Super Paper Mario
|This page or section needs more images. |
There's a whole lotta words here, but not enough pictures. Please fix this.
|Super Paper Mario|
This game has unused enemies.
- 1 Sub-Pages
- 2 Unused Music
- 3 Early Graphics
- 4 Unused Functional Enemies
- 4.1 Green Boomboxer
- 4.2 Purple Muth
- 4.3 Shady Koopa & Variations
- 4.4 Unfinished Spiny
- 4.5 Spinia
- 4.6 Spunia
- 4.7 Dark Atomic Boo
- 4.8 A spinning wheel of Marios
- 4.9 Weaker Ruff Puff
- 4.10 Gigantic Bombshell Bill Blaster
- 4.11 Giant Koopa Striker Shell
- 4.12 White/Green/Red Magikoopas
- 4.13 Overworld Underchomp
- 4.14 Gigantic Dimentio Dimension Cube
- 5 Unused Enemy Graphics
- 6 Unused Graphics
- 7 Unused Tattles
- 8 Unused Catch Cards
- 9 Unused Maps
- 10 Unused files
- 11 Unused Error Messages
- 12 Unused Animations
- 13 Oddities
| Regional Differences|
Thankfully most of the English text is the same.
| Revision Changes|
The little things you won't ever notice.
Are all the lower/higher filesize versions used?
A stream of the World 1-1 theme from Super Mario Bros. 3. This was probably used for testing purposes, and is appropriately named dummy_32k.
A short unused tune that lasts 15 seconds. Judging by the file name b_happy_flower_44k_lp, it was likely intended to play while the Happy Flower item was in effect. In the final game, the regular stage music continues to play. Interestingly, a copy of the track is present as evt_happy_flower_44k, with a bit of the silence at the end trimmed off.
A peaceful, looping track under the name evt_relax1_44k_lp. It would have been used in some kind of cutscene or special event.
A tune that remixes part of the Super Mario Bros. theme. Given the name evt_stg3_open1_44k_lp, it was meant to be some kind of opening theme for one of the levels in the Bitlands. The cutscene at the beginning of 3-1 uses the standard tense event track, and the cutscene at the beginning of 3-4 uses the standard silly event track.
An early "puzzle solved" jingle, as heard at E3 (indeed, the file name is ff_corrrect2_e3_32k). The file name also suggests that there was going to be more than one jingle.
Another jingle by the name of ff_fault1_32k. It was likely used for failing a mini-game.
- The copyright year is 2006 instead of 2007.
- Thoreau's spot is occupied by a strange ladder-type Pixl that also appears in early screenshots.
|GameCube Model||Wii Model|
When the game was converted from GameCube to Wii, the player models were given a higher resolution (about 50% larger). The GameCube models are still on the disk, under p_(character). The Wii models use p_wii_(character). While most of the textures are identical barring the increased size, some images on the GameCube side weren't quite finished yet.
|GameCube Model||Wii Model|
The handle on Peach's parasol is properly transparent in the Wii version.
|GameCube Model||Wii Model|
The image for Peach's alternate hairstyle is an obvious placeholder image in the GameCube file, with the shortened hair being colored over. The GameCube image is also missing the ponytail.
Present in e_octar (Squig's file) are two unused Squiglet body types. The first is an early version of the pink Squiglet...
The second Squiglet uses an odd body color that doesn't match up perfectly with anything used in the final game.
Unused Functional Enemies
Pictures for each enemy would be nice. I know we have the video, but it'd be nice to have something on the page.
You can see all of the enemies mentioned in the below section in this video. Enemies are tattled on by Tippi so you can see their stats, as stats are automatically generated. However all the enemies are named "Goomba" by Tippi.
Shady Koopa & Variations
Returning from Paper Mario: The Thousand-Year Door, this Koopa variation is only partly programmed into the game, with no death animation or much of an attack pattern present. There are four variations of it: regular, flying, flipping and both flying and flipping. All of them have a single HP and 2 attack points.
An enemy which only starts attacking when approached and does so by seemingly homing on Mario. Has 1 HP and 2 attack.
Another enemy returning from TTYD, this enemy's tougher, orange spiky brethren is featured in Floro Caverns, but the basic variation's been left out, despite seemingly being programmed in completely. Has 1 HP and 1 attack.
The strongest, pink variation in the Spinia line has been left unused as well. Has 3 HP and 3 attack.
Dark Atomic Boo
An unused, unimplemented boss enemy from Paper Mario: The Thousand-Year Door returns in the sequel... implemented (partly, its "flip-in" box is too thin), but still unused. Has the same attack pattern as the normal Dark Boo. Has 35 HP and 2 attack points.
A spinning wheel of Marios
Whatever this was supposed to be, it cannot be tattled. Seemingly has 2 attack points. The Marios attached to the wheel will be replaced with Peach, Bowser or Luigi if they are the active character, and mimic the pose the player is in. Acts like a spiky enemy but can be defeated with means such as Carrie or Bowser's fire breath, however the game crashes when they are defeated.
Weaker Ruff Puff
Ruff Puffs are used in Super Paper Mario, but have 15HP. This variation appears much earlier in the object list and only has 3. Otherwise, it's identical.
Gigantic Bombshell Bill Blaster
This invincible cannon uses the Bombshell Bill model from The Thousand-Year Door. There is, seemingly, no small variation. Has 99HP, is invincible and shoots 1 HP Bombshell Bills which do 5 HP of damage each.
Giant Koopa Striker Shell
Has the wrong tattle (Koopa Striker) and flies upward when hit.
Sporting 10, 1 and 5 HP respectively plus 1 attack each, these variations were used in The Thousand-Year Door. They're identical to regular Magikoopas. Each also has a broomstick-riding version.
This enemy is usually only fought in a special turn-based battle. It has a tattle which says it has 10 Defence, 16 HP and 3 attack, which is incorrect, as it's completely invincible. Four variations exist: one with two heads, one with single and then duplicates of those two with no tattle.
Gigantic Dimentio Dimension Cube
O'Chunks throws smaller versions of these at you in his second encounter, but this giant one is never seen. One stomp will cause it to explode into dozens of smaller, three-dimensional cubes.
Unused Enemy Graphics
File Name: e_choropu
A familiar character in the Super Mario Bros. series, this enemy also appeared in the first Paper Mario. The graphics are also based off of its design in the first Paper Mario game, but with tan instead of white.
File Name: e_heiho_y
First appearing in Super Mario World 2: Yoshi's Island, Spear Guys are Shy Guys with spears. Seems kind of obvious. Spear Guys had already appeared in the original Paper Mario and would later appear in Paper Mario: Sticker Star.
File Name: e_wanwan_3b
An odd monochrome version of the red, blue, and yellow Underchomp mid-boss. It has a similar color scheme to the enemies appearing in Castle Bleck, suggesting that players were meant to fight it again in that area.
File Name: e_hana_body / e_hana_hed
This would have been Wiggler's first appearance in the Paper Mario series, but it got cut. It seems pretty okay with that. A Wiggler is later used as a significant NPC in Paper Mario: Sticker Star, but with redone graphics.
Early Yold Town residents
The files e_nokoteki_j and e_nokoteki_j2 have copies of the standard Koopa sprite with the color drained. These were likely used by the artists as a reference.
Interestingly, the Fracktail model has what appears to be a fake palm tree on his head, at the same location as his antenna. This was probably used for an earlier introduction for the boss. While the tree is removed from the Super Smash Bros. Brawl trophy that uses the same model, the textures are still included. The textures are named zun_tree, zun_s_yasiha, and zun_yasinomi (the trunk, leaves, and coconut respectively).
Unused Partner Models
Every partner from Paper Mario and its sequel has a Catch Card obtainable in the Flopside Pit of 100 Trials (for Paper Mario) or Sammer's Kingdom (for The Thousand-Year Door). These cards feature updated versions of the partners' models new to this game. Interestingly, the models can be found in the game's files, and are rigged for animations despite never being seen outside of their Catch Cards.
Of the four unused items, the pink Cooking Disk is a functional item, but it doesn't add any pages to the Dining Specializer. It is called "Cooking Disk PI" in the US English text and "Cooking Disk 1" in the UK English text and uses the standard description. It's likely the built-in page was once obtained via a Cooking Disk. This also explains why the purple Cooking Disk is called "Cooking Disk PU" instead of simply "Cooking Disk P".
The Boo's Sheet item from Paper Mario: The Thousand-Year Door.
n_rebear contains what appears to be an unused NPC, looking similar in appearance as Merlee and Merluvlee. Another thing to note is that she has a close resemblance to Merlimbis, one of the four Tribe of Ancients.
Other unused text. Text formatting/css.
| The Underchomp|
| That's the Underchomp...
It's a three-headed Chomp
that guards The Underwhere...
Max HP is %d, Attack is
%d, Defense is 10.<wait 150> It's
immune to flames...
Its Defense is high, so try
using Cudge, Boomer, Thudley,
or any special attack.
The three Dorguys enjoy
springing this fearsome Chomp
on unsuspecting travelers..
Tippi cannot be used during cutscenes or in the special turn-based battle, so the Underchomp cannot be tattled normally. It does have a tattle and an ename entry, after the regular Chain Chomp entries. Oddly, ename_123 to 127 are missing, with ename_128 being being the Bald Cleft.
That's Dimentio. He's a weird
dimensional magician who
works for Count Bleck...
Max HP is %d and Attack
is %d.<wait 150> Dimentio can flip
He can also clone himself.
Attacking his double won't do
anything to him...
Hit the real one, and the
double will disappear. Then, he
can't clone again for a while...
In both of the battles with Dimentio, Tippi cannot be used at all, due to being kidnapped in Chapter 3 and due to Luigi not using any Pixls in his fight with Dimentio in Chapter 8. Something to note is that there is a copy of this tattle named anna_ehelp_247_01, which is presumably for the Castle Bleck fight in Chapter 8.
That's Nastasia, the count's
executive assistant. <wait 150>She has
served him the longest...
Without him, she is quite
lonely, but she manages
to go on in her new life...
It is hard for me to see her
like this...<wait 150> I think I know
exactly how she feels...
A rather unusual tattle. Nastasia normally has a different tattle in the post-game, which is sorted with the NPC tattles rather than the enemy tattles, unlike this one. It also implies in the last two sentences that this is actually Tippi speaking, which is impossible, since Nastasia can only be tattled in the post-game, when Tippi is replaced with Tiptron.
Unused Catch Cards
16 characters have Catch Card text that can't be viewed in-game, and were probably cut to keep the total at 256.
|Internal Name||Character||Card Text|
Document these levels further.
The game contains 9 unused maps. In the "dan_xx" maps, there were doors that could have been reached.
To access a map through a loading zone, the address containing the map to load (offset 0x4D0C60, string of length 32 in the US version) must be changed between the time the game changes it and the loading of the maps it will intend to load. Because of the short timeframe, it is preferable to simply freeze the address. If the desired map to load is not located in the same zone of the map the player is currently in, the zone to load address (offset 0x4D0C40, string of length 32 in the US version) must be changed or frozen the same way to the corresponding zone of the desired map which is the first 3 characters of the map ID.
Additionally, it is possible to change the map to save address (offset 0x4E3F94, string of length 32 in the US version) before saving with a save block. This will change the map in which the player will spawn upon the loading of the file from the file selection screen.
|dan_11||Flipside Pit of 100 Trials||Room with all doors, pipes and walls (placeholder for the treasure chest rooms)|
|dan_12||Flipside Pit of 100 Trials||Underground map with brown walls, green background wall and green doors|
|dan_13||Flipside Pit of 100 Trials||Underground map with brown blocks walls, yellow background wall and yellow doors|
|dan_14||Flipside Pit of 100 Trials||Wracktail fight room (with a black background)|
|dos_01||Map with yellow ground and ceiling with black background|
|gn3_02||Floro Caverns||map with two pipes, two doors, a save block and some enemies|
|go1_01||Game Over map with Japanese letters|
|ls4_02||Castle Bleck Inner Sanctum||Large empty map with a door|
|sp4_09||The Whoa Zone||Map with grey blocks and an upside down treasure chest containing Piccolo's card|
Are these viewable? Most have textures, it seems.
Five unused files remain in the "a" folder, where most graphics are stored.
This is dated "Tue Oct 07 21:15:01 2003", way before Super Paper Mario's development.
This file is dated "Tue Oct 07 21:04:56 2003". It mentions the following strings: pPlane2_q00Shape2, pPlane1_q00Shape1, pCube1_q00Shape0, /haikei/back.tga and /haikei/front.tga.
This file does not contain a creation date.
A file named "vivian.bin". It's only 3 KB, and has a different extension than the other files. (bin vs no file extension) It was also found in Paper Mario: The Thousand Year Door.
This file was created "Tue Oct 07 21:05:37 2003". It mentions "ppPlaneShape1", "pPlane1", and "locator1". It was also found in Paper Mario: The Thousand Year Door.
Unused Error Messages
Two errors message leftover from when Super Paper Mario was on the GameCube.
An error has occurred. Turn the power off and refer to the Nintendo GameCube Instruction Booklet for further instructions
The GameCube "fatal error" message can be found in different languages beside related used messages in boot.dol.
You will not be able to save. Do you still want to continue?
You can't save, but would you like to continue anyway?
Unlike the GameCube, there is no normal situation where the game cannot access the save data, as the medium where the saves are stored is not removable.
Mario's player model contains an unused side-view climbing animation. In the game, the player can only see the character from behind when climbing. The other playable characters don't seem to have an equivalent animation. It may have been intended to be used in 3D mode on 2D ladders, which can't be climbed in 3D in the final game.
Dimentio's model contains a walking animation despite him never actually walking in-game, instead floating. There is both a slow walk animation and faster running animation.
These are only known to be present in the US release. Check other releases for them.
grab some screenshots
- When playing the game in 16:9, the selection boxes that flip Fracktail in during his intro cut off a small amount of his chin. This doesn't happen when playing in 4:3. The error is likely due to the scene having been designed for the GameCube, which did not have widescreen as a standard, so they forgot to fix it when porting to Wii. The same problem is present in Wracktail's intro as well, since they are virtually identical.
- A large portion of Fracktail's dialogue is contained in standard text boxes as opposed to the 'robotic' boxes, which is used by the rest of his dialogue and for all other robotic characters, which do not have this issue.
- The background is improperly aligned in 4-1, 4-2, and 4-3, despite the fact that the texture used for them is perfectly tileable.
- When Mr. L is first introduced, he stomps on Squirps from the left side of the screen, and lands offscreen to the right, obscuring him until he makes his entrance... unless you're playing in 16:9, that is, where he instead just lands at the outer edge of the screen and waits there, which looks rather awkward. Note that before he does this, he is properly offscreen.
- When the Pure Hearts are used on Count Bleck during the faux final battle, Princess Peach says, "What is now happening to... Count Bleck?!" This is likely intended for Bleck, since it matches his speech pattern and is preceded by him saying "What... What's this?", which seems like an underwhelming reaction on its own.