text:
Traditional Abacus and Bead Arithmetic/Addition and subtraction/Use of the 5th lower bead

Introduction
It is a mystery why traditional Chinese and Japanese abacuses had five beads in their lower deck as only four are required from the point of view of decimal numbers representation. As no extant ancient document seems to explain it, this mystery will probably last forever and we are limited to conjectures to try to understand its origin. In this line, we could think that, when they first appeared, fixed beads abacuses were conceived in image and likeness of counting rods, from which they were called to inherit every algorithm. With counting rods, the use of five rods to represent number five was compulsory in order to avoid the ambiguity between one and five, at least initially, when neither a representation for zero nor a checkerboard a la Japanese sangi were used. Furnishing the abacus with five lower beads allowed a parallel or similar manipulations of beads and rods, bringing some kind of hardware and software compatibility to fixed beads abacuses, in fact, the first Chinese books on suanpan also dealt with counting rods, so that both instruments were learned at the same time. We could also invoke a certain desire for compatibility between the abacus and rod numerals that, in one way or another, have been in use until modern times. So, for instance, one would like to change all 5’s to be represented by the five lower beads before writing down a result using rods numerals, in order to avoid very silly and catastrophic transcription mistakes.

Counting rods, by the way the most versatile and powerful abacus ever, had a flaw: it is extremely slow to manipulate. It is not a surprise that ancient Chinese mathematicians invented the multiplication table to speed up multiplication and that they also discovered the use of this multiplication table to also speed up division. Nor is it a surprise that they also discovered that, by using the abacus fifth bead, addition and subtraction operations could be somewhat simplified. They really had to be very sensitive to slowness.

Yifu Chen, as part of his doctoral thesis, has systematically analyzed 16 classic works on the abacus: twelve Chinese books from the late Ming and Qing dynasties and four Japanese books from the Edo period in which addition and subtraction are studied. As a result, Chen finds four different modes of using the fifth bead in addition and two in subtraction. These modes range from intensive or systematic use of the fifth bead to sporadic use or no use at all. From all those texts, only one Chinese book from the late Ming dynasty make full use of the fifth bead, belonging to Chen’s Mode 1 in both addition and subtraction: Computational Methods with the Beads in a Tray (Pánzhū Suànfǎ 盤珠算法) by Xú Xīnlǔ 徐心魯 (1573), by the way, the oldest extant book entirely devoted to the abacus. This fact should not lead us to the erroneous conclusion that the use of the fifth bead was a rarity of old times, since the books analyzed are neither treatises nor compendia on state-of-the-art abacus computation, but introductory manuals or textbooks for learning its use. Rather, it seems that the use or not of the fifth bead in these books corresponds more precisely to the didactic objective pursued by the authors, and that only Xu Xinlu considered it interesting to demonstrate it thoroughly from the beginning and included it in the syllabus of his course. It is mainly thanks to this work that we can rescue the traditional use of the fifth bead to simplify operations.

In what follows a small set of rules for the use of the fifth bead is presented along with their rationale and scope of use. These rules are not explicitly stated in any of the classical works, but can be inferred from the addition and subtraction demonstrations present in them, (especially in the Panzhu Suanfa)  as is done in Chen's thesis

Some terms and notation
In what follows we will use these concepts and notation in reference to the use (or not) of the lower fifth bead.

 * F: to denote a lower five (five lower beads activated) as opposed to:
 * 5: upper five (one upper bead activated).
 * T: ten on a rod (one upper bead and five lower beads activated). On 5+2 type abacus, it is also a lower ten as opposed to t an upper ten (two upper beads activated).
 * Q: lower fifteen on a rod (two upper beads and five lower beads activated) as opposed to q upper fifteen (suspended upper bead on the 5+2, three upper beads activated on the 5+3).
 * carry: this represents number 1 when it is to be added to a column as a carry from the right (addition).

Rules for addition

 * a1 Never use the 5th bead in addition except in the two cases that follow.
 * a2  4 + carry = F
 * a3  9 + carry = T

That is to say, when adding 1 to a rod you act as usual, for instance:

and

but when adding one as result of a carry you use the fifth lower bead:

text

You can see the above addition rules mentioned in a slightly different way in *.

The rationale behind
Rule a1 goal is simply to always leave an unused lower bead at our disposal in case the current column has to accept a future carry from the right, while rules a2 and a3 specify the use of the 5th bead in such a situation. Then, we can expect to obtain:

 * a reduced number of finger movements because we avoid to deal with both upper and lower beads
 * to avoid skipping rods and to reduce the left-right hand displacement span
 * to avoid any “carry run” to the left (think of 99999+1=999T0 instead of 99999+1=100000)

The advantage
The above advantages are automatically realized by using rules a2 and a3, but rule a1 is of a different nature. Rule a1 is a provision for the future, it will simplify things if a future carry actually falls on the current column (which happens about 50% of the time on average), but it will simplify nothing otherwise. Rule a1 is so a kind of a bet (subtraction rules below are also of the same nature).

The scope of use
Rules a1 to a3 are for columns that can receive a carry, which excludes the rightmost column in normal (rightward) operation.

In inverse (leftward) operation, no column will receive a future carry from the right, so that rule a1 is out of scope and does not operate, but rules a2 and a3 should always be used. (This is mentioned because an ancient technique, now defunct, used leftward operation in alternation with normal operation to avoid long hand displacements. Not of general use but an extremely interesting exercise anyway).

Exceptionally, if you do know that some column will never receive a carry, you are also free of rule a1. (This seems a strange situation, but we need to introduce it to cope with the central part of the Test Drive below).

Rules for subtraction

 * s1 Always use lower fives (F) instead of upper fives (5). For instance: 7-2 = F

 * {| cellspacing="0" style="text-align:center"

!A !A !A
 * 25px
 * A - 2 =
 * 25px
 * not
 * 25px
 * 7
 * F
 * 5
 * }
 * F
 * 5
 * }
 * }

 * s2 Never leave a cleared rod (0) if you can borrow from the adjacent left rod (but not from a farther one!), leave a T instead, i.e. 27-7 = 1T

 * {| cellspacing="0" style="text-align:center"

!A !B !A !B
 * + Use this
 * 25px
 * 25px
 * B - 7 =
 * 25px
 * 25px
 * 2
 * 7
 * 1
 * T
 * }
 * 1
 * T
 * }

should be preferred to 27-7 = 20

 * {| cellspacing="0" style="text-align:center"

!A !B !A !B
 * + Do not use this
 * 25px
 * 25px
 * B - 7 =
 * 25px
 * 25px
 * 2
 * 7
 * 2
 * 0
 * }
 * 2
 * 0
 * }

.

Remark: These two rules do not apply on rods where you are borrowing from, i.e. 112-7 = 10F (not TF)

 * and 62-7 = 5F (not FF).

The rationale behind
Both rules tend to leave activated lower beads at our disposal for the case we need to borrow from them in the future (it is like always holding small change in our pocket just in case), saving us some movements and/or wider or more complex hand displacements, such as borrowing from non-adjacent columns or skipping rods.

The advantage
Is not automatically obtained, it is only fulfilled when we actually need to borrow from the present rod. This is similar to the case of addition rule a1.

The scope of use
Once more, the rightmost column is outside the scope of these rules as we will never borrow from it.

Also, In leftward or inverse operation we will never borrow from the current column, so these rules do not apply (which may be seen as an additional reason to prefer rightward operation in normal use).

Test drive
It was common in ancient books on the abacus to demonstrate addition and subtraction using the well-known exercise that consists of adding the number 123456789 nine times to a cleared abacus until the number 1111111101 is reached, and then erase it again by subtracting the same number nine times (This exercise seems to have the Chinese name: Jiǔ pán qīng 九盤清, meaning something like clearing the nine trays). You can find the sequence of intermediate results of the Panzhu Suanfa in this 1982 article by Hisao Suzuki (鈴木 久男): Chuugoku ni okeru shuzan kagen-hou 中国における珠算加減法 (Abacus addition and subtraction methods in China). This is a Japanese text (spiced up with some classical Chinese) that deals with addition and subtraction methods as they appear in various Chinese books from the 16th century. In pages 12-17, the Panzhu Suanfa version of the 123456789 exercise is graphically displayed on the upper series of  1:5 diagrams. The short Chinese phrases below each bar specify how the current digit was obtained (Table 1 in the Appendix A below serves a similar purpose but in a different and more convenient way for us).

Using the addition rules explained above, we should get the following sequence of results each time we complete the addition of 123456789 (see Table 1 for more details):

000000000, 123456789, 246913F78, 36T36T367, 4938271F6, 617283945, 74073T734, 864197F23, 9876F4312,   ...

at this point, adding 123456789 once more results in 1111111101, but this number appears in the Panzhu Suanfa as:

TTTTTTTT1

which cannot be obtained by the use of the above rules only. A similar situation occurs when repeating this exercise but starting with 999999999 instead of a cleared abacus (see Table 2), reaching 1TTTTTTTT0. This is why we introduced the last comment on the scope of addition rules above. It might be that, by inspection or intuition, we realize that using the 5th bead here does not generate any carry, so that we can overcome the a1 rule and proceed to this, somewhat theatrical, result ...

From here, by subtraction we should get:

TTTTTTTT1, 9876F4312, 864197523, 740740734, 61728394F, 493827156, 36T370367, 246913578, 123456789, 000000000

As it can be seen here, few F’s and T’s appear on the intermediate results, but a few more appear in the middle of calculation (Table 1), being immediately converted to 4’s and 9’s by borrowing, which is the purpose for which they were introduced. The F’s and T’s remaining on the intermediate results are only the unused ones.

Additional rules
Of course, the rules for addition can also be directly used in multiplication and the rules for subtraction in division, roots, etc.

Additionally, if using traditional division method (see chapter: Modern and traditional division; close relatives) on the 2:5 or 3:5 abacus, we can introduce an additional rule:

 * k1 Always use lower five’s, ten’s, and fifteen’s (F, T, Q) when adding to the remainder after application of the division rules.

This is so because, although we are adding to a rod, the next thing we will do is start subtracting from it (if the divisor has more than one digit). It is a kind of extension of the first rule for subtraction (s1). For instance, initiating 87÷98:

Just after application of the division rule 8/9>8+8 we should have:

By the way, you may sometimes find somewhat conflicting the use of the second rule for subtraction (s2) in Chinese division. For instance, 1167/32 = 36,46875

Now, which rule should be used here? 1/3->3+1 or 2/3->6+2 ? In fact, we can use any of them and revise up as needed, but it is faster to realize that the remainder is actually 3207 so that the second Chinese rule is the appropriate one, so, simply change columns EF to 62 and continue.

Finally, if you are using the traditional Chinese multiplication method or similar on the suanpan, you may face overflow on some columns, so that an additional rule:

 * m1 [14] + carry = Q

can also be considered.

About the advantage
It is clear that the use of the 5th bead may reduce the number of bead or finger movements required in some calculations (Think of 99999 + 1 = 999T0 vs. 99999 + 1 = 100000). An estimate based on the 123456789 exercise and some of its derivatives (see the next chapter) leads to a reduction of 10% on average (counting simultaneous movements of upper and lower beads separately). This is a modest reduction, but the advantage of the 5th bead goes beyond simply reducing the number of finger movements, as it also reduces the number and/or the extent of other hand gestures required in calculations (hand displacement, changes of direction, skipping rods,...). As already stated in the introduction to this book, each gesture:

 * as a physical process, takes a time to complete
 * as governed by our brains, requires our attention, consuming (mental or biochemical) energy
 * as done by humans (not machines), has a chance to be done in the wrong way, introducing mistakes

So, under this optic, we can expect that the use of the 5th bead will result in a somewhat faster, more relaxed and reliable calculation by reducing the total number of required gestures. It is not easy to measure this triple advantage using a single parameter.

Skipping columns, as Yifu Chen comments in his two works mentioned above, seems to have traditionally been viewed as something to be avoided as a possible source of errors. Without this concept the subtraction rule (s2) cannot be understood since it does not always lead to a reduction in the number of finger movements, but it always reduces the range of hand movement and the need to skip rods. Have you ever felt insecure with divisors or roots that contain embedded zeros? They force us to skip columns.

In any case, the advantage of using the fifth bead, although not negligible, is only modest, and each one must decide whether it is worth using it or not. After getting used to and becoming fluent in using the 5th bead, there is no better test of its efficiency than using a 4+1 abacus again and being sensitive to the amount of additional work required to complete tasks on it.

Addition

ABCDEFGHI      ABCDEFGHI       ABCDEFGHI       ABCDEFGHI       ABCDEFGHI -      -       -       -       -  000000000       123456789       246913F78       36T36T367       4938271F6 100000000 A+1  223456789  A+1  346913F78  A+1  46T36T367  A+1  5938271F6  A+1 120000000 B+2  243456789  B+2  366913F78  B+2  48T36T367  B+2  6138271F6  B+2 123000000 C+3  246456789  C+3  369913F78  C+3  49336T367  C+3  6168271F6  C+3 123400000 D+4  246856789  D+4  36T313F78  D+4  49376T367  D+4  6172271F6  D+4 123450000 E+5  246906789  E+5  36T363F78  E+5  49381T367  E+5  6172771F6  E+5 123456000 F+6  246912789  F+6  36T369F78  F+6  493826367  F+6  6172831F6  F+6 123456700 G+7  246913489  G+7  36T36T278  G+7  493827067  G+7  6172838F6  G+7 123456780 H+8  246913F69  H+8  36T36T358  H+8  493827147  H+8  617283936  H+8 123456789 I+9  246913F78  I+9  36T36T367  I+9  4938271F6  I+9  617283945  I+9 ABCDEFGHI      ABCDEFGHI       ABCDEFGHI       ABCDEFGHI -      -       -       -      617283945       74073T734       864197F23       9876F4312 717283945 A+1  84073T734  A+1  964197F23  A+1  T876F4312  A+1 737283945 B+2  86073T734  B+2  984197F23  B+2  TT76F4312  B+2 740283945 C+3  86373T734  C+3  987197F23  C+3  TTT6F4312  C+3 740683945 D+4  86413T734  D+4  987597F23  D+4  TTTTF4312  D+4 740733945 E+5  86418T734  E+5  987647F23  E+5  TTTTT4312  E+5 740739945 F+6  864196734  F+6  9876F3F23  F+6  TTTTTT312  F+6 74073T645 G+7  864197434  G+7  9876F4223  G+7  TTTTTTT12  G+7 74073T725 H+8  864197F14  H+8  9876F4303  H+8  TTTTTTT92  H+8 74073T734 I+9  864197F23  I+9  9876F4312  I+9  TTTTTTTT1  I+9

Subtraction
ABCDEFGHI      ABCDEFGHI       ABCDEFGHI       ABCDEFGHI       ABCDEFGHI -      -       -       -       -  TTTTTTTT1       9876F4312       864197523       740740734       61728394F 9TTTTTTT1 A-1  8876F4312  A-1  764197523  A-1  640740734  A-1  F1728394F  A-1 98TTTTTT1 B-2  8676F4312  B-2  744197523  B-2  620740734  B-2  49728394F  B-2 987TTTTT1 C-3  8646F4312  C-3  741197523  C-3  617740734  C-3  49428394F  C-3 9876TTTT1 D-4  8642F4312  D-4  740797523  D-4  617340734  D-4  49388394F  D-4 9876FTTT1 E-5  8641T4312  E-5  740747523  E-5  617290734  E-5  49383394F  E-5 9876F4TT1 F-6  864198312  F-6  740741523  F-6  617284734  F-6  49382794F  F-6 9876F43T1 G-7  864197612  G-7  740740823  G-7  617283T34  G-7  49382724F  G-7 9876F4321 H-8  864197532  H-8  740740743  H-8  6172839F4  H-8  49382716F  H-8 9876F4312 I-9  864197523  I-9  740740734  I-9  61728394F  I-9  493827156  I-9 ABCDEFGHI      ABCDEFGHI       ABCDEFGHI       ABCDEFGHI -      -       -       -      493827156       36T370367       246913578       123456789 393827156 A-1  26T370367  A-1  146913578  A-1  023456789  A-1 373827156 B-2  24T370367  B-2  126913578  B-2  003456789  B-2 36T827156 C-3  247370367  C-3  123913578  C-3  000456789  C-3 36T427156 D-4  246970367  D-4  123F13578  D-4  000056789  D-4 36T377156 E-5  246920367  E-5  123463578  E-5  000006789  E-5 36T371156 F-6  246914367  F-6  123457578  F-6  000000789  F-6 36T370456 G-7  246913667  G-7  123456878  G-7  000000089  G-7 36T370376 H-8  246913587  H-8  123456798  H-8  000000009  H-8 36T370367 I-9  246913578  I-9  123456789  I-9  000000000  I-9

Table 2: The 123456789 exercise over a background
(See also the next chapter)

0         1           2           3           4 000000000  0111111111  0222222222  0333333333  0444444444 123456789  02345678T0  0345678T11  045678T122  05678T1233 246913F78 0357T24689  046913F7T0  057T246911  0691357T22 36T36T367 0481481478  0592592F89  06T36T36T0  0814814811 4938271F6 0604938267  0715T49378  082715T489  09392715T0 617283945 0728394TF6  08394T6167  09F0617278  1061738389 74073T734 08F18F1845  09629629F6  1074073T67  118F18F178 864197F23 097F308634  1086419745  1197F2T8F6  1308641967 9876F4312 109876F423  1209876F34  1320987645  14320987F6 TTTTTTTT1 1222222212  1333333323  1444444434  1555FFFF45 9876F4312 1098765423  1209876534  132098764F  1432098756 864197523 097F308634  108641974F  1197F30856  1308641967 740740734 08F18F184F  0962962956  0T74074067  118F18F178 61728394F 072839F056  0839F06167  09F0617278  0T61728389 493827156 05T4938267  0716049378  0827160489  093827159T 36T370367 0481481478  0592592589  06T370369T  0814814811 246913578 0357T24689  046913579T  0F7T246911  0691358022 123456789 023456789T  0345678T11  04F678T122  0F678T1233 000000000 0111111111  0222222222  0333333333  0444444444    5          6           7           8           9 0555555555  0666666666  0777777777  0888888888  0999999999 0678T12344  078T1234F5  08T1234F66  0T1234F677  11234F6788 07T2469133 091357T244  0T246913F5  11357T2466  1246913F77 0925925922 1036T36T33  1148148144  12592592F5  136T36T366 1049382711 115T493822  12715T4933  1382715T44  14938271F5 11728394T0 128394T611  1394T61722  1F06172833  1617283944 1296296289 14073T73T0  1F18F18F11  1629629622  174073T733 14197F2T78 1530864189  164197F2T0  17F3086411  1864197F22 1543209867 1654320978  176F431T89  1876F431T0  19876F4311 16666666F6 1777777767  1888888878  1999999989  1TTTTTTTT0 1F43209867 16F4320978  176F432089  1876F4319T  19876F4311 14197F3078 1F30864189  164197529T  17F3086411  1864197522 1296296289 140740739T  1F18F18F11  1629629622  1740740733 117283949T 12839F0611  139F061722  14T6172833  1617283944 0T49382711 115T493822  1271604933  1382716044  149382715F 0925925922 0T36T37033  1148148144  125925925F  136T370366 07T2469133 0913580244  0T2469135F  11357T2466  1246913577 0678T12344 078T12345F  08T1234566  0T12345677  1123456788 0FFF55555F 0666666666  0777777777  0888888888  0999999999

External resources
You can practice using the fifth bead online with Soroban Trainer (see chapter: Introduction) using this file 123456789-5bead.sbk that you should download to your computer and then submit it to Soroban Trainer (It is a text file that you can inspect with any text editor and that you can safely download to your computer).


text:
Israel and the Palestinian Territories/History: Roman Rule

After 6 CE, Judaea was annexed by the Romans, although its self-governing institutions were initially kept. The governors of Judaea were initially called prefects and were under the authority of the Governor of Syria but the title was changed to Procurator later.

Under Pontius Pilate’s tenure as governor of Judaea, situation became severe in Judaea due to the rise of Messianic movements. Situation deteriorated under Caligula as an attempt was made to put a golden imperial statue in the Holy Temple, which was in breach of basic Jewish values.

Under the time of Claudius as emperor, Judaea was, for 3 years, restored as a kingdom for Agrippa, Herod’s grandson, who was a defender of Jewish interest and, unlike most other Herodians, behaved as a true Jewish king and was beloved by the Jewish people. After his death, Judaea reverted to the status of a Roman province.

The later years marked the complete deterioriation of the relationship between Jews and the Romans, and ultimately, in 66 CE, a revolt broke out.

The revolt was a result of rising messianic sentiments and frustration against Roman rule. The Zealots fought against Romans and tried to build a Jewish state. Romans responded to the revolt with a large army under the command of Titus Flavius Vespasianus(Vespasian), who crushed the resistance at Galilee and Transjordan and, after the assassination of Emperor Nero and the brief rule of 3 emperors, was proclaimed Emperor. In 70 CE, after a brave stand, Jerusalem fell to the Romans, and the city and the Temple were destroyed. In 73 CE, the last stand, Masada, fell to the Romans, and the fighters there committed suicide. Titus entered Rome in a great triumph, with the menorah of the Holy Temple being displayed in the procession.

The destruction of the Holy Temple caused mass confusion among Jews, as the Temple was the centre of the Jewish life, but gradually Rabbinical Judaism was able to survive from the destruction of the Holy Temple by adapting itself under the leadership of Yoẖanan ben Zakkai. Jewish life, scholarship and institutions gradually re-developed. Meanwhile, taxation on Jews were increased, while a Roman legion was permanently stationed on Judaea.

Two revolts broke out in Judaea after 70 CE, the first was the revolt of Quietus at the end of Trajan, which broke out among Jews across the Empire. Later, as Hadrian suppressed Jewish customs, the Bar Kochba revolt broke out. Following the revolt, large numbers of Jews were killed or enslaved, the core of Judaea was depopulated, the religion was suppressed and the province was renamed Syria Palaestina. Large numbers of Jews were forced into exile as a result of the suppression of the revolt.

license: Creative Commons - Attribution Share-Alike - https://creativecommons.org/licenses/by-sa/4.0/


text:
Israel and the Palestinian Territories/History: Nabataeans

At the same time Hasmoneans and Herodians were ruling Judaea, Nabataea, which controlled the modern-day Jordan, southernmost of Syria and Negev Desert, was a powerful state in its own right, and in constant conflict with the Judaean powers. Founded by Nabataeans(ạl-ạ̉nbạṭ), a Northern Arab tribe, Nabataea prospered due to the trade routes passing through its domains. It reached its peak under Aretas III(ḥāritẖaẗu ạltẖãạlitẖi), and later became a vassal of the Romans. It was later annexed into the Empire under Trajan as the Province of Arabia Petraea.


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User talk:Nieuwsgierige Gebruiker/Archive 2021

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Mario franchise strategy guide/Bosses/Goomboss

Goomboss (aka King Goomba, and Goomba King), whose name is a portmanteau of "Goomba" and "boss", is a stage boss in the video game Super Mario 64 DS, and possibly Paper Mario. As the king of the Goombas, Goomboss is roughly ten times the height of a regular Goomba. Also, he looks like the Goomba King in Paper Mario.

Goomboss holds a particular vengeance on Mario for having stomped on his brethren for years. (Goombas have starred in every major Mario game release since Super Mario Bros.) He locks Mario up, and it is left for Yoshi to defeat him for the key to unlock Mario.

The Goomboss Battle stage, accessible through the portrait of Mario behind the Rec Room, is set in a decaying forest with rising and falling tree stumps surrounded by toxic gas. The edges of the small course are lined with bottomless pits, making it quite difficult for a beginner's level (without unlocking Mario, the player cannot advance to fight Bowser for the first time). The course holds two Power Stars -- a red coin star and a switch star.

Goomboss can be defeated by all four characters in the game; however, the player needs to defeat him as Yoshi in order to unlock the remaining ones. Goomboss attacks by generating regular-sized Goombas behind him and trotting rapidly in a circular fashion. Yoshi can create eggs out of Goombas and fling them at the Goomboss, while the other three characters, having no egg-creation ability, must instead punch the Goombas into him. After three hits, the Goomboss finally explodes in a shower of Goombas and provides the key to Mario's room in the character-change area.

On an interesting note, Goomboss' introduction and losing words are unique for each of the four characters. The same applies to the Big Boo and Chief Chilly.


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Mario franchise strategy guide/Items/Metal Box

A Metal Box is an green cube in the Super Mario Bros. series that has appeared in several video games. It makes its first appearance in Super Mario 64 and contains the Metal Cap, which can turn Mario into metal. This has the effect of making him heavier than normal, allowing him to perform actions such as walking on the sea floor, and withstanding wind gusts. It appears again in Super Smash Bros. Melee as an item able to turn characters into metal, except that there is no Metal Cap because the box itself activates the transformation.


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Super Mario 64/Vanish Cap

The Vanish Cap is a cap from which lets Mario walk trough certain walls and fences. It makes him immune to certain ways of taking damage and is needed to get a few stars.

title: Super Mario 64/Vanish Cap


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Mario franchise strategy guide/Items/Metal Cap

The Metal Cap is the metallic cap that Mario could pick up in Super Mario 64. If Mario smashed a green !-block, the cap would come out, and Mario would catch it. In Super Mario 64 DS, Wario is the only character who can become metal. When metal, Mario (or Wario) does not need to breathe, allowing him to walk through poisonous gases and lava and stay under water until the cap wear's off. You can walk on ocean floors, which can be both an advantage and a disadvantage. Also, you cannot be blown away by strong gusts of wind. Enemies are more easily killed (i.e. you just touch them), and you cannot be shocked.

The green !-block is also seen in Super Smash Bros. Melee, and makes your character heavier after directly attacking or picking up the item (projectiles will destroy it). This power up is good in that you are less likely to be knocked from the stage but bad in that you cannot stay airborne for as long and fall quicker when knocked off the platform. It also makes the character mute, good for those with distinctive sounds while charging attacks.


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Mario franchise strategy guide/Items/Wing Cap

The Wing Cap is an item available in Super Mario 64. The Wing Cap is a red hat that allows Mario to fly, letting him reach previously unreachable areas, and collect airborne coins to earn stars. While wearing the Wing Cap, Mario's controls are inverted, just like airplane controls. The Wing Cap is found in red blocks marked with white exclamation marks, and are found in various levels in the game. The Wing Cap can also be used to fly around in front of the castle, after gaining access to the roof.

A great way to use the Wing cap is to push up on the control stick (which makes Mario go down) so Mario dives, and picks up speed. Then, push down on the control stick (which will make Mario go up) and Mario will zoom up to higher than where Mario was before you started the maneuver. The Wing cap lasts for only a short while, so don't be caught way above the ground when the Wing cap runs out.

Wing Cap Blocks
The Wing Cap blocks have to be activated by accessing a secret level before they can be used. This level is available after obtaining about 10 stars. To enter the level, Mario must stand on the sun logo in the lobby of Princess Peach's Castle and look up. In the level, a large red switch must be pressed to activate the Wing Cap blocks.

Development
In early development shots of Super Mario 64 DS, each of the characters was shown wearing a Wing Cap, but this does not happen in the game's story mode, as the Wing Cap is not an item. Instead, it is a special move for Mario, only available upon finding a feather from a red block. The other characters may only use the move in Wireless Multiplayer games.


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Mario franchise strategy guide/Locations/Princess Peach's Castle

Princess Peach's Castle is one of the Mushroom Kingdom's most famous landmarks and the home of Princess Peach. It has played a prominent role in several games in the |Mario series. Whilst it has changed over the years, it has retained a reasonably constant appearance, as opposed to changes that other Nintendo locations have undergone.

Super Mario RPG
The castle made its first appearance as Princess Peach's home in the Mushroom Kingdom of Super Mario RPG: Legend of the Seven Stars. Its first appearance was markedly different from later appearances.

Super Mario 64/Super Mario 64 DS
The current form of Peach's Castle first appears as the hub world of Super Mario 64. Here, the plot revolved around Bowser having seized control of the castle and trapped all its occupants. Mario (as well as Yoshi, Luigi, and Wario in Super Mario 64 DS) had to enter various paintings (and other decorative items such as stained glass windows) in order to collect stars. These stars were then used to open up sealed doorways within the castle itself. The castle also contained 3 entrances to special 'Bowser courses', the first two of which contained keys that allowed the player to access later parts of the castle.

In Super Mario 64 DS, there were some slight differences in the castle's design, including the addition of some new stages and the re-sculpting of the castle grounds. On multiplayer mode, the pool was drained and a floating platform and wild Chain Chomp were added, as well as barriers in front of the castle's entrances so that it cannot be entered.

Super Smash Bros.
Super Smash Bros. features a level set on top of a floating platform with a bird's-eye-view the castle making up the background. The stage uses a remix of the Super Mario Bros. theme music as its background music, and features a moving platform at the bottom of the screen and a rogue Bumper floating overhead.

Paper Mario
In Paper Mario, Bowser steals Princess Peach's castle, lifting it into the sky on top of his own castle. The player controls Peach between main sections of the game, where she sneaks around to gain information to aid Mario. Due to the castle being under Bowser's control, it has a darker appearance than usual.

Paper Mario: The Thousand-Year Door
The castle never appeared on screen in Paper Mario: The Thousand Year Door, but sometimes Peach would sing the first few notes of the castle interior's music from "Super Mario 64" whilst in the shower.

Super Smash Bros. Melee
Super Smash Bros. Melee is the first appearance of Princess Peach's castle on the Nintendo GameCube. It is found in the form of the first Mario stage on VS mode and the boss arena of the Mushroom Kingdom level on Adventure Mode, where the player would fight Peach and Mario (or, depending on certain circumstances, Luigi). The stage consisted of only the roof of the castle, and was almost the same as in "Super Mario 64", although the towers and windows were slightly different in shape, and a flowerbed had mysteriously appeared in front of the castle. The stage's background music was another remix of the Super Mario Bros. theme that also featured parts of the original cave music, although on Adventure Mode it was replaced by the Rainbow Cruise music. Occasionally, Banzai Bills would launch themselves at the castle and explode. There were also cap blocks and switches, adding up to a sometimes chaotic battle. The castle could also be seen in the background for the Mushroom Kingdom level of Adventure Mode, and as a trophy.

Mario Golf: Toadstool Tour
The Peach Invitational in Mario Golf: Toadstool Tour is set in the castle grounds, which has been completely reworked into a golf course.

Mario & Luigi: Partners in Time
In Mario & Luigi: Partners in Time the castle acts as the main level/hub due to space-time rifts caused by Professor E. Gadd's time machine. It has four floors and two item shops (the main one on the ground floor and Fawful's beans for badges shop underground). The player learns some of the main abilities in the front courtyard. A version of the castle (set in the past - approx. 25 years ago) also appears as the final dungeon of the game.It is overrun by shroobs.

Super Princess Peach
In Super Princess Peach, Bowser has the Hammer Brothers raid Peach's castle, capturing Mario, Luigi, and Toad in the process. Peach, who was out on a walk, returns to see the castle in disarray. Furious, Peach goes off to Vibe Island to rescue Mario, Luigi, and Toad.

New Super Mario Bros.
In New Super Mario Bros., Mario and Peach are taking a walk outside, with the castle visible in the background. Thunderclouds suddenly form, startling the pair. Mario runs off towards the castle to investigate the source of the commotion but Peach remains behind, which gives Bowser Jr. the opportunity to kidnap her.

Mario Power Tennis
The castle did not actually appear in Mario Power Tennis, but a fast, up-beat remix of its music was used for the paintball minigame.

Mario Superstar Baseball
The course "Peach Garden" takes place in the gardens of the castle, while blocks that have special effects hang over the court.

Mario Hoops 3-on-3
The court "Peach Garden" takes place in the castle garden, and Lakitu serves as the basket hoop.

Mario Party 3
In Multiplayer you choose what you want to play with the Millennium Star in front of the castle.

Mario Party 7
The castle can be seen in a picture in the Duty-Free Shop.

Mario Kart 64
The castle is seen in Mario Kart 64 as a backdrop to the Royal Raceway stage. The award ceremony after a race was also in this location. A close inspection of this castle reveals some differences with the SM64 version: the moat is lined with bricks instead of stone blocks, the outdoor cannon is missing, and the waterfall is gone.

Mario Kart Super Circuit
The castle appears in the background of Peach Circuit, the very first race track of Mario Kart Super Circuit, as well as in the award winning ceremony, with only a straightaway coming from it. Also, it appears in the background of the SNES-remade Mario Circuits 1 and 4, when the extra courses are unlocked, having the remixed Super Mario Kart Mario Circuit theme playing in the background. Peach's Castle is also on top of Bowser's Castle in the background of the "Rainbow Road" track. This is a reference to the original Paper Mario.

Mario Kart: Double Dash!!
In Mario Kart: Double Dash!! Princess Peach's castle can be seen on Mario Circuit.

Mario Kart DS
In Mario Kart DS, like Mario Kart: Double Dash!!, Princess Peach's castle can be seen on Mario Circuit. There is also a new track called Peach Gardens in which the courtyard includes a maze over run by Chain Chomps, among other things.


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Skaneateles Conservation Area/Invasive species/Acer platanoides

<< Regulated and other highly invasive plants at the SCA

Acer platanoides (Norway maple)
Norway maple (Acer platanoides) was brought to North America from England by in 1756. It was planted widely as a hardy shade tree, but it has escaped into northeastern forests and has become a severe ecological threat.

Invasiveness ranking for Acer platanoides (Norway maple)
Norway maple was ranked as Very Highly Invasive, with a relative maximum score of 82% in its 2008 New York State assessment.

Norway maple is now regulated by New York State law, which means that "…no person shall knowingly introduce into a free-living state or introduce by a means that one knew or should have known would lead to the introduction into a free-living state any regulated invasive species, although such species shall be legal to possess, sell, buy, propagate and transport."

1. Ecological impact (37/40)
1.1. Significant alteration of ecosystem processes (7/10):

 * Norway maple trees cast heavier shade than native tree species, decreasing light availability.

 * Planted to reduce erosion in areas that are prone to erosion.

 * Casts an extremely dense shade, has a shallow root system, and suppresses lawn grasses underneath it. The same qualities suppress both the diversity and the total amount of undergrowth in a naturalized setting.

1.2. Major alteration of natural community structure (10/10):

 * Increases the density in the existing (tree) layer.

 * Tolerates poor soils and extreme temperatures and thus leads to the creation of a new (tree) layer where one might not have developed (or at least not as fast) were succession left to native species

 * Suppresses the understory and reduces or eliminates the shrub and herb layers, and saplings of native tree species.

1.3. Major alteration in community composition (10/10)

 * Reduces species richness and biodiversity

 * Suppresses growth of saplings of native tree species

 * Suppresses or eliminates native shrub and herb species.

 * May facilitate growth of non-native plants.

1.4. Severe impact on other species or species groups (10/10)

 * Norway maple is a preferential host for Asian long-horned beetle (Anoplophora glabripennis), and other pest insect species.

 * Large stands of Norway maple support high populations of these insect pests, which then can lead to infestations on less preferred native tree species.

 * Fang (2020)
 * Alters forest canopy structure
 * Changes herbivory rate for seedlings
 * Changes N dynamics in the soil
 * More shade-tolerant than red maple seedlings
 * Facilitates further invasion of Norway maple in forests (positive feedback)
 * Serious tree invader in North America

2. Biological characteristics and dispersal ability (21/25)
Munger (2003)
 * Insect pollinated.
 * Seeds are wind-dispersed and the dispersal distance from seed source is enhanced by winged samaras.
 * Samaras dry substantially before dispersal and seeds are desiccation-tolerant thereafter.
 * Seeds are dispersed in fall, which provides a high likelihood of protection under winter snow.
 * Seeds germinate in spring following an obligatory period of cold stratification at 3-4 °C for 90-120 days.
 * Germination is apparently enhanced by soil disturbance.

2.1. Abundant reproduction (4/4)

 * Copious production of viable seeds.

2.2. Moderate opportunities for long-distance dispersal (2/4)

 * Seeds mainly fall within a short distance from parent trees (less than 100 meters), but there is potential for long distance dispersal (100+ m.) by wind or water.


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The Legend of Zelda: Link's Awakening (2019 video game)/Journey with Marin

Finding Marin
Head to the rooster statue in Mabe village, where Marin can typically be found singing. Marin isn’t there, but Sunhi is. When talked to he seems surprised that Marin is not accompanying Link.

Checking Marin and Tarin’s house reveals that nobody is home, but there has been a change. Check the table to reveal a note signed by Marin, requesting that Link meet her on the beach.

Head down to Toronto Shores and head to the southeastern edge. In the little peaceful nook, there are no monsters, just two coconut trees flanking a driftwood log, and Marin.

Talking to Marin
Talk to Marin and she will express her happiness that Link happened upon this piece full slice of Koholint Island. Marin asks Link to talk to her for a while. While it’s possible to decline and leave Marin to “watch the waves”, it is eventually necessary to speak with her, so do so.

The game changes perspective, from top down to side view. The camera pans down from the azure skies dotted with seagulls to focus on the two. Link sits on the left side of the driftwood log and Marin sits on the right. Marin often turns away from Link during their conversation, and wonders about the origin of coconut trees. She reveals that Tarin believes nothing exists beyond the island. Link may have previously talked to other islanders who have shared this sentiment. Marin however is different, revealing to Link her conviction that other locations exist beyond the vast sea, and that his mysterious arrival has elated her, for she one day wishes to travel to distant lands as a seagull does and sing.

Abruptly, Marin will do a double take and ask Link if he was paying attention. If Link shakes his head no, Marin will exclaim in frustration, then repeat her conversation to that point. Instead, say yes, so Link nods affirmatively. This causes Marin to restart the conversation before getting sidetracked almost immediately. Hearing about the walrus offers a good excuse for both to end the conversation, so Marin joins Link to wake the walrus.

Traveling with Marin
Link will jokingly hold up Marin like a new item, and them Marin will hop down to follow him, as an exhilarating flute tune begins to play.

If you are in a hurry, such as a speed runner, skip this section and proceed directly to the Animal Village in the next section. If you want to enjoy some extra content, read on.

Marin the companion
Marin is an interesting companion. Unlike BowWow she will not help link in combat. While Marin is not an asset in combat, she isn’t a liability either since monsters ignore her. Marin is just as nimble as Link with his equipment, she can run just as fast as Link when he uses the Pegasus Boots, and can hop over pits that Link jumps over using the Roc’s Feather. Marin can also accompany Link on a warp panel. About the only thing she can’t seem to do is toss boulders out of the way. (Leave the Dream Shrine to see this in action.)

She will she comment on the location of secret seashells, but she will laugh and express great enthusiasm when Link begins to dig. She is less enthusiastic when Link plays the Ocarina, quietly critiquing his skill, and then denying it.

Marin will not enter dungeons, such as the Dream Shrine or Bottle Grotto, with Link. She will wait outside the dungeon and express concern once Link returns to make sure he is unharmed. Marin will follow Link if he jumps into the well in the west side of Mabe Village, allowing Link to break her fall.

Marin acts somewhat as a moral compass when traveling with Link. Marin stops Link from stealing from the Town Tool Shop by blocking the doorway. Marin will admonish Link for breaking people’s pottery. Marin will also scold link for attacking hens, though she will not comment if Link attacks a fox.

Social Interactions
While Marin will scold Link for getting in trouble, it is also possible for Marin to get in trouble herself. Enter the Trendy Game Shop and Marin will ask Link to let her play a game. If Link says no, then Marin will persist, and Link will only get the options of saying "Yes" and "OK". If Link doesn't have 10 rupees, that's that. Otherwise Link is forced to spend 10 rupees to let Marin play, where she is able to catch the Trendy Gamester himself! This causes Marin to be banned from the Trendy Game Shop going forward for being a "Pro".

The four siblings Joonya, Kidoh, Lattie, and Sunni express shock when Marin is with Link. Madam Bow Wow, Ciao Ciao, Grandma Yahoo, Old Man Ulrira in person, Old Man Ulrira on the phone, Mamasha, the Fisherman, Mr. Write, Crazy Tracy, the Witch, Dampe, Richard, and charged blobs will not comment on Marin. Interesting, even though Marin has been with Link since the beach, the note Marin left behind at her house is now missing.

Optional Tasks
In Mabe Village, talk to Grandma Yahoo. She reports her broom has become so worn that there is now only the handle left. For now there is nothing which can be done.

Questions
How do coconut trees spread to distant islands in the real world?

Why do the residents of the island deny a world beyond their borders?

After their conversation concludes, Link holds Marin up like an item. What is the significance of this? Are there any unintended implications?


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Super Mario Bros./Versions

A number of different versions of Super Mario Bros. have been made.

In 1986, Nintendo released a special version of the game in to the arcades called , which contains mostly modified levels, as well as a few new ones. The game has been reproduced on the Super Nintendo with enhanced 16-bit graphics as part of , on the Game Boy Color as Super Mario Bros. Deluxe (Its new features are documented on its own Wikibook), and the original NES version was re-released for the Game Boy Advance as part of the Classic NES Series. Super Mario Bros. was also released for the Virtual Console on the Wii, Nintendo 3DS, and Wii U, as well as the Nintendo Switch Online service.

The Game & Watch: Super Mario Bros. was a major dedicated retro revival handheld released in 2020, and contained a version of the original Super Mario Bros. as one of its three games.

title: Super Mario Bros./Versions


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The Legend of Zelda: Link's Awakening (2019 video game)/Characters

Link
The main character dressed in green garb. Washes up on Koholint Island following a storm.

His name can be selected by the player.

Marin
The daughter of Tarin, who is the first to find Link after he washes ashore.

Marin wears a red flower in her long orange hair.

Tarin
Father of Marin.

Grandma Yahoo
The friendly Grandma Yahoo can be found outside her house, which she shares with Old Man Ulrira. She greets Link with a hearty "YAHOO!" as she keeps hard at work.

Grandma Yahoo wears a cyan shirt with a pink zig zag pattern near the base of the garment. She has her hair bobbed, and maintains a thick head of hair in her old age. Her face is wrinkled, yet friendly.

Old Man Ulrira
A shy man. He becomes more talkative over a telephone.

Madam Meow Meow
A woman with a house in Mabe Village.

Bow Wow
An excited chain chomp kept at Madam Meow Meow's house.

Ciao Ciao
An accessory obsessed tiny dog/chain chomp.

Chef Bear
A bear with a restaurant in Animal Village.

Walrus
A sleepy walrus who likes the music of Marin.

Witch
The witch speaks in rhymes, brewing magic powder from toadstools.

Dampé
Operates the dungeon building mechanic.

Crazy Tracy
Crazy tracy operates a remote shop, selling a secret medicine.

Owl
The Owl frequently flies up to Link to dispense advice.


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Mario franchise strategy guide/Enemies/Big Bertha

Big Bertha is the spiky fish that shoots little fish at Mario and Luigi in Super Mario Bros. 3 for the Nintendo Entertainment System. Big Bertha—a giant fish, and female counterpart to Boss Bass, that spouts small Cheep-Cheeps; appears in Super Mario Bros. 3, Super Mario 64, and Mario Kart 64.

In Super Mario Bros. 3, Big Bertha appears in levels 3-2, 3-4, and 7-4. It can also leap out of water and swallow Mario whole, in which case he dies instantly regardless of powerup status.

Big Bertha also appears in Super Mario 64 on one level, Tiny-Huge Island, and uses the same swallowing attack.

"Big Bertha" is also the name of a Blaster-like cannon enemy in Super Mario RPG: Legend of the Seven Stars which appears as a golden Bullet Bill in the overworld. In Super Mario RPG, Big Bertha is a more powerful version of the Blaster enemy

Mario comic book (Stanley the Talking Fish)
Stanley's next appearance was in "Love Flounders", where now he's dating Smookers, a pink Jelectro (an enemy seen in Super Mario Bros. 3). In this story, he sets up Mario, who's trying to fetch the rare Chuckberries for Princess Toadstool's breakfast cereal, with his (Stanley's) former girlfriend, a Boss Bass named Bertha. Since Mario is wearing a Frog Suit, Bertha believes him to be an actual frog and pursues him romantically. Mario manages to find the Chuckberries he's looking for, but then Bertha catches him, only to find out he's not really a frog. Bertha is quite saddened by this, but Mario offers to make it up to her by giving her the Chuckberries and telling her that they should have lunch sometime. In the meantime, Mario requests that Bertha hurt Stanley a lot. Meanwhile, Smookers ends up breaking up with Stanley. Ironically, the storyline with Mario and Bertha was somewhat mirrored in the Super Mario Bros. movie.

Stanley's third (and last) appearance was "Fins and Roses", in which he finds Wendy O. Koopa waiting with an arsenal of weapons to use against Mario. Being the flirt that he is, Stanley hits on Wendy and snatches a bomb from her, thinking it's a gift. He makes a few attempts to impress Wendy, during which Bertha continually boots Wendy back up to the surface. Finally, Stanley interferes with Wendy's attempt at shooting Mario with her missile launcher just to ask her what her name is so they could get married, which results in Wendy becoming so angry with Stanley that she shoots at him instead. The missile follows Stanley underwater and hits both him and Bertha. Bertha responds to this by booting up the bomb Stanley snagged earlier. It blows up right in front of Wendy, but Mario takes sympathy on her, considering she had to deal with Stanley as well

Super Mario Bros. (film)
She made a cameo in the 1993 movie Super Mario Bros. as Mario's date in the nightclub scene when Mario tried to steal back the meteorite piece from her. She is shown as a large black woman wearing a spiky red suit, much like her counterpart.

Big Bertha is a big woman at the Boom Boom Bar, which, itself is named for an enemy. Big Bertha was the name used for the giant red fish in Super Mario Bros. 3, and likewise, this woman dresses in red.


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Mario franchise strategy guide/Enemies/Ukiki

Ukkiki, also frequently spelled "Ukiki," is a monkey from several Nintendo video games, most notably Super Mario 64 and Super Mario 64 DS. His main function in Super Mario 64 and Super Mario 64 DS is to steal the hat of the games' playable characters, Mario, Luigi, and Wario, causing them to take extra damage. In both Super Mario 64 and Super Mario 64 DS, Ukkiki is featured in the course "Tall, Tall Mountain," where he appears as a charcter in one of the course's playable episodes.

In this specific episode, the character-controlled player needs to retrieve a treasure, which is locked in a cage, and the only way to open is to retrieve a key to open it. The only such key that can do this is in the possession of Ukkiki, who lives on the mountain summit. After retrieving the key, Ukkiki will attempt to steal the hat of the player-controlled character. This can be serious, as Mario, Luigi, and Wario take twice as much damage when they do not have their hats. The only way to take the hat back is to find Ukkiki and physically wrest the hat from his grip, usually with a diving tackle. This can be dangerous, as Ukkiki frequents high mountain slopes, and players overzealously attempting to reclaim their lost headgear may inadvertently plunge over the side of the mountain. After being caught, Ukkiki returns the hat to the player with a minimum of additional problems. However, as soon as the player has their hat back, Ukkiki will not hesitate to steal it again.

Ukkiki has cameo appearances in other video games from the Mario series, including some of those from the Mario Party series. He usually plays a part in throwing bananas onto the game board during play, which may change the direction of player's motion. He also interferes in mini-games much the same way, with effects specific to each mini-game. He does not engage in hat-stealing activities in the Mario Party games, however. Finally, he has made some brief appearances in the Zelda games on the Gameboy.


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Mario franchise strategy guide/Bosses/Chief Chilly

Chief Chilly is the name of a stage boss in Super Mario 64 DS. He is a giant version of a bully, and similarly, he attacks the player by pushing him off the platform into a fast-moving current of slush. His level, Chief Chilly Challenge, is accessible only as Luigi via in the Mirror Room in Princess Peach's Castle. (The same room houses the entrance to Snowman's Land.) To defeat Chief Chilly, the player must push him off the platform by punching. After three hits, he gives the key to unlock Wario.


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User talk:Metalex123

StrategyWiki linking
There is no need to link every page to StrategyWiki, the book is enough. Leaderboard (discuss • contribs) 21:01, 14 July 2021 (UTC)
 * Ah, I thought it would've been better to link all of the pages taken from StrategyWiki, instead of just the game page / the book. Sorry about that... --Metalex123 (discuss • contribs) 21:11, 14 July 2021 (UTC)

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User:WikiLinuz

I'm a software engineer with vast interests in the networking stack, high-performance computing, and compilers.

title: User:WikiLinuz


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Super Mario Bros. 3/Enemies/Angry Sun

The Angry Sun is an enemy that appears in Super Mario Brothers 3. It appears in World 2-Desert, and attacks Mario by swooping down at him.

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Super Mario Sunshine/Isle Delfino

Isle Delfino is an island serving as the main setting of the game. There are 120 Shine Sprites for Mario to collect, and Piantas and Nokis are the island's native inhabitants.

Delfino Plaza
Delfino Plaza is the capital of Delfino Island. It's the biggest city on the island, and serves as a nexus to all the other cities. City monuments include the Shine Gate, the Lighthouse, the Bell Towers, the city market and the Great Pianta Statue. The city is divided be a river, starting at Corona Mountain and ending at the sea. Delfino Plaza is home to Piantas, but Nokis can be found in the city. The city also houses the Boat House, where you can buy Shine Sprites. Delfino Plaza holds 20 blue coins and 17 Shine Sprites, plus 24 buyable Shine Sprites. Delfino Plaza was flooded once. People were evacuated to the rooftops. The flood ended in 1 day.

Delfino Airstrip
Delfino Airstrip is a small airstrip located south-west of Delfino Plaza. It is a surprisingly small airstrip for such a prosperous island. It holds 2 Shine Sprites.

Bianco Hills
Bianco Hills is a small windmill filled town, home to Piantas. Although they claim the lake and forest to be part of the town, both are outside the town walls. The town walls, built for protection, are still used from time to time, like when goop covered the forest. The main windmill, is also located outside the town, on the main hill.

Ricco Harbor
Ricco Harbor is a port city with fish markets, home to mostly Piantas. This is where Mario battles Gooper Blooper, a giant squid.

Gelato Beach
Gelato Beach is a large sprawling beach at the south of the island. It contains several huts, a path in the hills, and three peninsulas that resemble the crown of a Shine Sprite. A large tower in the middle houses the egg of a legendary sand bird. Here, Mario fights many cataquaks's, creates temporary structures of sand with dune buds and fights a giant Wiggler. Other notable events on this level include a watermelon festival and a small coral reef.

Pinna Park
Pinna Park is an amusement park on a small isolated island to the south-west of the island. A small beach is outside, which Mario lands on upon after being fired here by a cannon. The park features a roller coaster, merry-go-round (with Yoshi shaped seats), ferris wheel, pirate ships, and various other attractions. Shadow Mario's true identity is revealed here after a battle with Mecha Bowser.

Sirena Beach
Sirena Beach is a small beach north of Pinna Park on the mainland of Isle Delfino, where the famous hotel "Isle Delfino" resides. This level always takes place at sunset, and due to the large presence of Boos and other ghost characters, could be considered the typical "spooky" level of Mario Sunshine. The hotel features a Casino, a swimming pool, and two bosses: A ghost of a Manta Ray and King Boo.

Noki Bay
Noki Bay is a large watery level overshadowed by icebergs. It is the original settlement of the Noki people of Mario Sunshine. The area features many secret caves and a huge sprawling underwater area filled with ancient ruins. Many of the objectives in this level revolve around getting rid of the pollution the bay suffers from. The final boss of the game (other than Bowser himself) resides in the ruins, a giant Eel (of no relation to the one seen in Super Mario 64).

Pianta Village
The final "regular" level is a cheery, simple village atop a giant tree in the mountains of Isle Delfino, and is the original settlement of the Pianta people. The residents must be saved several times from problems involving paint with similar properties to lava. This level alternates between day and night as the player goes through each Shine sprite's objectives, and climaxes with a large festival held by the Piantas known as the "Fluff Festival", in which giant dandelion float through the sky. This is the only regular level in the game that houses no boss battles at all. There's mushrooms followed by a free-fall underground. Watch out!

Corona Mountain
The final stage that must be cleared to fight the final boss, Bowser. It is set in the heart of the large volcano atop Isle Delfino, and therefore is filled with lava. It also features several mechanical traps as seen in Bowser's Castle, and is linear, much like the Bowser levels of Super Mario 64. Mario fights Bowser in a giant hot tub at the edge of the atmosphere, which is being warmed by the volcano below. Interestingly, Bowser is much larger than in any other game here, with no explanation as to why. Only one shine is available on this level, and is rewarded after defeating Bowser and saving Princess Peach, though Mario is never seen actually collecting it as he does with Shines in the rest of the game. Although the game can be saved after beating Corona Mountain, loading up a completed save file will still allow access to this level, the final boss and the end sequence after, even though Mario already has the Shine Sprite.

title: Super Mario Sunshine/Isle Delfino


text:
Mario franchise strategy guide/Species/Pianta

Piantas are a species that live with the Nokis on Isle Delfino in Super Mario Sunshine.

Piantas come in male and female forms and a variety of bright colors. They wear leaf skirts (regardless of their gender) and have little palm trees on their heads instead of hair (to protect them from the sun). Their ancestral home on Isle Delfino is Pianta Village, but they have spread to almost every area of the island. In Delfino Plaza, there's a Grand Pianta Statue in the middle of the city.

Appearances
During the events of Super Mario Sunshine, the Piantas, believing Mario to have been polluting their island and scaring their guardians, the Shine Sprites away, captured him and sentenced him to clean all of Isle Delphino. Throughout Super Mario Sunshine, Mario can encounter various Piantas, some of who are nice, while others quite rude, believing Mario to be nothing more then a criminal. After King Bowser and Bowser Jr. were defeated and Mario's name was cleared, the Piantas exhonerated him of all charges they had against them.

In addition to Super Mario Sunshine, Piantas have appeared in Paper Mario: The Thousand-Year Door. In that game, there was sort of a "Pianta Syndicate" led by Don Pianta in the city of Rogueport. The Piantas in the game wore suit jackets along with the obligatory skirts and spoke with stereotypical Italian-American accents. In Paper Mario: The Thousand-Year Door, Mario and his partners would need the help of the Pianta Syndicate in order to advance in the game, often needing favors for the mob in order to gain a needed item, such as a blimp or train ticket. The Pianta Syndicate live on the much nicer, west side of Rogueport, seemingly all of which, they own.

Piantas have also appeared as audience members in other games such as Mario Power Tennis, Super Mario Strikers, Mario Kart: Double Dash!!, and Mario Kart DS, but finally made a playable appearance in Mario Superstar Baseball - although only male Piantas are playable (the playable Nokis are female). In this game, they are heavy hitters who utilize a large tree branch as a bat. Recently Piantas have appeared on "Goomba's Booty Boardwalk" in Mario Party 8.


text:
Mario franchise strategy guide/Species/Noki

Nokis are a species that were introduced in Super Mario Sunshine. They have a shell that covers their entire bodies, sort of like that of a hermit crab's, except for their heads, arms, and legs. Nokis exist on Isle Delfino with the Piantas. Nokis mostly live near water. The Noki primarily appear in Noki Bay, but are also found in Sirena Beach, the Pinna Park, and Gelato Beach. Like Piantas, Noki come in a wide variety of colors. The girls sometimes wear headbands and have higher-pitched voices than the males.

Unlike the Piantas, the Nokis do not mention or seem to be aware of Shadow Mario. When a Noki's shell is jumped on or if they are squirted with water, they withdraw into their shell. They can also withdraw into their shells for extra defense.

In one mission of Noki Bay, a Noki Bay elder shrunk Mario into a jar so that he can collect eight Red Coins.

Nokis have also appeared as audience members in Mario Kart: Double Dash!! and Mario Power Tennis.

In Mario Superstar Baseball, besides being audience members, some of the female Nokis are playable characters. When playing as Noki, the player can choose between three color schemes.


text:
Mario franchise strategy guide/Items/Shine Sprite

Shine Sprites are small, sun-shaped beings with black eyes that have appeared throughout the Super Mario series of games, starting with Super Mario Sunshine.

In Super Mario Sunshine it is revealed that the pollution caused by Shadow Mario scared the Shine Sprites of Isle Delfino away. Without the Shine Sprites, Isle Delfino was covered in a perpetual dark shadow. Throughout Super Mario Sunshine, Mario had to collect Shine Sprites to travel further through the game.

In Mario Kart: Double Dash!!, a Capture the flag like mini-game can be played involving Shine Sprites. Players would have to grab a Shine Sprite a hold onto it for a set amount of time to win the game, while avoiding other players who will try to steal the Shine Sprite using various weaponry. In Mario Kart DS, another Shine Sprite related game can be played, this time involving nine Shine Sprites that the player has to obtain and hold onto.

In Paper Mario: The Thousand-Year Door, Shine Sprites appear throughout the game, usually being hidden inside transparent blocks. If players collect three Shine Sprites Paper Mario: The Thousand-Year Door they can give them to Merlon, who will upgrade a partner's abilities in exchange for them. In Mario & Luigi: Partners in Time, Shine Sprites are found in Shine Blocks, which can only be found in darkened areas. Once a Shine Block is hit, it will release a Shine Sprite that will brighten the surrounding area. If players hit a Shine Block incorrectly though, it will release a fireball that will damage whoever hit it.


text: File:Shine Sprite art.png

title: File:Shine Sprite art.png


text:
Super Mario Sunshine/Bosses

These are the bosses whom Mario fights in Super Mario Sunshine. Their sections are listed in the same order as the levels in which they appears.

Polluted Piranha
Polluted Piranhas are gate keepers or creatures that live inside goop blotches. They are only awakened by certain parts in goop. Find a part on an island with sludge. Erase as much goop as possible before you hit something that sparks. Keep shooting it until the slimy plant has arisen for revenge. There are three types: One made of magic goop that is standard, one made of muddy goop that will occasionally spit out mud balls, and an inky one, which will go down into the inky goop after three hits, but then will release an army of Swooping Stus and will need three more hits.

Petey Piranha
He sometimes is an easy boss. He is the biggest Piranha Plant baby ever born. He likes to vomit up goop and throw tornadoes at enemies, especially Mario.

Gooper Blooper
A larger form of a Blooper with a cork in its mouth. It appears as a boss in both Ricco Harbor and Noki Bay.

Wiggler
A giant green caterpillar who wrecks havoc on Gelato Beach.

Mecha Bowser
A boss fought in Pinna Park. The machine is under Bowser Jr.'s control, and it attacks by breathing fire from its mouth and launching Bullet Bills.

Eely-Mouth
Eely Mouth is a giant boss located deep within the waters of Noki Bay. Its poisonous breath is polluting the waters of Noki Bay, so in one mission, Mario has to battle Eely Mouth and clean its teeth with FLUDD. In the battle, Eely Mouth oozes toxic bubbles from its eyes that can damage Mario. However, using FLUDD on the bubbles can detoxify them and restore Mario's health. Once all of Eely Mouth's teeth have been cleaned, he retreats, and Mario is given a Shine Sprite.

Phanta Manta
A giant paper thin manta ray that spreads electric goop in Sirena Beach.

Shadow Mario
A mysterious doppleganger of Mario who has polluted Isle Delfino. In every level (except Corona Mountain), there is a mission in which Mario has to chase after Shadow Mario and spray him with water. If done enough, Mario earns a Shine Sprite. Shadow Mario is also encountered a few times on Isle Delfino, where he carries a Yoshi Egg or one of FLUDD's attachments instead of a Shine Sprite.

King Boo
A giant boo that haunts the basement of the Sirena Beach casino.

Bowser
The Final Boss in the game he is also partnered up with Bowser Jr. who caused the crime and made Shadow Mario and the graffiti. They are at Corona Mountain. To defeat them run to each of the five corners and keep spraying Water.

title: Super Mario Sunshine/Bosses


text:
Mario franchise strategy guide/Enemies/Cataquack

Cataquacks are creatures from the game Super Mario Sunshine.

They appear at Gelato Beach where they are an irritating pest. Once spotted, they follow you around until they throw you high into the air. A fun way to beat them is to lure one, and then run to a tree and quickly climb in it. The cataquack will slam headfirst into the tree and will immediately be capsized. Only the red cataquacks damage you. If you lure a Cataquack to a sand bud and capsize it followed by your watering of the sand bud, it will fly into the air, and die landing on it's back (It turns to sand upon impact).

In Mario Kart: Double Dash!!, the Cataquacks are obstacles in the Peach Beach course and they'll flip you in the air. They can be capsized by a powerful weapon.


text:
Traditional Abacus and Bead Arithmetic/Division/Special division tables

Principle
Suppose we have to perform a large number of divisions by 36525, which could be the case if we do calendar calculations. Then we can simplify the task by creating a specialized division table for this divisor. Following what is stated in the chapter: Guide to traditional division, we will start by calculating the following three Euclidean divisions:

Which can be summarized in the following specialized division table:

And now we can use this table to do divisions without touching the multiplication table. For example, how many Julian centuries of 36525 days can fit in 1 000 000 days?

And we have done a division by a five-digit divisor without using the multiplication table!

Two-digit division tables
In the past, special division tables were used for divisors between 11 and 99.

Some examples
Dividing by numbers that start with 1 is awkward, the following table may be used to divide by 19.

Dividing by 𝝅 is common in applications, here are the tables for two approximations of this irrational number. Finally, the division by 666 table. However, It is not advisable to divide by this number; results can be unpredictable… and uncontrollable! In any case, remember the advice:

I say to you againe, doe not call up Any that you can not put downe; by the Which I meane, Any that can in Turne call up somewhat against you, whereby your Powerfullest Devices may not be of use.

H. P. Lovecraft - The Case of Charles Dexter Ward (1941) : )👿


text:
Traditional Abacus and Bead Arithmetic/Division/Modern and traditional division; close relatives

Introduction
As explained in the previous chapter, there are two main methods of division used with the abacus: the modern division and the traditional division. The modern method of division (MD), shojohou in Japanese, shāng chúfǎ in Chinese (商除法), is actually the oldest, dating back to approx. 200 CE and only makes use of the multiplication table. By comparison, the traditional method (TD), kijohou, guī chúfǎ (帰除法), is more recent but also very old, dating back to the times of counting rods, at least from the 13th century. This method makes use of both the multiplication table and a specific division table. TD has been the standard method studied with the abacus for at least 4 centuries, losing popularity in the 1930s. The reason for this is that modern abacus students already know how to divide with pencil and paper before embarking on the study of the abacus and, having a very tight study program or being very busy, it is not a question of spending time learning a new method of division and memorizing a new table, but of taking advantage of what is already known; MD is the closest thing to written long division that can be done on the abacus.

It would be difficult to say which of the two division methods is more efficient, Kojima does not dare to say it, what does seem generally accepted is that the traditional method is more comfortable or relaxed since one does not have to think about anything, just follow the rules. From what follows, one can think that MD is somewhat more efficient (faster) than TD, one could say that while MD is for the sprinter, TD is for the Marathon runner; i.e. for those who have to spend many hours a day doing divisions…

At first glance it may seem that these two methods of division are very different from each other, we will show in what follows that the two methods are so similar and related that they can be considered close relatives (with MD being the older brother and TD the youngest) to the point that if you are already skilled in MD you are also skilled in TD! … although you don't know it yet and you are still far from getting all the power of TD.

For this purpose, we will go back to older division methods in order to position MD and TD within the framework of the Chunking methods (sometimes also called the partial quotients method or the hangman method) which will allow us to show the extreme similarity of both approaches. After this, we will delve into the hidden beauty of TD and understand why it simplifies life with the abacus. In what follows we assume that you already know all about the modern division with the abacus, how to revise up and down, etc. as explained, for instance, by Kojima.

First methods
Let's take 1225÷35 = 35 as an example. There is no simpler way to proceed than by repeated subtraction and since 35 is greater than the first two digits of the dividend, we will start subtracting 35 from 122 using a column from the abacus as a counter.

That was easy but a little long. If we can easily double the divisor and retain it in memory, we can shorten the operation by subtracting one or two times the divisor chunks.

Or even better if we can build a table like the one below by doubling the divisor three times :

which is somewhat shorter and, clearly, nothing could be faster than having a complete multiplication table of the divisor

then

There is no doubt, this is an optimal division method, nothing can be faster and more comfortable ... once we have a chunk table like the one above. But calculating the chunk table is time consuming and requires paper and pencil to write it and this extra work would only be justified if we have a large number of divisions to do with the same common divisor.

In 1617 John Napier, the father of logarithms, presented his invention to alleviate this problem consisting of a series of rods, known as Napier's Bones, with the one-digit multiplication table written on them and that could be combined to get the multiplication table of any number. For example, in our case

There is no doubt that such an invention spread to the East and was used in conjunction with the abacus, but this use must be considered as exceptional; not everyone had Napier bones close at hand. Another tool is needed and that tool is the multiplication table learned by heart.

It should be noted that the above procedures do not exhaust the possibilities of the chunking methods. If you read The Definitive Higher Math Guide on Integer Long Division article, you will be amazed at the variety of division methods that can be performed. Both MD and TD used in the abacus belong to this category, as we are going to see.

Modern Division (商除法)
One of the key points of learning abacus is to be aware that this instrument allows us to correct some things very quickly and without leaving traces and this is specially useful in the case of division. So if we have to divide 634263÷79283, instead of busting our brain trying to find the correct quotient figure, we simply choose an approximate provisional or interim figure by simplifying the original problem to 63÷7 and test it by trying to subtract the chunk (interim quotient digit)✕79283 from the dividend; one of the following will occur:

 * The interim quotient digit is correct
 * It is excessive and we must revise it down
 * It is insufficient and we must revise it up

Let's see it applied to our previous example. Instead of directly trying to solve 1225÷35 we simplify and try to solve 12÷3 using the memorized multiplication by 3  table.

Traditional Division (帰除法)
Instead of directly trying to solve the original problem 1225÷35 or the approximation used in MD 12÷3, we simplify still more and try to solve 10÷3; that is, we use a cruder approach to the original problem by ignoring the second digit of the dividend, so we must prepare to revise the interim quotient more frequently. By this change of focus from 12÷3 to 10÷3 we are adopting the philosophy of TD; it is only a slight variation of the chunking technique used in MD. This is why we can consider both division mechanisms as close relatives, members of the chunking methods family of division algorithms… and this is also why it can be said that if you are already proficient in modern division you are also already proficient in traditional division! but let us follow...

Continuing with our example

Note that MD and TD, as explained so far, can be freely intermixed during the same division problem. This is an interesting and recommended exercise that allows you to compare both strategies side by side.

TS uses a simpler and  lower approach to the original problem than MD, so that we can foresee some pros and cons

 * Pros
 * Some may consider this approach simpler
 * It will be necessary to revise down less frequently (revising down is usually more difficult and prone to mistakes than revising up)
 * Cons
 * We need to revise the interim quotient more frequently, which is an efficiency issue.

The previous two pros probably played a role in the development of the sophisticated technique we know as traditional division, but understanding why it was the preferred method for centuries, despite the above con, requires reflecting on the origin of the mental effort made during division and discovering the hidden beauty of TD.

The source of mental effort
When we learn the multiplication table we memorize a sequence of phrases like:

The order in which these phrases are learned can vary, but the structure of the phrases is similar in all languages, at least it is in Chinese and Japanese. It consists of a label that contains the two factors to be multiplied followed by the product. As soon as we think of the label, it, acting as an invocation, calls to our consciousness the value of the product. Let us represent it in the following way (read ➡ as the invocation):

How do we use this multiplication table during division? Let's think about our example above using shojohou or modern division method: 17÷3↦5, from the multiplication by three table we need the largest product that can be subtracted from 17. We need to scan in our memory (represented by ⤷) at least a few lines of said table and for each product rescued, see if it is less than 17 and choose the maximum of those less than 17. A complicated process that can be represented as:

This process is time and energy consuming. Computer specialists might find a similarity between this process and searching a relational database table on a non-indexed column; the inefficiency of such a search is well known. Creating a new index or key for that table based on the column and the search criteria can improve things drastically. Can we do something similar in our case to make the division more comfortable?

Indexing the multiplication table (division table)
To do something similar to indexing the multiplication table in terms of the products to facilitate the search, we should memorize new phrases that contain those products as labels; that is, phrases that begin with them; for instance:

That is, we have to memorize a division table, which is a hard work. Also think that the table above is not optimal in the sense that much of the numbers between 1 and 29 are missing; perhaps we should memorize a table of the following style instead:

where the third column contains the remainders of the euclidean division. You will probably agree that memorizing such a table is out of the reach of ordinary humans (think of the table for 9!).

The hidden beauty of traditional division
If we dedicate a lifetime to dividing with the abacus using MD method we would end up facing all elementary divisions of the type ab÷c where where a, b and c are digits and ab < c0, about 360 in total. However, if we were to use TD, we would be faced with all elemental divisions of the type a0÷c or (10✕a)÷c, only 36 in total! ... and this makes the memorization of a division table viable. In fact, to divide by 3 it is enough to memorize:

or, in a more compact symbolic form

that we can use directly to solve our example without any thinking by simply choosing the figure suggested by the rule as the interim quotient.

but we have not yet made use of the remainder that appears in the rules after the plus sign; that and other issues will be covered in the next chapter.

The division table
Let's conclude by offering the complete division table used in TD. All elements are obtained from a0÷c terms by euclidean division.

Further readings

 * * deals with traditional division
 * * deals with traditional division


text:
Wikibooks:Reading room/Proposals/2021/March

New reply tool and VisualEditor
Thoughts on enabling it on Wikibooks (the latter as opt-out, rather than opt-in)? Leaderboard (discuss • contribs) 16:04, 5 March 2021 (UTC)
 * I would definitely advocate for enabling both tools here on Wikibooks. I've been using these two tools at Wikiversity and they've been very helpful! See Wikiversity's discussion on enabling VisualEditor and enabling the new reply tool. —Atcovi (Talk - Contribs) 17:34, 5 March 2021 (UTC)
 * Yes I think it is a no brainer to allow DiscussionTools. I thought that Visual editing was already enabled here (although i don't use it). -- Jules (Mrjulesd) 22:25, 5 March 2021 (UTC)
 * VisualEditor is enabled as an opt-in tool; an anonymous user wouldn't be able to enable it for instance. Leaderboard (discuss • contribs) 09:00, 6 March 2021 (UTC)
 * Thanks for clarifying. If you feel this will be OK you have got my support. -- Jules (Mrjulesd) 09:12, 6 March 2021 (UTC)
 * I currently use the visual editor, since even though I know Wikitext I think the UX is a bit better, and it helps me focus on writing. As long as those who want the old editor can opt out, I don't see any issues, and I think enabling this could help new users get started easier. --Mbrickn (discuss • contribs) 00:41, 10 March 2021 (UTC)

Enabling blocking in abuse filter
Apparently I need to get consensus, so here we are.

I have an abuse filter that's managing to single-handily block GRP (chess spam, see filter 65), but however, the effectiveness of the abuse filter is not as strong as it could be due to the fact that it cannot block users. My proposal is simple: change the AbuseFilter settings so that it can automatically block user/IPs s after giving a warning (this requires a Phabricator change). What do you all think? Leaderboard (discuss • contribs) 13:11, 4 February 2021 (UTC)

 * We've been using this on en.wn, though it isn't often triggered (looks like typically a few times a month). It should be used quite cautiously, of course, but afaict can be used to good effect.  I'm agreeable to giving it a try here. --Pi zero (discuss • contribs) 13:59, 4 February 2021 (UTC)
 * We have the expertise and experience here to use if properly and it would be a useful benefit to the project. QuiteUnusual (discuss • contribs) 14:01, 4 February 2021 (UTC)
 * This is good for our project. —Atcovi (Talk - Contribs) 14:11, 4 February 2021 (UTC)

It's been enabled. QuiteUnusual (discuss • contribs) 20:36, 4 February 2021 (UTC)

Do we really need FlaggedRevs?
I know that's kind of a "central" part of Wikibooks, but for mainspace articles, I'm seeing it as unnecessary. The reason is that by default, we set mainpage articles to show the latest revision by default, which means that there isn't any benefit for the average user. The exception is for the Wikijunior namespace, where we set the default version as the last reviewed one, and I think FlaggedRevs is useful there.

My proposal would hence be to discontinue use of FlaggedRevs on the mainspace - I don't see it as a particularly useful benefit here and personally only causes unnecessary overhead. Leaderboard (discuss • contribs) 11:24, 23 January 2021 (UTC)

 * Keeping it is highly desirable imho, yes. There's a vast amount of sorting-out-of-what-isn't-vandalism contained in the revision state of pages.  The information expressed by a review of a single revision of a page would be difficult to reproduce (the judgments involved are highly context-dependent, so one has to immerse oneself in the specific situation-as-was to figure one what was going on), and when you multiply that by the number of pages involved the cumulative value is staggering. --Pi zero (discuss • contribs) 14:11, 23 January 2021 (UTC)
 * Highly desirable per Pi zero. I've done a fair bit of anti-vandalism work, and I find it invaluable to do so; since I don't have many pages on my watchlist its my main tool. Without FlaggedRevs I think that I would have difficulty in maintaining this work, as no other tools exist that I know of that would take its place. Sure you could use Special:RecentChanges, but it would be a lot harder to sort the pages. -- Jules (Mrjulesd) 19:59, 23 March 2021 (UTC)

Add autopatrol to Autoreviewed_users
Autoreviewer is normally given to users who aren't ready or do not need reviewer but are making a lot of constructive edits or creating many pages. For some reason, only  is enabled, which does not make sense because Wikibooks also makes use of Patrol and users with Autoreviewer don't need their edits to be patrolled. Hence I propose adding  for autoreviewed users. Leaderboard (discuss • contribs) 18:36, 18 March 2021 (UTC)
 * it sounds completely reasonable to me. -- Jules (Mrjulesd) 20:34, 18 March 2021 (UTC)
 * --Minorax (discuss • contribs) 09:32, 20 March 2021 (UTC)
 * --DannyS712 (discuss • contribs) 15:27, 24 March 2021 (UTC)

Is Media too restrictive?
I've been looking at Media, and to me it seems over restrictive. In particular it says:"The inclusion of non-free media files is strongly discouraged and must only be used when:

 * 1) Free license or public domain alternatives aren't available;
 * 2) Creating a free licensed or public domain alternative is not an option;
 * 3) Books are enhanced by related media being used;
 * 4) A reasonable rationale has been given for using a non-free media file; and
 * 5) Deleting a non-free media file would render a book unusable."

Now my big issue is with point 5, as it seems to almost completely ban the use of non-free media in books. After all, it could be argued that any book is usable without media, although of course that would be highly detrimental: but it would still be usable of course. I don't know how much this has been applied in practice, but for me (unless I am misunderstanding something) it suggests that it would be almost impossible to use non-free media.

Point 2 is also difficult, as it could be argued that any non-free media could be independently replicated to some degree. Again this suggests to me at least an almost complete ban.

Now I contribute to English Wikipedia, and they have a similar policy at w:Wikipedia:Non-free content criteria, which is used in templates such as w:Template:Non-free use rationale 2. To me this seems a lot easier to work through, and is presumably not illegal as its been used countless times for the project. In a nutshell it says this: "# No free equivalent. Non-free content is used only where no free equivalent is available, or could be created, that would serve the same encyclopedic purpose.
 * 1) Respect for commercial opportunities. Non-free content is not used in a manner that is likely to replace the original market role of the original copyrighted material.
 * 2) Minimal usage.
 * 3) Minimal number of items. Multiple items of non-free content are not used if one item can convey equivalent significant information.
 * 4) Minimal extent of use. An entire work is not used if a portion will suffice. Low- rather than high-resolution/fidelity/bit rate is used (especially where the original could be used for deliberate copyright infringement). This rule also applies to the copy in the File: namespace
 * 5) Previous publication. Non-free content must be a work which has been published or publicly displayed outside Wikipedia by (or with permission from) the copyright holder, or a derivative of such a work created by a Wikipedia editor.
 * 6) Content. Non-free content meets general Wikipedia content standards and is encyclopedic.
 * 7) Media-specific policy. Non-free content meets Wikipedia's media-specific policy. For example, images must meet Wikipedia:Image use policy.
 * 8) One-article minimum. Non-free content is used in at least one article.
 * 9) Contextual significance. Non-free content is used only if its presence would significantly increase readers' understanding of the article topic, and its omission would be detrimental to that understanding.
 * 10) Restrictions on location. Non-free content is allowed only in articles (not disambiguation pages), and only in the article namespace, subject to exemptions. (To prevent an image category from displaying thumbnails, add __NOGALLERY__ to it; images are linked, not inlined, from talk pages when they are a topic of discussion.)
 * 11) Image description page. The image or media description page contains the following: (see policy)"

To me this seems particularly superior, and could be adapted for this project. Any views on this? -- Jules (Mrjulesd) 18:04, 16 March 2021 (UTC)
 * How about simply remove point 5? That point is ambiguous anyway, because it does not define what "unusable" mean. With regards to point 2, I don't think that sounds like a complete ban. All that is saying is that if a free alternative exists, use that instead, and sounds sensible to me.
 * I am not in particular praise with Wikipedia's policy, mainly their point 3. I get very irritated when I see computer screenshots (which are usually fair-use) that are reduced in resolution by some DatBot (if I recall correctly). The problem is that in many cases, this reduction in resolution (unless manually overturned) loses important and crucial fidelity. The rest seem similar to Wikibooks, only a bit more detailed. Leaderboard (discuss • contribs) 18:40, 16 March 2021 (UTC)
 * thanks those are really good points. Maybe getting rid of Wikibooks point 5 would solve it. With Wikibooks point 2, maybe it could be amended to "Obtaining a free licensed or public domain alternative is not an option"? I think that's probably what it was meant to mean anyway.
 * Also instead of Wikibooks point 5, we could simply explain what a "A reasonable rationale" means in a little more detail. One way of doing it might be by saying "Respect for commercial opportunities. Non-free content is not used in a manner that is likely to replace the original market role of the original copyrighted material." and "Contextual significance. Non-free content is used only if its presence would significantly increase readers' understanding of the article topic, and its omission would be detrimental to that understanding."
 * Also I think we should get rid of "The inclusion of non-free media files is strongly discouraged and must only be used when: " and replace it with "The inclusion of non-free media files should be done with caution, and must only be used when: " -- Jules (Mrjulesd) 19:08, 16 March 2021 (UTC)
 * Your suggestion looks fine to me. because I know you had expressed concern over the policy not being detailed enough. Leaderboard (discuss • contribs) 20:14, 16 March 2021 (UTC)
 * With some modification, I prefer the Wikipedia policy as it provides lots of detail, and is pretty unambiguous. It also makes it look like the policy has been thought through to ensure it is legally compliant - I don't think ours does. QuiteUnusual (discuss • contribs) 09:16, 17 March 2021 (UTC)
 * I've been thinking about this a bit, and one possible way forward would be to adopt the Wikipedia policy but to make a modification about resolution. We could say instead "Low- rather than high-resolution/fidelity/bit rate should be used, if this is adequate for the purpose of the media". This suggests a default of low-res, but gives some flexibility if this is inadequate (e.g. high-res screenshots from Visual Studio, if high-res was needed to read the text). Any thoughts? -- Jules (Mrjulesd) 11:01, 17 March 2021 (UTC)
 * That is OK with me (I personally prefer removing the resolution part since the benefit of keeping a low resolution is dubious, or alternatively discourage high-res instead of forcing low-res), I wonder if or whether that's the only modification had in mind. Leaderboard (discuss • contribs) 11:04, 17 March 2021 (UTC)
 * Yes, I meant modified to deal with the concerns you raised earlier re. image resolution plus any wording that doesn't align with Wikibooks (e.g, substituting "one article" for "once per page" or "once in a book"). QuiteUnusual (discuss • contribs) 12:13, 17 March 2021 (UTC)

I really think we need some restriction on resolution. Consider the following scenario: strategy guides take off here, and some high-res screenshots are locally uploaded. Now its pretty unlikely, but conceivably the copyright holder could sue the WMF for copyright infringement. Now this would be a disaster; but if most media here was low-res this would be very much less likely to happen.

Now possible phrasing would be something like 🇨🇴 which would give some leeway for higher-res if needed. Another thing we could do is have a "grandfather clause" for media already uploaded, e.g. say 🇨🇴. Any thoughts? (also QuiteUnusual) -- Jules (Mrjulesd) 22:24, 17 March 2021 (UTC)
 * , must all screenshots be low res? Also, what is the maximum resolution that they can be? Btw, I agree with your suggestion to remove rule 5. -Gifnk dlm 2020 (discuss • contribs) 11:32, 18 March 2021 (UTC)
 * Firstly, I'm only talking about non-free media uploaded locally; if you can get an c:Commons:OTRS release for screenshots it wouldn't apply. Secondly, I'm saying that media should be in low res unless there is a need for high res, for example elements aren't legible unless it is high res. Another option would be to crop an image, so a low-res image is again sufficient.
 * Under the proposal, there wouldn't be a maximum resolution, but rather the onus would be on the uploader to keep resolutions low if possible. A low res image typically wouldn't be more than about 500pxX500px, which is large enough for most purposes; and of course this could be made big using the image options; and also a high-res image could be cropped to show details, making it low-res. -- Jules (Mrjulesd) 12:13, 18 March 2021 (UTC)
 * Honestly I was thinking to keep that limit at 800 * 600 atleast; 500px would be a lower bound. I think sufficient fidelity would be retained at that resolution. I am OK with discouraging unnecessarily high resolution images (such as Full HD or higher) in general though. How about something like this: "The resolution of the image should generally not be above 800 * 600px, however, this is not absolute and higher resolution images may be uploaded with rationale." Leaderboard (discuss • contribs) 14:23, 18 March 2021 (UTC)
 * that sounds fine. How about this 🇨🇴 And the rest would be basically the same as en.wp policy, with minor changes. How does that sound? -- Jules (Mrjulesd) 14:47, 18 March 2021 (UTC)
 * That looks OK to me. Leaderboard (discuss • contribs) 15:06, 18 March 2021 (UTC)

Proposal
I propose we replace Media with the text at Media/sandbox.

Please correct it if you feel it's necessary, but abstain from major changes unless you discuss here first.

 * as proposer. -- Jules (Mrjulesd) 21:39, 18 March 2021 (UTC)
 * looks good for me. -Gifnk dlm 2020 (discuss • contribs) 07:46, 19 March 2021 (UTC)
 * Leaderboard (discuss • contribs) 08:45, 19 March 2021 (UTC)
 * Looks good ! But will the depository here are separate entity from Wikimedia Commons ? Encik Tekateki (discuss • contribs) 11:08, 20 March 2021 (UTC)
 * Separate from Commons, but part of this wiki, as wikis already have the capability to upload locally; this is just an updated policy for it. For examples see Category:Non-free files, it contains locally uploaded files. -- Jules (Mrjulesd) 11:47, 20 March 2021 (UTC)
 * You have my Encik Tekateki (discuss • contribs) 14:24, 20 March 2021 (UTC)
 * Hi, I try the Upload Files function on the left bar BUT it leads me to Wikimedia Commons . Is there any way to upload to Wikibooks depository? Encik Tekateki (discuss • contribs) 03:04, 21 March 2021 (UTC)
 * , you'll need to go to Special:Upload instead. That being said, it will not work for you yet because you don't have uploader, and you'll need to request it at WB:RFP, where it can be given by any admin. Leaderboard (discuss • contribs) 07:33, 21 March 2021 (UTC)

Remove flood flag from own account
What do you think about the suggestion to give a user who has the flood flag the permission to remove it from his own account? This way users could remove the flood flag themselves when they are done and not have to ask a bureaucrat for doing so. Regards --Zabe (discuss • contribs) 12:41, 29 March 2021 (UTC)

 * sysops can remove the flood flag from their own account when they are done, and hence there is no need to ask a bureaucrat (who can still remove the flood flag from anyone if needed). Is there something I'm missing? Leaderboard (discuss • contribs) 12:50, 29 March 2021 (UTC)


text:
Wikibooks:WikiProject OpenRewi - Open Legal Science/ Templates

This page lists all design templates that are used uniformly for all OpenRewi textbook series.


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Templates:OpenRewi/Book-Cover

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title: Templates:OpenRewi/Book-Cover