Mario Party 5

The single-player "Story" mode involves the player winning multiple games against the Koopa Kids to prevent Bowser from conquering the Dream Depot.

Mario Party 5 introduces the "Super Duel" mode to the franchise, which requires players to assemble and control custom made battle vehicles which can be used in combat against other machines.

As with its predecessors, players can adjust the number of turns in a game by multiples of 5 up to 50 and determine the difficulty of artificial intelligence opponents, among others.

Hudson omitted Donkey Kong as a playable character from the series in this installment, instead featuring him in the "DK space", which initiates an event granting the possibility of a star or coins whenever landed on.

[3] Like previous installments, blue and red spaces add or deduct three coins from players when they land on them.

The items contained within them serve a variety of purposes, from increasing the range of the Dice Block and thus movement, to deducting ten coins from an opponent.

During a game, the gameplay is altered for the last five turns with the options selected randomly via a roulette wheel; such changes include tripling the coin benefit or deficit from coloured spaces.

[12] Mario Party 5 introduced the "Super-Duel Mode", a game involving the player assembling and controlling a combat vehicle.

[13] Once the vehicle is assembled and named, it can engage AI or human opponents in a single match or in tournaments.

Variants of this are available, including a capture the flag mode and another requiring the player to shoot mechanical rabbits.

Then players face Bowser directly; they must make him jump onto a tile three times to clear the third part.

After throwing fireballs and hitting Bowser with them five times, the game is cleared and the final board is unlocked.

[citation needed] Like its predecessors, Mario Party 5 was published by Nintendo and developed by Hudson Soft.

[5] Generally, critics cited having a fun experience in Mario Party 5, although the minigames received a more enthusiastic reaction than the actual board game,[5][23] with GameSpy commenting that "the sheer volume can keep you compelled.

"[4] The capsule system was generally criticised as the pertaining animations seemed to exacerbate the game's slow pace.

The "Sweet Dream" game board is themed to reflect cakes and other desserts.