Remove Ad, Sign Up
Register to Remove Ad
Register to Remove Ad
Remove Ad, Sign Up
Register to Remove Ad
Register to Remove Ad
Signup for Free!
-More Features-
-Far Less Ads-
About   Users   Help
Users & Guests Online
On Page: 1
Directory: 47
Entire Site: 5 & 720
Page Staff: pokemon x, pennylessz, Barathemos, tgags123, alexanyways, supercool22, RavusRat,
03-19-24 06:43 AM

Thread Information

Views
767
Replies
1
Rating
0
Status
OPEN
Thread
Creator
EX Palen
09-20-13 09:19 PM
Last
Post
SacredShadow
09-20-13 09:23 PM
System
Rating
9.1
Additional Thread Details
Views: 276
Today: 0
Users: 0 unique

Thread Actions

Order
 

Roll the dice!

 
Game's Ratings
Overall
Graphics
Sound
Addictiveness
Depth
Story
Difficulty
Average User Score
9.1
8.6
8.7
9.4
8.1
7.2
6.4
EX Palen's Score
8.8
9
8
9
8
N/A
7

09-20-13 09:19 PM
EX Palen is Offline
| ID: 887704 | 1798 Words

EX Palen
Spanish Davideo7
Level: 137


POSTS: 9/6169
POST EXP: 1092253
LVL EXP: 30303706
CP: 187858.1
VIZ: 10653278

Likes: 0  Dislikes: 0
When Nintendo has a new game in the works, they always follow one of these rules. Rule number one: a game no one ever thought about. Rule number 2: Mario and his crew are its protagonists. At some points, those rules were mixed together, with very successful results. Examples of rule number 1 include the F-Zero, Pokémon and The Legend of Zelda series. Examples of rule number 2 include Mario Tennis, Mario Golf and Mario & Sonic at the Olympic Games. Examples of a mix between both rules include the Super Mario Bros., Mario Kart and the Mario Party Series.

Mario Party wasn't the first board-game out there, but it included the minigames at the end of each round. Since Nintendo didn't have neutral protagonists at that time, like the Mii nowadays, Mario and his crew were given protagonist of the game. And it was a complete success, so much so that an interesting fact marked the series: the short periods of time between each sequel.

The first Mario Party was released in December 1998, with 53 minigames, 10 boards (4 of which unlockable) and 6 characters. In December 1999, more accurately 368 days after the release of Mario Party (yes, only 1 year and 3 days after), Mario Party 2 was released. 65 minigames, 6 boards (only one of them unlockable) and the same 6 characters, with the addition that the characters now changed outfits depending on the board, and also introduced the use of items and battle minigame places. In 2000, yes, December again, this time few days less than a year (355 to be exact), Mario Party 3 was launched. Minigame number went up to 71, 5 boards plus an unlockable one and the character roster included two more members, totalling 8; it included more items and a special feature in Story Mode called Duel Board that didn't follow up in the next installments, although the Duel minigames did make a return later.

3 installments in less than 2 years. This is a great proof of the game's popularity. But it didn't end there, because there are a total of 9 main installments, 4 for the Gamecube (also released in almost no time) and 2, a lot less successful, for the Wii. I'm focusing on Mario Party 3 for now, but I will return to this point at the end of this review (someone started wondering why?).

So, the last Mario Party installment of the 20th century, also the last one released for the N64. 18 more minigames than the first, 2 more characters but 4 less boards. Logic says it should include more than the sequels, but it backed up a space. Surely it had its reason.

Graphics... Well, nothing new was included regarding to graphics. Characters still looking as Porygon copies, but at least the boards were alright. The environments, either in boards, duel boards or minigames, are very detailed. Not much more to say here, so graphics get a 9.

Sound... Mario Party won't be a series remembered by epic themes or background songs, but still the sound is very detailed, changing melodies and tempo according to the situation: cold and distant for a frozen board, fast tempo for minigames involving chases or button mashing, silent for situations as a golf shot minigame, and many more examples. Sound gets an 8.

Addictiveness... Minigames are selected randomly, so this means that it can take a while to unlock them all. Nevertheless, you have 7 characters to follow the story (one is only available for Party Mode). But as I always say, addictiveness is justified by the game's depth, because the bigger the options are, the more you want to play, so for now I'll simply say that addictiveness gets a 9.

Story... Yes, a star has fallen from the sky, its a star only born once in a thousand years, Bowser is making trouble like always... Any excuse is good to make a party, isn't that what Mario Party is teaching us? Also, the story mode barely has any differences from the party mode, just the duel boards. I don't really think this game has a story behind it, is like saying that Monopoly has an explanation as to why you start with so much money. Rather than a story, it seems more like a background, just an excuse to make a party, that's all. And we need none, so there's no story in my opinion.

Depth... 71 minigames unlocked by pure randomness can become arduous. Many will remember when, out of the 20 four player minigames, only one remains locked, and the roulette stopped everywhere else except the spot where the locked game was. The fact that seven characters can be used for story mode increases play time, and also chances to unlock all games. However, there are eight categories of minigames, so be sure to make happen the necessary circumstances so those minigames can be played. I'm giving depth an 8 for this.

Difficulty... Not many buttons to press on minigames, not many commands to learn on the boards, a big amount of randomness in each board (the dice rolls, the minigame roulette, the bet on battle minigames...), there aren't many facts which lead to think the game can be difficult. Even then, it is. You can always have trouble with a minigame, have bad luck on rolling dices or simply have a bad day and not play at your fullest. Also, the duel boards are complicated. I don't remember depleting my opponent's life a single time, either because it was defending itself or we didn't met each other due to the changing directions. I would give the game a 5 for rather easy gameplay, but duel boards really screw me off, and mistakes are almost not allowed at all or you have to start over again, so I'm upgrading the difficulty level to 7 thanks to duel boards (and thank God they were discontinued in future installments).

As I said before, there are 9 main installments. In October 2002, Mario Party 4 was released for the Gamecube (curiously, it was in North America, Japan got it in November), including 62 minigames (9 less than Mario Party 3, guess we will never know why backing up a space in this aspect), 6 boards (same as Mario Party 2 and 3) and 8 characters, same as MP3 (tired of writing it all each time, please allow me to abbreviate it); it introduced the Team Battle to play as a 2 player team instead as a battle royal and also introduced special effects for items such as mushrooms, which were discontinued in later installments. Mario Party 5 came in November 2003, more than a year after MP4, including 75 minigames, 7 boards and 10 characters; it introduced huge changes to the series as the items being replaced by capsules, erasing the item shop and replaced by a "vending machine" which gave you a random capsule, and the possibility to launch the capsules some distance away so their effect would trigger whenever a player landed on its space; it also removed the battle space and instead a battle minigame occurred randomly when a four player minigame was about to be selected, the battle space being replaced with the Donkey Kong space, a counterpart to Bowser's own space. 355 days after, 10 days less than a year, in November 2004, Mario Party 6 was launched, following the short time range which the series launched its installments, with 82 minigames, 6 boards (never changing that number?) and 11 characters; it added a new twist to the series since it included three turns of day and three turns at night, with some events happening only during the day and viceversa (taken from or served as inspiration for generation IV of Pokémon?), and the use of the microphone peripheral included in the game in specific minigames; MP6 also saw the return of duel minigames, with their own space in the board and their own capsule, and talking about capsules, the item shop also returned, now called capsule shop, also capsules, when launched to another space, either forward or backwards, it changed the space into the player's icon. The last Gamecube installment, Mario Party 7, was released in November 2005, again less tan a year than its predecessor, packing 88 minigames, the highest number ever, 6 boards and 12 characters; the capsules keep gaining categories, the microphone is still used, and it sees the return of 8 player minigames, with 2 players sharing a controller, but not the controls, even if their role in the minigame is the same. Half and a year after, in May 2007, Mario Party 8 was released, already for the Wii, including 81 minigames, 6 boards as traditional, and 14 characters, also, as a Wii game, the Mii can also be selected as playable characters. Here started the debacle of the series, mainly because it replaced the capsules for candies, something I still don't understand, but all games get changes in each sequel, and it's lame it has to be like that. After MP8, some trouble with workers moving between companies delayed the release of Mario Party 9, finally launched in February 2012, and continued it's predecessor's debacle. Now, the characters don't walk around the board, they drive a car and move all at once, also the system to win was changed dramatically: since the first installment, now you don't collect coins and buy stars, you simply earn them passing by them, and items were removed. Turns don't exist anymore, so a minigame triggers when certain conditions are met.

I tried to find other words, but I couldn't, this is just an immeasurable mistake and an insult to a popular game series like Mario Party. If I'm saying all this, is because 10 is a special number, so if we ever see Mario Party 10 out for the Wii U, for the sake of the whole world, Nintendo needs to walk back to the good old days of Mario Party 5 and its predecessors: no stupid peripherals like that microphone, no stupid changes like the candies and no more s*** as Mario Party 9. The formula of Mario Party has always been a success, why changing it so dramatically? Seriously, the 10th installment should be special, and, even if they follow MP9's footsteps, one thing is for sure: they should include 100 minigames, matching the game's special numeral. I started losing faith in Nintendo years ago, and this game can definitely turn the balance to the right side or crumble it to the point of ignorance of whatever Nintendo does ever again. Hope they don't fail, although they failed by discontinuing F-Zero, so expect nothing good so reality can give you only good news.
When Nintendo has a new game in the works, they always follow one of these rules. Rule number one: a game no one ever thought about. Rule number 2: Mario and his crew are its protagonists. At some points, those rules were mixed together, with very successful results. Examples of rule number 1 include the F-Zero, Pokémon and The Legend of Zelda series. Examples of rule number 2 include Mario Tennis, Mario Golf and Mario & Sonic at the Olympic Games. Examples of a mix between both rules include the Super Mario Bros., Mario Kart and the Mario Party Series.

Mario Party wasn't the first board-game out there, but it included the minigames at the end of each round. Since Nintendo didn't have neutral protagonists at that time, like the Mii nowadays, Mario and his crew were given protagonist of the game. And it was a complete success, so much so that an interesting fact marked the series: the short periods of time between each sequel.

The first Mario Party was released in December 1998, with 53 minigames, 10 boards (4 of which unlockable) and 6 characters. In December 1999, more accurately 368 days after the release of Mario Party (yes, only 1 year and 3 days after), Mario Party 2 was released. 65 minigames, 6 boards (only one of them unlockable) and the same 6 characters, with the addition that the characters now changed outfits depending on the board, and also introduced the use of items and battle minigame places. In 2000, yes, December again, this time few days less than a year (355 to be exact), Mario Party 3 was launched. Minigame number went up to 71, 5 boards plus an unlockable one and the character roster included two more members, totalling 8; it included more items and a special feature in Story Mode called Duel Board that didn't follow up in the next installments, although the Duel minigames did make a return later.

3 installments in less than 2 years. This is a great proof of the game's popularity. But it didn't end there, because there are a total of 9 main installments, 4 for the Gamecube (also released in almost no time) and 2, a lot less successful, for the Wii. I'm focusing on Mario Party 3 for now, but I will return to this point at the end of this review (someone started wondering why?).

So, the last Mario Party installment of the 20th century, also the last one released for the N64. 18 more minigames than the first, 2 more characters but 4 less boards. Logic says it should include more than the sequels, but it backed up a space. Surely it had its reason.

Graphics... Well, nothing new was included regarding to graphics. Characters still looking as Porygon copies, but at least the boards were alright. The environments, either in boards, duel boards or minigames, are very detailed. Not much more to say here, so graphics get a 9.

Sound... Mario Party won't be a series remembered by epic themes or background songs, but still the sound is very detailed, changing melodies and tempo according to the situation: cold and distant for a frozen board, fast tempo for minigames involving chases or button mashing, silent for situations as a golf shot minigame, and many more examples. Sound gets an 8.

Addictiveness... Minigames are selected randomly, so this means that it can take a while to unlock them all. Nevertheless, you have 7 characters to follow the story (one is only available for Party Mode). But as I always say, addictiveness is justified by the game's depth, because the bigger the options are, the more you want to play, so for now I'll simply say that addictiveness gets a 9.

Story... Yes, a star has fallen from the sky, its a star only born once in a thousand years, Bowser is making trouble like always... Any excuse is good to make a party, isn't that what Mario Party is teaching us? Also, the story mode barely has any differences from the party mode, just the duel boards. I don't really think this game has a story behind it, is like saying that Monopoly has an explanation as to why you start with so much money. Rather than a story, it seems more like a background, just an excuse to make a party, that's all. And we need none, so there's no story in my opinion.

Depth... 71 minigames unlocked by pure randomness can become arduous. Many will remember when, out of the 20 four player minigames, only one remains locked, and the roulette stopped everywhere else except the spot where the locked game was. The fact that seven characters can be used for story mode increases play time, and also chances to unlock all games. However, there are eight categories of minigames, so be sure to make happen the necessary circumstances so those minigames can be played. I'm giving depth an 8 for this.

Difficulty... Not many buttons to press on minigames, not many commands to learn on the boards, a big amount of randomness in each board (the dice rolls, the minigame roulette, the bet on battle minigames...), there aren't many facts which lead to think the game can be difficult. Even then, it is. You can always have trouble with a minigame, have bad luck on rolling dices or simply have a bad day and not play at your fullest. Also, the duel boards are complicated. I don't remember depleting my opponent's life a single time, either because it was defending itself or we didn't met each other due to the changing directions. I would give the game a 5 for rather easy gameplay, but duel boards really screw me off, and mistakes are almost not allowed at all or you have to start over again, so I'm upgrading the difficulty level to 7 thanks to duel boards (and thank God they were discontinued in future installments).

As I said before, there are 9 main installments. In October 2002, Mario Party 4 was released for the Gamecube (curiously, it was in North America, Japan got it in November), including 62 minigames (9 less than Mario Party 3, guess we will never know why backing up a space in this aspect), 6 boards (same as Mario Party 2 and 3) and 8 characters, same as MP3 (tired of writing it all each time, please allow me to abbreviate it); it introduced the Team Battle to play as a 2 player team instead as a battle royal and also introduced special effects for items such as mushrooms, which were discontinued in later installments. Mario Party 5 came in November 2003, more than a year after MP4, including 75 minigames, 7 boards and 10 characters; it introduced huge changes to the series as the items being replaced by capsules, erasing the item shop and replaced by a "vending machine" which gave you a random capsule, and the possibility to launch the capsules some distance away so their effect would trigger whenever a player landed on its space; it also removed the battle space and instead a battle minigame occurred randomly when a four player minigame was about to be selected, the battle space being replaced with the Donkey Kong space, a counterpart to Bowser's own space. 355 days after, 10 days less than a year, in November 2004, Mario Party 6 was launched, following the short time range which the series launched its installments, with 82 minigames, 6 boards (never changing that number?) and 11 characters; it added a new twist to the series since it included three turns of day and three turns at night, with some events happening only during the day and viceversa (taken from or served as inspiration for generation IV of Pokémon?), and the use of the microphone peripheral included in the game in specific minigames; MP6 also saw the return of duel minigames, with their own space in the board and their own capsule, and talking about capsules, the item shop also returned, now called capsule shop, also capsules, when launched to another space, either forward or backwards, it changed the space into the player's icon. The last Gamecube installment, Mario Party 7, was released in November 2005, again less tan a year than its predecessor, packing 88 minigames, the highest number ever, 6 boards and 12 characters; the capsules keep gaining categories, the microphone is still used, and it sees the return of 8 player minigames, with 2 players sharing a controller, but not the controls, even if their role in the minigame is the same. Half and a year after, in May 2007, Mario Party 8 was released, already for the Wii, including 81 minigames, 6 boards as traditional, and 14 characters, also, as a Wii game, the Mii can also be selected as playable characters. Here started the debacle of the series, mainly because it replaced the capsules for candies, something I still don't understand, but all games get changes in each sequel, and it's lame it has to be like that. After MP8, some trouble with workers moving between companies delayed the release of Mario Party 9, finally launched in February 2012, and continued it's predecessor's debacle. Now, the characters don't walk around the board, they drive a car and move all at once, also the system to win was changed dramatically: since the first installment, now you don't collect coins and buy stars, you simply earn them passing by them, and items were removed. Turns don't exist anymore, so a minigame triggers when certain conditions are met.

I tried to find other words, but I couldn't, this is just an immeasurable mistake and an insult to a popular game series like Mario Party. If I'm saying all this, is because 10 is a special number, so if we ever see Mario Party 10 out for the Wii U, for the sake of the whole world, Nintendo needs to walk back to the good old days of Mario Party 5 and its predecessors: no stupid peripherals like that microphone, no stupid changes like the candies and no more s*** as Mario Party 9. The formula of Mario Party has always been a success, why changing it so dramatically? Seriously, the 10th installment should be special, and, even if they follow MP9's footsteps, one thing is for sure: they should include 100 minigames, matching the game's special numeral. I started losing faith in Nintendo years ago, and this game can definitely turn the balance to the right side or crumble it to the point of ignorance of whatever Nintendo does ever again. Hope they don't fail, although they failed by discontinuing F-Zero, so expect nothing good so reality can give you only good news.
Administrator
Site Staff Manager, Content Writer, Console Manager
Vizzed #1 Hardstyle fan


Affected by 'Laziness Syndrome'

Registered: 07-03-13
Location: Barcelona, Spain
Last Post: 11 days
Last Active: 1 day

09-20-13 09:23 PM
SacredShadow is Offline
| ID: 887710 | 162 Words

SacredShadow
Razor-987
Level: 152


POSTS: 2750/7753
POST EXP: 960743
LVL EXP: 43614182
CP: 34604.9
VIZ: 985840

Likes: 0  Dislikes: 0
Nice review here man! 1800 words is very impressive and detailed indeed! I think that is an excellent job making a review this long and detailed. If this is one of your first reviews I must say I am impressed! This has all of the good qualities of a good review, nice length, detail, and organization. I think that you should put the categories at the top and then talk about them, for example:

Story: 8
The story of this game is.....

Like that, I think it would look better because it is just easier to read and it looks professional. Overall though, I am very impressed by your work on this review, you put a lot of effort and dedication into making this a great review. I think you should keep making them because you have a lot of potential. So keep up the great work and I look forward to reading your next review! I know it will be awesome! 

Nice review here man! 1800 words is very impressive and detailed indeed! I think that is an excellent job making a review this long and detailed. If this is one of your first reviews I must say I am impressed! This has all of the good qualities of a good review, nice length, detail, and organization. I think that you should put the categories at the top and then talk about them, for example:

Story: 8
The story of this game is.....

Like that, I think it would look better because it is just easier to read and it looks professional. Overall though, I am very impressed by your work on this review, you put a lot of effort and dedication into making this a great review. I think you should keep making them because you have a lot of potential. So keep up the great work and I look forward to reading your next review! I know it will be awesome! 

Vizzed Elite

Affected by 'Laziness Syndrome'

Registered: 01-14-13
Last Post: 366 days
Last Active: 333 days

Links

Adblocker detected!

Vizzed.com is very expensive to keep alive! The Ads pay for the servers.

Vizzed has 3 TB worth of games and 1 TB worth of music.  This site is free to use but the ads barely pay for the monthly server fees.  If too many more people use ad block, the site cannot survive.

We prioritize the community over the site profits.  This is why we avoid using annoying (but high paying) ads like most other sites which include popups, obnoxious sounds and animations, malware, and other forms of intrusiveness.  We'll do our part to never resort to these types of ads, please do your part by helping support this site by adding Vizzed.com to your ad blocking whitelist.

×