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		<id>https://kb.speeddemosarchive.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=MarioGalaxy2433g5</id>
		<title>SDA Knowledge Base - User contributions [en]</title>
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		<updated>2026-04-17T04:21:29Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://kb.speeddemosarchive.com/Unepic</id>
		<title>Unepic</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Unepic"/>
				<updated>2013-07-17T16:43:29Z</updated>
		
		<summary type="html">&lt;p&gt;MarioGalaxy2433g5: /* Additional Informatio */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:PC]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
= Categories =&lt;br /&gt;
[[Unepic/Any% Old|Any% Old Version]] - Beat the game on an older version.&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Unepic/Any% New|Any% New Version]] - Beat the game on a newer version.&amp;lt;br/&amp;gt;&lt;br /&gt;
[[Unepic/100%|100%]] - Beat the game with 100% exploration and all lights lit.&lt;br /&gt;
&lt;br /&gt;
= Additional Information =&lt;br /&gt;
[[Unepic/Mechanics and Glitches|Mechanics and Glitches]]&lt;/div&gt;</summary>
		<author><name>MarioGalaxy2433g5</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metroid_Prime_2:_Echoes/Any%25</id>
		<title>Metroid Prime 2: Echoes/Any%</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metroid_Prime_2:_Echoes/Any%25"/>
				<updated>2013-07-17T15:48:26Z</updated>
		
		<summary type="html">&lt;p&gt;MarioGalaxy2433g5: /* Grapple Beam Route */ Adding piping&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= General Routes =&lt;br /&gt;
&lt;br /&gt;
The major routes listed below are general routes used to beat the game. Many sequence breaks and tricks in Metroid Prime 2 can be easily added or removed when doing a speedrun, without majorly affecting the whole overall route. It is assumed that the reader is familiar with the game's map, so only room names with comments are noted.&lt;br /&gt;
&lt;br /&gt;
== Grapple-less Route ==&lt;br /&gt;
&lt;br /&gt;
The Grapple-less route is the fastest route currently used. However, it is very difficult, requiring several more series of wallcrawls and, more notably, the notorious Grand Abyss trick to get Screw Attack without Grapple Beam.&lt;br /&gt;
&lt;br /&gt;
It is not recommended to start with this route.&lt;br /&gt;
&lt;br /&gt;
# Do [[Metroid Prime 2: Echoes/Skipping Items#Item Loss Skip|Item Loss Skip]].&lt;br /&gt;
# Get the '''''[[Metroid_Prime_2:_Echoes/Early_Items#Power_Bomb_Expansion|Early Power Bomb Expansion]]''''' via ghetto jump in Temple Assembly Site.&lt;br /&gt;
# Without getting back in bounds, wallcrawl to Agon Transport Access and either let the room load around you or ceiling warp in. Go to Agon.&lt;br /&gt;
# Go to Mining Station Access and get the energy tank there.&lt;br /&gt;
# Use Sandigger to wallcrawl to [[Metroid_Prime_2:_Echoes/Boss_Tricks#Dark_Samus_1|Dark Samus 1]] and defeat her. Get '''''DARK BEAM'''''.&lt;br /&gt;
# Go to Dark Agon and get '''''LIGHT BEAM'''''.&lt;br /&gt;
# In Main Reactor, climb the spider track and use your power bomb to access the elevator to Sanctuary Fortress.&lt;br /&gt;
# Cross Grand Abyss and get '''''SCREW ATTACK'''''.&lt;br /&gt;
# Go to upper Ing Hive and wallcrawl past Quadraxis to get the Sanctuary Energy.&lt;br /&gt;
# Go back to Sanctuary Energy Controller in the light world and return the Sanctuary Energy.&lt;br /&gt;
# Take Sanctuary's elevator to Agon, then Agon's elevator to Torvus, then Torvus's elevator to Temple Grounds.&lt;br /&gt;
# In Meeting Grounds, go up the halfpipe and get '''''SEEKER MISSILES'''''. Screw attack past the violet (looks like amber) gate blocking the elevator to Great Temple.&lt;br /&gt;
# Do a morph secret world to wallcrawl past the block in Great Temple, and get '''''LIGHT SUIT'''''. Warp to Torvus.&lt;br /&gt;
# Get '''''EMERALD TRANSLATOR'''''. Immediately go to lower torvus.&lt;br /&gt;
# Get '''''GRAVITY BOOST''''', then go to the dark world, get '''''MAIN POWER BOMBS''''' and the dark torvus key down here.&lt;br /&gt;
# Go back to upper torvus and get the two other dark keys and defeat chykka to get '''''DARK VISOR'''''.&lt;br /&gt;
# Follow the standard sky temple key collection endgame route.&lt;br /&gt;
&lt;br /&gt;
== Grapple Beam Route ==&lt;br /&gt;
&lt;br /&gt;
The Grapple Beam Route is the most commonly used overall route, as it does not require the one-shot trick to cross Grand Abyss. As the name implies, it involves going to lower Torvus after obtaining light and dark beam, to get Grapple Beam and the dark torvus key down there, then going to Sanctuary to get screw attack and return the Sanctuary energy. Though there are slight variations, depending on which tricks the player uses, the overall route remains the same. The general route is below:&lt;br /&gt;
&lt;br /&gt;
# Do [[Metroid Prime 2: Echoes/Skipping Items#Item Loss Skip|Item Loss Skip]].&lt;br /&gt;
# Get the energy tank behind the red door in Temple Assembly Site.&lt;br /&gt;
# Get the '''''[[Metroid_Prime_2:_Echoes/Early_Items#Power_Bomb_Expansion|Early Power Bomb Expansion]]''''' via ghetto jump in Temple Assembly Site.&lt;br /&gt;
# Do the 101% trick in GFMC Compound to get 10 extra easy missiles. &lt;br /&gt;
# Get '''''VIOLET TRANSLATOR''''' in Great Temple.&lt;br /&gt;
# Go to Agon Wastes.&lt;br /&gt;
# Go directly to the pirate base, defeat [[Metroid_Prime_2:_Echoes/Boss_Tricks#Dark_Samus_1|Dark Samus 1]], and get '''''DARK BEAM'''''.&lt;br /&gt;
# Go to Dark Agon and get '''''LIGHT BEAM'''''.&lt;br /&gt;
# Go to Agon Energy Controller and get '''''AMBER TRANSLATOR''''''&lt;br /&gt;
# Go to Temple Grounds, then Great Temple, then to Meeting Grounds. Get '''''SEEKER MISSILES'''''.&lt;br /&gt;
# Go to Torvus Temple and get '''''SUPER MISSILES'''''&lt;br /&gt;
# Go to Lower Torvus and get '''''GRAVITY BOOST''''' early via [[Metroid_Prime_2:_Echoes/Early_Items#Gravity_Boost|underwater dashes]].&lt;br /&gt;
# Get the dark torvus key in Undertemple Access in Dark Lower Torvus, then go to Undertemple and defeat [[Metroid_Prime_2:_Echoes/Boss_Tricks#Power_Bomb_Guardian|Power Bomb Guardian]] for '''''MAIN POWER BOMBS'''''.&lt;br /&gt;
# Climb Dark Lower Torvus, defeat [[Metroid_Prime_2:_Echoes/Boss_Tricks#Grapple_Guardian|Grapple Guardian]], and get '''''GRAPPLE BEAM'''''.&lt;br /&gt;
# Go to the elevator to Sanctuary via Training Chamber&lt;br /&gt;
# Go get '''''[[Metroid_Prime_2:_Echoes/Early_Items#Screw_Attack|Screw Attack Early]]'''''.&lt;br /&gt;
# Go down to Hall of Combat Mastery and take the scan portal.&lt;br /&gt;
# Skip Echo Visor and either wallcrawl past or fight Quadraxis. Get the Sanctuary Energy.&lt;br /&gt;
# Go back to light world and return the Sanctuary Energy in Sanctuary Energy Controller. Get '''''COBALT TRANSLATOR''''' if you need it.&lt;br /&gt;
# Go to Hall of Combat Mastery and take the elevator to Agon.&lt;br /&gt;
# Go through Agon and take the elevator back to Temple Grounds.&lt;br /&gt;
# Get '''''LIGHT SUIT'''''. Warp to Torvus.&lt;br /&gt;
# Go to Forgotten Bridge, take the portal here, then go to Dark Torvus Arena to get the second Dark Torvus Key.&lt;br /&gt;
# Go to Torvus Temple, getting the last torvus key on the way, and fight [[Metroid_Prime_2:_Echoes/Boss_Tricks#Chykka|Chykka]] to get '''''DARK VISOR'''''.&lt;br /&gt;
# Reload the room and don't get the Torvus Energy.&lt;br /&gt;
# Follow the standard sky temple key collection endgame route.&lt;br /&gt;
&lt;br /&gt;
== Endgame Route ==&lt;br /&gt;
&lt;br /&gt;
The endgame route is always the same. Every route should get dark visor just before starting sky temple key collection.&lt;br /&gt;
&lt;br /&gt;
# Go to Poisoned Bog and get '''''SKY TEMPLE KEY 1'''''.&lt;br /&gt;
# Go to Lower Torvus, Hydrodynamo Station, then Catacombs. Take the portal to Dungeon and get '''''SKY TEMPLE KEY 2'''''.&lt;br /&gt;
# Go back up to Torvus Temple and take the elevator to Agon Wastes.&lt;br /&gt;
# Do a 3BSJ up to the dark portal in Transport Center and go to Dark Agon.&lt;br /&gt;
# After letting the cutscene trigger warp you, go to Battleground and get '''''SKY TEMPLE KEY 3'''''.&lt;br /&gt;
# Go to Dark Oasis and get '''''SKY TEMPLE KEY 4'''''&lt;br /&gt;
# Take the light portal in Dark Oasis and go to the elevator to Sanctuary Fortress.&lt;br /&gt;
# Go to upper sanctuary and get '''''SKY TEMPLE KEY 5''''' in Hive Dynamo Works via either [[Metroid_Prime_2:_Echoes/Skipping_Items#Spider_Skip|Spider Skip]] or fighting [[Metroid_Prime_2:_Echoes/Boss_Tricks#Spider_Guardian|Spider Guardian]].&lt;br /&gt;
# While still in Ing Hive, go to Lower Ing Hive and get '''''SKY TEMPLE KEY 6''''' in Hive Entrance.&lt;br /&gt;
# Go back to light Sanctuary, take the elevator to Agon, go to Agon Energy Controller, and warp to Great Temple.&lt;br /&gt;
# Great Temple to Temple Transport B to Temple Assembly Site. Go to the dark world and get '''''SKY TEMPLE KEY 7''''' and return to Great Temple.&lt;br /&gt;
# Great Temple to Temple Transport A to Sacred Path. Go to the dark world and get '''''SKY TEMPLE KEY 8''''' and return to Great Temple.&lt;br /&gt;
# Great Temple to Temple Transport C to Hall of Eyes. Go to the dark world, get '''''SKY TEMPLE KEY 9''''' at Defiled Shrine, then beat the game.&lt;br /&gt;
&lt;br /&gt;
= Minor Route Deviations =&lt;br /&gt;
&lt;br /&gt;
== Sandigger Wallcrawl ==&lt;br /&gt;
&lt;br /&gt;
In Mining Plaza, you can get into a secret world via having the sandigger enemy toss you out of bounds. With this, you can wallcrawl directly to Dark Samus 1 and get Dark Beam, saving a lot of time and skipping going around the pirate base.&lt;br /&gt;
&lt;br /&gt;
* Though it is possible to outright skip Dark Samus 1, she should be fought; the spider track shortcut is not activated until she is defeated, and that track is used at least 3 times in most routes.&lt;br /&gt;
* You can't get the energy tank in Mining Station Access while wallcrawling. Either get it before wallcrawling (this is for if you go straight to Sanctuary after dark beam) or get it after getting dark beam, on your way to the elevator to Temple Grounds.&lt;br /&gt;
* You will miss out on the beam ammo expansion in Central Mining Station. You either have to complete the game with 50 ammo (which sucks) or get the beam ammo in Watch Station (which wastes time).&lt;br /&gt;
* There are two points where the game can arbitrarily crash during the wallcrawl; in a race, it is highly recommended to safety save at the save station just by Mining Plaza before doing the wallcrawl.&lt;br /&gt;
&lt;br /&gt;
== Quadraxis Skip ==&lt;br /&gt;
&lt;br /&gt;
You can wallcrawl past quadraxis, meaning you will be skipping annihilator beam. This is ultimately faster than fighting Quadraxis itself, but there are spots where annihilator beam saves time.&lt;br /&gt;
&lt;br /&gt;
* Having annihilator beam helps with fighting Chykka, Emperor Ing 1, and Dark Samus 3. If you're skipping it, you need to resort to other slower methods for fighting them.&lt;br /&gt;
* You can't use the shortcut via Sentinel's Path if you skip annihilator. Instead, you have to go backwards through temple access via a ghetto jump with a screw attack, or a 3BSJ, which is slower.&lt;br /&gt;
&lt;br /&gt;
== Late Violet Translator ==&lt;br /&gt;
&lt;br /&gt;
Though you shouldn't outright skip violet translator in an any% speed run, you CAN get it much later in the game (i.e. while getting light suit), meaning you don't need a detour at the beginning of the game to Great Temple. To do it...&lt;br /&gt;
&lt;br /&gt;
* After your early power bomb expansion, instead of going back in bounds, wallcrawl straight to the elevator to Agon.&lt;br /&gt;
* You can't leave Agon via Temple Grounds since the violet gate is in the way. Either use the Sanctuary before Torvus route, or use the Sandigger secret world to wallcrawl to Agon's Elevator to Torvus. If you do the latter, you'll have to wallcrawl in Torvus again to get into Torvus Temple.&lt;br /&gt;
* After returning the sanctuary energy, you need to return to temple grounds via Torvus instead of Agon.&lt;br /&gt;
** If you did Sanctuary before Torvus route (aka grapple-skip), you have to go to Agon and wallcrawl in Mining Plaza to get to Torvus.&lt;br /&gt;
** If you did Torvus before Sanctuary route (aka grapple route), you can go straight to Torvus in Sanctuary via Main Research.&lt;br /&gt;
* You will not have seeker missiles until just before getting light suit; get it before going back to Great Temple.&lt;br /&gt;
* The &amp;quot;Amber Gate&amp;quot; in Meeting Grounds is actually a Violet Gate. You need to 3BSJ off the other side of the half-pipe to land on a branch, get on a higher part of that same branch, and screw attack high and over the gate to go out of bounds and land in the elevator to Great Temple. Make sure you loaded Great Temple by touching the gate beforehand!&lt;br /&gt;
&lt;br /&gt;
== Spider Skip ==&lt;br /&gt;
&lt;br /&gt;
The wallcrawl to skip spider guardian saves a few minutes, as it skips an annoyingly long fight with Spider Guardian to get the Sky Temple Key in Hive Dynamo Works.&lt;br /&gt;
&lt;br /&gt;
* If you want to opt out of spider skip, you must get Cobalt Translator while returning the Sanctuary Energy, as there is a cobalt gate in the way to fighting spider guardian.&lt;br /&gt;
* After collecting the sky temple key, remember to re-enter the light portal then back to reset the terminal fall.&lt;/div&gt;</summary>
		<author><name>MarioGalaxy2433g5</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metroid_Prime_2:_Echoes/Skipping_Items</id>
		<title>Metroid Prime 2: Echoes/Skipping Items</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metroid_Prime_2:_Echoes/Skipping_Items"/>
				<updated>2013-07-12T18:24:13Z</updated>
		
		<summary type="html">&lt;p&gt;MarioGalaxy2433g5: /* Item Loss Skip */ Adding embedding&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{contents}}&lt;br /&gt;
&lt;br /&gt;
= Item Loss Skip =&lt;br /&gt;
&lt;br /&gt;
Item Loss Skip (ILS) is a major sequence break in the game that allows you to skip the cutscene where the Ing steal the upgrades that Samus starts with at the very beginning of the game. As functionally, Samus starts with Missiles, Space Jump, Bombs, Boost Ball, and Spider Ball, doing ILS allows the player to essentially start the game with all five of those upgrades, and skip having to obtain them.&lt;br /&gt;
&lt;br /&gt;
{{#ev:youtube|yIH76tIwlDo}}&amp;lt;br/&amp;gt;&lt;br /&gt;
A step-by-step tutorial on how to perform the skip by MilesSMB&lt;br /&gt;
&lt;br /&gt;
This trick is the most significant break in all metroid games, so all serious any% speed runs should learn to implement this trick.&lt;br /&gt;
&lt;br /&gt;
*Tips&lt;br /&gt;
** Before boosting into the crate, make sure that the morph ball is still and that you are holding the direction against the crate.&lt;br /&gt;
** As Miles's video warns, do NOT boost anywhere else besides into the crate or else you will risk the high chance of the game freezing.&lt;br /&gt;
** If all the crates are blown up, and you still have not gotten out of bounds, then reload the room again.&lt;br /&gt;
&lt;br /&gt;
*Notes&lt;br /&gt;
** ILS can not be done in the 100% category. There is a missile tank in Hive Chamber B (the same room as where Samus loses her items) that never appears until entering the room for the first time. Doing ILS means this missile tank is impossible to collect. Though the player can do the 101% trick with the missile launcher to still obtain 100%, the community defined category is to collect every unique upgrade.&lt;br /&gt;
** Though the game says that Samus starts with Grapple Beam and Power Bombs, Samus actually does not start with them, despite there existing Guardian Bosses for both upgrades.&lt;br /&gt;
** Metroid Prime 2 keeps track of percentage by what you collect, rather than what you have. Thus, by doing ILS, all five upgrades you start with do not count towards the percentage counter.&lt;br /&gt;
** Discovery of ILS was a cumulative effort in the m2k2 community. Discussion of it can be found [https://m2k2.taigaforum.com/post/skipping_losing_your_items_20.html here]&lt;br /&gt;
&lt;br /&gt;
= Dark Suit =&lt;br /&gt;
&lt;br /&gt;
Skipping Dark Suit is significant as it skips collecting the three Dark Agon keys, as well as Amorbis himself. The most common way to skip Dark Suit is by going to Torvus Bog via Abandoned Base.&lt;br /&gt;
&lt;br /&gt;
Abandoned Base is Retro's method of requiring Dark Suit. It requires a long auto-scrolling puzzle without safe zones which make it impossible for Varia Suit Samus to survive, even if she has every intended energy tank up to this point. However, by doing a ghetto jump along the right slant, the player can skip the puzzle and immediately jump to the portal to the Light World.&lt;br /&gt;
&lt;br /&gt;
However, the player also takes significant damage with each attempt to ghetto jump. Thus, it is very easy to die when attempting this trick, despite the ghetto jump itself being very easy. It is recommended that the player practice the ghetto jump with the Dark or Light Suit before applying it in runs.&lt;br /&gt;
&lt;br /&gt;
An example video of Abandoned Base is available [https://www.youtube.com/watch?v=IG48qnjuIvA here]&lt;br /&gt;
&lt;br /&gt;
Other methods of skipping Dark Suit are merely different choices in route, including:&lt;br /&gt;
* Wallcrawling from Agon to Transport to Torvus Bog, then to Torvus Temple, via the Sandigger Secret World&lt;br /&gt;
* Having an early power bomb and accessing Sanctuary Fortress from Agon, after collecting Dark Beam&lt;br /&gt;
&lt;br /&gt;
= Echo Visor =&lt;br /&gt;
&lt;br /&gt;
Skipping Echo Visor is a subset of skipping Annihilator Beam, except returning in-bounds before Quadraxis, and then fighting Quadraxis. Echo Visor skip is primarily useful for 100%, as it is significantly faster to get annihilator beam before echo visor. The entire point of the wallcrawl is to simply bypass the echo lock before Hive Gyro Chamber.&lt;br /&gt;
&lt;br /&gt;
Follow the guide on [[Metroid Prime 2: Echoes/Boss Tricks#Quadraxis|skipping Quadraxis]] to get out of bounds. There are two options you can take here from Hive Gyro Chamber:&lt;br /&gt;
&lt;br /&gt;
1. The recommended option is to jump by the blue door at the right time to let Hive Temple Access load around you. You can then skip the Ing Hive Keys and trigger quadraxis in-bounds. This is recommended as you can more easily collect the health drops, and then screw attack to Quadraxis, as you don't take damage from the dark world while screw attacking.&lt;br /&gt;
&lt;br /&gt;
2. Wallcrawl to Hive Temple Access, fall to the bottom of Hive Temple Access, then simply walk towards Hive Temple to trigger the Quadraxis fight. Triggering the fight like this will not let the music play.&lt;br /&gt;
&lt;br /&gt;
= Annihilator Beam =&lt;br /&gt;
&lt;br /&gt;
Skipping Annihilator Beam is the equivalent trick of [[Metroid Prime 2: Echoes/Boss Tricks#Quadraxis|skipping Quadraxis]]&lt;br /&gt;
&lt;br /&gt;
= Spider Skip =&lt;br /&gt;
&lt;br /&gt;
Despite ILS allowing Samus to start with spider ball, there is a sky temple key in the dark version of the room directly behind the spider guardian fight. Access to the sky temple key by normal means requires defeating spider guardian and collecting spider ball. However, with two short sets of wallcrawls, the player can skip fighting spider guardian and collect the sky temple key much more quickly. Both wallcrawls require screw attack, and the dark visor is needed to collect the sky temple key itself.&lt;br /&gt;
&lt;br /&gt;
TODO: Videos and step-by-step instructions&lt;/div&gt;</summary>
		<author><name>MarioGalaxy2433g5</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Talk:Test_page</id>
		<title>Talk:Test page</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Talk:Test_page"/>
				<updated>2013-07-12T01:50:00Z</updated>
		
		<summary type="html">&lt;p&gt;MarioGalaxy2433g5: Created page with &amp;quot;You spelled spreadsheet wrong in the google docs thing. ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You spelled spreadsheet wrong in the google docs thing. [[User:MarioGalaxy2433g5|MarioGalaxy2433g5]] ([[User talk:MarioGalaxy2433g5|talk]]) 20:50, 11 July 2013 (CDT)&lt;/div&gt;</summary>
		<author><name>MarioGalaxy2433g5</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Template:PreloadGamePage</id>
		<title>Template:PreloadGamePage</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Template:PreloadGamePage"/>
				<updated>2013-07-11T21:21:37Z</updated>
		
		<summary type="html">&lt;p&gt;MarioGalaxy2433g5: Changing slightly and adding documentation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;[[Category:ConsoleName]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
= Categories =&lt;br /&gt;
[[{{subst:PAGENAME}}/Category1|Category1]] - Description of category&amp;lt;br /&amp;gt;&lt;br /&gt;
[[{{subst:PAGENAME}}/Category2|Category2]] - Second category description&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Additional Information =&lt;br /&gt;
&amp;lt;!--Remove any of the following if it doesn't apply to your game or add additional links to things that do--&amp;gt;&lt;br /&gt;
[[{{subst:PAGENAME}}/Game Mechanics and Glitches|Game Mechanics and Glitches]] - Some explanations about how the game works, specific techniques, and glitches &amp;lt;br /&amp;gt;&lt;br /&gt;
[[{{subst:PAGENAME}}/Casual Speedrunning|Casual Speedrunning]] - Some adjustments to make speedrunning the game easier &amp;lt;br /&amp;gt;&lt;br /&gt;
[[{{subst:PAGENAME}}/Additional Resources|Additional Resources]] - Links to other helpful resources&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
=Documentation=&lt;br /&gt;
This is a potential preload file to make game pages even easier to create. It is not approved yet, and there is currently no way to use it without modifying the url while editing.&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>MarioGalaxy2433g5</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Template:PreloadGamePage</id>
		<title>Template:PreloadGamePage</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Template:PreloadGamePage"/>
				<updated>2013-07-11T20:38:06Z</updated>
		
		<summary type="html">&lt;p&gt;MarioGalaxy2433g5: Creating potential preload file&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;[[Category:&amp;lt;!--Replace with name of console the game is for--&amp;gt;]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
= Categories =&lt;br /&gt;
[[{{subst:PAGENAME}}/&amp;lt;!--Replace with category name--&amp;gt;|&amp;lt;!--Replace with category name--&amp;gt;]] - Description of category&amp;lt;br /&amp;gt;&lt;br /&gt;
[[{{subst:PAGENAME}}/&amp;lt;!--Replace with second category name--&amp;gt;|&amp;lt;!--Replace with second category name--&amp;gt;]] - Second category description&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Additional Information =&lt;br /&gt;
&amp;lt;!--Remove any of the following if it doesn't apply to your game or add additional links to things that do--&amp;gt;&lt;br /&gt;
[[{{subst:PAGENAME}}/Game Mechanics and Glitches|Game Mechanics and Glitches]] - Some explanations about how the game works, specific techniques, and glitches &amp;lt;br /&amp;gt;&lt;br /&gt;
[[{{subst:PAGENAME}}/Casual Speedrunning|Casual Speedrunning]] - Some adjustments to make speedrunning the game easier &amp;lt;br /&amp;gt;&lt;br /&gt;
[[{{subst:PAGENAME}}/Additional Resources|Additional Resources]] - Links to other helpful resources&amp;lt;/includeonly&amp;gt;&lt;/div&gt;</summary>
		<author><name>MarioGalaxy2433g5</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/User:TheMG2</id>
		<title>User:TheMG2</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/User:TheMG2"/>
				<updated>2013-07-11T20:00:42Z</updated>
		
		<summary type="html">&lt;p&gt;MarioGalaxy2433g5: Creating test page for preloads...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I edit wikis and stuff.&lt;br /&gt;
==Subpages==&lt;br /&gt;
*[[User:MarioGalaxy2433g5/How to edit]] - Rough Draft for a help page on how to edit.&lt;br /&gt;
*[[User:MarioGalaxy2433g5/Preload testing]] - preload testing page&lt;/div&gt;</summary>
		<author><name>MarioGalaxy2433g5</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/SDA_Knowledge_Base:Sonic_Adventure/Sonic</id>
		<title>SDA Knowledge Base:Sonic Adventure/Sonic</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/SDA_Knowledge_Base:Sonic_Adventure/Sonic"/>
				<updated>2013-06-21T19:20:05Z</updated>
		
		<summary type="html">&lt;p&gt;MarioGalaxy2433g5: Don't blank pages. Ask for deletion, but don't blank&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect [[Sonic Adventure/Sonic]]&lt;/div&gt;</summary>
		<author><name>MarioGalaxy2433g5</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Talk:Sonic_Adventure</id>
		<title>Talk:Sonic Adventure</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Talk:Sonic_Adventure"/>
				<updated>2013-06-21T19:19:19Z</updated>
		
		<summary type="html">&lt;p&gt;MarioGalaxy2433g5: Removing redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These talk pages are now separate.&lt;/div&gt;</summary>
		<author><name>MarioGalaxy2433g5</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/User:TheMG2/How_to_edit</id>
		<title>User:TheMG2/How to edit</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/User:TheMG2/How_to_edit"/>
				<updated>2013-06-19T17:13:44Z</updated>
		
		<summary type="html">&lt;p&gt;MarioGalaxy2433g5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an in-progress rough draft.&lt;br /&gt;
==Basic formatting==&lt;br /&gt;
Italics is added by surrounding a word with two pairs of apostrophes. &amp;lt;nowiki&amp;gt;''Example''&amp;lt;/nowiki&amp;gt; shows up as ''Example''&lt;br /&gt;
&lt;br /&gt;
Bold is done by surrounding a word with three pairs of apostrophes. &amp;lt;nowiki&amp;gt;'''Example'''&amp;lt;/nowiki&amp;gt; shows up as '''Example'''&lt;br /&gt;
&lt;br /&gt;
Section headings are created by surrounding the section title with pairs of equal signs. The numbers of pairs of equal signs designates the level heading it is. &amp;lt;nowiki&amp;gt;=Level 1=&amp;lt;/nowiki&amp;gt;, &amp;lt;nowiki&amp;gt;==Level 2==&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;===Level 3===&amp;lt;/nowiki&amp;gt; and so on.&lt;br /&gt;
&lt;br /&gt;
Lists can be created by adding asterisks (*) for bulleted lists or number signs (#) for numerical lists at the beginning of a line. The number of * or # indicate that it is a subpoint of the previous points.&lt;br /&gt;
;Example&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
*Bullet point&lt;br /&gt;
*Bullet point 2&lt;br /&gt;
**Sub bullet point&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Shows up as&lt;br /&gt;
*Bullet point&lt;br /&gt;
*Bullet point 2&lt;br /&gt;
**Sub bullet point&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Item 1&lt;br /&gt;
#Item 2&lt;br /&gt;
##Subitem&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Shows up as&lt;br /&gt;
#Item 1&lt;br /&gt;
#Item 2&lt;br /&gt;
##Subitem&lt;br /&gt;
&lt;br /&gt;
Indents can be created through usage of the colon, and &amp;quot;definition lists&amp;quot; are started with a semicolon.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;Word&lt;br /&gt;
:Definition&lt;br /&gt;
::Double indent&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Shows up as &lt;br /&gt;
;Word&lt;br /&gt;
:Definition&lt;br /&gt;
::Double indent&lt;br /&gt;
&lt;br /&gt;
In addition, many html tags work.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
There are two main types of links.&lt;br /&gt;
;Internal links&lt;br /&gt;
:Links to other articles on this wiki.&lt;br /&gt;
;External links&lt;br /&gt;
:Links going outside the wiki.&lt;br /&gt;
&lt;br /&gt;
It is recommended that you please always use internal links for linking to other articles.&lt;br /&gt;
&lt;br /&gt;
===Internal links===&lt;br /&gt;
Internal links are for other articles on the site. They are added by surrounding what you want to link to in to pairs of brackets. The format is &amp;lt;nowiki&amp;gt;[[Name of Article]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
;Example&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;[[Main Page]]&amp;lt;/nowiki&amp;gt; shows up as [[Main Page]].&lt;br /&gt;
&lt;br /&gt;
Links show up as blue when you are linking to an article that exists. Links show up as red on traditional skins, orange on the SDA default skin, when the article doesn't exist.&lt;br /&gt;
&lt;br /&gt;
You can combine links with general wiki formatting. You can create headings with links in them, make bold links, etc.&lt;br /&gt;
;Example&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;''[[Contra]]''&amp;lt;/nowiki&amp;gt; shows up as ''[[Contra]]''&lt;br /&gt;
&lt;br /&gt;
To link to one thing, and call it something else, you used a &amp;quot;Piped Link&amp;quot;. It is called this because the pipe character (|) is used. In double brackets, you first write the name of the article you want to link to, then add | then add what you want the link to say instead. The format is &amp;lt;nowiki&amp;gt;[[Name of Article|What link says]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
;Example&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;[[Main Page|SDA Knowledge Base]]&amp;lt;nowiki&amp;gt; shows up as [[Main Page|SDA Knowledge Base]].&lt;br /&gt;
&lt;br /&gt;
Note that with piped links, you can still use formatting within the link.&lt;br /&gt;
;Example&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;[[SDA Strategy Wiki|''SDA'' '''Strategy''' Wiki]]&amp;lt;/nowiki&amp;gt; shows up as [[SDA Strategy Wiki|''SDA'' '''Strategy''' Wiki]]&lt;br /&gt;
&lt;br /&gt;
Linking to a specific section of an article is done through adding a number sign after the title of the article, then the name of the section. If you simply add a #, you link to a section of the article you are currently editing. Note that if an article has multiple sections with the same name, you have to add the number for which section.&lt;br /&gt;
;Example&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;[[SDA Strategy Wiki#Finding a game]]&amp;lt;/nowiki&amp;gt; shows up as [[SDA Strategy Wiki#Finding a game]]&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;[[#External links]]&amp;lt;/nowiki&amp;gt; shows up as [[#External links]]&lt;br /&gt;
&lt;br /&gt;
===External links===&lt;br /&gt;
External links go outside the site. If you want to display the url, simply type the url (include the http). It will automatically appear as a hyperlink&lt;br /&gt;
;Example&lt;br /&gt;
:http://www.speeddemosarchive.com/&lt;br /&gt;
&lt;br /&gt;
If you want to link to an external site, but have it say something other than the url, than within a single pair of brackets, you type the url, then a space, then what you want to say. &amp;lt;nowiki&amp;gt;[http://siteyouwanttolinkto.com What you call it]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
;Example&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;[http://www.speeddemosarchive.com/ SDA]&amp;lt;/nowiki&amp;gt; shows up as [http://www.speeddemosarchive.com/ SDA]&lt;br /&gt;
&lt;br /&gt;
==Subpages==&lt;br /&gt;
Subpages link back to the main article at the beginning. They are added by adding a slash after the title of the main article.&lt;br /&gt;
;Example&lt;br /&gt;
:[[Metroid Fusion/Any%]]&lt;br /&gt;
&lt;br /&gt;
==Images and other files==&lt;br /&gt;
To add a image or other file, you must first upload it. To do so, you go to [[Special:Upload]]. Follow the instructions on the page. Don't worry about licensing. You can also upload new versions of images with the same file name, but only if they have the same filename extension (.jpg and the like).&lt;br /&gt;
&lt;br /&gt;
To add it to an article, link it like you would to another page on the site. Inside double brackets, you type File:, the name of the image, and then the filename extension (.jpg, .png, etc). In full, it is &amp;lt;nowiki&amp;gt;[[File:NAME.extension]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The image can be formatted in a number of ways. (in progress)&lt;br /&gt;
&lt;br /&gt;
==Templates==&lt;br /&gt;
In progress&lt;br /&gt;
&lt;br /&gt;
==Moving articles==&lt;br /&gt;
At the top of the page, click move, then follow the onscreen instructions. (in progress)&lt;br /&gt;
&lt;br /&gt;
==Deleting articles==&lt;br /&gt;
Only admins can do this.&lt;/div&gt;</summary>
		<author><name>MarioGalaxy2433g5</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Sonic_3_and_Knuckles</id>
		<title>Sonic 3 and Knuckles</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Sonic_3_and_Knuckles"/>
				<updated>2013-06-16T15:38:20Z</updated>
		
		<summary type="html">&lt;p&gt;MarioGalaxy2433g5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Games]]&lt;br /&gt;
[[Category:Genesis]]&lt;br /&gt;
= Categories =&lt;br /&gt;
[[Sonic_3_and_Knuckles/Sonic|Sonic]] - Beat the game using Sonic.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Sonic_3_and_Knuckles/Tails|Tails]] - Beat the game using Tails.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Sonic_3_and_Knuckles/Knuckles|Knuckles]] - Beat the game using Knuckles.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Sonic_3_and_Knuckles/Co-op|Co-op]] - Beat the game with two players using Sonic &amp;amp; Tails.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Additional Information =&lt;br /&gt;
[[Sonic the Hedgehog/Game Mechanics and Glitches|Game Mechanics and Glitches]] - Some explanations about how the game works, specific techniques, and glitches.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Sonic_3_and_Knuckles/Casual_Speedrunning|Casual Speedrunning]] - Some adjustments to make speedrunning the game easier.&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Sonic_3_and_Knuckles/Additional_Resources|Additional Resources]] - Links to other helpful resources.&lt;/div&gt;</summary>
		<author><name>MarioGalaxy2433g5</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Sonic_the_Hedgehog/Game_Mechanics_and_Glitches</id>
		<title>Sonic the Hedgehog/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Sonic_the_Hedgehog/Game_Mechanics_and_Glitches"/>
				<updated>2013-06-16T15:35:47Z</updated>
		
		<summary type="html">&lt;p&gt;MarioGalaxy2433g5: MarioGalaxy2433g5 moved page Sonic the Hedgehog game mechanics and glitches to Sonic the Hedgehog/Game Mechanics and Glitches: Subpages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Why we use in-game time and not real time =&lt;br /&gt;
&lt;br /&gt;
In all of the classic Sonic games, completing levels very quickly (under 30 seconds in Sonic 1 and 2, and under 60 seconds in Sonic 3 &amp;amp; Knuckles) gives a 50,000 point time bonus. Completing a level at 30 (or 60) seconds gives a 10,000 time bonus instead. On the act clear screen, the bonus ticks down at a rate of 100 points per frame, and cannot be skipped. What this means is, in real time it would in fact be faster to wait for the timer to tick over to 30 (or 60), as long as the time you would otherwise get is between 23 and a third (53 and a third) seconds and 30 (60) seconds even. The Sonic playing community generally agrees that this is pretty dumb, and the time spent actually playing the stages is what matters, so these games are timed by taking the sum of the in-game times for each level.&lt;br /&gt;
&lt;br /&gt;
For a further explanation, [http://www.youtube.com/watch?v=RaMGf1V3MMM this video] does a good job of explaining why in-game time matters in certain games, particularly in the Sonic franchise.&lt;br /&gt;
&lt;br /&gt;
= Game Mechanics =&lt;br /&gt;
&lt;br /&gt;
== General Physics ==&lt;br /&gt;
&lt;br /&gt;
All Sonic games work with 3 types of 16x16 pixel blocks; Top solid, left/right/bottom solid and all solid. Additionally every block can be assigned solidity for &amp;quot;path 0&amp;quot; and &amp;quot;path 1&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
All tiles also have an angle assigned to them which is a number between 0 and 256 (FF in hex) for which the games use a table of values for trigonometry calculations.&lt;br /&gt;
&lt;br /&gt;
Lastly there are two planes (A and B) where B is used for background art and A is the level itself. For both of these planes, blocks can be assigned to show in front of the character or behind.&lt;br /&gt;
&lt;br /&gt;
The levels themselves are built using &amp;quot;chunks&amp;quot; of 16x16 blocks (256 pixels) in Sonic 1 and 8x8 blocks (128 pixels) in later games. Every pixel is then divided into 128 subpixels and all movement is calculated with them.&lt;br /&gt;
&lt;br /&gt;
[[File:PathSwitcher.png|200px|thumb|right|Path switcher in effect]]&lt;br /&gt;
&lt;br /&gt;
Path switchers are invisible objects in Sonic 2, Sonic 3 and Sonic &amp;amp; Knuckles that changes what path you're on and allows the levels to work as structured. These objects seamlessly switch the character from one path to another. This is especially necessary for things like loops to work. Knowing where these are and how they work is key to some tricks in the games.&lt;br /&gt;
&lt;br /&gt;
Sonic 1 doesn't switch paths with objects as all levels only have 1 solidity path. Instead, loops have a sort of area of transition.&lt;br /&gt;
&lt;br /&gt;
Whenever the character moves, the new position is calculated based on your current position, speed and acceleration. If a solid object is in the way it is possible to completely bypass it if no calculated position collides with the object. In laymans terms, if Sonic is fast enough he can ignore solid objects because he's too fast to interact with them.&lt;br /&gt;
&lt;br /&gt;
These speeds are typically above 16 pixels of movement per frame (p/f for future reference) and can't be achieved without assistance as no unaided action in the games give you greater speed. For a lot of &amp;quot;level wraps&amp;quot; the speed given is on the limit of being enough and thus your position becomes important, even down to the subpixel.&lt;br /&gt;
&lt;br /&gt;
== Speed cap ==&lt;br /&gt;
&lt;br /&gt;
In Sonic 1, the game imposes a horizontal speed cap of 6 p/f whenever all of the following is true:&lt;br /&gt;
&lt;br /&gt;
*Sonic isn't rolling or jumping from a roll&lt;br /&gt;
*Sonic is travelling above the normal maximum running speed on flat ground&lt;br /&gt;
*The player holds the button corresponding to the direction of travel&lt;br /&gt;
&lt;br /&gt;
Sonic 2 partially fixed Sonic 1's very restrictive speed cap, but it still activates in limited situations. Specifically, the following conditions have to be met:&lt;br /&gt;
*''Sonic is not on the ground''&lt;br /&gt;
*Sonic has air control (see: rolljumping)&lt;br /&gt;
*Sonic is travelling above the normal maximum running speed on flat ground&lt;br /&gt;
*The player holds the button corresponding to the direction of travel&lt;br /&gt;
If all these conditions are met, Sonic's horizontal speed reverts to the normal maximum running speed 6 p/f. Surprisingly, this is actually beneficial in some levels, see Chemical Plant 1 and 2, and Metropolis 1.&lt;br /&gt;
&lt;br /&gt;
In Sonic 2, Sonic 3 and Sonic &amp;amp; Knuckles, the speed cap can be overcome by other means of acceleration such as boosters, slope jumps and running down hills. The games will handle this higher speed as the new speed cap until you slow down below the normal cap.&lt;br /&gt;
&lt;br /&gt;
Given the right conditions, running would allow you to accelerate indefinitely. Rolling however has a set speed cap of 16 p/f no matter the situation in all games.&lt;br /&gt;
&lt;br /&gt;
== Air physics ==&lt;br /&gt;
Horizontal acceleration is higher while in the air, which is why jumping at the beginning of a stage is common in Sonic 1. Whenever a character jumps, the vertical and horizontal speeds are added as vectors, with the addition of the power of your jump (6.5 p/f as Sonic and 6 p/f as Knuckles) and the angle of the slope you're currently on. Jumping on the very frame you land makes this calculation treat all slopes as having the angle 0 degrees (the angle of air).&lt;br /&gt;
&lt;br /&gt;
Whenever a character has an upwards speed between 0 and 4 p/f, an &amp;quot;air drag&amp;quot; effect takes affect if the vertical velocity is above the normal maximum running speed. In all other situations (e.g. falling down or travelling up faster than 4 p/f) the air behaves like a vacuum and except for acceleration normal ground physics apply.&lt;br /&gt;
&lt;br /&gt;
If a character is currently jumping and travelling upwards faster that 4 p/f, it can be instantly set to 4 p/f by releasing the jump button.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rolling and Spindashing ==&lt;br /&gt;
Spindashing has 8 possible speeds, between 8 p/f and 12 p/f in half integers. Every time a button is pressed you add 2 to the base value 8, which then subsequently decreases faster the higher the total value is. Because of this, the minimum requirement to get a 12 speed is 6 button presses, commonly referred to as a &amp;quot;6-tap&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Since you always decelerate while rolling unless going down a slope, getting back to running by jumping into ceilings, down slopes or inside loops are things you generally want to do after spindashing.&lt;br /&gt;
&lt;br /&gt;
There's no guaranteed way to get a certain spindash speed, so usually runners do 3-taps or other increments in order to get close to the desired speed.&lt;br /&gt;
&lt;br /&gt;
Another quirk that further complicates rolling is that whenever you jump from one, you loose all control of your character. In Sonic 3, Sonic &amp;amp; Knuckles and Sonic 2 &amp;amp; Knuckles, doing your air ability will let you regain control mid air, but in Sonic 1 and Sonic 2 there's no way to manipulate your trajectory after a &amp;quot;rolljump&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Due to an error regarding Sonic's height in Sonic 2 whenever you rolljump into something and stop, you'll land 5 pixels above ground. This was fixed in Sonic 3 but consequently whenever you rolljump, you sink 5 pixels into the ground before taking off, which actually allow you to clip into the ground in Marble Garden 1 by a yellow spring as Sonic and Knuckles. Since Tails is smaller, he only sinks 1 pixel into the ground and thus can't do the same trick.&lt;br /&gt;
&lt;br /&gt;
== Air Abilities (Sonic 3 &amp;amp; Knuckles only) ==&lt;br /&gt;
In common for all air abilities is that they can only be executed while having an upwards velocity of less than 4 p/f. This is why you have to release the jump button and press it again in order to fly or instashield at the beginning of a jump, but can hold the button and press a new one at the apex of a jump.&lt;br /&gt;
&lt;br /&gt;
== Universal timer ==&lt;br /&gt;
There's two different timing properties of moving objects in these games. The universal timer is where an object starts moving the instant you start the level, and will therefore be in a certain position at a certain time, every time.&lt;br /&gt;
&lt;br /&gt;
== Camera timer ==&lt;br /&gt;
The other kind is this one, which only starts moving once it's brought onto the screen (or near the screen - when the object is first rendered, in any case). Knowing which objects have which timing properties is important to good times when you have to deal with them.&lt;br /&gt;
&lt;br /&gt;
= Mechanics specific to Sonic =&lt;br /&gt;
&lt;br /&gt;
== Height ==&lt;br /&gt;
&lt;br /&gt;
Sonic is a bit taller than Tails which means some zips, clips and tricks work differently or not at all. An example of a zip that Sonic can do but not Tails is the one right before the Lava Reef 2 boss skip and an example of a zip Sonic can't do is the Death Egg 2 level wrap. Whenever Sonic is doing a rolljump, he sinks 5 pixels into the ground on the first frame as opposed to Tails who only sinks 1 pixel. This is the main reason Sonic can clip into the ground at the spring in Marble Garden 1 but not Tails.&lt;br /&gt;
&lt;br /&gt;
== Shield properties (Sonic 3 &amp;amp; Knuckles only) ==&lt;br /&gt;
In Sonic 3 there's a timer for instashielding that prevents you from doing it more often than about every second or so. This was removed in S&amp;amp;K.&lt;br /&gt;
&lt;br /&gt;
Having used an air ability sets a value in the ram even if you would switch ability mid jump, as is the case with Sonics shields. For example, if you were to instashield into a bubble monitor, the game would prevent you from bouncing until you land, but still make the small bounce you always get when landing after bouncing on an object.&lt;br /&gt;
&lt;br /&gt;
The fire shield instantly sets your horizontal velocity to 8 p/f and vertical velocity to 0. Therefore it's faster to use once on flat ground or to spam as much as possible on upwards slopes, but not while having a higher speed.&lt;br /&gt;
&lt;br /&gt;
The electrical shield sets your vertical speed to 5.5 p/f upwards. It also protects against some damaging electrical hazards such as the capacitors in Death Egg, but not the sparks flying off of them.&lt;br /&gt;
&lt;br /&gt;
The bubble shield sets your vertical velocity to 8 downwards and then 7.5 p/f upwards, which means for example that bouncing from a destroyable object will give you more height regardless of starting point, but bouncing from a higher point without an object won't as objects typically completely reverses your speed.&lt;br /&gt;
&lt;br /&gt;
= Mechanics specific to Knuckles =&lt;br /&gt;
&lt;br /&gt;
== Landing from a glide (Sonic 2 only) ==&lt;br /&gt;
When Knuckles lands from a glide, while it looks like he goes into the crouching animation he actually goes into a separate animation, which lasts for 15 frames (1/4 of a second) after landing. Importantly, Knuckles cannot spindash during this time.&lt;br /&gt;
&lt;br /&gt;
== Superglide ==&lt;br /&gt;
Simply jump on an object (an enemy or an item box) and glide just before you hit it. This causes you to translate your falling speed upwards, and since you're gliding you have a much lower rate of acceleration towards the ground. In layman's terms, you end up a lot higher than a standard jump.&lt;br /&gt;
&lt;br /&gt;
= Advanced Techniques =&lt;br /&gt;
&lt;br /&gt;
== Ramp jump ==&lt;br /&gt;
Sonic's jump speed and height are dependent on both your speed going into the jump and the slope of the ground you jump off. Running up a slope causes your jump to become much higher, while running down a slope will make you jump quite flat to the ground, gaining speed. This applies even if the slope is very small.&lt;br /&gt;
&lt;br /&gt;
== Loop jump ==&lt;br /&gt;
Similar concept, but inside a loop. If you're moving through the loop from left to right, a loop jump is from the top-left to the bottom-left. It's kinda finicky because if you land at different angles you get different speeds, but in the best case it is faster, and it's also a very convenient way to switch from rolling to running.&lt;br /&gt;
&lt;br /&gt;
== Zip ==&lt;br /&gt;
A zip occurs when Sonic is stuck in a wall somehow and presses left or right. Since collision detection is designed to stop you from going into a wall in the first place, pushing left against a wall makes the game push you back to the right so you aren't embedded in it. As a result, when you're already inside a wall holding left or right causes you to travel in the opposite direction much faster than you can attain by normal play.&lt;br /&gt;
&lt;br /&gt;
== Level wrap ==&lt;br /&gt;
This is what happens when a zip causes you to bypass the left edge of the screen. The game treats your X-coordinate in memory as a number less than 0 - but position coordinates are unsigned, so instead of a negative number it's a VERY large positive one - which correlates to the end of the stage. This requires some very specific circumstances depending on the level.&amp;lt;br /&amp;gt;&lt;br /&gt;
In Sonic 3 &amp;amp; Knuckles, a level wrap always puts you to x-position 32767, even if the stage isn't that long. To fill out the remainder of the map, the level repeats itself, this area is termed the &amp;quot;loopback&amp;quot;. No sprites or path switchers exist in this area, but all the level geometry still exists, so you can maneuver around (somewhat) freely.&lt;br /&gt;
&lt;br /&gt;
== Screen wrap ==&lt;br /&gt;
Similar concept to the level wrap, but using vertical coordinates instead. In levels that wrap around infinitely vertically (the three acts of Metropolis in Sonic 2, and Marble Garden 1, Ice Cap 1 and Sandopolis 2 in Sonic 3 &amp;amp; Knuckles), instead of using absolute values for vertical position, it uses values linked to the camera position. The top of the camera is position 0, and anything above it is negative, which since position values are unsigned, is a large positive number, which causes the screen to scroll downwards to that position. In the time it takes to scroll down, any sprite objects cease to exist until they are brought back onto the screen, and your character can move into them.&lt;br /&gt;
&lt;br /&gt;
== Slope glitch ==&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
&amp;lt;setz&amp;gt; i have an explanation&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;setz&amp;gt; it fucks up the game&lt;br /&gt;
&lt;br /&gt;
= Detailed physics information =&lt;br /&gt;
*Sonic Retro's [http://info.sonicretro.org/Category:Sonic_Physics_Guide Sonic Physics Guide] is a fantastic resource for understanding how speed works in the Sonic games.&lt;br /&gt;
*TASvideos has a much more in-depth analysis, mostly dealing with the way the engine works. It can be found at http://tasvideos.org/GameResources/Genesis/SonicTheHedgehog.html (this covers all three games in the classic series).&lt;/div&gt;</summary>
		<author><name>MarioGalaxy2433g5</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Sonic_the_Hedgehog_game_mechanics_and_glitches</id>
		<title>Sonic the Hedgehog game mechanics and glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Sonic_the_Hedgehog_game_mechanics_and_glitches"/>
				<updated>2013-06-16T15:35:47Z</updated>
		
		<summary type="html">&lt;p&gt;MarioGalaxy2433g5: MarioGalaxy2433g5 moved page Sonic the Hedgehog game mechanics and glitches to Sonic the Hedgehog/Game Mechanics and Glitches: Subpages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Sonic the Hedgehog/Game Mechanics and Glitches]]&lt;/div&gt;</summary>
		<author><name>MarioGalaxy2433g5</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metroid_Prime_2:_Echoes/Any%25</id>
		<title>Metroid Prime 2: Echoes/Any%</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metroid_Prime_2:_Echoes/Any%25"/>
				<updated>2013-06-16T04:09:07Z</updated>
		
		<summary type="html">&lt;p&gt;MarioGalaxy2433g5: /* Temple Grounds Start */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Routes =&lt;br /&gt;
&lt;br /&gt;
The major routes listed below are general routes used to beat the game. Many sequence breaks and tricks in Metroid Prime 2 can be easily added or removed when doing a speedrun, without majorly affecting the whole overall route. It is assumed that the reader is familiar with the game's map.&lt;br /&gt;
&lt;br /&gt;
== Grapple-less Route ==&lt;br /&gt;
&lt;br /&gt;
The Grapple-less route is the fastest route currently used. However, it is very difficult, requiring several more series of wallcrawls and, more notably, the notorious Grand Abyss trick to get Screw Attack without Grapple Beam.&lt;br /&gt;
&lt;br /&gt;
It is not recommended to start with this route.&lt;br /&gt;
&lt;br /&gt;
== Grapple Beam Route ==&lt;br /&gt;
&lt;br /&gt;
The Grapple Beam Route is the most commonly used route, as it does not require the one-shot trick to cross Grand Abyss. As the name implies, it involves going to lower Torvus after obtaining light and dark beam, to get Grapple Beam and the dark torvus key down there, then going to Sanctuary to get screw attack and return the Sanctuary energy.&lt;br /&gt;
&lt;br /&gt;
=== Temple Grounds Start ===&lt;br /&gt;
&lt;br /&gt;
* Do [[Metroid Prime 2: Echoes/Skipping Items#Item Loss Skip|Item Loss Skip]].&lt;br /&gt;
* Go to Temple Assembly Site and get the Energy Tank behind the red door.&lt;br /&gt;
* Get the [[Metroid_Prime_2:_Echoes/Early_Items#Power_Bomb_Expansion|Early Power Bomb]].&lt;br /&gt;
** The power bomb is not absolutely necessary for this route. However, it significantly speeds up later parts of the game, and the trick is relatively easy compared to other wallcrawls, so this wallcrawl is highly recommended.&lt;br /&gt;
* Go towards GFMC Compound. Do the 101% Trick by space jumping to get the missile launcher twice.&lt;br /&gt;
* Go to for Great Temple, skip the alpha splinter fight by space jumping over the barrier, and get Violet Translator. Go back to Temple Grounds behind the violet translator door.&lt;br /&gt;
* Take the path to the elevator for Agon Wastes.&lt;br /&gt;
&lt;br /&gt;
== Agon Wastes ==&lt;br /&gt;
&lt;br /&gt;
* Go to Mining Plaza.&lt;br /&gt;
** If you want, you can use the Sandigger wallcrawl to get Dark Beam much more quickly than normal.&lt;br /&gt;
*** Make sure to get the Mining Station Access energy tank on the way out of Agon later! *** Keep in mind, doing Sandigger skips the Ammo Expansion in Central Mining Station, so you will either have to get the ammo expansion in Watch Station, or play the rest of the game with only 50 beam ammo.&lt;br /&gt;
*** Skip the following steps until the Dark Samus 1 fight if you are wallcrawling to Dark Samus.&lt;br /&gt;
* Go to Mining Station A. Use space jump to reach the scan post and go to Central Mining Station. Be aware of your missile count, as missiles are used very often throughout the entire of the space pirate station before obtaining Dark Beam, especially if you did not get the early power bomb expansion.&lt;br /&gt;
* Defeat the space pirates in Central Mining Station. Feel free to use a power bomb on the first set of pirates. Then destroy the turrets; use one charge shot then two missiles for each of the two turrets. Grab the beam ammo expansion here early by either using spider ball and a scan dash, or using a 3BSJ before the pirate fight.&lt;br /&gt;
* Go to Command Center, defeat the pirates here, then go to Security Station B to see Dark Samus. Enter Command Center via the missile door, then leave and go back through the previous blue door; the scan post in the alcove is intended to be scannable only from inside the alcove, but it becomes scannable from outside the moment you step inside it.&lt;br /&gt;
* Go to Main Reactor by going around the pirate base, through Biostorage Station then Bioenergy Production.&lt;br /&gt;
** Climb Bioenergy Production via the controller trick (feel free to grab the energy tank here if you so desire, but it costs a chunk of time to get).&lt;br /&gt;
* Fight Dark Samus in Main Reactor, and get Dark Beam.&lt;br /&gt;
* Go to Command Center and take the Dark Portal to Doomed Entry.&lt;br /&gt;
* Go get Light Beam by taking the blue door on the right towards Oasis Access, and following the circular path. Remember to power bomb the wall for the Sky Temple Key in Dark Oasis!&lt;br /&gt;
* Go to Dark Oasis through the white door. Take the portal back to Main Reactor.&lt;br /&gt;
* Go to Agon Temple. To go there, in Main Reactor, fall into where you fought Dark Samus, and take the spider track up to the white door to Ventilation Area A, Sandcanyon, then Agon Temple. Go right to get the Amber Translator, then boost straight across Agon temple.&lt;br /&gt;
** You will trigger the Bomb Guardian fight, but you can boost ball the glass walls that pop up. Simply leave via the door quickly to unload the room before the cutscene starts where he becomes dark.&lt;br /&gt;
* Go back to the elevator to Temple Grounds.&lt;br /&gt;
* Go to Great Temple, go straight across the temple room, and go to Temple Transport C to go to Meeting Grounds.&lt;br /&gt;
* Use the half pipe to go get Seeker Missiles. You don't have super missiles yet, so you have two methods of getting out:&lt;br /&gt;
** The much faster method is to use a midair instant unmorph into the tunnel you popped out of.&lt;br /&gt;
** If you can't do the above at all, then go through the seeker door and back to where your ship is. Do the ILS trick to get out of bounds and wallcrawl back to Meeting Grounds. Keep in mind, this is MUCH slower.&lt;br /&gt;
* Go to Hall of Eyes and take the Dark Portal. Do the Dark Suit Skip to make it to the Path of eyes.&lt;br /&gt;
* Go to the elevator to Torvus Bog.&lt;br /&gt;
&lt;br /&gt;
== Torvus Bog ==&lt;br /&gt;
&lt;br /&gt;
== Sanctuary Fortress ==&lt;/div&gt;</summary>
		<author><name>MarioGalaxy2433g5</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Metroid_Prime_2:_Echoes/Any%25</id>
		<title>Metroid Prime 2: Echoes/Any%</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Metroid_Prime_2:_Echoes/Any%25"/>
				<updated>2013-06-16T04:08:41Z</updated>
		
		<summary type="html">&lt;p&gt;MarioGalaxy2433g5: /* Temple Grounds Start */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Routes =&lt;br /&gt;
&lt;br /&gt;
The major routes listed below are general routes used to beat the game. Many sequence breaks and tricks in Metroid Prime 2 can be easily added or removed when doing a speedrun, without majorly affecting the whole overall route. It is assumed that the reader is familiar with the game's map.&lt;br /&gt;
&lt;br /&gt;
== Grapple-less Route ==&lt;br /&gt;
&lt;br /&gt;
The Grapple-less route is the fastest route currently used. However, it is very difficult, requiring several more series of wallcrawls and, more notably, the notorious Grand Abyss trick to get Screw Attack without Grapple Beam.&lt;br /&gt;
&lt;br /&gt;
It is not recommended to start with this route.&lt;br /&gt;
&lt;br /&gt;
== Grapple Beam Route ==&lt;br /&gt;
&lt;br /&gt;
The Grapple Beam Route is the most commonly used route, as it does not require the one-shot trick to cross Grand Abyss. As the name implies, it involves going to lower Torvus after obtaining light and dark beam, to get Grapple Beam and the dark torvus key down there, then going to Sanctuary to get screw attack and return the Sanctuary energy.&lt;br /&gt;
&lt;br /&gt;
=== Temple Grounds Start ===&lt;br /&gt;
&lt;br /&gt;
* Do [[Metroid Prime 2: Echoes/Skipping Items#Item Loss Skip|Item Loss Skip]].&lt;br /&gt;
* Go to Temple Assembly Site and get the Energy Tank behind the red door.&lt;br /&gt;
* Get the [[Metroid_Prime_2:_Echoes/Early_Items/Power_Bomb_Expansion|Early Power Bomb]].&lt;br /&gt;
** The power bomb is not absolutely necessary for this route. However, it significantly speeds up later parts of the game, and the trick is relatively easy compared to other wallcrawls, so this wallcrawl is highly recommended.&lt;br /&gt;
* Go towards GFMC Compound. Do the 101% Trick by space jumping to get the missile launcher twice.&lt;br /&gt;
* Go to for Great Temple, skip the alpha splinter fight by space jumping over the barrier, and get Violet Translator. Go back to Temple Grounds behind the violet translator door.&lt;br /&gt;
* Take the path to the elevator for Agon Wastes.&lt;br /&gt;
&lt;br /&gt;
== Agon Wastes ==&lt;br /&gt;
&lt;br /&gt;
* Go to Mining Plaza.&lt;br /&gt;
** If you want, you can use the Sandigger wallcrawl to get Dark Beam much more quickly than normal.&lt;br /&gt;
*** Make sure to get the Mining Station Access energy tank on the way out of Agon later! *** Keep in mind, doing Sandigger skips the Ammo Expansion in Central Mining Station, so you will either have to get the ammo expansion in Watch Station, or play the rest of the game with only 50 beam ammo.&lt;br /&gt;
*** Skip the following steps until the Dark Samus 1 fight if you are wallcrawling to Dark Samus.&lt;br /&gt;
* Go to Mining Station A. Use space jump to reach the scan post and go to Central Mining Station. Be aware of your missile count, as missiles are used very often throughout the entire of the space pirate station before obtaining Dark Beam, especially if you did not get the early power bomb expansion.&lt;br /&gt;
* Defeat the space pirates in Central Mining Station. Feel free to use a power bomb on the first set of pirates. Then destroy the turrets; use one charge shot then two missiles for each of the two turrets. Grab the beam ammo expansion here early by either using spider ball and a scan dash, or using a 3BSJ before the pirate fight.&lt;br /&gt;
* Go to Command Center, defeat the pirates here, then go to Security Station B to see Dark Samus. Enter Command Center via the missile door, then leave and go back through the previous blue door; the scan post in the alcove is intended to be scannable only from inside the alcove, but it becomes scannable from outside the moment you step inside it.&lt;br /&gt;
* Go to Main Reactor by going around the pirate base, through Biostorage Station then Bioenergy Production.&lt;br /&gt;
** Climb Bioenergy Production via the controller trick (feel free to grab the energy tank here if you so desire, but it costs a chunk of time to get).&lt;br /&gt;
* Fight Dark Samus in Main Reactor, and get Dark Beam.&lt;br /&gt;
* Go to Command Center and take the Dark Portal to Doomed Entry.&lt;br /&gt;
* Go get Light Beam by taking the blue door on the right towards Oasis Access, and following the circular path. Remember to power bomb the wall for the Sky Temple Key in Dark Oasis!&lt;br /&gt;
* Go to Dark Oasis through the white door. Take the portal back to Main Reactor.&lt;br /&gt;
* Go to Agon Temple. To go there, in Main Reactor, fall into where you fought Dark Samus, and take the spider track up to the white door to Ventilation Area A, Sandcanyon, then Agon Temple. Go right to get the Amber Translator, then boost straight across Agon temple.&lt;br /&gt;
** You will trigger the Bomb Guardian fight, but you can boost ball the glass walls that pop up. Simply leave via the door quickly to unload the room before the cutscene starts where he becomes dark.&lt;br /&gt;
* Go back to the elevator to Temple Grounds.&lt;br /&gt;
* Go to Great Temple, go straight across the temple room, and go to Temple Transport C to go to Meeting Grounds.&lt;br /&gt;
* Use the half pipe to go get Seeker Missiles. You don't have super missiles yet, so you have two methods of getting out:&lt;br /&gt;
** The much faster method is to use a midair instant unmorph into the tunnel you popped out of.&lt;br /&gt;
** If you can't do the above at all, then go through the seeker door and back to where your ship is. Do the ILS trick to get out of bounds and wallcrawl back to Meeting Grounds. Keep in mind, this is MUCH slower.&lt;br /&gt;
* Go to Hall of Eyes and take the Dark Portal. Do the Dark Suit Skip to make it to the Path of eyes.&lt;br /&gt;
* Go to the elevator to Torvus Bog.&lt;br /&gt;
&lt;br /&gt;
== Torvus Bog ==&lt;br /&gt;
&lt;br /&gt;
== Sanctuary Fortress ==&lt;/div&gt;</summary>
		<author><name>MarioGalaxy2433g5</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/User:TheMG2/How_to_edit</id>
		<title>User:TheMG2/How to edit</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/User:TheMG2/How_to_edit"/>
				<updated>2013-06-16T02:19:27Z</updated>
		
		<summary type="html">&lt;p&gt;MarioGalaxy2433g5: /* Basic formatting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an in-progress rough draft.&lt;br /&gt;
==Basic formatting==&lt;br /&gt;
Italics is added by surrounding a word with two pairs of apostrophes. &amp;lt;nowiki&amp;gt;''Example''&amp;lt;/nowiki&amp;gt; shows up as ''Example''&lt;br /&gt;
&lt;br /&gt;
Bold is done by surrounding a word with three pairs of apostrophes. &amp;lt;nowiki&amp;gt;'''Example'''&amp;lt;/nowiki&amp;gt; shows up as '''Example'''&lt;br /&gt;
&lt;br /&gt;
Section headings are created by surrounding the section title with pairs of equal signs. The numbers of pairs of equal signs designates the level heading it is. &amp;lt;nowiki&amp;gt;=Level 1=&amp;lt;/nowiki&amp;gt;, &amp;lt;nowiki&amp;gt;==Level 2==&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;===Level 3===&amp;lt;/nowiki&amp;gt; and so on.&lt;br /&gt;
&lt;br /&gt;
Lists can be created by adding asterisks (*) for bulleted lists or number signs (#) for numerical lists at the beginning of a line. The number of * or # indicate that it is a subpoint of the previous points.&lt;br /&gt;
;Example&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
*Bullet point&lt;br /&gt;
*Bullet point 2&lt;br /&gt;
**Sub bullet point&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Shows up as&lt;br /&gt;
*Bullet point&lt;br /&gt;
*Bullet point 2&lt;br /&gt;
**Sub bullet point&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Item 1&lt;br /&gt;
#Item 2&lt;br /&gt;
##Subitem&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Shows up as&lt;br /&gt;
#Item 1&lt;br /&gt;
#Item 2&lt;br /&gt;
##Subitem&lt;br /&gt;
&lt;br /&gt;
Indents can be created through usage of the colon, and &amp;quot;definition lists&amp;quot; are started with a semicolon.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;Word&lt;br /&gt;
:Definition&lt;br /&gt;
::Double indent&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Shows up as &lt;br /&gt;
;Word&lt;br /&gt;
:Definition&lt;br /&gt;
::Double indent&lt;br /&gt;
&lt;br /&gt;
In addition, many html tags work.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
There are two main types of links.&lt;br /&gt;
;Internal links&lt;br /&gt;
:Links to other articles on this wiki.&lt;br /&gt;
;External links&lt;br /&gt;
:Links going outside the wiki.&lt;br /&gt;
&lt;br /&gt;
It is recommended that you please always use internal links for linking to other articles.&lt;br /&gt;
&lt;br /&gt;
===Internal links===&lt;br /&gt;
Internal links are for other articles on the site. They are added by surrounding what you want to link to in to pairs of brackets. The format is &amp;lt;nowiki&amp;gt;[[Name of Article]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
;Example&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;[[Main Page]]&amp;lt;/nowiki&amp;gt; shows up as [[Main Page]].&lt;br /&gt;
&lt;br /&gt;
Links show up as blue when you are linking to an article that exists. Links show up as red on traditional skins, orange on the SDA default skin, when the article doesn't exist.&lt;br /&gt;
&lt;br /&gt;
You can combine links with general wiki formatting. You can create headings with links in them, make bold links, etc.&lt;br /&gt;
;Example&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;''[[Contra]]''&amp;lt;/nowiki&amp;gt; shows up as ''[[Contra]]''&lt;br /&gt;
&lt;br /&gt;
To link to one thing, and call it something else, you used a &amp;quot;Piped Link&amp;quot;. It is called this because the pipe character (|) is used. In double brackets, you first write the name of the article you want to link to, then add | then add what you want the link to say instead. The format is &amp;lt;nowiki&amp;gt;[[Name of Article|What link says]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
;Example&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;[[Main Page|SDA Knowledge Base]]&amp;lt;nowiki&amp;gt; shows up as [[Main Page|SDA Knowledge Base]].&lt;br /&gt;
&lt;br /&gt;
Note that with piped links, you can still use formatting within the link.&lt;br /&gt;
;Example&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;[[SDA Strategy Wiki|''SDA'' '''Strategy''' Wiki]]&amp;lt;/nowiki&amp;gt; shows up as [[SDA Strategy Wiki|''SDA'' '''Strategy''' Wiki]]&lt;br /&gt;
&lt;br /&gt;
Linking to a specific section of an article is done through adding a number sign after the title of the article, then the name of the section. If you simply add a #, you link to a section of the article you are currently editing. Note that if an article has multiple sections with the same name, you have to add the number for which section.&lt;br /&gt;
;Example&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;[[SDA Strategy Wiki#Finding a game]]&amp;lt;/nowiki&amp;gt; shows up as [[SDA Strategy Wiki#Finding a game]]&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;[[#External links]]&amp;lt;/nowiki&amp;gt; shows up as [[#External links]]&lt;br /&gt;
&lt;br /&gt;
===External links===&lt;br /&gt;
External links go outside the site. If you want to display the url, simply type the url (include the http). It will automatically appear as a hyperlink&lt;br /&gt;
;Example&lt;br /&gt;
:http://www.speeddemosarchive.com/&lt;br /&gt;
&lt;br /&gt;
If you want to link to an external site, but have it say something other than the url, than within a single pair of brackets, you type the url, then a space, then what you want to say. &amp;lt;nowiki&amp;gt;[http://siteyouwanttolinkto.com What you call it]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
;Example&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;[http://www.speeddemosarchive.com/ SDA]&amp;lt;/nowiki&amp;gt; shows up as [http://www.speeddemosarchive.com/ SDA]&lt;br /&gt;
&lt;br /&gt;
==Subpages==&lt;br /&gt;
Subpages link back to the main article at the beginning. They are added by adding a slash after the title of the main article.&lt;br /&gt;
;Example&lt;br /&gt;
:[[Metroid Fusion/Any%]]&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
In progress&lt;br /&gt;
&lt;br /&gt;
==Templates==&lt;br /&gt;
In progress&lt;br /&gt;
&lt;br /&gt;
==Moving articles==&lt;br /&gt;
At the top of the page, click move, then follow the onscreen instructions. (in progress)&lt;br /&gt;
&lt;br /&gt;
==Deleting articles==&lt;br /&gt;
Only admins can do this.&lt;/div&gt;</summary>
		<author><name>MarioGalaxy2433g5</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/User:TheMG2/How_to_edit</id>
		<title>User:TheMG2/How to edit</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/User:TheMG2/How_to_edit"/>
				<updated>2013-06-16T02:13:56Z</updated>
		
		<summary type="html">&lt;p&gt;MarioGalaxy2433g5: Created page with &amp;quot;This is an in-progress rough draft. ==Basic formatting== Italics is added by surrounding a word with two pairs of apostrophes. &amp;lt;nowiki&amp;gt;''Example''&amp;lt;/nowiki&amp;gt; shows up as ''Examp...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an in-progress rough draft.&lt;br /&gt;
==Basic formatting==&lt;br /&gt;
Italics is added by surrounding a word with two pairs of apostrophes. &amp;lt;nowiki&amp;gt;''Example''&amp;lt;/nowiki&amp;gt; shows up as ''Example''&lt;br /&gt;
&lt;br /&gt;
Bold is done by surrounding a word with three pairs of apostrophes. &amp;lt;nowiki&amp;gt;'''Example'''&amp;lt;/nowiki&amp;gt; shows up as '''Example'''&lt;br /&gt;
&lt;br /&gt;
Section headings are created by surrounding the section title with pairs of equal signs. The numbers of pairs of equal signs designates the level heading it is. &amp;lt;nowiki&amp;gt;=Level 1=&amp;lt;/nowiki&amp;gt;, &amp;lt;nowiki&amp;gt;==Level 2==&amp;lt;/nowiki&amp;gt; &amp;lt;nowiki&amp;gt;===Level 3===&amp;lt;/nowiki&amp;gt; and so on.&lt;br /&gt;
&lt;br /&gt;
Lists can be created by adding asterisks (*) for bulleted lists or number signs (#) for numerical lists at the beginning of a line. The number of * or # indicate that it is a subpoint of the previous points.&lt;br /&gt;
;Example&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
*Bullet point&lt;br /&gt;
*Bullet point 2&lt;br /&gt;
**Sub bullet point&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Shows up as&lt;br /&gt;
*Bullet point&lt;br /&gt;
*Bullet point 2&lt;br /&gt;
**Sub bullet point&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#Item 1&lt;br /&gt;
#Item 2&lt;br /&gt;
##Subitem&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Shows up as&lt;br /&gt;
#Item 1&lt;br /&gt;
#Item 2&lt;br /&gt;
##Subitem&lt;br /&gt;
&lt;br /&gt;
Indents can be created through usage of the colon, and &amp;quot;definition lists&amp;quot; are started with a semicolon.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
;Word&lt;br /&gt;
:Definition&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
Shows up as &lt;br /&gt;
;Word&lt;br /&gt;
:Definition&lt;br /&gt;
&lt;br /&gt;
In addition, many html tags work.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
There are two main types of links.&lt;br /&gt;
;Internal links&lt;br /&gt;
:Links to other articles on this wiki.&lt;br /&gt;
;External links&lt;br /&gt;
:Links going outside the wiki.&lt;br /&gt;
&lt;br /&gt;
It is recommended that you please always use internal links for linking to other articles.&lt;br /&gt;
&lt;br /&gt;
===Internal links===&lt;br /&gt;
Internal links are for other articles on the site. They are added by surrounding what you want to link to in to pairs of brackets. The format is &amp;lt;nowiki&amp;gt;[[Name of Article]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
;Example&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;[[Main Page]]&amp;lt;/nowiki&amp;gt; shows up as [[Main Page]].&lt;br /&gt;
&lt;br /&gt;
Links show up as blue when you are linking to an article that exists. Links show up as red on traditional skins, orange on the SDA default skin, when the article doesn't exist.&lt;br /&gt;
&lt;br /&gt;
You can combine links with general wiki formatting. You can create headings with links in them, make bold links, etc.&lt;br /&gt;
;Example&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;''[[Contra]]''&amp;lt;/nowiki&amp;gt; shows up as ''[[Contra]]''&lt;br /&gt;
&lt;br /&gt;
To link to one thing, and call it something else, you used a &amp;quot;Piped Link&amp;quot;. It is called this because the pipe character (|) is used. In double brackets, you first write the name of the article you want to link to, then add | then add what you want the link to say instead. The format is &amp;lt;nowiki&amp;gt;[[Name of Article|What link says]]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
;Example&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;[[Main Page|SDA Knowledge Base]]&amp;lt;nowiki&amp;gt; shows up as [[Main Page|SDA Knowledge Base]].&lt;br /&gt;
&lt;br /&gt;
Note that with piped links, you can still use formatting within the link.&lt;br /&gt;
;Example&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;[[SDA Strategy Wiki|''SDA'' '''Strategy''' Wiki]]&amp;lt;/nowiki&amp;gt; shows up as [[SDA Strategy Wiki|''SDA'' '''Strategy''' Wiki]]&lt;br /&gt;
&lt;br /&gt;
Linking to a specific section of an article is done through adding a number sign after the title of the article, then the name of the section. If you simply add a #, you link to a section of the article you are currently editing. Note that if an article has multiple sections with the same name, you have to add the number for which section.&lt;br /&gt;
;Example&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;[[SDA Strategy Wiki#Finding a game]]&amp;lt;/nowiki&amp;gt; shows up as [[SDA Strategy Wiki#Finding a game]]&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;[[#External links]]&amp;lt;/nowiki&amp;gt; shows up as [[#External links]]&lt;br /&gt;
&lt;br /&gt;
===External links===&lt;br /&gt;
External links go outside the site. If you want to display the url, simply type the url (include the http). It will automatically appear as a hyperlink&lt;br /&gt;
;Example&lt;br /&gt;
:http://www.speeddemosarchive.com/&lt;br /&gt;
&lt;br /&gt;
If you want to link to an external site, but have it say something other than the url, than within a single pair of brackets, you type the url, then a space, then what you want to say. &amp;lt;nowiki&amp;gt;[http://siteyouwanttolinkto.com What you call it]&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
;Example&lt;br /&gt;
:&amp;lt;nowiki&amp;gt;[http://www.speeddemosarchive.com/ SDA]&amp;lt;/nowiki&amp;gt; shows up as [http://www.speeddemosarchive.com/ SDA]&lt;br /&gt;
&lt;br /&gt;
==Subpages==&lt;br /&gt;
Subpages link back to the main article at the beginning. They are added by adding a slash after the title of the main article.&lt;br /&gt;
;Example&lt;br /&gt;
:[[Metroid Fusion/Any%]]&lt;br /&gt;
&lt;br /&gt;
==Images==&lt;br /&gt;
In progress&lt;br /&gt;
&lt;br /&gt;
==Templates==&lt;br /&gt;
In progress&lt;br /&gt;
&lt;br /&gt;
==Moving articles==&lt;br /&gt;
At the top of the page, click move, then follow the onscreen instructions. (in progress)&lt;br /&gt;
&lt;br /&gt;
==Deleting articles==&lt;br /&gt;
Only admins can do this.&lt;/div&gt;</summary>
		<author><name>MarioGalaxy2433g5</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/User:TheMG2</id>
		<title>User:TheMG2</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/User:TheMG2"/>
				<updated>2013-06-16T01:17:48Z</updated>
		
		<summary type="html">&lt;p&gt;MarioGalaxy2433g5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I edit wikis and stuff.&lt;br /&gt;
==Subpages==&lt;br /&gt;
*[[User:MarioGalaxy2433g5/How to edit]] - Rough Draft for a help page on how to edit.&lt;/div&gt;</summary>
		<author><name>MarioGalaxy2433g5</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/User:TheMG2</id>
		<title>User:TheMG2</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/User:TheMG2"/>
				<updated>2013-06-15T19:40:08Z</updated>
		
		<summary type="html">&lt;p&gt;MarioGalaxy2433g5: Test complete.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I edit wikis and stuff.&lt;/div&gt;</summary>
		<author><name>MarioGalaxy2433g5</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/User:TheMG2</id>
		<title>User:TheMG2</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/User:TheMG2"/>
				<updated>2013-06-15T19:39:41Z</updated>
		
		<summary type="html">&lt;p&gt;MarioGalaxy2433g5: Created page with &amp;quot;I edit wikis and stuff. ==Subpages== *User:MarioGalaxy2433g5/Testing &amp;amp;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I edit wikis and stuff.&lt;br /&gt;
==Subpages==&lt;br /&gt;
*[[User:MarioGalaxy2433g5/Testing &amp;amp;]]&lt;/div&gt;</summary>
		<author><name>MarioGalaxy2433g5</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Contra_game_mechanics_%26_glitches</id>
		<title>Contra game mechanics &amp; glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Contra_game_mechanics_%26_glitches"/>
				<updated>2013-06-15T19:33:14Z</updated>
		
		<summary type="html">&lt;p&gt;MarioGalaxy2433g5: Fix double redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Contra/Game Mechanics and Glitches]]&lt;/div&gt;</summary>
		<author><name>MarioGalaxy2433g5</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/User_talk:KennyMan666</id>
		<title>User talk:KennyMan666</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/User_talk:KennyMan666"/>
				<updated>2013-06-15T19:16:09Z</updated>
		
		<summary type="html">&lt;p&gt;MarioGalaxy2433g5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Moving things to subpages==&lt;br /&gt;
I'm pretty sure anyone can move pages to subpages. Only staff can delete pages, but any user can move them. Just use the move button at the top of the page you want to move. [[User:MarioGalaxy2433g5|MarioGalaxy2433g5]] ([[User talk:MarioGalaxy2433g5|talk]]) 13:06, 15 June 2013 (CDT)&lt;br /&gt;
:Oh huh you're actually right. I don't know why I didn't even look there, I just assumed that was an action that shouldn't be performed by those without staff powers. Both wikis I've been active at I do have moderator powers at so I guess I never really reflected over it. [[User:KennyMan666|KennyMan666]] ([[User talk:KennyMan666|talk]]) 13:57, 15 June 2013 (CDT)&lt;br /&gt;
::If there is ever any doubt, you can check [[Special:UserGroupRights]]. [[User:MarioGalaxy2433g5|MarioGalaxy2433g5]] ([[User talk:MarioGalaxy2433g5|talk]]) 14:16, 15 June 2013 (CDT)&lt;/div&gt;</summary>
		<author><name>MarioGalaxy2433g5</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Contra</id>
		<title>Contra</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Contra"/>
				<updated>2013-06-15T18:44:30Z</updated>
		
		<summary type="html">&lt;p&gt;MarioGalaxy2433g5: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:NES]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
= Categories =&lt;br /&gt;
[[Contra/any %|Any %]] - Do whatever it takes to beat the game as fast as possible&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Contra/low %|Low %]] - Do not collect any items&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Additional Information =&lt;br /&gt;
[[Contra game mechanics %26 glitches|Game Mechanics and Glitches]] - Some explanations about how the game works, specific techniques, and glitches &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Contra/casual speedrunning|Casual Speedrunning]] - Some adjustments to make speedrunning the game easier &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Contra/additional resources|Additional Resources]] - Links to other helpful resources&lt;/div&gt;</summary>
		<author><name>MarioGalaxy2433g5</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Contra/Additional_Resources</id>
		<title>Contra/Additional Resources</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Contra/Additional_Resources"/>
				<updated>2013-06-15T18:43:10Z</updated>
		
		<summary type="html">&lt;p&gt;MarioGalaxy2433g5: MarioGalaxy2433g5 moved page Contra additional resources to Contra/additional resources: Subpage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Tool Assisted Speedruns =&lt;br /&gt;
[http://www.youtube.com/watch?v=JeGXv9K3hgM 2 Player any %]  [http://tasvideos.org/forum/t/11038 Run Comments]&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=fsfroGPker0 1 Player Pacifist]  [http://tasvideos.org/forum/t/12082 Run Comments]&lt;br /&gt;
&lt;br /&gt;
= Contra irc Channel =&lt;br /&gt;
Server: irc.speeddemosarchive.com &amp;lt;br /&amp;gt;&lt;br /&gt;
Room: #contra&lt;/div&gt;</summary>
		<author><name>MarioGalaxy2433g5</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Contra_additional_resources</id>
		<title>Contra additional resources</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Contra_additional_resources"/>
				<updated>2013-06-15T18:43:10Z</updated>
		
		<summary type="html">&lt;p&gt;MarioGalaxy2433g5: MarioGalaxy2433g5 moved page Contra additional resources to Contra/additional resources: Subpage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Contra/additional resources]]&lt;/div&gt;</summary>
		<author><name>MarioGalaxy2433g5</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Contra/Casual_Speedrunning</id>
		<title>Contra/Casual Speedrunning</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Contra/Casual_Speedrunning"/>
				<updated>2013-06-15T18:42:32Z</updated>
		
		<summary type="html">&lt;p&gt;MarioGalaxy2433g5: MarioGalaxy2433g5 moved page Contra casual speedrunning to Contra/casual speedrunning: Subpage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains a few strategies that are slightly slower than the current fastest strategies, but they make the run much easier.&lt;br /&gt;
&lt;br /&gt;
= Stage 1 =&lt;br /&gt;
You can walk off the cliff as you approach the boss and then jump forward as you land to avoid the need to do the three frame trick.&lt;br /&gt;
&lt;br /&gt;
Boss fight: You can approach the boss from the bottom level.  If the boss should drop a low shot you can move out of the way and move in again with practice.&lt;br /&gt;
&lt;br /&gt;
= Stage 3 =&lt;br /&gt;
Here are some alternative strategies you can use as you learn the game to make things a bit easier.&lt;br /&gt;
[http://www.youtube.com/watch?v=k_k1rEnrZzE Waterfall Safe strats]&lt;br /&gt;
&lt;br /&gt;
= Stage 5 =&lt;br /&gt;
Refer to the snow field jump video in the [https://kb.speeddemosarchive.com/Contra_game_mechanics_%26_glitches#Stage_5_Snow_Field_Bomb_Jump mechanics page]to get through this stage safely and quickly&lt;br /&gt;
&lt;br /&gt;
=  Stage 6 =&lt;br /&gt;
Here is a way to get through the second half of the stage safely.&lt;br /&gt;
[http://www.youtube.com/watch?v=FYkY29gDZlY Energy Zone Safe Strats]&lt;/div&gt;</summary>
		<author><name>MarioGalaxy2433g5</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Contra_casual_speedrunning</id>
		<title>Contra casual speedrunning</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Contra_casual_speedrunning"/>
				<updated>2013-06-15T18:42:32Z</updated>
		
		<summary type="html">&lt;p&gt;MarioGalaxy2433g5: MarioGalaxy2433g5 moved page Contra casual speedrunning to Contra/casual speedrunning: Subpage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Contra/casual speedrunning]]&lt;/div&gt;</summary>
		<author><name>MarioGalaxy2433g5</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Talk:Contra/Game_Mechanics_and_Glitches</id>
		<title>Talk:Contra/Game Mechanics and Glitches</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Talk:Contra/Game_Mechanics_and_Glitches"/>
				<updated>2013-06-15T18:41:12Z</updated>
		
		<summary type="html">&lt;p&gt;MarioGalaxy2433g5: Created page with &amp;quot;Uh... was this intentionally moved to the SDA Knowledge Base namespace (The whole thing with the colon), or was it an accident? ~~~~&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Uh... was this intentionally moved to the SDA Knowledge Base namespace (The whole thing with the colon), or was it an accident? [[User:MarioGalaxy2433g5|MarioGalaxy2433g5]] ([[User talk:MarioGalaxy2433g5|talk]]) 13:41, 15 June 2013 (CDT)&lt;/div&gt;</summary>
		<author><name>MarioGalaxy2433g5</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Contra/low_%25</id>
		<title>Contra/low %</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Contra/low_%25"/>
				<updated>2013-06-15T18:33:03Z</updated>
		
		<summary type="html">&lt;p&gt;MarioGalaxy2433g5: MarioGalaxy2433g5 moved page Contra low % to Contra/low %&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sda run|http://speeddemosarchive.com/Contra.html}}&lt;br /&gt;
&lt;br /&gt;
= Current Fastest Time =&lt;br /&gt;
[http://www.youtube.com/watch?v=2Sx4Yntp46E 11:27 by David Heidman Jr.]&lt;br /&gt;
&lt;br /&gt;
= Stage 1 =&lt;br /&gt;
Some jump manipulation is required to get past the turret that appears just after the second R upgrade.  On the boss, you need to walk up to the core and shoot.  You can't shoot fast enough to destroy the boss using the any % strategy.  &lt;br /&gt;
&lt;br /&gt;
= Stage 2 =&lt;br /&gt;
The regular cores take 8 shots to kill.  You can have up to 4 peashooter shots on the screen.  This means you have to make sure that you don't hit enemies instead of the core.  This becomes even more difficult with the core in the last room as that takes 16 shots or 4 waves of 4.  You need to focus all shots on the cores and avoid ducking when possible to destroy each core as fast as possible.&lt;br /&gt;
&lt;br /&gt;
After the cores are destroyed you need to move left and right with the boss, but you'll have to be slightly ahead to give your bullets enough time to travel up and hit.&lt;br /&gt;
&lt;br /&gt;
= Stage 3 =&lt;br /&gt;
Not having the barrier makes the second half of the climb up the waterfall difficult.  You need to kill the bombers hiding the waterfall near the spread pickup on the left before he can shoot otherwise you will lose time waiting for their shots to explode.&lt;br /&gt;
&lt;br /&gt;
The boss is ideally taken out in two mouth cycles.  With spread you can attempt to destroy the arms, but in a low % run you shouldn't attempt to.&lt;br /&gt;
&lt;br /&gt;
= Stage 4 =&lt;br /&gt;
The second base stage requires the same type of precision that the first base stage does.  Focus your shots on the cores, don't hit enemies and don't duck under enemy fire.&lt;br /&gt;
&lt;br /&gt;
The boss fight is difficult in low % when it comes to dodging the snipers as you take out the cores.  You will want to get the glitch kill on the boss of this stage.  You can refer to the [https://kb.speeddemosarchive.com/Contra_game_mechanics_%26_glitches#Stage_4_Boss_Quick_Kill mechanics page for details]  This is much harder to perform in a low % run.&lt;br /&gt;
&lt;br /&gt;
= Stage 5 =&lt;br /&gt;
Watch out for random spawns on this stage.  You can see what I mean in the video.  The snow plows can be taken out by simply ducking in front of them and shooting quickly.  You need to shoot extremely quickly to not die.&lt;br /&gt;
&lt;br /&gt;
= Stage 6 =&lt;br /&gt;
Refer to the [https://kb.speeddemosarchive.com/Contra_game_mechanics_%26_glitches mechanics page] for help understanding the pattern for the timings on the flames and for the fastest strategy to get through the section.  The boss fight is entirely random and with bad luck you can lose several seconds.  &lt;br /&gt;
&lt;br /&gt;
= Stage 7 =&lt;br /&gt;
Refer to the [https://kb.speeddemosarchive.com/Contra_game_mechanics_%26_glitches mechanics page] for help understanding the timings on the claws.  After the last set of claws you have to duck under shots fired by the first gunner, however you can jump over shots from the remaining gunners and take them out without stopping if you mash fast enough.  Watch out for bad spawns.&lt;br /&gt;
&lt;br /&gt;
= Stage 8 =&lt;br /&gt;
You cannot run through this stage without taking out some of the projectiles the mouths drop.  You can follow what the current fastest run does.  When you reach the heart, there is no need to jump at it when you have peashooter.  This will not help your fire rate and it is dangerous.&lt;/div&gt;</summary>
		<author><name>MarioGalaxy2433g5</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Contra_low_%25</id>
		<title>Contra low %</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Contra_low_%25"/>
				<updated>2013-06-15T18:33:03Z</updated>
		
		<summary type="html">&lt;p&gt;MarioGalaxy2433g5: MarioGalaxy2433g5 moved page Contra low % to Contra/low %&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Contra/low %]]&lt;/div&gt;</summary>
		<author><name>MarioGalaxy2433g5</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Contra/any_%25</id>
		<title>Contra/any %</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Contra/any_%25"/>
				<updated>2013-06-15T18:32:31Z</updated>
		
		<summary type="html">&lt;p&gt;MarioGalaxy2433g5: MarioGalaxy2433g5 moved page Contra any % to Contra/any %: Moving to subpage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sda run|http://speeddemosarchive.com/Contra.html}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Current Fastest Time =&lt;br /&gt;
[http://www.youtube.com/watch?v=5EtECO0hE10 10:11 by David Heidman Jr.]&lt;br /&gt;
&lt;br /&gt;
= Stage 1 =&lt;br /&gt;
You need to collect Spread and R by the end of the stage.  Jump as little as possible.  The jump from the high cliff down before the boss is a bit tight.  It's a three frame window.&lt;br /&gt;
&lt;br /&gt;
There are a few different strategies for the boss fight and they all rely on a bit of luck.  The SDA run uses a quick and reasonably reliable strategy.  There are two turrets as you approach the base wall boss.  Run past the first turret and drop down to the bottom level of ground and continue moving forward and start building up spread rhythm.  After the second turret fires at you jump up to reach ground just a bit above you.  Continue moving right until you reach the end of the platform and jump forward while shooting at the core.  You will land on the platform right in front of the core.  Duck as you land and mash the B button.&lt;br /&gt;
&lt;br /&gt;
= Stage 2 =&lt;br /&gt;
Refer to the [https://kb.speeddemosarchive.com/SDA_Knowledge_Base:Contra_game_mechanics_and_glitches mechanics page] on getting spread rhythm for these base stages.   The boss fight is about timing.  Start on the left side and start and move from left to right taking out the cores.  The boss will appear suddenly in the middle after the cores are destroyed and move from right to left.  It's important to have a straight stream of spread that hits the boss as it moves.  You'll need to be jumping in the same direction as the boss (but slightly ahead of it) and fire a straight stream of spread directly upwards to kill it quickly.&lt;br /&gt;
&lt;br /&gt;
= Stage 3 =&lt;br /&gt;
The height of your jumps in this stage is random (refer to the glitches page).  This can cause you to reach platforms sooner than you normally do and it may catch you off guard.  There is a potentially difficult jump as you reach the bridge.  You'll need to jump over the flames that move across and depending on the randomness of your jump height this jump can be extremely tight.  The item carrier on the left side of the screen has barrier and you'll need to trigger it so that it lands on the platforms above you so that you can collect it without losing time.&lt;br /&gt;
&lt;br /&gt;
On the boss it's possible to take it out in one mouth cycle, but it requires good spread rhythm.  It is recommended that you take out both arms because if you don't kill the boss in one mouth cycle it will open its mouth again immediately.&lt;br /&gt;
&lt;br /&gt;
= Stage 4 =&lt;br /&gt;
Spread rhythm is the key here.  Refer to the glitch video on getting the stage 4 boss quick kill.  To get it, you need to get the best spread rhythm that you can and hope for the best.&lt;br /&gt;
&lt;br /&gt;
= Stage 5 =&lt;br /&gt;
With good spread rhythm, it's possible to take out the first gunner and run through the first set of bombs without stopping.  Refer to the mechanics video on the second series of bomb jumps.  The snow plows can be taken out quickly at point blank range.  To save some frames you can jump up and forward into them as you finish them.  It's recommended that you do this when they turn dark red as they only can take 15 more shots.&lt;br /&gt;
&lt;br /&gt;
Where the boss appears in this stage is random.  Shoot up and get spread rhythm.&lt;br /&gt;
&lt;br /&gt;
= Stage 6 =&lt;br /&gt;
Refer to the mechanics video on the timings for the flames.  Refer to the Exo strat in the mechanics video for saving a few seconds getting the barrier.  The boss attack pattern is random.  Mash fast and hope he doesn't jump.   You can be a bit more aggressive when the boss turns red as it can only take 14 more shots.&lt;br /&gt;
&lt;br /&gt;
= Stage 7 =&lt;br /&gt;
Refer to the video on the timings for the flames and claws for this stage.  While it's theoretically possible to get past all of the gunners after the last set of claws without ducking, getting over the first one is impractical.  You want to jump as their first shot gets a bit close to you (but not too close) so that you'll have enough height to make it over their second shot as you take them out.  The timing on them gets a bit tricky.  It's an eight frame window on the jump.&lt;br /&gt;
&lt;br /&gt;
= Stage 8 =&lt;br /&gt;
This stage is pretty straightforward and you should do exactly what the SDA run does.&lt;/div&gt;</summary>
		<author><name>MarioGalaxy2433g5</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Contra_any_%25</id>
		<title>Contra any %</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Contra_any_%25"/>
				<updated>2013-06-15T18:32:31Z</updated>
		
		<summary type="html">&lt;p&gt;MarioGalaxy2433g5: MarioGalaxy2433g5 moved page Contra any % to Contra/any %: Moving to subpage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Contra/any %]]&lt;/div&gt;</summary>
		<author><name>MarioGalaxy2433g5</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/User_talk:KennyMan666</id>
		<title>User talk:KennyMan666</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/User_talk:KennyMan666"/>
				<updated>2013-06-15T18:06:02Z</updated>
		
		<summary type="html">&lt;p&gt;MarioGalaxy2433g5: Created page with &amp;quot;==Moving things to subpages== I'm pretty sure anyone can move pages to subpages. Only staff can delete pages, but any user can move them. Just use the move button at the top o...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Moving things to subpages==&lt;br /&gt;
I'm pretty sure anyone can move pages to subpages. Only staff can delete pages, but any user can move them. Just use the move button at the top of the page you want to move. [[User:MarioGalaxy2433g5|MarioGalaxy2433g5]] ([[User talk:MarioGalaxy2433g5|talk]]) 13:06, 15 June 2013 (CDT)&lt;/div&gt;</summary>
		<author><name>MarioGalaxy2433g5</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/MediaWiki_talk:Sidebar</id>
		<title>MediaWiki talk:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/MediaWiki_talk:Sidebar"/>
				<updated>2013-06-15T17:44:33Z</updated>
		
		<summary type="html">&lt;p&gt;MarioGalaxy2433g5: Created page with &amp;quot;&amp;quot;&amp;lt;nowiki&amp;gt;** helppage|help&amp;lt;/nowiki&amp;gt;&amp;quot; isn't exactly descriptive. It would probably be best if it could be changed to &amp;quot;&amp;lt;nowiki&amp;gt;** helppage|How to edit&amp;lt;/nowiki&amp;gt;&amp;quot; or something by s...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;&amp;lt;nowiki&amp;gt;** helppage|help&amp;lt;/nowiki&amp;gt;&amp;quot; isn't exactly descriptive. It would probably be best if it could be changed to &amp;quot;&amp;lt;nowiki&amp;gt;** helppage|How to edit&amp;lt;/nowiki&amp;gt;&amp;quot; or something by someone with admin rights. [[User:MarioGalaxy2433g5|MarioGalaxy2433g5]] ([[User talk:MarioGalaxy2433g5|talk]]) 12:44, 15 June 2013 (CDT)&lt;/div&gt;</summary>
		<author><name>MarioGalaxy2433g5</name></author>	</entry>

	<entry>
		<id>https://kb.speeddemosarchive.com/Star_Fox:_Assault</id>
		<title>Star Fox: Assault</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/Star_Fox:_Assault"/>
				<updated>2013-06-15T17:27:14Z</updated>
		
		<summary type="html">&lt;p&gt;MarioGalaxy2433g5: Changing external to internal links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Gamecube]]&lt;br /&gt;
[[Category:Games]]&lt;br /&gt;
&lt;br /&gt;
= Categories =&lt;br /&gt;
[[Star Fox: Assault Any % Bronze|Any% Bronze]] - Beat game as fast as possible on Bronze difficulty &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Star Fox: Assault Any % Silver|Any% Silver]] - Beat game as fast as possible on Silver difficulty &amp;lt;br /&amp;gt;&lt;br /&gt;
[[Star Fox: Assault Any % Gold|Any% Gold]] - Beat game as fast as possible on Gold difficulty &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Star Fox: Assault 100 % Bronze|100% Bronze]] - Have a full post-mission status screen for all missions on Bronze difficulty&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Star Fox: Assault 100 % Silver|100% Silver]] - Have a full post-mission status screen for all missions on Silver difficulty&amp;lt;br /&amp;gt;&lt;br /&gt;
[[Star Fox: Assault 100 % Gold|100% Gold]] - Have a full post-mission status screen for all missions on Gold difficulty&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Additional Information =&lt;br /&gt;
[[Star Fox: Assault Game Mechanics and Items|Game Mechanics and Items]] - Movement information, game modes, and items used in speedrun &amp;lt;br /&amp;gt;&lt;/div&gt;</summary>
		<author><name>MarioGalaxy2433g5</name></author>	</entry>

	</feed>