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Slyshock

Mario Party Board Layout TIps

Nov 7th, 2016 (edited)
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  1. ---Universal/Multiple---
  2. Paths:
  3. Increase the depth by adding more forks.
  4. Several are recommended, with different paths having balanced incentives and disincentives.
  5. Alternating special spaces immediately after split paths adds a level of control.
  6. Having too little reduces board depth, having too many reduces decision weight.
  7.  
  8. Space #:
  9. Choose an amount of spaces that won't be overly tedious for a player with average rolls to navigate.
  10. Unless used as a disincentive, don't make any one path too long without having choices available.
  11. Games that allow less movement control (MP1) should generally have less spaces than games that allow more movement control (MP3).
  12.  
  13. Star:
  14. A completely normal part of gameplay.
  15. Should be spaced out, can be used to incentivize paths but their transience means you shouldn't rely on them alone.
  16.  
  17. Chance Time:
  18. Can completely turn around a game.
  19. Favored by those experienced with it or down on their luck, feared by those unfamiliar with it and with a lot to lose.
  20. Should have extremely limited distribution, be difficult to reach, and should not be farmable.
  21.  
  22. Happening:
  23. Typically one of the more random elements.
  24. While the event can be good or bad, more happening spaces will always positively contribute towards getting the happening star.
  25. Should have a reasonable amount, enough that competing for happening star isn't too painful, not so much that events are nonstop.
  26. For a less random layout, place a few at different points after split paths, in a looping area, or in a row.
  27. Functionality may be limited. Recommended functions: Teleportation (increases movement options).
  28.  
  29. Boo:
  30. Always a game-changer.
  31. Multiples should be spaced reasonably far apart, especially in Mario Party 3 where players can reverse themselves.
  32. Ideally difficult to reach, whether due to a long or locked path or even Bowser, but out in the open is fine as long as it's not farmable.
  33.  
  34. Bowser (MP1/MP2 Space):
  35. Typically used as a disincentive despite occasionally being beneficial, such as when coins are at 0 or with the right event.
  36. Use a modest amount, mostly as a disincentive, but don't rely on them alone.
  37.  
  38. Item Shop:
  39. A very strong resource that helps you control the pace of the game.
  40. Having control over items is a big incentive, especially in Mario Party 3.
  41. Should be easy to run into but shouldn't be too easy to farm.
  42.  
  43. Bank:
  44. A usually minor annoyance that occasionally decides coin star.
  45. More often than not serves simply as a disincentive.
  46. Should be easy to run into but shouldn't be too easy to farm.
  47.  
  48. Battle:
  49. A very volatile space.
  50. Can make or break coin star, and can thus serve as either incentive or disincentive depending on the circumstances.
  51. Should be a few around to keep things interesting.
  52.  
  53. Item:
  54. A useful space.
  55. Most item minigames are easy enough to get anything you want from, and a free item or three is always welcome regardless.
  56. Shouldn't be everywhere, but having a few here and there help keep players moving at a steady pace.
  57.  
  58. Blue:
  59. A boring, albeit good space.
  60. Will usually be the most common, so starting your board blue is generally a good way to get going.
  61.  
  62. Red:
  63. A boring, albeit bad space.
  64. Generally not a strong enough disincentive to ruin a path for someone but should still be sprinkled around for minigame variety.
  65.  
  66.  
  67. ---Mario Party 1---
  68. General:
  69. Navigation is more difficult in MP1, so smaller boards are advisable.
  70.  
  71. Bowser (event):
  72. Can either be used as a punishment or a sacrifice.
  73. For punishment, players who do not pass a certain test should be penalized (PP64 does not support anything that would make this work).
  74. For sacrifice, put him on an otherwise attractive path. The path could be a shortcut, have good spaces, have a star spawn, or have Boo.
  75.  
  76. Koopa:
  77. Can be farmed for coins, although not a huge amount until the last 5 turns.
  78. Not powerful enough to warrant a major deterrent but should take a bit of time to return to.
  79.  
  80. Mushroom:
  81. Hurts you as much as it helps you.
  82. Should be used to spice up blue spaces, not reliable enough to make long paths move quicker.
  83.  
  84. ---Mario Party 2---
  85.  
  86.  
  87.  
  88. ---Mario Party 3---
  89. Game Guy:
  90. A very volatile space.
  91. Like Battle spaces, can make or break coin star, and can thus serve as either incentive or disincentive depending on the circumstances.
  92. Because of how extreme it is, should have a limited distribution and only in out-of-reach areas.
  93.  
  94. Bowser (MP3 Space):
  95. An unusually useful space.
  96. Typically used as a disincentive despite being beneficial in many cases, as Bowser is often generous and his roulette can be timed.
  97. Use a modest amount, but know that depending on player skill it can be just as much an incentive as a disincentive.
  98.  
  99.  
  100. ---Etc---
  101. Incentives:
  102. Star, Boo, Happening, Minigame, Item, Item Shop, Koopa, Shortcut
  103.  
  104. Disincentives:
  105. Red, Bowser (Event), Bowser (MP1/MP2 Space), Bank, Long Path w/o Forks
  106.  
  107. Neutral:
  108. Blue, Mushroom, Battle, Game Guy, Chance Time, Bowser (MP3 Space)
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