Super Paper Mario April 9, 2007 April 19, 2007 September 14, 2007 September 20, 2007 February 26, 2009 2010, 5 Perfect, See also. Super Paper Mario is a RPG-styled platformer developed by Intelligent Systems and published by Nintendo for the. The gameplay is similar to the classic Super Mario games, but with the aesthetic qualities of the series, RPG-like elements like character dialogue and puzzles, and a blend of 2D and 3D platforming. The player starts out with only Mario, but unlocks Princess Peach, Luigi, and even Bowser through the game, and can change between them at any time.
The game was originally planned for the in 2006, but Nintendo changed it to a Wii release due to declining GameCube sales. Contents. Emulation Information Bounding Box Slowdown on NVIDIA Cards NVIDIA cards are abnormally slow during bounding box effects even at very low internal resolutions when using D3D11. They get dramatically slower as the internal resolutions increase, even though comparable AMD graphics cards suffer no slowdown at all.
Oct 01, 2013 Showing off gameplay of Super Paper Mario for the Nintendo Wii using the Dolphin Wii / Gamecube emulator for Windows (version 4.0). With Dolphin you can play the best Wii. Sep 12, 2007 - [Wii].Super.Paper.Mario[PAL][MULTI5].torrent. Torrent Announce URL: Torrent has several backup.
This is due to Dolphin hitting a slow path on those graphics cards. It is recommended that supported NVIDIA users use OpenGL backends when playing games that require Bounding Box emulation to avoid that.
When Using Older Graphics Cards NVIDIA GeForce 400 series and newer, AMD/ATI Radeon HD 5000 series and newer, and Broadwell integrated GPUs (Intel HD Graphics 5300+) have the full suite of OpenGL and D3D features Dolphin needs for Bounding Box - a feature this game uses for many of its effects. Older GPUs (as well as all GPUs on MacOS) lack these features, however in a workaround was added to the OpenGL backend.
If you are using an older GPU on non-macOS computers, use OpenGL to avoid glitches and broken effects. Compatibility can be assumed to align with the indicated revisions.
However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. Please update as appropriate. Testing This title has been tested on the environments listed below: Test Entries Revision OS Version CPU GPU Result Tester 2.0 Windows 7 Intel Core 2 Duo @ 2GHz Intel GMA 965M Playable, decent speed (90-100% most of the time) r6541 Windows 7 AMD Athlon II x2 250 @ 3.1GHz NVIDIA GeForce 9600 GT Perfect (Full Speed) r6554 Windows 7 Intel Core i7-930 @ 3.8GHz NVIDIA GeForce GTX 580 Playable, full speed!
R6569 Windows 7 AMD Phenom II X2 550 @ 3.1GHz ATI Radeon HD 4850 Playable: 45-60FPS with DirectX 11 back-end, 2X AA and Recommended Configuration r7540 Windows 7 Intel Core 2 Duo E4500 @ 2.2GHz Intel GMA 945G Playable, 45-60FPS, some slowdowns in 3D dimension (25-45FPS) r7564 Windows Vista Intel Core 2 Duo E8400 @ 3.6GHz ATI Radeon HD 5770 Playable, 90-100%, Large areas: 55-70%.
Buffering Whenever uses Goombella's tattle ability outside of battle, all loading zones are deactivated. For unknown reason, there is a very small (only a few frames) window in which Mario can be moved directly before Goombella's textbox opens. Assuming Mario doesn't move while inside a loading zone outside of more Goombella Buffers, (Loading zones are not very thick.) Mario will have completely bypassed the loading zone and can now walk on the out of bounds seam of many rooms. Note that some loading zones have invisible walls around them, meaning that no more can be done once the loading zone is bypassed.
If this is not the case, then a variety of other tricks can be performed. Neutral Jumping As Mario walks throughout rooms, his partners follow him using ground based directional movement to essentially mimic his movement.
If Mario is stationary whenever he starts jumping, and he begins to move whilst in the air, this register is not updated, and the partner does not move. Though this isn't technically a glitch, it can be used to separate Mario from his partners, in order to perform a variety of other glitches. Delayed Goombella Buffer/Text Storage Though they may seem inconspicuous, Items can be used for a variety of glitches. Mario must have a full inventory to perform this glitch. By performing Neutral Jumps into an item while Goombella is Mario's active partner a Delayed Goombella Buffer can be performed to acquire Text Storage. After the Neutral Jumps are performed to separate Goombella from Mario, if Mario is directly next to the item, he can Goombella Buffer (Explained above) into the item. Because Goombella is separated from Mario, the text box's activation is delayed (Hence the name) and the item toss menu can be closed before the text box is activated.
This tricks the game into allowing enemies to move and NPCs to be interacted with. This is all done while Goombella is still talking. If an enemy is encountered, Goombella switched away from, and the battle is left, or a cutscene is activated to deactivate Goombella, Mario will be able to walk around while a text box is still activated, given it was kept open during this whole process. If the text box is closed, all partner's abilities can be used immediately afterwards, the most useful of which being Yoshi's. Yoshi Teleport When Text Storage is performed, a partner's ability can be used immediately after the text box is closed. Unlike using a partner's ability normally where they teleport to Mario, they use their ability from their coordinates.
When this is done with the Yoshi Kid, Mario will teleport to their Y-coordinate, essentially 'teleporting' to where Yoshi is, even if it is through a wall or under the floor. Death of Yux. If, or are defeated via the status ailment and with their (es) still active, the Mini-Yux(es) and shield continue to exist. The battle continues even if the Mini-Yux(es) are the only remaining enemies. It only ends after the Mini-Yux(es) are defeated. Disappearing Admiral Bobbery can be forced offscreen in this glitch. It can be used any time after Bobbery joins Mario's party.
In, the player should go anywhere near the gate right next to the passage above. Tossing him makes Bobbery go off the flipbook, and as long as Mario doesn't leave the area, talk to someone, or change partners, he will be walking alone. Speed Swapping Mario's vertical velocity is faster than his horizontal velocity. This faster vertical velocity can be stored for horizontal travel by jumping vertically at the onset of the jump, then swapping Mario's direction of travel horizontally a few frames afterwards, Mario's faster vertical velocity will be stored, and he will move faster than normal. This is possible in normal gameplay, but is mostly used in TAS runs of the game. It can also be used to solve some time based puzzles incorrectly, allowing for some somewhat interesting sequence breaks. Glitz Pit Out of Bounds When Mario accepts 's trouble at the, he should enter her office via the air duct connecting to the Champion's Room instead of talking to the security guard by the door.
When Mario exits the office via the door, the guard will remain squarely in front of it, and Mario will be forced backward out of the bounds of the area (even being able to walk off the edge of the level). Is that a question?! Koops stuck outside the inn This can be done at any moment after starts cooking for the player and with any partner. Sometimes, when the player enters the house when coming from West Rogueport, if they are fast enough, the door will shut behind Mario but the partner will stay outside.
If the player talks to Zess T., the partner will desperately jump trying to get in, but will stay outside until Mario exits the house. This glitch can also be done in most other buildings in Rogueport and. 's True Colors When Mario is solid purple after battling Doopliss, the player can change his picture on the menu screen back to normal by simply taking off or putting on a badge. The change is only temporary, though; when the player exits and re-enter the menu, Mario's picture will be purple again.
More of During the battle with, the player can make Ms. Mowz divide into three. When it says 'All direct attacks will be countered', the player will have to take out Ms. Mowz (If Mario already has her out, the player can just keep her out) and do the attack. After it's over, the game makes the player repeat the process but instead of the control stick being in the picture, the A button will be there. The player will have to do nothing. Mowz will divide in to three.
The real one goes back with Mario, the second one will stay by Grodus and the last one jumps behind him and runs in midair. Flurrie Super Slide By using 's ability as soon as a door is opened, Mario will be pushed away from the door very far, depending on how the player presses afterwards. This is used when entering houses as walls will temporarily loose their collision detection during the camera transition cutscene. Flurrie Super Sliding pushes Mario horizontally across the seam in the NTSC version of the game, and vertically in the Japanese Version.
Mowz: Master of Disguise There is a way to have Bobbery show up in Mario's Party before he actually joins Mario's Party. To do this, the player must have Ms. Mowz in their party, and she must not be alongside Mario at the time. If the player chooses a healing item, Bobbery will be in Ms. Mowz's spot on the list. Great Tree Softlock This can be done at any point in the game on any door with a switch nearby. After hitting the switch (the one that locks/unlocks the door) to lock the door, quickly open the door while it's still unlocked.
If done fast enough, the door opens and Mario goes through, his partner tries to go through the door, but fails. The game thinks that both Mario and his partner are still behind the unlocked door near the switch. The only way to end this glitch is to reset the console. Out of the picture.
During the fight with Rawk Hawk, if the player manages to a direct attack from Rawk Hawk when he has only 1 HP left, Rawk Hawk will be off the screen with his dialogue open. Stuck in the Stairs 1 In Hooktail Castle, the player need to go into the room with the reversing stairs. Yoshi Kid is required for this glitch, but first, the player must have Koops to hit the switch. Next, the player must get on top of the steps and use the Yoshi to hover to the switch.
Before just reaching the top, the player has to get as close to the wall as possible, instead of landing on the switch, but rather on the platform, right behind it, and then get in front of the switch, facing away from it, nearly dangling off the edge. The player needs to launch Koops' shell and hold it, and finally, jump off the platform with the switch, (but don't hit it), and stand at where the stairs previously were. Then Koops will hit the switch, reversing the stairs, and Mario will be inside the stairs. Mario will still be able to move and can escape simply by walking or jumping out. Stuck in the Stairs 2 There is an easier way to pull off the stair glitch as seen above.
The player will have to have the Ultra Hammer unlocked, however. Like before, the player will have to go to Hooktail Castle in the same room with the rotating stairs. With Koops, the player must hit the switch, thus rotating the stairs. The player needs to break the concrete blocks by using the Ultra Hammer. Now, facing away from the stairs, the player must launch Koops again. The player must now stand where the stairs previously were, and then let go of the X button.
This will cause Koops to hit the switch, thus putting Mario inside the stairs. Again, the player can escape by simply walking or jumping out.
Tail Fail If uses her Shade Fist move on a flying enemy while she is also, her 'tail' will graphicially glitch. Instead of extending as it normally does when she rises in the air, it will instead stay small as if she were still attached to the ground, while she is hovering in mid-air. Stuck under house In, the player needs to go to left side of Petalburg and head to the gate. Once the player gets there, they must not leave. Instead, they should go inside the house that is closest to the gate, and if it has a Toad in it, and a table near the door, then the player is in the right one. Now the player must go to the table and go in the corner, that is closest to the door, and make sure they have Koops out and then use Koops' ability in that corner, and he'll go under the house and stay there unless the player moves, as he can easily jump out. Hazard Respawn Glitch As Mario travels through rooms with hazards, they constantly update his respawn position in the case he makes contact with a hazard such as water.
This does not update unless Mario has been in contact with the ground for more than one frame in a location that would update his respawn location. If Mario makes contact with a hazard in a room in which he has not updated his respawn position, (i.e. He jumps into a hazard on the frame he enters a room.) Mario will simply fly out of the water, without being bitten by a mechanical. (Though he will still take damage.) He will then fall to coordinate (0,0,0) which is the center of the room. This can be used for a variety of sequence breaks, and minor speedrunning tactics.
Flying When in the hallway Mario should kick Koops and hold him at either end of the hallway. Mario should then walk to the opposite side of where Koops is, let go of him, and Koops can, for a split second, be seen flying down through the floor and out the bottom of the screen. Koops Splashing on Dry Land. The glitch performed on the emulator At the dock of, the player should stand on or near the bollard and use, holding so he remains in place. Without letting go of the button, the player should walk away so that Koops is offscreen, and talk to a character in the same area. When the player is done, Koops will respawn next to Mario.
There will be a splash animation even on dry land. This glitch also works in. Walking If Mario goes to and lures the first Paragoomba to one 'swoop' distance of the fence (not the one near the pipe), then goes behind the fence so the Paragoomba notices him.
If done correctly, the Paragoomba swoops down in front of the fence and gets stuck behind it. If not, the Paragoomba gets stuck in the air. If done correctly, standing on one side of the Paragoomba causes it to look normal. Standing on the other side causes the Paragoomba to spin in circles.
Glitch In any room with water in it, by using Ms. Mowz's ability directly next to the water and, in a similar manner to buffering, and closing Ms.
Mowz's text while is flying up into the air, it is possible to gain control of Mario while he is in the air, allowing some areas to be reached earlier than intended. These areas include the pipes to and, and the Panels in front of the. Glitch When the player first battles the two Bulky Bob-ombs in the room with the sluice gate in Pirate's Grotto, the Bulky Bob-ombs will only raise their attack and defense and will not light their fuses.
Once the player defeats them they will battle normally. as a Permanent Partner By using the Mowz Glitch or Hazard Respawn Glitch in the room with the large in Rogueport Sewers, it's possible to get Mario and co to Keehaul Key early. This will open up the blue pipe on the island that goes back to the sewers. Now, play until Flavio joins your team normally, and exit back to the sewers with the pipe, and he'll now never leave your party. Because of this, you can take him anywhere in any chapter and even finish the final boss and game with him still in your party. This even extends to the Peach and Bowser segments as well. Stuck on the top level (the inn) If Mario quickly runs from the Inn in Rogueport to the stairs, drops down from the top third step, and runs to the door, his partner stays on the second level.
To end the glitch, the player must use the partner's ability or leave the room. Invisible Roof If Mario Spring Jumps in the house with the Koopa on the east side of Rogueport on the top level near the dresser, Mario will hit an invisible obstacle and fall to the ground. References. Nintendo Unity. (February 4, 2015). Retrieved Sepember 30, 2016.