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    FAQ/Walkthrough by Alxs

    Version: Final | Updated: 09/14/02 | Search Guide | Bookmark Guide

                         ----- Mario Party 2 -----
    Mario Party 2 (N64)
    Copyright 2002 Alxs (alxsthemighty@yahoo.com)  
    Final Version, September 14, 2002
    Please read the Email Policy (below) before contacting me!  
    Email Policy
    1) Put the name of this game in the subject title.
    2) Please only send me game-related questions that are not already 
    answered in this FAQ.
    3) Don't be rude.  It will get you nowhere with me.
    4) It's okay if you use a bit of "internet lingo" (e.g. "u" instead of 
    "you"), but if I have no idea what you are saying, I have to delete the 
    5) Don't send me downloadable files, because I absolutely will not 
    download them.  Everything you would like me to see must be located in 
    the actual body of the email.
    That's all.  Now that you have read these rules and agree to abide by 
    them, feel free to email me at alxsthemighty@yahoo.com 
    The Mario Party games were the series that introduced me to the board 
    game/party genre.  I've played the first one a lot (my friend owns it), 
    the third one looks great, and 
    Mario Party 2 is no exception.  I've spent and still do spend hours of 
    fun playing through all of the different boards, mini-games, and other 
    cool things the game has to offer, and I like it all so much, I wrote a 
    FAQ for it!  So, if you haven't been convinced enough to go out and get 
    this great game once and for all, I recommend you do now!  
    Enjoy the FAQ!
    I) Version History
    II) Characters
    III) Mini-Game Land Overview
    IV) Boards Overview
    V) Items
    VI) Boards
    VII) Mini Games
    VIII) Frequently Asked Questions
    IX) Conclusion
                       ----- I. Version History -----
    Final Version (September 20, 2002)
    Slightly new format and new email.  Don't expect any more updates, 
    because I no longer have this game.  However, I'm still taking reader 
    Version 1.0 (August 12, 2002)
    The guide is 100% complete!
                         ----- II. Characters -----
    Playable Characters
    There's nothing really to say about the playable characters in the game 
    besides their names (I'm not going to bother doing a description of 
    them, because they're extremely common).  But I might as well list them 
    anyway, so here we go:
    ~ Mario
    ~ Luigi
    ~ Peach
    ~ Yoshi
    ~ Wario
    ~ Donkey Kong
    Non - Playable Characters
    There are characters out there that you cannot use, but have a role in 
    the game.  I'm not going to list every single character that you come 
    across that is non-playable, but just the major ones.  Here they are:
    ~ Toad
    If you think of Mario Party 2 a game show, you could say 
    Toad is the host.  
    He's basically there to ask you for game settings, give you stars if you 
    20 coins on boards, and so on.
    ~ Boo
    Boo appears on every board.  He'll steal coins or a star from a player 
    and give them/it to you, but, of course, for a price.
    ~ Baby Bowser
    Baby Bowser appears on the board in the spot where Toad last was.  He'll 
    take some coins (usually up to five) from you if you pass by him, but if 
    you have the Bowser Suit equipped, he'll give you all the coins he's 
    collected, thinking you're Bowser!  Pretty handy!
    ~ Bowser
    If you land on the Bowser space, you'll be transported to 
    Bowser, where a special roulette will occur.  There's a lot of bad 
    things on there (like "20 Coins for Bowser"), but if you get a good 
    thing, he'll just run away!  
                 ----- III. Mini Game Land Overview -----
    On the main menu, you can choose to visit a place called 
    Mini-Game Land.  
    Basically, you can go here to play games without having to go through a 
    big board game in the process.  Here I've typed up a little guide to the 
    places you can go to here.
    You buy mini-games here with the coins you've earned in board games.  To 
    be able to play mini-games in the park, you have to pay for them here 
    Mini-Game Park
    Here you can play any of the mini-games you've bought from Woody.  These 
    include the 4 player, 2 vs. 2, and 1 vs. 3 games.
    Mini-Game Stadium
    You can play three styles of games here, although when the stadium is 
    first available, you can only use one of them.  
    Just buy more mini-games to unlock the two other styles.
    ~ Battle (Available from start): You play randomly selected mini-games 
    that are either all 4 player, 2v2, or 1v3 games (you set this option at 
    the beginning).  You just keep playing until a team/player comes to 3, 
    5, or 7 wins, depending on what you set it on before the game.
    ~ Trial: It's basically a short version of a traditional board game.  
    You only play with coins, and you can only get them by winning a mini-
    game at the end of everybody's turn and by doing one lap around the 
    ~ Duel: Simple.  There are two players, and you play duel mini-games 
    until one player reaches a certain amount of wins.
    Mini-Game Coaster
    This is for only one player, and I believe can only be accessed if 
    you've bought all of Woody's mini-games.  It's like a classic Mario-
    style game, where you move to different levels, except each level is a 
    mini-game.  Pretty fun.
    Records Bottle
    You'll see a little red bottle floating near the coaster, and it just 
    holds your best records for mini-games.
    Coin Box
    It shows how many coins you currently have.  Coins are earned from 
    playing board games, and can be used to buy mini-games from Woody.
                      ----- IV. Boards Overview -----
    Here is the basic information you need to know about boards so you will 
    be able to understand playing.  That includes settings, space 
    descriptions, special places, and more.
    Game Settings
    Before every game, you need to tell Toad some things.  They're all 
    listed here, in order, with a description of what each one means (like 
    you need them :P). 
    Player Settings
    Here you simply decide if one human player, two human players, three, or 
    four (you'll need a controller for each person, though).  In each 
    bubble, you may see both little blue figures and little red figures; 
    blue = humans; red = computers.
    Character Settings
    Yep, believe it or not, you get to decide which characters you'll be 
    playing with (human and computer characters).
    Computer Skill Settings
    This just asks you how tough the computer players are on you.  First you 
    get to choose if you'll set the levels all the same or individually.  
    Then, you'll be able to set the skill levels from a few choices.
    Turns Settings
    You next need to decide how many turns your game is going to last (one 
    turn = each player going once), and can choose from 20, 35, and 50 
    turns.  I usually stick with 20, as 35 is pretty darn long, and 50 seems 
    to go on for eternity, really.
    Bonus Stars Settings
    Lastly, you need to choose if you to play with the bonus awards or not.  
    Bonus awards are basically when they give out a few stars out to players 
    for accomplishing certain things.  One example is the "coin star," and 
    you can probably guess that it is given to the player with the most 
    coins at the end.
    Space Descriptions
    Blue Space
    Description: A plain blue space.
    Effect: +3 coins, but +6 coins if you land on it in the last 10 turns
    Red Space 
    Description: A plain red space.
    Effect: -3 coins, but -6 coins if you land on it in the last 10 turns
    Bowser Space
    Description: A red space that is in a shape that somewhat resembles 
    Bowser's face.
    Effect: If you land on it, you'll be transported to Bowser, where a 
    special roulette will appear. There are mainly bad things for the player 
    on the roulette, but if you get one of the good things, he'll usually 
    just run.
    "!" Space
    Description: A green space with a "!" on it.
    Effect: If you land on it, you will play the Chance Time game.  There 
    are three blocks that are spinning.  The ones on the ends have the 
    players' faces on them, and the middle one has arrows and a certain 
    amount of coins or stars on them, which shows what the character on one 
    end will be giving to the other.
    Happening Space
    Description: A green space with a "?" on it.
    Effect: A certain thing will happen to the player who lands on this 
    depending on what board you're playing on.
    Battle Space
    Description: A green space with a yellow lightning bolt on it.
    Effect: Goomba will come if a player lands on this and will take an 
    indefinite amount of coins from each player.  You will play a special 4 
    player mini-game, and the winner takes most of the coins Goomba 
    collected, and second place will get some.
    Treasure Chest Space
    Description: A green space with a white treasure chest on it.
    Effect: If you land on it, you will get to play an item mini-game.
    Special Places
    If you pass by here in the five normal levels, you have to give 5 coins 
    to Koopa Troopa, but if you land here, you get all of the coins that 
    were collected!  In Bowser Land, if you pass by it Bowser will give you 
    a 5 coin loan, but if you land on it, you will have to pay back the 
    Item Shop
    Run by Koopa Troopa, you can get items here besides from item mini-
    If you pass by Boo, you'll have the opportunity to steal coins or a star 
    from other players.
    Steal Coins: 5 coins
    Steal Stars: 50 coins
    If you pass Toad and have 20 coins, he'll give you a star if you give 
    your 20 coins in exchange, and then will move to another location.
    Baby Bowser
    Baby Bowser is in the spot where Toad last was giving out stars.  He'll 
    normally take some coins from you if you pass by him, but if you wear 
    the Bowser Suit and come, he'll give you all the coins he collected!
                             ----- V. Items -----
    Cost: 10 coins
    Effect: You will be able to get two rolls at the beginning of your turn 
    instead of one when you use it.  There rolls will be added together to 
    form the number of spaces.
    Gold Mushroom
    Cost: 20 coins
    Effect: You will be able to get three rolls at the beginning of your 
    turn instead of one when you use it.  
    There rolls will be added together to form the number of spaces.
    Skeleton Key
    Cost: 10 coins
    Effect: Opens up special doors.
    Plunder Chest
    Cost: 15 coins
    Effect: Steal an item from another player randomly.
    Warp Block
    Cost: 15 coins
    Effect: Change places with another player randomly.
    Magic Lamp
    Cost: 30 coins
    Effect: Takes you directly to Toad when you use it.
    Dueling Glove
    Cost: 15 coins
    Effect: Duel with a player of your choice.
    Boo Bell
    Cost: Found only in item mini-games
    Effect: Calls Boo.
    Bowser Suit
    Cost: Found only in item mini-games
    Effect: If you bump into another player while wearing it, they must give 
    you 20 coins.  Also, if you bump into Baby 
    Bowser while wearing it, he'll give you all of the coins he's collected!
                         ----- VI. Boards -----
    Pirate Land (*/***)
    I) Shark - 5 coins [NO CHOICE]
    If you land on his space, the shark will take you to the other side of 
    the board and charge you five coins AUTOMATICALLY.
    II) Thwomp
    In this board you will find a thwomp blocking your path.  
    You must pay at least one more coin than the previous person did to 
    pass.  (Example: if player one pays 1 coin, player 2 must pay at least 2 
    HAPPENING SPACE EFFECT: Player is hit by a cannonball that shoots them 
    back to start.
    Western Land (*/***)
    I) Train - 5 coins
    If you happen to land on the spot where the train is currently on, you 
    can take a ride for 5 coins.  Once on the train, a spinning box will 
    appear.  Hit a Toad, and the train will go forward.  Hit a Goomba, and 
    the train will go backward.
    II) Call everybody to same space - 20 coins
    Just what the name says...
    HAPPENING SPACE EFFECT: The train will move to a new destination, 
    knocking away anybody that is in its path.
    Mystery Land (**/***)
    I) Curse Castor - 5 coins
    If you cast a curse on somebody, that person can only hit a 1, 2, or 3 
    on their next turn.
    II) Teleporter
    Throw down 10 coins a special spot and a Bomb-omb space ship will come 
    and bring you to a new destination.
    HAPPENING SPACE EFFECT: The Bomb-omb space ship will come to the player 
    and bring you to a new destination.
    Space Land (**/***)
    I) Bowser Laser
    Each time a player steps on the laser spot, the countdown decreases by 
    one.  The person to be on it when it hits zero will loose all their 
    II) Snifft Patrol - 5 coins 
    The Snifft Patrol will find the space creatures and chase them.
    HAPPENING SPACE EFFECT: The space creatures will come and chase you.
    Horror Land (***/***)
    I) Day -> Night - 5 coins
    Note: This does not appear in the night time.
    II) Thwomp - 5 coins
    You must pay the thwomp 5 coins if you want to pass.
    HAPPENING SPACE EFFECT: If it is day, it will become night.  
    If it is night, it will become day.
    Bowser Land (***/***)
    I) Bowser Parade
    This occurs every 5 turns.  Every player Bowser bumps into looses all of 
    their coins!
    II) Bargain Shop
    This is an alternative to the Item Shop.  Sometimes are less expensive 
    than those in the Item Shop, and sometimes they are more expensive.
    HAPPENING SPACE EFFECT: Player must jump into warp pipe.
                      ----- VII. Mini Games -----
    4 Player Mini Games
    Lava Tile Isle
    RULES: Try to stay alive by keeping on shifting stone 
    blocks that are floating over lava.  The last one standing 
    CONTROLS: Analog - Move
    A - Jump
    B - Attack
    A + Z - Hip Drop
    Hot Rope Jump
    RULES: Normal jump rope with a fiery twist!  The flames 
    will start out as blue, and then will soon turn into red 
    ones.  The last one standing wins.
    CONTROLS: A - Jump
    Shell Shocked
    RULES: Kind of like Goldeneye.  Each player is in a shell-
    shaped tank, and your objective is to kill all of your 
    opponents by firing missiles at them.  
    Each player has two hits before they die. 
    CONTROLS: Analog - Move
    A - Straight Shot
    B - Lab Shot
    Z - Fix Aim
    TOAD in the Box
    RULES: Jump up to hit spinning blocks.  Each time you hit a 
    toad face, you increase a level, and the block starts 
    spinning faster.  First one to reach level five (or five 
    toad faces) wins.
    CONTROLS: A - Jump
    Mecha Marathon
    RULES: Wind your Mecha Fly Guy up to make it fly the 
    farthest.  Whoever flies farthest wins.
    CONTROLS: A+B repeatedly - Wind up
    Roll Call
    RULES: Try to accurately count the amount of [random 
    CONTROLS: A - plus 1
    B - minus 1
    Abandon Ship
    RULES: Try to climb up to the top of the mast before your 
    ship sinks!
    CONTROLS: Analog - Left or right
    A repeatedly - Climb
    Platform Peril
    RULES: Jump across the platforms in the sky; be careful, 
    they will fall!  
    Race to the finish line trying to avoid falling off.
    CONTROLS: Analog - Move
    A - Jump
    Totem Pole Pound
    RULES: Do hip drops to pound the Totem Bros. Into the 
    ground.  First one to finish this wins!
    CONTROLS: A -> Z - Hip drop
    Bumper Balls
    RULES: Try to bump all your opponents off of the edge 
    within the time limit.  
    CONTROLS: Analog - Move
    Bombs Away
    RULES: The Bowser ship will fire bombs at a small platform 
    in the water that you and your opponents are on.  Try to 
    survive; at the end of the time limit, the ship will fire a 
    big bomb.  Stay to the sides when this happens and do not 
    CONTROLS: Analog - Move
    A - Jump
    Tipsy Tourney
    RULES: Tip the picture to make the shell uncover the 
    CONTROLS: Analog - Move
    A - Jump
    Honeycomb Havoc
    RULES: Hit a block to get the number one or two and take 
    that number of fruits from the tree.  If you get a 
    honeycomb, you're out.  Last one standing wins.
    CONTROLS: A - Hit block
    Hexagon Heat
    RULES: Jump to the hexagon whose color is the one that is 
    on the flag Toad holds up.  Get there in time or else 
    you'll be eliminated!  Last one standing wins!
    CONTROLS: Analog - Move
    A - Jump
    A -> Z - Hip drop
    Skateboard Scamper
    RULES: Skate across to the floor on your skateboard, and 
    avoid Boo, who is chasing you and your opponents, to the 
    finish line.  First to reach the finish line wins!
    CONTROLS: A - Jump
    B - Skate
    Slot Car Derby
    RULES: Complete 4 laps first to win.  Be careful - if you 
    spin around curves you will spin out of control.
    CONTROLS: Analog - Tilt = Speed up, Release = slow down
    Shy Guy Says
    RULES: Shy Guy will raise a flag that either shows "B" or 
    "A."  Press the button on the flag to raise yours.  If he 
    raises two flags, just wait till he puts down one, and just 
    raise the one that is left.  The one who is left remaining 
    CONTROLS: A - Raise White Flag ("A" flag)
    B - Raise Red Flag ("B" flag)
    Sneak 'n' Snore
    RULES: Sneak to the red button then out the door without 
    the Chain Chomp waking up and catching you!  Hide in your 
    barrel when he wakes up.
    CONTROLS: Analog - Down = Move forward, Up = Move backward, 
    Release = hide in barrel
    Dizzy Dancing
    RULES: The record will spin automatically at the beginning 
    and you will become dizzy.  When you gain control of your 
    character, try to jump back on the record and get the 
    treble clef (music symbol).
    CONTROLS: Analog - Move (NOTE: The controls will be very 
    messed up since you are dizzy -forward on the analog may 
    make your character move backwards, etc.)
    A - Jump
    B - Attack
    A -> Z - Hip drop
    Tile Driver
    RULES: Do hip drops to switch the tiles on your picture 
    frame.  Make them so they form a picture, which is 
    displayed in the middle of the screen.  First to finish 
    CONTROLS: Analog - Move
    A - Jump
    A -> Z - Hip drop
    Deep Sea Salvage
    RULES: Drive your submarines to get the Hammer Bros. drop 
    into the sea.  
    (This is a bonus game.)
    CONTROLS: Analog - Direction
    A repeatedly - Surface
    2 vs 2 Mini Games
    TOAD Bandstand
    RULES: Play a duet with your partner and try to make it 
    match what Toad conducts.  The best performance wins.
    CONTROLS: A - Play instrument
    Bobsled Run
    RULES: You and your partner are riding in a bobsled and 
    must reach the finish line before the other team does.  
    Stick to the middle, as there are parts in the track where 
    there are no walls on the edges to keep you on!
    CONTROLS: Analog - Left/right = Steer, Up = Speed up, Down
    = Slow down
    A - Push sled
    Handcar Havoc
    RULES: Work together to make your handcar get to the finish 
    line of a winding track.  Careful - carelessness leads to 
    falling off!  First one to the end wins.
    CONTROLS: Analog - Lean Handcar
    A repeatedly - Speed up
    B - Brake
    Balloon Burst
    RULES: Try to make you and your partner's Bowser balloon 
    burst before the other team does!
    CONTROLS: A -> Z - Blow up balloon
    Sky Pilots
    RULES: The player steering and the player flapping the 
    wings need to work together to get their plane to the 
    finish line before the other team does!  
    (If you fly through the rainbows, your plane will get a 
    small burst of speed.)
    PLAYER FLAPPING - Analog (up and down) - Flap wings
    Speed Hockey
    RULES: Knock the shell into your opponents' goal.  First 
    team to score 3 goals wins.
    CONTROLS: Analog - Move up/down
    Cake Factory
    RULES: One player needs to grab a cake and set it down and 
    the other needs to get a strawberry and put it on top of 
    the cake.  The team to make the most cakes at the end of 
    the time limit wins.
    CONTROLS: A - Press = Grab cake/strawberry, Release = Place 
    Magnet Carta
    RULES: Use the magnet on the front of your car to grab 
    coins and chest, and then bring them over to your team's 
    hole.  (This is a bonus game.)
    CONTROLS: Analog - Up = Forward, Down = Backward, 
    Left/Right = Change direction
    Looney Lumberjacks
    RULES: You and your partner are trying to be first to cut 
    off a complete piece of your log.  Make sure you take 
    turns, because if you cut at the same time, nothing will 
    happen!  First to finish wins.
    CONTROLS: A - Pull saw
    B - Push saw
    Torpedo Targets
    RULES: The submarine pilot and torpedo launcher must 
    cooperate so they can hit more targets than the other team 
    within the time limit.
    CONTROLS: PLAYER STEERING - Analog - Steer sub
    A - Forward
    B - Reverse
    PLAYER FIRING - Analog - Steer torpedo
    A - Launch torpedo
    Destruction Duet
    RULES: Be the first demolition duo to demolish the Bowser 
    CONTROLS: Analog - Move
    A - Jump
    B - Attack
    A -> B - Kick
    A -> Z - Hip drop
    Dungeon Dash
    RULES: You and your teammate are racing through a dungeon!  
    Watch out for any hazards on your way.  First to the finish 
    CONTROLS: Analog - Right = Move right leg, Left = Move left 
    1 vs 3 Mini Games
    Bowl Over
    RULES: The single player needs to knock down all of the 
    other players with a shell!  They have two tries.
    CONTROLS: Analog - More left or right (3 players), 
    Spinshell (1 player)
    A - Throw shell (1 player)
    Crane Game
    RULES: The single player tries to grab all the others and 
    throw them down the pipe before the time runs out!  There 
    are also things that you can throw into the pipe to 
    increase your time.
    CONTROLS: Analog - Move (1 player)
    A - Drop crane/ repeatedly = hold on (1 player), repeatedly 
    = Wiggle (3 players)
    Move to the Music
    RULES: The single player will create a dance out of certain 
    buttons on the controller, and the others must copy it.  If 
    one of the three dancers messes up, they're out.  The 
    single player has three tries to get everyone else out!
    CONTROLS: Analog - Up, down, left, right = Dance
    A, B, Z - Dance
    BOMB-OMB Barrage
    RULES: The single player must steer clear of the bombs that 
    the other players throw so he/she won't sink in their tub!  
    If the three players make the single player sink within the 
    time limit, they win, and if the single player survives, 
    he/she wins!
    CONTROLS: Analog - Move tub (1 player), Flick throw Bomb-
    Ombs (3 players)
    Look Away
    RULES: When the music stops, the single player must look in 
    a direction, and the others try not to look in that 
    direction.  The single player has 5 tries to get the others 
    to all mess up!
    CONTROLS: Analog - Look
    Shock Drop or Roll
    RULES: The single player turns a lever and tries to make 
    the others fall off of a spinning cylinder they're on 
    within the time limit.
    CONTROLS: Analog - Right/left = change direction (1 
    player), Right/left = run right/left (3 players)
    A - Jump (3 players)
    Lights Out
    RULES: The single player must find the other three and 
    knock them with a hammer before there's no time left.  
    Plus, the room will only be lighted for 
    a few seconds and then it will become dark.
    CONTROLS: Analog - Move (everybody)
    A - Vertical swing (1 player)
    B - Horizontal swing (1 player)
    Filet Relay
    RULES: The single player must carry the fish to the finish 
    line all alone, but the other players work together and 
    make a relay out of it.  First to the finish wins.
    CONTROLS: Analog - Left/right = move (everybody)
    A repeatedly - run (everybody)
    RULES: The single player must shoot down the others within 
    the time limit.
    CONTROLS: Analog - Move left/right (everybody)
    A - Set arrow, shoot arrow (1 player)
    Quicksand Cache
    RULES: The single player is in a Bowser suit and can drag 
    coins down into your hole by shaking the quicksand.  The 
    others just collect the coins they can.  (This is a bonus 
    CONTROLS: Analog - Right/left = spin right/left (1 player), 
    Move (3 players)
    Battle Mini Games
    Face Lift
    RULES: Each player has a face of a certain character that 
    they must stretch to make it resemble the picture showed in 
    the middle of the screen as best they can.  After time's 
    up, the faces will be scored based on how accurate they 
    were, and the person with the highest score wins.
    CONTROLS: Analog - Move hand
    A (hold) - Grab face
    Crazy Cutters
    RULES: Each player must cut a picture out of the ground the 
    best they can.  
    After time's up, they will be scored based on how carefully 
    you cut, and the person with the highest score wins.
    CONTROLS: Analog - Move
    A Day at the Races
    RULES: Each player will bet on either a whomp, thwomp, Boo, 
    or a bomb-omb (only one player can bet on a character), and 
    then the characters will race.  
    It's completely random how well they do.  The player who 
    bet on the character that reaches the finish line first 
    CONTROLS: Analog/A - Select racer
    Bowser's Big Blast
    RULES: Players take turns walking up on the stage and 
    choosing a switch.  One of the switches will make Bowser's 
    head blow up, eliminating the character who chooses it.  
    Every time a character is eliminated, there is one less 
    switch, just like musical chairs.  You keep doing this 
    until there is one player left, and he/she is the one who 
    CONTROLS: Analog - Move
    A - Press switch
    Rakin' 'em in
    RULES: Everybody has a crane, and you want to score the 
    most points when time runs out.  You do this by using 
    cranes to rake in mushrooms to you: a regular mushroom is 
    worth 1 point, golden mushrooms are 3 points, and purple 
    ones subtract 3 points.  Whoever has the most points at the 
    end wins.
    CONTROLS: A - Crane
    Bumper Balloon Cars
    RULES: Each player is riding in a cart, and the front of it 
    has a spike and the back has a balloon.  If your balloon 
    gets popped by somebody else's spike, you're out of the 
    game.  The one player that remains wins.
    CONTROLS: Analog - Move
    Hot BOMB-OMB
    RULES: It's just like Hot Potato!  If you are holding the 
    bomb-omb when it explodes, you're out.  The one player that 
    remains wins.
    CONTROLS: Analog - Direction
    A - Throw
    B - Catch
    Duel Mini Games
    Saber Swipes (Pirate Land)
    RULES: Press the buttons displayed on the top of the screen 
    from left to right.  If you make a mistake you must start 
    over again.  The first player to finish wins.
    CONTROLS: A/B/Z - Fight
    Quick Draw Corks (Western Land)
    RULES: When Goomba says go, press A as quickly as you can.  
    The first to press A will shoot the other and wins.
    CONTROLS: A - Shoot
    Psychic Safari (Mystery Land)
    RULES: Power up your relic.  At the end, the two relics 
    will fight, and the relic that is charged up more wins, and 
    therefore that player wins.  
    CONTROLS: A -> B repeatedly - Power up relic
    Time Bomb (Space Land)
    RULES: Press A three seconds after Goomba says go.  The one 
    closest to three seconds after wins.
    CONTROLS: A - Press lever
    Mushroom Brew (Horror Land)
    RULES: Press whatever button Goomba says to so you can put 
    the correct mushrooms in your cauldron.  The player to get 
    the most right wins.
    CONTROLS: A/B/Z - Put mushrooms in cauldron
    Mario, Bowser, Peach (Bowser Land)
    RULES: It's just like Rock, Paper, Scissors, but Mario 
    style!  Mario beats Bowser, Bowser beats Peach, and Peach beats Mario.
    CONTROLS: A - Mario
    B - Peach
    Z - Bowser
                ----- VIII. Frequently Asked Questions -----
    Q: Bowser Land?  Where can I get to that board?
    A: Just play through the other five at least once, and 
    Bowser Land will appear on the main menu.
                       ----- IX. Conclusion -----
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    Thanks everyone.
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