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FAQ

by GavLuvsGA

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		     *	MARIO PARTY 7	     *
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FAQ by GavLuvsGA

Version 1.3 (3 JuLY 2006)

E-Mail Address: [email protected] OR [email protected]. Write to
one of these, but please don't send the same e-mail to both addresses;
this is unnecessary and annoying.

E-Mail Policy Below

DO

*E-mail me if you have questions or hints relevant to the game
*Read the FAQ first to see if your question is answered
*Write legibly, and in English; if I can't read what you're saying, I
won't respond
*Put "Mario Party 7" in the title of your e-mail or I will assume you 
are spamming me

DON'T

*Ask me questions about, or tell me about, things that are already 
covered in my FAQ
*Attempt to contact me on AIM
*Request my nintenovip.com PIN number
*Send me spam or other e-mails irrelevant to the game
*Resort to hate mail because that is really childish

****************

****************
REVISION HISTORY
****************

Version 1.1 (22 JUNE 2006):
---------------------------

*Finished listing 1 v 3 Mic Minigames
*(Almost) completed Duty Free Shop Listing
*Completed King of the River Guide up to end of Normal Mode
*Corrected error in King of the River Guide ("Take Me Ohm" mistakenly
listed in place of "Royal Rumpus")
*Started Secrets Guidee

Version 1.2 (24 JUNE 2006)
--------------------------

*Completed King of the River section
*Revised description of "Picture This"
*Added "Souvenir Secret"
*Added guide to "Bananas Faster"
*Added Frequently Asked Questions section

Version 1.3 (3 JULY 2006)
-------------------------

*After several (ie two) people with far superior Mario knowledge 
pointed it out to me, I removed the false claim that Dry Bones first 
ppeared in Paper Mario: The Thousand Year Door
*Added a section regarding the trampoline in Windmillville

***************

CONTENTS

*1: Characters*
*2: Spaces and Common Events*
*3: Orbs*
*4: Party Cruise Walkthrough*
*5: Solo Cruise Walkthrough*
*6: Minigames*
*7: Mini Game Mode*
*8: Deluxe Cruise*
*9: Duty Free Shop*
*10: Secrets*
*11: Frequently Asked Questions*


		************************
		     1: CHARACTERS
		************************
		 **********************
		  ********************
		   ******************

	MARIO
	*****

Everyone's favourite plumber, formerly known as Jumpman!

	LUIGI
	*****

Mario's brother

	PEACH
	*****

The princess of the Mushroom Kingdom and Mario's girlfriend

	DAISY
	*****

Another princess

	YOSHI
	*****

My favourite Mario character, the lovable green dinosaur.

	BIRDO
	*****

It was only a matter of time before Birdo showed up in a Mario
Party game; Birdo is a strange-looking female dinosaur. (YOU NEED 
1000 CRUISE MILEAGE POINTS TO UNLOCK BIRDO FROM THE DUTY FREE SHOP)

	BOO
	***

Added to the cast of playable characters in Mario Party 5, Boo is a
ghost.

	DRY BONES
	*********

A skeleton Koopa, first seen in many of the classic Mario games (yes, 
as many people have pointed out, my original claim that he is from 
Paper Mario: The Thousand Year Door was incorrect).
(YOU NEED 1000 CRUISE MILEAGE POINTS TO UNLOCK DRY BONES FROM THE DUTY
FREE SHOP)

	WARIO
	*****

Mario's greedy rival.

	WALUIGI
	*******

Wario's brother.
	
	TOAD
	****

Became a playable character in Mario Party 5; Toad is Peach's steward
and one of many toads found around the Mushroom Kingdom.

	TOADETTE
	********

Introduced in Mario Kart: Double Dash, and also in Mario Party 6,
Toadette is a female Toad.

	NON-PLAYABLE CHARACTERS

	DONKEY KONG
	***********

Donkey Kong was the star of Mario's original game, where he kidnapped
the princess and threw barrels at Mario (or Jumpman). Now he helps
Mario and friends when they land on his space.

	BOWSER
	******

The King of the Koopas and Mario's enemy, Bowser likes to disrupt 
the game.

	MINI BOWSER
	***********

Also known to many online fans as "Koopa Kid", Mini Bowser (formerly
Baby Bowser) is Bowser's minion and also causes trouble on the 
boards.

	TOADSWORTH
	**********

Toadsworth is an upper-class English toad, who hosts the board maps.


		************************
	       2: SPACES AND COMMON EVENTS
		************************
		 **********************
		  ********************
		   ******************

	BLUE SPACE
	**********

You will receive 3 coins.
	
	RED SPACE
	*********

You will lose 3 coins.

	? (HAPPENING) SPACE
	*******************

A different event will take place, depending on the location.

	MIC SPACE
	*********

You will play a Bonus Mic Game; you will wager a number of coins
(your choice) and if you win the game, you get double that number back;
if you lose, you lose the coins, though - so be careful.

Toadsworth will show you a number of cards (up to five) and each has a 
different fruit on it). Remember what the fruits are and he will tell 
you to say which fruit is on each of the cards in turn. If you get them
all right, you double the number of coins you wagered.

	DUEL SPACE
	**********

Duel an opponent, be be warned; duels are different here than before
as you don't choose what you wish to bet before the duel. Instead, once
a winner has been decided, the winner stops a roulette to see what 
they receive from the loser - coins or a star. Be warned, it is 
possible that a red "X" will appear, meaning the winner gains nothing
whatsoever.

	DK SPACE
	********

Donkey Kong will start a single player or multi player minigame. In a 
single player minigame, Donkey Kong will decide on a prize you get for 
winning (including a star), while in the multiplayer games, you win 
coins for the number of bananas you collected.

	MINI BOWSER SPACE
	*****************

If you land here, Mini Bowser will appear and trigger events:

CURSED MUSHROOM
---------------

On your next go, you can only throw numbers 1-5.

MINI BOWSER REVOLUTION
----------------------

It's not called this, but it's just like the Bowser Revolution from
the previous games; every players' coins will be redistributed equally, 
so not good if you have many more coins than your opponents.

COIN SWAP
---------

Mini Bowser will swap your coins with that of another player; this can
be good or bad, depending on how many the other player has.

SHUFFLE
-------

The positions of the four players will be shuffled.

	BOWSER SPACE
	************

Bowser will make you play evil single or multi-player mini games.

	STAR SPACE
	**********

If you pass this, you can usually purchase a star for 20 coins, though
on some boards the rules will be different.

	ITEM SHOP
	*********

Purchase orbs as you pass. You can hold up to three orbs at a time.

	BOWSER SHOP
	***********

If Bowser opened his item shop, he will sell you useless items; either
as the Golden Bowser Statue (from the original Mario Party), which will
then be stolen off you by Mini Bowser, or Mini Bowser Orbs, which will
be used by Mini Bowser. Once he does this, he will abandon his shop, 
which becomes a normal item shop again. If you pass him with no coins,
he will give you 10 coins - and keep his shop in place for the next 
victim.

	BOWSER TIME
	***********

Every time you play a minigame, Bowser's rage increases; when the rage
meter is filled up (every five turns), Bowser Time will take place.
Events that may occur are:

BOWSER SHOP
-----------

Bowser will demolish an item shop and build his own where he makes you 
buy useless items (see above).

BOWSER'S SOUVENIR PHOTOGRAPH
----------------------------

This one takes maybe longer than necessary, but is good for a laugh.
Bowser will get one of those placards with holes for peoples' faces in
and the characters will gullibly stand behind it (the pictures look 
absolutely hilarious because of the silly expressions on their faces).
Bowser will charge each player for 10 coins for a copy of the 
photograph (if Bowser "accidentally" got into the picture, he will
make you pay 20 coins each, then - like all good scam artists - he will 
do a runner without giving you the photograph, at which point 
Toadsworth points out that you all got conned.

BRIDGE BREAKING
---------------

Bowser will break a bridge (or bridges); on Grand Canal he will build 
his own, but it it will be covered in Bowser spaces, on Pagoda Peak, a
gap will be left in the board and players can end up getting stuck; on 
Pyramid Park he breaks both bridges using a sandstorm for three turns,
and this can trap players on either side of the board.

EXERCISE
--------

In Pagoda Peak, Bowser may decide to do some exercise - by jumping off
the mountain and causing an Earthquake that sends all players some way
down the mountain.

STEAL STARS
-----------

On Pyramid Park, Bowser likes to steal a star from the player in first
place. He will entrust it to Mini Bowser, who will sit in a specific
location. You can steal it back using a Chain-Chomp.

SANTA BOWSER
------------

In Neon Heights, Bowser may choose to steal coins from everyone - or a
star from the player in first place and place it in a hidden chest,
somewhere on the board. If you manage to find this, it's yours.

STEALING COINS
--------------

In Windmillville, Bowser will sometimes send Mini Bowser to one of the
windmills, and he will run off with some of the stored coins.

WINDMILL BREAKING
-----------------

In Windmillville, Bowser may demolish a windmill at random and steal
all of the coins inside; the windmill will be rebuilt, but with no
coins inside - and therefore no owner.

ISLAND SINKING
--------------

In Bowser's own board, Bowser likes to sink the island with the star on
it; the star will then move, and any player on that island loses half
of their coins. The island stays sunk until Bowser sinks another
island.


		************************
		         3: ORBS
		************************
		 **********************
		  ********************
		   ******************

Orbs can be obtained from Orb Spaces on the board, or bought from the
Orb Shops, which are hosted by:

Grand Canal - Singing Shy Guy ("Whassamattayou?")
Pagoda Peak - Kung Fu Koopa
Pyramid Park - Desert Goomba
Neon Heights  - Top Hat Shy Guy
Windmillville - Koopa Shepherdess
Bowser's Enchanted Inferno - Steel Goomba

Orbs sold in shops vary in price (see Secrets section, below)


		SELF ORBS
		*********

Use these orbs on yourself.

MUSHROOM
--------

Move with two dice blocks. Should be used to get close to a star or
chest, or escape from a Chain Chomp. Try not to use if you have too
few coins to open a star or box.

ADVANTAGES: Getting two identical numbers gets you 10 coins; getting
two sevens gets you 30 coins; helps you get the running star if you
are lucky
DRAWBACKS: Doesn't guarantee that you will move far

SUPER 'SHROOM
-------------

Move with three dice blocks.

ADVANTAGES: Getting three identical numbers gets you 30 coins; getting
three sevens gets you 50 coins; helps you get the running star if you
are lucky
DRAWBACKS: Doesn't guarantee that you will move far

SLUGGISH 'SHROOM
------------

The dice rolls slowly and you can choose what you throw easily. Try to 
hit the dice when the number just before the one you want shows up,
and that should help you get what you want.

ADVANTAGES: Helps you avoid traps, and ensure you pass stars, and help
you to get the running star or land on particular spaces
DRAWBACKS: None, really

METAL MUSHROOM
--------------

Turns you to metal and helps you avoid roadblock orbs in your way.

ADVANTAGES: Avoids roadblock orbs
DRAWBACKS: None really

FLUTTER
-------

Having taken over from the Mushroom Genie, Flutter will take you to the
star space; you still need to pay for the star, though, so make sure 
you have enough coins before using this orb.

ADVANTAGES: Takes you to the star
DRAWBACKS: You still need to pay for the star

CANNON
------

Only available in Pagoda Peak; will boost you towards the top of the
mountain.

ADVANTAGES: Can send you a long way up the mountain if you are lucky
DRAWBACKS: Could send you a long way up too soon, and you could reach
the top with too few coins to buy the star; sometimes will only send
you a few spaces

LAKITU
------

Only available in Neon Heights; Lakitu will bring a treasure chest to 
you. Very useful if there is one box left on the board, as you know 
this will contain the star

ADVANTAGES: You open the treasure chest free of charge
DRAWBACKS: You don't choose which chest Lakitu takes

SNACK
-----

Only available in Pyramid Park; for the next three turns, you will
prevent the Chain Chomps from stealing a star from you (once a chain 
chomp tries, then the effect wears off). Unlike in previous games, this
is NOT used automatically; you have to have it in effect, so use it
wisely, and when someone seems like they are about to run over you.

ADVANTAGES: Prevents Chain Chomp attacks
DRAWBACKS: None, really

		THROWN ORBS
		***********

Throw these on a space and anyone who lands on that space will suffer
the consequences. You can throw these on opponents' spaces and even
on Mini Bowser spaces. If you land on your own space, you get five 
coins. If the space you chose ends up as a star space, then it will
revert to its original form afterwards.

HAMMER BRO
----------

Hammer Bro. will show up and do a rather unnecessary juggling act
before throwing hammers at you and taking 10 coins (or all the coins
you have if you have less than 10), then will give them to the owner
of the space.

ADVANTAGES: You get 10 coins
DRAWBACKS: None, really

PIRANHA PLANT
-------------

An opponent who lands here gives you half their coins.

ADVANTAGES: You can get a lot of coins from this
DRAWBACKS: None, really

SPEAR GUY
---------

An opponent who lands here throws a dice to see how many coins they
give you, then Spear Guy stabs the coins out of them.

ADVANTAGES: You can get coins from opponents
DRAWBACKS: None, really

KAMEK
-----

Kamek turns up to three of the opponent's spaces (less only if the
opponent doesn't have enough spaces) into your own spaces.

ADVANTAGES: You can steal useful spaces from opponents
DRAWBACKS: If the opponent has more then three spaces, the ones that
become yours are chosen randomly

TOADY
-----

Toady gives you one of the orbs from an opponent who lands on the 
space.

ADVANTAGES: Your opponents can lose items such as Magic Lamps
DRAWBACKS: You don't get the orb that was taken

MR. BLIZZARD
------------

An opponent who lands here loses every orb they hold.

ADVANTAGES: Your opponent loses all their orbs
DRAWBACKS: You don't actually gain any orbs

BANDIT
------

Only found in Windmillville; a Bandit (from Paper Mario: The Thousand
Year Door) will steal some of the opponent's coins from one of their
windmills, and give them to you.

ADVANTAGES: Can help you steal Windmills from opponents and you get
coins
DRAWBACKS: None, really

PINK BOO
--------

An opponent who lands here gives you a star, or 20 coins if they don't
have a star. It is a good idea to use these ASAP when you get them in
order to avoid any risk of losing them.

ADVANTAGES: Can steal stars or coins from opponents
DRAWBACKS: The price, I guess (20 - 30 coins)

		ROADBLOCK ORBS
		**************

Any opponent who passes these will set them off, and then the spaces
will return to normal.

SPINY
-----

The opponent loses 10 coins (but doesn't give them to you like in
previous games).

ADVANTAGES: Your opponent loses coins
DRAWBACKS: You don't get coins, and the item is wasted if the opponent
has no coins anyway

ZAP
---

An opponent will lose three coins for every space after passing this; 
a good place to put these is close to a star space, such as the top of 
Pagoda Peak, for example.

ADVANTAGES: Your opponent can lose a lot of coins
DRAWBACKS: If your opponent's turn finishes soon after the space, or
they have few or no coins, its a bit of a waste of an item

TWEESTER
--------

The opponent will be blown to a random location.

ADVANTAGES: Can send an opponent away from the star
DRAWBACKS: Could backfire if the opponent is sent closer to the star

THWOMP
------

A Thwomp (this time in the traditional form from the old Mario games)
will appear and Thwomp the player, stopping them in their tracks. Place
these on red spaces for maximum annoyance.

ADVANTAGES: Stops opponents in their tracks
DRAWBACKS: If you placed it before a star location, it could backfire
on you if, for example, the star appears in front of the opponent
before their next turn, whereas otherwise they would have been ahead
of the star space (it's kick yourself time)

WARP PIPE
---------

This will send the opponent back to the space where their turn started.

ADVANTAGES: If your opponent had a large dice throw, this could send 
them back a long way
DRAWBACKS: If your opponent started just one or two spaces behind the
space, it could have very little effect

BOB-OMB
-------

Only found in Pagoda Peak, any opponent who passes will be sent some 
way back down the mountain.

ADVANTAGES: Sends your opponents back down the mountain
DRAWBACKS: Could give them time to collect the coins they need to
pay Master Koopa.

		CHARACTER ORBS
		**************

Can only be bought/used by the characters indicated, kind of like in
Mario Kart: Double Dash. If playing in Team Mode, they can be used only
 by those characters - so if Mario is teamed with Yoshi and Yoshi gets
 an Egg Orb, Mario cannot use the Egg Orb, but Yoshi can.

FIREBALL (MARIO AND LUIGI)
--------------------------

Affects you for three turns; if you pass an opponent while this is in
use, you get to steal coins from them.

ADVANTAGES: Allows you to steal coins
DRAWBACKS: Useless if you don't pass opponents, or if your opponents
have no coins; you cannot use Mushroom Orbs while this is in effect

FLOWER (PEACH AND DAISY)
------------------------

Flowers will grow on all spaces that you pass, and you will get three
coins for each space and will avoid roadblock spaces.

ADVANTAGES: Avoids roadblock spaces and lets you gain coins

EGG (YOSHI AND BIRDO)
---------------------

Should ideally be used when there are lots of roadblock spaces ahead of
you and preferably when you don't have a lot of orbs; all character
spaces you pass will become eggs (returning the spaces to normal), and
the eggs will become orbs, which are yours to keep (if you end up with
too many orbs, you may end up having to throw some away).

ADVANTAGES: You gain orbs, and if a Mini Bowser Space is in the way, 
you will not receive a Mini Bowser orb
DRAWBACKS: If you have a lot of orbs, you could overfill your orb 
capacity and be forced to throw some away


VACUUM (WARIO AND WALUIGI)
--------------------------

Much like the Paratroopa Orb from Mario Party 5, you get to spin a
wheel to decide how many coins each player uses; the only difference
is here you get to keep the coins they lost (much like E-Gadd's fan
in Mario Party 6).

ADVANTAGES: You can gain up to 30 coins
DRAWBACKS: Useless if your opponents have hardly any coins

MAGIC (BOO AND DRY BONES)
-------------------------

Turns you invisible and doubles your throw on the dice for two turns
(so, if you threw a 10, you move 20 spaces); you are also immune to 
roadblock orbs.

ADVANTAGES: Get to go further using the dice, avoids roadblocks
DRAWBACKS: Cannot use mushrooms while in use

TRIPLE 'SHROOM (TOAD AND TOADETTE)
----------------------------------

For three turns, you get to use two dice blocks

ADVANTAGES: You can get extra coins for throwing identical dice blocks,
and helps you move a long way across the board and provides an
advantage in getting the running star
DRAWBACKS: Cannot use other Mushrooms while this is in use

		OTHER ORBS
		**********

MINI BOWSER
-----------

Mini Bowser will appear and throw it on the board, creating a new Mini
Bowser space. Unlike the Bowser capsules of Mario Party 5, these are
actually very common.

ADVANTAGES: None really, except that you could accidentally screw an
opponent over; also, very rarely, you may benefit from the Mini Bowser
space
DRAWBACKS: An extra Mini Bowser Space 



		************************
	      4: PARTY CRUISE WALKTHROUGH
		************************
		 **********************
		  ********************
		   ******************

In regular play, the four players throw a dice to see who goes first
(chosen by the highest number). If Team Mode is used, you can have up
to 8 players (but if you're a total loner, you can play with 7 
computer controlled characters, so it's not a case of "Ha ha, you've
got no friends, too bad!"), and each team will have two players, who
will each throw a dice on every turn. In a team with two human players,
or two computer players, the leader will change each turn, and the
leader will decide whether to use orbs or where to go. If you are a
human co-operating with a computer, you will always be leader. The team
leader will play all minigames except for 8 player ones in which case 
two human players share a control pad if in the same team.

Bowser will start an event for the last four turns (no, not the last
five as was the tradition). The player in last place will spin the
roulette and will choose one of the following "bonuses".

Triple the value of red and blue spaces (i.e. lose/gain 9 coins)
10 red or blue spaces become Mini Bowser Spaces
The losing player gets 40 coins
Stars will cost just 10 coins (in Grand Canal and Bowser's Enchanted
Inferno)
All red spaces become Bowser spaces
All Chain-Chomp rides are half-price (in Pyramid Park)

At the end of the game, the winner is the player with most stars, or -
if two players have the same number of stars - most coins and stars.
If you have bonuses on, Toadsworth will choose randomly three bonus 
stars; this makes it worth doing the bonuses to see what he does, and
it makes things less predictable.

MINI GAME STAR: Awarded to the player who earned most coins in mini
games.

ACTION STAR: Awarded to the player who landed on most happening (?)
spaces.

ORB STAR: Awarded to the player who used most boards.

SHOPPING STAR: Awarded to the player who spent most coins
buying orbs from the stores.

RED STAR: A consolation prize for the player who landed on most red spaces.

RUNNING STAR: Awarded to the player who moved furthest using dice in
the game (using cannons doesn't count). Boo, Dry Bones, Toad and 
Toadette have an obvious advantage in this case, but using Mushrooms 
and Super 'Shrooms can help you to get this, though this is still
largely based on luck.


		GRAND CANAL
		***********

Grand Canal is a regular board where you aim for the star space, and
pay 20 coins for the star, at which point the star space moves. The
place is based on Venice, though it's also similar to Super Mario 
Sunshine's Delfino Plaza (minus the Piantas). 

HAPPENING SPACES
----------------

Gooper Blooper: Gooper Blooper will shuffle around four treasure chests
containing a star, 10 coins, a ztar and nothing. Keep your eye on the
star and try and get that one; getting the ztar will deduct a star from
your total.

Shy Guy Gondola: Shy Guy will take you acros the canal in his gondola 
and you can jump to grab coins. Only use it if it will take you closer 
to the star space.


Leaning Tower of Pisa: The tower will collapse and Cheep Cheeps will 
flip you back to the start.


Opening Bridge: The bridge will open and you will go flying to a random 
space.

Circus Maximus: Shy Guys will chuck coins and spinies at you and you
must grab coins while dodging spinies.

		PAGODA PEAK
		***********

This board takes elements from Mario's Rainbow Castle (Mario Party),
Peach's Birthday Cake (Mario Party) and Faire Square (Mario Party 6),
including the use of a board that does not loop around but has a 
distinctive start and finish where you return to the start once you
reach the end of the track, the fact that you can't take an alternate 
path and the fact that the cost of coins changes constantly. The level
takes place up a mountain with Japanese-style scenery, and the Master
Koopa, a Koopa who bears a slight resemblance to Pai Mei from Kill Bill 
Vol. 2, who will sell you stars. These start at 10 coins, but once one
player buys one, the price will increase by 10 coins - up to 40 coins, 
and then it is reset to 10 coins. If a player cannot buy the star, the
cost remains the same. You can also use the cannon orbs on this board
to give yourself a boost, but make sure you don't go too close to the
top of the mountain with too few coins. There is also a "duel palace"
with three duel spaces outside of it. 

HAPPENING SPACES
----------------

Bottle Rockets: Choose a bottle rocket, and if you are lucky, you will
be sent closer to the top of the mountain - or you could be sent back 
to start if you choose wrongly.

Kung Fu Falls: Jump across the waterfall (which is kind of reminiscent 
of something off Super Mario Sunshine's Noki Bay) and collect coins
as they fall.

Burning Rock: Mash the A button to fan the stone lion to put out the
flames. If you are successful, you will get some coins which are inside
(the number seems to depend on how fast you put the flames out).

Dragon: Situated two spaces away from Pai Mei - I mean, Master Koopa.
Bad luck; it spits you back to the start space.

Gong: There are several of these and if you land here, you can spin
a roulette and then stop it to choose the cost of stars. Try and use it
to your advantage by considering how many players are ahead of you and
how many coins they have - for example, if someone has 30 coins and the
cost is 30, try changing it to 40 to screw them over. Master Koopa will
give you coins after you stop the roulette.

		PYRAMID PARK
		************

This board is similar in style to Snowflake Lake from Mario Party 6, as
each player is given five stars and must steal stars from others by
riding chain Chomps. Chain Chomps normally cost 10 coins to use one
dice block and 20 to use two, but with the giant red Chain-Chomp on
the top left hand side of the board, you pay 10 coins to roll three
dice. The normal Chain-Chomps are all located towards the right. The
Chain-Chomps can be directed to go to specific locations at forks in 
the path, but cannot pass the Whomp who blocks one of the paths to the
Bowser Sphinx, and this path is usually reliable for sheltering from
Red Chain-Chomp. You can use Bone Orbs to avoid attacks from the
Chain-Chomps. The two areas of the board are connected by bridges, that
Bowser will sometimes knock down using a sandstorm; they will be out
for three turns if that happens.

HAPPENING SPACES
----------------

Quicksand: Two are located on either side of the board; the stones in
the quicksand will sink and all players will be sucked in and will 
reappear on the other side of the board. This can be useful for
making a quick escape from one of the Chain-Chomps.

Monty Mole: Monty Mole will let you bash the cobras that appear out of
the holes; use the control stick to choose the direction and press A
to bash, and you get a coin for each cobra you hit. Don't hit Monty
Mole or he will stop the mini-game.

Bowser Sphinx: The Bowser Sphinx will catch you trying to steal his
treasure, and will divide everyone's coins equally.

		NEON HEIGHTS
		************

Sounds like it's based on Las Vegas, but actually this board resembles
a Hollywood film studio. This board features three chests, one of which
contains a star. When you get the star, the chests will be randomly 
shuffled; you need only 10 coins to open them. The other two chests
will contain 20 coins and a Bob Omb respectively; the latter will 
send you back to the start space, which can be good or bad, depending 
on where the other chests are. You can also use Lakitu capsules to
bring a chest to you, but Lakitu will choose which chest gets stolen.
A good time to use it is when there is just one chest left on the 
board - meaning you can be certain of getting the star.

There are also a couple of minigames you can play as you pass them:

SHOOTING GALLERY
----------------

A Shy Guy director will ask you to star in his movie; you will either
end up as Lead (Mario, Luigi), Heroine (Peach, Daisy), Sidekick (Yoshi,
Toad, Toadette, Birdo) or Villain (Wario, Waluigi, Boo, Dry Bones); it
doesn't make any difference because in any case you must shoot the 
Mini Bowser targets (using A) as they sweep past. Whatever you do,
don't hit the Toadsworth targets as you will not get any coins (and the
Director will get mad and tell you his dog can act better). You will
get a coin for every hit you make to a Mini Bowser target.

BASEBALL
--------

A clone of Mario Party 5's Dinger Derby, you must press A to hit the
baseballs as they come flying at you; you get two coins for each hit
that you make.

HAPPENING SPACES
----------------

Slot Machine: Similar to Mario Party's matching game, you must select
two matching pictures, while avoiding the Bowser picture. If you do
this perfectly, with no mistakes (i.e. select all four pairs the first
time), you will receive a star. If you fail to select a pair, your game
is over and you get coins for the number of pairs you found, but if you
are in teams, you will each get a chance and if one player screws up, 
the next player takes over. However, if the Bowser card is selected,
the game ends and you lose 10 coins.

Rocket: Use A to pump fuel into the rocket and then see how high you
can go, collecting coins along the way. If you are in Team Mode, you
will be able to receive more coins that you would have done alone.

UFO: The UFO (similar to one of the UFOs from Mario Party 5's ID UFO
Minigame) will switch the positions of the boxes.

		WINDMILLVILLE
		*************

This board is very unusual in that it consists of several windmills,
which contain a varying number of stars. Most contain 1 star, but the
ones to either side contain two each, while the large one in the centre
contains three. The windmills with more stars in are harder to pass
because of the flowers. When a player passes over them, they will close
up and the next player to pass will take a different route, and each 
time the route alternates, which means that you have a 50-50 chance of
passing either of the 2 star windmills; there are two forks in the path
just before the 3 star windmill, meaning you have a 1 in 4 chance of
reaching it. It helps to pay 10 coins to ride the flower located at the
top right-hand corner, which will take you to another location (which
may or may not be the big windmill).

To own a windmill, you just need to have put the largest number of
coins into it, so at first you can buy a windmill for 1 coin, but you
can put more coins into a windmill and try and out-price your
opponents. When it gets close to the end of the game, try putting
large amounts of coins into a windmill so that the player(s) chasing
you won't be able to afford to take the windmill from you - but be
careful you don't overdo it or you could be struggling for coins.

HAPPENING SPACES
----------------

Trampoline: Do ground pounds to jump on the trampoline and get high 
enough to grab the coins that fly overhead - this might take some 
practice.

		BOWSER'S ENCHANTED INFERNO
		**************************

This is unlocked by beating every board on Single Player Mode.

The board uses the regular rules, with stars being bought for 20 coins
each, and changing location; the board is divided into four islands 
(I'll call them East, West, North and South for simplicity). Bowser
will often sink the island with the star on during Bowser Time, in
which case any player on that island will be sent back to start and
lose half of their coins, and the star will move. That island will
remain sunk until Bowser sinks another island. The bridge from the
start space initially leads to the South Island, but if that island
is sunk, then the bridge will move.

HAPPENING SPACES
----------------

Cannons: Located on each island, you will be blown to another island at
random.

Klepto: Located on the South Island, Klepto will move the star space.

Obstacle Course: You must choose which obstacles to jump over using
the control stick; if you make it across you get a star; if one of 
the obstacles sinks, you lose 10 coins; this is completely down to 
luck.

Roller Coaster: Located on the West Island, you will get on a roller
coaster; jump to get the coins overhead.

Wrestling Arena: Mash A as fast as you can to push Mini Bowser off the 
podium; if you succeed, you get 10 coins, but you lose 10 coins if he 
pushes you off.



		************************
		5: SOLO MODE WALKTHROUGH
		************************
		 **********************
		  ********************
		   ******************

Solo Mode can be played by one player against either a computer player
or a human opponent. The rules are slightly different:

1) Each game will always last up to 30 turns
2) There are no minigames, except for duels, Bowser games and DK games
(when the relevant spaces are landed on); Bowser and DK will only do
single-player games and will only give/take coins
3) Blue and red spaces are worth plus and minus 5 coins respectively,
instead of the usual 3
4) Dice blocks located around the boards can be thrown and used to 
get 5, 10 or 20 coins as you pass

At the start, only Grand Canal is playable; you can unlock each board
in turn by beating the previous one.

		GRAND CANAL
		***********

The rules here are simple; you must be the first to grab 2 stars, so
try and get as many coins as you can and get to the star fast. Also,
try and get a Flutter Orb as it can really help you; Mushrooms help too. 
Try and avoid landing on the happening space by Gooper Blooper unless 
you have nostars, as THREE of his chests hold Ztars, and the other 
contains 20 coins.

		PAGODA PEAK
		***********

The winner is the first to reach the top of the mountain whilst
holding 100 coins. Use of the Mic Minigame can help on this, as can
using the cannons and mushrooms to overtake your opponent. If you
don't have enough stars, you will be sent back to the start, but
you do get to throw a dice to gain coins. If your dice throw takes you
over 100 coins, you will still be sent back to start. The happening
spaces can usually be used to gain coins (the burning rock and Kung Fu
Falls, for example), but try and avoid the dragon space. It's also best
to avoid buying anything in the item shops, and instead save your
money.

		PYRAMID PARK
		************

Bandit will steal a star from the Bowser Sphinx and stand on a random 
location on the board and you must steal it using the Chain Chomp and
get it to the Bowser Sphinx before your opponent steals it from you.
The board is altered slightly, with the direction of the path by the
Bowser Sphinx reversed, so you access it from near to the Red Chain 
Chomp, and must pay Whomp 10 coins to access it. If Bandit is on the
right hand side of the board, it's quickest to use one of the normal
Chain-Chomps while if he is on the left hand side, then make a bee line
for the red Chain-Chomp. There is a lot of luck involved in this game,
as it involves getting good dice throws; also, remember that if your
opponent has the star, you can still get it back using a Chain-Chomp,
but you must do this before they pass Whomp. Super' Shrooms and
Sluggish 'Shrooms are useful for making a quick getaway. If you are
really lucky, you may get a Bone Capsule (or you could check in the
item shops to see if one is on sale).

		NEON HEIGHTS
		************

There are eight boxes and five contain a star; you must be the first
to find three stars (the fake boxes contain Bob Ombs and will send you
back to start). It's best to take a logical route around the board;
I tend to first of all take the path by the giant slot machine, and
then get more coins using the shooting gallery/film set. The first box
will cost 5 coins to open, and then each time a box is opened, the
price increases by 5 coins - up to 40 coins with the last box (if it
actually comes down to such a situation). Therefore, be careful when
buying items as you could cheat yourself out of opening a box.

		WINDMILLVILLE
		*************

You must pay the amount of coins shown on the windmills to repair them;
normal windmills cost 20 coins, the double windmills cost 30 and the
giant windmill costs 50 coins. Obviously, it's most cost-effective to
repair the normal windmills, but quite often, beggars can't be choosers
and this game is very much down to the roll of the dice. Sluggish 
'Shrooms are very useful here to ensure you will beat your opponent to
a windmill, or ensure that you will not pass a windmill with too few
coins. Like with Pagoda Peak, buying items is usually a waste of money.

		BOWSER'S ENCHANTED INFERNO
		**************************

The object here is to get one star and then head towards the central
area; pass the arrow signs (one on each island) while holding a star
and you will be able to challenge Bowser. Be warned: Many of the
happening spaces will cause Bowser to sink the island with the star on.
There's not a lot to suggest here, save for get plenty of coins and
by Super 'Shrooms or Flutter Orbs to beat your opponent to the stars.

When you challenge Bowser, you must play Bowser's Lovely Lift (see
minigames section). Be warned, as if you are knocked out and your
opponent reaches Bowser, they will start where you were knocked out,
so they may be able to win with very little effort on their part. This
can also work in your favour, since an opponent could screw up at the
last moment, allowing you to step in and steal an easy victory.


		************************
		       6: MINIGAMES
		************************
		 **********************
		  ********************
 		   ******************

		4 PLAYER MINIGAMES
		******************

BIG DRIPPER
-----------

Similar to:

CONEY ISLAND (MARIO PARTY 5)

Difficulty: Fairly Easy

Run around to catch the honey that is dripping from the ceiling of the
beehive, using the shadows so you can tell where they will fall.
Watch out for when the controller rumbles (a "!" appears if Rumble is 
off), as it means a swarm of bees is about to appear. Press duck before
they show up to avoid being stung (and briefly stunned). The player
with most honey at the end wins.

BUBBLE BRAWL
------------

Similar to:

LAVA TILE ISLE (MARIO PARTY 2)
FISH UPON A STAR (MARIO PARTY 5)
WRASSLING RAPIDS (MARIO PARTY 6)
THE FINAL COUNTDOWN (MARIO PARTY 7)

DifficultY: Fairly Hard

Press B to punch the opponents out of the bubble; be careful not go get
too close to the edge yourself, though, or you will be an easy target
for your opponents.

CATCHY TUNES
------------

Difficulty: Fairly Easy

Watch the shadows of the musical symbols (notes, bass clefs, etc.) and
catch one of each symbol by jumping to grab them before the opponents
(try jumping on them to stun them). I tend to just jump at any notes 
and hope for the best as the game gets too frenetic to try looking at 
your "checklist" every few moments.

COINTAGIOUS
-----------

Difficulty: N/A (luck)

Roll the dice (which shows the numbers 0-3), and you will get the
number of coins shown. Keep rolling it until time is up. There is a
rather annoying delay after you roll the dice, which just wastes time.


FUN RUN
-------

Difficulty: Medium

Once you learn about the traps then this shouldn't be too hard; keep
running around the spiralling trap, jumping over the spinies. Also, 
jump over the pink floor segments as these will give way, and jump when
you see a funny pattern in the wall - these hide a trap that shoves you
off the edge; stop right before these and then jump over the trap after
it springs out). The first to the top wins.

GHOST IN THE HALL
-----------------

Difficulty: N/A (luck)

Run through the haunted house to be the first to escape. Avoid the
doors that open in your face and the pink boos (you don't know when
these will show up, so be careful). Remember, you can't pass either,
so if one pops up, you'll have to find a different route.

KART WHEELED
------------

Similar to:

LATER SKATER (MARIO PARTY 5)

Difficulty: Easy

Press A to accelerate and use the control stick to move in order to
make five laps of the track (shaped like an infinity symbol). First to
make five laps wins.


PICTURE THIS
------------

Difficulty: Medium

Use L and R to flick through the book to find the image shown. There
are three different "stories" told in the book; one shows a plant 
growing from a seed, so if you see a fully grown plant, mash B until 
you get close to the back of the book, and with pictures of a seed, do 
the opposite. At the start of the story, you will see the seed being 
watered and a caterpillar appearing, and then the plant developing; at
the end, there will also be a butterfly. In the other version, you will 
see a car driving down the road, a cow crossing the road (found close 
to the start) of the "story", and eventually the car stopping at a 
house. With this second one, another clue as to at what point in the 
book a picture can be found is the sky, which will start off as a red 
(sunset) sky, and will end up as a night sky. There is also a THIRD
story with some snails appearing on a leaf, followed by a thunderstorm,
and a rainbow at the end. As you get to similar looking pictures to the 
one you are looking for, slow down and watch out, and then when you 
see the picture you need,press A. Choosing the wrong picture will 
waste time. Computers set to Brutal will find the pictures insanely
fast.

POKEY PUMMEL
------------

Difficulty: Easy

Mash A as fast as you can to destroy the pokey (cactus) before the 
opponents. When playing against hard computers, rubbing a pencil across
the A button helps to make things easier.

TAKE ME OHM
-----------

Similar to:

SURGE AND DESTROY (MARIO PARTY 6)

Difficulty: Medium

When the Thwomps (here in their traditional style) thwomp on the ground,
they will send out electical waves which you must dodge by jumping over
them. The last player(s) standing wins. Try and stomp on your opponents
to stun them.

TARGET TAG
----------

Difficulty: Fairly Easy

Move your plane up and down (remember, holding the control stick down
makes you go up and vice versa), and move left or right to go through
the targets and you will get the number of points shown. Bowser targets
cause you to lose all your points, though. The player with most points
wins. The best tactic is to simply watch out for the 30/50 point
targets and concentrate on these.

TRACK AND YIELD
---------------

Difficulty: Medium

Keep running and jumping over the hurdles (press A); this should be easy
as long as you don't get carried away; don't stand too close to where
the hurdles appear or you will probably end up tripping. Be especially 
careful to avoid the electified ones, as they will knock you out
straight away. If you stay too close to the back, you risk falling off
the conveyor belt. It also speeds up gradually, so in the end it will
go incredibly fast.

THE FOLLOWING GAMES ARE PLAYED USING THE MIC; ALL FOUR PLAYERS TAKE IT
IN TURNS TO PLAY

BALLOON BUSTERS
---------------

Similar to:

BALLOON OF DOOM (MARIO PARTY 4)

Difficulty: N/A (luck)

Keep saying "Bigger" to inflate the balloon within the time limit (up
to five times) and say "stop" to end your turn. The object is to get
the balloon almost full to bursting on your turn, and then make the
next player burst it. When this happens, all players will be blown away
except for the player who was last to go, who is behind a protective
screen. Try and inflate it lots to start with and then work out how
full it can get before it inflates to give you an idea of how daring
you can be.

CLOCK WATCHERS
--------------

Similar to:

TIME BOMB (MARIO PARTY 2)

Difficulty: Medium

A random time will be shown, and you must stop the clock when it
reachest that time - by saying: "Stop". After about 3.5 seconds, the
clock will be hidden, so you must time it yourself (using a watch can
be useful for this). Say "stop" when you think the time is reached;
the winner is whoever stops the clock closest to the correct time.

DART ATTACK
-----------

Difficulty: Fairly Hard

Five targets will be in front of you, with the number of points you
win for hitting them displayed (10 is easiest to hit with 50 being
hardest). Say "Fire" to fire a dart; you only get five shots and you
must take them within the time limit, so don't take too long waiting.

MATHEMORTICIAN
--------------

Difficulty: Medium

Pink Boos will fly past numbers and you must say a number to fire a
missile at and hopefully hit a boo. You will get one point for each 
normal pink boo, or three for a boo wearing a crown. Try watching the
boos and say a number that they are just about to pass, as there is
a slight delay between you saying the word and the missile hitting
the screen.

OIL CRISIS
----------

Difficulty: Fairly Easy

Get as far as you can before your oil runs out; remember to go through
the oil tanks to get more fuel and avoid the oil slicks, by saying,
"Left" and "Right". Wait until you have a clear path with no oil slicks 
before saying "Mushroom" for a boost (you can use this just once).

		1 v 3 MINIGAMES
		***************

BALLOONATIC
-----------

Similar to:

TIGHTROPE TREACHERY (MARIO PARTY)
RAINBOW RUN (MARIO PARTY 2)

Difficulty:

Single Player - Medium
Three Players - Fairly Easy

The single player flies around using three balloons, and the three
players must fire cannonballs at the balloons to burst them, using
the crosshairs to aim and A to fire. The single player should watch
the crosshairs and move around at all times, using A to ascend (it
isn't quite as hard as it sounds, but the single player will slow down
when there are fewer balloons remaining; if the three players manage 
to burst all three balloons, they win.

COIN OP BOP
-----------

Similar to:

FISH AND DRIPS (MARIO PARTY 4)

Difficulty: 

Single Player - Easy
Three Players - Fairly Easy

The single player presses a combination of buttons shown on the slot
machine while each of the three players press the button that appears
above their heads, in order to win coins. If any player makes a mistake
they will be stunned by a bob omb for a few seconds. You win any coins
received from the slot machine. As long as the single player is 
adept at hitting the right buttons, they may actually have a huge
advantage over the opponents (especially where computer characters
are involved).

EASY PICKINGS
-------------

Difficulty: N/A (luck)

The single player has one large pickaxe, while the three players each
have small pickaxes. Press A to hit the breakable rocks (the large
pickaxe breaks rocks in one go while the smaller ones take three hits)
and get points for any gemstones you find. The player(s) with most
points at the end win. Try not to hit the same rocks as your partners,
as this will waste time.

FLASHFRIGHT
-----------

Difficulty:

Single Player - Fairly Easy
Three Players - Faily Hard

This game reminds me of the Searchlight Seek Minigame in Donkey Kong
64. The three players run around the dark graveyard with the single 
player in hot pursuit, trying to avoid being caught in the beam of
the torch carried by the single player - otherwise they are out. 
Running around the statues in the corners is useful for eluding the 
player with the flashlight, as is doubling back on yourself if 
necessary. Also, whichever side you are on, try not to get stuck
behind the opponents who have just been knocked out, as they will
barricade pathways before being carried off by a Fly Guy; if you are
holding the flashlight, you will waste time trying to pass them, and
if you are running, you risk getting trapped by the single player. The
single player can take advantage of such a situation.

LA BOMBA
--------

Similar to: 

CONVEYOR BOLT (MARIO PARTY 6)

Difficulty:

Single Player - Medium
Three Players - Easy

The single player drops bob ombs, using ground pounds (A+A) on the 
boxes under their feet, which the others must avoid before they 
explode. Make sure you keep on the move all the time if on the
team of three and don't get in each others' way. If all opponents are
knocked out, the single player wins. The coloured boxes have more bombs
in, which can help knocking the opponents out.

POGO-A-G0-GO
------------

DifficultY:

Single Player - Fairly Hard
Three Players - Fairly Easy

The single player rotates the platform with L and R, while the three
players use the control sticks to avoid tumbling into the holes.
If you're in the team of three this is just a simple case of looking
out for the holes and keeping moving at all times; for the single
player, try changing direction when an opponent is very close to a hole
and hope to catch them unawares. The best advice I can give to the 
single player is to try and turn the wheel when the opponents are very
close to the holes and hope that you catch them unawares and they fall
in.

SPINNER CELL
------------

Similar to:

SURGE AND DESTROY (MARIO PARTY 6)

Difficulty:

Single Player - Fairly Easy
Three Players - Medium

The single player controls a large spinner with the control stick and
a smaller one with the C stick, while the three players run to avoid
them. The small spinner stuns the opponents while the larger, slower,
one knocks them out. A good tactic is to keep the spinners close
together and stun players with the small spinner before going in for
the kill with the big spinner. The single player wins by knocking out
all three opponents.

SPRAY ANYTHING
--------------

Difficulty: 

Single Player - Medium
Three Players - Easy

The single player is in the middle and the opponents fire bubbles at
them, which they must dodge; use A to fire bubbles. If you're in the 
team of three, try not to stand right opposite a team partner as you
may end up hitting, and stunning, each other. Dodging the bubbles is
not hard, as they go slowly, but watch that you don't get caught on
the edge of the playing field. The three players should try and force
this to happen, so that the single player is forced to take a hit.

THINK TANK
----------

Similar to:

SHELL SHOCKED (MARIO PARTY 2)
MARIO MECHS (MARIO PARTY 5)

Difficulty:

Single Player - Fairly Easy
Three Players - Fairly Hard

The single player is in a large tank with nine hearts, while the
three players are in smaller tanks with three hearts each. They must
knock each other out to win; if you're in the big tank, it's best
to keep firing like crazy and watch no one sneaks up on you; for the 
three players, try performing a sneaky attack on the single player from
the rear.

FOR THE FOLLOWING GAMES, THE SINGLE PLAYER USES THE MIC

BE MY CHUM!
-----------

Difficulty:

Single Player - Easy
Three Players - Medium

The single player uses the mic to say, "Cheep Cheep", "Sushi", "Blooper"
or "Lakitu" commands to send fish (and Lakitus) to attack the opponents, 
who must move out of the way and avoid being hit. Lakitu will drop
spinies on the opponents, which is useful and hard for them to dodge;
try combining this or Cheep Cheep with an attack from Sushi. Bloopers
do very little to help, though.

BOXING DAY
----------

Difficulty:

Single Player - Fairly Easy
Three Players - Medium

The single player gives commands to the giant robot to the three
players, who must avoid the attacks for the duration of the game.
If the three players can ground pound all of the tiles, they win. 
Commands include: "Rotate", "Double Punch", "Rocket Punch", "Left" and
"Right".

NUMBER CRUNCHERS
----------------

Difficulty:

Single Player - Fairly Easy
Three Players - Medium

The single player can say: "1", "2", "3", or "Square" or "Circle" and
all the panels with those specifications (i.e. all the square ones or 
all the ones with 1s on) will get attacked by Thwomps. The three
players must avoid being crushed. The single player should anticipate
where the three players are going to go, and try and catch them out.

STRATOSFEAR
-----------

Difficulty:

Single Player - Fairly Easy
Three Players - Hard

Say "Up" and "Down" to move up and down the Classic Mario-style
platform and hopefully lead the opponents into the attack of Bullet
Bills. The three players can jump on the Bullet Bills, but if they are
hit directly, they are out. Watch the Bills so you know the best way
to catch your opponents out.

WHEEL OF WOE
------------

Difficulty:

Single Player - Fairly Hard
Three Players - Medium

The three players are on a disc shape, similar to that on "Pogo-A-Go-Go".
The single player can call the commands: "Chain Chomp" (sends Chain
Chomps across the disc), "Bullet Bill" (fires Bullet Bills), and
"Shy Guy" (the shy guy will change the direction the disc is spinning
in). This can be hard for the single player, but try sending out a
Chain Chomp and then saying, "Shy Guy".

		2 v 2 MINIGAMES
		***************

BATTERY RAM
-----------

Difficulty: Hard

Both players are at either end of a battery and must take it through a 
maze of passages. You must remember that the battery can't go 
everywhere, since it can't bend, so good spatial awareness is good. The
battery will not go around a tight 90 degree corner, for example. So, 
you will end up doing a lot of backing up in the Y-shaped junctions; 
this can be hard against a computer, but it is still possible to win.
Human players are far easier to cooperate with, as often the computer
player will be an idiot and try to push the battery in the opposite
direction to you; kind of like two dogs fighting over the same bone.

BUMPER CROP
-----------

Difficulty: Medium

Similar to the way that Peach could pick turnips in the old games, you
must pick two of each kind of vegetable and put them in the truck to 
win this game. Watch the gauge at the top of the screen to see which 
vegetables you need and press A to grab one and A again to throw it.
To complicate things, a Shy Guy will sometimes hold up an X to stop 
you throwing vegetables, so watch the Shy Guys. If you're playing with
a computer character, watch which vegetables your partner goes for so
you don't get one too many; with a human partner, you can easily
decide beforehand who grabs what - so you could say: "I'll take two 
potatoes, you get two turnips and we'll both get one carrot". Also,
watch out as some of the vegetables have no roots, and are therefore
useless.

BUZZSTORMER
-----------

Difficulty: Easy

This game reminds me of levels of the game, "Bugdom" where you had to
ride a giant draonfly. Here, each team is on a giant bee and must use
left and right to avoid the sunflowers; cooperation is vital betwen the
players.

CARDINAL RULE
-------------

Similar to:

ASTRO-LOGICAL (MARIO PARTY 5)

Difficulty: Medium

A picture will appear and you must ground pound one of the cards with
an identical picture; if both members of your team do this before the
opponents, you get a point. Be careful, as many pictures show the
same character, in different poses - so make sure you get the right
one. Try and not get in your partner's way, and try stomping on
opponents to slow them down.

HERBICIDAL MANIAC
-----------------

Difficulty: Easy

Move the crosshairs over the piranha plants and fire (using A) to kill 
them, but avoid the bombs or your area will become infested with 
piranha plants. The first player to defeat all piranha plants gets one
star. The first team to get three stars wins the game. Watch your
partner's crosshairs and don't waste time attacking the same plants
as them.

HOP-O-MATIC 4000
----------------

Difficulty: Fairly Easy

As long as your partner is quick at pressing buttons, this should be
a piece of cake. Press the button shown above your character's head to
move forward; pressing the wrong button will waste time. Each time 
that four buttons are pressed, the strange contraption will jump
forward. The firstto the finish wins the race.

PYRAMID SCHEME
--------------

Similar to:

CONEY ISLAND (MARIO PARTY 5)

Difficulty: Medium

Two two teams are inside a pyramid and must keep moving around to catch
coins in the bucket they are holding, so cooperation is essential.
The shadows show where coins are going to fall. If they land on your
character, they also count. Coin bags are worth 5 coins. Like with
Battery Ram, computer players will occasionally try and pull in the
opposite direction to you.

SPHERE FACTOR
-------------

Difficulty: Medium

Cooperate with your partner to push the large ball through the maze.
This should be easy as long as both players work together and push in
the right direction, avoiding the obstacles. Try and push it across the
bridge at the end as you will take a longer time if it goes down the
ditch and you end up having to push it up the steep slope.

SPIDER STOMP
------------

Similar to:

ROCKY ROAD (MARIO PARTY 6)

Difficulty: Fairly Easy

Keep pressing A to shoot the spiders and avoid getting trapped in the
webs they fire (keep pressing A to escape if trapped). When you kill
all the spiders in one section, you will move on until you fight the 
big boss spider. When the boss is defeated, you will rescue the
kidnapped Flutter. The boss spider will attack with triple webs, but
these can be easily avoided by sidestepping; watch out for when it
charges you.

TILE AND ERROR
--------------

Difficulty: Fairly Easy

Keep doing ground pounds (A+A) to flip over the panels to change them
to your team's colour; also, try pounding on the space between two
tiles to turn them both over. Don't flip over tiles of your own colour,
though. Use B to kick opponents.

WORLD PIECE
-----------

Difficulty: Fairly Easy

Choose from the number of shapes before you which two join to form the
one in the picture (they will always be identical shapes). Use A to
pick up a shape and then A again to place it. After a while, you will
get a good idea of what shapes form which picture. Try and hope the
computer players don't get in your way too much.

WINGIN' IT
----------

Difficulty: Variable

Keep mashing the A button to make your flying machine rise; the team
who goes highest wins. Using a pencil (see Pokey Pummel) helps a lot.

		BATTLE MINIGAMES
		****************

In battle minigames, a certain number of coins will be put into the pot
from the players' totals and the players in first and second place will
win a share of the coins (with the most going to the player in first
place).

AIR FARCE
---------

Difficulty: Hard

Tilt the control stick to dive in your hang glider and then come out of
the dive and see how far you fly - whoever flies furthest wins. Make
sure you don't overdo your dive or you may go straight into the water.

DECK HANDS
----------

Similar to:

MYSTIC MATCH-'EM (MARIO PARTY 4)

Difficulty: N/A (luck)

The description of the game even admits that this is a luck game of
obscene proportions. Each player gets to pick a card in turn; these
are numbered 1 to 13 and are laid face down. Each player picks three
times. The aim is to get the highest total of all three card values
added together, so you can end up with a minimum 6 points and a maximum
36 points.

HELIPOPPER
----------

Difficulty: Fairly Easy

Use the control stick to fly into the balloons to get points; bunches
of balloons are worth more points. The winner is the player with most
points. Try and watch for where there are huge lines of balloons and
don't go too fast or you may miss your targets.

MONTY'S REVENGE
---------------

Difficulty: Fairly Hard

Fed up with being used in mole-bashing games in funfairs, the Monty
Moles take delight in whacking the players. The object is to select a
hole to surface from and hold A to stay up for as long as you can
without getting bashed. The player who manages this is the winner.

THE FINAL COUNTDOWN
-------------------

Similar to:

LAVA TILE ISLE (MARIO PARTY 2)
FISH UPON A STAR (MARIO PARTY 5)
WRASSLING RAPIDS (MARIO PARTY 6)
BUBBLE BRAWL (MARIO PARTY 7)

Difficulty: Medium

The four players are placed on a board with numbers on, which will
count down to zero; when they reach zero, the panels will open up and
anyone on them will fall off. Try and stand on a panel with a high
number and punch (with B) your opponents towards the edge, or the
panels which are approaching zero - or wait for your opponents to be
stupid enough to kill themselves. Remember to move onto a different 
panel when the one you're standing on gets to about 2.

		DUEL MINIGAMES
		**************

The winner of a duel minigame rolls the slot of stupendousness to
find out what he/she wins from the opponent. This can be:

"X" - Nothing
10 coins - You win 10 coins
Double coin - This means you get half of the opponent's coins
Triple coin - This means you get all of the opponent's coins
1 star - You get one of the opponent's stars
2 stars - You get two of their stars

APES OF WRATH
-------------

Difficulty: Medium

The explanation actually looks like a 13 year old kid on the internet
wrote it, with rather too many references to "stupid monkeys" for my
liking. Your characters have been caught stealing the Ukikis' private
apple supply, so you must run to avoid being caught (press A to jump).
Slowly, more Ukikis will show up. The loser is the first player to
be caught.

BRIDGE WORK
-----------

Difficulty: Fairly Hard

A bunch of Cheep Cheeps will jump across the bridge and you must avoid
them; watch where they are coming from and dodge accordingly; be extra
careful to avoid the big ones because they are harder to avoid. Try and
stay in the middle and don't try to go too far out as a Shy Guy and a
pair of Goombas block your way and you can easily become trapped.

CAMP UKIKI
----------

Difficulty: Fairly Easy

The title gave me a mental image of a Ukiki dressed like Mr. Humphreys
from "Are You Being Served?" walking around saying: "I'm free", but 
this game actually takes place on an obstacle course in what is
evidently supposed to be a fat camp. Make your way through the obstacle
course before your opponent (don't fall or you waste time) to win the
duel.

FISH & CHEEPS
-------------

Difficulty: Fairly Easy

Swim up the river by mashing A and use the control stick to avoid the 
Cheep Cheeps. Watch out for where they are and dodge accordingly. The
first player to get hit loses.

GIMME A SIGN
------------

Similar to:

MUSHROOM MIX-UP (MARIO PARTY)
HEXAGON HEAT (MARIO PARTY 2)

Difficulty: Medium

The Shy Guy will hold up one or two signs, showing coloured symbols.
These correspond to tiles on each side of the screen, and show which
ones will sink into the water; the aim is to be the last one out of
the water - so if the symbol you are standing on is held up, get out of
the way (things speed up as the game progressed). Try and stand on the 
middle tiles as much as you can, as you could get trapped on the end
tile with no easy escape route when it sinks.

HIP HOP DROP
------------

Difficulty: Very Easy

Press the button shown in front of you to advance using your pogo stick.
If you make a mistake, the floor will give way and you will waste time
while Lakitu rescues you. The first across the bridge wins.

LIGHT SPEED
-----------

Difficulty: Very Easy

Move your hover car over the tiles to change them to your colour and 
use the warps to move across the screen easily - watch for where tiles
are your opponents colour and go over those; the player with most
tiles in their colour wins.

MAD PROPS
---------

Similar to:

RIGHT OAR LEFT (MARIO PARTY 4)

Difficulty: Medium

The L button controls the left propellor and the R button controls the
right propellor. Press both down to go forward, and use the left
propellor to turn right (and vice versa). First to the finish wins.

SPIN DOCTOR
-----------

Difficulty: Medium/Luck

Run through the maze, using the turntables, which will turn around and
allow you to access different paths on the junctions. To make things
complicated, the pink turntables will not turn all the way around, but
will instead do a 180 degree turn, then go back the other way, and so
can not be accessed from all four routes. It is a good idea to watch
how the pink turntables move as the screen pans across at the start,
and while you use the normal turntables, as you can see if you can
take a particular route without having to turn around.

WARP PIPE DREAMS
----------------

Difficulty: N/A (luck)

Jump in the warp pipes to try and warp to the centre of the maze before
your opponent. Where the pipes go is totally random.

WEIGHT FOR IT
-------------

Difficulty: Easy

Use A and the direction pad to hit soccer balls into your opponent's
half of the play area using a croquet mallet. The player with least 
balls in their half at the end wins. Keep hitting the balls whenever 
they show up and you should be okay, but watch they don't hit you as
they can stun you.

		8-PLAYER MINIGAMES
		******************

In each case the player holding the left side of the controller uses L
and the control stick, while the player using the right side uses R and
the C stick. Chances are in many cases there will be a lot of computer 
characters involved anyway. These can be played in Deluxe Cruise or
Team Mode.

BOB-OMBIC PLAGUE
----------------

Similar to:

HOT BOB-OMB (MARIO PARTY, MARIO PARTY 2)

Difficulty: N/A (luck)

Press L/R to pass on the Bob-Omb, making sure it isn't near to you when
it explodes (it turns red when it is about to do this). When it 
explodes, it will knock out the player holding it and the two players
on either side, so you will start with 8 players and then go down to 5
and lastly 2. You can try holding on for a while and then passing it on
and hoping it gets far away from you by the time it explodes. When you are
down to two players, they will continue playing if they are not in the
same team, and the last player standing wins for their team.

BUMPER TO BUMPER
----------------

Similar to:

BUMPER BALLS (MARIO PARTY, MARIO PARTY 2)

Difficulty: Fairly Hard

Use the control stick/C stick to knock your opponents (but not your
partner) off the arena. If you hit an opponent hard enough, you can
send them flying off. The last team to have a member standing wins.

DUCT & COVER
------------

Difficulty: Fairly Easy

Run to each of the leaks in the pipe on your side and see which button
comes up, then mash that button until the leak is fixed (with human
players this could cause mayhem as you are not restricted to the 
usual buttons); kind of tame cooperating with the computer.

GIMME A BRAKE
-------------

Difficulty: Medium

It had to happen sometime; a minigame name got RECYCLED. "Give Me A
Brake" was the title of an item game in Mario Party 2! Press L/R to 
brake your contraption as close to the edge of the death slide as you 
can. If you are too late, you will go sailing over the edge, which is
NOT good. The team containing the player who stopped closest to the end
of the track wins.

GRIN AND BAR IT
---------------

Similar to:

HOT ROPE JUMP (MARIO PARTY/MARIO PARTY 2)
BURNSTILE (MARIO PARTY 6)

Difficulty: Fairly Easy

Press L/R to jump over the bar as it swings round without getting hit.
If you are hit, you are out; the last team to have at least one member
standing is the winner.

HAMMER SPAMMER
--------------

Similar to:

MR. BLIZZARD'S BRIGADE (MARIO PARTY 4)

Difficulty: Hard

Watch the shadows of the hammers as the Hammer Bros. throw them at you
and avoid them, using the control stick/C stick. Avoid the centre of 
the arena as much as possible as periodically, a bunch of giant hammers
will smack down and try to flatten you. You will be forewarned as all
four Hammer Bros. will retreat when this is about to happen.

REAL SMOOTHIE
-------------

Similar to:

CAKE FACTORY (MARIO PARTY 2)

Difficulty: Fairly Easy

The player on the left grabs oranges and the player on the right grabs
strawberries. Make sure you grab only your assigned fruit or you will
waste time in preparing your smoothie. The team that grabs most fruit
wins.

ROPE A DOPE
-----------

Difficulty: Medium

The two players are attached to each other by a rope, and must run
along narrow platforms to each the end. Since the platforms often 
go further apart, you must be careful not to pull your partner off -
or allow your partner to pull you off. Things get tricky around the
star shape near to the end.

SHOCK ABSORBERS
---------------

Difficulty: Medium

The title sounds familiar, but it's nothing like the duel game from
Mario Party 5 that shares the title. Watch the lights above you and 
press them as and when they light up, using the control stick/c stick;
when all glow red, duck. If you press the wrong button, you will be
knocked out. This is quite easy as long as you don't tilt your
control stick incorrectly. The team with the last player(s) standing
wins.

SPIN OFF
--------

Difficulty: Fairly Hard

The player on the left controls the bottom wheel and the player on the
right controls the top. You must stop the wheels (using L/R) at the
right moment to create one of the characters shown. After you press the
button, the wheel will take one rotation to stop, so try and learn the
order in which the characters appear and stop at the right time. If you
make a mistake, start the wheel again with L/R. This is definitely 
easier with a human player when you can say to each other which
character you should try and make. Create all three characters shown to
win the game.

SYNCH-ROW-NICITY
----------------

Difficulty: Medium

Using the control stick/c stick, row, row, row your boat gently down 
the stream. Try and synchonise your movements with your partner (easier
with a human player as you can watch what your partner is doing and
discuss tactics).

UNHAPPY TRAILS
--------------

Similar to:

PATHS OF PERIL (MARIO PARTY 4)

The first player to move carries the key along the narrow path to their
partner, who then takes over and carries it to the treasure chest; then
they must go back the other way to carry the gem to the start. Make 
sure you don't rush or you will fall off and waste time; also, hope 
you're not partnered with an idiot.


		DONKEY KONG MINIGAMES (SINGLE PLAYER)
		*************************************

DK will give you 10, 20 or 30 coins, or a star for winning these. In
Windmillville, the only prizes are 20 or 30 coins.

A BRIDGE TOO SHORT
------------------

Difficulty: N/A (luck)

Choose one of two bridges to run across. If a section falls away, you
chose the wrong bridge and must go back to take the other one. Get to
the finish before Donkey Kong does in order to win.

JUMP, MAN!
----------

Difficulty: Fairly Hard

A deliberate reference to Mario's original name, this game is clearly
based on the original Donkey Kong arcade game, only this time DK isn't
throwing the barrels, and they don't kill you instantly. Race DK to the 
top of the track, jumping over barrels and climbing vines to win this
minigame.

VINE COUNTRY
------------

Similar to:

ABANDON SHIP (MARIO PARTY 2)

Difficulty: Fairly Easy

Mash A as fast as you can to climb the vine, and use the control stick 
to switch sides when a spider or honeycomb appears. Quick reactions are
the key here; make sure you only move if the obstacle is on your side.

		DONKEY KONG MINIGAMES (MULTIPLAYER)
		***********************************

Donkey Kong will trade any bananas you collect for 1, 2 or 3 coins.

BANANAS FASTER
--------------

Difficulty: N/A (luck)

Press A to jump on and off of the roulette wheel; you will land on 
either:
*A banana peel (you will slip and waste time)
*A banana (you get 1 banana)
*A banana bunch (you get 5 bananas)

The roulette goes very fast, so the best tactic is to simply jump in
and hope for the best.

PEEL OUT
--------

Difficulty: N/A (luck)

As you slide down the slide, choose a direction at each junction (or
go with the default, which is the last direction you chose). Use the
control stick to change direction, and collect all bananas that you 
slide over.

STUMP CHANGE
------------

Difficulty: Easy

Roll your barrel right to the centre of the tree stump first of all in
an attempt to get the banana bunch (all players will aim for this, and
then get the bananas around the sides. Avoid falling off the stump or
you will have to stop playing and make do with what bananas you
collected.

		BOWSER MINIGAMES (SINGLE PLAYER)
		********************************

You can lose coins or stars for losing these single player minigames;
the exception is Bowser's Lovely Lift, where losing at it will simply
prevent you from beating Solo Mode.

BOWSER'S LOVELY LIFT
--------------------

Difficulty: Fairly Hard/Luck

Unlike the other Bowser minigames, this is played as the final battle
in Solo Mode. You will be standing on a lift with four dice, while
Bowser attacks you with missiles. While dodging the missiles, you must
hit all four dice. The combined total of these dice will determine how
many floors you go up, with the goal being the 100th floor; when you
reach the 100th floor, you will stop, whatever the total on the dice,
and you win the game. As you go up, Bowser will step up his attacks and 
after the 50th floor, Mini Bowser will join in. One of their favourite
attacks is to use lasers that extend across the entire length of the
floor. Time it to jump over the lasers as they come towards you.

Remember, in Solo Mode, if you are knocked out, the next player (you
or your opponent) will start on the floor where you left off.

SLOT-O-WHIRL
------------

Similar to:

BOWSER SLOTS (MARIO PARTY 2)

Difficulty: Medium/Luck

Line up three key symbols to get a key and escape from Bowser's castle.
If you make a mistake, you spin the wheel again and then move on when
you get a key. If you make if out within the time limit, then you win.
The slots speed up, so the first time it's easy; the second time try
and hit it when the red bowser appears, and you should bring up the 
key. The last time is pure luck.

TREASURE DOME
-------------

Difficulty: Easy/Luck

Run up to any of the chests and try to see if the key fits using A; if 
it doesn't, move on, and if it does, grab the new key. Remember which
chests you checked with each key (very easy to do) and don't hesitate 
too much; when each chest is open, you get the key and win the game.

TUNNEL OF LAVA
--------------

Difficulty: Medium/Luck

A bunch of Mechakoopas (from Super Mario World) will show up, one of
which has swallowed the key you so desperately crave. Keep jumping
on them to find the right one, while avoiding them when they glow red
and breathe fire (or you get stunned). Try and move quickly, and get away fast
when they glow red.

		BOWSER MINIGAMES (MULTIPLAYER)
		******************************

Bowser will take coins from all players who lose at these games.

FUNDERWALL!
-----------

Difficulty: Fairly Hard

All players are climbing a large mesh while Mini Bowsers attack them.
You must climb by avoiding obstacles and attacks (a crosshairs will
appear to show where the Minibowsers are targetting). Everyone who is
hit is knocked out and will suffer the consequences of losing. Watch
the crosshairs and then dodge to avoid the flames when they appear; 
try not to go too close to the top of the screen, as sometimes they
will launch a sudden attack that you will not be ready for.

FUNSTACLE COURSE!
-----------------

Difficulty: Medium

Avoid all the obstales, including Mini Bowsers (M Bowser R, M Bowser G
and M Bowser B, first introduced in Mario Party 5) firing flamethrowers 
at you, to reach the finish line. Try and keep about two thirds of the 
way along the screen from the left; that way, you can avoid the 
flamethrowers and be alert for what is coming next. First of all,
avoid the Thwomps (this is quite easy, simply don't run on the shadows
on the floor, then run carefully along the narrow platforms, jumping
over gaps. Then, jump over the spiked logs that come flying towards you.
Finally, the Minibowsers start firing fireballs at you, jump over them 
or dodge them and you should be able to avoid them easily. Running
towards the minibowsers actually helps in the last stage.

MAGMAGICAL JOURNEY!
-------------------

Similar to:

TEETERING TOWERS (MARIO PARTY)

Difficulty: Medium

This place looks a bit like the interior of the volcano in Super Mario
Sunshine, only it's not quite as hard. Jump across from tile to tile,
making sure not to be too slow as they sink into the lava; also, avoid
attempting to jump too far and being hit by the Mini Bowsers. If you
get knocked out or fall into the lava, you suffer the consequences.

		RARE MINIGAMES
		**************

Rare Minigames can be purchased for 3000 Cruise Mileage Points 
each in the Duty Free Shop, and can be played in Mini Game Mode.

ICE MOVES
---------

Difficulty: Fairly Easy

Kind of like an ice hockey version of Subbuteo, you can play with teams
of 1 or 2. Keep moving around using the control stick and press A to
speed up and defend your goal while scoring as many goals against your
opponent(s) as you can. Choose a length of 1, 3 or 5 minutes.

STICK AND SPIN
--------------

Difficulty: Medium

Like Mario Party 6's Knock Block Tower, this is a variation on Tetris.
This can be played solo or against an opponent; in this version, you
must spin around the wheel as the coloured discs fall and connect a
number of discs of the same colour; doing this will send "Vexing
Blocks" to your opponent. These are black and have numbers on them, 
and can get in your way, but can be eliminated by getting enough
blocks of the same colour around them.



		************************
		    7: MINIGAME MODE
		************************
		 **********************
		  ********************
		   ******************

In this mode, you can play various minigames. You will also get 10 
Cruise Mileage Points for every minigame you play while in Minigame 
Mode (this works for Deluxe Cruise - 8 Player Minigame Mode - too).

		FREE PLAY SUB
		*************

Play any game you want, as long as you unlocked it first by playing it
in Party Mode (the exceptions are the Mic Games, which are already
unlocked). You can play the Rare Minigames here after purchasing them.

		VOLCANO PERIL
		*************

Choose how many wins are needed to be the winner (3, 5 or 7); you can
choose to play 4 player, 1 v 3 or 2 v 2 minigames. To unlock this, 
you must have played at least one 4 player, 1 v 3 player and 2 v 2 
player minigame in Party Mode.

		WATERFALL BATTLE
		****************

The first two players play a duel minigame, and the winner gets to play
against the next player, but if that player loses, the previous loser
could get a chance for a comeback. For example, Mario beats Luigi, and
then beats Peach, but then loses to Yoshi, then Yoshi duels against
Luigi, and then Peach and wins the battle if he beats both of them. 
To play this, you must play atleast one duel minigame in Party Mode.
You can very sneakily get a lot of Cruise Mileage Points here by
dragging this out for as long as possible (easiest with four human 
players). Remember, each minigame you play gets you 10 points.


		PEARL HUNT
		**********

Whoever wins each of the 4 player minigames gets to choose a pearl.
This will either contain:

1) Your character's picture (you get to keep this)
2) Another character's picture (you don't get to keep this, and it 
shows your opponents where their pictures are)
3) Mushroom (gives you an extra chance to pick a pearl)
4) Golden Mushroom (gives you two extra chances to pick a pearl)
5) Bob Omb (briefly opens all pearls nearby, so make sure you look at
what they contain to help you choose in future)
6) Whirlpool (will shuffle the oysters, so you don't know where the
pearls are)

If another player gets a pearl with your character's face on, remember
where it is and then grab it when you win a game (if a whirlpool was
found in the meantime, bad luck); also, remember where pearls with 
another character's face are and avoid getting these. A pen and paper
are handy here. If there is a tie, or more than one winner on a
minigame, no one gets to choose an oyster.

Unlock this by playing at least one 4 player minigame.

		DECATHLON CASTLE
		****************

In Full Race, you will compete in all of the following Minigames:

Track & Yield
Fun Run
Snow Ride
Target Tag
Pokey Pummel
Take Me Ohm
Kart Wheeled
Helipopper
Monty's Revenge
Air Farce

You can also play Half Race, and you will play five of these games 
(chosen randomly). In the case of race minigames, the game will not end
when one player wins, but will continue until all players finish, and
players score points based on how well they did. The player with most 
points wins.

You must have played all of the minigames featured in Minigame Mode in
order to play this. 

		KING OF THE RIVER
		*****************

Buy this from the Duty Free Shop for 2000 Credits. You start off with 
easy; beating this unlocks normal mode and beating that finally
unlocks hard mode. If a mode remains unlocked despite you having
beaten the previous level, it is because you haven't played all of the
minigames featured. Each "level" on King of the River consists of five
minigames, which you must play - win them to progress; win five in a
row without losing and you will get an extra credit (unless you already
have three); you lose credits by losing at a minigame. You can also
save after every five minigames.

At the end of each course, you must play (and win) a Bowser game).

Walkthrough

The games listed will be played in a random order, but the games
listed 1-10 will always be played in the first section, and the games
listed 11-20 will always be played in the second section - and so on.
3 v 1 games will always be played as the single player. You will know
if a Bowser minigame is about to show up, as Mini Bowser will appear,
instead of a Spear Guy.


ALL MODES

1) Fish and Cheeps
2) Pokey Pummel
3) La Bomba
4) Fun Run
5) Royal Rumpus
6) Catchy Tunes
7) Think Tank
8) Mad Props
9) Weight For It
10) Funstacle Course!

NORMAL AND HARD MODE ONLY

11) Flashfright
12) Apes of Wrath
13) Take Me Ohm
14) Target Tag
15) Spinner Cell
16) Balloonatic
17) Hip Hop Drop
18) Snow Ride
19) Gimme a Sign
20) Funderwall!

HARD MODE ONLY

21) Picture This
22) Track & Yield
23) Camp Ukiki
24) Kart Wheeled
25) Bubble Brawl
26) Bridge Work
27) Spray Anything
28) Pogo-A-Go-Go
29) Light Speed
30) Magmagical Journey

Items can be unlocked by beating each mode and you gain Cruise Mileage
Points based on how well you did. If you beat all five minigames in
one section, a token will be left behind and you can get extra Cruise
Mileage Points from this.


		************************
		    8: DELUXE CRUISE
		************************
		 **********************
	  	  ********************
		   ******************

In this mode, you can either play 8 player games in free play, or you
can play an 8-player ice battle. This is like Volcano Peril, except
with 8 player minigames. The team that is first to get the target
number of wins wins the contest.



		************************
		   9: DUTY FREE SHOP
		************************
	  	 **********************
		  ********************
		   ******************

This is where you can purchase new items and view your souvenirs.

Items on sale include (CMP = Cruise Mileage Points):


BIRDO PLAYABLE (1000 CMP)
DRY BONEs PLAYABLE (1000 CMP)
BRUTAL CPU DIFFICULTY (1000 CMP)
KING OF THE RIVER PLAYABLE (2000 CMP)
STUNNING BACKGROUND IN SOLO MODE (2000 CMP) (*YOU MUST HAVE BEATEN SOLO
MODE ONCE TO BUY THIS*)
VIEW STAFF RECORDS (3000 CMP)
ICE MOVES (RARE MINIGAME) (3000 CMP)
STICK AND SPIN (RARE MINIGAME) (3000 CMP)
ANNOY MODE (PRESS L TO TAUNT OPPONENTS DURING THEIR TURN) (500 CMP)
MAP SOUNDS (AVAILABLE FOR SOUND TEST) (1000 CMP)
TOUE SOUNDS (SOUND TEST) (1000 CMP)
CHARACTER VOICES (SOUND TEST) (1000 CMP)
CRUISE MILEAGE SECRET (500 CMP)
AQUARIUM SECRET (500 CMP)
ORB SHOP SECRET (500 CMP)
TEAM SECRET (500 CMP)
SOUVENIR SECRET (500 CMP)

The following are all Souvenirs that are available to buy and view,
for 500 CMP unless otherwise stated:

CHEEP CHEEP FOUNTAIN
BLOOPER FORTUNE TELLER
CRAND CANAL COOKIES
GONG CLOCK
KUNG FU KOOPA T-SHIRT
STICKY BUNS
PYRAMID PIGGY BANK
ANCIENT JAR
DESERT CHOCOLATE
MODEL ROCKET
MYSTERIOUS FLYING DISC
TOP HAT CHOCOLATE
MODEL WINDMILL
FUZZY SHEEP
WINDY CHEESE
BOWSER'S CRAZY TORCH
BOWSER'S KILLER CANNON
BOWSER'S BOILED EGGS
SINGING SHY GUY
KUNG FU KOOPA
DESERT GOOMBA
TOP HAT SHY GUY
KOOPA SHEPHERDESS
STEEL GOOMBA

The following souvenirs appear after you beat the Solo Cruise once
(for 1000 CMP)

MSS SEA STAR
FREE PLAY SUB
CHOP CHOP HELICOPTER

The following are unlocked in King of the River

GOLDEN CHEST (EASY)
MAGIC LAMP (NORMAL)
STAR WREATH (HARD) - This can be used to view the credits - say
"surprise" into the microphone when viewing it



		************************
		       10: SECRETS
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CRUISE MILEAGE SECRETS:

1) You get 10 Cruise Mileage Points for every minigame you play in
Minigame Cruise or Deluxe Cruise
2) You get an extra 500 Cruise Mileage Points for beating the CPU
in Solo Cruise (as opposed to a human opponent)

AQUARIUM SECRET:

In Be My Chum, saying "Goomba" into the Mic Makes the Goombas in the
background jump up and down; pretty useless.

ORB SHOP SECRET: 

The Orb Shop will charge you less for orbs if you are behind.

TEAM SECRET:

When playing in teams, you can sometimes get a star from games that
would normally win you coins (for example, the burning rock on Pagoda
Peak).

SOUVENIR SECRET:

If you say "Surprise" into the mic while viewing the souvenirs, 
SOMETHING will happen - for example, a Koopa starts striking the gong
clock, and ztars appear from the magic lamp

CREDITS:

Using the above secret on the prize for beating Hard Mode on King of 
the River will allow you to view the credits (see above).

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	     11: FREQUENTLY ASKED QUESTIONS
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Q: DK got hit many more times than me on Vine Country and that dumb
ape still beat me to the top. Is he cheating?

A: Most likely you didn't mash A fast enough - you need to mash it
like crazy.

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Q: Why can't I play Decathlon Castle?

A: You probably haven't played all of the minigames featured yet.

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Q: Okay, I beat Easy Mode on King of the River and it won't let me 
play Normal Mode/I beat Normal Mode and it won't let me play Hard
Mode. What's going on?

A: You probably haven't played all of the games featured in that 
particular mode.

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Q: The manual says Birdo and Dry Bones are in this game, but I can't
find them. Is the manual lying?

A: You need to buy them from the Duty Free Shop.

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Q: Toadsoworth used a mild cuss word in his intro. to "Grand Canal" -
what on Earth?

A: Scary, isn't it? But he's not using it in a vulgar sense, and I
get the impression that in America it doesn't actually have such an
offensive meaning as it does in some places.

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Q: Is there another way to play the mic minigames?

A: Well, if you set the mic settings to "use controller", you can
access a menu of commands by pressing R, then choose the one you want,
but it is more time consuming, and not advisable. If you have no mic,
you're best off with the "mic off" setting.

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THE END

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