List of Paper Mario: The Thousand-Year Door pre-release and unused content

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This is a list of pre-release and unused content for the Gamecube release of Paper Mario: The Thousand-Year Door.

This article needs Paper Mario improvement. Specifically:

  • Include more details (found on TCRF), including remnants of a removed Chuck Quizmo map
  • Sprites of the various Goombas with detailed soles on their feet (Professor Frankly, Goombella, etc.)
  • Sources for the names "Hyper Bob-omb" and "Ultra Bob-omb".
  • Files names for the Green boots, "Fire Rod", unused Spinias, Coconut recipe, and early ability icons in the miscellaneous section.
  • Princess Peach has an unused running animation.
  • Lord Crump has various unused animations.
  • Doopliss has an unused Poisoned animation.
  • Bowser appears to have unused animations for his hair in motion. In the final game, his hair is generally a static, unchanging sprite, and in the all later games, including the remake, these unused hair sprites were completely removed altogether.
  • The Spriters Resource contains assets for:
    • An early variant of the title screen.
    • An early, unused Koopa Troopa in a noticeably different artstyle, with a color scheme somewhat resembling the final game's KP Koopas.
Requested improvements must be clear, pertinent, and well-formed. Please refrain from adding bullet points such as "Add more information" or "Write the rest of the article".

Early builds[edit]

Reveal trailer[edit]

This game was initially titled Paper Mario 2 and featured a far different logo, one reminiscent of the original Paper Mario's logo.

Part of the original trailer shows an extra ledge above the pipe in the room directly east of the Thousand-Year Door, with an HP Plus badge on it. It could be accessed via a moving platform which had a wall over it halfway, which appeared to be passable with help from Vivian. Also, Beldam, Marilyn and Doopliss were originally going to be fought somewhere in Riverside Station.[citation needed] The trailer also showed that Item Shops would be labeled with Mushrooms, much as in Super Paper Mario, rather than the Fire Flowers seen in the final game. Red Bones was initially named "Red Koopa Skeleton". In the same trailer, one 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. The jumping and partner swapping sound effects resembling the ones from the previous game are used. In the final version, the jumping sound can still be heard when jumping in Tube Mode.

Interactive Multi-Game Demo Disc Version 18 Demo[edit]

A demo version released on a GameCube promotional disc includes various scriptual differences. Though the demo only allows for fifteen minutes of play at a time, the files inside of the game reveal several early concepts and placeholders.[1]

  • If tattle is used outside of battle, Goombella will say "I usually would have something witty to say here, but I'm waiting for the final version!", which would imply that the actual tattles for areas had not yet been written.
  • X-Nauts are called "Boomer Gangers", the Red Bones boss is called "Red Koopa Skeleton", and Dull Bones are called "Koopa Skeletons."
  • In addition to the above, Pale Piranhas were simply called "Piranha Plants" and Poison Puffs were called "Poision Foggs."
  • Petal Meadows is called "Star Crystal Field" by the menu and "Petal Fields" by Goombella.
  • Glitzville is referred to as its Japanese name, "Oolong Town", implying it had not been localized yet. In addition, Twilight Town is called "Spectralia" several times in the script - a completely original name.
  • All instances of Rogueport being used are instead spelled "Roqueport."
  • Hooktail is said to be weak to frogs instead of crickets. Her weakness to frogs was restored in the Nintendo Switch remake.
  • Goombella's description on the partner menu also mentions "Goomelda, wisest of female Goombas", a reference to the character Zelda from The Legend of Zelda series.
  • Niff T. is named "Toodle" in the demo, Bub-ulber is named "Bub-ulbo", Toce T. is named "Dain T", Merlee is named "Sando", Ms. Mowz is named "Miss Mowz", and Pungent is named "Punto."
  • Dried Bouquets are named "Dried Flowers", Life Shrooms are named "Emergency Shrooms", and Courage Shells are called "Courage Colas."
  • The Spin-Jump is called a "Ground Pound" in the demo.

Unused data[edit]

Debug mode[edit]

By pressing X Button, B Button, R Button, B Button, Y Button, and L Button on the title screen, debug mode is enabled. Subsequently, pressing Z Button on the title screen displays the game's build date, and crashes now display a crash report. This works on all versions.[2]

Graphics[edit]

Mario[edit]

Mario has various unused graphics an animations in his data, some of which being redrawn from the previous game.

Party members[edit]

Early sprites of Vivian and Admiral Bobbery exist in the files. Concept art detailing the two designs is included as unlockable extras in the Nintendo Switch remake, additionally revealing that Beldam and Marilyn were respectively going to have ice and lightning at the end of their own hats (though no graphics for these are present in the game's data).

Princess Peach[edit]

Enemies and Bosses[edit]

A Dark version of Atomic Boo exists in the files, presumably intended as a more powerful variant of the Atomic Boo fought at the Creepy Steeple. Dark Atomic Boo also went unused in Super Paper Mario, but was fully coded instead of only having graphics.

In the files for the Shadow Queen is an alternate version of the sprite used when possessing Princess Peach. Compared to the final version, the version has slightly different proportions, and her clothes bear a more visibly purple coloration.

There are unused Red variants of Buzzy Beetles, Parabuzzies, and Spiky Parabuzzies in the files, but the only version used in the final game are the pair of Glitz Pit Red Spike Tops.

Early graphics for the Smorgs use a design resembling the appearance of Screamy. In the files, it is named c_moa_a, which is actually similar to the final name of the Smorg, c_n_moa_a.

NPCS[edit]

Graphics for the party members from Paper Mario exist in the files, but only Lady Bow and Parakarry appear in the final game. These graphics were later repurposed for their appearances as Catch Cards in Super Paper Mario.

Items and Badges[edit]

Miscellaneous[edit]

Unused status effect[edit]

Unused sprite of POW Down from Paper Mario: The Thousand-Year Door

An unused POW-Down status exists in the game's coding under the name "battle_common". When hacked into the game, it displays the message "Attack has dropped!"[3]

Unused Glitz Pit battle conditions[edit]

A total of 70 different special conditions are coded for battles in the Glitz Pit, but only a very small subset of 15 are actually used in-game.[4] Many of the unused conditions are split to apply specifically to Mario or his partner. The game's script has multiple duplicate strings for some used conditions, suggesting they may have originally been unused ones before being overwritten. It is unclear how some conditions were expected to function, such as Mario having to attack the audience, which is not an action that can be performed freely in-game. All but one condition has a variable that can be configured, though many of the used conditions set this variable to 0. Therefore, it is possible that multiple variants of those conditions were also planned.

ID Conditions in code As presented in-game
0 Succeeds automatically
1 Do not jump n times Don't use your jump!
2 Jump n times
3 Do not hammer n times Don't use your hammer!
4 Hammer n times
5 Do not use special moves n times Don't use special moves!
6 Use special moves n times Don't use special moves!
7 Do not let Mario take n damage
8 Have Mario take n damage
9 Do not let partners take n damage
0A Have partners take n damage
0B Do not take n damage total Win before taking 20 HP of damage!
0C Take n damage total
0D Do not let Mario take n hits
0E Have Mario take n hits
0F Do not let partners take n hits
10 Have partners take n hits
11 Do not take n hits in total
12 Take n hits in total Take damage from your opponent three times!
Take damage from your opponent at least five times!
13 Mario must win battle with at least n HP (fails if Mario dies)
14 Mario must win battle with less than n HP (fails if Mario dies) Win after your HP drops to 5!
15 Must get a Power Bounce combo of least n
16 Mario must use fewer than n items
17 Mario must use at least n items
18 Partners must use fewer than n items
19 Partners must use at least n items
1A Use fewer than n items Don't use items!
Don't use any items!
1B Use at least n items
1C Mario must not swap partners n times
1D Mario must swap partners n times
1E Partners must not swap partners n times
1F Partners must swap partners n times
20 Must not swap partners n times Don't change partners!
21 Must swap partners n times
22 Mario must not attack audience n times
23 Mario must attack audience n times
24 Partners must not attack audience n times
25 Partners must attack audience n times
26 Mario must not appeal n times
27 Mario must appeal n times
28 Partners must not appeal n times
29 Partners must appeal n times
2A Must not appeal n times
2B Must appeal n times Appeal to the crowd at least once.
Appeal to the crowd at least three times!
2C Mario must not spend n FP
2D Mario must spend n FP
2E Partners must not spend n FP
2F Partners must spend n FP
30 Must not spend n FP Don't use any FP!
31 Must spend n FP
32 Mario must not use n moves (jump/hammer/SP + Charge/Defend/Dip actions) Only let your partner attack!
33 Mario must use n moves
34 Partner must not use n moves (partner moves + Charge/Defend/Dip actions) Don't ever let your partner attack!
35 Partner must use n moves
36 Same as 0x30
37 Same as 0x31
38 Party must not use n moves
39 Party must use n moves
3A Must take more than n turns
3B Must not take more than n turns Defeat your opponent in five turns or less!
3C Wait n turns before Mario actions (jump/hammer/SP/item/switch/Charge/SuperCharge/Run)
3D Wait n turns before Partner actions (move/item/switch/Charge/SuperCharge/Run)
3E Wait n turns before Party actions (0x3c + 0x3d conditions combined)
3F Wait n turns before Mario attacks (jump/hammer/SP attack/item attack)
40 Wait n turns before partner attacks (partner attack/item attack)
41 Wait n turns before party attacks (0x3f + 0x40 conditions combined) Don't attack in the first three turns!
42 Mario can only jump or Defend
43 Mario can only hammer or Defend

Music[edit]

Icon of an audio speaker. Unused theme 1 - This song was supposed to be played at Riverside Station. The Nintendo Switch remake uses a reworked version of this song in the back entrance and underground portions of the Riverside Station.
File info
0:29
Icon of an audio speaker. Unused theme 2 - This song was originally heard in the demo version's starting screen, but goes unused in the final version.
File info
0:26
Help:Media file • Having trouble playing?

Dialogue[edit]

Fully translated[edit]

Presumably for the sake of completeness, all of Mario's partners he has in the Glitz Pit have dialogue for when he gets promoted to the major league there. However, only Yoshi's is used, as he was required to beat the Iron Clefts and there is no opportunity to change partners in the ensuing cutscene.

Partner Dialogue
Goombella Uh, yeah... What, no hellos? These guys are totally freezing us out, Mario.

What? What's wrong, Mario? WHAAAAT? Are you saying the champ's belt...
You're totally right, Mario! This Crystal Star...is a fake!!
Sheesh, sorry, Mr. Birdie. I didn't mean to say your belt was fake. Take it easy.
I think I tweaked him out a little bit.
Anyway, we have a problem now. The map definitely pointed to Glitzville... If that thing on the champ's belt ISN'T the Crystal Star, then... Where the heck is the REAL one, huh?
Mario! Your Mailbox SP just went off! Who'd you get mail from?
What? Who's this X guy? You think he really knows about the Crystal Star? Whoever he is, why would he want to give us information? I don't trust this guy...

Koops Ummm... Judging by the dead silence, I'd say these guys don't like us much.

Ummm... What's up, Mario? What? Are you serious? The champ's belt?
Mario! You were right! This Crystal Star...is a fake!!
Ummmm... Gee, sorry, man... I didn't mean to insult your fancy belt, there...
Ooooops. I made him mad.
Well, forget him. We have bigger fish to fry. The map pointed to Glitzville... But if the gem on that guy's belt isn't the true Crystal Star, then... Where's the real one?
Umm... Mario? You hear that? I think you just got an e-mail. From who, though?
Um... Who's this X character? He talks like he knows all about the Crystal Star... Why would someone want to help us with this, anyway? Seems kind of fishy...

Flurrie Oh, dear... These fellows don't seem quite as friendly as the minor-leaguers...

Mario, darling, what is it? Come again? The champ's belt, you say?
My stars, it's completely true! This Crystal Star...is a fake!!
Oh, I do apologize, sir. I didn't mean to embarrass you in front of your belt.
Oh dear, I do believe I made that chicken angry.
In any case, we've larger issues to deal with. The map most assuredly pointed here... If the ornament on that fellow's belt isn't the real Crystal Star, then... Where in the world could the real one be?
Mario, darling! Did I just hear your Mailbox SP go off? Who would be e-mailing you?
My! Who is this X fellow? He speaks as if he's an expert on the Crystal Star... What would motivate him to help us in our quest, though? This seems suspicious...

Similarly, in Twilight Town, all then-five partners have dialogue for when the Mayor sends Mario off and wishes him well. Only Vivian's is used because, at the last opportunity to change partners, Mario had no choice but to use Vivian as Doopliss had turned the others against him.

Partner Dialogue
Goombella All right, Mario! Let's get back to Rogueport, OK?
Koops Well, Mario... Let's head back to Rogueport, huh?
Flurrie Are you quite ready, Mario? Let's get back to Rogueport.
Yoshi Okeydokey, Gonzales! Let's kick it back to Rogueport!

Apparently, at one point, the Pit of 100 Trials was going to have traps on some floors:

The devices on this level are now active. You can no longer change allies during battle! The device on this level is now active. You can no longer use your hammer in battle!
The device on this level is now active. You can no longer use your jump in battle! The device on this level is now active. You now receive double coins after battle!

At one point, upon defeating the Shadow Queen, saving, and restarting, Mario would begin the game by himself and would have to manually get his partners back together again. Only Koops, Flurrie, and Yoshi have completed dialogue, the latter saying something about how he "registered us for the Glitz Pit again". Vivian has untranslated Japanese dialogue.

Other dialogue[edit]

Inside the game data, dialogue files are stored in the directory "root/msg/$C", where "$C" is an appropriate language or country code, such as "US". The Japanese version is simply stored in "root/msg" without the language or country code. The dialogue is split between 1 global file (game-wide) and 259 local files (for the separate locations). English and other Latin languages are stored in raw ASCII format. Japanese version is stored in the Japanese variant of ANSI format (Shift-JIS), with a few modifications to save space.

Names in parenthesis in the table headers (e.g. "hom_00" below) are the names of the text files in which the dialogue can be found. Names in the first column of the table are identifier strings used for specific dialogue scenes within those files.

The dialogue uses several XML-like tags to alter the presentation of the text. These are enclosed between "<>".

  • <wait> causes the text to pause.
  • <dynamic> causes the dialog to be rendered as "falling" onto the screen.
  • <wave> causes the letters of the dialog to move in small circles.
  • <k> pauses the text until the player presses A Button
  • <p> scrolls the text upwards to make room for more.
  • <icon> renders a small image into the text. Typically, this is a button used in explaining controls.
  • <col> changes the text to a color in RGBA format.
  • <NUM> represents a number of coins.
  • <ITEM> represents an item name.
  • <s> has an unknown use.
  • <AN> represents either "a" or "an" depending on which is appropriate grammatically.
  • <system> renders the text box in blue and plays a short