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)
- Expand on Paper Mario sections of the Trampoline page
- Expand on sections of the Party member page
- Add relevant information to the Magic brush page
- Collect information for Glowing Spot article
- Renovate sections of the Ladder page
- Add to tables for Super Paper Mario objects and obstacles
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
- World 2-3: Raises the water level
- World 2-4: Causes certain sand hills to form
- World 2-Castle: Causes certain sand trenches to form
- World 3-3: Disables currents
- World 3-Ghost House: Causes staircases to form over slopes, and causing certain Warp Doors to appear
- World 4-3: Disables currents
- World 4-Ghost House: Causes ? Blocks on strings to drop down
- World 4-Castle: Causes elevating platforms to appear to allow Mario to reach Mega Goomba
- World 5-C: Causes some Red Blocks to appear, one column after another
- World 7-Ghost House
- Causes certain Warp Doors to appear
- Causes certain lifts to appear
- World 8-2: Raises the water level
- World 8-Bowser's Castle
- Tilts certain parts of the level upside down
- Causes a certain lift to appear
Textbox Test
|
Hey, look, Mario! |
Obstacles
Name | Image | Description | Locations |
---|---|---|---|
Energy blocks/Purple volt |
Pure Hearts
The Pure Hearts are the principal collectibles in the game. Retrieving one marks the end of a chapter.
Pure Hearts | Location | Guarded by | Opens | Description |
---|---|---|---|---|
Red
|
Flipside | Merlon | ||
Orange
|
Yold Ruins | Merlumina Fracktail (boss) |
||
Yellow
|
Merlee's Basement | Merlee Mimi (boss) |
||
Green
|
Fort Francis | Tippi Francis (boss) |
||
Blue
|
Whoa Zone | Squirps Mr. L (boss) |
||
Indigo
|
Floro Caverns | King Croacus | ||
Violet
|
Sammer's Kingdom | King Sammer Mr. L (boss) |
||
White
|
The Overthere | Luvbi Bonechill (boss) |
Pushable Blocks
- This page is about movable blocks from various Super Mario games. For the obstacles from Super Mario Odyssey, see Push-Block.
Pushable blocks appear in multiple games across the Super Mario franchise as platforms which can be moved to various locations for the purpose of reaching areas that are too high, blocking or unblocking certain areas, and other puzzle-related situations. Typically, these blocks are pushed from the side to be nudged along the ground or given momentum when struck. This contrasts with the vast majority of blocks, which either cannot be repositioned directly by a given character or require influence from a switch to be moved.
History
Mario Kart series
Super Mario Kart
Ghost Valley 1, Ghost Valley 2, and Ghost Valley 3
Mario Kart: Super Circuit
Boo Lake and Broken Pier
Mario Kart Tour
Yoshi's Island series
Super Mario World 2: Yoshi's Island
In Super Mario World 2: Yoshi's Island, the Yoshis have the ability to push various objects along the ground, including Chomp Rocks, vases, and crates. There are also translucent platforms known as squishy blocks, which can be pushed left or right by Yoshi. Unlike other movable blocks, these compress when pushed against a wall, essentially raising the height of the platform. Conversely, ground pounding one results in the block flattening down and expanding outwards.
Yoshi's Island DS
Yoshi retains his ability to push against objects. Additionally Yoshi's Island DS features Magnet Blocks, which are typically moved by facing away so they are pulled towards Baby Wario's magnet. However, it is also possible to simply push against them as Yoshi.
Super Mario 64 / Super Mario 64 DS
In Super Mario 64 and the DS remake, metal crates[1] are large unbreakable blocks which can be pushed either to serve as platforms for reaching high-up objects, or to access secrets. A total of four appear throughout the levels: Three in Wet-Dry World and one at the beginning of Bowser in the Sky. A group of three metal crates are also found in an object test map of Super Mario 64 DS, where it is possible to break them using a Mushroom power-up.
Paper Mario series
Paper Mario
Blue blocks can be found throughout various areas of Paper Mario. They align on square grids and are typically involved with puzzles, i.e. to cover water spouts in Jade Jungle or access high-up objects and ledges. There are also Albino Dino statues at the end of the Crystal Palace, which can only be pushed in the direction that the figures are facing. This can be influenced by spinning the respective Albino Dinos on the other side of the room, which mirror the position and orientation of the statues. Finally there are large stone slabs in Bowser's Castle, which can be pushed to slide them across the ground and access openings in the walls behind them.
Super Paper Mario
In Super Paper Mario, two large stone blocks appear along the passage beneath the River Twygz. These function similarly to metal crates in Super Mario 64, sliding across the ground when pushed, however they are able to be pushed off ledges. These stones can be dropped to positions that help with navigating the area after using levers to control the water level. If the area is returned to after leaving, the positions of both blocks will be retained.
Super Princess Peach
Various levels of Super Princess Peach within Gleam Glacier feature pink blocks, which slide across ice when hit. This is accomplished by using the Gloom Vibe nearby, as the freezing temperatures causes Princess Peach's tears to solidify across the floor. Doing so will cause the block to shimmer with white circles fading in and out of the side. Attempting to push these blocks before the floor is iced will ___.
Wario: Master of Disguise
A Flower That's Drunk Up Power!. Wario can push crates, Blue and Red blocks.
Wario Land: Shake It!
During the events of Wario Land: Shake It! Wario visits Slipshod Slopes. Here, ice cubes will slide across the ground when struck by Wario's Dash Attack, transferring their momentum when colliding with other ice cubes. These icy blocks are used again in Freezing Fields, being involved in puzzles and navigating the area.
Mario Sports Mix
Smash Skate ice version, can push around ice block.
Mario & Luigi series
Mario & Luigi: Dream Team
Mario can push frozen blocks. Also can push crates affected by the Luiginoid Tornado. The Luiginary Propeller can aide Mario in pushing larger boxes and blocks.
Mario & Luigi: Paper Jam
Trio Drill puzzle in Mystery of Mount Brrr.
Mario + Rabbids series
In Mario + Rabbids Kingdom Battle, the controllable ally Beep-0 learns the Move ability after completing the Ancient Gardens. This ability allows him to press next to certain blocks to shove them aside to fill in gaps, open a path, or keep buttons pressed down. Players regain the ability to push blocks in Mario + Rabbids Sparks of Hope, again interacting with to push or pull blocks with more control via the rope handles on their sides. This is essential in multiple Quests.
Beep-0 can also perform the Wave Power with the help of Decibel. This ability sends out sonar waves by tapping , which can knock over or move large stone slabs featuring Cursya's symbol, though this is more of a triggered reaction rather than directly pushing objects.
Super Mario Odyssey
In Super Mario Odyssey, Mario is able to Capture many enemies, characters, and otherwise inanimate objects with the help of Cappy. This includes Ty-foos, which are capable of moving wooden blocks found along icy tracks in Snow Kingdom by blowing strong gusts of wind towards them. Mario can also capture Puzzle Parts to move them around a grid, as they are otherwise too large for him to push.
Super Mario Bros. Wonder
Within the Super Mario Bros Wonder level Secrets of Shova Mansion are various large blocks with wheels positioned at the bottom corners. These can be slowly pushed left or right by the player or by Shovas. The rolling blocks can be used as platforms, or moved to unblock passages or reveal obscured elements. Later in the course during the Wonder Flower segment, such blocks and even large stone walls can be pushed across the ground, despite the lack of wheels. The size of the blocks pushed and any objects on top of them do not impact the speed at which they are pushed, however attempting to oppose a Shova's push or push multiple stone columns at once will slow down the player. Holding down or using an Elephant Fruit will increase the speed at which the blocks are pushed.
See also
Names in other languages
Language | Name | Meaning |
---|---|---|
Japanese | 石ブロック Ishi Burokku 石のブロック (Super Paper Mario) Ishi No Burokku コンテナ[2] Kontena |
Stone Block Stone Block Container |