List of Super Mario 64 glitches: Difference between revisions
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{{rewrite|section=y|Very poor writing: Run-ons, contractions, generally does not follow the [[MarioWiki:Manual of Style|Manual of Style]].}} | {{rewrite|section=y|Very poor writing: Run-ons, contractions, generally does not follow the [[MarioWiki:Manual of Style|Manual of Style]].}} | ||
'''NOTE''': These glitches abuse interactions that cause objects or displayed information to perform unintended behaviors. | '''NOTE''': These glitches abuse interactions that cause objects or displayed information to perform unintended behaviors. | ||
===Beached Bubba=== | ===Beached Bubba=== | ||
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===Parallel Universe=== | ===Parallel Universe=== | ||
The term "[[wikipedia:Many-worlds interpretation|Parallel Universe]]" (''PU'' for short) is an analogy that simplifies how the game interprets the playable boundaries to seemingly produce duplicate worlds. In reality these replicas are a byproduct of how the position of objects are read when performing floor collision checks; object positions are stored as [[wikipedia:Float (computing)|floating point decimal numbers,]] however these values are [[wikipedia:Type conversion|typecasted]] to 16-bit integers for the collision checks. As a signed 16-bit integer can only store 2<sup>16</sup> values, ranging from -32768 to 32767, casting a higher or lower value to said integer will result in an overflow to the other end of the range. The floor collision check perceives this as objects being restricted to the normal boundaries, warping to the opposite side when going beyond these boundaries. From the object's perspective however, the floor collision of the map essentially repeats across the entire coordinate plane<ref>[https://www.youtube.com/watch?v=kHd8TSf2tds YouTube Video from Pannenkoek2012, noting the existance of vertical PUs]</ref> | |||
with boxes 2<sup>16</sup> units in size.<ref>[http://tasvideos.org/GameResources/N64/SuperMario64.html TASVideos - explanation of Parallel Universes]</ref> | |||
{{hover|PUs|Parallel Universes}} themselves are invisible, as this overflow only applies to the collision, not the visuals. Additionally, walls and water are missing, and most objects are not loaded in Parallel Universes, though there are exceptions such as loading zones, namely paintings in the castle, or [[Crazed Crate]]s. Spawning a [[Star]] like a 100-Coin Star in a Parallel Universe softlocks the game.<ref>[https://www.youtube.com/watch?v=wC1PV9CYC4Y YouTube video showing the softlock from spawning a star in a PU]</ref> | |||
Parallel | '''NOTES''': | ||
* This 2<sup>16</sup> range is much larger than the size of the courses, so the majority of space between each {{hover|PU|Parallel Universe}} is out of bounds. | |||
* Attempting to enter a Parallel Universe on console will freeze the game unless the camera is in fixed mode. | |||
* Emulator releases allow {{hover|PUs|Parallel Universes}} to be traversed without fixing the camera. | |||
Due to the immense distance between the valid spaces of Parallel Universes, the player must use [[#Hyperspeed exploits|hyperspeed exploits]] to even cross the gaps. However, simply building up enough speed to reach a single {{hover|PU|Parallel Universe}} because the game checks each quarter step of Mario's movement to see if his next position is valid. This means Mario has to build up enough speed to travel at least 1 Parallel Universe a single quarter step, quadrupling the necessary speed. Without abusing slopes or diagonal movement, this almost constrains Mario to every 4 Parallel Universes, a grid denoted by ''Quadruple Parallel Universes'' or ''QPUs''. | |||
===Permanently crushed=== | ===Permanently crushed=== | ||
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If Mario is standing on a moving platform (e.g. the falling blocks in [[Whomp's Fortress]]<ref>[https://www.youtube.com/watch?v=VX0WYWNvZlQ YouTube video of Pass Though the Ground glitch]</ref> or the rotating platform in [[Wet Dry World]]) and suddenly loses contact, the platform will still influence Mario for one frame, shifting him once before he falls as normal. By leaving a course through various means, this can be applied to Mario the moment he returns to the castle. Specifically, Mario will shift relative to the platform's position in the course he left, which is often far from where Mario is spawned in the castle. Due to this, rotational displacement is often larger than translational displacement.<ref>[https://www.youtube.com/watch?v=XL8TCplAaWc YouTube video from Pannenkoek2012 about Spawning Displacement]</ref> | If Mario is standing on a moving platform (e.g. the falling blocks in [[Whomp's Fortress]]<ref>[https://www.youtube.com/watch?v=VX0WYWNvZlQ YouTube video of Pass Though the Ground glitch]</ref> or the rotating platform in [[Wet Dry World]]) and suddenly loses contact, the platform will still influence Mario for one frame, shifting him once before he falls as normal. By leaving a course through various means, this can be applied to Mario the moment he returns to the castle. Specifically, Mario will shift relative to the platform's position in the course he left, which is often far from where Mario is spawned in the castle. Due to this, rotational displacement is often larger than translational displacement.<ref>[https://www.youtube.com/watch?v=XL8TCplAaWc YouTube video from Pannenkoek2012 about Spawning Displacement]</ref> | ||
===Star dance in the sky=== | |||
[[File:SM64 100cglitch.png|thumb|Mario's victory dance on air.]] | |||
There are several courses with large pits below the ground: [[Tiny-Huge Island]], [[Tick Tock Clock]], [[Whomp's Fortress]], [[Rainbow Ride]], [[Cool, Cool Mountain]], [[Tall, Tall Mountain]] and [[Hazy Maze Cave]]. If Mario collects a Star above on of these pits, he will land on the death barrier below and perform his victory dance. Once Mario is done however, the level kicks him out as intended. It is easiest to perform this trick using a 100-Coin Star, as the position of the Star is based where Mario collects his 100th coin. | |||
===Suicidal Bowser=== | ===Suicidal Bowser=== |