Mario Party 5

From the Super Mario Wiki, the Mario encyclopedia
Revision as of 09:52, June 13, 2012 by GameWinter (talk | contribs)
Jump to navigationJump to search

Template:Infobox Mario Party 5 is the fifth installment in the Mario Party series and the second for the Nintendo GameCube. 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 PAL regions) 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.

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 everyone.

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?"
Eventually, they decided to invite Mario and his closest friends because, when it comes to dreamers, nobody dreams bigger than they do!

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!

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

The Mario Party 5 website spoofed the United States presidential campaigns.

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.

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 vehicle.

In Super Duel Mode, one buys vehicle parts using points received by playing mini-games and builds a battle vehicle to use in different tournaments or against friends. To unlock all the different parts, one must play all the tournaments and beat certain opponents. There are a total of 44 different parts that can be used to customize a vehicle. The last two, Bob-omb Wall and Bowser Punch, are unlocked after all other parts are purchased. There are five symbols that indicate different aspects of the vehicle's ability:

  • Red Heart: Health
  • Green Steering Wheel: Handling
  • White Boxing Glove: Power
  • Blue Vehicle Icon: Top Speed
  • Yellow Vehicle Icon: Acceleration

After the player has made the vehicle, there are various options to improve the vehicle:

Icon What the Icon Means Effect
Wrench Make improvements Trade the parts of the vehicle
Eye Have a Look See the details of the vehicle
Trash Can Delete Throw away the selected vehicle

Vehicle Parts

The following is a list of all the parts the player can use:

Body Types
Name Picture Description Cost (coins)
Mushroom Body The Mushroom Body from Mario Party 5's Super Duel Mode. A standard body with standard abilities. 0
Star Body The Star Body from Mario Party 5's Super Duel Mode. A speedy body that's light and inexpensive. 5
Heart Body The Heart Body from Mario Party 5's Super Duel Mode. A cute, heart-shaped body that's very durable. 5
Choo-Choo Body The Choo-Choo Body from Mario Party 5's Super Duel Mode. An engine built for speed that's quite strong and durable. 5
Egg Body The Egg Body from Mario Party 5's Super Duel Mode. A body made of shells from Yoshi's eggs with increased defensive and offensive abilities. 7
Spiny Body The Spiny Body from Mario Party 5's Super Duel Mode. A slow, spine-covered body that increases offensive abilities. 7
Lakitu Cloud Body The Lakitu Cloud Body from Mario Party 5's Super Duel Mode. A fast body made of clouds with poor defensive abilities. 10
Boo Body The Boo Body from Mario Party 5's Super Duel Mode. A fast body with low defensive abilities that's visible only to radar. 10
DK Body The DK Body from Mario Party 5's Super Duel Mode. A slow body made of barrels that increases defensive and offensive abilities. 15
E. Gadd Body The E. Gadd Body from Mario Party 5's Super Duel Mode. A hi-tech body that's very high-balanced, designed by the professor. 15
Skolar Body The Skolar Body from Mario Party 5's Super Duel Mode. A body with mostly average abilities that takes less damage from bombs and vehicle attacks. 20


Tires
Name Picture Description Cost (coins)
Mushroom Tires The Mushroom Tires from Mario Party 5's Super Duel Mode. Normal tires that are great for learning. 0
Star Tires The Star Tires from Mario Party 5's Super Duel Mode. Fast tires with poor control. 5
Wiggler Tires The Wiggler Tires from Mario Party 5's Super Duel Mode. Very slow tires with good control. 5
Goomba Tires The Goomba Tires from Mario Party 5's Super Duel Mode. Quick tires with very quick acceleration. 5
Spiny Tires The Spiny Tires from Mario Party 5's Super Duel Mode. Slower tires with great traction and decent acceleration. 7
Choo-Choo Tires The Choo-Choo Tires from Mario Party 5's Super Duel Mode. Superfast tires with super poor control. 7
Super Wiggler Tires The Super Wiggler Tires from Mario Party 5's Super Duel Mode. Very slow tires with great traction. 10
Lakitu Cloud The Lakitu Cloud from Mario Party 5's Super Duel Mode. A cloud that hovers. It's very efficient on all terrain. 10
DK Tires The DK Tires from Mario Party 5's Super Duel Mode. Tires made of barrels. They handle differently with each battle. 15
E. Gadd Jet The E. Gadd Jet from Mario Party 5's Super Duel Mode. A hi-tech jet with perfect speed and handling designed by the professor. 15
Skolar Tires The Skolar Tires from Mario Party 5's Super Duel Mode. Tires handmade by Skolar that are simple and balanced, even on slick surfaces. 20


Engines
Name Picture Description Cost (coins)
Mushroom Engine The Mushroom Engine from Mario Party 5's Super Duel Mode. A normal engine that's great for learning. 0
Star Engine The Star Engine from Mario Party 5's Super Duel Mode. A speedy engine with poor control. 5
Wiggler Engine The Wiggler Engine from Mario Party 5's Super Duel Mode. An engine that's not very fast but is easy to control. 5
Goomba Engine The Goomba Engine from Mario Party 5's Super Duel Mode. An engine that's a little speedy and has decent acceleration. 5
Ztar Engine The Ztar Engine from Mario Party 5's Super Duel Mode. A slow engine that's easy to control and has excellent acceleration. 7
Choo-Choo Engine The Choo-Choo Engine from Mario Party 5's Super Duel Mode. A superfast engine with super poor control. 7
Super Wiggler Engine The Super Wiggler Engine from Mario Party 5's Super Duel Mode. An easy-to-handle engine that's slow. 10
Goomba-Trio Engine The Goomba Trio Engine from Mario Party 5's Super Duel Mode. An engine with great acceleration, some extra power, and really poor control. 10
DK Engine The DK Engine from Mario Party 5's Super Duel Mode. An odd, banana-shaped engine that performs differently with each battle. 15
E. Gadd Engine The E. Gadd Engine from Mario Party 5's Super Duel Mode. A hi-tech engine with great speed and control, designed by the professor. 15
Skolar Engine The Skolar Engine from Mario Party 5's Super Duel Mode. An engine with well-balanced speed and control, handmade by Skolar. 20


Weapons
Name Picture Description Cost (coins)
Mushroom Gun The Mushroom Gun from Mario Party 5's Super Duel Mode. A normal gun that's good to learn with. 0
Seed Machine Gun The Seed Machine Gun from Mario Party 5's Super Duel Mode. A lightweight watermelon-shaped gun with weak rapid-fire abilities. 5
Bob-omb Cannon The Bob-omb Cannon from Mario Party 5's Super Duel Mode. A time-delayed, Bob-omb-firing cannon that's powerful and heavy. 5
Bullet Bill Gun The Bullet Bill Gun from Mario Party 5's Super Duel Mode. A gun with average firepower that shoots opponent-seeking Bullet Bills. 7
Pokey Tower Gun The Pokey Tower Gun from Mario Party 5's Super Duel Mode. A gun with two diagonally-moving bullets and average firepower. 7
Piranha Plant The Piranha Plant from Mario Party 5's Super Duel Mode. A powerful and far-reaching gun with bullets fired from a Piranha Plant. 7
Bowser Breath The Bowser Breath from Mario Party 5's Super Duel Mode. An effective Bowser-shaped flamethrower with a short range 10
Mr. I Laser The Mr. I Laser from Mario Party 5's Super Duel Mode. A lightweight laser with average firepower that's fired from his eye. 10
DK Gun The DK Gun from Mario Party 5's Super Duel Mode. A banana-shaped gun that's very heavy and the most powerful of all. 15
E. Gadd Cannon The E. Gadd Cannon from Mario Party 5's Super Duel Mode. A well-balanced cannon, designed by the professor, with opponent-seeking missiles. 15
Skolar Gun The Skolar Gun from Mario Party 5's Super Duel Mode. A good overall weapon, handmade by Skolar. Press the button to shoot and release it to detonate. 20
Bowser Punch The Bowser Punch from Mario Party 5's Super Duel Mode. A very effective prototype that fires short-ranged Bowser punches! 30
Bob-omb Wall The Bob-omb Wall from Mario Party 5's Super Duel Mode. A specialty weapon that drops a wall of bombs and increases speed. 30

Super Duel Battles

The player can choose the battle from the garage menu, but only Battle Competition on easy and normal are available at the start. In order to unlock the rest, the player must complete each game as it opens on the normal or hard level. If the player loses any game, the tournament ends and the player receives no trophies.

In all competitions, there are obstacles, such as stationary Spiny Shells or Bob-ombs that detonate within a certain amount of time or upon contact. The size of an obstacle mirrors the damage it can do. Warp Pipes simply block vehicles. Mushrooms occasionally appear along the course and grant the vehicle better speed and control for a certain amount of time when collided with, as well as Poison Mushrooms, which hinder speed and control.

Terrain can vary when battling a CPU or a human player in a arena called Random Ruckus. Dirt and grass are present and do no special effects. Metal and ice make the vehicles harder to control. Lava damages and pushes away the vehicle. However, if a vehicle is equipped with Lakitu Cloud or E. Gadd Jet tires, the vehicle is not get affected by any sort of terrain.

Battle Competition

The goal of this 90 second game is to eliminate the opponent. If nobody wins, the battle ends. The player must fire the weapon with B at the other player and keep moving to avoid opposing attacks and obstacles.

Flag Competition

In this game, the object is to collect three flags before the opposing player does. This is also a 90 second game; the game ends if nobody collects three flags. Although hitting the opposing player slows him or her down, attacking the opposing member is not the goal of the game.

Robo-Rabbit Competition

This time the goal is to wipe out three Robo-Rabbits before the opposing player does within the time limit of one minute and thirty seconds. Again, the player can shoot and slow down the opposing member. The Robo-Rabbits are very fast and can tunnel underground.

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

Capsules

The items in Mario Party 5 are called capsules. They are procured by passing by Capsule Dispensers. For players to utilise a capsule, it may be thrown at a space on the board. The space has to be 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 Fee
File:Bubble Capsule.JPG Bubble Capsule When a player is effected by this capsule, the effected 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 effected by this capsule, the effected player will only be able to roll numbers one to three on the Dice Block. Five Coins.
File:Klepto Capsule.JPG Klepto Capsule When a player is effected by this capsule, the effected 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 effected by this capsule, the effected 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 receive ten Coins. Five Coins.
File:Super Mushroom Capsule.JPG Super Mushroom Capsule When a player is effected by this capsule, the effected player will be able to toll 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 digits match (e.g., three nines), then the player will obtain twenty Coins. Ten Coins.
File:Warp Pipe Capsule.JPG Warp Pipe Capsule When a player is effected by this capsule, the effected 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 effected by this capsule, the effected 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 effected by this capsule, the effected 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. Ten Coins.
File:Bullet Bill Capsule.JPG Bullet Bill Capsule When a player is effected by this capsule, the effected 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 Block 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. Ten 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

Music

The music in Mario Party 5 was composed by Aya Tanaka. It is somewhat significantly different from the other Mario Party games — including its sequels — in that the music sounds sophisticated and (despite being synthesized as in all 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, and Mario Party 6 and Mario Party 7 returned to the style of Mario Party 4.

Minigames

Main article: List of minigames in Mario Party 5

Puns

4-player minigames

1 vs. 3 Minigames

2 vs. 2 Minigames

Duel Minigames

Battle Minigames

Bowser Minigames

DK Minigames

Bowser Minigames

Story Minigame

  • Frightmare is a combination of "fright" and "nightmare".

Staff

Main article: Mario Party 5/Staff

Gallery

Template:Morepic

Trivia

  • The capsule depicting a Toady is incorrectly labeled as "Magikoopa Capsule". Later Mario Party games correctly labeled it as "Toady Orb".

External Links

Template:BoxTop

Template:Spinoffs Template:GC