Mario Party - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for Mario Party - Strategy Guide (Page 01).
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Presented by Intense Games -
Written by Bobby Conover
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Table of Contents :
<00> - Introduction
<01> - The Rules
<02> - Mushroom Village
<03> - The Boards
<04> - The Items
<05> - The Characters
<06> - The Mini-Games
<07> - Mini-Game Island
<08> - Analog Spinning Tips
<09> - The Secrets
<10> - The Changes
<11> - Thank You!
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| Introduction /________________________________________________/ Section 0 |
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I've never written a guide before, simply because I've never known enough about
a single game to write one. Sure, I've liked a lot of games in my time, and
may think that I know them in and out, but I never truly do. Only now, after
playing Mario Party for several months, do I feel like I'm fit to write this
guide.
I visited Japan in December of 1998, and it is there that I first purchased
Mario Party. I bought the same from the (in)famous Akihabara district in Tokyo,
on the day that the game was released. One of the most popular stores there,
"LAOX," had the game running on a monitor outside. After playing it for a
while, I decided that it was definitely my kind of game. I've always been a
huge fan of Party games, and this one looked to mix all of the elements of
Board Games, Mini-Games, and the great Mario universe into one. It has
succeeded.
Mario Party has been played more times by me in the past few months than any
other game I have owned in recent years. When in Japan, I purchased the awesome
"Dreamcast" console, as well as many games for many other consoles. Despite
this fact, I've played Mario Party more than all of them put together. Not to
discredit the Dreamcast or any of the other games that I bought (Rockman &
Forte for Super Famicom, Street Fighter Zero 3 for Playstation, and Radiant
Silvergun for Saturn, to name a few), but Mario Party is the one that appeals
to me the most. It nails everything that I love about games right on the head:
tons of variety, great multiplayer fun, hilarious characters and dialogue, and
more ruthless backstabbing and trickery than you can imagine. As a result, I
have been completely excited about playing this game every day since the day
that I bought it, and I will most certainly continue to play it for many years
to come.
Now that the game is out in America, I've been able to finally enjoy it in my
native tongue! I hope that this guide helps you all to destroy your opponents
in the Mini-Games, and to find all of the secrets in the game. Try taking my
advice, especially in the Mini-Games. I've played this game for countless
hours, and by now I'm pretty sure that I know what I'm talking about! :>
If you don't have Mario Party yet, I hope that this guide somehow inspires you
to buy the game. No fan of multiplayer games should be without a copy of Mario
Party!
Here's the introduction that the U.S. instruction manual gives :
Mario looked around and smiled. Throwing a party had been an excellent idea. It
had been a long time since they had all gotten together. All his friends were
there: Luigi, Peach, Toad, Yoshi - even Wario and Donkey Kong. They laughed and
talked about all the adventures they had shared together in the past. But what
was there to do now?
The conversation turned to their dreams for the future. Amazingly, they all
envisioned the same thing...
To become a Super star upon whom everyone in the world could rely.
Then Wario asked, "Which one of us is the biggest Super star?"
"I am!" "It's me!" they all shouted. The gang couldn't come to an agreement
because they each wanted to be the best. They needed to prove once and for all
who truly was number one.
Suddenly, Toad had an idea. "Isn't a Super star someone who helps others when
they're in trouble?"
Everyone realized he was right. Then Toad told them about a Warp Pipe in
Mushroom Village that could take you anywhere you wanted to go. Surely there
were people on the other side of that Pipe who needed their help.
They all ran as fast as they could to Mushroom Village and jumped into the Warp
Pipe. But none of them knew what exciting adventures awaited them on the other
side...
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| The Rules /________________________________________________/ Section 1 |
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Mario Party is a board game at its core, and plays very similarily to "real
life" board games such as Monopoly. Although a lot of things go on in a single
game of Mario Party, the ultimate goal of the game is to amass more stars and
coins than the other three players.
The majority of Mario Party revolves around "rolling" a Dice Block. Instead of
rolling the die like we normally would, the Dice Block is "rolled" by tapping
the "A" button. When you see a Dice Block above your character's head, it will
be spinning around, showing various numbers on it. In order to stop it from
spinning, and to "roll" it, you must hit "A." This will make your character
jump up and hit the block, just like Mario would in Super Mario Bros. There is
little way to time your rolls in order to get larger numbers. The Dice Block's
outcome is pretty much left completely up to chance.
In a standard game of Mario Party, four players must always play. If you only
have three people playing, one computer opponent will "fill in" for the fourth
spot. You could even play a 1-player game with three computer opponents, but
that isn't very much fun. At the beginning of the game, each player must roll
the Dice Block to see who moves in what order. Whoever rolls the highest number
gets to go first, the second highest goes second, and so on. It would seem that
you'd always want to go first, but I actually prefer going last. No matter what
order you move in, it won't affect each player positively or negatively in any
way.
After rolling the Dice Block, your character will move the number of spaces
equivilant to the number on the Block. Depending on where he or she lands, many
different things can happen. Here's a rundown of all of the spaces that you can
land on.
Blue Space :
Gives you three coins. In the final 5 turns, it gives you six coins.
Red Space :
Takes away three coins. In the final 5 turns, it takes away six coins.
Blue Mini-Game Space :
Allows you to play a 1-player game.
Blue ! Space :
starts a game of "Chance Time." See Mini-Game #54, "Chance Time," for
more details.
Question Mark Space :
Depending on the board you're playing, different things will happen when
the Question Mark Spaces are landed on. See each individual board's
description for more details.
Blue Mushroom Space :
A block appears over your character's head when you land on this space.
It flashes alternating pictures: a blue mushroom, and a purple mushroom.
If you hit the block when a blue mushroom is pictured, you will be able
to roll the Dice Block and continue moving. If you hit the block when a
purple "poisonous" mushroom is pictured, you lose a turn. Players who
have lost turns can still participate in Mini-Games.
Red Bowser Space :
Causes a "Bowser Event" to occur. In this event, Bowser will pick a
game for you, and sometimes for the other players, to play. Depending on
the outcome of this game, various things will happen to you and/or to
the other characters.
Toad :
If you pass Toad, you will be given an opportunity to buy a star for 20
coins.
Bowser :
If you pass Bowser, he will harm you in some way, such as stealing some
(or all) of your coins.
Boo :
If you pass Boo, you can have him steal some coins from another player
(for free) or you can pay him 50 coins to steal another player's star.
After each player has rolled the Dice Block, a "turn" has passed. At the end of
each turn, a Mini-Game will be played. The spaces that each character stands on
decide which type of game will be played. For example, if three characters are
standing on blue spaces, and one player is standing on a red space, a 1 vs 3
game will be played. If any of the players are standing on color-less spaces
such as Question Mark spaces, their color (red or blue) will be chosen
randomly.
For more information on the specific Mini-Games, see the "The Mini-Games"
section of this Guide.
After the set number of turns (20, 35, or 50, depending on what you choose when
you set up the game) has ended, the stars and coins are totaled up. In
addition to the stars purchased in the game, three more stars are awarded at
the end of the game. One star is given to the player who earned the most coins
in Mini-Games, one star is given to the player who held the most coins at -any
given time- (NOT necessarily at the end of the game), and one star is given to
the player who landed on the Question Mark spaces most often. If any number of
players are tied for any of these scores, then all tied players are given
stars.
The player with the most stars at the end of the game wins. If two or more
players are tied in number of stars, then the win goes to whoever has the most
coins between them. After a game ends, the title screen of Mario Party is
automatically changed to depict a scene that is related to the winner of the
previous game. Their title screen stays until someone wins with a different
character.
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| Mushroom Village /______________________________________________/ Section 2 |
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The main Village map of Mario Party works as the game's "Options Menu,"
allowing you to choose where to go in Mushroom Village.
Mushroom Shop :
Using the coins that you've earned in your games, you can purchase
a wide variety of items here. For more info on the specific items, see
section 5, "THE ITEMS."
Mushroom Bank :
Two jolly Mushroom characters guard the bank, which serves as a place to
store all of the items you have bought. Inside the bank you can find out
how many stars and coins you have, as well as choose which items you
want to take along on your next game. Talk to "Porto" on the left to
make a decision.
Option House :
In the option house, you can delete saved game data, change the audio
from Stereo to Mono, and can use a couple of items: the Parrot, and the
Record. The Parrot randomly plays voice clips from the characters of
Mario Party, while the Record allows you to listen to any of the awesome
music tracks from the game. Talk to "Fun Gus" to erase saved game data.
Mini-Game House :
Inside the Mini-Game House, you can purchase any of the Mini-Games you
have played, and can play the ones that you own. You can also visit the
"Mini-Game Stadium," a simplistic game board, and can play the Mecha Fly
Guy game if you have purchased it from the Mushroom Shop.
Raft :
The Raft is the gateway to Mini-Game Island, which is the 1-Player mode
of Mario Party.
Warp Pipe :
Last but not least is the Warp Pipe, the gateway to the Party mode of
Mario Party. You'll visit the Pipe more often than anywhere else in
Mushroom Village.
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| The Boards /________________________________________________/ Section 3 |
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Considering that it is a board game, Mario Party's games take place over a
variety of different game boards. Each board is, in essence, a completely
different game. Some things are common to all boards, while others completely
change from one to the next. Here's an idea of what you should expect from each
board, as well as some strategies for them.
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1. DK's Jungle Adventure | Difficulty = *
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Information :
A multi-pathed romp through the jungle, DK's Jungle Adventure is a
good board that doesn't screw over its players too often. The main
distinguishing feature of DK's Jungle Adventure is the fact that some
paths are blocked by "Whomps," who demand 10 coins to all who want to
pass them. The Question Mark spaces, when landed on, cause a large
boulder to roll along one of the board's paths. Any characters who are
standing on this path run away from the boulder, and are moved to a
position very close to the beginning of the board.
Toad : Moves randomly.
Boswer : Stays in one place.
Boos : Two, one at each end of the board.
Question Marks : 9. They trigger the "boulder" sequence.
Blue Mushroom Spaces : 3
Red Bowser Spaces : 3
Blue Spaces : 57
Red Spaces : 7
Blue Mini-Game Spaces : 5
Blue ! Spaces : None.
Suggestions :
Use the Whomps to your advantage. A Whomp will always guard one of two
paths. If you pass through the path that he isn't guarding, he will move
in front of that path once you have passed through. This can be useful,
especially if you're trying to keep another player from getting to Toad.
Also, don't be afraid to use those Question Marks to your advantage. If
a player is two spaces away from Toad, yet is on the boulder path, don't
hesitate to go out of your way to land on a Question Mark space, even if
it means not passing "Go," not passing a Boo, or whatever else.
Story :
This board is based around a trek through the jungle to find the
mysterious lost golden bananas. Upon completing the board, your star
power opens a stone coffin in the upper-left of the board. The golden
bananas are hidden inside. Peace and order are restored to the jungle!
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2. Peach's Birthday Cake | Difficulty = **
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Information :
Don't be fooled by its sweet exterior, Peach's Birthday Cake is one of
the most cruel boards in the game! The entire board is based around
the attempt to screw your opponents over. The board is a fairly
straightforward loop, except for one additional loop that is connected
to the upper-right of the board. This loop is known as the Bowser Loop.
A Goomba waits in front of the Bowser Loop, forcing all who pass to buy
a magic seed for 10 coins. When you purchase a seed, you are given a
choice of four. One is bad, and the other three are good. The bad seed
sends you to Bowser's Loop, while the other three allow you to continue
along the main path of the board. However, Toad is only a few spaces
away from Goomba, so it can be hard to have the full 20 coins when you
reach Toad. In case you haven't guessed, going to Bowser's Loop can be a
very bad thing. I have lost over 110 coins in one trip through the Loop,
no lie. Avoid it at all costs!
Another huge factor in this Board is the inclusion of Piranha Plants,
which can be bought by landing on Question Mark spaces. If you decide to
purchase a Piranha Plant for 30 coins, it makes that space your
"property," a la Monopoly. If anyone lands on that space from then on,
they're forced to give you a star! Once landed on, your Piranha Plant
dies and disappears, though it is possible to own more than one Plant at
a time.
Toad : Stays in one place.
Boswer : Stays in one place.
Boos : None.
Question Marks : 14. Piranha Plants can be purchased from them.
Blue Mushroom Spaces : 6
Red Bowser Spaces : 2
Blue Spaces : 28
Red Spaces : 4
Blue Mini-Game Spaces : 2
Blue ! Spaces : 1
Suggestions :
Just like in Monopoly, I feel that property is more valuable than money.
It's hard to get enough coins together to buy a star directly from Toad.
If you have the coins available, buy a Piranha Plant at every chance.
The more plants you have, the better. As for the Goomba, the seed
selection is seemingly random. However, I have never seen the same color
seed turn out to be Bowser twice in a row. It could just be luck, but it
is possible that Bowser flowers don't grow from the same color seed two
times in a row. Keeping this in mind, always try to pick the color of
seed that the Bowser flower was the previous time. It might just be
by chance, but it has worked for me every time.
Story :
Peach's Birthday Cake is barren! It needs some cool decorations to
spice things up. Once you've planted a lot of Piranha Plants and have
finished your game, the cake becomes filled with life. Peach's birthday
is happy after all!
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3. Yoshi's Tropical Island | Difficulty = **
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Information :
Yoshi's Tropical Island is made up of two large loops (islands) which
are connected by two bridges. Each bridge is guarded by a Thwomp, who
you must pay to pass. The first person to pass each Thwomp gets to set
the initial "toll," which can be anywhere from 1 to 50 coins. Each time
that another player passes by a Thwomp, his price increases by a coin.
In other words, if a player sets the toll to 1 coin, and then three more
players pass the same Thwomp, it will then cost 5 coins for the fifth
person to pass the Thwomp, and so on.
Landing on Question Mark spaces causes a large fish named "Bubba" to
swap Boswer and Toad's positions. They are always on opposite islands
from each other, in the middle of the loop on both islands. Because they
swap positions so often, you'll have to change islands often, and
therefore will have to pay the Thwomps multiple times in a single game.
Toad : Swaps positions with Bowser.
Boswer : Swaps positions with Toad.
Boos : 1
Question Marks : 7. They make "Bubba" swap Bowser and Toad's position.
Blue Mushroom Spaces : 3
Red Bowser Spaces : 2
Blue Spaces : 34
Red Spaces : 3
Blue Mini-Game Spaces : 4
Blue ! Spaces : 2
Suggestions :
I don't have many tips for this board, mainly because it depends so
heavily on chance. Usually, I just try to stick to one side and hope
that Toad stays there. Endlessly chasing Toad around, especially if the
Thwomp toll is high, can be a huge pain. Use your best judgement, and
only "chase" Toad from side to side if you're getting high rolls and
have a lot of coins to spend.
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4. Wario's Battle Canyon | Difficulty = **
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Information :
This war-ravaged board is based around the never-ending battle between
the Red Bob-ombs and the Black Bob-ombs. They fight endlessly over five
floating islands, shooting cannon balls back and forth. It is on these
islands that the game is played. Each island is its own independent
ring, and the five islands are arranged in the same position that a "5"
on a die is arranged - 4 of them make a square shape, and one is in the
middle of the other 4. Each island contains a Bob-omb Buddy, who are
cannon operators. If you pass a Bob-omb Buddy, you will be shot to the
next island via a cannon. To "land" on the next island, you must play a
little game not unlike the gameshow "Press Your Luck." A flashing cursor
flashes around on the ground, and you have to tap the "A" button to make
it stop. Wherever you stop the cursor is where your character will land.
In order to reach the center island, you'll have to run into the board's
"Fly Guy." The Fly Guy can take you to Bowser's island (the middle
island) for 10 coins, or can even take another player to his space.
Bowser's island is a small island containing Bowser himself, and a bunch
of Blue Mini-Game Spaces. When you land on Question Mark spaces, the
cannons will switch their positions and will shoot you in the opposite
direction to that which they were previously facing.
Toad : Randomly moves around the 5 islands.
Boswer : Always stays on the center island.
Boos : 1
Question Marks : 2. They change the directions of the cannons.
Blue Mushroom Spaces : 5
Red Bowser Spaces : 2
Blue Spaces : 41
Red Spaces : 7
Blue Mini-Game Spaces : 10
Blue ! Spaces : None.
Suggestions :
Obviously, the Fly Guy is a very powerful tool. Because he costs only 10
coins and can warp any of the other characters to him, don't be afraid
to use his powers often. As far as Bowser's island is concerned, don't
go there unless you absolutely have to, i.e. if Toad is there. Despite
the chance to play mini-games there, it's just not worth it. It'll cost
you 10 coins to get to the island, plus another 20 when you pass Bowser.
Even if you get the Whack-a-Plant Mini-Game when on the island, it won't
pay off.
As for timing the "landing" of your character, I can't give many tips in
that department. My usual tactic is just to hit the button as fast as I
can, and to hope for the best.
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5. Luigi's Engine Room | Difficulty = ***
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Information :
One of the most complex boards in Mario Party, Luigi's Engine Room is
a dingy factory full of many paths and loops. The main obstacle in
Luigi's Engine Room is the system of "doors" that block the various
paths of the board. Doors are placed throughout the board, and alternate
being up and down. After each turn ends, half of the doors go up while
the other doors go down. It is timing your moves to get through the
doors that provides the majority of the challenge in this board. By
paying 20 coins to the "Stupid Talking Robot Guy," you can get him to
switch the doors for you. This can prove very helpful, when trying to
reach Toad. Question Mark spaces also switch the positions of the doors.
Toad : Randomly moves around the Engine Room.
Boswer : Stays in the same place, in the lower left of the board.
Boos : 1
Question Marks : 5. They change the position of the doors.
Blue Mushroom Spaces : 3
Red Bowser Spaces : 3
Blue Spaces : 57
Red Spaces : 4
Blue Mini-Game Spaces : 4
Blue ! Spaces : None.
Suggestions :
Be sure to use the "Stupid Talking Robot Guy" as much as possible,
especially for means of screwing over your opponents. Always pay close
attention to the whereabouts of your opponents, so that you know whether
or not they "need" the doors to be open on their next turn. If so, use
the robot to screw them!
Special attention should be given to "the Loop" - the string of spaces
in the upper-left of the game board. If you get stuck in this loop, you
may just find yourself stuck there for quite some time. I've played
games where players have spent half of the game in "the Loop" alone.
Don't go there unless you absolutely have to!
Story :
Luigi's Engine Room needs energy to get the engine moving again. Only
you can evade the evil inventor Bowser and return power to the engine.
When you finish the board, your star power makes the engine run once
more.
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6. Mario's Rainbow Castle | Difficulty = *
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Information :
This is probably the most straight-forward board, and is therefore also
the most boring board to play on. Not to say that Mario's Rainbow Castle
"sucks," but it's the board that I'd be least likely to choose when
playing Mario Party. Mario's Rainbow Castle is basically one large loop,
with two sub-paths along the way. Both Toad and Bowser are in the
"castle," which is the last space of the board. Only one of them is
visible at a time. The goal is to get to the last space when Toad is
visible, and to avoid it when Bowser is visible. Toad and Bowser's
positions switch each time a player passes them, and also switch when a
Question Mark space is landed on.
Toad : Randomly moves around the 5 islands.
Boswer : Always stays on the center island.
Boos : 1
Question Marks : 5. They change the directions of the cannons.
Blue Mushroom Spaces : 2
Red Bowser Spaces : 2
Blue Spaces : 34
Red Spaces : 5
Blue Mini-Game Spaces : 4
Blue ! Spaces : 2
Suggestions :
Common sense works well on this board. If Bowser is in the castle, try
your best to land on a Question Mark space, and to take paths that make
it take longer to get to him. If Toad is in the castle, try to get to
him as fast as you can.
Story :
The beautiful rainbow that once stood over Mario's Rainbow Castle has
disappeared. Using your star magic, make the rainbow come back! The
ending, as you may imagine, shows the rainbow being returned to the
castle.
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7. Bowser's Magma Mountain | Difficulty = ***
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Information :
Being the mean guy that Bowser is, it's only fitting that his board is
equally unjust and cruel. Bowser's Magma Mountain is a twisting and
turning path through the inside of a mountain. Many shortcuts are
available, but can only be taken if you pay the "Blobby Mountain Guy"
10 coins. Even after you've paid him, you still must win a "Chance Game"
in order to pass. How brutal! To make matters worse, a similar Chance
Game seperates Bowser's path from a friendly path. Pray that you win
that game. If you lose it, you'll have hell (and a lot of coins) to pay
to Bowser! Landing on Question Mark spaces makes Bowser very angry, and
he'll make all of the spaces turn red for two turns if you do so.
Toad : Randomly moves around the board.
Boswer : Always stays at the top of the board.
Boos : 1
Question Marks : 4. They piss off Bowser, and make all spaces turn red.
Blue Mushroom Spaces : 3
Red Bowser Spaces : 2
Blue Spaces : 45
Red Spaces : 4
Blue Mini-Game Spaces : 3
Blue ! Spaces : None.
Suggestions :
The most important way to win on this board is to be good at Chance
Games. If you can't take the short cuts, you'll never get to Toad.
Practice up, and make sure that you can nail the Chance Games most of
the time. It's the #1 method for success!
Story :
Bowser is entrenched in his volcano, and is forcing you to fight. Play
through his Magma Mountain, and you'll get to stomp Bowser once and for
all!
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8. Eternal star | Difficulty = ***
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Information :
Defeating him in Magma Mountain wasn't enough - Bowser is back and he's
madder than ever! He has destroyed the Eternal star, shattering it into
several floating islands. To add insult to injury, he has even scribbled
all over the pieces with crayons. Bastard! Toad and Koopa have been
booted, and Bowser's "Cohorts," the Baby Bowsers, serve as the star
bearers. 7 of them are scattered throughout the star pieces. To make
matters even worse, they won't sell you stars - you have to beat them in
a dice roll competition to earn a star! By paying 20 coins, you "bet"
your star against theirs. If you get a lower dice roll than the Cohort,
you lose a star. If you get a higher roll than the Cohort, you gain a
star.
The entire broken star is connected by warp spaces that warp you to the
other pieces of the star. However, Bowser can change the destination of
the warp spaces whenever he feels like it. Watch out! Question Mark
spaces, as a final insult, send -all- characters back to the starting
space, when landed on.
Toad : Isn't on this board!
Boswer : Stays put on his own little island.
Boos : 1
Cohorts : 7 exist at a time. When all 7 are beaten, more appear.
Question Marks : 4. Landing on one sends -all- players back to start!
Blue Mushroom Spaces : 3
Red Bowser Spaces : 3
Blue Spaces : 36
Red Spaces : 4
Blue Mini-Game Spaces : 3
Blue ! Spaces : None
Suggestions :
Learn the destinations of the warp spaces. Only a few different patterns
exist in the game, and once you've learned them all you'll be able to do
much better on this board. Also, don't be afraid to use those Question
Marks to your advantage. There's nothing sweeter than making all of your
opponents get sent back to the start, especially if they're about to
land on Cohorts!
Story :
Bowser and his Cohorts have stolen all of your stars. You must get them
back. Once you have retrieved all of the stars and have completed the
board, Bowser will be defeated once and for all!
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