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Mario Party 5

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Title Screen

Mario Party 5

Developers: Hudson Soft, CAProduction
Publishers: Nintendo (JP/US/EU/AU), Daiwon C&A (KR)
Platform: GameCube
Released in JP: November 28, 2003
Released in US: November 10, 2003
Released in EU: December 5, 2003
Released in AU: December 5, 2003
Released in KR: 2003

AreasIcon.png This game has unused areas.
DevTextIcon.png This game has hidden development-related text.
MinigameIcon.png This game has unused modes / minigames.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
ItemsIcon.png This game has unused items.
SoundIcon.png This game has unused sounds.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.
RegionIcon.png This game has regional differences.

ProtoIcon.png This game has a prototype article

To do:
Gecko code 041BF170 801BEBFD loads a test map in the EU version when selecting Rainbow Dream in party mode.

Mario Party 5 replaces the item system from the previous games with Capsules, which can be either used by the holder or placed on the board. This system sticks around until Mario Party 8, when it's replaced with pieces of "candy" which function like the old items. Oh, and Donkey Kong has been demoted to a special space.

Other than that, it's Mario Party. You should know how this works.


Read about prototype versions of this game that have been released or dumped.
Prototype Info

Unused Graphics


Mp5 Card Party Dummy.png

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

Menu Options

Various unused menu option graphics, some left untranslated.

MP5 Instpic file80.png

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)


MarioParty5 M535 omote.pngM535 ura.png

Two textures that translate to front and back.


MP6 Sample file4.png

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


MP5 sdd1 dummy.png

A dummy texture.

Unused Models


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

To do:
Several minigames and DLLs from Mario Party 4 are leftover in the game's 'data' directory. Investigate them and see if they can be run.


An extremely basic test minigame exists in the game's 'dll' folder named sequencedll.rel. Replacing any minigame (Like Coney Island, which would be m501dll.rel in the game's files) with sequencedll.rel will load this unused minigame when started.

In this minigame, the player must use the A button to jump 10 times within 10 seconds to win. If the player does not succeed, the game will end in a draw.

This test minigame would stay in the 'dll' folder of all future GameCube Mario Parties (Mario Party 6 & Mario Party 7), and the first Wii one (Mario Party 8), which would be the last Mario Party game to contain this test minigame.

Due to an audio glitch, when the minigame victory music plays, the mini-game music Everybody Party! also plays simultaneously. Similarly, if the minigame ends in a draw, the music Inside the Dream plays, while the draw theme does not play at all. This bug is not present in Mario Party 6's sequencedll minigame.

(Source: Supper Mario Broth, Skawo (Discoverer), & Kraken (Video & Correction))

E3 Content

Menus / modes that were used for the E3 demo.

E3 Title

Replace mdparty.bin (data Folder) and mdpartyDll.rel (dll folder) with e3boot.bin and e3bootdll.rel. Select Party Mode from the main menu and the E3 title sequence will pop up.

In this title, many Star Spirits fly up from the bottom of the screen, and the playable characters walk around the screen in a circle, like the silhouetted version on the final's file select. It also features an early logo for the game.

Selecting "Mini-Game" will crash the system (it should bring up the menu below), while selecting "Demo" will fade to a black screen, then back to the title.

The below set of Gecko codes will also make this screen accessible in the EU version by selecting Undersea Dream in party mode:

C214A804 00000004
3FE0801E 63FFFDC4
7C1F1840 40820008
806D8680 3BE30000
60000000 00000000
041BF190 801BE547

E3 Menu

Replace mdparty.bin (data Folder) and mdpartyDll.rel (dll folder) with e3setup.bin, e3setupDLL.rel, or use one of the below Action Replay codes. Select Party Mode from the main menu and this menu will appear instead.

Version Action Replay code
USA 041BD7F8 801BCF71
Japan 041BD528 801BCCA1
Europe 041BEDE0 801BE559

No more vivrations?
The white rectangles around the mini-game graphics are an emulator glitch

Interestingly, Boo and Koopa Kid can't be selected on this menu, presumably because their characters weren't done in time for E3.

On and on, over the hill and the craic is good
Unlike the Mario Party 4 E3 menu, Party Mode boards cannot be selected. Once everything has been set, the game jumps straight to a mini-game menu.

The mini-games boot up without explanation screens. Once a game is finished, the player is booted back to the menu.

The following mini-games are available:

  • Coney Island
  • Rumble Fumble
  • Pop-Star Piranhas
  • Night Light Fright
  • Leaf Leap
  • Pushy Penguins
  • Chomp Romp
  • Ground Pound Down
(Source: Original TCRF research)
(Source: Ralf (GC-Forever) (EU Gecko codes))

Debug Menu

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 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.
  • 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.

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.

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

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
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
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
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
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
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)

Title Screens

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

Japanese US/PAL
MarioParty5JTitle.png MarioParty5Title.png