Cloning refers to multiple glitches in Super Mario 64 that allow for duplication of objects. This unintended mechanic in the game has been a staple in exploiting Super Mario 64's base game, allowing for many other types of glitches and oddities to be found.
Causes of Cloning[]
The primary cause of cloning in the game is, in simple terms, Mario holding an unloaded object. How to unload an object in the game involves exploiting the two-frame long signal used to keep track on what Mario is holding. This signal is triggered when Mario is holding an object that can be carried, like Bob-Ombs or Chuckyas. If the object despawns in between the signal frames, Mario will be still holding something; which is a vacant object slot left over from the despawned object. This object slot will transform into a clone to an object that's near it.
Another cause of cloning involves the manipulation of loading zone transition points. When Mario enters another location via a loading zone, all objects from the first location will be despawned during transitioning. This can allow for cloning to occur if Mario is holding an object from the first location when transitioning to the second one.
The cloning mechanic can be started with these objects:
- Bob-Omb - Right before the enemy explodes, Mario should pick up it.
- Cork Box - Either before the box explodes, or right before 30 seconds of inactivity when the box is not at its starting location
- Chuckya - Before the enemy explodes from being thrown, Mario should grab it, like the Bob-Omb. Cloning can also occur with Chuckya via loading zone exploits in Wet-Dry World.
- Crazy Box - Use the hands-free object holding glitch while carrying a Crazy Box, then going into water.
- Shiny Shell - Loading zone exploits in Dire Dire Docks allow cloning to occur with this shell.
Clone Quirks[]
Notice that these quirks refer to the base game that is not personalized by any means, via ROMs and emulation. Personalization in original N64 cartridges of Super Mario 64 can have different behaviors in clones. See "Personalization" section below
Cloned objects in Super Mario 64, although duplicates of other objects, have differing qualities than the object that it was cloned from. One of these quirks is that a clone cannot move by any means. Coin clones cannot switch between sprites that make it turn around and enemy clones cannot move at all. Clones can only stay in the location where Mario puts them in the "thrown" state. This is because cloned objects cannot send signals to other objects. However, Mario can interact with clones, since the the behavior of Mario himself is only affected, not the signals of the object.
However, clones can become intangible by a variety of reasons, which include:
- Collecting a coin
- Getting damaged by an enemy
- Going through a water ring
- Interacting with a warp object
- Bully knocking off Mario
- Chuckya grabbing Mario
A clone object can't be unloaded from the game unless transitioning between loading zones. The distance between Mario and the object does not affect whenever it despawns or not. This can be a problem as too much clones can result in lagging, corruption of the game, and an eventual freezing of the game itself if the object slots run out.
Personalization[]
The personalization AI in Super Mario 64 can have a multitude of effects towards enemy clones. One such effect would be that the mechanisms for cloning can't be done via The Self-Patching Anomaly. With this anomaly, it would seem that the loading and grabbing exploits cannot be replicated on certain copies of the game.
The behavior of clones themselves can also change between copy to copy of Super Mario 64 due to personalization. Examples of this can be that the clones can be mobile and act similarly to base objects that they were cloned from, clones could send signals to objects around it, and/or clones can be despawned like said base objects. The tangibility factors of cloned objects can also be affected by personalization, as some can not work or other ways of making clones intangible can be done. Sometimes, clones can be completely intangible after they are spawned. Clones could also stay after Mario goes away from them via loading zones.
Clones have differing results when it comes to Dynamic Level Rearrangement. If cloned objects cannot stay after transitioning from loading zones (ex. going away from a course and coming back to it), the cloned object will not be affected because it would not exist. On the contrary, cloned objects that can stay after transitioning from loading zones are affected by Dynamic Level Rearrangement and are treated as separate objects entirely. The loading and unloading of cloned objects are treated as a normal object's when affected since they are not seen clones at this point.
On some copies of Super Mario 64, it's possible to manipulate cloning on enemies to generate discolored enemies. The chances of this to occur can vary between copy to copy. The behaviors of cloned discolored enemies are also affected by how clones operate, as differences beside color may not be demonstrated due to enemy immobility and intangibility.