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	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Super_Mario_64&amp;diff=12300</id>
		<title>Super Mario 64</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Super_Mario_64&amp;diff=12300"/>
		<updated>2020-09-03T17:40:59Z</updated>

		<summary type="html">&lt;p&gt;Quate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;See this page on [https://www.mariowiki.com/Super_Mario_64 the Mario Wiki]&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;See this page on [https://en.wikipedia.org/wiki/Super_Mario_64 Wikipedia]&#039;&#039;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Super Mario 64&#039;&#039;&#039; is a 1996 platforming game on the Nintendo 64 console. It was a launch title for the N64 (along with [https://en.wikipedia.org/wiki/Pilotwings_64 Pilotwings 64] and [https://en.wikipedia.org/wiki/Cruis%27n_USA Cruis&#039;n USA] in Europe), and is largely considered to be one of the most important 3D platformers of all time.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Super Mario 64 started development sometime before 1995. The first time Super Mario 64 was shown was at the [[Shoshinkai 1995|Shoshinkai show in November of 1995]], with the introduction of the Nintendo 64 (Ultra 64 at the time). Early footage of the show revealed the 50% complete beta version of Super Mario 64, in which it looked completely different than what the final product looked like.&amp;lt;ref&amp;gt;[https://tcrf.net/Prerelease:Super_Mario_64_(Nintendo_64)#Shoshinkai_.2795_Demo &amp;quot;Shoshinkai &#039;95 Demo&amp;quot; on The Cutting Room Floor]&amp;lt;/ref&amp;gt; The final product was supposed to come out in December, but it was delayed further, and the entire game was rebuilt. On May 16th, 1996 (E3 1996) the game was shown off and is almost like the final game.&amp;lt;ref&amp;gt;[https://tcrf.net/Prerelease:Super_Mario_64_(Nintendo_64)#E3_1996_Build &amp;quot;E3 1996 Build&amp;quot; on The Cutting Room Floor]&amp;lt;/ref&amp;gt; The entire game was almost accessible, some details got changed before the release, such as the different star icon in the hud, a rock spike at the top of the mountain in [[Bob-omb_Battlefield|Bob-omb Battlefield]], and other small details that were changed. The game was rushed at the end of development as told by one of the programmers of Super Mario 64, and a couple of the team members never wanted to make games anymore due to being burnt out after working on Super Mario 64.&amp;lt;ref&amp;gt;[http://pixelatron.com/blog/the-making-of-super-mario-64-full-giles-goddard-interview-ngc/ The Making Of Super Mario 64 – full Giles Goddard interview (NGC)]&amp;lt;/ref&amp;gt; The game was released in Japan on June 23rd 1996, then on September 29th, 1996 in North America, and finally on March 1st, 1997 in Europe.&lt;br /&gt;
&lt;br /&gt;
==Game Versions==&lt;br /&gt;
There are many different versions of the game, differing by where, when, how, and in what way they were released.&lt;br /&gt;
&lt;br /&gt;
===N64===&lt;br /&gt;
The Nintendo 64 console is less robust than modern consoles, so its CPU is more likely to crash when confronted by errors and other unforeseen occurrences.&lt;br /&gt;
&lt;br /&gt;
====Japanese====&lt;br /&gt;
The very first version of the game to be commercially released, the Japanese N64 version was succeeded by the [[#Shindou|Shindou]] version a year after release. The most noticeable change between the Japanese version and the English version is the extra dialogue added in the English version and all successive versions. For example, Mario does not say &amp;quot;Haha&amp;quot;, and Peach does not narrate her &amp;quot;Dear Mario&amp;quot; letter. In addition, she does not talk during the ending. The Japanese version also has many glitches that were later fixed in all other versions, such as [[Spawning_Displacement|spawning displacement]], [[Coin_Limit#Unbounded_Coin_Limit_Glitch_.28Japanese_version.29|the lack of a coin limit]], [[Time_Stop|time stop]] and others. It is also notable for being the fastest version of the game for the [[1 Key]] category, but no others. This is because the text takes longer, but the lack of narration makes the game shorter. The text in the first Bowser fight is avoided during the 1 Key run, so the Japanese version becomes faster.&lt;br /&gt;
&lt;br /&gt;
====English====&lt;br /&gt;
&#039;&#039;See also: [[Version Differences]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The English version of the game introduces voice clips like &amp;quot;Haha&amp;quot; and Peach&#039;s voice clips. It fixes some errors and glitches from the previous version, such as the lack of a coin limit. It has, in general, less text than the Japanese version, but takes longer during the intro and ending due to Peach&#039;s narration.&lt;br /&gt;
&lt;br /&gt;
====PAL====&lt;br /&gt;
The European release of Super Mario 64 supports language changing in the settings menu between English, French, and German. This is optimal for the [[ABZ Button Challenge]] because the Start button can be used to change language and the language with the least text can be selected. Due to [[Wii VC Round-To-Zero]], however, the true optimal PAL version is not on N64. Outside of ABZ, PAL is little-used because changing languages wastes time and English is effectively identical if you do not change languages. Because of the PAL video format using 50hz instead of NTSC&#039;s 60hz, PAL runs at 25 [[Frame|frames]] per second rather than 30, another reason why it is suboptimal for speedruns/TASes.&lt;br /&gt;
&lt;br /&gt;
====Shindou====&lt;br /&gt;
The final release of Super Mario 64 on the Nintendo 64 was once again released in Japanese. It enabled a compiler flag to allow optimizations, which results in less lag. It also fixed the infamous [[Backwards Long Jump]] glitch, which is why it is rarely used in speedruns, except in the [[BLJless]] category. Strangely, when grabbing a [[pole]] on this version, horizontal speed affects Mario&#039;s angle. The game introduced new voice clips like &amp;quot;Bye, bye!&amp;quot; when throwing Bowser. Some of Mario&#039;s voice clips are high-pitched in this version.&lt;br /&gt;
&lt;br /&gt;
===Wii VC===&lt;br /&gt;
&#039;&#039;Main article: [[Virtual Console]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Wii acts differently from the N64. It is much less likely to crash. Unlike the N64, it does not crash from [[PU crashes]], [[Bully angle crash]], or [[Bob-omb angle crash]]. The emulation software also [[Wii VC Round-To-Zero|rounds floats differently]] from other consoles. Another difference is that it does not crash from the [[Address Error Exception]]. It is currently unknown whether the Wii crashes upon having infinity speed.&lt;br /&gt;
&lt;br /&gt;
====Japanese====&lt;br /&gt;
Japanese Wii VC is actually the Shindou edition, not the original Japanese version. This is why it does not have spawning displacement or other Japanese N64-exclusive glitches, nor does it have BLJs. It is almost never used for speedrunning for that reason.&lt;br /&gt;
&lt;br /&gt;
====English====&lt;br /&gt;
English Wii VC is the optimal Wii VC for speedruns. It avoids the lack of BLJs in the Japanese version and the slower framerate of the PAL version. It is used for the [[A Button Challenge]] any% run because [[Bowser in the Fire Sea]] takes 0 A presses instead of 1 due to a rounding error.&lt;br /&gt;
&lt;br /&gt;
====PAL====&lt;br /&gt;
PAL Wii VC is rarely seen because it is obscure and slow. However, it is actually the ideal game version for the ABZ Button Challenge, at least for any%, because it contains both language switching and the rounding error in BitFS.&lt;br /&gt;
&lt;br /&gt;
===Wii U VC===&lt;br /&gt;
&#039;&#039;Main article: [[Virtual Console]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Wii U Virtual Console version has no known interesting glitches that set it apart from either N64 or Wii VC. It is identical to Wii VC, except that the rounding error is absent. Wii U VC is often joked by speedrunners for have a high amount of input lag and it is mostly used only by new runners.&lt;br /&gt;
&lt;br /&gt;
====Japanese====&lt;br /&gt;
Much like Wii VC, Japanese Wii U VC is the Shindou version. This means that BLJs and other glitches that were patched in the Shindou version are absent. &lt;br /&gt;
&lt;br /&gt;
====English====&lt;br /&gt;
Also like Wii VC, American Wii U VC is the US version.&lt;br /&gt;
&lt;br /&gt;
====PAL====&lt;br /&gt;
Unlike on the N64 or Wii VC, the PAL version runs at 60hz instead of 50hz. As a result of this, PAL Wii U VC will run at full speed like the American and Japanese versions.&lt;br /&gt;
&lt;br /&gt;
=== Switch ===&lt;br /&gt;
&lt;br /&gt;
==== Super Mario 3D All-Stars ====&lt;br /&gt;
The upcoming Super Mario 3D All-Stars includes an upscaled Super Mario 64. Gameplay footage suggests the version will be the Shindou version with English text, new upscaled textures, and slight changes to accommodate the Switch control scheme (for example, &amp;quot;PRESS +&amp;quot; on the Mario head screen instead of &amp;quot;PRESS START&amp;quot;).&amp;lt;ref&amp;gt;https://arstechnica.com/gaming/2020/09/three-classic-3d-mario-games-get-the-all-stars-treatment-on-switch/&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
===iQue (Chinese)===&lt;br /&gt;
&#039;&#039;Main article: [[Super Mario 64 (iQue)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The iQue version of the game runs on the iQue Player, a rare handheld N64 variant only released in China. The iQue version is in fact the Shindou version translated to Chinese, and as such it does not have BLJs or the Bob-omb or Bully angle crashes. By hacking a romhack by Kaze onto an iQue, it was found that the camera going to a [[Parallel Universe]] does crash the game like on the N64 console.&amp;lt;ref&amp;gt;[https://youtu.be/_dAGdYd9KUY &amp;quot;Do Parallel Universes Crash on iQue?&amp;quot; by CadBrad]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===64DD Version===&lt;br /&gt;
Super Mario 64 DD Version or SM64DD (called Super Mario Disk Version on the title screen) was an unreleased version of the game for the 64DD, likely made to test the load times of the system. The 64DD was a commercial failure, and the DD version was never released. Only one known copy of this version exists, owned by adonfjv, who found it at a Japanese video game store in 2014&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=5rd6_5HoJd8 &amp;quot;Super Mario 64 Disk Version - Boot on 64DD&amp;quot; by adonfjv]&amp;lt;/ref&amp;gt;. The ROM (NDD) of this version has since been dumped.&lt;br /&gt;
&lt;br /&gt;
SM64DD is effectively the Japanese version of SM64 ported to the 64DD, with most (but not all) sounds replaced with their PAL versions. For example, the red coin and the sliding star door sounds are the same as in the Japanese release. The title screen is vastly different, resembling the hidden debug mode&#039;s level select screen. Since it is on a disk, load times are increased.&lt;br /&gt;
&lt;br /&gt;
The most major difference is that entering the inside of the island in [[Tiny-Huge Island]], where Wiggler and red coins reside, will crash the game. This makes collecting all 120 stars impossible on this version. The crash is console only, and occurs due to Wiggler&#039;s health value being uninitialized (the original Japanese and USA releases do not crash from this programming oversight as a coincidence).&lt;br /&gt;
&lt;br /&gt;
==Super Mario 64 DS==&lt;br /&gt;
&#039;&#039;Main article: [[Super Mario 64 DS]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Super Mario 64 DS]] is a remake of Super Mario 64 for the DS. Its physics are vastly different and there is no evidence that it shares any code with the original N64 release but may very likely have used the original N64 models for levels and areas; therefore it is not usually considered a &amp;quot;version&amp;quot; of Super Mario 64, but rather a rerelease. It has 150 stars instead of the original&#039;s 120, more powerups, different playable characters with different special abilities, and more.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Quate</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Pause_Buffering&amp;diff=9419</id>
		<title>Pause Buffering</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Pause_Buffering&amp;diff=9419"/>
		<updated>2019-05-21T21:57:47Z</updated>

		<summary type="html">&lt;p&gt;Quate: small reword&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Pause buffering&#039;&#039;&#039; is a technique characterized by strategically pausing to cause unusual effects during in-game (unpaused) [[frame]]s. Note that the process of pausing and unpausing in and of itself takes at least three frames, so typical pause buffering means that the game is being played at quarter-speed.&lt;br /&gt;
&lt;br /&gt;
==Applications==&lt;br /&gt;
Pause buffering can be used to press inputs on two or more in-game-contiguous frames. As [[Super Mario 64]] runs at 30 frames per second, a player can theoretically input a button press up to a maximum of 15 times per second. The button input needs to be released for a single frame before it can be pressed again. Pause buffering allows you to input button presses at a higher rate since the game world is frozen while inputs are still polled. These extra button presses come at the cost of time lost transitioning between the pause menu and gameplay.&lt;br /&gt;
===Pause Buffering Inputs===&lt;br /&gt;
In situations where it would be advantageous to press the same button for two frames in a row, those two in-game frames can be separated by opening the pause menu. This provides time for the game to recognize the release of the button, and be able to detect another press once the game is unpaused. In short, pausing allows an input to be released and pressed again without changing any in-game states. For example, a [[dive]] can be followed immediately by a [[dive recover]], which is useful while holding an object [[handsfree]] in the [[A Button Challenge]] (ABC). Notably, pause buffering is not necessary to perform this in a non-ABC setting, since B can be pressed to dive followed by A to recover.&lt;br /&gt;
===Pause Buffering the Global Timer===&lt;br /&gt;
The [[Global Timer|global timer]] is a variable that increments every frame, even paused frames. Thus, [[Objects|objects]] that depend on the global timer can be manipulated by strategically pausing. Although many objects use the global timer, the ones that are most commonly manipulated are [[Swooper]]s and the [[Lethal Lava Land]] [[drawbridge]]. Many objects use their own timer instead of the global timer, and since objects do not update while paused, cannot be affected by pause buffering.&lt;br /&gt;
====Pause Buffered Hitstun====&lt;br /&gt;
The most common use of pause buffering the global timer is Pause Buffered Hitstun, which lends itself to [[HOLP]] preservation and thus releasing objects remotely. The player can avoid updating the HOLP by taking advantage of [[Mario]]&#039;s blinking effect after [[hitstun]], an effect that continues if Mario is inside an enemy [[Hitbox#hurtbox|hurtbox]]. After being hurt in any way but small fall damage, Mario, along with a held [[Limbo|ticket]], will become transparent on every second frame. His opacity depends on the parity of the global timer, so he is not rendered on odd frames. Since the global timer is incremented on every frame, including paused frames, by pausing for the minimum three frames and unpausing for the minimum one frame when the timer is odd, Mario and the ticket will effectively not render until the blinking effect stops. Because the ticket does not need to render, the HOLP is not updated during that time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Category --&amp;gt;&lt;br /&gt;
[[Category:Glitches]]&lt;/div&gt;</summary>
		<author><name>Quate</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Hyperspeed&amp;diff=9416</id>
		<title>Hyperspeed</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Hyperspeed&amp;diff=9416"/>
		<updated>2019-05-21T17:33:02Z</updated>

		<summary type="html">&lt;p&gt;Quate: Mobile site sucks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Hyperspeed&#039;&#039;&#039; is an abnormally large amount of speed. Though hyperspeed usually refers to [[Mario]]&#039;s speed, it can also be applied to other objects. Hyperspeed is often obtained via [[glitches]] or physics exploits. Hyperspeed is often helpful in speedruns and [[challenge]]s because it allows quicker movement and the ability to clip through walls.&lt;br /&gt;
&lt;br /&gt;
==Methods==&lt;br /&gt;
Methods to gain hyperspeed include:&lt;br /&gt;
* [[Backwards Long Jump]]&lt;br /&gt;
* [[Hyperspeed Walking]]&lt;br /&gt;
* [[Hyperspeed Wall Kicks]]&lt;br /&gt;
* [[Hyperspeed Water Sliding]]&lt;br /&gt;
* [[C^ Hyperspeed]]&lt;br /&gt;
* [[Hyperspeed Punching]]&lt;br /&gt;
* [[Hyperspeed Grinding]]&lt;br /&gt;
* [[Subframe Grinding]]&lt;br /&gt;
* [[Hyperspeed Turnaround]]&lt;br /&gt;
* [[Hyperspeed Jump Kicking]]&lt;br /&gt;
* [[Hyperspeed Slide Kicking]]&lt;br /&gt;
* [[Hyperspeed Braking]]&lt;br /&gt;
* [[Backward Shell Hyperspeed]]&lt;br /&gt;
* [[Forward Shell Hyperspeed]]&lt;br /&gt;
* [[10k Glitch]]&lt;br /&gt;
* [[Wiggler Hyperspeed]]&lt;br /&gt;
* [[Wind Hyperspeed]]&lt;br /&gt;
* [[Boo Hyperspeed]]&lt;br /&gt;
* [[Bully Battery]]&lt;br /&gt;
Some techniques cause Mario&#039;s position to change quickly, without technically changing his speed:&lt;br /&gt;
* [[Shell Mario]]&lt;br /&gt;
* [[Bloated Bob-omb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Adding to Category:Glitches --&amp;gt;&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
[[Category:Hyperspeed]]&lt;/div&gt;</summary>
		<author><name>Quate</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Hyperspeed&amp;diff=9415</id>
		<title>Hyperspeed</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Hyperspeed&amp;diff=9415"/>
		<updated>2019-05-21T17:31:44Z</updated>

		<summary type="html">&lt;p&gt;Quate: minor rephrase&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &#039;&#039;&#039;Hyperspeed&#039;&#039;&#039; is an abnormally large amount of speed. Though hyperspeed usually refers to [[Mario]]&#039;s speed, it can also be applied to other objects. Hyperspeed is often obtained via [[glitches]] or physics exploits. Hyperspeed is often helpful in speedruns and [[challenge]]s because it allows quicker movement and the ability to clip through walls.&lt;br /&gt;
&lt;br /&gt;
==Methods==&lt;br /&gt;
Methods to gain hyperspeed include:&lt;br /&gt;
* [[Backwards Long Jump]]&lt;br /&gt;
* [[Hyperspeed Walking]]&lt;br /&gt;
* [[Hyperspeed Wall Kicks]]&lt;br /&gt;
* [[Hyperspeed Water Sliding]]&lt;br /&gt;
* [[C^ Hyperspeed]]&lt;br /&gt;
* [[Hyperspeed Punching]]&lt;br /&gt;
* [[Hyperspeed Grinding]]&lt;br /&gt;
* [[Subframe Grinding]]&lt;br /&gt;
* [[Hyperspeed Turnaround]]&lt;br /&gt;
* [[Hyperspeed Jump Kicking]]&lt;br /&gt;
* [[Hyperspeed Slide Kicking]]&lt;br /&gt;
* [[Hyperspeed Braking]]&lt;br /&gt;
* [[Backward Shell Hyperspeed]]&lt;br /&gt;
* [[Forward Shell Hyperspeed]]&lt;br /&gt;
* [[10k Glitch]]&lt;br /&gt;
* [[Wiggler Hyperspeed]]&lt;br /&gt;
* [[Wind Hyperspeed]]&lt;br /&gt;
* [[Boo Hyperspeed]]&lt;br /&gt;
* [[Bully Battery]]&lt;br /&gt;
Some techniques cause Mario&#039;s position to change quickly, without technically changing his speed:&lt;br /&gt;
* [[Shell Mario]]&lt;br /&gt;
* [[Bloated Bob-omb]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Adding to Category:Glitches --&amp;gt;&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
[[Category:Hyperspeed]]&lt;/div&gt;</summary>
		<author><name>Quate</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:B_Button_Challenge_infobox&amp;diff=9271</id>
		<title>Template:B Button Challenge infobox</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:B_Button_Challenge_infobox&amp;diff=9271"/>
		<updated>2019-05-06T04:11:19Z</updated>

		<summary type="html">&lt;p&gt;Quate: fix error in BBC infobox; TTM monkeycage not possible due to grabbing ukiki&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Challenge_infobox&lt;br /&gt;
|title=B Button Challenge&lt;br /&gt;
|abbreviation=BBC&lt;br /&gt;
|stars=116&lt;br /&gt;
|stars-overall=39&lt;br /&gt;
|beatable=No&lt;br /&gt;
|button-presses-any=4&lt;br /&gt;
|button-presses-full=10&lt;br /&gt;
|bob1=0|bob2=1|bob3=1|bob4=1|bob5=1|bob6=1|bob7=1&lt;br /&gt;
|wf1=1|wf2=1|wf3=1|wf4=1|wf5=1|wf6=1|wf7=1&lt;br /&gt;
|jrb1=1|jrb2=1|jrb3=1|jrb4=1|jrb5=1|jrb6=1|jrb7=1&lt;br /&gt;
|ccm1=1|ccm2=1|ccm3=1|ccm4=1|ccm5=1|ccm6=1|ccm7=1&lt;br /&gt;
|bbh1=1|bbh2=1|bbh3=1|bbh4=1|bbh5=1|bbh6=1|bbh7=1&lt;br /&gt;
|hmc1=1|hmc2=1|hmc3=1|hmc4=1|hmc5=1|hmc6=1|hmc7=1&lt;br /&gt;
|lll1=1|lll2=1|lll3=1|lll4=1|lll5=1|lll6=1|lll7=1&lt;br /&gt;
|ssl1=1|ssl2=1|ssl3=1|ssl4=1|ssl5=1|ssl6=1|ssl7=1&lt;br /&gt;
|ddd1=1|ddd2=1|ddd3=1|ddd4=1|ddd5=1|ddd6=1|ddd7=1&lt;br /&gt;
|sl1=1|sl2=1|sl3=1|sl4=1|sl5=1|sl6=1|sl7=1&lt;br /&gt;
|wdw1=1|wdw2=1|wdw3=1|wdw4=1|wdw5=1|wdw6=1|wdw7=1&lt;br /&gt;
|ttm1=1|ttm2=0|ttm3=1|ttm4=1|ttm5=1|ttm6=1|ttm7=1&lt;br /&gt;
|thi1=1|thi2=1|thi3=1|thi4=1|thi5=1|thi6=1|thi7=1&lt;br /&gt;
|ttc1=1|ttc2=1|ttc3=1|ttc4=1|ttc5=1|ttc6=1|ttc7=1&lt;br /&gt;
|rr1=1|rr2=1|rr3=1|rr4=1|rr5=1|rr6=1|rr7=1&lt;br /&gt;
|slide1=1|slide2=1&lt;br /&gt;
|aquarium=1&lt;br /&gt;
|totwc=1|cotmc=1|vcutm=1&lt;br /&gt;
|wmotr=1&lt;br /&gt;
|mips1=0|mips2=0&lt;br /&gt;
|toad1=1|toad2=1|toad3=1&lt;br /&gt;
|bitdw=1|bitfs=1|bits=1&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt; [[Category:Infobox templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Quate</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Ukikipedia:Todo&amp;diff=7277</id>
		<title>Ukikipedia:Todo</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Ukikipedia:Todo&amp;diff=7277"/>
		<updated>2019-04-08T17:57:52Z</updated>

		<summary type="html">&lt;p&gt;Quate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a TODO list, feel free to add things you feel are necessary to be added but make sure &#039;&#039;&#039;you add your name at the end of your edit statement&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Create Pages for every star&lt;br /&gt;
* Add coin counts for every course&lt;br /&gt;
* Add object lists for every course&lt;br /&gt;
* Create Navigation templates for objects, stars, tases, and similar pages&lt;br /&gt;
* Create pages for every object&amp;lt;small&amp;gt;---[[User:JoshDuMan|JoshDuMan]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proper CSS to change some fonts (like the buttons for edit, history, and more) to be the Mario font and to make the wiki look more unique&lt;br /&gt;
&lt;br /&gt;
Some of the SM64 Experts should make a list of possible states Mario can be in (with pictures).&lt;br /&gt;
&lt;br /&gt;
Someone should make something like [[Template:Level courses]] for glitches, challenges and mechanics. Then we can put all those on the front page &amp;lt;small&amp;gt;---[[User:Thestickman391|Thestickman391]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Hi, I tried my best on one for the challenges: [[Template:Challenges]] and [[Template:Glitches]] now &amp;lt;small&amp;gt;---[[User:Anderium|Anderium]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Video references sound like a concept worth looking into (mostly for explanatory and/or listing videos) &amp;lt;small&amp;gt;---[[User:Iwer Sonsch|Iwer Sonsch]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finish all the hyperspeed methods&lt;br /&gt;
*Create all wanted pages&lt;br /&gt;
*Finish all stubs&lt;br /&gt;
&amp;lt;small&amp;gt;---[[User:Sunky|SunkSimp]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[HP|Create the damage Chart]]&lt;br /&gt;
&amp;lt;small&amp;gt;---[[User:ThePansmith|Pansmith]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Elaborate on [[TASBot]] page&lt;br /&gt;
&amp;lt;small&amp;gt;---[[User:Barry|Barry]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A page for every action &amp;lt;small&amp;gt;---[[User:MMMMMMMMMMMMM|MMMMMMMMMMMMM]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Put everything into a category, for easy navigation &amp;lt;small&amp;gt;---[[User:Anderium|Anderium]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Add all information about the Super Mario Video Quiz(zes) ---[[User:Quate|Quate]]&lt;/div&gt;</summary>
		<author><name>Quate</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Black_Room_of_Death&amp;diff=5662</id>
		<title>Black Room of Death</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Black_Room_of_Death&amp;diff=5662"/>
		<updated>2018-12-29T19:59:14Z</updated>

		<summary type="html">&lt;p&gt;Quate: minor fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;Black Room of Death&#039;&#039;&#039;, also known as a &#039;&#039;&#039;BRoD&#039;&#039;&#039;, is a term used to describe the area behind a [[Door#Loading Zone Door|loading zone door]]. They are intended to provide the illusion of continuity between two different loading zones. &lt;br /&gt;
&lt;br /&gt;
Under normal circumstances, they are only visible behind their opening door. However, using [[Glitch|glitches]], Mario can access all Black Rooms of Death. Despite the name, Black Rooms of Death do not kill or harm Mario, though one side in [[Cool, Cool Mountain]] has no tangible floor, and two others are inescapable without [[Hyperspeed]]. &lt;br /&gt;
&lt;br /&gt;
Interestingly, entering a Black Room of Death&#039;s door from the wrong side will send Mario to the corresponding Black Room of Death in the other loading zone, which inexperienced players sometimes consider an inescapable situation. However, many pairs of tangible Black Rooms of Death have at least one escapable room. Mario can usually escape these by jumping at the wall surrounding the room&#039;s door.&lt;br /&gt;
&lt;br /&gt;
There are 6 pairs of Black Rooms of Death in the game. [https://youtu.be/pZYHMY6tyeU This video] shows all of them. The following table summarizes information about each room:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Screenshot of Side 1&lt;br /&gt;
!Screenshot of Side 2&lt;br /&gt;
!Mode of Access&lt;br /&gt;
!Side 1 Escapable?&lt;br /&gt;
!Side 2 Escapable?&lt;br /&gt;
|-&lt;br /&gt;
|Behind the [[The Castle|Castle]]&#039;s entrance door&lt;br /&gt;
|[[file:BRoD Entrance S1.jpg|250px]]&lt;br /&gt;
|[[file:BRoD Entrance S2.jpg|250px]]&lt;br /&gt;
|&lt;br /&gt;
* Clipping through the Castle roof (side 1)&lt;br /&gt;
* Hyperspeed (both sides)&lt;br /&gt;
| No&lt;br /&gt;
| Yes (by jumping through the wall)&lt;br /&gt;
|-&lt;br /&gt;
|Behind the door to the Courtyard&lt;br /&gt;
|[[file:BRoD Courtyard S1.jpg|250px]]&lt;br /&gt;
|[[file:BRoD Courtyard S2.jpg|250px]]&lt;br /&gt;
|&lt;br /&gt;
Hyperspeed (side 1)&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
|Behind the door to the 2nd Floor&lt;br /&gt;
|[[file:BRoD 2nd Floor S1.png|250px]]&lt;br /&gt;
|[[file:BRoD 2nd Floor S2.png|250px]]&lt;br /&gt;
|&lt;br /&gt;
Hyperspeed (both sides)&lt;br /&gt;
| Yes (by [[BLJ]]ing under an invisible wall)&lt;br /&gt;
| Yes (by jumping)&lt;br /&gt;
|-&lt;br /&gt;
|Behind the door to the Basement&lt;br /&gt;
|[[file:BRoD Basement S1.png|250px]]&lt;br /&gt;
|[[file:BRoD Basement S2.png|250px]]&lt;br /&gt;
|&lt;br /&gt;
* Hyperspeed (both sides) &lt;br /&gt;
* [[MIPS|MIPS Clip]] (side 2)&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
|Behind the [[Moat Door]]&lt;br /&gt;
|[[file:BRoD Moat S1.png|250px]]&lt;br /&gt;
|[[file:BRoD Moat S2.png|250px]]&lt;br /&gt;
|&lt;br /&gt;
* MIPS Clip (side 1)&lt;br /&gt;
* Hyperspeed (side 2)&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
|Behind the door at the bottom of the [[Cool, Cool Mountain]] slide&lt;br /&gt;
|[[file:BRoD CCM Slide S1.png|250px]]&lt;br /&gt;
|[[file:BRoD CCM Slide 2.png|250px]]&lt;br /&gt;
|&lt;br /&gt;
* [[Hyperspeed Wall Kicks|HSWK]] (side 1) &#039;&#039;&#039;(unverified)&#039;&#039;&#039;&lt;br /&gt;
* Clipping using the [[Mama Penguin]] (side 2)&lt;br /&gt;
| No&lt;br /&gt;
| N/A (no tangible floor)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Quate</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Black_Room_of_Death&amp;diff=5623</id>
		<title>Black Room of Death</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Black_Room_of_Death&amp;diff=5623"/>
		<updated>2018-12-29T06:08:13Z</updated>

		<summary type="html">&lt;p&gt;Quate: refactor image placement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs_Image}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Black Room of Death&#039;&#039;&#039;, also known as a &#039;&#039;&#039;BRoD&#039;&#039;&#039;, is a term used to describe the area behind a [[Door#Loading Zone Door|loading zone door]]. They are intended to provide the illusion of continuity between two different loading zones. &lt;br /&gt;
&lt;br /&gt;
Under normal circumstances, they are only visible behind their opening door. However, using [[Glitch|glitches]], Mario can access all Black Rooms of Death. Despite the name, Black Rooms of Death do not kill or harm Mario, though one side in [[Cool, Cool Mountain]] has no tangible floor, and two others are inescapable without [[Hyperspeed]]. &lt;br /&gt;
&lt;br /&gt;
Interestingly, entering a Black Room of Death&#039;s door from the wrong side will send Mario to the corresponding Black Room of Death in the other loading zone, which inexperienced players sometimes consider an inescapable situation. However, many pairs of tangible Black Rooms of Death have at least one escapable room. Mario can usually escape these by jumping at the wall surrounding the room&#039;s door.&lt;br /&gt;
&lt;br /&gt;
There are 6 pairs of Black Rooms of Death in the game. [https://youtu.be/pZYHMY6tyeU This video] shows all of them. The following table summarizes information about each room:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Screenshot of Side 1&lt;br /&gt;
!Screenshot of Side 2&lt;br /&gt;
!Mode of Access&lt;br /&gt;
!Side 1 Escapable?&lt;br /&gt;
!Side 2 Escapable?&lt;br /&gt;
|-&lt;br /&gt;
|Behind the [[The Castle|Castle]]&#039;s entrance door&lt;br /&gt;
|[[file: BRoD_Cropped.jpg|250px]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
* Clipping through the Castle roof (side 1)&lt;br /&gt;
* Hyperspeed (side 2)&lt;br /&gt;
| No&lt;br /&gt;
| Yes (by jumping through the wall)&lt;br /&gt;
|-&lt;br /&gt;
|Behind the door to the Courtyard&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
Hyperspeed (side 1)&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
|Behind the door to the 2nd Floor&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
Hyperspeed (both sides)&lt;br /&gt;
| Yes (by [[BLJ]]ing under an invisible wall)&lt;br /&gt;
| Yes (by jumping)&lt;br /&gt;
|-&lt;br /&gt;
|Behind the door to the Basement&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
* Hyperspeed (both sides) &lt;br /&gt;
* [[MIPS Trick]] (side 2)&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
|Behind the [[Moat Door]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
* Hyperspeed (side 1)&lt;br /&gt;
* MIPS Trick (side 2)&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
|Behind the door at the bottom of the [[Cool, Cool Mountain]] slide&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
* Maybe [[HSWK]]? (side 1)&lt;br /&gt;
* Clipping using the [[Mama Penguin]] (side 2)&lt;br /&gt;
| No&lt;br /&gt;
| N/A (no tangible floor)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Quate</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Black_Room_of_Death&amp;diff=5622</id>
		<title>Black Room of Death</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Black_Room_of_Death&amp;diff=5622"/>
		<updated>2018-12-29T00:34:51Z</updated>

		<summary type="html">&lt;p&gt;Quate: rewrite&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[file: BRoD_Cropped.jpg|400px|thumb|right|Mario in a Black Room of Death]]&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Black Room of Death&#039;&#039;&#039;, also known as a &#039;&#039;&#039;BRoD&#039;&#039;&#039;, is a term used to describe the area behind a [[Door#Loading Zone Door|loading zone door]]. They are intended to provide the illusion of continuity between two different loading zones. &lt;br /&gt;
&lt;br /&gt;
Under normal circumstances, they are only visible behind their opening door. However, using [[Glitch|glitches]], Mario can access all Black Rooms of Death. Despite the name, Black Rooms of Death do not kill or harm Mario, though one side in [[Cool, Cool Mountain]] has no tangible floor, and two others are inescapable without [[Hyperspeed]]. &lt;br /&gt;
&lt;br /&gt;
Interestingly, entering a Black Room of Death&#039;s door from the wrong side will send Mario to the corresponding Black Room of Death in the other loading zone, which inexperienced players sometimes consider an inescapable situation. However, many pairs of tangible Black Rooms of Death have at least one escapable room. Mario can usually escape these by jumping at the wall surrounding the room&#039;s door.&lt;br /&gt;
&lt;br /&gt;
There are 6 pairs of Black Rooms of Death in the game. [https://youtu.be/pZYHMY6tyeU This video] shows all of them. The following table summarizes information about each room:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Location&lt;br /&gt;
!Screenshot of Side 1&lt;br /&gt;
!Screenshot of Side 2&lt;br /&gt;
!Mode of Access&lt;br /&gt;
!Side 1 Escapable?&lt;br /&gt;
!Side 2 Escapable?&lt;br /&gt;
|-&lt;br /&gt;
|Behind the [[The Castle|Castle]]&#039;s entrance door&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
* Clipping through the Castle roof (side 1)&lt;br /&gt;
* Hyperspeed (side 2)&lt;br /&gt;
| No&lt;br /&gt;
| Yes (by jumping through the wall)&lt;br /&gt;
|-&lt;br /&gt;
|Behind the door to the Courtyard&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
Hyperspeed (side 1)&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
|Behind the door to the 2nd Floor&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
Hyperspeed (both sides)&lt;br /&gt;
| Yes (by [[BLJ]]ing under an invisible wall)&lt;br /&gt;
| Yes (by jumping)&lt;br /&gt;
|-&lt;br /&gt;
|Behind the door to the Basement&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
* Hyperspeed (both sides) &lt;br /&gt;
* [[MIPS Trick]] (side 2)&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
|Behind the [[Moat Door]]&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
* Hyperspeed (side 1)&lt;br /&gt;
* MIPS Trick (side 2)&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
|Behind the door at the bottom of the [[Cool, Cool Mountain]] slide&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
* Maybe [[HSWK]]? (side 1)&lt;br /&gt;
* Clipping using the [[Mama Penguin]] (side 2)&lt;br /&gt;
| No&lt;br /&gt;
| N/A (no tangible floor)&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Quate</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Big_Boo%27s_Haunt&amp;diff=5619</id>
		<title>Big Boo&#039;s Haunt</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Big_Boo%27s_Haunt&amp;diff=5619"/>
		<updated>2018-12-28T23:26:27Z</updated>

		<summary type="html">&lt;p&gt;Quate: corrections and rephrasing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{course_infobox&lt;br /&gt;
|title=Big Boo&#039;s Haunt&lt;br /&gt;
|image= BBH.png&lt;br /&gt;
|abbreviation=BBH&lt;br /&gt;
|terrain=Spooky&lt;br /&gt;
|setting=Dark&lt;br /&gt;
|water=Small&lt;br /&gt;
|yellow-coins=16&lt;br /&gt;
|red-coins=8&lt;br /&gt;
|blue-coins=4&lt;br /&gt;
|enemy-yellow=14&lt;br /&gt;
|enemy-blue=17&lt;br /&gt;
|stars=7&lt;br /&gt;
|wing-caps=&lt;br /&gt;
|metal-caps=&lt;br /&gt;
|vanish-caps=3&lt;br /&gt;
|overview_1=STROOP- BBH Basement.png&lt;br /&gt;
|overview_2=STROOP- BBH Floor 1.png&lt;br /&gt;
|overview_3=STROOP- BBH Floor 2.png&lt;br /&gt;
|overview_4=STROOP- BBH Floor 3.png&lt;br /&gt;
|overview_5=STROOP- BBH Roof.png&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Big Boo&#039;s Haunt&#039;&#039;&#039;, also known as  &#039;&#039;&#039;BBH&#039;&#039;&#039;, is the fifth [[List of Courses|course]] in the game. It is accessed by defeating the [[Big Boo]] in [[The Castle#The Courtyard|Castle Courtyard]], then jumping into the [[Haunted Cage]] that it drops. Big Boo&#039;s Haunt is only accessible if Mario has at least 12 [[Power Star|Power Stars]], as the [[Boo|Boos]] in the Courtyard do not spawn until then.&lt;br /&gt;
&lt;br /&gt;
==Course Versions==&lt;br /&gt;
There are two [[Course Versions|course versions]] that appear depending on the selected star.&lt;br /&gt;
*&#039;&#039;&#039;Version 1&#039;&#039;&#039;: Accessed by selecting Star 1. The main room&#039;s staircase is embedded in the floor, and killing each Boo will present [[Textbox|text]] before [[King Boo]] appears.&lt;br /&gt;
*&#039;&#039;&#039;Version 2&#039;&#039;&#039;: Accessed by selecting Stars 2 through 6. The staircase is present, and Boos will be present at the merry-go-round.&lt;br /&gt;
&lt;br /&gt;
==Coins==&lt;br /&gt;
Big Boo&#039;s Haunt&#039;s coin total is 151. Of this number, 105 come from the 21 [[Blue Coin|Blue Coins]] in the course, the most out of any course. Big Boo&#039;s Haunt does not have any known [[Infinite Coin Glitches]], so its [[Coin Limit|coin limit]] is 151.&lt;br /&gt;
{{BBH Coins}}&lt;br /&gt;
&lt;br /&gt;
==A Press Counts==&lt;br /&gt;
In the [[A Button Challenge]], all seven stars can be collected without A presses, though completing them is very time-consuming, taking over 30 hours in total.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; width:35%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Star&lt;br /&gt;
!A Presses&lt;br /&gt;
!Minutes&lt;br /&gt;
|-&lt;br /&gt;
|1||0||2&lt;br /&gt;
|-&lt;br /&gt;
|2||0||165* (2.75 hours) &lt;br /&gt;
|-&lt;br /&gt;
|3||0||2&lt;br /&gt;
|-&lt;br /&gt;
|4||0||2&lt;br /&gt;
|-&lt;br /&gt;
|5||0||820* (13.667 hours) &lt;br /&gt;
|-&lt;br /&gt;
|6||0||820* (13.667 hours) &lt;br /&gt;
|-&lt;br /&gt;
|100||0||2&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|*For Star 2, the minutes displayed is the faster method used; otherwise, the time is 10 hours.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Entering Big Boo&#039;s Haunt &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/mlHzqJn2SMs?t=1m10s &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mario can defeat the Big Boo using a multitude of moves (punching, kicking, slide-kicking, diving, sliding), none of which require the A button.&lt;br /&gt;
&lt;br /&gt;
===Go On a Ghost Hunt &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/Z6Azdf3V2rU &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mario needs to defeat all boos on the first floor and defeat King Boo to collect the star at the entrance to the second floor accessed by a rising staircase.&lt;br /&gt;
&lt;br /&gt;
The main technique that allows Mario to access the second floor without jumping is the use of [[Vertical Speed Conservation]] (VSC) due to Mario&#039;s vertical speed not resetting to zero upon landing. Therefore, by making Mario land while he is still ascending, Mario can retain positive vertical speed, and the speed can be reactivated if Mario does not move at all except punching and breakdancing. Therefore, Pannenkoek takes advantage of the rising steps, which allows Mario to store vertical speed, and punch to the edge of the step to reactivate the stored speed, and ledge-grab onto the second floor. There is only one chance to perform this technique, as the steps only rise once.&lt;br /&gt;
&lt;br /&gt;
Later on, this technique is required for the remaining stars except for &#039;&#039;Ride Big Boo&#039;s Merry-Go-Round&#039;&#039; and 100 coin star, and therefore Mario would select the first mission to complete these stars.&lt;br /&gt;
&lt;br /&gt;
The star is 281 units above the floor &amp;lt;ref&amp;gt;Star Heights: https://youtu.be/xE7hrQ8sHhU?t=1m54s&amp;lt;/ref&amp;gt;, barely reachable by dive-recovering.&lt;br /&gt;
&lt;br /&gt;
===Ride Big Boo&#039;s Merry-Go-Round &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Main Article: [[Ride Big Boo&#039;s Merry-Go-Round]]&#039;&#039;&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/6q6e03g2Ic8 &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Version 2&#039;&#039;&#039; must be used for boos to show up in the merry-go-round. The biggest obstacle is finding a way to reach the star since it is 357 units above the floor&amp;lt;ref&amp;gt;Star Heights: https://youtu.be/xE7hrQ8sHhU?t=3m1s&amp;lt;/ref&amp;gt;. After many ideas trying to go out of bounds to utilize VSC failed, Pannenkoek eventually found a method to use a scuttlebug&#039;s bounce to reach the star. &lt;br /&gt;
&lt;br /&gt;
To execute this strategy, Mario first needs to lure a scuttlebug outside the mansion to a specific location via [[Scuttlebug transportation]], and then [[Scuttlebug raising|raise]] it for many hours (3 hours or 10 hours depending on which method is used&amp;lt;ref&amp;gt;Video explaining the two strategies of raising a scuttlebug: https://youtu.be/ZZ_rNnt0ImI&amp;lt;/ref&amp;gt;). This will place a scuttlebug in a vertical [[Parallel Universe|PU]] (VPU 1). Then, Mario will go outside to perform a specific maneuver to lure the scuttlebug to the specified location as it is falling through floors and ceilings, ending up above a floor in the merry-go-round by snapping it to a wall nearby via [[scuttlebug wall snapping]]. The movement is very precise as to not prematurely let it interact with the wrong wall in the VPU and snap into the wrong location.&lt;br /&gt;
&lt;br /&gt;
Once the scuttlebug is in place, snapped down VPU 1, Mario enters the merry-go-round room, beating up boos and proceeding the level as normal, and finishes up by bouncing on the scuttlebug to reach the star.&lt;br /&gt;
&lt;br /&gt;
===Secret of the Haunted Books &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/hw_I2yw8AEI &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Version 1&#039;&#039;&#039; must be used for the staircase to rise, as the aforementioned VSC trick is required to climb up to the second floor and go to the library. The bookshelf puzzle is solved by pushing the three books in a high-low-middle order, the highest one being fortunately reachable by dive-recovering. After revealing the other side and go through the door, the star can be reached by sliding on the rails and then ground-pound midair to gain enough height to collect the star.&lt;br /&gt;
&lt;br /&gt;
===Seek the 8 Red Coins &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/yBvptqoQ6w4 &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In order to access all coins, using &#039;&#039;&#039;version 1&#039;&#039;&#039; is required. Four coins are located on the first floor and should be collected first, two of which locating on top of the bookshelf which requires careful manipulations of two boos and a flying book to bounce on them. Afterwards, Mario activates the rising staircase by defeating all boos on the first floor and then using the rising steps to perform VSC. Mario then picks up the remaining four coins on the second floor to spawn the star and then collects it.&lt;br /&gt;
&lt;br /&gt;
===Big Boo&#039;s Balcony &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Main Article: [[Big Boo&#039;s Balcony]]&#039;&#039;&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/OLmxy5cYfdk &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Version 1&#039;&#039;&#039; must be used. The star is located on the roof, which can be accessed from the third floor of the mansion. The biggest obstacle is going to the third floor of the mansion without pressing A. Under normal conditions, the crazy box does not go high enough to reach the roof (to meet Big Boo), and jumping from the second floor to the third floor requires an A press. Therefore, the solution is to transport and raise the scuttlebugs and place them inside the mansion.&lt;br /&gt;
&lt;br /&gt;
Pannenkoek raises three scuttlebugs for 13 hours to place them in Vertical PU (VPU 2) in order to have enough time to perform the maneuver outside to induce a lunge, moving them into the mansion and snapping them onto the library on the second floor. Then, Pannenkoek raises them for another 8 minutes to isolate their heights so that Mario can bounce on them.&lt;br /&gt;
&lt;br /&gt;
The raising of the scuttlebugs is all done before Mario even begins beating the boos to access the second floor (via VSC). Afterwards, Mario enters the roof and goes up the slopes to go on top of the item block. Finally, he defeats the Big Boo by performing many breakdances and collects the star. &lt;br /&gt;
&lt;br /&gt;
===Eye to Eye in the Secret Room &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Main Article: [[Big Boo&#039;s Balcony]]&#039;&#039;&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/rIYFGYXtNwA &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The same maneuver is performed so as to reach the third floor, except it is even more difficult. The secret room, where the star is located, is only accessible by putting on a vanish cap, and therefore Mario has a strict time limit to reach the third floor without the cap running out. The only route fast enough for this is to navigate from the second floor to the third floor, instead of taking the detour outside the mansion to reach the roof&amp;lt;ref&amp;gt;Explained in BBH Vanish Cap during Scuttlebug Bouncing: https://youtu.be/p4-z4qogSC0&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Therefore, Mario enters &#039;&#039;&#039;version 1&#039;&#039;&#039; and begins placing the scuttlebugs into vertical PUs. He manipulates them in the same location as used in &#039;&#039;Big Boo&#039;s Balcony&#039;&#039; (13 hours are spent in this phase), and then he navigates up the mansion with VSC and scuttlebug bouncing while picking up a vanish cap during the process. He rushes into the secret room in time, defeats Mr. I swiftly, and finally collects the star.&lt;br /&gt;
&lt;br /&gt;
===BBH 100 Coins &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/ApIxdRirfOk &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There are fortunately enough coins to collect on the first floor and basement of Big Boo&#039;s Haunt. &#039;&#039;&#039;Version 2&#039;&#039;&#039; is used here, using the coins from Boos and Mr. I as primary sources. The version later than Star 2 is used as otherwise the merry-go-round would not have boos flying out. The red coins on the bookshelf are the trickest ones the collect since Boos and flying books need to be manipulated.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Level courses}}&lt;/div&gt;</summary>
		<author><name>Quate</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Backwards_Long_Jump&amp;diff=5618</id>
		<title>Backwards Long Jump</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Backwards_Long_Jump&amp;diff=5618"/>
		<updated>2018-12-28T22:10:02Z</updated>

		<summary type="html">&lt;p&gt;Quate: rewrite intro, reformat rest (it needs a rewrite...)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Backwards Long Jump&#039;&#039;&#039;, or &#039;&#039;&#039;BLJ&#039;&#039;&#039; for short, is one of the most well-known and versatile methods of gaining [[Hyperspeed]], whereby Mario&#039;s backwards speed can increase under certain conditions during a backwards-facing [[Long Jump]]. &lt;br /&gt;
&lt;br /&gt;
This [[Glitch|glitch]] is caused by the lack of a negative limit on Mario&#039;s speed. The first frame of a Long Jump multiplies Mario&#039;s forward velocity by 1.5, and although the game keeps this velocity below 48.0, no corresponding negative cap is enforced. Since Mario&#039;s speed is slowed due to drag each frame he is in the air, this multiplier does not affect typical gameplay. However, if Mario is in a position where he can perform many backwards-facing Long Jumps in rapid succession, he can repeatedly reduce his speed while overcoming drag, resulting in negative Hyperspeed. &lt;br /&gt;
&lt;br /&gt;
BLJs can be performed on [[List of Major BLJ Locations|many slopes, stairways, and obstacles]], making it useful for [[Speedrun|speedruns]] and [[Challenge|challenges]] alike.&lt;br /&gt;
&lt;br /&gt;
== Execution ==&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
To perform a BLJ, do a long jump with Mario facing away from the obstacle/stairway/slope but move backwards towards it (by holding the joystick in the opposite direction). Mario will collide with the obstacle/stairway/slope, leaving him on the ground and enabling him to backwards long jump again. Mario&#039;s speed becomes negative at this point, and BLJing repeatedly causes a negative speed increase of approximately 45-50% of Mario&#039;s currently stored speed at that time. Once the desired speed is reached, simply stop BLJing and Mario will zoom off backwards at an incredibly high speed. If you continue BLJing long enough, Mario&#039;s speed, stored in a float, will eventually reach -229399772256808620000000000000000000000, then tick over to -1.#INF, and crash the game.&lt;br /&gt;
&lt;br /&gt;
The key aspect of BLJs is Mario&#039;s capability of retaining negative speed temporarily. Eventually, the speed will increase back to 0; however, there are a few frames within a BLJ in which his speed doesn&#039;t deplete instantly. These frames allow for repeated BLJs, thus increasing his speed.&lt;br /&gt;
&lt;br /&gt;
You can use BLJs to:&lt;br /&gt;
&lt;br /&gt;
* Gain enough speed to pass through doors, such as:&lt;br /&gt;
*: Star doors&lt;br /&gt;
*: Doors that trigger a loading zone (though the area will not load)&lt;br /&gt;
* Zip backwards on the ground at very high speeds (if obstacles are avoided)&lt;br /&gt;
* Jump over incredibly large gaps (since when over the air, Mario will have the same BLJ jumping physics but with the massive speed still present)&lt;br /&gt;
* Pass through some loading zones, like the water wall needed to enter Dire Dire Docks&lt;br /&gt;
* Pass through some types of walls (like the iron gates in Bob-omb Battlefield.) &lt;br /&gt;
* Go into [[Parallel Universe|Parallel Universes]]&lt;br /&gt;
&lt;br /&gt;
== Types of BLJs ==&lt;br /&gt;
&lt;br /&gt;
While all BLJs work by the same principle, there are many different methods of performing them. There are numerous places where a BLJ can be performed throughout the game (virtually every level contains at least one), and it is unlikely that all such locations have been discovered.&lt;br /&gt;
&lt;br /&gt;
=== Stair BLJ ===&lt;br /&gt;
Stair BLJs were the first kind of BLJs to be discovered. A Stair BLJ consists of long jumping backwards onto stairs, which are basically tiny floors, which Mario can run directly over. BLJing on stairs works similar to Elevator BLJs because they both consist of Mario&#039;s jumps being interrupted allowing for more jumps to be performed, however the timing must be precise.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how they work: With a precisely timed BLJ, Mario&#039;s vertical position snaps to the next highest stair, ultimately reducing Mario&#039;s vertical speed to 0 (allowing him to repeatedly BLJ on the ground). When this occurs, his negative horizontal speed is temporarily stored, allowing him to repeat the process which results in a greater amount of negative speed.&lt;br /&gt;
&lt;br /&gt;
=== Slope BLJ ===&lt;br /&gt;
Slope BLJs are backwards long jumps on steep slopes. To find slopes with this property, locate slopes that permit Mario to stand perfectly still on them. He will not slide off of them.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how it works: When BLJing on a steep slope, Mario&#039;s jump is interrupted by the steep ground. With no negative horizontal velocity, Mario&#039;s long jumps behave just as the developers intended. However, on steeper slopes, with a negative horizontal velocity, and with ground located behind Mario, the game has no choice but to force Mario&#039;s position backwards along with an increased vertical position. This process is repeatable, allowing for Slope BLJs to be performed.&lt;br /&gt;
&lt;br /&gt;
A common slope to BLJ on would be the slopes on the Castle Roof or the tan-colored slopes located by the cannon in the castle grounds.&lt;br /&gt;
&lt;br /&gt;
=== Elevator BLJ ===&lt;br /&gt;
Elevator BLJs are performed on elevators, but not every elevator permits an elevator BLJ!&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how they work: BLJs are possible on rising elevators because an elevator&#039;s vertical velocity allows them to catch up to Mario as soon as he leaves the ground from a BLJ. This interrupts the first jump and allows him to jump again, thus repeating the process of a BLJ.&lt;br /&gt;
&lt;br /&gt;
The elevators in Hazy Maze Cave and Bob-omb Battlefield are good places to practice. Elevators that move in a horizontal fashion, such as the ones located in the volcano of Lethal Lava Land, do not have the properties to initiate Elevator BLJs because they do not have enough vertical velocity.&lt;br /&gt;
&lt;br /&gt;
=== Low Ceiling BLJ ===&lt;br /&gt;
These are probably the trickiest locations to find because some of them are invisible or are just plain easy to overlook. However, walls above a floor can also act like ceilings. These walls don&#039;t necessarily have to be parallel with the ground in order for a Low Ceiling BLJ to be performed.&lt;br /&gt;
&lt;br /&gt;
These types of BLJs demonstrate Mario&#039;s mechanics to their most basic properties. Mario has the capability of temporarily storing negative speed after a BLJ, and this speed can be increased with repeated BLJs.&lt;br /&gt;
&lt;br /&gt;
The most common Low Ceiling BLJ is the one presented in the video (located in the Jolly Roger Bay room). Both of the Lobby BLJs in the main room of the castle are also Low Ceiling BLJs, but they utilize Invisible Wall Hitboxes which act as Low Ceilings.&lt;br /&gt;
&lt;br /&gt;
=== Side BLJ ===&lt;br /&gt;
Side BLJs are very similar to stair BLJs, since both utilize the vertical position snapping mechanic in the game (mentioned earlier in Stair BLJs). A Side BLJ essentially consists of Mario repeatedly BLJing onto and off of a floor.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how it works: When Mario BLJs parallel to the stairs, Mario&#039;s vertical position snaps to the next highest stair (when the right angle is utilized). This also requires Mario&#039;s facing angle to be slightly askew with respect to the stairs, so that when he BLJs onto the next highest stair, his facing angle &amp;amp; negative speed allow him to drop back down to the original stair with which the Side BLJ was initiated with. As mentioned earlier, when Mario BLJs and snaps onto the next highest stair, his negative speed is temporarily stored, allowing him to repeat the process which results in a greater amount of negative speed.&lt;br /&gt;
&lt;br /&gt;
Side BLJs can be performed on most stairs (due to some stairs having the appearance of stairs but are actually steep slopes) and on flat platforms which Mario can run directly over.&lt;br /&gt;
&lt;br /&gt;
=== Pause BLJ ===&lt;br /&gt;
&#039;&#039;See also [[Pause-buffering]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pause BLJing allows Mario to BLJ 30 times per in-game-second instead of 15 (SM64 runs at 30 frames-per-second). While BLJing, do the following sequence:&lt;br /&gt;
&lt;br /&gt;
    First Frame: (Start) + (Z) + (A)&lt;br /&gt;
    Second Frame:&lt;br /&gt;
    Third Frame: (Start)&lt;br /&gt;
    Fourth Frame:&lt;br /&gt;
    Fifth Frame: (Start) + (Z) + (A)&lt;br /&gt;
    And so on! &lt;br /&gt;
&lt;br /&gt;
Basically, the Start Menu acts like a frame buffer which allows more inputs to be performed within the game timer. These rules apply for BLJing as well. However, this only works on slopes, stairs, and elevators. It does not work with Side BLJs or (some) Low Ceiling BLJs.&lt;/div&gt;</summary>
		<author><name>Quate</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Backward_shell_hyperspeed&amp;diff=5607</id>
		<title>Backward shell hyperspeed</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Backward_shell_hyperspeed&amp;diff=5607"/>
		<updated>2018-12-28T00:30:56Z</updated>

		<summary type="html">&lt;p&gt;Quate: rephrase&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Backwards Shell Hyperspeed&#039;&#039;&#039; is a method of attaining [[Hyperspeed]] whereby Mario rides on a shell atop certain steep [[Slope|slopes]] to increase his backwards speed. This technique can be used multiple times in a row on one or more slopes to further increase Mario&#039;s speed.&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
While riding on a shell, move Mario to a steep slope. Angle Mario parallel to the slope and observe that Mario will begin moving backwards while gaining speed. Once the slope runs out, one can repeat this process on the same slope or a different slope to continually gain speed.&lt;/div&gt;</summary>
		<author><name>Quate</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=100_Coin_Star&amp;diff=5601</id>
		<title>100 Coin Star</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=100_Coin_Star&amp;diff=5601"/>
		<updated>2018-12-27T23:41:02Z</updated>

		<summary type="html">&lt;p&gt;Quate: /* Phenomena */ add args to merge template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;100 Coin Stars&#039;&#039;&#039; or &#039;&#039;&#039;100c Stars&#039;&#039;&#039; are [[Star|stars]] that appear after collecting 100 coins in all of the [[Main Courses|main courses]]. They differ from all other stars in the main courses in that they appear directly above Mario instead of a fixed location. They appear in no other courses, even if one manages to collect 100 coins. 100 Coin Stars are unique in that when Mario collects one, he is not ejected from the current course. Instead, a [[Textbox|textbox]] appears, and Mario is allowed to continue exploring the course.&lt;br /&gt;
&lt;br /&gt;
==Phenomena==&lt;br /&gt;
{{Merge|Coin Limit|type=section|reason=duplicated information|date=December 2018}}&lt;br /&gt;
&lt;br /&gt;
====Coin Count vs. Coin Display====&lt;br /&gt;
The game uses two different variables to track Mario&#039;s coins: the &#039;&#039;coin count&#039;&#039; and the &#039;&#039;coin display&#039;&#039;. The former is updated the instant Mario collects a coin, while the latter is used to display the coin count on-screen. &lt;br /&gt;
&lt;br /&gt;
The coin count is set to 0 when the game starts and when entering a level. When exiting a level, the coin count is not reset, and examining the game&#039;s memory reveals that it continues to be updated when coins are collected. A 100 Coin Star appears when this variable equals 100, so long as Mario is in a main course.&lt;br /&gt;
&lt;br /&gt;
The coin display will increment by 1 until it catches up with the coin count. In particular, the coin display only increments when it is less than the coin count and the [[Global Timer|global timer]] is odd. Using this method, the programmers intended the coin display to update once every two frames. However, by manipulating the global timer through [[Pause Buffering|pause buffering]], one can prevent the coin display from updating altogether&amp;lt;ref&amp;gt;https://youtu.be/T-YtojVHfKc&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Coin Overflow====&lt;br /&gt;
&lt;br /&gt;
Both the coin count and the coin display are stored as 16-bit signed shorts, so their values can range between -32768 and 32767 inclusive. In all versions of the game after the original Japanese N64 version, the coin count is capped at 999 on every frame. However, in the Japanese version, a bug is present in the game&#039;s code that sets the life counter to 999 when the coin counter exceeds 999:&lt;br /&gt;
&lt;br /&gt;
 // On every frame...&lt;br /&gt;
 if (lives &amp;gt; 100) &lt;br /&gt;
     lives = 100;&lt;br /&gt;
 if (coins &amp;gt; 999)&lt;br /&gt;
     lives = 999;  //! this should use &amp;quot;coins&amp;quot; instead of &amp;quot;lives&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The effects of this bug are twofold: the coin count can exceed 999, and the lives count is erroneously set to 999. &lt;br /&gt;
&lt;br /&gt;
Because the coin count can exceed 999, using [[Infinite Coin Glitches|infinite coin glitches]], it can reach 32767. Due to signed integer overflow, if one more coin is collected, the coin counter would become -32768. Collecting coins will continue to increase this value. Note that the coin display would remain 32767, for it only updates when it is less than the coin count. If one collects 32868 more coins, or 65636 coins in total, the coin counter will equal 100, spawning another 100 Coin Star. Although this star will appear yellow, collecting it will not increase the game&#039;s star count from 120 to 121 or more. This is because each star is represented in memory by 1 bit, and when a star is collected, the game uses the bitwise OR operator to store this information.&lt;br /&gt;
&lt;br /&gt;
Since Mario&#039;s life count is stored as an 8-bit signed byte, when it is set to 999, the upper byte is discarded and the number that is stored is -25. Since the above code runs every frame, Mario&#039;s life count is constantly set to -25. This means collecting [[1-Up Mushroom||1-Ups]] will not change this value. Since Mario&#039;s coin count is not reset when he exits a level, losing a life will also not change the life count until another main course is entered. However, once Mario&#039;s coin count becomes negative, the life counter can be modified again.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Because 100 coin stars can spawn anywhere you can collect a coin, they are useful for various challenges.&lt;br /&gt;
&lt;br /&gt;
===A Button Challenge===&lt;br /&gt;
When Mario is in freefall, if he is close enough to an edge, he will perform a ledge-grab. In doing so, his height will be updated to the height of the ledge above him, awarding him a small height bonus. Since Mario cannot ledge-grab after dive recovering, dive recovering near a ledge in the A Button Challenge forfeits this height bonus. In certain scenarios, one can use the [[Star Dance Clip]] (SDC) to gain this height bonus without pressing A. When Mario collects a star, his action is set to one that allows him to perform a ledge-grab, regardless of his previous action. If he is close enough to a ledge, he is placed on top of it before doing his star dance animation. Since 100 Coin Stars do not eject Mario from the course, players can use this height bonus to collect stars without pressing A. The Star Dance Clip can be used in combination with [[Vertical Speed Conservation]], which puts Mario into a free-fall state, by ground-pounding to gain height before collecting a 100 Coin Star.&lt;br /&gt;
&lt;br /&gt;
In the A Button Challenge, the SDC is used:&lt;br /&gt;
* as an alternative strat to collect [[To the Top of the Fortress]] 0x on the Japanese version&amp;lt;ref&amp;gt;https://youtu.be/GMOxYVtJhOI&amp;lt;/ref&amp;gt;&lt;br /&gt;
* to get to the mainland on the tiny island of [[Tiny-Huge Island]] 0x, saving 5 A presses&amp;lt;ref&amp;gt;https://youtu.be/eCCVpEK2YbQ&amp;lt;/ref&amp;gt;&lt;br /&gt;
* to get to the cogs 0x in [[Tick-Tock Clock]]&amp;lt;ref&amp;gt;https://youtu.be/YBwenkLF_H4?t=256&amp;lt;/ref&amp;gt;&lt;br /&gt;
* to go to [[Hazy-Maze Cave]] 0x&amp;lt;ref&amp;gt;https://youtu.be/uDtInisrqqM&amp;lt;/ref&amp;gt;&lt;br /&gt;
among other A press saves.&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Quate</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Merge&amp;diff=5600</id>
		<title>Template:Merge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Merge&amp;diff=5600"/>
		<updated>2018-12-27T23:40:27Z</updated>

		<summary type="html">&lt;p&gt;Quate: fix typo that somehow doesn&amp;#039;t matter&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
 | type = notice&lt;br /&gt;
 | image = STROOP- Arrow Lift.png&lt;br /&gt;
 | header = It has been suggested that this {{#if:{{{type|}}}|{{{type}}}|article}} be merged{{#if:{{{1|}}}|&amp;amp;#32;with [[{{{1|}}}]]}}. ([[{{TALKPAGENAME}}|Discuss]])&lt;br /&gt;
 | smalltext = {{#if:{{{reason|}}}|&#039;&#039;Reason: {{{reason}}}&#039;&#039;}} {{#if:{{{date|}}}|({{{date}}})}}&lt;br /&gt;
}}&amp;lt;includeonly&amp;gt;[[Category:Articles to be merged]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Typing &amp;lt;code&amp;gt;&amp;amp;#123;&amp;amp;#123;Merge|OtherPage|reason=My reason|type=section|date=December 2018&amp;amp;#125;&amp;amp;#125;&amp;lt;/code&amp;gt; (where &amp;lt;code&amp;gt;date&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;reason&amp;lt;/code&amp;gt; are optional) produces a message like the one shown at the top, and adds the article to the following category:&lt;br /&gt;
* [[:Category:Articles to be merged]].&lt;br /&gt;
&lt;br /&gt;
Here is an example using all of the arguments:&lt;br /&gt;
{{Merge|Test|reason=redundant information|date=December 2018|type=section}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Maintenance templates]]&lt;/div&gt;</summary>
		<author><name>Quate</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Merge&amp;diff=5599</id>
		<title>Template:Merge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Merge&amp;diff=5599"/>
		<updated>2018-12-27T23:35:33Z</updated>

		<summary type="html">&lt;p&gt;Quate: add new arguments to merge tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
 | type = notice&lt;br /&gt;
 | image = STROOP- Arrow Lift.png&lt;br /&gt;
 | header = It has been suggested that this {{#if:{{{type|}}}|{{{type}}}|article}} be merged{{#if:{{{1|}}}|&amp;amp;#32;with [[{{{1|}}}]]}}. ([[{{TALKPAGENAMEE}}|Discuss]])&lt;br /&gt;
 | smalltext = {{#if:{{{reason|}}}|&#039;&#039;Reason: {{{reason}}}&#039;&#039;}} {{#if:{{{date|}}}|({{{date}}})}}&lt;br /&gt;
}}&amp;lt;includeonly&amp;gt;[[Category:Articles to be merged]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
Typing &amp;lt;code&amp;gt;&amp;amp;#123;&amp;amp;#123;Merge|OtherPage|reason=My reason|type=section|date=December 2018&amp;amp;#125;&amp;amp;#125;&amp;lt;/code&amp;gt; (where &amp;lt;code&amp;gt;date&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;reason&amp;lt;/code&amp;gt; are optional) produces a message like the one shown at the top, and adds the article to the following category:&lt;br /&gt;
* [[:Category:Articles to be merged]].&lt;br /&gt;
&lt;br /&gt;
Here is an example using all of the arguments:&lt;br /&gt;
{{Merge|Test|reason=redundant information|date=December 2018|type=section}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Maintenance templates]]&lt;/div&gt;</summary>
		<author><name>Quate</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=ABZ_Button_Challenge&amp;diff=5598</id>
		<title>ABZ Button Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=ABZ_Button_Challenge&amp;diff=5598"/>
		<updated>2018-12-27T23:25:19Z</updated>

		<summary type="html">&lt;p&gt;Quate: minor rephrase&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ABZ Challenge Infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ABZ Button Challenge&#039;&#039;&#039;, also known as &#039;&#039;&#039;the ABZ challenge&#039;&#039;&#039;, &#039;&#039;&#039;ABZBC&#039;&#039;&#039;, or &#039;&#039;&#039;ABZ&#039;&#039;&#039; for short, is a [[challenge]] in which the total sum of A, B, and Z [[button press]]es is minimized. For example, pressing the A button once is better than pressing B once and Z once or the B button twice, while pressing the Z button once is better than pressing the A button twice.&lt;br /&gt;
&lt;br /&gt;
The ABZ Button Challenge is unique in that it aims to minimize the sum of three values, rather than any of those values individually. For example, although it may be possible to obtain a [[Star|star]] [[A Button Challenge|without pressing A]], it is often the case that doing so requires many B presses; the converse holds as well. Thus, the way one approaches the ABZ Button Challenge is frequently very different from related challenges.  &lt;br /&gt;
&lt;br /&gt;
[[Textbox|Textboxes]] constitute a majority of the ABZ presses in current routes. Advancing through text requires pressing either the A or the B button, meaning that minimizing A, B, and Z presses also leads to minimizing the amount of text presented in-game. In the [[Super_Mario_64#PAL|European/PAL]] version, the game&#039;s language can be selected after each [[Save and Quit]]. Thus, in this version, one can change the game&#039;s language between English, German, and French without incurring any ABZ presses. Players use this mechanic in order to choose the language with the fewest textboxes at any given time. Since some consider this aspect of the ABZ challenge uninteresting, the [[Non-Textbox ABZ Button Challenge]] was created as an alternative challenge where A and B button presses do not count if they are used to advance text.&lt;br /&gt;
&lt;br /&gt;
The best version of the game in the current route is the [[Super_Mario_64#PAL_2|PAL Wii VC]] version because of [[Wii_VC_Round-to-Zero|BitFS Platform Raising]], which saves an A press in the any% run.&lt;br /&gt;
&lt;br /&gt;
The project was conceptualized by [[User:EthanWhite|Ethan White]], with much of the current progress being made since early 2018. There are currently 2 spreadsheets for the ABZ challenge: the [[TAS]] spreadsheet&amp;lt;ref&amp;gt;https://docs.google.com/spreadsheets/d/1lAf4RDjKIbpApFQUrjZe7K2tVtAu0FDY_SgaJkYAvhQ/edit?usp=sharing&amp;lt;/ref&amp;gt; and the [[RTA]] spreadsheet&amp;lt;ref&amp;gt;https://docs.google.com/spreadsheets/d/1i9qkn6GceoRRb2z4HH9kUhKY4HbS2RUBHlRYuthNuBA/edit?usp=sharing&amp;lt;/ref&amp;gt;. The current amount of ABZ presses is not yet confirmed, as the initial routing for the challenge is not yet complete.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Quate</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Non-textboxes_ABZ_challenge&amp;diff=5597</id>
		<title>Non-textboxes ABZ challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Non-textboxes_ABZ_challenge&amp;diff=5597"/>
		<updated>2018-12-27T23:23:51Z</updated>

		<summary type="html">&lt;p&gt;Quate: Quate moved page Non-textboxes ABZ challenge to Non-Textbox ABZ Button Challenge: grammatically makes more sense; capitalization is more consistent&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Non-Textbox ABZ Button Challenge]]&lt;/div&gt;</summary>
		<author><name>Quate</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=ABZ_Button_Challenge&amp;diff=5594</id>
		<title>ABZ Button Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=ABZ_Button_Challenge&amp;diff=5594"/>
		<updated>2018-12-27T23:20:05Z</updated>

		<summary type="html">&lt;p&gt;Quate: rephrase textbox part&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ABZ Challenge Infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ABZ Button Challenge&#039;&#039;&#039;, also known as &#039;&#039;&#039;the ABZ challenge&#039;&#039;&#039;, &#039;&#039;&#039;ABZBC&#039;&#039;&#039;, or &#039;&#039;&#039;ABZ&#039;&#039;&#039; for short, is a [[challenge]] in which the total sum of A, B, and Z [[button press]]es is minimized. For example, pressing the A button once is better than pressing B once and Z once or the B button twice, while pressing the Z button once is better than pressing the A button twice.&lt;br /&gt;
&lt;br /&gt;
The ABZ Button Challenge is unique in that it aims to minimize the sum of three values, rather than any of those values individually. For example, although it may be possible to obtain a [[Star|star]] [[A Button Challenge|without pressing A]], it is often the case that doing so requires many B presses; the converse holds as well. Thus, the way one approaches the ABZ Button Challenge is frequently very different from related challenges.  &lt;br /&gt;
&lt;br /&gt;
[[Textbox|Textboxes]] constitute a majority of the ABZ presses in current routes. Advancing through text requires pressing either the A or the B button, meaning that minimizing A, B, and Z presses also leads to minimizing the amount of text presented in-game. In the [[Super_Mario_64#PAL|European/PAL]] version, the game&#039;s language can be selected after each [[Save and Quit]]. Thus, in this version, one can change the game&#039;s language between English, German, and French without incurring any ABZ presses. Players use this mechanic in order to choose the language with the fewest textboxes at any given time. Since some consider this aspect of the ABZ challenge uninteresting, the [[Non-textboxes ABZ challenge|Non-textbox ABZ Button Challenge]] was created as an alternative challenge where A, B, and Z button presses do not count if they are used to advance text.&lt;br /&gt;
&lt;br /&gt;
The best version of the game in the current route is the [[Super_Mario_64#PAL_2|PAL Wii VC]] version because of [[Wii_VC_Round-to-Zero|BitFS Platform Raising]], which saves an A press in the any% run.&lt;br /&gt;
&lt;br /&gt;
The project was conceptualized by [[User:EthanWhite|Ethan White]], with much of the current progress being made since early 2018. There are currently 2 spreadsheets for the ABZ challenge: the [[TAS]] spreadsheet&amp;lt;ref&amp;gt;https://docs.google.com/spreadsheets/d/1lAf4RDjKIbpApFQUrjZe7K2tVtAu0FDY_SgaJkYAvhQ/edit?usp=sharing&amp;lt;/ref&amp;gt; and the [[RTA]] spreadsheet&amp;lt;ref&amp;gt;https://docs.google.com/spreadsheets/d/1i9qkn6GceoRRb2z4HH9kUhKY4HbS2RUBHlRYuthNuBA/edit?usp=sharing&amp;lt;/ref&amp;gt;. The current amount of ABZ presses is not yet confirmed, as the initial routing for the challenge is not yet complete.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Quate</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Abbreviations&amp;diff=5585</id>
		<title>Abbreviations</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Abbreviations&amp;diff=5585"/>
		<updated>2018-12-27T02:36:37Z</updated>

		<summary type="html">&lt;p&gt;Quate: remove 100% width, add brief intro&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following table summarizes abbreviations commonly used in the context of Super Mario 64.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Abbreviation&lt;br /&gt;
!Meaning&lt;br /&gt;
|-&lt;br /&gt;
|100c&lt;br /&gt;
|[[100 Coins]]&lt;br /&gt;
|-&lt;br /&gt;
|ABC&lt;br /&gt;
|[[A Button Challenge]]&lt;br /&gt;
|-&lt;br /&gt;
|BBH&lt;br /&gt;
|[[Big Boo&#039;s Haunt]]&lt;br /&gt;
|-&lt;br /&gt;
|BitDW&lt;br /&gt;
|[[Bowser in the Dark World]]&lt;br /&gt;
|-&lt;br /&gt;
|BitFS&lt;br /&gt;
|[[Bowser in the Fire Sea]]&lt;br /&gt;
|-&lt;br /&gt;
|BitS&lt;br /&gt;
|[[Bowser in the Sky]]&lt;br /&gt;
|-&lt;br /&gt;
|BLJ&lt;br /&gt;
|[[Backwards Long Jump]]&lt;br /&gt;
|-&lt;br /&gt;
|BoB&lt;br /&gt;
|[[Bob-omb Battlefield]]&lt;br /&gt;
|-&lt;br /&gt;
|BSH&lt;br /&gt;
|Backwards Shell Hyperspeed&lt;br /&gt;
|-&lt;br /&gt;
|CC&lt;br /&gt;
|Capless Cannonless&lt;br /&gt;
|-&lt;br /&gt;
|CCC&lt;br /&gt;
|[[Coinless Capless Cannonless]]&lt;br /&gt;
|-&lt;br /&gt;
|CCM&lt;br /&gt;
|[[Cool, Cool Mountain]]&lt;br /&gt;
|-&lt;br /&gt;
|CotMC&lt;br /&gt;
|[[Cavern of the Metal Cap]]&lt;br /&gt;
|-&lt;br /&gt;
|CT&lt;br /&gt;
|Cannon Teleportation&lt;br /&gt;
|-&lt;br /&gt;
|DDD&lt;br /&gt;
|[[Dire, Dire Docks]]&lt;br /&gt;
|-&lt;br /&gt;
|DJ&lt;br /&gt;
|Double Jump&lt;br /&gt;
|-&lt;br /&gt;
|DR&lt;br /&gt;
|[[Dive Recover]]&lt;br /&gt;
|-&lt;br /&gt;
|GP&lt;br /&gt;
|Ground Pound&lt;br /&gt;
|-&lt;br /&gt;
|GWK&lt;br /&gt;
|[[Glitchy Wall Kick]]&lt;br /&gt;
|-&lt;br /&gt;
|HMC&lt;br /&gt;
|[[Hazy Maze Cave]]&lt;br /&gt;
|-&lt;br /&gt;
|HOLP&lt;br /&gt;
|[[Held Object&#039;s Last Position]]&lt;br /&gt;
|-&lt;br /&gt;
|HSB&lt;br /&gt;
|Hyperspeed Bouncing&lt;br /&gt;
[[Hyperspeed Braking]]&lt;br /&gt;
|-&lt;br /&gt;
|HSC&lt;br /&gt;
|[[Horizontal Speed Conservation]]&lt;br /&gt;
Hyperspeed Crawling&lt;br /&gt;
|-&lt;br /&gt;
|HSF&lt;br /&gt;
|[[Hyperspeed Flying]]&lt;br /&gt;
|-&lt;br /&gt;
|HSG&lt;br /&gt;
|[[Hyperspeed Grinding]]&lt;br /&gt;
|-&lt;br /&gt;
|HSJK&lt;br /&gt;
|[[Hyperspeed Jump Kicking]]&lt;br /&gt;
|-&lt;br /&gt;
|HSP&lt;br /&gt;
|[[Hyperspeed Punching]]&lt;br /&gt;
|-&lt;br /&gt;
|HSSK&lt;br /&gt;
|[[Hyperspeed Slide Kicking]]&lt;br /&gt;
|-&lt;br /&gt;
|HSTA&lt;br /&gt;
|[[Hyperspeed Turnaround]]&lt;br /&gt;
|-&lt;br /&gt;
|HSW&lt;br /&gt;
|[[Hyperspeed Walking]]&lt;br /&gt;
|-&lt;br /&gt;
|HSWK&lt;br /&gt;
|[[Hyperspeed Wall Kicking]]&lt;br /&gt;
|-&lt;br /&gt;
|HSWS&lt;br /&gt;
|[[Hyperspeed Water Sliding]]&lt;br /&gt;
|-&lt;br /&gt;
|JRB&lt;br /&gt;
|[[Jolly Roger Bay]]&lt;br /&gt;
|-&lt;br /&gt;
|KtQ&lt;br /&gt;
|Koopa the Quick&lt;br /&gt;
|-&lt;br /&gt;
|LJ&lt;br /&gt;
|Long Jump&lt;br /&gt;
|-&lt;br /&gt;
|LLL&lt;br /&gt;
|[[Lethal Lava Land]]&lt;br /&gt;
|-&lt;br /&gt;
|M64&lt;br /&gt;
|[[Mupen64]]&lt;br /&gt;
|-&lt;br /&gt;
|MHS&lt;br /&gt;
|Memory Hacking Software&lt;br /&gt;
|-&lt;br /&gt;
|MWttS&lt;br /&gt;
|[[Mario Wings to the Sky]]&lt;br /&gt;
|-&lt;br /&gt;
|NJ&lt;br /&gt;
|Negative Jump&lt;br /&gt;
|-&lt;br /&gt;
|OJ&lt;br /&gt;
|Overflow Jump&lt;br /&gt;
|-&lt;br /&gt;
|OoB&lt;br /&gt;
|Out of Bounds&lt;br /&gt;
|-&lt;br /&gt;
|PJ64&lt;br /&gt;
|[[Emulators|Project64]]&lt;br /&gt;
|-&lt;br /&gt;
|PRD&lt;br /&gt;
|[[Platform Release Displacement]]&lt;br /&gt;
[[Platform Rotation Displacement]]&lt;br /&gt;
|-&lt;br /&gt;
|PSS&lt;br /&gt;
|[[The Princess&#039;s Secret Slide]]&lt;br /&gt;
|-&lt;br /&gt;
|PT&lt;br /&gt;
|Pole Teleportation&lt;br /&gt;
|-&lt;br /&gt;
|PU&lt;br /&gt;
|[[Parallel Universe]]&lt;br /&gt;
|-&lt;br /&gt;
|QPU&lt;br /&gt;
|[[Quadruple Parallel Universe]]&lt;br /&gt;
|-&lt;br /&gt;
|RLB&lt;br /&gt;
|[[Remote Lava Boost]]&lt;br /&gt;
|-&lt;br /&gt;
|RNG&lt;br /&gt;
|[[Random Number Generation]]&lt;br /&gt;
[[Random Number Generator]]&lt;br /&gt;
|-&lt;br /&gt;
|RR&lt;br /&gt;
|[[Rainbow Ride]]&lt;br /&gt;
Rerecord&lt;br /&gt;
|-&lt;br /&gt;
|SA&lt;br /&gt;
|[[Secret Aquarium]]&lt;br /&gt;
|-&lt;br /&gt;
|SDC&lt;br /&gt;
|[[Star Dance Clip]]&lt;br /&gt;
|-&lt;br /&gt;
|SL&lt;br /&gt;
|[[Snowman&#039;s Land]]&lt;br /&gt;
|-&lt;br /&gt;
|SM64&lt;br /&gt;
|[[Super Mario 64]]&lt;br /&gt;
|-&lt;br /&gt;
|SotT&lt;br /&gt;
|[[Stomp on the Thwomp]]&lt;br /&gt;
|-&lt;br /&gt;
|SSL&lt;br /&gt;
|[[Shifting Sand Land]]&lt;br /&gt;
|-&lt;br /&gt;
|ST&lt;br /&gt;
|Savestate&lt;br /&gt;
|-&lt;br /&gt;
|TAS&lt;br /&gt;
|[[Tool Assisted Speedrun]]&lt;br /&gt;
[[Tool Assisted Superplay]]&lt;br /&gt;
|-&lt;br /&gt;
|THI&lt;br /&gt;
|[[Tiny-Huge Island]]&lt;br /&gt;
|-&lt;br /&gt;
|TJoMB&lt;br /&gt;
|[[Timed Jumps on Moving Bars]]&lt;br /&gt;
|-&lt;br /&gt;
|TotWC&lt;br /&gt;
|[[Tower of the Wing Cap]]&lt;br /&gt;
|-&lt;br /&gt;
|TPatP&lt;br /&gt;
|[[The Pit and the Pendulums]]&lt;br /&gt;
|-&lt;br /&gt;
|TT64&lt;br /&gt;
|Toad’s Tool 64&lt;br /&gt;
|-&lt;br /&gt;
|TTC&lt;br /&gt;
|[[Tick Tock Clock]]&lt;br /&gt;
|-&lt;br /&gt;
|TTM&lt;br /&gt;
|[[Tall, Tall Mountain]]&lt;br /&gt;
|-&lt;br /&gt;
|VC&lt;br /&gt;
|[[Virtual Console]]&lt;br /&gt;
|-&lt;br /&gt;
|VCutM&lt;br /&gt;
|[[Vanish Cap under the Moat]]&lt;br /&gt;
|-&lt;br /&gt;
|VHSC&lt;br /&gt;
|[[Vertical and Horizontal Speed Conservation]]&lt;br /&gt;
|-&lt;br /&gt;
|VS&lt;br /&gt;
|[[Vertical Speed]]&lt;br /&gt;
[[Vacant Slot]]&lt;br /&gt;
|-&lt;br /&gt;
|VSC&lt;br /&gt;
|[[Vertical Speed Conservation]]&lt;br /&gt;
|-&lt;br /&gt;
|VSCC&lt;br /&gt;
|[[VSC Conservation]]&lt;br /&gt;
|-&lt;br /&gt;
|WDW&lt;br /&gt;
|[[Wet-Dry World]]&lt;br /&gt;
|-&lt;br /&gt;
|WF&lt;br /&gt;
|[[Whomp&#039;s Fortress]]&lt;br /&gt;
|-&lt;br /&gt;
|WHS&lt;br /&gt;
|Wind Hyperspeed&lt;br /&gt;
|-&lt;br /&gt;
|WK&lt;br /&gt;
|Wall Kick&lt;br /&gt;
|-&lt;br /&gt;
|WKWW&lt;br /&gt;
|[[Wall Kicks Will Work]]&lt;br /&gt;
|-&lt;br /&gt;
|WMotR&lt;br /&gt;
|[[Wing Mario over the Rainbow]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Quate</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=100_Coin_Star&amp;diff=5584</id>
		<title>100 Coin Star</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=100_Coin_Star&amp;diff=5584"/>
		<updated>2018-12-27T02:32:33Z</updated>

		<summary type="html">&lt;p&gt;Quate: dialog box --&amp;gt; textbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;100 Coin Stars&#039;&#039;&#039; or &#039;&#039;&#039;100c Stars&#039;&#039;&#039; are [[Star|stars]] that appear after collecting 100 coins in all of the [[Main Courses|main courses]]. They differ from all other stars in the main courses in that they appear directly above Mario instead of a fixed location. They appear in no other courses, even if one manages to collect 100 coins. 100 Coin Stars are unique in that when Mario collects one, he is not ejected from the current course. Instead, a [[Textbox|textbox]] appears, and Mario is allowed to continue exploring the course.&lt;br /&gt;
&lt;br /&gt;
==Phenomena==&lt;br /&gt;
{{Merge |Coin Limit|date=December 2018}}&lt;br /&gt;
&lt;br /&gt;
====Coin Count vs. Coin Display====&lt;br /&gt;
The game uses two different variables to track Mario&#039;s coins: the &#039;&#039;coin count&#039;&#039; and the &#039;&#039;coin display&#039;&#039;. The former is updated the instant Mario collects a coin, while the latter is used to display the coin count on-screen. &lt;br /&gt;
&lt;br /&gt;
The coin count is set to 0 when the game starts and when entering a level. When exiting a level, the coin count is not reset, and examining the game&#039;s memory reveals that it continues to be updated when coins are collected. A 100 Coin Star appears when this variable equals 100, so long as Mario is in a main course.&lt;br /&gt;
&lt;br /&gt;
The coin display will increment by 1 until it catches up with the coin count. In particular, the coin display only increments when it is less than the coin count and the [[Global Timer|global timer]] is odd. Using this method, the programmers intended the coin display to update once every two frames. However, by manipulating the global timer through [[Pause Buffering|pause buffering]], one can prevent the coin display from updating altogether&amp;lt;ref&amp;gt;https://youtu.be/T-YtojVHfKc&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Coin Overflow====&lt;br /&gt;
&lt;br /&gt;
Both the coin count and the coin display are stored as 16-bit signed shorts, so their values can range between -32768 and 32767 inclusive. In all versions of the game after the original Japanese N64 version, the coin count is capped at 999 on every frame. However, in the Japanese version, a bug is present in the game&#039;s code that sets the life counter to 999 when the coin counter exceeds 999:&lt;br /&gt;
&lt;br /&gt;
 // On every frame...&lt;br /&gt;
 if (lives &amp;gt; 100) &lt;br /&gt;
     lives = 100;&lt;br /&gt;
 if (coins &amp;gt; 999)&lt;br /&gt;
     lives = 999;  //! this should use &amp;quot;coins&amp;quot; instead of &amp;quot;lives&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The effects of this bug are twofold: the coin count can exceed 999, and the lives count is erroneously set to 999. &lt;br /&gt;
&lt;br /&gt;
Because the coin count can exceed 999, using [[Infinite Coin Glitches|infinite coin glitches]], it can reach 32767. Due to signed integer overflow, if one more coin is collected, the coin counter would become -32768. Collecting coins will continue to increase this value. Note that the coin display would remain 32767, for it only updates when it is less than the coin count. If one collects 32868 more coins, or 65636 coins in total, the coin counter will equal 100, spawning another 100 Coin Star. Although this star will appear yellow, collecting it will not increase the game&#039;s star count from 120 to 121 or more. This is because each star is represented in memory by 1 bit, and when a star is collected, the game uses the bitwise OR operator to store this information.&lt;br /&gt;
&lt;br /&gt;
Since Mario&#039;s life count is stored as an 8-bit signed byte, when it is set to 999, the upper byte is discarded and the number that is stored is -25. Since the above code runs every frame, Mario&#039;s life count is constantly set to -25. This means collecting [[1-Up Mushroom||1-Ups]] will not change this value. Since Mario&#039;s coin count is not reset when he exits a level, losing a life will also not change the life count until another main course is entered. However, once Mario&#039;s coin count becomes negative, the life counter can be modified again.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Because 100 coin stars can spawn anywhere you can collect a coin, they are useful for various challenges.&lt;br /&gt;
&lt;br /&gt;
===A Button Challenge===&lt;br /&gt;
When Mario is in freefall, if he is close enough to an edge, he will perform a ledge-grab. In doing so, his height will be updated to the height of the ledge above him, awarding him a small height bonus. Since Mario cannot ledge-grab after dive recovering, dive recovering near a ledge in the A Button Challenge forfeits this height bonus. In certain scenarios, one can use the [[Star Dance Clip]] (SDC) to gain this height bonus without pressing A. When Mario collects a star, his action is set to one that allows him to perform a ledge-grab, regardless of his previous action. If he is close enough to a ledge, he is placed on top of it before doing his star dance animation. Since 100 Coin Stars do not eject Mario from the course, players can use this height bonus to collect stars without pressing A. The Star Dance Clip can be used in combination with [[Vertical Speed Conservation]], which puts Mario into a free-fall state, by ground-pounding to gain height before collecting a 100 Coin Star.&lt;br /&gt;
&lt;br /&gt;
In the A Button Challenge, the SDC is used:&lt;br /&gt;
* as an alternative strat to collect [[To the Top of the Fortress]] 0x on the Japanese version&amp;lt;ref&amp;gt;https://youtu.be/GMOxYVtJhOI&amp;lt;/ref&amp;gt;&lt;br /&gt;
* to get to the mainland on the tiny island of [[Tiny-Huge Island]] 0x, saving 5 A presses&amp;lt;ref&amp;gt;https://youtu.be/eCCVpEK2YbQ&amp;lt;/ref&amp;gt;&lt;br /&gt;
* to get to the cogs 0x in [[Tick-Tock Clock]]&amp;lt;ref&amp;gt;https://youtu.be/YBwenkLF_H4?t=256&amp;lt;/ref&amp;gt;&lt;br /&gt;
* to go to [[Hazy-Maze Cave]] 0x&amp;lt;ref&amp;gt;https://youtu.be/uDtInisrqqM&amp;lt;/ref&amp;gt;&lt;br /&gt;
among other A press saves.&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Quate</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=ABZ_Challenge&amp;diff=5583</id>
		<title>ABZ Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=ABZ_Challenge&amp;diff=5583"/>
		<updated>2018-12-27T02:25:35Z</updated>

		<summary type="html">&lt;p&gt;Quate: Redirected page to ABZ Button Challenge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[ABZ Button Challenge]]&lt;/div&gt;</summary>
		<author><name>Quate</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=ABZ&amp;diff=5582</id>
		<title>ABZ</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=ABZ&amp;diff=5582"/>
		<updated>2018-12-27T02:25:02Z</updated>

		<summary type="html">&lt;p&gt;Quate: Redirected page to ABZ Button Challenge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[ABZ Button Challenge]]&lt;/div&gt;</summary>
		<author><name>Quate</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=ABZ_Button_Challenge&amp;diff=5580</id>
		<title>ABZ Button Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=ABZ_Button_Challenge&amp;diff=5580"/>
		<updated>2018-12-27T02:09:41Z</updated>

		<summary type="html">&lt;p&gt;Quate: refactoring&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ABZ Challenge Infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;ABZ Button Challenge&#039;&#039;&#039;, also known as &#039;&#039;&#039;the ABZ challenge&#039;&#039;&#039;, &#039;&#039;&#039;ABZBC&#039;&#039;&#039;, or &#039;&#039;&#039;ABZ&#039;&#039;&#039; for short, is a [[challenge]] in which the total sum of A, B, and Z [[button press]]es is minimized. For example, pressing the A button once is better than pressing B once and Z once or the B button twice, while pressing the Z button once is better than pressing the A button twice.&lt;br /&gt;
&lt;br /&gt;
The ABZ Button Challenge is unique in that it aims to minimize the sum of three values, rather than any of those values individually. For example, although it may be possible to obtain a [[Star|star]] [[A Button Challenge|without pressing A]], it is often the case that doing so requires many B presses; the converse holds as well. Thus, the way one approaches the ABZ Button Challenge is frequently very different from related challenges.  &lt;br /&gt;
&lt;br /&gt;
[[Textbox|Textboxes]] constitute a majority of the ABZ presses in current routes. Advancing through text requires pressing either the A or the B button, meaning that minimizing A, B, and Z presses also leads to minimizing the amount of text presented in-game. In the [[Super_Mario_64#PAL|European/PAL]] version, the game&#039;s language can be selected after each [[Save and Quit]]. Thus, in this version, one can change the game&#039;s language between English, German, and French without incurring any ABZ presses. Players use this mechanic in order to choose the language with the fewest textboxes at any given time.&lt;br /&gt;
&lt;br /&gt;
The best version of the game in the current route is the [[Super_Mario_64#PAL_2|PAL Wii VC]] version because of [[Wii_VC_Round-to-Zero|BitFS Platform Raising]], which saves an A press in the any% run.&lt;br /&gt;
&lt;br /&gt;
The project was conceptualized by [[User:EthanWhite|Ethan White]], with much of the current progress being made since early 2018. There are currently 2 spreadsheets for the ABZ challenge: the [[TAS]] spreadsheet&amp;lt;ref&amp;gt;https://docs.google.com/spreadsheets/d/1lAf4RDjKIbpApFQUrjZe7K2tVtAu0FDY_SgaJkYAvhQ/edit?usp=sharing&amp;lt;/ref&amp;gt; and the [[RTA]] spreadsheet&amp;lt;ref&amp;gt;https://docs.google.com/spreadsheets/d/1i9qkn6GceoRRb2z4HH9kUhKY4HbS2RUBHlRYuthNuBA/edit?usp=sharing&amp;lt;/ref&amp;gt;. The current amount of ABZ presses is not yet confirmed, as the initial routing for the challenge is not yet complete.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Quate</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:TAS_History&amp;diff=5579</id>
		<title>Template:TAS History</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:TAS_History&amp;diff=5579"/>
		<updated>2018-12-27T01:22:10Z</updated>

		<summary type="html">&lt;p&gt;Quate: remove width parameter to avoid interference with infoboxes (see 8-Coin Puzzle with 15 Pieces for an example)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center;&amp;quot;&lt;br /&gt;
|+ {{{title|{{PAGENAME}}}}} History&lt;br /&gt;
! class=&amp;quot;header&amp;quot; | Date&lt;br /&gt;
! class=&amp;quot;header&amp;quot; | Time&lt;br /&gt;
! class=&amp;quot;header&amp;quot; | Improvement (Frames)&lt;br /&gt;
! class=&amp;quot;header&amp;quot; | Improvement Author(s)&lt;br /&gt;
! class=&amp;quot;header&amp;quot; | Save Description/Notes&lt;br /&gt;
|-&lt;br /&gt;
{{{{{title|{{PAGENAME}}}}} TAS History}}&lt;br /&gt;
|}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{TAS History&lt;br /&gt;
|title=1 Key&lt;br /&gt;
}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Quate</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=8-Coin_Puzzle_with_15_Pieces&amp;diff=5578</id>
		<title>8-Coin Puzzle with 15 Pieces</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=8-Coin_Puzzle_with_15_Pieces&amp;diff=5578"/>
		<updated>2018-12-27T01:17:52Z</updated>

		<summary type="html">&lt;p&gt;Quate: rephrasing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{star_infobox&lt;br /&gt;
|image=8-Coin_Puzzle.PNG&lt;br /&gt;
|course=Lethal Lava Land&lt;br /&gt;
|height=196&lt;br /&gt;
|tas=13.27&lt;br /&gt;
|tas_link=[https://docs.google.com/spreadsheets/d/12Sl41gqLUGzBU0p1nx7uNKOAP835NIoFXqda1j6oqag/edit#gid=0 &amp;quot;Super Mario 64 - TAS Times&amp;quot; Document by plush]&lt;br /&gt;
|rta=13.96&lt;br /&gt;
|rta_link=[https://www.youtube.com/watch?v=q1-J40N-Rk4 &amp;quot;8-Coin Puzzle With 15 Pieces 13&amp;quot;98 (13&amp;quot;96 IGT)&amp;quot; by Lyfey]&lt;br /&gt;
|abc=0&lt;br /&gt;
|abc_link=[https://youtu.be/4PXUXKf2ghU &amp;quot;SM64 - 8-Coin Puzzle with 15 Pieces 0x A presses&amp;quot; by Pannenkoek2012]&lt;br /&gt;
|abz=0&lt;br /&gt;
|abz_link=[https://docs.google.com/spreadsheets/d/1lAf4RDjKIbpApFQUrjZe7K2tVtAu0FDY_SgaJkYAvhQ/ &amp;quot;SM64 ABZ Button Challenge PAL&amp;quot; Document]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;8-Coin Puzzle with 15 Pieces&#039;&#039;&#039; is the third mission of [[Lethal Lava Land]]. To complete it, Mario must collect eight [[Red Coin]]s on top of a [//en.wikipedia.org/wiki/15_puzzle 15-puzzle] decorated with a picture of [[Bowser]].&lt;br /&gt;
&lt;br /&gt;
The star is [[List of Stars by fastest completion|one of the fastest to collect in the game]] since the red coins are very close to one another.&lt;br /&gt;
&lt;br /&gt;
==TAS History==&lt;br /&gt;
&lt;br /&gt;
{{TAS History}}&lt;br /&gt;
&lt;br /&gt;
==References==&lt;/div&gt;</summary>
		<author><name>Quate</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=1_Key&amp;diff=5574</id>
		<title>1 Key</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=1_Key&amp;diff=5574"/>
		<updated>2018-12-27T00:34:16Z</updated>

		<summary type="html">&lt;p&gt;Quate: reformat introduction&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{speedrun_infobox&lt;br /&gt;
|title=1 Key&lt;br /&gt;
|image= 1 Key.jpg&lt;br /&gt;
|rta_record=&lt;br /&gt;
|rta_holder=&lt;br /&gt;
|rta_date=&lt;br /&gt;
|tas_record=4:21.13{{refn|group=note|name=console}}&lt;br /&gt;
|tas_authors=Tyler Kehne, MKDasher, sonicpacker, Snark, SilentSlayers, Gaehne D, Eru, ToT, Plush, sm64expert, Superdavo0001 &amp;amp; dar gos&lt;br /&gt;
|tas_date= October 29, 2018&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;1 Key&#039;&#039;&#039; is the name for the current iteration of the any% [[TAS]] category which involves skipping [[Bowser in the Dark World]], the first Bowser level, by entering the castle using a glitch called [[#Moat Door Skip|Moat Door Skip]]. It is so named because Mario collects exactly 1 [[Key]], namely the one collected after finishing [[Bowser in the Fire Sea]]. Its name also references previous any% TAS categories including [[0 Star]], [[1 Star]], and [[16 Star]].&lt;br /&gt;
==TAS History==&lt;br /&gt;
Below is a table listing the improvements to the original 1 Key TAS, as well as linking to all TASes that were at one point world record.&lt;br /&gt;
{{TAS History}}&lt;br /&gt;
==Moat Door Skip==&lt;br /&gt;
The central glitch, known as &#039;&#039;&#039;Moat Door Skip&#039;&#039;&#039; or &#039;&#039;&#039;MDS&#039;&#039;&#039; was theorized by [https://www.youtube.com/channel/UClPjENu5gaTOaZ5_99AQL0g Tyler Kehne] in mid-2015 when it was discovered the source of PU&#039;s crashing on console was the camera, and simply locking the camera was enough to access PU&#039;s on console.&amp;lt;ref&amp;gt;[https://pastebin.com/uH5GhHbp &amp;quot;SM64 Moat Skip Description&amp;quot; by Tyler Kehne]&amp;lt;/ref&amp;gt; MDS was revealed to the public when [https://www.youtube.com/channel/UCMmU0XaR0coor7dtJkEAh4A sonicpacker] uploaded a video showcasing it.&amp;lt;ref&amp;gt;[https://youtu.be/v5o_9XKmAfE &amp;quot;SM64 MOAT DOOR SKIP!! - Bypass 1st Bowser Fight&amp;quot; by sonicpacker]&amp;lt;/ref&amp;gt; The technique involves using [[PU]] movement to navigate in front of the door under the moat with 0 stars, exploiting the facts that PUs have no water and that the door-opening action takes precedence over entering the water within the course of a frame. Most of the original TASing for the first MDS was done by sonicpacker, although Tyler Kehne TASed the actual PU movement.&lt;br /&gt;
==Zig-Zag Strat==&lt;br /&gt;
Originally, the route for the negative jump into VCutM was done using what was called the &amp;quot;Zig-Zag Strat&amp;quot;. This technique was decently optimized prior to the current BLJ location being found (which obsoleted this technique).&lt;br /&gt;
==Reason for Delay of the Full Run==&lt;br /&gt;
The first ever TAS of 1 Key was released on September 29th, 2016 with a time of 4’21”67, which came more than a year after the original reveal. This was due to the fact that getting QPU speed requires visiting [[Vanish Cap under the Moat]] to perform an [[Backwards_Long_Jump#Elevator_BLJ|elevator-BLJ]]. Visiting VCutM without draining the moat originally required 10 stars to get the [[wing cap]] for [[hyperspeed flying]], which was slower than just getting 8 stars, visiting the basement, and draining the moat normally (which made it slower to do this trick). Later, however, a BLJ on the [[castle grounds]] was found that sufficed to enter VCutM. &lt;br /&gt;
==Current Record==&lt;br /&gt;
The current record for the 1 Key TAS stands at 4:21.13 on emulator, timed at 4:21.04 on console (making console timing actually &#039;&#039;faster&#039;&#039; than emulator timing)&amp;lt;ref name=&amp;quot;contime&amp;quot;/&amp;gt;. Since this skip saves the time normally required for the first Bowser level, this TAS holds the world record for the fastest known completion of Super Mario 64.&lt;br /&gt;
==Notability of being performed on J Version==&lt;br /&gt;
Unlike many other categories, the 1 Key run is optimally performed on the [[Super Mario 64#Japanese|Japanese version]] of the game instead of the [[Super Mario 64#English|US version]]. This is due to [[Peach]] not narrating her dialogue in the Japanese version, which saves more time than the longer in-game text costs. This time save is emphasized due to MDS skipping both the castle entry textbox and the BitDW textbox, both of which are longer on the Japanese version. Therefore, this run is &#039;&#039;not&#039;&#039; performed on the Japanese version because of version-exclusive glitches; it is performed on the Japanese version because the introduction is faster.&lt;br /&gt;
&lt;br /&gt;
==Explanation/Commentary==&lt;br /&gt;
===Castle Grounds===&lt;br /&gt;
First, Mario performs a [[Backwards Long Jump#Slope BLJ|slope BLJ]] to gain speed in the castle grounds. Once Mario&#039;s [[intended next position]] is in the [[ceiling]] under the bridge, he continues BLJing, but it acts like a [[Backwards Long Jump#Low Ceiling BLJ|low ceiling BLJ]] instead. At this point, Mario has enough negative speed to [[negative jump]] past the grate into VCutM.&lt;br /&gt;
===VCutM===&lt;br /&gt;
Mario quickly falls down to the elevators. He then sets the camera to [[fixed cam]] to avoid [[PU#Floating point truncation crash|a crash on console]]. Mario BLJs in order to get QPU speed (enough speed to perform [[PU#Travel and movement|PU movement]]). Since the elevator begins to turn, this allows Mario to use it get massive vertical [[platform displacement]], which triggers the death barrier. Normally level death resets speed, but because Mario spawns in using a water exit, he is able to conserve his [[sliding speed]]. Then, by pressing Z to slide and C^ to conserve speed on the first frame on Mario is on ground (as water does not update sliding speed), he conserves his QPU speed into the castle grounds. Mario then navigates to the moat door&#039;s relative locating in PU&#039;s, which he can do since PU&#039;s lack water. The game checks whether Mario should enter a door before it checks if he should swim, which allows Mario to open the door (from behind) when he navigates back to the main map.&lt;br /&gt;
===Castle Basement===&lt;br /&gt;
Mario rapidly swims through the basement and slides down to the 30 Star door area. He performs an [[BLJ#Side BLJ|SBLJ]] on the stairs, gaining enough speed to skip [[Board Bowser&#039;s Sub]] completely, and lands instead in [[Bowser in the Fire Sea]].&lt;br /&gt;
&lt;br /&gt;
===Bowser in the Fire Sea===&lt;br /&gt;
Mario traverses the beginning of the level, using the [[hanging-ceiling upwarp]] glitch to pass the pole. On the elevator, Mario performs an elevator BLJ to gain QPU speed. Then, Mario travels through a PU and performs an [[overflow jump]], making use of high negative vertical speed to snap to the area with the bob-ombs (in a PU), before navigating into the warp for the Bowser fight.&lt;br /&gt;
===Bowser Fight===&lt;br /&gt;
When [[Bowser in the Fire Sea|the stage]] is tilted, Mario BLJs to gain a large amount of speed. With this speed, Mario is able to move farther after grabbing [[Bowser]]&#039;s tail than normal, which places them closer to the [[mine]] than would otherwise be possible. After beating Bowser, Mario enters and pause-exits out of [[Dire, Dire Docks]] to quickly return to the castle lobby.&lt;br /&gt;
&lt;br /&gt;
===Castle Upstairs===&lt;br /&gt;
Mario uses a ledge grab to quickly get up the first set of stairs. Although it is not visible on camera, Mario then performs a Side BLJ to gain speed. He clips through the 50 Star door. Mario then performs &amp;quot;Clock Punch&amp;quot;, described here (scroll down)&amp;lt;ref&amp;gt;[http://tasvideos.org/5237S.html &amp;quot;Super Mario 64 &amp;quot;1 Key&amp;quot; in 04:21.3&amp;quot; on TASVideos&amp;quot;]&amp;lt;/ref&amp;gt;. He then uses wall kicks to navigate past the [[Endless Stairs]] and into [[Bowser in the Sky]].&lt;br /&gt;
===Bowser in the Sky===&lt;br /&gt;
Mario quickly beats the level, using skips to avoid large parts of it. When he gets to the last elevator, he uses a EBLJ to reach the pipe quickly.&lt;br /&gt;
===Final Bowser Fight===&lt;br /&gt;
Mario fights Bowser as normal. At the end, Mario uses speed conserved from a BLJ to grab the [[Grand Star]] faster.&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;lt;references group=&amp;quot;note&amp;quot;/&amp;gt;&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Quate</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=10k_glitch&amp;diff=5573</id>
		<title>10k glitch</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=10k_glitch&amp;diff=5573"/>
		<updated>2018-12-27T00:25:52Z</updated>

		<summary type="html">&lt;p&gt;Quate: rephrasing, adding links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;10k glitch&#039;&#039;&#039; is a glitch in which Mario&#039;s speed is increased by a multiplier that increases by 1 for every 10,000 speed units Mario has. It is used in the [[A Button Challenge]].&lt;br /&gt;
&lt;br /&gt;
==Execution==&lt;br /&gt;
To perform the 10k glitch, Mario must be in a braking state (holding backwards on the analog stick as if he were about to sideflip) with high forward speed (at least 20k) and then touch a [[slippery slope]]. Since most [[List of Courses|courses]] are too small to attain this much speed while touching such a slope, this glitch is typically performed using [[Parallel Universe|PU speed]].&lt;/div&gt;</summary>
		<author><name>Quate</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Merge&amp;diff=5572</id>
		<title>Template:Merge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Merge&amp;diff=5572"/>
		<updated>2018-12-27T00:07:12Z</updated>

		<summary type="html">&lt;p&gt;Quate: change image again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
 | type = notice&lt;br /&gt;
 | image = STROOP- Arrow Lift.png&lt;br /&gt;
 | header = It has been suggested that this {{#ifeq:{{{type|}}}|section|section|article}} be merged{{#if:{{{1|}}}|&amp;amp;#32;with [[{{{1|}}}]]}}. ([[{{TALKPAGENAMEE}}|Discuss]])&lt;br /&gt;
}}&amp;lt;includeonly&amp;gt;[[Category:Articles to be merged]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Usage ==&lt;br /&gt;
Typing &amp;lt;code&amp;gt;&amp;amp;#123;&amp;amp;#123;Merge |OtherPage|date=December 2018&amp;amp;#125;&amp;amp;#125;&amp;lt;/code&amp;gt; produces the message shown at the top, and adds the article to the following category:&lt;br /&gt;
* [[:Category:Articles to be merged]].&lt;br /&gt;
[[Category:Maintenance templates]]&lt;/div&gt;</summary>
		<author><name>Quate</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Quate&amp;diff=5571</id>
		<title>User:Quate</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Quate&amp;diff=5571"/>
		<updated>2018-12-26T23:53:35Z</updated>

		<summary type="html">&lt;p&gt;Quate: Created page with &amp;quot;I am Quate. I have been involved in the SM64 community on and off since around 2007. I look forward to contributing to Ukikipedia!&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am Quate. I have been involved in the SM64 community on and off since around 2007. I look forward to contributing to Ukikipedia!&lt;/div&gt;</summary>
		<author><name>Quate</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Merge&amp;diff=5570</id>
		<title>Template:Merge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Merge&amp;diff=5570"/>
		<updated>2018-12-26T23:51:45Z</updated>

		<summary type="html">&lt;p&gt;Quate: change image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
 | type = move&lt;br /&gt;
 | image = Challenge infobox star 0.5.png&lt;br /&gt;
 | header = It has been suggested that this {{#ifeq:{{{type|}}}|section|section|article}} be merged{{#if:{{{1|}}}|&amp;amp;#32;with [[{{{1|}}}]]}}. ([[{{TALKPAGENAMEE}}|Discuss]])&lt;br /&gt;
}}&amp;lt;includeonly&amp;gt;[[Category:Articles to be merged]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Usage ==&lt;br /&gt;
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* [[:Category:Articles to be merged]].&lt;br /&gt;
[[Category:Maintenance templates]]&lt;/div&gt;</summary>
		<author><name>Quate</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=100_Coin_Star&amp;diff=5568</id>
		<title>100 Coin Star</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=100_Coin_Star&amp;diff=5568"/>
		<updated>2018-12-26T23:44:58Z</updated>

		<summary type="html">&lt;p&gt;Quate: refactor whole article, suggest merge&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;100 Coin Stars&#039;&#039;&#039; or &#039;&#039;&#039;100c Stars&#039;&#039;&#039; are [[Star|stars]] that appear after collecting 100 coins in all of the [[Main Courses|main courses]]. They differ from all other stars in the main courses in that they appear directly above Mario instead of a fixed location. They appear in no other courses, even if one manages to collect 100 coins. 100 Coin Stars are unique in that when Mario collects one, he is not ejected from the current course. Instead, a [[Dialog Box|dialog box]] appears, and Mario is allowed to continue exploring the course.&lt;br /&gt;
&lt;br /&gt;
==Phenomena==&lt;br /&gt;
{{Merge |Coin Limit|date=December 2018}}&lt;br /&gt;
&lt;br /&gt;
====Coin Count vs. Coin Display====&lt;br /&gt;
The game uses two different variables to track Mario&#039;s coins: the &#039;&#039;coin count&#039;&#039; and the &#039;&#039;coin display&#039;&#039;. The former is updated the instant Mario collects a coin, while the latter is used to display the coin count on-screen. &lt;br /&gt;
&lt;br /&gt;
The coin count is set to 0 when the game starts and when entering a level. When exiting a level, the coin count is not reset, and examining the game&#039;s memory reveals that it continues to be updated when coins are collected. A 100 Coin Star appears when this variable equals 100, so long as Mario is in a main course.&lt;br /&gt;
&lt;br /&gt;
The coin display will increment by 1 until it catches up with the coin count. In particular, the coin display only increments when it is less than the coin count and the [[Global Timer|global timer]] is odd. Using this method, the programmers intended the coin display to update once every two frames. However, by manipulating the global timer through [[Pause Buffering|pause buffering]], one can prevent the coin display from updating altogether&amp;lt;ref&amp;gt;https://youtu.be/T-YtojVHfKc&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
====Coin Overflow====&lt;br /&gt;
&lt;br /&gt;
Both the coin count and the coin display are stored as 16-bit signed shorts, so their values can range between -32768 and 32767 inclusive. In all versions of the game after the original Japanese N64 version, the coin count is capped at 999 on every frame. However, in the Japanese version, a bug is present in the game&#039;s code that sets the life counter to 999 when the coin counter exceeds 999:&lt;br /&gt;
&lt;br /&gt;
 // On every frame...&lt;br /&gt;
 if (lives &amp;gt; 100) &lt;br /&gt;
     lives = 100;&lt;br /&gt;
 if (coins &amp;gt; 999)&lt;br /&gt;
     lives = 999;  //! this should use &amp;quot;coins&amp;quot; instead of &amp;quot;lives&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The effects of this bug are twofold: the coin count can exceed 999, and the lives count is erroneously set to 999. &lt;br /&gt;
&lt;br /&gt;
Because the coin count can exceed 999, using [[Infinite Coin Glitches|infinite coin glitches]], it can reach 32767. Due to signed integer overflow, if one more coin is collected, the coin counter would become -32768. Collecting coins will continue to increase this value. Note that the coin display would remain 32767, for it only updates when it is less than the coin count. If one collects 32868 more coins, or 65636 coins in total, the coin counter will equal 100, spawning another 100 Coin Star. Although this star will appear yellow, collecting it will not increase the game&#039;s star count from 120 to 121 or more. This is because each star is represented in memory by 1 bit, and when a star is collected, the game uses the bitwise OR operator to store this information.&lt;br /&gt;
&lt;br /&gt;
Since Mario&#039;s life count is stored as an 8-bit signed byte, when it is set to 999, the upper byte is discarded and the number that is stored is -25. Since the above code runs every frame, Mario&#039;s life count is constantly set to -25. This means collecting [[1-Up Mushroom||1-Ups]] will not change this value. Since Mario&#039;s coin count is not reset when he exits a level, losing a life will also not change the life count until another main course is entered. However, once Mario&#039;s coin count becomes negative, the life counter can be modified again.&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Because 100 coin stars can spawn anywhere you can collect a coin, they are useful for various challenges.&lt;br /&gt;
&lt;br /&gt;
===A Button Challenge===&lt;br /&gt;
When Mario is in freefall, if he is close enough to an edge, he will perform a ledge-grab. In doing so, his height will be updated to the height of the ledge above him, awarding him a small height bonus. Since Mario cannot ledge-grab after dive recovering, dive recovering near a ledge in the A Button Challenge forfeits this height bonus. In certain scenarios, one can use the [[Star Dance Clip]] (SDC) to gain this height bonus without pressing A. When Mario collects a star, his action is set to one that allows him to perform a ledge-grab, regardless of his previous action. If he is close enough to a ledge, he is placed on top of it before doing his star dance animation. Since 100 Coin Stars do not eject Mario from the course, players can use this height bonus to collect stars without pressing A. The Star Dance Clip can be used in combination with [[Vertical Speed Conservation]], which puts Mario into a free-fall state, by ground-pounding to gain height before collecting a 100 Coin Star.&lt;br /&gt;
&lt;br /&gt;
In the A Button Challenge, the SDC is used:&lt;br /&gt;
* as an alternative strat to collect [[To the Top of the Fortress]] 0x on the Japanese version&amp;lt;ref&amp;gt;https://youtu.be/GMOxYVtJhOI&amp;lt;/ref&amp;gt;&lt;br /&gt;
* to get to the mainland on the tiny island of [[Tiny-Huge Island]] 0x, saving 5 A presses&amp;lt;ref&amp;gt;https://youtu.be/eCCVpEK2YbQ&amp;lt;/ref&amp;gt;&lt;br /&gt;
* to get to the cogs 0x in [[Tick-Tock Clock]]&amp;lt;ref&amp;gt;https://youtu.be/YBwenkLF_H4?t=256&amp;lt;/ref&amp;gt;&lt;br /&gt;
* to go to [[Hazy-Maze Cave]] 0x&amp;lt;ref&amp;gt;https://youtu.be/uDtInisrqqM&amp;lt;/ref&amp;gt;&lt;br /&gt;
among other A press saves.&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Quate</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Merge&amp;diff=5567</id>
		<title>Template:Merge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Merge&amp;diff=5567"/>
		<updated>2018-12-26T23:44:04Z</updated>

		<summary type="html">&lt;p&gt;Quate: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
 | type = move&lt;br /&gt;
 | image = squish.png&lt;br /&gt;
 | header = It has been suggested that this {{#ifeq:{{{type|}}}|section|section|article}} be merged{{#if:{{{1|}}}|&amp;amp;#32;with [[{{{1|}}}]]}}. ([[{{TALKPAGENAMEE}}|Discuss]])&lt;br /&gt;
}}&amp;lt;includeonly&amp;gt;[[Category:Articles to be merged]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Usage ==&lt;br /&gt;
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* [[:Category:Articles to be merged]].&lt;br /&gt;
[[Category:Maintenance templates]]&lt;/div&gt;</summary>
		<author><name>Quate</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Merge&amp;diff=5565</id>
		<title>Template:Merge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Merge&amp;diff=5565"/>
		<updated>2018-12-26T23:33:49Z</updated>

		<summary type="html">&lt;p&gt;Quate: adding merge template - it might not work yet!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
 | type = move&lt;br /&gt;
 | image = squish.png&lt;br /&gt;
 | header = It has been suggested that this {{#ifeq:{{{type|}}}|section|section|article}} be merged{{{ with 1|}}}. ([[{{TALKPAGENAMEE}}|Discuss]])&lt;br /&gt;
}}&amp;lt;includeonly&amp;gt;[[Category:Articles to be merged]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Usage ==&lt;br /&gt;
Typing &amp;lt;code&amp;gt;&amp;amp;#123;&amp;amp;#123;Merge |OtherPage |date=December 2018&amp;amp;#125;&amp;amp;#125;&amp;lt;/code&amp;gt; produces the message shown at the top, and adds the article to the following category:&lt;br /&gt;
* [[:Category:Articles to be merged]].&lt;br /&gt;
[[Category:Maintenance templates]]&lt;/div&gt;</summary>
		<author><name>Quate</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Same_Input_Challenge&amp;diff=5207</id>
		<title>Same Input Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Same_Input_Challenge&amp;diff=5207"/>
		<updated>2018-10-29T00:31:48Z</updated>

		<summary type="html">&lt;p&gt;Quate: add link to WR&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Same Input Challenge&#039;&#039;&#039;&#039;s goal is collecting as many different stars from a single set of inputs as possible, while only varying the savestate for the TAS. The challenge was originally created by [https://www.youtube.com/channel/UCla5Eru3DbPgxz6LwSBOyaw Sidney] and inspired by this [https://www.youtube.com/watch?v=SiHdBS7HPg0 TAS that completed 4 2D Mario games with the same input file], with the goal of &amp;quot;making a .m64 that can collect two completely different stars with the same .m64, but different .st.&amp;quot; The [https://youtu.be/hMt7H6yeKR4 current world record] collects six stars, all in [[Bob-omb Battlefield]], completed by Thestickman391.&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
 &lt;br /&gt;
* Must start from star select (if the level has one), pause exit (if a castle star), or on the first frame of level.&lt;br /&gt;
* No leaving a level (including Bowser death)&lt;br /&gt;
* In level warps are fine, as long as they do not exit the course (No DDD exit, Bowser death, TotWC death, etc.)&lt;br /&gt;
* Only one star per save state, 100 coin stars/castle stars must be collected separately&lt;br /&gt;
* Save states must be achievable without the use of hacks (No impossible RNG, impossible HOLP, etc.)&lt;br /&gt;
* Stars must be yellow when collected&lt;br /&gt;
* May not press the start button&lt;/div&gt;</summary>
		<author><name>Quate</name></author>
	</entry>
</feed>