Super Paper Mario Enemies

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(Source: Original TCRF research) Early Graphics Title ScreenPresent in the file spmario.tpl and identical to the final, with two exceptions:. 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.Player Graphics GameCube ModelWii ModelWhen 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 pwii(character). While most of the textures are identical barring the increased size, some images on the GameCube side weren't quite finished yet.GameCube ModelWii ModelThe handle on Peach's parasol is properly transparent in the Wii version.GameCube ModelWii ModelThe 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.GameCube ButtonsMore GameCube version remnants are in effect.tpl; specifically, button prompts for the A and B buttons of the GameCube controller.Squiglet EarlyFinalPresent in eoctar (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. Green BoomboxerFile Name: ebolbgThis 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.Purple MuthFile Name: emanm2This Muth is programmed into the game in the same fashion as the Green Boomboxer, but also has a few defense points.Shady Koopa and VariationsReturning from, 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 SpinyAn enemy which only starts attacking when approached and does so by seemingly homing on Mario. Has 1 HP and 2 attack.SpiniaFile Name: ehannyagAnother 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.SpuniaFile Name: ehannyapThe strongest, pink variation in the Spinia line has been left unused as well. Has 3 HP and 3 attack.Dark Atomic BooAn unused, unimplemented boss enemy from returns in the sequel.

Foto of Characters and Enemies for fans of Super Paper Mario 843267. Top Ten Mario Enemies The Top Ten Mario Enemies. 35 Dimentio Dimentio is an evil harlequin magician and the main antagonist of the 2007 Nintendo Wii video game known as 'Super Paper Mario'. One of his notable features is that he has created his own Dimension, known as Dimension D.

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 MariosWhatever 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 PuffRuff Puffs are used in Super Paper Mario, but have 15 HP.

This variation appears much earlier in the object list and only has 3. Guild wars 2 path of fire enemy of my enemy. Otherwise, it's identical.Gigantic Bombshell Bill BlasterThis invincible cannon 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 ShellHas the wrong tattle (Koopa Striker) and flies upward when hit.White/Green/Red MagikoopasSporting 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.Overworld UnderchompThis 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 CubeO'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. To do:Fly GuyFile Name: eheihopThe first of three unused Shy Guys, this one with a propeller on its back.Kamikaze GoombaFile Name: ekamikuriboAn odd black Goomba, its full name is found in its animation file. Given its name and appearance, it might have exploded on contact with the player.Monty MoleFile Name: echoropuA 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.Monty Moles would have attacked by throwing rocks and popping out of walls.Spear GuyFile Name: eheihoyFirst appearing in, 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.Stilt GuyFile Name: eheihotAnother cut character that appeared in Paper Mario, Stilt Guys are Shy Guys on, get this, stilts!Underchomp 2File Name: ewanwan3bAn 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.WigglerFile Name: ehanabody / ehanahedThis 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. To do:Blank KoopaThe files enokotekij and enokotekij2 have copies of the standard Koopa sprite with the color drained. These were likely used by the artists as a reference.Fracktail's HeadgearInterestingly, 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 trophy that uses the same model, the textures are still included. The textures are named zuntree, zunsyasiha, and zunyasinomi (the trunk, leaves, and coconut respectively). To do:Images.Every partner from and 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.Unused ItemsOf 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 that 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'. To do:Other unused text. Text formatting/css.The Underchomp ename122 The Underchompannaehelp122 That's the Underchomp.It's a three-headed Chompthat guards The Underwhere.Max HP is%d, Attack is%d, Defense is 10.

It'simmune to flames.Its Defense is high, so tryusing Cudge, Boomer, Thudley,or any special attack.The three Dorguys enjoyspringing this fearsome Chompon 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, ename123 to 127 are missing, with ename128 being being the Bald Cleft.Dimentio annaehelp247That's Dimentio.

He's a weirddimensional magician whoworks for Count Bleck.Max HP is%d and Attackis%d. Dimentio can flipbetween dimensions.He can also clone himself.Attacking his double won't doanything to him.Hit the real one, and thedouble will disappear. Then, hecan'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 annaehelp24701, which is presumably for the Castle Bleck fight in Chapter 8.Nastasia annaehelp280That's Nastasia, the count'sexecutive assistant. She hasserved him the longest.Without him, she is quitelonely, but she managesto go on in her new life.It is hard for me to see herlike this. I think I knowexactly 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. To do:Using an emulator/mods, test the Slim theoryIf 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 except, theoretically, Slim, and in Slim’s case the player would have to work in the mansion for countless hours and forego simply undertaking the vault heist, which no one would ever do normally. To do:Document these levels further.The game contains 9 unused maps. In the 'danxx' 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. (Source: Robotortoise) yubiThis file was created 'Tue Oct 07 21:'. It mentions 'ppPlaneShape1', 'pPlane1', and 'locator1'. It was also found in Paper Mario: The Thousand Year Door.Unused Error MessagesTwo errors message leftover from when Super Paper Mario was on the GameCube.An error has occurred.Turn the power off and refer tothe Nintendo GameCubeInstruction Bookletfor further instructionsThe GameCube 'fatal error' message can be found in different languages beside related used messages in boot.dol. (Source: RedBees) Unused Animations MarioMario's player model contains an unused side-view climbing animation. In-game, the player can only see the character from behind when climbing.

The other playable characters don't seem to have an equivalent animation. The use is confirmed by using a cheat to trick the game into switching back to 2D gameplay while next to the ladder in 3D. If you then climb the ladder before the camera has time to move to the 2D perspective, Mario will climb using this animation, while other characters will default to a fixed standing position as they do not have the proper animation. To do:Grab some screenshots. 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 appear wider than they should.

This doesn't happen when playing in 4:3. This scene was likely finished before development had moved to the Wii from the GameCube (though a demo exists of the fight, it skips over the intro, likely due to time purposes), and since most GameCube games play in 4:3 only, the same parameters were used in the 16:9 rendering mode, stretching the boxes. The same problem is present in Wracktail's intro as well, so they probably use the same files. 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. 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 for Bleck, since it matches his speech pattern and is preceded by him saying 'What. What's this?'

. The game also has the Spiny Cheep-Cheep and a lone fire-breathing Nipper (both found in World 7, 7-4 and 7-8 respectively). The Para-Beetles are only found in one level of World 5: 5-6, on the sky portion of the map. It seems they were planned to be in more levels, according to the screenshot of a deleted level on the box. There's also a green version in some of the levels.

The Fire Brothers are only encountered in a secret part of the World 2 map, carrying the third Warp Whistle, and as a solitary individual in one of the Hand Trap stages in World 8. The Angry Sun in an unnumbered stage of World 2 and World 8-2. The former also has a whirlwind-like obstacle that shows up nowhere else.:. Forest of Illusion 4 is the only level with Fishin' Lakitu, who taunts you with a 1-up mushroom on a fishing pole. If you grab the 1-up, the Lakitu will start throwing Spiny Eggs.

Despite its rarity, the fishing pole has since become an for Lakitus in spinoff games, most notably. There's also the Fishin' Boo, a ghost Lakitu that follows Mario with a blue flame on a fishing rod. It only appears for a short while in the first room of the Choco Island Ghost House.

The same stage also has a few Boos that turn into solid blocks when Mario looks at them. The Torpedo Teds of Soda Lake. It's a hidden level too (which leads to Star Road), and in fact one of the most well-hidden levels in the game, so it's likely the first time you'll see them is in the ending roll call. Bowser's Castle has three examples: The Ninji enemy from, which shows up in the last hallway. There are also Mechakoopas seen in one of the selectable paths (door 3), in the aforementioned last hallway, and during the final battle. Finally, there is a gold-colored Bowser statue in one of the selectable paths (door 7); unlike the common stone statue which shoots fireballs at Mario or Luigi, this one jumps towards them and cannot be stepped onto. The offscreen, random Bullet Bill generators that are in a few of the later athletic levels of the original return in Super Mario World.

There is actually a diagonal variant of the generated bullets in this game, but it appears only in one sublevel of Cheese Bridge Area. Said sublevel is not only a mere 4 screens long but contains no items of any kind, so unless you take an exceedingly long time getting across the moving platforms, it's not terribly unlikely that you'll see the bullets fire once the first time playing the game and then never again. In fact, there are three different variants of these generators in this game: the aforementioned, the basic horizontal ones, and one that spawns two horizontal and two vertical bullets.