User:Zaku/Sandbox
Sandbox details
My page for large edits or article creations, to ensure all parts are displayed as intended.
Text in blue is simply colored, I will correctly change them to links in the final version.
Current Projects
- Complicated Entries: Fishing Storage and Weapon Manipulation (List of Paper Mario: The Origami King glitches)
- Renovate the Whirlpool page
- Make stats table for Paper Mario: The Origami King similar to other games
Glitch Category Names
- Graphics
- Camera
- Audio
- Physics
- Out of bounds and clips
- Scripting
- Softlocks/Crashes/Freezes
- Battles
- Patched Glitches
- Sequence breaks
- Oversights
List of Paper Mario: The Origami King Glitches
Fishing storage
File:PMTOK Fishing Storage Glitch.png
Fishing storage allows the player to hold the fishing rod outside of the restriction of the docks. Due to how loading zones work, this glitch is limited to: Overlook Mountain, Shogun Studios, and Full Moon Island, as those areas have fishing spots. Despite this limitation, this glitch is very potent due to the fishing rod having collision while held by Mario, the ability to quit fishing while catching something, and the ability to return to the dock by pressing at any time, regardless of what actions are taking place.
Methods
There are multiple methods of initiating fishing storage, all of which involve teetering at a ledge and performing one of the following actions at the same time:
Digging with Professor Toad (see Partner duplication)
Reading the Sea Chart
Opening the Item Menu
Talking with Olivia
Effects
Mario relocating a Toad.
Mario clipping through the door to Big Sho Theater.
A Collectible Treasure suspended in midair.
Mario initiating a battle while using a Magic Circle.
Weapon slot manipulation
The section in memory that stores Mario's party members and the section that stores Mario's equipped weapons are only separated by 4 empty bytes. By gaining a fifth partner, partner information buffer overflows into the first slot of the equipped weapons section, which the game reinterprets as an item obtained at a certain point by Mario.
For example: if Kamek (P_KMK internally) joins as the fifth partner, "K" exceeds the 4 byte buffer and overwrites the first equipped weapon slot. This is reinterpreted as 76 when converted to a number, meaning the 76th item Mario obtained will replace his Basic Hammer. Any non-weapon equipped in this manner will not have associated attacks, so the game defaults to using a Mushroom, without consuming the item.
NOTE: This buffer overflow is what results in the game crashing or corrupting when gaining more than 4 partners.
Wrong turn number
When fighting a particular Goomba near the Sensor Lab in Picnic Road, if the player uses less than the given amount of ring moves and lets the timer run out while preparing the last move, this action carries over to Mario's next turn. Pressing will undo this action, giving one extra ring movement for that turn than intended. It is also possible for this action to solve the puzzle, however the game and Olivia will not recognize this until the player makes a move, and paying the audience will unsolve the puzzle.
When trying to flee from the Li'l Cutout Soldier battle on the stairs of Bowser's Castle mess hall, the game can give the player 1 less puzzle turn than intended. By paying the audience, Mario is left with an unfinished board and 0x moves. Finishing the layout will briefly show -1x moves.
Paper Mario: The Origami King bestiary
Item Drops
In Paper Mario: The Origami King, item drops are determined by an enemies assigned item drop set, a group of items that chosen at random to be dropped. There are 5* sets used in the game:
Set Name | Items |
---|---|
LV1 / LV2 / LV3 | |
Paper / Paper M / Paper L | |
Gold | |
BOOTS KURIBOO | |
MEKAKOOPA | |
BTL_ZAKO_ITEM_L UNUSED ? |
|
BTL_ZAKO_LV2: Stingby, Blooper, Pokey, Ninji, Boo, Spike, Buzzy Beetle, Snifit, Bone Goomba, Rocky Wrench, Scuttlebug, Crowber
BTL_ZAKO_LV3: Fire/Ice/Boomerang/Hammer/Sledge Bro, Chargin' Chuck, Snow Spike, Grass Ninji, Piranha Plant, Spike Top, Stone Spike, Sumo Bro
BTL_ZAKO_PAPER: Paragoomba
BTL_ZAKO_PAPER_M: Paratroopa, Jumping Piranha Plant, Nipper Plant, Li'l Cutout Soldier
BTL_ZAKO_PAPER_L: Ptooie, Big Cutout Soldier
BTL_ZAKO_BOOTS_KURIBOO: Shoe Goomba
BTL_ZAKO_MEKAKOOPA: Mechakoopa
Dry Bones do not drop anything
No. 07 | | Paragoomba |
---|
HP | 15 | Moves | Location(s) | ||||||
Type | Flying | Flyin' Headbonk (4), Group Headbonk (4 per Paragoomba), Foe Throw (9) | Overlook Mountain, Overlook Tower, Autumn Mountain, Club Island | ||||||
Role | |||||||||
Item drops | Small Bag of Confetti | ||||||||
Paragoombas transformed into origami. They’re pretty smug about those wings, but one stomp and they fall right off. |
Image Map Test
Whirlpool
History
Super Mario RPG: Legend of the Seven Stars
In Super Mario RPG: Legend of the Seven Stars, whirlpools appear in almost every underwater area. When Mario is sucked by one, he is taken to the bottom of the water, where the player can reach other areas. This is because Mario cannot dive underwater on his own. However, Mario cannot resurface by touching a whirlpool.
Super Mario series
Super Mario 64 / Super Mario 64 DS
A whirlpool appears in Super Mario 64 and its remake in Dire, Dire Docks. It appears in the middle of the first area, and if Mario, Yoshi, Luigi, or Wario goes near it, he is possibly sucked in and defeated instantly.
New Super Mario Bros.
In New Super Mario Bros., whirlpools appear only in World 6-5. If Mario gets trapped in one, the player must repeatedly press to avoid being sucked down, or else they lose a life. After a while, the whirlpool disappears, and Mario can pass by. However, one whirlpool allows Mario to access the level's third Star Coin.
Super Mario Galaxy
In Super Mario Galaxy, whirlpools appear in the Sea Slide Galaxy, the Bigmouth Galaxy, and the Deep Dark Galaxy. They are thin and have a dark blue color. They do not suck Mario but push him.
New Super Mario Bros. 2
Whirlpools reappear in New Super Mario Bros. 2, acting the same as they did in New Super Mario Bros. They appear only in World 3-2.
Mario Kart: Double Dash
Mario Party series
Mario Party
Whirlpools appear in Mario Party in Yoshi's Tropical Island, blocking a Pink Yoshi on the middle island.
Mario Party 6
Mario Party 7
Pearl Hunt
Mario Party DS
Mario Party 9
Blooper Beach and Ballistic Beach
Super Mario Party
Paper Mario series
Super Paper Mario
Paper Mario: Color Splash
Within the Violet Isles of Prism Island, Mario encounters a massive whirlpool at Vortex Island. This vortex is the namesake of the island and prevents access to the local Mini Paint Star until being subdued. Mario must access a special warp pipe and navigate the parallel world to reach a laundry room Washing Machine, the source of the vortex. Squeezing this Thing and completing the ensuing battle will cause the whirlpool to dissipate in both worlds, granting passage to Lighthouse Island.
Paper Mario: The Origami King
Eddy River and Water Vellumental
Mario & Luigi: Superstar Saga
Oho Ocean (nevermind this game contains waterspouts, slightly different from whirlpools apparently. Although the Water Vellumental uses "waterspouts" even though they are made of water not air)
PMTOK Mario's stats
Stat | Initial value | Max. value | Function | |
---|---|---|---|---|
0 | 9,999 | The amount of coins Mario currently has. | ||
100 | 600 | The amount of confetti Mario can carry, which increases after each streamer is destroyed. FIND ACTUAL ICON | ||
50 | 200 | The maximum amount of HP Mario can have. Each multiple of 20 HP reached increases damage by one. FIND ACTUAL ICON | ||
0 | 416 | The number of Toads Mario has rescued, visible after entering the Art Gallery. | ||
3 | 11 | The amount of damage Mario can do with the jump first strike. | ||
4 | 12 | The amount of damage Mario can do with the hammer first strike. |
Stats after each streamer
GET ICONS FOR STREAMERS AND CONFETTI!
Streamer destroyed | None | |||||
---|---|---|---|---|---|---|
Confetti capacity | 100 | 200 | 300 | 400 | 500 | 600 |
SPM character stats
Stat | Initial value | Max. value | Function | ||
---|---|---|---|---|---|
Flip Meter | A meter that ticks down each second that Mario is in 3-D, dealing 1 damage when depleted. | ||||
Level | 1 | 99 | Indicates the player's progress overall. Every LEVEL UP alternates between increasing health by 5 HP or increasing Attack by 1. | ||
Heart Points | 10 | 255 | Denote the character's health. HP dropping to zero results in a Game Over. | ||
Attack | 1 | 2 | 51 | 102 | The base damage a character can deal. |
Score | 0 | 999999999 | The total amount of points accumulated through the game. | ||
Next Level | 10000 | 999999999 | Indicates the score needed for the next Level up. | ||
Coins | 0 | 999 | Currency dropped by enemies, found in ? Blocks and other places. They are used to purchase items. | ||
Time Played | 00:00 | 99:59 | Measures for how long the player has played the game. It has no effect on gameplay. |