the cutting room mirror

Unused Enemy Encounters

This article has a talk page!
view on tcrf.net

This is a sub-page of Paper Mario: The Origami King.

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Can someone directly check the following:

  • The Groovy Panel room has data_btlSet.elf.zst entries W2C2_PGA_KNK_01_turn, W2C2_PGA_KNK_01_blue_turn, W2C2_PGA_KNK_02_turn, W2C2_PGA_KNK_02_blue_turn, W2C2_PGA_KNK_03_turn, W2C2_PGA_KNK_03_blue_turn, and W2C2_PGA_KNK_04_turn. It is unknown if these are actually used as they are not in the dispos_npc.elf.zst file.

Every enemy encounter in the game is included in data_btlSet.elf.zst and separated by area, with additional headers for the specific room. Enemies placed in the various dispos_Npc.elf.zst files will link to these encounters.

Whispering Woods#

The Goombas in the Toad's BBQ Foodeatery area use the battle sets W1C1_CS_KUR_01, 04, and 05. 02 and 03 go unused, both consisting of battles against eight Goombas.

Graffiti Underground#

The third basement level is supposed to use the set W1C2_BT_BSA_01_6 (eight Swoops). The enemies in this level only use W1C2_BT_CHU_01, W1C2_BT_MIX_01, and W1C2_BT_MIX_02.

Picnic Road#

Picnic Road does not use the following sets:

  • W1G2_H_A4_KUR_02 (four Goombas)
  • W1G2_H_HEI_03 (twelve Shy Guys)
  • W1G2_H_HEI_04 (eight Shy Guys)
  • W1G2_H_HEI_05 (eight Shy Guys)
  • W1G2_H_HEI_06 (eight Shy Guys)
  • W1G2_H_HEI_10 (oddly, this is eight Goombas, even though HEI is Shy Guy)
  • W1G2_H_B3_HEI_01 (four Goombas, four Shy Guys)
  • W1G2_H_B5_KUR_01 (four Goombas, four Shy Guys)
  • W1G2_H_C1_KUR_01 (four Goombas)
  • W1G2_H_KUR_10 (eight Goombas)

Earth Vellumental Temple#

The pushing rock room only has four Koopa Troopas, which all have unique sets, leaving W1C3_PR_NOK_05 unused. It consists of four Koopa Troopas.

Overlook Mountain#

The area does not use the following sets:

  • W1G3_O_HEI_10 (four Shy Guys, four Spinies)
  • W1G3_O_KUR_01 (eight Goombas)

Autumn Mountain#

The following sets go unused:

  • W2G1_SUSUKINO_KURP02 (one Paragoomba, one Koopa Troopa, one Spiny, one Shy Guy)
  • W2G1_SUSUKINO_KURP03 (two Paragoombas, one Koopa Troopa, one Shy Guy)
  • W2G1_SUSUKINO_TGZ02 (one Spiny, one Goomba, one Shy Guy, one Koopa Troopa)
  • W2G1_SUSUKINO_TGZ03 (two Spinies, one Shy Guy, one Paragoomba)

Chestnut Valley#

The area does not use the following sets. W2C1_KBN_SLEEP1_HAMMER is used by the two Galoombas by the stump at the end of the area. Three of these sets feature unseen enemy behavior.

  • W2C1_KBN_SLEEP1 (four sleeping Galoombas)
  • W2C1_KBN_SLEEP2 (four sleeping Galoombas)
  • W2C1_KBN_SLEEP2_HAMMER (four Galoombas)
  • W2C1_KBN_SLEEP3 (four sleeping Galoombas)
  • W2C1_KBN_SLEEP3_HAMMER (four Galoombas)

Water Vellumental Shrine#

The entryway room does not use W2C2_ED_KNK_01 (four Sidesteppers) or W2C2_ED_KNK_03 (four Sidesteppers and four Koopa Troopas). The 03 one has an 8% chance to spawn a Mechakoopa while the rest don't.

The "crab intro" room does not use W2C2_CI_BSA_01, consisting of eight Swoops.

The "loop way" room with the two Cheep Cheeps does not use W2C2_LW_PUK_03, which has twelve Cheep Cheeps.

The Groovy Panel room does not use the following sets:

  • W2C2_PGA_KNK_01_turn
  • W2C2_PGA_KNK_01_blue_turn
  • W2C2_PGA_KNK_02_turn
  • W2C2_PGA_KNK_02_blue_turn
  • W2C2_PGA_KNK_03_turn
  • W2C2_PGA_KNK_03_blue_turn
  • W2C2_PGA_KNK_04_turn

W2C2_BM_KNK_05 is the only set not used in the box maze room, as 01-04 and 06 are. This one consists of four Sidesteppers and four Swoops.

The easy puzzle room does not use the following sets:

  • W2C2_PE_KNK_01 (four Koopa Troopas, eight Sidesteppers)
  • W2C2_PE_KNK_02 (eight Sidesteppers)
  • W2C2_PE_PUK_01 (eight Cheep Cheeps)

The hard puzzle room does not have any NPCs in it, but it has five battle sets. Every encounter here has an 8% chance to spawn a Mechakoopa.

  • W2C2_PH_KNK_01 (four Sidesteppers, four Koopa Troopas)
  • W2C2_PH_KNK_02 (four Sidesteppers, four Koopa Troopas)
  • W2C2_PH_KNK_03 (eight Sidesteppers)
  • W2C2_PH_KNK_04 (four Sidesteppers, four Koopa Troopas)
  • W2C2_PH_PUK_01 (twelve Cheep Cheeps)

Shogun Studios#

A few enemies here use CHECK_SET_01 to 04, and 06, but not CHECK_SET_05. It consists of four Shy Guys and four Koopa Troopas.

Ninja Attraction#

The sets that aren't used in the room with the spears coming from the floor are W2C4_ST_CHU_01, W2C4_ST_CHU_03, W2C4_ST_CHU_06, and W2C4_ST_CHU_08. The first three have eight Scaredy Rats and the last one has twelve.

Sweetpaper Valley#

Sweetpaper Valley does not have any enemies in the final game. However, it does have an area definition header in data_btlSet.elf.zst. It's also listed as W3G1_Wildemess instead of the final area name, W3G1_Canyon. Other area codes that have no enemies, such as Diamond Island, Hotfoot Crater, and the cafes do not have definition headers, meaning Sweetpaper Valley was likely intended to have enemy battles. No data remains for which enemies would have appeared.

Scorching Sandpaper Desert#

W3G2_OasysL_KSK_01 includes four Crowbers and four Bone Goombas.

There are almost 40 exclusive sets for the desert in the daytime. None of these are used.

  • W3G2_NOON_O_BRS01_F
  • W3G2_NOON_O_BRS01_I
  • W3G2_NOON_O_BRS02_I
  • W3G2_NOON_O_SMB01
  • W3G2_NOON_O_SMB02
  • W3G2_NOON_O_SMB03
  • W3G2_NOON_O_SMB04
  • W3G2_NOON_O_SMB05
  • W3G2_NOON_O_SMB06
  • W3G2_NOON_O_SMB07
  • W3G2_NOON_O_SMB08
  • W3G2_NOON_O_SMB09
  • W3G2_NOON_O_SMB10
  • W3G2_NOON_O_SMB11
  • W3G2_NOON_O_SMB12
  • W3G2_NOON_O_SMB13
  • W3G2_NOON_O_SMB14
  • W3G2_NOON_ZNR_BRS_I_01
  • W3G2_NOON_ZNR_BRS_I_02
  • W3G2_NOON_ZNR_BRS_I_03
  • W3G2_NOON_ZNR_BRS_I_04
  • W3G2_NOON_ZNR_KRN_01
  • W3G2_NOON_ZNR_KRN_02
  • W3G2_NOON_ZNR_KRN_03
  • W3G2_NOON_ZNR_KRN_04
  • W3G2_NOON_ZNR_KRN_05
  • W3G2_NOON_ZNR_KRN_06
  • W3G2_NOON_ZNR_KRN_07
  • W3G2_NOON_ZNR_KRN_08
  • W3G2_NOON_ZNR_KRN_09
  • W3G2_NOON_ZNR_KRN_10
  • W3G2_NOON_ZNR_KRN_11
  • W3G2_NOON_ZNR_KRN_12
  • W3G2_NOON_ZNR_PAT_06
  • W3G2_NOON_ZNR_PAT_07
  • W3G2_NOON_ZNR_PAT_08
  • W3G2_NOON_ZNR_SMB_06
  • W3G2_NOON_ZNR_TRS_02
  • W3G2_NOON_ZNR_TRS_03
  • W3G2_RuinL_SMB_07
  • W3G2_ZNR_BRS_I_02
  • W3G2_ZNR_BRS_I_04
  • W3G2_ZNR_KRN_06
  • W3G2_ZNR_KRN_07

Temple of Shrooms#

The falling statue room has two Dry Bones that use battle sets Krn01_BTL and Krn04_BTL. The two unused sets, Krn02_BTL and Krn03_BTL, contain two Dry Bones and six Boos, and twelve Dry Bones.

The room with the giant spider web is supposed to have 15 Scuttlebugs, but actually only has 14, since O_GSG_6 is skipped. Its corresponding battle set (SPN_GSG_06_BTL) goes unused. It consists of three Boos and five Scuttlebugs. SPN_GSG_16_BTL was also skipped, consisting of six Scuttlebugs and two Boos.

In the coffin room, multiple sets for Bone Goomba encounters are unused:

  • O_KURB_01_BTL
  • O_KURB_03_BTL
  • O_KURB_05_BTL
  • O_KURB_09_BTL
  • O_KURB_13_BTL
  • O_KURB_15_BTL

The Princess Peach#

There exists two unused battle sets for the engine room: ER_ZNR_1_MUCHO and ER_ZNR_2_MUCHO. Both consist of battles against eight Snifits. In the final game, the only battle in this room is the mandatory one against the Scuttlebugs.

The Great Sea#

The following sets go unused:

  • W4G1_FishG_GES_Group2 (eight Bloopers, four Cheep Cheeps)
  • W4G1_FishG_PUK_Group6 (four Bloopers, four Cheep Cheeps, four Sidesteppers)
  • W4G1_FishG_PUK_Group7 (eight Cheep Cheeps, four Sidesteppers)
  • W4G1_FishG_PUK_Group8 (eight Cheep Cheeps, four Bloopers)

Bonehead Island#

Bonehead Island's exterior includes three Crowbers to battle, which use the encounters W4G1_Dokuro_KSK1, W4G1_Dokuro_KSK2, and W4G1_Dokuro_KSK3. However, there are two additional unused ones, W4G1_Dokuro_KSK4 and W4G1_Dokuro_KSK5. These sets both consist of battles against eight Crowbers each.

There are also two battle sets consisting of eight Bloopers each, called W4G1_Dokuro_GES_L and W4G1_Dokuro_GES_R. Bloopers do not appear anywhere on the island.

Club Island#

There were supposed to be two more Spinies in the tall grass, per W4G1_Clover_TRAP4_TGZ (eight Spinies) and W4G1_Clover_TRAP10_TGZ (four Spinies, four Nipper Plants), but the sets aren't used.

Question Mark Island#

There are many more sets for Sidesteppers that aren't used:

  • W4G1_Hatena_KNK3
  • W4G1_Hatena_KNK3_B
  • W4G1_Hatena_KNK5
  • W4G1_Hatena_KNK5_B
  • W4G1_Hatena_KNK11
  • W4G1_Hatena_KNK11_B
  • W4G1_Hatena_KNK12
  • W4G1_Hatena_KNK12_B
  • W4G1_Hatena_KNK13
  • W4G1_Hatena_KNK13_B

Sea Tower#

The Fire and Ice Vellumental room has W4C3_MET_1_BTL and W4C3_MET_2_BTL unused. Both of them consist of eight Buzzy Beetles.

Shangri-Spa#

W5G1_BRSM_1_1_BTL is an unused battle against three Sledge Bros, three Boomerang Bros, and six Hammer Bros. Sledge Bros. don't appear anywhere in the final area. W5G1_NOK_1_1_BTL is also unused, consisting of eight Koopa Troopas.

Spring of Jungle Mist#

The O_TARZAN_02_BTL set, consisting of eight grass Ninjis, is never used. The ones in the dead end all use O_TARZAN_01_BTL and O_TARZAN_01_BTL_Wav, and the ones found in the main path of the jungle use O_TARZAN_03_BTL.

Unused sets in W5C2_DeepJungle are ZNR_HCN_1_BTL, ZNR_HCN_2_BTL, ZNR_HCN_9_BTL, and ZNR_HCN_10_BTL, all having eight Stingbys. Sets 3, 6, 7, and 8 are used. There is no set 4 or 5.

The W5C2_BreakBridge scene only has one battle encounter, ZNR_PKFP_1_0_BTL. The unused ZNR_PKFP_0_0_BTL battle is four Goombas, while ZNR_PKFP_0_1_BTL and ZNR_PKFP_1_1_BTL are both against eight Fire Piranha Plants.

Spring of Rainbows#

This area was planned to have a much larger variety in enemies, as only Rocky Wrenches and Fuzzies appear here in the final game.

The W5C1_CliffWay room has unused encounters called W5C1_CHU_01 and W5C1_CHU_02, both consisting of eight Scaredy Rats. In the final game, Scaredy Rats don't appear anywhere after a battle in the hotel in Shroom City. Additionally, there are no enemy encounters here in the final game, just three Fuzzies that harm Mario on contact.

While W5C1_SteamFirst does not have any unused encounters, its script file and W5C1_SteamFirst_Dispos.bin import the script file for Swoop, npc_bsa.bin, implying they were supposed to appear there. Its only other script import is for Rocky Wrench, who does appear there, and npc_bsa.bin is only a dependency for rooms where Swoops actually appear.

The Spring of Rainbows has an unused area called W5C1_SteamSecond. The enemy encounters are:

  • W5C1_Dummy_KUR_17 (four Goombas)
  • ZNR_MET_1_BTL (eight Buzzy Beetles)
  • ZNR_MET_01_BTL (eight Buzzy Beetles)
  • ZNR_MET_1F_BTL (eight Buzzy Beetles)
  • ZNR_POO_2F_BTL_SEED (eight Rocky Wrenches, one initialized with the unused "magic" setting)
  • ZNR_BRSF_3F_BTL (eight Fire Bros.)
  • O_MET_01_BTL (twelve Buzzy Beetles)
  • ZNR_POO_2F_BTL (twelve Rocky Wrenches)

Boss Sumo Bro#

The "Boss Fight" theme in the final game is used for Handaconda and Boss Sumo Bro. Boss Sumo Bro's used encounters in-game are W5G1_SS_SMOE for the mandatory encounter and LAB_SMOE for his Battle Lab rematch. However, the singular "SMOE" encounter and its related ones actually use the "Event Battle" theme instead. In contrast, Handaconda uses "Boss Fight" for every related encounter. This suggests that "Boss Fight" was made for Handaconda, but given to Boss Sumo Bro later on.

Bowser's Castle#

RoomD_BTL is unused, consisting of eight Hammer Bros.

Of the NPC battles in the main hall, the unused ones are numbered 8, 10, 17, 18, 19, 22, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, and 42.

Origami Castle#

In one room, Mario is ambushed in a scripted encounter against two Hammer Bros. and a Sledge Bro. This is not a wave battle although it is supposed to be. The used encounter is W6C2_SecF_BRSH_BTL, and the second wave (called W6C2_SecF_BRSH_Wav) is supposed to consist of one Sledge Bro and seven Hammer Bros. However, this never gets triggered because of an oversight. The data that links the waves together was put in the data for the second wave rather than the first (as it is for every other scripted wave battle), and since only the first wave is triggered with the encounter, the second wave never appears.

Battle Lab#

The Battle Lab has 30 sets that are the exact same as their used ones, but with a different _GROUP appended to them. The original sets are used sequentially for every difficulty level of The Ringer.

  • LAB_PZL_001_GROUPA
  • LAB_PZL_002_GROUPA
  • LAB_PZL_003_GROUPA
  • LAB_PZL_004_GROUPB
  • LAB_PZL_005_GROUPB
  • LAB_PZL_006_GROUPB
  • LAB_PZL_007_GROUPC
  • LAB_PZL_008_GROUPC
  • LAB_PZL_009_GROUPC
  • LAB_PZL_010_GROUPD
  • LAB_PZL_011_GROUPA
  • LAB_PZL_012_GROUPA
  • LAB_PZL_013_GROUPA
  • LAB_PZL_014_GROUPB
  • LAB_PZL_015_GROUPB
  • LAB_PZL_016_GROUPC
  • LAB_PZL_017_GROUPC
  • LAB_PZL_018_GROUPD
  • LAB_PZL_019_GROUPD
  • LAB_PZL_020_GROUPE
  • LAB_PZL_021_GROUPB
  • LAB_PZL_022_GROUPC
  • LAB_PZL_023_GROUPD
  • LAB_PZL_024_GROUPD
  • LAB_PZL_025_GROUPD
  • LAB_PZL_026_GROUPE
  • LAB_PZL_027_GROUPE
  • LAB_PZL_028_GROUPE
  • LAB_PZL_029_GROUPE
  • LAB_PZL_030_GROUPE

Also notable is that unlike The Ringer, Speed Rings only has one game mode. The Ringer is called "Drill" and has DrillLv1, DrillLv2, and DrillLv3 for the difficulty settings. Speed Rings only uses TimeAttackLv1, and there is a btl_event_BattleLabTimeAttackEasy script that has no other difficulties (compared to btl_event_BattleLabPuzzleEasy, btl_event_BattleLabPuzzleNormal, btl_event_BattleLabPuzzleHard).