Paper Mario

Paper Mario is the second RPG starring Nintendo's mustachioed mascot, and the first in the successful Paper Mario series.

Unused Music
Two unused tracks can be found in the game's soundtrack, which seem to be early versions of the intro/title themes. The segment at 0:50 is the same in the final intro theme, accompanying Bowser's appearance. The second track would be for the title screen following it.

Princess Peach


A sprite of Princess Peach kissing someone (likely Mario, if the rest of the franchise is any indication). Her palette suggests the scene would take place during the first part of the ending when Peach's Castle is descending to the earth.

Unused Enemies
Fun with palette swapping. You can see the working enemies in action here.

Albino Dino
These enemies appear as living statues in the Crystal Palace, but are never actually fought. However, they can be fought using GameShark codes. They only know one attack, which is a charging ram that hurts Mario. Goombario even has a tattle for them:

Aqua Fuzzy
A blue Fuzzy. All that's been found is the enemy name and blue palette.

D. Paratroopa
A winged version of the Dark Koopa enemy that was just never used. They too can be fought with Gameshark codes. Their attacks are basically the regular Paratroopa's attacks sped up. If jumped on, they lose their wings and become Dark Koopas. Goombario has a tattle for it as well:

Red Goomba
This is not the sub-boss with the same name. There are two different entries for Red Goomba in the enemy name table.

R Paragoomba
This is a Red Goomba with wings. Yep. Red Paragoombas originally appeared in Super Mario Bros. 3, which this game draws a number of elements from.

Whacka
Interestingly, Whacka has an entry in the enemy name table and a tattle! Based on the tattle, it seems that earlier in development, instead of disappearing after being hit enough times, he would attack.

Unused Formations
Battle formations in the data that never get called up by encountering enemies in the overworld. Gameshark code will modify the first enemy on the overworld you encounter into the desired formation, where XX is the first two digits, while YY are the last two.

1 Spear Guy, 1 Medi Guy, 1 Spike Top
Values: 14, 07

This formation is listed in the groups reserved for the Jade Jungle. While Spear Guys are normally in that location, Medi Guys and Spike Tops are located in completely different formation groups. No other Jade Jungle formation has Medi Guy or Spike Top as extra enemies, meaning this was probably from a time where these enemies were compatible, or the Medi Guy and Spike Top overwrote the original enemies for this formation.

2 Petit Piranhas
Values: 17, 01

Located after the formation reserved for Lava Piranha. This formation was probably just a debug formation to test out the Petit Piranhas without having to battle Lava Piranha every time.

2 Crazee Dayzees, 1 Amazy Dayzee
Values: 18, 16

The only formation in the final game which has the Amazy Dayzee enemy in it only contains a single Amazy Dayzee with no other enemies. Nintendo probably wanted to include it in a few more battles, but seeing as how overpowered the enemy is, it was probably for the better good that this formation was cut.

1 Amazy Dayzee, 2 Bzzaps
Values: 18, 1D

Same as above.

4 Amazy Dayzees
Values: 18, 1E

Again, Amazy is too overpowered to be in other formations, and with this one? You would be dead unless all of them ran away, which was probably the reason this formation was cut.

1 Dark Koopa, 2 Dark Paratroopas
Values: 1A, 03

One of the formations that contain the unused Dark Paratroopa enemy. Other than that, it's pretty standard.

2 Dark Paratroopas
Values: 1A, 08

Another formation with the unused Dark Paratroopa. This one hints that maybe Dark Paratroopas were going to appear in the overworld, like the regular Paratroopas on the path to the Koopa Bros. Fortress.

3 Dark Paratroopas
Values: 1A, 09

Same as above.

1 Paragoomba, 1 Gray Magikoopa (on foot)
Values: 1E, 01

This one is odd. While most boss formations only have the boss in it's own "group", this one is located in the group reserved for the Monstar fight. What the programmers were going to use this formation for is unknown.

2 B. Bill Blasters, 1 Koopatrol
Values: 25, 03

The only formation in the final game that has the B. Bill Blasters in it is the one that has two of them side by side with no other enemies. Why this formation was cut is unknown.

2 B. Bill Blasters, 1 Magikoopa
Values: 25, 04

Same as above.

1 Albino Dino
Values: 1F, 0E

The only formation in the game's data that uses this unused enemy. It's listed as the very last formation in the Crystal Palace group. The Albino Dino's themselves are quite powerful, but considering that the room after the Albino Dino's room contains a save point, they probably changed the battles with them to a puzzle instead to be safe, because if the player managed to die in the fight, they would have to go all the way back to the last save point, which is pretty far from their room.

Unused Items
Hidden away in the code and memory are many unused items, badges, and key items. Some are fully functional, and the reasons for their exclusion are unknown, while others are clearly leftovers from earlier in the game's life and have odd effects (if any at all).

Bug Repel
A plant item that resembles a fern, which can be used in battle. The Bug Repel has no effect on most enemies, but true to its name, if used on a bug enemy, it'll instantly kill it, albeit without any star point rewards.

Hustle Drink
Appears to be a drink item of some sort. When used in battle, you'll be able to attack twice on the next turn.

Please Come Back
This odd item looks like a tag and has the Japanese word for "day" or "sun" on it (though subtle shading suggests it may be a "B" instead). It can be used in battle, but has no effect. Its Japanese description says that it possibly returns partners from somewhere; perhaps earlier in development, it was possible for partners to die in battle, and this item would have revived them. While such a concept was eventually implemented in the sequel, no similar item makes an appearance there and Life Shrooms are used for reviving both Mario and partners.

This bears the same name as one of Peach's spells from Super Mario RPG, from which this game draws many elements.

Key Items
These are key items that are never used in the game. Unless otherwise stated, none of them have an effect in-game.

Gold Vase
A vase-like item resembling the Volcano Vase, this was supposed to be a side quest item that went to Moustafa.

Koopa Shell
Most likely was a Koopa Koot side quest item.

Koopa Koot Picture
A picture of a Koopa, this item resembles an existing side quest item.

Screwdriver
A green screwdriver with no English name or description, it was to be a side quest item for Goompa.

Forest Pass
A little white card with a tree on it. This was originally to be given to you by the Guard Toad at the forest entrance to pass through the forest.

Suspicious Note
An earlier version of an existing item, intended to be given to Russ T. This item can actually be used, and has the same effect as the normal note.

Toad Doll
May have originally been used the same way as the Princess Doll.

Shrink Smash
This almost finished badge is a hammer version of Shrink Stomp, and appears later in the sequel. It requires 2 FP to do the attack, although the description says it only requires 1 FP.

Anger's Power
A very odd badge which causes Mario to appear angry and dark red. It increases his attack by 6, but makes him auto-attack, leaving you to control the partner. Its effects are similar to the "berserk" status from other RPGs.

Super Focus
Has the same affect as Deep Focus, but uses 5 BP instead. It also uses the odd alternate Deep Focus graphic seen at Bowser's Castle, which changes to normal in the inventory when obtained.

Right On!
This somewhat oddly-named badge lets you perform perfect action command execution, and makes the word "Perfect" appear in Japanese on-screen. Most likely used for debugging purposes, this badge also appears (again unused) in Paper Mario: The Thousand-Year Door.

Sound Effect F
This purple Sound Effect badge makes the sound of the bushes from Forever Forest. It has many other unused duplicates, and it's unknown why it wasn't included, since it appears to be finished.

Unknown Badge
This flower-like badge has no known use.

Unused Items
In addition to the above, there are a few sprites which do not correspond to any item in the game. The sprites in the top row likely belonged to key items, while the ones in the middle were badges of some sort. The bottom one is unknown, but may have been a normal item.

Test Areas
There are several test areas in the game which can be accessed with GameShark code, where "????" is the room's ID number. This works best when using the exit from Goomba Village's main room to the room where Mario is found in the Prologue.

Debug Hub FFE0
This room uses the background from Toad Town and contains a collection of various objects and pathways. The paths lead to the chapter indicated by the number, with 0 leading to the Prologue. The number textures themselves are from Super Mario 64. Given that its room ID falls in the middle of the Toad Town rooms and that it leads to the chapters of the game, it is likely that this room was used during much of the game's development. In the center of the room is the name "MARIO RPG" spelled out in separate polygons, from when the game was still Super Mario RPG 2. Above the logo is Goompa and five Mushrooms. Beyond that are a few dummy switches for testing purposes.

The treasure chests on the left side of the room are empty. By the large switch is Misstar, who flies away when Mario gets too close. Talking to the Koopa NPC sets Mario's max HP to 8 and gives him the normal Hammer. Talking to Kolorado does the same, but sets the max HP to 11 instead. An NPC Star Rod sits in front of the Prologue exit, but talking to it crashes the game.

Room 0175
A blocky room containing item blocks. This was probably used to test various block positions, including blocks on the ground and blocks that require the Ultra Boots to reach. The yellow blocks contain a Heart each, while the red blocks contain a Flower. The block on the floor is empty.

The path on the left leads to Room FFE0, right in front of the Chapter 7 exit, while the path on the right leads to Room 0176. The room sports Super Mario 64 textures and has no background.

Room 0176
A room containing a staircase and a couple of empty treasure chests. This was probably used to test stair movement and block jumping. The path on the left leads to Room 0175, while the path on the right leads to Room 0177. Like the previous room, it has no background.

Room 0177
A large room containing a variety of objects. Mario is able to walk around in the "water" area, though an invisible wall blocks off the small lowered ledge. The blocks in the second area all function properly, with the exception of the POW Block. Touching either the spikes or lava crashes the game after Mario rockets skyward.

The path on the left leads to Room 0176, while the path on the right leads to Room 0178. The ground has an unused blocky texture.



Room 0178
A room containing some rotating platforms and Goompa. A full ripped view of this room is unavailable because it crashes most of the time. The path on the left leads back to Room 0177, while the path on the right leads nowhere.

Room 0179
A forest room with only a handful of features. Four colored arrows point around the path on the floor. The camera will move around with Mario as he moves around the path, like in the Forever Forest, seemingly used for testing those rooms. Next to the Heart Block in the center is a standard hidden Star Piece panel; collecting the Star Piece resets Mario's HP to 10 and FP to 5.

All paths lead to the opposite end of the same room. It uses the background from Toad Town.

Room 017A
A room that looks like an early version of Crystal Palace. Several reflections of Mario follow the player around, with one being locked to the plane of the mirror. The mirror itself is not solid and can be passed through. Most of the textures are unused, including a reflection image of Mario stuck on the floor.

There are mirrored polygons under the room, but the floor is not transparent and thus they cannot be seen.



Room 017C
A room containing a line of Koopas. Talking to them changes them into a partner character, with three copies of Lakilester. In the center is a ground panel that gives out a Heart each time, but it can only be flipped with a super stomp. A strange ripply distortion effect follows Mario around as he moves.

Compared to the models of the room, the camera is facing the wrong way and there are no boundaries on the sides of the room. The room uses Toad Town's background.

Room 017D
A room containing a collection of pipes, none of which work. This room was probably used to determine the ideal pipe size, as each successive model is a little larger than the last. The floor sports an unused texture similar to the one used for Shooting Star Summit.



Video.

Room 0183
A mysterious room containing a variety of objects. It is extremely large compared to Mario and normal rooms, with Mario taking up less than a third of the width of a single square on the floor. It is possible that this room was simply used to test shading or was from an entirely different engine altogether, as Mario enters in the center of the room (inside of the sphere) and most of the objects are entirely too large for Mario to climb.

Interestingly, this is the only unused room where Goombario can tattle, although his tattle is the same as for the Jump Attack game.

Title
In Japan, Paper Mario is called Mario Story. The copyright year is also different.

Toad Town Entrance
The main entrance sign to Toad Town was changed a bit for the International releases. Kinoko is the Japanese word for mushroom, and seeing as Toads look like mushrooms, this makes sense. The sign was simply localized.

Lil' Oink Drops
Gold Lil' Oinks drop Jelly Shrooms in the Japanese version, whereas they drop Ultra Shrooms elsewhere. The Japanese version has a total of only five Ultra Shrooms, which is likely why this was changed.

Koopa Koot Responses to Favors
In the International releases, Koopa Koot has several different responses to favors that Mario has completed for him, usually using interesting phrases that reference various in-game enemies. However, in the Japanese version he only has two different phrases that he'll say, both being very similar to each other.

New Partner Song
The theme for meeting a new partner is completely different in the Japanese version.



Mt. Rugged
The music for when you are at Mt. Rugged was also slightly changed.

Bowser's Castle and Final Bowser Battle Themes
The Bowser's Castle BGM and final boss fight theme were both slightly altered in international versions of the game. The percussion was changed in both themes, and some sections of the melody of the final boss theme were altered to play an octave lower. The official soundtrack uses the Japanese versions of both themes.