![]()
FullMetalMC has sent to us a mail with some interesting images and infos: “These are debug rooms from the original Paper Mario, taken by me using various codes found by others. You can see different rooms:
but dont save or your stuck there
- a strange forest debug that seems to have been used to test the camera: moving around will make the camera move around.
- a mirror debug room.
- a really weird room: when you first enter, theres a bunch of Koopas in a line, but when you talk to them they change into your helpers while a circular wave continues to form around Mario.
- a pipe debug room: none of them work.
- a room with a big purple circle in the back that was originally used to test Goombarios out of battle skill but the message was later changed to the mini game thing. Goombario tells you information about places and enemies but he has no info on all debug rooms except this one.
- the strangest one out of all of them, has a MARIO RPG text on the floor, that might be an extremely early logo. For some reason the screen kept flickering while i was here, only stopping at certain times. If you have a helper out, instead of following you he begins to fly around the room. Theres some numbered exits that use a font that reminds me of Super Mario 64 and i dont think that font was used anywhere else in Paper Mario. These exits (well at least the ones that work) will take you to different periods in the story.”
Thanks to Jose Felipe Riveros Navarro that has sent to us even more images from the debug rooms, we can see a “Pow Block” unused in the final game, another debug room with some strange wooden platform, an hidden star-piece in the Forest debug room and the Koopa Tropas queue!
Hackers also managed to find two enemy names that went unused, D. Paratroopa and Albino Dino. D. Paratroopas moved to the game’s sequel, Paper Mario: The Thousand Year Door, and while Albino Dinos did appear in one room of Paper Mario, you never actually fight them. Even more weird, Goombario even has Tattles for these unused enemies:

- 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.

- 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.
Goomther managed to find their battle data using a battle modifier code, and the enemies seem to be fully functional! Check the video below to see them.
Images:
Videos:
U64 is an archive with articles, screens and videos for cancelled, beta & unseen videogames. Every change & cut creates a different gaming experience: we would like to save some documents about this evolution for curiosity, historic and artistic preservation.
30 Responses to Paper Mario [N64 - Debug Rooms / Unused Stuff]
pipe
June 6th, 2008 at 1:46 pm
were do you find that codes ?
i want to play that debug rom to
FullMetalMC
June 6th, 2008 at 11:37 pm
hey l havent seen u before are u a member? y dont u join the forum u can talk to other ppl who have an interest in beta games and see pics and info before they appear on the front page
Using this Gameshark code will allow you to access the debug rooms on the 1.0 NTSC (US) version. To use it proplerly go to the beginning of the game where you wake up after fighting Bowser. after u have waken up leave the house and head to the exit to the left
D10740B0 0000
810740B0 ????
FFE0 – Main Debug Room
0175 – Debug Room Part 1
0176 – Debug Room Part 2
0177 – Debug Room Part 3
0179 – Forest Debug Room
017A – Mirror Debug Room
017C – Misc Debug Room
017D – Pipe Debug Room
0183 – Unused Mini-Game Map
pipe
June 10th, 2008 at 4:28 am
THANKS YOU FMMC ;)
and not i am not a member and if i was a member my post will be in bad english
i talk spanish i am from chile and for a time i see this page is very good and now with the updates more frecuently is better
well goodbye ;)
SMBMadman
June 11th, 2008 at 12:03 am
Where can i download a paper mario rom for Project64?
FullMetalMC
June 17th, 2008 at 1:02 am
join anyway pipe l talk Spanish too maybe l can help out too plus we have some Italian members (the person who owns the site is Italian) and they write it pretty well plus theyre learning
Cubivore10
June 23rd, 2008 at 8:21 am
Wow, this is cool. Maybe some old Super Mario RPG 2 stuff can be found.
Moupi
June 27th, 2008 at 3:04 pm
Nice, now on to look for PM TTYD’s debug room…
FullMetalMC
June 28th, 2008 at 12:29 am
good luck and tell us about ur findings Moupi!
FullMetalMC
July 10th, 2008 at 5:39 am
wait wtf image 13 shows a debug room that froze when I entered stopping me from seeing the rest of it how did Navarro get in no problem?
dw4
August 10th, 2008 at 10:53 pm
wow wow cool
Ian
August 27th, 2008 at 6:09 am
Dosent that POW block get used when you use the POW block item?
Ian
August 28th, 2008 at 1:48 am
^ In fact it is, use a POW block item and that 3D apears and Mario hits it, but i dont know what it did in the beta.
8PM
November 2nd, 2008 at 10:01 pm
Beta unused places and items are always interesting,the only thing I wonder is how people get the codes to get there in the first place
Rune
December 2nd, 2008 at 1:58 pm
Yeah, the warp code for this was originally found by Yamibakuragod from the RWP. You can view the original thread here:
http://rarewitchproject.com/forums/showthread.php?t=15257&highlight=paper+mario
The guy who found these used Yami’s warp code to access those rooms.
cen
January 23rd, 2009 at 6:42 pm
these are actually codes from my old website; which i had submitted to kodewerx ages ago. i really don’t like it when people steal my codes (for example: rune)
monokoma
January 25th, 2009 at 4:27 am
There’s a bit of confusione about who found these codes first, maybe i should just write a general “using some codes” in the description?
cen
January 31st, 2009 at 9:20 pm
http://www.zentendo.com/forums/index.php?topic=932.msg15940#msg15940
This is from Aug. 2007
I’ve always had problems with Rune & his friends taking my codes without credit.
I don’t really mind, but I just think it’s sort of funny. :)
monokoma
February 4th, 2009 at 2:43 pm
Thanks for the link Cen :) Sometimes it’s really difficult to understand who is the original source on the web
Farplane Dragon
February 21st, 2009 at 6:04 pm
Uh, apparently you’re the one confused, whether I found them first or not, I legitly hacked that code out. I find it funny how I supposedly “stole” your code when I’ve never even heard or been to your website. I’ve personally never claimed to be the original finder of the codes, as monokoma can tell you from the email I sent him regarding this in the past, however, I’d appreciate it if you toned done the ego and stop assuming you’re the only one who knows how to hack a scene modifier.
cen
March 26th, 2009 at 7:14 pm
a) timestamps don’t lie.
b) gscentral/rune has been known to be involved in a lot of credit theft activity in the gameshark scene.
the fact you are defending yourself makes it all the more funny.
as i said before i do not really care.
Farplane Dragon
April 8th, 2009 at 2:15 am
Right, because you’re the only person in existence that knows how to hack scene modifiers. Give me a break. I really don’t care that you found it first. Rune had nothing to with finding the code, it was found on my own. I really don’t care what problems you have with rune, but keep me out of it and stop making the assumption that other people don’t understand how to hack video games.
علاء
May 6th, 2009 at 4:17 pm
الشعب الفلسطيني ما زال يعاني من الاحتلال
Red
October 15th, 2009 at 11:00 am
The numbers on the exits look familiar because they are the number that appear every time you collect a red coin in super mario 64
Boney Grunty
January 29th, 2010 at 2:32 am
Actually, that POW block is used in the final game; it an in-battle animation that happens after you use the POW block item from your inventory. It’s a 3D rendering and Mario simply jumps to hit it and the effect goes. It would be interesting to know if the developers had actually planned to use it during gameplay, though.
monokoma
January 29th, 2010 at 2:15 pm
Thanks for the info Boney :) I will update the description ASAP!
SteamingBullet
July 22nd, 2010 at 9:16 pm
There are also a bunch of unused badges and items in this game. It can be found here, http://www.mariowiki.com/Paper_Mario/Beta_elements . I even have a code for beta badges
8110F444 ????
00EA Hideennocho
00F0 Hammer Charge
00F6 Jump Charge
0101 No Pawaa Anger’s Power
0102 Perfect Command
010E Certain Kill Step
010F Certain Kill Whack
0110 Happy Heart
0115 Super Gettoo
0118 Auto In Succession
0119 Total Economizing
0122 Bagoon Jump
0125 Bagoon Hammer
0127 Power Smash
012A Super Prayer
012B Shrink Smash
012C Waari Shell Waari
0131 Earthquake Jump
0149 Attack FX F
0150 Genki Healthy Healthy
They will show as items though. Just overflow your inventory and drop it, pick it up and its a badge.
monokoma
July 23rd, 2010 at 1:46 pm
Thanks for the info SteamingBullet! :)
PERSON
May 24th, 2011 at 11:28 pm
When i was typing in badge values i found out that attack fx repeats 4 times… anyway when my cousin and i were typing in codes to see if they made a difference we ran into a nifty badge that had no name, i think it is earthquake jump but i alwasy called it quake stomp
PERSON
May 24th, 2011 at 11:42 pm
The place with the purple circle and unusual platforms was NOT an unused mini game map, it was to test Goombarios talky thing to see what he did so than Nintendo put a testing message in it and during later development they changed it to the mini game message.. and anyway if it were an unused mini game map it would have the blocks that you would break
monokoma
May 25th, 2011 at 2:16 pm
Thanks a lot for the info Person! :)