Mario party extra terrestrial

Mario Party Extra Terrestrial
Mario Party is the sequel of Super Mario Party Jamboree and is part of the Mario Party series. This game is developed by Gear Games and published by Nintendo for the Nintendo Switch 2, coming soon on August 14 2026. It is notable for following the aspect of its predecessor in question while also "cranking up the craziness" of the series.
Contents
1Story
1.1Party Mode
1.2Minigame Isles
1.3Wario Party
2Gameplay
2.1Gameplay Differences from Super Mario Party and previous Mario Party games
2.2Gamemodes
3Characters
3.1Playable Characters
3.2Non-Playable Characters
3.3Quotes
4Spaces
5Items
6Boards
6.1Regular Boards
6.2Adventure Boards
7Minigames
7.1Free-For-All
7.21-v-3
7.32-v-2
7.4Battle
7.5Lucky
7.6Teamwork
7.7Superstar
7.8Boss Battles
7.9Evasion Minigames
7.10Extra
8Gallery
9Trivia
9.1Other Trivia
P.s There will be double stars for 45 coins and a normal star is 20 coins and the ztar will lose you one dice and the diamond star gets you five stars for 50 coins if you land on a very lucky space and that only happens if you land on a blue space and a hidden block appears and you get a star and this secret message and afterwards on the next turn you have to land on a lucky space and if you do that then it would teleport you to a unknown area which then you use a turbo dice to get exactly forty and once you do so than the diamond star will appear and you will get it if you have enough coins.
Story
The story overall is only slightly bigger than in Super Mario Party; the story all begins with Mario and his friends, as well as Bowser and his Koopa Troops, gather in for another round to be the biggest Super Star, with some more guests like Princess Lotus and Pearl coming for the party this time around. In addition, those who had only watched from the sideline, which include Boom Boom, Blooper and Birdo, also joins the party, making it one of the biggest parties of all time in the entire Mushroom Kingdom, and maybe even the whole world.
Toad and Toadette, alongside with Toadsworth, had noted that there are eight more guests that will only join in after being defeated in their challenged, and Kamek had been noted to be absent, with Bowser adding that Kamek is among those guests and admitted to be puzzled with why Kamek didn't just join in yet, but reluctantly added that a fill-in comes in... someone who is a descendant of "that poisonous troublemaker". 
It turns out to be Guramina, watching from her telescope, who at first seems to plot a dastardly plot but turns out to be dancing, happy to be among the hosts of the newest party for a change. She then noticed the oddly colored bubbles before dismissing those as special effects and floated away.
It turned out to be sent by a shadowy figure from further away, who turns out to be Wart, planning to get even with Mario and co. by stealing their Stars to become even more powerful and able to take over both dreams and the real world. He ends up cackling before letting out a loud croak before disappearing in bubbles.
Party Mode
During the Party Mode, the partygoers handles various threats that are problematic for both sides, aside of the Koopalings who simply keep things fair and imperial in their own fashion, but only one will come out on the top as the True Super Star. It isn't until they managed to thwart Wart's plan that have one emerging victorious. Whoever character would be depends on who got the most victories in all default boards and Bowser's Subsconcious Castle, with the victor's image being replacable by the next winner in respective maps.
A stinger of the credits after the True Super Star celebration showing Wart and his wrecked minions, with the undrlings crying over their humiliating defeat. Wart himself become stunned and upset, wondering how he failed this time...
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Minigame Isles
During the first playthrough of Minigame Isles, Sledgequake invite the others for a test of strength, endurance, agility, knowledge and dignity in the titular isles, but not before warning them about "unseen guests" who already conquered the isles. Sledgequake wishes others good luck before departing for the final island.
As the player progresses through the Minigame Isles and defeated various Challengers, he or she reaches the Super Isle, a board game inspired isle with the toughest minigame challenges to date. Once the player had defeated Sledgequake, however, the tough Sledge Bro. warns the player that there is one more Challenger left before he or she could be considered as Champion. It turned out to be a random playable character that isn't a prior Challenger, protesting about the player's victory!
With the true final Challenger defeated, the player is declared Champion of the Minigame Isles, with Sledgequake congratulating the player. Any further playthrough of the game wil have the Challengers being random playable characters not selected by the player.
Wario Party
The story of this gamemode is even shorter and is meant to be a what-if scenario; Wario challenges everyone to see who could keep their Coin and Stars the most... Wario himself doing everything he can to steal them to shake things up. If Wario is used by the player in the hobby, then Bowser take over Wario's role.
For the first playthrough, only Wario (or Bowser) will be used by the fifth player, while the rest cannot select the titular character. After a full board game playthrough, the character restriction is lifted, allowing anyone to play as any default and unlocked character as normal.
Gameplay
Crazy Mario Party, being the direct sequel to Super Mario Party, retained the core gameplay of the Mario Party games prior to Mario Party 9 as well as a few mechanics from Mario Party: Star Rush such as the Allies and Character-specific Dice Blocks.
In any of the Main Party Modes, four players (or less, two being the bare minimum) compete in various boards by taking their turn, rolling their dice and stepping on the next space depended on the number shown by the dice. The space's function depends on their image, and there are spaces with beneficial effects or hindering effects. The only difference between each playable character, other than their animation, is their signature Dice Block, and with no actual gameplay balance issues and the signature Dice Block tend to rely on luck and taking risk.
With the exception of the new Wario Party mode, each Party Mode will have a randomly chosen minigame to test the player's skills. Unlike the previous Mario Party games, the pure-luck minigames are moved into the new version of Lucky Space, which always gives either items, a good amount of Coins or even a Star depended on the player's good luck.
Gameplay Differences from Super Mario Party and previous Mario Party games
Every players start with 10 Coins and each Star costs 20 Coins like in Hudson Soft Mario Party games.
However, the starting amount of Coins per players and the Star price can be changed from 5 to 50.
The amount of turns can be tuned up to 50 turns again.
Boss Minigames returns and in Mario Party mode, the "mid-boss" Minigame after the first half, and the "main boss" Minigame appears after the Superstar Minigame. Like in Mario Party: Star Rush, the player who scored the most points will be awarded with a Star.
Unlike the Boss Minigames in Mario Party 9, 10 and Star Rush, the players can damage each others, and each players have three hearts. More about Boss Battles will be explained in the Boss Minigame section.
Each player can recruit up to five allies, as opposed to Super' four allies.
The maximum of allies allowed can be set between 1 to 5, and even disable them altogether, in one of the Main Party Options.
There is an option that change the intensity of the Spaces;
Classic: 3 Coins gained and lost from Blue Space and Red Space respectively, and Bad Luck Spaces are normal until the five last turns.
Frantic: 6 Coins gained and lost from Blue Space and Red Space respectively, and Bad Luck Spaces become Extra Bad Luck Spaces after the Mid-Boss being defeated.
Insane: Blue Space gives the equal amount of the user's dice roll, but the Red Spaces always remove a quarter of the player's current amount of Coins. Extra Bad Luck Spaces appears right from the start. The non-Event Spaces shuffles after every three turns.
Unlike Super, Crazy have returning Minigames which are from the past portable Mario Party games; Advance, Party-e, DS, Island Tour and Star Rush. Multiple minigames are also modified to be more in-line with the newer Minigames.
Boards are quite larger than in Super Mario Party, to help accommodate the Allies mechanic better because of the potential high number rolls, and also to give slightly more Events for each boards. There is still the Lite Version which is a smaller version for each Board.
Some Character Dices are modified to be either more varied, more useful, or more risky but more rewarding. Yoshi and Monty Mole are notable cases.
Like in the final boss minigames from Mario Party 4 to 8 and DS, the players have health and can lose even more points if they knocked out. Although they will respawn after five seconds, if all players get knocked out at once, the boss will win and get away with the Star, encouraging players to be more cautious.
There is an option to turn off Hidden Blocks, or make them only giving Coins. Hidden Block Cards is only affected by "Coins Only" option.
Free-for-All minigames can now be played by just two players, essentially replacing Duel Minigames. This circumstance can be selected in Free Play or when a player ends up in the same space of another in the last five/three turns in Party Mode.
Some characters give an angrier look when facing a certain boss. In DK's and Diddy's case, they get angrier when confronting Ba-Boom, Krusha or K. Rool. The bosses' interaction in the new Party Plaza also changes depended on the character (such as Ba-Boom, Krusha and K. Rool being more mean toward DK and Diddy).
Gamemodes
There are multiple game modes the player can enjoy, two of them being single-player exclusives.
Party Modes
Traditional Party
The Traditional Party have the Boards forming a looping circulation, with different paths to take. The Star can be obtained by getting to Toadette and spend 10 Coins (or more depended on the gamemode settings). The Mid-Boss is faced after the first half of the total turns, while the Boss is faced after the full total amount of turns. Each end-of-turn Minigames determines the team depended on which space they are on (Blue or Red, with any other space gives either blue or red by random).
Allies can be recruited by stepping on the Ally Space or by using the Buddy Phone. Guramina handles the Bad Luck Spaces. Star Price can be set by any number dividable by five, but no less than 10 and no more than 50. The amount of Turns can be also set between 10, 20, 30, 40 and 50, with the Quick Save option available during Board Turn.
Partner Party
The Partner Party have the Boards being free-movement boards that is used mainly in Mario Party: Star Rush. The team moves at the same time, and if two players get into the same space where Toadette stands in, two stars can be obtained at once! The rest of the mode plays identically to Traditional Party, although 1-vs-3 minigames cannot be played.
Allies can be recruited by reaching them or by using the Buddy Phone. Guramina handles the Bad Luck Spaces as usual. The Star Price and Turns can be set like in Traditional Party. The player on one team can jump into the other team to make them lose one coin, which can make a difference strategically used well!
Wario Party
The Wario Party's goal is different from others' goal; four Players play as usual in free-for-all fashion by collecting the most Stars from Toadette and each player moves independently, while the single player called the Thief (with Wario being the default character, but the single player can be any other playable character) have to steal them by hitting them on the same board, can take the Star away from Toadette, and can carry five different items at once, while each player of team-of-four can only carry two at a time.
The minigames plays as usual, with the Thief participate only for Free-For-All at the end of turn (if it happens) 1-vs-3 minigames and special Boss Battles that occurs when one of the team-of-four players reached the Thief and at the end of all turns, respectively. The battle against the Thief is the only time the Players works together, as the goal for the Players is that only one Player who get the most Stars is the victor, while Thief have to collect as many Stars and Coins as possible.
Allies are not available in the boards but are provided in allies-compatible minigames. Guramina try to hinder the Thief if he/she gets ahead but help him/her if he/she get behind, while Toadette try to move away shall the single player isn't quick enough. The Star Price and Turns can be set like in Traditional Party. The only Boss Battles are the one exclusive to the Wario Party, and those are special 1-vs-4 boss battles which involve the single player pitting out against the team-of-four players, stealing each others' Stars as last stretch to determine the winner. If Bowser is being the Single Player, the mode will be named Bowser Party, a nod to the party mode at his namesake from Mario Party 10.
Adventure Party
The Adventure Party is different from the other Party Modes; this involve teamwork and working as a team thorough the five special boards called the aptly named Adventure Boards. Instead of using dices and spaces, the players use their personalized airship to explore the boards and avoid obstacles such as Bullet Bills and Water Podoboos. At the end of each Adventure Board, the player will confront a strong boss to complete the adventure. Although the airship is piloted by a random, non-selected ally, the four players can control their own cannons to shoo away enemies with cannonballs, activate switches, and pop a Minigame Balloon and the much rarer, mythical Diddy Balloon.
The airship can be damaged by the enemies and obstacles, and once the engine becomes too damaged, the airship will make a crash landing and it is game over! Fortunately, the players can play the Teamwork Minigames in order to collect Bolts that will repair the engine. Passing checkpoints and collecting every ten coins will also give extra Bolts. Guramina and/or Wart appears in the last parts and may try to bring misery to the players by changing the obstacles, summoning enemies, or even directly attack them. Popping a mythical Diddy Balloon also fully recover the airship.
Minigames that are exclusive (and onwrly available) to this mode are the Teamwork Minigames, which involve all four players working together to get as many scores as possible, or complete the objective as soon as possible, in order to get a higher Rank which gives more Bolts. Failing a minigame, or having a score too low, will result the players to have no Bolts with a E Rank. Here are the following Ranks:
S Rank: +30 Bolts
A Rank: +20 Bolts
B Rank: +15 Bolts
C Rank: +10 Bolts
D Rank: +5 Bolts
E Rank: No Bolts
Crazy Party
The Crazy Party is very different from other Party Modes; instead of collecting the most Stars, the goal is to make score as many points as possible by winning minigames, collecting coins and Stars, defeating Bosses, and avoiding Guramina who instead of being the Bad Luck Host (and more than just a boss in Guramina's Frenzy Fortress), she attempts to attack the players who get into her aimed spaces.
Crazy Spaces are also more frequent, and the Minigames are permanently into Crazy Mode, the hard mode version of each and every Minigame. Only experienced players or those who want pure madness should play this game.
Minigame Won: +10 Points
Coins: +1 Point (Yellow), +5 (Red), +10 (Blue)
Boss Battles: +15 (1st), +12 (2nd), +10 (3rd), +5 (4th)
Minigame 4th Place: -5 Points
Blue Space: +3 Points
Red Space: -3 Points
Allies: +2 per Ally
Struck by Guramina: -5 (Light Flash), -7 (Thunderbolt), -10 (Hand Smash)
Lobby Party
The Lobby Party plays the same as Traditional Party or Partner Party depended on the selected Board (with each Board have a Traditional Version and Partner Version), but the amount of turns is unlimited and make a server that allows other players from the world to collect as many stars as possible. Up to twenty-four players join the fun, and there can be more than one same character that can be played as.
Minigames will determine by pure randomness, and all players will participate in the Allies-compatible minigames, with the CPU filling up missing slots to make the team more equal in number. In non-Allies compatible minigames, the amount of all active players will be divided by four and be separated by up to six "Arenas", a separate sub-server for each four players. Any player can quit at anytime during their board turn. All players move at the same time in this mode. Allies cannot be recruited.
Solo Modes
Dream of a Champion
The Dream of a Champion allows the player to learn the basic of Mario Party and then take on a adventure where the player have to clear all of the eight boards. You do not need to win every single board; you just need to collect the most stars among the four competitors thorough all eight boards. It also comes with a difficulty setting similarly to the computer players' AI difficulty, allowing both newcomers and experts to complete this mode.
This mode is needed to unlock Yoshi's Tropical Island and Bowser's Subconcious Castle boards without spending Coins, by competing into these boards.
Minigame Isles
Run thorough all eight Minigame Isles that have all of the non-Boss Minigames, and confront the Challenger at the end of each Isle. Some minigames are reused with different win conditions, and unlike similar modes from previous Mario Party games, the player have unlimited tries.
This mode is needed to unlock the unlockable characters without spending Coins, by defeating them each of them. The Challengers serves as bosses in a technical matter, and each Isle have a different Challenger to defeat, the "final boss" being Sledgequake of all people.
Magical Isle: Kamek
Dojo Isle: Pionpi
Midnight Isle: Kurokyura
Engine Isle: Slanito
Toy Isle: Kyu T
Pipeline Isle: Petey Piranha
Mirror Isle: King Boo
Super Isle: Sledgequake, and then a random playable character not from above
Minigame Modes
Free Play
Free Play is a all-for-fun mode that allows the player(s) to play any minigames unlocked so far. There is no limit of how many times a minigame can be played and there is no time limit for the entire mode, so go ahead and practice with your favorite minigames, or the hardest ones!
Allies will be provided for Allies-affiliated minigames, but this is optional for the Boss Battles.
Mariothon
Play five minigames straight and determine the winners based on rankings. This mode can be played online with friends from fawaway or worldwide to settle the score of who is the best of the best!
Like in Free Play, Allies will be provided in Allies-affiliated minigames and Boss Battles.
1st: 5 Points
2nd: 3 Points
3rd: 2 Points
4th: 1 Points
Endurance of the Sky
Do not lose all of your three, four or five balloons depended on the set amount of balloons selected by the player. You will lose one when you get the fourth place, and some rounds have two balloons lost for the 4th place, or only the 1st place doesn't lose one balloon.
Allies are provided for Allies-compatible minigames. 1-v-3 Minigames can be disabled as an option. In every three rounds, a special round will begin.
Double Trouble: 4th place or those on the losing team will lose two balloons instead of one!
Big Risk: 1st place or those on winning team wins one balloon, but everyone else loses one of their balloon.
Boss Fight: Similar to normal round, but the 1st place can get an extra Balloon.
Crazy Round: The next minigame will be set into Crazy Mode.
Lose to Win: Be the first one to lose, or else you will lose a Balloon!
Final Round: When all surviving players have only one Balloon left, a Superstar minigame will play. Only the 1st place will survive.
Bingolympic
Get the 1st place in the next minigame and hope that you make the required line or formation (i.e. four corners) in the bingo board, or fill your own bingo board by winning as many minigames as possible before the other does!
Each space on the board have a specific minigame to win. If there is no Bingo line yet, the played minigames will be replayed in random order. The center have a Boss Battle Minigame or a Superstar Minigame, and some Minigames have a golden "C" mark which indicate that those Minigames will undergoes in Crazy Mode.
Boss Bastion
This special boss battle mode includes all of the regular Boss Minigames (i.e. all Boss Minigames not exclusive for the Wario Party mode) and succeed on completing specific objectives. The final boss, Wart, is always faced as the last boss. 1st place gain five points bonus, 2nd place three points, 3rd place two points and no points for last place at all. Allies are provided as an option.
Free-For-All: You can steal a point from another player by hitting them! Not compatible in (TBD).
Doubled Health: The boss have twice as health, making it longer to take but also invest more scores.
Quick Match: The boss have half as much health, but the players can lose twice as much points if hit by anything.
Bubble Trouble: Wart's bubble projectiles will appear and attempt to disrupt the players' progress by hitting them and make them lose a point. They can be taken out by a punch or a projectile, but no points can be made by doing so.
One-Hit: Players have only one HP, as well as their Allies. However, the amount of points earned by the player are tripled!
Magical Trouble: Guramina's light spell falls from the sky, making a blinding light which have small hitbox but can make it difficult for the players to see. Thankfully, they appears much more sparsely than Wart's Bubble Troubles.
Star Hunt
Collect as many Stars as you can in the four Wario Party exclusive boss fights as the Thief Player, stealing the unlimited Stars from the four computer controlled opponents as many as possible. Wario hosts the gamemode (although if the player plays as him, Waluigi will take the place) and sends snarky comment when the player didn't made a good job. The mode ends when all of the Wario Party Boss Fights are completed.
Loser - 0 to 7 Stars.
Amateur - 7 to 12 Stars.
Advanced - 13 to 16 Stars.
Strong - 17 to 21 Stars.
Ruthless - 22 to 26 Stars.
Almighty - 27 to 30 Stars.
Wonderful - 31 to 39 Stars.
Richness Master - 40 Stars or more.
Extra Modes
Drop & Block
This puzzle game involves dropping colored blocks that have to be assembled into bigger blocks and then smash when necessary. Breaking bigger blocks not only have even higher point than smaller blocks, but also allows more space and combo multiplier once it is done. More information about this game at the Minigame sub-article.
This Extra Mode is available from the start, allowing the players to hop in at any time.
Hex Trouble
Form a team of six characters and run thorough specially made maps called the Hextuple Boards that are linked toward each other. The goal is to collect the six orbs and get into the top board while taking on the other three teams! The six Hex Orbs are held by different, random bosses, all with their Boss Minigame in Crazy Mode.
This Extra Mode is only available after getting the most Stars in Adventure Mode or at the shop for 250 Coins.
Party Studio
Make your own Board with various spaces available, two bosses of your choice, and with the Mod Mode being compatible with this game, even unique hazards and custom bosses! The boards will be shared with multiple players throughout the world, with restrictions to avoid inappropriate contents to be shared.
This Extra Mode is available once the player had played two different Boards or at the shop for 50 Coins.
Tawks' Extra Shop
Tawks seems to want having his own shop after being more or less a part-time substitute of Funky Kong when the latter works at a shop. This energetic parrot will help you invite characters that are yet to be unlocked, getting Minigames that are yet to be discovered, and even buy cool new stuff like new modes and figurines... for the right price!
This Extra Mode is available at any time... but obviously you wouldn't go to a shop with empty pocket, do you?
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Characters
There are playable 48 characters, some of them being newcomers of the series, as well as major characters.
Mario
Luigi
Peach
Yoshi
Wario
Donkey Kong
Daisy
Waluigi
Diddy Kong
Rosalina
Noki (New!)
Bob-Omb Buddy (New!)
Cappy (New!)
Pearl (New!)
Princess Lotus (New!)
Cosmetta (New!)
Bowser
Bowser Jr.
Boom Boom (New!)
Pom Pom
Koopa Troopa
Dry Bones
Blooper
Shy Guy
Hammer Bro
Goomba
Monty Mole
Chargin' Chuck (New!)
Boo
Spike
Lakitu (New!)
Pokio (New!)
Birdo
Tostarenan (New!)
Cheep Cheep (New!)
Chuckya (New!)
Nabbit (New!)
Ninji (New!)
Topman (New!)
Brolder (New!)
Unlockable Characters
Kamek
-
Pionpi (New!)
Kurokyura (New!)
Slanito (New!)
Kyu T. (New!)
Petey Piranha (New!)
King Boo (New!)
Sledgequake (New!)
Toadsworth
The main host of the game. He guides you how to play the game, host a few minigames, and even give instruct how each Space and hazard in each board work. He also hosts multiple Minigame Modes as well as hosting the single player mode, Dream of a Champion.
Toad
The main host of the Party Modes. He tells you how to play in the board, tells the current progress of the game and comments when Mario is being recruited. He's a bit shaky when Guramina is being around.
Toadette
She carries the Stars and the player have to reach her in order to get one. She does her best to stay cheerful and fair with the players, but she try not let the Thief player win too easily in the Wario Party mode.
Red Lakitu
As Lakitu is participating to parties, his red-shelled counterpart is taking his place for the Lakitu's Snatch Shop. He will help the player who managed to reach him by stealing Coins for free, or even a Star for 30 Coins.
Koopa Paratroopa
The winged friend of Koopa Troopa will help the player to reach a rival for 5 coins. Thing is, he doesn't like transporting heavier characters like Wario, Bowser and DK.
Flutter
Almost always working with a smile, Flutter allows the player to buy one of her three items she had brought. She have better chance to bring up better items at later turns.
Bullet Bill
While the Bullet Bills are used as projectiles and they don't mind about it, this particular Bullet Bill will help you by chasing a rival way for 6 spaces backward at the cost of five Coins.
Snifit
This Green Snifit runs his own station that, when paid for five Coins, shoot down a rival to reduce their dice roll with -5, but no less than 1 for their next dice roll.
Fly Guy
Want to steal any item from a particular rival? Fly Guy is your man, doing the job for you at any time, any turn... so long that you got any Fly Guy Tickets with you.
Peepa
Peepas are usually troublemakers, but this Peepa is ready to help out when you bring the Peepa Bell, taking one Coin away form a rival from each one step.
Walleye
Bring your Walleye Door, because this fellow is ready to make a roadblock to your rivals. He will be flattened instead against a rival who is using a Mega Mushroom, so be wise when using a Walleye Door!
Winged Yoshi
This good friend will help you to get away from Guramina in Yoshi's Tropical Island, so long that you have a Blue Fruit in hand. Always nice to have a winged friend to get away from troubles!
Lanky Kong
This friendly Kong may have no style and grace, but his funny face and surprisingly great management makes up for that for him to handle the Kong Hotel. When you meet him after activating an Event Space, he will give you fifteen Coins, two items or even a Star depended on where the wheel stop.
Tawks
After being a good partner of Funky Kong in Funky's Fly 'n' Buy, he went on his own in the Extra Shop, allowing you to get extra stuff for the right price. He said that Funky Kong himself is preparing for the parties... Could this be true?
Guramina
As Kamek is doing something else (turns out, he's joining the fun once again), Guramina is doing the "necessary evils", as in delivering the Bad Luck Spaces to spice things up. She also have a much more prominent role in Crazy Party as trying to make the players to lose points, and you can even come face to face with her as she is the main boss in Guramina's Frenzy Fortress!
Wart
This frog of a king of nightmares is the main antagonist of the Dream of a Champion mode, and as a result the entire game. He intends to get the Stars in an intent to brainwash more than a good amount of baddies he managed to brainwash... but what dastardly goal he have in mind?
Bosses
Up-to-no-good baddies who will bring troubles in the boards. Taking a bit inspiration of Mario Party DS where the bosses interact with the players in the board (all negative), they now take more active role by acting as hazards during board turn. Once the mid-boss of the board is taken down, the boss of the board will show up. The mid-bosses are confronted at half of the total turn, while the boss will take place after the Superstar Minigame (which take place at last turn).
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Quotes
Crazy Mario Party/Quotes
Spaces
Spaces are the main locations that the player advances by their dice roll, and the effect depends of the type of Space it is.
All of the Spaces that appeared in Super Mario Party will also returns in Crazy Mario Party, as well as multiple new Spaces. Some Spaces are exclusive to either Traditional or Partner version of the Boards.
Regular Spaces
These Spaces only activate when the player stopped into them.
Plus Space
Grants 3 Coins to anyone who landed on it.
Traditional Party Exclusive
Minus Space
Takes 3 Coins away from anyone who landed on it.
Traditional Party Exclusive
Start Space
This is where everyone starts. No effect when landed on.
Traditional Party Exclusive
Event Space
Depended on where it is located, landing on it cause either good or bad thing to happens.
Available for Both
VS Space
Everyone bets their Coins in a mid-turn Minigame!
Available for Both
Ally Space
Grants a random ally that is yet to be recruited.
Traditional Party Exclusive
Item Space
Grants a random Item. For free, of course!
Available for Both
Lucky Space
Play a Lucky Minigame to win Coins, Items or even Stars!
Available for Both, Hidden in Partner
Bad Luck Space
Guramina comes in to give a bad luck! Do not stop in there!
Available for Both, Hidden in Partner
Crazy Space
A crazy event will happen, whatever it would be good or not.
Available for Both, Hidden in Partner
Shuffle Space
Shuffles everyone's position.
Partner Party Exclusive
Star Space
Landing on it will grants a Star, for the right price.
Partner Party version of Star Space
Pass-By Spaces
These Spaces activate when the player passes by.
Star Space
Reaching Toadette will grants a Star, for the right price.
Traditional Party version of Star Space
Lakitu's Snatch Shop
Summon a red-shelled Lakitu to snatch Coins for free, or snatch a Star for 30 Coins.
Available for Both
Paratroop Transport
Summons a Koopa Paratroopa to be transported to a rival's spot for five Coins.
Available for Both
Flutter's Snatch Shop
Summons a Flutter to let you buy one of the three Items she brings in.
Available for Both
Bullet Bill's Blaster
For five Coins, the Bullet Bill will chase after a rival, causing it to step back at
6 Spaces backward.
Traditional Party Exclusive
Snifit's Station
Pay 5 Coins for the Snifit, who will shoot projectiles that reduce a rival's Roll Dice by -5, but no less than 1.
Partner Party Exclusive
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Items
Items functions the same of how they worked and how they can be obtained in Super Mario Party. This time, they can be obtained from Lucky Minigames.
There are also board-exclusive Items that only appears in their respective board, such as the 1-Up Mushroom and the Blue Berry.
Items
Dash Mushroom
Add 3 to a dice roll.
Poison Mushroom
Subtract 2 to a selected opponent's dice roll.
Golden Dash Mushroom
Add 5 to a dice roll.
Double dice Roll up to 20 spaces
Triple dice Roll up to 30 spaces
Last remarking dice Roll up to 50 spaces on 5 dice
Golden Drink
Gain 1 Coin for each time you moved. Cannot work when Peepa is in the way.
Coinado
Steal 5 or 10 Coins from the selected rival.
Buddy Phone
Call in a random ally that aren't recruited by others or on the board.
Custom Dice Block
Rolls whatever you want from 1 to 6, but also stops Allies from rolling their dice during item usage.
Peepa Bell
Call a Peepa to take one coin away from a rival for each time they moved.
Fly Guy Ticket
Call a Fly Guy to steal an item from a selected rival.
Warp Box
Warp close to a selected rival or teammate.
Mega Mushroom
Gives immunity to board hazards. Pushes rivals back by two spaces. (New!)
Cannon
Blast a rival into where you are. (New!)
Super Leaf
When moving, hit a rival on the next space and add -3 to their next dice roll. (New!)
Turbo Dice
Rolls you can roll up to 40 spaces on four dice
Star Pipe
Transport you to the current Star location. (Introduced in Mario Party DS)
Walleye Door
Put a door behind the space you are on, and immediately stops your rival(s) if they advanced on that space. Wears off at your next turn. (New!)
Super Vacuum
Snatches coins from up to ten spaces away in lined movement, and five spaces in free movement. (New!)
Earthshake Smoothie
Punches the ground so hard that all rivals loses one of their items. (New!)
Board-Exclusive Items (All New)
1-Up Mushroom
Turns all zeroes on a Character Dice Block into 3s. (Mushroom Kingdom Garden)
Fire Orb
Burn a rival from up to five spaces away to make them lose 10 coins, or melt an ice wall. (Cold Cold Tundra)
W-Detonator
Causes the Wario Bombs to explode with three spaces vicinity, making victims to lose 5 Coins and causes Coins to rain. (Diamond City Stadium)
Ukiki Whistle
Make the hotel servant Ukikis to open up closed doors and close opened doors without having to use a Happening Space. (DK Hotel)
Guramina Phone
Calls Guramina to inflict some big bad luck to a victim of your choice... or maybe even you if you choose random. (Guramina's Frenzy Fortress)
8-Bit Pipe
Get into the Sprite Wall (or out of there) in an instant. (Nostalgia Galaxy)
Blue Fruit
Calls a Winged Yoshi to avoid Guramina. Activates automatically. (Yoshi's Tropical Island)
Dream Steam
Make a rival to only move half of their dice roll, rounded down. Allies' dice roll are not affected. (Bowser's Subconscious Castle)
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Boards
There are eight boards, six available at start and two requiring progression in the Dream of a Champion mode. It is announced that more boards may be available as time passes.
Regular Boards
Default Boards
Mushroom Kingdom Garden
A public garden that allows all sort of flowers found throughout the entire kingdom for exhibition. Event Spaces will cause larger flowers to sprout, granting access to shortcuts, and a few others send the victim back to the start. Be aware, as a few big flowers is where Guramina resides and she will make more Bad Luck Spaces if one had found her by bad luck!
Bosses
Major Borrow (Mid-Boss)
Naval Piranha (Big Boss)
Major Borrow may try to move Toadette's location into another every four turns, while Naval Piranha attacks anyone who dares to get into her territory, activated by one of the two Even Spaces near it (unless if the player have the Mega Mushroom effect).
Cold Cold Tundra
A tundra that had nearly frozen does to a sleeping, almighty dragon that breath water which eventually freezes does to the tundra's coldness. There are slippery icy floor that makes the player to slip thorough the entire line until the other end of the icy floor, which can be strategically used to reach Toadette faster than the others.
Bosses
Ba-Boom the Boisterous (Mid-Boss)
Splash Draggadon (Big Boss)
Ba-Boom use a Red Coin as a lure to ambush the unlucky player who grabbed it which make them loses 5 to 10 coins, while Splash Draggadon attacks the nearest player of the water pound, located at north-east of the map, after abruptly woke up after 3-5 turns.
Thunder Bazaar
An abandoned sewer does to the Spark Guys making it their home, making it a bazaar. There are multiple shops to visit via Event Spaces, such as a shop where you can randomize the non-Event Spaces, and another one which will turn the directional panels to reverse the board direction if the player desires so, all for the right price.
Bosses
Driller Rat (Mid-Boss)
Snifberg the Unfeeling (Big Boss)
Driller Rat rushes at ten spaces from each Warp Pipe he hides in every three turns, and anyone who get hit by him will lose five Coins, or if the player have more than 20, 10 coins. Snifberg the Unfeeling freezes the river with the Event Space the player stopped in. The frozen river will cause player to slip ahead to save spaces which can be good, but getting frozen will cause the player to lose half of their Coins! The frozen rivers will unfreeze after two turns.
Diamond City Stadium
A stadium that is now a public stadium after Wario's "Wario Bowl Game" event had been pear-shaped... for the WarioWare, Inc president. Wario Bombs that blocks the path will explode when the W-Detonator item is used, allowing more paths for a while but also harm those who are too near it, causing the victims to lose up to 10 Coins! The bombs can be pushed or thrown away by players who uses the Mega Mushroom, regardless if it is a Wario Bomb or a Bandinero Bomb.
Bosses
Captain Syrup (Mid-Boss)
Bandinero King (Big Boss)
Captain Syrup will have her Spearmen to move the Wario Bombs in order to mess up with the players, as well as attempting to rob their coins shall they cross path. Bandinero King uses his Bandinemoth Robot to fire bombs that do not activate with W-Detonator, and instead only explodes after three turns. A Mega Mushroom player will push those Bandinero Bombs away toward him, stunning him for five turns.
Kong Hotel
The Kong Family had funded a hotel for the Ukikis and other jungle animals to live in, with the current manager being Lanky Kong. Landing on isolated Event Spaces will cause the Ukikis to close opened doors and open closed doors, making new paths. One row of three Event Spaces will cause Rambi to tackle the player into the other side, with another row of three Event Spaces have Squawks to transport the player to the Star for 20 Bananas (the currency of this Board, instead of Coins).
Bosses
Krusha (Mid-Boss)
King K. Rool (Big Boss) which will have to roll a triple dice block, And since he takes his turn after all players' turn, your Mega Mushroom will wears off and you will not be saved from his rampage! K. Rool uses his own Blunderbuss to completely change the Spaces except the Event Spaces after every 3 turns, forcing the player to be more careful on choosing their Dice Blocks.
Power-Up Laboratory
This Laboratory is used for making research of both well-known and not-so well-known Power-Ups that are found in the Mushroom Kingdom and beyond. Unfortunately, the new head of the laboratory is using it for her much more selfish goal. There are multiple experiments that will either help or hinder the player's progress, but there is also a few researchers who want you to bring the correct Power-Up Box (based on color or the image on it) to earn extra Coins.
Bosses
Mecha-Bowser (Mid-Boss)
Professor Scifive (Big Boss)
Mecha-Bowser, until he gets defeated, will fire Bullet Bills at aimed spaces every three turns, and those hit by the Bullet Bills will lose 5-10 coins. Professor Scifive will shuffle the items of everyone, forcefully use a Poison Mushroom on the victim or everyone, or even take away 15 Coins after making a test on a "defective Power-Up" when landing on certain Event Spaces.
Desolate Mountain
A haunted mountain full of rogue ghosts, with Professor E. Gad investigating on this long-time phenomenon. The spooks doesn't said their last words, as Magma Twirler and Desoloos, a rogue Boohemoth-like entity that not even King Boo is able to control! There are several dark paths that are actually safe to cross thorough and serves as shortcuts... unless they hear a loud cackling from there, which becomes risky.
Bosses
Magma Twirler (Mid-Boss)
Desoloos (Big Boss)
Every three turns, Magma Twirler spit put blue magma that will burn everyone touching it, making them loses twenty Coins. Where the Magma Twirler shoots next will be indicated by blue bullseye symbols. Desoloos spook anyone landing on his ? Space, sending them back to the starting point. Desoloos can also appears in one of the dark paths, and if anyone foolish enough to take the bait, they will lose a Star!
Koopaling Headquarter
The Koopaling have their own headquarter to scout out information around the Mushroom Kingdom. However, as the Party Festival extends around the world, they decided to allow the partygoers to have fun while being fair and imperial - as Bowser ordered them to. There are seven sections representing each seven Koopaling, with a random Koopaling holding a Star for anyone to get for free... the catch is that every other Koopaling have their own traps instead!
Bosses
Koopaling Cruiser (Mid-Boss)
Robirdo (Big Boss)
+ Expand
Each Koopaling have their own trick, with the following doing their own effect on a ? Space:
Larry shuffle the spaces except the ? Spaces, Star Space and other important spaces.
Morton crashes on anyone landing on his ? Space, making them losing up to 30 Coins!
Wendy throws her rings as she tells the player to jump over them. If they dodged them all under 10 seconds, she awards them 20 coins.
Iggy rides on his Chain Chomp chariot to smashes anyone who is on his lime green route, causing them to lose a random item.
Lemmy help out anyone landing on his ? Space, he allows that player to reach the higher or lower route... for 10 coins!
Roy test the player's strength by having the player holding the Thwomp and throw it away before the Thwomp crush them under 20 seconds. If the player succeeds, Roy become impressed and rewards them a rare item.
Ludwig put the player on a test of knowledge, allowing them access to the secret path shall they succeed. If they fail, Ludwig will instead send them back to their previous space!
Robirdo, once showing up, wreaks havoc, destroying spaces that turns into Bomb Spaces. Anyone landing into a Bomb Space causes them to be sent into a random space while losing ten coins.
Fortunately, the Koopalings will help out the player during that time, modifying their ? Space so that they attack Robirdo instead to cut her movement into half. This effect is stackable. Like Krusha, Robirdo have her own dice from 4-10, and once she reaches a player or if the player reaches her, she blast them back to the starting zone! If the player with a Mega Mushroom used reaches her, she is instead tackled right back to her own starting position and become immobile for the next turn.
Guramina's Frenzy Fortress
Guramina's personal fortress, full of tricks and different paths, not recommended for beginners to start here. This two-floor Board have an exclusive Teleport Space that transport the player into the other floor when reached there, and various Event Spaces will inflict either good or bad things (mostly bad things). Guramina is more active here, but she will also show mercy to the player in the last place.
Bosses
Gourmet Galoomba (Mid-Boss)
Guramina (Big Boss)
Gourmet Galoomba try to push the player back into the second floor shall he caught them sneaking around in the first floor, in the dining room with two Event Spaces that activate this event. Guramina is in the second floor, doing her usual role, but this time she will make an extra Bad Luck Space at every three turns, and even makes three more at the final five turns. However, both will not do anything bad to the last place player, the latter giving 5 Coins.
Nostalgia Galaxy
A galaxy with pixels that makes the world in a similar structure from Super Mario Bros. to Super Mario 64, with Super Mario Land and Super Mario Land 2: Six Golden Coins being the shortcuts. Various Event Spaces causes an enemy from the respective game, with their ported sprite, to attack the player, or aid them to mess up with a rival.
Bosses
Reznor (Mid-Boss)
Tatanga (Big Boss)
Reznor resides in the Super Mario World section, but another 2D variant is also there to help the modern Reznor out. They attack at aimed spaces at every 2 turns, and then fire in burst in another turn. Tatanga summons 2D Super Mario Land enemies in order to attack the player and make them lose an item. The pattern varies between an enemy summoned, such as a Gao jumping two spaces away.
Unlockable Boards
Yoshi's Tropical Island
Coming back from the first Mario Party game, with a few modifications to be more in-line with the new boards of this game. Guramina have her own "Star Space", which is practically a trap, and will give a more severe punishment to a victim - such as losing a Star! Thankfully, there is a Blue Fruit item that allows you to evade her, be it in a Bad Luck Space or her own "Star Space". Any Event Space outside of the "Central Fruit Festival" section will cause Toadette and Guramina to swap their position.
Bosses
Koopa Kid (Mid-Boss)
Kamella (Big Boss)
The Koopa Kid wants revenge now that he's sided with Kamella, and there is now four of them (with the new Yellow Koopa Kid)! The player have to rescue the Yoshi Eggs they stole, and bumping into one Koopa Kid will take one Yoshi Egg back. Rescuing all four will get the player with the most Eggs rescued rewarded with a Star. (If each player rescues one Egg each, a Free-For-All minigame will be played.) Kamella makes her own personal space, disguised as an innocent Plus Space or a not-so-innocent Minus Space, and cast a spell that make them unable to move shall they roll anything under a 4 for the victim's next turn.
Bowser's Subconscious Castle
Bowser's latest castle had been taken over by the 8-Bit Club, making the board structure simple, yet deceptively challenging, with multiple Subcon foes slowing down the players or taking their Coins or even a Star away, forcing the player(s) to take them back before another player snatch them from the Subcon foes. Possibly because Guramina finds this board "difficult even for a witch", she will not strike bad luck on the last place player, and instead gives an useful item such as Star Pipe, Mega Mushroom or the board exclusive Dream Steam to help that last place player to catch up.
Bosses
Mouser (Mid-Boss)
Wart (Big Boss)
Mouser commends the Subcon foes while his fellows Tryclyde, Fry Guy and Clawgrip directly attack the players in Event Spaces and aids him in the Boss Battle. Wart himself makes Nightmare Copies that acts like CPU players that try to stop the players from moving and will be confronted in mid-turn Minigames in order to get rid of them.
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Adventure Boards
Default Boards
Sky Streets
A floating futuristic city with panels that switches doors to different routes for the players to take. Common obstacles are Bullet Bills and Amps, which can be taken down by cannonballs. There are also trucks that carries stack of coins which can be given to the player after shooting all of the bull-eyes that are on either of the truck's left or right side.
Boss: Giga Lakitu
Giga Lakitu short circuits the panels starting from the middle of the roads, which cause some panels to activate opposite paths and even activate harmful obstacles. If you see a panel with lightning jolting around it, do not shoot at them!
Pinata Fun Land
A tropical themed arcade station where the path depends on how many "score" the players made overall. Common obstacles are Swiffs that makes zigzag aerial assault, and Dino Rhinos that breath fireballs that can be deflected by cannonballs.
Boss: Gooper Blooper
Gooper Blooper tries to intercept the players by shooting ink at them, obscuring some of the camera's view, but these inkshots can be deflected by cannonballs. He would also try to directly attack the airship with one of its tentacles unless if that tentacle is hit by a cannonball.
Grape River
The Grape River is a chuck full of falling giant grapes which needs to be avoided, and there are also purple Cheep-Cheeps and purple Bloopers to deal with. The paths will change depending on how many grapes the players had collected; collecting enough grapes allows the player to go to the right path, but if the players fails to do so, they will go to the left path.
Boss: Skerry
A new big bad bird who's hungry for more grapes, and she's after the players for taking away the grapes (which she claims that those are hers). She will spit out purple goops at the players and attempt to directly tackle the airship unless if hit by the cannonballs three times.
Unlockable Boards
Big Blocks Fortress
A huge fortress made of various large blocks, which is rumored to be made up by big version of various enemies so that they can have their own fortress to use for look-out. The map is unusual as the players can only have access of one of the exit if they hit the blue POW Block that destroys the roadblock, and it requires good aim and sharp eyes. Common obstacles are the falling Baddie Blocks and Brick Blocks thrown by Sledge Bros.
Unlocked after defeating (and alongside with) Sledgequake in the Minigame Isles for the first time.
Boss: Brockhead
Brockhead seems to live his name a bit, and he's a bit lanky too. But he makes up for that by hijacking the Blocks which will change them into something else, and can even make harmful Spiked Blocks and throw them at the Airship as a direct attack!
Ruined Ruins
An unexplored part of the Ruined Kingdom, where the almighty Ruined Dragon haven't fully destroyed yet. Indeed, it have an ancient power that not even the Ruined Dragon can stripe it away as it repairs itself, slowly but surely. Although there are only two breached paths, the Board is quite long and it focus on avoiding the almighty Ruined Dragon's rampage at all cost. There are also falling columns that the players should destroy to avoid damage on the Airship.
Unlocked after completing all four previous Adventure Boards for the first time.
Boss: Ruined Dragon
Angry that the players transpass his "newest territory", the Ruined Dragon attacks the players right after a few seconds of the starting point, and the players have to hit his head and deflect his thunderbolts with the cannonballs to temporarily stun him. It is not until the very end that you can properly confront the giant dragon himself in the final Adventure Boss Minigame.
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Minigames
Over 100 new minigames will be in Crazy Mario Party, as well as 25 returning minigames from the following portable Mario Party games; Mario Party Advance, Mario Party e-Card, Mario Party DS, Mario Party Island Tour and Mario Party Star Rush.
Free-For-All
Occurs when all players have the same color (red or blue). Everyone is on their own, or in Allies-compatible Minigames, up to a four team of six.
Non-Allies Minigames
Time-Out or Get Out
The goal is to stay as long as possible before the bomb explode. The players that stayed too long will receive a painful explosion. The bomb will change color from red, orange, yellow, green, blue, indigo and then purple, the latter color indicating that there is one second left before it explodes! The bomb's time range goes between a minute to two minutes, with 30 seconds intervals.
Control - A: Escape - B: Fake-Out
Tip - Try to Fake-Out when the bomb is about to explode, but don't do it often otherwise your rivals may not likely to get tricked again!
Crazy Mode - The bomb now have only between 5 to 10 seconds before it explodes, and it may send a fake purple blur to psyche the players out!
Car Demonstration
This top-table styled minigame involve driving thorough in the modern-day car and passes through five semi-rings before going back to the start. There are obstacles such as spilled oils and cardboard versions of various NPCs, the former lower traction for three seconds and the latter add a two second penalty for each cardboard hit.
Control - Control Stick: Steer - A: Accelerate - B: Brake
Tip - Hit the hind of your rivals' car to momentarily pin them down, but be careful as you could crush into a wall or a card
Crazy Mode - There are more oil spills and cardboards to avoid. There are even passing-by Chain Chomps that will push the player backward if hit by them!
Phony Balloony
Collect the most balloons that floats in the air under 30 seconds, and hit the balloons attached on others' to pop 'em, Balloon Fight-style! Be aware of Bullet Bills and Fuzzies that passes thorough.
Control - Control Stick: Head left or right - A: Float
Tip - Do not stay too low on the ground, otherwise you'll end up getting attacked by your rivals. Fly high until you see opportunity to strike!
Crazy Mode - Less balloons are floating, and Cheep Chomps attempts to chomp a player to take three Balloons away.
Slippery Situation
Nobody likes icy physical laws, so this is your best way to master the slipperiness of the situation! Pushes the others into the middling ice pond while avoiding it at all cost. The players bumps off walls and the faster they go, the further the bump recoil will be. Same goes for recoil inflicted by a successful hit.
Control - Control Stick: Walk/Run - A: Hit
Tip - Speed control is the best way to survive in this minigame; going too fast makes it difficult to control, and going to slow will make you an easy target of your rivals. If you see a rival being near the ice pond, don't rush to them, as they might have enough time to react and dodge you!
Crazy Mode - After ten seconds, the ice floor crumbles and the ice pond increases, making the situation more difficult.
Bitter Luck Next Time
Do not let the name fools you; its more about observation than luck, so pay attention. There is one square for each player to step on, and one of them have a trap on it. Each turn, the squares shuffles and alternates between slow and fast. If the player steps on the trap, they are out, so keep your eyes open! The minigame ends when only one player remains.
Control - Control Stick: Head left or right - A: Jump / Ground Pound (Mid-Air)
Tip - Even when having sharp eyes, the part where you need to head into one of the squares is a game of quick reaction, so head for the square you think is safe before a rival beats you to it!
Crazy Mode - Peepas comes by in order to obstruct a portion of the screen, making it more difficult to focus.
Explosive Fruits
Four of the eight fruits are bombs in disguise, and you had to quickly catch one of them. Pay attention as the plates shuffles after five seconds of observation, and then catch it from the spinning table. The table will eventually slow down, making the plates easier to catch.
Control - A: Catch
Tip - Don't give up if a rival had caught a plate before you - as long as you memorized the plates well, you may catch another harmless fruit and still win!
Crazy Mode - There are only six fruits, and the table spins much faster.
Short Circulation
The Amps are messing with the electric circulation! Throw a metal sphere to push them away which allows the circulation returns as normal. Bigger Amps require a full-charged throw to push them away. Be careful, as a few Amps may try to directly attack the players and shock one of them for a full second. The first one who removed all Amps in their own circulation board wins.
Control - Control Stick: Aim - A: Throw/Charge Throw
Tip - There is a "!" panel to indicate where the aggressive Amps will attack from. Be prepared to counterattack when you see this important panel!
Crazy Mode - There are more Bigger Imps to get rid off, and the aggressive Amps are more frequent.
Beanish Bonkers
Bouncing beans imported from the Beanbean Kingdom are causing a ruckus in the airline! Catch as many as possible as they bounces everywhere, and there are 50 beans to catch. Bigger beans will squash the players but will eventually lose their bounciness, thus can be collected for three points.
Control - Control Stick: Move Around - A: Catch
Tip - A large shadow will signify that a large bean will fall there, so avoid that spot at all cost. Beans doesn't bounce in random direction but instead in reflective direction, so aim where they could go next.
Crazy Mode - The amount of Large Beans are tripled.
Keys of Lockness
Find the correct key in order to get out of the room. Sounds easy? Some keys are similar to the correct one but have subtle details that you may not notice, and the players can take the key away from each others!
Control - Control Stick: Move Around - A: Pick a Key - B: Hit
Tip - Getting the correct key will emit a shine cue, which may catch the attention of your rivals. When this happens, run to the door!
Crazy Mode - All of the keys shares the same colors, and some Fly Guys may pick up some keys to move them into another spot and had to be taken down.
King Billboard
Stick your post in the King Bill-shaped billboard as carefully as possible to avoid obstructing the NPCs' posts as well as the other players, otherwise you will be chased out by the King Bill himself. Find a place where there is more free space for safer measure!
Control - Control Stick/Sensor: Move post - A: Stick
Tip - Your post will shake when covering too much of another post. When this happens, move a bit far away before time runs out.
Crazy Mode - The billboard is more filled, making it more difficult to stick a post.
Blocked Road
A roadblock full of big blocks is blocking a highroad! Move the blocks into the squarely holes in order to fill the road, and then move into the next one. The first player who got rid of all of the blocks in the five stages wins the game.
Control - Control Stick: Move/Push - A: Jump
Tip - You can jump over a block that get blocked, but be sure to not make too many mistakes otherwise your rivals might catch up or win!
Crazy Mode - There are more blocks to get rid off, and Thwomps may appears to squash the players flat if they are not quick enough, stunning them for two seconds!
Swiff Switching
Lead a school of red and blue Swiffs in the correct colored route of the river. Each point is scored for each well-led Swiff, but a misled Swiff will lead to one point penalty.
Control - A: Open blue path - B: Open red path
Tip - More and more Swiffs will comes, giving more pressure to this situation. Fast reaction is key to victory!
Crazy Mode - The total amount of Swiffs are doubled.
Double or Something
This Coin Minigame have all players to start with a single Coin, and then try to hit the right moment (when the "x2" panel shows up) in order to double, or stop and leave with the Coins. Hitting at the wrong timing will instead leave you with a random item.
Control - A: Hit Button - B: Leave
Tip - You can obtain up to 32 whopping Coins after five successful timing, but it is also at the fastest thus require strict timing. If you feels like you would get enough Coins and not wanted an item, you can leave at any time or after ten seconds.
Crazy Mode - The "x2" panel are a bit more sparse, but five successful timing will grant 8 bonus Coins (making 40 whopping Coins)!
Truth or Glare
Memorize the parade, and glare at the NPC who speaks is making a lie. When the NPC is being honest, don't glare. The first player who reacted first and is right gain a point, but lose one when the NPC is being honest. The first player who get three points or get the most points after six rounds wins.
Control - A: Glare
Tip - Some NPCs will switch position with another during the parade and their new position will be truth, so the telling NPC may try to trick the player by telling one NPC's starting position rather than the current position.
Crazy Mode - The NPCs may change their text, potentially psyching out the players. There are more NPCs to observe in each parade.
Allies Minigames
Hop, Pop and Hooray
Floating bubbles flies over the flower fields, and the players have to rescue their respective allies. Freed allies will help out players by attempting to block the opposing players, but they can be jumped over and Ground Pounded.
Control - Control Stick: Move Left/Right - A: Jump/Ground Pound (Mid-Air)
Tip - Use the big flowers as a way to reach the highest point of the stage quickly. Avoid popping the bubbles where your rivals' allies are trapped in, otherwise you could get hindered in the process.
Crazy Mode - There are bigger bubbles that had to be hit thrice before it pops. There are also red bubbles that instead traps the player (and Ally) for three seconds.
Clamping Calamity
Pushes the others into a big Clampy to trap them inside, eliminating them, in this large circular arena. Protect your allies or else you could get outnumbered!
Control - Control Stick: Move Around - A: Jump B: Hit
Tip - Water currents would appear to move the players and allies to the specific direction. Avoid them if it directs to an open Clampy!
Crazy Mode - The arena is much smaller, making the battle to feels even more crowded.
Peepa-Boo Contest
Guide the player-colored Boos to the same-colored board, and shoo away the Peepas by turning their light on. Only the main player can use their flashlight, but the Allies can collect the respective Boos while the main player shoos the Peepas away.
Control - Control Stick: Move Around - A: Open/Close Flashlight
Tip - You can also scare the rival-colored Boos with the flashlight. Careless use of the flashlight could also scare the Boos of your color thus hinder the process, so use it wisely!
Crazy Mode - There are bigger Peepas that will only goes away after being flashed for four seconds, and will take the victim back to their starting spot shall those bigger Peepas caught them.
Trending Treadmills
Get to the finish line while telling the Allies to make your rivals' treadmill faster! Some obstacles like a wooden box and a Bob-Omb had to be jumped over, or else the player will be knocked back.
Control - Shake/B: Run Forward - A: Jump - X/Y - Tell Ally to Change Motor
Tip - If two opposing team of Allies handles the motor of any player, they may try to push each others, ending up making the task easier for that player instead of slowing such player down. Focus on another player when a leading player is having a hard time!
Crazy Mode - Thwomps appears in Crazy Mode, forcing the players to slow down the moment they have their shaking cue, or else the players gets flat!
For Butter or For Worse
Large bricks of butter are falling from the sky, and this crowded area means that not many people will leave this without being covered! The shadows will tell where the butters will fall, but be quick about it; larger bricks falls faster than smaller ones! The team with the most Allies survived (including the leading player) wins, but the solo player can get 5 Coins bonus if survived.
Control - Control Stick: Around - A: Run faster
Tip - Running faster allows you to push a bit harder and get to the safest spot, but you may end up passing thorough the crowd and miss the spot if recklessly used.
Crazy Mode - More butter bricks, less space!
Claustrophobic Tropic
Collect the wood planks in order to construct a cabana, but be sure to avoid the Inky Piranha Plants that will disorient the players who get hit by their ink. When not holding a plank, you and your allies can push away rivals, clean off each others from ink, and stun the Inky Piranha Plants with the water gun, but they can only refill over time.
Control - Control Stick: Move Around - A: Pick a plank - B: Fire with water gun
Tip - The ink goes away after three seconds, but you will drop your plank when hit by ink. If you feels you are aimed by the Inky Piranha Plants, get away from their projectiles!
Crazy Mode - There are bigger Inky Piranha Plants that cannot be stunned by the water guns and may bite the players to throw them back to the start.
Backward Situation
Everyone is sliding backward! Avoid obstacles such as Bullet Bills and ramps to survive, and push the others away! Use the A button to grip a bit in order to slow down your fall for a second!
Control - Control Stick: Move Left/Right - A: Slow down
Tip - The "!" signs will tell when there are ramps coming up, indicated by where the "!" signs float over. Push your rivals into there if you can, but don't do it on your allies!
Crazy Mode - The bomb now have only between 5 to 10 seconds before it explodes, and it may send a fake purple blur to psyche the players out!
Past Portable Minigames
Chomp Walker
Mario Party Advance
The players must bring the Chain Chomp in backward movement and cross the finish line.
Modifications: Getting hit by the Chain Chomp will only stun the player for two seconds. The players' movement are faster.
Crazy Mode: The Chain Chomps are more aggressive and try to lunge at the player more often. Meats and bones are more frequent.
Melon Foley
Mario Party Advance
The players collect as much watermelons and melons as while try not to fall into water. The wooden rafts the players stand into will sink if they stayed in there for too long.
Modifications: Watermelons only makes 1 point, and melons only makes 2 points if collected last. The area have a 7x7 grid of barrels and wooden rafts. Falling into water only removes one point and the splashed player jumps back into a random raft.
Crazy Mode: 4x7 grid, wooden rafts have less time to sink if stood for too long.
Outta My Way!
Mario Party Advance
The four teams must reach the finish line and cross thorough the Walleyes, Whomps and Snow Pokeys who serves as obstacles. The one player of the team who cross the finish line will have such team wins.
Modifications: This Minigame is now an Ally Minigame. Walleyes, being replacements of the now spiky Thwomps, can be nevertheless pushed away further the more players are pushing them.
Crazy Mode: The Thwomps now appears, and can be only pushed away when they fall down. The obstacles are more frequent and the stage is a little more complex.
Cast Away Everyone!
Mario Party-e
The four teams will have to collect the most specific fishes requested by Toadsworth. The team who gets the most fishes wins.
Modifications: The fish species Toadsworth requests only change every ten seconds. This minigame was originally called "Cast Away Mario!" and is changed into "Cast Away Everyone!" since Mario is not the only playable character in this version of the minigame. This minigame is now an Ally Minigame, and each Ally will try to catch the requested fishes to help out their respective player.
Crazy Mode: More variation on the fish species, and colored Bloopers comes by and will squirt ink into their team, stunning them for three seconds.
Mashing Mallet
Mario Party-e
Hit the random Galoomba that pop out of the player's pipe, as well as the other players' allies that pops out. Hitting your own allies will cost a point, so be careful!
Modifications: The goal is to get the most point to win. The original version is called "Mario's Mallet" and the name is changed as Mario is not the only playable character in this version. The minigame also have a 10x10 grid, and as Allies-compatible minigame, recruited Allies will also pop out to add more frantic psych outs.
Crazy Mode: Allies will pop out even more often.
Wild Bluff
Mario Party-e
The players have to get near the cliff as much as possible without falling down. The player who stops the nearest of the cliff wins the game.
Modifications: Original version is called "Wario's Bluff"; as Wario is not the only playable character in this version, the name had to be obviously changed.
Crazy Mode: The cars speeds much faster, and decelerate a bit slower.
Camera Shy
Mario Party DS
The players will have to make a snapshot of each others in a maze-like area. The player who make a snapshot of every other player wins the game.
Modifications: The minigame take place in splitscreen, though the map is moved in the middle of the screen.
Crazy Mode: The maze is much smaller, allowing much less mistakes.
Domino Effect
Mario Party DS
The players jumps from log to log in order to get the finish line. If they didn't get quick enough, the first log will trip and trips the others in a domino effect!
Modifications: The minigame take place in splitscreen.
Crazy Mode: There are more different buttons to press, and the first log will fall a bit sooner.
Drive for Show
Mario Party: Island Tour
The players hit the ball to hit different targets. The player and their respective allies who scores the most points in 30 seconds win.
Modifications: The minigame now uses the Switch or Evo-Gem Joy-Con's sensor and the A button to shoot. As a now Ally Minigame, Allies will help out hitting more targets (which now have a 5x5 grid) and avoid hitting the -5 Targets.
Crazy Mode: -5 Targets are more frequent, as well as the Crazy Mode exclusive -10 Targets. Targets also changes more earlier and more often.
Lava Labyrinth
Mario Party: Star Rush
The players need to reach four of the ends while avoiding Magmaarghs, and get the biggest gold treasure for 1st place. Anyone who gets the skeleton fish will get 4th place.
Modifications: The paths that leads to the treasures are now randomized.
Crazy Mode: There are more Magmaarghs to avoid, and a fewer will spits fireballs as well. The paths are also longer.
Greedy Eats
Mario Party: Star Rush
Each players tries to collect the most cookies. Sounds simple, isn't it? But be aware; there are two plates, and if two or more players pick a plate, they had to divide into equal parts (the rest being eaten by colored Yoshis).
Modifications: None. Except that there are Yoshis that will eat the cookies left from the divisions.
Crazy Mode: There are three plates, but some Yoshis will snatch a few of them during the selection, punishing hasty players. Choose more wisely!
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1-v-3
Occurs when three players have the same color and one have the opposing color.
Non-Allies Minigames
Trick-or-Threat
The three players have to avoid getting bombarded and jump over the trapdoors. The solo player bombards them with Bob-Ombs and open such trapdoors. The solo player wins by eliminating all of the surviving players, but if the surviving players survived for 25 seconds, they win instead.
Solo Player Control - Control Stick/Sensor: Aim - A: Throw Bob-Ombs - B Open trapdoors
Team Player Control - Control Stick/Sensor: Run - A: Jump
Tip - The trapdoors will not open again with a cool down of four seconds, with a small timer indicating it. Use that timer so that you will know when they could be opened again.
Crazy Mode - More trapdoors, but only 15 seconds.
Painful Plants
The solo player try to pummel the Piranha Plants back, while the three other players give water to move them forward. If the solo player survives for 20 seconds, he or she wins.
Solo Player Control - Control Stick/Sensor: Move Left/Right - A: Pummel
Team Player Control - Control Stick/Sensor: Move Left/Right - A: Give Water
Tip - A Piranha Plant needs five drops of water in order to make them move forward, but one hit with the hammer stuns them and push them backward. Restore the stunned Piranha Plants as soon as possible and altogether.
Crazy Mode - The Piranha Plants moves quite faster, but only 10 seconds.
Incoming Payment
A Coin minigame where the solo player have to store small gems into the small safe, while the three other players have to put bigger gems to a bigger safe. Solo player gets 1 Coins per yellow gems and 3 Coins per red gems, while the three player will each get 2 Coins per big blue gems and 5 Coins per big purple gems. The Minigame lasts for 20 seconds.
Player Control - Control Stick: Move - A: Grab/Drop Gem
Tip - Although the solo player can have no problem with the small gems, the payment is small so it had to work quickly. The team players had to cooperate in order to get good payment.
Crazy Mode - Only lasts 15 seconds, but more gems appears.
Weighted Down Letdown
The team have to pull the blocks while the solo player slow them down, and the team have to cross the finish line to win. If time runs out, the solo player wins. If a player get hit by a block, it will be stunned for two second. The more blocks that are successfully stacked on the team's trailer, the slower the players goes.
Solo Player Control - Control Stick: Move Left/Right - A: Drop a block
Team Player Control - A/B/X/Y: Pull blocks (Indicated button only)
Tip - A well coordinated button pushing in a team will make them reach the goal much faster. The solo player have to correctly drop, preferably the middle, otherwise the blocks drop making it easier for the other players.
Crazy Mode - The solo player can drop more blocks quickly, but the trailer is much shorter, leaving less space and require cautious dropping.
Spewer Sewer
This minigame plays like a simple boss battle; the solo player have to eliminate the other players by spewing poison into them with a cannon located ahead of the arena, while the other players have to dodge the poison balls and throw wrenches into the cannon. The cannon takes ten damage before it blows up, but the solo player wins by eliminating the other players.
Solo Player Control - Control Stick: Aim left/right - A: Shoot
Team Player Control - Control Stick: Move around - A: Jump - B: Pick/Throw
Tip - The poison balls will leave a trail of poison which will cause any player who stood on it for two seconds to jump away, eliminating them. Jump over them!
Crazy Mode - The poison balls are bigger, but the cannon can only takes 5 hits.
Graffiti with Confetti
The solo player have to avoid the confetti strike from other players' cannons. The confetti cannons aims slower than the player moves, takes three seconds to charge and covers a very small area, so teamwork is key to take down the player. The solo player wins if he or she survives for 15 seconds.
Solo Player Control - Control Stick: Move Left/Right - A: Jump
Team Player Control - Control Stick/Sensor: Aim - A: Shoot
Tip - Although the runner is faster, the team can quickly surround the runner, so the runner have to avoid staying in one spot and keep moving, while the shooters have to outwit the runner.
Crazy Mode - The cannons' projectiles are larger, but only ten seconds.
Thirsty Troubles
The solo player must avoid the geysers caused by the other players' water bombs as he or she collects the ices. The solo player wins if he or she collects all of the seven ices.
Solo Player Control - Control Stick: Move Around
Team Player Control - Control Stick/Sensor: Aim - A: Throw Water Bomb
Tip - The geysers lasts for two seconds. Throwers, you can only throw one bomb at a time, so try to trick the runner.
Crazy Mode - The geysers are larger, but only 4 ices had to be collected.
Basket Fools
The solo player throw the basketballs while the the other three players have to evade them as they hold their basket. The solo player wins if he or she scores in all three baskets. The minigame lasts for 15 seconds.
Solo Player Control - Control Stick: Move Left/Right - A: Shoot
Team Player Control - Control Stick: Move Left/Right
Tip - The baskets carrier can end up sticking each others if running into a corner, but with coordination, they can quickly fool the basketball player.
Crazy Mode - Only 10 seconds, but the baskets are larger.
Pie Love It
The solo player and the other three players need to distribute the pie into the correct treadmill. The solo player have three buttons but is able to react more quickly than the other threes, who have each one button. The one who passed the pies the most correctly under 30 seconds wins.
Solo Player Control - A/B/Y: Pass Pie to Red/Blue/Yellow conveyor.
Team Player Control - A, B or Y for each: Pass pie to respective conveyor.
Tip - The team of three only needs to press their own designated button, but if an ally psyched out, they will all stun, wasting their time. The solo player only react negatively for a second.
Crazy Mode - The pie pattern is more unpredictable.
Allies Minigames
Big Bad Blast
The single team throw a Big Bob-Omb in order to take out all of the other players. The survivors survivor have to find a safe place beforehand. If there are any survivors left in the three rounds, all of the survivors wins. If the single team instead managed to blow up all of the survivors, they win.
Solo Player Control - Control Stick/Sensor: Aim - A: Throw Bob-Omb
Team Player Control - Control Stick: Run
Tip - The Big Bob-Omb's radius is rather large, so survivors should avoid stacking and instead separate as much as possible. The floor shrinks at round 2 and round 3, allowing for less mistake.
Crazy Mode - One round, one chance, one small arena.
Rampant Ruckus
The single team must avoid hammers from the other teams as they perform a ruckus. The three other teams shares 33% of the surrounding area each, with each of the member throw one hammer at a time. If the single team had managed to make a full performance, they win.
Solo Player Control - Control Stick: Move - A: Play Instrument
Team Player Control - A: Throw Hammer
Tip - Each thrower can only throw one hammer at a time, so a team have to wait until all of their teammate are ready to throw their hammer. The performers must let their teammates alive as much as possible, otherwise the progress will be slower.
Crazy Mode - Smaller arena, but the performance requirement is shorter.
Cannon Anon
The single team must evade the other teams from hitting them by blasting from Barrel Cannons to Barrel Cannons and get to the top. If the single team had managed to reach the top, they win. The single team's member can blast of the stage by mistake, and if the main member is out, the player will control the character of the same team.
Solo Player Control - A: Blast - B/Y - Control a different character
Team Player Control - Control Stick/Sensor: Aim - A: Shoot Bullet Bill
Tip - The Bullet Bills are rather slow, so its a game of wit about where the travelers will go and where the other teams will aim at.
Crazy Mode - Fewer Barrel Cannons, but shorter length.
Fruit Punch a Notch
The two teams have to punch the giant fruits until the juice comes out. The single team only needs to punch out one smaller giant fruit, but the other team have to punch the bigger giant fruit The first team who finishes the task wins.
Player Control - A/B/X/Y: Punch at indicated button
Tip - A well-coordinated team can quickly punch out all three fruits, but the single team's slowdown penalty is less severe, thus the latter can allows for less mistake.
Crazy Mode - Wigglers comes out, and punching it will stun the player who dared to punch it for three seconds (two for the solo team). Wait until they comes out.
No-Fun Run
The solo team have to knock out the other teams before the 20 seconds runs out. They have Bullet Bills which flies straight but can be stomped on, Fuzzies that bounces and Thwomps who crushes in the center.
Solo Player Control - Control Stick/Sensor: Aim - A: Call Bullet Bills - B: Call Fuzzies - Y: Call a Thwomp
Team Player Control - Control Stick: Run - A: Jump
Tip - Each call of an enemy group have a unique audio cue, which will tell the runners which enemies will comes out next. When timed well, the caller can go all-out.
Crazy Mode - Two Thwomps and there are a few pitfalls that the runners should avoid, but they have only have 10 seconds to survive.
Dustdevil Cowboys
The single team must avoid the artificial dustdevils, controlled by the other team. Smaller dustdevils are quicker but only carries one person, but combining together will make a larger dustdevil which can transport more than one. If the single team survives for 15 seconds, they win.
Solo Player Control - Control Stick: Run
Team Player Control - Control Stick: Control Dustdevil - A: Combine Dustdevils - B: Separate Dustdevils
Tip - The dustdevils have low acceleration and deceleration, so the dustdevil controllers should remember this. The runners will have hard time avoiding all three large dustdevils if those managed to surround them.
Crazy Mode - A bit smaller arena, but only 10 seconds.
Tanks Giving
The solo team have to destroy the other teams' tank with their own Mega Tank, with the main cannon controlled by the main player and the smaller cannons by the allies. If the Mega Tank is destroyed, the other teams wins.
Player Control - Control Stick: Move - A: Fire - SR/SL: Sideway Movement B: "Fire at once!" - X - Deploy Shield.
Tip - Only use the "Fire at once!" order when you feel that the enemies are distracted, as the projectiles can be avoided or shielded. The Mega Tank's shield can stop up to ten projectiles at a time while the smaller tanks can only stop two from the smaller cannons, or one from the Mega Tank's main cannon, but have better mobility.
Crazy Mode - The Mega Tank have more cannons, but less health.
Past Portable Minigames
Forest Jump
Mario Party Advance
The solo player throws logs and bounce some of them in order to eliminate the three other players. Larger logs are a bit more difficult to jump but also take a longer time to recharge. If the solo player managed to knock out the other three players under 30 seconds, he or she wins.
Solo Player Control - A: Normal Log - B: Bouncing Log - Y: Large Log
Team Player Control - Control Stick: Left/Right, Squat - A: Jump
Modifications: None.
Crazy Mode - Cliff is nearer, but only 15 seconds.
Hammer Reign
Mario Party-e
The solo player throws hammer as Coins pop out of the Warp Pipes. The other three players collect such Coins while avoiding the falling hammers. If they get hit, three of their Coins will be given to the solo player. The minigame ends in 20 seconds.
Solo Player Control - Control Stick/Sensor: Move Cursor - A: Throw Hammer
Team Player Control - Control Stick: Left/Right
Modification - The players does not get knocked out when hit by a hammer. The original version is called "Waluigi's Reign"; as Waluigi can be played in the new version, it is renamed as "Hammer Reign".
Crazy Mode - More Hammers can be thrown, but more Coins spout out.
Fast Food Frenzy
Mario Party DS
The solo team have to move the fast food products in the five conveyors in order to push the other teams back under 20 seconds. Burgers and Soda cannot be jumped over, hot dog slips the player, pancakes slow them down and ice cream freezes them when stepped over.
Solo Player Control - Control Stick/Sensor: Move Cursor - A: Pick/Drop Food
Team Player Control - Control Stick: Move - A - Jump
Modification - This minigame is now ally-compatible. As a result, there are five conveyors, with the foods respawning quicker.
Crazy Mode - Three conveyors like in the original DS version, but only 15 seconds.
Xylophone Home
Mario Party: Island Tour
The solo player and the teamed-up players play a music with the Super Mario Bros. overworld theme, Super Mario Odyssey Luncheon Kingdom theme, or even Super Mario Land 2: Six Golden Coins Wario's Castle theme. The players earn points based on the timing. The team who scored the most point at the end of the theme wins.
Player Control - B/X/Y: Hit the note. (The Teamed-Up players hit their own note with their designated button instead.)
Modification - This minigame is now a 1-v-3 minigame. The notes sways in the teamed-up players' side, making it difficult to predict and instead require good timing.
Crazy Mode - More Notes, more troubles.
Wigglin' and Dogin'
Mario Party: Star Rush
The solo player tackles on the other three players with his or her Wiggler vehicle. However, the other players can jump on the solo player to inflict damage and after four hits, the solo player's vehicle gets demolished.
Solo Player Control - Control Stick: Move - A: Accelerate
Team Player Control - Control Stick: Move - A: Jump
Modification - Originally a Free-For-All Minigame named as Wheelin' and Wigglin', it had been modified into a 1-v-3 minigame to avoid having too many returning FFA minigames.
Crazy Mode - The Wiggler vehicle have better control and is faster, but can only takes two hits.
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2-v-2
Occurs when two players have the same color and the other two have the other matching color.
Non-Allies Minigames
Hand-to-Hand Exchange
Swap the card with one of the opposing team's player and hope to get the right card. After each exchange, each player shuffle their card from left to right. The first team who get four of the same image wins the game. If there is no three-of-the-same cards after five turns, the team who get the least different cards (low % of difference) wins.
Control - Control Stick: Select card - A: Exchange (Exchange turn), Shuffle to left (Shuffle turn) B: Deselect (Exchange turn), Shuffle to right (Shuffle turn)
Tip - Shuffling fast and unpredictably may help confuse your rivals, but may instead backfire by dumb luck. Try to trick them as much as possible.
Crazy Mode - Two more type of images.
Boiling Point
Keep the dining pot at the indicated degree without going too high or too low. The team must work together in order to keep the pot at the right temperature as close as possible, otherwise they will lose if it get too cold or too hot for over four seconds. The team who managed to keep the pot at the appropriate temperature the longest time wins.
Control - A: Heat Up; stop pressing A to cool down
Tip - Upon reaching the good degree, one player had to keep pressing A at appropriate rhythm while the other player only help if the active one is distracted or is slowing down.
Crazy Mode - The best degree range is stricter.
I Glove Winning
Use your mechanical glove to take out the other team. Each player have three tries, and getting hit will lose a single try. The last team standing wins the minigame.
Control - Control Stick: Move - A: Launch Glove - B: Dodge
Tip - The gloves are a bit slow to get long range and can be dodged easily, so try to counterattack right after dodging a glove from a rival.
Crazy Mode - The gloves extract much faster, and the arena is smaller.
Bunny Feelings
Use the bunny-shaped hopping machine to get to the top of the mountain. Falling off a cliff or abyss will only waste three seconds as the bunny machine will hop back to that cliff. The first team who managed to reach the top wins the game.
Control - A (Player 1): Hop - Control Stick (Player 2): Steer
Tip - The bunny machines steer slightly slowly, so the player 2 should steer in advance while player 1 should not rush and wait until the player 2 is ready.
Crazy Mode - Tighter roads, with boulders falling down to push the machines away.
Lunch Aftermath
Clean the canteen by cleaning off dropped foods and bring the plates to the kitchen rooms. The first team who managed to fully clean their side wins the minigame.
Control - Control Stick: Move Around - A: Pick plates - B Clean off floor
Tip - You cannot carry plates and clean off the floor at once. Have a teammate to clean off foods that are blocking you! Cooperation is key for victory.
Crazy Mode - More plates to bring and more floor to clean off.
Unwholesome Ropes
Pull the colored ropes that are not indicated by the screen, which are red, blue, green, yellow, orange and purple, with three colors being selected as ropes to avoid. Pulling the ropes to avoid will inflict a trap into the victim. The one team who managed to pull the most correct ropes under 30 seconds win.
Control - Control Stick: Move - A: Pull a Rope
Tip - As the round progress, the type of ropes to avoid are re-randomized after all correct ropes are pulled, and there are less and less correct ropes to pull.
Crazy Mode - Black and white ropes are added, and five colors will have to be avoided.
Trouble Fakers
A non-allied character will appears in each round, alongside with random NPCs disguised as the same characters but with subtle difference. One player will rotate the camera, while the other player select the answer among the four lookalike characters. The team who had made the most correct answers (or if tied, the one who answered the fastest) under five rounds wins.
Control - Control Stick (Player 1): Move Camera - A/B/Y/X (Player 2): Select answer
Tip - There are not just subtle details that let the real one to stand out from fake ones; the fakes also have same expression that does not match the real one.
Crazy Mode - Tighter differences, expression differences are a bit more similar but still different.
Worthy Forth
The one team have to reach the goal by avoiding obstacles, but the timing of each obstacles is different between the two players of the same team! At the end of each section, one player can help his or her teammate to punch the button to change from fastest to slowest.
Control - Control Stick: Move - A: Jump - B: Punch Button
Tip - Don't hastily punch the button if your partner had not reached yet; the slowest speed will reset to the fastest speed, thus potentially hinder your partner. Wait until you get the appropriate speed.
Crazy Mode - More type of obstacles added. There are only Speed 5, 4 and 3.
Klapping Traps
One player direct their team-colored Klaptrap to the opposing team, while the other player of the same team punch them out from their back or stomp them. If both of a team's players are bitten by Klaptraps, the other team wins.
Control - Control Stick (Both): Move - A (Both): Jump - B (Player 1): Release a Klaptrap - B (Player 2): Punch
Tip - Punching a Klaptrap in the front will only get your hand bitten. Try to maneuver instead and get their attention of they approach the Klaptrap commander. You can release a teammate from the enemy Klaptraps as long as you don't get attacked next.
Crazy Mode - The Klaptraps are faster but more sparse.
Public Dissonance
Find the intruder among the public (not the same species, different behavior, different color, even a playable characters of all people in their mist) in five rounds. The team who scored the most in a round wins the minigame.
Control - Control Stick: Move Cursor - A: Select - B: Move cursor slower
Tip - The cursor blips when near the intruder, and flashes when even nearer. If a teammate or even a rival's cursor blips, reach to that area before the enemy team could find the intruder!
Crazy Mode - Even more crowded audience, and there are up to four intruders to find too.
Allies Minigames
Underground Passengers
Help the Allies to cross the ridges by covering gaps, two-by-two. The first team who managed to bring the Allies all the way to the goal wins. If no allies are collected in either side, random NPCs will be provided.
Control - Control Stick: Move Platform
Tip - Each player can only cover two or three areas, so time it at the right time. If any ally of a team fall, they will come back after two seconds.
Crazy Mode - The allies moves faster.
Double-Trouble Crossing
A crossroad-shaped arena involves the team snatching the Coin Stash from the other team and vice versa. The players and their allies also punches to defend their Coin Stash. The minigame ends in 30 seconds.
Control - Control Stick: Move - A: Jump/Ground Pound (mid-air) - B: Punch
Tip - You will automatically grab up to three coins, but you are also vulnerable to attacks when collecting. Hitting someone will send them away, allowing for proper defense and thus requiring diversion.
Crazy Mode - The arena is much shorter, but only 15 seconds last.
Firework Fury
Both team have to collect the most correct fireworks under 30 seconds. The correct fireworks are colored fireworks requested by a random NPC, with five type of fireworks being around. Allies can help by also bringing the correct fireworks. Some fireworks are already on, and attempting to bring them will instead launch you to the sky and cost one point!
Control - Control Stick: Move - A: Collect/Drop Firework
Tip - There is an audio cue (a Japanese horn) that will tell when new fireworks arrives. Take this opportunity if you got no fireworks in hand!
Crazy Mode - More fireworks are already on, and the NPC may change the request that demand a different type of firework in every 10 seconds.
Magical Deal
Travel with the Mystery Boxes that transport you into one room into another. One entire team must work together to have at least one of them to find the exit before the other team does. A map in the middle of the screen tells which Mystery Box lead to which Mystery Box.
Control - Control Stick: Move - A: Jump
Tip - One of the Mystery Boxes shines before getting distributed in rooms. This indicate that this Mystery Box is an exit, so memorize it!
Crazy Mode - More Mystery Boxes, but less rooms.
Home in Dome
The two teams paint as many houses in their respective dome as possible under 40 seconds. The team who painted the most houses in their dome wins.
Control - Control Stick: Move - A: Fire paint
Tip - You can paint the rival team's houses in their dome to make them lose time. However, they may return the favor (or even do it first), so be prepared to take the enemy paint!
Crazy Mode - More houses, and a mischievous Boomerang Bros appears to drop purple (or blue if team 2 is green) paint, but can shoo'd away by shooting paint at them.
Pogo-Stick Palace
This Coin minigame involves collecting falling Coins while riding on pogo sticks. The allies of a player stick together thus allowing more Coins to be collected at once. The players can also steal Coins from opposing team by spinning and ramming on the rival team's leader. The minigame lasts for 25 seconds.
Control - Control Stick: Move - A: Hop higher - B: Spin
Tip - The heavy stack of Coins will fall and potentially stun the players until these Coins falls. When a stack of Coins fell, tell your teammate to collect those Coins!
Crazy Mode - More Coins falls, but only 20 seconds. Coin Stacks are also much more common.
Out of Light
Both team had to find a light bulb to lighten the dark room. The problem is that only the four team leaders have a flashlight, while the Allies does not and can end up bumping into each others! The team who get the light bulb and bring to their generator wins the minigame.
Control - Control Stick: Move - A: Grab Light Bulb - B: Punch
Tip - The players (and allies) cannot attack when they carries the light bulb. Have your Allies to bodyguard you while staying away from swarm of rivals to bring it to your team's generator.
Crazy Mode - Peepas appears and try to take the light bulb back to its original position. They can be shooed away with the flashlight. The room is also quite larger, making it slightly more difficult to find the light bulb.
Past Portable Minigames
Hammergeddon
Mario Party Advance
The two team throw hammers at each others in order to eliminate the other team. Last team standing wins. The leader of two parts of each team have three hearts, while the Allies only have one hit.
Control - Control Stick: Move - A: Jump - B: Throw Hammers
Modifications - This minigame is now both a 2-v-2 and Allies minigame.
Crazy Mode - The audience will throw hammers in order to speed things up.
Team Rodeo!
Mario Party-e
This endurance minigame involves performing rodeo on a mechanical bull for each team. A fallen player will help the teammate by adding an extra button to the other team to press. Each player must press the button shown on the screen within three seconds, which will reduces to up to 1.5 seconds as the game progress. If both teams survived under 20 seconds, the team who performed the best wins.
Control - A: Up - SL: Left - SR: Right
Modifications - This minigame is now a 2-v-2 minigame. The players had to press the shown button under 3 seconds (or less) instead of three different buttons under 10 seconds.
Crazy Mode - Two buttons had to be pressed instead of one.
Cube Crushers
Mario Party DS
The two team had to find the exit in each of the three sections. There are Rainbow Stars that will give the player or Ally who touched it faster speed and better strength, but there are also spiked ice to avoid that will freeze the victim until they mashed to get out.
Control - Control Stick: Move - A/B: Punch
Modifications - This minigame is now both a 2-v-2 and Allies minigame. Only the leaders needed to reach the exit, and the sections are significantly larger, as well as the cubes, needing help from Allies.
Crazy Mode - The icy spikes are more frequent, and a Chilly resides in the second and third section, making it more difficult to navigate.
Memory Mash
Mario Party DS
This game of memory card is simple; both of the team had to ground pound on two cards in order to get the right pair, but teamwork is needed to make a full pair, as one card will quickly turn back to the blank side if not fast enough! The first team who had made four pairs win the game.
Control - Control Stick: Move - A: Jump/Ground Pound
Modifications - No major modifications.
Crazy Mode - More pairs are added, and either team needs to make six pairs to win. Some cards even switch place every four seconds!
Color Correction
Mario Party Island Tour
The two team have to pass thorough as many tiles as possible to mark them in one of the two random team colors. The team who marked the most tiles under 15 seconds wins the game.
Control - Control Stick: Move
Modifications - This minigame is now a 2-v-2 minigame.
Crazy Mode - Lasts 25 seconds; a colored Big Boo (not matching either team's color) passes by and colors the tiles and can stun players.
Bumper Thumper
Mario Party Island Tour
The two teams pits each others in a tower where they pushes each other off the tower. There are 32 sections that each will lower at first hit, and then falls at second hit. The last team standing, or the team with most surviving members after 60 seconds, will win the minigame.
Control - Control Stick: Move -
Modifications - This minigame is now both a 2-v-2 and Allies minigame. As a result, the arena is significantly larger and there are now 32 sections.
Crazy Mode - There are only 16 sections, and half of them will fall at first hit. There are also four boosters at each corners that will send the player to the center, pushing anyone on its way with great force.
Parkour War
Mario Party Star Rush
The two team had to fill their own area by finding the jewels at the bottom, and then bounce back to the top with Mushroom Trampolines. The team who filled their areas first wins.
Control - Control Stick: Move - A: Jump/Bounce Higher
Modifications - This minigame is now a 2-v-2 minigame, and because of that, the area to fill is upped to five.
Crazy Mode - The players now have to gather seven jewels. The track is more complex as it have Fuzzies passing by, causing victims to drop their jewel.
Block Busters
Mario Party Star Rush
The two team had to take down their own twenty team colored blocks in order to win. There are blocks that do not match either team color and doesn't count toward either team.
Control - Control Stick/Sensor: Move cursor - A: Shoot
Modifications - This minigame is now a 2-v-2 minigame. The four colors are still kept, but two colors will not count toward either team. There is an option to have the classic free-for-all version, which plays the same as from Star Rush.
Crazy Mode - More blocks are appeared, and either team have to knock thirty blocks to win. There are also a Bowser Block that will cause Blue Bowser to appears and throw one of the unwanted blocks at the player who hit it, wasting their time.
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Battle
Occurs rarely regardless of player's Space color (about 20%).
Non-Allies Minigames
Movie's Bloopers
The players have to escort the respectively colored NPCs to the scene they are supposed to be in. Be aware of nervous colored Bloopers; if they see a player who does not have the same color, they will spit ink into that player, reversing their movement direction. The player who escorted all of their NPCs win.
Control - Control Stick: Move
Tip - Be aware of Boohemoth panels; if the player gets too nearby, it will show up and scares away the NPCs!
Crazy Mode - There are more NPCs to escort, and more Boohemoth panels are scattered.
Impers' Amps
The Imper builders need your help to swat the Amps away with rubber hammer, deflecting them to one of the rivals' building. If a single Amp penetrated in a building, the player who's into it is out! Last player standing will win the minigame.
Control - Control Stick: Move - A: Swing right - Y: Swing left - X: Swing forward
Tip - After ten seconds, another Amp arrives, and then another ten second will cause another Amp to arrive! Keep on your toes!
Crazy Mode - Two Amps had already arrived, and the buildings are a bit closer. Every 5 seconds, the Amps head backward!
Champion Chimps
The players have to evade from the angry Ukikis, with Cranky Kong hindering the efforts by throwing banana peels. Getting caught by an Ukiki will result the player to be out. The last player standing will win, with Cranky applauding the player, visibly slightly impressed.
Control - Control Stick: Move - A: Jump
Tip - As the game progress, more Ukikis arrives to make the task more difficult, and Cranky will get more cranky by upright throwing barrels that will stun them longer than banana peels does.
Crazy Mode - The area is tighter, and Cranky will immediately throw barrels at the start.
Allies Minigames
Paint It or Taint It
The goal is to paint as many rival players as possible, while avoiding incoming fires. The player who had the most rivals painted under 30 seconds win the game. At half time, the Impers appears and drop purple paint.
Control - Control Stick: Move - A: Jump - B: Shoot
Tip - Covering your Allies in paint does not count for your score. However, it can nullify the paint from the rivals!
Crazy Mode - The Impers comes right at the start, and orange paint launched by Galoombas also appears at mid-way.
Galoomba Galore
The players have to push back the army of Galoombas as many as possible. More and more Galoombas appears, and Goombrats shows up in occasion trying to directly attack the players, but can be overwhelmed by Galoombas. The player who defeated the most Galoombas under 45 seconds is the winner.
Control - Control Stick: Move - A: Jump/Ground Pound (Mid-Air) - B: Punch
Tip - Although Goombrats can be defeated by any attacks, Galoombas can only be defeated with a Ground Pound or push a flipped out Galoomba into another. Big Galoombas are faster and take more punches to be flipped, but can take down an army of Galoombas!
Crazy Mode - Big Galoombas appears more often, and some Galoombas wears a Spiny Helmet while some others plated themselves by unbreakable armor instead, blocking punches.
A Rocky Situation
The player have to avoid the Rocky Wrenches by dodging their wrenches and Bob-Ombs as the players reach the goal line at the end of the stage. The surviving players will wins the game. If there is at least one player or ally on a team, the team with the most surviving players is the victorious team.
Control - Control Stick: Move - A: Jump
Tip - You can jump on a Rocky Wrench that pop out, but be warned that you need to jump on the Bob-Omb too and kick it as a Bob-Omb held by a Rocky Wrench will wonder on its own if the latter is jumped on.
Crazy Mode - The numbers of Rocky Wrenches are doubled, and Bob-Ombs will explode earlier.
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Lucky
Occurs when the Lucky Space highlights "Play a Lucky Minigame". None of the Lucky Minigames uses the player's Allies.
Minigames
Dice Mania
The player rolls three dice to get shown amount of Coins, a few items or even a Star.
Control - Control Stick/Shake: Shake dice - A: Throw
Crazy Mode - Five dices, but there is a Blue Bowser side for each dice, which just do nothing.
Doors of Marvels
The player go thorough three doors, earning either nothing or a prize. A rare chance gives the player a shiny Star, but only in one room!
Control - Control Stick: Select Door - A: Open
Crazy Mode - Five rooms, but Wart or Guramina appears in one of the doors beyond the first room which immediately ends the minigame if the player selected the door containing either of them.
The Six Golden Orbs
The player pick two of the six golden orbs which contain Coins, items or even a Star. The game ends when the player gets two Golden Orbs.
Control - Control Stick: Move - A: Jump - B: Throw away unwanted Golden Orb
Crazy Mode - The orbs moves faster, but the prizes are bigger.
Guramina's Hat Tricks
The player must bump one of the five upside-down top hats Guramina is floating with her magic. Each top hats have a different prize.
Control - Control Stick: Move - A: Jump
Crazy Mode - The player is allowed to bump two of the five hats, but Guramina will then try to attack the player to prevent them from getting a second prize.
Teamwork
Also known as "Co-Op Minigames". Exclusive to the Adventure Party (outside of Free Play), this involves teamwork of all four players and as the category name suggests, the four players have to work together instead of being against each others. They are all compatible with Allies.
Minigames
Sea Slide
The four players collect Purple Coins until one minute passed, and avoid additional water sprouts. If a player crushed into a water sprout, that player will be stunned for three seconds. Colored Cheep-Cheeps and colored Bloopers will also appears after a half minute.
Control - Control Stick/Motion Sensor: Steer - A: Hop
Tip - You cannot collect Purple Coins if you get stunned by anything, so don't try to purposefully pump into something just to pass thorough more dangerous obstacles!
Crazy Mode - Amount of Purple Coins is multiplied by 1.3x, but the water sprouts and enemies are more frequent.
S Rank: 100 or more
A Rank: 75-99
B Rank: 60-74
C Rank: 50-59
D Rank: 40-49
E Rank: Less than 40
Doppel Gangsters
The scattered four players had to get rid of the twenty doppelgangers, made by Wart, by slamming them with a squeaky hammer. The doppelgangers will also try to do the same thing on you, but the difference is that the real characters will only be stunned, while the doppelgangers will vanish if hit.
Control - Control Stick: Move - A: Hit
Tip - In order to avoid your friends from hitting you, spin the control stick to let them know that it is you, but be sure to hit doppelgangers that approach you.
Crazy Mode - The doppelgangers will try to gang on the nearest player, and Wart may try to assist by breathing bubbles which may encase the real players in bubble for five seconds unless if hit by a friend.
S Rank: Under 40 seconds
A Rank: 50-41 seconds
B Rank: 55-51 seconds
C Rank: 65-56 seconds
D Rank: 70-66 seconds
E Rank: More than 70 seconds
Bob-Ombs Away!
Watch out for raining Para Bob-Ombs! Take them out with slingshots and work together to protect the bridge from their aerial assault and take out as many Bob-Ombs as you can! The game ends when the bridge get hit by four Bob-Ombs.
Control - Control Stick/Cursor: Move - A: Shoot
Tip - If a Bob-Omb exploded near you, you will get stunned for three seconds, wasting valuable time to take out more incoming Bob-Ombs.
Crazy Mode - King Bob-Omb will appear and throw out lit Bob-Ombs in order to directly attack the players. The players can counterattack by directly hitting him for extra points and also to bounce back those Bob-Ombs back at him, but the players should split to have some to take out Para Bob-Ombs, and some to take care of King Bob-Omb. King Bob-Omb will be taken out after ten hits, a countered Red Bob-Omb counted as two, but he will come back after ten next seconds.
S Rank: 50 Bob-Ombs
A Rank: 40 Bob-Ombs
B Rank: 30 Bob-Ombs
C Rank: 20 Bob-Ombs
D Rank: 10 Bob-Ombs
E Rank: Less than 10 Bob-Ombs
Stampede
Stamp on the paper that have same color of the stamp you have, but if you get the paper with wrong color, pass it to an appropriate teammate. Stamp as many correct papers as possible until thirty seconds passed.
Control - A: Stamp - Control Stick + B: Pass to a teammate
Tip - Stamping the wrong paper will cost your team the point. Calculate your pile carefully!
Crazy Mode - Long purple papers appears, which can be stamped by anyone but needs to be stamped three times, no more. Long aqua-green papers, given by Guramina, mustn't be stamped until the magic goes away and can be stamped up to three times like the purple ones.
S Rank: 70 Stamps
A Rank: 55 Stamps
B Rank: 40 Stamps
C Rank: 30 Stamps
D Rank: 15 Stamps
E Rank: Less than 15 Stamps
Wild West Watch
Bandineros are under loose and stole money from the local bank! Spot and arrest all the Bandineros as soon as possible, and some will use a decoy to waste a player's time.
Control - Control Stick/Cursor: Aim - A: Throw Lasso - L/R: Shoot
Tip - Shooting the Bandineros will only stun them, but makes them easier to capture and also helpful to take down objects that would obstruct the lassos.
Crazy Mode - Some Bandineros will fight back with their cork pistols and will stun the player who had just get hit by a cork. Their own corks are slow and can be shut down by your own corks!
S Rank: Under 35 seconds
A Rank: Under 45 seconds
B Rank: Under 55 seconds
C Rank: Under 65 seconds
D Rank: Under 80 seconds
E Rank: 80 seconds or more
Passin' By
Press the correct button to pass a Block to the next teammate (or if last teammate, the constructor Shy Guy) as soon as possible. The Block indicate which button should be pressed next. The game is over once 30 seconds passed, but if all of the four players are holding off for more than five seconds, then it ends earlier!
Control - A/B/Y/X: Pass Block
Tip - Pressing the wrong button will cause the player to stumble a bit for a second. Do not rush if you aren't sure what would be the next button to press!
Crazy Mode - Guramina had cursed the blocks; now the players must press any button not in the Block and more buttons not to press will be shown as the game progress!
S Rank: 20 Blocks
A Rank: 15 Blocks
B Rank: 13 Blocks
C Rank: 10 Blocks
D Rank: 5 Blocks
E Rank: Less than 5 Blocks
Firemen's Duty
Work together to rescue as many NPCs as possible as although the flame is turned off, the building will not be able to stay still for long! Avoid Thwomps and Whomps as they falls. The game ends after all 30 NPCs (sans Thwomps and Whomps) had escaped the building.
Control - Control Stick: Move Trampoline
Tip - Piantas, Sumo Bros and Sledge Bros falls faster than others, so prioritize them first when you see one falling.
Crazy Mode - All players control one large trampoline instead of four separate trampoline. This requires more teamwork as while the large trampoline can cover most of the area, it means that it is harder to avoid Thwomps and Whomps without coordination!
S Rank: Rescue 25 people
A Rank: Rescue 20 people
B Rank: Rescue 16 people
C Rank: Rescue 12 people
D Rank: Rescue 6 people
E Rank: Rescue less than 6 people
Honey Lots
Stop the Urban Stingbies from taking the honey reservoirs away! Punch, stomp and throw a comb into them to defeat them, but the Urban Stingbies may fight back, especially the more aggressive red and homing blue ones! The minigame lasts for 30 seconds.
Control - Control Stick: Move - A: Jump/Ground Pound (Mid-Air) B: Hit/Grab, throw Honeycomb
Tip - Bees and Beas will warn you when a larger wave of Stingbies will be upcoming. If an Urban Stingby managed to take away one of the ten reservoirs, take them out before they could escape the area!
Crazy Mode - Fifteen reservoirs, but more Urban Stingbies to deal with. Normal Stingbies will also aid them by attacking one player in a swarm, but they can be defeated just as easily, except that punching on their frontal stinger will not work and stun the player instead.
S Rank: At least 9 reservoirs remaining
A Rank: 7 or 8 reservoirs remaining
B Rank: 5 or 6 reservoirs remaining
C Rank: 3 or 4 reservoirs remaining
D Rank: 1 or 2 reservoirs remaining
E Rank: All reservoirs lost
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Superstar
Occurs at the end of the final turn, and the Coin Prizes are doubled. All Superstar Minigames allows Allies to be used.
Minigames
Wall Wide Record
The players have to run over a large and long wall right until the end. The first part is easy and more relaxed with a few Bullet Bills, but the second part is when things ramp up the difficulty and more Bullet Bills arrives, and the wall structure have holes which cause the player to fall. The player or the team who managed to run for the longest time without being stunned wins.
Control - Control Stick: Move - A: Jump - B: Run faster
Tip - Do not stop running, as there are Chain Chomps that appears from the players' behind and severely stun them for a second!
Crazy Mode - Para-Galoombas and Parachute Galoombas also appears and will trip down the players who collided with them. The Chain Chomps advances more as they barks. The Banzai Bills assist the Bullet Bills.
Plentiful Plants
At round 1, the players must plant as many plants as they can in their own garden. At round 2, the players then water them and push the clouds away with the big fans. The team who had made the most well bloomed flowers win.
Round 1 Control - Control Stick: Move - A: Pick seeds/plant seeds
Round 2 Control - Control Stick: Move - A: Water a flower - B: Blow a cloud away
Tip - You can use your fan to push away rival players and slow down their progress, but once the clouds head to your garden, blow them away before they reached the garden and hinder the flowers' blooming progress!
Crazy Mode - Piranha Plants among the plants and may try to chomp down the players. The planters had to water them enough to tame those Piranha Plants. Red and blue shelled Lakitus also appears as faster clouds and had to be blown away, but the blue ones will throw Spinies in retaliation.
Sandcastle Wars
The players build up their own sandcastle out of sand and water, so they had to collect as much sand as possible in order to get a solid, big sandcastle. The round 2 is the more exciting part; the players throw water balloons at the rivals' sandcastle. The last sandcastle standing will have the players who made it win the game.
Round 1 Control - Control Stick: Move - A: Collect sand/Pour out sand - B: Look at map
Round 2 Control - Control Stick: Move - A: Throw Water Balloon - B: Shovel
Tip - When there are deep sand holes that will hinder your progress in your area, check the map in order to see if there are areas where there are plentiful of non-dug sand. During the battle, use your shovel to shield a Water Balloon thrown by a rival.
Crazy Mode - There are various NPCs that plays or sit down in the beach, leaving less space to collect sand. During the battle, Impers will throw a Water Balloon at anyone's sandcastle, requiring more caution.
Sliding Slopes
The players slide down in the slope, with various obstacles like bumpers and Cannonball Carls the player have to avoid. The round 2 involves going as fast as possible as a homestretch. If a team have a player who reached the goal first, that team wins.
Control - Control Stick: Move - A: Jump - B: Spin - Y/X: Slide faster (Homestretch)
Tip - During the Homestretch, there are still bumpers at the goal that must be avoided and are foreseen by visual cues with the "!" signs, which indicated where the bumpers are at.
Crazy Mode - More bumpers, more Cannonball Carls, big rolling Chomps, more bumpers at the goal.
Hope for More
The players have to plant their pumper as fast as possible, and them pump as quick as possible to sprout water out. This seems easy, but there are a few distractions like passerby Shy Guys, as well as falling Spiny Eggs that will stun the players if not dodged in time.
Round 1 Control - A: Dig - B: Hammer the Pumper
Round 2 Control - A: Pump - B: Dodge
Tip - Falling Spiny Eggs will leave an audio cue that will give a warning to players. Listen carefully when it comes to this!
Crazy Mode - The pumpers takes a bit more hammer hits to be fully planted, and larger Spiny Eggs will fall down which will stun the players for longer if not dodged.
Delightful Sunlight
The players have to reflect the sunlight into their solar panels, and the next round involves hindering the rivals' charging progress as much as possible. The team who have their vehicle fully recharged wins the game.
Round 1 Control - Control Stick: Move - A: Install/Remove Mirror - B: Turn Mirror left - Y: Turn Mirror right - X: Turn Mirror to opposite direction
Round 2 Control - Control Stick: Move - A: Turn Mirror to normal - B: Twist rivals' mirror/Punch
Tip - The team with the most sunlight usage tend to win faster. Work together to stop them from winning too easily!
Crazy Mode - There are big rocks that blocks the sunlight, which makes the minigame quite more puzzle-oriented. During the Round 2, Whomps appears to block the sunlight and attack nearby players, and the players have to shoo them away by punching their face enough time.
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Boss Battles
Occurs after the first half of the total turn, and another one will occurs after a Superstar Minigame. A Star is given for the player who dealt the most point at the end of each Boss Battles. All Boss Battles are Allies compatible.
Unlike the ND Cube developed Mario Party games which features bosses and like Mario Party DS, the players have three HPs, and running out of these will cause the player to be out for five seconds. If all players (including Allies) were out, then it is game over and the boss will get away with the Star.
Boss Minigames
Major Borrows Mash
Mid-Boss of Mushroom Kingdom Garden
The players have to take down Major Burrow by kicking the rocks at his head. Major Borrow attacks by throwing his own rocks, calling Undergrunts to attack the players, and causing an earthquake that will cause watermelons to bounce, potentially damaging anyone below.
When at lower than 50% HP, Major Burrows gets furious and throw rocks more often, throw a larger boulder that can only be pushed, and jump around the arena.
Control - Control Stick: Move - A: Jump - B: Kick a rock
Tip - Major Burrows may try to feint his attacks and instead hide in his hole, causing psyched out players to wrongly kick a rock at him.
Crazy Mode - Major Burrows attacks a lot more faster, and he will throw bombs that will immediately explode shall anyone try to kick those!
Naval Piranha Nozzle
Boss of Mushroom Kingdom Garden
The players attack Naval Piranha by shooting watermelons into her, and then attack her usual weak spot. Naval Piranha attacks with Nibbler Spores that turns into Nibbler Plants, using her vines and swing them horizontally, and directly chomp the players.
When at lower than 50% HP, Naval Piranha goes more aggressive and rolls herself, roar so loud that watermelons are blown away, and turn red as she bonk her head rigorously.
Control - Control Stick: Move - A: Jump - B: Punch/Pick watermelon/Throw watermelon
Tip - Try not to get too close to Naval Piranha; she will try to chomp anyone who is the closest to her.
Crazy Mode - Naval Piranha sprouts more Nibbler Spores, and also spit out water spheres that explode on impact and make the floor slippery. Her vines swing are much faster.
Blasted by Ba-Boom
Mid-Boss of Cold, Cold Tundra
The players have to defeat Ba-Boom and his two lookalikes (whoever is Ba-Boom among them is the mystery) by throwing back the Bob-Ombs they had thrown. The trio attacks with squeaky hammers, send duplicates that perform a headbutt, and rolling at wavy direction.
Ba-Boom is unusual for a standard boss as unlike the others, the trio loses one of their member at 65%, which caused them to throw red Bob-Ombs that immediately explodes on contact and dodge incoming Bob-Ombs, and at 40%, the last Ba-Boom get furious and throw out icy shurikens that freezes the floor and anyone who get hit by these, and send shadowy duplicates to chase after them.
Control - Control Stick: Move - A: Jump - B: Punch/Pick Bob-Omb/Throw Bob-Omb
Tip - Ba-Boom is a tricky monkey; he will deceive a player by taunting, and then dodge the moment the player throw a Bob-Omb at them. Attack when he's attacking instead.
Crazy Mode - Ba-Boom's attacks are faster and more aggressive, and at peak, Ba-Boom will do as twice as much shadowy duplicates.
Splash Draggadon's Surfing Surge
Boss of Cold, Cold Tundra
The players have to use their small airships to dodge Splash Draggadon's attacks as she breath water bombs, swipe her tail, and perform a body slam. The players can strike back by throwing cannonballs to her weak spot that the other Draggadon species have; the bandaged bump on her head. Allies help out by throwing smaller ice balls that deal a bit less damage.
When at lower than 50% HP, the Splash Draggadon roars more furiously, and may catch the cannonballs to throw them back. She'll also spout a more powerful water breath that will cause the airships to slow down if they get hit by it!
Control - Control Stick: Move - A: Fire ice ball - B: Drive faster
Tip - Splash Draggadon will headbonk into anyone who's aiming at her weak spot for too long. Stay away from her after dealing enough damage.
Crazy Mode - Splash Draggadon attacks more often, and will try to cause a geyser that will cover up to 1/4 of the screen, thus limiting the space to dodge her next attacks.
Driller Rat Drip
Mid-Boss of Thunder Bazaar
Driller Rat seems to be aware that he would be punched or jumped on, so he spiked his furs to prevent any of this. The players have to lead Driller Rat into a wall to make him stuck, and then throw a Throw Block into him, but they need to avoid his rushing attack and him digging thorough soft ground.
When their HP is lower than 50%, Driller Rat runs faster and will attack those who were trying to attack him with Throw Blocks. He will also swiftly dodge Throw Blocks aimed at him, in addition to using Warp Pipes for a sneaky attack.
Control - Control Stick: Move - A: Jump - B: Pick/Throw Block
Tip - While Driller Rat can be hit at anytime, hitting him with Throw Block will caught his attention and run after you next, so be sure to have a safe distance.
Crazy Mode - Driller Rat runs faster and there are more soft ground, allowing him more mobility with his digging move. His AI is also enhanced, always attacking the nearest player, and also shoot his drill as a projectile.
Snifberg Sneeze
Boss of Thunder Bazaar
The players will have to throw out Fire Balls after gaining a Fire Blaster, attacking Snifberg the Unfeeling who will spit out ice balls and freezing breath. Ice Snifits will also give support but can be defeated by a single fire ball.
When at lower than 50% HP, Snifberg will start to encease himself on solid, spiked ice cube, which will only melt away after enough charged Fire Balls or getting hit by a scalding waterfall. He will also hop into unreacheable area to spit out icicle missiles which will home into the nearest players, but can be destroyed with two Fire Balls.
Control - Control Stick: Move - A: Throw Fire Ball/Charge Fire Ball/Release to throw Charged Fire Ball - B: Dodge
Tip - Do not drop into the water, as it is quite scalding and will hurt you and bounce you back into the arena! Wait until Snifberg smashes into a weak floor, making him fall into the water and take big damage.
Crazy Mode - Snifberg will switch between attacking the nearest players to attacking the furthest players who are attacking him. There are also less cracked floors, and Snifberg's new attack involving him spinning like crazy and spit out ice bombs that freezes a small portion of the floor, which will make it slippery but can be melted by Fire Balls.
Captain Syrup's Mindful Mutiny
Mid-Boss of Diamond City Stadium
The players have to take on Captain Syrup's multiple mechanics that can shoot bombs of various, respective colors. Red ones are rolling, yellow ones are bouncing, green ones splits after the first explosion, and the blue ones explodes on contact (but not upon being caught).
When the machines' HP are lower than 50%, Captain Syrup deploys purple ones that chases after the players before they lit and explode quickly, and orange ones that grow before it explodes and are too heavy to throw, but can be punched away much easier. She also calls Spearmen for direct attack.
Control - Control Stick: Move - A: Pick/Throw Bombs - B: Punch
Tip - Punching a Bomb that is about to explode will make it explode immediately. Only punch one that had just landed.
Crazy Mode - A Bob-Omb and a new White Bob-Omb can be shot from the machines, which can make the other bombs to explode and deals more damage, respectively. White Bob-Omb also removes two points instead of one from all players who get hit by one. More Spearmen appears and some of them also throw some bombs.
Bandireno King's Robo-Robbery
Boss of Diamond City Stadium
The players have to avoid Bandinero King's custom Bandineemoth Robot, called the King Roid, and counter attacks by hitting a block that activates various traps. You can also activate traps to hurt rivals, but focus on taking down Bandinero King unless someone else is catching up!
When at lower than 50% HP, the King Roid arms with missiles and chained spikes that can destroy walls, allowing him to catch up with fleeing players and will dodge a trap that is already activated.
Control - Control Stick: Move - A: Jump/Ground Pound
Tip - Another way to damage the King Roid is to Ground Pound on the cockpit, but the Bandinero King will eventually make the machine spin to pushes offenders away.
Crazy Mode - The King Roid moves more often and attacks more aggressively, and the other Bandineroes also appears to directly attack the players. When the Bandinero King gets angry, the King Roid have four chained spikes instead of two, and a few missiles homes at any of the players.
Krusha's Rock Rumble
Mid-Boss of Kong Hotel
The players have to knock back the rocks that Krusha had thrown with the correct buttons. Larger ones requires a charge but deals more damage to Krusha. Krusha will also attacks with a tremor wave and orange bombs. Allies will help out by throwing barrels that deals weaker damage, but can destroy orange bombs.
When at lower than 50% HP, Krusha throws even more orange bombs and attempt to rush at one of the players. He will also try to body slam that will inflict an earthquake.
Control - A: Jump - B/X/Y: Hammer back rocks - SR/SL: Dodge
Tip - His attacks are easy to predict, but Krusha may try to feint and his orange bombs will explode even when hit, so dodging is the best solution.
Crazy Mode - Krusha will dashes ahead to the player that deals the most damage to him, which can be only dodged with a jump. He will also throw larger rocks more often and body slams more frequently.
K. Rool's Aerial Clash
Boss of Kong Hotel
The players uses the fireworks to strike King K. Rool as he pilot to his own airplane called the Krimson. He attacks by dropping bombs, shooting Klaptrap-like missiles and use a mechanical fist for direct combat. Allies help out by shooting along with the player.
When at lower than 50% HP, K. Rool get furious and deploys even more bombs and missiles, to the point that he could overwhelm all of the players. Thankfully, the player gets help from Cranky Kong, Lanky Kong and the Ukikis who are also shooting fireworks at K. Rool.
Control - Control Stick: Move left/right - A: Shoot - B: Refill
Tip - The players can only shoot two missiles at once, so refill as quickly as possible once you dealt a shot or two.
Crazy Mode - K. Rool will dodge more frequently and drops green bombs that will split after being hit once. He also try to attack the Kongs who gives support.
Mecha-Bowser's Trash Bash
Mid-Boss of Power-Up Laboratory
The players have to press switches to drop pile of junks into Mecha-Bowser, who shoots Bullet Bills and fire bombs in order to attack the players. Obstacles that the player must avoid are electric floors that turns on and off in periodic timing, and junk piles that drops when Mecha-Bowser stomped the ground.
When at lower than 50% HP, Mecha-Bowser spin his head and starts to breath fire, forcing the players to run in clockwise (or counterclockwise) orientation, though the spinning is a bit slow. Mecha-Bowser will also fire Bull's-Eye Bills that chases the players but can be stomped like regular Bullet Bills, as well as spiked balls that rolls for five seconds.
Control - Control Stick: Move A: Jump/Mid-Air Jump
Tip - Use the mid-air Jump to avoid tall traps and to jump over other players, and it can be useful to avoid Mecha-Bowser's fire breath with good timing.
Crazy Mode - Mecha-Bowser will change direction more frequently and aim for the players who are the nearest to the switches. It will also try to catapult bigger pile of junks that will not only hurt the players who get hit by these, but also bury them for three seconds or after three A pushes.
Scifive Sky Fight
Boss of Power-Up Laboratory
The players fight Scifive's aerial mobile that shoots projectile based on the Power-Up used. To damage her aerial vehicle, return fire to her by using the Reflection Mirror in the correct position and by adjusting the mirror to the appropriate angle.
Power-Ups used are the Fire Flower (straight projectiles), Ice Flower (bounces higher), Superball Flower (bounces off walls and projectiles are faster), Mini Mushroom (shrinks the target), Mega Mushroom (enlarge the projectiles), Metal Box (shoots heavy iron balls that rolls forward and cannot be reflected) and Cape Feather (send a twirl of tornadoes that, while reflectable, can send the target up to the sky and lose their four seconds).
When at lower than 50% HP, Professor Scifive fires more frequently and enables two more turrets on her aerial mobile, and activate her own rotating Reflection Mirrors that could send back the reflected projectiles. Super Leaf (sprout a raccoon tail and swing it toward nearby players), Penguin Suit (slides forward) and Boo Mushroom (disappears in sight and send spectral, wavey spheres).
Control - Control Stick: Move - A: Jump - B: Hold Mirror Upward - SL/SR: Adjust Mirror Position
Tip - Some projectiles like the Ice Balls will hit the players' head, so hold the mirror up to reflect these back.
Crazy Mode - Scifive will swoop up and may attempt to chase the players, though the players can adjust their mirror to be behind them. New projectiles are the Blue Shell (shoot bouncing and fast Blue Koopa Troopa Shells) and the Super Carrot (bounces high, float a bit and perform a crashing slam), and Scifive always aim at the furthest player.
Gourmet Galoomba Galore
Mid-Boss of Guramina's Frenzy Fortress
The players first memorize where Gourmet Galoomba is, and move their cooking basin under five seconds or less while avoiding his egg-shaped bombs and fiery peppers. Allies will act on their own.
When at lower than 50% HP, Gourmet Galoomba will directly strike the players by throwing frying pans and spatulas, as well as croissants and baguettes that bounces on the field.
Control - Control Stick: Move A: Pick Basin/Drop
Tip - Gourmet Galoomba will start moving and his shadow will give a clue where he could be. Him throwing his stuff will also expose his position for a while.
Crazy Mode - Gourmet Galoomba moves more frequently, and even attempt to headbonk the players. He will also throw his own basins that will badly stun the players who get hit by it.
Guramina's Elemental Strike
Boss of Guramina's Frenzy Fortress
The players must remember Guramina's element she is going to use, then must get into an element that is strong against Guramina's element. The right element will cause damage to her, but then she will attack with her own element afterward. There are six elements which is strong one after another; Water > Fire > Leaf > Light > Darkness > Thunder > Water.
When at lower than 50% HP, Guramina will permit less time for the player to memorize and get into the right element, and will deliver deadlier version of her elemental attacks. She will also directly attack with a hand slap and throwing out crystal balls.
Control - Control Stick: Move - A: Jump - B: Confirm
Tip - Every third turn, Guramina will always quickly select Light no matter the element she had shown. Please remember this!
Crazy Mode - Guramina will grow bigger to increase her melee range and take less damage, and even remove the element that have the most people stepped on. If that element is needed to counter her, she will immediately attack! In addition, she summons Gourmet Galoomba who will directly attack the players.
Reznor's Burning Blitz
Mid-Boss of Nostalgia Galaxy
The players avoid the fiery breath of the Reznor, and then bump on the blocks that will make them trip and fall to their doom with enough damage. Their rotating machine also shoots Bullet Bills and launches a punching glove this time.
When two Reznors are taken down, the two Reznors left breath fire even more often and even make an explosive ball of blitzing flames.
Control - Control Stick: Move A: Jump
Tip - The Reznor's machine spin faster when one Reznor is taken out. Wait until the machine slows down for the best chance to bump their block!
Crazy Mode - The Reznor also breath ice and thunder, which freezes and paralyze unlucky players respectively. They also attacks more often and have Dino Rhinos as reinforcements.
Tatanga Tango
Boss of Nostalgia Galaxy
The players flies on their Sky Pop to take on Tatanga's souped up alien ship that shoots lighting bolts and also deploys a forcefield that will reflect any missiles headed to him.
When at lower than 50% HP, Tatanga doubles his guns and shoot twice as fast, leaving less space to dodge. He will also deploy a deadly laser of powerful light that will turn anyone into gold, and while easy to dodge, this attack is essentially a OHKO attack!
Control - Control Stick: Move - A: Shoot - B: Dodge
Tip - There is an audio and visual cue that will tell when he is about to deploy his forcefield. Be prepared for the blue light that will deploy the shield!
Crazy Mode - The forcefield lasts longer, the cannons takes more damage before being destroyed, and Tatanga also deploys miniature version of his vehicles as drones to add distraction and extra firepower.
Koopa Kid's Vege-Vengeance
Mid-Boss of Yoshi's Tropical Island
The Koopa Kid is out for revenge after rumors that Bowser had abandoned him! The players dodge the poisonous vegetables that the Koopa Kid throw and wait until pure vegetables comes in. The players have to eat one proper vegetable in order to run faster and hit the Koopa Kid.
When at 60% HP, the Koopa Kid will deploys explosive fruits and barrels, as well as jumping sideway to dodge incoming players. He also splits into three colored Koopa Kid (Red, Blue and Green), which each shares the remaining HP.
Control - Control Stick: Move A: Jump - B: Hit
Tip - The pure vegetables will have glittering effects while the poisoned ones have purple smoke, so be sure to keep your veggies straight in order to take the Koopa Kid by surprise.
Crazy Mode - The Koopa Kid's poisonous veggies are larger, and can slow down the players further. Pure vegetables are more sparce, but larger one can be picked up and thrown at him for more damage.
Kamella's Capers
Boss of Yoshi's Tropical Island
The players must rescue the Yoshis who are held prisoners inside four of Kamella's chests, which are moved by Bandits. The players have to hit the Bandit carrying the right one to free the Yoshis and have the players access to Yoshi Eggs to attack Kamella.
When at lower than 50% HP, Kamella seals the Yoshis again, this time the Bandits will move faster and there are colored Magikoopas who attacks alongside her for reinforcement.
Control - Control Stick: Move - A: Jump/Ground Pound - B: Punch/Throw
Tip - The chest containing the imprisoned Yoshis will shakes every three seconds, so keep your eyes open.
Crazy Mode - There are about six more chests, and some extra Bandits will steal away a few Yoshis back into one of the chests. A few chests also have magical traps that slow down the player who opened it.
Mouser's Cheesy Assault
Mid-Boss of Bowser's Subconscious Castle
The players dodge the cheese wheels Mouser pushed and throw back the bombs he threw. He will dodge left or right after throwing four bombs, and he will also calls Snifits for reinforcement.
When at 50% HP, he calls Tryclyde, Clawgrip and Fry Guy for reinforcement and extra power. Although they can be taken down, they will eventually overwhelm the players if they are not taken care off.
Control - Control Stick: Move A: Jump - B: Pick/Throw Bomb
Tip - Each three cheese wheels thrown, Mouser will throw two cheese wheels at once, but also throw even more bombs. This is your cue to counterattack.
Crazy Mode - Tryclyde comes earlier to assist Mouser, and Mouser now throw red Bob-Ombs that immediately explodes upon contact. He also throw green cheese wheels that let out a bad smell and stun anyone who stays near it for too long.
Wart's Wrath
Boss of Bowser's Subconscious Castle
The minigame name is "???" the first time the players take on Wart. The players take on a Fake Bowser, with the eyes twirled, and breath fire. The players throw out blocks and punch him, and the Fake Bowser spin in his shell to counterattack.
Once taken down, the Fake Bowser reveals to be a bubbly nightmare impostor made by Wart, who proceed to create bubbly version of previous bosses and even villains that didn't even showed up in Crazy Mario Party such as Jigea and Fawful. He also attacks by breathing damaging bubbles as usual.
At 50% HP, Wart completely change his attacks; he makes copies of himself to avoid damage and brainwashed the characters that aren't recruited yet with his nightmare bubbles, while also perform a body slam, throw a poisonous orb that both damage and slow down players, and use his tongue to spit one player into another.
Control - Control Stick: Move - A: Jump/Ground Pound - B: Punch/Pick and Throw Block
Tip - This is an all-out fight, and the final boss will not rest easy and have full of tricks, so give it all you got!
Crazy Mode - The players first take on the Fake Blue Bowser, who is much stronger than the regular Fake Bowser and is more durable, as well as throwing hammers for good measure. Wart will keep using the bubble clones even when at phase 3, and even use his bubbles to hypnotize a few Allies that will attack fellow players, but can be brought back to consciousness. He attacks even more often than usual, and a few of his bubbles have a dark or light aura that chases at nearby players and explode on contact, respectively.
Teamwork Boss Minigames
Giga Lakitu Launch
Boss of Sky Streets
The players fight Giga Lakitu by sending back his large Spiny Shells at him, and he also throw smaller Spinies and even wall-climbing Spike Tops in an attempt to take out the players. Giga Lakitu can also be damaged by large rocks after he caused a thunderbolt attack.
When at lower than 50% HP, Giga Lakitu stops screwing around and deliver even more thunderbolts, and even an even bigger lightning bolt after he charges it for 5 seconds. He will even send a Mega Spiny that can only be defeated by hitting their face and can only be kicked forward!
Control - Control Stick: Move - A: Jump - B: Punch/Grab Shell/Kick
Tip - Giga Lakitu will send a handful of ten Spinies at once every ten seconds. Be prepared for the fall!
Crazy Mode - Giga Lakitu also throws Blue Spinies and Blue Spike Tops that moves twice as fast, and there are a few Para Spinies at a time that will shoot spikes at eight directions. Giga Lakitu's thunderbolts also travel faster.
Gooper Blooper Loopers
Boss of Sky Streets
The players have to work together by grabbing one of Gooper Blooper's four tentacles, and pull the tentacle far enough to fling it into his face! Watch for his spinning attack and his poisonous goop!
When at lower than 50% HP, Gooper Blooper starts swimming in the water to prepare his next attack, with the Delfino Bloopers helping him out by shooting damaging ink, before making an aquatic body slam. He will do it again every fifteen seconds after the first strike.
Control - Control Stick: Move - A: Jump/Ground Pound - B: Punch/Pull Tentacle
Tip - Unusually, Gooper Blooper's tentacles will have individual color depending on which player he will attack next. If it matches you color, get ready to dodge!
Crazy Mode - Gooper Blooper attacks more often and his poisonous goop spreads more widely. He also have an assistance from Blooper Nannies that spin around the field alongside their babies. Gooper Blooper's aquatic strike will also be performed after, being more difficult to keep track of when he's underwater.
Skerry Juice
Boss of Grape River
The players pick up the large individual grapes and throw them to Skerry to distract her, and then hit her with large Turnips. She attacks with grape-flavored goops, swooping up and down, and clawing her ways with her talons.
When at lower than 50% HP, Skerry start to drop eggs that let out purple goops and send her feathers to make a powerful but small tornado that will try to send the players into the purple river. She will also attack more aggressively, pecking anyone who dares to get near her.
Control - Control Stick: Move - A: Jump - B: Pick, Throw
Tip - Trying to throw the Turnips at Skerry will only cause her to dodge unless if you get close enough to her; attack when she attacks or when she get distracted!
Crazy Mode - Skerry not only attacks faster, she also eats the grapes faster and fires her goop in larger bursts. She will also drop her eggs more often and her swooping pattern is more unpredictable.
Brockhead's Block Battlefied
Boss of Big Block Fortress
The players have to outwit Brockhead by hitting the exploding blocks and send those into him. He will also attack by making Spiked Blocks and changing the property of the Blocks the characters are standing on. Stomping and punching can work, but it deals smaller damage thanks to his resilience as a Brock.
When at lower than 50% HP, Brockhead changes his head upside down to look more angry, and start to use items to boost himself, but not instantly. The Mega Mushroom make him (or any player) larger and briefly invincible and with greater strength, the Cape Feather slows down the fall of anyone who collected it, and the Star will allows full invincibility but are rarer and have a more erratic pattern. He will also make a shower of large coins that will actually damage any player who is unlucky or greedy enough to get hit by one.
Control - Control Stick: Move - A: Jump/Ground Pound - B: Punch/Kick
Tip - Wait until he put up Block Bombs or grabbing a Star or Mega Mushroom to deal actual damage; other attacks will not stun him and deals smaller damage.
Crazy Mode - Brockhead will start with throwing five Bob-Ombs to destroy five Brick Blocks at first phase, and then five more in the second phase. He will also change more Blocks at a time, and he might even put his own Blocks that fills in the missing blocks, but will also launch a spring trap after being stepped on five times, but increases the amount of time needed before activation if no one stepped on it after five seconds.
Ruined Dragon's Dreadful Rush
Boss of Big Block Fortress
The players evades the Ruined Dragon's attacks as they ride on the floating discs, and then those who managed to survive will perform a ground pound on his head. The Ruined Dragon attacks with his lightning power, a few of his new attacks being his electric boomerang-shaped attack. Koopa Shells can be used to deflect his weaker moves and deliver a small but notable damage on his head.
When at lower than 50% HP, the Ruined Dragon furiously roars and crumbles the tracks, making those tracks trickier and requiring more maneuvers. Ruined Dragon will also send purple Burrbos to infest the tracks but can be dispatched with Koopa Shells. The Ruined Dragon will also lower his head less often, becoming aware that the players will not hesitate to hit his weak spot, but the columns spawns faster.
Control - Control Stick: Move - A: Jump - B: Brake - L/R: Throw Koopa Shell - Ground Pound is automatic.
Tip - The columns can be used to stun him if hit on his head. When this happens, quickly get to his head and you will perform a powerful Ground Pound on his forehead!
Crazy Mode - The tracks are a bit more complex, and the Ruined Dragon attacks more often, as well as using a tail swipe to destroy parts of the tracks. The Burrbos are also more numerous, and the columns spawns at a slower rate at phase 1, and then normal speed at phase 2. The Ruined Dragon will also only tires after more attacks than usual.
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Evasion Minigames
Regular Evasion Minigames
Runaway Rudeness
The thief will have to hit the players with bombs to steal their Coins, with the last bomb used to steal a Star from those hit by this. The other four players have to evade those bombs at all cost and avoid getting pushed by the runabout. This minigame ends after 20 seconds or if the thief used all of their fifteen bombs.
Control (Thief) - Control Stick/Cursor: Aim - A: Throw Bomb
Control (Players) - Control Stick: Move - A: Jump
Tip - The players moves faster than the thrown bombs, so the thief should aim wisely and trick the players, while the players need to be prepare for potential psyche-outs.
Crazy Mode - Only 15 seconds and only ten bombs for the thief, but the path is tighter and the runabout can be slown down by the rocky road, making the aim for the thief more difficult. There are also Piranha Plants that try to chomp the players and slow them down as well.
Fruity Flattening
The thief throw giant fruits at the players, who have to avoid them at all cost by using covers or just straight up dodge them. Watermelons rolls after landing while the other fruits stops upon landing. A rare golden fruit will be used to steal a Star. This minigame lasts for 25 seconds.
Control (Thief) - Control Stick/Cursor: Aim - A: Throw Fruit (High arc) - B: Throw Fruit (Low arc)
Control (Players) - Control Stick: Move - A: Jump - B: Dash
Tip - The players can only perform one Dash per five seconds, but will save themselves from a dreadful golden fruit! The thief should take the Dash cooldown into consideration too.
Crazy Mode - Only 15 seconds, but the arena is smaller, thus less places to hide from the giant falling fruits.
Red-Hot Summit
The thief will press the buttons to activate the Eruption Holes, which will hurt the players who stand on it and make them loses coin. The smallest Eruption Hole will take away a Star from one unlucky player. The minigame ends after 20 seconds.
Control (Thief) - A/B/X/Y: Activate an Eruption Hole with the same button
Control (Players) - Control Stick: Move
Tip - The larger Eruption Holes will take some seconds before activating, but the smallest one will erupt immediately after being activated. Each have a cooldown of three seconds, so players can use the cooldown to their advantage.
Crazy Mode - Only 10 seconds, but the arena is smaller and the holes is slightly larger. Podoboos will also appears to attack safer zones, making camping potentially unrewarding.
Keynesis
The thief shuffles the ten keys as quick as he or she can, hoping that at least one will get one of the five foul keys. The players have to focus and make sure to pick the functional one. The thief have ten seconds to shuffle, and the players have fifteen seconds to select a key.
Control (Thief) - Control Stick/Cursor: Select Key - A: Shuffle to left - B: Shuffle to right - X/Y: Shuffle all keys, five-to-five
Control (Players) - Control Stick: Select Key - A: Confirm
Tip - Its a game of concentration, so the thief have to be as shift as possible and try to trick the players by making them losing track. The players themselves must focus at all cost.
Crazy Mode - Only nine keys and only four are functional, so one less chance for each player to escape. There are also Hypnooks that will fly to distract the players.
Pop, Goes the Fun
The thief pop the balloons to let out various NPCs; Thwomps will fall immediately but doesn't move, Mechakoopas chases the players but can be stomped, and Spinies wonder around but cannot be stomped. Rare golden Spinies will make the player to drop a Star if hit by them. The minigame ends when all of the balloons popped out or after 30 seconds.
Control (Thief) - Control Stick/Cursor: Aim - A: Shoot
Control (Players) - Control Stick: Move - A: Jump
Tip - The NPCs' shadow will indicate where the balloons are and where the enemies will fall. The players must not ignore the shadows in order to avoid the falling fiends.
Crazy Mode - Only 20 seconds, but Bob-Ombs are into the mix where they can take out fellow NPCs but explode two seconds after being stomped, and can make a chain of explosion when the Bob-Ombs are nearby each others.
Shocking Swerving
The thief control the electric rods to direct the potential thunderbolt to hit the players. The thunderbolt will activate after 15 seconds, and the amount of Coins the thief will steal from individual player will depend on how many thunderbolt hit those players; one means 5 Coins, two means 10 Coins, three means 15 Coins, and all four means a Star.
Control (Thief) - Control Stick: Move cursor - A/B/X/Y: Activate trapdoors
Control (Players) - Control Stick: Move left or right - A: Jump
Tip - The thief can use the trapdoors to drop the player standing on the appropriate trapdoor into the lower level. The players should not stand on the trapdoor if the cursor is right below.
Crazy Mode - Only 10 seconds and the arena is smaller, but the players can use the spring to get to the upper floor much faster.
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