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	<updated>2026-09-29T10:34:12Z</updated>
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	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:Jrb_framewalk.gif&amp;diff=10439</id>
		<title>File:Jrb framewalk.gif</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:Jrb_framewalk.gif&amp;diff=10439"/>
		<updated>2020-01-30T19:13:58Z</updated>

		<summary type="html">&lt;p&gt;Wacker64: Wacker64 uploaded a new version of File:Jrb framewalk.gif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Jolly Roger Bay Frame Walk&lt;/div&gt;</summary>
		<author><name>Wacker64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Cool,_Cool_Mountain&amp;diff=10438</id>
		<title>Cool, Cool Mountain</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Cool,_Cool_Mountain&amp;diff=10438"/>
		<updated>2020-01-28T00:54:43Z</updated>

		<summary type="html">&lt;p&gt;Wacker64: update 8 reds TAS link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{course_infobox&lt;br /&gt;
|title=Cool, Cool Mountain&lt;br /&gt;
|image= CCM.png&lt;br /&gt;
|abbreviation=CCM&lt;br /&gt;
|terrain=Snowy/Slide&lt;br /&gt;
|setting=Snowy&lt;br /&gt;
|water=Tiny&lt;br /&gt;
|yellow-coins=105&lt;br /&gt;
|red-coins=8&lt;br /&gt;
|blue-coins=3&lt;br /&gt;
|enemy-yellow=18&lt;br /&gt;
|enemy-blue=&lt;br /&gt;
|stars=7&lt;br /&gt;
|overview_1=STROOP- CCM.png&lt;br /&gt;
|overview_2=STROOP- CCM Slide.png&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Cool, Cool Mountain&#039;&#039;&#039; is the fourth course. It can be accessed from the painting on the left side of the room near the door to [[Bob-omb Battlefield]], on the first floor of Princess Peach&#039;s castle. The door leading to it requires at least 3 Power Stars to be opened.&lt;br /&gt;
&lt;br /&gt;
==Course Versions==&lt;br /&gt;
There are three versions of the course that can appear by selecting different stars. Keep in mind that if there are any blue stars (uncollected) present in the star selection menu, then the last version that can be selected is the first blue star and not the stars after it:&lt;br /&gt;
*&#039;&#039;&#039;Version 1&#039;&#039;&#039;: Accessed by selecting Star 1. The penguin is not present to challenge Mario at sliding.&lt;br /&gt;
*&#039;&#039;&#039;Version 2&#039;&#039;&#039;: Accessed by selecting Star 2, 3, 4, and 6. The penguin is present, challenging Mario to the race.&lt;br /&gt;
*&#039;&#039;&#039;Version 3&#039;&#039;&#039;: Accessed by selecting Star 5. This version is identical to Version 2 except that the snowman&#039;s body is present to allow Mario to bring it down to meet its head.&lt;br /&gt;
&lt;br /&gt;
Additionally, the penguin will become a fat penguin once 120 stars are collected.&lt;br /&gt;
&lt;br /&gt;
==Coins==&lt;br /&gt;
The coin placement in this course is unique, with how half of the coins are in the main area, and half are in the slide. If all of the coins are collected, a maximum of 154 coins are collectible. There is a theoretical way to raise this maximum - with the use of penguin [[Time Stop]], you could collect coins and then enter the chimney to get infinite coins. However, no method has been successful in getting Mario to the chimney, and the max height reached is only near the blue coin block.&lt;br /&gt;
{{CCM Coins}}&lt;br /&gt;
&lt;br /&gt;
==TASes==&lt;br /&gt;
Star 1: https://youtu.be/PLdo_h4vJI4&amp;lt;ref name=&amp;quot;wr&amp;quot;&amp;gt;TAS Times: https://docs.google.com/spreadsheets/d/12Sl41gqLUGzBU0p1nx7uNKOAP835NIoFXqda1j6oqag/&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Star 2: https://youtu.be/RYxZJmP9bag?t=29s&amp;lt;ref name=&amp;quot;wr&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Star 3: https://youtu.be/FSPS-JIBpIU&amp;lt;ref name=&amp;quot;wr&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Star 4: https://youtu.be/GY_FGhIE7vk&lt;br /&gt;
&lt;br /&gt;
Star 5: https://youtu.be/ou_8b2l8OwM&amp;lt;ref name=&amp;quot;wr&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Star 6: https://youtu.be/ZKCXptOS4nU&amp;lt;ref name=&amp;quot;wr&amp;quot; /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A Press Counts==&lt;br /&gt;
In the A Button Challenge, no A Presses are required to collect all seven stars.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable&amp;quot; style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Star&lt;br /&gt;
!A Presses&lt;br /&gt;
!Minutes&lt;br /&gt;
|-&lt;br /&gt;
|1||0||3&lt;br /&gt;
|-&lt;br /&gt;
|2||0||1&lt;br /&gt;
|-&lt;br /&gt;
|3||0||2&lt;br /&gt;
|-&lt;br /&gt;
|4||0||2&lt;br /&gt;
|-&lt;br /&gt;
|5||0||1&lt;br /&gt;
|-&lt;br /&gt;
|6||0||1&lt;br /&gt;
|-&lt;br /&gt;
|100||0||3&lt;br /&gt;
|}&lt;br /&gt;
===Entering Cool, Cool Mountain &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/mlHzqJn2SMs?t=58s &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Performing a dive recover (press &#039;&#039;B&#039;&#039; at run speed) allows entering the painting without pressing A.&lt;br /&gt;
&lt;br /&gt;
===Slip Slidin&#039; Away &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/vqbq-yeLWbI &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Since Mario already starts out at higher grounds of the course, and there are teleporters available to teleport Mario back to the top, this star presents no issues. That being said, frame-walking or dive grinding is required to get up a slope to reach the chimney that leads to the slide. Once exiting out the slide, the star is reachable with a precise dive recover (the star is only 257 units above ground&amp;lt;ref&amp;gt;Star Heights: https://youtu.be/xE7hrQ8sHhU?t=1m42s&amp;lt;/ref&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
===Li&#039;l Penguin Lost &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/oXAjWluPjho &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Mario frame-walks or dive grinding up the slope to reach where the little penguin is. He then grabs it, sliding down the mountain to give the baby back to mother penguin. The rewarded star is above the maximum height that a dive recover can reach (288 units), and thus, Mario needs to teleport all the way back to the top and drop down from above to collect the star.&lt;br /&gt;
&lt;br /&gt;
===Big Penguin Race &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/TQMbgDeAMRU &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Enter the slide in the same fashion done in Star 1, and then beat the penguin in the race. Afterwards, collect the star.&lt;br /&gt;
&lt;br /&gt;
===Frosty Slide for 8 Red Coins &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/XH2exVpK6EI &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No tricky techniques are required to collect all red coins, only a solid strategy and good maneuvering. &lt;br /&gt;
&lt;br /&gt;
===Snowman&#039;s Lost His Head &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/t_ETEIo3fvs &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the convenient slope located in the beginning, Mario can reach the Snowman&#039;s body and help it roll down the mountain to reach its head with Mario&#039;s guidance. While the star is too high to reach without jumping, there is a Spindrift nearby to provide the necessary height to reach it.&lt;br /&gt;
&lt;br /&gt;
===Wall Kicks Will Work &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/NnC5n70j1KE &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The main trick is landing on a [[Spindrift]] to activate twirling, then use a specific trajectory with a high speed to reach the star from above to bypass the need to long jump or wall kick. While the maximum speed of twirling is 31, Pannenkoek found a way to twirl faster than that. It is done by &#039;&#039;not&#039;&#039; steering Mario most of the time to conserve the high speed achieved by sliding down from the tiptop of the mountain, where it is reached by frame-walking.&lt;br /&gt;
&lt;br /&gt;
===CCM 100 Coins &#039;&#039;(0x)&#039;&#039;===&lt;br /&gt;
:&#039;&#039;Video: https://youtu.be/jWjQ0Bwbbxk &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By collecting the coins in the big slide (where there are 72 coins) and sliding down the outer slide of the mountain, Mario would gather enough coins to spawn the 100 coin star.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Level courses}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Cool, Cool Mountain]]&lt;/div&gt;</summary>
		<author><name>Wacker64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Backwards_Long_Jump&amp;diff=10437</id>
		<title>Backwards Long Jump</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Backwards_Long_Jump&amp;diff=10437"/>
		<updated>2020-01-28T00:36:21Z</updated>

		<summary type="html">&lt;p&gt;Wacker64: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Backwards Long Jump&#039;&#039;&#039;, or &#039;&#039;&#039;BLJ&#039;&#039;&#039; for short, is one of the most well-known and versatile methods of gaining [[Hyperspeed]], whereby Mario&#039;s backwards speed can increase under certain conditions during a backwards-facing [[Long Jump]]. &lt;br /&gt;
&lt;br /&gt;
This [[Glitch|glitch]] is caused by the lack of a negative limit on Mario&#039;s speed. The first frame of a Long Jump multiplies Mario&#039;s forward velocity by 1.5, and although the game keeps this velocity below 48.0, no corresponding negative cap is enforced. Since Mario&#039;s speed is slowed due to drag each frame he is in the air, this multiplier does not affect typical gameplay. However, if Mario is in a position where he can perform many backwards-facing Long Jumps in rapid succession, he can repeatedly reduce his speed while overcoming drag, resulting in negative Hyperspeed. &lt;br /&gt;
&lt;br /&gt;
BLJs can be performed on [[List of Major BLJ Locations|many slopes, stairways, and obstacles]], making it useful for [[Speedrun|speedruns]] and [[Challenge|challenges]] alike.&lt;br /&gt;
&lt;br /&gt;
Among other glitches, BLJs were fixed in the [[Super Mario 64#Shindou|Shindou]] version. This also means that they do not work on any Japanese [[Virtual Console]] releases, nor the [[Super Mario 64 (iQue)|iQue]].&lt;br /&gt;
&lt;br /&gt;
== Execution ==&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
To perform a BLJ, do a long jump with Mario facing away from the obstacle/stairway/slope but move backwards towards it (by holding the joystick in the opposite direction). Mario will collide with the obstacle/stairway/slope, leaving him on the ground and enabling him to backwards long jump again. Mario&#039;s speed becomes negative at this point, and BLJing repeatedly causes a negative speed increase of approximately 45-50% of Mario&#039;s currently stored speed at that time. Once the desired speed is reached, simply stop BLJing and Mario will zoom off backwards at an incredibly high speed. If you continue BLJing long enough, Mario&#039;s speed, stored in a float, will eventually reach -229399772256808620000000000000000000000, then tick over to -1.#INF, and [[crash]] the game.&lt;br /&gt;
&lt;br /&gt;
The key aspect of BLJs is Mario&#039;s capability of retaining negative speed temporarily. Eventually, the speed will increase back to 0; however, there are a few frames within a BLJ in which his speed doesn&#039;t deplete instantly. These frames allow for repeated BLJs, thus increasing his speed.&lt;br /&gt;
&lt;br /&gt;
You can use BLJs to:&lt;br /&gt;
&lt;br /&gt;
* Gain enough speed to pass through doors, such as:&lt;br /&gt;
*: Star doors&lt;br /&gt;
*: Doors that trigger a loading zone (though the area will not load)&lt;br /&gt;
* Zip backwards on the ground at very high speeds (if obstacles are avoided)&lt;br /&gt;
* Jump over incredibly large gaps (since when over the air, Mario will have the same BLJ jumping physics but with the massive speed still present)&lt;br /&gt;
* Pass through some loading zones, like the water wall needed to enter Dire Dire Docks&lt;br /&gt;
* Pass through some types of walls (like the iron gates in Bob-omb Battlefield.) &lt;br /&gt;
* Go into [[Parallel Universe]]s&lt;br /&gt;
* Perform a [[negative jump]] with large amount of speed&lt;br /&gt;
&lt;br /&gt;
== Types of BLJs ==&lt;br /&gt;
&lt;br /&gt;
While all BLJs work by the same principle, there are many different methods of performing them. There are numerous places where a BLJ can be performed throughout the game (virtually every level contains at least one), and it is unlikely that all such locations have been discovered.&lt;br /&gt;
&lt;br /&gt;
=== Stair BLJ ===&lt;br /&gt;
Stair BLJs were the first kind of BLJs to be discovered. A Stair BLJ consists of long jumping backwards onto stairs, which are basically tiny floors, which Mario can run directly over. BLJing on stairs works similar to Elevator BLJs because they both consist of Mario&#039;s jumps being interrupted allowing for more jumps to be performed, however the timing must be precise.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how they work: With a precisely timed BLJ, Mario&#039;s vertical position snaps to the next highest stair, ultimately reducing Mario&#039;s vertical speed to 0 (allowing him to repeatedly BLJ on the ground). When this occurs, his negative horizontal speed is temporarily stored, allowing him to repeat the process which results in a greater amount of negative speed.&lt;br /&gt;
&lt;br /&gt;
=== Slope BLJ ===&lt;br /&gt;
Slope BLJs are backwards long jumps on steep slopes. To find slopes with this property, locate slopes that permit Mario to stand perfectly still on them. He will not slide off of them.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how it works: When BLJing on a steep slope, Mario&#039;s jump is interrupted by the steep ground. With no negative horizontal velocity, Mario&#039;s long jumps behave just as the developers intended. However, on steeper slopes, with a negative horizontal velocity, and with ground located behind Mario, the game has no choice but to force Mario&#039;s position backwards along with an increased vertical position. This process is repeatable, allowing for Slope BLJs to be performed.&lt;br /&gt;
&lt;br /&gt;
A common slope to BLJ on would be the slopes on the Castle Roof or the tan-colored slopes located by the cannon in the castle grounds.&lt;br /&gt;
&lt;br /&gt;
=== Elevator BLJ ===&lt;br /&gt;
Elevator BLJs are performed on elevators, but not every elevator permits an elevator BLJ!&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how they work: BLJs are possible on rising elevators because an elevator&#039;s vertical velocity allows them to catch up to Mario as soon as he leaves the ground from a BLJ. This interrupts the first jump and allows him to jump again, thus repeating the process of a BLJ.&lt;br /&gt;
&lt;br /&gt;
The elevators in Hazy Maze Cave and Bob-omb Battlefield are good places to practice. Elevators that move in a horizontal fashion, such as the ones located in the volcano of Lethal Lava Land, do not have the properties to initiate Elevator BLJs because they do not have enough vertical velocity.&lt;br /&gt;
&lt;br /&gt;
=== Low Ceiling BLJ ===&lt;br /&gt;
These are probably the trickiest locations to find because some of them are invisible or are just plain easy to overlook. However, walls above a floor can also act like ceilings. These walls don&#039;t necessarily have to be parallel with the ground in order for a Low Ceiling BLJ to be performed.&lt;br /&gt;
&lt;br /&gt;
These types of BLJs demonstrate Mario&#039;s mechanics to their most basic properties. Mario has the capability of temporarily storing negative speed after a BLJ, and this speed can be increased with repeated BLJs.&lt;br /&gt;
&lt;br /&gt;
The most common Low Ceiling BLJ is the one presented in the video (located in the Jolly Roger Bay room). Both of the Lobby BLJs in the main room of the castle are also Low Ceiling BLJs, but they utilize Invisible Wall Hitboxes which act as Low Ceilings.&lt;br /&gt;
&lt;br /&gt;
=== Side BLJ ===&lt;br /&gt;
&#039;&#039;Main article: [[SBLJ]]&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Side BLJs are very similar to stair BLJs, since both utilize the vertical position snapping mechanic in the game (mentioned earlier in Stair BLJs). A Side BLJ essentially consists of Mario repeatedly BLJing onto and off of a floor.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s how it works: When Mario BLJs parallel to the stairs and strains sideways, Mario&#039;s vertical position snaps to the next highest stair (when the right angle is utilized). This also requires Mario&#039;s facing angle to be slightly askew with respect to the stairs, so that when he BLJs onto the next highest stair, his facing angle &amp;amp; negative speed allow him to drop back down to the original stair with which the Side BLJ was initiated with, since Mario cannot move sideways during landing animation. As mentioned earlier, when Mario BLJs and snaps onto the next highest stair, his negative speed is temporarily stored, allowing him to repeat the process which results in a greater amount of negative speed.&lt;br /&gt;
&lt;br /&gt;
Side BLJs can be performed on most stairs (due to some stairs having the appearance of stairs but are actually steep slopes) and on flat platforms which Mario can run directly over.&lt;br /&gt;
&lt;br /&gt;
=== Pause BLJ ===&lt;br /&gt;
&#039;&#039;See also [[Pause-buffering]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pause BLJing allows Mario to BLJ 30 times per in-game-second instead of 15 (SM64 runs at 30 frames-per-second). While BLJing, do the following sequence:&lt;br /&gt;
&lt;br /&gt;
    First Frame: (Start) + (Z) + (A)&lt;br /&gt;
    Second Frame:&lt;br /&gt;
    Third Frame: (Start)&lt;br /&gt;
    Fourth Frame:&lt;br /&gt;
    Fifth Frame: (Start) + (Z) + (A)&lt;br /&gt;
    And so on! &lt;br /&gt;
&lt;br /&gt;
Basically, the Start Menu acts like a frame buffer which allows more inputs to be performed within the game timer. These rules apply for BLJing as well. However, this only works on slopes, stairs, and elevators. It does not work with Side BLJs or (some) Low Ceiling BLJs.&lt;br /&gt;
&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
[[Category:Hyperspeed]]&lt;br /&gt;
&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>Wacker64</name></author>
	</entry>
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