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Super Paper Mario
|Super Paper Mario|
|Genre(s)||Platform role-playing game|
|Input methods||Wii Remote|
|GameIDs||R8PE01, R8PP01, R8PK01, R8PJ01|
Super Paper Mario is a platform/console role-playing game developed by Intelligent Systems and published by Nintendo. Originally developed for the Nintendo Gamecube, it was released for the Wii. The style of gameplay is a combination of the previous Paper Mario titles and Super Mario Bros. titles. Unlike the RPG-style gameplay of previous Paper Mario games, the game combines platforming gameplay, RPG and puzzle elements. It is the third game in the Paper Mario series.
Save Game Glitch
Currently the game is non-functional as it fails to see save game data and will not create it. It starts up with "There is no save file in your Wii system memory. Do you want to create one?" but nothing will make it go forward, not even selecting "No."
- Black/flickering sprites when playing the game, entering pipes or doors and during any flipping effect. Refer .
- In DX11 plug-in Mario and Pixl can't be seen. (fixed in )
- When lots of characters and/or enemies are on screen at once, like the gombas in the intro, they won't show up, only their shadows.
Some users reported that buying items in shops doesn't work on earlier revisions. This could hinder you to proceed after chapter 2-1, as you need a fire burst, that can be get as a random enemy drop. However shops are working fine on recent revisions.
Regression on Recent Revisions
Earlier revisions suffered from disappearing Pixls, cutting sound effects and a crash during the intro. These were fixed, but new issues have occurred with DirectX 11 back-end in recent revisions, such as no Mario or Pixl on screen in 2D mode and some graphical problems and flickering that weren't in. The best revision to use currently is the Dolphin release or a version past .
On earlier revisions, Francis, the boss at the end of Chapter 3-4, couldn't be injured in any way, and referring to , the workaround on these revisions was disabling Dual Core mode. However this issue doesn't occur on recent revisions.
This title does not need non-default settings to run properly.
As the game barely uses the Wiimote, you can play with an Xbox 360 controller. This work fine until you got to the part in which you can use the Wiimote to get information on enemies, at which point the game refused to let you leave that mode.
The suggested set up for controls is to use the left trigger to enable the Wiimote (Use the "NOT" option when you right click and configure control, along with the hide, so it's hidden unless you press it), along with an analog stick to control the IR stuff. That way you hold the left trigger and aim with the analogue stick. You can also make the 1 and two buttons A OR Back and B OR Back, so that pressing back enables both, giving you the menu. Use the left thumb-stick to control the shake too. All this with sideways Wiimote on. This setup allows you to play happily with an Xbox 360 controller, and should let you use any controller.
The graph below charts the compatibility with Super Paper Mario since Dolphin'srelease, listing revisions only where a compatibility change occurred.