the cutting room mirror

Paper Mario 2 Demo

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This is a sub-page of Proto:Paper Mario: The Thousand-Year Door (GameCube).

Graphical Differences#

Used#

Normally used in the demo.

Demo

Final

The title screen is completely different, which include the following changes:

  • The background was completely redone in the final.
  • The "Paper Mario 2" logo is used here.
  • Mario is seen walking with the first three Partners.
  • The "PRESS START/PAUSE" button uses a white color instead of the rainbow colors.

Demo

Final

In the final version, the Hooktail Castle background has an extra blob of cloud at the top-right, as well as two extra cloudy lines at the bottom. The blob enables the background to appear seamless when tiled horizontally, while the additional lines prevent the bottommost cloud line from ending abruptly in the middle of the sky.

Demo

Final

PM2_Kerning_at_the_Beginning_1.png
PM2_Kerning_at_the_Beginning_2.png
Pm2demotext.png

PMTTYD_Kerning_at_the_Beginning_1.png
PMTTYD_Kerning_at_the_Beginning_2.png
PPTTYDUseAirplane.png

The kerning is more squished in the demo compared to the final. Also, the added dialog how to become a paper airplane was recontextualized from when the player opens up the black chest in Rogueport Sewers during the Prologue.

Demo

Final

Demo

Final

The "STAR POINTS!" graphic isn't capitalized in the final. There are no "You got" or "Star Point!" graphics in the demo. The layout was adjusted accordingly. Strangely, the number still uses the early style. The audience count icon is slightly larger in the demo than the retail release.

Unused#

Not normally used in the demo, but these are present on the disc.

Demo

Final

The game icon has a beveled yellow background unlike the plain gradient background of the final, and a left-facing, more pixelated Mario, closely resembling his sprite from the first game.

(Proto icon rip: NWPlayer123)

Demo

Final

PMTTYDBannerJP.png
PMTTYDBannerINT.png

The text on the game banner is higher up and is in a different font in the final. The final banner also has some character images on it.

Demo

Final

The Champ's Belt has a (fake) gold star on it in the final, which is missing in the early graphic. The early graphic is shaped more like a traditional wrestler's championship belt.

Demo

Final

The handle of the Strange Sack was changed from a red shade to a browner one. It is also slightly bigger in the early graphic.

Demo

Final

The "W" Emblem was recolored from purple to yellow. It's also likely that the purple W Emblem would have been used for Waluigi's clothes, rather than requiring the player to equip the L and yellow W Emblems.

Area Differences#

Star Crystal Fields#

  • No Save Block next to the pipe which leads to the sewers.
  • The pipe which normally leads to the sewers instead takes you right back to Star Crystal Field (pipe animation still happens).
  • The badge you would normally get when Koops joins you isn't present in the demo. The block is, however.
  • Goombella no longer reminds you about her tattle function when entering the area just before Petalburg.
  • It isn't possible to get the Horsetail item.
  • Can't check sign in shop.
  • Shopkeeper doesn't tell you the number of points you have.
  • General White is absent in the demo.
  • In Mayor Kroop's house, both the coffee table and the dresser don't have shadows.

Hooktail Castle#

  • Dull Bones are called Koopa Skeletons in the demo.
  • No Save Blocks.
  • It isn't possible to leave Hooktail Castle.

Boggly Woods#

  • When you use the Puni Orb to raise the pipe, the sound is different.
  • X-Nauts are called Boomer Gangers.
  • No Save Blocks.

Unused Music#

Petalburg Event#

Internal Track Name: BGM_EVT_NOK1
File Name: evt_nok1_32k.stm
This has leftovers in the final versions of the game. It's meant for an event in Petalburg.

Sailing to Rogueport#

Early

Final

File Name: evt_sil1_32k.stm
A work-in-progress version of the song that plays in the opening, when Mario is sailing to Rogueport. It seems to have been mistakenly left on the disc, as this demo skips over the opening.

(Source: GoldS)

Unused Graphics#

These two graphics, removed from the final game, depict earlier names for Twilight Town (top) and Creepy Steeple (bottom), which are also reflected in their internal designations.

PM2Demo-usuguratown.png
PM2Demo-daimu.png

Art Attack Debugging Feature#

Please elaborate.
Having more detail is always a good thing.
Specifically: The retail codes don't work on the demo.

Using Art Attack in the demo shows a hitbox around every enemy. You can't use Art Attack (or any other Crystal Star Power for that matter) in the demo without hacking.