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Mario Party 2
|Mario Party 2|
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 Debug Menu
- 2 Animation Test
- 3 Memory Usage Info
- 4 Shell Shocked Extended Healthbar
- 5 Unused Graphics
- 6 Unused Sound
- 7 Unused Mini-Game Text
- 8 Other Unused Text
- 9 Unused Item
- 10 No Game
- 11 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.
Debug Menu (NTSC-U) D10F8F94 0020 810FA63E 0073
Debug Menu (NTSC-J) D10F7B06 0020 810F841E 0073
Debug Menu (PAL) D10F7B26 0020 810F843E 0074
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 GameShark code 810775F8 2400 and reloading the game. Compared to the original game, the C and D values are new, but they seem to always remain at zero.
Shell Shocked Extended Healthbar
Explain this better.
In the minigame, "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 minigame is played.
Start With 4 Health Shell Shocked (NTSC-U) D1109E18 2405 81109E1A 0004
Start With 4 Health Shell Shocked (NTSC-J) D1107C0A 0002 81107C0A 0004
Start With 4 Health Shell Shocked (PAL) D1107C78 2405 81107C7A 0004
Early Japanese Logo
An early version of the Japanese logo.
Among the graphics for Roll Call, a sprite of Bomberman can be found, very likely leftover from another Hudson Soft game.
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 NTSC-J version of the game contains explanations for Mini-Games that are not in the final game. Trying to access this data crashes the NTSC-U version, while the PAL 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.
| トロフィーを じぶんのところへ
| 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.
| そらのうえから コインが
| Coins will fall from the sky.|
Quickly gather them
before they disappear.
|Controls 1||Controls 1 (Translated)||Controls 2||Controls 2 (Translated)|
| … Move
| 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
| きしには スプリングがあります。
| 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 NTSC-U ROM.
Using GameShark code 800F71A9 002F will change the next played Mini-Game to this one.
|Rules (NTSC-J)||Rules (NTSC-U, PAL)|
| おんがくが とまったら
| When the music stops,|
race to grab the note
floating above the block.
|Controls (NTSC-J)||Controls (NTSC-U, PAL)|
| … Move|
|Advice (NTSC-J)||Advice (NTSC-U)|
| 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 (NTSC-J)||Rules (NTSC-U, PAL)|
| うみのなかに コインや
| Coins and chests are|
sinking to the ocean depths.
Press the button to dive.
|Controls (NTSC-J)||Controls (NTSC-U, PAL)|
| … Move|
| うみのなかに ながいあいだ
| You'll drown if you stay under|
for too long.
Go to the surface to get air.
Other Unused Text
Text for a debug game info screen similar to the one from the first game exists in the ROM, starting at 0xD2FF0. A function at 0x80044FB0 in memory attempts to load from this location and build the full info screen, but it does not appear to work anymore as the text overwrites itself while processing.
This is a mockup of how it may have looked, in a style similar to the first game. Compared to the original, there are now references to Battle, Item, and Bank Spaces, along with some new unknown variables.
MAP: 0 TURN: 0 GAM COI ? R BL ! K BTL I BN 1: 00 00 0 0 0 0 0 0 0 0 2: 00 00 0 0 0 0 0 0 0 0 3: 00 00 0 0 0 0 0 0 0 0 4: 00 00 0 0 0 0 0 0 0 0 STAR: 0 1VS3: 0 2VS2: 0 4 : 0 BTL : 0 ITEM: 0 KMS: 0 KMC: 0 YOBIDASI COIN: 0 YOBIDASI STAR: 0 1P STAR: 0 2P STAR: 0 3P STAR: 0 4P STAR: 0
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|
| Very well.
I shall let you choose
this turn's Mini-Game.
| OK‚ [NAME].
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:
800FD2DB 0003 800FD30F 0003 800FD343 0003 800FD377 0003
Western Land Ending
Replace the video with images.
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 release.
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.
In the PAL version, the lowercase "b", "h", "k", "r", and "y" of the game's font are wider. This change would be retained in both the NTSC and PAL versions of Mario Party 3.