List of Paper Mario: The Thousand-Year Door pre-release and unused content
It has been requested that this article be rewritten and expanded to include more information. Reason: include more details (found on TCRF), including remnants of a removed Chuck Quizmo map
This is a list of pre-release and unused content for the game Paper Mario: The Thousand-Year Door.
Early builds[edit]
Reveal trailer[edit]
This game was initially titled Paper Mario 2 and featured a far different logo, one reminiscent of the original Paper Mario's logo.
Part of the original trailer shows an extra ledge above the pipe in the room directly east of the Thousand-Year Door, with an HP Plus badge on it. It could be accessed via a moving platform which had a wall over it halfway, which appeared to be passable with help from Vivian. Also, Beldam, Marilyn and Doopliss were originally going to be fought somewhere in Riverside Station. The trailer also showed that Item Shops would be labeled with Mushrooms, much as in Super Paper Mario, rather than the Fire Flowers seen in the final game. Red Bones was initially named "Red Koopa Skeleton". In the same trailer, one can see that "Tornado Jump" was initially called "Hurricane Jump". The status element Slow had a different icon, a snail instead of a sad purple face. The jumping and partner swapping sound effects from the previous game are used.
An early location of the HP Plus Badge.
Hooktail Castle Notice how the final game, the door is just open from the start.
A battle in Hooktail's Castle. Note that Hurricane is misspelled as "Hurrican".
Early TEC
Early the Great Tree. The ground has more of a gradient rainbow effect in the final version.
Interactive Multi-Game Demo Disc Version 18 Demo[edit]
A demo version released on a GameCube promotional disc includes various scriptual differences. Though the demo only allows for fifteen minutes of play at a time, the files inside of the game reveal several early concepts and placeholders.[1]
- If tattle is used outside of battle, Goombella will say "I usually would have something witty to say here, but I'm waiting for the final version!", which would imply that the actual tattles for areas had not yet been written.
- X-Nauts are called "Boomer Gangers", the Red Bones boss is called "Red Koopa Skeleton", and Dull Bones are called "Koopa Skeletons."
- In addition to the above, Pale Piranhas were simply called "Piranha Plants" and Poison Puffs were called "Poision Foggs."
- Petal Meadows is called "Star Crystal Field" by the menu and "Petal Fields" by Goombella.
- Glitzville is referred to as its Japanese name, "Oolong Town", implying it had not been localized yet. In addition, Twilight Town is called "Spectralia" several times in the script - a completely original name.
- All instances of Rogueport being used are instead spelled "Roqueport."
- Hooktail is said to be weak to frogs instead of crickets. Her weakness to frogs was restored in the Nintendo Switch remake.
- Goombella's description on the partner menu also mentions "Goomelda, wisest of female Goombas", a reference to the character Zelda from The Legend of Zelda series.
- Niff T. is named "Toodle" in the demo, Bub-ulber is named "Bub-ulbo", Toce T. is named "Dain T", Merlee is named "Sando", Ms. Mowz is named "Miss Mowz", and Pungent is named "Punto."
- Dried Bouquets are named "Dried Flowers", Life Shrooms are named "Emergency Shrooms", and Courage Shells are called "Courage Colas."
- The Spin-Jump is called a "Ground Pound" in the demo.
An earlier version of the W Emblem, only found in the demo.
An early design of the Champ's Belt, only found in the demo.
An early design of the Strange Sack, only found in the demo.
Unused data[edit]
Debug mode[edit]
By pressing , , , , , and on the title screen, debug mode is enabled. Subsequently, pressing on the title screen displays the game's build date, and crashes now display a crash report. This works on all versions.[2]
Graphics[edit]
All of the partners from Paper Mario were going to appear but were cut-off as well. Lady Bow and Parakarry were the only ones left. There was also a strange robot creature and two palette swaps of Screamy. Admiral Bobbery also had a different sprite, which depicts him wearing army gear, while an early sprite of Vivian depicted her with a shorter body and a flame on the end of her hat. Concept art detailing the latter two designs is included as unlockable extras in the Nintendo Switch remake, additionally revealing that Beldam and Marilyn were respectively going to have ice and lightning at the end of their own hats (though no graphics for these are present in the game's data). There was also going to be a dark version of the Atomic Boo, which would have appeared in the Poshley Sanctum as a mini-boss. The Dark Atomic Boo also went unused in Super Paper Mario, but was fully coded instead of only having graphics. Bonetail's head also looked different, having blue eyes, as she did not have eyes in the final game. A businessman Cheep Cheep was going to appear with an unknown role. Red variants of Buzzy Beetles, Parabuzzies, and Spiky Parabuzzies were going to appear, but they were removed in exception of the pair of Glitz Pit Red Spike Tops. Hyper and Ultra Bob-omb variants were also unused. Luigi was planned to wear the Poltergust 3000 during his appearances as a member of the audience during battles, but the sprites go unused.
An early sprite of Admiral Bobbery, called c_bom_t in the coding.
An early sprite of Vivian, called tst_vivi in the coding.
An early design of Bonetail's head.
A businessman Cheep Cheep, called c_puku in the coding.
A Red Buzzy Beetle
A Red Parabuzzy
A Red Spiky Parabuzzy
An Ultra Bob-omb
Unused sprite of Goombario
Unused sprite of Kooper
Unused sprite of Bombette
Unused sprite of Watt
Unused sprite of Sushie
Unused sprite of Lakilester
An early design of a black Smorg. The final black Smorg is called c_n_moa_a, while this early version is called test_bom.
An enemy similar to Screamy; it is called c_moa_a, which is actually similar to the final name of the Smorg, c_n_moa_a.
An earlier unfinished sprite of Spinia
A green recolor of a Bub-ulb.
A green recolor of a Toad conductor.
Luigi wearing the Poltergust 3000.
An early version of a rock thrown from the Audience.
An early Star Key
An unused Key, probably an earlier version of the Castle Key because Hooktail's head is on it.
An unused item resembling a Fire Flower with a candy cane-like stick.
A pillow, it was probably an early version of the Blanket on the Excess Express.
A Badge called Super Charge.
The Star Rod, called c_koopa in the coding.
Unused Green Boots
Early Jump icon
Early Hammer icon
Early Item icon of a Fire Flower
Unused status effect[edit]
An unused POW-Down status exists in the game's coding under the name "battle_common". When hacked into the game, it displays the message "Attack has dropped!"[3]
Unused Glitz Pit battle conditions[edit]
A total of 70 different special conditions are coded for battles in the Glitz Pit, but only a very small subset of 15 are actually used in-game.[4] Many of the unused conditions are split to apply specifically to Mario or his partner. The game's script has multiple duplicate strings for some used conditions, suggesting they may have originally been unused ones before being overwritten. It is unclear how some conditions were expected to function, such as Mario having to attack the audience, which is not an action that can be performed freely in-game. All but one condition has a variable that can be configured, though many of the used conditions set this variable to 0. Therefore, it is possible that multiple variants of those conditions were also planned.
ID | Conditions in code | As presented in-game |
---|---|---|
0 | Succeeds automatically | |
1 | Do not jump n times | Don't use your jump! |
2 | Jump n times | |
3 | Do not hammer n times | Don't use your hammer! |
4 | Hammer n times | |
5 | Do not use special moves n times | Don't use special moves! |
6 | Use special moves n times | Don't use special moves! |
7 | Do not let Mario take n damage | |
8 | Have Mario take n damage | |
9 | Do not let partners take n damage | |
0A | Have partners take n damage | |
0B | Do not take n damage total | Win before taking 20 HP of damage! |
0C | Take n damage total | |
0D | Do not let Mario take n hits | |
0E | Have Mario take n hits | |
0F | Do not let partners take n hits | |
10 | Have partners take n hits | |
11 | Do not take n hits in total | |
12 | Take n hits in total | Take damage from your opponent three times! Take damage from your opponent at least five times! |
13 | Mario must win battle with at least n HP (fails if Mario dies) | |
14 | Mario must win battle with less than n HP (fails if Mario dies) | Win after your HP drops to 5! |
15 | Must get a Power Bounce combo of least n | |
16 | Mario must use fewer than n items | |
17 | Mario must use at least n items | |
18 | Partners must use fewer than n items | |
19 | Partners must use at least n items | |
1A | Use fewer than n items | Don't use items! Don't use any items! |
1B | Use at least n items | |
1C | Mario must not swap partners n times | |
1D | Mario must swap partners n times | |
1E | Partners must not swap partners n times | |
1F | Partners must swap partners n times | |
20 | Must not swap partners n times | Don't change partners! |
21 | Must swap partners n times | |
22 | Mario must not attack audience n times | |
23 | Mario must attack audience n times | |
24 | Partners must not attack audience n times | |
25 | Partners must attack audience n times | |
26 | Mario must not appeal n times | |
27 | Mario must appeal n times | |
28 | Partners must not appeal n times | |
29 | Partners must appeal n times | |
2A | Must not appeal n times | |
2B | Must appeal n times | Appeal to the crowd at least once. Appeal to the crowd at least three times! |
2C | Mario must not spend n FP | |
2D | Mario must spend n FP | |
2E | Partners must not spend n FP | |
2F | Partners must spend n FP | |
30 | Must not spend n FP | Don't use any FP! |
31 | Must spend n FP | |
32 | Mario must not use n moves (jump/hammer/SP + Charge/Defend/Dip actions) | Only let your partner attack! |
33 | Mario must use n moves | |
34 | Partner must not use n moves (partner moves + Charge/Defend/Dip actions) | Don't ever let your partner attack! |
35 | Partner must use n moves | |
36 | Same as 0x30 | |
37 | Same as 0x31 | |
38 | Party must not use n moves | |
39 | Party must use n moves | |
3A | Must take more than n turns | |
3B | Must not take more than n turns | Defeat your opponent in five turns or less! |
3C | Wait n turns before Mario actions (jump/hammer/SP/item/switch/Charge/SuperCharge/Run) | |
3D | Wait n turns before Partner actions (move/item/switch/Charge/SuperCharge/Run) | |
3E | Wait n turns before Party actions (0x3c + 0x3d conditions combined) | |
3F | Wait n turns before Mario attacks (jump/hammer/SP attack/item attack) | |
40 | Wait n turns before partner attacks (partner attack/item attack) | |
41 | Wait n turns before party attacks (0x3f + 0x40 conditions combined) | Don't attack in the first three turns! |
42 | Mario can only jump or Defend | |
43 | Mario can only hammer or Defend |
Music[edit]
There are two unused tracks. One sounds like a theme used for an introduction of a character, and the other sounds like a boss fight. This may mean that another character was going to be in the game but was written out of the final version, like these songs.
Unused theme 1 - This song is somewhat similar to the introduction of a new Pixl in Super Paper Mario. It also sounds like an unused song from Luigi's Mansion. It was apparently supposed to be played at Riverside Station. The Nintendo Switch remake uses a reworked version of this song in the back entrance and underground portions of the Riverside Station. | File info 0:29 |
Unused theme 2 - This song can be heard in the demo version's starting screen. The theme is very similar to the starting screen in Super Paper Mario. | File info 0:26 |
Dialogue[edit]
Fully translated[edit]
Presumably for the sake of completeness, all of Mario's partners he has in the Glitz Pit have dialogue for when he gets promoted to the major league there. However, only Yoshi's is used, as he was required to beat the Iron Clefts and there is no opportunity to change partners in the ensuing cutscene.
Partner | Dialogue |
---|---|
Goombella | Uh, yeah... What, no hellos? These guys are totally freezing us out, Mario.
What? What's wrong, Mario? WHAAAAT? Are you saying the champ's belt... |
Koops | Ummm... Judging by the dead silence, I'd say these guys don't like us much.
Ummm... What's up, Mario? What? Are you serious? The champ's belt? |
Flurrie | Oh, dear... These fellows don't seem quite as friendly as the minor-leaguers...
Mario, darling, what is it? Come again? The champ's belt, you say? |
Similarly, in Twilight Town, all then-five partners have dialogue for when the Mayor sends Mario off and wishes him well. Only Vivian's is used because, at the last opportunity to change partners, Mario had no choice but to use Vivian as Doopliss had turned the others against him.
Partner | Dialogue |
---|---|
Goombella | All right, Mario! Let's get back to Rogueport, OK? |
Koops | Well, Mario... Let's head back to Rogueport, huh? |
Flurrie | Are you quite ready, Mario? Let's get back to Rogueport. |
Yoshi | Okeydokey, Gonzales! Let's kick it back to Rogueport! |
Apparently, at one point, the Pit of 100 Trials was going to have traps on some floors:
The devices on this level are now active. You can no longer change allies during battle! | The device on this level is now active. You can no longer use your hammer in battle! |
The device on this level is now active. You can no longer use your jump in battle! | The device on this level is now active. You now receive double coins after battle! |
At one point, upon defeating the Shadow Queen, saving, and restarting, Mario would begin the game by himself and would have to manually get his partners back together again. Only Koops, Flurrie, and Yoshi have completed dialogue, the latter saying something about how he "registered us for the Glitz Pit again". Vivian has untranslated Japanese dialogue.
Other dialogue[edit]
Inside the game data, dialogue files are stored in the directory "root/msg/$C", where "$C" is an appropriate language or country code, such as "US". The Japanese version is simply stored in "root/msg" without the language or country code. The dialogue is split between 1 global file (game-wide) and 259 local files (for the separate locations). English and other Latin languages are stored in raw ASCII format. Japanese version is stored in the Japanese variant of ANSI format (Shift-JIS), with a few modifications to save space.
Names in parenthesis in the table headers (e.g. "hom_00" below) are the names of the text files in which the dialogue can be found. Names in the first column of the table are identifier strings used for specific dialogue scenes within those files.
The dialogue uses several XML-like tags to alter the presentation of the text. These are enclosed between "<>".
- <wait> causes the text to pause.
- <dynamic> causes the dialog to be rendered as "falling" onto the screen.
- <wave> causes the letters of the dialog to move in small circles.
- <k> pauses the text until the player presses
- <p> scrolls the text upwards to make room for more.
- <icon> renders a small image into the text. Typically, this is a button used in explaining controls.
- <col> changes the text to a color in RGBA format.
- <NUM> represents a number of coins.
- <ITEM> represents an item name.
- <s> has an unknown use.
- <AN> represents either "a" or "an" depending on which is appropriate grammatically.
- <system> renders the text box in blue and plays a short tone.
- <o> has an unknown use.
- <dkey> has an unknown use.
- <shake> causes the letters of the text to move erratically.
- <housou> creates a "mechanical" text box.
- <tec> creates the text box used by TEC
- <diary> creates a "ripped paper" text box.
- <scale> changes the font size.
- <wpos> has an unknown use.
- <S> represents either nothing or the letter s, depending on which is appropriate grammatically.
- <small> creates a small text box.
- <select> creates a list of choices.
- <keyxon> allows the text box to be advanced with (x).
- <kanban> creates a wooden sign background.
- <speed> controls the speed with which individual letters appear on the screen.
- <boss> creates the special text box used by Hooktail.
- <se> has an unknown use.
- <majo> creates the text box used by the Shadow Queen.
- <anim> has an unknown use.
- <!> is a comment. [?]
- <plate> creates the text box used by the Rogueport notice board.
- <pos> positions the text at a specified location in the text box
- <AN_ITEM> combines <AN> with <ITEM>
Internal name | Original text | Translation | Notes |
---|---|---|---|
X-Naut Fortress (aji_10) | |||
stg7_aji_34 | シンニュウシャ ハッケン! | Intruder detected! | Written in katakana, which could indicate unusual accent, robotic speech, or incorrect speech. |
stg7_aji_35 | タダチニ ハイジョスル!! | Leave at once!! | |
Riverside Station (eki_00) | |||
stg6_eki_00 |
このエレベーターを 使ったら エレベーターを 動かすキーが わるいヤツらに せんりょうされて |
If you use this elevator, you'll The key that makes the elevator Bad people have taken over, |
The speaker uses "yatsu-ra," a derogatory word for a group of people, in the last paragraph. However, the speaker does not specify who "yatsu-ra" refers to. |
stg6_hom_15 |
I'm on guard here to make |
||
Riverside Station (eki_05) | |||
stg6_eki_boots_01 |
<system> |
Push the button, rotate the control stick as fast as you can, and release the control stick to do a Ultra Jump! |
|
Attack Descriptions (global) | |||
msg_pnk_koura_ippatsu | てきを ホノオのコウラで こうげきする | Hit the enemy with a flaming shell. | "pnk_koura" refers to Koops's attacks. "Ippatsu" means "charge." Likely connected to Fire Shell, one of Kooper's moves in Paper Mario. |
msg_pwd_dengeki |
かみなりを すべてのてきに おとす |
Drop thunder on all enemies, |
"Dengeki" is an electric shock. |
msg_pch_shiraberu |
ぶたいセットの ウラに アイテムなどが |
Search the back of the battle |
"Shiraberu" means "to investigate." |
E-mails (global) | |||
free_mail_name_00 | ステキなであいをアナタに・・・ | Lovely Meeting With You | |
free_mail_00 |
たった1000コインで (どうぎょう たしゃの |
For only 1000 coins, (Please be careful |
|
free_mail_name_01 | おばさん/はやくかえりな! | Old Woman/Hurry Home! | |
free_mail_01 |
あんた! きょうは ムスメの |
Hey, you! Today's my daughter's |
The word used for "amusement park" (ゆうぎじょう) is the same word that's used for the Glitzville arena, so this may be from someone in Glitzville. |
free_mail_name_02 | リーザ/たのしみだよ! | リーザ/It's fun! | |
free_mail_02 |
ルーさんへ こんどのやすみの デートは |
To Ruu san Next time you want to |
|
Item Descriptions (global) | |||
msg_key_kagitsume |
A key that opens a door |
||
msg_key_oumu |
A key that opens a door to |
||
msg_irai_house_key |
A key to a house. Whoever |
||
msg_poisoned_cake |
譎らおいしそうだけど どうして |
It looks deceptively/wickedly delicious, |
|
msg_starnge_documents |
A letter that looks like it has |
||
msg_kairanban |
A Silver Club routing slip. It's |
||
msg_star_stone |
『星の石』で ございます |
It's the "Stone of Stars" |
|
msg_unknown_item |
このメッセージが 見れるのは おかしいよ |
It's funny that you can see this message. |
|
msg_cake |
いわゆる 『ケーキ』 |
This is "cake" |
|
msg_kame_no_noroi |
『カメののろい』だよん |
It's the "Turtle's Curse" |
|
Battle Messages (global) These are messages that appear on screen when an event happens during battle. An example of such a message in the final game is "The crowd by the Bulky / Bob-omb was blown away!" | |||
btl_msg_escape_wall_close1 | ヘイホーが いたずらをした | The Shy Guy has played a trick. | |
btl_msg_cant_move_zero_gravity | You can barely move! | ||
msg_st_chg | %sに なった | Became %s (%s is a variable for status effects). | |
msg_st_chg_poison_pr | どくに なった | Became Poisoned. | |
msg_st_chg_charge_pr | チャージを した | Charged. | |
msg_st_chg_sleep_pr | ねむりに なった | Became Sleepy. | |
msg_st_chg_stan_pr | ストップに なった | Became Stopped. | |
msg_st_chg_guruguru_pr | グルグルに なった | Became Dizzy | Literally "Became Spin" |
msg_st_chg_confusion_pr | こんらんに なった | Became Confused | |
msg_st_chg_biribiri_pr | ビリビリに なった | Became Electrified | |
msg_st_chg_dodge_pr | ヨケヨケに なった | Became Protected | |
msg_st_chg_fire_pr | ほのおに なった | Became a Flame | Possibly simply "Became Burning" |
msg_st_chg_freeze_pr | こおりに なった | Became Ice | Possibly "Became Frozen" |
msg_st_chg_big_pr | デカデカに なった | Became Huge | |
msg_st_chg_small_pr | ミニミニに なった | Became Miniature | Specifically Tiny. |
msg_st_chg_tuyotuyo_pr | ツヨツヨに なった | Became Powerful | |
msg_st_chg_yowayowa_pr | ヨワヨワに なった | Became Frail | |
msg_st_chg_hard_pr | カチカチに なった | Became Rock Hard | |
msg_st_chg_soft_pr | ふにゃふにゃに なった | Became Soft | |
msg_st_chg_allergy_pr | You're allergic! | The message "Status hasn't changed!" is found at "msg_st_chg_allergy" | |
msg_st_chg_trans_pr | とうめいに なった | Became Transparent | |
msg_st_chg_quick_pr | はやいに なった | Became Quick | |
msg_st_chg_slow_pr | のろいに なった | Became Slow | |
msg_st_chg_counter_pr | しかえしに なった | Became Vengeful | For the Badge Return Postage |
msg_st_chg_bombcounter_pr | You're a bomb counter! | The message "Direct attacks will be / countered!" is found at "msg_st_chg_bombcounter" | |
msg_st_chg_reg_hp_pr | じわじわHPに なった | HP is recovering bit-by-bit | |
msg_st_chg_reg_fp_pr | じわじわFPに なった | FP is recovering bit-by-bit | |
btl_msg_audience_puni_meeting | Many Punies gathered! | ||
Tattle Logs (global) Tattle Logs that were scrapped. Those that start "btl_hlp" are messages that Goombella says during battle. Those that begin "menu_enemy" can be found in the Tattle Log after battle. | |||
btl_hlp_rocket_punch |
Unused Message |
Would appear when Magnus von Grapple's hands were tattled. | |
btl_hlp_ranperu |
That's Doopliss. |
This was already in English in the ISO |
|
menu_enemy_146 |
さいだいHP『6』 |
Max HP "6" |
This is the group of X-Nauts that assists Lord Crump in Chapter 5. |
btl_hlp_rocket_punch_mkII |
ロケットパンチ マーク2 |
Rocket Punch Mark II |
Would appear when Magnus von Grapple 2.0's hands were tattled. |
menu_enemy_153 |
さいだいHP『150』 |
Max HP "150" |
The last line literally translates "wonderful, wonderful." It is used similarly to the phrase "And they all lived happily ever after," in English. |
btl_hlp_kanbu1 |
『ペケダー』よ さいだいHPは『5』で |
It's "Lord Crump" Max HP "5." |
Lord Crump's Japanese name is "Pekedaa", but he is called "Kanbu" internally by the game. "Kanbu" is simply Japanese for "leader" or "executive." |
btl_hlp_kanbu2 |
『ペケダー』よ さいだいHPは『15』で |
It's "Lord Crump" Max HP "15." |
|
btl_hlp_gesso_left |
『左ゲソ』よ さいだいHPは『2』で モタモタしていると 二人とも いきなり 本体を こうげきできないから |
It's the "Left Tentacle" Max HP "2" モタモタしていると 二人とも いきなり 本体を こうげきできないから |
|
btl_hlp_gesso_right |
『右ゲソ』よ さいだいHPは『2』で モタモタしていると いっぱつ いきなり 本体を こうげきできないから |
It's a "Right Tentacle" Max HP "2" It can be defeated in いきなり 本体を こうげきできないから |
|
btl_hlp_kamec_bunsin |
『カメック』よ |
It's "Magikoopa" |
Bunsin 「分身」 is Japanese for "one's other self." |
btl_hlp_crimson_met |
アカメット |
Red Buzzy Beetle |
|
btl_hlp_crimson_patamet |
アカパタメット |
Red Parabuzzy |
|
btl_hlp_crimson_patatogemet |
アカパタトゲメット |
Red Spiked Parabuzzy |
|
btl_hlp_mario |
『マ~リオで~す』よ |
It's Maaario! |
|
btl_hlp_vivian_party |
『ビビアンで~す』よ |
It's "Vivian"! |
|
btl_hlp_faker_mario |
『本物のマリオ』よね? よく見ると マリオじゃないような・・・ |
Is this the real Mario? It doesn't look like Mario... |
|
btl_hlp_faker_mario_gra |
『本物のマリオ』よね? よく見ると マリオじゃないような・・・ |
Is this the real Mario? It doesn't look like Mario... |
|
btl_hlp_gundan_zako_group2 |
『ぐんだんザコしゅうだん』よ さいだいHPは『XX』で |
It's the "Stubborn Army Corps group" Max HP "XX" |
This is probably the group of X-Nauts that assists Lord Crump in Chapter 5. They are referred to as "gundan_zako_group" internally by the game. |
btl_hlp_gundan_zako_group3 |
『ぐんだんザコしゅうだん』よ さいだいHPは『XX』で |
It's the "Stubborn Army Corps group" Max HP "XX" |
|
btl_hlp_tentakc11 |
『モアモアの しょくしゅ』よ さいだいHPは『6』で |
It's "Smorg's Tentacle" Max HP "6" |
|
btl_hlp_tentakc12 |
『モアモアの しょくしゅ』よ さいだいHPは『7』で |
It's "Smorg's Tentacle" Max HP "7" |
|
btl_hlp_tentakc13 |
『モアモアの しょくしゅ』よ さいだいHPは『8』で |
It's "Smorg's Tentacle" Max HP "8" |
|
btl_hlp_hyper_bomhei |
『ハイパーボムへい』よ さいだいHPは『5』で おこっている時に こうげきすると ハンマーや コウラのように |
It's a "Hyper Bob-omb" Max HP "5" Careful! When it gets angry,
It will attack and explode! Use something like a hammer or shell, |
|
btl_hlp_ultra_bomhei |
『ウルトラボムへい』よ さいだいHPは『7』で おこっている時に こうげきすると ハンマーや コウラのように |
It's an "Ultra Bob-omb" Max HP "7" Careful! When it gets angry, Use something like a hammer or shell, |
|
menu_enemy_019 |
さいだいHP『?』 |
Max HP "?" |
|
menu_enemy_062 | ハイパーボムへい | Hyper Bob-omb | |
menu_enemy_063 | ウルトラボムへい | Ultra Bob-omb | |
menu_enemy_072 | マホマホのぶんしん | Dark Wizzerd's Doppelganger. | |
menu_enemy_087 | カメックぶんしん | Magikoopa Doppelganger | |
menu_enemy_105 | マジョリン2 | Beldam2 | |
menu_enemy_106 | マジョリン3 | Beldam3 | |
menu_enemy_109 | マリリン2 | Marilyn2 | |
menu_enemy_110 | マリリン3 | Marilyn3 | |
menu_enemy_113 | ビビアン2 | Vivian2 | |
menu_enemy_119 | しょくしゅ | Tentacle | |
menu_enemy_120 | しょくしゅ | Tentacle | |
menu_enemy_121 | しょくしゅ | Tentacle | |
menu_enemy_128 | だまされクリスチーヌ | Tricked Goombella | |
menu_enemy_129 | だまされノコタロウ | Tricked Koops | |
menu_enemy_130 | だまされヨッシー | Tricked Yoshi | |
menu_enemy_131 | だまされクラウダ | Tricked Flurrie | |
menu_enemy_133 | ほねづか | Bone Pile | |
menu_enemy_134 | コルテスクロウ | Cortez Hook | |
menu_enemy_135 | コルテスレイピア | Cortez Rapier | |
menu_enemy_136 | コルテスソード | Cortez Sword | |
menu_enemy_137 | コルテスサーベル | Cortez Saber | |
menu_enemy_138 | クリクリ5兄弟 | GoomGoom 5 Brothers | Apparently an early name for The Goomba Bros. |
menu_enemy_143 | ペケダー | Lord Crump | |
menu_enemy_145 | ペケダー | Lord Crump | |
menu_enemy_147 | たいぐんぐんだんいん | Large Army Corps Member | |
menu_enemy_148 | たいぐんぐんだんいん | Large Army Corps Member | |
menu_enemy_155 | きになるき | Worried Heart | |
menu_enemy_156 | Switch | ||
menu_enemy_157 | Test Character | ||
menu_enemy_158 | BOMBZO GLOBAL 1776 | ||
menu_enemy_159 | System | ||
menu_enemy_160 | Mario | ||
menu_enemy_161 | Shell | ||
menu_enemy_162 | Goombella | ||
menu_enemy_163 | Koops | ||
menu_enemy_164 | Yoshi | ||
menu_enemy_165 | Flurrie | ||
menu_enemy_166 | Vivian | ||
menu_enemy_167 | Bobbery | ||
menu_enemy_168 | Ms. Mowz | ||
menu_enemy_192 | アカメット | Red Buzzy Beetle | |
menu_enemy_193 | アカパタメット | Red Parabuzzy | |
menu_enemy_194 | アカパタトゲメット | Red Spiked Parabuzzy | |
Area/Object Tattles (global) Messages that Goombella would say if she tattles while standing by a significant object. | |||
obj_hlp_yuka_plane |
<keyxon> |
<keyxon> |
"Yuka" means "floor." |
obj_hlp_yuka_boat |
<keyxon> |
<keyxon> |
<keyxon> It's a boat panel |
help_A_access |
<keyxon> |
||
help_door_access |
<keyxon>
Hah! I'm not telling you my |
||
Luigi's Stories (global) An unknown group of messages that appear with Luigi's Stories | |||
gor_luigi1_00 |
やあ にいさん |
Hey big bro. |
|
gor_luigi2_00 |
やあ にいさん |
Hey big bro. |
|
gor_luigi3_00 |
やあ にいさん |
Hey big bro. |
|
gor_luigi4_00 |
やあ にいさん |
Hey big bro. |
|
gor_luigi5_00 |
やあ にいさん |
Hey big bro. |
|
gor_luigi6_00 |
やあ にいさん |
Hey big bro. |
|
gor_luigi7_00 |
やあ にいさん |
Hey big bro. |
|
Item and Badge Names (global) | |||
in_unknown_item | Invalid Item | ||
in_poisoned_cake | Poisoned Cake | ||
in_super_coin | Shine Sprite | ||
in_kairanban | Routing Slip | ||
in_star_stone | 星の石 | Stone of Stars | |
in_monte | Pianta | ||
in_teki_kyouka | Trade Off Japanese version: テキツヨクスルン |
||
in_cake | Cake | ||
in_kame_no_noroi | Koopa Curse Japanese version: カメののろい |
||
in_3kai_item | Triple Dip | ||
in_3kai_item_p | Triple Dip P | ||
Battle Commands (global) Menu commands during battle. "Run Away" is such a command in the final game. | |||
btl_cmd_op_wakeup | Rise | ||
btl_wn_3kai_item | Triple Dip | ||
btl_wn_sac_yukapera | ヒラヒラメクール | Fluttering Pages | "sac" in the internal name indicates that this was a Crystal Star attack. "Yukapera" means "floor flipping". |
btl_wn_sac_aud_ball | ラッキーボール | Lucky Ball | |
btl_wn_sac_deka_mario | デカマリオ | Huge Mario | Likely related to Huge. |
btl_wn_sac_heart_shoot | ハートシュート | Heart Shoot | |
btl_wn_sac_kagenui | カゲヌイ | Shadow Stitch | "Stitch" as in sewing. |
btl_wn_pnk_lv3 | コウラいっぱつ | Shell Hit | This may correspond with "msg_pnk_koura_ippatsu" above. |
btl_wn_pcr_search | しらべる | Investigate | Probably corresponds to "msg_pch_shiraberu" above. |
btl_wn_unknown_attack | Attack Test | ||
btl_wn_default_confuse_attack | Confuse Attack | ||
btl_wn_unknown_item | Unregistered Item | ||
Battle Debug Messages (global) Messages used in a debug menu during battles. | |||
btl_wn_debug_poison | Poisoned | ||
btl_wn_debug_sleep | Sleepy | ||
btl_wn_debug_stan | Stop | ||
btl_wn_debug_guruguru | Dizzy | ||
btl_wn_debug_confuse | Confused | ||
btl_wn_debug_biribiri | Stunned | ||
btl_wn_debug_dodge | Dodgy | ||
btl_wn_debug_fire | Burned | ||
btl_wn_debug_freeze | Frozen | ||
btl_wn_debug_big | Huge | ||
btl_wn_debug_small | Tiny | ||
btl_wn_debug_tuyotuyo | Strong | ||
btl_wn_debug_yowayowa | Weak | ||
btl_wn_debug_hard | Brave | ||
btl_wn_debug_soft | Soft | ||
btl_wn_debug_charge | Charged | ||
btl_wn_debug_charge9 | Charged 9 | ||
btl_wn_debug_trans | Invisible | ||
btl_wn_debug_quick | Swift | ||
btl_wn_debug_slow | Cursed | ||
btl_wn_debug_counter | Payback | ||
btl_wn_debug_regeneration_hp | Gradual HP | ||
btl_wn_debug_regeneration_fp | Gradual FP | ||
btl_wn_debug_allergy | Allergic | ||
btl_wn_debug_dead | Instant Death | ||
btl_wn_debug_iroiro | Change Parameters | "Iroiro" means "various." | |
btl_wn_debug_metya | Mess 'Em Up | "Metya" means "chaos." | |
btl_wn_debug_recover | Instant Tasty Tonic | ||
Enemy Names (global) Generally, if an enemy is encountered multiple times with different stats, they will have multiple entries in the enemy name table. Since Beldam and Marlyn each have four entries, (not listed below) and Vivian has 2, it can be inferred that the Shadow Sirens were intended to be fought four times (twice before Vivian defects to Mario's team) at one stage of development. | |||
btl_un_test | テストキャラ | Test Char. | |
btl_un_hyper_bomhei | Hyper Bob-omb | ||
btl_un_ultra_bomhei | Ultra Bob-omb | ||
btl_un_mecha_kuri | メカクリ | Mecha Goom | Incidentally the same as a Wario Land II boss. |
btl_un_mecha_kame | メカカメ | Mecha Turtle | |
btl_un_okorl | オコール | Okōru | Okoru means several things: to get angry, to scold, to be angular, to rise, to occur. Has an early texture file. |
btl_un_yowarl | ヨワール | Yowāru | Yowaru means "to weaken." Likely related to Okōru. |
btl_un_tuyonarl | ツヨナール | Tsuyonāru | Tsuyomaru means "to strengthen". Likely related to Okōru. |
btl_un_wanawana | ワナワナー | Wanawanā | Wanawana means "trembling with fear." Might be related to Chain-Chomp (Wanwan). |
btl_un_minarai_kamec | みならいカメック | Apprentice Magikoopa | Might be related to Toady. |
btl_un_heiho | ヘイホー | Shy Guy | |
btl_un_dancing_heiho | ダンシングヘイホー | Dancing Shy Guy | "Groove Guy" from Paper Mario. |
btl_un_fire_heiho | ファイアヘイホー | Fire Shy Guy | "Pyro Guy" from Paper Mario. |
btl_un_command_heiho | コマンドヘイホー | Command Shy Guy | "Spy Guy" from Paper Mario. |
btl_un_black_heiho | ブラックヘイホー | Black Shy Guy | "Anti Guy" from Paper Mario. |
btl_un_hatty | ハッチー | From hachi (bee) | "Bzzap!" from Paper Mario. |
btl_un_kohatty | コバッチー | Kobacchii | Li'l Bzzap! |
btl_un_ufo | キャッチャン | Kyacchan | "Sentinel" from Paper Mario. |
btl_un_gesso_left_arm | L. Tentacle | ||
btl_un_gesso_right_arm | R. Tentacle | ||
btl_un_powan | Pennington | ||
btl_un_fighter | Fighter | ||
btl_un_faker_mario | MASAOglobal1664 | Positioned in the ISO by Doopliss's name. "MASAO" means "deep blue; ghastly pale" | |
btl_un_faker_mario_gra | MASAOglobal1665 | ||
btl_un_kurikuri | Goomba Bros. | Possibly The Goomba Bros. as a single unit. | |
btl_un_tree | Odd Tree | ||
btl_un_switch | Switch | ||
btl_un_testnpc | TEST GLOBAL 1700 | ||
btl_un_bomzou | BOMBZO GLOBAL 1701 | ||
btl_un_system | System | ||
btl_un_mario | Mario | ||
btl_un_koura | Shell | ||
btl_un_sanders | Bobbery | In reality, all of Mario's partners are included in this block of names. However, the others are fought in game at other times. They have separate entries for these times. | |
btl_un_chuchurina | Ms. Mowz | ||
Badge Descriptions (global) | |||
menu_3kai_item |
Wear this to become able to |
||
msg_3kai_item |
During battle, become able to |
||
msg_3kai_item_p |
During battle, let your ally |
||
Miscellaneous (global) | |||
nok_01_for_E3 | To the Special Stage! | ||
msg_mcard_savefile_delete |
スロットAの メモリーカードの |
Slot A's Memory Card's |
|
msg_mcard_savefile_delete_finish | データを けしました | Data was deleted. | |
font_test |
ABCDEFGHIJKLM |
||
font_test1 |
abcdefghijklm |
||
Hooktail's Castle (gon_01) | |||
E3_stg1_gon_00_kur |
So, Hooktail Castle, huh? Well...<wait 250> It sure is ominous, |
||
E3_stg1_gon_00_nok |
Oh, man... Hooktail Castle... The stories were all true... By the way, Mario,<wait 250> the First, go in this building and Stand on the pedastal on the |
Oh, man... Hooktail Castle... The stories were all true... By the way, Mario,<wait 250> the First, go in this building and Stand on the pedastal on the |
A similar message is used in the final game, but it ends after "terrifying." |
Roguport (gor_02) | |||
johoyaperfect_08 |
やあ マリオ ほかにも いろいろと じょうほうは また なにか おもいだしておくから |
This is Grifty's text. | |
Twilight Trail (gra_02) | |||
stg4_gra_18 |
あれれ 店で 売るための やくそうを とりに |
||
Riverside Station Outside (hom_00) | |||
stg6_hom_01 |
トホホホ・・・ しかし マジョリンは つぎなる アンタも あきらめた方が しかし・・・ トホホホ・・・ |
||
ƒgƒ�ƒ“ |
トロンの ニセモノよ やっぱり ニセモノだったのね この人 |
Taron's Doppelganger As I expected, it was a fake |
One of Goombella's tattles. |
Pit of 100 Trials (jon_04) | |||
irai_30_008 |
<select 0 1 150 40> |
<select 0 1 150 40> |
The space in the word はい (yes) may simply be to make it and いいえ (no) take up the same amount of space. This has the opposite effect when translated, obviously. |
irai_30_009 |
|
||
Pit of 100 Trials (jon_06) | |||
jon_00 | Who dares approach me? | This is Hooktail's dialog, but it appears in the room where Bonetail is found. The reason for this is unknown. | |
jon_01 |
Hmm...<wait 250> So...you are friends I didn't expect more to come |
||
jon_02 |
That was foolish, I fear. |
||
jon_03 |
But you're so small. And you And the bottoms of your feet What I'll do is saute you |
||
Palace of Shadow (las_05) | |||
stg8_las_06_kur |
<dynamic 3> |
||
stg8_las_06_nok |
<dynamic 3> |
||
stg8_las_06_win |
<dynamic 3> |
||
stg8_las_06_yos |
<dynamic 3> |
||
stg8_las_06_viv |
<dynamic 3> |
||
stg8_las_06_bom |
<dynamic 3> |
||
stg8_las_06_chu |
<dynamic 3> |
||
Palace of Shadow (las_28) | |||
stg8_las_106_kur | あかないわ マリオ! | Don't open it, Mario! | This is the same line as phrased by each of Mario's seven partners. The differences in their styles of speech do not translate well. |
stg8_las_106_nok | マリオさん あきません! | Mr. Mario, don't open it! | |
stg8_las_106_win | マリオちゃん あかないわン! | Mario, dear, don't open it! | |
stg8_las_106_yos | ダメだ あかないぜ! | It's useless, don't open it! | |
stg8_las_106_viv | あかないわ マリオ! | Don't open it, Mario! | |
stg8_las_106_bom | マリオ あかないぞ! | Mario, don't open it! | |
stg8_las_106_chu | ひらきませんわ マリオ! | Don't open it, Mario! | |
Keelhaul Key (muj_00) | |||
stg5_muj_117_02 |
ひぃぃ~! |
Hiii! |
These would be said by two NPCs standing on the beach as Lord Crump fired his cannons. |
stg5_muj_117_03 |
メガネの ヤロウ~! |
That rascal in the glasses...! | |
koburon_12 |
<wave> |
<wave> |
Whacka's text. |
Keelhaul Key (muj_04) | |||
stg5_muj_28_01 |
なにを グズグズしている! コイツらは ワシに まかせろ! |
What's the holdup?! Trust me with this! |
|
Petalberg (nok_01) | |||
nok_01_aed_nok_01 |
Mario!<wait 250> I'm so glad I got to |
||
nok_01_aed_nok_02 |
So, you're off on another |
||
nok_01_aed_nok_03 |
<system> |
||
nok_01_aed_nok_04 | Come on! Let's go! | ||
Inner Poshley Sanctum (pik_03) | |||
stg6_pik_26 |
<system> |
The Garnet Star is no longer on the pedestal. |
There is an unused Tattle Log entry for the Fuzzy Horde: Max HP: 20 Attack: 1 Defense: 0 A completely crazy horde of Fuzzies that attack en masse. Basically, a swarm of scary blackness. While the Fuzzy Horde does have a log description in the remake, it is completely different.
Items[edit]
Badges[edit]
Name | Icon | BP needed | Effect/description | Item Hex |
---|---|---|---|---|
All or Nothing P | 4 | Hit action commands, up ally's attack. Fail, it goes to 0. Works as expected, similarly to Mario's All or Nothing, but for his partner. |
0109 | |
FP Drain P | 1 | Drops ally's attack by 1, but gain 1 FP per attack. Works as expected, similarly to Mario's FP Drain, but for his partner. |
012A | |
Happy Flower P | N/A | Would have likely allowed Mario's partner to occasionally restore 1 FP. (Most likely unused due to the fact that allies do not have separate FP) | N/A | |
Lucky Day P | 7 | When the ally's attacked, make foes miss more often. | 0130 | |
Mega Jump | 3 | Allows Mario to perform a more powerful jump attack that costs 6 FP. Having two or more of these takes up more FP, but increases damage in return. | 014C | |
Mega Quake | 4 | Allows Mario to perform a more powerful hammer attack that costs 7 FP. Having two or more of these takes up more FP, but increases damage in return. | 014E | |
Mega Smash | 1 | Allows Mario to perform a more powerful hammer attack that costs 6 FP. Having two or more of these takes up more FP, but increases damage in return. | 014D | |
Pity Flower P | 3 | When Mario's ally is attacked, it will occasionally recover 1 FP. | 0133 | |
Triple Dip | 6 | Allows Mario to use three items in one turn. "Triple Dip" and this icon are shown in battle under the Items menu if both Double Dip badges are worn. The BP cost is the same as equipping two Double Dip badges, but equipping Triple Dip only enables Triple Dip. | 0149 | |
Triple Dip P | N/A | Would have likely allowed Mario's partner to use up to three items in one turn. "Triple Dip P" and this icon are shown in battle under the Items menu if both Double Dip P badges are worn. The BP cost is the same as equipping two Double Dip P badges, but equipping Triple Dip P only enables Triple Dip P. | N/A | |
Invalid Item | 2 | Likely an early version of the Defend command that would have required a badge to use. | 014F | |
Invalid Item | 2 | Likely an early version of the Defend command for partners that would have required a badge to use. | 0150 | |
Super Charge | 2 | A recolored version of the Charge badge. Enables a "Super Charge" option in the Tactics menu, costing 2 FP to charge Mario's next attack by 2, making it a more expensive Charge badge for no extra benefit. This badge can be stacked, with additional copies increasing the charge power by 2, compared to additional Charge badges only increasing the charge power by 1. | 0151 | |
Super Charge P | 2 | A recolored version of the Charge P badge. Enables a "Super Charge" option in the Tactics menu, costing 2 FP to charge the partner's next attack by 2, making it a more expensive Charge P badge for no extra benefit. This badge can be stacked, with additional copies increasing the charge power by 2, compared to additional Charge P badges only increasing the charge power by 1. | 0152 | |
Debug Badge | 1 | Uses the Zap Tap badge icon. It makes Mario and his partner Superguard every time an enemy attacks and automatically activates all action commands and stylish moves, except for the special moves. It also makes the runaway meter full for Mario and partner. If Mario uses Power Bounce (or Goombella uses Multibonk), the move will continue until being forcibly capped (generally 5-10 bounces for bosses, or 9999 for normal enemies). | 014B | |
Lucky Start P | 2 | Looks exactly like the Lucky Start Badge. Intended to be "Lucky Start P", as when equipped it functions as Lucky Start for Mario's partner. Equipping both Lucky Start and this badge has the strange effect of not always granting Mario's partner a status effect. May be evidence that Lucky Start was originally going to cost 2 BP, as most partner versions of badges have the same BP cost as Mario's badges. | 014A | |
Unknown | N/A | Possibly early Ice Power or Ice Smash. | N/A |
References[edit]
- ^ TCRF. Proto:Paper Mario: The Thousand-Year Door/Text & Dialogue. The Cutting Room Floor]] (English). Retrieved July 2, 2024.
- ^ @PistonMiner (April 9, 2018, 9:06 AM.). Pressing XBRBYL on the title screen of Paper Mario TTYD enables debug mode, you can confirm by holding Z on the main menu to show the date the game was built. Also enables crash reports when the game crashes. I am not aware of anyone else who has discovered this in 13 years time.. Twitter (English). Retrieved April 11, 2018.
- ^ TCRF. Paper Mario: The Thousand-Year Door. The Cutting Room Floor (English). Retrieved July 2, 2024.
- ^ jdaster64/ttyd-utils. GitHub. Retrieved April 28, 2024.