List of Paper Mario glitches: Difference between revisions

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===Watt missing her sparks===
===Watt missing her sparks===
If [[Watt]] uses her Electro Shock on an enemy and it fails to do any damage, she will not have any lightning bolts emanating from her. This has been tested on fake Magikoopa clones and Bowser under the influence of the Star Rod.
If [[Watt]] uses her Electro Shock on an enemy and it fails to do any damage, she will not have any lightning bolts emanating from her. This has been tested on fake Magikoopa clones and Bowser under the influence of the Star Rod.
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===Happy Flower badge duplication===
On the east path of [[Flower Fields]], there is a set of three trees that will drop a Happy Flower badge when hit in the correct order. If the badge is left uncollected and the trees are hit again in the same order, another Happy Flower badge will spawn. This can be done repeatedly to spawn multiple Happy Flower badges. All can be collected (and will appear in the badge menu), but the game will function as if there is only one.<ref>[https://www.youtube.com/watch?v=XZt26Zu8Xpc "Paper Mario 64 - Happy Flower Badge Duplication Glitch"]. (January 17, 2022). ''YouTube.'' Retrieved January 17, 2022.</ref>
<gallery>
HappyFlowerDupeOverworld.png|Two Happy Flower badges on the overworld
HappyFlowerDupeMenu.png|Badge menu with two Happy Flower badges
</gallery>
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===Odd Key early===
===Odd Key early===
[[File:PM Odd Key Early.png|thumb|right|Mario obtains the Odd Key from the outside of the house.]]
[[File:PM Odd Key Early.png|thumb|Mario obtains the Odd Key from the outside of the house.]]
This glitch bypasses wall collisions and abuses Mario's hitbox when the [[hammer]] is used to obtain items. The player should go near the northeast corner of the house outside where the [[Odd Key]] is positioned, next to [[Tayce T.]]'s house. Mario should face east next to the east wall of the house in between Tayce T.'s house, [[Spin Dash]] without changing position, face west, and then use hammer, all before the spin finishes. If timed correctly, the hammer will ignore wall collision and extend into the house, obtaining the key. This glitch does not allow the player to [[List of Paper Mario glitches#Odd House early|enter the house early]], since the door can only be unlocked from the inside.<ref>Stryder7x. (September 23, 2018). [https://www.youtube.com/watch?v=GzprctIdCdg&t=4m6s Top 10 Mistakes in Paper Mario]. ''YouTube''. Retrieved December 5, 2021.</ref>
This glitch bypasses wall collisions and abuses Mario's hitbox when the [[hammer]] is used to obtain items. The player should go near the northeast corner of the house outside where the [[Odd Key]] is positioned, next to [[Tayce T.]]'s house. Mario should face east next to the east wall of the house in between Tayce T.'s house, [[Spin Dash]] without changing position, face west, and then use hammer, all before the spin finishes. If timed correctly, the hammer will ignore wall collision and extend into the house, obtaining the key. This glitch does not allow the player to [[List of Paper Mario glitches#Odd House early|enter the house early]], since the door can only be unlocked from the inside.<ref name=top10mistakes>Stryder7x. (September 23, 2018). [https://www.youtube.com/watch?v=GzprctIdCdg&t=4m6s Top 10 Mistakes in Paper Mario]. ''YouTube''. Retrieved December 5, 2021.</ref>
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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/>
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]].
After defeating Jr. Troopa, his post-defeat cutscene will play, the [[List of Paper Mario glitches#Cutscene counter underflow|cutscene counter will underflow]] to 255 (since the scene with Jr. Troopa was not properly initiated), 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====
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===Swim on land===
===Swim on land===
[[File:PM Sushie Swim on Land.png|thumb|left|Sushie swimming on land]]
In multiple areas, it is possible to glitch the game in a way that will result in Mario riding [[Sushie]] on land. Since the swimming state persists between maps, Mario and Sushie can swim to other areas as long as there is a loading zone leading to it. It is not possible to climb up slopes or go through doors or pipes in this state, but most obstacles can be bypass by diving under them or swimming out of bounds and going around them. Enemies will not chase Mario since they are programmed not to notice him while he is riding Sushie. Encountering an enemy, but finishing with Sushie still as the active party member will temporarily cancel the glitch, but it will reactivate after going through a loading zone. However, encountering three enemies in one room without changing screens will softlock the game, as the game [[List of Paper Mario glitches#Cutscene counter underflow|underflows the number of cutscenes that Mario is in]] due to the game not properly handling enemy encounters while riding Sushie. The glitch can be deactivated by returning to a dock or encountering an enemy, then switching Sushie for another partner.
To swim on land, the player must go to the very end of the snow in Shiver City, then jump and hold or repeatedly tap C Down. If done correctly, Sushie will land under the dock. Mario and Sushie can then swim anywhere, but can not enter pipes. The glitch ends when Mario goes back to the dock.


If Mario tries to go to Shiver Mountain, they will land in ice and cannot hit the switch, this can be remedied by swimming below the back wall and going around the switch. If Mario goes to the Frost Piranha-populated part of Shiver Snowfield, the slopes will not be easy to pass, requiring diving below the "water" in different places to try to get past. Going down the slope in this area makes it difficult to get out. Encountering an enemy, but finishing with Sushie still as the active party member will temporarily cancel the glitch, but it will reactivate after going through a loading zone. However, encountering three enemies in one room without changing screens will softlock the game, as the game underflows the number of cut scenes that Mario is in. This glitch can be used to skip the [[Scarf]] and the [[Bucket]] by swimming under the wall in which they are needed to get past. While it is not possible to get all the way to [[Crystal Palace]] using this glitch, multiple sequences can be skipped on the way. The glitch can then be deactivated by encountering an enemy, and switching [[Sushie]] for another partner.
====Shiver City====
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[[File:PM Sushie Swim on Land.png|thumb|left|Sushie swimming on land in Shiver City]]
In Shiver City, the player must run up against the upper edge of the dock in a way so that Mario is facing to the right but slowly moving left, then repeatedly press {{button|n64|Cdown}} until Mario boards Sushie. If done correctly, Sushie will land under the dock. If Mario tries to go to Shiver Mountain, they will land in ice and cannot hit the switch, this can be remedied by swimming below the back wall and going around the switch. If Mario goes to the Frost Piranha-populated part of Shiver Snowfield, the slopes will not be easy to pass, requiring diving below the "water" in different places to try to get past. Going down the slope in this area makes it difficult to get out. This glitch can be used to skip the [[Scarf]] and the [[Bucket]] by swimming under the wall in which they are needed to get past. While it is not possible to get all the way to [[Crystal Palace]] using this glitch, multiple sequences can be skipped on the way.
 
====Toad Town====
[[File:PM Toad Town swimming on land.png|thumb|Sushie swimming through the dock in Toad Town]]
On the dock by Toad Town's main gate, Mario must be positioned in a precise spot by running up against the bottom left corner of the dock, moving to the right, and tapping down for one frame. The player must then set Mario's internal direction to a precise downleft angle by spinning in place, holding downleft, and hammering. If done exactly right, when the player presses {{button|n64|Cdown}}, Mario will board Sushie and faze through the dock. Locations that can be explored in this state include all of Toad Town save for the area where [[Peach's Castle]] was, [[Goomba Road]], [[Goomba Village (location)|Goomba Village]], [[Pleasant Path]], [[Koopa Village]], [[Forever Forest]], and the town in [[Gusty Gulch]].<ref name=sgdq2023>Games Done Quick. (June 14, 2023). [https://youtu.be/6_s4pT-_Duo?t=6424  Paper Mario by Mx_4 in 1:58:58 - Summer Games Done Quick 2023]. ''YouTube''. Retrieved June 20, 2023.</ref> The [[Whale (character)|whale]]'s mouth can also be entered, but movement inside is heavily glitched and it is impossible to escape from it. [[Fuzzipede]] cannot be fought either, since Mario cannot interact with him without lighting up the room. Using sequence breaking glitches to manipulate the storyline position beforehand results in several glitches occurring during important events and cutscenes.
 
*After the Fuzzy hides in the trees behind Kooper's house, Mario will be standing on Sushie. This animation glitch ends upon diving or leaving the area. The minigame is impossible to complete since Mario cannot hammer while swimming.
*If [[Kent C. Koopa]] is present, he cannot be avoided by going out of bounds, since his dialogue is activated based on Mario's X coordinate. If Mario refuses to pay or offers to pay without having enough coins, Kent's dialogue will loop, since the game does not move him to the left after the dialogue ends like it does when Mario is on foot. There is a small window of time where Mario can barely move in between each dialogue activation, so the game is not softlocked.
*If the storyline position is past the point of obtaining the Super Boots and Jr. Troopa has not been fought yet, he will appear and fight Mario. This allows him to be fought out of bounds.
*If glitch is activated after the scene where Bow joins the party but before unlocking the gate to Gusty Gulch, Mario will be riding Bow when she orders the Boos to open the gate. After the scene is over, Mario will warp back on top of Sushie and their movement will be glitched until leaving the area.
*There is a slope at the start of the second part of the town in Gusty Gulch that pushes Mario back into the loading zone immediately upon entering. This can be avoided by repeatedly pressing {{button|n64|Cdown}} so Sushie dives as soon as the player gains control. The area after the town cannot be explored, because it pushes Mario back even if Sushie dives upon entry.
*During the scene with [[Stanley (Paper Mario)|Stanley]], when the game switches Bow in, Mario will be riding nothing. Upon being prompted to press {{button|n64|Cdown}}, nothing will happen, but the scene will otherwise play out as it normally does. After it ends, Mario will be stuck in midair, softlocking the game.
 
===Tree hitbox misplacement===
Trees can be shaken by hitting them with the hammer or using Bombette's field ability. Every tree in the game uses a completely separate hitbox for interacting with explosions, but two of the trees in Toad Town have their explosion hitboxes misplaced. The first is the tree south of the bridge that leads to Forever Forest, which has its hitbox mistakenly placed to the right of the tree, next to the river. The other is the tree that reveals the [[Playroom]] pipe. The tree itself has an X position of negative 265, but the bombing hitbox was accidentally given an X position of positive 265, causing it to be located behind the [[Li'l Oink]] Farm, near the egg dispenser.<ref name=top10mistakes/>


==Crashes==
==Crashes==
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===Shiver Snowfield letter crash===
===Shiver Snowfield letter crash===
[[File:PM Shiver Snowfield Letter Crash.png|thumb|right|TLB Exception On Store]]
[[File:PM Shiver Snowfield Letter Crash.png|thumb|TLB Exception On Store]]
The [[letter]] found in a tree in [[Shiver Snowfield]] can cause a crash if collected before it lands on the ground. The game uses an invisible [[Bumpty|penguin]] to determine the trajectory of the letter by mapping its coordinates to the penguin's position, but obtaining the letter before it reaches the ground causes the script to fail, resulting in a {{wp|translation lookaside buffer|TLB}} exception crash.<ref>Stryder7x. (October 19, 2017). [https://www.youtube.com/watch?v=f2juBeuFgOU Invisible Penguins Crash Paper Mario]. ''YouTube''. Retrieved January 27, 2023.</ref>
The [[letter]] found in a tree in [[Shiver Snowfield]] can cause a crash if collected before it lands on the ground. The game uses an invisible [[Bumpty|penguin]] to determine the trajectory of the letter by mapping its coordinates to the penguin's position, but obtaining the letter before it reaches the ground causes the script to fail, resulting in a {{wp|translation lookaside buffer|TLB}} exception crash.<ref>Stryder7x. (October 19, 2017). [https://www.youtube.com/watch?v=f2juBeuFgOU Invisible Penguins Crash Paper Mario]. ''YouTube''. Retrieved January 27, 2023.</ref>


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==Softlocks==
==Scripting==
===Peach warp softlock===
===Cutscene counter underflow===
By performing the [[List of Paper Mario glitches#Peach warp|Peach warp]] glitch in Chapter 8, Mario will trigger a Peach cutscene that does not exist. Bowser's Castle will simply float forever like at the beginning of each cutscene.
The game uses a counter to determine how many cutscenes Mario is in. When Mario enters a cutscene, the game increments the counter by 1 and locks Mario's movement. When the scene ends, the game drops the counter by 1, then unlocks Mario's movement if the counter is at 0. Examples of cutscenes include talking to NPCs, opening the item and partner menus, hitting a [[Save Block]], encountering an enemy, [[Ground Pound|Spin Jumping]] and [[Tornado Jump (move)|Tornado Jumping]], opening [[treasure chest]]s, and using most partner abilities, including riding [[Sushie]] and [[Lakilester]]. The counter is an unsigned byte, so it can be any number from 0 to 255. Normally, the counter would never reach anywhere near 255, but using certain glitches to end a cutscene without properly initiating it (meaning the counter drops without increasing first) causes the counter to underflow from 0 to 255.


===Trampoline softlock===
*In [[Mt. Lavalava]], jumping on the trampoline near the pillar where the [[Fire Shield]] badge is found begins a cutscene, sends Mario to another trampoline, which bounces him up to a Save Block and ends the cutscene upon landing. It is possible to drop off the ledge where the Save Block is and land on the second trampoline without using the first one. This ends a cutscene without starting one, underflowing the counter to 255. This can be repeated to reduce the counter to 254, 253, etc.
To perform this glitch, the player must go to the area in [[Mt. Lavalava]] with the Fire Shield badge. The player must use the trampolines to reach the area with the [[Save Block]]. Then, the player must fall off the left edge of the platform, bounce off the second trampoline only, jump under the Save Block and select the "Don't save" option. Mario becomes stuck until the game is reset.
*Performing the [[List of Paper Mario glitches#Rematch prologue Jr. Troopa|rematch prologue Jr. Troopa glitch]] activates Jr. Troopa's post-defeat dialogue after the battle, resulting in the counter underflowing at the end due to skipping the scene where Jr. Troopa introduces himself that normally precedes the battle.
*Initiating battles while [[List of Paper Mario glitches#swim on land|riding Sushie on land]] causes issues with the cutscene counter. Ordinarily when Mario encounters an enemy, the counter increments by 1 upon touching the enemy, then drops by 1 when the battle is over. Upon entering an enemy while riding a partner such as Parakarry or Lakilester, the counter drops by one upon entering the battle scene instead of after the battle. However, since Mario was never meant to get into battles while riding Sushie, doing so does not work properly. The counter will drop by 1 both upon entering the battle scene and after the battle, resulting in a net deficit of 1. Mario dismounts Sushie after the battle, but the game still thinks he is riding her, so getting into a second encounter will underflow the counter.


This happens because the springs use a cutscene to prevent Mario from falling off while jumping up them. When Mario hits the bottom spring, he enters a cutscene, increasing the cutscene counter by 1. When he hits the top spring, he leaves the cutscene, lowering it by 1. If only the top spring is hit, the count drops to -1 (underflowing to 255) cutscenes. Once the Save Block is hit, the cutscene counter glitches out and becomes confused, assuming the player is in a cutscene that will never end, meaning Mario cannot move and the game is softlocked.
After underflowing the counter, initiating any cutscenes will result in the game becoming softlocked after the scene ends, since the check to unlock the player's control over Mario fails due to the counter not being at 0. Transitioning between maps resets the counter, ending any glitches involving it.
 
====Save Block and text storage====
While the counter is at 255, Mario can jump towards a Save Block from nearby, then perform a well-timed Spin Jump or Tornado Jump as he brushes underneath the block. This increments the counter twice (from 255 to 1), then drops it back to 0 upon Mario landing. Since the counter is at 0, the check to unlock Mario's movement after landing succeeds. This gives the player the ability to control Mario while the Save Block is still active, allowing the player to save anywhere. The item and partner menus can be opened, and they can also be stored by closing the save prompt at the same time as selecting an item Mario cannot use on the field (such as a [[Snowman Doll]]) or selecting Mario's currently active partner.
 
Another way to store text while the counter is at 255 is to use Tattle or talk to an NPC immediately after unpausing. The counter is increased by 1 twice upon pausing and decreased by 1 twice upon unpausing, with a small window of time between the two increases and decreases. This means that when the game is paused while the counter is at 255, the counter briefly hits 0 after unpausing, unlocking Mario's movement slightly earlier than normal. If Tattle is used or an NPC conversation is initiated during this time frame, the player will be able to control Mario while the text is active.


==Scripting==
===Dark battle First Strike glitches===
===Dark battle First Strike glitches===
The player is highly incentivized to use Watt in dark rooms because of the inability to see or target enemies in the dark, and the cavern in Bowser's Castle in the only dark area in the game with regular enemy encounters, so the in-battle darkness mechanic is unpolished. As a result, [[First Strike|First Striking]] enemies in the dark with a partner is glitched, with the effects depending on the number of enemies in the battle. If there are two enemies, the enemy in the back will be targeted instead of the enemy in the front. If there are three enemies, Kooper or Bombette will appear to damage themselves, but they will not be immobilized afterward. If there are four enemies, the game will crash (Nintendo 64) or the First Strike will hit nothing (Virtual Console). First Striking with Mario works correctly.<ref name=basicbattle>Stryder7x. (October 25, 2019). [https://youtu.be/hsT2YvHIFb4?list=PL1B_rbTOEyI9SDv4UGyA4j9DEVxfQ3Lbe Basic Battle Mechanics are Broken]. ''YouTube''. Retrieved January 26, 2023.</ref>
The player is highly incentivized to use Watt in dark rooms because of the inability to see or target enemies in the dark, and the cavern in Bowser's Castle in the only dark area in the game with regular enemy encounters, so the in-battle darkness mechanic is unpolished. As a result, [[First Strike|First Striking]] enemies in the dark with a partner is glitched, with the effects depending on the number of enemies in the battle. If there are two enemies, the enemy in the back will be targeted instead of the enemy in the front. If there are three enemies, Kooper or Bombette will appear to damage themselves, but they will not be immobilized afterward. If there are four enemies, the game will crash (Nintendo 64) or the First Strike will hit nothing (Virtual Console). First Striking with Mario works correctly.<ref name=basicbattle>Stryder7x. (October 25, 2019). [https://youtu.be/hsT2YvHIFb4?list=PL1B_rbTOEyI9SDv4UGyA4j9DEVxfQ3Lbe Basic Battle Mechanics are Broken]. ''YouTube''. Retrieved January 26, 2023.</ref>
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===Dizzy Attack demo glitch===
===Dizzy Attack demo glitch===
If the player uses [[Dizzy Attack]] to start a battle, gets a Game Over on the first turn, then waits at the title screen for the demo to play, all battle scenarios in the demo will have the frontline enemy dazed. This causes the demo to get stuck during the [[Tubba Blubba]] scene. Tubba is intended to attack Mario, but is unable to due to being dazed.<ref name=basicbattle/>
If the player uses [[Dizzy Attack]] to start a battle, gets a Game Over on the first turn, then waits at the title screen for the demo to play, all battle scenarios in the demo will have the frontline enemy dazed. This causes the demo to get stuck during the [[Tubba Blubba]] scene. Tubba is intended to attack Mario, but is unable to due to being dazed.<ref name=basicbattle/>
===Electro Pop incorrect logic===
The [[Electro Pop]]'s description states that it replenishes 15 FP and, if used in battle, also electrifies Mario. However, the logic of the item if used in battle contains an error, as it instead sets Mario's FP to Mario's HP plus 15, which means Mario can actually ''lose'' FP from using the item if his current FP is at least 16 more than his current HP. The FP regain animation will still show "15" regardless of the amount actually restored.<ref>@Stryder7x (29 October 2019)[https://twitter.com/Stryder7x/status/1189137489623048192 Weird bug with the Electro Pop item found by @Rainchus...](Tweet) – via Twitter.</ref><ref>Fatguy703 (October 29, 2019). [https://www.youtube.com/watch?v=LUd5242Ghow The Sweet Lies of Paper Mario 64] ''YouTube''. Retrieved October 30, 2019.</ref> Outside battle, the Electro Pop works as normal, restoring 15 FP.


===Final Bowser cutscene glitch===
===Final Bowser cutscene glitch===
By using Goombario immediately when walking into the final Bowser cutscene, Mario's momentum is maintained and multiple text boxes will appear at once during the cutscene. By waiting for each set of animations to finish and then proceeding to the next text box, text can be progressed before the characters finish speaking.<ref>https://www.youtube.com/watch?v=DZira5gmn8o</ref>
By using Goombario immediately when walking into the final Bowser cutscene, Mario's momentum is maintained and multiple text boxes will appear at once during the cutscene. By waiting for each set of animations to finish and then proceeding to the next text box, text can be progressed before the characters finish speaking.<ref>https://www.youtube.com/watch?v=DZira5gmn8o</ref>
===Happy Flower badge duplication===
On the east path of [[Flower Fields]], there is a set of three trees that will drop a [[Happy Flower (badge)|Happy Flower]] badge when hit in the correct order. If the badge is left uncollected and the trees are hit again in the same order, another Happy Flower badge will spawn. This can be done repeatedly to spawn multiple Happy Flower badges. All can be collected (and will appear in the badge menu), but the game will function as if there is only one.<ref>[https://www.youtube.com/watch?v=XZt26Zu8Xpc "Paper Mario 64 - Happy Flower Badge Duplication Glitch"]. (January 17, 2022). ''YouTube.'' Retrieved January 17, 2022.</ref> If the badges are spawned repeatedly and left uncollected, the game will freeze at 57 hits in the Wii's [[Virtual Console]] release, and at 58 hits in the [[Nintendo 64 - Nintendo Switch Online]] release.
<gallery>
HappyFlowerDupeOverworld.png|Two Happy Flower badges on the overworld
HappyFlowerDupeMenu.png|Badge menu with two Happy Flower badges
</gallery>


===Key item overflow===
===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/>
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/>


===Save Block storage===
===Magical Seed duplication===
Text storage is useful for various glitches. The player should perform the [[List of Paper Mario glitches#Trampoline softlock|trampoline softlock]] up until hitting the Save Block. Instead of merely jumping into the block, Mario should jump towards the block from nearby, and perform a well-timed spin jump as Mario brushes underneath the block. This will allow Mario to move while the Save Block is still active, allowing the player to save anywhere. Text storage can also be used from this by opening the partner menu, and then selecting "Don't save" on the save menu, for other glitches.
This glitch allows the player to obtain multiple copies of the blue [[Magical Seed]]. To set it up, the player must perform the [[List of Paper Mario glitches#Swim on land|swim on land]] glitch on the dock by Toad Town's main gate. Mario and Sushie can then swim through Toad Town's rooms and enter [[Forever Forest]], then navigate to the [[Bub-ulb]]'s room by diving under the gates and scenery. After swimming to the Bub-ulb's room, the player must get into a battle with the [[Forest Fuzzy]], run away, encounter it again, switch to a different partner, then run away again. The Forest Fuzzy must only be encountered twice; if it is encountered a third time, the game will softlock upon ending the battle. When the player approaches the Bub-ulb, the speech bubble indicating that Mario can talk to someone will not appear, but he can still be talked to. Talking to him normally will softlock after the conversation is over, but by pausing the game and pressing {{button|n64|A}} immediately after unpausing the game, Mario will be able to move while talking to the Bub-ulb. These effects occur due to the game's [[List of Paper Mario glitches#Cutscene counter underflow|cutscene counter being glitched]] by encountering an enemy while riding Sushie. The player can then move Mario past the gates while the conversation is still ongoing. The gates must be opened twice; since Mario went past the gates without opening them, the game still thinks he is on the other side and moves him toward the center of the room the first time he uses the gates. Once Mario receives the Magical Seed, the player must leave the area without finishing talking to the Bub-ulb.
 
Due to Mario changing maps before the conversation finishes, the game fails to set the flag indicating that the Bub-ulb has already given Mario the Magical Seed. Therefore, upon reentering the room, the Bub-ulb will still be buried underground and waiting to give Mario the seed. This glitch can be repeated an infinite number of times. If three different seeds are planted in [[Minh T.]]'s garden, upon planting the fourth and final seed, the game does not check if that particular color of seed has already been planted before spawning the door to [[Flower Fields]]. Therefore, obtaining one of the other three seeds can be skipped by planting a duplicate blue seed as the final one. As a result, [[Mt. Lavalava]] can be skipped in its entirety, as the yellow seed obtained after completing Chapter 5 is not needed.<ref name=sgdq2023/>
<gallery>
PM Forever Forest swimming on land.png|Mario riding Sushie in Forever Forest
PM Bub-ulb talking far away.png|Mario is able to move around while talking to the Bub-ulb
PM Magical Seed glitch.png|Obtaining the Magical Seed far away from the Bub-ulb
PM three seed door.png|Spawning the door to Flower Fields without the yellow seed
</gallery>


==Sequence breaks and storyline sequence manipulation==
==Sequence breaks and storyline sequence manipulation==
Story progress in ''Paper Mario'' is determined by a single byte which the game updates when certain events occur, such as watching a cutscene, obtaining an important item, solving a puzzle, or defeating a boss.<ref>[https://docs.google.com/document/d/1wrIhXo5cQjnUC_RcW8gETNvN2LJHpeuriV2NhhSUBwc/edit Paper Mario Storyline Triggers]. ''Google Docs''. Retrieved January 9, 2023.</ref> These updates occur regardless of the file's current story position, so using sequence breaks to activate these storyline triggers earlier or later than intended effectively allows players to "time travel" to earlier or later chapters. For example, entering the [[whale]]'s mouth in Toad Town will set the game to the beginning of Chapter 5 when [[Fuzzipede]] is fought, even if Chapter 5 was already beaten, or the player has not beaten Chapter 4.
Story progress in ''Paper Mario'' is determined by a single byte which the game updates when certain events occur, such as watching a cutscene, obtaining an important item, solving a puzzle, or defeating a boss.<ref>[https://docs.google.com/document/d/1wrIhXo5cQjnUC_RcW8gETNvN2LJHpeuriV2NhhSUBwc/edit Paper Mario Storyline Triggers]. ''Google Docs''. Retrieved January 9, 2023.</ref> These updates occur regardless of the file's current story position, so using sequence breaks to activate these storyline triggers earlier or later than intended effectively allows players to "time travel" to earlier or later chapters. For example, entering the [[whale]]'s mouth in Toad Town will set the game to the beginning of Chapter 5 when [[Fuzzipede]] is fought, even if Chapter 5 was already beaten, or the player has not beaten Chapter 4.


Skipping ahead of chapters and returning to their locations will have them in a "completed" state, so puzzles will already be solved, bosses are considered defeated, and characters in the area will have their post-chapter dialogue when spoken to. For example, if [[Dry Dry Desert]] is visited for the first time in a post-Chapter 2 state, [[Kolorado]]'s camp will be gone, [[Dry Dry Ruins]] will already be revealed, and [[Tutankoopa]] will not be present in his boss room. However, Tutankoopa's warnings will still occur, since they are determined by flags rather than story progression. Locked doors and treasure chests are also typically controlled by flags, even if opening the chest itself is a storyline trigger. This allows certain key item chests such as the [[Super Hammer]] chest in Dry Dry Ruins and the [[Frying Pan]] chest in [[Shy Guy's Toy Box]] to function as once-per-save file methods of manipulating story progression.
Skipping ahead of chapters and returning to their locations will have them in a "completed" state, so puzzles will already be solved, bosses are considered defeated, and characters in the area will have their post-chapter dialogue when spoken to. For example, if [[Dry Dry Desert (Paper Mario)|Dry Dry Desert]] is visited for the first time in a post-Chapter 2 state, [[Kolorado]]'s camp will be gone, [[Dry Dry Ruins (Paper Mario)|Dry Dry Ruins]] will already be revealed, and [[Tutankoopa]] will not be present in his boss room. However, Tutankoopa's warnings will still occur, since they are determined by flags rather than story progression. Locked doors and treasure chests are also typically controlled by flags, even if opening the chest itself is a storyline trigger. This allows certain key item chests such as the [[Super Hammer]] chest in Dry Dry Ruins and the [[Frying Pan]] chest in [[Shy Guy's Toy Box]] to function as once-per-save file methods of manipulating story progression.


===Chapter 6 lockout===
===Chapter 6 lockout===
Though the planting of the [[Magical Seed]]s is controlled by flags, the presence of the door that leads to [[Flower Fields]] is dependent on story progress. Therefore, if all four seeds are planted to make the door appear, then story progress is reverted to a pre-Chapter 6 state, the door will be gone even though all four sets of flowers are present. This makes it impossible to reenter Chapter 6, since the only way to set the story progress to a point where the door will be present is to use the [[List of Paper Mario glitches#Peach warp|Peach warp]] glitch, which skips the chapter entirely.<ref name=top10crash>Stryder7x. (May 18, 2015). [https://youtu.be/V2phlJaOSe8?list=PL1B_rbTOEyI9N9U1v5-CTmeTvXTF7pCft Top 10 Game-Crashing Glitches in Paper Mario 64]. ''YouTube''. Retrieved January 14, 2023.</ref>
Though the planting of the [[Magical Seed]]s is controlled by flags, the presence of the door that leads to [[Flower Fields]] is dependent on story progress. Therefore, if all four seeds are planted to make the door appear, then story progress is reverted to a pre-Chapter 6 state, the door will be gone even though all four sets of flowers are present. This makes it impossible to reenter Chapter 6, since the only way to set the story progress to a point where the door will be present is to use the [[List of Paper Mario glitches#Peach warp|Peach warp]] glitch, which skips the chapter entirely. This can be circumvented by using a [[List of Paper Mario glitches#Magical Seed duplication|duplicate blue seed]] to spawn the door instead of planting all four colors.<ref name=top10crash>Stryder7x. (May 18, 2015). [https://youtu.be/V2phlJaOSe8?list=PL1B_rbTOEyI9N9U1v5-CTmeTvXTF7pCft Top 10 Game-Crashing Glitches in Paper Mario 64]. ''YouTube''. Retrieved January 14, 2023.</ref>


====Minh T. text glitch====
====Minh T. text glitch====
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Goompa does not appear in the out-of-battle party menu, so he can only be switched in using the in-battle party menu, where he has Kooper's icon and a blank description. If a [[Duplighost]] attempts to transform into Goompa, the [[Nintendo 64]] version will crash, but the [[Virtual Console]] versions will teleport Mario to the Duplighost's position and instantly defeat it. If there are still enemies left at the end of the turn, Mario will then battle from his new position and return to it after attacking.<ref name=top10battle>Stryder7x. (December 20, 2015). [https://youtu.be/Vl73z0dWGVU?list=PL1B_rbTOEyI9N9U1v5-CTmeTvXTF7pCft Top 10 Battle Glitches in Paper Mario 64]. ''YouTube''. Retrieved January 14, 2023.</ref>
Goompa does not appear in the out-of-battle party menu, so he can only be switched in using the in-battle party menu, where he has Kooper's icon and a blank description. If a [[Duplighost]] attempts to transform into Goompa, the [[Nintendo 64]] version will crash, but the [[Virtual Console]] versions will teleport Mario to the Duplighost's position and instantly defeat it. If there are still enemies left at the end of the turn, Mario will then battle from his new position and return to it after attacking.<ref name=top10battle>Stryder7x. (December 20, 2015). [https://youtu.be/Vl73z0dWGVU?list=PL1B_rbTOEyI9N9U1v5-CTmeTvXTF7pCft Top 10 Battle Glitches in Paper Mario 64]. ''YouTube''. Retrieved January 14, 2023.</ref>
====Super Block menu glitches====
====Super Block menu glitches====
Hitting a Super Block with only Goompa in the party results in unpredictable glitches whose effects depend on the game's dynamic allocated memory. The game may crash when attempting to open the party menu. Otherwise, it will open a glitched party menu with an invisible cursor and two glitched options. The game may display random text from the game, and the player may be unable to select anything. If the player is able to select something, choosing the first option softlocks the game. If the second option is chosen, the game will attempt to swap in a party member, reading an uninitialized byte of the game's dynamic memory as who the game should switch to. Only 11 out of 255 possible values correspond to valid party members, so the game is far more likely to crash than successfully switch a party member in. Theoretically, it would be possible to glitch [[Twink]] and [[Goombaria]] (who are normally only active alongside Peach and unused, respectively) into Mario's party this way, but the unpredictability of dynamic memory and inability to monitor it without hacking make this unfeasible. <ref>Stryder7x. (September 25, 2016). [https://youtu.be/_xGHFLwkQnc?list=PL1B_rbTOEyI8PM2XnKnw3NvbFdP7IpYM7 Potential "Obtain Any Partner" Glitch Explanation]. ''YouTube''. Retrieved January 14, 2023.</ref>
Hitting a Super Block with only Goompa in the party results in unpredictable glitches whose effects depend on the game's dynamic memory. The game may crash when attempting to open the party menu. Otherwise, it will open a glitched party menu with an invisible cursor and two glitched options. The game may display random text from the game, and the player may be unable to select anything. If the player is able to select something, choosing the first option softlocks the game. If the second option is chosen, the game will attempt to swap in a party member, reading a set of four uninitialized bytes of the game's dynamic memory as who the game should switch to. Only 11 out of 4,294,967,295 possible values correspond to valid party members, so the game is far more likely to crash than successfully switch a party member in. Theoretically, it would be possible to glitch [[Twink]] and [[Goombaria]] (who are normally only active alongside Peach and unused, respectively) into Mario's party this way, but the unpredictability of dynamic memory and inability to monitor it without hacking make this unfeasible.<ref>Stryder7x. (September 25, 2016). [https://youtu.be/_xGHFLwkQnc?list=PL1B_rbTOEyI8PM2XnKnw3NvbFdP7IpYM7 Potential "Obtain Any Partner" Glitch Explanation]. ''YouTube''. Retrieved January 14, 2023.</ref>


===Herringway visited early===
===Herringway visited early===
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===Odd House early===
===Odd House early===
By jumping at a precise spot on the wall of the Odd House next to where [[Tayce T.]] lives, then making a frame-perfect jump off that spot into the roof of the house (which has no collision), Mario can enter the Odd House early. Mario can then enter the pipe leading to [[Rip Cheato]]'s room in [[Toad Town Tunnels]]. Since the breakable wall that leads to Rip Cheato's room can be destroyed from the inside, this glitch can be used to skip to Chapter 5 as long as [[Bombette]] is in the party.<ref>Malleoz (March 9, 2015). [http://tasvideos.org/4587S.html Submission #4587: Malleoz's N64 Paper Mario in 1:30:40.15]. ''TASvideos''. Retrieved May 6, 2016.</ref>
By jumping at a precise spot on the wall of the [[Odd House]] next to where [[Tayce T.]] lives, then making a frame-perfect jump off that spot into the roof of the house (which has no collision), Mario can enter the Odd House early. Mario can then enter the pipe leading to [[Rip Cheato]]'s room in [[Toad Town Tunnels]]. Since the breakable wall that leads to Rip Cheato's room can be destroyed from the inside, this glitch can be used to skip to Chapter 5 as long as [[Bombette]] is in the party.<ref>Malleoz (March 9, 2015). [http://tasvideos.org/4587S.html Submission #4587: Malleoz's N64 Paper Mario in 1:30:40.15]. ''TASvideos''. Retrieved May 6, 2016.</ref>


===Peach intermission re-triggers===
===Peach intermission re-triggers===
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====Sushie method====
====Sushie method====
In Mt. Lavalava's zipline room, the player should perform the [[List of Paper Mario glitches#Save Block storage|Save Block storage]] glitch with Bombette active, then open the partner menu. They must make sure the save cursor is over "Don't save", but the partner selected is the one already out, to avoid closing the partner menu. The player must then press {{button|n64|a}}, which will allow Mario to move during the partner menu. Next, the player must use Bombette's field ability and, before she explodes, switch to Sushie and perform a Spin Jump or Tornado Jump (otherwise, the game will softlock). The player can then enter the loading zone, and Mario will be riding Sushie in the ground. This occurs because the game fails to clear the flag which indicates that a partner's field ability is being used as a result of switching partners mid-use. By carefully angling Sushie and bobbing down into the ground at certain points, Mario can progress to the end of the volcano to the eruption sequence. In the English version, the player must have Sushie dive at a precise moment upon entering the downhill [[Spiny Tromp]] room to avoid getting stuck.<ref>Stryder7x. (February 2, 2018). [http://www.youtube.com/watch?v=MClCaFkhRt0&t=2m26s Creating an "Impossible" Paper Mario Cartridge]. ''YouTube''. Retrieved January 26, 2023.</ref>
In Mt. Lavalava's zipline room, the player should perform the [[List of Paper Mario glitches#Save Block and text storage|Save Block storage]] glitch with Bombette active, then open the partner menu. They must make sure the save cursor is over "Don't save", but the partner selected is the one already out, to avoid closing the partner menu. The player must then press {{button|n64|a}}, which will allow Mario to move during the partner menu. Next, the player must use Bombette's field ability and, before she explodes, switch to Sushie and perform a Spin Jump or Tornado Jump (otherwise, the game will softlock). The player can then enter the loading zone, and Mario will be riding Sushie in the ground. This occurs because the game fails to clear the flag which indicates that a partner's field ability is being used as a result of switching partners mid-use. By carefully angling Sushie and bobbing down into the ground at certain points, Mario can progress to the end of the volcano to the eruption sequence. In the English version, the player must have Sushie dive at a precise moment upon entering the downhill [[Spiny Tromp]] room to avoid getting stuck.<ref>Stryder7x. (February 2, 2018). [http://www.youtube.com/watch?v=MClCaFkhRt0&t=2m26s Creating an "Impossible" Paper Mario Cartridge]. ''YouTube''. Retrieved January 26, 2023.</ref>


====Lakilester method====
====Lakilester method====
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===Record skip===
===Record skip===
[[File:PM Record Skip.png|thumb|Overlapping text resulting from talking to the Boo and opening the chest simultaneously]]
[[File:PM Record Skip.png|thumb|Overlapping text resulting from talking to the Boo and opening the chest simultaneously]]
It is possible to obtain the [[Weight]] in [[Boo's Mansion]] without using the [[Record]] to distract the Boo guarding it. With [[List of Paper Mario glitches#Bombette NPC pushing|Bombette NPC pushing]], the Boo can be slowly nudged away from the chest to the point that Mario can open it. Depending on positioning, the player may talk to the Boo and open the chest at the same time, which results in overlapping text boxes and the Boo's response to the weight being obtained ending prematurely if the player does not end the Boo's first dialogue quickly. If this happens, the Boo's text remains onscreen until Mario leaves the room. It is also possible to open the chest without pushing the Boo, though it is extremely precise.<ref name=ghostglitches/>
It is possible to obtain the [[Weight]] in [[Boo's Mansion]] without using the [[Record (Paper Mario)|Record]] to distract the Boo guarding it. With [[List of Paper Mario glitches#Bombette NPC pushing|Bombette NPC pushing]], the Boo can be slowly nudged away from the chest to the point that Mario can open it. Depending on positioning, the player may talk to the Boo and open the chest at the same time, which results in overlapping text boxes and the Boo's response to the weight being obtained ending prematurely if the player does not end the Boo's first dialogue quickly. If this happens, the Boo's text remains onscreen until Mario leaves the room. It is also possible to open the chest without pushing the Boo, though it is extremely precise.<ref name=ghostglitches/>


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.
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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>
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 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.
*The [[List of Paper Mario glitches#Cutscene counter underflow|cutscene counter underflows]] after Jr. Troopa finishes talking, meaning that all glitches associated with it can occur until 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.
*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.
*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.
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==External links==
==External links==
*[http://tasvideos.org/4587S.html Malleoz's ''Paper Mario'' {{hover|TAS|Tool-assisted speedrun}} submission at TASVideos], which explains lots of glitches used in his run.
*[http://tasvideos.org/4587S.html Malleoz's ''Paper Mario'' {{hover|TAS|Tool-assisted speedrun}} submission at TASVideos], which explains many glitches used in his run.


{{Glitches}}
{{Glitches}}
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