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Video Game / Mario Party 2

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Mario Party 2 is a video game developed by Hudson Soft and published by Nintendo for the Nintendo 64 in 1999 in Japan and 2000 in western regions. It's the second installment of the Mario Party series.

Mario and the gang have created an entirely new land, but don't know what to call it. What starts as a friendly debate ends badly when Bowser chimes in and attempts to name the land after him, causing terror and tyranny as the means. Toad, who is neutral on the issue, proposes to everyone present that the name of the land should be determined by the one who manages to defeat Bowser in a party challenge. Everybody agrees, and the festivities begin.

Mario Party 2 retains many of the key features introduced in the first game, but with several changes and refinements to keep the formula fresh, and many such variations would end up being commonplace in subsequent games in the series. There are several new type of minigames: Battle minigames (in which characters contribute an equitable number of coins that is later rewarded to the winner and the runner-up), Item minigames (in which a solo player can win a board item), and Duel minigames (where two characters challenge each other, and whose winner takes all the money that is being dueled for). Characters no longer lose coins upon losing normal minigames, and it's now possible to practice a minigame before it's played officially. The biggest addition is items, which can be obtained via purchases at stores or won in the aforementioned Item minigames. Items can be used during the board segments to give the player some sort of advantage, such as granting an extra dice block or forcing a Duel minigame with the opponent of their choice.


This game provides examples of:

  • Abandon Ship: This is played straight in a mini-game of the same name. The characters have to climb to the top of a mast while the ship is sinking. Whoever reaches the top first wins, but if nobody manages to do so (i.e. they end up falling into the water) then the minigame ends in a draw.
  • The All-Seeing A.I.: Torpedo Targets has you looking for targets and shooting them. The computer always knows where they are, even though there is no map or radar.
  • Amusement Park of Doom: Bowser Land. It is available after all other boards are played at least once each, and until its completion Toad will remain captive by Baby Bowser, who then proceeds to replace him as the game's host (for this reason, the other boards will be unavailable until this one is cleared the first time). The board takes place in an amusement park bulit by Bowser and his minions in the midst of a volcanic region. Every five turns, a special event known as Bowser's Parade happens as follows: A row of pyramid-shaped floats based on Mario enemies move across a given route; any character who is in the way will run away from the parade in terror, losing coins along the way. If no character is in the parade's planned route, or the arrows that should guide the parade make up for a nonsensical route, then the event is cancelled. The characters are dressed with their normal outfits, as everybody here broke character due to Bowser's threat being serious. The banks work differently in this board, as they give coins to the characters instead of forcing them to deposit theirs; but if a character lands on the Bank space, they must pay the debt in full (if they have no coins, then they must pay with a Star if they have one).
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  • Athletic Arena Level: There's a special board made for the mode Mini-Game Trial that takes place in a multi-disciplinary sports stadium. Unlike in the standard boards, here players don't get Stars and the spaces don't grant or deduct coins. The objective is to gather as many coins as possible by winning minigames, and when all turns pass the player with the highest number of coins will win the mode. When a character completes a full lap across the marathon track, they receive 10 coins as a reward.
  • Blackout Basement: The minigame Lights Out has three characters carrying huge light bulbs being menaced by the one carrying a huge mallet in a dark area.
  • Big Boo's Haunt: Horror Land is a Halloween-themed board where characters roleplay as wizards. It takes place in a haunted village in the woods whose features are tied to the passage of time. Every two turns, night will become day and viceversa; some Boos are only present at a specific time, and the Whomps guarding the junctions are jinxed during night, being unable to move from their spots. There's a luxurious mansion in the northwest, where Kamek can make use of a "darkness lamp" that turns day into night instantly (if the mansion is passed by during night, there'll be an indoors Halloween party that keeps Kamek busy, meaning that they cannot go out to talk to the player). Among the Boos, there's a Big Boo who can steal coins and Stars from three players and give them to the one who hired him; however, he can only appear during night.
  • Big, Bulky Bomb: The minigame Bowser's Big Blast. All characters have to press, turn by turn, plungers connected to a massive, enormous bomb with the shape of Bowser's head. One of the plungers detonates the bomb while the others don't, so each character has to choose a plunger and hope that the bomb doesn't explode after the plunger is pressed. If the bomb explodes, the character will be blasted away; the remaining characters have to continue playing until only one remains. The initial number of plungers is five, and will decrease by one every time a character is eliminated. If, by any chance, all safe plungers are pressed, a new set will be brought to the scene to repeat the sequence.
  • Body Wipe: The Pirate Land stage ending movie does this with Bowser and the winning character.
  • Buy or Get Lost: Boo will shoo the player away as a bother if they don't have enough coins, or tell them they'll "regret it" if they decline his help. Most other times in the series, if characters will bring up that players don't have enough coins they'll just politely tell them to save up and to visit again when you do.
  • Bowdlerise: In the Japanese version of the game, Professor Fungi has a pipe in his mouth. It was removed in the international versions to avoid references to tobacco. Additionally, Western Land's ending cutscene in the Japanese version shows the characters wielding actual revolvers, whilst all other versions have them using toy cork shooters instead.
  • Cutscene Boss: Bowser, in all boards after a Super Star (the board's winner) is about to be declared:
    • In Pirate Land, the Super Star and Bowser duel with pirate blades. The Super Star eventually wins.
    • In Western Land, the Super Star and Bowser duel with pistols. Due to Bowser's size and the position of his hand while he shoots, his bullet flies above the Super Star's head and misses, while the Super Star's projectile does land on Bowser, defeating him.
    • In Space Land, Bowser (known here as Black Hole Bowser) is mounting a vehicle protected by a force field. The Super Star attempts to shoot at him, but the vehicle's force field protects him. They then try to attack him from behind, as the force field isn't protecting the back side, but Bowser always manages to cover it by keeping track of the Super Star's movements. The Super Star then spins around him rapidly, dizzying him; this gives them the chance to shoot at the vehicle from behind, defeating Bowser.
    • In Mystery Land, Bowser asks a Koopa Troopa to solve a riddle by guessing the identity of a character covered in a black silhouette. The Koopa Troopa fails by erroneously suggesting it's a cow, so Bowser casts a curse on him. The Super Star then appears, and is given the same riddle; upon close observation, they correctly guess that the silhouette is the face of Bowser himself, which undoes the Koopa King's curses (including that of the latest victim) and saves a Bob-omb Buddy who had been turned into a gold statue a long time ago.
    • In Horror Land, Bowser and the Super Star duel with wands. Their magic's beams begin clashing and, while it seems like Bowser is going to get the upper hand, the Super Star's beam makes a comeback and ultimately overcomes Bowser's, defeating him and turning him into a frog.
    • In Bowser Land, Bowser begins by using his fire breath, though the Super Star manages to dodge it by jumping whenever necessary. Next, Bowser tempts the Super Star to grab him from the tail and throw him away (like Mario did to him in Super Mario 64); the Super Star accepts the challenge and tries to grab him, but Bowser turns into metal and is too heavy to be moved. With the power of the Star Toad gives to them, the Super Star grabs Bowser's tail once again and manages to throw him away for good, defeating him.
  • Cutting Off the Branches: Zig-Zagged.
    • In the intro, Wario claims the theme park should be named after him because he was the Superstar, which some interpret as referring to the last game, but that could just be referring to the ending where it declares everyone a Superstar.
    • Later on in Superstars, the intro of Horror Land would depict Mario, implying he was the original winner of Horror Land, and refers to him as the Superstar. Whether it just means for that board or that Mario is the canonical winner of 2 is unclear.
  • Death Course: The minigame Dungeon Dash, unlocked after purchasing at least 35 minigames from Woody. Two teams of characters attempt to escape from a castle area full of obstacles, such as Lava Bubbles hopping from lava pits and Thwomps. They move by alternating between tilting the Control Stick left and right. The team that reaches the exit first will win.
  • Distressed Dude: The game's host Toad, when the first five boards are cleared. To rescue him, it'll be necessary to complete the final board (Bowser Land), and doing so will also unlock the game's ending and credits.
  • Easy-Mode Mockery: Playing Mini-Game Coaster on Easy or Normal results in the player only being able to progress up to a certain point: World 3 on Easy, and World 6 on Normal. In order to face the Baby Bowsers at World 9, you have to play on Hard. It's still necessary to clear the mode in all difficulty levels for 100% Completion, however.
  • Egopolis: The Mario characters create a new world that is initially named Mario Land, but each one wants to name the world after themselves, so they have a contest to determine who gets to name it.
  • Franchise Codifier: While the heart of the series' formula and conventions were already present in Mario Party, it was the sequel which shaped the series as it was known prior to the overhauls seen in the ninth installment (even then, the series would return to its roots with the Nintendo Switch games Super Mario Party and Mario Party Superstars, once again with a stronger influence from the second game than from the first). Several new types of minigames (namely Battle minigames, Duel minigames and Item minigames) were introduced, and thanks to the former two it was no longer necessary that standard minigames made losing players lose coins. The latter type was added because the game also introduced collectible items for later use in the boards, and by extension Item Shops to purchase them. Lastly, despite not having a dedicated Story Mode (that would have to wait until Mario Party 3), the game became the first to employ an overarching theme and plot that justifies the players' adventures besides partying (indeed, the last playable board is unlocked as part of the development of this story, as it requires clearing the other boards at least once each). To the relief of many players, the game also removed the first game's controversial mechanic of spinning the Control Stick in certain minigames.
  • The Ground Is Lava: The 4-player minigame "Hexagon Heat" plays identically to "Mushroom Mix-Up" from the first game. Toad raises a colored flag telling the players to head over to the same colored platform while the others sink into the lava below. If any of the players touch the lava, they're automatically out, and the last one standing wins the minigame. Also applies to "Lava Tile Isle".
  • Ground Pound: In the minigame Totem Pole Pound, the players are place at the top of multi-colored totem poles. The objective is to ground-pound the poles to lower their height and reach the floor. The first player to return to land wins.
  • Hailfire Peaks: Mystery Land is divided into four distinctly-themed quadrants: a rocky Death Mountain field in the southeast (also the board's starter area), an Egyptian-themed Shifting Sand Land in the southwest, a dense Lost Woods area in the northwest, and a Green Hill Zone with prehistoric and Easter island motifs in the northeast. The Event Spaces allow players to warp from one quadrant to the next in the clockwise order (indicated by rock-shaped arrows placed between the quadrants), as the quadrants themselves are disconnected except for a central junction that is paywalled by Thwomps. All four areas do have one thematic element in common: mysteries, hence why the characters are dressed like (and roleplay as) explorers.
  • Harder Than Hard: The game introduces Super Hard mode (AI can only be set to this difficulty during minigame modes, though).
  • Interface Screw: The minigame Dizzy Dancing starts when all four characters are pushed away from a giant vinyl disc that spins rapidly, making them clash against the room's corners; in their stunned form, the movement with the Control Stick will be impaired, yet they have to return to the vinyl's center and grab the musical note located above, and whoever does so first wins.
  • Level in the Clouds: Rules Land is a board set in the clouds, but it cannot be played as it's only used a cinematic tutorial on how to play the game.
  • Letting the Air Out of the Band:
    • During the board set-up with Toad in the pipe tunnel, if it's decided to reselect the settings, the pipe suddenly turns vertically as the music slows to a crawl as Toad and the others fall down.
    • It happens when you get the Bowser Bomb from the Item Minigames. And it's not just the music, either; it also happens to the words "Got item!" ("Got- iiiiiteeeeeem...??").
  • Locked Door: The game's boards feature shortcuts and alternate paths that can only be accessed by opening locked doors. This is the utility of the Skeleton Keys that can be purchased in Item Shops.
  • Mad Bomber: In the minigame Bob-omb Barrage, three players have to throw bombs at the fourth player, who is riding a wooden boat in a wide moat. If the team of three manages to sink the solo player's ship in under 30 seconds, then they'll win. But if time runs out, then the solo player wins.
  • Minecart Madness: The minigame Handcar Havoc returns from the first game, and the modus operandi is the same (two teams of two characters have to drive their handcars across the rails to reach the end, and whichever team gets there first will win). The main difference is the setting, as the rails now take place in a brown canyon.
  • Mobile Shrubbery: In the minigame, Sneak 'n' Snore, the players sneak towards the button to open the escape door by a sleeping Chain Chomp while wearing barrels. When the chomp wakes up, the players must quickly duck into the barrels or else they will be captured and taken away. If they don't stop fast enough, the players will be unable to duck their entire heads in to the barrel and still be caught.
  • Mythology Gag: Bowser runs around causing trouble under various alter egos like Cap'n Bowser or the Bowser Sphinx, just like in The Super Mario Bros. Super Show.
  • Nintendo Hard: Minigame Coaster on Hard. It forces you to perform and win every minigame in a predetermined order on Hard mode. You have a very limited amount of lives, much like the earlier platformer games, lose one every time you failed a minigame, and you only earn 1UPs from invoking Law of 100 with the coins you win from cleared minigames. If you lose all your lives in any world, you must start all over from your last savepoint (which is at the start of each world), and the last couple of worlds both have 6 stages in them. The final few stages have mostly button-mashing minigames, and the computer is usually very good at these types of games. The absolute final stage only has one repeat of a Mini-game played higher up in the coaster, but the "Toad" in front of it asks you a trick question about whether or not you want to start the entire coaster over. The actual Mini-game is a second round of "Shell-Shocked", but it counts as a one-vs-three match because you're up against three Koopa Kid tanks who will try to gang up on you.
  • Nostalgia Level: Many minigames from the first game return here, and some of them now come in extra variations to keep them fresh.
  • Palmtree Panic: Pirate Land is a board that goes through three islands: Two sandy and one rocky (with some grass). Players roleplay as ship captains (and are accordingly dressed as such); they can get a ride from a Sushi (shark) if they land next to a pier, being taken to another. If they land on an Event Space, they'll be forcefully launched back from a nearby pirate ship's cannon to the board's starter spot.
  • Poison Mushroom: The game has the Bowser Bomb, which is obtained only in item minigames and the northeast item shop in Bowser Land. It is used automatically after every player makes their move; upon activation, Baby Bowser transforms into Bowser, rolls three dice blocks, and traverses the board, stealing every coin from any player he runs into.
  • Psychic Powers: In the minigame Psychic Safari, two dueling characters have to use their mind to empower their respective mushroom-shaped statues (this can be done by rapidly alternating between pressing A and B). After five seconds, the statue that received the most mental power will push away the other, and its master will win.
  • Quick Draw: The duel minigame for Western Land involves a quick draw with cork guns. The player who presses A first after "Go" will fire first, win and get the coins that both players bet. If you fire too soon, you'll get a warning the first time, and lose the second time. Bowser has a gun duel with thewinning player, resulting in both firing their shots at the same time- Bowser misses but the winning player hits.
  • Quicksand Sucks: The minigame Quicksand Cache revolves around three characters grabbing coins in a large bowl where sand is converging downward to the center (where the fourth player, wearing the Bowser Suit, awaits while manipulating the quicksand's motion at will to grab the remaining coins).
  • Racing Minigame:
    • Slot Car Derby makes a return from the first game, and is played the same way (the players drive slot cars in a toy-made racetrack). The minigame now comes in three variations, each being longer than the last: The first has a bean-shaped layout, the second has a C-shaped form, and the third has a cloverleaf-styled shape.
    • The minigame Sky Pilots has two teams of players race against each other in the skies by driving planes. In each team, one player moves the stick up and down to flap the wings, while the other moves it left and right to steer the plane. They must avoid the cannonballs shot from certain spots, as they can stun them (which makes them lose a lot of precious time). Passing through the rainbow-colored rings will boost their speed. The duo that makes it into the goal first wins.
    • Played with in the minigame Day at the Races. Each player has to choose a mook and root for it, as the race is performed by mooks and not by the main characters. Each mook has a strength and a weakness, but ultimately the race is a gamble.
    • After purchasing all minigames from Woody (which is only possible after clearing Mini-Game Coaster), he will offer you a secret single-player minigame called Driver's Ed. In it, the player has to drive in a training road delimited by transit cones, and burst the bubbles in the order signaled by the numbers written in them; they must complete the lap in under 1 minute. The minigame has five courses in total.
  • Rock–Paper–Scissors: Bowser Land has a duel minigame where two players play "Rock, Paper, Mario". Each player has to choose one of the character cards and hope for the best. Mario beats Bowser (because he has experience defeating him in battle), Bowser beats Peach (because he has experience kidnapping her), and Peach beats Mario (because the latter cannot resist the former's beauty).
  • Scary Stinging Swarm: In the minigame Honeycomb Havoc, the four players try to get fruit and coins from a three; during a turn, a character can choose whether to grab one or two objects by hitting a dice block, and do so to let the next player play their turn. Problem is, there are three beehives within the row and, if a player catches one, then the bees will chase them and thus force them to retreat. The key to avoid the beehives is to choose strategically whether to pick one or two items in the current turn, as doing so will make more likely that a different player picks the next beehive in line. The last player remaining wins.
  • Shifting Sand Land: Western Land. Uniquely among the majority of worlds and levels in the Mario franchise, this board isn't designed with Egyptian or Middle East motifs in mind, but instead those based on the stereotypical Wild West. Players are dressed like, and thematically roleplay as, cowboys in favor of the law. The board takes place in a desert next to a plateau, and features many saloons where the inhabitants live. Some of the walkable parts of the board have rails built within, so when a character lands on an Event Space a train will ride that part; if a character is in the middle of the train's route, they'll have to run to the board's starter area.
  • Shout-Out: When you pass by the milk bar in Western Land, you have the option of inviting the other players to a hootenanny (with the potential of setting them back from getting a star before you can). If you refuse, the Wiggler running the bar will say "Y'all come back now, y'hear?"
  • "Simon Says" Mini-Game: The minigame Shy Guy Says returns from the first game, and once again the characters have to raise the same color of flag as the leading Shy Guy. The difference is the setting, as the characters are now floating in the skies with balloons instead of sailing the seas.
  • Skeleton Key: Unlike in the first game, the boards have passageways whose doors are locked. One of the items you can purchase in the item shop is a gold-colored Skeleton Key to unlock a door and thus cross its passageway to take a shortcut. Notably, Luigi is particularly fond of this item - even if he isn't interested in actually using the keys properly.
  • The Smurfette Principle: Once again Peach is the only female character in the playable roster.
  • Snot Bubble: In the minigame Sneak 'n Snore, the Chain Chomp has this while he is asleep and it pops just before he wakes up.
  • Space Zone: Space Land, where players are dressed as astronauts and roleplay as members of the Space Patrol. It's a very advanced spacestation whose paths are arranged in an octopus-like pattern, and either converge into or diverge from a central junction with a LED countdown shown in the floor's screen. Every time a character steps onto it, the counter goes down by 1. When a fifth character gets there, the countdown reaches zero and a satellite created by Bowser will fire a powerful beam capable of taking away all coins from any player who is caught in the line of fire.
  • Sphere Factor: The minigame Bumper Balls returns from the first game, and now comes in three variations: An area set in a snowy summit, an area placed at the top of a pillar erected from a lava pit, and a round island similar to the minigame's version found in the first game.
  • Tightrope Walking: The minigame Rainbow Run, unlocked after purchasing all other minigames from Woody. One character is walking scross a bridge made of solid rainbow in a cloudy sky, while the other three players are driving Solid Clouds armed with cannons to shoot at them and make them fall down.
  • Time Bomb: The Space Land duel minigame, which is even named after this trope. The dueling characters are each placed next to a bomb, and are tasked to stop their countdown by pressing the plungers as close as possible to the exact designated moment. Whoever manages to do so in the instant that is closest to the announced time limit will win, while the other player will have their bomb explode and lose the duel.
  • Video-Game Lives: Lives are used in Mini-Game Coaster. If a player loses all lives before reaching the end of a world, they'll have to restart from the first minigame of the current world. They can earn an extra life by collecting 100 coins (if the player wins multiple minigames in a row, then the number of coins gathered will increase).
  • "Wanted!" Poster: Bowser is on one of these in Western Land, complete with cowboy hat and pistol, under the name 'Bowser the Brash'.
  • Wolfpack Boss: The final minigame played in Mini-Game Coaster in Hard Mode is Shell Shocked in its biggest variant. Instead of facing three standard characters, the player has to defeat the three Koopa Kids who were disguising as the host, Toad in order to win the mode.