Skip to main content

Mario & Luigi: Partners in Time









Please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!




Mario & Luigi: Partners in Time



From The Cutting Room Floor



Jump to: navigation, search







Title Screen


Mario & Luigi: Partners in Time

Also known as: Mario & Luigi RPG 2×2 (JP)
Developer:
AlphaDream
Publisher:
Nintendo
Platform:
Nintendo DS
Released in JP: December 29, 2005
Released in US: November 28, 2005
Released in EU: February 10, 2006
Released in AU: February 22, 2006
Released in KR: July 8, 2010




AreasIcon.png This game has unused areas.
EnemyIcon.png This game has unused enemies.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.








Careful, you'll lose an eye.

This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.





Elementary, my dear Cactus.

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: The EU demo is similar to the E3 demo, but is it the same? Also compare the US demo.




Hmmm...

To do:
*More unused content and beta images here and here.

*Document the US demo of the game from birby100.

Mario & Luigi: Partners in Time is the time-warping, Shroob-stomping entry in the M&L series. It's also the first one on the DS.



Contents




  • 1 Sub-Pages


  • 2 Unused Graphics


  • 3 Unused Music


  • 4 Unused Enemy


    • 4.1 Unused Enemy Statistics




  • 5 Unused Rooms


    • 5.1 Room 0000


    • 5.2 Debug Room


      • 5.2.1 TestMAP Test 1 (Fujioka Value 5)


      • 5.2.2 Shop, Menu Test (Fujioka Value 10)






  • 6 Debug Menu


    • 6.1 Functions


    • 6.2 KUBOTA


    • 6.3 KOBAYASHI


    • 6.4 FUJIOKA


    • 6.5 MAKEAWA


    • 6.6 GOTOU


      • 6.6.1 Coin Edit








Sub-Pages





NotesIcon.png

Regional Differences
While not as much as Superstar Saga, there's still plenty to cover.

Unused Graphics


Mario&Luigi2 Whomp.png

A Whomp NPC of some kind who would have best fit in Thwomp Volcano. It has sprites for walking in all four directions, but they are pretty awkward. The apparent size and thickness of its body fluctuate between frames in an attempt to keep them reasonably sized.



Mario&Luigi2 Whomp FrontWalk.gifMario&Luigi2 Whomp LeftWalk.gifMario&Luigi2 Whomp RightWalk.gifMario&Luigi2 Whomp BackWalk.gif





(Source: A.J Nitro from The Spriters Resource)

(Source: Animations reconstructions by FrenchOrange)

MLPiT-YostarIsland.pngMLPiT-ToadwoodForest.pngMLPiT-EnergyFactory.png

Used in demos to choose an area to explore, these three option graphics are still in the final game. Note that Yostar Island and Energy Factory are the Japanese names of Yoshi's Island and Vim Factory, respectively.


MLPiT-SpikyShell.pngMLPiT-SpikyShellBattle.png

The Spike Shell, a scrapped Bros. Item, still has graphics in the game. It can be seen in some pre-release material.


Unused Music


MUS_SEQ_OLD_END



The ending music sequence from Mario & Luigi: Superstar Saga still exists in the ROM. It even has an entire separate instrument bank dedicated to it, named WAVE_MUS_ML. It may have been imported for reference, since it was rearranged for the ending sequence of Partners in Time.


Unused Enemy





Hmmm...

To do:
rip the rest of the enemy's sprites. Source and look at other versions for statistics if they changed, as well as for the other statistics in the other section

The screenshot from E3 2005

The Scoot Bloop is the only unused enemy found in the game. It's located among the enemies in Yoshi's Island and Yoob's Belly, so it's likely it would most likely be located in one of those two areas; corroborating this is the enemy's stats that are similar to the enemies in those areas.



Scoot Bloop
Level: 13
HP: 69
Power: 55
Defense: 55
Speed: 27
Coins: 4
Experience: 10
Items: Mushroom 30%, Mushroom 40%

The Scoot Bloop has two attacks. The first one simply involves them ramming into either their enemies, dealing damage. The other one has it stop indefinitely in front of Mario or Luigi, initiating a soft-lock and requiring a game reset, implying the battle script has yet to be completed. Both of these attacks allow a jump to counterattack. The original Japanese name translated to "Land Blooper".



Unused Enemy Statistics


Most enemies that don't drop items or only have one item to drop have Mushrooms or Trampolines as placeholder items set, but some of them have others:



  • The Junior Shrooboid has a chance to drop a 1-Up Mushroom and a Mushroom, but both chances are set to 0%.

  • The Shrooblet has a chance to drop a Super Mushroom, but it's set to 0%.

  • The Boom Guy has a chance to drop a Super Mushroom, but it's set to 0%.

  • The Koopeleon has a chance to drop a 1-Up Mushroom, but it's set to 0%.

  • The Spiny Shroopa has a chance to drop a Super Mushroom, but it's set to 0%.

  • The Eggs that are part of the Sunnycide battle have a chance to drop Smash Eggs, but both chances are set to 0%.

  • The Bob-ombs in Gritzy Desert have a chance to give a Mushroom Drop upon defeat, but it's set to 0%.


Some enemies have unused statistics due to how they work in battle:



  • In the first Baby Bowser fight, he has 20 HP - however, the fight automatically ends after five turns, and it's impossible to deal enough damage to him to get him that low. If brought below his normal health with cheating, the game will freeze.

  • The Eggs that are part of the Sunnycide battle have a speed of 3.

  • Elder Princess Shroob's crown has a POW stat of 140, but it doesn't attack.

  • Shrowser's HP (4960), Defense (140) and Speed (64) do not matter due to the way the battle with it works.


In addition, since you can't target it, Shrowser's name is never seen in the game whatsoever - it can only been seen on the enemy list in mfest_MonN.dat. Despite this, the name is translated into several different languages in the European version.


Unused Rooms





Hmmm...

To do:
The rest, codes up on yoshi's lighthouse

Room 0000


Room 0000

Once entered, The Toadwood Forest theme plays, and the map seems to be a close recreation of Beanbean Castle Town, likely used for debug purposes. The player is unable to move around or interact with anything in the environment, and there appears to be a few objects in the room, including: two item blocks, a used block, a purple event block, Toadsworth, a Boo Guy object, and a Superstar Saga Toad. It is worth noting that Toadsworth is always placed in a certain spot relative to where the player is.


Debug Room


To access the Debug Room, select 0 in the Fuijoka section of the Debug Menu.


The debug map is a small room with Yoshi Island tiles. You start in the upper corner of the room as Mario and Luigi. Right next to you is a Dark Boo. Touching it makes you go into a battle with two Shrooblets. Down below are two slopes and a staircase (probably for testing these types of terrain). On the left, there's an NPC Toad with graphics taken from Mario & Luigi: Superstar Saga. Next to him is a round 4-player platform. Next to it is a red elevator platform with a heart symbol over it. To the right, there's a Pipe Block. A bit down, there's a baby trampoline.


Talking to the Toad crashes the game. Stepping on the blue 4-platform brings you into the upper section where you can explore a bit with the babies. This room is much smaller and consists entirely of two pushed-in switches, a MLSS Toad (crashes), and a Dark Boo fight (two Shrooblets again).


Hitting the Pipe Block will make the babies come over to the bros. Jumping with the babies on the 2-player trampoline will crash the game. Pressing X/Y and then A/B will take you back to the save spot.


TestMAP Test 1 (Fujioka Value 5)


Yoshi Egg bowling, anyone?

A hammer sound is played, and you're warped to the debug room as Mario and Luigi. You're standing between two Toads from Mario & Luigi: Superstar Saga.


If you talk to the upper Toad, 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 behaviour is not: if you touch them, they will make a little hop and a hammer sound. The eggs seem to make use of some sort of primitive physics engine; 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 sprites on-screen will flicker or disappear. The second toad does nothing. The 4-bro platform is gone, as is the trampoline.



Shop, Menu Test (Fujioka Value 10)


You appear in the debug room as Mario and Luigi next to a Toad. Talking to him reveals a menu. (Note that in the localized versions, everything is a "_" due to missing Japanese characters.)


On the first screen the menu options are:



  1. Full Party

  2. Mario only

  3. Adults only

  4. Babies only

  5. Quit


Selecting any of the options besides Quit reveals a second screen:



  1. Suitcase (brings you to the suitcase screen with the party you selected on the first screen)

  2. Item Shop

  3. Badge Shop

  4. Back


Selecting either shop brings you to the Shop Select Screen:



  1. Peach Castle Shop

  2. Monty Mole Shop

  3. Toad Town Shop

  4. Back


Selecting anything besides Back brings you to another screen:



  1. Select items you want to buy screen

  2. Standard items buy/Badges buy screen

  3. Back


Debug Menu


Luigi gets his revenge! Also, Japanese. ("Hold L while choosing a map to start as carried.")

Using Action Replay codes 94000130-FFFA0000 1205E768-0000000C 1205EF50-0000000C D2000000-00000000, you can access a debug menu. Hold Select + A while loading your save.



Functions


The menu will allow you to warp to some levels and cutscenes in the game.


KUBOTA


Refers to Hiroyuki Kubota, the Game Design Director and person in charge of scenarios. The options are meant to send you forward to different points in the game storyline. Specifically, the moment after a key event occurs.


Note that "warps you to Peach's Castle" will take you to the castle as it appears after the event described in the message (e.g., "YostaIsland Clear" warps you into a castle in which Yoshi Island, Bowser Castle, and Toadwood Forest are unlocked with E. Gadd waiting for you). However, it will not work if the selected event has already occurred (i.e., you can't view the opening sequence of Peach's Castle on a completed save).



  • 0 - No message, warps you to Toadwood Forest (Mario and Luigi).

  • 1 - "E3 KinopuMori" ("E3 Toadwood Forest"). Crashes the game (deleted level?)

  • 2 - "E3, Enerougi-Koujyou" ("E3, Vim Factory"). Crashes the game (deleted level?).

  • 3 - "E3, YastaIsland" ("E3, Yoshi's Island"). Crashes the game (deleted level?).

  • 4 - "Opening Event taoreru KINO-JI syuuryou ato" ("Opening Event after Toadsworth collapses"). Warps you to Peach's Castle.

  • 5 - "Refresh Kinoko nyuushu ato" ("After receiving the Refreshroom"). Warps you to Peach's Castle.

  • 6 - "Gedonko Monster toujou ato" ("After Gedonko Monster appears"). Warps you to Peach's Castle.

  • 7 - "nakaniwa TimeHole kara kako he itta ato" ("After going through the Time Hole in the courtyard to the past"). Warps you to Peach's Castle.

  • 8 - "1-kaime no Oyama tono kaowa Monster hannou event ato" ("After the first conversation with E. Gadd and the Monster reaction event"). Warps you to Peach's Castle.

  • 9 - "KINO-JI to YoungKINO-JI ga deau event ato" ("After the event where Toadsworth and Young Toadsworth happen to meet"). Warps you to Peach's Castle.

  • 10 - "KinopuMori clear ato" ("After clearing Toadwood Forest"). Warps you to Peach's Castle.

  • 11 - "2-Kaime no Oyama tono kaiwa shiro ni TimeHole ga shutsugen ato" ("After the second conversation with E. Gadd and a Time Hole appears in the castle"). Warps you to Peach's Castle.

  • 12 - "SpinJump tutorial ato" ("After the SpinJump tutorial") Warps you to Peach's Castle.

  • 13 - "YostaIsland clear" ("Yoshi's Island clear") Warps you to Peach's Castle.

  • 14 - "3-kaime no Oyama tono kaiwa Kinokkuru no e wo mita ato" ("After the third conversation with E. Gadd and seeing Toadbert's picture"). Warps you to Peach's Castle.

  • 15 - "BrotherBall tutorial ato" ("After the BrotherBall tutorial"). Warps you to Peach's Castle.

  • 16 - "Nokomity clear ato" ("After clearing the Koopaseum"). Warps you to Peach's Castle.

  • 17 - "Peach heya de Peach event kao ni Kinoko ga...ato" ("After the event in Peach's room where Peach's face is a mushroom..."). Warps you to Peach's Castle.

  • 18 - "Petanko tutorial shuryo ato" ("After the conclusion of the Petanko tutorial"). Warps you to Peach's Castle.

  • 19 - "BabyPeach kyushutsu syuuryou ato" ("After rescuing Baby Peach"). Warps you to Peach's Castle.

  • 20 - "Koopa toujou shindou shuuryou ato" ("After finishing Koopa's introduction"). Warps you to the 2nd floor of Peach's Castle.

  • 21 - "Koopa toujou event subete shuuryou ato" ("After all of Koopa's introduction event"). Warps you to Peach's Castle.

  • 22 - "KinokoTown clear ato" ("After clearing Toad Town"). Warps you to Peach's Castle.

  • 23 - "StarShinden clear ato" ("After clearing Star Shrine"). Warps you to Peach's Castle.

  • 24 - "KoopaShiro clear ato nakaniwa kara" ("After clearing Koopa Castle from the courtyard"). Warps you to Peach's Castle, into the Bowser's Castle Time Hole room, crashes the game.

  • 25 - "Zarazara Sabaku start" ("Gritzy Desert start"; "zarazara" is onomatopoeia for the scratchy sound of sand). Warps you onto the Gritzy Desert.

  • 26 - "Zarazara Sabaku start" ("Gritzy Desert start"). Warps you onto the Star Shrine near the Star Gate. Moving out of the initial position will trigger a cutscene.

  • 27 - "Zarazara Sabaku start" ("Gritzy Desert start"). Warps you onto the Star Shrine after the Star Gate.

  • 28 - "KinokoTown clear ato" ("After clearing Toad Town"). Warps you into the Sewers with Toad Town unlocked.


Values past 28 make the "Incorrect!" sound.


KOBAYASHI


Refers to Field Designer Shunsuke Kobayashi. These options mainly involve the first two chapters.



  • 0 - "KurisMura sonchou no ie" (OTONA) ("House of the head of Hollijolli Village" (ADULT)). Warps you into the Hollijolli Village inside Major's house.

  • 1 - "KameJet deai mae (BABY)" ("Before encountering the Koopa Cruiser"(BABY)). Warps you onto the Koopa Cruiser.

  • 2 - "KameJet chakuchi (BABY)" ("Koopa Cruiser landing" (BABY)). Warps you into the Hollijolli Village Koopa Cruiser landing site.

  • 3 - "KameJet deai ato (ONBU)" ("After encountering the Koopa Cruiser" (CARRIED)). Warps you right into the adults rescued cutscene on the Koopa Cruiser.

  • 4 - "Gessy nomikomare toki (ONBU)" ("When Yoob gulps you down" (CARRIED)). Warps you onto Yoshi Island Mountain top.

  • 5 - "Gessy no onaka WanWanIwa touka ato (BABY)" ("In Yoob's stomach after passing over(?) the Pocket Chomp" (BABY)). Warps you into Yoob Insides.

  • 6 - "Gessy clear ato mata tainai ni hairu event" ("Event after clearing Yoob already having gone inside"). Warps you into the Yoshi Island Mountain top battle room

  • 7 - "Gessy clear ato Yoshi no mura" ("Yoshi Village after clearing Yoob"). Warps you to Yoshi Village.

  • 8 - "Gessy clear ato Yoshi no mura" ("Yoshi Village after clearing Yoob"). Warps you to the Yoshi Village. The Toadbert-memory-recover cutscene plays. After it finishes, you're sent to Toad Town.

  • 9 - "Gessy clear ato Yoshi no mura" ("Yoshi Village after clearing Yoob"). Warps you into the cutscene after you beat the final boss. Then the game crashes.

  • 10 - "Gessy clear ato Yoshi no mura" ("Yoshi Village after clearing Yoob"). Warps you into the cutscene where Bowser gets possessed.


Values past 10 make the "Incorrect!" sound.


FUJIOKA


Refers to Chihiro Fujioka, another Field Designer. Room names are given in the format "XX Y-Z", where XX is the place name, Y is the area number (single map screen is one area), and Z is the room number. So, Yosta 2-3 will bring you to Yoshi Island, Area 2, Room 3.



  • 0 - No message, warps you to the debug room (see the debug room section).

  • 1 - "Yosta 2-3" ("Yoshi Island 2-3").

  • 2 - "Yosta 1-2" ("Yoshi Island 1-2").

  • 3 - "Yosta 2-2" ("Yoshi Island 2-2").

  • 4 - "Koujou 1-1" ("Factory 1-1"). Warps you to Vim Factory.

  • 5 - "TestMAP Test 1". A hammer sound is played, you're brought into the test map between two NPC Toads (see Debug Map section).

  • 6 - No message, warps you into the test room, right into the battle (see the Debug Map section).

  • 7 - "DossunSoto 2-5" ("Thwomp exterior 2-5"). Warps you to Thwomp Volcano.

  • 8/9 - "incorrect!" sound.

  • 10 - "Shop, Menu Test". Warps you into the Test Map with a NPC Toad in the top. See the Debug Map section for more details.


Everything higher plays the "Incorrect!" sound.


MAKEAWA


Refers to Production Manager Yoshihiko Maekawa. It is unknown what this menu may have been for.



  • 0/1 - Gives you no message and brings you into a frozen tutorial screen in Bowser's Castle (where Stuffwell teaches you how to move in a group of 4).

  • 2 onward - Begins to send you somewhere, then plays an "Incorrect!" sound. You can still select an option, but the screen is black.


GOTOU


Refers to the third Field Designer, Daisuke Goto.



  • 0 - "Incorrect!" sound.

  • 1 - "Yosta 2-3".

  • 2 - "Yosta 1-2".

  • 3 onward - "Incorrect!" sound.


Coin Edit


Pressing X will play the "collect coin" sound effect and increase your coin count by 1, and pressing Y will play the "stomp on enemy" sound effect and decrease your coin count by 1. Your coin count will increment or decrement quickly as long as the button is held down. If you hold B and then press X/Y, it will increase by 10.








































































































































Retrieved from "https://tcrf.net/index.php?title=Mario_%26_Luigi:_Partners_in_Time&oldid=621730"





Navigation menu
























if(window.jQuery)jQuery.ready();if(window.mw){
mw.loader.state({"mw.PopUpMediaTransform":"loading","site":"loading","user":"ready","user.groups":"ready"});
}if(window.mw){
document.write("u003Cscript src="https://tcrf.net/load.php?debug=falseu0026amp;lang=enu0026amp;modules=mw.PopUpMediaTransformu0026amp;only=scriptsu0026amp;skin=vectoru0026amp;*"u003Eu003C/scriptu003E");
}if(window.mw){
mw.loader.load(["mediawiki.toc","mediawiki.action.view.postEdit","mediawiki.user","mediawiki.hidpi","mediawiki.page.ready","mediawiki.searchSuggest","ext.uls.pt"],null,true);
}if(window.mw){
document.write("u003Cscript src="https://tcrf.net/load.php?debug=falseu0026amp;lang=enu0026amp;modules=siteu0026amp;only=scriptsu0026amp;skin=vectoru0026amp;*"u003Eu003C/scriptu003E");
}
var pkBaseURL = (("https:" == document.location.protocol) ? "https://stats.tcrf.net/" : "http://stats.tcrf.net/");
document.write(unescape("%3Cscript src='" + pkBaseURL + "piwik.js' type='text/javascript'%3E%3C/script%3E"));

try {
var piwikTracker = Piwik.getTracker(pkBaseURL + "piwik.php", 2);
piwikTracker.trackPageView();
piwikTracker.enableLinkTracking();
} catch( err ) {}


if(window.mw){
mw.config.set({"wgBackendResponseTime":237});
}

Popular posts from this blog

Mario Kart Wii

What does “Dominus providebit” mean?

Antonio Litta Visconti Arese