Mario Party 10 |OT| - "We're just having four much fun!"

Just bought this. Played through every mode with my gf, we played regular MP mode twice.

The car sucks.
Where's Chance Time and Duels and all that good stuff?
What the hell is this game?
Amiibo Party is fun, but the boards are small and boring, even if they change with tokens.
Bowser Party was okay but not really suited for 2 players and I don't feel like buying another Wiimote.
Games go by too quickly because of the car, where's the drama?

First MP I've played since 3... and 2 is stlil waaaaaay better.

Seeing that Smash Wii U and MK8 are the best in their franchises as far as I'm concerned, I'm very disappointed in this thus far, though I did manage to get drunk enough to enjoy myself enough. Mini games are alright, but the game isn't worth the $60 I paid, even with the free Mario amiibo.
 
So, my question is - does this game worth this price if I am not planning on buying Mario amiibo in the next month or so? I see a lot of controversial opinions about it... Oh, and I have all major party games for Wii U - Nintendo Land, Wii Party U, Game & Wario, Rabbids Land, - so some kind of comparison would be nice.

Yeah if you and your brother like Mario Party 9 then it's definitely worth that price. I don't have any amiibos and probably never will, but amiibo party seems like kind of a dull mode anyway, and not all the (already small amount of) characters are available, so whatevs. So far this is my third favourite Mario Party after Mario Party 7 and 3 (I've played them all a lot aside from Island Tour).
 
Hey guys please yeah my Miiverse posts to get Nintendo's attention.

https://miiverse.nintendo.net/posts/AYQHAAABAACNUKFB2pKhFg

Amiibo Party is a fantastic mode and only two things are needed to make it one of the best ever. Firstly, allow us to use the remote to roll the dice and trigger special events. Secondly, add a random option for picking which board to play, making it a random 4 pieces out of the tokens you've obtained.

https://miiverse.nintendo.net/posts/AYQHAAABAACNUKFB2w1hpQ

While badminton is great fun, having to play to 21 every time can feel tedious. Giving us the option to play to 11 would be perfect and make this mode much more replayable!

This game is amazing and yes I am a Mario Party veteran and absolutely love classic Mario Party. However, MP10 suffers from that weird plastic feel a few Nintendo games have suffered of late where they feel quality and polished but.. lacking in content. MK8 was the prime example before the major update, and MK7 and Mario Tennis on the 3DS.

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Not sure if it really solves your problem, but in amiibo party you can actually press the 'A' button on the Gamepad to do everything the amiibo scanning does (except using tokens maybe?) and so you can pass around the gamepad to each player each round and just use the wiimotes for minigames, works ok.
 
Wow. Went to a Best Buy and a Target... MP10 was sold out at both. Oh well, I was at least able to snag the last copy of Bloodborne at Target.

What are my cheapest options for getting Wiimotes?
 
Wow. Went to a Best Buy and a Target... MP10 was sold out at both. Oh well, I was at least able to snag the last copy of Bloodborne at Target.

What are my cheapest options for getting Wiimotes?

Well, you don't need motion-plus, so older cheaper wiimotes are fine. But that won't help you if you decided to get Nintendo Land or some other motion-plus game later on. (Two of the multiplayer games in Nintendo Land use motion-plus)
 
Playing Bowser Party as a cooperative game against a CPU Bowser is good stuff. Especially since the CPU cheats and it comes right down to the last turn.
 
I played a couple rounds of the normal mode last night and although it's a bit slow to start, it ended up being a blast.

I haven't played a MP since the N64 but I never really liked them. All the mechanics seemed underbaked but everything in this game is solid.
 
Bought the game and played it with my sister plus one friend. We liked it a lot. Bowser party was fun :)

I don't really get the hate, it seems pretty similar to all past Mario Parties.
 
Wow. Went to a Best Buy and a Target... MP10 was sold out at both. Oh well, I was at least able to snag the last copy of Bloodborne at Target.

What are my cheapest options for getting Wiimotes?

On Nintendo's online store, you can find refurbished White Wii Remotes+Wii Nunchucks that are going together for $25. Alternatively, you can get the refurbished Wii Remotes alone for $15, which is a good deal if you want to get them in bulk.

Playing Bowser Party as a cooperative game against a CPU Bowser is good stuff. Especially since the CPU cheats and it comes right down to the last turn.

When my friends and I were playing this mode, it was nerve racking to have this giant turtle/dinosaur hunting us down, while we had only a few hearts left. I wished this mode had more Bowser minigames, but it's otherwise a heck of a good time.

Bought the game and played it with my sister plus one friend. We liked it a lot. Bowser party was fun :)

I don't really get the hate, it seems pretty similar to all past Mario Parties.

Different strokes for different folks is my guess. I'm one of the few who actually liked Mario Party 9, and while I am bummed that several features from that game are absent, it's otherwise great fun.
 
Not sure if it really solves your problem, but in amiibo party you can actually press the 'A' button on the Gamepad to do everything the amiibo scanning does (except using tokens maybe?) and so you can pass around the gamepad to each player each round and just use the wiimotes for minigames, works ok.

Yepp I'm aware. It definitely helps, but everyone still has to lean in :(

We played the bowser board in Mario party mode today. It is incredibly amazing.
 
Just bought this. Played through every mode with my gf, we played regular MP mode twice.

The car sucks.
Where's Chance Time and Duels and all that good stuff?
What the hell is this game?
Amiibo Party is fun, but the boards are small and boring, even if they change with tokens.
Bowser Party was okay but not really suited for 2 players and I don't feel like buying another Wiimote.
Games go by too quickly because of the car, where's the drama?

First MP I've played since 3... and 2 is stlil waaaaaay better.

Seeing that Smash Wii U and MK8 are the best in their franchises as far as I'm concerned, I'm very disappointed in this thus far, though I did manage to get drunk enough to enjoy myself enough. Mini games are alright, but the game isn't worth the $60 I paid, even with the free Mario amiibo.

Yeah, it's baffling. Mario Kart 64 and Super Smash Bros. have aged horribly. Meanwhile, Mario Party 3 is still the best game in the series. All of Nintendo's other franchises have transitioned wonderfully in HD, but Mario Party 10 isn't even better than Mario Party 9, a game I wasn't particularly fond of to begin with. I don't know why they can't go the Mario Kart route and remaster some of the more popular board maps and mini-games. It would be better than having only five boards in total to choose from. This game feels so rushed.
 
I've only played once with the kids, but I found the game to be less fun than previous entries.

I prefer having characters that move individually, and being able to choose different paths on the game board. This just felt...I dunno, like we were on rails as the game simply went through the motions, until we reached the end boss.

We had a couple laughs, but nobody was interested in playing a second game after we finished.
 
A friend got this game, and we played it over the weekend.

What have they done to Mario Party? Why are we all travelling in one single vehicle? I don't know which Mario Party I last played, but everyone moved individually in that. And people had to plan their routes to get Stars. This one just plain sucks. There is barely any planning.

On the plus side, we played that badminton mini game, and it was more fun than the whole of Mario Party lol.
 
A friend got this game, and we played it over the weekend.

What have they done to Mario Party? Why are we all travelling in one single vehicle? I don't know which Mario Party I last played, but everyone moved individually in that. And people had to plan their routes to get Stars. This one just plain sucks. There is barely any planning.

On the plus side, we played that badminton mini game, and it was more fun than the whole of Mario Party lol.

In this game, you have direct control over what obstacles other players will go towards by choosing your dice blocks and changing directions. That's about the same level of 'route planning' as before - in old Mario Party games you were just as at mercy to the dice block, try talking to the player who always gets 1's.

It's not exactly a hard concept to grasp, I feel like people go in ready to hate it.
 
A friend got this game, and we played it over the weekend.

What have they done to Mario Party? Why are we all travelling in one single vehicle? I don't know which Mario Party I last played, but everyone moved individually in that. And people had to plan their routes to get Stars. This one just plain sucks. There is barely any planning.
It's all an elaborate ruse to get your ass on Mario Kart 8 again. Not quite sure how it's supposed to work though.
 
Bought this Friday, and played multiple games with the wife. This game is so freaking fun, absolutely love it (minus the point mini games). Glad I picked it up.
 
In this game, you have direct control over what obstacles other players will go towards by choosing your dice blocks and changing directions. That's about the same level of 'route planning' as before - in old Mario Party games you were just as at mercy to the dice block, try talking to the player who always gets 1's.

It's not exactly a hard concept to grasp, I feel like people go in ready to hate it.

Eh? No need to get so defensive. I just liked the old way better.

It's all an elaborate ruse to get your ass on Mario Kart 8 again. Not quite sure how it's supposed to work though.

Haha! I was going to play MK8 this weekend, but FFXV took over lol. Will most likely join you guys coming weekend tho :D
 
Am I doing something wrong? I am trying to individually pick the characters for the COM players, but when I click the "Change COM" button it just selects 3 characters at random. Am I not able to individually pick them in this game?

Edit: Nevermind, I figured it out.
 
I can confirm that it is! It gets pretty hectic as it goes on and single player mode works much differently than battle mode.

I'm still struggling to figure out the point of the Bowser jr. minigames on the otherhand.

They show up on the Bowser Amiibo board, still pretty weird though.
 
I like the game for what it is! They forgot how to make a fun Mario Party with 8, that's when the old games died. They threw that away and turned it into a road trip across Mario overworked where you can strategically place the person behind you in front of the -8 gates.

Idk, for a game with a whole new "Mario Party" formula, I think this one is real good. it could be better! I hope if they decide to stick to the car mechanic we get a really good rendition of it in 11.

I think amiibo party is a sort of cool stop-gap version of old Mario Party: it's the old formula on a monopoly board. It's kind of cute, and I wish it'd tell you that you can push A on the gamepad instead of having to tap your amiibo for everything. It could be a lot better, but I think they could even make the "simplified board game" approach work, and this one is alright
 
In this game, you have direct control over what obstacles other players will go towards by choosing your dice blocks and changing directions. That's about the same level of 'route planning' as before - in old Mario Party games you were just as at mercy to the dice block, try talking to the player who always gets 1's.

It's not exactly a hard concept to grasp, I feel like people go in ready to hate it.

Not really. The dice block in Mario Party's 1-3 isn't random, it's timing based. If you're good enough, you can consistently roll high numbers in those games (generally anything above 5). Also, 'planning' isn't just about the route you're taking but also about the turns in the future. You're not just planning for the current turn but also the next turn and in 10 you can't really do that because you're all stuck in a car that anyone can change to go x amount of spaces and influence what happens to you.

And, you can't even plan out on getting any bonus stars for at the end of the game because they're random (random as in what ones are given out at the end -- at least, that's how I recall bonus stars working since 8 if it's not the same then forgive me) and for the most part you can't cover every single option.

Them also taking away things like chance time, happening spaces, duels, and items besides dice blocks lessens the amount of options you have. Meaning there's less strategy overall, less planning and less thinking. I mean, the linearity of the boards speaks for Mario Party 10's problems.

They might have started to drift away from being good at making Mario Party in the classic formula by 7 or 8 (or even by 4 for some people) but those core elements stayed part of the games despite their (the game itself) 'lower quality' and you could easily forgive the bad/flaws about those Mario Party's because what you (not you specifically, you meaning people in general) like is still there (the stuff I mentioned before). But the car takes away all those core elements that were well liked and never hated in exchange for doing something "different" when the series didn't need to take a different direction -- it needed to go back and observe why 2 and 3 were so well liked and are perceived as the best Mario Party's by most people. And then lift those elements from those games and improve upon them instead of doing something new that's worse.

What Mario Party 4 should have been is take what 3 did and improve on its systems. Instead, it threw in gimmicky items (different Mushrooms) with bland boards and tried to have some semblance of a story mode for some reason and kinda-okay-but-not-memorable-mini-games. And then the downward trend continued from there (well, some of the later ones are arguably good in comparison to 4).

Ultimately, what it comes down to is that 1-3 follow the basic sequel formula: take the previous and add to it. 4-8 instead went and said: "Do something new every time as we need to release these yearly" so every MP had a different item system (this is debatable on whether it was a good idea to mess with the item system in every iteration), new mini-games (which is fine), try new board types (not generally well received), new event spaces (DK Space...), etc. And that's why things kept getting worse and worse, shoehorning in new stuff (the way Mario Party 5's capsule system works is evidence enough of new being shoehorned in without proper testing lol) and losing the plot on what people liked about Mario Party.

And no it has nothing to do with nostalgia goggles for Mario Party 2 and 3. For the record, I also like 5 and 6 but they don't come close to the highs that 2 and 3 do for me. :P
 
"This one plain sucks, there's barely any planning" comes off as offensive. I'm just trying to articulate why it may not be that bad if you're willing to entertain it.

An opinion is offensive? If you're just going to police the OT and attack anybody who criticizes the game, then I think we might have a problem.

In this game, you have direct control over what obstacles other players will go towards by choosing your dice blocks and changing directions. That's about the same level of 'route planning' as before - in old Mario Party games you were just as at mercy to the dice block, try talking to the player who always gets 1's.

It's not exactly a hard concept to grasp, I feel like people go in ready to hate it.

What a load of baloney. In the previous games, I would often plan my moves up to five turns in advance. There are barely any branching paths in this game, and there's usually one path that's clearly inferior to the other. Most of the time, one path has a Mini Star gate, while the other path has a Mini Ztar gate. Nobody in their right mind would willingly choose the latter path, so what it comes down to is which player is stuck in the wrong place at the wrong time. It's entirely situational. There is no strategy regarding dice blocks, because you don't get to decide which dice block you want. It's all random. Occasionally you'll get lucky and find a dice block which slows the timer down, but that's about all it has to offer in terms of "strategy". However, a distinction needs to be made. Linearity is the problem, not the car. The car is just a byproduct of shallow game design. You could move individually in Mario Party: Island Tour, but it was just as luck based as Mario Party 10, if not more so. It literally took me three tries to beat the easy AI on the first board map, and I won almost every mini-game. It's a virtual rendition of Candy Land, a board game that costs $9.99 at Toys R Us. Overall, the new mini-games are enjoyable, but their presence is trivialized because you don't win enough Mini Stars. The other players are still rewarded even if they lose, and under many circumstances you can actually gain more Mini Stars just by landing on the right space. There is no incentive to do well. At least the previous games had bonus stars, but those are randomly determined here too. And again, the reward is so insignificant that it doesn't make a big difference.

Luck based games like Mario Party and Mario Kart are about maximizing your winning potential given the circumstances. Bad players can win if they get exceptionally lucky, but more often than not, skill is the deciding factor. Board maps found in previous games, like Mario Party 3, are very well designed if you analyze them carefully. They offer multiple different paths to choose from which vary in terms of what you're rewarded with. For example, one path may have multiple Bowser spaces, but it will be shorter. The other path will be much longer, but it will consist primarily of blue spaces. It's all about risk and reward. Skeleton Keys also played a major role in Mario Party 3, because they would offer potential shortcuts for those who were willing to pay for them and use up one of their item slots. Items in general gave the game a sense of depth that Mario Party 9 and 10 simply lack. Stop saying "Amiibo Party is like the old formula", because it really isn't. Amiibo Party is like Mini-game Stadium from Mario Party 2, except worse. Preferring the new formula is all well and good, but don't spread the false narrative that this game offers the same level of strategy as previous entries in the series. It doesn't. And throwing the word "nostalgia" around isn't going to change that.

Does this look familiar to anybody?

GGcSE7Z.png

Ultimately, what it comes down to is that 1-3 follow the basic sequel formula: take the previous and add to it. 4-8 instead went and said: "Do something new every time as we need to release these yearly" so every MP had a different item system (this is debatable on whether it was a good idea to mess with the item system in every iteration), new mini-games (which is fine), try new board types (not generally well received), new event spaces (DK Space...), etc. And that's why things kept getting worse and worse, shoehorning in new stuff (the way Mario Party 5's capsule system works is evidence enough of new being shoehorned in without proper testing lol) and losing the plot on what people liked about Mario Party.

So true. Instead of introducing new gimmicks every time, they should have kept refining the old formula. What we're left with is a mess of a franchise that lacks a clear direction. Bleh.
 
Not really. The dice block in Mario Party's 1-3 isn't random, it's timing based. If you're good enough, you can consistently roll high numbers in those games (generally anything above 5). Also, 'planning' isn't just about the route you're taking but also about the turns in the future. You're not just planning for the current turn but also the next turn and in 10 you can't really do that because you're all stuck in a car that anyone can change to go x amount of spaces and influence what happens to you.

And, you can't even plan out on getting any bonus stars for at the end of the game because they're random (random as in what ones are given out at the end -- at least, that's how I recall bonus stars working since 8 if it's not the same then forgive me) and for the most part you can't cover every single option.

Them also taking away things like chance time, happening spaces, duels, and items besides dice blocks lessens the amount of options you have. Meaning there's less strategy overall, less planning and less thinking. I mean, the linearity of the boards speaks for Mario Party 10's problems.

They might have started to drift away from being good at making Mario Party in the classic formula by 7 or 8 (or even by 4 for some people) but those core elements stayed part of the games despite their (the game itself) 'lower quality' and you could easily forgive the bad/flaws about those Mario Party's because what you (not you specifically, you meaning people in general) like is still there (the stuff I mentioned before). But the car takes away all those core elements that were well liked and never hated in exchange for doing something "different" when the series didn't need to take a different direction -- it needed to go back and observe why 2 and 3 were so well liked and are perceived as the best Mario Party's by most people. And then lift those elements from those games and improve upon them instead of doing something new that's worse.

What Mario Party 4 should have been is take what 3 did and improve on its systems. Instead, it threw in gimmicky items (different Mushrooms) with bland boards and tried to have some semblance of a story mode for some reason and kinda-okay-but-not-memorable-mini-games. And then the downward trend continued from there (well, some of the later ones are arguably good in comparison to 4).

Ultimately, what it comes down to is that 1-3 follow the basic sequel formula: take the previous and add to it. 4-8 instead went and said: "Do something new every time as we need to release these yearly" so every MP had a different item system (this is debatable on whether it was a good idea to mess with the item system in every iteration), new mini-games (which is fine), try new board types (not generally well received), new event spaces (DK Space...), etc. And that's why things kept getting worse and worse, shoehorning in new stuff (the way Mario Party 5's capsule system works is evidence enough of new being shoehorned in without proper testing lol) and losing the plot on what people liked about Mario Party.

And no it has nothing to do with nostalgia goggles for Mario Party 2 and 3. For the record, I also like 5 and 6 but they don't come close to the highs that 2 and 3 do for me. :P

You do make some great points, and I don't deny that MP2 and 3 are top of the heap. The item system in MP3 really does it give a strong edge, that I'm confused was never really brought back.

I didn't realize dice blocks in older Mario Party's involved timing, and while it's not really an important point, I'm sure 99% of the players have never known that or been able to preform it consistently. Do the dice blocks in the new games not involve timing?

Bonus stars have been random since 6 or 7 at least, so they've been kind of a bust for awhile. Coin and Minigame bonuses always struck me as a weird choice in the originals though since they're so inherently linked.

Honestly I think the board design from 6-8 (haven't played 4-5 in awhile) wasn't that bad, it really was the lackluster item system that made the boards less entertaining to play.

I'm not saying MP10 is a perfect game for sure, throwing out Duel and Chance spaces was a poor choice. But MP9's captain events were a pretty solid effort, and boss minigames are a great idea - there's potential there that doesn't deserve to be wrote off.

I'd disagree the minigames have ever really been worse - there's a bunch of duds in MP1 to 3, and every game has its standout ones. I dunno, as much as I like MP2 and 3 like I said, I'm just not that adverse to them trying new stuff because even if they're not quite as perfect, I'm a collector, so MP3 will always be around to play. I'm enjoy these games for the minigames and hilarious luck-based events, and admittedly less so the strategy, so I'm not that disappointed with each entry.

An opinion is offensive? If you're just going to police the OT and attack anybody who criticizes the game, then I think we might have a problem.

I didn't mean 'offensive' as 'I'm offended' - it was 'offensive' to his 'defensive'. I follow the OT because I like talking Mario Party, and it's a game I enjoy, so of course I'm going to try to defend the game. I'm glad I was able to incite some quality discussion, I like discussing Mario Party - I don't enjoy throw-away comments that give off the common sentiment of "No Mario Party fan likes the car gameplay, why won't they go back!!".

Luck based games like Mario Party and Mario Kart are about maximizing your winning potential given the circumstances. Bad players can win if they get exceptionally lucky, but more often than not, skill is the deciding factor. Board maps found in previous games, like Mario Party 3, are very well designed if you analyze them carefully. They offer multiple different paths to choose from which vary in terms of what you're rewarded with. For example, one path may have multiple Bowser spaces, but it will be shorter. The other path will be much longer, but it will consist primarily of blue spaces. It's all about risk and reward. Skeleton Keys also played a major role in Mario Party 3, because they would offer potential shortcuts for those who were willing to pay for them and use up one of their item slots. Items in general gave the game a sense of depth that Mario Party 9 and 10 simply lack. Stop saying "Amiibo Party is like the old formula", because it really isn't. Amiibo Party is like Mini-game Stadium from Mario Party 2, except worse. Preferring the new formula is all well and good, but don't spread the false narrative that this game offers the same level of strategy as previous entries in the series. It doesn't. And throwing the word "nostalgia" around isn't going to change that.

I don't deny MP2 and 3 are better games. I just think the new ones are worth defending because they're just not bad ones.

And no way will I seriously defend Amiibo party, it seems clear that it was tacked on and likely led to a lack of content in the other modes. Square boards? Can't think of any smart reason for that.
 
Considering Nintendo has put DLC in some way (Mario Kart 8) or the other (Captain Toad's Amiibo Patch) in pretty much all their games... do you guys think we'll get more boards/characters in the future?
 
Considering Nintendo has put DLC in some way (Mario Kart 8) or the other (Captain Toad's Amiibo Patch) in pretty much all their games... do you guys think we'll get more boards/characters in the future?

Some big ones have avoided it though, like Super Mario 3D World. I'd love for them to patch in more boards or Bowser Party support, but I feel like the Amiibo stuff is already enough of a DLC-like cashgrab that they won't do it for this game.

I'd maybe also say Mario Party has a probably predominantly young casual userbase, moreso than Mario Kart and Smash Bros., so if there was DLC I think it'd be free because most users would ignore paid stuff or not be connected online. But who knows.
 
I didn't mean 'offensive' as 'I'm offended' - it was 'offensive' to his 'defensive'. I follow the OT because I like talking Mario Party, and it's a game I enjoy, so of course I'm going to try to defend the game. I'm glad I was able to incite some quality discussion, I like discussing Mario Party - I don't enjoy throw-away comments that give off the common sentiment of "No Mario Party fan likes the car gameplay, why won't they go back!!".

Alright, I'm glad we cleared things up. Baseless remarks on both sides can be irritating. We've got people who are resistant to change no matter what, and we've got people who think change is good no matter what. Both are wrong.

I don't deny MP2 and 3 are better games. I just think the new ones are worth defending because they're just not bad ones.

And no way will I seriously defend Amiibo party, it seems clear that it was tacked on and likely led to a lack of content in the other modes. Square boards? Can't think of any smart reason for that.

I don't think Mario Party 10 is an unplayable monstrosity. Every game in the series has its moments, and yes, even this one. But I've invested hundreds of hours in the N64 Mario Party games, and they offer a surprising amount of depth that Mario Party 9 and 10 simply lack. For me personally, the series started going downhill after 6. That's when they started introducing gimmicky board concepts and taking away features that made the game more interesting. The day and night cycle in Mario Party 6 was a brilliant innovation that they should have expanded upon instead of removing entirely. Mario Party 7's half baked 8-player mode was not a worthy substitute by any means, and, save for a few boards and the large character roster, Mario Party 8 was an abomination. Do you know why that is? Linearity. Two of the boards were literal hallways with no alternate paths in sight. Goomba's Booty Boardwalk was arguably worse than the car gameplay in Mario Party 9. The game also ran at an unprecedented 30 frames per second and didn't even feature widespread compatibility. Presentation wise, Mario Party 9 was a step in the right direction, but they kept the damn linear board structure. It's true that most traditional board games have linear gameplay, but that's what made Mario Party so special and so much fun. It was more than just a board game. Nintendo needs to reexamine why Mario Party 2 and 3 are so beloved and bring the franchise back to its roots, but also include some of the more recent additions like the day and night cycle and reverse mini-games in order to please everybody. And for the love of god, stop cutting characters.
 
In this game, you have direct control over what obstacles other players will go towards by choosing your dice blocks and changing directions. That's about the same level of 'route planning' as before - in old Mario Party games you were just as at mercy to the dice block, try talking to the player who always gets 1's.

It's not exactly a hard concept to grasp, I feel like people go in ready to hate it.

There never was any 'planning' in the old games anyway. Half the time, it would plop a star right beside some other player

Anyway, I got this yesterday at Target. I don't know if it was under shipped, or if the game is just popular, but I bought the very last copy they had. Dude at the counter said there had been quite a few people in over the last few days picking it up.


Edit: Gonzo, Mario Party is partially luck based. Mario Kart, not so much unless you're just bad at the game. It's the same as you saying DK Topical Freeze was 'trial-and-error', it's not, you're just not very good at the game, which is OK. DKTF is difficult.
 
There never was any 'planning' in the old games anyway. Half the time, it would plop a star right beside some other player

I would be interested to see a defence of that from those saying classic Mario Party was a very skillful game, considering it was kind of a fundamental mechanic. You could then make the argument a fixed star at the end of a linear board takes more skill if you can manage your items well.
 
bought this the other night layed a couple of rounds of both regular mode and Amiibo party mode with the girlfriend along with some drinks. glad I picked it up. Haven't played an MP since 3 but this is a ton of fun.
 
I would be interested to see a defence of that from those saying classic Mario Party was a very skillful game, considering it was kind of a fundamental mechanic. You could then make the argument a fixed star at the end of a linear board takes more skill if you can manage your items well.

I'm fairly sure it's easier to win if you're the better player in the older Mario Party games, as you can more directly deprive your opponents of critical resources (it doesn't matter if the star spawns one space in front of you if you don't have the 20 coins to buy it, for example) and minigames are considerably more important. (also obligatory "lol Bowser Revolution at the end" for MP10)

P.S. Mario Party 6 is totally the best Mario Party (it's also the last game to not have randomized bonus stars)
 
There never was any 'planning' in the old games anyway. Half the time, it would plop a star right beside some other player

Yes, there is planning in the old games. If you're not making any plans on the first turn, you're not playing Mario Party 2 and 3 to win lol.

As for the random star drop/placement, that's not really true. In Mario Party 2 and 3, there are about 3-4 spots a Star can appear on for each board. It's random which spot it will land on but the spots themselves never change. That said, it happens and is a random element you can't control. But if you're letting your friends have over 20+ coins, you're not winning enough mini-games nor are you using Boo enough to steal their coins. You can prevent them from having enough coins long before that Star appears.

And if they get the Star then they get it but if you're ahead in Stars anyway what does it matter? If you have 0 Stars, then sure, it's lucky but it's not an often occurrence in my experience (which is a long time, I still play 1-3 with friends whenever we get together).

Now, if you're talking about Hidden Blocks containing Stars that is completely random and can change the entire game into that person's favor. But it's a rarity that the person who got the Hidden Block early on in the game wins, especially because if you get it so early on you're a prime target for getting it stolen by someone who has 50 coins and uses Boo. If they get the Hidden Block Star late-game that can put it into their favor but it's not like it ruins the strategy that's present in those games -- the strategy/skill is still there despite some of the random luck.

In fact, the prominence and strength of Boo alone in MP 2 and 3 should mean it's generally impossible to maintain your coins above 50 unless you're winning enough mini-games to pull ahead that Boo doesn't even become a factor anymore (that is, until everyone who passes Boo steals coins from you lol).

Anyway, I never personally said MP 2 and 3 don't have any luck factors. They do. It's just that there are skill-based elements in them allowing you to sustain a lead even if something lucky happens to someone else -- it's all about how you play the game. There's more ways to put the game in your favor in those games than there are in Mario Party 10.

I didn't realize dice blocks in older Mario Party's involved timing, and while it's not really an important point, I'm sure 99% of the players have never known that or been able to preform it consistently. Do the dice blocks in the new games not involve timing?

I don't know exactly when Hudson stopped making the dice blocks timing based but 1-3 are the ones where it's most noticeable you can time it to at least get decent rolls vs. the newer games where it's just a shot in the dark. I want to say they stopped the timing-based dice blocks at 4 but I could be wrong, they might have kept it all the way until 6. It's been awhile since I have played 4, 5, and 6 so it's hard to say. I'm sure you can find a Wiki that has this documented and what the timing is for each game. Like, I think Mario Party 1's timing is much stricter than 2 and 3, for example, so it feels more random but it's actually still timing based.
 
There never was any 'planning' in the old games anyway. Half the time, it would plop a star right beside some other player

Anyway, I got this yesterday at Target. I don't know if it was under shipped, or if the game is just popular, but I bought the very last copy they had. Dude at the counter said there had been quite a few people in over the last few days picking it up.


Edit: Gonzo, Mario Party is partially luck based. Mario Kart, not so much unless you're just bad at the game. It's the same as you saying DK Topical Freeze was 'trial-and-error', it's not, you're just not very good at the game, which is OK. DKTF is difficult.

Mario Kart? Not partially luck based? Not only are you delusional, but you're petty as fuck for bringing up something totally unrelated in attempt to invalidate my claim. Almost every platformer I can think of has certain elements of trial and error. Nobody is going to beat the game on their first try. That doesn't mean the game is bad, but it could teach the fundamentals of the game to the player in a more organic way. You're not going to know that the giant snowflakes in Forest Folly kill you in one hit without touching them first. And that's okay. I'd rather find out for myself instead of being halted by a text bubble that says "watch out for the giant snowflakes!" However, they could show a Tuck enemy being pulverized by a snowflake in the background so that observant players come to the conclusion that snowflakes are dangerous. You immediately assume that I must be "bad" at the game for daring to label it as "luck based", and I find that bothersome. Surely you must be a professional Mario Kart player with dozens of world records if you think it's okay to condescend me based on an innocent observation I made; one that even the best Mario Kart players are willing to reaffirm. It's not entirely luck based, no, but items play a major role in the outcome of any race. Considering that Mario Party operates in a similar fashion, this should sound familiar. And yet here you are, claiming that there is no "planning" involved in the older games, even though multiple individuals have posted evidence that seems to suggest otherwise. This doesn't make the new games worse, since it's ultimately subjective, but again, don't spread the false narrative that this game offers the same level of strategy as previous entries in the series. It doesn't. Though I don't know why I'm even bothering, since I'm sure you've already convinced yourself that I'm wrong. Cheers.

I would be interested to see a defence of that from those saying classic Mario Party was a very skillful game, considering it was kind of a fundamental mechanic. You could then make the argument a fixed star at the end of a linear board takes more skill if you can manage your items well.
Stars only spawn on a handful of blue spaces, so you can anticipate their new location ahead of time. That's why it's often better to stay behind when other players are near the star, so you'll be closer to the next star while the other player struggle to make it back to the beginning of the board. It's not as simplistic as you're making it out to be. A fixed star at the end of the board rewards high dice rolls and nothing else. It doesn't matter how strategic you are, or how good you are at mini-games. You could hypothetically roll a 1 every time and never get to the end of the board. At least if the star is moving around, every player has an opportunity to get one. There's luck involved, sure, but item management becomes extremely important. And unless you win mini-games, you most likely won't have enough coins to purchase a star anyway.
 
Eh, in some ways it feels like you guys are playing a different game than the majority of users, timing dice rolls, memorizing the star spots, being an expert at the minigames, optimizing to go for Boo, etc. Which is fair, and an interesting way to play, but not something I think is sacred, I guess, even if it'd be nice for them to bring back some of those elements.

On a note related to the game, I still have absolutely no idea what "Bowser is Angry" means in Bowser Party. Everywhere I search doesn't give any explanation other than stating it's a thing that happens, and even the instruction manual has no info on it. "Big Bad Bowser" where he becomes "Furious" that you can get on the roulette lets Bowser pick the minigames, but I haven't been able to discern an 'angry' difference in the minigames.
 
One of the worst Mario Party titles I've played. I feel like the development team were of the opinion they would only sell a modest number copies and took every route possible to pad out the content and get this to market. The fact that everyone rolling the dice no longer guarantees a mini game is a crime in itself.

When you look at the love and lavish attention that was given to other wiiu first party/exclusive titles you can't view this game as anything but a failure.
 
One of the worst Mario Party titles I've played. I feel like the development team were of the opinion they would only sell a modest number copies and took every route possible to pad out the content and get this to market. The fact that everyone rolling the dice no longer guarantees a mini game is a crime in itself.

When you look at the love and lavish attention that was given to other wiiu first party/exclusive titles you can't view this game as anything but a failure.

Sometimes you play minigames more than once a turn due to them being tied to spaces, and the game 'autocorrects' itself by just 'finding a minigame in a hidden block' if you haven't played one in awhile anyway.

Just saying I don't think that's one of its problems, really. It does feel light on content.
 
Anyone have any good drinking games for MP10? Hoping to get a crew together this weekend. They're sami excited (after being disappointed by 8...) Worst comes to worst, there's still MK8/Smash at least.

Well, you don't need motion-plus, so older cheaper wiimotes are fine. But that won't help you if you decided to get Nintendo Land or some other motion-plus game later on. (Two of the multiplayer games in Nintendo Land use motion-plus)

Nintendo's website sells refurbed wiimote+ with nunchuk for $25 each.

On Nintendo's online store, you can find refurbished White Wii Remotes+Wii Nunchucks that are going together for $25. Alternatively, you can get the refurbished Wii Remotes alone for $15, which is a good deal if you want to get them in bulk.
Thanks for the info guys! Just picked up two remote pluses for $50 bucks :)
 
Anyone have any good drinking games for MP10? Hoping to get a crew together this weekend. They're sami excited (after being disappointed by 8...) Worst comes to worst, there's still MK8/Smash at least.

I'm not sure about how it might work in this iteration, but what I used to do in past MP games is:

-Drink for whatever you roll. If you're drinking hard liquor, drink half the amount (or the same, whatever!).
-Whatever place you come in during mini games is what you drink.
-Red space drink 5
-Bowser space drink 10
-If you get a star, give out 20 drinks

It's funner making rules as you go too!
 
Anyone have any good drinking games for MP10? Hoping to get a crew together this weekend. They're sami excited (after being disappointed by 8...) Worst comes to worst, there's still MK8/Smash at least.
Haven't made any concrete ones but I feel if you do Bowser Party you can make some interesting rules up based on rerolls, hearts losts/failed to lose etc.
 
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