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	<id>https://cc-wiki.duckdns.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Lordsnek</id>
	<title>CC Wiki - User contributions [en]</title>
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	<updated>2026-04-17T09:47:52Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Cc_awards&amp;diff=245</id>
		<title>Cc awards</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Cc_awards&amp;diff=245"/>
		<updated>2026-04-13T21:34:00Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: Added 2025 moty results&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The CC Awards are an annual set of awards given to mods released that year. The winners for each award are chosen by a community vote, with the results released as part of an April Fool&#039;s Day event. Since its inception in 2023, the CC Awards have had 8 categories: Best Main Character, Best Challenge, Best Level Design, Best Soundtrack, Best Visuals, Best Speedgame, Most Innovative, and Mod Of The Year. Below are the recipients of each award by year:&lt;br /&gt;
&lt;br /&gt;
== 2023 ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Award&lt;br /&gt;
!Winner&lt;br /&gt;
!Creator&lt;br /&gt;
|-&lt;br /&gt;
|Best Main Character &lt;br /&gt;
|Roundelie (Adelie Golf) &lt;br /&gt;
|Calverin&lt;br /&gt;
|-&lt;br /&gt;
|Best Challenge&lt;br /&gt;
|Hollow Celeste&lt;br /&gt;
|Sparky, [[User:Lordsnek|Lord Snek]] &lt;br /&gt;
|-&lt;br /&gt;
|Best Level Design&lt;br /&gt;
|Athos&lt;br /&gt;
|Sparky&lt;br /&gt;
|-&lt;br /&gt;
|Best Soundtrack&lt;br /&gt;
|Cafe&lt;br /&gt;
|Toitle&lt;br /&gt;
|-&lt;br /&gt;
|Best Visuals&lt;br /&gt;
|Ultimate Selfie&lt;br /&gt;
|Howf&lt;br /&gt;
|-&lt;br /&gt;
|Best Speedgame&lt;br /&gt;
|Solanum&lt;br /&gt;
|[[Cominixo]]&lt;br /&gt;
|-&lt;br /&gt;
|most Innovative&lt;br /&gt;
|Celestial Valley&lt;br /&gt;
|[[petthepetra]]&lt;br /&gt;
|-&lt;br /&gt;
|Mod of the Year&lt;br /&gt;
|Site.p8&lt;br /&gt;
|Community Project&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 2024 ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Award&lt;br /&gt;
!Winner&lt;br /&gt;
!Creator&lt;br /&gt;
|-&lt;br /&gt;
|Best Main Character &lt;br /&gt;
|Trusty Stepstool (Madeline and Her Trusty Stepstool) &lt;br /&gt;
|ooooggll&lt;br /&gt;
|-&lt;br /&gt;
|Best Challenge&lt;br /&gt;
|Bunnyleste&lt;br /&gt;
|Warspyking&lt;br /&gt;
|-&lt;br /&gt;
|Best Level Design&lt;br /&gt;
|Shooting Star&lt;br /&gt;
|Ooooggll, Btdubbz &lt;br /&gt;
|-&lt;br /&gt;
|Best Soundtrack&lt;br /&gt;
|Wreck&lt;br /&gt;
|Masséna&lt;br /&gt;
|-&lt;br /&gt;
|Best Visuals&lt;br /&gt;
|Burnin&#039; Trail&lt;br /&gt;
|Howf, [[User:Lordsnek|Lord Snek]]&lt;br /&gt;
|-&lt;br /&gt;
|Best Speedgame&lt;br /&gt;
|Celeste Classic: Spring Edition&lt;br /&gt;
|Wisper&lt;br /&gt;
|-&lt;br /&gt;
|most Innovative&lt;br /&gt;
|Madeline and her Trusty Stepstool&lt;br /&gt;
|Ooooggll&lt;br /&gt;
|-&lt;br /&gt;
|Mod of the Year&lt;br /&gt;
|Madeline and her Trusty Stepstool&lt;br /&gt;
|Ooooggll&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 2025 ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Award&lt;br /&gt;
!Winner&lt;br /&gt;
!Creator&lt;br /&gt;
|-&lt;br /&gt;
|Best Main Character &lt;br /&gt;
|Cherry (Neverred)&lt;br /&gt;
|[[petthepetra]]&lt;br /&gt;
|-&lt;br /&gt;
|Best Challenge&lt;br /&gt;
|ISOTOPE&lt;br /&gt;
|koipondx86&lt;br /&gt;
|-&lt;br /&gt;
|Best Level Design&lt;br /&gt;
|Neverred&lt;br /&gt;
|[[petthepetra]]&lt;br /&gt;
|-&lt;br /&gt;
|Best Soundtrack&lt;br /&gt;
|Amazon&lt;br /&gt;
|meep, RubyRed&lt;br /&gt;
|-&lt;br /&gt;
|Best Visuals&lt;br /&gt;
|ISOTOPE&lt;br /&gt;
|koipondx86&lt;br /&gt;
|-&lt;br /&gt;
|Best Speedgame&lt;br /&gt;
|Matrix&lt;br /&gt;
|Wisper&lt;br /&gt;
|-&lt;br /&gt;
|most Innovative&lt;br /&gt;
|Neverred&lt;br /&gt;
|[[petthepetra]]&lt;br /&gt;
|-&lt;br /&gt;
|Mod of the Year&lt;br /&gt;
|Tinker&lt;br /&gt;
|ooooggll&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Cc_awards&amp;diff=244</id>
		<title>Cc awards</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Cc_awards&amp;diff=244"/>
		<updated>2026-04-13T21:29:29Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: 2025 template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The CC Awards are an annual set of awards given to mods released that year. The winners for each award are chosen by a community vote, with the results released as part of an April Fool&#039;s Day event. Since its inception in 2023, the CC Awards have had 8 categories: Best Main Character, Best Challenge, Best Level Design, Best Soundtrack, Best Visuals, Best Speedgame, Most Innovative, and Mod Of The Year. Below are the recipients of each award by year:&lt;br /&gt;
&lt;br /&gt;
== 2023 ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Award&lt;br /&gt;
!Winner&lt;br /&gt;
!Creator&lt;br /&gt;
|-&lt;br /&gt;
|Best Main Character &lt;br /&gt;
|Roundelie (Adelie Golf) &lt;br /&gt;
|Calverin&lt;br /&gt;
|-&lt;br /&gt;
|Best Challenge&lt;br /&gt;
|Hollow Celeste&lt;br /&gt;
|Sparky, [[User:Lordsnek|Lord Snek]] &lt;br /&gt;
|-&lt;br /&gt;
|Best Level Design&lt;br /&gt;
|Athos&lt;br /&gt;
|Sparky&lt;br /&gt;
|-&lt;br /&gt;
|Best Soundtrack&lt;br /&gt;
|Cafe&lt;br /&gt;
|Toitle&lt;br /&gt;
|-&lt;br /&gt;
|Best Visuals&lt;br /&gt;
|Ultimate Selfie&lt;br /&gt;
|Howf&lt;br /&gt;
|-&lt;br /&gt;
|Best Speedgame&lt;br /&gt;
|Solanum&lt;br /&gt;
|[[Cominixo]]&lt;br /&gt;
|-&lt;br /&gt;
|most Innovative&lt;br /&gt;
|Celestial Valley&lt;br /&gt;
|[[petthepetra]]&lt;br /&gt;
|-&lt;br /&gt;
|Mod of the Year&lt;br /&gt;
|Site.p8&lt;br /&gt;
|Community Project&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 2024 ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Award&lt;br /&gt;
!Winner&lt;br /&gt;
!Creator&lt;br /&gt;
|-&lt;br /&gt;
|Best Main Character &lt;br /&gt;
|Trusty Stepstool (Madeline and Her Trusty Stepstool) &lt;br /&gt;
|ooooggll&lt;br /&gt;
|-&lt;br /&gt;
|Best Challenge&lt;br /&gt;
|Bunnyleste&lt;br /&gt;
|Warspyking&lt;br /&gt;
|-&lt;br /&gt;
|Best Level Design&lt;br /&gt;
|Shooting Star&lt;br /&gt;
|Ooooggll, Btdubbz &lt;br /&gt;
|-&lt;br /&gt;
|Best Soundtrack&lt;br /&gt;
|Wreck&lt;br /&gt;
|Masséna&lt;br /&gt;
|-&lt;br /&gt;
|Best Visuals&lt;br /&gt;
|Burnin&#039; Trail&lt;br /&gt;
|Howf, [[User:Lordsnek|Lord Snek]]&lt;br /&gt;
|-&lt;br /&gt;
|Best Speedgame&lt;br /&gt;
|Celeste Classic: Spring Edition&lt;br /&gt;
|Wisper&lt;br /&gt;
|-&lt;br /&gt;
|most Innovative&lt;br /&gt;
|Madeline and her Trusty Stepstool&lt;br /&gt;
|Ooooggll&lt;br /&gt;
|-&lt;br /&gt;
|Mod of the Year&lt;br /&gt;
|Madeline and her Trusty Stepstool&lt;br /&gt;
|Ooooggll&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 2025 ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Award&lt;br /&gt;
!Winner&lt;br /&gt;
!Creator&lt;br /&gt;
|-&lt;br /&gt;
|Best Main Character &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Best Challenge&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Best Level Design&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Best Soundtrack&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Best Visuals&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Best Speedgame&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|most Innovative&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Mod of the Year&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Cc_awards&amp;diff=243</id>
		<title>Cc awards</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Cc_awards&amp;diff=243"/>
		<updated>2026-04-13T21:28:55Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: Template for 2025 awards&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The CC Awards are an annual set of awards given to mods released that year. The winners for each award are chosen by a community vote, with the results released as part of an April Fool&#039;s Day event. Since its inception in 2023, the CC Awards have had 8 categories: Best Main Character, Best Challenge, Best Level Design, Best Soundtrack, Best Visuals, Best Speedgame, Most Innovative, and Mod Of The Year. Below are the recipients of each award by year:&lt;br /&gt;
&lt;br /&gt;
== 2023 ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Award&lt;br /&gt;
!Winner&lt;br /&gt;
!Creator&lt;br /&gt;
|-&lt;br /&gt;
|Best Main Character &lt;br /&gt;
|Roundelie (Adelie Golf) &lt;br /&gt;
|Calverin&lt;br /&gt;
|-&lt;br /&gt;
|Best Challenge&lt;br /&gt;
|Hollow Celeste&lt;br /&gt;
|Sparky, [[User:Lordsnek|Lord Snek]] &lt;br /&gt;
|-&lt;br /&gt;
|Best Level Design&lt;br /&gt;
|Athos&lt;br /&gt;
|Sparky&lt;br /&gt;
|-&lt;br /&gt;
|Best Soundtrack&lt;br /&gt;
|Cafe&lt;br /&gt;
|Toitle&lt;br /&gt;
|-&lt;br /&gt;
|Best Visuals&lt;br /&gt;
|Ultimate Selfie&lt;br /&gt;
|Howf&lt;br /&gt;
|-&lt;br /&gt;
|Best Speedgame&lt;br /&gt;
|Solanum&lt;br /&gt;
|[[Cominixo]]&lt;br /&gt;
|-&lt;br /&gt;
|most Innovative&lt;br /&gt;
|Celestial Valley&lt;br /&gt;
|[[petthepetra]]&lt;br /&gt;
|-&lt;br /&gt;
|Mod of the Year&lt;br /&gt;
|Site.p8&lt;br /&gt;
|Community Project&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 2024 ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Award&lt;br /&gt;
!Winner&lt;br /&gt;
!Creator&lt;br /&gt;
|-&lt;br /&gt;
|Best Main Character &lt;br /&gt;
|Trusty Stepstool (Madeline and Her Trusty Stepstool) &lt;br /&gt;
|ooooggll&lt;br /&gt;
|-&lt;br /&gt;
|Best Challenge&lt;br /&gt;
|Bunnyleste&lt;br /&gt;
|Warspyking&lt;br /&gt;
|-&lt;br /&gt;
|Best Level Design&lt;br /&gt;
|Shooting Star&lt;br /&gt;
|Ooooggll, Btdubbz &lt;br /&gt;
|-&lt;br /&gt;
|Best Soundtrack&lt;br /&gt;
|Wreck&lt;br /&gt;
|Masséna&lt;br /&gt;
|-&lt;br /&gt;
|Best Visuals&lt;br /&gt;
|Burnin&#039; Trail&lt;br /&gt;
|Howf, [[User:Lordsnek|Lord Snek]]&lt;br /&gt;
|-&lt;br /&gt;
|Best Speedgame&lt;br /&gt;
|Celeste Classic: Spring Edition&lt;br /&gt;
|Wisper&lt;br /&gt;
|-&lt;br /&gt;
|most Innovative&lt;br /&gt;
|Madeline and her Trusty Stepstool&lt;br /&gt;
|Ooooggll&lt;br /&gt;
|-&lt;br /&gt;
|Mod of the Year&lt;br /&gt;
|Madeline and her Trusty Stepstool&lt;br /&gt;
|Ooooggll&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 2025 ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Award&lt;br /&gt;
!Winner&lt;br /&gt;
!Creator&lt;br /&gt;
|-&lt;br /&gt;
|Best Main Character &lt;br /&gt;
|Roundelie (Adelie Golf) &lt;br /&gt;
|Calverin&lt;br /&gt;
|-&lt;br /&gt;
|Best Challenge&lt;br /&gt;
|Hollow Celeste&lt;br /&gt;
|Sparky, [[User:Lordsnek|Lord Snek]] &lt;br /&gt;
|-&lt;br /&gt;
|Best Level Design&lt;br /&gt;
|Athos&lt;br /&gt;
|Sparky&lt;br /&gt;
|-&lt;br /&gt;
|Best Soundtrack&lt;br /&gt;
|Cafe&lt;br /&gt;
|Toitle&lt;br /&gt;
|-&lt;br /&gt;
|Best Visuals&lt;br /&gt;
|Ultimate Selfie&lt;br /&gt;
|Howf&lt;br /&gt;
|-&lt;br /&gt;
|Best Speedgame&lt;br /&gt;
|Solanum&lt;br /&gt;
|[[Cominixo]]&lt;br /&gt;
|-&lt;br /&gt;
|most Innovative&lt;br /&gt;
|Celestial Valley&lt;br /&gt;
|[[petthepetra]]&lt;br /&gt;
|-&lt;br /&gt;
|Mod of the Year&lt;br /&gt;
|Site.p8&lt;br /&gt;
|Community Project&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Adelie_key&amp;diff=242</id>
		<title>Adelie key</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Adelie_key&amp;diff=242"/>
		<updated>2026-02-27T07:11:12Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: Added citations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adelie Key is a rocky island in the [[wikipedia:South_Shetland_Islands|South Shetland Islands]], off the coast of [[wikipedia:Antarctica|Antarctica]] in the [[wikipedia:Southern_Ocean|Southern ocean]]. discovered in 1819 by British mariner [[wikipedia:William_Smith_(mariner)|William Smith]], the island has become a location of interest among ornithologists for its many colonies of [[wikipedia:Adélie_penguin|Adelie penguins]]. Its position in the [[wikipedia:Drake_Passage|Drake Passage]] also makes it of interest to oceanographers studying the [[wikipedia:Antarctic_Circumpolar_Current|Antarctic Circumpolar current]]. The island is home to one research station, maintained by a research institute in Seattle and manned by 1-4 staff throughout the year.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
The western half of the island is dominated by Mount Celeste, the highest point on the island, while the eastern half consists of relatively flat, rocky terrain that supports adelie penguin colonies as well as several species of [[wikipedia:Moss|moss]]. The two halves of the island are connected by a narrow peninsula, which forms the southern extent of Michael Bay on the north side of the island. This bay has been used to supply the island since construction on the station began in 2004. The station opened in 2006, and has been continuously occupied by at least one researcher ever since. When the bay is inaccessible due to [[wikipedia:Drift_ice|pack ice]], a small landing strip is instead used to supply the station.&lt;br /&gt;
&lt;br /&gt;
== Ecology ==&lt;br /&gt;
Like the rest of the South Shetland Islands, Adelie Key&#039;s ecology is classified as a type of polar [[wikipedia:Tundra|tundra]]. Adelie key in particular is known for its colonies of Adelie Penguins, which have sustained scientific interest for having the densest recorded breeding colony. In recent years, it has also been home to an increasing population of [[wikipedia:Colobanthus_quitensis|Antarctic Pearlwort]], the only vascular plant on the island.&lt;br /&gt;
[[Category: Locations]]&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Adelie_key&amp;diff=241</id>
		<title>Adelie key</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Adelie_key&amp;diff=241"/>
		<updated>2026-02-27T07:04:08Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: Added category: locations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adelie Key is a rocky island in the South Shetland Islands, off the coast of Antarctica in the Southern ocean. discovered in 1819 by British mariner William Smith, the island has become a location of interest among ornithologists for the many unique colonies of Adelie penguins. Its position in the Drake Passage also makes it of interest to meteorologists studying the Antarctic Circumpolar current. The island is home to one research station, maintained by a research institute in Seattle and manned by 1-4 staff throughout the year.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
The western half of the island is dominated by Mount Celeste, the highest point on the island, while the eastern half consists of relatively flat, rocky terrain that supports adelie penguin colonies as well as several species of moss. The two halves of the island are connected by a narrow peninsula, which forms the southern extent of Michael Bay on the north side of the island. This bay has been used to supply the island since construction on the station began in 2004. The station opened in 2006, and has been continuously occupied by at least one researcher ever since. When the bay is inaccessible due to pack ice, a small landing strip is instead used to supply the station.&lt;br /&gt;
&lt;br /&gt;
== Ecology ==&lt;br /&gt;
Like the rest of the South Shetland Islands, Adelie Key&#039;s ecology is classified as a type of polar tundra. Adelie key in particular is known for its colonies of Adelie Penguins, which have sustained scientific interest for having the densest recorded breeding colony. In recent years, it has also been home to an increasing population of Antarctic Pearlwort, the only vascular plant on the island.&lt;br /&gt;
[[Category: Locations]]&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Adelie_key&amp;diff=240</id>
		<title>Adelie key</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Adelie_key&amp;diff=240"/>
		<updated>2026-02-27T07:03:49Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: Created article&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Adelie Key is a rocky island in the South Shetland Islands, off the coast of Antarctica in the Southern ocean. discovered in 1819 by British mariner William Smith, the island has become a location of interest among ornithologists for the many unique colonies of Adelie penguins. Its position in the Drake Passage also makes it of interest to meteorologists studying the Antarctic Circumpolar current. The island is home to one research station, maintained by a research institute in Seattle and manned by 1-4 staff throughout the year.&lt;br /&gt;
&lt;br /&gt;
== Geography ==&lt;br /&gt;
The western half of the island is dominated by Mount Celeste, the highest point on the island, while the eastern half consists of relatively flat, rocky terrain that supports adelie penguin colonies as well as several species of moss. The two halves of the island are connected by a narrow peninsula, which forms the southern extent of Michael Bay on the north side of the island. This bay has been used to supply the island since construction on the station began in 2004. The station opened in 2006, and has been continuously occupied by at least one researcher ever since. When the bay is inaccessible due to pack ice, a small landing strip is instead used to supply the station.&lt;br /&gt;
&lt;br /&gt;
== Ecology ==&lt;br /&gt;
Like the rest of the South Shetland Islands, Adelie Key&#039;s ecology is classified as a type of polar tundra. Adelie key in particular is known for its colonies of Adelie Penguins, which have sustained scientific interest for having the densest recorded breeding colony. In recent years, it has also been home to an increasing population of Antarctic Pearlwort, the only vascular plant on the island.&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Spikes&amp;diff=239</id>
		<title>Spikes</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Spikes&amp;diff=239"/>
		<updated>2026-02-19T23:37:56Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: Various links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spikes are obstacles in [[Celeste Classic]] that can kill [[Madeline]] when she touches them. Spikes are one of two ways the player can die in the base game, along with the bottom of the screen. There are four types of spikes that point in each of the cardinal directions. Spikes are typically placed next to a block so that their prongs face outward.&lt;br /&gt;
&lt;br /&gt;
== Original Code ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function spikes_at(x,y,w,h,xspd,yspd)&lt;br /&gt;
 for i=max(0,flr(x/8)),min(15,(x+w-1)/8) do&lt;br /&gt;
 	for j=max(0,flr(y/8)),min(15,(y+h-1)/8) do&lt;br /&gt;
 	 local tile=tile_at(i,j)&lt;br /&gt;
 	 if tile==17 and ((y+h-1)%8&amp;gt;=6 or y+h==j*8+8) and yspd&amp;gt;=0 then&lt;br /&gt;
 	  return true&lt;br /&gt;
 	 elseif tile==27 and y%8&amp;lt;=2 and yspd&amp;lt;=0 then&lt;br /&gt;
 	  return true&lt;br /&gt;
 		elseif tile==43 and x%8&amp;lt;=2 and xspd&amp;lt;=0 then&lt;br /&gt;
 		 return true&lt;br /&gt;
 		elseif tile==59 and ((x+w-1)%8&amp;gt;=6 or x+w==i*8+8) and xspd&amp;gt;=0 then&lt;br /&gt;
 		 return true&lt;br /&gt;
 		end&lt;br /&gt;
 	end&lt;br /&gt;
 end&lt;br /&gt;
	return false&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
there&#039;s a small discrepancy in the spike hitbox code: right-facing and down-facing spikes have a 3 pixel hitbox, while left-facing and up-facing spikes have a 2 pixel hitbox. Madeline can walljump off a wall while 3 pixels away from it, so it&#039;s possible to get close enough to walljump off the left side of a wall while avoiding left-facing spikes attached to it. This is called a spikejump. Since there is only one safe pixel to walljump off, this trick relies on Madeline&#039;s [[parity]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since spikes don&#039;t kill the player if she&#039;s moving the direction they face&amp;lt;ref name=&amp;quot;:0&amp;quot;&amp;gt;https://celesteclassic.github.io/glossary/&amp;lt;/ref&amp;gt;, Madeline can move into a spike from behind it without dying. In addition to making it possible to fall through spikes, this also lets Madeline interact with a block that would otherwise be inaccessible due to a spike near it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a result, When there&#039;s ground under upward-facing spikes, Madeline can sometimes land on the ground while moving upward. This is known as a [[spike clip]]&amp;lt;ref name=&amp;quot;:0&amp;quot; /&amp;gt;. Gravity isn&#039;t applied while Madeline is standing on the ground, so she can remain in a spike clip for some time (up to 200 frames under the right conditions). If Madeline&#039;s upward speed moves her above the ground, she can perform a gracejump to gain more height than would otherwise be possible. This is known as a boost, and it can be done even when there are no spikes on top of the block.&lt;br /&gt;
&lt;br /&gt;
The same principle applies for walljumping off a wall; if Madeline reaches a wall while moving in the opposite direciton, she can do a cornerjump. This works even if there are spikes on the block she&#039;s walljumping from. Cornerjumps are similar to spikejumps in many ways, but they work on left-facing spikes, and they require Madeline to be moving away from the wall. Madeline can also [[cornerjump]] from closer to a wall than she can spikejump, since she doesn&#039;t need to avoid the spike&#039;s hitbox.&lt;br /&gt;
&lt;br /&gt;
Although spikes are almost always placed next to a block in Celeste Classic, there are a few situations where they aren&#039;t. IN these situations, Madeline can pass through the spikes by being on one side of the spikes on one frame, then the other side on the next frame. COnfusingly, this is also sometimes called a spike clip, despite having little in common with the other type of spike clip. TO disambiguate, this type of spike clip is varyingly called a &amp;quot;2500 clip&amp;quot; (after the only level in the original game where this is possible) or a [direction]-facing spike clip. Due to upward-facing spikes being only 2 pixels tall, it&#039;s possible to fall through them with the right spacing even without using a dash. Similarly, left-facing spike clips are easier than right-facing ones, and they can even be done with a walljump and good spacing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Mechanics]]&lt;br /&gt;
[[Category: Stub]]&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Spikes&amp;diff=238</id>
		<title>Spikes</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Spikes&amp;diff=238"/>
		<updated>2026-02-19T19:01:01Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: Added a lot to the glitches section. I don&amp;#039;t really like my writing style here, and I think there need to be embedded gifs/images. Also, I didn&amp;#039;t have time to link to like anything, hopefully I can get to that later&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spikes are obstacles in [[Celeste Classic]] that can kill [[Madeline]] when she touches them. Spikes are one of two ways the player can die in the base game, along with the bottom of the screen. There are four types of spikes that point in each of the cardinal directions. Spikes are typically placed next to a block so that their prongs face outward.&lt;br /&gt;
&lt;br /&gt;
== Original Code ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function spikes_at(x,y,w,h,xspd,yspd)&lt;br /&gt;
 for i=max(0,flr(x/8)),min(15,(x+w-1)/8) do&lt;br /&gt;
 	for j=max(0,flr(y/8)),min(15,(y+h-1)/8) do&lt;br /&gt;
 	 local tile=tile_at(i,j)&lt;br /&gt;
 	 if tile==17 and ((y+h-1)%8&amp;gt;=6 or y+h==j*8+8) and yspd&amp;gt;=0 then&lt;br /&gt;
 	  return true&lt;br /&gt;
 	 elseif tile==27 and y%8&amp;lt;=2 and yspd&amp;lt;=0 then&lt;br /&gt;
 	  return true&lt;br /&gt;
 		elseif tile==43 and x%8&amp;lt;=2 and xspd&amp;lt;=0 then&lt;br /&gt;
 		 return true&lt;br /&gt;
 		elseif tile==59 and ((x+w-1)%8&amp;gt;=6 or x+w==i*8+8) and xspd&amp;gt;=0 then&lt;br /&gt;
 		 return true&lt;br /&gt;
 		end&lt;br /&gt;
 	end&lt;br /&gt;
 end&lt;br /&gt;
	return false&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
there&#039;s a small discrepancy in the spike hitbox code: right-facing and down-facing spikes have a 3 pixel hitbox, while left-facing and up-facing spikes have a 2 pixel hitbox. Madeline can walljump off a wall while 3 pixels away from it, so it&#039;s possible to get close enough to walljump off the left side of a wall while avoiding left-facing spikes attached to it. This is called a spikejump. Since there is only one safe pixel to walljump off, this trick relies on Madeline&#039;s parity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since spikes don&#039;t kill the player if she&#039;s moving the direction they face&amp;lt;ref name=&amp;quot;:0&amp;quot;&amp;gt;https://celesteclassic.github.io/glossary/&amp;lt;/ref&amp;gt;, Madeline can move into a spike from behind it without dying. In addition to making it possible to fall through spikes, this also lets Madeline interact with a block that would otherwise be inaccessible due to a spike near it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As a result, When there&#039;s ground under upward-facing spikes, Madeline can sometimes land on the ground while moving upward. This is known as a spike clip&amp;lt;ref name=&amp;quot;:0&amp;quot; /&amp;gt;. Gravity isn&#039;t applied while Madeline is standing on the ground, so she can remain in a spike clip for some time (up to 200 frames under the right conditions). If Madeline&#039;s upward speed moves her above the ground, she can perform a gracejump to gain more height than would otherwise be possible. This is known as a boost, and it can be done even when there are no spikes on top of the block.&lt;br /&gt;
&lt;br /&gt;
The same principle applies for walljumping off a wall; if Madeline reaches a wall while moving in the opposite direciton, she can do a cornerjump. This works even if there are spikes on the block she&#039;s walljumping from. Cornerjumps are similar to spikejumps in many ways, but they work on left-facing spikes, and they require Madeline to be moving away from the wall. Madeline can also cornerjump from closer to a wall than she can spikejump, since she doesn&#039;t need to avoid the spike&#039;s hitbox.&lt;br /&gt;
&lt;br /&gt;
Although spikes are almost always placed next to a block in Celeste Classic, there are a few situations where they aren&#039;t. IN these situations, Madeline can pass through the spikes by being on one side of the spikes on one frame, then the other side on the next frame. COnfusingly, this is also sometimes called a spike clip, despite having little in common with the other type of spike clip. TO disambiguate, this type of spike clip is varyingly called a &amp;quot;2500 clip&amp;quot; (after the only level in the original game where this is possible) or a [direction]-facing spike clip. Due to upward-facing spikes being only 2 pixels tall, it&#039;s possible to fall through them with the right spacing even without using a dash. Similarly, left-facing spike clips are easier than right-facing ones, and they can even be done with a walljump and good spacing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Mechanics]]&lt;br /&gt;
[[Category: Stub]]&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Spikes&amp;diff=237</id>
		<title>Spikes</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Spikes&amp;diff=237"/>
		<updated>2026-02-19T16:45:20Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: Don&amp;#039;t have time to finish, started glitches section but it&amp;#039;s really bad rn&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spikes are obstacles in [[Celeste Classic]] that can kill [[Madeline]] when she touches them. Spikes are one of two ways the player can die in the base game, along with the bottom of the screen. There are four types of spikes that point in each of the cardinal directions. Spikes are typically placed next to a block so that their prongs face outward.&lt;br /&gt;
&lt;br /&gt;
== Original Code ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function spikes_at(x,y,w,h,xspd,yspd)&lt;br /&gt;
 for i=max(0,flr(x/8)),min(15,(x+w-1)/8) do&lt;br /&gt;
 	for j=max(0,flr(y/8)),min(15,(y+h-1)/8) do&lt;br /&gt;
 	 local tile=tile_at(i,j)&lt;br /&gt;
 	 if tile==17 and ((y+h-1)%8&amp;gt;=6 or y+h==j*8+8) and yspd&amp;gt;=0 then&lt;br /&gt;
 	  return true&lt;br /&gt;
 	 elseif tile==27 and y%8&amp;lt;=2 and yspd&amp;lt;=0 then&lt;br /&gt;
 	  return true&lt;br /&gt;
 		elseif tile==43 and x%8&amp;lt;=2 and xspd&amp;lt;=0 then&lt;br /&gt;
 		 return true&lt;br /&gt;
 		elseif tile==59 and ((x+w-1)%8&amp;gt;=6 or x+w==i*8+8) and xspd&amp;gt;=0 then&lt;br /&gt;
 		 return true&lt;br /&gt;
 		end&lt;br /&gt;
 	end&lt;br /&gt;
 end&lt;br /&gt;
	return false&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
Spikes don&#039;t kill the player if she&#039;s moving the direction they face&amp;lt;ref name=&amp;quot;:0&amp;quot;&amp;gt;https://celesteclassic.github.io/glossary/&amp;lt;/ref&amp;gt;. This means Madeline can move into a spike from behind it without dying. In addition to making it possible to fall through spikes, this also lets Madeline interact with a block that would otherwise be inaccessible due to a spike near it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When there is ground under upward-facing spikes, Madeline can sometimes land on the ground while moving upward. Gravity isn&#039;t applied while Madeline is standing on the ground, so she can often stand on the ground for a long time. This is known as a spike clip&amp;lt;ref name=&amp;quot;:0&amp;quot; /&amp;gt;. If Madeline&#039;s upward speed moves her above the ground, she can perform a gracejump to gain more height than would otherwise be possible. This is known as a boost, and it can also be done if there are no spikes on top of the block.&lt;br /&gt;
[[Category: Mechanics]]&lt;br /&gt;
[[Category: Stub]]&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Spikes&amp;diff=236</id>
		<title>Spikes</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Spikes&amp;diff=236"/>
		<updated>2026-02-19T16:22:44Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: Added basic summary, original code segment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Spikes are obstacles in Celeste Classic that can kill Madeline when she touches them. Spikes are one of two ways the player can die in the base game, along with the bottom of the screen. There are four types of spikes that point in each of the cardinal directions. Spikes are typically placed next to a block so that their prongs face outward.&lt;br /&gt;
&lt;br /&gt;
== Original Code ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function spikes_at(x,y,w,h,xspd,yspd)&lt;br /&gt;
 for i=max(0,flr(x/8)),min(15,(x+w-1)/8) do&lt;br /&gt;
 	for j=max(0,flr(y/8)),min(15,(y+h-1)/8) do&lt;br /&gt;
 	 local tile=tile_at(i,j)&lt;br /&gt;
 	 if tile==17 and ((y+h-1)%8&amp;gt;=6 or y+h==j*8+8) and yspd&amp;gt;=0 then&lt;br /&gt;
 	  return true&lt;br /&gt;
 	 elseif tile==27 and y%8&amp;lt;=2 and yspd&amp;lt;=0 then&lt;br /&gt;
 	  return true&lt;br /&gt;
 		elseif tile==43 and x%8&amp;lt;=2 and xspd&amp;lt;=0 then&lt;br /&gt;
 		 return true&lt;br /&gt;
 		elseif tile==59 and ((x+w-1)%8&amp;gt;=6 or x+w==i*8+8) and xspd&amp;gt;=0 then&lt;br /&gt;
 		 return true&lt;br /&gt;
 		end&lt;br /&gt;
 	end&lt;br /&gt;
 end&lt;br /&gt;
	return false&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category: Mechanics]]&lt;br /&gt;
[[Category: Stub]]&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Key&amp;diff=235</id>
		<title>Key</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Key&amp;diff=235"/>
		<updated>2026-02-19T16:00:57Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: Add stub category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;keys are collectibles that open [[Small chest|small chests]].&lt;br /&gt;
&lt;br /&gt;
== original code ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
key={&lt;br /&gt;
	tile=8,&lt;br /&gt;
	if_not_fruit=true,&lt;br /&gt;
	update=function(this)&lt;br /&gt;
		local was=flr(this.spr)&lt;br /&gt;
		this.spr=9+(sin(frames/30)+0.5)*1&lt;br /&gt;
		local is=flr(this.spr)&lt;br /&gt;
		if is==10 and is!=was then&lt;br /&gt;
			this.flip.x=not this.flip.x&lt;br /&gt;
		end&lt;br /&gt;
		if this.check(player,0,0) then&lt;br /&gt;
			sfx(23)&lt;br /&gt;
			sfx_timer=10&lt;br /&gt;
			destroy_object(this)&lt;br /&gt;
			has_key=true&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
[[Category:Stub]]&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Flying_strawberries&amp;diff=234</id>
		<title>Flying strawberries</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Flying_strawberries&amp;diff=234"/>
		<updated>2026-02-13T22:35:42Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: Added a little mention of emulated versions. I feel like my wording is getting clunky but cest la vie or whatever it&amp;#039;s a small wiki read by nobody edit it if you want&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Flying Berry.png|thumb|A flying berry in 400m of Celeste Classic]]&lt;br /&gt;
Flying strawberries, also called winged berries, are a collectible that first appeared in [[Celeste Classic]]. They are similar to [[Strawberry|non-flying strawberries]], but they have wings and fly upward once the player dashes.&lt;br /&gt;
&lt;br /&gt;
== Original Code ==&lt;br /&gt;
fly_fruit={&lt;br /&gt;
&lt;br /&gt;
    tile=28,&lt;br /&gt;
&lt;br /&gt;
    if_not_fruit=true,&lt;br /&gt;
&lt;br /&gt;
    init=function(this) &lt;br /&gt;
&lt;br /&gt;
        this.start=this.y&lt;br /&gt;
&lt;br /&gt;
        this.fly=false&lt;br /&gt;
&lt;br /&gt;
        this.step=0.5&lt;br /&gt;
&lt;br /&gt;
        this.solids=false&lt;br /&gt;
&lt;br /&gt;
        this.sfx_delay=8&lt;br /&gt;
&lt;br /&gt;
    end,&lt;br /&gt;
&lt;br /&gt;
    update=function(this)&lt;br /&gt;
&lt;br /&gt;
        --fly away&lt;br /&gt;
&lt;br /&gt;
        if this.fly then&lt;br /&gt;
&lt;br /&gt;
         if this.sfx_delay&amp;gt;0 then&lt;br /&gt;
&lt;br /&gt;
          this.sfx_delay-=1&lt;br /&gt;
&lt;br /&gt;
          if this.sfx_delay&amp;lt;=0 then&lt;br /&gt;
&lt;br /&gt;
           sfx_timer=20&lt;br /&gt;
&lt;br /&gt;
           sfx(14)&lt;br /&gt;
&lt;br /&gt;
          end&lt;br /&gt;
&lt;br /&gt;
         end&lt;br /&gt;
&lt;br /&gt;
            this.spd.y=appr(this.spd.y,-3.5,0.25)&lt;br /&gt;
&lt;br /&gt;
            if this.y&amp;lt;-16 then&lt;br /&gt;
&lt;br /&gt;
                destroy_object(this)&lt;br /&gt;
&lt;br /&gt;
            end&lt;br /&gt;
&lt;br /&gt;
        -- wait&lt;br /&gt;
&lt;br /&gt;
        else&lt;br /&gt;
&lt;br /&gt;
            if has_dashed then&lt;br /&gt;
&lt;br /&gt;
                this.fly=true&lt;br /&gt;
&lt;br /&gt;
            end&lt;br /&gt;
&lt;br /&gt;
            this.step+=0.05&lt;br /&gt;
&lt;br /&gt;
            this.spd.y=sin(this.step)*0.5&lt;br /&gt;
&lt;br /&gt;
        end&lt;br /&gt;
&lt;br /&gt;
        -- collect&lt;br /&gt;
&lt;br /&gt;
        local hit=this.collide(player,0,0)&lt;br /&gt;
&lt;br /&gt;
        if hit~=nil then&lt;br /&gt;
&lt;br /&gt;
         hit.djump=max_djump&lt;br /&gt;
&lt;br /&gt;
            sfx_timer=20&lt;br /&gt;
&lt;br /&gt;
            sfx(13)&lt;br /&gt;
&lt;br /&gt;
            got_fruit[1+level_index()] = true&lt;br /&gt;
&lt;br /&gt;
            init_object(lifeup,this.x,this.y)&lt;br /&gt;
&lt;br /&gt;
            destroy_object(this)&lt;br /&gt;
&lt;br /&gt;
        end&lt;br /&gt;
&lt;br /&gt;
    end,&lt;br /&gt;
&lt;br /&gt;
    draw=function(this)&lt;br /&gt;
&lt;br /&gt;
        local off=0&lt;br /&gt;
&lt;br /&gt;
        if not this.fly then&lt;br /&gt;
&lt;br /&gt;
            local dir=sin(this.step)&lt;br /&gt;
&lt;br /&gt;
            if dir&amp;lt;0 then&lt;br /&gt;
&lt;br /&gt;
                off=1+max(0,sign(this.y-this.start))&lt;br /&gt;
&lt;br /&gt;
            end&lt;br /&gt;
&lt;br /&gt;
        else&lt;br /&gt;
&lt;br /&gt;
            off=(off+0.25)%3&lt;br /&gt;
&lt;br /&gt;
        end&lt;br /&gt;
&lt;br /&gt;
        spr(45+off,this.x-6,this.y-2,1,1,true,false)&lt;br /&gt;
&lt;br /&gt;
        spr(this.spr,this.x,this.y)&lt;br /&gt;
&lt;br /&gt;
        spr(45+off,this.x+6,this.y-2)&lt;br /&gt;
&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
When flying berries flap up and down, they don&#039;t follow a perfect cycle due to rounding errors and problems with [[PICO-8|pico-8]]&#039;s implementation of sin(). Over a very long time, these errors can accumulate and make the berry drift slowly upward. Since the berry&#039;s y position is an integer, it will underflow to a positive (lower) y position if the berry drifts any higher than y=-32768. While flying berries also drift slightly in emuulated versions of the game, the drift is much slower, and eventually stops happening altogether; as a result, this is usually considered a PICO-8 only glitch.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This slow drift takes a &#039;&#039;very&#039;&#039; long time; it takes 9 years for the berry to underflow. If you can&#039;t dash to make it rise back quickly, it takes another 9 years for the flying berry to drift back up into the main map. This glitch is used mainly in minimalist challenge runs, like getting the berry in 700m without jumping. It is also the primary technique in [[longleste]], a challenge to make the longest beatable level.&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Flying_strawberries&amp;diff=233</id>
		<title>Flying strawberries</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Flying_strawberries&amp;diff=233"/>
		<updated>2026-02-13T22:33:36Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: Created the page, with a glitches section where I describe flying berry drift&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Flying Berry.png|thumb|A flying berry in 400m of Celeste Classic]]&lt;br /&gt;
Flying strawberries, also called winged berries, are a collectible that first appeared in [[Celeste Classic]]. They are similar to [[Strawberry|non-flying strawberries]], but they have wings and fly upward once the player dashes.&lt;br /&gt;
&lt;br /&gt;
== Original Code ==&lt;br /&gt;
fly_fruit={&lt;br /&gt;
&lt;br /&gt;
    tile=28,&lt;br /&gt;
&lt;br /&gt;
    if_not_fruit=true,&lt;br /&gt;
&lt;br /&gt;
    init=function(this) &lt;br /&gt;
&lt;br /&gt;
        this.start=this.y&lt;br /&gt;
&lt;br /&gt;
        this.fly=false&lt;br /&gt;
&lt;br /&gt;
        this.step=0.5&lt;br /&gt;
&lt;br /&gt;
        this.solids=false&lt;br /&gt;
&lt;br /&gt;
        this.sfx_delay=8&lt;br /&gt;
&lt;br /&gt;
    end,&lt;br /&gt;
&lt;br /&gt;
    update=function(this)&lt;br /&gt;
&lt;br /&gt;
        --fly away&lt;br /&gt;
&lt;br /&gt;
        if this.fly then&lt;br /&gt;
&lt;br /&gt;
         if this.sfx_delay&amp;gt;0 then&lt;br /&gt;
&lt;br /&gt;
          this.sfx_delay-=1&lt;br /&gt;
&lt;br /&gt;
          if this.sfx_delay&amp;lt;=0 then&lt;br /&gt;
&lt;br /&gt;
           sfx_timer=20&lt;br /&gt;
&lt;br /&gt;
           sfx(14)&lt;br /&gt;
&lt;br /&gt;
          end&lt;br /&gt;
&lt;br /&gt;
         end&lt;br /&gt;
&lt;br /&gt;
            this.spd.y=appr(this.spd.y,-3.5,0.25)&lt;br /&gt;
&lt;br /&gt;
            if this.y&amp;lt;-16 then&lt;br /&gt;
&lt;br /&gt;
                destroy_object(this)&lt;br /&gt;
&lt;br /&gt;
            end&lt;br /&gt;
&lt;br /&gt;
        -- wait&lt;br /&gt;
&lt;br /&gt;
        else&lt;br /&gt;
&lt;br /&gt;
            if has_dashed then&lt;br /&gt;
&lt;br /&gt;
                this.fly=true&lt;br /&gt;
&lt;br /&gt;
            end&lt;br /&gt;
&lt;br /&gt;
            this.step+=0.05&lt;br /&gt;
&lt;br /&gt;
            this.spd.y=sin(this.step)*0.5&lt;br /&gt;
&lt;br /&gt;
        end&lt;br /&gt;
&lt;br /&gt;
        -- collect&lt;br /&gt;
&lt;br /&gt;
        local hit=this.collide(player,0,0)&lt;br /&gt;
&lt;br /&gt;
        if hit~=nil then&lt;br /&gt;
&lt;br /&gt;
         hit.djump=max_djump&lt;br /&gt;
&lt;br /&gt;
            sfx_timer=20&lt;br /&gt;
&lt;br /&gt;
            sfx(13)&lt;br /&gt;
&lt;br /&gt;
            got_fruit[1+level_index()] = true&lt;br /&gt;
&lt;br /&gt;
            init_object(lifeup,this.x,this.y)&lt;br /&gt;
&lt;br /&gt;
            destroy_object(this)&lt;br /&gt;
&lt;br /&gt;
        end&lt;br /&gt;
&lt;br /&gt;
    end,&lt;br /&gt;
&lt;br /&gt;
    draw=function(this)&lt;br /&gt;
&lt;br /&gt;
        local off=0&lt;br /&gt;
&lt;br /&gt;
        if not this.fly then&lt;br /&gt;
&lt;br /&gt;
            local dir=sin(this.step)&lt;br /&gt;
&lt;br /&gt;
            if dir&amp;lt;0 then&lt;br /&gt;
&lt;br /&gt;
                off=1+max(0,sign(this.y-this.start))&lt;br /&gt;
&lt;br /&gt;
            end&lt;br /&gt;
&lt;br /&gt;
        else&lt;br /&gt;
&lt;br /&gt;
            off=(off+0.25)%3&lt;br /&gt;
&lt;br /&gt;
        end&lt;br /&gt;
&lt;br /&gt;
        spr(45+off,this.x-6,this.y-2,1,1,true,false)&lt;br /&gt;
&lt;br /&gt;
        spr(this.spr,this.x,this.y)&lt;br /&gt;
&lt;br /&gt;
        spr(45+off,this.x+6,this.y-2)&lt;br /&gt;
&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
When flying berries flap up and down, they don&#039;t follow a perfect cycle due to rounding errors and problems with [[PICO-8|pico-8]]&#039;s implementation of sin(). Over a very long time, these errors can accumulate and make the berry drift slowly upward. Since the berry&#039;s y position is an integer, it will underflow to a positive (lower) y position if the berry drifts any higher than y=-32768.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This slow drift takes a &#039;&#039;very&#039;&#039; long time; it takes 9 years for the berry to underflow. If you can&#039;t dash to make it rise back quickly, it takes another 9 years for the flying berry to drift back up into the main map. This glitch is used mainly in minimalist challenge runs, like getting the berry in 700m without jumping. It is also the primary technique in [[longleste]], a challenge to make the longest beatable level.&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=File:Flying_Berry.png&amp;diff=232</id>
		<title>File:Flying Berry.png</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=File:Flying_Berry.png&amp;diff=232"/>
		<updated>2026-02-13T20:56:39Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A flying berry in 400&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Small_chest&amp;diff=231</id>
		<title>Small chest</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Small_chest&amp;diff=231"/>
		<updated>2026-02-13T20:44:29Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: Added pictures and info about the unused sprite. Not marking as minor because I don&amp;#039;t think there&amp;#039;s that much you can say about chests so this is comparatively large&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:SmallChest.png|thumb|A small unopened chest in 500m of Celeste Classic]]&lt;br /&gt;
Small chests are objects, originally from [[Celeste Classic]], that spawn a [[Strawberry|berry]] when a [[key]] is collected. during the spawning animation, the chest shakes randomly, which causes the berry to spawn at a random x position. &lt;br /&gt;
&lt;br /&gt;
== original code ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
chest={&lt;br /&gt;
	tile=20,&lt;br /&gt;
	if_not_fruit=true,&lt;br /&gt;
	init=function(this)&lt;br /&gt;
		this.x-=4&lt;br /&gt;
		this.start=this.x&lt;br /&gt;
		this.timer=20&lt;br /&gt;
	end,&lt;br /&gt;
	update=function(this)&lt;br /&gt;
		if has_key then&lt;br /&gt;
			this.timer-=1&lt;br /&gt;
			this.x=this.start-1+rnd(3)&lt;br /&gt;
			if this.timer&amp;lt;=0 then&lt;br /&gt;
			 sfx_timer=20&lt;br /&gt;
			 sfx(16)&lt;br /&gt;
				init_object(fruit,this.x,this.y-4)&lt;br /&gt;
				destroy_object(this)&lt;br /&gt;
			end&lt;br /&gt;
		end&lt;br /&gt;
	end&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Unused sprite ==&lt;br /&gt;
[[File:Unused Chest.png|thumb|The unused sprite]]&lt;br /&gt;
In Celeste Classic, when a chest spawns a berry, the chest simply disappears. However, in the game&#039;s spritesheet there is a sprite that was likely supposed to depict an open chest. This is one of the few [[unused sprites]] in the game.&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=File:Unused_Chest.png&amp;diff=230</id>
		<title>File:Unused Chest.png</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=File:Unused_Chest.png&amp;diff=230"/>
		<updated>2026-02-13T20:43:35Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The unused chest from Celeste Classic. Image taken from the spritesheet.&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=File:SmallChest.png&amp;diff=229</id>
		<title>File:SmallChest.png</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=File:SmallChest.png&amp;diff=229"/>
		<updated>2026-02-13T20:36:53Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A screenshot of a small chest&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Memorial&amp;diff=228</id>
		<title>Memorial</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Memorial&amp;diff=228"/>
		<updated>2026-02-13T20:33:10Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: One grammar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;also known as &amp;quot;message&amp;quot; in the codebase&#039;&#039;[[File:Memorial.png|thumb|The Memorial object as it appears in Celeste Classic]]&lt;br /&gt;
The Memorial is an object first introduced in [[Celeste Classic]] that displays text when the player stands in front of it.&lt;br /&gt;
&lt;br /&gt;
While the text of the memorial can be modified, in the original game it reads as follows:&amp;lt;blockquote&amp;gt;-- celeste mountain --&lt;br /&gt;
&lt;br /&gt;
this memorial to those&lt;br /&gt;
&lt;br /&gt;
perished on the climb&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Technical info ==&lt;br /&gt;
The text of the memorial is stored within the string variable &#039;&#039;&#039;this.text&#039;&#039;&#039;, which is initialized and parsed during the draw function. Any hash characters are converted into line breaks.&lt;br /&gt;
&lt;br /&gt;
The object iterates through the string at a rate of 0.5 chars/frame, playing sfx 35 once a new character is reached.&lt;br /&gt;
&lt;br /&gt;
== Original code ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
message={&lt;br /&gt;
  tile=86,&lt;br /&gt;
  last=0,&lt;br /&gt;
  draw=function(this)&lt;br /&gt;
    this.text=&amp;quot;-- celeste mountain --#this memorial to those# perished on the climb&amp;quot;&lt;br /&gt;
    if this.check(player,4,0) then&lt;br /&gt;
      if this.index&amp;lt;#this.text then&lt;br /&gt;
       this.index+=0.5&lt;br /&gt;
        if this.index&amp;gt;=this.last+1 then&lt;br /&gt;
         this.last+=1&lt;br /&gt;
         sfx(35)&lt;br /&gt;
        end&lt;br /&gt;
      end&lt;br /&gt;
      this.off={x=8,y=96}&lt;br /&gt;
      for i=1,this.index do&lt;br /&gt;
        if sub(this.text,i,i)~=&amp;quot;#&amp;quot; then&lt;br /&gt;
          rectfill(this.off.x-2,this.off.y-2,this.off.x+7,this.off.y+6 ,7)&lt;br /&gt;
          print(sub(this.text,i,i),this.off.x,this.off.y,0)&lt;br /&gt;
          this.off.x+=5&lt;br /&gt;
        else&lt;br /&gt;
          this.off.x=8&lt;br /&gt;
          this.off.y+=7&lt;br /&gt;
        end&lt;br /&gt;
      end&lt;br /&gt;
    else&lt;br /&gt;
      this.index=0&lt;br /&gt;
      this.last=0&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;br /&gt;
}&lt;br /&gt;
add(types,message)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Evercore ==&lt;br /&gt;
In later versions of evercore, the memorial text is changed. in these versions, text appears all at once rather than being spelled out character by character, and the text is automatically centered to avoid whitespace issues.&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Barri&amp;diff=227</id>
		<title>Barri</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Barri&amp;diff=227"/>
		<updated>2026-02-13T20:32:02Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: Added sentience of Barri. I don&amp;#039;t really know how to cite a thumbs-up reaction on discord but that&amp;#039;s kind of our only source so I assume people can figure it out from context idk&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Characters]]&lt;br /&gt;
{{Stub}}&lt;br /&gt;
{{Character|status=Alive (?)|age=Unknown|appears=[[Barrels 2: Barri&#039;s Trek]]|creator=[[Calverin]]|image=Barri.png}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Barri&#039;&#039; is a barrel-shaped character from the mod [[Barrels 2: Barri&#039;s Trek]]. Despite being a barrel, it is sentient.&amp;lt;ref&amp;gt;https://discord.com/channels/495648733057253388/530191838007787551/1188730211181805609&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;https://discord.com/channels/495648733057253388/530191838007787551/1471762065700945930&amp;lt;/ref&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Strawberry&amp;diff=226</id>
		<title>Strawberry</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Strawberry&amp;diff=226"/>
		<updated>2026-02-13T00:24:47Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: Removing stub just because I feel like there isn&amp;#039;t much more that needs to be added here; obviously feel free to edit anyway if you want, I just don&amp;#039;t think we need articles much longer than this&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Strawberries are collectibles that first appeared in [[Celeste Classic|celeste classic]]. they are never required to beat a level, but the summit [[flag]] tracks how many have been collected in total. Collecting all 18 is considered to be 100% completion. Some strawberries take the form of [[flying strawberries]] that fly upwards when the player dashes. Other berries can come out of [[Small chest|chests]] when a [[key]] is collected. the player can collect a strawberry by touching it, which restores the player&#039;s dash, and even if the player dies afterwards the strawberry will remain collected and not come back. it is unclear whether madeline consumes the strawberries, collects them for later use, or simply causes them to disappear.&lt;br /&gt;
&lt;br /&gt;
== Original code ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
fruit={&lt;br /&gt;
&lt;br /&gt;
    tile=26,&lt;br /&gt;
&lt;br /&gt;
    if_not_fruit=true,&lt;br /&gt;
&lt;br /&gt;
    init=function(this)&lt;br /&gt;
&lt;br /&gt;
        this.start=this.y&lt;br /&gt;
&lt;br /&gt;
        this.off=0&lt;br /&gt;
&lt;br /&gt;
    end,&lt;br /&gt;
&lt;br /&gt;
    update=function(this)&lt;br /&gt;
&lt;br /&gt;
     local hit=this.collide(player,0,0)&lt;br /&gt;
&lt;br /&gt;
        if hit~=nil then&lt;br /&gt;
&lt;br /&gt;
         hit.djump=max_djump&lt;br /&gt;
&lt;br /&gt;
            sfx_timer=20&lt;br /&gt;
&lt;br /&gt;
            sfx(13)&lt;br /&gt;
&lt;br /&gt;
            got_fruit[1+level_index()] = true&lt;br /&gt;
&lt;br /&gt;
            init_object(lifeup,this.x,this.y)&lt;br /&gt;
&lt;br /&gt;
            destroy_object(this)&lt;br /&gt;
&lt;br /&gt;
        end&lt;br /&gt;
&lt;br /&gt;
        this.off+=1&lt;br /&gt;
&lt;br /&gt;
        this.y=this.start+sin(this.off/40)*2.5&lt;br /&gt;
&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
After 18.2 minutes of a strawberry&#039;s cycle, the variable this.off will overflow, and the berry will suddenly jump to a lower point in its cycle. The sin() oddities that cause flying berry drift are still technically present, but they modify the berry&#039;s position rather than its speed, causing it to stay very close to the correct position.&lt;br /&gt;
&lt;br /&gt;
[[File:Strawberry Overflow.gif|thumb|A strawberry&#039;s behavior when its offset timer overflows]]&lt;br /&gt;
Strawberries that spawn from a [[Small chest|chest]] are added to the object list after the player has already spawned into the level, so the player has to wait a frame longer to get her dash back from the berry.&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Strawberry&amp;diff=225</id>
		<title>Strawberry</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Strawberry&amp;diff=225"/>
		<updated>2026-02-13T00:21:30Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: Fixed block format for oc&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Strawberries are collectibles that first appeared in [[Celeste Classic|celeste classic]]. they are never required to beat a level, but the summit [[flag]] tracks how many have been collected in total. Collecting all 18 is considered to be 100% completion. Some strawberries take the form of [[flying strawberries]] that fly upwards when the player dashes. Other berries can come out of [[Small chest|chests]] when a [[key]] is collected. the player can collect a strawberry by touching it, which restores the player&#039;s dash, and even if the player dies afterwards the strawberry will remain collected and not come back. it is unclear whether madeline consumes the strawberries, collects them for later use, or simply causes them to disappear.&lt;br /&gt;
&lt;br /&gt;
== Original code ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
fruit={&lt;br /&gt;
&lt;br /&gt;
    tile=26,&lt;br /&gt;
&lt;br /&gt;
    if_not_fruit=true,&lt;br /&gt;
&lt;br /&gt;
    init=function(this)&lt;br /&gt;
&lt;br /&gt;
        this.start=this.y&lt;br /&gt;
&lt;br /&gt;
        this.off=0&lt;br /&gt;
&lt;br /&gt;
    end,&lt;br /&gt;
&lt;br /&gt;
    update=function(this)&lt;br /&gt;
&lt;br /&gt;
     local hit=this.collide(player,0,0)&lt;br /&gt;
&lt;br /&gt;
        if hit~=nil then&lt;br /&gt;
&lt;br /&gt;
         hit.djump=max_djump&lt;br /&gt;
&lt;br /&gt;
            sfx_timer=20&lt;br /&gt;
&lt;br /&gt;
            sfx(13)&lt;br /&gt;
&lt;br /&gt;
            got_fruit[1+level_index()] = true&lt;br /&gt;
&lt;br /&gt;
            init_object(lifeup,this.x,this.y)&lt;br /&gt;
&lt;br /&gt;
            destroy_object(this)&lt;br /&gt;
&lt;br /&gt;
        end&lt;br /&gt;
&lt;br /&gt;
        this.off+=1&lt;br /&gt;
&lt;br /&gt;
        this.y=this.start+sin(this.off/40)*2.5&lt;br /&gt;
&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
After 18.2 minutes of a strawberry&#039;s cycle, the variable this.off will overflow, and the berry will suddenly jump to a lower point in its cycle. The sin() oddities that cause flying berry drift are still technically present, but they modify the berry&#039;s position rather than its speed, causing it to stay very close to the correct position.&lt;br /&gt;
&lt;br /&gt;
[[File:Strawberry Overflow.gif|thumb|A strawberry&#039;s behavior when its offset timer overflows]]&lt;br /&gt;
Strawberries that spawn from a [[Small chest|chest]] are added to the object list after the player has already spawned into the level, so the player has to wait a frame longer to get her dash back from the berry.&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
[[Category:Stub]]&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Strawberry&amp;diff=224</id>
		<title>Strawberry</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Strawberry&amp;diff=224"/>
		<updated>2026-02-13T00:20:48Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: /* Original code */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Strawberries are collectibles that first appeared in [[Celeste Classic|celeste classic]]. they are never required to beat a level, but the summit [[flag]] tracks how many have been collected in total. Collecting all 18 is considered to be 100% completion. Some strawberries take the form of [[flying strawberries]] that fly upwards when the player dashes. Other berries can come out of [[Small chest|chests]] when a [[key]] is collected. the player can collect a strawberry by touching it, which restores the player&#039;s dash, and even if the player dies afterwards the strawberry will remain collected and not come back. it is unclear whether madeline consumes the strawberries, collects them for later use, or simply causes them to disappear.&lt;br /&gt;
&lt;br /&gt;
== Original code ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;blockquote&amp;gt;fruit={&lt;br /&gt;
&lt;br /&gt;
    tile=26,&lt;br /&gt;
&lt;br /&gt;
    if_not_fruit=true,&lt;br /&gt;
&lt;br /&gt;
    init=function(this)&lt;br /&gt;
&lt;br /&gt;
        this.start=this.y&lt;br /&gt;
&lt;br /&gt;
        this.off=0&lt;br /&gt;
&lt;br /&gt;
    end,&lt;br /&gt;
&lt;br /&gt;
    update=function(this)&lt;br /&gt;
&lt;br /&gt;
     local hit=this.collide(player,0,0)&lt;br /&gt;
&lt;br /&gt;
        if hit~=nil then&lt;br /&gt;
&lt;br /&gt;
         hit.djump=max_djump&lt;br /&gt;
&lt;br /&gt;
            sfx_timer=20&lt;br /&gt;
&lt;br /&gt;
            sfx(13)&lt;br /&gt;
&lt;br /&gt;
            got_fruit[1+level_index()] = true&lt;br /&gt;
&lt;br /&gt;
            init_object(lifeup,this.x,this.y)&lt;br /&gt;
&lt;br /&gt;
            destroy_object(this)&lt;br /&gt;
&lt;br /&gt;
        end&lt;br /&gt;
&lt;br /&gt;
        this.off+=1&lt;br /&gt;
&lt;br /&gt;
        this.y=this.start+sin(this.off/40)*2.5&lt;br /&gt;
&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
After 18.2 minutes of a strawberry&#039;s cycle, the variable this.off will overflow, and the berry will suddenly jump to a lower point in its cycle. The sin() oddities that cause flying berry drift are still technically present, but they modify the berry&#039;s position rather than its speed, causing it to stay very close to the correct position.&lt;br /&gt;
&lt;br /&gt;
[[File:Strawberry Overflow.gif|thumb|A strawberry&#039;s behavior when its offset timer overflows]]&lt;br /&gt;
Strawberries that spawn from a [[Small chest|chest]] are added to the object list after the player has already spawned into the level, so the player has to wait a frame longer to get her dash back from the berry.&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
[[Category:Stub]]&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Strawberry&amp;diff=223</id>
		<title>Strawberry</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Strawberry&amp;diff=223"/>
		<updated>2026-02-13T00:19:46Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: Added the original code section (lowkey idk how necessary this is but I&amp;#039;m trying to keep formatting sort of consistent) and a section for glitches (not that they&amp;#039;re very interesting for berries lol&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Strawberries are collectibles that first appeared in [[Celeste Classic|celeste classic]]. they are never required to beat a level, but the summit [[flag]] tracks how many have been collected in total. Collecting all 18 is considered to be 100% completion. Some strawberries take the form of [[flying strawberries]] that fly upwards when the player dashes. Other berries can come out of [[Small chest|chests]] when a [[key]] is collected. the player can collect a strawberry by touching it, which restores the player&#039;s dash, and even if the player dies afterwards the strawberry will remain collected and not come back. it is unclear whether madeline consumes the strawberries, collects them for later use, or simply causes them to disappear.&lt;br /&gt;
&lt;br /&gt;
== Original code ==&lt;br /&gt;
&amp;lt;blockquote&amp;gt;fruit={&lt;br /&gt;
&lt;br /&gt;
    tile=26,&lt;br /&gt;
&lt;br /&gt;
    if_not_fruit=true,&lt;br /&gt;
&lt;br /&gt;
    init=function(this)&lt;br /&gt;
&lt;br /&gt;
        this.start=this.y&lt;br /&gt;
&lt;br /&gt;
        this.off=0&lt;br /&gt;
&lt;br /&gt;
    end,&lt;br /&gt;
&lt;br /&gt;
    update=function(this)&lt;br /&gt;
&lt;br /&gt;
     local hit=this.collide(player,0,0)&lt;br /&gt;
&lt;br /&gt;
        if hit~=nil then&lt;br /&gt;
&lt;br /&gt;
         hit.djump=max_djump&lt;br /&gt;
&lt;br /&gt;
            sfx_timer=20&lt;br /&gt;
&lt;br /&gt;
            sfx(13)&lt;br /&gt;
&lt;br /&gt;
            got_fruit[1+level_index()] = true&lt;br /&gt;
&lt;br /&gt;
            init_object(lifeup,this.x,this.y)&lt;br /&gt;
&lt;br /&gt;
            destroy_object(this)&lt;br /&gt;
&lt;br /&gt;
        end&lt;br /&gt;
&lt;br /&gt;
        this.off+=1&lt;br /&gt;
&lt;br /&gt;
        this.y=this.start+sin(this.off/40)*2.5&lt;br /&gt;
&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
}&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Glitches ==&lt;br /&gt;
After 18.2 minutes of a strawberry&#039;s cycle, the variable this.off will overflow, and the berry will suddenly jump to a lower point in its cycle. The sin() oddities that cause flying berry drift are still technically present, but they modify the berry&#039;s position rather than its speed, causing it to stay very close to the correct position.&lt;br /&gt;
&lt;br /&gt;
[[File:Strawberry Overflow.gif|thumb|A strawberry&#039;s behavior when its offset timer overflows]]&lt;br /&gt;
Strawberries that spawn from a [[Small chest|chest]] are added to the object list after the player has already spawned into the level, so the player has to wait a frame longer to get her dash back from the berry.&lt;br /&gt;
[[Category:Mechanics]]&lt;br /&gt;
[[Category:Stub]]&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=File:Strawberry_Overflow.gif&amp;diff=222</id>
		<title>File:Strawberry Overflow.gif</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=File:Strawberry_Overflow.gif&amp;diff=222"/>
		<updated>2026-02-13T00:17:15Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A gif of a strawberry jumping around in its cycle due to an overflow (timer hacked for demonstration)&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=File:Caldera.p8.png&amp;diff=221</id>
		<title>File:Caldera.p8.png</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=File:Caldera.p8.png&amp;diff=221"/>
		<updated>2026-02-11T03:49:16Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The p8.png for Caldera (Maude 2)&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Maude_2&amp;diff=220</id>
		<title>Maude 2</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Maude_2&amp;diff=220"/>
		<updated>2026-02-11T03:48:26Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: Added cart info/category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod|image=[[Caldera.p8.png]]|engine=[[Evercore v2.3.1]]|creator=[[Lord Snek]]|date=2025-12-18|CChristmas=https://evergreengames.github.io/cchristmas/2025/day6/index.html}}&lt;br /&gt;
Maude 2 is a mod created by [[User:Lordsnek|Lord Snek]] for the 2025 Celeste Classic Christmas calendar. It is a sequel to Maude, a shitpost mod released for a mod jam in 2021. The mod is usually displayed as &amp;quot;caldera&amp;quot;, and plays like a normal mod without a title screen, but Maudeline is hit by a truck in the first level and sent to the title screen for Maude 2. There are 6 unique &amp;quot;endings&amp;quot; to Maude 2, the same as the number of endings in Maude.&lt;br /&gt;
&lt;br /&gt;
== Normal Ending ==&lt;br /&gt;
Maudeline is hit by a truck in &amp;quot;Stairway to Heaven&amp;quot; and goes to the title screen. If the player now exits the top of every level normally, they will reach the normal ending&lt;br /&gt;
&lt;br /&gt;
== Generous Ending ==&lt;br /&gt;
The penultimate level contains a sign saying that Maude 2 is &amp;quot;pay what you think is fair&amp;quot;, where payments should be made in terms of wasted time in that level. If the player spends at least 4 minutes 59 seconds and 28 frames (a reference to &amp;quot;5 minute timeout&amp;quot; in Maude 1), they reach the normal ending, but with the level card and [[Memorial|sign]] mildly changed.&lt;br /&gt;
&lt;br /&gt;
== West Virginia Ending ==&lt;br /&gt;
If the player resets the game in any way except using the pause menu, such as ctrl + r, refreshing the page, or typing &amp;quot;run&amp;quot; in the console, the truck will not spawn. Instead, a block will fall toward Maudeline from above. This block can be dodged, and Maudeline can reach the top of this screen with or without a balloon, where there is a flag and a sign saying &amp;quot;welcome 2 west virginia&amp;quot;. This is a reference to the song &amp;quot;Country Roads&amp;quot; by John Denver, where he says West Virginia is &amp;quot;almost heaven&amp;quot;. Although the exit to the level seems accessible, there is an invisible block in the way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to the falling block, there are spikes that suddenly protrude from the block, and a [[balloon]] that attaches to Maudeline and pulls her upward toward spikes. If Maudeline dies in this level to any of the traps, the game proceeds to the title screen as if she died to the truck. Since time stops ticking when Maudeline touches a [[flag]], and Maudeline can die after touching the flag, all in-game time speedruns are equivalent to beating the West Virginia ending as fast as possible, then dying and playing the game at any speed.&lt;br /&gt;
&lt;br /&gt;
== The Key To My Heart Ending ==&lt;br /&gt;
In &amp;quot;Inside the Box&amp;quot; there is a [[key]] and a [[Small chest|chest]]. If Maudeline collects the chest berry and dies, these both respawn, and another key is present in the level; this is a reference to &amp;quot;evercore keys&amp;quot;, where collecting a chest berry and dying causes the key to respawn in many mods. This can be done for an increasing number of keys until the level is filled with keys. If the player grabs all these keys, then grabs the berry and dies, they respawn as a key in a level called &amp;quot;heart-shaped box&amp;quot;. The player can insert themself into a keyhole in a heart, which reaches this ending. The level card claims Maudeline is &amp;quot;the key to my heart&amp;quot; which is a reference to a Valentine&#039;s Day mod that [[petthepetra]] jokingly claims to be working on.&lt;br /&gt;
&lt;br /&gt;
== Jail Ending ==&lt;br /&gt;
In &amp;quot;Big Red Button&amp;quot; Maudeline can talk to an [[Adelie]], who &amp;quot;trolls&amp;quot; Maudeline by pretending to crash the game, pushing Maudeline, and flying away on a [[balloon]]. If Maudeline stands far enough away while talking to Adelie, they can&#039;t push Maudeline, and she can jump up and pop the balloon. This causes the Adelie to hit the ground and die. If Maudeline exits the level after the Adelie dies, she spawns in a level called &amp;quot;Jail&amp;quot;, which is designed like the &amp;quot;good ending&amp;quot; from Maude, with Maudeline in the jail cell instead of the Adelie.&lt;br /&gt;
&lt;br /&gt;
== Truest Ending ==&lt;br /&gt;
In Summit, there is an Adelie who gifts Maudeline what they call a Dance Dance Revolution board. Maudeline can then press the arrow keys while under it to cause the keys to light up and tones to play. To reach the truest ending, Maudeline must input a sequence of inputs determined by the previous levels: the origin of each input is given in the table below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Level&lt;br /&gt;
!input&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Stairway to Heaven &lt;br /&gt;
|Up (Green) &lt;br /&gt;
|When beating the West Virginia ending, the flag displays an up arrow &lt;br /&gt;
|-&lt;br /&gt;
|Title Screen&lt;br /&gt;
|Up (green)&lt;br /&gt;
|In the title screen there is a green up arrow pointing at the roundelie&lt;br /&gt;
|-&lt;br /&gt;
|The Climb&lt;br /&gt;
|Left (Yellow)&lt;br /&gt;
|An Adelie in this level says &amp;quot;play my &#039;&#039;&#039;hideogames&amp;quot; with hideogames displayed in yellow text&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Outside of the Box&lt;br /&gt;
|Down (red)&lt;br /&gt;
|When beating the Key to my Heart ending, the flag displays a down arrow&lt;br /&gt;
|-&lt;br /&gt;
|400 remade from memory &lt;br /&gt;
|Random&lt;br /&gt;
|There are 4 versions of this level, each with a 1/4 chance of being the 400m that shows up. Each version of the level has an arrow drawn from background tiles that comprises the input&lt;br /&gt;
|-&lt;br /&gt;
|Los Pinguinos Me La Van A Mascar&lt;br /&gt;
|Left (Yellow)&lt;br /&gt;
|Just offscreen, parts of a yellow arrow can be seen if the player stands on the right side of the room&lt;br /&gt;
|-&lt;br /&gt;
|Never Mind&lt;br /&gt;
|Down (red)&lt;br /&gt;
|For the duration of the level blue and red are swapped in the palette, which makes the whole level red&lt;br /&gt;
|-&lt;br /&gt;
|Did you see that???&lt;br /&gt;
|Right (blue)&lt;br /&gt;
|The wordle game is set up so that the guesses uniquely define only the word &amp;quot;ocean&amp;quot;, which is blue-adjacent&lt;br /&gt;
|-&lt;br /&gt;
|Big Red Button&lt;br /&gt;
|Down (red)&lt;br /&gt;
|The level name contains red, the button is red, and when the Adelie attempts to trick Maudeline into dashing into the button the word &amp;quot;dash&amp;quot; displays in red text&lt;br /&gt;
|-&lt;br /&gt;
|N Minute Timeout&lt;br /&gt;
|Right (blue)&lt;br /&gt;
|In every level except this one, a long message about how Maude 2 is the best game ever is printed to the console. During this level, the text &amp;quot;right&amp;quot; is instead printed. This hint is patched out of the web version of the game, since copying messages to clipboard would be accompanied by a red bar on web.&lt;br /&gt;
|-&lt;br /&gt;
|Summit&lt;br /&gt;
|Up (Green)&lt;br /&gt;
|In the Generous ending, the word &amp;quot;revolution&amp;quot; in the adelie&#039;s text is highlighted green&lt;br /&gt;
|}&lt;br /&gt;
The level reached by entering this code resembles the true summit of snekmod [[gemskip]], although Maudeline is below the heavenly cloud and the path is blocked by invisible blocks. There is also a chest, from which Maudeline can receive the double dash.&lt;br /&gt;
&lt;br /&gt;
== Other Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Caldera&#039;s default description is &amp;quot;Journey into a ruined mountain to find secrets better left unshared&amp;quot;, a phrase that implies you shouldn&#039;t climb the mountain, similarly to the first sign in Maude 1&lt;br /&gt;
* On the title screen, the text &amp;quot;noel berry&amp;quot; has a pixel worth of space between &amp;quot;no&amp;quot; and &amp;quot;el&amp;quot;. The flying berry can be collected by waiting, which causes this text to say &amp;quot;si, el berry&amp;quot;&lt;br /&gt;
* &amp;quot;400m remade from memory&amp;quot; refers to the recurring 400m bit in maude 1, and the levels were approximately made from memory. In one version of the level, the berry takes away your dash for the entire level, which is a reference to a berry in Maude 1 which takes away your dash (although there it doesn&#039;t last past when you touch the ground)&lt;br /&gt;
* &amp;quot;Los Pinguinos Me La Van A Mascar&amp;quot; is a reference to a Spanish shitpost which intentionally mispronounces the names of the penguins of madagascar&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=9ipgD2U6JYo&amp;lt;/ref&amp;gt;. The level format itself is a reference to 700m in Maude 1, which also involves a sign with a penguin&#039;s name that teleports Maudeline&lt;br /&gt;
* It is possible to die in &amp;quot;Never Mind&amp;quot; by exiting the previous level in a place where a spike will spawn, but this doesn&#039;t do anything&lt;br /&gt;
* The chest in &amp;quot;Did You See That???&amp;quot; is designed for a setup called &amp;quot;snake oil&amp;quot; where Maudeline rises fast after hitting a spring during the chest animation. However, the glitch is patched to give Maudeline very little speed&lt;br /&gt;
* The wordle&#039;s number &amp;quot;2378&amp;quot; is a reference to a shitpost in which people &amp;quot;shouldn&#039;t skip 2378&amp;quot; while counting, which has lead to people posting 2378 frequently to &amp;quot;not skip it&amp;quot;&lt;br /&gt;
* All the particles in Maude 2 naturally follow a perfect 8-second loop. This means that if you take a gif of 8 or 16 seconds (both of which are standard default gif lengths) and you don&#039;t dash during the gif timer, the snow particles will loop perfectly&lt;br /&gt;
* It is possible to pop the Adelie&#039;s balloon and exit the level before it dies. If you do this, you do not go to jail, but nothing interesting happens&lt;br /&gt;
* on the title screen, each non-standard ending has a &amp;quot;hint&amp;quot; for the ending (although some are not very helpful). In order, these hints are:&lt;br /&gt;
** The roundelie on the title screen is in a similar position to the twin roundelie in &amp;quot;N Minute Timeout&amp;quot;, implying something happens there&lt;br /&gt;
** The truck from the first level is shown, and avoiding it is necessary for the West Virginia ending&lt;br /&gt;
** The heart from the Key to my Heart ending is shown in the same location with similar tiles around it&lt;br /&gt;
** An Adelie is present in the same pose that the Adelie in Big Red Button uses to hold the balloon&lt;br /&gt;
** The green arrow pointing at the roundelie is an important input for the truest ending&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Maude_2&amp;diff=219</id>
		<title>Maude 2</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Maude_2&amp;diff=219"/>
		<updated>2026-02-11T03:45:44Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: Created the page for real. Never realized before how wikislop my mods are I think it takes longer to read this than to beat the mod. Not sure what stuff is too trivial to count in the trivia section since a lot of stuff is like an obvious maude 1 reference. Also, &amp;quot;Caldera&amp;quot; should redirect to this page which I think is funny&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Maude 2 is a mod created by [[User:Lordsnek|Lord Snek]] for the 2025 Celeste Classic Christmas calendar. It is a sequel to Maude, a shitpost mod released for a mod jam in 2021. The mod is usually displayed as &amp;quot;caldera&amp;quot;, and plays like a normal mod without a title screen, but Maudeline is hit by a truck in the first level and sent to the title screen for Maude 2. There are 6 unique &amp;quot;endings&amp;quot; to Maude 2, the same as the number of endings in Maude.&lt;br /&gt;
&lt;br /&gt;
== Normal Ending ==&lt;br /&gt;
Maudeline is hit by a truck in &amp;quot;Stairway to Heaven&amp;quot; and goes to the title screen. If the player now exits the top of every level normally, they will reach the normal ending&lt;br /&gt;
&lt;br /&gt;
== Generous Ending ==&lt;br /&gt;
The penultimate level contains a sign saying that Maude 2 is &amp;quot;pay what you think is fair&amp;quot;, where payments should be made in terms of wasted time in that level. If the player spends at least 4 minutes 59 seconds and 28 frames (a reference to &amp;quot;5 minute timeout&amp;quot; in Maude 1), they reach the normal ending, but with the level card and [[Memorial|sign]] mildly changed.&lt;br /&gt;
&lt;br /&gt;
== West Virginia Ending ==&lt;br /&gt;
If the player resets the game in any way except using the pause menu, such as ctrl + r, refreshing the page, or typing &amp;quot;run&amp;quot; in the console, the truck will not spawn. Instead, a block will fall toward Maudeline from above. This block can be dodged, and Maudeline can reach the top of this screen with or without a balloon, where there is a flag and a sign saying &amp;quot;welcome 2 west virginia&amp;quot;. This is a reference to the song &amp;quot;Country Roads&amp;quot; by John Denver, where he says West Virginia is &amp;quot;almost heaven&amp;quot;. Although the exit to the level seems accessible, there is an invisible block in the way.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to the falling block, there are spikes that suddenly protrude from the block, and a [[balloon]] that attaches to Maudeline and pulls her upward toward spikes. If Maudeline dies in this level to any of the traps, the game proceeds to the title screen as if she died to the truck. Since time stops ticking when Maudeline touches a [[flag]], and Maudeline can die after touching the flag, all in-game time speedruns are equivalent to beating the West Virginia ending as fast as possible, then dying and playing the game at any speed.&lt;br /&gt;
&lt;br /&gt;
== The Key To My Heart Ending ==&lt;br /&gt;
In &amp;quot;Inside the Box&amp;quot; there is a [[key]] and a [[Small chest|chest]]. If Maudeline collects the chest berry and dies, these both respawn, and another key is present in the level; this is a reference to &amp;quot;evercore keys&amp;quot;, where collecting a chest berry and dying causes the key to respawn in many mods. This can be done for an increasing number of keys until the level is filled with keys. If the player grabs all these keys, then grabs the berry and dies, they respawn as a key in a level called &amp;quot;heart-shaped box&amp;quot;. The player can insert themself into a keyhole in a heart, which reaches this ending. The level card claims Maudeline is &amp;quot;the key to my heart&amp;quot; which is a reference to a Valentine&#039;s Day mod that [[petthepetra]] jokingly claims to be working on.&lt;br /&gt;
&lt;br /&gt;
== Jail Ending ==&lt;br /&gt;
In &amp;quot;Big Red Button&amp;quot; Maudeline can talk to an [[Adelie]], who &amp;quot;trolls&amp;quot; Maudeline by pretending to crash the game, pushing Maudeline, and flying away on a [[balloon]]. If Maudeline stands far enough away while talking to Adelie, they can&#039;t push Maudeline, and she can jump up and pop the balloon. This causes the Adelie to hit the ground and die. If Maudeline exits the level after the Adelie dies, she spawns in a level called &amp;quot;Jail&amp;quot;, which is designed like the &amp;quot;good ending&amp;quot; from Maude, with Maudeline in the jail cell instead of the Adelie.&lt;br /&gt;
&lt;br /&gt;
== Truest Ending ==&lt;br /&gt;
In Summit, there is an Adelie who gifts Maudeline what they call a Dance Dance Revolution board. Maudeline can then press the arrow keys while under it to cause the keys to light up and tones to play. To reach the truest ending, Maudeline must input a sequence of inputs determined by the previous levels: the origin of each input is given in the table below:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Level&lt;br /&gt;
!input&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|Stairway to Heaven &lt;br /&gt;
|Up (Green) &lt;br /&gt;
|When beating the West Virginia ending, the flag displays an up arrow &lt;br /&gt;
|-&lt;br /&gt;
|Title Screen&lt;br /&gt;
|Up (green)&lt;br /&gt;
|In the title screen there is a green up arrow pointing at the roundelie&lt;br /&gt;
|-&lt;br /&gt;
|The Climb&lt;br /&gt;
|Left (Yellow)&lt;br /&gt;
|An Adelie in this level says &amp;quot;play my &#039;&#039;&#039;hideogames&amp;quot; with hideogames displayed in yellow text&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Outside of the Box&lt;br /&gt;
|Down (red)&lt;br /&gt;
|When beating the Key to my Heart ending, the flag displays a down arrow&lt;br /&gt;
|-&lt;br /&gt;
|400 remade from memory &lt;br /&gt;
|Random&lt;br /&gt;
|There are 4 versions of this level, each with a 1/4 chance of being the 400m that shows up. Each version of the level has an arrow drawn from background tiles that comprises the input&lt;br /&gt;
|-&lt;br /&gt;
|Los Pinguinos Me La Van A Mascar&lt;br /&gt;
|Left (Yellow)&lt;br /&gt;
|Just offscreen, parts of a yellow arrow can be seen if the player stands on the right side of the room&lt;br /&gt;
|-&lt;br /&gt;
|Never Mind&lt;br /&gt;
|Down (red)&lt;br /&gt;
|For the duration of the level blue and red are swapped in the palette, which makes the whole level red&lt;br /&gt;
|-&lt;br /&gt;
|Did you see that???&lt;br /&gt;
|Right (blue)&lt;br /&gt;
|The wordle game is set up so that the guesses uniquely define only the word &amp;quot;ocean&amp;quot;, which is blue-adjacent&lt;br /&gt;
|-&lt;br /&gt;
|Big Red Button&lt;br /&gt;
|Down (red)&lt;br /&gt;
|The level name contains red, the button is red, and when the Adelie attempts to trick Maudeline into dashing into the button the word &amp;quot;dash&amp;quot; displays in red text&lt;br /&gt;
|-&lt;br /&gt;
|N Minute Timeout&lt;br /&gt;
|Right (blue)&lt;br /&gt;
|In every level except this one, a long message about how Maude 2 is the best game ever is printed to the console. During this level, the text &amp;quot;right&amp;quot; is instead printed. This hint is patched out of the web version of the game, since copying messages to clipboard would be accompanied by a red bar on web.&lt;br /&gt;
|-&lt;br /&gt;
|Summit&lt;br /&gt;
|Up (Green)&lt;br /&gt;
|In the Generous ending, the word &amp;quot;revolution&amp;quot; in the adelie&#039;s text is highlighted green&lt;br /&gt;
|}&lt;br /&gt;
The level reached by entering this code resembles the true summit of snekmod [[gemskip]], although Maudeline is below the heavenly cloud and the path is blocked by invisible blocks. There is also a chest, from which Maudeline can receive the double dash.&lt;br /&gt;
&lt;br /&gt;
== Other Trivia ==&lt;br /&gt;
&lt;br /&gt;
* Caldera&#039;s default description is &amp;quot;Journey into a ruined mountain to find secrets better left unshared&amp;quot;, a phrase that implies you shouldn&#039;t climb the mountain, similarly to the first sign in Maude 1&lt;br /&gt;
* On the title screen, the text &amp;quot;noel berry&amp;quot; has a pixel worth of space between &amp;quot;no&amp;quot; and &amp;quot;el&amp;quot;. The flying berry can be collected by waiting, which causes this text to say &amp;quot;si, el berry&amp;quot;&lt;br /&gt;
* &amp;quot;400m remade from memory&amp;quot; refers to the recurring 400m bit in maude 1, and the levels were approximately made from memory. In one version of the level, the berry takes away your dash for the entire level, which is a reference to a berry in Maude 1 which takes away your dash (although there it doesn&#039;t last past when you touch the ground)&lt;br /&gt;
* &amp;quot;Los Pinguinos Me La Van A Mascar&amp;quot; is a reference to a Spanish shitpost which intentionally mispronounces the names of the penguins of madagascar&amp;lt;ref&amp;gt;https://www.youtube.com/watch?v=9ipgD2U6JYo&amp;lt;/ref&amp;gt;. The level format itself is a reference to 700m in Maude 1, which also involves a sign with a penguin&#039;s name that teleports Maudeline&lt;br /&gt;
* It is possible to die in &amp;quot;Never Mind&amp;quot; by exiting the previous level in a place where a spike will spawn, but this doesn&#039;t do anything&lt;br /&gt;
* The chest in &amp;quot;Did You See That???&amp;quot; is designed for a setup called &amp;quot;snake oil&amp;quot; where Maudeline rises fast after hitting a spring during the chest animation. However, the glitch is patched to give Maudeline very little speed&lt;br /&gt;
* The wordle&#039;s number &amp;quot;2378&amp;quot; is a reference to a shitpost in which people &amp;quot;shouldn&#039;t skip 2378&amp;quot; while counting, which has lead to people posting 2378 frequently to &amp;quot;not skip it&amp;quot;&lt;br /&gt;
* All the particles in Maude 2 naturally follow a perfect 8-second loop. This means that if you take a gif of 8 or 16 seconds (both of which are standard default gif lengths) and you don&#039;t dash during the gif timer, the snow particles will loop perfectly&lt;br /&gt;
* It is possible to pop the Adelie&#039;s balloon and exit the level before it dies. If you do this, you do not go to jail, but nothing interesting happens&lt;br /&gt;
* on the title screen, each non-standard ending has a &amp;quot;hint&amp;quot; for the ending (although some are not very helpful). In order, these hints are:&lt;br /&gt;
** The roundelie on the title screen is in a similar position to the twin roundelie in &amp;quot;N Minute Timeout&amp;quot;, implying something happens there&lt;br /&gt;
** The truck from the first level is shown, and avoiding it is necessary for the West Virginia ending&lt;br /&gt;
** The heart from the Key to my Heart ending is shown in the same location with similar tiles around it&lt;br /&gt;
** An Adelie is present in the same pose that the Adelie in Big Red Button uses to hold the balloon&lt;br /&gt;
** The green arrow pointing at the roundelie is an important input for the truest ending&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Caldera&amp;diff=218</id>
		<title>Caldera</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Caldera&amp;diff=218"/>
		<updated>2026-02-11T02:40:02Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: Added a redirect to Maude 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Maude 2]]&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Maude_2&amp;diff=217</id>
		<title>Maude 2</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Maude_2&amp;diff=217"/>
		<updated>2026-02-11T02:37:48Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: Created placeholder page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Test&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Spring&amp;diff=216</id>
		<title>Spring</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Spring&amp;diff=216"/>
		<updated>2026-02-11T01:42:48Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: Added a note about the biggest way evercore springs are different from vanilla which I don&amp;#039;t think was here before. Also a section about penguin&amp;#039;s useless tech since it feels like it fits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Springs in Vanilla CC ==&lt;br /&gt;
&lt;br /&gt;
Springs are a mechanic in Celeste Classic and in many Mods.&lt;br /&gt;
&lt;br /&gt;
Springs can be found in several levels in the vanilla game, including 300m and 800m. They can be triggered by landing on one,&lt;br /&gt;
which will launch madeline upwards.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vanilla Internal data ==&lt;br /&gt;
&lt;br /&gt;
Springs give player momentum and move the player a little bit away from them. The player&#039;s Y speed is always set to -3,&lt;br /&gt;
And its X speed is multiplied by 0.2. their Y position is also set to be 4 Pixels above the spring, before any&lt;br /&gt;
speed is given.&lt;br /&gt;
&lt;br /&gt;
You can see the movement being triggered here:&lt;br /&gt;
&lt;br /&gt;
 hit.move(0,this.y-hit.y-4,1)&lt;br /&gt;
 hit.spd.x*=0.2&lt;br /&gt;
 hit.spd.y=-3&lt;br /&gt;
&lt;br /&gt;
Springs also break fall_floor (crumbles) that are below them, to avoid floating springs.&lt;br /&gt;
&lt;br /&gt;
Once hit, springs become inactive for 10 frames, and during this time its sprite is set to sprite 19, showing &lt;br /&gt;
the spring being depressed into the ground. After this time is over, it returns to its previous state.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spring object code in Vanilla CC ==&lt;br /&gt;
&lt;br /&gt;
 spring = {&lt;br /&gt;
   tile=18,&lt;br /&gt;
   init=function(this)&lt;br /&gt;
     this.hide_in=0&lt;br /&gt;
     this.hide_for=0&lt;br /&gt;
   end,&lt;br /&gt;
   update=function(this)&lt;br /&gt;
     if this.hide_for&amp;gt;0 then&lt;br /&gt;
       this.hide_for-=1&lt;br /&gt;
       if this.hide_for&amp;lt;=0 then&lt;br /&gt;
         this.spr=18&lt;br /&gt;
         this.delay=0&lt;br /&gt;
       end&lt;br /&gt;
     elseif this.spr==18 then&lt;br /&gt;
       local hit = this.collide(player,0,0)&lt;br /&gt;
       if hit ~=nil and hit.spd.y&amp;gt;=0 then&lt;br /&gt;
         this.spr=19&lt;br /&gt;
         hit.y=this.y-4&lt;br /&gt;
         hit.spd.x*=0.2&lt;br /&gt;
         hit.spd.y=-3&lt;br /&gt;
         hit.djump=max_djump&lt;br /&gt;
         this.delay=10&lt;br /&gt;
         init_object(smoke,this.x,this.y)&lt;br /&gt;
         &lt;br /&gt;
         -- breakable below us&lt;br /&gt;
         local below=this.collide(fall_floor,0,1)&lt;br /&gt;
         if below~=nil then&lt;br /&gt;
           break_fall_floor(below)&lt;br /&gt;
         end&lt;br /&gt;
         &lt;br /&gt;
         psfx(8)&lt;br /&gt;
       end&lt;br /&gt;
     elseif this.delay&amp;gt;0 then&lt;br /&gt;
       this.delay-=1&lt;br /&gt;
       if this.delay&amp;lt;=0 then &lt;br /&gt;
         this.spr=18 &lt;br /&gt;
       end&lt;br /&gt;
     end&lt;br /&gt;
     -- begin hiding&lt;br /&gt;
     if this.hide_in&amp;gt;0 then&lt;br /&gt;
       this.hide_in-=1&lt;br /&gt;
       if this.hide_in&amp;lt;=0 then&lt;br /&gt;
         this.hide_for=60&lt;br /&gt;
         this.spr=0&lt;br /&gt;
       end&lt;br /&gt;
     end&lt;br /&gt;
   end&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Springs in EverCore ==&lt;br /&gt;
&lt;br /&gt;
Springs in the EverCore CC Modbase differ slightly. In addition to their smaller token size, they also support Left and Right&lt;br /&gt;
directions. When sprite 19 is placed on the map next to a ground tile, Once the cart is run, It will automatically&lt;br /&gt;
stick to that wall. On hit, it will bounce the player in the opposite direction. Vertical facing springs (Placed with sprite 18) &lt;br /&gt;
are still the same as in vanilla&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Additionally, springs in evercore are activated simply by touching the spring; in vanilla celeste classic, madeline must be moving down to activate a spring.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== EverCore Internal data ==&lt;br /&gt;
&lt;br /&gt;
The amount of speed and movement that vertical facing springs give the player is exactly the same as they were in&lt;br /&gt;
Vanilla CC, But with smoother animation, and the ability to place left and right facing springs. A Horizontal spring,&lt;br /&gt;
When placed, Will check in each direction if there is a ground tile or other solid object there. It starts with&lt;br /&gt;
checking LEFT, meaning that if there is a wall or solid object on both sides of the spring, it will face Right.&lt;br /&gt;
&lt;br /&gt;
The amount of speed that a horizontal spring gives you is a fixed number, determined by the springs facing direction.&lt;br /&gt;
It will always give you 3 speed in the direction it is facing, and -1.5 y speed. It will also move you 4 pixels away from&lt;br /&gt;
the spring, in its facing direction as well.&lt;br /&gt;
&lt;br /&gt;
The animation of the spring has also changed. Now, The spring has a &amp;quot;Delta&amp;quot; Value, which determines its offset when drawing the sprite.&lt;br /&gt;
On hit, Its &amp;quot;Delta&amp;quot; Value is set to 8, moving it into the ground by 4 pixels. It remains at four pixels down for 2 frames, and it&lt;br /&gt;
slowly returns to its original position after 4 more frames. During this 6 frame window, the spring cannot be hit again.&lt;br /&gt;
The same animation happens to horizontal springs, but they move towards the wall they are stuck to, instead of the ground below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Spring object code in EverCore ==&lt;br /&gt;
&lt;br /&gt;
 spring={&lt;br /&gt;
  init=function(this)&lt;br /&gt;
   this.delta=0&lt;br /&gt;
   this.dir=this.spr==18 and 0 or this.is_solid(-1,0) and 1 or -1&lt;br /&gt;
   this.show=true&lt;br /&gt;
   this.layer=-1&lt;br /&gt;
  end,&lt;br /&gt;
  update=function(this)&lt;br /&gt;
   this.delta=this.delta*0.75&lt;br /&gt;
   local hit=this.player_here()&lt;br /&gt;
   &lt;br /&gt;
   if this.show and hit and this.delta&amp;lt;=1 then&lt;br /&gt;
    if this.dir==0 then&lt;br /&gt;
     hit.move(0,this.y-hit.y-4,1)&lt;br /&gt;
     hit.spd.x*=0.2&lt;br /&gt;
     hit.spd.y=-3&lt;br /&gt;
    else&lt;br /&gt;
     hit.move(this.x+this.dir*4-hit.x,0,1)&lt;br /&gt;
     hit.spd=vector(this.dir*3,-1.5)&lt;br /&gt;
    end&lt;br /&gt;
    hit.dash_time=0&lt;br /&gt;
    hit.dash_effect_time=0&lt;br /&gt;
    hit.djump=max_djump&lt;br /&gt;
    this.delta=8&lt;br /&gt;
    psfx&amp;quot;8&amp;quot;&lt;br /&gt;
    this.init_smoke()&lt;br /&gt;
    &lt;br /&gt;
    break_fall_floor(this.check(fall_floor,-this.dir,this.dir==0 and 1 or 0))&lt;br /&gt;
   end&lt;br /&gt;
  end,&lt;br /&gt;
  draw=function(this)&lt;br /&gt;
   if this.show then&lt;br /&gt;
    local delta=min(flr(this.delta),4)&lt;br /&gt;
    if this.dir==0 then&lt;br /&gt;
     sspr(16,8,8,8,this.x,this.y+delta)&lt;br /&gt;
    else&lt;br /&gt;
     spr(19,this.dir==-1 and this.x+delta or this.x,this.y,1-delta/8,1,this.dir==1)&lt;br /&gt;
    end&lt;br /&gt;
   end&lt;br /&gt;
 end&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Note the object&#039;s smaller code size, while having more features then its vanilla counterpart.&lt;br /&gt;
&lt;br /&gt;
== Penguin&#039;s useless tech ==&lt;br /&gt;
Crumble blocks don&#039;t respawn if Madeline is inside of them, and springs&#039; hitboxes overlap with the crumble block slightly. As a result, if Madeline is at the right height when a spring on a crumble respawns, she can bounce on the spring before the crumble block respawns, which causes the crumble block and spring to not hide, even though Madeline just bounced on the spring. This tech is called penguin&#039;s useless tech, or &amp;quot;PUT&amp;quot;, because Flyingpenguin discovered the tech and it has few uses. There are however situations in which this can be forced.&lt;br /&gt;
[[Category:Mechanics]]&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Puzzlemod&amp;diff=215</id>
		<title>Puzzlemod</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Puzzlemod&amp;diff=215"/>
		<updated>2026-02-11T01:32:38Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: Updated image description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PuzzlemodBlocks.png|thumb|The position of the rooms at the start of the game. The top left room prevents the tiles from moving because the player has not yet collected the gem]]&lt;br /&gt;
[[File:PuzzlemodSolution.png|thumb|The only solution to the block puzzle. To get to the flag without glitches, the player must enter every room]]&lt;br /&gt;
Puzzlemod is a mod released on April Fool&#039;s Day 2024 by [[User:Lordsnek|Lord Snek]]. It features a continuous 3x3 grid of rooms, with different tilesets in different locations. Once the player goes through the whole grid, they can collect an orb in the last room, which causes that room to collapse. The different rooms can then be moved around in the grid like a sliding tile puzzle. There are 6 berries, as well as a bonus golden berry for not using a hint that&#039;s made available once the player has grabbed 3 berries. Only one block configuration allows the player to reach the [[flag]] under normal circumstances, although other routes are possible by spike clipping.&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=File:PuzzlemodBlocks.png&amp;diff=214</id>
		<title>File:PuzzlemodBlocks.png</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=File:PuzzlemodBlocks.png&amp;diff=214"/>
		<updated>2026-02-11T01:31:26Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: Updated image description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The position of the puzzlemod rooms before the gem has been collected&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=File:PuzzlemodBlocks.png&amp;diff=213</id>
		<title>File:PuzzlemodBlocks.png</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=File:PuzzlemodBlocks.png&amp;diff=213"/>
		<updated>2026-02-11T01:31:04Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: Lordsnek uploaded a new version of File:PuzzlemodBlocks.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The position of the puzzlemod rooms after the gem has been collected&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Puzzlemod&amp;diff=212</id>
		<title>Puzzlemod</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Puzzlemod&amp;diff=212"/>
		<updated>2026-02-11T01:28:30Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: Created the page for puzzlemod. It&amp;#039;s not huge but I wouldn&amp;#039;t consider it a stub since I don&amp;#039;t have much more to say without going in depth on various berry routes, which feels overkill for this project&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:PuzzlemodBlocks.png|thumb|The position of the rooms at the start of the game. The top left spot is missing because the player has collected the gem, destroying that section]]&lt;br /&gt;
[[File:PuzzlemodSolution.png|thumb|The only solution to the block puzzle. To get to the flag without glitches, the player must enter every room]]&lt;br /&gt;
Puzzlemod is a mod released on April Fool&#039;s Day 2024 by [[User:Lordsnek|Lord Snek]]. It features a continuous 3x3 grid of rooms, with different tilesets in different locations. Once the player goes through the whole grid, they can collect an orb in the last room, which causes that room to collapse. The different rooms can then be moved around in the grid like a sliding tile puzzle. There are 6 berries, as well as a bonus golden berry for not using a hint that&#039;s made available once the player has grabbed 3 berries. Only one block configuration allows the player to reach the [[flag]] under normal circumstances, although other routes are possible by spike clipping.&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=File:PuzzlemodSolution.png&amp;diff=211</id>
		<title>File:PuzzlemodSolution.png</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=File:PuzzlemodSolution.png&amp;diff=211"/>
		<updated>2026-02-11T01:25:35Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The intended solution to puzzlemod&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=File:PuzzlemodBlocks.png&amp;diff=210</id>
		<title>File:PuzzlemodBlocks.png</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=File:PuzzlemodBlocks.png&amp;diff=210"/>
		<updated>2026-02-11T01:22:51Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The position of the puzzlemod rooms after the gem has been collected&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Cc_awards&amp;diff=209</id>
		<title>Cc awards</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Cc_awards&amp;diff=209"/>
		<updated>2026-02-11T01:10:20Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: Made the page, put a table for awards each year&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The CC Awards are an annual set of awards given to mods released that year. The winners for each award are chosen by a community vote, with the results released as part of an April Fool&#039;s Day event. Since its inception in 2023, the CC Awards have had 8 categories: Best Main Character, Best Challenge, Best Level Design, Best Soundtrack, Best Visuals, Best Speedgame, Most Innovative, and Mod Of The Year. Below are the recipients of each award by year:&lt;br /&gt;
&lt;br /&gt;
== 2023 ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Award&lt;br /&gt;
!Winner&lt;br /&gt;
!Creator&lt;br /&gt;
|-&lt;br /&gt;
|Best Main Character &lt;br /&gt;
|Roundelie (Adelie Golf) &lt;br /&gt;
|Calverin&lt;br /&gt;
|-&lt;br /&gt;
|Best Challenge&lt;br /&gt;
|Hollow Celeste&lt;br /&gt;
|Sparky, [[User:Lordsnek|Lord Snek]] &lt;br /&gt;
|-&lt;br /&gt;
|Best Level Design&lt;br /&gt;
|Athos&lt;br /&gt;
|Sparky&lt;br /&gt;
|-&lt;br /&gt;
|Best Soundtrack&lt;br /&gt;
|Cafe&lt;br /&gt;
|Toitle&lt;br /&gt;
|-&lt;br /&gt;
|Best Visuals&lt;br /&gt;
|Ultimate Selfie&lt;br /&gt;
|Howf&lt;br /&gt;
|-&lt;br /&gt;
|Best Speedgame&lt;br /&gt;
|Solanum&lt;br /&gt;
|[[Cominixo]]&lt;br /&gt;
|-&lt;br /&gt;
|most Innovative&lt;br /&gt;
|Celestial Valley&lt;br /&gt;
|[[petthepetra]]&lt;br /&gt;
|-&lt;br /&gt;
|Mod of the Year&lt;br /&gt;
|Site.p8&lt;br /&gt;
|Community Project&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== 2024 ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Award&lt;br /&gt;
!Winner&lt;br /&gt;
!Creator&lt;br /&gt;
|-&lt;br /&gt;
|Best Main Character &lt;br /&gt;
|Trusty Stepstool (Madeline and Her Trusty Stepstool) &lt;br /&gt;
|ooooggll&lt;br /&gt;
|-&lt;br /&gt;
|Best Challenge&lt;br /&gt;
|Bunnyleste&lt;br /&gt;
|Warspyking&lt;br /&gt;
|-&lt;br /&gt;
|Best Level Design&lt;br /&gt;
|Shooting Star&lt;br /&gt;
|Ooooggll, Btdubbz &lt;br /&gt;
|-&lt;br /&gt;
|Best Soundtrack&lt;br /&gt;
|Wreck&lt;br /&gt;
|Masséna&lt;br /&gt;
|-&lt;br /&gt;
|Best Visuals&lt;br /&gt;
|Burnin&#039; Trail&lt;br /&gt;
|Howf, [[User:Lordsnek|Lord Snek]]&lt;br /&gt;
|-&lt;br /&gt;
|Best Speedgame&lt;br /&gt;
|Celeste Classic: Spring Edition&lt;br /&gt;
|Wisper&lt;br /&gt;
|-&lt;br /&gt;
|most Innovative&lt;br /&gt;
|Madeline and her Trusty Stepstool&lt;br /&gt;
|Ooooggll&lt;br /&gt;
|-&lt;br /&gt;
|Mod of the Year&lt;br /&gt;
|Madeline and her Trusty Stepstool&lt;br /&gt;
|Ooooggll&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Everred&amp;diff=208</id>
		<title>Everred</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Everred&amp;diff=208"/>
		<updated>2026-02-11T00:53:55Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: berry -&amp;gt; reddish&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Mod|image=[[Everred-0.p8.png]]|engine=[[Celeste Classic]]|creator=[[petthepetra]]|date=2019-11-21|lexaloffle=https://www.lexaloffle.com/bbs/?tid=35994|itch.io=https://petthepetra.itch.io/everred}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This article is about the original mod released in 2019. For the remake, see [[Foreverred]]. For the mountain, see [[Mt. Everred]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everred is a mod of [[Celeste Classic]], released in 2019 by [[petthepetra]] and later overhauled in the form of [[Foreverred]]. The game stars a new protagonist, named [[Caroline (character)|Caroline]], as she climbs the titular [[Mt. Everred]]. The mod uniquely initially gives the player 2 dashes and later gives them a third. It was also one of the first mods to include a secret route in the form of [[trueskip]], which can be accessed by skipping the first gem and beating 1000m, giving access to a set of harder levels. Including both summits, it features 19 levels in its normal and [[gemskip]] routes in addition to 5 extra levels in its [[trueskip]] route. 6 &amp;quot;reddish&amp;quot; collectibles are possible in all routes, in addition to one reddish given for completing a deathless run.&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Funklost&amp;diff=207</id>
		<title>Funklost</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Funklost&amp;diff=207"/>
		<updated>2026-02-11T00:50:48Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: Added banana count and hopefully the cart image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod|image=[[Funklost-0.p8.png]]|engine=[[Celeste Classic]]|creator=[[Celeste Community]]|date=2019-11-25|lexaloffle=https://www.lexaloffle.com/bbs/?tid=35915}}&lt;br /&gt;
&lt;br /&gt;
Funklost is a mod released in 2019 by the celeste classic community. The mod is notable for having levels created by community members, including one by noel berry. it contains 30 levels, with new mechanics including green bubbles and snowballs. [[gemskip]] is possible, as well as a unique gamemode where you play as a tree, who plays like the normal player but has a taller hitbox. There are 11 banana collectibles, all of which can be gotten in gemskip and as a tree&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=File:Funklost-0.p8.png&amp;diff=206</id>
		<title>File:Funklost-0.p8.png</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=File:Funklost-0.p8.png&amp;diff=206"/>
		<updated>2026-02-11T00:50:25Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The cart for funklost&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Everred&amp;diff=205</id>
		<title>Everred</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Everred&amp;diff=205"/>
		<updated>2026-02-11T00:47:07Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: Added berry counts which I think is a nice thing to have&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Mod|image=[[Everred-0.p8.png]]|engine=[[Celeste Classic]]|creator=[[petthepetra]]|date=2019-11-21|lexaloffle=https://www.lexaloffle.com/bbs/?tid=35994|itch.io=https://petthepetra.itch.io/everred}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This article is about the original mod released in 2019. For the remake, see [[Foreverred]]. For the mountain, see [[Mt. Everred]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Everred is a mod of [[Celeste Classic]], released in 2019 by [[petthepetra]] and later overhauled in the form of [[Foreverred]]. The game stars a new protagonist, named [[Caroline (character)|Caroline]], as she climbs the titular [[Mt. Everred]]. The mod uniquely initially gives the player 2 dashes and later gives them a third. It was also one of the first mods to include a secret route in the form of [[trueskip]], which can be accessed by skipping the first gem and beating 1000m, giving access to a set of harder levels. Including both summits, it features 19 levels in its normal and [[gemskip]] routes in addition to 5 extra levels in its [[trueskip]] route. 6 berries are possible in all routes, in addition to one berry given for completing a deathless run.&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Adelie_(mod)&amp;diff=204</id>
		<title>Adelie (mod)</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Adelie_(mod)&amp;diff=204"/>
		<updated>2026-02-11T00:45:09Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: Added berry counts which I think is a nice thing to have&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod|image=[[Adelie.p8.png.png]]|engine=[[Celeste Classic]]|creator=[[Meep]]|date=2019-02-13|lexaloffle=https://www.lexaloffle.com/bbs/?tid=33258|https://meepmoop.itch.io/adelie}}&lt;br /&gt;
This page refers to the metroidvania mod by meep. For the penguin species, see [[adelie]]&lt;br /&gt;
&lt;br /&gt;
Adelie is a metroidvania mod that primarily features one huge level. It is notable for being the first mod to use mid-level checkpoints, the first mod to feature a moving camera, and the first mod to feature [[Adelie|adelie penguins]]. There are 10 berries, 9 of which are possible gemskip.&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
adelie is partly open-world, as the first stage of the game features four small orbs that must all be collected to use a second dash. Using the second dash, the bottom and right sides of the screen can be accessed, and this forms a path to the exit with fiery projectiles. [[Gemskip]] is possible by falling from above, or by doing a difficult trick known as &amp;quot;adelieskip&amp;quot; from the starting area&lt;br /&gt;
[[File:AdelieSkip.gif|thumb|The original tas of adelieskip, courtesy of Flyingpenguin. A faster setup was later found.]]&lt;br /&gt;
&lt;br /&gt;
== Penguins ==&lt;br /&gt;
Adelie has had a lasting cultural legacy from its focus on penguins. The mod name is a reference to adélie, a penguin species, and penguins are featured prominently throughout the mod. there is also a side quest in which a lost penguin is reunited with its parent. Due in part to the mod&#039;s reception, penguins have become associated with Celeste Classic, and pixelated [[adelie]] are popular as emotes and profile pictures among Celeste runners&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Adelie_(mod)&amp;diff=203</id>
		<title>Adelie (mod)</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Adelie_(mod)&amp;diff=203"/>
		<updated>2026-02-11T00:40:09Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod|image=[[Adelie.p8.png.png]]|engine=[[Celeste Classic]]|creator=[[Meep]]|date=2019-02-13|lexaloffle=https://www.lexaloffle.com/bbs/?tid=33258|https://meepmoop.itch.io/adelie}}&lt;br /&gt;
This page refers to the metroidvania mod by meep. For the penguin species, see [[adelie]]&lt;br /&gt;
&lt;br /&gt;
Adelie is a metroidvania mod that primarily features one huge level. It is notable for being the first mod to use mid-level checkpoints, the first mod to feature a moving camera, and the first mod to feature [[Adelie|adelie penguins]].&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
adelie is partly open-world, as the first stage of the game features four small orbs that must all be collected to use a second dash. Using the second dash, the bottom and right sides of the screen can be accessed, and this forms a path to the exit with fiery projectiles. [[Gemskip]] is possible by falling from above, or by doing a difficult trick known as &amp;quot;adelieskip&amp;quot; from the starting area&lt;br /&gt;
[[File:AdelieSkip.gif|thumb|The original tas of adelieskip, courtesy of Flyingpenguin. A faster setup was later found.]]&lt;br /&gt;
&lt;br /&gt;
== Penguins ==&lt;br /&gt;
Adelie has had a lasting cultural legacy from its focus on penguins. The mod name is a reference to adélie, a penguin species, and penguins are featured prominently throughout the mod. there is also a side quest in which a lost penguin is reunited with its parent. Due in part to the mod&#039;s reception, penguins have become associated with Celeste Classic, and pixelated [[adelie]] are popular as emotes and profile pictures among Celeste runners&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Adelie_(mod)&amp;diff=202</id>
		<title>Adelie (mod)</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Adelie_(mod)&amp;diff=202"/>
		<updated>2026-02-11T00:39:31Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: Trying to get the cart image working&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod|image=[[Adelie.p8.png]]|engine=[[Celeste Classic]]|creator=[[Meep]]|date=2019-02-13|lexaloffle=https://www.lexaloffle.com/bbs/?tid=33258|https://meepmoop.itch.io/adelie}}&lt;br /&gt;
[[File:Adelie.p8.png.png|thumb]]&lt;br /&gt;
This page refers to the metroidvania mod by meep. For the penguin species, see [[adelie]]&lt;br /&gt;
&lt;br /&gt;
Adelie is a metroidvania mod that primarily features one huge level. It is notable for being the first mod to use mid-level checkpoints, the first mod to feature a moving camera, and the first mod to feature [[Adelie|adelie penguins]].&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
adelie is partly open-world, as the first stage of the game features four small orbs that must all be collected to use a second dash. Using the second dash, the bottom and right sides of the screen can be accessed, and this forms a path to the exit with fiery projectiles. [[Gemskip]] is possible by falling from above, or by doing a difficult trick known as &amp;quot;adelieskip&amp;quot; from the starting area&lt;br /&gt;
[[File:AdelieSkip.gif|thumb|The original tas of adelieskip, courtesy of Flyingpenguin. A faster setup was later found.]]&lt;br /&gt;
&lt;br /&gt;
== Penguins ==&lt;br /&gt;
Adelie has had a lasting cultural legacy from its focus on penguins. The mod name is a reference to adélie, a penguin species, and penguins are featured prominently throughout the mod. there is also a side quest in which a lost penguin is reunited with its parent. Due in part to the mod&#039;s reception, penguins have become associated with Celeste Classic, and pixelated [[adelie]] are popular as emotes and profile pictures among Celeste runners&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=File:Adelie.p8.png.png&amp;diff=201</id>
		<title>File:Adelie.p8.png.png</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=File:Adelie.p8.png.png&amp;diff=201"/>
		<updated>2026-02-11T00:39:07Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The cart for Adelie.p8&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Adelie_(mod)&amp;diff=200</id>
		<title>Adelie (mod)</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Adelie_(mod)&amp;diff=200"/>
		<updated>2026-02-11T00:38:05Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: Added game template and game category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mod|image=[[Adelie.p8.png]]|engine=[[Celeste Classic]]|creator=[[Meep]]|date=2019-02-13|lexaloffle=https://www.lexaloffle.com/bbs/?tid=33258|https://meepmoop.itch.io/adelie}}&lt;br /&gt;
This page refers to the metroidvania mod by meep. For the penguin species, see [[adelie]]&lt;br /&gt;
&lt;br /&gt;
Adelie is a metroidvania mod that primarily features one huge level. It is notable for being the first mod to use mid-level checkpoints, the first mod to feature a moving camera, and the first mod to feature [[Adelie|adelie penguins]].&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
adelie is partly open-world, as the first stage of the game features four small orbs that must all be collected to use a second dash. Using the second dash, the bottom and right sides of the screen can be accessed, and this forms a path to the exit with fiery projectiles. [[Gemskip]] is possible by falling from above, or by doing a difficult trick known as &amp;quot;adelieskip&amp;quot; from the starting area&lt;br /&gt;
[[File:AdelieSkip.gif|thumb|The original tas of adelieskip, courtesy of Flyingpenguin. A faster setup was later found.]]&lt;br /&gt;
&lt;br /&gt;
== Penguins ==&lt;br /&gt;
Adelie has had a lasting cultural legacy from its focus on penguins. The mod name is a reference to adélie, a penguin species, and penguins are featured prominently throughout the mod. there is also a side quest in which a lost penguin is reunited with its parent. Due in part to the mod&#039;s reception, penguins have become associated with Celeste Classic, and pixelated [[adelie]] are popular as emotes and profile pictures among Celeste runners&lt;br /&gt;
[[Category:Games]]&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Adelie_(mod)&amp;diff=199</id>
		<title>Adelie (mod)</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Adelie_(mod)&amp;diff=199"/>
		<updated>2026-02-11T00:35:56Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: Added adelieskip gif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page refers to the metroidvania mod by meep. For the penguin species, see [[adelie]]&lt;br /&gt;
&lt;br /&gt;
Adelie is a metroidvania mod that primarily features one huge level. It is notable for being the first mod to use mid-level checkpoints, the first mod to feature a moving camera, and the first mod to feature [[Adelie|adelie penguins]].&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
adelie is partly open-world, as the first stage of the game features four small orbs that must all be collected to use a second dash. Using the second dash, the bottom and right sides of the screen can be accessed, and this forms a path to the exit with fiery projectiles. [[Gemskip]] is possible by falling from above, or by doing a difficult trick known as &amp;quot;adelieskip&amp;quot; from the starting area&lt;br /&gt;
[[File:AdelieSkip.gif|thumb|The original tas of adelieskip, courtesy of Flyingpenguin. A faster setup was later found.]]&lt;br /&gt;
&lt;br /&gt;
== Penguins ==&lt;br /&gt;
Adelie has had a lasting cultural legacy from its focus on penguins. The mod name is a reference to adélie, a penguin species, and penguins are featured prominently throughout the mod. there is also a side quest in which a lost penguin is reunited with its parent. Due in part to the mod&#039;s reception, penguins have become associated with Celeste Classic, and pixelated [[adelie]] are popular as emotes and profile pictures among Celeste runners&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=File:AdelieSkip.gif&amp;diff=198</id>
		<title>File:AdelieSkip.gif</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=File:AdelieSkip.gif&amp;diff=198"/>
		<updated>2026-02-11T00:35:02Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The original tas of adelieskip, by Flyingpenguin223. A faster strategy was later found&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=File:Adelieskip.gif&amp;diff=197</id>
		<title>File:Adelieskip.gif</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=File:Adelieskip.gif&amp;diff=197"/>
		<updated>2026-02-11T00:33:08Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A gif of the current setup for adelieskip, done by Flyingpenguin223&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
	<entry>
		<id>https://cc-wiki.duckdns.org/index.php?title=Adelie_(mod)&amp;diff=196</id>
		<title>Adelie (mod)</title>
		<link rel="alternate" type="text/html" href="https://cc-wiki.duckdns.org/index.php?title=Adelie_(mod)&amp;diff=196"/>
		<updated>2026-02-11T00:30:51Z</updated>

		<summary type="html">&lt;p&gt;Lordsnek: Added adelie (mod). Not sure if adelie (default) should link to the mod or the penguins, but I&amp;#039;m going with penguins as the default (they&amp;#039;ll both link to the other page naturally)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page refers to the metroidvania mod by meep. For the penguin species, see [[adelie]]&lt;br /&gt;
&lt;br /&gt;
Adelie is a metroidvania mod that primarily features one huge level. It is notable for being the first mod to use mid-level checkpoints, the first mod to feature a moving camera, and the first mod to feature [[Adelie|adelie penguins]].&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
adelie is partly open-world, as the first stage of the game features four small orbs that must all be collected to use a second dash. Using the second dash, the bottom and right sides of the screen can be accessed, and this forms a path to the exit with fiery projectiles. [[Gemskip]] is possible by falling from above, or by doing a difficult trick known as &amp;quot;adelieskip&amp;quot; from the starting area&lt;br /&gt;
&lt;br /&gt;
== Penguins ==&lt;br /&gt;
Adelie has had a lasting cultural legacy from its focus on penguins. The mod name is a reference to adélie, a penguin species, and penguins are featured prominently throughout the mod. there is also a side quest in which a lost penguin is reunited with its parent. Due in part to the mod&#039;s reception, penguins have become associated with Celeste Classic, and pixelated [[adelie]] are popular as emotes and profile pictures among Celeste runners&lt;/div&gt;</summary>
		<author><name>Lordsnek</name></author>
	</entry>
</feed>