Super Mario 64: Difference between revisions

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→‎PAL: 24 frames -> 25 frames
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The English version of the game introduces voice clips like "Haha" and Peach's voice clips. It fixes some errors from the previous version, like the lack of a coin limit. It has, in general, less text than the Japanese version, but takes longer during the intro and ending due to Peach's narration.
The English version of the game introduces voice clips like "Haha" and Peach's voice clips. It fixes some errors from the previous version, like the lack of a coin limit. It has, in general, less text than the Japanese version, but takes longer during the intro and ending due to Peach's narration.
===PAL===
===PAL===
The European release of Super Mario 64 supports language changing in the settings menu between English, French, and German. This is optimal for the [[ABZ Button Challenge]] because the Start button can be used to change language and the language with the least text can be selected. Due to [[Wii VC Round-To-Zero]], however, the true optimal PAL version is not on N64. Outside of ABZ, PAL is little-used because changing languages wastes time and English is effectively identical if you do not change languages. Oddly, PAL runs at 24 [[frames]] per second rather than 30, another reason why it is suboptimal for speedruns.
The European release of Super Mario 64 supports language changing in the settings menu between English, French, and German. This is optimal for the [[ABZ Button Challenge]] because the Start button can be used to change language and the language with the least text can be selected. Due to [[Wii VC Round-To-Zero]], however, the true optimal PAL version is not on N64. Outside of ABZ, PAL is little-used because changing languages wastes time and English is effectively identical if you do not change languages. Because of the PAL video format using 50hz instead of NTSC's 60hz, PAL runs at 25 [[frames]] per second rather than 30, another reason why it is suboptimal for speedruns/TASes.
 
===Shindou===
===Shindou===
The final release of Super Mario 64 was once again in Japanese. It enabled a compiler flag to allow optimizations, so the game lags less. It also fixed the [[Backwards Long Jump]] glitch, which is why it is rarely used in speedruns, except in the [[BLJless]] category. Strangely, when grabbing a [[pole]] on this version, horizontal speed affects Mario's angle. The game introduced new voice clips like "Bye, bye!" when throwing Bowser. Some of Mario's voice clips are high-pitched in this version.
The final release of Super Mario 64 was once again in Japanese. It enabled a compiler flag to allow optimizations, so the game lags less. It also fixed the [[Backwards Long Jump]] glitch, which is why it is rarely used in speedruns, except in the [[BLJless]] category. Strangely, when grabbing a [[pole]] on this version, horizontal speed affects Mario's angle. The game introduced new voice clips like "Bye, bye!" when throwing Bowser. Some of Mario's voice clips are high-pitched in this version.
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