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Mario Party 7

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Title Screen

Mario Party 7

Developers: Hudson Soft, CAProduction
Publisher: Nintendo
Platform: GameCube
Released in JP: November 10, 2005
Released in US: November 7, 2005
Released in EU: February 10, 2006
Released in AU: June 8, 2006


AreasIcon.png This game has unused areas.
CharacterIcon.png This game has unused playable characters.
DevMessageIcon.png This game has a hidden developer message.
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.
TextIcon.png This game has unused text.
DebugIcon.png This game has debugging material.


Mario Party 7 is the last GameCube Mario Party game. It features Mario Party mechanics, Mario Party boards, and Mario Party mini-games. Toadette is now playable from the start and there are two new unlockable characters.

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

Unused Graphics

board_us.bin

There are several map graphics that seem to be leftover from Mario Party 6's Clockwork Castle board, including pipes, a Ztar as well as map icons for Bowser and DK as there they would roam around the board.

bbattle.bin

Unused icons of the Red, Blue and Green Koopa Kids. Seemingly a leftover from previous installments.

mdsel7.bin

The bulletin board on the main menu has six low resolution icons with Mario's face.

sample.bin

MP6 Sample file4.png

A crudely drawn graphic that reads "Test Board" with a large nosed figure in the bottom corner. It is also found in Mario Party 5 and 6.

w05.bin

Model Found in w05.bin index 9.

This texture is used when the current windmill owner in Windmillville is invalid and a windmill front is displayed like when viewing it in a model viewer. It says "Dummy 1".

MP7 Unused Windmill Owner Texture 2.png

There is also a very similar second texture of this nature that appears on the reverse side of the same windmill arches. This time, unsurprisingly, it reads "Dummy 2".

Unused Models

w03.bin

MP7 montymole early.png

A flat-colored Monty Mole model leftover from the previous installments, before getting redesigned.

capsulechar3.bin

MP 7 Old Ukiki Model.png

A Ukiki leftover from the previous Mario Party games. In Mario Party 7 and going forward, the Ukiki would sport its design first seen in Super Mario 64 DS.

bbattle.bin

MP 7 Dummy Model.png

An unused dummy model that was also seen out of bounds in the minigame explanation screens in Mario Party 5.

m787.bin

MP 7 Unused Robo Fish.png

A robotic fish found in the unused microphone minigame mentioned below, but isn't seen.

Unused Mini-Games

Sequencedll

Sequencedll.rel exists once again in the dll folder as an unused minigame. It acts pretty much the same as it did in the previous two games, however, the audio is played in a 3D environment, causing it to be echo-y. The minigame victory music is also bugged once again, this time starting over once, one second in.

Unnamed Mic Minigame (m787)

A rather unique Solo Mic Minigame, where the aim is to guide a mechanical Cheep Cheep into diving as deeply as possible down an undersea trench in 60 seconds, while avoiding spiked mines and the horizontal walls. Pressing the R button reveals a seemingly blank list, which in reality actually features 4 options which correspond to moving upwards, downwards, left or right in that order, all of which function as they should if selected. The mini-game ends if the Cheep Cheep collides with a wall or mine.

There are also additional 2, 3, and 4-player variants of this minigame, depending on the number of human players present. Regardless of how far players score, Player 1 will always win.

This minigame can be accessed by replacing any minigame, such as Bowser's Lovely Lift (m786dll.rel) with m787dll.rel inside the dll folder, or using one of the below Gecko codes and selecting Bowser's Lovely Lift:

Version Gecko code
USA 0425753C 80256FDE
04023D88 60000000
04023AC4 60000000
Japan 0425826C 80257D0E
04023D88 60000000
04023AC4 60000000
Europe 0425C984 8025C426
04023D5C 60000000
04023A98 60000000

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.

E3 Leftovers

E3 Menu

Hmmm...
To do:
NA Gecko Code to enter menu and to exit E3 Menu.

Choosing the "E3 SELECT" option in the debug menu (see next section) leads to a setup menu used in E3. Of course. You can also replace filesel.bin (data Folder) and fileseldll.rel (dll folder) with mde3.bin and mde3dll.rel, or use one of the below Gecko codes.

Version Gecko code
NA 0425728C 80257041
JP 04257FBC 80257D71
EU 0425C6D4 8025C489

Use one of the below Gecko codes for your region to exit the menu.

Version Gecko code
USA 48000000 800030C8
DE000000 80008180
30019044 2C000003
14019040 48000090
1401975C 48000090
1401C590 48000090
1401D2E4 48000040
14019C74 48000090
E0000000 80008000
Japan
Europe 48000000 800030C8
DE000000 80008180
30018CA4 2C000003
14018CA8 48000090
140193C0 48000090
1401C1F4 48000090
1401CF48 48000040
140198D8 48000090
E0000000 80008000

Toadstool got your tongue?
4-Player and 8-Player modes are selectable. Toadsworth's text on this menu has been removed from the game, so he says nothing.

Half dozen. Four of them.
The mini-game selection here is pretty limited.

(Source: Original TCRF research)

E3 2005 Title Screen

Mario Party 7 Unused Title Screen.png

Use one of the below Gecko codes to load this title screen used at E3 2005 in place of the normal one.

Version Gecko code
USA 04005A1C 38C00002
Japan
Europe

Debug Menu

MarioParty7DebugMode.png
Debug Menu Listing

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

Version Gecko code
USA 04257634 802571B0
Japan 04258364 80257EE0
Europe 0425CA7C 8025C5F8

This font is boring now
Same setup and font as Mario Party 4... which was just an update of the menu used in Mario Party 1-3.
It's been around for a while. Seriously.

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.

Unlike the previous three games, there is no character select screen before the mini-game starts.

The last page of this menu has four special options:

  • ACTMAN CHECK (Action debug / Test map)
  • MESSAGE CHECK (Message debug)
  • MOTION CHECK2 (Animation debug)
  • E3 SELECT (E3 Menu)
(Source: Ralf (GC-Forever) (Debug Menu Gecko Code EU))
(Source: Ralf (GC-Forever) (Debug Menu Gecko Code NA))

Action Debug + Test Map

A strange new world. Breathtaking.
A test of character physics and the player's interactions with different floor types and other player characters.

I hate sand.
The stuff in the lower-right corner is sand. Characters will slowly drift towards the center of each pit.

  • A Button: Jump.
  • B Button: Punch.
  • X Button: Exit map.
  • L Button: Zoom camera out.
  • R Button: Zoom camera in.

Animation Debug

WAA
A test of all of the player characters' animations. The controls at the top of the cube are actually incorrect.

  • Analog Stick: Rotate camera.
  • C-Stick: Move camera.
  • A Button: Restart animation.
  • X Button: Load next character.
  • Y Button: Load previous character.
  • Z Button: Load next animation.
  • L Button: Zoom camera out.
  • R Button: Zoom camera in.
  • Start Button: Exit menu.

Message Test

Tautology: Mario + Mario = Mario + Mario
This is a test of every message in the game.

  • A Button: Next message.
  • B Button: Previous message.
  • X / Y Buttons: Change language.
  • L Button: Previous message bank.
  • R Button: Next message bank.
  • Start Button: Exit menu.
(Source: Original TCRF research)

Unused Areas

Test Map

Hmmm...
To do:
This area is really a 3D environment with basic camera control. What is available?

Mario Party 7 Test Map.png

A second test map can be accessed by entering one of the below Gecko codes, depending on region, then selecting Pagoda Peak in Party Mode:

Region Gecko code
US 0425763C 802571A1
Japan 0425836C 80257ED1
Europe 0425CA84 8025C5E9
(Source: Ralf@gc forever (US/EU codes))

Unused Characters

Koopa Kids

Hmmm...
To do:
Alternate codes for the Koopa Kids, as well as codes to play as Donkey Kong.

Using Gecko codes, it is possible to play as the Red and Green Koopa Kids. Use one of the below Gecko codes to replace the upper-left character with either the Red or Green Koopa Kid. The character slot that should be Blue Koopa Kid causes the game to crash.

Red Koopa Kid

Version Gecko code
USA 02290C48 0000000C
Japan 022919E8 0000000C
Europe 022B3748 0000000C

Green Koopa Kid

Version Gecko code
USA 02290C48 0000000D
Japan 022919E8 0000000D
Europe 022B3748 0000000D

Red Koopa Kid winning Picture ThisGreen Koopa Kid playable. Blue Koopa Kid playable.
They are missing several animations, have no voice clips, and their sound effects are replaced with Mario and Luigi's voice clips. Additionally they seem to be suffering an identity crisis: while the result text in minigames correctly identifies them, they have a Coin or Bob-omb icon in minigames, appear as Mario in the Free Play Sub, a copy of the player across from them in the minigame rules screen, Dry Bones on boards in icon and text, and an empty string or icon in various other places.
Dry Bones, did you do something with your hair?

  • An incomplete list of things that cause the game to crash:
    • Minigame rules screen.
    • Getting an orb in Party Cruise.
    • Big Dripper
    • Pogo-a-Go-Go
    • Tunnel of Lava!
    • King of the River
    • Dart Attack
    • Coin-op Bop
(Source: Original TCRF research)

Debugging Features

Debug Orbs

All codes are activated by using a mushroom in the North American version only.

Character Space Debugger

The Gecko code 042F0EE8 801FBED8 will activate a character space debugger allowing you to place any trap from any player on all blue or red spaces on the board simultaneously. This has no drop shadows or boxes at the moment.

Special Orb Debugger

The below Gecko code allows you to change a variety of variables about the special orbs with pressing L+R simultaneously getting you back to the game. This has minor text overflow issues.

042F0EE8 801E9A84
041EA280 4BE24465

Camera Debug Orb

The Camera Debug Orb leftover from Mario Party 5 and Mario Party 6 is back working the same here. This can be activated with Gecko code 042F0EE8 801FA64C.

Warp Debug Orb

The Warp Debug Orb leftover from Mario Party 5 and Mario Party 6 is back working the same here. This can be activated with Gecko code 042F0EE8 801FB114.

Memory Usage Meter

MarioParty7-memorydebug.png

The memory usage meters returns unchanged from Mario Party 5 and Mario Party 6. This can be activated with one of the below Gecko codes. It's to remain unchanged in Mario Party 8.

Version Gecko code
USA 0403D284 60000000
Japan
Europe 0403D258 60000000

Overscan Border Display

MarioParty7-overscandisplay.png

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 0400CB30 60000000
Japan
Europe 0400CB04 60000000

Build Dates

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

Version Hex Address Build Date
USA 0x241AFD Sep 20 2005
USA Demo 0x2421DD Sep 22 2005
Europe 0x246D00 Nov 24 2005
Japan 0x24267F Sep 26 2005
(Source: Ferrox)