|Super Mario Party 2|
|Series||Mario Party (series)|
|Predecessor||Super Mario Party|
|Release Date(s)|| 2020|
|Media Included|| Switch Cartridge |
The game is a continuation of the original formula introduced in Super Mario Party, which focused on smaller boards where players move independently of each other. Whilst playing a game, players have to try and collect coins which can be used to purchase stars. The player with the most stars and coins at the end of the game is declared the winner.
Super Mario Party 2 takes advantage of the Switch hardware for its minigames, such as using the HD Rumble to feel a can of soda in your hand, followed by pouring as close to half the soda out of the Joy-Con. The game is also the first installment in the Mario Party franchise to feature online play for the game boards and minigame mode.
Cappy acts as the host of the game, with Tiara helping him out by selling stars.
Our party begins on the night of the Shooting Star Festival.
Mario and friends are all in Toad Town, watching the night sky while many shooting stars fall down into the Mushroom Kingdom. As they watch the stars fall, Toad suggests they all go star searching and try to collect as many stars as possible. The group love the idea and they head off to collect the falling stars.
As the gang begin to run off, Bowser and his minions jump out from the shadows of Toad Town with Wario and Waluigi. Bowser has convinced Wario and Waluigi to help them catch Mario and friends for coins in return. Bowser argues with the duo for letting Mario and friends get away. Wario and Waluigi have a new plan though! After hearing Toad, they decide that they should chase down the heroes and take all the stars for themselves. Now its a race to the finish between Team Mario and Team Bowser.
After Team Mario wins on all six boards, Bowser admits defeat. However, Mario is kind enough to let Bowser and all his minions join in on the party. They all celebrate the Shooting Star Festival together in Toad Town. Pauline gives a performance over the credits for the festival.
Super Mario Party 2 features the traditional gameplay of Mario Party that was featured in some of the earlier instalments and the more recent Super Mario Party. Four players take turns navigating around a linear game board attempting to collect the most amount of stars and coins. At the beginning of a player's turn, they will get to decide what dice they roll, if they want to use an item, or if they want to view the map of the board. The character will then roll the dice and move the amount of spaces indicated by their roll, and a specific event will occur based on the space they land on. For example, a blue space will reward the character with 3 coins, whilst a red space will take 3 coins from the character. Prior to the start of each game, players roll a dice block to determine the turn order.After all four characters have made a turn, a minigame will be played where a maximum of 8 coins can be won. The type of minigame selected depends on the spaces the characters have landed on throughout the turn. If all players landed on the same colored space, a 4-Player minigame is played. If one player lands on a different color to all other players, a 1-vs-3 minigame is played. If 2 players land on the same color and the other 2 players land on the same color, a 2-vs-2 minigame is played. A Team Game or Rhythm game may also be selected instead of a 4-Player game. If a player lands on a VS Space, a Battle minigame will be played at the end of the turn. In Partner Party, 4-Player, 2-vs-2 and Team minigames appear on the minigame roulette all together, as there are no colored spaces in this mode. In Bowser Party, only team minigames will appear if a team lands on a VS space. Co-op minigames can also be played if the Bowser team catches up to the Mario team.
Coins can be collected by winning minigames, landing on a blue space on the board, or landing on other special board events where coins can be won. Coins can be used to buy stars, which are needed to win the game. First, the player has to reach the star space where Tiara will sell the player a star for 20 coins. After a star has been purchased, Tiara will move to another location on the board. Coins can also be used to buy items from Flutter which can be used to help the player or harm other players.
Similar to the previous iteration, a Last Three Turns Event will be hosted by Cappy and Tiara where they will predict the winner and give the current last place player a bonus. The last place player and Cappy will each roll a standard dice. If the player gets a higher number than Cappy, they can win coins or a star. A random board event will also occur, as decided by the last place player. The board event can include; doubled coin spaces, Blue and Red Spaces switched, three Star Spaces appear, all coins are distributed evenly between all players, stars are free, or Bad Luck Spaces become Extra Bad Luck Spaces.
At the end of the game, two bonus stars are handed out based on results from throughout the game. Two bonus stars are selected at random out of the following;
- Minigame Star: Given to players who have won the most minigames.
- Rich Star: Given to players who have the most coins throughout the game.
- Eventful Star: Given to players who have landed on the most Event Spaces.
- Item Star: Given to players who have used the most items.
- Ally Star: Given to players who have the most allies.
- Buddy Star: Given to a player who has a particular, random ally.
- Sightseer Star: Given to players who have traveled the most spaces.
- Slowpoke Star: Given to players who have traveled the least spaces.
- Unlucky Star: Given to players who have landed on the most Red Spaces and Bad Luck Spaces.
- Stompy Star: Given to players who have stomped on other players the most. (Partner Party only)
- Doormat Star: Given to players who have been stomped on the most. (Partner Party only)
Mario Party is the main mode of the game. In this mode, players select their characters, the board they want to play on, how many turns they will play - up to 50 - the minigame set they want to play from, computer player settings, if they want bonus stars or not, as well as any handicaps.
After settings have been decided on, the players are taken to the selected board where they play the traditional Mario Party gameplay of rolling a dice and moving around a board to reach the star. Up to four players can play on this mode. The game can be paused at any time during play, which will display the number of turns, as well as other options available. These options include changing computer players to human players and vice verse, adjust computer difficulty, view or skip the minigame explanation screen, adjust which minigame pack is being played, change message typing speed, save data, or quit from the game.
Partner Party plays similar to its appearance in the previous iteration and Toad Scramble from Mario Party: Star Rush. Two teams of two navigate freely around a grid-based board, able to move around anywhere within the board, rather than following paths. Some grid spaces can also have special affects, such as coins, items, event spaces, lucky spaces and bad luck spaces. Unlike the previous iteration, every space on the board will have a special effect. However, each square will appear as a plain gray tile, and the effect it has can only be discovered after someone lands on the space.
In this mode, 1-vs-3 minigames do not appear, instead only 4-Player, 2-vs-2 and Team minigames are played. To buy stars and enter the shop, rather than passing the space they have to be directly landed on to acquire their benefits.
Bowser PartyBowser Party functions as the main story mode of the game. In this mode, players create a team of four Heroes and face off against a team of four Villains, always including either Wario or Waluigi. Similar to Bowser Party from Mario Party 10, players are chased by the team of villains, and always have to stay at least one space in front of them. If the Hero Team is caught by the Villian Team, they will have to play a Co-op minigame, and can lose hearts depending on their performance in the minigame. If a player loses all their hearts, they are lost from the team and cannot roll a dice anymore. They can still play in minigames for a chance to regain a heart and return to the game. Hearts can also be won by winning team minigames, which are activated by landing on a VS space. Mode exclusive items appear that can hinder the villain team by instantly knocking out one of their members, or making one of their team members rolls take away from their roll total.
At the start of each turn, each player will roll, and their roll total will be added together. All players move together rather than independently of each other, as the boards are linear. Allys can also be picked up in this mode by the heroes or villains, and can only add a 1 or 0 to the total roll. The game takes place on modified versions of the Mario Party boards.
To win in this game, the Hero team has to make it around the board two times without losing all of their members. At the end of the board, a horde of stars awaits the players. After winning on a board, the next board will be unlocked in this mode, until the mode is complete. Playing through Bowser Party is the only way to unlock the Deep Space Drive board. After completing the mode, players can also split human players over the hero or villain team.
Players can play their unlocked minigames in many different and fun ways. Up to four players can participate in five of the modes available, with The Road Less Travelled being exclusively for one player.
- Free Play: Players can choose to play any of the minigames they have unlocked whilst playing the game. After a minigame ends, there is the option to play it again, play a random minigame, go back to the minigame selection screen, or go back to the main menu.
- Mariothon: Players are fighting to be the minigame champion. Before the game begins, players choose how many victories are needed to win (3, 5, 7 or 10) and the types of minigames that can possibly appear (not including Co-op minigames). The first player to win the set number of minigames, wins the game.
- The Road Less Travelled: Cappy challenges the player to win in every single minigame in a row without losing once. Luck-based minigames are the only minigames that won't be played in this mode. After completing this mode, the statue in the middle of the Hub world will change to a golden version of the character the player won with. Winning with every character will unlock a different setting to play the Mariothon mode in, taking place in a golden room filled with treasures.
- Heart to Heart: Each player starts with 10 hearts. The goal of the game is to steal other player's hearts and end up with the most hearts at the end of a set number of rounds decided by the player. First, a 4-Player, Battle, or Rhythm minigame is played. The winner of that minigame will then be on the one player team for the next 1-vs-3 minigame. If the one player wins the minigame they steal one heart from each player, or two hearts from any players they knocked out of the arena. If the one player completely loses the minigame, they will give one heart to each opponent. In some minigames, the one player may lose the minigame but have knocked out one player, meaning that they would have collected two hearts from the player they knocked out, but subsequently lost two hearts to the two player's left standing, leaving them even.
- Sink or Swim: Each player has three submarines that are hidden underwater. Upon starting the game, each player gets to hide one submarine anywhere on the grid that is 4 squares wide and 4 squares tall. Each players submarine starts in the top left corner. The player either presses to move their submarine right, to move their submarine down, or to reset placement of their ship back to the top left corner. After all ships have been placed, any minigame can be played, except for Co-op minigames. The winner, or winners, of the minigame each get to fire off a Torpedo Ted on one square in the grid. If the Torpedo Ted hits a submarine, it will sink, and that player will have to place another submarine. Once a Torpedo Ted has been launched on a square, that square is permanently blocked. No new submarine can be placed on it, and no Torpedo Ted can be shot on that square. To win, you have to be the last submarine standing.
- Toad Town Treasures: Toad Town has been completely destroyed! The aim of the game is to help rebuild all of Toad Town and end up as the player with the most amount of coins after a set amount of turns. The game takes place on a square board with four paths leading to the middle where Tiara awaits. At the start of each turn, a minigame is played to determine what dice each player will get. 1st gets a dice with 1-6, 2nd gets 1-4, 3rd gets 1-2, and 4th gets 1-0. Each player will then get to roll and move across the board. Each space a player passes, they will instantly rebuild on that space and be the owner of that space. At the end of each turn, players get a coin bonus for each space they own. Players can also spend coins to put a toll on the space they have landed on. Opponents that land on a space with a toll will have to pay coins to the player that owns that space. Spaces can be stolen from opponents simply by passing over their spaces. Any space with a toll on it cannot be stolen. Tiara in the centre of the board will give the player a coin bonus when they reach her. At the end of the game, the player with the most amount of coins will be crowned the winner!
Online was overhauled from Super Mario Party to Super Mario Party 2. Now, all multiplayer modes in the game can be played online as well as locally. This means Mario Party, Partner Party, Bowser Party and Minigame Mode can be selected to play online.
If an online player drops out, they will be replaced with a computer temporarily until their connection returns.
In Toad Town, player's can enter the option house to customise different aspects of the gameplay. These options can also be accessed when setting up a game.
Newly introduced to the series is the enhanced customisation of the options for board gameplay. Taking inspiration from Super Smash Bros, almost any condition can be altered in the game.
For example, the price of stars and items can be changed, which items that can appear in a game can be altered, which allies can be acquired can be altered and the items that player's start off with can be altered. There are many more options that can be changed to suit every player's favourite type of gameplay, such as playing Mega Party in which every character will be huge, and passing another player will allow you to squash them and steal coins. This even extends to the possibility of playing without stars, meaning the player with the most coins at the end of the game will be declared the superstar.
Different settings can be saved as a Favourite Party. When setting up a game, the saved Favourite Parties can be instantly selected instead of inputting all the conditions manually.
Challenge Road returns from the previous iteration in a very similar vein as its predecessor, but renamed to Superstar Road. The player traverses across 9 different worlds, that each consist of 10 minigames. Minigames progressively get more challenging as you progress through Superstar Road.
In each minigame, the player will be given a challenge they have to complete to pass the minigame and continue. The player can earn a bronze, silver, or gold medal on each minigame, depending on their performance. Many of the minigames are altered in some way in this mode as opposed to their standard form. For example, all of the Rhythm minigames have a different song in this mode, and Flipside Flopside requires the player to fall as far down the screen as possible, instead of the battlefield style of the original minigame.
The player will be given a rival character from the opposing hero/villain team in each world. This rival follows the player through the world, being the one that sets all the challenges, and the one the player fights against in the final minigame of that world. Each world has a different, randomly selected, rival character. The first time playing through, only hero characters can be picked to play as on Superstar Road.
The final challenge is a unique minigame where the player has to defeat Bowser. Completing Superstar Road once will unlock the mode to be played with as the villain characters. When playing as a villain, the challenges and clear conditions of each minigame will be much harder. The final minigame is also changed to have the enemies fighting a robotic Mario.
|FESTIVAL TOWN||HOTEL HIJINKS|
|W1-1||Rally Alley||Make a rally of 20||W2-1||I Am Not A Robot||Clear the minigame in 15 seconds or less|
|W1-2||Toad-nado||Place in the top two in each round||W2-2||Spring Cleaning||Don't let the rivals complete more than 60%|
|W1-3||Superbros||Beat the rival team by 8 seconds||W2-3||Question Blocked||Slide out 5 question blocks or more|
|W1-4||Merry Goes Around||Knock the 3 players off in 20 seconds||W2-4||Five Toad Review||Twirl 15 metres of spaghetti|
|W1-5||Watering Cannot||Survive for 30 seconds||W2-5||Cooking Mario||Bake 5 cakes|
|W1-6||Back Street Blooper Trooper||Spray 5 Blooper posters and stick up 5 Mario posters||W2-6||New New Donk||End the minigame with more than 65% of New New Donk built|
|W1-7||A Day in the Life||Don't let your opponents win 4 rounds||W2-7||Beat Cheat||Finish the minigame with more than 100 points|
|W1-8||I Cue||Don't make five complete misses||W2-8||Line of Applause||Clap 10 times inbetween auditions|
|W1-9||The Toad Code||Get within the same 100s of the code number||W2-9||Whose Snooze||Be the third player to press the snooze button|
|W1-10||Travel Unravel||Unwind more map than your rival!||W2-10||Bowser on Paper||Stamp more papers than your rival!|
|BRICK BLOCK BOULEVARD||BLUE WATER BEACH|
|W3-1||Pop Goes The Mario||Make Mario pop before 8 seconds||W4-1||She Sells Sea Shells||Collect 10 shells|
|W3-2||Waddlewing Wars||Knock out 8 Waddlewings yourself||W4-2||In-Or-Out||Get over 1000 points|
|W3-3||Running of the Goombas||Survive for over 30 seconds||W4-3||Passport Report||Stamp 15 passports|
|W3-4||Leap Jog||Reach the finish line within 20 seconds||W4-4||Crash Landing||Make the plane land within 10 metres of you|
|W3-5||Capture the Bag||Capture your opponents bag within 30 seconds||W4-5||Random Bicycle||Make 0 mistakes with your partner|
|W3-6||Goomba, Goomba, Gone||Only touch the ground 3 times||W4-6||March of the Cataquack||Direct over 20 Cataquacks|
|W3-7||Mechanical Bill||Get 10 perfects||W4-7||Hang Ten||Be boosting with your partner for over 5 seconds total|
|W3-8||Path of Most Resistance||Be the last player standing||W4-8||Jump the Sushi||Clear the Sushi by 10 metres|
|W3-9||Short on Staff||Miss less than 8 coins||W4-9||Tilt, Slam, Bam!||Knock off the 3 cataquacks|
|W3-10||Hedge Fund||Collect more coins than your rival||W4-10||Keep Your Fin Up||Finish the race before your rival|
|HAMMER DROP JUNGLE||SHOCK FACTORY|
|W5-1||Hide and Boo Seek||Be the first to find a Pink Boo two times||W6-1||Color Coded||Sort over 50 Bob-ombs|
|W5-2||Feel it Still||Shake the Boo out first 3 times in a row||W6-2||It's Raining Coins||Collect over 15 coins|
|W5-3||No Eye In Team||Beat the minigame in less than 20 seconds||W6-3||Raining Cats and Hog||Last 35 seconds before one of the team members wins|
|W5-4||Stop Drop or Roll||Roll for 35 seconds without hitting anything||W6-4||Explosive Event||Win 3 rounds in a row|
|W5-5||Turntable||Direct 22 trains before time runs out||W6-5||Wait for the Drop||Defeat the lone player in less than 15 seconds|
|W5-6||Pull In Your Horn||Finish with more than 2000 points||W6-6||Mega Mini Golf||Get the Mega golf ball in the hole in less than 20 seconds|
|W5-7||Glass Half Full||Pour out between 48-52% of soda||W6-7||A-Maze-ing||Lose the minigame|
|W5-8||Growing Pains||Destroy the door in less than 20 seconds||W6-8||Build a Blizzard||Build a 20 metre tall Mr Blizzard|
|W5-9||Hammer Head||Knock out all team members in less than 18 seconds||W6-9||Drop a Bob-ombshell||Make the Bob-omb Buddy circle in less than 25 seconds|
|W5-10||Bridge over Cheep Cheep Waters||Build the bridge before Cheep Cheep destroys it||W6-10||Chain Chomped Together||Make it to the end of Chain Chomp's gauntlet|
|DINOSAUR ISLAND||DRY DRY SKY|
|W7-1||Swarm and Fuzzy||Collect the three hidden green stars||W8-1||Around the World||Spin the globe over 50 times|
|W7-2||Tug'O'Friends||Beat the rival team by 5 metres||W8-2||Flipside Flopside||Fall down 20 levels|
|W7-3||Catch!||Be hit by less than 3 balls||W8-3||Hot Air Heads||Reach over 800 metres|
|W7-4||Not Invited To This Party||Catch your rivals in two rolls||W8-4||Lock and Roll||Beat your rivals by 5 seconds|
|W7-5||4-By-4 Bit||Get over 2500 points||W8-5||Lost In Relation||Lose the minigame|
|W7-6||Strike Strike Turkey||Knock out the sleeping Yoshi's without ruining any eggs||W8-6||Flagpole Goal||Keep all three rivals off for at least 20 seconds|
|W7-7||Gambled Eggs||Find four Yoshis in a row||W8-7||Hokey Pokey||Beat the minigame in less than 15 seconds|
|W7-8||Break Thwomp Breakdown||Destroy the Thwomp first with no help||W8-8||Room For Desert||Take out all the rivals with a Star|
|W7-9||Time Signature||Get over 2800 points||W8-9||Greedy Pig||Win the minigame with a score of 20|
|W7-10||Flutter Bye||Flutter higher than your rival||W8-10||Stars From Mars||Beat your rival team|
|W9-1||Bird-off!||Bump into 0 walls|
|W9-2||Organic Intelligence||Win three rounds in a row|
|W9-3||Rushing Roulette||Get out all the team players within 1 round|
|W9-4||Red-Hot Run||Survive on the endless run for 1 minute|
|W9-5||Get in Formation||Win the minigame in a best of 10 rounds|
|W9-6||Sweep Us Off Our Feet||Survive for 1 minute|
|W9-7||Flatpack||Squash all the other players within 15 seconds|
|W9-8||Lost and Found||Reunite with none of your teammates|
|W9-9||Pace Invaders||Get over 3000 points|
|W9-10||Big Boss Bowser||Defeat Bowser|
There are 28 playable characters in Super Mario Party 2, which is the largest number of playable characters thus far in a Mario Party game. 24 are available from the start and are all returning playable characters from previous games except for the Sprixie Princess. There are 4 characters that have to be unlocked before they can be played as. All of the unlockable characters are newcomers. Pauline, Tost, Nabbit and Petey Piraha make their first playable appearance in the Mario Party series. The roster is split similar to Super Mario Party, in which Bowser invites fourteen of his own minions to ensure that the game is "fair" and "impartial".
The following is the conditions to unlock the characters. Once the conditions are met, the character will appear in Toad Town, and the player must talk to them to unlock them.
- Pauline: Play a game of Partner Party on every board one time.
- Tost: Play a game of Mario Party on every board one time.
- Nabbit: Beat Superstar Road one time.
- Petey Piranha: Beat The Road Less Travelled one time.
Super Mario Party 2 contains six boards that can be played in Mario Party, Partner Party or Bowser Party mode. Each board shares the same location, but will be altered to have either a path-based, grid-based, or linear board layout depending on the game mode being played. Like its predecessor, each board is notably smaller than the boards from earlier instalments, as the standard dice roll only goes up to 6. Deep Space Drive is an unlockable board, that can be unlocked by playing through the Bowser Party mode, which acts as the story mode in the game.
Warp Pipe World is the first board in the game, and the most simple to play on. It is available from the start. It appears to take place in a grasslands area of the Mushroom Kingdom, inspired by World 1 of many New Super Mario Bros. games.
The board is shaped like a rectangle, with a smaller rectangle inside of it. There is also a branching path at the bottom of the board. There are two different happening events that take place on the board. Pipe Warp! will have the player jumping inside a warp pipe, and transport them to another pipe of the same colour. Pipe Switch! will have all the warp pipes change colour. A pipe of each colour will appear in the inner rectangle, the outer rectangle, and the bottom branching path. The bottom branching path spaces will take the player to the outer rectangle, and the outer rectangle spaces will take the player to the inner rectangle. The happening spaces within the inner rectangle will switch the warp pipes colours.
The board is set on three different layers of a hill. The bottom branching path is the lowest part of the board, and is inside a dirty ditch with mud. The outer rectangle is the tallest layer, and is dotted with many Toad Houses, Toad's enjoying outdoor activities, and of course, warp pipes. The top right corner of the board is covered in demolished houses and broken pipes, which is reflected in its many nearby negative spaces. The inner rectangle is the middle layer, and is circling a lake and a warp pipe sculpture. Many hills and warp pipes can be seen in the background, as well as Toad Town and Hotel Mushroom, the location of the second board.
Flutter's Shop is on the northern path connecting the inner and outer rectangles. Koopa Paratroopa is on the left section of the board, and Lakitu is on the bottom branching path.
Hotel Mushroom is the second board in the game, and the difficulty starts to increase on this board. It is available from the start. The hotel is set within Toad Town, the same location of the hub world in the game. The board is split into three different floors of the hotel, each with their own differing shape. To reach different floors, players have to take the elevator, which costs 5 coins to move per floor. The elevator is signified by a green arrow. The happening space on floor one and two next to the elevator is the broken elevator, where a Koopa Paratroopa will fly you to any floor for free.
The bottom floor features the start space, which begins out the front of the hotel next to a large fountain. Inside the hotel, the bottom floor features the foyer and a large staircase leading to the elevator. Happening spaces on this floor include Watch Out!, where coins or a hammer are dropped from the roof on the player's head, which rewards them with coins or makes them lose coins respectively. The other unique happening space on the bottom floor is the Grumpy Guest! at the check-in desk, where the Koopa at the desk will have a problem with a guest. The player can choose three options to help solve the guest's problem, and they will be rewarded for helping out with the problem. This includes either getting 10 coins, an item, or being taken to a room on the second floor. Flutter's Gift Shop is on this floor.
The second floor has many hotel rooms and amenities on it. In the top left corner of this floor is the kitchen, and the bottom left corner is the pool. The top right and bottom right corners of this floor is the hotel rooms, with the top room being quite basic and the bottom room being a deluxe suite. The paths in the middle of the floor are part of the hallway. The happening space in the hallway triggers Runaway cart!, where the player is chased to the other side of the hallway by a food cart. The happening space in the top left corner triggers Trap door! which will drop the player to the floor below. The happening space in the deluxe room triggers Holly Koopa buyout! where Holly Koopa will want to buy your items for coins. Lakitu is on this floor near the elevator.
The third floor of the hotel is the roof top. The happening space on this floor will have the player sliding down from the top of the hotel to the bottom, collecting a maximum of ten coins on the way down. Koopa Paratroopa is on this floor.
|Dry Dry Desert is the third board in the game, and introduces tougher mechanics. It is available from the start. The board appears to take place in the famous Dry Dry Desert which has been featured across many different Super Mario games. The board also takes inspiration from Dry Dry Outpost, the town featured in the original Paper Mario.
The board covers three different areas that transition as the player moves from the left to the right of the board. The left section of the board features a bazaar, with the endless loop section circling around the many stalls of the bazaar. The three happening spaces in the endless loop trigger Hot or Cold!, in which the desert will freeze over and be covered with ice, switching all blue spaces to red spaces and vice versa.
The path leading towards the central part of the board leads the player jumping higher into the air, as the central part of the board takes place on pathways and rooftops high off the ground. The lower path takes the player on a pathway past many shops, including Flutter's Shop. The right path takes the player across many rooftops and past Koopa Paratroopa. The happening space near Flutter's Shop triggers Sneaky Little Mouser, who will steal something of the player's and move to a space on the board. The first player to catch the Little Mouser will be rewarded with what he stole. The happening space at the bottom of the rectangle triggers Three Wishes, where a fortune teller will let you select one of three wishes, all of which will determine what happens in your next turn.
The right most part of the board has the player leaving the town and exploring the desert, with a temple to the north. The two happening spaces in the endless loop also trigger Hot or Cold!. The happening space in front of the temple triggers Pyramid Magic! which will cause all the player's to be transported to the same space.
Lakitu appears on the bottom path of the board.
|S.S. Shipwreck is the fourth board in the game and is available from the start. The board is set in a rocky cove where many ships pass through. Some ships have crashed into the rocks as the water can be quite rough. Pirate ships and ships carrying numerous goods pass through these waters. The board is quite complex with multiple branching paths around the rocks, which are sculpted into numerous different shapes such as skulls, playable characters, and aliens.
The board is shaped like a video game controller. The left shoulder area of the board is on the edge of the cove, and the only part of the board where sunshine reaches. There are small homes that Noki appear to live in around this area. Ships can be seen passing in the distance. Flutter's Shop appears along this route. Where the joystick would be is a whirlpool filled with numerous enemies. Landing on one of the happening spaces around the whirlpool will trigger Whirlpool spin! in which all the spaces around the whirlpool will be spun into a different place. Where the D-Pad would be is part of a broken ship that crashed into the rocks.
The players start on a flat rock surrounded by rock formations where the start button would be. A number of rocks that are partially submerged is where the second joystick would be. Koopa Paratroopa appears on this route. The happening spaces on the D-Pad and second joystick area trigger Walk the plank! where the characters walk the plank for coins. Where the face buttons would be are four small rock islands. Landing on one of the happening spaces here triggers Island Hopping!. The characters have to jump from island to island in a specific order or they will fall into the water and Cheep Cheeps will steal their coins. Lakitu appears on the path of the right shoulder area which is on a large rock with rock formations carved into the side of the wall.
On the top path of the board is the shipwrecked Bowser airship the board is named after. On random turns, one of the Koopalings will come out of the ship and remain there for that entire turn. If a character reaches a Koopaling while they are out, the Koopaling will challenge the character to a dice roll for a prize. If the player wins, they can possibly win coins, items or even a star. After the event, the character will ride down the waterfall back to the start space. If the player reaches the ship when no Koopalings are there, they will just ride down the waterfall to the start space.
Runaway Runways is the fifth board in the game, and is one of the most linear boards in the game. It is set inside the terminal of the airport, where players travel through the terminal, baggage handling, and the airstrips. The board features many looping pathways where the player can circle back around the same spaces numerous times.
The main path of the board is the central rectangle. This rectangle is set inside the airport terminal. It features numerous different areas that are commonly seen inside airports, including boarding gates, baggage claim, and shops. Flutter's Shop appears on this main path near the start space. The green arrow in the terminal represents the Pilot Koopa. Players can pay Pilot Koopa 5 coins to trigger airplanes to land or depart from the runways, chasing players on the runways back into the terminal. This is a great strategy to stop other players reaching stars on the tarmac.
The three rectangular branching paths all represent airstrips. The airstrips can either have a plane on the tarmac or not, changing the appearance of the board but not changing any of the spaces. All of the happening spaces on this board trigger Flight arrival! or Flight departure!. During these events, planes will land or take off from the respective airstrip the happening space was landed on. Arrival or departure alternates between the plane being on the ground or not. Lakitu appears on the northern air strip.
The square shaped branching path represents the baggage handling area. In this back area of the airport, players traverse across conveyor belts and on top of bags. Koopa Paratroopa appears on the path through the baggage handling.
Deep Space Drive is the sixth board in the game, and is the only unlockable board in the game. It can be unlocked by beating Bowser Party, the story mode. The board is set in the Cap Kingdom that first appeared in Super Mario Odyssey. As such, many areas of the board appear in grayscale. The board also takes place on and around may different hat airships and top-hat towers, with the Broodals flying around in their own airship.
The board features a circular path in its centre. Four paths branch away from the circle and eventually all lead back into the middle. The circular path is situated on a top-hat tower. The pink arrow in the circle represents Flutter's Shop.
The branching paths lead out on to the land of the Cap Kingdom where many different airships, lampposts, and archways can be traversed. The pink arrow on the northern path is where Paratroopa resides. Lakitu can be found on the easternmost path.
The two happening spaces in the circular path activate Broodal heist!. This causes one of the Broodals to jump down from their airship and steal the star. The Broodal will roll a dice and move that many spaces. It will then leave the star on the space that the Broodal moved to.
The happening spaces on the branching paths activate Cloud cover!. During this event clouds will cover the entirety of the board, making it impossible to see what space is below. The clouds will only disperse on the space a player lands on, making it impossible to know what type of space you will land on until you have already landed on it. The event will last until the player who landed on it finishes their next roll.
Like the previous instalment, each player has their own unique dice block. This dice can be chosen any time the player gets to roll. If a player has an ally, they can also use the unique dice block of that character. The following is the list of all the unique dice blocks in the game.
- Dash Mushroom ("+3 to Dice Roll")
- Golden Dash Mushroom ("+5 to Dice Roll")
- Poison Mushroom ("-2 to opponent's Dice Roll)
- Golden Pipe ("Warp close to a star")
- Custom Dice Block ("Roll whatever you want from 1 to 6. Stops allies from rolling dice")
- Golden Drink ("Gain 1 coin each space you move. Can't use this while Peepa is in the way")
- Peepa Bell ("Call a Peepa to take 1 coin from a rival every space they move")
- Coinado ("Steal 5 to 10 coins from rivals")
- Ally Phone ("Call on an ally")
- Warp Box ("Warp close to another player")
- Fly Guy Ticket ("Steal an item from another player")
- Chomp Ticket ("Move the location of the star")
- Double Star Card ("Allow you to buy two stars at once")
- Hidden Block Card ("If you're lucky you'll get a star")
- Punching Glove ("Knock out one of the enemy team's allys") [Bowser Party only]
- Minus Mushroom ("Make an enemy's roll take away from the team's total") [Bowser Party only]
Super Mario Party 2 has a total of ten different kinds of spaces, one of the fewest in the series. Each space acts the exact same as it did in the previous iteration except for the Battle Space. When the Battle Space is landed on, this will trigger a Battle Minigame at the end of the turn, rather than at the exact moment the space is landed on.
- Start Space
- Blue Space
- Red Space
- Event Space
- Ally Space
- Item Space
- Battle Space
- Lucky Space
- Bad Luck Space
- Very Bad Luck Space
Super Mario Party 2 has a total of 89 new minigames. Of these, 25 are 4-Play minigames, 13 of them are 2-Vs-2 minigames, 13 of them are 1-vs-3 minigames, and 6 of them are Battle minigames. 11 of them are Co-op minigames that come from the Bowser Party mode, in which the four players need to work together to beat the minigame; 11 of them are Team minigames where players form a team of 8 and work against another team; and 10 of them are Rhythm minigames, where players get points for performing tasks in a rhythm.
There is also a 90th mini-game, Big Boss Bowser, though it is not counted in the minigame total. This minigame is a boss fight between Bowser, and acts as the final challenge on Superstar Road. In this mini-game, the player teams up with all the heroes to defeat Bowser (or a robotic Mario). This is done by punching Bowser whilst avoiding his attacks. The team members can also do extra powerful attacks by completing platforming challenges, pushing switches at once, and making formations on the battlefield.
References to other games
- Super Mario Bros: The minigame 4-by-4 Bit takes place on a stage that uses similar pixel art to this game.
- Super Mario World: Dinosaur Island on Superstar Road is very reminiscent of Dinosaur Land.
- Paper Mario: Dry Dry Desert originated in this game. As well as this, the board Dry Dry Desert seems to take many inspirations from Dry Dry Outpost which originated in this game.
- Super Mario Sunshine: The minigame March of the Cataquack looks to take place in an area of Gelato Beach. The minigame Tilt, Slam, BAM! also seems to take place on Gelato Beach and takes the name of a mission from this game.
- Mario Kart: Double Dash!!: Dry Dry desert also appeared in this game.
- Super Mario 64 DS: The minigame Color Coded is very similar to the game Sort or 'Splode.
- Cooking Mama: The minigame Cooking Mario has gameplay very similar to that from this series.
- Super Mario Galaxy: Toad Town seems modelled after its appearance in this game. The minigame Flopside Flipside takes place in space on Red-Blue Panels. Lock and Roll takes place on obstacle courses reminiscent of Rolling Greens Galaxy, Rolling Gizmo Galaxy, Rolling Masterpiece Galaxy and Rolling Coaster Galaxy with the players on Star Balls.
- Mario Kart 7: The board Dry Dry Desert takes many inspirations from the track Shy Guy Bazaar.
- New Super Mario Bros. U: The minigame Waddlewing Wars takes place on the Great Acorn Tree.
- Super Mario 3D World: Clear pipes appear in the minigame Wait for the Drop. The minigame Red-Hot Run is largely inspired by the stage of the same name from this game. The minigame Swarm and Fuzzy plays very similar to the stage Fuzzy Time Mine from this game. The minigame Path of Most Resistance is set in a location that looks similar to the stage Rolling Ride Run.
- Mario Kart 8: The Runaway Runways board is reminiscent of the Sunshine Airport track from the game. The players are riding in the Blooper Spaceship before crashing in the minigame Lost in Relation.
- Captain Toad: Treasure Tracker: The player's ride on Wingo in the minigame Bird-Off!
- Super Mario Odyssey: Pauline's performance after beating the story mimics her performance in the festival from this game. The minigame New New Donk takes place in New Donk City. The player's ride on Cookatiel in the minigame Bird-Off! The board Deep Space Drive takes place in the Cap Kingdom.
- Luigi's Mansion 3: The minigame Hide and Boo Seek is modelled after The Last Resort.
- Daisy wears her sports outfit during gameplay instead of her Princess outfit. This is the first time in the series this has happened.
- Sprixie Princess and the Tostarenan both have different names for their characters in-game. Sprixie Princess was shortened to Sprixie due to length and the Tostarenan was given his own name of Tost.
- Wario and Waluigi are classified as villains in this game due to their role in the Story Mode. They were labelled as heroes in the previous instalment.
- The Koopalings appear as part of the S.S. Shipwreck board, marking their first appearance in a Mario Party game.
- The Broodals also appear as part of the Deep Space Drive board, marking their first appeaarance in a Mario Party game.
- The Sound Stage mode from the previous iteration was merged into the Minigame Mode as Rhythm minigames can now appear during board play.
- The board S.S. Shipwreck is shaped like a Nintendo Gamecube controller.
- Entering the Konami Code on the setup screen for Mariothon unlocks a third location that Mariothon can be played on. Instead of the standard coliseum setting, the game will take place in a area reminiscent of the Step It Up minigame mode from Mario Party 9.