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	<id>https://ukikipedia.net/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tranman64</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=Tranman64"/>
	<link rel="alternate" type="text/html" href="https://ukikipedia.net/wiki/Special:Contributions/Tranman64"/>
	<updated>2026-10-08T10:14:57Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.15</generator>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User_talk:ExpergeTech&amp;diff=13074</id>
		<title>User talk:ExpergeTech</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User_talk:ExpergeTech&amp;diff=13074"/>
		<updated>2021-02-11T02:37:15Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: SexpergeTech&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;SexpergeTech&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Emulators&amp;diff=13062</id>
		<title>Emulators</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Emulators&amp;diff=13062"/>
		<updated>2021-02-09T04:00:36Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: /* N64 Emulators */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
Emulators are programs with the purpose of simulating certain consoles on a PC and exist for nearly every console on the market.&lt;br /&gt;
&lt;br /&gt;
The most common [[Nintendo 64]] emulators are Project64 and Mupen64Plus, with Mupen64Plus being used as a core in the popular Retroarch multi-system emulator.&lt;br /&gt;
&lt;br /&gt;
==N64 Emulators==&lt;br /&gt;
&lt;br /&gt;
* Mupen64 was originally released on December 10th 2001. It was designed to support multiple operating systems like Linux and Windows, and ports have been created for FreeBSD and MacOS, among others. Though the main emulator does not have TASing capability, many forks of it exist, one of which is [[Mupen64#Mupen64-RR|Mupen64-RR]]. Mupen64-RR is the emulator of choice for creating TASes of [[Super Mario 64]]&lt;br /&gt;
&lt;br /&gt;
* Bizhawk is a multi-emulator program started in 2012 that can emulate most consoles, including the N64. Bizhawk is also used for making TASes, but it has inaccurate emulation. However, it is preferred over Mupen64 on [[TASVideos]] because it standardizes loading times. Mupen64 TAS movies can be converted into Bizhawk TASes. Bizhawk&#039;s N64 emulation is based on [[Mupen64#Mupen64plus|Mupen64plus]], a fork of Mupen64.&lt;br /&gt;
&lt;br /&gt;
* Project64 is used to play most N64 games and [[ROM Hacks|Super Mario 64 ROM hacks]], but has no TASing capability. Project64 versions v1.6 and v1.6.1 are the only versions of the emulator allowed in Super Mario 64 [[RTA|speedrunning]] communities, while versions v2.x are usually banned.&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=All_courses&amp;diff=13003</id>
		<title>All courses</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=All_courses&amp;diff=13003"/>
		<updated>2021-01-26T21:14:48Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: Fixed ambox&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[List of Courses]]&lt;br /&gt;
&lt;br /&gt;
{{delete|Not needed}}&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=2020_TAS_Tournament&amp;diff=13002</id>
		<title>2020 TAS Tournament</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=2020_TAS_Tournament&amp;diff=13002"/>
		<updated>2021-01-26T21:12:33Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: why not&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The 2020 SM64 TAS Tournament was a [[TAS Competition]] held by the Super Mario 64 TASing community.&lt;br /&gt;
&lt;br /&gt;
== Results ==&lt;br /&gt;
&lt;br /&gt;
=== Round 1 ===&lt;br /&gt;
&amp;lt;br /&amp;gt;&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Placing&lt;br /&gt;
!TASer&lt;br /&gt;
!Time&lt;br /&gt;
|-&lt;br /&gt;
|1st.&lt;br /&gt;
|Rush57&lt;br /&gt;
|7&amp;quot;53&lt;br /&gt;
|-&lt;br /&gt;
|2nd.&lt;br /&gt;
|Iwer_Sonsch&lt;br /&gt;
|7&amp;quot;73&lt;br /&gt;
|-&lt;br /&gt;
|3rd.&lt;br /&gt;
|Tabascoth&lt;br /&gt;
|7&amp;quot;80&lt;br /&gt;
|-&lt;br /&gt;
|3rd.&lt;br /&gt;
|CeeSZee&lt;br /&gt;
|7&amp;quot;80&lt;br /&gt;
|-&lt;br /&gt;
|5th.&lt;br /&gt;
|Alexpalix1&lt;br /&gt;
|7&amp;quot;87&lt;br /&gt;
|-&lt;br /&gt;
|6th.&lt;br /&gt;
|Adeal&lt;br /&gt;
|7&amp;quot;90&lt;br /&gt;
|-&lt;br /&gt;
|7th.&lt;br /&gt;
|fifdspence&lt;br /&gt;
|8&amp;quot;07&lt;br /&gt;
|-&lt;br /&gt;
|8th.&lt;br /&gt;
|MKDasher&lt;br /&gt;
|8&amp;quot;10&lt;br /&gt;
|-&lt;br /&gt;
|9th.&lt;br /&gt;
|ERGCXander&lt;br /&gt;
|8&amp;quot;13&lt;br /&gt;
|-&lt;br /&gt;
|9th.&lt;br /&gt;
|DyllonStejakoski&lt;br /&gt;
|8&amp;quot;13&lt;br /&gt;
|-&lt;br /&gt;
|9th.&lt;br /&gt;
|homerfunky&lt;br /&gt;
|8&amp;quot;13&lt;br /&gt;
|-&lt;br /&gt;
|12th.&lt;br /&gt;
|speedycube64&lt;br /&gt;
|8&amp;quot;30&lt;br /&gt;
|-&lt;br /&gt;
|13th.&lt;br /&gt;
|ShadoXFM&lt;br /&gt;
|8&amp;quot;60&lt;br /&gt;
|-&lt;br /&gt;
|14th.&lt;br /&gt;
|Bretaigne&lt;br /&gt;
|8&amp;quot;63&lt;br /&gt;
|-&lt;br /&gt;
|15th.&lt;br /&gt;
|Madghostek&lt;br /&gt;
|8&amp;quot;67&lt;br /&gt;
|-&lt;br /&gt;
|16th.&lt;br /&gt;
|dargos&lt;br /&gt;
|8&amp;quot;70&lt;br /&gt;
|-&lt;br /&gt;
|17th.&lt;br /&gt;
|Nis&lt;br /&gt;
|8&amp;quot;77&lt;br /&gt;
|-&lt;br /&gt;
|17th.&lt;br /&gt;
|galoomba&lt;br /&gt;
|8&amp;quot;77&lt;br /&gt;
|-&lt;br /&gt;
|19th.&lt;br /&gt;
|Non5en5e&lt;br /&gt;
|8&amp;quot;80&lt;br /&gt;
|-&lt;br /&gt;
|20th.&lt;br /&gt;
|Cynimal&lt;br /&gt;
|8&amp;quot;87&lt;br /&gt;
|-&lt;br /&gt;
|20th.&lt;br /&gt;
|Tomatobird8&lt;br /&gt;
|8&amp;quot;87&lt;br /&gt;
|-&lt;br /&gt;
|22nd.&lt;br /&gt;
|Ystem&lt;br /&gt;
|8&amp;quot;90&lt;br /&gt;
|-&lt;br /&gt;
|22nd.&lt;br /&gt;
|brqm&lt;br /&gt;
|8&amp;quot;90&lt;br /&gt;
|-&lt;br /&gt;
|22nd.&lt;br /&gt;
|Manama&lt;br /&gt;
|8&amp;quot;90&lt;br /&gt;
|-&lt;br /&gt;
|25th.&lt;br /&gt;
|Superdavo0001&lt;br /&gt;
|9&amp;quot;13&lt;br /&gt;
|-&lt;br /&gt;
|26th.&lt;br /&gt;
|Taechuk&lt;br /&gt;
|9&amp;quot;20&lt;br /&gt;
|-&lt;br /&gt;
|27th.&lt;br /&gt;
|Laxenarde&lt;br /&gt;
|9&amp;quot;23&lt;br /&gt;
|-&lt;br /&gt;
|28th.&lt;br /&gt;
|THC98&lt;br /&gt;
|9&amp;quot;30&lt;br /&gt;
|-&lt;br /&gt;
|29th.&lt;br /&gt;
|Somebro&lt;br /&gt;
|9&amp;quot;37&lt;br /&gt;
|-&lt;br /&gt;
|30th.&lt;br /&gt;
|Bismuth&lt;br /&gt;
|9&amp;quot;50&lt;br /&gt;
|-&lt;br /&gt;
|31st.&lt;br /&gt;
|FireBreather&lt;br /&gt;
|9&amp;quot;73&lt;br /&gt;
|-&lt;br /&gt;
|32nd.&lt;br /&gt;
|Kosmic&lt;br /&gt;
|9&amp;quot;80&lt;br /&gt;
|-&lt;br /&gt;
|33rd.&lt;br /&gt;
|LRFLEW&lt;br /&gt;
|10&amp;quot;03&lt;br /&gt;
|-&lt;br /&gt;
|34th.&lt;br /&gt;
|TimeTravelPenguin&lt;br /&gt;
|10&amp;quot;33&lt;br /&gt;
|-&lt;br /&gt;
|35th.&lt;br /&gt;
|Nim&lt;br /&gt;
|10&amp;quot;37&lt;br /&gt;
|-&lt;br /&gt;
|36th.&lt;br /&gt;
|Ojj&lt;br /&gt;
|10&amp;quot;40&lt;br /&gt;
|-&lt;br /&gt;
|37th.&lt;br /&gt;
|Flame&lt;br /&gt;
|10&amp;quot;47&lt;br /&gt;
|-&lt;br /&gt;
|38th.&lt;br /&gt;
|Bloopiero&lt;br /&gt;
|10&amp;quot;67&lt;br /&gt;
|-&lt;br /&gt;
|39th.&lt;br /&gt;
|Kierio04&lt;br /&gt;
|10&amp;quot;73&lt;br /&gt;
|-&lt;br /&gt;
|40th.&lt;br /&gt;
|Nathan10nathan&lt;br /&gt;
|10&amp;quot;83&lt;br /&gt;
|-&lt;br /&gt;
|41st.&lt;br /&gt;
|MrPyt1001&lt;br /&gt;
|10&amp;quot;93&lt;br /&gt;
|-&lt;br /&gt;
|42nd.&lt;br /&gt;
|Tantrum&lt;br /&gt;
|10&amp;quot;97&lt;br /&gt;
|-&lt;br /&gt;
|43rd.&lt;br /&gt;
|Skazzy3&lt;br /&gt;
|11&amp;quot;10&lt;br /&gt;
|-&lt;br /&gt;
|44th.&lt;br /&gt;
|SolarPrism&lt;br /&gt;
|11&amp;quot;27&lt;br /&gt;
|-&lt;br /&gt;
|45th.&lt;br /&gt;
|RSw&lt;br /&gt;
|11&amp;quot;33&lt;br /&gt;
|-&lt;br /&gt;
|46th.&lt;br /&gt;
|FeijoadaMolhada&lt;br /&gt;
|11&amp;quot;50&lt;br /&gt;
|-&lt;br /&gt;
|47th.&lt;br /&gt;
|Cankicker&lt;br /&gt;
|11&amp;quot;60&lt;br /&gt;
|-&lt;br /&gt;
|48th.&lt;br /&gt;
|NitroDash&lt;br /&gt;
|11&amp;quot;77&lt;br /&gt;
|-&lt;br /&gt;
|49th.&lt;br /&gt;
|kanef&lt;br /&gt;
|12&amp;quot;23&lt;br /&gt;
|-&lt;br /&gt;
|50th.&lt;br /&gt;
|DanJongyonPark&lt;br /&gt;
|12&amp;quot;33&lt;br /&gt;
|-&lt;br /&gt;
|51st.&lt;br /&gt;
|p_yoshi&lt;br /&gt;
|13&amp;quot;17&lt;br /&gt;
|-&lt;br /&gt;
|52nd.&lt;br /&gt;
|PurpleJuiceBox&lt;br /&gt;
|13&amp;quot;90&lt;br /&gt;
|-&lt;br /&gt;
|53rd.&lt;br /&gt;
|Bluely&lt;br /&gt;
|14&amp;quot;90&lt;br /&gt;
|-&lt;br /&gt;
|54th.&lt;br /&gt;
|SuperM789&lt;br /&gt;
|15&amp;quot;13&lt;br /&gt;
|-&lt;br /&gt;
|55th.&lt;br /&gt;
|drybloxman&lt;br /&gt;
|15&amp;quot;23&lt;br /&gt;
|-&lt;br /&gt;
|56th.&lt;br /&gt;
|Komali&lt;br /&gt;
|15&amp;quot;37&lt;br /&gt;
|-&lt;br /&gt;
|57th.&lt;br /&gt;
|Padacuw&lt;br /&gt;
|15&amp;quot;67&lt;br /&gt;
|-&lt;br /&gt;
|58th.&lt;br /&gt;
|Prodigy&lt;br /&gt;
|16&amp;quot;77&lt;br /&gt;
|-&lt;br /&gt;
|59th.&lt;br /&gt;
|Aurumaker72&lt;br /&gt;
|17&amp;quot;23&lt;br /&gt;
|-&lt;br /&gt;
|60th.&lt;br /&gt;
|Soweli&lt;br /&gt;
|17&amp;quot;60&lt;br /&gt;
|-&lt;br /&gt;
|61st.&lt;br /&gt;
|ada&lt;br /&gt;
|18&amp;quot;27&lt;br /&gt;
|-&lt;br /&gt;
|62nd.&lt;br /&gt;
|NotPlush&lt;br /&gt;
|20&amp;quot;43&lt;br /&gt;
|-&lt;br /&gt;
|63rd.&lt;br /&gt;
|luan3580&lt;br /&gt;
|22&amp;quot;53&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Round 2 ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Placing&lt;br /&gt;
!TASer&lt;br /&gt;
!Time&lt;br /&gt;
|-&lt;br /&gt;
|1st.&lt;br /&gt;
|DyllonStejakoski&lt;br /&gt;
|19&amp;quot;30&lt;br /&gt;
|-&lt;br /&gt;
|2nd.&lt;br /&gt;
|Nis&lt;br /&gt;
|19&amp;quot;77&lt;br /&gt;
|-&lt;br /&gt;
|3rd.&lt;br /&gt;
|Alexpalix1&lt;br /&gt;
|19&amp;quot;80&lt;br /&gt;
|-&lt;br /&gt;
|3rd.&lt;br /&gt;
|MKDasher&lt;br /&gt;
|19&amp;quot;80&lt;br /&gt;
|-&lt;br /&gt;
|5th.&lt;br /&gt;
|CeeSZee&lt;br /&gt;
|19&amp;quot;97&lt;br /&gt;
|-&lt;br /&gt;
|6th.&lt;br /&gt;
|Non5en5e&lt;br /&gt;
|20&amp;quot;30&lt;br /&gt;
|-&lt;br /&gt;
|7th.&lt;br /&gt;
|Rush57&lt;br /&gt;
|20&amp;quot;43&lt;br /&gt;
|-&lt;br /&gt;
|8th.&lt;br /&gt;
|fifdspence&lt;br /&gt;
|20&amp;quot;57&lt;br /&gt;
|-&lt;br /&gt;
|9th.&lt;br /&gt;
|Madghostek&lt;br /&gt;
|20&amp;quot;60&lt;br /&gt;
|-&lt;br /&gt;
|10th.&lt;br /&gt;
|Adeal&lt;br /&gt;
|20&amp;quot;63&lt;br /&gt;
|-&lt;br /&gt;
|11th.&lt;br /&gt;
|ERGCXander&lt;br /&gt;
|20&amp;quot;73&lt;br /&gt;
|-&lt;br /&gt;
|12th.&lt;br /&gt;
|dargos&lt;br /&gt;
|20&amp;quot;77&lt;br /&gt;
|-&lt;br /&gt;
|13th.&lt;br /&gt;
|Tabascoth&lt;br /&gt;
|21&amp;quot;10&lt;br /&gt;
|-&lt;br /&gt;
|14th.&lt;br /&gt;
|homerfunky&lt;br /&gt;
|21&amp;quot;13&lt;br /&gt;
|-&lt;br /&gt;
|15th.&lt;br /&gt;
|speedycube64&lt;br /&gt;
|21&amp;quot;30&lt;br /&gt;
|-&lt;br /&gt;
|16th.&lt;br /&gt;
|Taechuk&lt;br /&gt;
|21&amp;quot;37&lt;br /&gt;
|-&lt;br /&gt;
|17th.&lt;br /&gt;
|TimeTravelPenguin&lt;br /&gt;
|21&amp;quot;73&lt;br /&gt;
|-&lt;br /&gt;
|17th.&lt;br /&gt;
|galoomba&lt;br /&gt;
|21&amp;quot;73&lt;br /&gt;
|-&lt;br /&gt;
|19th.&lt;br /&gt;
|FireBreather&lt;br /&gt;
|22&amp;quot;07&lt;br /&gt;
|-&lt;br /&gt;
|20th.&lt;br /&gt;
|Ystem&lt;br /&gt;
|22&amp;quot;37&lt;br /&gt;
|-&lt;br /&gt;
|21st.&lt;br /&gt;
|Bretaigne&lt;br /&gt;
|22&amp;quot;43&lt;br /&gt;
|-&lt;br /&gt;
|22nd.&lt;br /&gt;
|Bismuth&lt;br /&gt;
|22&amp;quot;67&lt;br /&gt;
|-&lt;br /&gt;
|23rd.&lt;br /&gt;
|THC98&lt;br /&gt;
|22&amp;quot;87&lt;br /&gt;
|-&lt;br /&gt;
|24th.&lt;br /&gt;
|Cynimal&lt;br /&gt;
|23&amp;quot;10&lt;br /&gt;
|-&lt;br /&gt;
|25th.&lt;br /&gt;
|Iwer_Sonsch&lt;br /&gt;
|23&amp;quot;63&lt;br /&gt;
|-&lt;br /&gt;
|26th.&lt;br /&gt;
|Somebro&lt;br /&gt;
|23&amp;quot;83&lt;br /&gt;
|-&lt;br /&gt;
|26th.&lt;br /&gt;
|Laxenarde&lt;br /&gt;
|23&amp;quot;83&lt;br /&gt;
|-&lt;br /&gt;
|28th.&lt;br /&gt;
|Kosmic&lt;br /&gt;
|23&amp;quot;87&lt;br /&gt;
|-&lt;br /&gt;
|29th.&lt;br /&gt;
|Manama&lt;br /&gt;
|24&amp;quot;50&lt;br /&gt;
|-&lt;br /&gt;
|30th.&lt;br /&gt;
|brqm&lt;br /&gt;
|24&amp;quot;67&lt;br /&gt;
|-&lt;br /&gt;
|31st.&lt;br /&gt;
|ShadoXFM&lt;br /&gt;
|25&amp;quot;50&lt;br /&gt;
|-&lt;br /&gt;
|32nd.&lt;br /&gt;
|LRFLEW&lt;br /&gt;
|30&amp;quot;63&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Round 3 ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Placing&lt;br /&gt;
!TASer&lt;br /&gt;
!Time&lt;br /&gt;
|-&lt;br /&gt;
|1st.&lt;br /&gt;
|dargos&lt;br /&gt;
|11&amp;quot;60&lt;br /&gt;
|-&lt;br /&gt;
|2nd.&lt;br /&gt;
|CeeSZee&lt;br /&gt;
|11&amp;quot;93&lt;br /&gt;
|-&lt;br /&gt;
|3rd.&lt;br /&gt;
|Rush57&lt;br /&gt;
|12&amp;quot;10&lt;br /&gt;
|-&lt;br /&gt;
|4th.&lt;br /&gt;
|speedycube64&lt;br /&gt;
|12&amp;quot;53&lt;br /&gt;
|-&lt;br /&gt;
|5th.&lt;br /&gt;
|DyllonStejakoski&lt;br /&gt;
|12&amp;quot;57&lt;br /&gt;
|-&lt;br /&gt;
|6th.&lt;br /&gt;
|MKDasher&lt;br /&gt;
|12&amp;quot;60&lt;br /&gt;
|-&lt;br /&gt;
|7th.&lt;br /&gt;
|Alexpalix1&lt;br /&gt;
|12&amp;quot;77&lt;br /&gt;
|-&lt;br /&gt;
|8th.&lt;br /&gt;
|fifdspence&lt;br /&gt;
|12&amp;quot;97&lt;br /&gt;
|-&lt;br /&gt;
|8th.&lt;br /&gt;
|ERGCXander&lt;br /&gt;
|12&amp;quot;97&lt;br /&gt;
|-&lt;br /&gt;
|10th.&lt;br /&gt;
|Nis&lt;br /&gt;
|13&amp;quot;13&lt;br /&gt;
|-&lt;br /&gt;
|11th.&lt;br /&gt;
|homerfunky&lt;br /&gt;
|13&amp;quot;37&lt;br /&gt;
|-&lt;br /&gt;
|12th.&lt;br /&gt;
|Non5en5e&lt;br /&gt;
|13&amp;quot;50&lt;br /&gt;
|-&lt;br /&gt;
|13th.&lt;br /&gt;
|Madghostek&lt;br /&gt;
|13&amp;quot;83&lt;br /&gt;
|-&lt;br /&gt;
|14th.&lt;br /&gt;
|Taechuk&lt;br /&gt;
|13&amp;quot;87&lt;br /&gt;
|-&lt;br /&gt;
|15th.&lt;br /&gt;
|Adeal&lt;br /&gt;
|14&amp;quot;77&lt;br /&gt;
|-&lt;br /&gt;
|16th.&lt;br /&gt;
|Tabascoth&lt;br /&gt;
|16&amp;quot;00&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Round 4 ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Placing&lt;br /&gt;
!TASer&lt;br /&gt;
!Time&lt;br /&gt;
|-&lt;br /&gt;
|1st.&lt;br /&gt;
|MKDasher&lt;br /&gt;
|26&amp;quot;57&lt;br /&gt;
|-&lt;br /&gt;
|2nd.&lt;br /&gt;
|Rush57&lt;br /&gt;
|27&amp;quot;37&lt;br /&gt;
|-&lt;br /&gt;
|3rd.&lt;br /&gt;
|dargos&lt;br /&gt;
|28&amp;quot;23&lt;br /&gt;
|-&lt;br /&gt;
|4th.&lt;br /&gt;
|DyllonStej&lt;br /&gt;
|29&amp;quot;27&lt;br /&gt;
|-&lt;br /&gt;
|5th.&lt;br /&gt;
|speedycube64&lt;br /&gt;
|29&amp;quot;70&lt;br /&gt;
|-&lt;br /&gt;
|6th.&lt;br /&gt;
|Alexpalix1&lt;br /&gt;
|29&amp;quot;83&lt;br /&gt;
|-&lt;br /&gt;
|7th.&lt;br /&gt;
|CeeSZee&lt;br /&gt;
|29&amp;quot;93&lt;br /&gt;
|-&lt;br /&gt;
|8th.&lt;br /&gt;
|ERGCXander&lt;br /&gt;
|30&amp;quot;13&lt;br /&gt;
|-&lt;br /&gt;
|9th.&lt;br /&gt;
|fifdspence&lt;br /&gt;
|32&amp;quot;30&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Round 5 ===&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Placing&lt;br /&gt;
!TASer&lt;br /&gt;
!Time&lt;br /&gt;
|-&lt;br /&gt;
|1st.&lt;br /&gt;
|Rush57&lt;br /&gt;
|49&amp;quot;30&lt;br /&gt;
|-&lt;br /&gt;
|2nd.&lt;br /&gt;
|dargos&lt;br /&gt;
|49&amp;quot;80&lt;br /&gt;
|-&lt;br /&gt;
|3rd.&lt;br /&gt;
|MKDasher&lt;br /&gt;
|53&amp;quot;23&lt;br /&gt;
|-&lt;br /&gt;
|4th.&lt;br /&gt;
|DyllonStej&lt;br /&gt;
|56&amp;quot;43&lt;br /&gt;
|}&lt;br /&gt;
[[Category:TAS]]&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Super_Mario_64_DS&amp;diff=13001</id>
		<title>Super Mario 64 DS</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Super_Mario_64_DS&amp;diff=13001"/>
		<updated>2021-01-26T21:02:59Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: mild formalization&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SM64DSboxImage.jpg|thumb|The image on the box of the game]]&lt;br /&gt;
&#039;&#039;&#039;Super Mario 64 DS&#039;&#039;&#039; or &#039;&#039;&#039;SM64DS&#039;&#039;&#039; is a remake of [[Super Mario 64]] on the DS console. It includes new stars, new areas, and new playable characters.&lt;br /&gt;
The entire game was remade from scratch, and more content was added. For this reason, it is not considered to be a different version of Super Mario 64, but rather a full recreation.&lt;br /&gt;
&lt;br /&gt;
==Added Content==&lt;br /&gt;
===Objects===&lt;br /&gt;
The developers added new objects to SM64DS.&lt;br /&gt;
*Silver Stars; collecting 5 unlocks a [[Power Star]] in a crystal shell, and getting hurt by an enemy makes you lose one.&lt;br /&gt;
*Yellow Switches; stepping on one activates a star in a crystal shell, which despawns after a certain time.&lt;br /&gt;
*Crystal Shells; empty shells that stars can spawn in. When a star is inside one, it can be broken by hitting it.&lt;br /&gt;
*Mega Mushrooms; mushrooms that make the player turn huge and invincible.&lt;br /&gt;
*Glowing Rabbits&lt;br /&gt;
*Power Flowers; Power Flowers replace the caps in the original version. They bestow different abilities depending on which character wears it.&lt;br /&gt;
&lt;br /&gt;
===Playable Characters===&lt;br /&gt;
SM64DS has 4 playable characters: Yoshi, Mario, Luigi, and Wario. You start the game with Yoshi, and need to collect 8 stars to unlock Mario in &amp;quot;Goomboss Battle&amp;quot;. After getting 15 stars, [[Big Boo&#039;s Haunt]] is unlocked, where the player can rescue Luigi. Then after beating the second Bowser, you can use Luigi to go through the mirror in the mirror room upstairs and unlock Wario.&lt;br /&gt;
&lt;br /&gt;
*Yoshi can flutter jump and eat enemies, then turn them into eggs and throw them. By obtaining the Power Flower, he is able to spit fire.&lt;br /&gt;
*Mario jumps higher and runs faster than any other character. He is the only character who can open big Star Doors, and the only character that can walljump. The Power Flower can give him a [[Wing Cap]], which works the same as in the N64 release, and the Balloon, allowing him to float by pressing A.&lt;br /&gt;
*Luigi swims faster than any other character, and he can [[Twirling|twirl]] after backflipping. By obtaining the Power Flower, he becomes nearly invisible and is able to pass through certain walls (analogous to the [[Vanish Cap]] in the original version).&lt;br /&gt;
*Wario is the slowest character, but he is able to break Black Blocks. His Power Flower ability is analogous to the [[Metal Cap]]; he can walk underwater and does not get hurt by most ennemies.&lt;br /&gt;
&lt;br /&gt;
===New Stages and Areas===&lt;br /&gt;
There is a new secret stage for Mario, Luigi and Wario: respectively Goomboss Battle, Big Boo Battle and Chief Chilly Challenge. Each stage contains a new star.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The room behind the 1 star door leading to [[PSS]] has been completely modified. It now contains the door to unlock each characters as well as a door that unlocks a star after catching 8 glowing rabbits. But also it leads to a new room where you can play minigames, and access a secret level called &amp;quot;Sunshine Isles&amp;quot;. This level contains 5 silver stars and a nice Sunshine music plays. In this minigame room, you can acces another room that leads to Goomboss Battle after 8 stars.&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Play room.png|thumb|The Character Room, uncluding the entrance to [[PSS]], to Shunshine Isles, and to Goomboss Battle.]]&lt;br /&gt;
&lt;br /&gt;
In the courtyard, there is a secret stage called &amp;quot;The Battlefort&amp;quot;, that leads to a level where you have to collect 5 silver stars.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In [[BBH]], there is a new painting that leads to Big Boo Battle. This stage is a maze.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the [[SL]] room, you can go through the mirror with Luigi to get a secret star and access Chief Chilly Challenge.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In [[SL]], the igloo has been remade.  Instead of a maze, the red coin star is located inside.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===New Bosses===&lt;br /&gt;
In Goomboss Battle, there is a Big Goomba at the end of the level that you must beat by throwing eggs or goombas at him. He will give you the Key to unlock Mario.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In Big Boo Battle, there is King Boo at the end of the level that you must beat. He can turn invisible. He will give you the key to unlock the Luigi Door.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In Chief Chilly Challenge, there is an Ice Bully at the end of the level that you must beat. The stage collapses after you hit him. He will give you the key to unlock the Wario Door.&lt;br /&gt;
&lt;br /&gt;
==New Stars==&lt;br /&gt;
There is a total of 30 new stars in SM64DS.&lt;br /&gt;
&lt;br /&gt;
===New types of Stars===&lt;br /&gt;
*The switch stars: They are stars that appear during a time limit after pressing a switch. They can be compared to speedrun challenges.&lt;br /&gt;
*The silver stars are a new type of collectible. When you collect 5, a [[Power Star]] appears.&lt;br /&gt;
&lt;br /&gt;
===New Stars in the 15 levels===&lt;br /&gt;
*In [[BoB]], you have to collect 5 silver stars. the star on the floating Island has also been replaced by a second [[King Bob-omb]] fight.&lt;br /&gt;
*In [[WF]], you have to press a switch that you can found in a new section of the level.&lt;br /&gt;
*In [[CCM]], you have to break with Wario the frozen ice where Mama Penguin is, then press a switch star on the platform with the bob-omb buddy that activates the cannon, then collect the star.&lt;br /&gt;
*In [[JRB]], you have to collect a power flower with luigi, then press a switch to get through a gate and reach the star.&lt;br /&gt;
*In [[BBH]], you have to break a black block with Wario and press a switch.&lt;br /&gt;
*In [[LLL]], you have to collect 5 silver stars.&lt;br /&gt;
*In [[SSL]], you have to collect 5 silver stars in the pyramid.&lt;br /&gt;
*In [[HMC]], you have to break a black block with Wario and press a switch. The star [[Watch for Rolling Rocks]] has been changed. Now you have to get a Mega Mushroom and break 5 rolling rocks.&lt;br /&gt;
*In [[DDD]], you have to break a Black block with Wario and press a switch.&lt;br /&gt;
*In [[WDW]], you have to collect 5 silver stars.&lt;br /&gt;
*In [[SL]], you have to collect 5 silver stars. The red coin star has been moved inside the igloo, wich has been changed a lot too.&lt;br /&gt;
*In [[TTM]], you have to collect 5 secrets by flying in coin rings, like [[Mario Wings to the Sky]].&lt;br /&gt;
*In [[THI]], you have to press a switch in the wiggler cave.&lt;br /&gt;
*In [[TTC]], you have to press a switch.&lt;br /&gt;
*In [[RR]], you have to press a switch in the Big House.&lt;br /&gt;
&lt;br /&gt;
===15 Other New Secret Stars===&lt;br /&gt;
*In Goomboss Battle, there is a red coin star and a switch star.&lt;br /&gt;
*In Big Boo Battle, there is a red coin star and a star behind a painting, that requires luigi&#039;s power ability.&lt;br /&gt;
*In Goomboss Battle, there is a red coin star and a star in a Black Block.&lt;br /&gt;
*In [[WMotR]], there is a star in a Black Block.&lt;br /&gt;
*In [[VCutM]], now called The Secret under the Moat, there is a switch star.&lt;br /&gt;
*In [[CotMC]], now called Behind the Waterfall, there is a star requiring Mario&#039;s Balloon ability.&lt;br /&gt;
*In [[BitDW]], there is a switch star.&lt;br /&gt;
*In [[BitFS]], there is a switch star.&lt;br /&gt;
*In [[BitS]], there is a switch star.&lt;br /&gt;
*Both MiPS star has been replaced by: a secret star behind the Mirror, and a star behind a door in the Character room, that unlocks after catching 8 glowing rabbits.&lt;br /&gt;
*There is a painting in the character room leading to a sunshine-like stage where you have to collect 5 silver stars.&lt;br /&gt;
*The boo&#039;s in the Courtyard now drop red coins until you collect 8, and the star.&lt;br /&gt;
*In the courtyard, there is a secret stage called The Battlefort, that leads to a level where you have to collect 5 silver stars.&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=HP&amp;diff=13000</id>
		<title>HP</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=HP&amp;diff=13000"/>
		<updated>2021-01-26T20:59:48Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: smh proper grammar when abbreviating mr.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HP-INC.gif|frameless|right]]&lt;br /&gt;
HP (also known as Health) is the measure of [[Mario|Mario’s]] health. If this reaches 0, Mario loses a life.&lt;br /&gt;
&lt;br /&gt;
The variable that represents Mario’s HP is a short, which ranges from 0 to 2176 (or 0x0000 to 0x0880 in hexadecimal). Specifically, the upper byte represents how many full sectors of health Mario has, and the lower byte represents what portion of the next sector Mario has. Thus, one sector is equivalent to 256 HP units. The number of sectors displayed is the truncated version of the actual number of sectors. The maximum health is 2176 HP units (8.5 sectors). Mario will die if he goes below 256 HP units (1 sector).&lt;br /&gt;
&lt;br /&gt;
The HP short is signed, so even if there was a way to push it below 0, it would not wrap around to 65535. Instead, you&#039;d have to push it below -32768 to wrap it around to 32767. Of course, if HP is above 2176, it will just get set to 2176. &lt;br /&gt;
&lt;br /&gt;
== INC and DEC ==&lt;br /&gt;
There are two bytes related to health: the increase counter and the decrease counter. When Mario gains or loses an integer number of health sectors, it’s these counters that manage that. Specifically, these counters specify how many increments of 64 HP units (one quarter sector) Mario should gain or lose. For example, if Mario touches a [[Goomba|goomba]], the decrease counter increases to 4. Thus, over the next 4 frames, Mario will lose 64 HP units on each frame, resulting in one full health sector lost.&lt;br /&gt;
&lt;br /&gt;
Once Mario&#039;s HP goes below 256 (1 sector), then he&#039;s dead, and there&#039;s no way to restore HP at that point. Mario can still collect [[Coin|coins]] to increase the INC counter, but the INC and DEC counters no longer function. For example, if you have 255 HP and collect a yellow coin, then INC will increase from 0 to 4, but it will just stay at 4 while Mario does the dying animation. &lt;br /&gt;
&lt;br /&gt;
Separately, there are many things that change Mario’s HP directly, rather than going through the counter system. These include being underwater, being at the surface of [[Water|water]], being in cold water, being in toxic gas, and being burned by fire. Additionally, there are some things that set Mario’s HP to a particular value. These include being eaten by bubba, dying, selecting a save file, and letting the demo play.&lt;br /&gt;
&lt;br /&gt;
== Gaining Health ==&lt;br /&gt;
 &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item(s) !! INC !! Sector(s)&lt;br /&gt;
|-&lt;br /&gt;
| [[Yellow Coin]] and Heart Rotation || 4 || 1&lt;br /&gt;
|-&lt;br /&gt;
| [[Red Coin]] and Manta Ring || 8 || 2&lt;br /&gt;
|-&lt;br /&gt;
| [[Blue Coin]] and Air bubble || 20 || 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Losing Health ==&lt;br /&gt;
&lt;br /&gt;
=== Enemies ===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item(s) !! DEC !! Sector !! DEC (no hat) !! Sector (no hat)&lt;br /&gt;
|-&lt;br /&gt;
| Shock || 4 || -1 || 8 || -2&lt;br /&gt;
|-&lt;br /&gt;
| 1 Knockback || 4 || -1 || 8 || -2&lt;br /&gt;
|-&lt;br /&gt;
| 2 Knockback || 8 || -2 || 12 || -3&lt;br /&gt;
|-&lt;br /&gt;
| 3 Knockback || 12 || -3 || 20 || -5&lt;br /&gt;
|-&lt;br /&gt;
| Squish || 12 || -3 || 18 || -4.5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies that shock:&#039;&#039;&#039; [[Amp]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies with a Knockback of 1:&#039;&#039;&#039; Bubble, Cheep Chomp, [[Goomba]], [[Scuttlebug]], Swoop&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies with a Knockback of 2:&#039;&#039;&#039; Big Cannonball, [[Goomba|Big Goomba]], Big Piranha Plant, [[Bob-omb]], [[Boo]], Bookend, Bubba, Chairs, Clam, Fly Guy, Lakitu, [[Moneybag]], Mr. I, Pokey, Skeeter, Small Cannonball, Small Piranha Plant, Snowman, [[Snufit]], [[Spindrift]], Spiny&lt;br /&gt;
*Bubba can eat Mario, instantly killing him.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies with a Knockback of 3:&#039;&#039;&#039; Big Boo, [[Bullet Bill]], [[Chain Chomp]], Piano, Piranha Plant, [[Sushi]], Unagi&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies that squish:&#039;&#039;&#039; [[Grindel]], King Whomp, [[Spindel]], [[Thwomp]], Tox Box, Whomp&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enemies that don&#039;t do damage:&#039;&#039;&#039; Big Bullies, [[Bomp]], [[Bully | Bullies]], [[Chuckya]], Heave Ho, Klepto, Koopa, Manta, Small Koopa&lt;br /&gt;
*Heave Ho &amp;amp; Chuckya launch Mario, which can cause fall damage or death.&lt;br /&gt;
*Bullies &amp;amp; Big Bullies can push Mario into lava, which can cause lava damage or death.&lt;br /&gt;
&lt;br /&gt;
=== Environment ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item(s) !! DEC !! Sector !! DEC (no hat) !! Sector (no hat)&lt;br /&gt;
|-&lt;br /&gt;
| Small [[Fall Damage]] || 8 || -2 || 12 || -3&lt;br /&gt;
|-&lt;br /&gt;
| Lava || 12 || -3 || 18 || -4.5&lt;br /&gt;
|-&lt;br /&gt;
| Big Fall Damage || 16 || -4 || 24 || -6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*If Mario remains in the squished state for 10 seconds straight, then his HP will be set to 255, and he will die as a result.&lt;br /&gt;
*Note that going out of bounds, going near the [[Death Barrier|death barrier]], going into the whirlpool in [[DDD]], and going into the quicksand in [[SSL]] all kill Mario, but they don&#039;t actually change his HP.&lt;br /&gt;
&lt;br /&gt;
== References == &lt;br /&gt;
[https://m.youtube.com/watch?v=XeGNpeFOOCY UncommentatedPannen video on HP]&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Bob-omb_Buddy&amp;diff=12999</id>
		<title>Bob-omb Buddy</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Bob-omb_Buddy&amp;diff=12999"/>
		<updated>2021-01-26T20:57:54Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: weird spacing at the top&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{object_infobox_2&lt;br /&gt;
| image=STROOP-_Bob-omb_Buddy.png&lt;br /&gt;
| group=General Actor&lt;br /&gt;
| tangibility=1000&lt;br /&gt;
| draw=4000&lt;br /&gt;
| gravity=2.5&lt;br /&gt;
| friction=0.8&lt;br /&gt;
| buoyancy=1.3&lt;br /&gt;
| interaction=Text&lt;br /&gt;
| radius=100&lt;br /&gt;
| height=60&lt;br /&gt;
}} &lt;br /&gt;
&#039;&#039;&#039;Bob-omb Buddies&#039;&#039;&#039; are pink Bob-omb NPCs who open cannons for Mario.&lt;br /&gt;
==Locations==&lt;br /&gt;
Bob-omb Buddies appear in levels with cannons. These levels are:&lt;br /&gt;
* [[Bob-omb Battlefield]]&lt;br /&gt;
* [[Whomp&#039;s Fortress]]&lt;br /&gt;
* [[Jolly Roger Bay]]&lt;br /&gt;
* [[Cool, Cool Mountain]]&lt;br /&gt;
* [[Shifting Sand Land]]&lt;br /&gt;
* [[Snowman&#039;s Land]]&lt;br /&gt;
* [[Wet-Dry World]]&lt;br /&gt;
* [[Tall, Tall Mountain]]&lt;br /&gt;
* [[Tiny-Huge Island]]&lt;br /&gt;
* [[Rainbow Ride]]&lt;br /&gt;
* [[Wing Mario over the Rainbow]]&lt;br /&gt;
==Behavior==&lt;br /&gt;
Unlike regular Bob-ombs, Bob-omb Buddies walk in place. If Mario is within 1000 units of one, it turns to face him. If Mario talks to them, they will open any cannons in the level for him if they are not already opened. The save file is then updated to reflect that the cannon is opened.&lt;br /&gt;
{{objects}}&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Bo-bomb_Battlefield&amp;diff=12998</id>
		<title>Bo-bomb Battlefield</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Bo-bomb_Battlefield&amp;diff=12998"/>
		<updated>2021-01-26T20:56:10Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: redirect because cringe 2 electric boogaloo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Bob-omb Battlefield]]&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Bo-Bomb&amp;diff=12997</id>
		<title>Bo-Bomb</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Bo-Bomb&amp;diff=12997"/>
		<updated>2021-01-26T20:55:06Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: redirect because cringe&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Bob-omb]]&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTABC&amp;diff=12996</id>
		<title>RTABC</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTABC&amp;diff=12996"/>
		<updated>2021-01-26T20:52:46Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: changed order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;For the guide, please see [[RTABC Guide]]&#039;&#039;&lt;br /&gt;
{{stub}}&lt;br /&gt;
{{RTA Button Challenge Infobox}}&lt;br /&gt;
&lt;br /&gt;
The RTABC (Real Time A Button Challenge) is a variation on the popular [[A Button Challenge]], where all gameplay must be done in real-time.&lt;br /&gt;
&lt;br /&gt;
== Completed Runs ==&lt;br /&gt;
&lt;br /&gt;
The current RTABC 70 Star world record, achieved by bad_boot, finishes with a total of 35 A Presses and with a time of approximately 4 hours, 45 minutes, and 08 seconds.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=Bwt7av5uQdA &amp;quot;&amp;lt;nowiki&amp;gt;[RTA WR]&amp;lt;/nowiki&amp;gt; Super Mario 64 in 35 A Presses&amp;quot; by bad_boot]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1MDgm0yj5IJeqYMJlOdbKyIz66aX1Y3dYm79_wIePxY0/ The RTABC spreadsheet] contains a route guide for 70 Star, and a leaderboard showcasing the category&#039;s only completed run.&lt;br /&gt;
&lt;br /&gt;
No other categories have any recorded runs. &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[List of RTA Tricks]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Challenges}}&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTABC&amp;diff=12995</id>
		<title>RTABC</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTABC&amp;diff=12995"/>
		<updated>2021-01-26T20:51:31Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: added notice&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For the guide, please see [[RTABC Guide]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{RTA Button Challenge Infobox}}&lt;br /&gt;
&lt;br /&gt;
The RTABC (Real Time A Button Challenge) is a variation on the popular [[A Button Challenge]], where all gameplay must be done in real-time.&lt;br /&gt;
&lt;br /&gt;
== Completed Runs ==&lt;br /&gt;
&lt;br /&gt;
The current RTABC 70 Star world record, achieved by bad_boot, finishes with a total of 35 A Presses and with a time of approximately 4 hours, 45 minutes, and 08 seconds.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=Bwt7av5uQdA &amp;quot;&amp;lt;nowiki&amp;gt;[RTA WR]&amp;lt;/nowiki&amp;gt; Super Mario 64 in 35 A Presses&amp;quot; by bad_boot]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/spreadsheets/d/1MDgm0yj5IJeqYMJlOdbKyIz66aX1Y3dYm79_wIePxY0/ The RTABC spreadsheet] contains a route guide for 70 Star, and a leaderboard showcasing the category&#039;s only completed run.&lt;br /&gt;
&lt;br /&gt;
No other categories have any recorded runs. &lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[List of RTA Tricks]]&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Challenges}}&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA&amp;diff=12989</id>
		<title>RTA</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA&amp;diff=12989"/>
		<updated>2021-01-24T22:06:55Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: added what it stands for&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&#039;&#039;[https://en.wikipedia.org/wiki/Speedrun See this page on Wikipedia]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RTA&#039;&#039;&#039; stands for Real Time Attack, and it refers to playthroughs of a game done by a human in real-time without the use of savestates, slowdown, memory watch, and other tools used during the production of a [[TAS]]. The term &amp;quot;RTA&amp;quot; is most often used in the context of &#039;&#039;&#039;speedrunning&#039;&#039;&#039;, which is playing a game as fast as possible RTA. RTA is in stark contrast to TAS, where &amp;quot;perfect&amp;quot; runs are created that can&#039;t be matched RTA due to the precision and timing required.&lt;br /&gt;
&lt;br /&gt;
* [[RTA Guide]]&lt;br /&gt;
* [[RTABC]]&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Unagi&amp;diff=12985</id>
		<title>Unagi</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Unagi&amp;diff=12985"/>
		<updated>2021-01-23T23:48:50Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: added stars, someone add behavior now&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
[[File:Unagi in ship.png|thumb|Unagi in the sunken ship]]&lt;br /&gt;
[[File:Unagi in cave.png|thumb|Unagi in a small cave]]&lt;br /&gt;
[[File:Unagi with star.png|thumb|Unagi with a star on its tail]]&lt;br /&gt;
&#039;&#039;&#039;Unagi&#039;&#039;&#039; is the eel in [[Jolly Roger Bay]].&lt;br /&gt;
&lt;br /&gt;
== Plunder in the Sunken Ship ==&lt;br /&gt;
When you select star 1, Unagi will be in the sunken ship at the bottom of the level, blocking the entrance to the interior of the ship. To lure him out, [[Mario]] must swim back up to the surface, then he may swim back down to enter the ship. If Mario does not go into the ship, Unagi will go back into the ship and Mario must lure him back out again in order to get access to the area again.&lt;br /&gt;
&lt;br /&gt;
== Can the Eel Come out to Play? ==&lt;br /&gt;
When you select stars 2-6, Unagi will be hiding in a hole on the side of the main pit of the course. For him to leave, Mario simply needs to get near Unagi. It will have the star on its tail and Mario will need to touch that star to spawn it and make it collectable. Likewise to the first star, Unagi will eventually swim back into the hole after a while.&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Upwarp&amp;diff=12984</id>
		<title>Upwarp</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Upwarp&amp;diff=12984"/>
		<updated>2021-01-23T22:10:47Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: Created disambiguation page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Upwarp&#039;&#039;&#039; may refer to:&lt;br /&gt;
&lt;br /&gt;
[[Tick_Tock_Clock#Upwarp|The Tick Tock Clock Upwarp]], an unsolved glitch occurrence where Dota_Teabag encountered an upwarp in [[Tick Tock Clock]].&lt;br /&gt;
*History page: [[History of the TTC Upwarp]]&lt;br /&gt;
&lt;br /&gt;
[[Hangable Ceiling Upwarp]], a glitch (also known as Pole Glitch, despite having nothing to do with a pole) where [[Mario]] gets upwarped if he hangs on a ceiling directly below another hangable ceiling.&lt;br /&gt;
&lt;br /&gt;
[[Water Surface Upwarp]], an intended but exploitable mechanic where Mario gets upwarped to the surface of any [[water]] he enters before he can swim.&lt;br /&gt;
__DISAMBIG__&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=History_of_the_A_Button_Challenge&amp;diff=12983</id>
		<title>History of the A Button Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=History_of_the_A_Button_Challenge&amp;diff=12983"/>
		<updated>2021-01-23T21:40:55Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: lol 2: electric boogaloo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite}}&lt;br /&gt;
&lt;br /&gt;
In the early 2000s, players began trying to beat [[Super Mario 64]] with as few A presses as possible. Thus, the [[A Button Challenge]] (ABC) was born. At first, the challenge required clever movement around the levels, but it eventually required advanced techniques and glitches to whittle down A presses. As of 2021, the challenge is still active, with only 19 A presses remaining.&lt;br /&gt;
&lt;br /&gt;
== Part I: Early History ==&lt;br /&gt;
(todo: this is almost certainly missing things from forum pages and non-English web pages. More research and elaboration on this section is required.)&lt;br /&gt;
&lt;br /&gt;
In 2001, Walton Dell&#039;s website detailing Super Mario 64 tricks included details on the ABC for [[BoB]], as well as the red coins star in [[SL]].&amp;lt;ref&amp;gt;http://www.wdell.com/videogames/sm64/course01/&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;http://www.wdell.com/videogames/sm64/course10/&amp;lt;/ref&amp;gt; Curtis Bright, who runs sm64.com, was keeping track of ABC at least as early as December of 2006.&amp;lt;ref&amp;gt;https://web.archive.org/web/20061209073313/http://www.student.cs.uwaterloo.ca/~cbright/sm64/a-presses.html&amp;lt;/ref&amp;gt; In early 2007, Thiago Trujillo had what is the earliest, nearly complete count for the game (that we have access to) with a total count of about 263 presses.&amp;lt;ref&amp;gt;http://www.oocities.org/thiagotrujillo/abut.html&amp;lt;/ref&amp;gt; (This list is missing all navigation presses, two of the [[DDD]] stars, three of the [[TTC]] stars, one star in [[RR]], and [[BitS]].) On 13 July 2007, a GameFAQs forum thread about the ABC was made.&amp;lt;ref&amp;gt;https://gamefaqs.gamespot.com/boards/198848-super-mario-64/36745360&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Part II: Pannenkoek2012&#039;s Initial Run-Through == &lt;br /&gt;
When pannenkoek2012 arrived to the ABC scene in August 2013, the A press count was at 211.&amp;lt;ref&amp;gt;https://youtu.be/RJaL5QOq590?t=400&amp;lt;/ref&amp;gt; His first ABC video was for 5 Itty Bitty Secrets, in which he completed it in 0 A presses.&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=Xy7XDStV5WE&amp;lt;/ref&amp;gt; Pannenkoek brought much more optimization to the ABC, using [[Cloning|cloning]], [[Goomba Architecture|Goomba architecture]], [[Frame Walking|frame walking]], [[Hat-in-Hand|hat in hand displacement]], WDW [[Water Level Manipulation|water level manipulation]], [[Backward Shell Hyperspeed|shell hyperspeed]], [[Infinite Coin Glitches|infinite coin glitches]], and [[Big Boo Manipulation|Big Boo manipulation]]. Within the first 4 months, nearly 100 A presses had been saved, bringing the count down to 117.&lt;br /&gt;
&lt;br /&gt;
== Part III: Further Progress ==&lt;br /&gt;
Initially, A presses were saved by using precise manoeuvres and glitches such as [[Cloning]]. In March of 2014, it was discovered that Mario could use [[Swooper]]s in [[Hazy Maze Cave]] to gain height, leading to 3 A press saves.&amp;lt;ref&amp;gt;[http://youtu.be/l802xZp4TBY &amp;quot;SM64 - A-Maze-ing Emergency Exit - 1x A Presses &amp;lt;nowiki&amp;gt;[OUTDATED]&amp;lt;/nowiki&amp;gt;&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; Not long later, Pannenkoek found out a way to get past the back and forth bridges in [[Bowser in the Sky]] using a goomba bounce, saving 1 A press.&amp;lt;ref&amp;gt;[https://youtu.be/l802xZp4TBY &amp;quot;SM64 - A-Maze-ing Emergency Exit - 1x A Presses &amp;lt;nowiki&amp;gt;[OUTDATED]&amp;lt;/nowiki&amp;gt;&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In April of that year, more cloning tricks were discovered in the Bowser in the Sky including a new glitch called [[Transport Cloning]]. This saved a total of 3 A presses in a 120 star run.&amp;lt;ref&amp;gt;[https://youtu.be/YnMZZhaj5S0 &amp;quot;SM64 - Transport Clones&amp;quot; by pannenkoek]&amp;lt;/ref&amp;gt; Throughout May, Pannenkoek and Gaehne D discovered many tricks including utilizing a lakitu bounce in [[Rainbow Ride]],&amp;lt;ref&amp;gt;[https://youtu.be/ksQ37bfyQMg &amp;quot;SM64 - Cruiser Crossing the Rainbow - 0x A Presses&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; a way of lowering the basement water level in 0 a presses&amp;lt;ref&amp;gt;[https://youtu.be/_CYY6h9OjpQ &amp;quot;SM64 - Pound the Pillars - 0x A Presses&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt;, and a way to raise the water level in [[Wet Dry World]].&amp;lt;ref&amp;gt;[https://youtu.be/2NtxoAgNY80 &amp;quot;SM64 - Quick Race Through Downtown! - 0x A Presses&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; In total, 9.5 A presses were saved.&lt;br /&gt;
&lt;br /&gt;
In mid 2014, Pannenkoek figured out a way of entering [[Bowser in the Sky]] in only 1 A press by bouncing from [[Wing Mario Over the Rainbow]].&amp;lt;ref&amp;gt;[https://youtu.be/0NA_Nq7oZZU &amp;quot;SM64 - Red Coins on the Ship Afloat - Without the Ship&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; Pannenkoek found a way to exploit the bowser levels’ elevators’ broken hitboxes, saving an A press in Bowser in the Sky.&amp;lt;ref&amp;gt;[https://youtu.be/ixgacnmzrnE &amp;quot;SM64 - Bowser in the Sky (without Red Coins) - 3x A Presses &amp;lt;nowiki&amp;gt;[OUTDATED]&amp;lt;/nowiki&amp;gt;&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; Now the A press count for Bowser in the Sky with red coins had halved, from 10 to 5. A month later, 4 A presses were saved on [[Tick Tock Clock]] by using a [[Bob-omb|bloated bob omb]] to get past the cage.&amp;lt;ref&amp;gt;[https://youtu.be/q9HFvjwMtFg &amp;quot;SM64 - The Pit and the Pendulums - 3x A Presses &amp;lt;nowiki&amp;gt;[OUTDATED]&amp;lt;/nowiki&amp;gt;&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; Plush discovered a way of building speed called [[Hyperspeed Water Sliding]], which was used to save 1 A press in [[Hazy Maze Cave]].&amp;lt;ref&amp;gt;[https://youtu.be/69NMgKGFKC0 &amp;quot;SM64 - Metal-Head Mario Can Move! - 0x A Presses&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; Furthermore, many new strategies were discovered which got rid of reliance on something that requires an A press such as getting [[Through the Jet Stream]] in [[Dire, Dire Docks]] without the [[Metal Cap]].&amp;lt;ref&amp;gt;[https://youtu.be/VWpRHZ8EvdA &amp;quot;SM64 - Through the Jet Stream (No Metal Cap) - 0.5x A Presses &amp;lt;nowiki&amp;gt;[OUTDATED]&amp;lt;/nowiki&amp;gt;&amp;quot; by pannenkoek]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In late 2014, Tyler Kehne discovered a very useful trick called a [[Star Dance Clip]] (SDC), which allows Mario to go up higher on a dive recover. This was first used to enter Hazy Maze Cave 0x using the star from [[MIPS]].&amp;lt;ref&amp;gt;[https://youtu.be/Kd9BWWrPWvg &amp;quot;SM64 - The Big House in the Sky - 1x A Presses &amp;lt;nowiki&amp;gt;[OUTDATED]&amp;lt;/nowiki&amp;gt;&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; Another also very useful glitch was discovered called [[Vertical Speed Conservation]] of VSC for short. This allowed for Mario to store vertical speed. This initially saved 6.5 A presses. The following month, 2 glitches were discovered: The [[Glitchy Ledge Grab]] and the [[207 DR|207 dive recover]]. This allowed for mario to enter [[Bowser in the Sky]] in 0 A presses.&amp;lt;ref&amp;gt;[https://youtu.be/VkfRQ0_vu40 &amp;quot;SM64 - Go to Bowser in the Sky - 0x A Presses&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; This also allowed for mario to climb the cork boxes in [[Dire, Dire Docks|DDD]],&amp;lt;ref&amp;gt;[https://youtu.be/4JEoBwuXkzQ &amp;quot;SM64 - Board Bowser&#039;s Sub - 0x A Presses&amp;quot; by pennenkoek2012]&amp;lt;/ref&amp;gt; saving 4 0.5 A presses. The 207 DR, combined with a precise dive recover on a crystal, allows for Bowser in the Dark World to be completed in 0 A presses.&amp;lt;ref&amp;gt;[https://youtu.be/UCmPvInKa9E &amp;quot;SM64 - Bowser in the Dark World (with Red Coins) - 0x A Presses&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; Other improvements, mainly from Plush, saved an extra 5+3x0.5 A presses.&lt;br /&gt;
&lt;br /&gt;
A major milestone occurred in early 2015, when a method to traverse the starting platforms was discovered. This method used the [[207 DR]] combined with [[Chuckya]]’s grab meant that Bowser in the Sky could be completed in 0 A presses.&amp;lt;ref&amp;gt;[https://youtu.be/bxr7eVEN0sY &amp;quot;SM64 - Bowser in the Sky (with Red Coins) - 0x A Presses &amp;lt;nowiki&amp;gt;[OUTDATED]&amp;lt;/nowiki&amp;gt;&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; This was a massive improvement compared to one year ago when it required 10. Also, Plush and Tyler Kehne found a way to use lava boosts to get to the top of the volcano in [[Lethal Lava Land]], saving 2 A presses.&amp;lt;ref&amp;gt;[https://youtu.be/Po3yFHGTieE &amp;quot;SM64 - Hot-Foot-It into the Volcano - 0x A Presses&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; In late January, Pannenkoek discovered a way to activate the [[Vanish Cap]] switch 0x,&amp;lt;ref&amp;gt;[https://youtu.be/XBhDWqI4S7c &amp;quot;SM64 - Vanish Cap Under the Moat (and Cap Switch Pressed) - 0x A Presses&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; meaning that the vanish cap could be used for free in an abc run. In March of 2015, Pannenkoek found a way to get onto the pole platform in [[Tick Tock Clock]] 0x by combining [[Vertical Speed Conservation|VSC]], a ground pound and a [[Star Dance Clip|SDC]], saving a total of 3 A presses.&amp;lt;ref&amp;gt;[https://youtu.be/5W6_55IDpbU &amp;quot;SM64 - Stomp on the Thwomp - 7x A Presses &amp;lt;nowiki&amp;gt;[OUTDATED]&amp;lt;/nowiki&amp;gt;&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; Pannenkoek and Tyler Kehne found a way of getting onto the pirhana plant platform in [[Tiny-Huge Island]] from the small painting 0x by using goomba bounces.&amp;lt;ref&amp;gt;[https://youtu.be/SPoL0sJz3HM &amp;quot;SM64 - Tiny-Huge Island 100 Coins - 0x A Presses&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; This saves 7 A presses as it requires an A press to enter from the big painting.&lt;br /&gt;
&lt;br /&gt;
In mid 2015, a method of re-entering [[Tick Tock Clock|TTC]] using [[Spawning Displacement|spawning displacement]] was discovered.&amp;lt;ref&amp;gt;[https://youtu.be/5pmjLkuhwY0 &amp;quot;SM64 - Stop Time for Red Coins &amp;amp; Reenter TTC - 0x A Presses&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; The [[Instant Release]] glitch was also discovered. In total, 2 A presses were saved on TTC. Pannenkoek found a method of getting [[Mario Wings to the Sky]] in 0 A presses by using [[Transport Cloning]] to craft a goomba staircase.&amp;lt;ref&amp;gt;[https://youtu.be/YpcMlj8BwWE &amp;quot;SM64 - Mario Wings to the Sky - 0x A Presses&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; Around June, Kyman noticed some unusual behaviour while releasing a whirlpool clone at a loading point. This lead to the discovery of a glitch called no transition loading. After lots of hard work, an A press was saved on Pole Jumping for Red Coins.&amp;lt;ref&amp;gt;[https://youtu.be/gvQMNQlgu3s &amp;quot;SM64 - Pole-Jumping for Red Coins - 0.5x A Presses&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; On Pannenkoek’s video showing this star, a user by the name of TJ Henry Yoshi wrote a notorious comment saying “an a press is an a press, you can&#039;t say it’s only a half”. This would later become a huge meme. In Jolly Roger Bay, Tyler Kehne found a way of ground pounding the blue coin block 0x by exploiting goombas, saving an A press.&amp;lt;ref&amp;gt;[https://youtu.be/e0rB9q4Y_U0 &amp;quot;SM64 - Jolly Roger Bay 100 Coins &amp;amp; Red Coins on the Ship Afloat - 1x A Presses &amp;lt;nowiki&amp;gt;[OUTDATED]&amp;lt;/nowiki&amp;gt;&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; In July, Tyler Kehne, Plush and Sonicpacker found ways to utilise hyperspeed in HMC, saving 1+2x0.5 A presses.&amp;lt;ref&amp;gt;[https://youtu.be/NXVJKPQu7rI &amp;quot;SM64 - Elevate for 8 Red Coins - 0.5x A Presses &amp;lt;nowiki&amp;gt;[OUTDATED]&amp;lt;/nowiki&amp;gt;&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By the end of July, the A press count for a 120 star run had been reduced to only 37. Around this time, a speedrunner had experienced a glitch that made mario randomly warp up. The cause was unknown, but if discovered, could be used to save A presses. This was labelled the [[TTC Upwarp|TTC Upwarp Glitch]]. Pannenkoek put a $1000 bounty out to anyone who could replicate it.&amp;lt;ref&amp;gt;[https://youtu.be/aNzTUdOHm9A &amp;quot;SM64 - TTC Upwarp $1000 Bounty&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; Throughout the years, many have tried, but to no avail. It is suspected that the glitch happened due to a hardware problem.&lt;br /&gt;
&lt;br /&gt;
In late 2015, a method to enter the secret aquarium on Virtual Console was found. This strategy involved hyperspeed walking in HMC, then using [[Parallel Universe|PU]] movement to reach the entrance.&amp;lt;ref&amp;gt;[https://youtu.be/ujLjEbCykOQ &amp;quot;SM64 - Go to The Secret Aquarium - 0x A Presses (VC Only) &amp;lt;nowiki&amp;gt;[OUTDATED]&amp;lt;/nowiki&amp;gt;&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; a PU route was devised in HMC which saved a half A press. Tyler Kehne found a pedro spot in TTC which could be accessed with a [[Bob-omb|bob-omb]].&amp;lt;ref&amp;gt;[https://youtu.be/5t-ZbJsFEwg &amp;quot;SM64 - Stomp on the Thwomp - 6x A Presses &amp;lt;nowiki&amp;gt;[OUTDATED]&amp;lt;/nowiki&amp;gt;&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; This saved 1 A press. &lt;br /&gt;
== Part IV: 2016-Present ==&lt;br /&gt;
In mid 2016, a new glitch was discovered in TTC called pendulum manipulation.&amp;lt;ref&amp;gt;[https://youtu.be/f35hBQ0zfO0 &amp;quot;TTC Pendulum Manipulation&amp;quot; by pannenkoek2012]&amp;lt;/ref&amp;gt; This allows for the pendulums to swing incredibly high, initially saving 1 A press. A month later, the ABC team found a way to climb the ship in [[Jolly Roger Bay]] in 0 A presses,&amp;lt;ref&amp;gt;[https://youtu.be/PchLf_D1vks &amp;quot;JRB Red Coins on the Ship Afloat 0x A Presses&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; meaning the red coin star could be done 0x. sm64expert and Pannenkoek found a way to get to the cannon on Wing Mario over the Rainbow 0x,&amp;lt;ref&amp;gt;[https://youtu.be/_d7OQ8IO-ks &amp;quot;WMotR Red Coins 2x A Presses&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; saving half an A press. Later that year, a user called Z1mb0bw4y suggested a way to re-enter TTC after collecting [[The Pit and the Pendulums]]. Although first overlooked, it became confirmed, saving an A press.&amp;lt;ref&amp;gt;[https://youtu.be/1FVp6FAjhQY &amp;quot;TTC Re-Entry After Pit &amp;amp; Pendulums Star 0x&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Throughout 2017, most improvements came in the form of alternative strategies which were either faster and/or saves an a press outside the level by removing the need for a set [[HOLP]]. A new method of fly guy manipulation was discovered, which saved time on 2 [[Rainbow Ride]] levels.&amp;lt;ref&amp;gt;[https://youtu.be/61kko9pCq9g &amp;quot;RR Tricky Triangles! 0x Faster Strat&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; A method was found to use a preset HOLP in Bowser in the Sky without costing an additional A press.&amp;lt;ref&amp;gt;[https://youtu.be/Zuc528e6AuY &amp;quot;BitS Faster Strat for 120 Star ABC Run&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; A massive time save was found for 3 stars in TTC,&amp;lt;ref&amp;gt;[https://youtu.be/zL8Jneu2KWM &amp;quot;TTC Timed Jumps on Moving Bars 3x Faster Strat using PBH&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; which involved using a forgotten strategy to get past the pole,&amp;lt;ref&amp;gt;[https://youtu.be/5v63cWxFw18 &amp;quot;TTC Bob-omb to Pole using Pause Buffered Hitstun&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; saving over an hour on each star. Near the end of the year, Iwer Sonsch found a way to jump directly from the pedro spot in TTC to the thwomp platform,&amp;lt;ref&amp;gt;[https://youtu.be/6O--UXq_TpA &amp;quot;I found an A press save in SM64.&amp;quot; by Iwer Sonsch]&amp;lt;/ref&amp;gt; saving an A press in [[Stomp on the Thwomp]].&amp;lt;ref&amp;gt;[https://youtu.be/7S5CF1vsDPQ &amp;quot;TTC Stomp on the Thwomp 5x A Presses &amp;lt;nowiki&amp;gt;[OUTDATED]&amp;lt;/nowiki&amp;gt;&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; By the end of 2017, the A press count was lowered to 28.&lt;br /&gt;
&lt;br /&gt;
The first major breakthrough in 2018 was a new glitch caused by raising a scuttlebug into a [[Parallel Universe|Vertical Parallel Universe]], causing it to clip through floors.&amp;lt;ref&amp;gt;[https://youtu.be/OLmxy5cYfdk &amp;quot;BBH Big Boo&#039;s Balcony 0x A Presses&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; This saves 3 A presses in [[Big Boo&#039;s Haunt]]. Timestoppa and Tyler Kehne found a way of using speed to get to the stone pillar platform in [[Jolly Roger Bay]] 0x,&amp;lt;ref&amp;gt;[https://youtu.be/5dmEJwnbLkc &amp;quot;JRB Blast to the Stone Pillar 0xA (Confirmed)&amp;quot; by Tyler Kehne]&amp;lt;/ref&amp;gt; saving an A press.&amp;lt;ref&amp;gt;[https://youtu.be/9dkwHlDC1LY &amp;quot;JRB Blast to the Stone Pillar 0x A Presses&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; Tyler Kehne began working on a way to get into the Secret Aquarium without PU movement (the n64 crashes when it enters a PU). After lots of hard work, a solution was found, saving an A press in the N64 versions. In mid 2018, Bad_Boot and Sidney found a way to build speed on a treadmill in TTC, allowing Mario to jump straight up to the top of the pole.&amp;lt;ref&amp;gt;[https://youtu.be/gxZiW7EKLzA &amp;quot;Confirmed 2xA Save in TTC (Treadmill HSG)&amp;quot; by Tyler Kehne]&amp;lt;/ref&amp;gt; This saves a total of 2 A presses. &lt;br /&gt;
&lt;br /&gt;
Shortly after, a great discovery was made. Andru! had left his wii on overnight, and found that the rising and falling platforms in Bowser in the Fire Sea had risen. This led to the discovery of a [[Wii VC Round-to-Zero|new glitch]],&amp;lt;ref&amp;gt;[https://youtu.be/MFxJuq3FRgI &amp;quot;Bowser in the Fire Sea in 0x A Presses? (New Glitch Explanation)&amp;quot; by bad_boot]&amp;lt;/ref&amp;gt; and meant that the game could now be completed in Wii VC with 0 A presses.&amp;lt;ref&amp;gt;[https://youtu.be/Aa_CciaM4aM &amp;quot;Bowser in the Fire Sea with Red Coins 0x A Presses (Wii VC Only)&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; Throughout the year, 3 A presses were saved in Stomp on the Thwomp, lowering the count to 2.&amp;lt;ref&amp;gt;[https://youtu.be/3WLlQ2alTK8 &amp;quot;TTC Stomp on the Thwomp 2x A Presses&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; By the end of the year, the total A press count was at 21.&lt;br /&gt;
&lt;br /&gt;
In mid 2019, an A press was saved by finding a way to re-enter [[Tick Tock Clock|TTC]] from the [[Get a Hand]] Star using 0.5 A presses.&amp;lt;ref&amp;gt;[https://youtu.be/1kfkiH51AA8 &amp;quot;TTC Get a Hand &amp;amp; Re-Enter 0.5x A Presses&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; Other improvements in TTC included removing the need for a preset HOLP in TTC for 3 stars,&amp;lt;ref&amp;gt;[https://youtu.be/6KX1VKCvYkI &amp;quot;TTC Timed Jumps on Moving Bars 1x A Presses (without Preset HOLP)&amp;quot; by UncommentatedPannen]&amp;lt;/ref&amp;gt; which is significant as it requires an A press to enter TTC. Currently, the A press count stands at 19.&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Talk:1_Key&amp;diff=12957</id>
		<title>Talk:1 Key</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Talk:1_Key&amp;diff=12957"/>
		<updated>2021-01-14T13:12:22Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: summary&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;https://www.youtube.com/watch?v=ISwSAhwPGGc&lt;br /&gt;
&lt;br /&gt;
1 Key TAS with Mario-following Camera&lt;br /&gt;
by Timestoppa&lt;br /&gt;
As requested by Jongyon&lt;br /&gt;
&lt;br /&gt;
== Is this statement regarding castle entry textBox correct? ==&lt;br /&gt;
&lt;br /&gt;
“This time save is emphasized due to MDS skipping both the castle entry textbox” in the TAS shown by Bismuth, the castle entry textBox still shows. [[User:Hallowizer|Hallowizer]] ([[User talk:Hallowizer|talk]]) 06:41, 14 January 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
yeah not sure why its there [[User:Tranman64|Tranman64]] ([[User talk:Tranman64|talk]]) 13:11, 14 January 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Same_Input_Challenge&amp;diff=12955</id>
		<title>Same Input Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Same_Input_Challenge&amp;diff=12955"/>
		<updated>2021-01-14T02:44:55Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: WF explanation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Same Input Challenge&#039;&#039;&#039;&#039;s goal is collecting as many different stars from a single set of inputs as possible, while only varying the savestate for the TAS. The challenge was originally created by [https://www.youtube.com/channel/UCla5Eru3DbPgxz6LwSBOyaw Sidney] and inspired by this [https://www.youtube.com/watch?v=SiHdBS7HPg0 TAS that completed 4 2D Mario games with the same input file], with the goal of &amp;quot;making a .m64 that can collect two completely different stars with the same .m64, but different .st.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Rules ==&lt;br /&gt;
 &lt;br /&gt;
* Must start from star select (if the level has one), pause exit (if a castle star), or on the first frame of level.&lt;br /&gt;
* No leaving a level (including Bowser death)&lt;br /&gt;
* In level warps are fine, as long as they do not exit the course (No DDD exit, Bowser death, TotWC death, etc.)&lt;br /&gt;
* Only one star per save state, 100 coin stars/castle stars must be collected separately&lt;br /&gt;
* Save states must be achievable without the use of hacks (No impossible RNG, impossible HOLP, etc.)&lt;br /&gt;
* Stars must be yellow when collected&lt;br /&gt;
* May not press the start button&lt;br /&gt;
&lt;br /&gt;
==Current Records==&lt;br /&gt;
&lt;br /&gt;
Three courses have had all 6 of their main stars done with a single input file and one has had all 7 stars collected so far. These courses are [[Wet-Dry World]], [[Bob-omb Battlefield]], [[Tall, Tall Mountain]], and [[Whomp&#039;s Fortress]]. &lt;br /&gt;
&lt;br /&gt;
* The current BoB record is all 6 main stars in 2:24 by brqm&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=KQBxDV0x5WM &amp;quot;(TAS) SM64 Bob-omb Battlefield collecting 6 stars with the same inputs in 2:24&amp;quot; by brqm]&amp;lt;/ref&amp;gt;. The run uses star 1 for the first and sixth stars, star 2 for the second star, and star 3 for the third fourth and fifth stars. Differing level versions, cannon activation, and wing cap activation is used to desync the input file.&lt;br /&gt;
* The current WF record is all 7 stars in 2:24 by brqm&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=5qQmhL4aAw0 &amp;quot;(TAS) SM64 Whomp&#039;s Fortress collecting 7 stars with the same inputs in 2:24&amp;quot; by brqm]&amp;lt;/ref&amp;gt;. This run uses textboxes for [[timestop]], different course versions,  and different [[HOLP]] locations.&lt;br /&gt;
* The current CCM record is all 6 main stars in 3:36 by brqm&amp;lt;ref&amp;gt;[https://youtu.be/-jnqh5EONZs &amp;quot;(TAS) SM64 Cool, Cool Mountain collecting 6 stars with the same input in 3:36&amp;quot; by brqm]&amp;lt;/ref&amp;gt;.&lt;br /&gt;
* The current WDW record is all 6 main stars in 6:14 by Nim&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=XOThtJDfMm4 &amp;quot;(TAS) All main WDW stars collected with the same inputs&amp;quot; by Hello, my name is nim]&amp;lt;/ref&amp;gt;. The run uses star 1 for all stars. Differing HOLP placements are used to desync the input file.&lt;br /&gt;
* The current TTM record is all 6 main stars in 4:08 by Dabs&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=gKWLUCHY7jU &amp;quot;All main stars in TTM - Same input challenge (TAS)&amp;quot; by Dabs]&amp;lt;/ref&amp;gt;. The run uses star 1 for the first star and star 2 for the other five. Differing HOLP placements are used to desync the input file after the first star is collected.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;references /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category: Challenges]]&lt;br /&gt;
&lt;br /&gt;
{{Challenges}}&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Talk:Same_Input_Challenge&amp;diff=12954</id>
		<title>Talk:Same Input Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Talk:Same_Input_Challenge&amp;diff=12954"/>
		<updated>2021-01-14T02:32:37Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Are the inputs the same between levels? ==&lt;br /&gt;
&lt;br /&gt;
Basically, does there have to be a single set of inputs used for all 120 stars, or can that set very between courses? [[User:Hallowizer|Hallowizer]] ([[User talk:Hallowizer|talk]]) 02:26, 14 January 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The challenge is to collect as many stars as possible with the same string of inputs.  This practically limits the string to one course since Mario is just going to run around doing random stuff in other courses.&lt;br /&gt;
(sm64 experts pls check if im right here) [[User:Tranman64|Tranman64]] ([[User talk:Tranman64|talk]]) 02:32, 14 January 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Talk:Same_Input_Challenge&amp;diff=12953</id>
		<title>Talk:Same Input Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Talk:Same_Input_Challenge&amp;diff=12953"/>
		<updated>2021-01-14T02:32:21Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: answered&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Are the inputs the same between levels? ==&lt;br /&gt;
&lt;br /&gt;
Basically, does there have to be a single set of inputs used for all 120 stars, or can that set very between courses? [[User:Hallowizer|Hallowizer]] ([[User talk:Hallowizer|talk]]) 02:26, 14 January 2021 (UTC)&lt;br /&gt;
&lt;br /&gt;
The challenge is to collect as many stars as possible with the same string of inputs.  This practically limits the string to one course since Mario is just going to run around doing random stuff in other courses.&lt;br /&gt;
(sm64 experts pls check if im right here) [[User:Tranman64|Tranman64]] ([[User talk:Tranman64|talk]]) 02:32, 14 January 2021 (UTC)&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Tranman64&amp;diff=12947</id>
		<title>User:Tranman64</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Tranman64&amp;diff=12947"/>
		<updated>2021-01-12T05:28:49Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: @macrepeh done&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 [[User:Skazzy3]]. 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://youtu.be/dQw4w9WgXcQ Skazzy3 &#039;&#039;&#039;Discord server&#039;&#039;&#039;]. If you wish to find more general information about Skazzy3, please check the [https://youtu.be/dQw4w9WgXcQ Skazzy3 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;
	&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; title=&amp;quot; System administrators&amp;quot; class=&amp;quot;items&amp;quot;&amp;gt;&lt;br /&gt;
*Skazboxes&lt;br /&gt;
*Skazzy Frames&lt;br /&gt;
*Gaming&lt;br /&gt;
*GameStop&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; title=&amp;quot;&amp;lt;!--T:14--&amp;gt; Users&amp;quot; class=&amp;quot;items&amp;quot;&amp;gt;&lt;br /&gt;
*Skazzy Long Jump&lt;br /&gt;
*Wii VC Round-to-Skazzy&lt;br /&gt;
*Meming&lt;br /&gt;
*Skazzy Freeze&lt;br /&gt;
*Skazzy Ledge Grab&lt;br /&gt;
*Skazzy Wall Kick&lt;br /&gt;
*J&lt;br /&gt;
*Parallel Skazzys&lt;br /&gt;
*Skazzy3 Buffering&lt;br /&gt;
*Skazzy Displacement&lt;br /&gt;
*Vertical Skazzy 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; title=&amp;quot; Developers&amp;quot; class=&amp;quot;items&amp;quot;&amp;gt;&lt;br /&gt;
*List of Skazzys (there are only 3 dont worry)&lt;br /&gt;
&lt;br /&gt;
*The&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; title=&amp;quot; System administrators&amp;quot; class=&amp;quot;items&amp;quot;&amp;gt;&lt;br /&gt;
*Skazzy&lt;br /&gt;
*Skazzy 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; Resources&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
		&amp;lt;div id=&amp;quot;mainpage-users&amp;quot; title=&amp;quot; Users&amp;quot; class=&amp;quot;items&amp;quot;&amp;gt;&lt;br /&gt;
*Skazzy3 Emulators&lt;br /&gt;
*SkazzyShark&lt;br /&gt;
*Mario&lt;br /&gt;
*Skazzy&lt;br /&gt;
*List of Skazzy3 World Records&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;
&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; RTA Guide&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
		&amp;lt;div id=&amp;quot;mainpage-admins&amp;quot; title=&amp;quot; System administrators&amp;quot; class=&amp;quot;items&amp;quot;&amp;gt;&lt;br /&gt;
*[[RTA Guide|RTA Guide 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;
		&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; TASes&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
		&amp;lt;div id=&amp;quot;mainpage-devs&amp;quot; title=&amp;quot; Developers&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; Challenges&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
		&amp;lt;div id=&amp;quot;mainpage-admins&amp;quot; title=&amp;quot; System administrators&amp;quot; class=&amp;quot;items&amp;quot;&amp;gt;&lt;br /&gt;
*Challenges]]&lt;br /&gt;
*A Skazzy Challenge&lt;br /&gt;
*B Skazzy Challenge&lt;br /&gt;
*ABZ Skazzy Challenge&lt;br /&gt;
&amp;lt;!--* [[ABC CCC]]--&amp;gt;&lt;br /&gt;
*RTASC  (Real Time A Skazzy)&lt;br /&gt;
*No CadBrad Allowed Challenge&lt;br /&gt;
*No pannenkoek2012 Allowed Challenge&lt;br /&gt;
*Jamal&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;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Tranman64&amp;diff=12941</id>
		<title>User:Tranman64</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Tranman64&amp;diff=12941"/>
		<updated>2021-01-12T04:51:08Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: Skazzy3&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 [[User:Skazzy3]]. 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://youtu.be/dQw4w9WgXcQ Skazzy3 &#039;&#039;&#039;Discord server&#039;&#039;&#039;]. If you wish to find more general information about Skazzy3, please check the [https://youtu.be/dQw4w9WgXcQ Skazzy3 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;
	&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; title=&amp;quot; System administrators&amp;quot; class=&amp;quot;items&amp;quot;&amp;gt;&lt;br /&gt;
*Skazboxes&lt;br /&gt;
*Skazzy Frames&lt;br /&gt;
*Gaming&lt;br /&gt;
*GameStop&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; title=&amp;quot;&amp;lt;!--T:14--&amp;gt; Users&amp;quot; class=&amp;quot;items&amp;quot;&amp;gt;&lt;br /&gt;
*Skazzy Long Jump&lt;br /&gt;
*Wii VC Round-to-Skazzy&lt;br /&gt;
*Meming&lt;br /&gt;
*Skazzy Freeze&lt;br /&gt;
*Skazzy Ledge Grab&lt;br /&gt;
*Skazzy Wall Kick&lt;br /&gt;
*J&lt;br /&gt;
*Parallel Skazzys&lt;br /&gt;
*Skazzy3 Buffering&lt;br /&gt;
*Skazzy Displacement&lt;br /&gt;
*Vertical Skazzy 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; title=&amp;quot; Developers&amp;quot; class=&amp;quot;items&amp;quot;&amp;gt;&lt;br /&gt;
*List of Skazzys (there are only 3 dont worry)&lt;br /&gt;
&lt;br /&gt;
*The&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; title=&amp;quot; System administrators&amp;quot; class=&amp;quot;items&amp;quot;&amp;gt;&lt;br /&gt;
*Skazzy&lt;br /&gt;
*Skazzy 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; Resources&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
		&amp;lt;div id=&amp;quot;mainpage-users&amp;quot; title=&amp;quot; Users&amp;quot; class=&amp;quot;items&amp;quot;&amp;gt;&lt;br /&gt;
*Skazzy3 Emulators&lt;br /&gt;
*SkazzyShark&lt;br /&gt;
*Mario&lt;br /&gt;
*Skazzy&lt;br /&gt;
*List of Skazzy3 World Records&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;
&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; RTA Guide&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
		&amp;lt;div id=&amp;quot;mainpage-admins&amp;quot; title=&amp;quot; System administrators&amp;quot; class=&amp;quot;items&amp;quot;&amp;gt;&lt;br /&gt;
*[[RTA Guide|RTA Guide 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;
		&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; TASes&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
		&amp;lt;div id=&amp;quot;mainpage-devs&amp;quot; title=&amp;quot; Developers&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; Challenges&amp;lt;/span&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
		&amp;lt;div id=&amp;quot;mainpage-admins&amp;quot; title=&amp;quot; System administrators&amp;quot; class=&amp;quot;items&amp;quot;&amp;gt;&lt;br /&gt;
*Challenges]]&lt;br /&gt;
*A Skazzy Challenge&lt;br /&gt;
*B Skazzy Challenge&lt;br /&gt;
*ABZ Skazzy Challenge&lt;br /&gt;
&amp;lt;!--* [[ABC CCC]]--&amp;gt;&lt;br /&gt;
*RTASC  (Real Time A Skazzy)&lt;br /&gt;
*No CadBrad Allowed Challenge&lt;br /&gt;
*No pannenkoek2012 Allowed Challenge&lt;br /&gt;
*Jamal&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;
&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;
	&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; title=&amp;quot; Developers&amp;quot; class=&amp;quot;items&amp;quot;&amp;gt;&lt;br /&gt;
		&amp;lt;rss max=&amp;quot;4&amp;quot;&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;
&amp;lt;/div&amp;gt;__NOTOC__&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File:Wikilogo.jpg&amp;diff=12928</id>
		<title>File:Wikilogo.jpg</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File:Wikilogo.jpg&amp;diff=12928"/>
		<updated>2020-12-29T06:15:25Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{delete|old}}&lt;br /&gt;
Wiki Logo (for now)&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Speed_conservation&amp;diff=12927</id>
		<title>Speed conservation</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Speed_conservation&amp;diff=12927"/>
		<updated>2020-12-29T06:09:11Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: sup discord how ya doin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite}}&lt;br /&gt;
&#039;&#039;&#039;Speed Conservation&#039;&#039;&#039; is the act of conserving your speed.&lt;br /&gt;
== Technical Info == &lt;br /&gt;
(TODO: elaborate on this. if you found this article looking for more info see [https://youtu.be/LhXONwmKZDI this])&lt;br /&gt;
&lt;br /&gt;
Speed Conservation is performed when you follow this sequence of events:&lt;br /&gt;
*Have horizontal speed &lt;br /&gt;
*Go into an area that will not update your speed (e.g. entering water or grabbing a pole&lt;br /&gt;
*Exit this area into a sliding state&lt;br /&gt;
== Methods ==&lt;br /&gt;
These are methods that will conserve your speed.&lt;br /&gt;
*Grabbing a pole and entering a sliding state afterwards&lt;br /&gt;
*Exiting water into a sliding state&lt;br /&gt;
*Exiting text while holding a direction on the joystick&lt;br /&gt;
*Exiting a cutscene while holding a direction on the joystick&lt;br /&gt;
*Letting go of [[Hoot]] (does not have any special requirements)&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Out_of_Bounds&amp;diff=12926</id>
		<title>Out of Bounds</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Out_of_Bounds&amp;diff=12926"/>
		<updated>2020-12-29T06:04:44Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: removed repeated hyperlink&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Out of Bounds&#039;&#039;&#039; (&#039;&#039;&#039;OoB&#039;&#039;&#039;) is any area where there is no floor triangle directly below Mario. The game cancels any movement that would place Mario OoB. Some glitches can be used to allow Mario to access OoB; this causes him to die instantly.&lt;br /&gt;
&lt;br /&gt;
Because floors are carried into [[Parallel Universes]], there are in-bounds regions inside PUs that correspond to the in-bounds areas of the main map. This makes them useful for long-distance movement as in-bounds regions to be in between frames.&lt;br /&gt;
&lt;br /&gt;
== Colliding with OoB ==&lt;br /&gt;
&lt;br /&gt;
When a movement into OoB is cancelled, Mario will appear to collide with OoB. This collision is different from those with [[wall]]s: Mario&#039;s angle is preserved (rather than reflected), and it is impossible to punch/kick or wallkick off OoB.&lt;br /&gt;
&lt;br /&gt;
== Reaching OoB ==&lt;br /&gt;
&lt;br /&gt;
Some glitches can be used to allow the player to reach OoB. Doing so will instantly kill Mario.&lt;br /&gt;
* Recovering from a ledge grab into OoB.&lt;br /&gt;
* Forcing the only floor below Mario (i.e. a floor triangle of an object) to become intangible.&lt;br /&gt;
* Chuckya can throw Mario into OoB.&lt;br /&gt;
* Moving OoB by reading a sign clone.&lt;br /&gt;
* Warping via teleporter clone.&lt;br /&gt;
* Using a door from below the intended height. &lt;br /&gt;
&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Object_Group&amp;diff=12896</id>
		<title>Object Group</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Object_Group&amp;diff=12896"/>
		<updated>2020-12-23T16:00:55Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: fixed redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Objects#Object_Groups]]&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Dive&amp;diff=12895</id>
		<title>Dive</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Dive&amp;diff=12895"/>
		<updated>2020-12-23T15:54:59Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: removed a notice about a page which doesn&amp;#039;t exist&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Not to be confused with [[Dive Slide]] or [[Dive Picking Up]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Action_infobox&lt;br /&gt;
|title=Dive&lt;br /&gt;
|image=&lt;br /&gt;
|official name=&lt;br /&gt;
|hex=0x0188088A&lt;br /&gt;
|flags=Air, Diving, Attacking, Allow Vertical Wind&lt;br /&gt;
|group=Airborne&lt;br /&gt;
|id=0x8A&lt;br /&gt;
|into=&lt;br /&gt;
|out of=&lt;br /&gt;
|animation=&lt;br /&gt;
|related=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diving&#039;&#039;&#039; is an attack action that occurs when the B button is pressed during [[Walking]], [[Decelerating]], [[Crawling]], [[Freefall]], [[Single Jump]], [[Double Jump]], [[Triple Jump]], [[Sideflip]], [[Wall Kick]], [[Steep Jump]], [[Flying Triple Jump]], and [[Special Triple Jump]]. During a [[Single Jump]] or [[Double Jump]], 28 speed is required to dive, without which Mario will perform a [[Jump Kick]]. During [[Walking]], [[Decelerating]], and [[Crawling]], 29 speed is required, otherwise Mario will [[punch]] (which may get immediately cancelled into a jump kick, see [[Speedkick]]). When initiated from a ground action, Mario is given 20 vertical speed alongside the dive. However, this is not part of the dive action, and as such diving does not affect vertical speed when initiated from any other action. When Mario dives, he gains 15 horizontal speed, and caps out at 48 horizontal speed.&lt;br /&gt;
&lt;br /&gt;
The dive action can transition into [[Dive Slide]], [[Dive Picking Up]], and [[Head Stuck in Ground]] by landing, and [[Backwards Air Knockback]] by bonking.&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide%5C16_Star_(Medium_Route)&amp;diff=12884</id>
		<title>RTA Guide\16 Star (Medium Route)</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide%5C16_Star_(Medium_Route)&amp;diff=12884"/>
		<updated>2020-12-23T00:12:54Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: fixed redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[RTA Guide/16 Star#Standard Route (No LBLJ)]]&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=16_Star_(Medium_Route)&amp;diff=12883</id>
		<title>16 Star (Medium Route)</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=16_Star_(Medium_Route)&amp;diff=12883"/>
		<updated>2020-12-23T00:12:12Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: fixed redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[RTA Guide/16 Star#Standard Route (No LBLJ)]]&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=16_Star_(Beginner_Route)&amp;diff=12880</id>
		<title>16 Star (Beginner Route)</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=16_Star_(Beginner_Route)&amp;diff=12880"/>
		<updated>2020-12-22T23:08:21Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: fixed again cuz im an idiot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[RTA Guide/16 Star#Beginner%20Route%20(No%20Dark%20World%20Reds)]]&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide%5C16_Star_(Beginner_Route)&amp;diff=12879</id>
		<title>RTA Guide\16 Star (Beginner Route)</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide%5C16_Star_(Beginner_Route)&amp;diff=12879"/>
		<updated>2020-12-22T23:03:54Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: fixed redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[RTA Guide/16 Star#Standard%20Route%20(No%20LBLJ)]]&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=16_Star_(Beginner_Route)&amp;diff=12878</id>
		<title>16 Star (Beginner Route)</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=16_Star_(Beginner_Route)&amp;diff=12878"/>
		<updated>2020-12-22T23:02:07Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: fixed redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[RTA Guide/16 Star#Standard%20Route%20(No%20LBLJ)]]&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide%5C16_Star_(Advanced_LBLJ_Route)&amp;diff=12876</id>
		<title>RTA Guide\16 Star (Advanced LBLJ Route)</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide%5C16_Star_(Advanced_LBLJ_Route)&amp;diff=12876"/>
		<updated>2020-12-22T22:57:26Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: fixed redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[RTA_Guide/16_Star#LBLJ_Route]]&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=16_Star_(Advanced_LBLJ_Route)&amp;diff=12875</id>
		<title>16 Star (Advanced LBLJ Route)</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=16_Star_(Advanced_LBLJ_Route)&amp;diff=12875"/>
		<updated>2020-12-22T22:55:05Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: fixed redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[RTA_Guide/16_Star#LBLJ_Route]]&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Unsolved_single-goal_challenges&amp;diff=12854</id>
		<title>Unsolved single-goal challenges</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Unsolved_single-goal_challenges&amp;diff=12854"/>
		<updated>2020-12-21T01:33:39Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: I added more hyperlinks (probably went overboard with it)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page lists &#039;&#039;&#039;unsolved single-goal challenges&#039;&#039;&#039; that are not currently possible with current knowledge and strategies. None of these challenges have been completed or solved.&lt;br /&gt;
&lt;br /&gt;
==Unsolved==&lt;br /&gt;
===Coin Count===&lt;br /&gt;
*Getting more coins than intended in [[Cool, Cool Mountain]]&lt;br /&gt;
*Getting more coins than intended in [[Hazy Maze Cave]]&lt;br /&gt;
*Getting more coins than intended in [[Big Boo&#039;s Haunt]]&lt;br /&gt;
*Getting more coins than intended in [[Jolly Roger Bay]]&lt;br /&gt;
*Getting more coins than intended in [[Lethal Lava Land]]&lt;br /&gt;
*Getting infinite coins in [[Bowser in the Fire Sea]]&lt;br /&gt;
*Getting infinite coins in [[Tick Tock Clock]]&lt;br /&gt;
*Getting infinite coins in [[Rainbow Ride]]&lt;br /&gt;
&lt;br /&gt;
===Cloning Related===&lt;br /&gt;
*Transport cloning with [[Wiggler]] or a Skeeter&lt;br /&gt;
*Cloning in Lethal Lava Land&lt;br /&gt;
*Moving during [[Time Stop|time stop]] in Jolly Roger Bay (to get [[|Shell|shell]] [[Clone|clones]])&lt;br /&gt;
*Performing a transport clone with 4 simultaneous pushers&lt;br /&gt;
&lt;br /&gt;
===Collection Challenges===&lt;br /&gt;
*Living after collecting [[1-Up Mushroom#The Impossible 1-up|the Impossible 1-up]]&lt;br /&gt;
*Collecting the [[Key|key]] in Bowser in the Fire Sea from underneath the ground, causing you to collect the key on the death floor&lt;br /&gt;
*Collecting a [[Star|star]] during a demo sequence&lt;br /&gt;
*Collecting [[Mystery of the Monkey Cage]] without changing the [[HOLP]] for an arbitrary HOLP&lt;br /&gt;
*Collecting the red coin in [[Bowser in the Dark World]] at the start without using the ! Switch and living&lt;br /&gt;
*Collecting the new [[Impossible Coin]] in [[Tiny Huge Island]]&lt;br /&gt;
*Killing the [[Mystery Goomba]] and collecting its [[Coin|coin]]&lt;br /&gt;
&lt;br /&gt;
===Misc===&lt;br /&gt;
*Clipping from the bottom area of Wiggler&#039;s cave to the top area, or vice versa&lt;br /&gt;
*Grabbing [[Ukiki]] without pressing B (useful for the [[B Button Challenge]])&lt;br /&gt;
*Vertical [[PU]] death in LLL&lt;br /&gt;
*[[Hyperspeed Wall Kicks|Hyperspeed Wall Kick]] between towers in [[Tower of the Wing Cap]]&lt;br /&gt;
*Surviving in a vertical PU with a shell clone released in it&lt;br /&gt;
*Activating more than 4 stars at once anywhere&lt;br /&gt;
*Reversing the one-way teleport in THI &lt;br /&gt;
*Ground-pounding [[Chain Chomp]]&#039;s post without interacting with the [[Red Coin|red coin]] (e.g. collecting its two coin value)&lt;br /&gt;
*Escaping from one of the fish tanks in the Jolly Roger Bay room in the castle (starting with zero [[Speed|speed]] and damage counter)&lt;br /&gt;
*Grabbing the hangable ceiling on the bottom of the beginning cloud in [[Wing Mario over the Rainbow]]&lt;br /&gt;
*Causing a game crash by going out of bounds in the [[Cavern of the Metal Cap]] entry room or in [[Tall, Tall Mountain]]&lt;br /&gt;
*Accessing the upper floors of the castle without first collecting the key from Bowser in the Fire Sea&lt;br /&gt;
*Defeating Bowser in the Sky without spinning [[Bowser]]&lt;br /&gt;
*Performing an [[instant release]] on [[MIPS]] at an arbitrary HOLP&lt;br /&gt;
*Ground-pounding the [[Blue Coin]] block in [[SSL]] without pressing A&lt;br /&gt;
&lt;br /&gt;
==Solved In Theory==&lt;br /&gt;
&lt;br /&gt;
*Grab a [[Bob-omb]] fake during boiling (The video provided uses certain hacked values and is Wii VC only).&lt;br /&gt;
&lt;br /&gt;
:*https://youtu.be/rS4KsVGbjaA&lt;br /&gt;
&lt;br /&gt;
==Solved Single-Goal Challenges==&lt;br /&gt;
&lt;br /&gt;
*Picking up the cannon Bob-omb on the same frame as leaving its radius&lt;br /&gt;
&lt;br /&gt;
:*https://youtu.be/uFuC5DcbsjU&lt;br /&gt;
&lt;br /&gt;
*Putting the Ukiki that steals your hat on the monkey cage&lt;br /&gt;
&lt;br /&gt;
:*https://www.youtube.com/watch?v=oErcSAAwy4U&lt;br /&gt;
&lt;br /&gt;
*Collecting Mystery of the Monkey Cage without changing the HOLP&lt;br /&gt;
&lt;br /&gt;
:*https://youtu.be/UhchV2Kr_ig&lt;br /&gt;
&lt;br /&gt;
*Collecting [[Li&#039;l Penguin Lost]] without changing the HOLP&lt;br /&gt;
&lt;br /&gt;
:*https://cdn.discordapp.com/attachments/459907626189324298/631209043175669771/lil_penguin_holpless.mp4&lt;br /&gt;
&lt;br /&gt;
*Collecting [[Blast Away the Wall]] without using the cannon, ledge grabbing, or using time stop&lt;br /&gt;
&lt;br /&gt;
:*https://youtu.be/0fnJgawiI6I&lt;br /&gt;
&lt;br /&gt;
[[Category: Challenges]]&lt;br /&gt;
&lt;br /&gt;
{{Challenges}}&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Tranman64&amp;diff=12850</id>
		<title>User:Tranman64</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Tranman64&amp;diff=12850"/>
		<updated>2020-12-21T00:59:44Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: Skazzy3&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Skazzy3&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Ukikipedia:Todo&amp;diff=12814</id>
		<title>Ukikipedia:Todo</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Ukikipedia:Todo&amp;diff=12814"/>
		<updated>2020-12-19T01:06:24Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: removed a done thing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a TODO list, feel free to add things you feel are necessary to be added but make sure &#039;&#039;&#039;you add your name at the end of your edit statement&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
* Add object lists for every course&lt;br /&gt;
* Create Navigation templates for objects, stars, tases, and similar pages&lt;br /&gt;
* Create pages for every object&amp;lt;small&amp;gt;---[[User:JoshDuMan|JoshDuMan]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Proper CSS to change some fonts (like the buttons for edit, history, and more) to be the Mario font and to make the wiki look more unique&lt;br /&gt;
&lt;br /&gt;
Some of the SM64 Experts should make a list of possible states Mario can be in (with pictures).&lt;br /&gt;
&lt;br /&gt;
Someone should make something like [[Template:Level courses]] for glitches, challenges and mechanics. Then we can put all those on the front page &amp;lt;small&amp;gt;---[[User:Thestickman391|Thestickman391]]&amp;lt;/small&amp;gt;&lt;br /&gt;
:Hi, I tried my best on one for the challenges: [[Template:Challenges]] and [[Template:Glitches]] now &amp;lt;small&amp;gt;---[[User:Anderium|Anderium]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Video references sound like a concept worth looking into (mostly for explanatory and/or listing videos) &amp;lt;small&amp;gt;---[[User:Iwer Sonsch|Iwer Sonsch]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Finish all the hyperspeed methods&lt;br /&gt;
*Create all wanted pages&lt;br /&gt;
*Finish all stubs&lt;br /&gt;
&amp;lt;small&amp;gt;---[[User:Sunky|SunkSimp]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Elaborate on [[TASBot]] page&lt;br /&gt;
&amp;lt;small&amp;gt;---[[User:Barry|Barry]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A page for every action &amp;lt;small&amp;gt;---[[User:MMMMMMMMMMMMM|MMMMMMMMMMMMM]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Put everything into a category, for easy navigation &amp;lt;small&amp;gt;---[[User:Anderium|Anderium]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Add all information about the Super Mario Video Quiz(zes) ---[[User:Quate|Quate]]&lt;br /&gt;
&lt;br /&gt;
There should be some way to separate JP/US/Shindou and singlestar/with 100c in TAS history and star infobox, also a better way to use references there - [[User:Galoomba|Galoomba]] ([[User talk:Galoomba|talk]]) 13:17, 26 March 2020 (UTC)&lt;br /&gt;
&lt;br /&gt;
Fix dark mode inverting Ukikipedia logo colors and maybe another button placement for dark mode. &amp;lt;small&amp;gt;---[[User:Aurumaker72||Aurumaker72]]&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Make gifs for the RTA Guides so there isn&#039;t just a spam of videos&lt;br /&gt;
&lt;br /&gt;
*Make a Citation Needed template &lt;br /&gt;
&lt;br /&gt;
*Delete/review pages that have been marked for deletion&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt; - [[User:HiLlBiLlYjOeL|HiLlBiLlYjOeL]] ([[User talk:HiLlBiLlYjOeL|talk]]) &amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Add lists of known occurrences/applications for glitches (e.g. list of known Pedro Spots, list of courses where spawning displacement is possible, etc.) [[User:ExpergeTech|ExpergeTech]] ([[User talk:ExpergeTech|talk]]) 03:17, 13 November 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/HMC_Toad&amp;diff=12755</id>
		<title>RTA Guide/HMC Toad</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/HMC_Toad&amp;diff=12755"/>
		<updated>2020-12-16T23:34:30Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: Placed a rewrite box, video is no longer available&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{rewrite}}&lt;br /&gt;
== Comparison ==&lt;br /&gt;
=== For 16 Star ===&lt;br /&gt;
{{#ev:youtube|Iu8-HxBcT5E}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RTA Guide Nav}}&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/50_Star_Door_and_Endless_Staircase_BLJs&amp;diff=12741</id>
		<title>RTA Guide/50 Star Door and Endless Staircase BLJs</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=RTA_Guide/50_Star_Door_and_Endless_Staircase_BLJs&amp;diff=12741"/>
		<updated>2020-12-15T23:19:53Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: missing period&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Tutorial ==&lt;br /&gt;
{{#ev:youtube|M08J1obcMdY}}&lt;br /&gt;
{{#ev:youtube|pGtsoXOStOM}}&lt;br /&gt;
&lt;br /&gt;
== Explanation ==&lt;br /&gt;
{{#ev:youtube|_UgpnBtJ64Q}}&lt;br /&gt;
&lt;br /&gt;
== Spiral Staircase ==&lt;br /&gt;
This part is very easy. After clipping through the stairs, adjust your angle by holding down-right&lt;br /&gt;
for a split second and then rollout by pressing A, sometimes you will bonk&lt;br /&gt;
but just get a feel for it.&lt;br /&gt;
&lt;br /&gt;
At the end of the video it will show where to aims&lt;br /&gt;
in order to clip through the stairs&lt;br /&gt;
{{#ev:youtube|ao8ak1HSplc}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{RTA_Guide_Nav}}&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Wiggler_Hyperspeed&amp;diff=12711</id>
		<title>Wiggler Hyperspeed</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Wiggler_Hyperspeed&amp;diff=12711"/>
		<updated>2020-12-09T22:16:29Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: mobile doesn&amp;#039;t allow you to make minor edits so pretend its minor lmao&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&#039;&#039;&#039;Wiggler Hyperspeed&#039;&#039;&#039; is a [[Hyperspeed|hyperspeed method]] where Mario builds up horizontal speed by repeatedly bouncing on Wiggler. By manipulating Wiggler to the sides of the boss fight arena, the ceiling can be low enough for Mario to bounce on Wiggler and be pushed down by the ceiling every frame. This causes Mario to build up speed.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=6Je0cArN4vg &amp;quot;THI Wiggler Hyperspeed&amp;quot; by Tyler Kehne]&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&lt;br /&gt;
[[Category:Glitches]]&lt;br /&gt;
[[Category:Hyperspeed]]&lt;br /&gt;
&lt;br /&gt;
{{Glitches}}&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Impossible_coins&amp;diff=12687</id>
		<title>Impossible coins</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Impossible_coins&amp;diff=12687"/>
		<updated>2020-11-26T17:14:40Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Impossible Coins&#039;&#039;&#039; are coins that are impossible to collect. These occur due to programmer oversights, where coins are misplaced or simply fail to load properly. There are currently two coins considered impossible to collect, and one coin which was formerly considered impossible to collect.&lt;br /&gt;
== Current Impossible Coins ==&lt;br /&gt;
=== THI Impossible Coin ===&lt;br /&gt;
:&#039;&#039;Video: [https://youtu.be/iPILIf7ru48 &amp;quot;A New Impossible Coin&amp;quot;] &#039;&#039;&lt;br /&gt;
In [[THI|Tiny Huge Island]] there is a row of coins from a 5 coin line spawner, one of which spawns too low below the ground. Due to a failsafe, the game unloads the coin one frame after loading it. This makes it so that instead of 5 coins being in the row, there are only 4. Though it is loaded for one frame, it cannot be collecting via [[clone|cloning]] because cloning a coin and then collecting it requires the coin to be loaded for at least 2 frames.&lt;br /&gt;
=== Mystery Goomba ===&lt;br /&gt;
:&#039;&#039;Video: [https://youtu.be/rEBMaAoKRvw &amp;quot;SM64 - The Mystery Goomba SOLVED&amp;quot;] &#039;&#039;&lt;br /&gt;
The &#039;&#039;&#039;Mystery Goomba&#039;&#039;&#039; is a member of a [[Goomba Triangle]] in [[Bowser in the Sky]] that is (presumably accidentally) placed over the [[Death Barrier|death barrier]], causing it to spawn on the death barrier upon being loaded, which causes it to unload on the next frame. In addition, the radius of the Goomba triangle and the Mystery Goomba do not overlap, so it turns invisible and intangible after one frame and doesn&#039;t move. While it is possible to [[clone]] the Mystery Goomba, actually killing the Mystery Goomba and collecting its coin has been deemed impossible.&lt;br /&gt;
&lt;br /&gt;
== Former Impossible Coins ==&lt;br /&gt;
These are coins that were previously thought to be impossible, but were eventually collected.&lt;br /&gt;
=== The Impossible Coin ===&lt;br /&gt;
:&#039;&#039;Video: [https://youtu.be/1iwAbEXgpic &amp;quot;SM64 - Collecting the Impossible Coin&amp;quot;] &#039;&#039;&lt;br /&gt;
This coin is a coin in THI that was thought for a long time to be impossible to collect. It is part of a row of coins, but the row is placed too low and the coin appears under the ground.&lt;br /&gt;
The coin was initially discovered in January 2002 by GameFAQs user Josiah. Many attempted to collect the coin, and no one was able to. For this reason, it was dubbed &amp;quot;The Impossible Coin.&amp;quot;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
In 2014, Twitch streamer MisterMonopoli recognized [https://youtube.com/user/pannenkoek2012 pannenkoek2012] in his stream&#039;s chat, and asked him to try to collect the coin. The coin was successfully collected by pannenkoek2012 by clipping inside of the island, swimming, jumping, and kicking to the coin. He did this and uploaded a video of it on June 12th, 2014, calling it, &amp;quot;SM64 - Collecting the Impossible Coin&amp;quot;.&lt;br /&gt;
[[Category:Challenges]]&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=File_select&amp;diff=12638</id>
		<title>File select</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=File_select&amp;diff=12638"/>
		<updated>2020-11-14T14:33:54Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: added things on pal version, someone fix my messy grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
When the player presses Start on the title screen, they&#039;re taken to the File Select menu. Here, there are 4 files: A, B, C, and D. The star count is displayed for each file, if the file is empty it says &amp;quot;NEW&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
The menu also has Score, Copy, Erase and Sound (Stereo/Mono/Headset) buttons. Score shows which stars have been collected in a file and the coin scores for each course. Copy and Erase copy/erase files. Sound can toggle between Stereo, Mono and Headset sound options. In the PAL version of the game, Sound is replaced with a settings button. You can change 2 game settings: Sound (mentioned previously) and language, between English, German, and French, and German.&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Go_to_Town_for_Red_Coins&amp;diff=12613</id>
		<title>Go to Town for Red Coins</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Go_to_Town_for_Red_Coins&amp;diff=12613"/>
		<updated>2020-10-31T13:37:18Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: lol im dumb&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;
&lt;br /&gt;
{{star_infobox&lt;br /&gt;
|image = &lt;br /&gt;
|course = Wet-Dry World&lt;br /&gt;
|height = &lt;br /&gt;
|height_link = &lt;br /&gt;
|tas = &lt;br /&gt;
|tas_link = &lt;br /&gt;
|rta = &lt;br /&gt;
|rta_link = &lt;br /&gt;
|abc = &lt;br /&gt;
|abc_link = &lt;br /&gt;
|abz = &lt;br /&gt;
|abz_link = &lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Go to Town for Red Coins&#039;&#039;&#039; is the 5th star of [[Wet-Dry World]].&lt;br /&gt;
&lt;br /&gt;
To acquire the star, Mario must shoot from the cannon so he can enter the fenced-off tunnel that leads to the underground &#039;city&#039;. He then has to lower the water to collect each [[Red Coin|red coin]]. The star spawns on the large tower in the back of the city.&lt;br /&gt;
&lt;br /&gt;
{{star_nav}}&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Go_to_Town_for_Red_Coins&amp;diff=12612</id>
		<title>Go to Town for Red Coins</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Go_to_Town_for_Red_Coins&amp;diff=12612"/>
		<updated>2020-10-31T13:34:47Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: clarification i guess idk&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;
&lt;br /&gt;
{{star_infobox&lt;br /&gt;
|image = &lt;br /&gt;
|course = Wet-Dry World&lt;br /&gt;
|height = &lt;br /&gt;
|height_link = &lt;br /&gt;
|tas = &lt;br /&gt;
|tas_link = &lt;br /&gt;
|rta = &lt;br /&gt;
|rta_link = &lt;br /&gt;
|abc = &lt;br /&gt;
|abc_link = &lt;br /&gt;
|abz = &lt;br /&gt;
|abz_link = &lt;br /&gt;
}}&lt;br /&gt;
&#039;&#039;&#039;Go to Town for Red Coins&#039;&#039;&#039; is the 5th star of [[Wet-Dry World]].&lt;br /&gt;
&lt;br /&gt;
To acquire the star, Mario must shoot from the cannon so he can enter the fenced-off tunnel that leads to the underground &#039;city&#039;. He then has to raise the water to collect each [[Red Coin|red coin]]. The star spawns on the large tower in the back of the city.&lt;br /&gt;
&lt;br /&gt;
{{star_nav}}&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Talk:Action&amp;diff=12157</id>
		<title>Talk:Action</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Talk:Action&amp;diff=12157"/>
		<updated>2020-07-13T16:39:05Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: Created page with &amp;quot;what would be a case with restricted movement? ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;what would be a case with restricted movement? [[User:Tranman64|Tranman64]] ([[User talk:Tranman64|talk]]) 16:39, 13 July 2020 (UTC)&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=B_Button_Challenge&amp;diff=12150</id>
		<title>B Button Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=B_Button_Challenge&amp;diff=12150"/>
		<updated>2020-07-11T02:18:05Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: thank you nim&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{B Button Challenge infobox}}&lt;br /&gt;
The &#039;&#039;&#039;B Button Challenge&#039;&#039;&#039;, &#039;&#039;&#039;BBC&#039;&#039;&#039; for short, is a [[challenge]] in which the number of presses of the [[B button]] is minimized, whether on a per-mission or a per-file basis. The B button mainly grabs objects and does punches and dives by itself, so most stars are not affected from restricting the B button. As a result, not a lot of stars require B presses to save at all; however, some actions such as swinging Bowser require it in any%.&lt;br /&gt;
&lt;br /&gt;
== B Presses Left ==&lt;br /&gt;
&lt;br /&gt;
Below is a table of unique B presses in the B Button Challenge.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|B Press #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Multiplicity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Stage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Purpose&lt;br /&gt;
|-&lt;br /&gt;
|#1&lt;br /&gt;
|3&lt;br /&gt;
|BoB&lt;br /&gt;
|To grab King Bob-Omb, but not to release him&lt;br /&gt;
|-&lt;br /&gt;
|#2&lt;br /&gt;
|2&lt;br /&gt;
|Castle&lt;br /&gt;
|To grab MIPS&lt;br /&gt;
|-&lt;br /&gt;
|#3&lt;br /&gt;
|1&lt;br /&gt;
|BitFS&lt;br /&gt;
|To grab Bowser, but not to release him&lt;br /&gt;
|-&lt;br /&gt;
|#4&lt;br /&gt;
|1&lt;br /&gt;
|TTM&lt;br /&gt;
|To grab Ukiki&lt;br /&gt;
|-&lt;br /&gt;
|#5&lt;br /&gt;
|3&lt;br /&gt;
|BitS&lt;br /&gt;
|To grab Bowser, but not to release him&lt;br /&gt;
|}&lt;br /&gt;
== J Only B Presses ==&lt;br /&gt;
Due to talking to NPCs requiring B in the J 1.0 version of the game, there are some required B presses that are only present here. Below is a table of these exclusive B presses.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Star !! Requirement&lt;br /&gt;
|-&lt;br /&gt;
| Toad #1 || Talking to Toad so he can give you the star&lt;br /&gt;
|-&lt;br /&gt;
| Toad #2 || Talking to Toad so he can give you the star&lt;br /&gt;
|-&lt;br /&gt;
| Toad #3 || Talking to Toad so he can give you the star&lt;br /&gt;
|-&lt;br /&gt;
| Wing Mario Over the Rainbow || Talking to Bob-omb Buddy so he can open the cannon&lt;br /&gt;
|}&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Challenges}}&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=B_Button_Challenge&amp;diff=12149</id>
		<title>B Button Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=B_Button_Challenge&amp;diff=12149"/>
		<updated>2020-07-11T02:05:33Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: added j only b presses. pretty sure that wmotr is solved due to it now being cannonless&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{B Button Challenge infobox}}&lt;br /&gt;
The &#039;&#039;&#039;B Button Challenge&#039;&#039;&#039;, &#039;&#039;&#039;BBC&#039;&#039;&#039; for short, is a [[challenge]] in which the number of presses of the [[B button]] is minimized, whether on a per-mission or a per-file basis. The B button mainly grabs objects and does punches and dives by itself, so most stars are not affected from restricting the B button. As a result, not a lot of stars require B presses to save at all; however, some actions such as swinging Bowser require it in any%.&lt;br /&gt;
&lt;br /&gt;
== B Presses Left ==&lt;br /&gt;
&lt;br /&gt;
Below is a table of unique B presses in the B Button Challenge.&lt;br /&gt;
&lt;br /&gt;
{|class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;width: 50%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|B Press #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Multiplicity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Stage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;|Purpose&lt;br /&gt;
|-&lt;br /&gt;
|#1&lt;br /&gt;
|3&lt;br /&gt;
|BoB&lt;br /&gt;
|To grab King Bob-Omb, but not to release him&lt;br /&gt;
|-&lt;br /&gt;
|#2&lt;br /&gt;
|2&lt;br /&gt;
|Castle&lt;br /&gt;
|To grab MIPS&lt;br /&gt;
|-&lt;br /&gt;
|#3&lt;br /&gt;
|1&lt;br /&gt;
|BitFS&lt;br /&gt;
|To grab Bowser, but not to release him&lt;br /&gt;
|-&lt;br /&gt;
|#4&lt;br /&gt;
|1&lt;br /&gt;
|TTM&lt;br /&gt;
|To grab Ukiki&lt;br /&gt;
|-&lt;br /&gt;
|#5&lt;br /&gt;
|3&lt;br /&gt;
|BitS&lt;br /&gt;
|To grab Bowser, but not to release him&lt;br /&gt;
|}&lt;br /&gt;
== J Only B Presses ==&lt;br /&gt;
Due to talking to NPCs requiring B in the J 1.0 version of the game, there are some required B presses that are only present here. Below is a table of these exclusive B presses.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Star !! Requirement&lt;br /&gt;
|-&lt;br /&gt;
| Toad #1 || Talking to Toad so he can give you the star&lt;br /&gt;
|-&lt;br /&gt;
| Toad #2 || Talking to Toad so he can give you the star&lt;br /&gt;
|-&lt;br /&gt;
| Toad #3 || Talking to Toad so he can give you the star&lt;br /&gt;
|}&lt;br /&gt;
== References ==&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Challenges}}&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=STROOP&amp;diff=12121</id>
		<title>STROOP</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=STROOP&amp;diff=12121"/>
		<updated>2020-07-09T20:44:19Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: added a todo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;S&#039;&#039;&#039;uperMario64 &#039;&#039;&#039;T&#039;&#039;&#039;echnical &#039;&#039;&#039;R&#039;&#039;&#039;untime &#039;&#039;&#039;O&#039;&#039;&#039;bserver and &#039;&#039;&#039;O&#039;&#039;&#039;bject &#039;&#039;&#039;P&#039;&#039;&#039;rocessor, or &#039;&#039;&#039;STROOP&#039;&#039;&#039; for short, is a &#039;&#039;&#039;diagnostic tool&#039;&#039;&#039; for [[Super Mario 64]] which displays and allows for simple editing of various game values and information. It can connect to a running emulator and update values in real time. Some core features include views of loaded/unloaded objects, Mario structure variables, [[Camera|camera]] + [[HUD]] values, an overhead map display, and many more. An up-to-date version of STROOP can be downloaded from [https://github.com/SM64-TAS-ABC/STROOP/releases/download/vDev/STROOP.zip here].&lt;br /&gt;
[[File:STROOP.jpg|350px|thumb|STROOP on [https://en.wikipedia.org/wiki/Windows_10 Windows 10]]] &lt;br /&gt;
[[File:ObjectSlotHack.png|350px|thumb|Tyler&#039;s ROM hack that displayed the object slots in text form]] &lt;br /&gt;
[[File:Blueprint.png|350px|thumb|A blueprint of what Pannenkoek2012 suggested the program should look like]] &lt;br /&gt;
[[File:SM64_diagnostic.png|350px|thumb|The SM64 Diagnostic]] &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
After [[User:Pannenkoek2012|Pannenkoek2012]] discussed [[Object Slot|object slots]] in his [https://youtu.be/9xE2otZ-9os Science of Cloning] video, there had been a desire to view the object slots of the game in real time. Pannenkoek2012 discussed this desire with Tyler Kehne. Tyler then proceeded to make a ROM hack that could display the object slot behaviors in text form, overlaid onto the screen. Pannenkoek2012 was not pleased with this implementation, as he wanted a separate program that would show the slots visually with images of the objects. Thus, Tyler then proceeded to make a program that would do just that, which he named the SM64 Diagnostic. Tyler wrote the code for it, and Pannenkoek2012 provided the [[Object|object]] images and names. The SM64 Diagnostic was a major breakthrough, as it showed the object slots, the process groups, the held object, object variables, and Mario variables. However, it also had some annoyances, such as it couldn&#039;t connect to an already open Mupen (it had to open Mupen itself), it would occasionally crash Mupen, the [[Angle|angle]] variables (yaw/pitch/roll) had confusing names, the variables couldn&#039;t be edited, and the checkbox variables used a confusing system.&lt;br /&gt;
&lt;br /&gt;
Some time later, Dane Bouchie created a new program called STROOP, which was based on the SM64 Diagnostic, but with many more features and improved functionality. Later, Pannenkoek2012 also began coding for STROOP, adding even more features and functionality. As of today, STROOP has object slots, object variables, Mario variables, [[HUD]] variables, camera variables, triangle variables, water variables, an input display, a file display, a map that can display objects in real time, an M64 editor, and savable options so that the user can customize their experience.&lt;br /&gt;
&lt;br /&gt;
== Loading Screen ==&lt;br /&gt;
[[File:STROOP loading screen.gif|350px|thumb|STROOP Loading Screen]]&lt;br /&gt;
When first opening STROOP, you&#039;ll be greeted with a loading screen. This displays what is currently being initialized, as well as a random helpful hint.&lt;br /&gt;
You can right click the text field and a context menu will appear. Upon clicking it, a list of all helpful hints will appear.&lt;br /&gt;
&lt;br /&gt;
== Connection Screen ==&lt;br /&gt;
[[File:Connection Screen.jpg|475px|thumb|STROOP Connection Screen]]&lt;br /&gt;
After STROOP finishes loading, you&#039;ll encounter a screen where you can choose what process or savestate to connect to. There are various buttons to use:&lt;br /&gt;
* &#039;&#039;&#039;Refresh&#039;&#039;&#039;: Refreshes the list of processes to choose from.&lt;br /&gt;
* &#039;&#039;&#039;Connect&#039;&#039;&#039;: Connects STROOP to the currently selected process.&lt;br /&gt;
* &#039;&#039;&#039;Bypass&#039;&#039;&#039;: Bypasses the start screen. Note that most functionality won&#039;t work if you press this, as most functionality relies on having a data stream to interact with. But this could be useful if you only want to use the M64 editor, for example.&lt;br /&gt;
* &#039;&#039;&#039;Refresh &amp;amp; Connect&#039;&#039;&#039;: Refreshes the list of processes to choose from, and then connects STROOP to the currently selected process. This can save a button press in the case that you need to press both Refresh and Connect.&lt;br /&gt;
* &#039;&#039;&#039;Open Savestate&#039;&#039;&#039;: Connects STROOP to a savestate, chosen from the File Manager. This can be useful if you want to modify values in a savestate, such as global timer or RNG. If you&#039;ve edited a savestate and want to save it, then right click on the Disconnect button on the top left of STROOP, and you&#039;ll see an option to save the savestate.&lt;br /&gt;
&lt;br /&gt;
== Top-Level Controls ==&lt;br /&gt;
On the top of STROOP are several controls that may be of use. These are:&lt;br /&gt;
* &#039;&#039;&#039;Disconnect Button&#039;&#039;&#039;: Disconnects from the current process or savestate. Right click on this for the option to save a savestate after it&#039;s been modified.&lt;br /&gt;
* &#039;&#039;&#039;FPS Counter&#039;&#039;&#039;: Displays the number of frames per second that STROOP is running at. By default, STROOP aims for 30 FPS. However, this can be changed in the Options tab.&lt;br /&gt;
* &#039;&#039;&#039;Connected To&#039;&#039;&#039;: Displays the process that STROOP is currently connected to.&lt;br /&gt;
* &#039;&#039;&#039;Left/Right Arrow Buttons&#039;&#039;&#039;: These can be used to reorder tabs. Simply click on one of the arrow buttons and the currently selected tab will move one spot over in that direction. Right click on these buttons for an option to restore the tabs to the recommended tab order. Separately, you can click on the arrow buttons while holding control, and this will move the currently selected object slots over one spot in that direction. Furthermore, you can click on the arrow buttons while holding a number n, and this will move the currently selected object slots over n spots in that direction.&lt;br /&gt;
* &#039;&#039;&#039;Add Tab Button&#039;&#039;&#039;: Click on this button to see a list of tabs that have been hidden. Click on one of these tabs to restore that tab. Alternatively, click on &amp;quot;Restore All Tabs&amp;quot; to restore all of the tabs.&lt;br /&gt;
* &#039;&#039;&#039;ROM Version&#039;&#039;&#039;: This displays the ROM version that STROOP is currently operating under. By default, it tries to auto-detect what ROM version is being used. However, if you want to use a specific ROM version instead of the auto-detected one, then choose one of the ROM version options without the &amp;quot;AUTO&amp;quot; prefix.&lt;br /&gt;
* &#039;&#039;&#039;ReadWrite/ReadOnly Mode&#039;&#039;&#039;: This displays whether STROOP is is ReadWrite mode or ReadOnly mode. By default, it will be in ReadWrite mode, allowing the user to modify variables. In ReadOnly mode, modifying variables won&#039;t work.&lt;br /&gt;
* &#039;&#039;&#039;Panel Hide/Show Buttons&#039;&#039;&#039;: These 6 buttons allow you to adjust which panels are hidden/shown in any tab of STROOP. In order from left to right, these are: Left Only, Left + Right, Right Only, Bottom Only, Bottom + Top, Top Only. By default, these buttons will only affect the outermost panels. However, for situations where there are nested panels (e.g. the Memory Tab), you can control which set of panels is being targeted by holding down a number key. Specifically, holding down the number n will target the nth set of panels, where panels are indexed from outermost to innermost. Thus, holding down the number 1 is equivalent to not holding down any number, since it automatically targets the outermost pair of panels. Holding down 2 or higher will affect other panels, assuming they&#039;re on screen.&lt;br /&gt;
* &#039;&#039;&#039;Cog&#039;&#039;&#039;: The cog can be used to quickly and easily toggle savable options, to reset saved options, or to go directly to the Options tab. For more information about the savable options, see the Options Tab section.&lt;br /&gt;
* &#039;&#039;&#039;Version Number&#039;&#039;&#039;: This displays the current version number of STROOP. Right clicking on this provides debugging/developer options, most of which aren&#039;t intended for the casual user. Nevertheless, some useful options include:&lt;br /&gt;
** &#039;&#039;&#039;Enable [[TAS]]er Settings&#039;&#039;&#039;: Switches to the TAS tab, hides the left panel, filters variables to show only the TAS variables, and enables the STROOP ROM hack. This setting was created for Plush&#039;s convenience.&lt;br /&gt;
** &#039;&#039;&#039;Show MHS Vars&#039;&#039;&#039;: Opens a Pop Out with variables commonly found in MHS. This is a convenience for users that are used to using MHS.&lt;br /&gt;
** &#039;&#039;&#039;Download Latest STROOP Release&#039;&#039;&#039;: Downloads the latest STROOP release. This downloads as a separate file, instead of replacing the currently-being-used STROOP file.&lt;br /&gt;
** &#039;&#039;&#039;Show All Helpful Hints&#039;&#039;&#039;: Shows a list of all helpful hints from the loading screen.&lt;br /&gt;
** &#039;&#039;&#039;Show Skribblio Words&#039;&#039;&#039;: Shows a list of all Skribbl.io words in a randomized order.&lt;br /&gt;
&lt;br /&gt;
== Tabs ==&lt;br /&gt;
&lt;br /&gt;
STROOP has several tabs, each of which manages one specific domain. For example, there&#039;s a Mario tab, Triangles tab, M64 tab, Map tab, etc. In fact, there are so many tabs that it&#039;s recommended that you customize which tabs are shown and their order, for your own convenience. To reorder tabs, use the left/right arrow buttons on the top right of STROOP, which will move the current tab one space over in the arrow&#039;s direction. To hide a tab, click on the tab while holding control. Using these 2 techniques, you should be able to reduce the number of tabs to a reasonable amount as well as put the tabs in the order most convenient to you. If you ever need to use a tab that you&#039;ve hidden, then simply add it back using the Add Tab button on the top right of STROOP. Note that the order of tabs and which tabs are hidden are saved, so you only need to do this once, as these settings will stay the same on subsequent STROOP opens. However, if you ever download a new version of STROOP, the settings will be back to their original state. Nevertheless, you can always copy the saved settings file (STROOP\Config\SavedSettings.xml) from the older version of STROOP and replace that corresponding file in the newer version of STROOP.&lt;br /&gt;
{{STROOP_Tabs}}&lt;br /&gt;
&lt;br /&gt;
== Object Slot Panel ==&lt;br /&gt;
&lt;br /&gt;
The lower half of STROOP is the [[Object Slot]] Panel. This shows all 240 object slots in the game. There are various controls to use at the top of the panel:&lt;br /&gt;
* &#039;&#039;&#039;Lock Labels Checkbox&#039;&#039;&#039;: This locks the labels on the slots so that they&#039;ll no longer change. The labels will also turn blue to indicate that they are no longer changing. This can be useful if you want to see how the object slots change from one point in time to another, as you can know what positions the slots used to be in.&lt;br /&gt;
* &#039;&#039;&#039;Slot Size Slider&#039;&#039;&#039;: This controls the size of the object slots.&lt;br /&gt;
* &#039;&#039;&#039;Label Method&#039;&#039;&#039;: This controls what label method is used to determine the label for the object slots.&lt;br /&gt;
** &#039;&#039;&#039;Recommended&#039;&#039;&#039;: This uses the recommended label method for the current Sort Method. Specifically, it will use SlotPosVs for ProcessingOrder, SlotIndex for MemoryOrder, and SlotPosVs for DistanceToMario.&lt;br /&gt;
** &#039;&#039;&#039;SlotPosVs&#039;&#039;&#039;: Loaded object slots will use their processing index, and unloaded object slots will use their processing index prefixed with &amp;quot;VS&amp;quot;.&lt;br /&gt;
** &#039;&#039;&#039;SlotPos&#039;&#039;&#039;: Loaded object slots will use their processing index, and unloaded object slots will continue the indexing from where the loaded slots left off.&lt;br /&gt;
** &#039;&#039;&#039;SlotIndex&#039;&#039;&#039;: Object slots will use their memory index.&lt;br /&gt;
* &#039;&#039;&#039;Sort Method&#039;&#039;&#039;: This controls how the object slots are sorted.&lt;br /&gt;
** &#039;&#039;&#039;ProcessingOrder&#039;&#039;&#039;: The object slots are sorted by their processing order. In other words, the loaded object slots are in the order by which they are processed (i.e. updated), and the unloaded object slots are in the order by which they would take on more objects.&lt;br /&gt;
** &#039;&#039;&#039;MemoryOrder&#039;&#039;&#039;: The object slots are sorted by their memory order. In other words, they are sorted by the memory addresses of the object structs that each object slot represents.&lt;br /&gt;
** &#039;&#039;&#039;DistanceToMario&#039;&#039;&#039;: The object slots are sorted by their distance to Mario, from closest to farthest. Note that the loaded object slots are presented first, then followed by the unloaded object slots.&lt;br /&gt;
&lt;br /&gt;
You can also right click on the Object Slot Panel for the option to select the object slot corresponding to the value that you&#039;ve copied (i.e. what&#039;s on the clipboard).&lt;br /&gt;
&lt;br /&gt;
== Object Slots ==&lt;br /&gt;
&lt;br /&gt;
The object slots are found in the Object Slot Panel. An object slot has 4 parts to it: an image, a label, a background color, and zero or more overlays. &lt;br /&gt;
* &#039;&#039;&#039;Image&#039;&#039;&#039;: The image shows what object is represented by the object slot. The image is transparent when the object is unloaded or set to be unloaded.&lt;br /&gt;
* &#039;&#039;&#039;Label&#039;&#039;&#039;: The label represents the index of the slot by some indexing system (see Label Method under Object Slot Panel).&lt;br /&gt;
* &#039;&#039;&#039;Background Color&#039;&#039;&#039;: The background color represents what Process Group the object belongs to.&lt;br /&gt;
** Process Group 0x0B (Spawner) is Pink&lt;br /&gt;
** Process Group 0x09 (Surface) is Red&lt;br /&gt;
** Process Group 0x0A (Usable) is Red-Orange&lt;br /&gt;
** Process Group 0x00 (Player) is Orange&lt;br /&gt;
** Process Group 0x05 (Pushable) is Yellow&lt;br /&gt;
** Process Group 0x04 (Actor) is Green&lt;br /&gt;
** Process Group 0x02 (Respawning) is Light Blue&lt;br /&gt;
** Process Group 0x06 (Level) is Dark Blue&lt;br /&gt;
** Process Group 0x08 (Default) is Purple&lt;br /&gt;
** Process Group 0x0C (Unimportant) is Brown&lt;br /&gt;
** Vacant Group is Grey&lt;br /&gt;
[[File:Object Slot Overlays.png|350px|thumb|The object slot overlays]]&lt;br /&gt;
* &#039;&#039;&#039;Overlays&#039;&#039;&#039;: The overlays are images overlaid onto certain object slots to provide additional information. The object slots are as follows:&lt;br /&gt;
** &#039;&#039;&#039;Selected&#039;&#039;&#039;: The object(s) selected in the Object Tab.&lt;br /&gt;
** &#039;&#039;&#039;Map&#039;&#039;&#039;: The object(s) that are shown on the map in the Map Tab and Map2 Tab.&lt;br /&gt;
** &#039;&#039;&#039;Map Home&#039;&#039;&#039;: The object(s) whose home(s) are shown on the map in the Map2 Tab.&lt;br /&gt;
** &#039;&#039;&#039;Model&#039;&#039;&#039;: The object that&#039;s shown in the Model Tab.&lt;br /&gt;
** &#039;&#039;&#039;Marked&#039;&#039;&#039;: The object(s) that are marked. Click on an object slot while holding Alt to mark it.&lt;br /&gt;
** &#039;&#039;&#039;Closest&#039;&#039;&#039;: The loaded object that&#039;s closest to Mario.&lt;br /&gt;
** &#039;&#039;&#039;Held&#039;&#039;&#039;: The object that Mario&#039;s holding.&lt;br /&gt;
** &#039;&#039;&#039;Stood On&#039;&#039;&#039;: The object that Mario&#039;s standing on.&lt;br /&gt;
** &#039;&#039;&#039;Interaction&#039;&#039;&#039;: The object that Mario&#039;s interacting with.&lt;br /&gt;
** &#039;&#039;&#039;Used&#039;&#039;&#039;: The object that Mario&#039;s using.&lt;br /&gt;
** &#039;&#039;&#039;Ridden&#039;&#039;&#039;: The object that Mario&#039;s riding on.&lt;br /&gt;
** &#039;&#039;&#039;Camera&#039;&#039;&#039;: The secondary object that the camera is set to focus on.&lt;br /&gt;
** &#039;&#039;&#039;Camera Hack&#039;&#039;&#039;: The object that is being focused on using the Camera Hack.&lt;br /&gt;
** &#039;&#039;&#039;Floor&#039;&#039;&#039;: The object that Mario&#039;s [[Surface#Floors|floor]] triangle belongs to.&lt;br /&gt;
** &#039;&#039;&#039;Wall&#039;&#039;&#039;: The object that Mario&#039;s [[Surface#Walls|wall]] triangle belongs to.&lt;br /&gt;
** &#039;&#039;&#039;Ceiling&#039;&#039;&#039;: The object that Mario&#039;s [[Surface#Ceilings|ceiling]] triangle belongs to.&lt;br /&gt;
** &#039;&#039;&#039;Parent&#039;&#039;&#039;: The parent of the currently hovered object.&lt;br /&gt;
** &#039;&#039;&#039;Parent Unused&#039;&#039;&#039;: The currently hovered object when the currently hovered object&#039;s parent is the unused slot.&lt;br /&gt;
** &#039;&#039;&#039;Parent None&#039;&#039;&#039;: The currently hovered object when the currently hovered object has no parent.&lt;br /&gt;
** &#039;&#039;&#039;Child&#039;&#039;&#039;: A child of the currently hovered object.&lt;br /&gt;
** &#039;&#039;&#039;Collision 1&#039;&#039;&#039;: The 1st collision object of the Mario object.&lt;br /&gt;
** &#039;&#039;&#039;Collision 2&#039;&#039;&#039;: The 2nd collision object of the Mario object.&lt;br /&gt;
** &#039;&#039;&#039;Collision 3&#039;&#039;&#039;: The 3rd collision object of the Mario object.&lt;br /&gt;
** &#039;&#039;&#039;Collision 4&#039;&#039;&#039;: The 4th collision object of the Mario object.&lt;br /&gt;
* Some additional notes on the overlays:&lt;br /&gt;
** Which overlays are displayed can be changed in the Options tab. By default, all overlays are displayed except for Parent and Child ones, as these are the only ones dependent on the currently hovered object. Nevertheless, there&#039;s a shortcut to quickly and temporarily see an object&#039;s parent/child, which is to hold down P while hovering over an object slot.&lt;br /&gt;
** By default, the collision objects are in reference to the Mario object. However, if you want to see the collision objects for a different object, then simply hold down C while hovering over that object&#039;s slot.&lt;br /&gt;
** The Selected, Map, Map Home, Marked, Model, and Camera Hack overlays represent overlays that the user can modify themselves by clicking on the object slots when under certain circumstances. For some of these, multi-selection is available, meaning that multiple slots can be selected at the same time. In these cases, the shortcut of holding shift can be used to select the range of object slots between the previously selected object slot and the currently selected object slot. When multi-selection is available, there&#039;s also the concept of toggle-ability, explained as follows. In some cases (e.g. Selected), clicking on an object slot will select that object slot and unselect all other object slots. In these cases, holding control will make it so that clicking on an object slot will toggle that slot&#039;s selectedness while leaving all other slots&#039; selectednesses unchanged. In other cases (e.g. Map, Marked), the situation is reversed. That is, clicking on an object slot will toggle that slot&#039;s selectedness while leaving all other slots&#039; selectednesses unchanged, whereas holding control will make it so that clicking on an object slot will select that object slot and unselect all other object slots. We say that these cases are toggle-able by default. In both situations, holding control will toggle whether we&#039;re in toggle-mode or not, but it&#039;s just that the default mode may or may not be toggle-able. Here is more information:&lt;br /&gt;
*** &#039;&#039;&#039;Selected&#039;&#039;&#039;: Modifiable when clicking on an object slot. Multi-selection allowed.&lt;br /&gt;
*** &#039;&#039;&#039;Map&#039;&#039;&#039;: Modifiable when clicking on an object slot in the Map Tab or Map2 Tab. Multi-selection allowed. Toggle-able by default.&lt;br /&gt;
*** &#039;&#039;&#039;Map Home&#039;&#039;&#039;: Modifiable when clicking on an object slot in the Map2 Tab with H held. Multi-selection allowed. Toggle-able by default.&lt;br /&gt;
*** &#039;&#039;&#039;Model&#039;&#039;&#039;: Modifiable when clicking on an object slot in the Model Tab.&lt;br /&gt;
*** &#039;&#039;&#039;Marked&#039;&#039;&#039;: Modifiable when clicking on an object slot with Alt held. Multi-selection allowed. Toggle-able by default.&lt;br /&gt;
*** &#039;&#039;&#039;Camera Hack&#039;&#039;&#039;: Modifiable when clicking on an object slot in the Cam Hack Tab.&lt;br /&gt;
&lt;br /&gt;
You can right click on an object slot for even more options. Note that the option will by default only affect the object slot that was right clicked on. If instead you want to have the option affect all slots that are selected, then click the option while holding control. The options are as follows:&lt;br /&gt;
* &#039;&#039;&#039;Select in Object Tab&#039;&#039;&#039;: Selects the object slot in the Object Tab, and switches to the Object Tab.&lt;br /&gt;
* &#039;&#039;&#039;Select in Memory Tab&#039;&#039;&#039;: Selects the object slot in the Memory Tab, and switches to the Memory Tab.&lt;br /&gt;
* &#039;&#039;&#039;Go to&#039;&#039;&#039;: Sends Mario to the object, offset by the &amp;quot;Go to offset&amp;quot; in the Options Tab.&lt;br /&gt;
* &#039;&#039;&#039;Retrieve&#039;&#039;&#039;: Sends the object to Mario, offset by the &amp;quot;Retrieve offset&amp;quot; in the Options Tab.&lt;br /&gt;
* &#039;&#039;&#039;Go to Home&#039;&#039;&#039;: Sends Mario to the object&#039;s home, offset by the &amp;quot;Go to offset&amp;quot; in the Options Tab.&lt;br /&gt;
* &#039;&#039;&#039;Retrieve Home&#039;&#039;&#039;: Sends the object&#039;s home to Mario, offset by the &amp;quot;Retrieve offset&amp;quot; in the Options Tab.&lt;br /&gt;
* &#039;&#039;&#039;Release&#039;&#039;&#039;: Releases the object by settings its Release Status. This is identical to releasing a clone of an object that isn&#039;t meant to be released.&lt;br /&gt;
* &#039;&#039;&#039;UnRelease&#039;&#039;&#039;: Undoes the releasing of an object.&lt;br /&gt;
* &#039;&#039;&#039;Interact&#039;&#039;&#039;: Interacts with an object by setting its Interaction Status to 0xFFFFFFFF. This can be useful if you don&#039;t want to interact with a [[Cloning|clone]], e.g. making a fire clone inert.&lt;br /&gt;
* &#039;&#039;&#039;UnInteract&#039;&#039;&#039;: Undoes the interacting of an object by setting its Interaction Status to 0x00000000.&lt;br /&gt;
* &#039;&#039;&#039;Clone&#039;&#039;&#039;: Clones the object into Mario&#039;s hands.&lt;br /&gt;
* &#039;&#039;&#039;UnClone&#039;&#039;&#039;: Undoes the cloning of the object by clearing what&#039;s in Mario&#039;s hands. This doesn&#039;t actually release the object.&lt;br /&gt;
* &#039;&#039;&#039;Unload&#039;&#039;&#039;: Sets the object to be unloaded.&lt;br /&gt;
* &#039;&#039;&#039;Revive&#039;&#039;&#039;: Revives an unloaded object into a loaded state.&lt;br /&gt;
* &#039;&#039;&#039;Ride&#039;&#039;&#039;: Has Mario ride on the object. Specifically, sets Mario&#039;s ridden object to that object and puts Mario into a riding state.&lt;br /&gt;
* &#039;&#039;&#039;UnRide&#039;&#039;&#039;: Undoes the riding of an object.&lt;br /&gt;
* &#039;&#039;&#039;Ukikipedia&#039;&#039;&#039;: Opens up the Ukikipedia page for an object.&lt;br /&gt;
* &#039;&#039;&#039;Copy Address&#039;&#039;&#039;: Copies the object&#039;s address to the clipboard.&lt;br /&gt;
* &#039;&#039;&#039;Copy Position&#039;&#039;&#039;: Copies the object&#039;s position to the clipboard.&lt;br /&gt;
* &#039;&#039;&#039;Paste Position&#039;&#039;&#039;: Pastes the clipboard data onto an object&#039;s position.&lt;br /&gt;
* &#039;&#039;&#039;Copy Graphics&#039;&#039;&#039;: Copies the object&#039;s graphics value to the clipboard.&lt;br /&gt;
* &#039;&#039;&#039;Paste Graphics&#039;&#039;&#039;: Pastes the clipboard data onto an object&#039;s graphics value.&lt;br /&gt;
* &#039;&#039;&#039;Copy Object&#039;&#039;&#039;: Copies the object&#039;s bytes to a custom clipboard in STROOP.&lt;br /&gt;
* &#039;&#039;&#039;Paste Object&#039;&#039;&#039;: Pastes STROOP&#039;s custom clipboard data onto the object. Note that this doesn&#039;t overwrite the object&#039;s next/previous memory/processed object slots references, since that would corrupt the linked list structure.&lt;br /&gt;
&lt;br /&gt;
== Variable Panel ==&lt;br /&gt;
&lt;br /&gt;
== Variables ==&lt;br /&gt;
&lt;br /&gt;
Variables are found in a Variable Panel. A variable has 2 parts to it: a name (on the left) and a value (on the right). On every STROOP update, the value updates. You can set a variable&#039;s value by double clicking on the value, entering text, and then pressing enter. Some variables are values in memory, while other variables are calculated manually (referred to as special variables). While memory variables can always be set, special variables may or may not be able to be set. If you try to set a variable and it doesn&#039;t go through (either because the variable can&#039;t be set or because you entered an illegal value), then the variable will flash red to indicate this.&lt;br /&gt;
&lt;br /&gt;
All variables come with the following options when right clicked:&lt;br /&gt;
* &#039;&#039;&#039;Highlight&#039;&#039;&#039;: Highlights the variable by giving it a red outline.&lt;br /&gt;
* &#039;&#039;&#039;Lock&#039;&#039;&#039;: Locks the variable&#039;s value. Note that the variable&#039;s value can still be edited while it&#039;s locked.&lt;br /&gt;
* &#039;&#039;&#039;Copy&#039;&#039;&#039;: Copies the variable&#039;s value (with no rounding) to the clipboard.&lt;br /&gt;
* &#039;&#039;&#039;Paste&#039;&#039;&#039;: Pastes the clipboard value to the variable.&lt;br /&gt;
* &#039;&#039;&#039;Panel Options&#039;&#039;&#039;: Opens up the Variable Panel options.&lt;br /&gt;
* &#039;&#039;&#039;Open Controller&#039;&#039;&#039;: Opens up an Advanced Controller for the variable.&lt;br /&gt;
* &#039;&#039;&#039;Add to Custom Tab&#039;&#039;&#039;: Adds the variable to the Custom Tab.&lt;br /&gt;
* &#039;&#039;&#039;Fix Address&#039;&#039;&#039;: Fixes the address of the variable.&lt;br /&gt;
* &#039;&#039;&#039;Rename&#039;&#039;&#039;: Allows you to rename the variable.&lt;br /&gt;
* &#039;&#039;&#039;Remove&#039;&#039;&#039;: Removes the variable from the Variable Panel.&lt;br /&gt;
&lt;br /&gt;
Number variables come with the following additional options when right clicked:&lt;br /&gt;
* &#039;&#039;&#039;Round to ...&#039;&#039;&#039;: Sets how many digits to round the variable to.&lt;br /&gt;
* &#039;&#039;&#039;Display as Hex&#039;&#039;&#039;: Toggles whether the variable is displayed as hex or decimal.&lt;br /&gt;
&lt;br /&gt;
Angle variables come with the following additional options when right clicked:&lt;br /&gt;
* &#039;&#039;&#039;Signed&#039;&#039;&#039;: Toggles whether the variable is displayed as signed or not.&lt;br /&gt;
* &#039;&#039;&#039;Units...&#039;&#039;&#039;: Sets the units for the angle variable. The unit options are:&lt;br /&gt;
** &#039;&#039;&#039;In-Game Units&#039;&#039;&#039;: These are the units that the game uses. One revolution is 65536 in-game units.&lt;br /&gt;
** &#039;&#039;&#039;HAU&#039;&#039;&#039;: Standing for hexadecimal angle units, these are in-game units divided by 16. Thus, one revolution is 4096 HAU. These are useful because angles that fall under the same HAU value use the same entry in the game&#039;s trig table, since angles are truncated to the closest multiple of 16 before accessing the table.&lt;br /&gt;
** &#039;&#039;&#039;Degrees&#039;&#039;&#039;: One revolution is 360 degrees.&lt;br /&gt;
** &#039;&#039;&#039;Radians&#039;&#039;&#039;: One revolution is 2*pi radians.&lt;br /&gt;
** &#039;&#039;&#039;Revolutions&#039;&#039;&#039;: One revolution is one revolution.&lt;br /&gt;
* &#039;&#039;&#039;Truncate to Multiple of 16&#039;&#039;&#039;: Toggles whether the angle&#039;s value is truncated to a multiple of 16. This is useful since angles that truncated to same the closest multiple of 16 use the same entry in the game&#039;s trig table.&lt;br /&gt;
* &#039;&#039;&#039;Constrain to One Revolution&#039;&#039;&#039;: Toggles whether the angle&#039;s value is constrained to one revolution. For example, an angle that&#039;s unsigned and in angle units would be constrained to the range [0, 65535], whereas an angle that&#039;s signed and in angle units would be constrained to the range [-32768, 32767].&lt;br /&gt;
* &#039;&#039;&#039;Reverse&#039;&#039;&#039;: Toggles whether the angle is displayed as the reverse of what it actually is.&lt;br /&gt;
&lt;br /&gt;
Address variables come with the following additional options when right clicked:&lt;br /&gt;
* &#039;&#039;&#039;View Address&#039;&#039;&#039;: Views the variable&#039;s value as an address in the Memory Tab.&lt;br /&gt;
&lt;br /&gt;
Object variables come with the following additional options when right clicked:&lt;br /&gt;
* &#039;&#039;&#039;Display as Object&#039;&#039;&#039;: Displays the variable&#039;s value as an Object. Values include:&lt;br /&gt;
** &#039;&#039;&#039;Slot n&#039;&#039;&#039;: The nth loaded slot.&lt;br /&gt;
** &#039;&#039;&#039;Slot VSn&#039;&#039;&#039;: The nth vacant slot.&lt;br /&gt;
** &#039;&#039;&#039;PG n&#039;&#039;&#039;: Process Group n&#039;s node.&lt;br /&gt;
** &#039;&#039;&#039;(none)&#039;&#039;&#039;: The value 0.&lt;br /&gt;
** &#039;&#039;&#039;(unused object)&#039;&#039;&#039;: The unused object slot.&lt;br /&gt;
** &#039;&#039;&#039;(unknown object)&#039;&#039;&#039;: A value that&#039;s not recognized as a valid object reference.&lt;br /&gt;
* &#039;&#039;&#039;Select Object&#039;&#039;&#039;: Selects the object slot whose object&#039;s address equals the variable&#039;s value.&lt;br /&gt;
&lt;br /&gt;
Triangle variables come with the following additional options when right clicked:&lt;br /&gt;
* &#039;&#039;&#039;Select Triangle&#039;&#039;&#039;: Selects a custom triangle in the Triangle Tab whose address equals the variable&#039;s value.&lt;br /&gt;
&lt;br /&gt;
Boolean variables are unique in that instead of having a text value, they have a checkbox value. The checkbox is checked if the underlying number value (after possibly masking) is non-zero. In the case that the variable represents multiple values with different checked states, the checkbox will be indeterminant. Boolean variables come with the following additional options when right clicked:&lt;br /&gt;
* &#039;&#039;&#039;Display as Checkbox&#039;&#039;&#039;: Toggles whether the variable is displayed as a checkbox.&lt;br /&gt;
* &#039;&#039;&#039;Display as Inverted&#039;&#039;&#039;: Toggles whether the checkbox&#039;s checked state is inverted.&lt;br /&gt;
&lt;br /&gt;
Variables can be selected by clicking on them. You can hold shift and click on a variable to select the range of variables from the previously selected variable to the currently selected variable. To toggle whether a variable is selected or not without unselecting all variable, click on the variable while holding control. To unselect all variables, click on the variable panel. If you right click on a variable that&#039;s selected, then you&#039;ll see a different set of options from normal, and these options will affect all selected variables. Options prefixed with &amp;quot;Angle:&amp;quot; only affect angles. Choosing the &amp;quot;Default&amp;quot; value for an option (e.g. Display as Hex) will set that option to how the variable was originally (e.g. its original status of whether it was displaying as hex). Here are these options:&lt;br /&gt;
* &#039;&#039;&#039;Highlight...&#039;&#039;&#039;: Highlights the variables with a red or custom-colored outline.&lt;br /&gt;
* &#039;&#039;&#039;Lock...&#039;&#039;&#039;: Locks the variables&#039; values.&lt;br /&gt;
* &#039;&#039;&#039;Fix Address...&#039;&#039;&#039;: Fixes the addresses of the variables.&lt;br /&gt;
* &#039;&#039;&#039;Copy...&#039;&#039;&#039;: Copies the variable&#039;s value (with no rounding) to the clipboard. This can be done with commas, tabs, or line breaks separating the variable values. Separately, you can copy the variable values for code, which will copy instantiation statements for each of the variables, e.g. &amp;quot;float X = 100f&amp;quot;. For more control over what the variables are named, hold control while clicking this option. This will open up a dialog where you can enter text, where the $ represents the variables&#039; original names. For example, entering &amp;quot;my$Value&amp;quot; will result in &amp;quot;float myXValue = 100f&amp;quot; being copied to the clipboard.&lt;br /&gt;
* &#039;&#039;&#039;Paste&#039;&#039;&#039;: Pastes the clipboard value to the variables. The values for the variables will be parsed from the clipboard value, which will work so long as the values are separated by whitespace (e.g. spaces, tabs, line breaks) or commas.&lt;br /&gt;
* &#039;&#039;&#039;Round to...&#039;&#039;&#039;: Sets how many digits to round the variables to.&lt;br /&gt;
* &#039;&#039;&#039;Display as Hex...&#039;&#039;&#039;: Sets whether the variables are displayed as hex or decimal.&lt;br /&gt;
* &#039;&#039;&#039;Angle: Signed...&#039;&#039;&#039;: Sets whether the variables are displayed as signed or not.&lt;br /&gt;
* &#039;&#039;&#039;Angle: Units...&#039;&#039;&#039;: Sets the units for the angle variables. See above for more information on the unit options.&lt;br /&gt;
* &#039;&#039;&#039;Angle: Truncate to Multiple of 16...&#039;&#039;&#039;: Sets whether the angles&#039; values are truncated to a multiple of 16.&lt;br /&gt;
* &#039;&#039;&#039;Angle: Constrain to One Revolution...&#039;&#039;&#039;: Sets whether the angles&#039; values are constrained to one revolution.&lt;br /&gt;
* &#039;&#039;&#039;Angle: Reverse...&#039;&#039;&#039;: Sets whether the angles are displayed as the reverse of what it actually is.&lt;br /&gt;
* &#039;&#039;&#039;Angle: Display as Hex...&#039;&#039;&#039;: Sets whether the angle variables are displayed as hex or decimal.&lt;br /&gt;
* &#039;&#039;&#039;Show Variable XML&#039;&#039;&#039;: Shows the XML that represents the variables.&lt;br /&gt;
* &#039;&#039;&#039;Show Variable Info&#039;&#039;&#039;: Shows info on the variables in table form, including Name, Type, Base + Offset, N64 Address, and Emulator Address.&lt;br /&gt;
* &#039;&#039;&#039;Background Color...&#039;&#039;&#039;: Changes the variables background color.&lt;br /&gt;
* &#039;&#039;&#039;Move...&#039;&#039;&#039;: Options for moving variables.&lt;br /&gt;
** &#039;&#039;&#039;Start Move&#039;&#039;&#039;: Adds the selected variables to the moving-variables-clipboard.&lt;br /&gt;
** &#039;&#039;&#039;End Move&#039;&#039;&#039;: Moves the variables on the moving-variables-clipboard to the location of the selected variables.&lt;br /&gt;
** &#039;&#039;&#039;Clear Move&#039;&#039;&#039;: Clears the selected-variables-clipboard.&lt;br /&gt;
* &#039;&#039;&#039;Remove&#039;&#039;&#039;: Removes the variables from the Variable Panel.&lt;br /&gt;
* &#039;&#039;&#039;Rename&#039;&#039;&#039;: Allows you to rename the variables. This will open up a dialog where you can enter text, where the $ represents the variables&#039; original names. For example, entering &amp;quot;my$Value&amp;quot; will result in renaming &amp;quot;X&amp;quot; to &amp;quot;myXValue&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;Open Controller&#039;&#039;&#039;: Opens up an Advanced Controller for the variables.&lt;br /&gt;
* &#039;&#039;&#039;Open Triplet Controller&#039;&#039;&#039;: Opens up a Triplet Controller for the variables.&lt;br /&gt;
* &#039;&#039;&#039;Open Pop Out&#039;&#039;&#039;: Opens up a Pop Out for the variables.&lt;br /&gt;
* &#039;&#039;&#039;Add to Tab...&#039;&#039;&#039;: Adds the variables to a tab of your choosing.&lt;br /&gt;
* &#039;&#039;&#039;Add to Custom Tab&#039;&#039;&#039;: Adds the variables to the Custom Tab.&lt;br /&gt;
&lt;br /&gt;
There are also many keyboard shortcuts that can be performed on variables, namely by clicking on a variable when holding one or more keys. These are:&lt;br /&gt;
* &#039;&#039;&#039;Double Click&#039;&#039;&#039;: Opens up the Variable Viewer form for the variable, which shows the variable&#039;s Name, Type, Base + Offset, N64 Address, and Emulator Address.&lt;br /&gt;
* &#039;&#039;&#039;Click + Shift + Number&#039;&#039;&#039;: Sets the variable&#039;s background color to different colors, depending on the number.&lt;br /&gt;
* &#039;&#039;&#039;Click + Number&#039;&#039;&#039;: Sets the variable&#039;s highlight color to different colors, depending on the number.&lt;br /&gt;
* &#039;&#039;&#039;Click + S&#039;&#039;&#039;: Adds the variable to the Custom Tab.&lt;br /&gt;
* &#039;&#039;&#039;Click + T&#039;&#039;&#039;: Adds the variable to the TAS Tab.&lt;br /&gt;
* &#039;&#039;&#039;Click + M&#039;&#039;&#039;: Adds the variable to the Memory Tab.&lt;br /&gt;
* &#039;&#039;&#039;Click + P&#039;&#039;&#039;: Adds the variable to a tab of your choosing.&lt;br /&gt;
* &#039;&#039;&#039;Click + N&#039;&#039;&#039;: Views the variable&#039;s value as an address in the Memory Tab.&lt;br /&gt;
* &#039;&#039;&#039;Click + F&#039;&#039;&#039;: Fixes the address of the variable.&lt;br /&gt;
* &#039;&#039;&#039;Click + H&#039;&#039;&#039;: Highlights the variable with a red outline.&lt;br /&gt;
* &#039;&#039;&#039;Click + L&#039;&#039;&#039;: Locks the variable&#039;s value.&lt;br /&gt;
* &#039;&#039;&#039;Click + D&#039;&#039;&#039;: Toggles whether the variable is displayed as hex or decimal.&lt;br /&gt;
* &#039;&#039;&#039;Click + R&#039;&#039;&#039;: Allows you to rename the variable.&lt;br /&gt;
* &#039;&#039;&#039;Click + C&#039;&#039;&#039;: Opens up an Advanced Controller for the variable.&lt;br /&gt;
* &#039;&#039;&#039;Click + B&#039;&#039;&#039;: Opens up an Bit Controller for the variable.&lt;br /&gt;
* &#039;&#039;&#039;Click + Escape&#039;&#039;&#039;: Removes the variable from the Variable Panel.&lt;br /&gt;
* &#039;&#039;&#039;Click + Backspace&#039;&#039;&#039;: Removes the variable from the Variable Panel.&lt;br /&gt;
* &#039;&#039;&#039;Click + Delete&#039;&#039;&#039;: Removes the variable from the Variable Panel.&lt;br /&gt;
* &#039;&#039;&#039;Click + X&#039;&#039;&#039;: Does an action related to moving a variable. Specifically: If the moving-variables-clipboard is empty, then adds the variable to the moving-variables-clipboard. If the moving-variables-clipboard is non-empty, then moves the variables of the moving-variables-clipboard to the clicked variable&#039;s current location.&lt;br /&gt;
* &#039;&#039;&#039;Click + Backtick&#039;&#039;&#039;: Adds the variable to the Var Hack tab.&lt;br /&gt;
* &#039;&#039;&#039;Click + Z&#039;&#039;&#039;: Sets the variable value to zero.&lt;br /&gt;
* &#039;&#039;&#039;Click + Minus&#039;&#039;&#039;: Decrements the variable value.&lt;br /&gt;
* &#039;&#039;&#039;Click + Plus&#039;&#039;&#039;: Increments the variable value.&lt;br /&gt;
* &#039;&#039;&#039;Click + Q&#039;&#039;&#039;: Sets the variable&#039;s background color to a custom color.&lt;br /&gt;
* &#039;&#039;&#039;Click + O&#039;&#039;&#039;: Sets the variable&#039;s background color to the last custom color.&lt;br /&gt;
&lt;br /&gt;
== Controllers ==&lt;br /&gt;
&lt;br /&gt;
[[File:STROOP Controllers.png|350px|thumb|The various kinds of controllers]] &lt;br /&gt;
Controllers are a set of controls used for manipulating one or more variables. There are various kinds of controllers:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Simple Controller&#039;&#039;&#039;: A Simple Controller is in charge of manipulating one variable. It consists of 2 buttons and a textbox. The buttons are used for subtracting from and adding to the variable using the value that&#039;s in the textbox. Right clicking on one of the buttons shows the option to toggle whether the buttons are inverted, i.e. swapping whether subtraction is on the left and addition is on the right or vice versa. Simple Controllers are found on the left panel of several tabs of STROOP.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Triplet Controller&#039;&#039;&#039;: A Triplet Controller is in charge of manipulating a triplet of variables, usually a set of (x,y,z) Euler coordinates or (theta,phi,radius) spherical coordinates. It consists of 2 sets of controls:&lt;br /&gt;
** &#039;&#039;&#039;Square Controls&#039;&#039;&#039;: On the left are the Square Controls, consisting of 8 buttons and a textbox arranged in square formation. For Euler coordinates, these controls manipulate the x and z coordinates. For spherical coordinates, these controls manipulate the theta and phi coordinates. In both cases, the buttons will add to or subtract from the corresponding variable(s) by the amount in the textbox. Note that you can right click on the buttons for more options so that you can customize the orientation of the buttons. Specifically, this allows you to rotate the buttons any one of eight ways, as well as invert the orientation (i.e. flip it).&lt;br /&gt;
** &#039;&#039;&#039;Line Controls&#039;&#039;&#039;: One the right are the Line Controls, consisting of 2 buttons and a textbox arranged in a vertical line formation. For Euler coordinates, these controls manipulate the y coordinate. For spherical coordinates, these controls manipulate the radius coordinate. In both cases, the buttons will add to or subtract from the corresponding variable by the amount in the textbox. Note that you can right click on the buttons for options to invert the buttons.&lt;br /&gt;
: Triplet controllers also frequently have a Relative Checkbox in the upper right, which toggles whether the controls manipulate the variables absolutely or relative to some angle. When in relative mode, the labels on the buttons will change to emphasize this. Specifically, F = forward, B = backward, L = left, R = right, U = up, D = down. Triplet Controllers are found on the left panel of several tabs of STROOP. However, you can also create your own Triplet Controller by selecting 3 or 4 variables to represent the x,y,z and optional angle variables, right clicking, and choosing to open a Triplet Controller.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Advanced Controller&#039;&#039;&#039;: An advanced controller is in charge of manipulating one or more variables. It consists of the following controls:&lt;br /&gt;
** &#039;&#039;&#039;Name Textbox&#039;&#039;&#039;: This shows the name(s) of the variable(s) being manipulated. Note that this can be edited.&lt;br /&gt;
** &#039;&#039;&#039;Fix Address Checkbox&#039;&#039;&#039;: This is used to toggle whether the variable(s) are using fixed addresses.&lt;br /&gt;
** &#039;&#039;&#039;Value Textbox&#039;&#039;&#039;: This displays the current value(s) of the variable(s). The background color is red if the variable(s) have fixed addresses, blue if the variable(s) don&#039;t have fixed addresses, and purple if some variables do and some variables don&#039;t have fixed addresses.&lt;br /&gt;
** &#039;&#039;&#039;Lock Checkbox&#039;&#039;&#039;: This is used to toggle whether the variable(s) are locked.&lt;br /&gt;
** &#039;&#039;&#039;Subtraction Button&#039;&#039;&#039;: This is used to subtract a value from the variable(s).&lt;br /&gt;
** &#039;&#039;&#039;Addition/Subtraction Textbox&#039;&#039;&#039;: This is the value that&#039;s used by the Addition Button and Subtraction Button.&lt;br /&gt;
** &#039;&#039;&#039;Addition Button&#039;&#039;&#039;: This is used to add a value to the variable(s).&lt;br /&gt;
** &#039;&#039;&#039;Get Button&#039;&#039;&#039;: This gets the value(s) of the variable(s).&lt;br /&gt;
** &#039;&#039;&#039;Get/Set Textbox&#039;&#039;&#039;: This is the value used by the Get Button and Set Button.&lt;br /&gt;
** &#039;&#039;&#039;Set Button&#039;&#039;&#039;: This sets the value(s) of the variable(s).&lt;br /&gt;
: Additional notes:&lt;br /&gt;
:* In the case of setting multiple variables, you can set all of the variables to different values by separating the values in the textbox with commas. Alternatively, leave just one value in the textbox to set all variables to that one value. The same applies to adding and subtracting values.&lt;br /&gt;
:* The add and subtract buttons can be inverted by right clicking on them and choosing to invert.&lt;br /&gt;
:* You can click on the add/subtract button and hold the mouse down while holding control in order to continuously add to or subtract from the variables. Alternatively, right click on either button and choose to Start Continuous Add (or Subtract) and then later choose to Stop Continuous Add (or Subtract).&lt;br /&gt;
: You can create an Advanced Controller for a variable by clicking on the variable while holding C. Alternatively, you can create an Advanced Controller for multiple variables by selecting multiple variables, right clicking, and choosing to open a controller.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bit Controller&#039;&#039;&#039;: A Bit Controller is in charge of manipulating one variable. It consists of the following controls:&lt;br /&gt;
** &#039;&#039;&#039;Name Textbox&#039;&#039;&#039;: This shows the name of the variable being manipulated. Note that this can be edited.&lt;br /&gt;
** &#039;&#039;&#039;Decimal Value&#039;&#039;&#039;: This shows the decimal value of the variable.&lt;br /&gt;
** &#039;&#039;&#039;Hex Value&#039;&#039;&#039;: This shows the hex value of the variable.&lt;br /&gt;
** &#039;&#039;&#039;Binary Value&#039;&#039;&#039;: This shows the binary value of the variable.&lt;br /&gt;
** &#039;&#039;&#039;Value Table&#039;&#039;&#039;: This shows various representations of the bytes of the variable, including the decimal representation, hex representation, and binary representation. It also provides a set of checkboxes that can be used to toggle each bit of the variable. For floats, these checkboxes are colored according to the bits&#039; role in the float, as blue represents sign, red represents exponent, and green represents mantissa.&lt;br /&gt;
: Note that for floats, you can right click on the empty space of the controller, and change what the textboxes display. Specifically, they can be set to display the sign, exponent, and mantissa values of the float. You can create a Bit Controller for a variable by clicking on the variable while holding B.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Todo: finish the rest of this article&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Object Tab ==&lt;br /&gt;
&lt;br /&gt;
== Mario Tab ==&lt;br /&gt;
&lt;br /&gt;
== HUD Tab ==&lt;br /&gt;
&lt;br /&gt;
== Camera Tab ==&lt;br /&gt;
&lt;br /&gt;
== Triangles Tab ==&lt;br /&gt;
&lt;br /&gt;
== Actions Tab ==&lt;br /&gt;
&lt;br /&gt;
== File Tab ==&lt;br /&gt;
&lt;br /&gt;
== Input Tab ==&lt;br /&gt;
&lt;br /&gt;
== Water Tab ==&lt;br /&gt;
&lt;br /&gt;
== Misc Tab ==&lt;br /&gt;
&lt;br /&gt;
== M64 Tab ==&lt;br /&gt;
&lt;br /&gt;
== Custom Tab ==&lt;br /&gt;
&lt;br /&gt;
== TAS Tab ==&lt;br /&gt;
&lt;br /&gt;
== Map Tab ==&lt;br /&gt;
&lt;br /&gt;
== Options Tab ==&lt;br /&gt;
&lt;br /&gt;
== Memory Tab ==&lt;br /&gt;
&lt;br /&gt;
== PU Tab ==&lt;br /&gt;
&lt;br /&gt;
== Area Tab ==&lt;br /&gt;
&lt;br /&gt;
== Model Tab ==&lt;br /&gt;
&lt;br /&gt;
== Gfx Tab ==&lt;br /&gt;
&lt;br /&gt;
== Debug Tab ==&lt;br /&gt;
&lt;br /&gt;
== Hacks Tab ==&lt;br /&gt;
&lt;br /&gt;
== Cam Hack Tab ==&lt;br /&gt;
&lt;br /&gt;
== Q Frames Tab ==&lt;br /&gt;
&lt;br /&gt;
== Var Hack Tab ==&lt;br /&gt;
&lt;br /&gt;
== Coin Tab ==&lt;br /&gt;
&lt;br /&gt;
== Disassembly Tab ==&lt;br /&gt;
&lt;br /&gt;
== Decompiler Tab ==&lt;br /&gt;
&lt;br /&gt;
== Scripts Tab ==&lt;br /&gt;
&lt;br /&gt;
== Testing Tab ==&lt;br /&gt;
&lt;br /&gt;
== Painting Tab ==&lt;br /&gt;
[[Category:STROOP]]&lt;br /&gt;
[[Category:Resources]]&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Hitbox&amp;diff=12113</id>
		<title>Hitbox</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Hitbox&amp;diff=12113"/>
		<updated>2020-07-08T22:03:13Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: moved a message where they would actually see it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Star Hitbox.jpg|thumb|right|300px|Hitbox of a [[Power Star]]]]&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;hitbox&#039;&#039;&#039; is an invisible shape commonly used in video games for real-time collision detection. It is often a rectangle or circle (in 2D games) or cuboid, cylinder, or sphere (in 3D) that is attached to and follows a point on an [[object]]. They are used for collision detection.&lt;br /&gt;
==Hurtboxes==&lt;br /&gt;
&#039;&#039;If you typed [[Hurtbox]], you may be looking for the [[Interaction Type|interaction type]] called [[Interaction Type#Hurtbox 1 &amp;amp; 2|Hurtbox 1]] or [[Interaction Type#Hurtbox 1 &amp;amp; 2|Hurtbox 2]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Hurtboxes&#039;&#039;&#039; are a specific type of hitbox that hurt Mario when he touches them. Many different enemies in the game have hurtboxes.&lt;br /&gt;
===List===&lt;br /&gt;
* [[Goomba]]s&lt;br /&gt;
* [[Explosion]]s (spawned by [[Bob-omb]]s and [[Mine]]s)&lt;br /&gt;
* [[Bowser]]&lt;br /&gt;
* [[Bubble Bomb]]s&lt;br /&gt;
* [[Fire]]&lt;br /&gt;
* [[Clam]]s&lt;br /&gt;
* [[Treasure of the Ocean Cave|Chests]]&lt;br /&gt;
* And many more.&lt;br /&gt;
Note that [[lava]] is a [[floor]] with a special property, not a hurtbox.&lt;br /&gt;
===Uses===&lt;br /&gt;
Because hurtboxes provide an easy way to damage Mario, they create an easy way to utilize [[Pause Buffered Hitstun]]. The hurtbox of fire also gives a small vertical boost, which is useful in the [[A Button Challenge]].&lt;br /&gt;
&lt;br /&gt;
==Collision hitboxes==&lt;br /&gt;
Many hitboxes push Mario away, such as those of Bob-ombs and [[Chuckya]]s. These are necessary for [[Quick Release]] and are also the basis for the [[Bloated Bob-omb]] and [[Handsfree Teleported Bob-omb]] glitches, which work because the Bob-omb&#039;s size is large enough that its hitbox pushes Mario back, but it moves with him because he&#039;s holding it.&lt;br /&gt;
&lt;br /&gt;
==Clone hitboxes==&lt;br /&gt;
Cloned objects that Mario can pick up normally act normal when set down, and have normal hitboxes. However, clones of objects never meant to be held have odd hitboxes. The majority of them can be interacted with only once by Mario, if at all. Platforms are intangible, and most enemies can injure Mario once and then become intangible. Coins can only be collected once, but don&#039;t disappear. [[Koopa Shell|Shells]] and [[Bully|Bullies]] are exceptions to this rule, as they can be interacted with multiple times.&lt;br /&gt;
===Overshadowing===&lt;br /&gt;
Clone hitboxes overshadow the hitboxes of other clones of the same type. For example, Mario can release a [[fire]] clone and will immediately get burned by it. Then, he can stand in its (now dormant) hitbox to release another without getting burned. This serves many purposes in the [[A Button Challenge]], including [[Bowser in the Sky]] and [[Tick Tock Clock]].&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=User:Tranman64&amp;diff=12108</id>
		<title>User:Tranman64</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=User:Tranman64&amp;diff=12108"/>
		<updated>2020-07-08T00:20:48Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: removed a sentence that is no longer true&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{ambox&lt;br /&gt;
 | type = content&lt;br /&gt;
 | image = Squish.png&lt;br /&gt;
 | header = This article sucks. &lt;br /&gt;
 | smalltext = As such, asdfasdfasdf. You can help Peepeepedia by [{{fullurl:{{FULLPAGENAME}}|action=edit}} expanding it ( ͡° ͜ʖ ͡°)].&lt;br /&gt;
}}&lt;br /&gt;
{{ambox&lt;br /&gt;
 | type = content&lt;br /&gt;
 | image = Low_Poly.png&lt;br /&gt;
 | header = This article is in need of more spam to meet Tranman64 quality standards.&lt;br /&gt;
 | smalltext = This page is just plain wrong, and you can&#039;t help fix it. https://youtu.be/dQw4w9WgXcQ may contain suggestions.&lt;br /&gt;
}}&lt;br /&gt;
{{ambox&lt;br /&gt;
 | type = notice&lt;br /&gt;
 | image = STROOP- Arrow Lift.png&lt;br /&gt;
 | header = Arr! It has been come to me understanding that this be merged{{#if:{{{1|}}}|&amp;amp;#32;with [[{{{1|}}}]]}}. ([[{{TALKPAGENAME}}|Discuss]])&lt;br /&gt;
 | smalltext = {{#if:{{{Reason|}}}|&#039;&#039;Reason: {{{reason}}}&#039;&#039;}} {{#if:{{{date|}}}|({{{date}}})}}&lt;br /&gt;
}}&lt;br /&gt;
{{ambox&lt;br /&gt;
 | type = delete&lt;br /&gt;
 | image = Mario_Kicking.png&lt;br /&gt;
 | header = HOO HOO HOO HOO HOO HOO HOO HOO HOO HOO HOO&lt;br /&gt;
   | File | Image = file&lt;br /&gt;
   | User | User talk = user page&lt;br /&gt;
   |template = template&lt;br /&gt;
   | #default = article   }}&lt;br /&gt;
{{ambox&lt;br /&gt;
 | type = content&lt;br /&gt;
 | image = HNI 0086.JPG&lt;br /&gt;
 | header = This {{#ifeq:{{{type|}}}|section|section|article}} is in need of a dog like this one.&lt;br /&gt;
 | smalltext = You can help Ukikipedia by adding more dogs.&lt;br /&gt;
}}&lt;br /&gt;
I find glitches in Mario games by accident&lt;br /&gt;
&lt;br /&gt;
&amp;lt;sup&amp;gt;tran man procrastinating since may 2020&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I also find out the next day that it&#039;s already been discovered, just in a different place :/&lt;br /&gt;
&lt;br /&gt;
except the slide softlock thingy that i count as a discovery because it wasnt on  the [[Softlock|list of softlocks]] fsr&lt;br /&gt;
&lt;br /&gt;
i also make really dumb challenges like the a button coin challenge where you have to collect as many coins as possible within the courses without pressing a and purposely making stars impossible (i did this for wf 100 coins. if you just get rid of all the coins that you can do it with you can make it so there&#039;s only 80 coins in the course lol)&lt;br /&gt;
&lt;br /&gt;
anyway yeah i do a ton of shit just for teh lolz&lt;br /&gt;
&lt;br /&gt;
[https://www.youtube.com/watch?v=dQw4w9WgXcQ rick roll]&lt;br /&gt;
&lt;br /&gt;
but I may tas when I get a better pc. If it happens ill tas waluigis taco stand or some shit&lt;br /&gt;
&lt;br /&gt;
but one thing i do have is i have 177,000 coins or something in the dank memer discord bot&lt;br /&gt;
&lt;br /&gt;
i also correct [[User:HiLlBiLlYjOeL|vinesauce joel]] when his edits are just wrong&lt;br /&gt;
&lt;br /&gt;
i also play the piano&lt;br /&gt;
&lt;br /&gt;
[[User:Zzykrkv|delete this article]]&lt;br /&gt;
&lt;br /&gt;
h is also the best letter of the alphabet no doubt&lt;br /&gt;
&lt;br /&gt;
also i only have a good knowledge of sm64 because i watch pannen a lot when im bored&lt;br /&gt;
&lt;br /&gt;
[[Red letters]]&lt;br /&gt;
&lt;br /&gt;
smemememem&lt;br /&gt;
&lt;br /&gt;
[[aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa]]&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
	</entry>
	<entry>
		<id>https://ukikipedia.net/mediawiki/index.php?title=Challenge&amp;diff=12106</id>
		<title>Challenge</title>
		<link rel="alternate" type="text/html" href="https://ukikipedia.net/mediawiki/index.php?title=Challenge&amp;diff=12106"/>
		<updated>2020-07-07T19:19:35Z</updated>

		<summary type="html">&lt;p&gt;Tranman64: added a note that was probably overlooked&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A &#039;&#039;&#039;Challenge&#039;&#039;&#039; is a self-imposed restriction of performing certain tasks, making the completion of the game harder. Restrictions include the use of a certain button (the [[A Button]], for example), the use of cannons, collecting coins, and the use of caps, among others.&lt;br /&gt;
&lt;br /&gt;
Often, these challenges lead to the discovery of glitches, while some must be utilized to make up for a loss of a certain function. For example, restricting the A button forces Mario to use techniques such as frame-walking, enemy manipulation, and [[cloning]] to complete certain tasks. Collecting the 5 secrets in Bob-omb Battlefield coinless requires making a [[Premature Clone]] of the top coin and landing at the 30-unit high area to collect the secret without interacting with the center coin.&lt;br /&gt;
&lt;br /&gt;
==UBER Challenge==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main Article: [[UBER Challenge]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The UBER Challenge forbids any coins and [[:Category:Collectibles|collectibles]] (except chests), switches, cannons, teleporting, caps, opening boxes (except for star boxes), damage (except falling), and activating movable platforms. Additionally, enemies must not be interacted with (including Lakitu, but excluding Bowser and MIPS). The challenge was created by Mario64Masters. The name of the UBER Challenge was borrowed from Manocheese&#039;s Über Challenge for Ocarina of Time.&lt;br /&gt;
&lt;br /&gt;
There are 39 stars that can be collected RTA, and 46 stars are possible in a TAS run.&lt;br /&gt;
&lt;br /&gt;
==Pacifist Challenge==&lt;br /&gt;
&#039;&#039;Main Article: [[Pacifist Challenge]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Pacifist Challenge forbids any combat with enemies except for Bowser. Any actions that do not result in killing an enemy are allowed. The number of stars that can be collected is 98 glitchless, and 101 for TAS runs&amp;lt;ref&amp;gt;[https://gamefaqs.gamespot.com/boards/198848-super-mario-64/75920333 How many stars can you get in a Pacifist Run of the game?] Recounted to include infinite coin glitch with box&amp;lt;/ref&amp;gt;. In a full game run, however, killing the Boo to enter [[Big Boo&#039;s Haunt]] is considered nonpacifist, cutting off the available 2 stars, and therefore the actual number of stars that can be collected is 96 glitchless and 99 with TAS.&lt;br /&gt;
&lt;br /&gt;
The following stars cannot be collected in the RTA pacifist run.&lt;br /&gt;
&lt;br /&gt;
*[[BoB]] (2): &#039;&#039;Big Bob-omb on the Summit&#039;&#039; (enemy), &#039;&#039;Footrace with Koopa The Quick&#039;&#039; (requires the previous star)&lt;br /&gt;
*[[WF]] (2): &#039;&#039;Chip Off Whomp&#039;s Block&#039;&#039; (enemy), &#039;&#039;To the Top of the Fortress&#039;&#039; (requires the previous star)&lt;br /&gt;
*[[BBH]] (7): All stars are cut off due to entering the course requiring killing a Boo.&lt;br /&gt;
**If entering the stage is allowed, then only two stars (&#039;&#039;Secret of the Haunted Books&#039;&#039; and &#039;&#039;Seek the 8 Red Coins&#039;&#039;) can be collected.&lt;br /&gt;
*[[HMC]] (1): &#039;&#039;HMC 100 coins&#039;&#039; (only 92 non-enemy coins)&lt;br /&gt;
*[[LLL]] (2): &#039;&#039;Boil the Big Bully&#039;&#039; (enemy), &#039;&#039;Bully the Bullies&#039;&#039; (enemy)&lt;br /&gt;
*[[SSL]] (2): &#039;&#039;In the Talons of the Big Bird&#039;&#039; (Klepto), &#039;&#039;Stand Tall on the Four Pillars&#039;&#039; (enemy)&lt;br /&gt;
*[[Snowman&#039;s Land|SL]] (1): &#039;&#039;Chill with the Bully&#039;&#039; (enemy),&lt;br /&gt;
*[[Tiny-Huge Island|THI]] (4): &#039;&#039;Pluck the Piranha Flower&#039;&#039; (enemy), &#039;&#039;Rematch with Koopa the Quick&#039;&#039; (requiring Star 1), &#039;&#039;Make Wiggler Squirm (enemy)&#039;&#039;, &#039;&#039;THI 100 coins&#039;&#039; (infinite coin glitch requires killing Piranhas)&lt;br /&gt;
&lt;br /&gt;
The following stars can be circumvented if glitches or TAS strategies are allowed:&lt;br /&gt;
&lt;br /&gt;
*[[WF]] - &#039;&#039;Blast Away the Wall&#039;&#039;: A wall clip can be performed to reach the star cannonless.&lt;br /&gt;
*[[SSL]] - &#039;&#039;SSL 100 coins&#039;&#039;: 100 coins can be collected using infinite coin glitch, done by disappearing cork box glitch in the course. 86 non-enemy coins otherwise.&lt;br /&gt;
*[[Snowman&#039;s Land|SL]] - &#039;&#039;SL 100 coins&#039;&#039;: 100 coins can be collected with an infinite coin glitch, by activating [[Time Stop]] from the snowman and repeatedly collecting a nearby coin. 58 non-enemy coins otherwise.&lt;br /&gt;
&lt;br /&gt;
==A Button Challenge==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main Article: [[A Button Challenge]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The A Button Challenge aims to reduce the use of [[A Button]] in courses, first documented in [http://www.curtisbright.com/sm64/abc/ Curtis Bright&#039;s website]. Since then, many techniques are applied in an attempt to bring down the A Press count, with [https://youtube.com/user/pannenkoek2012 pannenkoek2012] being the biggest contributor to the challenge.&lt;br /&gt;
&lt;br /&gt;
There are 96 stars that can be collected on a full game basis without the A Button using TAS.&lt;br /&gt;
&lt;br /&gt;
==Coinless Challenge==&lt;br /&gt;
The Coinless Challenge&#039;s only rule is that the player cannot collect any coins. Specifically, no yellow, red, or blue coins can be collected. Techniques where Mario&#039;s coin score is saved as 0 coins by collecting multiples of 256, or pause buffering to prevent the coin counter from going up, are not allowed.&lt;br /&gt;
&lt;br /&gt;
Mario is able to collect 81 stars in a full game run, and 82 stars on a single star basis. The remaining 38 stars require collecting coins and are therefore impossible.&lt;br /&gt;
&lt;br /&gt;
==Cannonless Challenge==&lt;br /&gt;
In the Cannonless Challenge, entering any cannons is forbidden. As it turns out, all 120 stars can be collected cannonless. The challenge was completed on 23 July 2018 by sm64expert, when he collected [[Wing Mario over the Rainbow]].&amp;lt;ref&amp;gt;https://youtu.be/JCzBOGHf_a0&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Capless/Cannonless Challenge==&lt;br /&gt;
To qualify as capless, Mario cannot use any special caps except the cap effects obtained from the start of a course. To qualify as cannonless, Mario cannot use any cannons.&lt;br /&gt;
&lt;br /&gt;
Using the capless and cannonless ruleset from the UBER Challenge, every star except for one (&#039;&#039;Wing Mario over the Rainbow&#039;&#039;) can be collected, resulting 119 stars that can be collected.&lt;br /&gt;
&lt;br /&gt;
The most difficult stars to collect include:&lt;br /&gt;
&lt;br /&gt;
*[[BoB]] - &#039;&#039;Shoot to the Island in the Sky&#039;&#039;, &#039;&#039;100 Coins&#039;&#039;, &#039;&#039;Find the 8 Red Coins&#039;&#039;: Going to the island can be done by long jumping from the top of the mountain.&lt;br /&gt;
*[[SSL]] - &#039;&#039;Free Flying for 8 Red Coins&#039;&#039;: Tornadoes, Fly Guys, and Klepto can help Mario collect the 4 aerial coins without the wing cap.&lt;br /&gt;
*[[Vanish Cap under the Moat]]: The cage can be reached by performing a side flip to a wall kick, removing the need of using a vanish cap.&lt;br /&gt;
&lt;br /&gt;
==CCC Challenge==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main Article: [[CCC Challenge]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The CCC Challenge combines Coinless with Capless/Cannonless. The restriction is extremely heavy, leaving very few stars that can be collected, as some of them inadvertently collect coins during the process.&lt;br /&gt;
&lt;br /&gt;
Mario is able to collect 81 stars in a full game run, and 82 stars on a single star basis. While this is the same number of stars collectible as Coinless Challenge, the workarounds are much harder to achieve.&lt;br /&gt;
&lt;br /&gt;
==No Buttons Allowed/Buttonless Challenge==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Main Article: [[No Buttons Allowed Challenge]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The No Buttons Allowed Challenge forbids the use of A, B, Z, Start, L, R, and (to some extent) C buttons. This challenge was created by pannenkoek2012 to push the game to its limits.&lt;br /&gt;
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The C buttons are only allowed when they only affect the camera and don&#039;t affect actual gameplay. For example, the [[C^ Hyperspeed]] glitch is not allowed.&lt;br /&gt;
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The challenge is more difficult than simply restricting the A button, since this disables many maneuvering options that Mario can use, such as jumping, diving, sliding, and more. The challenge cannot be done as a full game run as there is in-game text that cannot be advanced without the use of buttons.&lt;br /&gt;
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There are only 33 stars that can be collected, many of which require complicated strategies.&amp;lt;ref&amp;gt;[https://www.youtube.com/watch?v=voV_QgdLHiY&amp;amp;list=PLmvvhlevqC2fXLL55ZQT1cesNmM2qHPn1 No Buttons Allowed Playlist]&amp;lt;/ref&amp;gt;&lt;br /&gt;
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==ABZ Challenge==&lt;br /&gt;
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:&#039;&#039;Main Article: [[ABZ Button Challenge|ABZ Challenge]]&#039;&#039;&lt;br /&gt;
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The ABZ Challenge is similar to Buttonless, but instead of restricting all buttons only restricts the three primary buttons, A B and Z. Instead of requiring that they don&#039;t be used at all, it allows simply using the minimum number of buttons possible.&lt;br /&gt;
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It was created by Ethan White as an alternative to the Buttonless Challenge, since the Buttonless Challenge did not allow the start button, and consequently did not allow changing languages on PAL version to minimize text box button presses.&lt;br /&gt;
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==Low Doors Challenge==&lt;br /&gt;
In the Low Doors Challenge, the game must be beaten while opening as few doors as possible. A door is considered used when the door opening cutscene occurs. Doors are skipped using BLJs and HSWKs, pause exiting, and routing to avoid moving between castle floors unnecessarily.&lt;br /&gt;
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At the beginning of the run, you must either perform [[Moat Door Skip]] or go to [[Vanish Cap Under the Moat]] early and pause exit into the castle, since otherwise you need to open the double door at the beginning of the game.&lt;br /&gt;
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Any% needs to open only 2 doors to complete: one door to enter the basement (using either the key door or moat door), and one door to enter the upper floors.&lt;br /&gt;
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120 Stars needs to open 4 doors to complete: one to enter the basement (using either the key door or moat door), one to enter the upper floors, one to enter the courtyard for BBH, and one to exit the CCM slide level through the cabin. Unconfirmed door skips exist in BBH, HMC, and skipping the door to the endless stairs using HSWKs. The 50 star door stairs BLJ cannot be used for the latter, as Mario needs to stop at the 3rd floor to get all stars, and cannot pause exit out from the 3rd floor.&lt;br /&gt;
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==No Joystick Allowed Challenge==&lt;br /&gt;
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:&#039;&#039;Main Article: [[No Joystick Allowed Challenge]]&#039;&#039;&lt;br /&gt;
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The No Joystick Allowed Challenge forbids the use of Joystick inputs, considered to be the inverse of No Buttons Allowed Challenge.&lt;br /&gt;
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As the joystick provides the vital function for Mario to change directions and run, the challenge takes route planning to the extreme. The challenge can only be done on a single star basis and not a full game run due to absurd limitations.&lt;br /&gt;
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There are only 55 stars that can be collected, many of which require complicated strategies.&lt;br /&gt;
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==Floor is Lava Challenge==&lt;br /&gt;
The Floor is Lava Challenge disallows standing on floors that aren&#039;t part of objects. It was created by Timestoppa.&lt;br /&gt;
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==Joke Challenges==&lt;br /&gt;
Some challenges have been created as jokes, and then actually been executed, such as Plush% (collecting specific stars to make the STROOP file menu spell out &amp;quot;PLUSH&amp;quot;).&lt;br /&gt;
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== Grab Every Tree Challenge ==&lt;br /&gt;
The Grab Every Tree Challenge is about grab every tree in a level&lt;br /&gt;
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==Other challenges==&lt;br /&gt;
See [[Unsolved Single-Goal Challenges]] for single-goal challenges that have not been solved.&lt;br /&gt;
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==References==&lt;br /&gt;
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&amp;lt;!-- Category --&amp;gt;&lt;br /&gt;
[[Category:Challenges]]&lt;br /&gt;
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{{Challenges}}&lt;/div&gt;</summary>
		<author><name>Tranman64</name></author>
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