]] and go right of [[Hazy Maze Cave]], you will find a puzzle. To solve it, you need to ground pound both pillars. the water will start draining. Once you go back outside, you will see that the water from the moat is gone! This is required for the vanish cap.&lt;br /&gt;
== Secrets ==&lt;br /&gt;
There&#039;s a hangable ceiling under the bridge but the bridge is so high you would need to use a [[Backwards Long Jump]]. There&#039;s a cannon that can launch you up to the castle roof but if you use a really tricky triple jump at the corner of it you can get on there.&lt;/div&gt;</summary>
		<author><name>Oyion gaming</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Castle_Grounds&amp;diff=20415</id>
		<title>Castle Grounds</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Castle_Grounds&amp;diff=20415"/>
		<updated>2026-06-11T09:36:58Z</updated>

		<summary type="html">&lt;p&gt;Oyion gaming: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
The castle grounds is the main starting point of the game and serves as the exterior of the castle.&lt;br /&gt;
&lt;br /&gt;
== The Moat ==&lt;br /&gt;
The moat surrounds the castle when you first start the game. Go to the [[basement]] and go right of [[Hazy Maze Cave]], you will find a puzzle. To solve it, you need to ground pound both pillars. the water will start draining. Once you go back outside, you will see that the water from the moat is gone! This is required for the vanish cap.&lt;br /&gt;
== Secrets ==&lt;br /&gt;
There&#039;s a hangable ceiling under the bridge but the bridge is so high you would need to use a [[Backwards Long Jump]]. There&#039;s a cannon that can launch you up to the castle roof but if you use a really tricky triple jump at the corner of it you can get on there.&lt;/div&gt;</summary>
		<author><name>Oyion gaming</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Castle_Grounds&amp;diff=20414</id>
		<title>Castle Grounds</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Castle_Grounds&amp;diff=20414"/>
		<updated>2026-06-11T09:35:48Z</updated>

		<summary type="html">&lt;p&gt;Oyion gaming: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
The castle grounds is the main starting point of the game and serves as the exterior of the castle.&lt;br /&gt;
|overview_1=STROOP- Castle Grounds.png&lt;br /&gt;
&lt;br /&gt;
== The Moat ==&lt;br /&gt;
The moat surrounds the castle when you first start the game. Go to the [[basement]] and go right of [[Hazy Maze Cave]], you will find a puzzle. To solve it, you need to ground pound both pillars. the water will start draining. Once you go back outside, you will see that the water from the moat is gone! This is required for the vanish cap.&lt;br /&gt;
== Secrets ==&lt;br /&gt;
There&#039;s a hangable ceiling under the bridge but the bridge is so high you would need to use a [[Backwards Long Jump]]. There&#039;s a cannon that can launch you up to the castle roof but if you use a really tricky triple jump at the corner of it you can get on there.&lt;/div&gt;</summary>
		<author><name>Oyion gaming</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Talk:The_Princess%27s_Secret_Slide_(Fast)&amp;diff=20413</id>
		<title>Talk:The Princess&#039;s Secret Slide (Fast)</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Talk:The_Princess%27s_Secret_Slide_(Fast)&amp;diff=20413"/>
		<updated>2026-06-11T09:16:07Z</updated>

		<summary type="html">&lt;p&gt;Oyion gaming: /* The star */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!&lt;br /&gt;
&lt;br /&gt;
== The star ==&lt;br /&gt;
&lt;br /&gt;
Dude who is actually worried about the fast thing if there was speed runner you&#039;re probably so fast you don&#039;t even notice it [[User:Oyion gaming|Oyion ]] ([[User talk:Oyion gaming|talk]]) 09:16, 11 June 2026 (UTC)&lt;/div&gt;</summary>
		<author><name>Oyion gaming</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Talk:The_Princess%27s_Secret_Slide_(Fast)&amp;diff=20412</id>
		<title>Talk:The Princess&#039;s Secret Slide (Fast)</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Talk:The_Princess%27s_Secret_Slide_(Fast)&amp;diff=20412"/>
		<updated>2026-06-11T09:14:46Z</updated>

		<summary type="html">&lt;p&gt;Oyion gaming: Created page with &amp;quot;Hi!&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi!&lt;/div&gt;</summary>
		<author><name>Oyion gaming</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Castle_Grounds&amp;diff=20411</id>
		<title>Castle Grounds</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Castle_Grounds&amp;diff=20411"/>
		<updated>2026-06-11T09:12:02Z</updated>

		<summary type="html">&lt;p&gt;Oyion gaming: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
The castle grounds is the main starting point of the game and serves as the exterior of the castle.&lt;br /&gt;
&lt;br /&gt;
== The Moat ==&lt;br /&gt;
The moat surrounds the castle when you first start the game. Go to the [[basement]] and go right of [[Hazy Maze Cave]], you will find a puzzle. To solve it, you need to ground pound both pillars. the water will start draining. Once you go back outside, you will see that the water from the moat is gone! This is required for the vanish cap.&lt;br /&gt;
== Secrets ==&lt;br /&gt;
There&#039;s a hangable ceiling under the bridge but the bridge is so high you would need to use a [[Backwards Long Jump]]. There&#039;s a cannon that can launch you up to the castle roof but if you use a really tricky triple jump at the corner of it you can get on there.&lt;/div&gt;</summary>
		<author><name>Oyion gaming</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Castle_Grounds&amp;diff=20410</id>
		<title>Castle Grounds</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Castle_Grounds&amp;diff=20410"/>
		<updated>2026-06-11T09:10:43Z</updated>

		<summary type="html">&lt;p&gt;Oyion gaming: Added&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The castle grounds is the main starting point of the game and serves as the exterior of the castle.&lt;br /&gt;
&lt;br /&gt;
== The Moat ==&lt;br /&gt;
The moat surrounds the castle when you first start the game. Go to the [[basement]] and go right of [[Hazy Maze Cave]], you will find a puzzle. To solve it, you need to ground pound both pillars. the water will start draining. Once you go back outside, you will see that the water from the moat is gone! This is required for the vanish cap.&lt;br /&gt;
== Secrets ==&lt;br /&gt;
There&#039;s a hangable ceiling under the bridge but the bridge is so high you would need to use a [[Backwards Long Jump]]. There&#039;s a cannon that can launch you up to the castle roof but if you use a really tricky triple jump at the corner of it you can get on there.&lt;/div&gt;</summary>
		<author><name>Oyion gaming</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Castle_Grounds&amp;diff=20409</id>
		<title>Castle Grounds</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Castle_Grounds&amp;diff=20409"/>
		<updated>2026-06-11T09:03:02Z</updated>

		<summary type="html">&lt;p&gt;Oyion gaming: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The castle grounds is the main starting point of the game and serves as the exterior of the castle.&lt;br /&gt;
&lt;br /&gt;
== The Moat ==&lt;br /&gt;
The moat surrounds the castle when you first start the game. Go to the [[basement]] and go right of [[Hazy Maze Cave]], you will find a puzzle. To solve it, you need to ground pound both pillars. the water will starts draining. Once you go back outside, you will see that the water from the moat is gone! This is required for the vanish cap.&lt;/div&gt;</summary>
		<author><name>Oyion gaming</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Castle_Grounds&amp;diff=20408</id>
		<title>Castle Grounds</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Castle_Grounds&amp;diff=20408"/>
		<updated>2026-06-11T09:01:56Z</updated>

		<summary type="html">&lt;p&gt;Oyion gaming: Added content&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The castle grounds is the main starting point of the game and serves as the exterior of the castle.&lt;br /&gt;
&lt;br /&gt;
== The Moat ==&lt;br /&gt;
The moat surrounds the castle when you first start the game. Go to the [[basement]] and go right of [[Hazy Maze Cave]], you will find a puzzle. To solve it, you need to ground pound both pillars. You will know you succeeded when the water starts draining. Once you go back outside, you will see that the water from the moat is gone! This is required for the vanish cap.&lt;/div&gt;</summary>
		<author><name>Oyion gaming</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Castle_Grounds&amp;diff=20407</id>
		<title>Castle Grounds</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Castle_Grounds&amp;diff=20407"/>
		<updated>2026-06-11T08:58:38Z</updated>

		<summary type="html">&lt;p&gt;Oyion gaming: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The castle grounds is the main starting point of the game and serves as the exterior of the castle&lt;/div&gt;</summary>
		<author><name>Oyion gaming</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Castle_Grounds&amp;diff=20406</id>
		<title>Castle Grounds</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Castle_Grounds&amp;diff=20406"/>
		<updated>2026-06-11T08:57:28Z</updated>

		<summary type="html">&lt;p&gt;Oyion gaming: Well it added some content but like I do not know how the format works&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The castle grounds is the main starting point of the game and serves as the exterior of the castle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-| The Moat=&lt;br /&gt;
The moat surrounds the castle at the start of the game. Entering the [[basement]] and heading to the right of the [[Hazy Maze Cave]] entrance leads to a puzzle room. To solve it, both pillars must be ground pounded. This causes the water to drain. Upon returning outside, the water from the moat will be completely gone, which is required to access the [[Vanish Cap Under the Moat|Vanish Cap]] stage.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;/div&gt;</summary>
		<author><name>Oyion gaming</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Wet-Dry_World&amp;diff=19481</id>
		<title>Wet-Dry World</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Wet-Dry_World&amp;diff=19481"/>
		<updated>2024-12-09T01:03:58Z</updated>

		<summary type="html">&lt;p&gt;Oyion gaming: /* Downtown */I added the enemies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{speedrun_guides}}&lt;br /&gt;
{{course_infobox&lt;br /&gt;
|title=Wet-Dry World&lt;br /&gt;
|image= WDW.png&lt;br /&gt;
|abbreviation=WDW&lt;br /&gt;
|terrain=Default/Water&lt;br /&gt;
|setting=Sunny&lt;br /&gt;
|water=Mostly&lt;br /&gt;
|yellow-coins=89&lt;br /&gt;
|red-coins=8&lt;br /&gt;
|blue-coins=6&lt;br /&gt;
|enemy-yellow=17&lt;br /&gt;
|enemy-blue=&lt;br /&gt;
|stars=7&lt;br /&gt;
|wing-caps=&lt;br /&gt;
|metal-caps=1&lt;br /&gt;
|vanish-caps=2&lt;br /&gt;
|overview_1=STROOP- WDW 1 Low.png&lt;br /&gt;
|overview_2=STROOP- WDW 1 High.png&lt;br /&gt;
|overview_3=STROOP- WDW 2.png&lt;br /&gt;
}}&#039;&#039;&#039;Wet-Dry World&#039;&#039;&#039; is the eleventh course of &#039;&#039;[[Super Mario 64]]&#039;&#039;, featuring a &amp;quot;town&amp;quot; with an adjustable water level. By touching any of the [[Crystal Tap|crystal taps]] in the course, the water level is raised or lowered to the height of the tap used. Additionally, Mario&#039;s height as he enters the painting determines the water level immediately after entering the course (low, medium, or high). The course has a tunnel with a loading zone to take Mario back and forth between the main area and &amp;quot;downtown&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Coins==&lt;br /&gt;
There are a total of 152 coins in the course, with 107 coins in the main area and 45 coins inside the town. The coin limit in this course can be raised via cloning.&lt;br /&gt;
{{WDW Coins}}&lt;br /&gt;
&lt;br /&gt;
==Main Area==&lt;br /&gt;
{{stub}}&lt;br /&gt;
All enemies are 1 Chuckya 1 Skeeters 4 fire spitter 3 heave-hos 1 amp&lt;br /&gt;
&lt;br /&gt;
==Downtown==&lt;br /&gt;
{{stub}}&lt;br /&gt;
The downtown area features multiple empty houses. On the sides of some of the houses is what appear to be doors, but are actually just textures and do not do anything. There are 3 sketers&lt;br /&gt;
&lt;br /&gt;
==A Press Counts==&lt;br /&gt;
In the [[A Button Challenge]], it takes no A Presses to collect all seven stars.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Star&lt;br /&gt;
!A Presses&lt;br /&gt;
!Minutes&lt;br /&gt;
|-&lt;br /&gt;
|1||0||0&lt;br /&gt;
|-&lt;br /&gt;
|2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|3||0||1&lt;br /&gt;
|-&lt;br /&gt;
|4||0||0&lt;br /&gt;
|-&lt;br /&gt;
|5||0||5&lt;br /&gt;
|-&lt;br /&gt;
|6||0||1&lt;br /&gt;
|-&lt;br /&gt;
|100||0||2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Entering Wet Dry World &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/mlHzqJn2SMs &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This part is easily done without pressing &#039;&#039;A&#039;&#039; by using a dive recover into the painting. Although this means only the lowest water level can be accessed from the start of the level.&lt;br /&gt;
&lt;br /&gt;
===Shocking Arrow Lifts! &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/GpLDcOdhchY&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a warp nearby that takes you directly above the star.&lt;br /&gt;
&lt;br /&gt;
===Top o&#039; The Town &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video 1 (Chuckya): https://youtu.be/vc_xUKnw7Z8 &#039;&#039;&lt;br /&gt;
:&#039;&#039;Video 2 (VSC): https://youtu.be/Z25qV3sGIn0 &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This star is particularly difficult because while you can break the box without pressing &#039;&#039;A&#039;&#039;, the star itself was 1 unit too high for a dive recover to work. It was originally solved when Plush figured out you could hold [[Chuckya]] as a light object on the bridge. Now, there are 6 different strategies, using Chuckya, VSC, a skeeter clone, a fire clone, a teleporter clone, and a heave-ho. Among these, the VSC strategy is the fastest one.&lt;br /&gt;
&lt;br /&gt;
===Secrets in the Shallows &amp;amp; Sky &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/9Zc7wORb1FE &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The strategy to get this star was to use a heave-ho to get one secret and chuckya to get on the bridge to get to another secret. the other secrets are fairly easy to get by falling from above.&lt;br /&gt;
&lt;br /&gt;
===Express Elevator - Hurry Up! &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/gxkGeNAdsWg &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The problem with this star is that it was originally not possible to get onto the elevator without pressing &#039;&#039;A&#039;&#039;. Eventually, Pannen realized that by raising the water level, he could get on the elevator with half an A press with barely enough time to get on. After that, it was found to be possible without pressing &#039;&#039;A&#039;&#039; by using negative VSC which gave some time to get on to the elevator without pressing the &#039;&#039;A&#039;&#039; button.&lt;br /&gt;
&lt;br /&gt;
===Go to Town for Red Coins &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video 1 (Water Level Raising): https://youtu.be/cdM-h1Ge9xk &#039;&#039;&lt;br /&gt;
:&#039;&#039;Video 2 (Faster Strategy): https://youtu.be/25G6qXpXwHw &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Originally, this star was saved because the water in the town bobs up and down by 20 units. If you go through the loading zone in the middle of the tunnel, the water level from the town will be saved and when you come back, the water level will be at the last position it was at. However, when you come back, the water level saved is now used as the median. So, by waiting for the water level to bob up or down by 20 units, unloading and then reloading the town, and repeating this process, you can raise or lower the water level.&lt;br /&gt;
&lt;br /&gt;
Later, it was figured out by Iwer Sonsch that one of the red coins could be collected without breaking its box, putting a skeeter on the grey building, and using chuckya to give him some speed where he could use frame perfect B swimming to conserve that speed underwater to swim faster. Iwer then figured out you could clone one of the boxes to save some time, and put a skeeter on the brown building which saved a trip to the town. Pannen also found out that you could conserve more speed after throwing the box clone which helped him swim a lot faster and saved another trip to the town.&lt;br /&gt;
&lt;br /&gt;
===Quick Race through Downtown! &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video 1 (Water Level Overflow): https://youtu.be/2NtxoAgNY80 &#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
:&#039;&#039;Video 2 (Cloning): https://youtu.be/7jqrAohBTxg &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Originally, Pannenenkoek2012 was able to do this in a single &#039;&#039;A&#039;&#039; press by bringing Chuckya to the loading zone and then cloning the star. The strategy used one &#039;&#039;A&#039;&#039; press to start swimming after grabbing chuckya.&lt;br /&gt;
&lt;br /&gt;
In May of 2014, he figured out that by using the water level raising glitch that had been used before, he was able to raise the water level so much that he could overflow the water level, making the water level alternate from being completely full to completely dry. The water level is stored as a 16-bit signed integer which means the only possible values it can be are between -32,768 to 32,767. If the water level goes over 32,767, it will wrap back around to -32,768 and vice versa.&lt;br /&gt;
&lt;br /&gt;
In October of 2021, it was figured out that you could actually clone the star without having to press &#039;&#039;A&#039;&#039; again to swim with chuckya. By having chuckya come over to the loading zone, it was possible for Mario to grab chuckya and rapidly go through the loading zone to clone the star.&lt;br /&gt;
&lt;br /&gt;
===WDW 100 Coins &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;https://youtu.be/WU_6RKfsHE4 &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This star isn&#039;t very problematic as there are enough coins in the main room to get the 100 coin star. However, chuckya was required to get Mario onto the bridge which lets him get a box with 10 coins in it.&lt;br /&gt;
==Other Challenges==&lt;br /&gt;
In the [[Coinless Challenge]], excluding coin missions, all stars can be collected. The same stars can be collected in the [[CCC Challenge]], where &#039;&#039;Quick Race Through Downtown!&#039;&#039; can either be cloned, or Mario can clip into the cage with a BLJ.&lt;br /&gt;
&lt;br /&gt;
In the [[Capless/Cannonless Challenge]], all seven stars can be collected.&lt;br /&gt;
&lt;br /&gt;
In the [[No Buttons Allowed Challenge]], only &#039;&#039;Shocking Arrow Lifts!&#039;&#039; can be collected.&lt;br /&gt;
&lt;br /&gt;
In the [[No Joystick Allowed Challenge]], only &#039;&#039;Top o&#039; the Town&#039;&#039; can be collected.&lt;br /&gt;
&lt;br /&gt;
In the [[Pacifist Challenge]], all seven stars can be collected.&lt;br /&gt;
&lt;br /&gt;
In the [[B Button Challenge]], the entire course is possible in 0 B presses. The JP 1.0 version requires triple jumping into the pipe to avoid opening the cannon.&lt;br /&gt;
&lt;br /&gt;
In the [[Z Button Challenge]], the entire course is possible in 0 Z presses.&lt;br /&gt;
&lt;br /&gt;
In the [[UBER Challenge]], &#039;&#039;Shocking Arrow Lifts!&#039;&#039;, &#039;&#039;Top o&#039; the Town&#039;&#039;, &#039;&#039;Express Elevator--Hurry Up!&#039;&#039;, and &#039;&#039;Quick Race Through Downtown!&#039;&#039; can be collected. The latter two require [[Hyperspeed Wall Kicking]] and [[BLJ]]s to clip through walls.&lt;br /&gt;
&lt;br /&gt;
In the [[Floor is Lava Challenge]], &#039;&#039;Shocking Arrow Lifts!&#039;&#039;, &#039;&#039;Top o&#039; the Town&#039;&#039;, &#039;&#039;Express Elevator--Hurry Up!&#039;&#039;, and &#039;&#039;Quick Race Through Downtown!&#039;&#039; can be collected, as Mario starts the course on a wooden board object. and can swim around the course.&lt;br /&gt;
&lt;br /&gt;
There is an [[unsolved challenge]] in this course, to perform [[transport cloning]] with a [[Skeeter]].&lt;br /&gt;
&lt;br /&gt;
{{Level courses}}&lt;/div&gt;</summary>
		<author><name>Oyion gaming</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Wet-Dry_World&amp;diff=19480</id>
		<title>Wet-Dry World</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Wet-Dry_World&amp;diff=19480"/>
		<updated>2024-12-09T01:02:45Z</updated>

		<summary type="html">&lt;p&gt;Oyion gaming: /* Main Area */I added an amp&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{speedrun_guides}}&lt;br /&gt;
{{course_infobox&lt;br /&gt;
|title=Wet-Dry World&lt;br /&gt;
|image= WDW.png&lt;br /&gt;
|abbreviation=WDW&lt;br /&gt;
|terrain=Default/Water&lt;br /&gt;
|setting=Sunny&lt;br /&gt;
|water=Mostly&lt;br /&gt;
|yellow-coins=89&lt;br /&gt;
|red-coins=8&lt;br /&gt;
|blue-coins=6&lt;br /&gt;
|enemy-yellow=17&lt;br /&gt;
|enemy-blue=&lt;br /&gt;
|stars=7&lt;br /&gt;
|wing-caps=&lt;br /&gt;
|metal-caps=1&lt;br /&gt;
|vanish-caps=2&lt;br /&gt;
|overview_1=STROOP- WDW 1 Low.png&lt;br /&gt;
|overview_2=STROOP- WDW 1 High.png&lt;br /&gt;
|overview_3=STROOP- WDW 2.png&lt;br /&gt;
}}&#039;&#039;&#039;Wet-Dry World&#039;&#039;&#039; is the eleventh course of &#039;&#039;[[Super Mario 64]]&#039;&#039;, featuring a &amp;quot;town&amp;quot; with an adjustable water level. By touching any of the [[Crystal Tap|crystal taps]] in the course, the water level is raised or lowered to the height of the tap used. Additionally, Mario&#039;s height as he enters the painting determines the water level immediately after entering the course (low, medium, or high). The course has a tunnel with a loading zone to take Mario back and forth between the main area and &amp;quot;downtown&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Coins==&lt;br /&gt;
There are a total of 152 coins in the course, with 107 coins in the main area and 45 coins inside the town. The coin limit in this course can be raised via cloning.&lt;br /&gt;
{{WDW Coins}}&lt;br /&gt;
&lt;br /&gt;
==Main Area==&lt;br /&gt;
{{stub}}&lt;br /&gt;
All enemies are 1 Chuckya 1 Skeeters 4 fire spitter 3 heave-hos 1 amp&lt;br /&gt;
&lt;br /&gt;
==Downtown==&lt;br /&gt;
{{stub}}&lt;br /&gt;
The downtown area features multiple empty houses. On the sides of some of the houses is what appear to be doors, but are actually just textures and do not do anything.&lt;br /&gt;
==A Press Counts==&lt;br /&gt;
In the [[A Button Challenge]], it takes no A Presses to collect all seven stars.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Star&lt;br /&gt;
!A Presses&lt;br /&gt;
!Minutes&lt;br /&gt;
|-&lt;br /&gt;
|1||0||0&lt;br /&gt;
|-&lt;br /&gt;
|2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|3||0||1&lt;br /&gt;
|-&lt;br /&gt;
|4||0||0&lt;br /&gt;
|-&lt;br /&gt;
|5||0||5&lt;br /&gt;
|-&lt;br /&gt;
|6||0||1&lt;br /&gt;
|-&lt;br /&gt;
|100||0||2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Entering Wet Dry World &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/mlHzqJn2SMs &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This part is easily done without pressing &#039;&#039;A&#039;&#039; by using a dive recover into the painting. Although this means only the lowest water level can be accessed from the start of the level.&lt;br /&gt;
&lt;br /&gt;
===Shocking Arrow Lifts! &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/GpLDcOdhchY&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a warp nearby that takes you directly above the star.&lt;br /&gt;
&lt;br /&gt;
===Top o&#039; The Town &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video 1 (Chuckya): https://youtu.be/vc_xUKnw7Z8 &#039;&#039;&lt;br /&gt;
:&#039;&#039;Video 2 (VSC): https://youtu.be/Z25qV3sGIn0 &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This star is particularly difficult because while you can break the box without pressing &#039;&#039;A&#039;&#039;, the star itself was 1 unit too high for a dive recover to work. It was originally solved when Plush figured out you could hold [[Chuckya]] as a light object on the bridge. Now, there are 6 different strategies, using Chuckya, VSC, a skeeter clone, a fire clone, a teleporter clone, and a heave-ho. Among these, the VSC strategy is the fastest one.&lt;br /&gt;
&lt;br /&gt;
===Secrets in the Shallows &amp;amp; Sky &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/9Zc7wORb1FE &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The strategy to get this star was to use a heave-ho to get one secret and chuckya to get on the bridge to get to another secret. the other secrets are fairly easy to get by falling from above.&lt;br /&gt;
&lt;br /&gt;
===Express Elevator - Hurry Up! &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/gxkGeNAdsWg &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The problem with this star is that it was originally not possible to get onto the elevator without pressing &#039;&#039;A&#039;&#039;. Eventually, Pannen realized that by raising the water level, he could get on the elevator with half an A press with barely enough time to get on. After that, it was found to be possible without pressing &#039;&#039;A&#039;&#039; by using negative VSC which gave some time to get on to the elevator without pressing the &#039;&#039;A&#039;&#039; button.&lt;br /&gt;
&lt;br /&gt;
===Go to Town for Red Coins &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video 1 (Water Level Raising): https://youtu.be/cdM-h1Ge9xk &#039;&#039;&lt;br /&gt;
:&#039;&#039;Video 2 (Faster Strategy): https://youtu.be/25G6qXpXwHw &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Originally, this star was saved because the water in the town bobs up and down by 20 units. If you go through the loading zone in the middle of the tunnel, the water level from the town will be saved and when you come back, the water level will be at the last position it was at. However, when you come back, the water level saved is now used as the median. So, by waiting for the water level to bob up or down by 20 units, unloading and then reloading the town, and repeating this process, you can raise or lower the water level.&lt;br /&gt;
&lt;br /&gt;
Later, it was figured out by Iwer Sonsch that one of the red coins could be collected without breaking its box, putting a skeeter on the grey building, and using chuckya to give him some speed where he could use frame perfect B swimming to conserve that speed underwater to swim faster. Iwer then figured out you could clone one of the boxes to save some time, and put a skeeter on the brown building which saved a trip to the town. Pannen also found out that you could conserve more speed after throwing the box clone which helped him swim a lot faster and saved another trip to the town.&lt;br /&gt;
&lt;br /&gt;
===Quick Race through Downtown! &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video 1 (Water Level Overflow): https://youtu.be/2NtxoAgNY80 &#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
:&#039;&#039;Video 2 (Cloning): https://youtu.be/7jqrAohBTxg &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Originally, Pannenenkoek2012 was able to do this in a single &#039;&#039;A&#039;&#039; press by bringing Chuckya to the loading zone and then cloning the star. The strategy used one &#039;&#039;A&#039;&#039; press to start swimming after grabbing chuckya.&lt;br /&gt;
&lt;br /&gt;
In May of 2014, he figured out that by using the water level raising glitch that had been used before, he was able to raise the water level so much that he could overflow the water level, making the water level alternate from being completely full to completely dry. The water level is stored as a 16-bit signed integer which means the only possible values it can be are between -32,768 to 32,767. If the water level goes over 32,767, it will wrap back around to -32,768 and vice versa.&lt;br /&gt;
&lt;br /&gt;
In October of 2021, it was figured out that you could actually clone the star without having to press &#039;&#039;A&#039;&#039; again to swim with chuckya. By having chuckya come over to the loading zone, it was possible for Mario to grab chuckya and rapidly go through the loading zone to clone the star.&lt;br /&gt;
&lt;br /&gt;
===WDW 100 Coins &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;https://youtu.be/WU_6RKfsHE4 &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This star isn&#039;t very problematic as there are enough coins in the main room to get the 100 coin star. However, chuckya was required to get Mario onto the bridge which lets him get a box with 10 coins in it.&lt;br /&gt;
==Other Challenges==&lt;br /&gt;
In the [[Coinless Challenge]], excluding coin missions, all stars can be collected. The same stars can be collected in the [[CCC Challenge]], where &#039;&#039;Quick Race Through Downtown!&#039;&#039; can either be cloned, or Mario can clip into the cage with a BLJ.&lt;br /&gt;
&lt;br /&gt;
In the [[Capless/Cannonless Challenge]], all seven stars can be collected.&lt;br /&gt;
&lt;br /&gt;
In the [[No Buttons Allowed Challenge]], only &#039;&#039;Shocking Arrow Lifts!&#039;&#039; can be collected.&lt;br /&gt;
&lt;br /&gt;
In the [[No Joystick Allowed Challenge]], only &#039;&#039;Top o&#039; the Town&#039;&#039; can be collected.&lt;br /&gt;
&lt;br /&gt;
In the [[Pacifist Challenge]], all seven stars can be collected.&lt;br /&gt;
&lt;br /&gt;
In the [[B Button Challenge]], the entire course is possible in 0 B presses. The JP 1.0 version requires triple jumping into the pipe to avoid opening the cannon.&lt;br /&gt;
&lt;br /&gt;
In the [[Z Button Challenge]], the entire course is possible in 0 Z presses.&lt;br /&gt;
&lt;br /&gt;
In the [[UBER Challenge]], &#039;&#039;Shocking Arrow Lifts!&#039;&#039;, &#039;&#039;Top o&#039; the Town&#039;&#039;, &#039;&#039;Express Elevator--Hurry Up!&#039;&#039;, and &#039;&#039;Quick Race Through Downtown!&#039;&#039; can be collected. The latter two require [[Hyperspeed Wall Kicking]] and [[BLJ]]s to clip through walls.&lt;br /&gt;
&lt;br /&gt;
In the [[Floor is Lava Challenge]], &#039;&#039;Shocking Arrow Lifts!&#039;&#039;, &#039;&#039;Top o&#039; the Town&#039;&#039;, &#039;&#039;Express Elevator--Hurry Up!&#039;&#039;, and &#039;&#039;Quick Race Through Downtown!&#039;&#039; can be collected, as Mario starts the course on a wooden board object. and can swim around the course.&lt;br /&gt;
&lt;br /&gt;
There is an [[unsolved challenge]] in this course, to perform [[transport cloning]] with a [[Skeeter]].&lt;br /&gt;
&lt;br /&gt;
{{Level courses}}&lt;/div&gt;</summary>
		<author><name>Oyion gaming</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Wet-Dry_World&amp;diff=19478</id>
		<title>Wet-Dry World</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Wet-Dry_World&amp;diff=19478"/>
		<updated>2024-12-09T00:48:43Z</updated>

		<summary type="html">&lt;p&gt;Oyion gaming: /* Main Area */I added all the enemies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{speedrun_guides}}&lt;br /&gt;
{{course_infobox&lt;br /&gt;
|title=Wet-Dry World&lt;br /&gt;
|image= WDW.png&lt;br /&gt;
|abbreviation=WDW&lt;br /&gt;
|terrain=Default/Water&lt;br /&gt;
|setting=Sunny&lt;br /&gt;
|water=Mostly&lt;br /&gt;
|yellow-coins=89&lt;br /&gt;
|red-coins=8&lt;br /&gt;
|blue-coins=6&lt;br /&gt;
|enemy-yellow=17&lt;br /&gt;
|enemy-blue=&lt;br /&gt;
|stars=7&lt;br /&gt;
|wing-caps=&lt;br /&gt;
|metal-caps=1&lt;br /&gt;
|vanish-caps=2&lt;br /&gt;
|overview_1=STROOP- WDW 1 Low.png&lt;br /&gt;
|overview_2=STROOP- WDW 1 High.png&lt;br /&gt;
|overview_3=STROOP- WDW 2.png&lt;br /&gt;
}}&#039;&#039;&#039;Wet-Dry World&#039;&#039;&#039; is the eleventh course of &#039;&#039;[[Super Mario 64]]&#039;&#039;, featuring a &amp;quot;town&amp;quot; with an adjustable water level. By touching any of the [[Crystal Tap|crystal taps]] in the course, the water level is raised or lowered to the height of the tap used. Additionally, Mario&#039;s height as he enters the painting determines the water level immediately after entering the course (low, medium, or high). The course has a tunnel with a loading zone to take Mario back and forth between the main area and &amp;quot;downtown&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Coins==&lt;br /&gt;
There are a total of 152 coins in the course, with 107 coins in the main area and 45 coins inside the town. The coin limit in this course can be raised via cloning.&lt;br /&gt;
{{WDW Coins}}&lt;br /&gt;
&lt;br /&gt;
==Main Area==&lt;br /&gt;
{{stub}}&lt;br /&gt;
All enemies are 1 Chuckya 1 Skeeters 4 fire spitter 3 heave-hos&lt;br /&gt;
&lt;br /&gt;
==Downtown==&lt;br /&gt;
{{stub}}&lt;br /&gt;
The downtown area features multiple empty houses. On the sides of some of the houses is what appear to be doors, but are actually just textures and do not do anything.&lt;br /&gt;
==A Press Counts==&lt;br /&gt;
In the [[A Button Challenge]], it takes no A Presses to collect all seven stars.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Star&lt;br /&gt;
!A Presses&lt;br /&gt;
!Minutes&lt;br /&gt;
|-&lt;br /&gt;
|1||0||0&lt;br /&gt;
|-&lt;br /&gt;
|2||0||0&lt;br /&gt;
|-&lt;br /&gt;
|3||0||1&lt;br /&gt;
|-&lt;br /&gt;
|4||0||0&lt;br /&gt;
|-&lt;br /&gt;
|5||0||5&lt;br /&gt;
|-&lt;br /&gt;
|6||0||1&lt;br /&gt;
|-&lt;br /&gt;
|100||0||2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Entering Wet Dry World &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/mlHzqJn2SMs &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This part is easily done without pressing &#039;&#039;A&#039;&#039; by using a dive recover into the painting. Although this means only the lowest water level can be accessed from the start of the level.&lt;br /&gt;
&lt;br /&gt;
===Shocking Arrow Lifts! &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/GpLDcOdhchY&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a warp nearby that takes you directly above the star.&lt;br /&gt;
&lt;br /&gt;
===Top o&#039; The Town &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video 1 (Chuckya): https://youtu.be/vc_xUKnw7Z8 &#039;&#039;&lt;br /&gt;
:&#039;&#039;Video 2 (VSC): https://youtu.be/Z25qV3sGIn0 &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This star is particularly difficult because while you can break the box without pressing &#039;&#039;A&#039;&#039;, the star itself was 1 unit too high for a dive recover to work. It was originally solved when Plush figured out you could hold [[Chuckya]] as a light object on the bridge. Now, there are 6 different strategies, using Chuckya, VSC, a skeeter clone, a fire clone, a teleporter clone, and a heave-ho. Among these, the VSC strategy is the fastest one.&lt;br /&gt;
&lt;br /&gt;
===Secrets in the Shallows &amp;amp; Sky &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/9Zc7wORb1FE &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The strategy to get this star was to use a heave-ho to get one secret and chuckya to get on the bridge to get to another secret. the other secrets are fairly easy to get by falling from above.&lt;br /&gt;
&lt;br /&gt;
===Express Elevator - Hurry Up! &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/gxkGeNAdsWg &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The problem with this star is that it was originally not possible to get onto the elevator without pressing &#039;&#039;A&#039;&#039;. Eventually, Pannen realized that by raising the water level, he could get on the elevator with half an A press with barely enough time to get on. After that, it was found to be possible without pressing &#039;&#039;A&#039;&#039; by using negative VSC which gave some time to get on to the elevator without pressing the &#039;&#039;A&#039;&#039; button.&lt;br /&gt;
&lt;br /&gt;
===Go to Town for Red Coins &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video 1 (Water Level Raising): https://youtu.be/cdM-h1Ge9xk &#039;&#039;&lt;br /&gt;
:&#039;&#039;Video 2 (Faster Strategy): https://youtu.be/25G6qXpXwHw &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Originally, this star was saved because the water in the town bobs up and down by 20 units. If you go through the loading zone in the middle of the tunnel, the water level from the town will be saved and when you come back, the water level will be at the last position it was at. However, when you come back, the water level saved is now used as the median. So, by waiting for the water level to bob up or down by 20 units, unloading and then reloading the town, and repeating this process, you can raise or lower the water level.&lt;br /&gt;
&lt;br /&gt;
Later, it was figured out by Iwer Sonsch that one of the red coins could be collected without breaking its box, putting a skeeter on the grey building, and using chuckya to give him some speed where he could use frame perfect B swimming to conserve that speed underwater to swim faster. Iwer then figured out you could clone one of the boxes to save some time, and put a skeeter on the brown building which saved a trip to the town. Pannen also found out that you could conserve more speed after throwing the box clone which helped him swim a lot faster and saved another trip to the town.&lt;br /&gt;
&lt;br /&gt;
===Quick Race through Downtown! &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video 1 (Water Level Overflow): https://youtu.be/2NtxoAgNY80 &#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
:&#039;&#039;Video 2 (Cloning): https://youtu.be/7jqrAohBTxg &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Originally, Pannenenkoek2012 was able to do this in a single &#039;&#039;A&#039;&#039; press by bringing Chuckya to the loading zone and then cloning the star. The strategy used one &#039;&#039;A&#039;&#039; press to start swimming after grabbing chuckya.&lt;br /&gt;
&lt;br /&gt;
In May of 2014, he figured out that by using the water level raising glitch that had been used before, he was able to raise the water level so much that he could overflow the water level, making the water level alternate from being completely full to completely dry. The water level is stored as a 16-bit signed integer which means the only possible values it can be are between -32,768 to 32,767. If the water level goes over 32,767, it will wrap back around to -32,768 and vice versa.&lt;br /&gt;
&lt;br /&gt;
In October of 2021, it was figured out that you could actually clone the star without having to press &#039;&#039;A&#039;&#039; again to swim with chuckya. By having chuckya come over to the loading zone, it was possible for Mario to grab chuckya and rapidly go through the loading zone to clone the star.&lt;br /&gt;
&lt;br /&gt;
===WDW 100 Coins &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;https://youtu.be/WU_6RKfsHE4 &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This star isn&#039;t very problematic as there are enough coins in the main room to get the 100 coin star. However, chuckya was required to get Mario onto the bridge which lets him get a box with 10 coins in it.&lt;br /&gt;
==Other Challenges==&lt;br /&gt;
In the [[Coinless Challenge]], excluding coin missions, all stars can be collected. The same stars can be collected in the [[CCC Challenge]], where &#039;&#039;Quick Race Through Downtown!&#039;&#039; can either be cloned, or Mario can clip into the cage with a BLJ.&lt;br /&gt;
&lt;br /&gt;
In the [[Capless/Cannonless Challenge]], all seven stars can be collected.&lt;br /&gt;
&lt;br /&gt;
In the [[No Buttons Allowed Challenge]], only &#039;&#039;Shocking Arrow Lifts!&#039;&#039; can be collected.&lt;br /&gt;
&lt;br /&gt;
In the [[No Joystick Allowed Challenge]], only &#039;&#039;Top o&#039; the Town&#039;&#039; can be collected.&lt;br /&gt;
&lt;br /&gt;
In the [[Pacifist Challenge]], all seven stars can be collected.&lt;br /&gt;
&lt;br /&gt;
In the [[B Button Challenge]], the entire course is possible in 0 B presses. The JP 1.0 version requires triple jumping into the pipe to avoid opening the cannon.&lt;br /&gt;
&lt;br /&gt;
In the [[Z Button Challenge]], the entire course is possible in 0 Z presses.&lt;br /&gt;
&lt;br /&gt;
In the [[UBER Challenge]], &#039;&#039;Shocking Arrow Lifts!&#039;&#039;, &#039;&#039;Top o&#039; the Town&#039;&#039;, &#039;&#039;Express Elevator--Hurry Up!&#039;&#039;, and &#039;&#039;Quick Race Through Downtown!&#039;&#039; can be collected. The latter two require [[Hyperspeed Wall Kicking]] and [[BLJ]]s to clip through walls.&lt;br /&gt;
&lt;br /&gt;
In the [[Floor is Lava Challenge]], &#039;&#039;Shocking Arrow Lifts!&#039;&#039;, &#039;&#039;Top o&#039; the Town&#039;&#039;, &#039;&#039;Express Elevator--Hurry Up!&#039;&#039;, and &#039;&#039;Quick Race Through Downtown!&#039;&#039; can be collected, as Mario starts the course on a wooden board object. and can swim around the course.&lt;br /&gt;
&lt;br /&gt;
There is an [[unsolved challenge]] in this course, to perform [[transport cloning]] with a [[Skeeter]].&lt;br /&gt;
&lt;br /&gt;
{{Level courses}}&lt;/div&gt;</summary>
		<author><name>Oyion gaming</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Upwarp&amp;diff=19468</id>
		<title>Upwarp</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Upwarp&amp;diff=19468"/>
		<updated>2024-12-08T23:59:09Z</updated>

		<summary type="html">&lt;p&gt;Oyion gaming: /* Water Surface Upwarp */Added new page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An &#039;&#039;&#039;Upwarp&#039;&#039;&#039; is a phenomena where Mario&#039;s vertical position is suddenly updated so that he appears to warp upward. There are a few types of known upwarps.&lt;br /&gt;
&lt;br /&gt;
==Tick Tick Clock Upwarp==&lt;br /&gt;
[[Tick_Tock_Clock#Upwarp|The Tick Tock Clock Upwarp]] is an unsolved glitch occurrence where a player named Dota_Teabag encountered an upwarp in [[Tick Tock Clock]]. As of 2023, the glitch remains unsolved.&lt;br /&gt;
&lt;br /&gt;
==Hangable Ceiling Upwarp==&lt;br /&gt;
The hangable ceiling upwarp is an upwarp caused when Mario single jumps or double jumps into a ceiling at its edge, while under a higher hangable ceiling. This upwarps him to the higher ceiling, and he begins hanging on it. &lt;br /&gt;
==Water Surface Upwarp==&lt;br /&gt;
Whenever Mario enters water, he is always warped to the surface of the water before he can swim. The upwarp effect is observeable in courses such as WF, TTM, and THI small island.&lt;br /&gt;
&lt;br /&gt;
However, a ceiling hitbox can immediately push him back down so that he never remains at the surface of the water. This is observable in WDW in downtown when the water level is overflowed&lt;br /&gt;
[[Category:Mechanics]] you can use a Chuckya for water upwarp so to do it you got to get Chukya light [[Light Grabbing]] with the water to the highest it can be then go to the raft to next to the movable blocks grab on the ledge [[Chuckya ledge grabbing]] now Chuckya will be on the fence Go to chukya then you get up warped&lt;/div&gt;</summary>
		<author><name>Oyion gaming</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Upwarp&amp;diff=19467</id>
		<title>Upwarp</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Upwarp&amp;diff=19467"/>
		<updated>2024-12-08T23:56:56Z</updated>

		<summary type="html">&lt;p&gt;Oyion gaming: /* Water Surface Upwarp */Fixed light grabbing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An &#039;&#039;&#039;Upwarp&#039;&#039;&#039; is a phenomena where Mario&#039;s vertical position is suddenly updated so that he appears to warp upward. There are a few types of known upwarps.&lt;br /&gt;
&lt;br /&gt;
==Tick Tick Clock Upwarp==&lt;br /&gt;
[[Tick_Tock_Clock#Upwarp|The Tick Tock Clock Upwarp]] is an unsolved glitch occurrence where a player named Dota_Teabag encountered an upwarp in [[Tick Tock Clock]]. As of 2023, the glitch remains unsolved.&lt;br /&gt;
&lt;br /&gt;
==Hangable Ceiling Upwarp==&lt;br /&gt;
The hangable ceiling upwarp is an upwarp caused when Mario single jumps or double jumps into a ceiling at its edge, while under a higher hangable ceiling. This upwarps him to the higher ceiling, and he begins hanging on it. &lt;br /&gt;
==Water Surface Upwarp==&lt;br /&gt;
Whenever Mario enters water, he is always warped to the surface of the water before he can swim. The upwarp effect is observeable in courses such as WF, TTM, and THI small island.&lt;br /&gt;
&lt;br /&gt;
However, a ceiling hitbox can immediately push him back down so that he never remains at the surface of the water. This is observable in WDW in downtown when the water level is overflowed&lt;br /&gt;
[[Category:Mechanics]] you can use a Chuckya for water upwarp so to do it you got to get Chukya light [[Light Grabbing]] with the water to the highest it can be then go to the raft to next to the movable blocks grab on the ledge now Chucka will be on the fence Go to chukya then you get up warped&lt;/div&gt;</summary>
		<author><name>Oyion gaming</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Upwarp&amp;diff=19466</id>
		<title>Upwarp</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Upwarp&amp;diff=19466"/>
		<updated>2024-12-08T23:53:48Z</updated>

		<summary type="html">&lt;p&gt;Oyion gaming: /* Water Surface Upwarp */Idk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An &#039;&#039;&#039;Upwarp&#039;&#039;&#039; is a phenomena where Mario&#039;s vertical position is suddenly updated so that he appears to warp upward. There are a few types of known upwarps.&lt;br /&gt;
&lt;br /&gt;
==Tick Tick Clock Upwarp==&lt;br /&gt;
[[Tick_Tock_Clock#Upwarp|The Tick Tock Clock Upwarp]] is an unsolved glitch occurrence where a player named Dota_Teabag encountered an upwarp in [[Tick Tock Clock]]. As of 2023, the glitch remains unsolved.&lt;br /&gt;
&lt;br /&gt;
==Hangable Ceiling Upwarp==&lt;br /&gt;
The hangable ceiling upwarp is an upwarp caused when Mario single jumps or double jumps into a ceiling at its edge, while under a higher hangable ceiling. This upwarps him to the higher ceiling, and he begins hanging on it. &lt;br /&gt;
==Water Surface Upwarp==&lt;br /&gt;
Whenever Mario enters water, he is always warped to the surface of the water before he can swim. The upwarp effect is observeable in courses such as WF, TTM, and THI small island.&lt;br /&gt;
&lt;br /&gt;
However, a ceiling hitbox can immediately push him back down so that he never remains at the surface of the water. This is observable in WDW in downtown when the water level is overflowed&lt;br /&gt;
[[Category:Mechanics]] you can use a Chuckya for water upwarp so to do it you got to get Chukya light [[Light grabbing]] with the water to the highest it can be then go to the raft to next to the movable blocks grab on the ledge now Chucka will be on the fence Go to chukya then you get up warped&lt;/div&gt;</summary>
		<author><name>Oyion gaming</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Upwarp&amp;diff=19465</id>
		<title>Upwarp</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Upwarp&amp;diff=19465"/>
		<updated>2024-12-08T23:51:26Z</updated>

		<summary type="html">&lt;p&gt;Oyion gaming: /* Water Surface Upwarp */Idk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An &#039;&#039;&#039;Upwarp&#039;&#039;&#039; is a phenomena where Mario&#039;s vertical position is suddenly updated so that he appears to warp upward. There are a few types of known upwarps.&lt;br /&gt;
&lt;br /&gt;
==Tick Tick Clock Upwarp==&lt;br /&gt;
[[Tick_Tock_Clock#Upwarp|The Tick Tock Clock Upwarp]] is an unsolved glitch occurrence where a player named Dota_Teabag encountered an upwarp in [[Tick Tock Clock]]. As of 2023, the glitch remains unsolved.&lt;br /&gt;
&lt;br /&gt;
==Hangable Ceiling Upwarp==&lt;br /&gt;
The hangable ceiling upwarp is an upwarp caused when Mario single jumps or double jumps into a ceiling at its edge, while under a higher hangable ceiling. This upwarps him to the higher ceiling, and he begins hanging on it. &lt;br /&gt;
==Water Surface Upwarp==&lt;br /&gt;
Whenever Mario enters water, he is always warped to the surface of the water before he can swim. The upwarp effect is observeable in courses such as WF, TTM, and THI small island.&lt;br /&gt;
&lt;br /&gt;
However, a ceiling hitbox can immediately push him back down so that he never remains at the surface of the water. This is observable in WDW in downtown when the water level is overflowedbe&lt;br /&gt;
[[Category:Mechanics]] you can use a Chuckya for water upwarp so to do it you got to get Chukya light [[Light grabbing]] with the water to the highest it can be then go to the raft to next to the movable blocks grab on the ledge now Chucka will be on the fence Go to chukya then you get up warped&lt;/div&gt;</summary>
		<author><name>Oyion gaming</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Upwarp&amp;diff=19464</id>
		<title>Upwarp</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Upwarp&amp;diff=19464"/>
		<updated>2024-12-08T23:48:07Z</updated>

		<summary type="html">&lt;p&gt;Oyion gaming: /* Water Surface Upwarp */Idk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An &#039;&#039;&#039;Upwarp&#039;&#039;&#039; is a phenomena where Mario&#039;s vertical position is suddenly updated so that he appears to warp upward. There are a few types of known upwarps.&lt;br /&gt;
&lt;br /&gt;
==Tick Tick Clock Upwarp==&lt;br /&gt;
[[Tick_Tock_Clock#Upwarp|The Tick Tock Clock Upwarp]] is an unsolved glitch occurrence where a player named Dota_Teabag encountered an upwarp in [[Tick Tock Clock]]. As of 2023, the glitch remains unsolved.&lt;br /&gt;
&lt;br /&gt;
==Hangable Ceiling Upwarp==&lt;br /&gt;
The hangable ceiling upwarp is an upwarp caused when Mario single jumps or double jumps into a ceiling at its edge, while under a higher hangable ceiling. This upwarps him to the higher ceiling, and he begins hanging on it. &lt;br /&gt;
==Water Surface Upwarp==&lt;br /&gt;
Whenever Mario enters water, he is always warped to the surface of the water before he can swim. The upwarp effect is observeable in courses such as WF, TTM, and THI small island.&lt;br /&gt;
&lt;br /&gt;
However, a ceiling hitbox can immediately push him back down so that he never remains at the surface of the water. This is observable in WDW in downtown when the water level is overflowedbe&lt;br /&gt;
[[Category:Mechanics]] you can use a Chuckya for water upwarp so to do it you got to get Chukya light with the water to the highest it can be then go to the raft to next to the movable blocks grab on the ledge now Chucka will be on the fence Go to chukya then you get up warped&lt;/div&gt;</summary>
		<author><name>Oyion gaming</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Chuckya&amp;diff=19463</id>
		<title>Chuckya</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Chuckya&amp;diff=19463"/>
		<updated>2024-12-08T23:29:23Z</updated>

		<summary type="html">&lt;p&gt;Oyion gaming: /* Throwing */Idk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{object_infobox_2&lt;br /&gt;
|title= Chuckya&lt;br /&gt;
|image= STROOP- Chuckya.png|100×100px|A chuckya&lt;br /&gt;
|group= General Actor &lt;br /&gt;
|group2= Common 0&lt;br /&gt;
|modelID= 0xDF&lt;br /&gt;
|tangibility=1000&lt;br /&gt;
|draw=&lt;br /&gt;
|gravity=4&lt;br /&gt;
|friction=10&lt;br /&gt;
|buoyancy=2&lt;br /&gt;
|interaction=Grabbable&lt;br /&gt;
|damage=&lt;br /&gt;
|health=&lt;br /&gt;
|radius=150&lt;br /&gt;
|height=100&lt;br /&gt;
|hurtbox_radius=&lt;br /&gt;
|hurtbox_height=&lt;br /&gt;
|offset=&lt;br /&gt;
|coins=5&lt;br /&gt;
|behaviorScript=[https://github.com/n64decomp/sm64/blob/master/data/behavior_data.c#L662 Chuckya Initialization Code]&lt;br /&gt;
|behaviorCode=[https://github.com/n64decomp/sm64/blob/master/src/game/behaviors/chuckya.inc.c Chuckya behavior file]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Chuckyas&#039;&#039;&#039; are purple enemies. They try to pick up Mario, and after doing so, spin around and then throw him. They do not directly damage Mario, but can throw him into the death barrier or cause fall damage if they throw him off a ledge. Mario can defeat them by picking them up and throwing them onto the ground.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
The following courses have Chuckyas:&lt;br /&gt;
&lt;br /&gt;
*[[Wet-Dry World]]&lt;br /&gt;
*[[Tall, Tall Mountain]]&lt;br /&gt;
*[[Tiny-Huge Island]]&lt;br /&gt;
*[[Rainbow Ride]]&lt;br /&gt;
*[[Bowser in the Sky]]&lt;br /&gt;
&lt;br /&gt;
== Escaping Chuckya ==&lt;br /&gt;
When Chuckya grabs Mario a counter is initialized that lets Mario escape from Chuckya if it reaches 11. The counter starts at zero, and increases by one every time the player presses the A button or moves the joystick from the inside to the outside of its radius.&amp;lt;ref&amp;gt;[https://youtu.be/_R8c70zuJSw &amp;quot;Escaping from Chuckya&#039;s Grasp&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; This is possible to do 1.5 times per frame with [[pause buffering]].&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
=== Moving ===&lt;br /&gt;
Through all movement, Chuckya accelerates at a rate of 4 units/f&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; up to a maximum of 30 units/f and slows down at the same rate. Chuckya&#039;s movement is composed of three different steps, which loop over and over again:&lt;br /&gt;
# Chuckya turns towards Mario in increment of maximum 1024 angular units until he is less than 4096 horizontal angular units in front of him or for 41 frames, whichever happens first&lt;br /&gt;
#* Even if Mario is already within 4096 angular units, Chuckya will turn for at least one frame toward Mario and will stop early if it reaches exactly 0 angular units&lt;br /&gt;
# If Mario is in less than 2000 units laterally from Chuckya&#039;s home, Chuckya will chase forwards until Mario is behind a line perpendicular to Chuckya&#039;s forward direction&lt;br /&gt;
#* If Mario is more than 2000 units away from the home, Chuckya will turn back and move toward its home, modifying its speed until it reaches 10 speed, until it is within 500 units laterally, afterwhich it will instantly stop and wait for Mario to be within 1900 units of the home to turn again&lt;br /&gt;
# Chuckya will stop for 48 frames&lt;br /&gt;
&lt;br /&gt;
Due to the way the engine functions, Chuckya&#039;s position will not be updated if Mario is more than 4000 units away from it, but its angle and speed will still update&lt;br /&gt;
&lt;br /&gt;
This behavior is exploited in the [[A Button Challenge]] to have Chuckya drop at the start of the stage in Bowser in the Sky&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=opnLYxrVWMc &amp;quot;The Chuckya Drop&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Throwing ===&lt;br /&gt;
When Chuckya grabs Mario, a random number between 10 and 40 is generated to serve as a timer. Every frame, Chuckya will rotate by 2048 horizontal angular units counterclockwise and the timer is decreased by 1. If Mario does not escape, he will be thrown when the timer is less than 0 and one of the following conditions is met: &lt;br /&gt;
* There is a floor no more than 50 units below a point 150 units in front of Chuckya&lt;br /&gt;
* The timer reaches -17&lt;br /&gt;
&lt;br /&gt;
Once one of those conditions is met, Chuckya will throw Mario at its anchor point (Similar to Mario&#039;s [[HOLP]]). This anchor point is only updated when Chuckya is rendered, which opens itself to [[Chuckya Wrong Throw]]. If Chuckya throws you underwater you will be warped up [[Upwarp]].&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{objects}}&lt;br /&gt;
[[Category:Enemies]]&lt;br /&gt;
[[Category:Objects]]&lt;/div&gt;</summary>
		<author><name>Oyion gaming</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Chuckya&amp;diff=19462</id>
		<title>Chuckya</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Chuckya&amp;diff=19462"/>
		<updated>2024-12-08T23:27:39Z</updated>

		<summary type="html">&lt;p&gt;Oyion gaming: /* Throwing */u should be U&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{object_infobox_2&lt;br /&gt;
|title= Chuckya&lt;br /&gt;
|image= STROOP- Chuckya.png|100×100px|A chuckya&lt;br /&gt;
|group= General Actor &lt;br /&gt;
|group2= Common 0&lt;br /&gt;
|modelID= 0xDF&lt;br /&gt;
|tangibility=1000&lt;br /&gt;
|draw=&lt;br /&gt;
|gravity=4&lt;br /&gt;
|friction=10&lt;br /&gt;
|buoyancy=2&lt;br /&gt;
|interaction=Grabbable&lt;br /&gt;
|damage=&lt;br /&gt;
|health=&lt;br /&gt;
|radius=150&lt;br /&gt;
|height=100&lt;br /&gt;
|hurtbox_radius=&lt;br /&gt;
|hurtbox_height=&lt;br /&gt;
|offset=&lt;br /&gt;
|coins=5&lt;br /&gt;
|behaviorScript=[https://github.com/n64decomp/sm64/blob/master/data/behavior_data.c#L662 Chuckya Initialization Code]&lt;br /&gt;
|behaviorCode=[https://github.com/n64decomp/sm64/blob/master/src/game/behaviors/chuckya.inc.c Chuckya behavior file]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Chuckyas&#039;&#039;&#039; are purple enemies. They try to pick up Mario, and after doing so, spin around and then throw him. They do not directly damage Mario, but can throw him into the death barrier or cause fall damage if they throw him off a ledge. Mario can defeat them by picking them up and throwing them onto the ground.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
The following courses have Chuckyas:&lt;br /&gt;
&lt;br /&gt;
*[[Wet-Dry World]]&lt;br /&gt;
*[[Tall, Tall Mountain]]&lt;br /&gt;
*[[Tiny-Huge Island]]&lt;br /&gt;
*[[Rainbow Ride]]&lt;br /&gt;
*[[Bowser in the Sky]]&lt;br /&gt;
&lt;br /&gt;
== Escaping Chuckya ==&lt;br /&gt;
When Chuckya grabs Mario a counter is initialized that lets Mario escape from Chuckya if it reaches 11. The counter starts at zero, and increases by one every time the player presses the A button or moves the joystick from the inside to the outside of its radius.&amp;lt;ref&amp;gt;[https://youtu.be/_R8c70zuJSw &amp;quot;Escaping from Chuckya&#039;s Grasp&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; This is possible to do 1.5 times per frame with [[pause buffering]].&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
=== Moving ===&lt;br /&gt;
Through all movement, Chuckya accelerates at a rate of 4 units/f&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; up to a maximum of 30 units/f and slows down at the same rate. Chuckya&#039;s movement is composed of three different steps, which loop over and over again:&lt;br /&gt;
# Chuckya turns towards Mario in increment of maximum 1024 angular units until he is less than 4096 horizontal angular units in front of him or for 41 frames, whichever happens first&lt;br /&gt;
#* Even if Mario is already within 4096 angular units, Chuckya will turn for at least one frame toward Mario and will stop early if it reaches exactly 0 angular units&lt;br /&gt;
# If Mario is in less than 2000 units laterally from Chuckya&#039;s home, Chuckya will chase forwards until Mario is behind a line perpendicular to Chuckya&#039;s forward direction&lt;br /&gt;
#* If Mario is more than 2000 units away from the home, Chuckya will turn back and move toward its home, modifying its speed until it reaches 10 speed, until it is within 500 units laterally, afterwhich it will instantly stop and wait for Mario to be within 1900 units of the home to turn again&lt;br /&gt;
# Chuckya will stop for 48 frames&lt;br /&gt;
&lt;br /&gt;
Due to the way the engine functions, Chuckya&#039;s position will not be updated if Mario is more than 4000 units away from it, but its angle and speed will still update&lt;br /&gt;
&lt;br /&gt;
This behavior is exploited in the [[A Button Challenge]] to have Chuckya drop at the start of the stage in Bowser in the Sky&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=opnLYxrVWMc &amp;quot;The Chuckya Drop&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Throwing ===&lt;br /&gt;
When Chuckya grabs Mario, a random number between 10 and 40 is generated to serve as a timer. Every frame, Chuckya will rotate by 2048 horizontal angular units counterclockwise and the timer is decreased by 1. If Mario does not escape, he will be thrown when the timer is less than 0 and one of the following conditions is met: &lt;br /&gt;
* There is a floor no more than 50 units below a point 150 units in front of Chuckya&lt;br /&gt;
* The timer reaches -17&lt;br /&gt;
&lt;br /&gt;
Once one of those conditions is met, Chuckya will throw Mario at its anchor point (Similar to Mario&#039;s [[HOLP]]). This anchor point is only updated when Chuckya is rendered, which opens itself to [[Chuckya Wrong Throw]]. If Chuckya throws you underwater you will be warped up [[Upward]].&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{objects}}&lt;br /&gt;
[[Category:Enemies]]&lt;br /&gt;
[[Category:Objects]]&lt;/div&gt;</summary>
		<author><name>Oyion gaming</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Chuckya&amp;diff=19461</id>
		<title>Chuckya</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Chuckya&amp;diff=19461"/>
		<updated>2024-12-08T23:26:29Z</updated>

		<summary type="html">&lt;p&gt;Oyion gaming: /* Throwing */I added a . At the end&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{object_infobox_2&lt;br /&gt;
|title= Chuckya&lt;br /&gt;
|image= STROOP- Chuckya.png|100×100px|A chuckya&lt;br /&gt;
|group= General Actor &lt;br /&gt;
|group2= Common 0&lt;br /&gt;
|modelID= 0xDF&lt;br /&gt;
|tangibility=1000&lt;br /&gt;
|draw=&lt;br /&gt;
|gravity=4&lt;br /&gt;
|friction=10&lt;br /&gt;
|buoyancy=2&lt;br /&gt;
|interaction=Grabbable&lt;br /&gt;
|damage=&lt;br /&gt;
|health=&lt;br /&gt;
|radius=150&lt;br /&gt;
|height=100&lt;br /&gt;
|hurtbox_radius=&lt;br /&gt;
|hurtbox_height=&lt;br /&gt;
|offset=&lt;br /&gt;
|coins=5&lt;br /&gt;
|behaviorScript=[https://github.com/n64decomp/sm64/blob/master/data/behavior_data.c#L662 Chuckya Initialization Code]&lt;br /&gt;
|behaviorCode=[https://github.com/n64decomp/sm64/blob/master/src/game/behaviors/chuckya.inc.c Chuckya behavior file]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Chuckyas&#039;&#039;&#039; are purple enemies. They try to pick up Mario, and after doing so, spin around and then throw him. They do not directly damage Mario, but can throw him into the death barrier or cause fall damage if they throw him off a ledge. Mario can defeat them by picking them up and throwing them onto the ground.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
The following courses have Chuckyas:&lt;br /&gt;
&lt;br /&gt;
*[[Wet-Dry World]]&lt;br /&gt;
*[[Tall, Tall Mountain]]&lt;br /&gt;
*[[Tiny-Huge Island]]&lt;br /&gt;
*[[Rainbow Ride]]&lt;br /&gt;
*[[Bowser in the Sky]]&lt;br /&gt;
&lt;br /&gt;
== Escaping Chuckya ==&lt;br /&gt;
When Chuckya grabs Mario a counter is initialized that lets Mario escape from Chuckya if it reaches 11. The counter starts at zero, and increases by one every time the player presses the A button or moves the joystick from the inside to the outside of its radius.&amp;lt;ref&amp;gt;[https://youtu.be/_R8c70zuJSw &amp;quot;Escaping from Chuckya&#039;s Grasp&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; This is possible to do 1.5 times per frame with [[pause buffering]].&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
=== Moving ===&lt;br /&gt;
Through all movement, Chuckya accelerates at a rate of 4 units/f&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; up to a maximum of 30 units/f and slows down at the same rate. Chuckya&#039;s movement is composed of three different steps, which loop over and over again:&lt;br /&gt;
# Chuckya turns towards Mario in increment of maximum 1024 angular units until he is less than 4096 horizontal angular units in front of him or for 41 frames, whichever happens first&lt;br /&gt;
#* Even if Mario is already within 4096 angular units, Chuckya will turn for at least one frame toward Mario and will stop early if it reaches exactly 0 angular units&lt;br /&gt;
# If Mario is in less than 2000 units laterally from Chuckya&#039;s home, Chuckya will chase forwards until Mario is behind a line perpendicular to Chuckya&#039;s forward direction&lt;br /&gt;
#* If Mario is more than 2000 units away from the home, Chuckya will turn back and move toward its home, modifying its speed until it reaches 10 speed, until it is within 500 units laterally, afterwhich it will instantly stop and wait for Mario to be within 1900 units of the home to turn again&lt;br /&gt;
# Chuckya will stop for 48 frames&lt;br /&gt;
&lt;br /&gt;
Due to the way the engine functions, Chuckya&#039;s position will not be updated if Mario is more than 4000 units away from it, but its angle and speed will still update&lt;br /&gt;
&lt;br /&gt;
This behavior is exploited in the [[A Button Challenge]] to have Chuckya drop at the start of the stage in Bowser in the Sky&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=opnLYxrVWMc &amp;quot;The Chuckya Drop&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Throwing ===&lt;br /&gt;
When Chuckya grabs Mario, a random number between 10 and 40 is generated to serve as a timer. Every frame, Chuckya will rotate by 2048 horizontal angular units counterclockwise and the timer is decreased by 1. If Mario does not escape, he will be thrown when the timer is less than 0 and one of the following conditions is met: &lt;br /&gt;
* There is a floor no more than 50 units below a point 150 units in front of Chuckya&lt;br /&gt;
* The timer reaches -17&lt;br /&gt;
&lt;br /&gt;
Once one of those conditions is met, Chuckya will throw Mario at its anchor point (Similar to Mario&#039;s [[HOLP]]). This anchor point is only updated when Chuckya is rendered, which opens itself to [[Chuckya Wrong Throw]]. If Chuckya throws you underwater you will be warped up [[upward]].&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{objects}}&lt;br /&gt;
[[Category:Enemies]]&lt;br /&gt;
[[Category:Objects]]&lt;/div&gt;</summary>
		<author><name>Oyion gaming</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Chuckya&amp;diff=19460</id>
		<title>Chuckya</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Chuckya&amp;diff=19460"/>
		<updated>2024-12-08T23:25:39Z</updated>

		<summary type="html">&lt;p&gt;Oyion gaming: /* Throwing */Idk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{object_infobox_2&lt;br /&gt;
|title= Chuckya&lt;br /&gt;
|image= STROOP- Chuckya.png|100×100px|A chuckya&lt;br /&gt;
|group= General Actor &lt;br /&gt;
|group2= Common 0&lt;br /&gt;
|modelID= 0xDF&lt;br /&gt;
|tangibility=1000&lt;br /&gt;
|draw=&lt;br /&gt;
|gravity=4&lt;br /&gt;
|friction=10&lt;br /&gt;
|buoyancy=2&lt;br /&gt;
|interaction=Grabbable&lt;br /&gt;
|damage=&lt;br /&gt;
|health=&lt;br /&gt;
|radius=150&lt;br /&gt;
|height=100&lt;br /&gt;
|hurtbox_radius=&lt;br /&gt;
|hurtbox_height=&lt;br /&gt;
|offset=&lt;br /&gt;
|coins=5&lt;br /&gt;
|behaviorScript=[https://github.com/n64decomp/sm64/blob/master/data/behavior_data.c#L662 Chuckya Initialization Code]&lt;br /&gt;
|behaviorCode=[https://github.com/n64decomp/sm64/blob/master/src/game/behaviors/chuckya.inc.c Chuckya behavior file]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Chuckyas&#039;&#039;&#039; are purple enemies. They try to pick up Mario, and after doing so, spin around and then throw him. They do not directly damage Mario, but can throw him into the death barrier or cause fall damage if they throw him off a ledge. Mario can defeat them by picking them up and throwing them onto the ground.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
The following courses have Chuckyas:&lt;br /&gt;
&lt;br /&gt;
*[[Wet-Dry World]]&lt;br /&gt;
*[[Tall, Tall Mountain]]&lt;br /&gt;
*[[Tiny-Huge Island]]&lt;br /&gt;
*[[Rainbow Ride]]&lt;br /&gt;
*[[Bowser in the Sky]]&lt;br /&gt;
&lt;br /&gt;
== Escaping Chuckya ==&lt;br /&gt;
When Chuckya grabs Mario a counter is initialized that lets Mario escape from Chuckya if it reaches 11. The counter starts at zero, and increases by one every time the player presses the A button or moves the joystick from the inside to the outside of its radius.&amp;lt;ref&amp;gt;[https://youtu.be/_R8c70zuJSw &amp;quot;Escaping from Chuckya&#039;s Grasp&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; This is possible to do 1.5 times per frame with [[pause buffering]].&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
=== Moving ===&lt;br /&gt;
Through all movement, Chuckya accelerates at a rate of 4 units/f&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; up to a maximum of 30 units/f and slows down at the same rate. Chuckya&#039;s movement is composed of three different steps, which loop over and over again:&lt;br /&gt;
# Chuckya turns towards Mario in increment of maximum 1024 angular units until he is less than 4096 horizontal angular units in front of him or for 41 frames, whichever happens first&lt;br /&gt;
#* Even if Mario is already within 4096 angular units, Chuckya will turn for at least one frame toward Mario and will stop early if it reaches exactly 0 angular units&lt;br /&gt;
# If Mario is in less than 2000 units laterally from Chuckya&#039;s home, Chuckya will chase forwards until Mario is behind a line perpendicular to Chuckya&#039;s forward direction&lt;br /&gt;
#* If Mario is more than 2000 units away from the home, Chuckya will turn back and move toward its home, modifying its speed until it reaches 10 speed, until it is within 500 units laterally, afterwhich it will instantly stop and wait for Mario to be within 1900 units of the home to turn again&lt;br /&gt;
# Chuckya will stop for 48 frames&lt;br /&gt;
&lt;br /&gt;
Due to the way the engine functions, Chuckya&#039;s position will not be updated if Mario is more than 4000 units away from it, but its angle and speed will still update&lt;br /&gt;
&lt;br /&gt;
This behavior is exploited in the [[A Button Challenge]] to have Chuckya drop at the start of the stage in Bowser in the Sky&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=opnLYxrVWMc &amp;quot;The Chuckya Drop&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Throwing ===&lt;br /&gt;
When Chuckya grabs Mario, a random number between 10 and 40 is generated to serve as a timer. Every frame, Chuckya will rotate by 2048 horizontal angular units counterclockwise and the timer is decreased by 1. If Mario does not escape, he will be thrown when the timer is less than 0 and one of the following conditions is met: &lt;br /&gt;
* There is a floor no more than 50 units below a point 150 units in front of Chuckya&lt;br /&gt;
* The timer reaches -17&lt;br /&gt;
&lt;br /&gt;
Once one of those conditions is met, Chuckya will throw Mario at its anchor point (Similar to Mario&#039;s [[HOLP]]). This anchor point is only updated when Chuckya is rendered, which opens itself to [[Chuckya Wrong Throw]]. If Chuckya throws you underwater you will be warped up [[upward]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{objects}}&lt;br /&gt;
[[Category:Enemies]]&lt;br /&gt;
[[Category:Objects]]&lt;/div&gt;</summary>
		<author><name>Oyion gaming</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Chuckya&amp;diff=19459</id>
		<title>Chuckya</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Chuckya&amp;diff=19459"/>
		<updated>2024-12-08T23:20:15Z</updated>

		<summary type="html">&lt;p&gt;Oyion gaming: /* Throwing */Idk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{object_infobox_2&lt;br /&gt;
|title= Chuckya&lt;br /&gt;
|image= STROOP- Chuckya.png|100×100px|A chuckya&lt;br /&gt;
|group= General Actor &lt;br /&gt;
|group2= Common 0&lt;br /&gt;
|modelID= 0xDF&lt;br /&gt;
|tangibility=1000&lt;br /&gt;
|draw=&lt;br /&gt;
|gravity=4&lt;br /&gt;
|friction=10&lt;br /&gt;
|buoyancy=2&lt;br /&gt;
|interaction=Grabbable&lt;br /&gt;
|damage=&lt;br /&gt;
|health=&lt;br /&gt;
|radius=150&lt;br /&gt;
|height=100&lt;br /&gt;
|hurtbox_radius=&lt;br /&gt;
|hurtbox_height=&lt;br /&gt;
|offset=&lt;br /&gt;
|coins=5&lt;br /&gt;
|behaviorScript=[https://github.com/n64decomp/sm64/blob/master/data/behavior_data.c#L662 Chuckya Initialization Code]&lt;br /&gt;
|behaviorCode=[https://github.com/n64decomp/sm64/blob/master/src/game/behaviors/chuckya.inc.c Chuckya behavior file]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Chuckyas&#039;&#039;&#039; are purple enemies. They try to pick up Mario, and after doing so, spin around and then throw him. They do not directly damage Mario, but can throw him into the death barrier or cause fall damage if they throw him off a ledge. Mario can defeat them by picking them up and throwing them onto the ground.&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
The following courses have Chuckyas:&lt;br /&gt;
&lt;br /&gt;
*[[Wet-Dry World]]&lt;br /&gt;
*[[Tall, Tall Mountain]]&lt;br /&gt;
*[[Tiny-Huge Island]]&lt;br /&gt;
*[[Rainbow Ride]]&lt;br /&gt;
*[[Bowser in the Sky]]&lt;br /&gt;
&lt;br /&gt;
== Escaping Chuckya ==&lt;br /&gt;
When Chuckya grabs Mario a counter is initialized that lets Mario escape from Chuckya if it reaches 11. The counter starts at zero, and increases by one every time the player presses the A button or moves the joystick from the inside to the outside of its radius.&amp;lt;ref&amp;gt;[https://youtu.be/_R8c70zuJSw &amp;quot;Escaping from Chuckya&#039;s Grasp&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; This is possible to do 1.5 times per frame with [[pause buffering]].&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
=== Moving ===&lt;br /&gt;
Through all movement, Chuckya accelerates at a rate of 4 units/f&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; up to a maximum of 30 units/f and slows down at the same rate. Chuckya&#039;s movement is composed of three different steps, which loop over and over again:&lt;br /&gt;
# Chuckya turns towards Mario in increment of maximum 1024 angular units until he is less than 4096 horizontal angular units in front of him or for 41 frames, whichever happens first&lt;br /&gt;
#* Even if Mario is already within 4096 angular units, Chuckya will turn for at least one frame toward Mario and will stop early if it reaches exactly 0 angular units&lt;br /&gt;
# If Mario is in less than 2000 units laterally from Chuckya&#039;s home, Chuckya will chase forwards until Mario is behind a line perpendicular to Chuckya&#039;s forward direction&lt;br /&gt;
#* If Mario is more than 2000 units away from the home, Chuckya will turn back and move toward its home, modifying its speed until it reaches 10 speed, until it is within 500 units laterally, afterwhich it will instantly stop and wait for Mario to be within 1900 units of the home to turn again&lt;br /&gt;
# Chuckya will stop for 48 frames&lt;br /&gt;
&lt;br /&gt;
Due to the way the engine functions, Chuckya&#039;s position will not be updated if Mario is more than 4000 units away from it, but its angle and speed will still update&lt;br /&gt;
&lt;br /&gt;
This behavior is exploited in the [[A Button Challenge]] to have Chuckya drop at the start of the stage in Bowser in the Sky&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=opnLYxrVWMc &amp;quot;The Chuckya Drop&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Throwing ===&lt;br /&gt;
When Chuckya grabs Mario, a random number between 10 and 40 is generated to serve as a timer. Every frame, Chuckya will rotate by 2048 horizontal angular units counterclockwise and the timer is decreased by 1. If Mario does not escape, he will be thrown when the timer is less than 0 and one of the following conditions is met: &lt;br /&gt;
* There is a floor no more than 50 units below a point 150 units in front of Chuckya&lt;br /&gt;
* The timer reaches -17&lt;br /&gt;
&lt;br /&gt;
Once one of those conditions is met, Chuckya will throw Mario at its anchor point (Similar to Mario&#039;s [[HOLP]]). This anchor point is only updated when Chuckya is rendered, which opens itself to [[Chuckya Wrong Throw]]. If Chuckya throws you underwater you will be warped up&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{objects}}&lt;br /&gt;
[[Category:Enemies]]&lt;br /&gt;
[[Category:Objects]]&lt;/div&gt;</summary>
		<author><name>Oyion gaming</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Crash&amp;diff=19458</id>
		<title>Crash</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Crash&amp;diff=19458"/>
		<updated>2024-12-08T23:09:37Z</updated>

		<summary type="html">&lt;p&gt;Oyion gaming: /* CPU Crashes */Idk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;Crash&#039;&#039;&#039;, &#039;&#039;&#039;Freeze&#039;&#039;&#039;, or &#039;&#039;&#039;Hardlock&#039;&#039;&#039; is when the [[Threads#Game Thread|game thread]] of SM64 stops executing instructions (as opposed to a [[Softlock|softlock]], where the game is still running as normal but is stuck in a loop without any way to get out). Crashes can occur in several different ways, such as a game thread exception or an [[RCP]] (graphics) crash.&lt;br /&gt;
==CPU Crashes==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Cause !! Exception Type !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Exceed the [[Objects#Object limit|object limit]] || style=&amp;quot;background-color: #ffb65e&amp;quot;| N/A || This is technically not a crash as the game developers accounted for this scenario and made the game enter an infinite loop. However, this infinite loop has the same symptoms as a crash and is one for all practical purposes, so it is included here. This &amp;quot;crash&amp;quot; can be done via a variety of methods including cloning, hat duplication, monty-mole pellet build-up, or money-bag duplication.&lt;br /&gt;
|-&lt;br /&gt;
| Sending the camera into a [[Parallel Universe|PU]]|| style=&amp;quot;background-color: #ff9696&amp;quot; | Floating-Point Overflow ||&lt;br /&gt;
|-&lt;br /&gt;
| Walking at PU speed for only a portion of the 4 quarter steps on a [[frame]] ||  style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Overflow ||&lt;br /&gt;
|-&lt;br /&gt;
| Moving at PU speed with no joystick input for all 4 quarter steps on a frame ||  style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Overflow ||&lt;br /&gt;
|-&lt;br /&gt;
| Moving 16384 distance into a wall (Often a PU Crash) ||  style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Overflow ||&lt;br /&gt;
|-&lt;br /&gt;
| Walking with a speed greater than or equal to 2^31 / 170 (~12.632M) || style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Overflow || Mario&#039;s speed is multiplied by 170 in some intermediate calculations and casted to an int. When this cast exceeds 2^31 an FPE occurs.&lt;br /&gt;
|-&lt;br /&gt;
| Turning during a walking action such that speed times change in yaw is greater than or equal to 2^31 * 12 (~12.583M with dyaw = 2048) || style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Overflow || Similar to the above.&lt;br /&gt;
|-&lt;br /&gt;
| Bully Knockback Division-by-Zero || style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Division-by-Zero || By positioning Mario at the exact same X and Z coordinates as the bully, a division-by-zero exception occurs when the game divides by the lateral distance between Mario and the bully to calculate Mario and the bully&#039;s new speed after the collision.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=8jd3A2euOjg &amp;quot;Game Crash from Bully Knockback DIV/0&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Bully/Bob-omb Angle Overflow || style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Overflow || When a Bully or Bob-omb is out-of-bounds, the code to keep their angle between -32768 and 32767 doesn&#039;t run, and eventually it becomes big enough that a floating-point overflow exception occurs when casted back to an int.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ZrMxO1eZPGU &amp;quot;Game Crash from Bully Angle Double-to-Int Conversion&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=kwQu5qQg-M0 &amp;quot;Game Crash from Bob-omb Angle Double-to-Int Conversion&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Deleting a non-existent file on the File Select Screen&amp;lt;ref&amp;gt;[https://youtu.be/-N5OQPgA6YI &amp;quot;How to crash Super Mario 64 in 20 seconds&amp;quot; by rattleman123456]&amp;lt;/ref&amp;gt; ||  style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || The game tries to find the button object corresponding to the file and set its state to erased. However, the button object doesn&#039;t exist (a New File button is there instead), so it ends up trying to write to NULL &lt;br /&gt;
In different versions like the new switch version it could not crash instead say file 9 has been deleted.&lt;br /&gt;
|-&lt;br /&gt;
| Moving a shadow above [[surface]] 12 while it&#039;s over OOB || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || The surface SURFACE_INTANGIBLE (surface 12) has the special property that in some cases find_floor will look for floors below an intangible surface if it finds one. If there&#039;s no floor below the intangible surface, find_floor will return NULL for the found floor but the height of the intangible floor. As floors are null-checked by checking if their height is the default value of -11000, this will cause a NULL dereference the next time the game tries to use the floor variable.&lt;br /&gt;
|-&lt;br /&gt;
| Killing a Monty Mole remotely || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || The game tries to find which hole the Monty Mole should spawn in, but all the available holes are too far away from Mario, so no hole is chosen and the Monty Mole tries to go to a null hole.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=P4AQ9AmWa9s &amp;quot;Long Range Monty Mole Kill Game Crash&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Killing an uninitialized Monty Mole&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=aafLNwyR5kk &amp;quot;Uninitialized Monty Moles&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || Similar to above.&lt;br /&gt;
|-&lt;br /&gt;
| Going out of bounds in a room with a painting || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || Paintings use the floor type of Mario&#039;s floor to decide how they should ripple. Going out-of-bounds causes them to try to read the floor type of null.&lt;br /&gt;
|-&lt;br /&gt;
| Being pushed off of a hangable [[ceiling]] while hanging and stationary without another ceiling above || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || The game has a check to make Mario enter freefall if the ceiling above him is not hangable. The programmers failed to account for the ceiling being NULL, so if Mario is pushed off the ceiling and has no ceiling above him the game will try to read the type of a null ceiling and crash.&lt;br /&gt;
|-&lt;br /&gt;
| Sound glitch || Unknown || &amp;quot;Sound glitch&amp;quot; refers to when the audio thread encounters an exception (usually an address error exception), therefore causing the sound to cut out. When the game thread next tries to interface with the audio thread on a level load, the game thread crashes as well. Sound glitch is often treated as one singular glitch even though it is really a class of glitches in the audio library. Sound glitches are usually J-exclusive, however some instances such as the [[BitS]] sound glitch are not.&lt;br /&gt;
|-&lt;br /&gt;
| Teleporting while passing over a loading zone || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || Since the area changed, there is now no teleporter with the same ID as the one Mario used to warp. Thus the game returns NULL when trying to find an associated warp node to warp to, and crashes when trying to access information about its destination. Under certain conditions, this can cause a Wrong Warp on PAL or Shindou VC.&lt;br /&gt;
|-&lt;br /&gt;
| Warping out of a level while passing over a loading zone ||  style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || Similar to above, but only hypothetical. Maybe possible in DDD using the Sub Gate warp and whirlpool cloning to reach the instant loading zone, but not yet achieved without hacks.&lt;br /&gt;
|-&lt;br /&gt;
| Entering Wiggler&#039;s Cave on the Disk Drive version || style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Unimplemented Operation || When Wiggler is initialized, his health value is 2048 for a single frame before being reset to 4. Wiggler uses his health to index into a table to get his speed (to move faster when at lower health); 2048 causes it to index out of range and read a denormalized floating-point number as his health, which causes an unimplemented operation exception since the N64 does not implement any operations on denormalized floats except comparisons.&lt;br /&gt;
|-&lt;br /&gt;
| Having an object too far away from the camera make a noise (JP only)&lt;br /&gt;
| style=&amp;quot;background-color: #ff9696&amp;quot; | Floating-Point Unimplemented Operation&lt;br /&gt;
|When a noise&#039;s pan is determined, it uses the position of the object to calculate the pan. When the object&#039;s absolute z-position relative to the camera is large (&amp;gt;= 22000 units) and the x-position relative to the camera is very negative (&amp;lt; -66000), an index for the pan will be generated outside of the bounds of the array for the pan. When the value outside of the array is an invalid float, the audio thread will crash (sound glitch). Does not happen when sound mode is set to Mono.&lt;br /&gt;
|-&lt;br /&gt;
|Casting a shadow on a corrupted triangle&lt;br /&gt;
| style=&amp;quot;background-color: #ff9696&amp;quot; | Floating-Point Unimplemented Operation&lt;br /&gt;
|The limit of surface triangle loaded at once in the game is 2300. However, in [[Hazy Maze Cave]], when using [[Mario&#039;s Platform Adventure]], it is possible to load more triangle than this limit. This causes the surfaceList to overwrite part of the face table. If the game tries to cast a shadow on one of the &amp;quot;triangles&amp;quot; created by this situation, the normalX of the triangle will be a pointer and be processed as a denormalized float, which crashes the game when used for arithmethic.&amp;lt;ref&amp;gt;[https://www.twitch.tv/videos/1951116583?t=00h48m42s HMC Denorm Crash]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Having the same position as the camera&#039;s position || style=&amp;quot;background-color: #ff9696&amp;quot; |Floating-Point Division-by-Zero||When Mario stands in the same position as the camera, the game will crash due to a division by zero error.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=vK16L2J0la4 &amp;quot;Faster fastest crash in BoB&amp;quot; by Madghostkek]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Rotating a Pendulum using pendulum manipulation beyond the float angle limit.&lt;br /&gt;
| style=&amp;quot;background-color: #ff9696&amp;quot; |Floating-Point Overflow&lt;br /&gt;
|Manipulating the pendulum to rotate beyond the range of an int will error when truncating the float. Verification of this crash took 39 days.&amp;lt;ref&amp;gt;[https://clips.twitch.tv/TiredKnottyOrcaThunBeast-3MHslDyIHpEavrfG &amp;quot;Pendulum Crash&amp;quot; by rcombs]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Touching a recovery heart with more than ~10.7M speed.&lt;br /&gt;
| style=&amp;quot;background-color: #ff9696&amp;quot; |Floating-Point Overflow&lt;br /&gt;
|Touching a recovery heart with more than ~10.7M speed will cause float-to-int conversion with a float value that&#039;s greater than the max integer value.&amp;lt;ref&amp;gt;[https://youtu.be/nDqSqrnjmHY Game Crash from Touching a Heart with 10.7M Speed]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==RCP (Graphics) Crashes==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Cause!!Exception Type!!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Have too many 3D models on screen at once|| style=&amp;quot;background-color: #fffca8&amp;quot; |Invalid F3D command ||The main display list buffer has two sides, the left side holds F3D commands the game runs, and the right side holds allocated buffers for matrices. When an object&#039;s graphics are drawn, 16 bytes are used from the left side and 64 from the right side for each separate 3D model from the object. These two sides overlap when there are too many of these models on screen, leading to both sides being overwritten with garbage data and invalid F3D commands.&lt;br /&gt;
|-&lt;br /&gt;
|Moving the camera immediately when entering [[VCutM]]|| style=&amp;quot;background-color: #fffca8&amp;quot; |Invalid F3D command||The object that spawns the rotating checkerboard platforms in VCutM references a model that doesn&#039;t exist. Normally this isn&#039;t a problem, since it&#039;s not on screen so it&#039;s culled before any damage occurs, and it despawns 1 frame after loading the level. However rotating the camera on the first frame, right before it despawns, it just barely comes into view. The non-existent model ends up sending invalid F3D commands to the RCP.&lt;br /&gt;
|}&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Address Error Exception]]&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>Oyion gaming</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Oyion_gaming&amp;diff=19457</id>
		<title>User:Oyion gaming</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Oyion_gaming&amp;diff=19457"/>
		<updated>2024-12-08T22:52:29Z</updated>

		<summary type="html">&lt;p&gt;Oyion gaming: Idk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am a game lover&lt;/div&gt;</summary>
		<author><name>Oyion gaming</name></author>
	</entry>
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