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Mario Party 5

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Title Screen

Mario Party 5

Developer: Hudson Soft
Publisher: Nintendo
Platform: GameCube
Released in JP: November 28, 2003
Released in US: November 10, 2003
Released in EU: December 5, 2003
Released in KR: 2003


MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
ItemsIcon.png This game has unused items.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.


ProtoIcon.png This game has a prototype article

Hmmm...
To do:
  • "In the Bus Buffer minigame in Mario Party 5, the buses are reflecting in puddles on the ground. However, the models used for the reflections are different from the buses above, and are likely remnants of an earlier design for the minigame." (source: Supper Mario Broth)

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.

E3 Content

Menus / modes that were used for the E3 demo.

E3 Title

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.

MarioParty5E3Title.png
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.

E3 Menu

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.

No more vivrations?
The white rectangles around the mini-game graphics are an emulator glitch

Interestingly, Boo and Koopa Kid can't be selected on this menu, presumably because their characters weren't done in time for E3.

On and on, over the hill and the craic is good
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
(Source: Original TCRF research)

Debug Menu

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)

Same font, same great taste
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.
5 == 4
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.

Message Test

Mario Mario!
This is a test of every message in the game.

  • A Button: Next message.
  • B Button: Previous message.
  • L Button: Previous message bank.
  • R Button: Next message bank.
  • Start Button: Exit menu.
(Source: Original TCRF research)
(Source: Ralf (GC-Forever) (AR codes))

Debug Capsules

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.

MarioParty5CameraDebug.png
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.

MarioParty5MoveDebug.png
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 3

Capsule ID: 2A

While this can be used and fits with the rest of the debug capsules, it doesn't appear to do anything.


(Pro Action Replay code: Codejunkies)

Player Animation Debug

WAA
Enter the Action Replay codes 32QG-8N05-JY30A 17WA-N9ZE-BY6XN (PAL), then choose Pirate Dream as the board. The controls at the top of the cube are actually incorrect.

  • 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.

Orb ID: 25
Orb ID: 26
Description
Description
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.
(Source: Original TCRF research)

Unused Bowser Capsule Text

Since the Bowser Capsule is automatically used when obtained, this description is never seen.

Orb ID: 22
Description
Bowser Capsule
(can't use on yourself)
Increases Bowser spaces and is
active as soon as it appears.             
(Source: Original TCRF research)

Placeholder Bubble

oh, there's my ball

Rat-a-Touei

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.

(Source: Original TCRF research)