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 Mario RPG pages that are missing one
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 | ||||||
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
Paint
Sandbox | |
---|---|
First appearance | Paper Mario: Color Splash (2016) |
- “Paint adds beauty and life to the world!”
- —Huey, Paper Mario: Color Splash
Paint is a colorful substance which acts as the source of life and energy in Paper Mario: Color Splash. It is mainly produced in the Prisma Fountain by the Big Paint Stars, bringing color to all of Prism Island. Mario must harness paint to restore colorless areas, similar to his use of Confetti to repair Not-Bottomless Holes in Paper Mario: The Origami King.
Mario first sees the effects of paint being drained when Princess Peach and Toad visit his house with the blank Prisma Postal Toad. Upon investigating in Port Prisma, the town is seen faded with many colorless spots, causing affected objects to become unreactive and for characters to be drained of life or memory. Once Huey is awakened, he serves as Mario's paint supply and transforms his hammer into the Paint Hammer so that Mario can repaint the island. Notably Mario cannot splash paint from his hammer without Huey, as seen in Mustard Café.
Huey's capacity is indicated with a paint meter, featuring three columns for each primary color of red, blue, and yellow. Secondary colors are used by combining these paint reserves (e.g. green paint requires both blue and yellow paint). The meters are filled by blobs of paint acquired from environmental objects, dropped from defeated enemies, wrung out from squeezing Things, or simply found on the ground, while paint capacity can be increased by collecting Hammer Scraps. Paint blobs vary in size and color, shimmering every 1.5 seconds. Stepping into the rainbow paint of Prisma Fountain fully restores both Mario's paint and HP.
Paint, when handled haphazardly, can also pollute and corrupt through the formation of Black paint. This toxic substance formed when Bowser mixed the paint of Prism Fountain, possessing and transforming him into Black Bowser with plans to coat the world with mass-produced Black paint bombs. When found on the ground it deals 30 damage on contact, similar to Splotchy goop. Black Lava Bubbles can form from puddles of the paint while fighting Black Bowser.
In battles, paint increases the strength of Battle Cards, similar to using Flower Points for stronger attacks. Each card requires specific amounts and colors of paint to be used at full strength, but an unfinished or even uncolored card still has minimal effect in battle. Paint also indicates the amount of HP each enemy has left, where more damage results in the enemy being further drained of color starting at their feet. This replaces the typical health-bar indicator used in previous Paper Mario entries. Roy Koopa uses paint stolen from Mario in his battle to inflict status effects:
Color | Effect |
---|---|
Red | Inflicts Rage for one turn; Mario is enraged, while the music and gameplay speed up. |
Orange | Inflicts Self-conscious for one turn; Mario can only use fully-painted cards in this state. |
Yellow | Inflicts Rhythm for one turn; Mario begins to dance, and cannot play blue cards. |
Green | Inflicts Unmotivated for one turn; Mario has little energy, and the music and gameplay slow down. |
Blue | Inflicts Blue for one turn. Mario sits sadly and can only paint his Battle Cards with blue. |
Purple | Inflicts Poison for one turn; Mario will take 10 damage for every Battle Card used. |
Black | Heavily obscures the area/screen, causing all of Mario's attacks to miss. Can be removed using the Washing Machine. |
The Big Paint Stars reveal that paint has the power to communicate thoughts and memories between individuals telepathically, as demonstrated when Mario and Huey are shown the events that resulted in Port Prisma's attack. Paint is also consumed when pressing to Flip, a technique used inside the Green Energy Plant monitor to navigate the Super Mario Bros. 3-inspired locations with a 3D, isometric view.
Gallery
Mario splashing paint out of his Paint Hammer.
A Paint Guy with a bucket of red paint.
A Rainbow Road formed from the Big Paint Stars' paint.
Bowser mixes the paint in Prisma Fountain.