Super Paper Mario
Super Paper Mario |
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Developer: Intelligent Systems This game has unused enemies. This game has a prerelease article This game has a notes page This game has a Data Crystal page |
This page or section needs more images. There's a whole lotta words here, but not enough pictures. Please fix this. |
Originally intended for the GameCube, Super Paper Mario is like the result of a high-speed collision between Super Mario Bros. and Paper Mario.
To do:
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Contents
Sub-Pages
Prerelease Info |
Notes |
Unused & Early Graphics & Animations Unused Enemies, Unused Items, and even leftovers from the Gamecube days of development. |
Unused & Removed Maps What are cats doing in my Paper Mario game?! |
Unused Music & Sound Effects Those tunes ended up getting banished into the Underwhere. |
Unused Text Not all texts are meant to be read, it seems. |
English Translation Differences Thankfully, most of the English text is the same. |
Revision Changes The little things you won't ever notice. |
Unused Functional Enemies
To do: filenames, enemy IDs and enemy names |
To do: Fix the pictures for each enemy! |
All of the enemies below display Goomba's entry when tattled, with replaced stats.
Template ID | Template Name | Model Name | Notes | Sprite | In-Game |
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276 | ブーミー ("Būmī") |
e_bolbg | This variation of the Boomboxer attacks exactly like the ones featured in the game. It has 1 HP and 1 attack point, probably as a placeholder. It has a different name to the used Boomboxer. | ||
279 | メガマンモー ("Megamanmō" / "Mega Muth") | e_manm2 | This Muth is programmed into the game in the same fashion as the Green Boomboxer, but also has a few defense points. The normal muth is enemy 173 (マンモー / "Manmō"). Oddly, it has the same NPC Template Name as the Mega Muth.
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10 13 16 18 |
ウラノコ ("Uranoko" / Shady Koopa) ジゲンウラノ ウラパタ("Urapata" / Shady Paratroopa) ジゲンウラパタ |
e_uranoko |
Returning from Paper Mario: The Thousand-Year Door, this Koopa variation is only partly programmed into the game, with no death animation or much of an attack pattern present. There are four variations of it: regular, flying, flipping, and both flying and flipping. All of them have 1 HP and 2 attack points. |
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60 | トゲゾー(逆さ)("Togezō (sakasa)" / "Spiny (upside down)") | e_togezo |
An enemy which only starts attacking when approached and does so by seemingly homing on Mario. Has 1 HP and 2 attack. |
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74 | ヒンニャ- ("Hinnyā" / "Spinia") | e_hannya_g | Another enemy returning from TTYD, this enemy's tougher, orange spiky brethren is featured in Floro Caverns, but the basic variation's been left out, despite seemingly being programmed in completely. Has 1 HP and 1 attack. | ||
76 | ヘンニャー ("Hen'nyā" / "Spunia") | e_hannya_p | The strongest, pink variation in the Spinia line has been left unused as well. Has 3 HP and 3 attack. | ||
113 | ダークアトミックテレサ ("Dāku Atomikku Teresa" / "Dark Atomic Boo") | e_atmic_trs_p | An unused, unimplemented boss enemy from The Thousand-Year Door returns in the sequel... implemented (partly; its "flip-in" box is too thin), but still unused. Has the same attack pattern as the normal Dark Boo. Has 35 HP and 2 attack points. | ||
179 | 薔薇カッター ("Bara kattā" / "Rose cutter") | Whatever this was supposed to be, it cannot be tattled. Seemingly has 2 attack points. The Marios attached to the wheel will be replaced with Peach, Bowser, or Luigi if they are the active character, and mimic the pose the player is in. Acts like a spiky enemy but can be defeated with means such as Carrie or Bowser's fire breath, however the game crashes when they are defeated. | |||
125 | クモクモーン ("Kumokumōn" / "Ruff Puff") | e_kmoon | Ruff Puffs are used in Super Paper Mario, but have 15 HP. This variation appears much earlier in the object list and only has 3. Otherwise, it's identical. Has the same NPC Template Name as the normal Ruff Puff. | ||
108 109 |
スーパーキラー("Sūpā Kirā / "Bombshell Bill") スーパーキラーたいほう ("Sūpā Kirā Taihō" / "Bombshell Bill Blaster") |
e_kilr_g e_killtai_g |
Uses the Bombshell Bill (Blaster) model from The Thousand-Year Door. There is, seemingly, no small variation. Has 99 HP, is invincible, and shoots 1 HP Bombshell Bills which do 5 HP of damage each. | ||
316 317 319 320 322 323 |
グリーンカメック ("Green Kamek") グリーンカメック(ホウキ)("Green Kamek (Broom)") ホワイトカメック("White Kamek") ホワイトカメック(ホウキ)("White Kamek (Broom)") レッドカメック("Red Kamek") レッドカメック(ホウキ)("Red Kamek (Broom)") |
e_kamek_g e_kamek_w e_kamek_r |
Sporting 1, 10 and 5 HP respectively plus 1 attack each, these variations of Magikoopa were used in The Thousand-Year Door. Otherwise they seem identical to regular Magikoopas. Each also has a broomstick-riding version. | ||
213 214 215 216 305 306 307 308 |
ヘルワンワン ヘルワンワン(青) ヘルワンワン(黄) レッドワンワン ヘルワンワン・汎用型 ヘルワンワン・汎用型(青) ヘルワンワン・汎用型(黄) サムライ・剣の衝撃波 (Underchomp) |
e_wanwan_3 | This enemy is usually only fought in a special turn-based battle. Several variations exist: some entries spawn the heads separately, and others spawn the whole cerberus. In addition, some of them are completely invicible, and the others have 10 Defense, 16 HP, and 3 Attack. | ||
401 | ドドンタスのブロックstg8 ("Dodontasu no burokku stg 8 (ō)" / "O'Chunk's block - Chapter 8 (Big)") | O'Chunks throws smaller versions of these at you in his second encounter, and monochrome versions of these in his final battle, but this giant green one is never seen. One stomp will cause it to explode into dozens of smaller, three-dimensional cubes. | |||
361 | カゲモドルノロイ (Dark Back Cursya) | Back Cursyas bring you back to Flipside when touched. As "dark" enemies only appear in the Flopside Pit of 100 Trials, having an enemy that can undo all your progress in a single hit was likely considered too difficult, and so this enemy goes unused. | |||
401 | カゲめだま (Dark I) | Mr. Is's primary way of defeat is running in circles around it, which requires flipping to 3D. Flipping to 3D in the Flopside Pit of 100 Trials would just drop this enemy to the floor, which is why it was likely left unused. |
Object Design Changes
Various stages contain unused objects and geometry, which can be viewed by enabling "other root nodes" in https://noclip.website.
Rainbow Bridge
An unused animation for the Rainbow Bridge forming in The Overthere features 48 pieces of mostly tetrominoes (save for the 36th, a W shaped pentomino). The pieces rotate and push into position; the final cutscene involves only vertical columns falling down sequentially. This animation appears unfinished, based on several tetrominoes sliding through others, the 37th piece having a miscolored tile, the glowing effect being misaligned, and the final design for the bridge being shifted to the right. At least the Wii still got Tetris Party.
Unused | Final |
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(You may need to click the images to see the gif play)
Unused Catch Cards
17 characters have Catch Card text that can't be viewed in-game, and were probably cut to keep the total at 256.
Internal Name | Character | Card Text | |||||
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ehelp_390 | Saffron |
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ehelp_391 | Dyllis |
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ehelp_392 | Howzit |
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ehelp_393 | Notso |
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ehelp_394 | Hoodin |
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ehelp_395 | Boodin |
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ehelp_396 | Garson |
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ehelp_397 | Carson |
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ehelp_398 | Inga |
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ehelp_399 | Tinga |
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ehelp_400 | Flimm |
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ehelp_401 | Flamm |
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ehelp_403 | Ackpow |
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ehelp_419 | Captain Gills |
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ehelp_420 | Heronicus |
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ehelp_421 | Blappy |
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ehelp_422 | Marbald |
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Unused Files
To do: Are these viewable? Most have textures, it seems. |
Five unused files remain in the "a" folder, where most graphics are stored.
PaperSample
Dated "Tue Oct 07 21:15:01 2003", long before the game's development.
PERA_test
Dated "Tue Oct 07 21:04:56 2003". It mentions the following strings: pPlane2_q00Shape2, pPlane1_q00Shape1, pCube1_q00Shape0, /haikei/back.tga, and /haikei/front.tga.
TEST_gesso
Does not contain a creation date.
vivian.bin
A leftover from The Thousand-Year Door. It's only 3 KB, and has a different extension than the other files.
yubi
Created "Tue Oct 07 21:05:37 2003". It mentions "ppPlaneShape1", "pPlane1", and "locator1". It was also found in The Thousand-Year Door.
TTYD Code Leftover
tst_vivi c_vivian c_maririn c_majyorin
These model filenames from Paper Mario: The Thousand-Year Door are referenced in animPoseEntry, the entity model loading function.
Oddities
To do: The stuff listed under the Chapter 1/4/8 headings are only confirmed to be present in one of the US releases (Rev 2 for Chapter 1, likely the same for 4 and 8). The stuff listed under the Intro heading is only known to be present in the PAL v0 release. Check other releases for them. |
Intro
To do: Analyse the item order/missing items |
There are pieces of code that don't serve a purpose that is triggered when the after-title intro cutscene plays. Code at 801a8344 sets the save file name variable to "デフォルト" ("deforuto"/"default") when playing in Japanese and "default" when playing in other languages. Code in pouchInit, at 8014c094, loads in the items listed in the table below, sets the current Pixl to Thoreau, sets the player's HP to 10, attack to 1 and level to 1. Due to the large amount of normal items it tries to add, not all of them actually get placed in the inventory. Note that Pixls and playable characters count as items internally, and that the normal items 65 to 199 are added - there are no gaps.
Item ID | Name |
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65 | Fire Burst |
66 | Ice Storm |
67 | Thunder Rage |
68 | Shooting Star |
69 | POW Block |
70 | Shell Shock |
71 | Gold Bar |
72 | Gold Bar x3 |
73 | Block Block |
74 | Courage Shell |
75 | Mighty Tonic |
76 | Volt Shroom |
77 | Ghost Shroom |
78 | Sleepy Sheep |
79 | Stop Watch |
80 | Shroom Shake |
81 | Super Shroom Shake |
82 | Ultra Shroom Shake |
83 | Dried Shroom |
84 | Life Shroom |
85 | Long-Last Shake |
86 | Mystery Box |
87 | Catch Card |
88 | Catch Card SP |
89 | HP Plus |
90 | Power Plus |
91 | Blue Apple |
92 | Orange Apple |
93 | Red Apple |
94 | Pink Apple |
95 | Black Apple |
96 | Star Medal |
97 | Gold Medal |
98 | Poison Shroom |
99 | Slimy Shroom |
100 | Peachy Peach |
101 | Keel Mango |
102 | Primordial Fruit |
103 | Golden Leaf |
104 | Turtley Leaf |
105 | Cake Mix |
106 | Whacka Bump |
107 | Horsetail |
108 | Fresh Pasta Bunch |
109 | Hot Sauce |
110 | Inky Sauce |
111 | Dayzee Tear |
112 | Sap Soup |
113 | Bone-In Cut |
114 | Fresh Veggie |
115 | Smelly Herb |
116 | Honey Jar |
117 | Power Steak |
118 | Big Egg |
119 | Mild Cocoa Bean |
216 | Mario |
217 | Peach |
218 | Bowser |
219 | Luigi |
221 | Thoreau |
222 | Boomer |
223 | Slim |
224 | Thudley |
225 | Carrie |
226 | Fleep |
229 | Piccolo (out of order of id) |
227 | Cudge |
228 | Dottie |
230 | Barry |
231 | Dashell |
50 | Return Pipe |
57 | Cooking Disk 2 |
58 | Cooking Disk 3 |
59 | Cooking Disk 4 |
60 | Cooking Disk 5 |
61 | Cooking Disk 6 |
62 | Cooking Disk 7 |
Skipped Pixl Text
If a Pixl is skipped, it will join your party at the end of the level, and a unique message is shown. While these messages are technically used, the use of glitches is required to skip a Pixl in every case. Strangely, there are no entries present for Thudley, Cudge, or Fleep.
party_hoken_01
This Pixl heard all about your adventures while waiting in a basement in Yold Town.
Thoreau the throwing Pixl is now your friend!
party_hoken_02
This Pixl heard all about your adventures while waiting in Merlee's Mansion.
Slim the slimming Pixl is now your friend!
party_hoken_03
This Pixl heard all about your adventures while waiting in Fort Francis.
Carrie the carrying Pixl is now your friend!
party_hoken_04
This Pixl heard all about your adventures while waiting in the Floro Sapien Caverns.
Dottie the minimizing Pixl is now your friend!
party_hoken_05
This Pixl heard all about your adventures while waiting beneath Gloam Valley.
Boomer the exploding Pixl is now your friend!
Chapter 1
- When playing the game in 16:9, the flip-in boxes for Fracktail during his intro cut off a small amount of his chin and his antenna. This doesn't happen when playing in 4:3, which has narrower boxes, though amusingly there is different cutoff on some of his lower body segments in that mode. This likely resulted from the new 16:9 cutscene system that needed to be created for this game: in 4:3, as well as the previous game which always displays in 4:3, the cutscenes introduce black bars on the top and bottom, letterboxing the image. Achieving the same level of visibility in actual 16:9 requires zooming in the camera, but evidently the boxes were not properly adjusted for this mode. The same problem is present in Wracktail's intro, which re-uses these animations.
4:3 | 16:9 |
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- Around half of Fracktail's dialogue is contained in standard text boxes rather than the intended "robotic" ones, which are used by all other robotic characters and things like the Dining Specializer.
Chapter 4
- The background is improperly aligned in 4-1, 4-2, and 4-3, despite the fact that the texture used for them is perfectly tileable.
4:3 | 16:9 |
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- When Mr. L is first introduced, he stomps on Squirps from the left side of the screen, and lands offscreen to the right, obscuring him until he makes his entrance... unless you're playing in 16:9, that is, where he instead just lands at the outer edge of the screen and waits there, which looks rather awkward. Note that before he does this, he is properly offscreen.
Chapter 8
- When the Pure Hearts are used on Count Bleck during the faux final battle, Princess Peach says "What is now happening to... Count Bleck?!" This is likely intended to be said by Bleck himself, since it matches his speech pattern and is preceded by him saying "What... What's this?", which seems like an underwhelming reaction on its own.
Misc
To do: Check contents of "nl" and previous US versions for "du". Also, there are more leftovers of Dutch support. |
- The eff (effect) folder contains subfolders of effect graphics for each supported language, but it also contains a folder called "nl". This is probably short for Nederlands, or Dutch - a language that often appears unused in Nintendo games. An empty folder called "du" is also present in the Japanese and US (Rev. 2, at least) versions, which may have been initially used for the same language. The "du" folder isn't present in the European or Korean versions, but the "nl" folder remains.
- The D-Pad icon used in messages is called "STICK" internally, while the Wii Remote is called "PAD". This is likely a GameCube leftover.
Audio
To do: Is it possible to understand and translate what is being said? |
- It has been said that the River Twygz Bed theme has hidden voices in it. When deciphered, the voices can be heard to be in Japanese.
River Twygz Bed Discernible Voices
Internal Project Names
The game is referred to internally by two names:
- "spmario" - in various places in the code (often in the equivalents of places in TTYD that used "mariost").
- "WiiMario" - in the sound archive filename wiimario_snd.brsar and the savefile filenames.
- Pages missing developer references
- Games developed by Intelligent Systems
- Pages missing publisher references
- Games published by Nintendo
- Wii games
- Pages missing date references
- Games released in 2007
- Games released in April
- Games released on April 19
- Games released on April 9
- Games released in September
- Games released on September 14
- Games released on September 20
- Games with unused enemies
- Games with unused graphics
- Games with unused items
- Games with unused music
- Games with unused text
- Games with regional differences
- Games with revisional differences
- Pages with a Data Crystal link
- Needs more images
- To do
- Mario series
Cleanup > Needs more images
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Games by content > Games with regional differences
Games > Games by content > Games with revisional differences
Games > Games by content > Games with unused enemies
Games > Games by content > Games with unused graphics
Games > Games by content > Games with unused items
Games > Games by content > Games with unused music
Games > Games by content > Games with unused text
Games > Games by content > Pages with a Data Crystal link
Games > Games by developer > Games developed by Intelligent Systems
Games > Games by platform > Wii games
Games > Games by publisher > Games published by Nintendo
Games > Games by release date > Games released in 2007
Games > Games by release date > Games released in April
Games > Games by release date > Games released in April > Games released on April 19
Games > Games by release date > Games released in April > Games released on April 9
Games > Games by release date > Games released in September
Games > Games by release date > Games released in September > Games released on September 14
Games > Games by release date > Games released in September > Games released on September 20
Games > Games by series > Mario series