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	<updated>2026-10-01T06:55:18Z</updated>
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	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=A_Button_Challenge&amp;diff=16949</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=16949"/>
		<updated>2022-07-06T04:21:58Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: &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;
==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 16 A presses in a 120 star run (as well as 0 in any% on WiiVC).&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;
{| 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;
Additionally, some levels require the A button to be held at the beginning the level, but not started on that specific star necessarily. These presses can be held from earlier presses to lower counts in longer runs, but still count as a full press on single-star runs. Such A presses are referred to as &amp;quot;half A presses,&amp;quot; and result in A press counts such as 2.5&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=kpk2tdsPh0A Watch for Rolling Rocks - 0.5x A Presses]&amp;lt;/ref&amp;gt;. Note that only one half A press can be required per star.&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;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
{{Challenges}}&lt;/div&gt;</summary>
		<author><name>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=FAQ&amp;diff=16948</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=FAQ&amp;diff=16948"/>
		<updated>2022-07-06T04:21:55Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: Updated to match new apress count&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;FAQ (Frequently Asked Questions)&#039;&#039;&#039;&lt;br /&gt;
==How do I TAS?==&lt;br /&gt;
[https://www.youtube.com/watch?v=GVQW_GuOKQg Basic Mupen64 TAS Tutorial]&lt;br /&gt;
==What is STROOP?==&lt;br /&gt;
{{main|STROOP}}&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;
==What is Mupen?==&lt;br /&gt;
{{main|Mupen64}}&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;
==Why Mupen over BizHawk?==&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;
==Where can I get an SM64 ROM?==&lt;br /&gt;
A quick google search can help you with that. Unfortunately we cannot provide links here because of copyright.&lt;br /&gt;
==What different challenges are there?==&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;
*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;
See the [[Challenge]] and [[Other Single Button Challenges]] pages for further info on these and others.&lt;br /&gt;
==How many A presses are left?==&lt;br /&gt;
An any% run takes 0 A presses when performed on Wii VC. A 120 star run currently takes 16 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;
{| 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;
| 16 || 20 || 20 || 20 || 20 || 19 || 19 || 19 || 20 || 20 || 20 || Impossible&lt;br /&gt;
|}&lt;br /&gt;
==Is a 70 Star 0 A press run being developed?==&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;
==What&#039;s the next A press save going to be?==&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 17 to 16.&lt;br /&gt;
==How are you decompiling the game?==&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;
==Why does Mario lose his hat when he dies from going out-of-bounds (OoB)?==&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;
==When I record an AVI on mupen, the sound works but the screen is just black. How do I fix this?==&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;
==How do you continue off of a TAS you created earlier?==&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;
==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;
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;
==Mario&#039;s animation doesn&#039;t update when you dive recover against a wall. Is this useful?==&lt;br /&gt;
No. It is a purely visual glitch and has no effect on gameplay.&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;
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;
==Mupen is open, but the Mupen window disappeared and won’t come back, even when I restart. What do I do?==&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;
Deleting Mupen’s config file also works.&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;
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>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Stomp_on_the_Thwomp&amp;diff=16947</id>
		<title>Stomp on the Thwomp</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Stomp_on_the_Thwomp&amp;diff=16947"/>
		<updated>2022-07-06T04:21:50Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: todo: update with link ABC tas link once it is published on YT&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
{{star_infobox&lt;br /&gt;
|image=SotT.png&lt;br /&gt;
|course=Tick Tock Clock&lt;br /&gt;
|height=249&lt;br /&gt;
|tas=17.90&lt;br /&gt;
|tas_link=[https://docs.google.com/spreadsheets/d/12Sl41gqLUGzBU0p1nx7uNKOAP835NIoFXqda1j6oqag/edit#gid=0 &amp;quot;Super Mario 64 - TAS Times&amp;quot; Document by plush]&lt;br /&gt;
|rta=21.58&lt;br /&gt;
|rta_link=[https://youtu.be/5FwUIOhQvO0 &amp;quot;Super Mario 64 - Stomp On The Thwomp 21&amp;quot;58&amp;quot; by Xiah]&lt;br /&gt;
|abc=1&lt;br /&gt;
|abc_link=[https://youtu.be/3WLlQ2alTK8 &amp;quot;TTC Stomp on the Thwomp 2x A Presses&amp;quot; by pannenkoek2012]&lt;br /&gt;
|abz= 15&lt;br /&gt;
|abz_link=[https://docs.google.com/spreadsheets/d/1lAf4RDjKIbpApFQUrjZe7K2tVtAu0FDY_SgaJkYAvhQ/ &amp;quot;SM64 ABZ Button Challenge PAL&amp;quot; Document]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Stomp on the Thwomp&#039;&#039;&#039;, or &#039;&#039;&#039;SotT&#039;&#039;&#039; for short, is the fourth mission of [[Tick Tock Clock]]. The star requires navigation through the entirety of the mainly vertical clock to reach the Thwomp at the top. Due to the length of the star and the distance it covers, it is usually combined with the 100 coin star in speedrunner&#039;s routes.&lt;br /&gt;
&lt;br /&gt;
This star is particularly difficult in certain challenges, such as the [[A Button Challenge]] and [[ABZ Button Challenge]]. The massive vertical climb takes many seemingly unavoidable presses to scale, and often involves maximizing the value out of every press used.&lt;br /&gt;
&lt;br /&gt;
==TAS WR History==&lt;br /&gt;
In terms of TAS records for SotT, most optimization has gone into SotT + 100 coin star (all four 120 TASes combine the two stars). Some TASers still took the time to claim the IL record, however, and it has resulted in a fairly decent point for a non-full game star. Sadly, both the current WR and previous WR have been lost due to copyright claims on nicovideos by Nintendo and the user deleting their account on YouTube.&lt;br /&gt;
{{TAS_History}}&lt;br /&gt;
&lt;br /&gt;
==TAS Strategy==&lt;br /&gt;
&#039;&#039;This is mainly describing Nahoc&#039;s 18.87 TAS since the two improvements since have been lost.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The current route begins by heading the normal direction most players would, but triple jumps into the corner below and to the right of [[Roll into the Cage]]. This is followed by two normal wall kicks, and then a [[Glitchy Wall Kick|glitchy wall kick]] to keep the same direction to dive towards the [[Get a Hand|Get a Hand star]] cubby. After landing in the cubby, a long jump into a wall kick is done immediately to reach the [[cog]] for another wall kick. Worth noting, this cog position is where it is due to the random setting cog of the clock, which therefore requires [[RNG]]. This forces precise work to have it in the needed range.&lt;br /&gt;
&lt;br /&gt;
Wall kicking off the cog, there is a precise wall kick off the cage around the Roll into the Cage star to get on top. Upon landing, another long jump into a wall kick is executed, which leads into another glitchy wall kick. The glitchy wall kick provides a better angle to be able to jump off the [[pendulum]] (which is also where it is due to RNG). This jump off the pendulum is led into by a speed kick-double jump combo that allows the jump off the pendulum to be a triple jump. This triple leads into yet another wall kick that lands on the cage beneath [[Timed Jumps on Moving Bars]].&lt;br /&gt;
&lt;br /&gt;
Upon landing, a sideflip into a wall kick allows Mario to land above the Timed Jumps on Moving Bars star. A creative long jump into the exclamation block here allows two wall kicks that give enough height to land on the walkway that leads to the higher hand. After following the path to the area below the Stomp on the Thwomp star, an unorthodox triple jump into a well placed wall kick allows Mario to land on the treadmill. This is enough height to sideflip onto the thwomp, and single jump into the star.&lt;br /&gt;
&lt;br /&gt;
The improvements to this route supposedly came in the form of small improvements (which happens in the case of most time saves) and better RNG. RNG is logical as this route has mario interacting with two [[treadmill|treadmills]], a pendulum, the [[thwomp]], and a very specific wall kick of a cog.&lt;br /&gt;
&lt;br /&gt;
==ABC WR History==&lt;br /&gt;
Stomp on the Thwomp has been known as a difficult star for the A button challenge for a long time, and for this reason it is often excluded from early lists. bobmario511 was the first known person to route and perform a TAS for the star, producing 4 over a period of one month. Having gotten the count to 15 presses, bobmario511 was fairly certain the route was maxed, and felt comfortable with the TAS.&lt;br /&gt;
&lt;br /&gt;
Since this point, pannenkoek2012 and the rest of the ABC team have worked to improve this star, and have saved 13 A Presses. Stomp on the Thwomp in particular takes a lot of creative routing and problem solving, and combining these in a creative way to save A presses. In general, the routing usually focuses on efficient usage the two available bob-ombs, their two coins, the one-time pre-set HOLP, and the 100 coin star for a [[Star Dance Clip]] (SDC).&lt;br /&gt;
&lt;br /&gt;
{{ABC_History}}&lt;br /&gt;
&lt;br /&gt;
==Current ABC Route==&lt;br /&gt;
&#039;&#039;Because of the nature of TTC and how it&#039;s nearly a completely different course depending on the clock setting, the route has continually changed different settings. The current route is on the &#039;&#039;&#039;random&#039;&#039;&#039; setting.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to even entering TTC, a [[HOLP]] is set  in [[BitS]] that will later be utilized near the [[Pendulum Box|pendulum box]] [[Pedro Spot]].&lt;br /&gt;
&lt;br /&gt;
Getting to the second level of the clock (by the first clock hand) cannot be done going through the main pathway without pressing A. This is avoided by using the [[spinner]]s, instead. So with this in mind, the current route goes up these spinners every time it needs to go up to the second level.&lt;br /&gt;
&lt;br /&gt;
At the second level, getting onto the area with the [[cog]]s is a more difficult task and requires using a [[Star Dance Clip|star dance clip]] (SDC) via a [[100 Coin Star|100 coin star]] to get past. This is an issue here, though, as Mario only has access to 36 coins from the second level down. Luckily, this can be overcome using [[cloning]] and the line of coins along the higher pole. Not so luckily, this means having to navigate the spinners on the random setting while carrying a [[bob-omb]] 64 times. This is an incredibly time consuming and monotonous task, and takes roughly 20 minutes per coin.&amp;lt;ref&amp;gt;[https://youtu.be/ozLIz8j-y68 &amp;quot;TTC TASing a Coin Clone on Random Setting&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; For this reason, work is usually done to avoid redoing the cloning, typically by just setting a different HOLP and reusing the old first section of the TAS. Since this cloning will update the HOLP, a bob-omb is thrown first to the HOLP via [[Pause Buffered Hitstun]] for later usage.&lt;br /&gt;
&lt;br /&gt;
Once all 64 coins have been cloned, another clone must be used to place a [[fire]] clone before the ledge leading to the cogs. A single SDC is not enough height to reach the ledge, but a fire burn into a SDC is. To avoid immediately burning on the fire clone, it is placed carefully using the hand to push Mario out of the way.&amp;lt;ref&amp;gt;[https://youtu.be/upzprhsB9D0 &amp;quot;TTC To Cogs 0x Using 1 Fire Clone&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; With the fire clone set, the ! block containing three coins above the second is broken, and one of the coins is cloned. This allows the 100 coin star to be placed in a spot that allows the SDC without needing a bob-omb to still have its coin. At this point, the set-up is complete and Mario can now burn and clip up to the area near the cogs.&lt;br /&gt;
[[File:Pendulum Box Pedro Spot.png|300px|thumb|right|The pendulum box pedro spot.]]&lt;br /&gt;
Now with access to the cogs, Mario can simply dive recover until he reaches the top. At this point, a special maneuver termed &amp;quot;[[Cog Misalignment|Cog Misa]]&amp;quot; is utilized. Mario conserve vertical speed onto the highest cog using one of the cog&#039;s [[misalignment]]s, allowing him to reach the walkway to [[Roll into the Cage]] (which normally is too high to reach without an A press). This misalignment was thought to be impossible, as setting the cog&#039;s (very slightly) longest edge face as close to mario as possible, while still facing away from the origin to keep its misalignment open, was not enough for Mario to avoid the protruding wall hitboxes in the way of reaching the misalignment. However, if the cog was turned even closer towards mario 1 frame before he reaches the misalignment, where maximum cog spinning speed can let the cog barely reach the point when the misalignment opens up, Mario can dive recover at a sharper angle, and use the misalignmentless wall hitbox to get pushed rightwards by the spinning cog, so on the next frame, when the cog&#039;s misalignment finally opens, Mario can enter the misalignment with his better facing angle and extreme leftwards straining. &amp;lt;ref name=&amp;quot;misa&amp;quot;&amp;gt;[https://youtu.be/7eK2yszTfyA &amp;quot;Cog Misalignment (A press save SOON!)&amp;quot; by DeRockProject &amp;amp; the Attack of the Really Long Channel Name]&amp;lt;/ref&amp;gt; This maneuver allows Mario to get past the cogs without any presses, something that required a bob-omb and the HOLP prior to this maneuver.&lt;br /&gt;
&lt;br /&gt;
Near Roll into the Cage, Mario now uses [[HSG|hyperspeed grinding]] to build up speed in the &amp;quot;Sidney Spot&amp;quot;.&amp;lt;ref&amp;gt;[https://youtu.be/3I7y6zYEOGU &amp;quot;Interesting TTC Hyperspeed Spot&amp;quot; by Sidney600SM64]&amp;lt;/ref&amp;gt; This essentially works by repeatably falling and landing, which can gain speed over time via air movement. Once Mario has enough speed, he can jump out of the spot, converting his horizontal speed to vertical speed, allowing him to land in the area near the [[The Pit and the Pendulums]] star. This is the first A press.&lt;br /&gt;
&lt;br /&gt;
From here, Mario makes his way to the Pit and the Pendulums area where the back pendulum is [[Pendulum Manipulation|manipulated]] via [[RNG]]. This eventually increases the magnitude of the arm movement enough to allow Mario be able to ride up the arm to get close to a [[Pedro Spot|pedro spot]] that is located above the pendulum box in the corners.&amp;lt;ref&amp;gt;[https://youtu.be/E0GbkSrx9Ik &amp;quot;TTC Pedro Spot on Pendulum Box&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; Having ridden the arm into a relatively close position, Mario is pushed into the [[ceiling]] by the pendulum arm. The bob-omb that was thrown earlier drops onto Mario from above, knocking him onto the box. Finally, the pendulum arm pushes him into position in the pedro spot. From this spot, Mario manipulates the RNG to be in good condition for a later part of the TAS. &lt;br /&gt;
&lt;br /&gt;
Mario now is able to build up large amounts of speed in this position (roughly 680), despite having to occasionally sacrifice speed to avoid the pendulum arm. Once he has enough speed, Mario jumps out of the spot by landing on the pendulum arm. Jumping converts the horizontal speed to vertical speed, giving Mario massive amounts of upwards mobility. (This is the second press). This speed is immediately conserved by landing on the floor directly about the spot. From here, Mario punches to the edge of the cage. At this point, all Mario needs to do is wait for the upper hand to get into position to land on. Once it is Mario falls off, using the upwards speed to navigate onto the upper clock hand and landing with C^ to [[C^ VSC|conserve his vertical speed]].&lt;br /&gt;
&lt;br /&gt;
Once on the hand, the hand ticks counter clockwise to the right side of the treadmill. This is a fairly uncommon occurrence- the hand ticks clockwise three times as often as counter clockwise, and has ticks three times as large. This rare situation is why the RNG manipulation on the pendulum box was important. Once the hand is near the [[treadmill]], Mario punches off the hand and lands on the [[Thwomp]]. From here, grabbing the star only requires a dive recover.&lt;br /&gt;
&lt;br /&gt;
== Obsoleted Still Setting Route ==&lt;br /&gt;
[[File:Still Cog Pedro Spot.png|300px|thumb|right|The pedro spot and angle used for the x5 still method.]]&lt;br /&gt;
Prior to even entering TTC, a [[HOLP]] is set  in [[TTM]]. After entering the course, the first thing done is to instant release a bob-omb at the HOLP which will later be utilized in the cog area of the clock. &lt;br /&gt;
&lt;br /&gt;
Gaining height on the still setting is harder than on the moving settings, primarily due to being unable to go up the spinner side and instead having to go up the rotating block main pathway. Getting past the first rotating cube requires a jump dive, this is the first A press. Clearing the next set of rotating blocks requires a well placed double jump into triple jump dive combo. The dive lands on the moving bar so Mario can dive recover onto the second level. These are the second and third A presses.&lt;br /&gt;
&lt;br /&gt;
From here, Mario reactivates the bob-omb placed at the HOLP, which snaps to Mario since it is out of bounds. Now with the bob-omb present, jump dive transports both it and Mario to the pathway before the cogs. This is the fourth A press.&lt;br /&gt;
&lt;br /&gt;
Finally at the cogs, Mario can use the bob-omb to push himself into the cog pedro spot with a precise location and angle. After building up enough speed, Mario jump dives straight to the top of the thwomp, from where he can dive recover into the star. The jump to the thwomp is the fifth A press.&lt;br /&gt;
&lt;br /&gt;
== Potential ABC Improvements ==&lt;br /&gt;
=== Random Cog Pedro Spot ===&lt;br /&gt;
{{main|Random Cog Pedro Spot}}&lt;br /&gt;
There is a known pedro spot that is used in the still-setting world record in between the first two cogs while they are still. This pedro spot also exists on the moving clock settings, and has potential usage on the random setting. A route with the pedro spot on random would combine most of the positives of both current world records- it would be able to go up the spinners and SDC onto the cog area while also jumping up to the higher area with the thwomp. Depending on how ideal of an angle is used, it could either allow Stomp on the Thwomp to drop to either one or two A presses.&amp;lt;ref&amp;gt;[https://youtu.be/S0q3_toE3b4 &amp;quot;TTC Pedro Spot on Cogs during Random Setting&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Initially, pannenkoek did calculations for the viability of this strategy, and came up with astronomically small likelihoods of success. This was due to needing roughly 1200 consecutive frames with calls, all with a one in seven chance. The strat was essentially declared dead at this point, and ruled as infeasible.&amp;lt;ref&amp;gt;[https://youtu.be/X4k5NGUjTWs &amp;quot;TTC Pedro Spot on Cogs Update&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; About a year later, Iwer Sonsch brought up the point that through small angle oscillations, Mario can stay in the pedro spot with less RNG calls. These small angles gradually grow over time (since Mario&#039;s speed is growing as well) and allow largely and larger angle oscillations until the spot becomes stable. This managed to drop the total from around 1200 RNG calls to about 80 or so. The analysis also showed that there was more than just one route (completely still) to work with, which opened other opportunities to aim for to increase the likelihood of there being a configuration that works.&amp;lt;ref&amp;gt;[https://www.reddit.com/r/SM64ABC/comments/6pnkwt/ttc_pedro_spot_on_random_setting_via_oscillations/ &amp;quot;TTC Pedro Spot on Random Setting via Oscillations (Blueprint)&amp;quot; by Iwer Sonsch]&amp;lt;/ref&amp;gt; Additionally since the release of pannenkoek&#039;s video, pendulum manipulation was discovered. This technique opens an incredibly large number of possible TTC states, magnitudes greater than what earlier calculations used giving the strategy even greater potential odds.&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>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:A_Button_Challenge_infobox&amp;diff=16946</id>
		<title>Template:A Button Challenge infobox</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:A_Button_Challenge_infobox&amp;diff=16946"/>
		<updated>2022-07-06T04:21:29Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: Updated to match new Apress count&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Challenge_infobox&lt;br /&gt;
|title=A Button Challenge&lt;br /&gt;
|abbreviation=ABC&lt;br /&gt;
|stars=109&lt;br /&gt;
|stars-overall=98&lt;br /&gt;
|beatable=Yes(WiiVC) No(N64)&lt;br /&gt;
|button-presses-any=0(WiiVC) 1(N64)&lt;br /&gt;
|button-presses-full=16(JP 1.0) 21(WiiVC) 22(USA)&lt;br /&gt;
|bob1=1|bob2=1|bob3=1|bob4=1|bob5=1|bob6=1|bob7=1&lt;br /&gt;
|wf1=1|wf2=1|wf3=1|wf4=1|wf5=1|wf6=1|wf7=1&lt;br /&gt;
|jrb1=1|jrb2=1|jrb3=0|jrb4=1|jrb5=1|jrb6=1|jrb7=1&lt;br /&gt;
|ccm1=1|ccm2=1|ccm3=1|ccm4=1|ccm5=1|ccm6=1|ccm7=1&lt;br /&gt;
|bbh1=1|bbh2=1|bbh3=1|bbh4=1|bbh5=1|bbh6=1|bbh7=1&lt;br /&gt;
|hmc1=1|hmc2=1|hmc3=1|hmc4=1|hmc5=1|hmc6=0.5|hmc7=1&lt;br /&gt;
|lll1=1|lll2=1|lll3=1|lll4=1|lll5=1|lll6=0|lll7=1&lt;br /&gt;
|ssl1=1|ssl2=1|ssl3=0|ssl4=1|ssl5=1|ssl6=0|ssl7=1&lt;br /&gt;
|ddd1=1|ddd2=1|ddd3=0.5|ddd4=1|ddd5=1|ddd6=1|ddd7=0.5&lt;br /&gt;
|sl1=1|sl2=1|sl3=1|sl4=1|sl5=1|sl6=1|sl7=1&lt;br /&gt;
|wdw1=1|wdw2=1|wdw3=1|wdw4=1|wdw5=1|wdw6=1|wdw7=1&lt;br /&gt;
|ttm1=1|ttm2=1|ttm3=1|ttm4=1|ttm5=1|ttm6=1|ttm7=1&lt;br /&gt;
|thi1=1|thi2=1|thi3=1|thi4=1|thi5=0|thi6=1|thi7=1&lt;br /&gt;
|ttc1=1|ttc2=1|ttc3=1|ttc4=0|ttc5=1|ttc6=1|ttc7=1&lt;br /&gt;
|rr1=1|rr2=1|rr3=1|rr4=1|rr5=1|rr6=1|rr7=1&lt;br /&gt;
|slide1=0|slide2=1&lt;br /&gt;
|aquarium=1&lt;br /&gt;
|totwc=1|cotmc=1|vcutm=1&lt;br /&gt;
|wmotr=0&lt;br /&gt;
|mips1=1|mips2=1&lt;br /&gt;
|toad1=1|toad2=1|toad3=1&lt;br /&gt;
|key_1=1|key_2=1|bitdw=1|bitfs=1|bits=1&lt;br /&gt;
}}&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt; [[Category:Infobox templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Timed_Jumps_on_Moving_Bars&amp;diff=16945</id>
		<title>Timed Jumps on Moving Bars</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Timed_Jumps_on_Moving_Bars&amp;diff=16945"/>
		<updated>2022-07-06T01:43:22Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: todo: update with link ABC tas link once it is published on YT&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&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;
{{star_infobox&lt;br /&gt;
|image=TJoMB.jpg&lt;br /&gt;
|course=Tick Tock Clock&lt;br /&gt;
|height=286&lt;br /&gt;
|height_link=[https://www.youtube.com/watch?v=xE7hrQ8sHhU&amp;amp;t=1m59s &amp;quot;Star Heights&amp;quot; by UncommentatedPannen]&lt;br /&gt;
|tas=11&amp;quot;53&lt;br /&gt;
|tas_link=[https://youtu.be/xL6VE_5PddM?t=1h13m42s &amp;quot;(TAS) N64 Super Mario 64 &amp;quot;120 Stars&amp;quot; in 1:20:41&amp;quot; video encoded by sonicpacker]&lt;br /&gt;
|rta=14&amp;quot;84&lt;br /&gt;
|rta_link=[https://docs.google.com/spreadsheets/d/1_cOIEnuKIQ-3LA_U0ygpiL87PTSBPlHmKDId0vC7alo/edit#gid=1471905853&amp;amp;range=B149 &amp;quot;Super Mario 64 - Current Records&amp;quot; spreadsheet]&lt;br /&gt;
|abc=0&lt;br /&gt;
|abc_link=&lt;br /&gt;
|abz=8&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Timed Jumps on Moving Bars&#039;&#039;&#039; is the fifth star in [[Tick Tock Clock]]. It is found in a cage, which can be climbed up to by jumping on bars that move in and out of the wall. Entering on the still setting will make the bars stay out of the wall and not move.&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
{{star_nav}}&lt;/div&gt;</summary>
		<author><name>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=The_Pit_and_the_Pendulums&amp;diff=16944</id>
		<title>The Pit and the Pendulums</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=The_Pit_and_the_Pendulums&amp;diff=16944"/>
		<updated>2022-07-06T01:40:08Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: todo: update with link ABC tas link once it is published on YT&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&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;
{{star_infobox&lt;br /&gt;
|image=TPatP.jpg&lt;br /&gt;
|course=Tick Tock Clock&lt;br /&gt;
|height=&lt;br /&gt;
|height_link=&lt;br /&gt;
|tas=&lt;br /&gt;
|tas_link=&lt;br /&gt;
|rta=&lt;br /&gt;
|rta_link=&lt;br /&gt;
|abc= 0&lt;br /&gt;
|abc_link=&lt;br /&gt;
|abz=&lt;br /&gt;
|abz_link=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Pit and the Pendulums&#039;&#039;&#039; is the second mission of [[Tick Tock Clock]].&lt;br /&gt;
&lt;br /&gt;
{{star_nav}}&lt;/div&gt;</summary>
		<author><name>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=FAQ&amp;diff=16943</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=FAQ&amp;diff=16943"/>
		<updated>2022-07-06T01:30:58Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: Fixed A press total in a different paragraph&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;FAQ (Frequently Asked Questions)&#039;&#039;&#039;&lt;br /&gt;
==How do I TAS?==&lt;br /&gt;
[https://www.youtube.com/watch?v=GVQW_GuOKQg Basic Mupen64 TAS Tutorial]&lt;br /&gt;
==What is STROOP?==&lt;br /&gt;
{{main|STROOP}}&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;
==What is Mupen?==&lt;br /&gt;
{{main|Mupen64}}&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;
==Why Mupen over BizHawk?==&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;
==Where can I get an SM64 ROM?==&lt;br /&gt;
A quick google search can help you with that. Unfortunately we cannot provide links here because of copyright.&lt;br /&gt;
==What different challenges are there?==&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;
*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;
See the [[Challenge]] and [[Other Single Button Challenges]] pages for further info on these and others.&lt;br /&gt;
==How many A presses are left?==&lt;br /&gt;
An any% run takes 0 A presses when performed on Wii VC. A 120 star run currently takes 17 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;
{| 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;
| 17 || 20 || 20 || 20 || 20 || 19 || 19 || 19 || 20 || 20 || 20 || Impossible&lt;br /&gt;
|}&lt;br /&gt;
==Is a 70 Star 0 A press run being developed?==&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;
==What&#039;s the next A press save going to be?==&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 17 to 16.&lt;br /&gt;
==How are you decompiling the game?==&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;
==Why does Mario lose his hat when he dies from going out-of-bounds (OoB)?==&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;
==When I record an AVI on mupen, the sound works but the screen is just black. How do I fix this?==&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;
==How do you continue off of a TAS you created earlier?==&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;
==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;
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;
==Mario&#039;s animation doesn&#039;t update when you dive recover against a wall. Is this useful?==&lt;br /&gt;
No. It is a purely visual glitch and has no effect on gameplay.&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;
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;
==Mupen is open, but the Mupen window disappeared and won’t come back, even when I restart. What do I do?==&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;
Deleting Mupen’s config file also works.&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;
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>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=FAQ&amp;diff=16942</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=FAQ&amp;diff=16942"/>
		<updated>2022-07-06T01:29:13Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: matched desc number with table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;FAQ (Frequently Asked Questions)&#039;&#039;&#039;&lt;br /&gt;
==How do I TAS?==&lt;br /&gt;
[https://www.youtube.com/watch?v=GVQW_GuOKQg Basic Mupen64 TAS Tutorial]&lt;br /&gt;
==What is STROOP?==&lt;br /&gt;
{{main|STROOP}}&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;
==What is Mupen?==&lt;br /&gt;
{{main|Mupen64}}&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;
==Why Mupen over BizHawk?==&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;
==Where can I get an SM64 ROM?==&lt;br /&gt;
A quick google search can help you with that. Unfortunately we cannot provide links here because of copyright.&lt;br /&gt;
==What different challenges are there?==&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;
*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;
See the [[Challenge]] and [[Other Single Button Challenges]] pages for further info on these and others.&lt;br /&gt;
==How many A presses are left?==&lt;br /&gt;
An any% run takes 0 A presses when performed on Wii VC. A 120 star run currently takes 17 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;
{| 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;
| 17 || 20 || 20 || 20 || 20 || 19 || 19 || 19 || 20 || 20 || 20 || Impossible&lt;br /&gt;
|}&lt;br /&gt;
==Is a 70 Star 0 A press run being developed?==&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;
==What&#039;s the next A press save going to be?==&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;
==How are you decompiling the game?==&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;
==Why does Mario lose his hat when he dies from going out-of-bounds (OoB)?==&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;
==When I record an AVI on mupen, the sound works but the screen is just black. How do I fix this?==&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;
==How do you continue off of a TAS you created earlier?==&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;
==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;
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;
==Mario&#039;s animation doesn&#039;t update when you dive recover against a wall. Is this useful?==&lt;br /&gt;
No. It is a purely visual glitch and has no effect on gameplay.&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;
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;
==Mupen is open, but the Mupen window disappeared and won’t come back, even when I restart. What do I do?==&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;
Deleting Mupen’s config file also works.&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;
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>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User_talk:ThePansmith&amp;diff=10095</id>
		<title>User talk:ThePansmith</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User_talk:ThePansmith&amp;diff=10095"/>
		<updated>2019-11-13T18:26:05Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: Created page with &amp;quot;hi&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;hi&lt;/div&gt;</summary>
		<author><name>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Mystery_Goomba&amp;diff=10094</id>
		<title>Mystery Goomba</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Mystery_Goomba&amp;diff=10094"/>
		<updated>2019-11-13T18:19:21Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: Redirect now links to mystery goomba subsection&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Impossible Coins#Mystery Goomba]]&lt;/div&gt;</summary>
		<author><name>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Bob-omb&amp;diff=10091</id>
		<title>Bob-omb</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Bob-omb&amp;diff=10091"/>
		<updated>2019-11-12T22:00:03Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: Cleaned up, spell/grammer checked, etc. last edit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{object_infobox_2&lt;br /&gt;
|title= Bob-omb&lt;br /&gt;
|image= STROOP- Bob-omb.png&lt;br /&gt;
|group=Destructive&lt;br /&gt;
|tangibility=1000&lt;br /&gt;
|draw=4000&lt;br /&gt;
|draw_note=2000 in TTC&lt;br /&gt;
|gravity=2.5&lt;br /&gt;
|friction=0.8&lt;br /&gt;
|buoyancy=1.3&lt;br /&gt;
|interaction=Grabbable&lt;br /&gt;
|damage=0&lt;br /&gt;
|coin_value=&lt;br /&gt;
|health=0&lt;br /&gt;
|radius=65&lt;br /&gt;
|height=113&lt;br /&gt;
|hurtbox_radius=&lt;br /&gt;
|hurtbox_height=&lt;br /&gt;
|offset=0&lt;br /&gt;
|coins=0&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Bob-ombs&#039;&#039;&#039;&amp;lt;!--or &#039;&#039;&#039;Bombombs&#039;&#039;&#039;--&amp;gt; are enemies in SM64. When they see Mario, their fuse lights and they start chasing him. After their fuse ends, they explode, creating an explosion object.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bloated Bob-omb==&lt;br /&gt;
The bloated Bob-omb is the state when the Bob-omb gets bigger, right before exploding. Usually, this Bob-omb explodes. But if you grab it right before the explosion, it will be delayed for 12 frames. Note that if the explosion is early (by throwing the Bob-omb on the ground) It won&#039;t explode until the timer expires.&lt;br /&gt;
The explosion is delayed, but the Bob-omb stays big, which means that its hitbox is bigger, enough to push Mario backwards.&lt;br /&gt;
===Maintaining a Bloated State===&lt;br /&gt;
After grabbing the bloated Bob-omb, you have to walk, then the Bob-omb will start exploding again, then you have to re-grab the Bob-omb. During these small frames of walking, you will be able to turn.&lt;br /&gt;
&lt;br /&gt;
Another way of keeping it is by holding it [[Hands-free]]. You will be able to jump, jumpkick, double jump, triple jump, and ground pound. You can&#039;t turn except if you have a [[Wing Cap]], where you will be able to fly while being pushed backwards.&lt;br /&gt;
&lt;br /&gt;
===Hands-free Teleported Bloated Bob-omb===&lt;br /&gt;
If you teleport while holding a Bob-omb [[Hands-free]], This Bob-omb will disappear. But if you go close to the first teleporter or if you teleport back, the Bob-omb will appear in front of you, giving you backwards momentum while keeping almost every movement. You can grab that Bob-omb by diving or punching. Kicking will cancel the momentum.&lt;br /&gt;
&lt;br /&gt;
===Uses===&lt;br /&gt;
This trick is used frequently in the [[A Button Challenge]], but also generally for clipping through walls, such as in [https://www.youtube.com/watch?v=28PT7HZWaHI the Chain Chomp&#039;s Gate clip.]&lt;br /&gt;
&lt;br /&gt;
==Interaction with walls==&lt;br /&gt;
The game first adds the speed to the current position and uses that point in the collision calculations. The algorithm will push the bob-omb outward from the wall if a collision occurs, so if it&#039;s already against the wall it effectively adds the component of the bob-omb&#039;s speed that&#039;s tangent to the wall. Regardless of whether a collision occurs or not, the Bob-omb&#039;s position is incremented by its speed at a later point as well. Finally, since the point used for the collision calculation is only written to the Bob-omb&#039;s position if a collision occurs, the double speed increment doesn&#039;t happen in the open field. This occurs before the Bob-omb&#039;s actual movement step, so then it moves a 2nd time before the frame ends. Thus, when Bob-ombs touch a wall, their speed is effectively doubled.&lt;br /&gt;
&lt;br /&gt;
Basically, Bob-ombs always check for wall collision before moving. If they do collide with a wall hitbox, then the Bob-omb&#039;s position is incremented and pushed away by the wall.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Enemies]]&lt;br /&gt;
&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Ukikipedia:Todo&amp;diff=10090</id>
		<title>Ukikipedia:Todo</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Ukikipedia:Todo&amp;diff=10090"/>
		<updated>2019-11-12T21:30:24Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: Removed completed objectives (last edit), and evenly spaced everything out&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;
A page for every star - [[User:Ta180m|Ta180m]] ([[User talk:Ta180m|talk]]) 19:16, 22 April 2019 (UTC)&lt;br /&gt;
::Done - [[User:Ta180m|Ta180m]] ([[User talk:Ta180m|talk]]) 17:43, 24 April 2019 (UTC)&lt;/div&gt;</summary>
		<author><name>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Ukikipedia:Todo&amp;diff=10089</id>
		<title>Ukikipedia:Todo</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Ukikipedia:Todo&amp;diff=10089"/>
		<updated>2019-11-12T21:27:35Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: &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;
&lt;br /&gt;
Video references sound like a concept worth looking into (mostly for explanatory and/or listing videos) &amp;lt;small&amp;gt;---[[User:Iwer Sonsch|Iwer Sonsch]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finish all the hyperspeed methods&lt;br /&gt;
*Create all wanted pages&lt;br /&gt;
*Finish all stubs&lt;br /&gt;
&amp;lt;small&amp;gt;---[[User:Sunky|SunkSimp]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Elaborate on [[TASBot]] page&lt;br /&gt;
&amp;lt;small&amp;gt;---[[User:Barry|Barry]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A page for every action &amp;lt;small&amp;gt;---[[User:MMMMMMMMMMMMM|MMMMMMMMMMMMM]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&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;
A page for every star - [[User:Ta180m|Ta180m]] ([[User talk:Ta180m|talk]]) 19:16, 22 April 2019 (UTC)&lt;br /&gt;
::Done - [[User:Ta180m|Ta180m]] ([[User talk:Ta180m|talk]]) 17:43, 24 April 2019 (UTC)&lt;/div&gt;</summary>
		<author><name>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Vanish_Cap&amp;diff=7251</id>
		<title>Vanish Cap</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Vanish_Cap&amp;diff=7251"/>
		<updated>2019-04-07T21:56:42Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: Added imgs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Vanishcap2.jpg|frameless|right|The Vanish Cap]]&lt;br /&gt;
The Vanish Cap can be obtained by breaking a blue [!] block. These blocks will only be activated after the Vanish Cap Switch in [[Vanish Cap under the Moat]] is pressed.&lt;br /&gt;
&lt;br /&gt;
The Vanish Cap has the ability to turn Mario invisible for 20 seconds. Vanish Mario can walk through [[:Category:enemies|enemies]], metal fences, and certain walls.&amp;lt;br&amp;gt;&lt;br /&gt;
The music played is the same music as played for the [[Wing Cap]]&amp;lt;ref&amp;gt;https://www.mariowiki.com/Vanish_Cap&amp;lt;/ref&amp;gt; and for Mario riding a shell.&amp;lt;ref&amp;gt;https://www.mariowiki.com/Wing_Cap&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
The Vanish Cap can be used to perform the [[Hat in Hand]] glitch.&lt;br /&gt;
&lt;br /&gt;
The top of the Vanish Cap Switch is 247 units above the ground, so in the [[A Button Challenge]] it was thought impossible to get onto the switch using [[misalignment]]. However, the base of the Switch, is 72 units high, which makes the units left to the top 175. By first clipping onto the base of the switch and then using misalignment, the switch can be pressed with 0x A presses&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=yHa7HQoD2eU&amp;lt;/ref&amp;gt;&lt;br /&gt;
[[File:Invismario.png|right]]&lt;br /&gt;
== Courses ==&lt;br /&gt;
The Vanish Cap can used in the following courses:&lt;br /&gt;
* [[Big Boo&#039;s Haunt]] (3x)&lt;br /&gt;
* [[Dire, Dire Docks]] (1x)&lt;br /&gt;
* [[Snowman&#039;s Land]] (1x)&lt;br /&gt;
* [[Wet-Dry World]] (2x)&lt;br /&gt;
* [[Vanish Cap under the Moat]] (2x + Switch)&lt;br /&gt;
&lt;br /&gt;
== Use in Challenges ==&lt;br /&gt;
The Vanish Cap may not be used specifically more in any challenge, but the ability to go through metal fences makes it possible to collect otherwise unobtainable stars. &amp;lt;!-- MAYBE GIVE AN EXAMPLE HERE? --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Wing Cap]]&lt;br /&gt;
* [[Metal Cap]]&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Category --&amp;gt;&lt;br /&gt;
[[Category:Caps]]&lt;/div&gt;</summary>
		<author><name>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:Vanishcap2.jpg&amp;diff=7250</id>
		<title>File:Vanishcap2.jpg</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:Vanishcap2.jpg&amp;diff=7250"/>
		<updated>2019-04-07T21:54:00Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;T&lt;/div&gt;</summary>
		<author><name>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:Invismario.png&amp;diff=7249</id>
		<title>File:Invismario.png</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:Invismario.png&amp;diff=7249"/>
		<updated>2019-04-07T21:52:08Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A blinky boi&lt;/div&gt;</summary>
		<author><name>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=No_Joystick_Allowed_Challenge&amp;diff=6051</id>
		<title>No Joystick Allowed Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=No_Joystick_Allowed_Challenge&amp;diff=6051"/>
		<updated>2019-03-27T17:13:51Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{No Joystick Challenge Infobox}}&lt;br /&gt;
The &#039;&#039;&#039;No Joystick Allowed Challenge&#039;&#039;&#039; is a [[challenge]] in which the joystick on the controller is used as little as possible or not at all. Movement typically involves the following:&lt;br /&gt;
* a [[punch]] followed by a [[Single Jump]], which provides forward movement&lt;br /&gt;
* a [[backflip]], which provides backward movement&lt;br /&gt;
* a [[punch]] followed by a [[Single Jump]] to move off a ledge, followed by a ledge grab, which provides a means of facing perpendicular to the ledge&lt;br /&gt;
* a [[backflip]] whose landing lag falls off a ledge, followed by a dive back onto the floor, which provides a way of changing Mario&#039;s angle since he&#039;ll orient his angle along the floor&#039;s slope&lt;br /&gt;
* sliding down slopes, which provides a way of changing Mario&#039;s angle&lt;br /&gt;
* enemy knockback, which provides a way of changing Mario&#039;s angle&lt;br /&gt;
* chuckya throws, which provides a way of changing Mario&#039;s angle&lt;br /&gt;
* twirling with strategic A-held frames to slow the descent, which provides a way of changing Mario&#039;s angle&lt;br /&gt;
* repeated pole grabs, which provides a way of changing Mario&#039;s angle&lt;br /&gt;
* ground pounding, which provides a way of manipulating RNG (specifically, by advancing RNG by 80 calls)&lt;br /&gt;
&lt;br /&gt;
Difficulties to this challenge include the following:&lt;br /&gt;
* entering doors&lt;br /&gt;
* aiming while swimming&lt;br /&gt;
* aiming while flying&lt;br /&gt;
* fast movement (e.g. racing Koopa the Quick, beating PSS under 21&amp;quot;0, the blue coin block timer)&lt;br /&gt;
&lt;br /&gt;
== Frames and Magnitude ==&lt;br /&gt;
The game has a range of “how far” the joystick is pushed out at any given time. This ranges from 0-20.&lt;br /&gt;
A magnitude of two is the minimum needed to preform most actions the require the stick. (I.e. open most doors)&lt;br /&gt;
&lt;br /&gt;
Frames refers to how many frames the stick is pushed out. Generally only one frame is required to preform most actions the require the stick. (I.e. open most doors)&lt;br /&gt;
&lt;br /&gt;
== Missions that Have Not Been Completed ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Course !! Mission !! Reason !! Minimum Frames/Magnitude required&lt;br /&gt;
|-&lt;br /&gt;
| JRB || Plunder in the Sunken Ship || There&#039;s no way to enter the sunken ship.&lt;br /&gt;
|-&lt;br /&gt;
| JRB || Can the Eel Come Out to Play? || There&#039;s no way to activate the star while facing towards the star.&lt;br /&gt;
|-&lt;br /&gt;
| JRB || Red Coins on the Ship Afloat || There&#039;s no way to collect the red coin near the jet stream.&lt;br /&gt;
|-&lt;br /&gt;
| JRB || Blast to the Stone Pillar || There&#039;s no way to reach the pillars or the star platform.&lt;br /&gt;
|-&lt;br /&gt;
| JRB || Through the Jet Stream || There&#039;s no way to reach the star.&lt;br /&gt;
|-&lt;br /&gt;
| JRB || 100 Coins || There&#039;s no way to collect every blue coin.&lt;br /&gt;
|-&lt;br /&gt;
| CCM || Slip Slidin&#039; Away || There&#039;s no way to open the door to leave the cabin. || 1F of 2M&lt;br /&gt;
|-&lt;br /&gt;
| CCM || Big Penguin Race || There&#039;s no way to finish the race fast enough without cheating.&lt;br /&gt;
|-&lt;br /&gt;
| CCM || Snowman&#039;s Lost His Head || There&#039;s no way to reach the checkpoint before the snowman&#039;s body does.&lt;br /&gt;
|-&lt;br /&gt;
| CCM || Wall Kicks Will Work || There&#039;s no way to reach the star.&lt;br /&gt;
|-&lt;br /&gt;
| BBH || Go On a Ghost Hunt || There&#039;s no way to open any doors.&lt;br /&gt;
|-&lt;br /&gt;
| BBH || Ride Big Boo&#039;s Merry-Go-Round || There&#039;s no way to open any doors.&lt;br /&gt;
|-&lt;br /&gt;
| BBH || Secret of the Haunted Books || There&#039;s no way to open any doors.&lt;br /&gt;
|-&lt;br /&gt;
| BBH || Seek the 8 Red Coins || There&#039;s no way to open any doors.&lt;br /&gt;
|-&lt;br /&gt;
| BBH || Big Boo&#039;s Balcony || There&#039;s no way to open any doors.&lt;br /&gt;
|-&lt;br /&gt;
| BBH || Eye to Eye in the Secret Room || There&#039;s no way to open any doors.&lt;br /&gt;
|-&lt;br /&gt;
| BBH || 100 Coins || There&#039;s no way to open any doors.&lt;br /&gt;
|-&lt;br /&gt;
| HMC || Swimming Beast in the Cavern || There&#039;s no way to open any doors.&lt;br /&gt;
|-&lt;br /&gt;
| HMC || Elevate for 8 Red Coins || There&#039;s no way to open any doors.&lt;br /&gt;
|-&lt;br /&gt;
| HMC || Metal-Head Mario Can Move! || There&#039;s no way to open any doors.&lt;br /&gt;
|-&lt;br /&gt;
| HMC || Navigating the Toxic Maze || There&#039;s no way to open any doors.&lt;br /&gt;
|-&lt;br /&gt;
| HMC || A-Maze-ing Emergency Exit || There&#039;s no way to open any doors.&lt;br /&gt;
|-&lt;br /&gt;
| HMC || Watch for Rolling Rocks || There&#039;s no way to open any doors.&lt;br /&gt;
|-&lt;br /&gt;
| HMC || 100 Coins || There&#039;s no way to open any doors.&lt;br /&gt;
|-&lt;br /&gt;
| LLL || Boil the Big Bully || There&#039;s no way to leave the starting platform.&lt;br /&gt;
|-&lt;br /&gt;
| LLL || Bully the Bullies || There&#039;s no way to leave the starting platform.&lt;br /&gt;
|-&lt;br /&gt;
| LLL || 8-Coin Puzzle with 15 Pieces || There&#039;s no way to leave the starting platform.&lt;br /&gt;
|-&lt;br /&gt;
| LLL || Red-Hot Log Rolling || There&#039;s no way to leave the starting platform.&lt;br /&gt;
|-&lt;br /&gt;
| LLL || Hot-Foot-It into the Volcano || There&#039;s no way to leave the starting platform.&lt;br /&gt;
|-&lt;br /&gt;
| LLL || Elevator Tour in the Volcano || There&#039;s no way to leave the starting platform.&lt;br /&gt;
|-&lt;br /&gt;
| LLL || 100 Coins || There&#039;s no way to leave the starting platform.&lt;br /&gt;
|-&lt;br /&gt;
| DDD || Board Bowser&#039;s Sub || There&#039;s no way to dive under the water.&lt;br /&gt;
|-&lt;br /&gt;
| DDD || Chests in the Current || There&#039;s no way to dive under the water.&lt;br /&gt;
|-&lt;br /&gt;
| DDD || Pole-Jumping for Red Coins || There&#039;s no way to dive under the water.&lt;br /&gt;
|-&lt;br /&gt;
| DDD || Through the Jet Stream || There&#039;s no way to dive under the water.&lt;br /&gt;
|-&lt;br /&gt;
| DDD || The Manta Ray&#039;s Reward || There&#039;s no way to dive under the water.&lt;br /&gt;
|-&lt;br /&gt;
| DDD || Collect the Caps… || There&#039;s no way to dive under the water.&lt;br /&gt;
|-&lt;br /&gt;
| DDD || 100 Coins || There&#039;s no way to dive under the water.&lt;br /&gt;
|-&lt;br /&gt;
| WDW || Shocking Arrow Lifts! || There&#039;s no way to open the star block.&lt;br /&gt;
|-&lt;br /&gt;
| WDW || Secrets in the Shallows &amp;amp; Sky || There&#039;s no way to reach the secret behind the pushable block.&lt;br /&gt;
|-&lt;br /&gt;
| WDW || Express Elevator--Hurry Up! || There&#039;s no way to get onto the elevator after it lowers.&lt;br /&gt;
|-&lt;br /&gt;
| WDW || Go to Town for Red Coins || There&#039;s no way to reach the town.&lt;br /&gt;
|-&lt;br /&gt;
| WDW || Quick Race Through Downtown! || There&#039;s no way to reach the town.&lt;br /&gt;
|-&lt;br /&gt;
| WDW || 100 Coins || There&#039;s no way to collect 5 of the 6 blue coins.&lt;br /&gt;
|-&lt;br /&gt;
| TTM || Scale the Mountain || There&#039;s no way to leave the starting area.&lt;br /&gt;
|-&lt;br /&gt;
| TTM || Mystery of the Monkey Cage || There&#039;s no way to leave the starting area.&lt;br /&gt;
|-&lt;br /&gt;
| TTM || Scary &#039;Shrooms, Red Coins || There&#039;s no way to leave the starting area.&lt;br /&gt;
|-&lt;br /&gt;
| TTM || Mysterious Mountainside || There&#039;s no way to leave the starting area.&lt;br /&gt;
|-&lt;br /&gt;
| TTM || Breathtaking View from Bridge || There&#039;s no way to leave the starting area.&lt;br /&gt;
|-&lt;br /&gt;
| TTM || Blast to the Lonely Mushroom || There&#039;s no way to leave the starting area.&lt;br /&gt;
|-&lt;br /&gt;
| TTM || 100 Coins || There&#039;s no way to leave the starting area.&lt;br /&gt;
|-&lt;br /&gt;
| THI || Rematch with Koopa the Quick || There&#039;s no way to beat KtQ to the finish.&lt;br /&gt;
|-&lt;br /&gt;
| THI || Five Itty Bitty Secrets || There&#039;s no way to reach the star platform.&lt;br /&gt;
|-&lt;br /&gt;
| THI || Wiggler&#039;s Red Coins || There&#039;s no way to reach the red coin on the tall platform in the corner.&lt;br /&gt;
|-&lt;br /&gt;
| TTC || Stomp on the Thwomp || There&#039;s no way to reach the walkway.&lt;br /&gt;
|-&lt;br /&gt;
| TTC || 100 Coins || There&#039;s no way to reach the walkway or collect enough blue coins.&lt;br /&gt;
|-&lt;br /&gt;
| RR || Cruiser Crossing the Rainbow || There&#039;s no way to get onto the ship.&lt;br /&gt;
|-&lt;br /&gt;
| RR || Coins Amassed in a Maze || There&#039;s no way to collect all the red coins.&lt;br /&gt;
|-&lt;br /&gt;
| RR || Somewhere Over the Rainbow || There&#039;s no way to reach the ship.&lt;br /&gt;
|-&lt;br /&gt;
| RR || 100 Coins || There&#039;s no way to reach the ship or collect enough blue coins.&lt;br /&gt;
|-&lt;br /&gt;
| TotWC || Red Coins || There&#039;s no way to collect all the red coins.&lt;br /&gt;
|-&lt;br /&gt;
| CotMC || Red Coins || There&#039;s no way to travel upstream.&lt;br /&gt;
|-&lt;br /&gt;
| VCutM || Red Coins || There&#039;s no way to collect the red coins on the ramp.&lt;br /&gt;
|-&lt;br /&gt;
| PSS || Under 21&amp;quot;0 || There&#039;s no way to finish the race fast enough.&lt;br /&gt;
|-&lt;br /&gt;
| SA || Red Coins || There&#039;s no way to turn towards the red coins or swim upwards.&lt;br /&gt;
|-&lt;br /&gt;
| WMotR || Red Coins || There&#039;s no way to turn towards the red coins or stop falling.&lt;br /&gt;
|-&lt;br /&gt;
| BitS || Completion || There&#039;s no way to get past the gap after the chuckya.&lt;br /&gt;
|-&lt;br /&gt;
| BitDW || Red Coins || There&#039;s no way to get the red coin at the beginning.&lt;br /&gt;
|-&lt;br /&gt;
| BitFS || Red Coins || There&#039;s no way to get the red coin on the mesh square.&lt;br /&gt;
|-&lt;br /&gt;
| BitS || Red Coins || There&#039;s no way to get past the gap after the chuckya.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=No_Joystick_Allowed_Challenge&amp;diff=6050</id>
		<title>No Joystick Allowed Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=No_Joystick_Allowed_Challenge&amp;diff=6050"/>
		<updated>2019-03-27T17:12:35Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: Added info about Frames and Mags, also expanded the table.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{No Joystick Challenge Infobox}}&lt;br /&gt;
The &#039;&#039;&#039;No Joystick Allowed Challenge&#039;&#039;&#039; is a [[challenge]] in which the joystick on the controller is used as little as possible or not at all. Movement typically involves the following:&lt;br /&gt;
* a [[punch]] followed by a [[Single Jump]], which provides forward movement&lt;br /&gt;
* a [[backflip]], which provides backward movement&lt;br /&gt;
* a [[punch]] followed by a [[Single Jump]] to move off a ledge, followed by a ledge grab, which provides a means of facing perpendicular to the ledge&lt;br /&gt;
* a [[backflip]] whose landing lag falls off a ledge, followed by a dive back onto the floor, which provides a way of changing Mario&#039;s angle since he&#039;ll orient his angle along the floor&#039;s slope&lt;br /&gt;
* sliding down slopes, which provides a way of changing Mario&#039;s angle&lt;br /&gt;
* enemy knockback, which provides a way of changing Mario&#039;s angle&lt;br /&gt;
* chuckya throws, which provides a way of changing Mario&#039;s angle&lt;br /&gt;
* twirling with strategic A-held frames to slow the descent, which provides a way of changing Mario&#039;s angle&lt;br /&gt;
* repeated pole grabs, which provides a way of changing Mario&#039;s angle&lt;br /&gt;
* ground pounding, which provides a way of manipulating RNG (specifically, by advancing RNG by 80 calls)&lt;br /&gt;
&lt;br /&gt;
Difficulties to this challenge include the following:&lt;br /&gt;
* entering doors&lt;br /&gt;
* aiming while swimming&lt;br /&gt;
* aiming while flying&lt;br /&gt;
* fast movement (e.g. racing Koopa the Quick, beating PSS under 21&amp;quot;0, the blue coin block timer)&lt;br /&gt;
&lt;br /&gt;
== Frames and Magnitude ==&lt;br /&gt;
The joystick has a range of “how far” the joystick is pushed out. This ranges from 0-20 at any given time.&lt;br /&gt;
A magnitude of two is the minimum needed to preform most actions the require the stick. (I.e. open most doors)&lt;br /&gt;
&lt;br /&gt;
Frames refers to how many frames the stick is pushed out. Generally only one frame is required to preform most actions the require the stick. (I.e. open most doors)&lt;br /&gt;
&lt;br /&gt;
== Missions that Have Not Been Completed ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Course !! Mission !! Reason !! Minimum Frames/Magnitude required&lt;br /&gt;
|-&lt;br /&gt;
| JRB || Plunder in the Sunken Ship || There&#039;s no way to enter the sunken ship.&lt;br /&gt;
|-&lt;br /&gt;
| JRB || Can the Eel Come Out to Play? || There&#039;s no way to activate the star while facing towards the star.&lt;br /&gt;
|-&lt;br /&gt;
| JRB || Red Coins on the Ship Afloat || There&#039;s no way to collect the red coin near the jet stream.&lt;br /&gt;
|-&lt;br /&gt;
| JRB || Blast to the Stone Pillar || There&#039;s no way to reach the pillars or the star platform.&lt;br /&gt;
|-&lt;br /&gt;
| JRB || Through the Jet Stream || There&#039;s no way to reach the star.&lt;br /&gt;
|-&lt;br /&gt;
| JRB || 100 Coins || There&#039;s no way to collect every blue coin.&lt;br /&gt;
|-&lt;br /&gt;
| CCM || Slip Slidin&#039; Away || There&#039;s no way to open the door to leave the cabin. || 1F of 2M&lt;br /&gt;
|-&lt;br /&gt;
| CCM || Big Penguin Race || There&#039;s no way to finish the race fast enough without cheating.&lt;br /&gt;
|-&lt;br /&gt;
| CCM || Snowman&#039;s Lost His Head || There&#039;s no way to reach the checkpoint before the snowman&#039;s body does.&lt;br /&gt;
|-&lt;br /&gt;
| CCM || Wall Kicks Will Work || There&#039;s no way to reach the star.&lt;br /&gt;
|-&lt;br /&gt;
| BBH || Go On a Ghost Hunt || There&#039;s no way to open any doors.&lt;br /&gt;
|-&lt;br /&gt;
| BBH || Ride Big Boo&#039;s Merry-Go-Round || There&#039;s no way to open any doors.&lt;br /&gt;
|-&lt;br /&gt;
| BBH || Secret of the Haunted Books || There&#039;s no way to open any doors.&lt;br /&gt;
|-&lt;br /&gt;
| BBH || Seek the 8 Red Coins || There&#039;s no way to open any doors.&lt;br /&gt;
|-&lt;br /&gt;
| BBH || Big Boo&#039;s Balcony || There&#039;s no way to open any doors.&lt;br /&gt;
|-&lt;br /&gt;
| BBH || Eye to Eye in the Secret Room || There&#039;s no way to open any doors.&lt;br /&gt;
|-&lt;br /&gt;
| BBH || 100 Coins || There&#039;s no way to open any doors.&lt;br /&gt;
|-&lt;br /&gt;
| HMC || Swimming Beast in the Cavern || There&#039;s no way to open any doors.&lt;br /&gt;
|-&lt;br /&gt;
| HMC || Elevate for 8 Red Coins || There&#039;s no way to open any doors.&lt;br /&gt;
|-&lt;br /&gt;
| HMC || Metal-Head Mario Can Move! || There&#039;s no way to open any doors.&lt;br /&gt;
|-&lt;br /&gt;
| HMC || Navigating the Toxic Maze || There&#039;s no way to open any doors.&lt;br /&gt;
|-&lt;br /&gt;
| HMC || A-Maze-ing Emergency Exit || There&#039;s no way to open any doors.&lt;br /&gt;
|-&lt;br /&gt;
| HMC || Watch for Rolling Rocks || There&#039;s no way to open any doors.&lt;br /&gt;
|-&lt;br /&gt;
| HMC || 100 Coins || There&#039;s no way to open any doors.&lt;br /&gt;
|-&lt;br /&gt;
| LLL || Boil the Big Bully || There&#039;s no way to leave the starting platform.&lt;br /&gt;
|-&lt;br /&gt;
| LLL || Bully the Bullies || There&#039;s no way to leave the starting platform.&lt;br /&gt;
|-&lt;br /&gt;
| LLL || 8-Coin Puzzle with 15 Pieces || There&#039;s no way to leave the starting platform.&lt;br /&gt;
|-&lt;br /&gt;
| LLL || Red-Hot Log Rolling || There&#039;s no way to leave the starting platform.&lt;br /&gt;
|-&lt;br /&gt;
| LLL || Hot-Foot-It into the Volcano || There&#039;s no way to leave the starting platform.&lt;br /&gt;
|-&lt;br /&gt;
| LLL || Elevator Tour in the Volcano || There&#039;s no way to leave the starting platform.&lt;br /&gt;
|-&lt;br /&gt;
| LLL || 100 Coins || There&#039;s no way to leave the starting platform.&lt;br /&gt;
|-&lt;br /&gt;
| DDD || Board Bowser&#039;s Sub || There&#039;s no way to dive under the water.&lt;br /&gt;
|-&lt;br /&gt;
| DDD || Chests in the Current || There&#039;s no way to dive under the water.&lt;br /&gt;
|-&lt;br /&gt;
| DDD || Pole-Jumping for Red Coins || There&#039;s no way to dive under the water.&lt;br /&gt;
|-&lt;br /&gt;
| DDD || Through the Jet Stream || There&#039;s no way to dive under the water.&lt;br /&gt;
|-&lt;br /&gt;
| DDD || The Manta Ray&#039;s Reward || There&#039;s no way to dive under the water.&lt;br /&gt;
|-&lt;br /&gt;
| DDD || Collect the Caps… || There&#039;s no way to dive under the water.&lt;br /&gt;
|-&lt;br /&gt;
| DDD || 100 Coins || There&#039;s no way to dive under the water.&lt;br /&gt;
|-&lt;br /&gt;
| WDW || Shocking Arrow Lifts! || There&#039;s no way to open the star block.&lt;br /&gt;
|-&lt;br /&gt;
| WDW || Secrets in the Shallows &amp;amp; Sky || There&#039;s no way to reach the secret behind the pushable block.&lt;br /&gt;
|-&lt;br /&gt;
| WDW || Express Elevator--Hurry Up! || There&#039;s no way to get onto the elevator after it lowers.&lt;br /&gt;
|-&lt;br /&gt;
| WDW || Go to Town for Red Coins || There&#039;s no way to reach the town.&lt;br /&gt;
|-&lt;br /&gt;
| WDW || Quick Race Through Downtown! || There&#039;s no way to reach the town.&lt;br /&gt;
|-&lt;br /&gt;
| WDW || 100 Coins || There&#039;s no way to collect 5 of the 6 blue coins.&lt;br /&gt;
|-&lt;br /&gt;
| TTM || Scale the Mountain || There&#039;s no way to leave the starting area.&lt;br /&gt;
|-&lt;br /&gt;
| TTM || Mystery of the Monkey Cage || There&#039;s no way to leave the starting area.&lt;br /&gt;
|-&lt;br /&gt;
| TTM || Scary &#039;Shrooms, Red Coins || There&#039;s no way to leave the starting area.&lt;br /&gt;
|-&lt;br /&gt;
| TTM || Mysterious Mountainside || There&#039;s no way to leave the starting area.&lt;br /&gt;
|-&lt;br /&gt;
| TTM || Breathtaking View from Bridge || There&#039;s no way to leave the starting area.&lt;br /&gt;
|-&lt;br /&gt;
| TTM || Blast to the Lonely Mushroom || There&#039;s no way to leave the starting area.&lt;br /&gt;
|-&lt;br /&gt;
| TTM || 100 Coins || There&#039;s no way to leave the starting area.&lt;br /&gt;
|-&lt;br /&gt;
| THI || Rematch with Koopa the Quick || There&#039;s no way to beat KtQ to the finish.&lt;br /&gt;
|-&lt;br /&gt;
| THI || Five Itty Bitty Secrets || There&#039;s no way to reach the star platform.&lt;br /&gt;
|-&lt;br /&gt;
| THI || Wiggler&#039;s Red Coins || There&#039;s no way to reach the red coin on the tall platform in the corner.&lt;br /&gt;
|-&lt;br /&gt;
| TTC || Stomp on the Thwomp || There&#039;s no way to reach the walkway.&lt;br /&gt;
|-&lt;br /&gt;
| TTC || 100 Coins || There&#039;s no way to reach the walkway or collect enough blue coins.&lt;br /&gt;
|-&lt;br /&gt;
| RR || Cruiser Crossing the Rainbow || There&#039;s no way to get onto the ship.&lt;br /&gt;
|-&lt;br /&gt;
| RR || Coins Amassed in a Maze || There&#039;s no way to collect all the red coins.&lt;br /&gt;
|-&lt;br /&gt;
| RR || Somewhere Over the Rainbow || There&#039;s no way to reach the ship.&lt;br /&gt;
|-&lt;br /&gt;
| RR || 100 Coins || There&#039;s no way to reach the ship or collect enough blue coins.&lt;br /&gt;
|-&lt;br /&gt;
| TotWC || Red Coins || There&#039;s no way to collect all the red coins.&lt;br /&gt;
|-&lt;br /&gt;
| CotMC || Red Coins || There&#039;s no way to travel upstream.&lt;br /&gt;
|-&lt;br /&gt;
| VCutM || Red Coins || There&#039;s no way to collect the red coins on the ramp.&lt;br /&gt;
|-&lt;br /&gt;
| PSS || Under 21&amp;quot;0 || There&#039;s no way to finish the race fast enough.&lt;br /&gt;
|-&lt;br /&gt;
| SA || Red Coins || There&#039;s no way to turn towards the red coins or swim upwards.&lt;br /&gt;
|-&lt;br /&gt;
| WMotR || Red Coins || There&#039;s no way to turn towards the red coins or stop falling.&lt;br /&gt;
|-&lt;br /&gt;
| BitS || Completion || There&#039;s no way to get past the gap after the chuckya.&lt;br /&gt;
|-&lt;br /&gt;
| BitDW || Red Coins || There&#039;s no way to get the red coin at the beginning.&lt;br /&gt;
|-&lt;br /&gt;
| BitFS || Red Coins || There&#039;s no way to get the red coin on the mesh square.&lt;br /&gt;
|-&lt;br /&gt;
| BitS || Red Coins || There&#039;s no way to get past the gap after the chuckya.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Vanish_Cap_under_the_Moat&amp;diff=5885</id>
		<title>Vanish Cap under the Moat</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Vanish_Cap_under_the_Moat&amp;diff=5885"/>
		<updated>2019-03-12T15:42:01Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: Take 2?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{course_infobox&lt;br /&gt;
|title=Vanish Cap under the Moat&lt;br /&gt;
|image= VCutM.png&lt;br /&gt;
|abbreviation=VCutM&lt;br /&gt;
|terrain=Default&lt;br /&gt;
|setting=Darkness&lt;br /&gt;
|water=None&lt;br /&gt;
|yellow-coins=11&lt;br /&gt;
|red-coins=8&lt;br /&gt;
|blue-coins=&lt;br /&gt;
|enemy-yellow=&lt;br /&gt;
|enemy-blue=&lt;br /&gt;
|stars=1&lt;br /&gt;
|wing-caps=&lt;br /&gt;
|metal-caps=&lt;br /&gt;
|vanish-caps=2&lt;br /&gt;
|overview_1=STROOP- VCutM.png&lt;br /&gt;
}}&#039;&#039;&#039;Vanish Cap under the Moat&#039;&#039;&#039; is the level where you unlock the [[Vanish Cap]]. It is normally accessible from the [[The Castle#The_Basement|Castle Basement]] after ground pounding two pillars in the basement. It can be accessed without draining the moat using [[Hyperspeed Flying]]&amp;lt;ref&amp;gt;https://youtu.be/v5o_9XKmAfE?t=31&amp;lt;/ref&amp;gt; or [[negative jump]]&amp;lt;ref&amp;gt;https://youtu.be/pA6TBsIsraI?t=56&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Coins==&lt;br /&gt;
{{VCutM Coins}}&lt;br /&gt;
&lt;br /&gt;
==A Press Counts==&lt;br /&gt;
In the A button challenge, entry and the level doesn&#039;t require an A press. The vanish cap switch can be pressed using a [[misalignment]]&amp;lt;ref&amp;gt;https://youtu.be/yHa7HQoD2eU&amp;lt;/ref&amp;gt; or a [[pedro spot]]&amp;lt;ref&amp;gt;https://youtu.be/mfdVeY-VnTI&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Level courses}}&lt;/div&gt;</summary>
		<author><name>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Vanish_Cap_under_the_Moat&amp;diff=5884</id>
		<title>Vanish Cap under the Moat</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Vanish_Cap_under_the_Moat&amp;diff=5884"/>
		<updated>2019-03-12T15:40:36Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: Link fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{course_infobox&lt;br /&gt;
|title=Vanish Cap under the Moat&lt;br /&gt;
|image= VCutM.png&lt;br /&gt;
|abbreviation=VCutM&lt;br /&gt;
|terrain=Default&lt;br /&gt;
|setting=Darkness&lt;br /&gt;
|water=None&lt;br /&gt;
|yellow-coins=11&lt;br /&gt;
|red-coins=8&lt;br /&gt;
|blue-coins=&lt;br /&gt;
|enemy-yellow=&lt;br /&gt;
|enemy-blue=&lt;br /&gt;
|stars=1&lt;br /&gt;
|wing-caps=&lt;br /&gt;
|metal-caps=&lt;br /&gt;
|vanish-caps=2&lt;br /&gt;
|overview_1=STROOP- VCutM.png&lt;br /&gt;
}}&#039;&#039;&#039;Vanish Cap under the Moat&#039;&#039;&#039; is the level where you unlock the [[Vanish Cap]]. It is normally accessible from the [[The Castle#The_Basement|Castle Basement]] after ground pounding two pillars in the basement. It can be accessed without draining the moat using [[hyper speed flying]]&amp;lt;ref&amp;gt;https://youtu.be/v5o_9XKmAfE?t=31&amp;lt;/ref&amp;gt; or [[negative jump]]&amp;lt;ref&amp;gt;https://youtu.be/pA6TBsIsraI?t=56&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Coins==&lt;br /&gt;
{{VCutM Coins}}&lt;br /&gt;
&lt;br /&gt;
==A Press Counts==&lt;br /&gt;
In the A button challenge, entry and the level doesn&#039;t require an A press. The vanish cap switch can be pressed using a [[misalignment]]&amp;lt;ref&amp;gt;https://youtu.be/yHa7HQoD2eU&amp;lt;/ref&amp;gt; or a [[pedro spot]]&amp;lt;ref&amp;gt;https://youtu.be/mfdVeY-VnTI&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Level courses}}&lt;/div&gt;</summary>
		<author><name>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Goomba&amp;diff=5882</id>
		<title>Goomba</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Goomba&amp;diff=5882"/>
		<updated>2019-03-11T23:13:59Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: When you spacebar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{object_infobox&lt;br /&gt;
|title= Goomba&lt;br /&gt;
|image= [[File:STROOP- Goomba.png|100×100px|A Goomba]]&lt;br /&gt;
|hitbox_radius= 108&lt;br /&gt;
|hitbox_height=75&lt;br /&gt;
|damage= 1&lt;br /&gt;
|damage_hatless= 2&lt;br /&gt;
|speed= to add&lt;br /&gt;
|tangibility_radius= 1000&lt;br /&gt;
|interaction_type= Bounce Top&lt;br /&gt;
|surfaces=&lt;br /&gt;
|found_in= Bob-omb Battlefield, Jolly Roger Bay, Bowser in the Dark World, Shifting Sand Land, Bowser in the Fire Sea, Tiny-Huge Island, Rainbow Ride, Bowser in the Sky&lt;br /&gt;
|expand=&lt;br /&gt;
}}&lt;br /&gt;
Goombas are common enemies throughout the game. They appear in many courses. They can be defeated by landing on them, punching or kicking them, or interacting with other objects.&lt;br /&gt;
&lt;br /&gt;
== Spawning ==&lt;br /&gt;
There are two main varieties of Goombas. Singleton Goombas that remain loaded from the start of the level, and Goomba trios that load and unload using a [[Goomba Spawner]].&lt;br /&gt;
&lt;br /&gt;
Goombas from Goomba trios are the only ones that can be [[cloned]] without a [[loading zone]].&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
The following courses have Goombas:&lt;br /&gt;
* [[Bob-omb Battlefield]]&lt;br /&gt;
* [[Jolly Roger Bay]]&lt;br /&gt;
* [[Bowser in the Dark World]]&lt;br /&gt;
* [[Shifting Sand Land]]&lt;br /&gt;
* [[Bowser in the Fire Sea]]&lt;br /&gt;
* [[Tiny-Huge Island]]&lt;br /&gt;
* [[Rainbow Ride]]&lt;br /&gt;
* [[Bowser in the Sky]]&lt;br /&gt;
&lt;br /&gt;
== Use in Challenges ==&lt;br /&gt;
Bouncing on Goombas provides a height advantage, which is useful in challenges, especially the [[A Button Challenge]], where bouncing on Goombas can be used as an alternative to jumping.&lt;br /&gt;
&lt;br /&gt;
Cloned Goombas can be placed in specific spots to allow bounces in specific spots where Goombas can not usually go (such as in midair). Large numbers of Goomba clones are used to create [[Goomba Structure|Goomba structure]]s, allowing Mario to perform multiple consecutive bounces to go forwards or upwards in midair.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Mario can squish Goombas while flying, if he is flying slowly and downwards.&lt;/div&gt;</summary>
		<author><name>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Goomba&amp;diff=5881</id>
		<title>Goomba</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Goomba&amp;diff=5881"/>
		<updated>2019-03-11T23:13:26Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: Fixed a broken Link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{object_infobox&lt;br /&gt;
|title= Goomba&lt;br /&gt;
|image= [[File:STROOP- Goomba.png|100×100px|A Goomba]]&lt;br /&gt;
|hitbox_radius= 108&lt;br /&gt;
|hitbox_height=75&lt;br /&gt;
|damage= 1&lt;br /&gt;
|damage_hatless= 2&lt;br /&gt;
|speed= to add&lt;br /&gt;
|tangibility_radius= 1000&lt;br /&gt;
|interaction_type= Bounce Top&lt;br /&gt;
|surfaces=&lt;br /&gt;
|found_in= Bob-omb Battlefield, Jolly Roger Bay, Bowser in the Dark World, Shifting Sand Land, Bowser in the Fire Sea, Tiny-Huge Island, Rainbow Ride, Bowser in the Sky&lt;br /&gt;
|expand=&lt;br /&gt;
}}&lt;br /&gt;
Goombas are common enemies throughout the game. They appear in many courses. They can be defeated by landing on them, punching or kicking them, or interacting with other objects.&lt;br /&gt;
&lt;br /&gt;
== Spawning ==&lt;br /&gt;
There are two main varieties of Goombas. Singleton Goombas that remain loaded from the start of the level, and Goomba trios that load and unload using a[[Goomba Spawner]].&lt;br /&gt;
&lt;br /&gt;
Goombas from Goomba trios are the only ones that can be [[cloned]] without a [[loading zone]].&lt;br /&gt;
&lt;br /&gt;
== Locations ==&lt;br /&gt;
&lt;br /&gt;
The following courses have Goombas:&lt;br /&gt;
* [[Bob-omb Battlefield]]&lt;br /&gt;
* [[Jolly Roger Bay]]&lt;br /&gt;
* [[Bowser in the Dark World]]&lt;br /&gt;
* [[Shifting Sand Land]]&lt;br /&gt;
* [[Bowser in the Fire Sea]]&lt;br /&gt;
* [[Tiny-Huge Island]]&lt;br /&gt;
* [[Rainbow Ride]]&lt;br /&gt;
* [[Bowser in the Sky]]&lt;br /&gt;
&lt;br /&gt;
== Use in Challenges ==&lt;br /&gt;
Bouncing on Goombas provides a height advantage, which is useful in challenges, especially the [[A Button Challenge]], where bouncing on Goombas can be used as an alternative to jumping.&lt;br /&gt;
&lt;br /&gt;
Cloned Goombas can be placed in specific spots to allow bounces in specific spots where Goombas can not usually go (such as in midair). Large numbers of Goomba clones are used to create [[Goomba Structure|Goomba structure]]s, allowing Mario to perform multiple consecutive bounces to go forwards or upwards in midair.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
* Mario can squish Goombas while flying, if he is flying slowly and downwards.&lt;/div&gt;</summary>
		<author><name>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Mystery_Goomba&amp;diff=5878</id>
		<title>Mystery Goomba</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Mystery_Goomba&amp;diff=5878"/>
		<updated>2019-03-11T23:04:25Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: Redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Impossible Coins]]&lt;/div&gt;</summary>
		<author><name>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Fish_spawner&amp;diff=5876</id>
		<title>Fish spawner</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Fish_spawner&amp;diff=5876"/>
		<updated>2019-03-11T13:51:54Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: Page made&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Whomp&#039;s Fortress, a level editor shows that an unused object can be seen next to the cannon that appears to do nothing. Looking at the script associated with the object reveals a clearly stubbed out function that only checks the water level associated with the object.&lt;br /&gt;
&lt;br /&gt;
 // JP: 802AF444&lt;br /&gt;
 // US: 802AFCE4&lt;br /&gt;
 void unused_beta_fish_easter_egg(void)&lt;br /&gt;
 {&lt;br /&gt;
     u8 pad[12]; // reserved stack space. likely declared variables we never get to see used, because...&lt;br /&gt;
     f32 water_level = find_water_level(o-&amp;gt;oPosX, o-&amp;gt;oPosZ);&lt;br /&gt;
     // ...the function returns without doing anything. likely commented out code here.&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
This object is actually a relic of how the Fish Easter Egg in Super Mario 64 worked in the prototype build. In the final game, the game does a 1/256 roll every time Mario makes a splash to see if a fish splashes along with the puddle. In the Shoshinkai 1995 Mario 64 footage, the same can be seen at the exact spot of the unused object. The exact reason for the change is unknown, but it is likely that the change was made because having an easter egg associated with an object meant an object slot was taken up, where as a simple 1/256 roll removed the need for these objects.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=&amp;quot;320&amp;quot; heights=&amp;quot;240&amp;quot;&amp;gt;&lt;br /&gt;
File:UnusedYellowObject.png|The object highlighted in yellow is a stubbed out useless object.&lt;br /&gt;
File:UnusedFishSM64.png|The jumping blue fish can be seen in the unused object&#039;s location in the prototype build.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===== [https://tcrf.net/Super_Mario_64_(Nintendo_64) Page copied from TCRF] =====&lt;/div&gt;</summary>
		<author><name>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:UnusedFishSM64.png&amp;diff=5875</id>
		<title>File:UnusedFishSM64.png</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:UnusedFishSM64.png&amp;diff=5875"/>
		<updated>2019-03-11T13:42:58Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;TCRF&lt;/div&gt;</summary>
		<author><name>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:UnusedYellowObject.png&amp;diff=5874</id>
		<title>File:UnusedYellowObject.png</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:UnusedYellowObject.png&amp;diff=5874"/>
		<updated>2019-03-11T13:41:56Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;From TCRF&lt;/div&gt;</summary>
		<author><name>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Ukikipedia:Todo&amp;diff=5873</id>
		<title>Ukikipedia:Todo</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Ukikipedia:Todo&amp;diff=5873"/>
		<updated>2019-03-11T13:11:13Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a TODO list, feel free to add things you feel are necessary to be added but make sure &#039;&#039;&#039;you add your name at the end of your edit statement&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Create Pages for every star&lt;br /&gt;
* Add coin counts for every course&lt;br /&gt;
* Add object lists for every course&lt;br /&gt;
* Create Navigation templates for objects, stars, tases, and similar pages&lt;br /&gt;
* Create pages for every object&amp;lt;small&amp;gt;---[[User:JoshDuMan|JoshDuMan]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Proper CSS to change some fonts (like the buttons for edit, history, and more) to be the Mario font and to make the wiki look more unique&lt;br /&gt;
&lt;br /&gt;
Some of the SM64 Experts should make a list of possible states Mario can be in (with pictures).&lt;br /&gt;
&lt;br /&gt;
Someone should make something like [[Template:Level courses]] for glitches, challenges and mechanics. Then we can put all those on the front page &amp;lt;small&amp;gt;---[[User:Thestickman391|Thestickman391]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Video references sound like a concept worth looking into (mostly for explanatory and/or listing videos) &amp;lt;small&amp;gt;---[[User:Iwer Sonsch|Iwer Sonsch]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Finish all the hyperspeed methods&lt;br /&gt;
*Create all wanted pages&lt;br /&gt;
*Finish all stubs&lt;br /&gt;
&amp;lt;small&amp;gt;---[[User:Sunky|SunkSimp]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*[[HP|Create the damage Chart]]&lt;br /&gt;
&amp;lt;small&amp;gt;---[[User:ThePansmith|Pansmith]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Elaborate on [[TASBot]] page&lt;br /&gt;
&amp;lt;small&amp;gt;---[[User:Barry|Barry]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A page for every action &amp;lt;small&amp;gt;---[[User:MMMMMMMMMMMMM|MMMMMMMMMMMMM]]&amp;lt;/small&amp;gt;&lt;/div&gt;</summary>
		<author><name>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:ThePansmith&amp;diff=5864</id>
		<title>User:ThePansmith</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:ThePansmith&amp;diff=5864"/>
		<updated>2019-03-11T02:46:22Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: PageMade&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:1up-Circling.gif|400px|Borderless|center]]&lt;/div&gt;</summary>
		<author><name>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:1up-Circling.gif&amp;diff=5863</id>
		<title>File:1up-Circling.gif</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:1up-Circling.gif&amp;diff=5863"/>
		<updated>2019-03-11T02:44:43Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pansmith UserPage Gif&lt;/div&gt;</summary>
		<author><name>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Bully_battery&amp;diff=5862</id>
		<title>Bully battery</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Bully_battery&amp;diff=5862"/>
		<updated>2019-03-11T02:37:59Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: a to an&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bully Battery is a glitch that uses speed from knocking an out of bounds bully repeatedly to allow Mario to gain hyperspeed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a bully is out of bounds, Mario run into the bully repeatedly in order to very slowly cause the bully to gain speed with each hit. After, we can transfer the built speed back to mario to move at hyperspeed. However, Mario needs to either use water or a squish cancel to escape the knockback state. Otherwise, the built up speed is  immediately lost.&lt;/div&gt;</summary>
		<author><name>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Bully_battery&amp;diff=5861</id>
		<title>Bully battery</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Bully_battery&amp;diff=5861"/>
		<updated>2019-03-11T02:37:09Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: Shoutouts to ds273 on the discord.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Bully Battery is a glitch that uses speed from knocking a out of bounds bully repeatedly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a bully is out of bounds, Mario run into the bully repeatedly in order to very slowly cause the bully to gain speed with each hit. After, we can transfer the built speed back to mario to move at hyperspeed. However, Mario needs to either use water or a squish cancel to escape the knockback state. Otherwise, the built up speed is  immediately lost.&lt;/div&gt;</summary>
		<author><name>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=HP&amp;diff=5858</id>
		<title>HP</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=HP&amp;diff=5858"/>
		<updated>2019-03-11T02:15:30Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: /* Gaining Health */  table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HP-INC.gif|frameless|right]]&lt;br /&gt;
HP (also known as Health) is the measure of Mario’s health. If this reaches 0, Mario loses a life.&lt;br /&gt;
&lt;br /&gt;
The variable that represents Mario’s HP is a short, which ranges from 0 to 2176 (or 0x0000 to 0x0880 in hexadecimal). Specifically, the upper byte represents how many full sectors of health Mario has, and the lower byte represents what portion of the next sector Mario has. Thus, one sector is equivalent to 256 HP units. The number of sectors displayed is the truncated version of the actual number of sectors. The maximum health is 2176 HP units (8.5 sectors). Mario will die if he goes below 256 HP units (1 sector).&lt;br /&gt;
&lt;br /&gt;
The HP short is signed, so even if there was a way to push it below 0, it would not wrap around to 65535. Instead, you&#039;d have to push it below -32768 to wrap it around to 32767. Of course, if HP is above 2176, it will just get set to 2176. &lt;br /&gt;
&lt;br /&gt;
== INC and DEC ==&lt;br /&gt;
There are two bytes related to health: the increase counter and the decrease counter. When Mario gains or loses an integer number of health sectors, it’s these counters that manage that. Specifically, these counters specify how many increments of 64 HP units (one quarter sector) Mario should gain or lose. For example, if Mario touches a goomba, the decrease counter increases to 4. Thus, over the next 4 frames, Mario will lose 64 HP units on each frame, resulting in one full health sector lost.&lt;br /&gt;
&lt;br /&gt;
Once Mario&#039;s HP goes below 256 (1 sector), then he&#039;s dead, and there&#039;s no way to restore HP at that point. Mario can still collect coins to increase the INC counter, but the INC and DEC counters no longer function. For example, if you have 255 HP and collect a yellow coin, then INC will increase from 0 to 4, but it will just stay at 4 while Mario does the dying animation. &lt;br /&gt;
&lt;br /&gt;
Separately, there are many things that change Mario’s HP directly, rather than going through the counter system. These include being underwater, being at the surface of water, being in cold water, being in toxic gas, and being burned by fire. Additionally, there are some things that set Mario’s HP to a particular value. These include being eaten by bubba, dying, selecting a save file, and letting the demo play.&lt;br /&gt;
&lt;br /&gt;
== Gaining Health ==&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item(s) !! INC !! Sector(s)&lt;br /&gt;
|-&lt;br /&gt;
| Yellow Coin and Heart Rotation || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| Red Coin and Manta Ring || 8 || 2&lt;br /&gt;
|-&lt;br /&gt;
| Blue Coin and Air bubble || 20 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Losing Health ==&lt;br /&gt;
&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
(TODO: create chart that desplays how much HP each Entity removes)&lt;br /&gt;
&lt;br /&gt;
=== Environment ===&lt;br /&gt;
*Contact with lava removes 3 sectors&lt;br /&gt;
*If Mario remains in the squished state for 10 seconds straight, then his HP will be set to 255, and he will die as a result.&lt;br /&gt;
*Note that going out of bounds, going near the death barrier, going into the whirlpool in DDD, and going into the quicksand in SSL all kill Mario, but they don&#039;t actually change his HP.&lt;br /&gt;
&lt;br /&gt;
== References == &lt;br /&gt;
[https://m.youtube.com/watch?v=XeGNpeFOOCY]&lt;/div&gt;</summary>
		<author><name>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=HP&amp;diff=5857</id>
		<title>HP</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=HP&amp;diff=5857"/>
		<updated>2019-03-11T02:05:10Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: Page created (help on chart would be appreciated)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HP-INC.gif|frameless|right]]&lt;br /&gt;
HP (also known as Health) is the measure of Mario’s health. If this reaches 0, Mario loses a life.&lt;br /&gt;
&lt;br /&gt;
The variable that represents Mario’s HP is a short, which ranges from 0 to 2176 (or 0x0000 to 0x0880 in hexadecimal). Specifically, the upper byte represents how many full sectors of health Mario has, and the lower byte represents what portion of the next sector Mario has. Thus, one sector is equivalent to 256 HP units. The number of sectors displayed is the truncated version of the actual number of sectors. The maximum health is 2176 HP units (8.5 sectors). Mario will die if he goes below 256 HP units (1 sector).&lt;br /&gt;
&lt;br /&gt;
The HP short is signed, so even if there was a way to push it below 0, it would not wrap around to 65535. Instead, you&#039;d have to push it below -32768 to wrap it around to 32767. Of course, if HP is above 2176, it will just get set to 2176. &lt;br /&gt;
&lt;br /&gt;
== INC and DEC ==&lt;br /&gt;
There are two bytes related to health: the increase counter and the decrease counter. When Mario gains or loses an integer number of health sectors, it’s these counters that manage that. Specifically, these counters specify how many increments of 64 HP units (one quarter sector) Mario should gain or lose. For example, if Mario touches a goomba, the decrease counter increases to 4. Thus, over the next 4 frames, Mario will lose 64 HP units on each frame, resulting in one full health sector lost.&lt;br /&gt;
&lt;br /&gt;
Once Mario&#039;s HP goes below 256 (1 sector), then he&#039;s dead, and there&#039;s no way to restore HP at that point. Mario can still collect coins to increase the INC counter, but the INC and DEC counters no longer function. For example, if you have 255 HP and collect a yellow coin, then INC will increase from 0 to 4, but it will just stay at 4 while Mario does the dying animation. &lt;br /&gt;
&lt;br /&gt;
Separately, there are many things that change Mario’s HP directly, rather than going through the counter system. These include being underwater, being at the surface of water, being in cold water, being in toxic gas, and being burned by fire. Additionally, there are some things that set Mario’s HP to a particular value. These include being eaten by bubba, dying, selecting a save file, and letting the demo play.&lt;br /&gt;
&lt;br /&gt;
== Gaining Health ==&lt;br /&gt;
(TODO: get exact values)&lt;br /&gt;
&lt;br /&gt;
== Losing Health ==&lt;br /&gt;
&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
(TODO: create chart that desplays how much HP each Entity removes)&lt;br /&gt;
&lt;br /&gt;
=== Environment ===&lt;br /&gt;
*Contact with lava removes 3 sectors&lt;br /&gt;
*If Mario remains in the squished state for 10 seconds straight, then his HP will be set to 255, and he will die as a result.&lt;br /&gt;
*Note that going out of bounds, going near the death barrier, going into the whirlpool in DDD, and going into the quicksand in SSL all kill Mario, but they don&#039;t actually change his HP.&lt;br /&gt;
&lt;br /&gt;
== References == &lt;br /&gt;
[https://m.youtube.com/watch?v=XeGNpeFOOCY]&lt;/div&gt;</summary>
		<author><name>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:HP-INC.gif&amp;diff=5856</id>
		<title>File:HP-INC.gif</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:HP-INC.gif&amp;diff=5856"/>
		<updated>2019-03-11T01:55:32Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mario’s HP meter in various stages&lt;/div&gt;</summary>
		<author><name>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Hyperspeed_Flying&amp;diff=5855</id>
		<title>Hyperspeed Flying</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Hyperspeed_Flying&amp;diff=5855"/>
		<updated>2019-03-11T01:24:46Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: Added Gif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HyperSpeedFlyingGif.gif|frame|right]]&lt;br /&gt;
Hyperspeed Flying refers to flying with the [[Wing Cap]] while having extreme speed, gained through one of the many methods of [[Hyperspeed]]. [https://m.youtube.com/watch?v=A3ipXpzkIkY Video Example]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Utilisations ==&lt;br /&gt;
*Can be used to travel to a Vertical [[PU]].&lt;br /&gt;
*Often used in TASes to reach locations very quickly.&lt;/div&gt;</summary>
		<author><name>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:HyperSpeedFlyingGif.gif&amp;diff=5854</id>
		<title>File:HyperSpeedFlyingGif.gif</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:HyperSpeedFlyingGif.gif&amp;diff=5854"/>
		<updated>2019-03-11T01:23:25Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;.&lt;/div&gt;</summary>
		<author><name>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Health&amp;diff=5853</id>
		<title>Health</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Health&amp;diff=5853"/>
		<updated>2019-03-10T19:54:25Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: Redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[HP]]&lt;/div&gt;</summary>
		<author><name>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Hyperspeed_Flying&amp;diff=5851</id>
		<title>Hyperspeed Flying</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Hyperspeed_Flying&amp;diff=5851"/>
		<updated>2019-03-10T19:04:13Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hyper Speed Flying refers to flying while having extreme speed, usually from preforming [[Backward Long Jump]]s&lt;br /&gt;
&lt;br /&gt;
== Execution ==&lt;br /&gt;
Triple jump while under the effect of a wing cap and moving at extreme speed. [https://m.youtube.com/watch?v=A3ipXpzkIkY Video Example]&lt;br /&gt;
&lt;br /&gt;
== Utilisations ==&lt;br /&gt;
*Can be used to travel to a Vertical [[PU]].&lt;br /&gt;
*Often used in TASes to reach locations very quickly.&lt;/div&gt;</summary>
		<author><name>ThePansmith</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Hyperspeed_Flying&amp;diff=5850</id>
		<title>Hyperspeed Flying</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Hyperspeed_Flying&amp;diff=5850"/>
		<updated>2019-03-10T19:02:42Z</updated>

		<summary type="html">&lt;p&gt;ThePansmith: Page created&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hyper Speed Flying refers to flying while having extreme speed, usually from preforming [Backward Long Jumps] &lt;br /&gt;
&lt;br /&gt;
== Execution ==&lt;br /&gt;
Triple jump while under the effect of a wing cap and moving at extreme speed. [https://m.youtube.com/watch?v=A3ipXpzkIkY Video Example]&lt;br /&gt;
&lt;br /&gt;
== Utilisations ==&lt;br /&gt;
*Can be used to travel to a Vertical [PU].&lt;br /&gt;
*Often used in TASes to reach locations very quickly.&lt;/div&gt;</summary>
		<author><name>ThePansmith</name></author>
	</entry>
</feed>