Mario & Luigi - ROM Document
This cartridge appears to contain an E3 2003 demo build of Mario &Luigi Superstar Saga. Keep in mind that there will likely be a ton ofextra data that’s just been blocked off. The goal is to play theprototype normally, find all differences to the retail, and thenunblock any restricted content in order to compare that too.
Please include images of any differences you can find when applicable.
Physical cartridge details:-- Small “009” label on top right,
commonly used sticker by AlphaDreamfor protos.

-- The writing says “ROM forShogakukan”. This cartridge likely
held a build of something else before
being reused during Superstar Saga’sdevelopment.

-- Cartridge contains a “save”.

-- It’s a large type E201736 AGB
128Mbit dev cart. Dip settings were
set to 64Mbit but for dumping it was
set to the maximum 128. Cart wasdumped with GBA Backup Tool 0.21.

This document is written by Marionova, RETIRE, sage_of_mirrors andAshe.

Differences within the stock, unmodified demo.
Title Screen differences:--

Early “Mario & Luigi” logo is used, the game wasn’t subtitled
Superstar Saga yet.
Different background
Copyright text is different“Press Start” text is the same as the final JP version
Title screen uses an early version of the Border Jump/Super Mario
Bros. theme
The “Game Boy Player” screen doesn’t show up at the beginning.

The Nintendo logo screen plays the coin sound effect instead of
Mario and Luigi saying “Nintendo!”. The logo graphic itself isalso less softened.

-The file selection screen is completely different. Literally
every graphic and background has been changed.
With the exception of the File #3 passport photos, the photos
used for Files #1 & #2 are not poses usable for the passport.

Misc Game Differences:---Cannot use hammers in the overworld
Getting a backshot in the overworld doesn't disable you inbattle.
Using the High Jump produces a Luigi voice clip “Hyaa!”, HighJump SFX is absent.
Using the Spin Jump produces a Mario voice clip “Yipee!”, spin
SFX is absent
Sound Effects for picking menu options are different.
The horn sample is different! Noticeable in battle & the victoryscreen.
Boss theme appears to be missing (There appears to be 12 music
tracks in the game)

Battle transition is different, flashes black & white & then getssmushed by a pattern of M & Luigi instead of the final startransition.

-The “Battle Win” screen uses different windows for everything.

-“Stache” uses its Japanese name, Hige. The fonts for the text andnumbers are also completely different.

-

Pause menu graphics are totally different. Only the items menu isable to be opened, and the rest just say “out of use” whenhovered over. Counters for time & coins are also simpler.

-Running during a battle does not feature the button mashing
minigame, and does not make you forfeit coins.

-Bottom-right “Help” section in battles is more rounded. Same withthe health/BP graphics.

-

When hitting the “Solo” block, more blocks appear instead of amenu.

-

Luigi has a delay when Jumping when defending. This makes
defending as luigi much more difficult.

-

Mario and Luigi’s battle sprites are slightly different, the more
apparent changes being the damage sprites-Items in battles are used instantly with a different graphic &sound-

Dying in battle works differently from the final game. If Marioor Luigi are downed, the death jingle from Super Mario Bros. will
play, and the player will fall to the bottom of the screen.
If you beat the battle with just one bro, the other bro will comeback on the overworld with full health..

--

Reviving someone makes their death graphic in the HUD change totheir idle forward sprite (smushed & then normal). The sprite
moves down off the screen, then appears on top with the MarioBros spawn platform.

-Game Over screen is separate from the battle, unlike the final
game
Glitched “Game Over” jingle seemingly plays, while the final gameplays nothing----

When Jumping on an enemy, there are extra frames before the Jump
begins. However, Jumping in battle is much heavier, with Marioreaching the enemy faster.
Moving options in the menu are inverted.
First strikes do not exist.
Moving the cursor in the level-up screen doesn’t make a sound.
Lakitu also doesn't make any sound.

The icon shown when a button is disabled is a “no entry” signinstead of a white X.

-Fast-travel warp pipes are red instead of green, and have notbeen completed yet - entering one does nothing.

-The minecart minigame has the bros. Collecting red and green
coins instead of gems; because of this, the demo’s minecart map
does not have gems embedded in the ground.
The Hammerhead Bros.’s tutorial for using hammers in battle
appears to use an old control scheme where the hammers would becontrolled by the L and R buttons, instead of A and B like jumpattacks.

-Save details:-All 3 files are preloaded, and cannot be deleted without
manipulating RAM.
Each file is set at a different point in the game, and has its
own task to complete. Once the task is completed, the game will
go to a “Thank you for playing” screen, similar to the Kiosk
Demo.

Stardust Fields Differences:(Map of Prototype Stardust Fields)-----

Stardust Fields in the demo begins on the 3rd area after theBorder Jumping Minigame.
- The Bridge at the bottom left is missing, and instead you
can walk to the right at the bottom.
The next screen is mostly unchanged, except for the Yellow
Platforms originally being a longer cliff that the bros could
Spin-Jump over to.
The Sandbags that are used as stairs in the final game aremissing.
- The location of the Starshade Bros. is missing in this demo.
There is much more map in the E3 proto before heading to theBorder Jumping minigame. However, the area before the Border Jump
does not use the same tiles as the previous maps, likely due toit simply being moved for the demo.
The Border Jumping room looks entirely different. The room wasalmost completely redone in the final.
Instruments & arrangement are different.
- There’s an extra note in the song before it loops.
Enemies are the same as the final game.

Ufu Mountain (Hoo Hoo Mountain in the final US Version) Differences:(Map of Prototype Hoo Hoo Mountain)
Mamelian Plain (Beanbean Fields in the final US version) Differences:-(Map of Prototype Beanbean Fields)
The song used in this map is different from the final. This songdoes exist in the final game, though unused.

-This path towards the top-right is missing, alongside with thesign.

-The cave all the way to the left is missing.
Enemies you can encounter: Goombas, Dry Bones, Wiggler,Parabeanies, and Spiky Snifits.
- With the exception of the Parabeanies, none of these enemies
appear in the final map.
- Wigglers are placed multiple times here. Despite being
placed around like normal enemies, they use the Boss deathanimation.

Ripped Graphics stuff:-Luigi’s Hit Graphics are completely different, featuring him
tumbling over.

-Graphics for Mario & Luigi dead on the Game Over screen, which
aren’t used in the final game.

-“Jump” & “Hammer” blocks.

-

Platform that appears when Mario & Luigi respawn from death inbattle.

-

Mario clapping, which has a slight bright spot on his shirt
that’s missing in the final game.

-

Mario scared, which has a slight bright spot on his shirt that’smissing in the final game.

-

Luigi happy, which has a slight bright spot on his shirt that’smissing in the final game.

-

Luigi scared, which has a slight bright spot on his shirt that’smissing in the final game.

-

Early versions of the alternating Mario & Luigi blocks. Using
arrows instead of their letters. General note, all Overworld
blocks in this build are stored as 2 16x16 sprites, while thefinal game does 1 16x32 sprite.

-

Unused frames for the Jump attack in battle.

-

Coins use a different graphic [Up-rezed here].
(Left is Proto, Right is Final)-

Unused Wiggler sprites of them sleeping. Wiggler doesn’t sleep inthe final game & is a boss.

-

Mario’s Battle Idle originally had his mouth open & an extra
shine to his nose.
Rex is different--

Dry Bones has different teeth-Goombas have gray shoes.
Mario’s idle sprites lost shading in the final game.

Room ID documentation:
All of the documentation for the room ids in this build can be foundin the Mario & Luigi Prototype Room Documentation.pdf document.
(Full) Game Differences:
We managed to unlock the full demo and now no longer have the demo
restrictions. This section is for finding differences within the fullgame. When you write, please be very specific about which areas thedifferences are in.
General (Full) Game Differences:-The layouts for the maps (at least Stardust Fields) is closer tothe final game’s.
The spinning yellow blocks that Mario & Luigi jump on do notfeature the A & B buttons on their side.
Peach’s sprites feature her with Blue eyes.
Enemies from the demo seem to be different from the one in thegame. The (Full) game enemies use their Japanese name, while thedemo enemies use English names.

Unused Yoshi Cutscene Text [DeepL Translation]
The item the Yoshi wants is マッスルーム (Massurūmu), not a キノコ(Kinoko, Mushroom). Marrusumu is localized as “Muscle” in the English
localization, but seeing how he wants a Mushroom, it seems like maybe
It’d be closer to “Muscleroom” or something? DeepL gies me either
Musrooms or Muslooms. The graphic that appears when given is a black &white Mushroom, so it’s definitely mushroom related.
When you meet him- I’m... I’m so hungry…
- Ah... Do you... have something... to eat?
- Musclerooms... or...
- some... wait a minute... Food... Two years old... (doubt)- Looks good... Bean... Bon appétit...
- That Bean... Disappointing... It looked so good...

-“Oh, God, I'm so hungry... Musclerooms... Won't you go find meone?
Then... For you I’ll... save that bean.
Good... Well then...
[I got a Mushroom]
We can use the pond map to get the mushrooms... I’ll get itout...
And... This...
This... is the Mushroom Book...
These Musclerooms... are mushrooms that... grow underground.
If you don’t understand... how to find the Musclerooms... I’lltell you.
…Okay then, best regards.

When you get him his Musclerooms- Oh! Musclerooms!!

- Yummmm~!!!!
-I’ve been waiting for this for a long time!! The food was great!
It was delicious!!
Well just as I promised, I’ll get that bean...
...Let’s pretend that never happened...
Well, now that I’m done, I’m going back to my house. Bye.
[A piece of the Beanstar! I got it!]

Sprite Differences In Battle:
The following enemies can be fought by running command 0x88 (fight).

Not sure, fly guys?

Yo BroBlue Virus
Chuck Guys

Wiggler Angry (gray Noses opposed to red)Sniper Billscolor shoes)

Laser Sniffit

Gritty Goomba (lighterDry Bones & Rex (no jaw, light shimmer)
color shoes)

Queen Bean (Smaller Crown)

Goombas (Different

Wiggler Exhausted (gray nose)

Overworld Sprite Differences:

Wiggler (gray nose)

GoombaUnfinished/Placeholders:
No shop script is present, dialogue with shop owners brings up atextbox saying ‘temporary?’

Tutorials related to the “suitcase” menu screen are blank screens,with messages effectively stating “there will be a menu tutorial
here.”

Progression Differences:-Badges are introduced by a Hoohooligan at the foot of Hoohoo
mountain, much earlier than in the final game; there, a Pea gives
Mario a badge when exiting Beanbean Castle on the bros.’ way toChucklehuck Woods.

-There is no zig-zagging screen introducing sharpeas between thefoot of Hoohoo Mountain and Beanbean Fields; the two areas are
directly connected.

-The battle with Queen Bean is not implemented yet, and instead
sends the Bros. to the Bowser tutorial battle; however, the gameresumes as normal once Bowser is defeated.

-The guards that let the bros. Into Chateau de Chucklehuck withthe Beanbean Brooch are not present.

-The area that houses the Hammerhead Bros’ second home in thefinal game is instead a lake with a small island housing a shardof the Beanstar. When the bros enter the area, a Yoshi stumbles
and falls; the bros are worried, but do a comedic faceplant when
the Yoshi reveals it’s just hungry. This is the “muscleshroom”
exchange mentioned earlier. In the area directly to the right,
there is a ! block that gives the bros a “muscleshroom,”
obviously a debugging tool. The Yoshi takes the “muscleshroom”
and regains its strength, tonguing the Beanstar Piece from adistance.

-This character on the eastern side of Beanbean Castle Town isstill present in the final game as unused sprites. They speak of“isolation,” and when you accept their request their scarf blows
in the wind and the screen goes black:-A rough reading of their dialog suggests you’re meant to find 8NPCs to speak to while the screen is dark, though my knowledge ofJapanese is very sparse. This seems to be an earlier version of
the beanlet collection quest, in the sense that there are objects
scattered across the area that the bros must find.

-The pipehouse hub has 5 red pipes, none of which work. The Pipe
Master is not present.

-A rough mockup of Bowser’s throne room exists, along with a VERY
rough Bowletta sprite. The final battle doesn’t exist yet, but
defeating the placeholder enemies shows a rough sketch-out of theending.

-The early Bowletta sprite appears to be used as a placeholder for
the Koopalings, as well.

-The room where the bros’ final encounter with Fawful takes placeis VERY roughly blocked out, and Fawful appears on a… barrel?
Beating the placeholder battle shows an early version of thecutscene in which Prince Peasley disposes of Fawful.

-Early Bowletta is ugly as fuck.

-Repaired Koopa Cruiser is the only place so far that has a saveblock! And not a save album. It doesn’t do anything.

-The lift in Little Fungi Town is “under construction!!”-

The background for Joke’s End’s outdoor areas is much more
simplistic.

-Boo Statues seem to have originally been gravestones.

-

They’re very roughly implemented, with no fading animation.

-

The Jellyfish Sisters’ Relaxation Room doesn’t exist yet, andinstead the bros meet them… on an empty beach?

-The bros hand power move tutorial goes on as it does in the final
game, just on a beach instead of in a cave.

-This game takes place in the time where Donkey Kong doesn’t die.
The area also uses a different tileset.

There’s an early version of the Mushroom Kingdom where you needto diffuse bombs.
Map Differences
Compare using the python script created by MrCheeze. Show differencesside by side to the ripped retail maps, and please note what area of
the game they’re from (eg. stardust fields, etc). Put proto maps onleft, retail on right. Also note any maps which havent been added inthe prototype yet.
000 - Test Map

Final game has an extra misplaced tile(?)
001 - Test Map

Four lines on the stairs are colored differently.
002 - Test Map / Chucklehuck Woods(?)

Test Map was replaced with an actual map in the final game.
003 - Test Map / Inside BuildingTest Map was replaced with an actual map in the final game004 - Ocean Top /???

005 - Test Map

Final game has an extra misplaced tile.
006 - Test Map / InteriorReplaced with an actual map in the final game.
007 - Test Map / Interior

Replaced with an actual map in the final game.
008 - Test Map

Final game has a misplaced tile.
009 - Test Map

Final game has a misplaced tile.
010 - Test Map / Coffee Machine

Replaced with an actual map in the final game.
011 - Test Map / Cave

Replaced with an actual map in the final game.
012 - Test Map / Paper

Replaced with an event in the final game.
013 - Test Map / Coffee MakerReplaced with an actual map in the final game.
014 - Test Map / Bowletta’s ThroneReplaced with an actual map in the final game.
015 - Ufu Mountain Test Map / Stage

Replaced in the final game.
016 - Outside Bros.’ House

The Background was shifted to hide a second castle.
017 - Inside Bros.’ House

Stairs were made shorter. Peach’s eye color was removed. Gap between
the railing & wall on the top floor was made bigger. Tools & Hammer
were adjusted in positioning & shading. The shower mat’s insidepattern was made thicker.
018 - Top of Koopa Cruiser

Clouds were repositioned. The Middle joint of the claw was redesigned
to not be a full sphere. A gradient was added to the background.
019 - Mushroom Kingdom / Cave

Replaced with a different map in the final game.
020 - Peach’s Castle Interior
No Differences.
021 - Stardust Fields
Background palette was redone & some tiles were modified slightly.
022 - Stardust Fields
Background palette was redone.
023 - Stardust Fields
Background palette was redone.
024 - Stardust Fields
Background palette was redone & some tiles were modified slightly.
025 - Stardust Fields
Background palette was redone & two steel plates were added in thefinal.
026 - Stardust Fields
Background palette was redone & some tiles were modified slightly.
027 - Stardust Fields
Background palette was redone & two steel plates were added in thefinal.
028 - Stardust Fields
Background palette was redone.
029 - Mushroom Kingdom / Cave
Replaced with a different map in the final game.
030 - Black Void / Cutscene?
Replaced with a different map in the final game.
031 - Black Void / Queen Bean’s Throne.

Replaced with a different map in the final game.
032 - Black Void / Yellow Pipe
Replaced with a different map in the final game.
033 - Black Void / Cave
Replaced with a different map in the final game.
034 - Black Void / Yellow Pipe
Replaced with a different map in the final game.
035 - Stardust Fields
Background palette was redone & some tiles were modified slightly.