Mario Party 5: Difference between revisions

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[[File:Mario Party 5 Title Screen.png|thumb|left|The game's title screen.]]
[[File:Mario Party 5 Title Screen.png|thumb|left|The game's title screen.]]
From the '''Mario Party 5''' Instruction booklet:
From the '''Mario Party 5''' Instruction booklet:
<blockquote>In the night sky, past the moon and beyond the stars, there's a dream world known as [[Dream Depot]], where everyone's dreams come together. This is the real land of dreams... In this land, there are Star Guards who protect the dreams of everyone.<br>
<blockquote>In the night sky, past the moon and beyond the stars, there's a dream world known as [[Dream Depot]], where everyone's dreams come together. This is the real land of dreams... In this land, there are Star Guards who protect the dreams of all.
One dreamy night, the Star Guards thought of something.<br>
<br><br>
"Many dreams arrive here at Dream Depot every day," they said, "so... why don't we offer those with the power of dreaming a chance to visit?"<br>
One dreamy night, the Star Guards thought of something.
Eventually, they decided to invite [[Mario]] and his closest friends because, when it comes to dreamers, nobody dreams bigger than they do!<br>
<br><br>
The Star Guards prepared for their guests' arrival by creating many fun-filled games for them to play. And that is how this adventure for Mario and his friends both old and new began!</blockquote>
"Many dreams arrive here at Dream Depot every day," they said, "so... why don't we offer those with the power of dreaming a chance to visit?"
<br><br>
In the end, they decided to invite [[Mario]] and his closest friends because, when it comes to dreamers, nobody dreams bigger than they do!
<br><br>
So the Star Guards prepared for their guests' arrival by creating many fun-filled games for them to play. And that is how the story of Mario and his friends both old and new began!</blockquote>


In Story Mode, Bowser and [[Koopa Kid]] are planning to ruin everyone's dreams, and players must stop Bowser from taking over said dreams. If players clear the five boards, they must face the Koopa Kids in [[Bowser Nightmare]], and if they beat that board, they fight [[Bowser]] in [[Frightmare]].
In Story Mode, Bowser and [[Koopa Kid]] are planning to ruin everyone's dreams, and players must stop Bowser from taking over said dreams. If players clear the five boards, they must face the Koopa Kids in [[Bowser Nightmare]], and if they beat that board, they fight [[Bowser]] in [[Frightmare]].

Revision as of 23:07, November 5, 2015

Template:Infobox Mario Party 5 is the fifth installment in the Mario Party series. The most notable change in this game is that the shopping system was replaced with the new Capsule system.

In the game's Story Mode, a playable character has to face Bowser and the Koopa Kids (known as Mini Bowser in the PAL version) throughout every stage. Eventually, the character will face Bowser one-on-one.

The game is notable for featuring places and characters that appeared in or resembled places and characters from Paper Mario. The most prominent of these is the Star Spirits.

Mario Party 5 became part of the Nintendo Player's Choice label in 2004, and won the Console's Children award at the 2004 Interactive Achievement Awards.

Story

The title screen for Mario Party 5.
The game's title screen.

From the Mario Party 5 Instruction booklet:

In the night sky, past the moon and beyond the stars, there's a dream world known as Dream Depot, where everyone's dreams come together. This is the real land of dreams... In this land, there are Star Guards who protect the dreams of all.



One dreamy night, the Star Guards thought of something.

"Many dreams arrive here at Dream Depot every day," they said, "so... why don't we offer those with the power of dreaming a chance to visit?"

In the end, they decided to invite Mario and his closest friends because, when it comes to dreamers, nobody dreams bigger than they do!

So the Star Guards prepared for their guests' arrival by creating many fun-filled games for them to play. And that is how the story of Mario and his friends both old and new began!

In Story Mode, Bowser and Koopa Kid are planning to ruin everyone's dreams, and players must stop Bowser from taking over said dreams. If players clear the five boards, they must face the Koopa Kids in Bowser Nightmare, and if they beat that board, they fight Bowser in Frightmare.

Playable Characters

Returning Playable Characters

New Playable Characters

New Features

This installment to the Mario Party series comes with new mini-games, characters, and maps. Toad, Boo, and Koopa Kid are now playable characters, as is Donkey Kong in Super Duel Mode once the player unlocks him. In Party Mode, he is on Donkey Kong spaces and either gives the players coins or stars, or starts a Donkey Kong mini-game which involve collecting bananas for a predetermined amount of coins.

The game is also significant for being the second in the series to introduce 3D game boards. Previous titles, all except for Mario Party 4, utilized pre-rendered backgrounds, which are static and limited in their presentation. As a result, all subsequent Mario Party titles, with the exception of Mario Party Advance on the Game Boy Advance, have employed 3D backgrounds allowing for much more dynamic fields of play.

Mario Party 5 has a few new features. First off, in Story Mode, all the Koopa Kids move at the same time, quickening game play. The point of single player mode is to deplete all of the Koopa Kids' coins by beating them in mini-games.

It also features two whole new modes: Bonus Mode, and Super Duel Mode. In Bonus Mode, players could choose one of three bonus games: Beach Volleyball, Ice Hockey, and Card Party.

Tag teams

Mario Party 5 brings the ability for players to team up from Mario Party 4 back and extends the concept. In this game, players now share coins and their Player Panel on the screen. Unique team names are also given out to all combinations. Here is a table containing this game's possible team names, all of which are carried over into Mario Party 6.

Mario
Mario's mugshot from Mario Party 5
Luigi
MP5Luigi.png
Princess Peach
Princess Peach's mugshot from Mario Party 5
Princess Daisy
Princess Daisy's mugshot from Mario Party 5
Yoshi
File:MP5Yoshi.PNG
Wario
MP5Wario.png
Waluigi
File:WallyShot Party 5.png
Toad
MP5Toad.png
Boo
Boo's mugshot from Mario Party 5
Koopa Kid
Koopa Kid's mugshot from Mario Party 5
Mario
Mario's mugshot from Mario Party 5
Mario Bros. Cutest Couple Nice Couple Famous Combo Alter Egos Pseudo Bros. Best Buds Old Acquaintances Uneasy Allies
Luigi
MP5Luigi.png
Mario Bros. Green Escort Steady Sweeties Green Bros. Unloving Bros. Unlikely Bros. Good Pals Scare Pair Friendly Enemies
Princess Peach
Princess Peach's mugshot from Mario Party 5
Cutest Couple Green Escort Lordly Ladies Regal Friends Royal Pain Anti-Couple Royal Family Royally Spooky Trouble Brewing
Princess Daisy
Princess Daisy's mugshot from Mario Party 5
Nice Couple Steady Sweeties Lordly Ladies Royal Ride Mismatched Pair Awkward Date Royal Pals Haunted Flower Grudging Allies
Yoshi
File:MP5Yoshi.PNG
Famous Combo Green Bros. Regal Friends Royal Ride Food Fanatics Unhappy Dino Cute Buddies Scary Dino Dino Cousins
Wario
MP5Wario.png
Alter Egos Unloving Bros. Royal Pain Mismatched Pair Food Fanatics Wicked Bros. Mushroom Stinkers Spooky Spoilsports Bad Baddies
Waluigi
File:WallyShot Party 5.png
Pseudo Bros. Unlikely Bros. Anti-Couple Awkward Date Unhappy Dino Wicked Bros. Tall 'n' Small Scary Screechers Cheap Chaps
Toad
MP5Toad.png
Best Buds Good Pals Royal Family Royal Pals Cute Buddies Mushroom Stinkers Tall 'n' Small Scaredy Toad Little Guys
Boo
Boo's mugshot from Mario Party 5
Old Acquaintances Scare Pair Royally Spooky Haunted Flower Scary Dino Spooky Spoilsports Scary Screechers Scaredy Toad Pure Evil
Koopa Kid
Koopa Kid's mugshot from Mario Party 5
Uneasy Allies Friendly Enemies Trouble Brewing Grudging Allies Dino Cousins Bad Baddies Cheap Chaps Little Guys Pure Evil


Super Duel Mode

Main article: Super Duel Mode
A vehicle's stat after it is assembled in the Super Duel Mode of Mario Party 5
The stats for an assembled machine.

Super Duel Mode is a mode where players buy and assemble machines using points earned by playing minigames. It is hosted by Skolar. The machines come with a body, tire, engine, and weapon, and are used to pit against opponent machines in a battle arena. Players can either battle, capture flags, or shoot Robo-Rabbits in order to win. Players can either play in tournaments or against each other. Up to 3 players can participate in this mode.

Story Mode

In Story Mode, the player will go on five boards facing the three Koopa Kids. The boards are much smaller boards then in Party Mode. When a player passes/lands on a Koopa Kid, they will duel them; losing costs them 5 coins while winning costs the Koopa Kid 15 coins. When the Koopa Kid passes/lands on the player, they will duel them; losing costs them 5 coins while winning costs the player 10 coins.

There is a VS Space; if there are three Koopa Kids, then this will cause a 1 vs. 3 game. Two will cause a 2 vs. 2 game (with Toad as the player's partner). One causes a duel.

When a player loses all their Coins, they are eliminated from the board. The main objective is to eliminate all three of the Koopa Kid's before they eliminate the player. After all five boards, the player faces Bowser in Frightmare.

Boards

Image Board Name Description
Toy Dream Party.jpg Toy Dream Players have to maneuver their way around the toys. It was created from dreams of toys. Built on a light-blue, checkered platform amongst the clouds, Toy Dream is surrounded by a wall of building blocks. It is completely built out of toys, including a toy train, toy ship, presents, a robot, toy soldiers and other such objects. One of the toys is based on Mecha Bowser. It shoots any player that stops on the Happening Space in its mouth from a cannon. If players land on a Happening Space on top of a wall of blocks, toy soldiers blast the blocks down knocking them to a lower section of the board. Landing on the ? Space on top of a present in the middle of the board causes a Jack-in-the-Box to pop out, catapulting unsuspecting players into the air, to another part of the board. Another notable part of this board is the toy train, which players can take to get from the bottom part of the board to the top part and vice versa. If any other players are on the toy train, then they will also be taken to either the upper train station of the board or lower train station that the player in the train is to appear at. Players riding may also use A Button to jump and collect coins that come out of the toy train's funnel.
Rainbow Dream Party.jpg Rainbow Dream Players must make sure to make their way around the clouds, with the common goal to find the star, It was created from dreams of rainbows. Suspended above the clouds with a backdrop of a pink, starry sky, the dream is based on the four main types of weather: cloudy, rainy, sunny, and snowy. Rainbow Dream comprises five independently floating clouds, one for each type of weather and one that serves as the start space. The main way of getting around the board is by getting to the "rainbow spaces". Whenever players get to one of them, Klevar asks them if they want to cross the rainbow bridge for 5 coins. If paid, a rainbow appears for them to go to the next area. Additionally, there is a gondola that can be used if a player lands on one of four ? Spaces located near it. There are four other ? Spaces-one on each cloud (not counting the ones that activated the gondola). The one on the cloudy area gives players a chance to get some Capsules by tapping the A Button button to run faster on the battery wheel. Landing on the ? Space in the rainy area sends the player (and the players on the two spaces next to it) on a current that takes them back to the start. The ? Space on the sunny area makes three rainbows appear. The player chooses one, then slides down to the area the rainbow leads, collecting coins along the way. Finally, the ? Space at the snowy area gives players a chance to win coins by ground pounding the see-saw a snowman was on to lift it as high they can. The snowman then comes back down, sending the player upwards where the coins are. The harder the ground pound, the higher the jump, and the more coins they win.
Pirate Dream Party.jpg Pirate Dream Players must make sure that they manage to obtain Stars by getting through the cliffside. It was created from dreams of adventure, and resembles a grotto similar in layout to the waterfall room in Pirate's Grotto from Keelhaul Key, a location in Paper Mario: The Thousand-Year Door. Additionally, the map is reminiscent of an abandoned mine and a seaside cliff. Landing on a Happening Space on the mine track causes a boulder to come rolling out of the mine, chasing players in its way off the track. Landing on one of the Happening Spaces on the waterfall causes it to give way and the player falls down the waterfall to a space in front of the pirate ship. The Happening Space on the pirate ship makes players jump into its cannon and blast off to a space with a cannon sign next to it. Finally, landing on the Happening Space at the top of the board makes Monty Mole come out to give players a chance to dig for coins. All they have to do is tap the A Button button constantly to dig coins out with the pickaxe. Thwomp gives players a lift to a higher part of the board for 10 coins. For the same price, Whomp lets players use the ladder he is blocking.
Undersea Dream Party Mode.jpg Undersea Dream The main goal of this board is for the players to reach the Star by going across the coral reef. It was created from dreams of the ocean. Resembling a coral reef, such as those found in Isle Delfino's Gelato Beach, the board is divided into two sections connected by bridges. Noteworthy features are the sunken ship, the whale, and the tiny shops set up by Cheep-Cheeps. It is worth noting that human characters, Yoshi, Toad, Boo, Bowser, and Koopa Kid can breathe and walk normally underwater in the dream. If a player lands on the Happening Space on the sunken ship, a dolphin swims out and forcefully takes the player to another part of the board. Landing on the Happening Space next to the whale allows players to be blasted to a space nearer to the Star. The Happening Space next to the Cheep-Cheep on the right-side reef let players get a chance to earn a Capsule or an old boot from one of the shells (which would be worth nothing). Finally, the Happening Spaces next to the logs on either side of the board give players a chance to ride a manta to the other side of the board, and collect coins along the way.
Futuredream.jpg Future Dream The goal for this board is for the players to get to the Star by moving across the space station. Created from dreams of the future, the board is reminiscent of low-budget television shows. Literally, the board is a space station in what appears to be Outer Space, but it may be an optical illusion. Divided into three platforms, the only way to travel about the station is by teleportation devices, rocket ships, or shortcuts. The ? Spaces on the central platform are next to three rocket ships. Players can use these if they land on the spaces. Each rocket takes players to either the left or right platforms' landing pads. There is a rocket ship game on the left station that can be played only if a player lands on the corresponding ? Space. While playing this, one controls the levetation of his or her ships to try and collect coins from the UFOs. Two more ? Spaces on a robot's arms on the right platform activate a slot machine. If played skillfully, players may earn special capsules by lining up the slots. A Mushroom Capsule is the consolation prize. Finally, the ? Spaces next to the taxi ships on the left and right platforms allow players ride from one station to the other for a ten-coin fee. Players can also use the floating platform on the left or right stations as a small shortcut.
Sweet Dream Sweet Dream In order for players to receive Stars on this board, they will have to cross various desserts. It was created from dreams of desserts. Placed on top of a giant picnic mat, Sweet Dream is surrounded by lush bushes. Players had to cross all kinds of cakes and candy to get to the Stars. Stepping on a Happening Space will slice the part of cake players are on and take them to somewhere else on the board. Walking across a shortbread bridge causes it to fall apart, and another is formed on another direction (like the bridges from Bowser's Gnarly Party of Mario Party 4, which take three passes to crumble). Three of the Happening Spaces on the board are on cakes, where if landed on, will get cut up by a knife. The cake slice would then take the player to a plate at the bottom the board. The Happening Space next to the small cake at the bottom-right part of the board activates a coin minigame. Players have to throw candy balls in the cups on the cake to score coins. The more cups filled, the more coins won. Players that land on the Happening Space at the top part of the board make the other three players come and throw a party with them. Then, the opponents spin a roulette to see what they have to give away: Capsules, Coins or Stars.
The Bowser Nightmare board. Bowser Nightmare (unlockable) In order for players to receive Stars on this board, they will have to travel island to island, hoping an event will not sink an island into the lava below. It was created from Bowser's dreams. When players land on Happening Spaces Bowser appears and causes events that may hinder them.
  • The ? Spaces at the bottom-left and bottom-right sides cause Bowser to come out for a walk to the other side. During his stroll, he turns all Blue Spaces in his path into Red Spaces and crushes any player in his path, making them lose 10 coins. The effect lasts the turn it was initiated and the next.
  • The ? Space on the top-left and top-right sides of the board cause Bowser to appear on his Koopa Clown Car, where he forces the player to hit a red block or a blue block: one sends the player back to start while the other takes half of the player's coins.
  • The ? Space at the top of the board causes Bowser to appear and take control of a flamethrower cannon. Players near the flamethrower are burned and lose their Capsules.
  • The two ? Spaces near the circle at the center of the board take players into the circle (via a red Warp Pipe) where there are red and Bowser Spaces; Bowser appears for a moment to taunt the player. The two ? Spaces inside the circle take players out the circle. This is similar to the Mecha-Blooper ride from Bowser Land of Mario Party 2. If red spaces become Bowser Spaces, getting trapped in the middle results in a Bowser event every turn until the player gets out.

Capsules

The items in Mario Party 5 are called capsules. They are procured by passing by Capsule Dispensers. For players to utilize a capsule, it may be thrown at a space on the board. The space can be up to ten spaces in front of the space the player currently is standing on. Another way for players to use their capsules is by directly using them on themselves. If players chose to do so, they must pay a fee. The fee depends on the capsule the player wants to use. Below is a list of all twenty-eight capsules found in Mario Party 5, and a description describing their effects.

Item Description Cost
File:Bubble Capsule.JPG Bubble Capsule When a player is affected by this capsule, the affected player will be forced to move ten spaces forward. During this, the player will lose all of their capsules. Ten Coins
File:Cursed Mushroom Capsule.JPG Cursed Mushroom Capsule When a player is affected by this capsule, the affected player will only be able to roll numbers one to five on the Dice Block. Five Coins
File:Klepto Capsule.JPG Klepto Capsule When a player is affected by this capsule, the affected player will be taken to another player's space. The space is chosen at random. Ten Coins
File:Mushroom Capsule.JPG Mushroom Capsule When a player is affected by this capsule, the affected player will be able to roll two Dice Blocks. The sum of the two digits rolled will be added up, resulting in the amount of steps that player may move. If the digits match (e.g., two threes), the player will get 10 coins (30 coins for two "7's"). Five Coins
File:Super Mushroom Capsule.JPG Super Mushroom Capsule When a player is affected by this capsule, the affected player will be able to roll three Dice Blocks. The sum of the three digits rolled will be added up, which results in the amount of steps that the player may move. Should the numbers match (e.g., three nines), and the player will get 30 or 50 Coins. Ten Coins
File:Warp Pipe Capsule.JPG Warp Pipe Capsule When a player is affected by this capsule, the affected player will warp with another player. The player to be warped will be chosen randomly. Ten Coins
File:Wiggler Capsule.JPG Wiggler Capsule When a player is affected by this capsule, the affected player will be taken directly to the Star Space; however, the player still has to pay the normal price of twenty Coins to purchase the Power Star. Twenty Coins
File:Bob-omb Capsule.JPG Bob-omb Capsule When a player is affected by this capsule, the affected player will lose twenty Coins. For this capsule's effect to be initiated, the space it is tossed onto must be passed or landed on three times. Free
File:Bullet Bill Capsule.JPG Bullet Bill Capsule When a player is affected by this capsule, the affected player will be able to steal thirty Coins from any opponent the player passes on their next roll. Five Coins
File:Coin Block Capsule.JPG Coin Block Capsule When a player initiates this capsule, the player will receive ten Coins from a Coin Block. Five Coins
File:Goomba Capsule.JPG Goomba Capsule When a player initiates this capsule, the player will switch Coins with another player. The other player is chosen at random. Five Coins
File:Hammer Bro. Capsule.JPG Hammer Bro Capsule When a player initiates this capsule, the player will lose ten Coins. Five Coins
File:Koopa Bank Capsule.JPG Koopa Bank Capsule When a player throws this capsule at a space, that space will become a Bank Space. If the player uses it on themselves, they will acquire all previously deposited Coins in the bank. Ten Coins
File:Paratroopa Capsule.JPG Paratroopa Capsule Whenever a player initiates this capsule, the player will have to roll a Dice Block. The opponents will then lose the same amount of Coins as the number which the dice shows. Ten Coins
Piranha Plant Orb Piranha Plant Capsule Whenever a player initiates this capsule, the player will lose half of their Coins (this also includes any eventual remainder). Five Coins
File:Spiny Capsule.JPG Spiny Capsule When a player initiates this capsule, the player gets to steal ten Coins from another player. The other player is chosen at random. Five Coins
File:Kamek Capsule.JPG Kamek Capsule When a player initiates this capsule, all players' capsules are shuffled around by Kamek. Ten Coins
Mario Party 5 promotional artwork: A Lakitu Capsule Lakitu Capsule When a player initiates this capsule, the player gets to chose an opponent. The chosen opponent will then have one of their capsules stolen, and the stolen capsule will be given to the player who initiated the capsule. Ten Coins
File:Magikoopa Capsule.JPG Magikoopa Capsule Whenever a player initiates this capsule, the player will swap their capsules with another player's capsules. The other player is chosen at random. Ten Coins
File:Mr. Blizzard Capsule.JPG Mr. Blizzard Capsule Whenever a player initiates this capsule, the player will lose all of their capsules. Ten Coins
File:Ukiki Capsule.JPG Ukiki Capsule Whenever a player initiates this capsule, the player will chose another player at random. The chosen player will then lose all of their capsules. The lost capsules will then be thrown at random spaces on the board. Ten Coins
File:Bone Capsule.JPG Bone Capsule When a player is attacked by a Chain-Chomp, this capsule will activate automatically. When it is active, it will protect the player possessing it from Chain-Chomp. This capsule cannot be used on a player; it will only be discarded. N/A
File:Chain Chomp Capsule.JPG Chain Chomp Capsule Whenever a player initiates the effects of this capsule, the effected player will be able to steal Power Stars or Coins from a selected player for a fee. The fee depends on the service. Fifteen Coins
File:Chance Capsule.JPG Chance Capsule When tossed on a space, a Chance Time Space will appear. If used on a player, Chance Time will occur. Twenty Coins
File:Duel Capsule.JPG Duel Capsule When tossed on a space, a Duel Space will appear. If used on a player, a duel will occur. Twenty Coins
File:Miracle Capsule.JPG Miracle Capsule Unlike all other capsules, this capsule can neither be used directly on a player, nor be tossed on a space (although it can be discarded if a player wants to). When a player carries three Miracle Capsules, the three capsules will be activated automatically. When it is activated, all Power Stars that the player in first has goes to the player in last. N/A
File:Tweester Capsule.JPG Tweester Capsule Whenever a player initiates this capsule, the Star Space will be moved to another location. Fifteen Coins
Mario Party 5 promotional artwork of a Bowser Capsule. Bowser Capsule Whenever a player procures this capsule, Bowser will appear. He will then throw it at a random space. That space will then become a Bowser Space. N/A

Minigames

Main article: List of Mario Party 5 minigames

Music

The music in Mario Party 5 was composed by Aya Tanaka. It is different from the other games in that the music sounds sophisticated and (despite being synthesized as in most Mario Party games) has the illusion of being played by a professional symphony orchestra. This may be caused by the use of sounds that sound like true instruments, especially the harpsichord. This apparently didn't catch on, however, as Aya Tanaka has not composed any other Mario Party game. However, this game's sequels, Mario Party 6 and Mario Party 7 have progressed to an orchestrated musical score.

Staff

Main article: List of Mario Party 5 staff

Gallery

Template:Morepic

Pre-release and unused content

File:Mario Party 5 Pre-release Character Select.jpg
A pre-release character select screen.

The pre-release title screen is different from the final version. Unlike the final version, it features various playable characters running around the screen. The character select screen is also significantly different from the final version.

Reception

Mario Party 5 received mostly mixed to positive reviews from critics. Game Informer's Andrew Reiner cited the example of coin redistribution in the game, which meant that "you could win every mini-game and collect the most coins and still end up in last place", when giving a second option of the game. GameSpot's Ryan Davis processed to note "If you brought Mario Party 4 last year, Mario Party 5 is hard to recommend.", noting a lack of change to the series formula. The game's graphics received a mediocre response, with GameSpot commenting that the presentation is "starting to seem a bit antiquated" when noting that the character models did not seem to been updated from Mario Party 4. Generally, critics cited having a fun experience in Mario Party 5, although the minigames received a more enthusiastic reaction than the actual board game, with GameSpy commenting that "the sheer volume can keep you compelled. If only you didn't have to deal with all that BS in-between" when referring to gameplay of the actual board game.

Mario Party 5 is the 14th best selling game for the Nintendo GameCube, selling approximately 1.51 million units, 807,331 copies in the US, and 697,472 copies in Japan, as of December 31, 2009.

References in Later Games

Trivia

External links

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