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The '''Spawning Point''' is one of the many objects that are found within ''[[Super Mario 64]]'', with [[Mario]] ''himself being an object''. However, Mario cannot interact with the spawner under normal circumstances, as it is intangible. Only through the aid of a [[List of Super Mario 64 glitches#Cloning|glitch]] can a spawn point be interacted with. The function of a spawning point, e.g. the spawning point of coins, is to spawn an object when Mario is near enough for an object to load. On the other hand, if Mario moves ''away'' from the spawning point, the coins will disappear. The spawning point also loads the objects all at once rather than one at a time as Mario approaches the spawning point and whatever objects it is supposed to be loading. The number of objects that appear is determined by how far away or near Mario is to the spawning point, and if the spawning point detects that Mario is in range of it, it emits signals to the game to make the coins or whatever object appear. | |||
The '''Spawning Point''' is one of the many objects that are found within ''[[Super Mario 64]]'', with [[Mario]] himself being an object. The function of a spawning point is to spawn an object when Mario is near enough for an object to load. On the other hand, if Mario moves ''away'' from the spawning point, the | |||
However, there are special kinds of coins that are ''not'' in dominion of a spawning point; for instance, there are groups of coins known as singletons and the coins that are within an enemy's body, such as a [[Goomba]] or [[Bob-omb]]. | |||
The spawning point has another function: the ability to prevent objects from respawning. For example, if Mario grabs a coin from within the spawning point's radius, the coin collected notifies the loading point that it has been so, thus if Mario moves away from the spawning point and returns, the spawning point will not reload the coin as it remembers the coin in question being collected; | The spawning point has another function: the ability to prevent objects from respawning. For example, if Mario grabs a coin from within the spawning point's radius, the coin collected notifies the loading point that it has been so, thus if Mario moves away from the spawning point and returns, the spawning point will not reload the coin as it remembers the coin in question being collected; altough by cloninǵ a coin or the spawning point itself, this can be prevented. | ||
However, there are some objects that do respawn, such as the stone bridges in [[Whomp's Fortress]]. Normally, when Mario runs across the bridge, the stone platforms fall down and plummet to the ground, breaking upon impact. They respawn seconds later for Mario to sprint across them again<ref>[https://www.youtube.com/watch?v=PG2scmSIjJg Spawning Point Clone]</ref> | However, there are some objects that ''do'' respawn, such as the stone bridges in [[Whomp's Fortress]]. Normally, when Mario runs across the bridge, the stone platforms fall down and plummet to the ground, breaking upon impact. They respawn seconds later for Mario to sprint across them again<ref>[https://www.youtube.com/watch?v=PG2scmSIjJg Spawning Point Clone]</ref> | ||
== References == | == References == | ||
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[[category:Super Mario 64]] | |||
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