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	<id>https://ukikipedia.net/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=JoshDuMan</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=JoshDuMan"/>
	<link rel="alternate" type="text/html" href="https://ukikipedia.net/wiki/Special:Contributions/JoshDuMan"/>
	<updated>2026-10-10T07:26:45Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:Kovopedia.png&amp;diff=17852</id>
		<title>File:Kovopedia.png</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:Kovopedia.png&amp;diff=17852"/>
		<updated>2023-03-24T00:16:10Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: JoshDuMan uploaded a new version of File:Kovopedia.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:KHwiki.png&amp;diff=17851</id>
		<title>File:KHwiki.png</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:KHwiki.png&amp;diff=17851"/>
		<updated>2023-03-24T00:15:16Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: JoshDuMan uploaded a new version of File:KHwiki.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Main_Page&amp;diff=17849</id>
		<title>Template:Main Page</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Main_Page&amp;diff=17849"/>
		<updated>2023-03-24T00:05:14Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: Add the new members to NIWA&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;templatestyles src=&amp;quot;Template:Main_Page/styles.css&amp;quot; /&amp;gt;&lt;br /&gt;
This wiki is dedicated to recording expert level knowledge of [[Super Mario 64]]. The purpose of this wiki is to allow people to find information that isn&#039;t easily available on other websites or by a quick Google search. If you want to contribute, feel free to join the [https://discord.gg/YJcJ7Wq Ukikipedia &#039;&#039;&#039;Discord server&#039;&#039;&#039;]. If you wish to find more general information about SM64, please check the [https://www.mariowiki.com/Super_Mario_64 Super Mario Wiki]. &lt;br /&gt;
Enjoy!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear: both;&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;audiences&amp;quot; class=&amp;quot;mainpage_row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mainpage_box&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;header_icon&amp;quot; aria-hidden=&amp;quot;true&amp;quot; role=&amp;quot;presentation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span&amp;gt; Speedrun Guide (RTA)&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
		&amp;lt;div id=&amp;quot;mainpage-admins&amp;quot; class=&amp;quot;items&amp;quot;&amp;gt;&lt;br /&gt;
* [[RTA Guide|Speedrunning (RTA) Start Page]]&lt;br /&gt;
* [[RTA_Guide/All_Stages|Individual Stage Guides]]&lt;br /&gt;
* [[RTA Guide/120_Star|120 Star Guide]]&lt;br /&gt;
* [[RTA Guide/70 Star|70 Star Guide]]&lt;br /&gt;
* [[RTA Guide/16 Star|16 Star Guide]]&lt;br /&gt;
* [[RTA Guide/0/1 Star|0/1 Star Guide]]&lt;br /&gt;
* [[RTA_Guide#Category_Extensions|Category Extensions]]&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
        &amp;lt;/div&amp;gt;	&lt;br /&gt;
&amp;lt;div class=&amp;quot;mainpage_box&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;header_icon&amp;quot; aria-hidden=&amp;quot;true&amp;quot; role=&amp;quot;presentation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span&amp;gt; Glitches&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
		&amp;lt;div id=&amp;quot;mainpage-users&amp;quot; class=&amp;quot;items&amp;quot;&amp;gt;&lt;br /&gt;
* [[Backwards Long Jump]]&lt;br /&gt;
* [[Wii VC Round-to-Zero|BitFS Platform Raising]]&lt;br /&gt;
* [[Cloning]]&lt;br /&gt;
* [[Game Freeze]]&lt;br /&gt;
* [[Glitchy Ledge Grab]]&lt;br /&gt;
* [[Glitchy Wall Kick]]&lt;br /&gt;
* [[Hyperspeed]]&lt;br /&gt;
* [[Parallel Universe]]&lt;br /&gt;
* [[Pause Buffering]]&lt;br /&gt;
* [[Spawning Displacement]]&lt;br /&gt;
* [[Vertical Speed Conservation]]&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mainpage_box&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;header_icon&amp;quot; aria-hidden=&amp;quot;true&amp;quot; role=&amp;quot;presentation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span&amp;gt; Courses&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
		&amp;lt;div id=&amp;quot;mainpage-devs&amp;quot; class=&amp;quot;items&amp;quot;&amp;gt;&lt;br /&gt;
* [[List of Courses]]&lt;br /&gt;
* [[The Castle]]&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
		&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;header_icon&amp;quot; aria-hidden=&amp;quot;true&amp;quot; role=&amp;quot;presentation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span&amp;gt; Objects&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
		&amp;lt;div id=&amp;quot;mainpage-admins&amp;quot; class=&amp;quot;items&amp;quot;&amp;gt;&lt;br /&gt;
* [[Objects]]&lt;br /&gt;
* [[Object Slots]]&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mainpage_box&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;header_icon&amp;quot; aria-hidden=&amp;quot;true&amp;quot; role=&amp;quot;presentation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span&amp;gt; Game Mechanics&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
		&amp;lt;div id=&amp;quot;mainpage-admins&amp;quot; class=&amp;quot;items&amp;quot;&amp;gt;&lt;br /&gt;
* [[Hitboxes]]&lt;br /&gt;
* [[Quarter Frames]]&lt;br /&gt;
* [[Straining]]&lt;br /&gt;
* [[Time Stop]]&lt;br /&gt;
* [[Camera]]&lt;br /&gt;
* [[RNG]]&lt;br /&gt;
* [[Terrain]]&lt;br /&gt;
* [[HP]]&lt;br /&gt;
* [[Action]]&lt;br /&gt;
* [[Gravity]]&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;audiences&amp;quot; class=&amp;quot;mainpage_row&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mainpage_box&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;header_icon&amp;quot; aria-hidden=&amp;quot;true&amp;quot; role=&amp;quot;presentation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span&amp;gt; Tool-Assisted Speedruns (TAS)&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
		&amp;lt;div id=&amp;quot;mainpage-devs&amp;quot; class=&amp;quot;items&amp;quot;&amp;gt;&lt;br /&gt;
* [[1 Key]]&lt;br /&gt;
&amp;lt;!--* [[70 Star BLJless]]--&amp;gt;&lt;br /&gt;
&amp;lt;!--* [[120 Stars (2007)]] Let&#039;s just delete this one off. We don&#039;t need a page for it. (or do we?)--&amp;gt;&lt;br /&gt;
* [[120 Stars (2012)]]&lt;br /&gt;
* [[120 Stars (Shindou Edition)]]&lt;br /&gt;
&amp;lt;!--* [[120 Stars (WIP)]]--&amp;gt;&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mainpage_box&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;header_icon&amp;quot; aria-hidden=&amp;quot;true&amp;quot; role=&amp;quot;presentation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span&amp;gt; Resources&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
		&amp;lt;div id=&amp;quot;mainpage-users&amp;quot; class=&amp;quot;items&amp;quot;&amp;gt;&lt;br /&gt;
* [[Emulators]]&lt;br /&gt;
* [[GameShark]]&lt;br /&gt;
* [[MHS]]&lt;br /&gt;
* [[STROOP]]&lt;br /&gt;
* [[List of TAS World Records]]&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mainpage_box&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;header_icon&amp;quot; aria-hidden=&amp;quot;true&amp;quot; role=&amp;quot;presentation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span&amp;gt; Challenges&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
		&amp;lt;div id=&amp;quot;mainpage-admins&amp;quot; class=&amp;quot;items&amp;quot;&amp;gt;&lt;br /&gt;
* [[Challenges]]&lt;br /&gt;
* [[A Button Challenge]]&lt;br /&gt;
* [[B Button Challenge]]&lt;br /&gt;
* [[ABZ Button Challenge]]&lt;br /&gt;
&amp;lt;!--* [[ABC CCC]]--&amp;gt;&lt;br /&gt;
* [[RTABC]]  (Real Time A Button Challenge)&lt;br /&gt;
* [[No Joystick Allowed Challenge]]&lt;br /&gt;
* [[No Buttons Allowed Challenge]]&lt;br /&gt;
* [[Same Input Challenge]]&lt;br /&gt;
* [[CCC Challenge]] &lt;br /&gt;
* [[UBER Challenge]]&lt;br /&gt;
* [[Unsolved Single-Goal Challenges]]&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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&amp;lt;div id=&amp;quot;audiences&amp;quot; class=&amp;quot;mainpage_row&amp;quot;&amp;gt;&lt;br /&gt;
	&amp;lt;div class=&amp;quot;mainpage_box&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;h3&amp;gt;&amp;lt;span class=&amp;quot;header_icon&amp;quot; aria-hidden=&amp;quot;true&amp;quot; role=&amp;quot;presentation&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;span&amp;gt; [https://news.ukikipedia.net/ Ukikipedia News]&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
		&amp;lt;div id=&amp;quot;mainpage-devs&amp;quot; class=&amp;quot;items&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;rss max=4&amp;gt;https://news.ukikipedia.net/index.php/feed/&amp;lt;/rss&amp;gt;&lt;br /&gt;
		&amp;lt;/div&amp;gt;&lt;br /&gt;
	&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mainpage_row&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mainpage_box&amp;quot;&amp;gt;&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; rowspan=&amp;quot;2&amp;quot; |&lt;br /&gt;
| align=&amp;quot;left&amp;quot; colspan=&amp;quot;2&amp;quot; | &amp;lt;div title=&amp;quot;NIWA&amp;quot;&amp;gt;&#039;&#039;&#039;[http://www.niwanetwork.org/ NIWA]&#039;&#039;&#039; is a group of open-content encyclopedias based on Nintendo franchises.&amp;lt;/div&amp;gt;&lt;br /&gt;
|- id=&amp;quot;links&amp;quot; style=&amp;quot;font-size:smaller&amp;quot;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |&amp;lt;div&amp;gt;&lt;br /&gt;
{| style=&amp;quot;padding-left:2px&amp;quot;&lt;br /&gt;
| [[File:Animal Crossing logo.png|18px|link=]] || Animal Crossing: [[Nookipedia:Main Page|Nookipedia]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Arms-niwa-icon.png|18px|link=]] || ARMS: [[ArmsWiki:Home|ARMS Institute]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Dragalia icon.png|18px|link=]] || Dragalia Lost: [[DragaliaWiki:Dragalia Lost Wiki|Dragalia Lost Wiki]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:drawntolife.png|18px|link=]] || Drawn to Life: [[DrawnToLife:Main Page|Wapopedia]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:WikiBound.png|18px|link=]] || EarthBound: [[WikiBound:WikiBound|WikiBound]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FESword.png|18px|link=]] || Fire Emblem: [[FireEmblem:Main Page|Fire Emblem Wiki]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:FZeroSymbol.png|18px|link=]] || F-Zero: [[FZeroWiki:F-Zero Wiki|F-Zero Wiki]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Golden Sun logo.png|18px|link=]] || Golden Sun: [[GoldenSun:Main Page|Golden Sun Universe]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:IcaruspediaLink.png|18px|link=]] || Kid Icarus: [[Icaruspedia:Main Page|Icaruspedia]]&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |&amp;lt;div&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| [[File:KHwiki.png|18px|link=]] || Kingdom Hearts: [[khwiki:Main Page|Kingdom Hearts Wiki]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Warp Star.png|18px|link=]] || Kirby: [[WiKirby:Kirby Wiki|WiKirby]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:kovopedia.png|18px|link=]] || Magical Vacation: [[kovopedia:Main Page|Kovopedia]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Screw Attack.png|18px|link=]] || Metroid: [[MetroidWiki:Main Page|Metroid Wiki]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:NintendoWiki icon.png|18px|link=]] || Nintendo: [[NWiki:Main Page|NintendoWiki]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:AdvanceTank.png|18px|link=]] || Nintendo Wars: [[WarsWiki:Main Page|Wars Wiki]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Pikminlogo.png|18px|link=]] || Pikmin: [[Pikipedia:|Pikipedia]] / [[PikminFanon:Main Page|Fanon]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SugimoriPokeBall.png|18px|link=]] || Pokémon: [[Bulbapedia:Main Page|Bulbapedia]]&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
| align=&amp;quot;left&amp;quot; |&amp;lt;div&amp;gt;&lt;br /&gt;
{|&lt;br /&gt;
| [[File:Inkipedia.png|18px|link=]] || Splatoon: [[Inkipedia:Main Page|Inkipedia]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Starfoxsymbol.png|18px|link=]] || Star Fox: [[LylatWiki:Lylat Wiki|Lylat Wiki]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Super Mushroom.png|18px|link=]] || Super Mario: [[mariowiki:Main Page|MarioWiki]] / [[Main Page|Ukikipedia]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:SWlogo.png|18px|link=]] || Strategy guides: [[StrategyWiki:Main Page|StrategyWiki]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Smashsymbol.png|18px|link=]] || Super Smash Bros.: [[SmashWiki:|SmashWiki]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Tetris-icon.png|18px|link=]] || Tetris: [[HardDrop:Tetris Wiki|Hard Drop Tetris Wiki]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Triforce.png|18px|link=]] || The Legend of Zelda: [[ZeldaWiki:Main Page|Zeldapedia]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:StarfyNIWApic.png|18px|link=]] || The Legendary Starfy: [[StarfyWiki:Main Page|Starfy Wiki]]&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Xeno series.png|18px|link=]] || Xeno series: [[XenoSeries:Main Page|Xeno Series Wiki]]&lt;br /&gt;
|}&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;__NOTOC__&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:KHwiki.png&amp;diff=17848</id>
		<title>File:KHwiki.png</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:KHwiki.png&amp;diff=17848"/>
		<updated>2023-03-23T23:43:47Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:Drawntolife.png&amp;diff=17847</id>
		<title>File:Drawntolife.png</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:Drawntolife.png&amp;diff=17847"/>
		<updated>2023-03-23T23:42:44Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:Kovopedia.png&amp;diff=17845</id>
		<title>File:Kovopedia.png</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:Kovopedia.png&amp;diff=17845"/>
		<updated>2023-03-23T23:40:51Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: &lt;/p&gt;
&lt;hr /&gt;
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		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Crash&amp;diff=16970</id>
		<title>Crash</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Crash&amp;diff=16970"/>
		<updated>2022-07-12T16:46:02Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: Technically doesn&amp;#039;t need to be standing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;Crash&#039;&#039;&#039;, &#039;&#039;&#039;Freeze&#039;&#039;&#039;, or &#039;&#039;&#039;Hardlock&#039;&#039;&#039; is when the [[Threads#Game Thread|game thread]] of SM64 stops executing instructions (as opposed to a [[Softlock|softlock]], where the game is still running as normal but is stuck in a loop without any way to get out). Crashes can occur in several different ways, such as a game thread exception or an [[RCP]] (graphics) crash.&lt;br /&gt;
==CPU Crashes==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Cause !! Exception Type !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Exceed the [[Objects#Object limit|object limit]] || style=&amp;quot;background-color: #ffb65e&amp;quot;| N/A || This is technically not a crash as the game developers accounted for this scenario and made the game enter an infinite loop. However, this infinite loop has the same symptoms as a crash and is one for all practical purposes, so it is included here. This &amp;quot;crash&amp;quot; can be done via a variety of methods including cloning, hat duplication, monty-mole pellet build-up, or money-bag duplication.&lt;br /&gt;
|-&lt;br /&gt;
| Sending the camera into a [[Parallel Universe|PU]]|| style=&amp;quot;background-color: #ff9696&amp;quot; | Floating-Point Overflow ||&lt;br /&gt;
|-&lt;br /&gt;
| Walking at PU speed for only a portion of the 4 quarter steps on a [[frame]] ||  style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Overflow ||&lt;br /&gt;
|-&lt;br /&gt;
| Moving at PU speed with no joystick input for all 4 quarter steps on a frame ||  style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Overflow ||&lt;br /&gt;
|-&lt;br /&gt;
| Moving 16384 distance into a wall (Often a PU Crash) ||  style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Overflow ||&lt;br /&gt;
|-&lt;br /&gt;
| Walking with a speed greater than or equal to 2^31 / 170 (~12.632M) || style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Overflow || Mario&#039;s speed is multiplied by 170 in some intermediate calculations and casted to an int. When this cast exceeds 2^31 an FPE occurs.&lt;br /&gt;
|-&lt;br /&gt;
| Turning during a walking action such that speed times change in yaw is greater than or equal to 2^31 * 12 (~12.583M with dyaw = 2048) || style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Overflow || Similar to the above.&lt;br /&gt;
|-&lt;br /&gt;
| Bully Knockback Division-by-Zero || style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Division-by-Zero || By positioning Mario at the exact same X and Z coordinates as the bully, a division-by-zero exception occurs when the game divides by the lateral distance between Mario and the bully to calculate Mario and the bully&#039;s new speed after the collision.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=8jd3A2euOjg &amp;quot;Game Crash from Bully Knockback DIV/0&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Bully/Bob-omb Angle Overflow || style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Overflow || When a Bully or Bob-omb is out-of-bounds, the code to keep their angle between -32768 and 32767 doesn&#039;t run, and eventually it becomes big enough that a floating-point overflow exception occurs when casted back to an int.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ZrMxO1eZPGU &amp;quot;Game Crash from Bully Angle Double-to-Int Conversion&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=kwQu5qQg-M0 &amp;quot;Game Crash from Bob-omb Angle Double-to-Int Conversion&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Deleting a non-existent file on the File Select Screen&amp;lt;ref&amp;gt;[https://youtu.be/-N5OQPgA6YI &amp;quot;How to crash Super Mario 64 in 20 seconds&amp;quot; by rattleman123456]&amp;lt;/ref&amp;gt; ||  style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || The game tries to find the button object corresponding to the file and set its state to erased. However, the button object doesn&#039;t exist (a New File button is there instead), so it ends up trying to write to NULL.&lt;br /&gt;
|-&lt;br /&gt;
| Moving a shadow above [[surface]] 12 while it&#039;s over OOB || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || The surface SURFACE_INTANGIBLE (surface 12) has the special property that in some cases find_floor will look for floors below an intangible surface if it finds one. If there&#039;s no floor below the intangible surface, find_floor will return NULL for the found floor but the height of the intangible floor. As floors are null-checked by checking if their height is the default value of -11000, this will cause a NULL dereference the next time the game tries to use the floor variable.&lt;br /&gt;
|-&lt;br /&gt;
| Killing a Monty Mole remotely || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || The game tries to find which hole the Monty Mole should spawn in, but all the available holes are too far away from Mario, so no hole is chosen and the Monty Mole tries to go to a null hole.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=P4AQ9AmWa9s &amp;quot;Long Range Monty Mole Kill Game Crash&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Killing an uninitialized Monty Mole&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=aafLNwyR5kk &amp;quot;Uninitialized Monty Moles&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || Similar to above.&lt;br /&gt;
|-&lt;br /&gt;
| Going out of bounds in a room with a painting || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || Paintings use the floor type of Mario&#039;s floor to decide how they should ripple. Going out-of-bounds causes them to try to read the floor type of null.&lt;br /&gt;
|-&lt;br /&gt;
| Being pushed off of a hangable [[ceiling]] while hanging and stationary without another ceiling above || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || The game has a check to make Mario enter freefall if the ceiling above him is not hangable. The programmers failed to account for the ceiling being NULL, so if Mario is pushed off the ceiling and has no ceiling above him the game will try to read the type of a null ceiling and crash.&lt;br /&gt;
|-&lt;br /&gt;
| Sound glitch || Unknown || &amp;quot;Sound glitch&amp;quot; refers to when the audio thread encounters an exception (usually an address error exception), therefore causing the sound to cut out. When the game thread next tries to interface with the audio thread on a level load, the game thread crashes as well. Sound glitch is often treated as one singular glitch even though it is really a class of glitches in the audio library. Sound glitches are usually J-exclusive, however some instances such as the [[BitS]] sound glitch are not.&lt;br /&gt;
|-&lt;br /&gt;
| Teleporting while passing over a loading zone || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || Since the area changed, there is now no teleporter with the same ID as the one Mario used to warp. Thus the game returns NULL when trying to find the teleporter to warp to, and crashes when trying to access information about its destination. Under certain conditions, this can cause a Wrong Warp on PAL or Shindou VC.&lt;br /&gt;
|-&lt;br /&gt;
| Warping out of a level while passing over a loading zone ||  style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || Similar to above, but only hypothetical. Maybe possible in DDD using the Sub Gate warp and whirlpool cloning to reach the instant loading zone, but not yet achieved without hacks.&lt;br /&gt;
|-&lt;br /&gt;
| Entering Wiggler&#039;s Cave on the Disk Drive version || style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Unimplemented Operation || When Wiggler is initialized, his health value is 1024 for a single frame before being reset to 3. Wiggler uses his health to index into a table to get his speed (to move faster when at lower health); 1024 causes it to index out of range and read a denormalized floating-point number as his health, which causes an unimplemented operation exception since the N64 does not implement any operations on denormalized floats except comparisons.&lt;br /&gt;
|-&lt;br /&gt;
| Having an object too far away from the camera make a noise (JP only)&lt;br /&gt;
| style=&amp;quot;background-color: #ff9696&amp;quot; | Floating-Point Unimplemented Operation&lt;br /&gt;
|When a noise&#039;s pan is determined, it uses the position of the object to calculate the pan. When the object&#039;s absolute z-position relative to the camera is large (&amp;gt;= 22000 units) and the x-position relative to the camera is very negative (&amp;lt; -66000), an index for the pan will be generated outside of the bounds of the array for the pan. When the value outside of the array is an invalid float, the audio thread will crash (sound glitch). Does not happen when sound mode is set to Mono.&lt;br /&gt;
|-&lt;br /&gt;
|Having the same position as the camera&#039;s position || style=&amp;quot;background-color: #ff9696&amp;quot; |Floating-Point Division-by-Zero||When Mario stands in the same position as the camera, the game will crash due to a division by zero error.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=vK16L2J0la4 &amp;quot;Faster fastest crash in BoB&amp;quot; by Madghostkek]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Rotating a Pendulum using pendulum manipulation beyond the float angle limit.&lt;br /&gt;
| style=&amp;quot;background-color: #ff9696&amp;quot; |Floating-Point Overflow&lt;br /&gt;
|Manipulating the pendulum to rotate beyond the range of an int will error when truncating the float. Verification of this crash took 39 days.&amp;lt;ref&amp;gt;[https://clips.twitch.tv/TiredKnottyOrcaThunBeast-3MHslDyIHpEavrfG &amp;quot;Pendulum Crash&amp;quot; by rcombs]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
==RCP (Graphics) Crashes==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Cause!!Exception Type!!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Have too many 3D models on screen at once|| style=&amp;quot;background-color: #fffca8&amp;quot; |Invalid F3D command ||The main display list buffer has two sides, the left side holds F3D commands the game runs, and the right side holds allocated buffers for matrices. When an object&#039;s graphics are drawn, 16 bytes are used from the left side and 64 from the right side for each separate 3D model from the object. These two sides overlap when there are too many of these models on screen, leading to both sides being overwritten with garbage data and invalid F3D commands.&lt;br /&gt;
|-&lt;br /&gt;
|Moving the camera immediately when entering [[VCutM]]|| style=&amp;quot;background-color: #fffca8&amp;quot; |Invalid F3D command||The object that spawns the rotating checkerboard platforms in VCutM references a model that doesn&#039;t exist. Normally this isn&#039;t a problem, since it&#039;s not on screen so it&#039;s culled before any damage occurs, and it despawns 1 frame after loading the level. However rotating the camera on the first frame, right before it despawns, it just barely comes into view. The non-existent model ends up sending invalid F3D commands to the RCP.&lt;br /&gt;
|}&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Address Error Exception]]&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User_talk:JoshDuMan&amp;diff=16498</id>
		<title>User talk:JoshDuMan</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User_talk:JoshDuMan&amp;diff=16498"/>
		<updated>2022-01-23T07:56:19Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi JoshDuMan,&lt;br /&gt;
&lt;br /&gt;
I saw you was the one posting the pictures of the different Levels in Super Mario 64. Are you the one that take it by moving the camera out of bounds, because I just got some questions to ask you, if it&#039;s you? [[User:Rubbocodille|Rubbocodille]] ([[User talk:Rubbocodille|talk]]) 16:44, January 22, 2022 (ET)&lt;br /&gt;
&lt;br /&gt;
: Yes, I did make those pictures. I just opened the game in Mupen, edited the render distance for all objects to be large, then navigated to the corner of the map using the camera hack and STROOP. You can find more info in the SM64 TASing Discord. --[[User:JoshDuMan|JoshDuMan]] ([[User talk:JoshDuMan|talk]]) 06:07, 23 January 2022 (UTC)&lt;br /&gt;
&lt;br /&gt;
:: Interesting, I&#039;m asking you, because I wonder if it&#039;s possible to do same with a PS3 Game? [[User:Rubbocodille|Rubbocodille]] ([[User talk:Rubbocodille|talk]]) 2:28, January 23, 2022 (ET)&lt;br /&gt;
&lt;br /&gt;
::: Unfortunately, I have absolutely no knowledge or idea for other games. I can point you towards https://noclip.website/ which has a variety of similar camera movement, although they tend to be more Nintendo/PC focused. No harm in asking I suppose. --[[User:JoshDuMan|JoshDuMan]] ([[User talk:JoshDuMan|talk]]) 07:56, 23 January 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Mystery_of_the_Monkey_Cage&amp;diff=16496</id>
		<title>Mystery of the Monkey Cage</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Mystery_of_the_Monkey_Cage&amp;diff=16496"/>
		<updated>2022-01-23T06:13:14Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: WR&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
:&#039;&#039;&amp;lt;small&amp;gt;For a tutorial on speedrunning this star, see the [[RTA Guide/{{PAGENAME}}|RTA Guide]]&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&amp;lt;small&amp;gt;For a tutorial on RTABC for this star, see the [[RTABC Guide/{{PAGENAME}}|RTABC Guide]]&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{star_infobox&lt;br /&gt;
|image = MotMC.png&lt;br /&gt;
|course = Tall, Tall Mountain&lt;br /&gt;
|height = &lt;br /&gt;
|height_link = &lt;br /&gt;
|tas =29.43&lt;br /&gt;
|tas_link =[https://youtu.be/TtCXT9fKy94 &amp;quot;(TAS) SM64 - Mystery of the Monkey Cage 29&amp;quot;43?&amp;quot; by FramePerfection]&lt;br /&gt;
|rta = &lt;br /&gt;
|rta_link = &lt;br /&gt;
|abc = &lt;br /&gt;
|abc_link = &lt;br /&gt;
|abz = &lt;br /&gt;
|abz_link = &lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Mystery of the Monkey Cage&#039;&#039;&#039; is the 2nd star of [[Tall, Tall Mountain]].&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{star_nav}}&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User_talk:JoshDuMan&amp;diff=16495</id>
		<title>User talk:JoshDuMan</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User_talk:JoshDuMan&amp;diff=16495"/>
		<updated>2022-01-23T06:07:36Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hi JoshDuMan,&lt;br /&gt;
&lt;br /&gt;
I saw you was the one posting the pictures of the different Levels in Super Mario 64. Are you the one that take it by moving the camera out of bounds, because I just got some questions to ask you, if it&#039;s you?&lt;br /&gt;
&lt;br /&gt;
[[User:Rubbocodille|Rubbocodille]] ([[User talk:Rubbocodille|talk]]) 16:44, January 22, 2022 (ET)&lt;br /&gt;
&lt;br /&gt;
: Yes, I did make those pictures. I just opened the game in Mupen, edited the render distance for all objects to be large, then navigated to the corner of the map using the camera hack and STROOP. You can find more info in the SM64 TASing Discord. --[[User:JoshDuMan|JoshDuMan]] ([[User talk:JoshDuMan|talk]]) 06:07, 23 January 2022 (UTC)&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Crash&amp;diff=16427</id>
		<title>Crash</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Crash&amp;diff=16427"/>
		<updated>2022-01-01T09:11:52Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;Crash&#039;&#039;&#039;, &#039;&#039;&#039;Freeze&#039;&#039;&#039;, or &#039;&#039;&#039;Hardlock&#039;&#039;&#039; is when the [[Threads#Game Thread|game thread]] of SM64 stops executing instructions (as opposed to a [[Softlock|softlock]], where the game is still running as normal but is stuck in a loop without any way to get out). Crashes can occur in several different ways, such as a game thread exception or an [[RCP]] (graphics) crash.&lt;br /&gt;
==CPU Crashes==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Cause !! Exception Type !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Exceed the [[Objects#Object limit|object limit]] || style=&amp;quot;background-color: #ffb65e&amp;quot;| N/A || This is technically not a crash as the game developers accounted for this scenario and made the game enter an infinite loop. However, this infinite loop has the same symptoms as a crash and is one for all practical purposes, so it is included here. This &amp;quot;crash&amp;quot; can be done via a variety of methods including cloning, hat duplication, monty-mole pellet build-up, or money-bag duplication.&lt;br /&gt;
|-&lt;br /&gt;
| Sending the camera into a [[Parallel Universe|PU]]|| style=&amp;quot;background-color: #ff9696&amp;quot; | Floating-Point Overflow ||&lt;br /&gt;
|-&lt;br /&gt;
| Walking at PU speed for only a portion of the 4 quarter steps on a [[frame]] ||  style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Overflow ||&lt;br /&gt;
|-&lt;br /&gt;
| Moving at PU speed with no joystick input for all 4 quarter steps on a frame ||  style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Overflow ||&lt;br /&gt;
|-&lt;br /&gt;
| Moving 16384 distance into a wall (Often a PU Crash) ||  style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Overflow ||&lt;br /&gt;
|-&lt;br /&gt;
| Walking with a speed greater than or equal to 2^31 / 170 (~12.632M) || style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Overflow || Mario&#039;s speed is multiplied by 170 in some intermediate calculations and casted to an int. When this cast exceeds 2^31 an FPE occurs.&lt;br /&gt;
|-&lt;br /&gt;
| Turning during a walking action such that speed times change in yaw is greater than or equal to 2^31 * 12 (~12.583M with dyaw = 2048) || style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Overflow || Similar to the above.&lt;br /&gt;
|-&lt;br /&gt;
| Bully Knockback Division-by-Zero || style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Division-by-Zero || By positioning Mario at the exact same X and Z coordinates as the bully, a division-by-zero exception occurs when the game divides by the lateral distance between Mario and the bully to calculate Mario and the bully&#039;s new speed after the collision.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=8jd3A2euOjg &amp;quot;Game Crash from Bully Knockback DIV/0&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Bully/Bob-omb Angle Overflow || style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Overflow || When a Bully or Bob-omb is out-of-bounds, the code to keep their angle between -32768 and 32767 doesn&#039;t run, and eventually it becomes big enough that a floating-point overflow exception occurs when casted back to an int.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ZrMxO1eZPGU &amp;quot;Game Crash from Bully Angle Double-to-Int Conversion&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=kwQu5qQg-M0 &amp;quot;Game Crash from Bob-omb Angle Double-to-Int Conversion&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Deleting a non-existent file on the File Select Screen&amp;lt;ref&amp;gt;[https://youtu.be/-N5OQPgA6YI &amp;quot;How to crash Super Mario 64 in 20 seconds&amp;quot; by rattleman123456]&amp;lt;/ref&amp;gt; ||  style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || The game tries to find the button object corresponding to the file and set its state to erased. However, the button object doesn&#039;t exist (a New File button is there instead), so it ends up trying to write to NULL.&lt;br /&gt;
|-&lt;br /&gt;
| Moving a shadow above [[surface]] 12 while it&#039;s over OOB || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || The surface SURFACE_INTANGIBLE (surface 12) has the special property that in some cases find_floor will look for floors below an intangible surface if it finds one. If there&#039;s no floor below the intangible surface, find_floor will return NULL for the found floor but the height of the intangible floor. As floors are null-checked by checking if their height is the default value of -11000, this will cause a NULL dereference the next time the game tries to use the floor variable.&lt;br /&gt;
|-&lt;br /&gt;
| Killing a Monty Mole remotely || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || The game tries to find which hole the Monty Mole should spawn in, but all the available holes are too far away from Mario, so no hole is chosen and the Monty Mole tries to go to a null hole.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=P4AQ9AmWa9s &amp;quot;Long Range Monty Mole Kill Game Crash&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Killing an uninitialized Monty Mole&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=aafLNwyR5kk &amp;quot;Uninitialized Monty Moles&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || Similar to above.&lt;br /&gt;
|-&lt;br /&gt;
| Going out of bounds in a room with a painting || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || Paintings use the floor type of Mario&#039;s floor to decide how they should ripple. Going out-of-bounds causes them to try to read the floor type of null.&lt;br /&gt;
|-&lt;br /&gt;
| Being pushed off of a hangable [[ceiling]] while hanging and stationary without another ceiling above || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || The game has a check to make Mario enter freefall if the ceiling above him is not hangable. The programmers failed to account for the ceiling being NULL, so if Mario is pushed off the ceiling and has no ceiling above him the game will try to read the type of a null ceiling and crash.&lt;br /&gt;
|-&lt;br /&gt;
| Sound glitch || Unknown || &amp;quot;Sound glitch&amp;quot; refers to when the audio thread encounters an exception (usually an address error exception), therefore causing the sound to cut out. When the game thread next tries to interface with the audio thread on a level load, the game thread crashes as well. Sound glitch is often treated as one singular glitch even though it is really a class of glitches in the audio library. Sound glitches are usually J-exclusive, however some instances such as the [[BitS]] sound glitch are not.&lt;br /&gt;
|-&lt;br /&gt;
| Teleporting while passing over a loading zone || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || Since the area changed, there is now no teleporter with the same ID as the one Mario used to warp. Thus the game returns NULL when trying to find the teleporter to warp to, and crashes when trying to access information about its destination. Under certain conditions, this can cause a Wrong Warp on PAL or Shindou VC.&lt;br /&gt;
|-&lt;br /&gt;
| Warping out of a level while passing over a loading zone ||  style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || Similar to above, but only hypothetical. Maybe possible in DDD using the Sub Gate warp and whirlpool cloning to reach the instant loading zone, but not yet achieved without hacks.&lt;br /&gt;
|-&lt;br /&gt;
| Entering Wiggler&#039;s Cave on the Disk Drive version || style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Unimplemented Operation || When Wiggler is initialized, his health value is 1024 for a single frame before being reset to 3. Wiggler uses his health to index into a table to get his speed (to move faster when at lower health); 1024 causes it to index out of range and read a denormalized floating-point number as his health, which causes an unimplemented operation exception since the N64 does not implement any operations on denormalized floats except comparisons.&lt;br /&gt;
|-&lt;br /&gt;
| Having an object too far away from the camera make a noise (JP only)&lt;br /&gt;
| style=&amp;quot;background-color: #ff9696&amp;quot; | Floating-Point Unimplemented Operation&lt;br /&gt;
|When a noise&#039;s pan is determined, it uses the position of the object to calculate the pan. When the object&#039;s absolute z-position relative to the camera is large (&amp;gt;= 22000 units) and the x-position relative to the camera is very negative (&amp;lt; -66000), an index for the pan will be generated outside of the bounds of the array for the pan. When the value outside of the array is an invalid float, the audio thread will crash (sound glitch). Does not happen when sound mode is set to Mono.&lt;br /&gt;
|-&lt;br /&gt;
|Standing in the camera&#039;s position || style=&amp;quot;background-color: #ff9696&amp;quot; |Floating-Point Division-by-Zero||When Mario stands in the same position as the camera, the game will crash due to a division by zero error.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=vK16L2J0la4 &amp;quot;Faster fastest crash in BoB&amp;quot; by Madghostkek]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Rotating a Pendulum using pendulum manipulation beyond the float angle limit.&lt;br /&gt;
| style=&amp;quot;background-color: #ff9696&amp;quot; |Floating-Point Overflow&lt;br /&gt;
|Manipulating the pendulum to rotate beyond the range of an int will error when truncating the float. Verification of this crash took 39 days.&amp;lt;ref&amp;gt;[https://clips.twitch.tv/TiredKnottyOrcaThunBeast-3MHslDyIHpEavrfG &amp;quot;Pendulum Crash&amp;quot; by rcombs]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
==RCP (Graphics) Crashes==&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Cause!!Exception Type!!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Have too many 3D models on screen at once|| style=&amp;quot;background-color: #fffca8&amp;quot; |Invalid F3D command ||The main display list buffer has two sides, the left side holds F3D commands the game runs, and the right side holds allocated buffers for matrices. When an object&#039;s graphics are drawn, 16 bytes are used from the left side and 64 from the right side for each separate 3D model from the object. These two sides overlap when there are too many of these models on screen, leading to both sides being overwritten with garbage data and invalid F3D commands.&lt;br /&gt;
|-&lt;br /&gt;
|Moving the camera immediately when entering [[VCutM]]|| style=&amp;quot;background-color: #fffca8&amp;quot; |Invalid F3D command||The object that spawns the rotating checkerboard platforms in VCutM references a model that doesn&#039;t exist. Normally this isn&#039;t a problem, since it&#039;s not on screen so it&#039;s culled before any damage occurs, and it despawns 1 frame after loading the level. However rotating the camera on the first frame, right before it despawns, it just barely comes into view. The non-existent model ends up sending invalid F3D commands to the RCP.&lt;br /&gt;
|}&lt;br /&gt;
==See Also==&lt;br /&gt;
[[Address Error Exception]]&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=MediaWiki:Mobile.css&amp;diff=16345</id>
		<title>MediaWiki:Mobile.css</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=MediaWiki:Mobile.css&amp;diff=16345"/>
		<updated>2021-12-04T09:29:25Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will affect users of the mobile site */&lt;br /&gt;
&lt;br /&gt;
/* Ambox styles */&lt;br /&gt;
.ambox { margin: 0px 10%; border: 1px solid #aaa; background: #fbfbfb; }&lt;br /&gt;
.ambox td.notice  { border-left: 10px solid #1e90ff; }&lt;br /&gt;
.ambox td.style   { border-left: 10px solid #ffcc00; }&lt;br /&gt;
.ambox td.content { border-left: 10px solid #0a53e7; }&lt;br /&gt;
.ambox td.delete  { border-left: 10px solid #b22222; }&lt;br /&gt;
.ambox td.default { border-left: 10px solid #000000; }&lt;br /&gt;
.ambox td.image   { padding: 0 0.5em }&lt;br /&gt;
.ambox td.message { width: 100%; }&lt;br /&gt;
.ambox .smalltext { font-size: 95%; }&lt;br /&gt;
&lt;br /&gt;
video.thumbimage {&lt;br /&gt;
  width: auto !important;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=MediaWiki:Common.css&amp;diff=16343</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=MediaWiki:Common.css&amp;diff=16343"/>
		<updated>2021-12-04T09:14:54Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
@import url(&amp;quot;skin.css&amp;quot;);&lt;br /&gt;
&lt;br /&gt;
/* Ambox styles */&lt;br /&gt;
.ambox { margin: 0px 10%; border: 1px solid #aaa; background: #fbfbfb; }&lt;br /&gt;
.ambox td.notice  { border-left: 10px solid #1e90ff; }&lt;br /&gt;
.ambox td.style   { border-left: 10px solid #ffcc00; }&lt;br /&gt;
.ambox td.content { border-left: 10px solid #0a53e7; }&lt;br /&gt;
.ambox td.delete  { border-left: 10px solid #b22222; }&lt;br /&gt;
.ambox td.default { border-left: 10px solid #000000; }&lt;br /&gt;
.ambox td.image   { padding: 0 0.5em }&lt;br /&gt;
.ambox td.message { width: 100%; }&lt;br /&gt;
.ambox .smalltext { font-size: 95%; }&lt;br /&gt;
&lt;br /&gt;
/* Default skin for navigation boxes */&lt;br /&gt;
table.navbox {            /* Navbox container style */&lt;br /&gt;
  border: 1px solid #79542B;&lt;br /&gt;
  background-color:#FFFCF7;&lt;br /&gt;
  width: 100%;&lt;br /&gt;
  margin: auto;&lt;br /&gt;
  clear: both;&lt;br /&gt;
  font-size: 88%;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  padding: 1px;&lt;br /&gt;
}&lt;br /&gt;
table.navbox + table.navbox {  /* Single pixel border between adjacent navboxes */&lt;br /&gt;
  margin-top: -1px;            /* (doesn&#039;t work for IE6, but that&#039;s okay)       */&lt;br /&gt;
}&lt;br /&gt;
.navbox-title,&lt;br /&gt;
.navbox-abovebelow,&lt;br /&gt;
table.navbox th {&lt;br /&gt;
  text-align: center;      /* Title and above/below styles */&lt;br /&gt;
  padding-left: 1em;&lt;br /&gt;
  padding-right: 1em;&lt;br /&gt;
}&lt;br /&gt;
.navbox-group {            /* Group style */&lt;br /&gt;
  white-space: nowrap;&lt;br /&gt;
  text-align: right;&lt;br /&gt;
  font-weight: bold;&lt;br /&gt;
  padding-left: 1em;&lt;br /&gt;
  padding-right: 1em;&lt;br /&gt;
}&lt;br /&gt;
.navbox, .navbox-subgroup {&lt;br /&gt;
  background: #FFFCF7;     /* Background color */&lt;br /&gt;
}&lt;br /&gt;
.navbox-list {&lt;br /&gt;
  border-color: #FFFCF7;   /* Must match background color */&lt;br /&gt;
}&lt;br /&gt;
.navbox-title,&lt;br /&gt;
table.navbox th {&lt;br /&gt;
  background: #F3A957;     /* Level 1 color */&lt;br /&gt;
}&lt;br /&gt;
.navbox-abovebelow,&lt;br /&gt;
.navbox-group,&lt;br /&gt;
.navbox-subgroup .navbox-title {&lt;br /&gt;
  background: #F9D483;     /* Level 2 color */&lt;br /&gt;
}&lt;br /&gt;
.navbox-subgroup .navbox-group, .navbox-subgroup .navbox-abovebelow {&lt;br /&gt;
  background: #FEF5E0;     /* Level 3 color */&lt;br /&gt;
}&lt;br /&gt;
.navbox tr {&lt;br /&gt;
   background-color:#FFFCF7;  /* Sandard cell background */&lt;br /&gt;
}&lt;br /&gt;
.navbox-even {&lt;br /&gt;
  background: #FEF5E0;     /* Even row striping */&lt;br /&gt;
}&lt;br /&gt;
.navbox-odd {&lt;br /&gt;
  background: transparent; /* Odd row striping */&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Code for div-based collapsing&lt;br /&gt;
 * From [[wikipedia:MediaWiki:Common.css]] */&lt;br /&gt;
div.NavFrame {&lt;br /&gt;
    margin: 0;&lt;br /&gt;
    padding: 4px;&lt;br /&gt;
    border: 1px solid #79542B;&lt;br /&gt;
    text-align: center;&lt;br /&gt;
    border-collapse: collapse;&lt;br /&gt;
    font-size: 95%;&lt;br /&gt;
}&lt;br /&gt;
div.NavFrame + div.NavFrame {&lt;br /&gt;
    border-top-style: none;&lt;br /&gt;
    border-top-style: hidden;&lt;br /&gt;
}&lt;br /&gt;
div.NavPic {&lt;br /&gt;
    background-color: #fff;&lt;br /&gt;
    margin: 0;&lt;br /&gt;
    padding: 2px;&lt;br /&gt;
    float: left;&lt;br /&gt;
}&lt;br /&gt;
div.NavFrame div.NavHead {&lt;br /&gt;
    height: 1.6em;&lt;br /&gt;
    font-weight: bold;&lt;br /&gt;
    background-color: #F3A957; /* Level 1 color */&lt;br /&gt;
    position: relative;&lt;br /&gt;
}&lt;br /&gt;
div.NavFrame p,&lt;br /&gt;
div.NavFrame div.NavContent,&lt;br /&gt;
div.NavFrame div.NavContent p {&lt;br /&gt;
    font-size: 100%;&lt;br /&gt;
}&lt;br /&gt;
div.NavEnd {&lt;br /&gt;
    margin: 0;&lt;br /&gt;
    padding: 0;&lt;br /&gt;
    line-height: 1px;&lt;br /&gt;
    clear: both;&lt;br /&gt;
}&lt;br /&gt;
a.NavToggle {&lt;br /&gt;
    position: absolute;&lt;br /&gt;
    top: 0;&lt;br /&gt;
    right: 3px;&lt;br /&gt;
    font-weight: normal;&lt;br /&gt;
    font-size: 90%;&lt;br /&gt;
}&lt;br /&gt;
/* End */&lt;br /&gt;
&lt;br /&gt;
.collapsibleDiv {&lt;br /&gt;
    overflow: hidden;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.collapseButton {          /* &#039;show&#039;/&#039;hide&#039; buttons created dynamically */&lt;br /&gt;
    float: right;          /* by the CollapsibleTables javascript in    */&lt;br /&gt;
    font-weight: normal;   /* [[MediaWiki:Common.js]]are styled here    */&lt;br /&gt;
    text-align: right;     /* so they can be customised.                */&lt;br /&gt;
    width: auto;&lt;br /&gt;
}&lt;br /&gt;
.navbox .collapseButton {  /* In navboxes, the show/hide button balances */&lt;br /&gt;
    width: 6em;            /* the vde links from [[Template:Tnavbar]],   */&lt;br /&gt;
}                          /* so they need to be the same width.         */&lt;br /&gt;
&lt;br /&gt;
.mw-wiki-logo {&lt;br /&gt;
    background-size:contain;&lt;br /&gt;
}&lt;br /&gt;
.infobox-stars &amp;gt; a {&lt;br /&gt;
    padding: 2.5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.infobox-stars &amp;gt; a &amp;gt; img:hover {&lt;br /&gt;
    transform: scale(1.5,1.5);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.infobox-stars &amp;gt; a &amp;gt; img {&lt;br /&gt;
	transition: all 100ms ease-in-out;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.infobox-stars &amp;gt; * &amp;gt; a {&lt;br /&gt;
    padding: 2.5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.infobox-stars &amp;gt; * &amp;gt; a &amp;gt; img:hover {&lt;br /&gt;
    transform: scale(1.5,1.5);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.infobox-stars &amp;gt; * &amp;gt; a &amp;gt; img {&lt;br /&gt;
	transition: all 100ms ease-in-out;&lt;br /&gt;
}&lt;br /&gt;
video.thumbimage {&lt;br /&gt;
  width: auto !important;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Wall_Kicks_Will_Work&amp;diff=16161</id>
		<title>RTA Guide/Wall Kicks Will Work</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Wall_Kicks_Will_Work&amp;diff=16161"/>
		<updated>2021-11-19T04:55:25Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{speedrun_infobox&lt;br /&gt;
|title= Wall Kicks Will Work&lt;br /&gt;
|image= WKWW.png&lt;br /&gt;
|rta_record=[https://www.youtube.com/watch?v=K4Ec_tIdzq8 8.60]&lt;br /&gt;
|ss_record=[https://www.youtube.com/watch?v=t5lUO21K9_w 5.87]&lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Wall Kicks Will Work&#039;&#039;&#039; is the sixth mission of [[RTA Guide/Cool, Cool Mountain|Cool, Cool Mountain]].&lt;br /&gt;
&lt;br /&gt;
== Beginner ==&lt;br /&gt;
This movement skips the backflip wallkick movement.  Begin by holding the downleft notch and double jumping off the edge.  Once you approach the middle level, c-left to have a better view of the bottom level.  Kick before the ground to avoid fall damage.  Alternatively, you could dive rollout instead of double jumping down, however this is arguably more difficult and slower than the intermediate strat.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:wkww beg.mp4|thumb| Jump Kick Down to the bottom (example vid w/ inputs https://youtu.be/_x14dg-__OY) |class=autoplay]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Intermediate ==&lt;br /&gt;
Timing the wallkick after the backflip can be difficult due to the awkward camera angle.  Mashing the A button after the backflip will ensure you wallkick but will make it so you don&#039;t reach the star platform.  This movement loses 1-2s from the fastest strat. Mashing A+B will let you reach the top platform but you won&#039;t have much speed.  This loses less than 1s to the pro strat.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:wkww spam a.mp4|thumb| Mashing A for the wall kick (example vid w/ inputs https://youtu.be/ifnks93PjYU) |class=autoplay]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:wkww spam ab.mp4|thumb| Mashing A+B for the wall kick (example vid w/ inputs https://youtu.be/ifnks93PjYU) |class=autoplay]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Advanced ==&lt;br /&gt;
The camera used for this strat is largely based on preference.  The Mario cam C-Left strat is a newer setup that&#039;s less used, but may give you a better visual for timing the wall kick.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:wkww pro.mp4|thumb| Standard Pro Strat (example vid w/ inputs https://youtu.be/PBGcvqH4Vdc) |class=autoplay]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:wkww pro alt.mp4|thumb| Mario Cam C Left Cam (example vid w/ inputs https://youtu.be/mN02pQw3gc4) |class=autoplay]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Backup ===&lt;br /&gt;
Diving into the bottom of the star by performing a small single jump can save quite a bit of time, but risks diving under and missing it.&lt;br /&gt;
&amp;lt;div&amp;gt;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li style=&amp;quot;display: inline-block; vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
[[File:Wkww miss star backup.mp4|thumb| Easy backup for diving under the star | class=autoplay]]&lt;br /&gt;
&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{RTA Guide Nav}}&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Transport_cloning&amp;diff=15284</id>
		<title>Transport cloning</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Transport_cloning&amp;diff=15284"/>
		<updated>2021-09-22T02:19:27Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Transport cloning&#039;&#039;&#039; is a type of [[cloning]] that will also move an object colliding with the cloned object. The glitch was first discovered by pannenkoek2012 while he was cloning goombas and accidentally displaced a koopa.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=YnMZZhaj5S0 &amp;quot;SM64 - Transport Clones&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; The technique has had many usages since then, mainly allowing a single HOLP to place many different objects at different locations.&lt;br /&gt;
==Behavior==&lt;br /&gt;
Transport cloning is caused by coding on certain objects that treats how objects collide with each other. The object being pushed (pushee) is the one that needs to be cloned, and will pull the pusher along with it (although the pusher is the one with the code that causes this). The pushee will go to the Y-coordinate of the HOLP, and the average X &amp;amp; Z coordinates between their original location and the HOLP. The pusher only goes to the average X &amp;amp; Z coordinates, while keeping his current Y-coordinate.&lt;br /&gt;
&lt;br /&gt;
Only five different objects can be the pusher- Goomba, Spiny, Wiggler, Koopa (only if he is moving), and Skeeter. The pushee group is a bit more complicated and larger. All of those objects can push any object in Item Group 2- a group composed mainly of bob-ombs, their explosions, and cork boxes. Goomba, Spiny, and Koopa (all items in item Group 5) can also push each other and Lakitu.&lt;br /&gt;
==Usage==&lt;br /&gt;
Many of the uses for this glitch save time, as constantly having to set HOLP&#039;s costs a large deal of time. It also removes the need to continually rebuild a goomba structure as you make it, which is another large time sink.&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
[[Category:Glitches]]&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Vanish_Cap_under_the_Moat&amp;diff=14440</id>
		<title>Vanish Cap under the Moat</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Vanish_Cap_under_the_Moat&amp;diff=14440"/>
		<updated>2021-05-14T11:02:01Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{course_infobox&lt;br /&gt;
|title=Vanish Cap under the Moat&lt;br /&gt;
|image= VCutM.png&lt;br /&gt;
|abbreviation=VCutM&lt;br /&gt;
|terrain=Default&lt;br /&gt;
|setting=Darkness&lt;br /&gt;
|water=None&lt;br /&gt;
|yellow-coins=11&lt;br /&gt;
|red-coins=8&lt;br /&gt;
|blue-coins=&lt;br /&gt;
|enemy-yellow=&lt;br /&gt;
|enemy-blue=&lt;br /&gt;
|stars=1&lt;br /&gt;
|wing-caps=&lt;br /&gt;
|metal-caps=&lt;br /&gt;
|vanish-caps=2&lt;br /&gt;
|overview_1=STROOP- VCutM.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
}}:&#039;&#039;&amp;lt;small&amp;gt;For a tutorial on speedrunning this star, see the [[RTA_Guide/Vanish_Cap_Under_the_Moat|Vanish Cap RTA Guide]]&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Vanish Cap under the Moat&#039;&#039;&#039; is the level where you unlock the [[Vanish Cap]]. It is normally accessible from the [[The Castle#The_Basement|Castle Basement]] after ground pounding two pillars in the basement. It can be accessed without draining the moat using [[Hyperspeed Flying]]&amp;lt;ref&amp;gt;[https://youtu.be/v5o_9XKmAfE?t=31 &amp;quot;SM64 MOAT DOOR SKIP!! - Bypass 1st Bowser Fight&amp;quot; by sonicpacker]&amp;lt;/ref&amp;gt; or a [[negative jump]]&amp;lt;ref&amp;gt;[https://youtu.be/pA6TBsIsraI?t=56 &amp;quot;Super Mario 64 &amp;quot;1 key TAS&amp;quot; in 4&#039;21&amp;quot;04*&amp;quot; by dar gos]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Coins==&lt;br /&gt;
{{VCutM Coins}}&lt;br /&gt;
&lt;br /&gt;
==A Press Counts==&lt;br /&gt;
In the A button challenge, entry and the level doesn&#039;t require an A press. The vanish cap switch can be pressed using a [[misalignment]]&amp;lt;ref&amp;gt;[https://youtu.be/yHa7HQoD2eU &amp;quot;Vanish Cap Switch Pressed in 0x A Presses!&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; or a [[pedro spot]]&amp;lt;ref&amp;gt;[https://youtu.be/mfdVeY-VnTI &amp;quot;VCutM Alternative Cap Switch Press Strat using Pedro Spot&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Reference==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Level courses}}&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Version_differences&amp;diff=14433</id>
		<title>Version differences</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Version_differences&amp;diff=14433"/>
		<updated>2021-05-13T02:06:20Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Version Differences&#039;&#039;&#039; are differences in Super Mario 64 between different releases. Most differences, like translated text, are obvious; however, there are some subtle differences in the game&#039;s logic that aren&#039;t as readily apparent. Thanks to the [[decompilation]] of Super Mario 64, version differences are easier to spot and make sense of. This page aims to be a complete list of all the version differences in the game&#039;s source code (i.e. not text, sounds, etc.) between the original [[Super Mario 64#Japanese|Japanese version]] (NTSC-J) and the [[Super Mario 64#English|North American version]] (NTSC-U).&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
The Japanese version of Super Mario 64 was released on June 23, 1996, and the North American version 3 months later, on September 29. Between finalization of the Japanese version and release of the North American version, over 200 changes were made to the game&#039;s main code. Some of these are simple bugfixes, some are additions to the game, and some are as yet undeciphered.&lt;br /&gt;
&lt;br /&gt;
Version differences are found in the audio library and in the main game code. There are no version differences in the game&#039;s core engine, nor in the Goddard subsystem (a separate area of the code written in C++ by Giles Goddard and responsible for the draggable Mario head).&lt;br /&gt;
&lt;br /&gt;
==Differences==&lt;br /&gt;
This list is in the form of a color-coded table. Green differences are fully understood; red differences are completely opaque; and yellow differences are in-between, relatively simple but with unexplored effects on the game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! File !! Difference&lt;br /&gt;
|-&lt;br /&gt;
| audio/dac.c || style=&amp;quot;background-color: #F99&amp;quot; | In func_80316928, D_80226D7C is (in the U version) set to 172,320 times what it would be set to in the J version.&lt;br /&gt;
|-&lt;br /&gt;
| audio/data.c || style=&amp;quot;background-color: #F99&amp;quot; | D_80332190 has different data in J and U versions. This may be related to sound glitch.&lt;br /&gt;
|-&lt;br /&gt;
| audio/dma.c || style=&amp;quot;background-color: #F99&amp;quot; | In func_80317270, osInvalDCache isn&#039;t called on the J version.&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_1.c || style=&amp;quot;background-color: #F99&amp;quot; | 15 separate numeric literals are doubles in J but floats in U.&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_1.c || style=&amp;quot;background-color: #9F9&amp;quot; | There are 13 values which are casted to an f32 in the J version and casted to an s32 and then to an f32 in the U version. This was done to simplify the compiled ASM, and has no effect on the game.&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_1.c || style=&amp;quot;background-color: #F99&amp;quot; | When func_8031CAD4 processes the instructions 0xDC or 0xDD, it will modify arg0-&amp;gt;unkA. In the J version, arg0-&amp;gt;unkA gets the return value of func_8031B01C (casted to a signed byte) added to it when the instruction is 0xDC, and when the instruction is 0xDD it&#039;s simply set to the return value of func_8031B01C. In the U version, the return value of func_8031B01C is multiplied by 48 in both of these cases.&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_1.c || style=&amp;quot;background-color: #F99&amp;quot; | In the J version of func_8031D42C, D_80222A18[arg0].unkA is set to 120. In the U version, it&#039;s set to 5760, which is 48 times larger.&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_2.c || style=&amp;quot;background-color: #F99&amp;quot; | 32 separate numeric literals are doubles in J but floats in U.&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_2.c || style=&amp;quot;background-color: #F99&amp;quot; | 15 separate numeric literals are different between J and U. One of these changes results in a sound difference in Dialog037 (todo: elaborate)&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_2.c || style=&amp;quot;background-color: #F99&amp;quot; | D_U_8033323C only exists in the U version. (note: this is apparently unused)&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_2.c || style=&amp;quot;background-color: #F99&amp;quot; | The typedefs Arg1T and Arg2T are equivalent to u16 and u8 respectively on J version and s32 (both) on U version.&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_2.c || style=&amp;quot;background-color: #9F9&amp;quot; | unused_8031E4F0 and unused_8031E568 are remnants of unused debug functions that only exist on U.&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_2.c || style=&amp;quot;background-color: #F99&amp;quot; | In the U version, func_8031D630 has a check that increments its second argument if it&#039;s 0. This is because later on in the function, a value is divided by this argument. This check does not exist in the J version.&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_2.c || style=&amp;quot;background-color: #F99&amp;quot; | In func_8031D924 in the J version, (&amp;amp;D_80226D9C-&amp;gt;task.t)-&amp;gt;yield_data_ptr is set to gAudioSPTaskYieldBuffer and (&amp;amp;D_80226D9C-&amp;gt;task.t)-&amp;gt;yield_data_size is set to 0x400. In the U version, yield_data_ptr is set to NULL and yield_data_size is set to 0.&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_2.c || style=&amp;quot;background-color: #F99&amp;quot; | Under certain circumstances in func_8031E16C, func_8031E0E4 will be called only in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_2.c || style=&amp;quot;background-color: #F99&amp;quot; | In the U version of func_8031EB24, &amp;quot;div&amp;quot; is set to &amp;quot;listIndex &amp;lt; 3 ? 2 : 3&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_2.c || style=&amp;quot;background-color: #F99&amp;quot; | In the J version of func_8031EB24, f12 is set to 0 if D_80332028[gCurrLevelNum] &amp;lt; D_80360C48[listIndex][item].unkC, and 1.0 - D_80360C48[listIndex][item].unkC / f0 otherwise. In the U version, if D_80360C48[listIndex][item].unkC &amp;gt; 22000.0f, f12 is set to 0; otherwise, the J logic is run except instead of setting f12 to 0 it sets it to ((22000.0f - D_80360C48[listIndex][item].unkC) / (22000.0f - f0)) * (1.0f - arg2).&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_2.c || style=&amp;quot;background-color: #F99&amp;quot; | In the J version of func_8031EB24, when the 0x2000000 flag of D_80360C48[listIndex][item].unk14 is set, (D_80226EB8 &amp;amp; 0xf) / &#039;&#039;&#039;192.0&#039;&#039;&#039; is subtracted from f12 unless f12 is 0. In the U version, when the flag is set, (f32) (D_80226EB8 &amp;amp; 0xf) / &#039;&#039;&#039;192.0f&#039;&#039;&#039;; is subtracted from f12 unless f12 is less than 0.8.&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_2.c || style=&amp;quot;background-color: #F99&amp;quot; | In the J version of func_8031ED70, &amp;quot;level&amp;quot; is set to &amp;quot;(gCurrLevelNum &amp;gt; LEVEL_MAX ? LEVEL_MAX : gCurrLevelNum)&amp;quot; and &amp;quot;area&amp;quot; is set to &amp;quot;gCurrAreaIndex - 1&amp;quot;. &amp;quot;area&amp;quot; is then capped at 2. In the U version, if the 0x20 flag of D_80360C48[listIndex][item].unk14 is set, &amp;quot;level&amp;quot; and &amp;quot;area&amp;quot; will both be set to 0 instead.&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_2.c || style=&amp;quot;background-color: #F99&amp;quot; | In the J version of func_8031EEF8, if D_80360C48[listIndex][index].unk14 &amp;amp; 0xF == 0, func_8031E0E4 and func_8031DFE8 will be called with D_80222A18[2].unk2C[k]-&amp;gt;unk54 set to 0 in between. In the U version, if D_80222A18[2].unk2C[k]-&amp;gt;unk44 == 0 the same code is run except setting D_80360C48[listIndex][index].unk18 to 0 instead; if D_80222A18[2].unk2C[k]-&amp;gt;unk44 != 0, D_80222A18[2].unk2C[k]-&amp;gt;unk44-&amp;gt;unk0b40 == 0, D_80360C48[listIndex][index].unk14 &amp;amp; 0xF == 0, the same code as in the J version is run. This version difference is responsible for patching [[Sound Glitch]].&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_2.c || style=&amp;quot;background-color: #9F9&amp;quot; | When pressing a cap switch, the &amp;quot;Correct Solution&amp;quot; jingle (played by play_puzzle_jingle) isn&#039;t played on the J version.&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_2.c || style=&amp;quot;background-color: #F99&amp;quot; | In the U version, func_80321368 will set both its argument arg0 and D_U_8033323C to 0 if arg0 is greater than 8.&lt;br /&gt;
|-&lt;br /&gt;
| audio/playback.c || style=&amp;quot;background-color: #F99&amp;quot; | 8 separate numeric literals are doubles in J but floats in U.&lt;br /&gt;
|-&lt;br /&gt;
| audio/playback2.c || style=&amp;quot;background-color: #F99&amp;quot; | 4 separate numeric literals are doubles in J but floats in U.&lt;br /&gt;
|-&lt;br /&gt;
| audio/playback2.c || style=&amp;quot;background-color: #F99&amp;quot; | 2 separate numeric literals (both equal to 1) are doubles in J but ints in U.&lt;br /&gt;
|-&lt;br /&gt;
| audio/something.c || style=&amp;quot;background-color: #F99&amp;quot; | 6 separate numeric literals are doubles in J but floats in U. &lt;br /&gt;
|-&lt;br /&gt;
| audio/something.c || style=&amp;quot;background-color: #F99&amp;quot; | In the J version, v0 in func_803159EC is initialized to MIN((s32)(arg2 * 127.5), 127) immediately, while in the U version it&#039;s set to (s32)(arg2 * 127.5f) &amp;amp; 127 three times, each time right before it&#039;s used for something.&lt;br /&gt;
|-&lt;br /&gt;
| audio/something.c || style=&amp;quot;background-color: #F99&amp;quot; | In func_803159EC, arg0-&amp;gt;unk&amp;lt;3C/3E&amp;gt; are set to ((u16)(arg1 * &amp;lt;f0/f2&amp;gt;)) &amp;amp; -0x8100 in the J version, but in the U version they&#039;re set to (u16)((s32)(arg1 * &amp;lt;f0/f2&amp;gt;)) &amp;amp; -0x8100.&lt;br /&gt;
|-&lt;br /&gt;
| game/behavior_actions.c || style=&amp;quot;background-color: #9F9&amp;quot; | music_touch.inc.c is only included in the U version. This means the &amp;quot;Music Touch&amp;quot; object doesn&#039;t exist on the J version. The only thing the object does is play the &amp;quot;Correct Solution&amp;quot; jingle the first time Mario enters within 200 units of it. This object is only used once in the game, to play the puzzle jingle when Mario enters the shortcut in the CCM slide.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/bbh_tilt_floor.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | See [https://www.youtube.com/watch?v=sOuk8sLwyS4&amp;amp;t=19s this video] for an explanation of the version difference.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/boo.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | In [[Go on a Ghost Hunt]], there is a single boo upstairs which spawns in the Eye-to-Eye Secret Room. The premise of the star is that you must kill all of the boos, but since you aren&#039;t intended to go upstairs in that star the boo upstairs shouldn&#039;t count. Mario is required to kill 5 boos. In the U version, a check was added to make sure that killing the upstairs boo doesn&#039;t contribute to spawning the Big Boo. In the J version, you can kill 4 boos downstairs and 1 boo upstairs in any order and the Big Boo will spawn. If you kill the upstairs boo last, the text that normally appears when unlocking the Big Boo doesn&#039;t appear, nor does the &amp;quot;Correct Solution&amp;quot; jingle play.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/boo.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | In the J version, gDebugInfo[5][0] acts as the number of extra boos (past 5) needed to activate a Big Boo. In the U version, this debug option was removed.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/boo.inc.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | boo_stop() is called in ActionBooGivingStar4 only on the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/boo.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | On the J version, the sound played when opening a chest is also played when the Merry-Go-Round Big Boo is spawned. In the U version, the standard &amp;quot;Correct Solution&amp;quot; jingle is called instead. The difference between the 2 sounds is shown in [https://youtu.be/eu9f6QEoLCU this video.]&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/bowser.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | In the final Bowser fight in the J version, Bowser&#039;s hitbox is still able to be interacted with after the Grand Star spawns ([https://cdn.discordapp.com/attachments/454787583684378647/580079347990265857/amarec20190520-1303.mp4 video]). This was fixed in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/bowser.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | In the US version, Bowser checks if he&#039;s in a demo to prevent the typical 1/10 chance of dancing. This is because the U version added a new [[BitDW]] demo.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/bowser.inc.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | func_u_802B4AF4() is only declared in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/bowser.inc.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | In ActionBowser13, func_u_802B4AF4 is called only in the U version if Bowser&#039;s subaction is 1 and &amp;quot;o-&amp;gt;oBehParams2ndByte == 2 &amp;amp;&amp;amp; o-&amp;gt;oUnknownUnkF4_S32 &amp;amp; 0x10000&amp;quot;. (todo: can&#039;t find where 2nd byte of behavior params is set to 2 for bowser, is this code ever reached?)&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/bowser.inc.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | In ActionBowser2, when Bowser&#039;s subaction is 2, func_u_802B4AF4 is called in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/bowser_key.inc.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | The sound of a Bowser key bouncing has higher priority in the U version, probably to stop it getting overriden by other sounds. It also has a flag set on the U version which seems to indicate that the sound is affected by the camera&#039;s distance to the key somehow.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/bully.inc.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | The sound a bully makes when it spawns a coin after being killed in the U version has a flag set which seems to indicate that the sound is affected by the camera&#039;s distance to the bully somehow.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/camera_lakitu.inc.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | The &amp;quot;Lakitu&#039;s Message&amp;quot; music clip that plays when Lakitu comes near Mario to explain the camera controls at the start of the game isn&#039;t played or doesn&#039;t exist on J version.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/celebration_star.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | When you collect a Bowser key, the cutscene that plays will show a star instead of a key in the J version.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/celebration_star.inc.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | On the J version, when a celebration star is turning to face the camera, it is scaled by 1/10 units per frame. On the U version, it checks if it&#039;s a key. If it&#039;s a key, it scales 1/30 units per frame; if it&#039;s the Grand Star, it scales 1/10 units per frame. (todo: check if the function is ever called by the grand star)&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/coin.inc.c ||  style=&amp;quot;background-color: #FFFF90&amp;quot; | The sound a coin makes when it spawns (through bhvSingleCoinGetsSpawned or bhvMrIBlueCoin) in the U version has a flag set which seems to indicate that the sound is affected by the camera&#039;s distance to the coin somehow.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/coin.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | On the U version, coins will unload if they land on the death barrier. On the J version, they will continue to exist.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/coin.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | If a coin bounces more than 5 times in a row, it will only continue to play the bounce sound on the J version.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/cruiser.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | On the U version, the wings on the RR cruiser will play a sound every 64 frames. (It waits for the timer to become 64, then plays the sound and sets it to 0.) On the J version, it won&#039;t do any of this.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/dorrie.inc.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | Two if-elseif statements swap places between the J and U versions (todo: elaborate on what effects this has). Also, in the J version, it will raise its head along with Mario if the forward distance to Mario is greater than 830 (i.e. Mario is greater than 830 units away from Dorrie&#039;s center) and if set_mario_npc_dialogue returns the expected result indicating a success. In the U version, 830 is changed to 780, and another condition is added: Dorrie&#039;s Y offset has to be equal to -17.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/hidden_star.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | As you collect more secrets, the sound played when collecting secrets gets higher in pitch on the U version. It doesn&#039;t change on the J version.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/king_bobomb.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | In ActionKingBobomb0, King Bob-omb&#039;s velocity is only set to 0 in the U version. It is not touched in the J version. This is the cause of [https://t.co/rSZBnhKCAT this J-specific glitch.]&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/king_bobomb.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | King Bob-omb&#039;s star spawns &#039;&#039;from&#039;&#039; 100 units higher in the U version than in the J version, before moving to its final spot during the cutscene.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/mips.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | When MIPS has action 1 in the J version, his forward velocity is set to 45. In the U version, it&#039;s set to o-&amp;gt;oUnk1AC_F32, which is 40 for the 1st MIPS and 45 for the 2nd MIPS. This was probably done to slow him down a bit.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/mips.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | In the J version, MIPS&#039; gravity is 2.5. In the U version, it&#039;s 15.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/moneybag.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | When turning invisible, moneybags make a sound in U but not in J.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/mr_i.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | In ActionMrI0, the Mr. I will set its MoveAngles to 0 on the J version. On the U version, it calls set_object_angle(o, 0, 0, 0), which sets both its FaceAngles and MoveAngles to 0. This has no effect in the game.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/piranha_plant.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | piranha_plant_reset_when_far is only declared in the U version. It resets the piranha plant if it is far away from Mario. This was done to patch [https://www.youtube.com/watch?v=zkA3WFlHS9g this J-specific glitch.]&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/piranha_plant.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | When the piranha plant is idle, its size is constantly set to normal. This is to make the piranha plant not permanently small when the aforementioned glitch is tried on U.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/piranha_plant.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | Mario can run into a sleeping piranha plant and receive knockback. On the U version, he will not get hurt, but on the J version, he will.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/racing_penguin.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | When the penguin is turning and walking at the end of the race, the game will play a walking noise when not on the J version.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/racing_penguin.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | The penguin&#039;s star spawns &#039;&#039;from&#039;&#039; 200 units lower in the U version than in the J version, before moving to its final spot during the cutscene.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/red_coin.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | As you collect more red coins, the sound played when collecting secrets gets higher in pitch on the U version. It doesn&#039;t change on the J version.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/sparkle_spawn_star.inc.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | In bhvUnused080CLoop (not unused), when the object&#039;s action is 0, its Y-velocity is negative, it&#039;s under its home, and the bitmask o-&amp;gt;oUnk190 has flag 0x400 set, the object will call func_803212A0(0) in the J version and func_803212A0(1) in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/tox_box.inc.c ||  style=&amp;quot;background-color: #9F9&amp;quot; | The sound the tox-box plays when slamming into the ground has a higher priority in the U version to stop it from getting overriden by other sounds.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/tuxie.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | The Mother Penguin will spawn the star in a completely different location in the U version than in the J version.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/tuxie.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | On the J version, the baby penguin&#039;s cries will not become quieter if Mario/the penguin go further away from the camera (e.g. by fixing the camera). This was fixed on the U version; the cries change in volume depending on the distance from the camera as expected.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/water_ring.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | As you go through more water rings, the sound played when collecting secrets gets higher in pitch on the U version. It doesn&#039;t change on the J version.&lt;br /&gt;
|-&lt;br /&gt;
| game/camera.c || style=&amp;quot;background-color: #F99&amp;quot; | When func_80286C9C is called while in BitDW (todo: clarify, is this the entire level including the boss fight or just the boss fight?), func_8028BB3C(a, 144) will be called on the J version. On the U version, func_8028BB3C(a, 144) will be called if the demo is not being run; if it is, and the camera&#039;s secondary focus is set on an object, that object will have the first byte of its rawData set to 2.&lt;br /&gt;
|-&lt;br /&gt;
| game/camera.c || style=&amp;quot;background-color: #9F9&amp;quot; | When you try to zoom out (press C-Down) when the camera is already zoomed out, a buzz sound will play on the U version. It will not play on the J version.&lt;br /&gt;
|-&lt;br /&gt;
| game/camera.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | In func_8028B7A4, under some circumstances the sound that normally plays when you press C-Down will not play on J, but will on U. (todo: document camera)&lt;br /&gt;
|-&lt;br /&gt;
| game/camera.c || style=&amp;quot;background-color: #F99&amp;quot; | In CameraHMC00() in the U version, when a-&amp;gt;unk10[1] &amp;gt; -102.f, a-&amp;gt;unk10[1] and D_8033B328.unk0[1][1] will both be set to D_8033B328.unk0[3][1]. In the J version, these values are not set.&lt;br /&gt;
|-&lt;br /&gt;
| game/camera.c || style=&amp;quot;background-color: #F99&amp;quot; | CutsceneIntroPeach0_2 will run func_8031FFB4(0, 60, 40) on the U version but not on the J version. (todo: check what this actually is)&lt;br /&gt;
|-&lt;br /&gt;
| game/camera.c || style=&amp;quot;background-color: #F99&amp;quot; | CutsceneIntroPeach2_1 will run func_80320040(0, 60) on the U version but not on the J version (todo: check what this actually is)&lt;br /&gt;
|-&lt;br /&gt;
| game/camera.c || style=&amp;quot;background-color: #F99&amp;quot; | On the U version, if the camera preset is set to CAMERA_PRESET_BOWSER_FIGHT, a-&amp;gt;unk4 will be copied into D_8033B4B8.unkC and a-&amp;gt;unk10 will be copied into D_8033B4B8.unk0. If the camera preset isn&#039;t set to CAMERA_PRESET_BOWSER_FIGHT, func_80290224 will be run instead. On the J version, the if statement doesn&#039;t exist, and only func_80290224 is run every time.&lt;br /&gt;
|-&lt;br /&gt;
| game/camera.c || style=&amp;quot;background-color: #9F9&amp;quot; | On the J version, Peach doesn&#039;t read out the letter she sent to Mario in the intro.&lt;br /&gt;
|-&lt;br /&gt;
| game/camera.c || style=&amp;quot;background-color: #9F9&amp;quot; | On the U version, the click sound that usually plays when you change the camera mode with R also plays when the HUD turns on in the intro sequence. [https://youtu.be/a0KxaCBXSxs?t=113 Here is an example.] This click sound does not play in the J version, as can be seen [https://youtu.be/j5j6l9ULxmI?t=44 here.]&lt;br /&gt;
|-&lt;br /&gt;
| game/camera.c || style=&amp;quot;background-color: #9F9&amp;quot; | On the U version, when the camera lakitu flies under the bridge, out of the bridge, and near Mario&#039;s pipe in the intro cutscene, &amp;quot;whoosh&amp;quot; sounds are played. They aren&#039;t there on the J version.&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | sSoundTextX is not declared in the J version.&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | The sound clip that plays when you select a file in the file select has Mario saying &amp;quot;Okey Dokey!&amp;quot; in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | The &amp;quot;Select File&amp;quot; text has a different font and is in a [https://media.discordapp.net/attachments/471852219558526989/589527680798687262/33jpz3.gif slightly different position] in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | In the U version, sSoundTextX is used to center the name of the current sound setting on the main file select. In the J version, it remains uncentered.&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | The &amp;quot;Check File&amp;quot; text in the score menu has a different font and is in a slightly different position in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | The &amp;quot;Return&amp;quot;, &amp;quot;Copy&amp;quot;, and &amp;quot;Erase&amp;quot; texts in the score menu are in slightly different positions in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | All the text in messages that appear when copying a file have a different font and are in slightly different positions in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | The &amp;quot;Return&amp;quot;, &amp;quot;View Score&amp;quot;, and &amp;quot;Erase&amp;quot; texts in the copy menu are in slightly different positions in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | TIMER_VAR1 and TIMER_VAR2 are set to 0xA4 and 0x91 respectively in the J version and 0xA9 and 0x8C respectively in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | In erase_menu_yes_no_prompt(s16 x, s16 y), sp2C is set to sCursorPos[0] + 160 in the J version and sCursorPos[0] + (x + 70) in the U version. The function is only ever called with x=90, and 90 + 70 = 160, so this results in no difference.&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | In the U version of erase_menu_display_message, the positions of the &amp;quot;Erase File&amp;quot;, &amp;quot;No Saved Data Exists&amp;quot;, &amp;quot;Mario A Just Erased&amp;quot;, and &amp;quot;Saved Data Exits [sic]&amp;quot; are slightly different. Also, the index into the &amp;quot;Mario A Just Erased&amp;quot; to modify A to match the letter of the file that was erased is different, since in English there are 6 characters before the A and in Japanese there are 3 (&amp;quot;マリオAをけしました&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | The &amp;quot;Return&amp;quot;, &amp;quot;View Score&amp;quot;, and &amp;quot;Copy File&amp;quot; texts in the erase menu are in slightly different positions in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | In draw_sound_mode_menu, textX is not declared in the J version.&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | The &amp;quot;Sound Select&amp;quot; text is in a slightly different position in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | The names of the sound modes in the sound menu aren&#039;t centered correctly on the J version. This was corrected on the U version (using the textX variable from before).&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | In score_file_print_course_coin_score, the length of the char arrays in fileNames are 5 in the J version and 8 in the U version. This is to account for the fact that on the J version, they are 4 characters (ex. &amp;quot;マリオA&amp;quot;) while on the U version they are 7 (ex. &amp;quot;MARIO A&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | In score_file_print_course_coin_score, when showing high scores over all files, the position of the coin icon, coin count, and file name on the right side of the screen is slightly different in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | Some variable declarations are reorganized in the U version. This has no effect on the game.&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | In the score menu, the position of the name of the file (ex. &amp;quot;マリオA&amp;quot;/&amp;quot;MARIO A&amp;quot;) is slightly different in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | In the score menu, the position of the star symbols is slightly different on the U version. Also, the course names for courses 1-9 are padded to make up for the course numbers&#039; entering into double digits.&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | In the score menu, the position of the &amp;quot;Castle Secret Stars&amp;quot; text, the secret star counter, and the coin score mode in the top right are slightly different in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/hud.c || style=&amp;quot;background-color: #9F9&amp;quot; | The HUD is 1 pixel lower in the U version than in the J version.&lt;br /&gt;
|-&lt;br /&gt;
| game/hud.c || style=&amp;quot;background-color: #9F9&amp;quot; | The star count in the HUD is shifted 5 pixels to the right in the U version from the J version.&lt;br /&gt;
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| game/interaction.c || style=&amp;quot;background-color: #9F9&amp;quot; | The [[dab]] is patched in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/interaction.c || style=&amp;quot;background-color: #9F9&amp;quot; | Mario says &amp;quot;Boing!&amp;quot; when he bounces on an enemy that causes him to twirl (e.g. [[Fly Guy|Fly Guys]]) only on the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/interaction.c || style=&amp;quot;background-color: #9F9&amp;quot; | Mario can press either B or A to read a sign on the U version. On the J version, B must be pressed.&lt;br /&gt;
|-&lt;br /&gt;
| game/interaction.c || style=&amp;quot;background-color: #9F9&amp;quot; | Mario must be facing within 14563 (0x38E3) angle units i.e. 80 degrees of a sign to talk to it on the J version. On the U version, the range is wider; he can be within 16384 (0x4000) angle units i.e. 90 degrees to talk to it.&lt;br /&gt;
|-&lt;br /&gt;
| game/level_select_menu.c || style=&amp;quot;background-color: #9F9&amp;quot; | In the title screen, Mario says &amp;quot;Hello!&amp;quot;, &amp;quot;Press Start to play!&amp;quot;, and &amp;quot;Game over!&amp;quot; only on the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/level_update.c || style=&amp;quot;background-color: #9F9&amp;quot; | The credits text are different in the U version; voice actors were credited and some typos were fixed. Notably, &amp;quot;JYOHO KAIHATUBU&amp;quot; was translated into English as &amp;quot;EAD STAFF&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| game/level_update.c || style=&amp;quot;background-color: #9F9&amp;quot; | On the J version, if Mario has more than 999 coins, his lives counter gets set to 999, which overflows to -25 lives. This was fixed in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/level_update.c || style=&amp;quot;background-color: #9F9&amp;quot; | On the J version, if Mario enters a teleport while racing Koopa the Quick, the race music will stop. This was fixed in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/level_update.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | func_80320AE8 is called in the U version when Mario enters (or maybe exits?) Bob-omb Battlefield if func_80320E98 does not return 1033 and sTimerRunning is not 0.&lt;br /&gt;
|-&lt;br /&gt;
| game/level_update.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | SOUND_MENU_MARIOCASTLEWARP is played when Mario warps to a castle warp with ID 31 in the J version and 31 or 32 in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/level_update.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | On the U version, SOUND_MENU_MARIOCASTLEWARP is played when Mario warps to a castle grounds warp with ID 7, 10, 20, or 30, and his destination area index is 1.&lt;br /&gt;
|-&lt;br /&gt;
| game/level_update.c || style=&amp;quot;background-color: #9F9&amp;quot; | The star sound is played when entering [[Tower of the Wing Cap]] in the U version. No sound is played on the J version.&lt;br /&gt;
|-&lt;br /&gt;
| game/main.c || style=&amp;quot;background-color: #9F9&amp;quot; | The U version of Mario 64 is able to detect PAL TVs and change its video output accordingly. The J version assumes any connected screen is NTSC, and is therefore not compatible with PAL TVs.&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_airborne.c || style=&amp;quot;background-color: #9F9&amp;quot; | In the U version, when Mario gets air knockback or bonks in the air, Mario will say &amp;quot;Doh!&amp;quot; if his action arg is 0 and he&#039;s travelling faster than 28 units per second forwards or backwards, and &amp;quot;Uh!&amp;quot; otherwise. In the J version, he will always say &amp;quot;Uh!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_airborne.c || style=&amp;quot;background-color: #9F9&amp;quot; | When Mario gets stuck in the ground, SOUND_MARIO_OOOF will play in the J version and SOUND_MARIO_OOOF2 will play in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_airborne.c || style=&amp;quot;background-color: #9F9&amp;quot; | The place where the wind sound for horizontal wind plays was moved from check_horizontal_wind to Mario&#039;s general update function in the U version. Sometimes, action functions return before they reach the check_horizontal_wind call, so there are some times that the wind sound doesn&#039;t play when Mario is in horizontal wind in the J version.&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_airborne.c || style=&amp;quot;background-color: #9F9&amp;quot; | In the U version, the sound Mario makes when he does a triple jump or zooms up when flying is randomized between &amp;quot;Yahoo!&amp;quot; (60% chance), &amp;quot;Waha!&amp;quot; (20% chance), and &amp;quot;Yippee!&amp;quot; (20% chance). On the J version, Mario says &amp;quot;Yahoo!&amp;quot; every time.&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_airborne.c || style=&amp;quot;background-color: #9F9&amp;quot; | On the J version, if Mario jumps out of water and grabs a ledge during the jump, his model will appear above the floor he grabbed on for a single frame. This is because the game starts the ledge-grabbing animation 1 frame too late, so Mario appears at the location of his hitbox (which is on the floor above him when ledge-grabbing) in the single jump animation for a single frame. This purely graphical glitch doesn&#039;t exist on the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_airborne.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | In the U version, when Mario lands on the ground after being thrown, his actionArg is set to his HP decrement counter. On the J version, the actionArg is set to the previous actionArg, i.e. it doesn&#039;t change. This is also the behavior for both J and U when landing from any other knockback action.&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_airborne.c || style=&amp;quot;background-color: #9F9&amp;quot; | When being blown by wind (e.g. from [[Fwoosh]]) on the J version, Mario will attempt to play the &amp;quot;Uh!&amp;quot; sound immediately after playing the &amp;quot;Waaaoow!&amp;quot; sound. However, since the &amp;quot;Waaaow!&amp;quot; sound has higher priority, the &amp;quot;Uh!&amp;quot; sound never plays. The unnecessary sound effect was removed in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_airborne.c || style=&amp;quot;background-color: #9F9&amp;quot; | On the J version, if Mario begins flying from a triple jump but dives or ground pounds before he starts flying but &#039;&#039;after&#039;&#039; the camera has changed to the wing cap camera mode, the camera will not return to normal and the wing cap camera will remain. This was fixed on the U version. This is another case of the [https://www.youtube.com/watch?v=4pqQQxL6W8s wing cap camera glitch], except the &amp;quot;normal&amp;quot; wing cap camera glitch wasn&#039;t patched in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_airborne.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | In the U version, when Mario lands after being thrown, his HP decrement counter is passed to set_mario_action instead of his action arg.&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_automatic.c || style=&amp;quot;background-color: #9F9&amp;quot; | In the U version, Mario will drop off a pole automatically if he&#039;s climbing up or down a pole or holding onto one from the side and he is dead or dying. In the J version, he will stay on the pole. Interestingly, he will not drop off the pole on the U version if he is in a handstand at the top of the pole or transitioning into a handstand.&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_cutscene.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | line height stuff in print_displaying_credits_entry&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_cutscene.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | When Mario lands after a death exit, he will make a SOUND_MARIO_OOOF on J and SOUND_MARIO_OOOF2 on U.&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_cutscene.c || style=&amp;quot;background-color: #9F9&amp;quot; | In the game&#039;s intro cutscene, when Mario exits the pipe, a &amp;quot;boing&amp;quot; sound (similar to the sound that plays when Mario bonks on a ceiling or on out-of-bounds) plays at the same time he says &amp;quot;Yahoo!&amp;quot; on the U version. On the J version, the &amp;quot;boing&amp;quot; sound doesn&#039;t play.&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_cutscene.c || style=&amp;quot;background-color: #9F9&amp;quot; | In the U version, Mario says &amp;quot;Haha!&amp;quot; after coming out of the pipe in the intro cutscene. On the J version, he doesn&#039;t.&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_cutscene.c || style=&amp;quot;background-color: #9F9&amp;quot; | At the end of the game, before the credits, Peach has voiced dialogue on the U version (&amp;quot;Mario! The power of the Stars is restored to the castle...&amp;quot;). This doesn&#039;t exist in the J version.&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_moving.c || style=&amp;quot;background-color: #9F9&amp;quot; | If Mario is sliding on the ground (e.g. when braking, turning around, or crouching while moving) and hits a wall, yellow stars will appear as he bonks in the J version. In the U version, yellow stars will only appear if his horizontal speed is greater than 16. (He will still bonk.)&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_moving.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | If Mario gets knockback on the ground and his actionArg is less than or equal to 0, he will make a SOUND_MARIO_OOOF on J and SOUND_MARIO_OOOF2 on U.&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_moving.c || style=&amp;quot;background-color: #9F9&amp;quot; | Mario will only say &amp;quot;Mamma Mia!&amp;quot; when exiting a course after dying in [[Big Boo&#039;s Haunt]], [[Hazy Maze Cave]], [[Rainbow Ride]], [[Bowser in the Dark World]], [[Bowser in the Fire Sea]], [[Bowser in the Sky]], [[Vanish Cap under the Moat]], and [[Wing Mario over the Rainbow]] in the U version; in the J version, he won&#039;t say &amp;quot;Mamma Mia!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_object.c || style=&amp;quot;background-color: #9F9&amp;quot; | On the U version, if Mario is swinging Bowser faster than 3,584 (0xE00) [[angle units]] per frame and throws him, he will say &amp;quot;So long-a Bowser!&amp;quot; But if he&#039;s swinging it slower, he&#039;ll say &amp;quot;Here we go!&amp;quot; On the J version, he will say &amp;quot;Here we go!&amp;quot; regardless of how fast Bowser is spinning.&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_stationary.c || style=&amp;quot;background-color: #9F9&amp;quot; | On the U version, Mario says &amp;quot;I&#039;m-a tired!&amp;quot; before going to sleep. On the J version, he doesn&#039;t. (Note: On the U version, it won&#039;t play either sound if the result from an earlier func_802507E8 call is not -1, it&#039;s unknown what this function does)&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_stationary.c || style=&amp;quot;background-color: #F99&amp;quot; | On the J version, when Mario is sleeping, his action state is 2, and the result of func_802507E8(m, 0x87) is 2 or 25, SOUND_MARIO_SNORING2 or SOUND_MARIO_SNORING1 will be played (respectively to the result of the call to func_802507E8). On the U version, func_80250F50 is called with SOUND_MARIO_SNORING3 independent of the result of func_802507E8, and neither SOUND_MARIO_SNORING1 nor SOUND_MARIO_SNORING2 are played.&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_stationary.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | On the U version, when Mario is waking up and his action timer is greater than 0, func_803205E8 is called three times, with SOUND_MARIO_SNORING1, SOUND_MARIO_SNORING2, and SOUND_MARIO_SNORING3. On the J version, it&#039;s only called twice; the SOUND_MARIO_SNORING3 call doesn&#039;t exist.&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_step.c || style=&amp;quot;background-color: #9F9&amp;quot; | The place where the wind sound for vertical wind plays was moved from apply_vertical_wind to Mario&#039;s general update function in the U version. In apply_vertical_wind, Mario is only affected by vertical wind if his Y position is between -4500 and 500; this is where the sound is played in J. This means that when Mario is outside of this range, the wind sound will not play and Mario&#039;s velocity will not change because of the wind, yet wind particles will show and Mario will enter the wind action.&lt;br /&gt;
|-&lt;br /&gt;
| game/object_helpers.c || style=&amp;quot;background-color: #F99&amp;quot; | In the U version of Geo18_8029D924, when the &amp;quot;run&amp;quot; parameter is set to TRUE, sp34 is set to D_8032CFA0 casted to an object pointer. If the object is not fully opaque, it checks to see if the object is [[Bowser]] and is fully transparent. If it is, Bowser&#039;s animation state is set to 2. It will also check to see if the GFX node&#039;s unk18 property is not set to 10, and if the object has active flag UNK7 set; if both of these are true, gDPSetAlphaCompare is called. On the J version, the opacity/Bowser check is removed, and gDPSetAlphaCompare will be called if the node&#039;s unk18 is 10 and gDebugInfo[DEBUG_PAGE_ENEMYINFO][3] is set to TRUE.&lt;br /&gt;
|-&lt;br /&gt;
| game/object_helpers.c || style=&amp;quot;background-color: #9F9&amp;quot; | The move flag OBJ_MOVE_ABOVE_DEATH_BARRIER (1 &amp;lt;&amp;lt; 13) is only used in the U version, by coins. Coins use it to unload when they come into contact with the death barrier. In the U version, it is set in obj_update_floor if the object is above the death barrier. In the J version, it is not set.&lt;br /&gt;
|-&lt;br /&gt;
| game/object_helpers.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | In obj_update_floor_and_resolve_wall_collisions, the object&#039;s move flag OBJ_MOVE_ABOVE_LAVA is cleared. In the U version, OBJ_MOVE_ABOVE_DEATH_BARRIER is cleared alongside it.&lt;br /&gt;
|-&lt;br /&gt;
| game/object_helpers.c || style=&amp;quot;background-color: #9F9&amp;quot; | The [[Timestop|timestop glitch]] is patched on the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/object_helpers.c || style=&amp;quot;background-color: #9F9&amp;quot; | obj_spawn_star_at_y_offset is only declared in the U version. This function spawns the star initially at a slightly higher height so stars don&#039;t spawn at ground level. This is used by the large penguins and by King Bob-omb.&lt;br /&gt;
|-&lt;br /&gt;
| game/object_list_processor.c || style=&amp;quot;background-color: #9F9&amp;quot; | [[Spawning Displacement|Spawning displacement]] is patched in the U version by setting Mario&#039;s platform to NULL when an area loads.&lt;br /&gt;
|-&lt;br /&gt;
| game/platform_displacement.c || style=&amp;quot;background-color: #9F9&amp;quot; | set_mario_platform_null is only declared in the U version. This function is only used once, in object_list_processor.c, to patch spawning displacement.&lt;br /&gt;
|-&lt;br /&gt;
| game/star_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | In the U version, the &amp;quot;MY SCORE&amp;quot; text on the star select screen is actually &amp;quot;MYSCORE&amp;quot;; it doesn&#039;t have a space. This is in contrast to the &amp;quot;MY SCORE&amp;quot; text in the Score section of the file select, which does have a space. In the Japanese version, these two texts are the same.&lt;br /&gt;
|-&lt;br /&gt;
| game/star_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | The text of the mission name is centered a few pixels farther to the left on the U version than on the J version.&lt;br /&gt;
|-&lt;br /&gt;
| game/star_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | When selecting a star, Mario says &amp;quot;Let&#039;s-a Go!&amp;quot; in the U version but not in the J version.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Version_differences&amp;diff=14432</id>
		<title>Version differences</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Version_differences&amp;diff=14432"/>
		<updated>2021-05-13T02:02:52Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Version Differences&#039;&#039;&#039; are differences in Super Mario 64 between different releases. Most differences, like translated text, are obvious; however, there are some subtle differences in the game&#039;s logic that aren&#039;t as readily apparent. Thanks to the [[decompilation]] of Super Mario 64, version differences are easier to spot and make sense of. This page aims to be a complete list of all the version differences in the game&#039;s source code (i.e. not text, sounds, etc.) between the original [[Super Mario 64#Japanese|Japanese version]] (NTSC-J) and the [[Super Mario 64#English|North American version]] (NTSC-U).&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
The Japanese version of Super Mario 64 was released on June 23, 1996, and the North American version 3 months later, on September 29. Between finalization of the Japanese version and release of the North American version, over 200 changes were made to the game&#039;s main code. Some of these are simple bugfixes, some are additions to the game, and some are as yet undeciphered.&lt;br /&gt;
&lt;br /&gt;
Version differences are found in the audio library and in the main game code. There are no version differences in the game&#039;s core engine, nor in the Goddard subsystem (a separate area of the code written in C++ by Giles Goddard and responsible for the draggable Mario head).&lt;br /&gt;
&lt;br /&gt;
==Differences==&lt;br /&gt;
This list is in the form of a color-coded table. Green differences are fully understood; red differences are completely opaque; and yellow differences are in-between, relatively simple but with unexplored effects on the game.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! File !! Difference&lt;br /&gt;
|-&lt;br /&gt;
| audio/dac.c || style=&amp;quot;background-color: #F99&amp;quot; | In func_80316928, D_80226D7C is (in the U version) set to 172,320 times what it would be set to in the J version.&lt;br /&gt;
|-&lt;br /&gt;
| audio/data.c || style=&amp;quot;background-color: #F99&amp;quot; | D_80332190 has different data in J and U versions. This may be related to sound glitch.&lt;br /&gt;
|-&lt;br /&gt;
| audio/dma.c || style=&amp;quot;background-color: #F99&amp;quot; | In func_80317270, osInvalDCache isn&#039;t called on the J version.&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_1.c || style=&amp;quot;background-color: #F99&amp;quot; | 15 separate numeric literals are doubles in J but floats in U.&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_1.c || style=&amp;quot;background-color: #9F9&amp;quot; | There are 13 values which are casted to an f32 in the J version and casted to an s32 and then to an f32 in the U version. This was done to simplify the compiled ASM, and has no effect on the game.&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_1.c || style=&amp;quot;background-color: #F99&amp;quot; | When func_8031CAD4 processes the instructions 0xDC or 0xDD, it will modify arg0-&amp;gt;unkA. In the J version, arg0-&amp;gt;unkA gets the return value of func_8031B01C (casted to a signed byte) added to it when the instruction is 0xDC, and when the instruction is 0xDD it&#039;s simply set to the return value of func_8031B01C. In the U version, the return value of func_8031B01C is multiplied by 48 in both of these cases.&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_1.c || style=&amp;quot;background-color: #F99&amp;quot; | In the J version of func_8031D42C, D_80222A18[arg0].unkA is set to 120. In the U version, it&#039;s set to 5760, which is 48 times larger.&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_2.c || style=&amp;quot;background-color: #F99&amp;quot; | 32 separate numeric literals are doubles in J but floats in U.&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_2.c || style=&amp;quot;background-color: #F99&amp;quot; | 15 separate numeric literals are different between J and U. One of these changes results in a sound difference in Dialog037 (todo: elaborate)&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_2.c || style=&amp;quot;background-color: #F99&amp;quot; | D_U_8033323C only exists in the U version. (note: this is apparently unused)&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_2.c || style=&amp;quot;background-color: #F99&amp;quot; | The typedefs Arg1T and Arg2T are equivalent to u16 and u8 respectively on J version and s32 (both) on U version.&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_2.c || style=&amp;quot;background-color: #9F9&amp;quot; | unused_8031E4F0 and unused_8031E568 are remnants of unused debug functions that only exist on U.&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_2.c || style=&amp;quot;background-color: #F99&amp;quot; | In the U version, func_8031D630 has a check that increments its second argument if it&#039;s 0. This is because later on in the function, a value is divided by this argument. This check does not exist in the J version.&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_2.c || style=&amp;quot;background-color: #F99&amp;quot; | In func_8031D924 in the J version, (&amp;amp;D_80226D9C-&amp;gt;task.t)-&amp;gt;yield_data_ptr is set to gAudioSPTaskYieldBuffer and (&amp;amp;D_80226D9C-&amp;gt;task.t)-&amp;gt;yield_data_size is set to 0x400. In the U version, yield_data_ptr is set to NULL and yield_data_size is set to 0.&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_2.c || style=&amp;quot;background-color: #F99&amp;quot; | Under certain circumstances in func_8031E16C, func_8031E0E4 will be called only in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_2.c || style=&amp;quot;background-color: #F99&amp;quot; | In the U version of func_8031EB24, &amp;quot;div&amp;quot; is set to &amp;quot;listIndex &amp;lt; 3 ? 2 : 3&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_2.c || style=&amp;quot;background-color: #F99&amp;quot; | In the J version of func_8031EB24, f12 is set to 0 if D_80332028[gCurrLevelNum] &amp;lt; D_80360C48[listIndex][item].unkC, and 1.0 - D_80360C48[listIndex][item].unkC / f0 otherwise. In the U version, if D_80360C48[listIndex][item].unkC &amp;gt; 22000.0f, f12 is set to 0; otherwise, the J logic is run except instead of setting f12 to 0 it sets it to ((22000.0f - D_80360C48[listIndex][item].unkC) / (22000.0f - f0)) * (1.0f - arg2).&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_2.c || style=&amp;quot;background-color: #F99&amp;quot; | In the J version of func_8031EB24, when the 0x2000000 flag of D_80360C48[listIndex][item].unk14 is set, (D_80226EB8 &amp;amp; 0xf) / &#039;&#039;&#039;192.0&#039;&#039;&#039; is subtracted from f12 unless f12 is 0. In the U version, when the flag is set, (f32) (D_80226EB8 &amp;amp; 0xf) / &#039;&#039;&#039;192.0f&#039;&#039;&#039;; is subtracted from f12 unless f12 is less than 0.8.&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_2.c || style=&amp;quot;background-color: #F99&amp;quot; | In the J version of func_8031ED70, &amp;quot;level&amp;quot; is set to &amp;quot;(gCurrLevelNum &amp;gt; LEVEL_MAX ? LEVEL_MAX : gCurrLevelNum)&amp;quot; and &amp;quot;area&amp;quot; is set to &amp;quot;gCurrAreaIndex - 1&amp;quot;. &amp;quot;area&amp;quot; is then capped at 2. In the U version, if the 0x20 flag of D_80360C48[listIndex][item].unk14 is set, &amp;quot;level&amp;quot; and &amp;quot;area&amp;quot; will both be set to 0 instead.&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_2.c || style=&amp;quot;background-color: #F99&amp;quot; | In the J version of func_8031EEF8, if D_80360C48[listIndex][index].unk14 &amp;amp; 0xF == 0, func_8031E0E4 and func_8031DFE8 will be called with D_80222A18[2].unk2C[k]-&amp;gt;unk54 set to 0 in between. In the U version, if D_80222A18[2].unk2C[k]-&amp;gt;unk44 == 0 the same code is run except setting D_80360C48[listIndex][index].unk18 to 0 instead; if D_80222A18[2].unk2C[k]-&amp;gt;unk44 != 0, D_80222A18[2].unk2C[k]-&amp;gt;unk44-&amp;gt;unk0b40 == 0, D_80360C48[listIndex][index].unk14 &amp;amp; 0xF == 0, the same code as in the J version is run. This version difference is responsible for patching [[Sound Glitch]].&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_2.c || style=&amp;quot;background-color: #9F9&amp;quot; | When pressing a cap switch, the &amp;quot;Correct Solution&amp;quot; jingle (played by play_puzzle_jingle) isn&#039;t played on the J version.&lt;br /&gt;
|-&lt;br /&gt;
| audio/interface_2.c || style=&amp;quot;background-color: #F99&amp;quot; | In the U version, func_80321368 will set both its argument arg0 and D_U_8033323C to 0 if arg0 is greater than 8.&lt;br /&gt;
|-&lt;br /&gt;
| audio/playback.c || style=&amp;quot;background-color: #F99&amp;quot; | 8 separate numeric literals are doubles in J but floats in U.&lt;br /&gt;
|-&lt;br /&gt;
| audio/playback2.c || style=&amp;quot;background-color: #F99&amp;quot; | 4 separate numeric literals are doubles in J but floats in U.&lt;br /&gt;
|-&lt;br /&gt;
| audio/playback2.c || style=&amp;quot;background-color: #F99&amp;quot; | 2 separate numeric literals (both equal to 1) are doubles in J but ints in U.&lt;br /&gt;
|-&lt;br /&gt;
| audio/something.c || style=&amp;quot;background-color: #F99&amp;quot; | 6 separate numeric literals are doubles in J but floats in U. &lt;br /&gt;
|-&lt;br /&gt;
| audio/something.c || style=&amp;quot;background-color: #F99&amp;quot; | In the J version, v0 in func_803159EC is initialized to MIN((s32)(arg2 * 127.5), 127) immediately, while in the U version it&#039;s set to (s32)(arg2 * 127.5f) &amp;amp; 127 three times, each time right before it&#039;s used for something.&lt;br /&gt;
|-&lt;br /&gt;
| audio/something.c || style=&amp;quot;background-color: #F99&amp;quot; | In func_803159EC, arg0-&amp;gt;unk&amp;lt;3C/3E&amp;gt; are set to ((u16)(arg1 * &amp;lt;f0/f2&amp;gt;)) &amp;amp; -0x8100 in the J version, but in the U version they&#039;re set to (u16)((s32)(arg1 * &amp;lt;f0/f2&amp;gt;)) &amp;amp; -0x8100.&lt;br /&gt;
|-&lt;br /&gt;
| game/behavior_actions.c || style=&amp;quot;background-color: #9F9&amp;quot; | music_touch.inc.c is only included in the U version. This means the &amp;quot;Music Touch&amp;quot; object doesn&#039;t exist on the J version. The only thing the object does is play the &amp;quot;Correct Solution&amp;quot; jingle the first time Mario enters within 200 units of it. This object is only used once in the game, to play the puzzle jingle when Mario enters the shortcut in the CCM slide.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/bbh_tilt_floor.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | See [https://www.youtube.com/watch?v=sOuk8sLwyS4&amp;amp;t=19s this video] for an explanation of the version difference.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/boo.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | In [[Go on a Ghost Hunt]], there is a single boo upstairs which spawns in the Eye-to-Eye Secret Room. The premise of the star is that you must kill all of the boos, but since you aren&#039;t intended to go upstairs in that star the boo upstairs shouldn&#039;t count. Mario is required to kill 5 boos. In the U version, a check was added to make sure that killing the upstairs boo doesn&#039;t contribute to spawning the Big Boo. In the J version, you can kill 4 boos downstairs and 1 boo upstairs in any order and the Big Boo will spawn. If you kill the upstairs boo last, the text that normally appears when unlocking the Big Boo doesn&#039;t appear, nor does the &amp;quot;Correct Solution&amp;quot; jingle play.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/boo.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | In the J version, gDebugInfo[5][0] acts as the number of extra boos (past 5) needed to activate a Big Boo. In the U version, this debug option was removed.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/boo.inc.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | boo_stop() is called in ActionBooGivingStar4 only on the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/boo.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | On the J version, the sound played when opening a chest is also played when the Merry-Go-Round Big Boo is spawned. In the U version, the standard &amp;quot;Correct Solution&amp;quot; jingle is called instead. The difference between the 2 sounds is shown in [https://youtu.be/eu9f6QEoLCU this video.]&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/bowser.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | In the final Bowser fight in the J version, Bowser&#039;s hitbox is still able to be interacted with after the Grand Star spawns ([https://cdn.discordapp.com/attachments/454787583684378647/580079347990265857/amarec20190520-1303.mp4 video]). This was fixed in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/bowser.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | In the US version, Bowser checks if he&#039;s in a demo to prevent the typical 1/10 chance of dancing. This is because the U version added a new [[BitDW]] demo.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/bowser.inc.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | func_u_802B4AF4() is only declared in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/bowser.inc.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | In ActionBowser13, func_u_802B4AF4 is called only in the U version if Bowser&#039;s subaction is 1 and &amp;quot;o-&amp;gt;oBehParams2ndByte == 2 &amp;amp;&amp;amp; o-&amp;gt;oUnknownUnkF4_S32 &amp;amp; 0x10000&amp;quot;. (todo: can&#039;t find where 2nd byte of behavior params is set to 2 for bowser, is this code ever reached?)&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/bowser.inc.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | In ActionBowser2, when Bowser&#039;s subaction is 2, func_u_802B4AF4 is called in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/bowser_key.inc.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | The sound of a Bowser key bouncing has higher priority in the U version, probably to stop it getting overriden by other sounds. It also has a flag set on the U version which seems to indicate that the sound is affected by the camera&#039;s distance to the key somehow.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/bully.inc.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | The sound a bully makes when it spawns a coin after being killed in the U version has a flag set which seems to indicate that the sound is affected by the camera&#039;s distance to the bully somehow.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/camera_lakitu.inc.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | The &amp;quot;Lakitu&#039;s Message&amp;quot; music clip that plays when Lakitu comes near Mario to explain the camera controls at the start of the game isn&#039;t played or doesn&#039;t exist on J version.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/celebration_star.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | When you collect a Bowser key, the cutscene that plays will show a star instead of a key in the J version.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/celebration_star.inc.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | On the J version, when a celebration star is turning to face the camera, it is scaled by 1/10 units per frame. On the U version, it checks if it&#039;s a key. If it&#039;s a key, it scales 1/30 units per frame; if it&#039;s the Grand Star, it scales 1/10 units per frame. (todo: check if the function is ever called by the grand star)&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/coin.inc.c ||  style=&amp;quot;background-color: #FFFF90&amp;quot; | The sound a coin makes when it spawns (through bhvSingleCoinGetsSpawned or bhvMrIBlueCoin) in the U version has a flag set which seems to indicate that the sound is affected by the camera&#039;s distance to the coin somehow.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/coin.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | On the U version, coins will unload if they land on the death barrier. On the J version, they will continue to exist.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/coin.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | If a coin bounces more than 5 times in a row, it will only continue to play the bounce sound on the J version.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/cruiser.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | On the U version, the wings on the RR cruiser will play a sound every 64 frames. (It waits for the timer to become 64, then plays the sound and sets it to 0.) On the J version, it won&#039;t do any of this.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/dorrie.inc.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | Two if-elseif statements swap places between the J and U versions (todo: elaborate on what effects this has). Also, in the J version, it will raise its head along with Mario if the forward distance to Mario is greater than 830 (i.e. Mario is greater than 830 units away from Dorrie&#039;s center) and if set_mario_npc_dialogue returns the expected result indicating a success. In the U version, 830 is changed to 780, and another condition is added: Dorrie&#039;s Y offset has to be equal to -17.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/hidden_star.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | As you collect more secrets, the sound played when collecting secrets gets higher in pitch on the U version. It doesn&#039;t change on the J version.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/king_bobomb.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | In ActionKingBobomb0, King Bob-omb&#039;s velocity is only set to 0 in the U version. It is not touched in the J version. This is the cause of [https://t.co/rSZBnhKCAT this J-specific glitch.]&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/king_bobomb.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | King Bob-omb&#039;s star spawns &#039;&#039;from&#039;&#039; 100 units higher in the U version than in the J version, before moving to its final spot during the cutscene.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/mips.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | When MIPS has action 1 in the J version, his forward velocity is set to 45. In the U version, it&#039;s set to o-&amp;gt;oUnk1AC_F32, which is 40 for the 1st MIPS and 45 for the 2nd MIPS. This was probably done to slow him down a bit.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/mips.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | In the J version, MIPS&#039; gravity is 2.5. In the U version, it&#039;s 15.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/moneybag.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | When turning invisible, moneybags make a sound in U but not in J.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/mr_i.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | In ActionMrI0, the Mr. I will set its MoveAngles to 0 on the J version. On the U version, it calls set_object_angle(o, 0, 0, 0), which sets both its FaceAngles and MoveAngles to 0. This has no effect in the game.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/piranha_plant.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | piranha_plant_reset_when_far is only declared in the U version. It resets the piranha plant if it is far away from Mario. This was done to patch [https://www.youtube.com/watch?v=zkA3WFlHS9g this J-specific glitch.]&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/piranha_plant.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | When the piranha plant is idle, its size is constantly set to normal. This is to make the piranha plant not permanently small when the aforementioned glitch is tried on U.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/piranha_plant.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | Mario can run into a sleeping piranha plant and receive knockback. On the U version, he will not get hurt, but on the J version, he will.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/racing_penguin.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | When the penguin is turning and walking at the end of the race, the game will play a walking noise when not on the J version.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/racing_penguin.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | The penguin&#039;s star spawns &#039;&#039;from&#039;&#039; 200 units lower in the U version than in the J version, before moving to its final spot during the cutscene.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/red_coin.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | As you collect more red coins, the sound played when collecting secrets gets higher in pitch on the U version. It doesn&#039;t change on the J version.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/sparkle_spawn_star.inc.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | In bhvUnused080CLoop (not unused), when the object&#039;s action is 0, its Y-velocity is negative, it&#039;s under its home, and the bitmask o-&amp;gt;oUnk190 has flag 0x400 set, the object will call func_803212A0(0) in the J version and func_803212A0(1) in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/tox_box.inc.c ||  style=&amp;quot;background-color: #9F9&amp;quot; | The sound the tox-box plays when slamming into the ground has a higher priority in the U version to stop it from getting overriden by other sounds.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/tuxie.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | The Mother Penguin will spawn the star in a completely different location in the U version than in the J version.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/tuxie.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | On the J version, the baby penguin&#039;s cries will not become quieter if Mario/the penguin go further away from the camera (e.g. by fixing the camera). This was fixed on the U version; the cries change in volume depending on the distance from the camera as expected.&lt;br /&gt;
|-&lt;br /&gt;
| game/behaviors/water_ring.inc.c || style=&amp;quot;background-color: #9F9&amp;quot; | As you go through more water rings, the sound played when collecting secrets gets higher in pitch on the U version. It doesn&#039;t change on the J version.&lt;br /&gt;
|-&lt;br /&gt;
| game/camera.c || style=&amp;quot;background-color: #F99&amp;quot; | When func_80286C9C is called while in BitDW (todo: clarify, is this the entire level including the boss fight or just the boss fight?), func_8028BB3C(a, 144) will be called on the J version. On the U version, func_8028BB3C(a, 144) will be called if the demo is not being run; if it is, and the camera&#039;s secondary focus is set on an object, that object will have the first byte of its rawData set to 2.&lt;br /&gt;
|-&lt;br /&gt;
| game/camera.c || style=&amp;quot;background-color: #9F9&amp;quot; | When you try to zoom out (press C-Down) when the camera is already zoomed out, a buzz sound will play on the U version. It will not play on the J version.&lt;br /&gt;
|-&lt;br /&gt;
| game/camera.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | In func_8028B7A4, under some circumstances the sound that normally plays when you press C-Down will not play on J, but will on U. (todo: document camera)&lt;br /&gt;
|-&lt;br /&gt;
| game/camera.c || style=&amp;quot;background-color: #F99&amp;quot; | In CameraHMC00() in the U version, when a-&amp;gt;unk10[1] &amp;gt; -102.f, a-&amp;gt;unk10[1] and D_8033B328.unk0[1][1] will both be set to D_8033B328.unk0[3][1]. In the J version, these values are not set.&lt;br /&gt;
|-&lt;br /&gt;
| game/camera.c || style=&amp;quot;background-color: #F99&amp;quot; | CutsceneIntroPeach0_2 will run func_8031FFB4(0, 60, 40) on the U version but not on the J version. (todo: check what this actually is)&lt;br /&gt;
|-&lt;br /&gt;
| game/camera.c || style=&amp;quot;background-color: #F99&amp;quot; | CutsceneIntroPeach2_1 will run func_80320040(0, 60) on the U version but not on the J version (todo: check what this actually is)&lt;br /&gt;
|-&lt;br /&gt;
| game/camera.c || style=&amp;quot;background-color: #F99&amp;quot; | On the U version, if the camera preset is set to CAMERA_PRESET_BOWSER_FIGHT, a-&amp;gt;unk4 will be copied into D_8033B4B8.unkC and a-&amp;gt;unk10 will be copied into D_8033B4B8.unk0. If the camera preset isn&#039;t set to CAMERA_PRESET_BOWSER_FIGHT, func_80290224 will be run instead. On the J version, the if statement doesn&#039;t exist, and only func_80290224 is run every time.&lt;br /&gt;
|-&lt;br /&gt;
| game/camera.c || style=&amp;quot;background-color: #9F9&amp;quot; | On the J version, Peach doesn&#039;t read out the letter she sent to Mario in the intro.&lt;br /&gt;
|-&lt;br /&gt;
| game/camera.c || style=&amp;quot;background-color: #9F9&amp;quot; | On the U version, the click sound that usually plays when you change the camera mode with R also plays when the HUD turns on in the intro sequence. [https://youtu.be/a0KxaCBXSxs?t=113 Here is an example.] This click sound does not play in the J version, as can be seen [https://youtu.be/j5j6l9ULxmI?t=44 here.]&lt;br /&gt;
|-&lt;br /&gt;
| game/camera.c || style=&amp;quot;background-color: #9F9&amp;quot; | On the U version, when the camera lakitu flies under the bridge, out of the bridge, and near Mario&#039;s pipe in the intro cutscene, &amp;quot;whoosh&amp;quot; sounds are played. They aren&#039;t there on the J version.&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | sSoundTextX is not declared in the J version.&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | The sound clip that plays when you select a file in the file select has Mario saying &amp;quot;Okey Dokey!&amp;quot; in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | The &amp;quot;Select File&amp;quot; text has a different font and is in a [https://media.discordapp.net/attachments/471852219558526989/589527680798687262/33jpz3.gif slightly different position] in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | In the U version, sSoundTextX is used to center the name of the current sound setting on the main file select. In the J version, it remains uncentered.&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | The &amp;quot;Check File&amp;quot; text in the score menu has a different font and is in a slightly different position in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | The &amp;quot;Return&amp;quot;, &amp;quot;Copy&amp;quot;, and &amp;quot;Erase&amp;quot; texts in the score menu are in slightly different positions in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | All the text in messages that appear when copying a file have a different font and are in slightly different positions in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | The &amp;quot;Return&amp;quot;, &amp;quot;View Score&amp;quot;, and &amp;quot;Erase&amp;quot; texts in the copy menu are in slightly different positions in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | TIMER_VAR1 and TIMER_VAR2 are set to 0xA4 and 0x91 respectively in the J version and 0xA9 and 0x8C respectively in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | In erase_menu_yes_no_prompt(s16 x, s16 y), sp2C is set to sCursorPos[0] + 160 in the J version and sCursorPos[0] + (x + 70) in the U version. The function is only ever called with x=90, and 90 + 70 = 160, so this results in no difference.&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | In the U version of erase_menu_display_message, the positions of the &amp;quot;Erase File&amp;quot;, &amp;quot;No Saved Data Exists&amp;quot;, &amp;quot;Mario A Just Erased&amp;quot;, and &amp;quot;Saved Data Exits [sic]&amp;quot; are slightly different. Also, the index into the &amp;quot;Mario A Just Erased&amp;quot; to modify A to match the letter of the file that was erased is different, since in English there are 6 characters before the A and in Japanese there are 3 (&amp;quot;マリオAをけしました&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | The &amp;quot;Return&amp;quot;, &amp;quot;View Score&amp;quot;, and &amp;quot;Copy File&amp;quot; texts in the erase menu are in slightly different positions in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | In draw_sound_mode_menu, textX is not declared in the J version.&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | The &amp;quot;Sound Select&amp;quot; text is in a slightly different position in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | The names of the sound modes in the sound menu aren&#039;t centered correctly on the J version. This was corrected on the U version (using the textX variable from before).&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | In score_file_print_course_coin_score, the length of the char arrays in fileNames are 5 in the J version and 8 in the U version. This is to account for the fact that on the J version, they are 4 characters (ex. &amp;quot;マリオA&amp;quot;) while on the U version they are 7 (ex. &amp;quot;MARIO A&amp;quot;).&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | In score_file_print_course_coin_score, when showing high scores over all files, the position of the coin icon, coin count, and file name on the right side of the screen is slightly different in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | Some variable declarations are reorganized in the U version. This has no effect on the game.&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | In the score menu, the position of the name of the file (ex. &amp;quot;マリオA&amp;quot;/&amp;quot;MARIO A&amp;quot;) is slightly different in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | In the score menu, the position of the star symbols is slightly different on the U version. Also, the course names for courses 1-9 are padded to make up for the course numbers&#039; entering into double digits.&lt;br /&gt;
|-&lt;br /&gt;
| game/file_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | In the score menu, the position of the &amp;quot;Castle Secret Stars&amp;quot; text, the secret star counter, and the coin score mode in the top right are slightly different in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/hud.c || style=&amp;quot;background-color: #9F9&amp;quot; | The HUD is 1 pixel lower in the U version than in the J version.&lt;br /&gt;
|-&lt;br /&gt;
| game/hud.c || style=&amp;quot;background-color: #9F9&amp;quot; | The star count in the HUD is shifted 5 pixels to the right in the U version from the J version.&lt;br /&gt;
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| game/interaction.c || style=&amp;quot;background-color: #9F9&amp;quot; | The [[dab]] is patched in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/interaction.c || style=&amp;quot;background-color: #9F9&amp;quot; | Mario says &amp;quot;Boing!&amp;quot; when he bounces on an enemy that causes him to twirl (e.g. [[Fly Guy|Fly Guys]]) only on the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/interaction.c || style=&amp;quot;background-color: #9F9&amp;quot; | Mario can press either B or A to read a sign on the U version. On the J version, B must be pressed.&lt;br /&gt;
|-&lt;br /&gt;
| game/interaction.c || style=&amp;quot;background-color: #9F9&amp;quot; | Mario must be facing within 14563 (0x38E3) angle units i.e. 80 degrees of a sign to talk to it on the J version. On the U version, the range is wider; he can be within 16384 (0x4000) angle units i.e. 90 degrees to talk to it.&lt;br /&gt;
|-&lt;br /&gt;
| game/level_select_menu.c || style=&amp;quot;background-color: #9F9&amp;quot; | In the title screen, Mario says &amp;quot;Hello!&amp;quot;, &amp;quot;Press Start to play!&amp;quot;, and &amp;quot;Game over!&amp;quot; only on the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/level_update.c || style=&amp;quot;background-color: #9F9&amp;quot; | The credits text are different in the U version; voice actors were credited and some typos were fixed. Notably, &amp;quot;JYOHO KAIHATUBU&amp;quot; was translated into English as &amp;quot;EAD STAFF&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| game/level_update.c || style=&amp;quot;background-color: #9F9&amp;quot; | On the J version, if Mario has more than 999 coins, his lives counter gets set to 999, which overflows to -25 lives. This was fixed in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/level_update.c || style=&amp;quot;background-color: #9F9&amp;quot; | On the J version, if Mario enters a teleport while racing Koopa the Quick, the race music will stop. This was fixed in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/level_update.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | func_80320AE8 is called in the U version when Mario enters (or maybe exits?) Bob-omb Battlefield if func_80320E98 does not return 1033 and sTimerRunning is not 0.&lt;br /&gt;
|-&lt;br /&gt;
| game/level_update.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | SOUND_MENU_MARIOCASTLEWARP is played when Mario warps to a castle warp with ID 31 in the J version and 31 or 32 in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/level_update.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | On the U version, SOUND_MENU_MARIOCASTLEWARP is played when Mario warps to a castle grounds warp with ID 7, 10, 20, or 30, and his destination area index is 1.&lt;br /&gt;
|-&lt;br /&gt;
| game/level_update.c || style=&amp;quot;background-color: #9F9&amp;quot; | The star sound is played when entering [[Tower of the Wing Cap]] in the U version. No sound is played on the J version.&lt;br /&gt;
|-&lt;br /&gt;
| game/main.c || style=&amp;quot;background-color: #9F9&amp;quot; | The U version of Mario 64 is able to detect PAL TVs and change its video output accordingly. The J version assumes any connected screen is NTSC, and is therefore not compatible with PAL TVs.&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_airborne.c || style=&amp;quot;background-color: #9F9&amp;quot; | In the U version, when Mario gets air knockback or bonks in the air, Mario will say &amp;quot;Doh!&amp;quot; if his action arg is 0 and he&#039;s travelling faster than 28 units per second forwards or backwards, and &amp;quot;Uh!&amp;quot; otherwise. In the J version, he will always say &amp;quot;Uh!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_airborne.c || style=&amp;quot;background-color: #9F9&amp;quot; | When Mario gets stuck in the ground, SOUND_MARIO_OOOF will play in the J version and SOUND_MARIO_OOOF2 will play in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_airborne.c || style=&amp;quot;background-color: #9F9&amp;quot; | The place where the wind sound for horizontal wind plays was moved from check_horizontal_wind to Mario&#039;s general update function in the U version. Sometimes, action functions return before they reach the check_horizontal_wind call, so there are some times that the wind sound doesn&#039;t play when Mario is in horizontal wind in the J version.&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_airborne.c || style=&amp;quot;background-color: #9F9&amp;quot; | In the U version, the sound Mario makes when he does a triple jump or zooms up when flying is randomized between &amp;quot;Yahoo!&amp;quot; (60% chance), &amp;quot;Waha!&amp;quot; (20% chance), and &amp;quot;Yippee!&amp;quot; (20% chance). On the J version, Mario says &amp;quot;Yahoo!&amp;quot; every time.&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_airborne.c || style=&amp;quot;background-color: #9F9&amp;quot; | On the J version, if Mario jumps out of water and grabs a ledge during the jump, his model will appear above the floor he grabbed on for a single frame. This is because the game starts the ledge-grabbing animation 1 frame too late, so Mario appears at the location of his hitbox (which is on the floor above him when ledge-grabbing) in the single jump animation for a single frame. This purely graphical glitch doesn&#039;t exist on the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_airborne.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | In the U version, when Mario lands on the ground after being thrown, his actionArg is set to his HP decrement counter. On the J version, the actionArg is set to the previous actionArg, i.e. it doesn&#039;t change. This is also the behavior for both J and U when landing from any other knockback action.&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_airborne.c || style=&amp;quot;background-color: #9F9&amp;quot; | When being blown by wind (e.g. from [[Fwoosh]]) on the J version, Mario will attempt to play the &amp;quot;Uh!&amp;quot; sound immediately after playing the &amp;quot;Waaaoow!&amp;quot; sound. However, since the &amp;quot;Waaaow!&amp;quot; sound has higher priority, the &amp;quot;Uh!&amp;quot; sound never plays. The unnecessary sound effect was removed in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_airborne.c || style=&amp;quot;background-color: #9F9&amp;quot; | On the J version, if Mario begins flying from a triple jump but dives or ground pounds before he starts flying but &#039;&#039;after&#039;&#039; the camera has changed to the wing cap camera mode, the camera will not return to normal and the wing cap camera will remain. This was fixed on the U version. This is another case of the [https://www.youtube.com/watch?v=4pqQQxL6W8s wing cap camera glitch], except the &amp;quot;normal&amp;quot; wing cap camera glitch wasn&#039;t patched in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_airborne.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | In the U version, when Mario lands after being thrown, his HP decrement counter is passed to set_mario_action instead of his action arg.&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_automatic.c || style=&amp;quot;background-color: #9F9&amp;quot; | In the U version, Mario will drop off a pole automatically if he&#039;s climbing up or down a pole or holding onto one from the side and he is dead or dying. In the J version, he will stay on the pole. Interestingly, he will not drop off the pole on the U version if he is in a handstand at the top of the pole or transitioning into a handstand.&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_cutscene.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | line height stuff in print_displaying_credits_entry&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_cutscene.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | When Mario lands after a death exit, he will make a SOUND_MARIO_OOOF on J and SOUND_MARIO_OOOF2 on U.&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_cutscene.c || style=&amp;quot;background-color: #9F9&amp;quot; | In the game&#039;s intro cutscene, when Mario exits the pipe, a &amp;quot;boing&amp;quot; sound (similar to the sound that plays when Mario bonks on a ceiling or on out-of-bounds) plays at the same time he says &amp;quot;Yahoo!&amp;quot; on the U version. On the J version, the &amp;quot;boing&amp;quot; sound doesn&#039;t play.&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_cutscene.c || style=&amp;quot;background-color: #9F9&amp;quot; | In the U version, Mario says &amp;quot;Haha!&amp;quot; after coming out of the pipe in the intro cutscene. On the J version, he doesn&#039;t.&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_cutscene.c || style=&amp;quot;background-color: #9F9&amp;quot; | At the end of the game, before the credits, Peach has voiced dialogue on the U version (&amp;quot;Mario! The power of the Stars is restored to the castle...&amp;quot;). This doesn&#039;t exist in the J version.&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_moving.c || style=&amp;quot;background-color: #9F9&amp;quot; | If Mario is sliding on the ground (e.g. when braking, turning around, or crouching while moving) and hits a wall, yellow stars will appear as he bonks in the J version. In the U version, yellow stars will only appear if his horizontal speed is greater than 16. (He will still bonk.)&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_moving.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | If Mario gets knockback on the ground and his actionArg is less than or equal to 0, he will make a SOUND_MARIO_OOOF on J and SOUND_MARIO_OOOF2 on U.&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_moving.c || style=&amp;quot;background-color: #9F9&amp;quot; | Mario will only say &amp;quot;Mamma Mia!&amp;quot; when exiting a course after dying in [[Big Boo&#039;s Haunt]], [[Hazy Maze Cave]], [[Rainbow Ride]], [[Bowser in the Dark World]], [[Bowser in the Fire Sea]], [[Bowser in the Sky]], [[Vanish Cap under the Moat]], and [[Wing Mario over the Rainbow]] in the U version; in the J version, he won&#039;t say &amp;quot;Mamma Mia!&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_object.c || style=&amp;quot;background-color: #9F9&amp;quot; | On the U version, if Mario is swinging Bowser faster than 3,584 (0xE00) [[angle units]] per frame and throws him, he will say &amp;quot;So long-a Bowser!&amp;quot; But if he&#039;s swinging it slower, he&#039;ll say &amp;quot;Here we go!&amp;quot; On the J version, he will say &amp;quot;Here we go!&amp;quot; regardless of how fast Bowser is spinning.&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_stationary.c || style=&amp;quot;background-color: #9F9&amp;quot; | On the U version, Mario says &amp;quot;I&#039;m-a tired!&amp;quot; before going to sleep. On the J version, he doesn&#039;t. (Note: On the U version, it won&#039;t play either sound if the result from an earlier func_802507E8 call is not -1, it&#039;s unknown what this function does)&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_stationary.c || style=&amp;quot;background-color: #F99&amp;quot; | On the J version, when Mario is sleeping, his action state is 2, and the result of func_802507E8(m, 0x87) is 2 or 25, SOUND_MARIO_SNORING2 or SOUND_MARIO_SNORING1 will be played (respectively to the result of the call to func_802507E8). On the U version, func_80250F50 is called with SOUND_MARIO_SNORING3 independent of the result of func_802507E8, and neither SOUND_MARIO_SNORING1 nor SOUND_MARIO_SNORING2 are played.&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_actions_stationary.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | On the U version, when Mario is waking up and his action timer is greater than 0, func_803205E8 is called three times, with SOUND_MARIO_SNORING1, SOUND_MARIO_SNORING2, and SOUND_MARIO_SNORING3. On the J version, it&#039;s only called twice; the SOUND_MARIO_SNORING3 call doesn&#039;t exist.&lt;br /&gt;
|-&lt;br /&gt;
| game/mario_step.c || style=&amp;quot;background-color: #9F9&amp;quot; | The place where the wind sound for vertical wind plays was moved from apply_vertical_wind to Mario&#039;s general update function in the U version. In apply_vertical_wind, Mario is only affected by vertical wind if his Y position is between -4500 and 500; this is where the sound is played in J. This means that when Mario is outside of this range, the wind sound will not play and Mario&#039;s velocity will not change because of the wind, yet wind particles will show and Mario will enter the wind action.&lt;br /&gt;
|-&lt;br /&gt;
| game/object_helpers.c || style=&amp;quot;background-color: #F99&amp;quot; | In the U version of Geo18_8029D924, when the &amp;quot;run&amp;quot; parameter is set to TRUE, sp34 is set to D_8032CFA0 casted to an object pointer. If the object is not fully opaque, it checks to see if the object is [[Bowser]] and is fully transparent. If it is, Bowser&#039;s animation state is set to 2. It will also check to see if the GFX node&#039;s unk18 property is not set to 10, and if the object has active flag UNK7 set; if both of these are true, gDPSetAlphaCompare is called. On the J version, the opacity/Bowser check is removed, and gDPSetAlphaCompare will be called if the node&#039;s unk18 is 10 and gDebugInfo[DEBUG_PAGE_ENEMYINFO][3] is set to TRUE.&lt;br /&gt;
|-&lt;br /&gt;
| game/object_helpers.c || style=&amp;quot;background-color: #9F9&amp;quot; | The move flag OBJ_MOVE_ABOVE_DEATH_BARRIER (1 &amp;lt;&amp;lt; 13) is only used in the U version, by coins. Coins use it to unload when they come into contact with the death barrier. In the U version, it is set in obj_update_floor if the object is above the death barrier. In the J version, it is not set.&lt;br /&gt;
|-&lt;br /&gt;
| game/object_helpers.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | In obj_update_floor_and_resolve_wall_collisions, the object&#039;s move flag OBJ_MOVE_ABOVE_LAVA is cleared. In the U version, OBJ_MOVE_ABOVE_DEATH_BARRIER is cleared alongside it.&lt;br /&gt;
|-&lt;br /&gt;
| game/object_helpers.c || style=&amp;quot;background-color: #9F9&amp;quot; | The [[Timestop|timestop glitch]] is patched on the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/object_helpers.c || style=&amp;quot;background-color: #FFFF90&amp;quot; | obj_spawn_star_at_y_offset is only declared in the U version.&lt;br /&gt;
|-&lt;br /&gt;
| game/object_list_processor.c || style=&amp;quot;background-color: #9F9&amp;quot; | [[Spawning Displacement|Spawning displacement]] is patched in the U version by setting Mario&#039;s platform to NULL when an area loads.&lt;br /&gt;
|-&lt;br /&gt;
| game/platform_displacement.c || style=&amp;quot;background-color: #9F9&amp;quot; | set_mario_platform_null is only declared in the U version. This function is only used once, in object_list_processor.c, to patch spawning displacement.&lt;br /&gt;
|-&lt;br /&gt;
| game/star_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | In the U version, the &amp;quot;MY SCORE&amp;quot; text on the star select screen is actually &amp;quot;MYSCORE&amp;quot;; it doesn&#039;t have a space. This is in contrast to the &amp;quot;MY SCORE&amp;quot; text in the Score section of the file select, which does have a space. In the Japanese version, these two texts are the same.&lt;br /&gt;
|-&lt;br /&gt;
| game/star_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | The text of the mission name is centered a few pixels farther to the left on the U version than on the J version.&lt;br /&gt;
|-&lt;br /&gt;
| game/star_select.c || style=&amp;quot;background-color: #9F9&amp;quot; | When selecting a star, Mario says &amp;quot;Let&#039;s-a Go!&amp;quot; in the U version but not in the J version.&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Crash&amp;diff=14342</id>
		<title>Crash</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Crash&amp;diff=14342"/>
		<updated>2021-05-11T10:48:18Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: Adding the second known source of sound glitch.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;Crash&#039;&#039;&#039;, &#039;&#039;&#039;Freeze&#039;&#039;&#039;, or &#039;&#039;&#039;Hardlock&#039;&#039;&#039; is when the [[Threads#Game Thread|game thread]] of SM64 stops executing instructions (as opposed to a [[Softlock|softlock]], where the game is still running as normal but is stuck in a loop without any way to get out). Crashes can occur in several different ways, such as a game thread exception or an [[RCP]] (graphics) crash.&lt;br /&gt;
&lt;br /&gt;
==CPU Crashes==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Cause !! Exception Type !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Exceed the [[Objects#Object Limit|object limit]] || style=&amp;quot;background-color: #ffb65e&amp;quot;| N/A || This is technically not a crash as the game developers accounted for this scenario and made the game enter an infinite loop. However, this infinite loop has the same symptoms as a crash and is one for all practical purposes, so it is included here. This &amp;quot;crash&amp;quot; can be done via a variety of methods including cloning, hat duplication, monty-mole pellet build-up, or money-bag duplication.&lt;br /&gt;
|-&lt;br /&gt;
| Sending the camera into a [[Parallel Universe|PU]]|| style=&amp;quot;background-color: #ff9696&amp;quot; | Floating-Point Overflow ||&lt;br /&gt;
|-&lt;br /&gt;
| Walking at PU speed for only a portion of the 4 quarter steps on a [[frame]] ||  style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Overflow ||&lt;br /&gt;
|-&lt;br /&gt;
| Moving at PU speed with no joystick input for all 4 quarter steps on a frame ||  style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Overflow ||&lt;br /&gt;
|-&lt;br /&gt;
| Moving 16384 distance into a wall (Often a PU Crash) ||  style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Overflow ||&lt;br /&gt;
|-&lt;br /&gt;
| Walking with a speed greater than or equal to 2^31 / 170 (~12.632M) || style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Overflow || Mario&#039;s speed is multiplied by 170 in some intermediate calculations and casted to an int. When this cast exceeds 2^31 an FPE occurs.&lt;br /&gt;
|-&lt;br /&gt;
| Turning during a walking action such that speed times change in yaw is greater than or equal to 2^31 * 12 (~12.583M with dyaw = 2048) || style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Overflow || Similar to the above.&lt;br /&gt;
|-&lt;br /&gt;
| Bully Knockback Division-by-Zero || style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Division-by-Zero || By positioning Mario at the exact same X and Z coordinates as the bully, a division-by-zero exception occurs when the game divides by the lateral distance between Mario and the bully to calculate Mario and the bully&#039;s new speed after the collision.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=8jd3A2euOjg &amp;quot;Game Crash from Bully Knockback DIV/0&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Bully/Bob-omb Angle Overflow || style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Overflow || When a Bully or Bob-omb is out-of-bounds, the code to keep their angle between -32768 and 32767 doesn&#039;t run, and eventually it becomes big enough that a floating-point overflow exception occurs when casted back to an int.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ZrMxO1eZPGU &amp;quot;Game Crash from Bully Angle Double-to-Int Conversion&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=kwQu5qQg-M0 &amp;quot;Game Crash from Bob-omb Angle Double-to-Int Conversion&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Deleting a non-existent file on the File Select Screen&amp;lt;ref&amp;gt;[https://youtu.be/-N5OQPgA6YI &amp;quot;How to crash Super Mario 64 in 20 seconds&amp;quot; by rattleman123456]&amp;lt;/ref&amp;gt; ||  style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || The game tries to find the button object corresponding to the file and set its state to erased. However, the button object doesn&#039;t exist (a New File button is there instead), so it ends up trying to write to NULL.&lt;br /&gt;
|-&lt;br /&gt;
| Moving a shadow above [[surface]] 12 while it&#039;s over OOB || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error ||&lt;br /&gt;
|-&lt;br /&gt;
| Killing a Monty Mole remotely || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || The game tries to find which hole the Monty Mole should spawn in, but all the available holes are too far away from Mario, so no hole is chosen and the Monty Mole tries to go to a null hole.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=P4AQ9AmWa9s &amp;quot;Long Range Monty Mole Kill Game Crash&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Killing an uninitialized Monty Mole&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=aafLNwyR5kk &amp;quot;Uninitialized Monty Moles&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || Similar to above.&lt;br /&gt;
|-&lt;br /&gt;
| Going out of bounds in a room with a painting || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || Paintings use the floor type of Mario&#039;s floor to decide how they should ripple. Going out-of-bounds causes them to try to read the floor type of null.&lt;br /&gt;
|-&lt;br /&gt;
| Being pushed off of a hangable [[ceiling]] while hanging and stationary without another ceiling above || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || The game has a check to make Mario enter freefall if the ceiling above him is not hangable. The programmers failed to account for the ceiling being NULL, so if Mario is pushed off the ceiling and has no ceiling above him the game will try to read the type of a null ceiling and crash.&lt;br /&gt;
|-&lt;br /&gt;
| Sound glitch || Unknown || &amp;quot;Sound glitch&amp;quot; refers to when the audio thread encounters an exception (usually an address error exception), therefore causing the sound to cut out. When the game thread next tries to interface with the audio thread on a level load, the game thread crashes as well. Sound glitch is often treated as one singular glitch even though it is really a class of glitches in the audio library. Sound glitches are usually J-exclusive, however some instances such as the [[BitS]] sound glitch are not.&lt;br /&gt;
|-&lt;br /&gt;
| Teleporting while passing over a loading zone || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || Since the area changed, there is now no teleporter with the same ID as the one Mario used to warp. Thus the game returns NULL when trying to find the teleporter to warp to, and crashes when trying to access information about its destination. Under certain conditions, this can cause a Wrong Warp on PAL or Shindou VC.&lt;br /&gt;
|-&lt;br /&gt;
| Warping out of a level while passing over a loading zone ||  style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || Similar to above, but only hypothetical. Maybe possible in DDD using the Sub Gate warp and whirlpool cloning to reach the instant loading zone, but not yet achieved without hacks.&lt;br /&gt;
|-&lt;br /&gt;
| Entering Wiggler&#039;s Cave on the Disk Drive version || style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Unimplemented Operation || When Wiggler is initialized, his health value is 1024 for a single frame before being reset to 3. Wiggler uses his health to index into a table to get his speed (to move faster when at lower health); 1024 causes it to index out of range and read a denormalized floating-point number as his health, which causes an unimplemented operation exception since the N64 does not implement any operations on denormalized floats except comparisons.&lt;br /&gt;
|-&lt;br /&gt;
| Having an object too far away from the camera make a noise (JP only)&lt;br /&gt;
| style=&amp;quot;background-color: #ff9696&amp;quot; | Floating-Point Unimplemented Operation&lt;br /&gt;
|When a noise&#039;s pan is determined, it uses the position of the object to calculate the pan. When the object&#039;s absolute z-position relative to the camera is large (&amp;gt;= 22000 units) and the x-position relative to the camera is very negative (&amp;lt;= -66000), an index for the pan will be generated outside of the bounds of the array for the pan. When the value outside of the array is an invalid float, the audio thread will crash (sound glitch). Additionally, when the x value is negative enough, there will be two out-of-bounds array reads.&lt;br /&gt;
|-&lt;br /&gt;
|Standing in the camera&#039;s position|| style=&amp;quot;background-color: #ff9696&amp;quot; |Floating-Point Division-by-Zero||When Mario stands in the same position as the camera, the game will crash due to a division by zero error.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=vK16L2J0la4 &amp;quot;Faster fastest crash in BoB&amp;quot; by Madghostkek]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==RCP (Graphics) Crashes==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Cause!!Exception Type!!Notes&lt;br /&gt;
|-&lt;br /&gt;
|Have too many 3D models on screen at once|| style=&amp;quot;background-color: #fffca8&amp;quot; |Invalid F3D command ||The main display list buffer has two sides, the left side holds F3D commands the game runs, and the right side holds allocated buffers for matrices. When an object&#039;s graphics are drawn, 16 bytes are used from the left side and 64 from the right side for each separate 3D model from the object. These two sides overlap when there are too many of these models on screen, leading to both sides being overwritten with garbage data and invalid F3D commands.&lt;br /&gt;
|-&lt;br /&gt;
|Moving the camera immediately when entering [[VCutM]]|| style=&amp;quot;background-color: #fffca8&amp;quot; |Invalid F3D command||The object that spawns the rotating checkerboard platforms in VCutM references a model that doesn&#039;t exist. Normally this isn&#039;t a problem, since it&#039;s not on screen so it&#039;s culled before any damage occurs, and it despawns 1 frame after loading the level. However rotating the camera on the first frame, right before it despawns, it just barely comes into view. The non-existent model ends up sending invalid F3D commands to the RCP.&lt;br /&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:Glitches]]&lt;br /&gt;
&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Stand_Tall_on_the_Four_Pillars&amp;diff=14276</id>
		<title>Stand Tall on the Four Pillars</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Stand_Tall_on_the_Four_Pillars&amp;diff=14276"/>
		<updated>2021-05-11T01:51:21Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{star_infobox&lt;br /&gt;
|image=STotFP.png &lt;br /&gt;
|course=Shifting Sand Land&lt;br /&gt;
|height= &lt;br /&gt;
|height_link= &lt;br /&gt;
|tas= &lt;br /&gt;
|tas_link= &lt;br /&gt;
|rta= 45&amp;quot;07&lt;br /&gt;
|rta_link= [https://youtu.be/eZsKYoJlAKc &amp;quot;Stand Tall On The Four Pillars 45.07 / 44.63 IGT&amp;quot; by Taggo]&lt;br /&gt;
|abc= 0&lt;br /&gt;
|abc_link= [https://youtu.be/Lh0HKRw1p5E &amp;quot;SM64 -(TAS) Stand Tall on the Four Pillars 0xA - 1:06.83&amp;quot; by ds273]&lt;br /&gt;
|abz= 3&lt;br /&gt;
|abz_link= [https://youtu.be/WfFHXZbbrHs &amp;quot;SSL Stand Tall on the Four Pillars 3x ABZ (Excluding Textboxes)&amp;quot; by UncommentatedPannen]&lt;br /&gt;
}}&lt;br /&gt;
:&#039;&#039;&amp;lt;small&amp;gt;For a tutorial on speedrunning this star, see the [[RTA Guide/{{PAGENAME}}|RTA Guide]]&amp;lt;/small&amp;gt;&#039;&#039; &lt;br /&gt;
:&#039;&#039;&amp;lt;small&amp;gt;For a tutorial on RTABC for this star, see the [[RTABC Guide/{{PAGENAME}}|RTABC Guide]]&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stand Tall on Four Pillars&#039;&#039;&#039; is the 4th star of [[Shifting Sand Land]].&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{star_nav}}&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Stand_Tall_on_the_Four_Pillars&amp;diff=14257</id>
		<title>Stand Tall on the Four Pillars</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Stand_Tall_on_the_Four_Pillars&amp;diff=14257"/>
		<updated>2021-05-11T01:49:59Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{star_infobox&lt;br /&gt;
|image=STotFP.png &lt;br /&gt;
|course=Shifting Sand Land&lt;br /&gt;
|height= &lt;br /&gt;
|height_link= &lt;br /&gt;
|tas= &lt;br /&gt;
|tas_link= &lt;br /&gt;
|rta= 45&amp;quot;07&lt;br /&gt;
|rta_link= [https://youtu.be/eZsKYoJlAKc &amp;quot;Stand Tall On The Four Pillars 45.07 / 44.63 IGT&amp;quot; by Taggo]&lt;br /&gt;
|abc= 0&lt;br /&gt;
|abc_link= [https://youtu.be/Lh0HKRw1p5E &amp;quot;SM64 - [TAS] Stand Tall on the Four Pillars 0xA - 1:06.83&amp;quot; by ds273]&lt;br /&gt;
|abz= 3&lt;br /&gt;
|abz_link= [https://youtu.be/WfFHXZbbrHs &amp;quot;SSL Stand Tall on the Four Pillars 3x ABZ (Excluding Textboxes)&amp;quot; by UncommentatedPannen]&lt;br /&gt;
}}&lt;br /&gt;
:&#039;&#039;&amp;lt;small&amp;gt;For a tutorial on speedrunning this star, see the [[RTA Guide/{{PAGENAME}}|RTA Guide]]&amp;lt;/small&amp;gt;&#039;&#039; &lt;br /&gt;
:&#039;&#039;&amp;lt;small&amp;gt;For a tutorial on RTABC for this star, see the [[RTABC Guide/{{PAGENAME}}|RTABC Guide]]&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stand Tall on Four Pillars&#039;&#039;&#039; is the 4th star of [[Shifting Sand Land]].&lt;br /&gt;
&lt;br /&gt;
{{star_nav}}&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/31_Star&amp;diff=14082</id>
		<title>RTA Guide/31 Star</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/31_Star&amp;diff=14082"/>
		<updated>2021-05-11T01:17:36Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Rewrite}}&lt;br /&gt;
&lt;br /&gt;
The 31 Star category is a legacy category based around collecting 31 stars. This was previously the minimum total needed to beat the game, prior to the discovery of [[Mips clip]]. The general route through 31 star is as follows: Collect 30 stars to open the 2nd bowser door , collect the [[Board Bowser&#039;s Sub]] star in [[Dire, Dire Docks]], and finish off by performing [[Backwards Long Jumps]] past the 50 star door and the endless stairs to get to the final bowser stage.&lt;br /&gt;
&lt;br /&gt;
==Rules==&lt;br /&gt;
*Mips Clip is banned (This prevents the typical 16 star skip)&lt;br /&gt;
*Side BLJ is banned (This prevents the 0/1 star skips)&lt;br /&gt;
&lt;br /&gt;
==Routes==&lt;br /&gt;
*[[Category Extensions/31 Star (Advanced LBLJ Route)|Advanced LBLJ Route]] &#039;&#039;&#039;Goal Time 23-24 minutes&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Special_Triple_Jump&amp;diff=14081</id>
		<title>Special Triple Jump</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Special_Triple_Jump&amp;diff=14081"/>
		<updated>2021-05-11T01:01:18Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Action_infobox&lt;br /&gt;
|title= Special Triple Jump&lt;br /&gt;
|image=&lt;br /&gt;
|official name=&lt;br /&gt;
|hex= 0x030008AF&lt;br /&gt;
|flags= Air, Allow Vertical Wind Action, Control Jump Height&lt;br /&gt;
|group= Airborne&lt;br /&gt;
|id= 0x0AF&lt;br /&gt;
|into=&lt;br /&gt;
|out of=&lt;br /&gt;
|animation= 0x56, 0x6F&lt;br /&gt;
|related=&lt;br /&gt;
}}&lt;br /&gt;
The &#039;&#039;&#039;Special Triple Jump&#039;&#039;&#039; is an ability granted by talking to [[Yoshi]]. After doing so, all triple jumps become special triple jumps; a sparkle effect is added to Mario when triple jumping and Mario will bounce once he lands.&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
&#039;&#039;Certain things here are more explained on their individual pages. If something lacks detail, check the link for more information.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
As with all airborne actions, a variety of &amp;quot;cancels&amp;quot; are checked prior to actually performing the special triple jump action. These checks are as follows:&lt;br /&gt;
&lt;br /&gt;
# Water - If Mario&#039;s height is lower than 100 units below the water height, the action is transitioned into the [[water plunge]] action.&lt;br /&gt;
# Squish - If Mario is supposed to be squished, his action is changed to the [[squished]] action.&lt;br /&gt;
# Vertical Wind- If Mario is above a vertical wind floor, his action is changed to the [[vertical wind]] action. (This is due to the triple jump action having the &amp;quot;Allow Vertical Wind Action&amp;quot; flag.)&lt;br /&gt;
&lt;br /&gt;
At this point, two more things happen prior to the special triple jump action:&lt;br /&gt;
* Mario&#039;s quicksand depth is set to 0.&lt;br /&gt;
* Mario plays a falling noise if he has fallen more than 1150 units from his peak.&lt;br /&gt;
&lt;br /&gt;
With the special triple jump action occurring, the following happens:&lt;br /&gt;
# If the B button is pressed, Mario will enter the [[dive]] action. This stops the triple jump action.&lt;br /&gt;
# If the Z button is pressed, Mario will enter the [[ground pound]] action. This stops the triple jump action.&lt;br /&gt;
# Mario performs the other noises for the jump, depending on the version of the game. &amp;lt;!--Elaborate on this.--&amp;gt;&lt;br /&gt;
# Mario updates his speed/sideways position via [[straining]].&lt;br /&gt;
# Now, Mario performs the quarter-frame movement via a [[Movement_Steps#Air_Step|partial air step]] with no flags. The triple jump determines what to do directly from the exit.&lt;br /&gt;
#* If Mario &#039;&#039;&#039;Lands&#039;&#039;&#039;:&lt;br /&gt;
#*# Mario&#039;s action state is increased by 1. &lt;br /&gt;
#*## If this equals 0 now, Mario&#039;s vertical speed is set to 42.&lt;br /&gt;
#*## Otherwise, Mario&#039;s action is set to the [[Freefall Land Stop|freefall land stop]] action.&lt;br /&gt;
#*# Now Mario plays his noise. &amp;lt;!-- Elaborate --&amp;gt;&lt;br /&gt;
#* If Mario &#039;&#039;&#039;hits a wall&#039;&#039;&#039;:&lt;br /&gt;
#*# If the wall exists:&lt;br /&gt;
#*## Mario&#039;s yaw is &amp;quot;reflected&amp;quot; across the most recent wall Mario collided with, up to the first 4 walls. (This can be glitchy with more than 1 wall, i.e. [[Unreferenced Walls|unreferenced walls]]).&lt;br /&gt;
#*## Mario plays a noise depending on whether or not he is wearing a metal cap.&lt;br /&gt;
#*# If the wall does not exist (OOB or a ceiling):&lt;br /&gt;
#*## A different sound is played, but Mario&#039;s yaw is not reflected.&amp;lt;!-- Some of these reflection calculations may be wrong --&amp;gt;&lt;br /&gt;
#*# Now Mario&#039;s speed is made negative what it was previously.&lt;br /&gt;
# If Mario&#039;s action state is 0 or his vertical speed is positive:&lt;br /&gt;
#* Mario attempts to enter the forward spinning animation. If he succeeds, he plays a swoosh noise. &amp;lt;!-- CONFIRM --&amp;gt;&lt;br /&gt;
# Otherwise if Mario did not pass the last check, Mario&#039;s animation is set to the general falling animation.&lt;br /&gt;
# Mario spawns the sparkle particles.&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Big_Bob-omb_on_the_Summit&amp;diff=14067</id>
		<title>Big Bob-omb on the Summit</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Big_Bob-omb_on_the_Summit&amp;diff=14067"/>
		<updated>2021-05-10T11:46:44Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: Update time.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{star_infobox&lt;br /&gt;
|image=BBotS.jpg&lt;br /&gt;
|course= Bob-omb Battlefield&lt;br /&gt;
|height=207&lt;br /&gt;
|height_link=[https://www.youtube.com/watch?v=xE7hrQ8sHhU&amp;amp;t=59s &amp;quot;Star Heights&amp;quot; by uncommentatedpannen]&lt;br /&gt;
|tas= 31.42&lt;br /&gt;
|tas_link= [https://youtu.be/dEDjZD0SVyM &amp;quot;SM64 &amp;lt;nowiki&amp;gt;[TAS]&amp;lt;/nowiki&amp;gt; - Big Bob-omb on the Summit (31&amp;quot;42 w/ BOB Entry text box) (J)&amp;quot;  by Plush]&lt;br /&gt;
|rta= 43.37&lt;br /&gt;
|rta_link= [https://youtu.be/pUgDK3H-KMA &amp;quot;4337bombking&amp;quot; by anonymous sm64]&lt;br /&gt;
|abc= 0&lt;br /&gt;
|abc_link= [https://youtu.be/h8MjSIMekrg &amp;quot;SM64 - Big Bob-omb on the Summit - 0x A Presses&amp;quot; by pannenkoek2012] &lt;br /&gt;
|abz= 7&lt;br /&gt;
|abz_link= https://docs.google.com/spreadsheets/d/1lAf4RDjKIbpApFQUrjZe7K2tVtAu0FDY_SgaJkYAvhQ/edit#gid=0&lt;br /&gt;
}}&lt;br /&gt;
:&#039;&#039;&amp;lt;small&amp;gt;For a tutorial on speedrunning this star, see the [[RTA Guide/{{PAGENAME}}|RTA Guide]]&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&amp;lt;small&amp;gt;For a tutorial on RTABC for this star, see the [[RTABC Guide/{{PAGENAME}}|RTABC Guide]]&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Big Bob-omb on the Summit&#039;&#039;&#039; is the first mission of [[Bob-omb Battlefield]]. As it is the first mission of the first stage players can (easily) access, it is considered the first star of the game overall.&lt;br /&gt;
&lt;br /&gt;
To acquire the Star, Mario must traverse across the winding path of Bob-omb Battlefield and ascend the spiraling path around the mountain to reach the summit. There, the player must approach [[King Bob-omb]] and challenge him to battle, before defeating him by [[grab]]bing him from behind and throwing him to the summit&#039;s ground three times.&lt;br /&gt;
&lt;br /&gt;
==Mission Differences==&lt;br /&gt;
As in [[Footrace with Koopa the Quick]], the [[cannons]] are not active for this mission. Also, there are only two [[bowling ball|Bowling Ball]]s in the chasm, instead of three like in all later missions.&lt;br /&gt;
==A Button Challenge==&lt;br /&gt;
No outstanding tricks are required to complete this run under the A-Button Challenge.&lt;br /&gt;
==TAS History==&lt;br /&gt;
{{TAS History}}&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{star_nav}}&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Tricky_Triangles!&amp;diff=14065</id>
		<title>Tricky Triangles!</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Tricky_Triangles!&amp;diff=14065"/>
		<updated>2021-05-10T08:09:06Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: Add image.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
:&#039;&#039;&amp;lt;small&amp;gt;For a tutorial on speedrunning this star, see the [[RTA Guide/{{PAGENAME}}|RTA Guide]]&amp;lt;/small&amp;gt;&#039;&#039; &lt;br /&gt;
:&#039;&#039;&amp;lt;small&amp;gt;For a tutorial on RTABC for this star, see the [[RTABC Guide/{{PAGENAME}}|RTABC Guide]]&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{star_infobox&lt;br /&gt;
|image = TT.png&lt;br /&gt;
|course = Rainbow Ride&lt;br /&gt;
|height_link = &lt;br /&gt;
|tas = &lt;br /&gt;
|tas_link = &lt;br /&gt;
|rta = &lt;br /&gt;
|rta_link = &lt;br /&gt;
|abc = &lt;br /&gt;
|abc_link = &lt;br /&gt;
|abz = &lt;br /&gt;
|abz_link = &lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Tricky Triangles!&#039;&#039;&#039; is the 5th star of [[Rainbow Ride]].&lt;br /&gt;
&lt;br /&gt;
{{star_nav}}&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:TT.png&amp;diff=14064</id>
		<title>File:TT.png</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:TT.png&amp;diff=14064"/>
		<updated>2021-05-10T08:08:29Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Coins_Amassed_in_a_Maze&amp;diff=14063</id>
		<title>Coins Amassed in a Maze</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Coins_Amassed_in_a_Maze&amp;diff=14063"/>
		<updated>2021-05-10T07:33:54Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: Add image.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
:&#039;&#039;&amp;lt;small&amp;gt;For a tutorial on speedrunning this star, see the [[RTA Guide/{{PAGENAME}}|RTA Guide]]&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
:&#039;&#039;&amp;lt;small&amp;gt;For a tutorial on RTABC for this star, see the [[RTABC Guide/{{PAGENAME}}|RTABC Guide]]&amp;lt;/small&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{star_infobox&lt;br /&gt;
|image =CAiaM.png &lt;br /&gt;
|course = Rainbow Ride&lt;br /&gt;
|height_link = &lt;br /&gt;
|tas = &lt;br /&gt;
|tas_link = &lt;br /&gt;
|rta = &lt;br /&gt;
|rta_link = &lt;br /&gt;
|abc = &lt;br /&gt;
|abc_link = &lt;br /&gt;
|abz = &lt;br /&gt;
|abz_link = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Coins Amassed in a Maze&#039;&#039;&#039; is the 3rd star of [[Rainbow Ride]].&lt;br /&gt;
&lt;br /&gt;
{{star_nav}}&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:CAiaM.png&amp;diff=14062</id>
		<title>File:CAiaM.png</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:CAiaM.png&amp;diff=14062"/>
		<updated>2021-05-10T07:32:10Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Ukikipedia:About&amp;diff=13981</id>
		<title>Ukikipedia:About</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Ukikipedia:About&amp;diff=13981"/>
		<updated>2021-05-08T11:38:04Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Born out of the A Button Challenge Discord, Ukikipedia is a wiki focused on expert level knowledge of everything possible to find about Super Mario 64. There are {{NUMBEROFARTICLES}} articles comprising the content of Ukikipedia. Everyone is invited to participate and edit the wiki, and even encouraged if they have time and skills to offer.&lt;br /&gt;
&lt;br /&gt;
== Scope ==&lt;br /&gt;
Ukikipedia aims to cover everything related to Super Mario 64 and the community that has grown around it. This extends to things within the game itself, interesting playthoughs or challenges, merchandise, people within the community, and can even extend into historical realms. Historical documentation is always relevant and Ukikipedia encourages archival efforts to preserve older content that may soon disappear entirely.&lt;br /&gt;
&lt;br /&gt;
== Contact ==&lt;br /&gt;
Much of broad conversation about the Wiki occurs in the Ukikipedia Discord. Feel free to bring any questions there.&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Rtacourse_infobox&amp;diff=13657</id>
		<title>Template:Rtacourse infobox</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Rtacourse_infobox&amp;diff=13657"/>
		<updated>2021-04-28T01:00:57Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| class=&amp;quot;infobox&amp;quot; cellpadding=2 cellspacing=2 align=right width=280px style=&amp;quot;font-family: verdana, sans-serif; padding: 4px; margin: 0 0 1em 1em; font-size: 10px; background-color: ghostwhite; border:1px solid #8a8; color:black&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#10274c&amp;quot; style=&amp;quot;font-size:145%;&amp;quot; | &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;{{{title|{{PAGENAME}}}}}&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{{#if: {{{image|}}} |&lt;br /&gt;
{{!}}- &lt;br /&gt;
{{!}} colspan=2 style=&amp;quot;text-align:center;&amp;quot; {{!}} [[File:{{{image|}}}|300px|]]&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if:{{{abbreviation|}}}{{{environment|}}}{{{setting|}}}{{{water|}}}|{{!}}align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#10274c&amp;quot; style=&amp;quot;font-size:125%;&amp;quot; {{!}} &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Course Info&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{abbreviation|}}} |&lt;br /&gt;
{{!}} &#039;&#039;&#039;Abbreviation&#039;&#039;&#039; {{!!}} {{{abbreviation}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{terrain|}}} |&lt;br /&gt;
{{!}} &#039;&#039;&#039;[[Terrain]]&#039;&#039;&#039; {{!!}} {{{terrain}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{setting|}}} |&lt;br /&gt;
{{!}} &#039;&#039;&#039;Setting&#039;&#039;&#039; {{!!}} {{{setting}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{water|}}} |&lt;br /&gt;
{{!}} &#039;&#039;&#039;Water&#039;&#039;&#039; {{!!}} {{{water}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
{{#if:{{{yellow-coins|}}}{{{red-coins|}}}{{{blue-coins|}}}|{{!}}align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#10274c&amp;quot; style=&amp;quot;font-size:125%;&amp;quot; {{!}} &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Course Items&amp;lt;/span&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
{{!}}-&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{yellow-coins|}}} {{{red-coins|}}} {{{blue-coins|}}} |&lt;br /&gt;
  {{!}}&#039;&#039;&#039;Coins&#039;&#039;&#039;&lt;br /&gt;
    {{!}} style=&amp;quot;text-align:center;&amp;quot;{{!}} &#039;&#039;&#039;{{#expr:{{#if:{{{yellow-coins|}}}|{{{yellow-coins}}}{{#if:{{{red-coins|}}}|+|{{#if:{{{blue-coins|}}}|+}}}}}}{{#if:{{{red-coins|}}}|2*{{{red-coins}}}{{#if:{{{blue-coins|}}}|+}}}}{{#if:{{{blue-coins}}}|5*{{{blue-coins}}}}}}} (&#039;&#039;&#039; {{#if:{{{yellow-coins|}}}|[[File:Yellow_Coin.gif|link=Yellow_Coin|20px]]&amp;amp;nbsp;&amp;amp;times;{{{yellow-coins}}}|}}{{#if: {{{red-coins|}}} | {{#if: {{{yellow-coins|}}} | &amp;amp;nbsp;{{b}}&amp;amp;nbsp; | }} | }}{{#if:{{{red-coins|}}}|[[File:Red_Coin.gif|link=Red_Coin|20px]]&amp;amp;nbsp;&amp;amp;times;{{{red-coins}}}|}}{{#if: {{{blue-coins|}}} | {{#if: {{{red-coins|}}} | &amp;amp;nbsp;{{b}}&amp;amp;nbsp; | {{#if: {{{yellow-coins|}}} | &amp;amp;nbsp;{{b}}&amp;amp;nbsp; | }} }} | }}{{#if:{{{blue-coins|}}}|[[File:Blue_Coin.gif|link=Blue_Coin|20px]]&amp;amp;nbsp;&amp;amp;times;{{{blue-coins}}}|}}&#039;&#039;&#039;)&#039;&#039;&#039;&lt;br /&gt;
{{!}}-&lt;br /&gt;
| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{stars|}}} |&lt;br /&gt;
  {{!}} &#039;&#039;&#039;Stars&#039;&#039;&#039;&lt;br /&gt;
  {{!}} style=&amp;quot;text-align:center;&amp;quot;{{!}} {{#if:{{{stars|}}}|[[File:Challenge infobox star 1.gif|link=Star|20px]]&amp;amp;nbsp;&amp;amp;times;{{{stars|}}}|}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
| }}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{wing-caps|}}} {{{metal-caps|}}} {{{vanish-caps|}}} |&lt;br /&gt;
  {{!}}&#039;&#039;&#039;Caps&#039;&#039;&#039;&lt;br /&gt;
  {{!}} style=&amp;quot;text-align:center;&amp;quot;{{!}} {{#if:{{{wing-caps|}}}|[[File:STROOP- Wing Cap Block.png|link=Wing_Cap|20px]]&amp;amp;nbsp;&amp;amp;times;{{{wing-caps}}}|}}{{#if: {{{metal-caps|}}} | {{#if: {{{wing-caps|}}} | &amp;amp;nbsp;{{b}}&amp;amp;nbsp; | }} | }}{{#if:{{{metal-caps|}}}|[[File:STROOP- Metal Cap Block.png|link=Metal_Cap|20px]]&amp;amp;nbsp;&amp;amp;times;{{{metal-caps}}}|}}{{#if: {{{vanish-caps|}}} | {{#if: {{{metal-caps|}}} | &amp;amp;nbsp;{{b}}&amp;amp;nbsp; | {{#if: {{{wing-caps|}}} | &amp;amp;nbsp;{{b}}&amp;amp;nbsp; | }} }} | }}{{#if:{{{vanish-caps|}}}|[[File:STROOP- Vanish Cap Block.png|link=Vanish Cap|20px]]&amp;amp;nbsp;&amp;amp;times;{{{vanish-caps}}}|}}&lt;br /&gt;
| }}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#10274c&amp;quot; style=&amp;quot;font-size:125%;&amp;quot; {{!}} &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Star Navigation&amp;lt;/span&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; | {{RTA_Course_Infobox_Stars&lt;br /&gt;
|abbreviation={{{abbreviation}}} }}&lt;br /&gt;
&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{#if:{{{overview_1|}}}|{{!}}align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#10274c&amp;quot; style=&amp;quot;font-size:125%;&amp;quot; {{!}} &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Overview&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{#if: {{{overview_1|}}} |&lt;br /&gt;
{{!}} colspan=2 style=&amp;quot;text-align:center;&amp;quot; {{!}} [[File:{{{overview_1|}}}|300px|]]&lt;br /&gt;
{{!}}- &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{overview_2|}}} |&lt;br /&gt;
{{!}} colspan=2 style=&amp;quot;text-align:center;&amp;quot; {{!}} [[File:{{{overview_2|}}}|300px|]]&lt;br /&gt;
{{!}}- &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{overview_3|}}} |&lt;br /&gt;
{{!}} colspan=2 style=&amp;quot;text-align:center;&amp;quot; {{!}} [[File:{{{overview_3|}}}|300px|]]&lt;br /&gt;
{{!}}- &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{overview_4|}}} |&lt;br /&gt;
{{!}} colspan=2 style=&amp;quot;text-align:center;&amp;quot; {{!}} [[File:{{{overview_4|}}}|300px|]]&lt;br /&gt;
{{!}}- &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{overview_5|}}} | &lt;br /&gt;
{{!}} colspan=2 style=&amp;quot;text-align:center;&amp;quot; {{!}} [[File:{{{overview_5|}}}|300px|]]&lt;br /&gt;
{{!}}- &lt;br /&gt;
}}&lt;br /&gt;
|}{{#ifeq:{{NAMESPACENUMBER}}|0|&lt;br /&gt;
[[Category:Courses]]}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Rtacourse_infobox&lt;br /&gt;
|title=Big Boo&#039;s Haunt&lt;br /&gt;
|image= Course5.jpg&lt;br /&gt;
|abbreviation=BBH&lt;br /&gt;
|terrain=Spooky&lt;br /&gt;
|setting=Mansion&lt;br /&gt;
|water=Little&lt;br /&gt;
|coins=16&lt;br /&gt;
|stars=7&lt;br /&gt;
|wing-caps=&lt;br /&gt;
|metal-caps=&lt;br /&gt;
|vanish-caps=3&lt;br /&gt;
|overview_1=STROOP- BBH Basement.png&lt;br /&gt;
|overview_2=STROOP- BBH Floor 1.png&lt;br /&gt;
|overview_3=STROOP- BBH Floor 2.png&lt;br /&gt;
|overview_4=STROOP- BBH Floor 3.png&lt;br /&gt;
|overview_5=STROOP- BBH Roof.png&lt;br /&gt;
}}&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;{{Rtacourse_infobox&lt;br /&gt;
|title=&lt;br /&gt;
|image=&lt;br /&gt;
|abbreviation=&lt;br /&gt;
|terrain=&lt;br /&gt;
|setting=&lt;br /&gt;
|water=&lt;br /&gt;
|coins=&lt;br /&gt;
|overview_1=&lt;br /&gt;
|overview_2=&lt;br /&gt;
|overview_3=&lt;br /&gt;
|overview_4=&lt;br /&gt;
|overview_5=&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
*image - The file name of image, with the extension. Automatically resized to 300x300&lt;br /&gt;
*title - default pagename, just in case can be changed.&lt;br /&gt;
*abbreviation - abbreviation used for the level.&lt;br /&gt;
*terrain - Course terrain (Snow, Desert, etc). &lt;br /&gt;
*setting - Course setting, as daytime and weather. &lt;br /&gt;
*water - Water Height in level.&lt;br /&gt;
*coins - Number of yellow coins in the course.&lt;br /&gt;
*overview_1 - overview of the level, use overview_2-4 for extra overview images. Use the entire file name, with extension. Automatically resized to 300x300.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt; [[Category:Infobox templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:Rtacourse_infobox&amp;diff=13656</id>
		<title>Template:Rtacourse infobox</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:Rtacourse_infobox&amp;diff=13656"/>
		<updated>2021-04-28T01:00:28Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;{| class=&amp;quot;infobox&amp;quot; cellpadding=2 cellspacing=2 align=right width=280px style=&amp;quot;font-family: verdana, sans-serif; padding: 4px; margin: 0 0 1em 1em; font-size: 10px; background-color: ghostwhite; border:1px solid #8a8; color:black&amp;quot;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#10274c&amp;quot; style=&amp;quot;font-size:145%;&amp;quot; | &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;{{{title|{{PAGENAME}}}}}&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
{{#if: {{{image|}}} |&lt;br /&gt;
{{!}}- &lt;br /&gt;
{{!}} colspan=2 style=&amp;quot;text-align:center;&amp;quot; {{!}} [[File:{{{image|}}}|300px|]]&lt;br /&gt;
}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if:{{{abbreviation|}}}{{{environment|}}}{{{setting|}}}{{{water|}}}|{{!}}align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#10274c&amp;quot; style=&amp;quot;font-size:125%;&amp;quot; {{!}} &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Course Info&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{abbreviation|}}} |&lt;br /&gt;
{{!}} &#039;&#039;&#039;Abbreviation&#039;&#039;&#039; {{!!}} {{{abbreviation}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{terrain|}}} |&lt;br /&gt;
{{!}} &#039;&#039;&#039;[[Terrain]]&#039;&#039;&#039; {{!!}} {{{terrain}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{setting|}}} |&lt;br /&gt;
{{!}} &#039;&#039;&#039;Setting&#039;&#039;&#039; {{!!}} {{{setting}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{water|}}} |&lt;br /&gt;
{{!}} &#039;&#039;&#039;Water&#039;&#039;&#039; {{!!}} {{{water}}}&lt;br /&gt;
{{!}}-}}&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
{{#if:{{{yellow-coins|}}}{{{red-coins|}}}{{{blue-coins|}}}|{{!}}align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#10274c&amp;quot; style=&amp;quot;font-size:125%;&amp;quot; {{!}} &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Course Items&amp;lt;/span&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
{{!}}-&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{yellow-coins|}}} {{{red-coins|}}} {{{blue-coins|}}} |&lt;br /&gt;
  {{!}}&#039;&#039;&#039;Coins&#039;&#039;&#039;&lt;br /&gt;
    {{!}} style=&amp;quot;text-align:center;&amp;quot;{{!}} &#039;&#039;&#039;{{#expr:{{#if:{{{yellow-coins|}}}|{{{yellow-coins}}}{{#if:{{{red-coins|}}}|+|{{#if:{{{blue-coins|}}}|+}}}}}}{{#if:{{{red-coins|}}}|2*{{{red-coins}}}{{#if:{{{blue-coins|}}}|+}}}}{{#if:{{{blue-coins}}}|5*{{{blue-coins}}}}}}} (&#039;&#039;&#039; {{#if:{{{yellow-coins|}}}|[[File:Yellow_Coin.gif|link=Yellow_Coin|20px]]&amp;amp;nbsp;&amp;amp;times;{{{yellow-coins}}}|}}{{#if: {{{red-coins|}}} | {{#if: {{{yellow-coins|}}} | &amp;amp;nbsp;{{b}}&amp;amp;nbsp; | }} | }}{{#if:{{{red-coins|}}}|[[File:Red_Coin.gif|link=Red_Coin|20px]]&amp;amp;nbsp;&amp;amp;times;{{{red-coins}}}|}}{{#if: {{{blue-coins|}}} | {{#if: {{{red-coins|}}} | &amp;amp;nbsp;{{b}}&amp;amp;nbsp; | {{#if: {{{yellow-coins|}}} | &amp;amp;nbsp;{{b}}&amp;amp;nbsp; | }} }} | }}{{#if:{{{blue-coins|}}}|[[File:Blue_Coin.gif|link=Blue_Coin|20px]]&amp;amp;nbsp;&amp;amp;times;{{{blue-coins}}}|}}&#039;&#039;&#039;)&#039;&#039;&#039;&lt;br /&gt;
{{!}}-&lt;br /&gt;
| }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{stars|}}} |&lt;br /&gt;
  {{!}} &#039;&#039;&#039;Stars&#039;&#039;&#039;&lt;br /&gt;
  {{!}} style=&amp;quot;text-align:center;&amp;quot;{{!}} {{#if:{{{stars|}}}|[[File:Challenge infobox star 1.gif|link=Star|20px]]&amp;amp;nbsp;&amp;amp;times;{{{stars|}}}|}}&lt;br /&gt;
{{!}}-&lt;br /&gt;
| }}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{wing-caps|}}} {{{metal-caps|}}} {{{vanish-caps|}}} |&lt;br /&gt;
  {{!}}&#039;&#039;&#039;Caps&#039;&#039;&#039;&lt;br /&gt;
  {{!}} style=&amp;quot;text-align:center;&amp;quot;{{!}} {{#if:{{{wing-caps|}}}|[[File:STROOP- Wing Cap Block.png|link=Wing_Cap|20px]]&amp;amp;nbsp;&amp;amp;times;{{{wing-caps}}}|}}{{#if: {{{metal-caps|}}} | {{#if: {{{wing-caps|}}} | &amp;amp;nbsp;{{b}}&amp;amp;nbsp; | }} | }}{{#if:{{{metal-caps|}}}|[[File:STROOP- Metal Cap Block.png|link=Metal_Cap|20px]]&amp;amp;nbsp;&amp;amp;times;{{{metal-caps}}}|}}{{#if: {{{vanish-caps|}}} | {{#if: {{{metal-caps|}}} | &amp;amp;nbsp;{{b}}&amp;amp;nbsp; | {{#if: {{{wing-caps|}}} | &amp;amp;nbsp;{{b}}&amp;amp;nbsp; | }} }} | }}{{#if:{{{vanish-caps|}}}|[[File:STROOP- Vanish Cap Block.png|link=Vanish Cap|20px]]&amp;amp;nbsp;&amp;amp;times;{{{vanish-caps}}}|}}&lt;br /&gt;
| }}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#10274c&amp;quot; style=&amp;quot;font-size:125%;&amp;quot; {{!}} &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Star Navigation&amp;lt;/span&amp;gt;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
|align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; | {{RTA_Course_infobox_stars&lt;br /&gt;
|abbreviation={{{abbreviation}}} }}&lt;br /&gt;
&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{#if:{{{overview_1|}}}|{{!}}align=&amp;quot;center&amp;quot; colspan=&amp;quot;2&amp;quot; bgcolor=&amp;quot;#10274c&amp;quot; style=&amp;quot;font-size:125%;&amp;quot; {{!}} &#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:white;&amp;quot;&amp;gt;Overview&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
|}}&lt;br /&gt;
&lt;br /&gt;
{{!}}-&lt;br /&gt;
{{#if: {{{overview_1|}}} |&lt;br /&gt;
{{!}} colspan=2 style=&amp;quot;text-align:center;&amp;quot; {{!}} [[File:{{{overview_1|}}}|300px|]]&lt;br /&gt;
{{!}}- &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{overview_2|}}} |&lt;br /&gt;
{{!}} colspan=2 style=&amp;quot;text-align:center;&amp;quot; {{!}} [[File:{{{overview_2|}}}|300px|]]&lt;br /&gt;
{{!}}- &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{overview_3|}}} |&lt;br /&gt;
{{!}} colspan=2 style=&amp;quot;text-align:center;&amp;quot; {{!}} [[File:{{{overview_3|}}}|300px|]]&lt;br /&gt;
{{!}}- &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{overview_4|}}} |&lt;br /&gt;
{{!}} colspan=2 style=&amp;quot;text-align:center;&amp;quot; {{!}} [[File:{{{overview_4|}}}|300px|]]&lt;br /&gt;
{{!}}- &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{#if: {{{overview_5|}}} | &lt;br /&gt;
{{!}} colspan=2 style=&amp;quot;text-align:center;&amp;quot; {{!}} [[File:{{{overview_5|}}}|300px|]]&lt;br /&gt;
{{!}}- &lt;br /&gt;
}}&lt;br /&gt;
|}{{#ifeq:{{NAMESPACENUMBER}}|0|&lt;br /&gt;
[[Category:Courses]]}}&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Rtacourse_infobox&lt;br /&gt;
|title=Big Boo&#039;s Haunt&lt;br /&gt;
|image= Course5.jpg&lt;br /&gt;
|abbreviation=BBH&lt;br /&gt;
|terrain=Spooky&lt;br /&gt;
|setting=Mansion&lt;br /&gt;
|water=Little&lt;br /&gt;
|coins=16&lt;br /&gt;
|stars=7&lt;br /&gt;
|wing-caps=&lt;br /&gt;
|metal-caps=&lt;br /&gt;
|vanish-caps=3&lt;br /&gt;
|overview_1=STROOP- BBH Basement.png&lt;br /&gt;
|overview_2=STROOP- BBH Floor 1.png&lt;br /&gt;
|overview_3=STROOP- BBH Floor 2.png&lt;br /&gt;
|overview_4=STROOP- BBH Floor 3.png&lt;br /&gt;
|overview_5=STROOP- BBH Roof.png&lt;br /&gt;
}}&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&amp;lt;pre&amp;gt;{{Rtacourse_infobox&lt;br /&gt;
|title=&lt;br /&gt;
|image=&lt;br /&gt;
|abbreviation=&lt;br /&gt;
|terrain=&lt;br /&gt;
|setting=&lt;br /&gt;
|water=&lt;br /&gt;
|coins=&lt;br /&gt;
|overview_1=&lt;br /&gt;
|overview_2=&lt;br /&gt;
|overview_3=&lt;br /&gt;
|overview_4=&lt;br /&gt;
|overview_5=&lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
*image - The file name of image, with the extension. Automatically resized to 300x300&lt;br /&gt;
*title - default pagename, just in case can be changed.&lt;br /&gt;
*abbreviation - abbreviation used for the level.&lt;br /&gt;
*terrain - Course terrain (Snow, Desert, etc). &lt;br /&gt;
*setting - Course setting, as daytime and weather. &lt;br /&gt;
*water - Water Height in level.&lt;br /&gt;
*coins - Number of yellow coins in the course.&lt;br /&gt;
*overview_1 - overview of the level, use overview_2-4 for extra overview images. Use the entire file name, with extension. Automatically resized to 300x300.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br clear=&amp;quot;all&amp;quot;&amp;gt; [[Category:Infobox templates|{{PAGENAME}}]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Template:RTA_Course_Infobox_Stars&amp;diff=13655</id>
		<title>Template:RTA Course Infobox Stars</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Template:RTA_Course_Infobox_Stars&amp;diff=13655"/>
		<updated>2021-04-28T00:59:54Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: Created page with &amp;quot;{{#switch:{{{abbreviation}}}  |BoB=link=RTA Guide/Big Bob-omb on the SummitFile:Challenge_infobox_star_1.gif|35px|link=RTA Guide/F...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#switch:{{{abbreviation}}}&lt;br /&gt;
&lt;br /&gt;
|BoB=[[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Big Bob-omb on the Summit]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Footrace with Koopa the Quick]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Shoot to the Island in the Sky]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Find the 8 Red Coins]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Mario Wings to the Sky]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Behind Chain Chomp&#039;s Gate]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/100 Coin Star (Bob-omb Battlefield)]]&lt;br /&gt;
&lt;br /&gt;
|WF=[[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Chip off Whomp&#039;s Block]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/To the Top of the Fortress]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Shoot into the Wild Blue]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Red Coins on the Floating Isle]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Fall onto the Caged Island]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Blast Away the Wall]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/100 Coin Star (Whomp&#039;s Fortress)]]&lt;br /&gt;
&lt;br /&gt;
|JRB=[[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Plunder in the Sunken Ship]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Can the Eel Come out and Play?]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Treasure of the Ocean Cave]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Red Coins on the Ship Afloat]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Blast to the Stone Pillar]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Through the Jet Stream (JRB)]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/100 Coin Star (Jolly Roger Bay)]]&lt;br /&gt;
&lt;br /&gt;
|CCM=[[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Slip Slidin&#039; Away]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Li&#039;l Penguin Lost]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Big Penguin Race]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Frosty Slide for 8 Red Coins]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Snowman&#039;s Lost his Head]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Wall Kicks will Work]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/100 Coin Star (Cool Cool Mountain)]]&lt;br /&gt;
&lt;br /&gt;
|BBH=[[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Go on a Ghost Hunt]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Ride Big Boo&#039;s Merry-Go-Round]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Secret of the Haunted Books]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Seek the 8 Red Coins]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Big Boo&#039;s Balcony]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Eye to Eye in the Secret Room]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/100 Coin Star (Big Boo&#039;s Haunt)]]&lt;br /&gt;
&lt;br /&gt;
|HMC=[[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Swimming Beast in the Cavern]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Elevate for 8 Red Coins]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Metal-Head Mario Can Move!]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Navigating the Toxic Maze]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/A-Maze-ing Emergency Exit]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Watch for Rolling Rocks]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/100 Coin Star (Hazy Maze Cave)]]&lt;br /&gt;
&lt;br /&gt;
|LLL=[[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Boil the Big Bully]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Bully the Bullies]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/8-Coin Puzzle with 15 Pieces]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Red-Hot Log Rolling]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Hot-Foot-It into the Volcano]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Elevator Tour in the Volcano]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/100 Coin Star (Lethal Lava Land)]]&lt;br /&gt;
&lt;br /&gt;
|SSL=[[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/In the Talons of the Big Bird]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Shining Atop the Pyramid]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Inside the Ancient Pyramid]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Stand Tall on the Four Pillars]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Free Flying for 8 Red Coins]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Pyramid Puzzle]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/100 Coin Star (Shifting Sand Land)]]&lt;br /&gt;
&lt;br /&gt;
|DDD=[[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Board Bowser&#039;s Sub]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Chests in the Current]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Pole-Jumping for Red Coins]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Through the Jet Stream (DDD)]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/The Manta Ray&#039;s Reward]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Collect the Caps...]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/100 Coin Star (Dire Dire Docks)]]&lt;br /&gt;
&lt;br /&gt;
|SL=[[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Snowman&#039;s Big Head]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Chill with the Bully]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/In the Deep Freeze]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Whirl from the Freezing Pond]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Shell Shreddin&#039; for Red Coins]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Into the Igloo]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/100 Coin Star (Snowman&#039;s Land)]]&lt;br /&gt;
&lt;br /&gt;
|WDW=[[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Shocking Arrow Lifts!]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Top o&#039; the Town]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Secrets in the Shallows &amp;amp; Sky]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Express Elevator--Hurry Up!]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Go to Town for Red Coins]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Quick Race Through Downtown!]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/100 Coin Star (Wet-Dry World)]]&lt;br /&gt;
&lt;br /&gt;
|TTM=[[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Scale the Mountain]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Mystery of the Monkey Cage]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Scary &#039;Shrooms, Red Coins]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Mysterious Mountainside]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Breathtaking View from Bridge]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Blast to the Lonely Mushroom]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/100 Coin Star (Tall Tall Mountain)]]&lt;br /&gt;
&lt;br /&gt;
|THI=[[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Pluck the Piranha Flower]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/The Tip Top of the Huge Island]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Rematch with Koopa the Quick]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Five Itty Bitty Secrets]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Wiggler&#039;s Red Coins]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Make Wiggler Squirm]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/100 Coin Star (Tiny-Huge Island)]]&lt;br /&gt;
&lt;br /&gt;
|TTC=[[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Roll into the Cage]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/The Pit and the Pendulums]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Get a Hand]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Stomp on the Thwomp]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Timed Jumps on Moving Bars]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Stop Time for Red Coins]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/100 Coin Star (Tick-Tock Clock)]]&lt;br /&gt;
&lt;br /&gt;
|RR=[[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Cruiser Crossing the Rainbow]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/The Big House in the Sky]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Coins Amassed in a Maze]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Swingin&#039; in the Breeze]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Tricky Triangles!]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Somewhere Over the Rainbow]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/100 Coin Star (Rainbow Ride)]]&lt;br /&gt;
&lt;br /&gt;
|PSS=[[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/The Princess&#039;s Secret Slide (Normal)]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/The Princess&#039;s Secret Slide (Fast)]]&lt;br /&gt;
&lt;br /&gt;
|SA=[[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Secret Aquarium Red Coin Star]]&lt;br /&gt;
&lt;br /&gt;
|TotWC=[[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Tower of the Wing Cap Red Coin Star]]&lt;br /&gt;
&lt;br /&gt;
|CotMC=[[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Cavern of the Metal Cap Red Coin Star]]&lt;br /&gt;
&lt;br /&gt;
|VCutM=[[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Vanish Cap Under the Moat Red Coin Star]]&lt;br /&gt;
&lt;br /&gt;
|WMotR=[[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Wing Mario Over the Rainbow Red Coin Star]]&lt;br /&gt;
&lt;br /&gt;
|tC=[[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/MIPS]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/MIPS]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Toad]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Toad]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Toad]]&lt;br /&gt;
&lt;br /&gt;
|BitDW=[[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Bowser in the Dark World Red Coin Star]]&lt;br /&gt;
&lt;br /&gt;
|BitFS=[[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Bowser in the Fire Sea Red Coin Star]]&lt;br /&gt;
&lt;br /&gt;
|BitS=[[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Bowser in the Sky Red Coin Star]]&lt;br /&gt;
&lt;br /&gt;
|[[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/MIPS]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/MIPS]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Toad]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Toad]][[File:Challenge_infobox_star_1.gif|35px|link=RTA Guide/Toad]]&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User_talk:Thestickman391&amp;diff=13018</id>
		<title>User talk:Thestickman391</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User_talk:Thestickman391&amp;diff=13018"/>
		<updated>2021-01-28T04:42:19Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: JoshDuMan moved page User talk:Thestickman391 to User talk:Stick: Automatically moved page while renaming the user &amp;quot;Thestickman391&amp;quot; to &amp;quot;Stick&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[User talk:Stick]]&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User_talk:Stick&amp;diff=13017</id>
		<title>User talk:Stick</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User_talk:Stick&amp;diff=13017"/>
		<updated>2021-01-28T04:42:19Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: JoshDuMan moved page User talk:Thestickman391 to User talk:Stick: Automatically moved page while renaming the user &amp;quot;Thestickman391&amp;quot; to &amp;quot;Stick&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;im just testing the wiki notifications discord thing --[[User:Thestickman391|Thestickman391]] ([[User talk:Thestickman391|talk]]) 06:48, 14 June 2018 (UTC)&lt;br /&gt;
::test the second --[[User:Thestickman391|Thestickman391]] ([[User talk:Thestickman391|talk]]) 06:52, 14 June 2018 (UTC)&lt;br /&gt;
:::test the third --[[User:Thestickman391|Thestickman391]] ([[User talk:Thestickman391|talk]]) 06:53, 14 June 2018 (UTC)&lt;br /&gt;
lol -[[User:16bitPanda|16bitPanda]] ([[User talk:16bitPanda|talk]])&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Thestickman391/rss_test&amp;diff=13016</id>
		<title>User:Thestickman391/rss test</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Thestickman391/rss_test&amp;diff=13016"/>
		<updated>2021-01-28T04:42:19Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: JoshDuMan moved page User:Thestickman391/rss test to User:Stick/rss test: Automatically moved page while renaming the user &amp;quot;Thestickman391&amp;quot; to &amp;quot;Stick&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[User:Stick/rss test]]&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Stick/rss_test&amp;diff=13015</id>
		<title>User:Stick/rss test</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Stick/rss_test&amp;diff=13015"/>
		<updated>2021-01-28T04:42:18Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: JoshDuMan moved page User:Thestickman391/rss test to User:Stick/rss test: Automatically moved page while renaming the user &amp;quot;Thestickman391&amp;quot; to &amp;quot;Stick&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;rss max=4&amp;gt;https://news.ukikipedia.net/index.php/feed/&amp;lt;/rss&amp;gt;&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Thestickman391/TitlePage_Test&amp;diff=13014</id>
		<title>User:Thestickman391/TitlePage Test</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Thestickman391/TitlePage_Test&amp;diff=13014"/>
		<updated>2021-01-28T04:42:18Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: JoshDuMan moved page User:Thestickman391/TitlePage Test to User:Stick/TitlePage Test: Automatically moved page while renaming the user &amp;quot;Thestickman391&amp;quot; to &amp;quot;Stick&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[User:Stick/TitlePage Test]]&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Stick/TitlePage_Test&amp;diff=13013</id>
		<title>User:Stick/TitlePage Test</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Stick/TitlePage_Test&amp;diff=13013"/>
		<updated>2021-01-28T04:42:18Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: JoshDuMan moved page User:Thestickman391/TitlePage Test to User:Stick/TitlePage Test: Automatically moved page while renaming the user &amp;quot;Thestickman391&amp;quot; to &amp;quot;Stick&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Glitches}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Challenges}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Level courses}}&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Thestickman391/Sandbox&amp;diff=13012</id>
		<title>User:Thestickman391/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Thestickman391/Sandbox&amp;diff=13012"/>
		<updated>2021-01-28T04:42:18Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: JoshDuMan moved page User:Thestickman391/Sandbox to User:Stick/Sandbox: Automatically moved page while renaming the user &amp;quot;Thestickman391&amp;quot; to &amp;quot;Stick&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[User:Stick/Sandbox]]&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Stick/Sandbox&amp;diff=13011</id>
		<title>User:Stick/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Stick/Sandbox&amp;diff=13011"/>
		<updated>2021-01-28T04:42:18Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: JoshDuMan moved page User:Thestickman391/Sandbox to User:Stick/Sandbox: Automatically moved page while renaming the user &amp;quot;Thestickman391&amp;quot; to &amp;quot;Stick&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#cscore:JoshDuMan|changes}}&lt;br /&gt;
&lt;br /&gt;
{{#cscore:Ta180m|changes}}&lt;br /&gt;
&lt;br /&gt;
{{#cscore:Thestickman391|changes}}&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Thestickman391/Number_Of_Articles&amp;diff=13010</id>
		<title>User:Thestickman391/Number Of Articles</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Thestickman391/Number_Of_Articles&amp;diff=13010"/>
		<updated>2021-01-28T04:42:18Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: JoshDuMan moved page User:Thestickman391/Number Of Articles to User:Stick/Number Of Articles: Automatically moved page while renaming the user &amp;quot;Thestickman391&amp;quot; to &amp;quot;Stick&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[User:Stick/Number Of Articles]]&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Stick/Number_Of_Articles&amp;diff=13009</id>
		<title>User:Stick/Number Of Articles</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Stick/Number_Of_Articles&amp;diff=13009"/>
		<updated>2021-01-28T04:42:18Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: JoshDuMan moved page User:Thestickman391/Number Of Articles to User:Stick/Number Of Articles: Automatically moved page while renaming the user &amp;quot;Thestickman391&amp;quot; to &amp;quot;Stick&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NUMBEROFARTICLES}} articles have been created on this wiki so far&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Thestickman391/Link_with_space&amp;diff=13008</id>
		<title>User:Thestickman391/Link with space</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Thestickman391/Link_with_space&amp;diff=13008"/>
		<updated>2021-01-28T04:42:18Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: JoshDuMan moved page User:Thestickman391/Link with space to User:Stick/Link with space: Automatically moved page while renaming the user &amp;quot;Thestickman391&amp;quot; to &amp;quot;Stick&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[User:Stick/Link with space]]&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Stick/Link_with_space&amp;diff=13007</id>
		<title>User:Stick/Link with space</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Stick/Link_with_space&amp;diff=13007"/>
		<updated>2021-01-28T04:42:18Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: JoshDuMan moved page User:Thestickman391/Link with space to User:Stick/Link with space: Automatically moved page while renaming the user &amp;quot;Thestickman391&amp;quot; to &amp;quot;Stick&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a page that has spaces in it, to test whether or not the fix I have implemented for the discord bot for iOS links has worked or not. Please, ignore this page and continue with your daily life.&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Thestickman391&amp;diff=13006</id>
		<title>User:Thestickman391</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Thestickman391&amp;diff=13006"/>
		<updated>2021-01-28T04:42:18Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: JoshDuMan moved page User:Thestickman391 to User:Stick: Automatically moved page while renaming the user &amp;quot;Thestickman391&amp;quot; to &amp;quot;Stick&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[User:Stick]]&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Stick&amp;diff=13005</id>
		<title>User:Stick</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Stick&amp;diff=13005"/>
		<updated>2021-01-28T04:42:18Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: JoshDuMan moved page User:Thestickman391 to User:Stick: Automatically moved page while renaming the user &amp;quot;Thestickman391&amp;quot; to &amp;quot;Stick&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;local nerd makes mario wiki&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Crash&amp;diff=12671</id>
		<title>Crash</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Crash&amp;diff=12671"/>
		<updated>2020-11-21T01:26:49Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;Crash&#039;&#039;&#039;, &#039;&#039;&#039;Freeze&#039;&#039;&#039;, or &#039;&#039;&#039;Hardlock&#039;&#039;&#039; is when the [[Threads#Game Thread|game thread]] of SM64 stops executing instructions (as opposed to a [[Softlock|softlock]], where the game is still running as normal but is stuck in a loop without any way to get out). Crashes can occur in several different ways, such as a game thread exception or an [[RCP]] (graphics) crash.&lt;br /&gt;
&lt;br /&gt;
==CPU Crashes==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Cause !! Exception Type !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Exceed the [[Objects#Object Limit|object limit]] || style=&amp;quot;background-color: #ffb65e&amp;quot;| N/A || This is technically not a crash as the game developers accounted for this scenario and made the game enter an infinite loop. However, this infinite loop has the same symptoms as a crash and is one for all practical purposes, so it is included here. This &amp;quot;crash&amp;quot; can be done via a variety of methods including cloning, hat duplication, monty-mole pellet build-up, or money-bag duplication.&lt;br /&gt;
|-&lt;br /&gt;
| Send the camera into a [[Parallel Universe|PU]] || style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Overflow ||&lt;br /&gt;
|-&lt;br /&gt;
| Walking at PU speed for only a portion of the 4 quarter steps on a [[frame]] ||  style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Overflow ||&lt;br /&gt;
|-&lt;br /&gt;
| Moving at PU speed with no joystick input for all 4 quarter steps on a frame ||  style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Overflow ||&lt;br /&gt;
|-&lt;br /&gt;
| Moving 16384 distance into a wall (Often a PU Crash) ||  style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Overflow ||&lt;br /&gt;
|-&lt;br /&gt;
| Walking with a speed greater than or equal to 2^31 / 170 (~12.632M) || style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Overflow || Mario&#039;s speed is multiplied by 170 in some intermediate calculations and casted to an int. When this cast exceeds 2^31 an FPE occurs.&lt;br /&gt;
|-&lt;br /&gt;
| Turning during a walking action such that speed times change in yaw is greater than or equal to 2^31 * 12 (~12.583M with dyaw = 2048) || style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Overflow || Similar to the above.&lt;br /&gt;
|-&lt;br /&gt;
| Bully Knockback Division-by-Zero || style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Division-by-Zero || By positioning Mario at the exact same X and Z coordinates as the bully, a division-by-zero exception occurs when the game divides by the lateral distance between Mario and the bully to calculate Mario and the bully&#039;s new speed after the collision.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=8jd3A2euOjg &amp;quot;Game Crash from Bully Knockback DIV/0&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Bully/Bob-omb Angle Overflow || style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Overflow || When a Bully or Bob-omb is out-of-bounds, the code to keep their angle between -32768 and 32767 doesn&#039;t run, and eventually it becomes big enough that a floating-point overflow exception occurs when casted back to an int.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=ZrMxO1eZPGU &amp;quot;Game Crash from Bully Angle Double-to-Int Conversion&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=kwQu5qQg-M0 &amp;quot;Game Crash from Bob-omb Angle Double-to-Int Conversion&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Deleting a non-existent file on the File Select Screen&amp;lt;ref&amp;gt;[https://youtu.be/-N5OQPgA6YI &amp;quot;How to crash Super Mario 64 in 20 seconds&amp;quot; by rattleman123456]&amp;lt;/ref&amp;gt; ||  style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || The game tries to find the button object corresponding to the file and set its state to erased. However, the button object doesn&#039;t exist (a New File button is there instead), so it ends up trying to write to NULL.&lt;br /&gt;
|-&lt;br /&gt;
| Moving a shadow above [[surface]] 12 while it&#039;s over OOB || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error ||&lt;br /&gt;
|-&lt;br /&gt;
| Killing a Monty Mole remotely || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || The game tries to find which hole the Monty Mole should spawn in, but all the available holes are too far away from Mario, so no hole is chosen and the Monty Mole tries to go to a null hole.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=P4AQ9AmWa9s &amp;quot;Long Range Monty Mole Kill Game Crash&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Killing an uninitialized Monty Mole&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=aafLNwyR5kk &amp;quot;Uninitialized Monty Moles&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || Similar to above.&lt;br /&gt;
|-&lt;br /&gt;
| Going out of bounds in a room with a painting || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || Paintings use the floor type of Mario&#039;s floor to decide how they should ripple. Going out-of-bounds causes them to try to read the floor type of null.&lt;br /&gt;
|-&lt;br /&gt;
| Being pushed off of a hangable [[ceiling]] while hanging and stationary without another ceiling above || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || The game has a check to make Mario enter freefall if the ceiling above him is not hangable. The programmers failed to account for the ceiling being NULL, so if Mario is pushed off the ceiling and has no ceiling above him the game will try to read the type of a null ceiling and crash.&lt;br /&gt;
|-&lt;br /&gt;
| Sound glitch || Unknown || &amp;quot;Sound glitch&amp;quot; refers to when the audio thread encounters an exception (usually an address error exception), therefore causing the sound to cut out. When the game thread next tries to interface with the audio thread on a level load, the game thread crashes as well. Sound glitch is often treated as one singular glitch even though it is really a class of glitches in the audio library. Sound glitches are usually J-exclusive, however some instances such as the [[BitS]] sound glitch are not.&lt;br /&gt;
|-&lt;br /&gt;
| Teleporting while passing over a loading zone || style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || Since the area changed, there is now no teleporter with the same ID as the one Mario used to warp. Thus the game returns NULL when trying to find the teleporter to warp to, and crashes when trying to access information about its destination.&lt;br /&gt;
|-&lt;br /&gt;
| Warping out of a level while passing over a loading zone ||  style=&amp;quot;background-color: #fffca8&amp;quot;| Address Error || Similar to above, but only hypothetical. Maybe possible in DDD using the Sub Gate warp and whirlpool cloning to reach the instant loading zone, but not yet achieved without hacks.&lt;br /&gt;
|-&lt;br /&gt;
| Entering Wiggler&#039;s Cave on the Disk Drive version || style=&amp;quot;background-color: #ff9696&amp;quot;| Floating-Point Unimplemented Operation || When Wiggler is initialized, his health value is 1024 for a single frame before being reset to 3. Wiggler uses his health to index into a table to get his speed (to move faster when at lower health); 1024 causes it to index out of range and read a denormalized floating-point number as his health, which causes an unimplemented operation exception since the N64 does not implement any operations on denormalized floats except comparisons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==RCP (Graphics) Crashes==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Cause !! Exception Type !! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Have too many 3D models on screen at once|| style=&amp;quot;background-color: #fffca8&amp;quot;| Invalid F3D command || The main display list buffer has two sides, the left side holds F3D commands the game runs, and the right side holds allocated buffers for matrices. When an object&#039;s graphics are drawn, 16 bytes are used from the left side and 64 from the right side for each separate 3D model from the object. These two sides overlap when there are too many of these models on screen, leading to both sides being overwritten with garbage data and invalid F3D commands.&lt;br /&gt;
|-&lt;br /&gt;
| Moving the camera immediately when entering [[VCutM]] || style=&amp;quot;background-color: #fffca8&amp;quot;| Invalid F3D command || The object that spawns the rotating checkerboard platforms in VCutM references a model that doesn&#039;t exist. Normally this isn&#039;t a problem, since it&#039;s not on screen so it&#039;s culled before any damage occurs, and it despawns 1 frame after loading the level. However rotating the camera on the first frame, right before it despawns, it just barely comes into view. The non-existent model ends up sending invalid F3D commands to the RCP.&lt;br /&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:Glitches]]&lt;br /&gt;
&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Bowser_in_the_Dark_World&amp;diff=12412</id>
		<title>RTA Guide/Bowser in the Dark World</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/Bowser_in_the_Dark_World&amp;diff=12412"/>
		<updated>2020-09-10T21:07:45Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: While the effort is appreciated, most of these options are represented in the other routes already shown.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Bowser in the Dark World&#039;&#039;&#039; is located above [[RTA Guide/Cool, Cool Mountain|Cool, Cool Mountain]] in the lobby. 8 stars are needed to access it without the use of a [[RTA Guide/Lobby Backwards Long Jump|lobby BLJ]].&lt;br /&gt;
&lt;br /&gt;
== No Reds ==&lt;br /&gt;
=== Intermediate ===&lt;br /&gt;
{{#ev:youtube|ghLy6hsIEvU}}&lt;br /&gt;
&lt;br /&gt;
=== IL ===&lt;br /&gt;
{{#ev:youtube|RD2ckqS5BZU}}&lt;br /&gt;
&lt;br /&gt;
== Red Coin Star ==&lt;br /&gt;
=== Beginner ===&lt;br /&gt;
{{#ev:youtube|xzHLTpo8PUI}}&lt;br /&gt;
&lt;br /&gt;
=== Advanced (Shigeru Cycle)===&lt;br /&gt;
{{#ev:youtube|u06FFVGVpAo}}&lt;br /&gt;
{{#ev:youtube|7ChedJb_ZUc}}&lt;br /&gt;
&lt;br /&gt;
=== Expert ===&lt;br /&gt;
==== Xiah Cycle (no box rollout) ====&lt;br /&gt;
{{#ev:youtube|H8o76YvlCB0}}&lt;br /&gt;
&lt;br /&gt;
==== Xiah Cycle (box rollout) ====&lt;br /&gt;
{{#ev:youtube|khXrpzAjM6Q}}&lt;br /&gt;
&lt;br /&gt;
==== Tsukishima Cycle ====&lt;br /&gt;
{{#ev:youtube|IwDD1c1_sOc}}&lt;br /&gt;
&lt;br /&gt;
==== Box Rollout Tutorial ====&lt;br /&gt;
{{#ev:youtube|8K4zwMIBC_I}}&lt;br /&gt;
&lt;br /&gt;
==== Alternative 7th Red Movement ====&lt;br /&gt;
{{#ev:youtube|xrmZYzGyHLo}}&lt;br /&gt;
&lt;br /&gt;
=== Backups ===&lt;br /&gt;
==== Missed Switch or Burned by Fire ====&lt;br /&gt;
{{#ev:youtube|6fQyLtLEXEQ}}&lt;br /&gt;
&lt;br /&gt;
==== Missed Switch Alternative ====&lt;br /&gt;
{{#ev:youtube|ca0XsrG13ME}}&lt;br /&gt;
&lt;br /&gt;
=== Comparison ===&lt;br /&gt;
{{#ev:youtube|gGRE40DOhoA}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RTA Guide Nav}}&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide&amp;diff=12411</id>
		<title>RTA Guide</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide&amp;diff=12411"/>
		<updated>2020-09-10T20:51:27Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: This isn&amp;#039;t really the relevant page for that information, and should be represented on the routes themselves generally.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This guide&#039;s goal is to help teach through videos, routes and techniques how to speedrun Super Mario 64. To use this guide effectively, it may be best to go to the page of the category of interest, and view the stars in order. Before getting started with the runs, check out the [[Movement Guide]] to learn Mario&#039;s movement options.&lt;br /&gt;
&lt;br /&gt;
== Categories ==&lt;br /&gt;
* [[RTA Guide/All Stages|All Stages]]&lt;br /&gt;
* [[RTA Guide/120 Star|120 Star]]&lt;br /&gt;
* [[RTA Guide/70 Star|70 Star]]&lt;br /&gt;
* [[RTA Guide/16 Star|16 Star]]&lt;br /&gt;
* [[RTA Guide/0/1 Star|0/1 Star]]&lt;br /&gt;
&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
* [http://bthl.es/O SM64 Speedrunning Resources Doc]&lt;br /&gt;
* [http://www.speedrun.com/sm64 Speedrun.com Leaderboards]&lt;br /&gt;
* [[RTA Guide/Submitting Runs to Speedrun.com|Guide to submitting runs to leaderboards]]&lt;br /&gt;
* [[RTA Guide/Suggested GameShark code setups|Suggested GameShark code setups]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RTA Guide Nav}}&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=SM64org:Speed_run&amp;diff=11991</id>
		<title>SM64org:Speed run</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=SM64org:Speed_run&amp;diff=11991"/>
		<updated>2020-06-24T18:21:45Z</updated>

		<summary type="html">&lt;p&gt;JoshDuMan: Reverted edits by Tranman64 (talk) to last revision by Nim&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Many people have made &#039;&#039;&#039;speed runs&#039;&#039;&#039; of [[Super Mario 64]]. As more discoveries have been made, the game has been beatable with less stars all the way down to 0 stars as discovered by [[SwordlessLink]] and [[AKA]].&lt;br /&gt;
&lt;br /&gt;
==0 Star==&lt;br /&gt;
The first 0 star [[TAS]] was performed by SwordlessLink and AKA and released on December 7, 2007. They got enough backwards speed on the side [[BLJ]] so as to skip Dire Dire Docks. This cut the time down by nearly a minute, whereas later discoveries have narrowed the time down to just over 5 minutes.&lt;br /&gt;
&lt;br /&gt;
Here is the list of 0 star TASes published on TASVideos:&lt;br /&gt;
&lt;br /&gt;
* [http://www.youtube.com/watch?v=QDkxRA7yxLY 5:02.25] by [[Snark]], [[Kyman]], [[sonicpacker]], [[Mickey/VIS]], and [[ToT]]&lt;br /&gt;
* [http://www.youtube.com/watch?v=CBoqw7kGH00 5:03.8] by Kyman, sonicpacker, Nahoc, Moltov, and SilentSlayers&lt;br /&gt;
* [http://www.youtube.com/watch?v=OoIA-tkdQ1g 5:04.47] by Mickey/VIS &amp;amp; snark &amp;amp; ToT&lt;br /&gt;
* [http://www.youtube.com/watch?v=r9zOlNCBYkU 5:04:57] by [[SilentSlayers]], sonicpacker, [[Moltov]], Kyman, Mickey/VIS, and [[Johannes]]&lt;br /&gt;
* [http://www.youtube.com/watch?v=WRzsZdcSDCQ 5:29] by SilentSlayers and Johannes&lt;br /&gt;
* [http://www.youtube.com/watch?v=IDji7h34kB4 5:32] by [[Mr_Robert_Z]] and [[Rikku]]&lt;br /&gt;
* [http://www.youtube.com/watch?v=-yOKy659p_k 5:33] by SilentSlayers and Johannes&lt;br /&gt;
* [http://www.youtube.com/watch?v=V16Id_n9sB8 5:39] by [[SwordlessLink]]&lt;br /&gt;
* [http://www.youtube.com/watch?v=jFlH90SrOKM 5:47] by SwordlessLink and [[AKA]]&lt;/div&gt;</summary>
		<author><name>JoshDuMan</name></author>
	</entry>
</feed>