Mario Party 6
|Mario Party 6|
Developers: Hudson Soft,
This game has unused areas.
This game has a prototype article
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.
- 1 Sub-Page
- 2 Unused Graphics
- 3 Debug Menu
- 4 Test Map
- 5 Debug Orbs
- 6 Unused Orb
- 7 Player Animation Debug
- 8 TTWars Debug Minigame
- 9 Early English Translation
- 10 Overscan Border Display
- 11 Memory Usage Meter
- 12 Build Dates
- 13 Offscreen Details
- 14 Regional Differences
The file select menu has a few unused graphics.
The Minigame Tour bus has many unused textures, with primitive models of the characters.
A crudely drawn graphic that reads "Test Board" with a large-nosed figure in the bottom corner.
| Debug Menu Listing|
A complete listing of what is accessible from the menu.
Replace w01.bin (data Folder) and w01Dll.rel(dll folder) with selmenu.bin and selmenuDll.rel, or use one of the below Gecko codes. 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 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.
This is the same debug menu from Mario Party 4. The mini-game titles have been 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.
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.
- 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.
Replace w02.bin (data Folder) and w02Dll.rel(dll folder) with saf.bin and safdll.rel, or use one of the below Gecko codes. Start a new Party Mode game and select E. Gadd's Garage as the board. Once the game starts, a test map should appear.
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.
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.
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
Orb ID: 32
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.
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.
Orb ID: 33
D Warp Use on yourself Warp mode for debug. Normally this will not appear.
Using this will activate 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.
Orb ID: 34
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.
Despite what their descriptions say, these orbs actually can be used.
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.
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.
|Orb ID: 20|
Barrel Orb Can't use Hide in a barrel to avoid a duel one time. Can't be used or placed.
This would be a counterpart to the Boo-Away and Snack Orbs. For whatever reason, it's not used. There are no unique orb graphics for it and there doesn't seem to be any surviving activation text.
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 Level of detail.
- L Button: Zoom camera out.
- R Button: Zoom camera in.
- Start Button: Exit menu.
TTWars Debug Minigame
Enter one of the below Gecko codes, then choose Snowflake Lake as the board. You'll be taken to a very unfinished minigame where you place a red ball at the top of the playing field and move the platforms below to get it to the bottom. Parameters for the playing field can be chosen when the game starts up. The only way to exit the minigame is to reset the console.
Early English Translation
Found in messdata_eng.bin in the Japanese version of the game is an early version of the English translation, with slightly different word choices than the final and some grammar errors. A download is included because the file is unused but included in the rare Japanese version.
|Download Early English Message File
File: messdata6_eng.bin (182 KB) (info)
Overscan Border Display
Enter one of the below Gecko codes 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 anywhere within 16 pixels from the horizontal edges or within 40 pixels of the vertical edges is not safe to use.
Memory Usage Meter
The memory usage meter returns once again, unchanged from Mario Party 5. Use one of the below Gecko codes to enable the memory usage meter.
A build date can be found in the game's executable.
|Version||Hex Address||Build Date|
|American||0x21805D||Sep 25 2004|
|American Demo||0x20D51D||Sep 24 2004|
|European||0x217C20||Dec 16 2004|
|Japanese||0x2185DF||Sep 24 2004|
Pop Star has a green-and-white-striped floor surrounding the main platform which is mostly obscured in-game. Only a small section of green is visible at the bottom of the screen.
Lab Brats has an arrow texture in the small room where E. Gadd talks to you that can't be seen in-game, as it's completely obscured by E. Gadd's head.
Health & Safety
The text is slightly different between versions, and the European/Australian versions add color to the warning symbol and site link. Meanwhile, the Japanese version doesn't have this screen at all.
The American and Japanese versions are identical except for the logo and "Press START" text. The European/Australian versions replace the latter with a choice between starting the game or accessing the language menu, only found on these versions of the game as is typical for console games of the time. They also reformat the copyright text to fit on one line instead of two, as well as updating it to reflect these versions having been released in 2005.
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 versions, the time limit for Fruit Talktail is 72 seconds instead of 60.
In the Japanese version, the mini-game Garden Grab uses daikon radishes instead of carrots.
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.