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Dr. Mario & Puzzle League

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Title Screen

Dr. Mario & Puzzle League

Also known as: Dr. Mario & Panel de Pon (JP)
Developers: Intelligent Systems, TOSE
Publisher: Nintendo
Platform: Game Boy Advance
Released in JP: September 13, 2005
Released in US: November 28, 2005
Released in EU: November 25, 2005
Released in AU: December 2005


DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
RegionIcon.png This game has regional differences.


Dr. Mario & Puzzle League is a compilation of Dr. Mario with awfully remixed music and a fairyless/Yoshiless/Pokémonless version of Puzzle League (aka Tetris Attack, aka Panel de Pon) with a wide selection of game modes.

Unused Graphics

Hmmm...
To do:
Find the correct palette for the flowers, if there exists one

Want another chance? If at first you don't succeed, try, try, and try some more Good Bye

"Try Again?", "Yes", and "No" graphics can be found in Puzzle League, but not used; the game always ends or automatically restarts after dying. The palette for Yes and No might be incorrect. Oddly enough, these are used in the game's demo!

DrMarioPuzzleLeaguePressAnyButton.png

These graphics are loaded into the VRAM upon entering the Dr. Mario title screen and are intended to spell out "Press Any Button". However, the final game has the words "Press Start" spelt instead, most likely because the B button takes the user back to the Dr. Mario and Puzzle League game selection screen. Since the graphics loaded into SRAM already contain all the letters for the "Press Start" message, the unused letters "B", "N", "Y", "U" and "O" remained.


DrMarioPuzzleLeaguePupuriClouds.png

DrMarioPuzzleLeagueFlowers.png

Sprites for the Pupuri character on a daffodil, featured in the GameCube game Nintendo Puzzle Collection along with the link feature in this game, and some clouds and flowers are loaded into the VRAM on the Puzzle League screen, but go unused. They would have been used for a title screen, reminiscent of Panel de Pon. The character however does appears via image 4 and the 15th background image in the game.

Leftover Developer Text

Within Dr. Mario, three "bmg" files can be found containing Japanese text. The latter two of these are used in the help menu, but the first contains developer-related text. All of it seems to have been accidentally copied into the ROM from Densetsu no Stafy 3 (this text starts from offset 5A6AE1 in Shift JIS in a Densetsu no Stafy 3 ROM). Translations are provided below.

カラーへんこうてすと

カラー3

カラー7

カラー12

カラーへんこうてすと2
システムカラー

テストメッセージ
グッズ10

テストメッセージ
オラ! おせーぞ!

アクションは だいたい

思い出せたか?・・・ったく

しんじゅ★は 5コ あつめると
元気が ひとつかいふくすんねんで
にいちゃん おぼえてる?

さっ・・さすがに そこまでは
わすれてねーだろ・・な?
スタフィー?

おっ・・おい! なんとか
いえよオメェ・・・
こりゃ さきゆきふあんだ・・

わからないことがあったら
なんでも うちに
はなしかけるんやでー!

コラ! でしゃばるんじゃねぇ!
それは『たよりになってかっこいい
オレさま』の しごとだ!

まあいい・・とにかく とちゅうで
わからないことがあったら・・

なんでも オレさまたちに
はなしかけるんだぞ!」
わかったな?

テストだぜ!
123456789012345567
123456789012345567
123456789012345567

テストだぜ!
123456789012345567
123456789012345567
123456789012345567

テストだぜ!

123456789012345567

オラ! テストめっせーじだ!
スピンしたら オレさまが
とびだすぞ!

アニメへんこうてすとだ!

アニメへんこうてすとだ!

アニメへんこうてすとだ!

アニメへんこうてすとだ!

アニメへんこうてすとだ!

アニメへんこうてすとだ!

アニメへんこうてすとだ!

アニメへんこうてすとだ!

アニメへんこうてすとだ!

アニメへんこうてすとだ!

アニメへんこうてすとだ!

アニメへんこうてすとだ!

いちど とびだしたら
へやを へんこうするまで
じめんには もどらないぞ!

これは テストようの
メッセージデータじゃよ・・・

テストをおのぞみじゃな?
  かいわよびだし
  かいわきりかえ
  おーぐらでもよびだし

かいわよびだしのテストじゃよ

かいわきりかえのテストじゃーー
つぎのページはべつのてきすとを
ひょうじするぞい!

おーぐらでもをよびだすのじゃ・・

かいわしゅうりょうなのじゃ!

かいわよびだしテストですよ
かいわきりかえテストですよ

このかいわが おわったら
かいわモードはしゅうりょうする
はずです。
Color-change test

Color3

Color7

Color12

Color-change test2
System color

Test-message
Goods10

Test-message
Hey! You took a long time!

Do you remember how

to use Actions?... Ugh.

Hey, brother! Do you remember that
when you collect 5 pearls,
your life is healed by one?

Y-You couldn't have forgotten
something that simple, right?
Starfy?

H-hey, c'mon,
say somethin'...  
Oh, this can't end well...

If you don't understand 
something, come and
talk to me at my house!

Hey! Don't butt in!
That's my job,
I'm the 'cool and reliable' one!

Whatever... Anyway, en route,
if there's something you don't understand...

You can come and
ask us anything!"
Got it?

Test!
123456789012345567
123456789012345567
123456789012345567

Test!
123456789012345567
123456789012345567
123456789012345567

Test!

123456789012345567

Hey! This is a test message!
If you Spin, I'll
pop out at you!

Animation-change test!

Animation-change test!

Animation-change test!

Animation-change test!

Animation-change test!

Animation-change test!

Animation-change test!

Animation-change test!

Animation-change test!

Animation-change test!

Animation-change test!

Animation-change test!

Once you leave,
you can't come back to ground level until 
the room changes!

This is something test message data
for testing with...

Wanna test something?
  Conversation Caller
  Conversation Switcher
  Call an Ogura

This is a test for the conversation-calling function.

This is a test for the conversation-switcher.
The next page will show some
different text!

So you wanna call an Ogura or something...

Conversation finished!

This is a test of the conversation caller!
This is a test of the conversation switcher!

When this conversation finishes,
conversation mode should
end.
(Source: eientei95 (finding the text); Torchickens (finding the origin of the text), Bluesun (translation))

Save Data Version Number

The ROM contains two copies of a version number related to Dr. Mario. The first one is used in the Dr. Mario save data. It is unknown if the version number is for the save format or the game.

Japan USA Europe
DRMARIO VER 004
DRMARIO VER 007
DRMARIO VER 008
(Source: Original TCRF research)

S-Hard and V-Hard

This game has unused references to difficulties levels beyond Fastest/Hard. In all releases of the game, S-Hard and V-Hard can be loaded if using a code. If choosing the option in the options screen, it will only load the last Game Lv. you set it to. By changing the value 03005BB2:06 (US Score Attack), 03005BB4:06 (US Time Attack), or 03005BB7:06 (US Garbage Attack) will display the S-Hard text, 03005BB2:07 (Score Attack), 03005BB4:07 (US Time Attack), or 03005BB7:07 (US Garbage Attack) will display the V-Hard text. Dr. Mario & Puzzle League Shard Option.png Dr. Mario & Puzzle League Vhard Option.png

By using codes: 03002A54:03 (US), 03002B74:03 (JP) for S-Hard, and 03002A54:04 (US), 03002B74:04 (JP) for V-Hard. For Score Attack in 1p or Vs. Com use codes: 03002A67:01 (US), 03002B87:01 (JP) for 1 minute, and use 03002A67:02 (US), 03002B87:02 (JP) for 20 seconds.







Regional Differences

Hmmm...
To do:
Any other changes?
Japan International
Dr. Mario & Panel de Pon Title.png Dr. Mario & Puzzle League Title.png

The Dr. Mario logo was changed from the one of the NES title screen to the one seen on the NES version's box/cartridge art. The Panel de Pon logo was changed completely due to the title difference.

To accommodate the larger logo, the copyright info was moved downward a bit while the ampersand was made smaller and moved upward a bit.

Japan International
Dr. Mario & Panel de Pon DrM Title.png Dr. Mario & Puzzle League DrM Title.png

Per the main title screen.

Japan International
Dr. Mario & Panel de Pon PDP Title.png Dr. Mario & Puzzle League PL Title.png

Per the main title screen. Due to the larger logo, "PRESS START" was shifted downward.

Japan International
Dr. Mario & Panel de Pon PDP Image0.png Dr. Mario & Puzzle League PL Image0.png
Japan International
Dr. Mario & Panel de Pon PDP Image1.png Dr. Mario & Puzzle League PL Image1.png
Japan International
Dr. Mario & Panel de Pon PDP Image2.png Dr. Mario & Puzzle League PL Image2.png

The changes relate to removing the name "Panel de Pon" in the international releases. The first image was replaced with a stack of the game's titular panels, while the 2nd image removes the Japanese image 2's 3rd image text and the final image was simply replaced with a Nintendo logo facing 90 degrees with red arrows pointing through it.

Dr. Mario & Panel de Pon PDP BG5.png

An exclusive background image for the Japanese release, removed due to the international name.

Japan International
Dr. Mario & Panel de Pon PDP Slow3.png Dr. Mario & Puzzle League PL SlowestAkaSlow3.png
Japan International
Dr. Mario & Panel de Pon PDP Slow2.png Dr. Mario & Puzzle League PL SlowerAkaSlow2.png
Japan International
Dr. Mario & Panel de Pon PDP Slow1.png Dr. Mario & Puzzle League PL SlowAkaSlow1.png
Japan International
Dr. Mario & Panel de Pon PDP Easy.png Dr. Mario & Puzzle League PL FastAkaEasy.png
Japan International
Dr. Mario & Panel de Pon PDP Normal.png Dr. Mario & Puzzle League PL FasterAkaNormal.png
Japan International
Dr. Mario & Panel de Pon PDP Hard.png Dr. Mario & Puzzle League PL FastestAkaHard.png

In international releases, the game level text is referred to as slowest, slower, slow, fast, faster, and fastest while in Japanese releases refers to them as slow3, slow2, slow1, easy, normal and hard respectively.

Japan USA
Slow3 Slowest
Slow2 Slower
Slow1 Slow
Easy Fast
Normal Faster
Hard Fastest