This is a sub-page of Proto:Mario & Luigi: Superstar Saga.
Bowser's Castle is normally inaccessible in the prototype, for...very obvious reasons. Most of the area is only just beyond the block-out phase of development.
No maps have any collision, only 2 maps have working exits, and there are no enemies or unique gimmicks to be found. The area is in a very early state, and the ROM must be edited many times to be able to explore all of the rooms. In terms of layout differences, there's actually really only a few substantial changes, and a couple maps from the final are missing.
Map 406#
The bridge was changed from the lava version to a wooden one.
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Map 407#
The upper ledge on the left didn't exist, and there's no platform for the Gunner Guy to shoot from.
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Map 408#
The stairs were changed from giant steps to more smaller ones. The area at the top right didn't exist.
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Map 409#
The flamethrowers are just a raised ledge in the prototype. The platform that the large door rests on was adjusted a bit.
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Map 410#
The path that acts as a shortcut back to the entrance to the castle doesn't exist. There is no fence present, either.
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Map 411#
None of the ledges with extra goodies on them exist in the prototype. The vertical bridge was changed from the lava one to a wooden one. The horizontal bridge was widened in the final.
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Map 412#
The platforming was redesigned, there's no Thunderhand receptacle, and there's no spike trap on the right.
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Map 413#
The giant stairs were changed into many more smaller steps.
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Map 414#
The vertical bridge was originally much longer, and was changed to a wooden one.
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Map 417#
There appears to be no entrance to the room. The lower path that catches you if you fall was changed to be a lava bridge.
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Map 418#
Iggy's room. The area that the player must navigate through with messed-up controls doesn't exist, although the dizzy controls do exist at this point (but the graphics for the bros. during it do not). Iggy is represented with a placeholder Bowletta sprite instead of his own.
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Map 419#
A platform at the bottom left was lowered. The entrance to the room and wooden bridge were originally both lava bridges.
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Map 420#
Some layout tweaks. Instead of falling into the lava as a penalty for falling, the room originally had a floor to catch the player.
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Map 421#
Morton's room. Morton is present, doing a shockwave just like he does in the final, but using a placeholder sprite like Iggy. All Koopalings share this placeholder room layout.
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Map 422#
The upper ledge at the top left didn't exist.
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Map 423#
There were originally narrow ledges to land on in the whirlwind room. The metal platforms themselves were also a bit smaller.
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Map 424#
The metal platforms were smaller. There's also one on the right side of the right-most platform that was removed.
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Map 425#
Lemmy's room. His duplicate game is in place already, but he uses Birdo as a placeholder sprite.
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Map 426#
An extra step was added and the entrance changed from a lava bridge to normal brick.
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Map 427#
An early version of the mechakoopa puzzle room. It's also one of two rooms to have a functioning exit. The pattern for the mice in this room is the same as Hooniversity's in the prototype.
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Map 428#
The other map in Bowser's Castle with a functional exit. The Chuckola Fruit flowers are used as placeholders for the Piranha Flowers seen in the final game. The entrance was changed from a lava bridge to normal brick.
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Map 429#
Ludwig's room. Ludwig is represented by a Spiny, but the whole game is in place.
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Map 430#
An extra step was added and the entrance changed from a lava bridge to normal brick.
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Map 431#
The Mini Mario puzzle room. The door exit was changed to a long hallway. The holes Mini Mario is supposed to walk through are marked with arrows. There also doesn't appear to be an entrance to the room.
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Map 433#
The layout almost matches the final, but one of the platforms at the top is out of place in the prototype. The entrance was also changed from a lava bridge to normal brick.
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Map 432#
And now, something entirely different. The Mini Mario platforming area was originally just a small square room. Pretty good change, here.
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Map 434#
The entrance was changed from a lava bridge to normal brick.
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Map 435#
Roy's room. Roy actually isn't present. Instead, a bike pad that spins around is here, as well as a "!" block that can stop and start the spinning. Nothing like this is in the final game at all.
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Map 436#
An extra step was added and the entrance changed from a lava bridge to normal brick.
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Map 437#
The layout was tweaked a little to not be a rectangle.
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Map 438#
A room that probably wasn't quite started yet.
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Map 439#
A large room that doesn't resemble any area in the final game. Whatever this room was gonna be, it became a rolling spike puzzle in the end.
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Map 440#
The entrance was changed from a lava bridge to normal brick.
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Map 441#
Wendy's room. There's nothing here; Wendy isn't present.
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Map 442#
The Fire Tickle dash room. Several more walls were added in the final.
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Map 443#
A very large room that has no noteworthy features. Whatever this room was originally made for, it became a room where the bros. split up in the final.
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Map 444#
Larry's room. The tennis game is mostly complete, but winning the game softlocks, and nothing happens after.
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Map 445#
Fawful's room. It's a bit more in block-out than previous rooms. Nonetheless, his cutscene is fully here, using placeholder graphics. The boss fight, of course, is not in yet.
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Map 415#
The great door room. A bit more block-out than other rooms.
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Map 416#
Bowletta's room. Is basically only in block-out, although the layout almost matches the final. The right side was originally a bit longer, with a curve that was removed in the final. Bowletta's cutscene is mostly here, but is missing all of the unique graphics. Upon defeat, a rough version of the death cutscene plays out, and nothing else happens.
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Map 446#
The path was made more interesting.
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Map 447#
The door entrance was changed to a long hallway.
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Map 448#
The path was made more interesting.
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