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Mario Party 3
|Mario Party 3|
Mario Party 3 is the last Mario Party game released on the Nintendo 64. If you've played the previous two, you know what to expect.
- 1 Debugging Features
- 2 Leftover Devkit Checking Code
- 3 Unused Graphics
- 4 Unused Sound
- 5 No Game
- 6 Regional Differences
Use one of the following GameShark codes for your region to go to scene XX while holding the Z button.
Scene Modifier (NTSC-U) D10CC3F4 2000 810CE202 00XX
Scene Modifier (PAL) D10CD8FC 2000 810CE082 00XX
Scene Modifier (NTSC-J) D10C1B3C 2000 810C39A2 00XX
Refine this, if needed
Use the above scene modifier for your region and hold Z on scene change to enable one of the debugging features.
Change XX to 59. This allows the player to alter a story mode save. Activate the cheat code only when entering story mode.
Here, the player has the following options:
- ALL MINIGAME - Exactly as it says. However, it appears to be enabled all the time.
- WLUIGI & DAISY - Always enabled; the player cannot change this.
- STORY NO. - Changes the scenario
- STORY HERO - Select the player's character; Daisy and Waluigi aren't available.
- STORY DIFF. - Change the difficulty
- WLUIGILAND & REVKUNMAP - Always enabled
Press A to confirm the changes. The player can also press the R trigger to show some debug information. This information shows the positions of the direction pad (INT), the analog stick (CROT), and the C-buttons (CZOOM). Note that this debug info only recognizes the C-Up and the C-Down buttons.
Change XX to 76 or change XX to 77 in the EU/AU version.
A, B, L, and R all cycle through the text. C-Up and C-Down change what event's text is shown. Possibly for transparency tests, this also shows Peach walking in the background.
Mini-Game Debug Menu
Change XX to 7F or 80 (PAL). Functionally, it is largely the same as the debug menus in the first two Mario Party games; 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. Turn the code off when you want to play a 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.
- 297:INST - The player is sent to the instruction screen
- 299:SAMPLE - appears to send the player to the debug menu, although the player is unable to select any of the options
Character Animation Test
Selecting 300* MCHAR on the 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
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 Flag Graphics
There is a set of 3 flags in the NTSC-U version, which are unused and would have been used for a language select like they are in the PAL versions. All graphics are used in the PAL version.
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.
Japanese File Naming Graphics
These graphics were used in the Japanese version to select an alphabet to use characters from.
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.