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Mario Party

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Title Screen

Mario Party

Developer: Hudson Soft
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.
ObjectIcon.png This game has unused objects.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
MusicIcon.png This game has unused music.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.

NotesIcon.png This game has a notes page

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.

Debug Menu

Mini-games List
Version Gameshark code
USA 800F09F7 0083
Japan 800EFE57 0083
Europe/Australia 800FD1E7 0084

The game drops you right at the debug menu. (Disable it afterwards so you won't get stuck in here.) 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 Nintendo had obtained Rare's permission to use the Donkey Kong 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:



This appears to be a test room. 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 "15". The third and fourth sized blocks have the same value, but different sizes, and the value written is "25".



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 minigames 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 minigame which will be played, even allowing one to access the dummied out "All or Nothing" minigame detailed below. This was more than likely a debug test of the minigame randomiser which appears at the end of each turn.

Sequential Play


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 800F09F7 007E. It is recommended to enable this code from the debug menu or else every character will be Mario.

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 happening, blue, red, 1-player, Chance Time, mushroom and Bowser.

Below that the game keeps track of how many minigames 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 keep 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.

(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)

64DD support


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.

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)

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 and the fact that the data processes it as a 1 player minigame when at least 2 characters will be featured on screen, it freezes in place after the blocks are hit. This minigame 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, strangely, 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 likely was simply not finished in time. Strangely, starting this minigame takes you to Bumper Ball Maze 1 as Wario. Use the GameShark code 810ED5DE 0030 to access this minigame.

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.

Information for the controls still exists, listing A as the button to press to both "Jump Down" and "Stop Fall."

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. 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. To play this game in the North American version, use the GameShark code 800F09F7 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. To play this game in the North American version, use the GameShark code 800F09F7 0008.

No Game

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

8004CF47 0003
8004CF4F 0003
8004CF57 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 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.

Unused Graphics

Character Avatars


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

That stare...

A higher resolution texture of Toad's face that never appears.

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 the characters (except Wario) exist.

Chance Time

Mp1 chance1.pngMp1 chance2.pngMp1 chance3.pngMp1 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.


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

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.

Unused Toad Behaviors


The minigame Slot Car Derby is used for a final showdown against the typically unplayable Toad during the Minigame Island mode. However, if a player's character ID is modified to 06 and the minigame 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.

Coin Shower Flower

In Coin Shower Flower, while normally only coins fall from above, 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)

Regional Differences

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.

Sound Effects

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.

Luigi: Losing a Mini-Game


Wario: Losing a Mini-Game


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


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.