A Crash, Freeze, or Hardlock is what happens when Super Mario 64's code encounters an error, such as a division-by-zero, that causes the game to stop running and rendering frames. The audio may still play. This is in contrast to a softlock, where the game does still run but is stuck in an indefinite state or a loop where no controller input can change it.
Ways to crash the game
Cause |
Exception Type |
Notes
|
Exceed the object limit |
Infinite Loop |
Can be done via a variety of methods including cloning, hat duplication, build-up of monty-mole pellets, or money-bag duplication. Enters an intentional while(1) loop.
|
Have too many objects at once on the screen |
|
Send the camera into a PU on N64 |
Floating-Point Exception |
|
Walking at PU speed for only a portion of the 4 quarter steps on a frame |
|
Moving at PU speed with no joystick input for all 4 quarter steps on a frame |
|
Moving at PU speed directly into a wall |
|
Bully Knockback dividing-by-zero |
Floating-Point Exception |
|
Failed Bully/Bob-omb angle double-to-int conversion |
Floating-Point Exception |
|
Deleting a non-existent file on the File Select Screen[1] |
|
Go to "Copy" right when you get to the file select, then press "Score", press on any file without save data, go to Erase, and click on yes.
|
Moving a shadow above surface 12 while it's over OOB |
|
Killing a Monty Mole remotely |
Address Error Exception |
|
Killing an uninitialized Monty Mole |
Address Error Exception |
|
Going out of bounds in a room with a painting |
Address Error Exception |
|
Being pushed off of a hangable ceiling while in the idle hanging action |
Address Error Exception |
|
Sound glitch (J only) |
Address Error Exception |
|
Moving the camera immediately when entering VCutM |
|
Getting infinite speed |
Floating-Point Exception |
|
Going near a painting after getting game corruption |
|
Not possible on console, due to the way Emulators and Virtual Console handle addresses.
|
BitS entry sound glitch |
|
8 known instances, not been reproduced. Not J only.
|
Teleporting while passing over a loading zone |
Address Error Exception |
|
Warping out of a level while passing over a loading zone |
|
Maybe possible in DDD using the Sub Gate warp and whirlpool cloning to reach the instant loading zone. Not yet achieved in Vanilla.
|
Passing a boo over surface 12 over NULL |
|
Possibly a non-existant crash if the shadow crashes the game first. Not yet achieved in Vanilla.
|
References
Glitches |
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| Hyperspeed | | Action-based | | | Freefall-based | | | Object-based | | | Faux Hyperspeed | | | Other Glitches | | Speed Manipulation | | | Action Bugs | | | Object Interaction Bugs | | | Object Bugs | | | Quarter Frame Transitions | | | Engine Bugs | | | Audio Bugs | | | System Bugs | | | Level Geometry Bugs | | | Other Pages | |
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