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* ''Sled Slide'' plays as a racing game where you're on an ice rink to race around a lap, with a time limit on hand when playing on Shroom City or Minigame Attack. However, if you're playing in the latter two modes, the time limit is extremely unforgiving at 30 seconds to complete one lap (or 60 seconds for two laps in Minigame Attack). Not helping is the mediocre controls, and if you accelerate while trying to turn, you will spin out and lose control of the sled, almost always guaranteeing a loss. If this becomes a Bonus Mushroom challenge with 6 mushrooms at stake, good luck.

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* ''Sled Slide'' plays as a racing game where you're on an ice rink to race around a lap, with a time limit on hand when playing on Shroom City or Minigame Attack. However, if you're playing in the latter two modes, modes (especially on Shroom City), the time limit is extremely unforgiving at 30 seconds to complete one lap (or 60 99 seconds for two three laps in Minigame Attack). Not helping is the mediocre controls, and if you accelerate move too fast while trying to turn, you will spin out and lose control of the sled, almost always guaranteeing pretty much securing a loss. If this becomes a Bonus Mushroom challenge Challenge with 6 mushrooms at stake, good luck.



* ''Sea Monkey?'' yet again falls under the same problem of an unforgiving time limit while having awful controls. You must ride a speedboat to collect Ukikis that are struggling in the water. However, the entire area is scattered with rocks and there is no indication on where the next Ukiki might be, so it is very easy to get lost in the lake. You have 50 seconds to clear the minigame on Shroom City, and even less on Minigame Attack.

to:

* ''Sea Monkey?'' yet again falls under the same problem of an unforgiving time limit while having awful controls. You must ride a speedboat to collect Ukikis that are struggling in the water. However, the entire area is scattered with rocks and there is no indication on where the next Ukiki might be, so it is very easy to get lost in the lake. You have 50 seconds to clear the minigame on Shroom City, and even less with 40 seconds on Minigame Attack.



** The hardest of the bunch is easily ''Volleybomb''. You must slam a Bob-omb onto your opponent side and hope that it'll blow up on them or that they will miss the bomb. Not only is the [=CPU=] completely aggressive and will easily deflect the Bob-omb at the very front, it is also largely luck-based on whether the Bob-omb will end up blowing up on your opponent or on you.

to:

** The hardest of the bunch is easily ''Volleybomb''. You must slam a Bob-omb onto your opponent side and hope that it'll blow up on them or that they will miss the bomb. Not only is the [=CPU=] completely aggressive and will easily deflect the Bob-omb at the very front, it is also largely luck-based on whether the Bob-omb will end up blowing up on your opponent or on you. Even in Shroom City, this minigame is a doozy.



** The ''Chicken!'' minigame is a special case in that the AI will usually be dumb enough to escape almost immediately at the start of the minigame. However, in the rare chance that the AI will stay put and escape at the last second, your reaction time to get out of the Thwomp is going to be superhuman. Also, if you and your opponent gets squashed at the same time, it ''will count for a loss only for you, [[MyRulesAreNotYourRules while the AI will still win]]'' (this is indicated by your character doing their losing animation while your opponent does their winning animation on the Duel Dash results screen after the "draw"). Talk about fair, especially in Duel Dash or Minigame Attack.

to:

** The ''Chicken!'' minigame is a special case in that the AI will usually be dumb enough to escape almost immediately at the start of the minigame. However, in the rare chance that the AI will stay put and escape at the last second, your reaction time to get out of the Thwomp is going to be superhuman. Also, if you and your opponent gets squashed at the same time, it ''will count for a loss only for you, [[TheComputerIsACheatingBastard while the AI]] [[MyRulesAreNotYourRules while the AI will still win]]'' (this is indicated by your character doing their losing animation while your opponent does their winning animation on the Duel Dash results screen after the "draw"). Talk about fair, especially in Duel Dash or Minigame Attack.



* ''Splatterball'' can be tricky especially if more than 50 Koopa Kids are into play. You have to blast paintballs at Koopa Kids inside of a mansion. Unfortunately, you don't have a lot of ammo before you need to reload and the Koopa Kids have extremely small hitboxes that is easily shielded by the scenery. Alongside, shooting a Toad poster pretty much guarantees a loss, as it will actually take away an ammo slot from you for the rest of the minigame. Completing this minigame with 99 Koopa Kids might as well be an impossible feat.
* The final minigame in Shroom City, ''[[spoiler:Trap Floor]]'', can prove quite a challenge. You have to drop Koopa Kids down a pit without letting any reach your control panel, or you will get burned and lose. The main problem is that as you progress later into the minigame, more Koopa Kids will be on the screen at once until you can't handle both trap doors properly for both sides of Koopa Kids entering the center floor. A bit of a nuisance as the final minigame on Shroom City, it is painful on Bowser Land or Minigame Attack when there are 50 Koopa Kids at stake that drops at a faster rate than on Shroom City.

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* ''Splatterball'' can be tricky especially if more than 50 40 Koopa Kids are into play. You have to blast paintballs at Koopa Kids inside of a mansion.mansion within 99 seconds. Unfortunately, you don't have a lot of ammo before you need to reload and the Koopa Kids have extremely small hitboxes that is easily shielded by the scenery. Alongside, shooting a Toad poster pretty much guarantees a loss, as it will actually take away an ammo slot from you for the rest of the minigame. Completing this minigame with 99 Koopa Kids might as well be an impossible feat.
* The final minigame in Shroom City, ''[[spoiler:Trap Floor]]'', can prove quite a challenge. You have to drop Koopa Kids down a pit without letting any reach your control panel, or you will get burned and lose. The main problem is that as you progress later into the minigame, more Koopa Kids will be on the screen at once until you can't handle both trap doors properly for both sides of Koopa Kids entering the center floor. Also, some of the Koopa Kids may bounce when they fall down, saving them and knocking them to the side away from the trapdoors. A bit of a nuisance as the final minigame on Shroom City, it is painful on Bowser Land or Minigame Attack when there are 50 Koopa Kids at stake that drops at a faster rate than on Shroom City.

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Final addition


* ''Boo Bye''. You have to guide Boos into a painting of the same color in order to get rid of them. Sounds simple, but what the game doesn't state is that [[GuideDangIt you will automatically lose]] [[OneHitPointWonder if you get hit by a Boo]], and the Boos have extremely large hitboxes. Additionally, their mechanic of stopping when you look at them is largely glitchy, and often doesn't work anyways. So not only are you trying to get Boos in the posters, you want to avoid getting cornered to where you are forced to lose.
* ''Chomp Walker'', for much the same reasons as ''Boo Bye''. You have to tug your pet Chain Chomp onto the goal while avoiding bones without meat that will distract your Chain Chomp. Again, the game [[GuideDangIt does not mention you lose]] [[OneHitPointWonder if you get hit by the Chain Chomp]], but this is also coupled with a time limit where you will also instantly lose if you let it expire. Not to mention, the Chain Chomp will actually try to move away from the goal when possible, aim for bones no matter if they have meat or not, and actually try to charge at you periodically. Couple it with the grass that slows you down (again with the game making no mention about the obstacle), and you have an extremely painful minigame to clear should it come up as a Mushroom Challenge. If that wasn't bad enough, picking this minigame in Minigame Attack will make you have to reach the end with 40 seconds (compare to Shroom City's 60 seconds), which is extremely hard to pull off anyways.



* The final minigame in Shroom City, ''[[spoiler:Trap Floor]]'', can prove quite a challenge. You have to drop Koopa Kids down a pit without letting any reach your control panel, or you will get burned and lose. The main issue is that as you progress later into the minigame, more Koopa Kids will be on the screen at once until you can't handle both trap doors properly for both sides of Koopa Kids entering the center floor. A bit of a nuisance as the final minigame on Shroom City, it is painful on Bowser Land or Minigame Attack when there are 50 Koopa Kids at stake that drops at a faster rate than on Shroom City.

to:

* The final minigame in Shroom City, ''[[spoiler:Trap Floor]]'', can prove quite a challenge. You have to drop Koopa Kids down a pit without letting any reach your control panel, or you will get burned and lose. The main issue problem is that as you progress later into the minigame, more Koopa Kids will be on the screen at once until you can't handle both trap doors properly for both sides of Koopa Kids entering the center floor. A bit of a nuisance as the final minigame on Shroom City, it is painful on Bowser Land or Minigame Attack when there are 50 Koopa Kids at stake that drops at a faster rate than on Shroom City.

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Grammar corrections


* ''Mustached Hero!'' is one of the character-specific quests that is largely infamous for taking a long time to get there with the correct characters. This quest can only be completed if the player is playing as Mario or Luigi, with both of their starting points being at the bottom half of the map while the Spear Thicket itself to do the quest is located well in the top right corner of the map. Tedious to get there, you're also not immediately done if you reach that area (unlike Yoshi's or Peach's quest); you have to complete a duel minigame to finish the quest. Luckily, the duel minigame is very easy to beat.
* ''Bestest Buds'' is another tedious quest involving having to buy Bowser a gift from the Item Shop. Bowser doesn't exactly state what he wants; the player must understand a riddle he states in order to buy the correct item ([[spoiler:which is the ring]]). The kicker is that once you start the quest, you have to enter the Warp Pipe and exit the Warp House, head all the way to the Item Shop several spaces away, then ''head back'' to Bowser Pad to see if you got the right item. If you get the item incorrect, Bowser will force you to start the quest again from the start, wasting your mushrooms and time in the progress. Additionally, you're not done once you give Bowser the correct item; you have to complete a rather hard Bowser minigame with one chance to complete it. If you fail the minigame, you have to do the entire quest again! [[SarcasmMode Have fun.]]

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* ''Mustached Hero!'' is one of the character-specific quests that is largely infamous for taking a long time to get there with the correct characters. This quest can only be completed if the player is playing as Mario or Luigi, with both of their starting points being at the bottom half of the map while the Spear Thicket itself to do the quest is located well in the top right left corner of the map. map in the Jungle Area (this is made worse if you play as Luigi, where you start at the bottom left corner of the map and thus have way more spaces to reach the Spear Thicket than Mario). Tedious to get there, you're also not immediately done if once you reach that area (unlike Yoshi's or Peach's quest); you have to complete a duel minigame to finish the quest. Luckily, the duel minigame is very easy to beat.
beat as a reward spending a lot of time and mushrooms to get there.
* ''Hey, UFO!'' takes place on the Mushroom Condo's rooftop where you must essentially play a Shy Guy Says-based microgame to summon a UFO. While simple at first, as seen below with ''Sort Stack'' and ''Floor It!'', your controls are still A and B to hold a flag, which makes the controls inverted from what the game shows you. Additionally, Fly Guy often changes flags at a quick pace, and you have very little room for error before the UFO escapes. Might've been a mystery why [[FakeDifficulty the control schemes are inverted this way]].
* ''Bestest Buds'' is another tedious quest involving having to buy Bowser a gift from the Item Shop. Bowser doesn't exactly state what he wants; the player must understand a riddle he states in order to buy the correct item ([[spoiler:which is the ring]]). The kicker is that once you start the quest, you have to enter the Warp Pipe and exit the Warp House, head all the way to the Item Shop several spaces away, then ''head back'' to Bowser Pad to see if you got the right item. If you get the item incorrect, Bowser will force you to start restart the quest again from the start, again, wasting your mushrooms and time in the progress. Additionally, you're not done once you give Bowser the correct item; you have to complete a rather hard Bowser minigame with one chance to complete it. If you fail the minigame, you have to do the entire quest again! [[SarcasmMode Have fun.]]



* ''Sled Slide'' plays as a racing game where you're on an ice rink to race around a lap, with a time limit on hand when playing on Shroom City or Minigame Attack. However, if you're playing in the latter two modes, the time limit is extremely unforgiving at 30 seconds to complete one lap. Not helping is the mediocre controls, and if you accelerate while trying to turn, you will spin out and lose control of the sled, almost always guaranteeing a loss. If this becomes a Bonus Mushroom challenge with 6 mushrooms at stake, good luck.

to:

* ''Sled Slide'' plays as a racing game where you're on an ice rink to race around a lap, with a time limit on hand when playing on Shroom City or Minigame Attack. However, if you're playing in the latter two modes, the time limit is extremely unforgiving at 30 seconds to complete one lap.lap (or 60 seconds for two laps in Minigame Attack). Not helping is the mediocre controls, and if you accelerate while trying to turn, you will spin out and lose control of the sled, almost always guaranteeing a loss. If this becomes a Bonus Mushroom challenge with 6 mushrooms at stake, good luck.



* ''Go-go Pogo''. You ride a pogostick and must jump over gaps over lava and onto pipes while avoid Piranha Plants in the process. Like the aforementioned the minigames, the controls are awful and jumping is highly unpredictable, so unless you know when to time pressing the jump, expect to fail to make it past the first gap.
* ''Sea Monkey'' yet again falls under the same problem of an unforgiving time limit while having awful controls. You must ride a speedboat to collect Ukikis that are struggling in the water. However, the entire area is scattered with rocks and there is no indication on where the next Ukiki might be, so it is very easy to get lost in the lake. You have 50 seconds to clear the minigame on Shroom City, and even less on Minigame Attack.
* ''Bill Bounce'' becomes this when played on Shroom City, but not on Minigame Attack. You have to bounce on a series of Bullet Bills being fired, and you must maintain bouncing in order to get a point streak to even get close to the target score. Getting hit by a Bullet Bill while jumping will hurt you and end your point streak. While on Minigame Attack you have to get 2500 points with a time limit of 60 seconds, on Shroom City you need to get 1000 points in 30 seconds, and in both playthroughs there is no way to extend time. Due to the much more tighter time limit when playing on Shroom City, you have much less time to recover a broken point streak, and not helping is the awful movement and control while you're in the air.

to:

* ''Go-go Pogo''. You ride a pogostick and must jump over gaps over lava and onto pipes while avoid avoiding Piranha Plants and fireballs in the process. Like the aforementioned the minigames, the controls are awful horrendous, you have very little control in the air, and jumping is highly unpredictable, so unless you know when to time pressing the jump, expect to fail to make it past the first gap.
* ''Sea Monkey'' Monkey?'' yet again falls under the same problem of an unforgiving time limit while having awful controls. You must ride a speedboat to collect Ukikis that are struggling in the water. However, the entire area is scattered with rocks and there is no indication on where the next Ukiki might be, so it is very easy to get lost in the lake. You have 50 seconds to clear the minigame on Shroom City, and even less on Minigame Attack.
* ''Bill Bounce'' becomes this when played on Shroom City, but not on Minigame Attack. You have to bounce on a series of Bullet Bills being fired, and you must maintain bouncing in order to get a point streak to even get close to the target score. Getting hit by a Bullet Bill while jumping will hurt you and end your point streak. While on Minigame Attack you have to get 2500 points with a time limit of 60 seconds, on Shroom City you need to get 1000 points in 30 seconds, and in both playthroughs there is no way to extend time. Due to the much more tighter time limit when playing on Shroom City, you have much less time to recover from a broken point streak, and not helping is the awful atrocious movement and control while you're in the air.



* All of the Duel minigames tend to be tolerable on Shroom City, as the game forces the player against a weaker AI when encountered to make it easier to complete the quests. However, when attempting to beat these minigames via Minigame Attack or Duel Dash, the AI will become much more difficult to accommodate the increased difficulty with the rest of the minigames, turning otherwise simplistic duel minigames into a nightmare. Good luck if you're doing Duel Dash, because it will be one hell of a ride.
** The hardest of the bunch is easily ''Volleybomb''. You must slam a Bob-omb onto your opponent side and hope that it'll blow up on them or that they will miss the bomb. Not only is the [=CPU=] is completely aggressive and will easily deflect the Bob-omb at the very front, it is also largely luck-based on whether the Bob-omb will end up blowing up on your opponent or on you.

to:

* All of the Duel minigames tend to be tolerable on Shroom City, as the game forces challenges the player against a weaker AI when first encountered to make it easier to complete the quests. However, when attempting to beat these minigames via Minigame Attack or Duel Dash, the AI will become much more difficult to accommodate the increased difficulty with the rest of the minigames, turning otherwise simplistic duel minigames into a hair-pulling nightmare. Good luck if you're doing Duel Dash, because it will be one hell of a ride.
ride to get your coin reward.
** The hardest of the bunch is easily ''Volleybomb''. You must slam a Bob-omb onto your opponent side and hope that it'll blow up on them or that they will miss the bomb. Not only is the [=CPU=] is completely aggressive and will easily deflect the Bob-omb at the very front, it is also largely luck-based on whether the Bob-omb will end up blowing up on your opponent or on you.



** The ''Chicken!'' minigame is a special case in that the AI will usually be dumb enough to escape almost immediately at the start of the minigame. However, in the rare chance that the AI will stay put and escape at the last second, your reaction time to get out of the Thwomp is going to be superhuman. Also, if you and your opponent gets squashed at the same time, it ''will count for a loss only for you, [[MyRulesAreNotYourRules while the AI will still win]].'' Talk about fair, especially in Duel Dash or Minigame Attack.

to:

** The ''Chicken!'' minigame is a special case in that the AI will usually be dumb enough to escape almost immediately at the start of the minigame. However, in the rare chance that the AI will stay put and escape at the last second, your reaction time to get out of the Thwomp is going to be superhuman. Also, if you and your opponent gets squashed at the same time, it ''will count for a loss only for you, [[MyRulesAreNotYourRules while the AI will still win]].'' win]]'' (this is indicated by your character doing their losing animation while your opponent does their winning animation on the Duel Dash results screen after the "draw"). Talk about fair, especially in Duel Dash or Minigame Attack.



* ''Splatterball'' can be tricky especially if more than 50 Koopa Kids are into play. You have to blast paintballs at Koopa Kids inside of a mansion. The main problem is that you don't have a lot of ammo before you reload and the Koopa Kids have extremely small hitboxes that is easily shielded by the scenery. Alongside, shooting a Toad poster pretty much guarantees a loss, as it will actually take away an ammo slot from you for the rest of the minigame. Completing this minigame with 99 Koopa Kids might as well be an impossible feat.
* The final minigame in Shroom City, ''Trap Floor'', can prove quite a challenge. You have to drop Koopa Kids down a pit without letting any reach your control panel, or you will get burned and lose. The main problem is that as you progress later into the minigame, more Koopa Kids will be on the screen at once until you can't handle both trap doors properly for both sides of Koopa Kids entering the center floor. A bit of a nuisance as the final minigame on Shroom City, it is painful on Bowser Land or Minigame Attack when there are 50 Koopa Kids at stake that drops at a faster rate than on Shroom City.

to:

* ''Splatterball'' can be tricky especially if more than 50 Koopa Kids are into play. You have to blast paintballs at Koopa Kids inside of a mansion. The main problem is that Unfortunately, you don't have a lot of ammo before you need to reload and the Koopa Kids have extremely small hitboxes that is easily shielded by the scenery. Alongside, shooting a Toad poster pretty much guarantees a loss, as it will actually take away an ammo slot from you for the rest of the minigame. Completing this minigame with 99 Koopa Kids might as well be an impossible feat.
* The final minigame in Shroom City, ''Trap Floor'', ''[[spoiler:Trap Floor]]'', can prove quite a challenge. You have to drop Koopa Kids down a pit without letting any reach your control panel, or you will get burned and lose. The main problem issue is that as you progress later into the minigame, more Koopa Kids will be on the screen at once until you can't handle both trap doors properly for both sides of Koopa Kids entering the center floor. A bit of a nuisance as the final minigame on Shroom City, it is painful on Bowser Land or Minigame Attack when there are 50 Koopa Kids at stake that drops at a faster rate than on Shroom City.



* ''Bowser's Wicked Wheel'' is surprisingly hard for Team Mario for a Bowser minigame that can be played as early as the first turn. The minigame pits Mario's group against a spinning wheel, but there are Amps and you take damage each time you hit them. However, Bowser is spinning the wheel and can stop it at will. The problem for Team Mario is that you have to shake the Wii Remote and as a result contains FakeDifficulty like Flip the Chimp with Wii Remote and game delays. Each player has to instantly stop moving the Wii Remote as soon as Bowser stops the wheel or that's quite some serious damage. Also, Team Mario has very little invincibility frames, so messing up once can lead to taking lots of damage from one side of Amps. In fact, this Bowser minigame is practically the only Bowser minigame that can end the game as early as the first turn due to this.

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* ''Bowser's Wicked Wheel'' is surprisingly hard for Team Mario for a Bowser minigame that can be played as early as the first turn. The minigame pits Mario's group against a spinning wheel, but there are Amps and you take damage each time you hit them. However, Bowser is spinning the wheel and can stop it at will. The problem for Team Mario is that you have to shake the Wii Remote and as a result contains FakeDifficulty like Flip ''Flip the Chimp Chimp'' with Wii Remote and game delays. Each player has to instantly stop moving the Wii Remote as soon as Bowser stops the wheel or that's quite some serious damage. Also, Team Mario has very little invincibility frames, so messing up once can lead to taking lots of damage from one side of Amps. In fact, this Bowser minigame is practically the only Bowser minigame that can end the game as early as the first turn due to this.

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Should be the final update for Advance for now


* ''Bill Bounce'' becomes this when played on Shroom City, but not on Minigame Attack. You have to bounce on a series of Bullet Bills being fired, and you must maintain bouncing in order to get a point streak to even get close to the target score. Getting hit by a Bullet Bill while jumping will hurt you and end your point streak. While on Minigame attack you have to get 2500 points with a time limit of 60 seconds, on Shroom City you need to get 1000 points in 30 seconds, and in both playthroughs there is no way to extend time. Due to the much more tighter time limit when playing on Shroom City, you have much less time to recover a broken point streak, and not helping is the awful movement and control while you're in the air.

to:

* ''Bill Bounce'' becomes this when played on Shroom City, but not on Minigame Attack. You have to bounce on a series of Bullet Bills being fired, and you must maintain bouncing in order to get a point streak to even get close to the target score. Getting hit by a Bullet Bill while jumping will hurt you and end your point streak. While on Minigame attack Attack you have to get 2500 points with a time limit of 60 seconds, on Shroom City you need to get 1000 points in 30 seconds, and in both playthroughs there is no way to extend time. Due to the much more tighter time limit when playing on Shroom City, you have much less time to recover a broken point streak, and not helping is the awful movement and control while you're in the air.


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* ''Peek n' Sneak'' is the aforementioned Bowser minigame you must complete to clear the Bestest Buds quest. The minigame pits you against a hallway of Koopa Kids, and you must sneak past all of them without being detected or letting the time run out. The main kicker is that there are three different types of Koopa Kids, with blue Koopa Kids being on the lookout for longer than the others while red Koopa Kids have a shorter cooldown before turning around. Additionally, there are wide pillars where there might be two Koopa Kids at a time, which must be dashed through, although this can be made worse with two different color Koopa Kids, especially a blue and red Koopa Kid. The hitboxes for when the Koopa Kids can see you is also rather large. Getting caught or letting the time expire will end the minigame in a failure, and thus cost you the Bestest Buds quest if you're playing on Shroom City. It's additionally rather tedious to complete as well, taking well over three minutes or so for a hallway of 50 Koopa Kids.
* ''Splatterball'' can be tricky especially if more than 50 Koopa Kids are into play. You have to blast paintballs at Koopa Kids inside of a mansion. The main problem is that you don't have a lot of ammo before you reload and the Koopa Kids have extremely small hitboxes that is easily shielded by the scenery. Alongside, shooting a Toad poster pretty much guarantees a loss, as it will actually take away an ammo slot from you for the rest of the minigame. Completing this minigame with 99 Koopa Kids might as well be an impossible feat.
* The final minigame in Shroom City, ''Trap Floor'', can prove quite a challenge. You have to drop Koopa Kids down a pit without letting any reach your control panel, or you will get burned and lose. The main problem is that as you progress later into the minigame, more Koopa Kids will be on the screen at once until you can't handle both trap doors properly for both sides of Koopa Kids entering the center floor. A bit of a nuisance as the final minigame on Shroom City, it is painful on Bowser Land or Minigame Attack when there are 50 Koopa Kids at stake that drops at a faster rate than on Shroom City.

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None


* ''Sort Stack'' is also another unforgiving minigame in terms of time limit when on Shroom City and moreso on Minigame Attack. You have to reorganize a library shelf of the incorrect order to place the books in the correct color groups. Sounds simple, but you only have two hands to grab onto the books, which is also confusing to use (you have to use the A and B buttons instead of L and R, which makes your controls for the hands actually inverted). Additionally, for an otherwise tedious minigame, you have only 30 seconds if you're on Shroom City. Please do not pick this minigame on Minigame Attack, otherwise you'll have to do the same with only '''15 seconds''', which is nigh on impossible without perfect reflexes.
* ''Go-go Pogo''. You ride a pogostick and must jump over gaps over lava and onto pipes while avoid Piranha Plants in the process. Like the aforementioned the minigames, the control is awful and jumping is highly unpredictable, so unless you know when to time pressing the jump, expect to fail to make it past the first gap.

to:

* ''Sort Stack'' is also another unforgiving minigame in terms of time limit when on Shroom City and moreso on Minigame Attack. You have to reorganize a library shelf of the incorrect order to place the books in the correct color groups. Sounds simple, but you only have two hands to grab onto the books, which is also confusing to use control (you have to use the A and B buttons instead of L and R, which makes your controls for the hands actually inverted). Additionally, for an otherwise tedious minigame, you have only 30 seconds if you're on Shroom City. Please do not pick this minigame on Minigame Attack, otherwise you'll have to do the same with only '''15 seconds''', which is nigh on impossible without perfect reflexes.
* ''Go-go Pogo''. You ride a pogostick and must jump over gaps over lava and onto pipes while avoid Piranha Plants in the process. Like the aforementioned the minigames, the control is controls are awful and jumping is highly unpredictable, so unless you know when to time pressing the jump, expect to fail to make it past the first gap.



* ''Bill Bounce'' becomes this when played on Shroom City, but not on Minigame Attack. You have to bounce on a series of Bullet Bills being fired, and you must maintain bouncing in order to get a point streak to even get close to the target score. Getting hit by a Bullet Bill while jumping will hurt you and end your point streak. While on Minigame attack you have to get 2500 points with a time limit of 60 seconds, on Shroom City you need to get 1000 points in 30 seconds, and in both playthroughs there is no way to extend time. Due to the much more tighter time limit when playing on Shroom City, you have much less time to recover a broken point streak, and not helping is the awful movement while you're in the air.
* ''Floor It!'' will become this if playing on Minigame Attack. You have to get Boos, Shy Guys, Goombas, and Koopas to the correct floor on the elevator, which can only hold up to four characters and you cannot move if you leave a door open. The movement of the elevator is also largely slow, and there is a cooldown when you open or close doors if you make a mistake. Combine that with the similar control scheme with ''Sort Stack'' of opening doors via A and B instead of L and R to invert the control and make it more confusing. While tolerable on Shroom City requiring 200 points, on Minigame Attack should you dare pick this minigame, you have to get '''1000 points''', with the same 60 second time limit as Shroom City. Unless you have perfect reflexes, that's not happening.

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* ''Bill Bounce'' becomes this when played on Shroom City, but not on Minigame Attack. You have to bounce on a series of Bullet Bills being fired, and you must maintain bouncing in order to get a point streak to even get close to the target score. Getting hit by a Bullet Bill while jumping will hurt you and end your point streak. While on Minigame attack you have to get 2500 points with a time limit of 60 seconds, on Shroom City you need to get 1000 points in 30 seconds, and in both playthroughs there is no way to extend time. Due to the much more tighter time limit when playing on Shroom City, you have much less time to recover a broken point streak, and not helping is the awful movement and control while you're in the air.
* ''Floor It!'' will become this if playing on Minigame Attack. You have to get Boos, Shy Guys, Goombas, and Koopas to the correct floor on the elevator, which can only hold up to four characters and you cannot move if you leave a door open. The movement of the elevator is also largely slow, and there is a cooldown when you open or close doors if you make a mistake. Combine that with the similar control scheme with ''Sort Stack'' of opening doors via A and B instead of L and R to invert the control controls and make it more confusing. While tolerable on Shroom City requiring 200 points, on Minigame Attack should you dare pick this minigame, you have to get '''1000 points''', with the same 60 second time limit as Shroom City. Unless you have perfect reflexes, that's not happening.



** ''Hammergeddon'' plays as another challenging Duel minigame that can actually even be problematic on Shroom City. You and your opponent must toss hammers and hope that your opponent gets hit by any hammer three times before you do. The main issue is that you have no control of the aim of your hammer, and your own hammer can hit you as well. Additionally, the AI will like to charge at you and spam hammers while doing so, making it insanely painful to get a successful hit at close range, and chances are you'll be the one who gets hit if you try to escape.
** ''Chain Saw''. You must saw the chain faster than your opponent so a Thwomp will squash them, but if you try to saw too fast, you will tire out. Your opponent will perfectly cut the chain at one of the fastest rate possible without getting tired, while you're struggling to catch up to your opponent until you futilely lose or get tired out, which practically guarantees a loss.

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** ''Hammergeddon'' plays as another challenging Duel minigame that can actually even be problematic on Shroom City. You and your opponent must toss hammers and hope that your opponent gets hit by any hammer three times before you do. The main issue is that you have no control of the aim of your hammer, and your own hammer hammers can hit you yourself as well. Additionally, the AI will like tend to charge at you and spam hammers while doing so, making it insanely painful to get a successful hit at close range, and chances are you'll be the one who gets hit if you try to escape.
** ''Chain Saw''. You must saw the chain faster than your opponent so a Thwomp will squash them, but if you try to saw too fast, you will tire out. Your opponent will perfectly cut the chain at one of nearly the fastest rate possible without getting tired, while you're struggling to catch up to your opponent until you futilely lose or get tired out, which practically guarantees a loss.



** The ''Chicken!'' minigame is a special case in that the AI will usually be dumb enough to escape almost immediately at the start of the minigame. However, in the rare chance that the AI will stay put and escape at the last second, your reaction time to get out of the Thwomp is going to be superhuman. Also, if you and your opponent gets squashed at the same time, it '''will count only for a loss for you''', and the AI will still win. Talk about fair, especially in Duel Dash or Minigame Attack.

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** The ''Chicken!'' minigame is a special case in that the AI will usually be dumb enough to escape almost immediately at the start of the minigame. However, in the rare chance that the AI will stay put and escape at the last second, your reaction time to get out of the Thwomp is going to be superhuman. Also, if you and your opponent gets squashed at the same time, it '''will ''will count only for a loss only for you''', and you, [[MyRulesAreNotYourRules while the AI will still win. win]].'' Talk about fair, especially in Duel Dash or Minigame Attack.

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** ''Chain Saw''. You must saw the chain faster than your opponent so a Thwomp will squash them, but if you try to saw too fast, you will tire out. Your opponent will perfectly cut the chain at one of the fastest rate possible without getting tired, while you're struggling to catch up to your opponent until you futilely lose or get tired out, which practically guarantees a loss.
** ''Stair Scare'' plays out as a [[ButtonMash button-mashing]] minigame where you must press A faster than your opponent. Needless to say, much like most other button-mashing minigames in the series, the AI will tend to mash a lot more faster than humanly so outside of Shroom City.
** The ''Chicken!'' minigame is a special case in that the AI will usually be dumb enough to escape almost immediately at the start of the minigame. However, in the rare chance that the AI will stay put and escape at the last second, your reaction time to get out of the Thwomp is going to be superhuman. Also, if you and your opponent gets squashed at the same time, it '''will count only for a loss for you''', and the AI will still win. Talk about fair, especially in Duel Dash or Minigame Attack.

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* ''Go-go Pogo''. You ride a pogostick and must jump over gaps over lava and onto pipes while avoid Piranha Plants in the process. Like the aforementioned the minigames, the control is awful and jumping is highly unpredictable, so unless you know when to time pressing the jump, expect to fail to make it past the first gap.
* ''Sea Monkey'' yet again falls under the same problem of an unforgiving time limit while having awful controls. You must ride a speedboat to collect Ukikis that are struggling in the water. However, the entire area is scattered with rocks and there is no indication on where the next Ukiki might be, so it is very easy to get lost in the lake. You have 50 seconds to clear the minigame on Shroom City, and even less on Minigame Attack.
* ''Bill Bounce'' becomes this when played on Shroom City, but not on Minigame Attack. You have to bounce on a series of Bullet Bills being fired, and you must maintain bouncing in order to get a point streak to even get close to the target score. Getting hit by a Bullet Bill while jumping will hurt you and end your point streak. While on Minigame attack you have to get 2500 points with a time limit of 60 seconds, on Shroom City you need to get 1000 points in 30 seconds, and in both playthroughs there is no way to extend time. Due to the much more tighter time limit when playing on Shroom City, you have much less time to recover a broken point streak, and not helping is the awful movement while you're in the air.
* ''Floor It!'' will become this if playing on Minigame Attack. You have to get Boos, Shy Guys, Goombas, and Koopas to the correct floor on the elevator, which can only hold up to four characters and you cannot move if you leave a door open. The movement of the elevator is also largely slow, and there is a cooldown when you open or close doors if you make a mistake. Combine that with the similar control scheme with ''Sort Stack'' of opening doors via A and B instead of L and R to invert the control and make it more confusing. While tolerable on Shroom City requiring 200 points, on Minigame Attack should you dare pick this minigame, you have to get '''1000 points''', with the same 60 second time limit as Shroom City. Unless you have perfect reflexes, that's not happening.
* All of the Duel minigames tend to be tolerable on Shroom City, as the game forces the player against a weaker AI when encountered to make it easier to complete the quests. However, when attempting to beat these minigames via Minigame Attack or Duel Dash, the AI will become much more difficult to accommodate the increased difficulty with the rest of the minigames, turning otherwise simplistic duel minigames into a nightmare. Good luck if you're doing Duel Dash, because it will be one hell of a ride.
** The hardest of the bunch is easily ''Volleybomb''. You must slam a Bob-omb onto your opponent side and hope that it'll blow up on them or that they will miss the bomb. Not only is the [=CPU=] is completely aggressive and will easily deflect the Bob-omb at the very front, it is also largely luck-based on whether the Bob-omb will end up blowing up on your opponent or on you.
** ''Hammergeddon'' plays as another challenging Duel minigame that can actually even be problematic on Shroom City. You and your opponent must toss hammers and hope that your opponent gets hit by any hammer three times before you do. The main issue is that you have no control of the aim of your hammer, and your own hammer can hit you as well. Additionally, the AI will like to charge at you and spam hammers while doing so, making it insanely painful to get a successful hit at close range, and chances are you'll be the one who gets hit if you try to escape.

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Yes, I'm actually doing this because there's still some very unbalanced minigames in Advance of all games

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[[folder:Mario Party Advance]]
[[AC:Quests]]
* The ''Comedy Bomb'' quest with Dolphin in Mario Vaudeville likely have had many players stumped on when first encountered. You have to time your laughs properly during Dolphin's routine, but the kicker is that you're never indicated when you have to laugh at any point, so you're doing the entire thing without [[GuideDangIt any help]] on when to laugh. If you miss or incorrectly laugh at any one point, you'll instantly fail the quest and waste one of your mushrooms.
* ''Mustached Hero!'' is one of the character-specific quests that is largely infamous for taking a long time to get there with the correct characters. This quest can only be completed if the player is playing as Mario or Luigi, with both of their starting points being at the bottom half of the map while the Spear Thicket itself to do the quest is located well in the top right corner of the map. Tedious to get there, you're also not immediately done if you reach that area (unlike Yoshi's or Peach's quest); you have to complete a duel minigame to finish the quest. Luckily, the duel minigame is very easy to beat.
* ''Bestest Buds'' is another tedious quest involving having to buy Bowser a gift from the Item Shop. Bowser doesn't exactly state what he wants; the player must understand a riddle he states in order to buy the correct item ([[spoiler:which is the ring]]). The kicker is that once you start the quest, you have to enter the Warp Pipe and exit the Warp House, head all the way to the Item Shop several spaces away, then ''head back'' to Bowser Pad to see if you got the right item. If you get the item incorrect, Bowser will force you to start the quest again from the start, wasting your mushrooms and time in the progress. Additionally, you're not done once you give Bowser the correct item; you have to complete a rather hard Bowser minigame with one chance to complete it. If you fail the minigame, you have to do the entire quest again! [[SarcasmMode Have fun.]]

[[AC:Minigames]]
* ''Sled Slide'' plays as a racing game where you're on an ice rink to race around a lap, with a time limit on hand when playing on Shroom City or Minigame Attack. However, if you're playing in the latter two modes, the time limit is extremely unforgiving at 30 seconds to complete one lap. Not helping is the mediocre controls, and if you accelerate while trying to turn, you will spin out and lose control of the sled, almost always guaranteeing a loss. If this becomes a Bonus Mushroom challenge with 6 mushrooms at stake, good luck.
* ''Sort Stack'' is also another unforgiving minigame in terms of time limit when on Shroom City and moreso on Minigame Attack. You have to reorganize a library shelf of the incorrect order to place the books in the correct color groups. Sounds simple, but you only have two hands to grab onto the books, which is also confusing to use (you have to use the A and B buttons instead of L and R, which makes your controls for the hands actually inverted). Additionally, for an otherwise tedious minigame, you have only 30 seconds if you're on Shroom City. Please do not pick this minigame on Minigame Attack, otherwise you'll have to do the same with only '''15 seconds''', which is nigh on impossible without perfect reflexes.
[[/folder]]

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Cleaning up this example a bit, soft-splitting it into two paragraphs to make it easier to parse, and adding some clarifications to the Boo mechanic.


* Koopa's Seaside Soiree: The main central gimmick of this board is the Koopa Kabana, which operates similarly to the Koopa Banks from the N64 titles but without the benefit of gaining everyone's offerings should you land on its surrounding happening spaces. Each time a player passes the adjacent Koopa spaces beside it, Koopa will take a small amount of their coins to build his kabana, with each forced investment gradually increasing its level to a maximum of four. But if any of the players land on one of the six surrounding happening spaces, they'll be forced to pay coins equal to the total amount invested to the kabana which gets promptly destroyed by a tidal wave, resetting the investment cycle and wasting the player's money. At higher levels, this gimmick has the potential to be a very damaging coin sink that can ruin their progress towards buying stars. The board also has the 50/50 Ukiki Banana Peel Junctions which randomly force a player either up or down, meaning they are luck-based and their outcomes pre-determined beyond the player's control. They cannot be bypassed by normal means with any movement items except for the Bowser Suit (which is rare to obtain to begin with), and it doesn't help that their upper paths are paired with Mini-Mushroom gates shortly afterwards, making those gates difficult to access than any other board (the leftmost junction and gate even guarding Boo). Overall, these gimmicks combined make this board deceptively frustrating.

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* Koopa's Seaside Soiree: Soiree is a deceptively-frustrating board, for two reasons:
**
The main central gimmick of this board is the Koopa Kabana, which operates similarly to the Koopa Banks from the N64 titles but without the benefit of gaining everyone's offerings should you land on its surrounding happening spaces. Each time a player passes the adjacent Koopa spaces beside it, Koopa will take a small amount of their coins to build his kabana, with each forced investment gradually increasing its level to a maximum of four. But if any of the players land on one of the six surrounding happening spaces, they'll be forced to pay coins equal to the total amount invested to the kabana which gets promptly destroyed by a tidal wave, resetting the investment cycle and wasting the player's money. At higher levels, this gimmick has the potential to be a very damaging coin sink that can ruin their a player's progress towards buying stars. The board stars.
** There's
also has the 50/50 Ukiki Banana Peel Junctions which randomly force a player either up or down, meaning they are luck-based and their outcomes are pre-determined beyond the player's control. They cannot be bypassed by normal means with any movement items except for the Bowser Suit (which is rare to obtain to begin with), and it doesn't help that their upper paths are paired with Mini-Mushroom gates shortly afterwards, making those gates difficult to access than any other board (the board. Particular mention goes to the leftmost junction and gate even guarding Boo). Overall, these gimmicks combined make this board deceptively frustrating.
Boo, thus making coin and star steals exceptionally rare and one-sided without a Boo Ball item to offset the odds.
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* ''Quilt For Speed'' is a terribly-unbalanced 1 vs. 3 minigame that's comically one-sided in favor of the solo player most of the time. One player has to guide their machine to the finish line by simply pressing directional inputs on a slot machine (which moves slow and predictable enough to be timed), while the team of three have to work together and combine their directional inputs to move theirs. The thing is that, for the team of three, absolute synchronization is required here because the order of inputs from left to right matters, and more often than not, many players will screw up here either by miscommunication, poor timing, or failing to plan ahead by not noticing an obstacle in their path. The result is the solo player getting a [[CurbStompBattle free win]] with minimal effort. In the rare event that the three players are in sync, however, and the script gets flipped entirely and they automatically win because they can move three hops per input as opposed to the solo player's one hop per input.

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* ''Quilt For Speed'' is a terribly-unbalanced 1 vs. 3 minigame that's comically one-sided in favor of the solo player most of the time. One player has to guide their machine to the finish line by simply pressing directional inputs on a slot machine (which moves slow and enough in a predictable enough cycle to be timed), while the team of three have to work together and combine their directional inputs to move theirs. The thing is that, for the team of three, absolute synchronization is required here because the order of inputs from left to right matters, and more often than not, many players will screw up here either by miscommunication, poor timing, or failing to plan ahead by not noticing an obstacle in their path. The result is the solo player getting a [[CurbStompBattle free win]] with minimal effort. In the rare event that the three players are in sync, however, and the script gets flipped entirely and they automatically win because they can move three hops per the total input cycle as opposed to the solo player's one hop per input.
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This violates indentation rules


*** The ''Superstars'' iteration of the board makes several notable changes to smooth out the sore spots - Goomba's Flower Lottery is now positioned several spaces ''after'' the star instead of before, there's a Happening Space before it that allows players to take a shortcut and skip the Flower Lottery entirely, and Piranha Plants have also been overhauled, allowing players to plant cheaper ones for 5 coins that steal other players' coins instead, while also giving coins to the player who planted them if they land on them and allowing them to upgrade them to star-stealing plants once a player has enough coins.

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*** ** The ''Superstars'' iteration of the board makes several notable changes to smooth out the sore spots - Goomba's Flower Lottery is now positioned several spaces ''after'' the star instead of before, there's a Happening Space before it that allows players to take a shortcut and skip the Flower Lottery entirely, and Piranha Plants have also been overhauled, allowing players to plant cheaper ones for 5 coins that steal other players' coins instead, while also giving coins to the player who planted them if they land on them and allowing them to upgrade them to star-stealing plants once a player has enough coins.

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I don't know why this was removed. It's not a popular board. I rephrased it so the language wasn't as flowery.



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* Peach's Birthday Cake
** The star remains stationary in the middle of the board, but to access it, you are required to play Goomba's '[[LuckBasedMission Flower Lottery,]]' which forces you to pay 10 coins and is positioned a few spaces before the star, essentially making each star cost 30 coins instead of 20. Worse still, one of the seeds is randomly chosen as the 'Bowser Seed', and if the player picks that one, they are immediately shunted to an alternate path where Bowser forcibly takes ''even more'' coins. This alternate path leads directly back to Goomba, who takes ''10 more coins'' away from you, although thankfully the seeds don't reset until Goomba runs out, so it's highly unlikely you'll get sent back unless you get several bad rolls in a row. Even still, considering the board's overall short length, it's highly unlikely you'll have enough coins to afford the star the first go around. It's not uncommon for players to set Piranha Plant traps all over and fight over just one or two stars, and even planting ''those'' is risky until the last few turns, considering if players who ''don't'' have stars land on them, nothing happens and the plants go away afterward.
*** The ''Superstars'' iteration of the board makes several notable changes to smooth out the sore spots - Goomba's Flower Lottery is now positioned several spaces ''after'' the star instead of before, there's a Happening Space before it that allows players to take a shortcut and skip the Flower Lottery entirely, and Piranha Plants have also been overhauled, allowing players to plant cheaper ones for 5 coins that steal other players' coins instead, while also giving coins to the player who planted them if they land on them and allowing them to upgrade them to star-stealing plants once a player has enough coins.
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** ''The Party Cruise version'' make it even worse with Bowser Time. There's only one Bowser Time event on this board, and it's where Bowser would sink the island containing the star. Happened to be on the island? Then you're REALLY unlucky, because not only are you thrown back to the starting zone, you'll lose half your coins. In Solo Mode, there are specific spaces that also trigger this event (in place of the bird-stealing-the-star event), though it's probably much less common in that mode (compared to Bowser Time which happens '''every five turns''').

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** ''The Party Cruise version'' make it even worse with Bowser Time. There's only one Bowser Time event on this board, and it's where Bowser would sink the island containing the star. Happened to be on the island? Then you're REALLY unlucky, because not only are you thrown back to the starting zone, you'll lose half your coins. In Solo Mode, Bowser Time does not occur, therefore there are specific spaces that also trigger this event (in place (instead of the bird-stealing-the-star event), though it's probably much less common in that mode (compared to Bowser Time which happens '''every five turns''').
event).
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* Megafruit Paradise initially appears as one of the simpler boards, but it becomes tricky quickly. The board is made up of four main islands, and the only methods that can be used to travel between them are two bridges (one of which is covered in Event Spaces that send you back to the start, and the other of which breaks if too many people travel over it, at which point it becomes unusable for the rest of the game), and pipes, which require you to land on a specific space. This makes traveling the board extremely difficult, especially as the pipes are the only way to travel from the bottom two islands to the top two (and vice versa). If you're on the starting island, and the star appears on the yellow island, then the only way to access it once the bridge is down is to get the roll to enter one pipe, cross the dangerous bridge, and then get the roll to enter ANOTHER pipe, by which time the Star will probably have moved back to the starting island. Even worse is landing on the pipe Event Spaces when you don't want to leave the island. Needless to say, this is one board where luck is far more helpful than skill.

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* Megafruit Paradise initially appears as one of the simpler boards, to be a simple board, but it becomes tricky annoying quickly. The board is made up consists of four main islands, and the with only two equally frustrating methods that can be used to travel between them them. There are two bridges (one bridges, one of which is covered in Event Spaces that send you back to the start, and the other of which breaks if too many people travel over it, at which point it becomes unusable for the rest of the game), and game. The other option is to use pipes, which but those require you to land on a specific space. This makes traveling traversing the board extremely difficult, especially as the pipes are the only way to travel from the bottom two islands to the top two (and vice versa). If you're on the starting island, and the star appears on the yellow island, then the only way to access it once the bridge is down is to get the roll to enter one pipe, cross the dangerous bridge, and then get the roll to enter ANOTHER pipe, by which time the Star will probably have moved back to the starting island. Even worse is landing on the pipe Event Spaces when you don't want to leave the island. Needless to say, this is one board where luck is far more helpful than skill.
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Not a Level.


* What's really setting the part of Bowser Party is if Bowser rolls a number which won't allow him to catch up to Team Mario, Bowser Jr. may appear and ask him to reroll once.
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** It got worse when you consider that you had to rotate the analog stick on N64 controllers so fast, just to have a CHANCE at beating the computer, that you could injure your hands. Nintendo offered free pairs of gloves to some of those afflicted and stopped using rotating the control stick as a control method in any future minigames until the release of ''Mario Party: Island Tour''. This is also the most likely reason ''Mario Party 1'' has never been released on the Virtual Console for either the Wii or the Wii U, although the latter is planned to return on the Nintendo Switch's Nintendo 64 Online.

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** It got worse when you consider that you had to rotate the analog stick on N64 controllers so fast, just to have a CHANCE at beating the computer, that you could injure your hands. Nintendo offered free pairs of gloves to some of those afflicted and stopped using rotating the control stick as a control method in any future minigames until the release of ''Mario Party: Island Tour''. This is also the most likely reason ''Mario Party 1'' has never been released on the Virtual Console for either the Wii or the Wii U, although the latter is planned to return playable on the Nintendo Switch's Nintendo 64 Online.Online, although with a warning every time you start up the game.
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* The ''Don't Wake Wiggler'' challenge. Just like in the free for all paragraph above, You have to try and pet the sleeping Wiggler as many times as you can. However, if you pet him one too many times, he wakes up and you automatically lose. Even worse on Challenge Road, there is only one opponent you play against so you don't have any other players to act as a safety net. And winning often requires you to be just one pet away from losing then to stop so your opponent cannot recover when it is their turn otherwise they might do it instead and turn the tables on you. Since it is random, you could lose very badly, also sometimes your opponent does one less pet than the limit so when it is your turn you are doomed to lose.

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* The ''Don't Wake Wiggler'' challenge. Just like in the free for all paragraph above, You have to try and pet the sleeping Wiggler as many times as you can. However, if you pet him one too many times, he wakes up and you automatically lose. Even worse on Challenge Road, there is only one opponent you play against so you don't have any other players opponents to act as a safety net. And winning often requires you to be just one pet away from losing then to stop so your opponent cannot recover when it is their turn otherwise they might do it instead and turn the tables on you. Since it is random, you could lose very badly, also sometimes your opponent does one less pet than the limit so when it is your turn you are doomed to lose.
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* The ''Don't Wake Wiggler'' challenge. Just like in the free for all paragraph above, You have to try and pet the sleeping Wiggler as many times as you can. However, if you pet him one too many times, he wakes up and you automatically lose. Even worse on Challenge Road, there is only one opponent you play against so you don't have any other players to act as a safety net. And winning requires you to be just one pet away from losing then to stop so your opponent cannot recover when it is their turn. Since it is random, you could lose very badly, also sometimes your opponent does one less pet than the limit so when it is your turn you are doomed to lose.

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* The ''Don't Wake Wiggler'' challenge. Just like in the free for all paragraph above, You have to try and pet the sleeping Wiggler as many times as you can. However, if you pet him one too many times, he wakes up and you automatically lose. Even worse on Challenge Road, there is only one opponent you play against so you don't have any other players to act as a safety net. And winning often requires you to be just one pet away from losing then to stop so your opponent cannot recover when it is their turn.turn otherwise they might do it instead and turn the tables on you. Since it is random, you could lose very badly, also sometimes your opponent does one less pet than the limit so when it is your turn you are doomed to lose.
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* The ''Don't Wake Wiggler'' challenge. Just like in the free for all folder above, You have to try and pet the sleeping Wiggler as many times as you can. However, if you pet him one too many times, he wakes up and you automatically lose. Even worse on Challenge Road, there is only one opponent you play against so you don't have any other players to act as a safety net. And winning requires you to be just one pet away from losing then to stop so your opponent cannot recover when it is their turn. Since it is random, you could lose very badly, also sometimes your opponent does one less pet than the limit so when it is your turn you are doomed to lose.

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* The ''Don't Wake Wiggler'' challenge. Just like in the free for all folder paragraph above, You have to try and pet the sleeping Wiggler as many times as you can. However, if you pet him one too many times, he wakes up and you automatically lose. Even worse on Challenge Road, there is only one opponent you play against so you don't have any other players to act as a safety net. And winning requires you to be just one pet away from losing then to stop so your opponent cannot recover when it is their turn. Since it is random, you could lose very badly, also sometimes your opponent does one less pet than the limit so when it is your turn you are doomed to lose.
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* The ''Don't Wake Wiggler'' challenge. Just like in the free for all folder above, You have to try and pet the sleeping Wiggler as many times as you can. However, if you pet him one too many times, he wakes up and you automatically lose. Even worse on Challenge Road, there is only one opponent you play against so you don't have any other players to act as a safety net. And winning requires you to be just one pet away from losing then to stop so your opponent cannot recover when it is their turn. Since it is random, you could lose very badly, also sometimes your opponent does one less pet than the limit so when it is your turn you are doomed to lose.

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** And then there was ''Tug o' War'', which is an absolute ''nightmare'' on single-player mode, regardless of which side you're on (the lone one in the Bowser Suit or the other side with the three players). In this minigame, not only do you need to rotate the control stick as far as possible to pull the opposing team into the pit, but the CPU-controlled players on the opposing side ''always'' [[TheComputerIsACheatingBastard have a significant advantage]] over the player's side. Yes, even if you're on the side with three players, it still relies on ''you'' to be able to out-spin the computer, which doesn't even need to spin at all. This gets especially egregious when the other two players have the ''[[ArtificialStupidity same]]'' difficulty setting as the opposing player. If that wasn't bad enough, you're always the player in the Bowser Suit on Mini-Game Island. The Bowser version is even worse if it ends in a draw, as LetsPlay/TheRunawayGuys found out the hard way, as Bowser invokes the loser penalty on everyone.
** It got worse when you consider that you had to rotate the analog stick on N64 controllers so fast, just to have a CHANCE at beating the computer, that you could injure your hands. Nintendo offered free pairs of gloves to some of those afflicted and stopped using rotating the control stick as a control method in any future minigames until the release of ''Mario Party: Island Tour''. This is also the most likely reason ''Mario Party 1'' has never been released on the Virtual Console for either the Wii or the Wii U.

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** And then there was ''Tug o' War'', which is an absolute ''nightmare'' on single-player mode, regardless of which side you're on (the lone one in the Bowser Suit or the other side with the three players). In this minigame, not only do you need to rotate the control stick as far as possible to pull the opposing team into the pit, but the CPU-controlled players on the opposing side ''always'' [[TheComputerIsACheatingBastard have a significant advantage]] over the player's side. Yes, even if you're on the side with three players, it still relies on ''you'' to be able to out-spin the computer, which doesn't even need to spin at all. This gets especially egregious when the other two players have the ''[[ArtificialStupidity same]]'' difficulty setting as the opposing player. If that wasn't bad enough, you're always the player in the Bowser Suit on Mini-Game Island. The Bowser version is even worse if it ends in a draw, as LetsPlay/TheRunawayGuys found out the hard way, as Bowser invokes the loser penalty on everyone.
everyone. Due to the weaker AI and more comfortable analog stick in ''The Top 100'' and ''Superstars'', this minigame is way easier on these remasters.
** It got worse when you consider that you had to rotate the analog stick on N64 controllers so fast, just to have a CHANCE at beating the computer, that you could injure your hands. Nintendo offered free pairs of gloves to some of those afflicted and stopped using rotating the control stick as a control method in any future minigames until the release of ''Mario Party: Island Tour''. This is also the most likely reason ''Mario Party 1'' has never been released on the Virtual Console for either the Wii or the Wii U.U, although the latter is planned to return on the Nintendo Switch's Nintendo 64 Online.



* ''Slot Car Derby''. It's a racing minigame, but instead of turning with the stick, you use it to speed up and slow down. If you go too fast, you spin out when you reach the corners. This minigame wouldn't be so bad, except the computer players play it ''perfectly'' (especially when you face [[spoiler: Toad at the end of Mini-Game Island, who is like a computer player on very hard, and that isn't even mentioning the fact that you have to play this same game ''twice'' in Mini-Game Island]]), since their tires frequently have lots of smoke but they NEVER spin out. You, on the other hand, will either be frantically slowing down around every corner (even if just enough to allow them to gain slightly more ground) or ending up spinning out trying to catch or keep up. It was also made worse in ''Mario Party 2,'' where Nintendo added about ''three to four more corners'' to the tracks.

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* ''Slot Car Derby''. It's a racing minigame, but instead of turning with the stick, you use it to speed up and slow down. If you go too fast, you spin out when you reach the corners. This minigame wouldn't be so bad, except the computer players play it ''perfectly'' (especially when you face [[spoiler: Toad at the end of Mini-Game Island, who is like a computer player on very hard, and that isn't even mentioning the fact that you have to play this same game ''twice'' in Mini-Game Island]]), since their tires frequently have lots of smoke but they NEVER spin out. You, on the other hand, will either be frantically slowing down around every corner (even if just enough to allow them to gain slightly more ground) or ending up spinning out trying to catch or keep up. It was also made worse in ''Mario Party 2,'' 2'', where Nintendo added about ''three to four more corners'' to the tracks.



* ''Bumper Balls''. This 4-player minigame is notorious among ''Mario Party'' players for how difficult it is to finish the minigame with anything other than a draw. The four players ride on top of circus balls and must bump other players off a ledge, and the last player standing wins. The problem with this minigame is that the knockback delivered by the circus balls is very small, so when only two players remain, it becomes near-impossible for either of them to get knocked off. When more than one player remains when the timer runs out, the game ends in a draw, meaning that [[ShaggyDogStory the survivors win nothing]]. Even competing easy [=AIs=] can drag the minigame on for the whole 60 seconds and have the minigame end in a draw. While in ''Mario Party 2'' this minigame has some new levels to modify the difficulty by having a different platform that could contain ice or hills and rocks, the normal version of the platform is still kept, and the knockback is still not increased (although the ice platform often never ends in a draw due to its physics, thankfully). Averted in ''The Top 100'', where this minigame decreases the average time by reducing the platform size and increasing the knockback when hit; however, the result is that the minigame will usually end in only around 10 seconds instead.
* ''Face Lift''. In this mini-game, you have to stretch out Bowser's face and try to get as close of a match as the picture in the middle. This doesn't look too hard, but the controls are ''horrible'', and it's hard just trying to make Bowser's chubby cheeks the right height (although they are usually generous enough to just stretch them as far as they will go). To make it worse, any player who has 90 points for their closest match wins and this will usually result in pain for whoever landed on the Bowser space if the Bowser version of this mini-game is played. It got remade in ''Mario Party 2'' as a Battle Mini-Game, but now there are character faces instead of Bowser faces. Oh, and this time, the player with the highest score wins. Somewhat averted in ''The Top 100'', where the player now uses a stylus and are now indicated of the marks they can stretch.

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* ''Bumper Balls''. This 4-player minigame is notorious among ''Mario Party'' players for how difficult it is to finish the minigame with anything other than a draw. The four players ride on top of circus balls and must bump other players off a ledge, and the last player standing wins. The problem with this minigame is that the knockback delivered by the circus balls is very small, so when only two players remain, it becomes near-impossible for either of them to get knocked off. When more than one player remains when the timer runs out, the game ends in a draw, meaning that [[ShaggyDogStory the survivors win nothing]]. Even competing easy [=AIs=] can drag the minigame on for the whole 60 seconds and have the minigame end in a draw. While in ''Mario Party 2'' this minigame has some new levels to modify the difficulty by having a different platform that could contain ice or hills and rocks, the normal version of the platform is still kept, and the knockback is still not increased (although the ice platform often never ends in a draw due to its physics, thankfully). Averted in ''The Top 100'', 100'' and ''Superstars'', where this minigame decreases the average time by reducing the platform size and increasing the knockback when hit; hit (and all survivors at the end get first place); however, the result is that the minigame will usually end in only around 10 seconds instead.
instead (especially on the ice platform in ''Superstars'').
* ''Face Lift''. In this mini-game, you have to stretch out Bowser's face and try to get as close of a match as the picture in the middle. This doesn't look too hard, but the controls are ''horrible'', and it's hard just trying to make Bowser's chubby cheeks the right height (although they are usually generous enough to just stretch them as far as they will go). To make it worse, any player who has 90 points for their closest match wins and this will usually result in pain for whoever landed on the Bowser space if the Bowser version of this mini-game is played. It got remade in ''Mario Party 2'' as a Battle Mini-Game, but now there are character faces instead of Bowser faces. Oh, and this time, the player with the highest score wins. Somewhat averted in ''The Top 100'', 100'' (but not ''Superstars''), where the player now uses a stylus and are now indicated of the marks they can stretch.



* ''Shy Guy Says''. In a manner similar to the children's game Simon Says, Shy Guy will raise either a white (A) or red (B) flag, and you have to raise the exact same flag. If you don't, you lose the mini-game. What makes this mini-game so bad is that the AI is very good at this mini-game, and when playing with those on Hard difficulty or experienced human players, this mini-game can last for minutes on end. As well as this, Shy Guy will try to fake you out sometimes, raising both flags, then pulling away a flag… and sometimes in ''Mario Party 2'', even ''putting it back up again'' while lowering the other one. Also, you only have a short amount of time to raise the flag, otherwise it's game over. It doesn't help that, on the ''Mario Party 1'' version at least, the AI will eventually tap the correct button so fast that you have no hope of beating it. Better pray the CPU isn't determined to win at all costs. It is a bit worse in ''The Top 100'', as Shy Guy's fake outs occur faster, he never raises two flags at once as an indicator of faking out, and he can fake the player out twice before raising the flag for real. Despite that, the weaker AI in ''The Top 100'' makes the mini-game easier to beat in Minigame Island.

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* ''Shy Guy Says''. In a manner similar to the children's game Simon Says, Shy Guy will raise either a white (A) or red (B) flag, and you have to raise the exact same flag. If you don't, you lose the mini-game. What makes this mini-game so bad is that the AI is very good at this mini-game, and when playing with those on Hard difficulty or experienced human players, this mini-game can last for minutes on end. As well as this, Shy Guy will try to fake you out sometimes, raising both flags, then pulling away a flag… and sometimes in ''Mario Party 2'', even ''putting it back up again'' while lowering the other one. Also, you only have a short amount of time to raise the flag, otherwise it's game over. It doesn't help that, on the ''Mario Party 1'' version at least, the AI will eventually tap the correct button so fast that you have no hope of beating it. Better pray the CPU isn't determined to win at all costs. It is a bit worse in ''The Top 100'', 100'' and ''Superstars'', as Shy Guy's fake outs occur faster, he never raises two flags at once as an indicator of faking out, and he can fake the player out twice before raising the flag for real. Despite that, the weaker AI in ''The Top 100'' (and ''Superstars'') makes the mini-game easier to beat in Minigame Island.



* ''Handcar Havoc''. It's a 2 vs 2 minigame where your team and the opposing team are trying to reach the end of a rail track by using a handcar. You accelerate by [[ButtonMashing mashing the heck out of the A button]], brake by pressing the B button, and go around corners by tilting the control stick left or right. You do not want to go too fast on corners because if you do your team will fall off the track. Unfortunately, there's also a hill on the track where you have to be fast in order to get to the top of it. And if both teams fall off the rails, [[ShaggyDogStory the game ends in a draw regardless of whether one team fell off later in the track than the other one]]. Furthermore each member of the losing team loses 10 coins. It returned in ''Mario Party 2'', although it was made easier by disallowing the teams from falling off the track and removing the 10-coin penalty for losing. ''The Top 100'' also uses the ''Mario Party 2'' variant, luckily.

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* ''Handcar Havoc''. It's a 2 vs 2 minigame where your team and the opposing team are trying to reach the end of a rail track by using a handcar. You accelerate by [[ButtonMashing mashing the heck out of the A button]], brake by pressing the B button, and go around corners by tilting the control stick left or right. You do not want to go too fast on corners because if you do your team will fall off the track. Unfortunately, there's also a hill on the track where you have to be fast in order to get to the top of it. And if both teams fall off the rails, [[ShaggyDogStory the game ends in a draw regardless of whether one team fell off later in the track than the other one]]. Furthermore each member of the losing team loses 10 coins. It returned in ''Mario Party 2'', although it was made easier by disallowing the teams from falling off the track and removing the 10-coin penalty for losing. ''The Top 100'' also uses the ''Mario Party 2'' variant, luckily. Unfortunately, the original ''Mario Party 1'' version is used in ''Superstars'', and falling off is still as easy as ever there.



* ''Mecha Marathon'', when playing against the computers. It seems like a pretty simple button-mashing minigame, but here's the catch -- [[TheComputerIsACheatingBastard the AI is inhumanly fast at this minigame]]. You'll be struggling to make it past 20 meters while the AI has fun breaking up to 30-meter records even on ''easy difficulty''. What makes it even worse is that you have to be pressing not just one, but ''two'' buttons repeatedly, ''simultaneously''. Have fun beating it on the Minigame Coaster. It is much easier in the Virtual Console version, probably because the Classic Controller has faster registration of button-mashing. Same can also be said for the ''Superstars'' version due to the aforementioned faster registration of button-mashing for any of the Switch's compatible controllers used for it.

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* ''Mecha Marathon'', when playing against the computers. It seems like a pretty simple button-mashing minigame, but here's the catch -- [[TheComputerIsACheatingBastard the AI is inhumanly fast at this minigame]]. You'll be struggling to make it past 20 meters while the AI has fun breaking up to 30-meter records even on ''easy difficulty''. What makes it even worse is that you have to be pressing not just one, but ''two'' buttons repeatedly, ''simultaneously''. Have fun beating it on the Minigame Coaster. It is much easier in the Virtual Console version, probably because the Classic Controller has version and all remasters (such as ''The Top 100'' and ''Superstars'') due to modern controllers having faster registration of button-mashing. Same can also be said for the ''Superstars'' version due to the aforementioned faster registration of button-mashing for any of the Switch's compatible controllers used for it.button-mashing.



* ''Sneak 'n' Snore''. The objective is to slowly walk to the button, push it, and slowly walk back to the door. The catch? There's a sleeping Chain Chomp. And if he wakes up and you're not hiding in your barrel, then he snatches you and dumps you into the loser pipe in the corner; you're eliminated from the game. To make things worse, you never know exactly when he'll wake up, and the faster you move, the longer it takes to get into your barrel. Moving at the fastest speed makes it practically IMPOSSIBLE to hide in your barrel, even if you stop the very moment the Chomp wakes up. It's possible for the computer players to get caught (even on Hard difficulty), sometimes even ALL of them might get caught, but they're also good at both moving fast and hiding in their barrel. And even if you're the last player left, you still have to finish the game, which can result in a draw if you're not nimble enough. Again, have fun trying to beat this on the Mini-Game Coaster.

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* ''Sneak 'n' Snore''. The objective is to slowly walk to the button, push it, and slowly walk back to the door. The catch? There's a sleeping Chain Chomp. And if he wakes up and you're not hiding in your barrel, then he snatches you and dumps you into the loser pipe in the corner; you're eliminated from the game. To make things worse, you never know exactly when he'll wake up, and the faster you move, the longer it takes to get into your barrel. Moving at the fastest speed makes it practically IMPOSSIBLE to hide in your barrel, even if you stop the very moment the Chomp wakes up. It's possible for the computer players to get caught (even on Hard difficulty), sometimes even ALL of them might get caught, but they're also good at both moving fast and hiding in their barrel. And even if you're the last player left, you still have to finish the game, which can result in a draw if you're not nimble enough. Again, have fun trying to beat this on the Mini-Game Coaster. In ''Superstars'', you can actually still move while the Chain Chomp is awake, further screwing you over if you try to rush through after it woke up, unlike in ''Mario Party 2''.



* ''The Beat Goes On'', as demonstrated by both LetsPlay/TheRunawayGuys and LetsPlay/MarioPartyTV. This minigame can last for minutes on end, especially if the players can easily remember the notes to hit. What makes it infuriating is that it not only drags on, but if the game ends in a tie, [[ShaggyDogStory nobody wins]].
* ''Cheep Cheep Chase'', which is similar to ''Skateboard Scamper'': Mash A to swim, dive under bombs with Z. However, if one player mashes like mad, it actually slows down the other players, so good luck fighting the AI here. The bombs also have buggy hit detection and can appear out of THIN AIR. One of the most infamous examples of this happens to Proton Jon during a let's play as seen [[https://www.youtube.com/watch?v=2IBJ76ggUfE&ab_channel=LionsEatNoobs%28MightyLionLPs%29 here]].

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* ''The Beat Goes On'', as demonstrated by both LetsPlay/TheRunawayGuys and LetsPlay/MarioPartyTV. This minigame can last for minutes on end, especially if the players can easily remember the notes to hit. What makes it infuriating is that it not only drags on, but if the game ends in a tie, [[ShaggyDogStory nobody wins]].
wins]]. ''The Top 100'' counteracts the latter problem by giving everyone who survives first place.
* ''Cheep Cheep Chase'', which is similar to ''Skateboard Scamper'': Mash A to swim, dive under bombs with Z. However, if one player mashes like mad, it actually slows down the other players, so good luck fighting the AI here. The bombs also have buggy hit detection and can appear out of THIN AIR.AIR in the original ''Mario Party 3''. One of the most infamous examples of this happens to Proton Jon during a let's play as seen [[https://www.youtube.com/watch?v=2IBJ76ggUfE&ab_channel=LionsEatNoobs%28MightyLionLPs%29 here]].



* ''Mario's Puzzle Party''. Whilst this mini-game is a puzzle mini-game and requires puzzle-solving, this mini-game falls under this category mostly because [[TheComputerIsACheatingBastard the computer has the power to know where the big combos are right from the start - even on Easy]]. The only way to win is to pile up in blocks and hope for a big combo - which requires you to be either a fast learner, or experienced in ''VideoGame/PuyoPuyo''

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* ''Mario's Puzzle Party''. Whilst this mini-game is a puzzle mini-game and requires puzzle-solving, this mini-game falls under this category mostly because [[TheComputerIsACheatingBastard the computer has the power to know where the big combos are right from the start - even on Easy]]. The only way to win is to pile up in blocks and hope for a big combo - which requires you to be either a fast learner, or experienced in ''VideoGame/PuyoPuyo''''VideoGame/PuyoPuyo''.



* Ice and snow-related minigames are usually unpopular and ''Snowball Summit'' is no exception. While the premise of the game, a snowball fight, has promise, its execution is terrible. Players have sixty seconds to build a large enough snowball to push at their opponents to knock them off a mountaintop, but if the snowball isn't big enough, they are too far away from the edge or aren't directly in your path, you won't be successful. Worst of all, even if you have a boulder-sized snowball and your opponent has something much smaller, if you collide with one another (even accidentally) it ''will'' disintegrate them both and you'll have to start building another all over. Playing the game on the Hard setting is highly likely to end in a draw due the the AI being ''too smart'' to be hit or successful, even with only two players still standing.

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* Ice and snow-related minigames are usually unpopular and ''Snowball Summit'' is no exception. While the premise of the game, a snowball fight, has promise, its execution is terrible. Players have sixty seconds to build a large enough snowball to push at their opponents to knock them off a mountaintop, but if the snowball isn't big enough, they are too far away from the edge or aren't directly in your path, you won't be successful. Worst of all, even if you have a boulder-sized snowball and your opponent has something much smaller, if you collide with one another (even accidentally) it ''will'' disintegrate them both and you'll have to start building another all over. Playing the game on the Hard setting is highly likely to end in a draw due the the AI being ''too smart'' to be hit or successful, even with only two players still standing. Averted in ''Superstars'', as larger snow boulders will plow through smaller snowballs without breaking and all survivors at the end gets first place.



* ''Balloon Busters'' is a 4-player mic minigame that operates on a similar principle to ''Balloon of Doom'' from ''Mario Party 4'', except here, the roles have been reversed. Instead of only one player being in danger of the balloon popping, now three players are in danger, with one player taking cover behind a wall that'll guarantee their win if they're lucky enough. Each player takes turns pumping air into the balloon through mic commands up to a maximum of five times, and after their turn, the player then moves behind the wall until another player finishes their turn pumping the balloon. The positions shift constantly and the maximum number of pumps needed to pop the balloon is inconsistent (ranging from as low as 20 to as high as 30), meaning there's a lot of uncertainty over who gets to take cover and win. This results in the minigame becoming dependent on luck and frustrating to the three players who're unfortunate enough to be near the balloon when it pops.

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* ''Balloon Busters'' is a 4-player mic minigame that operates on a similar principle to ''Balloon of Doom'' from ''Mario Party 4'', except here, the roles have been reversed. Instead of only one player being in danger of the balloon popping, now three players are in danger, with one player taking cover behind a wall that'll guarantee their win if they're lucky enough. Each player takes turns pumping air into the balloon through mic commands up to a maximum of five times, and after their turn, the player then moves behind the wall until another player finishes their turn pumping the balloon. The positions shift constantly and the maximum number of pumps needed to pop the balloon is inconsistent (ranging from as low as 20 to as high as 30), meaning there's a lot of uncertainty over who gets to take cover and win. This results in the minigame becoming dependent on luck and frustrating to the three players who're unfortunate enough to be near the balloon when it pops. Averted in ''The Top 100'', where only the person blowing the balloon gets eliminated and the rest of the players are behind cover, essentially making this a fully complete ''Balloon of Doom'' copy.
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* The ''Pull It Together'' challenge is notorious in its' difficulty, which is a button-mashing tug-of-war minigame. The main problem is that your opponent is unfairly hard, even on normal difficulty. It doesn't matter how fast you tap, it will not be enough to beat them. It has gotten to the point where people have tried cheating by using their knuckle or a pencil to win since they can't button mash fast enough. Especially galling is the fact that you ''have'' to beat this particular challenge to unlock the last SecretCharacter ([[spoiler:Pom Pom]]).

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* The ''Pull It Together'' challenge is notorious in its' its difficulty, which is a button-mashing tug-of-war minigame. The main problem is that your opponent is unfairly hard, even on normal difficulty. It doesn't matter how fast you tap, it will not be enough to beat them. It has gotten to the point where people have tried cheating by using their knuckle or a pencil to win since they can't button mash fast enough. Especially galling is the fact that you ''have'' to beat this particular challenge to unlock the last SecretCharacter ([[spoiler:Pom Pom]]).
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remove note that bashed something completely irrelevant to the trope


* ''Hot Rope Jump''. It's a 4-player minigame where the goal is to jump over a rope made of flaming Podoboos. If everyone jumps over the rope twenty times, everyone will earn ten coins but if any one person hits the rope, that player will lose fifteen coins which get split among the other three players. On Mini-Game Island, however, you have to jump over the rope '''forty times''' in order to win as the computer players will play perfectly and avoid hitting the rope.[[note]]And to top it off, now it inexplicably has the infamous music heard while playing Running of the Bulb and Teetering Towers[[/note]] Made worse in ''Mario Party 2'', as while players can no longer lose coins on this minigame when they fail to jump the rope and you have to be the last one standing, you will have to jump the rope '''fifty times''' in the Mini-Game Coaster. Added on that the rope gets on super-fast speeds that makes it very hard to jump properly without perfect timing in ''Mario Party 2'', have fun beating this minigame on the Mini-Game Coaster.

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* ''Hot Rope Jump''. It's a 4-player minigame where the goal is to jump over a rope made of flaming Podoboos. If everyone jumps over the rope twenty times, everyone will earn ten coins but if any one person hits the rope, that player will lose fifteen coins which get split among the other three players. On Mini-Game Island, however, you have to jump over the rope '''forty times''' in order to win as the computer players will play perfectly and avoid hitting the rope.[[note]]And to top it off, now it inexplicably has the infamous music heard while playing Running of the Bulb and Teetering Towers[[/note]] Made worse in ''Mario Party 2'', as while players can no longer lose coins on this minigame when they fail to jump the rope and you have to be the last one standing, you will have to jump the rope '''fifty times''' in the Mini-Game Coaster. Added on that the rope gets on super-fast speeds that makes it very hard to jump properly without perfect timing in ''Mario Party 2'', have fun beating this minigame on the Mini-Game Coaster.
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* Bowser's Pinball Machine, the final board in Story Mode. What makes this one frustrating is that one particular space loads you into the machine and launches you into either the Star Zone or Bowser Zone. Unfortunately, there are quite a few ? spaces in the Bowser Zone, and if you happen to land on one of them, Bowser will unleash his "Zero Flame" on you, costing you all your stars and coins you currently have, which is beyond the normal difficulty. Thanks to this space, this can change the entire game for you if you happen to get the "Zero Flame" on you.

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* Bowser's Pinball Machine, the final board in Story Mode. What makes this one frustrating is that one particular space loads you into the machine and launches you into either the Star Zone or (more commonly) the Bowser Zone. Unfortunately, there Inside the Bowser zone are quite 5 Event Spaces, and if you have the misfortune of rolling a few ? spaces 5 or lower in the Bowser Zone, and if you happen to land on one of them, Bowser will unleash hit you with his "Zero Flame" on you, costing you all your stars and coins you currently have, Flame", which is beyond takes away every single coin and star you have. If you're performing well but have the normal difficulty. Thanks to this space, this can change misfortune of ending up in the entire game for Bowser Zone, you if you happen could be put too far behind to get the "Zero Flame" on you.
possibly catch up with everyone else.

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* Wario's Battle Canyon
** Seen as the longest level in the game, you are forced to play on five different mini-islands that deal with being cannon-blasted between each land by feuding Bob-ombs. Since the cannons aim is dependent on your landing skills (or lackthereof), it's quite possible for you to miss either or both the Koopa Troopa and Toad spots when they're on the respective island, cheating yourself out of ten coins or a star.
** Additionally, there is one island where Fly Guy will offer you to either take either an opponent or ''yourself'' to Bowser's island for a small fee and deal all the mayhem that may bring.
** Also, the "?" spaces in this land will cause the cannons' direction to shift, changing the trajectory altogether.



* ''Hot Rope Jump''. It's a 4-player minigame where the goal is to jump over a rope made of flaming Podoboos. If everyone jumps over the rope twenty times, everyone will earn ten coins but if any one person hits the rope, that player will lose fifteen coins which get split among the other three players. On Mini-Game Island, however, you have to jump over the rope '''forty times''' in order to win as the computer players will play perfectly and avoid hitting the rope. Made worse in ''Mario Party 2'', as while players can no longer lose coins on this minigame when they fail to jump the rope and you have to be the last one standing, you will have to jump the rope '''fifty times''' in the Mini-Game Coaster. Added on that the rope gets on super-fast speeds that makes it very hard to jump properly without perfect timing in ''Mario Party 2'', have fun beating this minigame on the Mini-Game Coaster.

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* ''Hot Rope Jump''. It's a 4-player minigame where the goal is to jump over a rope made of flaming Podoboos. If everyone jumps over the rope twenty times, everyone will earn ten coins but if any one person hits the rope, that player will lose fifteen coins which get split among the other three players. On Mini-Game Island, however, you have to jump over the rope '''forty times''' in order to win as the computer players will play perfectly and avoid hitting the rope. [[note]]And to top it off, now it inexplicably has the infamous music heard while playing Running of the Bulb and Teetering Towers[[/note]] Made worse in ''Mario Party 2'', as while players can no longer lose coins on this minigame when they fail to jump the rope and you have to be the last one standing, you will have to jump the rope '''fifty times''' in the Mini-Game Coaster. Added on that the rope gets on super-fast speeds that makes it very hard to jump properly without perfect timing in ''Mario Party 2'', have fun beating this minigame on the Mini-Game Coaster.


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* Similarly, there is ''Ice Rink Risk''. The players are placed inside of a small ice rink and slip and slide inside of it as a spiked Koopa shell is dropped from the sky as the players strive to miss it. Needless to say, you have to somehow maneuver around a restrictive area past your opponents with no traction while still hoping not to bump into the spikes, which will send you flying out the arena until the last one is left stand. If that wasn't bad enough, as the game continues on, you eventually have to deal with ''three'' spiked shells that can crash into anything or anyone and the last contestant(s) standing, if any left, wins.
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* Any of the boards in Story Mode, as you must defeat each of the Koopa Kids by taking all of their coins by beating them in mini-games. If you pass them and win, you take 15 coins, but if you lose, you lose 5 coins. You can only battle a Kid if you pass them on the board or hit a battle space, and if ''they'' pass ''you'', they get a chance to take 10 coins if you lose. And if you run out of turns to defeat them, you automatically lose.

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* Any of the boards in Story Mode, as you must defeat each of the Koopa Kids by taking all of their coins by beating them in mini-games. If you pass them and win, you take 15 coins, but if you lose, you lose 5 coins. You can only battle a Kid if you pass them on the board or hit a battle space, and if ''they'' pass ''you'', they get a chance to take 10 coins if you lose.lose, while they only lose ''5'' coins if you win. And if you run out of turns to defeat them, you automatically lose.

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* ''Fish n' Drips''. A 1 vs. 3 minigame where the solo player must input long sequences of button presses to pump water into a Cheep-Cheep-shaped tank while the team of three must relay buckets of water into their own tank by pressing single button prompts instead. Unfortunately for the team of three, they take four animations to relay the water into their tank while the solo player only takes one. The button presses for the pump can be inputted in one rapid, continuous sequence while the team of three has to wait for each animation to finish before they can even receive a single prompt. And that's only for one load of water! The sheer speed advantage the solo player gets ensures that the solo player will win roughly 90% of the time.

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* ''Fish n' Drips''. A 1 vs. 3 minigame where the solo player must input long sequences of button presses to pump water into a Cheep-Cheep-shaped tank while the team of three must relay buckets of water into their own tank by pressing single button prompts instead. Unfortunately for the team of three, they take four animations to relay the water into their tank while the solo player only takes one. The button presses for the pump can be inputted in one rapid, continuous sequence while the team of three has to wait for each animation to finish before they can even receive a single prompt. And prompt, and that's only for one load of water! The sheer speed advantage the solo player gets ensures that the solo player will win roughly 90% ''90% of the time.time!''



* ''Mathletes'', which is what you would get if you crossed Cointagious from the seventh game with Chance Time. Two teams, one consisting of three players and the other being a solo player, must each create a basic mathematical expression using three dice, two of them being numbers from 1 to 6 and the other one being either an addition, multiplication, or subtraction symbol. The result of the expression is the amount of coins the team receives. Hit a minus sign? Too bad! One team can walk away with a profit of up to 36 coins while the other team might earn little to nothing. Also, a majority of the combinations add up to less than 10 coins (the regular minigame reward), which is bad news if you urgently need that 10-coin reward ASAP and this minigame pops up at the end of a turn.

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* ''Mathletes'', which is what you would get if you crossed Cointagious from the seventh game with Chance Time. Two teams, one consisting of three players and the other being a solo player, must each create a basic mathematical expression using three dice, two of them being numbers from 1 to 6 and the other one being either an addition, multiplication, or subtraction symbol. The result of the expression is the amount of coins the team receives. Hit a minus sign? Too bad! One That's too bad, as one team can walk away with a profit of up to 36 coins while the other team might earn little to nothing. Also, a majority of the combinations add up to less than 10 coins (the regular minigame reward), which is bad news if you urgently need that 10-coin reward ASAP and this minigame pops up at the end of a turn.



* ''Pagoda Peak played in Solo Mode.'' You only need one star, ([[spoiler:which is just a T-Shirt in Solo Mode]]) except that it costs an outrageous '''100 coins'''! Good luck trying to get that much, since this board is a one-way path up to the star. There's even a happening space only two spaces away from the top and the star that will make a dragon chomp you and spit you out... back to the start! The Party Cruise version isn't much better as there are happening spaces which can change the price of the star from as low as a cheap 10 coins to a nastily expensive 40 coin price. Bowser will also screw people over during Bowser Time by either breaking a bridge for one turn so that you have to end your turn once you reach the BrokenBridge, or he'll stomp on the mountain to knock players down to a lower area of the board (by the way, those two events are exclusive to this board).

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* ''Pagoda Peak played in Solo Mode.'' You only need one star, ([[spoiler:which is just a T-Shirt in Solo Mode]]) except that it costs an outrageous '''100 coins'''! Good luck trying to get that much, since this board is a one-way path up to the star. There's coins'''!
**There's
even a happening space only two spaces away from the top and the star that will make a dragon chomp you and spit you out... back to the start! The start!
**The
Party Cruise version isn't much better as there are happening spaces which can change the price of the star from as low as a cheap 10 coins to a nastily expensive 40 coin price. Bowser will also screw people over during Bowser Time by either breaking a bridge for one turn so that you have to end your turn once you reach the BrokenBridge, or he'll stomp on the mountain to knock players down to a lower area of the board (by the way, those two events are exclusive to this board).



* ''Senseless Census'': take Roll Call from Mario Party 2 where you have to count all of the toads that are on the screen, same principle except that in the Super Mario Party version, there are multiple parts of the train car that you are in that are not covered by the screen, you have to move manually while keeping track of everyone that you saw, and to make matters worse sometimes the toads get in and out of the seats and make you count one or two or more than there really are. If you are playing against someone whether human or computer else who can keep track of everyone, then you could be wrong by 1 and they are exactly right which means you lose.

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* ''Senseless Census'': take Remember Roll Call from Mario ''Mario Party 2 2'', where you have to count all of the toads Toads that are on the screen, same principle except that screen? Well, in the Super ''Super Mario Party Party'' version, there are multiple parts of the train car that you are in that are not aren't covered by the screen, which means you have to move manually while keeping track of everyone that you saw, and to make matters worse sometimes the toads Toads get in and out of the seats and make you count one or two or more than there really are. If you are playing against someone someone, whether human or computer else computer, who can keep track of everyone, then you could be wrong by 1 and they are exactly right point, which means you lose.can lose while they end up winning.
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** ''Balloon of Doom''. Everyone has to pump up the Bowser balloon and whoever pops it loses. It's very difficult to judge how high your jump is before ground pounding so that you can pump the least amount of air into the balloon and [[WhatAnIdiot if you don't pump the balloon at all within an extremely short timer, you lose]].

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** ''Balloon of Doom''. Everyone has to pump up the Bowser balloon and whoever pops it loses. It's very difficult to judge how high your jump is before ground pounding so that you can pump the least amount of air into the balloon and [[WhatAnIdiot if you don't pump the balloon at all within an extremely short timer, you lose]].lose.
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* ''Mecha Marathon'', when playing against the computers. It seems like a pretty simple button-mashing minigame, but here's the catch -- [[TheComputerIsACheatingBastard the AI is inhumanly fast at this minigame]]. You'll be struggling to make it past 20 meters while the AI has fun breaking up to 30-meter records even on ''easy difficulty''. What makes it even worse is that you have to be pressing not just one, but ''two'' buttons repeatedly, ''simultaneously''. Have fun beating it on the Minigame Coaster. It is much easier in the Virtual Console version, probably because the Classic Controller has faster registration of button-mashing.

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* ''Mecha Marathon'', when playing against the computers. It seems like a pretty simple button-mashing minigame, but here's the catch -- [[TheComputerIsACheatingBastard the AI is inhumanly fast at this minigame]]. You'll be struggling to make it past 20 meters while the AI has fun breaking up to 30-meter records even on ''easy difficulty''. What makes it even worse is that you have to be pressing not just one, but ''two'' buttons repeatedly, ''simultaneously''. Have fun beating it on the Minigame Coaster. It is much easier in the Virtual Console version, probably because the Classic Controller has faster registration of button-mashing. Same can also be said for the ''Superstars'' version due to the aforementioned faster registration of button-mashing for any of the Switch's compatible controllers used for it.
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* What's really setting the part of Bowser Party is if Bowser rolls a number which won't allow him to catch up to Team Mario, Bowser Jr. may appear and ask him to reroll once.

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