This is a sub-page of Proto:Mario & Luigi: Superstar Saga/Early Sprites.
Border Jump#
Background#
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While similar in layout, the visual treatment in terms of colors is completely different. Some extra depth was added to the room at the bottom, as well.
HUD#
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The colorful HUD that appears at the start and end of each level was originally compromised of individual letters. Notably, the letters' coloring was kept identical.
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The "Level" text that appears at the start of each round. Again, the coloring for each letter is the same.
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The larger digits that are used for the Level numbers. A digit for "5" has not been discovered in the final game, and is not known to be used in the demo either.
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The text used when finishing a round of the minigame. Once again, all letters kept the same colors.
Life Icons#
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The life icons for the Bros. during this minigame are very differently-drawn, and could be seen in a prerelease screenshot.
Minecarts#
Mario & Luigi#
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The sprites for the Bros. in this minigame are very rough and different from most other sprites in this build. It's possible they're among the earliest sprites left over in the build. The Bros. are darker and have blue eyes, although their poses are generally the same. There are no unique sprites for them for clearing or failing a level in this build. These sprites (or maybe modified versions of them) can be seen in a prerelease screenshot.
Gem Counter Digits#
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The digits used to count the amount of treasure the Bros. have collected look completely different, from even anything else in the demo. The final's are much more in line with the other digit graphics used in the game.
Coins and Gems#
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Originally, the Bros. would collect red and green coins instead of gemstones of the same color.
Gem Threshold Counters#
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The threshold counters at the end of the tracks in each level were updated to accommodate the change from coins to gems, and the unique green coin counter was removed entirely. The color of the metal was also brightened up a bit.
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For these two thresholds, some slight tweaks were made to the numbers.
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The remaining thresholds in this build, which are technically unused as Level 2 is not completeable, are much higher than the final, and one threshold is missing.
HUD#
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"Next Stage" is the only one of the modular text HUD in this build to have had its colors changed.
And out of all the modular letter graphics, only this blue "T" goes unused. A blue "T" would go on to be used in the final's version of the "Next Stage" text.
Star Stache Smash#
This minigame can only be accessed in this build by speaking with a Toad NPC in one of the debug rooms. The graphics of all the little tiny items that award points are a bit darker than the final's, but are otherwise graphically identical.
Background#
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The score and timer counters at the top seem to have originally meant to be digital instead of being made out of wood. Behind the digits in this build some text will appear, such as "Ready", "Go", and "High Score". The screen will also keep track of your current score, but not the high score or time.
Bar#
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The Mario and Luigi heads are much more heavily shaded, as well as being way darker than the final's.
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The wood changed color slightly and the normally-unseen middle part was redesigned slightly.
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The center circle for the bar received a slight redesign.
Explosion#
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The explosions that appear on the sides when a Bob-omb is slid into the holes originally said "Bom", and had unique graphics for each side so that the text wouldn't appear backwards. The final removes the text and animates the graphic instead.
Digits#
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The wood was improved and the numbers themselves were changed from black to tan.
Barrel#
Background#
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Basically everything received a touch-up or major design change, and the background went from tiles to standard wood.
Bink#
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Evidently, Bink is alive! Well, more alive than being a sentient skeleton, at least. He bears a resemblance to Donkey Kong, complete with his tie. It's currently unknown why Bink was changed to be just a skeleton, but it was possibly to fit in with the other skeletal sailors.
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Bink, when looking at the screen, seems to have his mouth much more open than the final version.
HUD#
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"Score" is called "Line", here. Otherwise, the style is completely different.
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Ditto to the above.
Mario & Luigi#
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The poses and expressions match the final, but they're drawn in the same early style as the Minecart sprites for them.
Chuckola Bounce#
Chuckola Bounce is the one minigame in the build that cannot be loaded normally by any event. However, the minigame can be loaded by hacking: change 0x8151C8D from 0C to 10 and then try to play the Barrel minigame inside the SS Chuckola. Data: Animation ID: 5007, Palette ID: 5006.
Most of the sprites are different in tiny ways, but all sprites except for Mario and Luigi are a little bit darker than the final; a couple examples will be shown below. The Winkle at the bottom of the screen that serves as the timer also lacks graphics for speeding up when the Bros. are hit by a fireball, which is because the minigame originally used the HP system from Border Jump, and getting hit wouldn't cost the player any time; instead subtracting one HP from the Bro. These sprites could be seen in a prerelease screenshot.
Background#
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The arena itself looks a little bit different, and might be somewhat unfinished, as there's clear gaps in the wood over the water that the Bros. just walk over during the minigame without any issue. The center has a striped wood design instead of a spiral, and there's less detail along the left and right sides. The Winkle statues in the four corners are present, and are still partially unused like they are in the final game. The water below the arena is much more simplistic than the final's.
Mario & Luigi#
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There are minor shading differences for Mario and Luigi, and their pained sprites depict them with white eyes instead of clenched ones.
Sprites#
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The energy bar is slightly darker.
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The Barrier Mushroom is slightly darker.
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The time limit sign has a slightly different design, appearing darker and more curved.