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Mario Party 8
Mario Party 8 |
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Developers: Hudson Soft,
CAProduction
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To do:
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Mario Party 8 is the first Mario Party game for the Wii, and the only one to be developed by Hudson Soft. The next Mario Party game for the Wii would come out five years later!
Contents
Debug Menu
Replace m802.bin (data Folder) and m802dll.rel (dll folder) with selmenu.bin and selmenudll.rel, or use one of the below Gecko Codes. Start the Swing King mini-game. Once the game starts, you should boot into a debug menu.
Version | Gecko code |
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USA | 041D1890 801D1748 |
Japan | 041D1990 801D1848 |
Europe | 041D4110 801D3FC8 |
Korea | 041D94E8 801D93A0 |
This is the last time this unused font was used by anyone thankfully.
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. However, this is the final Mario Party where this same debug menu is present.
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).
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.
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. And is that Star Wars? is that even a real mini game???
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)
- SOUND CHECK
- MOTION CHECK (Animation debug)
- CANDY CHECK (Candy animation debug)
- RVLPAD CHECK (Wii remote debug)
- ACTMAN CHECK (Action Debug / Test Map)
Demo Menu
Choosing the "DEMO" option leads to a setup menu used in a demo of the game (possibly E3?)
The demo is mostly in Japanese, including the Japanese logo. All of the initial playable characters pose on a simple white background.
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
Action Debug + Test Map
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
A test of all of the player characters' animations. The controls at the top of the cube are not only incorrect, but they still reflect the GameCube control scheme, never represented correctly from Mario Parties 4 through 7!
- +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
A test of all of the player characters' candy animations. The controls at the top of the cube are actually incorrect and once again, have the GameCube's control scheme.
- +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
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
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.
Controls
- 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).
Controls
- Up / Down: Scroll through sounds.
- A Button: Select a sound.
- B Button: Go to main menu.
Param Set
Change various sound options.
Parameters
- 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.
Controls
- Up / Down: Select value.
- Left / Right: Change value.
- B Button: Go to main menu.
3D Param
Adjustments for the game's 3D sound engine.
Parameters
- 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.
Controls
- 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.
Environment
The final sub-menu, adjusts master sound variables.
Parameters
- 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
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.
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 due to a disabled flag. 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 m801dll.rel (dll folder) with m809dll.rel, or use one of the below Gecko codes to replace Speedy Graffiti with this unused 4 player mini-game.
Version | Gecko code |
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USA | 041D1888 801D1160 |
Japan | 041D1988 801D1260 |
Europe | 041D4108 801D39E0 |
Korea | 041D94E0 801D8DB8 |
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 displayed coin counter, but in this game's current state it doesn't actually signify anything and doesn't change at all during gameplay without a patched version. This is the download to a patched .rel file with a more accurate UI for the NTSC version.
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 m815dll.rel with m813DLL.rel, or use one of the below Gecko codes to replace Rudder Madness with this unused 4 player mini-game.
Version | Gecko code |
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USA | 041D18F8 801D11A0 |
Japan | 041D19F8 801D12A0 |
Europe | 041D4178 801D3A20 |
Korea | 041D9550 801D8DF8 |
In this mini-game, the players must move their Wii remotes in a clockwise fashion to roll up their ribbons.
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 m856dll.rel with m853dll.rel, or use one of the below Gecko codes to replace You're the Bob-Omb with this unused Duel mini-game.
Version | Gecko code |
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USA | 041D1A40 801D1420 |
Japan | 041D1B40 801D1520 |
Europe | 041D42C0 801D3CA0 |
Korea | 041D9698 801D9078 |
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.
Unused Graphics
Hotel Owner Texture
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".
bmgcall.bin
Three placeholder images using Swing King's thumbnail, intended for the three unused minigames. They translate to Mini game 09, Mini game 13, and Mini game 53.
mg810.bin
A texture that translates to "Monitor Screen Dummy".
m821.bin
Numbered circles.
mgdota8.bin
A blank minigame thumbnail, of which there are several.
Unused Models
candychk.bin
Every character has an early version of their Bowser Candy outfit, looking more like the real Bowser than the used plush suit.
mdota.bin
mdota.bin seems to be an early version of the Fun Bazaar, and has some differences in its models.
Surprise Wagon
Early | Final |
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The Surprise Wagon had its textures changed.
Minigame Wagon
Early | Final |
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The Minigame Wagon also had its textures changed. Most interesting is that strange image of two humans dressed as Mario and Toad on the television. It was changed to minigame screenshots.
Records Board
Early | Final |
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The Records Board also went through texture changes.
Carnival Caliope
Early | Final |
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A Koopa Troopa was added to the side, and the top hat's color was slightly darkened. The used one also seems to have some texture issues not seen in the early one, most visibly at the base.
Unused Wagon
One wagon didn't seem to make to make the final cut. It appears to be based on the Surprise Wagon's model but with different textures and a tank with penguins. Purpose unknown.
candy.bin
Three unused candies are present. The first two's purposes are unknown, while the third may be a dummy.
w01.bin
Mario's model from the second game is here for some reason. His texture is a flat color.
w03.bin
A wheel with primitive textures, one side reading first person (ひとりめ) and the other second person (ふたりめ).
Bumper Balloons
To do: There's also an out-of-bounds Goomba and unseen blue curtain in the Fun Bazaar, and more. |
The garage in Bumper Balloons contains objects such as tires and crates, which are never seen in-game since the garage door never opens.
Memory Usage Meter
Using the Gecko code 04008524 60000000 in any region of the game will print some information about the current Memory Usage in a box in the upper-left. This debugging feature exists in all Hudson Mario Party games as well.
Overscan Border Display
Enter the Gecko codes 040111CC 60000000 (PAL) or 0401122C 60000000 (NTSC) 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. The borders specify that within 48 pixels from the horizontal edges and within 46 pixels of the vertical edges should be treated with caution.
Regional Differences
Initial English release | European English Rev 1 | American English Rev 2 |
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During Shy Guy's Perplex Express, Kamek says, "Magikoopa magic! Turn the train spastic! Make this ticket tragic!". However, since the word "spastic" is offensive in the United Kingdom for being a pejorative term against disabled people (akin to him saying "Magikoopa magic! Turn the train retarded!") Nintendo was forced to recall all copies of the game on July 13, 2007 from all UK retailers, the same day which was released in the UK as well. The game was later returned to shelves on August 3, 2007 with all copies having the word "spastic" replaced with the word "erratic".
This incident actually caused enough of a stir to kick off a decade-long trend of Nintendo games featuring completely different localizations for the American and British English releases, dooming people from one region to have no idea what the other is talking about, and making our jobs a lot more tedious than they need to be. Naughty Kamek!
Other Differences
American | European |
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- The American and European versions use different fonts for text; the font used for the main text in the European version is the same as the font used from Mario Party 4 to Mario Party 7.
- The minigame announcements are different between versions. On the international versions, when starting a minigame, the announcer shouts "Go!" with the word "START" appearing onscreen. Additionally, when tying a minigame, "Tie" appears on the screen with the announcer calling that. On the Japanese version, "Start!" is shouted instead on the start of a minigame, and when a minigame is tied, "DRAW" appears onscreen with the announcer calling that.
Revisional Differences
To do: Some versions of the game use a fixed-width dialogue font, others are variable-width. |
Old Revision | New Revision |
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With the Wii set to 16:9, some American and European 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.
- Games developed by Hudson Soft
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- Games published by Nintendo
- Wii games
- Games released in 2007
- Games with unused areas
- Games with unused game types
- Games with unused graphics
- Games with unused models
- Games with debugging functions
- Games with hidden sound tests
- Games with regional differences
- Games with revisional differences
- To do
- Mario series
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