Super Paper Mario
Super Paper Mario | |
---|---|
Developer(s) | Intelligent Systems |
Publisher(s) | Nintendo |
Series | Paper Mario |
Platform(s) | Wii |
Release date(s) | NA April 9, 2007 JP April 19, 2007 EU September 14, 2007 AUS September 20, 2007 KO February 26, 2009 SA 2010 |
Genre(s) | Platform, Role-playing |
Mode(s) | Single-player |
Input methods | Wii Remote |
Compatibility | 5 Perfect |
GameIDs | |
See also... |
Dolphin Forum thread |
Super Paper Mario is a RPG-styled platformer developed by Intelligent Systems and published by Nintendo for the Wii. The gameplay is similar to the classic Super Mario games, but with the aesthetic qualities of the Paper Mario series, RPG-like elements like character dialogue and puzzles, and a blend of 2D and 3D platforming. The player starts out with only Mario, but unlocks Princess Peach, Luigi, and even Bowser through the game, and can change between them at any time.
The game was originally planned for the Nintendo GameCube in 2006, but Nintendo changed it to a Wii release due to declining GameCube sales.
Problems
Direct3D
Direct3D can sometimes cause this game to run slow and trigger panic handlers, leading to a crash. Use OpenGL to avoid this problem.
Bounding Box Issues
This game is very unstable under default graphical settings, ranging from graphic abnormalities to Pixls failing to follow Mario properly. Enable bounding box emulation to fix it.
Wii Remote Volume
A weird thing happens when turning down the speaker volume by the use of the HOME Menu in relation to Tippi/Tiptron's pointing ability. When the volume is at 0, the volume of Tippi/Tiptron's pointing sound effects are amplified instead of muted. When the volume is maxed out, the audio is barely audible. See issue 9061.
Template:SZ-Order Issues with Heart PillarsTemplate:/s
The Direct3D backend has Z-Order issues with heart pillars. Use the OpenGL backend to avoid this. Fixed in recent development builds.
Template:SPixlsTemplate:/s
The Pixls are only visible when you're moving or jumping. If you stand still they become invisible, until you start moving again. After moving through certain rooms (unknown which ones, or if it's just a certain amount), parts of them will be visible when you are still then that part will be cut out off when moving (i.e. the hat shows when idle, but not when moving). Fixed in 4.0-707.
Template:SFreeze at Chapter 6-1Template:/s
In Sammer's Kingdom, the game gets stuck when King Sammer say "Vassals, to me!". The workaround is disabling Bounding Box Emulation when in Chapter 6-1. Be sure to enable Bounding Box again after this chapter, otherwise you'll experience various minor graphical glitches. This freeze doesn't occur if you re-enter Chapter 6 after beating the game. Fixed in 4.0-3610.
Configuration
Only configuration options for the best compatibility where they deviate from defaults are listed.
Graphics
Config | Setting | Notes |
---|---|---|
Video Backend | OpenGL | Unstable under Direct3D |
Store EFB Copies to Texture Only | Off | Proper transition effects |
Disable Bounding Box | Off | Bounding box emulation needed for game stability |
Version Compatibility
The graph below charts the compatibility with Super Paper Mario since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.
Testing
This title has been tested on the environments listed below:
Test Entries | |||||
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Revision | OS | CPU | GPU | Result | Tester |
2.0 | Windows 7 | Intel Core 2 Duo @ 2GHz | Intel GMA 965M | Playable, decent speed (90-100% most of the time) | |
r6541 | Windows 7 | AMD Athlon II x2 250 @ 3.1GHz | NVIDIA GeForce 9600 GT | Perfect (Full Speed) | |
r6554 | Windows 7 | Intel Core i7-930 @ 3.8GHz | NVIDIA GeForce GTX 580 | Playable, full speed! | |
r6569 | Windows 7 | AMD Phenom II X2 550 @ 3.1GHz | ATI Radeon HD 4850 | Playable: 45-60FPS with DirectX 11 back-end, 2X AA and Recommended Configuration | |
r7540 | Windows 7 | Intel Core 2 Duo E4500 @ 2.2GHz | Intel GMA 945G | Playable, 45-60FPS, some slowdowns in 3D dimension (25-45FPS) | Jhonn |
r7564 | Windows Vista | Intel Core 2 Duo E8400 @ 3.6GHz | ATI Radeon HD 5770 | Playable, 90-100%, Large areas: 55-70%. Using DirectX 11 back end, Recommended Configuration | Arthur117 |
r7599 | Windows 7 | AMD Phenom II P650 @ 2.6GHz | ATI Mobility Radeon HD 4250 | Playable, Directx11 back-end, great speed 90-100% nearly all the time, there are quite a couple graphical glitches do not affect gameplay for most part | Jmankid |
3.0-198 | Windows 7 | AMD Phenom II X6 1090T @ 3.2GHz | ATI Radeon HD 5700 | Perfect Full speed | Hjenovah |
3.0-228 | Windows 7 | Intel Core i3-2100 @ 3.1GHz | ATI Radeon HD 5770 | Perfect Full speed | Gobrin |
3.0-681 | Windows 7 | AMD Phenom II x4 955 @ 3.2GHz | AMD Radeon HD 6870 | Perfect, full speed, use HLE audio to avoid slowdowns | |
3.0-766 | Windows 7 | Intel Core i5-2450M | AMD Radeon HD 7610M | Perfect Full speed | Chinmorph |
4.0 | Windows 7 | Intel Core i7-3630QM @ 2.4GHz | AMD Radeon HD 7610M | Perfect. 60FPS All the time even at 1080p 4.0 is the fastest build if you faced a slowdown use 3.5 also remember to set power plan to "High Performance" if needed. Setting: Direct3D11, Resolution: Auto (Window Size), OpenMP Enabled and DSP HLE with XAudio2 Backend. The game will freeze sometimes when using one of the latest builds, i can't remember which one tho. to avoid this use 4.0 at least. | Hardlord999 |
4.0.2 | Windows 8.1 | Intel Core i5-4200U @ 1.6GHz | Intel HD Graphics 4400 | Playable, tested with DX11 backend. 100% speed with slowdowns to 75% in large areas or with many enemies onscreen. | Bluefintuna |
4.0-1142 | Windows 7 | AMD Phenom II X4 965 @ 3.6GHz | NVIDIA GeForce GTX 660 Ti | Playable,mostly 60FPS, however the crash from Chapter 6-1 is back as of rev1142 or earlier. It can still be fixed by setting Bounding Box Calculation to off. | Gamecue |
4.0-5565 | Mac OS X 10.10.2 | Intel Core i7-4770HQ @ 2.2GHz | Intel Iris Pro | Playable, 60FPS, occasional drops, graphical glitches during transitions (even with EFB copies set to RAM), Tippi (and other Pixls, miniature Marios, etc) often invisible | Erdnaqwe |
4.0-8070 | Windows 8.1 | Intel Core i5-3210M @ 2.5GHz | NVIDIA GeForce 610M | Direct3D unstable and graphical glitches occur. OpenGL no issues. | wildgoosespeeder |
4.0-9281 | Windows 10 | Intel Core i7-4770k @ 4.2GHz | NVIDIA GeForce GTX 960 | 60FPS steady but doesn't make it through the intro (Tried OGL/DX11/DX12 with same result) | yuGmooDehT |
Gameplay Videos
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- Intelligent Systems (Developer)
- Nintendo (Publisher)
- Paper Mario (Series)
- North America (Release region)
- Japan (Release region)
- Europe (Release region)
- Australia (Release region)
- Korea (Release region)
- South America (Release region)
- 2007 (Initial release year)
- Platform (Genre)
- Role-playing (Genre)
- Single-player (Game mode)
- Single-player only (Game mode)
- 1 (Players supported)
- Wii Remote (Input supported)
- 5 stars (Rating)
- Video Backend (Config Required)
- Store EFB Copies to Texture Only (Config Required)
- Disable Bounding Box (Config Required)
- Tested On (Release): 2.0
- Tested On (OS): Windows
- Tested On (CPU): Intel
- Tested On (GPU): Intel
- Tested
- Tested On (CPU): AMD
- Tested On (GPU): NVIDIA
- Tested On (GPU): ATI
- Tested On (Release): 3.0
- Tested On (GPU): AMD
- Tested On (Release): 4.0
- Tested On (Release): 4.0.2
- Tested On (OS): macOS
- Untested for 10000+ revisions
- Wii games