/\ __ __ ______ ____ _ ______ / \ | \ / | / _ \ | __\ | | / __ \ / \ | \ / | | / \ | | | \\ | | | / \ | ----- 22 -----| V | | /___\ | | | || | | | | | | \ 2 2 /| |\ /| | | _____ | | |__/| | | | | | | \ 2 / | | \_/ | | | | | | | __ / | | | | | | \ 2 / | | | | | | | | | | \ \ | | | \__/ | > 2222 < |_| |_| |_| |_| |_| \_\ |_| \______/ / - - \ / - - \ _____ ______ ____ _______ ___ ___ /- - \| __ \ / _ \ | __\ |__ __| \ \ / / | | \| | / \ | | | \\ | | \ V / | |__/| | /___\ | | | || | | \ / | ___/ | _____ | | |__/| | | | | | | | | | | | __ / | | | | | | | | | | | | \ \ | | | | |_| |_| |_| |_| \_\ |_| |__| Version 2.0, 2/21/2001 Started on 1/30/2000 Copyright 2000-2001 by Earthshaker Anyone may reproduce this FAQ electronically, but do not sell it for money. Proper legal action will be taken if you attempt to make a profit off of it. If you wish to place this on your website, tough noogies. I don't accept requests anymore. The only places this can appear are www.gamefaqs.com and vgstrategies.about.com, plus any affiliates of www.gamefaqs.com such as gamesages. Proper legal action will be taken if I find out this is anywhere else. If you have any questions/comments/complaints/babble that is INTELLIGENT. I restress… INTELLIGENT… send to Earthq3846@aol.com. Mario Party 2 is copyright Nintendo and Hudson. Notice that the ASCII art above was created freehand, without use of a program. Don't knock it, it took me a half hour. ======================================================================= <*>*<*>*<*>*<*>*<*>*<*>*<*TABLE OF CONTENTS*>*<*>*<*>*<*>*<*>*<*>*<*>*< ======================================================================= 1. Revision History 2. Introduction 3. The Characters 4. The Boards 5. The Spaces 6. The Items 7. The Mini-Games (Updated) 8. Thanks! 9. Repeat Copyright ======================================================================= <*>*<*>*<*>*<*>*<*>*<*>*<*>1. Revision History<*>*<*>*<*>*<*>*<*>*<*>*< ======================================================================= 2/21/2001- Version 2.0- FINISHED! Yippee, hooray, woohoo! A walkthrough that people may actually read! YAY! I have to say, though… I borrowed the mini-game prices from off of another FAQ. Proper credit is given in the thanks section. I also have a slick new ASCII art that I made freehand (see disclaimer below the copyright.) Comments are welcome on it :-) 2/13/2001- Version 1.8- Ten months later, I've rented Mario Party 2 again. And, with Mario Party 3 coming out in the U.S. in May, I'm making an effort to finish this FAQ up (plus, I have three days off work for the first time in months, as well.) Minor changes occurred here and there, and the 2 vs. 2 mini-games section is now complete. Please note while reading: my "V" key doesn't always want to work, so if you see an odd word (like sae instead of save, it's because I didn't catch it while typing.) 4/14/2000- Version 1.5- Finished up the 2 Vs. 2 Mini-game listing. And I'm updating this so you all know I am on the face of the earth. 2/1/2000- Version 1.4- Finished up the 1 VS. 3 Mini-game listing. Nothing else. Once again I beg of you... please help with mini-game prices! 1/31/2000- Version 1.3- This time, I put in most of the 1 VS. 3 Minigames, plus a new website that this can be found on. And I'll beg again, please help with the mini-game prices! And, I fixed an extremely stupid date mistake. 1/30/2000- Version 1.0- The first version of this FAQ. I'll include a lot of the minigames, plus the boards and spaces and items and... well.. you can read the Table of Contents! If there are any things I may have missed, let me know, and I'll put you in the Thanks! section. ======================================================================= <*>*<*>*<*>*<*>*<*>*<*>*<*>*2. Introduction*<*>*<*>*<*>*<*>*<*>*<*>*<*> ======================================================================= Let me state one thing right now: Mario Party 2 is a definite improvement on the first Mario Party. The Artificial Intelligence has been tweaked, so now, when you set the level of computer players on hard, they will ACTUALLY be hard, rather than being slightly difficult. Also, all of the boards are new, as well as many of the mini-games. Those mini-games that aren't new are updated for the better. The three hidden mini-games this time around aren't all the same thing with different courses, but two updated OLD games and a NEW game with FIVE courses! To top things off, there are no 1-player games. Sound good? That's only the beginning! But before I write an entire book, I'll start the FAQ. ======================================================================= <*>*<*>*<*>*<*>*<*>*<*>*<3. The Characters>*<*>*<*>*<*>*<*>*<*>*<*>*<*> ======================================================================= Mario Party is host to six playable characters and a lot of non-playable ones. They are as follows: Mario- The hero! Being as fast as he is, he prefers using mushrooms (which means when the computer plays as Mario, he'll normally go for mushrooms in item games) Luigi- The eternal understudy (as quoted from Super Smash Brothers). He's personally my favorite character. Being crafty, he prefers the Skeleton Key. Peach- The princess. After years of being kidnapped by Bowser, she's back again for revenge. She enjoys tricking people by using the Plunder Chest. Yoshi- The cute little dinosaur. He enjoys using Warp Blocks the most. Wario- Mario's nemesis. Being evil, he enjoys using Dueling Gloves in order to get coins from others. Donkey Kong- The last playable character, he's the super strong ape. Don't ask me why, but the Bowser Bomb is his item of choice. And the unplayable characters are... Toad- He'll give you a star for 20 coins, if you are lucky enough to pass him. Baby Bowser- Most of the time, he will steal five coins when you pass him, except for a lucky few times. If someone gets a Bowser Bomb item, he will turn into... Bowser- The evil character. Luckily, he won't appear unless someone uses a Bowser Bomb item on him. After he transforms, he hits a dice block three times, moves that number of spaces, and swipes ALL the coins of any character he passes. At the end of each board game, the Super Star defeats him. Sushi- If you land in front of a dock on Pirate Land, Sushi the Shark will surface in the water, make you pay five coins, then transport you to another part of the board. Thwomp- These blue blocks can only move up and down and up and down and up and down and... you get the idea. In Pirate Land, they charge coins for passage around the islands. Every time you pass one, the toll increases. In Space Land, they sometimes drive the vehicles that appear with a step on the Happening Space. Steamer- This train moves around the track of Western Land. You can pay five coins to gain a ride, but you can never tell whether you go forward or backward. Wiggler- At the top of the board in Western Land, this guy heads a milk shop. If you pay him 20 coins, you can invite everyone to a Hootenanny, which brings every character back to where you are. Sniffit- These creatures head a police patrol in Space Land. If you pay them five coins, they will set up a speed trap, which makes the speeders that appear when you step on a Happening Space move farther along the path. Shy Guy- As well as being a host to a mini-game, Shy Guys will also cast a slow curse on someone in Mystery Land. Bob-Omb- As well as appearing in several mini-games, Bob-Ombs also fly around in UFO's in Mystery Land. Mr. I- In Horror Land, passing a Mr. I circle will make him appear and, for five coins at night and ten coins in the morning, will warp everyone in a diagonal path to the other Mr. I circle. Odd that he calls it "Magic" when all he does is roll... Boo- These things appear in every board and a few mini-games, but especially pop up in Horror Land. For five coins, they will attempt to steal a lot of coins from a player. For fifty coins, they will steal a star. Boos also are used in the "Dance 'Til Dawn" in Horror Land. Magikoopa- In Horror Land, paying ten coins to one during the day turns it to night. Whomp- These giant stone blocks block paths in Horror Land. In addition, they appear in a few mini-games. Koopa Troopa- They are host to a few things, such as the Item Mini- Games, the Koopa Bank, and the Item Shop. At the end of a game, they are always in trouble with Bowser. Goomba- They are always the hosts of Duel Mini-Games and Battle Mini- Games. Pirhana Plant- I thought these things weren't in the game until I visited Mini-Game Park. It can give you two of the secret mini-games. Woody- You can buy Mini-Games off of this tree. Mini-Game Trees- All of the Mini-Games you buy will be placed on these five trees. Only three trees are available at first. The Professor- He runs the Options Laboratory. The Professor's Assistant- He stands next to the Trash Compactor. Hammer Bro- He appears in Deep Sea Salvage. Chain Chomp- He appears in some mini-games. Fly-Guy- These things are the whole point of Mecha Marathon! They also appear on a character who has a slow curse. Blooper- They appear to drag people away in Water mini-games, and they are also creatures in Crazy Cutter. Cheep Cheep- These fish jump at you in Abandon Ship, and also appear in Crazy Cutters. Finally, I'm done that section! Now for the boards you can play on. ======================================================================= <*>*<*>*<*>*<*>*<*>*<*>*<*>*4. The Boards*<*>*<*>*<*>*<*>*<*>*<*>*<*>*< ======================================================================= PIRATE LAND (Difficulty *) In this level, the characters don pirate attire and set out to find Cap'n Bowser's treasure. The happening spaces on this level are all on bridges, and whenever someone lands on one, the nearby ship will fire cannonballs and send everyone on the bridge back to start. If you land in front of a dock with an arrow on it, Sushi the Shark will surface and force you to another part of the board, along with taking five coins. In some areas, Thwomps appear to block shortcuts. You can pay them to pass, but everytime you do, the toll rises by a coin more than what you paid. You can also alter the toll. WESTERN LAND (Difficulty *) In this level, all of the characters become deputies in search of Bowser the bank robber. The happening spaces on this level cause Steamer the train to move forward to the next station. Up near the top of the level is a milk shop, where you can pay twenty coins to throw a hootenanny, which brings everyone to where you are. If you are at the train station where Steamer is at, you can pay five coins to go either forwards or backwards (not your choice). SPACE LAND (Difficulty **) Black Hole Bowser terrorizes this board, along with some Whomp and Thwomp speeders. Stepping on a Happening space causes one of these speeders to appear and follow the outside of the square board, for one row (two, if the Sniffit Patrol is blocking their exit path.) To set up the Sniffit Patrol, you have to pay five coins when you pass by their station. In the center of the board is a countdown timer. As everyone passes it, it goes down by one. When it reaches down to zero, Black Hole Bowser will fire a beam in a diagonal path (/) that causes everyone in its path to lose all of their coins (terrible if it happens when you have over 75.) MYSTERY LAND (Difficulty **) The Bowser Sphinx terrorizes this land, with its Shy Guy magicians and mysterious Bob-Omb aliens. Each happening square warps you to another section of the board in a clockwise fashion. The only other ways to move to another part of the board is by either using a skeleton key or throwing ten coins into the relic in the top left and bottom right sections of the screen. Sometimes, when you do this, the UFO will malfunction and drop you off in an area with three happening spaces and four red spaces. If you pass by a Shy Guy house and pay five coins, you can cast a slow curse on anybody (including yourself) which causes that person to move only 1-3 spaces the next turn. HORROR LAND (Difficulty ***) The Master Wizard Bowser haunts this land. Most of note on this board is the fact that every two turns, day turns to night and vice versa. Day and Night can be switched a lot of ways, including: paying money at a certain space of the board, waiting two turns, or stepping on a Happening Space. During the day, most of the boos are gone, and you can pay the Whomps to move down the paths they block. If you choose not to pay them and take the other path, the Whomp will block that path you just took. During the day you can also pay ten coins for Mr. I to warp you down the board in a diagonal \ fashion. Only during the day can you visit the Mystery Mansion to pay a Magikoopa to light a Darkness Lamp that brings on darkness. At night, Mr. I charges five coins for the warp, and the Boos are more numerous. The Whomps are magically held in place at night, and, when you pass the spider web, you can pay to join a dance with Boos and Mr. Is that causes day to appear. NEW FOR 2/21- There is a Big Boo in the top right corner of the board, and for 15 coins, he will steal coins from EVERYBODY on the board. For 150 coins (!) everyone will have a star stolen from them. BOWSER LAND (Difficulty ***) This board will only appear once you complete the other five boards. The objective on this board is to defeat Bowser once and for all. The Happening Squares will do three things on this board, depending on which one you land on. If you land on one of the three in a row, your character will jump on the Blooper Wheel. If you jump on one of the Happening Spaces on this wheel, you will jump off the wheel. If you jump on any other Happening Space, you will jump in a pipe and land on a Happening Space elsewhere on the board. Every five turns is a Bowser Parade, which takes away coins from anyone in its way and sends whoever gets caught in it back to start. You can change the route everytime you pass by the parade planning offices. In the top right corner of this board is Bowser's Item Shop, which FORCES you to buy an item for a few coins higher than it is normally worth. The banks around this level are altered too: they give you five coins each time you pass them, but if you land on the bank square, you must pay off the debt. At the end of a full play game, this can add up to over 200 coins!! MINI GAME STADIUM (Trial Mode) (No difficulty) This is a simple figure eight board. There are no item spaces, two battle spaces on the bottom of the board, and three red spaces. The blue and red spaces do not give or take any coins. The only other things of note are that every time you pass start, you gain ten coins, and also, you do NOT play for stars in this game. MINI-GAME COASTER This isn't TECHNICALLY a board, but I had to fit it in somewhere. Going through this on each difficulty will gain you many coins, plus on medium and hard difficulties, you will be able to gain the option to buy item and battle minigames (respectively.) Now for the next section. ======================================================================= <*>*<*>*<*>*<*>*<*>*<*>*<*>5. The Spaces<*>*<*>*<*>*<*>*<*>*<*>*<*>*<*> ======================================================================= This section describes the various spaces you can land on in the boards described above. Each of the spaces has a color that determines the mini-game at the end of the turn: blue, green, or red. The format is: NAME (COLOR) DESCRIPTION Blue Spaces (Blue) When you land on one of these, you gain three coins (except in Mini-Game Stadium). You gain six coins in the last five turns. A Hidden Block may be found among them, where you gain either 20 coins or a star. Red Spaces (Red) The opposite of Blue Spaces, you will LOSE three coins (except in Mini- Game Stadium). You lose six coins in the last five turns. Bowser Spaces (Red) The worst space you can land on! Bowser will appear and spin a roulette. This is fixed! Even if you hit A at the right time, Bowser will pick a predetermined thing. The events are: Star Steal- Bowser leaves you alone Stars- Packed to Go- Bowser runs away again 10,000 Coin Present- Bowser runs away 100 Star Present- Bowser runs away ## Coins for Bowser- (there are normally two of these on the same roulette) Bowser takes ## coins (I've seen this go as high as 30) Bowser's Coin Potluck- Bowser takes a number of coins from EVERYBODY. Bowser's Chance Time- A fixed Chance Time begins where the character that pops up on the left block gives the spun amount of coins to Bowser. Bowser's Appearing Act- It acts the same as a Bowser Bomb: Bowser appears at the end of the turn. Bowser's Multiplying Toads- This makes Baby Bowser go away and two Toads appear. Both Toads will make the normal 20 coin offer!... However, one of the Toads is Baby Bowser in disguise, and will give you a fake star after you pay him. Thanks to everyone who caught this next one! Bowser Revolution- Bowser takes EVERYBODY'S coins, throws them in a giant *FIGURATIVE* pot, and distributes them to every character evenly. Great if you have a low amount of coins, awful if you have the most out of anybody. Bank Space (Green) Every time you pass this, you either pay five coins (in the five regular levels) or gain five coins (in Bowser Land). If you LAND on the space, you either gain all the coins in the bank (in the five regular levels) or pay off the debt (in Bowser Land). ! Space (Green) Landing on this space brings up the Chance Time. In Chance Time, there are three blocks. The first and last box have the four character faces on them, and the middle box is the exchange box, that determines which of the two characters will get what. ? Space (a.k.a. Happening Space) (Green) Check the Board descriptions to check out what each of these do. Treasure Chest Space (Green) This will take you into an Item Mini-game. Lightning Space (Green) This will take all four characters into a Battle Mini-game. And that's it for the Spaces. ==================================================================== <*>*<*>*<*>*<*>*<*>*<*>*<*>6. The Items>*<*>*<*>*<*>*<*>*<*>*<*>*<*> ==================================================================== There are ten items to be obtained in Mario Party 2, three of which can only be obtained via an item mini-game. Unlike the first Mario Party, the items are NOT permanent (i.e. if you buy a warp block, you can use it whenever you feel like, but it will disappear after the turn is over.) They are as follows: Mushroom (costs 10 coins)- Using this at the beginning of your turn allows you to hit a dice block twice instead of once. If you roll doubles, you get a ten coin bonus. Golden Mushroom (costs 20 coins)- Using this at the beginning of your turn allows you to hit a dice block three times instead of one. I don't know if you get a bonus by rolling triples, 'cause I haven't done it yet. Skeleton Key (costs 10 coins)- I think everybody knows what keys do... Plunder Chest (costs 15 coins)- This is a sort of insurance for an item. If another opponent has an item when you use this, you steal that item. If every character has an item, you steal a random one. Warp Block (costs 15 coins)- Use it to switch positions with a random opponent. Dueling Glove (costs 15 coins)- Waving this in the air at the beginning of your turn brings down the Goomba to begin a Duel Mini-game. Unlike the Duels near the end of the game, you can choose your opponent. Magic Lamp (costs 30 coins)- Want to make someone really mad by cutting off their path and going to Toad? Use this and the Mushroom Genie will appear to fly you right to Toad. Bowser Bomb (can only be found in a Mini-game)- You can't USE this item, but at the end of the turn you obtain it, Bowser will appear where Baby Bowser was. Boo Bell (can only be found in a Mini-game)- If you use this, you won't have to worry about hunting down Boo: he'll find you. Pay 5 coins to steal coins, pay 50 coins to steal a star. Bowser Suit (can only be found in a Mini-game)- Put it on at the beginning of your turn to become Bowser. If you pass an opponent, you steal 20 coins from him. Pass the Koopa Bank, Store, Baby Bowser, and other people for various other fun things (i.e. in Bowser Land, you can change the Parade Route for free.) That's it for the items! Now for the FAQ writers nightmare- The Mini- games! ======================================================================= <*>*<*>*<*>*<*>*<*>*<*>*<7. The Mini-Games>*<*>*<*>*<*>*<*>*<*>*<*>*<*> ======================================================================= These are what make Mario Party 2 the Ultimate party game! Some require skill, some are just completely LUCK. Others are how precise your movements are, and your reaction time. In other words, it's very diverse. The format I will do will go like this: GROUPING OF MINI-GAMES (i.e. 2 vs. 2, 1 vs. 3, etc.) DESCRIPTION OF THE GROUPS NAME OF MINI-GAME (Woody's cost, someone help me with these?) DIFFICULTY (Simple, Easy, Medium, Tough (or Hard, I seem to have forgotten my own scale- 2/21), OMIGOD!) (My opinion, DON'T WHINE ABOUT IT!) (With the new update, I repeat again. DON'T WHINE ABOUT IT!) DESCRIPTION CONTROLS ADVICE (MY advice) ADVANTAGES (in 2 vs. 2 and 1 vs. 3 mini-games only) FUN FACTOR (On this range: Worthy of a toilet; Ho-Hum; Fun!; HELP! I've started playing and I can't get off!) (MY personal opinion) Let's begin… ITEM MINI-GAMES These mini-games are the only way to get certain items during Board Games. They're also ways to get your favorite item for free. Third notice: they are also INCREDIBLY pointless to buy, since none of them are too much fun. You'll only want them if you want to own the Driver's Ed game. Roll Out the Barrels Easy This is Pirate Land's Item Mini-Game. All the items are stuck in barrels that move around the screen. CONTROLS- A- Jump Control Stick- Move Z in midair- Hip Drop B- Attack Pick the item you want, then DON'T blink. Keep your eyes on the barrel, then when they stop moving, go ahead and blink, then attack the barrel with the item in it. If you lost sight, pick a random barrel. Most of the time, it won't be Baby Bowser. Ho-Hum. Give Me a Brake! Tough This is Western Land's Item Mini-Game. The items are on a locomotive that circles around you. CONTROLS- A- Pull the Brake As soon as it becomes available to buy it, do so. Practice a few times so that you can find out how both how long it takes you to pull the brake and then how long it takes you to stop. Worthy of a Toilet. Hammer Slammer Tough This is Space Land's Item Mini-Game. The items are at various points along a carnival hammer/bell game. You must use a hammer to strike the platform to raise the rocket to hit the item you want (there's a tongue twister). CONTROLS- A repeatedly- Raise the hammer B- Drop the hammer If you raise the hammer too far, the rocket will bounce back. There is no way of telling where the spring up top will knock it. Ho-hum Mallet-Go-Round Medium This is Mystery Land's Item Mini-Game. The items are on two platforms each, and Baby Bowser is on one platform. The platforms are whirling around in a circle, and you must smack down the platforms to gain the item you want. CONTROLS- A- Swing the mallet Don't be fooled: though the platforms are moving fast, the one you hit A in front of will be the one you smack. The platforms will move in the opposite direction once you hit it, and move faster. Your reaction time must be fast to hit it. Fun! Coffin Congestion CONTROLS- Medium This is Horror Land's Item Mini-Game. The items and Baby Bowser are in six coffins, whose lids slide off and on. Each time a lid slides off, the items and Baby Bowser switch places. A- Jump B- Attack Z in the air- Hip Drop Control Stick- Move The trick is like a Magic Eye puzzle: DON'T FOCUS ON ANYTHING! Stare into space... you'll see the whole screen that way, so you can pick whatever item you want. Fun! BOWSER Slots (980 coins) Tough The items you want are all on a slot machine. Stop three of the same item in a row to win it. CONTROLS- A- Jump Pick your item, then watch the reels carefully. Memorize the item in front of the item you want, then jump when you see that item. There is no time limit, so repeat with all the reels. If you miss even one, you lose. Ho-hum. DUEL MINI-GAMES These are 1 on 1 mini-games. Like the Item Mini-Games, there is one for each land. The person who challenges another person gets to pick how much coins the wager is worth. Duel Mini-Games are the only ones you can't buy, which sucks, because they are extremely fun. (Note on 2/21… duh, I'm naïve. I didn't know you didn't even NEED to buy these because you can play them in the Duel mode of Mini-Game Stadium!) Saber Swipes Tough The Pirate Land duelists wield saber swords, and must press a sequence of five buttons (out of A, B, and Z) quicker than the other person to win. CONTROLS- A, B, Z- Swipe. This all depends on your reaction time. Take enough time to make sure you won't screw up, because if you do, you'll have to start the sequence over again, which pretty much guarantees a loss. HELP! I've started playing and I can't get off! Quick Draw Corks Medium The Western Land duelists are packing cork popguns. As soon as the Goomba says Go! Hit A. The person who hits A quickest wins the duel. However, if you hit A too early, you must restart the duel. If you hit A too early again, the game ends. CONTROLS- A- Draw and shoot No help here, it depends on your reaction time. Worthy of a Toilet Time Bomb Easy In Space Land, the duelists are given a set amount of time (with no visible timer). After this amount of time, they must hit the plunger. The one closest to the amount of time wins. CONTROLS- A- Hit plunger The trick that works for me is not to count forward (i.e. not 1, 2, 3, 4, etc.) but to count backward. Don't start counting until after the word "Start!" fades away. New tip with 2/14 update: using an old fashioned, ticking alarm clock works wonders for this mini-game. Ho-hum. Psychic Safari Medium In Mystery Land, the two duelists must alternately pound the A and B buttons to psychically power up stone mushroom relics. The one who powers it up more gets to laugh as their relic knocks out the other person's relic. CONTROLS- Alternate A, B- Power up relic. Just pound the buttons as fast as possible! Just make sure you alternate, or you'll be kicking yourself. Fun! Mushroom Brew (And I can't believe I've been missing this thing the whole time- 2/14) Tough The Duel Mini-Game for Horror Land, the two duelists becoming witches making a brew. Press A, B, or Z to correspond to what the Goomba tells you to insert. The one who is closest to the given recipe has a star fly out of his/her cauldron, and wins. CONTROLS- A- Blue mushroom B- Green mushroom Z- Gray mushroom Fast reaction time wins the day here. Fun! Rock, Paper, MARIO N/A In Bowser Land, the duelists pick either Peach, Mario, or Bowser. Bowser beats Peach by a kidnapping, Peach beats Mario with love, Mario beats Bowser with a brutal kick n' punch. CONTROLS- A- Pick Mario B- Pick Peach Z- Pick Bowser. This is all up to luck, but just in case you are paranoid enough to think the AI tries to cheat, wait for it to pick first. Ho-hum. BATTLE MINIGAMES All four people throw money into a pot, then compete for the Lion's Share. The second placer gets money too. Beware... the price to enter can be up to 50 coins! They are probably the most fun of all mini- games, but also the most expensive, at 700-980 coins a pop! Note you can only buy these after completing the Hard course in Mini-Game Coaster. BOWSER's Big Blast (980 coins) Medium There are four players, five switches, and one detonator. Pick one, and pray that it isn't the detonator. If all four players make it through without the detonator being hit, the five switches go into the ground and come back out, with the detonator *maybe* switching positions. If a player sets off the bomb, he/she is out. The amount of switches then goes down by one. While I don't like minigames relying on luck, this one is an exception due to the fact that you finally get to blow up Peach (by accident or not, I don't care :-) CONTROLS- Control Stick- Pick switch A- Push down switch This is all up to luck, no advice here. HELP! I've started playing and I can't get off! Rakin' 'em In Tough This is a version of the popular children's game, Hungry Hungry Hippos. Your character operates a crane, which is used to snag mushrooms along a rotating tree stump. Normal mushrooms are worth 1 point, Gold mushrooms are worth 3 points, and Purple mushrooms are worth -3 points. CONTROLS- A- Operate the crane arm Timing is everything. Grab the Gold mushrooms if you can, and avoid the Purple ones. Fun! Bumper Balloon Cars Simple It's Bumper Cars!... except the back end of your car has a balloon and the front end has a spike. All you have to do is maneuver around and pop everybody's balloon. CONTROLS- Control stick forward/backward- Move forward/backward Control stick left/right- Turn left/right Don't move until someone goes after you. Whenever you see a balloon open for popping, take the opportunity to do so! And NEVER let anyone behind you. HELP! I've started playing and I can't get off! Hot BOB-OMB (700 coins) Medium Hot potato, explosive style! The last person standing wins. CONTROLS- B- Catch bomb A- Throw Bomb Control stick- Pick person Use the control stick to pick the person in the lead, than always throw to him/her. Be sure to hit B at the correct moment to catch the Bob-Omb so you won't drop it. Fun! Face Lift Easy This should be familiar: you are supposed to stretch the character's face to fit the example. A- Grab face Control stick- Move hand As in the old game, most of the stretches are to the extremes. However, not everything is stretched to the extremes, so try to fit the example as best you can. Fun! Crazy Cutter Tough This should be another familiar game: try to cut out the characters. Follow the lines as best you can! There are three levels. Easy (Chain Chomp), Medium (Cheep Cheep), and Hard (Blooper.) The cleanest cut wins. Control stick- Move. Cut as cleanly on the lines as possible. It is wise to cut in the picture rather than outside if you slip up. Fun! Grab Bag Medium Yet another familiar game. Grab as many mushrooms out of the bags as possible. One character has a gold mushroom worth three normal ones placed in his bag at the beginning CONTROLS- B- Grab Bag (repeatedly after grabbing) Steal (repeatedly after grabbed) Shake Loose Once you find who has the gold mushroom, grab it, then run away from everyone else, grabbing only when you can without getting snagged. Fun! Day at the Races No rating Each character picks either a Whomp, Thwomp, Boo, or Bob-Omb. They then race. The person who picks the winner gets the money. The order characters pick in is determined by the place they are in on the board game (i.e. First placer gets stuck with the last pick, while last placer gets first choice.) CONTROLS- A- Confirm racer Control stick- Pick racer This is all up to luck, because all four characters can come from behind or slip up. However, whenever I play, Boo seems to win the most, followed by the Whomp, the Thwomp, and the Bob-Omb. Worthy of a Toilet. <RANDOM INSERT ADDED HERE TO PREVENT PLAIGARISM FROM OTHER WEBSITES- Earthshaker.> 3 VS. 1 MINI-GAMES These mini-games occur when the color groupings at the end of a turn end up with one red and three blue or vice versa. In most cases, the single player has the advantage. If the single player wins, he gets 10 coins plus any extras he picks up (except in Quicksand Cache, where he gets to keep whatever he grabs,) and if the three-player team wins, they get 10 coins each, plus anything they grab. Archer-ival Difficulty for Single Player- Easy Difficulty for Three Players- Tough The single character is an archer. The other three are semi-mobile archery targets which the single character has to pick off with arrows. Hitting other targets (Boo, Toad, and Baby Bowser) gives the archer coins. For the single player to win, he/she has to pick off the three player targets. For the three players to win, at least one of them must be up when the timer runs out. SINGLE PLAYER- A once- Set arrow A again- Fire arrow THREE PLAYERS- Control stick: Left- Move left. Right- Move right. Advice for the single player- If one of the three other players is trapped, pick him/her off. Unless desperate for coins, I suggest NOT aiming for the other targets, because it makes it easier to trap the players. Advice for the three players- DO NOT get yourself trapped, or you make yourself easy prey. Try not to run right into the arrows fired. The single player has the advantage in this game. Ho-hum. Bob-Omb Barrage Difficulty for Single Player- Medium Difficulty for Three Players- Medium The single character is in a fragile wooden tub on a small pond. The other three characters are on the coastline throwing the bomb characters at him/her. For the single player to win, he/she must avoid getting a Bob-omb thrown into his/her tub. For the three players to win, one of them must throw a Bob-omb into the tub before the time runs out. SINGLE PLAYER- Control stick- Move THREE PLAYERS- Control stick: Hold- Power up throw Release- Throw Advice for the single player- Stay at the far end of the pond. The throwers must be extremely accurate on their throwing to throw it in then! Advice for the three players- Find out how much pressure you much place on the control stick in order to throw far enough, THEN aim. Don't hold on to the Bob-omb for too long or it will explode on you. The three players have the advantage in this game. Fun! Bowl Over Difficulty for Single Player- Simple Difficulty for Three Players- OMIGOD! The single player is a shell bowler, and the three players are the bowling pins! For the single player to win, he/she must knock out all three of the character bowling pins with two throws. For the three players to win, they must jump out of the way of the shell for two throws. SINGLE PLAYER- (Before throw) Control Stick- Move left and right A- Throw shell (After throw) Control Stick- Move shell THREE PLAYERS- Control stick- Face direction A- Hop in direction faced Advice for the single player- Maneuver your shell carefully along the alley. Once you get near the end, aim for the highest grouping of character bowling pins. Advice for the three players- Spread out! If characters are in groups, they are easy targets. If you are the only character left in the second frame, stand still, but stay in a direction. When the shell gets near you, JUMP! You may be lucky and jump out of the way! The single player DEFINITELY has the advantage in this game. Fun! Crane Game Difficulty for Single Player- Medium Difficulty for Three Players- OMIGOD! The crane game returns! However, this time around, the single player must snatch all three opponents before time runs out, and you don't LOSE coins if you get grabbed, unlike before. The three players win if any of them survive by the time the timer runs out. The single player can increase the timer by grabbing clocks (this is NECESSARY!) SINGLE PLAYER- Control stick- Move A- Drop crane A repeatedly- Hold on to prize. THREE PLAYERS- A repeatedly- Wiggle free. Advice for the single player- Grab the three clocks first. Then, go after each character. Advice for the three players- Save your trigger finger until you get grabbed, then POUND THAT A BUTTON LIKE MAD! The single player has the advantage in this mini-game. Ho-hum Filet Relay Difficulty for Single Player- Medium Difficulty for Three Players- Medium The players become penguins, trying to bring a fish to a bunch of baby penguins in an igloo at the end of an icy road! The single player must run the whole course, while the three players split the distance. The team who crosses the line first wins. ALL PLAYERS- A repeatedly- Run Control stick- Move left and right Advice for all players- If you manage to get ahead of your opponent, move right in front of them. If they bump you, they'll bump back really far! If you begin sliding, stop pounding the A button, or you'll fall over! The single player has a slight advantage in this mini-game (because every time the team hands off, they stop short) Fun! Lights Out Difficulty for Single Player- Easy Difficulty for Three Players- Tough The three players carry light bulbs while the single player carries a hammer, which he obviously tries to whack the light bulb carriers with. For most of the mini-game, the lights are out, with only tiny spotlights centered on the bulb carriers! The single player wins by knocking out all three of the others before time runs out SINGLE PLAYER- A- Vertical Swing B- Horizontal Swing Control Stick- Move THREE PLAYERS- Control Stick- Move Advice for the single player- Remember where you are, and sneak around in the dark, whacking when someone comes close. If you forget where you are, hit A: stars will appear in front of where you are. Remember that this also alerts others to where you are! And use horizontal swings most of the time, it has a wider range of thwapping. (Note looking back on 2/21… how many times did I use the phrase [where you are]? Ugh, I didn't think I was that lost for words writing this.) Advice for the three players- If you see stars appear anywhere or a spotlight suddenly go out, run away from that space! That's where one of your partners just got knocked. The single player has the definite advantage of being in the dark. Fun! Look Away Difficulty for Single Player- Tough Difficulty for Three Players- Tough The four characters' heads bob from side to side as music plays, then when it stops, they have a few moments to turn their heads in four directions or just choose to look forward. If any of the three characters look in the same direction as the single player once the lights in the stars stop, they are out. As Nintendo Power put it, it is a reverse form of Simon Says. The single player wins if he can get all three players out in five turns. ALL PLAYERS- Control Stick- Face left, right, down, or up Release- Face forward. Advice for the single player- Look in one direction and, at the very last moment, turn in the direction of one of the characters. Easier said than done. Advice for the three players- Face one direction, and if the single player looks that way, turn some other way. Just try not to face the same direction as one of your partners, because if the single player looks that way and the faces freeze, you're both out. The three players have the advantage of strength in numbers. HELP! I've started playing and I can't get off! Move to the Music Difficulty for Single Player- OMIGOD! Difficulty for Three Players- Simple The single player is a dance master, and the three players are the students. A line of four, five, or six music notes plays and the dance master must make up moves to, which the students must then copy at the proper time. If any of the three players hit a wrong step, they are out. If all three get out, the dance master wins. Odd bug with computer players… they seem to get out before anybody even needs to dance… anyone know why? ALL PLAYERS- A, B, Z, Left, Right, Down, Up- Different dance steps. Advice for single player- Pick an extremely confusing combination of dance steps. With luck, it'll be so off the wall that nobody will have the mental capacity to remember it. (Don't you wish this mini-game was a little longer, so you could have a chance, you poor baby?) Advice for three players- Remember the whole song, and only hit the right step when the bar passes over a note in your row. Unless they have terrible memories, the three players have an advantage in this game HELP! I've started playing and I can't get off! Quicksand Cache Difficulty for Single Player- Simple Difficulty for Three Players- Easy The single player dons a Bowser Suit and sits in the middle of a pool of quicksand. The three players are on the outside of the quicksand. Many coins drop from above, which the three players attempt to grab before they drop into the middle of the pit with the single player. The three players can't go near the Bowser character or they'll be sucked under. SINGLE PLAYER- Control Stick: Left- Spin quicksand left Right- Spin quicksand right THREE PLAYERS- Control Stick- Move Advice for the single player- If a moneybag falls, rotate the quicksand in such away that the three characters won't be able to get near it. The same goes if a bunch of single coins fall in the same place. If anyone gets near you, rotate the quicksand back and forth so they can't run out of it Advice for the three players- Run along with the quicksand to go near the moneybags faster. If you start getting sucked down, run towards the wall in the direction of the quicksand. None of the players have an advantage in this game, in my opinion, because any of the characters can get 20+ coins. Fun! Shock, Drop, or Roll Difficulty for Single Player- Tough Difficulty for Three Players- Medium The single player operates a lever that spins a turbine, beneath which are electric beams. The three players are standing on that turbine, and are trying not to fall into the electricity! The single player can win only by throwing all three of the others in the electricity. SINGLE PLAYER- Control stick: Left- Rotate turbine left Right- Rotate turbine right THREE PLAYERS- Control stick: Left- Run left Right- Run right A- Jump Advice for single player- Be unpredictable. Act like you're about to turn left, then fake and turn right, then fake again. Hope is your main weapon. Advice for three players- Repeatedly jumping will keep you on the turbine for a long time... only if it's going full speed will you start slipping. The three players have the advantage in this game. Fun! Rainbow Run (This is a hidden mini-game. You get it once you buy all of the 4 Player, 2 VS. 2, 1 VS. 3, and Item Mini-games, along with one Battle Mini-game.) Difficulty for Single Player- OMIGOD! Difficulty for Three Players- Easy This is a variety of the old Tightrope Treachery from the first Mario Party, with a difference: this time, there is a timer! The single player must get to the end of the rainbow before the time is up, while the three players must try to keep him/her from the finish by shooting him/her with cannons. SINGLE PLAYER- Control stick- Move THREE PLAYERS- Control stick- Aim cannon A- Fire cannon Advice for single player- Just keep moving forward. If wind or a cannonball knocks you too close to the edge, center yourself as quickly as possible so you don't fall over with another blow. Advice for three players- Aim carefully, and fire only after the single player stops flashing from a previous hit (or else the cannonball will go right through him/her.) The three players have the advantage in this game. Ho-hum. 2 VS. 2 MINI-GAMES Balloon Burst Difficulty for both team members- Easy The old Balloon Burst returns!! This time, however, TWO team members must cooperate to pump enough air into the balloon. The first team to cause the balloon explode, wins. BOTH PLAYERS- A- Push pump down B- Pull pump out Z- Pull pump out Advice for every player- Push down the pump fully, and pull it OUT fully! Get into a steady pattern, and don't pound the buttons or the balloon well barely get any air in it. Neither of the team members has an advantage. Fun! Bobsled Run Difficulty for both team members- Easy Another oldie. The team members must cooperate to go down the treacherous trail. The first team to reach the finish line wins. If both fall off of the course, then the game is declared a draw. BOTH PLAYERS- Before Race- A repeatedly- Run After jumping in- Control Stick: Right- Steer right Left- Steer right Advice for every player- First, pump the A button as hard as you can. Once you hop in the bobsled, act as if you are in a race all by yourself. However, if characters steer in different directions, you won't go anywhere. Neither of the team members has the advantage. Ho-hum. Toad Bandstand Difficulty for both team members- Simple. Yet another oldie, except now you are split into two teams. Team members are equipped with a drum and flute, and play music according to the bar at the bottom. The team that follows music most accurately wins. BOTH PLAYERS- A- Play instrument Advice for every player- Get in the feel for the music, and press the A button whenever the box passes over your instrument. Once again, neither of the team members has an advantage. Fun! Handcar Havoc Difficulty for both team members- Medium Another oldie, but thankfully, toned down from the original. Going fast will STILL tip you over the edge, and none of the controls or objectives of the game have changed. BOTH PLAYERS- A- Pump handcar B- Brake Control Stick- Lean Advice for every player- The track is always the same, so after you get used to it, make sure you know every curve, straightaway, and jump. I DID mention there were jumps, didn't I? OK, after now, I won't say if there is an advantage… unless there is one. Fun! Magnet Carta Difficulty for both team members- Simple In this game, the main objective is to collect coins, using a magnet attached to a bumper car. The car takes a little getting used to, so if you have the Driver's Ed game, you can master this extremely easily. BOTH PLAYERS- Control stick- Turn/move in respective directions. Advice for every player- Heavier loads of coins weigh more, but it makes no difference! Bring it back to your goal! Coins are coins, and you'll get them at the end of the game anyway… Ho-hum Destruction Duet Difficulty for both players- Easy The objective is simple: be a steenking vandal and kick the crap out of the Bowser Statues. There are three different heights, with the tallest one obviously taking the most time to deface. Heavier attacks damage the thing more. BOTH PLAYERS- A- Jump B- Attack Z- Hip Drop Control Stick- Move Advice- Hip Drops seem to take too long to accomplish, so settle with jumping and quickly kicking the stupid thing. If it gets too high up to kick, begin finishing with normal attacks or Hip Drops. Fun! Torpedo Targets Difficulty for both players- Medium One of the players pilots a submarine and steers it around, while the other one is in control of the torpedo deck. Main objective here: find the targets underwater, and blow them up before the other team can do so. SUBMARINE STEERER- A- Accelerate B- Reverse Control Stick- Steer. TORPEDO LAUNCHER- A- Shoot torpedo Control Stick- Steer torpedo Advice for Steerer- From the camera views, finding the target can be difficult. Once you do, close in as near as possible to the target, hoping your teammate is shooting at it. Advice for Launcher- See target? Make go boom. See enemy sub shooting at target? Make go boom while wait for friend. Unga! Easier for the torpedo shooter, IMHO. Fun! Looney Lumberjacks Difficulty for both players- Simple Saw through logs using a giant saw. Whee. Just make sure you and your teammate push the same direction, or you'll be caught squishing or stretching the saw. BOTH PLAYERS- A- Pull B- Push Advice for both players- Get in a steady rhythm. Irritate opponents at a party by shouting "A! B! A! B! A! B! A! B!" until you finish, because it may screw them up, and keep you and your teammate oriented. Goodie. Worthy of a toilet. *FLUSH* Sky Pilots Difficulty for flapper- Easy Difficulty for pilot- Hard Be the first team to cross the finish line. The pilot obviously steers, while the flapper flaps his arms up and down to make the craft pick up speed. PILOT- Control stick- Steer FLAPPER- Control stick- Up- Flap up Down- Flap down Advice for pilot- Steer away from obstacles (hard with the control) and try to aim for rainbow rings for a speed boost. Easier said than done. Also, try to goad a cannon into firing on an opponent, if at all possible. Advice for flapper- Get in a steady rhythm, and stick to it. See what rhythm gets the best speed, though. Flapper has the definite advantage here. Fun! (But note… repetitive, it is the same course o'er and o'er again.) Speed Hockey Difficulty for both players- Simple Pong takes a jump into the Mario Party universe! The characters become paddles that can only move up and down, and quite obviously, have to hit a puck into the other team's goal. Three goals wins the game. CONTROLS FOR BOTH- Control stick- Up- Paddle up Down- Paddle down Advice- Try not to get the puck stuck between your two teammates. It doesn't get very fun where it rebounds into your goal. Otherwise, just play the old-school game of Pong! Ho-Hum… Cake Factory Difficulty for cake lifter- Easy Difficulty for strawberry placer- Medium This game requires good teamwork. One player lifts the cake and sets it on a table, and the other one puts a strawberry on top. Two cakes can not go on top of one another, and a strawberry first also messes up the way of things. Controls for both- A (hold) Pickup A (release) Drop on table. Advice- This requires excellent teamwork. If you are the cake picker, make sure you HOLD a cake if there is already one on the table. For the strawberry placer, if you have a strawberry, hold it JUST until the cake placer begins to drop his, than drop yours. Saves a lot of time. Oh, and MAKE SURE YOU GRAB AN INGREDIENT THE FIRST TIME, EVERY TIME! Screw- ups cause your character to stay stunned as they grab at air, giving the other team a chance to catch up. Cake placer has a slight advantage. HELP! I've started playing and I can't get off! Dungeon Dash (This is a hidden mini-game. I believe you have to buy all the 2 vs. 2, 4 player, and 1 vs. 3 mini-games, plus 1 item mini-game.) Difficulty for both players- Medium The Desert Dash mini-game from the original returns (albeit still with the name dash, when its more of a waddle.) Make your way across the dungeon on land skis, keeping in a rhythm with your partner. First to successfully exit wins. CONTROLS FOR BOTH- Control stick- Left- move left ski Right- Other one Advice- Get in a steady, fast rhythm, and stick to it. Pause before the fireball erupts, quickly pass, and move to the Thwomp. If he had JUST fallen, barrel by as fast as you can, but if he has been in midair for a while, wait for him to fall, inch up to him, and scoot under him after he rises. Ho-hum… 4 PLAYER MINI-GAMES This group of mini-games is the most common, and occurs whenever all four characters lands on the same color space (usually blue.) Mecha Marathon Easy Wind up your Mecha Fly Guy, then let him go and hope he wins the race! CONTROLS- A and B together- Wind the crank. Advice- This will take some major button mashing, nothing more. I'm sure many agree that this is one of the most boring mini-games there is. Worthy of a toilet. Roll Call Difficulty varies. Count the amounts of Toad, Boo, and Bob-Ombs roaming about in a field. CONTROLS- A- Count one up B- Count one down. Advice- Bob-Ombs are easiest: count them all, and as they blow up, decrease a number. For Boos, count them all, careful not to become confused by their fading and their ability to pass through one another. The most confusing one is Toad, because his head looks just like the mushroom tops, so count everything first, count the amount of mushrooms you see by looking at the screen for a moment to see what moves, and subtract that number to get the Toad numbers. Ho-hum Abandon Ship Difficulty- Hard Objective here: climb up a ridiculously long pole of a sinking ship, snagging coins and avoiding leaping Cheep Cheeps. First to the top wins. CONTROLS- A repeatedly- Climb pole Control stick left/right- Change side of pole Advice- This minigame may cause blisters on your fingers, because while everyone climbs about the same pace on the way up (or falls in if they don't,) once you get up top, you'll DESTROY them just trying to climb on top of the pole. To give yourself a little boost, whenever a fish is about to hit you, change sides of the pole (unless a portion of mast blocks your path, in which case you should take the stun.) If performed correctly, you will not lose any time because the stun wears off during the pole swap… hard to explain in words, but you'll see. Fun! Totem Pole Pound Difficulty- Easy A totem pole rises beneath your feet, and using Hip Drops, you must shove it back down into the ground. CONTROLS- A- Jump Z- Hip Drop Advice- Jump A.Q.A.P (as quickly as possible) and at the very peak, hit Z. Rinse and repeat. With no human players, you should win easily. Ho-hum. Toad in a Box Difficulty- N/A The four contestants jump at a box. If Toad comes out of it, a platform rises beneath them. If the pirahna plant, chomp, or Baby Bowser icon shows up, your character becomes squished (with severity shown in increasing order.) CONTROLS- A- Jump Advice- While you can time the first three (or four, if you have good timing) boxes, snagging box number 5 for the win is all up to luck. And, as I may have already stated, I HATE RELYING ON PURE LUCK (though it IS good for the newbie player.) Worthy of a toilet. Shell Shocked Difficulty- Medium The four players enter an arena as tanks with two hits each, in one of three different formations. One has one pipe, with all four players facing away. The second has four pipes, one in front of each player in the corner, and the last has pipes littered all around the place. The main mission here is to shoot or lob cannonballs at the other tanks while avoiding other shots at the same time. Last to survive wins CONTROLS- A- Shoot straight B- Lob a shot Control stick- Drive/Turn tank Hold Z- Fix aim (so you can continue looking the same direction while moving left and right.) Advice- For formation one- Take out one of the players to either side of you, then use the pipe as cover while lobbing (or shooting straight) at the two other players. They'll try to do the same, so beware! For formation two- Use your pipe as cover, take the people out to your left and right, and venture out in the open for the last guy. Formation three- Plenty of cover here. Lob shots will win the day here, except for close shooting at near areas. General advice- Learn how far the lob travels and how far you need to back away from a pipe to use it. Also learn how to strafe, as it may save your life (case in point: the Mini- Game Coaster's HARD difficulty's goal.) Lava Tile Isle Difficulty- Hard This is your not-so-standard king-of-the-hill game, with the characters being able to punch, kick, hip drop, and jump to knock opponents into the lava below. The catch is, they are all on a VERY small island with two spaces out of 9 missing on it! As the game progresses, these spaces get filled while others are created by the moving Grindel tiles (the mummy tiles from Mario 64.) CONTROLS- A- Jump B- Punch/Kick Z- Hip Drop Control Stick- Move Advice- As hard as it seems, STAY AWAY FROM THE EDGE until two opponents fall in (read as PLAYING CHICKEN.) When the last opponent comes your way, have him try to punch you, then run around behind him/her, punch, and laugh as they fall in the lava. Of course, this doesn't work 25% of the time, it's just one tactic. Just make sure you start MOVING if the tile beneath you shakes. Fun! Honeycomb Havoc Difficulty- Depends on your intelligence. If dumb, OMIGOD! If smart, Simple. Jump and hit the block above you when it is your turn. The block will say either one or two. Grab that many fruits/coins/honeycombs off the tree. But you don't WANT the honeycombs, unless you like bees flying at your butt. The person who doesn't grab a honeycomb wins. CONTROLS- A- Jump at the box. Advice- While waiting, do simple math to see how safe you will be if you snag one or two rows. If you survive until the last two players, try to force it so you have 5 fruits before the next honeycomb, and hit the block so it stops on 2. If the guy next turn hits one or two, hit the opposite brick. (S)he'll be stuck with the honeycomb. Oh, and a last point. Coins are practically worthless to snag, because in many cases, they set you up to be eliminated. Ho-Hum… Sneak 'n' Snore Difficulty- Hard Ahh, the standard "Red Light Green Light" game. Waddle in a barrel towards the switch, hit it, and make your way back out the door. The faster you walk, the longer it takes to hide in the barrel when Chain Chomp awakens. CONTROLS- Control stick Down/Up- Move down/up Advice- Walk at FULL SPEED the whole time. You may think this is dangerous, and it is. But here's a trick! Every time the bubble grows in size, take your hand off the control stick for the slightest moment. If the snooze bubble pops, let go of it all together. You'll see what I mean if you try it. Fun! Dizzy Dancing Difficulty- Easy This COULD be considered a deathmatch, except it ends about three seconds after everyone stands up, dizzy. Oh, you want an objective? Grab a musical note hovering above a spinning record. This record spins extremely fast before the event, knocking you over in a corner. When you stand up, and try to move, your controls are all funky! Whoever grabs the note first wins. CONTROLS- Control Stick- Move in a wrong direction A- Jump B- Attack Z- Hip Drop Advice- Once you stand up, find which direction you have to hold the control stick to move towards the center of the record. While you may have a little bit of fun trying to fight for it, it's very easy to simply jump in the center and snag it. Worthy of a Toilet. Help Maw, it backed up! Sewage is spewing everywhere! Tile Driver Difficulty- Medium The players stand on a grid of 9 tiles (in a 3 X 3 formation) and try to turn all the tiles over (using Hip Drops) to fit the picture in the middle. The one who creates the picture first, wins. CONTROLS- Control stick- Move A- Jump Z- Hip Drop Advice- All I can say here is to initiate your hip drops as quickly as you possibly can over the tiles to save time. With human players, this runs down to a combination of luck and speed. Ho-hum… Zzzzzzz Deep Sea Salvage Difficulty- Simple Don't assume this is the same mini-game from the original. This bonus game has all four characters acting as mini-subs which swim towards coins and coin bags thrown by the Hammer Bros, and avoiding the mines he throws. CONTROLS- A repeatedly- Ascend Control Stick Down- Descend quicker Left/Right- Move left or right. Advice- Just go for the coins baby! Also, don't kill yourself going after coin bags on the other side of the screen, someone else will probably nab it first. Not much more to say than that. Ho-Hum… Hot Rope Jump Difficulty- Varying Another return, except with a variation on a rule: last player to survive jumping over the flaming rope, wins. CONTROLS- Tap A- Hop lightly Hold A- Jump high Advice- The difficulty varies depending on how fast the rope moves. If it starts going full speed, begin tapping A instead, because you might jump over the thing and land right as it starts sweeping underneath you again. Timing wins the day here. Fun! Platform Peril Difficulty- Medium Players run and jump along the platforms in this returning game, except now, there are obstacles thrown into the lifts such as moving platforms, conveyer belts, and raised obstacles in the platform. First player to make it all the way across the course wins. CONTROLS- Control stick- Run A- Jump. Tap to do a hop. Advice- Not much different than the old version. Ignore going after coins though, it only puts you slightly behind. Also, it may be dangerous, but wait until JUST THE LAST MOMENT to jump, because you have more speed running than you do jumping. Fun! Bumper Balls Difficulty- Medium Yet ANOTHER returning classic. It's pretty much the same thing (bump all opponents off the island/tower/mountaintop), until you play the two new boards! One of them has a patch of ice in the very center of it, which makes the bumper/bumped person go skidding farther than they normally should, while the other has hills and bumps to add/take away momentum. CONTROLS- Control stick- Move Advice on all fields- Goad someone near you by hanging around the edge, then move out of the way. If they don't fall, circle behind them and bump. If they aren't dead now, run and repeat at another location. Advice in ice field- Try to bump someone full speed on the ice. Sure, you'll go flying, but chances are, they'll go further, hopefully off the mountaintop. Advice in rocky field- Use the bumps to your advantage by bumping someone and using the downslope to recover from the recoil quicker. HELP! I've started playing and I can't get off! Call EMS! Bombs Away Difficulty- Medium OK, for Mario Party 3, I propose that they don't recycle so many mini- games (unless you keep all these and add on new ones.) You know the drill, stay on the island until time runs out. Of course, there is a new catch… the cannons shoot bullets that will definitely strike the island, and near the very end, a HUGE bomb blast will rock the island. Anyone who survives the onslaught wins the game. CONTROLS- Control stick- Move A- Jump Advice- Stay away from other players, they might stun you by jumping, and if a blast rocks the island too much, you're toast. Also, avoid explosions, because if you get hit by one of them, you will be knocked into the ocean in a very hilarious manner. For the final blast, JUMP AND JUMP AGAIN until the island stabilizes. Fun! <RANDOM INSERT ADDED IN HERE TO AVOID PLAIGARISM OF THE UNOBSERVANT WEBSITES. Only www.gamefaqs.com and vgstrategies.about.com may use this FAQ.> Tipsy Tourney Difficulty- Easy ANOTHER STINKING RETURN! And no twist, so nothing important needs to be said, unless you're a newtimer to the Mario Party universe. Tilt the board to use the shell to knock away spaces on the 5x5 grid, becoming the winner by knocking them all out (major run-on there…) first. CONTROLS- Control stick- Move A- Jump Advice- Your preference may differ, but I like taking out the center 9 so I can easily take out the 16 around the edge. Ho-Hum… Hexagon Heat Difficulty- Medium Jeez, it appears that the vast majority of the returning mini-games are in 4 Player mode. This is Mushroom Mayhem, except the ocean has been replaced by lava and the mushrooms replaced with metal hexagons. Last to stay on the rising and falling platforms wins. CONTROLS- Control stick- Move A- Jump Z- Hip Drop Advice- Concentrate on surviving at first, moving as quickly as possible to the correctly colored hexagon (I forgot to say, Toad holds up the color, and all the other ones fall into the lava) and return to the center one after they rise again. Stand near the edge of it, so anybody who tries to make it on has to correctly time a jump on your head to make it safely onto the platform. When you and one other player are left, wait until the rate of falling dramatically increases, and Hip Drop the opponent before Toad holds up a flag. Rush to the proper Hexagon, and the opponent should die before recovering. HELP! I've started playing and I can't get off! Skateboard Scamper Difficulty- Hard ::Bursts into tears:: It's another one. Why, God, why!? This returning variation has the four players skating across a carpet while pursued by a Big Boo. The floor rises and falls in some areas, and also has inclines and downgrades. First player to win in this button mashing event is the one who makes it to the window first. CONTROLS- B repeatedly- Skate A- Jump Advice- A turbo controller works wonders here. If you don't have them, sacrifice your fingers by pounding on the B button, occasionally striking A at the same time to grab a coin/jump over a stair or incline. Slot Car Derby Difficulty- Hard Yet ANOTHER classic returns… all you have to do is win the race, avoiding skidmarks (on the TRACK, not your underwear, sicko!) First to finish all four laps wins. CONTROLS- Control stick- Drive. Release to slow down/stop. Advice- Drive full speed the whole way, releasing the tilted control stick only if excess smoke appears behind your tires. Fun! Shy Guy Says Difficulty- Easy Does anyone else other than me hate this mini-game? You match the action of the Shy Guy. A small attempt has been made to spice it up by having the Shy Guy hold TWO flags out at once, then appear to put one back, then truly put the other one back. Easy stuff, but it gets faster as you go along. If a person makes an error, the balloon they are hanging from gets popped by an arrow and they fall down. Wheee. Controls- A- Raise white flag (right) B- Raise red flag (left) Advice- Push the right button. Push the button! Push the button George, push the button! Can we go on and live off da fat of the earth George? Can we? </Of Mice and Men> Worthy of a Toilet. It's backed up, Maw! Call the Roto Rooter man! 1 PLAYER GAME DRIVER'S ED This game is a secret, and you can only get it after you buy ALL the mini-games off of Woody. It's known as Driver's Ed, and has you, as a car, driving (using the same controls as Bumper Balloon Cars and Magnet Carta) through a group of 20 targets, and crossing the finish line. There are 5 different courses, so try 'em all! At a party, see who can get the lowest time on each! ==================================================================== <*>*<*>*<*>*<*>*<*>*<*>*<*>8. Thanks!<*>*<*>*<*>*<*>*<*>*<*>*<*>*<*> ==================================================================== I STILL NEED WOODY'S MINIGAME PRICES! I know a few of them now, but I handed the game back to Blockbuster before writing them down! I thank the 50+ people that pointed out the Bowser Revolution omission. You know who you are. ===================================================================== <*>*<*>*<*>*<*>*<*>*<*>9. Repeat Copyright<*>*<*>*<*>*<*>*<*>*<*>*<*> ===================================================================== Mario Party 2 FAQ Version 2.0, 2/21/2001 Started on 1/30/2000 Copyright 2000-2001 by Earthshaker Anyone may reproduce this FAQ electronically, but do not sell it for money. Proper legal action will occur if you make a profit off of this work. If you wish to place this on your website, tough noogies. I don't accept requests anymore. The only places this can appear are www.gamefaqs.com and vgstrategies.about.com, plus any affiliates of www.gamefaqs.com such as gamesages. Proper legal action will be taken if I find out this is anywhere else. If you have any questions/comments/complaints/babble that is INTELLIGENT. I restress… INTELLIGENT… send to Earthq3846@aol.com. Mario Party 2 is copyright Nintendo and Hudson. And that ASCII art up top is MINE. MINEMINEMINE! Heehee… just a little random insanity out of excitement of finishing the FAQ.