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Mario de papel: la puerta de los mil años

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This page is a translated version of the page Paper Mario: The Thousand-Year Door and the translation is 3% complete.
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Mario de papel: la puerta de los mil años

También conocido como: Paper Mario RPG (JP)
Desarrolladores: Nintendo, Intelligent Systems
Publicado por: Nintendo
Plataforma: GameCube
A la venta en Japón: julio 22, 2004
A la venta en los EE.UU.: Octubre 1, 2004
A la venta en Europa: noviembre 12, 2004
A la venta en Australia: Noviembre 18, 2004

AnimationsIcon.png Este juego tiene animaciones no usadas.
DevTextIcon.png Este juego esconde texto relacionado con el desarrollo.
GraphicsIcon.png Este juego tiene gráficos sin usar.
ItemsIcon.png Este juego tiene objetos sin usar.
MusicIcon.png Este juego tiene música sin usar.
TextIcon.png Este juego tiene texto que no se usa.
DebugIcon.png Este juego contiene material de depuración.
RegionIcon.png Este juego tiene diferencias entre versiones regionales.

To do:

Mario de papel: la puerta de los mil años es una de las muchas GameCube secuelas que hizo Nintendo en 2004. Solo que en lugar de ser una secuela de un juego de GameCube como la mayoría de las otras secuelas especiales de 2004, esta es una secuela de a Nintendo 64 game.


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

Debug Mode

Paper Mario TTYD US Build Date.pngPMTTYDCrashScreenScreenshot1.pngPMTTYDCrashScreenScreenshot2.png

At the title screen, press X, B, R, B, Y, L. Press and hold Z to display the game's build date. A crash debug screen will also appear whenever the game, well, crashes. The mode does not appear to be functional in any of the demos and the build date doesn't exist in the demos built before the Japanese version.

Build Dates

The build date can be found in boot.dol.

Version Build Date
Japan Jun 17 2004 17:20:01
USA Sep 9 2004 09:34:02
USA later demo Sep 18 2004 17:37:16
Europe Sep 26 2004 15:37:03

(Source: PistonMiner)

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.
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

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.

These two odd creatures are in files c_moa_a and c_moa_b, respectively. Their files are also dated October 7, 2003.

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.

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.

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

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

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


File Name: c_bomhey_m
Internal Name: btl_un_hyper_bomhei
Enemy Name: Hyper Bob-Omb

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!

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

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

Ultra Bob-Omb


File Name: c_bomhey_h
Internal Name: btl_un_ultra_bomhei
Enemy Name: Ultra Bob-Omb

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!

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

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

Red Buzzy Beetle


File Name: c_met_h
Internal Name: btl_un_crimson_met
Enemy Name: Red Buzzy Beetle


Red Buzzy Beetle

Red Parabuzzy


File Name: c_met_h
Internal Name: btl_un_crimson_patamet
Enemy Name: R. Parabuzzy


Red Parabuzzy

Red Spiked Parabuzzy


File Name: c_met_h
Internal Name: btl_un_crimson_patatogemet
Enemy Name: R. Parabuzzy


Red Spiked Parabuzzy

Dark Atomic Boo


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


That's Lord Crump.
This is type 2.

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.



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)
Localized as Anti Guy in Paper Mario.
btl_un_command_heiho コマンドヘイホー
(Commando Shy Guy)
Localized as Spy Guy in Paper Mario.
btl_un_dancing_heiho ダンシングヘイホー
(Dancing Shy Guy)
Localized as Groove Guy in Paper Mario.
btl_un_fighter Fighter
btl_un_fire_heiho ファイアヘイホー
(Fire Shy Guy)
Localized as Pyro Guy in Paper Mario.
btl_un_hatty ハッチー
This is the Bzzap! enemy from Paper Mario.
btl_un_heiho ヘイホー
(Shy Guy)
btl_un_kohatty コバッチー
The ko prefix here probably means "child", so a little Bzzap!
btl_un_mecha_kame メカカメ
This does not refer to a Mechakoopa, which has the same name in English and Japanese.
btl_un_mecha_kuri メカクリ
btl_un_minarai_kamec みならいカメック
(Magikoopa Apprentice)
btl_un_tuyonarl ツヨナール
Name taken from Tsuyomaru, meaning "to gain strength". Possible stronger version of Yowaaru.
btl_un_ufo キャッチャン
Portmanteau of kyatcha, meaning catcher, and the diminutive suffix chan. This refers to the Sentinels that were in Tubba Blubba's castle in Paper Mario.
btl_un_wanawana ワナワナー
Possible referring to the Chain Chomp's Japanese name, wanwan.
btl_un_yowarl ヨワール
Name taken from Yowaru, meaning "to weaken". Possible stronger version of Okooru.
Blank Entries
Refers to Mr. Hoggle, the Hot Dog vendor.
Japanese name for Flavio.
Likely means the bar owner, Podley, since his internal NPC name is masutaa, or "proprietor."
Japanese name for Zess T.
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


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

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

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.

(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.

File Name: kadono_test2
Crude images of two stars and one Mario.

File Name: nakayama_test
This file contains two 32×32 Kanji. 表 translates to "surface", and 裏 to "interior".

File Name: nakayama_test3
Only one 16×16 texture is in this file. This says "omote", or "surface".


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

File Name: stg_03_0
This placeholder graphic translates to, appropriately enough, "dummy".

Green Boots

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

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.

Mario Running

File Name: menuwin.tpl
Frames for Mario running away from battle create this nifty little animation. It was made at an earlier time in development where they were still using Paper Mario N64's style.


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.

Mario Story
The Popular Game Now On Sale
Super-Soakin' Mario's Livin' Large!!

Happy New Year

(Source: GlitterBerri (translations))

Star Rod

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

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

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.


てきを ホノオのコウラで こうげきする

Attack an enemy with a flaming shell.


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

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
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.

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.


German Spanish Italian
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

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!

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’m 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.

I’m the designer
of the 3D maps
in this game.

The work was hard,
but the story
really gripped me.

Not a day
goes by
without me feeling
like playing it
a little!

You have fun, too!


In the French version, "Michaël" is Michaël Hugot and "Hélène" is Hélène Guillemain, both credited as the French localisation team.

(Source: The Mushroom Kingdom)


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 cutscene in Chapter 7 when Mario is sent to the moon.

(Source: Hiccup)