Mario & Luigi: Brothership
Mario & Luigi: Brothership |
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Also known as: Mario & Luigi RPG: Brothership! (JP/KR), Mǎlì'ōu & Lùyìjí RPG Xiōngdì Qí Háng! [瑪利歐&路易吉RPG 兄弟齊航!] (HK/TW), Mario et Luigi : L'Épopée fraternelle (FR), Mario & Luigi: Conexión fraternal (ES), Mario & Luigi: Fraternauti alla carica (IT) This game has unused areas. This game has a prerelease article |
To do:
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After five long years since the last game released (or eight not counting remakes), the Mario Bros. and unfortunately Starlow return in Mario & Luigi: Brothership, a sea sailing adventure where the brothers help to restore the land of Concordia. This adventure will test the brothers' bonds to the limits and force them to utilize their skills, Luigi's newfound power of logic, and his weird clunky AI to save the day.
This is also the first entry in the series to not be made by AlphaDream (as the company went under after the last game they released), so instead it was developed by Acquire under the guidance of a few key ex-AlphaDream staff members.
Contents
Sub-Pages
Prerelease Info |
Unused Models How many Luigis does it take to screw in Shipshape's light bulb? |
Unused Graphics There's a lot *to be determined* about these graphics. |
Unused Text
Debug Menu Settings
To do: The garbled text is likely to be Shift-JIS encoded Japanese text; fixing this would be helpful. |
Game\Text\gametext.uasset contains unused text for navigating a debug menu.
"DEBUG_MENU_BTL_TOP_00": "Battle group limitation filter",
"DEBUG_MENU_BTL_TOP_01": "Battle group",
"DEBUG_MENU_BTL_TOP_02": "Challenge",
"DEBUG_MENU_BTL_TOP_03": "Field",
"DEBUG_MENU_BTL_TOP_04": "Invincibility",
"DEBUG_MENU_BTL_TOP_05": "Stop movement",
"DEBUG_MENU_BTL_TOP_06": "Instant victory",
"DEBUG_MENU_BTL_TOP_07": "Results skip",
"DEBUG_MENU_BTL_TOP_08": "Status settings",
"DEBUG_MENU_BTL_TOP_09": "Damage tally",
"DEBUG_MENU_BTL_TOP_10": "Status ailment settings",
"DEBUG_MENU_BTL_TOP_11": "Bros. attack settings",
"DEBUG_MENU_BTL_TOP_12": "Battle technique AI settings",
"DEBUG_MENU_BTL_TOP_13": "Luigi Sense settings",
"DEBUG_MENU_BTL_TOP_14": "Dropped items settings",
"DEBUG_MENU_BTL_TOP_15": "UI settings",
"DEBUG_MENU_BTL_TOP_16": "Under development",
"DEBUG_MENU_BTL_TOP_17": "Debug display",
"DEBUG_MENU_BTL_TOP_18": "Battle plug",
"DEBUG_MENU_BTL_TOP_19": "Restore incapcitated character",
"DEBUG_MENU_BTL_TOP_20": "Restart battle",
"DEBUG_MENU_BTL_TOP_21": "プレイヤー無敵化",
"DEBUG_MENU_BTL_TOP_22": "敵ã‚ャラ無敵化",
"DEBUG_MENU_DRIFT_TOP_00": "Drift system activation",
"DEBUG_MENU_DRIFT_TOP_01": "Drift system update rate (speed)",
"DEBUG_MENU_DRIFT_TOP_03": "Text notifications",
"DEBUG_MENU_DRIFT_TOP_04": "Fully discovered sea chart",
"DEBUG_MENU_DRIFT_TOP_05": "Fully unlock chart scrolling",
"DEBUG_MENU_DRIFT_TOP_06": "Connect to selected island",
"DEBUG_MENU_DRIFT_TOP_07": "Discover selected island",
"DEBUG_MENU_DRIFT_TOP_08": "Warp to selected island",
"DEBUG_MENU_DRIFT_TOP_09": "Discover all sea areas",
"DEBUG_MENU_DRIFT_TOP_10": "Discover all sea area links",
"DEBUG_MENU_DRIFT_TOP_11": "Unlock all mapping",
"DEBUG_MENU_DRIFT_TOP_14": "Open selected mapping area",
"DEBUG_MENU_DRIFT_TOP_16": "Display list of discovered landmark reefs",
"DEBUG_MENU_DRIFT_TOP_17": "Discover all landmark reefs",
"DEBUG_MENU_DRIFT_TOP_18": "Discover landmark reef",
"DEBUG_MENU_DRIFT_TOP_20": "Seaway transfer settings",
"DEBUG_MENU_DRIFT_TOP_21": "Ship boat level up drift settings",
"DEBUG_MENU_DRIFT_TOP_22": "Sea chart UI settings",
"DEBUG_MENU_DRIFT_TOP_23": "Weather settings",
"DEBUG_MENU_DRIFT_TOP_24": "Hidden area settings",
"DEBUG_MENU_DRIFT_TOP_27": "Sub-quest notification complete (targets current notification)",
"DEBUG_MENU_DRIFT_TOP_29": "Discover all drift Island",
"DEBUG_MENU_DRIFT_TOP_30": "Unlock all hidden area",
"DEBUG_MENU_DRIFT_TOP_31": "Drift island Settings",
"DEBUG_MENU_DRIFT_TOP_32": "Ship boat island settings",
"DEBUG_MENU_DRIFT_TOP_33": "Landmark reefs settings",
"DEBUG_MENU_DRIFT_TOP_34": "Mapping area settings",
"DEBUG_MENU_DRIFT_TOP_35": "Island separation settings",
"DEBUG_MENU_DRIFT_TOP_36": "Cannon Control settings",
"DEBUG_MENU_DRIFT_TOP_37": "Small sea chart sttings",
"DEBUG_MENU_EVNT_FISHING_00": "Grant max bait",
"DEBUG_MENU_EVNT_FISHING_01": "Test fishing mode",
"DEBUG_MENU_EVNT_FISHING_02": "Ocean zone for fishing",
"DEBUG_MENU_EVNT_FISHING_03": "Fishing determining item",
"DEBUG_MENU_EVNT_SUBEPI_00": "Output log of completed sub-episodes",
"DEBUG_MENU_EVNT_SUBEPI_01": "All sub-episodes discovered",
"DEBUG_MENU_EVNT_SUBEPI_02": "Accept unaccepted sub-episodes",
"DEBUG_MENU_EVNT_SUBEPI_03": "Reload (used when the data is old)",
"DEBUG_MENU_EVNT_TOP_00": "Fishing event settings",
"DEBUG_MENU_EVNT_TOP_01": "Sub-episode settings",
"DEBUG_MENU_MAP_TOP_00": "Additional level (turned on/off on selection)",
"DEBUG_MENU_USER_EQUIP_TYPE_00": "ãã®ä»–",
"DEBUG_MENU_USER_TOP_00": "Member {0}:{1}",
"DEBUG_MENU_USER_TOP_02": "Editing status of:",
"DEBUG_MENU_USER_TOP_03": "Editing status of {0}",
"DEBUG_MENU_USER_TOP_04": "Edit equipment of:",
"DEBUG_MENU_USER_TOP_05": "Equipment type",
"DEBUG_MENU_USER_TOP_06": "Select {1} of {0}",
"DEBUG_MENU_USER_TOP_07": "Rank up bonus (short-acting)",
"DEBUG_MENU_USER_TOP_08": "Inventory items",
"DEBUG_MENU_USER_TOP_09": "Add specific items to inventory",
"DEBUG_MENU_USER_TOP_10": "Snoutlet settings",
"DEBUG_MENU_USER_TOP_11": "Plug settings",
"DEBUG_MENU_USER_TOP_13": "Armor {0}",
"DEBUG_MENU_USER_TOP_14": "ブーツ",
"DEBUG_MENU_USER_TOP_15": "ãƒãƒ³ãƒžãƒ¼",
Test NPC
A NPC named SP_CHARA_TEST" has somewhat interesting dialogue involving fox, dogs, and the Nintendo 3DS. Which is VERY similar a string found in both Pikmin 4 and The Legend of Zelda: Skyward Sword HD
"The quick brown fox jumps over the lazy dog. THE QUICK BROWN FOX JUMPS OVER THE LAZY DOG A TOTAL OF 5,728,100,643.99 TIMES. Mr Jock, TV quiz PhD: bags 20% fewer lynx at a cafe; voilã, they're "worth" $10. That's 10 + 9 - 8 = 11 Nintendo Switch consoles & Nintendo 3DS! He claimed though I don't believe him to have done so in an eyes-shut state...Nintendo(#Nintendo_Europe@nintendo.de)
Unused Videos
Placeholder Plug Combination Video (Plug_Combi_0120.bk2/Plug_Combi_0130.bk2)
Two identical files that show in-development footage of a standard Mario jump attack. It does not demonstrate any Battle Plug combination, so it was likely used as a placeholder instead.
Internal Project Name
The game is internally referred to as Vermillion. Vermillion is rather known as a red pigment being used for coloring paintings back in the 19th century.
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- Games with unused areas
- Games with hidden development-related text
- Games with unused graphics
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- Games with unused cinematics
- Games with debugging functions
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- To do
- Mario series
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Cleanup > To do
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