<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://ukikipedia.net/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Zombie</id>
	<title>Ukikipedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://ukikipedia.net/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Zombie"/>
	<link rel="alternate" type="text/html" href="https://ukikipedia.net/wiki/Special:Contributions/Zombie"/>
	<updated>2026-09-29T03:34:23Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.15</generator>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Lobby_Backwards_Long_Jump&amp;diff=9728</id>
		<title>Lobby Backwards Long Jump</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Lobby_Backwards_Long_Jump&amp;diff=9728"/>
		<updated>2019-07-01T23:37:40Z</updated>

		<summary type="html">&lt;p&gt;Zombie: added lblj gif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&#039;&#039;&#039;Lobby Backwards Long Jump&#039;&#039;&#039; or &#039;&#039;&#039;LBLJ&#039;&#039;&#039; for short is a specific subset of [[BLJ]] in the lobby of [[The Castle]]. It usually refers to the trick done by RTA runners in [[RTA Guide/0/1 Star|0 Star]], [[RTA Guide/0/1 Star|1 Star]], [[RTA Guide/16 Star|16 Star]], and sometimes [[RTA Guide/120 Star|120 Star]] to skip the 8 [[Star Door]] leading to [[Bowser in the Dark World]]. [[File:Xiah_LBLJ.gif|thumb|RTA Runner Xiah performing LBLJ]]&lt;br /&gt;
=RTA Runs=&lt;br /&gt;
==0/1 Star==&lt;br /&gt;
In 0/1 Star, LBLJ is used to skip 8 stars before getting the first [[Key]] by skipping the 8 Star Door, which means the player has access to [[SBLJ]] with 0 stars, which allows for a 0 or 1 Star run.&lt;br /&gt;
&lt;br /&gt;
==16/120 Star==&lt;br /&gt;
In 16 Star, LBLJ is used to skip getting stars in the lobby of The Castle, as the stars in the lobby are slower than the stars in the basement. This saves around 30-35 seconds (depending on the stars you do in basement). Similarly, in 120 Star, it&#039;s used to skip visiting [[Bob-omb Battlefield]] a second time.&amp;lt;ref&amp;gt;In the Non-LBLJ route, the first star is &amp;quot;Behind Chain Chomp&#039;s Gate&amp;quot; in Bob-omb Battlefield.&amp;lt;/ref&amp;gt; This saves around 10 seconds. LBLJ is not recommended for beginners as it makes 16/120 Star much more difficult and prone to resetting.&amp;lt;ref&amp;gt;[https://ukikipedia.net/wiki/RTA_Guide/16_Star#Hard_Route_.231_.28LBLJ.29 In the 16 Star RTA Guide], the LBLJ route is described as &amp;quot;more difficult&amp;quot; and &amp;quot;not recommended for beginners&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=0 Star TAS=&lt;br /&gt;
In the 0 Star&amp;lt;ref&amp;gt;2 Key only, as 1 Key skips Bowser in the Dark World&amp;lt;/ref&amp;gt; TAS, a [https://youtu.be/4_N3LWaoCEg?t=67 BLJ on the stairs near Bob-omb Battlefield] is used to get into Bowser in the Dark World with 0 Stars. Although this does not use the traditional RTA viable setup, it is still a BLJ in the lobby. This strat is TAS only.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=6Qo2FBs-5Zw Although the trick has been done RTA before], it is not RTA viable (meaning it is not done consistently enough for speedruns).&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:Xiah_LBLJ.gif&amp;diff=9727</id>
		<title>File:Xiah LBLJ.gif</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:Xiah_LBLJ.gif&amp;diff=9727"/>
		<updated>2019-07-01T23:35:53Z</updated>

		<summary type="html">&lt;p&gt;Zombie: xiah performing lblj&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;xiah performing lblj&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Backwards_Long_Jump&amp;diff=9726</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=9726"/>
		<updated>2019-07-01T23:33:33Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* Side BLJ */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Backwards Long Jump&#039;&#039;&#039;, or &#039;&#039;&#039;BLJ&#039;&#039;&#039; for short, is one of the most well-known and versatile methods of gaining [[Hyperspeed]], whereby Mario&#039;s backwards speed can increase under certain conditions during a backwards-facing [[Long Jump]]. &lt;br /&gt;
&lt;br /&gt;
This [[Glitch|glitch]] is caused by the lack of a negative limit on Mario&#039;s speed. The first frame of a Long Jump multiplies Mario&#039;s forward velocity by 1.5, and although the game keeps this velocity below 48.0, no corresponding negative cap is enforced. Since Mario&#039;s speed is slowed due to drag each frame he is in the air, this multiplier does not affect typical gameplay. However, if Mario is in a position where he can perform many backwards-facing Long Jumps in rapid succession, he can repeatedly reduce his speed while overcoming drag, resulting in negative Hyperspeed. &lt;br /&gt;
&lt;br /&gt;
BLJs can be performed on [[List of Major BLJ Locations|many slopes, stairways, and obstacles]], making it useful for [[Speedrun|speedruns]] and [[Challenge|challenges]] alike.&lt;br /&gt;
&lt;br /&gt;
== Execution ==&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
To perform a BLJ, do a long jump with Mario facing away from the obstacle/stairway/slope but move backwards towards it (by holding the joystick in the opposite direction). Mario will collide with the obstacle/stairway/slope, leaving him on the ground and enabling him to backwards long jump again. Mario&#039;s speed becomes negative at this point, and BLJing repeatedly causes a negative speed increase of approximately 45-50% of Mario&#039;s currently stored speed at that time. Once the desired speed is reached, simply stop BLJing and Mario will zoom off backwards at an incredibly high speed. If you continue BLJing long enough, Mario&#039;s speed, stored in a float, will eventually reach -229399772256808620000000000000000000000, then tick over to -1.#INF, and crash the game.&lt;br /&gt;
&lt;br /&gt;
The key aspect of BLJs is Mario&#039;s capability of retaining negative speed temporarily. Eventually, the speed will increase back to 0; however, there are a few frames within a BLJ in which his speed doesn&#039;t deplete instantly. These frames allow for repeated BLJs, thus increasing his speed.&lt;br /&gt;
&lt;br /&gt;
You can use BLJs to:&lt;br /&gt;
&lt;br /&gt;
* Gain enough speed to pass through doors, such as:&lt;br /&gt;
*: Star doors&lt;br /&gt;
*: Doors that trigger a loading zone (though the area will not load)&lt;br /&gt;
* Zip backwards on the ground at very high speeds (if obstacles are avoided)&lt;br /&gt;
* Jump over incredibly large gaps (since when over the air, Mario will have the same BLJ jumping physics but with the massive speed still present)&lt;br /&gt;
* Pass through some loading zones, like the water wall needed to enter Dire Dire Docks&lt;br /&gt;
* Pass through some types of walls (like the iron gates in Bob-omb Battlefield.) &lt;br /&gt;
* Go into [[Parallel Universe|Parallel Universes]]&lt;br /&gt;
* 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>Zombie</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Backwards_Long_Jump&amp;diff=9725</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=9725"/>
		<updated>2019-07-01T23:33:17Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* Side BLJ */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Backwards Long Jump&#039;&#039;&#039;, or &#039;&#039;&#039;BLJ&#039;&#039;&#039; for short, is one of the most well-known and versatile methods of gaining [[Hyperspeed]], whereby Mario&#039;s backwards speed can increase under certain conditions during a backwards-facing [[Long Jump]]. &lt;br /&gt;
&lt;br /&gt;
This [[Glitch|glitch]] is caused by the lack of a negative limit on Mario&#039;s speed. The first frame of a Long Jump multiplies Mario&#039;s forward velocity by 1.5, and although the game keeps this velocity below 48.0, no corresponding negative cap is enforced. Since Mario&#039;s speed is slowed due to drag each frame he is in the air, this multiplier does not affect typical gameplay. However, if Mario is in a position where he can perform many backwards-facing Long Jumps in rapid succession, he can repeatedly reduce his speed while overcoming drag, resulting in negative Hyperspeed. &lt;br /&gt;
&lt;br /&gt;
BLJs can be performed on [[List of Major BLJ Locations|many slopes, stairways, and obstacles]], making it useful for [[Speedrun|speedruns]] and [[Challenge|challenges]] alike.&lt;br /&gt;
&lt;br /&gt;
== Execution ==&lt;br /&gt;
{{rewrite}}&lt;br /&gt;
To perform a BLJ, do a long jump with Mario facing away from the obstacle/stairway/slope but move backwards towards it (by holding the joystick in the opposite direction). Mario will collide with the obstacle/stairway/slope, leaving him on the ground and enabling him to backwards long jump again. Mario&#039;s speed becomes negative at this point, and BLJing repeatedly causes a negative speed increase of approximately 45-50% of Mario&#039;s currently stored speed at that time. Once the desired speed is reached, simply stop BLJing and Mario will zoom off backwards at an incredibly high speed. If you continue BLJing long enough, Mario&#039;s speed, stored in a float, will eventually reach -229399772256808620000000000000000000000, then tick over to -1.#INF, and crash the game.&lt;br /&gt;
&lt;br /&gt;
The key aspect of BLJs is Mario&#039;s capability of retaining negative speed temporarily. Eventually, the speed will increase back to 0; however, there are a few frames within a BLJ in which his speed doesn&#039;t deplete instantly. These frames allow for repeated BLJs, thus increasing his speed.&lt;br /&gt;
&lt;br /&gt;
You can use BLJs to:&lt;br /&gt;
&lt;br /&gt;
* Gain enough speed to pass through doors, such as:&lt;br /&gt;
*: Star doors&lt;br /&gt;
*: Doors that trigger a loading zone (though the area will not load)&lt;br /&gt;
* Zip backwards on the ground at very high speeds (if obstacles are avoided)&lt;br /&gt;
* Jump over incredibly large gaps (since when over the air, Mario will have the same BLJ jumping physics but with the massive speed still present)&lt;br /&gt;
* Pass through some loading zones, like the water wall needed to enter Dire Dire Docks&lt;br /&gt;
* Pass through some types of walls (like the iron gates in Bob-omb Battlefield.) &lt;br /&gt;
* Go into [[Parallel Universe|Parallel Universes]]&lt;br /&gt;
* 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;&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>Zombie</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Lobby_Backwards_Long_Jump&amp;diff=9724</id>
		<title>Lobby Backwards Long Jump</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Lobby_Backwards_Long_Jump&amp;diff=9724"/>
		<updated>2019-07-01T23:19:33Z</updated>

		<summary type="html">&lt;p&gt;Zombie: grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&#039;&#039;&#039;Lobby Backwards Long Jump&#039;&#039;&#039; or &#039;&#039;&#039;LBLJ&#039;&#039;&#039; for short is a specific subset of [[BLJ]] in the Lobby of [[The Castle]]. It usually refers to the trick done by RTA runners in [[RTA Guide/0/1 Star|0 Star]], [[RTA Guide/0/1 Star|1 Star]], [[RTA Guide/16 Star|16 Star]], and sometimes [[RTA Guide/120 Star|120 Star]] to skip the 8 [[Star Door]] leading to [[Bowser in the Dark World]].&lt;br /&gt;
=RTA Runs=&lt;br /&gt;
==0/1 Star==&lt;br /&gt;
In 0/1 Star, LBLJ is used to skip 8 stars before getting the first [[Key]] by skipping the 8 Star Door, which means the player has access to [[SBLJ]] with 0 stars, which allows for a 0 or 1 Star run.&lt;br /&gt;
&lt;br /&gt;
==16/120 Star==&lt;br /&gt;
In 16 Star, LBLJ is used to skip getting stars in the lobby of The Castle, as the stars in the lobby are slower than the stars in the basement. This saves around 30-35 seconds (depending on the stars you do in basement). Similarly, in 120 Star, it&#039;s used to skip visiting [[Bob-omb Battlefield]] a second time.&amp;lt;ref&amp;gt;In the Non-LBLJ route, the first star is &amp;quot;Behind Chain Chomp&#039;s Gate&amp;quot; in Bob-omb Battlefield.&amp;lt;/ref&amp;gt; This saves around 10 seconds. LBLJ is not recommended for beginners as it makes 16/120 Star much more difficult and prone to resetting.&amp;lt;ref&amp;gt;[https://ukikipedia.net/wiki/RTA_Guide/16_Star#Hard_Route_.231_.28LBLJ.29 In the 16 Star RTA Guide], the LBLJ route is described as &amp;quot;more difficult&amp;quot; and &amp;quot;not recommended for beginners&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=0 Star TAS=&lt;br /&gt;
In the 0 Star&amp;lt;ref&amp;gt;2 Key only, as 1 Key skips Bowser in the Dark World&amp;lt;/ref&amp;gt; TAS, a [https://youtu.be/4_N3LWaoCEg?t=67 BLJ on the stairs near Bob-omb Battlefield] is used to get into Bowser in the Dark World with 0 Stars. Although this does not use the traditional RTA viable setup, it is still a BLJ in the lobby. This strat is TAS only.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=6Qo2FBs-5Zw Although the trick has been done RTA before], it is not RTA viable (meaning it is not done consistently enough for speedruns).&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Lobby_Backwards_Long_Jump&amp;diff=9720</id>
		<title>Lobby Backwards Long Jump</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Lobby_Backwards_Long_Jump&amp;diff=9720"/>
		<updated>2019-07-01T08:35:37Z</updated>

		<summary type="html">&lt;p&gt;Zombie: grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&#039;&#039;&#039;Lobby Backwards Long Jump&#039;&#039;&#039; or &#039;&#039;&#039;LBLJ&#039;&#039;&#039; for short is a specific subset of [[BLJ]] in the Lobby of [[The Castle]]. It usually refers to the trick done by RTA runners in [[RTA Guide/0/1 Star|0 Star]], [[RTA Guide/0/1 Star|1 Star]], [[RTA Guide/16 Star|16 Star]], and sometimes [[RTA Guide/120 Star|120 Star]] to skip the 8 [[Star Door]] leading to [[Bowser in the Dark World]].&lt;br /&gt;
=RTA Runs=&lt;br /&gt;
==0/1 Star==&lt;br /&gt;
In 0/1 Star, LBLJ is used to skip 8 stars before getting the first [[Key]] by skipping the 8 Star Door, which means the player has access to [[SBLJ]] with 0 stars, which allows for a 0 or 1 Star run.&lt;br /&gt;
&lt;br /&gt;
==16/120 Star==&lt;br /&gt;
In 16 Star, LBLJ is used to skip getting stars in the lobby of The Castle, as the stars in the lobby are slower than the stars in the basement. This saves around 30-35 seconds (depending on the stars you do in basement). Similarly, in 120 Star, it&#039;s used to skip visiting [[Bob-omb Battlefield]] a second time.&amp;lt;ref&amp;gt;The first star is &amp;quot;Behind Chain Chomp&#039;s Gate&amp;quot; in Bob-omb Battlefield in the Non-LBLJ route.&amp;lt;/ref&amp;gt; This saves around 10 seconds. LBLJ is not recommended for beginners as it makes 16/120 Star much more difficult and prone to resetting.&amp;lt;ref&amp;gt;[https://ukikipedia.net/wiki/RTA_Guide/16_Star#Hard_Route_.231_.28LBLJ.29 In the 16 Star RTA Guide], the LBLJ route is described as &amp;quot;more difficult&amp;quot; and &amp;quot;not recommended for beginners&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=0 Star TAS=&lt;br /&gt;
In the 0 Star&amp;lt;ref&amp;gt;2 Key only, as 1 Key skips Bowser in the Dark World&amp;lt;/ref&amp;gt; TAS, a [https://youtu.be/4_N3LWaoCEg?t=67 BLJ on the stairs near Bob-omb Battlefield] is used to get into Bowser in the Dark World with 0 Stars. Although this does not use the traditional RTA viable setup, it is still a BLJ in the lobby. This strat is TAS only.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=6Qo2FBs-5Zw Although the trick has been done RTA before], it is not RTA viable (meaning it is not done consistently enough for speedruns).&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User_talk:Zombie&amp;diff=9719</id>
		<title>User talk:Zombie</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User_talk:Zombie&amp;diff=9719"/>
		<updated>2019-07-01T05:44:40Z</updated>

		<summary type="html">&lt;p&gt;Zombie: Created page with &amp;quot;test&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;test&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=SBLJ&amp;diff=9718</id>
		<title>SBLJ</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=SBLJ&amp;diff=9718"/>
		<updated>2019-07-01T05:40:30Z</updated>

		<summary type="html">&lt;p&gt;Zombie: SBLJ trick&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&#039;&#039;&#039;Side Backwards Long Jump&#039;&#039;&#039; or &#039;&#039;&#039;SBLJ&#039;&#039;&#039; for short, is a trick done in the basement of [[The Castle]] to skip the 30 [[Star Door]]. It is done in [[RTA Guide/0/1 Star|0 Star]], [[RTA Guide/0/1 Star|1 Star]], and the [[1 Key|1 Key TAS]].&lt;br /&gt;
=1 Star=&lt;br /&gt;
In 1 Star, the player skips the 30 Star Door by [https://www.youtube.com/watch?v=H_Rh63aMJro performing a [[BLJ]] on the small staircase] that leads to the main portion of the basement. This trick is considered one of the hardest for RTA runners to perform in runs.&lt;br /&gt;
=0 Star=&lt;br /&gt;
In 0 Star, the player [https://www.youtube.com/watch?v=MnTU96zwPJc skips the 30 Star Door] and [[Dire Dire Docks]] by doing the 1 Star SBLJ setup but pulling left to go to the left of the pole. The player then controls their speed to be above 400&amp;lt;ref&amp;gt;Too much speed will also prevent the trick from working.&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[[File:Bismuth 378 speed.png|200px|thumb|left|The minimum amount of speed you need is actually around 380 but RTA runners try to get over around 420]]&amp;lt;/ref&amp;gt;. They then touch the ground and hold left to touch and read the text from the door then redirect their speed to bypass the loading zone for DDD.&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Lobby_Backwards_Long_Jump&amp;diff=9717</id>
		<title>Lobby Backwards Long Jump</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Lobby_Backwards_Long_Jump&amp;diff=9717"/>
		<updated>2019-07-01T05:40:28Z</updated>

		<summary type="html">&lt;p&gt;Zombie: page for LBLJ trick&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&#039;&#039;&#039;Lobby Backwards Long Jump&#039;&#039;&#039; or &#039;&#039;&#039;LBLJ&#039;&#039;&#039; for short is a specific subset of [[BLJ]] in the Lobby of [[The Castle]]. It usually refers to the trick done by RTA runners in [[RTA Guide/0/1 Star|0 Star]], [[RTA Guide/0/1 Star|1 Star]], [[RTA Guide/16 Star|16 Star]], and sometimes [[RTA Guide/120 Star|120 Star]] to skip the 8 [[Star Door]] leading to [[Bowser in the Dark World]].&lt;br /&gt;
=RTA Runs=&lt;br /&gt;
==0/1 Star==&lt;br /&gt;
In 0/1 Star, LBLJ is used to skip 8 stars before getting the first [[Key]] by skipping the 8 Star Door, which means the player has access to [[SBLJ]] with 0 stars, which allows for a 0 or 1 Star run.&lt;br /&gt;
&lt;br /&gt;
==16/120 Star==&lt;br /&gt;
In 16 Star, LBLJ is used to skip any stars in the lobby of The Castle, as the stars in the lobby are slower than the stars in the basement. This saves around 30-35 seconds (depending on the stars you do in basement). Similarly, in 120 Star, it&#039;s used to skip visiting [[Bob-omb Battlefield]] a second time.&amp;lt;ref&amp;gt;The first star is &amp;quot;Behind Chain Chomp&#039;s Gate&amp;quot; in Bob-omb Battlefield in the Non-LBLJ route.&amp;lt;/ref&amp;gt; This saves around 10 seconds. LBLJ is not recommended for beginners as it makes 16/120 Star much more difficult and prone to resetting.&amp;lt;ref&amp;gt;[https://ukikipedia.net/wiki/RTA_Guide/16_Star#Hard_Route_.231_.28LBLJ.29 In the 16 Star RTA Guide], the LBLJ route is described as &amp;quot;more difficult&amp;quot; and &amp;quot;not recommended for beginners&amp;quot;&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=0 Star TAS=&lt;br /&gt;
In the 0 Star&amp;lt;ref&amp;gt;2 Key only, as 1 Key skips Bowser in the Dark World&amp;lt;/ref&amp;gt; TAS, a [https://youtu.be/4_N3LWaoCEg?t=67 BLJ on the stairs near Bob-omb Battlefield] is used to get into Bowser in the Dark World with 0 Stars. Although this does not use the traditional RTA viable setup, it is still a BLJ in the lobby. This strat is TAS only.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=6Qo2FBs-5Zw Although the trick has been done RTA before], it is not RTA viable (meaning it is not done consistently enough for speedruns).&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:Bismuth_378_speed.png&amp;diff=9716</id>
		<title>File:Bismuth 378 speed.png</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:Bismuth_378_speed.png&amp;diff=9716"/>
		<updated>2019-07-01T05:31:45Z</updated>

		<summary type="html">&lt;p&gt;Zombie: speed to pass ddd&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;speed to pass ddd&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=1_Key&amp;diff=9712</id>
		<title>1 Key</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=1_Key&amp;diff=9712"/>
		<updated>2019-07-01T03:24:03Z</updated>

		<summary type="html">&lt;p&gt;Zombie: fixes hyperlinks to 0/1/16 star&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{speedrun_infobox&lt;br /&gt;
|title=1 Key&lt;br /&gt;
|image= 1 Key.jpg&lt;br /&gt;
|rta_record=&lt;br /&gt;
|rta_holder=&lt;br /&gt;
|rta_date=&lt;br /&gt;
|tas_record=4:20.77&lt;br /&gt;
|tas_authors=Tyler Kehne, MKDasher, sonicpacker, Snark, SilentSlayers, Gaehne D, Eru, ToT, Plush, sm64expert, Superdavo0001, dar gos &amp;amp; IsaacA&lt;br /&gt;
|tas_date= June 23, 2019&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;1 Key&#039;&#039;&#039; is the name for the current iteration of the any% [[TAS]] category which involves skipping [[Bowser in the Dark World]], the first Bowser level, by entering the castle using a glitch called [[#Moat Door Skip|Moat Door Skip]]. It is so named because Mario collects exactly 1 [[Key]], namely the one collected after finishing [[Bowser in the Fire Sea]]. Its name also references previous any% TAS categories including [[RTA Guide/0/1 Star|0 Star]], [[RTA Guide/0/1 Star|1 Star]], and [[RTA Guide/16 Star|16 Star]].&lt;br /&gt;
==TAS History==&lt;br /&gt;
Below is a table listing the improvements to the original 1 Key TAS, as well as linking to all TASes that were at one point world record.&lt;br /&gt;
{{TAS History}}&lt;br /&gt;
==Moat Door Skip==&lt;br /&gt;
The central glitch, known as &#039;&#039;&#039;Moat Door Skip&#039;&#039;&#039; or &#039;&#039;&#039;MDS&#039;&#039;&#039; was theorized by [https://www.youtube.com/channel/UClPjENu5gaTOaZ5_99AQL0g Tyler Kehne] in mid-2015 when it was discovered the source of PU&#039;s crashing on console was the camera, and simply locking the camera was enough to access PU&#039;s on console.&amp;lt;ref&amp;gt;[https://pastebin.com/uH5GhHbp &amp;quot;SM64 Moat Skip Description&amp;quot; by Tyler Kehne]&amp;lt;/ref&amp;gt; MDS was revealed to the public when [https://www.youtube.com/channel/UCMmU0XaR0coor7dtJkEAh4A sonicpacker] uploaded a video showcasing it.&amp;lt;ref&amp;gt;[https://youtu.be/v5o_9XKmAfE &amp;quot;SM64 MOAT DOOR SKIP!! - Bypass 1st Bowser Fight&amp;quot; by sonicpacker]&amp;lt;/ref&amp;gt; The technique involves using [[PU]] movement to navigate in front of the door under the moat with 0 stars, exploiting the facts that PUs have no water and that the door-opening action takes precedence over entering the water within the course of a frame. Most of the original TASing for the first MDS was done by sonicpacker, although Tyler Kehne TASed the actual PU movement.&lt;br /&gt;
==Zig-Zag Strat==&lt;br /&gt;
Originally, the route for the negative jump into VCutM was done using what was called the &amp;quot;Zig-Zag Strat&amp;quot;. This technique was decently optimized prior to the current BLJ location being found (which obsoleted this technique).&lt;br /&gt;
==Reason for Delay of the Full Run==&lt;br /&gt;
The first ever TAS of 1 Key was released on September 29th, 2016 with a time of 4’21”67, which came more than a year after the original reveal. This was due to the fact that getting QPU speed requires visiting [[Vanish Cap under the Moat]] to perform an [[Backwards_Long_Jump#Elevator_BLJ|elevator-BLJ]]. Visiting VCutM without draining the moat originally required 10 stars to get the [[Wing Cap|wing cap]] for [[Hyperspeed_Flying|hyperspeed flying]], which was slower than just getting 8 stars, visiting the basement, and draining the moat normally (which made it slower to do this trick). Later, however, a BLJ on the [[The Castle|castle grounds]] was found that sufficed to enter VCutM.&lt;br /&gt;
&lt;br /&gt;
==Current Record==&lt;br /&gt;
The current record for the 1 Key TAS stands at 4:20.77. Since this skip saves the time normally required for the first Bowser level, this TAS holds the world record for the fastest known completion of Super Mario 64.&lt;br /&gt;
==Notability of being performed on J Version==&lt;br /&gt;
Unlike many other categories, the 1 Key run is optimally performed on the [[Super Mario 64#Japanese|Japanese version]] of the game instead of the [[Super Mario 64#English|US version]]. This is due to [[Peach]] not narrating her dialogue in the Japanese version, which saves more time than the longer in-game text costs. This time save is emphasized due to MDS skipping both the castle entry textbox and the BitDW textbox, both of which are longer on the Japanese version. Therefore, this run is &#039;&#039;not&#039;&#039; performed on the Japanese version because of version-exclusive glitches; it is performed on the Japanese version because the introduction is faster.&lt;br /&gt;
&lt;br /&gt;
==Explanation/Commentary==&lt;br /&gt;
===Castle Grounds===&lt;br /&gt;
First, Mario performs a [[Backwards Long Jump#Slope BLJ|slope BLJ]] to gain speed in the castle grounds. Once Mario&#039;s [[intended next position]] is in the [[ceiling]] under the bridge, he continues BLJing, but it acts like a [[Backwards Long Jump#Low Ceiling BLJ|low ceiling BLJ]] instead. At this point, Mario has enough negative speed to [[negative jump]] past the grate into VCutM.&lt;br /&gt;
===VCutM===&lt;br /&gt;
Mario quickly falls down to the elevators. He then sets the camera to [[fixed cam]] to avoid [[PU#Floating point truncation crash|a crash on console]]. Mario BLJs in order to get QPU speed (enough speed to perform [[PU#Travel and movement|PU movement]]). Since the elevator begins to turn, this allows Mario to use it get massive vertical [[platform displacement]], which triggers the death barrier. Normally level death resets speed, but because Mario spawns in using a water exit, he is able to conserve his [[sliding speed]]. Then, by pressing Z to slide and C^ to conserve speed on the first frame on Mario is on ground (as water does not update sliding speed), he conserves his QPU speed into the castle grounds. Mario then navigates to the moat door&#039;s relative location in PU&#039;s, which he can do since PU&#039;s lack water. The game checks whether Mario should enter a door before it checks if he should swim, which allows Mario to open the door (from behind) when he navigates back to the main map.&lt;br /&gt;
&lt;br /&gt;
===Castle Basement===&lt;br /&gt;
Mario rapidly swims through the basement and slides down to the 30 Star door area. He performs an [[BLJ#Side BLJ|SBLJ]] on the stairs, gaining enough speed to skip [[Board Bowser&#039;s Sub]] completely, and lands instead in [[Bowser in the Fire Sea]].&lt;br /&gt;
&lt;br /&gt;
===Bowser in the Fire Sea===&lt;br /&gt;
Mario traverses the beginning of the level, using the [[Hangable Ceiling Upwarp]] glitch to pass the pole. On the elevator, Mario performs an elevator BLJ to gain QPU speed. Then, Mario travels through a PU and performs an [[overflow jump]], making use of high negative vertical speed to snap to the area with the bob-ombs (in a PU), before navigating into the warp for the Bowser fight.&lt;br /&gt;
&lt;br /&gt;
===Bowser Fight===&lt;br /&gt;
When [[Bowser in the Fire Sea|the stage]] is tilted, Mario BLJs to gain a large amount of speed. With this speed, Mario is able to move farther after grabbing [[Bowser]]&#039;s tail than normal, which places them closer to the [[mine]] than would otherwise be possible. After beating Bowser, Mario enters and pause-exits out of [[Dire, Dire Docks]] to quickly return to the castle lobby.&lt;br /&gt;
&lt;br /&gt;
===Castle Upstairs===&lt;br /&gt;
Mario uses a ledge grab to quickly get up the first set of stairs. Although it is not visible on camera, Mario then performs a Side BLJ to gain speed. He clips through the 50 Star door. Mario then performs &amp;quot;Clock Punch&amp;quot;, described here (scroll down)&amp;lt;ref&amp;gt;[http://tasvideos.org/5237S.html &amp;quot;Super Mario 64 &amp;quot;1 Key&amp;quot; in 04:21.3&amp;quot; on TASVideos&amp;quot;]&amp;lt;/ref&amp;gt;. He then uses wall kicks to navigate past the [[Endless Stairs]] and into [[Bowser in the Sky]].&lt;br /&gt;
===Bowser in the Sky===&lt;br /&gt;
Mario quickly beats the level, using skips to avoid large parts of it. When he gets to the last elevator, he uses a EBLJ to reach the pipe quickly.&lt;br /&gt;
===Final Bowser Fight===&lt;br /&gt;
Mario fights Bowser as normal. At the end, Mario uses speed conserved from a BLJ to grab the [[Grand Star]] faster.&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&amp;lt;references group=&amp;quot;note&amp;quot;/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Bowser_key&amp;diff=9711</id>
		<title>Bowser key</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Bowser_key&amp;diff=9711"/>
		<updated>2019-07-01T03:15:14Z</updated>

		<summary type="html">&lt;p&gt;Zombie: Added glitches section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Object infobox&lt;br /&gt;
|image=STROOP-_Bowser_Key.png&lt;br /&gt;
|hitbox_type=cylinder&lt;br /&gt;
|hitbox_radius=80&lt;br /&gt;
|hitbox_height=50&lt;br /&gt;
|hitbox_down=0&lt;br /&gt;
|tangibility_radius=1000&lt;br /&gt;
|interaction_type= Star/Key&lt;br /&gt;
|surfaces=none&lt;br /&gt;
|related=[[Power Star]]&lt;br /&gt;
|found_in=[[Bowser Stage]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Bowser Keys&#039;&#039;&#039; or &#039;&#039;&#039;Keys&#039;&#039;&#039; are items used to progress through [[key door|key doors]] that are obtained by defeating [[Bowser]] at the end of a [[Bowser Stage]]. There are two keys in [[Super Mario 64]], one from [[Bowser in the Dark World]], which unlocks the [[The Castle|basement]], and one from [[Bowser in the Fire Sea]], which unlocks the [[The Castle|second floor]]. The only way to skip a key is to do [[Moat Door Skip]] to go into the basement without ever having to interact with the basement key door. There is no way to skip the upstairs key door since it triggers the loading zone to the second floor, with no difference entrances to get in (e.g., moat door). Because of this, Bowser in the Fire Sea is mandatory to finish the game.&lt;br /&gt;
==Glitches==&lt;br /&gt;
*On the Japanese version after collecting a key, a [https://www.youtube.com/watch?v=ve07BT9ADrg Star will float around Mario instead of the actual key]&lt;br /&gt;
*On the Japanese version if you C-up and look somewhere else before collecting the key, [https://www.youtube.com/watch?v=ve07BT9ADrg Mario&#039;s head will stay in that direction], giving the appearance of a broken neck.&lt;br /&gt;
&lt;br /&gt;
[[File:Hqdefault.jpg|200px|thumb|left|Mario with his head pointing down and star over his head after picking up a key on the Japanese version.]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:Hqdefault.jpg&amp;diff=9710</id>
		<title>File:Hqdefault.jpg</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:Hqdefault.jpg&amp;diff=9710"/>
		<updated>2019-07-01T03:12:58Z</updated>

		<summary type="html">&lt;p&gt;Zombie: glitch showing the star over marios head after collecting a key and mario doing a &amp;quot;dab&amp;quot;
(japanese only)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;glitch showing the star over marios head after collecting a key and mario doing a &amp;quot;dab&amp;quot;&lt;br /&gt;
(japanese only)&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Bowser_key&amp;diff=9709</id>
		<title>Bowser key</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Bowser_key&amp;diff=9709"/>
		<updated>2019-07-01T02:52:23Z</updated>

		<summary type="html">&lt;p&gt;Zombie: page about bowser keys/keys&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{Object infobox&lt;br /&gt;
|image=STROOP-_Bowser_Key.png&lt;br /&gt;
|hitbox_type=cylinder&lt;br /&gt;
|hitbox_radius=80&lt;br /&gt;
|hitbox_height=50&lt;br /&gt;
|hitbox_down=0&lt;br /&gt;
|tangibility_radius=1000&lt;br /&gt;
|interaction_type= Star/Key&lt;br /&gt;
|surfaces=none&lt;br /&gt;
|related=[[Power Star]]&lt;br /&gt;
|found_in=[[Bowser Stage]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Bowser Keys&#039;&#039;&#039; or &#039;&#039;&#039;Keys&#039;&#039;&#039; are items used to progress through [[key door|key doors]] that are obtained by defeating [[Bowser]] at the end of a [[Bowser Stage]]. There are two keys in [[Super Mario 64]], one from [[Bowser in the Dark World]], which unlocks the [[The Castle|basement]], and one from [[Bowser in the Fire Sea]], which unlocks the [[The Castle|second floor]]. The only way to skip a key is to do [[Moat Door Skip]] to go into the basement without ever having to interact with the basement key door. There is no way to skip the upstairs key door since it triggers the loading zone to the second floor, with no difference entrances to get in (e.g., moat door). Because of this, Bowser in the Fire Sea is mandatory to finish the game.&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Power_Star&amp;diff=9707</id>
		<title>Power Star</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Power_Star&amp;diff=9707"/>
		<updated>2019-07-01T02:23:07Z</updated>

		<summary type="html">&lt;p&gt;Zombie: fixed hurtbox 2 being an interaction type&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Object infobox&lt;br /&gt;
|image=STROOP- Power Star Yellow.png&lt;br /&gt;
|hitbox_type=cylinder&lt;br /&gt;
|hitbox_radius=80&lt;br /&gt;
|hitbox_height=50&lt;br /&gt;
|hitbox_down=0&lt;br /&gt;
|tangibility_radius=1000&lt;br /&gt;
|interaction_type= Star/Key&lt;br /&gt;
|surfaces=none&lt;br /&gt;
|related=[[Key]], [[Grand Star]]&lt;br /&gt;
|found_in=[[All Courses]]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Power Stars&#039;&#039;&#039; or &#039;&#039;&#039;Stars&#039;&#039;&#039; are collectible items that measure progress in the game. [[Star Doors]] can be unlocked once you reach a certain number of stars, and the infinite staircase will let Mario pass once he has 70 stars. Stars are found in courses; until the game is beaten, Mario must collect the stars from the courses he currently has to proceed and unlock more courses and stars. There are a total of 120 stars in the game.&lt;br /&gt;
&lt;br /&gt;
==100 Coin Stars==&lt;br /&gt;
&#039;&#039;Main article: [[100 Coin Star]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;100 Coin Stars&#039;&#039;&#039; are special Power Stars that spawn in the [[List of Courses|main courses]] when Mario collects 100 [[coin]]s. Unlike other stars, Mario isn&#039;t taken out of the level when he collects it.&lt;br /&gt;
&lt;br /&gt;
==Technical information==&lt;br /&gt;
===Height===&lt;br /&gt;
Every Power Star spawns at a different height from the [[floor]] below it&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=xE7hrQ8sHhU &amp;quot;Star Heights&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;. {{Star_Heights}}&lt;br /&gt;
&lt;br /&gt;
===Position===&lt;br /&gt;
Most stars spawn with coordinates that are divisible by 100, although 100 Coin Stars can spawn anywhere. Some stars are always loaded, while some (such as [[Red Coin Stars]] and [[Secret Stars]]) load during the level at a [[Star Spawner]].&lt;br /&gt;
===Yaw Velocity (Angular Speed)===&lt;br /&gt;
Power Stars spawned from a [[! Block]] have a yaw velocity of 1024 [[angle units]] per [[frame]] (168.75 deg/s). All other Power Stars have a yaw velocity of 2048 angle units per frame (337.5 deg/s). Why these values are different is unknown. All Power Stars spin counterclockwise when viewed from above, similarly to a globe.&lt;br /&gt;
&lt;br /&gt;
==Storage in memory==&lt;br /&gt;
{{stub}}&lt;br /&gt;
Power Stars are stored such that it is impossible to collect more than 120 stars by collecting two of the same star, even if both are yellow.&amp;lt;ref&amp;gt;[https://youtu.be/GMOxYVtJhOI?t=81 &amp;quot;WF Onto Tower 0x in Japanese Version&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Category --&amp;gt;&lt;br /&gt;
[[Category:Collectibles]]&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Zombie&amp;diff=9705</id>
		<title>User:Zombie</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Zombie&amp;diff=9705"/>
		<updated>2019-07-01T01:52:38Z</updated>

		<summary type="html">&lt;p&gt;Zombie: user page be like&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I run the game rta and tas.&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Virtual_Console&amp;diff=9704</id>
		<title>Virtual Console</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Virtual_Console&amp;diff=9704"/>
		<updated>2019-07-01T01:45:55Z</updated>

		<summary type="html">&lt;p&gt;Zombie: grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Virtual Console&#039;&#039;&#039; (or &#039;&#039;&#039;VC&#039;&#039;&#039;) is a series of game rereleases on the [[Wii]], [[Wii U]], and 3DS consoles that consisted of emulated versions of games originally released on the NES, SNES, and [[N64]] consoles. (Note: The 3DS does not have N64 virtual console games, and the Wii U has Wii virtual console games that are not emulated but simply digitally downloaded. Also, it is important to note that since the Wii U also includes the Wii Menu in its original form, the Wii Menu&#039;s Virtual Console is really the Wii VC version [usually referred to as Wii U Wii VC] and not the Wii U VC version.) The Wii Shop has been discontinued, so there is no legal way to obtain new Wii VC games. Even though the Wii VC and Wii U VC versions of [[Super Mario 64]] are emulated, they are still considered to be a legitimate release to play the game on. There are differences in these versions caused by the emulator.&lt;br /&gt;
&lt;br /&gt;
Each Wii VC game was packed with an emulator. Since SM64 was the first N64 game to be released on Wii VC, certain bugs exist in its emulator that don&#039;t exist in later N64 VC releases or in Wii U VC. The most notable of these is [[Wii VC Round-to-Zero]], which is caused by an incorrect rounding mode for 2 MIPS instructions. This causes the Y coordinate of a specific type of oscillating platform found in [[Bowser in the Fire Sea]] and [[Lethal Lava Land]] to slowly approach 0. This is notable for saving the A press needed to get past the pole in Bowser in the Fire Sea, which reduced the number of A presses needed for the any% category to 0 on the Wii VC version. On both versions, many crashes do not occur. The Wii VC version will, in fact, straight up ignore most errors.&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=The_Castle&amp;diff=9703</id>
		<title>The Castle</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=The_Castle&amp;diff=9703"/>
		<updated>2019-07-01T01:42:16Z</updated>

		<summary type="html">&lt;p&gt;Zombie: Fixed up some grammar &amp;amp; added methods to skip the 8 star door and 50 star door&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{course_infobox&lt;br /&gt;
|title=The Castle&lt;br /&gt;
|image= TC.png&lt;br /&gt;
|terrain=Grassy/Default&lt;br /&gt;
|setting=Varied&lt;br /&gt;
|water=Some&lt;br /&gt;
|yellow-coins=6&lt;br /&gt;
|red-coins=&lt;br /&gt;
|blue-coins=&lt;br /&gt;
|enemy-yellow= 9&lt;br /&gt;
|enemy-blue=&lt;br /&gt;
|wing-caps=1&lt;br /&gt;
|metal-caps=&lt;br /&gt;
|vanish-caps=&lt;br /&gt;
|overview_1=STROOP- Castle Grounds.png&lt;br /&gt;
|overview_2=STROOP- Castle Courtyard.png&lt;br /&gt;
|overview_3=STROOP- Castle Basement.png&lt;br /&gt;
|overview_4=STROOP- Castle Floor 1 Lower.png&lt;br /&gt;
|overview_5=STROOP- Castle Floor 1 Upper.png&lt;br /&gt;
|overview_6=STROOP- Castle Floor 2.png}}&lt;br /&gt;
&#039;&#039;&#039;The castle&#039;&#039;&#039; is the level containing the majority of the other levels in SM64, along with the [[Castle Grounds]].&lt;br /&gt;
==Coins==&lt;br /&gt;
Although the castle is not an actual course and the score cannot be saved, it still has coins which can be collected but not saved. Because coins are not reset when the castle is exited, the actual maximum coin count is 999. Thus, this list enumerates the coins that can be &#039;&#039;collected&#039;&#039; in the castle.&lt;br /&gt;
{{Outside the Castle Coins}}&lt;br /&gt;
{{Inside the Castle Coins}}&lt;br /&gt;
{{Castle Courtyard Coins}}&lt;br /&gt;
&lt;br /&gt;
==The Castle==&lt;br /&gt;
&lt;br /&gt;
===Outside The Castle===&lt;br /&gt;
Outside the Castle is the starting location when creating a new file, reopening the game, or dying anywhere within the castle. It features a sunny environment with birds and water sfx in the background. There is also a cannon next to the lake that unlocks at 120 Stars, which is meant to allow you to get onto the castle roof. However, it can be bypassed with precise movement. It contains one secret stage, [[Vanish Cap Under the Moat]].&lt;br /&gt;
&lt;br /&gt;
===First Floor===&lt;br /&gt;
The 1st floor is the introductory area of the castle. It contains 4 main courses ([[Bob-omb Battlefield]], [[Whomp&#039;s Fortress]], [[Cool, Cool Mountain]], and [[Jolly Roger Bay]]), and three secret courses ([[The Princess&#039;s Secret Slide]], [[The Secret Aquarium]], and [[Tower of the Wing Cap]]). The Star Door on this floor requires 8 stars and leads to [[Bowser in the Dark World]], the first Bowser stage. The Star Door can be skipped with an [[LBLJ]]. Additionally, there is a key door to the 2nd floor, as well as one leading to the basement (the intended next area) and a regular door leading into the courtyard.&lt;br /&gt;
&lt;br /&gt;
===The Courtyard===&lt;br /&gt;
This courtyard is the location of [[Big Boo&#039;s Haunt]], whose entrance is hidden inside of one of the several [[Boos]] in the area. The boos won&#039;t show up if you have less than 12 stars.&lt;br /&gt;
&lt;br /&gt;
===The Basement===&lt;br /&gt;
The Basement has 4 main courses ([[Shifting Sand Land]], [[Lethal Lava Land]], [[Hazy Maze Cave]], and [[Dire, Dire Docks]]). It also contains the pillars normally required to unlock [[Vanish Cap Under the Moat]], although they can be bypassed with moat door skip. The Star Door in this area requires 30 stars which can be skipped with an [[SBLJ]], and leads to the 2nd Bowser stage, [[Bowser in the Fire Sea]], and Dire, Dire Docks.&lt;br /&gt;
&lt;br /&gt;
===The Second Floor===&lt;br /&gt;
The 2nd floor has 4 main courses ([[Tall, Tall Mountain]], [[Wet Dry World]], [[Snowman&#039;s Land]] and [[Tiny-Huge Island]], along with a Star Door that requires 50 stars to enter, which leads to the third floor. The Star Door can be skipped using [[BLJ]]s.&lt;br /&gt;
&lt;br /&gt;
===The Third Floor===&lt;br /&gt;
The 3rd floor contains 2 main courses, [[Tick Tock Clock]] and [[Rainbow Ride]], along with one secret stage, [[Wing Mario over the Rainbow]]. Although there are endless stairs on this floor that require 70 stars to pass, it can be easily skipped using [[BLJ]]s. These stairs lead to the final Bowser stage, [[Bowser in the Sky]].&lt;br /&gt;
&lt;br /&gt;
{{Level courses}}&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Bowser_stage&amp;diff=9702</id>
		<title>Bowser stage</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Bowser_stage&amp;diff=9702"/>
		<updated>2019-07-01T01:32:02Z</updated>

		<summary type="html">&lt;p&gt;Zombie: added the fact that bowser dropped keys after being defeated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;Bowser Stage&#039;&#039;&#039; is a stage in which [[Bowser]] is fought. In [[Super Mario 64]], there are three Bowser stages: [[Bowser in the Dark World]], [[Bowser in the Fire Sea]], and [[Bowser in the Sky]]. All three are accessed through holes or trapdoors in the ground inside the castle, and consist of a main linear platforming level with 8 red coins and an accompanying red coin star and a pipe that takes Mario to an arena to fight Bowser. After defeating Bowser, he will drop a [[key]].&lt;/div&gt;</summary>
		<author><name>Zombie</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=HP&amp;diff=9688</id>
		<title>HP</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=HP&amp;diff=9688"/>
		<updated>2019-06-30T07:40:47Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* Enemies */&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;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item(s) !! DEC !! Sector !! DEC (no hat) !! Sector (no hat)&lt;br /&gt;
|-&lt;br /&gt;
| Shock || 4 || -1 || 8 || -2&lt;br /&gt;
|-&lt;br /&gt;
| 1 Knockback || 4 || -1 || 8 || -2&lt;br /&gt;
|-&lt;br /&gt;
| 2 Knockback || 8 || -2 || 12 || -3&lt;br /&gt;
|-&lt;br /&gt;
| 3 Knockback || 12 || -3 || 20 || -5&lt;br /&gt;
|-&lt;br /&gt;
| Squish || 12 || -3 || 18 || -4.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies that shock:&#039;&#039;&#039; Amp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies with a Knockback of 1:&#039;&#039;&#039; Bubble, Cheep Chomp, Goomba, Scuttlebug, Swoop&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies with a Knockback of 2:&#039;&#039;&#039; Big Cannonball, Big Goomba, Big Piranha Plant, Bob-omb, Boo, Bookend, Bubba, Chairs, Clam, Fly Guy, Lakitu, Moneybag, Mr I, Pokey, Skeeter, Small Cannonball, Small Piranha Plant, Snowman, Snufit, Spindrift, Spiny&lt;br /&gt;
*Bubba can eat Mario, instantly killing him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies with a Knockback of 3:&#039;&#039;&#039; Big Boo, Bullet Bill, Chain Chomp, Piano, Piranha Plant, Sushi, Unagi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies that squish:&#039;&#039;&#039; Grindel, King Whomp, Spindel, Thwomp, Tox Box, Whomp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies that don&#039;t do damage:&#039;&#039;&#039; Big Bullies, Bomp, Bullies, Chuckya, Heave Ho, Klepto, Koopa, Manta, Small Koopa&lt;br /&gt;
*Heave Ho &amp;amp; Chuckya launch Mario, which can cause fall damage or death.&lt;br /&gt;
*Bullies &amp;amp; Big Bullies can push Mario into lava, which can cause lava damage or death.&lt;br /&gt;
&lt;br /&gt;
=== Environment ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item(s) !! DEC !! Sector !! DEC (no hat) !! Sector (no hat)&lt;br /&gt;
|-&lt;br /&gt;
| Small Fall Damage || 8 || -2 || 12 || -3&lt;br /&gt;
|-&lt;br /&gt;
| Lava || 12 || -3 || 18 || -4.5&lt;br /&gt;
|-&lt;br /&gt;
| Big Fall Damage || 16 || -4 || 24 || -6&lt;br /&gt;
|}&lt;br /&gt;
&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>Zombie</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=HP&amp;diff=9687</id>
		<title>HP</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=HP&amp;diff=9687"/>
		<updated>2019-06-30T07:40:22Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* Enemies */&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;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item(s) !! DEC !! Sector !! DEC (no hat) !! Sector (no hat)&lt;br /&gt;
|-&lt;br /&gt;
| Shock || 4 || -1 || 8 || -2&lt;br /&gt;
|-&lt;br /&gt;
| 1 Knockback || 4 || -1 || 8 || -2&lt;br /&gt;
|-&lt;br /&gt;
| 2 Knockback || 8 || -2 || 12 || -3&lt;br /&gt;
|-&lt;br /&gt;
| 3 Knockback || 12 || -3 || 20 || -5&lt;br /&gt;
|-&lt;br /&gt;
| Squish || 12 || -3 || 18 || -4.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies that shock:&#039;&#039;&#039; Amp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies with a Knockback of 1:&#039;&#039;&#039; Bubble, Cheep Chomp, Goomba, Scuttlebug, Swoop&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies with a Knockback of 2:&#039;&#039;&#039; Big Cannonball, Big Goomba, Big Piranha Plant, Bob-omb, Boo, Bookend, Bubba, Chairs, Clam, Fly Guy, Lakitu, Moneybag, Mr I, Pokey, Skeeter, Small Cannonball, Small Piranha Plant, Snowman, Snufit, Spindrift, Spiny&lt;br /&gt;
*Bubba can eat Mario, instantly killing him&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies with a Knockback of 3:&#039;&#039;&#039; Big Boo, Bullet Bill, Chain Chomp, Piano, Piranha Plant, Sushi, Unagi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies that squish:&#039;&#039;&#039; Grindel, King Whomp, Spindel, Thwomp, Tox Box, Whomp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies that don&#039;t do damage:&#039;&#039;&#039; Big Bullies, Bomp, Bullies, Chuckya, Heave Ho, Klepto, Koopa, Manta, Small Koopa&lt;br /&gt;
*Heave Ho &amp;amp; Chuckya launch Mario, which can cause fall damage or death&lt;br /&gt;
*Bullies &amp;amp; Big Bullies can push Mario into lava, which can cause lava damage or death&lt;br /&gt;
&lt;br /&gt;
=== Environment ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item(s) !! DEC !! Sector !! DEC (no hat) !! Sector (no hat)&lt;br /&gt;
|-&lt;br /&gt;
| Small Fall Damage || 8 || -2 || 12 || -3&lt;br /&gt;
|-&lt;br /&gt;
| Lava || 12 || -3 || 18 || -4.5&lt;br /&gt;
|-&lt;br /&gt;
| Big Fall Damage || 16 || -4 || 24 || -6&lt;br /&gt;
|}&lt;br /&gt;
&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>Zombie</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=HP&amp;diff=9686</id>
		<title>HP</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=HP&amp;diff=9686"/>
		<updated>2019-06-30T07:38:35Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* Environment */&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;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item(s) !! DEC !! Sector !! DEC (no hat) !! Sector (no hat)&lt;br /&gt;
|-&lt;br /&gt;
| Shock || 4 || -1 || 8 || -2&lt;br /&gt;
|-&lt;br /&gt;
| 1 Knockback || 4 || -1 || 8 || -2&lt;br /&gt;
|-&lt;br /&gt;
| 2 Knockback || 8 || -2 || 12 || -3&lt;br /&gt;
|-&lt;br /&gt;
| 3 Knockback || 12 || -3 || 20 || -5&lt;br /&gt;
|-&lt;br /&gt;
| Squish || 12 || -3 || 18 || -4.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies that shock:&#039;&#039;&#039; Amp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies with a Knockback of 1:&#039;&#039;&#039; Bubble, Cheep Chomp, Goomba, Scuttlebug, Swoop&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies with a Knockback of 2:&#039;&#039;&#039; Big Cannonball, Big Goomba, Big Piranha Plant, Bob-omb, Boo, Bookend, Bubba, Chairs, Clam, Fly Guy, Lakitu, Moneybag, Mr I, Pokey, Skeeter, Small Cannonball, Small Piranha Plant, Snowman, Snufit, Spindrift, Spiny&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies with a Knockback of 3:&#039;&#039;&#039; Big Boo, Bullet Bill, Chain Chomp, Piano, Piranha Plant, Sushi, Unagi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies that squish:&#039;&#039;&#039; Grindel, King Whomp, Spindel, Thwomp, Tox Box, Whomp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies that don&#039;t do damage:&#039;&#039;&#039; Big Bullies, Bomp, Bullies, Chuckya, Heave Ho, Klepto, Koopa, Manta, Small Koopa&lt;br /&gt;
&lt;br /&gt;
=== Environment ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item(s) !! DEC !! Sector !! DEC (no hat) !! Sector (no hat)&lt;br /&gt;
|-&lt;br /&gt;
| Small Fall Damage || 8 || -2 || 12 || -3&lt;br /&gt;
|-&lt;br /&gt;
| Lava || 12 || -3 || 18 || -4.5&lt;br /&gt;
|-&lt;br /&gt;
| Big Fall Damage || 16 || -4 || 24 || -6&lt;br /&gt;
|}&lt;br /&gt;
&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>Zombie</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=HP&amp;diff=9685</id>
		<title>HP</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=HP&amp;diff=9685"/>
		<updated>2019-06-30T07:38:20Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* Environment */&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;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item(s) !! DEC !! Sector !! DEC (no hat) !! Sector (no hat)&lt;br /&gt;
|-&lt;br /&gt;
| Shock || 4 || -1 || 8 || -2&lt;br /&gt;
|-&lt;br /&gt;
| 1 Knockback || 4 || -1 || 8 || -2&lt;br /&gt;
|-&lt;br /&gt;
| 2 Knockback || 8 || -2 || 12 || -3&lt;br /&gt;
|-&lt;br /&gt;
| 3 Knockback || 12 || -3 || 20 || -5&lt;br /&gt;
|-&lt;br /&gt;
| Squish || 12 || -3 || 18 || -4.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies that shock:&#039;&#039;&#039; Amp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies with a Knockback of 1:&#039;&#039;&#039; Bubble, Cheep Chomp, Goomba, Scuttlebug, Swoop&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies with a Knockback of 2:&#039;&#039;&#039; Big Cannonball, Big Goomba, Big Piranha Plant, Bob-omb, Boo, Bookend, Bubba, Chairs, Clam, Fly Guy, Lakitu, Moneybag, Mr I, Pokey, Skeeter, Small Cannonball, Small Piranha Plant, Snowman, Snufit, Spindrift, Spiny&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies with a Knockback of 3:&#039;&#039;&#039; Big Boo, Bullet Bill, Chain Chomp, Piano, Piranha Plant, Sushi, Unagi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies that squish:&#039;&#039;&#039; Grindel, King Whomp, Spindel, Thwomp, Tox Box, Whomp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies that don&#039;t do damage:&#039;&#039;&#039; Big Bullies, Bomp, Bullies, Chuckya, Heave Ho, Klepto, Koopa, Manta, Small Koopa&lt;br /&gt;
&lt;br /&gt;
=== Environment ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item(s) !! DEC !! Sector !! DEC (no hat) !! Sector (no hat)&lt;br /&gt;
|-&lt;br /&gt;
| Small Fall Damage || 8 || -2 || 12 || -3&lt;br /&gt;
|-&lt;br /&gt;
| Lava || 12 || -3 || 18 || -4.5&lt;br /&gt;
|-&lt;br /&gt;
| Big Fall Damage || 16 || -4 || 24 || -6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&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>Zombie</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=HP&amp;diff=9684</id>
		<title>HP</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=HP&amp;diff=9684"/>
		<updated>2019-06-30T07:34:04Z</updated>

		<summary type="html">&lt;p&gt;Zombie: /* Enemies */&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;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item(s) !! DEC !! Sector !! DEC (no hat) !! Sector (no hat)&lt;br /&gt;
|-&lt;br /&gt;
| Shock || 4 || -1 || 8 || -2&lt;br /&gt;
|-&lt;br /&gt;
| 1 Knockback || 4 || -1 || 8 || -2&lt;br /&gt;
|-&lt;br /&gt;
| 2 Knockback || 8 || -2 || 12 || -3&lt;br /&gt;
|-&lt;br /&gt;
| 3 Knockback || 12 || -3 || 20 || -5&lt;br /&gt;
|-&lt;br /&gt;
| Squish || 12 || -3 || 18 || -4.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies that shock:&#039;&#039;&#039; Amp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies with a Knockback of 1:&#039;&#039;&#039; Bubble, Cheep Chomp, Goomba, Scuttlebug, Swoop&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies with a Knockback of 2:&#039;&#039;&#039; Big Cannonball, Big Goomba, Big Piranha Plant, Bob-omb, Boo, Bookend, Bubba, Chairs, Clam, Fly Guy, Lakitu, Moneybag, Mr I, Pokey, Skeeter, Small Cannonball, Small Piranha Plant, Snowman, Snufit, Spindrift, Spiny&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies with a Knockback of 3:&#039;&#039;&#039; Big Boo, Bullet Bill, Chain Chomp, Piano, Piranha Plant, Sushi, Unagi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies that squish:&#039;&#039;&#039; Grindel, King Whomp, Spindel, Thwomp, Tox Box, Whomp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies that don&#039;t do damage:&#039;&#039;&#039; Big Bullies, Bomp, Bullies, Chuckya, Heave Ho, Klepto, Koopa, Manta, Small Koopa&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>Zombie</name></author>
	</entry>
</feed>