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TopicKamek Ranks & Rates Anything Mario Party Related
Kamekguy
05/06/20 2:34:14 PM
#172:


Kirby6417 posted...
Did you just put a Scott Steiner reference in this post for fun?

See the 3-way at Creepy Cavern, you got a 33 1/3 chance of winning. But I, I got a 66 2/3 chance of winning because Luigi KNOWS he can't beat me.

Insectiride (MP6)
There are several small things that Mario Party does that I absolutely love. One is, in battle games, allowing the player in last to have an advantage and choose first in games where they have to select from a few options. Another is having multiple different forms of inputs competing against each other, like in Ridiculous Relay. And another is having all the characters do a really stupid thing, and this is HIGH up there in a list of stupid things to do! Is it possible that, if you have a really good masher, they'll just outright outpace the best efforts that the stag beetle and snail vehicles can do? Yes, but in a lot of situations, the player who mashes the best is probably also good at a lot of other video games and likely isn't in last, so you can steal that vehicle from them and force them to use something worse. It's not a PERFECT solution, but it's a decently fun one.

Mecha Fly Guy (Mini-Game House)
Y'know all those games you play as a kid where you just punch each other until you bleed and whoever cowards out first loses? This is the equivalent of that, except if a video game told you how effectively you were bloodying the other kid. You pay actual coins to get this to happen. You know what's going on here, you know what you're doing. This is advanced dick measuring, not only being willing to feel pain, but be good at inflicting it in an observable metric. But also the boring mini-game house music is playing during the background so that sucks.

Mario Party-e
This was VERY poorly advertised. As a kid, I just thought it was a bunch of Mario Party mini-games to be added to Mario Party Advance and took a hard pass on it. I had no idea this was a physical Mario Party board game, which I would've purchased IMMEDIATELY just for the sake of having it. As such, I can't really rate it, and it's been demoted to a "someday... this will be mine" kind of status.

SuperNiceDog posted...
What determines who gets the 10 coin Koopa bonus with 5 turns to go in Mario Party 1?

If you're asking "what lets Koopa give you 20 coins instead of 10 pre-Last 5 turns", every 10th person who passes him gets an additional 10, making farming him in DK's Jungle Adventure viable. If you're asking "what determines who Koopa predicts", That's just totally random, and he doesn't even give you 10 coins, he just says he thinks you'll win.

Castaway Bay (MP6)
The vastly superior version of Mario's Rainbow Castle, and probably the best of the "linear board" designs. Everything about this board is risk versus reward at every junction. Do you take the shorter path at the start and get a random orb, or do you go to the Item Shop and both get a selection of three orbs AND get a chance at a happening space to rotate the boats. Do I take the shorter path up the cliffside, or do I take the longer one? If I take the longer one, do I go on the Shy Guy Raft to try to get to the star quicker, knowing that Bowser could low-ball my roll in the process, or do I try to stall out for night in order to get Boo? The threat of Bowser stealing a star rather than just 40 coins makes every pass around the final island absolutely dire, and this map gets the absolute most out of the Sluggish Shroom, where being able to pick out your space and decide whether you want to risk a happening, target a DK or Bowser space, target Chance Time, or risk NOT using the Sluggish Shroom in hopes that your opponent will roll into the Bowser Boat. This is a board filled with mind games and calculated risks that players slowly make more dangerous by inevitably littering the jungle area with Klepto orbs. You could say that a low-scoring board like this (out of necessity since Bowser takes stars AND it has Boo active AND that MP6 lets you duel for stars) isn't super fun by the end, but I think this is an absolute riot of a board that gets the most out of all of Mario Party 6's items. I know Faire Square is usually the favorite, but this one's my true love out of MP6's selection. It is as nasty as a Mario Party 1 board could be, with all of the quality of life changes of MP6.

Bowser Land (MP2)
The best board in the series. I know that's a bold claim, but it is very, very true. In no other board are you trying to duck out of the way for just one more turn of safety, then resolving yourself to try out one of a myriad of different strategies. The banks' functions are reversed in this map (giving you money with each pass but taking away the entire debt on landing on it) constantly funneling you money is a brilliant way to bolster the economy, meaning that even players in last place can remain competitive. However, with each pass, the bank debt increases, meaning players may try to start avoiding it with side paths, mushrooms, or targeting Happening Spaces that are placed a few spaces in front of every bank. Every Happening Space on this board is a calculated risk - a great way to try to avoid nightmarish board events that will suck coins dry, but never a guarantee. The Blooper Wheel is essentially a controlled investment: spend a random amount of turns stuck in place, unable to get items, for guaranteed safety from the Bowser Parade and two Happening Spaces. The Bowser Parade, meanwhile, is the most powerful board event in the game - generating about as far from Start as possible, taking any player it comes across back to start, and taking two coins per space they travel. You can manipulate the parade route at one of three stations, making your intentions as to who you want to screw over VERY well known, always playing a political game in the name of chaos, AND with the five coin fee, it gives you yet another option with the bank's funds. The top right item shop forces you to purchase a random item for 12 coins (or a Warp Block for 17), essentially acting as a toll gate unless you're holding onto an item, BUT it has a chance of dropping Bowser Bombs and Bowser Suits, which are intensely useful on this map, making for yet another controlled risk. And there are just SO many unique and cute interactions in this map - changing the parade route for free if you're in a Bowser Suit, getting 20 coins from the bank if you're in a Bowser Suit, the bank TAKING A STAR if you land on the bank space with 0 coins. Hell, there's even a Star Spawn behind a skeleton key gate and a Boo behind another, so THAT sometimes useless item gets its chance to shine, AND there's an accessible Boo right next to the item shop that can be gatekeeped by the parade! AND Last Place is guaranteed 10 coins in the Last 5 turns, making this the most comeback-friendly board in the entire game with all the features it has to boost you up and then screw you over! All wrapped in a package celebrating how great Bowser is in a theme park skin. Every item, movement option, part of the board, and event works in tandem AND is useful, the rules of the regular game are twisted to be more fun, but not so much as to be unrecognizable, the Item Game is perhaps the only one that's skill-intensive (or at least always requires effort past initially learning it), there's no long stretch of board that's just a boring collection of Blue Spaces without something to do, and they even kidnap Toad in order to get you here and (rightfully) diss the other boards until you pick Bowser Land. Utterly masterful board design that hasn't been matched in 20 years.

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