Mario Party 2
|Mario Party 2|
This game has unused code.
This game has a bugs page
This game has a prerelease article
Mario Party 2 tries to build on the success of the original Mario Party by adding things sorely missed in the original, such as items.
- 1 Sub-Pages
- 2 Debug Features
- 3 Shell Shocked Extended Healthbar
- 4 Unused Graphics
- 5 Unused Models
- 6 Unused Sound
- 7 Unused Mini-Game Text
- 8 Unused Item
- 9 No Game
- 10 99 Stars Message
- 11 Save Data String
- 12 Regional Differences
| Debug Menu Listing|
A complete listing of what is accessible from these two menus, and even some regional differences!
Document this menu a bit more thoroughly.
Use the following GameShark codes for your region and hold L on Player 1's Controller while the screen transitions.
Given that the menu so closely resembles the one used in Mario Party, including the background with the "missing" Donkey Kong render, implies they either re-used the debug routines, or simply used the same engine for the first three Mario Party games.
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 Z on the game list opens the options menu, where you can set various player options, while pressing B on the game list opens a menu asking whether you'd like to delete the saved data.
A simple animation test can be accessed with the following GameShark codes.
While the name of this test ("MCHAR") is present in the ROM with other debug screen entries, it cannot be accessed from there anymore and must be loaded directly.
The controls for this menu are:
- D-Pad - Pans the model around the screen.
- Analog Stick - Rotates the model.
- L and R - Shrinks and enlarges the model.
- B and A - Decreases and increases the motion no., changing the animation.
- C-Left and C-Right - Switch between the playable characters.
- C-Down - Change the model polyness. The costumed models have two levels of polyness, while the normal models have three.
- C-Up - Switch between board costumes. The only ones available are Western, Pirate, and Space.
- Hold L and R - Exit this screen.
Memory Usage Info
A memory usage infobox similar to the one in Mario Party can be triggered by activating the following GameShark code and reloading the game. Compared to the original game, the C and D values are new, but they seem to always remain at zero.
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.
A simple debug menu that allows you to view every message in the game. A, B, L and R will advance through the text. Use the following codes to load this menu on boot.
In-Game Debug Menu
The in-game debug menu similar to the one found in the first game. Compared to the original, there are now references to Battle, Item, and Bank Spaces, along with the number of stars and coins that have been found in hidden blocks. Use the following codes to load this menu on boot.
A simple debug menu that allows you to view the contents of the game's save data. Use C-Up and C-Down to scroll. Use the following codes to load this menu on boot.
Shell Shocked Extended Healthbar
Explain this better.
In the Mini-Game, "Shell Shocked", the code that controls each player's health actually extends up to four hits. It's likely this was the original health the players started at, but was changed to two hits for some reason.
The following GameShark codes for your region will extend everyone's health to this amount when the Mini-Game is played.
Early Japanese Logo
An early version of the Japanese logo which is the Japanese logo from the previous Mario Party with a plain-looking 2 added to it. Below is a mockup of what it would've looked like on the title screen.
Among the graphics for Roll Call, a sprite of Bomberman can be found, very likely leftover from another Hudson Soft game.
Found among the map sprites is a large image of Mario in Western Land. It's the only one this large, as the used ones are half the size.
A very crudely drawn tumbleweed graphic.
Early Mushroom Genie Background
An early version of the Mushroom Genie background which uses a hand-drawn style instead of the pre-rendered style in the used version.
Japanese Mario Party Board Logos
Japanese logos for the main boards in Mario Party. These graphics aren't present in the original game, so it seems that they were created for Mario Party 2.
Mini-Game Coaster & Mini-Game Stadium Logos
The Mini-Game Coaster and Mini-Game Stadium modes have their own logos but aren't displayed.
Magnet Carta Score Graphic
Present among the graphics for Magnet Carta is this score graphic.
Mario Party Leftovers
The volcanic rocks from Bowser's Magma Mountain that rain from the sky when a Happening Space is landed on.
The model for the test map from the first Mario Party. It's unknown if it can still be accessed in-game in Mario Party 2.
An unused slide present in the same directory as the test map.
The numbered blocks left over from the first Mario Party.
Unused test objects. The first three can also be found in the first Mario Party.
A wooden ? Block.
Under Construction Sign
A Japanese "Under Construction" sign that can be found among the graphics for Mini-Game Land.
Early Skateboard Scamper Map
An early, untextured version of the map used in the Skateboard Scamper Mini-Game. The gaps in the final version are where the moving platforms would be.
Early Bob-Omb Barrage Map
An early, untextured version of the map used in the Bob-Omb Barrage Mini-Game.
Mario Party Leftovers
This short tune returns, unchanged from Mario Party, as the first track in the game. It can still be heard sometimes on the Debug Menu.
Unused Mini-Game Text
The Japanese version of the game contains explanations for Mini-Games that are not in the final game. Trying to access this data crashes the American version, while the European version replaces every Japanese character with a zero. No preview icons exist and starting any of these games leads to the debug menu.
Though the titles for these Mini-Games exist in the data for the debug menu, they have been removed from it.
Exciting Pipe Lottery
Known as "ワクワク あみだドカン" in-game and "110:WAKUWAKU AMIDA DOKAN" on the debug menu. This is a Battle Mini-Game that bears a resemblance to Pipe Maze from the first game. Results would be determined by which player got the best or worst trophies.
Using GameShark code 800F71A9 000A will change the next played Mini-Game to this one.
|Drop the trophy in your area!|
Move the trophy with ,
and decide with .
|… Move trophy|
… Select trophy
|Dropping a low-value trophy|
in your rival's pipe
is also a technique!
Lucky Coin Grab
Seen as "ふれふれ ラッキーコイン" in-game and "127:FUREFURE LUCKY COIN" on the debug menu. This is a 1v3 Lucky Mini-Game where the three players would have caught coins while riding on gems. It sounds similar to Coin Shower Flower.
Using GameShark code 800F71A9 0019 will change the next played Mini-Game to this one.
|Coins will fall from the sky.|
Quickly gather them
before they disappear.
|Controls 1||Controls 1 (Translated)||Controls 2||Controls 2 (Translated)|
|The game will continue|
even if players riding
on top of gems fall down.
Tug o' War
Known as "つなひき デンジャラス" in-game and "131:TSUNAHIKI DANGEROUS" on the debug menu. The game is a 2v2 altered version of Tug o' War from the first game, but is also similar to Looney Lumberjacks in the final.
Using GameShark code 800F71A9 001D will change the next played Mini-Game to this one.
|Tap or as specified|
to pull the rope.
Pull down your opponents to win.
|、…れんだでロープをひく||, … (Repeatedly) Pull rope|
|The sign that says or will rapidly change.|
If you press the wrong button,
you can't pull the rope.
Known as "ハラハラ いかだくだり" in-game and "137:HARAHARA IKADA KUDARI" on the debug menu. This would have been a 4-player game similar to Paddle Battle from the first game. The controls were changed to be less blister-inducing.
Using GameShark code 800F71A9 0022 will change the next played Mini-Game to this one.
|Alternate pressing and to row the raft.|
If you get too close to the shore,
Shy Guys will attack with their spears.
You lose if you're attacked three times.
|… Move oar forward|
, … Move oar backward
|There are springs by the shore.|
Touch them to be quickly pushed away.
Use them well.
Known as "ステップ おんぷ" in-game and "153:STEP ONPU" on the debug menu. This 4-player game appears to be a more fleshed-out version of Musical Mushrooms from the first game, allowing for comebacks by interfering with the block the note is on. The changes also make it similar to Dizzy Dancing in the final.
Interestingly, this Mini-Game still has an English description available in non-Japanese versions, but it cannot be accessed. These messages can be found at 0x1158997 of the USA ROM.
Using GameShark code 800F71A9 002F will change the next played Mini-Game to this one.
|Rules (Japan)||Rules (USA, Europe)|
|When the music stops,|
race to grab the note
floating above the block.
|Controls (Japan)||Controls (USA, Europe)|
|Advice (Japan)||Advice (USA)|
|When your opponent is |
on the block, hit it
from below to knock
Known as "おたから ダイビング" in-game and "163:OTAKARA DIVING" on the debug menu. This 4-player Lucky Mini-Game would've returned from the original game. The rules and controls were translated for English versions, but the advice page was not.
Using GameShark code 800F71A9 0038 will change the next played Mini-Game to this one.
|Rules (Japan)||Rules (USA, Europe)|
|Coins and chests are|
sinking to the ocean depths.
Press the button to dive.
|Controls (Japan)||Controls (USA, Europe)|
|You'll drown if you stay under|
for too long.
Go to the surface to get air.
Graphics and text pertaining to an unused item called "Picker" still remain in the game. It would've allowed the player to choose the next Mini-Game when they used it on their turn. Variations of this image also exist for some Item Mini-Games.
|On Usage||On end of turn||Item explanation|
I shall let you choose
this turn's Mini-Game.
Please choose a
You can pick the type
The yellow Player Panel returns from Mario Party, though the "No Game" icon does not. When all players have a yellow panel and the turn ends, the game moves forward to the next turn with no Mini-Game. However, unlike the original, on the last turn the game continues instead of ending (the turn will move from 20/20 to 21/20).
The following code will force each player's state to this unused one:
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.
Save Data String
is written to the beginning of the game's save data. If it is modified, the game will display the corrupt save data message on boot.
The game's logo was redesigned in the international versions and both copyrights were merged into a single line.
Western Land Ending
The guns in the Western Land ending cutscene are revolvers in the Japanese release of the game. They were changed to yellow cork shooters in the international releases. The shooting scene background and the gunshot sound are different.
The professor is constantly smoking a pipe in the Japanese version, which was removed from all localisations.
Mini-Game Land had to come overseas before it could earn its hyphen. The graphics for the Japanese sign still exist in the American version.
Record distances in certain Mini-Games, such as Mecha-Marathon, are measured in meters in the Japanese and European versions and yards in the American version.
In the European version, the lowercase "b", "h", "k", "r", and "y" of the game's font are wider. This change would be retained in both the American and European versions of Mario Party 3.