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	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Big_Boo%27s_Haunt&amp;diff=19415</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=19415"/>
		<updated>2024-09-27T08:38:39Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: King Boo -&amp;gt; Big Boo, as used through rest of article #cww&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{speedrun_guides}}&lt;br /&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]] of &#039;&#039;[[Super Mario 64]]&#039;&#039;. 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;
==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 [[Big 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;
==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;
==A Press Counts==&lt;br /&gt;
In the [[A Button Challenge]], all seven stars can be collected without A presses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note that previously, it was believed that the only way to go to the second floor (in 0x A) is by selecting version 1, and use [[Vertical Speed Conservation|VSC]] while the stairs are raising&amp;lt;ref&amp;gt;https://youtu.be/h4IJZ70wUqM&amp;lt;/ref&amp;gt;. However, now it is discovered that it is actualy possible to climb the last step with the stars already raised&amp;lt;ref&amp;gt;https://youtu.be/CqlN_0S1ESY&amp;lt;/ref&amp;gt; by using negative VSC to fall precisely so that a quarterframe is in the right location to preform a [[Glitchy Ledge Grab|glitchy ledge grab]] (other steps can simply be reached by using a misalignment).&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||1&lt;br /&gt;
|-&lt;br /&gt;
|2||0||3&lt;br /&gt;
|-&lt;br /&gt;
|3||0||&amp;lt;1&lt;br /&gt;
|-&lt;br /&gt;
|4||0||2&lt;br /&gt;
|-&lt;br /&gt;
|5||0||33&lt;br /&gt;
|-&lt;br /&gt;
|6||0||123 (2 hours)&lt;br /&gt;
|-&lt;br /&gt;
|100||0||2&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;
Mario can defeat the Big Boo using a multitude of moves (punching, slide-kicking, diving, sliding), none of which require the A button.&lt;br /&gt;
===Go On a Ghost Hunt &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: &#039;&#039;https://youtu.be/YjY5K65Yi44&lt;br /&gt;
Mario needs to defeat all boos on the first floor and defeat Big Boo to collect the star at the entrance to the second floor accessed by a rising staircase.&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;
===Ride Big Boo&#039;s Merry-Go-Round &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
{{main|Ride Big Boo&#039;s Merry-Go-Round}}&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/x-Ry122OOuA&#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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
On the old, slower strat, Scuttlebug is being raised 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. Once the scuttlebug is in place, 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;
&lt;br /&gt;
On the new, faster strat, after setting the HOLP, Scuttlebug is raised for only 2 minutes, until it reaches the shed&#039;s roof. Then, a hat in hand glitch is preformed, and Mario grabs the crazy box. On the last bounce, the bouncing is interrupted by hitting a raised scuttlebug, which drops the crazy box (on the HOLP laterally, but at Mario&#039;s heihgt). After beating up the Boos, Mario reactivates the crazy box and grabs it before it falls on the floor and disappears. The crazy box is used to reach the star.&lt;br /&gt;
===Secret of the Haunted Books &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: &#039;&#039;https://youtu.be/rrSdI57l2O4&lt;br /&gt;
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;
===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;
Four coins are located on the first floor, 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 picks up the remaining four coins on the second floor to spawn the star and then collects it.&lt;br /&gt;
===Big Boo&#039;s Balcony &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
{{main|Big Boo&#039;s Balcony}}&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/CLksdecIacA&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
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;
The faster strat uses star dance clip, as it allows raising scuttlebug while staying in only one room. &lt;br /&gt;
===Eye to Eye in the Secret Room &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
{{main|Big Boo&#039;s Balcony}}&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/80-X66pVv5k&#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 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;
&lt;br /&gt;
The faster strat uses faster Scuttlebug raising, which makes Scuttlebugs preserving lunging speed while turning towards their home.&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;
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 trickiest ones the collect since Boos and flying books need to be manipulated.&lt;br /&gt;
&lt;br /&gt;
==Other Challenges==&lt;br /&gt;
In the [[Coinless Challenge]], excluding coin missions, all stars can be collected. The same stars can be collected in the [[CCC Challenge]], with &#039;&#039;Eye to Eye in the Secret Room&#039;&#039; requiring [[Hyperspeed Wall Kicks|Hyperspeed Wall Jumps]] to clip into the room.&lt;br /&gt;
&lt;br /&gt;
In the [[Capless/Cannonless Challenge]], all seven stars can be collected.&lt;br /&gt;
&lt;br /&gt;
In the [[No Buttons Allowed Challenge]], no stars can be collected.&lt;br /&gt;
&lt;br /&gt;
In the [[No Joystick Allowed Challenge]], no stars can be collected, as they all require entering doors.&lt;br /&gt;
&lt;br /&gt;
In the [[Pacifist Challenge]], &#039;&#039;Secret of the Haunted Books&#039;&#039; and &#039;&#039;Seek the 8 Red Coins&#039;&#039; can be collected in isolation. However, they cannot be collected in a full-game run because Big Boo&#039;s Haunt requires killing a Boo to enter.&lt;br /&gt;
&lt;br /&gt;
In the [[B Button Challenge]], the entire course is possible in 0 B presses.&lt;br /&gt;
&lt;br /&gt;
In the [[Z Button Challenge]], the entire course is possible in 0 Z presses.&lt;br /&gt;
&lt;br /&gt;
In the [[UBER Challenge]], &#039;&#039;Secret of the Haunted Books&#039;&#039; can be collected in isolation. However, Big Boo&#039;s Haunt cannot be entered at all in a full-game run, because it requires killing a Boo to enter.&lt;br /&gt;
&lt;br /&gt;
There is an [[unsolved challenge]] in this course, to get more coins than intended.&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>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Double_Red_Coin_Sound_Glitch&amp;diff=14737</id>
		<title>Double Red Coin Sound Glitch</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Double_Red_Coin_Sound_Glitch&amp;diff=14737"/>
		<updated>2021-05-26T16:03:11Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: /* Videos */ Formatting as list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;double red coin sound glitch&#039;&#039;&#039; is a glitch in the Japanese version of Super Mario 64. As the name implies, the glitch causes the sound played when collecting a [[red coin]] to be played twice. &lt;br /&gt;
&lt;br /&gt;
==Explanation==&lt;br /&gt;
Certain objects that need to play a sound spawn an object known as a sound spawner to play that sound. These include the breaking sound for breakable walls, the sound of falling pillars hitting the ground, and, in the Japanese version, the sound from a red coin being collected. For red coins, after 30 frames the sound spawner unloads and this sends a signal to stop playing the sound, cutting it off if it is still playing. However, if the sound spawner unloads within the same frame that the sound finished, the signal to stop playing is instead interpreted as a signal to start playing the sound. In the case of the red coin sound, the sound actually lasts for 1.2 seconds but is silent after 30 frames making the cutoff unnoticeable. With the right amount of lag the sound spawner despawning can be delayed so that the despawn occurs on the same frame as the sound ending, which causes the sound to play again. In US and later versions, this does not occur.&lt;br /&gt;
==Videos==&lt;br /&gt;
* [https://clips.twitch.tv/SecretiveHomelyAntelopeLitty &amp;quot;dddred&amp;quot;clipped by SvenirDE]&lt;br /&gt;
* [https://www.youtube.com/watch?v=MpEauC0iUNM &amp;quot;double red coin sound glitch&amp;quot; by devwizard64]&lt;br /&gt;
* [https://youtu.be/IWWzqBJuYC8?t=10 &amp;quot;5056&amp;quot; by taka193921]&lt;br /&gt;
* [https://clips.twitch.tv/SleepyFrailHerringGivePLZ &amp;quot;bobred&amp;quot; clipped by SvenirDE]&lt;br /&gt;
* [https://clips.twitch.tv/CorrectTenderPartridgeOSsloth &amp;quot;ttmred&amp;quot; clipped by SvenirDE]&lt;br /&gt;
* [https://clips.twitch.tv/LivelyAthleticHamburgerRedCoat-CDzfMBp61UAKDiHz &amp;quot;jrbred&amp;quot; clipped by SvenirDE]&lt;br /&gt;
* [https://clips.twitch.tv/CulturedCloudyOkapiBlargNaut-cHNxw9RUq9_4fGyg &amp;quot;ttmred7&amp;quot; clipped by SvenirDE]&lt;br /&gt;
&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
{{glitches}}&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Objects&amp;diff=14345</id>
		<title>Objects</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Objects&amp;diff=14345"/>
		<updated>2021-05-11T14:40:27Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: /* Object Limit */ Lowercase&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite}}&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;object&#039;&#039;&#039; is an entity in the game that is not part of the level geometry of the course. Most objects either interact with Mario and/or move in some way, act as stationary platforms or simply exist for aesthetic purposes. The maximum number of objects in a [[List of Courses|course]] is 240.&lt;br /&gt;
&lt;br /&gt;
== Object Groups ==&lt;br /&gt;
Every object is part of a larger &amp;quot;group&amp;quot; that helps define its behavior. Of the 12 groups, some are more strongly defined than others, but it helps to categorize objects within the game.&lt;br /&gt;
&lt;br /&gt;
===Player Group===&lt;br /&gt;
The first group, this group is composed of &amp;quot;playable&amp;quot; characters, which is simply Mario. Had Luigi been finished, it&#039;s possible he would have been in this group.&lt;br /&gt;
&lt;br /&gt;
===Group 2===&lt;br /&gt;
This group is unused, it is possible this would have been a Luigi group, too.&lt;br /&gt;
&lt;br /&gt;
===Destructive===&lt;br /&gt;
The destructive group consists of (non-playable) objects able to destroy other objects. This group consists specifically of four objects- Bob-omb, Bob-omb explosion, cork shell, and a beta object that was unused.&lt;br /&gt;
&lt;br /&gt;
===Group 4===&lt;br /&gt;
Like the second group, this one is also unused.&lt;br /&gt;
&lt;br /&gt;
===General Actor===&lt;br /&gt;
Actors are generally what are described as &amp;quot;alive&amp;quot;, such as bullet bills, bully, MIPS, etc. &lt;br /&gt;
&lt;br /&gt;
===Pushable===&lt;br /&gt;
This group consists of objects able to push other (non-playable) objects. This behavior often goes along with [[transport cloning]]. This group consists of objects such as goomba, koopa, and spiny.&lt;br /&gt;
&lt;br /&gt;
===Level===&lt;br /&gt;
This group consists of objects within levels that are interactable, such as hearts and stars. This group often acts as &amp;quot;catch-all&amp;quot; along with default.&lt;br /&gt;
&lt;br /&gt;
===Group 7===&lt;br /&gt;
Group 7 is another unused group.&lt;br /&gt;
&lt;br /&gt;
===Default===&lt;br /&gt;
If an object isn&#039;t put into a different group, it ends up here. For this reason, this group acts as a &amp;quot;catch-all&amp;quot; for odd objects.&lt;br /&gt;
&lt;br /&gt;
===Surface===&lt;br /&gt;
These are any items that have surface collision, specifically walls, floor, and ceilings. Often these are items that would be easy to consider just part of the course geometry, such as the submarine in DDD or ship in JRB. Worth noting- this group is a requirement to have surfaces, so objects like Whomp and Thwomp still fall into this category despite being &amp;quot;actors&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Polelike===&lt;br /&gt;
The polelike group consists of objects that could be described as &amp;quot;radial&amp;quot; in that the attract Mario to some sort of radial center. This includes poles, whirlpools, tornados, trees, etc.&lt;br /&gt;
&lt;br /&gt;
===Spawner===&lt;br /&gt;
This group consists of most objects that spawn other objects, like coin spawners or star spawners.&lt;br /&gt;
&lt;br /&gt;
===Unimportant===&lt;br /&gt;
Unimportant objects generally do not affect gameplay at all and exist purely for visuals. This group has the unique quality of unloading to stay under the object limit, hence their &amp;quot;unimportant&amp;quot; name. Some examples include smoke, wind, and dust.&lt;br /&gt;
&lt;br /&gt;
===Processing Order===&lt;br /&gt;
During a frame, object lists are processed in the following order: Spawner, Surface, Polelike, Player, Pushable, General, Destructive, Level, Default, Unimportant&lt;br /&gt;
&lt;br /&gt;
== Object limit ==&lt;br /&gt;
The &#039;&#039;&#039;object limit&#039;&#039;&#039; is the maximum number of important objects a course can have loaded simultaneously before the game cannot handle loading any more. This limit is 240 at all times, but the [[debug]] code that displays object count fails to count certain spawners&amp;lt;sup&amp;gt;which?&amp;lt;/sup&amp;gt;, making this limit seem lower in some courses&amp;lt;sup&amp;gt;citation needed&amp;lt;/sup&amp;gt;. This doesn&#039;t apply to the total objects in the course, only to ones that are loaded at the time. Unloaded objects use no slots. As the object limit is approached, unimportant objects will sacrifice their slots in order to empty them for important objects. If no vacant slots are available when any object (important or unimportant) is loaded, a [[crash]] will occur.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* [[Clone|Clones]] never unload and thus occupy object slots even when the original object is unloaded.&lt;br /&gt;
* [[Parallel Universe|PUs]] don&#039;t naturally contain any objects, but they can be brought there.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=AVtCM1B6iYk &amp;quot;Bringing Objects to PUs&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Object Slot]]&lt;br /&gt;
* [[Game Freeze]]&lt;br /&gt;
* [[Parallel Universe]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
{{DEFAULTSORT:Objects}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Objects]]&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Objects&amp;diff=14344</id>
		<title>Objects</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Objects&amp;diff=14344"/>
		<updated>2021-05-11T14:40:17Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: /* Object Limit */ Lower case&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite}}&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;object&#039;&#039;&#039; is an entity in the game that is not part of the level geometry of the course. Most objects either interact with Mario and/or move in some way, act as stationary platforms or simply exist for aesthetic purposes. The maximum number of objects in a [[List of Courses|course]] is 240.&lt;br /&gt;
&lt;br /&gt;
== Object Groups ==&lt;br /&gt;
Every object is part of a larger &amp;quot;group&amp;quot; that helps define its behavior. Of the 12 groups, some are more strongly defined than others, but it helps to categorize objects within the game.&lt;br /&gt;
&lt;br /&gt;
===Player Group===&lt;br /&gt;
The first group, this group is composed of &amp;quot;playable&amp;quot; characters, which is simply Mario. Had Luigi been finished, it&#039;s possible he would have been in this group.&lt;br /&gt;
&lt;br /&gt;
===Group 2===&lt;br /&gt;
This group is unused, it is possible this would have been a Luigi group, too.&lt;br /&gt;
&lt;br /&gt;
===Destructive===&lt;br /&gt;
The destructive group consists of (non-playable) objects able to destroy other objects. This group consists specifically of four objects- Bob-omb, Bob-omb explosion, cork shell, and a beta object that was unused.&lt;br /&gt;
&lt;br /&gt;
===Group 4===&lt;br /&gt;
Like the second group, this one is also unused.&lt;br /&gt;
&lt;br /&gt;
===General Actor===&lt;br /&gt;
Actors are generally what are described as &amp;quot;alive&amp;quot;, such as bullet bills, bully, MIPS, etc. &lt;br /&gt;
&lt;br /&gt;
===Pushable===&lt;br /&gt;
This group consists of objects able to push other (non-playable) objects. This behavior often goes along with [[transport cloning]]. This group consists of objects such as goomba, koopa, and spiny.&lt;br /&gt;
&lt;br /&gt;
===Level===&lt;br /&gt;
This group consists of objects within levels that are interactable, such as hearts and stars. This group often acts as &amp;quot;catch-all&amp;quot; along with default.&lt;br /&gt;
&lt;br /&gt;
===Group 7===&lt;br /&gt;
Group 7 is another unused group.&lt;br /&gt;
&lt;br /&gt;
===Default===&lt;br /&gt;
If an object isn&#039;t put into a different group, it ends up here. For this reason, this group acts as a &amp;quot;catch-all&amp;quot; for odd objects.&lt;br /&gt;
&lt;br /&gt;
===Surface===&lt;br /&gt;
These are any items that have surface collision, specifically walls, floor, and ceilings. Often these are items that would be easy to consider just part of the course geometry, such as the submarine in DDD or ship in JRB. Worth noting- this group is a requirement to have surfaces, so objects like Whomp and Thwomp still fall into this category despite being &amp;quot;actors&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Polelike===&lt;br /&gt;
The polelike group consists of objects that could be described as &amp;quot;radial&amp;quot; in that the attract Mario to some sort of radial center. This includes poles, whirlpools, tornados, trees, etc.&lt;br /&gt;
&lt;br /&gt;
===Spawner===&lt;br /&gt;
This group consists of most objects that spawn other objects, like coin spawners or star spawners.&lt;br /&gt;
&lt;br /&gt;
===Unimportant===&lt;br /&gt;
Unimportant objects generally do not affect gameplay at all and exist purely for visuals. This group has the unique quality of unloading to stay under the object limit, hence their &amp;quot;unimportant&amp;quot; name. Some examples include smoke, wind, and dust.&lt;br /&gt;
&lt;br /&gt;
===Processing Order===&lt;br /&gt;
During a frame, object lists are processed in the following order: Spawner, Surface, Polelike, Player, Pushable, General, Destructive, Level, Default, Unimportant&lt;br /&gt;
&lt;br /&gt;
== Object Limit ==&lt;br /&gt;
The &#039;&#039;&#039;object limit&#039;&#039;&#039; is the maximum number of important objects a course can have loaded simultaneously before the game cannot handle loading any more. This limit is 240 at all times, but the [[debug]] code that displays object count fails to count certain spawners&amp;lt;sup&amp;gt;which?&amp;lt;/sup&amp;gt;, making this limit seem lower in some courses&amp;lt;sup&amp;gt;citation needed&amp;lt;/sup&amp;gt;. This doesn&#039;t apply to the total objects in the course, only to ones that are loaded at the time. Unloaded objects use no slots. As the object limit is approached, unimportant objects will sacrifice their slots in order to empty them for important objects. If no vacant slots are available when any object (important or unimportant) is loaded, a [[crash]] will occur.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* [[Clone|Clones]] never unload and thus occupy object slots even when the original object is unloaded.&lt;br /&gt;
* [[Parallel Universe|PUs]] don&#039;t naturally contain any objects, but they can be brought there.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=AVtCM1B6iYk &amp;quot;Bringing Objects to PUs&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Object Slot]]&lt;br /&gt;
* [[Game Freeze]]&lt;br /&gt;
* [[Parallel Universe]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
{{DEFAULTSORT:Objects}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Objects]]&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Hardlock&amp;diff=14343</id>
		<title>Hardlock</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Hardlock&amp;diff=14343"/>
		<updated>2021-05-11T14:39:37Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: Redirect to Crash&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Crash]]&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=King_Bob-omb&amp;diff=14316</id>
		<title>King Bob-omb</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=King_Bob-omb&amp;diff=14316"/>
		<updated>2021-05-11T01:58:36Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: Adding object navbox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{object_infobox_2&lt;br /&gt;
|title= King Bob-omb&lt;br /&gt;
|image= STROOP- King Bob-omb.png&lt;br /&gt;
|group=General Actor&lt;br /&gt;
|group2 = Group 3&lt;br /&gt;
|tangibility=&lt;br /&gt;
|draw=4000&lt;br /&gt;
|gravity=-400&lt;br /&gt;
|friction=1000&lt;br /&gt;
|buoyancy=200&lt;br /&gt;
|interaction= Grabbable&lt;br /&gt;
|damage=&lt;br /&gt;
|health=3&lt;br /&gt;
|radius=100&lt;br /&gt;
|height=100&lt;br /&gt;
|hurtbox_radius=&lt;br /&gt;
|hurtbox_height=&lt;br /&gt;
|offset=&lt;br /&gt;
|coins=&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;King Bob-omb&#039;&#039;&#039; is a large, mustachioed [[Bob-omb]] who resides on top of the mountain in [[Bob-omb Battlefield]]. He challenges Mario to a battle after Mario reaches the top of the mountain and gives a [[Star]] upon being defeated. Unlike other Bob-ombs, he does not attack by blowing up. Instead, he tries to pick Mario up and throw him.&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
King Bob-omb starts off intangible with his HP set to 3. When Mario gets within 500 units of King Bob-omb laterally, King Bob-omb’s dialogue plays and he becomes holdable. King Bob-omb moves around with a forward velocity of 3 and turns towards Mario at a rate of 1.4 degrees/frame. If King Bob-omb manages to grab Mario, an animation of the grab plays and a sound plays. When the animation ends King Bob-omb starts moving forward at 3 units/frame,  and after 20 frames starts rotating towards the negative Z-axis at 5.625 degrees/frame. Once King Bob-omb is facing the negative Z-axis, he throws Mario. If Mario is within 2500 units of King Bob-omb, King Bob-omb begins walking around again. Mario can break out of the grab if he performs the grab escape action 11 times before he is thrown.&lt;br /&gt;
&lt;br /&gt;
When Mario grabs King Bob-omb and throws him, King Bob-omb is moved upward by 20 units, and then thrown forward with a Y-velocity of 50 units/frame and horizontal velocity of 20 units/frame. It takes 25 frames for the throw to complete, during which King Bob-omb will travel 500 units horizontally. If King Bob-omb was not thrown off the top of the mountain, then when King Bob-omb collides with the ground, his heath is decreased by 1, and, if he has not been defeated, his interaction type is changed to Hurtbox until he gets back up. If his health has hit 0, he is defeated, a star spawns, and the boss music stops. If King Bob-omb is thrown off the hill (more than 100 units below his home), then King Bob-omb jumps back up to the hill.&lt;br /&gt;
&lt;br /&gt;
If at any point during the battle Mario’s height is at least 1200 units below King Bob-omb’s height, King Bob-omb resets to his initial state and the boss music stops playing. &lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [https://github.com/n64decomp/sm64/blob/master/src/game/behaviors/king_bobomb.inc.c King Bob-omb behavior file]&lt;br /&gt;
&lt;br /&gt;
{{objects}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemies]]&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Coin_spawner&amp;diff=14315</id>
		<title>Coin spawner</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Coin_spawner&amp;diff=14315"/>
		<updated>2021-05-11T01:57:54Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: Moving ref after punctuation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{object_infobox&lt;br /&gt;
|title= Coin Spawner&lt;br /&gt;
|image= Coin_Spawner.png&lt;br /&gt;
|hitbox= &lt;br /&gt;
|damage=&lt;br /&gt;
|speed= &lt;br /&gt;
|tangibility_radius= 2000 units&lt;br /&gt;
|interaction_type= none&lt;br /&gt;
|surfaces=&lt;br /&gt;
|related= [[Yellow Coin]]&lt;br /&gt;
|found_in= [[All courses]]&lt;br /&gt;
|expand=&lt;br /&gt;
}}&lt;br /&gt;
A &#039;&#039;&#039;coin spawner&#039;&#039;&#039; is an invisible [[Objects|object]] found in most levels. When Mario is within 2000 units of the spawner, its coins are loaded, and when Mario moves out of the 2000-unit radius, its coins are unloaded. When Mario enters the hitbox of a coin, it is unloaded, and a flag is set in the spawner to not load that coin again in the future (unless either the coin or the spawner is a clone or time is stopped, in which case the flag is not updated). &lt;br /&gt;
&lt;br /&gt;
== Subtypes ==&lt;br /&gt;
&lt;br /&gt;
A grounded arrangement is one in which the coins snap to the ground below them, as opposed to a floating arrangement, in which the coins simply float in place. A coin spawned from a grounded spawner will spawn 300 units above the height of the spawner, and find the highest floor below it or within 78 above it. If the floor it finds via this process is above the coin, the coin will not spawn. This occurs only in one case, with a coin line in [[Tiny-Huge Island]].&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=iPILIf7ru48&amp;amp;t=15 &amp;quot;A New Impossible Coin&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Subtype Number&lt;br /&gt;
!! scope=&amp;quot;col&amp;quot;| Count&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Arrangement&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 0&lt;br /&gt;
| 5&lt;br /&gt;
| Grounded horizontal line of 5, 160 units space between coins&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 2&lt;br /&gt;
| 8&lt;br /&gt;
| Grounded horizontal ring of 8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 4&lt;br /&gt;
| 8&lt;br /&gt;
| Grounded horizontal arrow of 8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 16&lt;br /&gt;
| 5&lt;br /&gt;
| Floating horizontal line of 5, 160 units space between coins&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 17&lt;br /&gt;
| 5&lt;br /&gt;
| Floating vertical line of 5&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 18&lt;br /&gt;
| 8&lt;br /&gt;
| Floating horizontal ring of 8&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| 19&lt;br /&gt;
| 8&lt;br /&gt;
| Floating vertical ring of 8, radius 200&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
{{objects}}&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Long_Jump&amp;diff=14314</id>
		<title>Long Jump</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Long_Jump&amp;diff=14314"/>
		<updated>2021-05-11T01:56:48Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: Bolding title in lead&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action_infobox&lt;br /&gt;
|title= Long Jump&lt;br /&gt;
|image=&lt;br /&gt;
|official name= broadJump (Broad Jump)&lt;br /&gt;
|hex= 0x03000888&lt;br /&gt;
|flags= Air, Allow Vertical Wind Action, Control Jump Height&lt;br /&gt;
|group= Airborne&lt;br /&gt;
|id= 0x088&lt;br /&gt;
|into=&lt;br /&gt;
|out of=&lt;br /&gt;
|animation= 0x13, 0x14&lt;br /&gt;
|related=&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;long jump&#039;&#039;&#039; action is a jump that is mainly based horizontally and can be used to cross large gaps. This is generally done by crouching and then pressing A. In certain situations, [[BLJ|backward long jumps]] may be tied together to gain large amounts of speed due to their unbounded nature.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
&#039;&#039;Certain things here are more explained on their individual pages. If something lacks detail, check the link for more information.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As with all airborne actions, a variety of &amp;quot;cancels&amp;quot; are checked prior to actually performing the long jump action. These checks are as follows:&lt;br /&gt;
&lt;br /&gt;
# Water - If Mario&#039;s height is lower than 100 units below the water height, the action is transitioned into the [[water plunge]] action.&lt;br /&gt;
# Squish - If Mario is supposed to be squished, his action is changed to the [[squished]] action.&lt;br /&gt;
# Vertical Wind - If Mario is above a vertical wind floor, his action is changed to the [[vertical wind]] action. (This is due to the long jump action having the &amp;quot;Allow Vertical Wind Action&amp;quot; flag.)&lt;br /&gt;
&lt;br /&gt;
At this point, two more things happen prior to the long jump action:&lt;br /&gt;
* Mario&#039;s quicksand depth is set to 0.&lt;br /&gt;
* Mario plays a falling noise if he has fallen more than 1150 units from his peak.&lt;br /&gt;
&lt;br /&gt;
With the long jump action occurring, the following happens:&lt;br /&gt;
# If Mario&#039;s initial long jump was determined to be fast (more than 16 speed prior to the speed multiplier), the animation is set to the &amp;quot;Fast Long Jump&amp;quot; animation (0x13).&lt;br /&gt;
# Otherwise, it is set to the &amp;quot;Slow Long Jump Animation&amp;quot; (0x14).&lt;br /&gt;
# Mario performs the noises for the jump. &amp;lt;!--Elaborate on this.--&amp;gt;&lt;br /&gt;
# If the floor under Mario is a vertical wind surface and Mario&#039;s &amp;quot;action state&amp;quot; is set to 0:&lt;br /&gt;
#* Play the &amp;quot;Here we go!&amp;quot; voice clip.&lt;br /&gt;
#* Set the &amp;quot;action state&amp;quot; to 1.&lt;br /&gt;
# Now, Mario performs the quarter-frame movement via a full [[Movement_Steps#Air_Step|common air step]]. The landing action is the [[Long Jump Land|long jump land]] action and the check has only the &amp;quot;Check Ledge Grab&amp;quot; flag.&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Time_stop&amp;diff=14313</id>
		<title>Time stop</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Time_stop&amp;diff=14313"/>
		<updated>2021-05-11T01:56:15Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: Lowercase&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Time stop&#039;&#039;&#039; (also known as &#039;&#039;&#039;Timestop&#039;&#039;&#039;) is a game mechanic present in all versions of SM64. There is a trick exclusive to the [[J 1.0]] version, which allows [[Mario]] to move around when objects are frozen due to a text box that is supposed to appear.&lt;br /&gt;
&lt;br /&gt;
== Intended Behavior ==&lt;br /&gt;
The intended behavior of the Time Stop mechanism is to freeze everything except [[Mario]] and the talking object when Mario is in a textbox. Alternatively, during a star spawning cutscene, all objects are frozen (including Mario) excluding any stars that are spawning.&lt;br /&gt;
&lt;br /&gt;
== Glitch ==&lt;br /&gt;
On the [[J 1.0]] version of SM64, queueing a textbox immediately stops time for everything besides the talking object and Mario, &#039;&#039;regardless if Mario is actually in a state to see the textbox&#039;&#039;. This can be exploited to move around stages with everything besides Mario and the talking object frozen. There are two ways to activate the Time Stop trick, proximity textboxes and textboxes from holdable objects. Neither way works with all textboxes of either type.&lt;br /&gt;
&lt;br /&gt;
=== Proximity Textboxes ===&lt;br /&gt;
&amp;quot;Proximity Textboxes&amp;quot; are defined as textboxes that appear when Mario is near an object. If [[Mario]] jumps right when the textbox is about to activate, then Mario will be able to move in midair until he touches ground again, after which the textbox will start. While Mario is in the air, time will be stopped.&lt;br /&gt;
&lt;br /&gt;
=== Holdable Object Textboxes ===&lt;br /&gt;
By picking up an object that normally triggers a text box and then dropping it before it can display the textbox, time stop can be activated. Mario can safely touch the ground and move around at this point without restarting time. The only known example of this type of Time Stop is the lower [[Ukiki]] in Tall Tall Mountain.&lt;br /&gt;
&lt;br /&gt;
Time is not stopped for the object that was used to stop it in either case.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
Objects (in most cases) stay inanimate, and keep the exact same state they were in when time was stopped. If an object was intangible due to being far from Mario, it will stay intangible even when Mario comes near it until time is started again, because objects do not update in time stop.&lt;br /&gt;
&lt;br /&gt;
=== Infinite Coins ===&lt;br /&gt;
If a coin is collected during time stop, the coin counter will increment but the coin object will not unload until the textbox finishes. If the player enters a warp to cancel the textbox, it is possible to repeat the procedure infinitely since the coin is never unloaded.&lt;br /&gt;
&lt;br /&gt;
== Other Versions of SM64 ==&lt;br /&gt;
The developers patched this glitch in all versions of the game besides J 1.0, by making sure that time does not stop until a textbox is in the process of being displayed. Time still stops for textboxes on other versions, but there is no known way to move around during this state.&lt;br /&gt;
&lt;br /&gt;
The proximity method for Time Stop is still possible in other versions, but time does not stop and the textbox does not appear until Mario touches the ground. This allows for tricks such as getting a 0.0 time on [[Koopa the Quick]] in both of their races.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Water&amp;diff=14071</id>
		<title>Water</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Water&amp;diff=14071"/>
		<updated>2021-05-11T00:23:57Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: Italic game title, link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Water&#039;&#039;&#039; is a phenomenon in &#039;&#039;[[Super Mario 64]]&#039;&#039;. Its main property is the water level, which determines its location in the level. Water consists of a plane that extends to the edges of the main map and infinitely far downwards.&lt;br /&gt;
&lt;br /&gt;
==Effect on Mario==&lt;br /&gt;
When Mario enters water in any way, he enters the [[action]] called &#039;&#039;[[Water Plunge|water plunge]]&#039;&#039;. After 19 [[frames]], he enters &#039;&#039;[[Water Action End|water action end]]&#039;&#039;. Then, he enters the &#039;&#039;[[in water]]&#039;&#039; idle action. Most water-based actions are in the [[Submerged]] [[Action Group|action group]] and have the [[Swimming (action flag)|Swimming]] [[Action Flag|action flag]] set.&lt;br /&gt;
&lt;br /&gt;
===Surface Upwarp===&lt;br /&gt;
{{main|Water Surface Upwarp}}&lt;br /&gt;
&lt;br /&gt;
Whenever Mario enters water, he instantly upwarps to its surface. However, this can be cancelled if the water&#039;s surface is within a [[ceiling]] hitbox, as the game normally does not let Mario enter ceiling hitboxes.&lt;br /&gt;
&lt;br /&gt;
===Swimming===&lt;br /&gt;
When Mario presses the A button, he enters &#039;&#039;[[swim (1/2)]]&#039;&#039;. He moves forward and then enters &#039;&#039;[[swim (2/2)]]&#039;&#039;. Finally, he enters &#039;&#039;water action end&#039;&#039; and then back to &#039;&#039;in water&#039;&#039;. If Mario holds the A button, he enters the &#039;&#039;[[flutterkick]]&#039;&#039; action. If Mario instead presses the B button, he enters the &#039;&#039;[[water grab]]&#039;&#039; action followed by &#039;&#039;water action end&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Surface Jumping===&lt;br /&gt;
&#039;&#039;&#039;Please add the specific requirements for this&#039;&#039;&#039; If Mario holds down on the joystick while at the water&#039;s surface and presses A, he will enter &#039;&#039;[[Water Jump|water jump]]&#039;&#039; and then &#039;&#039;[[Water Plunge|water plunge]]&#039;&#039; if he reenters the water.&lt;br /&gt;
&lt;br /&gt;
==Effect on Other Objects==&lt;br /&gt;
{{stub}}&lt;br /&gt;
Water can cause a [[coin]] to fall through a [[floor]] in some circumstances&amp;lt;ref&amp;gt;[https://youtu.be/oQ7dXvMfr30 &amp;quot;Coin Falling Through the Floor&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Other_single_button_challenges&amp;diff=14032</id>
		<title>Other single button challenges</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Other_single_button_challenges&amp;diff=14032"/>
		<updated>2021-05-10T02:39:20Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: /* B Button Challenge */ Remove link from header, add main article template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The other button challenges aren&#039;t as notable as the [[ABC]], because they are relatively trivial.&lt;br /&gt;
&lt;br /&gt;
== B Button Challenge ==&lt;br /&gt;
{{main|B Button Challenge}}&lt;br /&gt;
The B Button Challenge is basically the same as the [[ABC]], except it is about avoiding the use of the B Button. In most levels, the B Button isn&#039;t required, but some of the ones that do have exploitable glitches to avoid pressing B.&lt;br /&gt;
&lt;br /&gt;
=== Unavoidable B presses ===&lt;br /&gt;
(100% Only) The player must press B three times in [[Bob-omb Battlefield|BoB]] to defeat King Bob-omb&lt;br /&gt;
&lt;br /&gt;
The player must press B in Bowser in the Fire Sea, but can avoid pressing B again by letting Mario drop Bowser into the mine&lt;br /&gt;
&lt;br /&gt;
(100% Only) The player must press B in TTM to grab Ukiki.&lt;br /&gt;
&lt;br /&gt;
(100% Only) The player must press B two times to collect two MIPS stars.&lt;br /&gt;
&lt;br /&gt;
The player must press B three times in order to beat Bowser in the Sky, the first two are simple, but when Mario gets hit by Bowsers Fire, he releases Bowser allowing us to avoid pressing B a fourth time.&lt;br /&gt;
&lt;br /&gt;
Although the player must press B to defeat Bowser in the Dark World, this press is conventionally excluded from totals, because 120 stars can be collected even without completing BitDW.&lt;br /&gt;
&lt;br /&gt;
=== Unavoidable B Presses (J-Version) ===&lt;br /&gt;
On the J-Version of the game, the player can only use B Button to initiate text with NPCs, and this introduces additional B Presses.&lt;br /&gt;
&lt;br /&gt;
(100% Only) The player must press B three times to collect three toad stars.&lt;br /&gt;
&lt;br /&gt;
(100% Only) The player must press B to talk to the bob-omb buddy in WMotR, since the cannonless strat currently uses speedkicks. This is likely saveable.&lt;br /&gt;
&lt;br /&gt;
===Total Counts&amp;lt;nowiki/&amp;gt;===&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Japanese N64 Version&lt;br /&gt;
!All other versions&lt;br /&gt;
|-&lt;br /&gt;
|Any%&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|120 Star&lt;br /&gt;
|14&lt;br /&gt;
|10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Z Button Challenge ==&lt;br /&gt;
&lt;br /&gt;
=== Unavoidable Z Presses ===&lt;br /&gt;
(100% Only) The player must press Z three times during the fight with King Whomp, since we have to ground pound his back three times.&lt;br /&gt;
&lt;br /&gt;
(100% Only) The player must press Z to ground pound the blue coin block in JRB in order to get the 100 coin star, since there are only 74 other coins in the course.&lt;br /&gt;
&lt;br /&gt;
=== Total Counts ===&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot;&lt;br /&gt;
!Any%&lt;br /&gt;
!120 Star&lt;br /&gt;
|-&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Other Button Challenges ==&lt;br /&gt;
&lt;br /&gt;
=== The Start Button Challenge ===&lt;br /&gt;
The player must press Start to progress from the start screen to the file select screen.&lt;br /&gt;
&lt;br /&gt;
=== The C Buttons Challenge ===&lt;br /&gt;
(100% Only) The player must press C Button to enter first-person mode in order to enter the [[Tower of the Wing Cap]].&lt;br /&gt;
&lt;br /&gt;
=== The R Button Challenge ===&lt;br /&gt;
The R Button is never required in the game.&lt;br /&gt;
&lt;br /&gt;
=== The L Button Challenge ===&lt;br /&gt;
The L Button is never required in the game.&lt;br /&gt;
&lt;br /&gt;
=== The D-Pad Buttons Challenge ===&lt;br /&gt;
The D-Pad Buttons are never required in the game.&lt;br /&gt;
&lt;br /&gt;
== Total Counts ==&lt;br /&gt;
{| class=&amp;quot;article-table&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
!Any% U&lt;br /&gt;
!120 Star U&lt;br /&gt;
!Any% J&lt;br /&gt;
!120 Star J&lt;br /&gt;
|-&lt;br /&gt;
|B&lt;br /&gt;
|4&lt;br /&gt;
|10&lt;br /&gt;
|4&lt;br /&gt;
|14&lt;br /&gt;
|-&lt;br /&gt;
|Z&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|Start&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|C&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|R&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|L&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|D-Pad&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Videos ==&lt;br /&gt;
* [https://www.youtube.com/watch?v=n9hRXtpgFV8 The B Button Challenge]&lt;br /&gt;
* [https://www.youtube.com/watch?v=ErD-2wg3O10 The Z Button Challenge]&lt;br /&gt;
* [https://www.youtube.com/watch?v=9WSsMgJSK98 The Other Button Challenges]&lt;br /&gt;
&lt;br /&gt;
[[Category:Challenges]]&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Ukikipedia:Administrators&amp;diff=13997</id>
		<title>Ukikipedia:Administrators</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Ukikipedia:Administrators&amp;diff=13997"/>
		<updated>2021-05-09T18:58:17Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: Adding info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Administrators&#039;&#039;&#039; (also referred to as &#039;&#039;&#039;admins&#039;&#039;&#039; or &#039;&#039;&#039;sysops&#039;&#039;&#039;) are trusted users who have access to additional tools to help out on the wiki, such as the ability to protect and delete pages or block disruptive editors. A full list of abilities is available at [[Special:ListGroupRights]].&lt;br /&gt;
&lt;br /&gt;
Current administrators may be viewed at [[Special:ListUsers/sysop|here]].&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Object_infobox_2&amp;diff=13995</id>
		<title>Template:Object infobox 2</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Object_infobox_2&amp;diff=13995"/>
		<updated>2021-05-08T22:55:02Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: Rm newline&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| class=&amp;quot;infobox&amp;quot; cellpadding=2 cellspacing=2 align=right width=280px style=&amp;quot;font-family: verdana, sans-serif; padding: 4px; margin: 0 0 1em 1em; font-size: 10px; background-color: ghostwhite; border:1px solid #8a8; color:black&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#10274c&amp;quot; style=&amp;quot;font-size:145%;&amp;quot; | &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;{{{title|{{PAGENAME}}}}}&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{{#if: {{{image|}}} |&lt;br /&gt;
{{!}}- &lt;br /&gt;
{{!}} colspan=2 style=&amp;quot;text-align:center;&amp;quot; {{!}} [[File:{{{image}}}]]&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if:{{{group|}}}{{{tangibility|}}}{{{draw|}}}|{{!}}align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#10274c&amp;quot; style=&amp;quot;font-size:125%;&amp;quot; {{!}} &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Technical Constants&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{group|}}} |&lt;br /&gt;
{{!}} &#039;&#039;&#039;[[Object Group]]&#039;&#039;&#039; {{!!}} {{{group}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{group2|}}} |&lt;br /&gt;
{{!}} &#039;&#039;&#039;[[Actor Groups|Actor Group]]&#039;&#039;&#039; {{!!}} {{{group2}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{tangibility|}}} |&lt;br /&gt;
{{!}} &#039;&#039;&#039;Tangibility Radius&#039;&#039;&#039; {{!!}} {{{tangibility}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{draw|}}} |&lt;br /&gt;
{{!}} &#039;&#039;&#039;Draw Distance&#039;&#039;&#039; {{!!}} {{{draw}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if:{{{gravity|}}}{{{friction|}}}{{{buoyancy|}}}|{{!}}align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#10274c&amp;quot; style=&amp;quot;font-size:125%;&amp;quot; {{!}} &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Physical Constants&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{gravity|}}} |&lt;br /&gt;
{{!}} &#039;&#039;&#039;[[Gravity]]&#039;&#039;&#039; {{!!}} {{{gravity}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{friction|}}} |&lt;br /&gt;
{{!}} &#039;&#039;&#039;Friction&#039;&#039;&#039; {{!!}} {{{friction}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{buoyancy|}}} |&lt;br /&gt;
{{!}} &#039;&#039;&#039;Buoyancy&#039;&#039;&#039; {{!!}} {{{buoyancy}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if:{{{interaction|}}}{{{damage|}}}{{{health|}}}{{{radius|}}}{{{height|}}}{{{offset|}}}|{{!}}align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#10274c&amp;quot; style=&amp;quot;font-size:125%;&amp;quot; {{!}} &#039;&#039;&#039;[[Hitbox|&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Hitbox&amp;lt;/span&amp;gt;]]&#039;&#039;&#039;&lt;br /&gt;
|}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{interaction|}}} |&lt;br /&gt;
{{!}} &#039;&#039;&#039;[[Interaction Type]]&#039;&#039;&#039; {{!!}} [[Interaction Type#{{{interaction}}}|{{{interaction}}}]]&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{damage|}}} |&lt;br /&gt;
{{!}} &#039;&#039;&#039;Damage&#039;&#039;&#039; {{!!}} {{{damage}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{health|}}} |&lt;br /&gt;
{{!}} &#039;&#039;&#039;Health&#039;&#039;&#039; {{!!}} {{{health}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{radius|}}} |&lt;br /&gt;
{{!}} &#039;&#039;&#039;Radius&#039;&#039;&#039; {{!!}} {{{radius}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{height|}}} |&lt;br /&gt;
{{!}} &#039;&#039;&#039;Height&#039;&#039;&#039; {{!!}} {{{height}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{offset|}}} |&lt;br /&gt;
{{!}} &#039;&#039;&#039;Down Offset&#039;&#039;&#039; {{!!}} {{{offset}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if:{{{foundIn|}}}|{{!}}align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#10274c&amp;quot; style=&amp;quot;font-size:125%;&amp;quot; {{!}} &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Found in&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{foundIn|}}} |&lt;br /&gt;
{{!}} {{{foundIn}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if:{{{related|}}}|{{!}}align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#10274c&amp;quot; style=&amp;quot;font-size:125%;&amp;quot; {{!}} &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Related Articles&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{related|}}} |&lt;br /&gt;
{{!}} {{{related}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
|}{{#ifeq:{{NAMESPACENUMBER}}|0|[[Category:Objects]]}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{Object_infobox_2&lt;br /&gt;
|title=Boulder&lt;br /&gt;
|image=STROOP- Rolling Rock.png&lt;br /&gt;
|group=General Actor&lt;br /&gt;
|group2=&lt;br /&gt;
|tangibility=20000&lt;br /&gt;
|draw=4000&lt;br /&gt;
|gravity=8&lt;br /&gt;
|friction=0.999&lt;br /&gt;
|buoyancy=2&lt;br /&gt;
|interaction=Hurtbox 1&lt;br /&gt;
|damage=3&lt;br /&gt;
|health=0&lt;br /&gt;
|radius=315&lt;br /&gt;
|height=525&lt;br /&gt;
|offset=0&lt;br /&gt;
|foundIn= &amp;lt;!-- Courses this is found in, maybe also use a list (using the *) --&amp;gt;&lt;br /&gt;
|related= &amp;lt;!-- Related articles --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;{{Object_infobox_2&lt;br /&gt;
|title=&lt;br /&gt;
|image=&lt;br /&gt;
|group=&lt;br /&gt;
|group2=&lt;br /&gt;
|tangibility=&lt;br /&gt;
|draw=&lt;br /&gt;
|gravity=&lt;br /&gt;
|friction=&lt;br /&gt;
|buoyancy=&lt;br /&gt;
|interaction=&lt;br /&gt;
|damage=&lt;br /&gt;
|health=&lt;br /&gt;
|radius=&lt;br /&gt;
|height=&lt;br /&gt;
|offset=&lt;br /&gt;
|foundIn=&lt;br /&gt;
|related=&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 [[Category:Infobox templates|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Object_infobox_2&amp;diff=13994</id>
		<title>Template:Object infobox 2</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Object_infobox_2&amp;diff=13994"/>
		<updated>2021-05-08T22:54:26Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: Rm newline&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| class=&amp;quot;infobox&amp;quot; cellpadding=2 cellspacing=2 align=right width=280px style=&amp;quot;font-family: verdana, sans-serif; padding: 4px; margin: 0 0 1em 1em; font-size: 10px; background-color: ghostwhite; border:1px solid #8a8; color:black&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#10274c&amp;quot; style=&amp;quot;font-size:145%;&amp;quot; | &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;{{{title|{{PAGENAME}}}}}&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{{#if: {{{image|}}} |&lt;br /&gt;
{{!}}- &lt;br /&gt;
{{!}} colspan=2 style=&amp;quot;text-align:center;&amp;quot; {{!}} [[File:{{{image}}}]]&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if:{{{group|}}}{{{tangibility|}}}{{{draw|}}}|{{!}}align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#10274c&amp;quot; style=&amp;quot;font-size:125%;&amp;quot; {{!}} &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Technical Constants&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{group|}}} |&lt;br /&gt;
{{!}} &#039;&#039;&#039;[[Object Group]]&#039;&#039;&#039; {{!!}} {{{group}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{group2|}}} |&lt;br /&gt;
{{!}} &#039;&#039;&#039;[[Actor Groups|Actor Group]]&#039;&#039;&#039; {{!!}} {{{group2}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{tangibility|}}} |&lt;br /&gt;
{{!}} &#039;&#039;&#039;Tangibility Radius&#039;&#039;&#039; {{!!}} {{{tangibility}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{draw|}}} |&lt;br /&gt;
{{!}} &#039;&#039;&#039;Draw Distance&#039;&#039;&#039; {{!!}} {{{draw}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if:{{{gravity|}}}{{{friction|}}}{{{buoyancy|}}}|{{!}}align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#10274c&amp;quot; style=&amp;quot;font-size:125%;&amp;quot; {{!}} &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Physical Constants&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{gravity|}}} |&lt;br /&gt;
{{!}} &#039;&#039;&#039;[[Gravity]]&#039;&#039;&#039; {{!!}} {{{gravity}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{friction|}}} |&lt;br /&gt;
{{!}} &#039;&#039;&#039;Friction&#039;&#039;&#039; {{!!}} {{{friction}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{buoyancy|}}} |&lt;br /&gt;
{{!}} &#039;&#039;&#039;Buoyancy&#039;&#039;&#039; {{!!}} {{{buoyancy}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if:{{{interaction|}}}{{{damage|}}}{{{health|}}}{{{radius|}}}{{{height|}}}{{{offset|}}}|{{!}}align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#10274c&amp;quot; style=&amp;quot;font-size:125%;&amp;quot; {{!}} &#039;&#039;&#039;[[Hitbox|&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Hitbox&amp;lt;/span&amp;gt;]]&#039;&#039;&#039;&lt;br /&gt;
|}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{interaction|}}} |&lt;br /&gt;
{{!}} &#039;&#039;&#039;[[Interaction Type]]&#039;&#039;&#039; {{!!}} [[Interaction Type#{{{interaction}}}|{{{interaction}}}]]&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{damage|}}} |&lt;br /&gt;
{{!}} &#039;&#039;&#039;Damage&#039;&#039;&#039; {{!!}} {{{damage}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{health|}}} |&lt;br /&gt;
{{!}} &#039;&#039;&#039;Health&#039;&#039;&#039; {{!!}} {{{health}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{radius|}}} |&lt;br /&gt;
{{!}} &#039;&#039;&#039;Radius&#039;&#039;&#039; {{!!}} {{{radius}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{height|}}} |&lt;br /&gt;
{{!}} &#039;&#039;&#039;Height&#039;&#039;&#039; {{!!}} {{{height}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{offset|}}} |&lt;br /&gt;
{{!}} &#039;&#039;&#039;Down Offset&#039;&#039;&#039; {{!!}} {{{offset}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if:{{{foundIn|}}}|{{!}}align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#10274c&amp;quot; style=&amp;quot;font-size:125%;&amp;quot; {{!}} &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Found in&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{foundIn|}}} |&lt;br /&gt;
{{!}} {{{foundIn}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if:{{{related|}}}|{{!}}align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#10274c&amp;quot; style=&amp;quot;font-size:125%;&amp;quot; {{!}} &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Related Articles&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{related|}}} |&lt;br /&gt;
{{!}} {{{related}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
|}{{#ifeq:{{NAMESPACENUMBER}}|0|[[Category:Objects]]}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;{{Object_infobox_2&lt;br /&gt;
|title=Boulder&lt;br /&gt;
|image=STROOP- Rolling Rock.png&lt;br /&gt;
|group=General Actor&lt;br /&gt;
|group2=&lt;br /&gt;
|tangibility=20000&lt;br /&gt;
|draw=4000&lt;br /&gt;
|gravity=8&lt;br /&gt;
|friction=0.999&lt;br /&gt;
|buoyancy=2&lt;br /&gt;
|interaction=Hurtbox 1&lt;br /&gt;
|damage=3&lt;br /&gt;
|health=0&lt;br /&gt;
|radius=315&lt;br /&gt;
|height=525&lt;br /&gt;
|offset=0&lt;br /&gt;
|foundIn= &amp;lt;!-- Courses this is found in, maybe also use a list (using the *) --&amp;gt;&lt;br /&gt;
|related= &amp;lt;!-- Related articles --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;{{Object_infobox_2&lt;br /&gt;
|title=&lt;br /&gt;
|image=&lt;br /&gt;
|group=&lt;br /&gt;
|group2=&lt;br /&gt;
|tangibility=&lt;br /&gt;
|draw=&lt;br /&gt;
|gravity=&lt;br /&gt;
|friction=&lt;br /&gt;
|buoyancy=&lt;br /&gt;
|interaction=&lt;br /&gt;
|damage=&lt;br /&gt;
|health=&lt;br /&gt;
|radius=&lt;br /&gt;
|height=&lt;br /&gt;
|offset=&lt;br /&gt;
|foundIn=&lt;br /&gt;
|related=&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
 [[Category:Infobox templates|{{PAGENAME}}]]&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Sushi&amp;diff=13993</id>
		<title>Sushi</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Sushi&amp;diff=13993"/>
		<updated>2021-05-08T22:52:54Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: Reference to behavior file&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{object_infobox_2&lt;br /&gt;
|title= Sushi&lt;br /&gt;
|image= STROOP- Sushi.png&lt;br /&gt;
|group=General Actor&lt;br /&gt;
|group2 = Group 13&lt;br /&gt;
|tangibility=&lt;br /&gt;
|draw=&lt;br /&gt;
|gravity=&lt;br /&gt;
|friction=&lt;br /&gt;
|buoyancy=&lt;br /&gt;
|interaction= Damage&lt;br /&gt;
|damage=3&lt;br /&gt;
|health=&lt;br /&gt;
|radius=100&lt;br /&gt;
|height=50&lt;br /&gt;
|hurtbox_radius=100&lt;br /&gt;
|hurtbox_height=50&lt;br /&gt;
|offset=50&lt;br /&gt;
|coins=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sushi&#039;&#039;&#039; is a shark-like enemy appearing only in the first area of [[Dire, Dire Docks]]. They do not directly attack Mario, but Mario will take damage should he collide with them.&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
Every frame Sushi’s X-position is set to a value equal to the sum of the X-position of its home and 1700 times the Sine of its current angle. Its Z-position is set to a value equal to the sum of the Z-position of its home and the Cosine of its current angle. Sushi’s Y-position is set to the sum of the position of the water level at its current location, the Y-position of its home and 200 times the Sine of its current angle. This makes Sushi move in a circle of radius 1700 and oscillate up and down by 200 units. Sushi’s movement angle is set to the sum of its current angle and 90 degrees while its current angle is increased by .7 degrees. If the difference between Mario’s current Y-position and the water level at Sushi’s current position is greater than -500, and the difference between Sushi’s current Y-position and the water level at Sushi’s position is greater than -200, a trailing wave is spawned behind Sushi. Every 16 frames, Sushi plays a sound.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [https://github.com/n64decomp/sm64/blob/master/src/game/behaviors/sushi.inc.c Sushi behavior file]&lt;br /&gt;
&lt;br /&gt;
{{objects}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemies]]&lt;br /&gt;
[[Category: Objects]]&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Sushi&amp;diff=13992</id>
		<title>Sushi</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Sushi&amp;diff=13992"/>
		<updated>2021-05-08T22:52:10Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: Bolding title in lead, moving categories to bottom&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{object_infobox_2&lt;br /&gt;
|title= Sushi&lt;br /&gt;
|image= STROOP- Sushi.png&lt;br /&gt;
|group=General Actor&lt;br /&gt;
|group2 = Group 13&lt;br /&gt;
|tangibility=&lt;br /&gt;
|draw=&lt;br /&gt;
|gravity=&lt;br /&gt;
|friction=&lt;br /&gt;
|buoyancy=&lt;br /&gt;
|interaction= Damage&lt;br /&gt;
|damage=3&lt;br /&gt;
|health=&lt;br /&gt;
|radius=100&lt;br /&gt;
|height=50&lt;br /&gt;
|hurtbox_radius=100&lt;br /&gt;
|hurtbox_height=50&lt;br /&gt;
|offset=50&lt;br /&gt;
|coins=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sushi&#039;&#039;&#039; is a shark-like enemy appearing only in the first area of [[Dire, Dire Docks]]. They do not directly attack Mario, but Mario will take damage should he collide with them.&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
Every frame Sushi’s X-position is set to a value equal to the sum of the X-position of its home and 1700 times the Sine of its current angle. Its Z-position is set to a value equal to the sum of the Z-position of its home and the Cosine of its current angle. Sushi’s Y-position is set to the sum of the position of the water level at its current location, the Y-position of its home and 200 times the Sine of its current angle. This makes Sushi move in a circle of radius 1700 and oscillate up and down by 200 units. Sushi’s movement angle is set to the sum of its current angle and 90 degrees while its current angle is increased by .7 degrees. If the difference between Mario’s current Y-position and the water level at Sushi’s current position is greater than -500, and the difference between Sushi’s current Y-position and the water level at Sushi’s position is greater than -200, a trailing wave is spawned behind Sushi. Every 16 frames, Sushi plays a sound.&lt;br /&gt;
&lt;br /&gt;
{{objects}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Enemies]]&lt;br /&gt;
[[Category: Objects]]&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Goomba_structure&amp;diff=13991</id>
		<title>Goomba structure</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Goomba_structure&amp;diff=13991"/>
		<updated>2021-05-08T22:46:00Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: Capitalization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{needs_image}}&lt;br /&gt;
A &#039;&#039;&#039;Goomba Structure&#039;&#039;&#039; is created by mass [[cloning]] a large number of [[Goomba|Goombas]], placing them in desirable positions for Mario to utilize them. This can only be done in stages where cloning is possible and Goomba spawners are present.&lt;br /&gt;
&lt;br /&gt;
As Mario is unable to release the clone normally without interacting with the Goomba&#039;s hitbox, numerous glitches that make Mario release the clone remotely is required. Hat-in-hand glitch, for instance, allows Mario to release Goombas at the [[HOLP]] since the object in front of Mario does not render, leaving the HOLP unaltered. [[Pause Buffered Hitstun]] allows Mario to release a Goomba clone since Mario is invisible in every other frame.&lt;br /&gt;
&lt;br /&gt;
==Goomba Cluster==&lt;br /&gt;
A &#039;&#039;&#039;Goomba Cluster&#039;&#039;&#039; is the basis of many structures, created by releasing cloned Goombas in different angles at the same HOLP, allowing Mario to stomp on each of their thin slice of hitboxes with careful positioning. Without this technique, Mario would need an exponential amount of clones, whereas the cluster reduces the number of clones to quadratic.&lt;br /&gt;
&lt;br /&gt;
==Goomba Bridge==&lt;br /&gt;
A &#039;&#039;&#039;Goomba Bridge&#039;&#039;&#039; is a type of structure created by [[cloning]] Goombas, allowing Mario to navigate in the air to certain locations that are hard to reach. The bridge can be as small as just one Goomba, to a massive bridge involving Goombas of two digits. Creating a bridge allows Mario to move across certain gaps that would otherwise require long jumping or triple jump dives.&lt;br /&gt;
&lt;br /&gt;
The most efficient way to create Goomba Bridges is setting up the HOLP first and then release Goomba clones remotely at different angles to create a Goomba Cluster, and then step on that cluster to set a different HOLP further away, and then repeat. Before the discovery of Goomba Clusters, the old method involves cloning the Goombas one by one, which requires many trips back and forth and takes an exponential amount of Goombas to complete.&lt;br /&gt;
&lt;br /&gt;
==Goomba Staircase==&lt;br /&gt;
A &#039;&#039;&#039;Goomba Staircase&#039;&#039;&#039; is similar to a Goomba Bridge, except that the main purpose is for Mario to gain height instead of crossing a gap. Massive staircases can be constructed for the purpose of collecting the items to finish the objective high in the air, such as the secrets in [[Mario Wings to the Sky]], or to reach the higher platforms in [[Bowser in the Sky]].&lt;br /&gt;
&lt;br /&gt;
Creating Goomba Staircases is most efficiently done by setting up the HOLP and create a Goomba Cluster for each step.&lt;br /&gt;
&lt;br /&gt;
==Goomba Oasis==&lt;br /&gt;
[[File:Goomba Oasis.png|thumb|default|A goomba oasis in BoB]]&lt;br /&gt;
A &#039;&#039;&#039;Goomba Oasis&#039;&#039;&#039; is a type of flat structure created by cloned Goombas via [[transport cloning]]. The clones are located midway between Mario and the HOLP laterally and at the HOLP&#039;s height. This allows many Goombas clones to stay in midair without having to construct a massive Goomba Bridge, as the game has limited memory for the object slots.&lt;br /&gt;
&lt;br /&gt;
==Goomba Ladder==&lt;br /&gt;
A &#039;&#039;&#039;Goomba Ladder&#039;&#039;&#039; is a structure comprising of cloned Goombas going straight up, forming a ladder. The name is often used for any Goomba structure, but this use is a misnomer.&lt;br /&gt;
&lt;br /&gt;
It can be created by releasing the cloned Goomba by dropping instead of throwing, making them appear at Mario&#039;s height but at HOLP laterally. This allows Mario to bounce on each Goomba to gain height. The disadvantage is that the ladder can only be as high as the course allows it, since the Goombas cloned with this method cannot go above the height that Mario can stand on at any point. Currently, there is no use of this structure in challenges.&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Objects&amp;diff=13990</id>
		<title>Objects</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Objects&amp;diff=13990"/>
		<updated>2021-05-08T22:41:55Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: Rm excess newlines&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite}}&lt;br /&gt;
&lt;br /&gt;
An &#039;&#039;&#039;object&#039;&#039;&#039; is an entity in the game that is not part of the level geometry of the course. Most objects either interact with Mario and/or move in some way, act as stationary platforms or simply exist for aesthetic purposes. The maximum number of objects in a [[List of Courses|course]] is 240.&lt;br /&gt;
&lt;br /&gt;
== Object Groups ==&lt;br /&gt;
Every object is part of a larger &amp;quot;group&amp;quot; that helps define its behavior. Of the 12 groups, some are more strongly defined than others, but it helps to categorize objects within the game.&lt;br /&gt;
&lt;br /&gt;
===Player Group===&lt;br /&gt;
The first group, this group is composed of &amp;quot;playable&amp;quot; characters, which is simply Mario. Had Luigi been finished, it&#039;s possible he would have been in this group.&lt;br /&gt;
&lt;br /&gt;
===Group 2===&lt;br /&gt;
This group is unused, it is possible this would have been a Luigi group, too.&lt;br /&gt;
&lt;br /&gt;
===Destructive===&lt;br /&gt;
The destructive group consists of (non-playable) objects able to destroy other objects. This group consists specifically of four objects- Bob-omb, Bob-omb explosion, cork shell, and a beta object that was unused.&lt;br /&gt;
&lt;br /&gt;
===Group 4===&lt;br /&gt;
Like the second group, this one is also unused.&lt;br /&gt;
&lt;br /&gt;
===General Actor===&lt;br /&gt;
Actors are generally what are described as &amp;quot;alive&amp;quot;, such as bullet bills, bully, MIPS, etc. &lt;br /&gt;
&lt;br /&gt;
===Pushable===&lt;br /&gt;
This group consists of objects able to push other (non-playable) objects. This behavior often goes along with [[transport cloning]]. This group consists of objects such as goomba, koopa, and spiny.&lt;br /&gt;
&lt;br /&gt;
===Level===&lt;br /&gt;
This group consists of objects within levels that are interactable, such as hearts and stars. This group often acts as &amp;quot;catch-all&amp;quot; along with default.&lt;br /&gt;
&lt;br /&gt;
===Group 7===&lt;br /&gt;
Group 7 is another unused group.&lt;br /&gt;
&lt;br /&gt;
===Default===&lt;br /&gt;
If an object isn&#039;t put into a different group, it ends up here. For this reason, this group acts as a &amp;quot;catch-all&amp;quot; for odd objects.&lt;br /&gt;
&lt;br /&gt;
===Surface===&lt;br /&gt;
These are any items that have surface collision, specifically walls, floor, and ceilings. Often these are items that would be easy to consider just part of the course geometry, such as the submarine in DDD or ship in JRB. Worth noting- this group is a requirement to have surfaces, so objects like Whomp and Thwomp still fall into this category despite being &amp;quot;actors&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Polelike===&lt;br /&gt;
The polelike group consists of objects that could be described as &amp;quot;radial&amp;quot; in that the attract Mario to some sort of radial center. This includes poles, whirlpools, tornados, trees, etc.&lt;br /&gt;
&lt;br /&gt;
===Spawner===&lt;br /&gt;
This group consists of most objects that spawn other objects, like coin spawners or star spawners.&lt;br /&gt;
&lt;br /&gt;
===Unimportant===&lt;br /&gt;
Unimportant objects generally do not affect gameplay at all and exist purely for visuals. This group has the unique quality of unloading to stay under the object limit, hence their &amp;quot;unimportant&amp;quot; name. Some examples include smoke, wind, and dust.&lt;br /&gt;
&lt;br /&gt;
===Processing Order===&lt;br /&gt;
During a frame, object lists are processed in the following order: Spawner, Surface, Polelike, Player, Pushable, General, Destructive, Level, Default, Unimportant&lt;br /&gt;
&lt;br /&gt;
== Object Limit ==&lt;br /&gt;
The &#039;&#039;&#039;Object limit&#039;&#039;&#039; is the maximum number of important objects a course can have loaded simultaneously before the game cannot handle loading any more. This limit is 240 at all times, but the [[debug]] code that displays object count fails to count certain spawners&amp;lt;sup&amp;gt;which?&amp;lt;/sup&amp;gt;, making this limit seem lower in some courses&amp;lt;sup&amp;gt;citation needed&amp;lt;/sup&amp;gt;. This doesn&#039;t apply to the total objects in the course, only to ones that are loaded at the time. Unloaded objects use no slots. As the object limit is approached, unimportant objects will sacrifice their slots in order to empty them for important objects. If no vacant slots are available when any object (important or unimportant) is loaded, a [[crash]] will occur.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* [[Clone|Clones]] never unload and thus occupy object slots even when the original object is unloaded.&lt;br /&gt;
* [[Parallel Universe|PUs]] don&#039;t naturally contain any objects, but they can be brought there.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=AVtCM1B6iYk &amp;quot;Bringing Objects to PUs&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Object Slot]]&lt;br /&gt;
* [[Game Freeze]]&lt;br /&gt;
* [[Parallel Universe]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
{{DEFAULTSORT:Objects}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Objects]]&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Bub&amp;diff=13989</id>
		<title>Bub</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Bub&amp;diff=13989"/>
		<updated>2021-05-08T22:38:56Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: Full name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Enemies]]&lt;br /&gt;
[[Category: Objects]]&lt;br /&gt;
{{object_infobox_2&lt;br /&gt;
|title= Bub&lt;br /&gt;
|image= STROOP- Bub.png&lt;br /&gt;
|group=General Actor&lt;br /&gt;
|group2 = Group 13&lt;br /&gt;
|tangibility=&lt;br /&gt;
|draw=&lt;br /&gt;
|gravity=&lt;br /&gt;
|friction=&lt;br /&gt;
|buoyancy=&lt;br /&gt;
|interaction= Hurtbox&lt;br /&gt;
|damage=1&lt;br /&gt;
|health=&lt;br /&gt;
|radius=20&lt;br /&gt;
|height=10&lt;br /&gt;
|hurtbox_radius=20&lt;br /&gt;
|hurtbox_height=10&lt;br /&gt;
|offset=10&lt;br /&gt;
|coins=&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Bubs&#039;&#039;&#039; are [[mariowiki:Cheep-Cheep|Cheep-Cheep]] like enemies appearing in [[Dire, Dire Docks]]. There are 2 Bubs in Dire, Dire Docks, both located above the whirlpool in the first section. Bubs swim around slowly and do not home in on Mario, but they do deal damage.&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
===Spawning===&lt;br /&gt;
Bub has 4 spawner functions, only one of which appears to do anything. First, the game stores a variable equal to an attribute for a value indicating the number of Bubs to spawn. If Mario is within 1500 units of the spawner, the game spawns as many Bubs as the stored value is equal to. Then, the game sets the spawner’s action to 1. When the spawner’s action is 1, the game checks if the difference between Mario and the spawner’s Y-values are greater than 2000. If they are, the game sets the spawner’s action to 2. Then the game sets the spawner’s action to 3, and then sets the spawner’s action to 0.&lt;br /&gt;
&lt;br /&gt;
===Actions===&lt;br /&gt;
Bub has three different action functions. The 0th function sets Bub’s first random variable attribute to a random number between 0 and 1 times 100, then sets Bub’s second random variable attribute to a random number between 0 and 1 times 300, then sets Bub’s action to 1. Action 1 checks if the object’s timer is equal to 0. If it is, Bub’s forward velocity is set to 2 plus a random number between 0 and 1 times 2 units/frame, and Bub’s third random variable is set to a random number between 0 and 1. A variable initialized at the start of action 1 is set to Bub’s Y-position minus Mario’s Y-position. If the Bub’s Y-position is less than the water level minus 50 units, the game can do one of two things. If the difference between Mario and Bub’s Y-positions is negative, it is subtracted from 0 to make it positive. If the difference is less than 500 units, Bub’s vertical function is called with a value of 1. Otherwise, Bub’s vertical function is called with a value of 4. If Bub’s Y-position is above the threshold, Bub’s Y-Position is set equal to the threshold and if the distance between Mario’s Y-position and Bub’s Y-position is greater than 300, Bub’s Y-position is lowered by 1 unit. If the lateral distance between Bub’s home and Mario is greater than 800, Bub’s angle toward Mario is set to its angle to its home. Bub rotates towards Mario at 1.4 degrees/frame. If Bub’s distance from Mario is less than 200, and if Bub’s third random variable attribute is less than .5, Bub’s action is set to action 2. If Bub and Mario collide, Bub’s action is set to action 2. In action 2, if Bub’s timer is less than 20, and if Bub is interacted with, white particles are spawned. Otherwise, Bub’s interaction status is reset to 0. If Bub’s timer is equal to 0, a sound is played. If Bub’s forward velocity is 0, Bub’s forward velocity is changed to 6 units/frame. The game then computes the distance between Mario’s Y-position and the object’s Y-position, and runs the same loop as in action 1, with a few differences. If the difference between Mario and Bub’s Y-positions is less than 500, Bub’s vertical function is called with a value of 2 instead of 1, and instead of turning toward Mario at 1.4 degrees/frame, Bub turns toward an angle 180 degrees from Mario at 5.6 degrees/frame. When Bub’s timer reaches 200 and Mario’s distance from Bub is greater than 600, Bub returns to action 1. &lt;br /&gt;
&lt;br /&gt;
Bub’s behavior loop starts by finding the water level and storing a variable equal to the sum of Mario’s Y-position and Bub’s first random variable attribute. Bub’s wall hitbox radius is set to 30 units and the game checks for any collisions. If the spawner is in action 2, Bub is deleted.&lt;br /&gt;
&lt;br /&gt;
===Vertical Movement===&lt;br /&gt;
Bub’s vertical movement is controlled by a special function which accepts an integer as its input. When the function is called, a variable is set storing the spawner’s Y-position. If the difference of Bub’s Y-position and this variable is greater than -100 and less than 1000 plus two times a random variable generated in Bub’s actions, Bub’s Y-position is incredented towards a new Y-position chosen through the sum of Bub’s second random variable and Mario’s position by the integer the function was called with every frame.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [https://github.com/n64decomp/sm64/blob/master/src/game/behaviors/bub.inc.c Bub behavior file]&lt;br /&gt;
&lt;br /&gt;
{{objects}}&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Bub&amp;diff=13988</id>
		<title>Bub</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Bub&amp;diff=13988"/>
		<updated>2021-05-08T22:38:27Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: Interwiki link Cheep-Cheep&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category: Enemies]]&lt;br /&gt;
[[Category: Objects]]&lt;br /&gt;
{{object_infobox_2&lt;br /&gt;
|title= Bub&lt;br /&gt;
|image= STROOP- Bub.png&lt;br /&gt;
|group=General Actor&lt;br /&gt;
|group2 = Group 13&lt;br /&gt;
|tangibility=&lt;br /&gt;
|draw=&lt;br /&gt;
|gravity=&lt;br /&gt;
|friction=&lt;br /&gt;
|buoyancy=&lt;br /&gt;
|interaction= Hurtbox&lt;br /&gt;
|damage=1&lt;br /&gt;
|health=&lt;br /&gt;
|radius=20&lt;br /&gt;
|height=10&lt;br /&gt;
|hurtbox_radius=20&lt;br /&gt;
|hurtbox_height=10&lt;br /&gt;
|offset=10&lt;br /&gt;
|coins=&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Bubs&#039;&#039;&#039; are [[mariowiki:Cheep-Cheep|Cheep-Cheep]] like enemies appearing in [[DDD]]. There are 2 Bubs in DDD, both located above the whirlpool in the first section. Bubs swim around slowly and do not home in on Mario, but they do deal damage.&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
===Spawning===&lt;br /&gt;
Bub has 4 spawner functions, only one of which appears to do anything. First, the game stores a variable equal to an attribute for a value indicating the number of Bubs to spawn. If Mario is within 1500 units of the spawner, the game spawns as many Bubs as the stored value is equal to. Then, the game sets the spawner’s action to 1. When the spawner’s action is 1, the game checks if the difference between Mario and the spawner’s Y-values are greater than 2000. If they are, the game sets the spawner’s action to 2. Then the game sets the spawner’s action to 3, and then sets the spawner’s action to 0.&lt;br /&gt;
===Actions===&lt;br /&gt;
Bub has three different action functions. The 0th function sets Bub’s first random variable attribute to a random number between 0 and 1 times 100, then sets Bub’s second random variable attribute to a random number between 0 and 1 times 300, then sets Bub’s action to 1. Action 1 checks if the object’s timer is equal to 0. If it is, Bub’s forward velocity is set to 2 plus a random number between 0 and 1 times 2 units/frame, and Bub’s third random variable is set to a random number between 0 and 1. A variable initialized at the start of action 1 is set to Bub’s Y-position minus Mario’s Y-position. If the Bub’s Y-position is less than the water level minus 50 units, the game can do one of two things. If the difference between Mario and Bub’s Y-positions is negative, it is subtracted from 0 to make it positive. If the difference is less than 500 units, Bub’s vertical function is called with a value of 1. Otherwise, Bub’s vertical function is called with a value of 4. If Bub’s Y-position is above the threshold, Bub’s Y-Position is set equal to the threshold and if the distance between Mario’s Y-position and Bub’s Y-position is greater than 300, Bub’s Y-position is lowered by 1 unit. If the lateral distance between Bub’s home and Mario is greater than 800, Bub’s angle toward Mario is set to its angle to its home. Bub rotates towards Mario at 1.4 degrees/frame. If Bub’s distance from Mario is less than 200, and if Bub’s third random variable attribute is less than .5, Bub’s action is set to action 2. If Bub and Mario collide, Bub’s action is set to action 2. In action 2, if Bub’s timer is less than 20, and if Bub is interacted with, white particles are spawned. Otherwise, Bub’s interaction status is reset to 0. If Bub’s timer is equal to 0, a sound is played. If Bub’s forward velocity is 0, Bub’s forward velocity is changed to 6 units/frame. The game then computes the distance between Mario’s Y-position and the object’s Y-position, and runs the same loop as in action 1, with a few differences. If the difference between Mario and Bub’s Y-positions is less than 500, Bub’s vertical function is called with a value of 2 instead of 1, and instead of turning toward Mario at 1.4 degrees/frame, Bub turns toward an angle 180 degrees from Mario at 5.6 degrees/frame. When Bub’s timer reaches 200 and Mario’s distance from Bub is greater than 600, Bub returns to action 1. &lt;br /&gt;
&lt;br /&gt;
Bub’s behavior loop starts by finding the water level and storing a variable equal to the sum of Mario’s Y-position and Bub’s first random variable attribute. Bub’s wall hitbox radius is set to 30 units and the game checks for any collisions. If the spawner is in action 2, Bub is deleted.&lt;br /&gt;
&lt;br /&gt;
===Vertical Movement===&lt;br /&gt;
Bub’s vertical movement is controlled by a special function which accepts an integer as its input. When the function is called, a variable is set storing the spawner’s Y-position. If the difference of Bub’s Y-position and this variable is greater than -100 and less than 1000 plus two times a random variable generated in Bub’s actions, Bub’s Y-position is incredented towards a new Y-position chosen through the sum of Bub’s second random variable and Mario’s position by the integer the function was called with every frame.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [https://github.com/n64decomp/sm64/blob/master/src/game/behaviors/bub.inc.c Bub behavior file]&lt;br /&gt;
&lt;br /&gt;
{{objects}}&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Ukikipedia:Bots&amp;diff=13987</id>
		<title>Ukikipedia:Bots</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Ukikipedia:Bots&amp;diff=13987"/>
		<updated>2021-05-08T22:35:24Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: Expand&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Bots&#039;&#039;&#039; are accounts whose primary purpose is to perform automated edits. Bots have access to higher rate-limits, and their edits are hidden by default from [[Special:RecentChanges|recent changes]].&lt;br /&gt;
&lt;br /&gt;
Current bot accounts may be viewed [[Special:ListUsers/bot|here]].&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Ukikipedia:Bureaucrats&amp;diff=13986</id>
		<title>Ukikipedia:Bureaucrats</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Ukikipedia:Bureaucrats&amp;diff=13986"/>
		<updated>2021-05-08T22:33:50Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: Capitalization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Bureaucrats&#039;&#039;&#039; are trusted users who, in addition to having the [[Ukikipedia:Administrators|administrator]] toolset, have the ability to perform the following:&lt;br /&gt;
* Delete/undelete log entries&lt;br /&gt;
* Delete/undelete page revisions&lt;br /&gt;
* Edit all user rights&lt;br /&gt;
* Not be affected by rate limits&lt;br /&gt;
* Rename users&lt;br /&gt;
* Edit accounts&lt;br /&gt;
&lt;br /&gt;
Current bureaucrats may be viewed at [[Special:ListUsers/bureaucrat|here]].&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Ukikipedia:Bots&amp;diff=13985</id>
		<title>Ukikipedia:Bots</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Ukikipedia:Bots&amp;diff=13985"/>
		<updated>2021-05-08T22:33:41Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: Adding info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Bots&#039;&#039;&#039; are accounts whose primary purpose is to perform automated edits.&lt;br /&gt;
&lt;br /&gt;
Current bot accounts may be viewed [[Special:ListUsers/bot|here]].&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Ukikipedia:Bureaucrats&amp;diff=13984</id>
		<title>Ukikipedia:Bureaucrats</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Ukikipedia:Bureaucrats&amp;diff=13984"/>
		<updated>2021-05-08T22:31:06Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: Adding info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Bureaucrats&#039;&#039;&#039; are trusted users who, in addition to having the [[Ukikipedia:Administrators|administrator]] toolset, have the ability to perform the following:&lt;br /&gt;
* Delete/undelete log entries&lt;br /&gt;
* Delete/undelete page revisions&lt;br /&gt;
* Edit all user rights&lt;br /&gt;
* Not be affected by rate limits&lt;br /&gt;
* Rename users&lt;br /&gt;
* Edit accounts&lt;br /&gt;
&lt;br /&gt;
Current Bureaucrats may be viewed at [[Special:ListUsers/bureaucrat|here]].&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Bowser_key&amp;diff=13980</id>
		<title>Bowser key</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Bowser_key&amp;diff=13980"/>
		<updated>2021-05-08T07:56:03Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: Italic game title&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Object infobox&lt;br /&gt;
|image=STROOP-_Bowser_Key.png&lt;br /&gt;
|hitbox_type=cylinder&lt;br /&gt;
|hitbox_radius=80&lt;br /&gt;
|hitbox_height=50&lt;br /&gt;
|hitbox_down=0&lt;br /&gt;
|tangibility_radius=1000&lt;br /&gt;
|interaction_type= Star/Key&lt;br /&gt;
|surfaces=none&lt;br /&gt;
|related=[[Power Star]]&lt;br /&gt;
|found_in=[[Bowser Stage]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Bowser Keys&#039;&#039;&#039; or &#039;&#039;&#039;Keys&#039;&#039;&#039; are items used to progress through [[key door|key doors]] that are obtained by defeating [[Bowser]] at the end of a [[Bowser Stage]]. There are two keys in &#039;&#039;[[Super Mario 64]]&#039;&#039;, one from [[Bowser in the Dark World]], which unlocks the [[The Castle|basement]], and one from [[Bowser in the Fire Sea]], which unlocks the [[The Castle|second floor]]. The only way to skip a key is to do [[Moat Door Skip]] to go into the basement without ever having to interact with the basement key door. There is no way to skip the upstairs key door since it triggers the loading zone to the second floor, with no different entrances to get in (e.g., moat door). Because of this, Bowser in the Fire Sea is mandatory to finish the game.&lt;br /&gt;
&lt;br /&gt;
==Behavior==&lt;br /&gt;
When the key spawns, its Y-velocity is set to 70. Sparkles are spawned and the key is set to interact with walls and floors. When the key hits the ground, it plays a sound. When the key hits the ground and has stopped bouncing, the key’s action is incremented by 1. Once this occurs, the key is able to be picked up by Mario. When the key rotates, its facing angle is increased by its angular velocity each frame. If this angular velocity exceeds 5.625 degrees/frame, it is decreased by a value of 1.40625 degrees/frame every frame. Thus, the key rotates quickly when it first spawns and its rotation slows down.&lt;br /&gt;
&lt;br /&gt;
==Glitches==&lt;br /&gt;
*On the Japanese version after collecting a key, a [https://www.youtube.com/watch?v=ve07BT9ADrg Star will float around Mario instead of the actual key]&lt;br /&gt;
*On the Japanese version if you C-up and look somewhere else before collecting the key, [https://www.youtube.com/watch?v=ve07BT9ADrg Mario&#039;s head will stay in that direction], giving the appearance of a broken neck.&lt;br /&gt;
&lt;br /&gt;
[[File:Hqdefault.jpg|200px|thumb|left|Mario with his head pointing down and star over his head after picking up a key on the Japanese version.]]&lt;br /&gt;
&lt;br /&gt;
{{objects}}&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Ukikipedia:Todo&amp;diff=13979</id>
		<title>Ukikipedia:Todo</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Ukikipedia:Todo&amp;diff=13979"/>
		<updated>2021-05-08T07:55:18Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: Create template for todo items in articles&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;
* 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;
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;
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;
*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;
*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;
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;br /&gt;
&lt;br /&gt;
There should be some way to separate JP/US/Shindou and singlestar/with 100c in TAS history and star infobox, also a better way to use references there - [[User:Galoomba|Galoomba]] ([[User talk:Galoomba|talk]]) 13:17, 26 March 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Fix dark mode inverting Ukikipedia logo colors and maybe another button placement for dark mode. &amp;lt;small&amp;gt;---[[User:Aurumaker72||Aurumaker72]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Make gifs for the RTA Guides so there isn&#039;t just a spam of videos&lt;br /&gt;
&lt;br /&gt;
*Make a Citation Needed template &lt;br /&gt;
&lt;br /&gt;
*Delete/review pages that have been marked for deletion&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt; - [[User:HiLlBiLlYjOeL|HiLlBiLlYjOeL]] ([[User talk:HiLlBiLlYjOeL|talk]]) &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Add lists of known occurrences/applications for glitches (e.g. list of known Pedro Spots, list of courses where spawning displacement is possible, etc.) [[User:ExpergeTech|ExpergeTech]] ([[User talk:ExpergeTech|talk]]) 03:17, 13 November 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Add a page for Wafel [[User:ExpergeTech|ExpergeTech]] ([[User talk:ExpergeTech|talk]]) 17:22, 27 April 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
*Double check to make sure every object has its own page, cause there are still some i noticed were missing --[[User:SuperM789|SuperM789]] ([[User talk:SuperM789|talk]]) 06:08, 1 May 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
* Consider templates to standardize the following hatnotes:&lt;br /&gt;
** &#039;&#039;This article is about X. For Y, see Z&#039;&#039;&lt;br /&gt;
** &#039;&#039;For X, see Y&#039;&#039;&lt;br /&gt;
** &#039;&#039;Video: &#039;&#039;&lt;br /&gt;
::&amp;lt;b&amp;gt;~&amp;lt;i&amp;gt;[[User:SuperHamster|&amp;lt;span style=&amp;quot;color:#07517C;&amp;quot;&amp;gt;Super&amp;lt;/span&amp;gt;]]&amp;lt;/i&amp;gt;[[User:SuperHamster|&amp;lt;span style=&amp;quot;color:#6FA23B;&amp;quot;&amp;gt;Hamster&amp;lt;/span&amp;gt;]]&amp;lt;/b&amp;gt; &amp;lt;small&amp;gt;[[User talk:SuperHamster|Talk]]&amp;lt;/small&amp;gt; 04:29, 2 May 2021 (UTC)&lt;br /&gt;
* Standardized template for difficulty warnings that appear in guides (e.g. &amp;quot;This method is advanced and not recommended for beginners.&amp;quot;) &amp;lt;b&amp;gt;~&amp;lt;i&amp;gt;[[User:SuperHamster|&amp;lt;span style=&amp;quot;color:#07517C;&amp;quot;&amp;gt;Super&amp;lt;/span&amp;gt;]]&amp;lt;/i&amp;gt;[[User:SuperHamster|&amp;lt;span style=&amp;quot;color:#6FA23B;&amp;quot;&amp;gt;Hamster&amp;lt;/span&amp;gt;]]&amp;lt;/b&amp;gt; &amp;lt;small&amp;gt;[[User talk:SuperHamster|Talk]]&amp;lt;/small&amp;gt; 03:54, 8 May 2021 (UTC)&lt;br /&gt;
* Some pages have todo items written right in the article; we should have a noticebox template to format and categorize these. &amp;lt;b&amp;gt;~&amp;lt;i&amp;gt;[[User:SuperHamster|&amp;lt;span style=&amp;quot;color:#07517C;&amp;quot;&amp;gt;Super&amp;lt;/span&amp;gt;]]&amp;lt;/i&amp;gt;[[User:SuperHamster|&amp;lt;span style=&amp;quot;color:#6FA23B;&amp;quot;&amp;gt;Hamster&amp;lt;/span&amp;gt;]]&amp;lt;/b&amp;gt; &amp;lt;small&amp;gt;[[User talk:SuperHamster|Talk]]&amp;lt;/small&amp;gt; 07:55, 8 May 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Softlock&amp;diff=13978</id>
		<title>Softlock</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Softlock&amp;diff=13978"/>
		<updated>2021-05-08T07:53:30Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: /* Known Softlocks */ Lowercase&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;softlock&#039;&#039;&#039; occurs when the game is put into a state where, though it has not [[Crash|crashed]] or ceased functioning, there is no way to progress without resetting the console.&lt;br /&gt;
&lt;br /&gt;
==Known softlocks==&lt;br /&gt;
&lt;br /&gt;
* Repeatedly bonking within a glitchy wall&amp;lt;ref&amp;gt;[https://youtu.be/g7lFIBxsjV0 &amp;quot;How to softlock SM64 101&amp;quot; by TimeTravelPenguin]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Getting stuck in some [[Black Room of Death]] or the Aquarium in the JRB room&lt;br /&gt;
* Activating a death, star, sign text, or painting entrance [[cutscene]] at the same time as a specific type of star activation cutscene (mainly item box stars)&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=jXWtT2Er-EQ &amp;quot;WDW Death Star Softlock&amp;quot; by Nim]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=RlrqJDgW3vE &amp;quot;Sign Star Softlock&amp;quot; by bad_boot]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://youtu.be/IjTY2eo6LZg &amp;quot;SM64 - The Evil MIPS Softlock&amp;quot; by Ethan White]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Being grabbed by [[Heave-Ho]] or Chuckya while releasing its clone or the clone of its anchor object &amp;lt;ref&amp;gt;[https://youtu.be/ixgL7FYF22w?t=103 &amp;quot;SM64 - Simultaneous Events Glitches&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Being grabbed by Chuckya while in [[Time Stop]]&amp;lt;ref&amp;gt;[https://youtu.be/dtB2afm_lCw?t=2 &amp;quot;THI Timestop Demonstration&amp;quot; by Tyler Kehne]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Attempting to speak to a bob-omb buddy while in [[Time Stop]] &lt;br /&gt;
* Being thrown by a Heave-Ho while underwater&amp;lt;ref&amp;gt;[https://youtu.be/vYw0cMVY8as &amp;quot;SM64 - Heave Ho Water Softlock&amp;quot; by Ethan White]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Being grabbed by Chuckya the same frame he dies or being grabbed in midair and having Chuckya unload&amp;lt;ref&amp;gt;[https://youtu.be/ixgL7FYF22w?t=88 &amp;quot;SM64 - Simultaneous Events Glitches&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Collecting a star in [[Wind|vertical wind]] &amp;lt;ref&amp;gt;[https://youtu.be/TFSjlq-ExSs?t=213 &amp;quot;SM64 - Power Star Clone&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Collecting a star in a situation where Mario repeatedly ledge grabs&amp;lt;ref&amp;gt;[https://youtu.be/LSBwOsCCYLA &amp;quot;Softlock from Repeatedly Ledge Grabbing with a Star&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Activating a star outside the 12k limit&amp;lt;ref&amp;gt;[https://youtu.be/wC1PV9CYC4Y &amp;quot;Spawning a 100 Coin Star in a PU&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=e7AtSabtoHs &amp;quot;Softlock from Spawning a Star Too High Up &amp;amp; The 12k Limit&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Talking to [[Yoshi]] while your lives counter is stuck (i.e. while having 1000 coins on the Japanese version)&amp;lt;ref&amp;gt;[https://youtu.be/AbCSED_FqjA &amp;quot;Talking to Yoshi with Negative Lives&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Talking to Yoshi while it&#039;s falling off the roof&amp;lt;ref&amp;gt;[https://youtu.be/3UDDdbXaGx0?t=5m40s &amp;quot;SM64 - Yoshi Falls Off the Roof Glitch&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Dying when [[Lakitu|Lakitu&#039;s]] textbox is triggered at the start of the game (this is exclusive to the Japanese 1.0 version).&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=l8S0KrWU5hk &amp;quot;Inverse Lakitu Skip&amp;quot; by bad_boot]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Activating certain text boxes while the camera is stuck&lt;br /&gt;
* Being thrown by [[Chuckya]] while holding a handsfree teleported [[Bloated Bob-omb|bloated bob-omb]]&amp;lt;ref&amp;gt;[https://youtu.be/qqmYYIQRSuI?t=9m8s &amp;quot;SM64 - Hands Free Teleport Glitch&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Going into a tornado while permanently squished&amp;lt;ref&amp;gt;[https://youtu.be/6jJKs3-U9KA?t=8m &amp;quot;SM64 - Permanently Squished Glitch&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Being shell Mario in certain geometry&amp;lt;ref&amp;gt;[https://youtu.be/flyo17g1Izk?t=37 &amp;quot;Super Mario 64 - Shell Mario Glitch in Snowman&#039;s Land&amp;quot; by Tomatobird8]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Repeatedly being knocked back while being pushed off a floor by an object. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=VT2bTYf1fdU &amp;quot;Knockback Grinding Softlocks&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Being stuck in a sliding state while sliding into a ceiling or out of bounds. &amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=jn70fnsgdZ0 &amp;quot;Weird sm64 softlock&amp;quot; by Tranman64]&amp;lt;/ref&amp;gt;&lt;br /&gt;
* Activating a textbox from an object and then unloading the object&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{glitches}}&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Treasure_of_the_Ocean_Cave&amp;diff=13977</id>
		<title>Treasure of the Ocean Cave</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Treasure_of_the_Ocean_Cave&amp;diff=13977"/>
		<updated>2021-05-08T07:52:20Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: /* ABC Strategy */ Colons&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{star_infobox&lt;br /&gt;
|image=TotOC.png&lt;br /&gt;
|course=Jolly Roger Bay&lt;br /&gt;
|height=312&lt;br /&gt;
|tas= 17.63&lt;br /&gt;
|tas_link=[https://youtu.be/Q8a0JLddCtA &amp;quot;&amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; Super Mario 64: Treasure Of The Ocean Cave in 17&amp;quot;63&amp;quot; by Superdavo0001]&lt;br /&gt;
|rta= 30.96(Real Time) 26.26(IGT)&lt;br /&gt;
|rta_link=[https://youtu.be/jSdnFHaEllA &amp;quot;jrb chests 30.96&amp;quot; by Xoofey (Real Time)][https://twitter.com/akira_____0607/status/1260936813339787264 &amp;lt;br&amp;gt;Treasure Of The Ocean Cave 26.26 (IGT)]&lt;br /&gt;
|abc= 1&lt;br /&gt;
|abc_link=[https://youtu.be/7YL8_oLVvpY &amp;quot;SM64 - Treasure of the Ocean Cave - 1x A Presses&amp;quot; by pannenkoek2012]&lt;br /&gt;
|abz= 2.5 (2.5/0/0)&lt;br /&gt;
}}&lt;br /&gt;
:&#039;&#039;&amp;lt;small&amp;gt;For a tutorial on speedrunning this star, see the [[RTA Guide/{{PAGENAME}}|RTA Guide]]&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&amp;lt;small&amp;gt;For a tutorial on RTABC for this star, see the [[RTABC Guide/{{PAGENAME}}|RTABC Guide]]&amp;lt;/small&amp;gt;&#039;&#039; &lt;br /&gt;
&#039;&#039;&#039;Treasure of the Ocean Cave&#039;&#039;&#039; is the third star in Jolly Roger Bay. The star can be collected by swimming down to an underwater tunnel, which has a cave at the end. In the cave, the star can be activated by touching the chests in a specific order- top, left, right, bottom (when viewing the front of the chests).&lt;br /&gt;
&lt;br /&gt;
== TAS History ==&lt;br /&gt;
{{TAS History}}&lt;br /&gt;
&lt;br /&gt;
== TAS Strategy ==&lt;br /&gt;
The TAS starts by collecting the metal cap, returning next to the BLJ spot. The combination of stop+punch-trick+long jump allows Mario to reduce his speed so that he can strain back far enough, which is faster than a quickturn long-jump combo. Speed is gained via BLJing in the low ceiling spot under the rock, starting with -15.99 speed. This area used is quite precise with the BLJ being done at an angle which keeps Mario stuck for as long as possible (to get more speed). Mario breaks out of the ceiling when he reaches -826 speed. From there, the BLJ becomes a slope-BLJ, and so pause-buffering allows for more speed gain, up to a final speed of -1855. &lt;br /&gt;
&lt;br /&gt;
After the BLJ, Mario turns around (clockwise) to move towards the water. By making Mario face into the wall slightly, he can still move but doesn&#039;t move quite as far. This is just enough to allow Mario to stay out of the water for an additional frame, while only losing a small amount of distance. Since entering the water divides Mario&#039;s speed by 4 (with the metal cap), this means he has 1 more frame at full speed. This ultimately saves 2 frames (the theoretical max is just under 3 frames here). Mario then enters the water, losing 3/4 of his speed, but he can now turn around in the water. He turns towards the area above the hole that leads to the chest star.&lt;br /&gt;
&lt;br /&gt;
When Mario reaches the edge of the water, he enters the ceiling hitbox above the top of the hole, causing him to downwarp into the cave. He then exits the water and turns as sharply as possible anticlockwise to enter the cave. Inside the cave, Mario clips through a wall, cutting a corner and saving time. He then clips under the raised platform with the chests. He eventually reaches the wall behind the chests, pushing on it for 1 frame which kills his speed. To start moving back towards the chests, Mario kicks against the wall, giving him negative speed.&lt;br /&gt;
&lt;br /&gt;
During the kick Mario passes the first chest, activating it. He then turns to face the second chest and jumps. During the dust-frames he (barely) reaches the chest, activating it.  He then turns towards the third chest and jumps before dive/recovering. He will have to turn back the other way to face the correct angle to activate the chest later, so the angle chosen must balance allowing Mario to turn for as few frames as possible while still allowing him to actually reach the chest (without losing too much speed through straining). Davo saved a frame here by using a better angle than the previous run.&lt;br /&gt;
&lt;br /&gt;
Mario then turns left to reach the required angle to activate the chest, using the chest&#039;s hitbox to hold him in place, before turning right again to head for the next chest. Once he reaches the required angle to activate the chest, he dives into it, activating it immediately. Davo saved a frame here by diving earlier than the previous run and hitting the chest earlier. After that, Mario collects the star. The optimal way to do this is to GP above it at the right time so you reach the bottom of its hitbox when it becomes collectible.&lt;br /&gt;
&lt;br /&gt;
== ABC Strategy ==&lt;br /&gt;
Since at least 2007, Treasure of the Ocean Cave has been known completable with a singular A press, used to grab the star.&amp;lt;ref&amp;gt;[http://www.oocities.org/thiagotrujillo/abut.html &amp;quot;Super Mario 64 records - A Button Challenge&amp;quot; by Thiago Trujillo]&amp;lt;/ref&amp;gt; To this day (and despite &amp;quot;progress&amp;quot; on the star), this star still requires an A press to complete. By course order, it is the first star to require a press for collection.&lt;br /&gt;
&lt;br /&gt;
There have been a few dead-end strategies for this star:&lt;br /&gt;
&lt;br /&gt;
* Hyperspeed: Utilizing hyperspeed, it is theoretically possible to launch yourself onto the star, avoiding the need to jump. It was shown by pannenkoek2012 that 500 speed would be sufficient to reach the star.&amp;lt;ref&amp;gt;[https://youtu.be/nKeBVjHztag &amp;quot;JRB Speed Conservation to Chest Star&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; This speed requirement was subsequently lowered to 280 by Superdavo0001,&amp;lt;ref&amp;gt;[https://youtu.be/amg4kaW1jGg &amp;quot;JRB Chest Star 0x With 280 Speed (Theory)&amp;quot; by Superdavo0001]&amp;lt;/ref&amp;gt; and then to 262.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=eJYOQSlNHDA &amp;quot;SM64: JRB Chests 0x with 262 Speed (Hacked)&amp;quot; by Nim]&amp;lt;/ref&amp;gt; Although significantly more feasible than 500, these speeds are notably above the maximum speed currently achievable in the course, which is around 160. A new hyperspeed method/application would be needed to make this work, otherwise, the speed needed would need to be greatly reduced again.&lt;br /&gt;
&lt;br /&gt;
* Water Shell Cloning: Typically to clone with a water shell an instant loading zone is required, such as in Dire, Dire Docks. It was shown by bad_boot that a loading zone would not be needed if there was a way to activate timestop while keeping control of Mario in the course with a water shell.&amp;lt;ref&amp;gt;[https://youtu.be/PkuDwnrs6Ls &amp;quot;Grabbing Water Shell Fake w/ Timestop (Hacked)&amp;quot; by bad_boot]&amp;lt;/ref&amp;gt; Cloning would allow Mario to clone either goombas or the star directly. If a timestop glitch existed in JRB this would solve the star, however, there is currently no known way to do this.&lt;br /&gt;
&lt;br /&gt;
* Spawning Displacement/Speed Conservation into the Demo: Using spawning displacement/speed conservation, it is possible to desync Mario during the demo sequences.&amp;lt;ref&amp;gt;[https://youtu.be/-0emgkIEobI &amp;quot;Collecting a Star during the Demo Idea&amp;quot; by pannekoek2012]&amp;lt;/ref&amp;gt; One of these sequences exist in JRB, opening the possibility. However, no way to activate the star, even with an ideal placement, has been found. Even if it would be, it seems feasibly unlikely to be possible within the constraints of the ABC.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{star_nav}}&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Blinking&amp;diff=13976</id>
		<title>Blinking</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Blinking&amp;diff=13976"/>
		<updated>2021-05-08T07:51:29Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: /* References */ List syntax&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;You may be looking for [[Hitstun blinking]], the cause of [[Pause buffered hitstun]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blinking&#039;&#039;&#039; is the phenomenon in which many [[objects]] appear to blink their eyes.&lt;br /&gt;
&lt;br /&gt;
The only creatures that blink are [[Mario]], [[Peach]], [[Bowser]], [[Eyerok]], [[Pokey]]s, [[Koopa]]s of all kinds (including [[Koopa the Quick]]), [[Goomba]]s, [[Lakitu]], [[Penguin]]s of all kinds, [[Bob-omb]]s, [[Pink Bob-omb]]s, [[Mr. I]], and [[Yoshi]]. Of these, Mr. I and Eyerok blink based on Mario&#039;s interactions with them. All other creatures blink idly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Blinking Systems==&lt;br /&gt;
&lt;br /&gt;
There are several different blinking systems the game uses to determine when an object should blink.&lt;br /&gt;
&lt;br /&gt;
===Mario/Peach===&lt;br /&gt;
&lt;br /&gt;
The Mario/Peach blinking system uses the game&#039;s animation timer to determine when Mario and Peach should blink. Mario and Peach each have a blinking animation that lasts 14 frames, and the game performs bitwise calculations each frame to determine whether or not to play the animation. These calculations make it so that Mario will blink every 64 frames, and Peach will blink every 64 frames. However, Peach&#039;s blinking animation is offset from Mario&#039;s by 32, meaning that they will never blink at the same time.&lt;br /&gt;
&lt;br /&gt;
===Bowser===&lt;br /&gt;
&lt;br /&gt;
If the difference between Bowser&#039;s moving angle and his angle to Mario is greater than 45 degrees, Bowser looks to the side and does not blink unless his blinking animation has already started. If Bowser is not looking to the side, he will do his blinking animation every 64 frames. The blinking animation takes 16 frames to complete, 4 of which have Bowser&#039;s eyes partially closed, 4 of which have Bowser&#039;s eyes completely closed, and 8 of which have Bowser&#039;s eyes open. Because Bowser&#039;s blinking counter increments when the game is paused, Bowser will blink when the game is paused if he is not looking to the side.&lt;br /&gt;
&lt;br /&gt;
===Penguins===&lt;br /&gt;
&lt;br /&gt;
The Penguins (small and large) use the global timer to control their blinking. The Penguin&#039;s blinking timer is taken from the global timer modulo 50. When the timer is greater than 43, the Penguin starts to blink. The Penguin&#039;s eyes are partially closed for 2 frames, then closed for 2 frames, then partially closed for 3 frames, and then open again. Thus, the Penguins blink every 50 frames and the animation lasts 7 frames. Since the global timer increments while the game is paused, Penguins will blink even when the game is paused.&lt;br /&gt;
&lt;br /&gt;
===Common Enemy===&lt;br /&gt;
&lt;br /&gt;
This system is used by Goombas, Pokeys, Lakitus, Koopas, and Koopa the Quick. This system uses a countdown timer with a randomly generated number. When the countdown timer is below a certain value, the object blinks, and then calls RNG to determine a new number to begin the countdown from. Goombas blink when the countdown is from 5 to 0, and the countdown is reset to a number between 30 and 79. Pokeys blink when the countdown is from 4 to 0, and the countdown is reset to a number between 30 and 89. Lakitus blink when the countdown is from 4 to 0, and the countdown is reset to a number between 20 and 59. Koopas blink when the countdown is from 4 to 0, and the countdown is reset to a number between 20 and 69. Koopa the Quick blinks when the countdown is from 3 to 0, and the countdown is reset to a number between 10 and 24.&lt;br /&gt;
&lt;br /&gt;
===RNG===&lt;br /&gt;
&lt;br /&gt;
This system is used by Bob-ombs and Yoshi. Bob-ombs call [[RNG]] every frame to determine if they should blink. Specifically, it calls for a random float between 0 and 1, which is then multiplied by 100 and cast to an integer. If the integer it is cast to is 0 (the random float is less than 1/100), the Bob-omb begins its blinking animation. The animation lasts 15 frames, after which the game calls for RNG again. Thus, Bob-ombs and Yoshi will blink about once every 100 frames on average. However, since this is completely based on RNG, in practice this can be made much shorter or longer with RNG manipulation.&lt;br /&gt;
==References==&lt;br /&gt;
* [https://www.youtube.com/watch?v=yvxdLH1ejaA &amp;quot;Blinking&amp;quot; by Pannenkoek2012]&lt;br /&gt;
* [https://github.com/n64decomp/sm64/blob/06ec56df7f951f88da05f468cdcacecba496145a/src/game/mario_misc.c#L360 Mario&#039;s blinking code]&lt;br /&gt;
* [https://github.com/n64decomp/sm64/blob/06ec56df7f951f88da05f468cdcacecba496145a/src/game/mario_actions_cutscene.c#L206 Peach&#039;s blinking code]&lt;br /&gt;
* [https://github.com/n64decomp/sm64/blob/06ec56df7f951f88da05f468cdcacecba496145a/src/game/behaviors/bowser.inc.c#L1179 Bowser&#039;s Eye code]&lt;br /&gt;
* [https://github.com/n64decomp/sm64/blob/06ec56df7f951f88da05f468cdcacecba496145a/src/game/behaviors/tuxie.inc.c#L286 Penguin blinking code]&lt;br /&gt;
* [https://github.com/n64decomp/sm64/blob/06ec56df7f951f88da05f468cdcacecba496145a/src/game/obj_behaviors_2.c#L582 Common enemy blinking code]&lt;br /&gt;
* [https://github.com/n64decomp/sm64/blob/06ec56df7f951f88da05f468cdcacecba496145a/src/game/behaviors/bobomb.inc.c#L215 Bob-omb blinking code]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Rewrite&amp;diff=13975</id>
		<title>Template:Rewrite</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Rewrite&amp;diff=13975"/>
		<updated>2021-05-08T07:43:04Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: Reword&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
 | type = content&lt;br /&gt;
 | image = Low_Poly.png&lt;br /&gt;
 | header = This article is in need of changes to meet Ukikipedia quality standards.&lt;br /&gt;
 | smalltext = This page is most likely lacking information or may contain inaccuracies. [{{fullurl:{{FULLPAGENAMEE}}|action=edit}} You can help fix it]. The [[{{TALKPAGENAMEE}}|discussion page]] may contain suggestions.&lt;br /&gt;
}}&amp;lt;includeonly&amp;gt;[[Category:Articles marked for cleanup]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
== Usage ==&lt;br /&gt;
Place &amp;lt;code&amp;gt;&amp;amp;#123;&amp;amp;#123;rewrite&amp;amp;#125;&amp;amp;#125;&amp;lt;/code&amp;gt; on any page that needs rewriting, placing it in [[:Category:Articles marked for cleanup]].&lt;br /&gt;
[[Category:Maintenance templates]]&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=No_Buttons_Allowed_Challenge&amp;diff=13974</id>
		<title>No Buttons Allowed Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=No_Buttons_Allowed_Challenge&amp;diff=13974"/>
		<updated>2021-05-08T07:34:20Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: /* References */ Rm &amp;quot;Template:&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Buttonless Challenge Infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;No Buttons Allowed Challenge&#039;&#039;&#039; (also known as the &#039;&#039;&#039;Buttonless Challenge&#039;&#039;&#039;) forbids the use of A, B, Z, Start, L, R, and (to some extent) C buttons. This challenge was created by pannenkoek2012 to push the game to its limits.&lt;br /&gt;
&lt;br /&gt;
The C buttons are only allowed when they only affect the camera and don&#039;t affect actual gameplay. For example, the [[C^ Hyperspeed|C^ Hyperspeed]] glitch is not allowed.&lt;br /&gt;
&lt;br /&gt;
The challenge is more difficult than simply restricting the A button, since this disables many maneuvering options that Mario can use, such as [[Jump|jumping]], [[Dive|diving]], sliding, and more. The challenge cannot be done as a full game run as there is in-game text that cannot be advanced without the use of buttons.&lt;br /&gt;
&lt;br /&gt;
There are only 34 stars that can be collected, many of which require complicated strategies.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [https://www.youtube.com/watch?v=voV_QgdLHiY&amp;amp;list=PLmvvhlevqC2fXLL55ZQT1cesNmM2qHPn1|Buttonless Challenge Playlist]&lt;br /&gt;
&lt;br /&gt;
{{Challenges}}&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=No_Buttons_Allowed_Challenge&amp;diff=13973</id>
		<title>No Buttons Allowed Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=No_Buttons_Allowed_Challenge&amp;diff=13973"/>
		<updated>2021-05-08T07:34:11Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: /* References */ List syntax&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Buttonless Challenge Infobox}}&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;No Buttons Allowed Challenge&#039;&#039;&#039; (also known as the &#039;&#039;&#039;Buttonless Challenge&#039;&#039;&#039;) forbids the use of A, B, Z, Start, L, R, and (to some extent) C buttons. This challenge was created by pannenkoek2012 to push the game to its limits.&lt;br /&gt;
&lt;br /&gt;
The C buttons are only allowed when they only affect the camera and don&#039;t affect actual gameplay. For example, the [[C^ Hyperspeed|C^ Hyperspeed]] glitch is not allowed.&lt;br /&gt;
&lt;br /&gt;
The challenge is more difficult than simply restricting the A button, since this disables many maneuvering options that Mario can use, such as [[Jump|jumping]], [[Dive|diving]], sliding, and more. The challenge cannot be done as a full game run as there is in-game text that cannot be advanced without the use of buttons.&lt;br /&gt;
&lt;br /&gt;
There are only 34 stars that can be collected, many of which require complicated strategies.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
* [https://www.youtube.com/watch?v=voV_QgdLHiY&amp;amp;list=PLmvvhlevqC2fXLL55ZQT1cesNmM2qHPn1|Buttonless Challenge Playlist]&lt;br /&gt;
&lt;br /&gt;
{{Template:Challenges}}&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Whomp%27s_Fortress&amp;diff=13972</id>
		<title>Whomp&#039;s Fortress</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Whomp%27s_Fortress&amp;diff=13972"/>
		<updated>2021-05-08T07:33:53Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: /* To the Top of the Fortress (0x) */ Using main template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{course_infobox&lt;br /&gt;
|title=Whomp&#039;s Fortress&lt;br /&gt;
|image= WF.png&lt;br /&gt;
|abbreviation=WF&lt;br /&gt;
|terrain=Default&lt;br /&gt;
|setting=Day&lt;br /&gt;
|water=Almost None&lt;br /&gt;
|yellow-coins=70&lt;br /&gt;
|red-coins=8&lt;br /&gt;
|blue-coins=4&lt;br /&gt;
|enemy-yellow=20&lt;br /&gt;
|enemy-blue=3&lt;br /&gt;
|stars=7&lt;br /&gt;
|wing-caps=&lt;br /&gt;
|metal-caps=1&lt;br /&gt;
|vanish-caps=&lt;br /&gt;
|overview_1=STROOP- WF Tower.png&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Whomp&#039;s Fortress&#039;&#039;&#039; is the second course of &#039;&#039;[[Super Mario 64]]&#039;&#039;. It can be accessed from the painting in the room located on the right side of the lower first floor of Princess Peach&#039;s castle. This course is typically fast and is often the first course completed in runs (due to BoB&#039;s near requirement for wing cap).&lt;br /&gt;
&lt;br /&gt;
==Access==&lt;br /&gt;
Whomp&#039;s Fortress door typically requires one star to enter, however, using [[LBLJ]] or [[SBLJ]] in the lobby gives access to the level without either the door or the star requirement.&amp;lt;ref&amp;gt;https://youtu.be/kfycfhhkhic?t=27s&amp;lt;/ref&amp;gt; Entering this level can also be done without the use of the A button&amp;lt;ref&amp;gt;https://youtu.be/mlHzqJn2SMs?t=33s&amp;lt;/ref&amp;gt;, and most likely 2 presses for the [[ABZ Button Challenge|ABZ]]/[[Buttonless Challenge]]. Entering this level the first time also triggers textboxes, which costs the ABZ/Buttonless Challenge at least 4 presses. (This is yet to be shown on video.)&lt;br /&gt;
&lt;br /&gt;
==Course Versions==&lt;br /&gt;
This course has three versions-&lt;br /&gt;
*&#039;&#039;&#039;Version 1&#039;&#039;&#039;: Accessed by selecting Star 1. This version contains King Whomp at the top of the course.&lt;br /&gt;
*&#039;&#039;&#039;Version 2&#039;&#039;&#039;: Accessed by selecting Star 2. This version contains a fortress built on top of the course.&lt;br /&gt;
*&#039;&#039;&#039;Version 3&#039;&#039;&#039;: Accessed by selecting Star 3 through Star 6. Bob-omb buddy is present to open the cannon, and an owl can be summoned from the tree near the starting point. The fortress is still present.&lt;br /&gt;
&lt;br /&gt;
==Coins==&lt;br /&gt;
Whomp&#039;s Fortress has a total of 141 coins collectible without the utilization of glitches, with most coins coming from coin spawners. This course has two different coin duplication glitches, however, that push the maximum beyond 141 coins- [[cloning]] and the [[Breaking-Disappearing Cork Box Glitch|breaking-disappearing cork box glitch]]. Both of these utilize the cork boxes in the level, and can both take the maximum over the max in-game coin score of 255. The breaking-disappearing cork box glitch pushes the bounds a bit farther, though, and allows 999 to be collected in course.&lt;br /&gt;
{{WF_Coins}}&lt;br /&gt;
&lt;br /&gt;
==Course Objects==&lt;br /&gt;
Below is a table of all objects loaded in when the level loads. Processing order doesn&#039;t necessarily mean the slot they would occupy, just a reference for what objects come before and after that object.&lt;br /&gt;
{{WF_Objects}}&lt;br /&gt;
&lt;br /&gt;
==Geometry==&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;Below is a table of the full course geometry. Be aware that the table is fairly large if you choose to expand it.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
{{WF Geometry}}&lt;br /&gt;
&lt;br /&gt;
==TASes==&lt;br /&gt;
Star 1: https://youtu.be/NamWHywBEBY&amp;lt;ref name=&amp;quot;wr&amp;quot;&amp;gt;TAS Times: https://docs.google.com/spreadsheets/d/12Sl41gqLUGzBU0p1nx7uNKOAP835NIoFXqda1j6oqag/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Star 2: https://youtu.be/NamWHywBEBY?t=32s&amp;lt;ref name=&amp;quot;wr&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Star 3: https://youtu.be/3ymjsb513PQ&amp;lt;ref name=&amp;quot;wr&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Star 4: https://youtu.be/XDR68FZdihE&amp;lt;ref name=&amp;quot;wr&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Star 5: https://youtu.be/fvJxQp6kaXE&amp;lt;ref name=&amp;quot;wr&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Star 6: https://youtu.be/8WCdtGT6CF4&amp;lt;ref name=&amp;quot;wr&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A Press Counts==&lt;br /&gt;
In the A Button Challenge, it takes no A Presses to collect all seven stars.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Star&lt;br /&gt;
!A Presses&lt;br /&gt;
!Minutes&lt;br /&gt;
|-&lt;br /&gt;
|1||0||2&lt;br /&gt;
|-&lt;br /&gt;
|2||0||8&lt;br /&gt;
|-&lt;br /&gt;
|3||0||1&lt;br /&gt;
|-&lt;br /&gt;
|4||0||2&lt;br /&gt;
|-&lt;br /&gt;
|5||0||2&lt;br /&gt;
|-&lt;br /&gt;
|6||0||1&lt;br /&gt;
|-&lt;br /&gt;
|100||0||0*&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|*100 coin star already used to collect Star 2.&lt;br /&gt;
|}&lt;br /&gt;
===Entering Whomp&#039;s Fortress &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/mlHzqJn2SMs?t=33s &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This part is easily done without pressing &#039;&#039;A&#039;&#039; by using a dive recover into the painting.&lt;br /&gt;
&lt;br /&gt;
===Chip Off Whomp&#039;s Block &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
==== New strategy ====&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/ZIje_PpDeIc&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This strategy uses precise movement to dive recover into a misalignment on King Whomp right after he falls. Because King Whomp still has a yaw velocity for a few frames after he falls, Mario can get displaced off the misalignment, activating vertical speed, allowing him to ground-pound King Whomp without the help of the elevator.&lt;br /&gt;
&lt;br /&gt;
King Whomp can be manipulated so that when he falls for the third time, the misalignment is close to where the star spawns. Therefore, after Mario ground-pounds King Whomp for the third time, he is high enough to collect the star immediately, without cloning.&lt;br /&gt;
&lt;br /&gt;
==== Original strategy ====&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/7ZwwAemsbYQ &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The trickiest part is collecting the star, since it hovers at 296 units above the ground&amp;lt;ref&amp;gt;Star Height: https://youtu.be/xE7hrQ8sHhU?t=2m15s&amp;lt;/ref&amp;gt;, too high to be reached by dive recovering. While it might seem impossible to reach the star unless an A press is used to jump, Mario can fortunately collect it by cloning. By bringing a fake cork box up and defeating King Whomp, Pannenkoek is able to clone the star and collect it by holding Vacant Slot 41 (VS41).&lt;br /&gt;
&lt;br /&gt;
===To the Top of the Fortress &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
{{main|To the Top of the Fortress}}&lt;br /&gt;
&lt;br /&gt;
==== New strategy ====&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/nHx7r6T9ROA&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Before entering the stage, the [[HOLP]] needs to be set at a specific location in [[Cool, Cool Mountain]]. This is done using a penguin.&lt;br /&gt;
&lt;br /&gt;
Upon entering the stage, Mario first collects 99 coins. He then dives from a floating island to the bottom of the course, barely taking large [[Fall Damage|fall damage]]. This allows him to use [[Pause Buffering|pause-buffered hitstun]] to remotely throw a cork box onto the big platform at the top of the course, the cork box then breaks on the bullet bill blaster. Mario climbs to the top using the elevator, spawns a 100 coin star from a cork box&#039;s coin and uses it to [[Star Dance Clip]] onto the bullet bill blaster. Mario [[Grinding|dive grinds]] to build up speed and recovers into a misalignment on a tower platform. From here, he climbs up the tower and collects the star.&lt;br /&gt;
&lt;br /&gt;
==== Original strategy ====&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/M4M_OyUorRQ &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Wing Cap and the Metal Cap need to be unlocked in order to use the [[Hat in Hand]] glitch in [[Bob-omb Battlefield|BoB]] and WF.&lt;br /&gt;
&lt;br /&gt;
Before entering the stage, the [[HOLP]] needs to be set at a specific location in [[Bob-omb Battlefield]].&lt;br /&gt;
&lt;br /&gt;
Upon entering the stage, Mario starts collecting many coins in order to spawn the 100-coin star at the right moment. The Metal Cap is collected twice to activate the hat-in-hand object displacement glitch. Using the glitch, Mario carries the cork box up the mountain (during which he throws the cork box multiple times and catch it while it is falling down from the HOLP to speed up the process). Using clever tricks, he is then able to pick up the cork box during the time he is ascending from the elevator, and he collects all the coins from the floating island. At this point, Mario has 99 coins. The box is then thrown to appear from the HOLP and break next to the tower, exposing the 100th coin at the desired location. Mario collects it, spawning the star next to one of the tower&#039;s steps.&lt;br /&gt;
&lt;br /&gt;
Mario dives down to the lower part of the course, grabbing the second cork box, and bringing it upwards. At the top floor, With precise movements, Mario remotely throws the cork box, stores 26 vertical speed on the elevator by canceling a dive recover on the steep part of it, allowing the cork box to push him off to reactivate the stored speed, ground pounding to gain height next to a platform of the tower (where the 100-coin star is), and then grabbing on the ledge while collecting the 100-coin star using [[Star Dance Clip]]. After the collecting the star, Mario then climbs up the rest of the tower and collects &#039;&#039;To the Top of the Fortress&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For both times going up, Mario has to hold a cork box frame-walking up a slope. With very precise movements, Mario can carry the box and bounce on the ground to reach the, elevator&amp;lt;ref&amp;gt;WF Top of Fortress 0x Faster Strat to Bring Up Box: https://youtu.be/r_AKMelAQBY&amp;lt;/ref&amp;gt; instead of having to drop the box at the HOLP and pick it up later on the arrow platform.&lt;br /&gt;
&lt;br /&gt;
===Shoot into the Wild Blue &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video 1 (original strat): https://youtu.be/CA-EZx_kunY &#039;&#039;&lt;br /&gt;
:&#039;&#039;Video 2 (faster strat): https://youtu.be/-Usau9dZJO4&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The star can be collected by going from the top. Using the secret teleporter at the corner of the platform where the Metal Cap is located, Mario can teleport to a higher floor above where the star is located. Mario then drops down to collect the star.&lt;br /&gt;
&lt;br /&gt;
The faster strat uses an [[Eru Drop]] instead of a double turnaround to collect the star.&lt;br /&gt;
&lt;br /&gt;
===Red Coins on the Floating Isle &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video 1 (original strat): https://youtu.be/E6J71oX8o78 &#039;&#039;&lt;br /&gt;
:&#039;&#039;Video 2 (faster strat): https://youtu.be/sqiZTyGX2ds&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
All coins are reachable without pressing A.&lt;br /&gt;
&lt;br /&gt;
===Fall onto the Caged Island &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video 1 (original strat): https://youtu.be/mXy8Wlw3sRU &#039;&#039;&lt;br /&gt;
:&#039;&#039;Video 2 (faster strat): https://youtu.be/psNg9MFr5eo&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This star is done without pressing A by using &#039;&#039;&#039;Version 1&#039;&#039;&#039; of the course where King Whomp is present (Chip Off Whomp&#039;s Block). By manipulating the location and angle of King Whomp, Mario can land on top of Whomp and perform a dive recover onto the caged platform.&lt;br /&gt;
&lt;br /&gt;
===Blast Away the Wall &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video 1 (original strat): https://youtu.be/wdD21gnJ_rI &#039;&#039;&lt;br /&gt;
:&#039;&#039;Video 2 (faster strat): https://youtu.be/F-Vcl_CEd-w&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With a ledge-grab glitch very well-known in [[RTA|RTA speedrunning]], it is already known that using the cannon to shoot open the wall is completely unnecessary. All Mario has to do is grabbing the ledge where the star is located using a specific angle.&lt;br /&gt;
&lt;br /&gt;
===WF 100 Coins &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/anKoV6eZBi8 &#039;&#039;&lt;br /&gt;
In a full game run of 120 stars, this star will already be collected while doing &#039;&#039;To the Top of the Fortress&#039;&#039;. That being said, the star can still be collected without pressing A when done in isolation, with no difficult tricks required.&lt;br /&gt;
&lt;br /&gt;
==Other Challenges==&lt;br /&gt;
In a [[CCC Challenge]], excluding coin missions, all stars can be collected, with &#039;&#039;Blast Away the Wall&#039;&#039; completed less conventionally by using a precise ledge grab in order to avoid the use of cannon.&lt;br /&gt;
&lt;br /&gt;
In a [[Buttonless Challenge|No Buttons Allowed]] challenge, &#039;&#039;Shoot into the Wild Blue&#039;&#039; and &#039;&#039;Blast Away the Wall&#039;&#039; can be collected using only the joystick and the C buttons (to turn the camera)&amp;lt;ref&amp;gt;No Buttons Allowed: https://youtu.be/hUIYR4PssIY, https://youtu.be/Nlxvh0ldfs8&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
In a [[No Joystick Allowed Challenge]], all seven stars can be collected without using the joystick&amp;lt;ref&amp;gt;No Joystick Allowed: https://youtu.be/75ihh8bFXPM, https://youtu.be/hD9nuRU1Jfc, https://youtu.be/-jR8AnQaqR0, https://youtu.be/B4IgwsRnNis, https://youtu.be/lcfcf6zDIog, https://youtu.be/ilnQI4AvnvQ, https://youtu.be/6AAbHJ-BrLQ&amp;lt;/ref&amp;gt;.&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;br /&gt;
[[Category:Courses]]&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Bowser_in_the_Sky&amp;diff=13971</id>
		<title>Bowser in the Sky</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Bowser_in_the_Sky&amp;diff=13971"/>
		<updated>2021-05-08T07:33:22Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: /* BoB */ Ref after punctuation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{course_infobox&lt;br /&gt;
|title=Bowser in the Sky&lt;br /&gt;
|image= BitS.png&lt;br /&gt;
|abbreviation=BitS&lt;br /&gt;
|terrain=Default&lt;br /&gt;
|setting=Sky&lt;br /&gt;
|water=None&lt;br /&gt;
|yellow-coins=32&lt;br /&gt;
|red-coins=8&lt;br /&gt;
|blue-coins=&lt;br /&gt;
|enemy-yellow=28&lt;br /&gt;
|enemy-blue=&lt;br /&gt;
|wing-caps=&lt;br /&gt;
|metal-caps=&lt;br /&gt;
|vanish-caps=&lt;br /&gt;
|overview_1= STROOP-_BitS_1.png&lt;br /&gt;
|overview_3= STROOP-_BitS_3.png&lt;br /&gt;
|overview_4= STROOP-_BitS_4.png&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Bowser in the Sky&#039;&#039;&#039; is the third and final Bowser level. It is reached by climbing the [[Endless Stairs]], which require 70 stars to be climbable by normal means.&lt;br /&gt;
&lt;br /&gt;
Collecting the [[Grand Star]] at the end of this level is considered the win condition for most SM64 speedruns.&lt;br /&gt;
&lt;br /&gt;
==Coins==&lt;br /&gt;
{{BitS Coins}}&lt;br /&gt;
&lt;br /&gt;
==A Press Counts==&lt;br /&gt;
In the [[A Button Challenge]], it takes 0 A presses to beat the level with or without the red coin star. The level can be beaten with or without a preset [[HOLP]], and is faster with that HOLP. However, both known methods of achieving this HOLP are not possible more than once without incurring additional A presses or using more time than they save. The HOLPless method is, notably, required to set the HOLP for [[Timed Jumps on Moving Bars]], which takes 1 A press instead of 2 due to that strategy&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=FMA-zEznvMo &amp;quot;TTC Timed Jumps on Moving Bars 1x A Presses&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
===ABC Strategy===&lt;br /&gt;
The beginning of the level is the hardest part. It contains several subsequent platforms that are too high to get over without an A press and almost nothing to work with. Luckily, when the [[207 DR]] technique was discovered, which utilizes a [[misalignment]] to get extra height, all of the initial platforms except the last became passable. Then, a technique called the [[Chuckya Drop]] was discovered that uses manipulation to get [[Chuckya]] to fall from above&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=uFjIARsegtA &amp;quot;BitS Beginning - 0x A Presses&amp;quot; by Tyler Kehne]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
====Without Preset HOLP====&lt;br /&gt;
Leaving Chuckya behind, Mario rapidly climbs the rest of the level, using the [[Elevator Axle#Messed-up location|messed-up axle location]] to cross the elevator. When he reaches the area past the arrow platform, he uses [[cloning]] to build a [[Goomba Ladder|Goomba ladder]]. When it is finished, Mario falls down back to the start of the level.&lt;br /&gt;
Mario actually carries Chuckya with him for a time save later&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=xCuIeQDYJVc &amp;quot;BitS Bringing Chuckya to the Goomba Ladder&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;, making heavy use of [[Light Chuckya#Via Edge|Light Chuckya via Edge]] to carry him quickly and with mobility. To cross gaps, [[Butt Bounce|butt bounces]] and [[Slide Kick|slide kicks]] followed by getting thrown can be used. To cross the elevator, the messed-up axle location combined with a Chuckya throw and floor clip are used. The next gap can be crossed by throwing heavy Chuckya and being grabbed. By grinding, Chuckya can be brought onto the arrow platform. He can then throw Mario back to the checkered area. Chuckya will squeeze under the wooden obstacles as long as Mario stands on the arrow platform to lower it. With [[Goomba]] bounces and a perfectly-timed Chuckya throw, 13 Goomba clones are made unnecessary, leaving only 21.&lt;br /&gt;
====With Preset HOLP====&lt;br /&gt;
=====Setting the HOLP=====&lt;br /&gt;
The necessary HOLP can be set in either [[Bowser in the Fire Sea]], [[Rainbow Ride]], or [[Bob-omb Battlefield]].&lt;br /&gt;
======BitFS======&lt;br /&gt;
The necessary HOLP is just above the area with the [[Bob-omb]]. Mario first uses the Bob-omb to set the HOLP directly under the needed HOLP. He then clones a [[fire]] from one of the [[fire spitters]], using [[Pause Buffered Hitstun]] (PBH) from an [[explosion]] clone to release it without updating the HOLP, and it releases at Mario&#039;s current height, which is at the intended HOLP. Mario then glides through the air using a [[Bob-omb#Bloated|bloated Bob-omb]], which he immediately releases upon touching the fire clone. He then proceeds to defeat [[Bowser]] by using PBH to throw him, which still causes him to appear in front of Bowser due to a quirk in Bowser&#039;s code. Then, no stars upstairs may modify the HOLP. This makes this method of setting the HOLP viable only for the any% run&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=acCtVq4QW2Y &amp;quot;BitS Faster Strat for Any% ABC Run&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
======RR======&lt;br /&gt;
First, a Bob-omb must be brought up to the top of the big house. This is more difficult than it sounds due to complicated [[handsfree teleport]] techniques and branches off the strat for [[The Big House in the Sky#A Button Challenge|the big house 0x]]. Mario then [[Frame Walking|frame walks]] up a spire, slides down, and throws the Bob-omb in midair at the required HOLP location. He lands near the red coin star area, so he can collect the [[100 Coin Star|100 coin star]] (because he collected all of the big house coins) and then the [[Coins Amassed in a Maze|red coin star]]&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=Zuc528e6AuY &amp;quot;BitS Faster Strat for 120 Star ABC Run&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
======BoB======&lt;br /&gt;
This is done with a [[Goomba Staircase|Goomba staircase]].&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=PZOGMmRWvPg &amp;quot;BoB Setting the HOLP for BitS&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=====In BitS=====&lt;br /&gt;
Mario crosses the elevator using the messed-up axle location as normal. When he passes the arrow platform, he uses [[Pause Buffered Hitstun]] from taking huge [[Fall Damage|fall damage]] to throw a fire clone at the HOLP, which is on top of a pole. There are two possible poles that can be used for this. The larger of the two requires bouncing on a nearby Goomba. Once done, simple Goomba bounces and messed-up axle location uses allow Mario to reach the pipe, which he enters using a [[Misalignment|207 DR]].&lt;br /&gt;
&lt;br /&gt;
==Mystery Goomba==&lt;br /&gt;
{{main|Mystery Goomba}}&lt;br /&gt;
&lt;br /&gt;
All Goombas in the game fall into one of two categories: [[Goomba#Singleton|singleton]] or [[Goomba#Triangle|triangle]]. Triangle Goombas have an object called a [[Goomba Spawner]] which loads and unloads them as Mario gets close. However, in Bowser in the Sky, there is a set of only two Goombas, which is actually a set of three triangle Goombas of which one instantly unloads. This one is called the Mystery Goomba, and there is no known way to kill him.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Level courses}}&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Bowser_in_the_Sky&amp;diff=13970</id>
		<title>Bowser in the Sky</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Bowser_in_the_Sky&amp;diff=13970"/>
		<updated>2021-05-08T07:33:11Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: /* Mystery Goomba */ Using main template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{course_infobox&lt;br /&gt;
|title=Bowser in the Sky&lt;br /&gt;
|image= BitS.png&lt;br /&gt;
|abbreviation=BitS&lt;br /&gt;
|terrain=Default&lt;br /&gt;
|setting=Sky&lt;br /&gt;
|water=None&lt;br /&gt;
|yellow-coins=32&lt;br /&gt;
|red-coins=8&lt;br /&gt;
|blue-coins=&lt;br /&gt;
|enemy-yellow=28&lt;br /&gt;
|enemy-blue=&lt;br /&gt;
|wing-caps=&lt;br /&gt;
|metal-caps=&lt;br /&gt;
|vanish-caps=&lt;br /&gt;
|overview_1= STROOP-_BitS_1.png&lt;br /&gt;
|overview_3= STROOP-_BitS_3.png&lt;br /&gt;
|overview_4= STROOP-_BitS_4.png&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Bowser in the Sky&#039;&#039;&#039; is the third and final Bowser level. It is reached by climbing the [[Endless Stairs]], which require 70 stars to be climbable by normal means.&lt;br /&gt;
&lt;br /&gt;
Collecting the [[Grand Star]] at the end of this level is considered the win condition for most SM64 speedruns.&lt;br /&gt;
&lt;br /&gt;
==Coins==&lt;br /&gt;
{{BitS Coins}}&lt;br /&gt;
&lt;br /&gt;
==A Press Counts==&lt;br /&gt;
In the [[A Button Challenge]], it takes 0 A presses to beat the level with or without the red coin star. The level can be beaten with or without a preset [[HOLP]], and is faster with that HOLP. However, both known methods of achieving this HOLP are not possible more than once without incurring additional A presses or using more time than they save. The HOLPless method is, notably, required to set the HOLP for [[Timed Jumps on Moving Bars]], which takes 1 A press instead of 2 due to that strategy&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=FMA-zEznvMo &amp;quot;TTC Timed Jumps on Moving Bars 1x A Presses&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
===ABC Strategy===&lt;br /&gt;
The beginning of the level is the hardest part. It contains several subsequent platforms that are too high to get over without an A press and almost nothing to work with. Luckily, when the [[207 DR]] technique was discovered, which utilizes a [[misalignment]] to get extra height, all of the initial platforms except the last became passable. Then, a technique called the [[Chuckya Drop]] was discovered that uses manipulation to get [[Chuckya]] to fall from above&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=uFjIARsegtA &amp;quot;BitS Beginning - 0x A Presses&amp;quot; by Tyler Kehne]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
====Without Preset HOLP====&lt;br /&gt;
Leaving Chuckya behind, Mario rapidly climbs the rest of the level, using the [[Elevator Axle#Messed-up location|messed-up axle location]] to cross the elevator. When he reaches the area past the arrow platform, he uses [[cloning]] to build a [[Goomba Ladder|Goomba ladder]]. When it is finished, Mario falls down back to the start of the level.&lt;br /&gt;
Mario actually carries Chuckya with him for a time save later&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=xCuIeQDYJVc &amp;quot;BitS Bringing Chuckya to the Goomba Ladder&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;, making heavy use of [[Light Chuckya#Via Edge|Light Chuckya via Edge]] to carry him quickly and with mobility. To cross gaps, [[Butt Bounce|butt bounces]] and [[Slide Kick|slide kicks]] followed by getting thrown can be used. To cross the elevator, the messed-up axle location combined with a Chuckya throw and floor clip are used. The next gap can be crossed by throwing heavy Chuckya and being grabbed. By grinding, Chuckya can be brought onto the arrow platform. He can then throw Mario back to the checkered area. Chuckya will squeeze under the wooden obstacles as long as Mario stands on the arrow platform to lower it. With [[Goomba]] bounces and a perfectly-timed Chuckya throw, 13 Goomba clones are made unnecessary, leaving only 21.&lt;br /&gt;
====With Preset HOLP====&lt;br /&gt;
=====Setting the HOLP=====&lt;br /&gt;
The necessary HOLP can be set in either [[Bowser in the Fire Sea]], [[Rainbow Ride]], or [[Bob-omb Battlefield]].&lt;br /&gt;
======BitFS======&lt;br /&gt;
The necessary HOLP is just above the area with the [[Bob-omb]]. Mario first uses the Bob-omb to set the HOLP directly under the needed HOLP. He then clones a [[fire]] from one of the [[fire spitters]], using [[Pause Buffered Hitstun]] (PBH) from an [[explosion]] clone to release it without updating the HOLP, and it releases at Mario&#039;s current height, which is at the intended HOLP. Mario then glides through the air using a [[Bob-omb#Bloated|bloated Bob-omb]], which he immediately releases upon touching the fire clone. He then proceeds to defeat [[Bowser]] by using PBH to throw him, which still causes him to appear in front of Bowser due to a quirk in Bowser&#039;s code. Then, no stars upstairs may modify the HOLP. This makes this method of setting the HOLP viable only for the any% run&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=acCtVq4QW2Y &amp;quot;BitS Faster Strat for Any% ABC Run&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
======RR======&lt;br /&gt;
First, a Bob-omb must be brought up to the top of the big house. This is more difficult than it sounds due to complicated [[handsfree teleport]] techniques and branches off the strat for [[The Big House in the Sky#A Button Challenge|the big house 0x]]. Mario then [[Frame Walking|frame walks]] up a spire, slides down, and throws the Bob-omb in midair at the required HOLP location. He lands near the red coin star area, so he can collect the [[100 Coin Star|100 coin star]] (because he collected all of the big house coins) and then the [[Coins Amassed in a Maze|red coin star]]&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=Zuc528e6AuY &amp;quot;BitS Faster Strat for 120 Star ABC Run&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
======BoB======&lt;br /&gt;
This is done with a [[Goomba Staircase|Goomba staircase]]&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=PZOGMmRWvPg &amp;quot;BoB Setting the HOLP for BitS&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
=====In BitS=====&lt;br /&gt;
Mario crosses the elevator using the messed-up axle location as normal. When he passes the arrow platform, he uses [[Pause Buffered Hitstun]] from taking huge [[Fall Damage|fall damage]] to throw a fire clone at the HOLP, which is on top of a pole. There are two possible poles that can be used for this. The larger of the two requires bouncing on a nearby Goomba. Once done, simple Goomba bounces and messed-up axle location uses allow Mario to reach the pipe, which he enters using a [[Misalignment|207 DR]].&lt;br /&gt;
&lt;br /&gt;
==Mystery Goomba==&lt;br /&gt;
{{main|Mystery Goomba}}&lt;br /&gt;
&lt;br /&gt;
All Goombas in the game fall into one of two categories: [[Goomba#Singleton|singleton]] or [[Goomba#Triangle|triangle]]. Triangle Goombas have an object called a [[Goomba Spawner]] which loads and unloads them as Mario gets close. However, in Bowser in the Sky, there is a set of only two Goombas, which is actually a set of three triangle Goombas of which one instantly unloads. This one is called the Mystery Goomba, and there is no known way to kill him.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Level courses}}&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Hazy_Maze_Cave&amp;diff=13969</id>
		<title>Hazy Maze Cave</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Hazy_Maze_Cave&amp;diff=13969"/>
		<updated>2021-05-08T07:32:37Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: /* Watch for Rolling Rocks (0.5x) */ Using main template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{course_infobox&lt;br /&gt;
|title=Hazy Maze Cave&lt;br /&gt;
|image= HMC.png&lt;br /&gt;
|abbreviation=HMC&lt;br /&gt;
|terrain=Default&lt;br /&gt;
|setting=Darkness&lt;br /&gt;
|water=Small&lt;br /&gt;
|yellow-coins=41&lt;br /&gt;
|red-coins=8&lt;br /&gt;
|blue-coins=7&lt;br /&gt;
|enemy-yellow=37&lt;br /&gt;
|enemy-blue=2&lt;br /&gt;
|stars=7&lt;br /&gt;
|wing-caps=&lt;br /&gt;
|metal-caps=5&lt;br /&gt;
|vanish-caps=&lt;br /&gt;
|overview_1=STROOP- HMC 1.png&lt;br /&gt;
|overview_2=STROOP- HMC 2.png&lt;br /&gt;
}}&#039;&#039;&#039;Hazy Maze Cave&#039;&#039;&#039; is the sixth course of &#039;&#039;[[Super Mario 64]]&#039;&#039;. It is located in the room behind a door without a star number in the basement and is accessed by hopping into a black-colored pool. &lt;br /&gt;
&lt;br /&gt;
==Course Versions==&lt;br /&gt;
This course has no differences between versions.&lt;br /&gt;
&lt;br /&gt;
==Coins==&lt;br /&gt;
This course has a total of 139 coins. There are no known ways to clone coins or extend the coin limit in this stage.&lt;br /&gt;
{{HMC Coins}}&lt;br /&gt;
&lt;br /&gt;
==A Press Counts==&lt;br /&gt;
In the A Button Challenge, six out of seven stars can be collected without A presses. The other star, [[Watch for Rolling Rocks]] requires 0.5 A presses.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; width:25%&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||1&lt;br /&gt;
|-&lt;br /&gt;
|2||0||60*&lt;br /&gt;
|-&lt;br /&gt;
|3||0||5&lt;br /&gt;
|-&lt;br /&gt;
|4||0||38*&lt;br /&gt;
|-&lt;br /&gt;
|5||0||5&lt;br /&gt;
|-&lt;br /&gt;
|6||0.5||326**&lt;br /&gt;
|-&lt;br /&gt;
|100||0||3&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|*Involves scuttlebug raising. &amp;lt;br/&amp;gt;**Requires PU movement and scuttlebug raising.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Entering Hazy Maze Cave &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/uDtInisrqqM &#039;&#039;&lt;br /&gt;
The platform leading to the course is 205 units above the lowest floor&amp;lt;ref&amp;gt;Star Dance Clip Potential: https://youtu.be/A-xTDUAU2-0?t=50s&amp;lt;/ref&amp;gt;. The only known way to enter the course without pressing A is by using a [[Star Dance Clip]] using the star awarded by catching MIPS since Mario can grab onto ledges during his star dance animation. This maneuver can only be done twice as MIPS only appears twice throughout the game (when Mario has 15 stars for the first time and 50 stars for the second time), and will not reappear afterwards.&lt;br /&gt;
&lt;br /&gt;
It should be noted that the MIPS is also required to drain the moat to access [[Vanish Cap Under the Moat]], though only the object (MIPS) is needed and not the star. As long as the star is not collected, MIPS will still respawn normally.&lt;br /&gt;
&lt;br /&gt;
===Swimming Beast in the Cavern &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/kd5TgsxVT7Y &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Conveniently, there is a well-known glitch that allows Mario to clip through the elevator by standing at a certain black spot on the wall. When the elevator descends from above, the object collision will cause Mario to go past the wall and fall into the underground cavern, heading towards the island where the star is located. &lt;br /&gt;
&lt;br /&gt;
===Elevate for 8 Red Coins &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/lT3SnMMLY0w &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Jumping off a pole requires an A press, as it is the only way to get to the nearby platform without external help. In the past, Pannenkoek collected the star in 0.5 A presses&amp;lt;ref&amp;gt;SM64 - Elevate for 8 Red Coins - 0.5x A Presses [OUTDATED]: https://youtu.be/NXVJKPQu7rI&amp;lt;/ref&amp;gt; by utilizing high negative speed to traverse the course and land on the moving platform necessary to reach the red coins located on higher platforms. An A press was held until this point in order to conserve speed up the elevator. In order to build such speed (more than 1500), Pannenkoek started [[Hyperspeed Walking]] (HSW) using the ceiling under the gate to keep him in place, navigated to the upper part of the course, and then bounced on a prepositioned scuttlebug to cross a large gap to clip into the red coins room. &lt;br /&gt;
&lt;br /&gt;
Later in 2015, an improvement was made to reduce the A press count to 0 by [[Scuttlebug Raising]], and the TAS run was completed on June 26, 2016. A polished run with visual explanations was uploaded on February 25, 2018. &lt;br /&gt;
&lt;br /&gt;
Mario first transported two scuttlebugs to the big gap leading to the left door and entered the red coins room on the right. Next, he transported the scuttlebug in that room close to the door Mario came from for raising. Then, he went back to the big gap and bounced on the two scuttlebugs he set up previously. Once he returns to the starting area, he heads towards the red coins room and begins raising the scuttlebug near the door. The repetitive segment takes 56 minutes to complete.&lt;br /&gt;
&lt;br /&gt;
Finally, Mario enters the room, grabs the pole, and patiently waits for the raised scuttlebug to drop down, pushing Mario to the nearby platform. Mario runs to the moving platform and begins completing all eight red coins to complete the mission. To reach the star (which is 300 units high&amp;lt;ref&amp;gt;Star Heights: https://youtu.be/xE7hrQ8sHhU?t=2m17s&amp;lt;/ref&amp;gt;), Mario bounces on a nearby scuttlebug.&lt;br /&gt;
&lt;br /&gt;
===Metal-Head Mario can Move! &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/69NMgKGFKC0 &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mario arrives at the underwater cavern, and he presses the switch with a metal cap to open the gate. To begin the setup of hyperspeed, Mario enters the hallway to let the scuttlebug spawn for Mario and angle it away from the door; this is done to avoid the scuttlebug jumping when it sees Mario entering with super speed when facing Mario, causing Mario&#039;s bounce to fail.&lt;br /&gt;
&lt;br /&gt;
Mario builds up a large amount of negative speed by [[Hyper Speed Water Sliding]] (HSWS) on the slippery slope of the island. In order to accumulate speed, Mario enters the slippery slope and keeps in a standing position by holding C^ and enters the water, and then he gets out of the water with [[Speed Conservation|conserved speed]] by pressing Z to enter the sliding state. This is done repeatedly until Mario obtains negative 496 speed, slow enough to slide on [[Dorrie]] for 3 frames to get a sitting position for punching, but still fast enough to clip through the wall.&lt;br /&gt;
&lt;br /&gt;
A faster strategy is then available once the HSW strategy is discovered, allowing Mario to build up the required speed much faster. As early as the strategy is known, it was not made into TAS until Ethan White documented it&amp;lt;ref&amp;gt;SM64 - Metal Head Mario Can Move 0x Faster with HSWing: https://youtu.be/49TSYXdgt4I&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Navigating the Toxic Maze &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/b5zwE4ALeoI &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mario has to enter the toxic maze for the star. The hardest part is exiting the maze via the doors on higher platforms, without pressing A to jump. To avoid pressing A, Pannenkoek needs very good RNG to set the swoopers flying at desirable angles and bounce on three of them at the right moment. The reason such strategy can work is that swoopers fly in three different heights: low, middle, and high; this allows Mario to bounce on them in ascending order. Afterwards, Mario can ride the elevator and collect the star.&lt;br /&gt;
&lt;br /&gt;
===A-Maze-Ing Emergency Exit &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/lwcGE7Js1QE &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The two main difficulties are exiting the toxic maze and crossing the gap to the A-Maze-Ing Emergency Exit platform. In the past, Pannenkoek utilized Hyper Speed Walking again to collect the star in 0.5 A Presses&amp;lt;ref&amp;gt;SM64 - A-Maze-ing Emergency Exit - 0.5x A Presses [OUTDATED]: https://youtu.be/QNn6hvOlH7o&amp;lt;/ref&amp;gt; until the scuttlebug raising technique is found.&lt;br /&gt;
&lt;br /&gt;
Mario transports the scuttlebug to a point close to the A-Maze-Ing Emergency Exit star and then exits the maze by bouncing on a Monty Mole and a flying swooper. Once Mario reaches the door leading to the star, the prepositioned scuttlebug is then being raised for 35 minutes. Finally, Mario manipulates it to lunge towards the midpoint, allowing him to bounce on it and clear the gap, landing on the platform. Mario then collects the star.&lt;br /&gt;
&lt;br /&gt;
===Watch for Rolling Rocks &#039;&#039;(0.5x)&#039;&#039;===&lt;br /&gt;
{{main|Watch for Rolling Rocks}}&lt;br /&gt;
:&#039;&#039;Video (newest strategy, uncommented, 5.4 hours): https://youtu.be/mgNMKnkZEKY &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The star is located on a very high platform, normally requiring wall kicks to reach. In the past, the star was completed with 1 A press by using Hyper Speed Walking to generate enough speed to reach it with a double jump (the height gained is proportional to the speed). Eventually, a method was found that allows Mario to gain virtually unlimited speed, allowing access to [[Parallel Universe]]s and reach the destination with 0.5 A presses. The A press is held up until this point for conserving speed up the elevator with repeated AB kicks. &lt;br /&gt;
&lt;br /&gt;
The breakdown of the route is as follows: First, Mario transports a scuttlebug to the corner of the Watch for Rolling Rocks platform. Then, Mario raises the scuttlebug to roughly the height of the platform for Mario to bounce on later. Next, Mario begins accumulating speed with Hyper Speed Walking and navigates to the slippery slope on the island to build up speed faster. The speed-building process takes 2 hours to complete. Once the [[syncing speed]] for accessing PUs is reached, Mario begins his PU movement to navigate the top part of the course, and finally lands on the platform by bouncing on a scuttlebug and ground-pounding at the [[misalignment]]. From there, Mario grabs the star normally.&lt;br /&gt;
&lt;br /&gt;
===HMC 100 coins &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video 1 (main strategy): https://youtu.be/oqji_Lr1lFc &#039;&#039;&lt;br /&gt;
:&#039;&#039;Video 2 (alternate, faster strat): https://youtu.be/-F61DW6eFHo &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Multiple techniques are required to get 100 coins in Hazy Maze Cave, as resources are limited. Using good maneuvering, Mario dives onto a high platform to kill a Mr. I and then proceeds to the underwater cavern by clipping through a wall. Mario then collects most of the coins there before returning to the upper part of the course using the elevator and enter the toxic maze.&lt;br /&gt;
&lt;br /&gt;
The major breakthrough (in the first video) is finding a way to ground pound the blue coin switch without A presses. Mario manipulates RNG for the four swoopers to fly in the desired path. Mario then does a first frame landing of a dive recover onto the blue coin and punches towards the edge of the platform. At the right moment, Mario reactivates the stored vertical speed (with [[VSC]]) by punching off the platform, and bounces on two swoopers to ground pound the block. After collecting the blue coins close to the ground (and not the topmost blue coin), Mario then waits for the other two swoopers and a snuffit to line up so that he can leave the maze by bouncing on them, collecting the coins on the exit platform, and then return to the maze to collect the enemy coins. Mario then collects the 100 coin star in the maze.&lt;br /&gt;
&lt;br /&gt;
Later in 2015 (in the second video), Pannenkoek found a way to collect the topmost blue coin by bouncing on the third swooper. The primary obstacle is that there are very few swooper paths that do this since the swooper needs to stay close to Mario when the VSC to ground-pound movement is performed. Additionally, the said swooper must head towards the blue coin when the switch&#039;s effect is active. Altogether, it takes a lot of effort to find a swooper path that satisfies all of the above. With 99 coins, Mario uses a Monty Mole and the fourth swooper to simultaneously land on the exit platform and collect the swooper&#039;s coin, spawning the 100 coin star. With this strategy, Mario can collect the star at the exit of the toxic maze, instead of having to collect the 100 coin star within the maze with no way out, forcing him to exit the course by dying and then reenter it.&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>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Straining&amp;diff=13968</id>
		<title>Straining</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Straining&amp;diff=13968"/>
		<updated>2021-05-08T07:32:08Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: /* Iwerlipse */ Using main template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Straining&#039;&#039;&#039; is Mario&#039;s movement in the air. It involves how the joystick is angled relative to Mario&#039;s facing direction (which cannot be changed midair in most situations). Because of how the mechanic works, it can often result in a trade-off of speed vs distance.&lt;br /&gt;
==Technical Explanation==&lt;br /&gt;
When in the air, the game deals with Mario&#039;s intended movement in two directions- forward and sideways (when forward speed is negative, it indicates backwards speed). These two different directions behave differently from one another, although the two are not independent. The farther the joystick is held in a given direction, the less of the effect it has on the other. This is true all the way to the point where one direction is maxed, and the other direction is zeroed.&lt;br /&gt;
&lt;br /&gt;
The following calculations allow you to find what the effects of straining will be, but are not separate equations. Both equations are calculated at the same time and use the same values. This is why the two are not independent.&lt;br /&gt;
=== Forwards Movement ===&lt;br /&gt;
Forward movement is cumulative where some speed can be added to the forward speed. The maximum speed that can be added to forwards speed in a given frame is 1.15, although this depends on speed and type of air movement.&lt;br /&gt;
&lt;br /&gt;
The formula for forwards speed is-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;big&amp;gt;Forward Speed = Old Forward Speed + 1.5 * Stick Magnitude * cos(Angle from Forwards) ± 0.35 - Drag&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Where &#039;&#039;angle from forwards&#039;&#039; is the angle from a vector straight forwards to the joystick direction, and &#039;&#039;stick magnitude&#039;&#039; is the magnitude of the stick being held divided by the maximum value. In other words, if the control stick is pushed all the way, the magnitude is 1. The ±.35 always brings the speed towards 0, so minus when speed is positive and plus when the speed is negative.&lt;br /&gt;
&lt;br /&gt;
Drag depends on two things- whether or not Mario is long jumping and what his speed is after the stick magnitude and -0.35 is added to the old speed. The values for drag are-&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Condition !! Drag&lt;br /&gt;
|-&lt;br /&gt;
| Forwards Speed ≤ 32, Non-Long Jump || 0&lt;br /&gt;
|-&lt;br /&gt;
| Forwards Speed &amp;gt; 32, Non-Long Jump || 1&lt;br /&gt;
|-&lt;br /&gt;
| Forwards Speed ≤ 48, Long Jump || 0&lt;br /&gt;
|-&lt;br /&gt;
| Forwards Speed &amp;gt; 48, Long Jump || 1&lt;br /&gt;
|-&lt;br /&gt;
| Backwards Speed ≥ -16 || 0&lt;br /&gt;
|-&lt;br /&gt;
| Backwards Speed &amp;lt; -16 || -2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There&#039;s a couple important things to note from the drag table. Drag is never zero when considering the .35, you will always slow down if not straining. Drag is not linear, it only changes over certain barriers. The impact of this can create odd movement effects, like the 31.99 Trick. Lastly, the backwards speed drag when faster than -16 is so strong, you cannot actually accelerate faster than it. This creates a soft cap for backwards speed which prevents Mario from moving backwards fast (typically).&lt;br /&gt;
&lt;br /&gt;
=== Sideways Movement ===&lt;br /&gt;
Sideways movement is a tad simpler than forward movement. Any sideways movement applied gives Mario sideways displacement, but not speed. This displacement is a max of 10 with pure sideways direction being held.&lt;br /&gt;
&lt;br /&gt;
The formula for sideways displacement is-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:: &amp;lt;big&amp;gt;Sideways Displacement = 10 * Stick Magnitude * sin(Angle from Forwards)&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Where &#039;&#039;angle from forwards&#039;&#039; is the angle from a vector straight forwards to the joystick direction, and &#039;&#039;stick magnitude&#039;&#039; is the magnitude of the stick being held divided by the maximum value. In other words, if the control stick is pushed all the way, the magnitude is 1.&lt;br /&gt;
&lt;br /&gt;
==XX.99 Trick==&lt;br /&gt;
The &#039;&#039;&#039;XX.99 Trick&#039;&#039;&#039; is a way to maximize speed when moving forward or backwards in the air. Due to how drag works during forward movement, maximum forward magnitude can actually be slower than significantly smaller forward magnitudes.&amp;lt;ref&amp;gt;[https://youtu.be/mg9EUKNosrc &amp;quot;47.99 Speed Trick Vs Worst-Case No 47.99 Speed Trick (Rough) Comparison&amp;quot; by Superdavo0001]&amp;lt;/ref&amp;gt; For example-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Speed at the start of the frame (normal air movement)- 30.86&lt;br /&gt;
&lt;br /&gt;
New speed with full magnitude-    31.01        (=Speed (30.86) + Stick Magnitude (1.5) - Drag (1.35))&lt;br /&gt;
New speed with a lower magnitude- 31.99        (=Speed (30.86) + Stick Magnitude (1.48) - Drag (.35))&lt;br /&gt;
&lt;br /&gt;
Speed lost due to poor straining- 0.98&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The barrier in the above case is 32 speed which dictates behavior. It is important to remember that drag is determined after the + stick magnitude - .35, which is why the component is different between the two situations. Essentially, using too much magnitude can push you over the drag threshold (32 here).&lt;br /&gt;
&lt;br /&gt;
Long jumping and backwards movement also have their own versions, 48 and -16 respectively. While the 32, 48, and -16 barriers would work for this purpose, it is not typically possible to hit them exactly and not go over. Because of this, the goal speed is usually to approach 31.99, 47.99, and -15.99 on the last frame before the barrier is hit.&amp;lt;ref&amp;gt;[https://youtu.be/_70mar0e19I &amp;quot;Poorly Commentated xx.99 Speed Trick Practical Demonstration&amp;quot; by Superdavo0001]&amp;lt;/ref&amp;gt; The table below breaks down which speed should be aimed for depending on your speed-&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Air State !! Speed Range for Trick !! Goal Speed for Trick&lt;br /&gt;
|-&lt;br /&gt;
| Normal Forwards || 30.85 – 31.85 || 31.99 (32 exact)&lt;br /&gt;
|-&lt;br /&gt;
| Long Jump Forwards || 46.85 – 47.85 || 47.99 (48 exact)&lt;br /&gt;
|-&lt;br /&gt;
| Backwards || -14.85  –  -15.99 (-16 exact)* || -15.99 (-16 exact) &lt;br /&gt;
|}&#039;&#039;&amp;lt;small&amp;gt;*Backwards air movement is capped at -16 speed&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This trick also allows &amp;quot;free&amp;quot; sideways movement, since the stick magnitude is not maxed. For this reason, if sideways air movement is beneficial, it should be done here.&lt;br /&gt;
&lt;br /&gt;
==Hyperspeed==&lt;br /&gt;
Since you can continue to strain forwards unbounded, many different hyperspeed methods involve using the 0.15 acceleration per frame to build up large amounts of speed. Usually, Mario is somehow kept in an air action with something holding him in place, like a wall. These methods can only build forward hyperspeed, since they are achieved through forward straining. These methods cannot be used to get PU speed, since Mario will bonk on out-of-bounds, removing his speed.&lt;br /&gt;
&lt;br /&gt;
[[Hyperspeed]] methods using this method include-&lt;br /&gt;
&lt;br /&gt;
* [[Pedro Spot]]&lt;br /&gt;
* [[Hyperspeed Wall Kicking]]&lt;br /&gt;
* [[Hyperspeed Grinding]]&lt;br /&gt;
* [[Subframe Grinding]]&lt;br /&gt;
* [[Hyperspeed Jump Kicking]]&lt;br /&gt;
* [[Hyperspeed Slide Kicking]]&lt;br /&gt;
* [[Wiggler Hyperspeed]]&lt;br /&gt;
* [[Boo Hyperspeed]]&lt;br /&gt;
&lt;br /&gt;
Straining is also important for [[Backwards Long Jump|Backwards Long Jumping]]. When starting to backwards long jump, it is important to maximize your negative speed at the start of the jump. This can be done by using the -15.99 trick. Holding maximum in the direction of movement will actually lower the speed every time -16 speed is passed, which can be incredibly costly given backwards long jumping&#039;s exponential behavior.&lt;br /&gt;
&lt;br /&gt;
==Iwerlipse==&lt;br /&gt;
{{main|Iwerlipse}}&lt;br /&gt;
&lt;br /&gt;
The Iwerlipse refers to the full range of positions Mario can enter within a given number of frames. It is used to find the furthest distance Mario can reach in the air.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:Action Mechanics]][[Category:TASing Tricks]]&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Big_Boo%27s_Haunt&amp;diff=13967</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=13967"/>
		<updated>2021-05-08T07:31:54Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: Using main template&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]] of &#039;&#039;[[Super Mario 64]]&#039;&#039;. 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 about 10 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||185* (3.08 hours) &lt;br /&gt;
|-&lt;br /&gt;
|6||0||~240* (~4 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, 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;
{{main|Ride Big Boo&#039;s Merry-Go-Round}}&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, 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;
{{main|Big Boo&#039;s Balcony}}&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;
{{main|Big Boo&#039;s Balcony}}&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 trickiest 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>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Super_Mario_64&amp;diff=13966</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=13966"/>
		<updated>2021-05-08T07:31:08Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: Using main template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Super Mario 64&#039;&#039;&#039;&#039;&#039; is a 1996 platforming game on the Nintendo 64 console. It was a launch title for the N64 (along with &#039;&#039;[[wikipedia:Pilotwings 64|Pilotwings 64]]&#039;&#039; and &#039;&#039;[[wikipedia:Cruis&#039;n USA|Cruis&#039;n USA]]&#039;&#039; 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;
&#039;&#039;Super Mario 64&#039;&#039; started development sometime before 1995. The first time &#039;&#039;Super Mario 64&#039;&#039; 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 &#039;&#039;Super Mario 64&#039;&#039;, 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 &#039;&#039;Super Mario 64&#039;&#039;, and a couple of the team members never wanted to make games anymore due to being burnt out after working on &#039;&#039;Super Mario 64&#039;&#039;.&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 Japanese version has a few 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 (and some 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 and all successive versions added some extra dialogue over the Japanese version. 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. 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 &#039;&#039;Super Mario 64&#039;&#039; 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 &#039;&#039;Super Mario 64&#039;&#039; 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;
===iQue (Chinese)===&lt;br /&gt;
{{main|Super Mario 64 (iQue)}}&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;
&#039;&#039;Super Mario 64&#039;&#039; 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;
===Wii VC===&lt;br /&gt;
{{main|Virtual Console}}&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_Conversion_Crash | 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. Like Wii VC, it ignores [[Address Error Exception]]s. 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;
PAL Wii U VC is actually the US version (unlike on Wii VC), so it&#039;s identical to the US Wii U VC.&amp;lt;ref&amp;gt;https://www.nintendo.co.uk/Games/Nintendo-64/Super-Mario-64-269745.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch===&lt;br /&gt;
====&#039;&#039;Super Mario 3D All-Stars&#039;&#039;====&lt;br /&gt;
Super Mario 3D All-Stars includes an upscaled &#039;&#039;Super Mario 64&#039;&#039;. The version is the Shindou version with Lua scripts to hack in 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; The Switch does not have [[Wii VC Round-To-Zero|the Wii&#039;s rounding error]], but it does ignore [[Address Error Exception]]s.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;Super Mario 64 DS&#039;&#039;==&lt;br /&gt;
{{main|Super Mario 64 DS}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Super Mario 64 DS]]&#039;&#039; is a remake of &#039;&#039;Super Mario 64&#039;&#039; 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 &#039;&#039;Super Mario 64&#039;&#039;, 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;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [[mariowiki:Super_Mario_64|&#039;&#039;Super Mario 64&#039;&#039; on the Super Mario Wiki]]&lt;br /&gt;
* [[wikipedia:Super_Mario_64|&#039;&#039;Super Mario 64&#039;&#039; on Wikipedia]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Backwards_Long_Jump&amp;diff=13965</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=13965"/>
		<updated>2021-05-08T07:30:43Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: /* Pause-buffered BLJ */ Underscores -&amp;gt; spaces&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;
Among other glitches, BLJs were fixed in the [[Super Mario 64#Shindou|Shindou]] version. This also means that they do not work on any Japanese [[Virtual Console]] releases, nor the [[Super Mario 64 (iQue)|iQue]].&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 on console.&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]]s&lt;br /&gt;
* Perform a [[negative jump]] with large amount of speed&lt;br /&gt;
&lt;br /&gt;
=== Pause-buffered BLJ ===&lt;br /&gt;
{{see also|Pause Buffering#Pause Buffering Inputs}}&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;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, Big Boo&#039;s Haunt 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. &amp;lt;!--???--&amp;gt;&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;
{{main|SBLJ}}&lt;br /&gt;
&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 and strains sideways, 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, since Mario cannot move sideways during landing animation. 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;
[[Category:Glitches]]&lt;br /&gt;
[[Category:Hyperspeed]]&lt;br /&gt;
&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Backwards_Long_Jump&amp;diff=13964</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=13964"/>
		<updated>2021-05-08T07:30:21Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: Using main and see also templates&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;
Among other glitches, BLJs were fixed in the [[Super Mario 64#Shindou|Shindou]] version. This also means that they do not work on any Japanese [[Virtual Console]] releases, nor the [[Super Mario 64 (iQue)|iQue]].&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 on console.&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]]s&lt;br /&gt;
* Perform a [[negative jump]] with large amount of speed&lt;br /&gt;
&lt;br /&gt;
=== Pause-buffered BLJ ===&lt;br /&gt;
{{see also|Pause_Buffering#Pause_Buffering_Inputs}}&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;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, Big Boo&#039;s Haunt 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. &amp;lt;!--???--&amp;gt;&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;
{{main|SBLJ}}&lt;br /&gt;
&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 and strains sideways, 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, since Mario cannot move sideways during landing animation. 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;
[[Category:Glitches]]&lt;br /&gt;
[[Category:Hyperspeed]]&lt;br /&gt;
&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=A_Button_Challenge&amp;diff=13963</id>
		<title>A Button Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=A_Button_Challenge&amp;diff=13963"/>
		<updated>2021-05-08T07:29:26Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: /* History */ Using main template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{A Button Challenge infobox}}&lt;br /&gt;
The &#039;&#039;&#039;A Button Challenge&#039;&#039;&#039;, &#039;&#039;&#039;ABC&#039;&#039;&#039; for short, is a [[challenge]] in which the number of presses of the [[A button]] is minimized, whether on a per-mission or a per-file basis. Because the A button makes Mario jump, great creativity and precision are required to progress in the game without using this &amp;quot;vital&amp;quot; function. The ABC is often connected to the discoveries of new glitches and techniques that can be used more generally throughout the game. Much of the material on the [https://www.youtube.com/user/pannenkoek2012 pannenkoek2012] and [https://www.youtube.com/user/pannenkeok2012 UncommentatedPannen] channels is related to the A Button Challenge, with only 19 remaining A presses (14 unique A presses) left to optimize.&amp;lt;ref&amp;gt;[https://docs.google.com/spreadsheets/d/1yssoTbplI_42LgjTbERd6UuSt0gaI0iOtp-5muS5hKw &amp;quot;SM64 120 Star ABC Route&amp;quot; spreadsheet]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
{{main|History of the A Button Challenge}}&lt;br /&gt;
Although much of the progress in the ABC has been made since 2013, the ABC existed for over a decade earlier. Pieces of what would become the ABC were present in different terms, as early as 2001 on Walton Dell&#039;s site on multiple level pages.&amp;lt;ref&amp;gt;[https://web.archive.org/web/20020614010118/http://www.wdell.com/videogames/sm64/course01/ An archive of A Button Challenge on Walton Dell&#039;s site]&amp;lt;/ref&amp;gt; Curtis Bright, who runs sm64.com, was keeping track of ABC at least as early as December of 2006.&amp;lt;ref&amp;gt;[https://web.archive.org/web/20061209073313/http://www.student.cs.uwaterloo.ca/~cbright/sm64/a-presses.html An archive of A Button Challenge on sm64.com]&amp;lt;/ref&amp;gt; Thiago Trujillo had what is the earliest, nearly complete count for the game (that we have access to) with a total count of about 263 presses.&amp;lt;ref&amp;gt;[http://www.oocities.org/thiagotrujillo/abut.html A Button Challenge on oocities.org]&amp;lt;/ref&amp;gt; (This list is missing all navigation presses, two of the [[DDD]] stars, three of the [[TTC]] stars, one star in [[RR]], and [[BitS]].)&lt;br /&gt;
&lt;br /&gt;
Pannenkoek&#039;s first ABC video was for 5 Itty Bitty Secrets, and was released in August 2013.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=Xy7XDStV5WE &amp;quot;SM64 - Five Itty Bitty Secrets - 0x A Presses (OUTDATED)&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; The count at this point was about 212 presses, although this number dropped fairly quickly. Within the first 4 months, the count had fallen nearly 100 presses, and was down to 118. Over the next five years, many different people have worked on removing as many counts as possible, and the number has dropped to only 19 A presses in a 120 star run (as well as 0 in any% on WiiVC).&lt;br /&gt;
&lt;br /&gt;
== A Presses Left ==&lt;br /&gt;
A &#039;&#039;&#039;unique A press&#039;&#039;&#039; refers to a single circumstance under which the A button must be pressed during a run. This circumstance may occur multiple times, leading to multiple A presses; if a workaround is found for the unique A press, all of those individual A presses may be saved.&lt;br /&gt;
&lt;br /&gt;
For example, if entering a course requires an A press, the case of entering the course is a unique A press, even if said course must be visited multiple times over the course of a run.&lt;br /&gt;
&lt;br /&gt;
Below is a table of unique A presses in the A Button Challenge.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|A Press #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Multiplicity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Stage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Purpose&lt;br /&gt;
|-&lt;br /&gt;
|#1&lt;br /&gt;
|1&lt;br /&gt;
|JRB&lt;br /&gt;
|To collect the chest star&lt;br /&gt;
|-&lt;br /&gt;
|#2&lt;br /&gt;
|1&lt;br /&gt;
|LLL&lt;br /&gt;
|To get to the Elevator Tour star platform&lt;br /&gt;
|-&lt;br /&gt;
|#3&lt;br /&gt;
|2&lt;br /&gt;
|SSL&lt;br /&gt;
|To get out of the pyramid elevator&lt;br /&gt;
|-&lt;br /&gt;
|#4&lt;br /&gt;
|1&lt;br /&gt;
|THI&lt;br /&gt;
|To [[Double Jump|double jump]] to a higher platform and collect [[Red Coin|red coin]]s&lt;br /&gt;
|-&lt;br /&gt;
|#5&lt;br /&gt;
|1&lt;br /&gt;
|THI&lt;br /&gt;
|To dive to the upper platform and grab the high red coin&lt;br /&gt;
|-&lt;br /&gt;
|#6&lt;br /&gt;
|3&lt;br /&gt;
|TTC&lt;br /&gt;
|To get out of the treadmill grinding spot&lt;br /&gt;
|-&lt;br /&gt;
|#7&lt;br /&gt;
|1&lt;br /&gt;
|TTC&lt;br /&gt;
|To get out of the pendulum box pedro spot with vertical speed&lt;br /&gt;
|-&lt;br /&gt;
|#8&lt;br /&gt;
|1&lt;br /&gt;
|PSS&lt;br /&gt;
|To collect the star&lt;br /&gt;
|-&lt;br /&gt;
|#9&lt;br /&gt;
|1&lt;br /&gt;
|WMotR&lt;br /&gt;
|To shoot out of the cannon after talking to the Bob-omb Buddy to reach the next cannon&lt;br /&gt;
|-&lt;br /&gt;
|#10&lt;br /&gt;
|1&lt;br /&gt;
|WMotR&lt;br /&gt;
|To shoot out of the second cannon, fly around, and collect the eight red coins&lt;br /&gt;
|-&lt;br /&gt;
|#11&lt;br /&gt;
|1&lt;br /&gt;
|BitFS&lt;br /&gt;
|To get past the pole (saved on [[Wii VC]])&lt;br /&gt;
|-&lt;br /&gt;
|#12&lt;br /&gt;
|3&lt;br /&gt;
|Castle&lt;br /&gt;
|To enter TTC (6 except on [[Super Mario 64#Japanese|JP N64]])&lt;br /&gt;
|-&lt;br /&gt;
|#13&lt;br /&gt;
|1&lt;br /&gt;
|Castle&lt;br /&gt;
|To go to RR&lt;br /&gt;
|-&lt;br /&gt;
|#14&lt;br /&gt;
|1&lt;br /&gt;
|Castle&lt;br /&gt;
|To go to WMotR&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Additionally, some levels require the A button to be held for the level, but not started on that specific star necessarily. These presses can be tied to earlier presses to lower counts in longer runs.&lt;br /&gt;
&lt;br /&gt;
Below is a table of all levels that require half an A-Press.&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Half A Press #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Multiplicity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Stage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Purpose&lt;br /&gt;
|-&lt;br /&gt;
|#1&lt;br /&gt;
|1&lt;br /&gt;
|HMC&lt;br /&gt;
|To do kicks on the elevator&lt;br /&gt;
|-&lt;br /&gt;
|#2&lt;br /&gt;
|1&lt;br /&gt;
|DDD&lt;br /&gt;
|To clone the whirlpool and poles&lt;br /&gt;
|-&lt;br /&gt;
|#3&lt;br /&gt;
|1&lt;br /&gt;
|DDD&lt;br /&gt;
|To clone coin spawners for 100 coins&lt;br /&gt;
|-&lt;br /&gt;
|#4&lt;br /&gt;
|1&lt;br /&gt;
|TTC&lt;br /&gt;
|To kick the wall and get spawning displacement on the spinner (for 0x re-entry after [[Get a Hand]])&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Challenges}}&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Triple_Jump&amp;diff=13962</id>
		<title>Triple Jump</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Triple_Jump&amp;diff=13962"/>
		<updated>2021-05-08T07:29:10Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: /* Special Triple Jump */ Using main template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action_infobox&lt;br /&gt;
|title= Triple Jump&lt;br /&gt;
|image=&lt;br /&gt;
|official name= ultraJump (Ultra Jump)&lt;br /&gt;
|hex= 0x01000882&lt;br /&gt;
|flags= Air, Allow Vertical Wind Action&lt;br /&gt;
|group= Airborne&lt;br /&gt;
|id= 0x082&lt;br /&gt;
|into=&lt;br /&gt;
|out of= [[Double Jump Land]], [[Walking]], [[Decelerating]]&lt;br /&gt;
|animation= 0xC1&lt;br /&gt;
|related=&lt;br /&gt;
}}&lt;br /&gt;
A &#039;&#039;&#039;triple jump&#039;&#039;&#039; is typically the jump Mario performs after a [[Single Jump|single jump]] and a [[Double Jump|double jump]]. Unlike the [[Single Jump|single jump]] and the [[Double Jump|double jump]], a triple jump&#039;s height does not depend on how long the A button has been held. It also always have the same vertical speed regardless of Mario&#039;s horizontal speed, and it also cannot grab ledges. Triple jumps are also able to have Mario fly with the wing cap.&lt;br /&gt;
A triple jump can only be executed in when both these conditions are met:&lt;br /&gt;
*Mario is currently in the double jump landing action&lt;br /&gt;
*Mario has at least 20 horizontal positive speed&lt;br /&gt;
When Mario has the wing cap on, the second condition doesn&#039;t have to be met.&lt;br /&gt;
&lt;br /&gt;
== Conditions for Action to Occur ==&lt;br /&gt;
There are two primary ways to enter this action. Depending on the action, here are the requirements:&lt;br /&gt;
* &#039;&#039;&#039;[[Double Jump Land]]&#039;&#039;&#039;:&lt;br /&gt;
** Pressing A&lt;br /&gt;
** Above a slope with Y-norm of 0.2923717 (sin(17)) or more.&lt;br /&gt;
** Is not about to slide.&lt;br /&gt;
** Is not about to enter first-person.&lt;br /&gt;
** Has not gone past the action timer.&lt;br /&gt;
** Is not wearing a [[Wing Cap|wing cap]].&lt;br /&gt;
** Has more than 20 forward speed.&lt;br /&gt;
* &#039;&#039;&#039;[[Walking]]&#039;&#039;&#039; &amp;amp; &#039;&#039;&#039;[[Decelerating]]&#039;&#039;&#039;:&lt;br /&gt;
** The previous action is the double jump land action.&lt;br /&gt;
** Pressing A&lt;br /&gt;
** Is not about to slide.&lt;br /&gt;
** Is not about to enter first-person.&lt;br /&gt;
** Has quicksand depth less than 11.&lt;br /&gt;
** Is not squished.&lt;br /&gt;
** Has not run out the double jump timer.&lt;br /&gt;
** Is not wearing a [[Wing Cap|wing cap]].&lt;br /&gt;
** Has more than 20 forward speed.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
&#039;&#039;Certain things here are more explained on their individual pages. If something lacks detail, check the link for more information.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As with all airborne actions, a variety of &amp;quot;cancels&amp;quot; are checked prior to actually performing the triple jump action. These checks are as follows:&lt;br /&gt;
&lt;br /&gt;
# Water - If Mario&#039;s height is lower than 100 units below the water height, the action is transitioned into the [[water plunge]] action.&lt;br /&gt;
# Squish - If Mario is supposed to be squished, his action is changed to the [[squished]] action.&lt;br /&gt;
# Vertical Wind- If Mario is above a vertical wind floor, his action is changed to the [[vertical wind]] action. (This is due to the triple jump action having the &amp;quot;Allow Vertical Wind Action&amp;quot; flag.)&lt;br /&gt;
&lt;br /&gt;
At this point, two more things happen prior to the triple jump action:&lt;br /&gt;
* Mario&#039;s quicksand depth is set to 0.&lt;br /&gt;
* Mario plays a falling noise if he has fallen more than 1150 units from his peak.&lt;br /&gt;
&lt;br /&gt;
With the triple jump action occurring, the following happens:&lt;br /&gt;
# If the &amp;quot;special triple jump&amp;quot; is unlocked, the action is instead set to the [[Special Triple Jump|special triple jump]] action. This stops the triple jump action.&lt;br /&gt;
# If the B button is pressed, Mario will either enter the [[dive]] action. This stops the triple jump action.&lt;br /&gt;
# If the Z button is pressed, Mario will enter the [[Ground Pound|ground pound]] action. This stops the triple jump action.&lt;br /&gt;
# Mario performs the other noises for the jump, depending on the version of the game. &amp;lt;!--Elaborate on this.--&amp;gt;&lt;br /&gt;
# Now, Mario performs the quarter-frame movement via a full [[Movement_Steps#Air_Step|common air step]]. The landing action is a [[Triple Jump Land|triple jump land]] action and the check has neither the &amp;quot;Check Ledge Grab&amp;quot; and &amp;quot;Check Hang&amp;quot; flags, preventing it from doing so.&lt;br /&gt;
# The flip noises are now played for the jump. &amp;lt;!--Elaborate on this.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Special Triple Jump==&lt;br /&gt;
{{main|Special Triple Jump}}&lt;br /&gt;
&lt;br /&gt;
After talking to Yoshi on the castle&#039;s rooftop, Mario gets a special triple jump. The jump causes Mario to roll and  be surrounded by sparkles. Both normal and special triple jumps are executed in the same way and has the same max height. Their height are not affected by speed. A special triple jump has a bounce at the end of the jump, which has an initial VS of 40. The bounce stores VS. Mario cannot wallkick from a special triple jump, but instead Mario bounces of the wall, converting positive speed to negative speed and the other way around. It also has a controllable jump height. Mario doesn&#039;t take fall damage when landing from it as well.&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Dire,_Dire_Docks&amp;diff=13961</id>
		<title>Dire, Dire Docks</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Dire,_Dire_Docks&amp;diff=13961"/>
		<updated>2021-05-08T07:28:31Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: /* Pole-Jumping for Red Coins (0.5x) */ Rm excess indent&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{course_infobox&lt;br /&gt;
|title=Dire, Dire Docks&lt;br /&gt;
|image= DDD.png&lt;br /&gt;
|abbreviation=DDD&lt;br /&gt;
|terrain=Water&lt;br /&gt;
|setting=Day&lt;br /&gt;
|water=Mostly All&lt;br /&gt;
|yellow-coins=60&lt;br /&gt;
|red-coins=8&lt;br /&gt;
|blue-coins=6&lt;br /&gt;
|enemy-yellow=&lt;br /&gt;
|enemy-blue=&lt;br /&gt;
|stars=7&lt;br /&gt;
|wing-caps=&lt;br /&gt;
|metal-caps=1&lt;br /&gt;
|vanish-caps=1&lt;br /&gt;
|overview_1=STROOP- DDD 1.png&lt;br /&gt;
|overview_2=STROOP- DDD 2 Poles.png&lt;br /&gt;
|overview_3=STROOP- DDD 2 Sub.png&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Dire, Dire Docks&#039;&#039;&#039; is the ninth course of &#039;&#039;[[Super Mario 64]]&#039;&#039;. The entrance is a large water-like painting, and once &#039;&#039;Board Bowser&#039;s Sub&#039;&#039; is completed, it will move back to the end of the hallway, exposing the entrance to [[Bowser in the Fire Sea]].&lt;br /&gt;
&lt;br /&gt;
==Course Versions==&lt;br /&gt;
There are two versions of the course that can appear by selecting different stars. Keep in mind that if there are any blue stars (uncollected) present in the star selection menu, then the last version that can be selected is the first blue star and not the stars after it:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Version 1&#039;&#039;&#039;: Accessed by selecting Star 1. The manta ray is not present.&lt;br /&gt;
*&#039;&#039;&#039;Version 2&#039;&#039;&#039;: Accessed by selecting Star 2 through Star 6. The manta ray will appear.&lt;br /&gt;
&lt;br /&gt;
Additionally, Bowser&#039;s submarine will disappear after Bowser in the Fire Sea is completed, replaced by several moving poles across the ceiling of the course.&lt;br /&gt;
&lt;br /&gt;
==Coins==&lt;br /&gt;
This stage has natural maximum of 106 coins, although this can be extended. Coin spawner cloning via the loading zone using a water shell allows infinite collection of coins in this course.&lt;br /&gt;
{{DDD Coins}}&lt;br /&gt;
&lt;br /&gt;
==A Press Counts==&lt;br /&gt;
In the A Button Challenge, two of the seven stars require an A press to be held but do not incur additional A presses to complete. Thus, the notation &amp;quot;0.5 A presses&amp;quot; is used.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; width:45%&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||3&lt;br /&gt;
|-&lt;br /&gt;
|2||0||3&lt;br /&gt;
|-&lt;br /&gt;
|3||0.5*||14&lt;br /&gt;
|-&lt;br /&gt;
|4||0||3&lt;br /&gt;
|-&lt;br /&gt;
|5||0||1&lt;br /&gt;
|-&lt;br /&gt;
|6||0||3&lt;br /&gt;
|-&lt;br /&gt;
|100||0.5*||25&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|*Holding an object while swimming requires an A press to be &#039;&#039;&#039;held&#039;&#039;&#039;, hence the 0.5x notation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Entering Dire Dire Docks &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/mlHzqJn2SMs?t=2m24s &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Since the painting is very large, walking into it will suffice and it is not required to dive.&lt;br /&gt;
&lt;br /&gt;
===Board Bowser&#039;s Sub &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/4JEoBwuXkzQ &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The main problem is ascending to Bowser&#039;s submarine since Mario cannot climb up to it from the water. However, a technique known as [[207 Dive Recover]] can be used to ascend from the cork boxes using the [[misalignment]], a 1-unit region where Mario cannot be pushed out by the walls and can snap onto the floor above. Using this technique, Mario can board Bowser&#039;s sub and collect the star.&lt;br /&gt;
&lt;br /&gt;
===Chests in the Current &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video 1 (main strategy): https://youtu.be/WXXR-cwhW9w &#039;&#039;&lt;br /&gt;
:&#039;&#039;Video 2 (alternative, faster strat): https://youtu.be/cTNlkmiGNRw &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mario can collect the star by opening the chest in the correct order. The main problem is opening the 4th chest, which is very close to the underwater vortex and can only be escaped with enough speed (10 using precise movements). Using underwater grabbing (with precise B presses), Mario can only go up to 7 speed, so Pannenkoek first grabs an underwater shell on the other side of the tunnel to conserve 16 speed, allowing Mario to escape the current when opening chests.&lt;br /&gt;
&lt;br /&gt;
Eventually, Pannekoek figures out an alternative, quicker method involving [[Hyper Speed Walking]] on the slippery slopes at the surface of the course, allowing Mario to build up to 50 speed and convert it to 11 swimming speed. This is barely enough to escape the vortex after the fourth chest is opened.&lt;br /&gt;
&lt;br /&gt;
===Pole-Jumping for Red Coins &#039;&#039;(0.5x)&#039;&#039;===&lt;br /&gt;
{{main|Pole-Jumping for Red Coins}}&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/gvQMNQlgu3s &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The main challenge is collecting the two red coins behind the red walls and the one lone coin in the cage. The 0.5 A press is used for swimming in water with an object, as Mario needs to hold a shell through the loading zone. For the two coins behind the red walls, Mario clones a pole directly between two widely-separated poles for Mario to get across. For the caged red coin, the HOLP with a dummy clone at a specific location for cloning a whirlpool clone to exploit the &amp;quot;no transition loading glitch&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The transition loading is a procedure the game uses to create an illusion for two connected areas. Normally, the loading point would translate Mario&#039;s position by 8192 units to fit in the new coordinates system of the new area, but a failsafe mechanism exists to reject the translation if Mario&#039;s new position would be out of bounds. By placing a whirlpool clone into a position out of bounds, Mario can avoid the loading point translation by being pulled by the whirlpool clone through the wall and triggering the loading point at the same frame. As the new area loads, Mario begins to spiral, not around the whirlpool, but the newly loaded cork box replacing the whirlpool clone. He is then able to escape from the whirlpool death as the spiraling path grazes on a platform Mario can stand on, conveniently close to where the caged red coin is.&lt;br /&gt;
&lt;br /&gt;
===Through the Jet Stream &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/2kayePVdnw8 &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Previously, Pannenkoek uses 0.5 A presses (holding out the previous A) to collect the star by either cloning a pole to access the caps or use loading point cloning without the Metal Cap, as accessing the caps requires A presses to reach. However, the 207 dive recover strategy allowing ascending the cork boxes was soon discovered, allowing Mario to use the Metal Cap with 0 A presses. Mario simply swims through the 5 aqua rings and collect the star by using a metal cap.&lt;br /&gt;
&lt;br /&gt;
Unlike the star in Jolly Roger Bay, this star is close enough to the ground for Metal Mario to pick it up by walking into it underwater.&lt;br /&gt;
&lt;br /&gt;
===The Manta Ray&#039;s Reward &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/EHcih_XvYTM &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Due to low swimming speed without A presses, Mario has to preemptively go in front of the manta ray and follow the rings. Other than that, the stage is simple to complete.&lt;br /&gt;
&lt;br /&gt;
===Collect the Caps… &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/pYTzVFC0Qoo &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mario needs to use the 207 dive recover trick twice, first to collect the vanish cap, and then collect the metal cap. Mario would then have enough speed to drop down into the water while retaining invisibility to enter the cage. Mario then swims upwards to collect the star.&lt;br /&gt;
&lt;br /&gt;
===DDD 100 coins &#039;&#039;(0.5x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/vkHU_IFmvoQ &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the coin count of the course is 106, 30 of which is from the blue coin block inaccessible without A presses and 16 of which is from red coins, there are only 60 yellow coins that can be collected. Fortunately, there are many coin spawners of 8 that Mario can use to clone since there is a loading point in the course. Therefore, Mario can get infinite coins by &amp;quot;coin spawner cloning&amp;quot;. The process is estimated to take 25 minutes.&lt;br /&gt;
&lt;br /&gt;
Since cloning is involved, Mario needs to hold down A in order to swim with an object held.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Level courses}}&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Dire,_Dire_Docks&amp;diff=13960</id>
		<title>Dire, Dire Docks</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Dire,_Dire_Docks&amp;diff=13960"/>
		<updated>2021-05-08T07:28:17Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: Using main template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{course_infobox&lt;br /&gt;
|title=Dire, Dire Docks&lt;br /&gt;
|image= DDD.png&lt;br /&gt;
|abbreviation=DDD&lt;br /&gt;
|terrain=Water&lt;br /&gt;
|setting=Day&lt;br /&gt;
|water=Mostly All&lt;br /&gt;
|yellow-coins=60&lt;br /&gt;
|red-coins=8&lt;br /&gt;
|blue-coins=6&lt;br /&gt;
|enemy-yellow=&lt;br /&gt;
|enemy-blue=&lt;br /&gt;
|stars=7&lt;br /&gt;
|wing-caps=&lt;br /&gt;
|metal-caps=1&lt;br /&gt;
|vanish-caps=1&lt;br /&gt;
|overview_1=STROOP- DDD 1.png&lt;br /&gt;
|overview_2=STROOP- DDD 2 Poles.png&lt;br /&gt;
|overview_3=STROOP- DDD 2 Sub.png&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Dire, Dire Docks&#039;&#039;&#039; is the ninth course of &#039;&#039;[[Super Mario 64]]&#039;&#039;. The entrance is a large water-like painting, and once &#039;&#039;Board Bowser&#039;s Sub&#039;&#039; is completed, it will move back to the end of the hallway, exposing the entrance to [[Bowser in the Fire Sea]].&lt;br /&gt;
&lt;br /&gt;
==Course Versions==&lt;br /&gt;
There are two versions of the course that can appear by selecting different stars. Keep in mind that if there are any blue stars (uncollected) present in the star selection menu, then the last version that can be selected is the first blue star and not the stars after it:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Version 1&#039;&#039;&#039;: Accessed by selecting Star 1. The manta ray is not present.&lt;br /&gt;
*&#039;&#039;&#039;Version 2&#039;&#039;&#039;: Accessed by selecting Star 2 through Star 6. The manta ray will appear.&lt;br /&gt;
&lt;br /&gt;
Additionally, Bowser&#039;s submarine will disappear after Bowser in the Fire Sea is completed, replaced by several moving poles across the ceiling of the course.&lt;br /&gt;
&lt;br /&gt;
==Coins==&lt;br /&gt;
This stage has natural maximum of 106 coins, although this can be extended. Coin spawner cloning via the loading zone using a water shell allows infinite collection of coins in this course.&lt;br /&gt;
{{DDD Coins}}&lt;br /&gt;
&lt;br /&gt;
==A Press Counts==&lt;br /&gt;
In the A Button Challenge, two of the seven stars require an A press to be held but do not incur additional A presses to complete. Thus, the notation &amp;quot;0.5 A presses&amp;quot; is used.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right; width:45%&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||3&lt;br /&gt;
|-&lt;br /&gt;
|2||0||3&lt;br /&gt;
|-&lt;br /&gt;
|3||0.5*||14&lt;br /&gt;
|-&lt;br /&gt;
|4||0||3&lt;br /&gt;
|-&lt;br /&gt;
|5||0||1&lt;br /&gt;
|-&lt;br /&gt;
|6||0||3&lt;br /&gt;
|-&lt;br /&gt;
|100||0.5*||25&lt;br /&gt;
|-&lt;br /&gt;
|colspan=3|*Holding an object while swimming requires an A press to be &#039;&#039;&#039;held&#039;&#039;&#039;, hence the 0.5x notation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Entering Dire Dire Docks &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/mlHzqJn2SMs?t=2m24s &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Since the painting is very large, walking into it will suffice and it is not required to dive.&lt;br /&gt;
&lt;br /&gt;
===Board Bowser&#039;s Sub &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/4JEoBwuXkzQ &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The main problem is ascending to Bowser&#039;s submarine since Mario cannot climb up to it from the water. However, a technique known as [[207 Dive Recover]] can be used to ascend from the cork boxes using the [[misalignment]], a 1-unit region where Mario cannot be pushed out by the walls and can snap onto the floor above. Using this technique, Mario can board Bowser&#039;s sub and collect the star.&lt;br /&gt;
&lt;br /&gt;
===Chests in the Current &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video 1 (main strategy): https://youtu.be/WXXR-cwhW9w &#039;&#039;&lt;br /&gt;
:&#039;&#039;Video 2 (alternative, faster strat): https://youtu.be/cTNlkmiGNRw &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mario can collect the star by opening the chest in the correct order. The main problem is opening the 4th chest, which is very close to the underwater vortex and can only be escaped with enough speed (10 using precise movements). Using underwater grabbing (with precise B presses), Mario can only go up to 7 speed, so Pannenkoek first grabs an underwater shell on the other side of the tunnel to conserve 16 speed, allowing Mario to escape the current when opening chests.&lt;br /&gt;
&lt;br /&gt;
Eventually, Pannekoek figures out an alternative, quicker method involving [[Hyper Speed Walking]] on the slippery slopes at the surface of the course, allowing Mario to build up to 50 speed and convert it to 11 swimming speed. This is barely enough to escape the vortex after the fourth chest is opened.&lt;br /&gt;
&lt;br /&gt;
===Pole-Jumping for Red Coins &#039;&#039;(0.5x)&#039;&#039;===&lt;br /&gt;
:{{main|Pole-Jumping for Red Coins}}&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/gvQMNQlgu3s &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The main challenge is collecting the two red coins behind the red walls and the one lone coin in the cage. The 0.5 A press is used for swimming in water with an object, as Mario needs to hold a shell through the loading zone. For the two coins behind the red walls, Mario clones a pole directly between two widely-separated poles for Mario to get across. For the caged red coin, the HOLP with a dummy clone at a specific location for cloning a whirlpool clone to exploit the &amp;quot;no transition loading glitch&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The transition loading is a procedure the game uses to create an illusion for two connected areas. Normally, the loading point would translate Mario&#039;s position by 8192 units to fit in the new coordinates system of the new area, but a failsafe mechanism exists to reject the translation if Mario&#039;s new position would be out of bounds. By placing a whirlpool clone into a position out of bounds, Mario can avoid the loading point translation by being pulled by the whirlpool clone through the wall and triggering the loading point at the same frame. As the new area loads, Mario begins to spiral, not around the whirlpool, but the newly loaded cork box replacing the whirlpool clone. He is then able to escape from the whirlpool death as the spiraling path grazes on a platform Mario can stand on, conveniently close to where the caged red coin is.&lt;br /&gt;
&lt;br /&gt;
===Through the Jet Stream &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/2kayePVdnw8 &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Previously, Pannenkoek uses 0.5 A presses (holding out the previous A) to collect the star by either cloning a pole to access the caps or use loading point cloning without the Metal Cap, as accessing the caps requires A presses to reach. However, the 207 dive recover strategy allowing ascending the cork boxes was soon discovered, allowing Mario to use the Metal Cap with 0 A presses. Mario simply swims through the 5 aqua rings and collect the star by using a metal cap.&lt;br /&gt;
&lt;br /&gt;
Unlike the star in Jolly Roger Bay, this star is close enough to the ground for Metal Mario to pick it up by walking into it underwater.&lt;br /&gt;
&lt;br /&gt;
===The Manta Ray&#039;s Reward &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/EHcih_XvYTM &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Due to low swimming speed without A presses, Mario has to preemptively go in front of the manta ray and follow the rings. Other than that, the stage is simple to complete.&lt;br /&gt;
&lt;br /&gt;
===Collect the Caps… &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/pYTzVFC0Qoo &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mario needs to use the 207 dive recover trick twice, first to collect the vanish cap, and then collect the metal cap. Mario would then have enough speed to drop down into the water while retaining invisibility to enter the cage. Mario then swims upwards to collect the star.&lt;br /&gt;
&lt;br /&gt;
===DDD 100 coins &#039;&#039;(0.5x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/vkHU_IFmvoQ &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As the coin count of the course is 106, 30 of which is from the blue coin block inaccessible without A presses and 16 of which is from red coins, there are only 60 yellow coins that can be collected. Fortunately, there are many coin spawners of 8 that Mario can use to clone since there is a loading point in the course. Therefore, Mario can get infinite coins by &amp;quot;coin spawner cloning&amp;quot;. The process is estimated to take 25 minutes.&lt;br /&gt;
&lt;br /&gt;
Since cloning is involved, Mario needs to hold down A in order to swim with an object held.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Level courses}}&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=FAQ&amp;diff=13959</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=FAQ&amp;diff=13959"/>
		<updated>2021-05-08T07:27:58Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: Using main template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;FAQ (Frequently Asked Questions)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==How do I TAS?==&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=GVQW_GuOKQg Basic Mupen64 TAS Tutorial]&lt;br /&gt;
&lt;br /&gt;
==What is STROOP?==&lt;br /&gt;
{{main|STROOP}}&lt;br /&gt;
&lt;br /&gt;
STROOP (&#039;&#039;&#039;S&#039;&#039;&#039;uperMario64 &#039;&#039;&#039;T&#039;&#039;&#039;echnical &#039;&#039;&#039;R&#039;&#039;&#039;untime &#039;&#039;&#039;O&#039;&#039;&#039;bserver and &#039;&#039;&#039;O&#039;&#039;&#039;bject &#039;&#039;&#039;P&#039;&#039;&#039;rocessor) is a diagnostic tool for Super Mario 64 which displays and allows for simple editing of various game values and information. It can connect to a running emulator and update values in real time. Some core features include views of loaded/unloaded objects, Mario structure variables, camera + HUD values, an overhead map display, and many more.&lt;br /&gt;
&lt;br /&gt;
==What is Mupen?==&lt;br /&gt;
{{main|Mupen64}}&lt;br /&gt;
&lt;br /&gt;
Mupen64 (Mupen for short) is an N64 emulator. A variant of Mupen64, Mupen64-rr, is most commonly used for TASing Super Mario 64. This is what most people in the TAS community mean when they say &amp;quot;Mupen&amp;quot;. There is also an emulator known as Mupen64Plus, which does not have TASing capabilities, but is commonly used for [[RTA]].&lt;br /&gt;
&lt;br /&gt;
==Why Mupen over BizHawk?==&lt;br /&gt;
&lt;br /&gt;
Most TASes of Super Mario 64 are done on [[Mupen64-rr]]. This is for one main reason: .m64 files can be played back on console, known as [[TASBot#Console Verification|Console Verification]], whereas bk2 files cannot, due to the way they handle input during lag frames. BizHawk polls inputs on lag frames, as opposed to Mupen64, which does not, and SM64 doesn&#039;t either. BK2 files (BizHawk movie files) can still be converted to m64 files, however, so some still use Bizhawk.&lt;br /&gt;
&lt;br /&gt;
==Where can I get an SM64 ROM?==&lt;br /&gt;
&lt;br /&gt;
A quick google search can help you with that. Unfortunately we cannot provide links here because of copyright.&lt;br /&gt;
&lt;br /&gt;
==What different challenges are there?==&lt;br /&gt;
&lt;br /&gt;
As of now, there are 13 challenges that have gained decent popularity, along with many minor ones. Some of the more well-known include:&lt;br /&gt;
&lt;br /&gt;
*The [[UBER Challenge]]&lt;br /&gt;
*The [[Pacifist Challenge]]&lt;br /&gt;
*The [[A Button Challenge]]&lt;br /&gt;
*The [[B Button Challenge]]&lt;br /&gt;
*The [[Z Button Challenge]]&lt;br /&gt;
*The [[Coinless Challenge]]&lt;br /&gt;
*The [[Capless/Cannonless Challenge]]&lt;br /&gt;
*The [[CCC Challenge]]&lt;br /&gt;
*The [[ABZ Button Challenge]]&lt;br /&gt;
*The [[Low Doors Challenge]]&lt;br /&gt;
*The [[No Joystick Allowed Challenge]]&lt;br /&gt;
*The [[Floor is Lava Challenge]]&lt;br /&gt;
*The [[Same Input Challenge]]&lt;br /&gt;
&lt;br /&gt;
See the [[Challenge]] and [[Other Single Button Challenges]] pages for further info on these and others.&lt;br /&gt;
&lt;br /&gt;
==How many A presses are left?==&lt;br /&gt;
&lt;br /&gt;
An any% run takes 0 A presses when performed on Wii VC. A 120 star run currently takes 19 A presses when performed on the original Japanese N64 version. Here&#039;s a table showing these counts on all game versions:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align: center; width: 200px; height: 200px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!&lt;br /&gt;
! [[Super Mario 64#Japanese|N64&amp;amp;nbsp;JP (Original)]]&lt;br /&gt;
! [[Super Mario 64#English|N64&amp;amp;nbsp;US]]&lt;br /&gt;
! [[Super Mario 64#PAL|N64&amp;amp;nbsp;PAL]]&lt;br /&gt;
! [[Super Mario 64#Shindou|N64&amp;amp;nbsp;JP (Shindou)]]&lt;br /&gt;
! [[Super Mario 64#iQue_.28Chinese.29|iQue]]&lt;br /&gt;
! [[Super Mario 64#Japanese_2|Wii&amp;amp;nbsp;VC JP]]&lt;br /&gt;
! [[Super Mario 64#English_2|Wii&amp;amp;nbsp;VC US]]&lt;br /&gt;
! [[Super Mario 64#PAL_2|Wii&amp;amp;nbsp;VC PAL]]&lt;br /&gt;
! [[Super Mario 64#Japanese_3|Wii&amp;amp;nbsp;U&amp;amp;nbsp;VC JP]]&lt;br /&gt;
! [[Super Mario 64#English_3|Wii&amp;amp;nbsp;U&amp;amp;nbsp;VC US]]&lt;br /&gt;
! [[Super Mario 64#PAL_3|Wii&amp;amp;nbsp;U&amp;amp;nbsp;VC PAL]]&lt;br /&gt;
! [[Super_Mario_64#64DD_Version|64DD Version]]&lt;br /&gt;
|-&lt;br /&gt;
! Any%&lt;br /&gt;
| 1 || 1 || 1 || 1 || 1 || 0 || 0 || 0 || 1 || 1 || 1 || 1&lt;br /&gt;
|-&lt;br /&gt;
! 120&amp;amp;nbsp;Star&lt;br /&gt;
| 19 || 22 || 22 || 22 || 22 || 21 || 21 || 21 || 22 || 22 || 22 || Impossible&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Is a 70 Star 0 A press run being developed?==&lt;br /&gt;
&lt;br /&gt;
Yes; though it is not yet confirmed to be possible, the run is being TASed until [[BitFS]]. This is because we have a good blueprint for how to do BitFS on the N64. There is currently no plan to make a 70 star no A press run on [[Wii VC]] because [[console Verification|verifying these runs]] is difficult.&lt;br /&gt;
&lt;br /&gt;
==What&#039;s the next A press save going to be?==&lt;br /&gt;
&lt;br /&gt;
Currently, it is very likely the BitFS A press will be saved on the N64, using [[Bully Battery]] and a [[Squish Cancel]] combined together. This will bring the 120 star A press count from 19 to 18.&lt;br /&gt;
&lt;br /&gt;
==How are you decompiling the game?==&lt;br /&gt;
&lt;br /&gt;
After we discovered the compiler that Nintendo used for Super Mario 64, we obtained the raw assembly from the ROM, and reverse engineered C code that compiles into it. This was a long and tedious process, but after a couple years, the game has been fully decompiled.&lt;br /&gt;
&lt;br /&gt;
==Why does Mario lose his hat when he dies from going out-of-bounds (OoB)?==&lt;br /&gt;
&lt;br /&gt;
Mario&#039;s default state is, surprisingly, with no hat on, and on each frame it checks whether he&#039;s wearing the hat and sets the proper graphics flag. However, when Mario goes OoB, a large portion of the central Mario code stops running, including that check. Hence, Mario doesn&#039;t actually lose his hat; he just forgets he&#039;s wearing it.&lt;br /&gt;
&lt;br /&gt;
==When I record an AVI on mupen, the sound works but the screen is just black. How do I fix this?==&lt;br /&gt;
&lt;br /&gt;
This is a bug that occurs when you use the gl64 video plugin when aero is enabled on your computer. One fix is to use another video plugin, or to disable aero on your computer. The latter is only possible on Windows 7, but unfortunately not on Windows 8, 8.1 or 10.&lt;br /&gt;
&lt;br /&gt;
==How do you continue off of a TAS you created earlier?==&lt;br /&gt;
&lt;br /&gt;
Play it to where you want to continue, then save a state. Disable read-only mode and reload the state. The file will now start recording inputs from that point, erasing any you had previously made after that point.&lt;br /&gt;
&lt;br /&gt;
==I just got through the 8 Star Door to Bowser 1 by grabbing onto it with a ledge grab! Is this useful?==&lt;br /&gt;
&lt;br /&gt;
No. Clipping through the door with a ledge grab is a side effect of the patch in the SM64 Editor program that &amp;quot;improves collision&amp;quot;. It is not actually possible in the original game.&lt;br /&gt;
&lt;br /&gt;
==Mario&#039;s animation doesn&#039;t update when you dive recover against a wall. Is this useful?==&lt;br /&gt;
&lt;br /&gt;
No. It is a purely visual glitch and has no effect on gameplay.&lt;br /&gt;
&lt;br /&gt;
==I was doing a BLJ on the endless stairs and warped straight to Wet-Dry World. Is this new?==&lt;br /&gt;
&lt;br /&gt;
No. You clipped through the wall and went above the painting. The game checks whether or not you entered paintings by checking whether or not you are above floor triangles behind them, even when you are really high up.&lt;br /&gt;
&lt;br /&gt;
==Mupen is open, but the Mupen window disappeared and won’t come back, even when I restart. What do I do?==&lt;br /&gt;
&lt;br /&gt;
This is a glitch that occurs when Mupen is closed while minimized.&lt;br /&gt;
&lt;br /&gt;
To fix it, you must maximize the Mupen window and then drag down the top of the window, which will restore it to a normal window. To maximize the window without it actually being present, you can do one of the following:&lt;br /&gt;
* [Windows 7 Only] Open task manager, right click on the Mupen program, click maximize&lt;br /&gt;
* Right click on the Mupen icon in the task bar with shift held, click maximize&lt;br /&gt;
* Hover over the Mupen icon in the task bar, right click on the preview, click maximize&lt;br /&gt;
&lt;br /&gt;
Deleting Mupen’s config file also works.&lt;br /&gt;
&lt;br /&gt;
==Mupen&#039;s TAS Input Plugin window doesn&#039;t stay focused when clicking on the main emulator window. What do I do?==&lt;br /&gt;
&lt;br /&gt;
This is a bug that was introduced in Windows 10 Version 1809. Some solutions have been provided using macros, but the easiest solution is to simply click on the joystick area and hold the click outside of the tas input window. When you release the click it should still follow the mouse. Then click on Mupen, and from now until you close the rom, it will behave normally.&lt;br /&gt;
[[Category:Help]]&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=List_of_unused_models&amp;diff=13958</id>
		<title>List of unused models</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=List_of_unused_models&amp;diff=13958"/>
		<updated>2021-05-08T07:26:57Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: /* Trampoline */ Using main template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists &#039;&#039;&#039;unused models&#039;&#039;&#039; found in &#039;&#039;Super Mario 64&#039;&#039;. A few of these are 3D versions of sprites used in the game, a few are variations on existing models, and some are completely different from anything used in the game.&lt;br /&gt;
&lt;br /&gt;
==3D Versions of 2D Sprites==&lt;br /&gt;
The following are 3D versions of 2D sprites which exist in game.&lt;br /&gt;
&lt;br /&gt;
===3D Goomba Body===&lt;br /&gt;
&lt;br /&gt;
===3D Bully===&lt;br /&gt;
&lt;br /&gt;
===3D Amp===&lt;br /&gt;
&lt;br /&gt;
===3D Heave Ho Tires===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Alternate Objects==&lt;br /&gt;
&lt;br /&gt;
===Koopa Shells===&lt;br /&gt;
&lt;br /&gt;
===Yellow Switch===&lt;br /&gt;
[[File:STROOP- Yellow Switch Button.png|right|frameless|80x80px]]&lt;br /&gt;
A yellow variation of the cap switches exists, along with an empty function for it. It is possible it was intended to be required in order to access yellow blocks containing Koopa shells.&lt;br /&gt;
&lt;br /&gt;
===Transparent Yellow Box===&lt;br /&gt;
&lt;br /&gt;
===Alternate Penguin Heads===&lt;br /&gt;
&lt;br /&gt;
===Tower Platforms===&lt;br /&gt;
[[File:STROOP- WF Tower Platform Unused Graphic.png|right|frameless|150x150px]]&lt;br /&gt;
A variation of the Whomp&#039;s Fortress tower platforms. This version is a trapezoid rather than a rectangle. &lt;br /&gt;
&lt;br /&gt;
===Rolling Rocks ===&lt;br /&gt;
==Unused Entirely==&lt;br /&gt;
&lt;br /&gt;
===Blargg===&lt;br /&gt;
[[File:STROOP- Blargg.png|right|frameless|150x150px]]&lt;br /&gt;
Blargg was an enemy appearing in Super Mario World. The model is listed in actor group 2 (used for lava levels) along with the Bully model. Behavior code for Blargg, if it ever existed, is not in the game.&lt;br /&gt;
&lt;br /&gt;
===Basic Platform===&lt;br /&gt;
&lt;br /&gt;
===Boo Key===&lt;br /&gt;
[[File:STROOP- Boo Key.png|right|frameless|147x147px]]&lt;br /&gt;
The Boo Key is an unused object seen being held by Big Boo in an early screenshot. Leftover code exists for the object.&lt;br /&gt;
&lt;br /&gt;
===Water Mine===&lt;br /&gt;
&lt;br /&gt;
===Trampoline===&lt;br /&gt;
{{main|Trampoline}}&lt;br /&gt;
[[File:Trampoline.png|right|frameless]]&lt;br /&gt;
&lt;br /&gt;
The Trampoline is an unused object consisting of code and a trampoline model. Unlike some unused objects, the trampoline has a substantial amount of leftover code.&lt;br /&gt;
&lt;br /&gt;
[[Category:Beta]]&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Super_Mario_64&amp;diff=13957</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=13957"/>
		<updated>2021-05-08T07:26:18Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: Interwiki links to Wikipedia, italic game titles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Super Mario 64&#039;&#039;&#039;&#039;&#039; is a 1996 platforming game on the Nintendo 64 console. It was a launch title for the N64 (along with &#039;&#039;[[wikipedia:Pilotwings 64|Pilotwings 64]]&#039;&#039; and &#039;&#039;[[wikipedia:Cruis&#039;n USA|Cruis&#039;n USA]]&#039;&#039; 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;
&#039;&#039;Super Mario 64&#039;&#039; started development sometime before 1995. The first time &#039;&#039;Super Mario 64&#039;&#039; 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 &#039;&#039;Super Mario 64&#039;&#039;, 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 &#039;&#039;Super Mario 64&#039;&#039;, and a couple of the team members never wanted to make games anymore due to being burnt out after working on &#039;&#039;Super Mario 64&#039;&#039;.&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 Japanese version has a few 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 (and some 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 and all successive versions added some extra dialogue over the Japanese version. 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. 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 &#039;&#039;Super Mario 64&#039;&#039; 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 &#039;&#039;Super Mario 64&#039;&#039; 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;
===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;
&#039;&#039;Super Mario 64&#039;&#039; 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;
===Wii VC===&lt;br /&gt;
{{main|Virtual Console}}&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_Conversion_Crash | 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. Like Wii VC, it ignores [[Address Error Exception]]s. 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;
PAL Wii U VC is actually the US version (unlike on Wii VC), so it&#039;s identical to the US Wii U VC.&amp;lt;ref&amp;gt;https://www.nintendo.co.uk/Games/Nintendo-64/Super-Mario-64-269745.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch===&lt;br /&gt;
====&#039;&#039;Super Mario 3D All-Stars&#039;&#039;====&lt;br /&gt;
Super Mario 3D All-Stars includes an upscaled &#039;&#039;Super Mario 64&#039;&#039;. The version is the Shindou version with Lua scripts to hack in 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; The Switch does not have [[Wii VC Round-To-Zero|the Wii&#039;s rounding error]], but it does ignore [[Address Error Exception]]s.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;Super Mario 64 DS&#039;&#039;==&lt;br /&gt;
{{main|Super Mario 64 DS}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Super Mario 64 DS]]&#039;&#039; is a remake of &#039;&#039;Super Mario 64&#039;&#039; 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 &#039;&#039;Super Mario 64&#039;&#039;, 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;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [[mariowiki:Super_Mario_64|&#039;&#039;Super Mario 64&#039;&#039; on the Super Mario Wiki]]&lt;br /&gt;
* [[wikipedia:Super_Mario_64|&#039;&#039;Super Mario 64&#039;&#039; on Wikipedia]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Super_Mario_64&amp;diff=13956</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=13956"/>
		<updated>2021-05-08T07:25:21Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: Rm excess newlines&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Super Mario 64&#039;&#039;&#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;
&#039;&#039;Super Mario 64&#039;&#039; started development sometime before 1995. The first time &#039;&#039;Super Mario 64&#039;&#039; 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 &#039;&#039;Super Mario 64&#039;&#039;, 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 &#039;&#039;Super Mario 64&#039;&#039;, and a couple of the team members never wanted to make games anymore due to being burnt out after working on &#039;&#039;Super Mario 64&#039;&#039;.&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 Japanese version has a few 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 (and some 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 and all successive versions added some extra dialogue over the Japanese version. 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. 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 &#039;&#039;Super Mario 64&#039;&#039; 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 &#039;&#039;Super Mario 64&#039;&#039; 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;
===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;
&#039;&#039;Super Mario 64&#039;&#039; 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;
===Wii VC===&lt;br /&gt;
{{main|Virtual Console}}&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_Conversion_Crash | 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. Like Wii VC, it ignores [[Address Error Exception]]s. 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;
PAL Wii U VC is actually the US version (unlike on Wii VC), so it&#039;s identical to the US Wii U VC.&amp;lt;ref&amp;gt;https://www.nintendo.co.uk/Games/Nintendo-64/Super-Mario-64-269745.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Switch===&lt;br /&gt;
====&#039;&#039;Super Mario 3D All-Stars&#039;&#039;====&lt;br /&gt;
Super Mario 3D All-Stars includes an upscaled &#039;&#039;Super Mario 64&#039;&#039;. The version is the Shindou version with Lua scripts to hack in 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; The Switch does not have [[Wii VC Round-To-Zero|the Wii&#039;s rounding error]], but it does ignore [[Address Error Exception]]s.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;Super Mario 64 DS&#039;&#039;==&lt;br /&gt;
{{main|Super Mario 64 DS}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Super Mario 64 DS]]&#039;&#039; is a remake of &#039;&#039;Super Mario 64&#039;&#039; 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 &#039;&#039;Super Mario 64&#039;&#039;, 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;
&lt;br /&gt;
==External links==&lt;br /&gt;
* [[mariowiki:Super_Mario_64|&#039;&#039;Super Mario 64&#039;&#039; on the Super Mario Wiki]]&lt;br /&gt;
* [[wikipedia:Super_Mario_64|&#039;&#039;Super Mario 64&#039;&#039; on Wikipedia]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Super_Mario_64&amp;diff=13955</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=13955"/>
		<updated>2021-05-08T07:24:52Z</updated>

		<summary type="html">&lt;p&gt;SuperHamster: Italic game title, using main template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;&#039;&#039;Super Mario 64&#039;&#039;&#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;
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==History==&lt;br /&gt;
&#039;&#039;Super Mario 64&#039;&#039; started development sometime before 1995. The first time &#039;&#039;Super Mario 64&#039;&#039; 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 &#039;&#039;Super Mario 64&#039;&#039;, 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 &#039;&#039;Super Mario 64&#039;&#039;, and a couple of the team members never wanted to make games anymore due to being burnt out after working on &#039;&#039;Super Mario 64&#039;&#039;.&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;
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==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;
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===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;
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====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 Japanese version has a few 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 (and some 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;
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====English====&lt;br /&gt;
&#039;&#039;See also: [[Version Differences]]&#039;&#039;&lt;br /&gt;
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The English version and all successive versions added some extra dialogue over the Japanese version. 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. 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;
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====PAL====&lt;br /&gt;
The European release of &#039;&#039;Super Mario 64&#039;&#039; 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;
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====Shindou====&lt;br /&gt;
The final release of &#039;&#039;Super Mario 64&#039;&#039; 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;
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===iQue (Chinese)===&lt;br /&gt;
&#039;&#039;Main article: [[Super Mario 64 (iQue)]]&#039;&#039;&lt;br /&gt;
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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;
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===64DD Version===&lt;br /&gt;
&#039;&#039;Super Mario 64&#039;&#039; 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;
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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;
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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;
===Wii VC===&lt;br /&gt;
{{main|Virtual Console}}&lt;br /&gt;
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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_Conversion_Crash | 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;
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====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;
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====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;
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====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;
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===Wii U VC===&lt;br /&gt;
&#039;&#039;Main article: [[Virtual Console]]&#039;&#039;&lt;br /&gt;
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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. Like Wii VC, it ignores [[Address Error Exception]]s. 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;
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====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;
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====English====&lt;br /&gt;
Also like Wii VC, American Wii U VC is the US version.&lt;br /&gt;
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====PAL====&lt;br /&gt;
PAL Wii U VC is actually the US version (unlike on Wii VC), so it&#039;s identical to the US Wii U VC.&amp;lt;ref&amp;gt;https://www.nintendo.co.uk/Games/Nintendo-64/Super-Mario-64-269745.html&amp;lt;/ref&amp;gt;&lt;br /&gt;
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===Switch===&lt;br /&gt;
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====&#039;&#039;Super Mario 3D All-Stars&#039;&#039;====&lt;br /&gt;
Super Mario 3D All-Stars includes an upscaled &#039;&#039;Super Mario 64&#039;&#039;. The version is the Shindou version with Lua scripts to hack in 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; The Switch does not have [[Wii VC Round-To-Zero|the Wii&#039;s rounding error]], but it does ignore [[Address Error Exception]]s.&lt;br /&gt;
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==&#039;&#039;Super Mario 64 DS&#039;&#039;==&lt;br /&gt;
{{main|Super Mario 64 DS}}&lt;br /&gt;
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&#039;&#039;[[Super Mario 64 DS]]&#039;&#039; is a remake of &#039;&#039;Super Mario 64&#039;&#039; 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 &#039;&#039;Super Mario 64&#039;&#039;, 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;
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==References==&lt;br /&gt;
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==External links==&lt;br /&gt;
* [[mariowiki:Super_Mario_64|&#039;&#039;Super Mario 64&#039;&#039; on the Super Mario Wiki]]&lt;br /&gt;
* [[wikipedia:Super_Mario_64|&#039;&#039;Super Mario 64&#039;&#039; on Wikipedia]]&lt;br /&gt;
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[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>SuperHamster</name></author>
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