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12-16-15 07:33 PM
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Minigame Collection

 
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12-16-15 07:33 PM
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EX Palen
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Here I am yet again, going through the 82 minigames Mario Party 6 includes. As always, this guide offers detailed information of each minigame and how they are obtained.

The categories you will find in this guide are as follows: 4 players, 1-3 players, 2-2 players, Battle, Duel, Bowser and DK. A new and unique category is introduced in this game, which is named Rare. Five more minigames are found in a special mode, taking advantage of the newly added microphone add-on, which are found, between other things, in its specially dedicated Mic mode.

4 players, 1-3 players and 2-2 players are played after a round ends in Party mode. In some cases, a situation depicting a 4 players minigame is switched to a Battle minigame instead, where coins are recollected from all players and then distributed as prizes, with the minigame being chosen by voting. Also, if the mic is connected/enabled and (one of) the player(s) ends up being the solo character in a situation depicting a 1-3 players minigame, it can sometimes be changed into a Mic minigame. Duel minigames happen mostly when a player lands on a Duel Space, although during the five last rounds at Party mode they also happen when a player lands on a space already occupied by another player; in any case, they are 1-1 face offs with the prize being decided as a previous bet, which can include even stars. Bowser minigames are unlocked when Bowser declares to play them whenever he appears after a player lands on his space, with the loser(s) of said minigames losing whatever Bowser declares at the time. DK games follow a similar scheme, happening randomly when a player lands on DK’s space, but all of his minigames act the same as bonus minigames (see below), turning the collected bananas into coins. Finally, Rare minigames are unlocked in Solo Mode or purchased from the Star Bank, but can only be played via Minigame Mode.

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

Two more things to note before beginning. The first one is the day and night system. This game is focused towards the battle between the Sun and the Moon, reflected in Party Mode where the day turns into night and vice-versa every three turns. While this change is merely aesthetical in some games, like lighting up the buildings and such, there are a few others who do get a revamp depending on whether they are played during the day or the night. Also, some minigames are played in a single environment, mostly day only; this will also be noted down on that minigame’s entry.

The second thing to note is the mic. While you can connect it and play by shouting or whispering the commands, you can also play it through your GameCube controller by changing the settings in Option Mode. Playing with the mic is always preferred, as it allows you to fool other human players by giving out commands with the mic off (button not being pressed) or say hidden commands that aren’t shown on the game’s rules or available through the controller.

With no more delay, here are the 82 minigames of Mario Party 6.

4 Players

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

The players stand in a 4x4 square composed of 16 lights, 8 yellow and 8 red. Each light will randomly light up for a few seconds, fading to blue before completely disappearing. Ground Pound a glowing panel to score a point. You have 30 seconds to collect as many points as possible. If a player gets Ground Pounded, it will be left stunned for a few seconds.

Odd Card Out: A, B or X to pick a card

You are presented three cards depicting a determined character. One of them, however, is different from the other two. You have five seconds to determine which one is different. When a player makes a pick, the round ends; if it was the correct one, a point is earned, but if it was incorrect, the player will be flattened by a Thwomp and miss the next turn. The first player to attain two points is the winner. Be careful, because while some differences are clearly obvious, some others are incredibly subtle.

This minigame is always played during the day.

Freeze Frame: Control Stick to move the viewfinder, A to take a photograph

You have 10 seconds to take a photograph. Not a normal one, of course, as you have to try to catch as many Goombas as you can. Said Goombas are hidden, and will seldomly show themselves. The more you catch, the more points you earn. While the Goombas earn one point each, there are special characters that give three points; during the day is Shy Guy and during the night is an UFO. The player that earns the most points is declared the winner.

What goes up…: Control Stick to move, A to jump

In the day version of this game, you must climb the highest possible altitude within 30 seconds. You will have to avoid and step over Paratroopas flying by or remaining stationary. Very similar to Leaf Leap from Mario Party 5, except that this one has more movement and lacks a personal record to beat.

In the night version, the minigame’s objective is the opposite: you start at an altitude of 200 meters (should be the same as yards) and you must fall down to the bottom in the least possible time. Controls are the same, but obviously in this occasion you won’t be jumping.

Granite Getaway: Control Stick to move, A to jump

Time for some Indiana Jones! Yep, this minigame is a parody of the famous scene where Indiana is being chased by a giant boulder. Just that this time, there are four intrepid adventurers instead of only one. You simply have to get away from the rock until you reach the goal. Through your path there will be tons of rubble to be jumped over, stairs and even a little bridge, a short stretch where all four players won’t be able to go side by side. Survive the stampede, get to the goal and you will win.

This minigame is always played during the day.

Circuit Maximus: Control Stick to move

Time for some electrifying action at its most literal meaning. You’re placed in an octagon, each section separated by walls and gates, and said octagon gets filled with Amps. You must complete a full lap through the octagon as fast as you can. Avoid the Amps at any cost, as touching them will leave you stunned for a few precious seconds. Be sure to check all the Amps in every section, since some remain stationary, but others move around freely, sometimes even colliding between them for a more erratic and unpredictable movement.

Personal record: 20”42

Catch You Letter: Control Stick to move

For 30 seconds, letters will fall from the sky onto the playing area. Within that time limit, you must collect as many as you can and give them to the wandering Shy Guy. Letters are grabbed and given upon contact, and you can only carry one at a time. Shy Guy will be erratically running through the playing area, and catching it can be tricky at times. Also, you may hear a special sound while playing, signaling a love letter, colored pink, has fallen over. Normal white letters award you one point when given to Shy Guy, but love letters are worth three points. As always, when the timer hits zero, the player with the most points wins.

Snow Whirled: A, B, Y, X pressed in order

The players line up facing a ramp, after which they must rotate as many times as they can before landing. To rotate, just press the listed buttons in order continually. Each button pressed represents 90 degrees of rotation, so one combination means 360 degrees. The player who has rotated the most times will be declared winner.

Personal record: 4230º

Daft Rafts: Control Stick to move, A to jump

Players are placed on a raft heading to a waterfall. In order to avoid falling, you must jump to all the upcoming rafts and manage to make it towards the last raft, piloted by a Koopa, that will take you away from the fall. Upcoming rafts can be of different shapes and sizes, like moving rollers, and some can even have their own movement pattern, like a tree trunk separating in two. Some may also have enemies you must avoid, Spinies during the day and Podoboos during the night. Also, don’t fall in the water. Any player that makes it past the many rafts and onto the goal raft wins the game.

Tricky Tires: Control Stick to control the left tires, C-Stick to control the right tires

You must drive your buggy to the goal avoiding all the obstacles. Controlling the buggy isn’t easy, as you can deduce from the controls. First you will have to avoid a triangular formation of stationary Whomps, then pass under the line of Thwomps that seldomly appear from thin air to smash the ground, and finally some moving yellow bars before reaching the goal. Not an easy game to master due to the controls and the movement of the buggy, but since there’s no time limit you can practice a lot every time you play.

Treasure Trawlers: Control Stick to move, A to let the crane down

You stand in a pool surrounded by columns, driving a strange aquatic vehicle with a crane. The goal is to collect as many hidden treasures as you can. Move around the pool, and when your controller rumbles (or a “!” sign appears, if the rumble setting is off), let down your crane to pick up a hidden treasure. You can pull up a treasure chest, worth one point, a golden chest, worth three points, or a Bob-omb, which will stun you temporarily. The player with the most points after the 45 second time limit is the winner.

HIDDEN TIP: If you try to dig for a treasure just as the clock hits 0, you can still earn any treasure you find, effectively turning the tides at the very last second.

Memory Lane: Control Stick to move

Shy Guy will walk across the crystal platform, marking an specific path. You must replicate the exact same path to get to the goal. If you step in a square outside of the path you must follow, the crystal will break and the character will fall down, being respawned on the last correct step it took. Since there’s no time limit, it’s better to not rush yourself and not sacrifice some precious seconds by falling down.

Mowtown: Control stick to change direction, A to move forward and mow, B to move backward (not mowing)

Each player starts on a corner of a small square. The goal is to mow as much grass as you can. Hold A to move forward and mow, but be careful not to collide with other players or the outer walls. The controls are somewhat tricky, so it can take a bit of time to get used to them. The mowed grass will form a pile on each player’s basket, and the one who has the highest pile will be the winner.

NOTE: In my opinion, a limit of 30 seconds seems a bit too much for such a small square, but maybe it’s only me.

Cannonball Fun: Control Stick to move, A to fire, L to tilt left, R to tilt right

Players are piloting hovercrafts around an arena filled with tree trunks. The aim is to hit your opponents with your cannons. Be careful, you have two cannons, one at the right and one at the left of your craft that will fire alternatively, so precise aiming is required. You have 60 seconds to land five hits on your opponents. If you get hit, however, you will be stunned for a while and also have a faded figure as if recovering from the hit, but under this faded figure you can still move and fire while being unable to receive any hits.

Note to Self: Control Stick to move, A to jump

Players are lined up in a small closed environment, with three big musical bubbles describing horizontal trajectories. The point of the game is to hit the bubbles as many times as you can. Every time the bubbles are hit, they produce a characteristic sound for each player and a musical note of a characteristic color for each character, and their trajectory is changed. If you jump over other players, not only will you stun them for a while, you will also jump a lot higher. After the 30 second time limit runs out, the player who hit the bubbles the most times is declared winner.

Same Is Lame: A, B, L, R pick a button

Each player is standing on a platform. You have five seconds to press any of the buttons. After the time runs out, the choices will be shown, and those players who pressed a button different than the rest rise up a level. To win, you must rise up three levels. During the five second period, you can change your button choice as many times as you want, so try to fool other players in the very last second.

This minigame is always played during the day.

Lift Leapers: Control Stick to move, A to jump

You have five seconds to turn the lever and obtain a capsule from the machine. First, a small capsule comes out of the machine that hints what you’re going to earn. Then, a large capsule comes out giving the player his/her reward. The rewards can be one coin, ten coins, twenty coins or a Thwomp. It’s very easy to notice when you earn the Thwomp when the small capsule comes out. A game based purely on luck, good thing it’s a bonus minigame and not a normal one.

This minigame is always played during the day.

Personal record: 37”54

Blooper Scooper: Control Stick to move, A to swim

The players get caught in a whirlpool created by a giant Blooper. For 30 seconds, the players must swim to evade getting grabbed by the Blooper. You will have to avoid obstacles like wooden boxes, barrels and even the Blooper’s tentacles; hitting any of those obstacles will stun you for a while, dragging you towards the Blooper. Any player getting too close to Blooper will be eliminated.

Trap Ease Artist: A to drop the cage

Players stand outside of a ring, which contains a ton of Goombas roaming freely. The goal is to catch as many of them as possible with your cage. The cage deploys a shadow on the ring, so you know how many Goombas will get caught if it drops. You have 10 seconds to select the best moment to drop the cage. Normal Goombas award one point, and golden Goombas award three points. Of course, golden Goombas are more elusive and move faster than normal ones, so catching them requires precision and perfect timing. The player that gets the most points is declared the winner.

This minigame is always played during the day.

Pokey Punch-out: Control Stick to move, A to jump, B to punch, A-B to jump kick

The players stand in a deserted rink, where several Pokeys appear from the ground. The goal is to punch out as many Pokey segments as possible, with each segment punched out granting one point. Punching or kicking another player stuns them for a while, and kicking the head of a Pokey destroys all its segments, giving out a ton of points in a single hit. You have a “podium” from which you can jump to greater heights to kick the head of a tall Pokey. After the 30 second time limit, the player with the most points is declared the winner.

Money Belt: A to open a box

Players stand in front of a conveyor belt, like if they were checking the contents of cabin-size bags in an airport. The x-ray machine at the start of the belt will show what’s hidden under each box: a coin, a bag containing five coins, a boxing glove stunning the player for one turn, a Bob-omb stunning the player for two turns or nothing at all. You have 30 seconds to collect as many coins as possible. Precise timing and control of the wanted boxes is required here, as well as a bit of memory.

This minigame is always played during the day.

Sunday Drivers: A, B, X, Y, L, R press as instructed

The players stand in a golf field. The point of the minigame is to hit ten balls as fast as possible. The Shy Guy standing behind each player will show them which button to press. If pressed correctly, the player will hit the ball full force, but if pressed incorrectly, the hit results in a flub.

Personal record: 22”34

NOTE: This minigame receives a little modification when attempting Decathlon, you have 30 seconds to hit as many balls as possible. In this variant, the hidden tip in Treasure Trawlers doesn’t apply, as any button pressed when the timer hits 0 is rendered invalid.

Throw Me a Bone: A to throw the bone

Players stand atop a Chain Chomp, and must throw bones to guide the Chomp towards the goal. You will see a purple arrow moving from side to side, and pressing A stops the arrow, throwing a bone in that direction, which Chomp chases after. If Chomp hits a column, it will be stunned for a while in the spot, losing valuable seconds and also distance. The first player to cross the goal line will be declared winner.

Personal record: 32”82

1-3 Players

Cash Flow

Solo player: Control Stick to move

Team: Control Stick to move

The players are placed on a water slide. The solo player is riding a raft, while the team members slide down normally. The goal is to collect as many coins or bags of coins as possible as you go down the slide. On your way to the goal, you will find Spiny Shells, which will stun the solo player for a while and/or eliminate any team member on contact, so try to avoid them.

Sink or Swim

Solo player: Control Stick to move, A to drop a mine

Team: Control Stick to change direction, A to swim

The solo player stands on the shore of a pond, with the team members diving deep into its waters. For 30 seconds, the solo player will have to hit the team members by dropping mines over them. The team cannot always stay underwater, they have to breathe every once in a while, and if they run out of air, they will immediately surface, being left wide open. If a single member of the team survives the assault, the team wins. It’s very easy to win as the solo player in this minigame.

Snow Brawl

Solo player: Control Stick to move, B to create a snowball, A to throw the snowball

Team: Control Stick to move, B to create a snowball, A to throw the snowball

The players stand on a snowy rink, the team at one side of a red line delimiting a field and the solo player at the other side. The solo player will have four Ukikis as additional teammates. The goal of the minigame is to hit the opposing player(s) with a snowball, freezing them. The solo player can use the Ukikis as shield, but the team is wide open. The time limit is 60 seconds; if the solo player is hit by a snowball, no matter how many Ukikis there are left, it’s the team’s win, but if all the team members get frozen, the solo player will win.

During the night, the solo player will be surrounded by four Shy Guy instead of Ukikis.

Ball Dozers

Solo player: Control Stick to move, A to swing the hammer

Team: Control Stick to move, A to swing the hammer

The players must smash the pegs so the ball can safely progress down the pinball machine. The solo player is given a small orange ball, but the team has a much bigger light blue ball. Smash the pegs with the hammer to destroy them, and the ball will slowly go down as you clear its way. The team must cooperate, as their ball needs a ton of free space to go through. The first side to get their ball to the goal will win.

This minigame is always played during the day.

Surge and Destroy

Solo player: Control Stick to move the orb horizontally, C-Stick to move the orb vertically

Team: Control Stick to move, A to jump

The team stands on a platform, while the solo player controls the electric ball, with the intent of knocking out the team. The team must avoid being touched by the ball for 30 seconds, and if at least one of its members survives, the team wins. If the team members touch the electrical streams, they will be stunned for a brief while.

TIP: The team members must be careful to not stomp over a partner. Not only makes that partner slower to move, the jumping player will also be more exposed to be hit as it will be unable to land and maneuver properly. This minigame is only played during the day.

Pop Star

Solo player: A to swing the hammer

Team: A to jump, A-A to Ground Pound

The goal of this minigame is to inflate a balloon until it pops. The solo player counts with a hammer to hit a pump, while the team members each have a pump they must Ground Pound over. The first side to pop the balloon wins. Fairly easy to win as solo, mashing the A button is way faster than Ground Pound, even if the team members work as one.

Stage Fright

Solo player: Control Stick to move

Team: A to shoot a ball

The solo player stands on a platform, while each of the team members stand on moving platforms armed with cannons to knock out the solo player. The solo player will have to avoid all the balls shot by the team for 30 seconds in order to win. Each platform moves differently, the blue one moves very slowly, the green one moves at average speed and the red one moves fairly fast. It’s possible for a member of the team to get shot from behind by a teammate, which leaves that player stunned for a while.

This minigame is only played during the day.

Conveyor Bolt (daytime)

Solo player: Control Stick to move, A to drop a bolt

Team: Control Stick to move

The team members stand on a conveyor belt, while the solo player rides a cloud above them. The team members must avoid the bolts dropped by the solo player, as well as the spikes that pop out from the conveyor belt. The bolts remain plugged to the ground until they reach the end of the conveyor belt. If at least one of the team members remains after 30 seconds, the team wins.

Conveyor Bolt (nighttime)

Solo player: Control Stick to move

Team: Control Stick to move, A to drop a bolt

While it’s the same minigame, the roles are switched during the night. Now, each team member rides a cloud over the solo player, who stands on the inactive conveyor belt. The bolts last for a brief while, as now a lot more can be dropped, and since the belt isn’t functional, no spikes appear from the ground. If the solo player survives the assault for 30 seconds, the team will lose.

Crate and Peril

Solo player: Control Stick to tip the box

Team: Control Stick to move

The team members stand inside a crate, held by the solo player. The solo player will shake the crate, trying to make the Spiny Shells inside it to touch the team members, while they try to avoid them. If at least one of the team members survives after 30 seconds, the team will win.

This minigame is only played during the day.

Ray of Fright

Solo player: L to rotate clockwise, R to rotate counter-clockwise, A to fire the laser

Team: Control Stick to move

The three players stand inside an odd-shaped rink, with the solo player controlling a machine capable of firing lasers from both its front and back ends. The solo player must blast the team members with the laser, taking advantage of the wall rebound, but the laser only lasts a few seconds. After 30 seconds, if any of the team members remains, the team will win.

This minigame is only played during the day.

Dust ‘til Dawn

Solo player: Control Stick to move, A to dust

Team: Control Stick to move, A to dust

The players are locked inside a house, which is full of dust. The solo player will have to clean a small room, while the team will have to clean the main saloon. Whichever side finishes first will be given the win. The team has big chances of emerging victorious here, only a coordination mistake can ruin it.

1-3 Mic

As noted at the beginning, you can play through mic or controller. By playing through controller, you need to press R to open up the command window, browse with the control stick and select with A, while you only need to whisper/shout the commands through the mic. Following what I said in the introduction about hidden commands, I will detail only the default commands in the controls and specify any existing hidden commands in the description.

Verbal Assault

Mic player: “FIRE”, “MISSILE”, “LASER”, “DROP BOMBS”

Team: Control Stick to move, A to shoot

The solo player controls a massive battleship, armed with various weapons, while the team members control small walkers armed with two shields and a rapid-fire cannon. The team will try to take down the solo player, and the latter will try to take down the team, with the first side going down being the loser. This minigame seems like a boss battle, the team members can only withstand two hits, with the third eliminating them, while the solo player has a much higher “life”. As such, is far easier to win being the solo player.

“FIRE” opens up two flamethrowers in the front of the battleship, which rotate from side to side, throwing flames at a short range. “MISSILE” brings forth several devices which launch a handful of missiles in a spread formation. “LASER” launches two parallel beams that last a short while. “DROP BOMBS” launches multiple bombs from a hatch on the top of the battleship in any direction, creating a pillar of fire upon exploding that lasts a brief while. This game has three hidden commands available only through mic: “BULLET BILL” launches a single Bullet Bill that homes in on a random enemy; “GOOMBA” shoots several Goomba from the hatch on the top that roll down the alleyway; “GEARS” launches several gears, like spare parts of the ship, with the only intent of hindering enemies, it is also launched with a sound that evokes a malfunction.

Shoot Yer Mouth Off

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

Team: Control Stick to move

The team members stand on a small ring, while the solo player stands on a commanding platform. The solo player will give commands to the three Shy Guys that are in charge of the delivery belts, deploying whatever weapon suits the shouted number. The team must last 60 seconds evading all the weapons, so it’s fairly easy to win as the solo player here too.

“1”, “2”, “3”, “5”, “6” and “7” will drop a Bob-omb on the ring, which will pursue the players for a while until it turns red and explodes. “4”, “8” and “9” unleash a Bullet Bill, which travels in a straight line. There’s a hidden command available only through mic, which is “0”, and it will drop three Thwomps on a random location. The Thwomps cover a large area, but the Shy Guy don’t proceed or take any orders until they fade, so it’s not that useful.

Talkie Walkie

Mic player: “LEFT”, “RIGHT”, “FORWARD”, “BACKWARD”

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

The solo player must reach the treasure chest at the end of the road, while the team members throw Spinies to hinder or hit the solo player. The solo player will only move one tile per order, and cannot take any orders while moving. If the solo player falls from the stage, gets hit by a Spiny or lets the 60 second time limit burn out, the team will win. Since the solo player can move faster than the Spinies fall, it is rather easy to avoid them.

The commands need no explanation. Each order makes the player move one tile on the shouted direction. No hidden commands in this minigame.

Word Herd

Mic player: “LEFT”, “RIGHT”, “UP”, “DOWN”, “SCRAMBLE”

Team: Control Stick to move, B to punch

The team stands inside a corral full of Goombas, as the solo player stands in a house above the corral giving commands to the Goomba herd. The team has 30 seconds to punch all Goombas out of the corral, and the solo player must guide the herd through the corral away from the team members. If at least one Goomba remains after the time limit fades, the solo player wins. Given the high number of Goombas, the solo player has some kind of an edge, even more considering Goombas can only be punched out of the corral when they are close to the edge.

“SCRAMBLE” makes the herd disperse, while the rest of the commands don’t need any further explanation. There’s a hidden command available only through mic, which is “UKIKI”, this command will make one of the Ukikis standing in the surrounding trees throw fruits to a random player to stun him/her for a while, and after that the Ukiki goes away. Once all three Ukikis are gone, this command cannot be used anymore.

Fruit Talktail

Mic player: “STRAWBERRY”, “APPLE”, “GRAPE”, “BANANA”, “MELON”, “ORANGE”

Team: Control Stick to move, A to jump

The team members stand on a rink comprised of many tiles with fruits depicted on them, and the solo player stands on a solid platform away from them. The solo player will shout one of the available fruits, and all the tiles which have a different fruit depicted will collapse. The solo player must bring down all the team members through this method, failing to do so after the 60 second time limit fades results in the team’s win.

The commands need no further explanation, and there are no hidden commands in this minigame either.

2-2 Players

Garden Grab: A, B, X, Y, L, R press as displayed

Both teams stand side by side trying to pull an enormous carrot from the ground. The players will have to alternate pressing any button displayed, and nearing the end, they must mash the button shown. The team that manages to pull out the carrot first will win.

Pixel Perfect: Control Stick to move, A to jump, A-A to Ground Pound

Each team stands on a grid platform, with another grid serving as display above them. The display will show a picture, which the teams must copy. Ground Pounding over a tile changes its color from black to white and vice versa. Each round lasts 20 seconds, and the first team to correctly copy two pictures will be the winner. Be careful not to Ground Pound your teammate, as it will be left squished and unable to move for a while.

This minigame is only played during the day.

Slot Trot: A to spin the wheel backward, B to spin the wheel forward

Both teams stand atop a peculiar slot machine, with a Lakitu in the middle of both showing a pair of pictures. The goal of the minigame is to spin the wheel until your picture matches that of Lakitu. Each round lasts 15 seconds, and the first team to match its pictures three times will win. Be careful, because it’s possible for both teams to score in a single round, and thus the minigame can end in a draw!

This minigame is only played during the day.

Gondola Glide: A or B tap repeatedly as displayed to move forward

Both players ride a gondola (nope, not Venetian style) in an attempt to reach the goal first. Across your way, you will go through star gates that can change the button needed to move forward. Be careful, as pressing an incorrect button activates the brakes. The more you mash the displayed button, the faster the gondola will glide. The team that makes it first to the goal will win.

Personal record: 24"48

Light Breeze: L/R alternate to move the fan

Each player is tasked with providing enough energy to light up their side of the bay. To do so, they must create a breeze with their fans so the turbines can rotate. The created energy will start to light up the bay until it reaches the lighthouse. You can measure how much energy you must produce by a meter at the top of the screen, which must be completely filled. It is filled by both sides, one per player. The first team to light up its side of the bay will win.

This minigame is only played during the night.

Body Builder: A to jump

Each team must build a robot. To do so, they take turns into hitting a block, which will drop a piece on a central platform to build the robot. The required piece is lit up so you have an easier time locating it. Hitting the desired piece will start building the robot, but an incorrect piece will simply fall off and the turn will pass onto your teammate. Four pieces are needed to assemble the robot (feet, lower body, arms and head), and the first team to fully assemble their robot will win.

This minigame is only played during the day.

Mole-it! (daytime): Control Stick to move, A to jump

Each team will be placed below a set of pipes, from which Monty Moles will appear. Teams have 30 seconds to hit as many Monty Moles as they can, with normal ones granting one point and golden ones granting three points. Be careful, as sometimes Piranha Plants will also appear, and hitting them will stun you for a while.

Mole-it! (nighttime): Control Stick to move, A to jump, A-A to Ground Pound

In the night version, the players stand atop the pipes instead of beneath them, and Monty Moles must now be Ground Pounded in order to earn points. The rest of the daytime rules apply as usual, after 30 seconds, the team with the most points wins. This variant is harder than the daytime one, as it’s easier to simply smack the moles, Ground Pounding takes a bit more time.

Cashapult Control Stick to move

In this bonus minigame, players take turns into seeking for coins above the clouds. One of the players, chosen at random, will jump into a double sided catapult, with the teammate jumping into the other side, propelling the former into the air. Above the clouds, several coins are scattered. When that player lands, it will send the teammate above the clouds. This process repeats one more time, so you have four rounds in total to get as many coins as possible.

Jump The Gun

Player on the cannon: Control Stick to move the cursor, A to shoot a Bullet Bill

Player jumping: Control Stick to move, A to jump

One of the team members will control a cannon and shoot Bullet Bills to build a bridge for the other player to cross and get to the goal. The player controlling the cannon must be very careful, as it must not leave a big empty space between Bullet Bills or its teammate will fall down, being respawned onto the last Bullet Bill it stood upon. You can leave at most three empty spaces if your teammate will jump horizontally, at most two empty spaces if it will jump upwards, and at most four empty spaces if it will jump downwards. The first team that manages to work its way towards the goal will win.

Rocky Road: Control Stick to move, A to jump, B to punch, A-B to kick

Each team sits at the back of a car driven by a Shy Guy. On your way to the goal, several boulders will appear, which you and your teammate must destroy so the car can keep going. You will find a total of five obstacles on your way: two small boulders mark the first two, then one boulder, then three boulders, then two large boulders and one final massive boulder. Be careful to not hit your teammate, or it will be left stunned for a while, even after the boulders have been destroyed, delaying the advance of the car. The first team to make it to the goal will win.

Clean Team

Player with the sprayer: Control Stick to move, A to spray foam

Player with the wipe: Control Stick to move, A to wipe the window

Both teams face a building, which has some dirty windows. The player carrying the sprayer will have to spray foam on all of the dirty windows so its teammate can wipe it out, cleaning the window. There are stairs at each side of the building and platforms on every floor, which can sometimes be blocked by buckets. The first team to successfully clean the whole building will win.

Burnstile: Control Stick to move, A to jump

Both teams stand on one side of a spiky turnstile. The turnstile will start spinning, gaining speed over time, and the players must jump to avoid being hit. Any player hit by the turnstile or falling in the surrounding lava will be eliminated. The last player standing gives its team the win.

This minigame is only played during the day.

Battle

Hyper Sniper: Control Stick to move the scope, A to shoot

Players stand on platforms, armed with some kind of gun, with a target screen in front of them. The target screen will start scrolling, as different targets appear. Hitting any of those just once “dismantles” the target, leaving an empty space. The targets are of different sizes, depending on the number of points they award: big light red targets with a 10 printed on them, medium sized green targets with a 30 printed on them, smaller blue targets with a 50 printed on them, and very small purple targets with a 100 printed on them. There also exist big Bowser targets, which revert the score of the player that hit it to zero. You have 30 seconds to amass the highest possible amount of points.

This minigame can only be played during the day.

Insectiride: Varying controls

A race minigame with a bit of luck factor. Each player must select one of the available machines, with the added quirk that players make their choice one by one, so the first player can choose at will and the last player is forced to get the remaining machine. After the picks have been made, the race starts. Each machine functions differently, so here are the controls for each one.

Mechahopper: You will be shown an eight button combination to input, which can be composed of the A, B, X, Y, R and/or L buttons. After each combo is done, the hopper will jump forward. Missing a button has no effect, so this machine is very useful.

Mechasnail: The snail will extend its neck out, and you must press A at its farthest possible point. The snail is absurdly slow, so it should be left for the last remaining player to choose.

Mechabeetle: The beetle will show a single button every time, which can be either A, B, X, Y, R or L. If pressed correctly, the beetle will move forward. If pressed incorrectly, the beetle will malfunction, and you will be presented a different button to press. Not bad, but inferior to the hopper, only use it if your reflexes are above average.

Mechaladybug: The ladybug will show a single button, either A, B, X, Y, R or L, and said button must be pressed ten consecutive times so the ladybug can move forward. It is very fast, due to the button mashing required, so it’s a safe choice for victory alongside the hopper.

Stamp By Me: A to stamp to the right, B to stamp to the left

Players stand on a platform between two conveyor belts carrying sheets of paper, each moving at a different speed. Players must stamp as many papers as they can, and they earn one point per stamp. However, for the point to be earned, the stamp must be made when the paper is right besides the player. After 30 seconds, the player with the most points will be declared the winner.

This minigame can only be played during the day.

Wrasslin’ Rapids: Control Stick to move, A to jump, B to punch, A-B to kick

Players stand on board of a raft, as it goes down a river. The point is to eliminate all other players by throwing them off the edges of the raft. A punched player will become impossible to hit for a few seconds, and a kicked player will be left stunned for a while too. Jumping over a player will squish it, greatly hampering its movement. After a while, obstacles start appearing along the way, stunning any player they hit. Any player thrown off the edges of the raft into the river is eliminated, and any player standing tall when the raft comes to a standstill will win.

Strawberry Shortfuse: Control Stick to move the cursor, A to select

Players enter a kitchen where there are two rows of five Ukikis serving as waiters. Five of them will carry a piece of cake on their tray, while the other five will carry a bomb instead. Before the minigame starts, the Ukikis will scramble, making it very hard to follow the five which have a piece of cake under their tray. Players will then take turns to try and find all the cake pieces. Any player that picks a cake piece moves to the back of the line and continues playing, but if they pick a bomb they are eliminated. If all pieces are found on the first delivery, the Ukikis refill their trays and the search begins again until only one player stands, which will be declared the winner.

This minigame can only be played during the day.

Control Schtick: Control Stick to control the left hand, C-Stick to control the right hand

Players stand atop a platform, with a big screen before them. The screen will start a three second countdown, showing two direction arrows after that for a brief while, which the players must copy with their hands. Copying a wrong direction makes the player fall through a hole under its platform, eliminating it. As rounds pass, the speed will steadily raise, even in the countdown, so you can never let your guard down. The last player standing will be declared the winner.

This minigame can only be played during the day.

Duel

Like in the previous installment, there are three areas where these minigames unfold: the Dark Area, where minigames are only played at night, the Garage Area and the Space Area, the latter two played only during the day.

Light Up My Night: Control Stick to move, A to light up a candle

Players stand in the middle of a labyrinth-like saloon in the Dark Area, equipped with a torch. The goal is to light up five candles, located anywhere in the obscure saloon. Your sight is very limited, so it’s not easy to search the candles. There’s no time limit, but the first player to light up five of the 9 candles will clinch the win.

Cog Jog: Control Stick to move, A to jump

In the Garage Area, players stand on a platform in the left, with the goal in a platform to the right, and in the center there’s another platform with a Thwomp. Players will race to reach the goal first by jumping over the different gears. Each gear has a different movement pattern, as well as size, and the movement pattern is inverted every time the Thwomp stomps the ground. If you fall off, you will be respawned in the starting platform. Time limit is 30 seconds.

Black Hole Boogie: A press repeatedly to swim

A black hole is created in the Space Area, and the players are seen swimming away from it. Mash the A button to get away of it. The hole will gain sucking power over time, making it harder to keep up. If a player gets sucked in, it’s game over.

Full Tilt: Control Stick to move, A to jump

In the Garage Area, each player is presented with a bridge they must walk in order to cross the void. The bridge will tilt from one side to the other, then remain stopped for a while, and the cycle starts again. Due to the twisty nature of the bridge’s path, shortcuts are possible, but be careful, as falling down means being respawned at the start, or checkpoint if you reached it, losing some valuable seconds. Reach the goal before your rival to win. Reminds me of Paths Of Peril, for Mario Party 4, but with a tilting bridge instead of a solid rock path in the desert.

Personal record: 17”44

Sumo of Doom-o: Control Stick to control the left wheels, C-Stick to control the right wheels

A sumo arena has been created in the Garage Area. However, the players won’t fight, they will be riding the buggies from Tricky Tires! The goal is simple: knock your rival off the ring. The buggy is hard to control, and the ring isn’t big either. What’s worse, every few seconds the Thwomp “judge” will stomp the ground, making the rim of the ring to fall off and thus shrinking the arena, until only the middle part stands. You have 30 seconds to knock off your rival or be knocked off.

O-Zone: Control Stick to move, A to jump, A-A to Ground Pound

Another arena has been created in the Garage Area, but this time it’s a rotary panel. At the start, all the panels are shown, but then the platform spins a bit and blacks out the panels. Players must Ground Pound the panels in order to find three red O’s before their rival does in order to win. Two more panels exist, a blank one and a blue X one, the latter of which will throw a lightning bolt at the player that discovered it, stunning it for a while. The platform only does a 360 degree spin, so if you manage to memorize the location of several O’s in the brief time you’re presented the panel, you can easily win.

Pitifall: Control Stick to select a rope, A to confirm

A luck-based minigame. Three ropes are deployed on the central platform of the Garage Area, and the players must choose one of them, meaning one will remain unchosen. After this, it’s pure luck: the players will swing the rope and jump, attempting to reach an unseen platform. Only one of the three ropes leads to the platform, and if you manage to pick that one, you win. If both players choose a rope that doesn’t lead to the platform, a Fly Guy will retrieve one player AT RANDOM and make it land on the platform, thus giving it the win.

Mass Meteor: Control Stick to move

Players are floating in the Space Area, swimming forward and stopping before entering a massive asteroid field. You must worm your way through the incoming asteroids, trying to avoid them at all costs so as to not lose time, and get to the goal before your rival. Sometimes, if you think you’re losing too much time, you can purposely clash against an asteroid, while it leaves you stunned, it also gets the asteroid out of the way! Another quirk this minigame has is that the screen is divided horizontally rather than vertically, as usual.

Lunar-tics: A to fire thrusters

In the Space Area, both players are falling down towards a landing platform. With the jet pack attached to your back, you must hold your fall to land as close to 0.00 as possible. The timer can go into negative numbers, meaning that a player can win with the timer at -1.00 seconds or even lower.

A good strategy for beginners is to hold A until the timer reaches 4 seconds left and then let go. This will let you land very close to 0.00 and clinch an easy win.

T Minus Five: A to jump, A-A to Ground Pound

Players stand on teleport platforms in the Space Area. The point of the game is to teleport yourself through the panels by Ground Pounding when they are lighted up. As the player is teleported closer to the rocket, the panels light up faster with every teleport. If you accidentally Ground Pound a non-lighted panel, you will be electrified and stunned for a while. The first player to land five correct Ground Pounds will be teleported to the rocket, clinching the win.

Asteroad Rage: L to switch lanes to the left, R to switch lanes to the right

Players ride a spaceship in a “spatial highway” in the Space Area. Such highway, however, is full of asteroids, which you will have to avoid by switching lanes to either side. As time passes, the spaceship accelerates a bit, and more asteroids fill the lanes, making it harder to react and avoid. Any player crashing against an asteroid is eliminated, thus giving the win to the opponent. However, it’s very possible that, after the 30 second time limit, none of the players has been eliminated, which results in a draw.

Boo’d Off the Stage: Control Stick to move

Players stand in the Dark Area, watching as the gaseous Red Boos pass by. The goal is to avoid being touched by a Red Boo. The arena has some walls to difficult movement, and also Red Boos can come from any direction and be of variable sizes, the biggest of them covering like half of the arena. Any player touched by a Red Boo loses, but if both players remain after the 30 second time limit expires, a draw is declared.

Boonanza: Control Stick to move

The arena in the Dark Area is finally free of any walls, but has included two corrals on its sides. Players will have to round up as many Red Boos as they can inside their corral within the 20 second time limit. When you approach a Red Boo, it gets away from you, so you must move behind a cluster of Red Boos to move them all towards the corral. You will have a counter on the top of the corral showing how many Red Boos you round up, so when the timer expires, the one who caught more Red Boos is the winner.

Trick or Tree: Control Stick to select a tree, A to confirm

Four trees stand outside of the arena in the Dark Area, each of different size. Before the minigame begins, the trees shuffle, and once they settle down, each player picks one of them. The tallest tree is at the left when the minigame starts, but it’s hard to follow it, specially when all trees “merge” together into a single silhouette, so you will rely more on luck than anything else. Once the players make their choice, they jump on their selected tree’s branches, and climb up to its highest branch. The player who selected the tallest tree is the winner.

Something’s Amist: Control Stick to move, A to pick a gemstone

In a rock-enclosed area in the Dark Arena, a mysterious mist covers the ground, which in turn hides precious gemstones. The point of the minigame is to find three. The trees on the outside of the arena will all have their eyes set on the gemstone’s location, so head there and roam the zone until your controller rumbles, or until an exclamation mark appears above your character’s head if the rumble option is turned off, which signals that a gemstone is buried there. After the gemstone is retrieved, the trees shuffle for a bit, not revealing the location of the next one immediately after. The first player to retrieve three gemstones will win.

Bowser

These minigames are all played during the night.

Pit Boss: Control Stick to move

The players stand in an enclosed pit, when Bowser launches a large spiked sphere into it. The players must avoid being hit by the sphere, and over time it will lose momentum. At that time, however, Bowser launches two more spheres that, upon colliding with the first one, cause it to move again. Any player hit by any of the spheres will be eliminated, and will appear encaged on one side of the pit. Any player standing tall after the three balls stop moving will win.

Dizzy Rotisserie: Control Stick to move

Players are lowered into Bowser’s hall, but the cage transporting them is spinning crazily, so the players exit the cage completely dizzy. Master the controls to manage to get your character towards the goal. After the 30 second time limit wears off, the goal will be sealed, and the Bowser statues will exhale fire in all directions, burning any player still in the hall.

Dark ‘n’ Crispy: Control Stick to move

The players stand on an open pit, and Bowser jumps onto it, the shockwave turning off the lights. Players must avoid Bowser and its fiery breath for 30 seconds, and must also be careful not to fall off the edges of the pit. Any player standing after the timer runs out will win.

DK

These minigames are all played during the day.

Tally Me Banana: Control Stick to move, A to jump

Players stand on the shore of a kind of pool, with multiple barrels floating in the water. Players must jump over the barrels to break them and collect any bananas or banana bunches (five bananas) inside them. Barrels break just by jumping on them, so try to bounce back to safety or onto another barrel, because falling into the water incapacitates your player from moving any further. You have 15 seconds to collect as many bananas as you can.

Banana Shake: A tap repeatedly to shake the tree, B to avoid the hammers

Each player is seen grabbing a tree. The point is to shake the tree as much as you can, and collect any bananas or banana bunches that fall from it. On occasion, hammers will also fall, which you must evade, otherwise you will be stunned for a while. You have 15 seconds to collect as many bananas as you can.

Pier Factor: Control Stick to move, A to select

Players stand at one side of a pier, with five barrels before them. Players must choose one of the barrels, and after that, everything happens automatically. The barrel will strictly follow its line to the other side of the pier, which means that if there’s a cross path, it will attempt to change lines, unless it frontally hits with another barrel, in which case both barrels return to their respective lines. All the lines, and sometimes cross paths as well, are filled with bananas and banana bunches. Select the barrel you think will follow the best path, and hope you chose well and managed to earn a ton of bananas!

Rare

These minigames are all played during the day.

Seer Terror: Control Stick to move the cursor, A to select

You enter into a chamber, where Bowser is playing fortunetelling. You have 10 seconds to choose one of the four available ropes. After that, a random event can occur, from being given a mushroom to Bowser being sucked into a black hole, passing through being squashed by a Thwomp or chased by a Chain Chomp. This minigame is more for the fun than anything else, as the effects are totally random.

Block Star: Control Stick to move the cursor, A hold to carry a block, A release to drop the block, B to raise stack

A Tetris-like minigame. The player must move blocks around, and line up at least five of the same color so they disappear.  Star blocks cannot be moved, but if they disappear, the player will raise a level. You have a time limiter to clear levels, which can be increased with certain blocks, and will decrease faster when blocks are stacked up too high and are flashing red. If the stack reaches the top of the screen, its your loss. This minigame also has a two player version.

Lab Brats: Control Stick to move, R for overhead view

Professor E. Gadd wants to test its labyrinth creator, and has you as a lab rat. You must find the way out of the five mazes the creator produces within five minutes. On your way, you can find other characters that serve as friends. Each maze is bigger than the one before. After you clear all the mazes, Professor E. Gadd will give you a rank based on the time you spent and the friends you made, between 1 and 16, the higher the rank the better the performance.

Dunk Bros

Offensive controls: Control Stick to dribble, A to shoot (while jumping, hold to jump higher), B to pass the ball, X to make a high pass

Defensive controls: Control Stick to move, A to jump, B to steal the ball

Time to play some street basketball! You and a partner face off against two other opponents, in either a one minute, three minute or five minute match. Besides jumping over another player to squish them, the rest of basketball rules apply as if this was NBA. The X button mostly serves for an alley-oop, which can also be done by a single player if they jump when very close to the basket. After the timer runs out, the team with the most points is the winner.

Here I am yet again, going through the 82 minigames Mario Party 6 includes. As always, this guide offers detailed information of each minigame and how they are obtained.

The categories you will find in this guide are as follows: 4 players, 1-3 players, 2-2 players, Battle, Duel, Bowser and DK. A new and unique category is introduced in this game, which is named Rare. Five more minigames are found in a special mode, taking advantage of the newly added microphone add-on, which are found, between other things, in its specially dedicated Mic mode.

4 players, 1-3 players and 2-2 players are played after a round ends in Party mode. In some cases, a situation depicting a 4 players minigame is switched to a Battle minigame instead, where coins are recollected from all players and then distributed as prizes, with the minigame being chosen by voting. Also, if the mic is connected/enabled and (one of) the player(s) ends up being the solo character in a situation depicting a 1-3 players minigame, it can sometimes be changed into a Mic minigame. Duel minigames happen mostly when a player lands on a Duel Space, although during the five last rounds at Party mode they also happen when a player lands on a space already occupied by another player; in any case, they are 1-1 face offs with the prize being decided as a previous bet, which can include even stars. Bowser minigames are unlocked when Bowser declares to play them whenever he appears after a player lands on his space, with the loser(s) of said minigames losing whatever Bowser declares at the time. DK games follow a similar scheme, happening randomly when a player lands on DK’s space, but all of his minigames act the same as bonus minigames (see below), turning the collected bananas into coins. Finally, Rare minigames are unlocked in Solo Mode or purchased from the Star Bank, but can only be played via Minigame Mode.

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

Two more things to note before beginning. The first one is the day and night system. This game is focused towards the battle between the Sun and the Moon, reflected in Party Mode where the day turns into night and vice-versa every three turns. While this change is merely aesthetical in some games, like lighting up the buildings and such, there are a few others who do get a revamp depending on whether they are played during the day or the night. Also, some minigames are played in a single environment, mostly day only; this will also be noted down on that minigame’s entry.

The second thing to note is the mic. While you can connect it and play by shouting or whispering the commands, you can also play it through your GameCube controller by changing the settings in Option Mode. Playing with the mic is always preferred, as it allows you to fool other human players by giving out commands with the mic off (button not being pressed) or say hidden commands that aren’t shown on the game’s rules or available through the controller.

With no more delay, here are the 82 minigames of Mario Party 6.

4 Players

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

The players stand in a 4x4 square composed of 16 lights, 8 yellow and 8 red. Each light will randomly light up for a few seconds, fading to blue before completely disappearing. Ground Pound a glowing panel to score a point. You have 30 seconds to collect as many points as possible. If a player gets Ground Pounded, it will be left stunned for a few seconds.

Odd Card Out: A, B or X to pick a card

You are presented three cards depicting a determined character. One of them, however, is different from the other two. You have five seconds to determine which one is different. When a player makes a pick, the round ends; if it was the correct one, a point is earned, but if it was incorrect, the player will be flattened by a Thwomp and miss the next turn. The first player to attain two points is the winner. Be careful, because while some differences are clearly obvious, some others are incredibly subtle.

This minigame is always played during the day.

Freeze Frame: Control Stick to move the viewfinder, A to take a photograph

You have 10 seconds to take a photograph. Not a normal one, of course, as you have to try to catch as many Goombas as you can. Said Goombas are hidden, and will seldomly show themselves. The more you catch, the more points you earn. While the Goombas earn one point each, there are special characters that give three points; during the day is Shy Guy and during the night is an UFO. The player that earns the most points is declared the winner.

What goes up…: Control Stick to move, A to jump

In the day version of this game, you must climb the highest possible altitude within 30 seconds. You will have to avoid and step over Paratroopas flying by or remaining stationary. Very similar to Leaf Leap from Mario Party 5, except that this one has more movement and lacks a personal record to beat.

In the night version, the minigame’s objective is the opposite: you start at an altitude of 200 meters (should be the same as yards) and you must fall down to the bottom in the least possible time. Controls are the same, but obviously in this occasion you won’t be jumping.

Granite Getaway: Control Stick to move, A to jump

Time for some Indiana Jones! Yep, this minigame is a parody of the famous scene where Indiana is being chased by a giant boulder. Just that this time, there are four intrepid adventurers instead of only one. You simply have to get away from the rock until you reach the goal. Through your path there will be tons of rubble to be jumped over, stairs and even a little bridge, a short stretch where all four players won’t be able to go side by side. Survive the stampede, get to the goal and you will win.

This minigame is always played during the day.

Circuit Maximus: Control Stick to move

Time for some electrifying action at its most literal meaning. You’re placed in an octagon, each section separated by walls and gates, and said octagon gets filled with Amps. You must complete a full lap through the octagon as fast as you can. Avoid the Amps at any cost, as touching them will leave you stunned for a few precious seconds. Be sure to check all the Amps in every section, since some remain stationary, but others move around freely, sometimes even colliding between them for a more erratic and unpredictable movement.

Personal record: 20”42

Catch You Letter: Control Stick to move

For 30 seconds, letters will fall from the sky onto the playing area. Within that time limit, you must collect as many as you can and give them to the wandering Shy Guy. Letters are grabbed and given upon contact, and you can only carry one at a time. Shy Guy will be erratically running through the playing area, and catching it can be tricky at times. Also, you may hear a special sound while playing, signaling a love letter, colored pink, has fallen over. Normal white letters award you one point when given to Shy Guy, but love letters are worth three points. As always, when the timer hits zero, the player with the most points wins.

Snow Whirled: A, B, Y, X pressed in order

The players line up facing a ramp, after which they must rotate as many times as they can before landing. To rotate, just press the listed buttons in order continually. Each button pressed represents 90 degrees of rotation, so one combination means 360 degrees. The player who has rotated the most times will be declared winner.

Personal record: 4230º

Daft Rafts: Control Stick to move, A to jump

Players are placed on a raft heading to a waterfall. In order to avoid falling, you must jump to all the upcoming rafts and manage to make it towards the last raft, piloted by a Koopa, that will take you away from the fall. Upcoming rafts can be of different shapes and sizes, like moving rollers, and some can even have their own movement pattern, like a tree trunk separating in two. Some may also have enemies you must avoid, Spinies during the day and Podoboos during the night. Also, don’t fall in the water. Any player that makes it past the many rafts and onto the goal raft wins the game.

Tricky Tires: Control Stick to control the left tires, C-Stick to control the right tires

You must drive your buggy to the goal avoiding all the obstacles. Controlling the buggy isn’t easy, as you can deduce from the controls. First you will have to avoid a triangular formation of stationary Whomps, then pass under the line of Thwomps that seldomly appear from thin air to smash the ground, and finally some moving yellow bars before reaching the goal. Not an easy game to master due to the controls and the movement of the buggy, but since there’s no time limit you can practice a lot every time you play.

Treasure Trawlers: Control Stick to move, A to let the crane down

You stand in a pool surrounded by columns, driving a strange aquatic vehicle with a crane. The goal is to collect as many hidden treasures as you can. Move around the pool, and when your controller rumbles (or a “!” sign appears, if the rumble setting is off), let down your crane to pick up a hidden treasure. You can pull up a treasure chest, worth one point, a golden chest, worth three points, or a Bob-omb, which will stun you temporarily. The player with the most points after the 45 second time limit is the winner.

HIDDEN TIP: If you try to dig for a treasure just as the clock hits 0, you can still earn any treasure you find, effectively turning the tides at the very last second.

Memory Lane: Control Stick to move

Shy Guy will walk across the crystal platform, marking an specific path. You must replicate the exact same path to get to the goal. If you step in a square outside of the path you must follow, the crystal will break and the character will fall down, being respawned on the last correct step it took. Since there’s no time limit, it’s better to not rush yourself and not sacrifice some precious seconds by falling down.

Mowtown: Control stick to change direction, A to move forward and mow, B to move backward (not mowing)

Each player starts on a corner of a small square. The goal is to mow as much grass as you can. Hold A to move forward and mow, but be careful not to collide with other players or the outer walls. The controls are somewhat tricky, so it can take a bit of time to get used to them. The mowed grass will form a pile on each player’s basket, and the one who has the highest pile will be the winner.

NOTE: In my opinion, a limit of 30 seconds seems a bit too much for such a small square, but maybe it’s only me.

Cannonball Fun: Control Stick to move, A to fire, L to tilt left, R to tilt right

Players are piloting hovercrafts around an arena filled with tree trunks. The aim is to hit your opponents with your cannons. Be careful, you have two cannons, one at the right and one at the left of your craft that will fire alternatively, so precise aiming is required. You have 60 seconds to land five hits on your opponents. If you get hit, however, you will be stunned for a while and also have a faded figure as if recovering from the hit, but under this faded figure you can still move and fire while being unable to receive any hits.

Note to Self: Control Stick to move, A to jump

Players are lined up in a small closed environment, with three big musical bubbles describing horizontal trajectories. The point of the game is to hit the bubbles as many times as you can. Every time the bubbles are hit, they produce a characteristic sound for each player and a musical note of a characteristic color for each character, and their trajectory is changed. If you jump over other players, not only will you stun them for a while, you will also jump a lot higher. After the 30 second time limit runs out, the player who hit the bubbles the most times is declared winner.

Same Is Lame: A, B, L, R pick a button

Each player is standing on a platform. You have five seconds to press any of the buttons. After the time runs out, the choices will be shown, and those players who pressed a button different than the rest rise up a level. To win, you must rise up three levels. During the five second period, you can change your button choice as many times as you want, so try to fool other players in the very last second.

This minigame is always played during the day.

Lift Leapers: Control Stick to move, A to jump

You have five seconds to turn the lever and obtain a capsule from the machine. First, a small capsule comes out of the machine that hints what you’re going to earn. Then, a large capsule comes out giving the player his/her reward. The rewards can be one coin, ten coins, twenty coins or a Thwomp. It’s very easy to notice when you earn the Thwomp when the small capsule comes out. A game based purely on luck, good thing it’s a bonus minigame and not a normal one.

This minigame is always played during the day.

Personal record: 37”54

Blooper Scooper: Control Stick to move, A to swim

The players get caught in a whirlpool created by a giant Blooper. For 30 seconds, the players must swim to evade getting grabbed by the Blooper. You will have to avoid obstacles like wooden boxes, barrels and even the Blooper’s tentacles; hitting any of those obstacles will stun you for a while, dragging you towards the Blooper. Any player getting too close to Blooper will be eliminated.

Trap Ease Artist: A to drop the cage

Players stand outside of a ring, which contains a ton of Goombas roaming freely. The goal is to catch as many of them as possible with your cage. The cage deploys a shadow on the ring, so you know how many Goombas will get caught if it drops. You have 10 seconds to select the best moment to drop the cage. Normal Goombas award one point, and golden Goombas award three points. Of course, golden Goombas are more elusive and move faster than normal ones, so catching them requires precision and perfect timing. The player that gets the most points is declared the winner.

This minigame is always played during the day.

Pokey Punch-out: Control Stick to move, A to jump, B to punch, A-B to jump kick

The players stand in a deserted rink, where several Pokeys appear from the ground. The goal is to punch out as many Pokey segments as possible, with each segment punched out granting one point. Punching or kicking another player stuns them for a while, and kicking the head of a Pokey destroys all its segments, giving out a ton of points in a single hit. You have a “podium” from which you can jump to greater heights to kick the head of a tall Pokey. After the 30 second time limit, the player with the most points is declared the winner.

Money Belt: A to open a box

Players stand in front of a conveyor belt, like if they were checking the contents of cabin-size bags in an airport. The x-ray machine at the start of the belt will show what’s hidden under each box: a coin, a bag containing five coins, a boxing glove stunning the player for one turn, a Bob-omb stunning the player for two turns or nothing at all. You have 30 seconds to collect as many coins as possible. Precise timing and control of the wanted boxes is required here, as well as a bit of memory.

This minigame is always played during the day.

Sunday Drivers: A, B, X, Y, L, R press as instructed

The players stand in a golf field. The point of the minigame is to hit ten balls as fast as possible. The Shy Guy standing behind each player will show them which button to press. If pressed correctly, the player will hit the ball full force, but if pressed incorrectly, the hit results in a flub.

Personal record: 22”34

NOTE: This minigame receives a little modification when attempting Decathlon, you have 30 seconds to hit as many balls as possible. In this variant, the hidden tip in Treasure Trawlers doesn’t apply, as any button pressed when the timer hits 0 is rendered invalid.

Throw Me a Bone: A to throw the bone

Players stand atop a Chain Chomp, and must throw bones to guide the Chomp towards the goal. You will see a purple arrow moving from side to side, and pressing A stops the arrow, throwing a bone in that direction, which Chomp chases after. If Chomp hits a column, it will be stunned for a while in the spot, losing valuable seconds and also distance. The first player to cross the goal line will be declared winner.

Personal record: 32”82

1-3 Players

Cash Flow

Solo player: Control Stick to move

Team: Control Stick to move

The players are placed on a water slide. The solo player is riding a raft, while the team members slide down normally. The goal is to collect as many coins or bags of coins as possible as you go down the slide. On your way to the goal, you will find Spiny Shells, which will stun the solo player for a while and/or eliminate any team member on contact, so try to avoid them.

Sink or Swim

Solo player: Control Stick to move, A to drop a mine

Team: Control Stick to change direction, A to swim

The solo player stands on the shore of a pond, with the team members diving deep into its waters. For 30 seconds, the solo player will have to hit the team members by dropping mines over them. The team cannot always stay underwater, they have to breathe every once in a while, and if they run out of air, they will immediately surface, being left wide open. If a single member of the team survives the assault, the team wins. It’s very easy to win as the solo player in this minigame.

Snow Brawl

Solo player: Control Stick to move, B to create a snowball, A to throw the snowball

Team: Control Stick to move, B to create a snowball, A to throw the snowball

The players stand on a snowy rink, the team at one side of a red line delimiting a field and the solo player at the other side. The solo player will have four Ukikis as additional teammates. The goal of the minigame is to hit the opposing player(s) with a snowball, freezing them. The solo player can use the Ukikis as shield, but the team is wide open. The time limit is 60 seconds; if the solo player is hit by a snowball, no matter how many Ukikis there are left, it’s the team’s win, but if all the team members get frozen, the solo player will win.

During the night, the solo player will be surrounded by four Shy Guy instead of Ukikis.

Ball Dozers

Solo player: Control Stick to move, A to swing the hammer

Team: Control Stick to move, A to swing the hammer

The players must smash the pegs so the ball can safely progress down the pinball machine. The solo player is given a small orange ball, but the team has a much bigger light blue ball. Smash the pegs with the hammer to destroy them, and the ball will slowly go down as you clear its way. The team must cooperate, as their ball needs a ton of free space to go through. The first side to get their ball to the goal will win.

This minigame is always played during the day.

Surge and Destroy

Solo player: Control Stick to move the orb horizontally, C-Stick to move the orb vertically

Team: Control Stick to move, A to jump

The team stands on a platform, while the solo player controls the electric ball, with the intent of knocking out the team. The team must avoid being touched by the ball for 30 seconds, and if at least one of its members survives, the team wins. If the team members touch the electrical streams, they will be stunned for a brief while.

TIP: The team members must be careful to not stomp over a partner. Not only makes that partner slower to move, the jumping player will also be more exposed to be hit as it will be unable to land and maneuver properly. This minigame is only played during the day.

Pop Star

Solo player: A to swing the hammer

Team: A to jump, A-A to Ground Pound

The goal of this minigame is to inflate a balloon until it pops. The solo player counts with a hammer to hit a pump, while the team members each have a pump they must Ground Pound over. The first side to pop the balloon wins. Fairly easy to win as solo, mashing the A button is way faster than Ground Pound, even if the team members work as one.

Stage Fright

Solo player: Control Stick to move

Team: A to shoot a ball

The solo player stands on a platform, while each of the team members stand on moving platforms armed with cannons to knock out the solo player. The solo player will have to avoid all the balls shot by the team for 30 seconds in order to win. Each platform moves differently, the blue one moves very slowly, the green one moves at average speed and the red one moves fairly fast. It’s possible for a member of the team to get shot from behind by a teammate, which leaves that player stunned for a while.

This minigame is only played during the day.

Conveyor Bolt (daytime)

Solo player: Control Stick to move, A to drop a bolt

Team: Control Stick to move

The team members stand on a conveyor belt, while the solo player rides a cloud above them. The team members must avoid the bolts dropped by the solo player, as well as the spikes that pop out from the conveyor belt. The bolts remain plugged to the ground until they reach the end of the conveyor belt. If at least one of the team members remains after 30 seconds, the team wins.

Conveyor Bolt (nighttime)

Solo player: Control Stick to move

Team: Control Stick to move, A to drop a bolt

While it’s the same minigame, the roles are switched during the night. Now, each team member rides a cloud over the solo player, who stands on the inactive conveyor belt. The bolts last for a brief while, as now a lot more can be dropped, and since the belt isn’t functional, no spikes appear from the ground. If the solo player survives the assault for 30 seconds, the team will lose.

Crate and Peril

Solo player: Control Stick to tip the box

Team: Control Stick to move

The team members stand inside a crate, held by the solo player. The solo player will shake the crate, trying to make the Spiny Shells inside it to touch the team members, while they try to avoid them. If at least one of the team members survives after 30 seconds, the team will win.

This minigame is only played during the day.

Ray of Fright

Solo player: L to rotate clockwise, R to rotate counter-clockwise, A to fire the laser

Team: Control Stick to move

The three players stand inside an odd-shaped rink, with the solo player controlling a machine capable of firing lasers from both its front and back ends. The solo player must blast the team members with the laser, taking advantage of the wall rebound, but the laser only lasts a few seconds. After 30 seconds, if any of the team members remains, the team will win.

This minigame is only played during the day.

Dust ‘til Dawn

Solo player: Control Stick to move, A to dust

Team: Control Stick to move, A to dust

The players are locked inside a house, which is full of dust. The solo player will have to clean a small room, while the team will have to clean the main saloon. Whichever side finishes first will be given the win. The team has big chances of emerging victorious here, only a coordination mistake can ruin it.

1-3 Mic

As noted at the beginning, you can play through mic or controller. By playing through controller, you need to press R to open up the command window, browse with the control stick and select with A, while you only need to whisper/shout the commands through the mic. Following what I said in the introduction about hidden commands, I will detail only the default commands in the controls and specify any existing hidden commands in the description.

Verbal Assault

Mic player: “FIRE”, “MISSILE”, “LASER”, “DROP BOMBS”

Team: Control Stick to move, A to shoot

The solo player controls a massive battleship, armed with various weapons, while the team members control small walkers armed with two shields and a rapid-fire cannon. The team will try to take down the solo player, and the latter will try to take down the team, with the first side going down being the loser. This minigame seems like a boss battle, the team members can only withstand two hits, with the third eliminating them, while the solo player has a much higher “life”. As such, is far easier to win being the solo player.

“FIRE” opens up two flamethrowers in the front of the battleship, which rotate from side to side, throwing flames at a short range. “MISSILE” brings forth several devices which launch a handful of missiles in a spread formation. “LASER” launches two parallel beams that last a short while. “DROP BOMBS” launches multiple bombs from a hatch on the top of the battleship in any direction, creating a pillar of fire upon exploding that lasts a brief while. This game has three hidden commands available only through mic: “BULLET BILL” launches a single Bullet Bill that homes in on a random enemy; “GOOMBA” shoots several Goomba from the hatch on the top that roll down the alleyway; “GEARS” launches several gears, like spare parts of the ship, with the only intent of hindering enemies, it is also launched with a sound that evokes a malfunction.

Shoot Yer Mouth Off

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

Team: Control Stick to move

The team members stand on a small ring, while the solo player stands on a commanding platform. The solo player will give commands to the three Shy Guys that are in charge of the delivery belts, deploying whatever weapon suits the shouted number. The team must last 60 seconds evading all the weapons, so it’s fairly easy to win as the solo player here too.

“1”, “2”, “3”, “5”, “6” and “7” will drop a Bob-omb on the ring, which will pursue the players for a while until it turns red and explodes. “4”, “8” and “9” unleash a Bullet Bill, which travels in a straight line. There’s a hidden command available only through mic, which is “0”, and it will drop three Thwomps on a random location. The Thwomps cover a large area, but the Shy Guy don’t proceed or take any orders until they fade, so it’s not that useful.

Talkie Walkie

Mic player: “LEFT”, “RIGHT”, “FORWARD”, “BACKWARD”

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

The solo player must reach the treasure chest at the end of the road, while the team members throw Spinies to hinder or hit the solo player. The solo player will only move one tile per order, and cannot take any orders while moving. If the solo player falls from the stage, gets hit by a Spiny or lets the 60 second time limit burn out, the team will win. Since the solo player can move faster than the Spinies fall, it is rather easy to avoid them.

The commands need no explanation. Each order makes the player move one tile on the shouted direction. No hidden commands in this minigame.

Word Herd

Mic player: “LEFT”, “RIGHT”, “UP”, “DOWN”, “SCRAMBLE”

Team: Control Stick to move, B to punch

The team stands inside a corral full of Goombas, as the solo player stands in a house above the corral giving commands to the Goomba herd. The team has 30 seconds to punch all Goombas out of the corral, and the solo player must guide the herd through the corral away from the team members. If at least one Goomba remains after the time limit fades, the solo player wins. Given the high number of Goombas, the solo player has some kind of an edge, even more considering Goombas can only be punched out of the corral when they are close to the edge.

“SCRAMBLE” makes the herd disperse, while the rest of the commands don’t need any further explanation. There’s a hidden command available only through mic, which is “UKIKI”, this command will make one of the Ukikis standing in the surrounding trees throw fruits to a random player to stun him/her for a while, and after that the Ukiki goes away. Once all three Ukikis are gone, this command cannot be used anymore.

Fruit Talktail

Mic player: “STRAWBERRY”, “APPLE”, “GRAPE”, “BANANA”, “MELON”, “ORANGE”

Team: Control Stick to move, A to jump

The team members stand on a rink comprised of many tiles with fruits depicted on them, and the solo player stands on a solid platform away from them. The solo player will shout one of the available fruits, and all the tiles which have a different fruit depicted will collapse. The solo player must bring down all the team members through this method, failing to do so after the 60 second time limit fades results in the team’s win.

The commands need no further explanation, and there are no hidden commands in this minigame either.

2-2 Players

Garden Grab: A, B, X, Y, L, R press as displayed

Both teams stand side by side trying to pull an enormous carrot from the ground. The players will have to alternate pressing any button displayed, and nearing the end, they must mash the button shown. The team that manages to pull out the carrot first will win.

Pixel Perfect: Control Stick to move, A to jump, A-A to Ground Pound

Each team stands on a grid platform, with another grid serving as display above them. The display will show a picture, which the teams must copy. Ground Pounding over a tile changes its color from black to white and vice versa. Each round lasts 20 seconds, and the first team to correctly copy two pictures will be the winner. Be careful not to Ground Pound your teammate, as it will be left squished and unable to move for a while.

This minigame is only played during the day.

Slot Trot: A to spin the wheel backward, B to spin the wheel forward

Both teams stand atop a peculiar slot machine, with a Lakitu in the middle of both showing a pair of pictures. The goal of the minigame is to spin the wheel until your picture matches that of Lakitu. Each round lasts 15 seconds, and the first team to match its pictures three times will win. Be careful, because it’s possible for both teams to score in a single round, and thus the minigame can end in a draw!

This minigame is only played during the day.

Gondola Glide: A or B tap repeatedly as displayed to move forward

Both players ride a gondola (nope, not Venetian style) in an attempt to reach the goal first. Across your way, you will go through star gates that can change the button needed to move forward. Be careful, as pressing an incorrect button activates the brakes. The more you mash the displayed button, the faster the gondola will glide. The team that makes it first to the goal will win.

Personal record: 24"48

Light Breeze: L/R alternate to move the fan

Each player is tasked with providing enough energy to light up their side of the bay. To do so, they must create a breeze with their fans so the turbines can rotate. The created energy will start to light up the bay until it reaches the lighthouse. You can measure how much energy you must produce by a meter at the top of the screen, which must be completely filled. It is filled by both sides, one per player. The first team to light up its side of the bay will win.

This minigame is only played during the night.

Body Builder: A to jump

Each team must build a robot. To do so, they take turns into hitting a block, which will drop a piece on a central platform to build the robot. The required piece is lit up so you have an easier time locating it. Hitting the desired piece will start building the robot, but an incorrect piece will simply fall off and the turn will pass onto your teammate. Four pieces are needed to assemble the robot (feet, lower body, arms and head), and the first team to fully assemble their robot will win.

This minigame is only played during the day.

Mole-it! (daytime): Control Stick to move, A to jump

Each team will be placed below a set of pipes, from which Monty Moles will appear. Teams have 30 seconds to hit as many Monty Moles as they can, with normal ones granting one point and golden ones granting three points. Be careful, as sometimes Piranha Plants will also appear, and hitting them will stun you for a while.

Mole-it! (nighttime): Control Stick to move, A to jump, A-A to Ground Pound

In the night version, the players stand atop the pipes instead of beneath them, and Monty Moles must now be Ground Pounded in order to earn points. The rest of the daytime rules apply as usual, after 30 seconds, the team with the most points wins. This variant is harder than the daytime one, as it’s easier to simply smack the moles, Ground Pounding takes a bit more time.

Cashapult Control Stick to move

In this bonus minigame, players take turns into seeking for coins above the clouds. One of the players, chosen at random, will jump into a double sided catapult, with the teammate jumping into the other side, propelling the former into the air. Above the clouds, several coins are scattered. When that player lands, it will send the teammate above the clouds. This process repeats one more time, so you have four rounds in total to get as many coins as possible.

Jump The Gun

Player on the cannon: Control Stick to move the cursor, A to shoot a Bullet Bill

Player jumping: Control Stick to move, A to jump

One of the team members will control a cannon and shoot Bullet Bills to build a bridge for the other player to cross and get to the goal. The player controlling the cannon must be very careful, as it must not leave a big empty space between Bullet Bills or its teammate will fall down, being respawned onto the last Bullet Bill it stood upon. You can leave at most three empty spaces if your teammate will jump horizontally, at most two empty spaces if it will jump upwards, and at most four empty spaces if it will jump downwards. The first team that manages to work its way towards the goal will win.

Rocky Road: Control Stick to move, A to jump, B to punch, A-B to kick

Each team sits at the back of a car driven by a Shy Guy. On your way to the goal, several boulders will appear, which you and your teammate must destroy so the car can keep going. You will find a total of five obstacles on your way: two small boulders mark the first two, then one boulder, then three boulders, then two large boulders and one final massive boulder. Be careful to not hit your teammate, or it will be left stunned for a while, even after the boulders have been destroyed, delaying the advance of the car. The first team to make it to the goal will win.

Clean Team

Player with the sprayer: Control Stick to move, A to spray foam

Player with the wipe: Control Stick to move, A to wipe the window

Both teams face a building, which has some dirty windows. The player carrying the sprayer will have to spray foam on all of the dirty windows so its teammate can wipe it out, cleaning the window. There are stairs at each side of the building and platforms on every floor, which can sometimes be blocked by buckets. The first team to successfully clean the whole building will win.

Burnstile: Control Stick to move, A to jump

Both teams stand on one side of a spiky turnstile. The turnstile will start spinning, gaining speed over time, and the players must jump to avoid being hit. Any player hit by the turnstile or falling in the surrounding lava will be eliminated. The last player standing gives its team the win.

This minigame is only played during the day.

Battle

Hyper Sniper: Control Stick to move the scope, A to shoot

Players stand on platforms, armed with some kind of gun, with a target screen in front of them. The target screen will start scrolling, as different targets appear. Hitting any of those just once “dismantles” the target, leaving an empty space. The targets are of different sizes, depending on the number of points they award: big light red targets with a 10 printed on them, medium sized green targets with a 30 printed on them, smaller blue targets with a 50 printed on them, and very small purple targets with a 100 printed on them. There also exist big Bowser targets, which revert the score of the player that hit it to zero. You have 30 seconds to amass the highest possible amount of points.

This minigame can only be played during the day.

Insectiride: Varying controls

A race minigame with a bit of luck factor. Each player must select one of the available machines, with the added quirk that players make their choice one by one, so the first player can choose at will and the last player is forced to get the remaining machine. After the picks have been made, the race starts. Each machine functions differently, so here are the controls for each one.

Mechahopper: You will be shown an eight button combination to input, which can be composed of the A, B, X, Y, R and/or L buttons. After each combo is done, the hopper will jump forward. Missing a button has no effect, so this machine is very useful.

Mechasnail: The snail will extend its neck out, and you must press A at its farthest possible point. The snail is absurdly slow, so it should be left for the last remaining player to choose.

Mechabeetle: The beetle will show a single button every time, which can be either A, B, X, Y, R or L. If pressed correctly, the beetle will move forward. If pressed incorrectly, the beetle will malfunction, and you will be presented a different button to press. Not bad, but inferior to the hopper, only use it if your reflexes are above average.

Mechaladybug: The ladybug will show a single button, either A, B, X, Y, R or L, and said button must be pressed ten consecutive times so the ladybug can move forward. It is very fast, due to the button mashing required, so it’s a safe choice for victory alongside the hopper.

Stamp By Me: A to stamp to the right, B to stamp to the left

Players stand on a platform between two conveyor belts carrying sheets of paper, each moving at a different speed. Players must stamp as many papers as they can, and they earn one point per stamp. However, for the point to be earned, the stamp must be made when the paper is right besides the player. After 30 seconds, the player with the most points will be declared the winner.

This minigame can only be played during the day.

Wrasslin’ Rapids: Control Stick to move, A to jump, B to punch, A-B to kick

Players stand on board of a raft, as it goes down a river. The point is to eliminate all other players by throwing them off the edges of the raft. A punched player will become impossible to hit for a few seconds, and a kicked player will be left stunned for a while too. Jumping over a player will squish it, greatly hampering its movement. After a while, obstacles start appearing along the way, stunning any player they hit. Any player thrown off the edges of the raft into the river is eliminated, and any player standing tall when the raft comes to a standstill will win.

Strawberry Shortfuse: Control Stick to move the cursor, A to select

Players enter a kitchen where there are two rows of five Ukikis serving as waiters. Five of them will carry a piece of cake on their tray, while the other five will carry a bomb instead. Before the minigame starts, the Ukikis will scramble, making it very hard to follow the five which have a piece of cake under their tray. Players will then take turns to try and find all the cake pieces. Any player that picks a cake piece moves to the back of the line and continues playing, but if they pick a bomb they are eliminated. If all pieces are found on the first delivery, the Ukikis refill their trays and the search begins again until only one player stands, which will be declared the winner.

This minigame can only be played during the day.

Control Schtick: Control Stick to control the left hand, C-Stick to control the right hand

Players stand atop a platform, with a big screen before them. The screen will start a three second countdown, showing two direction arrows after that for a brief while, which the players must copy with their hands. Copying a wrong direction makes the player fall through a hole under its platform, eliminating it. As rounds pass, the speed will steadily raise, even in the countdown, so you can never let your guard down. The last player standing will be declared the winner.

This minigame can only be played during the day.

Duel

Like in the previous installment, there are three areas where these minigames unfold: the Dark Area, where minigames are only played at night, the Garage Area and the Space Area, the latter two played only during the day.

Light Up My Night: Control Stick to move, A to light up a candle

Players stand in the middle of a labyrinth-like saloon in the Dark Area, equipped with a torch. The goal is to light up five candles, located anywhere in the obscure saloon. Your sight is very limited, so it’s not easy to search the candles. There’s no time limit, but the first player to light up five of the 9 candles will clinch the win.

Cog Jog: Control Stick to move, A to jump

In the Garage Area, players stand on a platform in the left, with the goal in a platform to the right, and in the center there’s another platform with a Thwomp. Players will race to reach the goal first by jumping over the different gears. Each gear has a different movement pattern, as well as size, and the movement pattern is inverted every time the Thwomp stomps the ground. If you fall off, you will be respawned in the starting platform. Time limit is 30 seconds.

Black Hole Boogie: A press repeatedly to swim

A black hole is created in the Space Area, and the players are seen swimming away from it. Mash the A button to get away of it. The hole will gain sucking power over time, making it harder to keep up. If a player gets sucked in, it’s game over.

Full Tilt: Control Stick to move, A to jump

In the Garage Area, each player is presented with a bridge they must walk in order to cross the void. The bridge will tilt from one side to the other, then remain stopped for a while, and the cycle starts again. Due to the twisty nature of the bridge’s path, shortcuts are possible, but be careful, as falling down means being respawned at the start, or checkpoint if you reached it, losing some valuable seconds. Reach the goal before your rival to win. Reminds me of Paths Of Peril, for Mario Party 4, but with a tilting bridge instead of a solid rock path in the desert.

Personal record: 17”44

Sumo of Doom-o: Control Stick to control the left wheels, C-Stick to control the right wheels

A sumo arena has been created in the Garage Area. However, the players won’t fight, they will be riding the buggies from Tricky Tires! The goal is simple: knock your rival off the ring. The buggy is hard to control, and the ring isn’t big either. What’s worse, every few seconds the Thwomp “judge” will stomp the ground, making the rim of the ring to fall off and thus shrinking the arena, until only the middle part stands. You have 30 seconds to knock off your rival or be knocked off.

O-Zone: Control Stick to move, A to jump, A-A to Ground Pound

Another arena has been created in the Garage Area, but this time it’s a rotary panel. At the start, all the panels are shown, but then the platform spins a bit and blacks out the panels. Players must Ground Pound the panels in order to find three red O’s before their rival does in order to win. Two more panels exist, a blank one and a blue X one, the latter of which will throw a lightning bolt at the player that discovered it, stunning it for a while. The platform only does a 360 degree spin, so if you manage to memorize the location of several O’s in the brief time you’re presented the panel, you can easily win.

Pitifall: Control Stick to select a rope, A to confirm

A luck-based minigame. Three ropes are deployed on the central platform of the Garage Area, and the players must choose one of them, meaning one will remain unchosen. After this, it’s pure luck: the players will swing the rope and jump, attempting to reach an unseen platform. Only one of the three ropes leads to the platform, and if you manage to pick that one, you win. If both players choose a rope that doesn’t lead to the platform, a Fly Guy will retrieve one player AT RANDOM and make it land on the platform, thus giving it the win.

Mass Meteor: Control Stick to move

Players are floating in the Space Area, swimming forward and stopping before entering a massive asteroid field. You must worm your way through the incoming asteroids, trying to avoid them at all costs so as to not lose time, and get to the goal before your rival. Sometimes, if you think you’re losing too much time, you can purposely clash against an asteroid, while it leaves you stunned, it also gets the asteroid out of the way! Another quirk this minigame has is that the screen is divided horizontally rather than vertically, as usual.

Lunar-tics: A to fire thrusters

In the Space Area, both players are falling down towards a landing platform. With the jet pack attached to your back, you must hold your fall to land as close to 0.00 as possible. The timer can go into negative numbers, meaning that a player can win with the timer at -1.00 seconds or even lower.

A good strategy for beginners is to hold A until the timer reaches 4 seconds left and then let go. This will let you land very close to 0.00 and clinch an easy win.

T Minus Five: A to jump, A-A to Ground Pound

Players stand on teleport platforms in the Space Area. The point of the game is to teleport yourself through the panels by Ground Pounding when they are lighted up. As the player is teleported closer to the rocket, the panels light up faster with every teleport. If you accidentally Ground Pound a non-lighted panel, you will be electrified and stunned for a while. The first player to land five correct Ground Pounds will be teleported to the rocket, clinching the win.

Asteroad Rage: L to switch lanes to the left, R to switch lanes to the right

Players ride a spaceship in a “spatial highway” in the Space Area. Such highway, however, is full of asteroids, which you will have to avoid by switching lanes to either side. As time passes, the spaceship accelerates a bit, and more asteroids fill the lanes, making it harder to react and avoid. Any player crashing against an asteroid is eliminated, thus giving the win to the opponent. However, it’s very possible that, after the 30 second time limit, none of the players has been eliminated, which results in a draw.

Boo’d Off the Stage: Control Stick to move

Players stand in the Dark Area, watching as the gaseous Red Boos pass by. The goal is to avoid being touched by a Red Boo. The arena has some walls to difficult movement, and also Red Boos can come from any direction and be of variable sizes, the biggest of them covering like half of the arena. Any player touched by a Red Boo loses, but if both players remain after the 30 second time limit expires, a draw is declared.

Boonanza: Control Stick to move

The arena in the Dark Area is finally free of any walls, but has included two corrals on its sides. Players will have to round up as many Red Boos as they can inside their corral within the 20 second time limit. When you approach a Red Boo, it gets away from you, so you must move behind a cluster of Red Boos to move them all towards the corral. You will have a counter on the top of the corral showing how many Red Boos you round up, so when the timer expires, the one who caught more Red Boos is the winner.

Trick or Tree: Control Stick to select a tree, A to confirm

Four trees stand outside of the arena in the Dark Area, each of different size. Before the minigame begins, the trees shuffle, and once they settle down, each player picks one of them. The tallest tree is at the left when the minigame starts, but it’s hard to follow it, specially when all trees “merge” together into a single silhouette, so you will rely more on luck than anything else. Once the players make their choice, they jump on their selected tree’s branches, and climb up to its highest branch. The player who selected the tallest tree is the winner.

Something’s Amist: Control Stick to move, A to pick a gemstone

In a rock-enclosed area in the Dark Arena, a mysterious mist covers the ground, which in turn hides precious gemstones. The point of the minigame is to find three. The trees on the outside of the arena will all have their eyes set on the gemstone’s location, so head there and roam the zone until your controller rumbles, or until an exclamation mark appears above your character’s head if the rumble option is turned off, which signals that a gemstone is buried there. After the gemstone is retrieved, the trees shuffle for a bit, not revealing the location of the next one immediately after. The first player to retrieve three gemstones will win.

Bowser

These minigames are all played during the night.

Pit Boss: Control Stick to move

The players stand in an enclosed pit, when Bowser launches a large spiked sphere into it. The players must avoid being hit by the sphere, and over time it will lose momentum. At that time, however, Bowser launches two more spheres that, upon colliding with the first one, cause it to move again. Any player hit by any of the spheres will be eliminated, and will appear encaged on one side of the pit. Any player standing tall after the three balls stop moving will win.

Dizzy Rotisserie: Control Stick to move

Players are lowered into Bowser’s hall, but the cage transporting them is spinning crazily, so the players exit the cage completely dizzy. Master the controls to manage to get your character towards the goal. After the 30 second time limit wears off, the goal will be sealed, and the Bowser statues will exhale fire in all directions, burning any player still in the hall.

Dark ‘n’ Crispy: Control Stick to move

The players stand on an open pit, and Bowser jumps onto it, the shockwave turning off the lights. Players must avoid Bowser and its fiery breath for 30 seconds, and must also be careful not to fall off the edges of the pit. Any player standing after the timer runs out will win.

DK

These minigames are all played during the day.

Tally Me Banana: Control Stick to move, A to jump

Players stand on the shore of a kind of pool, with multiple barrels floating in the water. Players must jump over the barrels to break them and collect any bananas or banana bunches (five bananas) inside them. Barrels break just by jumping on them, so try to bounce back to safety or onto another barrel, because falling into the water incapacitates your player from moving any further. You have 15 seconds to collect as many bananas as you can.

Banana Shake: A tap repeatedly to shake the tree, B to avoid the hammers

Each player is seen grabbing a tree. The point is to shake the tree as much as you can, and collect any bananas or banana bunches that fall from it. On occasion, hammers will also fall, which you must evade, otherwise you will be stunned for a while. You have 15 seconds to collect as many bananas as you can.

Pier Factor: Control Stick to move, A to select

Players stand at one side of a pier, with five barrels before them. Players must choose one of the barrels, and after that, everything happens automatically. The barrel will strictly follow its line to the other side of the pier, which means that if there’s a cross path, it will attempt to change lines, unless it frontally hits with another barrel, in which case both barrels return to their respective lines. All the lines, and sometimes cross paths as well, are filled with bananas and banana bunches. Select the barrel you think will follow the best path, and hope you chose well and managed to earn a ton of bananas!

Rare

These minigames are all played during the day.

Seer Terror: Control Stick to move the cursor, A to select

You enter into a chamber, where Bowser is playing fortunetelling. You have 10 seconds to choose one of the four available ropes. After that, a random event can occur, from being given a mushroom to Bowser being sucked into a black hole, passing through being squashed by a Thwomp or chased by a Chain Chomp. This minigame is more for the fun than anything else, as the effects are totally random.

Block Star: Control Stick to move the cursor, A hold to carry a block, A release to drop the block, B to raise stack

A Tetris-like minigame. The player must move blocks around, and line up at least five of the same color so they disappear.  Star blocks cannot be moved, but if they disappear, the player will raise a level. You have a time limiter to clear levels, which can be increased with certain blocks, and will decrease faster when blocks are stacked up too high and are flashing red. If the stack reaches the top of the screen, its your loss. This minigame also has a two player version.

Lab Brats: Control Stick to move, R for overhead view

Professor E. Gadd wants to test its labyrinth creator, and has you as a lab rat. You must find the way out of the five mazes the creator produces within five minutes. On your way, you can find other characters that serve as friends. Each maze is bigger than the one before. After you clear all the mazes, Professor E. Gadd will give you a rank based on the time you spent and the friends you made, between 1 and 16, the higher the rank the better the performance.

Dunk Bros

Offensive controls: Control Stick to dribble, A to shoot (while jumping, hold to jump higher), B to pass the ball, X to make a high pass

Defensive controls: Control Stick to move, A to jump, B to steal the ball

Time to play some street basketball! You and a partner face off against two other opponents, in either a one minute, three minute or five minute match. Besides jumping over another player to squish them, the rest of basketball rules apply as if this was NBA. The X button mostly serves for an alley-oop, which can also be done by a single player if they jump when very close to the basket. After the timer runs out, the team with the most points is the winner.

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12-16-15 11:35 PM
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This is an amazing guide! I really like how you sort of color-coded each section or type of minigame you would be talking about. Another thing I liked is the descriptiveness  you gave to each minigame. Keep up the good work! :p
This is an amazing guide! I really like how you sort of color-coded each section or type of minigame you would be talking about. Another thing I liked is the descriptiveness  you gave to each minigame. Keep up the good work! :p
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