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Super Paper Mario

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Regional Differences#

Title Screen#

Japan

US

South Korea

Cudge#

No more profanity.

In most versions, the player gets to enter any phrase they want for Cudge to say using a text prompt. In the Korean version, the player no longer gets a text prompt, and instead a list of pre-existing options.

(Source: youtube.com/watch?v=fzDfQoPujwo)

Unused Functional Enemies#

To do:

  • filenames, enemy IDs and enemy names
  • 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

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.

Watch on YouTube

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.

This is why you don't take crystal muth.

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 is only partly programmed into the game, with four variations: regular, flying, flipping, and both flying and flipping. They have incomplete animations and unfinished attacks where they stop before spinning their shell or swooping down towards the player when spotted, similar to Koopatrols. The flying variations specifically do not take damage or lose wings when stomped. All of them have 1 HP and 2 attack points.

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.

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. The name and identical spinning behavior seems to imply it may have been an early version of one of King Croacus IV’s projectiles.

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. Has 99 HP, is invincible, and shoots 1 HP Bombshell Bills which do 5 HP of damage each. Both the Bombshell Bills and their Blaster are massively upscaled in-game, with the latter filling almost the entire screen.

SPM_BombshellBill.png
SPM_BombshellBillBlaster.png

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. Curiously, the Catch Card for Dark Magikoopa uses the model for the otherwise-unused Red Magikoopa as opposed to the used blue one. The difference in cloak shape can still be seen despite being a silhouette, as SPM's Magikoopas have their cloaks modified to be flush with the 2D perspective while those leftover from TTYD do not have this edit.9

SPM_GreenMagikoopa.png
SPM_WhiteMagikoopa.png
SPM_RedMagikoopa.png

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. This is a dark variant. As "dark" enemies only appear in the Flopside Pit of 100 Trials, having a Dark Back Cursya, that looks the same as the other dark versions of Cursya (slow), Tech Cursya (no flipping to 3D, parasol, fire breath, and super jump), Heavy Cursya (jump height reduced), and Reversya Cursya (directional controls flipped), that can undo all your progress in a single hit was likely considered too frustrating, 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.

(Source: Original TCRF research)

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

(You may need to click the images to see the gif play)

(Source: Original TCRF research)

Unused Files#

To do:
What is "PERA_TEXTURED0-" used for?

All of these may be TTYD leftovers.

Five unused files remain in the "a" folder, where most graphics are stored.

PaperSample#

A textureless paper-thin object with two identical waving animations.

Dated "Tue Oct 07 21:15:01 2003", long before the game's development.

(Source: Robotortoise)

PERA_test#

A flat rotating square that uses the texture of Rogueport's skybox. Has an animation for turning clockwise and another for turning counterclockwise.

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.

(Source: Robotortoise)

TEST_gesso#

Does not contain a creation date.

(Source: Robotortoise)

vivian.bin#

A leftover from The Thousand-Year Door. It's only 3 KB, and has a different extension than the other files.

(Source: Robotortoise)

yubi#

An early version of the selection hand from The Thousand Year Door. Has one animation where the hand shakes back and forth.

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.

(Source: Seeky)

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.

Unseen 3D Map Modes#

These areas have an unused 3D mode. The game normally only ever displays these areas in 2D. Some collisions don't exist and the player goes right through.

Opening#

Mario's House

The bed is usually obscured (unless in 16:9 mode), just like the previous game. Also, the black outline doesn't apply to the 3D models but is rather a 2D texture!

2D

3D

Super_Paper_Mario_House_Exterior_3D.webm
Bowser's Castle

There is an unseen Bowser portrait. Otherwise the 3D is rather empty. The exterior is usually obscured by letterboxing due to the cutscene at the very beginning. This screenshot shows it in all its glory.

2D

3D

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

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

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

  • 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

  • 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.

(Source: Original TCRF research)

  • The D-Pad icon used in messages is called "STICK" internally, while the Wii Remote is called "PAD". This is likely a GameCube leftover.

(Source: Seeky, Original TCRF research)

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

(Source: SomeDude)

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.

References#


  1. ゲーム | INTELLIGENT SYSTEMS CO., LTD.↩︎
  2. スーパーペーパーマリオ↩︎
  3. Nintendo.com News : Nintendo's First Mario Game for Wii Leaves a Paper Trail of Excitement↩︎
  4. Nintendo.ca :: Product Feature↩︎
  5. 슈퍼 페이퍼 마리오↩︎
  6. 任天堂 Nintendo↩︎
  7. In Shops Now: Super Paper Mario | 2009 | News | Nintendo UK↩︎
  8. Wii VIRTUAL CONSOLE MAKES A BIG BANG! nintendo.com.au - News from Nintendo. "On top of these great Mario titles, Mario will also be taken to the next dimension as he folds effortlessly from 2D to 3D in Super Paper Mario only on Wii, which will be avalable [sic] from Septmber [sic] 20 in shops across Australia."↩︎
  9. https://bsky.app/profile/fawfulthegreat64.net/post/3lf2q5t2pfk2d↩︎