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Mario Party 8

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Title Screen

Mario Party 8

Developer: Hudson Soft
Publisher: Nintendo
Platform: Wii
Released in JP: July 26, 2007
Released in US: May 29, 2007
Released in EU: June 22, 2007
Released in AU: July 19, 2007
Released in KR: November 6, 2008

AreasIcon.png This game has unused areas.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
DebugIcon.png This game has debugging material.
SoundtestIcon.png This game has a hidden sound test.
RegionIcon.png This game has regional differences.
Carts.png This game has revisional differences.

Mario Party 8 is the first Mario Party game for the Wii, and the last to be developed by Hudson Soft.

Demo Menu

Choosing the "DEMO" option in the debug menu (see next section) leads to a setup menu used in a demo of the game (possibly E3?)

Mario is a thug
The demo is mostly in Japanese, including the Japanese logo. All of the initial playable characters pose on a simple white background.

A wide-ish selection
All of the mini-game titles are still in Japanese. Six mini-games are available to play:

  • Shake It Up
  • Water Ski Spree
  • Crank to Rank
  • Snipe for the Picking
  • Blazing Lassos
  • Ion the Prize
(Source: Original TCRF research)

Debug Menu

Replace m802.bin (data Folder) and m802dll.rel (dll folder) with selmenu.bin and selmenudll.rel. Start the Swing King mini-game. Once the game starts, you should boot into a debug menu!

Mario Party and DDR Debug Menu Font.png
This is the last time this unused font was used by anyone thankfully.

The last time anyone used this menu.
Four games later, they're still using the same debug menu. The expected completion date is added and the mini-game titles are changed once more.

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.
(There is no Page 1 of the debug menu - it skips to 2).

It's back.
After an absence in Mario Party 7, this pregame character select screen is back! And it is still the same as it was in Mario Party 4!

The last option on Page 9 is "MII - GAME SELECT", which leads to a debug sub-menu.

Menus within menus within mini-games within Mario Party 8
This menu tests mini-games that the Miis can participate in. The only real difference is that the Mii characters are in the character select screen.
Press the B Button to return to the main debug menu.

Pages 13 and 14 have special options.

Page 13

  • DEMO BOOT (Demo title screen)
  • DEMO (Demo menu)

Page 14

  • MESS CHEK (Message debug)
  • SPEAKER CHECK (Taunt debug)
  • MOTION CHECK (Animation debug)
  • CANDY CHECK (Candy animation debug)
  • RVLPAD CHECK (Wii remote debug)
  • ACTMAN CHECK (Action Debug / Test Map)

Action Debug + Test Map

It's this again
This is the physics / terrain test from Mario Party 7.

NOTE: The game assumes that the Wii remote is held sideways.

  • +Control Pad: Move.
  • A Button: Jump.
  • A Button (in air): Ground pound.
  • B Button: Punch.
  • B Button (in air): Kick.
  • + Button: Exit map (Bugged - ends gameplay but does not exit the map).
  • C and Z Nunchuk buttons: Zoom in and zoom out

Animation Debug

Kiss from a rose on the WAA
A test of all of the player characters' animations. The controls at the top of the cube were never updated and are actually incorrect.

  • +Control Pad: Rotate camera.
  • A Button: Load next animation.
  • B Button: Load previous animation.
  • B Button + Left: Zoom camera in.
  • B Button + Right: Zoom camera out.
  • B Button + Up / Down: Move camera up / down.
  • 1 Button: Change quality of character model (0-3, 3 being worst).
  • 2 Button: Load next character.
  • + Button: Exit menu.

Candy Debug

Wind in the WAAllows
A test of all of the player characters' candy animations. The controls at the top of the cube are actually incorrect.

  • +Control Pad: Rotate camera.
  • A Button: Load next character.
  • B Button: Load previous character.
  • B Button + Left: Zoom camera in.
  • B Button + Right: Zoom camera out.
  • B Button + Up / Down: Move camera up / down.
  • 1 Button: Change CANDY_MOTION variable (doesn't seem to do anything).
  • 2 Button: Change candy animation.
  • + Button: Exit menu.

Message Test

Fact: 5 Marios is just too many
This is a test of every message in the game. Textual excitement!

  • A / 1 Button: Next message.
  • B / 2 Button: Previous message.
  • +Control Pad: Change INSERT_MES (doesn't seem to do anything)
  • - Button: Previous message bank.
  • + Button: Next message bank.
  • - Button & + Button: Exit menu.

Sound Test

Ooh, someone got fancy.
A pretty complex sound debug mode.

Controls (all menus)

  • 1 Button: Stop sound.
  • 2 Button: Play selected sound.
  • + Button: Exit sound test.

Main Menu

This is where the magic happens.


  • Up / Down: Choose between sub-menus.
  • A Button: Select sub-menu.

Snd Select

Play sounds / music tracks here (provided that their sound group is loaded).


  • Up / Down: Scroll through sounds.
  • A Button: Select a sound.
  • B Button: Go to main menu.

Param Set

Change various sound options.


  • Volume: Adjust volume.
  • Pan: Change sound panning (Positive = Right speaker, Negative = Left speaker).
  • Surround Pan: Change surround sound panning.
  • Pitch: Adjust pitch of sounds / music tracks.
  • Low Pass: Alters the Low-pass filter settings.
  • FX_Param: ???
  • FX_Send: ???
  • Reset: Sets all parameters to their default values.

Param Val Set

Change the 16 global sound variables. Purpose of these variables is currently unknown.


  • Up / Down: Select value.
  • Left / Right: Change value.
  • B Button: Go to main menu.

3D Param

Adjustments for the game's 3D sound engine.


  • Interior: Adjusts center of sound.
  • Max Volume: Adjust maximum possible value of sound.
  • Unit Distance: Set distance of sound (distance of player is assumed 604.07)
  • Reset: Sets all parameters to their default values.

Group Load

This is where the different sound groups are loaded.


  • Up / Down: Select sound group.
  • Left: Go to previous page.
  • Right: Go to next page.
  • A Button: Load sound group.
  • - Button: Unload all sound groups.
  • B Button: Go to main menu.


The final sub-menu, adjusts master sound variables.


  • Output Mode: Choose output type (Types are Monaural, Stereo, Surround, and DPL2)
  • FX_Param: ???
  • FX_Send: ???
  • Reset: Sets all parameters to their default values.

Taunt Debug

You're lousy
A taunt test. Tauntest?

NOTE: Applies to all four controllers.

  • 1 Button: Taunt #1.
  • 2 Button: Taunt #2.
  • A Button: Taunt #3.
  • + Button: Exit menu.

Wii Remote Debug

A simple diagnostic test of up to 4 Wii remotes. The + Button exits the menu.

(Source: Original TCRF research)

Unused Mini-Games

Three mini-games are still on the disc, but unused. Their Japanese names are included on the debug menu, but they can't be selected there. It's still possible to play them by replacing other mini-games with the unused ones.

All of the preview demos for these games have been replaced by copies of Speedy Graffiti's demo. They have no English names and no game explanations of any kind.

M809 - Hammer de Pokari

Replace m801.bin (data Folder) and m801dll.rel (dll folder) with m809.bin and m809.rel to replace Speedy Graffiti with this unused 4 player mini-game.

Hammers and sand castles work well together Stop: Mallet time
In this game, players must swing the remote horizontally to swing their hammer. The collision detection is a bit off in this mini-game. Each player has a coin counter, but in this game's current state it doesn't actually signify anything and doesn't change at all during gameplay

This is straight-up boo, man
The game ends when one player is hit 5 times. The player who got the most hits in wins the game.

M813 - Guru-guru Kataduke

Replace m815.bin and m815dll.rel with m813.bin and m813.rel to replace Rudder Madness with this unused 4 player mini-game.

That's a big gift and it needs a big cereal Tactical Ribbon-rolling Action
In this mini-game, the players must move their Wii remotes in a clockwise fashion to roll up their ribbons.

Yes, this is a blooper
Whoever rolls theirs up first wins the game, and their ribbon is tied around the top of the giant present.

A minigame very similar to this later appeared in Wii Party U.

M853 - Ochiruna Rodeo

Replace m856.bin and m856dll.rel with m853.bin and m853.rel to replace You're the Bob-Omb with this unused Duel mini-game.

Evil, evil bulls Rodeoh god please help me
Players must tilt their remotes in the direction of the mechanical bulls or risk flying off. The last person on the bull wins the game. Incidentally, a game with similar rules and controls (but featuring Miis) is found in Wii Party U.

(Source: Original TCRF research)

Unused Hotel Owner Texture

Mario-Party-8-Japanese Hotel Owner Texture.png Mario-Party-8-Japanese 2nd Hotel Owner Texture.png

If you view the hotel models in a model viewer you will see these unused textures for where the owner icon should be instead of a blank icon. The text translates to "Dummy 1" and "Dummy 3".

Regional Differences

To do:
Identify the behavior of each version and revision.

In some US versions, Kamek says, "Magikoopa magic! Turn the train spastic! Make this ticket tragic!" Since the word "spastic" is offensive in the UK for being a pejorative term against disabled people, a new version of the game was made, which replaced the word with "erratic". However, some copies of the game shipped in the UK with the original dialogue, which caused Nintendo to issue a recall on July 16. The game was later returned to shelves on August 2, with all copies having the edited dialogue. All other US versions say "Let me use my magic to make things more interesting."

(Source: Mario Wiki)

Revisional Differences

With the Wii set to 16:9, some US and EU versions used a maligned graphical border for 4:3 segments of the game. Other versions have standard black bars, since the graphical border was criticized for causing screen burn-in if the game was played for too long.