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Mario Party 5
|Mario Party 5|
This game has a prototype article
Mario Party 5 replaces the item system from the previous games with Capsules, which can be either used by the holder or placed on the board. This system sticks around until Mario Party 8, when it's replaced with pieces of "candy" which function like the old items. Oh, and Donkey Kong has been demoted to a special space.
Other than that, it's Mario Party. You should know how this works.
- 1 E3 Content
- 2 Debug Menu
- 3 Debug Capsules
- 4 Player Animation Debug
- 5 Other Unused Capsules
- 6 Unused Bowser Capsule Text
- 7 Placeholder Bubble
- 8 Story Mode Intro Test
- 9 Memory Usage Meter
- 10 Overscan Border Display
Menus / modes that were used for the E3 demo.
Replace mdparty.bin (data Folder) and mdpartyDll.rel (dll folder) with e3boot.bin and e3bootdll.rel. Select Party Mode from the main menu and the E3 title sequence will pop up.
In this title, many Star Spirits fly up from the bottom of the screen, and the playable characters walk around the screen in a circle, like the silhouetted version on the final's file select. It also features an early logo for the game.
Selecting "Mini-Game" will crash the system (it should bring up the menu below), while selecting "Demo" will fade to a black screen, then back to the title.
Replace mdparty.bin (data Folder) and mdpartyDll.rel (dll folder) with e3setup.bin, e3setupDLL.rel. Select Party Mode from the main menu and this menu will appear instead.
Interestingly, Boo and Koopa Kid can't be selected on this menu, presumably because their characters weren't done in time for E3.
Unlike the Mario Party 4 E3 menu, Party Mode boards cannot be selected. Once everything has been set, the game jumps straight to a mini-game menu.
The mini-games boot up without explanation screens. Once a game is finished, the player is booted back to the menu.
The following mini-games are available:
- Coney Island
- Rumble Fumble
- Pop-Star Piranhas
- Night Light Fright
- Leaf Leap
- Pushy Penguins
- Chomp Romp
- Ground Pound Down
Replace w01.bin (data Folder) and w01Dll.rel(dll folder) with selmenu.bin and selmenuDll.rel, or use Action Replay codes YA9H-CPEQ-D9TBE
W85T-GCF4-ZZGX9 (PAL). Start a new Party Mode game and select Toy Dream as the board. Once the game starts, you should boot into a debug menu!
(This is the easiest way to access this menu without the game crashing)
This is the same debug menu from Mario Party 4. The mini-game titles are changed.
Press Up/Down to select a mini-game, and Left/Right to switch between pages.
The A / Start Button chooses a mini-game, and the B Button goes to the previous menu.
Before a mini-game is played, the same rudimentary character select screen from Mario Party 4 appears.
There are two special options in this menu: "START" and "MESS CHECK".
"START" will take the player back to the File Selection screen.
"MESS CHECK" leads to a message test.
- A Button: Next message.
- B Button: Previous message.
- L Button: Previous message bank.
- R Button: Next message bank.
- Start Button: Exit menu.
Use the PAR code 0022A075 000000XX to place these items in the upper-left player's 1st slot. XX is the capsule ID.
All of these capsules are named "Error", have no use description, and use the Miracle Capsule model.
Capsule 1 (Camera Debug)
Capsule ID: 28
Using this capsule will activate a camera debug function.
Analog Stick: Rotate camera / Move text.
C-Stick: Move + rotate camera / Move text.
A Button: Zoom camera out.
B Button: Zoom camera in.
X Button: Switch between camera and text movement.
Y Button: Toggles a Mushroom graphic at the center of the screen.
L Button + Analog / C-Stick: Move faster.
R Button + Analog / C-Stick: Move slower.
L Button + R Button: Exit Camera Debug.
Capsule 2 (Movement Debug)
Capsule ID: 29
Using this capsule will active a warp debug function.
Analog Stick / C-Stick: Move to a space.
A Button: Set first player's position.
B Button: Set second player's position.
X Button: Set third player's position.
Y Button: Set fourth player's position.
L Button + R Button: Exit Warp Debug.
Capsule ID: 2A
While this can be used and fits with the rest of the debug capsules, it doesn't appear to do anything.
Player Animation Debug
- Analog Stick: Rotate camera.
- C-Stick: Move camera.
- A Button: load next animation.
- B Button: load previous animation.
- X Button: Load next character.
- Y Button: Load previous character.
- Z Button: Load next frame.
- L Button: Zoom camera out.
- R Button: Zoom camera in.
- Start Button: Exit menu.
Other Unused Capsules
These capsules cannot be used by the player—their intended use is for the game to manipulate the board's spaces.
Donkey Kong Capsule (can't use on yourself) Doesn't appear as a capsule and is only active in the opening and space events.
VS Capsule (can't use on yourself) Doesn't appear as a capsule and is only active in the Story Mode and space events.
Unused Bowser Capsule Text
Since the Bowser Capsule is automatically used when obtained, this description is never seen.
Bowser Capsule (can't use on yourself) Increases Bowser spaces and is active as soon as it appears.
Just off to the lefthand side of the Mini-Game explanation screen, there is a bubble featuring the word 倒影 (translating to "reflection") floating outside the sky dome.
Story Mode Intro Test
There is unused code in the game that allows you to select which story mode intro scene you want to view. Pressing A starts the board. Dpad left and right move the scene no. selection left and right respectively. The codes below are Gecko codes.
Enable Story Mode Scene Test (NTSC-U) 0022AA2D 000000FF 04005BFC 60000000 04005C24 60000000 0412F544 4BF82A09
Enable Story Mode Scene Test (PAL) 0024976D 000000FF 04005BFC 60000000 04005C24 60000000 0413046C 4BF82295
Memory Usage Meter
This memory usage meter returns unchanged from Mario Party 4. It displays in the upper-left. Using the Gecko code 040368D0 60000000 (NTSC-U) or 040368B0 60000000 (PAL) will enable the memory usage meter. There is a D value that actually changes now.
Overscan Border Display
Enter the Gecko codes 0400B6AC 60000000 (PAL) or 0400B6CC 60000000 (NTSC-U) and you will see the screen surrounded by red borders which specify the region of the screen that is safe for UI elements to use. The borders specify that within 16 pixels from the horizontal edges and within 40 pixels of the vertical edges are not safe to use.