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Mario Party 2

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Mario Party 2 tries to build on the success of the original Mario Party by adding things sorely missed in the original, such as items.

Sub-Pages#

Debug Features#

Debug Menu#

To do:
Document this menu a bit more thoroughly.

Use the following GameShark codes for your region and hold L on Player 1's Controller while the screen transitions.

Version

GameShark code

Japan

D10F7B04 0020
810F841E 0071

USA

D10F8F94 0020
810FA63E 0073

Europe

D10F7B24 0020
810F843E 0074

Given that the menu so closely resembles the one used in Mario Party, including the background with the "missing" Donkey Kong render, implies they either re-used the debug routines, or simply used the same engine for the first three Mario Party games.

This large list contains all of the game's Mini-Games, and then some. Selecting a Mini-Game with A goes to the character select screen. Press Left/Right to choose your character, A to confirm your character, and Start to start the Mini-Game. Also, pressing the R button changes the game mode.

Pressing Z on the game list opens the options menu, where you can set various player options, while pressing B on the game list opens a menu asking whether you'd like to delete the saved data.

Animation Test#

MarioParty2_AnimTest.png

A simple animation test can be accessed with the following GameShark codes.

Version

GameShark code

Japan

810F841E 0056

USA

810FA63E 0056

Europe

810F843E 0056

While the name of this test ("MCHAR") is present in the ROM with other debug screen entries, it cannot be accessed from there anymore and must be loaded directly.

The controls for this menu are:

  • D-Pad - Pans the model around the screen.
  • Analog Stick - Rotates the model.
  • L and R - Shrinks and enlarges the model.
  • B and A - Decreases and increases the motion no., changing the animation.
  • C-Left and C-Right - Switch between the playable characters.
  • C-Down - Change the model polyness. The costumed models have two levels of polyness, while the normal models have three.
  • C-Up - Switch between board costumes. The only ones available are Western, Pirate, and Space.
  • Hold L and R - Exit this screen.

Memory Usage Info#

A memory usage infobox similar to the one in Mario Party can be triggered by activating the following GameShark code and reloading the game. Compared to the original game, the C and D values are new, but they seem to always remain at zero.

Version

GameShark code

Japan

81077898 2400

USA

810775F8 2400

Europe

81076EC8 2400

TV Safe Zone Frame#

The GameShark code below will draw a frame around the screen specifying the portion of the screen safe to use for UI elements. The frame starts 24 pixels from the left side and 16 pixels from the top side of the screen. The frame is 272 pixels wide and 208 pixels tall.

Version

GameShark code

Japan

8107CF00 3000

USA

8107CCE0 3000

Europe

8107C5C0 3000

Dialogue Test#

A simple debug menu that allows you to view every message in the game. A, B, L and R will advance through the text. Use the following codes to load this menu on boot.

Version

GameShark code

Japan

810F841E 0071

USA

810FA63E 0071

Europe

810F843E 0071

In-Game Debug Menu#

The in-game debug menu similar to the one found in the first game. Compared to the original, there are now references to Battle, Item, and Bank Spaces, along with the number of stars and coins that have been found in hidden blocks. Use the following codes to load this menu on boot.

Version

GameShark code

Japan

810F841E 003D

USA

810FA63E 003D

Europe

810F843E 003D

Save Debug#

This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: What are the P, S, and Q values for?

A simple debug menu that allows you to view the contents of the game's save data. Use C-Up and C-Down to scroll. Use the following codes to load this menu on boot.

Version

GameShark code

Japan

810F841E 0059

USA

810FA63E 0059

Europe

810F843E 0059

Unused Graphics#

An early version of the Japanese logo which is the Japanese logo from the previous Mario Party with a plain-looking 2 added to it. Below is a mockup of what it would've looked like on the title screen.

Early

Final

Bomberman#

Among the graphics for Roll Call, a sprite of Bomberman can be found, very likely leftover from another Hudson Soft game.

Western Mario#

Found among the map sprites is a large image of Mario in Western Land. It's the only one this large, as the used ones are half the size.

Early Tumbleweed#

A very crudely drawn tumbleweed graphic.

Early Mushroom Genie Background#

Early

Final

An early version of the Mushroom Genie background which uses a hand-drawn style instead of the pre-rendered style in the used version.

Japanese Mario Party Board Logos#

MarioParty2-jpboard1.pngMarioParty2-jpboard2.pngMarioParty2-jpboard3.pngMarioParty2-jpboard4.pngMarioParty2-jpboard5.pngMarioParty2-jpboard6.pngMarioParty2-jpboard7.pngMarioParty2-jpboard8.png

Japanese logos for the main boards in Mario Party. These graphics aren't present in the original game, so it seems that they were created for Mario Party 2.

Magnet Carta Score Graphic#

Present among the graphics for Magnet Carta is this score graphic.

Mario Party Leftovers#

MarioParty2-1234.png
The position graphics.

MarioParty2-bowserstar1.png
MarioParty2-bowserstar2.png
MarioParty2-bowserstar3.png
The Bowser/Star Block from Bowser's Magma Mountain.

MarioParty_StarIconB.png
One of the early Star Block graphics for Bowser's Magma Mountain.

MarioParty2-bowsermm1.pngMarioParty2-bowsermm2.png

The volcanic rocks from Bowser's Magma Mountain that rain from the sky when a Happening Space is landed on.

MarioParty2-mushroomblock.png
The Mushroom/Poison Mushroom Block.

MarioParty2-eternalstar1.pngMarioParty2-eternalstar2.pngMarioParty2-eternalstar3.pngMarioParty2-eternalstar4.pngMarioParty2-eternalstar5.pngMarioParty2-eternalstar6.png
Graphics from Eternal Star.

Mp1_chance1.pngMp1_chance2.pngMp1_chance3.pngMp1_chance4.png
Unused Chance Time graphics which are the numbers zero through three, written in katakana for zero and hiragana for the others.

MarioParty_Die1.pngMarioParty_Die2.pngMarioParty_Die3.pngMarioParty_Die4.pngMarioParty_Die6.pngMarioParty_Die10.png
Unused Dice Block graphics.

MarioParty_SM64Font.png
An unused font from Super Mario 64.

MarioParty2-bom.gif
This graphic was used in the Wario's Battle Canyon intro when Koopa Troopa appears.

MarioParty2-wariobg.png
One of the backgrounds from Wario's Battle Canyon.

MarioParty2-luigiengine.gif
This graphic was used in the ending for Luigi's Engine Room.

MarioParty2-mariorainbow1.pngMarioParty2-mariorainbow2.png
The rainbows that appeared in the ending for Mario's Rainbow Castle.

MarioParty2-piranhaseed.png
The Piranha Plant seed from Peach's Birthday Cake.

Unused Models#

Test Map#

The model for the test map from the first Mario Party. It's unknown if it can still be accessed in-game in Mario Party 2.

Slide#

An unused slide present in the same directory as the test map.

Test Blocks#

MarioParty-block1.pngMarioParty-block2.pngMarioParty-block3.pngMarioParty-block4.pngMarioParty-block5.png

The numbered blocks left over from the first Mario Party.

Test Objects#

MarioParty-cylinder.pngMarioParty-hexagon.pngMarioParty-square.pngMarioParty2-hexcylinder.png

Unused test objects. The first three can also be found in the first Mario Party.

Under Construction Sign#

A Japanese "Under Construction" sign that can be found among the graphics for Mini-Game Land.

Early Skateboard Scamper Map#

Early

Final

An early, untextured version of the map used in the Skateboard Scamper Mini-Game. The gaps in the final version are where the moving platforms would be.

Early Bob-Omb Barrage Map#

Early

Final

An early, untextured version of the map used in the Bob-Omb Barrage Mini-Game.

Mario Party Leftovers#

MarioParty2-raft.png
The Mini-Game Island raft.

MarioParty2-hammer.png
The hammer used in the Coin Block Bash Mini-Game.

MarioParty2-blueseed.pngMarioParty2-redseed.pngMarioParty2-yellowseed.pngMarioParty2-greenseed.png
The Flower Lottery seeds from Peach's Birthday Cake.

MarioParty2-piranhaplant.png
There's also the Piranha Plant from Peach's Birthday Cake.

MarioParty2-chest.png
The treasure chest used in many of the Mini-Games.

MarioParty2-coinshowerflower.pngMarioParty2-flower.pngMarioParty2-water.pngMarioParty2-leaf.png
All of the assets from the Coin Shower Flower Mini-Game.

MarioParty2-boardpiece1.pngMarioParty2-boardpiece2.pngMarioParty2-boardpiece3.pngMarioParty2-boardpiece4.pngMarioParty2-boardpiece5.pngMarioParty2-boardpiece6.png
These models were used to represent the other players on the board during your turn.

MarioParty2-goldbananas.png
Present among the graphics for Honeycomb Havoc is the golden banana bunch from DK's Jungle Adventure ending.

(Source: Original TCRF research)

Unused Sound#

This short tune returns, unchanged from Mario Party, as the first track in the game. It can still be heard sometimes on the Debug Menu.

Unused Item#

Graphics and text pertaining to an unused item called "Picker" still remain in the game. It would've allowed the player to choose the next Mini-Game when they used it on their turn. Variations of this image also exist for some Item Mini-Games.

On Usage

On end of turn

Item explanation

Very well.
I shall let you choose
this turn's Mini-Game.

OK‚ [NAME].
Please choose a
Mini-Game.

Use your N64Stick.png to move me‚ and
confirm with the N64ButtonA.png Button.

Picker

You can pick the type
of Mini-Game played on
the turn this item is used.
You can use this at
the Mini-Game Roulette.

Unused Code#

Shell Shocked Extended Healthbar#

Please elaborate.
Having more detail is always a good thing.
Specifically: Explain this better.

Watch on YouTubeIn the Mini-Game, "Shell Shocked", the code that controls each player's health actually extends up to four hits. It's likely this was the original health the players started at, but was changed to two hits for some reason.

The following GameShark codes for your region will extend everyone's health to this amount when the Mini-Game is played.

Version

GameShark code

Japan

D1107C0A 0002
81107C0A 0004

USA

D1109E18 2405
81109E1A 0004

Europe

D1107C78 2405
81107C7A 0004

No Game#

Mario_Party_2_Yellow.png

The yellow Player Panel returns from Mario Party, though the "No Game" icon does not. When all players have a yellow panel and the turn ends, the game moves forward to the next turn with no Mini-Game. However, unlike the original, on the last turn the game continues instead of ending (the turn will move from 20/20 to 21/20).

The following code will force each player's state to this unused one:

Version

GameShark code

Japan

800FB0BB 0003
800FB0EF 0003
800FB123 0003
800FB157 0003

USA

800FD2DB 0003
800FD30F 0003
800FD343 0003
800FD377 0003

Europe

800FB0DB 0003
800FB10F 0003
800FB143 0003
800FB177 0003

99 Stars Message#

MarioParty2-99stars.png

If you somehow manage to get 99 Stars in one game (whether by purchasing or stealing them), when you meet Toad, he'll tell you that you can not have any more Stars. Although the message isn't unused, it's almost impossible to see it without cheats.

If you pass Boo with 99 Stars, the option to steal a Star will always be greyed out. Computer-controlled players will still attempt to select it if they have enough coins, however, which will result in a softlock.

Unused Text#

Mini-Game Text#

The Japanese version of the game contains explanations for Mini-Games that are not in the final game. Trying to access this data crashes the American version, while the European version replaces every Japanese character with a zero. No preview icons exist and starting any of these games leads to the debug menu.

Though the titles for these Mini-Games exist in the data for the debug menu, they have been removed from it.

Exciting Pipe Lottery#

Known as "ワクワク あみだドカン" in-game and "110:WAKUWAKU AMIDA DOKAN" on the debug menu. This is a Battle Mini-Game that bears a resemblance to Pipe Maze from the first game. Results would be determined by which player got the best or worst trophies.

Using GameShark code 800F71A9 000A will change the next played Mini-Game to this one.

Rules

Rules (Translated)

トロフィーを じぶんのところへ
うまく おとせ!
トロフィーは N64Stick.pngでうごかして
N64ButtonA.pngでけっていするんだぞ。

Drop the trophy in your area!
Move the trophy with N64Stick.png,
and decide with N64ButtonA.png.

Controls

Controls (Translated)

N64Stick.png

…トロフィーをうごかす
ドカンをえらぶ
N64ButtonA.png…トロフィーをけってい
ドカンをけってい

N64Stick.png

… Move trophy
Pick pipe
N64ButtonA.png… Select trophy
Select pipe

Advice

Advice (Translated)

ライバルのドカンに
じゅんばんのひくいトロフィーを
おとすのも テクニックだぞ!

Dropping a low-value trophy
in your rival's pipe
is also a technique!

Lucky Coin Grab#

Seen as "ふれふれ ラッキーコイン" in-game and "127:FUREFURE LUCKY COIN" on the debug menu. This is a 1v3 Lucky Mini-Game where the three players would have caught coins while riding on gems. It sounds similar to Coin Shower Flower.

Using GameShark code 800F71A9 0019 will change the next played Mini-Game to this one.

Rules

Rules (Translated)

そらのうえから コインが
じゃらじゃら ふってきます。
コインが きえてなくなるまえに
いそいで ひろいましょう。

Coins will fall from the sky.
Quickly gather them
before they disappear.

Controls 1

Controls 1 (Translated)

Controls 2

Controls 2 (Translated)

N64Stick.png

…いどう
N64ButtonA.png…ジャンプ

N64Stick.png

… Move
N64ButtonA.png… Jump

N64Stick.png

…いどう

N64Stick.png

… Move

Advice

Advice (Translated)

ほうせきのうえに
のっているひとが
じめんに おちてしまっても
ゲームは つづきます。

The game will continue
even if players riding
on top of gems fall down.

Tug o' War#

Known as "つなひき デンジャラス" in-game and "131:TSUNAHIKI DANGEROUS" on the debug menu. The game is a 2v2 altered version of Tug o' War from the first game, but is also similar to Looney Lumberjacks in the final.

Using GameShark code 800F71A9 001D will change the next played Mini-Game to this one.

Rules

Rules (Translated)

N64ButtonA.png

またはN64ButtonB.pngのしていされたボタンを
れんだして ロープをひきます。
あいてをひっぱって したへ
おとしたら かちとなります。

Tap N64ButtonA.png or N64ButtonB.png as specified
to pull the rope.
Pull down your opponents to win.

Controls

Controls (Translated)

N64ButtonA.png

、N64ButtonB.png…れんだでロープをひく

N64ButtonA.png

, N64ButtonB.png… (Repeatedly) Pull rope

Advice

Advice (Translated)

N64ButtonA.png

またはN64ButtonB.pngのあいずは
どんどん かわります。
ちがうボタンを おしていても
ロープをひくことは できません。

The sign that says N64ButtonA.png or N64ButtonB.png will rapidly change.
If you press the wrong button,
you can't pull the rope.

Rapid Rafting#

Known as "ハラハラ いかだくだり" in-game and "137:HARAHARA IKADA KUDARI" on the debug menu. This would have been a 4-player game similar to Paddle Battle from the first game. The controls were changed to be less blister-inducing.

Using GameShark code 800F71A9 0022 will change the next played Mini-Game to this one.

Rules

Rules (Translated)

N64ButtonA.png

とN64ButtonB.pngこうごでいかだをこぎます。
きしにちかづくと ヘイホーが
ヤリで こうげきしてきます。
3かいこうげきされるとまけです。

Alternate pressing N64ButtonA.png and N64ButtonB.png to row the raft.
If you get too close to the shore,
Shy Guys will attack with their spears.
You lose if you're attacked three times.

Controls

Controls (Translated)

N64ButtonA.png

…オールをまえにいどう
N64ButtonB.png、N64ButtonZ.png…オールをうしろにいどう

N64ButtonA.png

… Move oar forward
N64ButtonB.png, N64ButtonZ.png… Move oar backward

Advice

Advice (Translated)

きしには スプリングがあります。
さわるといきおいよく
はじきとばされます。
うまく りようしましょう。

There are springs by the shore.
Touch them to be quickly pushed away.
Use them well.

Note Steps#

Known as "ステップ おんぷ" in-game and "153:STEP ONPU" on the debug menu. This 4-player game appears to be a more fleshed-out version of Musical Mushrooms from the first game, allowing for comebacks by interfering with the block the note is on. The changes also make it similar to Dizzy Dancing in the final.

Interestingly, this Mini-Game still has an English description available in non-Japanese versions, but it cannot be accessed. These messages can be found at 0x1158997 of the USA ROM.

Using GameShark code 800F71A9 002F will change the next played Mini-Game to this one.

Rules (Japan)

Rules (USA, Europe)

おんがくが とまったら
ブロックのうえに うかぶ
おんぷをとりに いきましょう。

When the music stops,
race to grab the note
floating above the block.

Controls (Japan)

Controls (USA, Europe)

N64Stick.png

…いどう
N64ButtonA.png…ジャンプ

N64Stick.png

… Move
N64ButtonA.png… Jump

Advice (Japan)

Advice (USA)

あいてがブロックにのっているとき
したからたたくと
ブロックがゆれて あいてを
おどろかすことができます。

When your opponent is
on the block, hit it
from below to knock
them off!

Treasure Divers#

Known as "おたから ダイビング" in-game and "163:OTAKARA DIVING" on the debug menu. This 4-player Lucky Mini-Game would've returned from the original game. The rules and controls were translated for English versions, but the advice page was not.

Using GameShark code 800F71A9 0038 will change the next played Mini-Game to this one.

Rules (Japan)

Rules (USA, Europe)

うみのなかに コインや
たからばこが しずんでいます。
N64ButtonA.pngれんだで もぐります。

Coins and chests are
sinking to the ocean depths.
Press the N64ButtonA.png button to dive.

Controls (Japan)

Controls (USA, Europe)

N64Stick.png

…いどう
N64ButtonA.png…およぐ

N64Stick.png

… Move
N64ButtonA.png… Dive

Advice

Advice (Translated)

うみのなかに ながいあいだ
もぐっていると おぼれます。
ときどき すいめんにでて
くうきを すいましょう。

You'll drown if you stay under
for too long.
Go to the surface to get air.

Bowser Bomb#

You cannot use a
Bowser Bomb here.

While used in the game, the situations to activate it are rare and unlikely to occur. If you steal a Bowser Bomb with a Plunder Chest, this text shows up if you try to use the Bowser Bomb immediately after.

Save Data String#

The following string is written to the beginning of the game's save data. If it is modified, the game will display the corrupt save data message on boot.

HUDSON

Regional Differences#

Title Screen#

Japan

International

The game's logo was redesigned in the international versions and both copyrights were merged into a single line.

Western Land Ending#

Japan

International

MarioParty2_BowserWesternDraw-JP.png

MarioParty2_BowserWesternDraw-US.png

The guns in the Western Land ending cutscene are revolvers in the Japanese release of the game. They were changed to yellow cork shooters in the international releases. The shooting scene background and the gunshot sound are different.

Professor Fungi#

Japan

International

Japan

International

The professor is constantly smoking a pipe in the Japanese version, which was removed from all localisations.

Mini-Game Land#

Japan

International

Mini-Game Land had to come overseas before it could earn its hyphen. The graphics for the Japanese sign still exist in the American version.

Measurements#

Record distances in certain Mini-Games, such as Mecha-Marathon, are measured in meters in the Japanese and European versions and yards in the American version.

Font#

In the European version, the lowercase "b", "h", "k", "r", and "y" of the game's font are wider. This change would be retained in both the American and European versions of Mario Party 3.