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04-09-19 12:53 PM
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MP7 Minigame List

 
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04-09-19 12:53 PM
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EX Palen
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The last installment of the Mario Party franchise on the Gamecube features a grandiose total of 88 minigames to play. As always, this guide offers detailed information of each minigame and how they are obtained.

The categories you will find in this guide are as follows: 4 players, 1-3 players, 2-2 players, Battle, Duel, Bowser, DK, Mic and Rare. Bowser and DK have expanded to include both single-player and multiplayer minigames, and Mic has also been expanded to four players in addition of the 1-3 players it debuted with in the prequel. A new category has been introduced in this game in the form of 8 players, where four pairs of two characters (sharing a controller!) will compete for the win.

4 players, 1-3 players and 2-2 players are played after a round ends in Party Cruise. In some cases, a situation depicting a 4 players minigame is switched to a Battle minigame instead, where coins are recollected from all players and then distributed as prizes, with the minigame being chosen by voting. Other times it can be switched into a 4 player Mic minigame, if the microphone add-on is selected as active, something that can also happen in a 1-3 players situation where it can switch into a 1-3 players Mic minigame. Duel minigames happen when a player lands on a Duel space, which are 1-1 face offs with the prize being decided by a roulette, contrary to the previous installments where bets had to be made. Bowser and DK minigames happen when a player lands on their respective spaces and chosen at random between single player or multiplayer. Rare minigames can only be obtained in the Duty-Free Shop, and 8 players minigames are exclusive to Deluxe Cruise.

The main goal is always to win, in some minigames there are even personal records to set/beat. I list my own records just because it’s the record shown whenever I play those games. Also, a few games are bonus minigames where the goal is to get as many coins as possible, with no winners or losers.

One last thing to note about Bowser and DK minigames is how they play out. Bowser minigames work exactly like in the prequels, and when played in Party Cruise it deprives the losers of their coins or Stars. DK minigames work totally different: single player games pit the player against DK himself, and if beaten in Party Cruise DK will give out a determined prize of coins or Stars; however multiplayer games work like in previous installments, players collect as many bananas as they can and then they’re turned into coins like if it was a bonus minigame.

With all the basic information laid out, it’s time to get into matter.

4 players

Catchy Tunes: Control Stick to move, A to jump

Players stand on a small musical-themed arena. Musical symbols will fall down from above, and players must collect at least one exemplar of all the five different symbols. The first player to collect them all within the 30 seconds time limit will be the winner.

Bubble Brawl: Control Stick to move, B to punch

Players brawl inside a gigantic bubble and will try to expel the other players out of it. It’s crucial you attempt to stay in the center of the bubble, because your movements will be limited since you’re swimming inside it. The 60 seconds time limit is a bit exaggerated, but anyway, the last player standing inside the bubble is the winner.

Track & Yield: Control Stick to move, A to jump

Players are on a conveyor belt, and they must jump over the hurdles the belt presents. The belt will speed up over time, so there’s no time to chill in this minigame. Not passing a hurdle means being pushed off the edge, and be extremely careful with electric hurdles and the stunning effect they gift you with if you don’t clearly pass them. The time limit is 30 seconds, last player standing or any player still standing after the time runs out (highly possible in this minigame) will be the winner.

Fun Run: Control Stick to move, A to jump

Time to climb a tower via a seemingly endless spiral ramp. Along the way, there will be several traps: Spinies static on the ground or moving side to side, trapholes and also horizontally placed hydraulic presses. You can see the road has three “lanes”, so to speak, so you can forget about Spinies and trapholes not in your lane and simply jump over those that can block your path. Presses will activate automatically once you’re close to them (you can see them on the left side), so try to stop close to them and simply jump over the now inoffensive mechanism. The first player to get to the top will be the winner.

Personal Record: 40”88

Cointagious A to jump

A very basic bonus minigame, but also one of the few where you can’t be affected by other players. Each player has a dice block over their heads, which they will have to hit repeatedly and earn the coins of its result. The dice goes from 0 to 3, so you can be very (un)lucky in a few attempts. You have 20 seconds to collect as many coins as you can.

Snow Ride: Control Stick to move

Players ride down a snowy mountain on a skateboard. The road to below is quite tricky, as players will have to pass through gates and border other obstacles. The gates alternate sides, so be prepared to snake heavily on your way. The player who reaches the goal first will be declared the winner.

Personal Record:27”98

Picture This: R to turn pages forward, L to turn pages backward, A to select a page

Players will be presented a small book. Then, a specific page will be shown, and players will have to search for it. To that end, turn the pages until you find the correct one, either by repeatedly tapping the buttons or keeping them pressed. Once an image is shown, you have 20 seconds to find the correct one. When a player correctly finds three of the shown pages, they will be declared the winner.

Ghost in the Hall: Control Stick to move

Time to escape from a haunted house. The path is unclear, but you can’t take every single path, as some doors will open right on your face to block your progress (can be countered since they have green doormats deployed and can be seen before taking a path) and other paths are blocked by Pink Boos that appear out of nowhere. There’s no time limit, so no need to panic (more). The first player to make it out of the house will be the winner.

Big Dripper: Control Stick to move, A to duck

Honey drops fall from above into designated marks on the floor. For 30 seconds, players will have to roam the stage and collect the honey. It’s easy to see where will a drop fall on due to its shadow. However, when the controller vibrates (or a “!” sign appears over your character if the feature is turned off), the bees will come out at the players! You’ll have to duck to avoid them, or else you’ll be stunned for a brief while. When the time runs out, the player that has collected the most honey drops will be the winner.

Target Tag: Control Stick to move

Players are fired off into the sky, with several targets floating along the way. The goal is to hit the targets and collect the points they’re worth. But be careful, there are also Bowser targets, which will strip away all your points! When the players reach the “landing zone”, the player with the highest score will be declared the winner.

Pokey Pummel: A repeatedly to swing hammer

Time for some button mashing fun. Each player has a tower of Pokeys they must dismantle with their hammer. Each Pokey needs five hits to be sent flying, and considering there are 13 Pokeys to pummel, it means a lot of button mashing is needed to complete this minigame. The player who fully dismantles its tower first will be declared the winner.

Personal Record: 07”46

Take Me Ohm: Control Stick to move, A to jump

Players stand on a walled, circular arena surrounded by several Thwomps floating above electric switches. Once a Thwomp falls down on a switch, it will send a linear electric spark travelling the full arena. Players must try their best to avoid these sparks for the next 30 seconds. The last player standing, either by elimination or by time out, will be declared the winner.

Kart Wheeled: Control Stick to steer, A to accelerate

Players must complete a five-lap race around a figure-eight layout. It’s quite tight, so the start of the race will be a bit messy with all karts being lined up. Once the race gets on, stay clear of walls and other karts, hitting any of them will slow you down heavily. The first player to complete the five laps will be the winner.

Personal Record: 27”63

4 players Mic

Balloon Busters: “BIGGER”, “STOP”

Players take turn inflating a giant balloon. Each player has 15 seconds for their turn, where they must blow air with the “BIGGER” command at least once and up to four more times before opting to stop with the other command. After a player tags out, they’ll take cover behind some kind of shield. Basically, the last player who had a turn before the balloon bursts is the only one safe, and by extension, the automatic winner.

Clock Watchers: “STOP”

Each player is given a target time. The player will announce when they’re ready with the “START” command, and the timer will start counting. Before getting to four seconds, it will disappear, so you’ll have to keep counting in your head. Once you think you’re close enough, stop the timer with the “STOP” command. The player who stops the clock the closest to their target time, either below or above that target, will be the winner.

Dart Attack: “FIRE”

Players take turns in firing darts towards four moving targets. Each player has 15 seconds after their turn starts to fire all darts, and better fire them all and leave none unspent to maximize the chances of scoring high. There’s the chance a dart may score no points if it doesn’t hit any of the moving targets, too. A Shy Guy by the right will help you keep track of the remaining darts. Once all players have had their turns, the player with the highest score will be declared the winner.

Oil Crisis: “RIGHT”, “LEFT”, “MUSHROOM”

The goal is to make it to the finish line, 200 yards ahead, but you don’t have enough fuel. To that end, you must drive your car through the barrels and replenish bit by bit your tank so you make it as far as possible, maybe even the end of the road. Change lanes through the respective command and avoid the puddles that slow you down. The “MUSHROOM” command gives you a limited speed boost just once, so use it carefully. Once all players have had their go, the one who has traveled the longest distance will be declared the winner.

Mathemortician: “1”, “2”, “3”, “4”, “5”, “6”, “7”, “8”, “9”

Three rows of numbers, through which will pass Pink Boos. The goal is to hit as many as possible to collect points. Regular boos are worth one point, and crowned boos are worth three points. Each player has 20 seconds to hit as many as possible. Of course, the numbers will be laid out at random for each player, so keep your eyes open on that. Once all players have had their turns, the one with the highest score will be declared the winner.

1-3 players

La Bomba

Solo player: Control Stick to move, A to jump, A-A to Ground Pound

Team: Control Stick to move

The solo player stands on a platform, below which are transported several crates, and the team stands on the arena below. The solo player has to Ground Pound the crates so they throw their cargo of Bob-Ombs on the arena, with small crates holding just one Bob-Omb and the bigger ones holding several of them. The team will have to avoid the Bob-Omb barrage for 30 seconds, keeping in mind they only explode when turning bright red. If the team is eliminated the solo player will win, but if just one member survives the onslaught victory will go to the team.

Spray Anything

Solo player: Control Stick to move

Team: L and R to circle the ring, A to fire a water ball

The solo player stands on a circular arena, with the team surrounding it on their machines. The team will fire water balls to the solo player, and the latter will have to avoid them for 30 seconds. Water balls can’t clash against each other, so team members can get hit by them as well and be stunned for a brief while. If the solo player gets hit will mean its loss, surviving the assault will mean its victory.

Balloonatic

Solo player: Control Stick to move, A to ascend

Team: Control Stick to move the target, A to fire

The solo player stands on a hot-air balloon, and the team will fire cannonballs in an attempt to bring it down. Since the solo player has quite an erratic movement, it’s quite tricky to hit any of the three balloons keeping it afloat. The team has 30 seconds to bring the solo player down and win, but if the solo player stands with at least one of its balloons after the time runs out it will be declared the winner.

Spinner Cell

Solo player: Control Stick to move the large spinner, C-Stick to move the small spinner

Team: Control Stick to move, A to jump

The team stands on a squared arena, with the solo player on an elevated control platform. The team will have to avoid being eliminated by the large spinner controlled by the solo player, paying close attention to the smaller one as well because it will stun them briefly and make them easy targets. The spinners are relatively hard to coordinate, and also the small one is much faster and agile than the large one. If the solo player eliminates the team it will be the winner, but if just one member of the team survives for 30 seconds victory will be theirs.

Think Tank

Solo player: Control Stick to move, A to fire

Team: Control Stick to move, A to fire

On one side, each member of the team in a small tank; on the other side, the solo player with a heavy tank. The battle is on, and only one side can win. Each member of the team has three hearts and the solo player has ten. Though both sides have the same power in terms of fire, the solo player can also destroy the pillars of the arena so the team cannot use them as hideouts. Whoever can deplete the life of the other team, with no time limit whatsoever, will be declared the winner.

Flashfright

Solo player: Control Stick to move

Team: Control Stick to move

The team must flee from the solo player, who is armed with a lethal flashlight. Even though the room is darkened, visibility is not compromised, so it’s basically the old game of “run for your life”. The solo player has 30 seconds to flash the light on the team and claim the win, but if any member of the team manages to get away victory will be theirs.

Coin-op Bop

Solo player: A, B, X, Y, L, R press in shown sequence

Team: A, B, X, Y, L, R press as shown

A basic slot machine bonus minigame. The solo player is in charge of a big machine which needs an input of five buttons to drop coins, whereas the team manages another machine with a single button for each member to complete the sequence and be rewarded coins. Each completed sequence means earning three coins. If a button is pressed wrongly, the character will be hit by a Bob-Omb and stunned for a while. The minigame lasts 30 seconds, so with good teamwork and coordination the reward can be quite big.

Easy Pickings

Solo player: Control Stick to move, A to swing pickax

Team: Control Stick to move, A to swing pickax

The team and the solo player compete to collect as many gems as possible. Gems are hidden within rocks, which players will have to smash. The solo player wields a big pickax that can smash rocks in a single swing, but the smaller ones wielded by the members of the team need three swings. Also, standard red gems are worth one point, but purple gems are worth three points. After the 30 seconds time limit runs out, the side that has collected the most points will be declared the winner.

Pogo-a-Go-Go

Solo player: L and R to spin the stage

Team: Control Stick to move

Each member of the team stands on a circular arena mounted on a pogo stick, while the single player stands in the control platform in the center. The solo player will rotate the stage, either clockwise or counterclockwise, in an attempt to make the team members fall down through the holes in the stage. The solo player has 30 seconds to defenestrate the team and claim the win, but if just one member of the team stands tall after the time runs out victory will be theirs.

1-3 players Mic

Wheel of Woe

Mic player: “CHAIN CHOMP”, “BULLET BILL”, “SHY GUY”

Team: Control Stick to move, A to jump

The team stands on a circular arena, with the solo player on an elevated platform. The solo player will shout certain commands in an attempt to eliminate the team members or make them fall down through the holes in the arena. With “CHAIN CHOMP” the solo player will unleash one of the Chomps in a straight line from their cages, with “BULLET BILL” the two cannons at the sides (which are rotating) will fire Bullet Bills in any direction they’re facing, and with “SHY GUY” the Shy Guy in the control switch will invert the movement of the platform. As deadly as any of these commands sound, they’re no big deal, specially since rotating the platform is made at a slow speed. The solo player has 30 seconds to claim the victory by eliminating the team, but if just one of its members survives it will be them claiming victory instead.

Boxing Day

Mic Player: “RIGHT”, “LEFT”, “DOUBLE PUNCH”, “ROTATE”, “ROCKET PUNCH”

Team: Control Stick to move, A to jump, A-A to Ground Pound

The team must clear the tiles of the squared arena, and the solo player, mounted on a giant robot, will try to punch them out of it. To achieve their goal, team members must Ground Pound the tiles, while the solo player only has to give the right command and eliminate the team. “RIGHT” and “LEFT” mean a direct punch of the robot with the respective fist, “DOUBLE PUNCH” is basically the previous two combined in a single move, “ROTATE” is basically the robot rotating with its arms fully extended, and “ROCKET PUNCH” will expel the robot’s fist on the upper tiles. The robot must fully complete a command before another can be given, so the solo player will have to choose carefully. The first side to achieve their respective goal, with no time limit whatsoever, will be the winner.

Be My Chum!

Mic Player: “CHEEP CHEEP”, “LAKITU”, “SUSHI”, “BLOOPER”

Team: Control Stick to move

The team is diving underwater, while the solo player stands ashore. The solo player will attempt to eliminate the swimmers by launching all sorts of things to them. “CHEEP CHEEP”, “BLOOPER” and “SUSHI” all make the respective characters appear from one side and cross the stage laterally, each at differing speed and with different movements (Sushi is fast and straight, the other two are very tricky); whereas “LAKITU” summons the character to throw Spinies at the water. The player has 30 seconds to eliminate the team and claim the win, but if at least one member survives (made it easier because players don’t have to surface for breathing) victory will go to the team.

StratosFEAR!

Mic Player: “MOVE UP”, “MOVE DOWN”

Team: Control Stick to move, A to jump

The team stands on a mushroom-like platform and the solo player stands above them on a cloud. The solo player will control the mushroom platform and move it accordingly so the Bullet Bills flying at different altitudes will hit the team members and eliminate them, with the controls being self-explanatory. The team will have to avoid being hit at all costs, jumping over Bills to make them crash if necessary. The player has 30 seconds to get the team eliminated and win, but if just one member survives then victory will go to the team.

Number Crunchers

Mic Player: “1”, “2”, “3”, “SQUARE”, “CIRCLE”

Team: Control Stick to move, A to jump

The team members stand atop platforms over a river of lava, while the solo player watches from the distance. Each platform has a number and shape, which the solo player will use to its advantage. By shouting a command, all platforms with that number or shape will be shadowed, as a Thwomp is about to fall down hard on them. The team members must avoid being flattened by them, as well as making sure they don’t fall down to their doom on the lava below. Thwomps must go off-screen before another command can be shouted, giving the team a chance to breathe. The solo player has 30 seconds to claim victory by eliminating the team, but if at least one member survives then the win will go to the team.

2-2 players

Buzzstormer: Control Stick to move

Both pairs are on a flying ship, shaped like a bee, and they must traverse a field of giant dandelions. The ship tilts right and left to pass through wide enough openings between the flowers. If both players tilt the Control Stick to the same direction, the maneuverability of the ship will increase. Clashing against a dandelion, even if just partially, will stop the ship and it will need to gain speed on its own again. The first pair to make it out of the dandelion field will be the winner.

Personal Record:19”45

Tile and Error: Control Stick to move, A to jump, B to punch, A-A to Ground Pound, A-B to kick

Both pairs stand over a 4X4 grid. The objective is to turn the tiles to your team’s color by Ground Pounding them, red tiles will become blue and vice versa. It’s possible to hit other players to stun them, and also jump over them to squish them. It’s also possible to jump on the edge of two tiles, which will turn the color of both. When the 30 seconds time limit runs out, the team with the higher number of colored tiles on the grid will be the winner.

Battery Ram: Control Stick to move

Each pair will carry a battery through a narrow and tricky pathway. Coordination and teamwork is crucial here, not only to move on the desired directions but also to advance swiftly towards the goal because in several instances the players will switch who is in front. Try to read the path ahead of you so you don’t become stuck, or you’ll lose a lot of pace. The first pair to cross the finish line will be the winner.

Personal Record: 37”58

Cardinal Rule: Control Stick to move, A to jump, A-A to Ground Pound

A certain card will be shown on the “main screen”, and players will have to find its pairs lying on the ground. When they think they’ve found the matching card, they must Ground Pound the tile. When both players of a team pick the correct pair, they’ll earn one point and the cycle starts anew. Players have 10 seconds for each round of card matching, which are not a lot considering many cards look alike (simply by having open or closed eyes, for example). The first team to earn three points will be the winner.

Bumper Crop: Control Stick to move, A to pick/toss vegetable

Players stand on a field which cultivates three kinds of vegetables: carrots, potatoes and turnips, each on its own section. Each team will have to pick two of each vegetable and load it on their respective truck. Be careful, since some vegetables may have no roots, and it’s not possible to load the truck if Shy Guy is raising the “X” symbol. There’s no time limit, so the first team to load their truck no matter what it takes will be the winner.

Hop-0-Matic 4000: A, B, X, Y, L, R press as shown

Each pair will stand atop a hopping machine, and will “race” to the finish line. The machine moves via four “legs”, each activated through a command shown over the player. Players will alternate in introducing commands, meaning good teamwork is needed for the four commands that have to be introduced before the machine moves forward. Failing a command will simply cause a slight loss of time, but it can be very valuable time. The first team to make it to the goal (6 jumps needed, meaning 24 commands) will be the winner.

Personal Record: 41”31

Wingin’ It: A repeatedly to fly

Button mashing fun once again. Each pair will have to get the machine airborne and fly as high as possible. The minigame only lasts 10 seconds, so no time to chill here because the machine will lose altitude if you can’t keep up the pace you started off with. The pair who reaches the highest altitude when the timer runs out will be declared the winner.

Sphere Factor: Control Stick to move

Each pair will have to roll a giant ball across a dangerous path. Coordination is very much needed, as the ball is hard to control and needs a good push to get moving in any desired direction. The path features a twisty section marked by wooden walls, an open section with moving obstacles like Whops and Monty Moles and then the vital point, the bridge and the dip. Falling through the dip is almost a death sentence because it’s very difficult to get the ball up again, so aim for the tight but much safer bridge. The first team to get the ball to the goal will be the winner.

Personal Record: 45”25

Herbicidal Maniac: Control Stick to move cursor, A to fire

Players are in charge of a cannon, and must “whack” the Piranha Plants emerging from the tubes. Be careful, because some bombs can be found within them and can mislead you to whack them, which will cause an infestation of Piranha Plants. The objective is to clear the field of Piranha Plants in less than 10 seconds to earn a point, and the cycle will repeat. The first team to score three points will be the winner.

Pyramid Scheme Control Stick to move

A simple bonus minigame which takes most of its mechanics from the above seen “Battery Ram”. Each pair controls some kind of container, and they must coordinate their movements to catch the coins raining down from above. Coins (and bags which are worth five coins each) will almost immediately sink into the sand once they’ve fallen down to the ground, so be aware of the shadows projected in the ground to anticipate where will coins be falling and collect them. Players have 30 seconds to collect as many coins as they can.

World Piece: Control Stick to move, A to pick up/drop

Another attempt at a copy-paste from an existing minigame, in this case “Cardinal Rule”. A figure will be shown on the main screen, and players will attempt to pick the two halves that make it to complete the figure and earn a point. Picking an incorrect half will make them lose valuable time. The differences with the other minigame are simple: here each round consist of 20 seconds, which is more than enough time even for some trial and error, and the used pieces will be replaced by new ones so there’s always the same amount to pick from. The first team to make it to three points will be the winner.

Spider Stomp: Control Stick to move, A to fire

Time for a long lasting shooting adventure (because it’s longer than the average minigame). Several spiders have trapped Flutter, and it will be your and your partner’s job to free it. On the way you’ll face four levels: three small spiders on the first, two small and two medium spiders on the second, four small and three medium spiders on the third, and the giant boss spider on the fourth. Small spiders can be taken down in one shot, medium spiders need three, and the boss needs like three dozens. The boss is also special, as its eyes will turn red after enough hits and then switch between white and red when it’s almost done. The spiders will shoot webs on a straight line, which will stun any player they hit for a while, and players can be affected by friendly fire with the same effects. The boss spider will shoot three webs at once, two diagonally besides the standard straight one, and when its eyes glow red it will sometimes also bash at the players attempting to stun them heavily. There’s no time limit, so take your time and make it safely towards Flutter to claim the win.

Battle

Helipopper: Control Stick to move

Each player is piloting a helicopter, in a sky plagued with balloons. The goal is to pop as many balloons as possible, simply by passing through them. There’s a radar at the center of the screen, but it only shows where each player is, so you will have to find the balloons on your own. After the 45 seconds time limit runs off, the player who popped more balloons will be the winner.

Monty’s Revenge: Control Stick to select a hole, A press and hold to peek

Time for some role switch, as now the players will be the ones hiding underground and peeking out of holes while three Monty Moles run around with hammers trying to whack them. The point of the minigame is to stay with your head out for as long as possible, accumulating seconds the more you stay out. However, if Monty whacks you then you’ll be stunned for a while and you’ll lose your chance to keep collecting seconds. After the 30 seconds time limit runs off, the player who stayed out the longest span will be declared the winner.

Deck Hands: Control Stick to select card, A to confirm

A minigame based entirely on luck. Players are presented with a 13 cards deck, obviously with numbers ranging from 1 to 13. Each player will have to pick one card entirely at random and pass the remainder of the deck to the player on their right. On the next two rounds, the order in which players will pick cards will be based on the total value of the cards they’ve already picked up. Players will have 10 seconds to make their choice, though of course in later rounds it’s an excessive time limit. Once three rounds have passed and only one card is left unpicked, the player who has amassed the highest total value will be declared the winner.

Air Farce: Control Stick to adjust angle

Another race is on, but this time no engines are involved, nor does speed matter. Players will be strapped to a glider and jump off a cliff to try to glide the farthest distance possible before landing on water. In order to maximize the distance, players will first have to dive very close to the water and then fly parallel to it until they land. The player who travels the longest distance will be the winner.

Personal Record: 84.20 yrd

The Final Countdown: Control Stick to move, A to jump, B to punch, A-B to kick

Players will be brawling on a 3X3 grid without walls. The objective is simply to shove the other players off the grid. The name comes from the fact that tiles are in a constant countdown, from a starting random number, and they will break when reaching 0, so watch your step. Any player still standing after the 30 second time limit expires will be declared the winner.

Duel

Warp Pipe Dreams: Control Stick to move, A to jump

We start with some random fun in the Forest Area. Players will attempt to reach the green tube on the center of a “labyrinth” by hopping in and out of the colored pipes marking their path. Where will the tubes guide you is known to nobody, so all you can do is trial and error all the way until you get to the goal, remembering which tubes you’ve already used to not get lost. The first player to reach the green tube will be the winner.

Weight For It: Control Stick to move, A to swing hammer

Players stand on an arena in the Lab Area. The objective is to leave the least possible number of balls on your side of the playing field. To that end, you must swing the hammer and send balls to the other side quickly. Be careful, as some balls might return due to the force of the hit, and if a player is hit it’ll be stunned for a brief while and leave an opening. Once the 15 seconds time limit runs out, the player whose side has the least number of balls will prevail and win.

Mad Props: L to control left propeller, R to control right propeller

Time for a boat race in the River Area. The boat isn’t easy to control, as each propeller is linked to a different button, so turning can get quite complicated until you have the hang of it. The river’s flow is not only twisty, but also has rocks blocking your advance, and of course there’s a heavy current that will pull the boat even when not activating the propellers, another fact to have in mind for turns. The first player to make it past the goal line will be the winner.

Personal Record: 37”23

Gimme a Sign: Control Stick to move, A to jump

Each player stands on a bridge in the River Area. The bridge is made of four tiles, each with a different symbol. Shy Guy will raise one sign, making the corresponding tiles to sink into the river below, and so players will have to avoid “being thrown” into the river. As the game progresses, Shy Guy may raise two signs at once and even speed up how often does he raise them, so always keep your eyes open on the central platform. There’s a time limit of 30 seconds, if one of the players can’t keep up the pace and falls into the river the standing player will be the winner.

Bridge Work: Control Stick to move, A to jump

Players stand on a wooden bridge once again in the River Area. Several Cheep Cheeps will be navigating the river in both directions, most opting to jump over the bridge rather than passing below it, so players will have to avoid them at any costs. Cheep Cheeps come in varying sizes, so always watch out for the bigger ones as they’re harder to avoid, and also keep in mind it is possible to fall over the bridge by yourself if you’re not careful enough. If one of the players falls to the river or is hit by a Cheep Cheep within the 30 seconds time limit, the still standing player will be the winner.

Spin Doctor: Control Stick to move

Switching back to the Lab Area for a dizzy maze. The maze is made up by several rotating checkpoints, so each movement must be timed carefully if you don’t want to end up in the wrong direction. Blue checkpoints make a full turn, but pink checkpoints do a partial turn instead. There’s no time limit here, so take your time to think your movements and make it to the end safely, for the first player to reach the goal will be crowned the winner.

Hip Hop Drop: A, B, X, Y, L, R to hop

Staying in the Lab Area to recover the pogo stick for a race of sorts. Each player has a path ahead formed by 21 tiles, and to advance they must press the correct button shown on the tile itself. If the pressed button is incorrect, the tile will open and the player will fall through it, being rescued by Lakitu and returned to the tile they were on before jumping to their doom, of course having lost valuable time in the process. The first player that manages to make it to the goal will be the winner.

Personal Record: 27”01

Royal Rumpus: Control Stick to move, A to jump, A-A to Ground Pound

A square arena has been formed in the Forest Area. From within the tall grass surrounding it, several Goombas will appear and join the arena. The objective is to squish as many of them as possible by Ground Pounding them. Each Goomba is worth one point, but the elusive golden one is worth three points if you manage to squish it. Once the 15 seconds time limit runs out, the player with the most points will be declared the winner.

Light Speed: Control Stick to move

Another square arena, this time formed in the Lab Area. It is a 6X6 square, with initially blank tiles that will be colored by the players as they move around on their hoverkarts. The objective is to color as many tiles as possible, maneuvering both within the arena and with well usage of the warp zones on the corners. The hoverkart is quite fast, hence the name of the game, so the warp zones are very welcome to instantly teleport to the other side of the arena. Once the 30 seconds time limit runs out, the player with the highest number of colored tiles will be the winner.

Apes of Wrath: Control Stick to move, A to jump

Another arena in the Forest Area, but now loaded with features. Apparently, the players have stolen apples from the Ukikis, which will now furiously start a pursuit throughout the arena, and players will have to avoid them at all costs. As the game progresses, more Ukikis will appear, so always keep an eye on the surroundings to know where your pursuers are. There’s no time limit, so basically the player that lets itself be caught will lose.

Fish & Cheeps: Control Stick to move, A tap to swim

Stepping into the River Area once again for a swim. Countless Cheep Cheep follow the river’s flow, and players will have to swim to avoid them. Once again, Cheep Cheeps come in various sizes, also they swim at different speeds and sometimes even on a diagonal trajectory or chasing down a certain player! Players will have to be continuously moving, because the river flow pushes them to the bottom edge of the screen if they stand motionless. There’s no time limit, so the player who can’t avoid being hit just once will lose.

Camp Ukiki: Control Stick to move, A to jump

A massive camp has been built in the Forest Area. This is basically an obstacle race, with many different trials to pass and dangers to avoid. The course starts with a maze of sorts made by long and spiked stumps, followed by a section full of jumps that must be properly timed and directed because the platforms are very small. Players then enter an automated section that will bring them to the next challenge, jumping a few stairs that are set as walls, before entering the final section, a two-way route with a couple jumps like a section before or a straight and steep path (this last section is featured twice, the second time the routes have switched places). There’s no time limit, so players have enough time to think before moving, and the first one to make it to the goal will be the winner.

DK – Multiplayer

Peel Out: Control Stick to choose direction

Another minigame of pure luck. Each player will go down a large slide, which splits in two ways a total of three times before reaching the ground. Players will have to choose which direction to follow whenever reaching a split, an entirely random decision since there are no obstacles, only more or less bananas to collect and no hints to which side may hold the highest number of them.

Bananas Faster: Control Stick to move, A to jump

A roulette with 16 spots spins at a high speed, with DK watching the action from the center platform. Players will have to jump into the roulette and collect the bananas on the spot they fall on. After the jump, players are returned to their spot, signaled as a zone between barrels which is the only place they can move around. Watch out for peels, they will stun you and you’ll spend more time in the roulette, and also you can jump over another player, leaving them stunned as you return to your spot. You have 15 seconds to collect as many bananas as you can.

Stump Change: Control Stick to roll

Players roll over a barrel in a massive tree stump serving as an arena of sorts. Players will attempt to collect the bananas without falling off the stump, which will mean game over. The barrel isn’t easy to control, so pick your maneuvers carefully. The minigame has a 15 seconds time limit, but it’s relatively easy to collect all the bananas in barely half the allotted time, at which point the minigame will automatically end no matter how many seconds are left.

DK – Single Player

Jump, Man: Control Stick to move, A to jump

A very obvious nod to the game where Mario and DK debuted. The player is pitted against DK in a race to the top, by avoiding the incoming barrels. As you go up, there will be more and more barrels to avoid, which will stun you for a while if they hit you. The game has no time limit, so don’t rush yourself and avoid getting hit at all costs so you reach the top before DK does to win.

Vine Country: Control Stick to choose a side, A repeatedly to climb

Another race to the top, but this time by climbing a vine. Along the way, honeycombs and spiders will fall/drop over you, and you must avoid them by changing sides with the Control Stick. Being hit by any of them will stop you on your tracks for a while. There’s no time limit here either, so keep an eye on the top of the screen and reach the top before DK does to win.

A Bridge Too Short: Control Stick to move

Another game based mostly on luck, and loosely a race of sorts. Both the player and DK must choose one of the two bridges ahead to cross to the other side, but one of them will break at any given point and block the character from moving ahead, meaning they’ll have to turn back and cross through the other one. There are four bridges to cross safely before reaching the goal, so do a bit of screencheat and keep an eye on DK’s decisions should him be ahead of you to have a reference, because the first one to make it to the goal will win.

Bowser – Multiplayer

Funstacle Course!: Control Stick to move, A to jump

Time for a tough race to the finish, this time from side to side. On the left side of the screen, the Koopa Kids manage three flamethrowers to push players to keep advancing into the diabolical traps ahead. The first trap is a group of Thwomps, which must be avoided. The second trap is a set of three platforms moving up and down, which will require proper timing to jump and pass to the other side. The third trap is a narrow bridge, with a few jumps that will need proper timing (and a bit of cooperation too because the path is very narrow). The fourth and last trap is a set of spiked rollers coming at the players at different speeds, which will once again need proper timing to jump over safely. The last stretch before the goal line is free of traps, but the Koopa Kids now fire giant fireballs in different sequences, forcing players to either dodge them or jump over them. Any player who manages to resist the onslaught and reach the finish line will win.

Funderwall!: Control Stick to move

Players will have to climb a fence, packed with spiked obstacles they’ll have to avoid. Because this alone would be too easy, the Koopa Kids float around in hovering flamethrowers, aiming to burn players to a crisp and keep them off the top. The Koopa Kids use cursors to aim, so pay attention to where are they aiming and the possible direction they’ll be moving towards to safely avoid the incoming attacks. Any player that manages to reach the top of the fence will win.

Magmagical Journey!: Control Stick to move, A to jump

Another race to the finish, now from south to north. Players will have to traverse an extensive lava field by jumping from rock to rock. As the game progresses and the screen goes up, the rocks on the bottom will sink into the lava, so there’s no time to waste. Also, the Koopa Kids will be on wagons armed with cannons, following the rails in either side and aiming their cannons at the rocks beneath. Watch out for their cursors, avoid the fireballs and keep advancing to reach the line. Any player who can make it to the goal right before Bowser’s throne will win.

Bowser – Single Player

Tunnel of Lava!: Control Stick to move, A to jump

The player stands on a platform, going across a river of lava. Before it starts moving, 16 robotic minions will form a circle, with one of them holding the key that will unlock the door at the end of the river. The player must destroy the robots by jumping over them, but being careful not to be touched by them when they expel fire or else the player will be stunned for a brief while. The player has 30 seconds to find the key and win, which is more than enough for this minigame, otherwise Bowser will jump from above onto the platform and squish the poor player..

Treasure Dome!: Control Stick to move, A to try chest

The same background of the above game. This time, the platform has 5 chests. One chest holds the key to the other, and the cycle repeats until the final chest is opened to reveal the final key that will unlock the door at the other end of the river. This game also has a 30 seconds time limit, but this time it’s a much tighter limit and any player who slacks off or loses time thinking too much their next move may find an unexpected ending. If the player manages to open all chests and find the key before reaching the end of the river they will win, otherwise Bowser will jump from above and crush the player for losing.

Slot-0-Whirl!: A to stop the slot

A very tough and unfair minigame, knowing what could be at stake. Three slots, each running faster as you progress, four possible results, and 30 seconds of time. The player will have to stop the slots on the key, lining up all three keys to obtain the master key and unlock the door at the end of the river. The first slot is rather easy, but the other two go so fast that it’s almost a random guess when to attempt to stop it to get the desired result. If the player obtains the key before reaching the end they will win, otherwise Bowser will jump from above and stomp on the player for their loss.

Bowser’s Lovely Lift!: Control Stick to move, A to jump

The minigame which serves as ending for the Solo Cruise is classified as a Bowser minigame for the first time. The player stands on an elevator platform, with one dice block in each corner. The objective is to reach the 100th floor, all the while avoiding Bowser’s attacks. The elevator moves according to the result of the four dices, so the player will have to hit them all before the elevator moves. Once the elevator reaches the floor matching the result, the dices will roll again and the cycle repeats. Bowser can fire standard fireballs in succession, which follow a straight line, or three missiles that somewhat pursue the player. Upon passing the 50th floor, Koopa Kid will join Bowser at the opposite end, firing his same weapon. If the player manages to reach the top they will win, but a single hit from any incoming attack is game over.

Rare

Ice Moves: Control Stick to move, A to speed up

Time to play air hockey, but with a twist: the game is big enough for the players to pilot a hoverkart that will push the puck. It can be chosen for one versus one or two versus two, and the time limit can be set to one, three or five minutes. Other than that, the rules are the same as air hockey, just remember to use the short and sudden boost of speed provided with A to push faster. When the timer runs out, the player or team with the most points is the winner.

Stick and Spin: Control Stick to spin the stage, A to drop balls

Another revisit of a classic game. The player has to stack five or more balls of the same color so they disappear, all in the sake of avoiding an excessive pile up. The number in the centre shows how many more balls are needed to clear the level and progress to the next one. As you go through levels, balls of more colors will appear and they will fall at a higher pace. If 10 balls stick out of the circle, it’s game over. There’s also a two player version of this game, with the same rules except with special Vexing Balls, which are colorless joker balls and are added to the opponent’s field when you make one disappear, and they might have different numbers so they’re harder to dissipate.

8 players

Real Smoothie

Player 1: L to grab fruit

Player 2: R to grab fruit

During 30 seconds, pairs will have to grab fruits and throw them into the blender. Player 1 is in charge of the orange slices, and Player 2 is in charge of the strawberries. If one of the players grabs the wrong fruit, they’ll lose valuable time. Once the time runs out, the pair who has thrown the most number of fruits into the blender is declared the winner.

Synch-row-nicity

Player 1: Control Stick to row

Player 2: C-Stick to row

Time to emulate Oxford versus Cambridge. Each pair is mounted on a small boat and must row to the finish line. Rowing is simply done by moving the stick left and right, and if both players sync their timing, they’ll be able to move faster. There’s no time limit, so the first one to cross the line is the winner.

Grin and Bar It

Player 1: L to jump

Player 2: R to jump

All players stand in line in this minigame. A metal bar will spin like it’s a jumping rope, and players must jump over it. As time passes, the bar will spin faster and it will be harder to jump properly. Besides, the bar isn’t straight, so each player will have to time their jumps differently. There’s no time limit, so the last team standing, either with both players or just one of them, will be declared the winner.

Hammer Spammer

Player 1: Control Stick to move

Player 2: C-Stick to move

All players stand in a short arena, with four Hammer Bros. floating around and throwing several hammers into it. From time to time, they will disappear and make way for two giant hammers that will smash the arena and any player they catch. The minigame has a time limit of 30 seconds, but it normally finishes way before it runs out. The team who manages to keep at least one member on the arena untouched by the hammers will be the winner.

Gimme a Brake

Player 1: L to brake

Player 2: R to brake

Players slide down through a steep road and must stop their scooters in the 90 yards long straight before falling to the mud at the end of the road. The goal is to brake as late as possible so the scooter stops very close to the edge. The team whose member stays the closest to the edge of the mud will be declared the winner.

The game can be played under three different climates: sunny, rainy and snowy. The first allows for a heavy braking, meaning the scooter won’t travel much distance after braking, whereas rain makes it harder to brake and the scooter will travel much more distance after pressing the brake, which increases even more in snow with the road frozen.

Bumper to Bumper

Player 1: Control Stick to move

Player 2: C-Stick to move

Bumper karts with a massive twist. All players stand in a wall-less arena, which can also tilt in any direction. The goal is basically to be the last one standing by ramming into the rest of the cars and throwing them off the arena. There’s no time limit, so whatever time it takes, the last team with at least one member standing will be the winner.

Spin Off

Player 1: L to stop/start

Player 2: R to stop/start

Each player is in charge of a slot. The goal is to create the three characters shown by stopping the slots correctly. It can be quite hard to time, so don’t worry about making several tries before getting any success. There’s no time limit either, so patience here can play a key role. The first team to get all three characters right will be the winner.

Rope a Dope

Player 1: Control Stick to move

Player 2: C-Stick to move

Cooperation at its finest. Both members of each time are connected via a rope, and they must traverse a complicated and narrow path without falling off, because if one player falls off they will drag their partner with them and lose valuable time. Speaking of which, there’s no time limit, so no need to run excessively. The first team that makes it to the other side will be declared the winner.

Duct & Cover

Player 1: Control Stick to move, A, B, X, Y, L, R tap when shown

Player 2: C-Stick to move, A, B, X, Y, L, R tap when shown

Players must each cover three leaks of the pipe. To that end, each leak has a different button that needs to be repeatedly pressed so it’s fully sealed. There’s no time limit, but in this case better hurry up and mash the buttons to at least complete your part of the job as quick as possible. The first team to fully seal the pipe will be the winner.

Bob-ombic Plague

Player 1: L to pass Bob-Omb

Player 2: R to pass Bob-Omb

All players form a circle, with each team member standing in front of the other. Then, a Bob-Omb falls down on a random player, and they must pass it to the character on their left. The game goes like this until the Bob-Omb turns red, signaling it’s about to explode, and when it does it blows up the character holding it and the characters it had at each side. Then, the circle is remade smaller and another Bom-Omb falls down, repeating the process. When only one player (or, in very rare cases, team) is left standing, that team will be the winner.

Unhappy Trails

Player 1: Control Stick to move

Player 2: C-Stick to move

Time to walk again, but this time each player has their own path. The game starts with the Player 2 of each team being given a key by Goomba, and walking down a narrow and twisty path to deliver it to their partner. Said partner, awaiting halfway into the path, then walks another narrow and twisty path to open a chest, then return to the meeting point with a jewel and pass it to their partner so they return it to Goomba. There’s no time limit, and since four relays are needed, it’s easy to gauge if there’s any team ahead of you or closely behind you. With that, and the fact that there’s no time limit, you can chill down and focus on not falling off the edges into the water so as to not lose momentum. The first team that returns the jewel is declared the winner.

Shock Absorbers

Player 1: Control Stick to punch (Right, Left, Up) or crouch (Down)

Player 2: C-Stick to punch (Right, Left, Up) or crouch (Down)

Each player stands on a very small room with three switches. Whenever a switch lights up, it must be punched as quick as possible. If all three switches shine red, the player must duck to avoid an electrical discharge. Any player that hits the wrong switch or command will be eliminated, and switches will light up faster and faster as the game progresses. The last team which keeps at least one member standing will be the winner.

The last installment of the Mario Party franchise on the Gamecube features a grandiose total of 88 minigames to play. As always, this guide offers detailed information of each minigame and how they are obtained.

The categories you will find in this guide are as follows: 4 players, 1-3 players, 2-2 players, Battle, Duel, Bowser, DK, Mic and Rare. Bowser and DK have expanded to include both single-player and multiplayer minigames, and Mic has also been expanded to four players in addition of the 1-3 players it debuted with in the prequel. A new category has been introduced in this game in the form of 8 players, where four pairs of two characters (sharing a controller!) will compete for the win.

4 players, 1-3 players and 2-2 players are played after a round ends in Party Cruise. In some cases, a situation depicting a 4 players minigame is switched to a Battle minigame instead, where coins are recollected from all players and then distributed as prizes, with the minigame being chosen by voting. Other times it can be switched into a 4 player Mic minigame, if the microphone add-on is selected as active, something that can also happen in a 1-3 players situation where it can switch into a 1-3 players Mic minigame. Duel minigames happen when a player lands on a Duel space, which are 1-1 face offs with the prize being decided by a roulette, contrary to the previous installments where bets had to be made. Bowser and DK minigames happen when a player lands on their respective spaces and chosen at random between single player or multiplayer. Rare minigames can only be obtained in the Duty-Free Shop, and 8 players minigames are exclusive to Deluxe Cruise.

The main goal is always to win, in some minigames there are even personal records to set/beat. I list my own records just because it’s the record shown whenever I play those games. Also, a few games are bonus minigames where the goal is to get as many coins as possible, with no winners or losers.

One last thing to note about Bowser and DK minigames is how they play out. Bowser minigames work exactly like in the prequels, and when played in Party Cruise it deprives the losers of their coins or Stars. DK minigames work totally different: single player games pit the player against DK himself, and if beaten in Party Cruise DK will give out a determined prize of coins or Stars; however multiplayer games work like in previous installments, players collect as many bananas as they can and then they’re turned into coins like if it was a bonus minigame.

With all the basic information laid out, it’s time to get into matter.

4 players

Catchy Tunes: Control Stick to move, A to jump

Players stand on a small musical-themed arena. Musical symbols will fall down from above, and players must collect at least one exemplar of all the five different symbols. The first player to collect them all within the 30 seconds time limit will be the winner.

Bubble Brawl: Control Stick to move, B to punch

Players brawl inside a gigantic bubble and will try to expel the other players out of it. It’s crucial you attempt to stay in the center of the bubble, because your movements will be limited since you’re swimming inside it. The 60 seconds time limit is a bit exaggerated, but anyway, the last player standing inside the bubble is the winner.

Track & Yield: Control Stick to move, A to jump

Players are on a conveyor belt, and they must jump over the hurdles the belt presents. The belt will speed up over time, so there’s no time to chill in this minigame. Not passing a hurdle means being pushed off the edge, and be extremely careful with electric hurdles and the stunning effect they gift you with if you don’t clearly pass them. The time limit is 30 seconds, last player standing or any player still standing after the time runs out (highly possible in this minigame) will be the winner.

Fun Run: Control Stick to move, A to jump

Time to climb a tower via a seemingly endless spiral ramp. Along the way, there will be several traps: Spinies static on the ground or moving side to side, trapholes and also horizontally placed hydraulic presses. You can see the road has three “lanes”, so to speak, so you can forget about Spinies and trapholes not in your lane and simply jump over those that can block your path. Presses will activate automatically once you’re close to them (you can see them on the left side), so try to stop close to them and simply jump over the now inoffensive mechanism. The first player to get to the top will be the winner.

Personal Record: 40”88

Cointagious A to jump

A very basic bonus minigame, but also one of the few where you can’t be affected by other players. Each player has a dice block over their heads, which they will have to hit repeatedly and earn the coins of its result. The dice goes from 0 to 3, so you can be very (un)lucky in a few attempts. You have 20 seconds to collect as many coins as you can.

Snow Ride: Control Stick to move

Players ride down a snowy mountain on a skateboard. The road to below is quite tricky, as players will have to pass through gates and border other obstacles. The gates alternate sides, so be prepared to snake heavily on your way. The player who reaches the goal first will be declared the winner.

Personal Record:27”98

Picture This: R to turn pages forward, L to turn pages backward, A to select a page

Players will be presented a small book. Then, a specific page will be shown, and players will have to search for it. To that end, turn the pages until you find the correct one, either by repeatedly tapping the buttons or keeping them pressed. Once an image is shown, you have 20 seconds to find the correct one. When a player correctly finds three of the shown pages, they will be declared the winner.

Ghost in the Hall: Control Stick to move

Time to escape from a haunted house. The path is unclear, but you can’t take every single path, as some doors will open right on your face to block your progress (can be countered since they have green doormats deployed and can be seen before taking a path) and other paths are blocked by Pink Boos that appear out of nowhere. There’s no time limit, so no need to panic (more). The first player to make it out of the house will be the winner.

Big Dripper: Control Stick to move, A to duck

Honey drops fall from above into designated marks on the floor. For 30 seconds, players will have to roam the stage and collect the honey. It’s easy to see where will a drop fall on due to its shadow. However, when the controller vibrates (or a “!” sign appears over your character if the feature is turned off), the bees will come out at the players! You’ll have to duck to avoid them, or else you’ll be stunned for a brief while. When the time runs out, the player that has collected the most honey drops will be the winner.

Target Tag: Control Stick to move

Players are fired off into the sky, with several targets floating along the way. The goal is to hit the targets and collect the points they’re worth. But be careful, there are also Bowser targets, which will strip away all your points! When the players reach the “landing zone”, the player with the highest score will be declared the winner.

Pokey Pummel: A repeatedly to swing hammer

Time for some button mashing fun. Each player has a tower of Pokeys they must dismantle with their hammer. Each Pokey needs five hits to be sent flying, and considering there are 13 Pokeys to pummel, it means a lot of button mashing is needed to complete this minigame. The player who fully dismantles its tower first will be declared the winner.

Personal Record: 07”46

Take Me Ohm: Control Stick to move, A to jump

Players stand on a walled, circular arena surrounded by several Thwomps floating above electric switches. Once a Thwomp falls down on a switch, it will send a linear electric spark travelling the full arena. Players must try their best to avoid these sparks for the next 30 seconds. The last player standing, either by elimination or by time out, will be declared the winner.

Kart Wheeled: Control Stick to steer, A to accelerate

Players must complete a five-lap race around a figure-eight layout. It’s quite tight, so the start of the race will be a bit messy with all karts being lined up. Once the race gets on, stay clear of walls and other karts, hitting any of them will slow you down heavily. The first player to complete the five laps will be the winner.

Personal Record: 27”63

4 players Mic

Balloon Busters: “BIGGER”, “STOP”

Players take turn inflating a giant balloon. Each player has 15 seconds for their turn, where they must blow air with the “BIGGER” command at least once and up to four more times before opting to stop with the other command. After a player tags out, they’ll take cover behind some kind of shield. Basically, the last player who had a turn before the balloon bursts is the only one safe, and by extension, the automatic winner.

Clock Watchers: “STOP”

Each player is given a target time. The player will announce when they’re ready with the “START” command, and the timer will start counting. Before getting to four seconds, it will disappear, so you’ll have to keep counting in your head. Once you think you’re close enough, stop the timer with the “STOP” command. The player who stops the clock the closest to their target time, either below or above that target, will be the winner.

Dart Attack: “FIRE”

Players take turns in firing darts towards four moving targets. Each player has 15 seconds after their turn starts to fire all darts, and better fire them all and leave none unspent to maximize the chances of scoring high. There’s the chance a dart may score no points if it doesn’t hit any of the moving targets, too. A Shy Guy by the right will help you keep track of the remaining darts. Once all players have had their turns, the player with the highest score will be declared the winner.

Oil Crisis: “RIGHT”, “LEFT”, “MUSHROOM”

The goal is to make it to the finish line, 200 yards ahead, but you don’t have enough fuel. To that end, you must drive your car through the barrels and replenish bit by bit your tank so you make it as far as possible, maybe even the end of the road. Change lanes through the respective command and avoid the puddles that slow you down. The “MUSHROOM” command gives you a limited speed boost just once, so use it carefully. Once all players have had their go, the one who has traveled the longest distance will be declared the winner.

Mathemortician: “1”, “2”, “3”, “4”, “5”, “6”, “7”, “8”, “9”

Three rows of numbers, through which will pass Pink Boos. The goal is to hit as many as possible to collect points. Regular boos are worth one point, and crowned boos are worth three points. Each player has 20 seconds to hit as many as possible. Of course, the numbers will be laid out at random for each player, so keep your eyes open on that. Once all players have had their turns, the one with the highest score will be declared the winner.

1-3 players

La Bomba

Solo player: Control Stick to move, A to jump, A-A to Ground Pound

Team: Control Stick to move

The solo player stands on a platform, below which are transported several crates, and the team stands on the arena below. The solo player has to Ground Pound the crates so they throw their cargo of Bob-Ombs on the arena, with small crates holding just one Bob-Omb and the bigger ones holding several of them. The team will have to avoid the Bob-Omb barrage for 30 seconds, keeping in mind they only explode when turning bright red. If the team is eliminated the solo player will win, but if just one member survives the onslaught victory will go to the team.

Spray Anything

Solo player: Control Stick to move

Team: L and R to circle the ring, A to fire a water ball

The solo player stands on a circular arena, with the team surrounding it on their machines. The team will fire water balls to the solo player, and the latter will have to avoid them for 30 seconds. Water balls can’t clash against each other, so team members can get hit by them as well and be stunned for a brief while. If the solo player gets hit will mean its loss, surviving the assault will mean its victory.

Balloonatic

Solo player: Control Stick to move, A to ascend

Team: Control Stick to move the target, A to fire

The solo player stands on a hot-air balloon, and the team will fire cannonballs in an attempt to bring it down. Since the solo player has quite an erratic movement, it’s quite tricky to hit any of the three balloons keeping it afloat. The team has 30 seconds to bring the solo player down and win, but if the solo player stands with at least one of its balloons after the time runs out it will be declared the winner.

Spinner Cell

Solo player: Control Stick to move the large spinner, C-Stick to move the small spinner

Team: Control Stick to move, A to jump

The team stands on a squared arena, with the solo player on an elevated control platform. The team will have to avoid being eliminated by the large spinner controlled by the solo player, paying close attention to the smaller one as well because it will stun them briefly and make them easy targets. The spinners are relatively hard to coordinate, and also the small one is much faster and agile than the large one. If the solo player eliminates the team it will be the winner, but if just one member of the team survives for 30 seconds victory will be theirs.

Think Tank

Solo player: Control Stick to move, A to fire

Team: Control Stick to move, A to fire

On one side, each member of the team in a small tank; on the other side, the solo player with a heavy tank. The battle is on, and only one side can win. Each member of the team has three hearts and the solo player has ten. Though both sides have the same power in terms of fire, the solo player can also destroy the pillars of the arena so the team cannot use them as hideouts. Whoever can deplete the life of the other team, with no time limit whatsoever, will be declared the winner.

Flashfright

Solo player: Control Stick to move

Team: Control Stick to move

The team must flee from the solo player, who is armed with a lethal flashlight. Even though the room is darkened, visibility is not compromised, so it’s basically the old game of “run for your life”. The solo player has 30 seconds to flash the light on the team and claim the win, but if any member of the team manages to get away victory will be theirs.

Coin-op Bop

Solo player: A, B, X, Y, L, R press in shown sequence

Team: A, B, X, Y, L, R press as shown

A basic slot machine bonus minigame. The solo player is in charge of a big machine which needs an input of five buttons to drop coins, whereas the team manages another machine with a single button for each member to complete the sequence and be rewarded coins. Each completed sequence means earning three coins. If a button is pressed wrongly, the character will be hit by a Bob-Omb and stunned for a while. The minigame lasts 30 seconds, so with good teamwork and coordination the reward can be quite big.

Easy Pickings

Solo player: Control Stick to move, A to swing pickax

Team: Control Stick to move, A to swing pickax

The team and the solo player compete to collect as many gems as possible. Gems are hidden within rocks, which players will have to smash. The solo player wields a big pickax that can smash rocks in a single swing, but the smaller ones wielded by the members of the team need three swings. Also, standard red gems are worth one point, but purple gems are worth three points. After the 30 seconds time limit runs out, the side that has collected the most points will be declared the winner.

Pogo-a-Go-Go

Solo player: L and R to spin the stage

Team: Control Stick to move

Each member of the team stands on a circular arena mounted on a pogo stick, while the single player stands in the control platform in the center. The solo player will rotate the stage, either clockwise or counterclockwise, in an attempt to make the team members fall down through the holes in the stage. The solo player has 30 seconds to defenestrate the team and claim the win, but if just one member of the team stands tall after the time runs out victory will be theirs.

1-3 players Mic

Wheel of Woe

Mic player: “CHAIN CHOMP”, “BULLET BILL”, “SHY GUY”

Team: Control Stick to move, A to jump

The team stands on a circular arena, with the solo player on an elevated platform. The solo player will shout certain commands in an attempt to eliminate the team members or make them fall down through the holes in the arena. With “CHAIN CHOMP” the solo player will unleash one of the Chomps in a straight line from their cages, with “BULLET BILL” the two cannons at the sides (which are rotating) will fire Bullet Bills in any direction they’re facing, and with “SHY GUY” the Shy Guy in the control switch will invert the movement of the platform. As deadly as any of these commands sound, they’re no big deal, specially since rotating the platform is made at a slow speed. The solo player has 30 seconds to claim the victory by eliminating the team, but if just one of its members survives it will be them claiming victory instead.

Boxing Day

Mic Player: “RIGHT”, “LEFT”, “DOUBLE PUNCH”, “ROTATE”, “ROCKET PUNCH”

Team: Control Stick to move, A to jump, A-A to Ground Pound

The team must clear the tiles of the squared arena, and the solo player, mounted on a giant robot, will try to punch them out of it. To achieve their goal, team members must Ground Pound the tiles, while the solo player only has to give the right command and eliminate the team. “RIGHT” and “LEFT” mean a direct punch of the robot with the respective fist, “DOUBLE PUNCH” is basically the previous two combined in a single move, “ROTATE” is basically the robot rotating with its arms fully extended, and “ROCKET PUNCH” will expel the robot’s fist on the upper tiles. The robot must fully complete a command before another can be given, so the solo player will have to choose carefully. The first side to achieve their respective goal, with no time limit whatsoever, will be the winner.

Be My Chum!

Mic Player: “CHEEP CHEEP”, “LAKITU”, “SUSHI”, “BLOOPER”

Team: Control Stick to move

The team is diving underwater, while the solo player stands ashore. The solo player will attempt to eliminate the swimmers by launching all sorts of things to them. “CHEEP CHEEP”, “BLOOPER” and “SUSHI” all make the respective characters appear from one side and cross the stage laterally, each at differing speed and with different movements (Sushi is fast and straight, the other two are very tricky); whereas “LAKITU” summons the character to throw Spinies at the water. The player has 30 seconds to eliminate the team and claim the win, but if at least one member survives (made it easier because players don’t have to surface for breathing) victory will go to the team.

StratosFEAR!

Mic Player: “MOVE UP”, “MOVE DOWN”

Team: Control Stick to move, A to jump

The team stands on a mushroom-like platform and the solo player stands above them on a cloud. The solo player will control the mushroom platform and move it accordingly so the Bullet Bills flying at different altitudes will hit the team members and eliminate them, with the controls being self-explanatory. The team will have to avoid being hit at all costs, jumping over Bills to make them crash if necessary. The player has 30 seconds to get the team eliminated and win, but if just one member survives then victory will go to the team.

Number Crunchers

Mic Player: “1”, “2”, “3”, “SQUARE”, “CIRCLE”

Team: Control Stick to move, A to jump

The team members stand atop platforms over a river of lava, while the solo player watches from the distance. Each platform has a number and shape, which the solo player will use to its advantage. By shouting a command, all platforms with that number or shape will be shadowed, as a Thwomp is about to fall down hard on them. The team members must avoid being flattened by them, as well as making sure they don’t fall down to their doom on the lava below. Thwomps must go off-screen before another command can be shouted, giving the team a chance to breathe. The solo player has 30 seconds to claim victory by eliminating the team, but if at least one member survives then the win will go to the team.

2-2 players

Buzzstormer: Control Stick to move

Both pairs are on a flying ship, shaped like a bee, and they must traverse a field of giant dandelions. The ship tilts right and left to pass through wide enough openings between the flowers. If both players tilt the Control Stick to the same direction, the maneuverability of the ship will increase. Clashing against a dandelion, even if just partially, will stop the ship and it will need to gain speed on its own again. The first pair to make it out of the dandelion field will be the winner.

Personal Record:19”45

Tile and Error: Control Stick to move, A to jump, B to punch, A-A to Ground Pound, A-B to kick

Both pairs stand over a 4X4 grid. The objective is to turn the tiles to your team’s color by Ground Pounding them, red tiles will become blue and vice versa. It’s possible to hit other players to stun them, and also jump over them to squish them. It’s also possible to jump on the edge of two tiles, which will turn the color of both. When the 30 seconds time limit runs out, the team with the higher number of colored tiles on the grid will be the winner.

Battery Ram: Control Stick to move

Each pair will carry a battery through a narrow and tricky pathway. Coordination and teamwork is crucial here, not only to move on the desired directions but also to advance swiftly towards the goal because in several instances the players will switch who is in front. Try to read the path ahead of you so you don’t become stuck, or you’ll lose a lot of pace. The first pair to cross the finish line will be the winner.

Personal Record: 37”58

Cardinal Rule: Control Stick to move, A to jump, A-A to Ground Pound

A certain card will be shown on the “main screen”, and players will have to find its pairs lying on the ground. When they think they’ve found the matching card, they must Ground Pound the tile. When both players of a team pick the correct pair, they’ll earn one point and the cycle starts anew. Players have 10 seconds for each round of card matching, which are not a lot considering many cards look alike (simply by having open or closed eyes, for example). The first team to earn three points will be the winner.

Bumper Crop: Control Stick to move, A to pick/toss vegetable

Players stand on a field which cultivates three kinds of vegetables: carrots, potatoes and turnips, each on its own section. Each team will have to pick two of each vegetable and load it on their respective truck. Be careful, since some vegetables may have no roots, and it’s not possible to load the truck if Shy Guy is raising the “X” symbol. There’s no time limit, so the first team to load their truck no matter what it takes will be the winner.

Hop-0-Matic 4000: A, B, X, Y, L, R press as shown

Each pair will stand atop a hopping machine, and will “race” to the finish line. The machine moves via four “legs”, each activated through a command shown over the player. Players will alternate in introducing commands, meaning good teamwork is needed for the four commands that have to be introduced before the machine moves forward. Failing a command will simply cause a slight loss of time, but it can be very valuable time. The first team to make it to the goal (6 jumps needed, meaning 24 commands) will be the winner.

Personal Record: 41”31

Wingin’ It: A repeatedly to fly

Button mashing fun once again. Each pair will have to get the machine airborne and fly as high as possible. The minigame only lasts 10 seconds, so no time to chill here because the machine will lose altitude if you can’t keep up the pace you started off with. The pair who reaches the highest altitude when the timer runs out will be declared the winner.

Sphere Factor: Control Stick to move

Each pair will have to roll a giant ball across a dangerous path. Coordination is very much needed, as the ball is hard to control and needs a good push to get moving in any desired direction. The path features a twisty section marked by wooden walls, an open section with moving obstacles like Whops and Monty Moles and then the vital point, the bridge and the dip. Falling through the dip is almost a death sentence because it’s very difficult to get the ball up again, so aim for the tight but much safer bridge. The first team to get the ball to the goal will be the winner.

Personal Record: 45”25

Herbicidal Maniac: Control Stick to move cursor, A to fire

Players are in charge of a cannon, and must “whack” the Piranha Plants emerging from the tubes. Be careful, because some bombs can be found within them and can mislead you to whack them, which will cause an infestation of Piranha Plants. The objective is to clear the field of Piranha Plants in less than 10 seconds to earn a point, and the cycle will repeat. The first team to score three points will be the winner.

Pyramid Scheme Control Stick to move

A simple bonus minigame which takes most of its mechanics from the above seen “Battery Ram”. Each pair controls some kind of container, and they must coordinate their movements to catch the coins raining down from above. Coins (and bags which are worth five coins each) will almost immediately sink into the sand once they’ve fallen down to the ground, so be aware of the shadows projected in the ground to anticipate where will coins be falling and collect them. Players have 30 seconds to collect as many coins as they can.

World Piece: Control Stick to move, A to pick up/drop

Another attempt at a copy-paste from an existing minigame, in this case “Cardinal Rule”. A figure will be shown on the main screen, and players will attempt to pick the two halves that make it to complete the figure and earn a point. Picking an incorrect half will make them lose valuable time. The differences with the other minigame are simple: here each round consist of 20 seconds, which is more than enough time even for some trial and error, and the used pieces will be replaced by new ones so there’s always the same amount to pick from. The first team to make it to three points will be the winner.

Spider Stomp: Control Stick to move, A to fire

Time for a long lasting shooting adventure (because it’s longer than the average minigame). Several spiders have trapped Flutter, and it will be your and your partner’s job to free it. On the way you’ll face four levels: three small spiders on the first, two small and two medium spiders on the second, four small and three medium spiders on the third, and the giant boss spider on the fourth. Small spiders can be taken down in one shot, medium spiders need three, and the boss needs like three dozens. The boss is also special, as its eyes will turn red after enough hits and then switch between white and red when it’s almost done. The spiders will shoot webs on a straight line, which will stun any player they hit for a while, and players can be affected by friendly fire with the same effects. The boss spider will shoot three webs at once, two diagonally besides the standard straight one, and when its eyes glow red it will sometimes also bash at the players attempting to stun them heavily. There’s no time limit, so take your time and make it safely towards Flutter to claim the win.

Battle

Helipopper: Control Stick to move

Each player is piloting a helicopter, in a sky plagued with balloons. The goal is to pop as many balloons as possible, simply by passing through them. There’s a radar at the center of the screen, but it only shows where each player is, so you will have to find the balloons on your own. After the 45 seconds time limit runs off, the player who popped more balloons will be the winner.

Monty’s Revenge: Control Stick to select a hole, A press and hold to peek

Time for some role switch, as now the players will be the ones hiding underground and peeking out of holes while three Monty Moles run around with hammers trying to whack them. The point of the minigame is to stay with your head out for as long as possible, accumulating seconds the more you stay out. However, if Monty whacks you then you’ll be stunned for a while and you’ll lose your chance to keep collecting seconds. After the 30 seconds time limit runs off, the player who stayed out the longest span will be declared the winner.

Deck Hands: Control Stick to select card, A to confirm

A minigame based entirely on luck. Players are presented with a 13 cards deck, obviously with numbers ranging from 1 to 13. Each player will have to pick one card entirely at random and pass the remainder of the deck to the player on their right. On the next two rounds, the order in which players will pick cards will be based on the total value of the cards they’ve already picked up. Players will have 10 seconds to make their choice, though of course in later rounds it’s an excessive time limit. Once three rounds have passed and only one card is left unpicked, the player who has amassed the highest total value will be declared the winner.

Air Farce: Control Stick to adjust angle

Another race is on, but this time no engines are involved, nor does speed matter. Players will be strapped to a glider and jump off a cliff to try to glide the farthest distance possible before landing on water. In order to maximize the distance, players will first have to dive very close to the water and then fly parallel to it until they land. The player who travels the longest distance will be the winner.

Personal Record: 84.20 yrd

The Final Countdown: Control Stick to move, A to jump, B to punch, A-B to kick

Players will be brawling on a 3X3 grid without walls. The objective is simply to shove the other players off the grid. The name comes from the fact that tiles are in a constant countdown, from a starting random number, and they will break when reaching 0, so watch your step. Any player still standing after the 30 second time limit expires will be declared the winner.

Duel

Warp Pipe Dreams: Control Stick to move, A to jump

We start with some random fun in the Forest Area. Players will attempt to reach the green tube on the center of a “labyrinth” by hopping in and out of the colored pipes marking their path. Where will the tubes guide you is known to nobody, so all you can do is trial and error all the way until you get to the goal, remembering which tubes you’ve already used to not get lost. The first player to reach the green tube will be the winner.

Weight For It: Control Stick to move, A to swing hammer

Players stand on an arena in the Lab Area. The objective is to leave the least possible number of balls on your side of the playing field. To that end, you must swing the hammer and send balls to the other side quickly. Be careful, as some balls might return due to the force of the hit, and if a player is hit it’ll be stunned for a brief while and leave an opening. Once the 15 seconds time limit runs out, the player whose side has the least number of balls will prevail and win.

Mad Props: L to control left propeller, R to control right propeller

Time for a boat race in the River Area. The boat isn’t easy to control, as each propeller is linked to a different button, so turning can get quite complicated until you have the hang of it. The river’s flow is not only twisty, but also has rocks blocking your advance, and of course there’s a heavy current that will pull the boat even when not activating the propellers, another fact to have in mind for turns. The first player to make it past the goal line will be the winner.

Personal Record: 37”23

Gimme a Sign: Control Stick to move, A to jump

Each player stands on a bridge in the River Area. The bridge is made of four tiles, each with a different symbol. Shy Guy will raise one sign, making the corresponding tiles to sink into the river below, and so players will have to avoid “being thrown” into the river. As the game progresses, Shy Guy may raise two signs at once and even speed up how often does he raise them, so always keep your eyes open on the central platform. There’s a time limit of 30 seconds, if one of the players can’t keep up the pace and falls into the river the standing player will be the winner.

Bridge Work: Control Stick to move, A to jump

Players stand on a wooden bridge once again in the River Area. Several Cheep Cheeps will be navigating the river in both directions, most opting to jump over the bridge rather than passing below it, so players will have to avoid them at any costs. Cheep Cheeps come in varying sizes, so always watch out for the bigger ones as they’re harder to avoid, and also keep in mind it is possible to fall over the bridge by yourself if you’re not careful enough. If one of the players falls to the river or is hit by a Cheep Cheep within the 30 seconds time limit, the still standing player will be the winner.

Spin Doctor: Control Stick to move

Switching back to the Lab Area for a dizzy maze. The maze is made up by several rotating checkpoints, so each movement must be timed carefully if you don’t want to end up in the wrong direction. Blue checkpoints make a full turn, but pink checkpoints do a partial turn instead. There’s no time limit here, so take your time to think your movements and make it to the end safely, for the first player to reach the goal will be crowned the winner.

Hip Hop Drop: A, B, X, Y, L, R to hop

Staying in the Lab Area to recover the pogo stick for a race of sorts. Each player has a path ahead formed by 21 tiles, and to advance they must press the correct button shown on the tile itself. If the pressed button is incorrect, the tile will open and the player will fall through it, being rescued by Lakitu and returned to the tile they were on before jumping to their doom, of course having lost valuable time in the process. The first player that manages to make it to the goal will be the winner.

Personal Record: 27”01

Royal Rumpus: Control Stick to move, A to jump, A-A to Ground Pound

A square arena has been formed in the Forest Area. From within the tall grass surrounding it, several Goombas will appear and join the arena. The objective is to squish as many of them as possible by Ground Pounding them. Each Goomba is worth one point, but the elusive golden one is worth three points if you manage to squish it. Once the 15 seconds time limit runs out, the player with the most points will be declared the winner.

Light Speed: Control Stick to move

Another square arena, this time formed in the Lab Area. It is a 6X6 square, with initially blank tiles that will be colored by the players as they move around on their hoverkarts. The objective is to color as many tiles as possible, maneuvering both within the arena and with well usage of the warp zones on the corners. The hoverkart is quite fast, hence the name of the game, so the warp zones are very welcome to instantly teleport to the other side of the arena. Once the 30 seconds time limit runs out, the player with the highest number of colored tiles will be the winner.

Apes of Wrath: Control Stick to move, A to jump

Another arena in the Forest Area, but now loaded with features. Apparently, the players have stolen apples from the Ukikis, which will now furiously start a pursuit throughout the arena, and players will have to avoid them at all costs. As the game progresses, more Ukikis will appear, so always keep an eye on the surroundings to know where your pursuers are. There’s no time limit, so basically the player that lets itself be caught will lose.

Fish & Cheeps: Control Stick to move, A tap to swim

Stepping into the River Area once again for a swim. Countless Cheep Cheep follow the river’s flow, and players will have to swim to avoid them. Once again, Cheep Cheeps come in various sizes, also they swim at different speeds and sometimes even on a diagonal trajectory or chasing down a certain player! Players will have to be continuously moving, because the river flow pushes them to the bottom edge of the screen if they stand motionless. There’s no time limit, so the player who can’t avoid being hit just once will lose.

Camp Ukiki: Control Stick to move, A to jump

A massive camp has been built in the Forest Area. This is basically an obstacle race, with many different trials to pass and dangers to avoid. The course starts with a maze of sorts made by long and spiked stumps, followed by a section full of jumps that must be properly timed and directed because the platforms are very small. Players then enter an automated section that will bring them to the next challenge, jumping a few stairs that are set as walls, before entering the final section, a two-way route with a couple jumps like a section before or a straight and steep path (this last section is featured twice, the second time the routes have switched places). There’s no time limit, so players have enough time to think before moving, and the first one to make it to the goal will be the winner.

DK – Multiplayer

Peel Out: Control Stick to choose direction

Another minigame of pure luck. Each player will go down a large slide, which splits in two ways a total of three times before reaching the ground. Players will have to choose which direction to follow whenever reaching a split, an entirely random decision since there are no obstacles, only more or less bananas to collect and no hints to which side may hold the highest number of them.

Bananas Faster: Control Stick to move, A to jump

A roulette with 16 spots spins at a high speed, with DK watching the action from the center platform. Players will have to jump into the roulette and collect the bananas on the spot they fall on. After the jump, players are returned to their spot, signaled as a zone between barrels which is the only place they can move around. Watch out for peels, they will stun you and you’ll spend more time in the roulette, and also you can jump over another player, leaving them stunned as you return to your spot. You have 15 seconds to collect as many bananas as you can.

Stump Change: Control Stick to roll

Players roll over a barrel in a massive tree stump serving as an arena of sorts. Players will attempt to collect the bananas without falling off the stump, which will mean game over. The barrel isn’t easy to control, so pick your maneuvers carefully. The minigame has a 15 seconds time limit, but it’s relatively easy to collect all the bananas in barely half the allotted time, at which point the minigame will automatically end no matter how many seconds are left.

DK – Single Player

Jump, Man: Control Stick to move, A to jump

A very obvious nod to the game where Mario and DK debuted. The player is pitted against DK in a race to the top, by avoiding the incoming barrels. As you go up, there will be more and more barrels to avoid, which will stun you for a while if they hit you. The game has no time limit, so don’t rush yourself and avoid getting hit at all costs so you reach the top before DK does to win.

Vine Country: Control Stick to choose a side, A repeatedly to climb

Another race to the top, but this time by climbing a vine. Along the way, honeycombs and spiders will fall/drop over you, and you must avoid them by changing sides with the Control Stick. Being hit by any of them will stop you on your tracks for a while. There’s no time limit here either, so keep an eye on the top of the screen and reach the top before DK does to win.

A Bridge Too Short: Control Stick to move

Another game based mostly on luck, and loosely a race of sorts. Both the player and DK must choose one of the two bridges ahead to cross to the other side, but one of them will break at any given point and block the character from moving ahead, meaning they’ll have to turn back and cross through the other one. There are four bridges to cross safely before reaching the goal, so do a bit of screencheat and keep an eye on DK’s decisions should him be ahead of you to have a reference, because the first one to make it to the goal will win.

Bowser – Multiplayer

Funstacle Course!: Control Stick to move, A to jump

Time for a tough race to the finish, this time from side to side. On the left side of the screen, the Koopa Kids manage three flamethrowers to push players to keep advancing into the diabolical traps ahead. The first trap is a group of Thwomps, which must be avoided. The second trap is a set of three platforms moving up and down, which will require proper timing to jump and pass to the other side. The third trap is a narrow bridge, with a few jumps that will need proper timing (and a bit of cooperation too because the path is very narrow). The fourth and last trap is a set of spiked rollers coming at the players at different speeds, which will once again need proper timing to jump over safely. The last stretch before the goal line is free of traps, but the Koopa Kids now fire giant fireballs in different sequences, forcing players to either dodge them or jump over them. Any player who manages to resist the onslaught and reach the finish line will win.

Funderwall!: Control Stick to move

Players will have to climb a fence, packed with spiked obstacles they’ll have to avoid. Because this alone would be too easy, the Koopa Kids float around in hovering flamethrowers, aiming to burn players to a crisp and keep them off the top. The Koopa Kids use cursors to aim, so pay attention to where are they aiming and the possible direction they’ll be moving towards to safely avoid the incoming attacks. Any player that manages to reach the top of the fence will win.

Magmagical Journey!: Control Stick to move, A to jump

Another race to the finish, now from south to north. Players will have to traverse an extensive lava field by jumping from rock to rock. As the game progresses and the screen goes up, the rocks on the bottom will sink into the lava, so there’s no time to waste. Also, the Koopa Kids will be on wagons armed with cannons, following the rails in either side and aiming their cannons at the rocks beneath. Watch out for their cursors, avoid the fireballs and keep advancing to reach the line. Any player who can make it to the goal right before Bowser’s throne will win.

Bowser – Single Player

Tunnel of Lava!: Control Stick to move, A to jump

The player stands on a platform, going across a river of lava. Before it starts moving, 16 robotic minions will form a circle, with one of them holding the key that will unlock the door at the end of the river. The player must destroy the robots by jumping over them, but being careful not to be touched by them when they expel fire or else the player will be stunned for a brief while. The player has 30 seconds to find the key and win, which is more than enough for this minigame, otherwise Bowser will jump from above onto the platform and squish the poor player..

Treasure Dome!: Control Stick to move, A to try chest

The same background of the above game. This time, the platform has 5 chests. One chest holds the key to the other, and the cycle repeats until the final chest is opened to reveal the final key that will unlock the door at the other end of the river. This game also has a 30 seconds time limit, but this time it’s a much tighter limit and any player who slacks off or loses time thinking too much their next move may find an unexpected ending. If the player manages to open all chests and find the key before reaching the end of the river they will win, otherwise Bowser will jump from above and crush the player for losing.

Slot-0-Whirl!: A to stop the slot

A very tough and unfair minigame, knowing what could be at stake. Three slots, each running faster as you progress, four possible results, and 30 seconds of time. The player will have to stop the slots on the key, lining up all three keys to obtain the master key and unlock the door at the end of the river. The first slot is rather easy, but the other two go so fast that it’s almost a random guess when to attempt to stop it to get the desired result. If the player obtains the key before reaching the end they will win, otherwise Bowser will jump from above and stomp on the player for their loss.

Bowser’s Lovely Lift!: Control Stick to move, A to jump

The minigame which serves as ending for the Solo Cruise is classified as a Bowser minigame for the first time. The player stands on an elevator platform, with one dice block in each corner. The objective is to reach the 100th floor, all the while avoiding Bowser’s attacks. The elevator moves according to the result of the four dices, so the player will have to hit them all before the elevator moves. Once the elevator reaches the floor matching the result, the dices will roll again and the cycle repeats. Bowser can fire standard fireballs in succession, which follow a straight line, or three missiles that somewhat pursue the player. Upon passing the 50th floor, Koopa Kid will join Bowser at the opposite end, firing his same weapon. If the player manages to reach the top they will win, but a single hit from any incoming attack is game over.

Rare

Ice Moves: Control Stick to move, A to speed up

Time to play air hockey, but with a twist: the game is big enough for the players to pilot a hoverkart that will push the puck. It can be chosen for one versus one or two versus two, and the time limit can be set to one, three or five minutes. Other than that, the rules are the same as air hockey, just remember to use the short and sudden boost of speed provided with A to push faster. When the timer runs out, the player or team with the most points is the winner.

Stick and Spin: Control Stick to spin the stage, A to drop balls

Another revisit of a classic game. The player has to stack five or more balls of the same color so they disappear, all in the sake of avoiding an excessive pile up. The number in the centre shows how many more balls are needed to clear the level and progress to the next one. As you go through levels, balls of more colors will appear and they will fall at a higher pace. If 10 balls stick out of the circle, it’s game over. There’s also a two player version of this game, with the same rules except with special Vexing Balls, which are colorless joker balls and are added to the opponent’s field when you make one disappear, and they might have different numbers so they’re harder to dissipate.

8 players

Real Smoothie

Player 1: L to grab fruit

Player 2: R to grab fruit

During 30 seconds, pairs will have to grab fruits and throw them into the blender. Player 1 is in charge of the orange slices, and Player 2 is in charge of the strawberries. If one of the players grabs the wrong fruit, they’ll lose valuable time. Once the time runs out, the pair who has thrown the most number of fruits into the blender is declared the winner.

Synch-row-nicity

Player 1: Control Stick to row

Player 2: C-Stick to row

Time to emulate Oxford versus Cambridge. Each pair is mounted on a small boat and must row to the finish line. Rowing is simply done by moving the stick left and right, and if both players sync their timing, they’ll be able to move faster. There’s no time limit, so the first one to cross the line is the winner.

Grin and Bar It

Player 1: L to jump

Player 2: R to jump

All players stand in line in this minigame. A metal bar will spin like it’s a jumping rope, and players must jump over it. As time passes, the bar will spin faster and it will be harder to jump properly. Besides, the bar isn’t straight, so each player will have to time their jumps differently. There’s no time limit, so the last team standing, either with both players or just one of them, will be declared the winner.

Hammer Spammer

Player 1: Control Stick to move

Player 2: C-Stick to move

All players stand in a short arena, with four Hammer Bros. floating around and throwing several hammers into it. From time to time, they will disappear and make way for two giant hammers that will smash the arena and any player they catch. The minigame has a time limit of 30 seconds, but it normally finishes way before it runs out. The team who manages to keep at least one member on the arena untouched by the hammers will be the winner.

Gimme a Brake

Player 1: L to brake

Player 2: R to brake

Players slide down through a steep road and must stop their scooters in the 90 yards long straight before falling to the mud at the end of the road. The goal is to brake as late as possible so the scooter stops very close to the edge. The team whose member stays the closest to the edge of the mud will be declared the winner.

The game can be played under three different climates: sunny, rainy and snowy. The first allows for a heavy braking, meaning the scooter won’t travel much distance after braking, whereas rain makes it harder to brake and the scooter will travel much more distance after pressing the brake, which increases even more in snow with the road frozen.

Bumper to Bumper

Player 1: Control Stick to move

Player 2: C-Stick to move

Bumper karts with a massive twist. All players stand in a wall-less arena, which can also tilt in any direction. The goal is basically to be the last one standing by ramming into the rest of the cars and throwing them off the arena. There’s no time limit, so whatever time it takes, the last team with at least one member standing will be the winner.

Spin Off

Player 1: L to stop/start

Player 2: R to stop/start

Each player is in charge of a slot. The goal is to create the three characters shown by stopping the slots correctly. It can be quite hard to time, so don’t worry about making several tries before getting any success. There’s no time limit either, so patience here can play a key role. The first team to get all three characters right will be the winner.

Rope a Dope

Player 1: Control Stick to move

Player 2: C-Stick to move

Cooperation at its finest. Both members of each time are connected via a rope, and they must traverse a complicated and narrow path without falling off, because if one player falls off they will drag their partner with them and lose valuable time. Speaking of which, there’s no time limit, so no need to run excessively. The first team that makes it to the other side will be declared the winner.

Duct & Cover

Player 1: Control Stick to move, A, B, X, Y, L, R tap when shown

Player 2: C-Stick to move, A, B, X, Y, L, R tap when shown

Players must each cover three leaks of the pipe. To that end, each leak has a different button that needs to be repeatedly pressed so it’s fully sealed. There’s no time limit, but in this case better hurry up and mash the buttons to at least complete your part of the job as quick as possible. The first team to fully seal the pipe will be the winner.

Bob-ombic Plague

Player 1: L to pass Bob-Omb

Player 2: R to pass Bob-Omb

All players form a circle, with each team member standing in front of the other. Then, a Bob-Omb falls down on a random player, and they must pass it to the character on their left. The game goes like this until the Bob-Omb turns red, signaling it’s about to explode, and when it does it blows up the character holding it and the characters it had at each side. Then, the circle is remade smaller and another Bom-Omb falls down, repeating the process. When only one player (or, in very rare cases, team) is left standing, that team will be the winner.

Unhappy Trails

Player 1: Control Stick to move

Player 2: C-Stick to move

Time to walk again, but this time each player has their own path. The game starts with the Player 2 of each team being given a key by Goomba, and walking down a narrow and twisty path to deliver it to their partner. Said partner, awaiting halfway into the path, then walks another narrow and twisty path to open a chest, then return to the meeting point with a jewel and pass it to their partner so they return it to Goomba. There’s no time limit, and since four relays are needed, it’s easy to gauge if there’s any team ahead of you or closely behind you. With that, and the fact that there’s no time limit, you can chill down and focus on not falling off the edges into the water so as to not lose momentum. The first team that returns the jewel is declared the winner.

Shock Absorbers

Player 1: Control Stick to punch (Right, Left, Up) or crouch (Down)

Player 2: C-Stick to punch (Right, Left, Up) or crouch (Down)

Each player stands on a very small room with three switches. Whenever a switch lights up, it must be punched as quick as possible. If all three switches shine red, the player must duck to avoid an electrical discharge. Any player that hits the wrong switch or command will be eliminated, and switches will light up faster and faster as the game progresses. The last team which keeps at least one member standing will be the winner.

Administrator
Site Staff Manager, Content Writer, Console Manager
Vizzed #1 Hardstyle fan


Affected by 'Laziness Syndrome'

Registered: 07-03-13
Location: Barcelona, Spain
Last Post: 5 days
Last Active: 15 hours

Post Rating: 2   Liked By: Laian, Nincompoco,

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