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Proto:Paper Mario: The Thousand-Year Door

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This page details one or more prototype versions of Paper Mario: The Thousand-Year Door.

So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
Hmmm...
To do:
  • Split into separate pages for the Japanese and English demos.
  • Dates of the demo's files (see here).
  • Japanese demo in "Gekkan Nintendo Tentou Demo 2004.7.1".
  • Early item data in JP demo (see raw data here).
  • Python script for swapping maps in the JP demo by NWPlayer123.
  • room exit modifier code for JP demo by Zephiles.
  • See talk page for other useful codes.
PaperMario2.png

Paper Mario 2 was an early English name for Paper Mario RPG, before Treehouse opted for the slightly more attention-grabbing subtitle of "The Thousand-Year Door". A demo with this title, containing three different areas and the first side-scrolling Bowser level at the end of the first area, was released as one of the games on the USA "Interactive Multi-Game Demo Disc Version 18" for the 2004 Christmas holiday. If the date in the internal name is to be interpreted as a build date, and is accurate, then the demo was built on June 21, 2004, which puts it four days after the Japanese retail build and about two-and-a-half months before the game's English translation was completed for the US. However, the demo contains content clearly predating the Japanese retail build.

Sub-Pages

TextIcon.png
Text & Dialogue
Early names, grammar fixes, and pronoun shenanigans.

Unused Music

Petalburg Event

Internal Track Name: BGM_EVT_NOK1
File Name: evt_nok1_32k.stm
This has leftovers in the final versions of the game. It's meant for an event in Petalburg.

S.S. Flavion (WIP Version)

File Name: evt_sil1_32k.stm
A work-in-progress version of the song that plays in Chapter 5, when the S.S. Flavion sets sail. It seems to have been mistakenly left on the disc, as Chapter 5 is not playable in this demo.

(Source: GoldS)

Graphical Differences

Demo Final
PMTTYDGameIconEarly.png PMTTYDGameIconFinal.png

The game icon has a bevelled yellow background unlike the plain gradient background of the final, and a left-facing, more pixelated Mario, closely resembling his sprite from the first game.

(Proto icon rip: NWPlayer123)
Demo Final
PMTTYGameBannerEarly.png PMTTYDGameBannerFinal.png

The text on the game banner is higher up and is in a different font in the final. The final banner also has some character images on it.

Demo Final
PMTTYDBeltEarly.png PMTTYDBeltFinal.png

The Champ's Belt has a (fake) gold star on it in the final, which is missing in the early graphic. The early graphic is shaped more like a traditional wrestler's championship belt.

Demo Final
PMTTYDSackEarly.png PMTTYDSackFinal.png

The handle of the Strange Sack was changed from a red shade to a browner one. It is also slightly bigger in the early graphic.

Demo Final
PMTTYDWEmblemEarly.png PMTTYDWEmblemFinal.png

The "W" Emblem was recolored from purple to yellow. It's also likely that the purple W Emblem would have been used for Waluigi's clothes, rather than requiring the player to equip the L and yellow W Emblems.

Demo Final
PMTTYDemoHooktailCastleBackground.png PMTTYFinalHooktailCastleBackground.png

In the final version, the Hooktail Castle background has an extra blob of cloud at the top-right, as well as two extra cloudy lines at the bottom. The blob enables the background to appear seamless when tiled horizontally, while the additional lines prevent the bottommost cloud line from ending abruptly in the middle of the sky.

Demo Final
PMTTYDDemoStarPointsScreenshot.png PMTTYDFinalStarPointsScreenshot.png
Demo Final
PMTTYDDemoStarPointsText.png PMTTYDFinalStarPointsText.png

The "STAR POINTS!" graphic isn't capitalized in the final. There are no "You got" or "Star Point!" graphics in the demo. The layout was adjusted accordingly. Strangely, the number still uses the early style.

Unused Graphics

These two graphics, removed from the final game, depict earlier names for Twilight Town (top) and Creepy Steeple (bottom), which are also reflected in their internal designations.

PM2Demo-usuguratown.png
PM2Demo-daimu.png

Art Attack Debugging Feature

Using Art Attack in the demo shows a hitbox around every enemy. You can't use Art Attack (or any other Crystal Star Power for that matter) in the demo without hacking.

PM2Demo-ArtAttack.png

Area Differences

Star Crystal Fields

  • No Save Block next to the pipe which leads to the sewers.
  • The pipe which normally leads to the sewers instead takes you right back to Star Crystal Field (pipe animation still happens).
  • The badge you would normally get when Koops joins you isn't present in the demo. The block is, however.
  • Goombella no longer reminds you about her tattle function when entering the area just before Petalburg.
  • It isn't possible to get the Horsetail item.
  • Can't check sign in shop.
  • Shopkeeper doesn't tell you the number of points you have.
  • General White is absent in the demo.
  • In Mayor Kroop's house, both the coffee table and the dresser don't have shadows.

Hooktail Castle

  • Dull Bones are called Koopa Skeletons in the demo.
  • No Save Blocks.
  • It isn't possible to leave Hooktail Castle.

Boggly Woods

  • When you use the Puni Orb to raise the pipe, the sound is different.
  • X-Nauts are called Boomer Gangers.
  • No Save Blocks.