Mario Party 3 Retrospective | Chance Time

Video Statistics and Information

Video
Captions Word Cloud
Reddit Comments

King K is a true Legend.

👍︎︎ 2 👤︎︎ u/wardle77 📅︎︎ Nov 01 2019 🗫︎ replies
Captions
If Mario Party 1 is the rough draft, and Mario  Party 2 is the final draft: Mario Party 3 is a   new draft entirely. The original Mario Party was  rough, and Mario Party 2 was a clear admission   of that. It got rid of the harsher punishments  present in both the mini-game and board layouts,   while still offering something new in the form  of items and duel mini-games. Where Mario Party 2   could mostly be forgiven for its recycled content,  Mario Party 3 had to stand on its own. Waluigi and   Daisy were added as new playable characters,  more mini-games were added than ever before,   and an entirely new substantial side mode  was added. Mario Party 3 seems to bill   itself as "more Mario Party than ever before!"  It even says so on the box. At the very least,   another Mario Party means another video where  we endeavor to find the best games in the series   based on how they balance their core three  elements: luck, skill, and strategy.   Welcome, to Chance Time. --the boards--   Before we get into the boards themselves,  we need to discuss what’s changed about the   base mechanics. All your normal spaces return:  happening, bowser, chance time, the bank, battle   spaces, you know what to expect there. However,  there’s a new addition in the form of the game   guy space. Landing on this space, or being forced  into it with a Game Guy coin from another player,   will see the player forfeiting all their coins,  with the promise of potentially winning back more   than your original count. If you end up winning  the mini-game, you can decide whether you want   to quit while you’re ahead, or press your luck  for further multipliers. Every time you do so,   though, you have to give up all of your  coins, and but a single loss will devastate   you. You’ve got mini-games where you have to  roll high enough to stay ahead of game guy,   but not far enough that you’ll fall off the steps;  one where you have to pick between two boxes,   one with a toad and the other with baby bowser;  one where you pick between a big chain chomp with   a more standard coin multiplier, and a small  chain chomp with a ridiculous coin multiplier;   and finally a full on roulette with a  multitude of different multipliers. So,   my opinions on Game Guy are quite complicated. I  think I like it in concept? The idea of being able   to decide whether or not you want to throw caution  to the wind and keep gambling for an insane lead   overall is interesting; buuuuuuuut, the problem is  that the first time you play a Game Guy mini-game,   you’re forced to at least do one round: and  the mini-games are entirely luck-based. You   can just lose coins through no fault of your  own. It’s easier than you might think to lose   even the easiest mini-games, especially the  one that is literally a 50/50 shot. It can be   a real bummer if you have an outstanding lead  that you earned. Maybe if game guy didn’t take   all of your coins I would appreciate it more  as a risk reward mechanic, but as it stands   I’m not a huge fan of its implementation.  If they were simply skill-based challenges,   it might not even have that problem in  the first place, but then it wouldn’t   really be gambling either, so I understand  where they were coming from with that.   Additionally, the way items and item spaces work  has been tweaked a bit. You can now hold up to   three items, which is cool in and of itself,  but the more important change is that you can   now throw items away! You won’t have to worry  about a skeleton key anchoring you anymore and   can better develop strategies around that. Item  mini-games return, but this time they’re not   based on the board you’re playing, which is  probably a change for the better. I’m not a   huge fan of specific mini-games being locked to  specific boards. I’ll save the discussion of the   actual mini-games for the mini-game section.  Item spaces now have a secondary use: there’s   a chance you’ll get either Toad or Baby Bowser.  They’ll ask you a question, and your answer will   determine the items you get. Baby Bowser will ask  you yes or no questions like “do you study?” and   you’ll have to give him an answer that he would  like to get better items from him. Of course,   Baby Bowser would not like studying, so you would  answer “no” for a better set of items. Toad works   in the exact opposite way, where he’ll ask you  what kind of items you desire, and answering more   reasonably will net you better items. Most of the  time. See, this is all still mostly luck-based,   so you can technically just answer whatever you  want and see what happens, there are just some   answers that will give you a better chance than  others. I like that there’s a little more going   on behind the scenes here, but since it is so  luck-based, it can be hard to figure out if the   game even has a correct answer in any of these  scenarios. I had to look it up on the Super Mario   Wiki to make sure it wasn’t just entirely random,  because I’ve answered wrong plenty of times, but   still ended up with amazing items. I don’t hate  them, but I definitely prefer getting a mini-game,   especially since talking to Toad or Baby Bowser  can fill up your inventory all at once with   rare items, which seems just a little unfair. Speaking of, there are a lot more items this time   around. For the sake of time, I’m not going to  go over all of the items that were in the second   game. With the exception of the Bowser Bomb, they  all return. The new additions are as follows:   The Cellular Shopper, which is basically just  a mobile shop; the Bowser Phone, which can   essentially bring a Bowser space to a player of  your choosing; Boo Repellent, which will protect   you from a single use of Boo; Poison Mushrooms,  which can be used on any player to limit their   dice rolls from 1-3; the Lucky Lamp, which will  change the location of the star space; Item Bags,   which will hold three random items and can be  purchased for 30 coins; and the Reverse Mushroom,   which can be used on any player and forces  them to roll backwards. These are simply the   normal items in rotation, and already they add  so much to normal board gameplay. On top of the   excellent items that were in the second game, and  stacked with the ability to hold three at once,   each play session is going to be a hell of a  lot more hectic. Poison Mushrooms and Reverse   Mushrooms are a highlight of this new sense of  strategy. You might initially think that you’re   supposed to use them on other players to keep them  from reaching a specific space, and they can still   be used that way effectively. However, in some  situations, you’ll notice that it might actually   be beneficial to use either of those mushrooms  on yourself in order to delay the inevitable,   or to reach a space you might have otherwise  passed. Not only is there now a higher degree   of choice present during each of your turns, it  can make everything feel far more unpredictable,   without necessarily feeling frustrating, which in  my opinion is the key to a good Mario Party. You   want at least some of that craziness so you can  laugh about those stories later on. Some of them,   like the Bowser Phone, feel a little too  punishing, but it’s balanced well by how   hard it is to trigger a Baby Bowser item shop.  Besides buying it there, you have to just hope   you’ll get one during an item mini-game. The odds  are proportional to the usefulness of each item.   The only thing I’ll say is that changing the Magic  Lamp from a 30 coin purchase to a 20 coin purchase   is maybe a little too cheap. I prefer when it  was more expensive so people couldn’t just hoard   Magic Lamps for little to no cost. It is only  a 10 coin difference, but that can mean a lot   in the long run, and I really don’t think Magic  Lamps should be quite that easy to come by.   There are four items I have yet to talk about,  as they’re basically in their own category. Rare   Items can only be obtained through an item space,  hidden block, or inside an item bag. They include   the Wacky Watch, which will set the game to five  turns remaining, no matter what the current turn   count is, meaning you can increase or decrease  the amount of time in a game to your benefit;   the Barter Box, which can swap entire sets of  items with another player of their choosing;   the Koopa Kard, which will allow you to take all  the coins in the bank if you pass it with this   item in your possession; and the Lucky Charm,  which can force any player to immediately play   a Game Guy mini-game. Hooh boy. Now, as you’d  expect, these items are extremely rare, so you   probably won’t see them used all that often. In  fact, getting footage for all of these items is   next to impossible without playing 500 hours of  Mario Party 3, which is not necessarily beyond me,   but uh… no, we won't be doing that. Nevertheless,  I adore these items. They do sound a little crazy,   especially the Wacky Watch, but their rarity  balances out their extremity. When a player   gets one of these items, the tensions will  instantly flare up to absurd degrees. That   kind of excitement is exactly why I love Mario  Party, and to be honest, I don’t think this set   of items has been topped since. They create  memorable scenarios, encourage players to   think up unique strategies, and are balanced well  enough that you won't often end up overpowered.   With that out of the way, why don't we get into  the boards themselves? Mario Party 2 had a mostly   fantastic set of boards that all had a main  gimmick or two as their draw. They could get   a little crazy sometimes, but not enough to make  them frustrating. Mario Party 3 is very similar   in layout: each board, for the most part, sees you  running in a circle, with various branches along   that circle. Board difficulty returns, hurrah,  and it seems like it serves the same purpose as   it did in two. Chilly Waters and Deep Bloober  Sea are relatively simple, while Creepy Cavern   and Waluigi’s Island are more complicated. The  main difference this time around is Action Time,   where you interact with a board event. Chilly  Waters will see you jumping over a snowball that   would otherwise push you further down the board;  Spiny Desert sees you jumping over cacti that   would otherwise blast you across the map; Woody  Woods will see you choosing between two items in   a limited window; etc. I mostly enjoy this idea,  especially when skill is involved. Jumping over   the cacti is fairly challenging, so it adds a  bit of skill to the board gameplay itself that   is usually exclusively tested by the mini-games.  However, even when they aren't that difficult,   as is the case in Chilly Waters, you do still  get to make a decision here. Do you go back,   or do you stay where you are? It may well depend  on where the star is, or where you're hoping to   be in the next couple turns. Action Time can  test both skill and strategy depending on   what's going on. I actually really like this  system, and it provides each board with more   identity than they'd otherwise have. Let's use Chilly Waters as our first prime   example of Action Time in motion. This board  has two central gimmicks: the first is an Action   Time where you have to avoid a large snowball.  Jumping over it will maintain your position,   while idling will push you along the path the  snowball is travelling, which can either push   you forward or backward on the board. This occurs  on the outskirts, which as you'd imagine takes a   lot longer than going through the middle; however,  travelling through the middle has its own risks.   If two players are standing in the middle of the  board, specifically on the icey section, it will   crack and they'll be sent back to the start space.  So, you have a lot of conflicting strategies here:   you could move through the middle as a shortcut  to the star, or you could go the long way around   and hope to activate a snowball to make your own  shortcut. In most cases, even if you need to enter   a side path through the middle for a star, you can  bypass that with a skeleton key, so it really is   a never ending decision between which of these  two paths you'll decide to take. Boo is on the   right side of the board, so you'll always need to  make a full circle in order to use him, unless of   course you have a skeleton key and can reconcile  using the middle as a shortcut. I find that Chilly   Waters in particular has great incentive for  players to hold onto and use their skeleton keys.   I really liked the idea in Mario Party 2, but  very rarely did I find myself actually using the   skeleton key for anything specific. In this case,  you can use it as a massive shortcut to Boo, and a   way to avoid the dangerous middle section to nab  a star on one of the side paths. Unfortunately,   there's one aspect of the board that I feel went  a step too far: exiting the middle is luck-based.   Everytime you go to leave the middle, you'll need  to climb up some ice, with a random chance that   you'll even clear it. So, you could theoretically  be stuck there forever through no fault of your   own, all the while leaving more opportunities  for other players to completely ruin your place   on the board and set you back to start. See,  I thought this was enough: the idea that other   players could sabotage the middle intentionally.  Sure, it would hurt the player in question,   but it also hurts the other player on the ice with  you. In my opinion, that's enough of a deterrent,   but they decided it wasn't enough. As a result, I  often don't find myself using the middle section   very often. With the random chance involved,  on top of the potential of being stuck and   immediately sabotaged, it's hard to even view  the middle section as a viable shortcut anymore,   especially since the outer pathway has the  snowball Action Time that can push players   pretty far through the board. I wouldn't  say it ruins the board as a whole, but it   certainly hampers its potential. Often I find  these small details harm the boards overall.   For example, Spiny Desert has an interesting  spin on the traditional objective. In this board,   there are two star spaces: one real, and one  fake. The trick is, you won't know which is   which until one player reaches either space. I  really like this idea, since no one will really   know which path is correct until the mirage is  found out, at which point it's a rush to the   real star space. You can still use every tool  to your advantage as if it were a normal board,   there's just an extra risk factor involved since  you don't know which one is real. Ultimately,   someone's going to have to take that 50/50 plunge,  and it can lead to some memorable reactions   depending on where players might be located. The  action time in the middle of the board serves as a   great general shortcut for players to zip around  depending on which cacti they choose to hit,   or which they choose to avoid. Skeleton keys feel  useful, since one of them cuts through the middle   of the board, and the other is the only way to  access Boo. It's a really solid board with a cool   luck-based twist: and then there's the happening  space. On the top and bottom of the board,   there are quicksand pits. If a person lands on  the happening space, everyone in the circle will   be transported to the other circle. This  in itself isn't really that big of a deal,   but when you consider there are 4 happening  spaces on the bottom one, and 5 on the top,   this event occurs way too frequently. It can  shake up the totals in a really annoying way,   since entire groups of people will suddenly either  be really close or really far away from the star   at the drop of a hat. The mirage star already  adds enough luck-based risk factors to the board,   and then there's even more piled on top with the  quicksand pits. Again, I still think the board   can be fun, but there's a smidge too much going on  for it to ever fully come together. Unfortunately,   these are the only two boards which  I can genuinely say I fully enjoy.   Deep Bloober Sea is far more mixed. There isn't  much of an inherent strength, as much as there's   just a weird mixture. You're funneled to the left  of the board, with various decisions to circle   back to start. At the left middle, there's a  junction that will decide whether you circle back   to start, or access the top of the board. This  is done with a Peach's Birthday Cake-like system,   where you choose from four buttons, three of which  let you pass, and one of which sends you to the   other path. Not only can you choose which path  to take, It does reset upon an incorrect choice,   which differentiates it from the lotto in Mario  Party 1, but it doesn't really fix the core issue.   The only other way to make it to the other side is  by using a happening space to bridge the canyon.   A blooper will carry you across, whether you  want to or not. Sure, maybe there are a lot of   opportunities to cross between the top and bottom,  but they all require you land on a happening   space, or that you try your luck at the very left  of the board. Now, since you can choose where you   want to go, the probability of where you'll end up  is all over the place. You can game it however you   like depending on how many buttons are left,  but there will always be a chance that you'll   select the incorrect one, especially when only  two buttons remain. It isn't too uncommon to be   stuck at either the top or bottom due to really  bad luck, and something about that rubs me the   wrong way. Your happening space count also tends  to balloon alongside your heightened mobility,   since both types of happening can launch you  across the board. Likely the person with the most   stars is gonna be the person who's landed on the  most happening spaces. One of them gives you the   option of travelling across the entirety of the  map, a very, very high probability since there are   6 happening spaces in a row. I do like the idea  of the Action Time, since again it gives you and   everyone else present a decision to make, but I  don't like how much of that is left up to chance,   added onto the already worrying idea that all of  this stuff is locked to the top of the board.   Woody Woods is one of the most disorienting boards  I’ve ever seen in a Mario Party game. There are a   series of junctions around the board, and the  direction you take is dictated by the arrow   held up by monty mole. Every turn, this arrow  changes direction no matter what. Additionally,   you can pay to have it changed, and you can also  change it with a happening space. In my opinion,   this is a tad overkill. It’s already hard enough  to predict what’s going to happen when the arrows   are switching every single turn, it’s even  more confusing because the players themselves   can alter that direction at any moment. It isn’t  even necessarily about rolling higher than other   players, it’s about rolling the precise correct  amount to be pushed where you want to go. There   are only two parts of the board where you can  have the arrows switched, and neither of those   areas are easily accessible. In fact, they could  technically never be reached since the aim of the   board is to push you wherever the arrows decide,  and since both huts are behind arrow junctions,   you may just never have that opportunity. You  can land on a happening space and completely   screw yourself over, you could pass one of the  gates only to realize that you won’t reach the   arrow in time, so many things can happen here.  It feels like everything you do on this board is   up to chance, outside of the nearly meaningless  action time where you pick between another roll   and more coins. Thankfully, acquiring reverse  mushrooms can remedy this confusion a bit,   which is a strength the entire game has even in  its worst boards. However, even this places a bit   too much into the hands of luck, since reverse  mushrooms are not exactly as common as your   everyday regular mushroom. Luck can be exciting  in Mario Party when used in moderation, not   when it’s the entire crux of the board. At that  point you may as well be playing monopoly.   Creep Cavern has the exact opposite problem: it is  suffocatingly confined. Action time is initiated   when you’re stopped by a Thwomp and decide to  ride over to the other side. This can also be   triggered via a happening space. Unless you have  a skeleton key, this is the only method you can   use to travel to the other side. Even if you have  a skeleton key, the Whomp King may ask for one of   your skeleton keys anyway. The only other way to  get him to move is to trigger a happening space.   This board is potentially separated into four  different sections, each of them a little too   cumbersome to rely on. If someone uses one  of the Thwomps to cross to the other side,   you will literally be stuck there until someone  comes back or lands on a happening space. This   is because the Thwomp will travel with the  player, and where they end up is dependent   on who last used the Thwomp. Getting trapped on  either side is a very likely possibility, which   means that players can just end up running around  in circles. It is an incredibly similar problem   to Luigi’s Engine Room, in which many of the  players just won’t be able to get anything done,   because the means by which you traverse the board  are unreasonably obtuse. It’s conceptually solid,   in that Boo is relatively uncommon when the Whomp  King is blocking him, there are various sections   of the board with multiple pathway decisions, and  the layout itself is appealing upon first glance.   Really, if you didn’t need to use the minecarts,  and could simply travel along the tracks as if   they were spaces, the board would be a lot more  interesting. It could then focus on the Whomp   King as its central gimmick. The way the board  is setup, he could act as a semi-shortcut system,   encouraging you to use skeleton keys to make your  own shortcuts. As it stands, there’s once again   just a little too much added into the equation  to make it unnecessarily cumbersome to play.   Finally, perhaps the biggest disappointment of  all: Waluigi’s Island. Alright, maybe I had a   bias going in: I love Waluigi, I was so excited  that I could start playing as him again, and I was   even more excited to see what they’d do with his  board! Well… they basically did everything. Now,   I kinda like the idea that Waluigi just cobbled  a bunch of shit together and called it a day.   Nothing makes sense from island to island,  there are a bunch of different gimmicks,   and all the pathways jut out incoherently. Warp  pipes lead to random places, nothing makes sense:   and in a way that fits Waluigi as a character.  Unfortunately, this does not make for compelling   board gameplay. Firstly there’s a bomb near the  middle of the board activated by happening spaces,   when it reaches zero everyone in the radius will  lose all of their coins. The center is a four   way Action Time that decides which direction  you’ll go. One island has a set of 17 spaces   that all share the same properties, and will  change with each turn. As you can imagine,   this can be the most insane location on the entire  board. There are drawbridges linking this island   to the circle around back to the middle. There’s a  skeleton key door on the bottom left that seems to   only serve the purpose of slightly delaying your  visit to the bomb circle. Boo’s path is behind   a two way junction, one of which is booby trapped  and will send the player back to the start space.   This happens all the way at the top of the board,  by the way, so if you manage to get up there and   trigger a booby trap, you’ll have to travel all  the way back again. Each red pipe also leads back   to start. Alright, so this seems a little daunting  right? But, hey: some of these ideas sound cool,   so what gives? Well… you can’t exactly control  where you’re going to go. At least, not always.   The Action Time is very unreliable, as the speed  it moves is completely random. It could be moving   so fast that it is impossible to time your jump,  or it could be moving so slowly that you’ll   practically be picking which direction you want  to go anyway. This only serves to benefit some   players and not others. As is a frequent problem  in some of the worst Mario Party boards, it is   entirely possible that you’ll be stuck doing loops  around the board just trying to make progress. Way   too much of the board is decided by luck: how many  people have landed on the bomb happening space,   what the spaces are in the top left island, which  pathway is booby trapped, which island you’ll even   end up on in the first place. Waluigi’s island is  both disorienting and suffocatingly restrictive. I   guess if you’re into telling crazy Mario Party  stories, or getting drunk off your ass before   a play session, this completely unpredictable  board will be a dream come true! But in terms   of a fun balance, there’s just too much left up  to chance. Mario Party 3 boards in a nutshell:   you might as well roll a dice. --minigames--   Where the boards might be a  bit too luck-based and chaotic,   the mini-games have returned stronger than  ever! On top of being entirely original,   almost all of them make for intense skirmishes  in between rounds. We've got the usual 4v4,   1v3, and 2v2 spread, with a couple  battle minigames thrown in. However,   this time we have duel and item minigames selected  on a roulette instead of being board specific,   which I definitely prefer. While it may have  given the Mario Party 2 boards more identity,   it also pronounced their negative qualities  and could get pretty repetitive. This time,   you get a set of fairly solid item mini-games that  are hard to time, but not impossible. Dorrie Dip,   Swingin' With the Sharks, and Winner's Wheel  are particularly difficult, and they make for   perhaps the best of the bunch. Hey, Batter Batter  is a little too difficult in what it asks of you,   though. It is incredibly hard to gauge when you're  supposed to hit the ball, and maybe that's the   point: but since it's practically luck-based for  most players, it just feels like you could skip   the mini-game entirely to save time. In that  sense, the purpose of item games is once again   called into question, especially when you have  a chance of just triggering Toad or Baby Bowser   instead. Duel mini-games are a little better off.  This time you have a set of full-fledged games to   play, instead of simple micro games. Each of them  are also really solid tests of ability: you've   got Crowd Cover for observation, Motor Rooter and  Tick Tock Hop for reaction timing, Popgun Pickoff   and Silly Screws for precision, Vine With Me and  Bowser Toss for specific button timing. Really,   the only duel mini-game I wouldn’t consider fun  is End of the Line, which is a series of 50/50   guesses. You can technically steal the correct  answers from your opponent, but that doesn’t   add much to the minigame itself. I wouldn’t even  mind if it was as intense as Bowser’s Big Blast,   since at least the RNG in that game is terrifying.  Still, that’s one duel mini-game out of ten that’s   less than desirable, and the rest I’d argue are  really great head-to-head challenges that test   your skills in a reasonable manner, while  still facilitating a tense atmosphere.   Battle mini-games make a return, and they’re  similarly great! WIth two notable exceptions,   the battles are balanced and, once again, test  crucial skills. Three Door Monty and Slap Down   test both your observation and reaction  timing simultaneously, Locked Out and All   Fired Up test your platforming and movement  ability when pitted against other players,   Eye Sore is a brilliant ring around the rosey  that ramps up in challenge the further you go,   dropping fireballs that are genuinely difficult  to avoid while still keeping a quick pace. Once   again, the only disappointing battle mini-games  are the ones that rely on luck: Merry-Go-Chomp   is just a less stressful Bowser’s Big Blast,  removing the tension from the random elimination;   and Stacked Deck is a waste of everyone’s time,  asking you to pick from a random selection of   cards and just wait it out. You might as well put  everyone’s coins through a sorting machine and see   who gets what at the end of it all. Much like the  Game Guy mini-games, it can really suck to have   someone land on a battle space, have almost all of  your coins sucked out of you, only for you to lose   them all in one of two luck-based mini-games.  Sure, I do have a soft spot for Bowser’s Big   Blast, but when you can’t even replicate that  same tension, I’d just rather these mini-games   not have a luck element at all. Especially  since the other mini-games are so well-designed   around testing player skill sets. Thankfully, I do think the rest of the   regular mini-games are fairly well-balanced. The  1v3 mini-games, usually the toughest to iron out,   are almost all well-made. Boulder Ball is a  test of avoidance for the three, and a series   of decisions for the one about where they’ll throw  the boulders to potentially catch the three off   guard; Ridiculous Relay tests a variety of button  inputs for the three, and an intentionally stiff   glider for the one. While it can sometimes feel  impossible for the one player to avoid everything,   I’m not sure if you were ever supposed to be  able to avoid everything. The obstacles are in   place to keep the one player from dominating the  competition. Thwomp Pull is about reaction timing,   where the three have to coordinate well, and the  one has to keep his eyes on all three thwomps   to keep ahead of the three. Crazy Cogs is, in my  opinion, an even better rendition of Shock Drop or   Roll. The latter always felt a tiny bit lopsided,  as fun as it was. Whenever I would be stuck   rotating the cylinder, it was next to impossible  to eliminate everyone, partly because it’s hard   to fake them out with the lag on turning. Crazy  Cogs is a lot more hectic, and as a result feels   more balanced. Bullet bills fly across the screen  and leave shadows on the rotating platform. It’s   your job to guide each player into the bullet  bill shadows, which is a lot easier now that   there’s no noticeable lag on your ability to  turn the platform. This only works because   it’s technically been made harder for the one  player to eliminate the other three. Turn lag was   implemented in Shock Drop or Roll because, without  it, the one player would completely blindside   the other three in a manner of seconds. In this  case, however, the players can’t simply fall off,   so giving the one player a freer range of movement  feels both justified and better implemented. I   especially enjoy the mini-games where the three  have to work together, since teamwork is stressed   more than ever before. You can actually get in  each other’s way during Coconut Conk, where you   have to ground pound the palm trees to hit the  one player with a coconut. It seems imbalanced   until you realize that the three players all  share a space, and need to coordinate their   ground pounds to trap the one. Boulder Ball and  Crazy Cogs both play into that spatial awareness,   requiring the three work as a team to clear each  challenge. I’m only really skeptical of a few of   these: Hide and Sneak is a little too luck-based  for my liking. There is no way for either team   to strategize at all, unless the one player  chose no one in the beginning. In this case,   the group of three can openly strategize because  the one player only has two turns to catch three   players. It just feels a little aimless for my  liking. Spotlight Swim drags a little because it   feels weighted towards the group of three. It’s  just too easy to line up all the spotlights,   and the one player doesn’t have enough tools to  avoid them easily. Going underwater means that   when you resurface you’ll be unable to move for  a while, and there’s a bubble trail to indicate   the direction you’re traveling. This means that  the group of three can stay trained on the one   like a hawk with virtually no repercussions. 2v2 mini-games are usually the best, and in this   case that remains remarkably consistent. In fact,  I would be willing to play all of these mini-games   were they on a roulette. Baby Bowser Broadside  is a test of precision aiming when moving along   a circular track, with the camera perception  changing constantly. Cosmic Coaster, Log Jam,   Pump, Pump and Away, and Slot Synch are all  timing-based challenges, ranging from timing a   block, button, or pump. I will say, the amount of  mini-games where you actually have to communicate   aren’t all that common. Puddle Paddle requires  communication to figure out where you want the   raft to go, Etch ‘n’ Catch requires communication  about which direction you’ll both move, and Eatsa   Pizza ‘potentially’ requires communication about  who will handle which part of the pizza. Every   other mini-game is mostly reliant on both players  doing a good job individually, in which case: why   can’t they just be 4v4 mini-games instead? Again,  they’re all rock solid mini-games, but it is worth   noting that not many of them really take advantage  of that team-based gameplay that 2v2 mini-games   imply. The 4v4 mini-games this time around are  surprisingly lacking the most: Chip Shot Challenge   is a messy golf mini-game, where you each take  a turn swinging for the hole. It’s hard to gauge   what angle to hit the ball with the weird arrow  trajectory they give you unless you’ve either   played the mini-game before, or are going last.  Yeah, I don’t think they entirely thought this   one through: whoever goes first has no idea where  the ball will end up, but the fourth player just   has to simply copy other trajectories and change  them ever so slightly to their advantage. Frigid   Bridges is kinda fun at first: you have to make  it through a winding path, carrying a block on ice   physics. But the game gets a little repetitive  since you have to travel there and back on the   same, simplistic track three times to finish,  which usually just means the person ahead of   everyone else is going to stay ahead of everyone  else. After all, they’ve already demonstrated   mastery over the unchanging layout. M.P.I.Q  is a neat idea, but there are several problems   with its implementation. Firstly, for players who  have memorized every possible question, they can   eventually buzz in before the entire question has  even been laid out and answer immediately. Second,   while some of the questions are really challenging  and fun, like “who currently won the most coins   in mini-games” or “The current total of coins  one player has” there are other questions that   are… less than stimulating. “What is the color  of Luigi’s hat” “The initials on Donkey Kong’s   necktie” “What button to press when hitting a  dice block.” Yeah, this is a novel idea for a   mini-game, but it usually ends up feeling like a  waste of everyone’s time, and drags on if every   player is on equal footing. Speaking of dragging  on, perhaps the worst mini-game in Mario Party 3,   and a contender for one of the worst  mini-games in the series, The Beat Goes On.   Unfortunately, this mini-game deserves its own  section. The idea, of course, is novel. You   start with a combination of buttons that you then  have to add to. Then the next player has to repeat   those buttons and add another. The Beat, quite  literally, goes on. And on. And on. And on. And   on. And on. And on. And on. And on. And on. And  on. And on. And on. And on. It goes on about as   long as this unnecessarily repetitive section of  the script. I am not exaggerating, this mini-game   can go on forever since the list of beats just  gets larger and larger and larger. Yeah, it can   be tense, but for players who have a good memory,  there really isn’t much of a challenge to be had.   You have a choice of three different buttons,  after a while there are really only so many   combinations. Mini-games are supposed to be short,  simple distractions from the board gameplay that   serve to elevate your coin total and potential  bonus star rankings. They should never last this   long. That’s not even the end of it, though: the  absolute worst part about this mini-game is that   it has an endpoint. When both lines have been  filled with beats, and there’s more than one   player standing, the game ends in a draw. The  remaining players get absolutely nothing for   their trouble. So, you either: give up and give  somebody else ten coins toward the coin star and   mini-game star, or you all battle until the bitter  end and nobody gets anything. It really sucks,   because the idea for this mini-game is solid:  adding onto a beat and trying to remember it as   it gets larger. In fact, if this was converted  to a duel mini-game or something, it would cut   the time in half, and add more tension to the  proceedings, since there would presumably be   a lot more on the line than ten meager coins.  As it stands, though: it is easily one of the   worst mini-games the series has ever seen. Thankfully, the rest of the 4v4 mini-games   pull their weight. Messy Memory is a really cool  fake-out memory game, where you have to arrange a   set of objects back on the shelf according to a  brief image you’re shown at the beginning. Each   player has their own screen, so you can either  cover it up with a curtain when you’re done to   prevent cheating, or you could even screw with  other players attempting to cheat on you. It’s   a memory match with a cool, psychological twist.  Pipe Cleaners is a simple series of button inputs,   Cheep Cheep Chase is button mashing broken up by  an occasional separate button press, Curtain Call   is MPIQ done right with a series of on the spot  questions you have to answer based on a movement   of characters. Ice Rink Risk, Bounce ‘n’ Trounce,  and Snowball Summit are all really cool twists   on Bumper Balls: one where you can battle in the  air over falling platforms, one where you have to   build a giant snowball to knock other players off,  and one where you have to contend with ice physics   and avoid several spinies. I guess that last one  isn’t technically the same as Bumper Balls, but   it’s the same concept of avoidance being tested  with other players. There’s even a surprisingly   good puzzle game thrown in there. It’s a bit  like a more simplified version of puyo puyo,   where you have to match two colors and chain  them together for a combo. There are quite a   few others, but going over them all would get  a little old: they all test similar skills,   and most of them are fun distractions, even  if a select few are especially grating.   While there are a few more glaring misses  this time around than in Mario Party 2,   this game also redid duel and item mini-games  in a way that I appreciate far more. Plus,   the mini-games this time around, while taking  inspiration from previous ideas, are all original,   as opposed to the ones that were recycled or  remixed in the second game. As a result, while the   results of three are a little more mixed, I think  I prefer the selection overall, if only for the   originality and quantity of the new mini-games. --Duel Mode and other distractions--   Believe it or not, Mario Party 3 boasts an  entirely new side mode: Duel Mode. You can   go head to head with 1 friend or CPU on one of six  exclusive duel boards. Which means we once again   enter the board analysis… don't get your hopes  up though. See, I could run through all of these   boards back to back, discussing their highs and  lows. But I'll be real with you: the mode itself   is painfully frustrating, and the quality of each  board can't really change that. You’re both placed   on a board and have to duke it out by walking  past each other. You use allies to attack from   both the front and behind. They range from Piranha  Plant which has high attack power and low health,   with a high salary; to Toad, with low power and  health, but a really low salary; to Thwomp, which   has no attack power, but a lot of health. You get  allies by making it back to your start space and   spinning the roulette. If you defeat an ally, it  will disappear permanently, and if you can’t pay   the combined salary of both your allies every  turn, they will disappear too. It sounds fun,   until you realize a majority of the match is just  both players running in circles until they get a   good roll. These boards aren’t very big, and a lot  of their gimmicks serve to confuse and disorient   the player. There are very few pathway decisions  to make, and you can land on Game Guy spaces at   complete random. Whether you catch up to your  opponent, or they catch up to you, is completely   dependent on dice roll luck, and partner roulette  luck. In essence, the entire mode becomes about   dice roll luck: if you roll high every turn,  you’ll get more allies than your opponent; if you   roll enough to land on your own space, you’ll get  ten coins; if you roll enough to land on an enemy   space, you have to give them 10 coins; if you roll  super low and nothing happens, you’ll lose both   your allies because you’ve become a walking coin  sink with no way to regain that lost income.   It’ll go back and forth like this for a pretty  long time no matter the board. Gate Guy is even   more of a coin sink slog, allowing the player  with the coin lead to access a board bisection   shortcut for a potential massacre; Arrowhead has  practically no decisions other than “loop me back   to my start space quickly for 10 coins and a  new partner” so not a lot ends up happening   confrontation-wise; Pipesqueak has a warp pipe  in each of the four corners they can choose to   go through, which will spit them out one of the  other three at random; Mr. Mover has a central   choke point with a conveyor belt that switches  direction every turn, meaning that one unlucky   player can just get blocked from the start space  over and over again through no fault of their own;   and Backtrack is a goddamn nightmare where  practically nothing happens, because there   are no pathway decisions and each player will just  walk in whatever direction the board is currently   in. The only way to even attack on this board is  to hit a reverse tile to move backwards, or just   get really good rolls: neither of which is in your  control. Blowhard is perhaps the only passable   map, simply because there’s a level of choice here  that benefits both players no matter the position.   If you go through the center, your partners will  be shuffled from front to back and vice versa;   however, this middle portion also functions  as a significant shortcut. Sometimes you’ll   be confronted with the question of whether or not  you chance going through the middle and shuffling   your partner positions so you can glide in on  your opponent and get some damage in. Even then,   though, this is highly reliant on rolling high in  the first place. This isn’t even to mention that   you can land on a reverse tile, sending you away  from the opponent, or get warped to the middle of   the board for passing Belltop too many times.  That’s right, it isn’t enough to simply play   a duel mini-game when he reaches 0, the opponent  also has to be warped directly to your location,   destroying any potential strategies you may have  built up. Honestly, the only fun part of duel mode   is triggering a duel mini-game, and at that point:  you have a mini-game room where you can select   which duel games to play without going through  any of this extraneous nonsense. Duel maps are   a waste of everyone’s time and have practically  no redeeming qualities: I have tried my damndest   to find something fun about this mode, I’m really  not trying to sound hyperbolic. It just sucks.   Speaking of a useless mode: there’s a story mode  now… I guess. You basically just play a round of   Mario Party with some CPUs, and then you play a  duel map with one of the characters. Rinse repeat   until the end. There are… “cutscenes” in between  all of this, and a … “story” wrapping it all   together? I guess. So: usually Mario Party games  have a story of some kind to set up why Mario   and friends are having a party. Mario Party 1 is  about everyone disagreeing on what makes a “Super   Star” and then throwing a competition to see who  has what it takes; Mario Party 2 is about them   all arguing… again, over what to call their… new  land? That they created? Whatever, they just have   to defeat Bowser, that’s about it. Mario Party 3  is significantly more story-driven. At the center   of the universe, a star was born: the Millenium  Star. Whoever possesses it is said to become the   “Super Star of the Universe.” He then crash lands  next to Mario and friends, and tasks them with a   test to see who is worthy of him. He transports  them into a toy box and they go to town. Again,   you have run-ins with every character in  the game, with… strange dialogue about how   the Millenium Star might be stricken by Daisy’s  feminine charm? Bowser appears often, but usually   gets bodied. I applaud their effort, I really do:  there’s even a semi-decent final boss fight where   you have to maneuver slippery terrain and throw  stars. But at the end of the day, this is simply   a way to disguise the fact that you’re playing  single-player Mario Party. It’s better than if   they’d done nothing at all for single-player, but  it’s also nothing unique. You could look up the   cutscenes on YouTube and be done in 15 minutes, if  that. The toy box theme is admittedly pretty neat,   though. Every board is arranged like a diorama,  with pop-up 2D trees, rocks, and hills. It’s   harder to immediately identify when compared to  the costume party, and honestly isn’t even as   diverse or standout, but I commend the effort. In regards to CPU AI, the difficulty has actually   been tweaked. Not only have they added a Super  Hard mode, they’ve also made the AI a little   more challenging across the board. It’s actually  better to put the CPUs on Normal instead of Hard,   or you’re in for some truly brutal mini-games.  Even on Hard, some of their inputs are near   TAS-level, so you can only imagine what it feels  like playing against Super Hard CPUs. For many   reasons I’ve already discussed in my previous  two videos, making CPUs “harder” doesn’t really   solve much of anything. The difficulty level was  frankly fine before, and all Super Hard mode does   is create an unfair challenge for a solo player,  or simply for players without a full party of   four. CPUs can’t make long-term strategic  decisions on the boards, so they just end   up going for and using the best items they can  find, and then they trounce everyone who isn’t   100% familiar with all the mini-games. The options  menu from the first game still hasn’t returned, so   no special blocks to customize this time around,  just regular ol’ hidden blocks that you have no   control over. Progression-wise, you can unlock  Waluigi’s Island by beating the story mode,   and can unlock Game Guy’s Room by earning the  Miracle Star rank in story mode. This requires   you win each board with two or more stars ahead  of the player below you in the regular boards, and   having three or more hit points than your opponent  in duel maps. Then you have to beat the final boss   as quickly as you can. All of these luck-based,  nightmarish requirements so you can… freely play   the game guy mini-games? Which is just aimless  gambling outside of the context of a Mario Party   board? I do actually like some of the cosmetic  secrets, like getting character heads on the   Mario version of Mt. Rushmore on the title screen.  You can also unlock extra sound effects and songs   by beating the story mode. Other than that, you  can replay the final boss in the mini-game room,   go through a completely random new mini-game  called Dizzy Dinghies, where you race through an   elaborate water track and try to best your times.  Finally, if you really like Mario’s Puzzle Party,   you can play a score attack version of  it for earning 1,000 coins in the Game   Guy Room. Needless to say: progression systems  in Mario Party feel as pointless as ever.   I find myself… conflicted. The boards  are hit or miss, sometimes incredibly so;   while the mini-games are great overall, and offer  even more variety than in the second game. Even   though the boards miss more often than they hit,  I also can’t overlook that there are tweaks to   the overall board gameplay from the second game  that add more strategy. The retooled item system,   being able to carry more than one item, item and  duel mini-games no longer being board specific,   etc. Where Mario Party 2 is a refined, consistent  improvement on a flawed foundation; Mario Party 3   is a flawed new foundation, with strengths that  exceed those of its predecessor. At the end of   it all, I have to ask once again: does this game  have an enjoyable balance between skill, strategy,   and luck on both a micro and macro level? I  do think it strikes an acceptable balance,   with a notable skew in the direction of luck-based  play. Many board events and layouts are reliant on   high or precise rolls, which can often kill their  enjoyment. Despite that, the overall systems that   coat the boards means that the game just about  rises past its many shortcomings into one that   is certainly more enjoyable than the first, even  if it isn’t quite as consistently enjoyable as   the second. In terms of board rankings, I’m not  fond of them overall, but here’s how I’d end up   placing them from worst to best. Waluigi’s  Island, Woody Woods, Creepy Cavern, Deep   Bloober Sea, Spiny Desert, and Chilly Waters. Next we’ll be covering Mario Party’s jump to the   Gamecube: Mario Party 4! What will the jump to  the Gamecube add to the Mario Party formula? How   will the balance be affected? What new board and  mini-game ideas did they manage to come up with?   Until next time, my name has been KingK, and  I hope you have some well-deserved fun today!
Info
Channel: KingK
Views: 213,345
Rating: undefined out of 5
Keywords: Mario Party 3, Retrospective, Chance Time, Mario Party, KingK, Liam Triforce, Analysis, Review, Critique
Id: 6G_eMhjjftg
Channel Id: undefined
Length: 48min 52sec (2932 seconds)
Published: Thu Oct 31 2019
Related Videos
Note
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.