| Mario Party 5 | |
|---|---|
| North American box art | |
| Developer | Hudson Soft |
| Publisher | Nintendo |
| Director | Kenji Kikuchi |
| Producer | Hiroshi Sato Atsushi Ikeda |
| Designer | Shinichi Nakata |
| Composer | Aya Tanaka |
| Series | Mario Party |
| Platform | GameCube |
| Release | |
| Genre | Party |
| Modes | Single-player, multiplayer |
Mario Party 5 [note 1] is a 2003 party video game developed by Hudson Soft and published by Nintendo for the GameCube. It is the fifth installment in the Mario Party series, and the second game in the series to be released for the GameCube. The game is set in the fictional Dream Depot, consisting of seven game boards. The single-player "Story" game mode involves the player winning multiple games against the Koopa Kids to prevent Bowser from conquering the Dream Depot. The main multiplayer game mode consists of four characters from the Mario series playing a board game, with each board having a set theme. The game also features several minigames, which are played after every set of turns. Mario Party 5 introduces the "Super Duel" mode to the franchise, which requires players to assemble and control custom made battle vehicles which can be used in combat against other machines. The game features 10 playable characters, with playable debuts to the series from Toad, Boo, and Koopa Kid.
Mario Party 5 was released in North America on November 11, 2003, Japan on November 28, 2003, and in PAL regions on December 5, 2003. The game received mixed reviews from critics, who enjoyed the new minigames of the series, although a perceived lack of originality was criticized. The game became part of the Nintendo Player's Choice label in 2004, and won the Console Children's Award at the 2004 Interactive Achievement Awards. It was followed by Mario Party 6 for the GameCube in 2004.
Mario Party 5 is a party video game based on an interactive board game played by four characters from the Mario franchise. [3] [4] The game features 10 playable characters in total. [5] [6] New characters included Toad, Boo, and Baby Bowser. [2] [7] In the game, which features six game boards, players roll a dice and walk on squares which either add or subtract player's coins or randomly trigger one of the 70 minigames. [3] [4] [8] [9] Some mini-games are variations of mini-games from previous Mario Party games. [9] In comparison with previous Mario Party games, the boards in this one are larger. [7]
The goal of the game is to collect the most stars, while sabotaging opponents. [4] [7] Coins can be obtained and lost while playing minigames and when collecting capsules. [4] A minigame is played at the end of each round. [8] During gameplay, mini-game rules are determined by the results of the players' moves and are grouped by type. [10] Special mini-games include Bowser mini-games, which pit players against Bowser in a game without rewards, and DK mini-games, which feature Donkey Kong and reward all players. [11] [12] Additional categories—easy, action, skill, and goofy—allow the players to designate which games will appear during a play through. [13] A new power-up system replaced older mechanics from previous games; capsules are now obtained from vending machines on the board; they have random and unclear effects. Players can place capsules on board spaces to affect whoever passes by. [7] These capsules grant power-ups such as extra dice rolls, limiting opponents' movement, and the ability to steal coins. [9]
Each minigame can be accessed individually in a separate gamemode, [8] once unlocked. [14] [15] Additional game modes, include the singleplayer campaign titled Story Mode, in which the player plays with artificial intelligence (AI)-controlled players, the Super Duel mode, in which the players battle against each other in vehicles, and the Bonus mode, which includes games for four players, such as volleyball, ice hockey, and cards. [3] [13] In the Story Mode, the player faces three Baby Bowsers; turns are taken simultaneously to speed up gameplay. [9] The goal is to steal all their coins. [14] In the Super Duel Mode, players earn coins, buy parts, and build custom battle machines. [5]
Mario Party 5 was developed by Hudson Soft and published by Nintendo for the GameCube. [8] Nintendo first unveiled the game at the E3 conference in 2003, [16] where eight mini-games were available in a playable demonstration. [17] An unspecified release date in 2003 was also publicized. [18] [19] Other details included that new characters would be introduced, there would be more minigames than its predecessor, and duel minigames would return. [19] A demo of the game was released via a special edition bonus disc packaged with Mario Kart: Double Dash (2003). [20] [21] Mario Party 5 was released on November 11, 2003, in the North America, November 28 in Japan, and December 5 in Europe. [22] [23] Following the release, Nintendo announced Mario Party 5 as a "Player's Choice" title, which is a label for Nintendo titles that had sold more than one million copies to be sold at a bargain price. [24]
| Aggregator | Score |
|---|---|
| Metacritic | 69/100 [25] |
| Publication | Score |
|---|---|
| Edge | 5/10 [8] |
| Electronic Gaming Monthly | 8/10 [26] |
| Eurogamer | 5/10 [4] |
| Game Informer | 2.25/10 [27] |
| GamePro | 3.5/5 [28] |
| GameRevolution | C [7] |
| GameSpot | 6.9/10 [9] |
| GameSpy | 3/5 [14] |
| IGN | 7.9/10 [5] |
| Nintendo Power | 4.2/5 [3] |
| Nintendo World Report | 6.5/10 [29] |
Mario Party 5 received "mixed or average" reviews, according to review aggregator Metacritic. [25] Justin Leeper of Game Informer advised to not play the game. [27] On the other hand, Michael Cole of Nintendo World Report labelled Mario Party 5 as the best game in the series. [29] Despite the mixed reception, the Academy of Interactive Arts & Sciences awarded Mario Party 5 with "Console Children's Game of the Year" at the 7th Annual Interactive Achievement Awards. [30] It sold 800,000 copies in the US. [31]
Mini-games and game modes were positively received by reviewers. Reviewers prasied the mini-game selection; [9] [14] [29] GR Chimp of GameRevolution , however, disagreed, citing a lack of diversity. [7] Dan Elektro of GamePro praised the accessibility of mini-games, [28] while Peer Schneider of IGN praised the design and creativity of mini-games. [5] The single-player mode was commended by reviewers, [5] [9] [14] [26] as well as the multi-player experience. [5] [9] [28] Cole, however, disliked it. [29] The game modes were also commended. [5] [7] [9] Dan "Shoe" Hsu of Electronic Gaming Monthly praised the introduction of new game modes. [26] Elektro commended the story mode due to streamlined AI turns, [28] while Cole did the sport modes. [29]
Gameplay elements received a mixed response. The Edge magazine noted that the gameplay remained unchanged from previous Mario Party installments. [8] Chimp noted that the game can still be enjoyable, [7] while Justin Leeper of Game Informer criticized the game for its lack of entertainment and replayability. [27] The game's presentation left a mixed response; some reviewers liked it, [7] [28] while some did not. [5] [9] [14] Reviewers also criticized the slow pace of the game; [7] [14] [29] Tom Bramwell of Eurogamer especially criticized it because of the AI-controlled players. [4] The board gameplay was additionally criticized. [5] [7] [9] [14] Jon Gibson of GameSpy said that bigger boards make long games frustrating. [14] The writers of Electronic Gaming Monthly called the new boards lifeless, but praised the ability to customize them. [26] The capsule system was commended. [5] [9] [29] However, reviewers criticized a lack of innovation. [9] [14] [29] [28] Cole and Ryan Davis of GameSpot criticized the repetitiveness. [9] [29]
Technical elements of the game were criticized. The sound system was criticized, [5] [14] [27] while Cole liked the music. [29] Schneider criticized the "cheesy" and unadventurous soundtrack, as well as a lack of voice acting. [5] Gibson disliked the graphics and design, [14] while Schneider and the Nintendo Power magazine praised the visuals; [3] [5] Schneider also disliked long waiting times and unskippable event animations. [5] Dan Elektro of GamePro criticized missed crossover potential. [28] The Nintendo Power magazine also commended the game's controls. [3]