Super Paper Mario

From Dolphin Emulator Wiki
Revision as of 02:07, 16 March 2014 by Bluefintuna (talk | contribs) (Testing)
Jump to: navigation, search
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
Genre(s) Platform, Role-playing
Mode(s) Single-player
Input methods Wii Remote
Compatibility 5Stars5.pngEdit rating: Super Paper Mario
GameIDs R8PE01, R8PP01, R8PK01, R8PJ01
See also...

Dolphin Forum thread
Open Issues
Search Google
Search Wikipedia

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.


Z-Order Issues with Heart Pillars

The DirectX backend has Z-Order issues with heart pillars. Use the OpenGL backend to avoid this.

Pal Pill

The little pals 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). This can be fixed by setting Bounding Box Calculation to On, but prior to 4.0-707 that must be disabled for Chapter 6.1: Sammer's Kingdom, or the game gets stuck when King Sammer calls "Vassals, to me!". Fixed in 4.0-707.


This title does not need non-default settings to run properly.

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.

5.0-12929 (current)
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.


This title has been tested on the environments listed below:

Template:Test EntryTemplate:Test Entry
Test Entries
Revision OS Version CPU GPU Result Tester
r6569 Windows 7 x64 AMD Phenom II X2 550 @ 3.1GHz ATI Radeon HD 4850 Playable: 45-60 FPS with DirectX 11 back-end, 2X AA and Recommended Configuration
^r6541 Windows 7 x86 AMD Athlon II x2 250 @ 3.1GHz nVidia GeForce 9600GT Perfect (Full Speed)
r7540 Windows 7 x64 Intel Core 2 Duo E4500 @ 2.2GHz Intel GMA 945G Playable, 45-60 FPS, some slowdowns in 3D dimension (25-45 FPS) Jhonn
r7564 Windows Vista x86 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 x64 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 x64 AMD Phenom II X6 1090T @ 3.2GHz ATI Radeon HD 5700 Perfect Full speed Hjenovah
3.0-228 Windows 7 x64 Intel Core i3-2100 @ 3.1GHz ATI Radeon HD 5770 Perfect Full speed Gobrin
3.0-681 Windows 7 x64 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 x64 Intel Core i5-2450M AMD Radeon HD 7610M Perfect Full speed Chinmorph
4.0.2 Windows 8.1 x64 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

Gameplay Videos