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Game Cheats » Nintendo GameCube Cheat Codes » Games Starting with the Letter M » Mario Party 5 - Strategy Guide (Page 02)

Mario Party 5 - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Mario Party 5 - Strategy Guide (Page 02).

-------------------
MONTY MOLE
-------------------

Mash the A button like crazy for five seconds to get a coin bonus.

------------
CANNON
------------

The cannon on the ship fires you to the top left area.

--------------------------

4.4  UNDERSEA DREAM

--------------------------

This is a level played underwater. Amazingly, your characters are unable to
drown.

HAPPENING SPACES

-----------------
CORAL REEF
-----------------

You get the option to ride along the coral reef at the bottom of the screen.
Steer yourself well to get coins. You will stop at the other end of the screen.

--------
SUSHI
--------

Sushi carries you across the board.

--------------
CAPSULES
--------------

Land on the happening space next to the Cheep Cheep with the three shells and
you can choose one. It may have a capsule in, which you get to keep.

-------------
WHALE
-------------

The whale will move you either one place behind the star or one place ahead of
it. Use with caution.

--------------------------

4.5  FUTURE DREAM

--------------------------

This board is split into three areas, a central area and two side areas. You
can travel between the side areas and central area by using the teleporter (at
no cost).


HAPPENING SPACES


-------------
ROCKETS
-------------

There are three of these and these will carry you to one of the other launch
pads.

-----------------
HOVER TAXI
-----------------

This will carry you from one side of the screen to the other (you are forced to
use it). You must pay 10 coins.

-------------------------
MERRY GO ROUND
-------------------------

When on the Merry Go Round, hold A to rise and release to descend to get as
many coins as you can during your 30 second ride.

--------
SLOTS
--------

Land on one of the happening spaces on either side of this and you get to press
A to stop the three wheels (one by one). Match all three to get an item. If you
fail, you will receive a mushroom as a consolation prize.

--------------------------

4.6  SWEET DREAM

--------------------------

This is a board made up of sweets. The main thing to mention here is that the
two candy bridges will collapse whenever one person crosses them, and they will
rebuild themselves going the other way, much like the bridges in Bowser's board
in Mario Party 4.

HAPPENING SPACES

-----------------
CAKE SLICES
-----------------

Your space will be served up on the plate at the bottom of the screen. No,
you're not eaten, but you get moved down there.

---------------
CUP GAME
---------------

Throw as many balls as you can into the cups in the time allowed with A. You
will get five coins for every direct hit.

------------------------
BIRTHDAY PARTY
------------------------

Spin the roulette to see what you will receive from your opponents (either
stars, coins or capsules). This can lead to massive turnarounds if you get the
star.

--------------------------

4.7  BOWSER NIGHTMARE

--------------------------

You get this by beating Story Mode once.

As with other games, it is a lava - filled board owned by Bowser. Incidentally,
the board is also symmetrical.

HAPPENING SPACES

-----------------------
FLAMETHROWER
-----------------------

Bowser will activate a flamethrower, which will attack the happening space and
all nearby spaces. Anyone on those spaces will lose coins or capsules.

----------
TOWER
----------

There is one on each side of the level. Bowser will appear in his clown ship
from Super Mario World and you can choose one of two blocks for a random event
to take place (such as losing coins or going back to start).

----------
TURRET
----------

Bowser will walk across to the other turret, taking 10 coins from any player he
passes and turning all blue spaces he passes into red spaces (these will be
reset after a few turns).

------------
SPINNER
------------

You will be trapped in this area until you land on another happening space.
There are two happening spaces; all other spaces are red ones.


5) STORY MODE
***************

In Story Mode, you play against the three Mini Bowsers. The aim is to make them
lose all their coins within 15 turns, without running out yourself.

You cannot play as Toad, Boo or Mini Bowser.

You will throw first, then they will throw simultaneously.

Whenever you and a Mini Bowser pass each other or land on the same space, you
will play a duel mini game, where the loser loses coins.

This will either be:

Mini Bowser loses 15 coins or player loses 5 coins (this is if it was the
player's turn)

OR

Mini Bowser loses 5 coins or Mario loses 10 coins (if it was the Mini Bowsers'
turn)

The boards are smaller than the Party Mode boards and feature no Bowser spaces,
but there are VS spaces. A mini game will start whenever you land on them.
Landing on a DK space will increase our coins a lot. If a Mini Bowser lands
there, he will lose half his coins.

With three Mini Bowsers, a 3 v 1 game will start, with yourself as the single
player. If you lose, you will lose 15 coins (5 for each Mini Bowser). If you
win, you get 15 coins (5 from each of them).

With two Mini Bowsers, you will play a 2 v 2 game with Toad as your helper. The
losing player(s) gives 10 coins to the opponent(s), meaning that you will win
or lose 20 coins in total.

With one Mini Bowser remaining, you will start a duel mini game where the loser
gives 20 coins to the winner. Losing one of these is not good.

No bonus games are played in Story Mode.

After you have played through four regular boards, you will play Bowser
Nightmare, before facing the final battle with Bowser (known as "Frightmare").

You are ranked for your time in completing the boards, with ranks ranging from
S (best) to E (worst). It IS possible to beat it in the first turn, but you
need a lot of luck. When you reach the last five turns, Bowser will double the
number of coins each space is worth and double the number of coins each duel is
worth.

Beating Story Mode on Hard unlocks Intense CPU difficulty (hardest to beat).

For an explanation of how to beat Frightmare, read the Mini Games section
below. I will NOT answer questions asking me how to beat it.


6) MINI GAMES
**************

In Party Mode, these are played at the end of every turn.

If all four players are on the same colour space, a 4 v 4 game stars. If two
are on one colour, a 2 v 2 game starts and if one is on a different colour to
the other three, a 1 v 3 game starts. DK spaces count as blue and Bowser spaces
as red and Happening spaces will randomly change to red or blue.

With 4 player, 2 v 2 and 1 v 3 mini games, the winner(s) will get 10 coins.
Some are bonus games in which everyone collects the number of coins that they
earn.

Sometimes, a Battle Mini Game will be initiated instead.

The ratings I have given are based on my opinions. Please do not write in
complaining that something I said was easy was hard.

6.1 4 PLAYER MINI GAMES

-------------------
CHIMP CHASE
-------------------

Difficulty: Easy

Grab a Ukiki and hand it to the Ukiki of that colour. Gold Ukikis are worth
three points and can be given to any Ukiki. The player with most points wins.

-------------------
CHOMP ROMP
-------------------

Difficulty: Medium

Guide your Chomp through the maze by using the Chomp Call; this will cause him
to head directly towards you, so make sure there is nothing in his way. And you
will waste time if you collide with your Chomp.

-----------------
COIN CACHE
-----------------

Difficulty: Medium

This is a bonus game. Keep hitting the blocks to make coins appear. Some
vanish, allowing you access to higher levels. There is no winner, but you get
all the coins you manage to grab.

---------------------
CONEY ISLAND
---------------------

Difficulty: Easy

This is a fun, easy mini game. Collect as many ice cream scoops as you can.
Watch the shadows to see where they will fall and stand under one. Try not to
let your opponents shove you out of the way.

--------------------
DINGER DERBY
--------------------

Difficulty: Easy

Hit as many baseballs as you can with A. Watch the arm to judge the speed of
the delivery. The faster it goes, the faster you will have to react. React too
fast and you will also miss. Most points wins.

-------------------
DODGE BOMB
-------------------

Difficulty: Hard

Throw bombs at each other by picking them up and throwing with A. The last
person standing (if any) wins.

----------------
FISH STICKS
----------------

Difficulty: Fairly Easy

Keep running from pole to pole and press A to check them. If there is a Cheep
Cheep on the end, you win points. Watch to see which poles dip and head for
those.

-------------------------
FISH UPON A STAR
-------------------------

Difficulty: Hard

Keep running to avoid falling off the ever - collapsing star platform. Press A
to jump, B to punch, A twice to ground pound and A and B to kick. Computer
players will sometimes throw themselves off.

------------------------
FLOWER SHOWER
------------------------

Difficulty: Easy

Grab as many flowers as you can, but try not to go in the water as it slows you
down. Get gold flowers for extra points.

-----------------------
FROZEN FRENZY
-----------------------

Difficulty: Medium

Run around grabbing crystals, and watch you don't hit an icicle or you'll lose
your crystals. Keep picking them up; the winner is the player with most
crystals at the end. Try attacking opponents too.

--------------------------------
GROUND POUND DOWN
--------------------------------

Difficulty: Fairly Easy

Choose carefully your route, then keep ground pounding to get to the water
first. Press A twice to ground pound, but time the second press so it is at the
highest point of your jump to go through three soil blocks. Rocks require three
ground pounds to pass.

----------------------
HOTEL GOOMBA
----------------------

Difficulty: Variable

On all three levels, punch the Goombas to make them move so you can get past.
The puzzles are fairly simple and if you screw up, press Y to reset the room.

-------------------
HYDROSTARS
-------------------

Difficulty: Fairly Easy

Steer your boat through all five gates in order and then cross the finish line.
Follow the arrows to find the gates.

---------------------
LATER SKATER
---------------------

Difficulty: Medium

Use the control pad to control yourself as you skate round the ice rink. The
first to complete five laps wins.

---------------
LEAF LEAP
---------------

Difficulty: Medium

Keep jumping from leaf to leaf. Use the control pad as you jump if the leaf is
on the other side from you. The player who gets highest wins. If you use the
control pad when the next leaf is on the same side, you will fall. Don't let
this happen.

--------------------------------
MAZED AND CONFUSED
--------------------------------

Difficulty: Medium

Run to the star in the centre of the ever - changing maze. My best advice is to
get to a space next to the star. If the way is blocked, stay there until it
opens up then run in.

----------------------------
NIGHT LIGHT FRIGHT
----------------------------

Difficulty: Medium

Play Chicken with Chain Chomp by letting him get as close as you dare before
pressing A to shine your flashlight on him and stop him. Whoever gets him the
nearest wins, but if he hits you, you're out. He will move differenty for each
player, so be warned.

-----------------------------
POP - STAR PIRANHAS
-----------------------------

Difficulty: Medium

This is a strange game. Five Piranha Plants will start dancing and you have a
few seconds to decide which one is dancing differently and press the
corresponding button (A,B,X,Y or R). There will be three goes and whoever gets
most right wins.

-----------------------
PUSHY PENGUINS
-----------------------

Difficulty: Fairly Easy

Avoid being pushed into the sea by the penguins; the best way is to stand
towards the right hand side of the screen as they will speed up as they get
near the water. Don't let yourself get trapped.

------------------------
RUMBLE FUMBLE
------------------------

Difficulty: N/A (mainly down to luck)

Go up to a bucket and if the joystick rumbles, pick it up (use A) you should
find a Shy Guy. If you are wrong, you will be attacked. First to get three
wins. If Rumble is switched off, you will see a "!" on the screen when you are
getting close.

------------------
TRIPLE JUMP
------------------

Difficulty: Medium

In a similar game to Mecha Marathon from Mario Party 2 and Domination from
Mario Party 4, you must repeatedly press the button shown at the bottom of the
screen to perform your jump and the longest jump wins. All I can say is, keep
pressing as fast as you can.

------------------------
VICIOUS VENDING
------------------------

Difficulty: N/A (based on luck)

This bonus game is all about luck. Rotate your handle and you will either win
coins or be flattened by a Thwomp.

-------------------
WILL FLOWER
-------------------

Difficulty: Fairly Easy

This is another game where you must repeatedly hit a button. Hit A as fast as
you can to revive your flower. The first to do this wins.


6.2 2 v 2 MINI GAMES

----------------------
BANKING COINS
----------------------

Difficulty: Fairly Easy

This is a bonus game. One player hits the jar and the other grabs the coins
that appear. If you fall off, Lakitu will pick you up, but you waste time.

---------------------
BERRY BASKET
---------------------

Difficulty: Medium

One player knocks the berries out of the trees while the other has to move
around and collect as many as possible. It is easier as the player knocking out
the berries (position the crosshairs over a friut, then fire).

-----------------
BUS BUFFER
-----------------

Difficulty: Fairly Easy

Almost a throwback to Super Mario Sunshine, you must move your buffer around to
clean the roof of your bus first. The best advice I can give you is to avoid
getting in your partner's way.

-----------------------
CLOCK STOPPERS
-----------------------

Difficulty: Medium

CPU controlled players can be infuriating in this one, since they can be very
uncooperative. Move the hands of the clock to show the time displayed before
the other team. All I can suggest is again don't get in each others' way and
don't push the same hand as your partner.

-----------------------
DEFUSE OR LOSE
-----------------------

Difficulty: Fairly Easy

Do ground pounds on the fuses leading to King Bob Omb (from Super Mario 64) by
pressing A twice when you see a spark to stop it. Try pounding where two wires
cross and you will be able to stop two sparks at once. The winner is the one
who doesn't let King Bob Omb explode.

-----------------------
HANDY HOPPERS
-----------------------

Difficulty: Easy

One player rotates the bar, the other jumps using A. The team with most jumps
wins. Watch the bar to see how fast it goes. If you are rotating it, be careful
not to rotate too fast.

---------
ID UFO
---------

Difficulty: Medium

Two UFOs appear on the screen and you must ground pound the pictures of them on
your board. Make sure you and your partner ground pound simultaneously. The
first team to get five correct are the winners.

-----------------------
MANIC MALLETS
-----------------------

Difficulty: Medium

Hit A as many times as possible. The team who hit it fewest times at the end
will be flattened by a hammer. In the case of a draw, both teams will be
flattened.

-----------------------
MARIO CAN CAN
-----------------------

Difficulty: Medium

Keep using ground pounds (alternately) to open your can. Try starting the
ground pound just before your partner lands to save time.

---------------------
PANIC PINBALL
---------------------

Difficulty: Medium

The player on the left controls the left flipper and the player on the right
controls the right flipper. Play pinball for the highest score.

----------------------
RUMBLE READY
----------------------

Difficulty: Fairly Easy

One player from each team will stand on a podium. The object is to press A
first after the rumble; if you press before the rumble, the capsule goes to the
other team. After each turn, the players switch places. The first team with
three capsules wins.

----------------------
SUBMARATHON
----------------------

Difficulty: Fairly Easy

If you're character is next to the handle, press L and R like crazy to move
your submarine. If you get tired, press Y to swap over, but watch for when you
have to swap back. First to the end wins.


5.3 1 v 3 MINI GAMES

-----------------
BEAM TEAM
-----------------

Difficulty: Medium (all players)

The three players pilot flying saucers and the single player must outmanoeuvre
them. When a flying saucer is over the single player, you must press A to fire
a beam. If the single player is hit, the three players win. If two flying
saucers crash into each other, they are momentarily stunned. As the single
player, it's best to just run around and stay out of the way of your opponents.
Remember, there is a small delay before their beam is activated, so you will
have time to avoid them if you run as they stop above you.

-------------------
BIG TOP DROP
-------------------

Difficulty: Single Player - Easy; Three Players - Very Hard

Nearly every Mario Party game features a game that gives the single player and
enormous advantage over the three opponents and this is one of them. The single
player drops balls on the other players who are walking a tightrope. The three
players must avoid them, but can only move slowly and jump using A. If you're
in the team of three, your only option is to look quickly and carefully and
move accordingly.

--------------------
CURVY CURBS
--------------------

Difficulty: Single Player - Fairly Easy; Three Players - Hard

Use the control pad to steer along the track without hitting the side. The
three players must co-operate with each other (which is a lot harder than being
on your own). Computer players can be really bad at this, so being in the team
of three with two of them is quite frustrating. I only won it once like this
way.

------------------
FIGHT CARDS
------------------

Difficulty: N/A (down to luck)

Similar to Look Away from Mario Party 2, the three players must each press a
button to hold up a card. Any player with the same card as the single player is
out. If the single player knocks all the other players out, then he/she wins.

---------------
FLATIATOR
---------------

Difficulty: Single Player - Easy; Three Players - Medium

The player on the large ball has to squash the other three. The other three
players must avoid them. If you see a lump appear, a Monty Mole is about to pop
up; avoid these or you will trip up; these increase in numbers as time runs out.

-------------------
HEAT STROKE
-------------------

Difficulty: Single Player - Fairly Easy; Three Players - Fairly Hard

The three players must jump to avoid being knocked off the platforms when the
single player uses the mallet, and avoid the podobos that appear on the
platform. If you're the single player, I suggest you try using B to do a fake
swing and quickly tapping A for a real swing. I managed to beat all three Mini
Bowsers in a few seconds using this technique.

--------------------
MARIO MECHS
--------------------

Difficulty: Single Player - Medium; Three Players - Fairly Hard

At first, a 1 v 3 battle seems grossly unfair, but it is quite evenly matched
as the single player is stronger and has bigger attacks. The first player
should attack with A and B, while the three players use A to fire and B to run.
If the single player knocks the other three out, he wins and the three players
win if the single player is knocked out.

------------------
MATHLETICS
------------------

Difficulty: N/A

This is a game of chance. The single player hits the three blocks to form a
mathematical sum, the answer to which is the number of coins received, then the
three players each hit a block to form a sum too. So, if your sum is "2 + 3",
then you get five coins. If the sum is zero, you get nothing (if you get a sum
that equals a minus number, you get nothing but you lose nothing either).

------------------------
QUILT FOR SPEED
------------------------

Difficulty: Single Player - Easy; Three Players - Medium

Hit the roulette above you to choose which route to go. For the three players,
be careful. If you're on the left, then make sure you hit the direction you
want to go. If you're in the middle, watch for the player on the left gets
before choosing, otherwise you could mess things up. If you're on the right,
let the other two players go first and act accordingly (try and consider where
they're sending the vehicle). CPUs can mess up horribly here.

-----------------------
REVOLVING FIRE
-----------------------

Difficulty: Single Player - Easy; Three Players - Hard

Again, the single player must knock out the opponents to win. Rotate the flames
with L and R or make a shockwave by pressing A twice. The other players can
only run and jump to avoid this. A good technique if you're the single player
is to start rotating the flames one way, then change direction suddenly; this
can catch your opponents out easily.

-----------------------
SQUARED AWAY
-----------------------

Difficulty: Medium

Similar to Mario Party 4's Tree Stomp, the three players in large cubes must
squash the single player's small cube. The small cube is much faster than the
other three, and can easily dodge out of their way.

--------------------------
TUBE IT OR LOSE IT
--------------------------

Difficulty: Medium

A similar game to Hop or Pop from Mario Party 4, the single player must hit the
other three players before reaching the end of the slide. All players use the
direction pad to move, A to speed up and B to slow down. The three players
should slow down if the single player is ahead of them and speed up if the
single player is behind them; the single player should do the opposite.

5.4 BATTLE MINI GAMES

If a battle game is initiated, then the game will randomly select the amount of
money that each player must pay. This can be 5, 10, 20, 30 or 50 coins. The
money is divided between the players in first and second place, with 7/10 going
to the former and 3/10 going to the latter. If there are ties, the coins are
divided equally between the tied players (i.e. if the fee is 5 coins and two
players tie for first place, they will both receive 10 coins and if two players
are tied in second place they will receive 3 coins each).

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