Mario de papel: la puerta de los mil años
Mario de papel: la puerta de los mil años |
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También conocido como: Paper Mario RPG (JP)
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To do:
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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.
Contents
- 1 Sub-Pages
- 2 Debug Mode
- 3 Unused Music
- 4 Mystery of the Smorg
- 5 Unused Characters
- 6 Unused Enemies
- 7 Unused Enemy Groups
- 8 Undefined Battle ID Behavior
- 9 Mario's House Full Interior
- 10 Cheep Cheep Blimp Hidden Detail
- 11 Unused Status
- 12 Doopliss' Unused Poisoned Animation
- 13 Other Unused Graphics
- 14 Unused Partner Attacks
- 15 Unused Star Power
- 16 Test E-Mail
- 17 Oddities
Sub-Pages
Early Graphics A look into the development process. |
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
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 |
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
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
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 |
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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
btl_hlp_hyper_bomhei | |||||||||
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That's a Hyper Bob-Omb.
Once you hit it, it'll get angry |
Max HP is 5,
Attack it with something hard, like a |
Ultra Bob-Omb
File Name: c_bomhey_h
Internal Name: btl_un_ultra_bomhei
Enemy Name: Ultra Bob-Omb
btl_hlp_ultra_bomhei | |||||||||
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That's an Ultra Bob-Omb.
Once you hit it, it'll get angry |
Max HP is 7,
Attack it with something hard, like a |
Red Buzzy Beetle
File Name: c_met_h
Internal Name: btl_un_crimson_met
Enemy Name: Red Buzzy Beetle
アカメット |
Red Buzzy Beetle
Red Parabuzzy
File Name: c_met_h
Internal Name: btl_un_crimson_patamet
Enemy Name: R. Parabuzzy
アカパタメット |
Red Parabuzzy
Red Spiked Parabuzzy
File Name: c_met_h
Internal Name: btl_un_crimson_patatogemet
Enemy Name: R. Parabuzzy
アカパタトゲメット |
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
btl_hlp_kanbu2 | |||||
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That's Lord Crump. |
'Max HP is 15, |
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
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 |
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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) |
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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 (Hatchii) |
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 (Kohatchii) |
The ko prefix here probably means "child", so a little Bzzap! | ||
btl_un_mecha_kame | メカカメ (Mechaturtle) |
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) |
|||
btl_un_minarai_kamec | みならいカメック (Magikoopa Apprentice) |
|||
btl_un_tuyonarl | ツヨナール (Tsuyonaaru) |
Name taken from Tsuyomaru, meaning "to gain strength". Possible stronger version of Yowaaru. | ||
btl_un_ufo | キャッチャン (Kyacchan) |
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 (Wanawanaa) |
Possible referring to the Chain Chomp's Japanese name, wanwan. | ||
btl_un_yowarl | ヨワール (Yowaaru) |
Name taken from Yowaru, meaning "to weaken". Possible stronger version of Okooru. | ||
Blank Entries | ||||
btl_un_hotdog_master | Refers to Mr. Hoggle, the Hot Dog vendor. | |||
btl_un_marco | Japanese name for Flavio. | |||
btl_un_master | Likely means the bar owner, Podley, since his internal NPC name is masutaa, or "proprietor." | |||
btl_un_nancy | Japanese name for Zess T. | |||
btl_un_reporter | 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
Mario's House Full Interior
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
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.
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.
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".
Bonetail
Early | Final |
---|---|
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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.
Posters
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.
Translation:
Mario Story
The Popular Game Now On Sale
Super-Soakin' Mario's Livin' Large!!
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!
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.
8-Bit Peach
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
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
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 |
---|---|---|
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’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. Kawade |
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! Kawade |
In the French version, "Michaël" is Michaël Hugot and "Hélène" is Hélène Guillemain, both credited as the French localisation team.
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 cutscene in Chapter 7 when Mario is sent to the moon.
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