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Mario Party 7 | Nintendo GameCube

Mario Party 7 | Nintendo GameCube

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State of Item
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Brand New/Sealed
Brand new, unopened, factory sealed.
Complete in Box
Pre-owned game, original manual, and original box or case. Other inserts may be missing. A damaged or missing case may be replaced.
Game & Case
Pre-owned game with a case and original artwork. A damaged or missing case may be replaced. A manual is not included.
Custom Case with Game
Original game with a new replacement case and professionally reprinted cover art.
Game Disc Only
Game disc or cartridge only. No case or manual.

Review the listing for any copy-specific notes, artwork variations, and included extras.

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EXPLORE THE GAME

Mario Party 7

GameCube

Mario Party 7

Important: Game may not include original DLC, bonus-content, online-pass, season-pass, or other digital redemption codes. Any included codes may have already been redeemed or expired.

Preorder and launch bonuses, promotional or bonus inserts, and bundled bonus-game downloads are not guaranteed. Content supplied on the game disc or cartridge is unaffected.

Take Mario's Party on a GameCube Cruise

Mario Party 7 sends Mario and his friends on a holiday cruise, with Bowser determined to spoil a trip he was left out of. The journey provides the setting for a collection of board games and minigames rather than a traditional platforming adventure. You choose a character, move around a board, collect resources, and compete in short challenges between turns. The larger objective is to finish with the strongest position in Stars, but the route to that result changes with the board and the events that interrupt everyone's plans.

A typical round alternates between making a board move and taking part in a minigame. Rolling the die determines how far you travel, and the space you reach can change your resources or trigger an event. Minigames create opportunities to earn coins, which in turn matter when you want to obtain Stars or use the board's other systems. This connection gives even a brief challenge a place in the larger match. Winning a small contest can supply the money you need for a later opportunity, while a poor result can leave a planned purchase out of reach.

The board introduces decisions that remain important after the minigame ends. Coins are useful, but spending them immediately may leave less for another opportunity. Orbs add ways to affect the competition and interfere with opponents as everyone moves around the route. You are therefore balancing the current move against what may happen over the next few turns. Dice results and events can still disrupt a careful plan, so the game combines decisions about resources and position with the uncertainty of a party board game.

Six boards give the cruise several distinct destinations. Grand Canal uses a familiar coin purchase for Stars, while Pagoda Peak sends players up a mountain toward a changing Star price. Windmillville makes ownership important: players invest coins in windmills holding Stars, and another player can take over by contributing more. These rules make the setting more than a cosmetic change. Money that serves as a straightforward purchase fund on one board becomes a competitive investment on another, so understanding the destination matters before deciding how to spend.

Other destinations change the contest again. Pyramid Park uses Chain Chomp rides to help players take Stars from opponents, while Neon Heights revolves around treasure chests with different contents. Bowser's Enchanted Inferno supplies another stop in the itinerary. Each board introduces its own route and opportunities, so a tactic that felt reliable in the previous match may need adjustment. Paying attention to where other characters are, how the board awards Stars, and what your next move could reach becomes part of following the action even while another player takes a turn.

Bowser Time adds interruptions to the board competition. A meter builds as rounds pass, and Bowser eventually arrives to change the situation through an unwanted event. Losing resources or having the match disturbed can overturn the apparent advantage of a well-positioned player. This helps explain the game's character: success in the minigames matters, but it does not create complete control over the outcome. The board portion is also about reacting to surprises, continuing after a setback, and recognizing when an unexpected event has opened an opportunity for someone else.

Across 86 minigames, you encounter free-for-all, team, duel, Bowser, and microphone activities. Some test quick movement or button timing, while others ask you to recognize or remember patterns. The task changes frequently, so the session keeps switching the skill it asks you to use. Team challenges make cooperation part of the contest even when the overall board match remains competitive. You may need to coordinate with the person who was trying to beat you in the previous round, then return to pursuing your own position afterward.

The eight-player feature is especially distinctive. Four GameCube controllers are shared by pairs of players, with each person using one side of a controller for supported eight-player activities. Working within that arrangement asks the pair to coordinate physically as well as in the game. The controls for these minigames are kept simple, but sharing the device changes the social experience. This is a local feature for people gathered around the console, and the maximum player count depends on using the appropriate shared-controller modes rather than assuming every activity gives eight people independent full controllers.

Solo Cruise provides a different framework from a standard party match. Its boards set specific objectives, such as reaching a Star target or getting to the top of Pagoda Peak with the required coins. The game records the turns taken, giving a completed objective a result you can try to improve. Computer opponents make it possible to play without assembling a group. That mode is useful for learning how a destination works, but it also asks you to think about efficiency: reaching a particular target can call for a different approach from accumulating the most Stars over a full party session.

The Nintendo GameCube Microphone is used by ten of the minigames for voice commands. Original retail packaging promoted the accessory, but a used software listing does not establish that it is included. Check the chosen item's accessories if you want to use voice commands. Beyond the individual matches, Cruise Mileage points can be exchanged at the Duty-Free Shop for in-game rewards. Collectible character models and additional minigame material give repeated play another goal alongside winning the current board or improving a Solo Cruise result.

Mario, Luigi, Wario, Birdo, Dry Bones, and other familiar characters give the cruise its Mario setting. The boards use colorful holiday destinations, and the minigames place the cast in quick, playful situations with changing rules. The overall pace moves between waiting for board turns, deciding where resources should go, and suddenly concentrating on a short challenge. For someone who enjoys that mixture, Mario Party 7 offers a local competition built around shared reactions, teamwork when the rules require it, and the continuing attempt to turn coins, opportunities, and minigame wins into Stars.

More game data: releases, identifiers & technical details

Regional release records and identifiers for Mario Party 7 | Nintendo GameCube.

Release and technical facts

Fact Value Release / platform Source
Published by Nintendo Co., Ltd. United States MobyGames
Developed by Hudson Soft Company, Ltd. United States MobyGames
Distributed by Nintendo of America Inc. United States MobyGames
Additional Graphics by Nintendo Co., Ltd. United States MobyGames
Testing by Mario Club, Inc. United States MobyGames
Published by Nintendo Co., Ltd. Canada MobyGames
Developed by Hudson Soft Company, Ltd. Canada MobyGames
Distributed by Nintendo of Canada Ltd. Canada MobyGames
Additional Graphics by Nintendo Co., Ltd. Canada MobyGames
Testing by Mario Club, Inc. Canada MobyGames
Published by Nintendo Co., Ltd. Japan MobyGames
Developed by Hudson Soft Company, Ltd. Japan MobyGames
Additional Graphics by Nintendo Co., Ltd. Japan MobyGames
Testing by Mario Club, Inc. Japan MobyGames
Published by Nintendo Co., Ltd. Italy MobyGames
Developed by Hudson Soft Company, Ltd. Italy MobyGames
Distributed by Nintendo of Europe GmbH Italy MobyGames
Distributed by Nintendo Italia Italy MobyGames
Additional Graphics by Nintendo Co., Ltd. Italy MobyGames
Testing by Mario Club, Inc. Italy MobyGames
Published by Nintendo Co., Ltd. Belgium, The Netherlands MobyGames
Developed by Hudson Soft Company, Ltd. Belgium, The Netherlands MobyGames
Distributed by Nintendo Benelux B.V. Belgium, The Netherlands MobyGames
Distributed by Nintendo of Europe GmbH Belgium, The Netherlands MobyGames
Additional Graphics by Nintendo Co., Ltd. Belgium, The Netherlands MobyGames
Testing by Mario Club, Inc. Belgium, The Netherlands MobyGames
Published by Nintendo Co., Ltd. Germany MobyGames
Developed by Hudson Soft Company, Ltd. Germany MobyGames
Distributed by Nintendo of Europe GmbH Germany MobyGames
Additional Graphics by Nintendo Co., Ltd. Germany MobyGames
Testing by Mario Club, Inc. Germany MobyGames
Published by Nintendo Co., Ltd. France MobyGames
Developed by Hudson Soft Company, Ltd. France MobyGames
Distributed by Nintendo of Europe GmbH France MobyGames
Distributed by Nintendo France SARL France MobyGames
Additional Graphics by Nintendo Co., Ltd. France MobyGames
Testing by Mario Club, Inc. France MobyGames
Published by Nintendo Co., Ltd. Spain MobyGames
Developed by Hudson Soft Company, Ltd. Spain MobyGames
Distributed by Nintendo España S.A. Spain MobyGames
Distributed by Nintendo of Europe GmbH Spain MobyGames
Additional Graphics by Nintendo Co., Ltd. Spain MobyGames
Testing by Mario Club, Inc. Spain MobyGames
Published by Nintendo Co., Ltd. Greece MobyGames
Developed by Hudson Soft Company, Ltd. Greece MobyGames
Distributed by Nintendo of Europe GmbH Greece MobyGames
Distributed by Nortec Multimedia A.E. Greece MobyGames
Additional Graphics by Nintendo Co., Ltd. Greece MobyGames
Testing by Mario Club, Inc. Greece MobyGames
Published by Nintendo Co., Ltd. United Kingdom MobyGames
Developed by Hudson Soft Company, Ltd. United Kingdom MobyGames
Distributed by Nintendo of Europe GmbH United Kingdom MobyGames
Additional Graphics by Nintendo Co., Ltd. United Kingdom MobyGames
Testing by Mario Club, Inc. United Kingdom MobyGames
Video Modes Supported Progressive Scan (480p) GameCube MobyGames
Sound Capabilities Dolby Pro Logic II GameCube MobyGames
Input Devices Supported/Optional GameCube Microphone GameCube MobyGames
Multiplayer Options Hot Seat GameCube MobyGames
Multiplayer Options Same/Split-Screen GameCube MobyGames
Multiplayer Game Modes Bots GameCube MobyGames
Multiplayer Game Modes Co-Op GameCube MobyGames
Multiplayer Game Modes Free-for-all / One-on-one (VS) GameCube MobyGames
Multiplayer Game Modes Team GameCube MobyGames
Number of Offline Players 1-8 Players GameCube MobyGames
Original game disc count 1 North America MobyGames
Genre Party North America PriceCharting
Also compatible on Wii North America PriceCharting
Developer Hudson Soft North America PriceCharting
Disc count (PriceCharting) 1 game disc North America PriceCharting
ESRB rating Everyone North America PriceCharting
Model number #DOL-GP7E-USA North America PriceCharting
Player count 1 to 8 Players North America PriceCharting
Publisher Nintendo North America PriceCharting
Disc count (PriceCharting) 1 game disc Japan PriceCharting
Genre Party Japan PriceCharting
Player count 1 player Japan PriceCharting
Publisher Nintendo Japan PriceCharting
Also compatible on PAL Wii PAL PriceCharting
Disc count (PriceCharting) 1 game disc PAL PriceCharting
Genre Party PAL PriceCharting
Player count 1 player PAL PriceCharting

Regional releases

Release date Region / edition Source
2005-11-07 United States MobyGames
2005-11-09 Canada MobyGames
2005-11-10 Japan MobyGames
2006-01-27 Italy MobyGames
2006-01-27 Belgium, The Netherlands MobyGames
2006-01-27 Germany MobyGames
2006-01-27 France MobyGames
2006-01-27 Spain MobyGames
2006-01-27 Greece MobyGames
2006-02-10 United Kingdom MobyGames
2005-11-07 North America PriceCharting
2005-11-10 Japan PriceCharting
2006-02-10 PAL PriceCharting
November 7, 2005 North America PriceCharting
November 10, 2005 Japan PriceCharting
February 10, 2006 PAL PriceCharting

Catalog identifiers by release

Identifier Code Region / edition Source
UPC-A 045496963057 United States MobyGames
Nintendo Media PN DL-DOL-GP7E-USA United States MobyGames
UPC-A 045496963279 United States MobyGames
ASIN B000AQA9UA United States MobyGames
eBay Product ID 48238489 United States MobyGames
UPC-A 045496963279 Canada MobyGames
Nintendo Media PN DL-DOL-GP7E-USA Canada MobyGames
UPC-A 045496963057 Canada MobyGames
ASIN B000AQA9UA Canada MobyGames
eBay Product ID 48238489 Canada MobyGames
EAN-13 4902370512557 Japan MobyGames
eBay Product ID 1110208226 Japan MobyGames
ASIN B000AFVHZ2 Japan MobyGames
UPC-A 045496394813 Belgium, The Netherlands MobyGames
Nintendo Media PN DL-DOL-GP7P-EUR Belgium, The Netherlands MobyGames
UPC-A 045496394752 Belgium, The Netherlands MobyGames
UPC-A 045496394776 Germany MobyGames
Nintendo Media PN DL-DOL-GP7P-EUR Germany MobyGames
UPC-A 045496394721 Germany MobyGames
eBay Product ID 1300899474 Germany MobyGames
Nintendo Media PN DL-DOL-GP7P-FRA France MobyGames
UPC-A 045496394806 France MobyGames
upc 045496963279 North America PriceCharting
asin B000AQA9UA North America PriceCharting
epid 48238489 North America PriceCharting
model #DOL-GP7E-USA North America PriceCharting
upc 045496963286 North America PriceCharting
upc 045496394790 PAL PriceCharting
ean 045496394790 PAL PriceCharting

Data by MobyGames.com · Catalog data: PriceCharting

⭐ Condition Explanations

Brand New/Sealed: Brand new, unopened, factory-sealed.

Complete in Box: Pre-owned game with original manual and original box/case. Other original inserts may not be included.

Game Disc/Cartridge Only: Game only, with no manual or case.

Game & Case: Game with case and original artwork. A damaged or missing original case may be replaced with a new aftermarket case.

Custom Case with Game: Original game with a new case and professionally reprinted cover art.

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