Object slot: Difference between revisions

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Super Mario 64 objects are stored in "object slots." There are 240 object slots that are either occupied or unoccupied. The objects that are occupied are stored first, and the objects that are unoccupied are stored second. If a player is able to hold an unoccupied object slot, a glitch known as [[Cloning]] occurs and the player is able to hold objects that usually cannot be held if an object loads into the slot. If all the object slots are filled up and one tries to load, the game will crash, unless the object is an [[Unimportant Object]] such as a dust particle.
Objects are stored in "object slots." There are 240 object slots that are either occupied or unoccupied. The objects that are occupied are stored first, and the objects that are unoccupied are stored second. If a player is able to hold an unoccupied object slot, a glitch known as [[Cloning]] occurs and the player is able to hold objects that usually cannot be held if an object loads into the slot. If all the object slots are filled up and one tries to load, the game will crash, unless the object is an [[Unimportant Object]] such as a dust particle.

Revision as of 05:40, 24 July 2018

Objects are stored in "object slots." There are 240 object slots that are either occupied or unoccupied. The objects that are occupied are stored first, and the objects that are unoccupied are stored second. If a player is able to hold an unoccupied object slot, a glitch known as Cloning occurs and the player is able to hold objects that usually cannot be held if an object loads into the slot. If all the object slots are filled up and one tries to load, the game will crash, unless the object is an Unimportant Object such as a dust particle.