Objects: Difference between revisions

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m (→‎Objects Limit: fixed the game freeze tag)
m (→‎Important Objects: tried to add tags)
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** [[Yellow Coin]]
** [[Yellow Coin]]
** [[Red Coins]]
** [[Red Coins]]
** [[Blue Coins]]
** [[Blue Coin|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
* [[Cannon|Cannons]] (Count as 2 objects: the blue base and the cannon barrel)
* [[Cannons|Cannons]] (Count as 2 objects: the blue base and the cannon barrel)
* Signs
* Signs
* Coins' twinkles
* Coins' twinkles

Revision as of 16:10, 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:

Objects 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 game freeze 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]

See Also

References