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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

Hmmm...
This page is loooong...
Consider grouping related content into additional subpages to ease readability.

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 remaining enemies that have a Script file to spawn in-game (the 2-Fold Shiny Goomba for some reason crashes). Shiny Spiny also has a model. Skawo made a video of more of them working

The videos below modify 1-1's battle set file (Data/kdm_battle_set_hei_5.bin) to load these enemies instead of Goombas in battle.

To replace the first Goomba battle in 1-1 with another enemy do the following:

  1. Open Data/kdm_battle.bin in a hex-editor of your choosing.
  2. Within this data file, search for the name of the script file the enemy uses (for example, search for Enemy/btl_blow_packn when looking for the Ptooie).
  3. Directly before that string in the file should be the Text Label for the enemy, provided that it has one (Ptooie's is enemy_name_KIL)
  4. Directly before that should be the internal Japanese name of the enemy which will likely appear broken (In hex, Ptooie's is E3 83 95 E3 83 BC E3 83 95 E3 83 BC E3 83 91 E3 83 83 E3 82 AF E3 83 B3). Copy this string to your clipboard.
  5. Open Data/kdm_battle_set_hei_5.bin (still in the hex-editor). We will be replacing Bowser Jr in the file, as the Goomba's internal string name is too short to fit most other enemies.
  6. Go to address 0x0000002C in the file. This is where Bowser Jr's string starts. Replace it with the string you copied to your clipboard, and replace any extra space with NULL characters, to ensure the file is the same length as to when you first opened it.
  7. Look at the block from 0x000003F4 to 0x000003F4. It should read CC00. This is a little-endian address which points to the Goomba's string in the file (At 0x000000CC). It is telling the first Goomba in 1-1 to load a Goomba enemy in its battle. Replace it with a little endian address to our new string. (Replace CC00 with 2C00)
  8. Repeat this step with the block that goes from 0x00000414 to 0x00000415, again replacing CC00 with 2C00. This replaces the second Goomba in the battle with our enemy.
  9. Finally, save the file. If done correctly, the first Goombas in 1-1 should be replaced with your chosen enemy.

10-Fold Shy Guy

Hmmm...
To do:
Is this enemy really unused? 10-Fold Shy Guys seem to be fought in 4-6, found attacking a Toad.

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 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

Typically, this enemy will crash on load, as it tries to look for assets which don't exist (Graphics/enemy/e_pakkun_flower_S.bcrez and Graphics/pera/pm_damage_pknflwr_S.bcrez).
However, we can modify Data/kdm_battle_model.bin to make them look for the normal Piranha Plant's graphics instead, fixing the crash (which share the same name as the files above, only without the "_S" suffix).
The strings in Data/kdm_battle_model.bin holding the path to Inky Piranha Plant's graphics are at 0x00005880 and 0x000058B8. When changing these strings, remember to replace any extra space with NULL characters to keep the file's length the same.

Ptooie

Ptooie Sticker Star.PNG


Graphics/pera/pm_damage_huhupakkun.bcrez (and another file)
Text Label: enemy_name_FFPK
Name: Ptooie
Script: btl_blow_packn.bin

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.
The Ptooie enemies shown here have not been modified at all, as they seem to already function perfectly.

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

Like the Inky Piranha Plant, this enemy is missing its assets (Graphics/enemy/e_kurosuke.bcrez and Graphics/pera/pm_damage_kurosuke.bcrez) causing a crash on load.
However, there aren't any good graphics to substitute with, so the video above uses the Goomba sprites (Graphics/enemy/e_kuribo_br.bcrez and Graphics/pera/pm_damage_kuribo.bcrez).
Again, we change the graphics the Crowber looks for in Data/kdm_battle_model.bin. The strings to replace are at 0x000053D8 and 0x00005404.

Shiny Dry Bones


Text Label: enemy_name_KRN_K
Name: Shiny Dry Bones
Script: btl_karon_k.bin

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 Enemies

These enemies existed within the game at one point but have no remnants aside from kdm_char_viewer.bin and kdm_battle_model.bin referencing their models.

Internal
Name
Name Analysis Defined in:
e_kuribo_snorkel Snorkel Goomba, possibly similar to Goomdiver from Mario & Luigi: Superstar Saga. kdm_battle_model.bin
e_smet Listed as "トゲメット天井用", which translates to "Ceiling Spike Top", the E3 2010 trailer shows battle maps with a ceiling. kdm_char_viewer.bin
e_akapoihana Red Cataquack from Super Mario Sunshine. kdm_char_viewer.bin
e_firesnake Fire Snake from Super Mario Bros. 3. kdm_char_viewer.bin
e_zakomanda Most likely the Yoshi snake enemy from the placeholder screenshot below, battle sound effects for this enemy remain in one of the game's sound archives. kdm_char_viewer.bin
e_wanateki_g Unknown. Translates to "enemy trap". kdm_char_viewer.bin
e_kamihikouki Kamihikouki means "paper airplane" in japanese, so this was likely a paper airplane enemy. kdm_char_viewer.bin
e_king_choropu The King Monty Mole boss from the E3 2010 trailer. kdm_char_viewer.bin
e_king_mander Boss variant of e_zakomanda, a voice soundcue of this boss remains in one of the game's sound archives. kdm_char_viewer.bin
e_king_mander_e Same as above but the added "_e" likely stands for "event", indicating that this might have been a cutscene model. kdm_char_viewer.bin
e_king_mander_b Most likely the model that King Mander would have used in battle. kdm_char_viewer.bin
e_kingmander_yarare Likely model of King Mander taking damage or being defeated. kdm_char_viewer.bin
e_hone_mander Most likely a dry bones counterpart of e_zakomanda or form of e_king_mander. kdm_char_viewer.bin
e_hone_mander_e Most likely a cutscene model, which, apparently it had an animation for looking at Kamek. kdm_char_viewer.bin
e_hone_mander_b Possibly the model used in battle. kdm_char_viewer.bin
e_hone_seal Some sort of sticker (a Royal Sticker perhaps?) attached to Hone Mander's body. kdm_char_viewer.bin
e_king_seal Same as above but for King Mander. kdm_char_viewer.bin
(Source: Mario's Castle)
(Original TCRF research: IcedlandSMB3)
(Source: Original TCRF research)

Removed Followers

Contained within the files kdm_char_data.bin and kdm_char_viewer.bin references to various removed followers exist, these were actually the partners that were present in pre-release versions.

Internal
Name
Analysis
p_wanwan The Chain Chomp partner from the E3 2010 trailer. Animation data referencing a collar is still present which seems to suggest that it had an unique design made before being cut from the game.
p_kuribo_g A Goomba, interestingly refered to as both Goombario and a Galoomba accross kdm_char_data.
p_slit Unknown, refered to as "Slit-san"(Mr.Slit) in kdm_char_data, "slit" refers to the paper mode ability present in Paper Mario: The Thousand-Year Door and Super Paper Mario.
p_lucie An early version of Kersti, the counterpart used in the final game is p_lucie02.


(Source: Mario's Castle)

Unused Stickers

IDs Internal name Image Comment
C2, C3, C4 sl_sold_out_S,
sl_sold_out_M,
sl_sold_out_L
PMSS-UnusedHammers.png
Three "Hammer" stickers which use this placeholder graphic. They cannot be used in battle, and have no description other than their name. The internal name suggests these were used in shops when stickers sold out, but... that cannot happen.
C5, C6, C7, C8 sl_test_sh2,
sl_test_sh3,
sl_test_mh2,
sl_test_sv2
PMSS-UnusedJumpss.png
Four "Jump" stickers which use this placeholder graphic. When used in battle, they all execute a standard jump.
C9, CA pg_mander
PMSS-UnusedManders.png
Two stickers which use the SL_PAGE graphic. They do nothing in battle and have no description or name, if collected outside battle a page will be added to the album.
CB, CC, CD, CE, CF, D0 sl_crown_red,
sl_crown_yellow,
sl_crown_violet,
sl_crown_blue,
sl_crown_green,
sl_crown_gold
PMSS-UnusedCrowns.png
Sticker variants of the main collectibles - the Royal Crowns. They do nothing in or out of battle, but they do have an assigned menu name.
(Source: Skawo)

Early Sticker Scripts

Found in Script/Battle/Player are btl_mario_water_pistol.bin and btl_mario_water_pistol_test.bin which contain early scripts for the Water Pistol sticker.

Notably, the final version is contained in btl_mario_water_pistol_test2.bin.

(Source: Skawo)

Removed Text

Global.msbt

Debug

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)

Battle Status and EXP

STATUS_LUCKY
BTL_STARPOINT_LUCKY

Entries for a Lucky status effect like the one found in the battle systems of the first two games as well as an entry for Starpoints, which are notoriously absent from the final game and it's sequels.

(Source: Original TCRF research)
(Source: Mario's Castle)

Kersti Test

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

May have once contained test dialogue for a tutorial given by Kersti.

(Source: CometMedal)

Town_square.msbt

Unused NPC Dialogue Entries

midtown_npc_test_01
midtown_npc_test_02
midtown_npc_test_03
midtown_npc_test_04

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.
  • There are leftover textures for an older, slightly more off-model Gooper Blooper design, put them into the enemies section.

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 originally meant to be fought in battle according to prerelease footage, and they still 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.

PMSS 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 early Big Boo graphic consisting of a poorly scaled Boo sprite with (for some reason) a book page with an image of a Boo on its forehead. Likely used as a placeholder before its 3D model was finalized.

(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

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

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

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

PMSS 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.

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

(Source: The Spriters Resource, Hiccup)

Pmss pg mander.png
A texture of an album page depicting an outline not too different of that of the unused snake enemy's head, it's assigned to what seems to be an unused early version of the red Royal Sticker called SL_PAGE, which when collected adds a page to the album.

(Source: Mario's Castle)

Scraps

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

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

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

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

PMSS 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.

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

PMSS 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.

PMSS Flower Scrap.png PMSS Flower Scrap 2.png PMSS 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 close to 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)

Other

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

(Source: The Spriters Resource, Hiccup)

Unused Sound Effects

Hmmm...
To do:
  • Unused text-box voices, the scrapped Chain Chomp partner and King Mander have leftover voices.
  • Chain Chomp partner battle sound effects.
  • Unused enemy sound effects, the deleted "Zakomander" enemy seems to have a lot of leftover sounds in particular.
  • Unused sticker sound effects, there are some.

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)

Sprite Oddities

Pmss tpp oddity.png
The burnt sprite for Tower Power Pokey's body segments is colored green with gray spikes, implying its design was based off of the green Pokey variant at some point; indeed, the head shape in the final is more similar to the green ones than the yellow ones. It's unclear whether this has any connection to the unused green spiked Pokeys (see above).

Pmss bows oddity.png
Bowser's animation for getting back out of his shell uses the older design for his spikes and lacks the Royal Sticker.

Pmss credits oddity1.png
The inside of the flower on Wiggler's head is normally yellow, but is colored pink in some of his expressions and the credits. This appears to be a holdover from the large Wigglers seen in early screenshots and the E3 2010 trailer.

Pmss credits oddity2.png
During the credits, Megasparkle Goomba uses the design seen in the E3 2012 trailer, featuring a smaller Royal Sticker with golden highlights instead of silver. This is normally unseen during the credits due to another sprite covering it.


(Original TCRF research: IcedlandSMB3)

Oddities

Hmmm...
To do:
Look through history to attribute the sources to the correct bullet points

Internal Names

  • Internally, the Comet Piece object is referred to as GoalBlock. This might imply that at one point in development it was the Star Block from Super, which serves the same function in that game.
  • Peach's graphics are in Graphics/player, alongside Mario's. This might be a remnant from early in development, when Peach intermissions like those of the first two games were planned.
  • The model data for Paper-Cone Goombas refers to them as "e_kuribo_toge", which might indicate they were Spiked Goombas (which they are functionally identical to) from the first three games at some point in development. While Spiked Goombas didn't reappear until the Switch remake of The Thousand-Year Door, the Spike Helmet and its variants still exist in Sticker Star as collectible stickers, and spiked versions of Shy Guys appear as enemies in Color Splash.
  • The background music tracks for the Grassland, Fortress, Desert and Bowser Jr.'s Flotilla use a different internal naming scheme from every other map theme in the game, their prefix is STRM_BGM_MAP_FIELD while that of every other map theme is STRM_BGM_MAP, this could possibly mean that they were composed earlier in development than most other tracks. They appear under the filenames STRM_BGM_MAP_FIELD_GRASS, STRM_BGM_MAP_FIELD_TORIDE, STRM_BGM_MAP_FIELD_DESERT and STRM_BGM_MAP_FIELD_KOOPAJR_SHIP.
(Source: Original TCRF research)
(Original TCRF research: IcedlandSMB3)

Data Formats

  • The music box rendition of Kersti's theme that plays after the credits is sequenced rather than streamed, aside from the earthquake sequence in world 1-5 this is the only non-streamed music track in the game. However this may just be because of how simple it is.

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...
.........

"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

Regional Differences

Careful, you'll lose an eye.
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  • In the Japanese, Korean, and Chinese 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.
  • The European version adds descriptions for Things while they are a sticker in the album.
  • The windmill code at Hither Thither Hill is 7942 in the Korean version, 9958 in the Chinese version, and 4123 in all other versions.
  • The Korean and Chinese versions changed the color of the Paper Fan from red to blue and removed the kanji symbol.