User:Zaku/Sandbox

From the Super Mario Wiki, the Mario encyclopedia
Jump to navigationJump to search

Sandbox details

Hi there! My page for large edits or article creations, to ensure all parts are displayed as intended.
Text in blue is simply colored, I will correctly change them to links in the final version.

Current Projects

  • Complicated Entries: Fishing Storage and Weapon Manipulation (List of Paper Mario: The Origami King glitches)
  • Create page cataloging pushable blocks and figure out any and all official names for them
  • Expand on Paper Mario sections of the Trampoline page
  • Expand on sections of the Party member page
  • Add relevant information to the Magic brush page
  • Collect information for Glowing Spot article
  • Renovate sections of the Ladder page
  • Add to tables for Super Paper Mario objects and obstacles

Glitch Category Names

  • Graphics
  • Camera
  • Audio
  • Physics
  • Out of bounds and clips
  • Scripting
  • Softlocks/Crashes/Freezes
  • Battles
  • Patched Glitches
  • Sequence breaks
  • Oversights

List of Paper Mario: The Origami King Glitches

Fishing storage

Used in case of images missing from a section gallery, table, bestiary box, or certain infoboxes.
File:PMTOK Fishing Storage Glitch.png

Fishing storage allows the player to hold the fishing rod outside of the restriction of the docks. Due to how loading zones work, this glitch is limited to: Overlook Mountain, Shogun Studios, and Full Moon Island, as those areas have fishing spots. Despite this limitation, this glitch is very potent due to the fishing rod having collision while held by Mario, the ability to quit fishing while catching something, and the ability to return to the dock by pressing B Button at any time, regardless of what actions are taking place.

Methods

There are multiple methods of initiating fishing storage, all of which involve teetering at a ledge and performing one of the following actions at the same time:

Up Button Digging with Professor Toad (see Partner duplication)

L Button Reading the Sea Chart

Y Button Opening the Item Menu

X Button Talking with Olivia

Effects

Weapon slot manipulation

Used in case of images missing from a section gallery, table, bestiary box, or certain infoboxes.

The section in memory that stores Mario's party members and the section that stores Mario's equipped weapons are only separated by 4 empty bytes. By gaining a fifth partner, partner information buffer overflows into the first slot of the equipped weapons section, which the game reinterprets as an item obtained at a certain point by Mario.

For example: if Kamek (P_KMK internally) joins as the fifth partner, "K" exceeds the 4 byte buffer and overwrites the first equipped weapon slot. This is reinterpreted as 76 when converted to a number, meaning the 76th item Mario obtained will replace his Basic Hammer. Any non-weapon equipped in this manner will not have associated attacks, so the game defaults to using a Mushroom, without consuming the item.

NOTE: This buffer overflow is what results in the game crashing or corrupting when gaining more than 4 partners.

Wrong turn number

Used in case of images missing from a section gallery, table, bestiary box, or certain infoboxes.

When fighting a particular Goomba near the Sensor Lab in Picnic Road, if the player uses less than the given amount of ring moves and lets the timer run out while preparing the last move, this action carries over to Mario's next turn. Pressing B Button will undo this action, giving one extra ring movement for that turn than intended. It is also possible for this action to solve the puzzle, however the game and Olivia will not recognize this until the player makes a move, and paying the audience will unsolve the puzzle.

When trying to flee from the Li'l Cutout Soldier battle on the stairs of Bowser's Castle mess hall, the game can give the player 1 less puzzle turn than intended. By paying the audience, Mario is left with an unfinished board and 0x moves. Finishing the layout will briefly show -1x moves.

Paper Mario: The Origami King bestiary

Item Drops

In Paper Mario: The Origami King, item drops are determined by an enemies assigned item drop set, a group of items that chosen at random to be dropped. There are 5* sets used in the game:

Set Name Items
LV1 / LV2 / LV3 Coin 10-Coin Mushroom
An icon from Paper Mario: The Origami King.
Paper / Paper M / Paper L Coin 10-Coin Confetti (in increasingly high amounts)
An icon from Paper Mario: The Origami King.
Gold Coin 10-Coin 100-Coin
An icon from Paper Mario: The Origami King.
BOOTS KURIBOO Flashy Boots Flashy Iron Boots Legendary Boots Legendary Iron Boots
An icon from Paper Mario: The Origami King.
MEKAKOOPA Coin bag
An icon from Paper Mario: The Origami King.
BTL_ZAKO_ITEM_L

UNUSED ?
Coin 10-Coin Lamination Suit
An icon from Paper Mario: The Origami King.
BTL_ZAKO_LV1: Cheep Cheep, Scaredy Rat, Swoop, Spiny, Shy Guy, Black Shy Guy, Fly Guy, Goomba, Galoomba, Koopa Troopa, Red and Blue Sidestepper
BTL_ZAKO_LV2: Stingby, Blooper, Pokey, Ninji, Boo, Spike, Buzzy Beetle, Snifit, Bone Goomba, Rocky Wrench, Scuttlebug, Crowber
BTL_ZAKO_LV3: Fire/Ice/Boomerang/Hammer/Sledge Bro, Chargin' Chuck, Snow Spike, Grass Ninji, Piranha Plant, Spike Top, Stone Spike, Sumo Bro
BTL_ZAKO_PAPER: Paragoomba
BTL_ZAKO_PAPER_M: Paratroopa, Jumping Piranha Plant, Nipper Plant, Li'l Cutout Soldier
BTL_ZAKO_PAPER_L: Ptooie, Big Cutout Soldier
BTL_ZAKO_BOOTS_KURIBOO: Shoe Goomba
BTL_ZAKO_MEKAKOOPA: Mechakoopa

Dry Bones do not drop anything


No. 07 | Paragoomba
An origami Paragoomba from Paper Mario: The Origami King. HP 15 Moves Location(s)
Type Flying Flyin' Headbonk (4), Group Headbonk (4 per Paragoomba), Foe Throw (9) Overlook Mountain, Overlook Tower, Autumn Mountain, Club Island
Role
Item drops Small Bag of Confetti
Paragoombas transformed into origami. They’re pretty smug about those wings, but one stomp and they fall right off.

Image Map Test

POW BlockFire Flower SetIce Flower SetMushroom 3-PackMushroom 6-PackShiny Tail1-Up MushroomShiny HurlhammerFire FlowerShiny Fire FlowerIce FlowerShiny Ice FlowerMushroomShiny MushroomFlashy MushroomShiny BootsFlashy BootsIron BootsShiny Iron BootsFlashy Iron BootsShiny HammerFlashy HammerHurlhammerThe full display of weapons and battle-related items available for purchase at the Weapon and Item Shop in Toad Town.

Textbox Test

I've never been so happy to see
Lord Bowser's devilish spawn come
flying recklessly out of nowhere in
his clown car.

Hey, look, Mario!
See that building over there?


A typical door from Super Paper Mario.

Obstacles

Name Image Description Locations
Energy blocks/Purple volt The Ackpow in the normal generator room in Chapter 2-3 of Super Paper Mario

Pure Hearts

The Pure Hearts are the principal collectibles in the game. Retrieving one marks the end of a chapter.

Pure Hearts Location Guarded by Opens Description
Red

The Red Pure Heart

Flipside Merlon
Orange

The orange Pure Heart

Yold Ruins Merlumina
Fracktail (boss)
Yellow

The yellow Pure Heart

Merlee's Basement Merlee
Mimi (boss)
Green

The green Pure Heart

Fort Francis Tippi
Francis (boss)
Blue

The blue Pure Heart

Whoa Zone Squirps
Mr. L (boss)
Indigo

The indigo Pure Heart

Floro Caverns King Croacus
Violet

The violet Pure Heart

Sammer's Kingdom King Sammer
Mr. L (boss)
White

The white Pure Heart

The Overthere Luvbi
Bonechill (boss)

Pushable Blocks

This page is about movable blocks from various Super Mario games. For the obstacles from Super Mario Odyssey, see Push-Block.
Secrets of Shova Mansion level thumbnail
A block being pushed by a Shova in Super Mario Bros. Wonder.

Pushable blocks appear in multiple games across the Super Mario franchise as platforms which can be moved to various locations for the purpose of reaching areas that are too high, blocking or unblocking certain areas, and other puzzle-related situations. Typically, these blocks are pushed from the side to be nudged along the ground or given momentum when struck. This contrasts with the vast majority of blocks, which either cannot be repositioned directly by a given character or require influence from a switch to be moved. Crates sometimes fill this role.

History

Mario Kart series

Super Mario Kart

A wooden block that falls when driven into, from Super Mario Kart.
A falling wooden block from Super Mario Kart.

Super Mario Kart features three courses with guardrail tiles that can fall off when bumped into by racers, those being: Ghost Valley 1, Ghost Valley 2, and Ghost Valley 3. Once fallen these tiles do not respawn, however leaving and returning to the track will restore the blocks.

Mario Kart: Super Circuit

A wooden block that falls when driven into, from Mario Kart: Super Circuit.

Mario Kart: Super Circuit features two new tracks with falling blocks alongside the returning three Ghost Valley tracks, those being Boo Lake and Broken Pier. Here the wooden tiles disappear upon contact with a racer.

Mario Kart Wii

View of Ghost Valley 2 in Mario Kart Wii
The Mario Kart Wii rendition of Ghost Valley 2.

Ghost Valley 2 makes a return in Mario Kart Wii, where the tiles have been changed to full wooden blocks which tip over the sides of the road and fall instead of disappearing. They also now tip over when struck by shells, but during Time Trials they only fall naturally over the course of the race regardless of collisions.

Mario Kart Tour

While Ghost Valley 1 and Ghost Valley 2 both reappear in Mario Kart Tour, the falling wooden blocks have lost their functionality, now being smaller wooden blocks that can be safely driven into and can even support drivers who land on top. The same holds true for the wooden guard rails in RMX Ghost Valley 1.

Yoshi's Island series

Super Mario World 2: Yoshi's Island

Metal crate (Super Mario 64) Metal crate (Super Mario 64 DS)
A pair of Squishy blocks

In Super Mario World 2: Yoshi's Island, the Yoshis have the ability to push various objects along the ground, including Chomp Rocks, vases, and crates. There are also translucent platforms known as squishy blocks, which can be pushed left or right by Yoshi. Unlike other movable blocks, these compress when pushed against a wall, essentially raising the height of the platform. Conversely, ground pounding one results in the block flattening down and expanding outwards.

Yoshi's Story

Yellow Yoshi pushing a crate.
Yellow Yoshi pushing a crate.

Yoshi's Story

Yoshi's Island DS

Yoshi retains his ability to push against objects. Additionally Yoshi's Island DS features Magnet Blocks, which are typically moved by facing away so they are pulled towards Baby Wario's magnet. However, it is also possible to simply push against them as Yoshi.

Super Mario series

Super Mario 64 / Super Mario 64 DS

Metal crate (Super Mario 64) Metal crate (Super Mario 64 DS)
Metal crates in Super Mario 64 (left)
and its DS remake (right)

In Super Mario 64 and the DS remake, metal crates[1] are large unbreakable blocks which can be pushed either to serve as platforms for reaching high-up objects, or to access secrets. A total of four appear throughout the levels: Three in Wet-Dry World and one at the beginning of Bowser in the Sky. A group of three metal crates are also found in an object test map of Super Mario 64 DS, where it is possible to break them using a Mushroom power-up.

Super Mario Odyssey

In Super Mario Odyssey, Mario is able to capture many enemies, characters, and otherwise inanimate objects with the help of Cappy. This includes Ty-foos, which are capable of moving wooden blocks found along icy tracks in Snow Kingdom by blowing strong gusts of wind towards them. Mario can also capture Puzzle Parts to move them around a grid, as they are otherwise too large for him to push.

Super Mario Bros. Wonder

Roller block (green) Roller block (red)
Roller blocks in Super Mario Bros. Wonder
Domino Stone in Super Mario Bros. Wonder

Within the Super Mario Bros Wonder level, Secrets of Shova Mansion, there are various large blocks with wheels positioned at the bottom corners. These can be slowly pushed left or right by the player or by Shovas. The rolling blocks can be used as platforms, or moved to unblock passages or reveal obscured elements. Later in the course during the Wonder Flower segment, such blocks and even large stone walls can be pushed across the ground, despite the lack of wheels. The size of the blocks pushed and any objects on top of them do not impact the speed at which they are pushed, however attempting to oppose a Shova's push or push multiple stone columns at once will slow down the player. Holding Y Button or using an Elephant Fruit will increase the speed at which the blocks are pushed.

Other objects including some pipes can also be pushed. A later level, Where the Rrrumbas Rule, features tall Topple Rocks which when pushed cause a domino reaction. These shatter shortly after landing on the ground, although they are capable of breaking Brick Blocks on the way down. Although Rrrumbas can tip these stones over, the Rrrumba wonder form insteads destroys the Topple Rocks on contact.

Paper Mario series

Paper Mario

Mario finding a Star Piece on the brick block in Koopa Village in Paper Mario
A movable block in Koopa Village.

Blue, movable blocks can be found throughout various areas of Paper Mario. They align on square grids and are typically involved with puzzles, i.e. to cover water spouts in Jade Jungle or access high-up objects and ledges. There are also Albino Dino statues at the end of the Crystal Palace, which can only be pushed in the direction that the figures are facing. This can be influenced by spinning the respective Albino Dinos on the other side of the room, which mirror the position and orientation of the statues. Finally, there are grandfather clocks and large stone slabs in Tubba Blubba's Castle and Bowser's Castle respectively, which can be pushed to slide them across the ground and access openings in the walls behind them.

Super Paper Mario

A pushable block from The Underwhere in Super Paper Mario

In Super Paper Mario, two large stone blocks appear along the passage beneath the River Twygz. These function similarly to metal crates in Super Mario 64, sliding across the ground when pushed, however they are able to be pushed off ledges. These stones can be dropped to positions that help with navigating the area after using levers to control the water level. If the area is returned to after leaving, the positions of both blocks will be retained.

Super Princess Peach

A pushable block from Gleam Glacier in Super Princess Peach.

Levels 6-4 and 6-5 of Gleam Glacier within Super Princess Peach feature pink blocks which at first don't appear to react when struck. However, using the Gloom Vibe nearby causes Princess Peach's tears to solidify across the floor due to the frigid temperature. Doing so will cause the block to shimmer with white circles fading in and out of the side, which will now slide across ice when hit and shatter icy blocks in its path.

Wario: Master of Disguise

A Flower That's Drunk Up Power!. Wario can push crates, Blue and Red blocks.

Wario Land: Shake It!

An Ice Cube from Wario Land: Shake It!

During the events of Wario Land: Shake It! Wario visits Slipshod Slopes. Here, ice cubes will slide across the ground when struck by Wario's Dash Attack, transferring their momentum when colliding with other ice cubes. These icy blocks are used again in Freezing Fields, being involved in puzzles and navigating the area.

Mario Sports Mix

Mario and co. skating around a block of ice in Sherbet Sea.

In the Smash Skate gamemode of Mario Sports Mix, players accumulate points by knocking one another off. One of the locations that can be played on is called Sherbet Sea, where the main platform is a large ice sheet, with blocks of ice raining down onto the field. These ice blocks can be moved slowly when skated into, or smacked in any cardinal direction which will knock away players in the path. Additionally, the icy platform will tilt at certain points, which cause the ice blocks to slide off.

Mario & Luigi series

Mario & Luigi: Dream Team

Mario can push frozen blocks. Also can push crates affected by the Luiginoid Tornado. The Luiginary Propeller can aide Mario in pushing larger boxes and blocks.

Mario & Luigi: Paper Jam

MysteryofMountBrrr.png

Trio Drill puzzle in Mystery of Mount Brrr.

Mario + Rabbids series

The The Riddle of the Engineer's Guild Side Quest in Mario + Rabbids Sparks of Hope
Rabbid Luigi pushing a block inside the Everbloom Tree.

In Mario + Rabbids Kingdom Battle, the controllable ally Beep-0 learns the Move ability after completing the Ancient Gardens. This ability allows him to press A Button next to certain blocks to shove them aside to fill in gaps, open a path, or keep buttons pressed down. Players regain the ability to push blocks in Mario + Rabbids Sparks of Hope, instead holding A Button to push or pull blocks with more control via the rope handles on their sides. This is essential in multiple Quests.

Beep-0 can also perform the Wave Power with the help of Decibel. This ability sends out sonar waves by tapping ZR Button, which can knock over or move large stone slabs featuring Cursya's symbol, though this is a triggered reaction rather than directly pushing objects.

See also

Names in other languages

Language Name Meaning Notes
Japanese いしブロック
Ishi Burokku
Stone Block
いしのブロック (Super Paper Mario)
Ishi No Burokku
コンテナ[2]
Kontena
Container

Keys

Paper Mario series

Category:Keys

Paper Mario: Sticker Star

Paper Mario: Color Splash

Paper Mario: The Origami King

  1. ^ The Official Nintendo Magazine UK, Issue 54, Super Mario 64 The Essential Player's Guide, page 20
  2. ^ スーパーマリオ64 完全かんぜんクリアガイド page 83