the cutting room mirror

Mario Party 5

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Unused Graphics#

Test#

This graphic is loaded when starting the Card Party found in Bonus Mode.

Various unused menu option graphics, some left untranslated.

In instpic.bin is an early version of the game's logo. This is used in the E3 demo, but without the blur effect seen here.

Placeholder Bubble#

oh, there's my ball

Just off to the lefthand side of the Mini-Game explanation screen, there is a bubble featuring the word 倒影 (translating to "reflection") floating outside the sky dome.

(Source: Original TCRF research)

m353.bin#

MarioParty5_M535_omote.pngM535_ura.png

Two textures that translate to front and back.

sample.bin#

A crudely drawn graphic that reads "Test Board" with a large-nosed figure in the bottom corner.

sdd1.bin#

A dummy texture.

Unused Models#

sample.bin#

sample.bin has two early capsule models of a coin block and Boo, and the Toad host leftover from Mario Party 4.

Unused Board (sample.bin)#

Also within sample.bin is an entire unused board, complete with space data. This board can be loaded in-game by replacing the space data and model of an existing board with the space data and model of sample.bin.

The board itself appears to be a test board for fully-3D boards. It's completely linear. There are several missing and/or plain textures. The board takes place on a mountain. A building with red roofing and the word "START" is positioned at the base, and a building with blue roofing and the word "STAR" is positioned at the top. Despite this, the star still appears randomly throughout the board. Instead, a Donkey Kong space is positioned by the blue-roofed building. The mountain also had several buildings, arrow signs, mine carts, ladders, and trees.

Unused Minigames#

Replace w01.bin (data Folder) and w01Dll.rel(dll folder) with selmenu.bin and selmenuDll.rel, or use one of the below Action Replay codes. Start a new Party Mode game and select Toy Dream as the board. Once the game starts, you should boot into a debug menu!

Version

Action Replay code

USA

041BDB78 801BD658

Japan

041BD8A8 801BD388

Europe

041BF160 801BEC40

Same font, same great taste.
This is the same debug menu from Mario Party 4. The mini-game titles are changed.

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

There are two special options in this menu: "START" and "MESS CHECK".
"START" will take the player back to the File Selection screen.
"MESS CHECK" leads to a message test.

Message Test#

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

  • A Button: Next message.
  • B Button: Previous message.
  • L Button: Previous message bank.
  • R Button: Next message bank.
  • X Button: Next Language (European Only)
  • Y Button: Previous Language (European Only)
  • Start Button: Exit menu.

(Source: Original TCRF research)

(Source: Ralf (GC-Forever) (EU code))

(Source: gamemasterpic (NA code))

Debug Capsules#

Use the Action Replay code 0022A075 000000XX to place these items in the upper-left player's 1st slot. XX is the capsule ID.

All of these capsules are named "Error", have no use description, and use the Miracle Capsule model.

Capsule 1 (Camera Debug)#

Capsule ID: 28

Using this capsule will activate a camera debug function.

MarioParty5CameraDebug.png
Analog Stick: Rotate camera / Move text.
C-Stick: Move + rotate camera / Move text.
A Button: Zoom camera out.
B Button: Zoom camera in.
X Button: Switch between camera and text movement.
Y Button: Toggles a Mushroom graphic at the center of the screen.
L Button + Analog / C-Stick: Move faster.
R Button + Analog / C-Stick: Move slower.
L Button + R Button: Exit Camera Debug.

Capsule 2 (Movement Debug)#

Capsule ID: 29

Using this capsule will activate a warp debug function.

MarioParty5MoveDebug.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.

Capsule 3#

Capsule ID: 2A

While this can be used and fits with the rest of the debug capsules, it doesn't appear to do anything.

(Action Replay code: Codejunkies)

Player Animation Debug#

WAA
Enter one of the below Action Replay codes, then choose Pirate Dream as the board. The controls at the top of the cube are actually incorrect.

Version

Action Replay code

USA

041BDB98 801BD5C7

Japan

041BD8C8 801BD2F7

Europe

041BF180 801BEBAF

  • 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 frame.
  • L Button: Zoom camera out.
  • R Button: Zoom camera in.
  • Start Button: Exit menu.

(Source: Ralf@gc-forever (EU code))

Other Unused Capsules#

These capsules cannot be used by the player—their intended use is for the game to manipulate the board's spaces.

Orb ID: 25

Orb ID: 26

Description

Description

Donkey Kong Capsule
(can't use on yourself)
Doesn't appear as a capsule and is only
active in the opening and space events.   
VS Capsule
(can't use on yourself)
Doesn't appear as a capsule and is only
active in the Story Mode and space events.

(Source: Original TCRF research)

Unused Bowser Capsule Text#

Since the Bowser Capsule is automatically used when obtained, this description is never seen.

Orb ID: 22

Description

Bowser Capsule
(can't use on yourself)
Increases Bowser spaces and is
active as soon as it appears.             

(Source: Original TCRF research)

Build Dates#

A build date can be found in the game's executable.

Version

Hex Address

Build Date

USA

0x1A85BD

Sep 25 2003

USA Demo

0x1A5C8D

Sep 12 2003

Europe

0x1A9540

Oct 21 2003

Japan

0x1A813F

Sep 24 2004

(Source: Ferrox)

Story Mode Intro Test#

There is unused code in the game that allows you to select which story mode intro scene you want to view. Pressing A starts the board. D-Pad Left and Right move the scene no. selection left and right respectively. To access it, use one of the below Gecko codes and select Story Mode.

Version

Gecko code

USA

0022AA2D 000000FF
04005BFC 60000000
04005C24 60000000
0412F544 4BF82A09

Japan

Europe

0024976D 000000FF
04005BFC 60000000
04005C24 60000000
0413046C 4BF82295

Memory Usage Meter#

This memory usage meter returns unchanged from Mario Party 4. It displays in the upper-left. Use one of the below Gecko codes to enable the memory usage meter. There is a D value that actually changes now.

Version

Gecko code

USA

040368D0 60000000

Japan

Europe

040368B0 60000000

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 within 16 pixels from the horizontal edges and within 40 pixels of the vertical edges are not safe to use.

Version

Gecko code

USA

0400B6CC 60000000

Japan

Europe

0400B6AC 60000000

Error Tune#

This sound sample fills all unused music slots. It is a unique behaviour compared to playing an out of bounds sound which is absolutely nothing.

999 Stars Message#

Normally, it's impossible to obtain 999 Stars in one game. If cheats are used to set your Star count to that amount, you'll get a normally unused message telling you that you can't have any more Stars.

Bus Buffer Reflection#

In the Bus Buffer minigame, the reflection models for the buses are slightly different from the main model. It's likely that the reflection model is based on an earlier design.

(Source: Supper Mario Broth)

Regional Differences#

Title Screen#

The 5 is a bit pointier and pink compared to the gold 5.

Japanese

US/PAL

Japan

International

Character differences#

International

European/Australian

The difference is that Mini Bowser is a Europe/Australia exclusive name. Outside of those regions, he is called Koopa Kid. This difference would also exist in Mario Party 6.

Winning Screen#

International

European/Australian

The character's name is placed above "won!" when one player wins a minigame in Europe/Australia instead of next to each other in the International version. This difference would also exist in Mario Party 6 and Mario Party 7.

References#


  1. https://gamefaqs.gamespot.com/gamecube/914970-mario-party-5/data↩︎