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4-M - Mini-Game Mode [Free Play] - Every Mario Party 🎊
It's finally time to begin discussing the mini-games in Mario Party 4, and I already know those of you who are fans of Mario Party 4 have been waiting with baited breath for me to talk about these because they're such a huge part of the game. And indeed, if there is anything to praise Mario Party 4 for, it's the minigames!
Full disclosure, these minigame posts have been some of the most infamously long posts I've had to make, so I'm gonna try a slightly different approach that I hope works out better in the end.
Also, unfortunately I had just spent a few hours making sizable progress on this post only to accidentally close the fucking app and having to start over from scratch. So I apologize if any of this post seems a little rushed.
Mini-games
Mario Party 4 features a total of 60 minigames, the first time in the series a new game has had fewer minigames than its predecessor. Of these, there are...
16 4-Player,
9 1v3,
9 2v2,
6 Battle,
3 Bowser,
5 Story,
3 "etc.",
and 9 Extra Minigames.
I've already covered the etc. Minigames between Story Mode and Bowser's Gnarly Party as they're not relevant to the rest of the game, and I've covered the Extra games in more detail in the Extra Room posts. I'll still be grouping them in.
In addition, though they're definitely more in line with board events than actual minigames, an argument can be made that the Mini-Minigames on each board could count as minigames too. Each of the 5 boards features a coin and item mini-minigame which technically boosts this game up to having 70 minigames if you include them. Still technically less than MP3 and the Story, Etc., and Extra Minigames are doing a lot of heavy lifting. I will not be including the Mini-minigames among the minigames.
Before we get into the minigames, though, I want to acknowledge that this is the first Mario Party game on a new console, and as a result, there are new control mechanisms in place that weren't possible, or at least reasonable, on the N64. Most significantly, the GameCube's L and R triggers receive analogue inputs. Button mashers involving L and R are consequently a bit more involved than usual button mashers. They might require you to press the full button from a neutral position, or they might only care about the "click". This can and will affect your pace and timing for Button Mashing and Rhythm games, and could potentially be used to influence Precision games, too.
Likewise, Rumble is also a new feature of the GameCube controller. Technically the N64 had a Rumble Pak accessory, but it was an external peripheral and would get in the way of the convenience of playing the game with a group of friends. Rumble tends to be used for Reaction games, where now instead of watching for a visual cue, you're waiting for a signal felt in your hands. Rumble is also commonly used for Precision games where the controller might rumble more as you approach something, or Memory games where you might havw to remember a certain pattern of rumbling to match it to other patterns. Rumble can be turned off in the settings, in which case a visual cue will be displayed instead, but this is more of an accessibility option for players who genuinely cannot feel the rumble and erases a layer of these games. I genuinely recommend playing with rumble on wherever you can to get the most authentic experience.
The GameCube controller has a C-Stick instead of C Buttons, but much like how past games didn't use the C-Buttons in their minigames, this game doesn't really use the C-Stick. Though future GameCube Mario Partu games will use the C-Stick often to control a second moving part complimentary to the control stick for Precision, Reaction, and Precision games. However, this doesn't affect much here since the C-Stick isn't used.
Finally, the new controller layout allows for all games easy access to two extra face buttons, Y and X, as well as the Z and L buttons both being accessible together. Many games utilize these new possibilities for reaction, rhythm, and button mashing games, as well as more complex controls for action and strategy games.
4-Player Minigames
25% Luck: 4/16
19% Memory: 3/16
31% Button Mashing: 5/16
31% Rhythm: 5/16
44% Reaction: 7/16
56% Precision: 9/16
38% Action: 6/16
44% Strategy: 7/16
0% Coordination: 0/16
Manta Rings: Button Mashing, Precision, Action
Slime Time: Button Mashing,
Booksquirm: Luck, Reaction, Precision, Action, Strategy
Mario Medley: Rhythm, Strategy
Avalanche!: Button Mashing, Precision, Action
Domination: Button Mashing
Paratrooper Plunge: Precision, Action
Toad's Quick Draw: Luck, Memory, Reaction, Precision, Strategy
Three Throw: Rhythm, Reaction, Precision, Strategy
Photo Finish: Memory, Reaction, Precision
Mr. Blizzard's Brigade: Reaction, Action
Bob-omb Breakers: Luck, Reaction, Precision, Action, Strategy
Long Claw of the Law: Luck, Memory, Reaction, Strategy
Stamp Out: Rhythm, Precision, Strategy
Mario Speedwagons: Rhythm
Take a Breather: Button Mashing, Rhythm
Due to my odd experience of unlocking the present tied to Take a Breather with a fluke and never being able to come close to matching it, I'm not certain if I should count it as a Button Masher or Rhythm game. I have no idea which strategy is more optimal, so I'm counting it as both.
There is a very healthy mix of minigames here, though you'll likely notice the majority of Button Mashers are all in this one category, and it's a little baffling because Slime Time and Domination are basically functionally identical minigames. I really feel like one of these should've been a Battle minigame.
Anyway, my favorite 4P minigame is definitely Booksquirm. It's even a solid contender for my favorite Mario Party minigame of all time! The game shares many of my favorite qualities of Hot Rope Jump. When you're playing against somebody who matches your skill level, it gets incredibly tense as the pages start to flip so fast you struggle to keep up. The game ifself is incredibly intuitive, yet there are many layers of depth to optimizing your gameplay. Of course, you can look at the holes in the next page to get a head start on the next safe spot. But you can also look through said holes to determine whether or not there's another hole behind them, and use that knowledge to quickly identify the next hole. You can also start running into the edge of a hole as soon as it reaches the point you can no longer run under it and get squished, a high risk strategy that is outright required as the pages turn faster and faster. And the luck component is just significant enough to where bitter rivalries will form over this one game. It's no wonder Booksquirm is commonly cited as a favorite among the community.
I want to give an honorable mention to Mr. Blizzard's Brigade, too. This is just such a fun, chaotic mess of a game with a lot of risky strategies that can exchange a little luck for an advantage in better chances at evading. Obviously, you get more time to react if you're on the opposite side of the lake to the Blizzard that's about to throw a snowball, but going too far to the opposite edge means you're in a bad spot to dodge the Blizzards closer to you if they get ready to throw. Nowhere on the lake feels safe, making this game delightfully intense.
As for the worst 4P minigame, I genuinely don't think there are any bad ones at all here. My leats favorite I'd have to say is Bob-Omb Breakers. I just personally really suck at Puzzle games and it's so frustrating to set up a big combo only for some asshole to get the piece you needed to set it off first and steal all of your points. It's just a skill issue at the end of the day, though. The fact that you can steal your opponent's combos rather than just jamming them is a very interesting twist on a puzzle game.
1v3 Minigames
22% Luck: 2/9
0% Memory: 0/9
0% Button Mashing: 0/9
11% Rhythm: 1/9
44% Reaction: 4/9
44% Precision: 4/9
33% Action: 3/9
67% Strategy: 6/9
78% Coordination: 7/9
Candlelight Fright: Action, Coordination
Makin' Waves: Reaction, Precision, Strategy, Coordination
Hide and Go BOOM!: Luck, Strategy, Coordination
Tree Stomp: Action, Strategy, Coordination
Fish n' Drips: Reaction, Coordination
Hop or Pop: Rhythm, Action
Money Belts: Luck, Reaction, Precision, Strategy, Coordination
GOOOOOOOAL!!: Reaction, Precision, Strategy, Coordination
Blame it on the Crane: Precision, Strategy
It might be a bit of a surprise to hear, but it's actually impressive how many 1v3 minigames are actually coordination games. But to qualify as a coordination game, an individual player typically cannot hard carry their entire team. The most skilled player on the team will have to slow down to the level of their teammates and support in any way they can. Many of these games are almost impossible for the team to win without coordinating their efforts. It's very difficult to coordinate on the spot, especially when it's often in someone's best interest to throw the game so their teammates don't win any coins. When somebody is actively sabotaging, these Coordination games can become next to impossible for the team fo win. Depending on who you ask, that might be a good thing or a bad thing. If you ask me, throwing a minigame is just as valid a strategy as trying to win them.
This creates an interesting balancing factor for 1v3s where it becomes really hard for the Solo player to win if the team is in synch. But the team is typically only as skilled as its weakest link. But it's not always bad to be the solo player. Games like Fish n' Drips and Money Belts are heavily weighted toward the solo player. It takes an exceptionallu skilled team, or an exceptionally weak solo player for the team to come out on top in these games. If you ask me, this is the best way to handle a 1v3 game. It's almost impossible to make a well balanced asymmetrical game. Leaning into that advantage and requiring the team to work together to achieve an easy win. Is the best way to go about it.
That said, I can't say I'm the biggest fan of this game's 1v3's. Not to say that they're bad, but none of them really stood out to me.
My favorite 1v3 game would probably have to be Tree Stomp. The mechs are so huge that you have to rely on some degree of trickery to catch the solo player off guard. It can be difficult to coordinate with your teammates, especially if they're just blindly closing in on them. But getting into the solo player's head to try and figure out where they're gonna try to escape to is the best way to manage it.
My least favorite 1v3 is probably Money Belts. Don't get me wrong, this game is a blast if you're the solo player. It's just like Coin Flower Shower! You get it all and the team gets the crumbs. So you can imagine how this 30 seconds of nothing feels on the team's side.
2v2 Minigames
22% Luck: 2/9
33% Memory: 3/9
22% Button Mashing: 2/9
33% Rhythm: 3/9
33% Reaction: 3/9
56% Precision: 5/9
11% Action: 1/9
33% Strategy: 3/9
100% Coordination: 9/9
The Great Deflate: Rhythm, Coordination
Revers-a-bomb: Rhythm, Reaction, Action, Strategy, Coordination
Right Oar Left?: Button Mashing, Precision, Coordination
Cliffhangers: Reaction, Precision, Coordination
Team Treasure Trek: Memory, Precision, Coordination
Pair-a-Sailing: Reaction, Coordination
Order Up: Memory, Coordination
Dungeon Duos: Luck, Memory, Button Mashing, Rhythm, Precision, Strategy, Coordination
Cheep Cheep Sweep: Luck, Precision, Strategy, Coordination
It's pretty typical that every 2v2 game. It's much easier to sabotage when you only have one teammate to mess with. Dungeon Duos in paericular has many different components due to being a gauntlet of various challenges. Button mashing to open doors and rotate platforms, precision to jump across said platforms, luck and memory in trying to find the correct warp pipe to advance through the pipe maze, and rhythm to pump up the air balloon.
Dungeon Duos is my favorite 2v2 game and it's probably not exactly a hot take. It tests so many different skills that even exceptionally skilled players probably have one or two sections they're not playing perfectly, adding in the luck component in the pipe maze and there's a very realistic chance a less skilled player can win at this game.
Revers-a-bomb is a solid honorable mention though. If you can get in sync with your teammate, your opponents won't stand a chance.
My least favorite 2v2 is easily, EASILY Cheep Cheep Sweep. This minite-long slog of a minigame just kept coming up every other 2v2 I swear. And this game just SUCKS. You have to move very slowly to avoid scaring the cheep cheeps away, or work with your teammate to scare a cheep cheep right into their net. Of course, you could just as easily scare them into your opponents' net, too. On paper, this sounds like a really interesting chicken game where you have to move slow enough so as not to scare the cheep cheeps, but faster than your opppnents so as to catch more than them. But in practice, you move so slowly and the minute long timer feels like so much time dedicated to a single minigame in which so little is happening. This one just feels like it never ends.
Battle Minigames
50% Luck: 3/6
0% Memory: 0/6
0% Button Mashing: 0/6
0% Rhythm: 0/6
33% Reaction: 2/6
67% Precision: 4/6
0% Action: 0/6
17% Strategy: 1/6
0% Coordination: 0/6
Trace Race: Precision
Chain Chomp Fever: Luck, Reaction, Precision, Strategy
Paths of Peril: Luck, Precision
Bowser's Bigger Blast: Luck
Butterfly Blitz: Precision
Rumble Fishing: Reaction
The most important thing to note about Battle Games in this game: They aren't even close to random. The player who lands on the Battle Space gets to choose from two presented options, theoretically giving them an edge in the game as they'll naturally choose whichever option they think gives them the better chances. This changes the significance of Bowser's Big Blast from random chaos everyone is subjected to to being a strategic option that only comes up when someone just wants to make sure the most skilled player doesn't win.
This choice system is such a good idea, but when there's so little variance in the kinds of skills these games test... it kind of comes off as an illusion of choice, doesn't it? Why aren't there any button mashers or memory games? No Action games where you're actively trying to battle other players? No games with more explicit Strategy involved? So many games in other categories could've benefitted from being Battle games but just aren't.
My favorite Battle Minigame is Bowser's Bigger Blast. I'm consistently leaving reminders that I'm a defender of luck games, but this is the probably the most interesting implementation of one for the reasons I've noted above. That said, I certainly avoid this game like the plague. But that's all the more reason to love it!
My least favorite Battle Game is Butterfly Blitz. There aren't any particularly bad Battle games, and I have no problem winning at this game, at least against the AI, but it's just a pretty frustrating experience. I don't know what it is, but something about the perspective makes it really difficult to catch the butterflies. I swear my net passes right through them half the time.
Bowser Minigames
100% Luck: 3/3
33% Memory: 1/3
0% Button Mashing: 0/3
0% Rhythm: 0/3
33% Reaction: 1/3
0% Precision: 0/3
0% Action: 0/3
33% Strategy: 1/3
0% Coordination: 0/3
Darts of Doom: Luck, Reaction
Fruits of Doom: Luck, Memory, Strategy
Balloon of Doom: Luck
Bowser Games are a brand new category introduced in this game. You could have absolutely nothing at stake or your entire gamestate depending on what the cards have in store for you. These games are designed to be highly stressful, but sometimes the risk isn't even present. These games are also incredibly rare. Bowser has to appear either instead of or following up after Koopa Kid, and then he has to decide to do a Bowser Mini-Game instead of a Bowser Suit Giveaway or Bowser Revolution. And to get a specific game after this, it's yet another random chance after that. After a 50 turn game on every board, and story mode's 15 turn games on every board, I'd only naturally played Darts of Doom and Balloon of Doom. It took a long afternoon of brute forcing the RNG using save states and proceeding frame by frame to finally get Fruits of Doom. I wanna tell this story, but it'll probably have to wait for my final post as I discuss the experience of completing the game.
All Bowser games have a Luck component, to varying degrees. Fruits of Doom is definitely the least so, but the list of fruits scrolls so fast you'll obviously run out of fruit you're confident in remembering after a few rounds. Leaving it up to blind chance is a recipe for disaster, but you can still use some logic to figure out what's most likely to be safe.
Consequently, Fruits of Doom is my favorite Bowser Minigame. The mind games and mental gymnastics you'll find yourself doing once you've exhausted your list of safe choices give this game so much unique tension. Coupled with Bowser's fake-outs that leave you biting your nails when you pick a fruit you're not certain of makes it especially memorable.
Darts of Doom is my least favorite. It is more skill based than Balloon of Doom, but something about that kind of makes this game worse in my opinion. The reticles dart around so quickly as to give you an illusion of strategy or timing, but I find they move around far too quickly to actually make educated decisions on. It's much more important to make sure all three darts don't hit the bull's eye resulting in an instant loss. If that's the only thing you're focusing on, though, you're leaving it entirely up to chance whether or not you end up with the lowest score. But focusing too much on your score will cause you to focus too much on a single reticle's position and increasing your chances of either missing the board or hitting the bull's eye. If you fuck up trying to do somwthing, in my opinion, it feels so much worse than just losing to pure RNG. This game feels specifically engineered to troll you and make you feel like you just suck at a skill based game.
"etc." Minigames
33% Luck: 1/3
0% Memory: 0/3
0% Button Mashing: 0/3
33% Rhythm: 1/3
0% Reaction: 0/3
33% Precision: 1/3
33% Action: 1/3
33% Strategy: 1/3
0% Coordination: 0/3
Bowser Wrestling: Rhythm, Strategy
Panels of Doom: Luck
The Final Battle!: Precision, Action
I've already covered these games in their respective posts, so there's no need to goninto too much detail.
The only reason I'm going by the official designation "etc." instead of my proposed name "Mega Minigames" is because of how these minigames are sorted in-game. But I highly disagree with putting The Final Battle! here. It should definitely be grouped with the Story Minigames or in its own category.
Anyway, the first two games in this category are duels against Bowser on Bowser's Gnarly Party, achieved by passing him using a Mega Mushroom for a chance to bypass his penalty.
These aren't really a category of minigames so much as a collection of miscellaneous ones... separate from the Extra Minigames. But I suppose my favorite of these has to be the Final Battle while my least favorite is Panels of Doom.
Story Minigames
60% Luck: 3/5
0% Memory: 0/5
0% Button Mashing: 0/5
0% Rhythm: 0/5
40% Reaction: 2/5
40% Precision: 2/5
0% Action: 0/5
40% Strategy: 2/5
0% Coordination: 0/5
Bowser Bop: Luck, Reaction, Precision, Strategy
Archaeologuess: Reaction
Goomba's Chip Flip: Luck
Mystic Match 'Em: Luck, Strategy
Kareening Koopas: Precision
Once again, I've already covered these games in the Story Mode post so check that out if you want more.
Since these minigames only appear in Story Mode as arbitrary roadblocks with no penalty for failure besides having to try again, there's really no tension with these minigames at all. Goomba's Chip Flip gives the illusion that it's a memory game, but I'm not certain you can actually follow the tokens as they're shuffled. If you can, it's incredibly difficult to follow more than one, maybe two. As far as I'm aware, this game is just luck. Mystic Match 'Em is also more or less just luck with a slight hint of strategy since you have to decide whether or not it's worth keeping the cards in your hand.
It's a bit disappointing there isn't a wider variety of minigames here, but I suppose something like a Button Mashing game here might be a recipe for disaster.
My favorite story minigame would probably have to be Kareening Koopas. None of these games are exceptionally great or anything, but sliding the Koopas into the holes can be pretty satisfying to do as fast as possible.
My least favorite is Mystic Match 'Em. It was the only game here that took me more than one attempt to win. But the reasoning is little more than the heavy reliance on luck. You can minimize the luck by strategizing which cards to go for and guessing what cards your opponent is collecting, but there's not mucu to go on with that sort of thing.
Extra Minigames
56% Luck: 5/9
22% Memory: 2/9
0% Button Mashing: 0/9
0% Rhythm: 0/9
67% Reaction: 6/9
56% Precision: 5/9
33% Action: 3/9
44% Strategy: 4/9
11% Coordination: 1/9
Challenge Booksquirm: Luck, Reaction, Precision, Action, Strategy
Panel Panic: Luck
Jigsaw Jitters: Memory, Reaction, Precision
Barrel Baron: Luck, Reaction, Strategy
Mushroom Medic: Memory
Doors of Doom: Luck
Bob-omb X-ing: Reaction, Precision, Strategy
Goomba Stomp: Luck, Reaction, Precision, Action
Beach Volley Folly: Reaction, Precision, Action, Strategy, Coordination
I already covered the Extra Minigames in their own posts, just like the others, check out the Extra Room posts for more information.
There's really not much I can say about this mode.
Beach Volley Folly is an obvious standout to the point where it's kind of unfair to call it my favorite of these. It's the obvious choice due to just how much depth there is, it's basically its own entire game mode.
If I had to choose a favorite ignoring Beach Volley Folly, well... it's still not a fair competition. I just said Booksquirm is arguably my favorite minigame in the whole series and you're gonna give me an endless version of it? Where do I sign??
As for my least favorite, it's plain as day. I'm sorry, but as much as I try to defend anything and everything, Doors of Doom is just plain stupid. It got even worse after a commenter pointed out that the result is predetermined regardless of the door you choose, not that it matters because it's just a 50/50 chance either way anyway. There never was any strategy to such a choice in the first place. Getting the highest ranking is literally just bashing your head against it until you fluke through. It's disgusting.
Cut Content
It's been a little bit since I've covered some cut content. But this game actually has some remnants of unfinished minigames in its data. We don't get even close to as much info on these as the cut minigames from Mario Party 1 or 2, but they still exist. You can get more info on them on The Cutting Room Floor.
Some of these minigames are just the kinds of debut items you might expect to see. I don't find much interesting there. Two minigame files in particular, though, appear to have been actual scrapped minigames.
The first of these is a strange stand housing a dollhouse-like model of a tree. The stand says "4-Player Game" on it, suggesting this may have been a major minigame with multiple options to choose from, but it looks like only the 4-player variant was unlocked. There is also a forest scene which looks like it would've been the stage for the minigame. It's hard to envision what this game would've been with so little to go on. Maybe you'd have to jump around to stomp on Goombas roaming the forest? Collect Mushrooms? Your guess is as good as mine.
The other minigame is much more interesting to talk about, though. It looks like a minigame where you would've stood on a round platform balancing on top of a globe while a monitor overhead warns you of incoming hazards. The leftover graphics for this monitor suggest to me that Tweester likely would've been ramming into the platform from various directions, causing the platform to tilt.
The more interesting thing about this game is that it would've been the first appearance of Tweester in Mario Party, predating his appearance in Mario Party 5. It seems like there are some Paper Mario fans among the Mario Party team!
Conclusion
It's all too clear why people commonly say this game has the best selection of minigames. Though it unfortunately also features one of the smallest. 60 minigames already isn't a lot, and 20 of those are hidden away in side modes or incredibly niche circumstances. In regular party mode, you're really only looking at a total of 40 minigames you're interacting with on the regular. Even the largest selection, 4-Player minigames, there are only 16. Even Mario Party 1 had 24. It's a shame this game couldn't have simply lifted some more long-time favorites like Platform Peril and Hot Rope Jump to pad out the minigame list a bit more. But again, it's obvious this game had to have been rushed.
But even though I did find myself running into a lot of repeats, this game could certainly be worse for it. With the boards being so consistently rough, the minigames need to do a lot of carrying and, well, I think they do. There are some stinkers, as there are in any Mario Party game, but very few minigames do I actively dislike. And of those, I can't really say anything bad about their design. They're just games I have personal skill issues with. I think I can honestly say Cheep Cheep Sweep is the only game you'll come across regularly enough to get frustrated with that I genuinely just don't like. And that's saying a lot because even my favorite games I've covered so far have had some really low lows and nothing in this game comes close to comparing to The Beat Goes On. While I wish there was more variety, I don't think I can turn my nose up at a selection of games so consistently good that repeats hardly matter.
Well, I think that about wraps up my thoughts on Mario Party 4's minigames. Please let me know if you have any thoughts on the presentation of the minigames here. I think this approach is a lot pess redundant and is easier to work with. But I have a few more ideas that might convey more information about each minigame.
Next time should be my final update in Mario Party 4 itself where we'll go over the overall aesthetic and presentation of the game. See you soon! 🎁