paper mario

Super Paper Mario [Wii – Beta]

This game was originally intended as a Nintendo GameCube game. By summer of 2007, Super Paper Mario was moved to Wii. An early version of the game had a different looking version of the Whoa Zone from Chapter 4. Also, an early screenshot shows Mario under the effects of the Mega Star, but is colored very differently (giving his current colors rather than the initial ones seen in Super Mario Bros.). Oddly, he is shown in his proper colors in the official trailer that was released at the same time, which may imply that the screenshot’s release way simply delayed.

In a screenshot featuring Big Blooper, there’s an odd Pixl that is shaped like a ladder. It never actually appears in the final game. This could be an early version of Carrie. Also, in the same screenshot, Tippi is present, but she was kidnapped by Francis at this point in the game, and by the time she is rescued, also Big Blooper cannot be fought again. Finally, the scene depicting Bowser and Peach’s wedding at the beginning of the game was also slightly different in beta versions; the ceremony would appear to have once taken place in more of a room than an open area, there were no flowers decorating the columns, the rising of the Chaos Heart was surprisingly light, and Count Bleck raised his cloak up earlier than he did in the final version. Plus, in the screenshot, Peach is standing instead of having been knocked over, and Bowser looks normal than shocked. [Info from Mariowiki]

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Paper Mario [N64 – Debug Rooms / Unused Stuff]

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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:

Dark Paratroopa
– 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.

Albino Dino
– 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.

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Super Paper Mario [GC – Cancelled]

Super Paper Mario is a Platform/role-playing video game developed by Intelligent Systems, a division of Nintendo. It was originally set for release on the Nintendo GameCube but then it was released for the Wii. It is similar to the previous two Paper Mario titles and the Super Mario Bros. for the Famicom / Nintendo Entertainment System (NES). The game will combine side-scrolling 2D gameplay with free roaming 3D graphics and to a somewhat lesser extent, RPG elements. – [info from Wikipedia]

Also to note that in the Wii version the 8-bit sprites are in their original colors from the NES, but the Gamecube version had them in “modern” colors. Thanks to Cubivore10 for the contribution!

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Paper Mario: The Thousand-Year Door [Beta Sprites – GameCube]

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Paper Mario: The Thousand-Year Door was initially going to simply be called Paper Mario 2 and feature a far different logo, one reminiscent of the original Paper Mario’s logo. There were also many unused badges. All of the partners from the original Paper Mario were going to appear but were cut-off as well. Bow and Parakarry were the only ones left. There was also a strange robot creature and two palette swaps of Screamy. Bobbery also had a prototype sprite, which depicts him wearing army gear. There was also going to be a probable mini-boss called Dark Atomic Boo. Dark Atomic Boo would be a Dark Boo version of Atomic Boo, and some have theorized that it may have been a more powerful Atomic Boo fought in the Dark Boo-inhabited Poshley Sanctum.

Also, in the original trailer, one can see a HP Plus badge that is located on a ledge beyond a moving platform which has a wall over it in midcourse (and assumedly could be reached with the help of Vivian). None of this made it into the final game (except the area where these things are, minus the things themselves of course). The trailer also showed that Item Shops would be labeled with Mushrooms rather than the Fire Flowers seen in the final game. Red Bones was initially named “Red Koopa Skeleton“. In the same trailer you can see that “Tornado Jump” was initially called “Hurricane Jump”. [Info from Mariowiki]

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Source: www.themushroomkingdom.net 

Super Mario RPG 2 (Paper Mario) [Beta – N64]

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Early beta screenshots of Paper Mario / Super Mario RPG 2 showed that Poochy was going to play some sort of role in the game. Another screenshot showed that Nep-Enuts were going to be in this game also. Also the early version of Forever Forest showed that it would be much smaller, with all the forest’s trees having sinister faces. Paper Mario was also originally going to be named Super Mario RPG 2, though due to complications involving Square Enix, the makers of Super Mario RPG: Legend of the Seven Stars, the name was changed to Super Mario Adventure and later Paper Mario. Also, it was originally in development for the failed Nintendo 64DD. However, it was released in cartridge. A screenshot had also shown a strange, beta Whale. [Info from Mariowiki]

Also, in an Iwata Asks interview, they shared a super early Mario RPG 64 concept:

Mario RPG 64 beta Paper Mario

Yeah, we really did. And most of all it was a Mario game! We couldn’t determine the route to take with visuals. At first, we broke into teams and worked in parallel on making about three sample models.

Oh, it’s from 15 years ago on March 5, 1997.

It’s made of 3D polygons, but I drew it to have an atmosphere like that of a picture book transplanted into a video game—with paper-thin 2D background and characters.

[Thanks to Henrique Resende for the contribute with some images!]

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