Mario & Luigi: Partners in Time/Beta elements

This article pertains to the beta elements of Mario & Luigi: Partners in Time.
== Unused Music ==
Clip	Filename 	Description
 	MUS_SEQ_OLD_END	The ending sequence of Mario & Luigi: Superstar Saga.
== Unused Graphics ==
Image	Description
 	A full set of animated directional sprites for a scrapped Whomp NPC, who would've fit best in Thwomp Volcano.
 	Used in the kiosk demos to choose an area to explore, these three option graphics are still in files for the final game. (Note: Yostar Island and Energy Factory are the Japanese names of Yoshi's Island and Vim Factory)
 	Some unused Item sprites. The first one appears to be an early design for the Mushroom, with coloration reminiscent of those objects from Mario & Luigi: Superstar Saga. The second item appears to be an early version of the Mix Flower with coloring akin to the Copy Flower. The final item is a larger golden version of the Refreshroom that is either an earlier version of it or a scrapped alternate version for that object.
 	
 	A sprite for the golden star that was used in both the E3 and Kiosk demo versions of the game still remains in the game's files. It was the main collectible of Toadwood Forest.
 	A sprite for a golden egg, which was seen in the E3 demo version of the game. It was the main collectible at Yoshi's Island and was only mentioned in that demo. A sprite showing a pile of logs also exists, which implies that it may have been used as a stand for the egg to lay on while it waited to be collected.
 	The Spike Shell, a scrapped Bros. Item that was shown off in some pre-release material, still has graphics within the game's files. Its attack data still partially remains in the final game as the TEMP Bros. Item, in which the item comes after the Mix Flower in the Bros. Item list. Although he attack's script has been replaced by a copy of the Green Shell, it can only be used when the Babies are in the party (similarly to the Spike Shell seen in the E3 trailer of the game). Its script is placed at 03 in the Player Attacks, which is between the Red Shell (02) and Trampoline (04) scripts.
== Unused Enemies ==
=== Scoot Bloop ===
An unused enemy named Scoot Bloop, which turns out to be almost entirely functional compared to the others within the game's files. It's located among the enemies in Yoshi's Island and Yoob's Belly and has similar stats to the used enemies there, which likely dictates that it would've been placed in one of those two areas. Some pre-release material shows Scoot Bloops in the Vim Factory, but it's possible that they were at one point supposed to be fought there. Even so, they were then moved around before ultimately being left unfinished and scrapped from the final game. They can also be seen in the E3 Demo of the game.
The Scoot Bloop has two attacks. The first one simply involves them ramming into either their enemies (dealing damage) while other one has it stop indefinitely in front of Mario or Luigi, which then initiates a soft-lock and requiring a game reset. This implies that the battle script had yet to be completed. Both of these attacks allow a jump to counterattack. By changing the battle script of the Scoot Bloop to that of certain enemies (such as the Goomba's), it works without any issues. Even though the enemy goes unused, its name was translated into several different languages in the European version of the game.
Image	Stats	Drops and Experience Points
 	Level: 13
HP: 69
Power: 55
Defense: 55
Speed: 27	Coins: 4
Experience: 10
Items: Mushroom (30% to 40% Chance)
=== Unused Versions ===
While these enemies don't go unused, there are several variations of them that do.
Character/Enemy	Stats	Drops and Experience Points	Description
Bob-Omb 	Level: 5
HP: 24
Power: 30
Defense: 30
Speed: 15	Coins: 4
Experience: 5
Items: Green Shell (30% Chance)	An unused version of the Bob-Omb enemy with stats suggesting that it could've possibly been planned to appear in Bowser's Castle, much earlier than in the final game.
Spiny Shroopa
Lakitufo	Level: 29
HP: 139
Power: 130
Defense: 130
Speed: 60
Level: 31
HP: 149
Power: 140
Defense: 140
Speed: 64	Coins: 3
Experience: 3
Items: Mushroom (20% Chance)
Coins: 7
Experience: 25
Items: Cannonballer (30% Chance)	Both Spiny Shroopa and Lakitufo have unused versions that are very overpowered and are even outmatching the levels stats for the enemies at the end of the game. These high levels may indicate that the game's level curve was originally planned to be higher. Both of these enemies are found near the data for the Guardian Shroob, suggesting that they may have been planned for the Mothership section of the game.
Love Bubble 	Level: 15
HP: 72
Power: 60
Defense: 60
Speed: 30	Coins: 7
Experience: 40
Items (Normal): Refreshing Herb (15% Chance)
Items (Rare): Super Drop (20% Chance)	This version of the Love Bubble is present at the end of the data of Gritzy Desert but at the start of the Gritzy Caves. This could indicate that the Love Bubbles were planned to be introduced in the cave rather than in Toad Town.
Baby Bowser (U.V. 1)
Baby Bowser (U.V. 2)
Baby Bowser (U.V. 3)	Level: 1
HP: 1
Power: 1
Defense: 1
Speed: 1
Level: 7
HP: 34
Power: 32
Defense: 35
Speed: 25
HP: 46
Power: 40
Defense:32
Speed: 23	Coins: 0
Experience: 0
Items: Trampolines (0% Chance)
Coins: 0
Experience: 0
Items: Trampolines (0% Chance)
Coins: 0
Items: Trampolines (0% Chance)	Three unused variations of Baby Bowser, all in which use different attacks with the second one having the flying status (which means that it can't be damaged by Ground or Hammer attacks). U.V. 2 of Baby Bowser's attack crashes the game after a text box comes out from Baby Bowser while U.V. 3 of Baby Bowser's attack just skips a turn.
Kamek 	Level: 10
HP: 420
Power: 48
Defense: 36
Speed: 29	Coins: 0
Experience: 0
Items: Trampolines (0% Chance)	A version of Kamek having stats lower than the Swiggler or the L33t Hammer Broz. This could had been planned as the Piggyback Battle tutorial or a Bowser's Castle area boss (rather than just conjuring Goombas and Boos as in the final game). It has a different attack compared to it's used counterparts as the data for this unused version (and the unused Baby Bowser variants) can be found among the enemy data for the tutorial segment of the game.
Boom Guy 	Level: 4
HP: 18
Power: 25
Defense: 28
Speed: 7	Coins: 5
Experience: 8
Items (Normal): Green Shells (0% Chance)
Items (Rare): Super Mushroom (0% Chance)	Seems like a tutorial from the Boom Guy for Bowser's Castle. It's possible that this might've been meant in place of the Goomba that Kamek conjures to demonstrate how to use a Green Shell.
== Unused Enemy Statistics ==
=== Item Drops ===
The unused enemy variants (mentioned above along with the scrapped Scoot Bloop enemy) have either no item drops or have a placeholder of having a Mushroom/Trampoline drop at 0%. In the game's files, there are other enemies that possibly would've dropped different items. However, they all have a 0% chance of obtaining it unless one were to hack the value for it.
Enemy 	Area/Level 	Item 	Notes
Junior Shrooboid	N/A 	Mushroom
1-Up Mushroom	The first boss fight for the present timeline. Items were not introduced to the player as Stuffwell didn't become a companion until the first time rift appeared.
Shrooblet 	Hollijolli Village 	Super Mushroom	In the final game, there is a 15% chance that it will drop a Mushroom. It's possible that they would've appeared in another area of the game.
Boom Guy 	Baby Bowser's Castle	Super Mushroom	In the final game, there is a 15% chance that it will drop a Green Shell. It's possible that they would've appeared in another area of the game.
Koopeleon 	Toadwood Forest 	1-Up Mushroom 	In the final game, there is a 15% chance that it will drop a Green Shell. It's possible that they would've appeared in another area of the game.
Spiny Shroob 	Vim Factory 	Super Mushroom	In the final game, there is a 15% chance that it will drop a Green Shell. It's possible that they would've appeared in another area of the game.
Sunnycide Eggs 	Yoob's Belly 	Smash Eggs 	All the eggs reveal to be Yoshis. In such, the eggs will drop no items.
Bob-ombs 	Gritzy Desert 	Mushroom 	
=== Stats ===
Although not all of them go unused, some of the enemies also have unused stats due to how they work in battle.
Enemy 	Stats 	Description
Baby Bowser 	HP: 20 	This does not matter as the fight ends in five turns.
Sunnycide Eggs 	Speed: 3	The eggs do not move in the battle, so this stat goes unused.
Elder Princess Shroob's crown	POW: 140	Possibly related to it's power stat. However, the crown never attacks the player. In the PAL version of the game, the stat dropped to 0.
Shrowser 	HP: 4960
Defense: 140
Speed: 64	These stats do not matter as the player cannot fight. All the player can do is dodge or deflect the fireballs to attack Elder Princess Shroob in order to beat the game.
== Unused Rooms ==
These rooms can be warped to by using this Action Replay code (with the xxxx's replaced by the room ID) and holding the L button while walking through a door.
Image	ID Name 	Description
 	Room 0x00 	This map appears to be based on the western side of Beanbean Castle Town, which seems that it was originally used for debugging purposes. When entered, the Toadwood Forest theme plays and Mario's HP drops to 0 with the player's coin counter jumping up to 262,136. The player is unable to move around or interact with any of the objects in the environment: Two item blocks, a used block, a purple event block, Toadsworth (spawned inside a tree for some reason), a Boo Guy enemy, and a Toad NPC (with it's graphics taken from Mario & Luigi: Superstar Saga). The flaming Hoohooligan statue, whirlwind/whirlwind statue, and the many barrels that are also placed in the room cannot be interacted with.
 	Room 0x01 	An empty grassy field area with stairs and pathways. This indicates that it was most likely used for testing physics and collision.
 	Room 0x02 	A debug room meant to test the Bros' capabilities (Bros Ball, tunneling underground, etc.) as well as several blocks. Two of the blocks can be activated by the adult Bros which contain a fairly large supply of coins and Mushrooms. Four blocks can only be activated by the babies, as they're too close to the ground for the adults to obtain, along three other blocks that require both baby and adult Mario/Luigi in order to hit the block (with each one having a slightly different height).
The player starts at the upper-left corner of the room where collision does not activate until the player either jumps or goes near something that turns it on (like the ground). The lower-right corner of the room contains a warp point which crashes the game.
There is also Green Pipe in the room, which is only used when using a Warp Block, and a stump sprite with a really rough design, which looks even more primitive than anything seen in promotional material for the game.
 	Room 0x03 	A odd “room” which seems of more a minimap than an actual playable area. This room appears to be an earlier version of the underground area of Gritzy Desert. Judging from the map, at one point of development, the player could've had to use Piranha Plants as a way to traverse rooms (such as being swallowed by one, only to be spit back out on the other end of the stem). Other notable elements include paths blocked by boulders, a room with a green pipe, and a room with another green pipe, along with two torches and a block. The player cannot spawn in this room, nor be seen falling into the void in anyway.
 	Room 0x04 	Appears to be an earlier/alternate version of Room 0x03, but with more fossils along with less defined rooms and paths. The Piranha Plants are also just regular flowers here, aside from the two unique ones on the leftmost and rightmost rooms. Another difference from 0x03 is a missing torch in the bottom room and an unknown object being added in its place, possibly an early puzzle of some sort. The player can spawn in this room alongside the babies.
 	Room 0x05 	A duplicate of room 0x03, except that the player can spawn here alongside the babies.
N/A 	Room 0x06 	It's merely a black void. However, the player can still spawn into the map and move around.
N/A 	Room 0x07 	A debug room containing two Toad NPCs from the style of Mario and Luigi: Superstar Saga-style (with one being inaccessible and the other crashing the game when interacted with), a heart bubble, pipe block, a non-functional red elevator platform, a 4-player platform, a baby trampoline, and a Boom Guy object. The terrain is identical to Room 0x01 and also has no music. Interacting with the Boom Guy starts a battle against two Shrooblets, with the battle background using the outskirts of Hollijolli Village. Touching the 4-player platform loads Room 0x08 on the top screen with the babies as playable characters, however they appear invisible to the player. Hitting the Pipe Block will make the babies come over to the adult bros. Jumping with the babies on the 2-player trampoline will crash the game. Pressing X/Y and then A/B will take the player back to the save spot.
N/A 	Room 0x08 	This room is loaded in 0x07 when interacting with the 4-player platform. The Toad NPC, from Mario and Luigi: Superstar Saga, crashes the game when spoken to,and two wall buttons have already been activated. The terrain is the same as Room 0x01.
N/A 	Room 0x09 	Just like with Room 0x00, the movement and actions are disabled with two red elevator platforms for all the player to be seen side by side. The terrain is also the same as Room 0x01.
N/A 	Room 0x0A 	Seems to be a messed-up version of the Time Hole for Thwomp Volcano. The Time Hole is functional and entering it shows the usual time traveling sequence. However, a Toad NPC from Mario and Luigi: Superstar Saga will then be spinning alongside the player.
The Time Hole in this room would've taken the player to Hollijolli Village (as said on the top screen), but it instead takes the player to a completely white room. There is no other warp data in this room, but collision data is present. When entering this room from 0x0B's Time Hole, the map on the top screen is replaced with one of the early Gritzy Caves maps (Room 0x03/x005).
According to RAM, this room appears to be Room 0x00. The difference is that the only other object in here is the Toad from Mario and Luigi: Superstar Saga and presumably the one who was in the time traveling sequence. However, talking to him does nothing. There is also a Time Hole that supposedly takes the player to the past (playing the same sequence as the one in 0x0A) and takes the player to the same room they are already in, which may indicate that it's a respawn point..
N/A 	Room 0x0B 	The room is very similar to Room 0x0A. However, its Time Hole takes the player to Room 0x0A instead of Room 0x00 and uses a (rather long) returning sequence to the present instead of going to the past. Unlike Room 0x0A's Time Hole, Mario and Luigi return to the present without either the babies or the Toad from Mario and Luigi: Superstar Saga.
The top screen will also load in the map from Room 0x03/0x05 with the characters on the top screen frozen in place. The player is still able to move around on the bottom screen.
thumb	TestMAP Test 1 (Fujioka Value 5) 	Using the debug menu, found in the game's files, setting all the numbers (in Fujioka) to zero will warp the player (with a hammer sound being played afterwards) to a variant of Room 0x07 as adult Mario and Luigi. The player will spawn, standing between two Toad NPCs from Mario & Luigi: Superstar Saga.
If the player talks to the Toad at the top, the screen will scroll and an arrow made out of Yoshi Eggs will spawn on the right. The Yoshi egg graphics are used, but the behavior is not as touching them will make a little hop and a hammer sound. The eggs seem to make use of some sort of primitive physics engine as they will bounce endlessly on top of characters' heads and will move ever-so-slightly after being disturbed. The latter will result in the hammer sound looping infinitely.
If the player continues to disturb the eggs, the game will lag and eventually have the sprites on-screen flicker or disappear. The second Toad at the bottom does nothing other than show a talk icon. The 4-bro platform is gone, as is the trampoline. On the top screen, Room 0x09 is displayed in the player's view.
N/A 	Shop, Menu Test (Fujioka Value 10)	Using the debug menu, found in the game's files, setting all the numbers (in Fujioka) to 10 will warp the player another variation of Room 0x07. Upon spawning into this debug room, there will be a Boom Guy and a Toad right next to the player. Talking to the Toad will a reveal a menu showing a bunch of Dash line possibly relating to Japanese text that was removed from the NTSC Versions of the game. Below is a list of what each one is or could indicate.
Main Access Menu
* Full Party
* Mario only
* Adults only
* Babies only
* Quit
Selecting any option besides Quit reveals a second screen.
* Suitcase (brings the player to the suitcase screen with the party they have selected on the first screen)
* Item Shop
* Badge Shop
* Back
Selecting either shop will then bring the player to the Shop Select screen.
* Peach Castle Shop
* Monty Mole Shop
* Toad Town Shop
* Back
Selecting anything besides Back brings the player to another screen
* Select items you want to buy screen
* Standard items buy/Badges buy screen
* Back
Category:Beta elements