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.  
===100-Coin Star glitch===
[[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.


===Beached Bubba===
===Beached Bubba===
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===Parallel Universe===
===Parallel Universe===
Each area in the game has a collision map, which consists of hitboxes for walls, floors and ceilings and is used to determine where Mario can go. However, in addition to the one collision map which is present on the area itself, an infinite number of copies of said collision map exist, spaced out in a three-dimensional grid. These copies of the collision map are called the ''Parallel Universes'' or ''PUs''. The reason why these exist is a simple integer overflow, which happens when Mario's position coordinates, which are stored as floating point decimal numbers, are typecasted to 16-bit integers for collision calculations. As a signed 16-bit integer can only store 2<sup>16</sup> values, ranging from -32768 to 32767, casting a higher or lower floating point decimal to said integer will result in an overflow to the other end of the range. And if exactly 2<sup>16</sup>, the number of possible values for the integer, is added to one of Mario's position coordinates, it does not affect the collision check at all due to overflowing to the exact same value modulo 2<sup>16</sup>.  
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>


When attempting to get into a Parallel Universe on console, the game usually freezes, unless the camera is put in fixed mode; on emulators, PUs can be reached without fixing the camera. As Mario has to pass over an out of bounds area to reach a Parallel Universe and the game splits up every frame of his movement into four parts, running collision checks for each of them, it is necessary that each of those quarter frame steps goes far enough to reach a PU. This means, Mario has to build up enough speed using [[#Hyperspeed exploits|hyperspeed exploits]] to travel a distance of 4 Parallel Universes, called ''Quadruple Parallel Universe'' or ''QPU'' distance -  or a multiple of that - to successfully reach a Parallel Universe.
{{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 Universes themselves are invisible, as there are no graphics loaded. Also, most objects are not loaded in Parallel Universes; walls are missing and there is no water. The latter is especially important, as this is the reason why the [[#Moat door skip|moat door skip]] works. However, some things like loading zones, namely paintings in the castle, or [[Crazed Crate]]s, are still present there. Spawning a [[Power Star]] like a 100-Coin Star in a Parallel Universe softlocks the game.<ref>[http://tasvideos.org/GameResources/N64/SuperMario64.html TASVideos - explanation of Parallel Universes]</ref><ref>[https://www.youtube.com/watch?v=kHd8TSf2tds YouTube Video from Pannenkoek2012, noting that  vertical PUs exist as well]</ref><ref>[https://www.youtube.com/watch?v=wC1PV9CYC4Y YouTube video showing the softlock from spawning a star in a PU]</ref>
'''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===