recursal/Fanatic-Fandom huggingface dataset:
Nintendo 64 controller

The **Nintendo 64 controller** (NUS-005) is the standard game controller included with the Nintendo 64. Released by Nintendo in late 1996 in Japan and North America, and 1997 in Europe, it features ten buttons, one digital "Control Stick" and a directional pad, all laid out in an "M" shape..

The controller was designed by Nintendo R&D3, who were directed to try out new ideas that would break from the standard mold of gaming controllers. With original visual designs having been mocked up in clay form, and extensive test group studies being performed before and during the design phase, the Nintendo 64's controller design was eventually solidified in tandem with that of Miyamoto's gameplay mechanics in *Super Mario 64*.

Nintendo of America's head designer, Lance Barr, said that the design studies revealed that "most games use a few buttons for most of the main controls, such as jumping and shooting, or accelerating and braking. That's why the A and B Buttons are placed for easiest access on the new controller and why they are larger than the other buttons. They're the buttons that get high traffic."

The controller was designed to be held in three different positions. First, it can be held by the two outer grips, allowing use of the D-pad, right-hand face buttons and the "L" and "R" shoulder buttons (but not the "Z" trigger or analog stick). This style was intended to optimize play in 2D games by emulating the setup on the Super NES controller. It can be also held by the center and right-hand grip, allowing the use of the single control stick, the right hand-buttons, the "R" shoulder button, and the "Z" trigger on the rear (but not the "L" shoulder button or D-pad). This style was intended for 3D games. Finally, the controller can be held by the center and left-hand grip, allowing for a combination of the D-pad, L-shoulder, analog stick and Z button. This was implemented in *GoldenEye 007*. Additionally, though the controller was not designed with this setup in mind, one controller can be held in each hand with a thumb on each analog stick and index fingers on the "Z" trigger. This setup allows dual-analog control on some first-person shooters such as *Perfect Dark*. The analog stick and right-hand face and shoulder buttons are usually used in games. In some games such as *Mortal Kombat Trilogy*, the control stick and directional pad are interchangeable. Very few games use the directional pad exclusively; two examples are the 3D puzzle game *Tetrisphere* and the side-scrolling platformer *Kirby 64: The Crystal Shards*.
Wii VC Round-To-Zero

**Wii VC Round-To-Zero** is a special phenomenon caused by emulation inaccuracy exclusive to Wii Virtual Console (Wii VC). This is a new glitch discovered on May 28, 2018, that contributes to the A Button Challenge.

In the Wii Virtual Console, it is possible to rise the moving platform at the beginning of BitFS, due to a rounding error that is unique to the Wii Virtual Console. This is thought to happen because the Wii doesn't round-to-nearest, as the N64 does, but instead it rounds-to-zero. Since the moving platform is below 0, it tends towards it. It is possible to DR in about 8 days, and it is possible to VSC with a lava boost in 3 days.

The glitch was discovered by **andru** when he went to sleep leaving the Wii powered on for several hours in Bowser in the Fire Sea (BitFS), and found that the oscillating platforms left their original positions.

## Applications

Currently, only the blue moving platforms in BitFS in the Wii VC version are known to have this property. All other consoles such as the original N64, WiiU Virtual Console, Shindu, do not have this rounding error. However, The Wii VC *within* the Wii U's Wii mode does.

The glitch, so far, is waiting for an RTA verification and not fully confirmed yet.

The first attempt, by ethanwhitesm64, failed because his autofire controller malfunctioned and pressed all the buttons at once (including the A button). He was using the autofire controller to keep his Wii U from going into power-saving mode because he didn't have a capture card and was simply pointing his laptop camera at the screen. Because he knew that the A button was pressed, he DR'd to early and missed the platform just to get the attempt over with. This is because in addition to the autofire controller malfunctioning, it wouldn't have counted as a true RTA attempt anyway due to his use of an autofire controller.

The second attempt, by barruuuu, failed because after a successful DR, he overshot the elevator and when he ran back, he fell through the hole.

The third attempt, by Switchpalacecorner, failed because after a successful DR, the top moving platforms loaded and moved down below the lava. While it is possible to get the next platform using the side ledges or a well-timed slide kick, Switch missed it and fell down back to the first floor.

## References

1. ↑ *Bowser in the Fire Sea in 0x A Presses? (New Glitch Explanation)*, by bad\_boot: https://youtu.be/MFxJuq3FRgI
2. ↑ oops (ethanwhitesm64 misses pole) [1]https://www.twitch.tv/ethanwhitesm64/clips
3. ↑ lol (barruuuu falls through elevator) https://clips.twitch.tv/OpenDependableClintVoteNay
4. ↑ new sm64 glitch: BitFS Platform Raising (warning: boring) https://clips.twitch.tv/TriumphantHelpfulYogurtSeemsGood
Out of Bounds

**Out of Bounds** (**OoB** for short) refers to the space uninhabitable by Mario under expected gameplay conditions. It is technically the default state of collision interaction for Mario, since OoB occurs in the absence of a floor triangle beneath Mario.

The *Super Mario 64* engine attempts to prevent Mario from moving out of bounds by canceling movement into it. This was explained by certain strategy guides as Mario reaching the border of the painting world. Mario will push or bonk "against" OoB, regardless of direction, if his intended next position lies within it. Unlike walls, OoB preserves Mario's angle rather than reflecting it as he bonks, and Mario cannot punch, kick, or Wall Jump off of the OoB region. Colliding with OoB also produces a different sound effect than colliding with walls.

As a failsafe, Mario immediately loses a life if he manages to move out of bounds. Methods to do this include recovering from a ledge grab into OoB, forcing the the only floor below Mario (i.e. a floor triangle of an object) to become intangible, being thrown by Chuckya, reading a sign clone, warping via teleporter clone, and using a door from below the intended height.
Thanks for Watching!

**Thanks for Watching!** is a segment at the end of many older pannenkoek2012 videos, in which text thanks the viewer for watching the video while footage of *Super Mario 64* plays. This footage is usually if not always relevant to the subject of the video, and can be outtakes, further demonstration, or even repeated content.
Speed

**Speed,** abbreviated as(***SPD***)is an in-game Variable that indicates how many units Mario is moving. Mario's vertical speed is called **Vertical Speed (VS)** and his horizontal speed, **Horizontal** **Speed (HS).** If the speed value is *negative*, it means that Mario is moving *downwards* in *VS*, or *backwards* (Prefixed in both cases with an "**M**" instead of the minus symbol **-**).

## Gravity effect and Terminal Speed

When Airborne, Mario's Vertical Speed is constantly *decreasing* by 4 every frame, as *gravity* is applying on him a constant of -4 per frame. Additionally, Mario's vertical *terminal speed* is -75 (**M75** as shown in-game), so he will not fall faster than that. VS is also unused when Mario is on the *ground,* so his VS is set to **0** as soon as he touches the ground, and remains that way until Mario is airborne again.

However, there are movements that **don't** reset Mario's VS to 0 when he touches the ground *(See Vertical Speed Conservation).*
Instant Release

**Instant Release** refers to techniques in which a held object is released instantly. This allows such objects to appear at the HOLP without updating it. An example of an **IR** is diving into a wall and a Bob-omb on the same frame, causing the Bob-omb to be released before the HOLP can update, as demonstrated in "SM64 - Stomp on the Thwomp - 6x A Presses". Then, it will stay at the HOLP until Mario enters whatever object he teleported`s activation radius.
Hyper Speed Punching

**Hyper Speed Punching** (abbreviated as **HSP**) is a new technique that allows speed to be built by punching on a slope within a specific range. The speed that can be generated is potentially infinite, allowing access to QPU speed.

The reason for the speed increase is due to Mario gaining downhill ground acceleration with very low friction, allowing positive speed gain if the slope of the floor is just right. Single punches and punch combos can both serve as options.

## Details

This technique can only be done on certain floors where Mario would slide on it. In order for speed to actually be increased, the *normal.y* value of the floor has to be the following
:

* 0x13 (very *slippery*, Hyper Speed Walking and C^ trick can be used): **0.9848077 - 0.9961947**
* 0x14 (A normal slippery hill, possible to frame-walk): **0.9396926 - 0.9848077**
* 0x15 (climbable hills): Impossible
* def (floors on sand terrain): **0.7880108 - 0.808690**

The range can be expanded by using shallow water similar to Hyper Speed Walking, but without water, the range is extremely tight. Additionally, on slide levels, all floors are set to an extremely slippery terrain type, making this technique impossible to use.

To execute this technique, Mario needs to punch consecutively and never leave the punching state. This means that at each frame the action ends, Mario must do another punch. The joystick input must be minimal to avoid executing a dive which would limit Mario's speed to 48.

## Applications

This strategy is used in Jolly Roger Bay to build up speed, then immediately dive into the water to conserve said speed. The maximum speed is 180, at which point the speed lost by sliding and decrease in punching frames makes the value asymptopes.

This strategy allows the following actions to be done with 0 A Presses:

* Landing on *Blast to the Stone Pillar* pillar platform (using 109 stored speed).
* An alternative method to ground pounding the blue coin block (with 128 stored speed) for 100 coins.
* A potential breakthrough by Hyper Speed Punching in Shifting Sand Land to store more than 45000 speed and converting it via a fire clone and a shell clone; the procedure stores around 2000 speed to be conserved by exiting on the one frame where a Shy Guy's twirl ends, allowing Secret Aquarium Entry with 0 A presses.

## References

1. ↑ https://docs.google.com/document/d/1cJfwdju9-6yTGemBhtZrjoDhWWDYj69OpzIg8D6w9R4/edit?usp=sharing
2. ↑ Tyler Kehne, SSL Exit Plan for 0xA SA Entry: https://youtu.be/svuSVSUsi74
Frame

A **frame** is a length of time in which a consecutive image is displayed on a screen. The term can also refer to the image being rendered in this time. The normal **framerate** of *Super Mario 64* is 30 FPS, meaning that 30 frames are rendered on-screen in a single second, but lag can decrease this frequency. Later games have largely adopted a 60 FPS framerate.

## Phenomena

Normally, having a button down for two or more consecutive frames will be identified as a button hold, even if the button was pressed separately on each frame. This is unlikely to cause issues in real-time gameplay, but it can prove problematic in tool-assisted speedrunning. Pausing the game will separate these frames without changing any in-game states.

A variable called the global timer increases by 1 on every frame. Some events occur depending on the parity of the global timer, or depending on other functions such as trigonometric calculations, so pause buffering can be used to alter the state of the game.
Pause buffering

**Pause buffering** is a technique achieved by strategically pausing to cause unusual effects during in-game (unpaused) frames. Note that the process of pausing and unpausing in and of itself takes at least three frames, so typical pause buffering means that the game is being played at quarter-speed.

## Applications

Pause buffering can be used to press inputs on two or more in-game-contiguous frames. There are three parts to a button input—pressing, holding, and releasing. If the game detects that the button is being inputted on two frames in a row, it will detect that the button is being held, even if there were two separate presses. Furthermore, holding a button often does nothing.

In situations where it would be advantageous to press the same button for two frames in a row, those two in-game frames can be separated by opening the pause menu. This provides time for the game to recognize the release of the button, and be able to detect another press once the game is unpaused. In short, pausing allows an input to be released and pressed again without changing any in-game states.

Another application of pause buffering is in Pause Buffered Hitstun, which lends itself to HOLP Preservation and thus releasing objects remotely. The player can avoid updating the HOLP by taking advantage of Mario's flashing effect after hitstun, an effect that continues if Mario is inside an enemy hurtbox. After being hurt in any way but small fall damage, Mario, along with a held ticket, will become transparent on every second frame. His opacity depends on the parity of a global timer, so he is not rendered on odd frames. The global timer is incremented on every frame, including paused frames. By pausing for the minimum three 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. Because the ticket does not need to render, the HOLP is not updated during that time.
Memory

```
NOTE: This page is sloppy. Go watch a Pannenkoek2012 video to see unsummarized versions.

```

Memory refers to object slots, a doubly-linked list that holds objects in the game. In the game, there are 240 or less object slots. There are 2 classes of objects: important objects, and unimportant objects. Unimportant objects are effects, such as the stars when bonking off of a wall, smoke from lava, etc.

Every level has its own limit. It's always either 240, or slightly below 240.

* If the object limit is reached, and an important object is trying to load, the game will check if there is an unimportant object available. If there is, then the unimportant object will sacrifice its slot for the important object.
* If an (un)important object with the object limit reached, and there are no unimportant objects, that's when the game freezes.

1. ↑ Super Mario 64 Exposed https://sites.google.com/site/jamesskingdom/Home/video-game-secrets-by-james-s/super-mario-64-exposed
Mystery Goomba

The **Mystery Goomba** is a member of a Goomba triangle in Bowser in the Sky that is placed over a pit, causing it to instantly descend to the death barrier upon being loaded. Thus, it exists in a location that cannot be reached, and only for one frame at that. In addition, the radii of the Goomba triangle and the Mystery Goomba do not overlap, so it cannot be interacted with anyway.

While it is possible to clone the Mystery Goomba, for all intents and purposes the coin inside the real thing has been deemed the new Impossible Coin.
Game Freeze

A **Freeze** or **Hardlock** is the event of Super Mario 64 becoming permanently *freezed* *and* *Irresponsive* to the player commands or actions, forcing the player to Reset the console/emulator.

## Softlock

Is the event of Mario becoming irresponsive to the player, but without the game Freezing, may still need a reset.

## Corruption

**Corruption** Is a mostly unintended or intencional change of the stored data of the game's Cartridge or ROM during Reading, Writing, or Processing of the data, leading to errors, crashes, Freezes and even rendering the Cartridge/ROM **unplayable.**

## Known causes of the game Freezing or Corrupting

> Warning! The reprodution of some of the mentioned methods may lead to Game Malfunction and/or permanent loss of your save files, Cartridge or Console! You have been warned!

* Exceed the Objects limit in the Course (Freezes the game)

* Too many Objects at once on the screen (Freezes and also corrupts the game)
* Getting a 100 Coins Star at the same time that brakes a Star Block (Freezes the game)
* Trying to enter a Course with the game Corrupted (Freezes the game)
* Hacking the game in some way (May corrupt the game)
* Using Gameshark incorrectly or using way too much (Freezes and Corrupts)
* Sending Lakitu into a PU on the Console version (Freezes the game)
* Tilting the game cartridge (May Freeze and Corrupt under certain conditions and/or actions)
* Overloading game with player clones (May cause graphical errors and freeze)

## See Also

* Cloning
* Parallel Universe
* Coin Limit
A button

The **A button** is the primary face button on the Nintendo 64 controller, and is widely used throughout *Super Mario 64*. Completing this game without pressing the A button, or failing that, pressing it as few times as possible, is the core goal of the *Super Mario 64* A Button Challenge.

The A button is primarily used to make Mario jump. This includes Mario's basic Jump, as well as moves such as the Double Jump, Triple Jump, Wall Jump, Side Somersault, Backflip, and Long Jump. It is also used for contextual actions such as scrolling through dialogue, swimming, hanging from ceilings, and jumping from poles; as well as combo moves such as the Jump Kick, Midair Dive, and Ground Pound. Some of these moves can be activated through other means and buttons, and there are differences between releases of the game that may alter these means and therefore incur new potential A presses depending on version.
Impossible Coin

**The Original Impossible Coin**

The Original Impossible Coin was found in 2002 by a user named Josiah on the GameFAQs Super Mario 64 board. The Original Impossible Coin is in Tiny Huge Island, making Tiny Huge Island actually having 2 "impossible" coins. The Original Impossible Coin is stuck inside the ball spawner in the small part of Tiny Huge Island. Before pannenkoek2012 collected it on June 23, 2014, Curtis Bright was close to the coin, but never actually managed to collect it.

## **The New Impossible Coin**

On October 23rd of 2016, a New Impossible Coin was discovered in Tiny Huge Island on the Huge part of the Island. This time, it was really impossible to collect because of a special failsafe. The coin spawner spawns 5 coins, the Impossible Coin being underground. However, a special failsafe comes. If the coin detects it is below the ground, it will instantly unload. As expected, this only applies to the Impossible Coin. Pannenkoek2012 thinks that the 2 Impossible Coins in Tiny Huge Island are cause by a bigger, underlying reason. He hypothesizes that there once was another slope in addition to the 2 other slopes.

## References

1. ↑ http://www.sm64.com/impossiblecoin.html
2. ↑ https://www.youtube.com/watch?v=1iwAbEXgpic
3. ↑ http://www.sm64.com/impossiblecoin.html
4. ↑ https://www.youtube.com/watch?v=iPILIf7ru48
Shell Mario Glitch

The **Shell Mario Glitch** is a glitch wherein Mario moves forward at the speed of riding a Koopa shell while retaining his usual moveset. It is activated by jumping onto a shell on the same frame as Mario touches water. The glitch ends if Mario tries to walk, or if he breaks the shell as he could while riding it normally.

## Trivia

* If Mario crawls while the glitch is active, his body will be inside the shell, with his head and feet poking out. This looks similar to the Shell Mario power-up from *New Super Mario Bros.*.
* Peerforming the glitch with a shell clone will activate all but the momentum aspect of the glitch. The only real indication of "riding" a shell clone as Shell Mario is the background music. In addition, the clone will become intangible until it is broken.
* Teleporting as Shell Mario would force him into that state and turn off the background music.
A Button Challenge

The **A Button Challenge**, **ABC** for short, is a challenge in which the number of presses of the A button is minimized, whether on a per-mission or a per-file basis. Because the A button makes Mario jump, great creativity and precision are required to progress in the game without using this "vital" function. The ABC is often connected to the discoveries of new glitches and techniques that can be used more generally throughout the game. Much of the material on the pannenkoek2012 and UncommentatedPannen channels is related to the A Button Challenge, with only 13 remaining A presses (10 unique A presses) left to optimize.
Mario

**Mario** is the only playable character in *Super Mario 64*. As such, his behavior is based on what inputs are sent to the game via the Nintendo 64 controller. His position, speed, and rotation can be changed in gameplay, and he can also be made to jump, attack, grab, and perform other moves, which are all basic gameplay features.
Bowser in the Fire Sea

Bowser in the Fire Sea is the second Bowser level in Super Mario 64. It can be accessed by going through the big star door in the basement, which requires 30 stars to open, and then collecting the star "Board Bowser's Sub" in Dire, Dire Docks.

Collecting the key from this level is mandatory to completing the game as there is no known way to enter the second floor of the castle without collecting it.

## A Press Counts

This level requires one A press to complete in all versions of the game other than Wii Virtual Console (VC) and the Wii U's Wii mode's VC. This A press is to get past the pole in the level. The A press count doesn't change when collecting the 8 red coins.
Snowman's Land

**Snowman's Land** is the tenth course in Super Mario 64. The entrance is in the left side of the mirror room located at the second floor. Its appearance is a blank wall, whose reflection in the mirror is actually a snowy painting, that Mario can jump into.

## A Press Counts

In the A Button Challenge, all seven stars can be collected without A presses. The vanish cap is required for the star in the igloo.

### Entering Snow Man's land *(0x)*

The entrance can be entered by dive-recovering into the painting disguised as a wall.

### Snowman's Big Head *(0x)*

*Video: https://youtu.be/0LgUMkw51\_4*
Pannenkoek exploits the Shy Guy's behavior, luring it to the top of the mountain. To do this, Mario first lures it to a certain location from a certain angle. Then, he grabs a shiny shell and generates hyperspeed, which is necessary to encompass the three zones necessary for proper manipulation, as the geometry of the course is mostly flat. After the manipulation, Mario ascends the snowman, reactivates Shy Guy, and bounces on it to reach the platform above, grabbing the star.

## References

1. ↑ SM64 120 Star ABC Route: https://docs.google.com/spreadsheets/d/1wVD60DYcPPjWmfObqwV-1Kb0ic478dsL9znCMqM2X4M/edit?usp=sharing

 First Floor
 Bowser Stages
Pedro Spot

A Pedro Spot is a small place in 3d space between a ceiling and a floor, where the player can get stuck.

It was discovered by Pedro Viktor and is very powerful and helpful in the ABC because, thanks to this very interesting property, the player stuck can generate a lot of speed quickly.

## History of Pedro Spot

Sometime in early 2015, a man known as Pedro Viktor posted a video on the ABC crews Reddit, showing him getting stuck in CCM in an area. Pannen describes it as "A place where Mario seemed to get stuck, a place where Mario could both Jump, and Groundpound. So the question is... was Mario on the ground or in the air?"

No one really knew how it worked for a few months until Gaehne D. looked into it. This is where the Pedro Spot started to become useful for the ABC challenge.

## Pedro Spot Uses

So far, ten have been found: three in Cool Cool Mountain, one in the cabin slide , one in Vanish Cap under the Moat, a theoretical one on Tiny Huge Island, four in Tick Tock Clock (which reduced Stomp on the Thwomp to 2x A presses), and a possible one in Peach's Castle.

## References

1. ↑ 1.0 1.1 https://www.youtube.com/watch?v=c5yLDhzWrEo
2. ↑ https://www.youtube.com/watch?v=n5EPx\_hHtL0
Float the Fish

**Float the Fish** is the fan nickname of a cloned fish from Wet-Dry World, used to explain position float granularity in the video "Floats". The video referred to it simply as **fish**. They were cloned due to a property that made them move forward at 3.4 units per frame, with the viewers being asked when it would stop moving. Float reached the end of their journey after seven days, at an X position of -67,108,864.
Other Button Challenges

The other button challenges aren't as notable as the ABC , because they are often very easy and don't require special maneuvers like in the ABC; however, there are some exceptions.

## B Button Challenge

The B Button Challenge is basically the same of the ABC, except it is about avoiding the use of the B Button. In most levels, the B Button isn't required, but some of the ones that do require them, can have exploitable glitches to avoid pressing B.

### Unavoidable B presses

(100% Only) The player must press B three times in BoB to defeat King Bob-omb

The player must press B in Bowser in the Fire Sea, but can avoid pressing B again by letting Mario drop Bowser into the mine.

(100% Only) The player must press B two times to collect two MIPS stars.

The player must press B three times in order to beat Bowser in the Sky, the first two are simple, but when Mario gets hit by Bowsers Fire, he releases Bowser allowing us to avoid pressing B a fourth time.

### Unavoidable B Presses (J-Version)

On the J-Version of the game, the player can only use B Button to initiate text with NPCs, and this introduces additional B Presses.

(100% Only) The player must press B three times to collect three toad stars.

## Z Button Challenge

### Unavoidable Z Presses

(100% Only) The player must press Z three times during the fight with King Whomp, since we have to ground pound his back three times.

(100% Only) The player must press Z to ground pound the blue coin block in JRB in order to get the 100 coins star, since there are 74 other coins in the course.

## The Other Button Challenges

### The Start Button Challenge

The player must press Start to progress from the start screen to the file select screen.

### The C Buttons Challenge

(100% Only) The player must press C Button to enter first person mode in order to enter TotWC.

### The R Button Challenge

The R Button is never required in the game.

### The L Button Challenge

The L Button is never required in the game.

### The D-Pad Buttons Challenge

The D-Pad Buttons are never required in the game.

## Related Videos

The B Button Challenge

The Z Button Challenge

The Other Button Challenges
UncommentatedPannen

**UncommentatedPannen**, formerly **pannenkeok2012**, is pannenkoek2012's secondary YouTube channel, which can be found here. It hosts content that is not up to the main channel's high standards of quality, allowing for new findings to be published quickly and without being put into a queue. Most videos published to the channel are new discoveries and strategies, visuals, tutorials, and assorted observations, though anything could potentially be uploaded.

## Purpose and analysis

UncommentatedPannen is a hub for current research and findings. Unlike the pannenkoek2012 channel's content, UncommentatedPannen videos need not:

1. be voice-commentated or have a commentated version;
2. be recorded in HD;
3. explain any glitches used;
4. have the clearest possible visuals;
5. include alternate camera angles where they would be helpful;
6. be "sufficiently" interesting nor humorous;
7. serve any purpose;
8. cover all of a topic;
9. or involve only well-researched concepts.

Therefore, UncommentatedPannen content may be made faster and less tediously, without the need to appeal to the common viewer. This lends itself to a safe environment where new technical information can be published and iterated on without professional video editing. Further, videos on the secondary channel have little-to-no effect on the release of pannenkoek2012 videos, and in fact may make planned videos more comprehensive because viewers are able to comment on overlooked scenarios in the process.

## Name

The channel was renamed in late 2016 to decrease confusion between the channels, as well as to stop people from asking why videos on the secondary channel had no voice commentary. Its old name, pannenkeok2012, was derived from switching the o and second e in "pannenkoek2012".
HOLP

The **HOLP**, short for **Held Object's Last Position**, represents a set of values comprising the coordinates at which to render a held object ticket. They are, under most circumstances, the last coordinates at which Mario has held a ticket has been held, and the variables remain constant between courses and files. When thrown or released, objects are retrieved from limbo to the real world at the HOLP, which is not necessarily directly in front of Mario. Using certain glitches, the HOLP can be abused to spawn objects away from Mario when released.

If a ticket does not render for whatever reason, the HOLP will not update. Thus, a player can release an object remotely by performing such a glitch, such as having a hat in hand, doing an Instant Release, using pause-buffered hitstun, or moving Mario over about 20,300 units away from the camera.

## HOLP changes

The default value of the HOLP is the origin of the course, which is (x, y, z) = (0, 0, 0)

Under normal conditions, the following objects will have certain effects in regards to the HOLP:

* When holding objects normally
	+ Updates HOLP: Cork box, Bob-omb, Chuckya, Water Shell, Baby Penguin, Ukiki, MIPS, King Bob-omb, Bowser, clones
	+ Does not update HOLP: Crazy box

If the hat in hand glitch is activated, the following objects will have certain effects in regards to the HOLP:

* When holding objects normally, the object is not rendered in front of Mario's hands, and therefore the HOLP does not update
* When throwing an object (at exact location) or dropping an object (at HOLP laterally but at Mario's current height)
	+ Spawns at HOLP: Cork box, Bob-omb, Chuckya, Water Shell, Baby Penguin, Ukiki, MIPS, King Bob-omb, clones
	+ Spawns in front of Mario: Crazy box, Bowser
De Facto Speed

"What if I told you, that the distance Mario moves, isn´t necesarily equal to his speed "

Surprised? Well it´s true.

Mario´s speed only indicates the speed he would be travelling on a flat ground, but when Mario moves on slopes,even though a speed meter mesuared his speed as high speed, he would move slower.

This real speed is called De Facto Speed, and it varies with the steepness of the slope, but it doesn´t matter if he is moving uphill, downhill or sideways on the hill.
Signal

Signals in Mario 64 is where an object sends a message to either another object or the game, for example a coin sending a signal to the coin’s spawner when it’s collected, so that way the coin no longer appears.However, when an object is cloned, it can no longer send or receive signals.

1. ↑ Many of Pannenkoek’s videos, such as his video over [Interference clones].
2. ↑ Pannenkoek’s video over [The science of cloning].
Cloning

**Cloning** refers to glitches wherein an object can be duplicated. For instance, grabbing an exploding Bob-omb just as it despawns will allow the held object's memory slot to be overridden, thereby letting Mario hold a copy of a nearby item. In courses with loading areas, cloned objects can be unloaded and respawned to copy them potentially infinitely. In other levels, clones can fill the stage's memory limit, causing lag and graphical glitches, and eventually freezing *Super Mario 64*.

Clones cannot send or receive signals.

## How it works

In simple terms, Mario needs to hold an unloaded object to initiate cloning. There are two ways to do so.

When Mario holds an object, a signal is sent to the game managing object slot to keep track of what object Mario is holding. The signal takes 2 frames to reach for a ground grab and a dive grab. During the 2-frame window, if an object despawns, then Mario would end up holding a vacant slot, allowing Mario to turn that object into a different one.

When Mario passes by a loading point, all objects are unloaded when the transition occurs. Therefore, whatever object Mario is holding will also be unloaded and be replaced by a different object.

## Objects that can be used to clone objects

**Right when the object is unloaded**

* **Bob-omb**, right as it explodes from the fuse, by throwing it or waiting for it to blow-up
* **Cork box**, right as it explodes due to impact, or before it despawns due to 30-second inactivity after it leaves its original location
* **Chuckya**, right as it explodes when thrown
* **Crazy Box**, by using some hands free manuvering, and going into water. See this for the exact route.

**When passing through a loading zone**

* **Shiny Shell** in Dire, Dire Docks through the loading zone (midpoint of the tunnel)
* **Chuckya** in Wet Dry World through the loading zone (midpoint of the tunnel)

## See also

* Premature Clone
* Interference Clone
* Transport Clone
Andressa Zadhi

Andressa Zadhi (アンドレサ ザドヒ, Andoresa Zadohi) é uma dramon da tradicional família aristocrata Zadhi, que é regente em Alagocity. Ela teve um relacionamento amoroso não explicado com uma das versões de Mascara da Morte, mas não se sabe qual, mas apenas que ela foi uma grande decepção amorosa e se tornou sem querer um dos "selos da maldade" do Dragão da Morte.

## Aparência

Muito bonita, cabelos lisos negros, compridos até a cintura, olhos negros, baixinha, pernas torneadas, magra e usando roupas sensuais e provocantes da aristocracia e um espartilho.

## Personalidade

Garota de temperamento intempestuoso, totalmente indiferente em relação a tudo, "para ela tanto faz, como tanto fez". Possui uma grande facilidade para se adaptar aos problemas e se mostrar forte em relação isso. Tem certa promiscuidade, mas isso se deve a sua alta confiança, buscando satisfazer seus desejos sem exitar. Temperamento misterioso e imprevisível, boa capacidade em mentir e ser o que ela não é. Extremamente superficial e fútil, não tendo interesse algum em relação aos outros, sendo egoísta e mimada em excesso. Porém pode demonstrar quando deseja ser meiga, tranquila e uma garota interessante, mesclando seu temperamento fechado com lampejos de socialização forçada. Sem dúvidas é uma garota que não se importa muito com os outros, interessada apenas nos próprios interesses.

## Enredo:

Andressa Zadhi é mostrada em "flashbacks" na mente de uma das versões de Mascara da Morte, aparentemente se encontra viva em algum lugar de Yazara. Ela conheceu uma das versões de Mascara da Morte em um baile de máscaras, acabaram se apaixonando imediatamente, iniciaram um relacionamento de forma rápida e muito intensa. Andressa tinha fama de ser fácil, mas isso não impediu que a paixão fosse adiante, não importava mais nada, apenas aquele sentimento. Mascara da Morte as vezes precisava de alguns dias para meditar e conter seu imenso poder, isso irritava Andressa que dizia que era falta de atenção. Em uma dessas meditações Mascara da Morte descobriu que Andressa estava se apaixonando por um jovem oficial do 6° exército chamado Guilherme. A partir desse momento as lembranças de Mascara da Morte se tornam turvas, fantasiosas e até mesmo reconhecidas como falsas. Ele perde totalmente as lembranças, mas sente que depois disso em algum momento ele foi morto. Acaba desenvolvendo um sentimento de profundo ódio após sua morte, não se sabe como, mas foi selado dentro dela, talvez sem ela saber parte da maldade de Mascara de Morte, se tornando um de seus "selos de contenção" do poder maligno existente nele. Ele ainda tem sentimentos de vingança, jurando destruir ela quando a achar um dia e realizar sua vingança.
List of courses

As follows is a list of courses in *Super Mario 64*, along with their abbreviations and unique A-press counts. The abbreviations should redirect to their respective courses' articles when the latter are created.

* Princess Peach's Castle (Castle 5xA)
* Bob-omb Battlefield (BoB 0xA)
* Whomp's Fortress (WF 0xA)
* Jolly Roger Bay (JRB 1xA)
* Cool, Cool Mountain (CCM 0xA)
* Big Boo's Haunt (BBH 0xA)
* Bowser in the Dark World (BitDW 0xA)
* Hazy Maze Cave (HMC 0.5xA)
* Lethal Lava Land (LLL 0xA)
* Shifting Sand Land (SSL 2xA)
* Dire, Dire Docks (DDD 0.5xA)
* Bowser in the Fire Sea (BitFS 1xA, 0xA WiiVC)
	+ *This is the only A press required in the A Button Challenge Any% run, However with recent tests, it is possible to get past the pole in the Wii VC Round-To-Zero (Wii VC)*
* Snowman's Land (SL 0xA)
* Wet-Dry World (WDW 0xA)
* Tall, Tall Mountain (TTM 0xA)
* Tiny-Huge Island (THI 2xA)
* Tick Tock Clock (TTC 0xA)
* Rainbow Ride (RR 0xA)
* Bowser in the Sky (BitS 0xA)
* The Princess's Secret Slide (PSS 1xA)
* The Secret Aquarium (SA 0xA)
* Tower of the Wing Cap (TotWC 0xA)
* Vanish Cap Under the Moat (VCutM 0xA)
* Cavern of the Metal Cap (CotMC 0xA)
* Wing Mario over the Rainbow (WMotR 2xA)
Objects

**Objects** are every single thing that exists in the Super Mario 64 world except the landscape (background and terrain). Objects are nodes stored in a doubly-linked list. The limit of objects in a course varies from 240 to a bit less. For example:

* BitFS has a limit of 232 Objects
* TTC has a limit of 238 Objects

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 1-UPs
* 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:

* Every character, including Mario himself
* Coins of every type
* 1-UPs
* 1-UP checkpoints
* Power Stars (Including 100 Coins Stars and 8 Red Coins 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
* Coin's twinkles
* Dust from Mario walking or sliding
* Teleporters
* Water switches

## Objects Limit

**Object Limit** is the maximum amount of objects a course can have loaded at the *same time* until the game freezes (Note: this don't apply to the total Objects in the course, only to the ones that are loaded, as unloaded objects don't use slots).

Another way to explain object limit is when all the course's object memory slots are full with important objects, and another one is added. When this happens, the game freezes.

## Trivia

* Unimportant Objects can give their slots in the object slots if it is full and another object wants to load, thus preventing the game from freezing.
* 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.

## See Also

* Object Slots
* Game Freeze
* Parallel Universe

## References

1. ↑ [1]Structs - Origami 64 Wiki: http://wiki.origami64.net/super\_mario\_64/structs
2. ↑ https://www.youtube.com/watch?v=AVtCM1B6iYk "Bringing Objects to PUs"
Yaki Hadari

**Yaki Hadari** ( ヤキ ハダリ, Yaqui Hadari) é um dragão das ramificações da família dos dragões Arco-Íris. Foi incumbido da missão de encontrar o paradeiro do Dragão da Luz, matriarca da ramificação principal que são os "Hallitars".

## Aparência

Cabelo cortado curto e raspado nas laterais, de tom castanho e com uma barba bem desenhada mostrando um aspecto másculo. Alto, forte e com um ar de seriedade no rosto.

## Personalidade

Reservado, Quase sempre fica irritado com a presença de seu tio que é bastante brincalhão. Tem uma tatuagem que representa as tempestades nas costas, é bastante dinâmico. Sua personalidade varia de presunçoso e arrogante ao inquieto e deprimido depois de uma grande derrota, mas mostra-se um lutador incrivelmente sério e determinado, quando confrontados com uma ameaça real. É essencialmente leal a família e aos amigos que considera uma segunda família podendo se sacrificar em nome deles, segue um código de conduta nas batalhas que trava muito particular, sempre reagindo ao que considera que vá contra seus ideais, por isso acaba se identificando bastante com Narciso Sinfall durante a batalha que travarão, permitindo que tal identificação e respeito se torna-se uma amizade futura.

## Enredo:

Para encontrar a desaparecida matriarca da família Arco-Íris, ele e o seu tio Dersorai Hadari, conseguiram entrar em Yazara com a ajuda do Imperador draconiano Oz que tinha a disposição um pequeno portal secreto que abria ate um caminho até as ruínas de uma cidade engolida pelo mar. Mas ao chegar em Yazara acaba se envolvendo indiretamente no conflito entre a Facção Inferno Vermelho e o Império.

## Poderes e Habilidades

Destruição da gravidade: consegue temporariamente anular os efeitos da gravidade e realizar ataques personalizado devido a isso.
Cyane Naxten

Cyane Naxten (クヤネナックステン, Ciani Naxten) é uma dramon do exército de Kissuke Valtenor, detêm o posto de Ás de Ouros, sendo portanto uma das líderes da Facção Inferno Vermelho.

## Aparência

Possui uma aparência considerada repulsiva, baixinha, magra e com dentes tortos, possui o corpo um pouco retorcido e é corcunda. Tem algumas verrugas no rosto e corpo, uma pele envelhecida. Pele morena, cabelos pretos amarrados, olhos negros, nariz pontudo.

## Personalidade

Manipuladora, falsa e extremamente cínica, possui uma natureza de enganar e se aproveitar da confiança das pessoas. Faz sem nenhum remorso causando as piores intrigas até mesmo entre grandes amigos. Apesar de ser bastante feia, consegue arrumar vários encontros graças a sua habilidade hipnótica de se tornar inrestível, se considera uma verdadeira "piriguete" apesar de tentar "bancar" a garota comportada e casta. Ao ser desmascarada na frente de todos encarnar o papel de vítima até a morte, negando todas as acusações.

## Enredo:

Na academia militar ao qual fazia parte, ela teve um rápido relacionamento amoroso sem compromisso com Esle Du, porém acabaram tudo após ela "ficar" Zesmalt Nightnak, apesar do rompimento Esle Du ainda é perdidamente apaixonado por ela. Após se tornar uma das líderes da Inferno Vermelho e a mulher mais influente e poderosa do exército, ganhou carta branca de Kissuke para arquitetar um plano para executar o general Serazar e tomar o poder em Dark Bronze. Ela é a suposta mandante do assassinato de uma das versões de Mascara da Morte em Nyaab, já que é grande amiga de Molly e Nicya e estava responsável pelas duas naquela cidade. Ao saber dos envolvimentos de Mascara da Morte com suas amigas e de que ele iria desafiar Esle Du e Kissuke para combates, ela se moveu rapidamente com sua lealdade perante ambos, ordenou a execução dele em uma cilada.

## Poderes e Habilidades

Possui a estranha habilidade de fazer todos os homens a acharem irresistível mesmo tendo uma aparência repulsiva, essa habilidade funciona durante duas horas e pode fazer eles a obedecerem mesmo a contra gosto. A única fraqueza dessa técnica é que não funciona em mulheres e em homens com resistência a controle hipnótico.
Nicya Ayanna

Nicya Ayanna (ニシア アヤンナ, Nicia Ayan'na) é uma dramon da aristocrata família Ayanna, foi prometida em casamento para o General do sexto exército Ed como forma de unir Alagocity em sua nova política. Ela é um dos "selos da maldade" do Dragão da Morte que o impede de se libertar totalmente de sua prisão espiritual.

## Aparência

Nicya é uma jovem magra, com uma cintura bem fina onde os quadris se destacam um pouco, estatura média, com cabelo preto e olhos castanho-claros. Muitas pessoas consideram que ela seja muito atraente ou mesmo muito bonita. Gosta de usar vestidos até um palmo acima do joelho e tem preferência por roupas com cores violetas, turquesa, rosa e preto. Geralmente usa blusas coladas com um decote discreto e uma calça colada de tons escuros ou vestidos por cima de meia calças. Tem sorriso fácil e contagiante, geralmente sempre largo destacando seus lábios.

## Personalidade

Sempre sorridente, alegre e divertida. É muito difícil, pra não dizer impossível, ver alguma reação dela que não seja positiva, parece ser quase incapaz de ser dura com as pessoas, quase sempre com dificuldades em dizer um simples não para quem quer que fosse. Tem uma grande auto estima e um coração sempre disposto a ajudar os outros, possui uma grande popularidade, tendo um gigantesco circulo social, de certa forma grande parte dessa popularidade se deve ao seu grande carisma e por ser uma pessoa bastante agradável de se estar. Se mostrar ser uma garota ingenua, sendo alvo constantemente de pessoas com más intenções. Ela é curiosa, as vezes até demais, sonhadora e odeia fazer planos. E sempre repete a frase "eu me amo".

## Enredo:

Veio transferida de Nyaab a Alagocity para visitar sua família, acaba sendo surpreendida com a queda de Riazor e a posse do novo general Ed, que quando a vê logo se interessa por ela. Fica sabendo que ele tem interesse em se casar com ela após descobrir que ela é herdeira da família Ayanna. Acaba sendo obrigada a assumir o compromisso com o grande general a força. Mas com o tempo se acostuma e até talvez goste da idéia de ser a primeira dama de Alagocity.

Seu passado é misterioso, Mascara da Morte se refere a ela como um dos "selos da maldade", tendo vagas lembranças de um MagnaNeikai em Nyaab pela chance de tê-la como noiva. Novamente essa outra versão de Mascara da Morte é derrotada e supostamente morto no MagnaNeiKai de Nyaab contra um guerreiro misterioso. Acaba surgindo um interesse de vingança quando Mascara da Morte descobre que ela ficou noiva do general Ed, de certa forma é exatamente esse o motivo que o coloca na guerra contra a Facção Inferno Vermelho. Ao ser movido por motivos egoístas e fúteis para a guerra, tudo pelo prazer de matar Nicya e libertar a maldade e o poder selados nela. Mascara da Morte enfrenta sentimentos de desejo e paixão não correspondida, além da sua humilhante derrota em Nyaab, tudo para restasbelecer seu orgulho.
Pannenkoek2012

pannenkoek2012 is Pannen’s main channel where he aims to make high quality videos with commentary to earn money. The pannenkoek2012 channel is monetised, unlike the UncommentatedPannen channel, meaning he earns money from ad revenue on his videos.

According to Pannen, his standards for uploading a video to the pannenkoek2012 channel are as follows:

”For example, I now require that all main channel videos:

1. have voice commentary (or at least a voice commentated version)
2. be recorded with the HD resolution of Mupen
3. explain all glitches that are performed in the video, so that even viewers unfamiliar with the game can follow
4. have the clearest visuals I can think of
5. show events from alternative camera angles if it helps with the explanation
6. be sufficiently interesting and entertaining to watch, including having elements of humor
7. serve some purpose, whether it’s part of a challenge, an explanation video, etc.
8. be “complete” in that they don’t only just cover part of a topic
9. don’t involve concepts that have just been discovered, because it’s likely that new related information will soon be observed which should be incorporated into the video
10. always include a big shoutout to CadBrad“
MagnaNeikai

O MagnaNeikai é um ritual de honra em combates individuais como os duelos, surgiu nos primórdios dos reinos draconianos e se popularizou no Império Dramon. Sendo uma luta em que se arrisca a vida para lutar pela honra como um grande guerreiro. Literalmente significa "O grande novo rei", que é uma referencia a sua origem primordial que eram duelos para definir quem era o draconiano mais forte para ser o rei da nação. Com o tempo as disputas em MagnasNeikais mudaram seu foco para disputas de honra, ou sobre objetivos pessoais que para se alcançar só seria possível em duelo de vida ou morte, num combate individual onde seria uma grande desonra ser ajudado por outra pessoa, quebrando as regras do duelo. Ser ajudado em um MagnaNekai é motivo de grande vergonha e desonra, pois contraria os princípios de um "grande rei".