Q: Why would I want to know the names of the possible teams in Mario Party 8? A: Well, you might want to pick characters that will have a cool team name, and this FAQ will hopefully make it easier to choose. Wii - Mario Party 8 - Yoshi - The #1 source for video game models on the internet!
Contents.Debug MenuReplace m802.bin (data Folder) and m802dll.rel (dll folder) with selmenu.bin and selmenudll.rel. Start the Swing King mini-game. Once the game starts, you should boot into a debug menu.This is the last time this unused font was used by anyone thankfully.Four games later, they're still using the same debug menu. The expected completion date is added and the mini-game titles are changed once more.
However, this is the final Mario Party where this same debug menu is present.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.(There is no Page 1 of the debug menu - it skips to 2).After an absence in, this pregame character select screen is back! And it is still the same as it was in!The last option on Page 9 is 'MII - GAME SELECT', which leads to a debug sub-menu.This menu tests mini-games that the Miis can participate in.
(Source: Original TCRF research) Action Debug + Test MapThis is the physics / terrain test from Mario Party 7.NOTE: The game assumes that the Wii remote is held sideways. +Control Pad: Move. A Button: Jump. A Button (in air): Ground pound. B Button: Punch. B Button (in air): Kick.
+ Button: Exit map (Bugged - ends gameplay but does not exit the map). C and Z Nunchuk buttons: Zoom in and zoom outAnimation DebugA test of all of the player characters' animations. The controls at the top of the cube are not only incorrect, but they still reflect the GameCube control scheme, never represented correctly from Mario Parties 4 through 7!.
+Control Pad: Rotate camera. A Button: Load next animation. B Button: Load previous animation.
B Button + Left: Zoom camera in. B Button + Right: Zoom camera out. B Button + Up / Down: Move camera up / down. 1 Button: Change quality of character model (0-3, 3 being worst). 2 Button: Load next character. + Button: Exit menu.Candy DebugA test of all of the player characters' candy animations.
The controls at the top of the cube are actually incorrect and once again, have the GameCube's control scheme. +Control Pad: Rotate camera. A Button: Load next character. B Button: Load previous character. B Button + Left: Zoom camera in. B Button + Right: Zoom camera out. B Button + Up / Down: Move camera up / down.
1 Button: Change CANDYMOTION variable (doesn't seem to do anything). 2 Button: Change candy animation. + Button: Exit menu.Message TestThis is a test of every message in the game. (Source: Original TCRF research) Unused Mini-GamesThree mini-games are still on the disc, but unused. Their Japanese names are included on the debug menu, but they can't be selected there due to a disabled flag. It's still possible to play them by replacing other mini-games with the unused ones.All of the preview demos for these games have been replaced by copies of Speedy Graffiti's demo. They have no English names and no game explanations of any kind.M809 - Hammer de PokariReplace m801dll.rel (dll folder) with m809dll.rel to replace Speedy Graffiti with this unused 4 player mini-game.In this game, players must swing the remote horizontally to swing their hammer.
The collision detection is a bit off in this mini-game. Each player has a displayed coin counter, but in this game's current state it doesn't actually signify anything and doesn't change at all during gameplay without a patched version.
Is the download to the patched.rel file with a more accurate UI for the NTSC version.The game ends when one player is hit 5 times. Every character has an early version of their Bowser Candy outfit, looking more like the real Bowser than the used plush suit.mdota.binmdota.bin seems to be an early version of the Fun Bazaar, and has some differences in its models.Surprise Wagon EarlyFinalThe Surprise Wagon had its textures changed.Minigame Wagon EarlyFinalThe Minigame Wagon also had its textures changed.
Most interesting is that strange image of two humans dressed as Mario and Toad on the television. It was changed to minigame screenshots.Records Board EarlyFinalThe Records Board also went through texture changes.Carnival Caliope EarlyFinalA Koopa Troopa was added to the side, and the top hat's color was slightly darkened. The used one also seems to have some texture issues not seen in the early one, most visibly at the base.Unused Wagon. (Source: ) Memory Usage MeterUsing the Gecko code 0400000 in any region of the game will print some information about the current Memory Usage in a box in the upper-left. This debugging feature exists in all Hudson Mario Party games as well.Overscan Border DisplayEnter the Gecko codes 040111CC 60000000 (PAL) or 0401122C 60000000 (NTSC) 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. The borders specify that within 48 pixels from the horizontal edges and within 46 pixels of the vertical edges should be treated with caution.Regional Differences.
To do:Identify the behavior of each version and revision.During Shy Guy's Perplex Express, Kamek says, 'Magikoopa magic! Turn the train spastic! Make this ticket tragic!' However, since the word 'spastic' is offensive in the United Kingdom for being a pejorative term against disabled people, Nintendo was forced to recall all copies of the game on July 13, 2007 from all UK retailers, the same day which was released in the UK as well. The game was later returned to shelves on August 3, 2007 with all copies having the word 'spastic' replaced with the word 'erratic'.This incident actually caused enough of a stir to kick off a decade-long trend of Nintendo games featuring completely different localizations for the NTSC and PAL regions, dooming people from one region to have no idea what the other is talking about, and making our jobs a lot more tedious than they need to be. Naughty Kamek! (Source: Super Mario Wiki) Other Differences.
The US and EU versions use different fonts for text; the font used for the main text in the EU version is the same as the font used from Mario Party 4 to Mario Party 7. The minigame announcements are different between versions. On the international versions, when starting a minigame, the announcer shouts 'Go!' With the word 'START' appearing onscreen.
Additionally, when tying a minigame, 'Tie' appears on the screen with the announcer calling that. On the Japanese version, 'Start!' Is shouted instead on the start of a minigame, and when a minigame is tied, 'DRAW' appears onscreen with the announcer calling that.Revisional Differences. To do:Some versions of the game use a fixed-width dialogue font, others are variable-width.With the Wii set to 16:9, some US and EU versions used a maligned graphical border for 4:3 segments of the game.
Comments are closed.
|
AuthorWrite something about yourself. No need to be fancy, just an overview. Archives
March 2023
Categories |