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  • ...n the whole game so there are versions where you can toggle it so that the player can save the game more. The Non-Stop codes for the Japanese and English Versions of Super Mario 64 including the toggle version can be found at https://sites.google.com/si
    558 bytes (100 words) - 23:20, 11 January 2020
  • '''Typographical Errors''' or '''Typos''' in Super Mario 64 are grammatical, syntactical, or semantical mistakes in the game's text. [[File:Mario!!! It that really you???.png|thumb|300px|An error when talking to Yoshi]]
    1 KB (211 words) - 01:53, 11 May 2021
  • ...comp/sm64/blob/master/src/game/mario.c#L1709 Super Mario 64 Decompilation, mario.c, line 1709]</ref> ...o collide with OoB. This collision is different from those with [[wall]]s: Mario's angle is preserved (rather than reflected), and it is impossible to punch
    2 KB (276 words) - 22:30, 16 May 2024
  • ...f SM64 in China, released for the [[Super_Mario_64#iQue_.28Chinese.29|iQue Player]] (IQP) console on November 17, 2003. It came as a time-limited demo on all ...version has several other interesting IQP-related changes from the [[Super Mario 64#Shindou|Shindou]] version it was based off of.
    1 KB (238 words) - 19:43, 22 June 2020
  • ...camera system was a first of its kind system, considering [[Super Mario 64|Mario 64]] was one of the first 3D platforming games. The system makes use of a s The camera consists of several types of modes, beyond the types the player controls. These change depending on the situation, altering [[Angle|angles]
    5 KB (858 words) - 20:56, 12 January 2023
  • ...e-contiguous frames. As [[Super Mario 64]] runs at 30 frames per second, a player can theoretically input a button press up to a maximum of 15 times per seco ...hree frames and unpausing for the minimum one frame when the timer is odd, Mario and the ticket will effectively not render until the blinking effect stops.
    3 KB (555 words) - 01:34, 12 May 2021
  • ...der setup." Subsequently, another optimization was found that required the player to look along a wooden plank and find a certain line in the texture. This s ...p]] to get up here.<ref>[https://youtu.be/HE4HPSwPvEM <nowiki>"[TAS] Super Mario 64 - Blast to the Stone Pillar in 11"23" by dar gos</nowiki>]</ref>
    2 KB (386 words) - 17:24, 4 October 2021
  • ...protagonist of ''[[Super Mario 64]]'', and is the main [[object]] that the player controls. Most of the code involving updating Mario has to do with actions (see [[Action#Frame]] for a technical summary). The
    8 KB (1,011 words) - 19:57, 28 April 2024
  • ...ide of Tokyo. Shoshinkai 1995 is particularly relevant to [[Super Mario 64|Mario 64]], as this event featured beta footage/gameplay of the game. Significant ...io]] lost health, then slide upwards to the normal health spot. Over time, Mario would slowly recover health. One bit of footage shows health wedges more si
    4 KB (707 words) - 12:26, 14 January 2020
  • '''Super Mario 64 DS''' or '''SM64DS''' is a remake of [[Super Mario 64]] on the DS console. It includes new stars, new areas, and new playable .... For this reason, it is not considered to be a different version of Super Mario 64, but rather a full recreation.
    7 KB (1,261 words) - 15:41, 20 May 2021
  • [[File:Super Mario 64 BoxaFrt.png|alt=SUPER MARIO 64|thumb|Box art]] '''''Super Mario 64''''' is a 1996 platforming game on the Nintendo 64 console. It was a lau
    11 KB (1,749 words) - 06:12, 21 November 2021
  • ...nd use the breeze to get up, then jump down. Later, it was discovered that Mario could perform a [[Triple Jump|triple jump]], wall kick and ground pound to ...is called “OG Canonless” Then, another optimization was found that let the player look for a texture on the plank and use that instead dubbed “Texture Setu
    11 KB (1,826 words) - 18:01, 4 February 2024
  • ...-omb Battlefield]]. He is chained to a [[wooden post]], and he lunges at [[Mario]] when he is nearby. If Mario [[Ground Pound|ground pounds]] on the post 3 times to put it into the groun
    5 KB (878 words) - 14:17, 12 October 2023
  • ...containing the entrances to the majority of the other levels in ''[[Super Mario 64]]''. It consists of the [[Castle Grounds]], the [[Castle Lobby]], and th ...movement. On the roof, if you have 120 stars, [[Yoshi]] tries to maximize Mario's lives to 100. There is one secret stage on the castle grounds, [[Vanish C
    6 KB (925 words) - 19:42, 16 July 2024
  • '''Bowser in the Dark World''' is the first Bowser level of ''[[Super Mario 64]]''. It can be accessed from the big star door of the first floor, which ..., it takes no A Presses to beat the level regardless of whether or not the player goes for the red coin star.
    6 KB (1,010 words) - 19:04, 3 January 2024
  • '''Jolly Roger Bay''' is the third course of ''[[Super Mario 64]]''. It can be accessed from the painting in the rightmost room of the f ...coins without raising the ship, and missing a single blue coin can force a player to try again. This stage also lacks any coin duplication glitches, which le
    9 KB (1,620 words) - 22:53, 10 November 2024
  • '''Tall, Tall Mountain''' is the 12th course of ''[[Super Mario 64]]''. It can be accessed by going [[upstairs]] and going to the small pai ...e slide, and then exit out of the slide, the clones are gone, allowing the player to collect 999 coins.
    5 KB (877 words) - 03:35, 20 April 2024
  • ...in real time. Some core features include views of loaded/unloaded objects, Mario structure variables, [[Camera|camera]] + [[HUD]] values, an overhead map di ...e object slots, the process groups, the held object, object variables, and Mario variables. However, it also had some annoyances, such as it couldn't connec
    36 KB (5,817 words) - 20:26, 15 April 2021