Developers: Hudson Soft,
This game has unused areas.
This game has a notes page
This game has a prerelease article
Mario Party is one of the first games that try to tie real-life friends into the world of video gaming. The success usually depended upon whether or not the game's owners had any real-life friends. It's spawned a large amount of sequels, released mainly on home consoles, but there have also been GBA, DS, 3DS and e-Reader entries for the series.
- 1 Debug Menu
- 2 In-game debug menu
- 3 Memory usage meter
- 4 TV Safe Zone Frame
- 5 64DD support
- 6 Unused Mini-Games
- 7 No Game
- 8 Unused Text
- 9 Unused Graphics
- 10 Unused Models
- 11 Unused Sound
- 12 Unused Toad Behaviors
- 13 Unused Minigame Rewards
- 14 Regional Differences
- 15 99 Stars Message
- 16 Debugging Text
| Mini-games List|
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)
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)
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.
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 really 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.
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 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 Plus, Minus, Speed, Slow, Warp, and Event.
The meaning of "KM" is unknown.
Memory usage meter
The following GameShark code will display a memory usage meter on the screen:
TV Safe Zone Frame
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. The frame is 272 pixels wide and 208 pixels tall.
Mario Party supports the 64DD for a possible game add-on. While the US version displays a black screen when there's a 64DD attached to the system, the Japanese and European/Australian versions ACTUALLY recognize the 64DD and check for the disk. If it's the wrong disk, an error will appear in either Japanese, English, French, or German depending on the selected language. Link to the video
Here are all 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, though the functionality does not.
There are a few Mini-Games in the code that are never actually used.
All or Nothing
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
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.
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.
|… Jump Down|
|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.
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. 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.
An explanation screen doesn't exist for this Mini-Game, but a preview icon was created for it:
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.
The following GameShark code will enable a particularly weird feature never used anywhere in the game:
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...
...a big "NO GAME" sign appears, and the game moves on to the next turn, without playing a Mini-Game.
If it's the last turn, a GAME OVER will appear on the screen. The board ending will then play as usual.
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.
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.
An alternate texture for the Shy Guy pirate in Shy Guy Says is present, but isn't used.
Slightly different face textures for all the characters (except Wario) exist.
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.
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.
These Star sprites appear in a similar capacity. While Stars do of course appear in Mario Party, these graphics do not.
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.
The branching path roll that appears in Bowser's Magma Mountain appears to have gone through a few revisions.
Unused HUD Elements
There is an assortment of unused graphics grouped together. Many of these have a fancier / flowery appearance.
Nintendo 64 Controller
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.
Models of the Bob-Omb flags in Wario's Battle Canyon exist, but are never actually seen in-game.
Five blocks with different numbers written on them. The 0.5, 1.5, and 2.5 number blocks appear in the test map.
These objects are present in the same directory as the test map.
A slide that's present in the same directory as the test map.
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.
Unused Toad Behaviors
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.
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/Australian 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.
Two of the characters' voice clips have been replaced in the US and European/Australian versions due to religious references. These replacements are maintained in all versions of Mario Party 2. Also, the announcer says "Donkey" instead of "Donkey Kong" in the Japanese version.
Luigi: Losing a Mini-Game
Wario: Losing a Mini-Game
Announcer: Donkey Kong!
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".
99 Stars Message
If you somehow manage to get 99 Stars in one game, when you meet Toad, he'll tell you that you can not have any more Stars. Although the message isn't unused, it's very unlikely that anyone has ever seen it without cheats.
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