There are a couple of special cases, and these are text corruption and what I call "object corruption". Corrupting text, which is when some text characters are replaced with other text characters or garbage text, is very similar except that you'll only see results with "corrupt every" values between 1 and about 13. Object corruption is different in that in any "corrupt every" value above 1-2, you'll get a jittery character that looks the same every time and gets repetitive quickly. Corrupting every 1-2 bytes will freeze often the character in a distorted position, creating much more interesting corruption especially when combined with the corrupted camera tilt of games like Perfect Dark and Goldeneye, and the real-time texture corruptions of games like Ocarina Of Time, which become more and more obvious the lower the "corrupt every" value is because they character is not rapidly moving and the texture corruptions are more likely to happen. You can tell whether you have a special case or not by how the game reacts when corrupted via the standard method. If the character models are stretched in weird ways but this stretching is fairly consistent, it's a normal N64 corruption. If the polygons of the character models are stretched and corrupted, it's also a normal corruption. If the character model's contortions are changing rapidly, it's object corruption, and if the text is garbled but everything else is normal (ignoring music) then you have a text corruption.