Super Paper Mario

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Super Paper Mario
SuperPaperMario.jpg
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 2009
SA 2010
Genre(s) Platform, Role-playing
Mode(s) Single-player
Input methods Wii Remote
Compatibility 5Stars5.pngEdit rating: Super Paper Mario
Perfect
GameIDs
See also...

Dolphin Forum thread
Open Issues
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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.

Glitched Transitions

Some transition effects and most paper flip animations won't work properly. Disable EFB Copies to Texture Only to prevent that. GPUs that don't support GL_ARB_shader_storage_buffer_object will have to switch to Direct3D backend or use older versions of Dolphin, 4.0-5124 or 4.0-5908. Refer to issue 8505.

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.

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5.0-21264 (current)
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Δ
Δ
Δ
Δ
2.0 (r5384)
Compatibility can be assumed to align with the indicated revisions. However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. Please update as appropriate.

Testing

This title has been tested on the environments listed below:

Test Entries
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

Gameplay Videos