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!
|Japan|| D10C1B3C 0020|
|USA|| D10CC3F4 0020|
|Europe|| D10CD8FC 0020|
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 the Japanese version.
A screen that can display all the text in the game is selectable from the second menu in the American and European 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
|Japan|| D10C1B3C 2000|
|USA|| D10CC3F4 2000|
|Europe|| D10CD8FC 2000|
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
This box appears yet again, unchanged from the second game.
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.
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.
|USA|| 810499FC 0C01|
Locked Waluigi and Daisy
Normally, Waluigi and Daisy are available as playable characters at 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 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.
Early 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.
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 Japanese 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:
|USA|| 800D1124 0003|
Upload images for "DK Start"/"Donkey Start" and "Miss"/"Game Over", as well as sounds for the latter.
- The game's logo was redesigned in the international versions and both copyrights were merged together.
- 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.