Identifying Luck - Mario Party 5

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hold on i gotta clear my schedule for the next 3 hours

👍︎︎ 7 👤︎︎ u/XtraVirginOliveOil12 📅︎︎ Jan 02 2021 🗫︎ replies

I've waited for so long

👍︎︎ 7 👤︎︎ u/ZoomZike 📅︎︎ Jan 03 2021 🗫︎ replies

Been looking forward for dis!

👍︎︎ 3 👤︎︎ u/SkeeterYosh 📅︎︎ Jan 02 2021 🗫︎ replies

Yass I love these videos I'm literally dropping everything im doing to go watch this. This man does a service to the community for real

👍︎︎ 6 👤︎︎ u/DayDrunk11 📅︎︎ Jan 02 2021 🗫︎ replies
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mario party welcome to identifying luck for mario party 5. it is here we will learn how to best improve our odds of winning at the only mario party game that has card party yeah the best mode of all let's dive into the dream world and take care of the bonus stars we've got the coin star happening star and mini game star the minigame star awards the player that collected the most amount of coins from standard mini games and battle mini games yup battle mini games are now included it's entirely possible to be crushing your opponents in nearly every standard mini-game just to lose a high-stakes battle minigame thereby deleting your minigame star don't get too scared though only the coins gained from a battle minigame will affect your minigame star if you lose a lot of coins then your minigame star will not be affected unlike in mario party 1. our spaces for this title are blue red happening bowser dk that's a new one and many capsule spaces which we'll cover in a later section during the final five turns there's a chance that all blue and red space's coin values will be tripled not doubled from three to nine there's also a chance for all red spaces turning into bowser spaces or all blue and red spaces receiving capsules a hidden block can appear after landing on a blue space in this title there is only one hidden block on the board at a time and it only contains 10 coins if you get lucky and land on the blue space with this hidden block then you'll receive your 10 coins and the hidden block will move to a different blue space here's where things start to change the mario party legacy channel you're gonna hear them referenced a few times made a video discussing hidden blocks on the section for this title they confirm that the hidden block can be found on any blue space without a capsule on it that's right if a blue space is hosting a capsule then the hidden block will not appear there they reveal that the player could unknowingly toss a capsule onto a blue space where the hidden block is thereby moving it to a different unoccupied blue space the guy even went as far as to only have one unoccupied blue space on the board just to see what would happen and as one would expect the hidden block appeared there but since there were no other unoccupied blue spaces for it to move to it vanished the dude couldn't find it anywhere else on the board no matter what he did all these shenanigans for a hidden block that only gives you 10 coins give me a break oh and by the way turning off bonus stars will also turn off hidden blocks they still haven't fixed that bowser spaces will cause bowser to appear who will gleefully decide which event he wants to put you through bowser mini-game bowser will take coins stars or capsules from any losers while sparing the winners bowser revolution bowser will take everyone's coins and divide them equally after all these years he still hasn't changed bowser shuffle bowser will switch everyone's spots with one another who knows where you'll end up bowser bonus in this new event bowser lovingly grants a star to the player taking away one of their stars every event has about a 25 chance of being selected however if a player without any stars lands on the bowser space then bowser bonus will not be selected meaning that every other event now has a 33 chance of being selected you can use this to your advantage if you have no stars and little coins by purposely landing on the bowser space he threatens a minigame so what not like you have much to lose you might actually hurt the other players if they end up performing poorly he shovels everyone around they could end up putting you in a better position you devise everyone's coins equally well if you were severely low on funds when landing on the space then you'll end up with more landing in the bowser space when you're far behind ain't too bad keep it as a potential move if things get hectic just remember to not land on one if you have a star sometimes before bowser declares an event donkey kong appears and sucks bowser in the face which will cause bowser to leave but not before stealing 10 or 20 coins from the player that landed on his space as discovered by mario party legacy this event can only occur if the next space in the path is level with the bowser space if not then the event won't have a chance of occurring since the animation was set to only play when donkey kong and bowser are level in this title each board starts with only one bowser space in the place of a random red space rather than having constant locations on each board if a player receives a bowser capsule bowser will appear and turn a red space into another bowser space and again there's a chance that one of the final five turns event will turn all red spaces into bowser spaces scary stuff he's finally here performing for you it's the first member of you know the dk crew landing on the dk space will cause dk to appear who will be more than happy to choose one of three events dk bonus donkey kong lets the player roll a dice block to get coins equal to the amount shown the possible results are 1 3 5 10 15 20 or 25. yeah that's right if you get one then you're actually gonna end up with less coins than if you had just landed on the normal blue space dk mini game all players participate in a mini game where they collect bananas at the end donkey kong gives everyone coins equal to the amount of bananas that they got by once twice or even thrice as he converts the bananas into coins not sure how he does that dk roulette donkey kong rolls a number on the dice block and the player must roll a number higher than donkey kong's to get a star if the player rolls lower or if donkey kong rolls at 10 they lose and get nothing unless you need to take a certain path there's no reason not to land in a dk space right well what if an opponent needs a few more coins to use an amazing capsule or purchase a star landing on a dk space risks a dk mini game which may give your opponent enough coins to do what they want to do admittedly this is a niche scenario and you want to land on dk most of the time what's cool is that each event seems to have the same chances of appearing a 33 chance to roll for a star sounds like a sweet deal each board starts with one dk space in the place of a random blue space the duality between bowser and dk couldn't be any clearer there are no longer any battle spaces instead battle minigames periodically appear in lieu of a four player mini-game about 20 of the time from what i've tested the amount of coins taken from each player is determined via roulette the possible results are 5 10 20 30 and 50. the low values are more common during the early turns whereas the high values are more common during the later turns after the coins have been gathered all players vote on which of three battle minigames they would like to play whichever mini-game receives the most votes is what's decided if there's a tie in the votes as in two mini-games each receive two votes the game will choose the mini-game that received zero votes it's almost like the game is punishing you and your friends for not coming to a decision together most of the time you want to wait and see what the other players vote on before voting yourself this is because if one player votes for one mini-game and two players vote for the same minigame then you could either vote along with the two players to select the mini game they wanted or you could vote along with the one player to select the minigame no one wanted consider which minigame you have the best chances of winning in and make your choice this title has 28 items referred to as capsules for players to obtain these seven are move event capsules these nine are coin event capsules these five are capsule event capsules and these seven are special event capsules they can all be obtained for free by passing capsule machines capsules can be thrown onto the board up to 10 spaces in front of them and the player that lands on the capsule space receives its effects even if that space is the one they placed alternatively players can pay a fee to use the capsule on themselves the fee varies by capsule yep instead of walking up to an item shop and purchasing what you want with the coins you earned you now obtain items for free whenever you pass capsule machines however the item you receive is chosen at random kind of kaito sage dug into the code for mario party 5 in order to discover how the capsule machines worked and he did an amazing job at it let's take a look quote capsules in the game are grouped by what i will refer to as buckets before the game picks which capsule you'll get it first picks which bucket it will choose from i've mapped each capsule to each bucket here unquote you'll notice that each bucket has varied sets of capsules for example you won't see all the movement capsules in one bucket they're fairly spread out so did the devs throw in these capsules at random not necessarily you'll notice that the game-changing capsules such as chance wiggler and miracle are closer to the bottom whereas the decent capsules such as mushroom hammer bro and coin block are closer to the top the dev's intentions become apparent when we take a look at kaito's chart which lets us know the percent chance of the game picking an item from a certain bucket based on what do you know you're placing and what turn number the game is on i didn't expect to see this setup in this mario party of all titles it's almost nostalgic in a way don't let the term perimeter parts scare you it's quite similar to what we dealt with before perimeter one is the beginning of the game parameter two is the middle of the game and perimeter three is the ending of the game you might expect perimeter one to be the first five turns perimeter three to be the final five turns and perimeter two to be everything in between but it's not that clean cut this time around the length of time you spend in each perimeter varies depending on the total turns you're playing for example if you're playing a standard 20 turn game then perimeter 1 is turns 1-4 perimeter two is turns five through fourteen and perimeter three is turns fifteen through twenty but if you're playing say a fifty turn game then perimeter one is turns one through fourteen perimeter two is turns fifteen through thirty four and perimeter 3 is turns 35 through 50. quite a change if you'd like to know the parameters for every game length then check the description below for the data let's read the chart for a standard 20 turn game if you're in second place and the game's on turn seven then the capsule machine will randomly decide which bucket to pull from based on this set once a bucket is selected all the capsules in it get shuffled around and one gets spewed out at random all capsules in a bucket have an equal chance to get selected but zoom zag at the end of the day it's still random right yeah but with this info you'll have a better idea of what kind of capsule an opponent may receive for example if the game's nearing the end and you're in first place then it'd benefit you to prevent fourth place from accessing a capsule machine since they'd have a 30 chance of receiving a capsule from bucket e and we know how spanking those capsules are it's this randomness in the item system that necessitates you to use your capsules in the best ways possible which we're going to cover starting with the 10 space rule also known as the probabilities of eventually landing on a particular space assuming you only rolled one to ten dice blocks for example the chances of eventually landing on the space directly in front of you is ten percent since you need to roll a one in order to land on it for a space that's two spaces away you have a one in ten chance of rolling a two so that be a ten percent chance of eventually landing on this space right no dummy you need to factor in the possibility of rolling two ones in a row since that'll get you to your destination as well the odds of this happening is 1 in 100 which we'll add with 1 and 10 giving us an 11 in 100 or an 11 chance of eventually landing on a space two spaces away the same idea works for a space that's three spaces away you've got a one in ten chance of rolling a three then you factor in the other possibilities of reaching a three like rolling three ones in a row a two and a one etc and you'll come back with a 12.1 percent chance of eventually landing on the space three spaces away i'm sure you've got the idea by now so let's take a look at the chart which tells us that we have about a twenty percent chance of eventually landing on the space ten spaces away why is this important because capsule spaces if there's a dangerous capsule space 10 spaces away from you then your chances of eventually landing on it are higher than if it was only one space away from you using movement capsules will help you avoid your fate if you want to lay down a trap for a threat then throw your capsule 10 spaces ahead of them to increase their odds of landing on it oftentimes i'll see players throw their capsule one space in front of their target which ironically reduces their target's chances for landing on the trap you've also got to consider your target's capsules do they have a mushroom they're planning on using soon then throw your capsule little over 10 spaces to increase the odds of their demise once more placing a capsule right after a junction will reduce its chances of being landed upon because after all your target can just choose the other path if you want a better shot at nailing someone then place your capsule directly behind the junction this way your target will have a tougher time avoiding it although you may be in a situation where players have to take a certain pathway if they want to win the game in which case adapt mushroom capsule the affected player will roll two dice blocks if the player rolls double sevens then they'll receive 30 coins rolling a double of any other number will instead yield 10 coins mushrooms have always been an easy item to get a hold of especially in the previous title but that changes now due to the item system's randomization the uncertainty of when you'll get another mushroom means that you should have a good reason for when you do use one don't gobble one down willy-nilly just because you can since there may be a time where an extra dice block will come in handy if a player lands in a mushroom space then they'll roll two dice blocks on their next turn which can be cancelled if the player uses any other mushroom capsule throwing your mushroom capsule onto a space is an extremely situational move mainly because letting your opponents receive an additional dice block on their turn will more often than not help them there are a couple scenarios where it hurt them though one is if they need to land on a certain space but can't because the extra dice block causes them to overshoot it the other is if you're playing on sweet dream where the bridges switch pass every time a player crosses placing a mushroom castle before one of these bridges will increase the odds of a player reaching a bridge when it's their turn this could cause them to take a bad path and while this scenario may sound tempting it's difficult to pull off which is why i recommend you use the mushroom capsule on yourself at an opportune time super mushroom capsule the affected player will roll three dice blocks if the player rolls triple sevens then they'll receive 50 coins rolling a triple of any other number will instead yield 30 coins same logic with the mushroom capsule times two use this golden boy when you need to speed past a lot of spaces just make sure it's worth it beforehand throwing this capsule onto a space is one of the nicest things you can do for your opponents i'll leave you to decide whether that means it's a good move or a bad move cursed mushroom capsule the affected player will only be able to roll numbers 1 to 5 on the dice block this may seem like a bad capsule at first glance but that simply isn't the case much like the mini mushroom from mario party 4 the reduced dice roll will increase your odds of landing on a desired space one to five spaces ahead of you using this capsule behind a happening space can pay off immensely it can also be used for stalling like in sweet dream where rolling low may actually help you if there's a bridge you don't want to take warp pipe capsule the affected player will swap places with another player which is determined by a roulette luckily this roulette is identical to the one from mario party 4 which means the same advice applies to get the pointer to land on the character you want you must press the a button when it's hovering over the character that's one space ahead of your target so if i wanted to land on the top right character then i'd press a the instant the arrow is over the bottom character the pointer does move quickly but as long as you focus then you can get it i believe in you if an entire minute passes before you press a then the game will stop the arrow for you interestingly enough it will always stop the arrow on the bottom character so if you're not confident in your timing and want the bottom character selected then waiting a whole minute will accomplish just that putting your opponents through a minute of nothing may get annoying though so i still recommend you practice the timing this roulette functions the same no matter which event it pops up for you need to consider how helpful swapping will be to both you and your target what good is taking your target's position when they benefit heavily by taking yours this decision will vary on a case-by-case basis but most of the time you want to be the main benefactor from the swap you could potentially help out an opponent by pointing out a good path for them to take just for you to swap with them and take it instead how mean placing this capsule regardless if your opponents know how to time to relate or not is just asking for luck to kick you to the curb don't chance it klepto capsule the affected player will be taken to another player's space chosen by a roulette unlike the warp pipe where you need to be careful about moving another player to your space the klepto capsule only moves you so you can take it easy and simply choose the player whose position you would most like to be in always keep in mind what capsules they have before you make a move like this what if your target has a super mushroom it may be better to wait until they use it so you can piggyback off the distance they made afterwards flying to their space before they use a super mushroom will just end with you eating their dust don't place this capsule down for the same reason as the warp pipe one you'll just chance another player taking advantage of a potentially huge move bubble capsule the affected player will be forced to move 10 spaces forward during this the player will lose all of their capsules and cannot choose which direction to take at a junction doesn't matter which direction you're holding the game's going to do a coin flip when you're burnt behind comes upon a junction if the junction is one of the sweet dream bridges then you'll always take the path with the bridge because it's not like there's any other path for you to cross if you arrive at pirate dream swamp and womp junctions then you won't get the option to use them and will instead travel the left two paths if that doesn't sound bad enough you won't be able to access any board events while you're on fire this includes star spaces capsule machines rainbow spaces and teleportation devices there are situations where initiating one ain't so bad moving forward 10 spaces may help out a bunch and who cares if it burns up all your capsules if the ones you have aren't helpful or if you just plain don't have any to begin with if you use the capsule on yourself then you even get to roll your standard dice block after already having moved 10 spaces of course landing on the bubble space will simply drop you off on the space 10 spaces away from it but wait does this mean that if you see an awesome space 10 spaces away then you could just use a bubble capsule on yourself to get it not exactly because although you'll land on that space you won't activate it for example let's say it was a blue space you'll simply arrive at the blue space but won't receive three coins the same goes if you land under bubble space the best spots to place one down in order to screw over your opponents are as you may have guessed right before board events nothing is more frustrating than coming close to a star just to land on a bubble space and get shot past it be wary though since you can activate your own spaces and they won't play nice to you wiggler capsule the affected player will be taken directly to the star space if you use it on yourself then you'll have to pay 20 coins to be taken to the star space and another 20 coins to purchase the star that's double the payment for a single star try and use this capsule when the threats getting close to the star after all why use it when you're about to get there first anyways well i can think of a few scenarios what if another player has a capsule event capsule that will take away your wiggler capsule or what if a couple players are bunched up behind a capsule event space then you've got to worry about them landing on it either way if you're afraid your precious wiggler is going to be taken away from you then call your friend immediately what if you have enough coins to use the capsule but not enough to purchase the star is it really worth throwing away 20 coins just so no one else gets it if you've played enough mario party you already know the answer to this question the answer may vary though instead of using the capsule and wasting 20 coins you could place the capsule on the ground this is an extremely risky move so risky that those 20 coins would have to be incredibly vital to your game to even consider giving your opponents a slither of a chance to meet this majestic being but zoomzike wouldn't they have to spend a total of 40 coins too funny thing is no if you land on a wiggler space then you only need to spend 20 coins to move to the star then you get it for free this is why placing a wiggler capsule is one of the worst moves you can make since it's likely an opponent will eventually land on it there are scenarios where this move is viable as there are with most moves what if you're approaching the end of a game with the wiggler capsule in tow and enough coins to pay him but not enough coins to purchase the star you could throw the capsule in front of you and hope that you land on it instead as you can plainly see the wiggler capsule is a scary one for all players involved be wise with it hammer bro capsule the affected player will lose 10 coins using it on yourself to lose a total of 15 coins is an extremely niche move i imagine you'd do it if another player is planning to swap coins with you in order to afford a star so you do this move to prevent them from accomplishing that otherwise you'd place this capsule in a spot where it's likely to harm your opponents before a star possibly coin block capsule the affected player will receive 10 coins from a coin block using it on yourself will cost you 5 coins but you'll get back 10 coins for a net profit of 5 coins you may be tempted to throw it in hopes of netting 10 coins later on but this move will likely increase your opponent's bank accounts just use it on yourself spiny capsule the affected player will steal 10 coins from another player chosen by roulette using it on yourself will cost 5 coins sure but as long as you pick a player with at least six coins then you'll net a profit target the player that'll harm your game the most with their current coin count such as a player that's coming up on a star and has barely enough for it it's all right to place this capsule down since the worst that can happen is you losing 10 coins the other players probably won't know how to time the roulette anyways paratroopa capsule the affected player will roll a dice block to determine how many coins their opponents lose the numbers on this dice block are 1 3 5 10 15 20 and 25 the coins that your opponents lose will not be given to you keep that in mind as you decide to spend 10 coins to use this capsule it's best to go for it when your opponents have a healthy amount of coins what be the point of using it if they were all broke worst case scenario is spending 10 coins to use this capsule only for every other player to lose a single coin it happens on the other hand you may cause them to lose 25 coins each that also happens throw this capsule down if you have a high amount of coins while everyone else has a low amount whereas you won't suffer as much from losing coins because of your supreme coinage your opponents will be begging to not lose anything if they're low bullet bill capsule the affected player will be able to steal 30 coins from any opponent they pass on their next roll they cannot choose which direction to take at a junction however with the 10 coin cost using this capsule behind a single player is a good move granted they have a decent chunk of coins you of course would want to nail more than one player with the bullet bill but get greedy and you'll either never see an opportunity appear or your capsule will somehow get taken from you so i recommend striking even one player if you can much like the bubble capsule the bullet bill will randomly select junctions and skip all board events goomba capsule the affected player will swap coins with another player chosen by roulette the roulette part of this capsule makes it arguably the strongest coin event capsule in the game with only a five coin cost to use it you can easily swap your low amount of coins with the player's high amount it's this chance time-esque event that you need to avoid if you're the one with the high amount of coins so don't place it unless you want the other players to have an opportunity to screw you over if you're concerned that someone's going to take it away from you and use it themselves then throw it far away from you and replace it with a different capsule in your possession piranha plant capsule the affected player will lose half of their coins this also includes any remainder okay zoom zeke enough games why would i ever use this capsule on myself you might be asking well let's say you have a high amount of coins an opponent has a goomba capsule and knows how to time through a lead it'd be better to demolish your coin count instead of letting an opponent cash in with an increased chance of getting the coin star no less you'll more often find yourself placing this capsule which should mainly be done when your coin count is lower than your opponent's if it's higher then hold on to your pet plant until it's time bob capsule the affected player will lose 20 coins for this capsule's effect to be initiated the space it is tossed onto must be passed or landed on three times if you throw this capsule down then you'll likely be the first one to cross it since you can only throw capsules in front of you there's no worry here as the bomb will only explode when the third person crosses it or lands on its space but you should take that into account once you decide to bring it out on the field how many players are behind you do they have any capsules to avoid their fate questions like these will help you answer whether or not now's a good time to place the bomb while it may be tempting to place the bomb on the part of the board players have to travel through something we call the main route it may be better to place it right after a junction on a route you don't want players to take then when it comes time for someone to pick a path they'll be hesitant to go where the bomb is this will be more effective once the bomb's number is at 1 cause then the player can't stop themselves from losing 20 coins unless they don't have that amount to begin with if you thought placing the bomb was the only way to cause havoc you'd be mistaken this capsule's unique attribute is that it's free of charge to use doing so will cause you and whoever is on the space with you to lose 20 coins instantly yeah this capsule affects everyone on the space at the time of its activation if you're willing to take the hit yourself you can bring down another player's coins granted they're on the same space as you this option is best chosen when you losing coins doesn't affect your game as much as your opponents losing coins you could use this capsule as a thread while traveling around the board if you currently have it someone's at a junction and one path will cause them to land on your space then you could let them know you'll delete 20 of their coins if they follow you of course only do this if you don't want them to take the path you're on lots of possibilities with this one koopa bang capsule when a player throws this capsule onto a space that space will become a bank space which functions the same as the banks from previous mario party titles when the player passes one they'll be forced to deposit five coins however if a player lands on one then they'll receive all of the coins in the bank the bank's total amount of coins is shared among all koopa bank spaces much like the bomb capsule place this capsule right after a route that you don't want people to take they'll be put in a position where they need to consider if a five coin cost is worth the path they want to take however this opens the doors for players to land on the bank space and cash in to avoid this replace the bank space with a different capsule if after doing this there are no more bank spaces on the board then you've officially locked out the bank from other players at least until someone receives a koopa bank capsule again do the coins of the bank reset in the scenario nope if there was a bank space raking it in the first 10 turns you get rid of it and someone places another one down in the last couple turns then the bank will still have the same total coin count as before that leads us to using the bank on yourself this will not place a bank space below you but will instead grant you all previously deposited coins in the bank that's right for a 10 coin cost you can take all the coins everyone's been depositing into that sucker do this when the bank's coin amount is getting up there in value it'd be a shame if you cashed in too soon careful though because if another player knows you can do that with this capsule then they may attempt to rid you of it as soon as possible kamik capsule when a player initiates this capsule all players capsules are shuffled around by kamik which capsules are given to whom is completely random but the amount of capsules each player receives is quite predictable kamik's top priority is to evenly distribute the capsules amongst the players meaning that if two players have two capsules each then all four players will leave the event with one capsule if three players have one capsule and another player has two capsules then kamik will first evenly distribute one capsule to everyone and then give the remainder capsule to the player that initiated the event if three players have one capsule and another player has none then kamik will always give the player that initiated the event a capsule all of this means that the initiator of the event will never leave it with less capsules than another player sure they may break even with other players if kamek can distribute everything equally but if not then the initiator is given preferential treatment in the form of either a remainder capsule or not leaving empty-handed with this knowledge you'll have a better idea of how many capsules everyone will leave this event with which can help you in deciding whether or not it's an event you'd like to initiate arguably more important than the amount of capsules each player receives is which capsules they receive this unpredictability is scary and may require you to use a capsule of yours earlier than you would have liked to avoid it getting shuffled around on the other hand if you're low on capsules then initiating this event will beef up your inventory the main worry of this shuffle is accidentally giving a threat in the game an amazing capsule consider if initiating this event is worth the odds of that possibility coming true placing this capsule down is just asking for trouble you'll be in the middle of strategizing your next few moves just for someone to land on your kamik space and ruin everything instead hold on to it until it's the last capsule in your inventory and then use it when other players currently have capsules this shuffle will guarantee you a capsule by the end of your turn here's a sneaky play what if only one other player in the game has a capsule and it's one you really want if your kamet capsule is the last one in your inventory and you use it then there will only be one a capsule shuffled the one you had your eye on and guess who it goes to you because you're the initiator of the event and kamik will not let the initiator of the event leave empty-handed always look out for this capsule whether it's in someone else's inventory or on the board you've got to be prepared to adapt mr blizzard capsule the affected player will lose all of their capsules simple but painful this super-sized snowman can pack a punch towards players with great capsules in stock do try and remember where your opponents have placed a mr blizzard capsule unless you want to be without your strategic options for multiple turns throwing down a mr blizzard can be risky since you chance landing on the space yourself in the future it's better to place it when you don't have any capsules you're scared of losing and your opponents do if you have an amazing capsule in tow and an opponent is readying up to steal it then using mr blizzard on yourself to trash that awesome capsule may save you some suffering magikoopa capsule the affected player will swap their capsules with another player's capsules the player chosen is determined by roulette yet another capsule that becomes all the more powerful due to the almighty roulette holding on to this guy until an opponent receives a great capsule is what's recommended doubly so if this capsule is the only one in your inventory at the time since your target will generously give you everything they have while you leave them with nothing placing this capsule on the board means allowing your opponents to make big plays we don't allow that around these parts keep it to yourself until the time is right ukiki capsule the affected player will choose another player that will lose all of their capsules which are tossed onto random spaces the ukiki will only throw to blue and red spaces if one is already a capsule event then the capsule ukiki through will replace it if the player chosen has a capsule that cannot be thrown such as a bone capsule then it won't affect any space it lands on unlike other capsule events that target players this one doesn't use a roulette but instead lets the initiator outright choose which player they want to lose all their capsules it's for this reason that if an opponent has this capsule and is clearly targeting you that you may want to consider using your best capsule so it isn't thrown onto the board if you're using this capsule then consider the consequences of choosing certain players what if someone has a chance capsule are you really gonna have that turn into a space and chance utter annihilation i'll leave that up to you but one thing's for sure this is definitely a capsule to watch out for it's one thing to lose your capsules like with mr blizzard but it's another for this trickster to make them available to everyone lakitu capsule the affected player will choose another player that will steal a capsule from another player of their choosing just like the ukiki capsule this lakitu one lets the initiator outright choose which player they want to steal a random capsule from for once you should be grateful that word is in there random because if this event let you choose which capsule to steal out of a player's inventory then we'd have some problems much like the planner chess from mario party 3 having a maxed out inventory will decrease your chances of an opponent stealing a capsule you like if you don't want your opponent to have any chance of stealing your amazing capsule then use it early sometimes the possibility of a threat obtaining something great is too high to chance i wouldn't blame you for throwing a capsule away to avoid a worst case scenario hold on to this capsule yourself until a player obtains one that looks good then go for the steal placing this capsule down would only make it easier for your opponents to target you we don't want that twister capsule whenever a player initiates this capsule the location of the star space changes the star spaces in this title are much easier to track down than the previous titles since there's only six per board as opposed to the eight we've been used to if in a game you've marked in your head where five of the star spaces are then you'll know with 100 certainty where the sixth star will appear this is helpful in general but with the twister capsule you can make your way towards the sixth star space before anyone else use the tweetster to move the star there and nab it looking like a prophet in most cases though you'll be using the tweezer to prevent another player from purchasing a star but be careful you wouldn't want to move the star towards an even bigger threat that'd be a dose of irony placing this capsule down is why why would you do that to yourself maybe if you're a chaotic evil type you would but otherwise while it chants take the reigns of fate for everyone in the game what a sadist dual capsule the affected player will initiate a duel against another player but first they'll be given the option to choose what to duel for coins or a star the highest amount of coins the initiator can bet can't go over the least wealthy player's total amount the maximum possible number of coins that can be bet in a duel is capped off at 99 even if both players are above that amount if the initiator decides to duel for a star then they have to choose between betting a star of their own or 50 coins ah duels good to have you back i missed you since your absence in mario party 4. a basic rule to follow when betting coins is to not bet an amount that would royally screw you over if you happen to lose the duel for example if you had a capsule you were planning to use on yourself next turn then don't bet an amount of coins that would put you below the cost of using that capsule unless of course there are more important matters to attend to such as preventing an opponent from having enough coins to purchase or even steal a star risk is the name of the game and it's something you've got away when selecting the amount of coins to bet dueling for a star is new to the series at this point and it certainly ramps up the tension in these dual mini-games what's interesting is that you don't even need to put a star on the line to win one 50 coins will do just fine and might i add that's a deal you should be taking ninety percent of the time because if you bet a star and lose then you just minus two yourself against your opponent remember not only would they be gaining a star you'd be losing one as well if you instead bet 50 coins and lose then your star counts will remain the same the downside here is that you may not have enough coins to use a great capsule in your inventory which is a risk you should consider before initiating the duel there's also the coin star problem will giving your opponent 50 coins give them the coin star if so was it even yours to begin with and if it was then that's basically the same thing as betting a star even then i would still bet 50 coins because of how wildly players coin counts change in this game due to the overabundance of coin events and the random battle mini games that pop up what if you don't have 50 coins to bet what if betting a star is the only way to take one from your opponent whether or not it's a risk worth taking is up to you a way to help you decide in general is remembering how good you are at the dual minigames versus your target if you're pretty confident then duel away if not then either duel someone else don't do at all or go for broke place the dual space down if you're confident in your dueling abilities you might end a couple turns with extra stars from players that attempted to take you down chain chomp capsule the affected player will be able to steal coins or a star from a selected player it costs nothing to steal coins the minimum and maximum amount of coins a chain chomp can steal varies depending on the turn number for example during the first five turns of a 20 turn game the lowest amount of coins it can steal is around three whereas the highest amount of coins you can steal is around 25 what determines the exact number of coins he steals depends on how quickly the victim matches when prompted the faster they bash in their a button the less he steals unlike the past title's booze where it's much easier to steal during the mid game and end game the chain chomps coin steals seem pretty static throughout the game meaning you shouldn't be afraid to go for a steal early on especially because coin steals are free now this doesn't account for the cost of using the chain chomp on yourself though because if you do you'll lose 15 coins in the process and will likely either break even or gain a few more coins than what you had before i'd rather hold on to the chain chomp until i had enough coins to steal a star which by itself cost 30 coins but of course we should add on the 15 coins even then 45 coins to steal a star from a threat is worth it especially with how the item system works in this game you can't purchase the bone capsule you can only hope that it falls into your lap this makes the chain chomp capsule absolutely terrifying which you should absolutely take advantage of by holding on to it and stealing a star when a threat's vulnerable if someone's planning on stealing it from you then throw it onto a space and either replace it later or keep it there if you're feeling confident you won't get stolen from bone capsule when a player is attacked by a chain chomp this capsule will activate automatically and protect them from it easily one of the best capsules to have in stock if a threat has one then they're your target when it comes to stealing a capsule or flat out getting rid of one entirely this capsule cannot be used on a player or thrown onto a space it will only be discarded this is actually a plus if a threat's targeting you for a steal then you can simply discard the bone so no one gets it it's too great of an item to let a threat get a hold of miracle capsule when a player carries three miracle capsules the three capsules will be activated automatically giving all the stars the player in first place has to the player in last place it's likely you've never seen this event play out in a game before and i wouldn't blame you due to how ridiculously lucky it is the miracle capsule can be found in bucket e meaning that first place has a zero percent chance of obtaining it from a capsule machine no matter what turn it is that begs the question though what if first place somehow obtained all three miracle capsules whether by swapping capsules or whatever else would the game cruelly give all of their stars to last place well the mario party legacy channel strikes back because the guy there put first place in this exact position which resulted in eldstar thankfully sparing him from a horrifying loss if you're in second or third place and managed to collect all three capsules then first place will still lose all of their stars to fourth place yup they don't go to you just fourth place kinda leaves you feeling cheated huh if you're in fourth place and the game's nearing the end then you have a 7.5 chance of receiving a miracle capsule from the capsule machine while the odds are not in your favor i do not recommend discarding a miracle capsule unless you need to make room in your inventory for capsules that can help you right then and there if you're in first place and see fourth place with even a single miracle capsule then prepare for the worst case scenario they may very well luck out and before you know it the cataclysmic event told by the ancient ones will commence bowser capsule whenever a player receives this capsule bowser will appear and throw onto a randomly chosen red space turning it into a bowser space this is the least strategic item in the whole mario party series due to receiving it at random and not getting the choice of when to use it i have nothing more to say about it what i do have something to say about is chance time which is initiated by using a chance capsule or landing on a chance space i bet you thought this chance time was a simple random roulette that we had no control over huh well technically speaking i guess you'd be right but this chance time is harboring a great evil underneath its charming aesthetic but first let's start with what's expected yes it's a roulette but it's not constantly generating random trades as it waits for you to hit the dice block it first generates a random string of trades which tend to be 13 to 15 trades long it then shows each individual trade and when it gets to the last one it repeats the same string wait so zoomzike does that mean this chance time is timeable theoretically yes but i think it shuffles too fast to pull off the timing reliably there's also the issue of trying to remember a string of 13 to 15 trades flashing by quickly if you're a robot watching this video then time to relate as much as you like if not then good luck it's time to take a look at some data that i found quite interesting these are strings taken from chance times that were activated under wildly different circumstances one was activated by someone in fourth place at the beginning of the game another was activated by someone in first place at the end of a game all sorts of different scenarios now put on your luck specs take a good look at these strings and see if you can find what's odd about them feel free to pause the video if you need a moment otherwise i'll reveal the answer right now all of these strings favor the player on the left seriously there are no trades that give one star or two stars to the player on the right look at the left player's favorable traits one star one star two stars two stars meanwhile with the player on the right 20 coins 20 coins and maybe another 20 coins if they're lucky not like that matters though since the player on the left gets multiple 20 coin trades too this imbalance is enormous and dare i say flat out unfair for the player on the right yeah they might be able to gain stars if a swap stars trade is selected but the same goes for the player on the left this chance time is legitimately rigged in their favor but why why is it this way i have but one theory and it has to do with the different ways chance time can be activated in this game if it's done by landing on its space then the initiator will hit two dice blocks one to decide the player on the left and one to decide the player on the right nothing special there but if one uses the chance time capsule then the game will automatically place them where in the left position it makes sense now huh the sneaky developers wanted to give an advantage to the player that uses a chance time capsule so they put them in the left position and gave them much better trade outcomes than the right position that's all well and good but they seem to have made a mistake this left position bias not only exists when the capsule is used but also when the space is landed on which means that whoever gets randomly tossed into the left position will obtain the massive advantage that was designed for a player using the capsule talk about an oversight all this being said if you get your hands on a chance capsule you should still consider the worst case scenario that being the star swap if you go into a chance time with more stars than your opponent and a star swap trade is selected then you will lose out big consider if this is a risk you're willing to take and if not then perhaps wait to use your chance time capsule when you're behind everyone in stars if you do that then you don't even have the star swap trade to fear in this scenario your opponent would have a zero percent chance of getting a star from you ridiculous the only thing they could hope for is some coins via the 20 coins trade or a coin swap and even then you might have lower coins than they do knocking out another trade that could have helped them out what a stupid chance time it's this left position bias that makes having a chance time capsule so deadly which is why you must not let an opponent use one careful though because if you try to get it out of their hands via something like a kamik event then you might accidentally toss that capsule into an even greater threat's possession the best option would be to hit them with a magikoopa event to swap capsules or a lakitu event to downright steal the bad boy i wouldn't place this capsule in a million years the advantage you get for using it is far too great someone would have to be threatening a steal to make me throw it down and even then i'd probably act like i did it by accident chance times are always a ride to go through huh not all capsules have their own unique icon some are shared this will often cause confusion amongst players during a game since they'll be unsure of which capsule an icon is representing let's cover all of them a mushroom space will bestow either a super mushroom a cursed mushroom or a regular old mushroom if you can choose to land on the space and you don't know which one it is then you've got about a 66 chance of receiving a mushroom that will grant you at least one additional dice block next turn if those odds aren't good enough for you and you're cool with taking the other path then be my guest if an opponent asks which mushroom is on the space then you could lie about which one it is to coerce them into landing on it or on the flip side scare them away from landing on it a move event space will affect your placing on the board through either a warp pipe or klepto capsule either way you'll have the roulette to deal with so you can adapt to whichever one pops up a coin event space will affect a player's coins either through gaining coins or losing coins the events that share this icon are hammer bro coin block spiny paratroopa bullet bill goomba and piranha plan i am not kidding when i say that remembering what coin event was on what space can mean the difference between a win and a loss i've seen players go what's on that coin space is it a coin block they'll take their chances by landing on it and bam piranha plan half their coins gone lost the lead lost their house everything please try and remember which capsules have been placed where if you really don't know which coin event is on a coin event space then it wouldn't hurt to ask your opponents what it is who knows maybe you're playing with honest folks or maybe you're playing with people who've watched this video if you don't want to do that then consider how each coin event would affect your game if it's a goomba event is there anyone good to swap coins with if it's a piranha plant event while losing half my coins lose me the game frankly the piranha plane event is the main thing you want to avoid a babab space represents the bomb event a bank space represents the koopa bank a capsule event will affect a player's capsules either helping or hindering the player the events that share this icon are kamik mr blizzard magikoopa ukiki and lakitu i'd argue that remembering the locations of the capsule events are more important than that of the coin events the possibilities of landing on this space are too vast you might lose all your capsules shuffle everyone's capsules get the option of stealing a capsule from someone etc to avoid this chaos you've got to keep an eye out for which events are where but of course there may be times where you need to go in blind three of the five capsule events collectively have a high chance of removing your capsules from your inventory these are the kamik mr blizzard and magikoopa events if you have an amazing capsule you want to hang on to and you have the option of landing on an unknown capsule event space then it's probably best to steer clear if you don't have any good capsules or capsules period then there's not much to fear with these capsule event spaces you might actually benefit from them via the lakitu or kamik events the twister space represents the twister event the dual space will cause a dual mini-game to occur the chain chomp space will summon a chain chomp and the chance time space will initiate chance time i wish this title gave every capsule its own unique space but alas a lot of them share the same one it's up to you to keep track of them unless you want to end up suffering from an event that could have been avoided for the most part when you start a game you may notice that some of the spaces are already capsule spaces in this case it's best to learn what they are earlier instead of later when you have more to lose once five turns remain the final five turns event will commence bowser hosts the event he first gives the current standings as usual then brings the player in last place to spin a roulette depending on the result the board will have one of four new rules for the rest of the game all blue and red space's coin values are tripled from three to nine all red spaces become bowser spaces all blue and red spaces become capsule spaces existing capsule spaces are overridden and five star spaces are on the board at all times all four rules will be present on the roulette wheel but the five star spaces rule will appear about half as often as the others guess they wanted it to be rare the blue and red space's coin values tripling instead of doubling was a change that was made from the last mario party to this one losing nine coins when landing on a red space might actually hurt your game if your coin count ain't doing too hot it could prevent you from affording a star or using a capsule when you need to if you're low on funds when this rule is put in place then avoid red spaces to keep your strategic options open unless you need to take a certain path of course all red spaces becoming bowser spaces is scary due to the bowser bonus event which deletes one of your stars there's only a chance this event will be the one he chooses but even a chance is too high for you to risk losing a star avoid bowser spaces if you can and if you can then just hope he's merciful or that dk comes in and saves you all blue and red spaces becoming capsule spaces is the most downright insane rule in mario party history i'm almost willing to bet that the developers purposely made certain capsules share icons just so they could get the most chaos out of this rule when traversing the board while it's in this state you must consider what each event may be lurking under a space you can land on because if you don't then you'll be sorry look out for the spaces your opponents land on as well as your own so you can start keeping tabs of which capsule event is which on each space five star spaces being on the board at all times makes it pitifully easy to keep track of where the next star will spawn since it'll always show up on the only star space that isn't currently active this rule will heavily benefit those that have movement capsules and enough coins to purchase multiple stars watch out for these players and make sure they don't blitz ahead with a rule like this it can happen quite easily when a player lands in the same space as another player during the final five turns a dual mini-game is initiated before the space landed on is activated that last detail is crucial what if during the final five turns you land on the same space as another player and that space is a goomba space the game requires that you complete the duel first and activate the space second so if you bet all of your coins and happen to lose all you've got to do is time the goomba space's roulette select the player you just dueled and then you'll get all your coins back and then some sneaky moves like this can go a long way if you scope them out in the moment keep your eyes open before we move on to the board section you should know that most of my advice will pertain to the board itself if i were to cover every possible capsule placement on every space then we'd be here forever every board you play on will have its own unique layout of spaces due to these capsules and that's something you need to adapt to yourself if there's a terrifying capsule space that you don't want to land on then replace it if someone says they're going to replace one of your capsule spaces threaten to steal a star there's many different situations you'll run into but at the end of the day you've got to use the tools at your disposal to take the lead now it's about time we take a trip to toy dream here's the space lineup out of all the boards it has the least amount of red spaces at six do you like star spaces i like star spaces let's remind ourselves once more how the star space works 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 these spaces as star spaces and normally only one is active at a time when a star space isn't active it'll look like your average blue space let's say you're smack dab in the middle of a game as people do you remember that these four star spaces have been deactivated and you notice that the current act of star space is this one right here with that being the scenario i ask you please i am new to the series where will the next star pop up right here i'm sure you're right since all the other spots are either deactivated or will deactivate after its star has been purchased as i said before this title only has 6 star spaces per board instead of the usual 8 making it a lot easier to keep track of them landing on the happening space in front of either train station gives the player the opportunity to ride the train to the other side we'll call it the excess express collecting coins released from the engine along the way a total of about 26 coins can be obtained during this event which are pretty easy to grab as long as you time your jumps properly if you miss a coin then stop jumping for a brief moment before jumping once more i've seen players try to correct their mistakes by attempting to jump faster but it's easier to just wait a sec check out these star spaces one was placed after each train stop you could potentially land on one of these happenings grab tons of coins and end up right next to the star although rare this could happen within the first couple turns if neither of these stars are active then you should consider whether traveling to the other side of the board is worth it i know you'd get a lot of coins from the event but there are times where your position on the board is worth way more than a bucket of coins what if there are multiple players in front of you and you have a bullet bill capsule taking the train may grant you around 20 coins but that's nothing compared to stealing coins from multiple players one of the toys is based on mega bowser it shoots any player that stomps on the happening space in its mouth back to start via a cannon this event could be a bummer if you wanted to make your way upwards but hey at least you get to visit a capsule machine soon you've also got a chance to land on the train happening which can boost your happening count even higher if you've got the option of landing on the mecha bowser happening on this left route versus the blue space on this right route then i'd stick with the happening not just because you'd be helping out your happening star but also because frankly this route sucks seriously the only star space on this route is down here after you finally loop back around to the main route and if you were aiming for it then mecha bowser would bring you closer anyways with an added happening to your account no less but let's say you were aiming for this star and couldn't land on the mecha bowser space you would have to travel 24 spaces to reach it surely one of your opponents will make it there before you right if not or if there's a capsule space you want to land on then i guess you can take one of the lamest routes in the franchise at least it looks pretty oh this happening space it's no big deal it'll just send you to a random space on the board how fun okay it's not any random space for my testing it seems to only send you to blue and red spaces nowhere else if there weren't as many places it could launch you to then maybe we could use this as a part of a strategy but there are too many outcomes for it to be that useful at least in terms of movement it's still happening so hey a plus to the happening count doesn't hurt other than that i can't see myself trying to land on this space maybe if i need to flee from someone hope i get launched to a better spot you just don't know what you're gonna get which i guess fits with the present aesthetic ass players who land on one of the happening spaces on top of the blocks will cause toy soldiers to blast down those blocks knocking them to a lower section of the board right here to be exact every time i'm not sure what the point of these happenings are maybe the developers wanted to make it more difficult to reach the top of the board if that was their goal then i guess they succeeded they just wonder why it was designed like this if you're at this junction and have three four or five spaces left then taking the top path will bring you to the right path anyways weird at least it's good for boosting your happening count that's a plus there aren't any gates to talk about anymore but let's take a closer look at these junctions shall we oh but first allow me to present the closest star spaces in mario party history i think they're only three spaces away from one another that's crazy it's entirely possible you've played a game where someone nabbed this star followed by this star right afterwards not sure why they didn't move this star further up then i'd actually care about this route i was dissing earlier ah whatever this right path will lead you to a good old capsule machine followed by a star space the capsule machine alone makes me choose this route over the other one but there's also the fact that it leads to yet another star space and capsule machine that's right this dumb route in the middle is worse than its two competitors get it together man the junction after the car lets you go left or right the right path has a capsule machine and star space as i said before and is seven spaces long the left path is six spaces long that's it the path being one space shorter isn't enough since receiving a capsule holds far more value than saving a single space and that's not even counting if a star were to appear here there is a possibility that a bowser space will spawn here though but remember it can go to any red space on the board so there's a decent chance this space will stay red if it is a bowser space then select this path at your own discretion hopefully you've rolled high enough to move past him save your mushroom and super mushroom for when you need an extra boost to get past the block happening spaces if you want to land on one of them then use a cursed mushroom for increased odds if you really want to make this route painful then place the bomb capsule there oh or maybe a bubble capsule so players might zip past the star you can get pretty evil with these plays overall toy dream is full of happening spaces that love to move you around watch out for them and you'll be the victor soon enough now entering rainbow dream here's the space lineup out of all the boards it has a pretty average space layout here are its six star spaces this board might scare you since there are no junctions to be seen but don't worry it takes a different approach in the form of rainbow spaces whenever players get to one of them they're asked if they want to cross it for 5 coins if paid a rainbow appears for them to go to the next area you can tell where you'll be dropped off by the raised platform don't let the name rainbow space throw you off they're kinda like junctions that you have to pay five coins for there's another difference but we'll get to that later on there's also a wind gondola that can be used if a player lands on one of the four happening spaces located near it like with the train happening from toy dream you can reject the ride if you prefer your current placement the happening space near the generator gives players a chance to get some capsules by tapping the a button to run faster on the battery wheel how many capsules you receive is determined by how many lights are lit by the end zero to two lights will grant no capsules three to four lights will grant one capsule five lights will grant two capsules and six lights will grant three capsules the lights you lit up will flicker at the end to show you what level you reached if you already have three capsules when landing on this event's happening space then you won't be allowed to gain capsules if you have one or two capsules when starting it then you can only gain up to your max amount the capsules are given at random you could receive awesome capsules one time just to receive crappy ones the next who knows do your best to button mash here free capsules are no joke this ability for players to get this many capsules from a single event means you want to hold on to your kamik magikoopa and the key2 capsules in case they receive anything game changing landing on the happening space in the rainy area sends the player and the players on the two spaces next to it on a current that takes them back to the start if either one of the two spaces next to this happening space are capsule spaces before the event then they will still be capsule spaces afterwards they won't go away you may want to shoot for this happening using a cursed mushroom if you're desperate to go back to the southern cloud possibly for one of the two stars the happening space on the sunny area makes three rainbows appear the player chooses one then slides down to the area of the rainbow led collecting about 15 coins along the way this event is evil because you don't know which rainbow leads where you take the right rainbow and how was i supposed to know it was going to take a turn like that later down the line you might be thinking oh then just memorize which rainbow leads where which is a good thought but here's the problem there are three variations of this event where each rainbow leads to a different cloud and guess what you can't tell which variation is which because the beginnings of the rainbows all look the same making this a guessing game or so the developers thought as it turns out the beginnings of the rainbows are different between these three variations variation one's middle rainbow is the only one that touches the corner of this object variations two and three come close but do not touch the corner the end of the purple part of variation 2's right rainbow is about level with this corner whereas the end of the purple part of variation 3's right rainbow hangs a little lower than this corner in addition variation two's rainbows are less see-through than variation three's rainbows this is best shown when comparing how visible this line is between each variation notice how it's a little harder to see the line with variation 2 as opposed to variation 3 where it's a little easier to make it out easy right this is completely possible to tell between moving on here are the spaces a rainbow will drop you off at for each cloud and now i'm gonna list off which cloud each rainbow takes you to for each variation variation one left to right middle to left and right to middle variation two left to left middle to middle and right to right variation three left to middle middle to right and right to left hope you got all that because it's gonna be on the final exam the happening space at the snowy area gives players a chance to win coins by ground pounding the seesaw a snowman is on to lift it as high as they can the snowman then comes back down sending the player upwards where the coins are the harder the ground pound the higher the jump and the more coins they win for a maximum of 20. to get the most out of this event you need to hold the a button to jump high and then quickly press a again when you're at the apex of your jump it's alright if you test your jumps before ground pounding since jumps alone won't cause the snowman to fly up don't pay coins to visit another cloud just because you can sometimes it's a better move to stick with the current cloud you're on whether because you need another capsule a star spawn there or if there are some good capsule spaces you want to try landing on unlike toy dream there aren't any happening spaces in a row so using the cursed mushroom to farm them isn't as useful here but if you really want to take your chances on one then i won't stop you using a twister when the star is currently on the western or eastern cloud will have a 100 chance of moving the star from the cloud it's on this is because there's a star imbalance there are two star spaces on the northern and southern clouds with only one star space on the eastern and western clouds this makes looping these clouds not as recommended as the other two since you're likely to miss out on more stars this way hold on to a warp pipe until you're in a bad position and your target's in a great one getting dumped onto a cloud without a star space or one that contains harmful capsule events can deal a significant blow to one's game the shortest loop around is the eastern cloud at 15 spaces without a star spawn and 14 spaces with if you're looking to cause chaos by landing on dastardly capsule spaces then place them here so you have the highest chance of landing on them within a short time span but zoom's eye can't they just be replaced yeah but only by players who were on that cloud another unique property about these rainbow spaces is that since they aren't treated as junctions by the game you can't throw capsules to another cloud no matter how close you are this makes it impossible to replace harmful capsule spaces before you reach another cloud which you should absolutely keep in mind before making the journey i'm sure i don't have to tell you to check them out for danger right overall rainbow dreams divided landscape make for some interesting plays granted you can scope them out on your turn our matey you thought pirates were done within mario party 2 but they're back with pirate dream here's the space lineup out of all the boards it has the most amount of blue spaces at 56. here are its six star spaces landing on a happening space on the mine track causes a boulder to come rolling out of the mine chasing players in its way off the tracks and onto this space yup you could be miles away from the person that landed on this happening space and you will still get affected by the event as long as you're in the path of the boulder since there aren't any junctions before this happening players will often get stuck here constantly rolling back again and again it doesn't help that all four players must pass through either if you have a cursed mushroom then trying to purposely land on this happening in order to hurt another player's placement is absolutely viable you'd be moving them from one side of the board to the other and if they loved where they were then they're gonna feel some heartache landing on one of the happening spaces on the waterfall causes it to give way and the player falls down the waterfall to this space in front of the pirate ship it doesn't matter which of the two happenings you landed on you'll end up on the same space if you need to stay on the top path then encountering this event will throw your game in the garbage use a mushroom or super mushroom to avoid it as best you can oh the bottom path i wouldn't worry about it too much in fact it's actually great to land on the happening here no matter what your situation is that's because where it drops you off isn't any further than where you would have been otherwise and you get a happening boost too there's no need to use a mushroom or super mushroom to avoid this event landing on the happening space near these holes will cause monty mole to pop out and give players a chance to dig for coins granted they pay him a five coin fee all they have to do is button match a to dig out coins with the pickaxe i don't care if you're a terrible button masher always pay the fee to encounter this event you will end up with more coins than you had before if you're really fast you might net around 15 coins not bad the happening space on the pirate ship makes players jump into its cannon and blast off to a space with a cannon sign next to it there are three of these cannon spaces as we'll call them on the board one is hanging off this cliff one is after the wooden bridge and one is on the boulder's pathway if you're at this junction and have the option of landing on this happening space then you could potentially nab a far away star quicker than other players for example what if the star is currently here or here launching to the bridge cannon space would set you up nicely what if the star is here again or back here launching to the cliff cannon space would be great the boulder cannon space isn't super close to a star space but it does grant you a capsule machine to stock up so i can't be too harsh on it taking the cannon is a risky move that you should only consider if at least two out of the three cannon spaces would be a better spot than where you would land had you taken the left path which leads to one space behind the thwomp junction speaking of which hey thwomp and whopperboard npcs glad to have you back sadly this is the only board in the game that they're on but we'll make the most of it thwomp gives players a lift to a higher part of the board for 10 coins for the same price womp lets players use the latter he is blocking you can not view the map after deciding to talk to either thwomp or womp i cannot tell you how many times players myself included have talked to one of these guys just to say wait which path will they take me to and then end up making a bad decision because of it view the map before you talk to either one so you can see which path paying them will lead you to this board's layout can mix you up a bit it doesn't hurt to check thwomp's path is solid if you're looking to land on the top happening space in order to boost your happening count or if the stars spawn next to the bridge womp's path is solid if the star spawned right on it or if you're looking to land on one of the boulder happenings potentially a huge move since the boulder will roll you towards the start putting you in position to take a star that spawned here here or here you'd also be next to a capsule machine which is always good refuse both of them if you'd rather stick to your current path maybe the stars spawned up here or you rolled high enough to land on the monty mole happening i know 10 coins ain't cheap but these guys can be of great assistance when traveling the board that's why placing a bubble castle before them to force players to skip them is evil placing a bob capsule after one of their pathways couldn't hurt too as it'll make players even more anxious when making their choice this is one of the larger boards so warp pipes and kleptos will help you out a bunch as you steal the positions of other players coin event capsules that take away coins must be avoided here it'd suck if you needed to take either womp's route or womp's route just to not have enough coins for it overall pirate dream's dual junctions with the thwomp and womp along with the canon happening space make this board a strategist joy we're diving into the undersea dream here's the space lineup out of all the boards it ties for the least amount of happening spaces at five here are its six star spaces if a player lands on the happening space on the sunken ship a dolphin swims out and forcefully takes the player to this space this could do you some good especially if the stars spawn on the right side of the board the main issue is that you don't get a say in the matter what if the stars on the bridge are on the high point up here getting dropped off at this space will make it more difficult to reach those spots if you'd like to avoid getting screwed over by this space then use your mushroom or super mushroom to blitz past it don't worry about saving either capsule to skip any other movement happening space cause the rest of them are optional the happening space next to the whale allows players to be blasted as it says just before or after the star in more definite terms it'll send you one space before or after the star for my testing you have a 50 50 chance of either one happening yeah i was hoping that the odds would be stacked towards landing one space before the star but nope it's a coin flip there's only one star space that this event will bring you closer to regardless if it places you one space in front of the star or one space behind that is this star space on the metal platforms all you need to do is take the following junction down and make a loop around to reach the star if you land on the whale happening while this is the current act of star space then go for it unless there's a player already close to the star of course if this isn't the current star space then look for how close the other players are to the star if they're a bit far away then the event might be worth risking so you can make the snag i'd better not see you do the event if the star is currently here or there that'd be an interesting move to say the least the happening space next to the cheap cheap on the right side reef lets players get a chance to earn a capsule or an old boot from one of the shells which is worth nothing this event blows yeah you might get a random capsule that's not what i think sucks about it i just don't like how it's deceitful what do i mean well as you can see here the game seems to be constantly randomizing each shell's result of either a boot or a capsule kind of like a dice block i guess i wish two out of the three clams were capsules and one was garbage which it'd show you afterwards it's alright though you still get a decent chance of walking away at the capsule here so that's something to be happy about the happening spaces next to the logs on either side of the board give players a chance to ride a manta to the other side of the board and collect coins along the way you can get as many as 20 coins through this fairly easy event all you have to do is move your analog stick up and down on your leisurely ride don't overthink it you do need to consider if traveling to the other side of the board is good for you though those 20 coins may be tempting but what if there's a star close by taking the manta ray will bring you further away on the flip side it might bring you closer to a star that was far away which would be nice check the map and assess your situation before saying yes or no it's junction time the first one you'll encounter comes right after a capsule machine you'll likely see yourself taking a right here as that'll lead you to nearly all the star spaces on the board i say nearly because there's a slight chance that this western star space will be active only go for it if you know you can get it if not then take a right so you can prepare for the other ones to spawn placing a bubble capsule on the red space before this junction is cruel because if there's a star here here or here then the bubble space could make them skip it the junction before the bridge has a path that will loop you back to the starting section which ain't half bad since the capsule machine's there take this loop if you're in dire need of another capsule or if the star spawned on the left section of the board the junction after the bridge has a path leading up to the whale happening a star space and a capsule machine that might tempt you into choosing this path every time but it's about five spaces longer than the right path if you're looking to make quick progress around the board take the ladder if not and you want a capsule or if the star spawned up here then take the former the junction before the stones has a path that'll loop you back around the bottom right section of the board this place does have two happenings which is nice but there's no capsule machine to encounter and there's only one star space i wouldn't use this path often overall undersea dream is a pretty simple board there honestly aren't as many strategic moves to make as with other boards in the series if you're not confident in your strategic capabilities yet or you're looking for a board that won't overwhelm with tons of options then this is your place to go we've blasted away to future dream here's the space lineup out of all the boards it's average alongside rainbow dream sorry buddy here are its six star spaces hey speaking of rainbow dream it looks quite similar to it huh don't let that similarity fool you though because traveling on this board is quite different for starters there are three islands instead of four the main method of traveling between these islands which i'll now refer to as stations is through the teleporters when you approach one you'll be asked if you'd like to take the teleporter for no additional cost hey this really is the future the left station's teleporter is linked to the middle station's left teleporter and the right station's teleporter is linked to the middle station's right teleporter they're color coded in case you forget but yeah there are no linked teleporters between the left and right station kinda sad huh don't worry though there is a taxi happening space on each of these stations that'll let you take a quick trip over the difference between this movement happening and many others in this title is that you don't get a say in the matter and you have to pay the fee which is 10 coins in this case normally when payment is involved you get the option of saying no but here they just take your money and eat you to the other side this really is the future if that has you feeling down then try out the rocket ship happening over at the left station in this game one controls the levitation of their ships to try and collect coins from ufos holding a will bring your ship higher whereas letting it go will bring your ship lower if played right you can earn about 20 coins much like the other coin happening spaces the two happening spaces in a row next to this robot on the right station will activate a slot machine minigame if played skillfully players may earn special capsules by lining up the slots a mushroom capsule is the consolation prize the pattern for each slot is the same each time memorize them and you'll easily line up the three capsules you want in no time this is a powerful event since you could potentially receive a twister dual chomp or chance capsule from this machine the mushroom capsule consolation prize ain't half bad either the happening spaces on the central platform are next to three rocket ships which can be used by landing on the spaces each rocket takes players to one of four launching pads found on the left and right stations you might think that each of these rockets correlates to a certain station but nope they all have the same chance of landing on each landing pad i wouldn't rely on these happenings to move myself around the board since the teleporters are right there it'd have to be a pretty desperate situation for me to even consider it using a cursed mushroom before these happenings will likely land you on one which is good for working towards the happening star but your placement is probably more important you cannot throw capsules between stations making it difficult for you to protect yourself from harmful capsule spaces if you're planning on taking a teleporter if you like causing chaos then this might be good for you since you can place all the capsules you want without as much worry about them getting overridden you've probably noticed these hovering platforms taking the left one will drop you off here and taking the right one will drop you off here very simple splits in the path that can mean a lot if you take the left platform then you'd be skipping a capsule machine a star space and a happening space that's a lot granted you may want to skip the taxi happening space in case you want to stay on the left station this platform path will also save you about three spaces so it's not totally useless i'm just concerned about skipping the capsule machine most of the time you do not want to skip these guys as said before obtaining an additional strategic option will tend to outweigh saving spaces the right platform will bring you to a taxi happening space and a star space if the ladder is active then yeah take this platform if not then i wouldn't take it unless you need to land on the taxi happening or something else that's useful the capsule machine is placed after the pass converge this time so no matter which path you choose you'll receive a capsule overall future dream has some nifty ways to get around combine that with movement capsules and you'll be blasting off everywhere i hope you're hungry we're entering sweet dream here's the space lineup out of all the boards it has the least amount of blue spaces at 45 ties for the least amount of happening spaces at 5 and the least amount of total spaces at 59 one of the smallest party mode boards in the franchise here are its six star spaces the major feature of this board is the two short bred bridges that's kind of fun to say they collapse if a player crosses them when this happens another bridge forms in a different direction a bridge won't break if a player crosses it while under the effects of a bubble capsule good to know these bridges can be annoying you will eventually get forced down paths you don't want to go on unless you have movement capsules to correct your position i'd say that out of every board in this title this is the one where movement capsules are the most vital hey that kind of rhymes use a mushroom or super mushroom to blitz past a bridge before an opponent use a cursed mushroom to stall out your opponent and have them take the bad route instead of you use a warp pipe or klepto to swap or bring yourself to another player's position all of these capsules will find great use here let's not have them getting stolen or shuffled around capsules aside be careful when choosing which direction to take at these two junctions it's a big deal to change which bridge is active and you don't want to help out a threat if you don't want to take the bad bridge in this scenario then you don't have to simply loop back around if you're at the right junction or make your way to the other set of bridges if you're at the left junction triggering happening space is found on cake so this one this one and that one will slice the part of the cake the player is on and take them to this space i'd only be happy to encounter this event if either of these western star spaces are active if not then i'd feel like my time was wasted there aren't any junctions close by and the capsule machines are a ways away while normally i'd recommend you to mushroom or super mushroom past these kinds of happenings you should still hold on to those movement items because of how much more useful they'll be when dealing with the bridges the happening space next to the small cake at the bottom right part of the board activates a board mini-game players throw candy balls into the cups on the cake to score coins each cup filled is worth 5 coins making 25 coins the max amount that can be won here for the green cup jump and shoot when you're at the apex of your jump for the red cups jump a little before they're aligned with your character and immediately shoot for the blue cups button mash a as soon as they're aligned with your character so you'll shoot quick and low a player that lands in the happening space of the top part of the board forces the other three players to come and throw a party with them the player spins roulette to see what they'll take from the other players capsules one from each coins 10 from each or a star from each player what if this event was luck based where you had a 33 chance to make every player give you a star then maybe it'd be a tiny percent cool with it on a saturday at 3 24 p.m but no you're telling me that it uses a roulette wheel granted this one works differently from what you're used to since the pointer doesn't slide nearly as far only 50 degrees meaning to get what you want which isn't a difficult decision here all you've got to do is press a when the pointer is hovering over the second half of the space before the one you want or the first half of the space of the one you want but that's all beside the point let me try and explain to you how busted this event is the big blue boo happening event for mario party birthday bash can also take a star from each player but first you've gotta summon him which is only possible if you're the third player to have landed on one of his hard-to-reach spaces only then will he appear but that's not all in order to steal a star from each player you need to pay this guy 100 coins now let's redirect our attention back to this monstrosity of an event you simply land on the happening space once time and easy roulette and bam you've single-handedly stolen a star from every human being on earth why did the deaths think this was okay oh in order to reach the happening space up there players need to cross one of the fun-filled shortbread bridges making this quiet bounce oh shut up it's easy to get here i take back what i said earlier there is no reason to use a cursed mushroom for anything other than attempting to land on this happening space you think that this event alone would be the only positive thing the devs put on this path but no let's throw a star there too yeah that makes sense oh and to put some extra icing on the cake let's have this route drop you off right next to a capsule machine bowser nightmare here's the space lineup out of all the boards it has the most amount of red spaces at 12 with potential to be even more the most amount of happening spaces at 9 and the most amount of total spaces at 76. here are its six star spaces the happening spaces at the middle left and middle right sides of the board caused bowser to come out for a walk to the other side during his stroll he turns all blue spaces in his path into red spaces and crushes any player in his path making them lose 10 coins no capsule spaces get removed due to this event the path he takes depends on which happening was landed on if the left happening space was landed on then he'll walk along the top half of the board and stop at the right happening space if the right happening space was landed on then he'll walk along the bottom half of the board and stop at the left happening space this event lasts for two turns after which all of the space's bowser change will revert back to blue spaces i have a love-hate relationship with this event i hate how slow a bowser walks from one side of the board to the other but there's something really funny about it it's like he has zero respect for anyone's time but his own i also love how he chuckles each time he stomps on someone it's great if you land on this happening then you will lose 10 coins granted you have at least that amount because you'll be on the first space that bowser walks on it's for this reason that i'm not too keen on shooting for this happening space to boost your happening count actually i'm not too keen on shooting for any of these happening spaces the ones on the top left and top right sides of the board will activate bowser's tower of chance where he'll force the player to hit a red block or a blue block one sends the player back to start while the other takes half of the player's coins just like that clam happening event from undersea dream there's no true choice to be made here both blocks are constantly flipping between cutting your coins in half and sending you back to start it's a shame you can't tell which is which if you're low on coins anyways then maybe cutting your pocket change in half ain't a big deal and sometimes going back to star can be a good thing i'm trying to be optimistic here can you tell this isn't happening space i'd like to land on and luckily the one on the left at least comes after a junction meaning you can likely avoid it if you want if you need to take this left path then use a mushroom or super mushroom beforehand to save yourself the hassle unfortunately the right happening space isn't after a junction so you can't simply avoid it by picking a different path just like before i recommend using a mushroom or super mushroom to zip past it the happening space at the top of the board causes bowser to appear and take control of a flame thrower cannon any players on the happening space or the two blue spaces on either side of it will lose all of their capsules no not the capsules if there's one you're keen on keeping then use a mushroom to we're running into an issue with this board huh it's not like you can purchase mushrooms or anything honestly there will be times where you've got to take a risk and i hope you roll past a happening if you don't want to land on it but i've got to say this happening space is not that bad so long as you don't have an amazing capsule in your hands you've got to get the happening star somehow well i guess you can get it by the happening spaces in the middle of the board if you land on the ones outside the circle then you'll be taken into the circle which bowser calls the spin stage where there are red spaces everywhere this might not sound too bad at first glance but remember how this game handles bowser spaces yeah there's a good chance that one of these red spaces was turned into a bowser space at the beginning of the game or by a bowser capsule let me tune you in to a horrifying possibility what if you were to enter the spin stage after the final 5 turns rule all red spaces become bowser spaces get selected you'd be stuck in there with a low chance of escape anytime soon at least you'll get another happening space added to your account when you leave right yeah i guess so but from the games i've played and seen people do not have a fun time in this part of the board that's why you'd better hope you saved yourself a warp pipe or klepto capsule for this worst case scenario although if you wanted to be eviler than the king koopa himself you could place a warp capsule in this red ring of death and land on it to transport another player there how devious you might be wondering what happens if the all red spaces become bowser space's rule gets selected after bowser's turn some blue spaces into red spaces i tested to see and as it turns out the game will revert the red spaces back to blue spaces as soon as the first of the final five turns hits even if two turns haven't passed yet guess they didn't want absolute chaos hm now that i look at them more closely a couple of these paths are huge commitments this one that brings you up the chain goes on for 35 spaces before reaching another junction this one although less extreme is still 27 spaces until the next junction you really need to consider which path you take at each junction because you might stick with one for a while place your capsules on the red carpet near the starting area to make them appear more regal it's just an aesthetic thing i've already touched on how important movement capsules are on this board but don't count out twister with how long some of these paths are you can really frustrate an opponent by making their decision amount to nothing overall bowser nightmare is true to its name this title has 74 minigames that all have a chance to pop up in party mode there's 23 four player minigames 12 1v3 minigames 12 2v2 minigames 6 battle mini games 15 duel mini games 3 bowser mini games and 3 dk minigames 4 player mini games chimp chase catch the little kikis and return them to the same colored adult ukiki whoever catches the most wins if no one catches any it's a draw multiple players can win there are four colors of ukiki red blue brown and silver each positioned in one of the screen's corners shoot for kikis that are close to an adult of the same color sure you may grab one quicker than your opponents but if you have to walk across the field to score a point then you're wasting valuable time always be on the lookout for the shortest path available to score your points if one of the adult ukiki screams out do kikis of the same color freeze giving you a chance to get them a gold new kiki is worth three points and can be returned to any adult ukiki the best part one will always spawn in the middle of the battlefield when the timer is at 11 so grab it as soon as it appears and head for the closest adokiki to claim your three points this will usually net you the win since this golden ukiki is the only one that'll spawn each game it's predictability is something you must take advantage of it'd be stupid not to if an opponent nabs the gold new kiki instead then focus back on making quick points preferably with ukikis close to the main threat so they'll struggle in maintaining their lead chomp romp guide the chain chomp to the finish line by calling it with the whistle whoever gets it across the goal first wins if multiple players cross the goal at the same time the winner is determined by poor priority when the player blows the whistle the chain chomp starts moving towards them until it collides with something if the player gets hit by the chain chomp they'll get stunned for a moment let's take a look at the best route to walk your dog first blow the whistle at the middle part of this fence then blow it at the middle part of this fence this next part is what i like to call the swing skip see most players will blow the whistle at the top of the swing set and then at the bottom of the slide but you want to blow the whistle when you're at the top left corner of the swing set this will slide your chomper through in one clean swoop but you've gotta nail the positioning align yourself by running up the left side of the swing set otherwise you might move too far to the right which will cause your dog to hit the swing set or too far to the left which will cause your pupper to hit the slide after that blow the whistle when you're in between these two fences and finally blow it at the grassy finish line when played like this you will win unless one of your opponents did the swing skip as well if you know one of your opponents knows how to do it then perform your whistles faster than them if you're confident no one knows about it or how to do it properly then take your time executing it correctly the swing skip should only be attempted if you properly maneuvered your chomp the way i said at the beginning if you didn't then the skip will either be extremely precise at best or impossible at worst so in that case just play this section normally by blowing your whistle at the top of the swing set then at the bottom of the slide from here you'll want to bring your toothy friend directly down followed by directly to the right and finally a straight shot to the end avoid getting hit by your chain chomp or you'll suffer from lost time this is totally cool when you blow your final whistle though since well the minigame's over go give your good boy a hug he deserves it coin cash collect coins by jumping into bricks careful not all of the bricks give you coins whoever collects the most coins wins three rows of brick blocks move from left to right they can also be used as platforms to reach higher blocks the three rows of blocks stop moving occasionally and start moving in the opposite direction a few seconds later if players step off one side of the screen they will appear on the other side there are three types of blocks in this mini-game the first type is the usual brick block that contains nothing and is destroyed when hit the second type contains a single coin and transforms into an empty block when hit the third type contains 10 coins it may be hit until it's empty then turning into a used block players will often fall to lower levels due to holes opening up from destroyed blocks below this causes a lot of competition at the lower levels which you want to avoid instead try and platform your way to the third level where there's likely to be less players keep hitting blocks until you find a 10 coin one then farm it until it has nothing left to give keep on the lookout for groups of blocks and if you notice a player close to you found a 10 coin one then try and take the coins for yourself observe which directions the blocks are moving and adapt accordingly sometimes there won't be a need for you to move as the blocks will continually appear above your head jumping through a one block gap is difficult so i recommend taking a split second to jump through a two block gap at least this way you won't waste time if you see a player hitting blocks below you then move out of the way so they won't bring you to a lower level unless of course there's more blocks to be had there there's no need to jump over a one block gap running will do the trick walking won't though so don't take it slow unless you want to drop to a lower level jumping on someone's head will slow them down enough to the point where they need to jump over a one block gap unless they want to fall moving players is possible here too making this mini-game a whole bucket of chaos coney island to catch the falling scoops of ice cream whoever catches the most goops wins if no one catches any it's a draw multiple players can win the shadows on the ground show where scoops are going to land simply keep your cone above one to nail a scoop you can't push your opponents and your opponents can't push you so if you're on top of a shadow and someone's running at you then don't worry the scoop is yours moving will only hurt you stand your ground and wait until the scoop falls onto your cone you could potentially psych someone out by running towards them so long as they don't know that you can't actually push them i instead recommend focusing on the shadows closest to you so you can rack up the most scoops this becomes especially important as the mini game progresses since you'll move slower the more ice cream scoops you have don't limp towards a shadow far away when you're this slow stick to the ones that you know you can get to as to not waste any time the best position to take in order to reach the most amount of shadows is of course the middle of the field dinger derby swing the baseball bat and hit the pitches from the pitching machine whoever hits the most pitches wins if no one hits any it's a draw multiple players can win the machine will pitch 30 times there are four types of pitches a standard pitch a fastball a slow ball [Music] and a screw ball in which the machine actually pitches two balls at once the player can only hit one of them though so no scoring double points here learning the timing for each pitch is difficult the screwball is the most obvious you'll see the machine take a long time to charge up and even hesitate before it pitches at the end clueing you in that the screw ball is coming if it takes a long time to wind up but not too long then a fastball is on its way if it winds up fast and throws early then that's your slow ball if there's nothing notable about the way it's winding up that's your standard pitch all players receive the same pitches so there's no luck involved this has nothing to do with gameplay but did you know that you can hit a ball at one of the spectators that's pretty good dodge bomb pick up and throw the bombs at your opponents while avoiding the ones being thrown at you the last one standing wins if all players get blown up then it's a draw as time passes more and more bombs emerge from the houses surrounding the area a bomb will explode two seconds after it lights up red this goes for when it's walking about and when a player is holding onto one meaning that you could potentially blow yourself up if you're not careful or if you're feeling devious you could run towards a player with a bomb and blow both of you up their only option is to run from you and that's hard to do since your run speeds are the same even though you're holding a bomb if someone wanted to help your target out then what are they gonna do throw a bomb at you then they'll hit your target as well what if your target throws a bomb at you well the explosion will blow both you and them up this means that if you manage to get close to another player with a bomb in hand they're as good as doomed unless they manage to somehow outmaneuver you if you're trying to win then do not grab a bomb if you see your opponents have one in hand the quickest way to lose is by getting stuck in your grab animation as an opponent decides to throw a bomb towards you wait until they don't have any bombs in hand or are currently throwing one somewhere else when you have a bomb don't throw out willy nilly wait until an opponent is vulnerable such as when they're in middle of picking up a bomb or throwing one somewhere else look out for yourself too since there may be someone targeting you at that moment you may not have to get bloodthirsty at all this mini-game survival base not point based meaning you can play defensively up until the end where you shouldn't let your opponent capitalize on any openings watch out for stray pa-bombs walking around by the way that'd be a funny loss fish sticks catch cheap cheeps as they nibble on fishing lines when the pole dips grab it whoever gets the most points wins if no one hooks any it's a draw multiple players can win red cheap cheaps are worth one point whereas gold cheap jeeps are worth two points the biggest mistake players make on this mini-game is grabbing rods that aren't being nibbled on this results in nothing being caught and wasted time a rod has a cheap jeep at the end of it if you see the rod mainly the tip shaking up and down don't be fooled by this animation it's simply the rod returning to his resting position after having been cast it does not mean a cheap jeep is nibbling on it quite the opposite if you see a fishing rod shaking up and down and then stop don't bother with it the cheap cheap left you should only be checking rods with the shaking animation nothing else the visible cheap cheaps in the water below have nothing to do with the mini game ignore them from what i can tell there's no difference between the animations of a regular cheap cheap nibbling on a rod versus a golden cheap cheap nibbling on the rod do your best by looking out for shaking rods there's no need to fish upon a star avoid the falling objects the crumbling ground and the other players the last player standing wins if all players fall off then it's a draw the players can punch or stomp on their opponents to push them off the platform or slow them down making them more vulnerable to the platform's hazards cheap cheaps will randomly fall from the sky often towards the edges of the current platform players hit by cheap jeeps are temporarily stunned and risk falling off as a result this mini-game is all about stage control try to stay in the middle of the biggest platform hanging around the edge will likely result in you getting launched into the stratosphere if you see someone else near the edge then give him a good jump kick to send him away that's right a jump kick unlike punches you can move during them and there's less end lag allowing you to get a hidden and quickly move back to a safer position being in the air will also help you avoid getting hit by punches making the jump kick an awesome move you do need to worry about landing on players heads though since that will keep you in air and might throw off your positioning if an opponent is spamming jump kicks then you need to hit them with one before they hit you with one accomplish this by letting them perform their jump kick and retaliating after they've missed if you see two players away from you finding it out then it might do your best to let them fight and then launch a surprise attack on the winner of the battle it's entirely possible to lose this mini-game by the environment these cheap jeeps are annoying but they are color-coded the small blue variants will destroy one block of land whereas the large red ones will remove several blocks of land avoid them at all costs you can't run across most gaps jump over them this isn't coin cash flower shower collect the flowers before they disappear whoever catches the most wins if somehow no one catches any it's a draw multiple players can win a pink flower is worth one point while a golden flower is worth three points the grasp will slow you down by a little bit whereas the water will slow you down by a lot if you have to cross these sections then make sure you're jumping so you don't suffer a speed decrease you should only be grounded during this mini-game if you're running on concrete or collecting pedals on the ground staying in the air will also defend you from getting jumped on which will reduce your run speed and jump height a punishment you want inflicted on other players not yourself you could prevent a threat from winning by constantly jumping on them but you should focus on winning the mini-game instead with better movement if you see a clump of flowers or a gold flower close to other players then don't bother trying to get them you'll waste your time trying stick to the flowers you know you can get and rack up your points frozen frenzy punch kick and ground pound your opponents to take crystals from them whoever has the most crystals at the end wins if no one gets any or if all players end with one then it's a draw there are five crystals total four are in each corner and the other one is near the back center part of the cavern the best route to take if you're able to is this crystal on the back left followed by the one in the back center and lastly the one on the right platform regardless if you successfully took this route or not this platform is the best place to camp once you have more crystals than everybody else they can't hit you they need to take this moving platform for a chance at knocking you off your throne if you see one of them trying this then perform a jump kick before they do or else you'll be toppled if you see another player trying to get to this platform and they have more crystals than everyone else then stop them at all costs you could camp on this platform with only two crystals chancing that you'll still have more than the others or at the very least tie your count with someone else because then you'll both win jump kicks as shown in fish upon a star are better than punches especially in an elevated arena like this one ground pounds while good for stunning an opponent are not necessary to make them lose a crystal a simple jump will do i wouldn't waste any time pounding ground an icicle will fall from above at seconds 37 29 21 and 13. there are four locations for an icicle to fall the order they fall in however is random touching one will result in losing a crystal steer clear of them ground pound down do ground pounds to break the blocks and move down whoever gets to the water first wins if multiple players reach the end at the same time the winner is chosen at random there are three sections of blocks each section having three columns of nine blocks each each column has a different amount of soil blocks and rock blocks players must choose one column to ground pound until they arrive at the next section while ground pounding through one column it is impossible to switch to a different one don't bother a high ground pound will get you through three soil blocks with ease spamming low ground pounds to get through them will just waste you time rock blocks must be hit three times to destroy them here is where spamming low ground pounds will work a high ground pound as high as it is only counts as one hit so don't waste your time using them on rock blocks switching between high and low ground pounds depending on the blocks below you is what'll bring you ahead of your opponents when choosing between the three columns always go with the one that has the most soil blocks so you'll save time the final stretch will always contain either three rock blocks in a row or two this is where you should button mash so you reach the end first hotel goomba i see the problem too many goombas reach the third balcony of the hotel by punching the goombas out of your way whoever reaches the third balcony first wins if multiple players reach the end at the same time than the winner is chosen at random the difficulty level increases as the player goes higher since more goombas appear and the puzzles get trickier when the player punches a goomba it moves to the tile directly next to it depending on the angle at which it was punched the number of punches increases as does the probabilities of getting stuck if the player does get stuck which means they punch the goombas incorrectly and cannot move on they can press y to reset the room and try again here are the solutions for every puzzle that can appear on the first floor the goomba or goombas have been arranged in such a way that no matter which puzzle you receive it is impossible to get stuck simply punch them out of the way and move on here are the solutions for every puzzle that can appear on the second floor some goombas in these puzzles don't need to be punched in order for you to complete them quickly observe the puzzle you got and the moves you'd like to make if the pathway looks clear then go for it and move on here are the solutions for every puzzle that can appear on the third floor most players will screw up here and need to restart observe where all the goombas are and the possible paths you like to take there's nothing more damaging in this minigame than reaching the end just to blockage yourself if you do make a critical error immediately restart and try again the game gives the same puzzles to every player so if you're not confident in this minigame and know that one of your opponents is amazing at it then copy their inputs once you're nearing the end attempt to overthrow their lead by inputting your punches quicker than them oh and by the way you can't pause the game to cheat the devs thought ahead hydrostars steer the boat through all of the gates in numerical order whoever reaches the finish line first wins if players hit one of the crates floating in the water they are stunned for a moment this minigame's layout is the same every time so listen up for the first gate make a sharp turn right careful to not let your opponent screw over your placement for the second gate make another sharp right turn ahead straight for gate number three where if you can help it make a sharp left turn it's alright if you need to go right instead due to the boxes for the fourth gate a sharp left or right turn will do it depends on where the boxes are situated for the fifth gate always make a sharp turn right because that's where the goal is if you ever see boxes beside a gate then you should probably accelerate past the gate a little bit before making your turn later skater speed skate around the short track whoever completes 5 laps first wins keep your turns tight but not so tight that you touch the inner lane marker or else you'll slow down considerably the same goes for the walls but you shouldn't be so far out to begin with these sharp turns are easier to do by tapping the analog stick over and over making slight adjustments as you go along bumping into players when you're ahead of them is a decent stress since not only will they boost you ahead but your generous friend will also fall back focus more on making the turns though these boos should only come as a last resort leaf leap jump from leaf to leaf to climb the never-ending beanstalk whoever climbs the heist within the time limit wins if no one decides to climb it's a draw multiple players can win if players jump to a leaf that isn't there they will fall until they land back on the leaf below ah good old reaction minigame see a leaf on your right jump to your right see a leaf on your left jump to your left and as you heard earlier jumping to a leaf that ain't there will cause you to fall until you land on one so if you encounter tons of leaves in a single direction then screwing up will cost you big time you might be saying zoom zike i have terrible reaction time no tip in the world can help me win this mini game is that so introducing the vine sniper a technique i whipped up for those of you that either know you're going to lose this minigame from the start or realize you're about to lose near the end first of all let me remind you that the winner is whoever climbs the highest there's no target height to shoot for you simply need to climb higher than the other players which means even being a single leaf above the second highest player will net you the win why does this matter because the leaf layout is the same for all players meaning that if you keep your eyes on whoever's doing the best and copy their jumps then you'll be right behind them throughout the whole mini-game the point in which you'd stop copying them is if they make a mistake in which you'd pull ahead by making the correct jump or when the timer's at around 2 seconds in which you want to try and blitz ahead at the last moment for the win when selecting whose inputs to copy an intense cpu is your go to but if one isn't available and you aren't sure which person in your group is the best at this minigame then begin playing like normal and watch for this windmill on everyone's screens the lower it is the better that player is doing because they're making more height and the more likely that they're going to be the winner try and catch up to where they are by either matching up your backgrounds or recognizing the leaf patterns and copy away of course like with any cheeky little trick it's not guaranteed the person you decide to follow at the beginning who is doing great may start to suck in which case you need to take matters into your own hands if you're confident in your reaction time over your opponents then there's no need to copy keep cool and go at a comfortable yet brisk pace if you zoom while you're already far ahead then you risk falling a great distance only speed up when you see someone gaining on you which you can gauge by where the sun is on their screen compared to yours the lower it is the higher one is maize dan confused work your way to the star in the middle of the maze whoever gets their first wins the electrical barriers will change whenever the timer counts down to an odd number so every two seconds touching an electric barrier will stun you for a moment so prepare for when they're about to switch i'd love to say that there's a massive secret to this minigame but all these barriers seem to have a mind of their own sometimes you can come close to the end just for the game to not open a pathway for you to reach the goal you've gotta adapt to new paths that open up and hope the game plays nice night light fright stop the chain chop as close to you as possible without letting it attack you whoever stops at the closest wins if all players get their butts bitten it's a draw multiple players can win each chomp starts 30 yards away and moves at a different speed so hitting the light at the same time as another player will not work there is no distance counted if the player is hit by the chain chomp with how random and sporadic these chomps are my tips may not always result in a win especially because sometimes the chomp likes to fake you out use this blue barrel on the left as measurement if the chain chomp barely managed to knock it over meaning it's a little further away then wait for it to do one move and then flash your light as it does its second move if the chain chomp knocked it over by a bit meaning it's a little closer then shine your light as it does its next move there's a small possibility that the chain chomp will rush you even before it knocks down this left barrel if it keeps going and doesn't stop then shine your light before it hits you if all of your opponents have already shined their lights and you're still going then quickly gauge how close their chain chomp was to them and simply try to beat the closest one pop star piranhas find the one piranha plant that's dancing differently from the others whoever answers correctly the most times wins if no one has any points by the end it's a draw multiple players can win you have five seconds to make your choice each round take your time just compare the prana plants movements to one another watch for how their leaves flutter how much they break their necks and the speed they're going at overall most of the time the answer is fairly obvious but other times it'll be subtle so keep a keen eye out for the smasher that's grooving to his own tune pushy penguins avoid the pushy penguins as they march to the sea the last player standing wins if everyone falls off it's a draw scan the ice cap for gaps to squeeze through cause if you don't then you'll end up getting trapped by the penguins and shoved into the water it doesn't help that the penguins will speed up right before they march into the sea eventually you'll start to see larger penguins which take up much more space than the babies steer clear of these behemoths at all costs you have better chance at finding gaps between smaller penguins than the larger ones the best way to know if a gap's going to reveal itself is if one penguin is waddling faster than the one next to it this difference in speed will cause there to be an opening which you can take advantage of if you see two penguins waddling side by side at the same speed then don't count on an opening anytime soon move out of the way and look elsewhere don't be afraid to backpedal if it means ultimately saving yourself too often i'll see players constantly running right eventually trapping themselves when they could have ran left for a split second to put themselves in a better position if you're struggling then look out for where other players are moving to survive you may discover a gap quicker that way than finding one on your own you can't push other players around though so don't even try it you can fall off the top and bottom part of the ice cap by the way don't trip up there rumble fumble find the shy guys hiding under the buckets the first player to find three shy guys wins if no one finds three it's a draw even if one player has more points than the others at the beginning of the minigame a rumble pattern shakes the player's controllers if the rumble setting is turned off which makes this minigame easier by the way an exclamation point pulses in a pattern players must then search the many colorful buckets on the stage to find the same rumble pattern a pattern shakes the controller or appears on screen when a player approaches a bucket if this pattern matches the first one a fly guy is under the bucket and the player should lift it post haste if the player lifts a bucket that does not match the rumble pattern a ba-bomb or chain chomp attacks the player leaving him or her unable to move for a moment the bombs destroy the bucket they're hiding under once uncovered but chain chomps go back into hiding attacking other players if they happen to choose that bucket again the first person to get three fly guys is the winner sometimes buckets hold two fly guys meaning it's possible to win with four fly guys there is no indication if a bucket has one or two fly guys you just need to get lucky all the fly guys share a pattern yes but so do all the chain chomps and all the bombs meaning there are three distinct patterns per minigame memorize the first fly guys pattern as best you can especially the first couple pulses because most of the time that's all you need to distinguish between the fly guys pattern and the wrong ones for example this fly guys pattern is pretty chill right so when i check a bucket i immediately leave if the pattern i see is anything different than the chill one i saw earlier and the moment i see a pattern that's chill at the beginning i lift the bucket there's no reason to wait a long time to make sure cause again the patterns are distinct enough where you only need to wait a split second triple jump button mashers my favorite use your athletic abilities to perform a triple jump whoever jumps the farthest wins if no one hits a button it's a draw multiple players can win for the first jump the players must press the a button rapidly so their character will float farther once their character touches the ground the players must press the b button rapidly for the same effect for the third jump the players must press the a button rapidly once more make sure you switch which button you're mashing as soon as your character lands on the ground vicious vending rotate the lever to get a capsule whatever comes out is a complete surprise and yours to keep if you've ever thought that how fast you rotate the lever or when you rotate the lever actually affected what you got then you'd be sadly mistaken no matter what voodoo you do the game will decide whether you've been naughty or nice let's hope it's the latter willflower use the power of your mind to bring the flower back to health first one to revive the flower wins if players finish at the same time the winner is chosen at random i give this mini-game an a for aesthetic since it always manages to make me laugh when i watch each character breathlessly gesturing towards their sunflower imagine walking to a room and seeing this oh yeah button mash 1v3 minigames beam team three players each ride in the ufo and fire tractor beams at the fourth player who's trying to escape capture if two ufos collide they'll stop moving for a few moments it's this feature that saves this minigame from being horrifyingly unbalanced if you're the solo player then take advantage of the team's drawback by weaving between them if they aren't coordinated well enough which they likely won't be they'll end up stun each other over and over again don't do this the whole time or they'll end up catching on run away every now and then but don't do it in a straight line running and turning is more effective since it'll force your opponents to move multiple directions making them more likely to bump into one another touching the rocks won't hurt you in any way but they're annoying since you have to run around them if you're one of the three players then avoid acting as a hive mind stay separated and cover different parts of the arena to make it more difficult for the solo player to avoid you for this mini-game to be balanced for the solo player you need to bump into your allies so if you manage to avoid doing so then your team should win big top drop one player swings on the swing and drops balls on the other three who must dodge the balls while walking on a tightrope they can also jump to maneuver around other players but the jumper gets stunned after jumping for trying to attain balance if you're the solo player then alternate your throws between a and b doing just one will make it easy for your opponents to adapt but constantly mixing it up will cause the balls to drop at difficult to dodge intervals your swing will lag above the ends of the tight rope while zooming past the middle of the tightrope making it much easier to hit players than the sides than the middle this is why if a player starts camping in the middle that timing starts to become necessary on your part if you're one of the three players then it's likely you or one of your teammates will get out quickly because of how much space each of you takes up if you can try holding ground in the middle this is where it's most difficult for the solo player to hit you you could jump over a teammate but more often than not this will result in you getting out earlier than you would have if you had just stayed put curvy curves guide your one wheeled cart and its trailer along the pathway the first one to the finish wins the curbs are narrow and stopping one of the sides will stop them for a moment before they can move again if any member of the team touches a wall the entire team stops for a moment the solo player must maneuver their cart on a slicker pathway lessening the amount of control that the player has the game will end in a draw if both sides pass the goal line at the same time the harder to control bit for the solo player doesn't fully come into play until later on in the game for the beginning it's all about making some tight reasonable turns it's when you reach this section which i will dub the calamity curb that you've gotta be insanely precise you need to start turning left by the time your wheel touches this line any later or earlier and you'll hit a wall not just that but if you're too far to the right when you start your turn you won't have enough room to turn left i don't blame you if you mess up on this part this is possibly the most pixel perfect maneuver any mario party has ever asked of a player if you manage to pull it off then immediately turn right as soon as you pass this right wall after that the pathway is just as easy as the beginning section if you're one of the three players then you have the advantage of more control over your cart turn according to the path you can even look off your teammates in front of you if you have any once you reach the calamity curb breathe a sigh of relief as your smoother controls allow you to make this turn with more leverage after that the pathway is smooth sailing the pathway is the same for both the solo player and the team o3 leaving the controls is the only thing for the solo player to complain about fight cards attack your opponents by showing various attack signs if the same signs are raised the solo player wins according to pie guy 314-159 if all players play randomly with no coordination the solo player has about a 65.47 chance of winning i'd say these are your chances of beating a team of cpus as the solo player i wouldn't tout that win percentage against real players because after all there are tons of shenanigans to employ here the last input a player makes is the one that's counted so if you're the solo player trying to keep an eye on one of your opponents to see what they went for then don't get caught looking or they may switch it up last second as the solo player know thy enemy so you can mine game properly call out your own move beforehand pick the same sign multiple times in a row show them your controller as you hit a button just to switch at the last possible millisecond there are many methods of deceit and trickery to choose from in the event that one of your opponents starts button mashing pay close attention to how they're mashing if they're sliding their thumb back and forth across the three buttons then that means they're hitting the a buttons two times more than the b and x button the a button is also the largest one of the three so regardless of the button mashing method it's more likely that a will be pressed over the other two if you're one of the three players then hide your inputs from the solo player so they can't copy you if you choose to button mash then distribute your inputs evenly with your controller concealed from sight if you really want to leave your pick up to chance then don't press anything the game will randomly decide a card for you if you and at least one of your partners makes it to the final round they communicate with one another and choose different signs it doesn't matter if the solo player hears you at this stage of the game since they can only knock one of you out you could communicate with your teammate during earlier rounds but you run the risk of the solo player catching on fladiator one player rides a ball and tries to run over the other three if you're running try not to get squashed monty moles pop out from the dirt as time passes stunning the team players they walk over them the solo player can remove the monty moles on the field if you're the solo player then slowly move towards your opponents to see how they react and adjust accordingly rolling at full speed towards someone from far away will not only make your movements predictable but you have a higher chance of removing the monty moles and they're your friends here pressure your opponents towards the monty moles this will reduce their movement options increasing the odds that you'll catch them if you're one of the three players then spread out there's nothing more tragic than the solo player decimating your team within seconds if the solo player is attempting to trap you against the edge then get out of their pronto just keep track of the monty moles while you do wouldn't want them to screw you over heat stroke one player tries to knock the other three off the blocks while the other three must jump to avoid being knocked off if you're the solo player your best friend is the fake swing this will psych out your opponents into jumping like fools leaving them wide open for a real swing to knock him into the star below you could also speak aloud to catch your opponents off guard quickly shouting now as you fake swing in hopes that they'll fall for it another method is to talk normally getting them focused on your words until you suddenly swing your hammer in the middle of your speech if you're up against a difficult cpu then lay on the fake swings until they jump then swing for realsies if you're one of the three players do not try to react to the solo player's hammer instead keep your eyes on your own character the moment you see yourself get moved jump to the next platform and repeat reacting to the sound of the platforms getting hit could work as well but that may prove difficult if the people you're playing with are talking so i'd stick to keeping laser focus on your own character watch out for polo boos by the way mario max fight in a battle arena setting using vehicles to fire back and forth whoever is first to destroy the opposition wins there are three battle arenas parched ruins dark city and star whole each arena has different pillar layouts which block a few shots before disappearing i wouldn't say these arenas are different enough to alter one strategy if the solo player presses a they'll shoot a beam if they press b they'll fire a shock wave around them the beam can be spammed multiple times dealing chip damage at players the shock wave while not as strong will push players away if the solo player holds a and releases when the target icon starts flashing rapidly then they'll release a more powerful beam capable of pushing a player back and dealing multiple hits of damage it can even hit multiple players if aimed well if the solo player holds b and releases when the target icon's flashing rapidly then they'll release a large shock wave the solo player may also hold lrr and move around to strafe the team of players cannot strafe charge up a beam or cause any shock waves they can shoot regular beams and dash if b is held and released when the dash icon pops up dashing will not deal any damage to the solo player if you're the solo player then the main move you should be using is the charged beam shot i am not kidding when i say this move is busted simply charge up and when you see your target icon flashing rapidly not just flashing but flashing rapidly then release your shot at one of the three players there's also a sound indicator when it's charging you'll know it's ready when the sound reaches its highest pitch but aren't they faster than me you say and you're right but remember the team 03 can't strafe and the only way they can damage you is with regular beams what does this mean that they have to be facing you to damage you and if they're doing that then they're an easy target as long as you know where they're coming from if you come face to face with one as they're moving towards you then fire a charge beam their way and watch as they get launched back with massive damage dealt to their how far if one of them has a slither bit of health then finish them off with a few regular shots using the regular shockwave can be good to get them off you and prepare for a charge shot never use the powered up shockwave it doesn't deal nearly enough damage to be worth it position yourself near the perimeter of the arena so they can't flank you from every which way if they catch on and start playing from afar then approach them using the pillars as barriers if you're one of the three players then swarm the solo player from different directions if they know how to do the charge shot then do not engage if they're facing you dash around and attempt to flank them from the side if you're stuck in a 1v1 with the behemoth and their health isn't close to zero then do not engage unless they are terrible at this mini-game stall out the timer by dashing around the arena this will result in a draw but hey it's much better than a loss mathletes form a mathematical equation by hitting three dice blocks how fun the equation sets the number of coins for each player or team no matter what side you're on the blocks roll through the numbers too fast to be taken advantage of the only part i like about this mini game is the host goomba wearing the snazzy outfit you go dude quilt for speed guide a vehicle to the finish line to move stop the roulette wheel on the direction you need to go when the player stops the arrow his or her machine will move in the direction of the arrow along the way there are obstacles such as blocks plastic toys and the like that players must go around the solo player has a single arrow that moves his or her machine while the team has three arrows that the machine takes his directions from left to right if the path is blocked by an obstacle or if the players are at the edge of the quilt the machine will not move the pattern is the same for every player up right left and then it repeats regardless if you make a correct or incorrect input you may not input the next direction in the cycle for example if you input up then your roulette will not let you input right you've gotta wait if you're the solo player then simply stop the roulette on the direction you need to go while avoiding obstacles in your path you should only take it super quick if the teemo 3 is in sync that's when the minigame tills in their favor if you're one of the three players then keep in mind that your machine will register the inputs of your team starting from the left player so if something's in front of you and you need to avoid it to progress then the left player should input a left or right arrow to get around it with the other players inputting multiple up arrows to move further up the problem here stems from miss inputs because if that left player doesn't input the correct direction then everyone will be out of sync and you won't make any progress if your left player is throwing or just can not time the arrows and you're the middle player then you could sidestep the obstacle yourself most of the time you want to assume your left player makes the correct input and follow up on that revolving fire the single player tries to get the other three with a flame shooting gun or with lava waves the other players try to dodge the solo player can rotate the flames clockwise or counterclockwise the lava wave can only be sent out if the ring of lava around the solo player's platform is flashing otherwise ground pounding the platform will achieve nothing there's also a sound indicator for when another lava wave is ready in addition to the flashing what's kind of cheesy is that the solo player ground pounds in the introduction to the mini-game which resets the timer for another lava wave not sure if this was done on purpose but either way if you're the solo player then do not waste time ground pounding at the start or any time the lava wave isn't ready if it is ready and you want to send one out then mash a to do a quick ground pound this way your opponents won't have nearly as much time to prepare for the lava wave headed their direction combine this with spinning the flames every which way and your opponents will not have a fun time if you're one of the three players then adapt to which way the flames are rotating taking care to stay in the middle as best you can prepare to jump over a lava wave once you see that it's charged other than jumping over the lava wave you should also be jumping to avoid the flames make sure you don't fall into the lava at the edges too you'll be slowly but surely sliding down there so make small corrections in your movement you cannot jump over the flames squared away three players each climb into a giant cube and try to squish the fourth player who's trying to escape in a smaller cube the solo player must avoid being crushed by the team players the team players can cover four tiles with each roll which is way more than the solo player which is only one per roll but to counter this disadvantage the solo player moves much more quickly than the team players if you're the solo player then do not corner yourself the quickest way solo players lose this minigame is by rolling to a corner cowering from the three players and getting squished on the perimeter of the board you are fast really fast stay outside of your opponent's reach and take advantage of openings they aren't covering don't be afraid to roll right past one of them if they're stuck in their rolling animation they want to trap you remember that don't let them do it if you're one of the three players trap the solo player they're faster than any one player on your team by a long shot coordinate with your team to cover lots of ground not leaving many gaps for the solo player to use if you can tell the solo player wants to get by you then it may do you good to wait and not roll so they can't take advantage of your slow rolling animation the best spot to trap them in is in the perimeters of the map where they have less options to move 2-bit or lose it one player rides a spike lined in your tube down the slope while trying to pop the inner tubes of the other three players the three members of the team each control an inner tube which is faster and more maneuverable than the spiked machine along the way rocks and tree stumps are encountered the solo player can break these by colliding with them but the team must maneuver around them if you're the solo player then do your best to corner your opponents going straight for them from far away normally isn't the best option since they have better maneuverability than you instead close the gap between you and them and then strike as you adapt to their movements jumps in the course of which there are three of will cause all players to maintain the speed and direction they're going during the entire jump take advantage of this by gauging how fast your opponents are going before a jump and which direction they're going then follow suit it's likely you'll either pop them in the air or when you land the rocks and tree stumps are no bother to you feel free to destroy them to get closer to your opponents the final stretch is after the third jump where it's a straight shot to the goal without any rocks or tree stumps in the way your opponents may get a little eager to reach the finish line so if they start accelerating towards it then capitalize on their impatience if you're one of the three players then speed up and slow down to constantly run circles around the solo player the main situation you want to avoid is getting stuck in a bad jump watch how the solo player is moving before one and make sure you aren't in the path while in the air if they slowly ease up on you then get to an open space as soon as possible the closer they are to you the less room you have to make an escape 2v2 minigames banking coins one player hits the vase to get the coins while the other player collects them the floor tilts depending on where both players are standing one player on your team as the mini-game says should be hitting the vase in the middle while the other player should be collecting the coins if you're both hitting the jar then the coins are gonna bounce away with no one to collect them if you're confident in your coin collecting skills then put your teammate on jar duty the angle the jar is hit from will determine where the coins will go so if it's hit from the left then it'll spill out coins to the right adapt to the way your partner hits the jar to maximize your coinage if a coin bag worth five coins pops out then grab it but don't fall if you do then you'll have to wait for latitude to bring you back up before you can start playing again and that lost time is worth more than 5 coins both teams will receive a coin bag at the same amount of hits leaving no rng just skill in this mini-game berry basket work with your partner to get as many fruits as possible the team with the most points is the winner normal berries the red ones are worth 1 point gold berries are worth 3 points and dark berries will temporarily stun a player who touches one people seem to struggle a lot with this minigame and i don't blame them the depth perception here is painful you'll be watching your partner hit a berry and think you're ready to catch it just to realize it was further or closer to the camera than you thought i want you to rethink how this mini-game is played if you're the one running around with the basket do not look at the tree instead keep your eyes glued to the ground and move towards shadows this will eliminate the depth perception issue letting you gather berries with ease the only drawback to this strategy is when a dark berry falls hopefully you can see it falling out of the corner of your eyes so you know to avoid it your teammate should be hitting berries around you so you can gather them quicker if you're the one shooting then aim your shots around your teammate and tell them to keep focus on moving their character towards the shadows play the minigame like this and i'm sure you'll have a much better time bus buffer polished the roof of the bus completely the team that clears its bus first wins if the same percentage of the bus has been cleared off it's a draw the buffer will automatically move one direction until you tell it to move the other it's as simple as pushing left when you want to swing left and right when you want to swing right the number one scenario you want to avoid is having to go back to your starting position to clean up a few spots you missed leave that spot nice and clean before moving to the middle this will likely be enough to win the minigame since players will often leave drops of paint at the start point out to your partner any paint that they may have missed clock stoppers push the hands to clock to match the clock in the middle the first team to do this three times or the most times at the end wins if no team has more than the other by the end of the five rounds it's a draw each hand will be moved at the same speed no matter where you push them from or if two players are pushing one at once you and your partner should be in charge of different hands quickly moving them to match the middle clock as the mini-game is about to start place yourself directly below the hour hand this way you can quickly react to the middle clock's hour hand by pushing your hour hand by the tip this strategy can be used for the whole mini-game by constantly placing yourself at the tip of your hour hand ready to push it one way or the other some players will push their hands before they've even seen the middle clock's layout this is a risky move since you might end up pushing your hand further away from the correct spot i'd rather play it safe and react accordingly if you need to push the minute hand from the other side then jump over it while this will induce significant end lag it's better than running the length of the entire clock if you need to push the minute hand past the hour hand then do so at the tip where the hour hand isn't long enough to get in the way if you need to push the hour hand past the minute hand then you need to push the minute hand from the opposite side jump over it and resume pushing the hour hand a pain i know defuse or lose slow the burning fuse by doing a ground pound directly on it if a spark reaches king ba-bomb you lose if both teams have a fuse or fuses that reach kimbo bomb at the same time it's a draw there are three fuses which follow a set trail a fuse will rekindle not too long after they've been extinguished so the players must ground pound them again don't worry if two fuses overlap one ground pound will put out both of them you'll know when a fuse is about to rekindle once you see a puff of smoke flare up this is when you should jump and ground pound as to not allow the fuse to make much distance if one fuse of yours is much farther than the others then one player on your team should be on it at all times remember even a single fuse will set king the bomb off don't assume you've put a fuse out just because you've ground pounded near it i've seen people miss a fuse and move on just to realize too late that the fuse has made tons of distance handy hoppers jump over the bar as many times as you can one player rotates the lever to turn the bar and the other player jumps if no team scores more than the other it's a draw i like to imagine these are baby master hands and crazy hands from smash bros the key to this mini game is for your team to go at a consistent manageable speed whichever speed the player holding the lever is going they should stick to it without suddenly speeding up or slowing down that'll just make it harder for the player jumping if they realize that they aren't going fast enough to win or they're going too fast for their partner to keep up then they should communicate that to them so their teammate knows to pick up the pace or slow down the player jumping can perform a full hop or short hop they should only be performing short hops when their teammates going quick otherwise they'll keep tripping over the bar id ufo find the panels that match the two ufos you and your teammate must do a ground pound on both panels at the same time if no one scores more than the other it's a draw if you ground pound on the wrong panel that panel will flash red once a team correctly matches their pair their ufo pair flies away and a new ufo pair appears the team that matches 5 ufo pairs before the other team wins and ends the game here's every ufo and the icon it matches to they may not look exact and that's because the perspective of the ufo's icons are straight on whereas the ufos themselves are seen slightly from above keep this discrepancy in mind while you're attempting to match them if your partner's struggling to find a match then help them out also make sure that your character isn't blocking an icon above you that'd be an embarrassing way to waste time the panel layout is the same each time this mini-game is played so if you want to memorize which ufo icon goes where then feel free manic mallets hit the switch with a hammer the team that hits it the most times wins if both teams hit the same amount the giant hammer turns and slams down on both teams i wish there were more unique mini-game animations like this it may look it but you don't have to be in sync for you and your partner's hits to be registered simply button match as you normally would and your score will be added with your partners the giant hammer in the background will point to the team that has the lowest number of hits whether you're winning or losing the game ain't over till it's over so don't let the hammer psyche you out mario can can open the can using the seesaw can opener alternate jumps on the seesaw to open the can start by telling your teammate you'll ground pound first this will likely give you an advantage over your opponents who might both ground pound at the beginning and end up out of sync jump as soon as your teammate hits their platform then initiate a ground pound at the apex of your jump ground pounding low won't make nearly as much progress so make sure you're high up there if your teammate's struggling then tell them to keep doing high ground pounds adapt to their timing until the end of the mini-game while the cans in the background do show your progress it's best to not get distracted by them and instead focus on timing your ground pounds with your teammate panic pinball control the pinball flippers with your teammate and try to get the most points the team with the most points wins if no team scores more than the other it's a draw there are many objects in the board that can be used to get points the three bumpers at the top can be hit for 10 50 or 100 points hitting the goomba from above or below will set the slots in motion matching three in a row will give the team an extra 500 1000 or 2000 points hitting the spring will award 200 points as well as launch the ball toward the bowser head in the middle making a countdown from 5 whichever team makes the bowser head reach 0 will be awarded with many extra pinballs which can be subsequently used to rack up big points if at any point the team loses the ball another one will be given after a few seconds the only exception to this rule is if the team hits their ball into the other team's pinball board in which case they must wait for the other team to lose one of their pinballs the maximum time limit in this minigame is 60 seconds not like any of this matters though because it's so chaotic it may as well be rng whichever team is the first one to bring the bowser head to zero will win 99 of the time this is because the extra pinballs they receive will only make it more likely for them to be the team to reduce the bowser head to zero again and get rewarded with what more pinballs why if you and your opponent were as good as tas then maybe there'd be a reason to not spam your flippers but with how crazy this minigame is i can only recommend you mash the a button so you'll always be ready to hit a ball once it approaches rumble ready be the first player to react to the rumble and catch the capsule catch three capsules first or end with the most capsules to win if no team scores more than the other by the end of the five rounds it's a draw only two players face each other at a time they'll swap with their partner after each round prepare to press a as soon as you feel your controller vibrate if rumble is turned off which it probably should be then prepare to press a as soon as you see an exclamation point above your character's head sub marathon race your submarine to the finish line one player uses the lever while the other rests whoever finishes first wins if both players reach the finish at the same time the winner is determined by port priority if both players on the team press y then they'll switch this is to let one player rest from all their mashing while this sounds nice it takes a while for the characters to switch so it's best for the first player to try and make a straight shot to the end all on their own if this isn't feasible for the first player then switching may be necessary since slowing down out of exhaustion is worse than letting an animation play oh did you know that if the resting player presses a they'll blink the eyes and move the lips of the submarine since it contributes nothing gameplay-wise it's officially the most useless button in a mario party mini game battle mini games if all players draw then that means they all come in first place if you didn't put as many coins into the pot as others then an all player draw will leave you feeling nice players can also draw at lower placings astrological one of my favorites watch for the card that appears in the mirror then find that card on the game board the picture will start out distorted but gradually become clear however there is one less symbol than there are players so players must be quick if all players except for one find a symbol the remaining player is eliminated players are also eliminated if they fail to find a symbol within a 10 second time limit the last player standing is declared the winner if at any time none of the remaining players find a symbol within the time limit they'll draw with one another what if i told you that you could recognize which symbol is on the mirror from the start it's possible the game actually shows the symbol for a few frames before it begins distorting it and even then the beginning distortion for most symbols isn't enough to obscure which symbol it is if you focus really hard on when the image first appears i believe you can nail it down quick if you see a symbol that could be either virgo or scorpio then test out both waiting until the picture's done distorting will just waste time i admit i couldn't recognize the symbols until i tried out this strategy multiple times in a row that's to be expected though right once you see a set of shapes enough it'll become easier to recognize them within a short period of time if you have no clue what image flashed at the beginning then try out multiple symbols at random you might end up securing a spot through sheer luck if you go for this then try aiming for a symbol that there aren't many of remember there is one less symbol than there are players if you select one that there's tons of then you won't be right the 1v1 should be rather easy because you'll see a wave of the same symbols and a few lone symbols one of them being the right one all that being said you should get a feel for what each zodiac sign looks like so you can instantly recognize the symbol the mirror shows at the very beginning without having to wait and hey you'll learn each of the zodiac symbols as a bonus ain't that neat bill blasters fire bullet bills at opponents your platform briefly stops when your shot is fired the last one standing is the winner if multiple players get out at the same time they'll draw with one another because the platform rotates constantly players must time each shot so that they hit the intended opponent when a player is hit that player's platform rotates slower making it easier to aim when the player is shooting the platform stops spinning for a moment but the player cannot shoot again for several seconds if two bullet bills collide with one another they both explode in mid-flight each player can take three hits until they are eliminated you cannot shoot after you've been hit you gotta wait until your character is done flashing if you shot a bullet bill you must wait until one is reloaded before you can shoot again you'll know you're good to go when the flap at the back of your cannon is closed firing your bullet bill is instantaneous upon your input so the moment you're lined up with your target press a the most difficult opponent to hit will likely be the one diagonal from you so unless they're the biggest threat in the game target the players adjacent to you first lucky lineup try to get the highest score using the slot wheels scores are calculated horizontally vertically and diagonally if multiple players receive the same score they'll draw with one another three sevens are worth 50 points three cherries are worth 10 points and three shells are worth five points the star in the middle is a wild card make sure you stop all eight slots before the timer runs out or else you'll have empty slots worth nothing these slots are way too fast to time it's hopeless they even give you a random layout at the beginning so spamming a will result in different outcomes each time this mini-game is played it really is true to its name now let's figure out if the same goes for random ride select the machine you think will reach the finish line use the names as best as you can to predict the winner a cool dude named sponge yoshi did some testing for this minigame and came back with some data on the win rates for each name as it turns out when the game said any machine with a positive name has a better chance at winning the race than a machine with a negative name it wasn't kidding for the longest time i and many others treated this in-game tip as some kind of misdirection but nope the names do matter you might be thinking but perfect conditions only has a 50 chance of getting first those odds aren't amazing ah but you must keep in mind that you're competing against three other players a 50 chance of getting first and that setup is great you've also got to keep in mind that when it doesn't get first it'll get second 41 of the time that's a 91 chance of getting either first or second those are pretty sick odds on the disaster side of things don't choose fate's decision we clear good if you're choosing first and see perfect conditions available on the screen then that's your pick what pops up on the screen though is randomized from game to game so having a good idea of which names are better than others will assist you in your decision when playing in party mode the player in last place picks their machine first with the player in first place picking last if you're the one in last place when this mini-game pops up as an option then try convincing the other players to choose it either by supporting the fact that it's luck based or by mentioning how fun it is or by talking trash on the other mini games i'd better not see you do that to astrological though to go dory pull your opponents off of their platforms by tugging on a rope the last player remaining on his or her platform wins if the timer runs out it's a draw between the remaining players this may feel like a button master with a twist but it really ain't the biggest difference is that when a player falls there's a brief moment where no one can make any inputs the game suggests resting during this time but the break is way too brief to consider that so keep mashing until the end twist and out stay in the eye of the tornado and don't get knocked outside the last one standing wins if multiple players get sucked by the tornado at the same time they'll draw with one another the tornado also slowly gets bigger as time passes the direction you send players with the swing depends on which part of the hammer they get hit by think of it like baseball with this you can actually backhand someone into the tornado but i find it to be a little unreliable at the start of this minigame push forth and smack your opponents willy-nilly if one of them is stuck at the edge of the arena and it's safe to hit them out then go for it if you get hit at any point know that you have about one second of invincibility frames use them to make your way back to the middle of the arena and get a free hit in if you can this is especially important when the tornado starts closing in since a single hit can be fatal but if you play your cards right with your invincibility you can turn the tides pretty quick if you notice another player is trying to use their invincibility frames for a free hit on ya then move slightly out of range of their hammer attack and strike back dual mini games blown away knock your opponent off of the cloud with an air blast bazooka if both players fall off it's a draw players can also make a bigger blast by holding the button the bigger the blast the farther the player on the receiving end flies back when hit the player who knocks their opponent off the cloud wins if neither player has been knocked off the cloud within the time limit the mini-game is a draw don't bother charging your bazooka while you're hit and on the ground nothing will happen you need to be up in order for that sucker to charge up hit your opponent with a small blast and use their time being stunned to charge up an even bigger blast to hit them with if they have a big blast charged up while you don't have much then immediately start blasting them with air no matter how small your blasts are they will collide with a big blast from your opponent causing an explosion that will knock away whoever's close to it this means it's entirely possible to knock your opponent off the cloud with their own blast granted you cause a collision close to them the same goes for you though if you're planning on hitting your opponent with a big one then don't let it backfire by hitting one of your opponent's blasts close to you if you're close to the edge then use your invincibility frames to make it back to the middle if you don't have any invincibility frames then blast your opponent with small puffs of air to buy time bound of music jump around the cloud and try to find as many invisible blocks with the musical note on them as you can if both players get nothing it's a draw and they'll fall through the clouds if both players have the same amount above 0 they'll do a regular draw animation there are 20 jump blocks additionally brick blocks are hidden among the jump blocks hitting one accomplishes nothing the blocks will periodically glisten every 5 seconds giving the players a general idea of where they are the first time they'll glisten is right before the mini-game starts get a grasp of where the bulk of them are and head there as soon as you can the biggest mistake players make this minigame is jumping around randomly instead find a jump block and then move in a straight line while jumping all the blocks spawned in rows so it only makes sense that if you jump in a row that you'll hit more jump blocks you'll eventually see more glistening which will reveal where the rest of the blocks are make your way to the bulk and resume jumping in a straight line obviously don't jump around in spots that you know don't contain any blocks butt mashers ironically my favorite button masher don't let the blocks crush you repeatedly press each button shown on each block to keep from being crushed both players can get squished at the same time resulting in a draw you must be pressing these buttons simultaneously if you don't then you're wasting your efforts treat this minigame as an endurance button masher if you go all out on the first block then you are going to suffer when more get piled on hit it at a brisk but manageable pace when the second button comes in things should still be rather easy hit them fairly quick but not so quick that you pass out you may start having trouble when the third button comes in and that's when we need to talk strategy this mini game will cap players off at 6 blocks the buttons being a b x y l and r let your right thumb hit a x and y it can handle it subject your right index finger to the r trigger your left index finger to the l trigger and finally stretch your left thumb all the way over to the b button although not the most comfortable hand position it'll get the job done just make sure you're hitting all the buttons simultaneously count down pound do a ground pound to stop the timer as close to zero as you can whoever stops the timer closest to zero wins if a player fails to ground pound before their timer hits zero the timer will cross out causing that player to lose the mini-game if the other player stop their timer before zero it's possible to end in a draw if both players fail to stop their timer before zero or if both players stop their timer at the exact same time the most consistent method of attaining the lowest time is through this pump when the mini game starts count each pulse that enters your balloon the moment the 11th pulse goes in mash a and you'll perform a quick ground pound keeping your timer barely above the zero mark get her up select one of three ropes to pull the results are completely random this is a completely luck-based mini-game you'd think that if you were gonna rip away agency from the players that you'd at least do it in a fun way but nah pull a rope and hope for the best what are they even attached to anyways head waiter oh boy pass the mini bowser bomb back and forth until it explodes try not to be the one holding it when it goes off the timer on the bomb starts at nine players make countdown either by one or two numbers in an effort to avoid being the one to decrease the counter to zero which will cause that player to lose a player will also lose if they make no inputs within the 5 second timer the numbers displayed will change to question marks after the second input that turns this into a guessing game but no worries let's go over all the possibilities player 1 may encounter on their second move and try to help them win player 1 inputs a 1 player 2 inputs a 1. this brings the timer to 7. player 1 should input a 2 bringing the timer to 5 unbeknownst to player 2 who is likely to input a 2 as well why because the last number they saw was 7 a pretty high number making it likely that they'll feel comfortable enough to bring the timer down by two numbers this is exactly what player 1 wants since now all they have to do is input a 2 themselves and they'll win player 1 inputs a 1 player 2 and puts a 2. this brings the timer to 6. player 1 should input a 2 bringing the timer to 4 unbeknownst to player 2 who is likely to input a 2 as well why for a different reason this time around player 1's first input was 1 and player 2 responded with a 2. this may indicate more aggression on player 2's part instead of the usual playfulness that comes with matching numbers if they did input a 2 then all player 1 needs to do to win is input a 1. player 1 inputs a 2 player 2 inputs a 1. this brings the timer to 6. player 1 should input a 2 bringing the timer to 4 unbeknownst to player 2 who was likely to input a 1. why for a similar reason to the previous scenario they didn't match player 1's input so they're probably doing their own thing and playing passively which will leave player 1 with the timer at 3. all player 1 needs to do to win is input a 2. player 1 inputs a 2 player 2 and puts a 2. this brings the timer to 5 where player 1 has 2 options the first is to play aggressively by inputting a 2. this will bring the timer to 3 unbeknownst to player 2 what player 1 is hoping for is that player 2 will get scared and input a 1 in which player 1 would respond with the 1 and win if player 1 instead plays passively by inputting a 1 this will bring the timer to 4 which means that the likely response of player 2 playing it safe will instead result in player 1's doom but why is player 2 more likely to play it safe you ask the last number they saw was 5 which is low not to mention they just received the bomb from their opponent who put in another input it's likely that player 2 will get anxious about all this and input a 1 out of fear if you're player 2 then input a 1 if the timer was last at 7 or 6 and a 2 when the timer is at 5. after that go ahead and flip a coin you don't have the same advantage player 1 has of knowing what the third move is if you know your opponents watch this video and is likely to do what i said then input the exact opposite of what i predicted player 2 would do but now if they're going off the video then they'll do the opposite and oh god this minigame man what's funny is that the timer makes a bunch of weird noises the question marks will roll like a roulette at times and the camera might suddenly zoom into the bomb for no reason this only complicates matters more because you can't be sure if these random events may have affected what number your opponent will choose or not i give myself a 60 win rate for this mini game at best mary poppins pop all of your opponent's balloons with a blow gun before he or she pops all of yours if both players input the last balloon pop at the same time the winner is chosen at random to shoot their blow gun the players must press a and b simultaneously aka at the same time this renders certain button mashing strategies such as sliding which is what i do ineffective it doesn't matter how fast you're mashing one of the two buttons only both of them together for this reason i've seen people who are otherwise great bud masters lose this minigame for not focusing on simultaneous input don't let that be you peace out completely fill in the space by taking pieces from the conveyor belt and placing them onto the field if both players end with the same amount of points it's a draw the type of pieces are single blocks double blocks triple blocks quadruple blocks in line form or rectangle form and double triple blocks once the field is completely filled the pieces will disappear giving the player more chances to fill the space and get more points points are based on the size of the area of the same colored blocks and are not awarded until the space is filled filling all the blocks in one color awards thirteen thousand five hundred points that detail might surprise you but honestly waiting until a certain colored blog comes around in order to fill your whole field with that color is not worth it mainly because it awards you points for what percentage of colors are the same it's not an all or nothing deal this means you should be focusing on filling as much space as possible with as similar colors as possible if you have more of one color on your field and you have to choose between two of the same size blocks then grab the one that matches your most dominant color don't let your opponent grab the double triple blocks these ones are bulky and fill up tons of space press a before they do when filling up your field try to arrange everything in neat shapes making awkward holes and jagged edges will force you to wait for smaller blocks which will just waste time if time's running out you're ahead and are nowhere close to completing a field then consider grabbing pieces off the conveyor belt that your opponent needs so they can't finish their field pound peril find the one switch of the 12 that will not inflict any harm the other 11 are hidden surprises of pain and misery what did i read that right or are you telling me that text got approved no one snuck into the database room one night quickly typed that up and left crazy dude if both players can't find the winning button it's a draw i wish i had more to say about this minigame but alas it really is a torture room full of hidden surprises of pain and misery there's only one winning button you can't stun another player by punching jump kicking or ground pounding them but i'd rather spend my time trying out buttons as quickly as possible which you can do by ground pounding low to the ground keep track of the buttons your opponents press so you know which ones are duds obviously keep track of which buttons you've pressed too so you don't go for any repeats this might give you an idea of hitting buttons at random instead of in order to make it more difficult for your opponents to keep track of what you've pressed while this is clever in theory hitting buttons close to one another will save you much more time compared to running longer distances for a chance at tripping up your opponent if your foe does hit buttons at random then pay a lot of attention to which ones those are it's easy to lose focus and lose time by pressing one that's already been proven to be a dud pump and jump build up the most pressure in the platform to jump the highest whoever jumps the highest wins if neither player pumps then the pump will disappear they'll both jump to the ground and perform a draw animation if both players pump the same amount the winner is chosen at random the squatting positions that the characters hold make this one of the funniest button masters ever pump and pump till you can't pump no more shock absorbers avoid the amps and don't let yourself get shocked by the electricity flowing between them whoever lasts the longest wins if both players somehow hit an amp at the same time the winner is chosen at random the amps will fly around and ricochet off of each other and the walls they will periodically shoot deadly bolts between themselves which must be avoided this attack can be detected early by watching which amps stop and glow new amps will fade into the field as time goes on this mini game is heart pounding avoid the middle of the arena that's where most of the amps will go and where you'll have to watch for yourself at all angles hug the wall instead where you won't have to worry about getting zapped from nearly as many angles don't literally hug the wall by the way simply stick around the blue line and you should be good you can slightly move your opponent but it is not worth it at all worry about yourself first and foremost shy guys showdown press the button on the sign that the shy guy holds up whoever presses the correct button first wins if both players press the button at the same time the winner is chosen at random sometimes the shy guy raises a fake sign such as an exclamation mark sign m sign or stop sign the player should not do anything in this case or else the ink ball explodes inside the gun staining them and making them lose if the player presses the wrong button on a legitimate sign or if the player presses any button too early the same result happens the possible legitimate buttons the shy guy can raise are a b x y l and r keep your eyes glued to a little above and to the left of shy guy no matter which sign he holds up it will always be displayed here in the same spot hold your l and r triggers down but don't click them the click is what the game is going to register by holding the triggers down just before the click you reduce the distance ever so slightly that your fingers have to travel to click either button and that can mean the difference between winning and losing don't try and predict when shy guy will hold up a legitimate button he might do it instantly or fake you out as many as three times before doing the real deal trust in your reaction time sky survivor avoid the obstacles flying at you while riding on unique flying machines the first player to deplete all of their hp is the loser if both players reach the end with the same amount of hp then it's a draw the hp is represented by a small heart-shaped figure when the player is hit this heart loses some of its color off the top of it once one of the players is hit five times the player's hp is depleted and they lose if both players manage to reach the end indicated by a sky gate then the player with the most hp remaining wins quick warning the vertical controls are inverted don't forget play on the parameters of the screen this will let you react to the red spiny balls much more easily if you were to play in the middle then you'd be covering up where most of the red spiny balls are coming from leaving you completely vulnerable you might be thinking oh but if i cover it up for me then i'll be covering it up for my opponent too right yeah but i don't see this strategy pan out well often normally the player in the middle receives a barrage of red spiny balls and loses early stick to the perimeter and you should be just fine want maze find your way to the goal but don't forget about the womps hiding beneath the floor if both players reach the end at the same time the winner is chosen at random they'll pop out when you get too close if you bump into one you'll get stunned for a brief moment here are all the variations for this mini game i expect you to memorize each one and be able to decipher which variation you're on during the mini-game no i don't it is possible but i don't for more realistic tips you should know that there's only one opening to reach the end the other two spots will be blocked off by thwomps if you're nearing the end and come across two blocked off spots then you'll know for sure where the opening is the arena only stretches so far up and down if the thwomp pops up here or down here then you can't get past either one by going up or down respectively you've got to try a different path if you notice your opponents making great progress then follow them with your knowledge about how the opening at the end works you'll likely be able to overtake them heck if you want to follow your opponent from the beginning then feel free let's just hope they don't beeline it at the end and win that's when you've got to make your move win waivers escape from tweezer by jumping on the clouds and using a fan to get away if both players get sucked in at the same time it's a draw you must be alternating the clicks of your l and r triggers for the input to count otherwise you're wasting precious time and energy the twister's sucking power gets increasingly stronger as time runs out but you should be mashing as fast as possible anyways bowser minigames cajun cooking press the buttons as they appear on the cage to escape get out of your cage before bowser cooks you pressing the wrong button will prevent action for a brief time don't rush it you have more time than you think rushing to press buttons as quickly as possible will result in you making mistakes react at a brisk pace and you'll get out just fine reign of fire avoid the burning bits of bowser's fireworks that are raining down this is easily accomplished by not standing on top of a shadow if you do then your butt's gonna burn crispy don't get overconfident after the debris landed since it'll take a second to disappear and if you touch it during that second you'll lose as well this mini-game is a breeze if no one's trying to screw each other over but of course that may not always be the case running into a player will cause you to move them around if you want to be mean then push players into shadows or the debris itself after it's landed caution is advised for you yourself may get burned for your actions whether in game or in real life scalding cauldron select one of the three cauldrons to hide in if bowser breathes on the cauldron you're in you lose a luck-based bowser mini-game cruel ain't it if you're afraid of the biggest threat of the game winning and you losing then hop into the same cauldron as them either you'll both win or both lose if a player makes no input by the time the timer hits zero then a random cauldron for them will be selected hope you're not on bowser's menu as he decides which cauldron to fry he can even fake you out it's so mean but so funny dk mini games in every one small bananas are worth one point whereas large bananas are worth five points banana punch break the barrels and collect as many bananas as you can there are four layouts the barrels can be arranged in the letters dk multiple plus signs a diamond and a house regardless of the layout immediately punch the barrels closest to you if an opponent is coming into your territory then don't be afraid to give him a wall up to send him back it may be tempting to fight for the middle barrels but since every barrel has an equal chance of containing either small bananas or large bananas you should stick to the barrels you know you can get divine climb collect as many bananas as you can while climbing the vine if you touch a spider you will freeze temporarily climb upwards hitting your l and r triggers to move left or right to avoid spiders if you see a bunch of bananas then grab them 5 points is no joke if one of your opponents didn't go for one of the banana bunches close to them then take it for yourself mass appeal collect as many bananas as you can but avoid the banana peels as the mini minigame starts glue your eyes to the perimeters of the arena this is where all the large bananas are carefully make your way to one avoiding the banana peels if you see another bunch that hasn't been claimed yet and there's an opportunity for it to be yours then go for it players often slip in this minigame so there's a good chance you can escape with two bunches or more if you're lucky [Music] this was my first mario party game back then it struck me as something magical the boards were beautiful and i couldn't take my eyes off of the main menu containing these adorable star characters which i soon found out was a reference to a different game that i began cherishing as well it's only when i looked back on mario party 5 with a more critical eye that i started to see its flaws the random item system the simplified boards the low variety and board spaces these were all knocks against the game that i just didn't see when i was younger i wonder why that is was i too young to notice these flaws i lean towards yes but it's hard to say for sure since i normally have a gut feeling affirming my answer maybe it's because despite its differences mario party 5 managed to make its flaws enjoyable in some way the simplified boards and low variety in board spaces are countered by being able to place capsules wherever you want ironically making some games i've played in this title have more variety in board events than the games i've played in previous titles party mode aside this title added a lot of extra modes to play which i'd argue set the trend for mario parties following this one to have an abundance of extra modes i mean it's got card party what else could you ask for despite its faults i truly appreciate this game both for its design and for introducing me to a series that always manages to bring a smile to my face thanks for watching see you next time when we cover mario party 6.
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Channel: ZoomZike
Views: 247,704
Rating: 4.9375095 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, How to get better at Mario Party, Manipulating Luck, Board, N64, Nintendo 64, GameCube, Switch
Id: zIewImOz12Q
Channel Id: undefined
Length: 182min 38sec (10958 seconds)
Published: Sat Jan 02 2021
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