Mario Party 3 Pc Download

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Mario Party 3 Rom

  • Mario Party 3 is the third installment of the Mario Party series, and the last one for the Nintendo 64. The game is centered around the Millennium Star, who replaces Toad as the host. The most notable change is that players can now hold up to three items instead of just one. The game includes 70 new characters. Enjoy in kiz10.com.
  • Mario Party 3 Pc Free Download RetroArch Linux Mupen64Plus Mac OS X OpenEmu Windows Mario Party 3 Download Rom Project64 RetroArch Xbox One Win64e10 Mario Party 3 Pc Download Demo. For more emulators, check out our extensive emulators section. Talk about Mario Party 3 (USA).
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Mario Party 3

Developers: Hudson Soft, CAProduction, A.I
Publisher: Nintendo
Platform: Nintendo 64
Released in JP: December 7, 2000
Released in US: May 7, 2001
Released in EU: November 9, 2001
Released in AU: September 3, 2001

This game has unused graphics.
This game has unused models.
This game has unused sounds.
This game has unused text.
This game has debugging material.
This game has regional differences.

Mario Party 3 is the last Mario Party game released on the Nintendo 64. If you've played the previous two, you should know what to expect, though having a high M.P.I.Q. is recommended.

  • 1Debugging Features
    • 1.1Debug Menu
  • 4Unused Graphics
  • 5Unused Models
  • 9Regional Differences

Debugging Features

Debug Menu

Debug Menu Listing
A complete listing of what is accessible from these two menus, and even some regional differences!
VersionGameShark code
JapanD10C1B3C 0020
810C39A2 007F
D10C1B3C 0010
810C39A2 0000
USAD10CC3F4 0020
810CE202 007F
D10CC3F4 0010
810CE202 0000
EuropeD10CD8FC 0020
810CE082 0080
D10CD8FC 0010
810CE082 0000

The game has two separate debug menus, both with different entries. Use the appropriate code for your region and either hold L for the first menu, or R for the second. Functionally, they are largely the same as the debug menus in the first two Mario Party games. Since the menu so closely resembles the one used in Mario Party, including the background with the 'missing' Donkey Kong render, it is likely that 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. Pressing the R button changes the game mode between GAME, BOARD, and DUEL. Some entries will only work with certain game modes.

Pressing Z opens an options menu, where you can set the following player options:

  • PAD#: Toggle between a human or computer-controlled player.
  • GRP : Change the teams to be used in 2-vs-2 or 1-vs-3 Mini-Games.
  • DIF : Change CPU difficulty for the player.
  • COIN: Change the current number of Coins the player has, up to 999.
  • PADN: Pad number; choose the controller port the player is controlled with (starting with 0).

Though MAP is also an option, it does not seem to change. Parallels for mac deals.

From this menu, the following debugging tools can be accessed.

PartyDownload

Character Animation Test

VersionGameShark code
Japan810C39A2 0056
USA810CE202 0056
Europe810CE082 0056

Selecting 300*MCHAR on the first debug menu sends the player to an animation test menu for each of the playable characters. To exit this screen, hold the L and R buttons.

The controls in this menu are:

  • Direction Pad - Moves the model around the screen.
  • Analog Stick - Rotates the model.
  • L and R triggers - Shrinks and enlarges the model.
  • B and A - Decreases and increases the motion no., changing the animation.
  • C-Up - Switch between the high-poly and low-poly versions of any character model.
  • C-Left and C-Right - Switch between the various characters.
  • Start - Reset the model position and toggle the debugging text on and off.

Message Check

Japan
International
VersionGameShark code
Japan810C39A2 0076
USA810CE202 0076
Europe810CE082 0076

A screen that can display all the text in the game is selectable from the second menu in the American and European versions, labeled ***:MESS. In the Japanese version, this menu will first display all of the screen transition animations and also features all six of the playable characters minus Daisy and Waluigi.

A, B, L, and R all cycle through the text. C-Up and C-Down change what event's text is shown.

Save Data Debug

VersionGameShark code
JapanD10C1B3C 2000
810C39A2 0059
USAD10CC3F4 2000
810CE202 0059
EuropeD10CD8FC 2000
810CE082 0059

This menu doesn't appear in either debug menu and must be loaded directly. Use the above scene modifier for your region and hold Z during a transition to arrive on this screen. This allows the player to alter the game's save data.

Here, the player has the following options:

  • ALL MINIGAME ENABLE - Selecting this unlocks all Mini-Games in the Mini-Game Room.
  • WLUIGI & DAISY ENABLE - Selecting this unlocks Waluigi and Daisy if they are not already (see below).
  • STORY NO. - Changes how much of Story Mode the player has completed.
  • STORY HERO - Changes the character the player is using in Story Mode; Daisy and Waluigi aren't available.
  • STORY DIFF - Changes the Story Mode difficulty.
  • WLUIGILAND & REVKUNMAP ENABLE - Selecting this unlocks the hidden boards Waluigi's Island and Backtrack.

Press A to confirm the changes. The player can also press the R trigger to show position information similar to that of the model viewer, though as no models appear on-screen here, changing the position with the controller does nothing.

Memory Usage Infobox

VersionGameShark code
Japan81048430 2400
USA81048540 2400
Europe81048580 2400

This box appears yet again, unchanged from the second game.

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.

VersionGameShark code
Japan8104E1B0 3000
USA8104E310 3000
Europe8104E350 3000

Debug Pause Menu

An earlier version of the Mini-Game pause menu exists hidden in the code but never called. Using this GameShark code with the US version will replace the actual Mini-Game pause menu with the earlier debug pause menu. It however may not work on some emulators. This menu also exists in Mario Party 1 and 2.

CANCEL unpauses the game. RESET ends the Mini-Game in a draw. LIGHT allows you to edit the lighting and fog using the C Buttons. INFO toggles the memory usage infobox (see above). MUSSTP stops all music. SE STP stops all sound effects.

VersionGameShark code
USA810499FC 0C01
810499FE 23BA
81049A00 0240
81049A02 2021
81049A04 0801
81049A06 27DE
81049A08 2400

Locked Waluigi and Daisy

Normally, Waluigi and Daisy are available as playable characters at the start. However, if the game is forced into the menu with an uninitialized save, Waluigi and Daisy will be unselectable during game setup, being represented by an otherwise unused question mark texture. Activating the following GameShark code before the game is started will force the player to the setup screen, bypassing file selection. From this state, entering the Debug Settings Menu and enabling the characters will make them appear normally.

VersionGameShark code
Japan800C39A3 0078
USA800CE203 0078
Europe800CE083 0079

Interestingly, the back of the box alludes to this, reading 'You can even unlock new characters in the one-player challenge.'

Leftover Devkit Checking Code

To do:
Check what happens if the 1st or 3rd devkit checks pass.

English Mario Party 3 versions still check for devkits at startup. It first checks for KMC at 0xBFF00000 twice which is used in Partner N64 devkits. After that, it checks for the IS64 string if it fails which is the Intelligent Systems Viewer 64 devkit. It's unknown whether the game actually prints anything to the IS Viewer or the Partner N64 Devkits. Nemu64 will complain about reading from these areas and crashes the game soon after boot when checking for the IS64 devkit. If the second check for KMC passes, the game crashes due to a jump to an invalid address.

(Source: PartyPlanner64 (MP3 Debuggers))

Unused Graphics

Unused MP2 Language Select Graphics

These graphics are unused in all versions and were used in Mario Party 2. Only graphics remain of this screen.

Unused Story Mode Ratings

Icons meant to represent scores for games in Story Mode. In the final game, the lowest rating the player can receive is C.

Early Waluigi and Daisy Icons

These two icons can be found near the used ones. They don't quite match the art style of the others.

Hidden Character Icon

The icon used for unlockable characters, of which there normally are none.

Now Printing

A placeholder Mini-Game icon similar to the one in Mario Party. This can be seen by forcing the game to load Chance Time as a regular Mini-Game by using the following GameShark code.

VersionGameShark code
USA800CD068 0041

Stacked Deck

An early, square version of the Toad card used in this game.

Koopa Transition Screen

Along with the other character images used for transitions is this picture of a Koopa. Since Koopa doesn't host any Mini-Games in this title, it goes unused, besides being in the Japanese message check. It matches the image of a Koopa used in the backdrop of duel maps.

Snufit

A map icon for a Snufit, likely intended to be a partner in Duel Mode. Its model still exists too.

Peach Leftovers

A set of Peach's faces from Mario Party 2's Mini-Game Look Away exist in the graphics bank used for Daisy's textures as a result of most of her data being copied from Mario Party 2's Peach.

Picker Item

Adobe photoshop cs6 dmg crack. An updated graphic for the unused Picker item from Mario Party 2.

Mario Icon

A small icon of Mario.

Mario Party Leftovers


The position graphics.


The Bowser/Star Block from Bowser's Magma Mountain.


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


The Mushroom/Poison Mushroom Block.

Mario Party 2 Leftovers

The Bullet Bill and VS graphics that appeared before the Mini-Game roulette.

Unused Models

Mario 3 Download Free Pc

Early Waluigi

An early version of Waluigi's model, with different proportions and a lighter texture.

Snufit

A Snufit that was likely intended to be a partner in Duel Mode.

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 3.

Slide

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

Test Blocks

The numbered blocks left over from the first Mario Party.

Test Objects

Unused objects left over from the first Mario Party.

Unused Sound

This test tune is once again the first song in the ROM, though it sounds slightly different compared to the first two games.

No Game

Yellow Player Panels can be found as a still-unused holdover from the first two games. They function like they did in Mario Party 2, ending the turn with no Mini-Game, but continuing the game past its normal length on the last turn.

The following GameShark code can be used to force each player to this state:

VersionGameShark code
Japan800C68C4 0003
800C68FC 0003
800C6934 0003
800C696C 0003
USA800D1124 0003
800D115C 0003
800D1194 0003
800D11CC 0003
Europe800D0FA4 0003
800D0FDC 0003
800D1014 0003
800D104C 0003

99 Stars Message

If you somehow manage to get 99 Stars in one game, when you meet the Millennium Star, he'll tell you that you can not have any more Stars. Although the message isn't unused, it's very unlikely that anyone has ever seen it without cheats.

Regional Differences

Mario Party 3 Pc Download

Title Screen

Japan
International
  • The game's logo was redesigned in the international versions and both copyrights were merged together.

Other

  • In the European/Australian version, the time limit for the Mini-Games Baby Bowser Broadside and Puddle Paddle is 20 seconds, as opposed to the 30 seconds of the Japanese and US versions; the time limit for Motor Rooter is 38 seconds instead of 60; and the time limit for Eye Sore is 50 seconds instead of 60. However, the former three have roughly the same real-time length.
Japan
International
  • In the international versions, Donkey Kong's start plate is 'DK START'. In the Japanese version, it is 'DONKEY START' instead.
Japan
International
'MISS!''GAME OVER!'
  • After failing an item Mini-Game, the announcer says 'Miss!'' in the Japanese version and 'Game over!' in international versions, with the graphics altered accordingly. However, the clip itself is still in the game and can be heard via the voice test option in the Sound Room.
The Mario series
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Mario Party
Console GamesMario Party • Mario Party 2 • Mario Party 3 • Mario Party 4 (Demo) • Mario Party 5 (Demo) • Mario Party 6 (Demo) • Mario Party 7 • Mario Party 8 • Mario Party 9 • Mario Party 10 • Super Mario Party
Handheld GamesMario Party Advance • Mario Party DS
Mario Sports
Console GamesBS Excitebike Bunbun Mario Battle Stadium • Mario Golf • Mario Tennis • Mario Golf: Toadstool Tour • Mario Power Tennis • Mario Superstar Baseball (Mario Baseball Demo) • Super Mario Strikers (Demo) • Mario Strikers Charged • Mario & Sonic at the Olympic Games (Beijing 2008, London 2012) • Mario Sports Mix • Mario Tennis Aces
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Arcade GamesDonkey Kong • Donkey Kong Jr. • Mario Bros. • Donkey Kong, Donkey Kong Jr., Mario Bros. • Mario Roulette • Luigi's Mansion Arcade
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Handheld GamesDr. Mario • Donkey Kong • Mario's Picross • Picross 2 • Jaguar Mishin Sashi Senyou Soft: Mario Family • Mario Pinball Land • Mario vs. Donkey Kong (Demo) • Mario vs. Donkey Kong 2: March of the Minis (Demo) • Mario vs. Donkey Kong: Minis March Again! • Super Princess Peach • Dr. Mario & Puzzle League • Mario Bros. Classic • Luigi's Mansion (Nintendo 3DS) • Luigi's Mansion: Dark Moon • Captain Toad: Treasure Tracker (Nintendo 3DS) • Photos with Mario • Dr. Mario World
Web GamesDr. Mario: Vitamin Toss
See also
Yoshi • Donkey Kong • Wario
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