Mario & Luigi: Partners in Time
|Mario & Luigi: Partners in Time|
Also known as: Mario & Luigi RPG 2×2 (JP)
This game has unused areas.
This game has a prototype article
This game has a prerelease article
Mario & Luigi: Partners in Time is the time-warping, Shroob-stomping entry in the M&L series. It's also the first one on the DS.
- 1 Sub-Pages
- 2 Unused Text
- 3 Unused Music
- 4 Unused Graphics
- 5 Unused Enemies
- 6 Unused Enemy Statistics
- 7 Unused Rooms
- 8 Debug Menu
| Regional Differences|
While not as much as Superstar Saga, there's still plenty to cover.
Starting at 0x23E08F in FEvent\FEvData.dat is a rather chaotic test message:
THIS IS A TEST MESSAGE MY DOG HAS FLEAS. YOUR SCALP IS DRY.
Labeled as MUS_SEQ_OLD_END is the ending music sequence from Mario & Luigi: Superstar Saga. It even has an entire separate instrument bank dedicated to it, named WAVE_MUS_ML. Was imported for reference, given how it was rearranged for the ending sequence of Partners in Time.
Upload the Japanese equivalent for the early "Switch/Toss" UI graphic.
A full set of animated directional sprites for a scrapped Whomp NPC who would have best fit in Thwomp Volcano.
Used in the kiosk demos to choose an area to explore, these three option graphics are still in the final game. Note that Yostar Island and Energy Factory are the Japanese names of Yoshi's Island and Vim Factory, respectively.
Some unused Item sprites. The first appears to be an early design for the Mushroom, whose coloration is reminiscent of the Superstar Saga Mushrooms. The second item appears to be an early version of the Mix flower with coloring akin to the Copy Flower. The final item is a larger golden version Refreshroom that is either an earlier version of it, or scrapped alternate version.
An unused part of the UI that shows that originally, the L button would have been used to switch between duos rather than the Face Buttons. It can be seen used in the E3 version. Two versions exist: one in English, and the other in Japanese.
A sprite for a golden egg used in the E3 version of the game. It was the main collectible of Yoshi's Island and was only mentioned in this video of the E3 Demo. A sprite showing a pile of logs also exists, meaning that it may have been used as a stand for the egg to lay on while it waited to be collected.
The Spike Shell, a scrapped Bros. Item shown off in some pre-release material which still has graphics in the final game's files. It's attack data still partially remains in the final game, as the TEMP Bros. Item, an Item that comes after the Mix Flower in the Bros. Item list. The attack's script has been replaced by a copy of the Green Shell, however it can only be used when the Babies are in the Party, similar to the Spike Shell from the E3 trailer. It's script is also 03 in the Player Attacks, placing it right next to the Red Shell (02) and Trampoline (04) Scripts.
Scoot Bloop Level: 13 HP: 69 Power: 55 Defense: 55 Speed: 27 Coins: 4 Experience: 10 Items: Mushroom 30%, Mushroom 40%
First seen in the game's E3 trailer is the Scoot Bloop, the only unique unused enemy found in the game, and it turns out to be almost entirely functional! It's located among the enemies in Yoshi's Island and Yoob's Belly, so it's likely it would have been found in one of those two areas; corroborating this is the enemy's stats that are similar to the enemies in those areas. Some pre-release material shows Scoot Bloops in the Vim Factory, but it's possible they at one point were supposed to be fought there, but then moved around before being ultimately left unfinished.
The Scoot Bloop has two attacks. The first one simply involves them ramming into either their enemies, dealing damage. The other one has it stop indefinitely in front of Mario or Luigi, initiating a soft-lock and requiring a game reset, implying the battle script had yet to be completed. Both of these attacks allow a jump to counterattack. By changing the battle script of the Scoot Bloop to certain enemies (Goomba Script), it works without any issues. Despite the enemy being unused, its name was translated into several different languages in the European version:
|English||Scoot Bloop||From "To scoot " (to move swiftly) and Blooper.|
|French||Scoot Bloop||Same as the English name.|
|German||Sausebloop||"Sausen" is the sound of a vehicle going at high speed, so this name basically translates to "Whiz Bloop".|
|Italian||Yoob||While this enemy would have been found in Yoob's belly judging from the game's files, it's unknown why its name was actually localized as "Yoob" by the italian team.|
|Spanish||------||Dummied out name.|
Bob-Omb Level: 5 HP: 24 Power: 30 Defense: 30 Speed: 15 Coins: 4 Experience: 5 Items: Green Shell 30%
There exists an unused version of the Bob-Omb enemy that would suggest that it may have initially been planned to appear in Bowser's Castle, much earlier than in the final game.
Spiny Shroopa Level: 29 HP: 139 Power: 130 Defense: 130 Speed: 60 Coins: 3 Experience: 3 Items: Mushroom 20%
Lakitufo Level: 31 HP: 149 Power: 140 Defense: 140 Speed: 64 Coins: 7 Experience: 25 Items: Cannonballer 30%
Both Spiny Shroopa and Lakitufo have unused versions that are very overpowered, they even outmatch endgame enemies in terms of their Levels. Their high levels may be a leftover of a potentially higher level curve that was planned initially. Both of these enemies are found near the data for the Guardian Shroob, suggesting that they may have been planned for the Mothership section of the game.
Love Bubble Level: 15 HP: 72 Power: 60 Defense: 60 Speed: 30 Coins: 7 Experience: 40 Items (Normal): Refreshing Herb 15% Items (Rare): Super Drop 20%
This is present at the end of the data of Gritzly Dessert but at the start of the Gritzly Caves, this could mean Love Bubbles were gonna be introduced there instead of in Toad Town.
Baby Bowser (U.V. 1) Level: 1 HP: 1 Power: 1 Defense: 1 Speed: 1 Coins: 0 Experience: 0 Items: Trampolines 0%
Baby Bowser (U.V. 2) Level: 7 HP: 34 Power: 32 Defense:35 Speed: 25 Coins: 0 Experience: 0 Items: Trampolines 0%
Baby Bowser (U.V. 3) HP: 46 Power: 40 Defense:32 Speed: 23 Coins: 0 Items: Trampolines 0%
There are three unused variations of Baby Bowser, all of these versions using a different attacks and the second one interestingly having the flying status, and as such can't be damaged by Ground or Hammer attacks. "U.V. 2" Baby Bowser's attack crashes the game after a text box comes out from Baby Bowser, meanwhile, and "U.V. 3" Baby Bowser's attack just skips a turn.
Kamek Level: 10 HP: 420 Power: 48 Defense: 36 Speed: 29 Coins: 0 Experience: 0 Item drop: Trampolines 0%
A version of Kamek with stats lower than that of Swiggler or the L33t Bros. This could had been planned as the Piggyback Battle tutorial or a Bowser's Castle area Boss instead of just conjuring Goombas and Boos. Has a different attack when compared to the used counterparts. The data for this unused version and the unused Baby Bowser variants mentioned earlier can be found in the Tutorial segment data of the enemies.
Boom Guy Level: 4 HP: 18 Power: 25 Defense: 28 Speed: 7 Coins: 5 Experience: 8 Items (Normal): Green Shells 0% Items (Rare): Super Mushroom 0%
This seems like a tutorial Boom guy for Bowser's Castle, maybe it could had been when Kamek conjures something for showing how to do the Piggyback's Green Shell demo, which would made a lot more of sense than a Goomba.
Unused Enemy Statistics
Most enemies that don't drop items or only have one item to drop have Mushrooms or Trampolines as placeholder items set, but some of them have different ones:
- The Junior Shrooboid has a chance to drop a 1-Up Mushroom and a Mushroom, but both chances are set to 0%.
- The Shrooblet has a chance to drop a Super Mushroom, but it's set to 0%.
- The Boom Guy has a chance to drop a Super Mushroom, but it's set to 0%.
- The Koopeleon has a chance to drop a 1-Up Mushroom, but it's set to 0%.
- The Spiny Shroopa has a chance to drop a Super Mushroom, but it's set to 0%.
- The Eggs that are part of the Sunnycide battle have a chance to drop Smash Eggs, but both chances are set to 0%.
- The Bob-ombs in Gritzy Desert have a chance to give a Mushroom Drop upon defeat, but it's set to 0%.
Some enemies also have unused statistics due to how they work in battle:
- Baby Bowser has 20 HP during his first fight, which doesn't matter since the fight automatically ends after five turns. Defeating Baby Bowser by cheating will crash the game.
- The Eggs that are part of the Sunnycide battle have a speed of 3, but they don't move.
- Elder Princess Shroob's crown has a POW stat of 140, but it doesn't attack. The stat was dropped to 0 in the European version.
- Shrowser's HP (4960), Defense (140) and Speed (64) stats do not matter due to the way the battle against it works (you simply avoid its attacks for a set number of turns and then the fight is won).
In addition, since Shrowser can't be targeted its name is never seen in-game whatsoever, and can only been seen on the enemy list in mfest_MonN.dat. Despite this, the name was translated into several different languages in the European version:
|Japanese||ゲドクッパ||Portmanteau of "Gedonko" (Japanese name of the Shroobs) and "Kuppa" (Bowser's Japanese name).|
|English||Shrowser||Portmanteau of "Shroob" and Bowser.|
|French||Xhowser||Portmanteau of "Xhampi" (French name of the Shroobs) and Bowser.|
|German||Shrowser||Same as the English name.|
|Italian||Shrowser||Same as the English name.|
|Spanish||Shrowser||Same as the English name.|
|This page or section needs more images. |
There's a whole lotta words here, but not enough pictures. Please fix this.
By using an Action replay code and holding the L button as you are walking through a door you should warp to the room defined by xxxx. The code is the following:
94000130 FDFF0000 12207FA8 0000xxxx 12320238 0000xxxx 1232026C 0000xxxx 12320768 0000xxxx 1232079C 0000xxxx D2000000 00000000
Once entered the Toadwood Forest theme plays, and the map, which appears to be based on the western side of Beanbean Castle Town, seems to have been used for debug purposes as supported by the fact Mario's HP drops to 0 while the player's coin count jumps to 262136. You are unable to move around or interact with any of the objects in the environment, said items including: two item blocks, a used block, a purple event block, Toadsworth, a Boo Guy object, and a Toad NPC with graphics taken from Mario & Luigi: Superstar Saga.
It is worth noting that Toadsworth is always placed in a certain spot relative to where the player is. The flaming Hoohooligan statue, whirlwind/whirlwind statue, and the many barrels can't be interacted with.
An empty grassy field area with stairs. May have been used as a simple physics/collision test room.
A debug room meant to test the Bros' capabilities (like the Bros Ball, tunneling under ground, etc.), and several blocks. Two blocks can be activated by the adult Bros, and contain a fairly large supply of coins and Mushrooms. We then have four blocks that can only be activated by the babies (too close to the ground for the adults), and three blocks that require both baby and adult in order to be hit, each at slightly different heights. The player starts on the uppermost left corner of the room, and the collision turns once you jump or go near something that turns it on. As for the lowermost right corner of the room, it's a warp point which crashes the game.
It's also interesting to note that the pipe is blue in the final game (this particular green design only being used when using a Warp Block), while the stump sprite is really rough, looking even more primitive than anything seen in promotional material.
A weird “room” which looks more like a minimap than anything. This room appears to be an earlier version of the underground area of Gritzy Desert. Judging from the map, the player may at one point have had to use Piranha plants as a way to traverse rooms (most like being swallowed by one only to be spitted back out on the other end of the stem). Other notable elements include paths blocked by boulders, a room with a green pipe, and one with a green pipe, two torches, and a block. The player won’t be able to spawn in this room.
What appears to be an earlier/alternate version of room 0x03, but with more fossils and less defined rooms and paths. The Piranha plants are also just regular flowers here aside from the two unique ones on the leftmost and rightmost rooms. Another difference from 0x03 is a missing torch in the bottom room, and an unknown object being added in its place (an early puzzle perhaps?). The player can spawn in this room, alongside the babies.
A duplicate of room 0x03, except the player can spawn here alongside the babies.
A black void of a room, which still manages to let the player spawn in and move around.
In this debug room are two Superstar Saga Toads (one inaccessible and the other crashing the game), a heart bubble, pipe block, a non-functional red elevator platform, a 4-player platform, a baby trampoline, and a Boom Guy object that is the source of the Shrooblet battles that can be fought in this room. The terrain is identical to that of room 0x001, and there is no music. Touching the 4-player platform loads room 0x08 on the top screen with the babies as playable characters. Hitting the Pipe Block will make the babies come over to the bros. Jumping with the babies on the 2-player trampoline will crash the game. Pressing X/Y and then A/B will take you back to the save spot.
The room loaded in 0x07 when interacting with the 4-player platform, the Superstar Saga Toad crashes the game when spoken to, and two wall buttons that have already been activated. There is no music, and the terrain is the same as room 0x01.
Much like 0x00 movement and actions are disabled, and two red elevator platforms can be seen side by side. The terrain is also the same as room 0x01, and there is no music.
This room seems to be a messed up version of the Thwomp Volcano Time Hole room. The Time Hole is functional, and entering shows the usual time travelling sequence... But with an additional Superstar Saga Toad spinning alongside you. The Time Hole in this room should take you to Hollijolli Village, but it instead takes you to a completely white room. There is no music and no other warp data, but collision data is present. When entering this room from 0x0B's Time Hole, the map on the top screen is replaced with one of the early Gritzy Caves maps (0x03 / x005).
This room, according to RAM, appears to be room 0x00, the difference is that the only other object in here this time is a Superstar Saga Toad, presumably the one who was in the time travelling sequence. However, talking to him does nothing. There is also a Time Hole that supposedly takes you to the past, playing the same sequence as the one in 0x0A and taking you to the same room (the one that you are already in). There is no music, but collision data is present.
This room is very similar to 0x0A, however its Time Hole takes you to room 0x0A instead of 0x00, and it is a rather long "returning to the present" sequence instead of going to the past. Unlike room 0x0A's Time Hole, Mario and Luigi "return to the present" without either the babies or the Superstar Saga Toad.
TestMAP Test 1 (Fujioka Value 5)
A hammer sound is played, and you're warped to a variant of room 0x07 as Mario and Luigi. You're standing between two Toads from Mario & Luigi: Superstar Saga.
If you talk to the upper Toad, the screen will scroll and an arrow made out of Yoshi Eggs will spawn on the right. The Yoshi egg graphics are used, but the behavior is not: if you touch them, they will make a little hop and a hammer sound. The eggs seem to make use of some sort of primitive physics engine; they will bounce endlessly on top of characters' heads, and will move ever so slightly after being disturbed. The latter will result in the hammer sound looping infinitely. If the player continues to disturb the eggs, the game will lag and eventually sprites on-screen will flicker or disappear. The second toad does nothing. The 4-bro platform is gone, as is the trampoline. Room 0x09 is displayed on the top screen.
Shop, Menu Test (Fujioka Value 10)
You appear in the debug room as Mario and Luigi next to a Boom Guy and a Toad. Talking to the Toad reveals a menu. (Note that in the localized versions, everything is a "_" due to missing Japanese characters.)
On the first screen the menu options are:
- Full Party
- Mario only
- Adults only
- Babies only
Selecting any of the options besides Quit reveals a second screen:
- Suitcase (brings you to the suitcase screen with the party you selected on the first screen)
- Item Shop
- Badge Shop
Selecting either shop brings you to the Shop Select Screen:
- Peach Castle Shop
- Monty Mole Shop
- Toad Town Shop
Selecting anything besides Back brings you to another screen:
- Select items you want to buy screen
- Standard items buy/Badges buy screen
Using Action Replay codes 94000130-FFFA0000 1205E768-0000000C 1205EF50-0000000C D2000000-00000000, you can access a debug menu. Hold Select + A while loading your save. The menu will namely allow you to warp to some levels and cutscenes in the game.
Refers to Hiroyuki Kubota, the Game Design Director and person in charge of scenarios. The options are meant to send you forward to different points in the game storyline. Specifically, the moment after a key event occurs.
Note that "warps you to Peach's Castle" will take you to the castle as it appears after the event described in the message (e.g., "YostaIsland Clear" warps you into a castle in which Yoshi Island, Bowser Castle, and Toadwood Forest are unlocked with E. Gadd waiting for you). However, it will not work if the selected event has already occurred (i.e., you can't view the opening sequence of Peach's Castle on a completed save).
- 0 - No message, warps you to Toadwood Forest (Mario and Luigi).
- 1 - "E3 KinopuMori" ("E3 Toadwood Forest"). Crashes the game (deleted level?)
- 2 - "E3, Enerougi-Koujyou" ("E3, Vim Factory"). Crashes the game (deleted level?).
- 3 - "E3, YastaIsland" ("E3, Yoshi's Island"). Crashes the game (deleted level?).
- 4 - "Opening Event taoreru KINO-JI syuuryou ato" ("Opening Event after Toadsworth collapses"). Warps you to Peach's Castle.
- 5 - "Refresh Kinoko nyuushu ato" ("After receiving the Refreshroom"). Warps you to Peach's Castle.
- 6 - "Gedonko Monster toujou ato" ("After Gedonko Monster appears"). Warps you to Peach's Castle.
- 7 - "nakaniwa TimeHole kara kako he itta ato" ("After going through the Time Hole in the courtyard to the past"). Warps you to Peach's Castle.
- 8 - "1-kaime no Oyama tono kaowa Monster hannou event ato" ("After the first conversation with E. Gadd and the Monster reaction event"). Warps you to Peach's Castle.
- 9 - "KINO-JI to YoungKINO-JI ga deau event ato" ("After the event where Toadsworth and Young Toadsworth happen to meet"). Warps you to Peach's Castle.
- 10 - "KinopuMori clear ato" ("After clearing Toadwood Forest"). Warps you to Peach's Castle.
- 11 - "2-Kaime no Oyama tono kaiwa shiro ni TimeHole ga shutsugen ato" ("After the second conversation with E. Gadd and a Time Hole appears in the castle"). Warps you to Peach's Castle.
- 12 - "SpinJump tutorial ato" ("After the SpinJump tutorial") Warps you to Peach's Castle.
- 13 - "YostaIsland clear" ("Yoshi's Island clear") Warps you to Peach's Castle.
- 14 - "3-kaime no Oyama tono kaiwa Kinokkuru no e wo mita ato" ("After the third conversation with E. Gadd and seeing Toadbert's picture"). Warps you to Peach's Castle.
- 15 - "BrotherBall tutorial ato" ("After the BrotherBall tutorial"). Warps you to Peach's Castle.
- 16 - "Nokomity clear ato" ("After clearing the Koopaseum"). Warps you to Peach's Castle.
- 17 - "Peach heya de Peach event kao ni Kinoko ga...ato" ("After the event in Peach's room where Peach's face is a mushroom..."). Warps you to Peach's Castle.
- 18 - "Petanko tutorial shuryo ato" ("After the conclusion of the Petanko tutorial"). Warps you to Peach's Castle.
- 19 - "BabyPeach kyushutsu syuuryou ato" ("After rescuing Baby Peach"). Warps you to Peach's Castle.
- 20 - "Koopa toujou shindou shuuryou ato" ("After finishing Koopa's introduction"). Warps you to the 2nd floor of Peach's Castle.
- 21 - "Koopa toujou event subete shuuryou ato" ("After all of Koopa's introduction event"). Warps you to Peach's Castle.
- 22 - "KinokoTown clear ato" ("After clearing Toad Town"). Warps you to Peach's Castle.
- 23 - "StarShinden clear ato" ("After clearing Star Shrine"). Warps you to Peach's Castle.
- 24 - "KoopaShiro clear ato nakaniwa kara" ("After clearing Koopa Castle from the courtyard"). Warps you to Peach's Castle, into the Bowser's Castle Time Hole room, crashes the game.
- 25 - "Zarazara Sabaku start" ("Gritzy Desert start"; "zarazara" is onomatopoeia for the scratchy sound of sand). Warps you onto the Gritzy Desert.
- 26 - "Zarazara Sabaku start" ("Gritzy Desert start"). Warps you onto the Star Shrine near the Star Gate. Moving out of the initial position will trigger a cutscene.
- 27 - "Zarazara Sabaku start" ("Gritzy Desert start"). Warps you onto the Star Shrine after the Star Gate.
- 28 - "KinokoTown clear ato" ("After clearing Toad Town"). Warps you into the Sewers with Toad Town unlocked.
Values past 28 make the "Incorrect!" sound.
Refers to Field Designer Shunsuke Kobayashi. These options mainly involve the first two chapters.
- 0 - "KurisMura sonchou no ie" (OTONA) ("House of the head of Hollijolli Village" (ADULT)). Warps you into the Hollijolli Village inside Major's house.
- 1 - "KameJet deai mae (BABY)" ("Before encountering the Koopa Cruiser"(BABY)). Warps you onto the Koopa Cruiser.
- 2 - "KameJet chakuchi (BABY)" ("Koopa Cruiser landing" (BABY)). Warps you into the Hollijolli Village Koopa Cruiser landing site.
- 3 - "KameJet deai ato (ONBU)" ("After encountering the Koopa Cruiser" (CARRIED)). Warps you right into the adults rescued cutscene on the Koopa Cruiser.
- 4 - "Gessy nomikomare toki (ONBU)" ("When Yoob gulps you down" (CARRIED)). Warps you onto Yoshi Island Mountain top.
- 5 - "Gessy no onaka WanWanIwa touka ato (BABY)" ("In Yoob's stomach after passing over(?) the Pocket Chomp" (BABY)). Warps you into Yoob Insides.
- 6 - "Gessy clear ato mata tainai ni hairu event" ("Event after clearing Yoob already having gone inside"). Warps you into the Yoshi Island Mountain top battle room
- 7 - "Gessy clear ato Yoshi no mura" ("Yoshi Village after clearing Yoob"). Warps you to Yoshi Village.
- 8 - "Gessy clear ato Yoshi no mura" ("Yoshi Village after clearing Yoob"). Warps you to the Yoshi Village. The Toadbert-memory-recover cutscene plays. After it finishes, you're sent to Toad Town.
- 9 - "Gessy clear ato Yoshi no mura" ("Yoshi Village after clearing Yoob"). Warps you into the cutscene after you beat the final boss. Then the game crashes.
- 10 - "Gessy clear ato Yoshi no mura" ("Yoshi Village after clearing Yoob"). Warps you into the cutscene where Bowser gets possessed.
Values past 10 make the "Incorrect!" sound.
Refers to Chihiro Fujioka, another Field Designer. Room names are given in the format "XX Y-Z", where XX is the place name, Y is the area number (single map screen is one area), and Z is the room number. So, Yosta 2-3 will bring you to Yoshi Island, Area 2, Room 3.
- 0 - No message, warps you to the debug room (see the debug room section).
- 1 - "Yosta 2-3" ("Yoshi Island 2-3").
- 2 - "Yosta 1-2" ("Yoshi Island 1-2").
- 3 - "Yosta 2-2" ("Yoshi Island 2-2").
- 4 - "Koujou 1-1" ("Factory 1-1"). Warps you to Vim Factory.
- 5 - "TestMAP Test 1". A hammer sound is played, you're brought into the test map between two NPC Toads (see Debug Map section).
- 6 - No message, warps you into the test room, right into the battle (see the Debug Map section).
- 7 - "DossunSoto 2-5" ("Thwomp exterior 2-5"). Warps you to Thwomp Volcano.
- 8/9 - "incorrect!" sound.
- 10 - "Shop, Menu Test". Warps you into the Test Map with a NPC Toad in the top. See the Debug Map section for more details.
Everything higher plays the "Incorrect!" sound.
Refers to Production Manager Yoshihiko Maekawa. It is unknown what this menu may have been for.
- 0/1 - Gives you no message and brings you into a frozen tutorial screen in Bowser's Castle (where Stuffwell teaches you how to move in a group of 4).
- 2 onward - Begins to send you somewhere, then plays an "Incorrect!" sound. You can still select an option, but the screen is black.
Refers to the third Field Designer, Daisuke Gotou.
- 0 - "Incorrect!" sound.
- 1 - "Yosta 2-3".
- 2 - "Yosta 1-2".
- 3 onward - "Incorrect!" sound.
Pressing X will play the "collect coin" sound effect and increase your coin count by 1, and pressing Y will play the "stomp on enemy" sound effect and decrease your coin count by 1. Your coin count will increase or decrease quickly as long as the button is held down. If you hold B and then press X/Y, it will increase by 10.