List of Paper Mario glitches: Difference between revisions

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===Disappearing Parakarry===
===Disappearing Parakarry===
At the bridge connecting Goomba Road and Toad Town, there is a glitch in which [[Parakarry]] can disappear for a couple of seconds. First, the player must walk down the staircase, then spin towards a corner with a bush. If this is done correctly, Parakarry should disappear for one or two seconds.
At the bridge connecting Goomba Road and Toad Town, there is a glitch in which [[Parakarry]] can disappear for a couple of seconds. First, the player must walk down the staircase, then spin towards a corner with a bush. If this is done correctly, Parakarry should disappear for one or two seconds.
===Kooper super jump===
When Mario falls out of bounds and flies back upward, the game stores his vertical momentum. If [[Shell Toss]] is used without falling or jumping in between, he will rise very high and fast before dropping back to the ground. If there is an item above him, he can pick up the item, and he will continue to gain height until the text box from obtaining the item is closed. By doing this, Mario can gain so much height that when he drops, he falls through the ground. On [[Nintendo 64]], if he is allowed to rise for roughly 30 seconds, the game crashes due to a floating point exception.<ref>Stryder7x. (November 2, 2017). [https://youtu.be/57pzBQFdSX8?list=PL1B_rbTOEyI8PM2XnKnw3NvbFdP7IpYM7 Kooper is Broken]. ''YouTube''. Retrieved January 16, 2023.</ref>


===Loading zone storage===
===Loading zone storage===
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===Out of bounds===
===Out of bounds===
[[File:PM Outofbounds.png|thumb|Mario and Kooper standing outside with the interior of the house still visible]]
[[File:PM Outofbounds.png|thumb|Mario and Kooper standing outside with the interior of the house still visible]]
This glitch makes it possible to move off the screen using small passageways, or a glitching [[trampoline]].
In ''Paper Mario'', there are many ways to get out of bounds. Out of bounds behavior works as follows: after falling far enough, the game checks if Mario is below collision. If he is, the game places him on that collision. If not, the game attempts to warp him to his last valid position. This behavior can be exploited to perform many glitches in the game.
 
Additionally, the game stores actors 1,000 units below a map's origin when it is not using them, so the player may see NPCs or enemies clustered together after falling out of bounds near the origin of a map. In some cases, it is possible to get into encounters with enemies and even bosses this way, despite boss battles normally only occurring during cutscenes. If a boss is battled this way, the game will incorrectly play the standard battle music instead of that boss's intended battle theme.


====Mario Bros.' House out of bounds====
====Mario Bros.' House out of bounds====
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The player must first progress through the game until they gain access to [[Harry's Shop]]'s storeroom. Next, they must use Parakarry next to the wheel to clip onto the back wall. The player must carefully navigate the back wall to the other end. Fortunately, falling into the out of bounds will cause Mario to return to the last solid spot he stood on. Once the player is successful and clips outside, it can be seen that only Harry Shop is visible, though the spring to [[Shy Guy's Toy Box]] will be visible if the player approaches the building containing it. In this state, entering a building other than the shop will keep it invisible and load any objects within. If Mario clips into the building to the left of the shop by navigating out of bounds however, the Toads inside will remain invisible. Exiting at this point will restore Toad Town's visibility but keep the shop in a broken state.
The player must first progress through the game until they gain access to [[Harry's Shop]]'s storeroom. Next, they must use Parakarry next to the wheel to clip onto the back wall. The player must carefully navigate the back wall to the other end. Fortunately, falling into the out of bounds will cause Mario to return to the last solid spot he stood on. Once the player is successful and clips outside, it can be seen that only Harry Shop is visible, though the spring to [[Shy Guy's Toy Box]] will be visible if the player approaches the building containing it. In this state, entering a building other than the shop will keep it invisible and load any objects within. If Mario clips into the building to the left of the shop by navigating out of bounds however, the Toads inside will remain invisible. Exiting at this point will restore Toad Town's visibility but keep the shop in a broken state.
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====Rematch prologue Jr. Troopa====
As prerequisites for this glitch, the player must not have obtained the [[Dolly]], and Mario's [[List of Paper Mario glitches#Key item overflow|key item inventory must be full]]. Once these conditions are met, the player must go to the area outside [[Jr. Troopa]]'s playground and perform loading zone storage jumps to skew Mario's angle when he enters the playground so he falls out of bounds. This is to store upward momentum for a [[List of Paper Mario glitches#Kooper super jump|Kooper super jump]], so the player must be careful not to accidentally make Mario jump during the following steps.
After knocking the Dolly out of the tree, the player must repeatedly pick it up and throw it (or another item) away. The goal is to get an item on top of the [[Save Block]], but the random trajectory of tossed items makes this step very luck-dependent. Once the item is on top of the Save Block, the player must position Mario under the block and press {{button|n64|Cdown}} to activate the Kooper super jump. Mario will pick up the item and the item toss prompt will appear. Until the player throws something away, Mario will continue to gain height. After waiting several seconds, closing the menu causes Mario to drop so fast that he fazes through the ground. Since Jr. Troopa is stored directly below the Save Block, Mario will encounter him shortly after falling out of bounds.
Since the battle is mostly scripted, glitchy behavior results from Mario having party members, upgrades, items, and badges that he would normally not have. Fire and explosive attacks will not KO Jr. Troopa even if they reduce his HP to 0. If Mario is [[electrified]], Jr. Troopa will get stuck in midair in front of Mario after attacking him. If Jr. Troopa's HP is at 0, he can be finished off by using status-inflicting moves and items on him, even ones he is normally immune to such as [[Fright Mask|Fright Jar]]s or [[Up & Away]]. If Mario is made intangible via a [[Repel Gel]] or [[Outta Sight]], Jr. Troopa's attack animation will be cut short when he tries to attack. Using Tattle on Jr. Troopa or finishing the battle with Lakilester active crashes the game.<ref name=top10battle/>
After defeating Jr. Troopa, his post-defeat cutscene will play and the story progress will be [[List of Paper Mario glitches#Retrigger prologue|reverted back to the prologue]].
====Toad Town out of bounds====
====Toad Town out of bounds====
To perform this glitch, the player must be in the central area of [[Toad Town]], near the gate leading to where [[Peach's Castle]] once was. When the yellow [[Toad (species)|Toad]] moving from one side to another stops at either side, Mario must spin in between the Toad and the ground, and then quickly hammer. Mario will then clip through the wall. The player can navigate through the ground by falling out of bounds, but then Mario will be warped to a valid position. Alternatively, instead of spinning and using the hammer, the player can do a [[Tornado Jump (move)|Tornado Jump]] with the [[Ultra Boots]] to clip through the wall.
To perform this glitch, the player must be in the central area of [[Toad Town]], near the gate leading to where [[Peach's Castle]] once was. When the yellow [[Toad (species)|Toad]] moving from one side to another stops at either side, Mario must spin in between the Toad and the ground, and then quickly hammer. Mario will then clip through the wall. The player can navigate through the ground by falling out of bounds, but then Mario will be warped to a valid position. Alternatively, instead of spinning and using the hammer, the player can do a [[Tornado Jump (move)|Tornado Jump]] with the [[Ultra Boots]] to clip through the wall.
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[[File:PM warehouse clip.gif|thumb|Mario and Lakilester clipping into the warehouse]]
[[File:PM warehouse clip.gif|thumb|Mario and Lakilester clipping into the warehouse]]
This glitch involves exploiting a flaw with the collision on the left corner of the warehouse in Shiver City. If Mario is positioned so he is slightly inside the corner and getting on Lakilester, he will clip inside the warehouse. This bypasses having to get the [[Warehouse Key]] from the frozen pond. The camera will stay outside the warehouse, so the player will not be able to see inside, but they can still reach the spring and enter Herringway's chimney. A side effect of this glitch is that the interior of Herringway's house will be completely dark when Mario enters. The interior will be briefly visible when Mario exits the house, but if he goes back in without leaving the map, it will be dark again. Talking to Herringway updates the game's story progress accordingly, so this glitch can be used to skip the first half of the penguin murder mystery.
This glitch involves exploiting a flaw with the collision on the left corner of the warehouse in Shiver City. If Mario is positioned so he is slightly inside the corner and getting on Lakilester, he will clip inside the warehouse. This bypasses having to get the [[Warehouse Key]] from the frozen pond. The camera will stay outside the warehouse, so the player will not be able to see inside, but they can still reach the spring and enter Herringway's chimney. A side effect of this glitch is that the interior of Herringway's house will be completely dark when Mario enters. The interior will be briefly visible when Mario exits the house, but if he goes back in without leaving the map, it will be dark again. Talking to Herringway updates the game's story progress accordingly, so this glitch can be used to skip the first half of the penguin murder mystery.
===Key item overflow===
The game's key item inventory limit of 32 is never reached during normal gameplay, but it can be filled by using sequence breaks to keep chapter-specific items that normally need to be removed from the inventory to progress (e.g. keys) or obtain multiple copies of key items acquired through story cutscenes such as the [[Jade Raven]] and the [[Ultra Stone]]. Once full, no more key items can be added to the inventory through chests or cutscenes. If Mario obtains a key item found by picking it up directly such as the [[Calculator]] or the [[Dolly]], the game prompts the player to either toss an item from their regular inventory to make room for the key item or throw the key item away. If the player makes room for the key item, it is then treated like a normal item. The player can check it into shops and even have Mario eat it, though this has no effect.<ref name=top10battle/>


===Odd House early===
===Odd House early===
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If this glitch is performed, Mario will be able to play the phonograph despite the Record never having been placed on it or even obtained. This is because the ability to play the phonograph is controlled not by the Record itself, but a storyline update that occurs when Mario places the Record. Opening the chest advances the story past that point, making the game think the Record was placed even though it never was. If Mario leaves the room and comes back, the Record will be visible on the phonograph as well. Additionally, going into the room where the Record is obtained will have it sitting in the middle of the room without having played the minigame due to the storyline position being past the point of the minigame's completion.
If this glitch is performed, Mario will be able to play the phonograph despite the Record never having been placed on it or even obtained. This is because the ability to play the phonograph is controlled not by the Record itself, but a storyline update that occurs when Mario places the Record. Opening the chest advances the story past that point, making the game think the Record was placed even though it never was. If Mario leaves the room and comes back, the Record will be visible on the phonograph as well. Additionally, going into the room where the Record is obtained will have it sitting in the middle of the room without having played the minigame due to the storyline position being past the point of the minigame's completion.
===Retrigger prologue===
This glitch is a side effect of performing the [[List of Paper Mario glitches#Rematch prologue Jr. Troopa|rematch prologue Jr. Troopa]] glitch. The game is programmed to activate Jr. Troopa's post-defeat cutscene and update the story immediately following the fight regardless of how it is triggered. Because of this, encountering him in an unintended way reverts the story progress back to the prologue. Several glitches and unusual behavior can occur as a result of having party members, items, and badges that he is not supposed to have this early in the game.<ref>Stryder7x. (September 9, 2015). [https://www.youtube.com/watch?v=etbFeoTEwTk Retrigger Prologue Glitch Compilation - Paper Mario 64]. ''YouTube''. Retrieved January 16, 2023.</ref>
*If the player is holding the Control Stick when the cutscene after the battle is over, then when Mario is respawned back in bounds, he will be frozen in a standing animation while moving. Stopping, performing actions such as jumping or hammering, and leaving the room end this glitch.
*If the item or party menus are opened while still in the playground, the game softlocks upon closing the menu. This glitch will only occur before Mario leaves the room.
*Attempting to enter Goomba Village from the back road with Kooper or Bombette as the active party member crashes the game, but switching to them after arriving in the village does not. Attempting to open the gate with Goombario active crashes the game when Goombario tries to unlock the door on Nintendo 64, but not on Virtual Console, where he simply turns invisible at certain points during the following cutscene. Parakarry, Bow, Watt, and Lakilester softlock the game when Mario examines the gate.
*The game will act as if Mario still has the [[Dolly]] and prompt the player to give it to Goombaria even if they threw the Dolly away. The game only checks if the Dolly was found, ignoring whether or not it is present in the inventory. If the player chooses "Yes", Mario will give her the Dolly despite it not being in the inventory at all. If the player chooses "No", the player will be unable to give it to her later, even if the player threw a regular item away to make room for the it, since the game will specifically check for the Dolly in the key item inventory. If a key item is removed from the inventory, the player can overfill the regular item inventory, throw the Dolly away, and pick it back up to add it to the key item inventory so they can give it to Goombaria.
*If the player accepts the badge tutorial, Mario's partner will turn into Goompa for the rest of the cutscene.
*Parakarry will not deliver letters in a prologue or Chapter 1 state. He will only deliver letters if the story is past the point of him joining the party.
*Having unintended upgrades and badges breaks the action command tutorial. Mario's first jump will be a normal jump regardless of which pair of boots he has. If Mario is wearing the [[Zap Tap]] badge, Goombario will get stuck in front of Mario much like Jr. Troopa. Having the Super Hammer or Ultra Hammer causes the action command to go abnormally fast, which glitches Twink's prompt to hold left. Holding left during Goombario's attack allows the player to proceed with the tutorial; the game will be stuck in a loop until the player does this. Some hammer badge moves, such as [[Hammer Throw]] and [[Smash Charge]], can also be used after the first hammer attack.
*The cutscene where the Star Spirits speak to Mario on Shooting Star Summit and the cutscene where Mario meets Kooper for the first time automatically switch Goombario in if he is not currently active, even though Mario normally does not have any other party members at these points in the game.
*The cutscene with [[Koover]] that normally plays upon first entering Koopa Village will not activate. Speaking with Koover activates his dialogue for after his shell is returned, then activates his cutscene dialogue, which leads to a Fuzzy stealing his shell like normal, though the Fuzzy will be invisible until the cutscene ends. Koover and the Fuzzy will not move. Additionally, any Koopa Troopas whose shells were returned to them previously will still have them.
*Having a full key item inventory causes a softlock after completing the Fuzzy minigame in Koopa Village. Since the game fails to add [[Kooper's Shell]] to the inventory, the game gets stuck in an endless loop of thinking that the player is refusing to give it to Kooper.
*If Mario activates the booby trapped [[? Block]] in Koopa Bros. Fortress while holding Watt, the game softlocks.
*The [[Bill Blaster]]s in Koopa Bros. Fortress are controlled by a flag, so they do not respawn if they were defeated previously.


===Star Spirit card fails to spawn===
===Star Spirit card fails to spawn===
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