Identifying Luck: Mario Party 3

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Been waiting on this one for a while!

πŸ‘οΈŽ︎ 6 πŸ‘€οΈŽ︎ u/rigothevalkyrie πŸ“…οΈŽ︎ Mar 17 2020 πŸ—«︎ replies

I've can't wait to watch this installment! I really appreciate the time and effort taken to make these!

πŸ‘οΈŽ︎ 4 πŸ‘€οΈŽ︎ u/monarks πŸ“…οΈŽ︎ Mar 17 2020 πŸ—«︎ replies

I didn't see the mario party 2 video get posted here, so I am thankful to see this one!

Thanks a ton for these, knowing this information will be incredibly beneficial. I will have to share with my friend group so they can start competing with me.

πŸ‘οΈŽ︎ 3 πŸ‘€οΈŽ︎ u/MarioParty2God πŸ“…οΈŽ︎ Mar 17 2020 πŸ—«︎ replies

YES!

πŸ‘οΈŽ︎ 3 πŸ‘€οΈŽ︎ u/So0meone πŸ“…οΈŽ︎ Mar 18 2020 πŸ—«︎ replies

Hell yeah! Love MP3, easily the most strategy-based game in the series. Comparing it to MP2 (The fan favourite), I'd say it has better boards, slightly worse minigames, the best item list in the series, and overall better mechanics. Great video!

πŸ‘οΈŽ︎ 2 πŸ‘€οΈŽ︎ u/Bando10 πŸ“…οΈŽ︎ Mar 19 2020 πŸ—«︎ replies

Dude I just completed the Story Mode on Super Hard (it’s insane) and have been following your stream too...I’ll have a review soon but looking forward to the 2nd half!

πŸ‘οΈŽ︎ 1 πŸ‘€οΈŽ︎ u/VladeVivek πŸ“…οΈŽ︎ Mar 30 2020 πŸ—«︎ replies
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[Music] welcome to identifying luck for Mario Party 3 it is here we will learn how to best improve our odds of winning at the only mario party game with the monster that is the reverse mushroom let's dive into the pipe and take care of the bonus stars we've got the coin star happening star and a minigame star the three amigos they're so tight that you never be able to guess that one of them is gonna be replaced in a few more titles this third one awards the player that collected the most amount of coins from standard minigames only nothing else you could turn bonus stars off if you want but if you do then you'll be turning off hidden blocks as well I'm not sure why these mechanics are tied together but that's how it is the same thing is true from Mario Party 2 but I didn't know it at the time of making the last identifying luck video so there you go our spaces for this title are blue red happening a Bowser chance battle item Bank and game guy during the final 5 turns blue spaces and red spaces will always have their coin values doubled from 3 to 6 a hidden block can appear after landing on a blue space in this title there will always be three hidden blocks on the board at a time one contains a star 1 contains 20 coins and 1 contains an item either a magic lamp a wacky watch a barter box a Koopa card a lucky charm or a skeleton key this last one appears way more often than the others if you get lucky and land in a blue space with a hidden block then you'll receive your reward and that type of hidden block will move to a different blue space only one hidden block can be on a blue space at a time and if you exit the board then the hidden blocks placements will shuffle upon reentering if the games gone on without any hidden blocks found then target blue spaces that haven't been landed upon yet well this kind of move is better in this title than Mario Party 2 because there's one more hidden block on the board it still shouldn't be something you sent to your game around but if there's no better option then hey try it out Bowser spaces trigger the Bowser roulette you're given the option to stop the roulette whenever you wish and just like Mario Party 2 but unlike Mario Party 2 your decision of when to stop to roulette actually matters the option that the cursor is hovering over the moment you press a is the option that's selected meaning that it's not pre randomized you can time it this along with some of the events you're about to hear make this titles iteration of Bowser one of the least threatening out of them all we've got coins for Bowser which is the most common event always appearing twice on the roulette wheel the amount of coins taken varies depending on what turn the game is on and the placing of the player that landed on his space for example if you land on a Bowser space unlucky you while you're in first place and the game is on the first five turns then you will see 20 coins for Bowser appear twice on the roulette table we've got Bowser's coin pot luck which is like coins for Bowser except he takes coins from everyone the amount of coins taken varies depending on what turn the game is on Bowser revolution is when Bowser takes everyone's coins and splits them evenly among all the players and this event you're a communist if you're lagging behind in coins and a capitalist if there are heading coins Bowser's curse is when Bowser puts a curse on all the players that forces them to move one two three spaces other next turn much like a poison mushroom unless they use an item that cancels the effect this could give yourself or your opponent's a high chance at landing on a desired space for example if a couple of your opponents are next to a chance time space or a game guys space and you can sit back and watch as they hope they aren't put into a position where they could lose it all obviously board placements matter here and there are tons of situations where slowing everyone down could actually help someone so keep that in mind it's best to go for this event when you're in possession of an item that can cancel its effect on you such as a mushroom a golden mushroom a warp block or a magic lamp imagine everyone rolling a 1 to 3 dice block due to the curse while you're over here rolling two normal dice blocks because of your mushroom it could really put you ahead Bowser's reverse curses when Bowser puts a curse on all the players that forces them to move backwards on their next turn much like a reverse mushroom unless they use an item that cancels the effect be careful with this event moving backwards and Mario Party can be a power move beyond power moves which you're gonna find out more in detail later you wouldn't want your opponents to go back the other way for the star or to visit boo only try to land in this event if you're sure that your opponents wouldn't benefit that much from it using a mushroom a golden mushroom a warp block or a magic lamp once more we'll cancel this curses effect on you which can be an even greater way to zip ahead so long as you didn't accidentally help out your opponents in the process Bowser shuffle is when Bowser simply shuffles all players positions on the board this functions like a mass warp block and can be incredibly helpful and screwing your opponents over if they're in a good position bowser phone giveaway Bowser gives the player a Bowser phone for free on rare occasions a Bowser may give to Bowser phones calling Bowser on whomever I want count me in Bowser suit giveaway Bowser gives the player a Bowser suit for free getting an item from Bowser for free sounds like a good deal to me 10,000 coin present 100 star present star steel stars pack to go these are all in yellow text if you land on any of them then Bowser will actually not pay up at all if you land on the Bowser space with no coins then Bowser will give you coins based on what turn the game is on and your current placing these what we'll call pity coins can go up to 50 if the games in the final five turns and you're in 3rd or 4th place the fact that you can time the Bowser roulette takes away everything that made the Bowser space scary if you sharpen your timing then these events will bow to your will you look at the time it's chance time this tiles version of chance time functions a little similarly to the first two mario parties but with the few unfortunate twist we're gonna get to the player still has to hit three blocks to decide what happens two of the blocks have pictures of all four players heads and the one in the middle shows what they're swapping here's where we start seeing some differences the player cannot hit the blocks in any order they won the game chooses the order all on its own and taking away some of the choice we had in the past two titles the remaining blocks will still spin faster with each hit though the side blocks which show the players heads are not bound by the turn order anymore nor the placings of each player this isn't too big of a deal though since I imagine that not many people were keeping track of the turn for these side dice Blanc's anyways it's quite easy to figure out a new order on your own once a player has been selected they'll still disappear off the other dice block so they don't cause a rip in space-time by trading with themselves the middle of ice block which determines what will be traded between the two players will roll one of these three cycles that it selects based on the turn number for example if it's the final five turns then this cycle will always be the one that's selected that'd be great if it weren't for the fact that where the dice block starts on each cycle is random in Mario Party 2 you could memorize how many seconds you'd have to wait for certain trades because each of its cycles started at the same point every time since these cycles don't do that and instead choose a random starting point like mario parties once tended to do chance time you're gonna have a tougher time getting what you want pick a trade you really like from each cycle and memorize the two trades that come before it that way you'll be prepared to time your jump for the trade you want no matter which trade the cycle starts spinning on even this strategy can fall apart though since the trade block may be spinning too fast for you to tell where everything is just make sure you have a general idea of what these cycles look like and make your best attempt at timing your jump from there if a player lands in the battlespace a Goomba comes by gets a certain amount of coins from each player and a battle minigame begins the amount of coins he'll take from each player is determined via roulette the possible results are 0 10 20 30 and 50 yeah I know zero is an option stick with me here the chances each option have of showing up is dependent upon the turn number during the first five turns the low amounts are out of control whereas the high amounts are shoved aside during mid game zero drops dramatically leaving more room for the higher amounts to take control during the final five turns ten drops a bit to give even more room for the higher amounts to get selected needless to say the big swings are mainly going to occur late in the game players attempt to battle each other to get the jackpot that the Goomba took first place gets 70% of the coins second place gets 30% of the coins if players tie for first or second the distribution will change accordingly if the total jackpot is not a multiple of ten all coins but one be distributed in this manner and the remaining coin goes to a random player if a player lands on an item space they will either play an item minigame or be visited by either toad or Baby Bowser who will ask the player a question toads questions our choice oriented and offer three possible choices answer suggesting greed are more likely to cost o to leave and give the player nothing answer suggesting less greed generally net the player more or possibly a rare item sometimes it's better to answer neutral if you don't want to risk your inventory getting filled up with mushrooms or skeleton keys baby Bowser's questions are yes or no questions answer suggesting less maturity generally earned the player more items answer suggesting more maturity or more likely to cause baby Bowser to leave and give the player nothing don't overthink the questions most of the time if toad visits you and then be a good noodle if Baby Bowser visits you then put on your Bowser cap if a player passes the bank space they must pay five coins to the Koopa bank if a player has less than five coins the bank will take it all anyway if a player lands on this space the player gains all the coins for the bank deposit the bank can hold up to 999 smackeroos you can gauge how many coins are in the bank by counting up the amount of coins next to it one means five at two means 15 at three means 25 four means 35 and five means of forty five coins at this moment the coin stop piling up meaning that you've got to start keeping track of them yourself if you weren't already the bank space can be deadly if it fills up with tons of coins although you may not see it fill up as quickly in this title since only half the boards have a big space near the starting point if losing five coins would be a huge downer on your game then avoid these big spaces as best you can unless you're able to land on one of course in which case take your dough if a player lands in a game guy space then game guy will take all of their coins and make them play a game guy minigame these mostly luck based minigames determines if the player takes the coins back doubled or more depending on the minigame or if they lose them all well covered game guys wacky mini-games later this title has 20 items for players to obtain these seven are Percival from toad seven are purchasable from baby Bowser these two are purchasable from both and these four are rare items that can't be directly purchased from anywhere they can only be obtained by chance through an item bag a hidden block or a question event on an item space a player can hold up to three items in this title a well needed upgrade whenever you come across an item shop there's a 50/50 chance it'll be ran by either toad or Baby Bowser as you saw earlier the difference isn't just aesthetics the items they sell are fairly different which means there are now two item shop tables to keep track of what each seller has in stock when you visit is dependent upon what turn the game is on and your current placing for example if it's the mid game you're in first place and Baby Bowser pops up then he'd be selling a skeleton key a poison mushroom reverse mushroom a plunger chest a lucky lamp and a Bowser suit if the situation is the same except toad pops up then he'd be selling a mushroom skeleton key Cellular shopper a warped block a golden mushroom and a boo repellant well it is a shame that you can't choose which seller appears whenever you visit an item shop this knowledge is still worth having there may come a time we're shooting for a specific item who really matters enough to the point of risking the fifty-fifty worst case scenario you pick an item that doesn't fit your situation as well as the one you wanted there also exists an item that lets you call whichever shop you want from afar which deletes the 50-50 outright every CPU has an item they're more likely to either purchase when they're at a shop or Target when it shows up in an item minigame mushroom when use this item allows the player to roll two dice blocks instead of one the numbers of both rolls are added up together and the player will move that many spaces if the player rolls a 7 on both dice blocks and they'll get 20 coins if they roll any other number on both dice blocks then they'll get 10 coins it's always nice to have a mushroom in stock especially since they're only 5 coins apiece now there may come a time where you'll need that extra boost of movement so unless you're low on funds then consider grabbing one for the go war block when use the warp block will appear above the player using it the player will then hit the block the effect of this is that the player will switch places with a randomly chosen opponent the player can then roll a dice block to move normally after having warp you're still not guaranteed to switch with whomever you want anytime soon but as always your opponent's placements are key if everyone is in a hot spot besides you then the warp bloc is bound to be useful on the other hand if two of your opponents are in crappy positions your one is alright but your last opponent has an amazing position then you probably shouldn't expect everything to go smoothly it's a matter of weighing the pros and cons of every spot you can end up on if you switch the player that's on a bank space then hey the bank still calls that legitimate move and pays out I really thought that that was a glitch in Mario Party 2 but I guess the developers either intended it or never came across it either way you're likely to score a few coins by taking advantage of it Cellular shopper when used the player will be able to choose to call either toad or Baby Bowser when the player has called the player may shop items in the usual manner I'll tell ya this thing used to feel like a throwaway item to me but now that I know about the item tables you bet I don't mind having this in my inventory accessing whichever shop you want from anywhere on the board is fantastic you can adapt your game to the current situation without having to spend multiple turns to travel to an item shop that may or may not even contain the seller you want if you've got a handle on how these item shops work then five coins for this item and a bad deal dueling glove when used a Goomba will be brought forth the player will then choose an opponent duel and a duel minigame after this the player will have the option to choose how much is to be dueled for in this title you can only duel for coins the highest amount of coins the player can choose can't go over the least wealthy players total amount I've always seen the dueling glove as just a worse bubele at least when it comes to purchasing it the thought of spending coins to bet coins against another player doesn't sound like a good move to me on paper unless you're really confident that you've got the duel minigames in this title down in which case I won't stop you golden mushroom when use the player using it will roll three dice blocks instead of one the numbers of all three rolls are added together and the player will move that many spaces if the player rolls a seven in all three dice blocks then they'll get 50 coins if they roll any other number on all three dice blocks then they'll get twenty coins three dice blocks for the price of only ten coins sign me up these bad boys can have you zooming around the board in no time unless you roll low in all three rolls that's never happened to me before boo repellent this item will activate itself when a player who is carrying it around is targeted by boo the effect it has is that it will fend off boo if it is used by the player before they move the item will be discarded finally we have a proper counter play - boo for multiple titles whenever you were getting stolen from you just had to take it but now if you have a boo upon and stock then you can feel more at ease I can't recommend this item enough especially if you sense that you're a target to be stolen from pretty soon even if you don't sense any danger it's a good idea to get a hold of a boo repellent early on so players don't even think about stealing from you there may come a time where your opponent's team up against you where one of them will purposely try to steal from you so your boo repellent is wasted making you vulnerable to the next person that steals from you I don't see this happen too often but if you notice that the situation starts to lean in that direction and may do you good to turn your opponent's against one another after all someone's got to sacrifice their own Boo steel to get rid of your boo repellent so why should it be them instead of someone else you could even go as far as telling them that you're not as far ahead as they think you are and that they're not going to gain anything from it just the person that steals from you afterwards most of the time no teaming will occur and players will simply ignore you because they don't want to waste coins getting rid of your item if you're in a position where the prime candidate to win has a boo repellent then try convincing everyone else that they are going to lose if they don't team up with you to steal from the top player if they're hesitant then tell them that you'll be the one to use your boo steel first for the good of everyone magic lamp when used the player will summon the mushroom genie he will then escort the player to the star where they may purchase it for 20 coins this thing cost 30 coins in Mario Party 2 but while the reduced price does make this item a little more tempting to purchase I'm gonna stick with what I said the first time around paying 20 coins to get to the star and another 20 coins to purchased the star it's gonna burn away your coins pretty quick I recommend taking this course of action when you've got some coins to spare or cutting someone else off from star becomes that important to winning the game this items usefulness increases by a bit if you're playing on spiny desert which has a real star and a fixed are present on the board you can't tell which one is which normally but the magic lamp knows the difference and will always bring you to the real star you could also use this item to teleport to the star and not purchase it for some reason I'm sure there's some situation out there where this is a good move reverse mushroom when used the player using it will choose a player to target this can also be the player who uses the mushroom the next time the selected player moves that player will have to go backwards the amount of steps as shown on the dice block busted this item is good like to good there's a reason why it didn't come back in future titles because oh boy the things you can do with this item are ridiculous but Saiki zoom is just going backwards how good can it be well I'll show you imagine you're right behind boo you roll your die use boo to steal some coins and your turns over on your next turn you decide to use a reverse mushroom which lets it go back the way you came to visit Pooh again steal whatever and returns over on your next turn since you're going forward again and you're behind boo you roll your die use boot to steal whatever and your turns over that's one boo steal every turn for three turns in a row if you think that's good to consider this some boards have a gate rape behind boo so if you use a reverse mushroom to go backwards you'd visit boo have him steal whatever bounced off the gate and visit boo again in the same turn all of this with a single reverse mushroom imagine what you could pull off with multiple we're not done yet though every splitting path is treated as injunction while you're under the effects of a reverse mushroom even if the splitting path wasn't a junction to begin with this means that you can take routes that would otherwise only be accessible by passing through a skeleton gate got anything else up your sleeve reverse mushroom no okay let's move on are you see the reverse mushroom olds priority over board mechanics look at this normally this part of waluigi x' island requires players to time their jump so the arrow lands on the path they want but if you reverse into this section then you can outright choose where you want to go it also ignores the signs in woody woods which normally forces players to move the direction they're pointing to in deep bluebird sea one Junction has an event which has a chance at making you go the opposite way you intended but as you can guess the reverse mushroom doesn't care about any of that the only board mechanic it seems to obey is these cacti and spiny desert which can only be crossed by jumping over them from the top like normal but who cares when there's all these positives that the reverse mushroom can do to top it all off the reverse mushroom only costs 5 coins at baby Bowser's item shop and guess what it's always available poison mushroom when used the player using it will choose a player to target which can also be the player who uses the mushroom the next time that the chosen player moves that player's dice Blanc will only be able to roll numbers from 1 to 3 if there's a space you want to land on that's right next to you then using a poison mushroom on yourself will dramatically increase the chances of you landing where you want why settle for a 1 in 10 chance when you could have a 1 in 3 chance right you could also slow yourself down to stall out certain events you don't want to deal with on the flipside you could give a poison mushroom to an opponent to give them a higher likelihood of landing on the space that would be bad for them forcing them to roll load just for the sake of it is a respectable reason to but there's something satisfying about setting their fate into motion when they're close to an undesired space Bowser phone when used the player will call Bowser Bowser will then ask who is calling him the player chooses one of the players which can be the player themselves Bowser will then perform the Bowser roulette on said player calling Bowser and someone could do them some serious damage as long as they don't know that the roulette can be timed if they do know and have shown to be good at timing it and call Bowser on someone else if you're great at timing the vows let yourself then you could call Bowser on yourself and attempt to land on revolution potluck shuffle Bowser's to reverse curse whichever one floats your boat if the ones you want don't show up but Bowser phone giveaway does then shoot for that and call Bowser again Bowser's suit when used the player using it will masquerade themselves as Bowser the masqueraded player will then roll the dice block and any players whom are passed will have to give 20 coins to the masqueraded player this item cost 10 coins and will let you steal 20 coins if you pass a player if you only manage to pass one player then that's a 10 coin profit not bad but this item is definitely more situational than the others if you purchase it then try to put yourself in a position where running into a player or two or three is likely otherwise it may just take up space in your inventory lucky lamp when use the mushroom genie will appear she will then move the star from its current location to somewhere else essentially making it the counterpart of the magic lamp this can be an incredibly threatening item to be in possession of your opponent could be spending multiple turns travelling to the star just for you to move that star away from them talk about frustrating if players noticed that you have this item then they may ignore the star entirely just waiting for you to move it if they do this then go for the star yourself the worst that can happen is you move it away if someone gets too close to it just be careful about accidentally moving it towards an even bigger threat plunder chest when the player uses this item the player gets to choose an opponent to steal an item from if the designated player has more than one item the item stolen will be chosen randomly and Mario Party 2 this item was busted since players were only able to hold one item at a time but in this title since the players can hold up to three items the plundered chest is now a bit weaker if you use a plunger to test an opponent that only has one item then you're guaranteed to get that item since there's nothing else to take if they have two items then there's a 50% chance of getting what you want if they have three items then there's a 33% chance of getting what you want this means that if you only have one item but it's one that's essential to your game then you should purchase another item you don't care for as much so you're not guaranteed to lose the one you like most if someone targets you with a plunger chest the same logic applies if you have two item grab 1/3 so you can reduce the chances of your desire to item from being taken instead bubele when used the player using it will summon boo boo let's player steal coins or stars from other players he requires a payment of five measly coins to steal coins the minimum and maximum amount of coins boo can steal varies depending on the turn number for example during the mid game at the lowest amount of coins he can steal as around 19 whereas the highest amount of coins he can steal is around 25 what determines the exact number of coins he steals depends on how quickly the victim mashes when prompted the faster they break their a button the less he steals it's much more worth it to steal coins during the mid game and last 5 turns rather than the first 5 turns you can make some serious Bank but at the same time you'll put a target on your back when making your selection look out for which players have a boo bell or are close to boo it costs 50 coins to steal stars but unlike coins no button mashing will help here unless you have some boo repellant your best bet is to convince the player selecting someone that you're not as ahead as they think you are a straightforward plea like this may be ineffective which is why a subtle comment about a different player being ahead in a certain bonus star may be the push to get them off your tail skeleton key this item will be activated automatically when any player who possesses it passes a skeleton gate when activated it will ask the player passing if they want to use it or not this item may be used at the start of a player's turn during which the key will ask a player if the player wants to discard it or not unlike Mario Party 2 you will go through a gate you just unlocked you can't use the skeleton key and leave the value of this item will vary depending how good the skeleton gates are for the board you're currently playing on item bag when a player purchases this item the player will then get to hit the bag that appears above the player 1 to 3 times this depends on the amount of items the player has prior to hitting it the player will receive an item each time the bag is hit the items the player receives also depends from which salesman the bag was bought that means if you've ever bought an item bag at Toad shop hoping for a boo bell then there was a 0% chance of it happening since toad never sells boo bells only buy an item bag if you're at shop you want to pull items from this person ran tons of tests with item backs to determine the chances each item will show up when a player hits the item bag the tests were only done for Toad shop but the results should correlate to baby bowser shop as well mushrooms and skeleton keys are consistently the most common items for players to receive standing at around 45% collectively the rare items on the other hand seem to stand at around 5% collectively and every other item in between seems to fluctuate around 5 to 15% the value of the item bag decreases with every additional item in your inventory spending 30 coins for 3 items is a fair deal but if you spend 30 coins the item bag when you already have 2 items then you're only gonna get one more which isn't a fair deal at all the only scenario I could see this being a good move is if the item you want isn't in the shop and you are literally going to lose the game without it that scenario is incredibly unlikely but it is possible most of the time though you want to buy the item bag when you're empty on items wacky watch when used this rare item will set the game to such a time that there will be 5 turns left effectively this can either increase or decrease the time a game is played this item can be terrifying when used correctly if you know you have a decent lead overall then using this item to shorten the game will shorten the amount of time for your opponents to catch up to you inversely if you're falling behind then you can extend the game to give yourself more time to catch up it doesn't matter if you're ahead or behind when you have this item it'll be useful no matter what just be careful to not have it get stolen from you now that would be a tragedy barter box when this rare item is used the player who uses it will choose an opponent what will then happen is that the player chosen and the player using the item will swap items man the plunder chest went to the gym and got ripped this big part of box boy can really mess someone's game up when used properly if the only item you have in possession when you use this item is the barter box itself then you won't give your target anything while they give you everything sounds like a fair trade huh sometimes you'll get this item when you already have a couple of items in tow which can make the decision of swapping items with another player a difficult one consider what getting their ions would mean to your game but also consider what them getting your items would mean to their game ideally though you want to be fresh out of items when using the barter box so they get zip if he knows an opponent got a barter bollocks then look at your own items and think if they would want to steal what you have if so then use your most valuable item immediately so they can't have it using the item at a time you didn't want to is better than having an opponent stealing the item to use whenever they want in a sense the barter box forces players to use their most valuable items unless they want them stolen which can be pretty effective in and of itself kupah card this item will activate automatically when a player who possesses it passes by a Koopa bank when activated it will allow the player to earn all coins deposited in the bank of thus far you obviously want to cash the Koopa card in when the bank has a lot of coins in it so avoid the bank when coins are low and approach it when coins are high don't be stubborn about this though if you really need to take a path with the Koopa bank on it but it's low in coins then go there anyway so you don't ruin your game lucky charm when a player uses this item they will summon game guy game guy will then take all of the player's coins and a game guy minigame will be initiated this can also be used to force another player to play a game guy minigame this item radiates chaos you could use it on yourself for a chance to boost your coin count or use it on an opponent for a chance to get rid of all of theirs of course the opposite is true too you could end up losing it all or your opponent gets the massive boosting coins there's really no telling what will happen once a player enters the game guys own the most control you have is when to use the item and who to use it on which is more powerful than you think for example let's say there's a huge threat in the game with over 200 coins which is way above everyone else what have you really got to lose by calling game guy on that player they're already massively ahead and coin count and already have the coin star them winning even more coins won't extend their lead by much in this case the net loss outweighs the net gain for the opposite example let's say your chances winning the game are incredibly low and no doubt about it what else do you have to lose by calling game guy on yourself all your coins if your chances of winning are really low anyways then losing all your coins probably isn't that big of a deal at this point in this case the net gain outweighs the net loss you can't determine the result of the game guy minigame itself but you have agency outside of that don't underestimate it as a reminder for a general item tip you can use a mushroom golden mushroom warp lock or magic lamp to remove a slow curse or reverse curse from yourself however if you get reversed while you're slowed or vice versa then the effects will stack meaning you will reverse and have a one to three dice block once five terms remain the final five turns event will commence the event is hosted by toad who first gives the current standings and then introduces a character to predict the superstar usually the Millennium Star predicts but sometimes whomp makes the prediction who still has his unrelenting bias towards Mario for some reason the predicted player is given ten coins from the predictor sometimes Baby Bowser hosts the event and lets Bowser predict who the loser is in this scenario the predicted player ends up losing ten coins to Bowser from that point onwards blue and red spaces coin values are doubled and players that land in the same spaces another play a dual minigame with that player before activating the space geez it's really cool we're entering chilly waters here is the space a lineup and of all the boards it has the most amount of blue spaces at 6:00 and has the most amount of battle spaces at 6:00 let's remind ourselves once more of the star space words on most boards when you buy a star the star space itself will move to another random location however only certain spaces have been programmed to host a star we refer to these spaces as star spaces and normally only one is active at a time when a star space isn't active it looks like a good old blue space what you'll be happy to find out is that in this title there's a discolored circle next to every star space on the board's themselves some of them may be harder to see than others but they exist and man is that a great addition no longer do you have to try and memorize every star spaces location for a board and just bought these visual indicators and you're good that's definitely a may stay feature right right let's say you're in the middle of a game you remember that these five star spaces have been deactivated and you notice that the current active star space is this one if that's the case then where's the next one gonna show up over here since all the other ones are either deactivated or will deactivate after its star has been purchased when someone lands in a happening space the giant mr. Blizzard wakes up and throws an enormous snowball that rolls to the left then downward or to the right then downward off the board regardless of direction if he jump over a snow ball when it first appears then you'll remain on the same space if you get chased by snowball while it's moving left and jump over it as it starts moving down then you'll end up on this space if you don't jump over as it starts moving down then you'll get chased in this space if you get chased by snowball while it's moving right and jump over it as it starts moving down then you'll end up on this space if you don't jump over it starts moving down then you'll get chased to this space you don't need to memorize these spaces because they're all marked with red outlines don't pay attention to this one though it's for a different event it's also possible to make mr. Blizzard throw a snowball by paying him five coins upon passing in front of him it's best to do this when you want to move ahead some spaces or move back some spaces say the star spawn behind you you could pay mr. Blizzard five coins and hope he throws a snowball that rolls to the left if he does then you could purposely get chased by it all the way down much closer to your desired location keep in mind that any players within the path can take opportunity of the event as well you wouldn't want to help out a threatening player of there's also a chance he won't throw the snowball the way you want in which case just jump over the snowball to stay where you are yeah you may have paid five coins for nothing but you must conquer risk to get rewards another reason to have mr. Blizzard throw snowballs to try and force your opponents to move towards an unwanted space this can only happen if they don't time to jump though which is fairly unlikely so don't go for this unless you're desperate or you know your target isn't good at timing the board has many junctions including an icy five way Junction at the center of the board if a player lands in a space on this ice while there is someone already there the ice cracks and both players run to this space for safety if he knows that threatening players on the ice and is close to extending their lead then it may be worth it to kamikaze them and screw you both over this strategy is made better if you have a movement item while they don't adversely if they have a movement out of an you don't then the Kamikaze may not be worth it when players attempt to leave the icy lake in the center they have a small chance of slipping on the ice ending their turn early on the space at the edge of the ice which can cause the eyes to crack you could have two spaces of left to move or 15 it doesn't matter you still have the same chance at slipping and stomping in your tracks this could even happen for multiple turns in a row although the chances are low this Junction has three paths to choose from in addition to a skeleton gait on one of the past that you can use to bounce off of to change the amount of spaces you'll move for example let's say you roll a 5 and reach the junction you count 5 spaces of 5 spaces left and 5 spaces right for a total of 3 spaces you have the option of landing on but if you go right bounce off the skeleton gate and reach the junction once more then you'll have three different spaces to choose from than last time this means that you could have a total of 6 spaces to choose from so long as you can make the trip back from the skeleton gate in case you were curious the reason why I never brought up bouncing off Scouts and gates in Mario Party 2 is because it didn't do anything and that tile the skeleton gates were at the beginning of each pathway they were on so bouncing off of them didn't change your space count at all a wonderful developers added spaces before skeleton gates in Mario Party 3 for added strategy I we went from no skeleton gates having spaces behind them to all skeleton gates having spaces behind them it's possible when it comes to the particular skeleton gates on this board there's one on the left and one on the right we've already talked about how helpful this right gate can be if you bounce off of it but let's examine how helpful it is as an alternate route and might I say it's great it's nearly 20 spaces quicker than the next best path that's about a three turn save on average if you're not sporting any movement items the save itself doesn't matter if where it leaves is meaningless though but we've got boo right here in this Southern Star space is close by not to mention there's a chance time space for when you get desperate good job right gate now left gate there's been a pattern of gates being unbalanced and their usefulness and you break the status quo oh jeez apparently not taking this gate will cause you a loop back around quickly I'm not even sure what the developers were trying to go for here yeah if you're on the northwest part of the board and the star just appeared over here then I can see this gate being useful but that scenario is a lot more niche compared to the almost always helpful right gate which leads to boo and covers many more star spaces I can at least appreciate that the left gate has a chance time space in item space in addition to being at a good spot for players to bounce alpha for a better chance at laying on the bank space but overall it kind of crappie has said before using a mushroom or golden mushroom to roll high just to slip in the icy ring of chaos can be a downer I'm not one to take my chances here and will only do so if I find it necessary to my game I'd much rather roll multiple dice blocks and travel around that outer part of the board to save myself the stress but hey you may get luckier than me having one of these guys in stock can be useful if you find yourself fleeing from the broken ice the same can be said for the warp blocks there's nothing more satisfying than screwing over an opponent's position just for you to use a movement item to get yourself out of there if you're ahead of Boo and use a reverse mushroom then you're highly likely to visit him twice in one turn because of how close the right gate is it should also be mentioned that moving down into the ice is guaranteed you won't slip if you find difficulty in reaching the top shot because of the icy Junction they consider buying a cellular shopper the magic lamp will see an average usefulness on this board unless you're super paranoid about slipping in the icy area over and over again over all chilly waters has a lot of movement oriented events try to play them in your favor as best you can to avoid freezing in place we've dived into deep Bluebird sea here's the space line up out of all the boards that has the least amount of blue spaces at 40 for the most amount of bull have been happening spaces at 16 and the least amount of total spaces out of them all at 93 here are at 7 star spaces there exists a few junctions here but the main one is looked over by a sushi in a submarine every time players get here the shark make it makes them press one of four buttons before taking the path they chose three buttons do nothing allowing safe passage but one fires a torpedo at the player blasting them to the opposite path additionally the buttons do not reset until the incorrect one is chosen this means that if all three players before you get the safe button then you're guaranteed to press the one that'll fire a torpedo at you if you're put in this position then picked a pathway opposite of the one you want to go on this way with the torpedo hits you your course will be corrected if you reverse mushroom into this Junction then you're free to choose whichever path you want without worried landing on a happening space near the giant Bluebird baby makes it call for its mother whose huge tentacle takes the player to the other side of the board while landing on a happening space can be great for your happening star these ones can be flat-out frustrating imagine traveling so far for the star just to get moved to a different path against your will if you want to increase the chances of getting to your desired space then carry a mushroom or even better a golden mushroom in stock - hopefully roll high enough to avoid the tentacles whether you have these items or not consider what space you'll land on if you bounce off the skeleton gate for example if you have eight spaces left to go and you're headed right then you're gonna land on a happening space but if you bounce off the skeleton gate to use up two of your eight spaces then now you're only going to move six spaces which is an item space if you land on a happening space next to the giant vacuum anglerfish then the arrow on the anglerfish spin around it'll randomly point either east south east or south it will then start inhaling all players on the happening spaces in front of it if you tap the Add button to swim against the suction then you'll remain on the space you landed on if you don't press the a button at all or just tap to slow then you'll get sucked in and spat out in the direction the arrow points to if you get sent east you'll end up here forget sent south you'll end up here if you get sent south east you'll end up at start the first two spots I mentioned have a red outline so they're easy to identify since there's six happening spaces in a row for this event it's highly likely that you'll get involved in it one way or another which is why you should fully understand the pros and cons of Desa conch conch shell the pros and cons of each direction you can be sent in going back to start can be good if you're looking to secure a star that spawned on the southern part of the board or if you want to reliably seize another item as fast as possible this won't be a good move most of the time though since it's still far away from a lot of star spaces happening spaces and Boo the main reason to go south is for a star that spawned here there is a bowel space ahead of you and the main junction of the board is right there but the same is true if you choose not to get sucked in there's a battle space and the main Junction is right there so going south is a really situational move in most scenarios the best direction to get sent is east this path has boo to item spaces in a row and leads back to the angler where you can hope to land on another happening space to increase your odds of getting the happening star the bad part about the YZ path is that it's far away from a lot of star spaces and doesn't have an item shop on this route but there's no doubt that it's the best one to be on if you're not starving for a star there's a skeleton gate up top and on the bottom the bottom gate has your typical chance time and Bowser's space it's not unheard of to place a Bowser space after a skeleton gate but it's kind of mean since the player is getting punished for going out of their way to take the route there isn't a Buddhist gate cuts - and it seems to just loop back around you may write this get off at face value but its placement is useful consider this scenario you're at the main Junction and you really want to head up you press a button get done luckily and our shot to the bottom path under normal circumstances you'd either have to land on a happening space or travel all the way around to the southern part of the board to get back to the main Junction if you have a skeleton gait though did I just say if you have a skeleton gait yes if you have the skeleton gait item now if you have a skeleton key though all you have to do is take the bottom path and you'll arrive at the main Junction much quicker I admit this scenario does have a couple flaws for starters the chances that you're gonna get blown to the bottom path when you're trying to go up not land in a happening space and not see a star spawn right in front of you is quite low in addition using a reverse mushroom to try to correct your path is a decent move as well especially because it's a more versatile item to carry around if you take the top gate then you're guaranteed to end up back in the north part of the board whereas if he didn't take it then you'd have a chance of visiting sushi it can also lead you back to the item shop in a few spaces if you choose to go that way otherwise you could be on your way to boo skeleton keys are normally great to carry around on boards but I'm not really feeling them for this one obviously take advantage of a skeleton key if you have one in your inventory but I wouldn't recommend pursuing them when there's better items to correct your movement on the board poison mushrooms are fantastic on this board if you're on one side of the board and want to land on the nearby happening space to move to the other side of the board then use a poison mushroom on yourself to increase your odds dramatically you could even pull off multiple happening spaces in a row if you managed to get to the angler with the poison mushroom in stock all you have to do is a land on one of us happening spaces normally don't get sucked in and use your poison mushroom on yourself to practically guarantee another happening space this could end up even better for you if he wants to send you in a desirable direction if your opponent's on their way to extend their lead whether by visiting vu we're getting a star to consider using a poison mushroom on them if they're close to a happening space near the middle dramatically changing their placement on the board can really screw them over just make sure you don't accidentally grant them the happening star in the process with how frustrating it can be to navigate this board at times I'm sure a magic lamp could help out in a pinch using a warp lock and help you get out of a terrible position - overall deep blue versi is fraught with unpredictability you could be on one path one moment just to get moved to the other keep a spare movement item in your inventory so you don't end up getting stuck for multiple turns so hot guess I should have expected this it's fine you desert after all here's the space lineup out of all the boards it has the most amount of blue spaces at 57 and the most amount of towles bases out of them all at 100 here are its eight star spaces the constant challenge of this board is to get to the real millenium star because there are two on the board but one of them is always a mirage okay ah ha ha ha real funny Mirage humor man get out of here you can't tell which one is a mirage and which one isn't if you end up visiting a mirage then no text will pop up and the star will disappear if you end up visiting the real deal then you'll be prompted to purchase a star like normal you may be curious how the Mirage star interacts with active and inactive star spaces with this person's testing I was able to learn that the Mirage star will like the real one only appear on star spaces that haven't yet been activated in a cycle this means that if a star has appeared on all five star spaces on the left side of the board then the real star and the Mirage star can only occupy two of the three star spaces on the right what I was hoping would be the case is that the Mirage star would appear on a deactivated star space so you could easily tell it was fake but nope they developed it well to make it a true Mirage of the original there is one exception to this though and that is the last star space in a cycle for this example let's say the bottom right one is the only place a real star has in spawned yet when it comes time to spawn both the real star and the Mirage star the real one will get placed on the last possible star space not the Mirage so in this case the Mirage will appear on the star space already used in the cycle before simply put if you keep track of where the real stars been seven times in a row then you know for a fact that the only star space to not be used yet contains the real star this may sound a little exciting until you realize that this is basically the same thing we do with every board keep track of where the stars appeared so we can narrow down where its next location is gonna be so too long didn't here keep track of where the real stars popped up like normal and there's no way to figure out which one is the Mirage until the eighth star space is used as a general rule of thumb if a players approaching one of the stars then aim for the other in case that player ends up with a Mirage happening spaces are around sand pits on both sides of the board players who land on one on either side are caught by the pit along with anyone else around it and are transported to the sand pit on the other side you could land safely on a circle just for someone else to get you pulled in to the other side that sucks if your goal is to travel past a pit then it couldn't hurt to stock up on a mushroom or golden mushroom to ensure you travel a far enough distance the skeleton gate at the bottom is a useful tool in dealing with the bottom sand pit say you don't want to get sucked into the sand pit but you roll a number that'll have you land on a happening space to do just that if you bounce off the skeleton gate then you're guaranteed to not land on a happening space on the other hand if you do want to get sucked into the sand pit but you roll a number that won't have you land on a happening space then it's possible that bouncing off the skeleton gate will change your fate you should be looking out for bouncing off skeleton gates anyways but it can be especially helpful here one thing to note about these pits is that they both allow you to keep moving in circles if you wish this means that you can farm for happening spaces to boost your chances at getting the happening star only consider doing this if you're confident it's going to further your game it'd be terrible if you wasted multiple turns farming for happening spaces just for it to not be enough in the end if someone's a for happening space is ahead of you then you may as well cut your losses and go for something else if a player decides to take the path with two cacti on it then they'll be prompted to jump over both cacti to get to the other side of the path if they hit the first cactus they bounce over to the sign with the cactus picture on the right side of the board that they hit the second cactus the one with the flowers on his head they bounce over to the side with the cactus picture on the left side of the board well this event may seem pretty straightforward I assure you it's anything but this person made a table for all the possible spaces you could land on depending on how many spaces you were at when you encountered this event for example if you have four spaces remaining you choose to ignore the cacti then you land on this blue space if you hit the first cactus and go left you'll land on this bowser space if you hit the first cactus thing go down you land on this game guy space if you hit the second cactus then you land on this bank space if you jump both cacti then you land on this item space that's right there are five different spaces for consideration when encountering this event this means that whenever you come across these cacti you should be checking every possible space you can land on and considering which one will best benefit your game you may be wondering what these three results are on the table well if you have eight nine or ten spaces left to move upon encountering this event and you decide to hit the first cactus and go left then you'll go far enough to encounter this event again but with a different amount of remaining spaces meaning that you'll be given a different set of spaces to choose from this is a great move to make if you really don't like the set of spaces you're given when you have eight nine or ten spaces left to move the craziness doesn't have to stop there what if you had say 30 spaces left to move upon encountering this event you'd have to do tons of counting to figure out the possible options at your disposal this is because with 30 spaces you could hit the first cactus visit the event again hit the first cactus visit the event again and so on until you visited the event five times this is the maximum amount of times you could come back to this event and it's also highly unlikely that this scenario will pop up for you but this was meant to show you the power of this event when used correctly but we're not done yet check out what happens when you reverse into this event you're given even more spaces to choose from since the reverse mushroom turns splitting past in two junctions you could reverse into the event purposely hit the first cactus then reverse down the right pathway if you wanted to that's crazy oh and in case you were curious reversing into the end of the cacti section won't do anything you'll stay on the same path I believe I've mentioned this before all right now we're done don't skimp out on considering every possibility and may mean the difference between winning and losing there's a skeleton gate down below and one up top the ladder guards boo who's quite easy to triple-dip because he's so close to the skeleton gate even if you roll a fairly low number you'll likely visit booed twice in one turn if you managed to reverse into him we've also got a classic bowser space and chance time space in this path as well so if you're desperate then you know where to go the bottom gate will lead you to an entirely different path than the one you were going on so if you have business visiting an item shop getting a star that appeared there visiting the cacti or just want a shortcut further into the board then this gates got you covered if your reason for taking it mainly has to do with wanting to get to the other side of the board then check to see if you're about to land on the pits happening space there's no point in wasting a skeleton key to take a shortcut up top if you can get there instantly while also adding to your happening space count these are some fairly solid skeleton gates congratulations skeleton key they're pretty useful here you already saw the chaos that mushrooms can comes before but what about the warp block due to how easy it is to get around in this board via the sand pits and cacti using a warp block isn't as risky as it is on other boards so don't worry if things go wrong just correct your position as best you can overall spiny desert may look a little frustrating at first glance what with the Mirage star but it actually has a lot of strategy built into it for players that are willing to explore the many possibilities ah woody woods not too cold and not too hot it's just right here's the space a lineup out of all the boards it has the most amount of red spaces at 7 and the most amount of item spaces at 13 here are at 7 star spaces the main feature of this board is Monty mole every turn he pops out of his hole to switch the directions players move he also does it every time a player comes to his army like Hut to pay him five coins or lands in the happening spaces that are near I as you can imagine it being forced to go one direction over another has the potential to ruin your game you could be this close to getting a star but just because someone landed on the stupid happening space or paid the Monty mole you'll be on your way in the wrong direction it's essential to hold on to movement items in this board so you can reduce the impact of this gimmick let's say you're close to a sign and you're about to roll but the sign is pointing in a bad direction you want to roll low so next turn can come around and solve your problem right doing that with a dice block that rolls 1 to 10 will be difficult so a poison mushroom may be nice to hold on to so you can have an easier time stalling out a sign additionally you can use the poison mushroom on an opponent so they won't reach their desired direction in time imagine a big threat nearing the path they want to travel just for you to stop them right before the sign so they have to go the opposite direction next turn this all sounds well and good but because of the other methods that change the signs it's definitely not foolproof you've got to make sure to look out for other player's positions for example if everyone's nearing a sign then there's a decent chance that a happening space near the sign will be landed on and reverse it making it difficult to gauge whether or not a poison mushroom should be used I'd save my poison mushroom in situations like this for a higher payoff later on but if I needed to go a certain direction then I take my chances and using it the other positions you should look out for are these two huts is someone really close to one do they even have enough points to change the signs if they do are they willing to even pay the price these are the kinds of questions you've got to ask yourself so you don't end up getting screwed over on the other hand if a threats going to approach the path they want then sabotage them as best you can I mentioned using a poison mushroom earlier but if you visit the Monty Hut and by all means pay five coins to prevent the threat from extending their lead we've talked about trying to stall out signs but what about the opposite getting to them as fast as possible before they switch carrying a mushroom or golden mushroom can ease your worries about poorly timed low rolls so you can pass the signs you want without them screwing you into the wrong direction warp blocks can be nasty on this board with how much thought has to be put into for one's movement you can almost consider a warp block a get-out-of-jail-free card if you landed yourself from the terrible position there is of course the chance factor when using warp blocks but on boards like this sometimes anywhere is better than where you're at currently if you end up going down a bad path then you can use a reverse mushroom to correct yourself a move like this will vary in power depending on the situation since a reverse mushroom is best used when farming boo-hoo surprisingly isn't locked behind a skeleton gate this time around this placement may seem generous to you until you consider the fact that to get to him you need to pass these two signs which can be a pain if they're not facing the right direction and when I say right direction I don't mean literally the right direction I mean if they're not facing the left direction to get to Boo and you can get my point to get a better handle on navigating this section of the board let's take a look at the happening spaces in front of woody and wharoo Keo if you land on a happening space in front of woody then he'll give you a plus coin fruit which gives you five coins or a forward fruit which makes you roll again you have to decide which fruit to have by going either left or right and if you don't choose in time then woody will always give you the forward fruit that last bit is crucial if you want the forward fruit then you're guaranteed to get it by not making a decision in time there is no point in attempting to choose it yourself unless you're trying to style if you instead want the plus coin fruit then react quickly when the time comes if you're too slow and don't select either fruit then you'll receive the forward fruit so make sure you've chosen the fruit you want to depend on where you wish to travel further in the board want to stall up the next sign aim for the plus coin fruit one of Blitz past the sign as quickly as possible take the forward fruit if you land on a happening space in front of water Keo then he'll give you a minus coin fruit which takes away five coins or a reverse block fruit which makes players roll again but go backwards just like before you have to decide which fruit to have by going either left or right and if you don't choose in time then BBQ will always give you a reverse block fruit if you're already on the path you desire then aim for the minus coin fruit when the time comes if you want to try and switch past then don't make a selection so you're guaranteed to get the reverse block fruit if you manage to get to Boo then reverse time if you have a reverse mushroom there's no better feeling than triple dipping boo you'll notice that there's a skeleton gate here a few spaces back there's also one in the bottom however at first glance this one up top makes no sense why would you divert from the path with a boo for a couple reasons actually this gate leads to two star spaces in addition to the Monty Hut which can be crucial and screwing over another player that being said I wouldn't call this gate super helpful but I wouldn't call it useless either most of the time you want to stay on the path with Boo it also has much less spaces to travel to the bottom gate doesn't let you switch to an alternate path but instead redirects you to the main path this can be useful if you're aiming for a star that showed up here wanna get an item quickly or if you want to correct your position on the board by visiting the first sign again these are all decent reasons for going through this gate but honestly the skeleton key kind of sucks on this board at least when compared to others I'd rather opt in for movement items instead of skeleton keys when it comes to navigating these woods overall woody woods is about blitzing and stalling you've got to make sure that you're going the right direction or you're gonna end up in a bad position get a handle on that and you'll be good to go hello hello oh there you are for traveling through creepy cavern not the most welcoming place is it here's the space line up out of all the boards it has the most average space layout here are at 7 star spaces this boards cut in half straight down the middle the main method of travelling between the two halves is by riding the minecart you can do this by visiting a swamp and paying five coins or you'll have to time your jump to hop on or you'll miss it making it a waste of coins a minecart will also appear if you land on a happening space that is located on the tracks in this case swamp rides the cart to the other side chasing all players and the way to that side as well this means that if the thwomp is on the left side of the board then he'll be riding the cart to the right if he was on the right side of the board then he'll be riding on the cart to the left there's no timing any jumps when the cart appears this way so you're guaranteed to be affected by it if you need to get to the other side of the board and you just can't land happening space then you may need to cough up five coins to take a ride over there your only other option is by going through a skeleton gate either the one up top or the one in the bottom there placements may seem odd though since they're right next to the Flom pennyways which makes you wonder why would you go through a skeleton gate instead of using the thwomp there aren't even any spaces that you can land on only by going through one of these gates so what gives well for one it's possible that you've got the skeleton key without purchasing it meaning you can pass to the other side of the board for free instead of paying five points to do so but a more likely scenario for you to go through a gate is if there aren't any flops on your side of the board at the time yeah that can happen and it can be frustrating if both whomps are on the other side then you've got to wait for one of them to move over and then you'll have a chance at writing the card having a skeleton key in possession can help avoid this scenario allowing you to cross over without needing to rely on either of the thwomps placements all this being said I found that players tend to move the thwomps around often enough for this scenario to not come up too often but if you're a paranoid of it and grab a skeleton key there's actually another reason to have a skeleton key in hand but we'll get to that in a moment you may have noticed the whomp King in the middle of the board you'll always be sleeping on the same spot he blocks either the right path that leads upwards or the left path that leads to boo players can land in a happening space not found on a track to make him turn over that is also achieved if a player gives him a certain item that he wants such as a mushroom poison mushroom or a skeleton key if he flips over by means of a happening space then his desired item will not change he'll stay committed to it until his request has been granted it is possible for him to ask for the same item multiple times in a row he can be a pain when navigating the board since he blocks the main path up or the main path down the Pentagon of which side her on luckily there's an item shop in a good spa on each side so if he's blocking your way then you can purchase one of the cheap items he's asking for and grant his request even if you end up not having to use the item on him at least he stocked up we should keep in mind when considering making him flip over is how much it'll help you versus how much it'll help your opponents the whomp King doesn't function like the regular whomps you've seen in previous titles where they blocked the path after you take the route the whomp King switches to the other side indefinitely until something triggers him to flip back so you're opening the pathway to everyone not just yourself if him flipping would be beneficial to all then purchasing an item just to help everyone out doesn't sound like much of a good idea flip them over when you're the main one the move benefits alternatively if an opponent is on the other side of the board trying to travel through one of whomp Kings paths then you can flip him over to block them off this can prevent someone from going on a boosts brief which could change the game drastically if you catch them a rape before they do it the movement on this board isn't reliant on the high rolls as much as it does on visiting swamps and landing on happening spaces this is why I recommend you put more of a focus on warp blocks instead of mushrooms here it's better to try and warp to other areas of the board instead of rolling a 30 and going in circles multiple times this doesn't mean that mushrooms are flat-out useless on this board you just won't find them as helpful as they normally are a well-timed poison mushroom could force a player to aside they don't want to be on careful about making your opponent's land in a happening space though you should only do so if you're confident that they won't get the happening star because of your actions otherwise ruining their placement can be a great asset to your game farming boo on this board may prove to be a little difficult though for a couple of reasons the first is the app were mentioned whomp King who may block your path to do the second is all the happening spaces on the tracks that can mess with your movement and cause you to get really off-track by all means if you can triple dip boo by using a reverse mushroom then go for it but our troublemaker mushroom may not find as much use this time around this board is surprisingly forgiving on the bank side of things you can easily avoid each bank on each side without worry when you come upon the junction leading up to a bank check if you can land on the bank space and if not then move along unless you have business on that part of the board overall a creepy cavern could be a frustrating bore to play if you get stuck in this you don't want to be on keep a mental note for we're both whomps are and where the whomp King is laying down at all times knowing your options at traveling will prove crucial to getting around here we are at Waluigi Zac use the space lineup and of all the boards it has the least amount of red spaces at 3:00 you may have noticed that these numbers don't add up to the total amount that's due to one of this boards gimmicks where the top left island gets filled with one type of space which changes every turn we'll get more into that later but for now here are the seven star spaces wherever players go along the top sides of the board they will always enter a red pipe that lead them to the green pipe near the start the island with all the dynamite is the first place players always go to the happening spaces are dangerous here because every time someone lands on one the number in the center of the explosives counts down it always starts on five but when it gets to zero the dynamite explodes and anyone caught in the blast loses all their coins this place isn't much of a threat early on since your coin count will be low but in the later turns avoid this place like the plague when it's close to zero remember you're not the only one that can make the counter count down you could be sitting pretty in the circle while the counters at three just for the other three players to make it go down to zero all in the span of four turns it's a shame too since this is a fantastic layout for farming happening spaces you could still do it but keep an eye out for approaching players so you don't accidentally lose all of your coins if you need to get past this island safely then use a mushroom or golden mushroom so you don't have to deal with it if you head north off dynamite Island then you'll activate the gear and the center of the board the four arrows on it up right down and left flash in clockwise order at a random speed players jump to the gear and stop it when they land the arrow that is flashing when they land is the path they have to take if it stops at the down arrow or if players take too long to act then they stay on the dynamite getting this part of the board right is crucial to your game there's nothing worse than needing to go a certain direction just for the lights to flash at a fast speed causing you to go the wrong direction the jump your character does is meant to psych you out whichever light is lit up the moment you jump is going to be the direction you go after you land does it matter if it's flashing super slow or super fast the moment your character is airborne the direction that's lit up at the time will be your destiny that being said trying to time the fast one is incredibly hard no matter what speed is stay focused on the pace that's going and build up a rhythm in your head so you know when to jump quick tip if you reverse into this part of the board then you can manually choose which way you want to go no event will trigger the top left island is a unique part of the board every turn all of the spaces except for the bank space will change to another type of space either blue red Bowser chants battle item or game guy to get to this island you must cross a drawbridge there are two on the board but only one of them are down at a time if you land on a happening space next to one of the draw bridges it'll cause one of them to rise up and the other to come down you may be wondering why anyone would want to visit this part of the board if it's so incredibly chaotic well there are not one but two star spaces on this island which is really mean design since you've got to plunge into the unknown to get what you want it could be safe one turn just for all the spaces to change the game guy and now you're forced to gamble or maybe a sudden battle minigame pops out of nowhere there's such a slew of events that could occur on this island it's not even funny but hey if you enjoy chaos then by all means stay on the island and relish the randomness watches your opponents gaze down in horror when the whole island Iran gets littered with chance time spaces how delightful if you want no part of this island and simply want to take a star and go then I recommend you use a mushroom or golden mushroom before you enter otherwise you may end up rolling low which means you'll be at the mercy of whatever the island gives you unless you manage to land at the Bing space but honestly if you're hoping for that then you've probably gotten yourself into some trouble players that want to get to boo have to take one of two paths where one of them is booby-trapped if they take the path that has the trap they are sent back to the start there's no way of knowing which is which so you're flipping a coin if you choose to go this way reversing into this part of the board does not negate the event like the roulette in the middle you are still prompted to make a decision between two paths and one of them will still send you back to the start for this reason along with the how strenuous it is to get to him pharming boo becomes a difficult task I'd attempt if I was already near the position to do so but aim for it yeah I'd rather Center my game around something else what sucks about this path is that there's a star spaced on it so given enough time one's gonna spawn there and somebody's got to make the journey for it unless a magic lamp is in possession let's talk movement items mushrooms and golden mushrooms can help you get back on track if you end up on a path and you don't want otherwise they're great tools for blitzing ahead like normal warp locks in this board can be frustrating to deal with you could finally be on the part of the board you want just for your opponent to switch places with you and stop all your momentum on the flip side if you're the one initiating the switch then savor the glory of skipping over the annoying parts of this board if the dynamite islands counter is at one and you see a thread around it then toss a poison mushroom their way so they have a higher chance of blowing themselves up losing all their coins well this can be a fantastic way to hurt someone's game it's also risky since you're letting an opponent land on a happening space so caution is advised there's a gate on the left and a gate on the right the ladder is a shortcut down to the green pipe which only saves a few spaces there's also a chance time space that's it pretty underwhelming let's see if the left gate is any better and it just loops you back around with no spaces of its own dang I get what they were going for with us though if the dynamite Islands counter is at a loan and there are multiple players there then you may want to take the loop back around so you aren't caught losing all your coins but this scenario is quite specific and unlikely so I don't have much of a favorable opinion on this gate either I guess that means the skeleton key won't find much use here which kind of sucks also this is the last time we're gonna get to see the skeleton gates and they aren't even that good kind of a shame really well regardless let's give one final salute to all the skeleton gates in mario parties two and three you all added a kick of strategy that was much appreciated in this franchise I'll miss you I really really will overall waluigi Island is chaos incarnate only go there if you're okay with the possibility of getting stuck in certain sections of the board due to trickery and chance this title has 68 minigames that all have a chance to pop up in party mode there's 24 player minigames 10 1v3 minigames 10 to v2 minigames 8 battle minigames 10 duel minigames 6 item minigames and 4 game guy minigames 4 player minigames aces high climb into a plane with two types of missiles then shoot down your rivals each player has two hearts and can shoot each other with bullets if the player holds the shoot button and the Bullet Bill under the players plane is flashing the player can release it and the Bullet Bill targets the player closest to them it doesn't matter who you're facing if they're further away than the person behind you then your bullet Bill's gonna flip around and aim for them instead surprisingly they seem to land just as often regardless if you're facing your opponent or not once the bullet Bill's launched the player cannot launch another Bullet Bill until the Bullet Bill disappears or hits a targeted player the bullet bills don't last forever so you don't have to worry about waiting a long time without getting another to not get hit by a bullet bill you have a few options you can avoid it with clever maneuvering diving down and away normally does the trick just make sure you have an eye on the map to see where it's coming from remember the big arrows are your opponents and the smaller arrows are any bullet bills they shot if you're not confident in your ability to dodge a bullet bill then hang around the wall of the arena if you touch it then you'll be stunned and moved upwards but you'll be invincible during the entire duration exploit this invincibility while a bullet Bill's targeting you and it won't be able to do anything bullet bills will always try to aim for your rear but if one happens to come at you from the front then fire directly at it to get rid of it if a player is hit twice that player will fall out of the sky and be picked out of the mini-game if all four players are eliminated or there are two or more players still in the arena when time runs out almost one player has more health remaining than the others it is a draw the last player standing in the area wins if it wasn't already obvious you should always have a bullet bill flying towards someone it's too good of a tool to not be spamming when you're not charging up a wall bill fire bullets constantly and align your shots with your opponents if you're finding it difficult to land your shots from far away then accelerate towards them to close the gap and fire at a closer range this is best done when you're approaching them from behind braking is useful maneuver to align your shots and turn quickly but it leaves you vulnerable to enemy fire so don't ever use it being in the middle of the arena is a terrible position to take you'll most likely find yourself in between multiple opponents which means F they decide to fire their bullet bills at the same time then you're gonna be the main target whether you like it or not or whether they intended it or not what's worse is that you wouldn't have enough time to touch the wall of the arena to secure invincibility you instead have to outmaneuver multiple bullet bills while also avoiding regular bullets as well talk about a nightmare this is why I prefer hanging around the wall of the arena the most you don't have to worry about every conceivable angle you can get a good view on the action and you have a quick escape option via the wall if things get hectic if you're ever in a position where your main goal is to survive then constantly run into the wall for the most invincibility frames possible to counter a player doing this constantly shoot bullets at where they exit from it's not super easy but it's possible awful Tower jump from block to block to climb the tower the fastest climber wins you can jump pretty much any way you want when you're going from one close block to another but when it comes time to jump over a gap may sure you're moving towards your target blonde when you jump jumping and then moving won't cut it here you need all the distance you can get as certain points during the tower climb of hammer bro writing on the cloud will drop by and attempt to throw their hammers at the individual players in order to slow them down if a player gets hit by one of the hammers the player will be stunned and fall down the tower avoiding these hammers can be tricky if you're finding trouble getting past the first block the hammer bro guards then try simply running towards the block after the Hammers thrown jumping isn't required here for the others just watch where the hammer Falls whenever he throws it he'll keep throwing it in the same arc over and over again which makes it quite predictable once the Hammers past you then you can make your jump with these you can grab coins on your way to the top the each location for one requires you to spend a moment or two off the main path which is why I recommend you focus on winning the mini game instead the only times you should be getting these coins is by accident when you fall off when you're way too far behind to catch up or if your opponents are just so bad the mini game that spending time gathering the coins won't be a tetraman to you if neither player has reached the top within the time limit the mini game ends in a draw this minigame has the same layout every time so feel free to practice it to your heart's content bounce and trounce get on a bouncing volve and knock your rivals off the playing field the players have to knock other players off the platform's by jumping and attacking later in the mini game the square box platforms will fall off one by one the last player standing wins if multiple players survive after time runs out the mini game ends in a draw there are four Heights you can reach which I'll refer to as the levels most of the time you'll advanced a level higher if you jump the moment your ball lands on the ground at level one miss timing your jump will keep you where you're at timing your jump will bring you up to level two at level two miss timing your jump will bring you down to level one timing your jump will bring you up to level three at level three miss timing your jump will bring you down to level two and timing your jump will bring you up to level four once you get to level four miss timing your jump will bring you down to level one timing your jump will bring you down to level two you can't attack at level one that's reserved for levels two and up if you and your opponent attack at the same time but your above them then you have priority if someone's targeting you and they have the height advantage then running away is the best option if you're cornered then try attacking them before they attack you if you're playing with people that have no clue how to work this minigame then quick attacks close to the ground can cause some chaos if there's even one person that knows what they're doing then try to attack from above them at all times with all these tips in mind remember that this is a survival game you're trying to be the last one standing or bouncing cheep-cheep chase swim like mad to avoid the hungry cheep-cheep dive to avoid the bombs in the water if a player gets eaten by the cheep-cheep they are out of the minigame if a player touches a floating bomb they're stunned for a moment and basically out of the mini game unless everyone else screwed up too the first player to reach the end wins if there are more players swimming when one of them reaches the end all the remaining players will get eaten if all the players get eaten the mini game ends in a draw give this button masher your all of the entire way through and I mean the entire way through both on top of the water and underwater if you forget to mash while you're underwater then it's likely game over for you the floating bombs are fairly easy to avoid at the beginning since they're all lined up and perfectly still as the mini game goes on though they become misaligned and even move don't let these distract you though you only need to dive under the floating bombs in your lane no one else's the floating bombs hitboxes aren't super precise as can be seen here where I'm practically clipping into it more often than not I see people getting hit by these things as they're about to surface because they dove too early don't be like them an exclamation mark will appear above your head if the cheep cheeps about to catch you don't stop mashing chip shot challenge aim for the hole then hit the ball the player closest to the hole wins if a player gets a hole-in-one that player automatically wins other players can make a hole-in-one and win two if no players make a hole-in-one the player whose ball is closest to the hole wins if two or more players tie with the condition of no players making a hole-in-one all of those players will still win if the ball falls off the island the player that made the shot immediately loses in the regular party mode known as battle royale mode the players take turns according to their placing on the board whoever's in first will go first second will go second and so on and minigame mode the players take turns according to player order the later you go the better off you are this is because you can copy the angles of the players that went before you there's someone got a hole-in-one with a certain angle then all I have to do is copy that angle if someone didn't get a hole-in-one but got really close with a certain angle and only have to do is copy that angle and make slight adjustments for a hole-in-one if you have to actually play the game then you need a good handle on how these angles work the color of your triangles will give you a sense of how far you're going to launch the ball the blue is weak green is medium and red is strong compare the lines in the grass to the holes placement in order to figure out what strength you need for example if the holes around the middle back then your triangle should be green with a hint of red when you need to turn your angle towards the hole don't overcompensate a lot of the time people will turn way too much and hit that sucker off course a good rule of thumb is to keep your top triangle halfway between the middle of the field and the hole favoring the middle by a little bit if there's a hill involved then favor the middle of the field a little more to compensate for the elevation difference these tips won't apply for every hole you encounter some of them are tricky but I believe in your ability to adapt sport curtaincall players have to memorize the order of the goombas koopa troopas and booze on stage the curtain then closes at which point toad comes by and asks all the players a question about the position of one of the characters more characters come by as the game progresses if one of the players gets the wrong answer that player is out of the game all players who never make a single mistake win memorizing the order the dancer's tends to be pretty easy either repeat the order in your head try to burn the visuals into your eyes or do anything else to hold on to the info the tricky part is the wording of the questions that toad asks he won't ask questions like who was the fourth person he'll instead ask questions like who was the second person from the ride these kinds of questions require a little more thought to process which can disrupt your memory enough to screw you over which is why you've got to get a good handle on them if toad asks you who was the third person from the left then you start counting from the leftmost dancer up to three inversely if toad asks who is the second person from the right then you start counting from the rightmost dancer up to two that's all it is once it comes naturally to you this minigame should be a piece of cake it may not come as easily to your opponent's though which is why you want to confirm your selection as quickly as possible so they don't copy your answer on the other hand if you have no clue what the answer is then copy off someone that seems like they know what's up frigid bridges players attempt to get the blocks at the start and cross the frozen path without falling into the water and place them at the end of the path at the middle of the path a cheep-cheep jumps above the path and goes to the other side if a player gets hit by a cheep-cheep they will fall into the icy water freezing the player for a moment the first player who carries three blocks and fixes the path wins the path is a little slippery but it doesn't take long to get used to it if you get hit by a cheap cheap head-on then you're headed for the water but if you sideline it then you likely won't fall unless you freak out it's jumps are predetermined by the way it'll leave whether you're there or not when the minigame is about to begin hold your analog stick it down so you start moving at the earliest possible moment stay in the middle of the pathway cutting corners here won't do you any good since the upcoming cheep-cheep won't be in the middle of its jump which you need to avoid by stopping for a quick moment ideally by quickly releasing the analog stick as soon as the cheep-cheep isn't covering the path anymore continue onwards cutting corners as close as possible without falling once you reach the end of the path you'll automatically drop your block into the water so you don't even have to worry about falling there while the animation is taking place hold your analog stick up so you start moving at the earliest possible moment just like when the mini games started cut corners like before and run past the cheep-cheep without worry at this point it's no longer a threat because it's jumps aren't in sync with you crossing in front of it anymore continue to the beginning and immediately turn around the moment you grab the next block cut corners on your way to the end and drop the block cut corners on your way back to the beginning to grab the block rinse and repeat until you drop the final block at the end once your bridge is finished cross it to win the mini game if your opponents are bad at this mini game then feel free to play it safe by staying on the middle of the path instead of cutting corners if you fall off for any reason then now you've got a dad - the cheep-cheep if you're approaching it and haven't seen a jump yet then wait a quick moment let it pass then continue ice rink risk try to avoid being hit by despite Koopa shell that slides around the frozen playing field if you're moving fast and either release the analog stick or try to move the opposite direction then your character will slide for almost a full second before obeying your command that's terrible when you need to avoid shells that are bouncing all over the place it's a good thing you can cancel the sliding animation by jumping though you can either short hop to regain your movement as soon as possible or full hop if the shells headed right towards you if you jump in the direction you're facing then you'll go further than if you jumped backwards try not to slide in the first place though don't smack your analog stick the opposite direction when you're running instead roll your analog stick whenever you run so your character has a moment to adjust when they're switching directions if you ever want to switch directions instantly then slow to a walking pace before doing so at the start of the minigame the first shell will always drop at the edge of the arena and bounce off the wall as long as you don't move until it touches the ground you won't get hit anytime someone gets hit at the start of this mini game it's because they ran around randomly before the first shell dropped don't be that person because I will laugh at you avoiding the first shell is fairly easy because of how slow and predictable it is obviously don't test your luck though keep your distance the second shell will drop down the timer hits 20 seconds it'll drop at the edge of the arena and bounce off the wall just like the first one did at the beginning of this mini game if you're next to the wall then look for the shadow of the shell as it's falling and make sure you're not under it now that there's two shells if you got to deal with them bouncing off one another when they do it tends to be what you expect a perpendicular bounce but sometimes one shell will be moving fast in one direction completely unfazed when another shell sidelines it I personally haven't seen this happen when two shells hit each other head-on only when one's getting sidelined regardless keep to the edge of the arena as much as possible and jump whenever a shell approaches you in nearly every case it'll bounce off the wall while you're above it and leave you alone if multiple shells crowd around your spot then pay more attention to where you're jumping so a spike doesn't hit you or the Sun Shyne this becomes more difficult when the third shell drops down in the same manner as the rest when the timer hits 10 seconds the three of them will bounce all over the place making it clear that jumping at the wall and keeping your distance is your best bet at survival players may also stomp on other players to stun them making them more likely to be hit by the spiny shell since their movement speed will be reduced and they won't be able to jump this isn't necessary though since multiple players can win the mini-games only do this if you've got to prevent a certain player from gaining any coins if you're jumped on then scream at the person that did it and then get to the nearest open space and wait for your character to return to normal before gaining your movement options back Mario's puzzle party break blocks by connecting two or more of the same color swamps will occasionally fall and squash blocks for you you'll send bricks to the other players if you string together a combo the better the string the more bricks they'll get sent to their side these bricks can be broken by making combos around them however the whomps will crush the blocks underneath it to half size which can aid the player in scoring combos it tends to not half the size of every block underneath it with the main culprit being one of the top two blocks most of the time the player who reaches the score limit wins the limit will always be 100 if this mini games played in party mode you know battle royale mode when playing this minigame in the free play room the score limit can be set from 100 to 1000 in 100 point increments if any player runs out of space in the grid to place the blocks the player's game ends the last man standing rule can also decide the winner if everyone but one of the players game ends the player that's still playing wins regardless of how many points that player got compared to the others there's a few different strategies for winning this minigame but if experience and advice has taught me anything it's that making a holes the way to go start by filling up the first and second column as quickly as possible once done combo with the color at the bottom of the second column to spark a chain reaction if you didn't get that color then discard your blocks into the fourth column until you get it if you succeeded then you should have gotten a nice string if not in your screens filling up then make room so you can survive long enough for the wall this guy is incredibly powerful when your screen is filled with blocks sometimes you can even get 40 points out of them without even thinking about it well you may feel inclined to play it safe and keep your screen as empty as possible that's not how you score tons of points do that and you'll be left in the dust you want to build up tower after tower while keeping one column relatively clean so you can spark a chain reaction from the bottom of your screen you can still set out chains anywhere else but the bottoms where the money is which is why you can't let bricks pile up there make sure you clean them out before continuing you'll average around 50 seconds using this method while it's effective when done correctly it can be a disaster if you aren't paying attention and fill up your screen to the brim without a swamp in sight make sure you match the bricks to the bottom of the tower you created so your chains are clean unlike your messy memory toads knock the items on the shelves to the floor try to return all the items to their proper spots before the mini game starts players have to try to memorize the items location with a few seconds they have after that mini toads come onto the screen and tamper with the toys behind a cloud of white smoke once done it is revealed that they knocked down some of the items leaving some of them in their proper place when the mini game starts the players have to lift the item and place it back on the shelf in their proper spot in a matter of 30 seconds the better the player memorized the items locations the more accurate the placements once done the player can close the curtains to prevent other players from cheating off of them they can open the curtains that they feel uncertain by the placement of their items and wish to change them when the timer runs down to zero the game ends all the curtains closed no matter if the player is done or not then all the curtains reopen and the game shows the correct placement of each item from left to right the player who puts the most items in their proper spot wins there don't seem to be any predetermined setups this minigame will randomly shuffle around the items each time it's played there are a few ways to memorize the placement of objects using verbal memory would involve repeating the order of the items in your head again and again using visual memory would involve burning the placements of the items into your eyes you could use only one of these tactics but you'll probably find more success if you buying both of them since the processes take place in different parts of your brain look at one row of items start repeating it in your head don't stop now look at the other row and burn the placements of those items into your eyes once it's time to set up the items first place the ones from your visual memory since it's a tad more delicate then place the ones from your verbal memory since it's more solidified as you've been repeating the order to yourself this whole time if that doesn't work for you and try making stories out of what you see maybe there's a hat next to an egg so you can imagine that character eating an egg while the next character watches and so on the more uniquely distinct the better if none of this appeals to you and you don't have any memorization strategies on your own then shamelessly peek at your opponent's screens and copy them instead if you know a particular opponent of yours excels at this minigame then pay more attention to them if they cover their screen to avoid your attempts then do your best to remember the last things you saw if people are trying to copy off of you then finish as quickly as possible and cover your screen as soon as you're done if all else fails then use a trusty photo capturing device to how you say cheat doing this will likely result in tarnishing your relationship among your friends I was gonna say reputation but I think it's bigger than that so that misspeak was whatever if you have to do it anyways if you have to cheat then your MP IQ is probably pretty low the first player to answer these questions correctly wins first toad will slowly show the question letter by letter a player must press a button to hit the buzzer and answer the question and players can hit the buzzer before the question is fully revealed and o means the answer is correct and an X means the answer is incorrect if an answer is incorrect the player who answered the question gets squashed by a block and loses their next turn players are also squash if a question is not answered within 5 seconds if no one answers three questions correctly after ten questions the mini game ends if multiple players have the highest score a draw occurs there are tons of questions toad can ask they range from easy ones such as what color as Mario's hat to incredibly difficult ones such as the current total of coins all players have there are only three options to choose from though so even if the questions insane you still have a decent shot at getting it right but here's the problem when you're playing with three other people someone just someone is bound to try and answer the question way before it's fully displayed this can turn MP IQ which is supposed to be a fun trivia minigame into a luck based minigame where everyone's trying to mash a as quickly as possible for the 33% chance of being correct yeah there's a 66% chance of one being wrong when guessing but sitting out around isn't a harsh enough punishment to discourage this kind of play try to have everyone come to an agreement to only hit the buzzer if they're reasonably sure they can answer the question otherwise your session may end as a button mashing guessing game Fiasco parasail plummet a coin minigame open and close your umbrella to close the coins thrown I feel like it didn't really give that much that much enthusiasm let me try again parasail huh parrot crap parasail plummet a coin minigame open and close your umbrella to collect the coins thrown by the hammer bros if the players close the Paracel they fall if the player opens the Paracel the player can move to get coins while going up if the player touches the top of the screen then their parasol will automatically close but they can still open it again if they choose you can bump into someone while your parasols open to make more room for yourself you can't bump into someone while you're Paracels close though you'll just move slightly if you fall on top of them hammer bros at both sides throw coins coin bags which are worth five coins and hammers to players if a player gets hit by a hammer the Paracel closes and they fall rendering them temporarily unable to collect coins camp near the top corner of one of the two sides the moment you see hammer bro close your umbrella to drop down and snatch what he dishes out you may get hit by a couple hammers doing this but you'll gain more coins overall than if you hung around in a coin or coin bag that's gone off screen at the top is still in play it'll come down eventually so predict the arc it's going in and snatch it before anyone else picture and perfect hit the block to stop in the correct parts as they appear try to recreate the original picture the picture players have to match me be toad Mario or wiggler each set of parts flashes by quicker than the last the more accurate the picture is the more the points the bit subdue the more the more points the player will earn the player or players that have the most points at the end of the minigame of wins for toad you can get a total of 30 points if you give him red circles a regular smile and regular eyes for wiggler you can get a total of 40 points if you give him a white flower a big nose and open mouth and black eyes for Mario you can get a total of 50 points if you give him a red M on his head a big and round nose a Mario stache a regular smile and blue eyes the cycle every feature runs on is completely random each time the mini game is played sadly regardless treat your timing on this mini game in the same way you would chance time memorize a feature or two that comes before the one you want then when they flash by secure your desired feature you have a full minute to finish up take advantage of it a lot of the time players will rush through this minigame and get done within seconds when they could have gotten a better score if they just relaxed a little and paid close attention to what was flashing on their screen pipe cleaners each player has to knock the baby Bowser's by using a hammer as they pop out of the pipes the baby Bowser's may trick the player at times the player who has the most points wins your reaction time could be incredible but if you don't have a handle on which pipe correlates to which input then you'll struggle so make sure you've got that down if you're finding a hard time distinguishing which side is a and which side is B and try turning your controller so a and B are horizontal from one another you should see a on the right and B on the left which visually corresponds with which side each button has you swing your hammer at this might make pressing each button feel more natural and help you remember what they do if not practicing enough will teach your muscle-memory if a baby Bowser is retreating back into a pipe then you can likely hit it the same goes for when they're just exiting a pipe which means you could actually preemptively swing and hit a baby bouncer before it even gets the chance to stick its head out a pre-emptive swing can do you good if you have a free movement for it just don't only rely on them your reflexes should be doing most of the work keep your eyes in the middle of the screen and immediately swing towards a pipe if you see any movement rock and Raceway players have to race with rocking horses and collect carrot cards if the player gets an orange carrot powerup the player can proceed rapidly without losing any energy for a moment but the player gets a blue carrot that carrot is yes that carrot is done that player is stunned for a moment the player also gets stunned if they run out of carrot energy in either case the carrot energy will be refueled when the stun time is up if the player stops mashing then the horse will slow down to a halt the first player that finishes half of the lap wins go as fast as possible the moment the race starts once your energy is down to one carrot then dial it back and work up a rhythm you'll see a carrot panel right ahead of you you need to make sure you touch the panel when the orange carrot powerup is the one that's showing to do this keep track of how often the panel switches for the first one it'll switch every three seconds manage your distance in accordance with when it's going to switch so you can secure the powerup if you got the orange carrot from the first panel then go as fast as possible until it runs out and you're back at one carrot the second panel is trickier since it switches in under a second each time try building up a rhythm in your head for when it switches so you have a better idea for when to slow down and when to accelerate for the orange carrot if you've got the orange carrot from the second panel then make your way to the finish line with haste if you got a blue carrot I either panel then don't give up there's a chance your opponent's may hit one - this can be risky but if you want an edge and burn up your carrot meter the moment you're about to hit the orange carrot since it refills it all anyways this way you get the most out of your meter snowball summit players have to create snowballs and launch them at their opponents to knock them off when a player is building up a snowball they are vulnerable to other players snowballs as it takes time to make one once done the player is able to move the snowball around and the more time it spends rolling there greater the size of the snowball but as your snowball grows it rolls more slowly any contact since players flying depending on the size of the snowball players can also fire a snowball to reach enemies far away without having to cross the entire battlefield when two snowballs meet though they both cancel each other out no matter if it is fired or being built up and no matter the size that's right a snowball the size of a pebble will cancel out a monster in addition hitting someone while they're pushing a snowball around will also destroy that snowball these details are the reason why this mini game ends in a drop pretty often if you see your opponent building up a huge snowball then you can easily take it out in no time flat assuming they are opponents aren't the best at this mini game build up your snowball without making yourself vulnerable and launch it at any vulnerable player if you see that someone's targeting you with a big snowball and guard yourself with your own while the middle of the arena will keep you further away from falling off it's also where your back will be turned to players more often than not this is why you should prioritize staying around the edges of the arena while there's more than one opponent left once to one view one secure the middle and make your best attempt to build a big snowball and strike your opponent where they're vulnerable odds are that if you're both competent players that neither of you will end up going anywhere the beat goes on players take turns copying the beat the spear guys made while beating another drum of their choosing after copying the beat with the next player having to replicate the beat as well as the added drum then adding another if a player plays an incorrect drum or doesn't play a drum in time they'll get kicked out of the minigame the last player remaining wins if a total of 16 drum beats are played before a winner is declared the mini game ends in a draw since a is a button that can appear in a pattern you may find that the pattern can be spoken aloud for example B a B a Z normally you'd have to remember all five of these letters in a row ba ba z ba ba z but because a is a vowel it turns this arbitrary pattern into something that's a lot easier to remember but ass now imagine if a few letters get added on to make it be a B a Z a b b you could repeat all of these letters in a row but again it's much easier on your mind if you group them together let's turn this pattern into Bob as a Baba that's a little more difficult huh this is why you should separate the words into chunks of four in this case we'd have Baba and Zabu the reason why we don't say is AB is because there are two B's which we need to distinguish in our head hence zaba when it comes time for you to play the drums recall the words you made from the pattern and go one button at a time don't forget to add your own button at the end of course some patterns are going to be harder to make up words for than others but you can get creative three Z's in a row can be grouped together with the word sleep three days in a row can be grouped together as a scream there's many different ways to knock these kinds of patterns into your head this is just how I do it you could really throw your opponents off by saying random letters when it's time for them to replicate the pattern just don't be surprised they do the same to you back or worse toadstool tighten break the blocks to find the mushroom defeat your rivals by crashing into them players can move around the room and use their jumps and attacks to stun other players from moving continuously when a player finds the mushroom after breaking the brick block containing it the rest of the floating blocks will disappear making the other players react by either attempting to steal the mushroom or run away from the player taking advantage of this power of when the mushroom is not grabbed yet the item simply moves slowly around the room until a player grabs the powerup never never never flee when a mushrooms up in the air always go for it no matter how far away it is worst case scenario someone else gets it and you have a short grace period to flee before they actually turn mega if you're the one that hits the brick containing the mushroom then jump as soon as your break turns to smoke waiting any longer to jump will risk you getting robbed when the players mega and runs a one direction then they'll keep running that direction until they hit a wall which stalls them for a moment the giant player can eliminate other players by running into them when the player shrinks to normal the nine brick blocks appear with the mushroom hidden in a different block the process repeats if your mega then run into players being too predictable if you're finding that certain players difficult to catch then counter their mix-ups with your own either by running towards where they aren't or by walking yeah you can walk while your mega it's hard to do but if you barely tilt your analog stick towards any direction then you'll start walking I'm not about to tell you to try and walk into your opponent though the purpose of slowing down this much is mainly to fake them out get them spooked a little yeah you can cover a little distance to put more pressure on their reaction time but the fact that you're walking can be enough to throw even the most experienced players off I wouldn't say it's enough to walk one direction and then run in the same direction though it's better to walk one direction and then run in a different direction you don't even have to walk to fake out where you're going to begin with if you push your analog stick towards one wall then your character will face that direction before moving however if you quickly push your analog stick a different direction then they'll move that way instead making your character snap directions like this can really scare the opposition you don't have to go overboard with these techniques to win though most of the time predicting your opponents will be good enough treat walking as this wacky mix-up option that looks stylish when pulled off when running away from someone that's mega make sure there's as much space between you and them as possible this way there's more space for you to move around which will make it difficult for them to guess where you're going perform a jump away from the mega player whenever they approach you this can be the miniscule difference between you getting hit or not if they know how to walk or snap their directions then stay unfazed and react accordingly treadmill grille the objective of the mini game is for each player to knock the other players off the conveyor belts within the time limit in addition to each other the players must avoid the red lava bubbles that occasionally leap onto the conveyor belts to chase one of the players with up to three being present at most the players can stun other players by jumping on them punching them or ground-pounding them if a player is stunned by a jump or attack their movement is slowed and their jump height is decreased they can still jump if a player is stunned by a ground pound that player will be immobilized for a few moments in addition the four rows of conveyor belts will each move left or right varying speeds changing direction occasionally the size of the conveyor belts decrease when the timer reaches 20 seconds and again with the timer reaches 10 seconds do not stay near the edges doing so will leave you vulnerable to getting punched off or getting blindsided by any lava bubbles that decide to show up there instead it takes stage control and take notice of how the conveyor belts are moving where the lava bubbles are and what your opponents are up to if everyone's just trying to survive then it made do you good to play nice after all if you start a fight then you might get teamed on but hey if you're confident your skills then feel free to punch your opponents off the edge punch them into lava bubbles or ground pound them and laugh as they're helplessly carried off the edge or burn by a lava bubble these attacking options become more useful the smaller the conveyor belts get as you'd expect if you mash a ground pound an opponent when the conveyor belts are this small then they're gone but if you miss then you're gonna be in a bad position don't underestimate the power of walking when the conveyor belts get small a lot of the times people will run all over the place and get themselves knocked out taking it easy can do you wonders if three players are eliminated before 30 seconds pass the remaining player wins but if time runs out and two or more players remain or all players touch the lava bubbles it's a draw water world players have to race in water boats and complete 5 laps around a water-filled track if the player goes the wrong way the word reverse will replace the words on how many laps are remaining for them and go on and off until they turn around to go the right way hug the wall as much as possible in turn whenever you pass the fourth Square from each edge of the middle wall after every turn readjust yourself forward hug the wall rinse and repeat if you find yourself going backwards and all hope is lost then get in the way of the most threatening player to you on the board 1v3 minigames Boulder bash 3 players try to climb a slope while the other player is a machine flinging boulders at them in an attempt to block their path if squished by a boulder the squished player is stunned and slides down the hill if one of the three players reached the top of the hill they all win but if the other player manages to keep the players from going on top of the hill that player win if you're the solo player then bounce your boulders off the walls this way your boulders will cover them most ground and you'll make it hard for the three players to predict where they're gonna end up if someone's getting uncomfortably close then bounce your boulders off the wall in such a way that they'll hit that player a direct shot could work too but they're probably gonna be expecting it if you're one of the three players then try to have two players on one side with one behind the other and the remaining player on the other side if a boulder hits the player in the front but not the one in the back then the ladder will push the squish player up the slope losing no progress while the player alone on the other side serves as both a distraction or a win condition if they're left unattended the best way for the solo player to counter this strategy is to send a boulder straight down the wall with the two players in an attempt to knock them both down or split them up coconut conch the player and the barrel has to avoid being hit by a single coconut while the other players on top of the tree platforms have to knock the player in the barrel by ground-pounding when the player is above the player and the barrel if one of the three players hits the player in the barrel with a coconut the three players win but if the player in the barrel avoids being hit by coconut for the entire time limit that player wins despite what the visuals may have you believe if a player ground pounds a coconut will spawn directly below them if you let go of your analog stick after moving the barrel then it'll take a long time to come to a complete stop if you try moving in the opposite direction then the barrel will lag a bit before switching if you're the solo player then pay close attention any time a player jumps after all they can only ground pound if they jump first so if you keep a close eye on their movements you can predict where coconut may fall from it may not always be this easy though sometimes players may jump without ground-pounding ground-pound real quick or jump in an art and ground pound at any point during the jump no matter what they do though there will always be a delay from when they start their ground pound too when the coconut reaches the ground and you need to take advantage of that delay whenever you can by getting out of there without accidentally trapping yourself of course you can sometimes screw their team up by moving from one side all the way to the other this can make them fumble over each other as they frantically try to follow you regardless of your evasion strategies you don't want to be caught at the edges even the most basic of coordination from the opposing team can get you caught there if you're one of the three players then quick round pounds are the way to go if you want the solo player to have the least amount of time possible to react make sure you coordinate with your team to cover as much ground as possible and not fumble over each other you wouldn't want to accidentally jump on her ground pound on your teammates and just waste time crazy cogs the player who controls the large cog has to make the other three players get hit by Bullet bills while the latter try to avoid the onslaught if the solo player makes all three players get hit by Bullet bills the solo player wins but if even one player in the player field avoids being hit by Bullet bills the three players win if you're the solo player and then know that there's only three modes to the large cog spinning clockwise spinning counterclockwise or staying still there's nothing in between pay close attention to the shadows and the floors as they'll tell you where bullet bills are coming from the bigger the shells get the closer they are to the ground move your opponent towards these shadows for the best chance at their annihilation it doesn't hurt to randomly switch up how the colleague spinning either if you're one of the three players then you should also pay attention to the shells on the floor so you can avoid the bullet bills don't let the solo player move you into these shadows especially if one is bigger than the others hand line & sinker three players dressed like fish have to avoid being compa the other player who attempts to reel them in if at least one of the three players avoids being caught they all win but if the solo player catches all the players in the water they win if you're the solo player then get a good handle for how the casting works if you just push left or right on the analog stick then you probably won't be making any accurate shots you need to hold the analog stick down and move it left or right for much better coverage the further down you hold the analog stick when you cast the further the magic hand will go after you've cast it you can move the magic hand left by pushing the unluck stick right or right by pushing the analog stick left this can help you catch any opponents that try to flee after you've already cast the magic hand near them once you've caught someone they can't escape bask in glory as they become your next meal if you're one of the three players then stay away from the exact middle of the pond you should be hanging out at the more difficult to cast areas such as the middle left or middle right if you go all the way to the back then you risk getting caught immediately from a long-range cast which is the easiest one for the solo player to do if you see that magic hand approach you then swim perpendicular to the casting line for your best chance at evasion hide in sneaked 3 players must attempt to hide behind one of the four hiding places a rock a tree stump a bush and a mushroom house while the curtain is still open the last time the analog stick was tilted to a direction determines the player's hiding spud the other player must guess one of the other three players hiding places if the solo player finds one of the players in that hiding spot that player is eliminated in addition if a player does not tilt the analog stick at all during the hiding phase that player is automatically eliminated at the end of each round the selected hiding spot is used up and the remaining players in the trio then select the direction to hide from the remaining hiding spots the player should be careful as the number of hunting spots decrease if the solo player seeks all the three players and their hiding spots within three rounds the solo player wins but if any of the three players survived from being caught by the solo player after the third round the three players win as the three players are deciding where to hide you may notice that the characters are running around every which way this is not telling you which direction they're holding on their analog stick one could be holding their analog stick up the entire time or not touching their analog stick at all regardless their character is gonna be running around randomly if you're the solo player then think like your opponents and make your best guess if you're one of the three players and the solo player doesn't get anybody one round then you can coordinate with your remaining teammates and consistently hide in different locations for a guaranteed victory most people will play the mini game fairly by not communicating at all though ridiculous relay everyone has a different vehicle in this race it's a three on one relay the two teams of players must out race one another in four different vehicles the solo player is hang-gliding and must dodge a bullet bills and flying goombahs on the way hitting any enemy will slow the player down the hip for the solo player is not as large as it seems but it's counterbalanced by not allowing the player to change directions that quickly if you're the solo player then put some distance between your character and where the bullet bills are coming from so you have enough time to react back up as you change directions for an even better chance of avoiding duel where you are on the screen will not affect how quickly it pans so there isn't any point in hugging the right wall for most of the game I say most because you do want to hug the right wall once you're near the end so you can touch the goal the moment it appears on screen be aware of your hip honks and any tight gaps you need to squeeze in to speed up or slow down accordingly to avoid inescapable situations if you get hit then use your second of invincibility to bypass any obstacles the team of three each partake in a three legged course on water the second and third players start the moment the previous player touches the black and white checkpoint the first player must press a and B alternately as quickly as possible the second player must hold the analog stick up and press a hold it down and press a hold it up and press B hold it down and press B and keep repeating it sounds complicated but it's as simple as up an a down an a up and B down and B if you screw up and then you've got to start the pattern over that third player matches a as quickly as possible no matter which section you're randomly assigned to don't stop your inputs until you reach the checkpoint or goal I've seen times where player assumes they're done just to stop an inch before the next section this mainly happens with the second section because it's not as simple as the others it may be worth practicing river Raiders ride on Koopa shells and try to collect coins as they flow down the river one player and the boat drives around to get coins while the other three players and green shells collect the coins together for example if one player gets 5 coins under the gets 10 coins and the last gets 15 coins then all three players get 30 coins each there are some logs that float around the river if a player hits a log the player is temporarily unable to get coins or coin bags if you're the solo player then your goal is to grab as many coins as possible while making sure the three players end up dirt poor to do this you have to be aware of your limitations if you're on one side of the river and go for a coin this in the center then you're barely going to make it in time with this limit in mind if you see a coin bag on the opposite side of the river then don't move towards it since you won't reach it in time you're only going to make it so the three players can reach it and we don't want that if you're one of the three players then spread out and cover as much ground or you know water as possible to get the most coins hitting a log when you're part of the team isn't nearly as bad as when you're the one person since your teammates can still grab coins you can't get so feel free to go out far sadly you're limited by where the solo player is and can't influence their movement in game not all players are masters at gauging distance when using the boat so making sly comments like don't get that item bag can trick the solo player into bringing you closer to it when they didn't really have a chance in the first place spotlight swim catch the swimmer by shining all the searchlights on him or her at the same time three players have to use the spotlight to spotlight the other player altogether while the other has to avoid being caught by the three player spotlights the other player can also go underwater preventing being caught with the three spotlights but the player has to surface every once in a while to allow for breathing if the player manages to avoid the three player spotlights the win if the three players catch the solo player with all the spotlights together the team wins if you're the solo player and then promptly set down your controller and give up or you know make the best attempt at faking out the three players try to stay underwater as long as possible and give yourself room to move around if you're swimming one direction above water then dive and randomly move a different direction if you find this minigame difficult as the solo player that's because it is it's a bit unbalanced if you're one of the three players then move your spotlight towards where the solo player is and where you think they're going to pop up if they're under water at the time just your spotlight won't do you need all three spotlights on them to win so make sure your teammates are following along the want pole press the buttons the swamps tell you to with good timing to move your sled forward the solo player has to press the correct buttons to move the three flops while the three players are assigned a button to press and do the same thing together snowmen will throw snowballs at the lane if a player or players get hit by one they'll be stunned nothing will happen if snowball hits the flunks the first player or team to reach the finish line of wins but if neither team make it within 60 seconds the game will end in a draw this minigame follows a one-two-three pattern where each button needs to be pressed once per cycle before it can be pressed again for example if the first button is Z and the next one is B then the third one will absolutely be a afterwards the cycle begins anew if the first button is a and the next one is B then the third one will absolutely be z knowing this information you can press the third button in a cycle and a much quicker speed than normal which over time will give you a great edge over the other team remember that the game starts to register the next input when the thwomps touched the ground so the moment they slammed down after a second input they immediately press the button for your third input this isn't just a solo player deal the three players can do this too although you have to make sure they fully understand the concept to get the most out of it getting hit by snowball or messing up an input does not screw up the cycle at all if you were supposed to hit a before the screw up then you have to hit a afterwards - tidal toss jump to avoid the waves caused by the player in the boat three players try to stay in the platform while the solo player attempts to knock them off by either jumping on or ground-pounding the boat and making waves with their size being dependent on the force of the jump or ground-pound if one of the three players gets knocked off the platform they are eliminated from the mini game if the solo player knocks off all three of the other players they win however if at least a single member of the three player team survives when time runs out the team wins if you're the solo player then refrain from small waves as much as possible they're easy to dodge the knock back they do is minimal and your opponents can easily abuse the invincibility frames from getting hit by one to avoid more threatening waves you instead want to focus on producing large waves which are harder to dodge and deal a lot of knock back if these large waves are timed well enough then you may be able to hit a player the moment their invincibility frames run out if your opponents are avoiding your large waves then mix up the timing of them by just a little they can make a world of difference in faking someone out if you're one of the three players and stay as close to the center as possible don't stay still since your character is slowly but surely getting swept away towards the edge by the water it's not by much but every inch counts pay attention to what kind of wave the solo player is about to spawn based on their movement if they leap high into the air and prepare for a large wave and jump over it you don't want to get hit by one if they instead produce small waves then it's actually beneficial to purposely get hit by one so you can abuse your invincibility frames and get back to the center just don't do this if you're right at the edge 2v2 minigames a Baby Bowser broadside aim your cannon at the Baby Bowser target then fire away teams at the outside border have to shoot the Baby Bowser target in the middle by using their cannons to get points the Baby Bowser target moves randomly and so do the players cannons the team who has the most points wins when the timer hits twenty seconds the outside border will begin to move clockwise at a consistent speed this combined with the inner border moving counterclockwise will make your shots a lot more difficult to land just keep tapping a at a steady pace and watch where your shots are going make quick adjustments to ensure as many shots as possible hit the Baby Bowser target if your teammate shots are consistently off course then let them know what adjustments they should make cosmic coaster hopping a two-person coaster avoid the signs and race towards the goal if one or both of the players and the team rams into a Bowser sign the coaster will slow down in order to avoid the signs they must either move to the left right or middle some signs only block one section of a space on the track decorated as Bowser's face some however fill up two sections of the track decorated as Bowser breathing fire there are also coins along the track but it's risky to grab them while also avoiding the sign this is why I recommend focusing on safely avoiding each sign and winning the mini game instead of getting greedy only grab coins if you're confident you can win while taking the risk I like to keep my eyes on the signs two or three spots and a distance and use my peripheral vision to avoid the ones I'm about to encounter alternatively you can focus on the ones up close and use your peripheral vision for the ones far away whichever one you find success with more will do just fine this minigames the layout is the same every time so feel free to practice it to get the pattern down so you don't have to solely rely your reaction time eats a pizza worked together to gobble up a giant pizza the team that eats the most wins if a team keeps their entire half of the pizza before the timer runs out they automatically win the minigames it's possible for both teams to eat the same percentage of pizza making the game a time this one is an endurance button masher so mash fast but not so fast that you end up springing yourself by the end of it toppings are harder to eat through and thus require more button presses to keep them this shouldn't be too big a deal though since you're gonna be button mashing the whole time anyways just don't let the sudden increase in speed or decrease in speed throw yourself off guard make absolute certainty that every pixel of the pizza is eaten if your team misses a couple pixels way on the other side of the plate then you've gotta hustle your way over there to finish it off to prevent this scenario watch for stray pixels and munch them up before it's too late ideally you should be eating as much pizza as possible until the end of the mini game if you realize that you're not getting much in your gullet then realign yourself to devour as much as you can edge and catch to--it has been turned into a stamp draw a circle around him with your magic grin to return him to normal the lines will begin disappearing after a few seconds regardless of their length the first team to save 5 toads wins if neither team can rescue 5 before the timer runs out the team who saved the most toads wins if both teams have the same score when the timer runs out then the minigame will end in a draw a circle around toad can't be formed alone both players need to take part in making the circle the easiest way to draw circles around toad is if you and your partner are both moving clockwise or both moving counterclockwise this way you won't run into each other and you'll cover the ground quicker and easier than if you went in opposite directions which is way sloppier your team circle doesn't need to encompass the entire toad sketch it's OK for part or 2 sticking out just make sure you've got a good chunk of the middle hyper hydrants douse the flames from the potagooo the team that puts out the most flames wins one player in the team attempts to pump the water while the other player attempts to douse the flames from the giant lava bowl to get points if you're the one pumping the water then make sure you're pumping at a pace while times for your teammates hose to constantly be shooting if you're the one does into flames then heed my warning never hold the a button to spray it's only useful when the PO taboos are really close and even then you still won't get much out of it so don't press a the water you shoot can actually hit PO taboos behind other PO taboos meaning you can spray two or more of them at once focus fire targets that are lined up to quickly extinguish as many flames as possible if both teams end up with the same amount of points it will end in a draw logjam press the button displayed in each log to split as many logs as possible one player in the team attempts to place the logs correctly if I pressing the correct button while the other player attempts to chop the logs correctly the same way as the Placer if a player does not place or chop the log correctly they struggle and lose time the team that cuts the most logs wins if both teams have cut the same amount of logs some of the time runs out the mini game ends in a draw this one's all about reaction time the one placing the logs will have a larger margin of error since they'll see what button they have to press and will be given the opportunity to press it immediately after seeing it the one chopping the logs has a smaller margin of error since they'll have seen the button they're supposed to press for a while before they actually have to press it for this reason you may want to switch controllers with your teammate to make sure that the person with the better reaction time is the one placing down the logs don't undermine the wood chopping position though the person there should only chop when they see the log being placed in front of them assuming that your partner will get their input correct every time might lead you to chopping after they screw up which will result in more lost time so always keep an eye on your buddy if you're behind by a few logs time is running out the other team hasn't made any mistakes and you're the log placer then throw in a guess or two on upcoming logs for a chance at getting back ahead after all if your opponents are that consistent and you need to do it faster than them then going for the lucky press may be your only option picking panic grab the cherries from woody then pass them to your partner to put in the basket one player in the team has to grab the cherries drop by a new key key and throw them too the other player who then puts the cherry in the basket to earn points the team that has the most points wins if you're the one tossing the cherry to the other player then release a the moment your character crosses over this section of woody this way the chair you're throwing will end up in a great position for your teammate to grab it there's less of a chance of them following up with a receive if you throw your cherry at random intervals so consistency is key keep in mind that the distance the cherries fly depends on their size a single cherry thrown at the same place as a triple cherry will fly further because it's a lighter if you're throwing at the place I told you - then this detail shouldn't matter too much but just to be safe throw single cherries a little earlier than you normally would to compensate for the distance they fly if you're the one receiving the cherry from the other player then you've got to read the arc that the cherry is flying in and hold a once the cherry is on top of your character if your teammates a good thrower then it should be easy to receive cherries from the short distance but everyone screws up every now and then so always be prepared for a long shot now under normal circumstances you'd expect each team to get the exact same order of cherries so no team wins simply because they were given more triple cherries right but that sadly isn't the case here for some reason I found that the overall amount of cherries given to each team by the end of an optimally played game tends to be unequal possibly by a margin as wide as six cherries that means if both teams play flawlessly then there's a good chance that one team will beat out the other simply because they're cherry poles were more bountiful which is terribly unfortunate in my experience though the team that wins this mini game normally deserves it but darn me if this RNG won't be in the back of my mind if I end up losing puddle paddle climb aboard a two-person raft and collect the coins thrown by the hammer bros if one of the teams gets hit by a hammer that team is unable to collect coins for a bit hammers that are in the water can't hurt you so feel free to pass over them the hammer bro will throw around cones coin bags which are worth five coins and hammers randomly it doesn't matter which direction he's facing all items will be ow in a random direction this is why you want to cover as much space as possible regardless of where he's looking target the coin banks first and foremost even call him out so your teammates in sync with you there's nothing worse than being so close to an easy five coins but losing it because your team didn't have enough synergy to grab it this minigame is by no means of button mashers so press it comfortably as you paddle it long blocking the enemy as they go for coins can be a good strategy too especially if he can take coins for yourself coins and coin bags actually stand the water for quite a while so you can travel a wide distance to grab them pump pumping away press a button and B button with good timing to pump your rocket the team whose rocket flies higher wins the players in each team will have to pump the air into the rocket as much as possible within the ten-second time limit the player can pump the most air into the rocket when the pump is flashing the rocket that flies the highest will win the mini game if both teams did nothing the mini game will end in a draw if both teams somehow pump the exact same amount of air then one team will win by chance via the rocket boosting ahead by about 48 meters kind of a weird detail don't worry I'm not about to tell you the beats per minute for this mini game I'm done with that for now instead direct your efforts towards syncing up your pumps with your teammates as that will give your rocket more air than if you two were out of sync it's still great to have a quick rhythm of course but value the camaraderie of you and your partner to win salat sing pair up to hit the character blocks try to hit the same character as your partner did a Goomba is worth 1 point the Koopa Troopa is worth two points a toes worth three points and a baby Bowser is worth minus one point the team who has the most points wins if both teams have the same amount of points when the time runs out the minigame ends in a draw the faces in the block for you and your partner won't be in the same order focus on your own and make sure you're both always aiming for toad if you accidentally get a Goomba or Koopa Troopa and have the match so you can get something if you accidentally get a baby bouncer and half of them land on anything but baby Bowser so you don't lose a point you can get an insane amount of points on this minigame if your team lands on toad over and over again it's fairly easy to time it after you've already landed on him once since the block doesn't spin fast immediately it actually goes slow and gradually builds up speed if you still find trouble time your jump for toad then try counting to three from zero the moment you see toe jump out of the pipe jump as soon as you reach three zero one two three zero one two three if both you and your teammate are good at timing or know this simple trick then victory should be yours battle minigames all fired up the PO taboos are coming to get you do your best to avoid getting hit by a boat abou the PO taboos will shift into different formations in an effort to knock you and the others out these formations are the circle the cross and the wave they will not assume the same formation two times in a row and they will idle about in between formations for the circle jump into the middle of it as soon as the wave of cata booze spreads out after that they either going to return to the middle wall in their circle formation or return to the middle after scattering a bow this sounds simple but it's highly likely they're gonna try to fake you out multiple times they may start approaching the middle and circle formation just to spread back out over and over again this is to trick you into thinking that they're gonna get you so you prematurely jump towards them and get burned don't fall for it only make an attempt to jump over them when they get really close to you in circle formation otherwise wait until they scatter about near the edge of the arena and jump diagonally as soon as they begin their approach I say diagonally because the cross and wave formations never start out by touching the diagonal sides of the arena the cross will touch the top right bottom and left wall whereas the wave will touch the left and right wall this makes the diagonal walls the most safe to cling to while you're waiting for the PO taboos next formation the cross is the most difficult formation to dodge it'll spin one direction just to quickly shift to the other direction and back again over and over reaction time is crucial here but if you realize the potagooo is about to hit you then jump as quickly as possible to correct the error rely on this too much though since they may just come back around as soon as you land the wave is the easiest formation to dodge it'll spin the same direction the entire way through while going at a relatively slow speed simply run the same direction it's going and keep out of reach if you realize you're right on the edge of it then go through a hole in the middle to make some room jumping on an opponent will slow them down and make it so they can't jump this can screw someone over during formations like the circle where jumpin is practically required to live overall though try to focus on surviving yourself instead eyesore run circles around big mister eye to shrink him down to size complete 15 laps to make big mister I've vanished completely I doubt you to ever make this mistake but just in case make sure you're going around in clockwise circles not counterclockwise the arrows will guide you hug mr. eyes close as possible without bumping into him or you'll end up stunned for a short time you also get stunned if you run into a pota boo which fall from the ceiling periodically to avoid these guys simply run around them if there's room or wait if they're in the middle of your path squeezing between mr. eye and a poder boo is normally not a good idea since their hip boxes are a little larger than you may think when in doubt wait it out unless you really need an enemy to get a certain placing locked out grab a key then open a door the mark on the key must match the door or won't open there is always one less key than the amount of players players without keys can punch other players with keys to make them drop the keys if one of the players fails to get into a door that player will be locked in the room and eliminated the first player that reaches the end of the three rooms with the correct key wins if no players have entered a door when the time expires the mini game will end in a draw however if only one player has entered a door in a room when the time expires that player will automatically be declared the winner there's some chance of those minigames since some players will spawn on the side of a matching key whereas others may have to go extra distance to compete for a key if you got lucky with your placement and grab the key and book it to the closest door if you're competing for a key that you're close to then you can either grab it and try to run away before getting hit move the key around before grabbing it or punch your opponent away but grabbing it the option you choose should depend on how far away your opponent is and how good they are at landing their punches if they're far or haven't played this minigame much then try grabbing it and running away if they manage to land a punch on you then quickly turn around and knock them back before making another dash if they're close or have experience with this minigame then move the key around a little or hit them before grabbing the key and running away if you're competing for the key and you're further away from it than your opponent then punching is the best option since you'll deny them picking up the key if they attempt it or you'll have hit them before they tried hitting you the option that punching doesn't cover is running into the key to move it around which they're unlikely to do anyway since it's a bit of a wacky mix-up so throw in a punch or two to knock them away and grab your rightful key if you're without a key and you don't feel confident enough to chase after someone to steal one then block the middle of a door so someone with the key can't get through if they try approaching you to get through anyways then punch them and steal a rather toxic strategy it can be really effective because you can't punch someone while you're holding on to the key the only option you have if someone's blocking the door is to either find an opening if they're not properly in the center or to call their bluff and not approach them we've got to consider as this they want to win and they want a key are they really willing to stand there by the door until the timer runs out so both you and they lose or are they going to say screw it camping here isn't working and come for you instead the answer to this question is going to depend on everyone's placings in the game for example if Luigi is a huge threat to win the game and I need him to not gain anything from this battle minigame then you bet I'll camp by the door and kamikaze him sorry Luigi not all situations are like that though if I've been low on coins throughout the game and desperately want to win the battle minigame then Luigi knows I'm likely going to approach him in the last moment for a steal so I don't lose if you don't want to go through all of this and just want the camper gone then you can always throw the key to the side to bait the camper out then quickly pick up the key again and run to the door not the best strategy but it's a mix of obviously camping at the door will only work if that door is the last place for anyone to go through marry go chomp below the spinning pillar the Chain Chomp awaits you try your luck pick a color to avoid the Chain Chomp I wish this minigame had some kind of trick to it but it really seems like that change how chooses whichever color he darn well pleases hope that you're not on his menu slapped down quickly press a when the flower on a revolving panel matches the big flower in the middle if you slap on the wrong flower you'll be disqualified make sure the flowers match I burned the flower in the middle into my mind and do my best to quickly match it up with anything that shows itself you may have a different way of going about it one strategy for reacting is something like this may be different from others regardless be careful since some of these flowers look really similar to one another and if you accidentally slap down on the wrong one then that's an instant out if the flower hasn't shown up eight times in a row then it will show up on the ninth reveal so slap down instantly for your win otherwise be quick stacked deck use a ground pound to flip the card and find a toad if you flip over a baby Bowser you lose players have to ground pound the cars that they pick and whatever is on the card results in a different thing happening the players are arranged in a line and take a turn one at a time a toad card lets the player remain in the mini game until it is the player's next turn a bhoot card will scare all the players causing them to run away and instantly return in a shuffled order which can be the same exact order it was just in a baby bowser card will kick the player out of the game making the player lose if a player does not ground-pound a card within 10 seconds baby bowser spawns automatically making the player lose instantly because of time up the last player standing wins with all these cards and rules you'd expect there to be some kind of trick or strategy to increase your chances but it really is just luck based you may find a peculiar to note that the initial order the players choose their cards in corresponds to the current placings at the time first place will choose a card first second place will choose a card second and so on now before anyone gets the wrong idea the initial order the player select cards in does not grant anyone an advantage or disadvantage I could go into detail why but my identifying luck for Mario Party 2 video covered this same concept for Bowser's big blast so if you listen to my explanation for right order doesn't matter in that minigame then you'll understand why order doesn't matter in this minigame as well slight disclaimer of course order is going to matter if you have to go twice in a row by a boo I'm just talking in general though with all that said and done pick the card that feels the luckiest stormchasers hold your pot under the rain cloud to water your piranha plant the more you water it the more it will grow your piranha plant will flash brightly when it's getting water in the middle of the minigames some Monty moles pop out of the holes if a player bumps into one that player will trip over stunning them the player who gathers the most rain for the potted piranha plant wins this cloud goes all over the place it's unpredictable nature coupled with four players each trying to occupy a small moving shadow for themselves makes this mini game one of sheer chaos the Monty moles I mentioned earlier don't help either you mainly want to run when you need to close the distance between you and the cloud when you're close to the shadow it casts slowed down a bit and try to match the shadow as best you can a lot of the time players will keep running despite the shadow being slower than them which results in overshooting it and allowing opponents the opportunity to get ahead you can't attack your opponents so you've got to maneuver around them in order to stay under the cloud for as long as possible it's not the end of the world if you bump into a Monty mole avoid them if you can but by no means are they a game ender three-door monty toad boo and koopa will enter the castle remember which door each one enters then be the quickest to answer if you choose the wrong door you're out burn into your mind which character is in which house when the timer starts counting down make sure your fingers are ready to any of the three possible buttons a b and z once you see the face of a character quickly recall where they are and press the button of the house they're in if you're not confident in your reaction time then you have a couple options the first is to try to fool your opponents into believing that a character is in a different spot than where they last saw them this can be done by muttering to yourself confidently things like are a boozy Koopa a toad B or anything similar in an effort to make any of your opponents doubt their own memory even if they seem sure about their answers afterwards it's possible that this slight distraction may cause them to hesitate for even a millisecond while in the midst of the deciding moment which can mean everything you could also be more obvious about this strategy and obnoxiously shout out incorrect spots for each character but as always that may come at the cost of a few friendships should you attempt to employ the strategy be careful to not accidentally trip yourself up you could spend so much time repeating the wrong placements that's possible that you may get them confused with what's real which would be a delicious twist of irony but try to not let it happen to you the second option for slow pokes is to guess as soon as you're given the option to answer sure you only have a one in three chance of getting it right but if you do then you're guaranteed first place unless someone else did the same thing as you I can only recommend this method if you're confident that you'll lose otherwise in which case this strategy is your best fed duel minigames Baby Bowser bonkers lots of baby Bowser's will pop out of the holes score points by stepping on them numerous baby Bowser's pop up from the 14 large holes in the ground the players score points by jumping on their heads for each Baby Bowser the player gets one point where the timing is right players can also consecutively bounce from one Baby Bowser to the next without touching the ground after 30 seconds the game ends in the player with the greater number of points wins as you can imagine the greatest way to get the most amount of points is by consecutively bouncing off of baby Bowser's when the rate next to one another feel free to stick with their default short bounces but if you want to get to one further away then hold a when you hit one so you can bounce far enough to reach whenever you wish to change directions make sure you're pushing the analog stick as far as it can go doing so will increase the consistency of your character moving exactly how you want them to if you're too passive with pushing the analog stick then you may find your character's movements to be a little unresponsive because of this detail like a plant from Mario Party one is actually more fluid than its spiritual successor you don't have to jump on a baby Bowser to hit him you can easily run into one and do the job that way this isn't recommended however since you'll lose momentum a lot of the time making it more difficult to chain multiple hits stick to short hops for chain starters this is a duel minigame so of course there's going to be some sabotage one way or another surprisingly you can't jump on the other player's head so don't even bother you instead want to cut them off from baby Bowser's over and over again by eyeing their position in targeting the ones around them you may not get as many baby Bowser's this way but remember you win the minigame by getting more points than your opponent not by getting X amount of points Bowser toss spin Bowser by the tail and toss him as far as you can both players have 10 seconds to spin their Bowser around repeatedly their Bowser's thrown when the 10 seconds is up the angle and spin of the Bowser affect how far the Bowser is thrown whoever throws their bounds the furthest distance wins the minigame I repeat the angle and spin of the Bowser affect how far the Bowser is thrown you could be the greatest button masher in the world but with a terrible angle you're not getting anywhere make sure that you're holding the Bowser at a 45 degree angle which is in the middle of straight up and straight to the right you don't have to hold this angle the entire time while your button mashing you can quickly get to it in the last moment before throwing the Bowser if you want it's all up to you the more accurate you angle your Bowser and the faster you button mash the better chance you have at winning crowd cover choose the small picture that matches the drawing on the sheet of drawing paper the larger drawing is covered by characters that are the same species as the drawing as time passes the crowd on the paper decreases in size allowing players to see better if one player chooses incorrectly the other player wins the picture can be a baboo toad or B bomb the mini game ends when one player chooses which of the drawings they believe is correct here are the quickest methods for figuring out which pose you're looking at for each character for boo look at its mouth if it's wide open then select the only picture with a mouth wide open for quick win if it's opened just a bit then look at booze left arm and select a matching picture from there for toad look at his right foot if it's up then select the only picture with his right foot up if it's down then look at his right arm and select a matching picture from there alternatively you can look for the right arm being down first and then look if the right boot is up but I said boot first since it's a lot easier to see at the beginning of the minigame unlike boo and toad the bobbum has a feature that looks different in each picture the eyes if you see that it's a left eye is open then you know the matching picture is the one with both eyes open since the other two pictures don't have its left eye open on the other hand if you see that it's right eye is closed then you know the matching picture is the one with both eyes closed since the other two pictures don't have its right eye closed it's all a matter of figuring out which eyes opened and which eyes closed within a matter of seconds if the eyes aren't obvious at the beginning then immediately look at the bombs feet if the right one is in front or the left one is way in the back then choose the only picture that matches it you could also check the spark of the b-bomb to if it's small with very little orange then choose the only picture that matches it the spark should be obvious early on so take a quick look there to see if it's smaller than normal if not check the eyes if you're not confident at all and your ability to discern which picture is which then feel free to immediately guess with the one and three chance at victory these odds are much better than a sure loss begins someone that knows what they're doing such as myself of course end of the line a climb aboard steamer then picked the right tunnel if you picked the wrong tunnel you'll fly off a cliff there are three junctions players must pass to win they're given a choice of two tunnels at each Junction to enter an incorrect tunnel drops the player off a cliff and they return to the start of the course the first player to choose the correct tunnel at each of three junctions and arrive at the station with steamer who wins the correct tunnels remained the same throughout the match so if he found the third tunnel to take the same path you did before to get back you and your opponent share the same tunnel layout meaning that you should keep an eye on tunnel your opponent enters to see if it's correct or not for example if you're on Junction 1 and there on Junction 2 then peek at their screen to see what happens to them did they go left and fall then go right when you reach that Junction did they go left and succeed then go left when you reach that Junction preventing screen peeking like this is practically impossible sadly so if you're on the third Junction and fail then you just reveal to your opponent which direction is the right one there is a little bit of memorization involved in this minigame though so if your opponents on their way back then you could trip them up by claiming they're going the wrong direction or for the reverse play assure them that they have it right if both players arrive at the station at the same time or five minutes pass the mini game will end in a draw foul play chase down and catch the runaway chicken you can jump over the fence too and this minigame players must follow the chickens tracks and catch it in 60 seconds if one of the players gets too close to the chicken the chicken will try to run away the first player who catches the chicken wins and if no one catches the chicken within the time limit the game ends in a draw it's easy to lose the chicken because it's so nimble and quick if you can't find it follow the footprints if you want to clear a picture of where the chicken is instead and take a look at your opponent's screen so you know where to go you can jump to get over fences instead of going around them but you can't jump on your opponents head to slow them down so don't waste time trying it when you approach the chicken wall it's stuck in a corner it'll likely hug the wall to make an escape so make your move as it runs towards you for a quick grab don't throw out grabs randomly since if you miss you'll be stationary for a short while only grab if you think there's a real chance of catching the chicken otherwise close your distance with it instead the chicken will attempt to flee both you and your opponent so if it's running away from your opponent alongside a wall then close off its exit to take it for yourself the more accurate your predictions the better chance you have at seizing lunch motor Rooter it's a Koopa shell race in a pipe run over an acceleration panel for a quick speed burst the players can move all around the inside of the pipe on the way there are speed ups that makes the player accelerate shaped like red arrows there are also amps that are indicated by lightning bolts on the central map their shock waves cover all but two of eight spaces the player can be riding on if the player gets shocked they are stunned and their speed suddenly decreases the first player who reaches the goal wins there is a time limit and if nobody reaches the goal within the time limit it becomes a draw your speed will also gradually decrease over time so make sure you're hitting every panel you can to go at top speed now you may think as I thought at first that slowing down in order to dodge upcoming electricity would be a good strategy but I found with repeated testing that even though I was able to dodge amps the amount of time I lost from being so slow just wasn't worth it I saw more success with going fast and making quick dodges when opportunities arose the two safe spots away from electricity will always be opposite of the amp which is quite easy to spot so if you see in the distance then make sure you're on the other side this won't always be possible though as the tunnel twists and turns in different directions reducing the amount of time you have to react in order to get to a safe spot this also makes it more difficult to speed up since you won't see some of the panels in time either it's not completely hopeless though while the panel's placements are quite random there are a couple of patterns to look out for it's common for speed panels to appear alongside one another there may be one in a lane then one in the lane of right next to that one and so on until a chain of about five speed panels has been made this can help out when taking turns since you can simply hang around the area one speed panel was and hope this pattern is what results this next one might just be me but I swear that whenever there are three speed panels close to an amp that they'll almost always fling me into the electrical part regardless if this is chance or not don't get baited into these speed panels keep focusing on where the safe zones are you may have guessed it already but you and your opponent share the exact same layout as one another if your opponents ahead of you then you may find it worthwhile to peek at their screen to see where the speed panels and safe zones for the upcoming amps are I say may find it worthwhile since this is a reaction based minigame and diverting your attention for even a moment may cause you to miss crucial speed panels or important dodges that would have led you to victory in moderation popgun pick off baby Bowser's will pop up in the windows use the analog stick to aim and then let them have it if one of the players accidentally hits toad that player loses ten points the player who has the most points wins hitting a baby bowser once will yield one point a baby bowser can only get hit a maximum of ten times before getting knocked down this means that if your opponent hits one six times and you can only hit it four more times before it's gone keep an eye on your point total throughout the match the moment you've launched your tenth shot at baby bowser then immediately switch to the next one many times players will overshoot a baby Bowser since they're unsure of how many shots they're allowed to take at it but if you count each shot or simply wait until your score goes up by ten then you'll be able to react in advance to target the next one this should go without saying but avoid toads at all costs don't get tripped up by the controls either you need to hold your analog stick in the direction you're aiming the entire time if you're aiming top left then hold that analog stick top left until you're done if your opponent starts gaining a decent lead to consider shooting the same baby bowser they target to screw up their timing then quickly switch to another and secure points their silly screws that line up the nuts in advance rapidly the players rotate the screws by rotating them clockwise and counterclockwise the player who reaches the end first wins the faster you spin the nut the more time it will take to stop this is why you've got to know in advance when you're about to reach the stopping point so you won't accidentally pass it there are two ways of doing this the first is by intensely watching for both nuts to align with one another hey I heard that I know one of you just chuckled right now let's be mature anyways this method is fine but some people struggle with depth perception so gauging how much time it'll take for one nut to approach the other may be difficult I prefer the second method which requires focusing on where the nuts are on the screws I find it much easier to line up the nuts this way since the screw indents are clear indications of how far away I am then if I focus hard on the nuts themselves which feels a bit too vague for me mash the correct button as fast as possible and try not to overshoot tick-tock hop one of my favorite Mario Party minigames stand on the clock our and in jump the minute hand as you spin around the players stand on the hour hand and have to dodge the minute hand play simply jumping over it as it comes spinning around towards the players as the game progresses the minute hand may be the only hand rotating that our hand may be the only hand rotating both hands may be rotating and they may also reverse direction and change speeds the last player standing wins if the players are knocked off by the minute hand at the same time the mini game ends in a draw the game also ends in a draw if both players managed to jump over the hand 99 times although it does not saying that instructions players can also use the analog stick to angle the character or run in place however they will stay in the same spot so there is no functional use for this just style you know the deal there doesn't seem to be a consistent pattern to these hands sometimes they'll change directions after four rotations sometimes eight it really just is what the games feeling at the time what should stay consistent is your focus on where each hand is don't think you're safe when a hand passes under you always be prepared for that hand to swing back landing on a hand will still knock you out the same way getting hit by one well if you want to lose a friend but win the mini game then do a quick pause and resume ray as the hands about to hit the both of you no one expects someone to be that toxic which is exactly why this may not be your best option might be more fun if you to agree on allowing each other to do that beforehand vine with me use vines to swing your way out of the piranha plant forest all the vines swing back and forth as the mini game starts players have to get to the end of the level by swinging with vines as fast as possible if a player misses a vine that player will be stunned for a moment and will go back to the vine they previously grabbed the first player to reach the end of wins you gain control over character the moment they grab onto the first vine let go of the vine you're on the moment it reaches the rightmost side to go as far as possible there may be situations where going super far still won't be enough because of how the next few vines are positioned so pay attention to how they're swaying and gauge if you need to wait or not on each swing if a vine you're on overlaps with another vine then letting go of the one your we'll immediately place you on to the next one your momentum does not carry over from vine to vine if you leap while the vine you're on is hanging to the left and then to the left you go the game does not care if you were moving incredibly fast beforehand with awesome timing and positioning you can actually skip over vines but I recommend you focus on simply getting to the next vine closest to you going for something like this will probably result in wasted time unless you've played this minigame a ton you can't leap backwards to a previous vine not like it'd be much help anyways you and your opponent share the exact same layout as one another but unlike other minigames there's really no advantage to be gained when screen peeking for this one either minigames bobbing balloons time your arrow to shoot down an item the player's objective is to shoot one of the balloons that contains an item within the time limit of 10 seconds the roll balloons moves vertically with different speeds the value of the item varies with a rare item behind the row of balloons and a common item in front of the player if the player pops a balloon with their arrow they will receive the item from the balloon the player popped however if the arrow is shot and entirely misses the whole row of balloons it will bounce off the stone tower and pop the players own balloon resulting in no item gained the same is true if the player runs out of time here are the timings for each balloon placement first one you don't need any specific timings for this just shoot as it goes right in front of you second one shoot as soon as the mini game starts you should be mashing a as soon as you see start pop up on screen third one shoot the moment for pops up on the timer fourth one shoot the moment six pops up on the timer if you happen to shoe on the first couple frame six appears then you'll get the first balloon instead but this shouldn't happen so long as you're reacting to the number six popping up instead of shooting in advance fifth one shoot the moment the first balloon reaches the highest point of its cycle while the timer is at 7 these are of course not the only timings to get each balloon they're just the ones I found the easiest to replicate again and again it should go without saying that the movement layout for every balloon is the same each time you play the mini game so timings I gave will always work if followed correctly if you don't want to memorize these timings and wish to play off-the-cuff then watch for how quickly each balloon is moving engage when you'll have to shoot your arrow for it and the balloon to intersect properly you've also got to worry about hitting a balloon you don't want to Dory dip if you ground pound on doors back she'll grab an item for you this minigames quite similar to give me a break from Mario Party 2 and the strategy we're gonna be using for it may ring a bell as well to get the item you want perform a full hop the moment the item you want is in between these rocks when you reach the height of your jump immediately perform a ground pound if done correctly your desired item should be yours if dorade grabs baby Bowser or the time limit reaches 0 the player gets nothing if your time is about to run out then ground pound as fast as possible you want to chance that leaving with something hey batter batter hit baby Bowser's pitch hit an item with the ball to get that item you can swing the bat only once the item you hit will change with the timing of your swing watch the ball and time your swing well if you hit way too early or way too late then you'll hit a fly ball straight to baby Bowser and get nothing hit early to get what's on the Left hit a little early to get what's on the middle left it's straight on to get what's in the middle hit a little late to get what's on the middle right and hit late to get what's on the right I find this to be the most difficult item minigame for getting the item you want the precise timing you need in order to nail your desired sign is difficult to achieve this is why I don't really aim for anything and instead try to hit the ball to just get something for example if there's an awesome item on the far left or far right side then why should I risk hitting a fly ball and getting nothing when I can make a safe swing for anything near the middle this minigame may be a cakewalk for you though if that's the case and feel free to time for what you want just don't be surprised if things don't go your way every time swing and swipe hit a baby Bowser with a hammer to get the item in its treasure chest this is one of the easiest minigames in the entire Mario Party franchise simply walk up to the baby bouncer that's carrying the treasure chest with the item you want and swing at him just make sure there isn't any other baby are super close to you so you don't accidentally hit him instead if the baby Bowser with the onion want keeps running away from you then settle for something else swinging with sharks jump from the swing and land on a barrel to get an item timing is important if the player misses they get nothing if the player runs out of time they automatically jump into the water the timing tips I'm about to give you only apply for your first swing after that I can't make any guarantees since the barrels move throughout the entire minigame I could figure out the timings for every swing but it's wiser to invest time into memorizing just the first one so nothing gets jumbled up first barrel jump the moment the swing starts making its descent from its highest point if done correctly then you'll actually fall right onto the first barrel if you jumped super far then you hit the jump button too early remember only when the swing has just started the process of going down not when it's finishing the process of going up second barrel jump the moment the swing passes the red and white striped poles third barrel jump the moment the swing touches the first barrel sign fourth barrel jump the moment the swing is in the middle of the first barrel sign fifth barrel I know it looks odd physics wise but jump the moment the swing reaches its highest height your character won't look like they have enough momentum to launch themselves to the fifth barrel but they will just make sure you're not jumping when the swing just starts to make its descent or you'll end up on the first barrel if you want a meme and get nothing then try jumping off the swing when its off-screen one moment your character will be on-screen swinging away joyfully and the next the swing will be empty winners will stop the roulette wheel with good timing to get an item pay close attention to the roulette wheels lights before you hit the switch you're much more likely to overshoot your button press rather than undershoot because the wheel is turning the opposite direction the lights are going in to account for this try stomping the roulette a little quicker when it's about to highlight the item you want in addition it's best to find a pair of items you like so if you end up overshooting the first item in your pair you can be content with the second if you run out of time you'll be forced to press the button however the wheel automatically point to Baby Bowser if your time is about to run out then just stop the roulette a chance of any item is better than Baby Bowser gameguy minigames a game guys Lucky seven hit the dice block then climb up that many steps you can hit the die once or twice if you climb higher than him or stomping the same step as him he'll double your coins but if you stop below him or if you fall off the stairway he'll get to keep all of your coins however if you land exactly on the seventh step your coins will increase tenfold if you're lower than him then always roll your second dice block I'm honestly not sure why the game even asks you if you want to roll again if you're guaranteed to lose if you don't it's almost like it's secretly plotting for you to lose all of your coins if game guy falls off the stairs then you can take your doubled coins and leave or you can roll again for a chance at landing on the seventh step whether or not you take your chances should depend on how high up you are already and your current place in the game if you're on the sixth step for example then you have a high chance of falling off and losing all of your coins but if the only way for you to win the game is by x tending your coins this may be a risk you have to take if you're on the first step then no matter what role your second dice block your dice block walls one through six so there's a zero percent chance of you falling off the stairs may as well try for the x ten then you can't really account for this but there are times where game guy despite having already won will roll another dice block potentially causing him to fall off the stairs and give you the win consider yourself lucky if this happens game guys magic boxes toad is hiding in one of these treasure chests if you guess right you'll get more coins but if you guess wrong your coins will be his when the minigame starts the two boxes are hidden by the curtains and may be switched when that's done the player must pick a box if the player picks the box containing baby Bowser they lose all of their coins if they pick the box containing toad their coins are doubled the player is then given the option either to take the coins or risk them all for a second doubling and if lucky enough to guess right the second time a third three correct guesses multiplies the player's coins by eight but of course players may also opted to quit at any time after the first win and take their winnings only keep doubling if the potential gain outweighs the potential loss for example let's say we went into this minigame with 100 coins and you managed to double to 200 coins if this amount already scores either Coinstar and is way higher than your opponent amounts then why risk going even higher take your guaranteed lead and go on the other hand if it's the last few turns and your biggest threat has the coin star and more coins than everyone else then hey go for another double it's not like you have much left to lose anyways not all situations have to be so dramatic though if you're coming up on boo and want to steal a star but you only have a little over 25 coins then risking another double can be integral towards advancing your game if there's anything to get from this it's that you need to keep in mind how the game's progressed so far and if the risk of doubling again and again is worth it game guys roulette place your bet then make your guess if the shell stops in the area you chose your coins will increase according to the odds if the shell lands in another area your coins will be his here are how many slots each character takes up on the roulette wheel along with the chances of landing on their space out of all the game guy mini-games this is the one you're statistically less likely to win over the others but you should try to strategize anyways if multiplying your coins by two won't get the amazing lead you're hoping for then bet on the bomb or Goomba since five and four slots aren't that much less likely than six slots an example of a situation like this would be if you were only betting five coins in which case you've hardly got anything to lose by being wrong so you may as well go for the larger jackpot numbers in case they get landed on if losing all your coins would mean losing the game then bet on Koopa Troopa since it has the highest chances of winning even if it's hardly a quarter game guys sweet surprise the big chomp and the little chomp will have a cake eating race predict which one will be the quicker cake eater if you guess right you'll get more coins but if you guessed wrong your coins will be his all the player has to do is to predict which Chain Chomp can eat their cake the fastest big chomp will most likely finished first and should the player correctly predict that he will win they will double their coins however if the player correctly guesses that little we'll win their coins will be multiplied by an even greater number either 4 8 16 32 or 64 before selecting a chav players can read the description of their moods which seemed to imply each chain chomps chances of winning but the Mario Party Legacy channel has a video which says otherwise the guy in the video ran 1000 total tests on this minigame isolating all variables but one in separate instances to determine what about this minigame actually influences the result he tested the amount of coins one enters with the descriptions under each chain chomp and the multipliers after all the tests were completed he concluded the results suggest that the amount of coins one enters with and the descriptions under each Chain Chomp have no correlation with which Chain Chomp will win what he does claim has a strong correlation with which Chain Chomp will win is as you probably expected the multipliers he outlined the percent chance of the little chump winning for each of its five possible multipliers whereas the times for multiplier gives the little guy a 30 to 50 percent chance of winning the time 64 multiplier gives him a less than 1% chance of winning based on his findings I'd say that betting on the times for multiplier is well worth it so long as losing all those coins won't lose you the game I'd only bet on the times eight if I needed the coins to make a huge play when it gets to time 16 and 32 I wouldn't bother too much the odds are 2 out of favor there now you may laugh at time 64's chances of victory being under 1% but those odds are actually helpful in this strange way think about it if you enter this mini game and see the time 64 then you're practically guaranteed to double your coins by betting on the big chomp due to how low the chances are of the small Chomp winning what appears to be the only influential factor is the multiplier for each Chain Chomp but on the one you think will win and watch them eat that cake up [Applause] I feel like the main reason Mario Party 3 isn't talked about as much as Mario Party 2 is cuz it wasn't released on the Virtual Console during the wii era this game took a lot of what made the second title great and pumped it up even higher yeah sure we don't have the costumes but we got new characters more item slots rare items spaces next to skeleton gates to allow for more space strategy more strategy in general because of the busted reverse mushroom and you don't have to buy minigames to play them they simply appear after you play them for the first time which is something future titles adopt and rightly so not to mention that this title gives you the option to increase how fast every player moves around the board so you aren't waiting a long time for the long walking animation I wish that was in other titles you'll find as this series goes on that certain titles don't allow for as much strategic gameplay as this one which is why I wanted to be appreciated as much as it possibly can I don't find said tiles to be bad because of less strategic options I still love the series but there's a lot of value in the way Mario Party 3 handled itself that they hope to see a return sometime soon thanks for watching see you next time when we cover Mario Party 4
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Channel: ZoomZike
Views: 609,532
Rating: 4.8960657 out of 5
Keywords: Mario Party, Mario Party 3, Super Mario Party, Nintendo, Mario Party 1, Mario Party 2, Mario Party 4, Mario Party 5, Mario Party 6, Mario Party 7, Mario Party 8, Mario Party 9, Mario Party 10, Mario Party DS, Mario Party Switch, Mario Party RNG, Mario Party Guide, Mario Party Strategies, Chance Time, Mario Party Luck, Mario Party Series, Mario Party Franchise, Mario Party Strategy, Board, N64, Nintendo 64, GameCube, Switch, Mario Party Superstars, new mario party 2021
Id: EuVPtSRckBk
Channel Id: undefined
Length: 175min 26sec (10526 seconds)
Published: Mon Mar 16 2020
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