Very likely that this is the standard Super Mario Bros. Most likely meant for the Thousand-Year Door opening.Ĭounterpart for the Power Up jingle. Different from key items? File name was most likely either ff_get5_32k.stm or ff_get1_32k.stm. Meant for the battle between Lord Crump and Cortez.Ī jingle for either Lord Crump or Cortez's ship appearing. Meant for an event in Petalburg, this track is present on the Multi-Game Interactive Demo Disc 18 demo but removed from the final.Įvent track for Boggly Woods in Chapter 2.Įvent track for the Great Tree in Chapter 2.Įvent track for the Glitz Pit in Chapter 3.Įvent track for Doopliss in Fake Mario form. Intended for the second Lord Crump battle.Īn event track for either Creepy Steeple or Twilight Town. In the final version, the inside of Riverside Station has no music at all, just ambient sounds.Ī list of internal track names that reference files that are no longer on the disc or are undefined.ĭoopliss (in Fake Mario form) was supposed to have a unique track. This code and the string don't appear in any other version of the game.Įki is the three-letter abbreviation used for Riverside Station, so that's probably where this would have been used. It isn't clear whether the USA or Japanese pre-final demo was built first, but there is something that could suggest the USA demo was built first: the function gcDvdCheckThread, during what looks like the reset process, is set to write "リセット処理開始", which roughly translates to "start reset processing", to the console using OSReport. The respective internal file names for this Piranha Plant and Pale Piranhas (considered the "normal" Piranha Plants for this game in Japan) indicate that at some point in development, these Piranha Plants were intended to be the "base" version of Piranha Plant while the final game's Pale Piranha was intended as a variant of it, explaining the usage of the original coloration as well as the English localization calling them "Piranha Plants" but acknowledging them as different from the "usual" Piranha Plants.Check the filenames of the USA demos on every disc they appear on.If the game is set to Simplified or Traditional Chinese (which uses the Japanese voice set), the corresponding name for Killer Packun is referred to in English as simply "Piranha Plant". It does not get a respective mention in the English dialogue, like Fire Nipper Plant. Ultimate, " Killer Packun" is mentioned briefly by Viridi during the Japanese Palutena's Guidance dialogue for Piranha Plant. Piranha Plants are rare in Paper Mario: The Thousand-Year Door, found only in the Pit of 100 Trials in floors 81-89. They also have a good chance to be confused, possibly making them attack other enemies with massive strength. Despite their toughness, they are easily put to sleep, incapacitating them for a few turns. They also have absurdly high HP, only being beaten out by a handful of non-bosses, such as Dark Craws and Dark Koopatrols. Piranha Plants have the second-highest statistical attack power in the game, exceeded only by an Amazy Dayzee, which is 20. History Paper Mario: The Thousand-Year Door 1.1 Paper Mario: The Thousand-Year Door.They are the strongest of all Piranha Plants and like to live in pipes, as indicated in the Tattle Log, despite the fact that no Piranha Plants in this game appear in pipes (though this more likely references the regular Piranha Plants from the Super Mario series). Piranha Plants are enemies found in Paper Mario: The Thousand-Year Door. Its Attack power is absurdly high… It may look like a normal Piranha Plant, but don't be fooled! It's super-tough! If we get beaten by a flower, we'll never hear the end of it, know what I mean? Max HP is 15, Attack is 9 and Defense is 0. In fact, I think this is the strongest type of them all.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |