Mario & Luigi: Superstar Saga
|Mario & Luigi: Superstar Saga|
Also known as: Mario & Luigi RPG (JP)
This game has unused areas.
This game has a prototype article
Mario & Luigi: Superstar Saga was the third Mario RPG game, the first on a handheld system and the first of the Mario & Luigi sub-series. The game was released 14 years later on the 3DS as Mario & Luigi: Superstar Saga + Bowser's Minions.
- 1 Sub-Pages
- 2 Unused Music
- 3 Unused Sound Effects
- 4 Starbeans Cameos
- 5 Unused Items
- 6 Unused Sprites
- 7 Unused Enemies
- 8 Unused Enemy Scripts
- 9 Debug Room
- 10 Unused Room Objects
- 11 Bros Attack Placeholders
- 12 Unused Loading Zones
- 13 Gsys Labels
- 14 Battle Backgrounds
- 15 Wrecking Crew
- 16 Build Dates
| Regional Differences|
For versions of games released in such a short span of time, there sure are a lot of these.
| Kiosk Demo|
A kiosk demo made AFTER the original game? That's not something you see everyday.
The game has eight unused audio tracks. Some appear to be finished while others appear to be early versions of existing audio tracks. Additionally, there exist two variants of the title theme from the Japan-only game Tomato Adventure, which formed the basis for Superstar Saga.
|01||This jaunty little tune starts off similar to Little Fungitown's music.|
|02||A variant of the battle theme. Possibly an early revision.|
|06||This song is the first of two variants of the Tomato Adventure title theme. It uses the Game Boy's pulse channels for lead and harmony, rather than using samples.|
|07||The second variant of the title theme from Tomato Adventure. This song uses samples for the lead rather than the Game Boy's pulse channels, unlike the first variant. Also, it does not loop.|
|2B||A quite sinister theme that sounds similar to Woohoo Hooniversity.|
|2D||A variant of the Teehee Valley theme without the lead.|
|2E||A variant of the Beanbean Castle Town theme without the lead.|
|2F||An alternate variation of the File Select theme.|
Unused Sound Effects
|F1||E. Gadd's voice.|
|EE||E. Gadd saying "Luigi".|
|EF||E. Gadd saying "Mario".|
There's a large amount of leftover text and sprites which suggest that originally each drink you made at the Starbeans Cafe was supposed to trigger a cameo by a different Nintendo character, instead of just E. Gadd (who incidentally also has his own unused text).
E. Gadd : Hmm... My sniffer's detecting the aroma of a new kind of juice... Cashier : Oh! Professor Gadd! How've you been, sir? Are you here to try our new drink? You can ask those two there for Woohoo Blend! E. Gadd : Oh! Just wonderful! A new blend! How about a try, youngsters? Hmm... This flavor fills the old bones with brimming strength! Yep, a drink like this'll surely boost my spirits during ghost research. Listen, youngsters, let me thank you. I insist you take this. Hmm... I wonder what I should invent next...
Wario : Ah ha ha ha! Move it! Wow! Now that I'm here, this game's finally gettin' good! Cashier : Oh! Wario! What's a bad dude like you doing here? Oh! I got it! You came to pay your tab from the other day! Wario : What are you talkin' about?!? You tryin' to give me a bad rep with stupid rumors? I oughta... Cashier : Aww, come on! Just pay up! I'll even take beans if you got 'em. Come on! You're a rich guy, right? Wario : Uh... OK. Maybe next time. But... Don't you have free drinks for celebrity guest stars in this game? Wa ha ha ha ha ha ha! BLECH! AWFUL! Do you guys really like drinking nasty stuff like this? ...Losers. Ah! Whatever! Hope this covers your costs! Blech! Drinkin' that stuff made me wanna go shave my tongue! Uh-oh! Gotta go!
Wario Picking His Nose
Wario Gotta Go
Fox : Fox here! Cashier : Hey! Aren't you Fox McCloud, the Star Fox leader? Are you here to taste our new juice? No way! Fox : Uh...yeah. So why don't you serve me up a cup at your special guest star rate? What's that? A call? A call : Fox! Help me! Fox! Where are you?? Cashier : Wow! You sure are one busy guy... Er, I mean, one busy fox! Fox : Thanks for the discount! Will this cover the rest? Mission complete!
Fox Drinking and Answering Call
Olimar's dialogue would have been presented in item text boxes as opposed to speech bubbles (as if he is logging his thoughts rather than actually speaking, befitting of his native series).
Olimar : ...I detect a strange, yet pleasing aroma drifting through the atmosphere of this cafe. It would seem to require further investigation... Cashier : Wow! This is a rare treat! If it isn't Captain Olimar! Olimar : What is this? Before my eyes stands a strange life form. It resembles me slightly, so I shall dub it...Marlio! ...Further investigation indicates that the drink that this Marlio holds is the source of the aroma. I shall now partake of its flavor. Why! Its flavor is most satisfying! Finding that such a drink could be partook of in such a place is a tremendous discovery, indeed! This Marlio creature exhibits what seems to be a longing expression... Perhaps it will react if I present it with something... I have just noticed a strange, unsightly green creature standing next to the Marlio... It could be a dangerous life form. I feel I should attack it before it attacks me.
Olimar Throwing A Pikmin
Blue Pikmin Being Thrown
Pikmin Crowd Idle
Pikmin Crowd Moving
Cashier : Whoa! A power outage? Yikes! Samus Aran! I see you're rocking and rolling as usual! ...Looks like your energy tanks are empty! Sorry, but can't you give your Hoolumbian to Samus? Oh! Feeling better?
Morph Ball Transformation
Morph Ball Rolling
Cashier : Hey? Is that the sound of a motorcycle I hear? Hey, buddy! What are you doin'?! This isn't a drive-through!!! What? Are you thirsty or something? Fine, but no need to get so...EXCITED! Are your engines on full throttle?
Excitebike Racer Driving
Excitebike Racer Idle
Excitebike Racer Flip
Excitebike Racer Falling Off
Excitebike Racer Drinking
Excitebike Racer Wheelie
Cashier : Whoa! Link! The Hero of...what is it, now? Anyway, long-time, no see, buddy! What are you doing here? Did you get lost in a dungeon again? What? You're having trouble finding the fairy fountain? Oh... It's game over, and your bottles are all empty? Are your hearts filled now, kiddo?
All of Link's sprites have the kanji 仮 in the top corner, which translates to "temporary."
Link Game Over
Link Gets Drink
Link Spin Attack
The gift you get when you make a new drink was also supposed to be specific to the character cameos above. In fact, there's unused text relating to these gifts:
You got the Triforce! You got an Energy Tank! You got a Gold Ring! You got the Game Boy Horror! You got a UV Lamp! You got Wario's Gold! You got an Excite Spring!
The Excite Spring managed to survive into the final game unaltered. The others survived too, but had their names changed to be less obvious references to the cameos:
Colored Bean Fruits
There are Bean Fruits matching the colors of the seven hungry Yoshis. In the final game there are only plain Bean Fruits, which use the sprite of the Purple Bean Fruit.
You got a Blue Bean Fruit! You got a Red Bean Fruit! You got a Green Bean Fruit! You got a Yellow Bean Fruit! You got a Purple Bean Fruit! You got an Orange Bean Fruit! You got an Azure Bean Fruit!
|Blue Bean Fruit||A juicy blue bean grown in the ground.|
|Red Bean Fruit||A juicy red bean grown in the ground.|
|Green Bean Fruit||A juicy green bean grown in the ground.|
|Yellow Bean Fruit||A juicy yellow bean grown in the ground.|
|Purple Bean Fruit||A juicy purple bean grown in the ground.|
|Orange Bean Fruit||A juicy orange bean grown in the ground.|
|Azure Bean Fruit||A juicy azure bean grown in the ground.|
There are also item descriptions for Neon Beans. These match the colors of the Neon Eggs found in the final game.
|Neon Blue Bean||A bean that shines with a bright blue light.|
|Neon Red Bean||A bean that shines with a bright red light.|
|Neon Green Bean||A bean that shines with a bright green light.|
|Neon Yellow Bean||A bean that shines with a bright yellow light.|
|Neon Purple Bean||A bean that shines with a bright purple light.|
|Neon Orange Bean||A bean that shines with a bright orange light.|
|Neon Azure Bean||A bean that shines with a bright azure light.|
The following equipment exists in the game, but you're unable to obtain any of them during the course of the game. They're listed together with their in-game description.
Chuckola Pants - Pants made to look like Chuckola Fruit. Heavy Slacks - Very heavy pants made of Hoohoo Blocks. Light Slacks - Very light and made of Parabeanie wings. Jeanie Jeans - Magic jeans that boost DEF in battle. Jeaniest Jeans - The best-looking, best-fitting jeans. Safe Guard - An outfit that blocks status ailments. Oho Gear - Pants with a raging wave print.
Interestingly, the Oho Gear is obtainable in the Japanese localization of the game, but is unobtainable through legitimate means in the original English release.
You got a Game & Watch!
The Game & Watch was probably supposed to be a key item, since it appears in the game's text right after the Beanlet and Beanstone text.
You got a Spiritual Bros.!
This could have been a badge. Either way, it isn't coded in the game.
The flaming Woohoo Hooniversity statue has animations for burning and being extinguished.
Unused item sprites of a book, diploma, and key.
Unused coin sprites, including a palette for red and blue ones. They also have animations for blinking as though they are about to disappear.
Unknown round objects in pink, blue, and yellow. Possibly early badge models. They highly resemble the badges seen in-game, although the badges in-game are all pink.
An unused sprite of what appears to be an early Lady Lima.
An unused cloaked Beanish character.
Boddle's assistant has an alternate palette. These colors do end up being used in the remake, Mario & Luigi: Superstar Saga + Bowser's Minions.
Shocked animations for the surfing minigame's green Oho Jee.
Possibly a Fighter Fly drawn in the style of older Mario games. The final game uses a different Fighter Fly design.
Parts of a side view of Wiggler on the overworld.
An unused sprite of the statue from Woohoo Hooniversity on fire.
Early ability icons. The final "bubble" sprites are larger, and the final icons are bigger and more detailed.
Colorful letters that spell out "MARIO✩."
These polka-dot triangles are contained with the MARIO✩ sprite. The eighth triangle has transparent dots.
A dummy Goomba enemy. At level 100, it has 100 HP, 3 DEF, and 100 Speed.
A dummy enemy, also at level 100. It has 0 HP, 3 DEF, and 100 Speed. Players get 999 EXP points after defeating it.
Another dummy enemy, with the same stats as the dummy Goomba.
A blue palette swap of the Goomba enemy. It has stats lower than the average Goomba.
Same as above, except it's a red palette swap.
A paragoomba! It has lower than average stats.
Raised Bill Blaster
Sprites exist for a taller Bill Blaster with a longer attack animation. There is also a golden Bullet Bill, which is known as Bombshell Bill in some Paper Mario games.
A different Sgt. Starshade than the one seen in the battle tutorial. At level 100, he has 100 HP, 3 DEF, and 0 Speed. He would give out 2 EXP and 2 coins upon defeat, except the game freezes when he is attacked.
Appears to be a standard Hoohooligan. Not seen in battle through normal gameplay.
These aren't programmed in as enemies, but their names appear in the ROM.
Sledge and Mallet appear in the hammer battle tutorial, but since Mallet can't be targeted, his name never appears.
More than likely an alternate name for the Mecha-Chomp enemy.
This was supposed to be one of the names of the ???? enemy which appears in Gwarhar Lagoon, as is evident by the official Nintendo Power guide which actually lists this as the enemy's name.
Left Pincer Right Pincer
Likely alternate names for the Left Claw and Right Claw from the Hermie III battle.
The name of the countdown Bob-omb that appears in some of the Koopaling battles. Since a Time Bob-omb can't be targeted, the name never appears.
Unused Enemy Scripts
Two enemy scripts can be found at 0828335C and 082833C8 in (U) version. These two scripts are mostly alike, but the second one has the arrow keys. When it is an enemy's turn, it'll wait for you to press a button before attacking.
- A button - Attack Mario with first ability.
- B button - Attack Luigi with first ability.
- L button - Attack Luigi with second ability.
- R button - Attack Mario with second ability.
- Left arrow key - Attack Luigi with third ability.
- Right arrow key - Attack Mario with third ability.
There is a somewhat buggy debug room hidden in the game, which can be accessed by using the code 02001E90:0001. To bring Luigi along with you, put in 02001E9C:0001.
How to access:
- Start a new game.
- Save and quit.
- After the game resets, turn on the code.
- Restart your save game.
|Room 1||Room 2|
You start in the left map with Mario alone. It's possible to leave through the northern part of the stage and immediately return with Luigi. Returning with Luigi alters the level somewhat, or perhaps takes you to a different room. It's possible to return to the first map (with Luigi still) by walking north on the "island" at the top-left of the stage.
Miscellaneous notes about the room(s):
- There is no music.
- The multiple copies of Popple don't say anything despite having a "talk" icon appear when you're next to them.
- Touching the Beanie in the second map immediately begins a battle with a single Goomba. The game crashes after pressing A when a message bubble appears reading "Press the A button here!"
- In the first map, it's possible to get stuck in the air (still able to walk around) by jumping into objects from below.
- In the first map, it's not possible to walk up hills. They act more like walls.
- With Mario alone, pressing Start exits the room and attempts to take you back to where you saved your game, but essentially freezes the game.
If you use 02006E15:DB for Mario and 020071B1:DB for Luigi, you should be able to walk up the slopes in the buggy room. This just removes the 20 flag that causes the glitches. Alternately, if you are using the (U) version, put in 082FB0B3:6F for Mario and 082FB0C7:6F for Luigi. This is Mario and Luigi's data in the NPC section.
Add the rest of the unused rooms. 0004 (Seabed), 0005, 0008, 0009 (Bicycle Blocks), 000D (Cutscene Debug Room), 0016 (unused Starfields room), 01FF.
Room 000D = Cutscene Debug Room
This screen looks very much like the Starbeans Cafe in-game, however, you are given four numbers without bean sprites above them. Future games have a similar debug menu. Many of these warps will affect you items, coins, and flags that are set/unset.
You can go up to 80, 40, 20, and 15 for each option respectively, but the ones at the end are usually glitched/don't work.
- 0 = Teehee Valley - Cutscene where Peach is captured at beginning.
- 1 = Border Jump rewards screen (Stardust Fields)
- 2 = Diamond Mines rewards screen (Hoohoo Mountain)
- 3 = Chuckola Bounce rewards screen (Chucklehuck Woods - Winkle Colosseum)
- 4 = The Barrel game reward screen (S.S. Chuckola)
- 5 = The Barrel game reward screen (Fungitown)
- 6 = The Star 'Stache Smash reward screen. (Fungitown)
- 7 = Beanbean Castle where the camera guy is at. You are also given 684 coins.
- 8 = NE Beanbean, outside Teehee Valley (Ship area)
- 9 = Teehee Valley
- 10 = Teehee Valley - down a yellow pipe.
- 11 = You are in Beanbean Castletown outside Starbeans Cafe, with 99 of each type of bean.
- 12-15 = Crash
List the rest for the first three options, and maybe include images of each case?
Unused Room Objects
There's a Toad programmed out in Toadtown Square that can be programmed back in by memory editing. You can walk right under him, and he has no conversation or movement data.
In the room on the Koopa Cruiser where battles with Goombas are available, there's a disabled Save Block able to be programmed back in. It is fully functional, and saves the game like it is supposed to, though the game displays glitched text for the area in which it displays where you saved at.
Bros Attack Placeholders
|Attack Name||"Have it" flag||"Know Advanced version" flag|
|Jump 3||0200485F (5th bit)||02004861 (7th bit)|
|Hammer 2||02004860 (2nd bit)||02004862 (4th bit)|
|Hammer 3||02004860 (3rd bit)||02004862 (5th bit)|
|Fire 2||02004860 (8th bit)||02004863 (2nd bit)|
|Fire 3||02004861 (1st bit)||02004863 (3rd bit)|
|Jump 2||0200489B (4th bit)||0200489D (6th bit)|
|Jump 3||0200489B (5th bit)||0200489D (7th bit)|
|Hammer 3||0200489C (3rd bit)||0200489E (5th bit)|
|Thunder 2||0200489C (8th bit)||0200489F (2nd bit)|
|Thunder 3||0200489D (1st bit)||0200489F (3rd bit)|
Unused Loading Zones
A few rooms have a dummy loading zone in the top left corner of the screen, at position 0, some of which will lead to nearby rooms while others will lead to room 0: The debug room (on the English version) or the opening cutscene (on the Japanese version). Examples:
|Room||Leads to Room|
|51 (Starbeans Café)||41 (Beanbean Castle Town East, intact)|
|197 (Sea bed, yellow pipe to mainland)||0 (Debug / Opening Cutscene)|
|101 (Stardust Fields, Highjump/Spinjump Tutorial)||0 (Debug / Opening Cutscene)|
A more complete list can be found here.
There seems to be a bank of pointers to gsys labels located at 0839ECC4 in the (U) version. (083A0504 in (E), and 08388B34 in (J)). Above and below this bank seems to be associated with this. Probably used as On/Off for Mario and Luigi. Was this once used as a debug menu? It is assumed that the assembly codes that used this data were deleted before release. Some of these gsys labels have "kusu" in them, which comes from the Japanese name for Oho Oasis, Kusu Island; the hand powers are named "solar" and "moon", apparently in reference to the Fire and Thunder Gods who teach the moves (their heads are shaped like the sun/moon respectively). One of these has "Kuppa" in them, which is the Japanese name for Bowser/Koopa.
These labels seem to be related to the flags located at 02004338. It's unfortunate that labels weren't found for the rest of them.
gsys_undefined_0200 gsys_hi_jump gsys_spin_jump gsys_solo_hamm gsys_solo_hamm2 gsys_solo_hamm3 gsys_mario_hamm2 gsys_luigi_hamm2 gsys_solo_kusu_solar gsys_solo_kusu_moon gsys_mario_kusu2 gsys_luigi_kusu2 gsys_undefined_020C gsys_undefined_020D gsys_undefined_020E gsys_undefined_020F gsys_undefined_0210 gsys_undefined_0211 gsys_undefined_0212 gsys_undefined_0213 gsys_undefined_0214 gsys_undefined_0215 gsys_undefined_0216 gsys_undefined_0217 gsys_undefined_0218 gsys_undefined_0219 gsys_undefined_021A gsys_undefined_021B gsys_undefined_021C gsys_undefined_021D gsys_undefined_021E gsys_undefined_021F gsys_menu_badge gsys_menu_item gsys_menu_card gsys_menu_bros gsys_menu gsys_menu_map gsys_menu_map_kuppa gsys_menu_twin gsys_shop_sale1 gsys_shop_sale2 gsys_shop_sale3 gsys_shop_sale4 gsys_shop_sale5 gsys_undefined_022D gsys_undefined_022E gsys_undefined_022F gsys_btl_defham gsys_btl_defham2 gsys_btl_twin gsys_btl_item gsys_btl_run gsys_btl_solo_hamm2 gsys_btl_solo_hamm3 gsys_shop_new_cti gsys_shop_new_cte gsys_shop_new_lki gsys_undefined_023B gsys_undefined_023C gsys_undefined_023D gsys_undefined_023E gsys_undefined_023F
In battle, you only see 240×160 of each background, but the backgrounds themselves are all actually 512×256. Only very few battles make use of scrolling in any way, such as the final battle and Trunkle. Perhaps scrolling was originally intended to happen in all battles, as is the case in Bowser's Inside Story.
Graphics and a tilemap for a Wrecking Crew-like scene exist within the ROM. A proper method of accessing them has not yet been discovered.
((U) version – Palette: 0x08201790; Image: 0x082017B0; Map: 0x08201210)
The following build dates are found in the ROM at 0x5202A4 in the US version, 0x521C74 in the European version, 0x4119A0 in the Japanese version and 0x33bb6c in the Not For Resale Demo.
Oct 4 2003 06:21:36
Oct 4 2003 06:25:50
Oct 16 2003 18:10:12
Oct 27 2003 18:22:53