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Identifying Luck: Mario Party 2

Jun 09, 2021
Welcome to Identifying Luck for Mario Party 2! It is here where we will learn how to improve our chances of winning in the only Mario Party game in which the characters dress up according to the theme of the board. If only that charming aesthetic would return. Let's dive into the pipeline and take care of... The extra stars! We have Coin Star, Happening Star and Mini-Game Star. This third

party

rewards the player who collected the most coins from just standard mini-games, nothing more. You can disable bonus stars if you wish, but doing so will also disable hidden blocks.
identifying luck mario party 2
You will also make them cry. Don't make them cry. Our slots for this title are: Blue, Red, Happening, Bowser, Chance, Battle, Item and Bank. During the last five turns, the coin values ​​of the blue and red spaces will always double from three to six. A hidden block may appear after landing on a blue space. In this title, there will always be two hidden blocks on the board at a time. One contains a star and the other contains 20 coins. If you are

luck

y and land on a blue space with a hidden block, you will receive your reward and that type of hidden block will move to a different blue space.
identifying luck mario party 2

More Interesting Facts About,

identifying luck mario party 2...

There can only be one hidden block on a blue space at a time, and if you exit the board, the locations of the hidden blocks will be mixed upon re-entering. If the game continues without any hidden blocks being found, then aim for the blue spaces that have not been landed on yet. This type of move shouldn't be one of your priorities, but hey, landing on the right blue space could mean the difference between a win and a loss. Bowser's spaces activate Bowser Roulette. His selection is pre-randomized at the time he starts rolling, so his decision of when to stop the wheel is nothing more than a trick to make him think he had any choice to begin with.
identifying luck mario party 2
Coins for Bowser – This is the most common event and always appears twice on the wheel. The amount of coins taken varies depending on the turn of the game and the location of the player who landed on his space. For example, if you land on a Bowser space while in third place and the game is on a turn between top five and bottom five. what we call mid-game. You will then see "15 coins for Bowser" appear twice on the roulette table. If you land on Bowser's space without any coins, Bowser will give you 10 coins regardless of the turn of the game or where you are.
identifying luck mario party 2
Bowser's Coin Pot

luck

: Like coins for Bowser, except he takes coins from everyone. The amount of coins taken varies depending on the turn the game is on. Bowser Revolution: Bowser takes everyone's coins and divides them evenly among all players. This is still a great result if you are falling behind in coins. However, his chances of appearing are slightly lower in this title. Bowser's Chance Time: This is Bowser's modified version of Chance Time *Whisper* We'll get to this after Chance Time Bowser's Multiplying Toads: Bowser does a "magic" trick that makes two Toads appear on the board. In effect, this moves the position of the Star Space, also adding a second Star Space.
However, one of the Toads is Baby Bowser in disguise. Anyone who pays you 20 coins for a star will make you reveal yourself and give them a worthless Ztar. This event will reset all inactive star slots and start over starting from where the royal toad is. To find it, you must be lucky or use one of two items. The first is a magic lamp, which will always lead you to the real toad. The second is a Bowser Bomb, which will trigger its corresponding event and reveal Baby Bowser in the process. Bowser's Appearance Act: Bowser leaves and then appears in Baby Bowser's position as the board's villain at the end of the turn.
He will roll three blocks of dice and move around the board from his current location. If Bowser encounters a player, he steals all of their coins. Once his turn is over, he will disappear. 100 Star Gift, 10,000 Coin Gift, Star Steal, and Packed-to-Go Stars – all are in yellow text. If any of them are selected, then Bowser will not drop anything and will instead flee the scene. Landing on a Bowser space when you have no coins is a good move since you have nothing to lose! So what happens if Bowser's Coin Potluck lands? You don't have any coins, let them take other people's!
Revolution? Let's even the game. Coins for Bowser? More like 10 coins for you. Bowser's moment of opportunity? As if that were something to fear! Not even Bowser's appearance, in the end all the players' coins will affect you. The only option that may be bad for you is Bowser's multiplying toads, since he can move the star away from you. However, this situation is rare, so look for a Bowser slot if your wallet is empty, unless you feel like... Chance Time! Chance Time's version of this title works similarly to the first Mario Party. The player still has to hit three blocks to decide what will happen.
Two of the blocks have images of the four players' heads and the middle one shows what they are exchanging: coins or stars. The player can hit the blocks in any order, but no matter which order they choose, the remaining blocks will spin faster with each hit. The side blocks showing the players' heads follow the turn order. Once a player has been selected, he will disappear from the other dice block so he doesn't end up trading with himself. The middle dice block, which determines what will be exchanged between the two players, will roll one of these three cycles that it selects based on turn number.
For example, if it is the last five turns, then this cycle will always be the one selected. The dice block will start in the same place for each respective cycle, allowing its operations to be timed. So let's say you wanted to know how many seconds you would have to wait before jumping to get the "swap stars" exchange for the first cycle. All I have to do is start counting from the moment the blocks start spinning until the moment I see that operation. 0 and 2 and 3 and 4 and 5 and... There! Now I know how to make the star swap happen every time!
I only have to skip about five and a half seconds, or wait until 18 operations have passed. It is convenient to learn this trade since it appears at the same time in both the first and second cycles; that is not the case for all of them. Memorize the trade times you really want for each cycle and you will become a Chance Time beast. When it comes time to perform the write, you must first identify which cycle the trading block is in. You'll know which one it is based on the shift number. Remember the timing of the operation you want and jump appropriately.
The side dice blocks will spin faster, but you shouldn't select a side yet, as most trades distinguish between left and right and you're more likely to end up with whoever you want for this second dice block than the third. So, think about who you want on each side, then determine which side is most important to hit, make that the side you hit for your second block of dice. This way, you'll save the less important side for the harder-to-get block of dice. If the trade you selected at the beginning was trade coins, trade stars, or trade coins and stars, then go anywhere and land on the player with the most of what is to be traded so you can at least ensure its demise. .
Bowser's Chance Time: Like Chance Time, but Bowser arranges it so that he is the recipient of the exchange. Unlike normal Chance Time, stars cannot be lost. If the player giving Bowser coins doesn't have any, Bowser will give them 10 coins. The middle dice block, which determines what will be given to Bowser, will roll one of these three cycles that he selects based on turn number. However, it's not like you can put this knowledge into practice, as both dice blocks spin at the fastest possible speed. It's not that bad since you only have a 1 in 4 chance of being selected to lose something.
What also makes it better is that you wouldn't give away your coins to another player in the game, just Bowser; So while Bowser's Moment of Opportunity may seem scary, know that the odds are in your favor, and even if it doesn't work out, it's not as bad as it could be. If a player is placed in the battle space, Goomba passes by, gets a certain amount of coins from each player, and begins a battle minigame. The number of coins he will take from each player is determined by the roulette wheel. The possible results are 10, 20, 30 and 50. The chances of each quantity appearing depend on the turn number.
For the first five turns, low amounts are dominant and it is rare to see a number as high as 50 being selected. During the mid-game, low amounts are still common, but give more room for higher amounts to be chosen. . Over the last five spins, the low and high amounts seem to balance out a bit, so don't be surprised if the jackpot becomes huge. Speaking of which, players try to fight each other to get the jackpot that the Goomba took. 1st place gets 70% of the coins and 2nd place gets 30% of the coins. This will not always be the payout percentage;
Sometimes players will tie for 1st or 2nd, which will change the distribution. If the total jackpot is not a multiple of 10, all but one coin will be distributed appropriately and the remaining coin will be awarded to a random player. If a player reaches the item slot, he will play an item minigame for a chance to obtain an item. The minigame varies depending on the board being played. If a player passes the Bank space, he must pay 5 coins to the Koopa Bank. If a player has less than 5 coins, the bank will keep them all anyway. If a player lands on this space, he wins all the coins in the bank deposit.
The bank can hold up to 999 coins. You can tell how many coins are in the bank by counting the number of coins next to it. One means at least 5 coins, two means at least 15 coins, three means at least 25 coins, four means at least 35 coins, and five means at least 45 coins. Coins stop accumulating at this amount, so at that point you need to keep track yourself. This space has more potential to change the game the more coins you collect from players. There aren't many benches near junctions in this title, but if you're next to one and have the option of landing on it, then there's little reason not to.
If losing five coins would be a huge detriment to your game, try to avoid the bank space as best you can; Sometimes you'll run into it no matter what you do, so play as if you're guaranteed to lose five coins in the near future. There is a bank space near the beginning of almost every board, which is good for the player who rolls last, since he will get a lot of coins if he lands on the bank space after the first three players pass him. This title has ten items for players to get their hands on: Mushroom, Skeleton Key, Loot Chest, Duel Glove, Warp Block, Golden Mushroom, Magic Lamp, Boo Bell, Bowser Suit, and Bowser Bomb.
These first seven items can be obtained by purchasing them from the item shop or by earning them in an item mini-game. These last three items can be obtained through an item minigame or a casual event in Bowser Land, which we'll cover later. A player can only have one item at a time in this title. Did you know that the item shop is not random at all? What they have in stock when you visit really depends on what turn the game is on and your current location. For example, if it's the last five turns and you're in third place, then the item shop will have a Mushroom, Skeleton Key, Warp Block, Golden Mushroom, and Magic Lamp.
With this knowledge, you will know exactly when the item you want will be available in an item store. Heck, you could intentionally narrow down your location for an item to appear in the store if you're that desperate to get it; While this type of measure is incredibly situational, it is still an option. Each CPU has an item that they are most likely to purchase when they are in a store or target it when it appears in an item minigame. Mario prefers Mushrooms, Luigi prefers Skeleton Keys, Peach prefers Loot Chests, Wario prefers Duel Gloves, Yoshi prefers Warp Blocks, and DK prefers Bowser Bombs.
I'll go over some strategies you can run with some of the items once we're on the boards, but for now, let's arm ourselves with some general information. Mushroom When used, this item allows the player to roll two blocks of dice instead of one. The digits of both rolls are added and the player will move that same number of spaces. If the player rolls a 7 on both dice blocks, he will get 20 coins; If they roll any other number on both blocks of dice, they will get 10 coins.If you are trying to get somewhere fast and cheap, then the mushroom is here for you.
Master Key This item activates automatically whenever a player who owns it is about to encounter a locked door. They will be given the option to open the door and if they do, the key will run out. Interestingly, you don't even have to go through a door you just opened; You could use the master key and leave. This may seem like an odd move, but keep in mind that the Skeleton Key has great potential to stay in your inventory longer. You can use any other item whenever you want, except the Bowser Bomb, but that's beside the point.
The skeleton key can only be used on one door and cannot be discarded in this title, so if you ever shoot for it, make sure you are in a position to use it, otherwise you will put yourself in danger. disadvantage. Loot Chest When this item is used, the player using it will steal the item from a randomly chosen opponent. Considering players can only have one item at a time in this title, the loot chest is broken. Imagine you're in the item shop, you see a golden mushroom, and you think "okay, let's do this," only to remember "oh, one of my opponents has a loot chest and he'll steal from me if I get it." great article, great.” Even worse, imagine you're playing an item minigame, you see a magic lamp and say "okay, come on, easy star!" only for you to remember "oh, one of my opponents has a loot chest and he'll steal from me if I get this one." great article, cool”, yeah… the loot chest is dumb.
Of course, your chances of getting robbed are only 100% if there is no one else to rob, so you can feel a little safe if there is one or two more players with an item. The loot chest commands respect; If someone has it, try to bait them into stealing something you don't want that much or just wait for them to steal it from someone else. uses will summon a Goomba. The player will then choose an opponent to duel in a duel minigame. After this, the player will have the option to choose how much they want to duel.
In this title, you can only duel for coins. Obviously, the highest amount of coins the player can choose cannot exceed the total amount of the least wealthy player. You should get this item in an item minigame instead of the item shop. Imagine spending 15 coins to bet coins against someone in a minigame you're not guaranteed to win, unless you're me, of course. You're better off betting on a bell, but that won't always be possible, so if you're desperate to take coins from a threat, then be my guest. Just keep in mind which board you're on, as that decides which duel minigame you'll play;
We'll delve into that later. Golden Mushroom When used, the player using it will roll three blocks of dice instead of one. The digits of the three throws are added and the player will move that many spaces. If the player rolls a 7 on all 3 dice blocks, he will get 50 coins; If they roll any other number on all three dice blocks, they will get 20 coins. If you are trying to get somewhere really fast and somewhat expensive, then the golden mushroom is here for you. Warp Block When used, the Warp Block will appear above the player using it. The player will then hit the block.
The effect of this is that the player will switch places with a randomly chosen opponent. The player can then roll a dice block to move normally after being warped. You can't control which player you target, which sucks, but there's still some strategy to apply here. Let's say all the other players on the board have a better position than you; then the Warp Block will be useful no matter who you trade it with. If you're willing to bet a 1 in 3 chance of trading with the player you want, then make sure the other two players' positions don't completely ruin you if you end up trading with them.
If you switch with a player who is on a bank space, then the bank will count you as having landed on their space, which is strange since you can always roll after using a Warp Block, making this a strange one you can land on. two spaces in one turn. If you trade with a player who is in a star slot, you will have the opportunity to buy a star. There may be other wacky warp block antics that I don't know about, but that's all for now. Magic Lamp When used, the player summons the mushroom genie. It carries the player on its back and takes them directly to starspace.
The player is then asked if he wants to exchange 20 coins for a star or not. The cost of this 30 coin item is approximate. You usually don't want to shell out that much for a single item, but isolating another player from a star can be vital to winning the game sometimes. Check where everyone is in relation to the star's position, note their location, and decide from there if it's worth the cost. The magic lamp only takes you to the star and nothing else. This means you can use it to teleport to the star, not buy one, and be on your way.
It may seem ridiculous, but there are many situations where this may be the best decision. For example, your opponent just bought a loot chest and you are the only target; You could also use the magic lamp instead of letting them have it. As said before, the magic lamp will not be tricked by Bowser's multiplying toads, but will instead take you directly to the real star. Boo Bell When used, the player using it will summon Boo. Boo allows players to steal coins or stars from other players. It costs him five coins to steal coins. The minimum and maximum amount of coins that Boo can steal varies depending on the turn number.
For example, in the first five turns, the lowest number of coins you can draw is around 9, while the highest number of coins you can draw is around 15. What determines the exact number of coins you draw depends on of how quickly the victim crushes when prompted. The faster they smash, the less they steal. While stealing coins during the middle of the game and the last 5 turns will net you a profit, it's a quick way to get players targeting you. Check to see if anyone else has a bell or is close to booing on the board and take your best judgment.
It costs 50 coins to steal stars and you still have no way to defend yourself if you are the victim. Your only real option is to convince the player making the pick to steal from someone else; This can be done by cleverly mentioning that you don't have a certain bonus star, while another player does, making them a better choice to steal from than you. Whatever you say, don't be too forceful, keep it subtle. Bowser Outfit When worn, the player wearing it will impersonate Bowser. The masked player will roll the dice block and any player who passes will have to give twenty coins to the masked player.
If the player passes to Baby Bowser during his turn, he will give him all the coins he has collected from the players throughout the current game. When used at the right time, the Bowser suit can be a deadly item. Try to use it at the most opportune moment, such as when multiple players are in front of you, Baby Bowser is in front of you, or both! With proper execution, this item could cause your coin count to far exceed that of your opponents. Characters other than Baby Bowser sometimes have reactions to Bowser's suit, but that does not affect their gameplay features, except for three characters in Bowser Land who will give the Bowser suit player an easy time due to mistaken identity.
Bowser Bomb When used, Baby Bowser will transform into Bowser. Bowser will then roll three dice blocks and move accordingly. Any player Bowser passes to will lose ALL of his coins. This is an incredibly scary item for a player, especially if you are using a lot of coins. To prevent everyone from going down the drain, move as far away from Baby Bowser's space as possible as soon as you see the player obtain this item. If you've already taken your turn or are the player who got this item, then... just wait for Bowser to roll low. Normally you wouldn't want to win this in an item minigame, but if your opponents are far ahead in coins, sometimes it's better to defeat them with you.
Remember that this item reveals the fake toad in Bowser's Multiplying Toads event. Once there are five turns left, the final five-turn event will begin. The event is hosted by Toad or Baby Bowser if you play in Bowser Land. It will give the current ranking and then present a character to predict the superstar. Usually a green- or red-shelled Koopa Troopa predicts it, but sometimes Whomp makes the prediction of who will always choose Mario, even if he isn't competing. However, it is always Bowser who makes the prediction in Bowser Land; He will always choose the player who is currently in last place.
The predicted player receives ten coins from the predictor. From then on, the monetary values ​​of the blue and red spaces are doubled, and players who land on the same space as another play a duel minigame with that player before activating the space. If a player lands on the same space as more than one player, then he must choose who he wants to duel with. Dueling another player for coins is a good move, as long as you're confident playing the dueling minigame on the board you're on. If so, then BET ALLLLLLLLLLLL. I'm kidding, unless you really want to meme that badly.
This title is an amusement park and they want you to know it! Since the name of each board has "land" at the end. Another thing they have in common is… these difficulty ratings, once again. I admit, they are a little more precise this time, but I still encourage you to ignore them for the most part. Arrgh, time to find some loot in Pirate Land! Here's the space line: *cough* oh god, this is going to be terrible... Arrgh, time to find some loot in Pirate Land! Here's the space alignment guy. Of all the boards, he ties for the fewest blue spaces at 54 and ties for the fewest red spaces at 6.
Let's remember how star space works. On most boards, when you buy a star, the star slot will move to another random location. However, only certain spaces have been programmed to host a star; We refer to these spaces as star spaces, and typically only one is active at a time. When a star slot is not active, it looks like a nice blue slot. Let's say you're in the middle of a game. You remember that these five star slots have been deactivated and you notice that the current active star slot is this one, so I ask you, where will the next star appear?
Correct here, since all the others are deactivated or will be deactivated after you buy their star. Pretty simple things. Baby Bowser is initially placed in one of the star spaces, as is Toad, and each time a star is purchased from Toad, he will move to Toad's previous location. If a player passes Baby Bowser, he will steal 5 coins from them. However, he occasionally gives a player 5 coins, and then claims it was an accident. Awww, I guess Bowser's occasional kindness rubs off on his minions. There are two Thwomps that block the shortcuts and request a fee from the players if they want to take the shortcut.
The fee always starts at 1 coin, but increases by at least one coin each time a player pays to pass. The rate can never go down, its limit is 999 coins and the two Thwomps do not share the same rate. This trick should look familiar to you, as it was reused from Yoshi's Tropical Island from the first Mario Party. The main difference between the two is how the trick is executed. While in Yoshi's Tropical Island you needed to pay a Thwomp if you wanted full access to the board, Pirate Land makes the board more open and only requires you to pay a Thwomp if you want to take a shortcut.
You can pay many more coins than the above amount to make a shortcut inaccessible to players who don't have enough to pay the fee. This is best done when you know there is a point of interest that players can aim for, such as a star or boo. This type is especially useful on this board since players already have their hands full with these rates. Stealing coins to prevent players from getting a star or taking a shortcut is a great move, so good that you could get attacked for doing it. If you end up with an empty wallet, you will be at a greater disadvantage than usual on this forum, since you won't be able to take any shortcuts.
That is why you must be careful when spending your coins; don't go too low. If you land on a blue space next to a dock, a shark will come and take you to the next dock counterclockwise. This is indicated by the arrows on the springs themselves. That's cool and all, but why aren't these blue spaces spaces? Something weird. Either way, landing in one of these spaces is a fantastic way to travel between islands quickly and easily. The right dock is next to the item shop, so if you have theoption to land on the lower dock, consider doing so if getting an item next turn would be a good move for you.
If you land on a moving space, a ship will fire cannonballs at the corresponding bridges, destroying everyone standing there at the beginning. If you don't have any movement elements, this action could destroy your game. If you're worried about being on the receiving end of a moving space, then make sure you have a moving item in stock, because let's face it, someone is going to explode and it very well could be you. There is a door on each island waiting to be opened with a master key. The left door... doesn't really help much. Yes, you can use it to reach this star slot, but you can also pay the Thwomp a few less slots.
There's even a space for Bowser on the other side of this door too! The only reason to use the master key on him here is if paying for the Thwomp is too expensive or if he desperately needs to advance as soon as possible. Otherwise, you'd better save it for the right door, which will put you that much closer to the boo, and you know how good that is. There is a high chance that you will land on an item slot if you travel to the bottom of the left island. Three in a row? Are you kidding me?
Landing on one will cause you to play the Pirate Land item minigame: Roll Out the Barrels. This is one of the easiest item minigames in the game, just keep track of the item you want and BAM, you're good to go! What's also nice is to have a mushroom or a golden toadstool in your possession as you walk around this board. I've said it before and I'll say it again. Getting knocked off that bridge sucks. If you don't land on the blue space next to the dock, you'll spend several turns trying to get back to where you were, but with a mushroom, anything is possible!
Unless you come down, then only tears will be possible. The value of a magic lamp on this board will vary depending on how expensive shortcut rates have become. If you only have to pay about ten coins for shortcuts, then thirty coins for a magic lamp may not be worth it. On the other hand, if that star is far away and those fees are a disease, then the genius is gone! Pirate Land's dueling minigame is Saber Swipes, where you simply have to execute all the buttons on your side of the screen before your opponent. Overall, Pirate Land has this strange mix of strategy and randomness.
You may find yourself thinking deeply, considering each player's position and placing before paying a Thwomp the exact amount of coins to ruin them only for one of them to land on a moving space and send them back to the start. As long as you're prepared for something like this to happen, I'm sure you'll be fine. Howdy partner! Welcome to Western Land! Here is the spatial programming of all of you; Of all the boards, this ONU has the most blue spaces with 72, the most red spaces with 10, the most battle spaces with 8, and ties for the most item spaces with 8.
In fact , this board has the most spaces Of all the Mario Party boards in existence, I think... Here are its seven star spaces. For a board this big, you can bet there's a way for players to move around more easily. Check out Steamer as he makes his way around the board, stopping at one of the three train stations. If a player wants to travel by Steamer, he must pay the toll of five coins. Once powered up, the player hits a block that decides which direction Steamer goes. If you show Toad's head, the train moves forward and stops at the nearest station.
If you show a Goomba, the train reverses and stops at the nearest station. Unfortunately, there is no way to get what you want. Landing on a moving space will advance Steamer to the next station. As Steamer moves in any direction, players in the path are pushed back to start. That last detail is crucial. Imagine that one of your opponents is very close to something he wants, only for you to knock him down to begin with. This kind of punishment was bad in Pirate Land, but on a board as big as this, it can be torture! Always keep track of where opponents are on the lane;
It would be a shame if you didn't take advantage of its position, whether boarding the train or landing on a moving space. There is a Wiggler who owns a milk store at the top left of the board. Ask the players who come if they want to start a hootenanny for twenty coins. If the player accepts, the fee is paid and all other players go to the milk shop area. While paying 20 coins may suck, this event definitely has its advantages. You move the remaining spaces after the event ends, putting you ahead of everyone else. If a threatening player was near the star, then removing him from there is a good move, unless you killed your wallet in the process...
Then it probably wasn't a good idea. The downside to this event is that it puts everyone pretty close to the boo, so keep your opponents' coin totals in mind before you decide to host a hootenanny. Speaking of boos, there are two here! Man, who could forget that? How unique! It's like... there's no other board in the entire franchise that has two Boos! Wow! *crying* Using a Mushroom or a Golden Mushroom to quickly travel along the outside of the board can lead to significant wins if you stop at both boos. Try not to land on any space on the runway if you don't want to be sent back to the starting space.
This whole time I've been making it seem like being sent to starting space is always a bad thing, which is far from the case! Sometimes it can be great! Imagine if the star was all the way down here while you were all the way up here. It sucks, right? Well, if you are returned to the starting space, you will be much closer to your goal. It's also not too far from the item shop, which brings up another topic... this board's item minigame: Give Me a Brake! This one takes time. Simply press the a button when the item you want is two points before the arrow.
There are two doors on the board, one on the left and one on the right. The left door works as a shortcut, and it's just right. Don't be afraid to use your Skeleton Key here if it means getting ahead, just be careful of Bowser's space. Interestingly, there are two Bowser spaces on this path that the right door can help you avoid. There is also a bank waiting to receive the money from him. “Okay, I get it, this door is worth taking,” you may be thinking, but no, no, deciding to move towards the right door means ignoring boo!
To do that would be to waste a great profit opportunity! The initial path to Boo even avoids Bowser's two spaces and has an event to boot! "Okay, so this door isn't worth taking," maybe you're reconsidering, and you'd be right...! For the most part. The secret that this door has been keeping all along is that it is blocking the path to where The Star can appear! That is! A star can appear right here. So unless you're grabbing that star or landing at the right time, then take the route to Boo. As high as the reward. Yes, warp blocks can be quite useful on this board due to their size, glad you asked!
Western Land's duel minigame is Quick Draw Corks, where all you need to do is react when the Goomba says “GO! "Faster than your opponent. Overall, it's a pleasure to traverse Western Land as long as you respect how big it is. Take advantage of the movement elements and the train so you don't get left behind. Did you read? in Space Land! Here's the space alignment Of all the boards, it ties for the fewest red slots at 6, has the fewest occurrence slots at 5, and ties for the most item slots at 8. Here are your seven star slots. The main feature of this board is Bowser's face with the LED in his mouth.
Every time he passes, the countdown always starts at five, and when he reaches zero, Bowser will fire the Bowser Beam from his satellite, which will travel from the. top right corner of the map to the bottom left corner of the map. Any player caught in the explosion will lose all of their coins. The chances of this happening to you are incredibly slim as long as you pay attention to the counter in the middle. If it's at 1 or 2, then maybe going the diagonal path isn't a good idea, especially if you have tons of coins. However, sometimes it's worth the risk to take the shortcut;
After all, why take the long way around when you can cross it? If you intend to take this route despite the counter having a low number, then use a Mushroom or Golden Mushroom beforehand, unless you want a nearby player to take full advantage of your position. On the other hand, if you see a threatening player within the line of fire while the counter has a low number, feel free to screw him over! A great way to get that counter down as quickly as possible is to constantly move in circles on this part of the board, but be careful as you may end up in the line of fire.
To avoid the chances of this happening, have a Master Key in possession so you can flee through this door, but don't consider doing so until you hear what I have to say about this door in a few moments. Players who land on a moving space will Thwomp or Whomp into a space cruiser that will chase them and any other players on the way to the other side of the board. The route of the space cruise depends on where it landed. If it was one of these spaces at the top, then the space cruiser will chase all players on any of these spaces to this location.
If it was one of these spaces at the bottom, then the space cruiser will chase all players in any of these spaces to this location. However, there is also a group called Snifit Patrol that helps a player if he pays five coins. By performing this action, a Snifit will set a speed trap. If a player lands on an event space with a patrolling Snifit, the glider will chase them as usual, but then the Snifit will chase them around the bottom or top of the board, and any players in the path will also be chased. That's weird.
Why would you want to pay five coins to be sent back even further if the space event triggers? There are a few reasons. Let's say you're down here and the star just appeared above you. Yes, bad luck. Under normal circumstances this would be an almost hopeless situation, but if you pay 5 coins to a Snifit and manage to land on a moving space, you'll be pushed back tons of spaces. This type of maneuver would get you much closer to the star! As always, you also have to think from the opposite perspective. Are there any threatening players approaching the star?
Pay the Snifit and see if you can land on a moving space, because if you do, then you and that player will be on a trip; just make sure they don't get angry enough to use the boo on you. Yes, his name comes up again. I know I praise Boo a lot, but it's just because of how useful he is no matter what board you're playing on. Here in Space Land, you can visit quite frequently if you decide to follow this route again and again. Doing so will not only ensure that you can steal tons of coins, but it will also put you in a good position to grab a star should one of these star slots activate.
Not to mention, you'll also avoid both banks! The downside to going this route is that you'll miss all the other star slots and the item shop, which brings us to the item minigame on this board: Hammer Slammer! It is about precise positioning. If you want a low object then don't hit the target too hard, if you want a high object then hit the target pretty hard, just make sure you don't hit it too hard or you'll end up with baby Bowser. There are two doors on the board, one on the left and one on the right.
The gate on the left gives you a shortcut to the main junction, so if you're looking for a quick trip, this is a great option - wait, right? Oh, if there were any doubts about using his master key on this door, then they should disappear now. I give this door an A...+ because it also has a time gap in its route, which can be dangerous, but hey, IT'S FUN! Let's see how the right door compares. There are only blue spaces on your route, which is not bad but not too impressive either. Is it a useful shortcut?
It skips boo... Why does it skip boo...? Yes, this door provides a shortcut to the right side of the board, but I can't imagine many scenarios where you'd need something like that often, since there's only one star space near its path, it even skips a star space. Unless you're in that rare situation where this starspace is active and no one else is around, you're better off using your skeleton key on the other door. For a board that looks so chaotic, it seems relatively easy to get to the stars. mushrooms and mushroomsGolds are still useful, of course, but they are not as necessary as they were on previous boards.
I also find it difficult to recommend using warp block here; It's not a terrible item for this board by any means, but its usefulness isn't as prevalent because it's pretty easy to adjust where you go if you switch places with someone. Space Land's dueling minigame is Time Bomb, where all you have to do is stop the timer closer to zero than your opponent. Overall, Space Land can be a hassle for those not used to navigating it and a joy for those who are. Make sure you are the last one. Is this thing recovering? I sure hope so.
This is the Land of Mystery. Here is spatial programming; Of all the boards, it has the fewest blue spaces with 37, the most event spaces with 18, the fewest battle spaces with 3, and the fewest total spaces with 81. Here are your seven stars. spaces. ...why did I reuse the same joke? It is divided into four areas, which people head to whenever they land in a moving space. The area you move to is not random and the board wants you to know that judging by these huge arrows. Each area has a designated space that players will teleport to. This is clear from the scheme given to the space.
For example, if you land on a space in the lower right area, you will always teleport to this space in the lower left area. You'll be glad to know that you have some movement options on this board, which prevents it from being too much like Wario's Battle Canyon from the first Mario Party. Players can pay 10 coins for a Bob-omb UFO to take them to the opposite area, but sometimes the UFO misfires and takes the player to a small area with ruins. If you land on a moving space while in the ruins, you will be teleported to a random area.
The chances of you ending up in the ruins are low, and even if you do, you have a good chance of getting out pretty quickly. That's why you shouldn't be afraid to take the UFO, especially if it will bring you closer to the star. You may have noticed these strange houses on the board. If you visit one, you can pay 5 coins to curse yourself or another player and reduce the number on their next dice block to 1-3. Always look at the map and check the position of EACH player before making a decision. If someone is close to the star, then you can take them out completely.
If someone is close to the random time, then you can increase your chances of landing on it by a ton. There are a lot of possibilities here, so don't ignore this mechanic. There are two doors on the board, one on the left and one on the right. They are both pretty equal in terms of utility because they both lead to the same junction almost immediately. This crossing isn't bad either. It allows you to move between areas on your own instead of waiting to land on a moving space or pay coins for the UFO. The only difference between these doors, besides their positions of course, are the spaces they provide in their routes.
The right door has two blue slots, while the left door has one blue slot and a random time slot. Depending on the type of person you are, that casual time gap could make the left door better or worse than the right. For me? IT MAKES IT MUCH BETTER! I think it's safe to say that mushrooms and golden mushrooms won't help you much on this board. Each area returns to itself, so a high number doesn't matter as much as having the *exact* number you need to land on a moving space. It's more useful to grab a skeleton key to have more choice in where you're going.
Using warp blocks on this board is normal. Imagine that one of your opponents spent so much time finally reaching the area with the star, only to switch positions with you. That's evil, frustrating, and a good option to consider, but prioritize master keys a little more, okay? Boo is located in the top left area, so if you're going to get stuck in any area, I hope it's that one so you can visit it again and again. If there's one area not to get stuck in, it's the one that houses Baby Bowser at the time, because if you're there in that small space when a Bowser bomb goes off, then you can be pretty sure all your coins are gone. .
Mystery Land's item minigame is Mallet-Go-Round, where you must time your moves to knock down the blocks below the item you want. Their dueling minigame is Psychic Safari, where you must alternate pressing A and B repeatedly faster than your opponent to win. Overall, Mystery Land is yours as long as you don't get stuck in the same area for years. Get ready to enter your nightmares in Horror Land, here you have the space programming; Of all the boards, this one has a pretty average spacing variety, but the same can't be said for its mechanics. Here are its seven star spaces.
Go for them if you dare! MWUAHAHAHAHAHA... Aah... The trick about this board is that it alternates between day and night every other turn. You can keep track of when the time of day will change by checking the icon at the top center of the screen. The sun means day and the moon means night. If you see a sun with clouds or a moon with clouds, that means the time of day will change on the next turn. The time of day determines which Boos are available. During the day, these two are active and these three are not.
During the night, these three are active and these two are not. You may have noticed that this slab of boo looks a little bigger than the others, that's because it's the home of BIG BOO. This boodacious boo boi will give you the option to steal coins or stars from all other players for three times the normal price of the average boo. It's 15 coins to steal coins from everyone and 150 coins to steal a star from everyone. The minimum and maximum amount of coins Big Boo can steal varies depending on the turn number. For example, in the first five turns, the lowest amount of coins you can draw is around 27, while the highest amount of coins you can draw is around 45.
This is triple the amount you would get from a normal boo, which makes The Cost worth it, especially during the mid-game and the last five turns. Stealing a star from each player sounds great, but at the cost of 150 coins? Ehhhhhhh, it's situational. If all three players have a star, then yes, go for it. But if only two players have a star, then that's where your judgment comes into play. Remember, a normal boo can steal a star for 50 coins; So if you visit two boos in a row, you can spend 100 coins to steal two stars in total, that's 50 coins cheaper than what Big Boo would offer in this scenario.
The obvious difference is that you would actually have to get to those two normal boos to make the trade. I would only spend 150 coins to steal two stars if the game was about to end soon; otherwise it would travel to the many other boos on the board. Obviously, don't steal a single star for 150 coins unless you're really desperate. There are two doors on the board, one at the top and one at the bottom. It's best to use your skeleton key on the top door when you know you can visit Big Boo; Otherwise, you should postpone using your master key;
The same logic applies to the bottom door and its boo. You could go the entire game without visiting Big Boo, but he's so powerful on this board that you'd be a fool not to. During the day, Whomps guard three separate junctions, and players wishing to take the path Whomp is blocking must pay him 5 coins. Players who take the path that Whomp is not guarding have him move toward that path. These Whomps are similar to the ones in DK's Jungle Adventure. At night, the Whomps are under a spell that prevents them from moving. This makes your decisions during the day even more important;
It's not just about getting where you want to go, but also about blocking your opponents from where they want to go. There are other ways to change the time of day instead of simply waiting 2 turns for day to turn into night and vice versa. Landing in a Happening Space also changes the time. At night, some Boos and Mr. I ask players passing by on a dance floor if they want to dance with them for 20 coins. Accepting this makes night become day, is that the piano in Super Mario 64? That is very beautiful. During the day, players who pass by the "Mysterious Mansion" at the top of the board are answered at the door by Kamek the Magikoopa.
He asks the players if they want him to light the "Lamp of Darkness" for 10 coins. If he accepts it, he will light it and day will turn into night. Regardless of the method used, always consider your opponent's positions. I can't emphasize that enough. For example, if it's daytime and a threatening player is near the top door with a skeleton key in hand, don't turn it at night or you'll pay for it. On the other hand, if it's daytime and you're in a good position to see Big Boo, try to do it at night before. These are just a couple of scenarios that could happen in a game, there are many more, so I encourage you to have a good overview of the board each turn.
When the players reach Mr. I's warp point, he appears to them and asks if they want to see his magic. If they accept, Mr. I takes them, and any other players along the way, to the warp point on the other side of the board. The fee for this is 10 coins during the day and 5 at night.” This move could be fantastic or deadly depending on the situation. Imagine if you took a threatening player to the top of the board, only to have him change the time from day to night so he could visit Big Boo, that would really suck.
Of course, you can also totally ruin opponents by moving them away from the intended direction, it all depends on the players' location. You've already heard about the greatness that is the key to this board, but what about the other elements? If it's night and you're next to this junction, using a Mushroom or Golden Mushroom will help you get both boos in a row before they become unavailable. However, don't be afraid to go this route without any items, as you still have a good chance of making a lot of profits. Horror Land's item minigame is Coffin Congestion, where all you need to do is keep track of where you want to teleport to at the end.
The duel minigame on this board is Mushroom Brew, where you must press the button that appears above your pot; You win if you guess more correctly than your opponent. Overall, Horror Land has tons of things to do! Keep a close eye on your opponents' positions and the time of day; Doing so will give you a lot of information to make the best decisions on a board so full of events. Let's finish the boards with Bowser Land! Here is spatial programming; Of all the boards, it ties for the fewest blue slots with 54, has the fewest item slots with 5, and has the most bank slots with 3.
Here are your seven star slots. The main attraction in Bowser Land is the Bowser Parade which occurs every five turns. Anyone caught in the parade path will be pushed back to the start and throw two coins per space along the path. Players who stop by the parade planning offices can change the direction of the parade for five coins. If there is no one in the path of the parade, the parade will not happen. Also, the parade can't turn around directly, so if that path suggests that, the parade won't happen. You can lose tons of coins if you get caught in this parade!
Remember how many turns there are until the next parade starts and make sure you stay out of its way. If you feel bad, change the direction of the parade so that your opponents lose as many coins as possible. If you land on a space near a green pipe or a red pipe, you will enter and respawn from a green pipe. You cannot respawn from the same pipe you entered. There is a green pipe in each corner of the board along with this one in a hard to reach place. If you manage to appear there, you will receive a nice visit from your good friend, who always has your back, unless it is your opponent who pays him.
If you land on any of these three event spaces, you will be forced to take the Metal Blooper's "trip", where you will be stuck in a loop unless you can land on another event space, which will spit you out. Right here, ending up on this section of the board can be frustrating, but hey, at least you get a couple of interesting spaces here, instead of Koopa benches. Bowser Banks appear. The Baby Bowser Banker will lend five coins to players who pass through the Bank Space. Players who land in the Bank Space must repay the loan in full if the player does not have any coins, but has one. star, Baby Bowser will take the star.
It's definitely awesome that you can get five coins every time you pass through the bank space, but landing on it can be really painful! If it weren't for the fact that the item shop also worksdifferent! There is a Baby Bowser merchant, who sells an item to passing players whether they want it or not, even if they don't have enough coins and even! in the last turn. It can be a mushroom for 12 coins, a master key for 12 coins, a Bowser suit for 12 coins, a Bowser bomb for 12 coins, or a warp block for 17 coins. I'm not sure why the warp block is more expensive than the others.
You could use it while stuck in the loop here, but using it anywhere else is a pretty mediocre move, a bit strange. If you wear the Bowser costume and pass by a parade planning office, Baby Bowser will mistake you for Bowser and allow you to change the parade route for free. Passing the Bowser Bank with the suit will give you 20 coins. Passing the item shop with the suit will net you a free Skeleton Key, Bell, Magic Lamp, or Golden Mushroom! Talk about a robbery! If there's anywhere to use Bowser's suit on this board, it's right behind the item shop or behind your opponents.
All in all, though, this version of the item shop is a huge slap in the face to players' opinion of how the game turns out. Normally, you could strategize by purchasing certain items, but here they took away your rights. You should still try to make the most of it! There are two doors on the board, one on the left and one on the right. The right door opens the path to boo, which is cool, except the path there also has a space for Bowser, so it's up to you. The left gate protects an opportunity time slot and a battle slot, which are good options, but the main reason this door exists is to protect this star slot.
Under normal circumstances, a player would simply purchase a master key to obtain a star that appears here, but since the item shop on this board works the way it does, that's not possible. Instead, you should hope to get a master key if you want to have any chance of getting a star here. But wait! The item minigame! Surely that can help, right? Well... Bowser Land's item minigame is Bowser Slots, where you must combine three elements of the same item to obtain it. While timing your jumps isn't the hardest thing to do, it's definitely harder than the item mini-games found on the other boards.
With all this in mind, there is a high chance that if a star is spawned here, it will be lonely. The duel minigame on this board is Rock, Paper, Mario, where Mario beats Bowser, Bowser beats Peach, and Peach beats Mario. It works like rock, paper, scissors. Overall, Bowser Land has a lot of quirky twists on the formula you're used to. Don't let them catch you off guard and you'll be much better off. This title has 64 minigames and all of them have the possibility of appearing in

party

mode. There are twenty-one 4-player minigames, eleven 1v3 minigames, twelve 2v2 minigames, eight battle minigames, six duel minigames, and six item minigames.
Of all the Mario Party 1-7 titles, this one ties for the most 2v2 minigames, ties for the most battle minigames, has the fewest duel minigames, and ties for the most and the fewest of element minigames. A total of 21 minigames from the original Mario Party are reused, either putting a twist on the original concept or blatantly copying all the mechanics from the original. Needless to say, some of my tips for these mini-games may sound a little familiar to you. The coin collecting minigames: Deep Sea Salvage, Quicksand Cache, and Magnet Carta, do not appear until the last 15 turns.
These minigames have a yellow font in the game, indicating that instead of the basic rewards for minigames played, 10 coins, players get the number of coins they collect. Minigames for 4 players Abandon Ship Quickly climb to the top of the mast before the ship sinks under the sea. This minigame will choose one of the three obstacle courses you must face. They vary in the location of the board and coins, but not in the quantities of the board and coins. There will always be ten boards and five coins no matter what variation you get. Grind it as soon as the minigame starts or it will be fish food.
I can't tell you how many times I've seen people lose immediately because they assumed the minigame would give them some wiggle room at the beginning. The big pee will jump left when the timer is at 26, right at 23, left again at 20, and right again at 17. There is no variation in their pattern. Getting hit by them isn't even a big inconvenience anyway, so feel free to grab some coins if you want. Just don't accidentally touch a board, as it will knock you over the same way a cheep cheep does. The final stretch, which runs for about 15 seconds, is a total button masher.
Once you get near the top, you'll start to slow down a bit, but don't stop grinding until the end of the minigame. Countless times, players will slow down a bit because they assume they've basically won, only for another player to advance with a superior combination. Bombs Away “The floating island is under fire again, this time by Bowser's bombs! Hold on tight to win the prize! The first version of this Mario Party minigame only had cannonballs that you had to avoid, but this title has bullets and a single missile at the end! Any cannonball that hits the water will cause the island to tilt in the opposite direction, so players will have to adjust their position if they don't want to fall.
Cannonballs that hit the island while you are on the ground will temporarily immobilize you; To avoid this, jump as soon as a cannonball hits. He also avoids being hit directly by a cannonball; If you don't, you will be thrown off the island and you will lose. The bullet bills only reached the island. They are also slightly faster than cannonballs, as they take a more direct path to their destination. Avoid them the same way you would avoid a cannonball from hitting the island. You can see where each cannonball or bullet is launched at the moment it is fired, you can also see its shadow travel along the surface of the water;
Use these two details to predict where each shot will land. The huge cannon will prepare to fire a missile when the timer reaches 7 seconds. That missile will land in about 2 seconds. You must be in the air the moment the missile lands. If you are grounded, you are incredibly likely to lose. If you jump over a player's head, their movement speed will be reduced and they will not be able to jump, making it very difficult for them to adapt to upcoming shots; Only jump on a player's head if they are near the center of the island; jumping on his head while he's on the edge puts you at risk of catapulting into the ocean.
Bumper Balls “It's an all-out Bumper Balls party! Use your analog stick to roll your ball and bounce your opponents!" The first version of this Mario Party minigame only has one stage for you to play, but this title has three! Your strategy for winning should change depending on How many players are left and what stage you are in. At the beginning of the match, secure the center of the platform so you don't get eliminated quickly. If two or more players are fighting near a ledge, build your platform and crash into them. It's easier to do this in the island variant, as you can roll down the hill for an extra hit.
The icy part of the snowy variant is a little slippery, so make sure you're committed to that part, already. While changing direction is a bit tricky, hitting a player can cause a chain reaction, so you can put yourself in a great position by seizing the moment if you're trying to hit someone and see someone else taking aim. for yourself, then immediately retreat and reach a safe position. Your opponents can cause heavy knockback if they roll down the hill beforehand. Remember that you don't win by the number of people you eliminate, you win by being the last player left.
When three or four players remain, you use the slingshot™ technique by gaining momentum and rolling between two players, crashing into one of them. If you do it correctly, then you should launch yourself between two players, pushing each of them further. This can be deadly when used near the ledge, and is even great to use in the middle of the platform, as you'll gain stage control over everyone else, who will likely be near the ledge once you've taken them down. . The stage that benefits the most from this technique is the snowy variant. The ice doesn't like you going down slowly or changing direction too much, which is completely fine if you're bouncing around your opponents!
While this technique can be used over and over again throughout a match, it could also cause your opponents to gang up and target you; If this happens, try to stay between them as much as possible, ironically performing the technique one more time. You will not be able to use the Slingshotter™ technique once it becomes a 1v1. You have the advantage when you are in center field, in most cases. The snow variant's ice makes it difficult to build up momentum, so your opponent could build up his momentum on the ledge and land a hit on you. However, as long as you are aware of its movement, it shouldn't be a big problem.
If you two keep bumping into each other, but you're getting further and further apart, never stop doing it! If you see them turning to retreat, predict their movements and charge at them with full force. If you two repeatedly collide near the center of the platform without any noticeable change, then you are at a stalemate. You could keep crashing into them and maintain a stalemate for a draw if you don't want them to have any chance of winning, or you could take a riskier approach by backing off and trying to build momentum to give yourself an advantage.
This is more possible in the island variation, where you can go behind a hill and get a quick boost there. This could definitely backfire on you if your opponent does what he is doing and attacks while you are vulnerable. If you are stuck in a bad position, make your movements unpredictable and get to safety. Deep Sea Salvage A coin minigame. “Pilot your submarines and collect the coins that the Hammer Bros. throw!” The Hammer Bros. will throw coins, bags of coins worth five coins, and mines. The last one will stun the player for a second and cause them to lose the ability to pick up any items for a few seconds.
Take advantage of the top of the ocean! The Hammer Bros. throw all the items in arcs, making it easy to know where they will end up. If you see a bag of coins thrown to the left, preemptively move in that direction to grab it. If you see a mine being thrown at you, dodge preemptively so you don't get hit. You sink faster than coins, so feel free to grab them if they're under you. You sink at the same rate as bags of coins, so if there's one below you falling into the abyss, then it's a lost cause.
However, if it's because of these ledges, you'll be able to grab them once they land. You don't need to mash A as quickly as possible to get it to rise. It's more relaxed than that, so don't get tired. Dizzy Dancing “The record spins and spins, and so does your head! Be the first of the dizzy dancers to grab the floating musical note.” "Due to player motion sickness, the controls are modified and players have to figure out how each direction of the controller translates to the screen." Sometimes up is down, sometimes up is left, you won't know until you try.
Holding the analog stick toward the musical note probably won't take you toward it; after all, your controls were changed. I recommend that you hold your analog stick in the opposite direction of the musical note, make small adjustments to figure out what your controls are, and then repeatedly jump towards the musical note to beat the game. If you only jump at the end, you run the risk of other players hitting you and changing direction, which can be a pain. You could attack other players by hitting them, jumping or slamming them into the ground... but it's not worth it.
You will only make it easier for other players to reach the musical note before you, so stay focused on your goal. Hexagon Heat “Run to the hexagon that matches the color of the content Toad raises. Last one standing wins! This minigame is identical in concept to the Mushroom Mix-up from the first Mario Party. Hey, wait a minute... if Mario Party 2 manages to blatantly reuse assets from the first Mario Party, shouldn't I be allowed to blatantly reuse assets from my Identifying Luck for the First Mario Party video? That seems fair, right? Good! Let's take a look at this script here, just replace a few words there.
Perfect… let's slide this over here… okay. Replace the word "mushroom" with "hexagon", "water" with "lava", and the phrase "black mushroom" with "white hexagon". "If a player falls into the lava, he loses, "the last player standing wins the minigame." There is no pattern to the flags that Toad raises, it isCompletely random. Position yourself on the white hex in the middle whenever you get the chance, so that you're within walking distance of any hex Toad selects. Once you reach the indicated hex, block its edges to make it more difficult for other players to get there. If they try to jump to the hex you are on and you manage to block them mid-jump, they will bounce off you and land where they started, which at this point will probably be lava.
If you position yourself so that they jump over your head, you can also have them catapult from the hex into the water. If you are the one trying to access a hex, take routes that avoid other players so they don't block you. If you realize that the jump you made is about to land on another player's head and lose you the game™, then you can interrupt your jump with a slam on the ground. If you jump on someone, they will be partially crushed and their movement speed will decrease. If you Ground Pound someone, they will be crushed to the ground and won't be able to move at all.
Regardless of how you stun another player, they won't be able to jump, a movement option that is incredibly necessary to succeed in this minigame, especially when Toad begins to speed up as the game progresses. This is the most important tip for this minigame: you can start jumping towards the hexes while they are under the lava and land on them the moment they emerge if you have good time. This won't help you win, but it's useful for styling your opponents, and what else is more important than that? That will teach you not to recycle old content without any new mechanics!
I hope you learned your Mario Party 2 lesson! Honeycomb Havoc “Hit the block and then take as many fruits as the number shown. Prevent the honeycomb from being the last one left.” Your only options are to have a fruit or two. You have a better chance of winning if you follow my One 'n Done technique! When it is your turn, count how many other players are left and multiply that number by two, this allows us to know the maximum number of items that can be claimed before your next turn. Mark that many objects from under the next honeycomb.
What you have left are the remains. You have a 100% chance of staying in the game on your next turn if you reduce the number of remains to one. This may seem confusing, so let's see it in action. Another three players multiplied by two is six. Mark six objects under the next honeycomb and we will have two remaining. We want it to be one, so we'll remove one with this dice roll. Now, even if all the other players choose to remove two, we will still be in the game! Now this, on the other hand... is a difficult situation.
Two other players times two is four. Mark four objects under the next honeycomb and we will have five remaining objects. The lowest we can make the remainder is three by subtracting two. While the rest of one ensures your safety, the rest of anything else puts your fate in the hands of your opponents. In this scenario, if the next player rolls a one, we're screwed! If they roll a two, we're saved! It's hopelessly out of our hands, right? MISTAKEN!! This coin is our ticket to destiny. If we roll a two, we will move that coin within reach of the next player.
However, they can only get that coin if they roll a two, which is what we need them to roll in order to stay in the game. By betting on humanity's pitiful thirst for greed, we have increased our chances of this player getting what we want. Using the One 'n Done technique is a little different in 1v1. Mark two objects under the last honeycomb, if you can make the next object your only remnant, do so and you are guaranteed to be safe next turn. No changes there. If after the initial two marks, the next object is not close enough to make it the only remainder, mark it along with the next two objects.
The objects after that last mark are now your remains, reduce them to one as shown before and you are guaranteed to be safe on your next turn. If you are ever in the position where you can choose which player loses, then get rid of the one who is a threat to you in the game. There will be times when you will lose this minigame no matter what you try to do. Don't be discouraged and keep doing your best! Hot Rope Jumping “The flaming rope Podoboo spins and spins. Jump rope without touching a Podoboo.” This title's version of this minigame is a little harder than the version in the first Mario Party.
Here, Podoboo's rope will swing endlessly until someone wins by being the last one standing or until no one is left standing, in which case the minigame will end in a tie. The rope turns blue and turns red after 5 jumps. Although the red Podoboos appear larger, there doesn't appear to be a different hitbox. The rope will remain at the same speed for up to 10 jumps, where it will begin to speed up and slow down randomly in an effort to throw you off. Players tend to lose more by jumping early than by waiting to jump later, so pay close attention to the speed the rope takes at the moment it is about to spin again.
If you hold on long enough, you'll have to deal with breakneck speeds, in which case you'll have to take short jumps to keep up. Full jumps at the fastest speed will not be enough. Lava Tile Isle “Fight your opponents on top of the Grindel tiles to knock them off the floating island. Last one standing wins! Grindels will always start in I formation. Every two seconds, two Grindels will move to an open spot next to them. A Grindel without open spaces next to it cannot move. If you are standing on a Grindel while he moves, then you will stay in the same place and he will continue without you.
I know it doesn't make any sense, but that's what happens, so he tries not to let you get fooled by it. Players can stun each other for a short period of time with different results. If you hit someone, you push them back a few meters. If you jump on someone, they will be partially crushed and unable to hit. If you attack someone with a Ground Pound], they will be crushed to the ground and unable to move. Hits have a short cooldown, so if you time your hits you can really ruin someone's day. Jumping or hitting a player's head risks catapulting you into the lava.
While I would normally advise against jumping maneuvers in situations like these, hitting the ground can be a powerful option, as long as you only do it when there is land around you. Getting stunned by a ground slam is doubly painful if you're on a Grindel that's about to move. Prioritize safety above all else. While it's nice to throw people into the lava, the last one standing wins. If more than one player remains standing when time runs out, the game ends in a tie. Mecha-Marathon “See how far your Mecha Fly Guy will fly! Whoever flies the furthest wins!
Press the A and B buttons simultaneously to wind up your Mecha Fly Guy. Press the A and B buttons at the same time to wind up your Mecha Fly Guy. If you press one of the two buttons even a fraction of a second before the other, your entry will not count. You need to make sure that both buttons are pressed together in perfect harmony. Platform Hazard "Jump across platforms falling from the sky, as you race to be the first to cross the finish line." This title's version of this minigame has more obstacles than the first Mario Party.
There is the inclusion of moving platforms, as well as conveyor belts that go forward or backward. Since the quickest way to beat this minigame is by moving in a straight line, you won't want to change direction frequently. If you come across a moving platform and it's not in your way, move enough to land on the edge and continue platforming from there. Be aware of how quickly your character moves on the conveyor belts so you don't jump too early or too late. This minigame has the same layout every time, but memorizing it won't help you much, as the minigame moves at a fairly relaxed pace.
There doesn't seem to be one path that tops all the others. While this first moving platform is unfair to the player on the far right, the second moving platform corrects this by being unfair to the player on the far left. The two middle players must make sure not to touch the pyramid blocks or the players next to them when transitioning to the smaller platforms. If there is an advantage in a certain position, then it doesn't seem to be large enough to warrant much concern. Below we explain how to collect each coin without missing the minigame. First Coin: Do a short jump and then immediately jump to the next platform.
Second Coin: Take a full jump off the edge of this conveyor belt by moving backwards. Third Coin: Shortcut and then immediately jump to the next platform. Fourth Coin: Do a full jump off the edge of the platform before the one on it. Fifth coin: Do a short jump and then immediately jump towards the goal. You can jump on a player's head to reduce their movement speed and restrict their jumping, but you will find that it is not worth it because it is difficult and unrewarding, as bouncing off their head will likely result in a loss for you.
Roll Call “Count how many characters are walking around. Whoever is right when it comes time for roll call wins!” Players must count the Toads, Boos or Bob-ombs. For Toads, players must count the ones that move, rather than the mushrooms on the ground. Pausing the game will remove all the toads from the screen to prevent you from cheating on the timer. The good thing about pausing is that it reveals where all the mushrooms are in case you're confusing them with toads. For Boos, they can appear and disappear. Sometimes some Boos will move to the other side of the screen, making it a little difficult to count them.
Keep an eye out for those especially so you don't have to reboot. For Bob-ombs, players only count Bob-ombs that do not explode. Bob-ombs don't move as fast as Boos, so they're easier to count, but you need to make sure you subtract one from what you counted for each Bob-omb that explodes. No matter which characters you are counting, I encourage you to keep your eyes focused throughout the entire minigame. If you look everywhere, you'll lose track of how many characters there are pretty quickly. Start in one corner, count the characters up there, move your view to another set, count them, and so on until you have a good idea of ​​how many there are in total.
If you feel you made a mistake, then count calmly once again, this minigame gives you plenty of time. If you have no idea at the end of the time limit, simply copy another player's answer. To prevent your answer from being copied, first count to a false number and then quickly count to the real number you had in your head once the timer is about to end. The player who has the same count as the blue count at the top of the screen when roll call wins. If all four players agree, everyone wins. If no count matches the blue count at the top of the screen when the character count is added up, the minigame ends in a tie.
Shell surprised “Koopa tank captain in an all-out duel! If you get hit twice, you will be shocked! You have the option of taking a straight shot or a high shot. Direct shots should be used when your opponent is directly in front of you. Balloons should be used when your opponent is behind a Warp Tube. If you hold Z you'll be able to strafe, which I highly recommend. It makes it much easier to lock on to your opponent while you move instead of the alternative, which seems clunky in comparison. Levels vary depending on how many Warp Pipes are placed as obstacles.
Stage 1 has a tube in the center. Stage 2 has a tube in the center of each wall. Stage 3 has a tube in the center, with 8 tubes surrounding it. Keep in mind that you are not aiming for points, but rather survival. While direct shots can move around the map if left uninterrupted, overhead shots have a specific distance; This means that hiding behind warp pipes from enemies that are far away is a brilliant strategy. If you're worried about someone targeting you, feel free to cheekily glance at the screen to see what they're doing. Just don't get hit in the process.
If two cannonballs collide with each other, they will cancel each other out. If all four players are eliminated from the game or the time limit reaches zero, the minigame ends in a tie. The shy boy says: “The shy boy will raise a flag, so he raises the flag of the same color. It's simple, right? The game continues until only one remains.” The minigame version of this title, unlike the first version of Mario Party, has this unpassed Lakitu, which serves as a timestamp for the game, if the player does not activate the raise the flag button before Lakitu has left the screen, the Shy Guy will appear. his balloon.
Players have plenty of time to choose which flag they want to raise at the beginning; tailoredAs time passes, the Shy Guy will speed up and players will have less time to make their decision. His speed will stop increasing when approximately ten flags are raised. Sometimes, he will try to trick all the players by raising two colored flags at once. When this happens, the amount of time players have to make a decision increases a bit, which is more obvious this time since the Lakitu in the background will go a bit slower. This minigame will continue indefinitely until someone wins by being the last player standing... or you know, floating, or until the remaining players are eliminated at the same time, which would result in a tie.
Don't rush at first, there is no benefit in raising the flag as soon as possible. When things start to speed up, pay close attention to the Shy Guy's arms. When things start to speed up, pay close attention to the Shy Guy's arms, if he raises only one arm, then there will be no fake and you are free to raise the respective flag. If he raises both arms, take an extra split second to wait and see which flag he leaves up, then choose that one. Fakes can be really tricky sometimes, so don't rush and focus on being quick at the last possible moment.
Skateboard Scamper “he is the scariest skater ever! You're trapped in Boo's haunted house for a skateboard race to safety! While this title's version of this minigame may seem different than the first Mario Party, they are actually quite similar. The camera angle isn't too good here. Don't let that ruin your victory. There is a moving platform at the beginning that doesn't require precise timing to jump. This ladder, on the other hand, will make or break your career. If you don't jump at the right time here, you risk getting stuck on a wall or ledge, either way you'll be left behind.
If at any point you notice that you are falling behind, simply skate on the ground to regain your balance. Jumping doesn't slow you down but it doesn't speed you up either, it just keeps you at the speed you're currently at. That's why it's okay to grab coins as long as you're going at your maximum speed. It's also a good idea to jump uphill. Reaching that top speed is easy for most of the minigame; pressing B repeatedly at an average pace will be enough. However, once all the obstacles are behind you and the camera changes, the speed limit disappears and the minigame becomes a button masher for the remaining players, with victory going to whoever is further ahead.
Knowing all this, save your best button mashing for last, as it won't help you much beforehand. Slot Car Derby “The first to complete 4 laps in the Slot Car Derby wins!” There are three courses, on the straights and on the wide curves on the edge of the courses, you can go as fast as you want without turning, in each section, your tires will start to smoke at maximum speed, indicating that you should release the lever analog. for a brief moment before accelerating again. Memorizing sections of the course that are optimal spots for speed and knowing when to briefly release the analog stick will allow you to race ahead of other players.
Don't wait until a split second before "GO" appears on the screen; Otherwise, you'll get off to a bad start. If a player overlaps another player, that player will be rammed and eliminated. Sneak 'n' Snore “Sneak up to the red button and exit through the door while Chain Chomp snores. Hide in the barrel if he wakes up. The harder you press your analog stick, the faster you'll go, but the faster you go, the longer it will take you to hide in the canyon when you release the analog stick. If Chain Chomp activates while you're going at the fastest speed, you probably won't be able to hide in time.
If Chain Chomp activates while you're going a little slower, then your chances of not getting caught are much higher. When the minigame starts, go as fast as possible. The moment you cross over to the fifth square, keep moving, but slow down a bit. Chain Chomp will wake up the moment you enter that fifth square or a little after, there's no way to know for sure, but if you move a little slower then you'll be able to react in time when he wakes up. You only need to step about halfway on the button to press it, as that's not a waste of time.
The way back is more difficult as Chain Chomp will probably wake up two or even three times at random. However, it is not totally useless. Chain Chomp cannot wake up the moment he falls asleep. You can take advantage of this by going fast for a second or two the moment he starts sleeping, but no more than that, don't be greedy. If all players are captured by Chain Chomp, the minigame ends in a tie. Tile Driver GROUND GOUND to flip the panels and match all the puzzle pieces. “The first one to finish wins.” Players must match a Goomba, a Koopa Troopa, or a Boo.
Goomba panels become Koopa Troopa panels. Koopa Troopa panels become Boo panels. And the Boo panels become Goomba panels. There is NO reason to do a ground slam from high in the sky, that will just be a waste of time. Hit the ground the moment you are in the air. This way, you can rotate the panel you want a little faster. It is not necessary to be in the middle of a panel to turn it around. Doing so will be a waste of time. Hitting the ground even an inch from the desired panel will do the trick, just be careful not to accidentally hit the wrong panel.
And before you get any fun ideas, you can't access more than one panel at a time. If time runs out without anyone matching the image, the minigame ends in a tie. Tipsy Tourney "Tilt the picture frame up and down, left and right, to clear the panels and reveal the image beneath." This title's version of this minigame is mechanically identical to the first Mario Party. The only difference is that you are discovering a GRAPHICS INTERCHANGE FORMAT instead of a png. You should start with the edge panels, moving toward each corner once the shell begins to move toward you.
Once all the edge panels are almost finished, move inward to slide the shell toward the center and make small adjustments to reveal the rest of the image. If you do it correctly you should complete the minigame when the timer is between 15 and 17 seconds, most players complete it a few seconds less because their shell doesn't slide where they want, feel it good and shoot. for the specified time. Toad in the Box “Jump to hit the spinning blocks. The first one to get 5 Toad faces wins! Every time a player gets a Toad face; the rotating block becomes a little faster.
The ground beneath them also rises one level. If a player hits the spinning block and gets something other than a Toad face, they will be stunned for a moment. Stunning time varies depending on which face it is. Piranha Plant's face and Chain Chomp will stun you for about two and a half seconds, while Bowser's face will stun you for about three and a half seconds. No matter how fast you spin the block, it will always roll in the same order: Toad, Piranha Plant, Chain Chomp, Bowser. The minigame will always start on Toad's face, but he will spin too fast for you to hit him.
Even a box 1 entry wouldn't be enough here, so don't try it. Just wait patiently for Bowser's face to pass by and then jump towards Toad. You can easily do the same for the second level. Levels three and four are when you need some real timing skills. Try thinking the word "red" every time you see Toad's red face passing by. After developing a rhythm of about two or three “reds”, try jumping with that rhythm for the toad, it will usually work that way. The fifth level throws time out the window. Don't even bother! Jump immediately, and if you don't find Toad there, wait a split second before jumping again so you don't have the same face you just rolled.
Totem Pole Pound It's a race to see who will be the first to use POUNDS OF GROUND to slam the Totem Bros. into the ground. While short jumps are faster, they will end up wasting your time due to how weak they are. That's why you should only aim for full jump ground pounds; They may be slower, but their strength more than makes up for it. Your character has a rest animation after each ground hit. During this animation, you can't make them jump, so you have to wait until the time is right. However, this can be complicated.
If you press A too soon, they won't jump. If you press it too late, you will waste precious time. To solve this problem, I recommend the “zero, one, jump” technique. Every time your character hits the Totem Bros., he starts counting like this. Zero, one, jump, and the moment you get to “jump,” do a full jump, hit the ground, and repeat the process. “zero, one, jump” 1v3 Minigames Archer-ival “Try to hit the moving targets with your arrows! Take down all three rivals to win! The Boo panel gives one coin, the Toad panel gives two coins, and the Baby Bowser panel gives three coins.
If you are a solo player, try to resist the coins you can get from these extra panels. I know it's tempting, but hitting them would give your enemies more room to run away, putting you at greater risk of losing the minigame. Many times, these AI-controlled panels will corner your opponents, making it easier for you to hit them. If you notice that someone's movement is restricted, whether from the AI ​​panels or another player, simply put them out of their misery. Likewise, if no one is completely restricted, target the player with the least room to move. When it's 1v1, your opponent will likely have a lot more room to move.
Keep your objective on your panel, but make it clear that you are favoring one side over the other. This can scare them into moving in the opposite direction, which you can take advantage of by moving quickly in that direction and shooting. AI panels can help you by moving towards your enemy, consuming their space to move. They may even feel compelled to move towards the AI ​​panels to avoid them taking up all their space. This is a good move for them, but you can take advantage of it by quickly targeting your enemy's panel and favoring their escape route.
Firing a short in this situation will likely mean victory, as long as the AI ​​panels don't suddenly change direction. If all else fails, move left and right very quickly to intimidate them and take random shots. After all, you have unlimited arrows. If you are one of the three players, then you will try to dodge the solo player's arrows until the time limit runs out. You want to make sure you have enough room to move around. You can prevent the AI ​​panels from moving in your direction by blocking them and waiting for them to decide to move in the other direction, just be careful not to stay there for too long or you will end up knocked out.
Cornering your own teammate is never a good idea. Give them room to move too. If you're the only person at the end, try to stay in the middle of an open area to have the most options. The solo player must reload between shots, take that time to reposition yourself if you are in a bad spot. The AI ​​panels can deal serious damage to you here, so if you see them approaching, stop them while it's safe before returning to your open space. Bombardment by Bob-ombs "The player floating in the bathtub must dodge the bombardment of Bob-ombs to keep the bathtub afloat." A bob-omb only hits the solo player if he lands inside the raft;
If one hits the edges, it bounces back. If any of the three players take too long to throw a Bob-omb, it will detonate on the player and briefly stun them. If you play alone, stay in the center of the circle. Most players have trouble moving bob-ombs at this distance. They tend to throw them too far or not far enough. If you're playing with someone who knows how to consistently throw the bob-omb at an average distance, make sure you're not right in front of him. You want to give them an awkward angle to throw their bob-ombs, it's not easy.
If you are one of the three players, you must learn how to throw the bob-omb correctly! Let's say you're about to launch one head-on. Start by pulling your analog stick in the opposite direction. The distance you throw your bob-omb depends on how quickly the analog stick returns to neutral. If he gets there quickly, you'll throw the bob-omb very far. If you get there at a decent pace, then you'll abandon the bob-omb and the average distance. If it gets there slowly, you'll throw the bob-omb a few feet. As I said before, many players have trouble launching their bob-ombs at an average distance.
Once you get used to its speed, you'll be on your way. Predict the solo player's moves as best you can. Are they just in the middle? Are they moving only at the far edges? Answer these types of questionswill give you a better idea of ​​where to throw your bob-omb to get the best shot. If your teammates are having trouble throwing a certain distance, quickly let them know how to do it correctly so your team has a better chance of winning. Bowl Over “Go bowling with a Koopa shell! You win if you knock down all your bowling rivals.
You can bowl with 2 shells.” If the solo player knocks down a normal pin, he will receive a coin. The first version of this Mario Party minigame only had one variation, while this title has three. The Variation 1 lane turns to the right and then to the left. The Variation 2 lane turns left and then turns right. The Variation 3 lane turns left, turns sharply to the right, and then turns sharply to the left. The first two variations make it easier for the lone player's shell to reach the end, but the angle they come from is much more obvious to all three players.
The third variation makes it harder for the lone player to reach the end, but the angle they are coming from is less obvious to all three players. If you are a solo player, don't let any of your projectiles fall off the lane, keep in mind that you only have two chances to take down your opponents. Be discreet about the angle you're coming from so they can't adjust. Try to get at least two players at once on your first shot. If you only get one player, the remaining two will most likely go to opposite ends in the next round, making it virtually impossible for you to win at that point.
If you're thinking you can play it like normal bowling and try to hit one pin against the other, keep in mind that the moment you hit a pin, its hitbox is disabled, so that strategy wouldn't work here. This is why you should launch your second projectile as quickly as possible so as not to let your opponents have a chance to ruin you. If they manage to get into position and lose all hope, then look for the normal pins to get some coins. This is the only situation where I would recommend focusing solely on them. If you are one of the three players, tell the other two to spread out;
This will reduce the chance of the solo player catching multiple players at once. This will also put them in a position where they will have to use their best judgment on who to target, as everyone is spread out rather than easily hitting everyone at once. If two players on your team remain on the solo player's second projectile launch, immediately spread out to opposite ends to ensure your victory. Crane Game “It's the new and improved Crane Game! Drop all your stuffed rivals into the pipe to win. Don't leave anyone behind! This title's version of this minigame differs greatly from the version in the first Mario Party.
Here, the lone player must capture all three opponents. To facilitate this task, time bonuses of +15, +20 and +30 were introduced. When the player drops one of them into the pipe, more time will be added to the game's timer based on what the clock shows. If you are a solo player, then it is recommended to get bonuses every time. Getting them all at the beginning will leave you with 60 seconds to capture all three players, which is double the amount of time you had before. How hard it is to hold onto something depends on three factors: how fast you're squishing it, how fast it's being squished, and where you're grabbing it.
The mash is obvious, so let's focus on the third. If you grab an object from the side, you'll notice that it will wobble, A LOT. This isn't just an aesthetic issue, it means you don't get a good grip on it, which will reduce your chances of retaining it no matter how quickly you smash it. Make sure to grab all objects, player or not, from the middle. This task can be made easier with light shining from below. Simply line up your target in the middle of that light and you're done. You don't need to touch A at all when grabbing a half-timer, so don't waste your strength on them.
When it's time to catch all three players, target the best button masher first. After all, it would be a shame if you tired yourself out beforehand. What sucks is that the three players' character locations are chosen randomly, so the best button masher may have the best position. I believe in you though. If you are one of the three players and the solo player picks you up, then smash as fast as possible the moment he grabs you. Filet Relay “It's a 3 on 1 penguin race! Be the first to throw the fish to your friends at the end! If you walk too fast, you will fall.
You get a warning that you're about to go too fast when your penguin starts to slide. If you play solo, you have a low chance of falling due to your reduced movement speed. Feel free to mash to your heart's content, but still keep an eye on your character if he starts to fail a lot, however unlikely that may be. If you are one of the three players, you have a higher chance of falling due to your faster movement speed. Grind to move quickly, but pay close attention so you don't accidentally fall. Regardless of which side you're on, try not to touch anything, whether it's an opponent, a wall, or a pile of snow;
They will either push you back, sideline you, or slow you down. In this first section, simply drive in the lane closest to you. If you are one of the three players, then use your speed to overtake the solo player and force him to collide with you while you make the switch. If you are the solo player, then pay attention to your opponent so that this doesn't happen to you. Also keep in mind that you can still run into players who are waiting for their teammates, so avoid them as well. This second stretch is incredibly narrow, making it difficult to overtake again if you've fallen behind.
You want your opponent to be behind you here, not the other way around. All players have greater potential when it comes to falling in this third section due to its steep slopes. Be aware of your speed and avoid the piles of snow thrown by the snowmen, they existed before but they have a better chance of screwing you here. Lights out “You are the one in the dark. But if you hit your rivals who are carrying light bulbs with the hammer, their light will go out! If you are a solo player, then you have two different types of hits to hit your opponents.
The vertical swing and the horizontal swing. The vertical spin has less range, but emits some stars when it hits the ground, which can help you figure out where you are in the dark. However, this will also show everyone else where you are, so don't do it unless you're totally lost. The horizontal swing does not emit stars and has a wider attack range, which should make it your preferred swing for eliminating players. If you notice a player hugging the edge of the arena, move along the edges in the dark and surprise him with a hit. Run towards any player you want when the lights turn on, but when they go off, try to target a different player.
This has the potential to throw everyone off, as it seemed like you were going in one direction, when instead, it was bait. If you get close enough, you can knock out multiple players at once. If you are one of three players, make your moves unpredictable. Hugging the edge all the time will only make it easier for the solo player to hit you. Run down the middle, make circles, and flee whenever you see stars to give yourself the best chance of survival. Look Away “Look in the same direction as any last player to take it out. Get all 3 in 5 turns!
Players have the option to look in one of five directions: up, down, left, right, and forward. The latter is done without touching the control stick at all. You can freely turn your head wherever you want once this red light flashes. The music will stop once this blue light flashes, but you can still change direction for another half second. If you're a soloist, take advantage of players who don't know this information by choosing the direction they chose a split second after the song ends. Even players who know what they're doing can accidentally commit to a direction early, so pay close attention to your moves.
If an opponent is twisting his control stick or simply changing direction violently, then it is unlikely that he is looking forward. Most of the time, someone with that kind of energy doesn't let go of the analog stick at the end. The most uncomfortable direction to hold your left thumb is to the left, making it less likely to be chosen by players who don't violently move their analog stick. If you notice a pattern, such as a player constantly choosing the same option, take advantage of it by moving their head elsewhere and then choosing that option at the last moment.
If you are one of three players, make sure your teammates know that they can still change direction half a second after the music stops and the light flashes blue. If the solo player goes in the same direction twice in a row, then it is unlikely that there will be a third option, since he will now see that option as the one that failed twice. If you're worried about having your mind read, shake your analog device in all directions to leave it to chance. Feel free to release your analog stick at the end of your performance to look ahead, if you wish.
The advice I've given here is less likely to help than most of the others. You could try your hardest here and still lose, such is the nature of minigames like these. Move to the music “Copy the dance teacher's moves! If there is only one player left standing, the dance master loses! There are seven dance moves for the solo player to choose from. Up, down, left, right, B, A, Z. The lone player has two chances to confuse the three players. If you are a solo player, you are at a disadvantage. Remembering four to six entries in each round, no matter what they are, will not be difficult for most players.
While a bunch of arrows pointing in all directions can be enough sometimes, there just isn't enough stress in the memorization department for this minigame to be balanced. That's why I recommend the Lose Your Friends technique! It's pretty simple! When you make your contributions, your opponents probably remember them by replaying them in their heads, right? To counter that, say a random input every time you make one, and while you're at it, say a bunch of random inputs during your turn too! While I can't guarantee that they will like you after doing this, I can guarantee that this technique will increase your chances of winning by a solid 24%.
The minigame rules say "copy the dance master's moves," but if the dance master ignores an input and another player copies it, then that player will be eliminated. Well that's strange, didn't they just do what they were told? Yes, it sucks. When it comes to the solo player ignoring an input, the appropriate response is to execute any input. This exception to what the minigame tells you at the beginning is not mentioned anywhere, so if you want to take advantage of it, go ahead. If you are one of three players, try to remember the entire dance so you are ready to move when your turn comes.
Make sure your teammates know how to respond to the solo player's lack of information. Quicksand Cache A coin minigame. “The player in the Bowser suit controls the quicksand. He tries to take down all your coin collecting rivals.” If you are a solo player, move the three players away from the wads of coins and bags of coins, which are worth five coins each. If two players are going for the same bag of coins but are on opposite sides, then prioritize moving the player who is closest vertically. If they are both aligned vertically, but are a little far away, then don't rotate the sand to catch the bag of coins.
If all the players are on one side, move them to the opposite side from where all the coins fall. Keep track of how they try to get to the coins and make sure they go as slow as possible by pushing the sand against them. They may try to go with the flow, which ironically will help them move much faster, so have a game plan, but be unpredictable in its execution. If one of the three players is doing well with their coins, both on the board and with the minigame star, then make sure not to extend their lead even further.
If you are one of the three players, look for wads of coins and bags of coins. If the solo player is taking you away from what you want, then try to follow the flow to get back. You'll either take the solo player by surprise and get what you originally wanted, or you'll be in a new area to grab more coins. If you are absorbed into the core, you will not be able to get any more coins, but you will keep the amount you collected. Be greedy, but not so much that you end up falling. Rainbow Run “Keep your eyes on your goal as you run across the rainbow bridge!
The players in the cloudsThey will try to shoot you down with cannonballs! This minigame is identical in concept to Tightrope Treachery from the first Mario Party. Unlike Tightrope Treachery, the three players' clouds move automatically rather than being controlled by the players. Any cannonball that hits the rainbow will only serve to distract the solo player by shaking the screen violently, direct shots at the player are what will directly affect their location. The way the player falls actually seems a little inconsistent now that I think about it. Sometimes shots from the left will cause the player to fall to the right or… to the left?
It's a little weird. There are also strong winds that the solo player must adapt to as he progresses. If you're a solo player, you'll generally want to stay in the middle of the rainbow as you progress. You don't need to worry about the three players constantly bombarding you from the side, since they have no control over their movements. However, since their movement is automated, they can focus more of their attention on landing their shots. It is possible to turn left and right to avoid shots that hit the rainbow side. However, this can be a risky maneuver, so you should only attempt it if you are running out of time.
If you are hit by a cannonball, immediately return to the center of the rainbow and continue. Every time you get hit, you have invincibility frames, so you'll almost always have a chance to readjust. It's very possible that you'll get hit immediately after you can move again, so it's crucial that getting back to the middle of the rainbow is your top priority. If you are one of three players, remember that your cannonball will travel the same distance each time you shoot, so always keep in mind what angle you are shooting at to make your shots. If the solo player is doing well, then you could have a player on your team constantly hit the rainbow over and over again;
This will give the lone player a hard time trying to figure out where it is. In their confusion, the other two players on your team might take direct shots at them. Shock Drop or Roll “Turn the lever to spin the power turbine. Stop your rivals in their tracks and eliminate them all! If you play solo, be as unpredictable as possible. Make your opponents think you're about to commit to spinning the turbine in one direction, only for you to spin it in the other direction. Do this while doing a bunch of other mix-ups to throw your opponents off as much as possible.
If you notice that a player is confused, take advantage of that confusion and commit to turning to the side. Unfortunately, this minigame doesn't really favor the solo player if any of the three players know the next strategy. If you are one of the three players, stay in the air as long as possible so the spinning turbine doesn't affect you as much. Don't move and then jump, as you'll risk putting yourself in a terrible position if the solo player spins the turbine in the direction you jumped. Instead, you want to jump and move in the air. Do this over and over and try to stay in the middle.
Although you could make the solo player cry. 2v2 Balloon Burst Minigames This minigame used to be a 4-player minigame in the first Mario Party, now you have a teammate to rely on. Press the A and Z buttons alternately to inflate the Bowser balloon until it bursts! You can also use B instead of Z. Your bomb will flash when it is full of air. You will pump more air if the pump is full. You want to hit the sweet spot where you are pumping in as much air as you can, as fast as you can. To do this, you must alternate button presses rhythmically at a speed of 308 beats per minute, which turns out to be exactly twice as fast as the song playing during this minigame.
Take advantage of this by entering your inputs at both the on and off times of the song and you'll be well on your way to victory! The minigame should end with about 20-21 seconds left if both players on the team knew the song trick for this minigame. Kudos to the developers if it was intentional. The game ends when one team pops their balloon or time runs out, in which case the minigame will end in a tie and neither team will win coins. Sled race “It's a super long sled race! Keep pressing the A button until you jump onto the sled.” In the version of this title there are fewer railings, making it easier to fall into oblivion than in the first Mario Party.
Whichever team crushes A the fastest at the beginning will get an advantage over the other team, which is a fantastic advantage. When on the track, both players must hold the high position to reach maximum speed and must drive by tilting their analog sticks up, left and right. Just slow down a little when making sharp turns; otherwise, you should hold on the entire time. There are three booster platforms on the track. The first and third are on the main path, but the second is on an alternative path that I recommend taking to go a little faster. Gliding across even a couple of pixels of a boost pad is enough to receive the boost, so don't waste time trying to line up with one perfectly.
If you are ahead, understand the other team's movements, ideally by looking at the screen. Block them every time they try to get past you, if they end up being successful and your team gets left behind then look for an opening and try to sneak in as best you can. Crashing into walls isn't as punishing as you might expect, but if you don't want to slide down them for too long, you'll soon slow down. If one team falls, the other team must still reach the finish line in order to win coins. If they also fall, the minigame will end in a tie.
If the opposing team falls, then the rest of the minigame for your team should consist of calmly sliding down the track. Cake Factory “Demand for cakes is high! One player places cakes and the other places strawberries! The most productive team wins!” Players grab and place their ingredient by pressing A once and can hold their ingredient longer by holding down the button. The only reason to conserve your ingredient is if you have to wait for your teammate, that's why you both need to keep an eye on each other so that neither of you places your ingredient too soon.
If a player places two cakes on the plate or places a strawberry on the plate first, the team must try again. If a player does not grab the ingredient from the conveyor belt in time, he is stunned for a short time. While all characters are stunned for the same amount of time, not all stunned characters have the same animation. Some characters make it obvious when they are no longer stunned, such as Luigi, while other characters are less so, such as Mario. Make sure you know the exact move your character makes when he is no longer stunned so you don't waste any information.
When the timer is between 30 and 14 seconds, press A the moment an ingredient begins to line up with your character. When the timer is between 13 and 0 seconds, press A the moment an ingredient lines up with the center of the plate. If any tip will help you earn much more, it is this one. Many players begin to lack their ingredients during this final stretch, but if you and your teammate know this moment, then you are ready. Destruction Duet “Your job is to be the first demolition duo to demolish the Bowser statue.” This minigame has three variations: Type 1, Type 2 and Type 3.
The difference between the variations is the size; Type 1 has the smallest, a statue of Bowser crouching, Type 2 has the medium size, a statue of Bowser standing normally, and Type 3 has the largest, a statue of Bowser standing with his arms raised . Type 1, 2, and 3 statues have 30, 60, and 90 total health, respectively. Players have three attacks they can perform: punches, jump kicks, and ground strikes. The damage of each attack can be described as follows: Punches deal 1 damage. Jump kicks deal 2 damage. Ground hits deal 3 damage. There are many ways to play this minigame. Both players hit, both players kick, one player hits while the other kicks, one player climbs on the statue and hits the ground while the other hits or kicks, orrrrrrrrrrrrr... one player goes next to the other to harass him.
Yes, you can do this by hitting, kicking, jumping and slamming them on the ground while their partner punches, kicks or punches the statue. Of all the strategies your team can do, the best one is… both jump kicking! Ground Pounds, while dealing 3 damage per piece, are too slow to be worth using. The punches, while incredibly fast, only deal a measly point of damage. On the other hand, jump kicks are almost as fast as punches, with the added bonus of dealing 2 points of damage. You're doing yourself a disservice if you're using any attack other than jump kicks. In fact, it is broken.
Dungeon Dash "It's a race through the dungeon! Teammates must tilt their analog sticks at the same time to advance! Avoid enemies blocking the way!" This minigame is similar to the Desert Dash from the first Mario Party, but with a few more obstacles. Both players on a team must push their analog sticks to the side indicated in the dialogue. The first player on a team to execute the correct tackle will inevitably start a timer for the second player. For example, if the second player does not also execute the correct input within half a second, the team will be stunned for a moment and will have to try to execute the same input again.
If the second player executes the correct input within half a second, then the team will advance one step and the next input will be in the opposite direction from the last one they completed. Simply put, if your team plays perfectly, then your inputs should be right, left, right, left, etc. If your team stumbles on the third entrance, then you can go right, left, right *stumble* right, left, right, left, etc. Your computer can enter the correct address fractions of a second before the dialog box prompting you to do so appears; Doing it repeatedly will make you go a little faster, but it's also a little riskier, so only do it if you're confident. in the synchronization of your equipment.
Small fireballs can jump out of the lava and go to the other lava pool, trying to burn players to slow them down. Stopping for a moment should be enough to avoid them. The Thwomp floating in the air will crash to the ground, rise, and repeat the process. It will take him six seconds to get up and one second of stillness before he crashes to the ground again. The amount of time players are stunned if they are crushed is almost identical to if they botch a tackle. In fact, being crushed by the Thwomp will cause players to move forward a few meters, which is a much better alternative to waiting for the Thwomp to rise and move yourself.
In short, pretend Thwomp doesn't even exist. Handcar Havoc “Handcars race down the winding mine road! The first team to reach the end wins! In the first version of this Mario Party minigame, players could go off the track, that is not possible in the version of this title, so there is no need to worry about that. In a curve, the handcar must lean to the left or right so that it can continue without losing speed. If you are turning left, lean left; If you are turning right, lean to the right. Both players on a team must bow;
If just one person leans the handcar into a curve, you will start to lose speed. Don't treat this minigame as a short-burst button masher; Treat it as an endurance button masher, so go at a fast speed, but not fast enough to tire you out. It's common for teams to be so focused on grinding that they sometimes forget to lean into the corners and lose the speed they've just developed. Remember that leaning is equally important. Looney Lumberjacks “Teammates must cooperate to cut the rough log.” The more you push or pull the saw, the more efficient it will cut.
You want to nail the sweet spot where you are cutting the most log as quickly as you can. To do this, you and your teammate must press your respective buttons rhythmically at a speed of 160 BPM. You'll know you've reached this pace if you move on to the next button when the saw has gone as far as it can go. If done correctly, the game should end with about 49 seconds left. A truly respectable time! If at any time you both press the same button, the saw will not move. This can definitely throw off your rhythm. Just stay calm and keep aiming for wide cuts to give yourself the best chance of winning.
You only need to touch the button for full input to be done; no need to hold it and it will runthe risk of pressing the same button as your teammate. Magnet Carta, a coin minigame. "Using the magnets on the front of your car, try to grab the coins and the chest, and take them to your team's pit." Players can collect individual coins, bags of coins worth five coins, and a treasure chest worth ten coins. The better the object you grab, the more your car will slow down. To get the treasure chest as quickly as possible, you and your teammate will need to pick up two items that are next to each other.
This will open up enough space for one of you to take the prize. If you and your teammate don't coordinate like this at first, then find an opening large enough that you won't miss anything; Remember, removing a single object doesn't give you enough space, no matter how close it may seem. If your opponent gets the treasure chest and you really don't want him to win ten coins, then he considers stopping you from picking it up. However, you don't want to do this too often, as you will probably be losing coins yourself. This type of drastic action should only be used on players who are doing very well with their coins, both on the board and with the minigame star.
If you're ever feeling generous, you can gift coins to your opponents! Oh, the philanthropy. Sky Pilots “The player who controls the plane and the player who flaps the wings must cooperate to reach the finish line first!” If you are steering the plane, keep in mind that up is down and down is up. The left and the right remain the same. You will advance if you touch a rainbow or fly through a rainbow. Rainbows come in pairs, allowing you to expand your momentum even further. However, you will lose control of your movements as you push, so be sure to make the first push at an angle that will launch you into the second.
This angle will always be to the left, so make sure you turn right first to give yourself enough room to maneuver. Hitting a cannonball will knock you down. They have pretty good aim, so change direction quickly to avoid them. Running into the face of a Bowser balloon will also knock you down; His rope doesn't count. If you are flapping the airplane's wings, remember that you will get the greatest speed with fuller fins. Always raise the wings high before dropping them. Speed ​​Hockey Hit the projectile into your opponents' goal. The first team to score 3 goals wins! The player next to the goal must remain in the center; going too far on either side will leave the goal vulnerable.
The player in the center of the field is less restricted and must do his best to bounce the projectile into the enemy goal. Regardless of your position, this minigame is all about reflexes. Watch the shell bounce off the walls and react accordingly. It will get faster the longer it has been in play. When it's too quick to react, play defense! The chaos of your speed will determine the winner at that moment. The first team to score three goals wins, or the team to score the most goals when time runs out. If the timer runs out and both teams have the same number of goals, the game ends in a tie.
Toad Bandstand “They're dueling bandstands! Take turns playing Toad's piece. Best performance wins! This minigame is like Mario Bandstand from the first Mario Party, except it's a 2v2 minigame instead of a 4-player minigame. There is no player as director either. Each time an example plays first, so play as the cursor aligns with the marks on the score. Every time a player misses a note, he will be hit by an acorn from a tree which will do nothing more than notify him of his mistake. The team with the most accurate timing wins. The chances of a tie in this minigame are incredibly low, since the score is determined by time, which is much less black and white than whether a player simply plays a note or not.
That's why you need to make sure the cursor is perfectly aligned every time you play a note. Torpedo Targeting "The submarine pilot and torpedo launcher must cooperate to hit as many targets as possible." Every time a target is destroyed, another target appears and teams have to find it. If you are piloting the submarine, keep in mind that up is down and down is up, but left and right remain the same. It is not necessary to move forward to go up or down. Find the goal as best you can. Keep an eye not only on your screen, but also on the other team's screen to get a better idea of ​​where the target may be.
Make sure your sub is properly aligned with the target to give your teammate more time to shoot. If you are the torpedo launcher, keep in mind that you can direct the torpedoes after launching them. Up is down, down is up, but left and right remain the same. Controlling your torpedoes will make this minigame much easier for your team, especially since some targets like to move. You can also stun the other team by launching torpedoes at them, but this is not recommended as the stun only lasts a short time. It's more of a nice side effect of a bad shot than anything else.
The team that destroys the most objectives wins. If the problem teams score the same number of points, the game ends in a tie. Battle Minigames Bowser's Big Bang “Collapse together to press the plungers. If Bowser blows you up, you're out. Last one standing wins! Only one plunger from one set can cause the explosion. I... I'm so sorry... I knew this minigame was coming and I promised myself that I would be able to find some kind of pattern, some kind of way for you to increase your chances of winning, but alas! ...there isn't. But... does the order matter?
We'll determine if that's the case by calculating each player's chances of being the first to fly through the air. The first player has a 1 in 5, or 20% chance of exploding first. The second player can only fly first if the first player lives, so we will multiply the first player's chances of life (4 out of 5) by the second player's chances of flying (1 out of 4). When that fraction is reduced, we get a 1 in 5, or 20% chance that the second player will explode first. The third player can only fly first if the first player and the second live, so we will multiply the first player's chances of living (4 over 5), the second player's chances of living (3 over 4) and the Chances of the third player explodes (1 of 3).
When that fraction is reduced, we get a 1 in 5, or 20% chance that the third player will explode first. The fourth player can only fly first if the first player, the second player and the third player live, so we will multiply the first player's chances of living (4 out of 5), the second player's chances of living (3 out of 4) , the third player's chances of life (2 out of 3), and the fourth player's chances of exploding (1 out of 2). When that fraction is reduced, we get a 1 in 5, or 20% chance that the fourth player will explode first. The remaining 20% ​​is the probability that all four players do not explode, in which case the plungers reset and the minigame begins again.
In general, all players have the same chance of winning, regardless of the position they are in. This is true for the beginning of the minigame and also for the end. Everything balances perfectly. So your strategy...? Pick whatever plunger catches your eye and hope for the best. Balloon Bumper Cars “Use the spiked front of your car to pop your opponents' balloons! Tilt the analog stick up to go forward and down to go backward. Tilt it to the side to change direction. If you hit someone's car while it's moving, you'll both be knocked backwards. If you hit someone's car while is still or spinning, then you will turn him around, which is a great move to put your opponents in a bad position.
You obviously don't want this to happen to you, so make sure you do it while moving when other players collide with you. it makes sense to knock out another player, if you just get knocked out right after, if you're going to attack someone, make sure it's safe to do so first would benefit the most from getting 1st place Crazy Cutters “Use your jackhammer to cut. the fossilized figures! The cleanest Crazy Cutter wins!” This minigame is from the first Mario Party, except now it is a Battle minigame instead of a 4-player minigame. The possible shapes that players must cut are Cheep Cheeps, Chain Chomps, and Bloopers. higher accuracy, represented by its point value, wins.
If you are moving and decide to take your hand off the analog stick, then your character will continue moving in the direction you last moved it, so you won't be able to stop in the middle. When cutting, you have to stick with what you have. Forgetting a detail like this can make you go so far out of line that no matter how nice the rest looks, you will get 0 points, so don't do it. This minigame is pretty tight. Pay close attention to the tip of your drill and the outline you're living behind, it will give you a great idea of ​​how well you're doing and, if any, what you're doing.
Make mid-game adjustments. Drilling up is a little more difficult than drilling down, since your character covers the outline. That's why you want to delve into the more complex side of the character and leave the simpler side for when you go deeper. Be very careful with your analog stick whenever you're taking a turn, these are the parts where people lose the most points, so mastering them will put you one step ahead. Race Day “The race is about to begin! Choose the character that you think will reach the goal first.” The order in which players choose their career is directly related to their location in the game.
Fourth place chooses first, third place chooses second, second place chooses third and first place takes whatever is left. Now… ARE YOU READY FOR ME TO BLOW YOUR MIND? This person made a post on Pastebin about this minigame. They made a lot of comments about how some of the RNGs work, which was interesting, but what caught my attention was the work they did a little further down the page: "Each racer has three starting animations that you can watch before choosing them." They then listed each type of runner along with the animation that identifies them. With this information, they ran tons of tests. to see how each type of runner performed and list them by how often they came in second or first place.
Looking at the data, it is clear that you should always choose the fast version of a broker if you see it available, unless it is Thwomp. , whose fast version loses statistically more often than the slow versions of all other runners. In fact, The Thwomp is so bad that it took fourth place 43.6% of the time. That's terrible! Make sure you can identify each type of broker and make your selection from there. Facelift “Fix that nose! Lift those cheeks! Pull and pull your face to match the example.” This minigame is from the first Mario Party, except now it's a Battle minigame instead of a 4-player minigame.
There are three facial variants based on each of the playable characters, for a total of eighteen facial variants. The game will choose one of these facial variants. for the players to reflect. The characteristics that players can manipulate depend on what face the character is. For Mario, it is his nose, left ear, right ear, left part of his mustache, right part of his mustache and mouth. his nose, left ear, right ear, hat and mouth. For Peach, it's his hair in the front, the hair in the back left, the hair in the back right, the hair in the bottom left, and the hair in the bottom right.
Yoshi, it's his nose, left cheek, right cheek and mouth. For Wario, it is his nose, left ear, right ear, left part of his mustache, right part of his mustache, and mouth. , right ear, hair, left part of the nose, right part of the nose and mouth. The facial variations in this title are much less forgiving than the previous one. Going the maximum distance for each feature will only get you so far. When the minigame is about to start, focus on the face being changed and try to memorize how each feature is manipulated so you can copy it better later.
The easiest way to copy the face in the middle is to compare the slopes of the features. For example, I'm trying to copy this ear, so I'll try to match its earring as best I can. Doing this along with making general comparisons should put you ahead of your opponents. When you're done, feel free to move the cursor to the center of the screen to prevent your opponents from seeing the face. However, this is really cruel and I just... I can't guarantee that your friends will still be your friends afterwards. Grab Bag “It's a mushroom grab bag!
Grab thebags of opponents and take out the mushrooms by pressing the B button repeatedly! Someone's bag has a golden mushroom worth 3 normal mushrooms! The strange thing is that you don't see a golden mushroom go into anyone's bag right before the minigame starts; It seems like everyone gets five normal mushrooms. That's the trick! In reality, one of the four players received a golden mushroom, the game simply hides who received it. This means that a player is already winning when the minigame begins and doesn't even know it. Always assume that you didn't get the golden mushroom and try to take as many other mushrooms as possible.
If you see someone get the golden mushroom, target that player, even if he got a couple of mushrooms after the golden one. It is very likely that it will be within your reach immediately. If you get the golden mushroom and know you have other mushrooms in stock, jump away from the other players so they don't steal your advantage. Punching is also a great option to get people off your back. If a player manages to grab you, smash as fast as you can to escape. If you are attacked, you will still be able to steal from other players despite being a little slower.
You can tell how many mushrooms a player has in his can by the size of his bag. If it is huge, then they have a lot of mushrooms, if it is completely wrinkled, then they have none. The size of the bag does not indicate whether a player has the golden mushroom. Hot Bob-omb “Don't let the Bob-omb explode in your hands or you'll be out. The last one standing is the winner.” This minigame is from the first Mario Party, except now it's a Battle minigame instead of a 4-player minigame. This version of this title has just as much RNG as the previous one, except now the bomb doesn't constantly foreshadow when it's going to explode.
Sometimes it will flash bright red, which is definitely an indicator you should follow, and sometimes it will just turn a little red, making you think everything is fine until BOOM, you're out. The average time it takes to explode is approximately 12 seconds. Not catching the bob-omb when it is thrown at you will not make it explode any faster. If it's going to explode two seconds after you catch it, then it'll still explode two seconds after you don't catch it. The only downside to missing the catch is being stunned for a short time. Remember that this is a battle minigame, so the stakes are higher.
Keep throwing the bob-omb at the player who poses the biggest threat to your game. Even better if you can convince the other players to also throw the bob-omb at that player. Rakin' 'em In "Many mushrooms sit on top of the spinning stump. Use your crane to collect as many as you can! A normal mushroom has one point, a golden mushroom has three points, and a purple mushroom takes three points." Each player has a time zone, which differs depending on your position. If you press the A button when your target is in your time zone, you will surely get it.
Make sure to focus on the golden mushrooms and avoid the purple mushrooms played Saber Swipes. in Pirate Land. “This is a fencing duel! Press the A, B and Z buttons in the order shown on the screen. The first player to press them in order will be the winner! , you must start again. Swipe safely but quickly!" Focus your eyes on where the message will appear. The moment you see the order of the buttons, don't hesitate and press them as quickly as possible no matter what. If both players finish their button combination at the same time, the game will end with a tie and the match will restart.
Quick Draw Corks Played in Western Land "This is a gun duel! Goomba will count down. Press the A button as soon as Goomba says "GO!" The fastest draw will be declared the winner." This minigame goes fast; Goomba will most of the time say "GO!" Before a single second passes! If you steal before Goomba says "go", you'll get a warning. If you steal before Goomba says "go", then you will lose the minigame. taking your shot a split second after the number 1 disappears. If he's lucky, then the Goomba will have said "GO" a little bit before or just as he made his entrance if he's unlucky and didn't say "GO". ”, Then you will receive a warning, at that time, he plays well and reacts when the time comes.
If somehow you and your opponent tie on the exact same frame, then the winner will be determined based on the priority of the port played. in Space Land "This is a time bomb duel! Wait as long as Goomba tells you and then press the A button. No timer is shown, so you'll have to guess. Whoever is furthest from real time, Regardless of whether you went over or under, you should see your bomb explode!" It starts counting the moment all the text leaves the screen. However, you won't be able to react instantly, so you need to take into account the delay by pressing the A button a little bit before reaching zero.
If both times are the same distance from what Goomba says, or if no one acts within 30 seconds, neither bomb explodes and a tie is declared. Safari played in Mystery Land "Press buttons A and B alternately to psychically power up the ancient relic. Whoever powers up their relic the most in 5 seconds wins." It's not about how fast you press a single button repeatedly, but rather how quickly you can switch between two buttons repeatedly. Remember that, and power up the relic as much as you can. Possible mushroom concoction played in Horror Land "Cook the best mushroom concoction by putting the right ingredients in the pot.
There are 3 types of mushrooms. Add them in the order Goomba tells you and don't delay! Press the A button for the blue one , button B for green and button Z for gray mushrooms." You don't need to memorize which button corresponds to which color, as the message is kind enough to show it to you every time. The player with the most mushrooms in his pot will win the duel. It doesn't matter if it takes you a while to react, as long as you made the entry while the message was active, if both players have the same amount of mushrooms in their pot. jackpot when time runs out, a tie is declared, forcing the game to restart Rock, Paper, Mario Played in Bowser Land "Mario beats Bowser.
Peach beats Mario. Bowser beats Peach. As in Rock, Paper or scissors, the strongest one wins! The A button is Mario, the B button is Peach and the Z button is Bowser." If you're sitting close enough to your opponent, listen to the sound their controller makes when you select it - after all, different buttons do different things. sounds For example, the Z button on the N64 controller has a different sound compared to the A and B buttons. So if you hear the Z button being pressed, that means they selected Bowser, so you should respond with Mario by pressing A.
However, you are unlikely to listen to your opponent's opinion, as Mario Party is rarely a calm game. You may be able to predict what your opponent will throw if you can guess his thought process. Is he the type of person who will choose Peach because? You like it so much? Are you a bit of a prankster and would think that choosing Mario while playing Mario would be fun? There are a lot of different ways to think about it, but at the end of the day, right? You don't have much control. If both players choose the same character, they will tie, forcing the game to restart.
Item Minigames: Throw the barrels played in Pirate Land. “They are taking out the barrels! Keep your eyes on the barrel containing the item you want. If you choose the one with Baby Bowser inside, you fail! You will also fail if you don't make a decision before time runs out. When barrels are knocked down, they will only swap with barrels in their row. When they are upright, they can change rows. Once the barrels stop, make your selection by tapping the ground. It's a lot cooler than just punching him. Give me a brake! Played in western lands. "Press the brake to stop the moving locomotive and get the object that stops in front of you." There are two ways to time your mining to get the item you want.
The first is to count two spaces in front of the desired item counterclockwise and pull the lever when that item is in front of you. The second is to pull the lever when the desired item touches this cactus in the upper left corner. Choose the method you are most comfortable with. Hammer Slammer played in Space Land. "Use the power of the hammer to launch the shuttle towards the object you want." This is the angle the hammer should be at for Baby Bowser... the first element... the second element... the third element... the fourth element... and the fifth element.
You start to enter strange territory if you go beyond the fifth element. Most of the time you will end up returning to Baby Bowser and leaving with nothing, but there is a chance that you will return to the first item or even the second. However, these occurrences are rare and should not be relied upon. Simply drop the hammer once it is at the angle corresponding to the item you want. Mallet-Go-Round played in Mystery Land. “The blocks spin and ring! Use the hammer to hit 2 blocks and knock down an object.” Every time you hit a block, the remaining ones spin faster and faster.
What this explanation doesn't mention is that the remaining blocks will spin in the opposite direction with each hit. The moment you press A, you will hit the block in front of you. If you press the block of the item you want, follow up to press it again. If you keep hitting the wrong blocks, settle for a different item. This minigame is short on time and you don't want to be left with nothing. That can happen anyway if you end up hitting the Baby Bowser block, of which there is only one compared to the two blocks under each item, so be careful with him.
Coffin Congestion played in Horror Land. “The coffins open and close, revealing the objects inside. Open one, if you dare! Pay close attention to where the item you want has been moved. Don't open baby Bowser's coffin! If you do, you will leave with nothing. The same will happen if you don't make a decision before time runs out. Stare at the center of the screen and keep track of where the desired item goes with each shuffle. The only mix that really matters is the last one, which will always be the fifth one made. If you're having trouble distinguishing between items like the Skeleton Key and the Golden Mushroom, opt for items that look more unique.
Bowser Slots played in Bowser Land. “You need jumps at the right time to line up 3 of a kind. Combine them to win! All spinners will remain at the same speed throughout the minigame. One of the elements will appear twice in a row on each wheel. If you make this item your goal, you will find that it is incredibly easy to obtain. Simply memorize an item that spins in front of you and then jump at the right time. Rinse and repeat with the other two spinners and you're done! If you really don't want the item that appears twice in a row, focus on memorizing two items before the one you want and then jump at the right time.
Rinse and repeat for the other two spinners and you're done. I only recommend doing this if the article appearing twice wouldn't really help you much. If you don't hit the block after 30 seconds, the spinner will stop. You will leave the minigame with nothing if you don't match three items in a row. As long as you take my advice into account, you will succeed. Mario Party 2 is truly something special. It introduced items, battle minigames, and duel minigames to the series. It influenced Mario Party 6's main gimmick with Horror Land's day and night system. It also influenced Mario Party 7's main gimmick with Bowser Land's "every five turns" event.
All of this, while still being one of the most charming titles in the entire series, from the outfits the characters wear to the silly stories that players develop as they travel through each of the wonderful boards. While I wish players could have more than one item, that's not enough to detract from my experience. This title was a solid next step in the series and I'm glad it was able to retain its magic to this day. Thanks for watching! See you next time we cover Mario Party 3.

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