Biggest Problems With Mario Party 5

Here's a game I have a bit of a controversial opinion on: Mario Party 5. You all probably know I'm a huge fan of the newer Mario Party games, and not so much of the classic titles for the simple reason that the newer ones feel more interesting and unique, because let's be real: the older titles are barely different from each other, and I believe 5 is the biggest offender of classic Mario Party's problems. I haven't played any Mario Party games prior to 5, so whenever I think of "boring, slow Mario Party", 5 is the first to come to mind, and it's not without reason. Here are the biggest problems with Mario Party 5 in particular.
The Top Ten
1 Slow and Lifeless Boards

It seems every board here has a theme so uninspiring and basic with no unique quirks or gimmicks that were poured into them. Legit, everyone of them has one or more major flaws in their design as their theme doesn't scream originality in the slightest. They're all just based on different types of "dreams", say Toy Dream, Rainbow Dream, Future Dream, etc. They all just have that basic theme but nothing else. Compare it to say Mario Party 7 where each board had a unique real world theme, with interesting and fun gimmicks thrown all over the place. And of course, there's Bowser's Nightmare, which surprisingly though isn't as bad as much of the other boards in the game, but it's still pretty bad. The only ones I liked to an extent was Pirate and Undersea Dream and that's it.

2 The Minigames are Lame

Mario Party 5 might hold the record for worst Mario Party minigames overall, down there with the original first and Star Rush. There are a few cool ones as always, like Frozen Frenzy, Hotel Goomba and Panic Pinball, but those good are in a minority. Most of the minigames from this game involve luck, button mashing, or if unlucky, both. The worst offender of this is obviously Get a Rope, but there's a handful of other types of these minigames, like Head Waiter, Merry Poppings, Will Flower, Vicious Vending, Mathletes, and..., Button Mashers.

3 Annoying Board Gimmicks

I'm mostly pointing my fingers at my two least favourite Mario Party boards of all time here: Rainbow Dream and Future Dream, which use my least favourite board gimmick of all time: island hopping. I've always hated island hopping, but in other Mario Party boards with this feature, there has always been redeemable parts of it though: Bowser's Enchanted Inferno makes it easy to hop between islands, Kamek's Library is very small and has the golden pipe, and Megafruit Paradise has stunning graphics and is bearable in Partner Party. Rainbow/Future Dream though, are too big, look awful, and it's completely luck-based. You might be trying to get to the star, but someone else gets it first, and the star moves to a completely different island. It's freakin' ANNOYING.

4 Relies Too Much on Luck

This is obvious in half of the minigames, but even on the board it's just so painful. I know the and Cube games were even more relient on luck than this game, but those games at least have a different type of gameplay where luck is more prevalent and acceptable, whereas Mario Party 5's gameplay is heavily taken from the older games that were more skill-oriented, and as such, the luck is just irritating at best (besides it's easier to get back lost mini stars in the and Cube games, unlike coins/stars this game). The way you get items is random:, you pass machines and they'll randomly give you a capsule, but you can't choose which. And the board gimmicks are horrendous as I said, as the island hopping in Future/Rainbow Dream makes it impossible for you to get any stars.

5 Koopa Kid Was Made Playable

This throw-away character was only used for the N64 and Gamecube Mario Party games and he quite finely summarizes the state of Mario Party: unoriginal. Especially considering Hudson Soft could've used Bowser Jr. starting with 4 instead, a much more interesting character. He was first introduced in Mario Party as a supporting antagonist, but 5 saw him playable, a feature I despise. At least he was removed from the roster in 7, and better yet, removed completely by 8.

6 It Played too Safe

Again, this is pretty much a problem which almost the entire Mario Party series has, but I felt it was especially strong in this game, even after looking at walthroughs for other games. 2 introduced costumes, 3 added story mode, 6 has day/night, 7 is around the world + 8 players, and DS added bosses..., what did this game add? Well I guess there's 3D boards..., but anything else? The game has a dream theme I suppose but it's only there, it doesn't affect the gameplay. And half of the minigames didn't even try to be original, so...

7 Poor Soundtrack

I'm sorry, but Mario Party 5's soundtrack has that typical basic semi-chaotic feel to it, but nothing that screams new or original. It has the feel that this entire game plays way too safe, and I agree with it. It's really poor.

8 Boring Minigame Modes

It seems the only Mario Party game that has a successfully implemented interesting minigame modes into their game is Mario Party 9 (High Rollers, Choice Challenge and Garden Battle, enough said). With every other game, minigame modes feel so much more unoriginal and lame with no substance, and Mario Party 5 is no different. Minigame Battle is the typical "win as many minigames as possible" and nothing more, Mini-Game Circuit seems interesting on paper, but it's completely luck-based, Mini-Game Decathlon is a slightly better version of Mini-Game Battle, and Mini-Game Wars is the only interesting mode, but it still feels basic. Mini-Game Tournament speaks for itself. This isn't that major of a complaint, but it's still something that baffles me a bit.

9 Super Duel Mode is Stupid

Something tells me this mode was only added so that Skolar could have a mode to host in the game, and wouldn't surprise me because it's just so out of the blue and random. Essentially, you're building machines using different parts you can buy using party points, and then you use it in tournaments agianst CPU or friends. While this does SOUND interesting, and it is for the first few minutes, it's the same thing every time to play. There's no variety in tournaments: it's the same thing. It could've worked if online existed back in the day, but without it, it's just some obscure fighter side mode with no relevance.

10 It's Rushed

Just take everything I said on the other items on the list and brew them into simply this, because it is. With each Hudson Soft Mario Party game being released just one year from another (at least the first eight), it shouldn't be surprising either.

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