Mario Party 6
-------------

Copyright 2005 Brian McPhee

Author: Brian McPhee (Kirby021591)
E-mail: [email protected]
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 [email protected] (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.