If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!
This article has a talk page!

Mario Party

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Mario Party

Developers: Hudson Soft, CAProduction
Publisher: Nintendo
Platform: Nintendo 64
Released in JP: December 14, 1998
Released in US: February 8, 1999
Released in EU: March 9, 1999
Released in AU: March 9, 1999


AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
ObjectIcon.png This game has unused objects.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
MusicIcon.png This game has unused music.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
LevelSelectIcon.png This game has a hidden level select.
RegionIcon.png This game has regional differences.


PrereleaseIcon.png This game has a prerelease article
NotesIcon.png This game has a notes page

Mario Party is the first entry in Nintendo's minigame-filled, friendship-ruining (and in this game's case, palm-destroying) series of video board games starring Mario and Co. It would end up becoming one of the Nintendo 64's best selling games, with the series receiving at least one entry on pretty much every Nintendo console to follow (even the e-Reader!)

Sub-Pages

Read about prerelease information and/or media for this game.
Prerelease Info
Miscellaneous tidbits that are interesting enough to point out here.
Notes

Debug Menu

Mpdebug1.png
Mpdebug1.png
Debug Menu Listing
A complete listing of what is accessible from the menu.
Version Gameshark code
USA D00ECE09 0020
800F09F7 0083
Japan D00D0639 0020
800EFE57 0083
Europe/Australia D00D8B49 0020
800FD1E7 0084

Use one of these GameShark codes and hold L before a screen transition to access the debug menu. Note that the Donkey Kong render in the background is just a silhouette with a question mark in it, which may indicate the debug menu was created before the Donkey Kong model was finished or before Nintendo and/or Hudson had obtained Rare's permission to use said model.

This large list contains all of the game's Mini-Games, and then some. Selecting a Mini-Game with A goes to the character select screen. Press Left/Right to choose your character, A to confirm your character, and Start to start the Mini-Game. Also, pressing the R button changes the game mode. Pressing B goes to a save data clear screen.

Pressing Z on the game list opens the options menu, where you can set various player options.

Some special stuff is:

@MOTION CHECK (81)

MarioParty-testmapmodel.png

Mpdebug2.png

This appears to be a test room. The camera is in a fixed position and cannot be moved. In the center of the room there is a large sunflower in the middle (from Coin Shower Flower), a slope where you can slide down, and a spinning thing that hurts everyone. Further to the left, connected to the slope, is a connected flight of steps. At the top of the steps and slope there is a bright blue rectangle sitting at the top that you cannot jump onto. At the top right corner of the room, there is a tall tower you can climb up via the slope in front of the tower, however it isn't hollow, so you fall right through it once you get to the top. At the bottom of the room, there are four different moving blocks with three different values written on them. The smallest is to the right where the dirt patch is located at the bottom right corner, and it has the value of "0.5". The second biggest is to the left near the slope and has the value of "1.5". The third and fourth sized blocks have the same value, but different sizes, and the value written is "2.5".

RANDOM PLAY (90)

MarioParty-Randomplay.png

This is a strange game mode. It works similar to the main game, but there is no board; instead, random Mini-Games are played one after another. The tally screen displayed between the Mini-Games doesn't otherwise appear anywhere within the game. It appears to use the same pictures that are used as the background in the debug menu, including the "missing" DK render. There are no explanation screens and no results screen. All kinds of games are selected; 4-player games, 2-vs-2 games, 1-vs-3 games and one-player games. The position of the players is determined at random, displayed on the screen using "MAIN" and "SUB". Pressing B changes the Mini-Game which will be played, even allowing one to access the dummied-out "All or Nothing" Mini-Game detailed below. This was more than likely a debug test of the Mini-Game randomizer which appears at the end of each turn.


Sequential Play

MarioParty-SequentialPlay.png

This doesn't seem to be available via Debug Mode, but can only be reached directly by GameShark. After one game is played, it seems to return to the game no matter what. Otherwise, except for the background being orange, it is quite similar to the Random Play above.

To warp yourself to this mode, use the GameShark cheat below. It is recommended to enable this code from the debug menu or else every character will be Mario.

Version Gameshark code
USA 800F09F7 007E
Europe 800FD1E7 007F
Japan 800EFE57 007E

Debug Features

In-Game Debug Menu

Mario Party Board Debug.png

Start a game on a game board. While on the board, pause the game with Controller 2 during Player 1's turn, and then with Controller 1 press D-Pad Up, D-Pad Up, D-Pad Down, D-Pad Down, D-Pad Left, D-Pad Right, D-Pad Left, D-Pad Right, B, A. You should hear Toad to confirm the code was entered correctly. Now press C-Left on Controller 2 to open the debug menu. (You can do the same steps with Controllers 3 and 4 instead of 2 as well.)

The top row denotes the map number and how many turns have passed. The next four rows show each player with how many coins they won in games, how many coins they acquired in total and what spaces they stepped on and how often (in the order of happening, red, blue, 1-player, Chance Time, mushroom, and Bowser).

Below that, the game keeps track of how many Mini-Games of each type were played so far (1-player, 4-player, 1-vs-3 and 2-vs-2) and how many stars were acquired.

To the right of that, the game keeps track of how many times each special block has appeared, in the order of Plus, Minus, Speed, Slow, Warp, and Event.

The meaning of "KM" is unknown.


(Source: fkualol)

Memory Usage Meter

Mario Party Debug Memory Display.png

The following GameShark code will display a memory usage meter on the screen:

Version Gameshark code
USA 810C5972 0001
Europe 800CD0A2 0001
Japan 810C50B2 0001
(Source: fkualol)

TV Safe Zone Frame

MarioParty-tvsafezone.png

The GameShark code below will draw a frame around the screen specifying the portion of the screen safe to use for UI elements. The frame starts 24 pixels from the left side and 16 pixels from the top side of the screen, and is 272 pixels wide and 208 pixels tall.

Version Gameshark code
Japan 810623F0 3000
USA 81062850 3000
Europe 8106554C 3000

Unused Graphics

Character Avatars

MarioParty-UnusedCharacterAvatars.png

These low-quality character graphics, most of which are rips of official artwork from Mario Kart 64, are found in the ROM filesystem. Perhaps they were used before the final graphics were made.

Character Textures

Unused Used
Mp1 capshyunused.png Mp1 capshyused.png

An alternate texture for the Shy Guy pirate in Shy Guy Says is present, but isn't used.

Unused Used
Mp1 mfaceearly.png

Mp1 lfaceearly.png
Mp1 pfaceearly.png
Mp1 yfaceearly.png

Mp1 dkfaceearly.png
Mp1 mfacefinal.png

Mp1 lfacefinal.png
Mp1 pfacefinal.png
Mp1 yfacefinal.png

Mp1 dkfacefinal.png

Slightly different face textures for all of the characters (except Wario) exist.

Chance Time

Mp1 chance1.png Mp1 chance2.png Mp1 chance3.png Mp1 chance4.png

Chance Time has four crudely-made unused textures, which are the numbers zero through three, written in katakana for zero and hiragana for the others.

MarioParty MarioMark.png MarioParty QuestionMark.png MarioParty BowserMark.png

In addition, the "Marks" from when the game was known as All or Nothing still exist.

Unused Object Graphics

A few odd, recolored mushroom graphics exist in certain Mini-Game graphic banks and general graphic directories. As they are the same size as the used coin graphics and there are some Mini-Games that support multiple collectibles, it's possible these were meant to appear during Mini-Games.

MarioParty StarObject.png

These Star sprites appear in a similar capacity. While Stars do of course appear in Mario Party, these graphics do not.

MarioParty MushroomSign.png

Finally, a sign with one of the mushroom graphics on it is stored with the similar used signs in Buried Treasure.

Early Dice Blocks

Graphics exist for a rough Dice Block that only counts a few numbers. These graphics still exist in the next two games.

Earliest Early
MarioParty BowserIconA.png
MarioParty StarIconA.png
MarioParty BowserIconB.png
MarioParty StarIconB.png

The branching path roll that appears in Bowser's Magma Mountain appears to have gone through a few revisions.

Unused Font

MarioParty SM64Font.png

The font from Super Mario 64. This font appears, still unused, in Mario Party 2.

Unused HUD Elements

There is an assortment of unused graphics grouped together. Many of these have a fancier or more flowery appearance.

Mini Game Stadium Results

MarioParty-stadiumblooper.png

Present among the graphics for the Mini Game Stadium results screen is this odd-looking Blooper.

Bombs Away Reticule

MarioParty-bombsawayreticule.png

Bombs Away has an unused reticule that was likely used at some point to show where the cannonballs would've landed.

Yellow Jackhammer

MarioParty-yellowjackhammer.png

Present among the graphics for Crazy Cutter is an unused yellow jackhammer.

Unused Models

Nintendo 64 Controller

MarioParty ControllerModel.png

In the same directory as the Mini-Game explanation graphics is this simple model of a Nintendo 64 controller, possibly used at one point to demonstrate the controls.

Bob-Omb Flags

Mp1 bombflag.png

Models of the Bob-Omb flags in Wario's Battle Canyon exist, but are never actually seen in-game.

Test Blocks

Five blocks with different numbers written on them. The 0.5, 1.5, and 2.5 number blocks appear in the test map.

Test Objects

These objects are present in the same directory as the test map.

Slide

MarioParty-slide.png

A slide that's present in the same directory as the test map.

Bowser Cannon

MarioParty-bowsercannon.png

A unused low-poly version of Bowser's cannon from Wario's Battle Canyon.

Bowser's Magma Mountain Signs

3D models of the signs found in Bowser's Magma Mountain. These signs only ever appear as part of the pre-rendered background.

Peach's Birthday Cake Objects

These objects appear among the models for Peach's Birthday Cake.

Crazy Cutter Objects

Present among the models for Crazy Cutter are models for a Coin, a Mushroom, and a Star.

Treasure Divers Objects

MarioParty chestcollision.png

In Treasure Divers is an untextured light blue treasure chest.

Unused Terrain

MarioParty-unusedterrain.png

Some unused bumpy terrain.

Unused Room

MarioParty-woodenroom.png

An unused wooden room.

Mini Game Stadium Machine

Present among the models for the Mini Game Stadium results screen is a machine that appears to make coins.

Unused Mini-Games

There are a few Mini-Games in the code that are never actually used.

All or Nothing

Mpminigame 01c.png

This Mini-Game is called いちかばちか (All or Nothing) and the explanation screen appears to be for an early version of Chance Time. Instead of various symbols to transfer stuff between players, however, according to the unused advice text, the blocks featured Mario and Bowser marks, and you had to get the Mario mark to win the game. This Mini-Game was likely removed because it depended too much on luck, although it can be accessed via the debug menu and Random Play. As can be expected, you are taken to the final version of Chance Time after leaving this screen, although due to the unusual means of access, it is prone to freezing if two players are meant to appear on-screen. This Mini-Game can be accessed with the GameShark code 810ED5DE 0001.

Tour de Mario

Mpminigame 30c.png

Called ツールドマリオ (Tour de Mario) in the game, this appears to have been a cycling Mini-Game. The preview icon is a black image with the text "Now Printing!" on it. There's also large Japanese text overlaid across the explanation screen that says "under construction." It was simply not finished in time. Strangely, starting this Mini-Game takes you to Bumper Ball Maze 1. Use the GameShark code 810ED5DE 0030 to access this Mini-Game.

Marioparty nowprintingripped.png

Bungee Jump

In the ROM, one can find the string "Bungee Jump". However, the explanation screen of this Mini-Game cannot be triggered; the game freezes before it appears. It was most likely cut in the early stages of development. It can be "accessed" through the GameShark code 810ED5DE 0038.

Though the description has been removed, the advice page and controls can be found within all versions, with the controls even being translated to English. Curiously, the Japanese advice page uses five lines, while the maximum that can fit in Toad's message box is four. In addition, the word "Coin" is not written in yellow as it is in other Mini-Game descriptions.

In the USA ROM, the advice is found at 0xFDA538 and the controls are found at 0xFDE300.

Controls
MP1-MP2-N64ButtonA.png… Jump Down
Stop Fall
Advice Advice (Translated)
バンジージャンプの
ロープはすこし のびるんです。
コインのちょっとてまえで
ボタンをおすといいタイミングで
おたからが とれます。
The bungee cord can stretch a bit.
Press the button when you're right in
front of the Coin.
If your timing is right, you'll get the treasure!

A game with the same name appeared later in Hudson-developed Sonic Shuffle, though it is unknown if it is related.

Same Game

This Mini-Game is actually fully functional, and can be played through the use of a GameShark code. It is a 1-player game which works just like the actual Same Game (not the first time Hudson Soft tried combining it with Mario). The tiles are underneath your character, and you ground-pound to remove sections. If you manage to clear all of the tiles, you can grab the treasure chest underneath; otherwise, you must go through one of the doors, which nets you a single coin. Use the following GameShark codes for your region to play this game.

Version Gameshark code
USA 800F09F7 0006
Japan 800FD1E7 0006
Europe 800EFE57 0006

An explanation screen doesn't exist for this Mini-Game, but a preview icon was created for it:

MarioParty-SameGame PreviewIcon.png

Yoshi's Tongue Meeting

This Mini-Game is partly functional, but obviously still incomplete. Characters sit atop a Yoshi on the left side (unless you are Yoshi, in which case you're just standing in the same pose without a rider), with a baby Wiggler on their tongues. The tongue extends to the Wiggler's mother and you have to unite them by pressing A at the right moment. Too soon, and they won't reunite, too late and the baby will kick its mom into the bush. The music and sounds are all broken in this Mini-Game, and there's debug text which shows whether or not you succeeded. Also, as with Same Game, no explanation screen exists. Use the following GameShark codes for your region to play this game.

Version Gameshark code
USA 800F09F7 0008
Japan 800FD1E7 0008
Europe 800EFE57 0008

Unused Code

64DD Support

Hmmm...
To do:
Add screenshots of the error screen in other languages, as well as the individual graphics.
MarioParty1-errordisk-english.png

Mario Party contains support for the 64DD, most likely for a planned add-on, similar to that of F-Zero X. The game checks for the respective region's 64DD, along with the disk. It can successfully detect both US and JP 64DDs in each region's respective game, as well as a non-existent European/Australian 64DD in the PAL version. If the wrong disk is inserted, an error will appear in either Japanese, English, French, or German, depending on the selected language.

Here are all of the graphics related to this black 64DD screen. Notably, it appears that there were error codes that could be displayed. These graphics also exist in Mario Party 2, although the functionality does not.

File Name Tile
0 MarioParty1-DDDiskAccessError.png
1 MarioParty1-DDExpansionPak.png
2 MarioParty1-DDCorrectDisk.png
3 MarioParty1-DDInstructionBooklet.png
4 MarioParty1-DDError.png
5 MarioParty1-DDNumbers.png
6 MarioParty1-DDPressReset.png


(Source: PartyPlanner64], Little_mac)

No Game

The following GameShark code will enable a particularly weird feature never used anywhere in the game:

Version Gameshark code
USA 8004CF47 0003
8004CF4F 0003
8004CF57 0003
Japan 8004CDC7 0003
8004CDCF 0003
8004CDD7 0003
Europe 8004F16B 0003
8004F173 0003
8004F17B 0003

On the board, when a character's turn ends, their Player Panel will turn yellow (a color not normally used, only red, blue and green occur naturally). When the turn ends...

Ripped Graphic Screenshot
MarioParty1-NoGameRip.png MarioParty-Nogame.png

...a big "NO GAME" sign appears, and the game moves on to the next turn, without playing a Mini-Game.

Ripped Graphic Screenshot
MarioParty1-GameOverRip.png MarioParty-Gameover.png

If it's the last turn, a GAME OVER will appear on the screen. The board ending will then play as usual.


(Source: fkualol)

Unused Toad Behaviors

MarioParty1ToadWins.png

The Mini-Game Slot Car Derby is used for a final showdown against the typically unplayable Toad during the Mini-Game Island mode. However, if a player's character ID is modified to 06 and the Mini-Game is started outside of that mode, winning will reveal that the game uses "ALL" as the string for Toad's name (under normal sequences, the screen fades out and the string is not shown).

In addition to this, if the player using Toad sits still long enough to be bumped off the course by another player, Toad will exclaim his "Happy" voice clip while falling off. He does not make a similar sound if he wins.

Unused Minigame Rewards

While normally only coins fall from above at the end of a minigame, two unused objects were also supposed to fall which would award two and three coins, respectively. It's unknown which object graphics they were supposed to use, but there's graphics for a star and a 1-up mushroom, seemingly unused, that happen to match the sound effects used when collecting the unused objects nicely.


(Source: fkualol)

Unused Text

Let me show you where the last Star you're looking for is...
This is the last Star‚ so good luck‚ everybody.

In the final game, Stars spawn infinitely until the game is over.

There are (NUMBER) Stars left on this map‚ so be quick about finding them!

Possibly related to the above.

Oh! The results are in! Why, (NAME) and (NAME) switch places.
All right now, go ahead and switch.
Oh! The results are in! Why, (NAME) and (NAME) switch places.
at least I thought so, but they're on the same space.

It appears one of the Chance Time results used to switch two players' positions.

Unused Sound

A short two-note tune likely used for testing purposes is the first music track in the game, and can sometimes be heard when entering the Debug Menu.

Regional Differences

Title Screen

Japanese International
MarioParty-jptitle.png Mario Party-title.png

The international versions changed the PUSH START text to PRESS START and merged both copyrights into a single line.

Region-Specific Unused Music

The track "Move to the Mambo!" is used in the Japanese and European versions, but not in the American version. There are two Mini-Games which use the song, and their replacement songs are listed below.

Mini-Game Song used in US version
Balloon Burst Faster Than All
Musical Mushroom Coins of the World

GameShark code 800CDAFD 0018 will load "Move to the Mambo" in place of the current screen's music.

Since this track is never used in the American version, it is therefore absent in the Sound Test (accessed by buying the Record item) meaning the Sound Test in the NTSC-U version of the game has 45 tracks while the NTSC-J and PAL games have 46.

NTSC-J NTSC-U PAL
MarioPartyJPN-Mambo.png MarioPartyUSA-NoMambo.png MarioPartyEU-Mambo.png

The string Move to the Mambo! can still be found in the NTSC-U ROM, at 0xFDF3A4.

Sound Effects

The international version replaces Luigi and Wario's "Oh my god!" voice clips used when losing a mini-game, as religious references went against Nintendo of America's policies at the time. Wario's new voice line in particular is reused from the Japanese version of Mario Kart 64. These replacements are maintained in all versions of Mario Party 2.

Luigi: Losing a Mini-Game

Japanese
International

Wario: Losing a Mini-Game

Japanese
International

The announcer says "Donkey" instead of "Donkey Kong" in the Japanese version.

Announcer: Donkey Kong!

Japanese
International

Mini-Game Differences

In the Japanese version, the background that appears in the Face Lift Mini-Game reads "Super Koopa 64", while all other versions read "Super Bowser 64".

Japanese International
MP faceliftJPN.png MP faceliftUSA.png

99 Stars Message

MarioParty-99stars.png

If you somehow manage to get 99 Stars in one game (whether by purchasing or stealing them), when you meet Toad, he'll tell you that you can not have any more Stars. Although the message isn't unused, it's almost impossible to see it without cheats.

If you pass Boo with 99 Stars, the option to steal a Star will always be greyed out. Computer-controlled players will still attempt to select it, however, which will result in a softlock.

The Koopa Kids on Eternal Star still act as normal and will give the player a Star if they win the dice roll; their Star count won't increase, though.

Debugging Text

The following strings can be found in all versions. These offsets are for the Japanese ROM.

800C2810 HUDSON
800C9404 CAMERA :[%s]
800C9414 HOMING
800C9460 donky_kao_3_DEF
800C9470 wario_kao2_DEF
800C9480 c003_400b_DEF
800C9490 pe_lod1a_DEF
800C94A0 luigi_lod_DEF
800C94B0 ma_l_3_DEF
800C94BC item_hook
800C9D20 Unknown Hmf Format!
800C9D38 Can't find ObjName %s
800C9D50 donky4_DEF
800C9D5C wario_kao_DEF
800C9D6C c003t000._DEF
800C9D7C pe_lod1c_DEF
800C9D8C luigi_kao_DEF
800C9D9C ma_l_3a_DEF
800C9DA8 donky_kao_3_DEF
800C9DB8 wario_kao2_DEF
800C9DC8 c003_400b_DEF
800C9DD8 pe_lod1a_DEF
800C9DE8 luigi_lod_DEF
800C9DF8 ma_l_3_DEF
800C9E04 Model Entry Over!
800C9E38 Vertex Over!
800C9E48 Texture Anime Over
800C9E5C Mtx Over
800C9E68 GfxMax Over
800C9E78 Model Object Entry Over!! UCODE%d
800C9E9C Can't find ObjName %s
800C9ED8 Stat
800C9EE0 Came
800C9EE8 [[Light%1d]] [[Dir]]%4d,%4d,%4d  [[Stat %s]]
800C9F18 Color    [[Red %3d]] [[Green %3d]] [[Blue %3d]]
800C9F68 DirMode
800C9F70 Can't Find TextureName! LinkAnimMAn
800C9F98 Anime Link Over!
800CA188 tile01_DEF
800CA194 tile02_DEF
800CA1A0 tile03_DEF
800CA1AC tile04_DEF
800CA1B4 tile06_DEF
800CA1C4 tile10_DEF
800CA1E8 donkeyxi_DEF
800CA1F8 starxi_DEF
800CA4B0 1PLAYER GAME
800CA4C0  2 VS 2 GAME
800CA4D0  1 VS 3 GAME
800CA4E0 4PLAYER GAME
800CA4F0 TURN
800CA4F8 LAST
800CA60C hata1
800CA614 hata2
800CA788 WORLD
800CA9D8 %8lX(%ld)
800CA9E4 OVL:%d(%ld<%ld)
800CA9F4 OBJ:%d/%d
800CAA00 PRC:%d/%d
800CAA0C %02X
800CAA14  SE STP
800CAA1C  MUSSTP
800CAA2C  LIGHT 
800CAA34  RESET 
800CAA3C  CANCEL
800CAA44 - PAUSE -
800CAAA4 ./sndplayer.c
800CAB60 Select Max Over!
800CB0A0 B014A26
800CBF38 NaN
800CBF3C Inf
800CBF60 asin
800CBF80 acos