|Super Paper Mario|
|Release date(s)|| NA April 9, 2007|
JP April 19, 2007
EU September 14, 2007
AUS September 20, 2007
KO February 26, 2009
|Input methods||Wii Remote|
|GameIDs||R8PE01, R8PP01, R8PK01, R8PJ01|
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.
This game uses a feature known as "Bounding Box", which Dolphin typically uses Shader Storage Buffer Objects (SSBO) to emulate. This requires a NVIDIA GeForce 400 series or newer, a AMD/ATI Radeon HD 5000 series or newer, or a Intel Broadwell Integrated GPU (Intel HD 5300+) or newer and an operating system that supports OpenGL 4.3, D3D11, GLES 3.1, or Vulkan. On macOS, MoltenVK can be used to attain Vulkan support on the latest builds. If Bounding Box is not emulated correctly, the game will show severe graphical glitches and won't be playable to finish.
Because Dolphin has gone through many variants of Bounding Box support throughout its history, it may be possible for older graphics cards to use less accurate versions of Bounding Box present in older builds. On Android,or newer is required for Bounding Box to function at all when using OpenGL ES due to an unrelated bug. Please note that other driver issues can often cause issues with Bounding Box emulation, which can produce similar bugs to having no Bounding Box support whatsoever. In this case, updating drivers or using a different video backend may be your only recourse.
Disc images that have been converted to the NKit format will freeze when attempting to start a new game. This is a problem with NKit, not Dolphin. Converting the disc image back to a non-NKit disc image will fix the problem. See .
NVIDIA cards are abnormally slow during Bounding Box effects even at very low internal resolutions when using D3D11. They get dramatically slower as the internal resolution increase, even though comparable AMD graphics cards suffer no slowdown at all. This is due to Dolphin hitting a slow path on those graphics cards. It is recommended that supported NVIDIA users use other video backends when playing games that require Bounding Box emulation to avoid that. Resolved as of.
Dolphin may freeze completely when the Void takes over during Chapter 6-2, after the laughing Sammer Guy runs away. This issue has been present since at least 4.0. A workaround is to disable the Panic Handlers in Dolphin's main Configuration menu, under the Interface tab, while playing Chapter 6-2. This has been fixed in .
This title does not need non-default settings to run properly.
The graph below charts the compatibility with Super Paper Mario since Dolphin'srelease, listing revisions only where a compatibility change occurred.
This title has been tested on the environments listed below:
|Windows 7||Intel Core 2 Duo @ 2 GHz||Intel GMA 965M||Playable, decent speed (90-100% most of the time)|
|Windows 7||AMD Athlon II x2 250 @ 3.1 GHz||NVIDIA GeForce 9600 GT||Perfect (Full Speed)|
|Windows 7||Intel Core i7-930 @ 3.8 GHz||NVIDIA GeForce GTX 580||Playable, full speed!|
|Windows 7||AMD Phenom II X2 550 @ 3.1 GHz||ATI Radeon HD 4850||Playable: 45-60FPS with DirectX 11 back-end, 2X AA and Recommended Configuration|
|Windows 7||Intel Core 2 Duo E4500 @ 2.2 GHz||Intel GMA 945G||Playable, 45-60FPS, some slowdowns in 3D dimension (25-45FPS)||mbc07|
|Windows Vista||Intel Core 2 Duo E8400 @ 3.6 GHz||ATI Radeon HD 5770||Playable, 90-100%, Large areas: 55-70%. Using DirectX 11 back end, Recommended Configuration||Arthur117|
|Windows 7||AMD Phenom II P650 @ 2.6 GHz||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|
|Windows 7||AMD Phenom II X6 1090T @ 3.2 GHz||ATI Radeon HD 5700||Perfect Full speed||Hjenovah|
|Windows 7||Intel Core i3-2100 @ 3.1 GHz||ATI Radeon HD 5770||Perfect Full speed||Gobrin|
|Windows 7||AMD Phenom II x4 955 @ 3.2 GHz||AMD Radeon HD 6870||Perfect, full speed, use HLE audio to avoid slowdowns|
|Windows 7||Intel Core i5-2450M||AMD Radeon HD 7610M||Perfect Full speed||Chinmorph|
|Windows 7||Intel Core i7-3630QM @ 2.4 GHz||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|
|Windows 8.1||Intel Core i5-4200U @ 1.6 GHz||Intel HD Graphics 4400||Playable, tested with DX11 backend. 100% speed with slowdowns to 75% in large areas or with many enemies onscreen.||Bluefintuna|
|Windows 7||AMD Phenom II X4 965 @ 3.6 GHz||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|
|Mac OS X 10.11||Intel Core i5 @ 1.6 GHz||Intel HD Graphics 6000||Excellent, 60FPS 99.9% of the time. Brief choppiness here and there. Tested on Macbook Air 13" 2015.||byteandahalf|
|Mac OS X 10.10.2||Intel Core i7-4770HQ @ 2.2 GHz||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|
|Windows 8.1||Intel Core i5-3210M @ 2.5 GHz||NVIDIA GeForce 610M||Direct3D unstable and graphical glitches occur. OpenGL no issues.||wildgoosespeeder|
|Windows 10||Intel Core i7-4770k @ 4.2 GHz||NVIDIA GeForce GTX 960||60FPS steady but doesn't make it through the intro (Tried OGL/DX11/DX12 with same result)||yuGmooDehT|
|Windows 10||Intel Core i7-5820K||NVIDIA GeForce GTX 960||DX12 runs at 60 FPS in 4k but suffers some minor drops when flipping.Suffers major drops in the elevators at the beginning,||Brimaster2000|
|Windows 8.1||Intel Core i3-4030U||Intel HD Graphics 4400||Runs perfectly but animations won't bound with BG images if aspect ratio is "stretch to window". Sometimes, Pixls don't appear after going through doors, which when tried to switch to 3D, results in computer freeze.||SahilGagrai|
|Windows 7||Intel Celeron G1610 @2.6 GHz||Intel HD Graphics||Runs excellent, NEEDS bounding emulation and EFB to RAM. Runs 60 FPS using D3D11 (Reaching up to 80 disabling frame limits), but OGL runs way slower, 45-55 FPS. Native Resolution.||EblfIYH|
|Windows 10||AMD Ryzen 5 2400G @ 3.9 GHz||AMD Radeon RX Vega 11 IGP||Configuration: 720p, 2xSSAA, 2xAF and other optimal settings, game region JPN. Vulkan and D3D11 both give a constant 60FPS, except that Mario's switching between 2D and 3D could cause a slowdown to 40~. Perfectly playable in all. OpenGL is not tested.||amiboss|
|Windows 10||Intel Core i7 6700K @ 4.0 GHz||NVIDIA GeForce GTX 1080||Configuration: 1440p with Widescreen enabled, high res texture pack, and other enhancement settings. Game version USA Rev 0 (v 1.00). Vulkan works very well, consistent 60 FPS. Encountered an issue in Chapter 6-2 after the Mimi fight, when the Void takes over and the screen flashes white after the laughing Sammer guy runs away, Dolphin freezes. I was able to get around this by disabling Panic Handlers in the main Dolphin config.||hman360|