List of Paper Mario pre-release and unused content

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 * This is a list of pre-release and unused content for the game Paper Mario.

Contents

 * 1Early iterations
 * 2Early builds
 * 3Unused data
 * 3.1Unused items
 * 3.2Unused badges
 * 3.3Extra badges
 * 3.4Unused enemy palettes
 * 3.5Debug rooms
 * 3.6Unused enemy formations
 * 3.7Unused character sprites
 * 4References
 * 5External links

Early iterations[edit]
Paper Mario was originally going to be named Super Mario RPG 2 (also called Mario RPG 2 or Mario RPG 64), but due to complications involving Square, the makers of Super Mario RPG: Legend of the Seven Stars, the name was changed to Super Mario Adventure and later Mario Story. When it was decided that the Western title should reflect the unique graphical style of the game, the finalized Japanese title was retained (with the subtitle The Paper Trail) before the title was shortened to simply Paper Mario.

In an early interview with Nintendo Power, Shigeru Miyamoto (after being asked about Super Mario RPG 2) said that they wanted the game's graphics to be in the vein of its predecessor, as well as include multiple events and characters that are commonly featured in other Mario games.

The game was originally in development for the failed Nintendo 64DD, but was ultimately released as a cartridge.

Paper Mario's title screen from when it was called Super Mario RPG 2. Original logo. An early Dry Dry Desert. An early concept image for Mario RPG 64 dated March 5, 1997. It acted as the basis for the style of the game, having 2D sprites from Super Mario World in a 3D environment.

Early builds[edit]
Early screenshots of this game showed that Poochy was going to play some sort of role in the game, and another screenshot showed that Nep-Enuts were going to be in this game also (indicating that Lavalava Island was going to be more like Yoshi's Island). Also, the early version of Forever Forest showed that it would be much smaller, with all the forest's trees having sinister faces. A screenshot had also shown a strange early Whale.[citation needed] Mario has a different look in the early version, having sclera in his eyes as he does in artwork for other Mario games such as Super Mario Bros. 3, instead of simple black dots in the final version. According to an old article from Nintendo's website, the game was being developed by HAL Laboratory and also suggests that Mario's followers would fight on their own, without any input from the player.

An early screenshot of an area with Poochy in it A Nep-Enut An early screenshot of the Forever Forest with different trees A different perspective of Forever Forest An early screenshot of a house. Mario's sprite is also different. Entering Koopa Village An early Goomba Village, with unfinished textures Early Koopa Bros. An early Toad Town An early battle with the Goomba King, who has a white bandage visible under his crown An early Battle An early Yoshi's Island Early icons More early icons An early battle against the Goomba King Another early battle An early pause menu An early meter for the hammer action command Early artwork of Lakilester and Kooper

Unused data[edit]
Unused partners remain in the game's code.


 * Main article: Dark Paratroopa#Paper Mario unused data

Fully functional Dark Paratroopa, Albino Dino, and Whacka enemies exist in the ROM. Also, Goombaria's, Goompa's, and Twink's names and icons are present in the game's list of partners for Mario.

Unused items[edit]
These unused items were found in the code of Paper Mario. Most of their names and descriptions were never translated officially.

Mario uses the Hustle Drink. Mario throws the Insecticide Grass.

Unused badges[edit]
The release version of the game contains some scrapped Badges that can be accessed with a GameShark or a similar device. These Badges can be found in the game's data and are never seen during the game.

The Earthquake Jump badge in action. The Jump Charge 0 being used. The Hammer Charge 0 being used. The Right On badge's effect. Mario recovering with Happy Happy Heart. Mario, being affected by Super HP Drain. Total Economizing effect. Anger's Power in action. Shrink Smash shrinks an enemy.

In addition to the above, the following images were found within the game's ROM. Though they have no assigned item, they are likely to be unused item sprites. The key items are on top, badges are in the center, and normal items are on the bottom.

Extra badges[edit]
In addition to unused badges, some badges have unused duplicates in the game's data, presumably implying the player was supposed to be able to own multiple copies of specific badges. All of these function as intended.

Unused enemy palettes[edit]
The ROM contains several unused palettes for enemies, including aqua-blue Fuzzies, bright Embers, frosty Goombas and Koopas, and even Crystal King palettes.

An aqua colored Fuzzy A blue-colored Bandit. This palette was actually used in the sequel A brighter version of an Ember A brighter version of a Lava Bubble Three unused palettes for the Crystal King A frosty Goomba A frosty Koopa A frosty Pokey A red Goomba A red Paragoomba

Debug rooms[edit]
Debug rooms are areas in a game that facilitate testing. Some leftover debug rooms were found in the Paper Mario ROM. As with most debug rooms, they are accessible using an exit modifier GameShark code.

Room one Room two Room three Room four Room five Room six Room six Room six Room seven Room eight Room eight: the Koopa Troopas transformed Room nine Room ten Room ten Room ten


 * 1) In this debug room, the text 'MARIO RPG' is written on the floor and the blocks give mushrooms. If Mario attempts to talk to the Star Rod, the game freezes. There is a hammer in the chest (which also freezes the game), another small chest, several mushrooms and paths numbered from 0 to 7 (the numbers shown are in the same font used in Super Mario 64 and leads to the chapter with the number the player chooses). If Mario jumps on Goompa, it acts as if it were an enemy, but there is no battle. Mario's partner will fly through this room. When Mario talks to Kolorado (in the 2nd path) his HP changes to 11. When he talks to the Koopa (in the 1st path) his HP changes to 8.
 * 2) Some blocks appear in this room.
 * 3) A chest, stairs and some blocks appear here, but they are empty.
 * 4) Here, there are several blocks, including an unused POW Block. If Mario hits it, it will just shake the screen and nothing will happen.
 * 5) This is an area with a Mario clone, a useless switch, and Goompa, who says nothing.
 * 6) In this room, if Mario goes through any of the doors, he will reappear in the opposite path. Colored arrows reorient the camera if stood on. A health block and star piece panel are also in the area. This area is likely a test room for Forever Forest.
 * 7) This room looks like it is in Crystal Palace, except the background is different than in the final version.
 * 8) In a strange unused area, there are Koopas who have the ability to transform into Mario's partners. The floor will also start moving in a wave-like way whenever Mario walks somewhere.
 * 9) This room has various pipes in the floor, which do not lead to anywhere (Mario cannot enter them).
 * 10) In this room, Goombario is shown saying the same tattle he says in the Jump Attack game.

Unused enemy formations[edit]
The ROM contains some enemy formations not used in the game.

Unused character sprites[edit]
Princess Peach has an unused sprite of her kissing someone. The dark palette suggests it happens sometime during the ending epilogue when her castle returns to the ground. Goombas have a sprite of them being electrocuted, showing its skeleton.

Peach kissing someone A Goomba being electrocuted

References[edit]

 * 1) ^ Miyamoto Reveals Secrets: Fire Emblem, Mario Paint 64. (July 29, 1997). IGN. Retrieved May 18, 2015.
 * 2) ^ Iwata Asks: Paper Mario: Sticker Star: "Going All Out with Stickers"
 * 3) ^ Nintendo Magazine System #88, July 2000
 * 4) ^ "M: We are going forward with the concept of those unique 2-D graphics. We are now incorporating events in the game that are associated with the Super Mario series, and most of the characters who appear in the Mario games will appear in Super Mario RPG 2." - Nintendo Power Previews '99. Page 3.
 * 5) ^ http://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-Paper-Mario-Sticker-Star/Paper-Mario-Sticker-Star/2-Going-All-Out-With-Stickers-/2-Going-All-Out-With-Stickers--690537.html
 * 6) ^ (February 3, 1999). Super Mario RPG 2. Nintendo (Wayback Archive). Retrieved February 20, 2018.
 * 7) ^ GameShark code 8110F456 XXXX for Normal Items, and 8110F342 XXXX for Key Items. "XXXX" should be a value from the leftmost column of the table
 * 8) ^ GameShark code 8110F442 XXXX where "XXXX" is a value from the leftmost column of the table
 * 9) ^ systems/pm/sheet/11710 www.spriters-resource.com Accessed 8 March 2009
 * 10) ^ https://tcrf.net/Paper_Mario/Unused_Items#Unused_Duplicates_of_Used_Badges
 * 11) ^ www.unseen64.net (Retrieved on 18 August 2008)

External links[edit]

 * Paper Mario on The Cutting Room Floor
 * Super Mario RPG 2 on Nintendo's Spaceworld '99 site
 * Maps of the debug rooms

Categories:
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 * Pre-release and unused content
 * Paper Mario