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Paper Mario: The Thousand-Year Door

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This page contains changes which are not marked for translation.

Featured article

Title Screen

Paper Mario: The Thousand-Year Door

Also known as: Paper Mario RPG (JP)
Developers: Nintendo, Intelligent Systems
Publisher: Nintendo
Platform: GameCube
Released in JP: July 22, 2004
Released in US: October 1, 2004
Released in EU: November 12, 2004
Released in AU: November 18, 2004


AnimationsIcon.png This game has unused animations.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.


ProtoIcon.png This game has a prototype article

Hmmm...
To do:

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.

Sub-Pages

PMTTYDEarlyMario2.png
Early Graphics
A look into the development process.
Pmttyd koopa curse.png
Unused Items
Items, badges, and key items.
TextIcon.png
Unused Text
They won't shut up!
NotesIcon.png
Regional Differences
Looks like the localization team had a great sense of humor.
PMTTYDBListRightSideStage.png
Offscreen Objects
Quite a lot goes on backstage where the audience can't see.

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

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, whose species was stated as "unknown". 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

Hmmm...
To do:
These characters have animations! When necessary, get GIFs or video, and don't forget c_moa_a and its friend.

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 PMTTYDSpiniaIceCream.png
File Name: c_lp_hannya
An unused partner for Luigi. Two designs for this partner exist – a hamburger and an ice cream cone. The file for this partner was last modified April 21, 2004. The other partners were finished on May 17, meaning this was abandoned about a month before that. Mathematics!

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.

Character File Name
Goombario c_kurio
Kooper c_kameki
Bombette c_pinky
Watt c_akarin
Sushie c_opuku
Lakilester c_pokopi

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!

さいだいHPは『5』で
こうげき力は『1』 ぼうぎょ力は『0』よ

Max HP is 5,
Attack is 1, and Defense is 0.

ハンマーや コウラのように
かたいモノで こうげきすると
だいじょうぶだよ

Attack it with something hard, like a
hammer or shell, and you should be fine.

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!

さいだいHPは『7』で
こうげき力は『1』 ぼうぎょ力は『0』よ

Max HP is 7,
Attack is 1, and Defense is 0.

ハンマーや コウラのように
かたいモノで こうげきすると
だいじょうぶだよ

Attack it with something hard, like a
hammer or shell, and you should be fine.

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.

さいだいHPは『15』で
こうげき力は『X』 ぼうぎょ力は『0』よ

'Max HP is 15,
Attack is X, and Defense is 0.

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 might be referring 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

Undefined Battle ID Behavior

Enemies 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 following NTSC-U Action Replay code to set the Battle ID:

04085504 3B0000xx

xx = Battle ID


(Source: Ralf (GC Forever))

Mario's House Full Interior

pardon the stray letterbox

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

PMTYDleftblimp.png

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.

Unused Status

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

Unused Status
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.

You can see this status effect inflicted in action here.


(Source: Ralf (GC Forever))

Doopliss' Unused Poisoned Animation

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.

PMTTYD Doopliss Poison Animation.gif

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
PMTTYDBonetailHeadEarly.png PMTTYDBonetailHeadFinal.png

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. Note that there is no fourth hammer image.

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.

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 the first Paper Mario. The graphic is shrunken down to a 32x32 size.

(Source: Hiccup)

8-Bit Peach

PaperMario2 8-bit peach.gif
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.

Unused Partner Attacks

Koops, Flurrie, and Ms. Mowz have descriptions for unused attacks.

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 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)

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

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
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 am 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 am the designer
of the 3D maps
in this game.

The work was hard,
but the story has me
really excited.

Not a day goes by
that I don't find
myself wanting
to play 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

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. (The letters "zak" likely stand 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 still refers to the game as Paper Mario 2. This name can also be seen in multiple prerelease materials.

Sir Grodus' Dialogue Error

Grodus's dialogue has an error within the game's script. If the player chooses "Don't attack", he will say "WORM! You dare defy me?!?", even though the player is doing what he said. Likewise, if the player chooses "Attack", Grodus simply tells Mario to stop his blubbering. The responses appear to be reversed. This error exists in all versions of the game.

Mario's Arms Texture

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 cut scene in chapter 7 when Mario is sent to the moon.


(Source: Hiccup)