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Paper Mario: Sticker Star

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Title Screen

Paper Mario: Sticker Star

Also known as: Paper Mario: Super Seal (JP)
Developers: Nintendo, Intelligent Systems, Vanpool
Publisher: Nintendo
Platform: Nintendo 3DS
Released in JP: December 6, 2012
Released in US: November 11, 2012
Released in EU: December 7, 2012
Released in AU: December 8, 2012
Released in KR: June 6, 2013
Released in CN: December 6, 2013


SourceIcon.png This game has uncompiled source code.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
TextIcon.png This game has unused text.
RegionIcon.png This game has regional differences.


PrereleaseIcon.png This game has a prerelease article
NotesIcon.png This game has a notes page
DCIcon.png This game has a Data Crystal page

Paper Mario: Sticker Star is an example of an installment that's okay on its own merits, but is often considered an inferior game in comparison to its predecessors and, to a lesser degree, its successors.

Hmmm...
To do:

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.
Notes

Unused Enemies

Hmmm...
To do:
Try and get the enemies to spawn in-game. Shiny Spiny also has a model.

10-Fold Shy Guy

Text Label: none
Name: none
Script: btl_10mai_heihoo.bin

2-Fold Shiny Goomba

Text Label: enemy_name_2MAI_KUR_K
Name: 2-Fold Shiny Goomba
Script: btl_2mai_kuriboo_k.bin

This is mentioned in the game's Prima Guide.

4-Fold Goomba

Text Label: enemy_name_4MAI_KUR
Name: 4-Fold Shiny Goomba
Script: none

This is mentioned in the game's Prima Guide.

4-Fold Shiny Goomba

Text Label: enemy_name_4MAI_KUR_K
Name: 4-Fold Shiny Goomba
Script: none

This is mentioned in the game's Prima Guide.

Shiny Spiny

Text Label: enemy_name_TGZ_K
Name: Shiny Spiny
Script: btl_togezo_k.bin

This enemy later appeared in Mario & Luigi: Paper Jam.

Deep Cheep

Text Label: enemy_name_SPU
Name: Deep Cheep

Monty Mole

Text Label: enemy_name_CPO
Name: Monty Mole

Inky Piranha Plant

Text Label: enemy_name_IPK
Name: Inky Piranha Plant
Script: btl_sumi_packn.bin

Ptooie

Ptooie Sticker Star.PNG
Grahpics/pera/pm_damage_huhupakkun.bcrez (and another file)
Text Label: enemy_name_FFPK
Name: Ptooie

A Ptooie from Super Mario Bros. 3. While normal Piranha Plants appear in Sticker Star, Ptooies do not. Ptooies did make an appearance in the sequel, Paper Mario: Color Splash.

Bullet Bill

Text Label: enemy_name_KIL
Name: Bullet Bill

These appear in the field, but not in battle, unlike the first two games.

Bill Blaster

Text Label: enemy_name_KHD
Name: Bill Blaster

These appear in the field, but not in battle, unlike the first two games.

Banzai Bill

Text Label: enemy_name_MKL
Name: Banzai Bill

These appear in an event in Bowser Jr.'s Flotilla, but not in battle.

Banzai Blaster

Text Label: enemy_name_MKH
Name: Banzai Blaster

These appear in an event in Bowser Jr.'s Flotilla, but not in battle.

Crowber

Text Label: enemy_name_KRS
Name: Crowber
Script: btl_kurosuke.bin

Shiny Dry Bones

Text Label: enemy_name_KRN_K
Name: Shiny Dry Bones

This is mentioned in the game's Prima Guide, suggesting it was removed late in development. This enemy later appeared in Mario & Luigi: Paper Jam.

(Source: Original TCRF research)

Removed Text

Global.msbt's Debug Entries

global_debug_0005
global_debug_0006
global_debug_0007
global_debug_0008
global_debug_0009
zone_title_debug_01

global.msbt contains six empty entries, labelled as debug message data.

(Source: CometMedal)

Global_event.msbt's Kersti Test Entries

rucy_info_test_001
rucy_info_test_002
rucy_info_test_003
rucy_info_test_004
rucy_info_test_005
rucy_info_test_006
rucy_info_test_007

global_event.msbt contains seven empty entries, all of which may have once contained test dialogue for a tutorial given by Kersti.

(Source: CometMedal)

Town_square.msbt's Unused NPC Dialogue Entries

midtown_npc_test_01
midtown_npc_test_02
midtown_npc_test_03
midtown_npc_test_04

town_square.msbt contains four empty entries, which may have held test dialogue for an NPC stationed somewhere in Decalburg.

(Source: CometMedal)

Unused Graphics

Hmmm...
To do:
More dummy/test graphics. Might also be a good idea to note the names of these graphics.

Enemies

Fishbone Sticker Star.PNG
Graphics/pera/pm_damage_fishbone.bcrez
Fish Bones, a recurring enemy in the Mario series, appear as obstacles in World 5-2: Jungle Rapids, leaping in the water and attempting to destroy the raft Mario uses to cross the river, and can be removed using the hammer. They are never battled in turn-based combat. However, they were likely originally meant to be fought in battle at some point, as they have sprites for being affected by the game's various status effects.

Lakitu Sticker Star.PNG
Graphics/pera/pm_damage_jugem_w.bcrez
One Lakitu appears in World 1-5: Whammino Mountain, throwing Spinies at Mario. However, it flies too high up to be attacked, but there is a purpose where one of these otherwise unused sprites can be seen as seen in this video as if the player gets a Star and jumps quickly when Lakitu drifts down towards Mario, Mario will hit Lakitu, revealing the top left sprite, but despite this, the other three hurt Lakitu sprites cannot be seen in any way.

Fishing Rod.PNG
Interestingly, a sprite of what appears to be a fishing rod is stored with the Lakitu graphics, implying that the Fishin' Lakitu seen in several Mario games would have made an appearance here.

Pokey Sticker Star.PNG
Graphics/pera/pm_damage_sanbo_body.bcrez, Graphics/pera/pm_damage_sanbo_head.bcrez and another file
A spiked green Pokey. Green, Super Mario Bros. 2-style Pokeys appear alongside their normal counterparts, but this version, which seems to be a combination of the two designs, does not.

PMSS-E dekateresa test.bcrez.03.png
Graphics/enemy/e_dekateresa_test.bcrez
An unused Big Boo graphic. For some reason, he has an image of a Boo on his forehead.

(some of these rips: The Spriters Resource)
(discovery of Boo graphic: Hiccup)

NPCs

Sticker Star Damp Toad.png

In the final game, the Damp Oasis Toad's pool float is a 3D model. However, the Toad's textures contain a 2D version of the float, along with a slightly different drink with an orange slice.

(Source: SunsetSkye)

Stickers

Big Leaf Sticker.PNG
A bigger version of the Leaf sticker.

Piranha Plant Sticker.PNG
A Piranha Plant sticker. Probably would have damaged enemies, like the Shell and Bomb stickers.

Rock Sticker.PNG
A rock sticker. Probably would have acted like the Pebble from Paper Mario.

Spiny Egg Sticker.PNG
A Spiny Egg sticker. Probably would have acted like the Spike Ball sticker, and likely would have been dropped by Lakitu.

Tanooki Leaf Sticker.PNG
A Super Leaf sticker. Probably replaced by the Tail sticker.

PMSS-inter mission dummy.png
A crudely-drawn placeholder graphic present in the World 2 intermission BCREZ.

(Source: The Spriters Resource, Hiccup)

Scraps

Pipe Scrap.png
A scrap of a pipe that's seemingly underground. Has a duplicate in the game's files.

Dead Tree Scrap.png
A scrap of a dead tree, similar to the ones on Whammino Mountain. Also has a duplicate.

Toad Scrap.png
A...rather strange scrap of a Toad with what seems to be a Boo covering its body. Presumably, this was meant for the Enigmansion. Has a duplicate as well.

Sky Scrap.png
A rather generic scrap of a piece of sky or water.

Bridge Scrap.png
A scrap of the bridge in 1-1. Strangely, it's on land instead of over the river. It's also used as a placeholder texture for various Paperization effect models.

Grass Scrap.png
A scrap of some lily pads floating on water.

Bridge Scrap 2.png
A scrap simply referred to as item01. It seems to be the bridge from World 1-1, but from a different perspective.

Flower Scrap.png Flower Scrap 2.png Flower Scrap 3.png
Just a group of flower-based scraps (despite the second looking more like a weed than a flower).

(Source: The Spriters Resource)

Effects

PaperMarioStickerStar-UnusedScreenshotGraphic.png

An early screenshot exists as a placeholder for the screenshots taken on-the-go for attacks that use particle effects like the Scissors. It features an early or test battle, involving a Goomba, Koopa Troopa, Paragoomba, a cut Koopa-like snake enemy and Kamek (or maybe just a normal Magikoopa, like in previous games). The HUD features an "S" (special?) meter. This screenshot appears to be from the 2010 Nintendo Conference build, due to how similar the battles look in that build to this.

(Source: Original TCRF research)

PMSS-PlaceholderDummyCP.png
Graphics/Shared/effect.bctez
A small placeholder graphic with the letters "CP" on it.

(Graphics/Shared/effect.bctez: CometMedal)

UI

PMSS-Ui status test.bcrez.04.png
Graphics/UI/ui_status_test.bcrez
Some early battle command and button icons. The Hammer, Fire Flower, and Jump icons look similar to the ones from Paper Mario: The Thousand-Year Door. The Home Menu icons look similar to the ones from Super Paper Mario. The diamond icon may have been for partner moves like in previous games, as partners were present in pre-release materials. The icon for the X button is styled like the GameCube's A button icons from The Thousand-Year Door.

PMSS-PlaceholderMario.png PMSS-PlaceholderSura.png
Graphics/UI/ui_status_test.bcrez
Two placeholder graphics, named dummyFontMario and dummyFontSura, respectively.

(Graphics/UI/ui_status_test.bcrez: CometMedal)

PMSS-Screen Capture Fade Test-Screen03.png
Graphics/UI/screen_capture_fade_test.bcrez
An incredibly small placeholder image that appears to be a shrunken version of the placeholder early battle screenshot found across the game's files.

(Graphics/UI/screen_capture_fade_test.bcrez: CometMedal)

PMSS-ui slot.bcrez.00-red coin.png
Graphics/UI/ui_slot.bcrez
An unused Battle Spin item - a Red Coin.

PMSS-ui pepalyze check.bcrez.01.png
Graphics/UI/ui_pepalyze_check.bcrez

Japanese Translation
つづけて はる? Are you continuing?
Ⓐ はる Ⓐ I am
Ⓑ おわる Ⓑ End

PMSS-ui books ok.bcrez.01.png
Graphics/UI/ui_books_ok.bcrez
"やめる" means "stop".

PMSS-dbg select cursor.bcrez 00.png
Graphics/UI/ui_books_ok.bcrez
A single frame for a selector icon like the one used in the first three Paper Mario games.

(Source: Original TCRF research)
(translation: CounterDiving)

Interesting Environment Maps

Some of the environment maps used for the Things (ROBJs) have discernible features.

PMSS-ROBJ Cleaner.bcrez.01.png
This one can be found in Graphics/robj/ROBJ_Cleaner.bcrez, for example. It seems to depicts some buildings in a city.

PMSS-ROBJ Scissors02.bcrez.01.png
This one can be found in Graphics/robj/ROBJ_Scissors01.bcrez, for example. It seems to depict somebody sitting at a desk in an office.

(Source: Original TCRF research)

Internal Oddities

  • Internally, the Comet Piece object is referred to as GoalBlock.
  • Peach's graphics are in Graphics/player, alongside Mario's.
(Source: Original TCRF research)

Unused Falling Behavior

Hmmm...
To do:
Is the flapping behavior the same as the "fall from great height" behavior?

If Mario falls off a level, he will flap his arms and a sound effect will play (like in cutscenes where he falls), resulting in a Game Over. This isn't actually possible without clipping out of the stage with a glitch, or by hacking. However, Mario "falling outside a stage" is mentioned in the digital manual.

Obscure Dialogue

Hmmm...
To do:
There are many more English text differences; get the European version and someone with an American version (vice versa) and play through the game together for the differences.

American English British English
Wait! Hang on, Mario. First, we need to find Wiggler's segment.

Let's grab the comet piece afterward.

Wait! Hold on, Mario. First, we need to find Wiggler's segment.

We'll get the comet piece after that.

Kersti speaks this line if you use the first Tree Stump Scrap in Wiggler's Tree House before finding the first Wiggler segment. This is possible to see if the Comet Piece from Strike Lake is collected before finding the Wiggler segment in said level, as the segment will not flee to Loop Loop River despite it being made accessible. The Tree Stump Scrap found there can then be collected before battling the segment and having it join your party.

The video to the right shows a glitch that can be exploited to collect the Scrap and exit the level without having to go where Wiggler's segment would be located, but as explained above glitching is not necessary. After placing the Scrap, approach the Comet Piece and Kersti will pop out and speak these two lines.

(Source: PedalPowerLuigi (finding the glitch), DhrGR (video))

Kersti's Obscured Dialogue

In Rustle Burrow, Kersti is trapped in a spider web, and her shouts are obscured by the tree. By looking into the text data, we can see exactly what she says.

Wake up... Wake up NOW! Oh, come onnn... WAKE UP! I have HAD it! Why does stuff like this always happen to me?!
Hey! Are you going to keep me waiting here forever?
You listen to me! When Mario shows up, AND HE WILL, he's going to tear all of you guys to pieces!
Mario, you're really taking your time! Where ARE you? What are you doing? Damsel in distress over here!
Hellooooooooooooooooooooooooooo?! Don't you think you've kept me waiting a little too long? You didn't go home, did you? Was it something I said?
What am I going to do? Losing the Royal Stickers is all my fault.
Aaaaaaaaah... I can't go back to the Sticker Star like this.
Ooooooooh... Why me? Why this? Why now? Aaaah... Awwww... I want to cry...   
Wait, I am crying... Stupid crying... Sniffle...
.........

Regional Differences

Snifit or Whiffit

In the Japanese and Korean versions, the green ✓ block is replaced with a blue ◯ block during the Snifit or Whiffit game show. In Japan, a circle is often used to denote a correct answer.

"Stubbed" Files

The files listed below are free of any code.

btl_event.bin
ksm_btl_ac.bin
ksm_btl_effect.bin
ksm_btl_env.bin
ksm_btl_map.bin
ksm_btl_model.bin
ksm_btl_set.bin
ksm_btl_sound.bin
ksm_btl_weapon.bin
ksm_case.bin
ksm_debug.bin
ksm_ef.bin
ksm_env_action.bin
ksm_event_char.bin
ksm_fade.bin
ksm_hit.bin
ksm_jugemu.bin
ksm_kameck.bin
ksm_kuribo.bin
ksm_pouch.bin
ksm_switch.bin
ksm_system.bin
ksm_teresa.bin
ksm_ui.bin