Not only is it everything in the game, including unused dialogue, but it’s not a text file on Pastebin, GameFAQs or Github, but on its own website, at dialoguetree.net! This means, when its domain expires, it’ll be gone from the web. Maybe the Internet Archive can rescue it….
If you’re not familiar with it, Thousand-Year Door is widely regarded as the best of the Paper Mario games. Not only does it update the game system of the original Paper Mario with all kinds of new ideas, but it has a fairly brilliant story given its having to work with Mario lore, and it has hilarious writing and memorable characters. Super Paper Mario, that followed it, has its charms, but a somewhat lesser story. And after SPM, it seems Nintendo decided that they weren’t fond of the branching-off of Mario lore that the Paper Mario games was doing, so games after that didn’t have as much of their own continuity.
This is the game where Mario joins a pro wrestling federation as “The Great Gonzales,” where he solves a murder mystery on a train (with a particular NPC who is slightly menacing somehow!), and has one of the best uses of Luigi from among all the Mario games: while you’re on your journey to rescue Peach, it turns out that Luigi is on his own weird adventure, in the “Waffle Kingdom,” that you only find out about from talking with him. Luigi his own crazy partners that accompany him, who have their own opinions about his adventure. Here is the page on dialoguetree.net that lists that part of the script–needless to say, it is spoilers, and if you plan on playing TYD you probably should experience it there first.
Sundry Sunday is our weekly feature of fun gaming culture finds and videos, from across the years and even decades.
We linked a couple of weeks back to the Pirhana Plants on Parade music in an early level of Super Mario Wonder. Here are well-written and executed fan-made lyrics for the song, presented along with the level. It reads and sounds like something Nintendo’s own localizers might have made! Please enjoy:
Not to keep banging the drum about the new Mario game, but there are a number of what we might call “music levels” in the game, and a couple in particular fit in with the spirit of the day. Here they are: Pumpkin Party and A Night At Boo’s Opera (length: 3 minutes). This is an edited-down version of a 28-minute compilation of all of the game’s music sequences, on Youtube.
Codes are largely a forgotten element of video gaming. They started out as debug features that didn’t get removed before release, then they became easter eggs to reveal to favored players, ways to dispense unlockables, ways to provide extra difficulty balancing, and even publicity tools, before the age of DLC gave developers a way to profit off of bonus features. Why have players enter up-up-down-down-left-right-left-right when you could just sell them play advantages outright. I’m simplifying the situation a bit, sure, but I’m not simplifying by much.
Codes still exist, once in a while, but it seems like they’ve gone back to being development aids. One of them crept into New Super Mario Bros. Wii, but only becomes usable if the game crashes. The code is: Home, Minus, Plus, Minus, Plus, 1, 2, 1, 2, A. It brings up a scrollable register dump and stack trace, and other assorted information. It doesn’t let you continue playing. For players, it’s just a curiosity, but it’s a thing that is interesting.
There was apparently a leak of the upcoming Super Mario Bros Wonder game (the first hour of gameplay is here), and it has a terrific little sequence that makes me think it’s going to become highly memeable. The part that really makes it for me is the flowers’ comments. Here it is, edited down to just that sequence. Note that this is a spoiler, but it’s for only the second level of the a whole long game.
Because of the danger it’ll be taken down, I’m not uploading this to Youtube. Please enjoy, it’s about a minute long.
Much much later, in a secret world, there is a reprise of this idea, and it’s much harder. Warning you now, It’s a more significant spoiler, not for story reasons, but just for existing. It’s fun, but looks pretty hard! I got the video out of a much longer video, at 4 1/2 hours and showing off all of that secret world, here. This is just that level, at two minutes long:
On Romhack Thursdays, we bring you interesting finds from the world of game modifications.
It’s another video! And it’s Nintendo related! I bet you’re just thrilled!
This is one, however, is far from something the Big N would approve of. Snooplax goes into great detail in explaining the history of hacking Super Mario 64, the first 3D game to really have a substantial hacking scene–I don’t count things like DOOM, since to a degree it was made to be extensible. Nintendo never dreamed that people would do the things to the Mario 64 engine that they have, which has included optimizing it to the extent that it can run at 60 fps on original hardware!
Seeing all these hacks together in one video is rather inspiring. There’s been not one, but at least three, major Super Mario 64 level editors, with different degrees of flexibility and detail. What enthusiasts have done with the engine over the years is surprising, and there’s no end in sight, so please enjoy this look back at this prolific scene.
Let’s get the video embed out of the way first. Pow!
Super Mario Bros. 3 has two significant minigames (outside of two-player mode), and the inner workings of both are explained in this video.
In most worlds there are “Space Panels,” which provide a slot machine minigame for extra lives. If you’ve ever tried them, you might have noticed that it’s extremely difficult to win anything at it. Well, the video explains why that is: there’s a significant random element to stopping the wheels. In particular, the last wheel has so much randomness in when it actually stops that it’s actually completely random what it’ll stop on! So much for timing!
I have a theory (which I explain in a comment on that video) that the slot machine game was made so random because of the quality of the reward (it’s possible to earn up to five extra lives at it), and because they had played around with life-granting minigames before. Doki Doki Panic, which got reskinned for overseas markets at Super Mario Bros. 2, has a slot machine game, “Bonus Chance,” that appears after every level. With good timing and practice Bonus Chance can be mastered, earning up to five extra lives for every coin plucked in the level. I have managed to abuse that game to earn so many extra lives that the game ran out of numbers for the tens’ digit of the life counter, sending it into letters of the alphabet. There’s certainly no danger of that in Super Mario Bros. 3.
The second minigame has the player match cards from a grid of 24. Each pair of cards found earns a modest prize, from as little as 10 coins up to a single extra life. Most of the awards are powerups for the player’s inventory. The player gets two tries, but if they don’t clear the board it’ll carry over to the next time they play. Attempts at the card matching board appear every 80,000 points the player earns, making it the only Super Mario game to actually reward scoring lots of points.
The card matching game is one of the most interesting minigames in all of the Mario series. There’s only eight layouts for the cards, the second and fifth cards of the middle row are frequently both the 1UP card, and the last three cards on the bottom row are always Mushroom, Flower and Star, in that order. This means the minigame can be mastered, and even if you don’t memorize all eight layouts to deduce where the prizes are, knowing the three cards that never change usually means it won’t take more than two or three attempts to clear the board, netting lots of powerups.
Retro Game Mechanics Explained looks into why the card matching game works the way it does, and discovered some interesting things. There’s actually code in the game to do a much more thorough randomization of the cards, but it goes unutilized. The full details are in the video, but in summary:
The board always begins in the same state,
the last three cards on the bottom row are left unchanged, probably on purpose,
the first way the other cards are scrambled shifts them one space in sequence, and is only done one or three times, three times in total,
and the other method of scrambling them, which involves swapping around three specific cards, is done exactly once between each shift.
The only variation in the steps is from the choice of whether to shift once or thrice, each of those three times. Thus, there are only 23 possible layouts, that is, 8. There is a loop in there to potentially vary the number of times the cards are swapped (the second way to scramble the cards), but the way it’s written the loop is never used, and the cards are swapped only once each time.
All of the layouts for Maro 3’s card matching minigame, from the Nintendo Power guide. “The key is concentration” alludes to the traditional card game “Concentration,” which is played in a similar manner.
What I also find interesting is, this isn’t the only Nintendo to use a minigame that involves mixing up hidden prizes. Kid Icarus’ Treasure Rooms also have a limited number of layouts, which vary for each of the game’s three worlds. The player can open pots in the room to collect minor items, but if they open the wrong pot early, before opening all the others, they find the God of Poverty, and lose everything they’ve found. If they can save that pot for last, though, the final pot will instead contain a pretty good prize, which can even be a Credit Card item that cannot be obtained otherwise.
The way they’re designed, both Mario 3’s card-matching game and Kid Icarus’s Treasure Rooms have tells, specific spots that can be revealed to identify which of the limited number of boards that version of the game is using, and that the player can use to get all the prizes. Also, there are Nintendo-published guides that reveal all the layouts, in Nintendo Power for Kid Icarus (recounted on this charmingly old-school webpage), and the Nintendo Power guide for Super Mario Bros. 3 (on page 10), so Nintendo had to have been aware of the limited nature of the board layouts, and may have actually intended them to be defeated with a good strategy.
On Romhack Thursdays, we bring you interesting finds from the world of game modifications.
Some months ago there were the “Gigaleaks,” huge troves of internal Nintendo files and documents that revealed a lot about abandoned projects and the development history of popular games.
There was so much information in them that people are still discovering new details. One thing that was surprisingly overlooked was source code for the version of Super Mario Bros. included in the SNES remake within Super Mario All-Stars. The source contained quite a lot of interesting commented-out lines and other data, that seemed to indicate that it may have been a hacked-up version of the source to the original Super Mario Bros.
A lot (but not all!) of this has been covered on the Prerelease page for Super Mario Bros. on The Cutting Room Floor. You can go read about it there. There resides information on scrapped enemies and objects, weird modes and behaviors of existing objects, and lots of other curiosities.
For the 38th anniversary of the release of Super Mario Bros., Nimaginendo Games made a romhack that seeks to recreate many of these abandoned elements, and shows it off in a Youtube video. The hack can be downloaded from a link in the video’s description, but only for a little while! I should emphasize that it’s not a real prototype, but a speculative recreation based on information from the leaked source. It even has an older version of SMB’s title screen.
Extra! Did you know that an early working English title for Super Mario Bros. was Mario’s Adventure? And Nintendo of America even made a promotional flyer with that name! These images come from Flyer Fever:
I’m working on something big for you all, but it’ll take some time to get ready. So to free up time for working on that, here’s something I’ve been saving, a Youtube video exploring manga based on Nintendo characters, from the account of S Class Anime. Enjoy!
For some reason, the Hilton Atlanta’s public spaces were decorated with a Mario theme. Here’s some documentation:
Right about now is where I’d put in some pseudo-witty comment about this, but as I write this I’m still at the convention. I needed something fairly low effort to put up, and these pictures were already on my phone. This also explains the tuber-esque quality of the images. More photos tomorrow, probably!
There’s a playlist of the 51 (as of this writing) stars, and none of them have many hits right now. It’s possible that he does them in batches and just posts one a day, but that’s fine. It’s nice to just follow along at this pace.
Twinbeard hasn’t fallen prey to something I hate about the video internet, which I could complain of as TikTokification, but honestly there are people on TikTok who aren’t nearly as bad as some on Youtube. And Youtube was trending towards it anyway, with their often unwatchable Shorts section serving as just an extreme example of pre-existing trends. It may just be my advancing age, but I really really really dislike much of what I see on Shorts, and Twinbeard’s videos are a nice alternative to it.
On Romhack Thursdays, we bring you interesting finds from the world of game modifications.
Super Mario World is one of the most hacked games of all. There’s a whole website devoted to hacking it, SMWCentral. They do have Yoshi’s Island and Super Mario 64 hacks too, but SMW is the main attraction.
They’ve done a bunch of contests over the years, where different members compete in judged hacking competitions to make hacks to various criteria. In April they wrapped up their second “Questionable Level Design Contest,” QLDC. And the gimmick of the winner is… pretty special.
Please overlooked the glitchy title screen. In this one, the presentation isn’t the main attraction.
A long walkway to the right from the starting location.
What? Is this a troll hack? One that just makes you run everywhere and nothing ever really happens?
Hmm. This screen looks like it’s full of levels, but none of the circles or houses work. The object is to get to that red pipe.
You hold X or Y to run, or, as this screen mentions, don’t hold X or Y to not run. That Pirhana Plant is animated, and if you run into it while it’s in your way, you have to restart the screen. A fun gimmick, sure, but we’re just getting started.
In case you haven’t cottoned to the gimmick yet–there is no actual level. The whole game is played on a series of connected map screens. You’d think not a lot would be possible, but in this hack, Mario can actually “jump” on enemies if his feet touch them. On this screen, Bullet Bills enter from the right, and you have to use the curved paths, along with judicious running, to “stomp” them with the right timing. When you reach the OFF circles to the right you clear the green blocks, and then have to work your way back left to get to the pipe.
And on this screen, the Thwimps jump back and forth, and you have to avoid them as you pass around the screen. If you touch an enemy you don’t “die” so much as get sent back to the start.
Then you get to this screen, which is a remake of a portion of the first level, and you wonder how far they’re willing to go with this gimmick.
As it turns out, they’re (“they” being Faro and MM102) not even close to being done. This level introduces these Stars that, when you press A on them, cause Mario to do a spin jump. This jump, however, actually activates the standard SMW platforming engine. Mario can move around as if he were in a level. Here you have to use that jump to bounce off the Big Boo and land on the other Star, which puts you back into map travel mode and lets you go to the pipe. The following levels make extensive use of this feature, and there’s lots left to explore.
The creators made a playthrough video, embedded below (it’s about nine minutes), but they suggest that you try the hack yourself first. You can do what you want, but it’s a joy discovering how they unveil progressively crazier gimmicks as you go. Consider trying it our yourself first, if you have the mind and means.