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		<id>https://ukikipedia.net/mediawiki/index.php?title=Super_Mario_64&amp;diff=10074</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=10074"/>
		<updated>2019-11-01T01:09:38Z</updated>

		<summary type="html">&lt;p&gt;Red: /* 64DD Version */&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;
===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 as it was probably written from scratch; therefore it is not usually considered a &amp;quot;version&amp;quot; of Super Mario 64, but rather a rerelease. It has 150 stars instead of the original&#039;s 120, more powerups, different playable characters with different special abilities, and more.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Red</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Super_Mario_64&amp;diff=10073</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=10073"/>
		<updated>2019-11-01T01:09:06Z</updated>

		<summary type="html">&lt;p&gt;Red: /* 64DD Version */&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;
===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 error 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 as it was probably written from scratch; therefore it is not usually considered a &amp;quot;version&amp;quot; of Super Mario 64, but rather a rerelease. It has 150 stars instead of the original&#039;s 120, more powerups, different playable characters with different special abilities, and more.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Red</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=TASBot&amp;diff=10071</id>
		<title>TASBot</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=TASBot&amp;diff=10071"/>
		<updated>2019-10-31T02:47:15Z</updated>

		<summary type="html">&lt;p&gt;Red: /* TASBots in the Discord Server */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
A &#039;&#039;&#039;TASBot&#039;&#039;&#039; is a replay device that can play back the common *.m64 ([[TAS]]) files that [[Mupen64]] creates on a physical [[Nintendo 64]] (N64). TASbots work by imitating the inputs of a real controller, but they are not identical to normal N64 controllers.&lt;br /&gt;
== TASBots in the Discord Server ==&lt;br /&gt;
There are currently seven people who own TASBots in the SM64 TASing and ABC server.&lt;br /&gt;
&lt;br /&gt;
Those members are:&lt;br /&gt;
*[[User:Barry|Barry]]&lt;br /&gt;
*[[User:dwangoAC|dwangoAC]]&lt;br /&gt;
*[[User:EthanWhite|Ethan White]]&lt;br /&gt;
*[[User:rcombs|rcombs]]&lt;br /&gt;
*[[User:Plush|Plush]]&lt;br /&gt;
*[[user:mkdasher|mkdasher]]&lt;br /&gt;
*[[user:Red|Red]]&lt;br /&gt;
&lt;br /&gt;
== Uses of TASBots ==&lt;br /&gt;
=== Console Verification ===&lt;br /&gt;
TASBots are used for a phenomenon called console verification. The N64 has [[Super Mario 64#Wii VC|some properties]] that make it crash more often than emulators like Mupen. This means that a TAS that plays back fine on Mupen may actually crash on console. This is not desired, and so many important TASes, especially those utilizing [[PU]] movement, have been console verified, such as [[Watch for Rolling Rocks#A Button Challenge|Watch for Rolling Rocks 0.5x A presses]]&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=kI8iC_WL-Bw&amp;lt;/ref&amp;gt; and the [[1 Key]] TAS&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=-rTBD3eTK8s&amp;lt;/ref&amp;gt;.&lt;br /&gt;
==== Wii (U) VC ====&lt;br /&gt;
There is no known way to make a TASBot for the Wii or Wii U, due to inconsistent input polling. Thus, TASes made using Dolphin or a [[Mupen64#Mupen64-WiiVC-RTZ|hacked version of Mupen]] cannot be console verified using a TASBot. However, a [[ROMhack]] by Eddio allows the game to play back a TAS within itself. It is possible to inject this into a Wii WAD, which makes TASes made for Wii VC console-verifiable. This method does not work for Wii U VC.&lt;br /&gt;
&lt;br /&gt;
==== Other consoles ====&lt;br /&gt;
Super Mario 64 can also be played on the [[Super Mario 64#iQue (Chinese)|iQue]] console, but since the iQue is a handheld console it is impossible to make a TASBot for it without modifying the console. However, the method mentioned above used for VC playback can be used on the iQue.&lt;br /&gt;
&lt;br /&gt;
A development version of Super Mario 64 exists for the [[Super Mario 64 DD Version|64DD]] extension. Only 1 known copy of the game exists. Though no TASing software exists for the 64DD, a regular N64 TASBot could theoretically be used to play back movies on it. Additionally, a playback ROMhack could theoretically be written to a development disk and used on the 64DD, but due to the extreme rarity of both 64DDs and development disks, this has never been attempted.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Red</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=TASBot&amp;diff=10069</id>
		<title>TASBot</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=TASBot&amp;diff=10069"/>
		<updated>2019-10-31T02:46:10Z</updated>

		<summary type="html">&lt;p&gt;Red: /* TASBots in the Discord Server */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
A &#039;&#039;&#039;TASBot&#039;&#039;&#039; is a replay device that can play back the common *.m64 ([[TAS]]) files that [[Mupen64]] creates on a physical [[Nintendo 64]] (N64). TASbots work by imitating the inputs of a real controller, but they are not identical to normal N64 controllers.&lt;br /&gt;
== TASBots in the Discord Server ==&lt;br /&gt;
There are currently six people who own TASBots in the SM64 TASing and ABC server.&lt;br /&gt;
&lt;br /&gt;
Those members are:&lt;br /&gt;
*[[User:Barry|Barry]]&lt;br /&gt;
*[[User:dwangoAC|dwangoAC]]&lt;br /&gt;
*[[User:EthanWhite|Ethan White]]&lt;br /&gt;
*[[User:rcombs|rcombs]]&lt;br /&gt;
*[[User:Plush|Plush]]&lt;br /&gt;
*[[user:mkdasher|mkdasher]]&lt;br /&gt;
*[[user:Red|Red]]&lt;br /&gt;
&lt;br /&gt;
== Uses of TASBots ==&lt;br /&gt;
=== Console Verification ===&lt;br /&gt;
TASBots are used for a phenomenon called console verification. The N64 has [[Super Mario 64#Wii VC|some properties]] that make it crash more often than emulators like Mupen. This means that a TAS that plays back fine on Mupen may actually crash on console. This is not desired, and so many important TASes, especially those utilizing [[PU]] movement, have been console verified, such as [[Watch for Rolling Rocks#A Button Challenge|Watch for Rolling Rocks 0.5x A presses]]&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=kI8iC_WL-Bw&amp;lt;/ref&amp;gt; and the [[1 Key]] TAS&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=-rTBD3eTK8s&amp;lt;/ref&amp;gt;.&lt;br /&gt;
==== Wii (U) VC ====&lt;br /&gt;
There is no known way to make a TASBot for the Wii or Wii U, due to inconsistent input polling. Thus, TASes made using Dolphin or a [[Mupen64#Mupen64-WiiVC-RTZ|hacked version of Mupen]] cannot be console verified using a TASBot. However, a [[ROMhack]] by Eddio allows the game to play back a TAS within itself. It is possible to inject this into a Wii WAD, which makes TASes made for Wii VC console-verifiable. This method does not work for Wii U VC.&lt;br /&gt;
&lt;br /&gt;
==== Other consoles ====&lt;br /&gt;
Super Mario 64 can also be played on the [[Super Mario 64#iQue (Chinese)|iQue]] console, but since the iQue is a handheld console it is impossible to make a TASBot for it without modifying the console. However, the method mentioned above used for VC playback can be used on the iQue.&lt;br /&gt;
&lt;br /&gt;
A development version of Super Mario 64 exists for the [[Super Mario 64 DD Version|64DD]] extension. Only 1 known copy of the game exists. Though no TASing software exists for the 64DD, a regular N64 TASBot could theoretically be used to play back movies on it. Additionally, a playback ROMhack could theoretically be written to a development disk and used on the 64DD, but due to the extreme rarity of both 64DDs and development disks, this has never been attempted.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Red</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Red&amp;diff=10068</id>
		<title>User:Red</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Red&amp;diff=10068"/>
		<updated>2019-10-31T02:45:57Z</updated>

		<summary type="html">&lt;p&gt;Red: Created page with &amp;quot;hi :-)&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;hi :-)&lt;/div&gt;</summary>
		<author><name>Red</name></author>
	</entry>
</feed>