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Paper Mario: The Thousand-Year Door is one of the many GameCube sequels Nintendo made in 2004. Only instead of being a sequel to a GameCube game like most of the other special 2004 sequels, this is a sequel to a Nintendo 64 game.

Debug Mode#

Paper_Mario_TTYD_US_Build_Date.png PMTTYDCrashScreenScreenshot1.png PMTTYDCrashScreenScreenshot2.png

At the title screen, press X, B, R, B, Y, L. Press and hold Z to display the game's build date. A crash debug screen will also appear whenever the game, well, crashes, in which the crash report scrolls up screen over the course of about 10 seconds (and cannot be scrolled back down or seen again once it goes off screen). The mode does not appear to be functional in any of the demos, and the build date doesn't exist in the demos built before the Japanese version.

(Source: PistonMiner)

Build Date#

To do:
Check the filenames of the USA demos on every disc they appear on.

The build date can be found in the dol.

Version

Build Date

USA pre-final demo
(filename: zz_PaperMario2_game.tgc,
header name: 21 2004.06.21 MarioSt_MN7_NOA_20040619a.dpf)
from USA multi-demo discs 17 and 18

None

Japan pre-final demo
(filename: PaperMarioRPG.tgc)
from Japanese multi-demo discs Jul. 2004, Aug. 2004 and Sep. 2004

None

Japan

Jun 17 2004 17:20:01

USA

Sep 9 2004 09:34:02

USA post-final demo
(filename: zz_PaperMario2_game.tgc)
from USA multi-demo discs 19-22, and 35

Sep 18 2004 17:37:16

Europe demo
(filename: zz_PaperMario2_PALDEMO_20040924.tgc)
from European multi-demo disc Nov. 2004

Sep 23 2004 13:32:41

Europe

Sep 26 2004 15:37:03

It isn't clear whether the USA or Japanese pre-final demo was built first, but there is something that could suggest the USA demo was built first: the function gcDvdCheckThread, during what looks like the reset process, is set to write "リセット処理開始", which roughly translates to "start reset processing", to the console using OSReport. This code and the string don't appear in any other version of the game.

(gcDvdCheckThread info: Zephiles)

Unused Music#

  • Demo Title

Internal Track Name: BGM_FILE_MENU1
File Name: sys_mmc1_32k.stm
This is used in demo versions of the game (for E3 and the Multi-Game Interactive Demo Disc demos) as the title screen. It's still in the retail game's disc, though.

  • Riverside Station

Internal Track Name: BGM_STG6_EKI1
File Name: stg_eki1_32k.stm
eki is the three-letter abbreviation used for Riverside Station, so that's probably where this would have been used. In the final version, the inside of Riverside Station has no music at all, just ambient sounds.

Lost Tracks#

A list of internal track names that reference files that are no longer on the disc or are undefined.

Internal Track Name

File Name

Notes

Boss Tracks

BGM_BOSS_STG4_FAKEMARIO1

None

Doopliss (in Fake Mario form) was supposed to have a unique track.

BGM_BOSS_STG5_SHIP1

btl_sif1_32k.stm

Intended for the second Lord Crump battle.

Event Tracks

BGM_EVT_HAPPY1

evt_hpy1_32k.stm

Happy event!

BGM_EVT_JIN1

evt_dim1_32k.stm

An event track for either Creepy Steeple or Twilight Town.

BGM_EVT_KUPPA2

Blank

A second event track for Bowser.

BGM_EVT_NOK1

evt_nok1_32k.stm

Meant for an event in Petalburg, this track is present on the Multi-Game Interactive Demo Disc 18 demo but removed from the final.

BGM_EVT_REST1

evt_rst1_32k.stm

A longer track for resting?

BGM_EVT_STG2_MORI1

evt_fsg1_32k.stm

Event track for Boggly Woods in Chapter 2.

BGM_EVT_STG2_PUNI1

Blank

Lost Puni event track.

BGM_EVT_STG2_TAIJU1

evt_okk1_32k.stm

Event track for the Great Tree in Chapter 2.

BGM_EVT_STG3_URON1

evt_urn1_32k.stm

Event track for Glitzville in Chapter 3.

BGM_EVT_STG3_TOUGI1

evt_tug1_32k.stm

Event track for the Glitz Pit in Chapter 3.

BGM_EVT_STG4_FAKEMARIO1

evt_fmo1_32k.stm

Event track for Doopliss in Fake Mario form.

BGM_EVT_STG5_VS_3RD_ENEMY

evt_v3d1_32k.stm

Meant for the battle between Lord Crump and Cortez.

BGM_EVT_USU1

evt_usg1_32k.stm

Event track for Twilight Town.

Jingles

BGM_FF_ENV_MAP1

ff_map1_32k.stm

Jingle for the Magical Map?

BGM_FF_ENV_SHIP_APPEAR1

ff_s_apr1_32k.stm

A jingle for either Lord Crump or Cortez's ship appearing.

BGM_FF_ENV_SUCCESS2

Blank

A second "success" jingle.

BGM_FF_GET_PERA1

ff_get7_32k.stm

Jingle for acquiring Paper Powers.

BGM_FF_GET_IMPORTANT_ITEM1

Blank

Jingle for acquiring important items. Different from key items? File name was most likely either ff_get5_32k.stm or ff_get1_32k.stm.

BGM_FF_ENV_OPEN_DOOR1

ff_dor1_32k.stm

Most likely meant for the Thousand-Year Door opening.

BGM_FF_POWERDOWN1

Blank

Counterpart for the Power Up jingle. Very likely that this is the standard Super Mario Bros. "power down" sound.

Mystery of the Smorg#

File Names: test_bom (Earliest), c_moa_a, c_moa_b (Early), c_n_moa_a, c_n_moa_b (Final)

PMTTYDSmorgEarly.png
The Smorg enemies are more interesting than they appear. This early Smorg design is found in the file test_bom, dated October 7, 2003. It is referred to as test_h in the file.

PMTTYDMoaBrown.pngPMTTYDMoaPurple.png
These two odd creatures are in files c_moa_a and c_moa_b, respectively. Their files are also dated October 7, 2003.

PMTTYDMoaRun.gif
So what's the connection? Well, the Japanese name for the Smorg is Moamoa. Theory: these creatures were the original designs for the Smorg, not the enemy found in test_bom.

PMTTYDSmorgFinal.pngPMTTYDSmorgPink.png
The final Smorg designs appear in files c_n_moa_a and c_n_moa_b. These are dated later than the previous moa files, at January 8, 2004 and December 17, 2003. Inside the files, the enemy is referred to as new_moa! This concretes the previously stated theory.

PMTTYDScreamy.png
So what happened to the old Smorg design? It was used for Screamy, one of Luigi's partners. Perhaps the staff just wanted to use the old design somewhere in the game.

As for what the enemy in test_bom was originally supposed to be, that's still a mystery.

Unused Characters#

  • Green Cheep-Cheep

PMTTYDGreenCheep.png
File Name: c_puku
An unused Green Cheep-Cheep. Given the tie, this is either an early version of the blimp conductor or an entirely different, unused character.

  • Spinia Partner

PMTTYDSpiniaBurger.png PMTTYDSpaniaRainbow.png
File Name: c_lp_hannya
An unused partner for Luigi. Two designs for this partner exist - a hamburger Spinia and a rainbow-colored Spania. The file for this partner was last modified April 21, 2004, whereas Luigi's other partners were last modified May 17, 2004.

  • Paper Mario Partners

All of the partners from Paper Mario are on the disc, though only Parakarry and Bow appear in-game. All of them have functional standing and talking animations, and Watt has an extra for her sparks. All of these were repurposed in Super Paper Mario as Catch Cards.

Character

File Name

Goombario

c_kurio

Kooper

c_kameki

Bombette

c_pinky

Watt

c_akarin

Sushie

c_opuku

Lakilester

c_pokopi

Unused Followers#

There's an unused Craw follower that uses the same model as Gus, it's unknown if it actually is Gus. Their follower ID is 12.

Watch on YouTube

(Source: Zephiles)

Unused Enemies#

Enemies in differing stages of incomplete...ness.

  • Hyper Bob-Omb

PMTTYDHyperBomb.png

File Name: c_bomhey_m
Internal Name: btl_un_hyper_bomhei
Enemy Name: Hyper Bob-Omb

btl_hlp_hyper_bomhei

『ハイパーボムへい』よ
_
こうげきすると おこりだすよ

That's a Hyper Bob-Omb.
Attack it and it'll lose its temper.

おこっている時に こうげきすると
バクハツするから ちゅうい!

Once you hit it, it'll get angry
and explode, so watch out!

  • Ultra Bob-Omb

PMTTYDUltraBomb.png

File Name: c_bomhey_h
Internal Name: btl_un_ultra_bomhei
Enemy Name: Ultra Bob-Omb

btl_hlp_ultra_bomhei

『ウルトラボムへい』よ
_
こうげきすると おこりだすよ

That's an Ultra Bob-Omb.
Attack it and it'll lose its temper.

おこっている時に こうげきすると
バクハツするから ちゅうい!

Once you hit it, it'll get angry
and explode, so watch out!

  • Red Buzzy Beetle

PMTTYDRedBuzzy.png

File Name: c_met_h
Internal Name: btl_un_crimson_met
Enemy Name: Red Buzzy Beetle

btl_hlp_crimson_met

アカメット

Red Buzzy Beetle

  • Red Parabuzzy

PMTTYDRedParabuzzy.png

File Name: c_met_h
Internal Name: btl_un_crimson_patamet
Enemy Name: R. Parabuzzy

btl_hlp_crimson_patamet

アカパタメット

Red Parabuzzy

  • Red Spiked Parabuzzy

PMTTYDRedSParabuzzy.png

File Name: c_met_h
Internal Name: btl_un_crimson_patatogemet
Enemy Name: R. Parabuzzy

btl_hlp_crimson_patatogemet

アカパタトゲメット

Red Spiked Parabuzzy

  • Dark Atomic Boo

PMTTYDDarkAtomicBoo.png
File Name: c_atmic_trs_p

The only thing ever completed of this boss was its texture and animation file. It doesn't have an assigned name or any code present on the disc.

  • Lord Crump (Type #2)

File Name: c_kanbu
Internal Name: btl_un_kanbu2
Enemy Name: Lord Crump

btl_hlp_kanbu2

『ペケダー』よ
_
タイプ2よ

That's Lord Crump.
This is type 2.

An unused battle with Lord Crump. The internal name appears in the Great Tree's level data. He was meant to be faced either in addition to, or in place of, Magnus von Grapple.

  • Okooru

PMTTYDOkooru.png
File Name: c_oko-ru
Internal Name: btl_un_okorl
Enemy Name: オコール (Okooru)

This is an odd case. While Okooru does have a texture file, the only texture present is this reference image. He has not been broken up into parts like the other enemies, so he can't possibly function as one. This was one of the first image files to be entered into the game, and it hasn't been modified since it was first put in.

Okooru means "to get angry". It looks quite calm how it is now. The battle probably changed when the meter on its head got to red.

Enemies Without Graphics#

Internal Name

Enemy Name

Log Name

Log Entry

Notes

Battle Name + Log Entry

btl_un_bomzou

BOMBZO GLOBAL 1701

menu_enemy_158

BOMBZO GLOBAL 1776

btl_un_christine

Goombella

menu_enemy_162

Goombella

This is a test character.

btl_un_chuchurina

Ms. Mowz

menu_enemy_168

Ms. Mowz

This is a test character.

btl_un_clauda

Flurrie

menu_enemy_165

Flurrie

This is a test character.

btl_un_koura

Shell

menu_enemy_161

Shell

This is a test character.

btl_un_kurikuri

Goomba Bros.

menu_enemy_138

クリクリ5兄弟
(5 Goomgoom Bros.)

At one point in the game's development, the Goomba Bros in the Glitz Pit may have attacked as a single unit.

btl_un_majolyne2

Beldam

menu_enemy_105

マジョリン2
(Beldam 2)

Given where the Shadow Sirens appear, there was meant to be a second battle in Chapter 4.

btl_un_majolyne3

Beldam

menu_enemy_106

マジョリン3
(Beldam 3)

Given where the Shadow Sirens appear, there was meant to be a third battle in Chapter 6.

btl_un_marilyn2

Marilyn

menu_enemy_109

マリリン2
(Marilyn 2)

Probably meant to be fought in Chapter 4.

btl_un_marilyn3

Marilyn

menu_enemy_110

マリリン3
(Marilyn 3)

Probably meant to be fought in Chapter 6.

btl_un_mario

Mario

menu_enemy_160

Mario

This is a test character.

btl_un_nokotarou

Koops

menu_enemy_163

Koops

This is a test character.

btl_un_sanders

Bobbery

menu_enemy_167

Bobbery

This is a test character.

btl_un_switch

Switch

menu_enemy_156

Switch

This is a test character.

btl_un_system

System

menu_enemy_159

System

This is a test character.

btl_un_testnpc

TEST GLOBAL 1700

menu_enemy_157

Test Character

This is a test character.

btl_un_tree

Odd Tree

menu_enemy_155

きになるき
(Worrisome Tree)

btl_un_vivian

Vivian

menu_enemy_166

Vivian

This is a test character.

btl_un_vivian2

Vivian

menu_enemy_113

ビビアン2
(Vivian 2)

Probably meant to be fought in Chapter 4.

btl_un_yoshi

Yoshi

menu_enemy_164

Yoshi

This is a test character.

Battle Name Only

btl_un_black_heiho

ブラックヘイホー
(Black Shy Guy)

N/A

Localized as Anti Guy in Paper Mario.

btl_un_command_heiho

コマンドヘイホー
(Commando Shy Guy)

N/A

Localized as Spy Guy in Paper Mario.

btl_un_dancing_heiho

ダンシングヘイホー
(Dancing Shy Guy)

N/A

Localized as Groove Guy in Paper Mario.

btl_un_fighter

Fighter

N/A

btl_un_fire_heiho

ファイアヘイホー
(Fire Shy Guy)

N/A

Localized as Pyro Guy in Paper Mario.

btl_un_hatty

ハッチー
(Hatchii)

N/A

This is the Bzzap! enemy from Paper Mario.

btl_un_heiho

ヘイホー
(Shy Guy)

N/A

btl_un_kohatty

コバッチー
(Kohatchii)

N/A

The ko prefix here probably means "child", so a little Bzzap!

btl_un_mecha_kame

メカカメ
(Mechaturtle)

N/A

This does not refer to a Mechakoopa, which has the same name in English and Japanese.

btl_un_mecha_kuri

メカクリ
(Mechagoom)

N/A

btl_un_minarai_kamec

みならいカメック
(Magikoopa Apprentice)

N/A

btl_un_tuyonarl

ツヨナール
(Tsuyonaaru)

N/A

Name taken from Tsuyomaru, meaning "to gain strength". Possible stronger version of Yowaaru.

btl_un_ufo

キャッチャン
(Kyacchan)

N/A

Portmanteau of kyatcha, meaning catcher, and the diminutive suffix chan. This refers to the Sentinels that were in Tubba Blubba's castle in Paper Mario.

btl_un_wanawana

ワナワナー
(Wanawanaa)

N/A

Possible referring to the Chain Chomp's Japanese name, wanwan.

btl_un_yowarl

ヨワール
(Yowaaru)

N/A

Name taken from Yowaru, meaning "to weaken". Possible stronger version of Okooru.

Blank Entries

btl_un_hotdog_master

N/A

Refers to Mr. Hoggle, the Hot Dog vendor.

btl_un_marco

N/A

Japanese name for Flavio.

btl_un_master

N/A

Likely means the bar owner, Podley, since his internal NPC name is masutaa, or "proprietor".

btl_un_nancy

N/A

Japanese name for Zess T.

btl_un_reporter

N/A

Probably refers to the Lakitu reporter in the Glitz Pit.

Unused Enemy Groups#

Five enemy groups are defined in the game but aren't used. Most of these are in rooms that don't have enemies otherwise.

  • Twilight Trail

Room: Twilight Trail Transitional Room
Empty Room?: Yes
Enemy List: 2 Hyper Goomba / 2 Paragoomba / 2 Paragoomba, Crazee Dayzee
Unique Formation?: Yes

Room: Boulder Area
Empty Room?: No
Enemy List: 2 Hyper Cleft
Unique Formation?: Yes

  • Pirate's Grotto

Room: Sluice Gate Room
Empty Room?: Yes
Enemy List: Bill Blaster, Bulky Bob-omb
Unique Formation?: Yes

  • Riverside Station

Room: Clock Room
Empty Room?: No
Enemy List: 2 Spiked Parabuzzy
Unique Formation?: No

  • X-Naut Base

Room: Potion Laboratory
Empty Room?: Yes
Enemy List: 4 X-Nauts, X-Naut PhD
Unique Formation?: Yes

Unused Ceiling Behaviors#

All grounded Buzzy Beetle variants have an unused behavior for being on the ceiling, as well as an unused attack where they drop from the ceiling and land on the player. After the attack they remain on the ground for the rest of the battle.

(Source: Jdaster64)

  • Piranha Plant

Piranha Plants have a similar behavior, after attacking the player there is a chance they can reappear on the ceiling if there is one in the battle. Although this behavior is technically used, no Piranha Plant variants ever appear in battles where a ceiling appears.

(Source: Isocitration)

Internal Map Group Names#

To do:
What is the internal order of these names?

In addition to the short abbreviated map group names, Japanese map group names exist as Shift-JIS text in the dol. Only "Abbreviated Name" and "Japanese Name" in the below table are from the data in the dol. The rest of it is supplementary. These aren't necessarily in any internal order.

Maps

Abbreviated
Name

Japanese
Name

Romanisation

Translation

Notes

Test maps

kwb / tst

テスト用

Tesuto-yō

For testing

No maps under these prefixes exist in the final game. "kwb" may possibly stand for "Kawabe", as in Chie Kawabe, the game's art director.

Battle Stages

bti

舞台セット

Butai setto

Stage set

Coloured Battle Stages

stg

背景セット

Haikei setto

Background set

The maps under this prefix are unused.

Mario's House

aaa

マリオの家

Mario no ie

Mario's House

Maybe its called this because its the first location that you see in-game, and "aaa" is the first abbreviation if they are ordered alphabetical.

Rogueport

gor

ゴロツキタウン

Gorotsukitaun

Rogue Town

Same as the in-game Japanese name.

Rogueport Sewers

tik

埋没した都市

Maibotsu shita toshi

Buried city

"tik" is likely from "chika" (underground), using the Kunrei-shiki romanization of "chi". The in-game Japanese name is ゴロツキタウンの地下 (Gorotsuki Town no chika, "Rogue Town Underground").

Hooktail Castle

gon

ゴンババ

Gonbaba

Hooktail

In-game Japanese name of Hooktail.

Petal Meadows

hei

平原

Heigen

Plain

Petalburg

nok

ノコ村

Noko-mura

Koopa Village

Differs from the in-game Japanese name of ハナハナ村 (Hanahana-mura, "Flowery Village"), but is similar to Paper Mario's Koopa Village (ノコノコ村, Nokonoko-mura).

Boggly Woods

win

ウィンディん家周辺

Windi n chi shūhen

Around Windy's house

Flurrie is referred to as "Windy" in the game files.

The Great Tree

mri

巨木の中

Kyoboku no naka

In the big tree

Possibly from mori (森), meaning "forest". 巨木 (kyoboku) differs from the Great Tree's in-game Japanese name of 大樹 (taiju), but is generally synonymous.

Glitzville

tou

闘技場

Tōgijō

Arena

Twilight Town

usu

ウスグラタウン

Usugurataun

Gloomy Town

Slightly different from the in-game Japanese name of ウスグラ村 (Usugura-mura), which refers to it as a village instead of a town.

Twilight Trail

gra

ウスグラの道

Usugura no michi

Gloomy Road

Same as the in-game Japanese name.

Creepy Steeple

jin

ダイム寺院

Daimu jiin

Dime Temple

Differs from the in-game Japanese name of オドローン寺院 (Odorōn Temple).

Keelhaul Key

muj

無人島

Mujintō

Uninhabited island

Pirate's Grotto

dou

洞窟

Dōkutsu

Cave

Poshley Heights

pik

ピカリーヒルズ

Pikarīhiruzu

Pikari Hills

Same as the in-game Japanese name.

Excess Express

rsh

列車

Ressha

Train

Train travel cutscenes/outside Riverside Station

hom

途中駅ホーム

Tochū-eki hōmu

Enroute-station platform

Riverside Station

eki

駅

Eki

Station

Fahr Outpost

bom

ボム村

Bomu-mura

Bomb Village

Differs from the in-game Japanese name of サイハテ村 (Saihate-mura, "Farthest Village").

The Moon

moo

月

Tsuki

Moon

X-Naut Fortress

aji

敵のアジト

Teki no ajito

Enemy hideout

Palace of Shadow

las

ラストダンジョン

Rasutodanjon

Last dungeon

Bowser Stages

kpa

クッパ編

Kuppa-hen

Bowser sections

The Pit of 100 Trials

jon

100階ダンジョン

100-kai danjon

100-Floor Dungeon

Same as the in-game Japanese name.

Pianta Parlor Minigames

yuu

遊技場

Yūgi-jō

Amusement center

Same as the Japanese name of the Toad Town Playroom in Paper Mario.

Chuck Quizmo Quiz

qiz

はてなむしクイズ

Hatena mushi kuizu

Chuck Quizmo Quiz

No maps under these prefixes exist in the final game. The presence of this entry suggests that Chuck Quizmo from Paper Mario was to appear in this game. He is referenced in the Japanese script and in translations other than English and French.

Game Over screen/chapter prologues

sys

システム

Shisutemu

System

Intro

dmo

オープニングデモ

Ōpuningudemo

Opening cutscene

?

dig

ダイジェスト

Daijesuto

Digest

This map group isn't used. Maybe this was used for the end-of-Chapter summaries at one point?

Ending credits

end

エンディング

Endingu

Ending

(discovery: JasperRLZ)

(analysis: Original TCRF research)

Unused Maps#

To do:
The rest of the maps: tik_14, rsh_05_b, rsh_05_c, rsh_06_b, rsh_06_c (note that Zephiles says that these unused rsh maps don't have init scripts).

The unused field maps don't exist in the world_data struct, unlike the used field maps.

(Source: Ralf@gc-forever (discovery of unused train maps), PistonMiner and Zephiles (info on the world_data struct))

(Source: Original TCRF research)

Pit of 100 Trials#

These unused maps are named with the Rogueport Sewers prefix ("tik"), but appear to be intended to be in the Pit of 100 Trials. The used Pit of 100 Trials maps all have the "jon" prefix, except for the entrance room which is under "tik".

tik_09#

Model/objects

Early

Final

Render

In-Game

Textures

Early

Final

jon_kanban_0

This appears to be an early map for the Pit of 100 Trials normal floors, which use jon_00 in the final game. The final game also uses differently-colored variations - jon_01 and jon_02. It has three warps in the form of pipes. It doesn't have any enemies in and the sign can't be read. The lower pipe activates itself, has glitchy collision, and doesn't seem able to be entered. Tattling produces the "no messages" error text. The only texture that differs is the one for the sign. Interestingly the sign texture is called "jon_kanban_0" in both maps. All the textures match between the early and final maps.

tik_10#

Model/objects

Early

Final

Render

In-Game

Textures

Early

Final

jon_kanban_0

doesn't exist

PMTTYD-unused_map-jon_00-jon_kanban_0.png
matches jon_00's jon_kanban_0

tik_ganban_0

tik_renga_05.5_0

doesn't exist

tik_tex_02_0

doesn't exist

This appears to be an early map for the Pit of 100 Trials intermediate floors, which use jon_03 in the final game. The lower pipe is already activated when you enter the map, and goes to tik_14. The right-hand pipe goes to the used Pit of 100 Trials entrance map, like the final intermediate floors. The chest contains a Mushroom, and tattling produces the "no messages" error text. All the textures other than the ones compared above match between the early and final maps.

Undefined Battle ID Behavior#

Watch on YouTubeEnemies in the field are assigned a Battle ID that defines which enemies you encounter when you get in a battle. All areas in the game, except the Glitz Pit, share the same Battle IDs; however, encounters differ based on the area you're in. For example, although Boggly Woods and Petal Meadows both have a Battle ID of 00 defined, you cannot touch a Cleft in Boggly Woods and have it direct you to a battle against Goombas.

An undefined Battle ID would be one that is out of range for the IDs used in an area. For example, Boggly Woods' highest used Battle ID is 07, so a Battle ID of 08 or greater would be undefined. Rather than the game crashing or freezing, there is this behavior where interacting with enemies simply doesn't get you into a battle.

Use the NTSC-U Action Replay code 04085504 3B0000?? to set the Battle ID.

(Source: Ralf (GC Forever))

Unused Status#

Watch on YouTubePMTTYDUnStatus.png
Graphic File Name: battle_common
An unused status icon of a nervous/fearful/nauseous-looking face.
A status effect using this icon can be granted with the following NTSC-U Action Replay codes:

Status Modifier Enabler

Unused Status

34RR-1H8W-XD2D4
30X2-FFFU-B5C19
4DF2-T1WU-P5XXJ
EVU6-N0FQ-Y917D
9RQQ-N348-HU6YF
2JJA-E4JE-ZBTP5
G3EV-5G1R-9MM2U
QGR9-37KR-NC8U3

543D957C 00000000
4000xxxx 000125yy
4000xxxx 000126zz

yy = # of Rounds (01 to 63)
xxxx = Character ID (use 4620 for Mario and 4624 for Partner)
zz = Attack Mod (01 ... 7F = Attack Up, 80 ... FF = Attack Down)
To have a Thunder Rage inflict this status to see its battle message, splash and hear its sound effect, enter the following NTSC-U Action Replay code on a 1.0 ISO:
02366CDE 00006403
02366CE0 0000FE00
The status is an Attack Down status, a counterpart to the Attack Up status obtained when using Power Lift. zz controls the attack power of the character; if set to FE, the character's attack power would be 2 points weaker, whereas if set to 80, attacks would be so negative that no damage could be dealt. At this point in time, it is not known which values this status would use under normal circumstances.

(Source: Ralf (GC Forever))

Unused Animations#

To do:

  • There are LOTS more where these came from. You can use this tool to view them.
  • Add the animation IDs

Bosses#

Lord Crump#

c_kanbu_ibt contains quite a few unused animations for Lord Crump, including but not limited to him giving the X-Naut salute, rubbing his hands together menacingly, and adjusting a horn on his headgear.

CrumpHornAdjustTTYD.pngCrumpXSaluteTTYD.pngCrumpPlottingTTYD.pngCrumpLaughTTYD.png

Doopliss#

The player has no means to poison enemies, outside of confusing them and having them poison other enemies. Bosses are an exception in that they cannot damage other bosses when confused. However, with cheats it's possible to poison bosses. While most enemies and bosses share their poison animation with dizzy or another status effect, Doopliss' poison animation is unique.

Side Characters#

Flavio#

Flavio has an unused animation of looking through a spyglass. He has both an idle and talking variant.

FlavioSpy1.pngFlavioSpy2.png

Peach#

Peach has a unique running animation that goes unused, where she lifts her dress to run.

NPCs#

To do:
replace video with GIF

Grifty#

Watch on YouTube

Other Unused Graphics#

Miscellaneous stuff that somehow escaped the above categories.

  • Test Graphics

Dated October 7, 2003, these files were among the first graphics to be put into the game.

PMTTYDKadonoTest1.pngPMTTYDKadonoTest2.pngPMTTYDKadonoTest3.png
File Name: kadono_test2
Crude images of two stars and one Mario.

PMTTYDNakaTest1.pngPMTTYDNakaTest2.png
File Name: nakayama_test
This file contains two 32×32 Kanji. 表 translates to "surface", and 裏 to "interior".

PMTTYDNakaTestOmote.png
File Name: nakayama_test3
Only one 16×16 texture is in this file. This says "omote", or "surface".

  • Bonetail

Early

Final

File Name: c_gonbaba_z
An eye texture is present in Bonetail's file. This was not used in the final game, leaving Bonetail eyeless.

  • Dummy Texture

PMTTYDDummyTexture.png
File Name: stg_03_0
This placeholder graphic translates to, appropriately enough, "dummy".

  • Green Boots

PMTTYDGreenBoots.png
File Name: icon
Either this is an alternate boot color that went unused, or there was planned to be a third boot upgrade for Mario. It's possible this was the original color for the Super Boots, as those were green in Paper Mario. Its filename suggests that it is a placeholder.

  • No Hit

PMTTYDNoHit.png
File Names: EFF_nohit, EFF_nohit_us
Text that translates to "No Hit". This would have been used when the player / enemy misses their target. The files are identical - EFF_nohit_us was never translated.

  • Mario Running

PMTTYDMayrorun.gif
File Name: menuwin.tpl
Frames for Mario running away from battle create this nifty little animation. It was made earlier in development, when they were still using the first game's style.

  • Posters

PMTTYDPoster2.pngPMTTYDPoster4.png
File Name: stg_06_3
Four unused posters can be found in Riverside Station's outdoor stage. These two seem to be scaled down versions of existing pictures.

PMTTYDPoster1.png
Translation:
Mario Story
The Popular Game Now On Sale
Super-Soakin' Mario's Livin' Large!!

PMTTYDPoster3.png
Translation:
Happy New Year

(Source: GlitterBerri (translations))

  • Star Rod

PMTTYDStarRod.png
File Name: c_koopa
Strangely, the Star Rod from Paper Mario is present in Bowser's texture file. It even has an updated design!

  • Teaser Screen

PMTTYDTeaserScreen.png
File Name: OFF_d_four_meku_5sec
A teaser screen that should be used for demo versions of the game, but it's not used there either. Odd, that. An earlier version of the title screen can (barely) be seen behind the old game logo.

  • Tubba Blubba's Heart

PMTTYDTubbasHeart.png
One of the images inside effect_n64.tpl is a single sprite of Tubba Blubba's Heart from Paper Mario. The graphic is shrunken down to a 32×32 size.

(Source: Hiccup)

  • 8-Bit Peach

PaperMario2_8-bit_peach.gif
File Name: d_mario-
It seems Peach was supposed to be able to use the dressing room in the X-Naut Fortress that transforms Mario and his partners into 8-bit versions. Strangely, these are the first two textures in the texture archive, before Mario.

  • Rogueport Houses

TTYD_Rogueport_Houses.png
Hidden within the textures grouped with Rogueport are these houses, which don't appear anywhere in Rogueport itself, although differently-colored versions of the green house do appear. The white house seems to be completely unused, as it doesn't match the style of the other Rogueport houses and has an unfamiliar chimney design.

  • Pianta Parlor Backgrounds

File Name: yuu_02 / yuu_03
The Tube Game and Paper Game rooms (yuu_02 and yuu_03) have files for unique backgrounds. The Tube Game room, like most of the Pianta Parlor game rooms, have a modeled wall that completely hides any background. The Paper Game room has no such back wall, but the camera is lined up with the top edge of the model. By standing on the highest platform, the camera will move up a little bit and show only the very top of the background, which is just a solid color. The Paper Game background just has some simple gradients, but the Tube Game background features buildings similar to the ones seen on the interior walls of the Pianta Parlor. Compared to the Parlor's wall buildings, the buildings here have fewer, larger, colorful windows and more exaggerated angles.

  • Hooktail Leg Test

Paper_Mario_TTYD_test_gon2.png
File Name: test_gon2
A rough 3D approximation of one of Hooktail's legs. The gon in the name refers to Hooktail's Japanese name, Gonbaba. The model is only a bit bigger than Mario, nowhere near Hooktail's final size.

Unused Partner Attacks#

Koops, Flurrie, and Ms. Mowz have descriptions for unused attacks. It seems Koops may have been planned to learn Kooper's Fire Shell technique at one point. Flurrie and Ms. Mowz's unused attacks, meanwhile, appear entirely new.

  • Koops
msg_pnk_koura_ippatsu

てきを ホノオのコウラで こうげきする

Attack an enemy with a flaming shell.

  • Flurrie
msg_pwd_dengeki

かみなりを すべてのてきに おとす
おまけに 『ビリビリ』させることがある

Drop lightning on all enemies. As a bonus, you might become electrified.

  • Ms. Mowz
msg_pch_shiraberu

ぶたいセットの ウラに アイテムなどが
かくされていないか しらべる

Check behind the stage for hidden items.

  • Unused Gulp Variations

If Yoshi uses Gulp on a Pokey or Poison Pokey that has lost all of its body segments, there is a 50% chance that he'll eat them instead of spitting them back out. Although this very specific variation of Gulp is used, there are some variations that are unused. Including a variation where Yoshi eats an enemy and plays an extra animation that implies whatever he ate blew up, a variation where Yoshi swallows an enemy and spits out a fireball, which does fire damage to enemies that are hit by it, and a variation where Yoshi eats only part of an enemy, such as a Pokey or Poison Pokey's body segment.

(Source: Triple Pain P)

Unused Star Power#

The game references a handful of unused special attacks:

  • Hirahira Mekuuru (Hirahira means "flutter", Mekuru means "to turn over; to turn pages of a book")
  • Rakkii Booru (Lucky Ball)
  • Deka Mario (Dekai means "huge")
  • Haato Shuuto (Heart Shoot)
  • Kagenui (Shadow-stitching, a legendary ninja immobilization technique. Given what shadow-stitching looks like, this Star Power may be an early version of Supernova.)

Test E-Mail#

msg_mail_test in global.txt:

Japanese

English

French

デザイナー
マリオストーリー2の
3Dマップしゅにんで
おもなさくひんは
マリオストーリー 
かなりのゲームずきで
ゲームをしていないと
気がすまない
『かわで』と『かわべ』が
ややこしい
Designer
Paper Mario and Paper
Mario 2 3-D Level
Designer. Big gamer.
Gets restless when not
gaming. Can't tell
difference between
Brett and Bert.
Voilà un test de mail
et à quoi ça doit
ressembler pour que
tout le monde le sache.

Je tiens à remercier
Hélène pour le super
boulot qu'elle a fait.

      Michaël

Translation

Designer
Worked on 3D maps
for Paper Mario 2.
Biggest project was
Paper Mario.
Big gamer.
Gets restless when
not gaming. Can't tell
difference between
Kawade and Kawabe.
This is a mail test
and what it has to
look like so that
everyone knows.

I would like to thank
Hélène for the amazing
work she did.

      Michaël


{|class=wikitable style="margin: auto;" !German !Spanish !Italian |- |

Designer
Verantwortlich für die
3D-Karten bei Paper Mario
2, Hauptwerk: Paper Mario.
Mag Spiele ziemlich gerne.
Wenn er nicht spielt, fühlt
er sich nicht gut.
"Am Fluss" und "Flussufer"
sind etwas kompliziert.

|

Soy el diseñador del
entorno tridimensional
de este juego.
Entre mis obras
anteriores destaca el
trabajo realizado en
la entrega anterior.
Cuando no estoy con
los videojuegos, siento
que me falta algo.
Será que juego
demasiado.

             Kawade

|

Sono il disegnatore
delle mappe in 3D
di questo gioco.

Il lavoro è stato duro,
però la storia mi ha
davvero appassionato.

Non riesco a far
passare un giorno
senza che mi venga
voglia di giocarci
un po’!

Divertitevi anche voi!

               Kawade

|- !colspan=3 | Translation |- |

Designer
Responsible for the 3D 
maps in Paper Mario 2, 
biggest project: Paper Mario.
Likes games a lot.
When he doesn't play, he
doesn't feel well.
"At the river" and "riverside"
are a little complicated.

|

I’m the designer
of the 3D environments
in this game.

Among my previous works 
is the work I did for the 
previous entry. When I'm not
with video games, I feel
like I'm missing something

I’ll play them so much.

               Kawade

|

I’m the designer
of the 3D maps
in this game.

The work was hard,
but the story
really gripped me.

Not a day
goes by
without me feeling
like playing it
a little!

You have fun, too!

               Kawade

|} In the French version, "Michaël" is Michaël Hugot and "Hélène" is Hélène Guillemain, both credited as the French localisation team.

(Source: The Mushroom Kingdom)

Oddities#

  • Mario's House Full Interior

The interior of Mario's house in the opening scene contains a full recreation of the bedroom as it was in Paper Mario, plus a bunch of extra little details. Only the tiniest bit of it is visible in the opening, and this room is never seen outside of a cutscene. Sadly, Luigi's secret basement is not present.

By using cheat codes to play here, the map is revealed to have functional camera angles, bushes, a door, and even a rejecting pipe! The bushes and pipe are likely built from templates, but the interior's camera pans perfectly to and from the bedroom when walking in and out.

  • Cheep Cheep Blimp Hidden Detail

The left side of the 3D model for the Cheep Cheep Blimp, which is never shown to the camera, has an extra orange decoration over the windows that is missing from the right side. The decoration was likely removed on purpose, as the detail is not present on the blimp's 2D model.

  • Bowser Action Stages - Inaccessible Blocks

Chapter 2 (1-1)

PMTTYD-BowserActionStageCh2-InaccessibleBlock.png

This block is on top of the first set of blocks. With some careful jumps or by standing on top of the first pipe as full-size Bowser you can see part of it. You can also smash it while it's off-screen with full-size Bowser. Like the other Brick Blocks, it doesn't contain anything.

(Source: Original TCRF research)

Chapter 6 (3-1)

PMTTYD-BowserActionStageCh6-InaccessibleBlock.png

While this block can be seen, you can't break it as you can only get near it in Bowser's smallest form. Like other Yellow Blocks, it contains some meat.

(Source: Original TCRF research)

  • Pianta Parlor Music

The music for the mini-games in the Pianta Parlor uses the file name btl_zak3_32k.dsp. This might indicate that it was originally meant to be a battle track for common enemies, as the used battle music is btl_zak1_32k.dsp. ("zak" likely stands for zako, used here to mean small/weak opponents.) The numbering also seems to imply that a third battle song was planned before being scrapped completely.

  • Red Bones Tattle Entry

If the player fails to Tattle a one-time enemy, the enemy's Tattle Log entry will appear in Professor Frankly's trash can after the enemy disappears. However, the player can obtain the Red Bones' Tattle Log entry after defeating it in Chapter 1, even though the player is forced to fight another Red Bones in the Tower of Riddles. This implies that the second Red Bones battle was added later in development.

  • Early Name

Please insert
the "Paper Mario 2" Game Disc.

In the Interactive Multi-Game Demo Disc Version 18 demo and the final Japanese version, the "insert disc" message refers to the game as Paper Mario 2. This name can also be seen in multiple prerelease materials.

(Source: Original TCRF research)

  • Sir Grodus' Dialogue Error

There is an error in the English version with choosing Mario's response after Sir Grodus is defeated at the Palace of Shadow and strikes Mario and co. with lightning. In other versions the text "Don't Attack" is placed above "Attack", but in the English version the text "Don't Attack" is incorrectly placed below "Attack". This causes Sir Grodus' response to be in the wrong order. If the player chooses "Don't Attack", he will say "WORM! You dare defy me?!?", even though Mario is doing what Grodus said. Likewise, if the player chooses "Attack", Grodus simply tells Mario to stop his blubbering.

  • Doopliss' KO Resistance

The second form of Doopliss (the one fought on Twilight Trail and the Creepy Steeple rematch) has a 3% chance to get KOed by Showstopper, even though the Star Power is unobtainable by that point. All other bosses fought before obtaining Showstopper are immune to the attack.

(Source: Super Mario Wiki)

Watch on YouTube

  • Mario's Arms Texture

To do:
replace video with screenshot

Whenever Mario falls into water, a magnified version of his arm texture appears underneath the game area, outside the normal view of the camera. The same textures also appear during a cutscene in Chapter 7 when Mario is sent to the moon.

Watch on YouTube

  • Petal Meadows Blow-away-able Bushes

There is one area in Petal Meadows where Flurrie’s ability can be used to blow away the bushes. Doing this results in no reward whatsoever, and the bushes can not be blown away in any other area of that chapter.

  • Pianta Syndicate Obscure Dialog

By visiting the Pianta Syndicate before the end of Chapter 2, it's possible to meet Frankie and Francesca before they elope. This is only possible if the player already knows the passcode to enter the building, because the passcode isn't revealed to the player until after Chapter 2.

(Source: Supper Mario Broth)

  • Giant Hole in Gloomtail's Room

After the last Bowser battle, there will be a giant hole in the secret room behind Gloomtail's arena, and jumping down will have the player fall into the main hall of the Palace of Shadow where Grodus, and later Bowser and Kammy were fought. However, it's impossible to revisit Gloomtail's arena after a certain point, making this Easter egg unused.

  • Unused Shopkeeper Dialog

All shopkeepers have unique dialog for when the player visits an item shop for the first time, however because the player is required to visit a shop in order to access Chapter 3, the extra dialog for the shops in Glitzville, Twilight Town, Keelhaul Key, the Excess Express, and Fahr Outpost go unused.

(Source: Supper Mario Broth)

  • Unseen Rawk Hawk Picture

If Mario is not the current Champion in the Glitz Pit, the picture of him in the Champion's Room will be replaced with a picture of Rawk Hawk. However, you only visit this room before becoming the Champion once during a cutscene, and the camera doesn't extend far enough to see the picture, so the player never sees it.

Internal Project Name#

The game is reffered to as "mariost" (presumably short for Mario Story) in various places in the code.