recursal/Fanatic-Fandom huggingface dataset:
Discipedia Wiki

**Welcome to the Discipedia Wiki!**
The Wiki for information on all flying discs!

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## Important articles

PlaceholderA page about your topicPlaceholderA Main CharacterPlaceholderThe First EpisodePlaceholderAn Important LocationPlaceholderA Key EventPlaceholderA Crucial Item

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Luck Caster

## About

Luck Casters are the balancing counterpart to Curse Weavers, they are little rabbits that hop around granting luck to players who can get near enough to it.

## Skills/Attacks

### Luck Casting

Bestows players within a 5 block radius with the Luck potion effect. The effect lasts for 10 minutes. Players who receive the effect will also see a message in chat:

> "[player], you've been blessed by a Luck Weaver!"
>
>

## Trivia

* Much like the Curse Weaver, the Luck Caster was inspired by a book that Evan had read just before it's creation: Cursed Luck by Kelley Armstrong.
Discmania

Discmania is a disc manufacturer started by Jussi Meresmaa in 2006.

They have produced several molds across multiple product lines:

## **Originals Line**

Putters

P1

P1x

P2

P3

P3x

Midranges

MD

MD1

MD2

MD3

MD4

MD5

GM

Fairway Drivers

FD

FD2

FD3

TDx

CD2

Distance Drivers

TD

TD2

CD

CD3

PD

PDx

PD2

PD3

DD

DDx

DD2

DD3

Superclass

Fastback

Mega Shield

## **Evolution Line**

Putters

Link

Logic

Tactic

Razor Claw Tactic

Midranges

Origin

Method

Mutant

Fairway Drivers

Instinct

Essence

Splice

Distance Drivers

Enigma

## **Active Line**

Putters

Sensei

Shogun

Midranges

Maestro

Fairway Drivers

Magician

Genius

Rockstar

Distance Drivers

Astronaut

Mentor

Majesty

## **Creator Series**

Putters

Rainmaker

Fairway Drivers

Tilt

Distance Drivers

Cloud Breaker
P3

The P3 is a stable beadless putter in the Originals line.

The Discmania P3 is in practice a hybrid of a putter and a midrange, i.e. very fast and low profile for a putter. Therefore when driving with the P3 it can be easier to get a clean release, and to avoid flutter that may often happen with deeper putters. The P3 is also quite stable so it exhibits very little turn even in headwinds. You can thus count on your hyzer drives and approaches to land where you want them to.
P2

The P2 is a deep, beadless putter in the Originals line that is neutral to mildly overstable. It is Discmania's most popular putter.

A D-Line P2A Flex 2 D-Line P2A Flex 2.5 Prototype D-Line P2A "Spider" Glow D-Line P2A Les White Glow D-Line P2A Galactic D-Line P2A Soft P-Line P2A Stiff P-Line P2A "Night Wings" X-Line P2A G-Line P2A Glow C-Line P2An "Imperial Eagle" Glow P-Line P2An "Imperial Eagle II" Color Glow P-Line P2An "Imperial Eagle 3" Swirly P-Line P2A "Gold Wing Sky God" C-Line P2A "Sky God II" Swirly S-Line P2A "Sky God III" Color Glow C-Line P2A Prototype Italian C-Line P2A "Sky God IV" C-Line P2A Discmania "KP2"

This is our icon — the P2 — reinvented. For over a decade the P2 has been the gold standard of putters. We wanted to take that standard and take it to a level that is unmatched in disc golf. If you have liked P2 before, you are going to love these. Your next and last putter has arrived and it’s the New P2.

The New P2 has a unique new texture to give you the best grip available on any plastic on any condition. We’ve also designed three different flexes — Soft, Standard & Hard — to our New P2 to give you the ultimate choice.
P1

The P1 is the straightest putter in the Discmania Originals line.

A slightly convex, rounded bottom provides a smooth and natural feel in hand. Players of all abilities will enjoy a variety of shot shaping abilities that the P1 offers.

As a slightly shallower cousin to the P2, this putter fits well with just about any type of grip style, is an excellent tool for careful wooded shots, dead straight flights, and flip to flat or anhyzer throws. P1 is a tool you can count on for your putts, tee shots, and approaches.
Little Brown Shroom

### Biomes

Overworld:Badlands, Dark Forest, Dripstone Caves, Eroded Badlands, Grove, Mangrove Swamp, Old Growth Pine Taiga, Savanna Plateau, Sparse Jungle, Wooded Badlands

Nether:Basalt Deltas, Nether Wastes, Soul Sand Valley

The End:End Barrens, End Midlands, End Highlands, Small End Islands

## Debut

### Season

One

-placeholder text-

## Loot Table

All items in the loot table are given a rarity on a scale of 1 to 10, 1 being the rarest and 10 being the most common.
Cerebroids

Lore

The Cerebroid are intelligent on a level unlike anything seen before. Their technology borders on the arcane and their natural affinity for psionic power and genetic engineering are unmatched. What they lack in physical strength and durability, they make up for with their psionic prowess and powers. However, something terrible happened to their people. Those that remain are but clones, grown inside vats with no memory of their former lives. With little to no experience, those that remain must relearn everything from scratch and struggle to assert themselves again as galatic contenders.
Demons

Lore

Vicious, malevolent and cunning psionic manifestations, spawned from the subconscious psyche of mortal minds. They are fear, rage and excess, pooled and coalesced into creation. Perpetuated and fed by the suffering of others and the consumption of flesh, souls and psionic ectoplasmic expulsion. Hungry always for greater power, Demon are cataclysmically strong. If not for the combined might of both the Celestial and Imp beings that inhabit their realm to keep them in check, the very balance of creation would of shattered long ago.
Core Stats

General Info

These are the main attributes that make up the fighting potential of your character. Some are also used outside combat situations. Stats are split into two features. The first is called a stat modifier, or stat mod for short. These are the cornerstone and foundation of your core stats. The second are the stats themselves.

Stat mods represent several peices of information about a stat and are usually displayed in parentheses. For example, your stats and stat mod for Strength may look a little like this. "Strength: 10 (2)" The number inside the parentheses always displays your stat mod for that particular stat. Your core stat in this instance is simply the number 10, a raw representation of your Strength and indicator to how strong you are.

When a core stat increases through training, you will gain +(stat mod) in that core stat. Using the Strength stat above as an example, you would gain +2 to your Strength. This is because your Strength mod is 2, as displayed by the parentheses like so (2). So keeping that in mind, you would now have a Strength stat that looked like this. "Strength: 12 (2)"

The process would look similar to the following

* Each core stat has a different stat mod
* Train core stat
* Gain core stat xp
* Core stat levels up
* Core stat increases by the stat mod

Core Stats

Psionic Power

Energy

Strength

Endurance

Agility

Force

Resistance

Offence

Defence

Regeneration

Recovery
AmaraVerse Wiki

**Welcome to the AmaraVerse Wiki!**
An repository of knowledge for the Myth of Amara.

## Useful pages

* For the character template, visit Character Template.
* For a list in Infobox templates, visit Infobox.
* For attributing credit to images, visit Attribution Example.

#### Reincarnations

Reincarnations are a specific type of avatar, one that is made from a mortal body. This body could be created out of nothing, or born from a natural conception, being the sole soul resting in the fetus's body.

## Locations

The UniverseThe WorldThe AfterlifeThe Heart of Creation
P1x

The P1x is a straight flying putter in the Originals line similar to the P1, but beaded.

The P1x is the P1 evolved. The unique wing shape of the P1x gives it a smooth flight and an exceptional fit in the hand. The bottom of the rim is convex and it also has a medium sized bead. This makes it fit like a glove for both putting and throwing grips, while also keeping the flight pattern very straight across a wide range of speeds.
Agility

General Info

This affects your attack speed in melee combat. The higher the stat, the faster your character can fight without pausing in between attacks.

Training

Generally speaking, Agility can not be directly trained. There are certain ways to increase it however.

* Psiforging certain body parts can directly increase your Agility stat
* Some Ascensions and Milestones can increase your Agility stat
* Some traits can increase your Agility stat
Character Template

```
{{GodInfobox
}}

(Short summary)

== History ==
== Personality ==
== Appearance ==
== Abilities ==
== Equipment ==
== Attributes ==
== Family ==
== Relationships ==
=== Family ===
=== Friends ===
=== Love interests ===
== Trivia ==
== Gallery ==

```

**Gallery template:**

```
<gallery position="center" captionalign="center">
File:A.png  | Front
File:B.jpg  | Back
</gallery>

```

## Behind the scenes

### Appearances

None

(Short summary)
Yukopians

Lore

Yukopians are plant-like beings that thrive on sunlight. They do not have bones like other races, but they are incredible with energy and very skilled and fast learners. They live in an almost tribal-like society, with there always being an elder Yukopian to lead their people, usually the oldest and wisest of their numbers. Yukopians live on a verdant paradise world named Yukopia, until a great flood washed over it. In response, a singular tree of gargantuan proportions named Mímameiðr, spent many long years sucking up all the water on the planet. However, the world is now barren and devoid of moisture. It is up to the newly grown Yukopians to cultivate their world once more.
Avora

## Principle of Manipulation

Avora, avatar of law and space,
Was made to help preserve this boundless place.
Avora added laws and logic here,
Without which we could not afford a cheer.
The entities and forces, much alike,
Were made to follow order, lest she strike.

Avora is the God of Reality, and a Major Avatar of Amara.

## Attributes

Avora’s attributes are the sphere or ball (which represents reality; the universe) and the rod or scepter (which symbolizes her dominion over it).

## Duties

As the mediator of the gods, it's up to Avora to keep the peace and balance between the various factions of the world. However, Avora will not force the issue if two or more parties decide to battle it out, only intervening in the case that all reality is threatened.

As the preserver of reality, Avora is tasked with ensuring that reality itself isn't damaged. This means she must deal with time travel, extradimensional visitors, and the like.

In the case that reality itself is threatened, Avora hands over responsibility to Horas.

## Trivia

* Etymologically, Avore’s name comes from the Alocelian prefix a-, which means “greatest”, and the Yiddish word וואָר • (vor), which means reality. Therefore, Avore means “the greatest reality”. Because vor is feminine, this god is female.
Regeneration

General Info

This is how much health your character regenerates per second. The higher this stat, the quicker your character will return to full health.

Training

Generally speaking, Regeneration can not be directly trained. There are certain ways to increase it however.

* Psiforging certain body parts can directly increase your Regeneration stat
* Some Ascensions and Milestones can increase your Regeneration stat
* Some traits can increase your Regeneration stat
Androids

Lore

At some indeterminate date, hidden in the annals of time, Humans on Earth managed to perfect their technological magnum opus. Hubris and Human nature would not abide two powerful ideological forces inhabit the same world, and thus apocalyptic doom washed over the world. For a time, the Androids remained alone, frozen in the darkness of time, in the depths of their technological tombs. Being entirely mechanical in nature, Androids struggle to grow thier powers in the same ways as other species do. Instead relying on upgrading  their bodyparts painstakingly with suitable engineered parts. They also have very few origins to choose from compared to other races.
Stat Mods

Every Core Stat in Psiforged has an associated Stat Mod attached to it. For example, your Strength Stat Mod might be 2, and your Strength Core Stat might be 10. When displayed, it would look like the following.

"Strength: 10 (2)"

Stat Mods can sometimes be complicated to understand, since they can change depending on what your character is doing. For example, stat mods can increase permanently, or due to buffs.

Buffs and debuffs can increase and decrease your stat mods. The reason they do this is to stay mathematically aligned to your Core Stats and avoid any bugs or miscalculations. For example, if you used a buff that increased your Strength stat by 20%, your Strength Stat Mod would also increase by 20%.

Permanent increases are usually easier to spot, since when unbuffed and heathly, a player can rely on the baseline information of that stat mod in those circumstances to determine their stat mod.
Utility

Below is a list of Utility based skills. These are mainly used to travel or do special things that might not be considered hostile or fall under other categories.

Astral Projection

Crane Breathing

Dark Infusion

Dig

Divine Infusion

Divine Petrifaction

Divine Weapon

Flight

Germination

Incubation

Invisibility

Meditate

Obfuscation

Psi Clone

Psi Storm

Quicksilver

Reformation

Remote Viewing

Restoration

Revivification

Sense

Super Speed

Telekinesis

Telepathy

Teleportation
Ranged skills

Below you can find a list of ranged skills that you can find in Psiforged. Generally speaking, all ranged skills make use of the Energy, Force and Recovery stat in some way. Most, if not all of these skills are impossible to use when out of Energy and will automatically stop when your Energy supplies are exhausted.

Blast

Beam

Charge

Eye Laser

Homing Charge

Piercing Beam

Psi Lightning

Psionic Lance

Razor Disk
Ward Alden

-placeholder text-

## Backstory

Ward has been around for a vast amount of time. He had preferred to live in lush caves where he found Moss Snail, a small slime with the propensity of eating redstone and moss blocks. Nowadays he lives in a mountain doing enchanting orders and making potions. He mainly gets Moss to get him items and blocks as he is blind and struggles with the loud noises of the outside. He sees Moss as a child of his, even though Moss is very much way older than him.

## Trivia

* Ward created glasses that can help him see a little bit by filtering light to a more palatable level.
Alkos

* Alkos
* Queen of Heaven

## Principle of Creation

In the beginning, there was not a star.
Amara came, and made an avatar.
Her name was Alkos, the creator god.
Then Alkos made it all, with but a nod.
The Universe was not a place to be.
With chaos, order was the perfect key.

Alkos is the God of Creation and a Major Avatar of Amara.

## Equipment

### Crown of Heaven

A crown adorned with 13 jewels, signifying one's dominion over the afterlife. It is purely symbolic, and wearing it doesn't grant anyone any powers.

## Attributes

Alkos' attributes are the crown (symbolizing the right to rule), the skull (representing the dead), and the hammer (representing the act of creation and forging).

## Duties

As The Creator, Alkos' duty was to create the world and all the life in it.

After Creation was over and mortals were created, Alkos volunteered to look after the lost souls, becoming the Queen of Heaven.

## Trivia

* Etymologically, Kretris’ name comes from the French word for a female creator, créatrice. Because that word is feminine gender, this god is female.
* Another name for Kretris is Alkusu or Alkos, which comes from the Finish word alkusyy, which means “initial reason or cause” or “(philosophy) prime mover”.

## Gallery

Alkos the CreatorQueen of Heaven Alkos, seated at her palace in the Resting Fields
Force

General Info

This is how good your character is with psionic attacks. The higher this stat, the more damage your psionic attacks will do.

Training

As with most other core stats, Force can be trained by using meditation. However, these are the other training methods.

Here are the ways so far to train your Force. Each one below gives Force xp. Once your Force xp reaches 100, you will gain an increase in your Force based on your Force Modifier.

* Telekinesis
* Using Focus
* Consuming certain foods
* Lightning strikes
* Using Force based skills
* Psiforging body parts such as organs gives a flat increase to your Force stat directly
Psiforging

**Process**

Psiforging is the unique ability to forge ones own body parts into more powerful versions of themselves, strengthening bone density, muscle elasticity and organ functioning. Psionic power and energy are focused and combined into a cascading force that washes over the body part, wreathing it in incomprehensible intensity, creating preternatural results.

Usually, this is done in a lotus position, with the user concentrating immensely on the task at hand. Via the power of the mind and the resultant Psionic forces that are produced under meditation, the Psiforging process can begin. First, chi energy is directed toward the dantian, collected into a sphere. This itself takes even the greatest master's years to perfect. Next, the Psionic offcast of powerful brain waves are directed toward the dantian too, mixing both to produce a new kind of potency.

Finally, once the perfect balance is achieved and the right composition measured, the resultant forces can be directed like normal chi to any desired point within the body. Like the folding of steel, the energy is circulate carefully around the body part in great waves, amplifying and strengthening the part with each passing. The results usually vary based on the body part being worked on, but generally speaking, the outcome is always positive.

In Game

The idea behind Psiforging as a game mechanic is being able to focus on individual body parts and level them. Once you set a body part to be focused on, you will start to earn xp toward that part. Experience for that body part increases when you do anything that would train your core stats. For example, staying underwater trains your Endurance stat, and as an extension also gives you xp toward the body part you are psiforging.

* All body parts have a max level of 1000
* Upon level up, a body part will give a stat reward
* There are at least 70 or so body parts to train in total
* All body parts give Psionic Power
* All bones give Endurance
* All muscles give Strength
* Organs vary greatly in what they offer
* Body parts can be damaged and have their own health
* All body parts can be disabled if too damaged or if the player dies
* Body parts will heal over time, based on the players Regeneration stat
Psionic Power

General Info

This is your overall power, the accumulated sum of your ectoplasmic brainwaves and strength of their electrical impulses. Psionic Power is a seperate stat from everything else, but also multiplies and amplifies all your other stats. For example, if you have 1000 Psionic Power and 100 Strength, your Strength stat is multiplied by your Psionic Power stat, giving you an effective 100,000 output when calculated. All the stats of you and your opponent are weighed up in this way against Psionic Power.

Training

As with most other core stats, Psionic Power can be trained by using meditation. However, these are the other training methods.

Here are the ways so far to train your Psionic Power. Each one below gives Psionic Power xp. Once your Psionic Power xp reaches 100, you will gain an increase in your Psionic Power based on your Psionic Power Modifier.

* Super Speed
* Taking damage in melee
* Attacking in melee
* Taking damage from ranged attacks
* Consuming certain foods
* Throwing objects and people
* Lifting objects and people
* Underwater training
* Meditation
* Flight
* Wearing weights
* High gravity
* Psionic Realm saturation
Resistance

General Info

This helps to reduce the amount of damage your character takes when being hit with psionic attacks.

Training

As with most other core stats, Resistance can be trained by using meditation. However, these are the other training methods.

Here are the ways so far to train your Resistance. Each one below gives Resistance xp. Once your Resistance xp reaches 100, you will gain an increase in your Resistance based on your Resistance Modifier.

* Being attacked by psionic skill
* Lightning strikes
* Consuming certain foods
* Radiation
* Psiforging body parts such as organs gives a flat increase to your Resistance stat directly
Blast

Desciption

With this skill selected, you can click, or click and drag, to manifest a portion of your Energy, creating psionic blasts. Like most psionic attacks, the damage scales with your Force stat. And the energy cost scales with the level of this skill and your Recovery stat.

Use

* Can be toggled on and off.
* Holding left mouse button will fire in the direction of the mouse
* Will grant Resistance xp to anyone hit.
* Will grant Force xp when used.

Stats

* Energy Cost: Low
* Damage: Low
* Charge Speed: Fast
* Mastery Speed: Fast
Recovery

General Info

This is how much energy your character recovers per second. The higher this stat, the quicker your character will return to full energy.

Training

Generally speaking, Recovery can not be directly trained. There are certain ways to increase it however.

* Psiforging certain body parts can directly increase your Recovery stat
* Some Ascensions and Milestones can increase your Recovery stat
* Some traits can increase your Recovery stat
Endurance

General Info

This helps to reduce the amount of damage your character takes when being hit in melee combat.

Training

As with most other core stats, Endurance can be trained by using meditation. However, these are the other training methods.

Here are the ways so far to train your Endurance. Each one below gives Endurance xp. Once your Endurance xp reaches 100, you will gain an increase in your Endurance based on your Endurance Modifier.

* Taking melee damage
* Consuming certain foods
* Being underwater
* High gravity
* Being too hot or cold
* Psiforging body parts such as bones gives a flat increase to your Endurance stat directly

**Calculations**

Endurance is usually measured against an opponents Strength. Below you can find examples of how Endurance is calculated in game.

* Melee hit Damage = (attacker strength\*(attacker psionic\_power))/(defender endurance\*defender psionic\_power)\*rand(2,4)
* Multiplications are denoted as asterisks (\*)
* Divisions are denoted as forward slashes (/)
Strength

General Info

This is how strong your character is with melee attacks. The higher this stat, the harder you character will hit.

Training

As with most other core stats, Strength can be trained by using meditation. However, these are the other training methods.

Here are the ways so far to train your Strength. Each one below gives Strength xp. Once your Strength xp reaches 100, you will gain an increase in your Strength based on your Strength Modifier.

* Lifting objects
* Psiforging body parts such as muscles gives a flat increase to your Strength stat directly
* Attacking in melee
* Eating certain foods
* Throwing objects and people
* Digging
* Wearing weights
* High gravity

**Calculations**

Strength is usually measured against an opponents Endurance. Below you can find examples of how Strength is calculated in game.

* Melee hit Damage = (attacker strength\*(attacker psionic\_power))/(defender endurance\*defender psionic\_power)\*rand(2,4)
* Multiplications are denoted as asterisks (\*)
* Divisions are denoted as forward slashes (/)
Psionic Lance

Desciption

Use

* Can be toggled on and off.
* When a player clicks anywhere with the skill activated, the skill will fire.
* Holding the left mouse button before firing will charge a more powerful version of the attack.
* Right clicking whilst firing will dismiss the attack.
* Can cause increasingly larger explosions upon impact.
* Explosions cause knockback and damage to anyone caught within the radius.
* Will grant Resistance xp to anyone hit.
* Will grant Force xp when used.

Stats

* Energy Cost: Extreme
* Damage: High
* Charge Speed: Fast
* Mastery Speed: Slow
Beam

Desciption

Gather, condense and form psionic power into a deadly ball before unleashing the pent up force as a beam of energy. It does 50% of the users Force stat in damage to anything it hits every 0.1 seconds. You can charge this skill by holding the left mouse button. Releasing the button will fire the skill. Charge time is quicker the higher your Recovery stat is.

Use

* Can be toggled on and off.
* When a player clicks anywhere with the skill activated, the skill will fire.
* Holding the left mouse button before or after firing will charge a more powerful version of the attack.
* Right clicking whilst firing will dismiss the attack.
* Will grant Resistance xp to anyone hit.
* Will grant Force xp when used.

Stats

* Energy Cost: High
* Damage: High
* Charge Speed: Slow
* Mastery Speed: Medium
Imps

Lore

The Imps are akin to custodians of the Psionic Realms. Like many of the spiritual inhabitants of that strange place, and its infinite cosmic energy, they are an enigma for the most part. What is known, is many of them spend their time watching over not only their native realm, but all of creation, writing down in vast scrolls all that they see. They can be considered lore keepers and chroniclers too, but primarily they try to keep balance in the Psionic Realms, for if left unchecked, Demons would run amok and Celestials would crusade and purge. Strangely, compared to the other races of the Psionic Realms, Imps appear to be made of flesh and blood.
Celestials

Lore

The Celestials are beings of semi-divine nature, brought into creation by the pooling and saturation of mostly positive emotions and psionic forces that have coalesced in their realm. They are a generally peaceful people, who strive for perfection in all things. But when roused to action, they can be uncompromisingly zealous in their divine retribution. Each of them has a spark of the divine flowing through them, each manifested on the cusp of realizing this inner power. Many spend long centuries honing themselves to god-like status, cultivating their divine energy into fully realized demonstrations of an ascended being.
Air Rocket

**Air Rocketing** is an exploit that causes the FLUDD power meter to refill while passing through a semi-solid platform allowing the player to rocket again. It is similar to the Double Rocket in usage and is often faster if available as the two conditions of a Double Rocket, being on the ground and pausing, are not required.

## Method

To perform the trick, simply rocket up towards a semi-solid platform from beneath. Note that if the rocketing animation has not completed, the FLUDD power meter will not refill. The animation can be cut short by switching FLUDD nozzles with the shift key which will allow the air rocket to be performed quicker than normally possible. Also be aware that this trick is not 100% consistent and will vary depending on which semi-solid you attempt to air rocket with; however, air rockets can be made more consistent with lenient setups involving certain inputs such as jumping or holding the up arrow key at certain points to adjust speed. Further, the slower you go through a semi-solid, the more likely you are to have the FLUDD power meter refill. A brief visual tutorial can be found in the Super Mario 63 in 63 Seconds video rocket tech.

## Uses

The most notable uses of air rockets include usage in two space rooms, main hall (and optionally Huge Room 1) in Bowser's Castle, and Tutorial 2 Room 2. In the No Major Skips and 100% categories, Air Rockets can be found in most stages where the Rocket Nozzle is attained. Further specific usage of the air rocket includes switching the FLUDD nozzle from rocket to turbo to allow the player to obtain both great height and speed without the need for pausing.

## Cause

The reason that the air rocket exploit occurs is that when the player passes through the semi-solid platform, the game believes for one frame that the player is on the ground and refills the FLUDD power meter. On this frame, the player will enter the standing animation as if they are actually on the ground, even if the player is visibly floating above the platform.

## History

* Before it was discovered that whether the FLUDD power meter refilled or not was tied to the rocketing animation, it was believed that the player touching "ground" for three frames (the amount of time you must remain paused before unpausing for a Double Rocket to succeed) is what made an air rocket successful.
Ghosting

**Ghosting**, or keyboard jamming, is an issue that occurs on many keyboard when users try to press several keys at the same time. Due to hardware limitations, keyboards are unable to recognize certain combinations of key presses and will only recognize the first few keys pressed.

In Super Mario 63, this can come up in a few different places. One of the most common ones is when users attempt to press the up, down, and right or left arrow keys all at the same time to chain dive recovers while moving in a certain direction. Usually this does not pose too much of an issue; you can just wait until after you stop dive recovering to press right or left and only lose a few frames at most. In general, as long as you are aware of the limitations of your keyboard it is usually not too difficult to work around them.
Infinite Luigi Triple Jump

Infinite Luigi Triple Jump (ILTJ) is a glitch that allows Luigi to build infinite speed while triple jumping. This trick is currently not used in any speedruns of the game.

To perform this glitch, simply triple jump as Luigi then start doing static pause buffers until you reach the height desired, then unpause the game and let Luigi fly into the air.

The standing hypothesis for how this works is that Luigi's triple jump is the same as Mario's but with an extra added velocity boost, so when we pause buffer as Luigi, we can multiply that velocity boost with each pause to incrementally add to the Y velocity.
Dash Buffering

Dash Buffering, similar to Lava Boost Buffering, is a glitch that increases Mario's horizontal speed using the dash.

To perform it, start dashing by double tapping left or right. Then immediately after, start doing static pause buffers until the necessary speed is reached. Unpause the game and, in many cases, jump directly after. This is because Mario's speed will be capped if he starts walking on the floor after a dash buffer, so a jump is necessary in most cases to preserve the speed. Cases that don't require jumping are when Mario will be airborne eitherway after the buffer.

This works similar to the lava boost buffer. The horizontal momentum is multiplied with each pause buffer (1.8x Mario's speed).
Reverse Dives

A **Reverse Dive** is a type of dive that causes the player to dive in the direction opposite the one they are facing.

## Method

* Become airborne.
* Press down and the opposite direction that the player is facing while in the air.

## Uses

Reverse dives are considered a swag strat in races and runs, but have no real use in speedrunning. However, potential does exist for the TAS and BTT to make use of reverse dives as it could lead into a backflip and dive grind.
Infinite Spin

The **Infinite Spin** is a glitch used to gain unlimited height from spinning in the air.

## Method

### With FLUDD

1. Become airborne.
2. Begin a spin animation.
3. At the peak of the spin, pause the game.
4. Enter the FLUDD menu.
5. Switch FLUDD nozzles. This resets the animation, adding extra height by making you spin again. You do not need to use the nozzle.
6. Unpause for a short period of time to gain height.
7. Pause at the peak again, repeating from step 3 until you reach the desired height.

### Without FLUDD

1. Become airborne.
2. Begin a spin animation.
3. Static Pause Buffer around 20 times or more. This will play through the whole spin animation without losing height, and cancel it. The number of pauses necessary is based on how far through the spin animation you paused the game, and there is no visual cue indicating how close you are. Adding additional pauses will guarantee success, but takes longer.
4. Unpause momentarily.
5. Immediately press X to start another spin.
6. At the height of the spin, pause.
7. Repeat from step 3 until you reach the desired height.

This method is extremely slow, and much more difficult.

## Uses

1. Both forms of infinite spin are used extensively in the Jumpless category, especially Jumpless Fluddless.
Revolver

## Revolver (Equip)

* Normal
* Elite

## Revolver (Skill)

* 2★
* 3★
* 4★
* 5★
* EVO

One of the few weapons that provide safety in apocalyptic times.

The Revolver is a Weapon that Fires 6 bullets which deal high damage before needing to reload. It requires the Hi-Power Bullet for evolution. After evolution, it becomes the Reaper, which gives the player one more revolver and added revolver damage, making the total bullet count 12.

In-Game Star Level / EVO bonus
 2\*
 3\*
 4\*
 5\*
 EVO

Evo shoots 2 bullets at a time
Lethal Lava Land

**Lethal Lava Land** (LLL) is the fifth main course in the game, and the first found upstairs.

## Missions

* The Bully's Tower (Bully)
* Into the Volcano (Volcano)
* The Lava Wheel (Silvers)
* Red-Hot Red-Coins (Reds)
* The Secret of the Fortress (Secret)

## No Major Skips

Lethal Lava Land is typically skipped in modern NMS routes. Very old routes used to collect Bully, Silvers, and Reds, only using hover; more recently, some routes went left from the start to collect rocket and turbo, typically getting every shine except Volcano.
Shineless Save File

A **Shineless Save File** is a save file which has a star coin or key collected, but still has a shine count of zero. The file select screen of the game detects whether a save file has data in it only by checking whether the shine count is zero, so shineless save files display as if they were new files. Additionally, loading a shineless save file puts the player into Tutorial 1. This means that a player can appear to be loading a new file, but actually be loading a file that already has star coins, keys, or nozzle boxes collected.

This glitch is often performed by Any% or 100% runners who reset in Tutorial 2. You can tell that a shineless save file is being used if the castle lobby is fully lit when first entered, rather than darkened as it is on a truly clean file. Starting a run by loading a shineless save file is technically illegitimate, but runs are not rejected as long as the runner does not abuse the pre-existing save data in any way. (In fact, the current Any% world record has this glitch.)
Rainmaker

The Rainmaker is a medium depth, beadless putter in the Creator Series.

A Prototype Flex 2 D-Line RainmakerA Prototype Flex 3 D-Line RainmakerA Flex 3 Glow D-Line RainmakerThe Rainmaker is a putter designed by none other than Eagle McMahon, one of the most deadliest players on the putting green. Eagle got the opportunity to design a disc of his dreams and he used it well, by designing the world’s best putting putter. The Rainmaker is a slightly lower profile, straighter and beveled version of a P2.

*“What makes the Rainmaker special to me is the fact I was heavily involved in the design process. The Rainmaker represents everything I want in a putter. I will primarily use it for putting, but the shape of the disc also makes it an incredible point and shoot throwing putter with great glide."* -Eagle McMahon

The Rainmaker is a Creator Series mold, meaning it’s reserved exclusively for Eagle McMahon releases.
Rainbow Ride

**Rainbow Ride** (RR) is the seventh and final main course in the game. It is found in the star room at the top of the castle.

## Missions

* Cruiser Crossin' the Rainbow (Cruiser)
* Tricky Triangles (Triangles)
* The Floating Mansion in the Sky (Mansion)
* The Maze of Red Coins (Reds)
* The Secret of the Triangle Tower (Secret)

## No Major Skips

FLUDD preserve has made it optimal to get two or three shines from RR. Triangles and Cruiser are gotten first, and some routes then continue on to get Mansion. This can be risky, because missing the Cruiser shine cancel can be a very significant time loss right before the end of the run.
Pause Buffer

Pause Buffering is a way to progress frames ingame at a slower pace to allow for more leniency during glitches like Shine Cancel and Double Rocket, and is the main factor in glitches like Dash Buffer and TTM Wind Buffer.

Pause Buffering is seperated into 2 kinds:

**Static Pause Buffering:** Holding the pause key while the pause screen is up will cause the game to unpause and pause again, progressing all animations by one frame and keeping the rest of the game static.

**Delayed Pause Buffering:** Technically, this version is not a pause buffer but, for simplicity's sake, we will call it that. This trick is frame perfect, and it requires you to unpause the game and pause one frame after the game starts running again. This version is used to time tricks like Shine Cancels.
Level Designer Preserve

**Level Designer Preserve** or **LDP** is an advanced glitch discovered and explored in 2022 by Sapling2208 and others.[*who?*] It allows for the Level Designer and custom courses to be brought into and interact with main courses.

## Method

1. Enter a Secret Course.
2. Equip FLUDD.
3. Shine Cancel a shine.
4. Through some means, position yourself somewhere that you can die without having to issue any additional input.
5. Using the FLUDD menu in the pause menu, remove FLUDD to trigger the shine grabbed animation that plays upon exiting a stage.
6. Allow yourself to die via the previous setup.
7. While dying, hover over the Save and Exit prompt to increase its size. Then, move your mouse to its edge. This will ensure it remains clickable.
8. After dying, the animation should replay, spawning another smaller prompt ontop of the previous.
9. Click on the hovered prompt to be brought back to the Title Screen with a prompt still usable.
10. Navigate to the Level Designer and create a custom level as required.
11. To combine the custom level with the campaign, click the remaining Save and Exit prompt and navigate to a campaign stage.
12. Click in the upper left corner to click File.
13. Move your mouse down slightly to click Test Course.

Although footage of LDP being performed is available,[*citation needed*] no video tutorial has been made at this time.

## Limitations

No practical uses have been found for speedrunning due to certain limitations.

* Pressing "Test Course" to combine the levels results in the background being brought into the foreground making it difficult, if not impossible, to see the main stage. Avoiding this involves editing the level's code.
* Being unable to place blocks to the left of or below co-ordinates (0, 0) in the campaign stage's co-ordinate system
* Being unable to copy and paste level codes due to speedrunning rules
* Shine cancelling does not work as normal
* The player must be reading a sign when hitting Test Course in order to not warp to a different room.

Solutions to these issues either do not exist, are not well understood, or have not been properly implemented into routes.

## Theoretical usage

Several uses for LDP have been theorized. There has been significant progress made on entering a secret developer pipe underneath the Castle Grounds that leads to Escape 1 for the Any% route. However, the pipe is inside of ground collision and at this time there appears to be no way to enter this pipe despite manipulation of Mario's state from squished to standing using pause buffering. As for No Major Skips, it has been theorized that creating a level with doors directly to each shine could be feasible, however this has not been tested in a speedrun and may not be any faster than collecting shines normally. No research has specifically been done for the 100% category, but usage from both Any% and NMS would theoretically apply to this category. Further possibilities could include warping through Space 1 for blindfolded Any% as this is deemed essentially impossible due to the RNG of Space 1 and the lack of the Rocket Nozzle.
Ground Pound Dives

**Ground Pound Dives** or **GPDives** are a type of dive that kills almost all vertical and horizontal speed. Though not originally useful when discovered, many strategies were developed with GPDives in 2021 and 2022 alongside the resurgence of BTT grinding.

A ground pound dive is performed by diving and ground pounding on the same frame.[*citation needed*]

## Uses

GPDives can be used to build speed from a standstill very quickly by hitting the ground sooner after a dive, as well as to kill upwards momentum from a rocket.

One example of a use of ground pound dives in Any% is the double rocket room in Bowser's Castle:
Bob-omb Battlefield

**Bob-omb Battlefield** or **BoB** is the first main course in the game, unlocked when the player collects one Shine Sprite. It contains five shine sprites:

* "Battle with King Bob-omb" (King Bob-omb)
* "Island in the Sky" (Island)
* "The Five Silver Stars" (Silvers)
* "Collect the 8 Red Coins" (Reds)
* "The Secret of the Mountain" (Secret)

BoB is one of the first courses played in No Major Skips. In 100% it's one of the courses with the most punishing shine cancels. It is used in categories which require five star coins to access to the Level Designer quickly, such as Cock% and alternative Any% routes. Similarly, it would likely be used to gain access to Level Designer Preserve in the hypothetical Escape Early Any% route.

## No Major Skips

In the standard No Major Skips routes, runners collect three shines from BoB. They shine cancel Silvers, exit level from Secret, and then quit game from Island. BoB is usually before Bowser 1, meaning that the runner only has access to hover FLUDD.

## 100%

In 100%, runners attempt to complete the entire course in one segment. They start with getting all the FLUDDs on the way to Island, then get Silvers, Secret, King Bob-omb, and finally Reds.

The BoB 100% world record as of August 2022 is 1:57.156 by nabster

### Island in the Sky

If you're not comfortable with the Collision Cloning strategy for getting the star coin, you can double jump hover into the upper room after grabbing the red coin on the log. You will then need to grab the star coin above the cannon later, usually after finishing reds.
Analog Triple Jump Rocket

Analog Triple Jump Rocket is a form of rocketing discovered by Dignity in March of 2022 that can allow Mario to rocket at any angle. It currently has no uses in runs, BTTs or TASes.

To perform an ATJR, you must triple jump and start holding C/Space depending on which angle you want Mario to shoot at. Then, before the triple jump animation ends, do static pause buffers to loop the triple jump animation and advance the rocket charge. When the rocket bursts and Mario's angle is what you need, unpause the game.

This works because Mario's rotational angle while triple jumping is not just an animation, Mario himself is spinning. This allows rockets to shoot Mario in the angle he is pointing at. Pause buffering is necessary so the rocket can fully charge while the triple jump animation is still playing.

This technique cannot be performed as Luigi.
Fake Bowser Manipulation

**Fake Bowser Manipulation** is an exploit in the Fake Bowser fight which saves on average 0.64 seconds.[*citation needed*] The manipulation, while initially slightly slower, speeds up Bowser's attack for unknown reasons. Discovered in early July of 2021 by Tomothy,[*citation needed*] Fake Bowser Manipulation is seen as free timesave in an autoscroller-style fight.

## Execution

Performing the exploit involves letting fake Bowser shoot fireballs one time after the first hit. To make Bowser shoot fireballs instead of pounding the ground, avoid the area underneath Bowser. Bowser randomly shoots either 2, 3, 4, 5, or 10 fireballs with all but 10 fireballs saving time. The timesave and probabilities for each case can be seen below.

### Probabilities and timesave:

Two fireballs: 1 in 5 chance (-1.3 seconds)

Three fireballs: 2 in 5 chance (-1.0 seconds)

Four fireballs: 1 in 5 chance (-0.6 seconds)

Five fireballs: 1 in 10 chance (-0.3 seconds)

Ten fireballs: 1 in 10 chance (+1.7 seconds)[*citation needed*]

## BTT and TAS

The BTT and TAS do a variation of this exploit where Bowser shoots fireballs twice, once after the first hit and once after the second hit. This saves roughly a second over only letting Bowser shoot fireballs only once, but because the second round of fireballs is later in the fight, the number of fireballs on average goes way up and your chances of saving time decrease.
Best Theoretical Time

The **Best Theoretical Time** or **BTT** is the Super Mario 63 community's sum of best. The current BTT spreadsheet was released for public contribution by Vertic on April 9th, 2020 and continues to be updated to this day by community members. All three main categories have active BTT contributions. Although there are several best theoretical times uploaded to YouTube, all of them are outdated either partially or completely with the Any% BTT being the most up to date.

## History

The earliest Any% segmented run was a 7:47 published in December 2015 by AprilSR, featuring mostly segments by AprilSR, Sekanor, and IHaveLuigi.

After the release of the current BTT spreadsheet, work was being done fairly consistently. At the end of 2020, the best theoretical time for Any%, No Major Skips, and 100% stood at 6:10.133, 24:02.967, and 42:04.500 respectively. Tai0 held most of the Any% segments, Vertic held near all of the 100% segments, and a mix of runners held segments in No Major Skips. After little to no activity for several months, Tomothy would begin grinding Any% BTTs in May of 2021 which would eventually create a community push in July to get the best theoretical time below 6 minutes. A number of new strategies were developed during this time, many of which are used in RTA speedruns today including: Fake Bowser Manipulation, Ground Pound Dives, Double Rocket Storage, and Throw Reset which was the strategy that pushed the BTT below 6 minutes. The run is a culmination of tens of hours worth of each community member's time and is definitely worth a watch.

Later that year, Nabster978 would come across lighting transitions which would lower the Any% BTT even lower. At this point, interest for the other BTTs would begin to brew and Nabster978 and TheGaming100 would eventually go on to grind most of the segments for No Major Skips and 100% respectively. While still in the works, both of these BTTs are incredibly impressive. No Major Skips currently stands at 21:02.867 seconds and 100% at 39:12.533. With the addition of lightning transitions and further grinding, the Any% BTT has been lowered to 5:54.867.