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Mario Party 3
|Mario Party 3|
Developers: Hudson Soft,
Mario Party 3 is the last Mario Party game released on the Nintendo 64. If you've played the previous two, you should know what to expect, though having a high M.P.I.Q. is recommended.
- 1 Debugging Features
- 2 Locked Waluigi and Daisy
- 3 Leftover Devkit Checking Code
- 4 Unused Graphics
- 5 Unused Sound
- 6 No Game
- 7 Regional Differences
| Debug Menu Listing|
A complete listing of what is accessible from these two menus, and even some regional differences!
NTSC-J D10C1B3C 0020 810C39A2 007F D10C1B3C 0010 810C39A2 0000
NTSC-U D10CC3F4 0020 810CE202 007F D10CC3F4 0010 810CE202 0000
PAL D10CD8FC 0020 810CE082 0080 D10CD8FC 0010 810CE082 0000
The game has two separate debug menus, both with different entries. Use the appropriate code for your region and either hold L for the first menu, or R for the second. Functionally, they are largely the same as the debug menus in the first two Mario Party games. Since the menu so closely resembles the one used in Mario Party, including the background with the "missing" Donkey Kong render, it is likely that 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 games 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. Pressing the R button changes the game mode between GAME, BOARD, and DUEL. Some entries will only work with certain game modes.
Pressing Z opens an options menu, where you can set the following player options:
- PAD#: Toggle between a human or computer-controlled player
- GRP : Change the teams to be used in 2-vs-2 or 1-vs-3 Mini-Games
- DIF : Change CPU difficulty for the player
- COIN: Change the current number of Coins the player has, up to 999
- PADN: Pad number; choose the controller port the player is controlled with (starting with 0)
Though MAP is also an option, it does not seem to change.
From this menu, the following debugging tools can be accessed.
Character Animation Test
Selecting 300*MCHAR on the first debug menu sends the player to an animation test menu for each of the playable characters. To exit this screen, hold the L and R buttons.
The controls in this menu are:
- Direction Pad - Moves the model around the screen
- Analog Stick - Rotates the model
- L and R triggers - Shrinks and enlarges the model
- B and A - Decreases and increases the motion no., changing the animation
- C-Up - Switch between the high-poly and low-poly versions of any character model
- C-Left and C-Right - Switch between the various characters
- Start - Reset the model position and toggle the debugging text on and off
This screen is entirely different in NTSC-J.
A screen that can display all the text in the game is selectable from the second menu in the NTSC-U and PAL versions, labeled ***:MESS. This screen returns from Mario Party 2, but only Peach appears in the background this time.
A, B, L, and R all cycle through the text. C-Up and C-Down change what event's text is shown.
Save Data Debug
NTSC-U D10CC3F4 2000 810CE202 0059
PAL D10CD8FC 2000 810CE082 0059
NTSC-J D10C1B3C 2000 810C39A2 0059
This menu doesn't appear in either debug menu and must be loaded directly. Use the above scene modifier for your region and hold Z during a transition to arrive on this screen. This allows the player to alter the games save data.
Here, the player has the following options:
- ALL MINIGAME ENABLE - Selecting this unlocks all Mini-Games in the Mini-Game Room.
- WLUIGI & DAISY ENABLE - Selecting this unlocks Waluigi and Daisy if they are not already (see below).
- STORY NO. - Changes how much of Story Mode the player has completed.
- STORY HERO - Changes the character the player is using in Story Mode; Daisy and Waluigi aren't available.
- STORY DIFF - Changes the Story Mode difficulty.
- WLUIGILAND & REVKUNMAP ENABLE - Selecting this unlocks the hidden boards Waluigi's Island and Backtrack.
Press A to confirm the changes. The player can also press the R trigger to show position information similar to that of the model viewer, though as no models appear on-screen here, changing the position with the controller does nothing.
Memory Usage Infobox
NTSC-U 81048540 2400
PAL 81048580 2400
NTSC-J 81048430 2400
This box appears yet again, unchanged from the second game.
Debug Pause Menu
An earlier version of the minigame pause menu exists hidden in the code but never called. Using this GameShark code with the US version will replace the actual minigame pause menu with the earlier debug pause menu. It however may not work on some emulators. This menu also exists in Mario Party 1 and 2.
810499FC 0C01 810499FE 23BA 81049A00 0240 81049A02 2021 81049A04 0801 81049A06 27DE 81049A08 2400
Locked Waluigi and Daisy
Typically in Mario Party 3, the characters Waluigi and Daisy are available to play as from the start. However, if the game is forced into the menu with an uninitialized save, Waluigi and Daisy will be unselectable during game setup, being represented by an otherwise unused question mark texture. Activating Gameshark code 800CE203 0078 before the game is started will force the player to the setup screen, bypassing file selection. From this state, entering the Debug Settings Menu and enabling the characters will make them appear normally.
Interestingly, the back of the box alludes to this, reading "You can even unlock new characters in the one-player challenge."
Leftover Devkit Checking Code
Check what happens if the 1st or 3rd devkit checks pass.
English Mario Party 3 versions still check for devkits at startup. It first checks for KMC at 0xBFF00000 twice which is used in Partner N64 devkits. After that, it checks for the IS64 string if it fails which is the Intelligent Systems Viewer 64 devkit. It's unknown whether the game actually prints anything to the IS Viewer or the Partner N64 Devkits. Nemu64 will complain about reading from these areas and crashes the game soon after boot when checking for the IS64 devkit. If the second check for KMC passes, the game crashes due to a jump to an invalid address.
Unused MP2 Language Select Graphics
These graphics are unused in all versions and were used in Mario Party 2. Only graphics remain of this screen.
Unused Story Mode Ratings
Icons meant to represent scores for games in Story Mode. In the final game, the lowest rating the player can receive is C.
Beta Waluigi and Daisy Icons
These two icons can be found near the used ones. They don't quite match the art style of the others.
Hidden Character Icon
The icon used for unlockable characters, of which there normally are none.
A placeholder Mini-Game icon similar to the one in Mario Party. This can be seen by forcing the game to load Chance Time as a regular Mini-Game by using Gameshark code 800CD068 0041.
An early, square version of the Toad card used in this game.
Koopa Transition Screen
Along with the other character images used for transitions is this picture of a Koopa. Since Koopa doesn't host any Mini-Games in this title, it goes unused, besides being in the NTSC-J message check. It matches the image of a Koopa used in the backdrop of duel maps.
Early Waluigi Textures
Hidden with the graphics used for the credits are some textures for Waluigi that are slightly brighter than the final ones.
A set of Peach's faces from Mario Party 2's Mini-Game Look Away exist in the graphics bank used for Daisy's textures as a result of most of her data being copied from Mario Party 2's Peach.
This test tune is once again the first song in the ROM, though it sounds slightly different compared to the first two games.
Yellow Player Panels can be found as a still-unused holdover from the first two games. They function like they did in Mario Party 2, ending the turn with no Mini-Game, but continuing the game past its normal length on the last turn.
The following Gameshark code can be used to force each player to this state:
800D1124 0003 800D115C 0003 800D1194 0003 800D11CC 0003
- In the European/Australian version, the music is in a different key.
- In the European/Australian version, the time limit for the mini-games Baby Bowser Broadside and Puddle Paddle is 20 seconds, as opposed to the 30 seconds of the Japanese and US versions. However, they have roughly the same real-time length.
- In the European/Australian version, Donkey Kong's start plate is "DK START". In the Japanese version, it is "DONKEY START" instead.
- After failing an item mini-game, the announcer says "Miss!" in the Japanese version and "Game over!" in international versions, with the graphics altered accordingly. However, the clip itself is still in the game and can be heard via the voice test option in the Sound Room.