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Super Paper Mario

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Title Screen

Super Paper Mario

Developer: Intelligent Systems
Publisher: Nintendo
Platform: Wii
Released in JP: April 19, 2007
Released in US: April 9, 2007
Released in EU: September 14, 2007
Released in AU: September 20, 2007
Released in KR: February 26, 2009

EnemyIcon.png This game has unused enemies.
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.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.

PrereleaseIcon.png This game has a prerelease article
NotesIcon.png This game has a notes page
DCIcon.png This game has a Data Crystal page

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.
This page is loooong...
Consider grouping related content into additional subpages to ease readability.

Originally intended for the GameCube, Super Paper Mario is like the result of a high-speed collision between Super Mario Bros. and Paper Mario.

To do:


Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.
Unused & Early Graphics & Animations
Unused Enemies, Unused Items, and even leftovers from the Gamecube days of development.
Unused & Removed Maps
What are cats doing in my Paper Mario game?!
Unused Music & Sound Effects
Those tunes ended up getting banished into the Underwhere.
Unused Text
Not all texts are meant to be read, it seems.
English Translation Differences
Thankfully, most of the English text is the same.
Revision Changes
The little things you won't ever notice.

Unused Functional Enemies

To do:
filenames, enemy IDs and enemy names
To do:
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 (which are automatically generated). The tattle text itself has been modified for the video; normally, most of them would be named "Goomba" by Tippi. Beside the enemy names in parenthesis is a romanization and a basic translation.

Green Boomboxer

Model Filename: e_bolbg
Enemy Template ID: 276
NPC Template Name: ブーミー ("Būmī")
This variation of the Boomboxer attacks exactly like the ones featured in the game. It has 1 HP and 1 attack point, probably as a placeholder. It has a different name to the used Boomboxer.

Purple Muth

This is why you don't take crystal muth.
Model Filename: e_manm2
Enemy Template ID: 279
NPC Template Name: メガマンモー ("Megamanmō" / "Mega Muth")
This Muth is programmed into the game in the same fashion as the Green Boomboxer, but also has a few defense points. The normal muth is enemy 173 (マンモー / "Manmō"). Oddly, it has the same NPC Template Name as the Mega Muth.

Shady Koopa and Variations

Enemy Template IDs: 10, 13, 16, 18
NPC Template Names: ウラノコ, ジゲンウラノコ, ウラパタ, ジゲンウラパタ
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 1 HP and 2 attack points.

Unfinished Upside-Down Spiny

Enemy Template ID: 60
NPC Template Name: トゲゾー(逆さ) ("Togezō (sakasa)" / "Spiny (upside down)")
An enemy which only starts attacking when approached and does so by seemingly homing on Mario. Has 1 HP and 2 attack.


Model Filename: e_hannya_g
Enemy Template ID: 74
NPC Template Name: ヒンニャ- ("Hinnyā" / "Spinia")
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.


Model Filename: e_hannya_p
Enemy Template ID: 76
NPC Template Name: ヘンニャー ("Hen'nyā" / "Spunia")
The strongest, pink variation in the Spinia line has been left unused as well. Has 3 HP and 3 attack.

Dark Atomic Boo

Enemy Template ID: 113
NPC Template Name: ダークアトミックテレサ ("Dāku Atomikku Teresa" / "Dark Atomic Boo")
An unused, unimplemented boss enemy from 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.

Spinning Wheel of Marios

Enemy Template ID: 179
NPC Template Name: 薔薇カッター ("Bara kattā" / "Rose cutter")
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

Enemy Template ID: 125
NPC Template Name: クモクモーン ("Kumokumōn" / "Ruff Puff")
Ruff Puffs are used in Super Paper Mario, but have 15 HP. This variation appears much earlier in the object list and only has 3. Otherwise, it's identical. Has the same NPC Template Name as the normal Ruff Puff.

Gigantic Bombshell Bill Blaster

Enemy Template ID: 109
NPC Template Name: スーパーキラーたいほう ("Sūpā Kirā Taihō" / "Bombshell Bill Blaster")
Uses the Bombshell Bill model from The Thousand-Year Door. There is, seemingly, no small variation. Has 99 HP, 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.

Green/White/Red Magikoopas

Enemy Template IDs: 316, 317, 319, 320, 322, 323
NPC Template Names: グリーンカメック, グリーンカメック(ホウキ), ホワイトカメック, ホワイトカメック(ホウキ), レッドカメック, レッドカメック(ホウキ)
Sporting 1, 10 and 5 HP respectively plus 1 attack each, these variations were used in The Thousand-Year Door. Otherwise they seem identical to regular Magikoopas. Each also has a broomstick-riding version.

Overworld Underchomp

This enemy is usually only fought in a special turn-based battle. It has a tattle which says it has 10 defense, 16 HP, and 3 attack, which is incorrect, as it's completely invincible. Four variations exist: one with two heads, one with a single head, and duplicates of those two with no tattle.

Gigantic Dimentio Dimension Cube

Enemy Template IDs: 401
NPC Template Names: ドドンタスのブロックstg8(大) ("Dodontasu no burokku stg 8 (ō)" / "O'Chunk's block - Chapter 8 (Big)")
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.

(Source: Original TCRF research)

Unused Catch Cards

17 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
ehelp_390 Saffron
This foodie runs Sweet Smiles,
Flipside's finest eatery.
Her home-cooked dishes are
out of this dimension.
ehelp_391 Dyllis
This crabby caterer runs Hot
Fraun, a Flipside bistro.
She cooks breakfast for
Tinga's hotel guests.
ehelp_392 Howzit
It's Howzit, the friendly
item-shop entrepreneur.
He's got everything you
want, and things you don't!
ehelp_393 Notso
Notso is the ultimate steely-
eyed businessman.
Could he be Howzit's twin,
separated at birth?
ehelp_394 Hoodin
This guy runs Catch a Dream,
the card shop.
He pens the tiniest novels
in existence.
ehelp_395 Boodin
He runs Fondest Hopes, selling
big reads for small spaces.
He wears shades, but just
for literary cred.
ehelp_396 Garson
This gossip gatherer runs
the local beveragarium.
He was quite the party
animal in his youth.
ehelp_397 Carson
This beverage slinger hears
all the rumors around town.
He likes beverage slinging
because it sounds dangerous.
ehelp_398 Inga
This innkeeper knows how to
keep the customers happy!
She's a widow, but I hear
she runs a weird fan club.
ehelp_399 Tinga
This modest keeper of inns
runs a tight ship in her hotel.
She gets along well with
Saffron, her former classmate.
ehelp_400 Flimm
This questionable dealer has
a hidden underground shop.
The legality may be iffy,
but the deals aren't!
ehelp_401 Flamm
This shady cartographer
sells treasure maps.
He may look shifty, but
the maps are apparently OK.
ehelp_403 Ackpow
This "motivator" oversees
prisoners in Merlee's Mansion.
Nothing says motivation like
the crack of a whip!
ehelp_419 Captain Gills
This cute fish lives in the
canals of Flipside.
...Well, it was cute until it
grew freakishly big.
ehelp_420 Heronicus
This adventurer is a hero
of many faraway lands.
He's retired, but he still
likes to get out sometimes.
ehelp_421 Blappy
Blappy is an alien elder
from way-outer space.
He likes to ponder the
secrets of the cosmos.
ehelp_422 Marbald
It's Marbald, the respected
Cragnon elder.
He may look shifty and
wrinkled, but he's reliable.
(Source: Original TCRF research)

Unused Files

To do:
Are these viewable? Most have textures, it seems.

Five unused files remain in the "a" folder, where most graphics are stored.


Dated "Tue Oct 07 21:15:01 2003", long before the game's development.

(Source: Robotortoise)


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.

(Source: Robotortoise)


Does not contain a creation date.

(Source: Robotortoise)


A leftover from The Thousand-Year Door. It's only 3 KB, and has a different extension than the other files.

(Source: Robotortoise)


Created "Tue Oct 07 21:05:37 2003". It mentions "ppPlaneShape1", "pPlane1", and "locator1". It was also found in The Thousand-Year Door.

TTYD Code Leftover


These model filenames from Paper Mario: The Thousand-Year Door are referenced in animPoseEntry, the entity model loading function.

(Source: Seeky)


To do:
The stuff listed under the Chapter 1/4/8 headings are only confirmed to be present in one of the US releases (Rev 2 for Chapter 1, likely the same for 4 and 8). The stuff listed under the Intro heading is only known to be present in the PAL v0 release. Check other releases for them.


To do:
Analyse the item order/missing items

There are pieces of code that don't serve a purpose that is triggered when the after-title intro cutscene plays. Code at 801a8344 sets the save file name variable to "デフォルト" ("deforuto"/"default") when playing in Japanese and "default" when playing in other languages. Code in pouchInit, at 8014c094, loads in the items listed in the table below, sets the current Pixl to Thoreau, sets the player's HP to 10, attack to 1 and level to 1. Due to the large amount of normal items it tries to add, not all of them actually get placed in the inventory. Note that Pixls and playable characters count as items internally, and that the normal items 65 to 199 are added - there are no gaps.

Item ID Name
65 Fire Burst
66 Ice Storm
67 Thunder Rage
68 Shooting Star
69 POW Block
70 Shell Shock
71 Gold Bar
72 Gold Bar x3
73 Block Block
74 Courage Shell
75 Mighty Tonic
76 Volt Shroom
77 Ghost Shroom
78 Sleepy Sheep
79 Stop Watch
80 Shroom Shake
81 Super Shroom Shake
82 Ultra Shroom Shake
83 Dried Shroom
84 Life Shroom
85 Long-Last Shake
86 Mystery Box
87 Catch Card
88 Catch Card SP
89 HP Plus
90 Power Plus
91 Blue Apple
92 Orange Apple
93 Red Apple
94 Pink Apple
95 Black Apple
96 Star Medal
97 Gold Medal
98 Poison Shroom
99 Slimy Shroom
100 Peachy Peach
101 Keel Mango
102 Primordial Fruit
103 Golden Leaf
104 Turtley Leaf
105 Cake Mix
106 Whacka Bump
107 Horsetail
108 Fresh Pasta Bunch
109 Hot Sauce
110 Inky Sauce
111 Dayzee Tear
112 Sap Soup
113 Bone-In Cut
114 Fresh Veggie
115 Smelly Herb
116 Honey Jar
117 Power Steak
118 Big Egg
119 Mild Cocoa Bean
216 Mario
217 Peach
218 Bowser
219 Luigi
221 Thoreau
222 Boomer
223 Slim
224 Thudley
225 Carrie
226 Fleep
229 Piccolo (out of order of id)
227 Cudge
228 Dottie
230 Barry
231 Dashell
50 Return Pipe
57 Cooking Disk 2
58 Cooking Disk 3
59 Cooking Disk 4
60 Cooking Disk 5
61 Cooking Disk 6
62 Cooking Disk 7

Skipped Pixl Text

If a Pixl is skipped, it will join your party at the end of the level, and a unique message is shown. While these messages are technically used, the use of glitches is required to skip a Pixl in every case. Strangely, there are no entries present for Thudley, Cudge, or Fleep.


This Pixl heard all about your adventures while waiting in a basement in Yold Town.
Thoreau the throwing Pixl is now your friend!


This Pixl heard all about your adventures while waiting in Merlee's Mansion.
Slim the slimming Pixl is now your friend!


This Pixl heard all about your adventures while waiting in Fort Francis.
Carrie the carrying Pixl is now your friend!


This Pixl heard all about your adventures while waiting in the Floro Sapien Caverns.
Dottie the minimizing Pixl is now your friend!


This Pixl heard all about your adventures while waiting beneath Gloam Valley.
Boomer the exploding Pixl is now your friend!
(Source: Original TCRF research)

Chapter 1

  • When playing the game in 16:9, the flip-in boxes for Fracktail during his intro cut off a small amount of his chin and his antenna. This doesn't happen when playing in 4:3, which has narrower boxes, though amusingly there is different cutoff on some of his lower body segments in that mode. This likely resulted from the new 16:9 cutscene system that needed to be created for this game: in 4:3, as well as the previous game which always displays in 4:3, the cutscenes introduce black bars on the top and bottom, letterboxing the image. Achieving the same level of visibility in actual 16:9 requires zooming in the camera, but evidently the boxes were not properly adjusted for this mode. The same problem is present in Wracktail's intro, which re-uses these animations.
4:3 16:9
SuperPaperMario-ratio43nocutoff.png SuperPaperMario-ratio169cutoff.png
  • Around half of Fracktail's dialogue is contained in standard text boxes rather than the intended "robotic" ones, which are used by all other robotic characters and things like the Dining Specializer.

Chapter 4

  • 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.
4:3 16:9
SuperPaperMario-ch4-43ratio.png SuperPaperMario-ch4-169ratio.png

  • 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.

Chapter 8

  • 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 to be said by Bleck himself, 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.


To do:
Check contents of "nl" and previous US versions for "du". Also, there are more leftovers of Dutch support.
  • The eff (effect) folder contains subfolders of effect graphics for each supported language, but it also contains a folder called "nl". This is probably short for Nederlands, or Dutch - a language that often appears unused in Nintendo games. An empty folder called "du" is also present in the Japanese and US (Rev. 2, at least) versions, which may have been initially used for the same language. The "du" folder isn't present in the European or Korean versions, but the "nl" folder remains.
(Source: Original TCRF research)
  • The D-Pad icon used in messages is called "STICK" internally, while the Wii Remote is called "PAD". This is likely a GameCube leftover.
(Source: Seeky, Original TCRF research)


To do:
Is it possible to understand and translate what is being said?
  • It has been said that the River Twygz Bed theme has hidden voices in it. When deciphered, the voices can be heard to be in Japanese.

River Twygz Bed Discernible Voices

(Source: SomeDude)

Internal Project Names

The game is referred to internally by two names:

  • "spmario" - in various places in the code (often in the equivalents of places in TTYD that used "mariost").
  • "WiiMario" - in the sound archive filename wiimario_snd.brsar and the savefile filenames.