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- ---Universal/Multiple---
- Paths:
- Increase the depth by adding more forks.
- Several are recommended, with different paths having balanced incentives and disincentives.
- Alternating special spaces immediately after split paths adds a level of control.
- Having too little reduces board depth, having too many reduces decision weight.
- Space #:
- Choose an amount of spaces that won't be overly tedious for a player with average rolls to navigate.
- Unless used as a disincentive, don't make any one path too long without having choices available.
- Games that allow less movement control (MP1) should generally have less spaces than games that allow more movement control (MP3).
- Star:
- A completely normal part of gameplay.
- Should be spaced out, can be used to incentivize paths but their transience means you shouldn't rely on them alone.
- Chance Time:
- Can completely turn around a game.
- Favored by those experienced with it or down on their luck, feared by those unfamiliar with it and with a lot to lose.
- Should have extremely limited distribution, be difficult to reach, and should not be farmable.
- Happening:
- Typically one of the more random elements.
- While the event can be good or bad, more happening spaces will always positively contribute towards getting the happening star.
- Should have a reasonable amount, enough that competing for happening star isn't too painful, not so much that events are nonstop.
- For a less random layout, place a few at different points after split paths, in a looping area, or in a row.
- Functionality may be limited. Recommended functions: Teleportation (increases movement options).
- Boo:
- Always a game-changer.
- Multiples should be spaced reasonably far apart, especially in Mario Party 3 where players can reverse themselves.
- 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.
- Bowser (MP1/MP2 Space):
- Typically used as a disincentive despite occasionally being beneficial, such as when coins are at 0 or with the right event.
- Use a modest amount, mostly as a disincentive, but don't rely on them alone.
- Item Shop:
- A very strong resource that helps you control the pace of the game.
- Having control over items is a big incentive, especially in Mario Party 3.
- Should be easy to run into but shouldn't be too easy to farm.
- Bank:
- A usually minor annoyance that occasionally decides coin star.
- More often than not serves simply as a disincentive.
- Should be easy to run into but shouldn't be too easy to farm.
- Battle:
- A very volatile space.
- Can make or break coin star, and can thus serve as either incentive or disincentive depending on the circumstances.
- Should be a few around to keep things interesting.
- Item:
- A useful space.
- Most item minigames are easy enough to get anything you want from, and a free item or three is always welcome regardless.
- Shouldn't be everywhere, but having a few here and there help keep players moving at a steady pace.
- Blue:
- A boring, albeit good space.
- Will usually be the most common, so starting your board blue is generally a good way to get going.
- Red:
- A boring, albeit bad space.
- Generally not a strong enough disincentive to ruin a path for someone but should still be sprinkled around for minigame variety.
- ---Mario Party 1---
- General:
- Navigation is more difficult in MP1, so smaller boards are advisable.
- Bowser (event):
- Can either be used as a punishment or a sacrifice.
- For punishment, players who do not pass a certain test should be penalized (PP64 does not support anything that would make this work).
- 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.
- Koopa:
- Can be farmed for coins, although not a huge amount until the last 5 turns.
- Not powerful enough to warrant a major deterrent but should take a bit of time to return to.
- Mushroom:
- Hurts you as much as it helps you.
- Should be used to spice up blue spaces, not reliable enough to make long paths move quicker.
- ---Mario Party 2---
- ---Mario Party 3---
- Game Guy:
- A very volatile space.
- Like Battle spaces, can make or break coin star, and can thus serve as either incentive or disincentive depending on the circumstances.
- Because of how extreme it is, should have a limited distribution and only in out-of-reach areas.
- Bowser (MP3 Space):
- An unusually useful space.
- Typically used as a disincentive despite being beneficial in many cases, as Bowser is often generous and his roulette can be timed.
- Use a modest amount, but know that depending on player skill it can be just as much an incentive as a disincentive.
- ---Etc---
- Incentives:
- Star, Boo, Happening, Minigame, Item, Item Shop, Koopa, Shortcut
- Disincentives:
- Red, Bowser (Event), Bowser (MP1/MP2 Space), Bank, Long Path w/o Forks
- Neutral:
- Blue, Mushroom, Battle, Game Guy, Chance Time, Bowser (MP3 Space)
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