Mario Party Retrospective | Chance Time

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I love his restrospectives, and especially mario party. This should be a fun watch

👍︎︎ 2 👤︎︎ u/DayDrunk11 📅︎︎ Nov 06 2018 🗫︎ replies

He has pretty good commentary. I would love to hear a 10 hour long video talking about all the games (1 hr per video).

👍︎︎ 2 👤︎︎ u/FoxForever90 📅︎︎ Nov 06 2018 🗫︎ replies
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I have what I’d like to consider an addiction  to a game called Mario Party: all of them, to be   precise. At least, all of them that are worthy of  the title. Just as Super Mario RPG is a turn-based   RPG with interactive elements, Mario Party is a  dice rolling board game with interactive elements;   yet another “mariofication" of a traditional  genre. Can that be a term now? Do I get to   license that? Turning down a game of Mario Party  is next to impossible; I can’t get enough of   its unique brand of “screw you and everything you  stand for.” Hell, I’m so interested in the series,   its history, and the technicalities behind each  game’s development, that I watch tool assisted   speedruns of each game for fun. For fun. As such,  I’m crazy enough to want to figure out why: what   makes each game, each board, each mini-game tick.  How much influence does luck have on Mario Party,   and does that influence ultimately matter? How  much control do players have over winning? What   makes for a good mini-game? Which boards work to  the strengths of Mario Party? Most importantly:   what are the strengths of Mario Party? Too many  questions, a multitude of answers: I hope you’ll   join me on a quest to analyze every Mario Party  to get to the bottom of why the series is so fun,   heartbreaking, and addicting. Welcome: to Chance Time.   It’s basically like Mark Brown’s Boss Keys,  but regarding a topic that is far, far less   interesting. This episode of Chance Time will  focus on the first Mario Party for the Nintendo   64, which received fairly mixed responses across  the board. Gameinformer left particularly scathing   comments like, “Mario Party is worthless,” and,  “it seriously hurts to play.” Paul, aptly titled   the game professor said it was the perfect game  for the under six crowd; though, I’m sure we can   trust the guy who gave Castlevania 64 an 8.75 the  previous page of the very same issue. “I consider   this game to be along the lines of Zelda.” Safe to  say, not everyone is a fan of Mario Party. There   are doubtless some out there who have only heard  it as a quote “friendship killer.” Now, I feel   like this sentiment stems from popular YouTubers  and internet personalities playing and getting   really unlucky, see any of the streams from Giant  Bomb. cut to [Mario Party vs. Jeff Gerstmann   2:00-2:49, use close-ups at your discretion if  you think they could enhance the clip]. Hey,   I love Giant Bomb, I love Jeff, and I love all of  these streams: it perhaps makes the best case for   avoiding 50 turn Mario Party like the plague.  If this is where you’re at, stick with me:   let me blow your mind as an avid fan with hundreds  of hours under his belt. Yes, hundreds.   The goal of Mario Party is to collect the most  stars. Stars are obtained a variety of ways,   the most consistent of which is at a star space.  The location of the star space will vary from   board to board; the general rule is that each  star is worth 20 coins, and once you buy a star,   the star space moves to another preset location.  There are other ways of obtaining stars, but this   will likely be your main goal for each board:  book it to that star space. Boards consists of   many different spaces, which each have different  effects. A blue space will give you 3 coins,   while a red space will take away 3. A question  mark space called a “happening space” will   activate an event specific to that board. A  blue space shaped like a star will activate   a single-player mini-game, chosen at random. A  mushroom space will spawn a dice block containing   both a mushroom and a poison mushroom.  The mushroom will give you a second roll,   and the poison mushroom will cause you to lose  your next turn. Visiting the Boo space will allow   you to steal coins from another player for free,  or steal a star from another player for 50 coins.   A Bowser space will do one of many bad things,  ranging from specific bowser mini-games that   take away your coins when you lose, to straight up  stealing all your coins for no discernable reason.   If you happen to meet Bowser on the board,  he will take a set amount of coins from you:   usually 20. Finally, an exclamation mark space  will activate “Chance Time”, where one player   will give something to another player, chosen at  random: this one is quite infamous, as you might   imagine. Different boards have different rules  and specific events, but the blue and red spaces,   star spaces, happening spaces, and chance  time spaces are consistent among them all.   There are typically 20 turns in a game of Mario  Party, though you can pick a different amount   depending on the game. cut to [Mario Party vs.  Jeff Gerstmann 8:06-8:14]. Jeff says don’t do   it. A turn consists of a roll from each of the  four players, the order of which is determined   by dice block at the beginning. Everyone is given  ten coins to start with, and then it’s off to the   races. This is where things get interesting.  You would imagine that rolls are very important   to Mario Party, correct? There’s a star space  and your goal is to reach it before the other   players. Except, this isn’t the only way to win.  At the end, when the results are tallied, three   bonus stars are thrown into the mix. The mini-game  star will be awarded to the player who earned the   most mini-game wins, or the most coins within  mini-games to be more specific; The happening   star is given to the player who landed on the most  happening spaces; and the coin star is given to   the player who had the highest coin record at any  one point. Let’s take two hypothetical players:   Mario and Luigi. Luigi has an outstanding lead: 5  stars and 50 coins. Mario trails behind with not   a single star and 160 coins. It’s the last turn,  Mario lands on Boo and steals a star from Luigi,   giving up 50 coins in the process. That leaves him  with 1 star, 110 coins; and Luigi with 4 stars,   50 coins. It’s alright though, that was the final  act of the turn and after a simple mini-game:   Luigi takes home the gold. The bonus stars are  dealt: Mario gets the mini-game star for his   exceptional skill. Fine enough, but Luigi’s lead  still isn’t shaken. Mario gets the happening star   for getting lucky enough to land on the most  happening spaces. Dicey, but Luigi’s victory   is assured. Right? Mario gets the coin star for  being tactical; hanging onto his coins at all   costs. Final totals between the two. Luigi has 4  stars, 50 coins. Mario has 4 stars, 110 coins. In   the case of a tie, the highest current coin total  wins: Mario is the superstar. This is the lynchpin   of Mario Party, the toss-up that defines its  appeal, and the core of the scrutiny with which   every single Mario Party game is analyzed. See, you might hear a lot of people describe Mario   Party as a game of luck: get high rolls and you’ll  win, which is often phrased in a negative context.   That’s where you get stuff like “friendship  killers” and other fun descriptors. Bad things can   happen at seemingly random, vendettas can form,  the tides will turn at an arbitrary rate: but what   if I told you that it isn’t so unpredictable. To  some extent, there is a strategy to Mario Party:   not one as strict and suffocating as Monopoly,  rather something I like to call survival   strategies. Nothing is ever guaranteed in  Mario Party. You could want for a space,   and roll one too short; you could plan for a bonus  star, only to lose it to another player; you could   shoot for the stars, or land on a Bowser space.  You can’t determine what roll you’re gonna get, at   least not at this point in the series: your best  bet is to work with what you’re given. Roll a 10,   evaluate your options. Count the number of spaces  ahead of you: maybe there’s a fork in the road,   which fork would be a better choice? Is another  player closer to the star than you? Do they have   a better chance of getting there before you? Maybe  taking the path farther away from the star will   be more advantageous, since you’ll be passing  the Boo space which nets you a free coin steal,   and you also land on a happening space, not only  causing a board event to occur, but increasing   your happening total. Another player gets the  choice between a happening space and a chance   time. You haven’t landed on a single happening  space all game, so trying to catch up to the other   players just before the end of the game seems like  a fruitless endeavor; on the flipside, a chance   time could turn the game around and secure a win  for you. Sure, it could have the opposite effect,   but you’re already in last place and need  a hail mary. These are survival strategies,   and we use them not necessarily to game the  system, but to survive the RNG. This working in   tandem with what I consider the skill-oriented  core: the mini-games. The fact that doing well   at each mini-game could potentially net you  a star, while giving you additional coins,   and preventing other players from gaining coins at  the same time is another fitting counterbalance to   the RNG. As such, I propose that Mario Party is  a balancing act between these three elements:   strategy, skill, and luck. Luck can be a powerful  element, but because of the other two elements   pulling against it, rarely will it ever be a  deciding factor. As we saw in the example earlier:   Luigi was on track to win purely because he bought  the most stars, which inadvertently means he got   the best rolls, which also means he got the best  luck; however, Mario was able to pull it back by   planning ahead and using his mini-game skill  to his advantage. He didn’t survive simply   because he was lucky: not solely, anyway. Let’s mold this into the foundation of the   Mario Party experience and my analysis of it. It  will become the thesis for this entire project,   so keep these questions in the back of your  mind as we move forward: what is the balance   between skill, strategy, and luck? How does  that balance affect the play experience? And,   most importantly: does that balance make for a  rewarding, competitive, and fun Mario Party?   --transition [Mario Party vs. Jeff Gerstmann  3:30-3:55, in the middle of the clip,   blur the screen, fade in text that says “the  boards” and fade to black at the end]   Mario Party 1 is, in many respects, the first  of its kind. Board games have been around for   a long time, I’m not talking about that: I’m  talking about a video game version of a board   game. Hudson Soft had their work cut out for  them: not only did they need to make a set   of boards with the same appeal as other popular  board games, they also had to craft an engaging   set of mini-games to add an interactive element.  Obviously they were successful, but it’s important   to acknowledge how easy it is to get something  like this wrong. Dozens of Mario Party clones   have been attempted over the years, and almost  none of them are good: a bunch of movie and   television licenses that wanted a quick and easy  family game and picked Mario Party as a seemingly   easy template. For that much, at least, I’m proud  of what Hudson pulled off here, and while I have   a lot of respect for it kickstarting a series  I love to death, I’m not gonna pull my punches:   it can sometimes be strangely constructed.  The main attraction is Party Mode,   with 8 boards to pick from. When evaluating these  boards, I’m not gonna blast any of them for being   too gimmicky or whatever: I’m gonna refer back  to that sense of balance on both a micro and   macro level. What balance do the selection of  boards promote individually and as a whole?   Let’s start simple: DK’s Jungle Adventure is  a good starting board. The star space moves   to preset locations; thwomps will block certain  pathways leading to situations where a player may   need to spend ten coins for a chance at a star;  coin stones only open when you have twenty coins;   and happening spaces spawn a large boulder that  will move everybody in its path. The simplicity   of this board usually means that players will  have a decently high coin total, unless they get   really unlucky with thwomp placements and red  spaces. Boo is in a location that every player   must eventually pass to make a full cycle, so  coin and star steals are quite common. Since   looping around the board is mostly painless, and  the opportunity to star steal is so prevalent,   usually this board allows for high scoring games.  The only things here out of your control are the   happening spaces and boo steals, which in turn  makes it one of the best traditional Mario Party   boards. There’s an element of chance and a ton  of junctions that allow you to strategize. While   it doesn't break new ground, it’s safe enough  that you can almost always have a fun time.   Comparatively, Mario’s Rainbow Castle is less  traditional. This board is setup like a circuit:   you’ll be funneled into one endpoint, and then  spit out back at the start space. There are a few   intersections to give you an element of choice,  and a lot of psychological warfare in regards to   the central gimmick. Bowser and Toad await you  at the end, switching back and forth once their   respective stars are collected: Bowser will give  you a ztar for 40 coins, and Toad will give you   a star for 20. A lot of people aren’t a fan of  this idea, but I think it’s a cool twist on the   traditional formula, even though in the context  of the first game it wasn’t really a twist because   a formula hadn’t yet been established. Though you  can’t necessarily control your rolls, you can pick   which paths you take, which in turn affects how  quickly you’ll reach the end. If Luigi is in front   of you, there’s a judgment call to make: do I take  the left turn for a quicker path to the end, or   the right path for a longer path? That answer will  likely depend on how many players are around you,   who’s closest to the end, and which character  is giving out a star at the moment. You need to   think ahead and guess at the amount of switches  before you’ll reach the end, and though you can   never guarantee you’ll be correct: again,  these are survival strategies, and ones that   make the board far more interesting. Maybe it  sways a little too close to luck, but there’s   enough of the other two elements here that I can  excuse a few bad rolls in favor of a unique board   gimmick. DK’s Jungle Adventure and Mario’s Rainbow  Castle are fairly similar: they both loop around,   they both have intersections, they both have  boo: the only difference being the way in which   you collect stars. Even just one little twist  can radically change the pacing of a board.   Yoshi’s Tropical Island is a blend of both. The  gimmick revolves around Bowser and Toad switching   spaces whenever a player lands on a happening  space. They’re on either sides of the two islands,   which you can cross by paying a whomp a set amount  of coins that increase based on how many coins   have been funneled into them by other players.  It’s a really neat board that can be a little   luck based, yes; but there are seven happening  spaces spread out across the board, so the chances   of landing on them over and over and causing  madness isn’t ridiculously high. I really like   how the whomps can change up the flow of the board  if you have money to burn: imagine funneling 40   coins into one of these, it would be devastating,  and you could essentially trap your opponents on   an island as they both only have one exit point.  There are a few chance time spaces to shake things   up, boo is on the right island for coin and star  steals: this board has everything! You can block   people off, you can lose all your stars to a  chance time, you can get screwed or saved by a   happening space. It takes the gimmick of Mario’s  Rainbow Castle, makes it a little more random,   creates another potential star space, and places  them on two loops instead of one. What Hudson did   right with this first Mario Party is create a set  of boards that have a good balance, but aren’t too   afraid to tweak that balance to make boards that  all feel distinct from one another: you pick DK’s   Jungle Adventure for a simple, skill-oriented  experience; you pick Mario’s Rainbow Castle   for a mix between strategy and luck; and you pick  Yoshi’s Tropical Island for a unique blend of the   two. Unfortunately, this approach to board design  is a double edged sword: I appreciate that Hudson   were still trying to figure out what this kind of  game even was, and what worked the best, but it   ended up creating a few duds. The three boards  I’ve discussed are by far my prefered boards   whenever I boot up the original, and the only  other two that I sometimes consider are Peach’s   Birthday Cake and Wario’s Battle Canyon. Peach’s Birthday cake is an okay idea,   but it’s brought down by how simple and  luck-based it is. It feels like an inferior   version of Mario’s Rainbow Castle: baby bowser  forces you into a lottery, with only one of four   choices being a “winner.” Of course, a “win”  to baby bowser is sending you to a red space,   bowser space nightmare: the other three are  losers because they open the path to the only   star space at the top of the cake. This is  your primary source for collecting stars,   with the secondary being happening spaces that  allow you to buy a piranha plant that will steal a   star from those that land on it. These ideas sound  okay on paper, they’re just a bit impractical.   Mario’s Rainbow Castle has a very similar fixed  star space gimmick, but at least there you were   guaranteed either Bowser or Toad when you got  there. Barring the occasional happening space,   you’ll always know when either Bowser is there  or Toad is there. Peach’s Birthday Cake has a   luck-based lottery that is bad for the one person  who picks the winning lot, but great for the other   three since the lottery doesn’t reshuffle until  all four lots are picked: essentially meaning   that this spot is designed to give one player a  hard time occasionally. It is a very small board,   which in theory would allow the piranha plant  spaces more use; yet, I rarely find this to be   the case. It is ridiculously expensive to buy a  piranha plant: 30 coins to be exact, more than   it costs to buy a star. Not only that, it will  only activate when someone lands on that specific   space, and will disappear after one use. You’re  gambling your money away hoping that someone will   land on your happening space out of the other 13.  Why would you risk 30 coins on the chance that   someone will randomly land on your space out of  the literal dozens of other spaces, when you could   save that money for another star purchase? I feel the same about Wario’s Battle Canyon.   It has less going against it, in that there are  no underutilized or underpowered gimmicks here,   but it is weighted far more towards being skilled.  The central gimmick revolves around five squares   around the board, and you travel between four of  them by cannon. These cannons change direction   after landing on a happening space, and spit  you out at a seemingly random space on one of   the squares. The fifth square, which consists of  solely single-player mini-game spaces and Bowser,   can only be accessed by paying the Fly Guy  at the top right square ten coins. Passing   Bowser will cause him to fire a cannon at a  random square, and take coins away from anyone   on it. This one seems pretty cool, right? The  gimmick isn’t too obnoxious, you can actually   figure out which spaces it cycles through and  in what order when shooting out of the cannon,   and you never have to see Bowser if you don’t want  to. What’s the issue? It’s too skill-intensive,   which may sound dumb at first, but hear me out.  The cannons cycle between predetermined spaces   at the same rate and frequency, so you could find  out what that order is and press the button at the   correct time. To do this would be asking a hell  of a lot from the player, and would require many,   many board refreshes to get right. I can admit  that maybe if I had played this board numerous   times, I’d be able to game the system and  land exactly where I want: but for casual,   even hardcore play, this thing moves far too  fast to initially land where you want. In effect,   this becomes a luck-based mechanic until you play  the board so many times that you just know when   to press the button to get what you want: and when  you know how to do it correctly, the entire board   turns into a straight line. Even then, there are a  couple happening spaces that can completely screw   with your momentum, a Fly Guy that can bring  you to him when another player spends 10 coins,   and if someone dares to enter the Bowser circle,  he’ll fire away at a random square. Again,   I can’t say any of this is bad, and some of it  can be quite fun when you know what you’re doing,   but it leaves just a little bit too much up to  chance for it to be one of my go-to boards.   These last three, the ones the game deems the  most “difficult,” are where my first questions   came in. The idea of “difficulty” in a Mario Party  game is hard to quantify. Is being more luck-based   difficult? If there are more chance time spaces  is it more difficult? Is it more difficult   because you don’t have as many opportunities to  strategize? I think the problem you’ll run into   consistently with these questions is that they  aren’t the right questions. You shouldn’t be   asking “what can I do to screw up the balance,” or  you’re just looking for trouble. Mario’s Rainbow   Castle might be less balanced than some of the  other boards, but it maintains a baseline level   of strategy and skill that none of these last  three boards have aside from the bonus stars.   Luigi’s Engine Room is “difficult” because it  has a set of blue and red doors that open and   close each turn, each happening space, and each  20 coin purchase. You start on the bottom right,   move towards the middle, and pick accordingly from  several different paths based on which doors are   open. It sounds like this would present several  opportunities to plan ahead, though if you ask me:   it’s too hectic for any grand strategy to  ultimately matter. If you don’t roll enough   to make that red door by the end of the turn, if  someone lands on one of the five happening spaces,   or visits one of the guaranteed switch stations  near the start space, it’ll completely screw   you over. Factor in the fact that every single  player can do this to any of the other players,   and what this board results in is a series of  screwed plans and endless death loops. When I   played this board for footage the star space ended  up past Bowser, who takes 20 of your coins no   matter what. Instead of making it so that there’s  a chance you can get the star without passing him,   maybe by placing a set of red and blue doors  that open up to either Bowser or the star,   you must pass Bowser to get this star space, and  the turnaround is so damn quick that you’ll be in   a state of limbo unless you get really lucky with  mini-games, low rolls, and evading a guaranteed   boo coin steal every single time a player enters  a warp pipe. You have to walk into that lower left   section when the red door is open, when you have  40 coins, and you have to hope to god no one will   steal coins from you to prevent that purchase. Bowser’s Magma Mountain’s definition of difficulty   is random dice rolls. You can take short cuts by  paying ten coins and clearing a dice roll. You’re   forced to do this on the final intersection,  with one path giving you boo and the other   Bowser, who on this board, can dice roll into  a star steal. You could potentially roll bad on   the intersection, giving you Bowser, and then roll  bad on Bowser, costing you a star: all out of your   control. Additionally, the happening spaces make  every blue space into a red space for two whole   turns. As this is a hard board, every star space  will turn into a chance time space when bought,   and all of this combined makes for a luck-based  nightmare. I sometimes get legitimately angry   playing this board. You can lose a bunch of  your coins to red spaces or chance times or boo,   practically anything. You could fail a shortcut,  optional or mandatory, lose even more coins,   lose a chance at buying a star: this feels like  the most luck-based out of any board in the entire   game, and it sucks because I really enjoy the  shortcut mechanic. You pay ten coins for a chance   at a shortcut to the star space, luck-based  yes, but you don’t have to use most of these,   you can save your coins and take your  chances the long way around. That final,   mandatory one however is so punishing that being  locked behind two dice rolls is absurd. Your   survival strats aren’t gonna help jack squat  if you lose a mandatory set of dice rolls,   or get screwed by the high chance time count. Is this what a difficult stage is? Low-scores,   getting screwed constantly by luck? Well,  Eternal Star is apparently a hard stage,   but it doesn’t really live up to either of those  definitions. There are seven baby bowsers spread   across chunks of a giant star, with warp spaces  that take you to random locations. Stars cost 20   coins, but you have to win a dice roll against  baby bowser to take home the star. The catch is   that you will always get an 8 to 10 dice block,  making it very easy to take a star, with a very   slim chance that you’ll lose a star of your own.  Both boo and bowser exist on their own spaces,   and when passing Bowser: he will automatically  take a star no matter what, then shuffle the   teleporters. I do like the teleporting mechanic:  though it is technically random at the beginning,   they stay the same until Bowser switches them.  You can take the routes that you know are safe   if they’ve been used by other players, and  having more than one star space means that   this is a much higher scoring game than the other  two. Unfortunately, that automatic star steal for   taking a bad teleport, and the chance that you  can lose a star to a dice roll, however slim the   chance might be, is a little annoying. Not nearly  as annoying as Magma Mountain and the Engine Room,   but still frustrating nonetheless. Since  your chances of losing a star are quite   low the games end up with a higher score than  usual, but the sticking point for me is that   the board is really dull. You’ll know where the  teleporters lead after just one person uses it,   and from that point it’s about getting lucky and  rolling high. The board is in the shape of a star,   so criss-crossing is common. It’s a small board  with nothing going on, that doesn’t pull anything   from you: no strategy, no skill, no luck. You’re  basically handed stars on a silver platter.   What gets me here is that Eternal Star has nothing  more going for it than a board like DK’s Jungle   Adventure except for more chance time spaces. If  you take each part of the star and put them all   together based on where the teleporters lead,  you just have a fairly basic board with a bunch   of meaningless intersections that all loop back  to start. None of this helps me to form an idea   of what difficulty is supposed to mean: two of  my favorite boards are considered easy, but in   what way are they easy? Mario’s Rainbow Castle  is easy, but it’s quite luck-based and can very   easily lead to death spirals. Is it the mere fact  that you can think your way out of bad situations?   Is it the act of removing player control? I think  you get the point: difficulty in Mario Party is   undefinable. This selection of boards too often  sway in the direction of luck, and make for some   boring, simple board experiences. The good boards  are indeed good, but when there are only three of   them that can produce truly fun turnouts, I can’t  say these boards were a tremendous success.   --transition [Mario Party vs. Jeff Gerstmann  4:19 - 4:30; text saying The Minigames]   That, is only one aspect of Party Mode, however.  Think of Mario Party like a chemical reaction:   the boards are one element, and the mini-games  are another. Mash them together, and the end   result will often affect how satisfying every  board can possibly be. Mini-games aren’t the   only determining factor, but I would say they’re  often the most important. There’s an entire bonus   star linked to winning enough of these mini-games,  and they’re the prime source of income, meaning it   could also indirectly be linked to another  bonus star. Needless to say, the better the   mini-games the better the Mario Party. I think the  original has a great set of mini-games that fill   in the cracks left by some of the weaker boards;  mini-games that future titles will repeatedly take   inspiration from, or in some cases steal outright.  We do have to address the elephant in the room:   control stick spinning. Here is perhaps the reason  Mario Party 1 has never seen a Virtual Console   release: the control stick spinning mini-games  make up 1 in 10 of the mini-game roster,   5 of the 50 total: Cast Aways, Tug o’ War, Paddle  Battle, Deep Sea Divers, and Pedal Power, gave   some players blisters and other injuries to their  palms. You could always spin the stick with your   thumb, something Nintendo themselves recommended,  though it’s hard to deny the speed boost you get   using your palm instead. So of course a bunch of  kids ended up hurting themselves, their parents   got justifiably angry and sued. Nintendo lost  a class-action lawsuit costing them thousands   of dollars in damages: I don’t think I need to  say that I don’t like them. They’re a fine idea,   but replacing any of these mini-games with a  simple “tap a” would have been much appreciated. I   played them with a Gamecube controller, which has  a far more comfortable analog stick than the N64   controller, and it was still painful. It wouldn't  even be so bad if spinning with your thumb was   fast enough, but I've never won Pedal Power  without using the palm of my hand. Eventually   for the sake of my health and the condition  of my control stick, I just set my controller   down whenever one of these came up. Better to  lose a mini-game than to lose my right hand.   Those five are automatically out in my book. Cast  Aways isn’t too offensive, since you can move the   control stick with your thumb and reasonably  expect to do well, but those other four are   painful. Thankfully, the rest of the lineup  makes up for it. Not every mini-game is a hitter:   Box Mountain Mayhem, Coin Block Bash, and a lot of  the single-player mini-games are way too simple.   Especially the ones that rely on memory or sight.  There are a lot of: track this moving koopa shell,   or match these pictures, or ground pound the flat  pegs. I did this stuff in elementary school. I   know this is a kid’s game, but come now: we can  do a little better than this. My favorites are   Ghost Guess and Limbo Dance. Both of them test a  different set of skills: observation and timing.   In Ghost Guess, you need to pinpoint the first Boo  to move in the circle by observing their body and   shadows. Sounds simple, but it’s surprisingly hard  to figure out once you’re playing. Limbo Dance is   a fairly unforgiving test of your button timing,  asking you to find the right rhythm to stay in   between two extremes: falling backward, or hitting  the limbo pole. It sucks that these are the only   two single-player mini-games worth a damn, the  rest feel like huge pace-breakers, especially the   lengthy ones. Landing on Memory Match or Ground  Pound makes me groan; they just prolong your turn   and probably irritate the other players even more  because they don’t get to do anything while you’re   perfecting Ground Pound for the 18th time. In terms of the multi-player mini-games though,   most fare better. There’s a good mix of  platforming, puzzle solving, reaction timing,   straight up action, and silly fun. Bombs Away  is a great test of your platforming and often   feels chaotic with three other players there with  you; Bumper Balls is a fun action game where you   try to push everyone off the arena, using fake out  tactics to trick other players into careening off   the edge after you; Shy Guy Says is a tense test  of your reaction speed, to see who can press the   right button in the fastest time; Face Lift is a  goofy yet also challenging face distortion puzzle.   The free for all mini-games are perhaps the most  balanced and fun, with the only exceptions being   the ones where you have to work together. I’m  not necessarily sure what Hudson were thinking   with these: they aren’t too hard to win, one  of them goes on a little too long, and having   all four players work together just feels…  wrong. 1v3 and 2v2 have elements of teamwork,   but there’s still a distribution of players that  face off against one another; three people might   have to work together, but they’re still competing  against one player. In a free for all mini-game,   it just means everyone is working together, and  when that element of challenge and competition   is removed, all we’re left to think about is  the quality of the mini-game itself. That’s   never a mindset you want to be in while  playing a mini-game: these aren’t meant to   be super fun and fulfilling on their own. 2v2 mini-games are balanced incredibly well,   though oddly there are a surprisingly small number  of them. Handcar Havoc has a good balance between   button mashing and precise turning; Desert Dash  requires a lot of coordination between both   players to push the button at the same rhythm;  and Bombsketball is straight up 2 on 2 basketball   which is hard to screw up. The coolest thing  about these mini-games is that they feel the most   balanced: even some of these free for alls have  strange things in them that can arbitrarily halt   your pace, like the obstacles in Platform Peril.  To avoid them you’ll have to move to the side,   thus halting your pace and putting you a little  behind your opponents. It is possible to go the   entire mini-game without encountering a single  obstacle, putting you at an advantage over   your opponents who will surely have a tough time  catching up and reaching the end first. 1v3’s are   even worse about this, and are often the most  contentious mini-games in the entire series.   Trying to balance a team of three versus a team of  one will always leave the most room for error. As   such they make up what I consider to be the worst  mini-games in this first installment. Pipe Maze   would be a fun test of your observation skills,  but since the one player gets to decide which   pipe to send the treasure chest down, a skilled  one player will secure the win every time. It’s   also one of the only 1v3 mini-games that feels  pointless because only one person will win. Coin   Shower Flower is hilariously unbalanced, giving  the one player a tremendous shot at all the coins.   They’ll fall in somewhat random places on this  flower, and Mario Party movement physics aren’t   the best so I see what they were going for here,  but it’s clearly weighted in favor of the one.   Most of these coins are easy to grab, and the 5 or  10 that fall off will go to the person that just   so happens to be close enough when it does. I’ve  never seen the one player get less than 20 coins,   and I’ve never seen one of the three players get  more than 5: it’s cruel. Bash n’ Cash feels unfair   in the opposite way: the one-player can lose  all of their coins, while the three players are   never in any danger, and can in fact steal the  coins that the one player drops. I understand   why this mini-game can be triggered by a Bowser  space, because it feels appropriately punishing,   but why on earth is it in the normal rotation  when Grab Bag accomplishes the same goal,   but allows every player a chance to steal? The  one player has a shot at evading the hammers by   jumping on player heads; that can only last so  long though, and I’ve never seen this mini-game   end without at least one coin bag flying out of  the one player. Honestly, the only 1v3 mini-games   I enjoy are Piranha Pursuit, Crane Game, and Bowl  Over. Piranha Pursuit is a fun test of timing, to   see if all three players are on the same page and  feed the piranha plant water at the right times,   while the one player has to mash like their life  depends on it, while also ensuring they jump at   the correct times. Crane Game isn’t spectacular  or anything, but it does require some A mashing,   and introduces a fun element of choice. If you’re  confident in your mashing ability, you can pick a   player that might not be very good at it: or if  you’re terrible, you can opt for the treasure   chest or coin bag instead for free money. Players  with higher coin totals will yield better results,   so going after them is always the better option,  but it often means that they’ll be the harder   option: nicely balanced. Finally, Bowl Over  has a fun anticipation phase: where is the   one player gonna curve the shell, where should  I move myself to avoid the shell. This frantic,   get the hell out of my way mindset could mean that  players end up bumping into each other and make it   easier for the one to get all three of you in  one fell swoop, but if you all work together,   you can decrease his rewards. It’s not perfect:  the reward system doesn’t go both ways,   so that’s a little strange, but it’s more fun than  the others for that anticipation phase alone.   I’m not gonna go over every mini-game with a  fine-toothed comb, I hope you get the picture.   They’re not all great, or even good, but enough  of them are competitive enough to make a set of   simple, yet effective mini-games. Sometimes,  that makes all the difference in the end.   --cut to [Mario Party vs. Gerstmann 5:55  - 6:11; text saying The Singleplayer]   So, let’s face it: we don’t all have friends.  Though I’ve played many of these games with   friends, the footage I’ve captured has  been against CPUs because it’s hard to   setup a game in this day and age. Especially  since I’m emulating them. For that reason,   though Mario Party is certainly not  required to have a satisfying single-player:   it’s a nice bonus when it does. There’s only one  single-player mode called Minigame Island. You   get a few lives and have to survive a gauntlet  of mini-games until Toad challenges you to Slot   Car Derby at the end, which I’m terrible at so  whoop dee doo. You get a Bumper Ball Maze for   it… which is neat… I guess. I mean it’s not  not fun, I suppose. Really, in the original,   the only way you’re gonna have fun by yourself is  if you start up Party Mode and set up three CPU   players. The competence of these computer players  will make or break the single-player experience:   too easy and it’ll be incredibly boring, too  hard and it’ll feel like playing a game of   chess against an algorithm. Finding that balance  is nigh impossible: you just can’t emulate the way   a human being will strategize, ironically this  is a nice indirect way of proving that strategy   actually does exist in the series to some  extent, because you can feel its absence.   There are three difficulty selections: Easy,  Normal, and Hard. Typically in game development,   difficulty of AI is developed from the top  down: programming the hardest version first,   and adding handicaps the further you decrease that  difficulty. Let’s take Luigi again, on the hardest   difficulty. His decision-making on boards will be  based on the most sensible move he could make, you   can probably already see the problem with this but  on the surface it isn’t too offensive. Luigi will   go after stars at all costs, taking the best paths  that will lead him to said stars. Bumping him down   to Normal or Easy will mess with that programming,  adding in hindrances like “take a different path”   or “prioritize something else.” I can’t say for  sure that this is how Mario Party’s AI is handled,   since the code is property of Nintendo and hasn’t  been released to the public, but I can make some   educated guesses. Rolling with this idea, I’m  only gonna discuss the effect Hard computer   players have on the game, as it is the closest  to another human being you can possibly get.   In that sense, everything is in order. They tend  not to make dumb decisions and take pathways that   lead them to the star. They steal stars from  the player in first place, they steal coins   from the player who has the most: stuff that  seems sensible. There are limits, however; you   can’t program geniuses, the AI need directives.  You need to program them a specific objective,   like steal a star from the player in first  place: this doesn’t account for the amount of   bonus stars another player who isn’t in first  place potentially has, or the likelihood of   another player getting another star soon. It is  a strict, predictable behavior that becomes so   easy to game after a while. It got to the point  where I could manipulate the computer players   into stealing from each other to win the game  fairly easily by keeping my totals low, losing   a few mini-games so that a computer doesn’t use a  boo steal on me, but on another computer instead.   When you get to this point, this mindset, that  is when single-player Mario Party transforms into   something fascinating. I wouldn’t describe “gaming  the system” in this respect fun by any means,   since the AI, at least in the first title,  act pretty much exactly how you would expect   them to and exploiting that behavior isn’t very  hard. Add to that the scattershot, unpredictable   behavior in mini-games, and you’ll likely get  your hands on the mini-game and coin stars.   Some mini-games are indeed hard to game this  way: stuff like Musical Mushroom and Platform   Peril rely solely on reaction time and platforming  ability. Computer players have a hard grip on this   skill, and I very rarely came out on top against  them: especially in Musical Mushroom where it   seems like they start running the very frame the  music stops. Mushroom Mix-up, on the other hand,   is totally winnable. It may take a very long  time, but eventually the computer will mess up   and that’ll be that. You can even exploit their  pathfinding to block them from landing on the   mushroom, a tactic you can use on other players,  but is much more effective against such limited   code. Most of them are easily winnable, which is  why it usually comes down to board tactics in the   end. Though this stuff is fairly harmless, albeit  somewhat ineffective, I don’t see it as a major   issue. You can realistically play single-player,  two-player, even three-player Mario Party with   relatively minor hiccups: you just won’t get the  same exciting experience you would with a full   crew. I don’t mind single-player modes and play  experiences: I do mind when that single-player   consideration begins to encroach on the ability to  craft a meaningful multiplayer play experience.   There is a… progression structure to this game  that really shouldn’t exist, and to make matters   worse: unless you’re playing with four friends all  the time, some of these shop items can be fairly   pricey: 980 coins for Bowser’s Magma Mountain,  sheesh. You can potentially make more money with   a Lucky or Casino coin box, but the Casino one  can actually lose you coins so it isn’t always   the most ideal. You also need 100 stars to unlock  Eternal Star, and considering how I feel about the   board overall: not hugely worth it in the end. The  real draw for me are the different blocks you can   buy that change up the game: there’s a plus block  that gives you coins equal to your dice roll,   a minus block that takes away coins equal to your  dice roll, a speed block that limits your dice   from numbers 8 to 10, a slow block that limits  your dice from numbers 1 to 3, a warp block that   switches your position on the board with another  player at random, and an event block that can give   you coins, a free use of boo, or bowser. Each  of these blocks can be purchased for a fairly   low amount of coins, and can be toggled on or  off at your leisure. They appear at random,   so I can understand why some players would want  a few of these off; for me, they’re really fun.   I’m not a huge fan of the warp block since it  gets rid of your roll, but the other blocks are   fine by me. They are technically luck-based,  but the fact that they’re optional just adds   to their appeal. If you’re a player who enjoys  the unknown and loves when a few shakeups occur   to change up the game, none of these blocks can  seriously hinder you: they can take away coins,   screw up a dice roll, or take you away from a  star. Compared to future games, they’re pretty   tame. You also get an option to turn off Koopa  and Boo. If you want to prevent star steals,   or prevent easy coins whenever you make a lap,  it’s nice to have the option to turn these off…   after completing Eternal Star… and only on some  maps. It doesn’t make sense to place these options   under weird barriers for the sake of increasing  playtime. This is a party game: playtime will be   more natural than it will in other single-player  or even multiplayer games. Thing is, whether   you’re up for a game of Mario Party has nothing  to do with what you’ll get out of it as a reward,   not in the same way single-player games benefit  from level ups, or multiplayer games benefit from   cosmetics. In an effort to squeeze out as much  content as humanly possible, they make it really   hard to experience everything the game has to  offer unless you put in a godly amount of hours,   or play on an emulator with a 100% save: whichever  works for you in the modern era I guess.   Nothing this game does is particularly  revolutionary, or overwhelmingly successful.   The progenitor of one of my favorite  video game series is fairly decent,   go figure. It’s aged in a few ways, it was really  the first of its kind so mistakes were bound to   be made. It has a certain novelty the rest of  the games don’t have, the quirky control stick   spinning that hasn’t aged well in the slightest,  the single player mini-games that never return,   the experimental board gimmicks. I could  understand if you loved Mario Party 1 for being   so different, so innovative for its time: but I  usually go for some of the future installments   when I have friends over, who actually want to  play Mario Party with me. Still, you can’t go   wrong with a round of Yoshi’s Tropical Island or  DK’s Jungle Adventure every once in a while. Thus,   I’d like to give you my rankings of each game  and board to bookend the video. I’ll be doing   this for each game in the series, because hey:  why not? I wouldn’t take them too seriously   it’s just a fun way to end the video. Mario Party 1 sits at the top, because there’s   nothing else to even dethrone it yet. Think of  this as a placeholder for right now. Board-wise,   here are how things stack up. The best board is  Yoshi’s Tropical Island, followed by DK’s Jungle   Adventure, Mario’s Rainbow Castle, Wario’s Battle  Canyon, Peach’s Birthday Cake, Eternal Star,   Luigi’s Engine Room, and Bowser’s Magma  Mountain. On the next episode of Chance Time,   we’ll be taking a look at Mario Party  2 for the Nintendo 64. Catch you then.
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Channel: KingK
Views: 300,946
Rating: undefined out of 5
Keywords: Review, Retrospective, Chance Time, KingK, Mario Party, N64, Analysis
Id: myFJWtcoCH4
Channel Id: undefined
Length: 44min 22sec (2662 seconds)
Published: Wed Oct 31 2018
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