Paper Mario: The Thousand-Year Door
Paper Mario: The Thousand-Year Door |
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Also known as: Paper Mario RPG (JP), Paper Mario: La Porte Millénaire (FR) This game has unused animations. This game has a prototype article This game has a prerelease article This game has a notes page |
The sequel to the hit Nintendo 64 role-playing game, Paper Mario: The Thousand-Year Door takes everything that made the original so great and cranked it up to eleven. Featuring a spiced-up battle system, all-new worlds, and well-developed characters and humor, it quickly became a fan favorite - so much so that all future Paper Mario games would be compared to it.
To do:
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Contents
Sub-Pages
Prototype Info |
Prerelease Info |
Notes |
Early Graphics A look into the development process. |
Unused Graphics Sorry, no 8-bit Peach for you. |
Unused Items Items, badges, and key items. |
Unused Text They won't shut up! |
Unused Enemies Missing in action. |
Unused Maps Not every place was meant to be visited. |
Offscreen Objects Quite a lot goes on backstage where the audience can't see. |
Unused Geometry Some cool stuff that nobody can see. |
Oddities Why put a yellow block if you can't break it? |
Regional Differences Looks like the localization team had a great sense of humor. |
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, in which the crash report scrolls up screen over the course of about 10 seconds (and cannot be scrolled back down or seen again once it goes off screen). 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 Date
To do: Check the filenames of the USA demos on every disc they appear on. |
The build date can be found in the dol.
Version | Build Date |
---|---|
USA pre-final demo (filename: zz_PaperMario2_game.tgc , header name: 21 2004.06.21 MarioSt_MN7_NOA_20040619a.dpf ) from USA multi-demo discs 17 and 18 |
None |
Japan pre-final demo (filename: PaperMarioRPG.tgc ) from Japanese multi-demo discs Jul. 2004, Aug. 2004 and Sep. 2004 |
None |
Japan | Jun 17 2004 17:20:01
|
USA | Sep 9 2004 09:34:02
|
USA post-final demo (filename: zz_PaperMario2_game.tgc ) from USA multi-demo discs 19-22, and 35 |
Sep 18 2004 17:37:16
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Europe demo (filename: zz_PaperMario2_PALDEMO_20040924.tgc ) from European multi-demo disc Nov. 2004 |
Sep 23 2004 13:32:41
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Europe | Sep 26 2004 15:37:03
|
It isn't clear whether the USA or Japanese pre-final demo was built first, but there is something that could suggest the USA demo was built first: the function gcDvdCheckThread, during what looks like the reset process, is set to write "リセット処理開始", which roughly translates to "start reset processing", to the console using OSReport. This code and the string don't appear in any other version of the game.
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 in the demo version. |
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. |
Unused Characters
- 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 Spinia and a rainbow-colored Spania. The file for this partner was last modified April 21, 2004, whereas Luigi's other partners were last modified May 17, 2004.
- 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. All of these were repurposed in Super Paper Mario as Catch Cards.
Character | File Name |
---|---|
Goombario | c_kurio |
Kooper | c_kameki |
Bombette | c_pinky |
Watt | c_akarin |
Sushie | c_opuku |
Lakilester | c_pokopi |
Unused Followers
There's an unused Craw follower that uses the same model as Gus, though it's unknown if it actually is Gus. Their follower ID is 12.
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 NTSC-U Action Replay code 04085504 3B0000?? to set the Battle ID.
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 |
---|---|
34RR-1H8W-XD2D4 30X2-FFFU-B5C19 4DF2-T1WU-P5XXJ EVU6-N0FQ-Y917D 9RQQ-N348-HU6YF 2JJA-E4JE-ZBTP5 G3EV-5G1R-9MM2U QGR9-37KR-NC8U3 |
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.
Unused Animations
To do:
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Bosses
Lord Crump
c_kanbu_ibt contains quite a few unused animations for Lord Crump, including but not limited to him giving the X-Naut salute, rubbing his hands together menacingly, and adjusting a horn on his headgear.
Doopliss
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.
Side Characters
Flavio
Flavio has an unused animation of looking through a spyglass. He has both an idle and talking variant.
Peach
Peach has a unique running animation that goes unused, where she lifts her dress to run.
NPCs
To do: replace video with GIF |
Grifty
Grifty has an unused animation for walking.
Unused Partner Attacks
Koops, Flurrie, and Ms. Mowz have descriptions for unused attacks. It seems Koops may have been planned to learn Kooper's Fire Shell technique at one point. Flurrie and Ms. Mowz's unused attacks, meanwhile, appear entirely new.
- 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 Gulp Variations
If Yoshi uses Gulp on a Pokey or Poison Pokey that has lost all of its body segments, there is a 50% chance that he'll eat them instead of spitting them back out. Although this very specific variation of Gulp is used, there are some variations that are unused. Including a variation where Yoshi eats an enemy and plays an extra animation that implies whatever he ate blew up, a variation where Yoshi swallows an enemy and spits out a fireball, which does fire damage to enemies that are hit by it, and a variation where Yoshi eats only part of an enemy, such as a Pokey or Poison Pokey's body segment.
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. Given what shadow-stitching looks like, this Star Power may be an early version of Supernova.)
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.
Internal Project Name
The game is referred to as "mariost" (presumably short for Mario Story) in various places in the code.
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