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	<title>Yoshi&#039;s Island Speedrunning Wiki - User contributions [en]</title>
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	<updated>2026-04-27T12:01:43Z</updated>
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	<entry>
		<id>https://yoshi.science/index.php?title=ACE&amp;diff=5657</id>
		<title>ACE</title>
		<link rel="alternate" type="text/html" href="https://yoshi.science/index.php?title=ACE&amp;diff=5657"/>
		<updated>2020-02-01T21:35:34Z</updated>

		<summary type="html">&lt;p&gt;Mt76907: added missing necessary information for success and clarified some things&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
=Introduction=&lt;br /&gt;
ACE stands for Arbitrary Code Execution which can be used to activate the credits sequence in 1-2. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To perform the Credits Warp, the [[Glitch_List#Tongue Glitch|Tongue Glitch]] is used. This causes Yoshi&#039;s tongue to increase in length which takes up more and more space in the game&#039;s memory and if manipulated correctly, the tongue glitch can cause the game to execute instructions from the memory addresses associated with the positions of recently loaded sprites. By positioning various sprites at sub-pixel perfect locations, a sequence of instructions can be input to activate the credits. This run was made possible by the work of [https://www.youtube.com/user/Arnetehgreat ArneTheGreat]. &amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Go to the [[DLC|DLC page]] for useful tools such as Lua with sprite slots and RAM watch set up specifically for Credits Warp.&lt;br /&gt;
&lt;br /&gt;
=Tutorial=&lt;br /&gt;
The following video will explain the egg shots, Yoshi positioning and sprite IDs without even having to know why it works. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Important info not covered in the video: &amp;lt;br /&amp;gt;&lt;br /&gt;
*The Credits Warp won&#039;t work if the World 6 title screen was playing, it has to be the default title screen. (This happens if the last file you played on had World 6 unlocked). This is easily fixed by starting a new file and then resetting the console&lt;br /&gt;
*The file slot and version of the game do not matter. &amp;lt;br/&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot;&lt;br /&gt;
! Egg-Shot Lineups&lt;br /&gt;
|-&lt;br /&gt;
| [[File:Eggshotlineups.png]]&lt;br /&gt;
|}&lt;br /&gt;
{{#ev:youtube|WrQPhqQVsJE|||&#039;&#039;&#039;Any% Credits Warp Tutorial&#039;&#039;&#039;|frame}}&lt;br /&gt;
&lt;br /&gt;
=Helpful Images=&lt;br /&gt;
If you use the RAM watch and Lua Script from the [[DLC|DLC page]], you can use the following images to help you with lining up the egg-shots. Keep in mind that you need a specific sub-pixel value for Yoshi&#039;s position at the end. This was not considered during the creation of these images, it&#039;s only purpose is to demonstrate the correct egg-shot values, before and after.&lt;br /&gt;
&lt;br /&gt;
[[File:ACE_shots.PNG]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br /&amp;gt;Consider reading the following for additional info.&lt;br /&gt;
&lt;br /&gt;
=Original .txt For Today&#039;s Route (updated)=&lt;br /&gt;
  Open ROM in snes9x&lt;br /&gt;
  Run the lua script&lt;br /&gt;
  Open the ramwatch file and scroll down so you can see the values for 15, 16, 17, and 18&lt;br /&gt;
  &lt;br /&gt;
  Start new file&lt;br /&gt;
  &lt;br /&gt;
  Make 6 eggs and go down the pipe (don&#039;t get the flower)&lt;br /&gt;
  Go up the pipe with a red egg in front of the other 5 (you can set this up before or after you go down the pipe, doesn&#039;t matter)&lt;br /&gt;
  &lt;br /&gt;
  This is the setup to spawn sprites in the correct sprite slots (this requires pretty specific camera scrolling, but it&#039;s not very difficult):&lt;br /&gt;
  Uptongue the yellow shyguy and shoot the green one with the red egg (we do this to create 2 sprites that won&#039;t despawn when they move offscreen)&lt;br /&gt;
  We don&#039;t want the green shyguy to die, so run left right away to make sure he despawns&lt;br /&gt;
  Jump off the platform and make an egg from the yellow shyguy in Yoshi&#039;s mouth&lt;br /&gt;
  Make an egg from the dayzee first, and then the shyguy&lt;br /&gt;
  Shoot an egg without destroying a sprite (basic coins don&#039;t count, a jumping upshot above the stair cloud is standard here)&lt;br /&gt;
  Move over to the left side and hold up to scroll the screen up&lt;br /&gt;
  Jump OVER the info block, and jump immediately as you land next to the piranha&lt;br /&gt;
  Make an egg from the dayzee first, and then the shyguy&lt;br /&gt;
  Do two quick neutralish shots towards the shyguys (necessary, ambient sprite stuff)&lt;br /&gt;
  &lt;br /&gt;
  At this point, looking at the lua script, your 4 eggs should be sprites 15, 16, 17, 18 (although not in that order)&lt;br /&gt;
  &lt;br /&gt;
  Values in these 4 sprite slots are what is executed as code in 1-2&lt;br /&gt;
  For each sprite, we will be despawning an egg at specific x subpixel, x pixel, and screen values (ignore the last one if you want, screens are big square grids so if you use the same lineups it&#039;s impossible to get the wrong value)&lt;br /&gt;
  &lt;br /&gt;
  Here are the values you should have after the egg has gone offscreen&lt;br /&gt;
  &lt;br /&gt;
  00 	18 subpixel&lt;br /&gt;
  A9 	18 pixel&lt;br /&gt;
  0D	18 screen&lt;br /&gt;
  18 	17 subpixel&lt;br /&gt;
  0A 	17 pixel&lt;br /&gt;
  02	17 screen&lt;br /&gt;
  99	16 subpixel &lt;br /&gt;
  4C 	16 pixel&lt;br /&gt;
  00	16 screen&lt;br /&gt;
  00 	15 subpixel&lt;br /&gt;
  6B 	15 pixel&lt;br /&gt;
  02	15 screen&lt;br /&gt;
  &lt;br /&gt;
  Shooting an egg straight up will give you a X subpixel value of 00 (DONT HOLD UP THROUGH THE SHOOTING ANIMATION, lock the cursor and let go of up)&lt;br /&gt;
  The first two shots are screen 02, the third is screen 00, the last is 0D&lt;br /&gt;
  &lt;br /&gt;
  You&#039;ll have to check the WR video for the lineups.&lt;br /&gt;
  If you want, you can use Yoshi current pos to find the right x pixel, the 1st shot is at pos 78, the 2nd shot is pos 79, etc (iirc)&lt;br /&gt;
  &lt;br /&gt;
  1st shot: straight up, &lt;br /&gt;
  	&lt;br /&gt;
  	(after shot 15 pixel = 6B)&lt;br /&gt;
  &lt;br /&gt;
  2nd shot: lock cursor lined up with the top of the hill background, move right ONE pixel &lt;br /&gt;
  	&lt;br /&gt;
  	(after shot 17 subpixel = 18,  17 pixel = 0A)&lt;br /&gt;
  &lt;br /&gt;
  SWAP EGGS ONE TIME (A, Y)&lt;br /&gt;
  &lt;br /&gt;
  3rd shot: lock cursor straight up, hold up to scroll the camera up. move Yoshi so there is no gap between the black of the shoe and the black line on the ground.&lt;br /&gt;
  	advance cursor ONE tick, should overlap the hill in the background a tiny bit&lt;br /&gt;
  	&lt;br /&gt;
  	(after shot 16 subpixel = 99, 16 pixel = 4c)&lt;br /&gt;
  &lt;br /&gt;
  4rd shot: straight up, the visual cue i use is the first pixel Yoshi moves down. there is a curve on the ground, but sometimes it&#039;s covered by the random stage decoration.&lt;br /&gt;
  	&lt;br /&gt;
  	(after shot 18 pixel = A9. there are two other AX pixels that work but A9 is the easiest imo)&lt;br /&gt;
  AFTER SHOOTING THE EGG DO NOT HOLD RIGHT UNTIL YOU JUMP. Yoshi is standing on a slope, and the acceleration moving from standstill is different from flat ground / air. &lt;br /&gt;
  It is necessary for Yoshi to enter the goal right with a specific amount of speed, so jump, hold right, and do not left go of right until you enter the goal ring.&lt;br /&gt;
&lt;br /&gt;
  Once you shoot the eggs, DONT SPAWN ANYTHING ELSE IN THOSE SPRITE SLOTS. It&#039;s not very hard to spawn a sprite in slot 15 after the save ring in 1-2.&lt;br /&gt;
  &lt;br /&gt;
  Make sure you&#039;re mashing to speed up the intro.&lt;br /&gt;
  The very first chomp MUST destroy the ground, if he&#039;s slow to jump, you need to wait.&lt;br /&gt;
  Grab an enemy and spit it after the save ring to get tongue glitch. run into the pipe to kill time (shyguys can only spawn at set intervals and you can&#039;t be too close), jump over and run to the foam. wait 10-20(?) frames then run back to the pipe and face right. DONT MOVE RIGHT, just tap right to turn. &lt;br /&gt;
  Uptongue so that Yoshi&#039;s tongue is extended when the shyguy hits.&lt;br /&gt;
  If the tongue flies away and sprites disappear, that&#039;s it. I jump shortly after just in case the shyguy decides to move left. Use the lua script to see it while invisible to learn the timing.&lt;br /&gt;
  Don&#039;t do any more inputs here. Sometimes the shyguy moves left and hits you, it&#039;s ok, if you did everything else right it&#039;ll still work.&lt;br /&gt;
  If the screen snaps left and moves right a little before crashing you did the tongue glitch part correctly and messed something else up.&lt;br /&gt;
  Sometimes you&#039;ll get really unlucky and the shyguy will move left AGAIN and hit you, causing the timer to run out. My condolences.&lt;br /&gt;
&lt;br /&gt;
=Explanation=&lt;br /&gt;
This very old Google doc. has an in-depth explanation: https://docs.google.com/document/d/1lAHhQQaJB5SqCFbg9U0optka4f2xF2Xo8jINmevbv-Y &amp;lt;br /&amp;gt;&lt;br /&gt;
Only go here to read about the technical explanation of how and why Credits Warp works, not how to actually do the run, since the route explained there is outdated and slow.&lt;/div&gt;</summary>
		<author><name>Mt76907</name></author>
	</entry>
	<entry>
		<id>https://yoshi.science/index.php?title=Eggs&amp;diff=433</id>
		<title>Eggs</title>
		<link rel="alternate" type="text/html" href="https://yoshi.science/index.php?title=Eggs&amp;diff=433"/>
		<updated>2016-09-25T05:25:32Z</updated>

		<summary type="html">&lt;p&gt;Mt76907: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Egg Types ==&lt;br /&gt;
Each type of egg will normally bounce off of walls up to 3 times. Bouncing an egg off of any surface (wall, ground, or ceiling) will upgrade it to the next stage, in the progression of Green -&amp;gt; Yellow -&amp;gt; Red.&lt;br /&gt;
Tonguing an egg will stop its flight, bobbing it downward in a predictable direction.&lt;br /&gt;
An egg will break after making contact with standard enemies or interactive sprites (flowers, winged clouds, etc).&lt;br /&gt;
On the last collision with a wall, the egg will become inactive and fall off-screen. Eggs can destroy certain enemies without breaking (e.g. bats), but will become inactive upon hitting the next surface.&lt;br /&gt;
&lt;br /&gt;
===Green Eggs===&lt;br /&gt;
[[File:GreenEgg.png|20px]] The basic type of egg: can be made by swallowing enemies or obtainable from standard green egg blocks.&lt;br /&gt;
&lt;br /&gt;
===Yellow Eggs===&lt;br /&gt;
[[File:YellowEgg.png|20px]] Spawns a single coin after breaking. Coins are only useful for obtaining extra lives, so they are essentially useless for speedrunning purposes.&lt;br /&gt;
&lt;br /&gt;
===Red Eggs===&lt;br /&gt;
[[File:RedEgg.png|20px]] Spawns 2 stars after breaking. Red eggs are a quick way to get stars compared to clouds or rings, but require very specific planning or egg shots to collect stars without losing time. Commonly used in 100% to skip save rings and recover lost stars after getting hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Level Specific Projectiles ==&lt;br /&gt;
Some projectiles can only be found on certain levels, and thus are only specific to speed running those levels.&lt;br /&gt;
&lt;br /&gt;
===Flashing Red Eggs===&lt;br /&gt;
Flashing Red Eggs only appear in 3 levels: &#039;&#039;&#039;1-6, 1-7, 4-E&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
These eggs contain a red coin and are a part of the standard 20 red coins in each level. &#039;&#039;&#039;Read: THESE ARE NOT OPTIONAL.&#039;&#039;&#039;The red coin can be obtained by either breaking the egg on an enemy/interactive sprite or carried into the goal ring. They behave like normal eggs otherwise.&lt;br /&gt;
&lt;br /&gt;
===Big Eggs===&lt;br /&gt;
[[File:FatGuy.gif|20px]] Big Eggs only appear in 2 levels: &#039;&#039;&#039;2-7 &amp;amp; 3-4 Boss Fight&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
Big Eggs can be made by swallowing a fat shy guy. These eggs travel on a downward curve, instead of a linear path like normal eggs. When a Big Egg hits the ground, it will turn all enemies on screen into stars. &lt;br /&gt;
&lt;br /&gt;
This is used in &#039;&#039;&#039;2-7&#039;&#039;&#039; to fill up all the available sprite slots, preventing the Bullet Bill Launchers from spawning. They can also be used to create additional stars for 100% routes. See: [[Tricks#Sprite_Overload|2-7 Sprite Overload]]&lt;br /&gt;
&lt;br /&gt;
Since giant eggs fall downward after being thrown, it is possible to &amp;quot;[[Egg_Juggling#Baxter_Shot|Baxter]]&amp;quot; the egg, and the Yoshi after the goal ring will collect it, adding to the egg inventory for the next level. The egg&#039;s sprite be glitched, but will otherwise act normally. This is an important technique to master for the Any% Warps category in order to perform the [[3-3_Glitch|3-3 Glitch (Submarine Skip)]].&lt;br /&gt;
&lt;br /&gt;
===Chickens===&lt;br /&gt;
[[File:Huffin_puffin.png|20px]] Chickens only appear in 2 levels: &#039;&#039;&#039;4-7 &amp;amp; 5-6&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
The official name is Huffin&#039; Puffin, but everyone calls them Chickens. These projectiles resemble baby ducks/chickens and act as boomerangs, returning to Yoshi after being thrown. Obtained by touching them after shooting or jumping on the &amp;quot;mother&amp;quot; Chicken. Unlike normal eggs, Chickens will become inactive after touching 2 surfaces. When canceling the aiming of a Chicken, there is a 1/3rd chance it will run away. It&#039;s possible to manipulate their flight path by dancing around them. Can be used to fly continuous circles around Yoshi, often known as doing loop-de-loops.&lt;br /&gt;
&lt;br /&gt;
It is also possible to bring Chickens to the next level doing a [[Tricks#Chicken_Baxter|Chicken Baxter]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Egg Aiming and Egg Shots ==&lt;br /&gt;
{{#ev:youtube|cq-kYZo0JtU|240x160|right|2-3 neutral egg example: https://www.youtube.com/watch?v=cq-kYZo0JtU|frame}}&lt;br /&gt;
[[File: Eggshots_jumping.gif|right|thumb|120px|Eggshot Example]]&lt;br /&gt;
[[File: Upwards_eggshots.gif|right|thumb|120px|Upward Angled Shots]]&lt;br /&gt;
&lt;br /&gt;
===Neutral Eggshot===&lt;br /&gt;
When the egg controls are set to hasty, you can press and quickly release A to do an eggshot that will always have the lowest possible angle.&lt;br /&gt;
You must release A within 9 frames to get the lowest possible angle.&lt;br /&gt;
This is very useful because it allows certain difficult eggshots to be made consistent.  This technique is used countless times in speedruns.&lt;br /&gt;
By constrast, if egg controls are set to patient, there is a one frame window to press A to get the lowest possible angle.&lt;br /&gt;
Because of this, for a category like 100% where consistent eggshots are incredibly important, it is highly recommended that you play on hasty.&lt;br /&gt;
&lt;br /&gt;
===Rising and Falling Neutral===&lt;br /&gt;
Whether Yoshi is moving up or down influences egg trajectory, which can be seen in neutral eggshots. Doing an egg shot then immediately jumping results in a lower angled shot (also works if you jump then almost immediately fire an egg as well, assuming you continue to hold down jump), whereas firing an eggshot while falling has the opposite effect: the egg angle will be higher.&lt;br /&gt;
&lt;br /&gt;
===Upwards Eggshot===&lt;br /&gt;
There are 2 types of Upwards Eggshots. &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Straight up-shot:&#039;&#039;&#039; To do a completely vertical up-shot you have to stand still and:&lt;br /&gt;
*A) Tap A and hold up for less than 10 frames&lt;br /&gt;
*B) Wait until your cursor is out before releasing A.&lt;br /&gt;
&#039;&#039;&#039;Angled up-shot:&#039;&#039;&#039; This happens when you make an up-shot by tapping A and holding up for longer than 10 frames, it&#039;s inevitable when running and shooting upwards. This also makes Yoshi face the opposite direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Egg Catching ==&lt;br /&gt;
&lt;br /&gt;
===Tonguing Eggs===&lt;br /&gt;
{{#ev:youtube|X80MKOlPeWI|240x160|right|Egg Tonguing Demo: https://www.youtube.com/watch?v=X80MKOlPeWI|frame}}&lt;br /&gt;
{{#ev:youtube|cL_lfKkSbnM|240x160|right|Egg Juggling Video: https://www.youtube.com/watch?v=cL_lfKkSbnM|frame}}&lt;br /&gt;
&lt;br /&gt;
Eggs can only be tongued after a certain amount of time has elapsed after throwing them, i.e. you cannot throw an egg and immediately tongue it. The general direction an egg moves when tongued is dependent entirely on Yoshi&#039;s speed and direction. If Yoshi is standing still, the egg will move towards Yoshi. If Yoshi is running to the right and tongues an egg, the egg will move with Yoshi to the right. The faster Yoshi is going, the faster the eggs can go. However, the position of Yoshi when the egg is tongued changes exactly how fast the egg will move.&lt;br /&gt;
*If an egg is behind Yoshi when you tongue it, it will speed up to &amp;quot;try to catch up.&amp;quot;&lt;br /&gt;
*If an egg is in front of Yoshi when you tongue it, it will slow down to let you catch up.&lt;br /&gt;
Therefore, to produce the fastest moving eggs, you want to tongue an egg while moving as fast as possible when the egg is behind Yoshi.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First, eggs tongued when standing simply move towards Yoshi. Then, all the eggs in the room are tongued while Yoshi is still in front of them. This causes them to move forward, but slowly. Lastly, all of the eggs in the room are reset, and tongued again, this time while Yoshi has already passed them. They fly much much further. This is very relevant for achieving the [[Eggs#Baxter Shot|Baxter Shot]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Juggling Eggs===&lt;br /&gt;
Eggs can be tongued indefinitely, and since they follow Yoshi&#039;s movement more or less, they can be continuously juggled to follow Yoshi. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bringing Special Eggs Into The Next Level ==&lt;br /&gt;
&lt;br /&gt;
Under normal conditions, Chickens and Big Eggs cannot be taken out of the level they came from. However, they can be brought to other levels by performing a Baxter Shot.&lt;br /&gt;
&lt;br /&gt;
===Baxter Shot===&lt;br /&gt;
{{#ev:youtube|t59AznaXVTo|240x160|right|Double Baxter Video: https://www.youtube.com/watch?v=t59AznaXVTo|frame}}&lt;br /&gt;
&lt;br /&gt;
Named after the TASer Baxter, who discovered them, the Baxter Shot (Baxter, for short), is performed when an egg is tongued over the goal ring at the end of the level. If the egg flies far enough, the next Yoshi will pick up the egg, and it will be useful in subsequent levels.&lt;br /&gt;
&lt;br /&gt;
Doing a Baxter Shot you can bring pretty much anything into next level, for example:&lt;br /&gt;
* Flashing Red Egg&lt;br /&gt;
* Giant Eggs (See:[[3-3_Glitch| 3-3 Glitch]])&lt;br /&gt;
* And even Keys! (Not RTA viable)&lt;br /&gt;
&lt;br /&gt;
===Baxter Cancel===&lt;br /&gt;
There&#039;s a trick to let Baby Mario carry over chickens or big eggs to the next Yoshi. To do this, you have cancel egg-aiming on the same frame you hit the goal ring. Not recommended for new players.&lt;br /&gt;
See: [[Tricks#Chicken Baxter|Chicken Baxter]] for more information on the Trick.&lt;br /&gt;
&lt;br /&gt;
===1-1 Warps===&lt;br /&gt;
&#039;&#039;&#039;Main Article:&#039;&#039;&#039; [[Warps#1-1_Warps|1-1 Warps]] &amp;lt;br /&amp;gt;&lt;br /&gt;
As a result of 1-1 Warping, both Big Eggs and Chickens can be brought to 1-1. Both will act normally but will have glitched sprites, since the Big Egg doesn&#039;t exist in the level tile-set. They act normally in every other aspect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Levels that have Fat Shy Guys do not have any 1-1 Warps, therefore Big Eggs must be Baxtered and taken to another level.&lt;/div&gt;</summary>
		<author><name>Mt76907</name></author>
	</entry>
	<entry>
		<id>https://yoshi.science/index.php?title=Eggs&amp;diff=432</id>
		<title>Eggs</title>
		<link rel="alternate" type="text/html" href="https://yoshi.science/index.php?title=Eggs&amp;diff=432"/>
		<updated>2016-09-25T05:03:36Z</updated>

		<summary type="html">&lt;p&gt;Mt76907: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Egg Types ==&lt;br /&gt;
Each type of egg will normally bounce off of walls up to 3 times. Bouncing an egg off of any surface (wall, ground, or ceiling) will upgrade it to the next stage, in the progression of Green -&amp;gt; Yellow -&amp;gt; Red.&lt;br /&gt;
Tonguing an egg will stop its flight, bobbing it downward in a predictable direction.&lt;br /&gt;
An egg will break after making contact with standard enemies or interactive sprites (flowers, winged clouds, etc).&lt;br /&gt;
On the last collision with a wall, the egg will become inactive and fall off-screen. Eggs can destroy certain enemies without breaking (e.g. bats), but will become inactive upon hitting the next surface.&lt;br /&gt;
&lt;br /&gt;
===Green Eggs===&lt;br /&gt;
[[File:GreenEgg.png|20px]] The basic type of egg: can be made by swallowing enemies or obtainable from standard green egg blocks.&lt;br /&gt;
&lt;br /&gt;
===Yellow Eggs===&lt;br /&gt;
[[File:YellowEgg.png|20px]] Spawns a single coin after breaking. Coins are only useful for obtaining extra lives, so they are essentially useless for speedrunning purposes.&lt;br /&gt;
&lt;br /&gt;
===Red Eggs===&lt;br /&gt;
[[File:RedEgg.png|20px]] Spawns 2 stars after breaking. Red eggs are a quick way to get stars compared to clouds or rings, but require very specific planning or egg shots to collect stars without losing time. Commonly used in 100% to skip save rings and recover lost stars after getting hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Level Specific Projectiles ==&lt;br /&gt;
Some projectiles can only be found on certain levels, and thus are only specific to speed running those levels.&lt;br /&gt;
&lt;br /&gt;
===Flashing Red Eggs===&lt;br /&gt;
Flashing Red Eggs only appear in 3 levels: &#039;&#039;&#039;1-6, 1-7, 4-E&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
These eggs contain a red coin and are a part of the standard 20 red coins in each level. &#039;&#039;&#039;Read: THESE ARE NOT OPTIONAL.&#039;&#039;&#039;The red coin can be obtained by either breaking the egg on an enemy/interactive sprite or carried into the goal ring. They behave like normal eggs otherwise.&lt;br /&gt;
&lt;br /&gt;
===Big Eggs===&lt;br /&gt;
[[File:FatGuy.gif|20px]] Big Eggs only appear in 2 levels: &#039;&#039;&#039;2-7 &amp;amp; 3-4 Boss Fight&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
Big Eggs can be made by swallowing a fat shy guy. These eggs travel on a downward curve, instead of a linear path like normal eggs. When a Big Egg hits the ground, it will turn all enemies on screen into stars. &lt;br /&gt;
&lt;br /&gt;
This is used in &#039;&#039;&#039;2-7&#039;&#039;&#039; to fill up all the available sprite slots, preventing the Bullet Bill Launchers from spawning. They can also be used to create additional stars for 100% routes. See: [[Tricks#Sprite_Overload|2-7 Sprite Overload]]&lt;br /&gt;
&lt;br /&gt;
Since giant eggs fall downward after being thrown, it is possible to &amp;quot;[[Egg_Juggling#Baxter_Shot|Baxter]]&amp;quot; the egg, and the Yoshi after the goal ring will collect it, adding to the egg inventory for the next level. The egg&#039;s sprite be glitched, but will otherwise act normally. This is an important technique to master for the Any% Warps category in order to perform the [[3-3_Glitch|3-3 Glitch (Submarine Skip)]].&lt;br /&gt;
&lt;br /&gt;
===Chickens===&lt;br /&gt;
[[File:Huffin_puffin.png|20px]] Chickens only appear in 2 levels: &#039;&#039;&#039;4-7 &amp;amp; 5-6&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
The official name is Huffin&#039; Puffin, but everyone calls them chickens. These projectiles resemble baby ducks/chickens and act as boomerangs, returning to Yoshi after being thrown. Obtained by touching them after shooting or jumping on the &amp;quot;mother&amp;quot; chicken. Unlike normal eggs, chickens will become inactive after touching 2 surfaces. When canceling the aiming of a chicken, there is a 1/3rd chance the chicken will run away. It&#039;s possible to manipulate their flight path by dancing around them. Can be used to fly continuous circles around Yoshi, often known as doing loop-de-loops.&lt;br /&gt;
&lt;br /&gt;
It is also possible to bring chicken to the next level doing a [[Tricks#Chicken_Baxter|Chicken Baxter]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Egg Aiming and Egg Shots ==&lt;br /&gt;
{{#ev:youtube|cq-kYZo0JtU|240x160|right|2-3 neutral egg example: https://www.youtube.com/watch?v=cq-kYZo0JtU|frame}}&lt;br /&gt;
[[File: Eggshots_jumping.gif|right|thumb|120px|Eggshot Example]]&lt;br /&gt;
[[File: Upwards_eggshots.gif|right|thumb|120px|Upward Angled Shots]]&lt;br /&gt;
&lt;br /&gt;
===Neutral Eggshot===&lt;br /&gt;
When the egg controls are set to hasty, you can press and quickly release A to do an eggshot that will always have the lowest possible angle.&lt;br /&gt;
You must release A within 9 frames to get the lowest possible angle.&lt;br /&gt;
This is very useful because it allows certain difficult eggshots to be made consistent.  This technique is used countless times in speedruns.&lt;br /&gt;
By constrast, if egg controls are set to patient, there is a one frame window to press A to get the lowest possible angle.&lt;br /&gt;
Because of this, for a category like 100% where consistent eggshots are incredibly important, it is highly recommended that you play on hasty.&lt;br /&gt;
&lt;br /&gt;
===Rising and Falling Neutral===&lt;br /&gt;
Whether Yoshi is moving up or down influences egg trajectory, which can be seen in neutral eggshots. Doing an egg shot then immediately jumping results in a lower angled shot (also works if you jump then almost immediately fire an egg as well, assuming you continue to hold down jump), whereas firing an eggshot while falling has the opposite effect: the egg angle will be higher.&lt;br /&gt;
&lt;br /&gt;
===Upwards Eggshot===&lt;br /&gt;
There are 2 types of Upwards Eggshots. &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Straight up-shot:&#039;&#039;&#039; To do a completely vertical up-shot you have to stand still and:&lt;br /&gt;
*A) Tap A and hold up for less than 10 frames&lt;br /&gt;
*B) Wait until your cursor is out before releasing A.&lt;br /&gt;
&#039;&#039;&#039;Angled up-shot:&#039;&#039;&#039; This happens when you make an up-shot by tapping A and holding up for longer than 10 frames, it&#039;s inevitable when running and shooting upwards. This also makes Yoshi face the opposite direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Egg Catching ==&lt;br /&gt;
&lt;br /&gt;
===Tonguing Eggs===&lt;br /&gt;
{{#ev:youtube|X80MKOlPeWI|240x160|right|Egg Tonguing Demo: https://www.youtube.com/watch?v=X80MKOlPeWI|frame}}&lt;br /&gt;
{{#ev:youtube|cL_lfKkSbnM|240x160|right|Egg Juggling Video: https://www.youtube.com/watch?v=cL_lfKkSbnM|frame}}&lt;br /&gt;
&lt;br /&gt;
Eggs can only be tongued after a certain amount of time has elapsed after throwing them, i.e. you cannot throw an egg and immediately tongue it. The general direction an egg moves when tongued is dependent entirely on Yoshi&#039;s speed and direction. If Yoshi is standing still, the egg will move towards Yoshi. If Yoshi is running to the right and tongues an egg, the egg will move with Yoshi to the right. The faster Yoshi is going, the faster the eggs can go. However, the position of Yoshi when the egg is tongued changes exactly how fast the egg will move.&lt;br /&gt;
*If an egg is behind Yoshi when you tongue it, it will speed up to &amp;quot;try to catch up.&amp;quot;&lt;br /&gt;
*If an egg is in front of Yoshi when you tongue it, it will slow down to let you catch up.&lt;br /&gt;
Therefore, to produce the fastest moving eggs, you want to tongue an egg while moving as fast as possible when the egg is behind Yoshi.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First, eggs tongued when standing simply move towards Yoshi. Then, all the eggs in the room are tongued while Yoshi is still in front of them. This causes them to move forward, but slowly. Lastly, all of the eggs in the room are reset, and tongued again, this time while Yoshi has already passed them. They fly much much further. This is very relevant for achieving the [[Eggs#Baxter Shot|Baxter Shot]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Juggling Eggs===&lt;br /&gt;
Eggs can be tongued indefinitely, and since they follow Yoshi&#039;s movement more or less, they can be continuously juggled to follow Yoshi. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bringing Special Eggs Into The Next Level ==&lt;br /&gt;
&lt;br /&gt;
Under normal conditions, Chickens and Big Eggs cannot be taken out of the level they came from. However, they can be brought to other levels by performing a Baxter Shot.&lt;br /&gt;
&lt;br /&gt;
===Baxter Shot===&lt;br /&gt;
{{#ev:youtube|t59AznaXVTo|240x160|right|Double Baxter Video: https://www.youtube.com/watch?v=t59AznaXVTo|frame}}&lt;br /&gt;
&lt;br /&gt;
Named after the TASer Baxter, who discovered them, the Baxter Shot (Baxter, for short), is performed when an egg is tongued over the goal ring at the end of the level. If the egg flies far enough, the next Yoshi will pick up the egg, and it will be useful in subsequent levels.&lt;br /&gt;
&lt;br /&gt;
Doing a Baxter Shot you can bring pretty much anything into next level, for example:&lt;br /&gt;
* Flashing Red Egg&lt;br /&gt;
* Giant Eggs (See:[[3-3_Glitch| 3-3 Glitch]])&lt;br /&gt;
* And even Keys! (Not RTA viable)&lt;br /&gt;
&lt;br /&gt;
===Baxter Cancel===&lt;br /&gt;
There&#039;s a trick to let Baby Mario carry over chickens or big eggs to the next Yoshi. To do this, you have cancel egg-aiming on the same frame you hit the goal ring. Not recommended for new players.&lt;br /&gt;
See: [[Tricks#Chicken Baxter|Chicken Baxter]] for more information on the Trick.&lt;br /&gt;
&lt;br /&gt;
===1-1 Warps===&lt;br /&gt;
&#039;&#039;&#039;Main Article:&#039;&#039;&#039; [[Warps#1-1_Warps|1-1 Warps]] &amp;lt;br /&amp;gt;&lt;br /&gt;
As a result of 1-1 Warping, both big eggs and chicken can be brought to 1-1. Both will act normally but will have glitched sprites, since the Big Egg doesn&#039;t exist in the level tile-set. They act normally in every other aspect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Levels that have Fat Shy Guys do not have any 1-1 Warps, therefore Big Eggs must be baxtered and taken to another level.&lt;/div&gt;</summary>
		<author><name>Mt76907</name></author>
	</entry>
	<entry>
		<id>https://yoshi.science/index.php?title=Eggs&amp;diff=431</id>
		<title>Eggs</title>
		<link rel="alternate" type="text/html" href="https://yoshi.science/index.php?title=Eggs&amp;diff=431"/>
		<updated>2016-09-25T05:02:15Z</updated>

		<summary type="html">&lt;p&gt;Mt76907: rewriting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Egg Types===&lt;br /&gt;
Each type of egg will normally bounce off of walls up to 3 times. Bouncing an egg off of any surface (wall, ground, or ceiling) will upgrade it to the next stage, in the progression of Green -&amp;gt; Yellow -&amp;gt; Red.&lt;br /&gt;
Tonguing an egg will stop its flight, bobbing it downward in a predictable direction.&lt;br /&gt;
An egg will break after making contact with standard enemies or interactive sprites (flowers, winged clouds, etc).&lt;br /&gt;
On the last collision with a wall, the egg will become inactive and fall off-screen. Eggs can destroy certain enemies without breaking (e.g. bats), but will become inactive upon hitting the next surface.&lt;br /&gt;
&lt;br /&gt;
===Green Eggs===&lt;br /&gt;
[[File:GreenEgg.png|20px]] The basic type of egg: can be made by swallowing enemies or obtainable from standard green egg blocks.&lt;br /&gt;
&lt;br /&gt;
===Yellow Eggs===&lt;br /&gt;
[[File:YellowEgg.png|20px]] Spawns a single coin after breaking. Coins are only useful for obtaining extra lives, so they are essentially useless for speedrunning purposes.&lt;br /&gt;
&lt;br /&gt;
===Red Eggs===&lt;br /&gt;
[[File:RedEgg.png|20px]] Spawns 2 stars after breaking. Red eggs are a quick way to get stars compared to clouds or rings, but require very specific planning or egg shots to collect stars without losing time. Commonly used in 100% to skip save rings and recover lost stars after getting hit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Level Specific Projectiles===&lt;br /&gt;
Some projectiles can only be found on certain levels, and thus are only specific to speed running those levels.&lt;br /&gt;
&lt;br /&gt;
===Flashing Red Eggs===&lt;br /&gt;
Flashing Red Eggs only appear in 3 levels: &#039;&#039;&#039;1-6, 1-7, 4-E&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
These eggs contain a red coin and are a part of the standard 20 red coins in each level. &#039;&#039;&#039;Read: THESE ARE NOT OPTIONAL.&#039;&#039;&#039;The red coin can be obtained by either breaking the egg on an enemy/interactive sprite or carried into the goal ring. They behave like normal eggs otherwise.&lt;br /&gt;
&lt;br /&gt;
===Big Eggs===&lt;br /&gt;
[[File:FatGuy.gif|20px]] Big Eggs only appear in 2 levels: &#039;&#039;&#039;2-7 &amp;amp; 3-4 Boss Fight&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
Big Eggs can be made by swallowing a fat shy guy. These eggs travel on a downward curve, instead of a linear path like normal eggs. When a Big Egg hits the ground, it will turn all enemies on screen into stars. &lt;br /&gt;
&lt;br /&gt;
This is used in &#039;&#039;&#039;2-7&#039;&#039;&#039; to fill up all the available sprite slots, preventing the Bullet Bill Launchers from spawning. They can also be used to create additional stars for 100% routes. See: [[Tricks#Sprite_Overload|2-7 Sprite Overload]]&lt;br /&gt;
&lt;br /&gt;
Since giant eggs fall downward after being thrown, it is possible to &amp;quot;[[Egg_Juggling#Baxter_Shot|Baxter]]&amp;quot; the egg, and the Yoshi after the goal ring will collect it, adding to the egg inventory for the next level. The egg&#039;s sprite be glitched, but will otherwise act normally. This is an important technique to master for the Any% Warps category in order to perform the [[3-3_Glitch|3-3 Glitch (Submarine Skip)]].&lt;br /&gt;
&lt;br /&gt;
===Chickens===&lt;br /&gt;
[[File:Huffin_puffin.png|20px]] Chickens only appear in 2 levels: &#039;&#039;&#039;4-7 &amp;amp; 5-6&#039;&#039;&#039; &amp;lt;br /&amp;gt;&lt;br /&gt;
The official name is Huffin&#039; Puffin, but everyone calls them chickens. These projectiles resemble baby ducks/chickens and act as boomerangs, returning to Yoshi after being thrown. Obtained by touching them after shooting or jumping on the &amp;quot;mother&amp;quot; chicken. Unlike normal eggs, chickens will become inactive after touching 2 surfaces. When canceling the aiming of a chicken, there is a 1/3rd chance the chicken will run away. It&#039;s possible to manipulate their flight path by dancing around them. Can be used to fly continuous circles around Yoshi, often known as doing loop-de-loops.&lt;br /&gt;
&lt;br /&gt;
It is also possible to bring chicken to the next level doing a [[Tricks#Chicken_Baxter|Chicken Baxter]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Egg Aiming and Egg Shots==&lt;br /&gt;
{{#ev:youtube|cq-kYZo0JtU|240x160|right|2-3 neutral egg example: https://www.youtube.com/watch?v=cq-kYZo0JtU|frame}}&lt;br /&gt;
[[File: Eggshots_jumping.gif|right|thumb|120px|Eggshot Example]]&lt;br /&gt;
[[File: Upwards_eggshots.gif|right|thumb|120px|Upward Angled Shots]]&lt;br /&gt;
&lt;br /&gt;
===Neutral Eggshot===&lt;br /&gt;
When the egg controls are set to hasty, you can press and quickly release A to do an eggshot that will always have the lowest possible angle.&lt;br /&gt;
You must release A within 9 frames to get the lowest possible angle.&lt;br /&gt;
This is very useful because it allows certain difficult eggshots to be made consistent.  This technique is used countless times in speedruns.&lt;br /&gt;
By constrast, if egg controls are set to patient, there is a one frame window to press A to get the lowest possible angle.&lt;br /&gt;
Because of this, for a category like 100% where consistent eggshots are incredibly important, it is highly recommended that you play on hasty.&lt;br /&gt;
&lt;br /&gt;
===Rising and Falling Neutral===&lt;br /&gt;
Whether Yoshi is moving up or down influences egg trajectory, which can be seen in neutral eggshots. Doing an egg shot then immediately jumping results in a lower angled shot (also works if you jump then almost immediately fire an egg as well, assuming you continue to hold down jump), whereas firing an eggshot while falling has the opposite effect: the egg angle will be higher.&lt;br /&gt;
&lt;br /&gt;
===Upwards Eggshot===&lt;br /&gt;
There are 2 types of Upwards Eggshots. &amp;lt;br /&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Straight up-shot:&#039;&#039;&#039; To do a completely vertical up-shot you have to stand still and:&lt;br /&gt;
*A) Tap A and hold up for less than 10 frames&lt;br /&gt;
*B) Wait until your cursor is out before releasing A.&lt;br /&gt;
&#039;&#039;&#039;Angled up-shot:&#039;&#039;&#039; This happens when you make an up-shot by tapping A and holding up for longer than 10 frames, it&#039;s inevitable when running and shooting upwards. This also makes Yoshi face the opposite direction.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Egg Catching==&lt;br /&gt;
&lt;br /&gt;
===Tonguing Eggs===&lt;br /&gt;
{{#ev:youtube|X80MKOlPeWI|240x160|right|Egg Tonguing Demo: https://www.youtube.com/watch?v=X80MKOlPeWI|frame}}&lt;br /&gt;
{{#ev:youtube|cL_lfKkSbnM|240x160|right|Egg Juggling Video: https://www.youtube.com/watch?v=cL_lfKkSbnM|frame}}&lt;br /&gt;
&lt;br /&gt;
Eggs can only be tongued after a certain amount of time has elapsed after throwing them, i.e. you cannot throw an egg and immediately tongue it. The general direction an egg moves when tongued is dependent entirely on Yoshi&#039;s speed and direction. If Yoshi is standing still, the egg will move towards Yoshi. If Yoshi is running to the right and tongues an egg, the egg will move with Yoshi to the right. The faster Yoshi is going, the faster the eggs can go. However, the position of Yoshi when the egg is tongued changes exactly how fast the egg will move.&lt;br /&gt;
*If an egg is behind Yoshi when you tongue it, it will speed up to &amp;quot;try to catch up.&amp;quot;&lt;br /&gt;
*If an egg is in front of Yoshi when you tongue it, it will slow down to let you catch up.&lt;br /&gt;
Therefore, to produce the fastest moving eggs, you want to tongue an egg while moving as fast as possible when the egg is behind Yoshi.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
First, eggs tongued when standing simply move towards Yoshi. Then, all the eggs in the room are tongued while Yoshi is still in front of them. This causes them to move forward, but slowly. Lastly, all of the eggs in the room are reset, and tongued again, this time while Yoshi has already passed them. They fly much much further. This is very relevant for achieving the [[Eggs#Baxter Shot|Baxter Shot]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Juggling Eggs===&lt;br /&gt;
Eggs can be tongued indefinitely, and since they follow Yoshi&#039;s movement more or less, they can be continuously juggled to follow Yoshi. &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Bringing Special Eggs Into The Next Level==&lt;br /&gt;
&lt;br /&gt;
Under normal conditions, Chickens and Big Eggs cannot be taken out of the level they came from. However, they can be brought to other levels by performing a Baxter Shot.&lt;br /&gt;
&lt;br /&gt;
===Baxter Shot===&lt;br /&gt;
{{#ev:youtube|t59AznaXVTo|240x160|right|Double Baxter Video: https://www.youtube.com/watch?v=t59AznaXVTo|frame}}&lt;br /&gt;
&lt;br /&gt;
Named after the TASer Baxter, who discovered them, the Baxter Shot (Baxter, for short), is performed when an egg is tongued over the goal ring at the end of the level. If the egg flies far enough, the next Yoshi will pick up the egg, and it will be useful in subsequent levels.&lt;br /&gt;
&lt;br /&gt;
Doing a Baxter Shot you can bring pretty much anything into next level, for example:&lt;br /&gt;
* Flashing Red Egg&lt;br /&gt;
* Giant Eggs (See:[[3-3_Glitch| 3-3 Glitch]])&lt;br /&gt;
* And even Keys! (Not RTA viable)&lt;br /&gt;
&lt;br /&gt;
===Baxter Cancel===&lt;br /&gt;
There&#039;s a trick to let Baby Mario carry over chickens or big eggs to the next Yoshi. To do this, you have cancel egg-aiming on the same frame you hit the goal ring. Not recommended for new players.&lt;br /&gt;
See: [[Tricks#Chicken Baxter|Chicken Baxter]] for more information on the Trick.&lt;br /&gt;
&lt;br /&gt;
===1-1 Warps===&lt;br /&gt;
&#039;&#039;&#039;Main Article:&#039;&#039;&#039; [[Warps#1-1_Warps|1-1 Warps]] &amp;lt;br /&amp;gt;&lt;br /&gt;
As a result of 1-1 Warping, both big eggs and chicken can be brought to 1-1. Both will act normally but will have glitched sprites, since the Big Egg doesn&#039;t exist in the level tile-set. They act normally in every other aspect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Levels that have Fat Shy Guys do not have any 1-1 Warps, therefore Big Eggs must be baxtered and taken to another level.&lt;/div&gt;</summary>
		<author><name>Mt76907</name></author>
	</entry>
</feed>