Objects: Difference between revisions
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** [[Yellow Coin]] | ** [[Yellow Coin]] | ||
** [[Red Coins]] | ** [[Red Coins]] | ||
** [[ | ** [[Blue Coins]] | ||
* 1-UPs | * 1-UPs | ||
* 1-UP checkpoints | * 1-UP checkpoints | ||
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* Boxes of every type | * Boxes of every type | ||
* Trees of every type | * Trees of every type | ||
* [[ | * [[Cannons]] (Count as 2 objects: the blue base and the cannon barrel) | ||
* Signs | * Signs | ||
* Coins' twinkles | * Coins' twinkles | ||
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* Water crystals | * Water crystals | ||
== | == Object Limit == | ||
The '''Object Limit''' is the maximum number of Important Objects a course can have loaded simultaneously before the game cannot handle loading any more. (Note: this doesn't apply to the total objects in the course, only to ones that are loaded at the time. Unloaded objects use no slots). As the object limit is approached, unimportant objects will sacrifice their slots in order to empty them for important objects. If no vacant slots are available when an important object is loaded, a [[Crash| | The '''Object Limit''' is the maximum number of Important Objects a course can have loaded simultaneously before the game cannot handle loading any more. (Note: this doesn't apply to the total objects in the course, only to ones that are loaded at the time. Unloaded objects use no slots). As the object limit is approached, unimportant objects will sacrifice their slots in order to empty them for important objects. If no vacant slots are available when an important object is loaded, a [[Crash|crash]] will occur. | ||
== Trivia == | == Trivia == | ||
* [[Clone|Clones]] never unload and thus occupy object slots even when the original object is unloaded. | * [[Clone|Clones]] never unload and thus occupy object slots even when the original object is unloaded. | ||
* [[Parallel Universe|PUs]] don't naturally contain any objects, but they can be brought there.<ref>https://www.youtube.com/watch?v=AVtCM1B6iYk | * [[Parallel Universe|PUs]] don't naturally contain any objects, but they can be brought there.<ref>https://www.youtube.com/watch?v=AVtCM1B6iYk</ref> | ||
== See Also == | == See Also == |
Revision as of 16:17, 11 July 2018
Objects are everything that exist in the Super Mario 64 world outside of the background and terrain. The maximum number of objects in a course is 240.
Objects exist in two tiers: unimportant objects and important objects.
Unimportant Objects
Most special effects are unimportant objects. Some examples of unimportant objects are:
- Smoke from being burned in lava
- Yellow Stars from ground pounds and headbonking
- Sparkles around a Koopa shell and a 1-UP
- Dust from collecting Stars or ground pounding
- Wind particles
Important Objects
Every object that isn't unimportant is important. Some examples of important objects are:
- Characters
- Coins of every type
- 1-UPs
- 1-UP checkpoints
- Power Stars
- Fire
- Caps
- Cap/coin blocks
- Moving platforms and some stationary platforms
- Boxes of every type
- Trees of every type
- Cannons (Count as 2 objects: the blue base and the cannon barrel)
- Signs
- Coins' twinkles
- Dust from Mario walking or sliding
- Teleporters
- Water crystals
Object Limit
The Object Limit is the maximum number of Important Objects a course can have loaded simultaneously before the game cannot handle loading any more. (Note: this doesn't apply to the total objects in the course, only to ones that are loaded at the time. Unloaded objects use no slots). As the object limit is approached, unimportant objects will sacrifice their slots in order to empty them for important objects. If no vacant slots are available when an important object is loaded, a crash will occur.
Trivia
- Clones never unload and thus occupy object slots even when the original object is unloaded.
- PUs don't naturally contain any objects, but they can be brought there.[1]