YMMV / Mario Party

  • Accidental Innuendo: In Mario Party 3, Koopa Kid can give out items if you answer his questions "correctly". One of them is "Do you like to tease?".
  • Alternate Character Interpretation: The final boss in Mario Party 10: where Bowser turns into Dry Bowser at half health. In several other Mario spinoffs, Dry Bowser is a Decomposite Character of Bowser's, so it could be that Bowser disguised Dry Bowser as himself to fight the players for him, then he sneaks off undetected while his copy takes all the punishment.
  • Author's Saving Throw: amiibo Party for those who want the classic Mario Party style back.
  • Awesome Music: Has its own page.
  • Awesome Bosses:
    • The last bosses in games that feature them are generally pretty good. The fake Millennium Star is one simply because he's the only Final Boss in the series that isn't Bowser.
    • For DS, many fans consider Kamek to be the most interesting and challenging boss in the game. From the Refuge in Audacity of you riding a spellbook like a jet and wielding a pen to fire ink projectiles, to Kamek being a legitimately powerful-looking Domain Holder who uses the entire environment to attack you.
    • 9 has Lakitu, King Boo, and Blooper. The first you hit Lakitu with Bullet Bills while he rains down spikes, the second is so creepy it's great with bejeweled puzzles, and the last is like a pirate ship taking on the Kraken of all Bloopers.
  • Awesome: Video Game Levels:
    • Eternal Star in the original Mario Party. Going around a broken star, battling mini-versions of Bowser for Stars that they STOLE from you, while Awesome Music plays? Oh yeah!
    • Horror Land from Mario Party 2. It has an extensive day/night feature, and Big Boo who can put you miles ahead of the rest. He'll let you steal coins from all three of the other players if you have 15 coins, and one star from each of the other players, up to three stars, if you have 150 coins. Although trying to reach him is risky, as he's behind a locked door which requires a Skeleton Key, and he'll only appear if you pass by him at night.
    • Waluigi's Island from Mario Party 3 has many tricks and traps that weren't needlessly unfair, including one in front of Game Breaker Boo, as well as an island that shifts its spaces.
    • Bowser Land from 2 is a pretty neat board. Let's count the ways:
      • The ? Spaces do many different things depending on what's close to it, which was the first time this happened in a Mario Party game.
      • The Banks loaned out money, instead of making players deposit them whenever they passed by, meaning that you had to avoid a huge payload instead of trying to get a jackpot. Every time someone gets a loan, it's 5 coins, and that number is added to a "principle and interest" total. Landing on the Bank Space directly in this board forces that player to pay back said principle and interest from their coin total. If they do not have enough coins to cover the total, the Bank will take all the coins they have and scold them.
      • There are two Item Shops rather than one. The one in the southwest corner is a regular Item Shop, but the one in the northeast corner is a Bowser Item Shop that will forcibly sell a player a random item for a few more coins than it's normally worth, plus they can sell Bowser Bombs to bring Bowser onto the board. If a player already has an item, they won't bother him/her.
      • And of course, the Bowser Parade. For this last one, there are three castle offices in the west, north, and east where one can pay to change the direction of Bowser footprints in the actual board (the path set up at the start of the game takes it straight down the middle and then turns east towards the Start area). A Bowser Parade will kick off the start of every 5th turn provided there is a player in the final path, and anyone who is in the way of the parade will be chased back to the Start area and lose 2 coins for every space they pass over on the way back.
    • Clockwork Castle from 6. Not only do you get to chase DK for Stars, but you can turn the tables on your opponents at the last minute by turning DK into Bowser and forcing them to run for their lives. Getting caught by Bowser or running into him earns you a free Shadow Star, which will subtract a Star from your total or steal twenty coins if you don't have any stars (the latter will also cause Bowser to jump to a new space).
  • Base Breaker: Although most are happy about Rosalina's Island Tour appearance, others aren't happy about her not being playable.
  • Bite The Wax Tadpole: The "Payday" fraction of "Payday Waystation" in Mario Party 8 sounds embarrassing to Brazilians, as it is pronounced just like "[I] farted" in a very vulgar way.
  • Broken Base: With Mario Party 9, people debate on whether the extensive changes were a bad idea or the series really could use innovation.
  • Critical Backlash: Despite all the criticism, many feel that Mario Party 9 and 10 were good games in their own right, especially with all the innovation.
  • Critical Dissonance: Critics dislike the Mario Party series for being too luck-based and lacking in innovation. Fans however, like the series for the same reasons.
  • Ear Worm: Chance Time!
  • Ensemble Darkhorse: People are happy about Rosalina's appearance in Island Tour, and were ecstatic about her inclusion in "10".
  • First Installment Wins: Regardless of the arguments about the quality of the many sequels the game has, the original three on the Nintendo 64 are widely regarded as the best in the series.
  • Hilarious in Hindsight:
    • Mario Party 8 allowed you to use Miis in some game modes. Nintendo then made Wii Party. The developers of ''Wii Party'' then went off to make ''Mario Party 9''.
    • The many references to Bowser Revolution as "Bowser Communism" have finally made their mark on the series. Mario Party 9 removed coins, but still has the revolution with Mini-Stars.
    • In Mario Party 2, there is the minigame "Filet Relay" which has the characters dress up as penguins as they deliver a fish to a group of little penguins. Later, New Super Mario Bros. Wii introduces the Penguin Suit.
    • Mario Party 6 allowed two characters to team up and gave unique names for every single combination. While most of the team names were predictable, teaming Wario and Toadette resulted in the team name "Secret Friends", prompting players to wonder what those two could possibly have in common. Many years later, Captain Toad: Treasure Tracker began with Toadette putting herself in harm's way for treasure, a moment that would do Wario proud.
    • In Mario Party Advance, when Bowser is accused of stealing a painting called "Toads at Twilight," Bowser says that he doesn't like toads and he hates Twilight.
    • Super Smash Bros. for Wii U had Smash Tour which is a "board game type" mode. Fans joked that Smash Tour is a Smash version of Mario Party. The mode Toad Scramble in Mario Party Star Rush plays like Smash Tour, where players move around the board at at the same time, collect items and recruit allies.
  • Just Here for Godzilla:
    • There's a section of the fanbase that is only interested in the minigames.
    • The playable character roster is apparently an extremely important factor in deciding which installment certain fans might pick up.
    • For Mario Party 10, they are just here for that end-of-minigame scene in Shy Guy Shuffle, where they eat doughnuts.
  • Love It or Hate It: Windmillville and other boards that significantly change the paradigm for receiving stars to economic domination.
  • Memetic Badass: Luigi. He'll beat you by doing absolutely nothing.
  • Memetic Loser: "D'OH I MISSED!" In Japanese we hear "OH MY GOD!".
  • Memetic Mutation:
  • Narm: Daisy's voice in Mario Party 3, and Toadette's voice in Mario Party 6. Hammer Bro's and Yoshi's voices are this and Narm Charm.
  • Nightmare Fuel:
    • Any minigame involving Boos or Bowser, but special mention goes to Pedal Power from the original, see Scrappy Mechanic below.
    • Ghost Guess. Especially if you lose where the boos gang up and eats the hapless character who scream as they disappear!
    • Also, Panels of Doom/Panel Panic from Mario Party 4. You're standing on one of nine numbered panels that crumble away into a void based on numbers rolled by a Dice Block. If your number happens to come up, you're presented with an overhead view of your character plummeting to their doom while reaching in despair towards where their platform once stood.
    • Mario Party 6 has the Duel minigame Black Hole Boogie in which two players must frantically struggle to survive from getting sucked into a black hole. The one who does get sucked in is seen flying through space at the end of the game.
    • Boo'd Off the Stage and Pit Boss from the same game. The former features female Boos trying to capture you, while the latter has giant spiked balls being lobbed at you with no room to run.
    • Tug O' War in the first game. If the winner is the one in the Bowser suit, he or she will look over the cliff and start moving his or her head jerkily back and forth. Presumably they're laughing, but since there's no sound it just looks really creepy.
    • In Mario Party 3, on Waluigi's Island, in the circle that has the timer bomb, you notice a Piranha Plant right next to the bomb. But it's nothing like its green-and-red brothers seen throughout the land, in that it's wilted and burned.
  • Older Than They Think:
    • Although fans believe that New Super Mario Bros. Wii was the first Mario game to introduce 4-player cooperative gameplay, there were two minigames in Mario Party 1, "Running of the Bulb" and "Key-pa-Way" which required the 4 players to cooperate and work together to win the minigame and everyone either wins or loses together.
    • Similarly, there was a real Super Mario board game where players shared the same moving piece, long before Mario Party 9.
  • Paranoia Fuel:
    • Chance Time and Bowser's space, full stop! Even if you're the most skilled player who is in the lead, the chance of landing on the mentioned spaces will haunt you throughout the game, waiting to turn the table in someone else's favor.
    • Also Crane Game from the first game. You’ll lose 1/3 of your coins if you’re dropped in the pipe, and God help you if a hard difficulty NPC grabs you.
  • Replacement Scrappy: Not many people like DK's removal as a playable character and not many people like Toad taking his place as well.
  • The Scrappy: Many people hate Peach. One of the reasons is because she appears extra lucky as a NPC, regardless of difficulty.
  • Scrappy Mechanic:
    • Chance Time! Seeing your hard work getting flushed down because of pure luck is very frustrating to players. Got a lot of coins or stars? Chance Time could take it all away! Mario Party 4 severely reduced its power, Mario Party 5 reduced it even further, and Mario Party 7 outright removed it. Chance Time hasn't been seen since.
    • Bonus Stars. Every installment gives players additional stars after a game ends (though you have the option of turning bonus stars off in games like Mario Party 2). In the first few installments, one bonus star was for getting the most coins in minigames, while another was having the highest coin total at any point. A skilled player would easily win both of these stars, since winning a lot of minigames was the easiest way to make a lot of coins. Mario Party 7 introduced more bonus stars to pick up the slack, while also randomizing which Bonus Stars are given out.
    • From the first installment: any game where you had to rotate the control stick. Many was the player who groaned at dismay when the roulette selected "Paddle Battle", "Pedal Power", and especially "Tug 'O War", which were annoying and difficult to win. Thankfully, after several players injured their hands trying to rotate the stick as fast as possible, Nintendo had to actually hand out gloves to game owners to prevent being sued. Also, they promised that no future Mario Party games would require you to rotate the stick anymore, which they've stuck to ever since. Rapid-fire button smashing seemingly replaced this, being much more comfortable and less damaging to hands and control sticks. It's commonly cited as the reason that the original Mario Party hasn't appeared on Nintendo's Virtual Console, while the second installment has.
    • Mario Party 4's Mini and Mega Mushrooms. The mechanic (replacing the skeleton keys from the previous games by having size changing mushrooms that open new paths — the Mega Mushroom allows you to skip board events, making it a borderline Game Breaker, while the Mini-Mushroom... allows you to go down smaller pipes while having a limited number on your dice) wouldn't be quite as bad if there weren't a number of mushroom spaces giving you the items, meaning that if you want to even have anything else in your pockets, you must use them to get rid of them, leaving you in either form most of the time.
    • The main issues with Mario Party 5 are the lack of shops forcing players to rely completely on the luck of the draw from the capsule machine, and the fact that you can be hurt by traps you set yourself.
    • Mario Party 9 having linear maps and all players traveling together in a vehicle is this to some fans as they felt it was too far a deviation from the original series and being together in a vehicle robs a sense of control for players.
    • Any minigame based entirely around luck - especially if they're Battle Minigames. You could potentially lose lots of coins just for being unlucky enough to pick the wrong thing.
    • amiibo Party in 10 requires all players to have their own amiibo — simple enough. But you then have to touch the figures to the Game Pad to perform any action that isn't selecting what dice to roll or playing a minigame. Equipping a token, actually making your dice roll, stopping a roulette; all controlled with the amiibo rather than a press of a button.
    • The Bowser Revolution, which averages out the coins/mini-stars of the players. This can be particularly vexing if it occurs late in the game, as it has the potential to nullify all progress made to date and make the last mini-game the only one that matters. The issue has been exacerbated in the most recent titles, since - unlike when Stars determined the winner - mini-stars are the only deciding factor in the victory AND Bowser spaces are more plentiful towards the end of the board, making a Bowser Revolution more likely to come up in the dying turns of the game.
    • Bowser Party in 10 is horribly unbalanced to the point that not having Bowser win is an achievement. Among the problems that it has is the ability for Bowser to redo the dice roll if he is unable to catch the team of four giving whoever is playing as him two chances and the final stretch has several spaces that can aid Bowser. Perhaps the worst of them though is that when the team of four gets to the end they have to play a luck based minigame which will fling them back along the board if they lose and most likely end up getting flung into Bowser if he is close enough.
  • Sequelitis: After about a dozen or so Mission Pack Sequels, the series has gone up and down in quality game by game.
  • That One Boss:
    • Bowser Jr. Breakdown in 9, is hated for being a boss mini-game that's purely luck based. While Whomp Stomp and Bombard Big/King Bob-Bomb were also luck based, they at least had an element of strategy to them.note  All Bowser Jr. Breakdown consists of is hitting a dice block, and hoping that you'll hit the right number.
    • The final battle of 7 was so hard that in Solo Mode, your progress on it was saved if you lost. Just hope that you didn't get to the 99th floor and your opponent gets the next shot at it. However, in the Free Play Sub, you needed to do it all in one go.
  • That One Level: Every installment of the Mario Party series has a few mini-games and boards that seemed designed to test players' patience. There are so many examples, they have a page listing them all.
  • They Changed It, Now It Sucks:
    • Mario Party 9 made drastic changes to the formula, causing controversy among those who were used to the traditional formula.
    • Mario Party 6 introduced the "gimmick boards" that steered away from the usual "star hunt" style of gameplay and would award stars through other means. Even though this was only done to give some variety between boards, not everyone was accepting of it, especially when it turned out it was here to stay in 7 and 8.
    • Island Tour seems to be a compromise between Mario Party 9 mechanics and those of the other games.
    • Bowser's Bigger Blast from 4 cuts out some of the suspense that Bowser's Big Blast had in 2, particularly the music, which no longer stops when someone is about to lose. Then again, it's a bit speedier than the original.
    • Starting from Mario Party 5 and onwards, Donkey Kong no longer being a playable character has made fans upset. Thankfully for them, he finally returns as a playable character in Mario Party 10.
  • Woolseyism: It may be religious Bowdlerization, but "D'OH I MISSED!" feels a lot more Wario and is a lot funnier than the slightly OoC "OH MY GOD!".
  • WTH, Casting Agency?: Minor example, but out of all characters to be the host/guide of Bowser Mode in Mario Party 10 (as well as the Bowser Challenge), the game decided it should be Bowser Jr., meaning the child mentors the father. After previous games where it was the other way around, counting Mario Party or not, it feels rather weird that A Child Shall Lead Them. Meanwhile, Kamek, who was Bowser's caretaker when he was younger and therefore can be seen as a wiser choice, was the penultimate world boss. One can't help but feel their roles should be swapped (especially when you remember that Jr. can fly with his Koopa Clown Car, meaning Bowser Jr.'s Rocket Rampage could have still worked).

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