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Welcome, everyone, to the 28th issue of Supper Mario Broth: Special Zone. 

Today, I will examine the unused text found in the data of Paper Mario: The Thousand-Year Door that provides a brief summary of every single story segment in the game, and comment on the insights some of these provide.


The Story In Headlines

Role playing games, or other heavily story-based video games, usually operate on a sequence-based system. What this means is that the story unfolds linearly, from beginning to end, and is subdivided into segments called "sequences". Each sequence is a point in the story, with its specific associated arrangements of objects in rooms and NPC interactions - and only performing a certain action, the "flag", can advance the story to the next sequence. This is all very abstract, so allow me to give an example.

The beginning of Super Mario Sunshine has Mario, Peach, and the Toads land on the Delfino Airstrip, with Goop blocking the way. When gameplay first begins, every single NPC Mario can talk to will have exactly one line they will say, and there is no way to change this except by triggering the flag: approaching FLUDD. Doing that will cause a cutscene to play, and after gameplay resumes, the NPCs will have different dialogue due to a new sequence having started.

Another example from Paper Mario: near the beginning of the game, Mario will be stuck in Goomba Village while Goompapa repairs the village gate. Talking to Goompapa will only result in him telling Mario to wait, but waiting does nothing - in order for the story to progress, Mario must perform a specific action: walk onto the balcony of the Goomba family house and talk to Goompa. After this, the sequence will advance and talking to Goompapa again will start a cutscene.

This scenario, where the flag is seemingly completely unrelated to the story but must nevertheless be triggered in order for the sequence to advance, is very common in RPGs and is usually the case whenever the player cannot seem to figure out what to do next. The usual advice here is "talk to every NPC" in the hope that one of them will turn out to be the flag.

With this explained, onto the subject of the article. Most RPGs have many sequences - so many, in fact, that they are almost never named. Even in games where a story summary is provided on the pause screen, like Mario & Luigi: Paper Jam, the summary is not updated on every sequence, but less frequently than that. This is why the discovery of names for (almost) every single sequence in the data of Paper Mario: The Thousand-Year Door is so interesting: it gives us insight into how the developers named the story beats internally with no intention for the player to read them, which gives us a more unfiltered look into the process. In addition, in an extremely uncommon case for the series, these were translated into English instead of left in Japanese like most text intended only for the developers to view.

The information in this article comes from the datamining efforts of tcrf.net user GoldS, for which I am immensely grateful. Please note that most of this article will be text; if you prefer more image-centric articles, please stay tuned for tomorrow's Special Zone where I will be taking an animated look at shell behavior in Super Mario Bros. The images used here are from this video unless specified.

I will be posting the sequences and their names in bold to differentiate them from my commentary. Let us begin.

 STG0_00   Prologue  
STG0_02   Mario's House
 

The game starts at Mario's house. Note how the developers do not bother with calling it "Mario Bros.' house"; while this is never specified in-game, we can assume that for the purposes of the Paper Mario games, Luigi is staying at Mario's house while he normally has his own house somewhere else (perhaps his house from the Luigi's Mansion games). Please note that observations like this are by their nature going to be frivolous as we cannot tell which of the text was written with story significance in mind, but it is nevertheless interesting to speculate.

STG0_03   To Rogueport
Rogueport (Arrival)
STG0_04   Goombella Assaulted    
STG0_05   1000 X-Nauts (Before)    
STG0_06   1000 X-Nauts (After)  

By the way, the "STG" at the beginning of the sequences stands for "Stage". The internal names for the Prologue and chapters are Stage 0 through 8 respectively, with the post-game being Stage 9. Here, we can see that the scene where the X-Nauts attack is called "1000 X-Nauts", despite there being fewer than 1000 in the scene:

The number "1000" is later used for all sequences where large crowds appear. 

STG0_07   Goombella Joins    
STG0_08   Stolen Coins   
STG0_09   Prof. Frankly    
STG0_10   Removing the Fence    
STG0_10_01   Frankly's Tutorial  

These segments deal with the first trip through Rogueport to find Frankly. Note how "Stolen Coins" refers to the Bandit stealing Mario's coins the first time he walks into East Rogueport. Since this is its own sequence and not tracked separately, as sidequests are, what this means is that if the sequence order is somehow broken, such as visiting Frankly before walking through that doorway and the sequence is set past the Stolen Coins sequence, the event with the Bandit will not happen.

STG0_11   3 Goomba Goons    
STG0_12   Puni Encounter    
STG0_12_01   Paper Stair Switch

These are the events leading up to Mario obtaining the Paper Plane ability. Note that seeing Punio (called just "Puni" here) disappear into a crack in the wall is also tied to a specific story segment and will not happen if it is skipped.

STG0_12_02   Paper Mage 1
STG0_13   First Flight  

This is a very interesting bit of information never seen in legitimate in-game text. The black chest demons that grant Mario paper abilities are never named; although the lore of the game suggests they are the four legendary heroes, no one directly refers to them as such. The sequences relating to them call them "Paper Mages", which in absence of an official name is the closest thing we have to classify them.

STG0_14   Front of the Pedestal
Thousand-Year Door    
STG0_15   The Pedestal    
STG0_16   Frankly's House    
STG0_17   Badge Tutorial    
STG0_19   Blooper Battle    
STG0_END   To Stage 1  

Note that some numbers of sequences are missing. This is not due to them being unnamed, but rather due to sequences of those numbers simply not existing in the code. The usual way to design these is to never renumber sequences; rather, if one of them is deleted or consolidated during development, that number is simply skipped; while if a new one must be inserted between two sequential numbers, it is inserted after another underscore, as seen with some of the above sequence. Here, the "STG" is also explained by spelling out "Stage". On to Chapter 1, or as the titles call it, "Stage 1".

STG1_00   Petal Meadows    
STG1_00_01   The Shadow of Hooktail    
STG1_01   The Flip Bridge    
STG1_01a   Petalburg (1st Time)    
STG1_02   Talking with Kroop    
STG1_03   Petalburg Gatekeeper
 

These use regular in-game names, although this is the only time when the bridge west of Petalburg is named; appropriately "Flip Bridge" due to its flipbook animation:

STG1_04   Bald Cleft    
STG1_05   Bristle    
STG1_06   
Quiz    
STG1_06_01   Gold Fuzzy    
STG1_07   Koops Joins    
STG1_08   Opening the Path  

This is the path to Shhwonk Fortress and the story up to entering Hooktail Castle. The two mini-fortresses leading up to Shhwonk Fortress, where the Bald Clefts and Bristles are fought, are especially robustly coded: even if Mario clips through the portcullis gates blocking the way forward without defeating the enemies, he will not be able to progress because the loading zones to the next area will not be present.

STG1_09   Hooktail Castle   
STG1_09_01   Key    
STG1_09_02   Lock    
STG1_10   Father's Letter    
STG1_11   1000 Dry Bones    
STG1_12   Paper Stairs    
STG1_12_01   Key    
STG1_13   A Suspicious Room    
STG1_13_01   50 Seconds to Escape    
STG1_13_01_01   Paper Mage 2  

These sequences deal with Hooktail Castle up to Mario receving Paper Mode. The event in the spiked ceiling room is called "50 Seconds to Escape", which is correct, however, the game does not actually display the timer with the number 50. The first frame on which the timer is displayed already has it ticking down the first second:

Also note how the last sequence here has two extra pairs of underscores and numbers added, as a result of extensive deleting and inserting of sequences during development, as explained above.

STG1_13_02   Key 2    
STG1_13_03   Lock 2    
STG1_14   Paper Bridge (Right)    
STG1_14_01   Paper Bridge (Left)    
STG1_15   Ms. Mowz (w/Goombella)
Ms. Mowz (w/Koops)    
STG1_15_01   
Key 3    
STG1_15_02   Lock 3    
STG1_15_03   
Key 4    
STG1_15_04   Lock 4    
STG1_16   Hooktail
Hooktail Defeated    
STG1_17   Father & Son Reunited  

The second half of Hooktail Castle. Note that the sequence with Ms. Mowz has two variants. I have actually made a post about this on the Supper Mario Broth Twitter account recently:

The reason why there are two variants is because this is the only event in the game that influences the credits. It is unclear if more events of this kind were planned and then scrapped, or if this is a particularly involved Easter egg. Commenters on that post asked what would happen if the event is not activated in the expected manner, i.e. being skipped entirely, being activated without a partner, and being activated with a partner other than these two. I am still currently researching this, but I can already say that skipping it entirely defaults to Goombella being shown in the credits.

STG1_18   Peach: Caught    
STG1_18_01   Peach: An Open Door    
STG1_19   Peach: TEC    
STG1_19_01   Bowser: Bowser Castle
Bowser: Entrance    
STG1_19_02   Bowser: Castle INT.
Bowser: Kammy Enters
Bowser: Departure    
STG1_20   Koops Leaves    
STG1_21   A Mail from Peach  

These sequences detail the Peach and Bowser interludes after Chapter 1. Presumably the "INT." stands for "Interior". 

STG1_30   Zess T.    
STG1_31   Frankly's House Stg.1    
STG1_32   Puni Encounter 2    
STG1_33   A Puni Plea for Help    
STG1_34   Puni's Secret Passage    
STG1_35   Puni Joins    
STG1_END   To Stage 2  

It is unclear why "Zess T." is the name of this sequence, as from what I can tell, it can be skipped entirely and it is irrelevant when Zess T. is actually talked to for the first time and her contact lens is destroyed, as it is tracked like a sidequest. I assume this is a holdover from a point in development where it was necessary to talk to her here to progress. Also of note is that Punio is called "Puni" in almost all of these titles, except one later on. This type of inconsistency is also found with Flavio later.

STG2_00 Boggly Woods
STG2_01 A Siren Argument
STG2_02 To The Great Tree
STG2_03 The Great Tree
STG2_03_01 Sealed Entrance
STG2_03_02 Sealed Entrance 2
STG2_03_03 Flurrie Intro
STG2_03_04 She's Lost Her Precious
STG2_03_05 Flurrie's Place
STG2_04 Extending Plane Panel
The Trail
STG2_05 A Shy Flurrie
STG2_05_01 Flurrie: Living Room
STG2_05_02 Flurrie: Request
STG2_06 The Sketch
STG2_07 Mario vs. Shadow Sirens
STG2_08 Shadow Sirens Lose
STG2_09 Flurrie Joins

The part of Chapter 2 before entering the Great Tree. It is interesting how nearly every scene regarding Flurrie has its own segment, whereas this is not the case with many other cutscenes. Perhaps the scene was rewritten many times in development, necessitating the segmentation.

STG2_10 Secret Entrance Revealed!
STG2_11 X-Naut Battle
STG2_12 Rival Arrival
STG2_12_01 A Dark Figure
STG2_12_02 Puni Elder Imprisonment
STG2_13 Ms. Mowz
STG2_14 Puni Elder Freed
STG2_15 11 Punies
STG2_16 The Puni Elder's Powers
Puni Switch
STG2_17 Bubbles
By Plane?
Jabbi Encounter
STG2_18 Jabble
Punies vs. Jabbies
Blue Key Obtained
STG2_19 Inside the Blue Cell
STG2_19_01 Punio & Petuni(Before)
STG2_20 Punio & Petuni
STG2_21 Bubbles 2
Punies vs. Jabbies 2
Trapped

The first part of the Great Tree, until Mario falls for Crump's fake pedestal trap. The mysterious "A Dark Figure" sequence refers to the brief shot of an X-Naut being hit by a shadowed Ms. Mowz:

Note that Punio is actually referred to by name here, which raises the question of whether all of these were written/translated at the same time by the same person, or at different times by different people.

Interestingly, Jabble has his own sequence despite being completely optional and, to a certain extent, irrelevant to the story.

STG2_21_01 Mystery Pillar
STG2_21_02 Matching the Patterns
STG2_21_03 Super Boots
STG2_21_04 Escape
STG2_21_06 Water Switch
The 101 Puni Switch
STG2_22 Lord Crump Appears
STG2_23 Time Bomb Activated
STG2_23_01 Third Subordinate Battle
STG2_24 Boss Battle
STG2_25 After the Boss Battle
STG2_25_01 Peach: Crump & X-Nauts
Peach: An Open Door 2
STG2_25_02 Peach: Shall We Dance?
STG2_25_03 Bowser: Meadows
STG2_25_04 Bowser: Action Stage
STG2_25_05 Bowser: Petalburg
STG2_26 Praise from the Puni
STG2_40 Thousand-Year Door Stg.2
STG2_41 Frankly's House Stg.2

The rest of Chapter 2 until the second Crystal Star is presented in front of the Thousand-Year Door. "Third Subordinate Battle" refers to the brief battle against the X-Nauts during the time bomb sequence, which happens to be the third scripted (unavoidable) battle against the X-Nauts in this chapter. It is intriguing how most of these titles are dry and descriptive while certain isolated ones seem to be more in line with text meant to be seen by the player, such as "Shall We Dance?"

STG2_44 Finding Don Pianta
Backdoor
Mafia Boss
STG2_45 Daughter Located
STG2_46 Blimp Ticket
STG2_47 After Getting the Ticket
STG2_END To Glitzville 

It may be surprising to some players, but the Pianta syndicate is never called "mafia" in-game, likely due to some Nintendo-internal policy on mentions of crime in children-oriented titles. Thus, this is technically the only time they are referred as a mafia, and a confirmation of what was already extremely clear to begin with.

STG3_00 Welcome to Glitzville
STG3_01 Arena Intro (1F)
Arena Intro (2F)
STG3_02 The Guard Backs Off
STG3_03 Grubba
STG3_04 Gonzales is Born
STG3_05 Match Registration Lecture
STG3_06 1st Match
STG3_07 Minors - 9th Pl.
Minors - 8th Pl.
Minors - 7th Pl.
Minors - 6th Pl.
STG3_08 Minors - 5th Pl. (Egg)
STG3_11 Runaway Egg
STG3_12 The Mini-Yoshi Egg
Minors - 4th Pl.
Minors - 3rd Pl.
Minors - 2nd Place
Minors - 1st Pl. (Iron)
Minors - 1st Pl. (Iron 2)

Chapter 3's sequences up to the major league. Note the two different Arena Intro variations; this refers to the fact that Mario must enter the Glitz Pit from the front door to see the fake Crystal Star belt, prompting his partners to ask him to sign up. This can be done either from the first floor or the second floor entrance, making the cutscenes slightly different. Ironically, for the rest of the game, those two entrances become entirely irrelevant, as they are never used for any story segment or sidequest.

STG3_20 Majors - 10th Place
Majors - 9th Place
STG3_20_00 Majors - 8th Place
STG3_20_01 Super Hammer
STG3_20_02 Back to the Minors
STG3_20_03 The Yellow Block
STG3_20_04 Confiscated
Majors - 7th Pl.(Raid/Cake)
Majors - 6th Pl.(Bowser)
Majors - 5th Pl.
STG3_20_05 Majors - 4th Pl.
STG3_20_06 Rawk Hawk's Warning
STG3_20_07 Storage Key
STG3_20_07_00 Storage Room Unlocked
STG3_20_08 Ms. Mowz
STG3_20_09 Blowing Containers
STG3_20_10 Hidden Stairway
STG3_20_11 Hole in the Floor
STG3_20_12 Jolene's Secret
Majors - 3rd Pl.(Poison)
Majors - 2nd Pl.
STG3_20_13 Majors - 1st Pl.
STG3_20_14 Lobby Poster
STG3_20_15 Unlocking the Door
STG3_20_16 Flattened
STG3_21 1st Match with Rawk Hawk
STG3_30 A New Champion
Champion's Room
STG3_30_01 Air Duct Entrance
STG3_30_02 Air Duct (1st Time)
STG3_30_03 Eavesdropping
STG3_30_04 Air Duct Entrance
STG3_31 Grubba's Plans
STG3_32 Boss Battle

The rest of the Glitz Pit arc. Note how the parentheses after the battles show the extra events that happen during them, such as Bowser attacking or the cake being poisoned. Interestingly, there seem to be holdovers from some early point in development near the end. There are two Air Duct Entrance sequences, as well as a "1st Time" indicator even though the air duct is only accessed once. Also, although it is true that there are two matches against Rawk Hawk (at least) if one wishes to completely beat the game, the second one is part of a sidequest and thus does not have its own sequence.

STG3_33 Peach: The Secret Weapon
STG3_33_01 Peach: TEC's Request
STG3_33_02 Peach: Incognito
STG3_33_03 Peach: Grodus
STG3_33_04 Peach: Back to TEC
STG3_33_05 Bowser: The Great Tree
STG3_33_06 Bowser: Treasure?
Bowser: Puni Elder
STG3_34 Return to Rogueport
STG3_50 Thousand-Year Door Stg.3
STG3_51 Frankly's House Stg.3
STG3_52 Darkly
STG3_END To Stage 4 

The end of Chapter 3, with the interludes. The only thing of particular interest here is the use of the word "incognito" in Peach's interlude, purely because it is not used anywhere in regular in-game text when she is disguised, although it is merely a synonym for "disguised" anyway.

STG4_00 Welcome to Stage 4
STG4_01_00 Gatekeeper Conversation
STG4_01 The Mayor's a Pig!
STG4_02 The Gatekeeper's a Pig?!
STG4_02_02 The Gatekeeper's a Pig!
STG4_02_03 Opening the Gate
STG4_03 Shop Key
STG4_04 Open Warehouse
STG4_04_01 Paper Mage (Tube Mod)
STG4_05 Straw Tepee
STG4_06 Tree Trunk
STG4_06_01 Blow the Floor
STG4_06_02 Through the Hole
STG4_07 Trick Rock
STG4_08 Steeple Demo (EXT.)

The first part of Chapter 4. The "Straw Tepee" refers to this object that needs to be blown away by Flurrie:

Due to the lack of doors, this structure appears to be more akin to a heap of hay after harvesting than a dwelling.

STG4_09 Steeple Demo (INT.)
STG4_09_01 Push the Statue
STG4_09_02 Boo Box
STG4_09_03 1000 Boos
STG4_09_05 Same Ghost
STG4_10 Doopliss Battle
STG4_10_02 Trading Places
STG4_11 Superbombbomb Lost
STG4_11_02 Waiting Doopliss
STG4_12 Vivian
STG4_12_01 Superbombbomb Found
STG4_13 Vivian Joins
STG4_13_02 Waiting Doopliss
STG4_13_03 Breaking the Floor
STG4_13_04 The Letter p
STG4_14 Name Guessing
STG4_15 Doopliss Battle 2
STG4_15_02 Back to Normal
STG4_15_03 The Ruby Star

The event with the Boos emerging from the box is once again called "1000 Boos" despite this being the only time in the game where an exact number is not merely available, but mentioned in text: there are exactly 200 Boos in that box. It is possible that the continued reference to 1000 is a holdover from the Japanese version, since in Japanese that number is used as a stand-in to refer to a large number of something. In addition, "Superbombbomb" is a misspelling of the item's in-game name, "Superbombomb", which has no double "B".

STG4_15_04 Shadow Sirens & Doopliss
STG4_15_05 Peach: X-Naut PhD Report
Peach: TEC's Quiz
STG4_15_06 Bowser: Blimp Area
Bowser: Flying
STG4_15_07 Bowser: Action Stage 2
STG4_15_08 Bowser: Rogueport Dock
STG4_16 Leaving Twilight
STG4_31 Frankly's House Stg.4
STG4_32 Chatting with Flavio
STG4_33 Meet Bobbery
STG4_34 Bobbery Declines
STG4_35 Advice from Podley
STG4_36 Bobbery's Decision
STG4_37 To the Port
STG4_END Off to the Keys 

This particular section has several instances of things being referred to by nonstandard names. Rogueport Harbor is first called "Rogueport Dock" and then "the port", while Keelhaul Key, interestingly, is called "the Keys". Since in-game, Keelhaul Key is always singular, it is possible that this is a reference to the most famous real-life location that includes the word "key", the Florida Keys, which are plural.

STG5_00 Logbook
STG5_10 Haunted
STG5_11 Deserted Island
STG5_12 Flavio & Pa-Patch
Flavio's Favor
STG5_13 Bobbery & the Bridge
STG5_15 Runaway Sailors
Flavio's Rescue Plan
Saving Bobbery
STG5_16 Flavio's Wine
STG5_17 Wine Obtained
STG5_18 Bobbery Rescue 2
STG5_18_01 Bobbery Joins
STG5_18_02 Flavio's Favor 2
STG5_18_03 Marco's Jewel
STG5_19 Gems and Jingles
The SKull Rock
Skull Rock Blast

Here we find some of the most interesting details in the entire list of sequence names. The Chuckola Cola is actually called "wine" in two of the entries. This is a reference to the fact that the original name for the item was "Vintage Red" and it was simply a bottle of wine without any reference to Mario & Luigi: Superstar Saga, the change to Chuckola Cola was made for the North American version. 

Likely, the entries were written before that particular change.

Even more intriguing is the name "Marco" in one of the entries. This is Flavio's Japanese name (also used in most other versions except for German and English). It is baffling why only one entry would refer to him as Marco despite being surrounded by entries that use the correct name. The only explanation is that the entries were all translated separately, though I do not know what kind of workflow would result in this type of translation. If the same translator were responsible for all of them, that person would surely remember Flavio's correct name; thus, these seem to be translated by different people at different times.

STG5_19_01 Entering the Grotto
STG5_19_02 The Call of Cortez
Spikes (Floor)
STG5_20 The Blue Block
STG5_21 Grotto Key
Spikes (Wall)
Ship Hole
Paper Mage 4
STG5_21_01 Boat Mod Obtained
STG5_22 Floodgate Handle
Floodgate
STG5_29 Wave-dodging
STG5_30 Shipwrecked Sailors
Switch Test
Thankful Sailors
STG5_31 Four-Eyes
STG5_32 Cortez's Warning
STG5_33 Cortez and the Treasure
STG5_34 Kicked Off
STG5_35 Escape Route
STG5_36 Hole in the Wall
STG5_40 True Identity
STG5_41 Return to the Grotto
Flavio Makes a Deal
STG5_41_01 All Aboard
STG5_42 Pirates vs. X-Nauts
STG5_43 X-Nauts Retreat
STG5_44 Peach: TEC's Request 2
STG5_45 Peach: Potion Puzzle
STG5_46 Peach: Disk Search
STG5_47 Peach: TEC Talk
STG5_48 Bowser: Twilight Town
STG5_49 Bowser: Twilight Town 2

The rest of Chapter 5 up until the interludes. The paper abilities here, and in Chapter 4, appear to be called "mods" internally. 

STG5_58 Fair Winds!
STG5_59 Rogueport Dock
STG5_60 Return to Keelhaul
STG5_61 Frankly's House
STG5_62 An Ill Don Pianta
STG5_63 Keelhaul Anytime
STG5_64 Lost Wedding Ring
STG5_64_01 Wedding Ring Delivery
STG5_64_02 F & F Sail Off
STG5_64_03 F & F Arrive
STG5_65 Train Ticket
STG5_66 Beldam Finds Out
STG5_END The Train Leaves 

The events tying together Chapter 5 and the Rogueport segment before Chapter 6. Interesting is the reference to Frankie and Francesca as "F & F", which does not appear in-game. 

STG6_00 Start
STG6_01 The Conductor
STG6_02 A Case of Lost Stew
STG6_03 Stained Carpet
STG6_04 Grilling Heff T.
STG6_05 Galley Kettle Discovered
STG6_06 Pennington's Assistant
STG6_07 Sylvia
STG6_08 Talking to Bub
STG6_09 Bub's Request
STG6_10 The Conductor/Zip Toad
STG6_11 Obtain Autograph
STG6_12 Give Autograph
STG6_13 Talk to the Conductor
STG6_14 Ghost T.
STG6_15 Ghost Request
STG6_16 The Baggage Car
STG6_17 Ghost Diary
STG6_18 Blanket Exchange
STG6_19 Give Blanket
STG6_20 End of Day 1

The first day of the Excess Express ride in Chapter 6. Due to the less combat-oriented and more story-focused nature of this chapter, there are many sequences here. Most of these are self-explanatory, except "Sylvia", which does not have to be activated by talking to Sylvia and is also available by talking to Goldbob instead. Also noteworthy is the inclusion of Zip Toad in the sequence where Mario is supposed to find out whose autograph Bub wants. While most players would talk to the conductor to find out it is the engineer, it is also possible to visit Zip Toad and get denied an autograph by him (although that is really Doopliss in disguise).

STG6_21 Day 2 Starts
STG6_22 Document
STG6_23 Vital Paper
STG6_24 A Vital Clue
STG6_24_02 Another Clue
STG6_25 Zip Toad Appears
STG6_26 Zip Toad Caught
STG6_27 Riverside Station
STG6_28 Station Key Obtained
STG6_29 Station Door Unlocked
STG6_30 Origami Stairs
STG6_31 Get the Lock Key
STG6_32 Open the Lock
STG6_33 Blow the Poster
STG6_34 3 Blue Blocks
STG6_35 Origami Steps
STG6_36 Spring Jump
STG6_37 Elevator Key
STG6_38 Ride the Elevator
STG6_39 Smorg (1st Encounter)
STG6_40 Swatting Smorgs
STG6_42 Drawbridge Down
STG6_43 Conductor Appears
STG6_44 End of Day 2

Day two of the train ride. Here, not much is to note except that instead of naming the Ultra Boots, the sequence in question is called "Spring Jump" instead. 

STG6_45 Day 3 Starts
STG6_46 Engineer
STG6_47_00 Baggage Car Smorgs
STG6_47 Escaping the Smorgs
STG6_48 Smorg Miasma
STG6_49 Poshley Heights
STG6_50 The Sanctum Manager
STG6_51 3 Surprise Guests
STG6_52 The Hidden Pipe
STG6_53 The Real Garnet Star
STG6_54 Welcome Back
STG6_55 Peach: Grodus & X-Naut
STG6_55_01 Peach: TEC Deleted
STG6_55_02 Bowser: Rogueport
STG6_55_03 Bowser: Action Stage 3
STG6_55_04 Bowser: Rawk Hawk
STG6_56 Rogueport Station
STG6_71 Frankly's House Stg.6
STG6_72 3 Minutes Later
A Way to the Moon
STG6_END Ultra Hammer
Stone Block Smash
To Fahr Outpost 

The rest of Chapter 6. Here, there are a few interesting bits. The Smorg battle is called "Smorg Miasma", which in-game refers to the makeshift tentacles it produces. Perhaps at some point, the boss was intended to be called Smorg Miasma, as to differentiate it from the constituent Smorgs. STG6_72 is called "3 Minutes Later", which refers to an actual in-game timer present after talking to Frankly after presenting the Garnet Star in front of the Thousand-Year Door. He will tell Mario to wait as he researches the next location on the map, however, unlike the usual scenario where "wait" means to go and find a flag to trigger the next sequence, Mario can actually wait 3 real-time minutes instead before Frankly tells him about the Ultra Hammer. It is also possible to skip this by just getting the Ultra Hammer before talking to Frankly.

STG7_00 Stg7 Start
STG7_01 Fahr Outpost (1st Visit)
STG7_02 Mayor Bob
STG7_03 Goldbob
Where's White?(Petalburg)
Where's White?(Keelhaul)
Where's White?(Glitzville)
Where's White?(Great Tree)
Where's White?(Twilight)
Gen. White Awakens
STG7_04 Back Online
STG7_05 The Cannon
STG7_06 To the Moon
STG7_07 A Pipe Appears
STG7_07_01 Inside the Building
STG7_08 Elite X-Nauts
STG7_09 Elevator Key A(Lit Floor)
STG7_10 Elevator Activated
STG7_11 Password for Today
STG7_12 Password Entry
STG7_13 Quiz Cleared
STG7_14 Elevator Key B
STG7_15 Elevator Activated 2
Room Key A
Room Key B
Room Key C
STG7_16 Factory Door
STG7_17 Conveyor Belt
STG7_18 Off-screen Stairs
STG7_19 The Door to Lord Crump
STG7_20 Lord Crump Defeated
STG7_25_00 Bowser: Poshley Heights
STG7_25_00_1 Bowser: Poshley Sanctum
Bowser: Crystal Star
STG7_25 The Last Mail
STG7_26 The Hideout Explodes
STG7_50 A Waiting Prof. Frankly
STG7_51 Thousand-Year Door Stg.7
STG7_END To the Last Dungeon 

The entirety of Chapter 7. Due to being mostly focused on exploring the X-Naut Fortress instead of interacting with NPCs, there are fewer sequences, mostly focusing on keys and locks within the hideout. However, there is one piece of very interesting information here, and that is the name of the Fahr Outpost mayor, who is named as "Mayor Bob". In-game, this name is never mentioned. The Palace of Shadow is also never called by name in the sequences, instead being called the "Last Dungeon".

STG8_01 1000 Dry Bones
STG8_02 Follow the Lit Torches
STG8_03 The Palace Garden
STG8_04 Gloomtail
STG8_05 Star Key Slot
STG8_06 Moving Planets
STG8_07 Beldam Confrontation
STG8_08 The New Path
STG8_11 Star Puzzle
STG8_12 Large Stone Block
STG8_14_1 Queen's Chamber
STG8_15 Grodus
Bowser
STG8_16 The Return of the Queen
End of the World 1
The Shadow Queen
End of the World 2
Shadow Peach
The Crystal Stars
Words of Support 1
Words of Support 2
Words of Support 3
STG8_END After the Battle 

Chapter 8, due to having even fewer cutscenes than Chapter 7, has the fewest number of sequences. Note how the puzzles in the Riddle Tower do not have their own sequences; they are treated as sidequests due to being able to be completed in any order. It is notable that the cutscene of the sky darkening after the Shadow Queen appears is called "End of the World"; while in-game, the Shadow Queen seems to only want to rule the world, the sequence suggests it would be destroyed instead.

STG9_00 Epilogue
Sail Away
Professor Frankly
Goombella
Mini-Yoshi
Bobbery
X-Nauts
Goombella 2
Mario's House 2
STG9_01 End Credits
STG9_02 After Completion - 1st Time
STG9_END Rogueport 

Finally, the post-game sequences. The first one has sub-sequences for all the different parts of Goombella's E-mail, which was probably done for testing purposes. The second to last one suggests there would be another sequence after completing the game additional times, however, that is impossible as the Shadow Queen stays defeated forever on that save file. The final sequence starts when Mario meets with Goombella at Rogueport Harbor after the credits and stays indefinitely on that save file.

I hope that this somewhat lengthy recap of Paper Mario: The Thousand-Year Door was able to be informative. 


Thank you very much for reading.

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