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Paper Mario
| Paper Mario |
|---|
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Also known as: Mario Story (JP)
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| To do: fix the horrible Engrish scattered all over this page |
| To do: Add regional differences. |
Paper Mario, known in Japan as Mario Story, is a role-playing video game developed by Intelligent Systems and published by Nintendo for the Nintendo 64 game console.
Contents
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.
Unused Enemies
Fun with palette swapping.
Albino Dino

These enemies appear as living statues in the Crystal Palace, but are never actually fought. Goombario even has a tattle for them:
This is an Albino Dino. Albino Dinos are the guards of this frosty place. |
Max HP: 8, Attack Power: 4, Defense Power: 4 Fire attacks won't work. |
Their defense power is huge, so let's reduce their HP steadily using our strongest damage-dealing attacks. |
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. Goombario has a tattle for it as well:
This is a D. Paratroopa. D. Paratroopas are Para- troopas who live in the Toad Town Tunnels. |
Max HP: 8, Attack Power: 3, Defense Power: 2 |
Hammer attacks won't work because they're airborne. |
They'll lose their wings if you jump on 'em. |
They'll become Dark Koopas when they fall, but be careful! They'll do a dizzy attack once they're grounded. |
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!
This is a Whacka. That Bump on his head looks like a donut hole. |
You probably shouldn't have hit him so much. He looks a little peeved. |
Unused Items
Hidden away in this game's code and memory, one can find 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.
Usable Items
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 [1](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.
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 item was supposed to be a side quest item that went to Moustafa.
Koopa Shell
A key item that 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
This may have originally been used the same way as the Princess Doll.
Badges
Shrink Smash
This almost finished badge is a hammer version of Shrink Stomp, and appears later in Paper Mario: The Thousand Year Door. It requires 2 FP to do the attack, even though the description says that it only requires 1.
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
This badge 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, likewise 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. These rooms can be accessed by using the Gameshark code D10740B00000 810740B0????, with the last four digits indicating 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 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 production. 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. A NPC Star Rod sits in front of the Prologue exit, but talking to it crashes the game. It uses the background from Toad Town.
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. 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 and 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 and 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 and 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 the 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 eventually used for Shooting Star Summit.
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. Also, this is the only unused room where Goombario can tattle. His tattle is same as for Jump Attack game.
Cleanup > To do
Cleanup > To investigate
Games > Games by content > Games with debugging functions
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Games > Games by content > Games with unused enemies
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Games > Games by content > Games with unused items
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Games > Games by developer > Games developed by Nintendo > Games developed by Intelligent Systems
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Games > Games by release date > Games released in 2000
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