Paper Mario: Sticker Star
Paper Mario: Sticker Star |
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Also known as: Paper Mario: Super Seal (JP) This game has uncompiled source code. This game has a prerelease article This game has a notes page This game has a Data Crystal page |
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.
To do:
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Contents
- 1 Sub-Pages
- 2 Unused Enemies
- 3 Removed Enemies
- 4 Removed Followers
- 5 Unused Stickers
- 6 Early Sticker Scripts
- 7 Removed Text
- 8 Unused Graphics
- 9 Unused Sound Effects
- 10 Interesting Environment Maps
- 11 Sprite Oddities
- 12 Oddities
- 13 Unused Falling Behavior
- 14 Obscure Dialogue
- 15 Kersti's Obscured Dialogue
- 16 "Stubbed" Files
- 17 Regional Differences
Sub-Pages
Prerelease Info |
Notes |
Unused Enemies
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:
- Open Data/kdm_battle.bin in a hex-editor of your choosing.
- 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).
- 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)
- 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.
- 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.
- 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.
- 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)
- 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.
- Finally, save the file. If done correctly, the first Goombas in 1-1 should be replaced with your chosen enemy.
10-Fold Shy Guy
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
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.
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: |
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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 |
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. |
Unused Stickers
IDs | Internal name | Image | Comment |
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C2, C3, C4 | sl_sold_out_S, sl_sold_out_M, sl_sold_out_L |
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 |
Four "Jump" stickers which use this placeholder graphic. When used in battle, they all execute a standard jump. | |
C9, CA | pg_mander | 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 |
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. |
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.
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.
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.
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.
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.
Unused Graphics
To do:
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Enemies
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.
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.
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.
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.
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.
NPCs
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.
Stickers
A bigger version of the Leaf sticker.
A Piranha Plant sticker. Probably would have damaged enemies, like the Shell and Bomb stickers.
A rock sticker. Probably would have acted like the Pebble from Paper Mario.
A Spiny Egg sticker. Probably would have acted like the Spike Ball sticker, and likely would have been dropped by Lakitu.
A Super Leaf sticker. Probably replaced by the Tail sticker.
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.
Scraps
A scrap of a pipe that's seemingly underground. Has a duplicate in the game's files.
A scrap of a dead tree, similar to the ones on Whammino Mountain. Also has a duplicate.
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.
A rather generic scrap of a piece of sky.
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.
A scrap of some lily pads floating on water.
A scrap simply referred to as item01. It seems to be the bridge from World 1-1, but from a different perspective.
Just a group of flower-based scraps (despite the second looking more like a weed than a flower).
Effects
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.
Graphics/Shared/effect.bctez
A small placeholder graphic with the letters "CP" on it.
UI
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.
Graphics/UI/ui_status_test.bcrez
Two placeholder graphics, named dummyFontMario and dummyFontSura, respectively.
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/ui_slot.bcrez
An unused Battle Spin item - a Red Coin.
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 |
Graphics/UI/ui_books_ok.bcrez
"やめる" means "stop".
Graphics/UI/ui_books_ok.bcrez
A single frame for a selector icon like the one used in the first three Paper Mario games.
Other
A crudely-drawn placeholder graphic present in the World 2 intermission BCREZ.
Unused Sound Effects
To do:
|
Interesting Environment Maps
Some of the environment maps used for the Things (ROBJs) have discernible features.
This one can be found in Graphics/robj/ROBJ_Cleaner.bcrez, for example. It seems to depicts some buildings in a city.
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.
Sprite Oddities
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).
Bowser's animation for getting back out of his shell uses the older design for his spikes and lacks the Royal Sticker.
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.
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.
Oddities
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.
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
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
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.
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
This page or section needs more images. There's a whole lotta words here, but not enough pictures. Please fix this. |
- 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.
- Pages missing developer references
- Games developed by Nintendo
- Games developed by Intelligent Systems
- Games developed by Vanpool
- Pages missing publisher references
- Games published by Nintendo
- Nintendo 3DS games
- Pages missing date references
- Games released in 2012
- Games released in December
- Games released on December 6
- Games released in November
- Games released on November 11
- Games released on December 7
- Games released on December 8
- Games with uncompiled source code
- Games with unused enemies
- Games with unused graphics
- Games with unused items
- Games with unused text
- Games with regional differences
- Pages with a Data Crystal link
- Long pages to be condensed
- To do
- Needs more images
- Mario series
Cleanup > Long pages to be condensed
Cleanup > Needs more images
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Games by content > Games with regional differences
Games > Games by content > Games with uncompiled source code
Games > Games by content > Games with unused enemies
Games > Games by content > Games with unused graphics
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Games > Games by developer > Games developed by Intelligent Systems
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Games > Games by publisher > Games published by Nintendo
Games > Games by release date > Games released in 2012
Games > Games by release date > Games released in December
Games > Games by release date > Games released in December > Games released on December 6
Games > Games by release date > Games released in December > Games released on December 7
Games > Games by release date > Games released in December > Games released on December 8
Games > Games by release date > Games released in November
Games > Games by release date > Games released in November > Games released on November 11
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