__ ______ ____ ________ ____ ___ ____ ________ __ _____
/ |/ / | / __ \/ _/ __ \ / __ \/ | / __ \/_ __/\ \/ / / ___/
/ /|_/ / /| | / /_/ // // / / / / /_/ / /| | / /_/ / / / \ / / __ \
/ / / / ___ |/ _, _// // /_/ / / ____/ ___ |/ _, _/ / / / / / /_/ /
/_/ /_/_/ |_/_/ |_/___/\____/ /_/ /_/ |_/_/ |_| /_/ /_/ \____/
************************************************
* bowser194's Sixth FAQ *
* Mario Party 6 FAQ/Walkthrough *
* Version 1.00 (Final) *
* FAQ Created: January 17, 2006 *
* Latest Update: January 17, 2006 *
* E-Mail: bowser194(at)gmail(dot)com *
************************************************
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
****************************
* Section 1 - Introduction *
****************************
Section 1A - Table Of Contents
================================
Section 1 - Introduction
------------------------
Section 1A - Table Of Contents
Section 1B - Version History
Section 1C - Introduction
Section 2 - Various Information
-------------------------------
Section 2A - Story
Section 2B - Controls
Section 2C - Characters
Section 2D - Items
Section 2E - Boards
Section 2F - The Microphone
Section 2G - Frequently Asked Questions
Section 3 - Gameplay Modes
--------------------------
Section 3A - Party Mode
Section 3B - Solo Mode
Section 3C - Mini-Game Mode
Section 3D - Mic Mode
Section 4 - Mini-Games
----------------------
Section 4A - 4-Player Mini-Games
Section 4B - 2-Vs-2 Mini-Games
Section 4C - 1-Vs-3 Mini-Games
Section 4D - Battle Mini-Games
Section 4E - Duel Mini-Games
Section 4F - DK Mini-Games
Section 4G - Bowser Mini-Games
Section 4H - Rare Mini-Games
Section 5 - Conclusion
----------------------
Section 5A - Closing
Section 5B - Credits
Section 5C - Contacting Me
Section 5D - Copyright
--------------------------------------------
Section 1B - Version History
==============================
Version 1.00 (Final) - FAQ Size: 120KB - Date: January 15, 2006
I've cleared out the entire FAQ (including version history) and started from
the beginning, then completed everything and that makes this the final version
of the guide.
--------------------------------------------
Section 1C - Introduction
===========================
For the past few years, Nintendo and Hudson have made it a yearly tradition
to create, publish, and release a new title of the Mario Party series. We've
now reached the sixth edition, and a couple of things have been changed and
added. This game reflects the series nicely, and it's a great addition to
anybody's multiplayer collection. I don't reccomend it for single-player,
though.
The first and immediate change that you'll notice is that the game doesn't
come simply with a case, but also with a microphone that can be used in
certain mini-games. It isn't required to play, however. The second thing
you'll notice is that a new concept of playing has been introduced. Every
three days, day changes to night, and vice-versa, which effects the board and
certain mini-games. Some other things you'll notice are the return of item
shops, the addition of Toadette, different playing styles on board maps, and
more.
Mario Party 6 has over 80 mini-games to offer, 83 to be exact, and while some
of them are merely different versions of previous games, most of them are new
and almost all of them are fun. There are fewer mini-games that rely purely
upon luck and button-mashing, which is a plus to many Mario Party veterans.
There are many more changes that have been made that aren't mentioned here,
and you'll find them as you play or browse through this FAQ. I've created
this with the sole intention of providing you with any help or information
you might need with this game, and I hope that you'll find it useful. So
let's begin and explore the world of Mario Party 6!
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
***********************************
* Section 2 - Various Information *
***********************************
Section 2A - Story
====================
Brighton and Twila - the sun and the moon - watch over Mario Party World from
the sky and host the best parties. The two celestial party animals have
always been good friends. That is, until the day Brighton asked Twila, "Who's
more impressive, you or me?"
Brighton and Twila argued furiously about who was more popular and
impressive. The sky thundered with the fury of their cataclysmic squabble!
Mario and his party-hearty friends tried to get them to make up, but nothing
they said could settle the spat in the sky. That's when Mario came up with a
brilliant plan to harness the power of the stars to end the feud!
They decided to throw a massive Mario Party to collect stars and fill the
great Star Bank! Determined to end Brighton and Twila's feud, they started
partying right away. But will the power of the stars be enough to end the
furious feud?
---
NOTE: This story is taken from the Mario Party 6 instruction manual and was
not written by me, please don't give me credit for it. I'd also like to
comment that it hardly makes much sense and is best ignored.
--------------------------------------------
Section 2B - Controls
=======================
Start Button
Press this while on the board map or in a mini-game to pause.
A Button
Use this to confirm your selection whereever it might be, while playing
certain mini-games, and to hit the dice block.
B Button
Press this to cancel a selection, while playing certain mini-games and to
return to the previous screen.
X Button
Use this on your turn to scroll around the board map and when playing certain
mini-games.
Y Button
Use this on your turn to view an overhead map of the entire board and when
playing certain mini-games.
L Button
Used to play certain mini-games and scroll through pages on the mini-game
explanation screen.
R Button
Used to play certain mini-games and scroll through pages on the mini-game
explanation screen.
Z Button
Press this to practice before playing mini-games.
Control Stick
With this you can move your character or cursor, make menu selections, scroll
around the board, play certain mini-games, and more. Basically, anything that
requires you to move something uses this, it's the main control of the game.
Control Pad
Used in certain mini-games.
C Stick
Used in certain mini-games.
--------------------------------------------
Section 2C - Characters
=========================
*All characters have the same characteristics, just play with your favorite.*
-------------------
Playable Characters
-------------------
Boo
Before Mario Party 5, Boo used to be the main method of stealing coins and
even stars from others. Now, a different ghost has taken Boo's place.
Daisy
The second of the two princesses is enshrouded in mystery. Not much is known
about her, but she's back again for another Mario Party.
Koopa Kid
Could Koopa Kid be Bowser's son? Some claim he is, others don't believe it.
Either way, Koopa Kid can be considered Bowser's substitute in this game.
Luigi
Luigi is Mario's little green brother and sidekick. This is his chance to
beat Mario in a Mario Party game.
Mario
Without him, this game and many other games would never exist. Mario is
obviously the main character of the game, as it is named after him.
Peach
She is Bowser's main kidnapping victim, and Mario almost always goes out to
rescue her. She used to be known as Princess Toadstool.
Waluigi
Brother of Wario, or related to Wario in any way? That's unknown, but he's
always been Wario's sidekick and thus it's logical he's in this game.
Wario
Here we have Mario's arch-rival, one of the original characters. He's always
been a thorn in Mario's side.
Toad
Princess Peach's servant (one of many) is one of many new additions to the
game. Never really seen much action, apart from being kidnapped by Bowser.
Toadette
The most recent character addition to the Mario Party series is Toadette, who
was introduced in Mario Kart: Double Dash. It costs 30 stars to unlock her.
Yoshi
The big, green dinosaur, who has always assisted Mario in his adventures, is
here for another round of partying.
-----------------------
Non-Playable Characters
-----------------------
Bowser
This guy has been around forever in his relentless pursuit to kidnap the
princess. In Mario Party 6, he annoys people with his own board space. If you
land on it, you could lose coins, stars, and items.
Brighton
The sun, who hosts the games with Twila. When the sun is out, certain aspects
of the board and some mini-games change.
Donkey Kong
This ape used to be a member of the playble Mario Party cast, but in Mario
Party 5, he earned his own board space and will reward you with coins, stars,
and items if you land on it.
E. Gadd
He is the host of his board map, E. Gadd's Garage. He has a ton of machinery
and experiments, and probably has created one of the best board maps ever.
Twila
Twila is the moon, and hosts the games with Brighton. When the moon is out,
some aspects of the board and some mini-games change.
--------------------------------------------
Section 2D - Items
====================
In Mario Party 6, items are called orbs because they are enclosed in little
capsules. Some of these items can be thrown on certain board spaces, which
turns them into a character space. Anybody who lands on this is affected,
except for you. If you land on it, you gain five coins. For some items that
are intended to block or slow you down, you just need to pass it to be
affected. A gray picture of your character will appear straight up above the
space. You don't gain any coins for landing on these.
There are four types of orbs, and you can determine which one is which by the
color of the capsule.
Green = Orbs that you use on yourself.
Yellow = Orbs you throw on certain spaces to make them your character space.
Opponents are affected only if they land on the space. These do not disappear
after somebody lands on them.
Red = Orbs that you throw on certain spaces to block or slow your opponents
down. It takes effect as soon as you pass it. These disappear when somebody
passes by them.
Blue = Orbs that you hold, and cannot be thrown or used.
You can now buy items again from item shops in Mario Party 6. However, it is
impossible for me to tell you the exact price of each one, because a new
feature in the game is that the prices of the orbs change every time you
enter and leave. All I can give you is an approximate range. So in each
description, you'll get the name of the orb, the color of the capsule, and
the coin amounts that I have seen.
---
Bob-omb Orb - Red Capsule - 5, 10, 15 coins
This item will slow your opponent down by cutting the remaining number on the
dice block in half. If somebody lands on the space, it has no effect.
Boo Away Orb - Blue Capsule - 5, 10, 15 coins
This prevents you from having coins or stars stolen when an opponent summons
Boo. Very useful to have one of these.
Bullet Bill Orb - Green Capsule - 15, 20, 25 coins
When you use this, a Bullet Bill will appear. You hit a dice block, and
anybody that you pass will lose twenty coins, and these coins are given to
you. Only useful if there are people close to you or in your path.
Cursed Mushroom Orb - Green Capsule
Why is there no coin amount? Because from my adventures, you can only find
these in Solo Mode, and because Solo Mode doesn't have any item shops, you
can't buy them anywhere. Anyways, this items will reduce the numbers that
appear on the dice block to 1, 2, and 3.
Flutter Orb - Green Capsule - 20, 25, 30 coins
Use this and you'll be taken directly to the star. Keep in mind that you
still have to pay for the star, though. If I have the coins, I'll pay for
this item at any price, because even if you don't need it right away it is
always good to have in the future.
Goomba Orb - Yellow Capsule - 5, 10, 15 coins
Any opponent who lands on this will have to hit a dice block that determines
how many coins you get. The numbers on the block are 5, 10, 15, 20, and 25. A
very helpful but hard-to-find orb.
Kamek Orb - Yellow Capsule - 5, 10, 15 coins
If an opponent lands on this, Kamek will appear and turn somebody's character
space into yours.
Klepto Orb - Yellow Capsule - 5, 10 coins
When an opponent lands on this, they return to the start.
Koopa Troopa Orb - Red Capsule - 5, 10, 15 coins
When somebody passes this, you trade spaces with the person who placed it.
Don't place it on the board if you don't want to lose your position, because
you WILL be switched.
Metal Mushroom Orb - Green Capsule - 5, 10, 15 coins
When you use this on yourself, you are covered in a metal coating that
protects you from all effects that your opponents have placed on the board.
It disappears after your turn is over.
Mr. Blizzard Orb - Yellow Capsule - 5, 10, 15 coins
If an opponent lands on this, they lose all their orbs. But in my opinion,
it's probably one of the most useless items, because on many occasions your
opponents will lose very little to nothing, and you don't gain anything.
Mushroom Orb - Green Capsule - 5, 10 coins
Use this and you get two dice blocks instead of one. I would never buy this
for anything more than five coins, though.
Pipe Orb - Green Capsule - 5, 10, 15 coins
If you use this, you will switch spaces with a randomly chosen opponent.
Piranha Plant Orb - Yellow Capsule - 10, 15, 20 coins
By placing this on the board, you force any opponent who lands on it to
surrender half their coins and give them to you.
Podoboo Orb - Red Capsule - 5, 10 coins
Any opponent who passes this will lose 10 coins. They are not given to you.
Sluggish Shroom Orb - Green Capsule - 5, 10, 15 coins
Very useful. When you use this, the dice block will roll very slowly, making
it extremely simple to get the number you want. When you're trying to get the
number, don't hit the dice block when it is exactly on the number. Hit it one
number too early, as there is a small delay while the character hits or
punches the block.
Snack Orb - Blue Capsule - 5, 10, 15 coins
This item is only of any use on Snowflake Lake, where everyone starts with
five stars and the intention is to summon Chain Chomp to steal stars from
other players. It prevents a Chain Chomp from stealing from you.
Spiny Orb - Yellow Capsule - 5, 10 coins
Throw this on a space, and if someone lands on it they will lose 10 coins,
all of which are given to you. This is one of my personal favorite items. My
suggestion is to buy several of these, and place them all in an area that
everybody commonly passes. You'll quickly gain coins both from opponents
landing on it and from landing on it yourself. Extremely useful.
Super Mushroom Orb - Green Capsule - 5, 10, 15 coins
Use this and you get three dice blocks instead of one. Helpful for getting
ahead of everyone or beating your opponents when you're all in a close race
for the star.
Thwomp Orb - Red Capsule - 5, 10, 15 coins
THE best item for stopping anybody in their tracks. All opponents who pass
this are pounded into the ground and must stop immediately.
Toady Orb - Yellow Capsule - 5, 10, 15 coins
When you place this on a space, anybody who lands on it has to forfeit an orb
and give it to you. Useless if they don't have anything.
Tweester Orb - Red Capsule - 10, 15 coins
Anybody who passes this is randomly sent to another space. Could be a great
change or a terrible one, using this is all about luck.
Zap Orb - Red Capsule - 10, 15, 20 coins
Place this on the board. When an opponent passes it, they lose five coins for
every space remaining. Only good if they roll a high number.
--------------------------------------------
Section 2E - Boards
=====================
Mario Party 6 features nine new board maps. Six of them are for Party mode,
and the other three are for Solo Mode. Almost all of the party mode maps
follow a different gameplay function, you're aren't simply supposed to get
the randomly-moving star. I'll split this section up into two, with each part
covering the board maps for their respective modes. For Party maps, I'll
explain the map, how it functions and give some advice. For Solo maps, I'll
simply explain how they work, because there isn't as much to talk about.
=================
Party Mode Boards
=================
Castaway Bay
------------
Out of all the newly introduced methods of playing, this is probably the most
strategic. Basically, there is a medium-sized path that you go around. When
you reach the end of the path, there are two ships - Bowser's ship and DK's
ship. If you hop aboard DK's ship, you'll be given the opportunity to buy a
star. If you hop onto Bowser's ship, he'll steal coins or even stars from
you. Here's the catch. You don't have a choice which ship you go onto. After
somebody jumps on one ship, the two of them change positions. You can also
make them change by landing on a '?' space. So, depending on who's waiting
for you, you'll either want to move as many spaces as possible, or move as
slowly as you can.
The best advice I can give you on this stage is to buy as many Thwomps, Super
Mushrooms and Sluggish Shrooms as possible. These are all the best items you
can ask for when you need to beat someobdy to the star (Super Mushrooms),
stop somebody from getting ahead (Thwomp), and slow yourself down or get an
exact number so that you land on a '?' space. Also remember to make good use
of the raft on the uppermost path. If you know that by using it, you'll reach
DK, go for it! The only downside is that it costs ten coins, and you might
not have enough left to buy the star. And finally, remember that at night,
Boo can come out and steal coins or stars for you (again, the uppermost path).
Clockwork Castle
----------------
This board is a lot about luck. It's also the only unlockable board map, and
it costs 100 stars. Here's how things work. In the daytime, you will move
clockwise, Brighton will award prizes to anybody who stops on a certain
space, and DK will be on the board. He will roll a dice block just like you
and everybody else, moving around the board. What you're supposed to do is
catch up with him or let him catch up to you, then you can buy a star from
him. However, stay near him too long and you'll regret it, because at night,
you'll move counter-clockwise, Twila will award prizes to anybody who stops
on a certain space, and DK will transform into Bowser. If you catch up with
Bowser or he catches up with you, he'll take coins and stars from you. So as
you can see, a lot of this one depends on the roll of the dice.
Just like with Castaway Bay, I reccomend you stock up on Super Mushrooms and
Sluggish Shrooms. However, instead of Thwomps, I suggest Koopa Troopa orbs.
They can get you out of a jam quickly if placed on the board properly, or put
you right beside DK if you're on the other side of the board. And while they
are expensive and rare, Flutter orbs are perfect for getting the star when
you're far away and for tailing behind DK after that turn. Just watch out for
Bowser at night!
E. Gadd's Garage
----------------
I have heard many people call this one of the best board maps ever to appear
in a Mario Party game, and you might agree. This medium-sized garage is
filled with unexpected surprises. There are several different events that can
happen on the board map, such as turning your capsules into coins and vice-
versa, transporting yourself from one place to another, a turntable in the
middle that switches at day and night, and more. Because of all these
innovative things, and the fact that the board map is well-constructed and
laid-out, this is the all-time favorite of many.
In the daytime, the turntable switches, and the large machine will exchange
your orbs for different ones. In the nighttime, the turntable switches again,
and capsules will be turned into coins. The intention is to win by getting as
many randomly placed stars as possible. My advice for you here is to purchase
many of the cheapest and most commonly found items, because if you reach the
large machine during the day, you'll get what is most likely to be a better
selection of items. During the night, try to pick up some free items and
exchange them for coins. You also might want to buy some Sluggish Shrooms so
that you can land on the transporter spaces. When the star is in proper
position you could be right next to it by using this teleporting device.
Faire Square
------------
Another big-time favorite of many players is Faire Square, the board where
stars are found only on one space and the game can change completely in only
one turn. Here's how it works. During the daytime, the star costs 20 coins.
At night, Twila will hit a dice block to determine the price of the coins. It
could be 5, 10, 20, 30, or 40 coins. If you pass by the star space, you could
purchase as many as five stars in that one turn, which will have an immediate
impact on the game! Also, scattered around the board are games of luck, which
can get you free coins and stars, or could rip you of all your coins and
stars. However, you're almost always given a choice as to whether or not you
play the game, whatever it may be.
On this board map, you simply have to win your mini-games. You could miss out
on a brilliant opportunity to gain stars and take a large lead simply because
you don't have enough coins. Also, make sure to set up a large zone around
the star filled with your character spaces, because doing this will not only
benefit you but frustrate your opponents. Instead of three stars, they may
only be able to buy two, because they landed or passed by one of your
character spaces. Finally, always make sure to have a lot of Mushrooms And
Super Mushrooms on hand, depending on your position, how high you roll and
how many coins you have, you could get 15 stars in one turn, as unlikely as
that may be.
Snowflake Lake
--------------
Here we have another new and innovative addition to the Mario Party series.
This board is entirely based upon stealing stars from other players by
summoning Chain Chomps from their homes, which can cost different amounts of
coins depending on the situation. In this game, everybody starts with five
stars. As you venture around the board, you'll be confronted by Chain Chomps,
asking you if you want them to steal stars. If you say yes, make sure that
there is actually somebody in front of you or close to you, or it's of no
use. Some Chain Chomps charge more than others or allow you to choose how
many dice blocks you want to roll. In the daytime, all paths are open, but at
night, Freezies block some of the paths.
When I play this stage, I make sure I always have at least one Snack Orb,
usually two. You can never have enough of these. With them, you are immune to
any Chain Chomps that pass by, you cannot lose stars at all. They are the
first key to winning. The second key is to save up as many coins as you can.
Win mini-games, land on blue spaces, whatever needs to be done. If you have
the opportunity to land on a Duel space, take full advantage of the
situation. It may be a risk, but don't duel for measly amounts of coins if
you don't have to. The more coins, the better.
Towering Treetop
----------------
This board takes place on a large tree, as you could probably tell from the
title. It is a large board that somewhat mirrors itself with various paths
and places to go. The intention is to win by getting as many randomly placed
stars as possible. During the daytime, the flower on the right side closes
and the one on the left side of the board will open. You'll be able to choose
whether you want to take the ladder or the floating logs. The tree is good
during the day you can gain coins and items. During the nighttime, it's the
exact same thing except the flower on the left closes and the one on the
right opens. The tree also becomes evil and will make you lose coins and
items.
My advice on this place is to cover the entire bottom area with as many of
your character spaces as possible. Everybody has to pass this area at one
point or another, so it's perfect for hitting people hard. My personal
favorite item to use for this, as I've already mentioned, are Spinys, because
they are cheap and effective in bunches. Another thing I reccomend you do is
to purchase a lot of Mushrooms, as the star could end up anywhere on this
enormous map and Mushrooms will help you beat your opponents in any close
races.
================
Solo Mode Boards
================
Astro Avenue
------------
The theme of this board is outer space. This is the best place the come if
you're trying to unlock 1-Vs-3 mini-games, as the board is packed with them.
There are 25 spaces in total on the board. If you land on a '?' Space, a
rocket will take you closer to the end of the board.
Infernal Tower
--------------
Here we have Bowser's tower, which is loaded with 4-Player mini-games, so if
you need those, unlock them here. There are 35 total spaces on the board. If
you land on a '?' space, a Chain Chomp will come to take you back to the
start, which can be good in the sense that you get another chance to unlock
more mini-games and gain more coins.
Thirsty Gulch
-------------
If you need a quick stop for stars, then play this board map, because there
are only 15 spaces. This board is mostly made up of 2-Vs-2 mini-games for you
to play and unlock. If you land on a '?' space, you'll drop down one level to
the lower '?' Space. Again, this can be a good thing.
--------------------------------------------
Section 2F - The Microphone
=============================
One of the newest additions to Mario Party 6 is the microphone, which is
included with the game. This will allow you to play various mini-games by
simply shouting a command or telling your player to move. When you're in
Party Mode, 1-Vs-3 mini-games will occasionally select a game that has the
solo player using the microphone. There is also a Mic Mode that allows you to
use the microphone to play all these mini-games, and two other games
called 'Star Sprint' and 'Speak Up'.
The microphone plugs into Memory Card Slot B. You could also plug it into
Slot A and have the memory card in Slot B, but the game wouldn't detect your
saved game file and thus you'd be forced to start a new file without saving.
When you're talking, make sure the top of the microphone is pointed at the
sound source, that your speech is clear and understandable, and that the
button on the microphone is being held down. If you don't do both of these
things, the game will not detect anything or work improperly. Playing in a
quiet area also helps.
I can't give you too many suggestions if you're having trouble with the
microphone, however, I reccomend you do a Microphone test in the Options Menu
if you're having trouble. Also make sure that the microphone is fully
inserted into Slot B, and that you're talking loud enough and clearly.
--------------------------------------------
Section 2G - FAQ (Frequently Asked Questions)
===============================================
Any questions that I expect will be asked very frequently or that I've seen
very commonly on the message board or through e-mail will appear here.
Hopefully any of those little things that the rest of the FAQ may not cover
will be found here.
Q: Is DK a playable character again?
A: Nope.
Q: What's the easiest, quickest, and best way to gain stars for the star bank?
A: I've found that Snowflake Lake in Party Mode is where you'll get the most
stars, and that Solo Mode is the quickest. The best? Probably Solo Mode.
Q: Are there any other unlockable characters apart from Toadette.
A: Unfortunately, no.
Q: Is it possible to make the computer's turns take less time?
A: No, the only thing you could do is speed up the pace of movement on the
board map.
Q: What is Progressive Scan Mode?
A: Basically, Progressive Scan Mode is a feature that allows the game to be
set to a higher resolution on TVs that support it. (EDTV, HDTV) To play in
this mode, you need a TV that can accept this type of input and a GameCube
Video Cable. To activate this, you hold B while the GameGube logo is
appearing, and the game will ask if you want to play the game in Progressive
Scan Mode.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
******************************
* Section 3 - Gameplay Modes *
******************************
Section 3A - Party Mode
=========================
Party mode is the meat of all Mario Party games. Without it, there is hardly
much of a game. In this section, I'll explain how to set things up, the
available options, the spaces on the board map, and more.
---------------------------------
Setting Up And Playing Your Party
---------------------------------
Before you start playing, you need to choose your game settings. There are
seven steps to doing this.
1. Select how many humans and how many computers are playing.
2. Have every player select their character, and if necessary, select the
computers and their difficulty level (Weak, Normal, Hard, Brutal)
3. Choose a board map. (See Section 2E for details on this.)
4. Decide if the game will be a free-for-all or with teams.
5. Choose how many turns you'll be playing for.
6. Decide which mini-game types you want to play with. You can choose to play
all of them, easy games, hard games, action games, and weird games.
7. Decide if there will be bonus stars given out at the end of the game. The
bonus stars are...
a) Mini-Game Star (Player who collects the most coins from mini-games.)
b) Orb Star (Player who uses the most orbs during the game.)
c) Action Star (Player who landed on the most '?' Spaces during the game.)
8. Add any handicaps to any of the players.
Once you've done all this, your party will begin. Each player will roll a
dice block to determine the order, and then you'll begin.
The game follows a basic formula.
- Every player hits the dice block and any events on the board map that may
occur will be completed.
- After that, everybody plays a mini-game for ten coins. Depending on the
color of the space you and your opponents land on, you could be playing a 4-
Player mini-game, a 2-Vs-2 mini-game, or a 3-Vs-1 mini-game. In some cases
the mini-game will be a battle mini-game, or allow you to control your own
destiny by being awarded the amount of coins you win in the mini-game.
- Every three turns, day turns to night and vice-versa.
- When there are five turns left, landing on the same space as another player
will cause a duel mini-game to occur. Also, the player in last place spins a
wheel that will affect the game in one of four ways. Here's what could happen.
a) Amount of coins you get on Red and Blue spaces is tripled.
b) The player spinning the wheel gets 40 coins.
c) A Bowser Revolution begins. (All players switch positions.)
d) The player spinning the wheel gets five character spaces which are placed
randomly upon the board.
- When every turn has been completed, the bonus stars are awarded and a
winner is announced.
------------
Board Spaces
------------
In Party mode, there are various types of spaces you can land on. Here is the
list of them.
Blue Space
You gain three coins. Very common.
Red Space
You lose three coins. Very uncommon.
'?' Space
Landing on this will trigger an event related to the board map. There is
usually nothing you can do to stop it. Uncommon.
Duel Space
Landing on one of these allows you to challenge somebody to a duel for coins
and stars. You can bet coins for coins, a star for a star, a star for coins
and coins for a star. However, you cannot bet anything more than what you or
your opponent have. Uncommon.
Miracle Space
Landing on this will send you to a special area where you can completely
change the game. Some of the possible changes include swapping coins and
stars, giving up all your orbs, giving up all your stars, and so on. Very
uncommon.
DK Space
When you land on one of these, DK will appear, and you'll do one of three
things. You could play a DK Mini-Game in which every banana you get is
exchanged for one, two, or three coins. The player who landed on it could hit
a dice block and if they get a higher number than DK, a star is awarded.
Lastly, they can simply roll a dice block and be given coins and sometimes, a
star. These only appear in the day, and change into Bowser spaces at night.
Bowser Space
When you land on this, Bowser will appear to make to game worse for you. He
might take stars, coins and even orbs, or he might send you and the other
players into a Bowser mini-game, where you must survive to protect your
stars, coins, and orbs. These are only seen at night, and change into DK
spaces in the day.
--------------------------------------------
Section 3B - Solo Mode
========================
Solo mode is the newest version of one player. The old storylines that
appeared in previous Mario Party games have been scrapped, and this has been
put in it's place. Many people prefer this over story mode, simply because it
makes it easier to unlock mini-games, and it's much more entertaining.
---------------------------
Setting Up And Playing Solo
---------------------------
Before you start playing, you need to choose your game settings. There are
five steps to doing this.
1. Select the difficulty level of the game. (Easy, Normal, Hard, Brutal)
2. Choose your character and your partner for 2-Vs-2 mini-games.
3. Choose a board map. (See Section 2E for details on this.)
4. If everything looks okay, choose Yes.
Once you've done all this, the game will begin. Here's how things basically
work. In solo mode, the objective of the game is to collect as many coins and
mini-games as you can. Coins are straight-forward, but with mini-games, you
simply have to win, and you unlock them. Dice blocks only roll up to six
instead of ten - this is because the board maps are much smaller. There are
only two items you can use in solo mode, which are only found on board
spaces. These are Sluggish Shrooms and Cursed Mushrooms.
At the end of the map, there is a rare game space. If you land on it, you
unlock a rare mini-game that can't be found anywhere else. However, if you
pass this space, you will fall off the board and you'll lose everything you
won, so be careful and use items to your advantage. You will be awarded stars
at the end of the game that are added to your star bank. That's about it!
Have fun!
------------
Board Spaces
------------
4-Player Spaces
You will play a 4-Player mini-game with Bowser's Koopa Kids.
2-Vs-2 Spaces
You will play a 2-Vs-2 mini-game with the partner you selected and Bowser's
Koopa Kids.
3-Vs-1 Spaces
You will play a 3-Vs-1 mini-game with Bowser's Koopa Kids.
Battle Spaces
If you land here, you will play a battle mini-game against Bowser's Koopa
Kids.
'?' Space
Landing on this will trigger an event related to the board map. There is
nothing you can do to stop it. In solo mode, landing on one of these sends
you closer or further away from the end of the stage.
Bowser Space
When you stop here, Bowser will have his Koopa Kids challenge you in a 4-
Player mini-game. If you lose, he'll take mini-games and coins from you. If
you win, you get 10 coins.
Duel Space
If you land here, one of Bowser's Koopa Kids will challenge you in a Duel
mini-game. If you lose, he'll take mini-games and coins from you. If you win,
you get 10 coins.
Rare Mini-Game Space
This is always the last space on the board. If you land here, you'll unlock a
rare mini-game which can't be found anywhere else!
--------------------------------------------
Section 3C - Mini-Game Mode
=============================
In mini-game mode, you can play all the mini-games that you've unlocked in
Party Mode and Solo Mode, except for Mic mini-games, they can only be played
in Mic Mode. There are six different ways to play. For more detail on each of
them just scroll down a little bit.
1. Mini-Game Tour: Hop on the bus and play any mini-game of your choice.
2. Battle Bridge: Challenge three others and try to be the first to win
three, five, or seven mini-games.
3. Treetop Bingo: Try to be the first to match up a certain amount of lines
to win the game.
4. Mount Duel: Play Duel mini-games and win you way to the top.
5. Decathalon Park: Play random mini-games and earn points. Finish with the
most points at the end and you're the winner.
6. Endurance Alley: How long can you last? Try to win 100 mini-games in a row.
--------------
Mini-Game Tour
--------------
When playing this mode, you'll hop on the Mushroom Bus and you can try any of
the mini-games that you've unlocked, except for Mic mini-games, which can
only be played in Mic Mode. For a complete list of all the mini-games,
section four has that and specific information for each game.
-------------
Battle Bridge
-------------
In Battle Bridge, you can play 4-Player mini-games, 2-Vs-2 mini-games, and 1-
Vs-3 mini-games in an attempt to win three, five, or seven mini-games first.
This is a straight-forward and fun way to practice your mini-game skills.
-------------
Treetop Bingo
-------------
In Treetop Bingo, you will face three other opponents in a race to try and
get one, two, three, four, or five lines in a row horizontally, vertically,
or diagonally. First person to do this wins. Here's how the game works: You
play a mini-game. After the mini-game, the winner gets to pick one number on
their board that they want to remove. This number will not only be removed
from their board, but from everybody else's, so that person should take a
look at everyone else to see how it will affect them. This process repeats
until a winner is determined. On occasion, the winner will get to take two
numbers off of their board, and this is called a lucky turn. Very addictive
game.
----------
Mount Duel
----------
This is basically the re-created version of the mini-tournament mode from the
previous Mario Party game. To start off, the four players will randomly be
divided into pairs, and they will each face each other until a winner is
determined. A third-place match is played, and then the final match is
played. The winner of the final match is the champion of Mount Duel. This is
a brief way to hold a small tournament. Too bad you couldn't have more people
entered in the tournament, then this could be a bit more entertaining.
---------------
Decathalon Park
---------------
This is one of the best and newest ways to play Mario Party mini-games.
Myself, I haven't unlocked it just yet, but when I do I'll be able to provide
more detail on it. However, I do know from Mario Party 5 that the game is
based on a point system. Every mini-game is one that keeps track of records.
Depending on how well you do, you will be rewarded points for completion.
However, even if somebody has already finished, you still have to as well,
because the clock keeps ticking for you to determine your point total. More
on this soon.
---------------
Endurance Alley
---------------
Here we have one of the most difficult Mario Party games ever created.
Endurance Run puts you through your paces in every mini-game except for 2-Vs-
2 and, if your Mic isn't plugged in, Mic mini-games. You'll all by yourself
in an attempt to win 100 mini-games in a row. There is no way to stop, no way
to save, and even one little mistake can ruin everything. Anybody who
completes this can, in my opinion, be considered a Mario Party Master. Good
luck!
--------------------------------------------
Section 3D - Mic Mode
=======================
If you want to use the Mic as the basis for mini-games, this is the place to
come. Here you will find all the Mic mini-games that you play in Party mode,
plus two extras, called Speak Up and Star Sprint. These two mini-games are
the only ones that will be found here instead of section four, simply because
they're not actual mini-games. I also do plan on writing walkthroughs for all
of the three Star Sprint levels, but not at this time. So, let us begin.
--------
Speak Up
--------
Here we have the Mario Party 6 trivia game, where the intention is to say the
correct answers out loud into the microphone. This game can only be played
with humans, as it is impossible for computers to fairly give correct
answers. Whoever finishes with the most points at the end wins. Depending on
how many people are playing, more or less questions in total will be asked.
2 Players = 10 questions
3 Players = 15 questions
4 Players = 20 questions
There are five different categories to choose from, each of them pertaining
to a different subject.
Picture Quiz = Identify a blurred, spinning hard-to-see character.
Counting Quiz = Count how many characters are on the stage.
Memory Quiz = Remember what happens, and then answer the question.
Comparison Quiz = Compare different things, then answer the question.
Variety Quiz - Could pertain to anything.
For each category, there are five different questions, labeled one, two,
three, four, and five stars. The more stars, the harder the question.
However, you can only pick harder questions if you have answered the easier
ones first. Basically, you can't pick level four if you haven't completed
level three yet.
Now I'll explain how the point system works. Depending on the difficulty
level of the question, you can gain 10 to 50 points. However, the quicker you
answer, the more points you get, because the point total is like a timer that
ticks down to zero. If you play level five and answer the question after
three seconds correctly, you'll probably gain 43-45 points, but if you take
20 seconds to answer it, you'll probably only get 15-17 points. The harder
the level, the faster the clock ticks down.
Everybody gets one chance to answer the question correctly. If you need a
hint, say 'Give Me A Hint' into the microphone. You only have a limited
amount of hints. If the first player to answer gets the question wrong, the
other players have an opportunity to answer it by pressing A on their
controllers at any time they think they know. If nobody gets the question
right, no points are awarded.
On occasion, you may get a special panel that will have an effect on what
happens if the question is answered. The game only reveals four, but so far
eight in total have been found.
Normal Quiz Panels
------------------
Brighton & Twila = Makes the point counter tick down at a slower rate.
Flower = Makes the question one level easier.
Mushroom = Double the points when question is answered correctly.
Star = If you get the question wrong, you are given a second chance.
Super Mushroom = Triple the points when the question is answered correctly.
Bowser Time Panels
------------------
Bob-Omb = Makes the question one level harder.
Pipe = Allows the correct person to get their coins from a different player.
Ztar = You'll play a special Bowser game.
Lastly, on occasion during the game, Bowser will decide to 'drop in' and
control the game for a few turns. When he's the host, anything can happen.
However, apart from threatening everybody and making his little comments, he
doesn't really have much of an effect on game, unless you get a Shadow Star
panel, in which he becomes involved.
-----------
Star Sprint
-----------
In Star Sprint, you must speak certain commands into the microphone to carry
a star and complete the three available levels, which contain various
obstacles, power-ups and more. There are three 'paths' that you can run on. I
do intend on adding a complete walkthrough for all three levels, but for now,
I'll simply outline the commands you can give and the three stages, which are:
Meadow Road (Easy)
Dark Path (Normal)
Magma Tower (Hard)
The commands you can give are:
Run = Say it four times to get up to full speed.
Move Up = Move up one path.
Move Down = Move down one path.
Freeze = Stop running.
Reverse = Go backwards for a limited distance.
Jump = Jump in the air, obviously.
Grab The Star = Pick up the star, you can't run without it.
Mario Party = Get other characters to give you a hand.
Obviously, remembering all these commands for the first few times can be
somewhat of a task, so Brighton/Twila will appear at the top of the screen,
telling you what to say in certain situations. That may seem like giving the
game away, but after time it becomes obvious as to what's next and you won't
give it much of a thought.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
**************************
* Section 4 - Mini-Games *
**************************
Section 4A - 4-Player Mini-Games
==================================
In this section, I will go through each 4-Player mini-game with a detailed
description that will give you the controls, information, and strategies.
They are listed in alphabetical order.
---------------
Blooper Scooper
---------------
Control Stick = Move
A = Swim (Tap repeatedly)
You'll be merrily floating through the ocean on a boat, and suddenly, and
enormous Blooper will split your ship in half and throw you in the water. The
objective is to stay alive for thirty seconds while swimming in a whirlpool
that sucks you into Blooper's grasp. As the game progresses, Blooper will get
in your way by sticking his arms in your way, and debris from the ship
crashing will also rain down upon you. If you're hit by anything, you're
temporarily stunned, and you'll need to tap A as quickly as possible to get
away.
My best advice for you here is to stay on the outside of the whirlpool for
the entire time. If anything gets in your way, stop tapping A and you'll be
sucked into the whirlpool, avoiding the obstacle. Once it's passed, swim back
to the outside. If there are multiple things in the way, you might be forced
to actually manuever through or around them by using the control stick.
--------------
Cannonball Fun
--------------
Control Stick = Move
A = Fire Cannonballs
L = Lean to the left
R = Lean to the right
You and your three opponents will be placed in a hovercraft, all in a small,
enclosed area with pillars that are useful to hide behind. Your objective is
to shoot and hit anybody five times. The first person to do this wins. This
does NOT mean you have to hit only one person, you can spread yourself out
across the arena and hit the best target.
If you want a defensive approach to the game, you should hide behind the
pillars, and when somebody is within range, lean to the left or right to hit
them. I've found this works very effectively, because most humans and the
computer almost always tend to bunch up, making them easy targets. An
offensive approch would be to simply jump in the fray with everybody and hope
you're the first to reach five. An important thing to keep in mind is that
once you shoot somebody, they are immune for about a second before they can
be hit again. Use this to your advantage and against your opponents.
----------------
Catch You Letter
----------------
Control Stick = Move
This game can frustrate you to no end, but it can also be very entertaining.
The mailroom is overloaded with letters, which causes the roof to explode,
sending hundreds of them into the air. Your mission to pick them up off the
ground and deliver them to the Shy Guy, who is scrambling around like mad,
making it difficult to simply hand him a letter. When you approach a letter,
your character will automatically pick it up, so there's no need to press A.
On occasion, pink love letters will fall to the ground, and they are worth
three points. Whoever finishes with the most points wins.
In this game, the key is being in the right place at the right time. If
you've just given the Shy Guy a letter and you see him about to run to the
right side, don't pick up a letter on the left side. Prepare for the future.
Also, you'll need to shove your opponents out of the way, or they'll
interfere when you're trying to give the letter to Shy Guy. Push the control
stick against them so that they move away, giving you more room.
---------------
Circuit Maximus
---------------
Control Stick = Move
Circuit Maximus is a circular track that has you doing a full lap around it,
avoiding the still and moving amps as you go. If you touch an amp, you'll be
zapped and temporarily stunned. There are eight sections that you'll pass
through, with each one having a small opening in the wall that allows you to
pass through. This is nearly impossible to complete without getting zapped,
so prepare for the worst.
When you're moving through the maze, make sure that you look ahead to see
what's coming your way. If necessary, take the long route if it'll save you
from getting zapped by an amp.
----------
Daft Rafts
----------
Control Stick = Move
A = Jump
You and everybody else are on a bridge overtop a running waterfall, and the
bridge breaks! You are dropped on one raft of many. Your objective is to
survive jumping from raft to raft until you reach the final raft, which will
pull you to safety. All the rafts are shooting down the waterfall, so if you
stand on one too long, you're finished. There are approximately 15 rafts,
sometimes one more or less. During the daytime, any obstacles that you
encounter on the rafts will be spiked Koopa shells, and at night they will
become fiery Podoboos.
This game is entirely about survival, not beating your opponents, so don't
feel that you have to get as far ahead as possible. I tend to stay at the
back until everybody's passed by, then I can go at my own pace and still win.
However, don't stay near the back on one raft for too long, or you'll be
dead. Also, when jumping, don't underjump. Always go a little farther than
you think will be necessary, because while you're in the air, the rafts are
still moving, so you'll almost always land if you act as though it were still.
------------
Freeze Frame
------------
Control Stick = Move Camera
A = Snap Picture
This is an extremely annoying game. The intention is to snap a photograph of
as many Goombas as you can. For each Goomba visible in the picture, you'll
get one point. If you get a Shy Guy (which appear during the day) or a UFO
(which appear during the night), you'll get three points. You have ten
seconds to take the picture, and once it's taken, you can't take another one,
so take a picture when you have a chance, don't stall.
Here's what makes this game annoying. You may clearly be able to see a Shy
Guy or a UFO in your picture, but the game won't count it. Then you might
have a Goomba behind a pole or obstacle, and it'll give you the point for it.
This makes the game based a lot on luck, because even if you might see
something, you still won't get a point.
---------------
Granite Getaway
---------------
Control Stick = Move
A = Jump
You and everybody else are in a cavern, and suddenly an enormous earth-
shaking boulder will drop through the roof and start rolling, crushing
everything in its path. Your objective is to survive about a 45-second run
through a cave, over a bridge, down some stairs, and through a temple. There
are small chunks of rock that have fallen from the ceiling that will stop you
in your tracks if you don't jump over them, and some will even stun you
temporarily. Like Daft Rafts, whoever is left standing at the end wins, it's
purely a survival game.
Despite what you might believe, it is not necessary to hold the control stick
down to move your character, they'll run automatically, all you need to do is
move them left and right. This might save you from having your thumb slip off
the control stick. When you see an obstacle, time your jumps depending on how
high it is. When you're running over the bridge, there is only enough room
for two people to run side by side. DO NOT jump on the ledge to move
alongside everybody else, because it is not necessary, it is only dangerous.
Simply run behind the leaders. My last piece of advice is to always try and
stay on the outside of the pack. If you're stuck in the middle you have no
room to move around, and it could be what causes you to lose.
------------
Lift Leapers
------------
Control Stick = Move
A = Jump
This might just be one of the greatest mini-games ever created, and you'll
understand why once you've played it. It's very addictive, fun, and will have
you coming back again and again to try and beat your time. Anyways, this is
basically a 3-D version of classic Mario side scrolling. There are four small
sections that you have to go through, each one containing different
challenges that get in your way. At the end of each section, there is a pipe
that will take you to the next area. First one to step on the cloud at the
end wins.
You'll start off on a small platform. Wait for the moving platform to come
towards you, then jump on it, and when it reaches the other side, jump off.
Now, wait for the platform to reach you, and when it's close enough, jump on,
and then jump off and go into the next pipe. You should blaze through that
section if you timed it perfectly. In the second section, jump onto the
platform that's moving up and down, and wait for it to reach it's peak, and
jump to the next moving platform over the spiked balls. Once you're high
enough, jump to the stationary platform. Perform the same technique that you
did to get past the wheel in the first section, and enter the pipe.
Now comes the hard part. There are three columns of elevator platforms. Jump
onto the first one, and when it reaches its highest point, jump to the one
above on your left. Repeat this process until you reach the pipe, and enter
the final section. You will first have to jump on the rotating wheel, so use
the same technique you used before. After that's been passed, you'll see
three small platforms, moving up and down. If you want to get by them
quickly, jump directly to the middle one, and then jump on the goal platform.
You've reached the finish. That's the best advice I can give you!
-----------
Memory Lane
-----------
Control Stick = Move
This mini-game is incredibly simple, you shouldn't have any trouble at all.
Basically, at the start of the game, a Shy Guy will walk on the ice squares
in a simple path to the other side. You have to follow suit and do take the
exact same path. The first one to the goal wins. The only possible advice I
can give you for this is to know your opponents. If you're playing against
Weak or Normal computers, or humans that can't memorize anything, don't rush
it, take your time and get it right. If you are playing against tough
challenges, you might want to hurry it up a little bit.
----------
Money Belt
----------
A = Open Box
I hate this game. The intention is to open boxes that contain coins and money
bags, and depending on how many coins you finish with, you'll get to keep
them. There are also boxes that contain bob-ombs and fists that pop-up and
punch you, and they both stunn you for about two boxes. You'll know what is
what because every box passes through an x-ray machine. However, the x-ray
machine is almost impossible to understand, because it gives you a symbol
that is almost the same as a different symbol. Even then, if you were able to
understand what the symbols were saying, you have to wait for three boxes to
pass by before you can open whatever you may have seen, which confuses you to
no end.
My advice to you is that you hope you never have to play this game, because
you'll probably do better playing a game that only one person wins. However
if you do get unlucky and have this show up, then I recomend you just open
everything, because trying to make sense of whatever's being given will
simply make matters worse. Good luck with this game, you'll really need it.
-------
Mowtown
-------
Control Stick = Move left or right
A = Move Forward
B = Move Backward
The controls are kind of awkward in this game, it'll stop you when you're
trying to turn more than 180 degrees, not sure why. Despite that, it's still
a pretty entertaining game. Basically, you have to mow as much of the
overgrown grass as you can. The person who cuts the most grass in 30 seconds
wins. Pretty straightforward and shouldn't be too difficult.
Personally, I think that the best way to win is to stay away from the crowds.
People tend to bunch up in areas with large amounts of uncut grass, but if
they're constantly getting in each other's way, then they're not going to get
anything done. You'll do better cutting grass in small amounts than getting
in a jam with everybody else. Also, make good use of the B button here. Even
if you don't cut any grass when you're going backwards, it's still better
than smashing into somebody else and accomplishing nothing.
------------
Note To Self
------------
Control Stick = Move
A = Jump
In this game, everybody will be on a stage, and there will be three circular
note blocks that will bounce off the walls and characters. Your objective is
to hit the note blocks as many times as you can in 30 seconds. Your character
won't be able to jump even halfway to the top of the stage, so you can bounce
off your opponents, which will both give you and higher jump and squash
whoever you jumped on top of, which stuns them for about two seconds.
The best thing you can do here is trap a music note in one of the corners,
and keep smashing it into the corner for more points. If you do this
correctly, and nobody comes along to get in your way, you'll easily win the
game. Also, make sure to constantly stomp on your opponents, even when
they're not much of a threat to you or there's nothing above you to hit.
Stunning them for about two seconds is much better than it sounds, and can
give you a huge advantage in the game.
------------
Odd Card Out
------------
A = Select Card
B = Select Card
X = Select Card
This game can either be completely based upon being the first to hit a button
and get it correctly, or it can be about finding the card that is different
from the bunch. It simply depends how you and your opponents play. If they
mash the buttons and hope for the best, it simply becomes luck, but this can
be pretty entertaining if you play properly. What you do is try to pick out
the card that is different from the three choices. Each card is assigned a
button, so if you're the first to press the button and you get it right, you
get one point. First person to get two points wins. If you get it wrong, you
get squashed by a Thwomp and miss a turn.
It's hard to give advice for such a game. If everybody plays by trying to
mash the buttons, then look for patterns in the correct answers. If there
hasn't been an X for five turns, then it would be smart to assume that the
next turn, there will be an X, so hit that button. If you're playing by
trying to actually get it correct without mashing buttons, then look for the
most obvious differences in the cards. You might look too hard and miss the
simplest thing.
---------------
Pokey Punch-Out
---------------
Control Stick = Move
A = Jump
B = Punch
A + B = Kick
You're in the middle of the desert, and the purpose of the game is to punch
as many of the body parts of the Pokeys, which appear out of the ground at
random. The Pokeys can be as high as 10 parts, or as low as three parts. You
can't punch any body parts that are higher than four parts, unless you use
the enormous stone steps near the top of the arena. You can also punch your
opponents, which will leave them temporarily stunned for a few moments.
Whoever punches the most body parts at the end of 30 seconds wins.
The key to winning this game is to go for the heads of the Pokeys, because if
you knock one off, all the remaining body parts will be automatically
destroyed and you get a point for each one of them, which will have an
immediate effect on your score and the game. For tall Pokeys that are close
to the stairs, make good use of them, because you'll easily be able to knock
off the heads of Pokeys if you go high enough. Also keep in mind that it is
possible to punch your opponents, which will stun them and leave you free to
continue beating up on the Pokeys.
------------
Same Is Lame
------------
A = Select Button
B = Select Button
L = Select Button
R = Select Button
This game is entirely based upon luck, or cheating, if you're playing with
humans. Here how the game works. You have five seconds to select a button,
and you can change any time in those five seconds if you wish. When time is
up, the buttons that you pressed, along with everyone else's, is revealed. If
two or more people pressed the same button, they stay where they are. If a
person was the only one to press a button, they move up one level. First
person to move up three levels first, wins. The only advice for this mini-
game that I could give would be to look at your opponent's controllers, but
this can only be done if you're playing humans, obviously. If you're playing
the computers, you'll need pure luck to win this.
----------
Smashdance
----------
Control Stick = Move
A = Jump
A -> A = Ground Pound
In this game, everybody is dropped in an area with 16 lights. These lights
will come off and on at random. Your goal is to ground pound the lights when
they are on. For every light you ground pound, you get one point. You can
also ground pound your opponents, which will stun them for a few moments.
When the lights turn blue, they're about to turn off in a second or so.
Whoever finishes with the most points in 30 seconds is the winner.
I have a few strategies you might find useful in this mini-game. Firstly, you
should not wait for your character to be as high in their jump as possible
before hitting A again to ground pound. You'll save a lot of time if you
ground pound as quickly as possible; this means mashing A twice as fast as
you can. Secondly, as idiotic as it may sound, you should stay in the areas
that have few to little lights that are on. This is because the lights in the
area are bound to turn on soon enough, whereas you won't be able to ground
pound fast enough if you head to any area filled with lights. Finally, make
good use of the ability to ground pound your opponents. Hammering your
opponents into the ground and stunning them for a few seconds makes all the
difference.
------------
Snow Whirled
------------
A -> B -> Y -> X = Hit the buttons in this order until you reach the ground
This game is very fun. Everybody is on a ramp, and one by one, you'll each
slide down, and try to do as many spins as you can until you hit the ground.
You do a full spin by hitting A, B, Y, and X in that exact order as many
times as possible. Whoever can get the most spins is the winner. It is
believed that the maximum possible amount of spins will total 9720 degrees.
Because this game so addictive and fun, many strategies have been developed
for getting the best possible score. After a bit of research and testing it
myself, I've found that a user named KyleSinclair from the GameFAQs Mario
Party 6 message board has come up with the best possible strategy. With your
left hand, slide your finger/thumb over A and B, and with your right hand,
slide your finger/thumb over X and Y. As difficult as it may seem, it is
possible.
--------------
Sunday Drivers
--------------
A = Select Button
B = Select Button
X = Select Button
Y = Select Button
L = Select Button
R = Select Button
Sunday Drivers is entirely based upon speed. To win, you've got to hit the
button that the Shy Guy raises on a sign as quickly as possible to hit a golf
ball. Whoever is able to 'drive' 10 balls first is the winner. Very simple,
and it's easy to get 10 without making a single mistake, but it's annoying if
you make even one error, because that can cost you the game. This game is
easy to play, so the only advice I could give you is to try and keep at least
one of your fingers/thumbs on the buttons. The only thing making this
difficult is that your left hand might not be big enough to hit L and B, but
I doubt such a thing will be a problem.
---------------
Throw Me A Bone
---------------
A = Throw Bone
This mini-game is very similar to the mini-game from Mario Party 5, where you
were able to move your character and you had to call the Chain Chomp with a
whistle. The only difference here is that you're sitting on the Chain Chomp
and throwing a bone instead of calling with a whistle. You'll start at the
back of small valley, and blocking your way to the other side are a ton of
dirt and metal pillars. You are supposed to throw the bone into an open space
by aiming with an automatically scrolling arrow, and keep doing this until
you reach the other side. If you hit a pillar, your Chain Chomp will be
stunned for a few seconds, wasting precious time. The first person to the
goal wins.
It's hard to give advice for a game like this, because there are many
different possibilities to win. However, I've found that the easiest way to
win is to keep throwing the bone in one direction until you reach the valley
wall, then throw in the opposite direction until you reach the goal. It's
easier than trying to zig-zag through the pillars.
----------------
Trap Ease Artist
----------------
A = Drop Cage
This is very similar in the sense that you have to capture Goombas, except
this time it isn't on camera, it's in a cage. When the time is right, drop
the cage by pressing A on any Goombas that might be below. You have 10
seconds to drop the cage, and only one chance, so make it a good one. You'll
get one point for every Goomba you trap, and three points for any Golden
Goombas. Advice here? Don't take forever to drop the cage. Seize any
opportunities you may have, because you might not get a better one.
-----------------
Treasure Trawlers
-----------------
Control Stick = Move
A = Drop Crane
This game has you and everybody else in control of a crane, floating on the
water, in an attempt to find treasure. When your controller rumbles, there's
something below you. It could be a normal treasure chest, which is worth one
point, a golden treasure chest, which is worth three points, or a Bob-Omb,
which will stun and stop you momentarily. At nighttime, the only difference
it that it will be raining. The person with the most points after 45 seconds
wins.
When playing, people tend to feel the rumble, but keep moving until it's too
late. This shouldn't happen, because then you'll lose the rumble and you
won't get the chest. Make sure you stop instantaneously, once you feel your
controller starting to shake. Also, as is with all mini-games like this,
don't crowd with your opponents. There shouldn't be any reason to, anyways.
------------
Tricky Tires
------------
Control Stick = Move Left Tires
C Stick = Move Right Tires
The controls in this mini-game will frustrate you to no end, trust me on
that. It would have been way easier and would have made this a better game if
normal racing controls had been used, but unfortunately, they weren't. It's
actually easy once you've got the hang of it, though. Basically, you have to
control some sort of steamroller vehicle and guide it through a maze of
Whomps, then you have to get by a couple of Thwomps without being squashed.
If you are, then you'll be stunned for about four seconds. If you've made it
this far, then you have to pass some rotating and moving bars to cross the
goal line and win.
I reccomend that you practice this mini-game before actually attempting it in
Party mode, because if you don't, you'll lose not because of a lack of skill,
but because of the controls. Once you've got it down pat, You should be fine
to weave through the Whomps. When you're at the Thwomps, wait for them to
start going back into the air before moving past. If they're about to smash
you, then why would you go underneath? Common sense. Once you've past the
Thwomps, foillow the same strategy for the rotating and moving bars - wait
for them to move away, then try to get by, or else you could be there for
ages, then somebody could catch up, shoot by and win. It's happened to me a
couple of times, so watch it.
------------
What Goes Up
------------
Control Stick = Move
A = Jump
This is probably the smartest idea Hudson came up with, it's pretty much two
mini-games in one. During the daytime, you'll have to make your way upwards
as far as you can in 30 seconds by jumping on clouds and Paratroopa, and
whoever travels the highest (most amount of yards) wins. During the night,
you'll start 150 years in the air, and have to quickly guide your character
to the ground, avoiding any clouds or Paratroopa that might get in the way.
It's addictive and fun, and a great idea because it's actually two different
games.
My advice for you for when you're going up is to try to jump on the edge of
the Paratroopas so that you'll be able to jumpo to the next one without
hitting your head underneath it. You can't go through Paratroopas, only
around them and through clouds, so watch it. When you're going down, look as
far down as possible to see what's coming up so you can prepare for it. Also
look for the open spaces and where the Paratroopas are moving.
--------------------------------------------
Section 4B - 2-Vs-2 Mini-Games
================================
In this section, I will go through each 2-Vs-2 mini-game with a detailed
description that will give you the controls, information, and strategies.
They are listed in alphabetical order.
------------
Body Builder
------------
A (Both Players) = Hit Block
In this game, you'll be partnered up with somebody, and your intention will
be to create a robot. This is a very simple game, you merely have to press A
at the right time to hit a block which will stop a wheel. There are several
selections on the wheel, but you want to stop it at the highlighted part, or
else you've wasted a turn. You take turns with your partner hitting the
block. The game continues until the first team completes their robot and wins.
Originally, I made the mistake of pressing A at the exact moment that the
highlighted piece was passing through the wheel. However, I quickly noticed
that there was actually a one-second delay before the wheel would actually
stop, just like when you used a Sluggish Shroom on the board map. So, if you
want to hit the piece, you have to tap A one part before the highlighted one,
or else you'll always miss it. Once you mastered this tactic the game will be
over in mere seconds.
---------
Burnstile
---------
Control Stick = Move
A = Jump
I've always liked this game. The concept is simple - you and a partner are
standing on a platform across from your opponents, who are also on a
platform. Surrounding you is lava, and in the middle is an enormous 'stick'
that swings faster and faster as the game goes on. Your goal is to avoid
getting smashed into the lava by this 'stick', and to survive as long as
possible. You can move around on your small platform if you wish. The team
who lasts the longest wins. Even if only one player is remaining, both
players still win. However, I've always wondered, if somebody is knocked out
of the arena, but their partner still wins for them, how exactly does the
KOed person get back onto the platform to celebrate? What a mystery...
Anyways, my advice to you on this stage is to try and stay on the outside of
the platform. The 'stick' will pass by you much faster, so you won't have to
stay in the air as long, whereas on the inside of the platform, you'll be
jumping much more frequently and you'll have to stay in the air for a bit
longer. Just make sure not to push your partner off the platform.
---------
Cashapult
---------
Control Stick (Both Players) = Move
This is probably the easiest coin mini-game, or one of the easiest, ever
created. You can get 20 coins in no time at all. What will happen here is
that you and a partner will be bounced into the clouds. Above the clouds,
there are 20 coins, and you have to try and get as many of them as you can on
your way up. When you come back down, you'll land on your side of the
catapult, and they will also be flung into the air to try and collect coins.
The process then repeats, and once each player has had two turns, the game
ends.
There are two efficicent methods that I've found in this mini-game. The first
one is to fly up in a straight line and grab the coins without moving, then
fall back to the ground. Do this perfectly and you'll get an easy 20 coins.
The second method is to zig-zag through the air, collecting coins as you go.
By the time you reach the last player's final bounce, there will probably
only be one or two coins in the air left to be easily grab, if you can
maneuver yourself over there.
----------
Clean Team
----------
Control Stick = Move
A (Player With Foam Bottle) = Spray Foam
A (Player With Cloth) = Wipe Windows
In Clean Team, you and another player will have to clean dirty windows by
moving up and down ladders and across paths. The only obstacles that will be
in your way are water buckets, and your partners, if you get jammed in a
corner. Anyways, the player with the foam bottle must first spray the windows
with foam, so that the player with the cloth can clean it. You cannot clean a
window if it isn't covered in foam, so don't waste your time trying. The
first team to clean all their windows wins.
Obviously you need to move as fast as you can, but it's hard to do this if
the person with the cloth is trailing behind the person with the foam bottle,
because neither one of you will be able to go anywhere. Spread out, don't
crunch up in the same area. Also, a reccomended srategy for the beginning of
the game: let the person with the cloth spray at least one window before the
person with the cloth tries to clean it. It may seem like a waste of time,
but in the end it makes things easier, because you won't be struggling to try
and get out of each other's way, and it also gives enough distance between
the two of you for you to both do your jobs.
-----------
Garden Grab
-----------
A = Pull Carrot
B = Pull Carrot
X = Pull Carrot
Y = Pull Carrot
This game will have you and a partner struggling to pull an enormous carrot
out of the garden by pressing the buttons indicated on the screen. The game
will first start off by having you hit random buttons, then after time will
tell you to button-mash something, and the first team to do all this wins.
Fortunately for anybody who happens to make a mistake, there is no delay or
stunning if you accidently press the wrong button. Advice on this place? Hard
to give. The only thing I could tell you is to always keep your hand on the
controller, because as already stated you are never stunned if you press the
wrong button.
-------------
Gondola Glide
-------------
A = Move (Tap Repeatedly)
B = Move (Tap Repeatedly)
This is simply a button-mashing game that splits you into teams and then puts
you on some sort of flying gondola, where you have to smash whatever button
appears in the middle of the rings you pass through. As you pass through
different rings, the button you have to press will change. If you are
pressing the wrong button, you'll slow down or stop completely. The first
team to reach the goal is the winner.
Two bits of information here. Do not start to smash the next button right
when you see it. Wait to pass through the ring, first. I've wasted valuable
time in the past pressing the wrong button in preparation for passage through
the ring, don't make the same mistake. Also, if you're good mashing buttons
with more than one finger, try to put your other finger on the other button.
This way, you can easily switch from one to the other without wasting time.
------------
Jump The Gun
------------
Control Stick (Jumper) = Move
Control Stick (Player Controlling Cannon) = Select Target
A (Jumper) = Jump
A (Player Controlling Cannon) = Shoot Bullet Bill at Selected Target
This game is yours to win or yours to lose, it simply depends on where the
player controlling the cannon shoots the Bullet Bills and how much talent the
jumper has. The intention of the game is for the player controlling the
cannon to create a path for the jumper to move across. Make it too small, and
you're wasting time. Make it too big, and the jumper can't make it across,
falling into the hole, wasting time while the jumper is picked up. It has to
be perfect. The first team to have their jumper reach the goal are the
winners. Simple, yet complicated.
When firing Bullet Bills, keep in mind the height of the jumper and the
length of the target. There are four possible heights for the jumper, so
shoot the Bullet Bills accordingly. If the jumper is at the maximum height
and has to jump down, fire the Bullet Bill four spaces away. If the jumper
has to jump to the exact same height, fire it three spaces away. If the
jumper is at the lowest height and has to jump upwards, fire it two spaces
away. Those are the three basic rules that cover all the possibilities in the
game.
------------
Light Breeze
------------
L > R = Swing Fan
I've always found it a bit more difficult to mash L and R, but a lot less
tiring. In this game, the electricity to all the houses has broken down, so
you have to generate it with a partner by swinging a fan at a
turbine/windmill, which will move faster and faster until finally it is
moving very fast. There will be a bar at the top of the screen, and as the
two players on a team generate electricity, the bar will slowly fill up on
both sides. You don't have to generate equal amounts, just enough to fill up
the bar. The first team to do this wins.
The easiest method of mashing L and R that I've found is to hold the
controller backwards and hit them with your thumbs. Also, don't lift either
button up all the way after you've heard the click - just enough to 'un-
click' it, so that you don't waste time pushing it all the way down again.
-------
Mole-It
-------
A = Jump (Daytime)
A > A = Ground Pound (Nighttime)
This game will have you and a partner smashing Monty Moles back into the
pipes by jumping above you in the daytime and ground pounding below you at
night. When you hit a regular Monty Mole, you get one point. If you hit a
rare Golden Monty Mole, you'll get three points. If you hit a Piranha Plant,
you'll be temporarily stunned. The team with the most points at the end wins.
Your partner always seems to interfere on this stage, and the only way around
this is to jump over their heads. The best strategy, however, would be to
stick to your own sides, as this prevents you from crowding and also makes
things easier for both of you.
-------------
Pixel Perfect
-------------
Control Stick = Move
A > A = Ground Pound
I've found that this can be the simplest mini-game if you've got a good
teammate. What happens here is that a small diagram of black and white
squares will appear on the screen. You and your partner have to copy that
diagram onto the floor by flipping tiles until you've got it. To flip tiles,
you press A and then press A again, and you'll do a ground pound. Extremely
simple. The first team to complete two diagrams is the winner.
When playing this mini-game, do not bunch up. Split the field into two halves
and focus only on your section. This makes it simple and easier to complete.
However, if you're done your half and your partner is still working,
obviously you should give them a hand! Also, you should not wait for your
character to be as high in their jump as possible before hitting A again to
ground pound. You'll save a lot of time if you ground pound as quickly as
possible; this means mashing A twice as fast as you can.
----------
Rocky Road
----------
Control Stick = Move
A = Punch
A > B = Kick
Another fun mini-game here. You and your partner will be riding in a nice car
with a Shy Guy as the driver, but there will be obstacles that ruin the ride:
enormous rocks. When the car stops in front of these rocks, punch and kick
them so that they smash and break. Kicks are stronger but take more time, and
puches are not as strong and take less time. I'll give you a mini-walkthrough
of what you'll be facing.
The first obstacle will be two small rocks. Each player takes one rock, and
quickly punch them until they're gone. You'll then meet one rock of the same
size. Beat up on this with punches, and move on. The third thing will be
three rocks of the same size as the other two. Kicks may come in handy here
on the outer rocks, and then punch the middle rock as quick as possible. Once
you're done that, you'll meet your fourth obstacle - two larger rocks that
will take longer to smash. Kick these as quickly as possible, and move on.
Finally, your last obstacle will be an enormous rock that completely blocks
all view of the road ahead. Kick this thing until it smashes, then cruise to
the finish.
---------
Slot Trot
---------
A = Move Slot Forwards
B = Move Slot Backwards
This mini-game is very straightforward, just like pretty much all the other
mini-games that are 2-Vs-2. Basically, there will be two sheets of paper that
flip randomly to a new symbol after every turn. Your objective is to match up
the symbol on the sheet with the one on the wheel you're standing on. If
you're standing on the left wheel, you line up the left symbol. If you're
standing on the right wheel, you line up the right symbol. When the stars
flash around your symbol, you've got it right. The first team to line up
their symbols gets a point. The first team to get three points wins.
If you aren't careful, you could lose because of this small mistake, even if
the symbols are lined up perfectly. When the stars are flashing around your
symbol, stop spinning the wheel immediately, as you have it correct and even
the slightest movement will cause the stars to stop flashing, basically
killing your chance of getting a point.
--------------------------------------------
Section 4C - 1-Vs-3 Mini-Games
================================
In this section, I will go through each 1-Vs-3 mini-game with a detailed
description that will give you the controls, information, and strategies.
They are listed in alphabetical order.
-----------
Ball Dozers
-----------
Control Stick - Move
A Button - Swing Hammer
In this mini-game, you'll be dropped onto an enormous pinball table with many
wooden logs being placed all over. The goal is to get the ball to roll down the
table into the pipe at the bottom by smashing the logs to alow the ball to pass
through. The single player has a smaller ball, while the three players have a
bigger one (fair enough). A good strategy if you're the single player is to go
ahead and smash the necessary logs before smashing the log that allows the ball
to go through. It generally works and is usually faster.
If you're one of the three players, spread yourselves out. Have one person in
charge of getting the logs around the ball, and the other two can go down
below, clearing out the table. Because you have the bigger ball, make sure that
the space is wide enough for it to fit through.
---------
Cash Flow
---------
Control Stick = Move
Your goal in this mini-game is to collect as many coins as you cain while
sliding down an enormous water slide. You get to keep all the coins you grab.
The single player is able to move freely wherever they want, whereas the three
players are all tied together and will need to co-operate if they want to
collect as many coins as possible. The best position to be in is the single
player position, but three players isn't too bad either if you're playing with
humans. Otherwise, you'll need to co-operate with computers to win.
Note that there will also be the occasional Spiny Shell that gets in your way,
and you'll have to avoid it or be paralyzed for a few seconds.
-------------
Conveyor Belt
-------------
Control Stick = Move
A Button = Drop Thunderbolts (Single-Player)
Personally, I think this one's a bit more balanced towards the three players.
Conveyor Belt has the three players running over a conveyor belt while the
single player hovers above and drops thunderbolts wherever they please. If any
of the three players touch the thunderbolt they are dead. If you're the single
player, the best spot to be dropping thunderbolts is near the front of the
conveyor belt, so that they don't immediately get sucked away and removed. If
you drop them carefully you can trap your opponents and prevent them from
getting out. Note that dropping thunderbolts on the spikes doesn't work.
If you're the three players, stay near the back of the conveyor belt. It allows
you to avoid any thunderbolts until they actually approach you, and also makes
it easy for you to get away from them if they're actually dropped near you. If
the single player moves to the back then just run to the front.
---------------
Crate and Peril
---------------
Control Stick = Move
A Button = Jump (Three players)
This one is ridiculouly biased towards the single player, probably more than
any other mini-game. The single player shakes around a box with two spiked
shells that slide around inside, while the three players are dropped inside and
have to avoid them for 30 seconds. Not only is this ridiculously hard, but the
fact that it only invloves a simple control stick movement for the single-
player makes it impossible. I've only seen the three players with this once
before. Just hope you're on the winning end of this.
--------------
Dust 'til Dawn
--------------
Control Stick = Move
A Button = Dust
A fairly simple mini-game, all you have to do is dust the entire room until
it's spotless (how anybody can accumulate so much dust is beyond me). It's
pretty balanced, but it's all about who can press the A Button the fastest. The
room for the three players has more to clean, of course, and the smaller room
has less. There's no right or wrong for this mini-game, just co-operate with
your teammates if you're one of the three players and do not leave an area
until you see it's clean. Complete it from start to finish.
--------
Pop Star
--------
A Button = Swing Hammer (Single Player)
A Button = Jump (Three Players)
A > A = Ground Pound (Three Players)
Another button mashing game. Both teams are attempting to blow up a balloon as
fast as they can. The single player does this by pressing A repeatedly as fast
as they can. The three players do the same thing by ground-pounding as quickly
as they can. The team that blows up the balloon the fastest is the winner,
although it tends to be the single-player most of the time (it's easier to win
by button mashing than it is by ground-pounding).
-------------
Ray of Fright
-------------
Control Stick = Move (Three Players)
A Button = Fire The Laser (Single Player)
L Button = Rotate Counterclockwise (Single Player)
R Button = Rotate Clockwise (Single Player)
In this mini-game, the single player controls a laser cannon, while the other
three players try to avoid being zapped by it. When fired, blasts of light will
bounce off the walls of the arena and die out after a few seconds, so the three
players will have to get out of the way. Note that if you touch the shining
light on the end of the cannon, you're out of the game.
The single player should pay attention to how the light bounces off the walls.
By effectively using angles you can trick your opponent into thinking you're
going to pull one move, and then hitting them after it bounces off the wall. If
you're the single player, constantly moving around and staying near the walls
is key, so that you can predict where the blasts of light are going and it
might force the single player to fire them at you.
------------
Sink or Swim
------------
Control Stick = Move
A Button = Drop A Mine (Single Player)
A Button = Swim (Three Players)
This mini-game is a bit more favorable towards the single player, so the three
players will have to play cautiously. This time around, the three players are
trying to dodge mines that are being dropped down into the lake that they are
swimming in by the single player. If they are touched by a mine, they're out.
They also have to come up for air every couple of seconds, and this can be
determined by the heart with the meter inside that moves up and down. You can
get some air yourself, or it will do it automatically for you. Not the optimal
choice, but it might give you those spare seconds you need to survive.
If you're the single player, you have many options to go with. One of the more
effective strategies would be to force all three players into a corner, then
drop a mine in that corner and when they swim away, drop another mine in front
of them. Or, you could just drop a mine occasionally and when they come up for
air, immediately drop one on their head. Both methods work.
----------
Snow Brawl
----------
Control Stick = Move
A Button = Throw A Snowball
B Button = Make A Snowball
This is a pretty fun game. The single player is joined by four Monkeys or Shy
Guys, and they fight against the three other players. Obviously, the single
player's teammates aren't very effective, but they can be used as defensive
barriers once they're frozen. Or you can just stand back and let them do all
the work. If you're the three players, you've got a slight advantage in the
sense that you can cooperate with each other to target the single player,
because once he's frozen, that's it, the game is over.
------------
Stage Fright
------------
Control Stick = Move (Single Player)
A Button = Shoot Balls (Three Players)
In this mini-game the three players will be moving automatically back and forth
on small platforms, aiming to hit the single player, who is running back and
forth on a stage about 10 feet in front of them. The platforms move at
different speeds - the slowest one is at the front and the fastest one is at
the back. It isn't too hard to shoot down the single player if you have good
timing, and becuase the game lasts for a full 30 seconds. But if you're the
single player, it's good to pay attention to the locations of the three players
on the conveyor belts so you can get out of the way and act accordingly.
-----------------
Surge and Destroy
-----------------
Control Stick = Move The Orb Horizontally (Single Player)
Control Stick = Move (Three Players)
C Stick = Move The Orb Vwertically (Single Player)
A Button = Jump
A pretty unbalanced mini-game, generally in the favor of the single player.
This game has the single player controlling a massive orb that lets out huge
amounts of energy in a bolt of electricty on all four sides. If the three
players touch one of these sides, they are stunned temporarily. If they touch
the orb in the middle, they are knocked out of the stage. So the single
player's goal is to touch each one of the three players with the orb to win.
If you're the single player, make sure to use both the Control Stick and the C
Stick at the same time to move quickly and smoothly across the stage to the
side you want. It's not too hard to trap a player in the corner and knock them
out, which is what you should be doing with every player. If you're one of the
three plyers, never let yourself get trapped in a corner, always be moving
around near the sides of the stage and jumping to avoid the electricity bolts.
If you want, you could just stand in position to avoid the electricity until
the single player realizes and decides to come after you.
--------------------------------------------
Section 4D - Battle Mini-Games
================================
In this section, I will go through each battle mini-game with a detailed
description that will give you the controls, information, and strategies.
They are listed in alphabetical order.
---------------
Control Schtick
---------------
Control Stick = Control Left Hand
C Stick = Control Right Hnad
This mini-game is extremely intense and can go right down to the wire. It will
also get a lot of "WHAT!"s when players complain they had it correctly. The
goal in this game is to move your hands using the Control Stick and C Stick in
the direction indicated on the screen in front. At first the game will be
ridiculously easy, but wih time it'll speed up and continue to speed up until
somebody loses. There's no real advice I can offer for this mini-game, it's all
up to good reflexes and timing.
------------
Hyper Sniper
------------
Control Stick = Move Crosshair
A Button = Shoot
This is a fairly simple mini-game. All four players will be standing in front
of a huge target board with various circles of different sizes plastered all
over it. There are also numbers on these circles, signifying the amount of
points you'll recieve if you hit it. The board will scroll upwards to reveal
more of these circes until the mini-game finally ends. The player with the most
points wins. There are also giant Bowser circles, and if they're hit, the
player will lose all their points.
Generally the best strategy for this one is to aim above the target you plan on
hitting, because while the bullet flies through the air the board will continue
to scroll upwards. This is especially true with some of the smaller circles,
mostly the 50s and 100s. When it gets near the end and there are many Bowser
Circles surrounded by 100s, make sure to be always glancing at the score to see
if you actually need to take chances.
------------
Insectricide
------------
Any button may be used in this mini-game.
I absoultely despise this mini-game because it's all about who gets to pick
first. Basically, each player selects a different type of insect vehicle, and
then hops in. They then race to the finish line by using their unique formula
of button-pressing, whatever it may be. What makes it incredibly unfair is the
fact that you take turns choosing, meaning first come, first serve.
There are four bugs to choose from.
1) Press a certain button ten times as fast as possible.
2) Press the buttons as instructed.
3) Press the A Button when the arm extends.
4) Press the eight buttons as instructed.
-----------
Stamp By Me
-----------
A Button = Swing Hammer Right
B Button = Swing Hammer Left
There are two conveyor belts on your left and right in this mini-game, and they
move at different speeds with letters on them. Your job is to take your
stamping hammer and stamp the letters as they go by. Because the conveyor belts
move at different speeds, you'll need to find a pattern in which ones to hit.
Generally it's Left, Left, Right, but occasionally the letters will change
order and you'll have to find a different rhythm. You can also be off by a
little bit, you don't need to stamp the letter completely. You'll know you've
hit it when the letter lights up all around.
--------------------
Strawberry Shortfuse
--------------------
Control Stick = Move the Cursor
A Button = Confirm Selection
This is a pretty intesnse and fun memory mini-game that requires a good eye as
well as luck in being able to go first. There will be many monkeys, each
carrying different items. Most of them will carry a cake, but some of them will
carry Bob-Ombs. If you get a Bob-Omb, you're out of the mini-game. At the
beginning, all the monkeys will stand in rows and reveal the item they're
holding. They'll then close the lids on their item and shuffle around for about
10-15 seconds, and you'll need to keep your eye on a couple of the monkeys who
are carrying cakes.
The only problem is that if you don't go first, you won't get the first shot at
picking the monkeys with the cake. Therefore, if all four players memorized the
same monkeys, and you're last, somebody else is going to get to it, first. This
game is about luck just as much as it is about memorizing correctly.
----------------
Wrasslin' Rapids
----------------
Control Stick = Move
A Button = Jump
B Button = Punch
A > B = Kick
This mini-game is a simple fight to the death on a sailing platform that
travels through a river in the jungle. Your goal is to knock all the other
players off into the water and remain the last one on the platform. There will
also be falling nuts as you glide through, and even cannons firing at you. This
means you'll need to pay attention to your opponents and other obstacles.
Kicking your opponents is more powerful than punching, so be sure to use it
often, and also note that you can stomp on your opponents, temporarily
paralyzing them and giving you a free hit.
--------------------------------------------
Section 4E - Duel Mini-Games
==============================
In this section, I will go through each duel mini-game with a detailed
description that will give you the controls, information, and strategies.
They are listed in alphabetical order.
-------------
Asteroad Rage
-------------
L Button = Dodge Left
R Button = Dodge Right
Yay for dodging asteroids. You and an opponent will be placed into two seperate
spaceships, and you'll be dodging asteroids that are being flung at you. As
time goes on, the asteroids wil come at you faster and faster, and you'll need
to dodge them quicker to survive. The best method of performing this task is to
constantly be looking two rows of asteroids ahead, so you always know what's
coming and which path to take if you have two options. Ties always tend to be
frequent in this game because both players are facing the same challenge, and
usually will crash at the same points.
-----------------
Black Hole Boogie
-----------------
A Button = Press Repeatedly To Get Away
Argh, another mindless button-mashing mini-game. You and your opponent are
being sucked into a massive black hole, and you're trying to get out. Do this
by pressing A as quickly as you can. As the mini-game goes on, the black hole
will start sucking you in even faster, until eventually someone gives in and
can no longer survive. The key is to get the upper hand at the beginning, so
that later in you'll have a slight advantage.
-------------------
Boo'd Off the Stage
-------------------
Control Stick = Move
In this mini-game, Pink Boos will fly back and forth across the stage randomly.
They are different sizes and shapes. If they touch you, you'll be sucked into
them and you lose. There are also small barriers scattered around the stage in
an attempt to deter your progress. Always try to move back into the middle in
between the breaks that occur every few seconds, so that you can be prepared to
move in any direction. If your opoponent runs in the same direction you do,
either get in their way or make sure to stay ahead of them so that they can't
get past you.
---------
Boonanaza
---------
Control Stick = Move
A very addictive mini-game that you'll always want a second try at. You and
your opponents will be in a small battlefield, and there will be about 50 mini
Pink Boos scattered across the stage. When you approach them, they run away
from you, so you want to get them from the opposite side so that you get push
them into your cage, which is on either the left or the right (the side you're
standing on when the mini-game starts). A nice strategy is to get more of them
on your half of the field so that your opponent has to run around after they've
gotten the ones around them, while you can just stroll over and within seconds
have 10 in your cage.
-------
Cog Jog
-------
Control Stick = Move
A Button = Jump
In this mini-game, both you and your opponent will be hopping across various
gears and devices in an attempt to get to the other side. If you fall off,
you'll be snagged from the pit by Lakitu and sent back to the start. There are
many different methods of performing this task, but it's up to you which one
you want to attempt. You can go for the quick and easy win by hopping on the
edges of the spinning stars in the middle of the stage, then hop to the other
side, or you can take the long route to the finish. Keep an eye on the clock as
you play, in order to keep in mind how much time you have left and which path
you should select. Also note that every time the Thwomp pounds down, the gears
will switch directions.
---------
Full Tilt
---------
Control Stick = Move
A Button = Jump
This is a very addictive mini-game that can last forever, depending on how
quickly the contestans are able to complete it. You and your opponent will be
walking across seperate path that swing back and forth, and you need to safely
navigate your way from one end to the other. There is one checkpoint in the
middle of the race, so if you fall off after reaching this checkpoint, you'll
be returned to the same spot instead of the beginning. The key to winning is
making sure you're always pushing the Control Stick in the opposite direction
of the leaning pathway. Also keep in mind the ups and downs of the pathway
(meaning that you shouldn't jump down a slope that tilts in the opposite
direction), or anything similar to that scenario.
-----------------
Light Up My Night
-----------------
Control Stick = Move
A Button = Light A Candle
Race through the maze in an attempt to light as many candles as you can. The
first person to light five candles wins the game. As you light more and more
candles, the stage will become easier to see. As well, when you're running
around with your torch a small area around you will also light up as well.
You'll quickly see the full maze and easily be able to find the candles that
remain for you to win.
----------
Lunar-tics
----------
A Button = Light Jet Pack
This is quite possibly my favorite of all the mini-games. Your goal is to land
on the platform below as close as you can to 0 seconds. You can control how
quickly you fall by pressing and holding down the A Button to light your Jet
Pack. When lit you fall slower than you normally would. There's no real
strategy for this game, although I do find dropping to the bottom quickly and
then using the Jet Pack for the remainder of time works effectively. And is it
possible to get exactly 0 seconds? Yes.
------------
Mass Meteors
------------
Control Stick = Move
In this mini-game, the screen is split into two and you and your opponent have
to navigate your way through space and through a massive path of asteroids that
stand in your way. Because you can float you are able to easily get around most
of them, although at some points in the course it will become extremely
difficult and you'll likely hit a couple of them. Just make sure to keep an eye
on what's coming up, and when you're near the finish, stay as close to the
right of the screen as you can.
------
O-Zone
------
Control Stick = Move
A Button = Jump
A > A = Ground Pound
This is purely a luck-based mini-game that requires you to Ground Pound the
stage's various circles in an attempt to find three of the ones marked with an
'O'. You get a quick chance to glance at the locations of the O's at the
beginning, but then it quickly spins away, making it nearly impossible to
remember exactly wghich one is which. The only thing you can do is remember the
general location of them, so if you see two close together at the beginning and
you find one halfway through, you can look around in the area, or something
similar to that example.
--------
Pitifall
--------
Control Stick = Move
A Button = Select A Rope
Argh, another luck-based mini-game. In this one, you select a rope, then your
characters will line up and grab the rope, then swing across. They'll let go of
the rope, and randomly fall into the pit or onto one of the platforms. If they
fall onto a platform, they win. If both players fall in the hole, Fly Guy will
go down and randomly select one of them, then come back up with them and drop
them on the platform, and they'll win. You have no control over the result in
this one.
-----------------
Something's Amist
-----------------
Control Stick = Move
A Button = Grab Gem
In this mini-game, you and your opponent will be fighting for gems, which are
buried underneath the thick fog that covers the entire stage at the beginning.
The only way to detect where they are is by the rumble feature on your
controller, or if that's disabled, by the exclamation mark that appears above
your character when you walk by. It's a lot of lck becuase you have no clue
where the gem is going to appear, but if you want to play a more defensive
game, stay near your opponent at all times, so that if they get the signal,
you're right by to grab it if they miss. The first player to colelct three gems
wins.
--------------
Sumo of Doom-o
--------------
Control Stick = Controls Left Wheels
C Stick = Controls Right Wheels
In this mini-game, you'll take control of a tank-like vehicle, and slam it into
your opponent's in an attempt to knock them off the stage. The controls are
annoyingly difficult to master, but once you've played the mini-game a few
times, you'll catch on quickly. As the match goes on, the outside ring of the
platform will drop off one by one, until eventually all you have left is a
small square in the middle. The key is to stay in them middle so that you're
never in risk of falling off because the stage breaks loose. Also take
advantage of when your opponent is trying to recover and hit them again.
------------
T Minus Five
------------
A Button = Jump
A > A = Ground Pound
In this mini-game, there are five transporters, but you can only activate them
if you Ground Pound at the moment the panel beneath your character lights up.
If you have good timing and prediction skills, you'll be warped to the next
section, where it gets faster and harder. This process continues until
eventually, somebody reaches the spaceship after the fifth transporter. Usually
the fourth and fifth are the hardest to get, but for the fifth one, you can
easily get it by Ground Pounding when the lighted panel is at the other end of
the stage. Also note that if you miss the lighted panel, your character will be
elctrocuted and stunned for about a second, making you unable to move.
-------------
Trick or Tree
-------------
Control Stick = Move
A Button = Select A Tree
In this mini-game, there will be four dark trees hidden in the shadow. You'll
be able to see which one is the tallest, then it'll go back to the bottom and
they'll start shuffling around. It is difficult, but possible, to memorize
which one is the tallest one. Once they stop shuffling, select a tree, then
start climbing. The player that climbs up the taller tree wins.
--------------------------------------------
Section 4F - DK Mini-Games
============================
In this section, I will go through each DK mini-game with a detailed
description that will give you the controls, information, and strategies.
They are listed in alphabetical order.
------------
Banana Shake
------------
A Button = Press Repeatedly To Shake Tree
B Button = Dodge Hammers
This would be a complete button mashing mini-game for coins if it wasn't for
the hammers that drop down every now and then while shaking the tree. In this
mini-game, each character presses A as fast as they can to shake a tree and
knock out bananas for themselves. Occasionally, hammers will drop down that you
can dodge. Make sure to be paying attention to the screen while playing to keep
track of falling Hammers, because if you just button mash with your eyes on the
controller, you won't win.
-----------
Pier Factor
-----------
Control Stick = Move
A Button = Confirm Selection
This is purely luck-based, because it is impossible to keep track of every
banana and where the barrel you select is going to roll. Basically, all you
have to do is select a barrel, then jump in and watch it roll down the
pathways, colecting bananas as it goes. It will turn left, right, and crash
into other barrels as it goes along, until eventually, it reaches the finish.
Just hope you make a good choice on this one.
---------------
Tally Me Banana
---------------
Control Stick = Move
A Button = Bounce
In this mini-game, there will be a large pool in front of you, surrounded by a
small deck as well as barrels inside the pool. Your job is to bounce onto the
stage and go from barrel to barrel, opening them and collecting bananas as you
go along. If you fall into the water, you're out for the rest of the game, and
can't collect any more bananas. If somebody has fallen in the water, you can
use them as a stepping stone for your convience, in case there aren't any other
barrels around to jump on.
--------------------------------------------
Section 4G - Bowser Mini-Games
================================
In this section, I will go through each Bowser mini-game with a detailed
description that will give you the controls, information, and strategies.
They are listed in alphabetical order.
--------------
Dark 'n Crispy
--------------
Control Stick = Move
In this mini-game, you and your opponents are all dropped onto the four corners
of a stage with Bowser in the center. Bowser hits the lights, and you're a
mostly darkness. Bowser will then stomp around, trying to hit someone or flame
them with his fiery breath. If he hits you, you're out of the game and you'll
pay the price of failure. If you're able to survive the 30 seconds, you'resafe
for the time being. Note that you can also fall off the edge of the stage to
your demise, so be careful of that, too.
----------------
Dizzy Rotisserie
----------------
Control Stick = Move
This is an intense and fun minigame where you have to exit the room safely
before a huge firely inferno begins. The only problem is that your character is
a bit dazed. That means you won't just walk out in a straight path, you have to
tilt the Control Stick in random directions until you can figure out which way
is straight, then try to get around the Bowser statues to exit safely. If you
don't get out within 30 seconds, Bowser will close and lock the gate and
anybody trapped inside will be burned in flames.
--------
Pit Boss
--------
Control Stick = Move
This time around, Bowser will be in control of a large stadium, and will drop
down spiked balls on you and your opponent. All you have to do is dodge them.
Easy? Not really. These spiked balls are fairly huge and hard to avoid. It's
easy to be cornered and even easier to lose the mini-game. Fortunately, there
will never be more than three spiked balls in the arena at a time, but that
still doesn't help very much as you'll dodging for as long as you can.
--------------------------------------------
Section 4H - Rare Mini-Games
==============================
In this section, I will go through each Rare mini-game with a detailed
description that will give you the controls, information, and strategies.
They are listed in alphabetical order.
----------
Block Star
----------
Control Stick = Move The Cursor
A Button (Press And Hold) = Carry Block
A Button (Release) = Drop Block
B Button = Raise Stack
Yay for random puzzle games. The objective of this game is to move blocks
together and link five or more of them to make them disappear. Clear away all
of the Star Blocks to beat the level. If you can clear away a Time Block,
you'll add an extra 15 seconds to the timer. This is useful as you get extra
points for any remaining time when you clear a level. Also note that blocks
will flash red and drain precious seconds from the timer if they stack too
high. Avoid wasting any time.
---------
Dunk Bros
---------
Control Stick = Move
A Button = Jump/Shoot
B Button = Pass/Steal
X Button = High Pass
Nice! This rare mini-game is extremely fun to play multiplayer. All that
happens is that you and a teammate are dropped onto a street ball court for
some two-on-two basketball. Except with this game, you can stomp on opponents
and squash them, slowing them down. When shooting, you'll need to hold on to
the A Button for a while and float through the air for a couple of seconds,
because otherwise your shot will fall short. Hold it for too long, however, and
your shot will go too far. It'll take a couple of games but eventually you'll
be able to perfect that shot.
Make sure to frequently incorporate stomping into your gameplan. High passes
are also equally important for lobbing the ball over defenders to your teammate
for an open shot, or for alley-ooping them to your teammate for an in your face
style dunk. This game is simple, very simple, yet fun.
---------
Lab Brats
---------
Control Stick = Move
R Button = Overhead View
In this rare mini-game, you take control of your character and meet up with
Professor E. Gadd, who introduces you to his maze manufacturing machine and
challenges you to solve all his mazes within the time limit. There are a total
of five mazes, and along the way, you'll meet various different characters, and
they'll follow you to the end of the maze. There is one of these characters per
maze. The more you get, the higher your rank will be at the end. These mazes
are randomized, so there's no strategy for them. Use the overhead view
frequently is the only important one. Good luck.
-----------
Seer Terror
-----------
While this isn't a real mini-game, you do get your fortune told by Bowser. All
you have to do is look into the crystal ball and select a rope, then you'll see
a small scene of the fortune that you've been granted. As Bowser's the one
telling your fortune, it'll generally be bad, but this is good for a couple of
laughs and not much else.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
**************************
* Section 5 - Conclusion *
**************************
Section 5A - Closing
======================
Well, that's pretty much it! You've reached the end of my Mario Party 6 FAQ.
Hopefully you enjoyed reading this, and that it was helpful to you in some
way. I also hope you appreciate this work - it came from hours upon hours of
typing, playing, and staring at a computer screen to compile this FAQ.
That's all I have to say. See you in the next FAQ!
--------------------------------------------
Section 5B - Credits
======================
**
http://www.network-science.de/ascii/input.html**
The link itself says it all, my ASCII art for the first page came from here.
It doesn't just come in one font, either - there are many other types as well,
I just chose to use a rather simple one.
**LiteMemorie**
I was originally under the impression that it cost 50 stars to unlock
Toadette, until LiteMemorie corrected me.
**KyleSinclair**
For creating the strategy in the Snow Whirled mini-game that I've listed in
the FAQ.
**ResidentEvilOut**
He pointed out that there was actually a fourth type of orb, the blue colored
one, which are for items that you simply hold.
**Videogamemaster777 & Deathborn 668**
When I asked, they both gave me a hand by telling me all of the panels in the
mic mini-game Speak Up.
**Jeff 'CJayC' Veasey**
Without him, this FAQ wouldn't exist in the first place. He has the best video
game reference site I've ever found in GameFAQs, and I hope he continues with
it for years to come. I can't thank him enough.
**You**
Why you? Because as the reader, you provide me with a reason to write. What
use would this guide be without people to read it? Thank you.
--------------------------------------------
Section 5C - Contacting Me
============================
Questions? Comments? Suggestions? Corrections? If you have anything to say, you
can email me at bowser194(at)gmail(dot)com. You can also find me on the boards,
but that definately isn't the best way of talking with me. Email is preferred.
I'm generous enough to give you the privilege of contacting me, so please do
not abuse this privilege. When e-mailing me, please put Mario Party 6 somewhere
in the title, just so I have an idea of what the email has to do with, and so I
don't think it's spam. The odds are that you will receive a response if you
followed the above guidelines.
Do not email me asking for permission to host this guide. If you're not on the
list found in the copyright section, your request will be turned down.
Simple, I hope.
--------------------------------------------
Section 5D - Copyright
========================
This FAQ is not to be reproduced, altered, or changed in any way. You cannot do
anything with this FAQ that will be profitable in any way. It is not to be used
for promotion or commercial purposes of any kind. It is not to be used in
published text of any kind. It is not to be used in electronic text of any
kind. It is not to be distributed in any way. Please comply to all of these
rules/restrictions.
The only sites allowed to host this FAQ are the following:
GameFAQs -
http://www.gamefaqs.com
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http://faqs.ign.com
Gamer Help -
http://www.gamerhelp.com/
If you're not on this list, you are not allowed to host this guide. Don't email
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This FAQ can be saved to hard drive. It also can be printed, but for personal
use ONLY. Once it is printed or any part of it is printed, do not do any of
the aforementioned things with it. Remember, plagiarism is not only illegal,
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If this FAQ is found anywhere other than the sites listed above, please notify
me. This FAQ is written by and owned by me, bowser194.
Copyright (C) 2006 bowser194