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Mario Party 6

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Title Screen

Mario Party 6

Developer: Hudson Soft
Publisher: Nintendo
Platform: GameCube
Released in JP: November 18, 2004
Released in US: December 6, 2004
Released in EU: March 18, 2005
Released in AU: September 15, 2005


AreasIcon.png This game has unused areas.
MinigameIcon.png This game has unused modes / minigames.
ItemsIcon.png This game has unused items.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.


Hmmm...
To do:
Image for TTWars
Hmmm...
To do:
Image for Event Orbs
Hmmm...
To do:
Figure out decompressed model format to rip test map and animation debug room model.

Mario Party 6 is Mario Party 5 with new mini-games, boards, and items. There's also a day/night system, mini-games involving the GameCube Microphone, and a new unlockable character.

That's pretty much it. Oh, and there's no story mode.

Debug Menu

Replace w01.bin (data Folder) and w01Dll.rel(dll folder) with selmenu.bin and selmenuDll.rel, or use Gecko codes 0422D7DC 8022D32A (PAL) or 0422D9D4 8022D522 (NTSC-U). Start a new Party Mode game and select Towering Treetop 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)

Mario Party and DDR Debug Menu Font.png
This unused font has been used for the debug menus since Mario Party 4 and was to be used for all future Hudson Soft games with debug menus on the GameCube and Wii and Dance Dance Revolution Mario Mix.

Font's getting a bit stale
This is the same debug menu from Mario Party 4. The mini-game titles are changed again.

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.
6 == 5 == 4
Before a mini-game is played, the same rudimentary character select screen from Mario Party 4 appears.

Selecting "MESS CHECK" will bring up a message test menu.

Message Test

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

  • A Button: Next message.
  • B Button: Previous message.
  • X / Y Buttons: Change language.
  • L Button: Previous message bank.
  • R Button: Next message bank.
  • Start Button: Exit menu.
(Source: Original TCRF research)

Test Map

Replace w02.bin (data Folder) and w02Dll.rel(dll folder) with saf.bin and safdll.rel, or use Gecko codes 0422D7E4 8022D31B (PAL) or 0422D9DC 8022D513 (NTSC-U). Start a new Party Mode game and select E. Gadd's Garage as the board. Once the game starts, a test map should appear.

MarioParty6TestMap.png MarioParty6TestMap3.png
An odd assortment of objects are included in this test map: Three brown cars, a wall of water, some kind of plant, and three floating platforms.
The terrain is mostly flat with a single hole and hill at the poles.

MarioParty6TestMap2.png
Some Story Mode dialogue pops up at the beginning. It doesn't disappear.

Since there's no player character here, interaction with this map is limited.

  • L Button: Zoom camera out.
  • R Button: Zoom camera in.
  • Start Button: Exit map.
(Source: Original TCRF research)

Debug Orbs

Use the following Gecko Code to place an item into the first slot of Player 1's orbs. XX is the Orb ID.

F6000002 80008180
83E1000C 38210010
4E800020 1CA30108
D2000018 00000003
3DC0817F 7C802A14
88640004 1C630004
7C8E192E 00000000
E0000000 80008000
48000000 817F0000
DE000000 80008180
10000005 000000XX
E0000000 80008000
F6000001 80008180
48004C05 7C7D1B78
D2000004 00000003
2C03FFFE 40820008
3860FFFD 7C7D1B78
60000000 00000000
E0000000 80008000

D Camera

Orb ID: 32

Description
D Camera
Use on yourself
This is a camera for debug mode.    
Normally this will not appear.

Using this will activate a camera debug function.

MarioParty6CameraDebug.png
Analog Stick / C-Stick: Move camera (Position mode) / Rotate camera (Rotate mode) / Move text (Disp mode).
A Button: Zoom camera out.
B Button: Zoom camera in.
X Button: Switch between Position, Rotate, and Disp mode.
Y Button: Toggles a Mushroom graphic at the center of the screen.
L Button + Analog / C-Stick: Moves Camera faster.
R Button + Analog / C-Stick: Moves Camera slower.
L Button + R Button: Exit Camera Debug.

D Warp

Orb ID: 33

Description
D Warp
Use on yourself
Warp mode for debug.
Normally this will not appear.      

Using this will active a warp debug function.

MarioParty6MoveDebug.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.

D Decision

Orb ID: 34

Description
D Decision
Use on yourself
Decision check mode for debug.
Normally this will not appear.      

While this can be used, it doesn't appear to do anything.

Event Orbs

These appear to be debug orbs, but their descriptions say that they cannot be used while they however can be used.


Orb ID: 28
Orb ID: 29
Orb ID: 2A
Description
Description
Description
Bullet Bill Move
Can't use
Start a Bullet Bill Move event.     
Normally this will not appear.
Duel
Can't use
Start a duel event.                 
Normally this will not appear.
Miracle
Can't use
Start a Miracle event.              
Normally this will not appear.
Orb ID: 2B
Orb ID: 2C
Orb ID: 2E
Description
Description
Description
Bowser
Can't use
Start a Bowser event.               
Normally this will not appear.
Donkey Kong
Can't use
Start a DK event.                   
Normally this will not appear.
Red Boo
Can't use
Start a Red Boo event.              
Normally this will not appear.

Player Animation Debug

Mario Party 6 Animation Debug.png
Enter the Gecko codes 0422D7EC 8022D28E (PAL) or 0422D9E4 8022D486 (NTSC-U), then choose Faire Square 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 Level of Detail.
  • L Button: Zoom camera out.
  • R Button: Zoom camera in.
  • Start Button: Exit menu.

TTWars Debug Minigame

Enter the Gecko codes 0422D7F4 8022D379 (PAL) or 0422D9EC 8022D571 (NTSC-U), then choose Snowflake Lake as the board. The only way to exit the minigame is to reset the console. Parameters for the playing field can be chosen when the game starts up.

Early English Translation

Found in messdata_eng.bin in the Japanese version is an early version of the English translation. The main difference is grammar errors in the early translation. There is slightly different word choices. A download is included because the file is unused but included in the rare Japanese version.

Download.png Download Early English Message File
File: messdata6_eng.bin (182 KB) (info)

Regional Differences

  • The four luck-based minigames Same Is Lame, Trap Ease Artist, Pitifall, and Trick or Tree are not played in Endurance Alley in the European and Australian versions, due to...well, the inevitable possibility of the player getting unlucky and being forced to break their streak.
  • In the European/Australian version, the time limit for Fruit Talktail is 72 seconds instead of 60.
  • In the European/Australian version, Battle spaces have a lightning bolt on them as opposed to an uppercase "B", making them somewhat resemble their Mario Party 2 counterpart.
  • In the Japanese version, Brighton and Twila have voices, and the mini-game announcer is the female one from the previous two Mario Party games.
  • In the Japanese version, the mini-game Garden Grab uses turnips instead of carrots.
(Source: Original TCRF research)