Mario Party 6 ------------- Copyright 2005 Brian McPhee Author: Brian McPhee (Kirby021591) E-mail: Kirby0215@aol.com Most Recent Update: June 29, 2005 Originally Created: March 2, 2005 Version 1.0 -------------------------------------------------------------------------------- -------------------------------Table of Contents-------------------------------- -------------------------------------------------------------------------------- Section 1* Introduction* Navigation* Storyline* Characters* Types of Spaces* Orb Items* Section 2* Party Mode* Party Mode Boards* Solo Mode* Decathlon Park* Section 3* Mini-Game Mode* 4-Player Mini-Games* 2-vs-2 Mini-Games* 1-vs-3 Mini-Games* Battle Mini-Games* Duel Mini-Games* DK Mini-Games* Bowser Mini-Games* Rare Mini-Games* Mic Mini-Games* Mic Mode* Section 4* Star Bank* The Miracle Book* Option Mode* FAQ* Section 5* Credits and Legal Information* -------------------------------------------------------------------------------- __________________________________________________________________________ / \ / \ ||--------------------------------Section 1*----------------------------------|| \ / \__________________________________________________________________________/ ================================================================================ =================================Introduction*================================== ================================================================================ Welcome one and all! Yep, I finally hit twenty-five walkthroughs. I am now a prolific dork... Regardless, you're reading a guide for Mario Party 6, which I'm saying for all those blind people who just miraculously regained their vision. Now, this is the sixth game in the Mario Party series. Mario Party was promising from the beginning. Playing as any of six popular Mario characters, you played a virtual board game to collect more Stars than your opponents. This could be done in any number of ways, and you could play with friends. Mario Party has since expanded to a sixth game. The formula has been made perfect and more characters have been added and some excluded. It was a long road. The first two Mario games were good, but they started to lose me at Mario Party 3 (although the duel system was awesome). Mario Party 4 and 5 were so short that I never bought them, and I'm sure many others felt the same. Mario Party 6 is the revival of the traditional style of Mario Party with a few new twists. We've grown to accept that Donkey Kong is no longer a character, but Boo and Koopa Kid are... Of course, Donkey Kong does play an important role in this game. Items are now called orbs, but there are few differences beside that. There's even a microphone that comes with the game that allows you to play fun mini- games. Plus, there's a Star Bank, similar to the shop system from Mario Party 2. With tons of expensive merchandise, it will keep you playing for quite a while. Besides, the game is a great multiplayer, too. You made the right choice by renting it/buying it/checking this guide out. It's fun, night or day. But always remember: It ain't a party without-a Mario Party! By the by, if you should happen to see my walkthrough (guide) on any site other than GameFaqs.com or GameSpot.com, please e-mail me about it. With your help, this guide will never be plagiarized. ================================================================================ ==================================Navigation*=================================== ================================================================================ You may've noticed the asterisks (*) next to the section titles. Although they are festive, they also serve another purpose. Namely, they differentiate section names from times I might use the name in text. In other words, if you press CTRL (Apple if you are using a Mac) and F at the same time, a Find/Search box pops up. Type in the section title found in the Table of Contents, asterisk and all, and click Find/Search. It will take you first to the Table of Contents, then to the second time I use it (which is the beginning of that section). May it help you navigate this guide. ================================================================================ ===================================Storyline*=================================== ================================================================================ Just about every Mario Party game has a storyline, weak as it may be. We all remember that awful Millennium Star from Mario Party 3, right? This game may not have spectacular plotlines, but it is adequate for the game. It also ties in quite nicely to game play. Below is my summary of it. +--------------------+ | Plot Summary | +--------------------+ The sun and the moon are embodied in Brighton and Twila, respectively. Every day they enjoy throwing parties with Mario and his friends, and have done so for a long time. Brighton and Twila were even friends for a long time, until they had an argument. Brighton thought that he was cooler, while Twila claimed to be more impressive (ha, pun). They could not settle this quarrel and the Mario world was in shambles. But, Mario had a brilliant, rather unoriginal, idea! If Mario and his pals utilized the power of the Stars, they could stop their feud and party-hearty while they were at it! How convenient! So, Mario and company assembled to play mini-games, earn coins, and beat each other to become the next superstar. Well, I would have never thought of that... I'd love to be on the storyboard staff for Mario Party games. Anyways, this is why we party; we need to find the solve-all-problem Stars. Where would Mushroom Kingdom be without them? ================================================================================ ==================================Characters*=================================== ================================================================================ As I said, they took out Donkey Kong in Mario Party games only to add him to every board. It's ridiculous. They also added two characters, one of which was an awful decision. Below, I'll list characters by category (playable characters and then important characters). Every playable character is essentially the same. -------------------------------------------------------------------------------- Character Name Notes: -------------------------------------------------------------------------------- Above is the setup. Characters are organized (if playable) by the order the manual lists them or alphabetically. ================================================================================ Playable Characters ================================================================================ Mario Notes: Obviously, Mario is the star of this game. After all, his name is in the title. Mr. Nintendo first appeared in the arcade classic Donkey Kong. Although Mario and DK both became successes, Mario, called Jumpman at the time, immediately went on to the NES in his genre-defining game, Super Mario Bros. It was an overnight hit. Today, Mario becomes increasingly popular with his own arsenal of videogames. I'd even go so far as to say that no other character has ever appeared in so many videogames. Mario was introduced to the world as a carpenter, but he quickly became a plumber as he started to use warp pipes as transportation. Mario was named after the landlord of the Nintendo of America building because he bore resemblance to him. Also, he once swapped the colors of his overalls and shirt long, long ago. -------------------------------------------------------------------------------- Luigi Notes: Luigi is Mario's brother, often called the eternal understudy. Luigi is physically taller and thinner than his brother, but he started out as "Player 2," a mere change of color in Super Mario Bros. Differences between his brother and him started in Super Mario Bros. 2, although Luigi was by no means popular. Really, he was underrated until late in the lifetime of the N64. Often portrayed as cowardly, Luigi finally got the limelight in a game of his own on the Game Cube, Luigi's Mansion. In it, he rescued Mario (this happened before in Mario is Missing, an accursed edutainment game in which Luigi used geography to find Mario) and beat King Boo, all in one night. Luigi is starting to be recognized as an important character. He already has amassed tons of fans as it is. On a side note, Luigi and Mario are from the Mushroom Kingdom, although they were originally said to be Italian-Americans from Brooklyn. -------------------------------------------------------------------------------- Peach Notes: In Donkey Kong, Mario worked his way up a construction site to rescue his first love Pauline (the name is a classic movie-era name for damsels in distress). After her first rescue, though, Mario moved on to his everlasting girlfriend, Princess Toadstool. Toadstool was kidnapped by Bowser time and time again, but each time this happened Mario rescued her. Eventually, Mario and Toadstool became personally associated and Mario learned her first name - Peach - while being invited to the castle for cake. Princess Peach is the princess of Mushroom Kingdom. Of all the people that are kidnapped, it happens to her the most. What a bother it must be getting abducted every time you step outside or blink. -------------------------------------------------------------------------------- Yoshi Notes: Yoshi debuted in Super Mario World for the SNES. Yoshi is a dinosaur whose home was once under siege by Bowser. Luckily, Mario and Luigi saved Yoshi's brethren and also rescued Peach. Yoshi still aids Mario today. Although the job must be degrading, Yoshi is Mario, Luigi, and on occasion Peach's trusty steed. Yoshi is also the term for the entire dinosaur species, which can make talking about them confusing at times. A group of Yoshis, not our traditional Yoshi, have been combating Bowser since his childhood. Bowser has a certain affinity toward causing Yoshis pain... Of course, they always beat Baby Bowser (what'd you expect?). Yoshis come in a variety of colors - not just green - and love fruits, especially tropical ones. Yoshi is one of the many Mario characters who had a start in the Mario world, but moved on to games of their own. Of course, Yoshi is a strictly Mario character. -------------------------------------------------------------------------------- Wario Notes: Wario entered life as a cheesy villain in cahoots with the three little pigs in Super Mario World 2. In Japanese, Wario means "bad Mario." Wario stole Mario's castle (Mario has a castle?) and Mario had to find six golden coins to enter it and kick out the freeloader. Wario's insatiable greed led him to search for a new home in his own game series, the opening games called Wario Land (actually, Wario Woods was earlier). When Wario had found the home of his dreams, he opened his own factory. Today, WarioWare and his other games are very popular. The muscle-bound brute began as Mario's copy, but is now a completely independent character. -------------------------------------------------------------------------------- Daisy Notes: Princess Daisy is the princess of Sarasaland, which was once invaded by Tatanga, a mysterious alien. Mario strayed from Princess Peach once to save her, and then Daisy slipped into obscurity. Well, not exactly. Daisy did not appear in another game until she started playing golf and tennis with the Mario gang. This marked the reappearance of Daisy, who is now a regular in Mario games as Peach's partner. She first became a playable Mario Party character with Waluigi in Mario Party 3. -------------------------------------------------------------------------------- Waluigi Notes: Waluigi first appeared in Mario Tennis for the N64. This was right around the time when people were starting to fill the gap between Luigi and Mario, and it must've seemed appropriate to give Wario a brother and Luigi an archrival. In the process, though, Waluigi made many enemies. He is a hugely controversial character disliked by many because of either his personality or that fact that he instantly bypassed years of obscurity other characters like Daisy, Birdo, or even Donkey Kong had to go through to become a Mario game regular. Also, he is probably the most obvious filler character ever; he appeared just so Wario would have a partner in tennis/racing/golfing/partying games and for Luigi to have a nemesis. So, out of nowhere came Waluigi to the Mario scene. Personally, I think Waluigi shouldn't be looked down upon so much. After all, Luigi was once a filler character (his days as Player 2), but now tons of people like him. Even though Waluigi is a bit infamous for his abrupt appearance into the Mario universe, he still has a following. -------------------------------------------------------------------------------- Toad Notes: Toads are the humble servants of Princess Peach of the Mushroom Kingdom. In Super Mario Bros., Toad was always waiting for Mario to come and rescue him in his attempts to rescue Peach. Toad made a reappearance in Super Mario Bros. 2 as a playable character (not that good, though). He remains loyal to Princess Peach and has even helped Mario out a few times (like in Super Mario 64). Today, though, Toad is better at partying, golfing, and racing than at adventuring. -------------------------------------------------------------------------------- Koopa Kid Notes: Koopa Kid is one of Bowser's infinite miniatures that populate the Mario Party world. Like Boo, Koopa Kid first became playable in Mario Party 5, but has been in every Mario Party game. In the first Mario Party in 1998, Koopa Kid was called "Bowser's Cohort" and was his little instrument of destruction in each Mario Party game. This time around, Koopa Kid is taking a more direct approach by actually playing the game. He is not Baby Bowser nor is he Bowser Jr.! -------------------------------------------------------------------------------- Boo Notes: Boo first appeared as a shy ghost in Super Mario Bros. 3. When you turned around, it would come at you, but if you faced it, it covered its face and floated stationary. Boos became more powerful in Super Mario World in which they had their own ghastly manors. Afterward, Boos had no huge comeback until Luigi's Mansion. King Boo, leader of the Boos but the servant of Bowser, tricked Luigi by having him win a contest for a mansion he didn't even enter. Mario went to check out the mansion and he never returned. So, Luigi had to bravely enter the mansion and rescue his lost brother, who had been locked in a painting by King Boo. In the meantime, Luigi had to capture fifty Boos, the minions of King Boo (each with their own punny name). In Mario Party games, Boo has always been the one to steal coins, even Stars, from other characters. This time, though, a pink Boo has taken that honor away from Boo so that Boo might play the game. -------------------------------------------------------------------------------- Toadette Notes: What's there to say? Toadette was introduced to the Mario series in Mario Kart: Double Dash. If Waluigi is disliked, than Toadette should be burned in effigy. She is the biggest filler character ever; she only serves as Toad's partner. She did play one notable part in a game's plot, though. In Paper Mario: The Thousand-Year Door, Toadette came to explain an upgrade to you every time you got one. I don't dislike Toadette, though. I'm indifferent (and if you believe that...). ================================================================================ Other Characters ================================================================================ Bowser Notes: Since Super Mario Bros., Bowser has been Mario's main enemy. Bowser loves to kidnap Princess Peach and does it all the time, almost as a hobby. More notably, Bowser is the leader of the Koopa Troop, a group of turtle-like creatures that have been trying to conquer Mushroom Kingdom for ages. Bowser is the King of Koopas, and has several children. Eight of them appeared and reappeared in Super Mario Bros. 3 and Super Mario World, respectively. They were extremely awful and it's a good thing that Mario finally killed them all off. These children, known as the Koopalings, were sort of like governors of Bowser's conquered lands (until Mario wiped the floor with them). After their death, a final child was introduced as the son of Bowser, Bowser Jr. Now, although Bowser Jr. would have been better to play as than Koopa Kid, he has yet to appear in a Mario Party game. But, Bowser has more interesting things about him than his children (like his wife! Zing!). When he was a kid, he tried to take out Baby Mario, but Yoshi saved him. A herd of Yoshis foiled a few other plans that he had as a kid, too. After being beat a few times, Bowser became more of a joke than a serious villain. Take any Mario RPG game, for example. Depending on the mood of the game, Bowser is either an invincible fiend or a laughingstock. As far as Mario Party is concerned, Bowser likes to torment the players by stealing their Stars and valuables. -------------------------------------------------------------------------------- Brighton & Twila Notes: These two are the incarnations of the sun and the moon. They are fighting over who is better at throwing parties, which led to the events of Mario Party 6. Personally, I think Twila is about two and a half times “cooler” than Brighton. After all, Brighton is the sun (giggle)! -------------------------------------------------------------------------------- Donkey Kong Notes: DK was taken out of Mario Party 5 as a playable character. In return, he received his own space on the board, allowing him to help whoever lands on it. During the daytime in Mario Party 6, DK has spaces on the boards positioned to help those who land on it. DK's mini-games, all revolving around collecting bananas, reflect his past. Donkey Kong first appeared in a game sharing his name as the villain who kidnapped Pauline, Mario's first girlfriend. Jumpman, Mario's pre-NES name, soundly defeated DK and rescued the damsel in distress. DK had a few more games afterward that were similar to his arcade origins. Most of them featured Donkey Kong Jr., possibly a son. Donkey Kong finally got games of his own when the SNES came out. Donkey Kong Country was not Mario-related in the least and it dropped DK Jr., thankfully. With help from his nephew, Diddy Kong, DK went out to recover his stolen banana hoard from the Kremlings (led by King K. Rool, DK's constant adversary) and prove his videogame valor. Yes, in all Donkey Kong games the Kong Family is aware that they are videogame characters and they all must prove themselves to Cranky Kong, the eldest. DK has had his fair share of rescues, too. In some of his arcade games, Mario took revenge on DK by trapping him, forcing DK Jr. to come to his aid. I could keep rambling, and I just might! After all, Donkey Kong was cheated when he was removed from Mario Party's player lineup. I'd play as the ape any day over playing as Toadette or Koopa Kid. -------------------------------------------------------------------------------- Koopa Troopa Notes: Koopa Troopas are members of the Koopa Troop that have fought Mario since day one. They are turtle-like creatures defeated easily with one jump. In Mario Party 6 (and other Mario games), Koopa Troopas are merchants that sell useful items in exchange for coins. -------------------------------------------------------------------------------- Professor E. Gadd Notes: Professor Elvin Gadd designed the Poltergust 3000 used by Luigi to capture ghosts in Luigi's Mansion and the FLUDD (Flash Liquidizer Ultra Dousing Device) that Mario uses in Super Mario Sunshine. Elvin has his own board in Mario Party 6 full of mechanical traps. -------------------------------------------------------------------------------- Shy Guy Notes: In Mario Party 6, Shy Guys sometimes run shops instead of Koopa Troopas. Shy Guys first appeared in Super Mario Bros. 2. They are generic enemies that have taken many forms over the years (General Guy, Knife Guy, Gourmet Guy, Bandit, Fly Guy, etc.). They wear masks to cover their faces, thus making them shy. In Luigi's Mansion, we finally saw under the mask (there were some ghosts of Shy Guys that you could pull the masks off of using the Poltergust 3000). Under it were *cough-hack-cough*. Excuse me. -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- Aside from orb characters, those are all the notable persons in the game. The thing I like about Mario Party games is that they all include many Mario characters and are a good way to learn their names. This Mario Party I learned "Ukiki." They're monkeys. ================================================================================ ================================Types of Spaces*================================ ================================================================================ As I said, Mario Party games are like virtual board games. There are several types of spaces, and I will explain them all here. Note that these do not include Solo Mode spaces. These are all the manual's names. Blue Space: If you land on a Blue Space, you will gain three coins. Your character's color for that turn will be blue. Red Space: If you land on a Red Space, you will lose three coins. If you have none, you will lose none (you cannot have negative coin amounts). Your character's color will be red. Green Space: Spaces with question (?) marks on them trigger certain events unique to a board when pressed. Duel Space: These spaces have two swords crossed on them. It lets you play a Duel Mini-Game. The person that lands on it decides whether the match will be for coins or Stars and how much to bet (if they have enough, they can bet 40 coins or a Star). This is green. DK Space: Donkey Kong pops up and will help you out. Sometimes it's a DK Mini- Game, but it varies. You'll be green afterward. Bowser Space: Bowser appears and will crash the party! He does all sorts of stuff to you. The players he hurts depends on who loses his mini-games. The characters' colors are red if they land on this. Miracle Space: These spaces with stars on them trigger a roulette wheel. First it chooses a character, and then it chooses an action done between these characters (giving away Stars, coins, etc.). They are very rare and have the power to change the course of the game. Characters' colors become green. The colors I listed are important because they determine what type of mini-game is played (green can change to red or blue depending on what happened to you in terms of helpfulness). For example, a 2-vs-2 mini-game is played if two characters are red and two are blue. Also, you'll find shops, star, start, and orb spaces on the board. They are not technically spaces because you don't stop on them, but they play a huge role in the game. ================================================================================ ===================================Orb Items*=================================== ================================================================================ Items in the game are now called orbs because they are encapsulated. Orbs are quite interesting additions to Mario Party. When you pass an Orb Space, you pick up a random Orb (some of which are exclusive or characteristic of a certain board). You can also buy Orbs from Orb Huts found along the track for changing prices. You can only carry three Orbs at a time. At the beginning of every turn you'll be asked to use one. Save them and use them wisely; they can turn the tables with a single press of the B Button. There are four types of Orbs. The types and their color are listed below. Green Orbs: These are Orbs that you use on yourself. They all help you achieve a goal or avoid damage. Yellow Orbs: Yellow Orbs are pitfalls players throw onto the field. When someone lands on that space, they will lose coins or be somehow affected. Yellow Orbs can land on a space in two ways. The face of whoever threw it appears on the space, but it either becomes the space or is above the space. In the former case, the player that lands on it will not experience the effect that that space would normally have. In the latter case, they would. For example, if someone threw an Orb onto a Red Space and the Orb appears above the space, then you would still lose three coins if you landed on it. Red Orbs: These may be pink (I can't really tell). Red Orbs are the same as Yellow Orbs, but you need only pass over a space with a Red Orb on it to feel the effect. Red Orbs take to space that they are thrown on in the same way as Yellow Orbs can. Blue Orbs: The other type of Orb is called Miscellaneous. These are Orbs whose effects are activated only when someone tries to steal something from you. Below are the actual Orbs and their descriptions. The costs at the Orb Hut may change (it will, actually), but I list the prices that the manual lists. -------------------------------------------------------------------------------- Orb Name Price: Effect: -------------------------------------------------------------------------------- As usual, the setup is listed above in case you don't understand the rather self-explanatory setup below. ================================================================================ Green Orbs ================================================================================ Mushroom Orb Price: 5 coins Effect: For that turn you will be able to hit the Dice Block twice. If you get two like numbers, you get ten coins. -------------------------------------------------------------------------------- Super Mushroom Orb Price: 15 coins Effect: For the turn that you use it, you can hit the Dice Block three times. Three matching numbers result in coins. -------------------------------------------------------------------------------- Sluggish 'Shroom Orb Price: 10 coins Effect: The Dice Block rolls slowly, which makes it easy to hit an exact number on it to move a certain number of spaces. Jump to hit the block when you see the number before the one you want. -------------------------------------------------------------------------------- Metal Mushroom Orb Price: 10 coins Effect: Like the Metal Cap in Super Mario 64, your character turns metal. This makes them invulnerable to Yellow Orbs and Red Orbs for that turn. -------------------------------------------------------------------------------- Cursed Mushroom Orb Price: N/A Effect: Only in Solo Mode, Cursed Mushroom Orbs make it so that you move either one, two, or three spaces. -------------------------------------------------------------------------------- Bullet Bill Orb Price: 20 coins Effect: You ride the Bullet Bill, a classic Mario enemy that looks like a missile, to an opponent from whom you steal twenty coins. -------------------------------------------------------------------------------- Pipe Orb Price: 10 coins Effect: Using a Warp Pipe, you switch positions on the board with another player. This is decided using a spinner and you can control who you switch with by pressing A when the spinner enters the region of the player coming before the one you want. -------------------------------------------------------------------------------- Flutter Orb Price: 30 coins Effect: Definitely the best Orb, it lets you go straight to the Star Space to pick up a Star. Flutters are Wigglers with wings (Wigglers are from Super Mario World). This Orb is the equivalent of Genies from other Mario Party games. ================================================================================ Yellow Orbs ================================================================================ Spiny Orb Price: 5 coins Effect: Spinies are old Mario monsters thrown down by Lakitu as spiky Koopas. Anyone who lands on this space loses ten coins and whoever threw it gains those ten coins. -------------------------------------------------------------------------------- Goomba Orb Price: 10 coins Effect: Goombas are the grunts of the Koopa Troop. They can be beaten with a single jump. Their Orb is pretty good, though. Whosoever lands on it hits a Dice Block with 5, 10, 15, 20, and 25 on it. Whichever they hit, they must pay that amount of coins to the person who threw the Orb. -------------------------------------------------------------------------------- Piranha Plant Orb Price: 15 coins Effect: Piranha Plants are pipe-dwelling creatures that serve Bowser. They also have awesome Orbs, one of the most powerful in the game. If a player lands on it, they lose half their coins and those coins go to the owner of the Orb. -------------------------------------------------------------------------------- Klepto Orb Price: 5 coins Effect: Klepto was an annoying condor in Super Mario 64. In this game, it is even more annoying because it takes whoever lands on it back to the Start Space. It is kind of funny when someone lands on it over and over again, though. -------------------------------------------------------------------------------- Toady Orb Price: 5 coins Effect: Toady is a Magikoopa from Super Mario World 2 (they actually came in groups as “The Toadies”) who will let you steal the Orb of the player that lands on the space. -------------------------------------------------------------------------------- Kamek Orb Price: 10 coins Effect: Kamek was Bowser's Magikoopa advisor back when Bowser was an infant. He's since been replaced by Kammy Koopa as chief advisor. Kamek rides down on broom and changes one Orb you have on the board to the owner's Orb. -------------------------------------------------------------------------------- Mr. Blizzard Orb Price: 10 coins Effect: A snowman from Super Mario 64, he will fall on anyone who lands on this space and the crushed player loses all their Orbs. ================================================================================ Red Orbs ================================================================================ Podoboo Orb Price: 5 coins Effect: Podoboos are living flames in the Mario-verse. These Orbs are god because whoever passes it loses ten coins (not given to anyone). -------------------------------------------------------------------------------- Zap Orb Price: 15 coins Effect: An Amp, electrically charged machines that move in patterns, shocks the player that passes this and they lose five coins for every space they move after getting shocked. -------------------------------------------------------------------------------- Tweester Orb Price: 5 coins Effect: Tweesters, tornadoes in Mario's series, blow whoever passes over this to another random space. Place these in front of important spaces, like Star Spaces. -------------------------------------------------------------------------------- Thwomp Orb Price: 10 coins Effect: A Thwomp, large blocks that are motion-sensitive, crushes whoever passes over it and that player stops moving afterward. -------------------------------------------------------------------------------- Bob-omb Orb Price: 10 coins Effect: If you pass over a Bob-omb (walking bombs), you can only move half the spaces you had left to move. Round up if you had an odd number to move. -------------------------------------------------------------------------------- Koopa Troopa Orb Price: 10 coins Effect: A Super Mario RPG-style Paratroopa (a flying Koopa Troopa) comes and switches whoever passed over the space with whoever set the Orb down. ================================================================================ Blue Orbs ================================================================================ Snack Orb Price: 10 coins Effect: Only in Snowflake Lake, this will prevent Chain-Chomps from stealing stars from you by giving them a bone to gnaw on. -------------------------------------------------------------------------------- Boo-Away Orb Price: 10 coins Effect: This is good insurance. If the pink Boo comes to steal coins or, worse, a Star, you can use this to shoo them off unsuccessful. Your opponent will feel quite stupid afterward. -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- Those are all the Orbs. I must note that I changed the name on the Podoboo Orb. It is called the Podoboo Capsule in the manual, but the Podoboo Orb in the game. Anyways, those are all the Orbs. Sometimes, you'll find coins inside them when you use one. -------------------------------------------------------------------------------- __________________________________________________________________________ / \ / \ ||--------------------------------Section 2*----------------------------------|| \ / \__________________________________________________________________________/ ================================================================================ ==================================Party Mode*=================================== ================================================================================ It is probable that the mode you spent the most time in is Party Mode. It can support up to four players and it is the second-best way to get Stars for the Star Bank. The rules are rather complex. First, everyone hits a Dice Block. Going from highest to lowest, this decides turn order. Everyone is given ten coins before the game begins. Then the first turn begins. The first player hits the Dice Block again (you may move as many spaces as you get on the Dice Block). After everyone lands on spaces, the turn is over. This means that it's time to play a mini-game. There are many of these, but three basic types - 4-Player, 1-vs-3, and 2-vs-2. If everyone landed on a space and gained the same color, then you play a 4- player. If one person has a color different then the rest, you play a 1-vs-3 player, and if two are red and two are blue, you play a 2-vs-2 player. Color is determined by what space you land on. The winner(s) of a mini-game receives ten coins, possibly more. At the beginning of every turn, you may use an Orb that you have if you'd like. You don't have to. If you pass an Orb Space, you get a random Orb. At Orb Huts, either Shy Guy or Koopa Troopa will sell you Orbs. You can only buy one at a time and you can only hold three at any given time. Some Orbs can be thrown as pitfalls up to five spaces away, but not on Green Spaces or spaces occupied by a character. These spaces become your own, and either become the space or share the space (depending on the type of Orb). Such spaces are called Character Spaces, and you get five coins if you land on your own Character Space. Certain Orbs can help you move more spaces or prevent misfortunes, and I recommend you utilize them. Sometimes on the board you'll find fork in the roads. At such times, you can take either route. Only one leads to the Star, though. Press X to check the map to be sure you're making the right choice. And there's a new addition to the party. Every three turns, day becomes night and vice versa on the board (due to Brighton and Twilia's furious feud). It's always daytime when you start playing, but it soon becomes nighttime and Twila becomes the hostess. At nighttime, new routes open, others close, characters like Boo appear, and the Green Space effect is often changed. Also, all DK Spaces transform into Bowser Spaces at nighttime. Other changes depend on the board. But, night or day, the ultimate goal in Mario Party is to receive the most Stars. Most commonly, you'll have to purchase the Star for twenty coins from a Star Space, which changes from turn-to-turn. Certain boards have no Star Space. In such cases, there is an alternate way to collect Stars. Now for a closer look at mini-games. As you know, the color of Player Panels is determined by what space you land on, and the color of Player Panels determines what type of mini-game you play. A green Player Panel can turn either red or blue. Note that, when you play 1-vs-3 Mini-Games, there is a possibility that you'll play a Mic Mini-Game, mini-games that focus on using the microphone included with the game. After deciding which type of mini-game will be chosen, the actual one is chosen randomly. If you've played a mini-game, its name will be displayed on the mini-game wheel. If not, several question marks appear over the title. There are a few other types of mini-games, though. First, if you land on a Duel Space (or if you land on the same space as an opponent during the last five turns of the game), you can challenge another player to a Duel Mini-Game. In this type, you can bet coins (any amount you can both afford) or Stars. If you bet Stars and you have forty coins, you may substitute betting one of your Stars for forty coins, but keep your opponent betting their Star. Whoever is challenged has no say in what they bet. Then there are Mic Mini-Games, sometimes played instead of 1-vs-3 games. The only difference between them is that one character uses the microphone. Sometimes, you play Battle Mini-Games instead of 4-vs games. In them, everyone gives a certain number of coins and the winners get many coins, the losers one or two. In Battle Mini-Games, you still get coins if you come in second place; try to get as high a place as you can, and possibly third or fourth. There are also DK Mini-Games. You compete for Bananas and trade them in for Coins afterward. In Bowser Mini-Games, you compete to win so that you don't lose coins, Stars, Orbs, etc. Mini-games are the key to winning, so give it your all. Before a game ends, you must play through the last five turns. At the beginning of them, the presiding host, either Brighton or Twila, looks at the rankings. After affirming that anything can happen and that you shouldn't give up, they let the player in last place have a go at a wheel. Any of the following effects might be activated: The number of coins you get by landing on a Blue Space or Red Space is tripled, the player in last place receives forty coins, the player in last place receives five random Character Spaces on the board, or a Bowser Revolution starts. Bowser Revolutions equally distribute everyone's coins. That is, all coins are added together and divided by four. The number received by doing this is the number of coins you are added or reduced to. Basically, everyone's coins are averaged. Although it's pretty much over for the fourth place player, Bowser Revolutions and triple spaces can really turn the game around. Always remember that it's never too late to make a comeback, especially when playing Mario Party. Finally, if you equip them, at the end of a game you'll be awarded Bonus Stars. There are three possible Stars, and multiple players can win them. First, there is a Mini-Game Star. Whoever won the most Mini-Games receives this Star, and it can go to multiple players. Next the Orb Star is given. Whoever used the most Orbs receives this, which is why you should try to use one every turn or so. Finally, the Action Star is given to whoever landed on the most Green Spaces, or otherwise green color spaces. These three Stars can really shake up the game, and are often the deciding factor in a game. Also, when playing the game you may change different options, such as turn number, having bonuses on, the type of players, and other things. TIP: This is some of the best advice I can give. If you do terribly during a turn (lose Stars, etc.), then quit the game and then go to Party Mode. Since the game saves after every turn, you'll find that your game is saved as it was before the calamity struck. Don't get addicted, though. Often times you'll get a streak of good luck after bad. Party Mode has more complicated rules based on the board you play on. Really, it's simple to play. It'll be your main source of Stars for the Star Bank. ================================================================================ ===============================Party Mode Boards*=============================== ================================================================================ There are several boards in Party Mode, one of which is bought in the Star Bank. I'll cover it here, though. +------------------------+ | Towering Treetop | +------------------------+ Taking place on a large tree, the roads of this board change depending on whether it is night or day. Like many boards, you must find a Star moving randomly across the board. During the day, you can have the tree give you items and coins by landing on certain Green Spaces. However, the tree becomes evil at night and will steal coins and items. This board has many spaces and is enormous. You can find Boo here, but often times you won't be able to access her. Fill the bottom row with your Character Spaces. This is the universal starting strip, and you can be guaranteed to make a profit from your Orbs. Also, keep Mushroom, Super Mushroom, or Pipe Orbs handy. As I said, this place is huge, and the Star might end up right next to you or completely opposite you. You might also consider using Fluffs you can buy near the tree to catch a ride to a random space, but you'd have to be desperate; you never know where you'll end up (Fluffs are from Super Mario Sunshine, by the way). This board's not a personal favorite of mine. +------------------------+ | E. Gadd's Garage | +------------------------+ Professor Elvin Gadd gave Luigi the Poltergust 3000 and made FLUDD in Super Mario Sunshine, as well as Bowser Jr.'s paintbrush. Well, his board is large and filled with gadgets and coin-stealing technology. You can use his teleports to warp around the board, rob players of their coins with a gigantic fan, use a turntable that changes from day to night to turn Orbs into coins (and vice versa), and much more. I like this board if I'm playing with others, but it's not a favorite of mine in single player because you cannot get as many Stars as others. The Star appears randomly on the course, and the teleports are a major asset. Use Sluggish Shrooms to be sure that you reach the teleports, or other machines (all Green Spaces). You might want to buy cheap Orbs and go through the turntable during the day to get better items, or exchange free Orbs for coins, although you have little control over this. Use your map before deciding where to go (this is a good-sized board with a lot of turns). This is a great board with a lot of potential. +--------------------+ | Faire Square | +--------------------+ This board is all about luck. First, the Star Spaces remains in the same place constantly. However, you can also play games of luck, like slots, to win Stars and coins. This can be risky, though, as you can lose those items, too. You can buy up to five Stars in one sitting, though, and will be your main source. Yes, Faire Square is the only board to allow this. However, at night Twila will change the price of Stars to as much as forty coins. My first piece of advice is that you should always play games of luck. Maybe you'll lose, but there are chances that you'll win, too. This board leaves you many, many chances to make amazing comebacks, and I suggest you use them all. Buy Mushrooms and Super Mushrooms and use them by the Star Space (maybe you'll hit it twice), or set roadblock Orbs around the Star Space to lower their coins. Also, be aware of the hat game with Shy Guy (there are three hats during the day, twice that at night), and that the slots cost double at night. Good luck; you'll need it. +----------------------+ | Snowflake Lake | +----------------------+ This is the best board to play if you're interested in accumulating Stars for your Star Bank. In this board, there is no Star Space. Instead, every player starts with five Stars. As you move around the board, you'll find Chain-Chomps. They'll either charge you twenty coins a ride, or let you hit the number of Dice Blocks that you pay for (ten for one, twenty for two, thirty for three, whereas in the other case you pay twenty coins for one). You then ride the Chain-Chomp. If you should pass another character, you steal one Star from them. This not only makes for dynamic game play with shifting winners (and pathetic losers), but it is good for your Star Bank. Assuming you win, you get at least twenty-three Stars if you set bonuses on. Simply set all computers to Weak, ten turns a game, and you've got the formula to tons of Stars (however, Solo Mode is much quicker). Here, you can pay a Whomp ten coins to access the inner part of the board from the east section. At nighttime, Freezies form to block the path to this inner section, which contains the DK/Bowser Space and a few Green Spaces. Those Green Spaces trigger either ice-skating in the frozen pond for coins or throwing snowballs at rivals to steal coins (depending on time of day). This is the only board to have Snack Orbs, which prevent Chain-Chomps from stealing your Stars once. Also, snowballs can send you back to the Start Space. Use Chain-Chomps effectively to emerge top dog. +--------------------+ | Castaway Bay | +--------------------+ This is quite an interesting board. First, there is only one Star Space, but it's only out half the time. Depending on the time of day, either DK's Boat or Bowser's Battle Yacht will be out in the open. You must make it all the way across the board to board a ship, but it's not like you have a choice in the matter. If you board DK's Boat, all's well and good. Donkey Kong will sell you Stars for twenty coins and then ride you back to the starting space. If you land on Bowser's Battle Yacht, consider yourself doomed. Bowser may steal coins, Stars, or Orbs. He then fires you back to the Start Space with his cannon. However, you can have a say in your fate. Most Green Spaces switch the active ship (DK's Boat or Bowser's Battle Yacht), except for one that triggers a game where you collect coins a monkey throws while avoiding its Spinies. This game lends itself well to strategy. There's a raft that you can take for ten coins down near the dock, but Bowser might end your merry trip down the rapids with his cannon. Super Mushrooms and Thwomp Orbs are great to use here, as are Klepto Orbs and Pipe Orbs. Sluggish Shrooms help you reach exactly the right number of spaces for a Green Space. Also, this board supports Boo. She appears right by the raft ride to the north. +------------------------+ | Clockwork Castle | +------------------------+ This is an interesting board to say the least. You must buy it for 100 Stars from the Star Bank before you can play it, first of all. To reward all that partying you did to earn those Stars, you get the most luck-based board I've ever seen. First, it's daytime. Brighton hands out awards to whoever lands on certain spaces, but it is by no means your primary source of coins and Stars. Instead, Donkey Kong is on the board and he hits the Dice Block and moves like everyone else. Your goal is to reach him. Doing so lets you purchase Stars. He can also catch up to you for the same effect. Twila will also use the reward for landing on certain spaces like Brighton did, but Donkey Kong will be replaced by Bowser at nighttime. Of course, he steals Stars and coins, which makes him very undesirable. Use Sluggish Shrooms and Super Mushrooms to control how much you move and to where. Flutter Orbs are, as always, recommended if you can get your hands on them, but Koopa Troopa Orbs are also nice to have. Thwomp Orbs are good during the day, but helpful at night. Good luck, my friend. Those are all the Party Mode boards. The only three other boards are in Solo Mode, and I'll explain them later. ================================================================================ ===================================Solo Mode*=================================== ================================================================================ Oh, yippee. Solo Mode is "always exciting" according to Brighton. Not only does this mode provide the quickest and easiest method of collecting Stars around, but you can also unlock new mini-games in it. There are different spaces to let you do so, each representing a type of mini-game. Land on it and you play that type. But, you'll find Bowser Spaces where different colored Koopa Kids will try to steal your mini-games and coins (actually, you spend the entire time playing against Red Koopa Kid, Blue Koopa Kid, and Green Koopa Kid). First, I'll discuss the spaces and the only two Orbs you can get in this mode. +-------------------+ | Solo Spaces | +-------------------+ Mini-Game Space: These come in three varieties. There's the blue vs-4 space, the yellow 2-vs-2 space, and of course a 1-vs-3 space. Land on them to play that type of mini-game. Battle Mini-Game Space: This is a big B, rather easy to see. Land on it and a battle mini-game shall commence. Rare Mini-Game Space: Your real motivation for playing Solo Mode should be this. It's the last space of the board, but it's a rare mini-game. Bowser Space: Land here to play a Bowser Mini-Game with Bowser as the host. Of course, you win a new mini-game should you prevail, but you lose coins and mini- games otherwise. Duel Mini-Game Space: Koopa Kid with his brothers of color challenge you to a duel, the loser losing coins, of course. ? Space: I guess it's a Green Space in Party Mode and a ? Space in Solo Mode... Landing on this triggers an event unique to the board. +------------+ | Orbs | +------------+ Now, there are only two Orbs you can get in Solo Mode. Here they are, extracted from an earlier section. -------------------------------------------------------------------------------- Sluggish 'Shroom Orb Price: N/A Effect: The Dice Block rolls slowly, which makes it easy to hit an exact number on it to move a certain number of spaces. Jump to hit the block when you see the number before the one you want. It's the key to landing on the Rare Mini- Game Space. -------------------------------------------------------------------------------- Cursed Mushroom Orb Price: N/A Effect: Only in Solo Mode, Cursed Mushroom Orbs make it so that you move either one, two, or three spaces. -------------------------------------------------------------------------------- Those are the two possibilities you have when you pass an Orb Space. There are no Orb Huts. +-------------+ | Rules | +-------------+ Now, what's the goal in Solo Mode? Well, each board is a long, winding one with no Star Space or anything. In fact, you pick a CPU partner for absolutely nothing aside from being your partner in 2-vs-2 Mini-Games. Instead, you hit the Dice Block and move forward. You play the mini-game represented by the space you land on. If you win it, you get the mini-game and ten coins. Lose it and nothing happens (unless you're playing a Duel or Bowser Mini-Game). The goal is to get as many new mini-games as possible. Rare Mini-Games are the ultimate goal, and their space is always the final one. However, go past the Rare Mini-Game Space and you fall off the board, losing all coins and mini-games. If you want to play it safe, you can quit before this happens to come out with your mini-games and coins. Depending on what difficulty you played on and how many mini-games you won, you cash in coins for Stars that go to your Star Bank (not as much as Party Mode, though). So, whether you're into Stars or mini-game collecting, these are good boards. The randomizer that picks your mini-games only goes for ones you haven't played before. All your opponents are Red Koopa Kid, Green Koopa Kid, and Blue Koopa Kid, because they are Bowser's Cohorts. In the case of a Duel, you face the colored Koopa Kid the space was. Sounds simple enough, right? Also keep in mind that you can roll a maximum of a six on the Dice Block, unlike Party Mode which lets you hit up to ten. Note: The more you play Solo Mode, the more bonuses you’ll receive. Solo Mode is the easiest way to get Stars, in my opinion. If you’re good, you can get over 20 Stars in fifteen minutes. The most I’ve ever gotten in Solo Mode was around 60 Stars or so (it involved lots and lots of ? Spaces to return to previous positions). Yes, it is far better than Party Mode in that respect, although Party Mode is good for fun purposes. Tip: The Mic has an effect on the Dice Blocks. If you say the name of the number you want to roll in Solo Mode, you'll get it. It is Mic Secret 3 in the Star Bank, but you don't have to unlock it to use it. Note that you say the number and then hit the block. This is perfect for getting the bonus "conquer every space," which is worth 300 coins (15 stars) in Thirsty Gulch. However, this trick doesn't always work. +------------------+ | The Boards | +------------------+ Below are the boards. The main differences lie in types of space. ------------- Thirsty Gulch ------------- ? Spaces: 2 1-vs-3 Mini-Game Spaces: 1 2-vs-2 Mini-Game Spaces: 5 4-vs Mini-Game Spaces: 1 Battle Spaces: 1 Bowser Spaces: 1 Duel Spaces: 3 Orb Spaces: 2 Rare Mini-Game Space: 1 This sun-baked mesa, as the game calls it, features more 2-vs-2 mini-games than other boards. ? Spaces are good here because they trigger land slides that send you back earlier in the board. There are fifteen spaces, and then it's over the cliff and down the gorge. ------------ Astro Avenue ------------ ? Spaces: 2 1-vs-3 Mini-Game Spaces: 9 2-vs-2 Mini-Game Spaces: 3 4-vs Mini-Game Spaces: 3 Battle Spaces: 2 Bowser Spaces: 2 Duel Spaces: 3 Orb Spaces: 2 Rare Mini-Game Space: 1 This is noticeably space-themed. It's packed with 1-vs-3 mini-games, and there are twenty-five spaces to travel across before you free-fall through space. ? Spaces form rockets that blast you closer to the end of the board. It's pretty good to play if you're in it for the mini-games. -------------- Infernal Tower -------------- ? Spaces: 2 1-vs-3 Mini-Game Spaces: 4 2-vs-2 Mini-Game Spaces: 4 4-vs Mini-Game Spaces: 11 Battle Spaces: 3 Bowser Spaces: 3 Duel Spaces: 3 Orb Spaces: 3 Rare Mini-Game Space: 1 This is Bowser's homestead in Mario Party 6. It's a whopping thirty-one spaces (quite a lot for a Solo Mode board), and it ascends into the skies before dropping you into the surrounding lava (actually, be abducted in Bowser's airship). 4-Player Mini-Games are most common here. ? Spaces summon Chain- Chomps to chase you back to the Start Space, which is not a bad thing by any means. Those are all three of the boards and that's everything you need to know about Solo Mode. It's very helpful if you keep at it as far as the Star Bank is concerned. Keep in mind that, except for Rare Mini-Games, space placement in Solo Mode is random. You also receive bonuses for certain actions. ================================================================================ ================================Decathlon Park*================================= ================================================================================ The reason this is put here instead of in the Mini-Game Mode section is because you get a Star for beating this. Now, note that I said "Star," as in singular. Go to Mini-Game Mode and select the characters playing. Now, you'll have several options for playing mini-games. One of them might be Decathlon Park. If you don't have it, then you are missing some mini-games. To play Decathlon Park, you must have all the below mini-games unlocked. +----------------------+ | The Mini-Games | +----------------------+ +-----------------------+ | Smashdance | | What Goes Up... | | Circuit Maximus | | Snow Whirled | | Note to Self | | Pokey Punch-Out | | Sunday Drivers | | Throw Me a Bone | | Hyper Sniper | | Stamp By Me | +-----------------------+ In each mini-game, it's important to win. But, it's also important to score well. All these mini-games involve points. In Decathlon Park, as the name in Latin implies, you compete against foes in ten mini-game matches. Points in these mini-games are transferred to Decathlon Park points. Whoever has the most points at the end wins. You play the mini-games in that order, so get ready for a fierce battle for points! Below I'll list the exchange rates for the points. The actual advice for the mini-games can be found in my elaborate mini-game sections (although you could probably reach it quite easily by using the CTRL and F trick mentioned in the Navigation section to find it quickly. Try typing in the mini-game name as written above). By the way, I'd like to point out that the creature that pops out of the ground to signal the next mini-game is Monty Mole, an old timer in the Mario world. Note: Scores are not exact. You can receive more or lose some based on how well you do. Also, there are approximations in some cases. +--------------------------------+ | Smashdance Exchange Rate | +--------------------------------+ 10 Panels = 300 Points +--------------------------------------+ | What Goes Up... Exchange Rate | +--------------------------------------+ 100 Yards = 300 Points +-------------------------------------+ | Circuit Maximus Exchange Rate | +-------------------------------------+ If you beat the mini-game with time 0:00:00 (impossible), you'll be rewarded 800 points. Therefore, your score is 800 - 10x, where x is the number of seconds you took. Of course, points cannot be deducted after zero if you take a really long time. The exchange is always written as below. Mini-Game Points = Decathlon Park Points +----------------------------------+ | Snow Whirled Exchange Rate | +----------------------------------+ 1700 degrees = 300 Points +----------------------------------+ | Note to Self Exchange Rate | +----------------------------------+ 15 Hits = 200 Points +-------------------------------------+ | Pokey Punch-Out Exchange Rate | +-------------------------------------+ 20 Pokey Segments = 300 Points +------------------------------------+ | Sunday Drivers Exchange Rate | +------------------------------------+ 10 Balls = 300 Points +-------------------------------------+ | Throw Me a Bone Exchange Rate | +-------------------------------------+ 40 Seconds = 300 Points +----------------------------------+ | Hyper Sniper Exchange Rate | +----------------------------------+ 1000 Points = 300 Points +---------------------------------+ | Stamp By Me Exchange Rate | +---------------------------------+ 27 (Perfect Score) Stamps = 1000 Points And that's a wrap. In Decathlon Mode, you don't get the Star immediately after winning. Exit Mini-Game Mode to claim your prize. It's hardly worth the Star, but the mode itself can be fun. -------------------------------------------------------------------------------- __________________________________________________________________________ / \ / \ ||--------------------------------Section 3*----------------------------------|| \ / \__________________________________________________________________________/ ================================================================================ ================================Mini-Game Mode*================================= ================================================================================ So, you've come to play mini-games. Well, there are plenty to play. Mini-Game Mode, hosted by Twila, lets you play special games revolving around mini-games or the games themselves. Here, I'll discuss these options (except for Decathlon Park, which is discussed above because you get Stars from it). Below I will list the different mini-game options. Note: If you play enough mini-games, you will eventually earn Stars. It is just rather inconvenient and it is much easier to play Party Mode or Solo Mode. -------------------------------------------------------------------------------- Option Name Mini-Games: Notes: -------------------------------------------------------------------------------- Above is the setup. Now for the list! -------------------------------------------------------------------------------- Mini-game Tour Mini-Games: All Notes: Riding on the Mini-game Tour bus, you may play any mini-games you've unlocked so far. It also tells you how many mini-games you're missing. Press L and R to alternate between types of mini-game - 4-Player, 1-Vs.-3, 2-Vs.-2, Battle, Duel, DK, Bowser, and Rare. There's no strategy for winning because this is pure practice or facing against your friends. -------------------------------------------------------------------------------- Battle Bridge Mini-Games: 4-Player, 1-Vs.-3, 2-Vs.-2 Notes: At the scenic Battle Bridge, holes fill the only path across a huge gorge. To cross these gaps, either three, five, or seven beams are laid out for you to cross them and reach the other side. However, you must win mini-games to advance a stake. The first one across wins, while the others fall down the pit when the bridge collapses! If there's a tie between any characters, they hit a Dice Block to decide the winner (this is only for third and second place, though. There is always a clear-cut first-place winner). The mini-games are only of one of the three main types. It is a good way to hold a small tournament among four people or less. -------------------------------------------------------------------------------- Treetop Bingo Mini-Games: 4-Player Notes: This is basically bingo, only you set how many rows must be filled to determine a winner. Pretty much, every number on your card corresponds to a mini-game. Win that mini-game and you get that number. However, you can choose which row to fill. When you fill a number, everyone else gets the resulting number (there's a number under each leaf matching the number on the leaf. If an opponent has the same number under a leaf on their board, then they lose the leaf covering it. This is called "filling a number" in this game). As a result, you can blow at mini-games and still win. To win a Bingo, you can get either a row (horizontal), a column (vertical), or a diagonal (slanting). So, be careful how you win because you might let someone else win before you. Also, on occasion you'll get Lucky Turns. During such turns, the winner of the mini-game you play may fill two spaces. This game is pretty fun. Enjoy. Of course, there are no Stars attached. By the way, the central space (the star) is a free space, just like real Bingo. -------------------------------------------------------------------------------- Mount Duel Mini-Games: Duel Notes: Mount Duel is very similar to a mode of play in Mario Party 5. That is, you duel opponents until one man/woman/dinosaur/ghost is standing. Here's how it works. First, all four players enter a cave. When they emerge, they are grouped in pairs. The first two will play a duel mini-game. The winner will advance closer to the summit while the loser remains. Then the next pair duel. Before the final duel, the two losers duel to decide who takes third place. The winner remains, the loser's mountain crumbles. Then the final match takes place. Whoever wins reaches the summit and is therefore the victor. Again, this is a brief tournament that can support up to four players. No Stars are awarded. -------------------------------------------------------------------------------- Endurance Alley Mini-Games: All (except 2-Vs.-2) Notes: And then the players of Mario Party 6 were struck down by Endurance Alley. AND they had to pay for it. Oh, hello. Endurance Alley is unbelievably hard. It also costs 50 Stars in the Star Bank. Your aim is to win 100 mini-games in a row. First off, that'd take quite a bit of time in itself. Second, no one is good at every mini-game. I suggest you unplug your microphone to eliminate Mic Mini-Games (some of them are quite difficult). There probably are Stars connected to Endurance Alley. I personally don't know because I've never beaten it before. If you can beat it, then you are the master of Mario Party 6. You either have excessive natural talent or you practiced until your thumbs fell off. Either way, this is not for the light of heart. Here, where one mistake could set you back all the way to square one, every move you make is crucial. Good luck. -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- Those are all the mini-game modes there are. I will cover them in fuller detail in the following sections. How will I do that? Quite simply, I'll give guides for every mini-game. ================================================================================ ==============================4-Player Mini-Games*============================== ================================================================================ Four players compete in a contest to outlast or outscore their opponents. There are twenty-three 4-Player Mini-Games in all, making them the most common. As I will for each and every one of the following sections, I use the below setup. -------------------------------------------------------------------------------- Name of Mini-Game Rules: Controls: Advice: -------------------------------------------------------------------------------- That's all you need to know. Below is the actual list. They are listed how the game lists them. -------------------------------------------------------------------------------- Smashdance Rules: You need to ground-pound the panels as they flash to score points. Obviously, whoever scores the most points in the winner. Controls: Control Stick: Move A: Jump A -> A: Ground-pound Advice: This is a pretty easy game. You'll probably score somewhere between ten or fifteen points. You're provided with thirty seconds, and the panels flash randomly. At first, they'll be bright, but they fade and shine blue before disappearing. If a panel is blue, don't go after it. Also, try to avoid hitting the same panel as an opponent. They may end up flattening you and that can be a serious setback. When you jump, hit the A button immediately to save time when you ground-pound. Also, you may want to play offensively. That is, ground-pound a strong opponent if you can't beat them otherwise. Two or three seconds can make all the difference, especially if done repeatedly. -------------------------------------------------------------------------------- Freeze Frame Rules: Look around and try to capture pictures of as many Goombas as possible. You only get one shot, and you want to have the most. UFOs and Shy Guys in your picture are worth three points, Goombas worth one. Controls: Control Stick: Move viewfinder A: Take photograph Advice: Often times, you'll get more Goombas in your picture than you think. Quite often, you will have some partially hidden that you wouldn't normally see. However, other times they won't count obvious ones (I think it may be a glitch of some sort). Basically, if you see three Goombas in a picture, snap a shot. They rarely flock together in large groups, and you probably won't see a Shy Guy or a UFO. Of all the times I've played this, I've only seen the latter two once. However, if you do see a Shy Guy or UFO (unidentified flying object), take the picture then and there. With added Goombas, you'll be unbeatable. -------------------------------------------------------------------------------- Granite Getaway Rules: Run down a long alley in an Indiana Jones-like scenario. A giant boulder is rolling after you and you're racing to be the last one standing at the end. If everyone is squished, no one wins. Controls: Control Stick: Move A: Jump Advice: There will also be lots of rubble and rocks to deal with along the way. Jump over them or dodge them (I highly recommend the former) to continue going. Otherwise, you'll trip and be meat for the boulder. Aside from that, you have a few other things to worry about. About midway through you'll come across a bridge. It is narrow and the gang will have to move in a two-by-two box-shape to get through (although it's more likely that not all of them are still running at this point). Do not jump here. If you do, you won't be able to land because the person behind you stole your spot or because the person next to you shifted to your side. Then you'll be stuck in the air without being able to land. Yep, you'll fall off the bridge and lose. The Control Stick is only used for moving left to right, and it doesn't matter whether you tilt it down or not. If you see an obstacle that you think you can just barely run past, jump anyways. Sometimes, computers (or friends) will nudge you into the obstacles intentionally and you won't be planning to make a jump. Also, don't always stay in the middle of the tunnel. If at least two players aside from you are left, they may gather around you. The two players to your sides can move, but you cannot because you are jammed between them. Miss one jump from that position and you're history. -------------------------------------------------------------------------------- Catch You Letter Rules: Shy Guy is a postal worker whose letters have all been scattered. Help a guy out by picking up the letters and giving them back to him. Whoever returns the most letters wins. White letters are worth one point, but red "love letters" are worth three points. Controls: Control Stick: Move Control Stick: Walk up to a latter to pick it up, and touch the shy Guy to hand it to him. Advice: Shy Guy is running around like he's got ants in his pants. Seriously, he's avoiding you. So, even if you have a letter in hand, it's not worth a thing to you until you deliver it to the antsy Shy Guy. Usually, letters fall in a pattern (right, left, down, top), or at least opposite each other. This makes them cover the entire playing field. If everyone and their brother is trying to pick up a letter on the right side, then be smart and avoid the crowd to easily nab a letter on the left side. Furthermore, if someone is standing in your way, simply push them out of it. This is especially true of trying to give letters to Shy Guy. Finally, if you see a pink letter falling (or hear the sort of chiming sound it makes when it falls), get that letter. Love letters are great boosts. Normally, you'll get see two love letters in every game. Like Freeze Frame, the night variation of this game is the same as the daytime version. -------------------------------------------------------------------------------- Daft Rafts Rules: I wonder if they have a doctor on duty during Mario Parties... You and your rivals fall from a bridge onto a series of platforms that are about to go off a waterfall in a rapid river. Of course, there's a motorboat ahead where you'll find Koopa Troopa and the finish line. This is a race to the end of the course, and if no one survives, then no one wins. Controls: Control Stick: Move A: Jump Advice: There are two versions of this game. During the day, certain rafts will have Spiny shells on them. At night, you'll have to avoid Podoboos, living flames, to survive. A couple of rafts also change from night to day, but the setup is the same in each. After jumping a conveyor belt raft, you reach an obstacle raft with either Spiny shells or Podoboos on them, then a crumbling platform (the lower-half of it breaks off before the waterfall; be wary), and then it's another obstacle and the finish line. Don't rush yourself. If you jump to a platform you can't quite see, you may collide with a Spiny or Podoboo, which is an automatic loss. Don't go really slowly either, but only jump to a platform when you can clearly see what's on it. The second obstacle platform has Podoboos/Spiny shells running diagonally down the center, which probably will slip someone up. Also, don't overestimate or underestimate your jumps. Rafts are moving as you jump, too, and you might end up in the water if you go too far. -------------------------------------------------------------------------------- Treasure Trawlers Rules: Use aquatic vessels armed with tanks to search the seafloor for sunken treasure. Whoever gets the most treasure (gold chests are worth three points) is the winner! Controls: Control Stick: Move A: Search for treasure Advice: Ugh, I hate this game. The day and night versions are exactly the same. First, be aware that certain, if not most, places where you look for treasure will bring you Bob-ombs, which temporarily stun you. You know that you're over something that you can scoop up, be it an explosive or a chest, because your controller will rumble. If you have the rumble feature turned off, you'll see an exclamation mark. So, you have forty-five seconds. Basically, you can save tons of time if you stop instantly when you feel the rumble/see the exclamation mark. Why? If you overstep the chest/bomb even a bit, you will miss it completely. Scoop up anything you can (that is, take the risk of it being a Bob-omb, or else you'll never get any points). Also, try to stay away from crowds. They can push you before you start the crane motion, which can make you miss and make them win. -------------------------------------------------------------------------------- Mowtown Rules: The lawn is overgrown and you need to mow it. Whoever clips the most grass in the end is the winner. Whoa, what a fun party... Personally, I love doing housework in videogames. Controls: Control Stick: Change direction A: Move forward (mow) B: Move backward (don't mow) Advice: This game can be pretty hard to win. Frequently in Mario Party games, the controls to a mini-game are awkward intentionally. This is true here. I suggest that you move forward as far as you can go while still mowing from the start, then turn into the main grassy area. Depending on which part of the lawn is least grassy, go for it. However, if this area is infested with computers or, worse, humans, then I'd high-tail it out of there. When people are grouped, they often cannot move and will be in a deadlock. In the meantime, a weak computer could waltz on through and whoop you because you were to busy stalemating another rival. Also, you can pick up a lot of grass from the little patches of large grassy areas that people missed and have abandoned. Note that you do not cut grass when moving backwards with B, but you can get yourself out of a jam easily with it, or back up to attack the grass from another angle. It shouldn't be that hard to win unless you play humans. -------------------------------------------------------------------------------- Note to Self Rules: A bunch of bouncing musical notes! Quickly, hit them! All you have to do is collide with the musical notes, of which there are three, to score points. Whoever sounds their note the most wins (of course). Controls: Control Stick: Move A: Jump Advice: This is terribly easy. Also, the night version is simply a change of scenery from the daytime version. Usually, two or three opponents will group together in the center. For you, this is the ideal position for them. Jump on one to bounce off of that player. Now land on the player to their left/right. Hit the next player in line after that, and then hit the first player from there. Repeat this process and you'll eventually win with flying colors. You see, each time you bounce on a character, you flatten them. This disables their movement for two seconds or so, as well as giving you a bit of a boost upward. If your opponents cannot move, they certainly cannot win. And, in the meantime (you have thirty seconds), you'll be collecting notes. If you can't seem to pull this off, though, simply wait for a note to land in or near the corner. Jump into the note from above (so that you are going diagonally down toward the corner that it is near) and it'll repeatedly ricochet off you and the corner as you quickly pick up points. You'll bounce off the note afterward and you'll be able to repeat this afterward. It's a pretty fun mini-game, really. -------------------------------------------------------------------------------- Lift Leapers Rules: It's a side-view mini-game reminiscent of Super Mario World that has you leap over chasms and lifts to reach the finish line. Of course, first one to the end wins. Controls: Control Stick: Move A: Jump Advice: Mario pretty much defined side-scrolling games, but I think that Nintendo might've lost their flair. This game is basically a 2D side-scrolling platformer, and it has four levels (I wouldn't really consider it as such, but some might venture so far as to say it is one). First, everyone's jump is really weak. Do not try to turn back to go onto the ledge to jumped off of when in the air because the camera will shift back and forth violently and you'll end up falling down a pit. Here's the guide for this. When you start, wait for the lift to be coming toward you and jump on it. Ride it to the right and jump on the stationary platform and then quickly onto the zigzagging one (if it is low enough). Go quick enough and you can jump off the platform here immediately to the warp pipe. If not, ride the platform up and go through the pipe. Welcome to the second part of the game. Here, jump onto the platform and over the spikes in the air when you're high enough. Land on the platform here and jump right. Immediately jump right again to a ledge (the other platform should be high still since you jumped when the first was high) and then get on the circular pattern-moving lift. Ride it right and jump right (which you can do at around the peak of the circle), then take the warp pipe up. Here, jump onto the conveyor belts. Ride the first lift up all the way and jump left once. Repeat this process until you reach the warp pipe (left side of the screen). Welcome to the hardest level of this mini-game. Due to cloud cover, you can cross the gaps, but they are very thin. Jump onto the first circular-moving cloud and then to the next cloud. Jump over the spikes and onto another cloud. Here, jump left so that you're lined up with the line. This way, you'll fall down to the cloud rising on this line. Continue this to go left to the goal. It is quite possible to finish within around forty, forty-five seconds. If you fall, though, Lakitu will have to fish you out and put you back where you were. Try to avoid falling if you can help it. -------------------------------------------------------------------------------- Trap Ease Artist Rules: What this has to do with trapeze and art, I will never know. However, this game is akin to Freeze Frame. Every character has a cage and they must drop it down on as many Goombas as possible. The two Golden Goombas are worth three points. Controls: A: Drop cage Advice: This game is seriously easy, but it can also be frustrating. Often times, you'll be waiting for a Golden Goomba situated just on the outskirt of your cage's shadow to enter, and in that time you'll lose all the other Goombas lined up for the taking below you. The best advice you'll ever get in this game is simple. Don't wait until you have a Golden Goomba under your cage or for you to have hordes of Goombas in the shadow. If you can get by with just five or six, you'll win in most cases. If you're aiming for a Golden Goomba, drop the cage as soon as they step into the shadow. Like all Goombas, they may move out of it between the time the cage is dropped and the time that the cage hits ground. Also, although this may seem like dumb advice, look in the corners to see where your character is and which cage is theirs. Only too often has this game been played and the humans have lost badly because they thought they had a different shadow. -------------------------------------------------------------------------------- Money Belt Rules: Use a scanner to see the content of boxes along a conveyor belt using x- rays. If it has coins or a money bag in it, open the box when it comes your way for the contents. Whoever has money in the end wins (this is a collective winner game). Controls: A: Open box Advice: Some boxes contain punching bags on springs and other Bob-ombs. Either of these will momentarily stun you, making you miss some potentially good boxes. Second, always pay attention to what's being scanned. You don't need to watch boxes; what you see in the scanner now will arrive for opening three shifts of the conveyor belt later. So, if you know that, you can focus on the x-rays and boxes to see which to open. This way, you can get tons of coins. Certain conveyor belts actually do have less coins riding along them than others, so always try to get all of them if possible. Also, sometimes you'll find money bags. These beauties are worth five coins, and this will have an immediate impact on the standings of the players. Depending on how easily you are confused, this game will either be very easy or very difficult for you. Note that this game allows for multiple winners. That is, even if you don't get the most coins out of your group, you can still keep the coins that you got. Such mini-games are highlighted in Mario Party 6. -------------------------------------------------------------------------------- Throw Me a Bone Rules: You and your rivals will be riding Chain-Chomps in a desert area filled with stalagmites and pillars. Your goal is to throw bones in range of the Chain-Chomps to coax them forward to the finish line. Although the game doesn't show it, you do have a ninety-second time limit. Obviously, first one to the goal line is the winner. Controls: A: Throw bone Advice: This game is not quite as easy as it may sound. This can be attributed to the bountiful stalagmites and pillars. If you hit one, your Chain-Chomp is stunned momentarily (although it destroys the obstacles). An arrow will be moving back and forth, which determines in which direction you throw the bone. Throw it and the Chain-Chomp will immediately rush that position, whether it is into a stalagmite/pillar or not. As a result, you must zigzag between obstacles to avoid being hit, although even masters will be hit at least once. You may also consider getting against the wall and then aiming for the opposite wall so that you are constantly going either left or right in one direction. It's really not that hard at all. -------------------------------------------------------------------------------- Odd Card Out Rules: Three cards will be displayed. One of them is different from the other two in some way. Press the corresponding button to pick that card. If you're right, you get a point. Earn two points to win the game. If you get the card wrong, a Thwomp falls on you and you lose your next turn. Controls: B: Choose the "B" card A: Choose the "A" card X: Choose the "X" card Advice: There are two methods of play used here. Sometimes, you'll face a button-masher. That is, they press a random button as soon as possible while hoping for the best. They'll probably win, too, because you need only get up to two points. You have one in three chance of getting it right, and therefore only a one in nine chance of getting two right randomly. However, if you're playing model citizens, they'll try to find the difference and then hit the correct button first. Also, they use the same cards for every challenge (the order changes), which means that you can easily memorize them and see the different one right away. Sometimes it's very obvious - a Koopa Troopa and two Koopa Paratroopas with red shells. Other times, it can be as simple as position of the arms or a facial expression. Make sure you hit the correct button. If you're playing a button-mash game, then look for patterns in the correct one. If something hasn't been called for a while, then hit that button. Otherwise, don't always try A. For some reason, I rarely find that the card that is different is A. I cannot explain this. -------------------------------------------------------------------------------- What Goes Up... Rules: Koopa Paratroopas are lined up in vertical columns. You must jump onto their backs and use them as steppingstones to reach breathtaking heights. The high elevation is the winner. However, at nighttime, you must fall to the lowest elevations (namely zero) by avoiding clouds and Koopa Paratroopas in your way. They're actually different games! Controls: Control Stick: Move A: Jump Advice: I'm really good at this game, and I think it's pretty easy. First, I'll cover the daytime version. You can jump really high in this mini-game, and I suggest you make use of this feature. Koopa Paratroopas are usually set up on opposite sides of each other in the early parts of the game. This makes it easy to jump slightly diagonally and land on their backs. However, later on, they'll be lined up vertically and they'll move side-to-side much more quickly than normal. If you hit the underbelly of a Koopa Paratroopa, you'll be stunned and you'll fall straight down (onto the Koopa Paratroopa you jumped from). To bypass such Paratroopas, jump in a D-shaped manner. That is, as you jump, go diagonally to avoid the Paratroopa, then curve inward to land on their shell. Keep going up (keep pressing A quickly to keep going quickly). Computers rarely break one-hundred feet/meters (standard or metric measurements. In standard, their jumping prowess is much less impressive than in metric, in which they jump four or five meters), whether they're on hard or not. Finally, jump when the counter is at zero (to give yourself a last-minute boost). At night, you'll be racing to drop a total of two-hundred feet. It's fairly easy. You won't see the Paratroopa/cloud coming until you have just enough time to react. Near the bottom, they become more spread out and numerous. If you land on either, you'll stand on it, which is wasting time. You shouldn't have trouble with it. -------------------------------------------------------------------------------- Circuit Maximus Rules: You're in an octagon-shaped maze filled with Amps, electric enemies from Super Mario 64. Touch an Amp and you'll be shocked (which stuns you, as you may've guessed). The first to reach the finish line is the winner. Controls: Control Stick: Move Advice: This is another easy one. The first few phases shouldn't be that hard. Each section of the maze has an arrow that you must follow to go to the next section of it. Each section has an increasing number of Amps, or Amps that move back and forth as opposed to being settled. Dodge the Amps to continue. If you do get shocked, though, just run straight to the arrow. After being shocked, your character will flash a bit before they are able to be shocked again. This lets you brush past Amps without losing any time. However, it is dangerous to use if you overestimate how long you'll be electricity-proof. Night and day are essentially the same thing. -------------------------------------------------------------------------------- Snow Whirled Rules: You and your opponents are snowboarding down a ramp. Press the buttons that light up to spin. Whoever spins the most degrees (a complete turn is three-hundred and sixty, 360, degrees). Controls: A, B, Y, X: Press in order Advice: Without using any special tricks, you can probably pull off 2250 degrees just barely (purely by speed of pressing buttons). Trust me, this will never be challenged. Depending on how coordinated you are, my next piece of advice might help you. If you slide your thumb against the A an B buttons, then use the same thumb to slide it against the Y and X buttons, you can go in a circle and pull off tricks quite quickly. I think that you can do best just hitting the buttons rapidly with your thumb, but the sliding technique may work better for you. You won't do anything differently at night than at day and vice versa. -------------------------------------------------------------------------------- Tricky Tires Rules: Use a six-wheeled vehicle to avoid obstacles and reach the goal. It's a race, and the winner is the first one past the checkered line. Controls: Control Stick: Control left tires C Stick: Control right tires Advice: The biggest problem with this game is the terrible controls of the car. Tilt both joysticks forward to move the car forward. When you want to turn right, move the C Stick right and the Control Stick forward. If you want to move left, move the Control Stick left and the C Stick forward. Knowing this in advance, it shouldn't be too hard. However, there are also obstacles on the racetrack. Night or day (same thing), you'll first encounter a wall of Whomps, big stone enemies we met in Super Mario 64. Use the gaps between the Whomps to pass by them. Then you'll reach four Thwomps. They rise up and drop down on you in timed patterns. They alternate; two Thwomps rise as the other two Thwomps fall. If you happen to be under them when they fall, you'll be flattened. This kills your speed and is a huge waste of time. Instead of being crushed, wait for them to hit ground and then roll on past them. Now here's the tricky part of Tricky Tires. Some bars will rotate and come at you to push you away from the finish line. Wait for the rotating ones to brush past you and then go forward. One more short bar is guarding the goal line. Wait for it to move left/right, depending on where you are, and go straight to the goal. I recommend you practice it a few times before playing it (press Z to practice a mini-game). Snypershot writes in this wonderful piece of advice for this mini-game and others: I would like to mention one thing about the controls for the car/tanks for mini- games like "Tricky Tires." The proper way to control the cars is really to think of them as tanks - if you want to turn left, you'd make the left tread go forward while making the right tread go backwards. Likewise, if you move the control stick forward and the c stick backwards, you'll turn (actually, "rotate") left. -------------------------------------------------------------------------------- Memory Lane Rules: The floor is very weak and a Shy Guy crosses it in just the right way. Mimic the path it took to reach the Shy Guy first. Controls: Control Stick: Move Advice: This game is going to aggravate those who can't memorize there way out of a paper bag, but it's not hard at all for the rest of us. The Shy Guy almost always takes a certain path. He never goes down and you'll never see him makes extremely confusing movements. Generally, he goes up once or twice, goes over to the second-from-the-edge square, goes up a bit, turns for the finish line, and goes straight up. Just remember how he moved and follow suit. The correct path you took is lit up, but the tiles will crumble and you'll fall if you stand on an incorrect tile. Lakitu brings you back up and you've eliminated one direction. No trouble at all, really. -------------------------------------------------------------------------------- Cannonball Fun Rules: You can your pals are going to engage in a merry battle with hovering vehicles to shoot each other five times. You'd think that Mario Parties would destroy friendships... Whoever pelts their opponents five times first is the winner. Controls: Control Stick: Move A: Fire L: Tilt left R: Tilt right Advice: Seriously, this is one of the best mini-games I've played in any Mario Party game. Basically, you hover about the arena, which has some tree stumps rising out of it to serve as shields, and shoot your opponents. Your left and right cannons will fire alternately, and you must be pretty close to an enemy to actually connect your shot with them. When playing against harder computers, it can be challenging because they rack up points so quickly. You should know that you cannot be hit twice in a row (you'll be stunned for a brief period of time in which you are not susceptible to gunfire), and this may make you miss out on many a hit. Tilting left and right doesn't serve any useful purpose, but you may use it to dodge some hits very narrowly. If you are an easy target, try hiding behind the stumps and sniping at the others while protected. If not, rush into the melee and attack furiously. -------------------------------------------------------------------------------- Same Is Lame Rules: You and your opponents are gathered around on machines that elevate only when the button pressed on it is different from the other machines' buttons. That is, hit a unique button and you'll rise. First to rise three levels is the winner. Controls: B, A, L, R: Pick a button Advice: This is a matter of luck, not skill. If playing with human players, you might as well help each other out by telling each other what button you're going to press (although you may be playing with jerks). If you're playing with humans that want to beat you at all costs, simply take a look at their controllers. Press buttons different than them to advance. Generally, people don't think to press B (computers often stick to L or R). However, there is absolutely no guarantee that the computer will be merciful. Hope for the best and pick a button. -------------------------------------------------------------------------------- Blooper Scooper Rules: As you sail along, a giant Blooper busts your boat and creates a giant whirlpool. It had a big breakfast and is only interested in eating three of the players involved, which means you swim away to avoid the Blooper and let it eat your friends. I could just picture Mario telling all his friends about these mini-games he comes up with (and then we sail around to find a Blooper. The survivor wins ten coins!)... Controls: Control Stick: Change Direction A: Swim Advice: Wreckage from your ship - barrels and crates - will float down to hit you. Touch them and you'll be stunned, which makes you dead weight and will probably deliver you right to the Blooper. Similarly, don't touch the Blooper's tentacles. The best strategy to use to survive thirty seconds is to quickly tap A to stay ahead of the current sucking you to your doom and to swim with the current. Really, it's quite easy to avoid things by either using the whirlpool to speed up or resisting it to slow down. Always stay on the edge of the whirlpool - the farther from the Blooper the better. The game ends after thirty seconds or when everyone is caught but the winner, whichever comes first. Note that debris from the ship comes from all directions, not just from the wreckage, and you should rapidly press A if you are stunned to recover. -------------------------------------------------------------------------------- Pokey Punch-out Rules: Pokeys, long segmented desert-dwelling enemies, rise from the ground and are just begging to be kicked around. Knock off their body segments for points. Whoever has the most wins of course. Controls: Control Stick: Jump A: Jump B: Punch A -> B: Kick Advice: Although you can easily score forty points or more without using this trick, you can greatly increase your score by destroying the head of a Pokey. Jump and kick the head off to receive points for every segment below the head in one shot. See the stairs? Use them! That's why they're there. Also, try to avoid crowds. Generally speaking, it's easier to accumulate points if you're the only one hitting a Pokey and it's harder when it's a group effort. You need only wait about a second for another Pokey to rise from beneath the sand, and normally it's opposite the existing ones. Also, if you can't hit a Pokey, at least make it your duty to punch your opponents. You can immobilize them for a second or two, which can make a huge difference if a tall Pokey rises by the stairs... -------------------------------------------------------------------------------- Sunday Drivers Rules: Goombas with nothing better to do have gathered in a stadium to watch you and your opponents compete in a golfing contest. Hit the button that the Shy Guys show to send the ball flying. First one to hit ten balls wins. Controls: B, A, Y, X, L, R: Press as directed Advice: What advice is there to give? Like many games in the Mario Party series, this is merely a guise for a press-the-right button-at-the-right-time game. It's all about speed, and you even have a timer. So, I suggest you keep one button one X. Know that it is X, not Y, because that will mess you up. Keep your thumb ready to press A and both index fingers on L and R - just like you normally hold the controller. If you make an error, you'll hit the ball very weakly and you'll have to hit it again using the same button. Against higher- difficulty computer players, or strong human players, this can cost you the game. -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- And those are all the 4-player mini-games. Let's get ready for even more mini- game strategies! My life's complete! ================================================================================ ===============================2-vs-2 Mini-Games*=============================== ================================================================================ Ah yes, a team battle. You and your partner will face off against the other two computers in any of twelve different games. -------------------------------------------------------------------------------- Mini-Game Name Rules: Controls: Advice: -------------------------------------------------------------------------------- You guessed it; it's the setup above, list below. -------------------------------------------------------------------------------- Garden Grab Rules: Team up with a partner to uproot a giant carrot. Press the button shown on the screen to pull. The first to clear the garden wins. Controls: B, A, Y, X, L, R: Press as directed Advice: Ooh, talk about fun. First, you and your partner, probably an idiot if it's a computer, will have to alternate between pressing buttons. They press A, you press B, they press L, that kind of deal. When the cycle is through, you'll see your button and your partner's button displayed at once. That's your cue to tap your button as quickly as possible. This is how you tug on it from then on. Eventually, it'll fly out without so much as a speck of dirt on it. There's no real strategy, and nothing happens if you press the wrong button. Keep your hand on the controller and you'll do great. -------------------------------------------------------------------------------- Slot Trot Rules: Run along the wheels of two slot machines to make the symbols on yours and your partner's machines match the ones at the top of the screen. This earns you one point, and it takes three to win. Controls: B: Spin wheel forward A: Spin wheel backward Advice: The computer will be your biggest problem. If you have a totally incompetent moron working the other slot for you, don't count on gaining ten coins. Press B to go forward until you see the one, then press A to back up and see what you missed. You don't have to have a picture exactly in the frame to get its points, so don't try. If stars are flashing around your symbol, you've got it right and you don't need to do anything. Also, make sure you're working toward the correct symbol. That is, left side-players are aiming to match their machine with the left side, and the reverse is true of right-side players. Just hope you don't end up with a lousy partner. Your coins depend on it. -------------------------------------------------------------------------------- Light Breeze Rules: Your partner and yourself will be using a fan to spin a wind turbine to generate electricity. Fill your meter to light up the town in the background and its lighthouse. First to do this wins.1 Controls: L -> R: Wave fan Advice: You must alternate between L and R to wave the fan back and forth. To do this quickly and efficiently, turn the controller upside-down and hold the L and R buttons toward you. Use your thumbs to hit them quickly. Do this and you'll easily fill three-fourths of the meter. It doesn't matter how much each player contributes, just as long as you fill the meter completely. Remember to alternate between them (not you and your partner, just you) and to be consistent. You build up speed and it will be easier and faster to gain bars after getting a few (I don't know why, but I think it's in the game itself). Don't lift the L and R buttons all the way after hearing the click sound it makes so you can go faster when mashing the buttons. -------------------------------------------------------------------------------- Mole-it! Rules: A group of Monty Moles are positioned in warp pipes above (day) or below (night) you. You must jump/ground pound them to score points. Golden Monty Moles are worth three points. Whoever has the most points after thirty seconds takes home the gold. Controls: Control Stick: Move A: Jump A -> A: Ground-pound Advice: If you're playing with a human, immediately establish which side you're going to use - left or right. That way, you won't interfere with each other or miss a Monty Mole. Now, Golden Monty Moles are worth three points. Obviously, hit them right away. Monty Moles in general like to either stick their heads out and wait or poke them out and then quickly withdraw within their pipe. Worse than such Monty Moles are Piranha Plants. They stick their gruesome bodies from their pipes with the sole intention of messing you up. Jump over/run under them if you can, or just wait for them to return to their pipes. -------------------------------------------------------------------------------- Jump the Gun Rules: A series of targets lie between a tower and the finish line. One character has a cannon loaded with Bullet Bills. Hit the targets to make a ledge for the other character to jump on. Cross them like a bridge to reach the finish line first. Controls: Control Stick: Move cursor/move A: Shoot Bullet Bill/jump Advice: If you're the shooter, then don't literally make a bridge for your partner to walk across. Fill it with gaps to save tons of time. I highly doubt that, even when pitted against the worst weak computer players, you could win that way. People have a harder time jumping up than they do down. When you shoot a Bullet Bill level with the person that is jumping, they can jump four targets over. When jumping from the highest point, you can reach the lowest point five panels away. When jumping upward, only shoot the Bullet Bill two panels away from their current position. If you should fall, Lakitu will pick you up and set you on the last Bullet Bill you touched. If you're jumping, jump to the goal instead of walking to it. Treat it like it's the next target. If you feel that the jumper is being put at risk jumping five spaces at a time, simply shorten it to four or less. If you're the jumper, all you have to do is jump to the next target. Also, if your partner falls, keep shooting Bullet Bills! You're wasting time if you don't. -------------------------------------------------------------------------------- Clean Team Rules: Let's fight window grime in another chore-based mini-game. This time, one player has a bottle of water to squirt the windows with. The other player has a cloth used to clear the glass. Clean off all the goop and you win. Controls: Control Stick: Move A: Spray foam/wipe window Advice: The only challenge to this game is maneuverability. Buckets are placed on the balconies that you cannot pass. Since you cannot jump, the only way to get past an opponent is for them to stand out of your way, which is impossible to communicate to stupid computers. Do not follow the other player around. Also, make use of the one balcony, usually the bottommost one, that has no bucket on it. You must use both ladders to win. Once all the windows are sprayed, let the sprayer hang around on the ground to be out of the way. It's not that hard if you have a reasonable partner. -------------------------------------------------------------------------------- Pixel Perfect Rules: The outline of a Mario item will be shown (a Fire Flower, a Star, and a Mushroom) and then a close-up will be made on what part. Duplicate that part by flipping panels so that yours is the mirror image of what is shown on the screen. Two points equals two matches equals one win. Controls: Control Stick: Move A: Jump A -> A: Ground-pound Advice: Have a bad teammate? Kiss your hopes of winning this good-bye. Seriously, your partner may be completely useless or even self-destructive in this mini-game by not hitting or hitting the wrong tiles. You want to match your tiles up with the pattern shown in the diagram, and it helps if both players are ground-pounding tiles. Like in Smashdance, don't wait to be at the peak of your jump to hit A and ground pound. Instead, hit it when you're low to the ground. This saves you time. Don't attack your partner and try to work on the side opposite them to avoid any run-ins. Yes, sometimes they will resist you by running into you or deliberately attacking you. -------------------------------------------------------------------------------- Gondola Glide Rules: The concept is simple. You and a partner are gliding down the path through gates with either A or B on them. Press and repeatedly press the button that was on the gate after passing through it to accelerate to the finish line. First one there wins, last one there loses. Controls: B, A: Accelerate (press as directed) Advice: If you press A or B when it wasn't displayed on the gate, you'll hit the brakes and slow down. Wait to hit the gate before you start pressing a button to avoid braking outright. It shouldn't be too hard for you, and I don't see how much more advice I can give... Just press the button quickly. -------------------------------------------------------------------------------- Body Builder Rules: Now the gang is working in a robotic factory. The objective of this mini-game is to make the feet, legs, torsos, and heads appear of a robot in that order. Assemble your robot to win. Controls: A: Jump Advice: When you jump, you'll stop the wheel. Whatever is in front will be added to the robot. If it is an incompatible part, it obviously won't be added. You want to hit A so that the lit panel will be added. Remember, timing is everything and everything is money. You alternate between you and your partner, so expect to earn them ten coins. Like Sluggish 'Shroom Orbs, there's a one- second delay between jumping and hitting the wheel. So, jump when the arrow points at the item before the glowing one to hit it. Quite simple if I do say so myself. -------------------------------------------------------------------------------- Cashapult Rules: You and your partner will jump to give each other boosts on a huge catapult up to the coin-filled sky. Move about up there to claim cash prizes. Everyone wins in this game; even if you get less coins than your opponent, you still keep them. Controls: Control Stick: Move Advice: On the first jump, go straight up into the air to claim three coins. As you fall back down, move around to collect more coins. Assuming your partner does the same, you simply have a few central coins to nab, which can be done by maneuvering while airborne. There are at most twenty coins up for grab here. You're only flung up there twice each, which should be enough to get most of them if not all twenty. -------------------------------------------------------------------------------- Rocky Road Rules: A Shy Guy needs rescuing down the street. However, giant boulders are blocking this otherwise picturesque road. With help from a partner, punch and kick these boulders to bits and then ride to the Shy Guy at the goal. The first to come to its rescue wins. Controls: Control Stick: Move A: Jump B: Punch A -> B: Kick Advice: Only kick the boulders. At first, there will be two small boulders to reduce to rubble. Have one partner work on one and the other the other to destroy them in a most expedient fashion. Get back in the car and ride to the next obstacle - a lone boulder. Hit it from different sides to destroy it easily and advance to three boulders. Work inward from the sides (your partner doing the opposite) to quickly decimate them. Next you'll see two medium-sized boulders. Work on one while your buddy works on the other. Finally, you'll finish up with one huge boulder hindering your progress. It's big enough that you can destroy it from different sides. Do so and you'll reach the finish line. Try not to work on the same rock as your partner if you can avoid it. They tend to punch you and that hurts both of you ultimately. Also, be aware that, although kicks are stronger than punches, it is quicker to punch the boulders rapidly than to kick them. If you do kick them, press B right after A so that you are in the air for as short a period of time as possible. Don't jump on your partner or you'll flatten them. In the end, it may be your foolish partner that botches an otherwise simple mini-game up. -------------------------------------------------------------------------------- Burnstile Rules: A giant spiked stick swings around a lava-filled area with two platforms on it. You and your partner will stand on one platform, and your rivals on the remaining one. Jump over the turnstile to stay in the game. Outlast your foes to be the winners. Controls: Control Stick: Move A: Jump Advice: The turnstile can speed up or slow down to throw you off. Also, don't walk off the edge (or jump off, for that matter) because that'll make you lose, too. And, no matter how much you dislike your computerized partner, don't push them into the lava. Stand on the outer edge (that is, far away from the turnstile) of your platform. This way, it takes more time for the spiked stick to reach you, which means you jump less often. Also, it often helps me to run at the turnstile as it's coming and jump over it. I suppose this helps because you jump the entire platform practically. Use it if it helps. This type of mini-game is as old as Mario Party for the N64. -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- The fun just doesn't end. Whether you hate your CPU partner or not, or you hate your human partner or not, you must use the power of teamwork to overcome your enemies. How cliché can you get? ================================================================================ ===============================1-vs-3 Mini-Games*=============================== ================================================================================ Those aren't good odds... three to one. But, most 1-vs-3 mini-games actually work in favor of the isolated player. There are eleven in all, but there are several other similar Mic Mini-Games (not covered in this section). You know the drill by now. -------------------------------------------------------------------------------- Mini-Game Name Rules: Controls: Advice: -------------------------------------------------------------------------------- Above is the setup, below is the list. -------------------------------------------------------------------------------- Cash Flow Rules: Grab coins as you slide down a winding water slide. Even if you get less coins than others, you keep all coins you collect. Controls: Control Stick: Move Advice: One player slides down in a large shell that allows them to move less and collect more coins. Money bags are worth five coins, regular coins worth one. The other three players slide down the same slide with much less maneuverability than the Koopa shell ridden by the lone player. Although they can spread out to collect more coins, they rarely do because they move so slowly from side to side. There are also Spiny shells on the slide. Collide with them and you'll be stunned. And, you guessed it, being stunned is not a good thing. Strive to get money bags. You can't lose unless you collect no coins, so everyone's a winner! -------------------------------------------------------------------------------- Snow Brawl Rules: It's a snowball battle for the ages! Basically, three players are pitted against one player who has the backup of Shy Guys (night) or Ukikis (monkeys during the day). First team put on ice loses. Controls: Control Stick: Move A: Throw a snowball B: Make a snowball Advice: The game play in this mini-game is very fluid. Press B and then A immediately afterward to throw a snowball. If you're one of three, then you are slightly at a disadvantage. After all, your opponent has two more players than you. However, you need only hit the lone player to win, whereas the other team must hit all three of you. When you're hit, you freeze and the game ends for you. Now, do not let the sacrifice of your comrades, whether they be monkey, Shy Guy, or character, be in vain. That is, stand behind their frozen bodies. This is a good way to partially shield yourself. I highly recommend it if your life important (last player standing or the lone player). Another piece of advice for the lone player - use your teammates as shields. You can afford to lose two of them before the game is even, anyways. In fact, if you can, always stay behind one. It could save you the game. -------------------------------------------------------------------------------- Surge and Destroy Rules: Three players scatter to avoid a giant electrical orb while one player is at helm. If you're alone, zap all the players to win. If you're the hunted, just survive for thirty seconds. Controls: -Zapper- Control Stick: Move orb horizontally C Stick: Move orb vertically -Hunted- Control Stick: Move A: Jump Advice: The zapper has a decided advantage. If you're it, use both the joysticks to move the high voltage orb diagonally. It's the best way to cover the most ground quickly. Also bear in mind that streams of discharged electricity are pouring out of the orb. If a player touches it, they are stunned, which is the perfect time to move in on them with the electro-orb. Really, it's easy against any computer players to win in such a case. If you're not, then you'll have a tough time. Jump over the discharged electricity to avoid being zapped and always stand opposite the orb, changing position as needed. If you're playing against a computer, just run in a circle around the edges of the arena. Computers, made stupid by their creators, will make the electro-orb follow you and will never quite catch up with you. If you're playing a human player, this strategy probably won't work. In fact, it's almost hurtful to yourself to use it against humans because they'll figure it out and counter you easily. One last thing, though. If you're the zapper, try to corner players or force them against a wall, which shouldn't be too tough. Now move electrical orb at them. If they jump, they'll be stunned by the other electricity orb coming at them. This way, you can easily hit them. However, you probably won't have to resort to this. If you're the zapper, show no mercy. If not, good luck. -------------------------------------------------------------------------------- Stage Fright Rules: One player is on the stage and three other players are sliding along bars. They try to pelt the stage player with balls. For the person on stage, they must remain untouched for thirty seconds. Otherwise, try to take the struggling thespian down. Controls: Control Stick: Move A: Shoot balls (three players) Advice: Oh how the tables have turned! In this mini-game, the single player is at a huge disadvantage. When a ball is shot, it will take up one "space" on the stage. By space, I mean a place where a character can stand. There are only four spaces in all, which means that you'll have to move to the other space to survive. But, keep in mind that not all players will be firing at once, which really gives you more dodging opportunities. Basically, dodge to the best of your abilities and hope for the best. If you're one of three shooters, you've got it made. You have no control over where you move, but you do time when you shoot. Don't press A wildly, though. A better strategy is to wait until you're positioned where the stage player is or is heading. Sometimes, all three shooters will be right next to each other and can shoot a wall of pellets that are nearly unavoidable. Keep in mind that you will sometime be in front of or behind another shooter. Shooters can be shot by those behind them, which will stun them momentarily. Also note that you cannot shoot rapid-fire, and you'll wait for a second or so before you can fire again. It's very possible to survive on stage, but you should practice it until you've got it down pat before playing for real. Good luck. -------------------------------------------------------------------------------- Crate and Peril Rules: One player uses a magic box to suck the other players inside and shrink them down to tiny size. Two small Spiny shells are in the box, and one player must shake the box to make them hit the shells. If you're one of the three, it's your solemn duty to avoid them. Controls: Control Stick: Tilt box/move Advice: It's another single-player biased game. Even the toughest of computer players will fall victim to the Spiny shells. There are two, and you should try to separate them using the panels sticking up from the ground. That way, you can come at the players from two angles (which makes it near impossible to avoid the shells when in a corner). If you're one of the three players, try to stand in the center. Yes, the corners are death zones. The center isn't much better, but it allows you four directions to flee in. Of course, no matter where you run, it is a simple tilt of the control stick and you're history. You might make it a group effort to lead the shells into the corner so that you have only one basic threat to worry about (if they're coming from only one direction, the shells are much easier to avoid). However, you are the runt and the solo player is the mountain. Get climbing. -------------------------------------------------------------------------------- Dust 'til Dawn Rules: More chores! One player has to dust a small room while three players must dust a huge room. First one to clean house wins. Controls: Control Stick: Move A: Dust Advice: This will either by laughably easy or entirely frustrating. The advantage goes to the lone player, even though the room they must dust is one- third the large one and they have one-third the work force. Why? Well, quite simply, they don't have to cooperate with stupid computers! If you are playing with computers or humans, try to work on the different sections of the room. That is, one person takes the entrance area, one the middle (the bend), and one takes the upper part of the room. Mash A as quickly as possible to completely dust the object. You know that it's good to go when it sparkles. Now, if the three players work together, they can quickly dust anything. However, the lone player has to dust a total of four pieces of furniture. This is another advantage because they don't have to spend a lot of time moving around. However, it's pretty evenly matched in this mini-game. Press A as fast as you can and, provided you are the lone player or you have good CPU backup, you'll win. -------------------------------------------------------------------------------- Sink or Swim Rules: Three players swim while one player drops mines into the pond. Either defeat the three players or survive the mine onslaught to be victorious. Controls: -Dry Player- Control Stick: Move A: Drop mine -Wet Players- Control Stick: Change direction A: Swim Advice: Of course, the lone player has the advantage. Each swimming character has a breath meter. They must surface every now and then or they'll do it automatically when they run out. For an easy win (you have thirty seconds, plenty for this strategy), follow characters around with a ready mine. Do not drop it. Wait for the character to either surface completely or to run out of air and start rising. That's your opportunity to drop the bomb. Also, you might want to drop mines each time you move over one space. Mines take a while to sink, and this will be good planning for later. If you're a swimmer, you have a bit more to worry about. When you about to run out of air, stay somewhat close to the surface and wait for the bomb-enthusiast to drop a mine. Quickly swim to the side, surface, and dive. Good luck. -------------------------------------------------------------------------------- Ball Dozers Rules: Many stakes are raised in a giant pinball table! Use hammers to create a path to the bottom before your opponent(s) do. Controls: Control Stick: Move A: Swing hammer Advice: It's almost evenly-matched, but the lone player has a much smaller ball. However, they hammer much slower because there's only one of them and three of you. Chances are, if you're playing with computers, they will hit random stakes that make no difference. Always hits stakes around the ball so that it progresses. After all, it will take one course, not three, and it is stupid to try to predict the road it will take and then make that road. Also, although I've done it only once with the big ball, it is possible to be trapped. That is, the ball rolls into you and you're in the corner. Since it's in front of you, you can't move forward. In such a case, have your partners hit the stakes around the ball so that it moves. I don't think it can happen when you're alone. It's definitely easier to go it alone for two reasons - smaller ball and no computers. -------------------------------------------------------------------------------- Pop Star Rules: It's a race to see who can make their balloon pop first! One player must hammer a switch while three must ground-pound. The first to hear ka-boom wins. Controls: -Loner- A: Swing hammer -Three's Company- A: Jump A -> A: Ground-pound Advice: There's no advanced strategy to speak of. If you're the loner, just tap A as fast as you possibly can to fill the balloon with air. Each hammer hit fills the balloon less than a ground-pound, which is slower to use. The three players ground-pounding do not have to hit the switch with any rhythm or in unison; ground-pound at your own pace. Do not wait to be all the way in the air before you press A again. Press A right after jumping to ground-pound efficiently. I think it's easier to be a team player, but it can be simple if you're a button-masher. -------------------------------------------------------------------------------- Conveyor Bolt Rules: Some player(s) on the ground must avoid the player(s) in the air. The aerial player(s) drop lightning bolts. Touch one and you lose! Either eliminate the competition or outlast your competitor. Controls: -Ground Player(s)- Control Stick: Move -Aerial Player(s)- Control Stick: Move A: Drop thunderbolt Advice: There are two versions of this game. One is good, and one is the epitome of evil. During the day, a conveyor belt is moving. Three players are on the ground and one player is riding a cloud that drops thunderbolts. Avoid the thunderbolts to win if you're grounded. Otherwise, drop lightning onto the characters running on the conveyor belt. Make sure not to touch the spikes that sometimes appear on the belt. At night, three players will be in the air and one will be on the ground. It's practically impossible to win if you're alone! The conveyor belt stops moving at night, but it is of little consequence. Lightning drops very quickly, which is good for the aerial players. Position yourself exactly over your target (or around) and send some thunder their way to beat them in a snap. If you're a runner, just outrun it. It's not exactly lightning-fast. Now, at night, you'll have no problems if you're in the air. I need not waste me breath. For all you care, you could make a prison cell around the character with lightning before you finish them. If you're on the ground, you've got your work cut out for you. Provided the computers work together instead of spreading apart, run opposite the group. There are no spikes this time. If you can help it, never stand under a cloud. Ever. Also, thunderbolts remain after being dropped for a while (avoid them). You can survive if you run in a huge circle around the frozen conveyor belt, but it only works against certain computers. Good luck. -------------------------------------------------------------------------------- Ray of Fright Rules: One player controls a laser cannon and the other players must avoid its fire. Sounds fun, eh? Controls: -Zapper- A: Fire laser R: Rotate clockwise L: Rotate counterclockwise -Dodgy Players- Control Stick: Move Advice: The laser ricochets off the walls in diagonal directions from both ends of the laser cannon. Even when the laser isn't being fired, you cannot touch the glowing ends of the cannon (it'd be stupid to stand there anyways). The lasers form a triangle, which is the biggest flaw of the cannon. The walls are not safe, especially when playing a human. Stand on the side of the cannon and walk with it until the player operating it fires. See the beam they create? Stand about midway between where the cannon and where the beam hit the wall. This way, you'll be in the center of the triangle and much harder to hit because of it. However, it's very difficult to win this if you're running. Good luck, you'll need it. -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- I just love picking on the majority. Now, it is time to do battle. ================================================================================ ===============================Battle Mini-Games*=============================== ================================================================================ Sometimes, you'll play these games instead of 4-Player mini-games. In Party Mode, each participant, namely everyone, gives anywhere from five to fifty coins. These coins become the pot and the winner of the mini-game receives most of them. The second place winner receives less, but still a good amount, and the third or fourth place players are lucky to come out with two coins. In Party Mode, you always vote on what mini-game wins. It's majority rules. There are only six possibilities, anyways. -------------------------------------------------------------------------------- Mini-Game Name Rules: Controls: Advice: -------------------------------------------------------------------------------- Above is the setup. You should be used to it by now. Below is my fantabulous list. Are you ready for this? -------------------------------------------------------------------------------- Hyper Sniper Rules: Fire at targets on the wall as you scroll down it to score points. Whoever gets the most wins. Controls: Control Stick: Move scope A: Shoot Advice: First, do not hit Bowser targets. If you do, you'll have zero points immediately afterward. Otherwise, this game is incredibly easy even against Hard computers. The smaller the target, the more points it's worth. The most a target can be worth is 100 points. They are tiny and pink. If no 100-point targets are available, hit what you can. If you see some, then you're in luck. Wait until your cursor is directly over it and shoot. It doesn't matter if your cursor is over the target when you hit the target, just as long as it's over the target when you shoot the ball. Doing this, it should be like a walk through the park getting over 1000 points, which will rarely be challenged. However, on good games I've gotten well over 2000 points. Try not to have your scope by everyone else's, although you should try to get as many 100's as possible. -------------------------------------------------------------------------------- Stamp By Me Rules: Two conveyor belts moving at differing speeds surround you, each with letters on them. Stamp letters on these conveyor belts to score points. Whoever has the most when it's all said and done wins. Controls: A: Stamp to the right B: Stamp to the left Advice: To score points, stamps must be precise. You don't have to be perfect, but you'll see a ring of light rise from the letter if you got it stamped correctly. Focus on the quickly-moving conveyor belt. After a letter or two from it, one on the slower conveyor belt will be stamp-able (the game just does it that way). If you can only hit one letter but two, one on each belt, are reachable, hit the slower letter. Letters on the slower conveyor belt are easier to hit in the right way to pick up points than others. -------------------------------------------------------------------------------- Strawberry Shortfuse Rules: Pick a monkey with cake to stay in the game. Choose a monkey with a bomb, and you're out! The last player standing wins! Controls: Control Stick: Move cursor A: Confirm Advice: I wonder what the creators were doing when they made this. Purely for comic value, I quoted the game exactly for the rules. Anyways, several chef monkeys come out with dishes that hold either Bob-ombs or cake (yum). The monkeys than shuffle. Keep your eye on one that has cake, or even two if you can manage it. The Ukikis will lid their creations and it's up to you to choose a cake-cooking monkey. Players form a line to choose cake. If you're in front, you have an advantage in that you can choose the monkey you were focusing on. The back is also nice because someone may be eliminated. If you choose a monkey with cake, you go to the back of the line. Choose a monkey with a bomb and it explodes in your face. Obviously, this disqualifies you. When all monkeys with cake have been chosen, they will reshuffle like they did at the start of the mini-game and you'll repeat the process until a winner is decided. This game is about memory and luck. If someone chooses the one you had your eye on, or if all the ones you were paying attention to are gone, then pick whichever one feels lucky. -------------------------------------------------------------------------------- Insectiride Rules: Each player picks a vehicle. Press the buttons in the order that the bug-based ride requires to move. First one to the finish line wins. Controls: B, A, Y, X, L, R: Press as directed Advice: Ha, ha, how punny the title is... Anyways, in Party Mode, the first place player picks their vehicle last, the last place picks first. Therefore, you may never get the most desirable vehicle. In my opinion, the ladybug is the best machine. No one ever picks it and I always end up getting it, but it's really easy. For the green grasshopper, press the buttons in the order displayed to move on. It is pretty difficult to do, however, as you must press them in that order. The snail is the one that moves the fastest, although it is by no means the best choice. Press A to make its neck extend. Press A when the head is all the way out to drag your body forward (this is for optimum efficiency, although you can press A again at any point in the extension process). This is not a very good setup because it reaches the end and the neck starts retracting rather abruptly and you must have good timing/reflexes to use it. The beetle is the simplest, but the worst. All you must do is press the button displayed. However, you hardly move at all with it. The ladybug is easy. A button is shown and you must press its button ten times. Now, I'm no superhuman button-masher, but I almost always win with it by just pressing the button quickly to move on. In each case, aside from the beetle, you jump/slide/scurry about one square forward. The ladybug is more like half a square, actually. Whatever you think you'd be good at, pick wisely. The snail is very easy to use, but you rarely get to pick it. -------------------------------------------------------------------------------- Wrasslin' Rapids Rules: This brings new meaning to the term "Battle Mini-Game." You and your opponents are on a raft. Punch them off the raft and into the water to beat them. Last man/woman/dinosaur/turtle-like creature/ghost standing/floating wins. Controls: Control Stick: Move A: Jump B: Punch A -> B: Kick Advice: Now here's my idea of a fun mini-game. There are several strategies you might employ here. You can flatten enemies by jumping on them. This makes it easy to punch them, but you might just bounce off their heads right into the water. Kicks work well, but punches are safer because you're on the ground the entire time. Note that you cannot hit a player immediately after hitting them (or else this would be one easy mini-game). As you're wrestling with the best of them, the raft is taken through a cave and then outside. Ukikis will throw spiny nuts at you. They will knock you back quite a ways, and I suggest you avoid them. If you and an opponent are deadlocked, you can both ride to the end of the river to pick up points in a dual win. This is one of the better mini- games made, although it's very simple. -------------------------------------------------------------------------------- Control Shtick Rules: Armed with large # 1 gloves fit for a baseball game, you and your friends must point in the direction that the arrows on the screen show. In reality, this would be an extremely simple task. The last one around wins. Controls: Control Stick: Control left hand C Stick: Control right hand Advice: There's hardly anything to say. A timer system counts down to three before the arrows show. Afterward, you'll have an increasingly shorter amount of time to point your fingers. Do this by tilting (make sure you do it all the way to make sure the game recognizes it) the Control Stick and C Stick in those directions. Should you fail to do so, a hatch opens beneath you and you fall in. Obviously this eliminates you from the game. This shouldn't be too challenging for you, but you might be playing for quite some time if you set the CPU difficulty high. -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- And that's it for battle games. In old Mario Parties, a Goomba general would parachute down to decide battle mini-games (it was only when you landed on its space, too). But alas, now it's in the domain of Brighton and Twila. ================================================================================ ================================Duel Mini-Games*================================ ================================================================================ Personally, I really dislike the duel mini-games in this game. It's a shame, though, as there are fifteen games. None of them are that fun, and it just seems like they were better in other Mario Party games. Also, this is one of the only places where you'll find entirely luck-based games. Duel mini-games are only between two players and always decide the fate of Stars, coins, or both. They must be landed on (spaces, that is) to play them, unless it's the last five turns in Party Mode. -------------------------------------------------------------------------------- Mini-Game Name Rules: Controls: Advice: -------------------------------------------------------------------------------- Guess what that is above. The setup, of course! Below is the list. This shouldn't be new to you. -------------------------------------------------------------------------------- Light Up My Night Rules: You and your opponent are in a dark maze with candles. Find torches, braziers, candles (whatever you want to call them), and then light them. The first with five lit candles on their side prevails. Controls: Control Stick: Move A: Light candle Advice: The first of many displeasures is this game. First, you cannot see barriers - low walls or the boundaries of the dark courtyard - in the area. It isn't exactly a labyrinth, but be wary that there are walls and that you cannot always take a direct route. When you see a torch, stand directly next/in front of it and light it with A. Otherwise, you'll just wave your candle in the air. Normally, but not always, large dark patches of the place contain torches. Look in the corners of the wall boundaries to find them. If you want to, you can memorize the layout of the room (it never changes), although you should not waste your brain cells. -------------------------------------------------------------------------------- Black Hole Boogie Rules: You're being sucked into a black hole. Although light itself cannot escape it them, you somehow can defy the laws of physics and do so by tapping A quickly. Extraordinary! Controls: A: Swim away Advice: Just a note about the name, it is meant to be boogie like a dance, not a booger (as my friends enjoy calling it). This is an extremely uncreative game. Basically, it's a content to see who can press A the faster. I'm not very good at it; I'm comparatively slow in the world of pressing buttons quickly next to most people I know. However, I've developed a strategy for this. If you can press A fast enough (practice to see how well you can), good for you. If not, use this tip. Pressing B, Y, or X has no bearing on the game. Therefore, you can slide your middle finger (it works best with it for me, although you can use any other finger if you want) off of A, slightly on B or the other buttons, and back on A. This is pretty quick, and is at least enough to outlast a Normal character. Just don't count on beating Brutal characters with it. -------------------------------------------------------------------------------- Sumo of Doom-o Rules: Operate the vehicles from Tricky Tires to knock your opponents off the edge. The first to fall loses. Controls: Control Stick: Control left wheels C Stick: Control right wheels Advice: Having trouble coming up with a rhyme, Nintendo? Seriously, this is one of the hardest mini-games I've ever played. It's tough against Easy CPU's. Just to give you an idea of how the game works, tilt both joysticks forward to move forward (not forward on the screen, just forward for the vehicle). To turn right, tilt the C Stick right, the Control Stick forward. For left turns, shift the Control Stick left and the C Stick forward. However, this is assuming you're facing north (away from the screen), and won't be too useful in this game. To make matters worse, every once and a while a Thwomp will crash down on the ground and destroy part of the arena you're fighting in. Of course, falling down the pits will cause you to lose. Now I'll give you a quick and dirty way to win, although it won't always work, especially against human opponents. Start the match by ramming them. That is, go straight forward from the start to push them. Sometimes you can win if you persist in this and you play a really bad character, but don't bank on it. Instead, turn up (which is left in this case, mind you) while the opponent is coming at you. If you don't get hit in the side, the other player will roll forward a bit before they stop. Now, turn around quickly to face them. As the computer is turning to ram you again, ram their sides. This way, you can win with relative ease. It won't always work because CPU's don't always use the same strategies. Basically, if you're hit from the side, you're sunk. Good luck. -------------------------------------------------------------------------------- Pitifall Rules: Pick a rope and you'll swing on it. You have a one-in-three shot of landing on a platform. If you do, you win. If both of you miss, a Fly Guy will randomly choose one of you to save and declare the winner. Controls: Control Stick: Move cursor A: Select a rope Advice: This is entirely based on luck. There is no skill involved whatsoever. Pick whichever rope feels lucky. You have a 33.33 % chance of winning there, and a 50 % chance of winning if you both miss. Although it obviously is random, I seem to win more often when I choose the leftmost rope. Good luck. -------------------------------------------------------------------------------- Lunar-tics Rules: Two players on the moon use jet-pack thrusters to control their falling speed. Whoever lands closest to zero starting at ten seconds wins. Controls: A: Fire thrusters Advice: Lucky for you, I can provide a clear strategy to winning in this game. There is a formula to use, you see. First, note that it is impossible to exactly stop in air. You will still fall slightly when your jetpack is on. Start pressing and holding A right around 6.4 seconds. If you do this, you'll land within .4 or so seconds (more or less depending on if you hit the A button exactly at the right time). You'll rarely have to be closer to the time than that. If you do, you could always start hovering earlier and drop to the pad when you need to. If you hover from the instant you start falling, stop hovering at 3.1 or 3.2 seconds to land .3 seconds within the time limit. You could tinker with it further if you wanted to, but .3 seconds is the best time I can give without using some sort of slow-motion device on my television. This is one of the easier ones. -------------------------------------------------------------------------------- Asteroid Rage Rules: Steer your spaceship away from asteroids to survive. The first to hit an asteroid loses. Controls: L: Move left R: Move right Advice: Mario Parties must be expensive! They buy interstellar spaceships just to ruin them in asteroid fields? Basically, the asteroid belt is divided into five different rows you may travel upon. Some rows are obstructed by asteroids and you must press L or R to avoid them. You have thirty seconds before one of you has to lose. It's not particularly challenging, but your spaceship speeds up as you go along, giving you less reaction time. Look ahead to the next obstacle to see which opening allows for more time in the next asteroid wave. Sometimes, you'll enter an asteroid layer from the rightmost side and the only opening will be the leftmost side. In such a case, say good-bye to any hopes of winning you harbor. -------------------------------------------------------------------------------- Boonanza! Rules: Many Boos (the pink kind from Super Mario Sunshine) are littered around the courtyard used in Light Up My Night. Walk into them and they run away, letting you herd them into your pen. Whosoever corrals the most Boos is-a the winner, as Mario would say. Controls: Control Stick: Move Advice: This is a refreshingly easy Duel Mini-Game. Boos are naturally afraid of you (oh the irony), and so they run away when you get close. In other words, if your pen is on the left side of the playing field, walk into them from the right to scare them toward the left and eventually into your pen. The easiest way to accomplish this is to push them into the corner and then push them down, or up as the case may be, so that some of them flock into your pen. Now, you'd think that playing as Boo would give you a decided advantage (it's Uncle Boo!), but it doesn't. Twenty-five to thirty is a common score in this. The AI is absolutely terrible in this. It's amazing if they get over ten. You shouldn't have trouble with this in the least. -------------------------------------------------------------------------------- Something's Amist Rules: Hidden in the fog are several green gemstones. When you walk near them, your controller will rumble. The first to find three gemstones wins. Controls: Control Stick: Move A: Pick up a gemstone Advice: Ugh, I hate this game. It is much easier to play if the rumble feature is off. That way, an exclamation mark appears instead of just the rumble, which often is vague because you're moving when you feel it. Your biggest asset will be the trees in the background. They hint at where the gemstone you're searching for with their eyes. Use it to determine what sector of the foggy forest to look in. Press A to search (make sure to press it in the position you feel the rumble). When it comes down to it, it is more a matter of luck than it is skill. -------------------------------------------------------------------------------- Cog Jog Rules: Hop across spinning cogs and avoid obstacles to reach the goal before your opponent. First one there wins. Controls: Control Stick: Move A: Jump Advice: This is pretty easy. There are two possible routes, one of which is a shortcut. I highly recommend the path more traveled on. From the start, jump to the first cog and then jump down the two smaller ones to a gear and a metal plank. Ride this plank across the gap to another cog. From here, jump to the blue cog with Spiny shells on it. Avoid them and jump from the green gear to the goal. However, a Thwomp in the background falls periodically. This reverses the direction that the cogs move in. Now, you could also use the shortcut, a very risky alternate route. From the first cog, jump right to the stars. However, you must land on the exact rim of them to stand there. This is because they are not only hollow with no top, but there is nothing but thin air around them. If you can master it, then you are invincible. If not, you're wasting your time. -------------------------------------------------------------------------------- Full Tilt Rules: Walk across a long, narrow that twists and tilts to reach a goal. First one there wins. Controls: Control Stick: Move A: Jump Advice: This is okay. It's not very hard, and you can even master it for a twelve-second finish. There are two desirable points of the path - the checkpoint and then the goal. Note that my guide for this is a quick play- through to help you against tougher computers, but you can go slower or around the entire course if you want. If the road starts to tilt in a certain direction and you don't want to risk falling off, run against the direction the trail is tilted in. It's too steep to run off the path, and you'll survive the tilt. If you fall, you'll be escorted by Lakitu to the starting point or to the checkpoint if you've reached it. First, run forward and head left a bit until you can turn right. Now jump forward over the gap to the next segment of path. Here, run around to the checkpoint. Now run right and take the bend up. Advance left and jump over the notch. Now jump your way right to the second bump in the curved path. From here, jump north and then head forward to the goal. A path similar to this can be used to get to the goal in twelve seconds. It involves a lot of jumping, which is less time-consuming than walking. Good luck. -------------------------------------------------------------------------------- O-Zone Rules: Ground-pound the panels of the stage to find circles. The first to find three wins. Controls: Control Stick: Move A: Jump A -> A: Ground-pound Advice: This isn't too hard. There are twenty-one spaces and three types of them. There are the type with O's, which you want to hit three of. There are also blank spaces, which does nothing, and there are also X's. Hit an X and you get electrocuted, temporarily stunning you. It can really hurt you in standings, so be careful. To win easily, study the arena before the game starts. Memorize the positions of three easy O's (along the edges, in corners, around the start, etc.) and keep your eyes on those panels as they spin. Afterward, you'll have a blast ground-pounding them to victory. If you can't remember where the panels ended up, then you can always quickly ground-pound (remember not to wait until you're at the peak of your jump to press A to ground pound). You might also ground-pound your opponent, which immobilizes them for quite a while. -------------------------------------------------------------------------------- Mass Meteor Rules: You and an opponent are racing to the goal ring in a race, but tons of asteroids are hurtling at you! Dodge them and reach the goal before your rival to win. Controls: Control Stick: Move Advice: The screen scrolls to the right at a pre-set rate; it doesn't help you to be at the right limit of the screen. This is a hint. If you stand right at the right side of the screen, you'll end up hitting asteroids because you couldn't see them coming. Hang around in the middle to dodge them. Sometimes, it will be near impossible to get by unscathed. In such cases you should wait a while for asteroids to float apart or away before advancing. The last stretch before the finish line is asteroid-free; speed up at the end of the race at the front of the screen. If you do hit an asteroid, it will break and you'll be stunned for a bit. Also note that when you press up or down, you will continue going up or down until you hit the boundary of the screen (darn lack of gravity). For me, it's easier to float along the bottom of the screen than the top. On a side note, some asteroids are shaped like Koopa shells and Goombas. -------------------------------------------------------------------------------- T Minus Five Rules: Ground-pound transporters when they are flashing green to teleport to the next panel. Whoever reaches the rocket at the end wins. Controls: A: Jump A -> A: Jump Advice: As it turns out, every Duel Mini-Game falls into a certain category. There's the space themed ones, the haunted forest-themed ones, and then you have your machinery/metal-themed games. T Minus Five is space-themed to the end. It is pretty pointless considering that they could just get off the teleports and walk to the rocket. Still, it's not that hard. At first, the panels flash slowly. Jump when the flash is one panel away and ground-pound when it enters your panel. The second panel will feature increased flash speed. Jump and ground-pound when the flash is one panel away. The third panel is also quite easy. Jump and ground-pound when the flash is one away. The fourth is a change, though. Jump and ground-pound when the flash is two away. For the fifth, which is lightning quick, jump and ground-pound when you see the second panel you were on light up. This warps you to the rocket. As you rocket, you'll see the loser in the background (just wishing they had a rocket). Note that, if you don't hit the panel when it's lit with the green flash, you'll be electrocuted. This is a waste of your precious time and I don't recommend you do it. -------------------------------------------------------------------------------- Boo'd Off the Stage Rules: Giant pink Boos will sweep across the stage from every angle. Dodge them to avoid capture. The first one caught loses. Controls: Control Stick: Move Advice: This is pretty difficult. The Boos can either be very large or small and numerous. Try to stand in the center so you have time to react. Some walls are up (this is the arena from Light Up My Night), but they shouldn't hassle you too much. Constantly keep on your toes. They come in walls of Boos, practically, and only certain positions are safe. Sometimes, one gigantic Boo (like Boolossus from Luigi's Mansion) will swoop down. If this happens, forget about dodging it. Just run away from it so that your partner is absorbed first. Each wave is a little bit faster than the last. Again, pink Boos show playable Boo no mercy. Good luck. -------------------------------------------------------------------------------- Trick or Tree Rules: Four dark trees in the haunted forest setting dance about and then the players must choose a tree. Whoever has the taller tree wins. Controls: Control Stick: Move A: Pick a tree Advice: This game is partially based on luck, partially on memory. Basically, all the shady trees shuffle and it's up to you to pick the tallest tree. Your opponent also picks one. You hop up the branches and the one with the highest elevation in the end wins (you don't have to pick the highest tree, just one higher than your opponent's). Although they are black and almost indistinguishable, they can be tracked and seen. If you have really good depth- perception, you'll be able to do this well. If not, know that trees only move once in any direction at a time (they'll never move twice in the same direction). Keep your eye on the tallest tree and follow it. Pick it when you can and jump up the branches to hopefully win. -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- And that's it for those awful Duel Mini-Games. Just cross your fingers and hope for an easy one, or at least one that isn't entirely based on chance. ================================================================================ =================================DK Mini-Games*================================= ================================================================================ There are three mini-games that Donkey Kong has concocted. In them, instead of coins you compete for bananas. Before you play a DK Mini-Game in Party Mode, that crazy ape uses the Banana Randomizer to figure out the exchange rate between bananas and coins (anywhere from equal to one banana for three coins). So, DK Mini-Games could be your chance to make tons of coins in one sitting. The easiest and thus most desirable game is Tally Me Banana, the worst being Pier Factor. -------------------------------------------------------------------------------- Mini-Game Name Rules: Controls: Advice: -------------------------------------------------------------------------------- Above is the setup, below is the list. Got it? -------------------------------------------------------------------------------- Tally Me Banana Rules: Hop from barrel to barrel without falling into the water. Each barrel you crush contains bananas. Strive to get the most, although everyone keeps their bananas and coins in the end! Controls: Control Stick: Move A: Jump Advice: This is pretty fun. Although the barrels are more Mario-style than Donkey Kong, I can get over it. Certain barrels contain bundles of bananas worth five bananas. Jump onto a barrel from the start and bounce around them in a series. Always end up near the wooden path around the water. That way, you can reposition yourself and start the cycle over again. If you land in the water, you end with the number of bananas you got. However, they still aren't completely useless. You can jump on characters in the water as stepping stones to reach barrels. Finally, I've found a good use for Toadette. The game ends either when everyone is in the water or when all barrels are plundered. -------------------------------------------------------------------------------- Pier Factor Rules: There are five barrels in all and each player must pick one. They enter it and roll down the pier's many paths to collect bananas along the way. Keep the bananas you earn and trade them for coins later. Controls: Control Stick: Move A: Confirm Advice: This is entirely luck-based, which would normally disappoint me, but it's a DK mini-game; you don't have to do well on it. Always, one barrel is really lousy. Now, you could avoid this if you have godlike memory and timing skills so that you can imagine exactly how all the barrels will act when they are entered with all of the possibilities for different barrels within the ten seconds provided for you to pick a barrel, but I doubt that you can. So, pick a barrel - any one will do - and ride it to the end. You can't lose at this because you'll get at least one banana, but some get three while others get fourteen. After everyone's chosen a barrel, just sit back and watch the action. Note that banana bunches are worth five bananas. Good luck. -------------------------------------------------------------------------------- Banana Shake Rules: Donkey Kong is putting you to work by having you and your friends shake trees for banana for you. The more bananas you collect, the more coins you get in the end. Everybody wins! Controls: A: Shake tree B: Dodge hammers Advice: My friends think this is so funny to watch... Rapidly press A to shake the tree. This causes bananas to fall out. Occasionally, hammers will also fall. Press B to avoid them (although you rarely will). Being hammered simply stuns you for a second or two, but you have only fifteen seconds to use. It's quite simple, really. Notice the background. That's undoubtedly Delfino Plaza in Isle Delfino from Super Mario Sunshine. The lighthouse in the background was used to enter Gelato Beach... What a good game that was... Of course, it has nothing to do with Donkey Kong in the least. -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- And those are all the mini-games you'll hope you play. Also hope that the Banana Randomizer gives you three coins per banana. Of course, DK Spaces are only there during the day. At nigh, they become Bowser Spaces, where one can play... ================================================================================ ===============================Bowser Mini-Games*=============================== ================================================================================ Bowser's such a jerk. He always tries to crash a good Mario Party. This time around, he's not so direct about it, though. He has only three mini-games, which puts him on par with DK. However, none of his mini-games are for wimps. And you're not playing for coins, either. You're playing to keep your coins, Orbs, or even Stars. Ouch. -------------------------------------------------------------------------------- Mini-Game Name Rules: Controls: Advice: -------------------------------------------------------------------------------- Above is the setup. As usual, the list follows. -------------------------------------------------------------------------------- Pit Boss Rules: Bowser has a ball throwing huge spike spheres into the arena. To not lose, simply don't get hit by his spheres. Of course, no one wins but Bowser. Controls: Control Stick: Move Advice: Slowly, the spike balls will start to slow down. At such times, Bowser gives them a speed boost by throwing an addition spike sphere. At most three will be present for you to evade at once. Get hit and you'll end up in a cage. This is not a great fate; you sit there awaiting your doom. Eventually, all three spiky spheres lose momentum and stop. This marks the end of the game and those who remain are safe from Bowser's thievery. -------------------------------------------------------------------------------- Dark 'n Crispy Rules: The room is black as night and you and your friends are on a platform over a bottomless pit. Bowser then joins the action! Avoid the charging behemoth to not lose! Controls: Control Stick: Move Advice: You can see your character from spotlights on them, but you cannot see Bowser very well at all unless he is by a torch. So, you have thirty seconds to avoid his charges. Touch him and you're dead. Also, avoid his fire breath. It's nice because it lights up the place momentarily, but it is also lethal. Don't go near the edge, either, as that will result in you falling to your doom. Nowhere is safe, but you can get a good idea of where Bowser's heading from the brief periods in which he is visible; he leaves the light in a certain direction and that will be your clue. Good luck. -------------------------------------------------------------------------------- Dizzy Rotisserie Rules: All the characters participating are dizzy, disoriented, and clumsy. Reach the exit before time is up to avoid the inferno. Controls: Control Stick: Move Advice: Sounds pretty easy, right? You're in a room with an exit and all you have to do is stroll on out. Not quite, grasshopper. The controls are changed. That does not mean that they are reversed. For instance, moving left on the control stick may make your character move forward. Like they say, you're confused! Also, even if you do walk forward, you'll be moving slightly toward the right all the while. Master the controls from the start and reach the exit with due speed before the Bowser statues start breathing fire. That way, you can watch the show from the balcony. Of all the Bowser Mini-Games, this is the easiest by far. You want to play this one. -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- Those are all of Bowser's not-so-fun games. His mother must be so proud... He had much more influence on mini-games in the original Mario Party games. Now, he can hardly be found anywhere outside his mini-games in other mini-games (except a few, like Hyper Sniper). Well, you'll see him again soon. ================================================================================ ================================Rare Mini-Games*================================ ================================================================================ So, you might be wondering how you get Rare Mini-Games. Well, you must not have read my Solo Mode section. If you land on the Rare Mini-Game Space in each of the boards in Solo Mode, you unlock a Rare Mini-Game. Also, you get a 100-coin bonus, which is nice. Anyways, Thirsty Gulch features Dunk Bros., Astro Avenue features Block Star, and Infernal Tower boasts Lab Brats. Also, you can purchase Seer Terror from the Star Bank at the price of fifty Stars. -------------------------------------------------------------------------------- Mini-Game Name Rules: Controls: Advice: -------------------------------------------------------------------------------- Above = setup. Below = list. -------------------------------------------------------------------------------- Seer Terror Rules: Pick a rope and something will happen to you. Then the psychic Bowser will tell your fortune. Will it be good? Controls: Control Stick: Move cursor A: Confirm Advice: This mini-game is more of a novelty than anything else. That is, there's no way to win or lose. It's all for fun. And, to that point, I'll list a few here. First, you enter Bowser's "Mansion of Your Misfortune." He then has you pick a rope. Any one will do (it's all random). Then something happens to you. For instance, you spin around and get dizzy means that your life will have a big turnaround. If you get coins and then get mugged by Goombas, he predicts that you'll have financial doom. If you fall down a hole, he'll predict you'll fall head over heels. If a Bob-omb explodes in your face, he predicts an event of explosive proportions in your future. If you're struck by a pan, something surprising is bound to happen to you. If ten Spinies fall on your head, your day will be sharp and pointy. Get crushed by a Thwomp and he'll predict you'll be crushed by stress. If you just get ten coins, you'll have a great financial windfall (it's one of the good fortunes). Other fortunes include being chased by a Chain-Chomp, having Bowser be sucked into a black hole, and many more. Remember, never doubt the fortunes predicted by Bowser. He is right beyond belief... -------------------------------------------------------------------------------- Lab Brats Rules: Professor E. Gad has lost lab creatures in his maze! Run through them and find as many as you can in as short a time as possible. You get a rank based on your speed. Controls: Control Stick: Move R: Overhead view Advice: There are five mazes in all and five minutes to complete it. Yes, E. Gadd uses his Maze Manufactory to shrink you down and see if you can solve all his mazes before time runs out. In every maze, you'll find a creature. In the first, you get a Goomba. Find a trampoline and jump on it to reach the next maze. You'll find an Ukiki in that maze. In the third maze, a Shy Guy is up for grabs. The fourth maze has a penguin in it. The final maze has a Koopa Troopa in its confines. Once the time runs out or if you exit it before the time ends, E. Gadd will tell you what your rank is. You can go anywhere from one to sixteen. As Brighton and Twila put it, you'll have to be a maze grand master to get that impressive rank! I'm not a big fan of this mini-game, but it can be addictive. Happy searching. -------------------------------------------------------------------------------- Block Star Rules: Move blocks of the same color and link five or more together to make them disappear. Clear away the Star Blocks to beat a level. Controls: Control Stick/D Pad: Move cursor A (hold): Carry block A (release): Drop block B: Raise stack Advice: It's Tetris! No, it's Block Star, and every Mario Party has featured one (that is, a Tetris-based game) since Mario Party 3. However, this mini-game is more like Tetris Attack, a Game Boy game where Yoshi used Tetris-like game play to save his friends and beat Bowser (who is impossibly hard, might I add). That is, instead of dropping blocks down endlessly like you do in Tetris, blocks rise from the bottom of the screen in this game. Also, you must move and arrange them to clear them. Slowly, the layers of block rise until you see them at the gate. If you run out of time or if the screen fills, you lose. To clear away the Star Block, surround it with alike-colored blocks so that it disappears with them (get it? You block the Star Block. See the title's pun?). Clear all Star Blocks to advance. There are infinite levels, of course. But, eventually you'll see Time Blocks. Clear those away to add fifteen seconds to the game clock. You can also play Two-Player Block Star. It is essentially the same thing, but you play against another player (like a Duel Mini-Game). However, there are a few additions to Two-Player Block Star that make the game even more like Tetris Attack. Connect four same-colored blocks to the Up-Arrow Block to cause a row of bricks to appear at the bottom of your opponent's screen. Do the same to a Down-Arrow Block and a row of bricks fall on your foe's screen. Also, you can break a brick block by hovering over it with your cursor and pressing A. There just a time hazard. Yep, this game has been a real flashback. -------------------------------------------------------------------------------- Dunk Bros. Rules: I will now type what they say in the game. It reads as follows... This is straight-up, old-school, slam-dunkin', razzle-dazzle, two-on-two street ball! And I'm back. Boy, Brighton has a big vocabulary. Controls: Control Stick: Dribble and move A: Shoot or jump B: Pass to a teammate or steal X: High pass Advice: NBA Street Vol. 3, a basketball game where Mario and company "whoop it up" with actual ball stars, came out a few months after Mario Party 6. As you may or may not know, Mario is an avid tennis player, golf player, racer, basketball player, party animal, baseball player, and plumber, among other things. Well, maybe Dunk Bros. was intended to keep us occupied for a while. You can play for up to five minutes or for one minute. Every point scored in basketball is treated as two points. The exception to this is kind of hard to pull off. You can score three points if you throw a ball from behind the free- throw line. However, most computers will catch the ball in air. You can make a slam dunk (directly scoring by slamming the ball through the hoop) if you jump with the ball from under a hoop. Aside from that, don't be a ball hog. Let your partner (this is a 2-vs-2 Mini-Game) score sometimes. Passing is risky because the ball can be intercepted quite easily; always remain open for a pass if your partner has the ball. If your opponents have the ball, run up to them and press B to steal the ball from them. Press B once, though, or else you'll steal it and then pass it back to them. You dribble automatically. Also, if you jump on an opponent's head when they have the ball, they drop it. Jump on them anyways for laughs. Yes, this is a pretty good mini-game. -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- Those are the Rare Mini-Games - all four of them. In my opinion, Dunk Bros. is the best. You will never play them outside the Mini-game Bus, though. ================================================================================ ================================Mic Mini-Games*================================= ================================================================================ Included with Mario Party 6 is a microphone. Put in memory card slot B of your Game Cube (the right one) and you can use it to play fun mini-games. You can play them either in Party Mode or in Mic Mode. In Party Mode, you'll occasionally play Mic Mini-Games instead of 1-vs-3 Mini-Games, just like you sometimes play Battle Mini-Games over 4-Player Mini-Games. Anyways, there are five different Mic Mini-Games. -------------------------------------------------------------------------------- Mic Mini-Game Name Rules: Mic Commands: Controls: Advice (1): Advice (3): -------------------------------------------------------------------------------- Above is the setup. Below is the list. In every Mic Mini-Game, the Mic Commands are for the single player, the controls are for the three players. Also, the first piece of advice is for the microphone player, the second is for the three against him/her. -------------------------------------------------------------------------------- Verbal Assault Rules: One player is at the helm of a heavily armored battle craft. The other three must waddle about in their weak machines to destroy it! Defeat your opponent(s) to win. Mic Commands: "Fire" "Missile" "Drop bombs" "Laser" "Bullet Bill" "Goomba" "Nuts" "Gears" Controls: Control Stick: Move A: Shoot Advice (1): The battle craft has six green capsules in it that represent its health. After many this, it loses one. When all six are gone, the battle craft is destroyed. Now, first I'll give advice for the hovercraft user. Now, the game doesn't give them to you, but there are four secret commands that you can use on opponents. They're the last four I listed. "Fire" activates flamethrowers that affect only the player directly in front of you (they must be very close). "Missile" is pretty effective; it launches six rockets in all directions at the walkers. "Drop bombs" make many Bob-ombs drop. It is best used against people hanging in the back. "Laser" causes two lasers two go straight forward and hurt any walkers lined up with it. "Bullet Bill" is an extremely effective secret. A Bullet Bill comes out and homes in on opponents. "Goomba" makes a line of Goombas be dropped, which will mess up opponents if they run into them (it is very low accuracy and I don't recommend using it). "Nuts" makes pretty much the same thing happen. "Gears" or anything not recognized makes the machine malfunction for a second (don't use it) and drop its machinery. You've got an entire arsenal with which to destroy the walkers. Think of combos. For instance, use a Bullet Bill and then bombs, or missiles, or bombs and then a flamethrower to cover all parts of the screen. Your task isn't very hard, unless you're playing a good human (it's happened to me once before). If you are playing a human expert at dodging your attacks, then you have one strategy to use - trickery. Throw them off by speaking into the microphone without pressing the button. They'll start to use the dodging procedure and then you can nail them with another attack. For you, the possibilities are limitless and you almost always win. Advice (3): Is this an unfair battle or what? You're up against a hovering tank with limitless ammo and an myriad attacks, and you have a walker capable of shooting pellets. Well, it is possible to win. I have lost before in the tank and I have won with the walkers, too. Also, you have way less health than the weapon master does. You get hit three times and you lose. It takes the hovercraft hundreds of hits to lose. First, constantly press A to fire. Never let up. The only other issue is surviving. Each of its attacks can be avoided. Remember that they can only use one attack at a time. First, when your opponent says "Fire" drop back. The flamethrowers have very little reach and cannot hit the back of the screen. Respond to "Missile" by standing in the back of the screen. That way, the missiles will spread out as they reach you and it will be easier to dodge them. When you hear "Drop bombs," run forward directly in front of the ship. The bombs only hit the back of the screen. You might hang back there and zigzag between them, but that is much riskier. To dodge "Laser," simply move over to the sides of the road you're fighting on. "Bullet Bill" is trickier, but still preventable. If you don't have time to react, try to shoot the Bullet Bill with your pellets to destroy it. Otherwise, go to the bottom of the screen and let the Bullet Bill come at you. When it's a bit away about to hit, you must run forward. It will curve inward at you and hit the wall because you moved forward. "Goomba" and "Nuts" can be avoided by observing where they land and getting out of that row. Finally, you don't need to dodge "Gears" because it does nothing. Now, if you want to cheat, yell "Gears" when your opponent says something. It's very cheap and I don't recommend doing it because they might get angry (might?). Good luck and get ready for a long bout. -------------------------------------------------------------------------------- Shoot Yer Mouth Off Rules: One player is commanding three Shy Guys to use weapons against three in an arena. The three must survive for sixty seconds while the loner must defeat them all. Mic Commands: "Zero" "One" "Two" "Three" "Four" "Five" "Six" "Seven" "Eight" "Nine" Controls: Control Stick: Move Advice (1): You've got many options. Again, "Zero" is a secret command not listed in the game rules. "One," "Two," and "Three" all send Bob-ombs at the opponents. It can be effective in bunches. "Four" send a Bullet Bill (not homing) down a straight path through the center of the arena. "Five," "Six," and "Seven" all send Bob-ombs from the left side to the arena. "Eight" and "Nine" send Bullet Bills down the sides of the arena. "Zero" makes three Thwomps fall in random parts of the arena. It takes the Shy Guys a long time to do anything. If you say "Zero," they will stop whatever they are doing to drop Thwomps. I find that if you say "Seven," "Three," and then wait until the Bob- ombs are on the arena and say "Zero," you'll often get someone out. In fact, the 7-3-0 combo is so effective that it beats down Brutal CPU's. However, it is pretty hard to hit people with Bullet Bills because they're so predictable. If the Shy Guys were faster, than "Four" and "Zero" would be very effective, but it was not to be. 7-3-0 is very good. At first, it won't be because it takes the Shy Guys a while to reach it. However, the seconds time you use it when the Shy Guys are right next to the stations and you use it, it can be executed in five seconds and is a critical attack. Keep using it and you'll beat CPU players of any level. Since Thwomps are random and they remain a bit afterward, they can block players' escape routes from Bob-ombs. Advice (3): This is pretty easy, made harder only if your opponent knows about "Zero." First, Bullet Bills are really easy to dodge. Since they cannot all be launched at the same time, wait for the first one to go by and stand where it was. That way, the other two Bullet Bills will glide past you. That is, if your opponent uses the "Four" Bullet Bill first, let it pass and stand in the lane that the "Four" Bullet Bill uses. Bob-ombs are pretty easy to guard against, too. When they are about to explode, they stop moving. This is your chance to run away. Never let Bob-ombs corner you. If you do, you won't be able to jump over them and you'll be trapped for the explosion. The only thing to worry about are the Thwomps, "Zero." They appear randomly and you can only see their shadow for half-a-second before they fall. Keep moving constantly when you hear it spoken and don't go in corners - stay in the middle. Note that three Thwomps will fall at a time and that they remain shortly after being dropped. It's what makes the combo "Seven," "Three," "Zero" so hard to block against. Be ready for anything, grasshopper. -------------------------------------------------------------------------------- Talkie Walkie Rules: One player uses the microphone to advance forward toward the goal. The other three try to stop the solo player by hitting them with a Spiny. Reach the goal to win or stop the solo player to win. Mic Commands: "Forward" "Move back" "Right" "Left" Controls: Control Stick: Move cursor A: Throw Spiny ball Advice (1): This time around, the solo player is at a huge disadvantage. This isn't hard once you get the hang of it, but it's never easy. Try to move forward as much as you can. If a cursor is right in front of you, though, don't do so. After all, one hit and you're history. If someone has their cursor right under you, quickly move forward, right, left, or back, whichever one doesn't lead to another cursor. Even when someone does fire a Spiny egg, it takes a while for it to reach you. This gives you enough time to move after something's been fired. If your opponents are team players, though, you're out of luck. Advice (3): This should be pretty obvious. From the start, have someone get their cursor right in front of them and each other person have it to their side. There's a sixty-second time limit, and they'll have to move eventually. As soon as they move in any direction, fire your Spiny balls. One hit and they're out, and it is unavoidable at that point. If the waiting game isn't your cup of tea, just try to shoot the solo player as soon as they give the move command. For instance, have the cursor diagonally above them and then move it in front of them and fire as soon as "Forward" is uttered. Also, work together with teammates to trap the solo player in a rain of fire. It's not hard to do together, but it is pretty tough to hit them when you're alone. Remember: united we stand, divided we fall. -------------------------------------------------------------------------------- Word Herd Rules: One player gives a group of Goombas order to herd them away from the other players. The team of three try to punch the Goombas out of the corral. First to accomplish their goal wins. Mic Commands: "Up" "Down" "Right" "Left" "Scramble" "Ukiki" Controls: Control Stick: Move B: Punch Advice (1): You've definitely gotten the long end of the stick. Any good player can counter any formation. However, you have an army of Goombas at your disposal, and you need only keep one alive and kicking. So, make your rivals waste as much time as possible chasing after your Goombas. Say "Left" then "Right" and things like that. Also, "Scramble" is very effective because some Goombas will go to the middle. Goombas have to be right next to the fence to be kicked out, which makes it quite easy to win. Even Brutal CPU players can hardly stand up to the Mic master. Remember, as long as one Goomba is away from the team of players, you don't need to change formation. One more thing: say "Ukiki" into the Mic and the monkeys on the sidelines will toss items at the players, temporarily stunning them. Advice (3): You've got your work cut out for you. It can be difficult to win because you have thirty seconds to punch every Goomba out of the arena. And, to make matters worse, you must punch a Goomba when they're right next to the fence to knock them out. You can either punch them to the closest fence and then knock them out, or you can focus on the ones already by the fence and take out the others when formation changes. The second strategy is far more efficient, and is your best strategy for survival. -------------------------------------------------------------------------------- Fruit Talktail Rules: One player uses the Mic to lower all the pads but the one that they call. The other players must get on these pads to keep from falling. Either rid the playing field of the three players or survive the falls to win. Mic Commands: "Strawberry" "Apple" "Melon" "Orange" "Grape" "Banana" Controls: Control Stick: Move A: Jump Advice (1): You have one minute to eliminate the competitors. It's pretty easy. Each pad on the arena has a fruit on it. Call a fruit and all pads that don't have that fruit lower. The three players must jump onto the pads remaining to stay in the game. Otherwise, they fall off the arena and into a bottomless pit. You have one thing on your side, and it is called panic. Call a fruit and everyone will rush to a pad. Sometimes they'll jump in each other's way and they'll both lose, or they'll all try to crowd on the same pad. Try to pick fruits that are close to two players. This will greatly increase their chances of messing up. Also, if you're playing humans, say the name of a fruit without pressing the button on the Mic. Then actually say the name of a different fruit. This is bound to mess them up. Also, try to guide them into a corner and then make them jump for something they can't reach. Even better, say the name of anything (for instance, say "map" and apples will show) to trigger a fruit. This will make it very difficult for human players, but the same thing for CPU's. Advice (3): You can reach any type of fruit pad from any other pad. However, certain pads are more desirable than others. For example, pads on the interior of the playing field are much better to go to than ones on the outer edge. Why? Because you can reach more fruit pads from them than from ones on the edge. You and your partners should divide the playing field into three sections and stick to your own parts. That way you won't crowd each other or mess up. If playing with a computer, keep your distance. Also, if you must, bounce on the heads of your comrades until the floor returns or use them to bounce to other platforms. -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- And those are all the Mic Mini-Games. However, there are a few more kind-of- mini-game things left in Mic Mode. ================================================================================ ===================================Mic Mode*==================================== ================================================================================ Aside from Mic Mini-Games, there are two other options in Mic Mode. First, you can play Speak Up. It is a verbal quiz show played with on the Mic. Star Sprint is a racing game that you use the Mic for. I'll cover them both below. +----------------+ | Speak Up | +----------------+ Speak Up can be played with two to four players. Questions are asked to the contestants. To answer, press the button on the Mic and say your answer. If you're right, you earn points. The faster you get it right, the more points you receive. Get it wrong, and your opponents will get a chance to answer it. They get the points if they get it right. Whoever has the most points at the end wins. There are five types of question to choose from. Picture Quiz has you say the name of the character you see. Counting Quiz makes you count characters. Memory Quiz tests your short-term memory by asking you a question about something you just saw. Comparison Quiz has you compare things. Variety Quiz has all sorts of questions on it. Also, each question has a different number of stars over it. It tells you how hard a question is going to be. When you play a one-star game in a certain category, you will then be able to play a two-star game, and so on. Also, the harder a question, the more points it's worth (ten, twenty, thirty, forty, and fifty). As you play, you may find a Special Panel. This is a hidden panel in which something lucky happens to you (sort of like the Daily Double on Jeopardy). There are different kinds of Special Panels. Mushroom Panels let you earn double the points for a question. Super Mushroom Panels let you earn triple the points on a question. Flower Panels make questions easier to answer. Star Panels give you a second chance if you answer a question incorrectly. There also other Special Panels. What are they (gasp)? Special Panels must be used when they are gotten; they do not carry over to other questions. Quite simple, really. If you say "give me a hint" on the microphone, you can get a hint. When you see the hint icon in the upper-right corner of the screen, you can use it. You only get one, though. Those are the rules of Speak Up. However, before a game, you can see all the characters. This helps if you aren't a Mario junkie or you need to learn how to pronounce the names. They then show the contestants, and therefore the order that the turns are taken. There are a few more things to keep in mind. If two players are playing, there will be ten questions. Three players means fifteen questions and four will get twenty questions. Each time, it's five questions apiece. On occasion, Bowser will take over the quiz show. At this time, he'll make comments and such, but nothing really happens. There are a few other Special Panels, none of them really good. There are four other ones. Brighton and Twila Panels make the timer tick more slowly. When Bowser's out, three different new panels are available. Bob-omb Panels up the difficulty of a question by one. Pipe Panels let the correct player receive coins from other players. The Ztar Panel make you play a Bowser game. Good luck! +-------------------+ | Star Sprint | +-------------------+ There are three different obstacle courses in Star Sprint mode. Magma Flow, the hardest one, must be bought in the Star Bank for fifty Stars. There are several basic commands that you use the microphone to give, all of which make your character move. The objective is to carry a Star to the finish line. Based on your time, you get at least one Star, but you can get more. Below are the commands. "Grab the Star": This makes your player pick up the Star. This is how the race commences, but you can drop the star if you hit certain obstacles in the course. Use this command to pick it back up. "Run": This makes you start running. You can say it up to four times to reach maximum speed. "Move Up": Makes your character move up a lane in the obstacle course. There are three such lanes. "Move Down": Like the previous command, this makes your character move down a lane. "Reverse": Makes your character go backwards, although it's not very useful. "Freeze": Stops the character completely. It is useful on occasion. "Jump": Makes your character jump over obstacles. "Pause the Game": Makes the game pause. "Go Back to the Game": Return to the race from the pause menu. Play the Game Over": Restart the game with the same settings from the pause menu. Quit the Game": Stop playing this Star Sprint race from the pause menu. "Mario Party": Sometimes, you'll reach obstacles too tough for you to pass by yourself. This command summons friends to help you past them. There are also two other significant objects in the game. Metal Mushroom Orb: Every course has one and only one Metal Mushroom Orb. Jump to get it and become invincible briefly. It allows you to bypass many obstacles you'd normally have to move for. Booster: This accelerates your character to the maximum speed that they cannot reach by running. It is only temporary. There are three different courses. Like I said earlier, Magma Flow must be bought for 50 Stars at the Star Bank. +-------------------+ | Meadow Road | +-------------------+ I guess I'll provide you with a guide. Meadow Road is a scenic path. It's the easiest one, too. Grab the Star and start running. Run straight forward along the middle path. When you see a flower bed, jump over it. You must say jump early to do it in time (there's a small amount of reaction time required for your character). If you don't, you'll slowly wade through the thick flowers. You'll then have to jump over two more stumps. Then you reach a large log. Say "Mario Party" here and your helpers appear to move it. Say "Roll it" ten times to make your friends move it forward. Then say "Teamwork" to help them out. After they have pushed it all the way, say run four times. Jump over the long log and move up. Jump over the stump here and you'll reach a booster. Use it to speed up. Keep going along that path until you see a flower bed. Move down from there and then jump for the Metal Mushroom Orb. Dash forward while invulnerable until you reach a log. Jump it and continue forward. Jump over the Monty Moles to avoid losing the Star and continue running forward. Move up at the rocks and go through the booster. Now move down to boost again. Jump the log and move up. Here you'll see a switch. Run on it and you'll turn the bridge here. Cross it and jump over the stump to boost to the finish line. +-----------------+ | Dark Path | +-----------------+ Dark Path is the spooky obstacle course. Although it's supposed to be the normal difficulty, I do better on it than Meadow Road. Grab the Star to start racing the clock. Say "run" four times and go down the middle path. You'll pass a few obstacles and boost. Move down at the gate to boost again. Move up afterward for another boost. Then you'll reach some fog. Say "Mario Party" to summon your buddies. Say "wave" ten times to get them to clear the fog. Now say "run" four times. Move up when you see the booster and then jump the puddle of sludge. Keep running to see a yellow switch. Press it and a booster appears in front of you. Take it and move down twice. When you get out the gates, move up. Jump for the Metal Mushroom Orb. Now run forward through the gates and other obstacles until you reach a switch. Press it and boost forward. Move down and then move up to boost twice more. When you stop, say "Mario Party." Now tell them to "spin" the wheel ten times. Afterwards, say "Faster" to get them to hurry up. This lights a chandelier and gets rid of the Pink Boos blocking your path. Now run four times. Boost twice in the middle lane and move up. Move down at the sludge and boost forward. Move down afterward to boost forward. Jump the sludge and take the Star to the finish line. +------------------+ | Magma Flow | +------------------+ This is definitely the hardest obstacle course. Grab the Star and run four times. Stay in the middle lane until you've passed two burning rocks. Then move up or down after the third one to press a switch. This makes a conveyor belt ahead of you start working to give you a speed boost. Move down toward the end of the conveyor belt and you'll run to a bridge with a cannon on it. It's Bowser alright. Move up and down to avoid the Bullet Bills it fires. At the end, be sure to be in the upper row to catch a booster. After avoiding many obstacles, you'll reach a large mechanism. Say "Mario Party" to get cheap labor. Alternate between saying "up" and "down" to make them pump water onto the magma. When it's cooled down, run forward to reach another cannon. Like last time, move up or down as the need may be to avoid Bullet Bills fired at you. At the end, run past a burning rock and move up or down to a switch in the middle row. Press it and run across the conveyor belt. At the end, jump for the Metal Mushroom Orb and run in the middle row. It will wear off right before a flamethrower; be aware of this and jump over the last one's flames. Boost forward afterward and you'll reach a wooden door. Here, say "Mario Party" to get them to punch the door. After saying "punch" ten times, say "power punch" to motivate them to work faster. Now run forward four times. And here's the finish line. That's all there is to Mic Mode. Star Sprint is pretty fun, and so is Speak Up in the right groups. -------------------------------------------------------------------------------- __________________________________________________________________________ / \ / \ ||--------------------------------Section 4*----------------------------------|| \ / \__________________________________________________________________________/ ================================================================================ ===================================Star Bank*=================================== ================================================================================ The game revolves around the Star Bank, as does the plot. Everything you do is to get Stars of entertain yourself or both, and they can be cashed in at the Star Bank. Things here are very expensive. Personally, I prefer playing Solo mode for quick Stars (you can get 100 in an hour if you play Thirty Gulch and you're good). However, you can also earn Stars in every other mode of play except for Option Mode and Star Bank, of course. Many items in Star Bank are a rip-off, but some of them are quite worthwhile. Below I will list their prices and tell what they do. -------------------------------------------------------------------------------- Product Name Price: Description: -------------------------------------------------------------------------------- Above is each entry's setup, below is the list. It is listed as the game lists them. -------------------------------------------------------------------------------- The Miracle Book Price: 10 Stars Description: This is the biggest rip-off ever. First you have to buy the book for ten Stars. Then you have to buy all of its pages and its secret for a collective cost of 580 Stars. You know when you start playing Mario Party 6 you can watch the introduction? That is the prologue of the Miracle Book, and you can purchase the pages of this picture book if you want to complete it. -------------------------------------------------------------------------------- Toadette Price: 30 Stars Description: So far, every game Toadette has appeared in as a playable character has been as a secret character. For 30 Stars, you can buy Toadette. All playable characters are the same in terms of game play, but you may want to have a change of scenery if you're a Toadette fan. -------------------------------------------------------------------------------- Brutal Difficulty Price: 30 Stars Description: Now you can set CPU players to Brutal, an insanely difficult CPU setting (Hard to the next level). They are experts at almost every mini-game. Try playing in the big leagues to see just how good you really are. -------------------------------------------------------------------------------- Harder Difficulty Price: 30 Stars Description: You can set the difficulty of Mini-Games to Harder in Solo Mode. This is basically the Brutal version of the Koopa Kids in Solo Mode. It is needed for getting one of the bonuses. -------------------------------------------------------------------------------- Clockwork Castle Price: 100 Stars Description: Clockwork Castle is the only secret board map in Party Mode. In it, you can get Stars in the daytime by catching up with Donkey Kong, who moves around the board like a regular player. But beware Bowser. He takes DK's place at night. -------------------------------------------------------------------------------- Magma Flow Price: 50 Stars Description: Magma Flow is the hardest race in Star Sprint, one of the modes of play in Mic Mode. -------------------------------------------------------------------------------- Seer Terror Price: 50 Stars Description: Seer Terror is a novelty mini-game in which Bowser predicts your fortune. You can only play it from the Mini-game Bus. It's a Rare Mini-Game. -------------------------------------------------------------------------------- Endurance Alley Price: 50 Stars Description: Buying this lets you play Endurance Alley in Mini-game Mode. Endurance Alley sees how many mini-games you can win in a row. It ends at one hundred. Can you do it? -------------------------------------------------------------------------------- Two-player Block Star Price: 50 Stars Description: Note that you can only buy this after you've gotten Block Star, a rare mini-game in Solo Mode. This lets you play Block Star with two players against each other like a Duel Mini-Game. -------------------------------------------------------------------------------- The Mushroom Bus Price: 30 Stars Description: Here's a rip-off. The Mini-game Bus starts to become called the Mushroom Bus. The design is changed, although nothing else is. -------------------------------------------------------------------------------- Miracle Book page 2 Price: 10 Stars Description: This is the first page you'll be buying of the Miracle Book. There are many more to come. Really, this wave of pages is cheap. Although nothing's better in later pages, they're far more expensive. -------------------------------------------------------------------------------- Miracle Book page 3 Price: 10 Stars Description: You know, that last page left me in suspense and I really wanted to know what happened. Yes, this is the third installment of the Miracle Book. -------------------------------------------------------------------------------- Miracle Book page 4 Price: 10 Stars Description: What a surprise! It's the fourth page of the book. Don't worry, only sixteen more to go. -------------------------------------------------------------------------------- Miracle Book page 5 Price: 10 Stars Description: It's another terrific page of the Miracle Book. -------------------------------------------------------------------------------- Miracle Book page 6 Price: 10 Stars Description: This is the end of the road for cheap pages. This is the sixth page of the Miracle Book, by the way. -------------------------------------------------------------------------------- Miracle Book page 7 Price: 20 Stars Description: Personally, this, the seventh page of the Miracle Book, was both unfulfilling and disappointing. With an increase in price there should be an increase in quality. I have yet to see this. -------------------------------------------------------------------------------- Miracle Book page 8 Price: 20 Stars Description: This page suffers from the same problem that the previous one did. It just so happens to be the eighth page of the Miracle Book. -------------------------------------------------------------------------------- Miracle Book page 9 Price: 20 Stars Description: Of course, this is the ninth page of the Miracle Book. Personally, I expect more bang for my buck. There should be a discount card or something. -------------------------------------------------------------------------------- Miracle Book page 10 Price: 20 Stars Description: This is the tenth page of the Miracle Book. It's mediocre at best. I demand a refund! -------------------------------------------------------------------------------- Miracle Book page 11 Price: 20 Stars Description: Finally, a reason to pay 20 Stars! This will not disappoint. Also, has it occurred to you that each page of the Miracle Book is really like two pages? It's front and back. This is the eleventh page of the Miracle Book, by the way. -------------------------------------------------------------------------------- Miracle Book page 12 Price: 30 Stars Description: Personally, I see no good reasons to pay this much for a page of a pop-up book. This is the twelfth page of the Miracle Book. -------------------------------------------------------------------------------- Miracle Book page 13 Price: 30 Stars Description: Ha! Poor Luigi is getting massacred in this book. This is the thirteenth page of the Miracle Book. -------------------------------------------------------------------------------- Miracle Book page 14 Price: 30 Stars Description: It doesn't take a genius to figure out that this is the fourteenth page of the Miracle Book. -------------------------------------------------------------------------------- Miracle Book page 15 Price: 30 Stars Description: Need I even waste my breath, err, fingers typing? This is the fifteenth page of the Miracle Book. -------------------------------------------------------------------------------- Miracle Book page 16 Price: 30 Stars Description: We've almost bought all the pages of the Miracle Book. This one's sixteen of twenty. -------------------------------------------------------------------------------- Miracle Book page 17 Price: 40 Stars Description: Rip-off alert. More than ten Stars for these pages is unreasonable, but forty? Yeah right. If I didn't have anything better to do, I so wouldn't buy this. It's the seventeenth page of the Miracle Book. -------------------------------------------------------------------------------- Miracle Book page 18 Price: 40 Stars Description: It's another wonderful page of the Miracle Book. Specifically, it is the eighteenth page. -------------------------------------------------------------------------------- Miracle Book page 19 Price: 40 Stars Description: It's the nineteenth page. Now this is exciting. How will it end? No, I already know about the emptying my pockets part. -------------------------------------------------------------------------------- Miracle Book page 20 Price: 40 Stars Description: It's the final page in the Miracle Book! Joy! If you have it and all the previous pages, plus the next item, you can see the epilogue of the book. -------------------------------------------------------------------------------- Miracle Book Secret Price: 10 Stars Description: This is some secret. You see, the Miracle Book has an epilogue. Wow, I would've never guessed that! Actually, I really wouldn't. It's one of those things that it so obvious that you don't think about it (if it has a prologue, it must therefore have an epilogue, right?). -------------------------------------------------------------------------------- Party Mode Sound Check Price: 30 Stars Description: This lets you listen to all the songs from Party Mode in Option Mode. It's great if you don't want to play a game but still want to hear a song. -------------------------------------------------------------------------------- Solo Mode Sound Check Price: 30 Stars Description: This lets you hear the songs of Solo Mode. Again, it's perfect for anyone who enjoys listening to Solo Mode tunes. -------------------------------------------------------------------------------- Mini-game Sound Check Price: 30 Stars Description: These are all the songs for the various mini-games. Some are nice, especially since you can't just start listening to a DK song every two minutes in a Party Mode game. -------------------------------------------------------------------------------- Variety Sound Check Price: 30 Stars Description: This has various sounds in it that don't fall into a narrower category. It's a good thing, too, because we're already up to 120 Stars in sound check expenses alone. -------------------------------------------------------------------------------- Character Voice Check Price: 30 Stars Description: Now this is worth the Stars. In Option Mode, just like each other sound check item, you can hear the characters' voices during certain events. For instance, every character has a winning phrase, a losing phrase, an ouch phrase, and so on. -------------------------------------------------------------------------------- Mario's Taunt Price: 10 Stars Description: There are ten taunts in all for a combined price of 100 Stars. When you play as Mario, press L when on the board of a Party Mode game. Mario will "taunt" his opponents. -------------------------------------------------------------------------------- Luigi's Taunt Price: 10 Stars Description: It's-a Luigi! Pay 10 Stars now and you can taunt opponents by pressing L on a Party Mode board when you're Luigi. -------------------------------------------------------------------------------- Peach's Taunt Price: 10 Stars Description: This is Peach's version of the taunt. Press L on a Party Mode board to insult opponents. It's not a direct put-down, but it's kind of like a cocky I-won thing. -------------------------------------------------------------------------------- Yoshi's Taunt Price: 10 Stars Description: Now Yoshi can join in the fun. When will the verbal abuse end? Just press L on a Party Mode board to hear Yoshi say his name. What a terrible taunting dinosaur he is. -------------------------------------------------------------------------------- Wario's Taunt Price: 10 Stars Description: Buy this if you want to hear Wario taunt his rivals by pressing L on the Party Mode boards. -------------------------------------------------------------------------------- Daisy's Taunt Price: 10 Stars Description: This lets Daisy taunt opponents when you press L as her on Party Mode boards. -------------------------------------------------------------------------------- Waluigi's Taunt Price: 10 Stars Description: This is Waluigi's spin on things. Press L while on a Party Mode board to hear him taunt with the best of them. -------------------------------------------------------------------------------- Toad's Taunt Price: 10 Stars Description: No offense meant, but Toad should really see someone about that raspy voice of his. You can hear it if you press L on a Party Mode board when you play as him. -------------------------------------------------------------------------------- Boo's Taunt Price: 10 Stars Description: Hear Boo taunt his rivals when you press L on a Party Mode board. Make sure to play as him if you want to hear it, though. -------------------------------------------------------------------------------- Koopa Kid's Taunt Price: 10 Stars Description: What, we don't have to buy Toadette's Taunt? Good. Koopa Kid can also taunt by pressing L on a Party Mode board. You have to play as him, though. -------------------------------------------------------------------------------- Mic Secret 1 Price: 10 Stars Description: This is the first secret aspect of the microphone. This time, Brighton and Twila tell you that you can call out the characters on the mode selection screen. Maybe something will happen... Specifically, say Goomba, Twila, Brighton, Boo, Koopa, and one other I shall reveal later. -------------------------------------------------------------------------------- Mic Secret 2 Price: 10 Stars Description: Akin to the previous Mic Secret, if you say "Fly Guy" on the mode selection screen, a swarm of them fly out in front of you. Neat-o. -------------------------------------------------------------------------------- Mic Secret 3 Price: 10 Stars Description: This is the best Mic Secret of the seven. When playing Solo Mode, say the name of the number you want to roll when hitting the Dice Block. The probability of you getting that number is greatly increased. -------------------------------------------------------------------------------- Mic Secret 4 Price: 10 Stars Description: This is a pretty useful tip. When playing Mic Mini-Games, try using the "Mic fake out." That is, trick your friends by saying commands into the microphone without pressing the button. I won't tell if you won't tell. -------------------------------------------------------------------------------- Mic Secret 5 Price: 10 Stars Description: This is a pretty useful mini-games secret. When playing Verbal Assault, the first of five Mic Mini-Games, say "Bullet Bill" or "Goomba." These unleash two new attacks, one of which is very powerful. -------------------------------------------------------------------------------- Mic Secret 6 Price: 10 Stars Description: This is the oh-so-useful tip concerning Shoot Yer Mouth Off, one of the five Mic Mini-Games. Say "zero" and the Shy Guys drop Thwomps. It is part of my ultimate 7-3-0 strategy. -------------------------------------------------------------------------------- Mic Secret 7 Price: 10 Stars Description: The final scandalous secret of the microphone also connects with mini-games. Say "Ukiki" in Word Herd to make the monkeys on the side throw fruits at the team of three players. It momentarily stuns them. -------------------------------------------------------------------------------- Mini-Game Mode Secret Price: 10 Stars Description: If you play lots of mini-games in Mini-game Mode, you'll earn Stars afterward. It takes a long time to earn them and I don't recommend it as your primary source of funds. -------------------------------------------------------------------------------- Mini-Game Secret Price: 10 Stars Description: The highest rank in Lab Brats is skill level sixteen. That's one impressive rank. You'll have to be a "maze grand master" to earn it. -------------------------------------------------------------------------------- Credit Roll Price: 100 Stars Description: These are the credits, the list of the game's creators, producers, distributors, and all that jazz. Quite worth it, huh? At least you don't have to watch them like you do in some games. Of course, you do feel a bit ripped off paying for the credits. Throughout the entire thing, Twila and Brighton orbit the Mario Party world and the characters, playable and important, float by through space. -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- And that's everything you can buy at the Star Bank. Afterwards, you can keep collecting Stars, but it does you no good. I recommend you buy everything. It's all worth purchase in its own right. ================================================================================ ===============================The Miracle Book*================================ ================================================================================ What is the Miracle Book? Well, the game was historically recorded in a pop-up book. Must've been pretty important, huh? When you see the introduction with "Mario and his cohorts whooping it up," you're seeing a part of the Miracle Book. You can buy the book at the Star Bank for ten Stars. However, those cheapskates make you buy all the pages, too, and most of them are worth more than the book itself. In all, the total price of the Miracle Book is 580 Stars, including it's "secret," priced at ten Stars. Well, I decided to make this section not only to wrap up the storyline (yeah, there are spoilers here. Evacuate the area if you don't want to know the ending), but also to, hopefully, save you Stars for bigger and better things, like the credits. Beforehand, let me say that you can view the Miracle Book anytime after you've bought it by selecting its entry on the Star Bank item list. Also, you must buy pages to view them and you can watch the epilogue after buying everything related to the book. +----------------+ | Prologue | +----------------+ When in the course of human events it becomes necessary for one people to dissolve... Wait, wrong introduction. In Mario Party 6, the introduction of the Miracle Book is its storyline. You can view it when you get the Miracle Book itself, not the pages. Anyways, Mario and company are having a blast because Brighton and Twila, the sun and the moon, hosted great parties. But, one day Brighton asked Twila who was more impressive. Brighton insisted that he was cooler (get it? He's the sun, he can't be cool!), but Twila was far more dazzling. Eventually, the question grew into a furious feud between night and day. But, Mario had a superb idea. It's the same one he always has. Maybe, just maybe, if he and his pals collected enough Stars in a Mario Party, then they could end the fight. Will they end the spat, or will they fail? +---------------------+ | Blooper, Ahoy | +---------------------+ It's the first page of the Miracle Book. The twenty pages of it, not counting the pro/epilogue, all show the Star-obtaining process. Namely, they play mini- games. At first, we see no one but a Blooper in the mini-game Blooper Scooper. But, press A and Wario, Toad, and Daisy pop out of their hiding places in the barrels and crate. Ha, ha. +------------------+ | Card Crazy | +------------------+ During a friendly mini-game of Odd Card Out between Daisy and Boo, you can press A to see what's behind the card. It's Brighton and Twila! And a Shy Guy appears in the background. +------------------+ | Amp Attack | +------------------+ Luigi and Daisy, who has been on every page so far, are playing Circuit Maximus. They are wondering what three black spheres are. Press A to make them turn around (this is a pop-up book, remember). They're Amps and they electrocute Luigi! Got to hurt! +-------------------------------+ | Poppin' Out of the Pipe | +-------------------------------+ While playing Mole-It at night, Toad sees two Monty Moles and a Piranha Plant. Press A and they'll be replaced by Wario and Waluigi! Ancient enemies (Toad once fought Wario in a game called Wario Woods)... Look how startled Toad is! Priceless. +---------------------+ | Golden Goomba | +---------------------+ Wario and Waluigi just dropped their cages in a mini-game of Trap Ease Artist. Press A to open the hatch. Wario caught a Golden Goomba, but Waluigi caught Toadette! I don't think they give any points for that, Waluigi! This is awful. What's happening to me? +-------------------------+ | Bountiful Harvest | +-------------------------+ Toad and Luigi are teamed up against Peach and Koopa Kid in a game of Garden Grab. Press A to see Waluigi and a Monty Mole pop up once the carrots are pulled out. +--------------------+ | Prickly Braw | +--------------------+ Waluigi and Koopa Kid are having a good time playing Pokey Punch-Out. Press A and Waluigi will punch a Pokey, but a Pokey comes up from under Koopa Kid. Ha, ha. It brings a tear to my eye, ha. +----------------------+ | Building a Bot | +----------------------+ While playing Body Builder, Boo and Luigi have finally completed their robot. Press A and Luigi jumps to hit the switch. This causes a spare head to fall and destroy the robot. Oh the humanity! +-------------+ | Fetch | +-------------+ Mario is throwing a bone in the mini-game Throw Me a Bone. Press A to see a gang of Chain Chomps chase after it, one of which is ridden by Koopa Kid. That's his second appearance so far. +------------------+ | Say Goomba | +------------------+ Mario is taking a picture of Princess Peach in the mini-game Freeze Frame. Press A and Luigi, a bunch of Goombas, and a three-point Shy Guy come out from hiding. Luigi's are worth ten points! Score! +----------------------+ | I Wanna Banana | +----------------------+ Luigi and Peach are playing Banana Shake to earn Donkey Kong some bananas. Press A and a ton of bananas fall on Peach! But, a ton of hammers fall on Luigi. Boy, Luigi hasn't been too popular in the Miracle Book so far. +-----------------------+ | Yoshi's Revenge | +-----------------------+ Yoshi's Ukiki partners are down and he's up against Mario, Daisy, and Toadette in Snow Brawl. Press A and Shy Guys come to his rescue. Oh how the tables have turned. +-----------------------------+ | It Came from the Deep | +-----------------------------+ Daisy and Luigi are fishing for treasure in Treasure Trawlers. Press A and Daisy gets a treasure chest while Luigi catches the tentacle of a Blooper. I know how this will end up. And so Luigi suffered more abuse. +-----------------------+ | Spring Cleaning | +-----------------------+ It's Boo vs. Koopa Kid in Dust 'til Dawn. Press A and the clump of dust turns out to be Donkey Kong! Also, Koopa Troopa peers in from the outside and the television channel changes mysteriously. It's the ghost in the machine! +---------------------------+ | Ground-pound Boogie | +---------------------------+ Mario and Luigi are playing Smashdance. Press A and two statues rise from the bushes. Also, Mario ground-pounds a square while Luigi jumps. That wasn't that good... What a waste of Stars... +----------------------+ | Misty Surprise | +----------------------+ Mario and Peach are competing in a game of Something's Amist. Press A and the fog clears. Mario found a gemstone, but Peach found a Bob-omb. Ka-boom! Yep, Peach has become Mario's Luigi. +---------------------+ | Bowser Breath | +---------------------+ Mario, Wario, Luigi, and Peach are playing Dizzy Rotisserie with the big Koopa himself. Press A and one statue turns around to reveal Bowser. The other statue burns Mario in a big way. That's his payback for the Bob-omb incident on the last page, I suppose. Also, Luigi and Wario bump heads. +-----------------------+ | Kitchen Monkeys | +-----------------------+ Mario is playing Strawberry Shortfuse. Press A. Whoa, a lot of stuff is happening. First, Toadette is on the dish the Ukiki is giving Mario. Wario and Waluigi are in the cupboards and Yoshi comes out from a trap door. And, to make matters worse, a Cheep Cheep jumps from the bucket being heated. Also, the Ukiki on the oven does a handstand. +------------------------+ | Special Delivery | +------------------------+ Yoshi and Peach are playing Catch You Letter. Peach has a stack of letters while poor Yoshi has only one. Press A and the post office explodes with letters. Yoshi and the Shy Guy trip, and Peach drops all her letters. +-----------------------+ | Lawn Mowin' Fun | +-----------------------+ Whilst playing Mowtown, Mario is building up grass in a basket. Press A and Peach comes out from the basket, Luigi mows his way out of another, music starts playing from the lawnmower, and three Shy Guys emerge from another basket. It's crazy! +----------------+ | Epilogue | +----------------+ After that rather unrelated display, we get to the ending of not only the Miracle Book but also of the game's storyline. By playing mini-games and partying hearty, the gang filled up the entire Star Bank. "Gang" is used rather loosely in the previous sentence. Brighton and Twila pop out to see the Star Bank filled. They're very happy that you got all those Stars for them, and they're very sorry that they caused such a fuss. They'll never fight again. So, they reward the partiers with a display. They release the items from the Star Bank! Everyone sees the Stars coming out, even Donkey Kong and Bowser. From then on, Stars rained down on the Mario Party world, and everyone was happy. Brighton and Twila watched over the world for the rest of time. The end. Actually, this book has a slightly altered version of this. Party on! And there you have it. I know; I threw around my exclamation marks back there! Err, there. But, we can never undo what has been done. Anyways, whoever wrote the Miracle Book was not only a literary but comic genius. I laughed, I cried, and I was cheering for Mario and company the entire time, although I must admit that I had my doubts as to whether they'd really fill the Star Bank. But, in the end, everyone was happy. Hooray. And, if you pay attention to the ending and consider the feud, it explains why the sun and moon orbit the earth on opposite sides and why Stars occasionally fall down to Earth. But, let's not overanalyze this work of art. After all, this masterpiece's target audience is still teething. ================================================================================ ==================================Option Mode*================================== ================================================================================ Now that I've covered everything else, I suppose I talk about Option Mode before this guide ends. Believe it or not, it's not far off (the ending, that is). Twila, "the dazzling dame of the night," is the hostess of this mode. Below I'll cover in brief all the things you can adjust. Mic Settings: This lets you tune the microphone on or off. It also tells you if you are able to play Mic Mini-Games. Basically, it tells whether the microphone is in or not. Rumble Feature: You can turn on or turn off the controller's rumble feature. Turn it off and it won't rumble. Note that it won't rumble anyways if you use one of the wireless "Wavebird" controllers. Doing so is helpful in some mini- games because you'll see an exclamation mark instead of rumbling (like in Treasure Trawlers). Sound: You can turn sound off (mono), keep it normal (stereo), or let it come at you from all directions with surround sound. Mini-Game List: This lets you see what mini-games there are available. Check it to see which ones you're missing. Records: Certain mini-games record how well you did on them. Here, you can check these games out and see your scores. Compare with each other if you want to brag. Also, you can check which bonuses you've gotten in Solo Mode and see your win records in Party Mode. Sound Test: When you buy Sound Tests from the Star Bank, each thirty Stars apiece, you can listen to game songs and sounds from here. Mic Test: If you think your microphone is faulty, come here. Speak into the microphone to see if the game recognizes your "Mario Party." ================================================================================ ======================================FAQ*====================================== ================================================================================ A lot of people may have questions about Mario Party 6. You see, FAQ stands for Frequently Asked Questions. In other words, I'm tired of getting the same question five hundred times so I stick examples of it here. Please read this section before you e-mail me. Chances are your question is answered below. Question: How long did it take you to write this guide? Answer: Why do you care? I started two days after finishing my guide for Mario Power Tennis (gave myself a little vacation, you see). So, all in all, it took me seven days - one week. I've been told that I'm a very productive person. Question: Can you play as Donkey Kong? Answer: No. You can play only as Mario, Luigi, Peach, Yoshi, Wario, Daisy, Waluigi, Toad, Boo, Koopa Kid, and Toadette if you unlock her from the Star Bank. That means that if the character is not on the list, then they cannot be played as. It's a shame, though, because DK was such a great party animal, too. Question: Why do you get Stars and where do they go? Answer: Stars are stored for you in the Star Bank, right of the Mic Mode option on the main screen of your file. There, you can use them to purchase items in the Star Bank. Question: Do Brighton and Twila make up? I must know! Answer: Take it easy. You'll have to either check out my Miracle Book section or waste all your Stars on the Miracle Book, its pages, and its secret in the Star Bank. Get off the sauce, bud. Question: Is there an easy way to earn Stars? Answer: Yes. There are several ways to make Stars, but two are recommended. The most efficient way to get Stars is to play Solo Mode. You can easily get one-hundred Stars in an hour if you're good. It takes about seven minutes to play a game and you can get ten to twenty Stars easily. Just know Mic Secret 3 in the Star Bank and use your Orbs to land on the Rare Mini-Game Space. Otherwise, you can get a guaranteed twenty-three Stars or more by playing a game on Snowflake Lake in Party Mode. Just for speed, play a ten-game match against Easy computers. Question: Is there a way to get Stars without playing the game? Answer: Surprisingly, yes. Beforehand, note that this takes a few hours and that you'll need to have your Game Cube properly ventilated. That way, you can keep on for extended periods of time. Now, play a game of fifty turns with all Hard CPU's on Faire Square. It is ideal for Star-collecting because you can get many in one turn. Now, when the game starts press Start and then A to go to options. From here you can turn the human player to a CPU. Now let the game run overnight or while you're out. Come back and your Star count will be quite a bit higher, around fifty on a good run. Question: How do I get the Decathlon? Answer: You must have all the mini-games listed in that section. They are Smashdance, What Goes Up..., Circuit Maximus, Snow Whirled, Note to Self, Pokey Punch-Out, Sunday Drivers, Throw Me a Bone, Hyper Sniper, and Stamp By Me. Get them all and it'll be unlocked. Question: Can you make a list of every mini-game for me? Answer: I can, but I won't. There are eighty-three mini-games and such a list doesn't stand to help you at all. What are you going to do with it? You could find out which ones you're missing, but that it isn't helpful at all. Since it's useless to you, play Solo Mode and find out. Or, you could see my mini- game section and scan the list. However, this is a waste of time as far as I'm concerned because you have nothing to gain by reading it. Question: What are all the Solo bonuses? Answer: I would list them, but I don't actually have them all. Sorry about that. Question: Do I need the microphone to play this game? Answer: Nope. You need them only if you want to play Mic Mini-Games or in Mic Mode. If you don't have it plugged in to Memory Card Slot B, then you won't have to use it. Question: What other games do you have guides for? Answer: As I said at the beginning of my guide, I am now a prolific geek. That is, this is my twenty-fifth guide, which finally puts me on the contributor recognition page of GameFaqs.com. I have guides for each of the following games, written in this order. Maybe you'll see a trend. There's one for The Legend of Zelda: Four Swords Adventures, Harvest Moon: A Wonderful Life, Sonic the Hedgehog 2 and 1, Sonic Heroes, Mario Kart: Double Dash, The Legend of Zelda: Ocarina of Time, The Legend of Zelda: Ocarina of Time/Master Quest, The Legend of Zelda: The Wind Waker, Super Smash Bros. Melee, The Legend of Zelda: The Adventure of Link, Paper Mario: The Thousand-Year Door, The Legend of Zelda, Super Mario 64, Super Mario 64 DS, The Legend of Zelda: Majora's Mask, Sonic Adventure 2 Battle, Luigi's Mansion, Super Mario Sunshine, The Legend of Zelda: The Minish Cap, The Legend of Zelda: A Link to the Past, The Legend of Zelda: Link's Awakening, The Legend of Zelda: Link's Awakening DX, Mario Power Tennis, and you're reading my twenty-fifth for Mario Party 6. I know what you're thinking... Anyways, you should be able to find my guides on GameFaqs.com exclusively, although I know that GameSpot.com as well as some of AOL's videogame pages, which was not with my consent but because GameFaqs.com shared it with them, which I don't mind. For an up-to-date listing of games I have guides for, use the below address: http://www.gamefaqs.com/features/recognition/46879.html Question: How can I contact you? Answer: More people should ask this question. First, do not send me IM's. If you do, you'd better be armed with a rabbit's foot and a dozen four-leaf clovers 'cause you have no chance of me answering otherwise. I do take e-mails, though, which you should send to Kirby0215@aol.com (it's also listed at the top of this guide). In your e-mail, remember to stick to game topics (my e-mail is not given for socializing) and to tell me what game you are having trouble with. As you've seen, I have quite a few guides. Please try to be as specific as possible ("how do you get the thing at the place?" for instance, is a bad question), and try to use readable script. That is, I know most Internet slang, but try to spell things correctly, etc. Follow these guidelines and you get more help out of me than usual. And those are the questions. Feel free to e-mail me if you so desire, just try not to echo questions in this section. Also, read the section you have questions about. One thing I hate is when people just click on my guide, get my e-mail, and ask me a question explored in full in my walkthrough. Hope that helps. -------------------------------------------------------------------------------- __________________________________________________________________________ / \ / \ ||--------------------------------Section 5*----------------------------------|| \ / \__________________________________________________________________________/ ================================================================================ =========================Credits and Legal Information*========================= ================================================================================ Honestly, I hate writing these sections. I love reading them, but I hate writing them. So, this boilerplate is taken from another guide of mine, which was in turn copied from other guides. If you're obsessed with my guides or you're a stalker, you'll know which. Reading legal sections is about as fun as watching a foreign-language film about the making of boxes in black and white. First, though, the credits. Yes, I know that everybody is dying to know who helped me write this. Let's get started, shall we? First, I'd like to thank myself for writing the guide, playing the game, and for posting it. The man! The myth! The legend! Second, a big round of applause to Nintendo. They made Mario and this game, and this guide wouldn't be around without them. Third, let's all thank GameFaqs, the great site that is the only place where you can find my guides. Without them, you wouldn't be reading this. Recently, some more people have helped me out. Here's a list of who they are and what they did. - snypershot, who sent in info regarding controlling cars in games like Tricky Tires. - spacepope4u, a contributor here on GameFaqs. He has a wonderful Mario Series Character Guide, and I recommend it to any Mario fan. I learned a lot from it myself; That's it for now, but I'm sure that list will grow. Now for the legal section. If you're really obsessed with my guides, you'll know which one I copied the legal boilerplates out of. First of all, I take no credit for the creation, distribution, production, idealizing, or in any way making this game. That honor goes to Nintendo, not me, and I do not deny this. Second, this document is Copyright 2005 Brian McPhee. Third, this may not be reproduced in part of in full under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. To phrase that first item legally, all trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. To make it clear for those of you who might having problems absorbing information, no one but the website GameFaqs may use my guides on their sites, books, magazines, etc. Here's the original part of this section. Yes, I'm back. Wasn't that awesome? No, really, that was off-the-hook. It's been real, guys. But, all good things must come to an end. It's been a blast, but I'm going to end this, as I have just echoed a few times. Now, it's time to wrap things up with my trademark catch phrase, my signature move, my great escape. I'm going to Houdini out of here with the ultimate in good-bye sayings. Adios, amigos. No, seriously, that's not it. See ya later.