Beta Elements

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A room in a beta version of Super Mario World's Wendy's castle (top), and the same room as it appears in the final game (bottom).
A room in a beta version of Super Mario World's Wendy's castle (top), and the same room as it appears in the final game (bottom).
Beta Elements are components of a video game that, for whatever reason, are removed or altered before that game is released. Known info about beta elements usually comes from one of two sources. The first is information released about a game, by its creators, before the game is complete. The second is data found within the coding of a game that serves no purpose, but could have been implemented into the game at one point.

Beta elements get their name from the period at the end of a game's development known as Beta Testing, when the nearly complete build of the game is debugged and playtested by a small group of people. Despite this, most games are complete or nearly complete when beta testing takes place, so most beta elements are scrapped long before this period.

Contents

[edit] List of Beta Elements in the Mario Series, by Game

[edit] Super Mario Bros. 2

See also: Doki Doki Panic.

In 2005, a prototype copy of Super Mario Bros. 2 sold on eBay for $350. It was significantly different from the final release version of 'SMB2, making it possibly the biggest single leak of beta information in the history of the Mario series.

The prototype cart has a SNROM-02 motherboard rather than the final version's TSROM-04. This means that it uses CHR-RAM instead of CHR-ROM and utilizes batteries. This was probably changed because SNROM-02's ROM size is 1 Mebibit, rather than TSROM-04's 2 Mebibits.

The title and story screens of the prototype use a different color pallete, which includes tans and oranges, as opposed to the final version's red and blue scheme.

On the prototype version's character select screen, an ellipsis divides the phrase "EXTRA LIFE" from the number of lives remaining. Strangely, the ellipsis returns for Super Mario All-Stars.

The character's sprites are not significantly different between the two versions, but Mario and Luigi lack sclera in the prototype, and the Princess's sclera are pink. This may be because Mario, Luigi, and Peach's sprites have more colors than the NES hardware can normally handle, and so their sclera actually have to be rendered as a separate sprite from the rest of their bodies.

Several other character sprites are slightly different. For example, the princess has more hair in the prototype. One noticeable incongruity of the prototype's sprites is that, although all the "item carrying" sprites are finished, the items being carried float at the height the original Doki Doki Panic characters would have carried them at.

In DDP, players couldn't use the B button to run; this was, in fact, almost exclusive to Mario games at the time. This mechanic hadn't been added when this prototype was compiled.

The prototype used a magic lamp to access subspace, as did DDP. The final version used a magic potion.

For a complete comparison, see The Mushroom Kingdom: Lost Bytes: Prototypes: Super Mario Bros. 2.

[edit] Super Mario Bros. 3

A gold Cheep Cheep.
A gold Cheep Cheep.
A green Parabeetle.
A green Parabeetle.

There were going to be two new enemies called Gold Cheep Cheep (a golden version of a Cheep-Cheep), and Green Parabeetles (green colored Parabeetles). The Gold Cheep Cheeps would come in groups and swim faster than regular Cheep-Cheeps and the Green Parabeetle is a green Parabeetle that flies faster than normal ones. The game coding reveals an item-sized Toad icon among some of the game's suits; this is interpreted by several as a sort of "Toad Suit", although it makes no changes to gameplay when granted to Mario. This is likely due to it being scrapped early and never given any purpose. Designers also considered a power-up to turn Mario into a Centaur (half-man, half-horse), although this was rejected (Tilden 1990, 21).

Koopa Troopas and and Hammer Bros. were going to host the mini-games. They were replaced by Toad. However, it could also be possible that they were all around at the same time, but all got scrapped except for one due to memory size. There were also different kinds of mini-games, similar to the ones in New Super Mario Bros..

Finally, fifteen extra levels exist within the coding of Super Mario Bros. 3. Some of these are strange and unique, while others bear much resemblance to levels in the final version and were very likely redone as those. Also, the back of the box of some copies of Super Mario Bros. 3 depicts Mario traversing a hilly grassland stage with tons of Parabeetles and two Note Blocks about. This particular stage is not any of the lost ones present on the cartridge, nor is it in the final game. It could even be a press mock-up from Nintendo. The "special" boxes also feature a beta map of Grass Land.

[edit] Super Mario World

Dinosaur Land was drastically different, possessing an appearance similar to the various kingdoms of Super Mario Bros. 3. Specifically, it was to feature things such as Toad Houses (which could possibly mean that Toads were once considered to populate Dinosaur Land) and more Super Mario Bros. 3-style Fortresses.

SNES test cartridges also exist and, among other things (some of which are Mario-related), they include an early build of Super Mario World. These cartridges reveal that, at one point, Goombas were to be able to be stomped (even earlier test cartridges show that Goombas also once possessed their normal, mushroom-like appearance rather than the Goom-like Goombas seen in the final game and later builds), Koopa Troopas were to walk on all fours, and normal Piranha Plants and even Venus Fire Traps were to have been present. These elements were used in the Super Mario World cartoon. Interestingly, several of these cartridges' beta sprites were merely simple Super Mario Bros. 3 edits. Lastly, the Super Leaf and Raccoon Mario form were both present in early builds.

Further exploration of the game cartridge showed that a Lakitu and an unknown blue bird were going to appear on the Overworld map. They were also several unused sprites and levels. Source There was also a dull, less-colourful title screen.

Early screenshots of the Game Boy Advance port (Super Mario World: Super Mario Advance 2) showed that the HUD wasn't even changed, unlike the final version. [1]

[edit] Super Mario World 2: Yoshi's Island

This game was going to have more forms Yoshi could turn into: a Mushroom, a Tree, and a Plane (most likely replaced by the helicopter form). There are Tweeter sprites present in the game's coding that looked identical to the Tweeters of Super Mario All-Stars, and a Super Mario All-Stars Shy Guy is also present within the game. There are also some Bob-Ombs using the wrong palette. It is possible that the programmers were merely using these sprites as references for enemy sprites that they were remaking, and either didn't use the Tweeter or it was never meant to be used and taken from Super Mario All-Stars by mistake. There is also a frowning, rock-like block present in the game's coding, and, perhaps even more oddly, a hulking, barrel-throwing, tie-clad Grinder that seems to deliberately resemble Donkey Kong. It is possible that this gorilla-like Grinder would be a Kamek-strengthened Grinder boss and clever reference to Mario's first enemy.

[edit] Super Mario Land 2

Early screenshots showed of the English version showed that there was a different, less detailed title screen. [2]

[edit] DK Jungle Climber

In several screenshots, there are some beta levels such as a foggy area that was possibly the beta Panic Factory, also there's another screenshot which shows an underwater level in the sea with a Lockjaw. There were originally swing-like objects that were in the game. Also some objects and backgrounds had different pallettes.

[edit] Donkey Kong 64

Beta-screenshots of Donkey Kong 64 showed that Donkey Kong's Treehouse originally had a shower stall in it with a poster of Banjo and Kazooie on it. Also, the boss Mad Jack was originally known as "Junk-in-the-Box" and was also drastically different in appearance. Mad Jack/Junk-in-the-Box was also originally a mini-boss fought in the R&D Room in Frantic Factory instead of being a full boss fought at the area's end.

Also, the weapons the Kongs wielded in the early screenshots looked like real-world weapons instead of the wooded, somewhat cartoonish ones seen in the final version of the game. Donkey Kong's Coconut Shooter resembled a double-barreled shotgun while Diddy Kong's Peanut Popguns resembled actual pistols. This was most likely changed for the E-rating.

Another factor is that Army Dillo originally was able to hover in the air and shoot fire in the air in Jungle Japes, which he was able to do in Crystal Caves in the final version of the game.

[edit] Donkey Kong Country

In an old Scribes page on the Rareware website there was mention of there once being a Giraffe Animal Buddy planned to appear in Donkey Kong Country; this Giraffe character was dropped for unknown reasons, though one of his mentioned abilities was that he would allow Donkey Kong to crawl up his neck and reach high items and secrets.

It is debated whether or not the plans for this Giraffe buddy were actually real though, as Rare could have simply been making a joke at the expense of fan who had made a rather odd request for a Giraffe to appear in an upcoming Donkey Kong game.

[edit] Donkey Kong Country 2: Diddy's Kong Quest

The Rare Witch Project website once had previews of several upcoming enemies and characters for Donkey Kong Country 2: Diddy's Kong Quest. Among these enemies was a sinister looking character (or perhaps generic enemy) simply dubbed "Mr. X". Mr. X was a white (or perhaps skeletal) Kremling wearing a large black jacket covered in army medals, he also possessed two small hooks for hands. Despite his status as a beta element, Mr. X somehow managed to be included in the official German player's guide.

[edit] Donkey Kong Land

Several creatures and characters who were originally going in this game were abandoned for unknown reasons. These creatures and characters included a fish enemy named Pucka, an unnamed Kong who wore a hat and a what appears to be a baby ram named Ram Bunkshus. All these unused characters were first advertised in an old issue of Nintendo Power magazine, which included pictures of them.

[edit] Donkey Kong Land 2

Donkey Kong Land 2 originally had the sub-title "Diddy's Kong Quest", this was later removed, probably because it would cause people to think the game was an exact port of the game it was based on, Donkey Kong Country 2: Diddy's Kong Quest.

[edit] Game & Watch Gallery 4

A few pre-release screenshot showed that the characters had different sprites. The "Game Select" screen was completely different. The Game Data also contains a few more unused sprites. [3]

[edit] Donkey Kong Land III

Donkey Kong Land III originally had the sub-title "The Race Against Time", it was later removed, presumably due to the fact that the other two installments in the Donkey Kong Land series did not possess, so it would seem slightly pointless to give Donkey Kong Land III one.

[edit] Luigi's Mansion

Luigi's Poltergust 3000 was originally supposed to have a heat meter. If Luigi kept his vacuum on for too long, it would burst into flames, causing Luigi to lose HP. There also originally was a pink ghost that would scream behind Luigi causing him to lose 50 HP. The orange ghosts originally were blue, and had a big nose. The pink prototype ghosts closely resembled the final version orange ghosts albeit pink.

There was also supposed to be more interactivity, such as Luigi sliding down a stairway, and a lamp breaking. Originally, the Boo Radar was supposed to show you where ghosts were, but not Boos. Also, the Game Boy Horror was supposed to show the player what Luigi is seeing with out going into first-person view. Originally the mansion also had an RPG type of quality which included real-time changes of rooms and also an underground dungeon-like basement.

There also was a lost graphic. In the first picture below shows the beta parlor. In the room, it had an extra side-table in front of the china cabinet.

[edit] Mario's Tennis

The character list in this game's coding features the name "CASSARIN", which is notable for, unlike the other characters, not having any sprites. "Cassarin" happens to be Japanese for "Catherine", which is Birdo's Japanese name; it can therefore be assumed that Birdo was initially planned for playability in Mario's Tennis.

[edit] Mario & Luigi: Partners in Time

A certain beta screenshot depicts Mario, Luigi, and their baby selves fighting two red shoe-clad Blooper foes in the Vim Factory. Almost nothing is known about this Blooper creature, which was unused, although the timing of the taking of the screen shot featuring them (which depicts Luigi, upon being thrust by a Trampoline, stomping one) conveniently shows fans both its normal and pained poses. Another early screen shot shows the gang using a Mix Flower on two Boo Guys in Hollijolli Village, while Boo Guys were not present in this area in the final game. Finally, it may be notable that Baby Mario's initial artwork erroneously depicted him as having red shoes rather than his normal blue ones (this mistake was eventually changed and the artwork was re-released), although his shoe coloration would appear to have always been consistent throughout all of the actual game's programming.

[edit] Mario & Luigi: Superstar Saga

Wario, Fox McCloud, Captain Olimar, Samus Aran, Link, and even an Excitebike Racer were going to show up in the Starbeans Café after Mario and Luigi made coffee, instead of E. Gadd (who was only scheduled to make one appearance). The Bean Fruits were also going to be multi-colored, and a few unused items include Neon Beans, a Game and Watch, and an item known as the "Spiritual Bros.", which may have been intended to be a badge, interestingly a badge named Soulful Bros. does exist therefore Nintendo may have attempted to rename this item. One of this game's more interesting Beta Elements is that the name "Sharkbone" appears alongside names for enemies found in Gwarhar Lagoon in the game's coding, and "Sharkbone" is presumed to be an alternate name for the ???? enemies that are actually found in the final game (these enemies actually can come in a bony shark form, although they are also found in a living, Cheep-Cheep-like variety). Even more interestingly, a Nintendo Power guide actually referred to the ????s' undead shark forms as "Sharkbones" and their living Cheep-Cheep forms as "Puffer-Cheeps", which were actually completely different Cheep-Cheep varieties present in the final game; it is presumed that Nintendo based this naming off of beta material (and it may be worth noting that the German version of Mario and Luigi: Superstar Saga replaces "Sharkbone" with "Sand-Cheep").

[edit] Mario Kart 64

A Magikoopa was going to be in this game playable, but got replaced by Donkey Kong. Also note that the Character select screen was going to have the racer face towards the player. The working title was Super Mario Kart R. In certain gameplay screenshots, the Feather Item, which it appeared in Super Mario Kart, was going to be included in the list of items of the game.

[edit] Mario Kart: Double Dash!!

The models of the characters are from Super Smash Bros Melee, and Mario and Luigi are seen in this game's only known beta trailer driving separately and each having a simple, blue kart. It was originally called Mario Kart for Gamecube, and it is likely that this early build of Mario Kart: Double Dash!! was completely scrapped and redone for the final game, as it looks nothing like it. However, when one of the final versions was made, the textures, speedometer and HUD, and pictures looked different.

[edit] Mario Kart DS

This game's Retro Grand Prix was going to include a few more tracks, such as Mario Circuit from Mario Kart: Double Dash!!(Dismantled for the new Mario Circuit), Koopa Troopa Beach (under the name "Nokonoko Course") from Mario Kart 64, and Mario Kart: Double Dash!!'s Block City battle area. There was also an mysterious "Dokan Course" stage with no textures and Moo Moo Farm music Source, as well as a simple, circular test area smaller than even Baby Park; both of these (and the latter one for sure) could've been debugging stages not planned for inclusion in the final game. These areas can still be accessed using Action Replay DS. Waluigi Pinball was also slightly different (mostly in texture and music, the latter of which was strangely from Yoshi Falls, and the slot machine seen near the end of the lap was part of the course for players to drive over.) in betas, albeit probably a programming error.Source Demo copies of the game actually showed it with quite a few object differences (such as more bumpers and a less direct launch towards the beginning). The demo version also depicted DK Pass with (perhaps more thematic for its eponymous character) a grassland theme rather than a snow one, with a lone Thwomp near the finish line, as well as many other small differences mostly regarding walls and jumps.Source Finally, demo version guides released for stores by Nintendo depicted the Chain Chomp (which could not actually be retrieved in the demo version itself) as an item; it is presumed that this Chomp munition would work in a manner similar to that of the Chain Chomps in Mario Kart: Double Dash!!, making it likely that Chain Chomps were removed from the game in favor of Bullet Bills (although the listing of the Chain Chomp in these beta guides may have been a simple mistake, though this is unlikely).

[edit] Mario Kart Super Circuit

Early Nintendo Power screenshots showed that the character had different, "Super-Deformed" sprites. Said screenshots also showed that the HUD was different. Some tracks also had more detailed background. [4]

[edit] Mario Party DS

Wiggler's Garden was originally called Petey's Greenhouse, with Petey Piranha needing help as a member of Petey's army (aka Piranha Plant) had betrayed him and was destroying his greenhouse. Also Toadsworth was going to appear in the item house, but was replaced by a Monty Mole. However, he is not totally absent, as he is mentioned in the item gallery a few times, just never seen.

Another thing is that the players used to have their own boxes at the top screen that have the "X" in the Coins storage and the Stars storage. In the final version, it was removed possibly because Coins can reach over two hundred. It was also going to have Wi-Fi, but scrapped possibly due to memory constraints, lack of time, or because other Mario Party games didn't have Wi-Fi.

[edit] Mario Power Tennis

In the intro of the game where Wario and Waluigi are drawing on the scorechart in the left the player can see Toad and Toadette's heads. It is unknown if they were going to be playable and Nintendo forgot to take their faces off the score chart.

[edit] Mario Strikers Charged

Screenshots shown that during matchs, there were no music, both in the classic stadiums and the new fields arenas. The aesthetic of the gadgets located on the top of the screen, would have a more futuristic design, featuring the captains' emblem of the teams, while the items appeared in other gadgets. Later, gadgets had a rusted appearance, still showing the captain's emblem of the team, which they were replaced by the faces of the captains lately. The Super Abilities of the captains were rendered as particular icons for each one (e.g.: The Super Ability of Mario, Super Mario! was shown as a red letter M; Bowser's Fire Storm! was shown as a fireball).

[edit] Mario vs. Donkey Kong 2: March of the Minis

The top screen looked different. It was always outside on the top screen. Also, Cool Kongs used to wear spiked helmets, had purple goggles, and were darker, along with the "C" on their ties being a "W." The sprite used for when a Mini-Mario hanged onto a Cool Kong's tie was also different, with the Mini-Mario facing forward as he did so. Hearts were also present (apparently as collectible items) for unknown reasons. Mini-Shy Guys were dark red instead of the red-pink color used in the final game. Wall Jump bars were also originally red, being reddish-pink (much like Mini-Shy Guys) in the final game. Falling poses were the same has unactivated poses as well. Additionally, Gold Mini-Marios were going to appear in every level, by looking at the top screen of screenshots.

[edit] New Super Mario Bros.

The working title for this game was Super Mario Bros. DS. Also, during early stages of production, Mega Goombas were going to be a generic species (the result of a Goomba colliding with a Super Mushroom and powering up) rather than an individual boss. (It is possible that other enemies were to be compatible with this situation, too, considering the giant enemies like Super Dry Bones and Super Piranha Plant that remain in the game in generic, already-large forms.) There was also supposed to be a Mario and Luigi co-op mode at a time. Interestingly, an illustration of beta map icons still exists as a screenshot on page twelve of the final game's manual. There were originally three item reserve spots rather than one. There also was an underwater stage which also featured Manta Ray in VS. Mode. Spindrift was also supposed to be in the game, but got replaced by the blue spinning platforms in World 1-3 and other levels.

In another image, it's possible to obtain the Blue Shell by first defeating a Blue Koopa Troopa. Then when the player Ground Pounds on the shell, the player gets in the shell and becomes Shell Mario. This feature is removed possibly because the designers wanted a power-up that can be obtained from a ? Block, however it survives in Vs. Mode. Mega Mushrooms were also originally intended to be red. The advertisement accenting the Vs. mode revealed some levels that were not available on the final release, including a desert stage, an underwater stage and a few others. The Mega Mushroom was going to look like a large Super Mushroom rather than a chubby-looking mushroom that was yellow with red spots.

It was possible to kick and punch in the game but is also removed.

And in the beta version the player can hold three items in storage on the bottom screen but in the final version, it only can hold one item.

The game contians among its minigame data sprites and graphics from Wrecking Crew. The file names suggest that these sprites were intended to be in both a single and multiplayer minigame. There is also data to support a single player snowball throwing minigame (which was actually used in Multiplayer Mode), that was probably scrapped due to the DS's inability to support sophisticated enough AI.

[edit] Paper Mario

Early screenshots of this game 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.

The release version of the game contains some scrapped Badges that can be accessed with a gameshark or similar. A fully functional Dark Paratroopa enemy exists in the ROM, as well. Finally, Goombaria's name and icon are both present in the game's list of partners for Mario.

[edit] Debug Rooms

Debug rooms are areas in a game that facilitate testing. They sometimes can be considered beta elements. Some leftover debug rooms were found in the Paper Mario ROM. [5] As with most debug rooms, they are accessible using an exit modifier gameshark code.

  1. In this debug room, the text 'MARIO RPG' is written on the floor and the blocks give mushrooms. If Mario talks to the goomba, or if he attempts to talk to the Star Rod, the game freezes. There is a hammer in the chest and an unknown door with the number 0.
  2. Here, there is a POW Block which is unused in the real game. If Mario hits it, it will just shake and nothing will happen.
  3. In the third room, if Mario goes through any of the doors, he will reappear in the same place. This may mean that puzzles based on this principle were intended to be included in the game but were not used. It could also mean that these doors were assigned to different exits at different points, and that this room allowed developers to quickly reach areas that were troublesome to reach normally.
  4. This is an area with a Mario clone, a useless switch, and Goompa (who says nothing.) This may have been used for testing purposes.
  5. In a strange unused area, there are Koopas who have the ability to transform into Mario's partners.

[edit] Unused Items

These unused items were found in the code of Paper Mario. Most of their names and descriptions were never translated officially.


Items
Item Number Name Icon Effect In Game Description
0087 むしよけそう Mushi Yokesou
Apparent Protection from Insects
Image:PM_Beta_Insecticide.png Does zero damage to most enemies, but defeats bugs instantly, with no SP gain. 虫のてきを おいはらう 
(Drives away bug like adversaries.)
0091 ハッスルドリンク Hassuru Dorinku
Hustle Drink
Image:PM_Beta_Hustle_Drink.png Appears to be something Mario drinks during battle, he then steams. Once it is used, Mario attacks 2 times next turn. Not usable in the field. バトルで つぎのマリオのばんが きたとき 2回 こうどうできる 
0099 おねがいカムバック Onegai Kamu Bakku
Please Come Back
Image:PM_Beta_Onegai.png When used in battle, it becomes a broken dizzy dial and wastes Mario's turn. Not usable in the field. The sign on the tag looks like the Japanese character for sun. どこかへ とばされた なかまも おねがいすれば もどってくるぞ 
(If it's your wish to go somewhere quickly with your partner then come back.)


Key Items
Item Number Japanese name Name of Key Item Icon Effect/Description
0008 ち ず (map) Image:PAPER_MARIO_BETA_BADGE_00EA.png
0009 おおきなちず (big map) Image:PAPER_MARIO_BETA_BADGE_00EA.png
0018 おうごんのツボ 
(Golden Jar)
Golden Jar Image:PM_Beta_Golden_Jar.png In game description: "A sparkling gold pot. Moustafa was looking for this." No known use.
001B もいのつうこうしょ (Forest's Friendly Relationships) Image:PM_Beta_Forest_Pass.png 森のばんをしている キノピオから もらった まよいの森の通行しょうです。
This could be a pass, that Mario would receive from Toad (or a toad,) that would allow him to travel through Forever Forest. (This'll let you keep using the forest's pass (?) From Toad, it will allow you to use the confusing forest clan's path.)
0026 あやしいメモ (suspicious note) Image:PM_Beta_Mystery_Note.png Looks like a mystery note prototype. This is corroborated by the fact that it can be presented to Russ T. any time after rescuing Skolar. It doesn't seem to change the conversation, however. In game description: "あやしいもじが かいてあるメモ" (These are mysterious characters, you should find someone who can read this kind of note.)
0028 ネジまわし (screwdriver) Image:PM_Beta_Screwdriver.png ネジを回す どうぐです はやく クリパパに わたしましょう
(It's a tool for turning screws. Hurry it to Goompa.)
002F キノピオのにんぎょ
(Doll of Toad)
Image:PM_Beta_Toad_Doll.png
0035 テンバーヘのてがみ (letter to tengaa) Image:PM_Beta_Letter.png データなし
"(There is) no data"
003F ゆきぐにへのてがみ (letter to yukiguni) Image:PM_Beta_Letter.png データなし
"(There is) no data"
0042 ラジオヘのてがみ (letter to rajio) Image:PM_Beta_Letter.png データなし
"(There is) no data"
0043 さくしかへのてがみ (letter to sakushika) Image:PM_Beta_Letter.png データなし
"(There is) no data"
0044 たびびとへのてがみ2 (second letter to tabibito) Image:PM_Beta_Letter.png データなし
"(There is) no data"
004D テレサヘのてがみ3 (third letter to a boo) Image:PM_Beta_Letter.png データなし
"(There is) no data"
0055 テンバーヘのてがみ (letter to tengaa) Image:PM_Beta_Letter.png データなし
"(There is) no data"
0072 ノコジロウのコウラ (Koopa Koot's shell) Image:PM_Beta_Koot_Shell.png
0075 しゃしん (photograph) Image:PM_Beta_Old_Photo.png This would appear to be a dummy of one of Koopa Koot's quest items.
007D Prison Key Image:PM_Beta_Prison_Key.png This icon is used for they keys in Peach's castle. There is an item called "Prison Key," but it looks different.
007E Prison Key Image:PM_Beta_Prison_Key.png Same as 0x007D
007F Prison Key Image:PM_Beta_Prison_Key.png Same as 0x007D


Badges
Badge Number Japanese Name Name of Badge Icon BP Needed Effect/Description
00EA ヒデーンノチョ(hidoo-n'nocho) Image:PAPER_MARIO_BETA_BADGE_00EA.png 0 Effect unknown. The image is used by several unused items as well. May not be intended as a badge; may be an item or special item, the game's code doesn't differentiate.
00F0 ハンマチャージ0 (hanmachaaji 0) Image:A_-_unused_smash_charge.PNG 1 Uses 1 FP. Increases Mario's hammer attack by 1.
00F6 ジャンチャージ0 (janchaaji 0) Image:A_-_unused_jump_charge.PNG 1 Uses 1 FP. Increases Mario's jump attack by 1.
0101 イカリノパワー (ikarinopawaa) Anger's Power Image:A_-_unused_mad.PNG
Image:Paper Mario Badge 0x0101 Effect.gif
8 Odd badge that causes Mario to assume a dark red tinge and angry pose during battles. Mario's portion of each turn is controlled by the CPU. The partner is controlled by the player. Mario's attack increases by 2, but his AI is quite rudimentary (Enough so that he will jump on spiked enemies.) Effects are much like the "berserk" status from other RPG games.
0102 バッチリコマンド (bacchirikomando) Perfect Command Right On! Image:PAPER_MARIO_BETA_BADGE_0102.png

Image:PAPER_MARIO_BETA_BADGE_JAPANESE_SIGN.png

8 Activates all action commands perfectly and automatically. Causes a Japanese sign (バッチリ bacchiri, which means perfect or right on the mark) to appear over the description of the action command. Note that it works for Mario, but not his partner.
010E ヒッサツフミイ (hissatsufumii) Image:A_-_unused_ultra_jump.PNG 1 Uses 2 FP to execute a standard jump attack perfectly.
010F ヒッサツナグーリ (hissatsunaguuri) Image:A_-_unused_Ultra_Smash.PNG 1 Uses 2 FP to execute a standard hammer attack perfectly.
0110 ハピハピーハート (hapihapiihaato) Happy Happy Heart Image:A_-_unused_Happy_Heart.PNG 10 Like Happy Heart, but recovers 3 HP every turn instead of 1.
0115 スーパーゲットー (suupaagettoo) Super Gettoo Image:A_-_unused_HP_drain.PNG 10 Recovers more HP per hit than HP Drain, exact amount unclear. Possibly 2 HP per hit, up to a max of 5. Reduces attack power by 2
0118 オートツギツギー (oototsugitsugii) Image:A_-_unused_Multibounce.PNG 2 Uses 5 FP, has the same effect as Multibounce.
0119 トテモセツヤーク (totemosetsuyaaku) Image:A_-_unused_Lucky_Day.PNG 10 Reduces the FP consumed by every move by 2. It won't make a move free. Note that it stacks on top of the 2 Flower Saver badges.
0122 バゴーンジャンプ (bagoonjanpu) Bagoon Jump Image:A_-_unused_Mega_Power_Bounce.PNG 2 Uses 4 FP to do 4, 5, or 6 damage to 1 enemy, depending on which set of boots Mario has. The action command, which is the normal jump action command, increases damage by 1.
0125 バゴーンナグーリ (bagoonnaguuri) Bagoon Hammer Image:A_-_unused_D_down_smash.PNG 2 Uses 4 FP to do 4, 5, or 6 damage to 1 enemy, depending on which hammer Mario has. The action command, which is the normal hammer action command, increases damage by 1.
0127 ガツーンナグーリ (gatsuunnaguuri)/ドカーンハンマー (dokaanhanmaa) Power Smash/Mega Smash Image:PAPER_MARIO_BETA_BADGE_00EA.png 3 Called Power Smash in the field, Mega Smash in battle. Uses six FP to do Mega Smash. Its in-game description changes to match its name...
0128 ガツーンナグーリ (gatsuunnaguuri)/ドカーンハンマー (dokaanhanmaa) Power Smash/Mega Smash Image:PAPER_MARIO_BETA_BADGE_00EA.png 3 Identical to badge #127?
012A スーパーネガーウ (suupaanegaau) Image:A_-_unused_deep_focus.PNG 5 Appears to be a different design for Deep Focus. It seems to function exactly like Deep Focus. This badge's icon is also the icon used for the Deep Focus badge outside Bowser's Castle, until you put it in your inventory, then it uses 1 BP and looks normal.
012B ミニミニナグーリ (minimininaguuri) Minimini Hammer Shrink Smash Image:A_-_unused_shrink_smash.PNG 1 Uses 2 FP to create a hammer based shrink stomp. It's description, notably, says it uses only 1 FP.
012C コウラワーリ (kourawaari) Image:PAPER_MARIO_BETA_BADGE_00EA.png 3 Uses 6 FP to execute a normal(?) hammer attack.
012D カイデーン (kaideen) Image:PAPER_MARIO_BETA_BADGE_012D.png 0 Effect unknown. Possibly not a badge.
0131 ジシーンジャンプ (jishiinjanpu) Jishiin Jump Image:A_-_unused_Dizzy_Jump.PNG 2 Uses 1 FP. "(NOT USED ANY LONGER!)" appears at the bottom of the screen in place of an action command. Mario jumps up and down repeatedly in the center of the enemy side of the field. All ground enemies are hit for 1 damage each time he lands. The player must press A every time Mario hits the ground to keep him jumping and racking up damage.
0149 ピッキョローンF (Pikkyoroon F) Attack FX F Image:Attack_fx_F_badge.PNG 0 Changes the sound effects from Mario's hammer and jump attacks. The sound effect is the laughter of flowers in forever forest.
0150 ゲンキゲンキ Genki Genki Healthy Healthy Image:A_-_unused_feeling_fine.PNG 1 Effect currently unknown, presumably an older design or weaker version of Feeling Fine.
0151 ピッキョローンF (Pikkyoroon F) Attack FX F Image:Attack_fx_F_badge.PNG 0 Identical to badge #149?
0152 ピッキョローンF (Pikkyoroon F) Attack FX F Image:Attack_fx_F_badge.PNG 0 Identical to badge #149?
0153 ピッキョローンF (Pikkyoroon F) Attack FX F Image:Attack_fx_F_badge.PNG 0 Identical to badge #149?
0154 ピッキョローンF (Pikkyoroon F) Attack FX F Image:Attack_fx_F_badge.PNG 0 Identical to badge #149?

In addition to the above, the following images were found within the game's ROM. Though they have no assigned item, they are likely to be unused item sprites. The key items are on top, badges are in the center, and normal items are on the bottom.

Image:PM_Unused_Sheet.png

[edit] Paper Mario: The Thousand-Year Door

This game 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.

All of the partners from 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 mid course (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". The status element Slow had a different icon, a snail instead of a sad purple face.

Aside from scenery, there are also two songs that were unused in the game. One sounds like a theme used for an introduction of a character, and the other sounds like a boss fight. This may mean that another character was going to be in the game but was written out of the final version like these songs.

First song: Unknown Theme

  • It should be noted that this song is somewhat similar to the introduction of a new Pixl in Super Paper Mario.

Second song: Beta Boss Theme

Strangely, the officially site depicts KP Pete as a red Koopa Troopa and a trash-talker. This may be a Beta Element. A status element called Sick was going to appear, but was deleted midway through development. All that is known about it is its effect, that no items can be used at all.

[edit] Unused Badges

Name of Badge Icon BP Needed Effect/Description
All or Nothing P Image:Pmttyd all or nothing p.gif Likely 4 Hit Action Commands, up ally's Attack. Fail, it goes to 0.
FP Drain P Image: FP_Drain_P.gif Likely 1 Drops your ally's attack by 1, but gain 1 FP per attack.
Happy Flower P Image:Pmttyd_happy_flower_p.gif Likely 2 Wouldn't make sense as allies don't have seperate FP.
Lucky Day P Image:Pmttyd lucky day p.gif Likely 7 When your ally's attacked, make foes miss more often.
Mega Jump Image: Pmttyd mega jump.gif Likely 3 Mario can use Mega Jump, a very powerful jump attack.
Mega Quake Image: Pmttyd mega quake.gif Likely 3 Mario can use Mega Quake, a very powerful hammer attack that damages all enemies on the ceiling/floor.
Mega Smash Image: Pmttyd mega smash.gif Likely 3 Mario can use Mega Smash, a very powerful hammer attack.
Pity Flower P Image:Pmttyd_pity_flower_p.gif Likely 3 When your ally's attacked, occasionally recover 1 FP.
Tripl