Reviews from

in the past


Mario Party 6 is a lively entry in the chaotic party game series, bringing a unique twist with its day and night cycle. Boards change dynamically, opening new paths and challenges based on the time of day. The wealth of zany minigames keeps the party going, and the new microphone-based games add a hilariously unpredictable element. While some minigames are less fun than others, Mario Party 6 offers a vibrant and memorable party experience with its unique features and focus on multiplayer mayhem.

The day and night mechanic is fun, and in a series that blurs together for me this stands out as probably the stand out go-to.

I can't call any MP game "bad", but this & MP5 don't do the best job at standing out from the rest when I think about them at length. Bear in mind, it's been a while since I've played them all, so me saying that may not even be worth much. But it's another perfectly serviceable Mario Party. Faire Square & Castaway Bay are particularly fun boards, minigames are good & the day/night cycle shook things up.

Os minigames não me conquistaram tanto

One of the best Mario Party games along with 2, Superstars, and DS. The mechanics are all awesome, and I really love the day and night gimmick as well!


The best Mario party if you will.

It's honestly a great mario party but the boards are almost all pretty bad. I think the first 2 are alright and thats about it, the rest are actively boring or bad. It's definitely got the best minigame selection out of all of them, imo.

Once again, this is the same game as the last two entries. The biggest differences here are the Day/Night cycles on each board and the new microphone mechanics for the minigames.

The board changes were a pretty nice change of pace, as each board change makes how you play much more different than you'd expect. In turn, the Microphone games are a complete gimmick. There are less than a handful of minigames that utilize it and not only that they all work pretty poorly from my own time playing them.

Regardless, this is still a fine enough game. If you like Mario Party then you will like this game as it is still the game gameplay.

Soy muy buena al mini juego de la bolinga que te persigue (Solo gane 1 vez)

The DK map really makes me wanna give it a 4.5

An ok entry in the series

The minigame selection is great, some of the best in the series. The map gimmicks feel like your playing the worst maps from other Mario Party games, relying on RNG during other players turns and the day-night mechanic. You will probably have 1 or 2 maps you actually like playing on.

Definitely getting into the era of 'another one of these?' The day/night cycle is a cool idea, and I like that some of the minigames change between day and night. The boards are generally pretty good, with a couple standouts. That said, the minigame selection feels limited in a way that earlier entries didn't, and most of the minigames don't vary between day and night. A version of this game where every minigame had a day version and night version would feel pretty expansive and could compensate for a smaller overall set, but as is, it doesn't quite land.

Probably the objective best game in the series. 6 is just solid on all fronts instead of having specific strengths. If I had been younger when this one came out, it would be my Mario Party 5

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A major step forward for Mario Party, especially after 5. The orbs are way better, the boards are really interesting thanks to both the introduction of the day/night cycle and some really cool gimmicks, and the minigames are really fun.

But the best and most important part of Mario Party 6? With the press of a button, you can hear your favorite characters shout insulting catchphrases, like "HEY STINKY!" and "YOU'RE LOUSY!"

I’ve always been a huge fan of Mario Party. Ever since I was very little, it’s always been a series I really love playing, especially by myself. Recently I had to get a new GameCube, since my old one was losing the ability to read discs, and the one I happened to get online came with a copy of Mario Party 6. Out of all the MP games on GameCube, this is the one I at least recall playing the least, as I put a ton of time into 4, 5, and 7 as a kid. I decided to rectify this, as I’ve also just been in the mood for some Mario Party, it seems, and I played a bunch of MP6 over the past couple weeks, really getting acquainted with what I’d say is the entry of the main series I’m least acquainted with. As I played more and more, memories kept coming back to me suggesting that I actually have played a fair bit of this game, but just haven’t remembered it very well, so perhaps it’s actually more accurate to say that this is just the Mario Party that’s left the weakest impression on me, rather than the one I’ve played the least XD. At any rate, as this game actually doesn’t have a sort of story mode single-player mode like most of the other Mario Party games of this era did, I sorta had to set my own parameters for what “beating it” entailed, and I set that as beating the hard mode computers on every map at least once, and unlocking the credits. I played over a dozen games over the course of a week and a bit on the Japanese version of the game on real hardware. I couldn’t begin to think of how many actual hours I’ve put into it, though XD

The story premise for Mario Party is always pretty slim, and 6 is no different. The sun and the moon are fighting, and they have a Mario Party to settle which one of them is right. There’s a tad more to it than that, but that’s really it, given there’s no proper story mode or anything. There are story books you can buy and read in the game’s shop, for a sort of “story” to things, but as far as the normal game goes, there’s not really much you could call a story. Which certainly isn’t a complaint, as far as I’m concerned. It’s a fun thematic choice, and it’s also a neat excuse to push the day & night gimmick that this game’s boards and mini-games are tied to.

As for the overall design of the game’s mechanics, it’s a very nice evolution on what had come before, while also not being quite as polished or innovative as its immediate successor, which is to more or less be expected for the third entry in a series that had four games on the same console in four years ^^;. He mini-game design is, for the most part, very good. Playing against the hard computers, there were only two or three games that they were just unconquerably good at, which is a nice change from usual. The biggest issue I’d say this game’s mini-games have, which is not an issue unique to this game, is that the 1 vs. 3 mini-games are by and large very poorly balanced. Many of them are basically impossible to win as the three players, regardless of the CPU or human status of those players, and many others are winnable as one team or the other, but one team has a much easier time winning than the other, making them feel very unfair. I think how good the controls feel and how well the design is of the other mini-games make up for this, generally, but the 1 v 3 games are definitely the weakest part of the game for me.

The board design is overall really good. They’re big, but not too big, and the new spins on the kind of board objectives is a very cool advancement from 5. We don’t have as many board types as MP7 would have, but we do have two classic-style “go to the star and buy it, it moves when you buy it” type boards, a board where the star stays static but the price changes and you can buy up to five at a time (one of my favorites), a board all around stealing stars instead of buying them, a more linear board about getting to the end at the right time, and the extra board where you need to chase down the star seller during the day and run away from the star stealer at night. The day and night mechanic changes aspects of boards every three turns, as big as changing the location of the star or your ability to buy them at all, or as small as just changing how you can get around it. It’s a really clever mechanic, and while it’s barely used in the mini-games (I think a whole two mini-games out of the 50+ in the game are actually changed by the status of daytime), it at least changes the aesthetic of the mini-games, which is a neat touch.

The boards’ size also factors well into how the orb system, or rather capsule system, works in this game. In MP5, they abandoned the item system they’d used since MP2 for a more quantity-over-quality orb system, and this game expands on that further, ditching a lot of the more useless orbs and giving you a bunch of more useful and dynamic ones. Being able to throw them down and create hazards that trigger either only once when passed or are there forever until they’re replaced by another player’s orb is a really cool feature. Playing most of my games at only 25 turns, it was a very neat bit of strategy how me and the CPUs would almost carve out Monopoly-like chunks of the board to be our “safe” spaces, where we didn’t need to worry about other player’s traps hecking over our games.

Orbs are also cheap and plentiful enough that mushroom orbs to give you more die blocks to roll means boards feel a lot smaller even when they’re still quite big, so you have incredibly star-heavy games compared to similar turn limits in older Mario Party games. A 20 turn game where there are 12+ stars gained would be an unthinkable thing back in the N64 days with just how big those boards are, but it’s a pretty common thing in MP6, and I loved it. Factor that in with how stealing stars through Boo is something only a single board in this game has, and you have an overall gameplay loop that’s much more about outscoring your opponent rather than making their scores go down, as older games were more focused on. It’s a change I love, and it’s really warmed me to the style of these late GameCube-era Mario Parties in a way I really never had felt before, and it’s made me very excited to check out MP5 and 7 again soon to reexamine their board and item design in a similar way.

The presentation is very nice, but in a fashion very typical for how these games were made at the time. The music is nice as are the graphics, but a lot of this is asset reuse from previous Mario Party games. Not all of it, absolutely, but enough of it is that it means the game carries a very similar overall aesthetic to previous GameCube Mario Party games, so it’s kind of a nice thing that they have the day & night thing as a theme, since it helps this game’s aesthetic try and stand out a little from the pack. The music is also overall quite good, but I wouldn’t say the sound design is nearly as good as the N64 Mario Party days (I know in my time playing MP6 and MP2 in Discord with my friends watching the past week and a bit, I heard way more comments about the quality of MP2’s music & sound than I did for MP6).

Verdict: Recommended. I don’t think it’s the best Mario Party on GameCube, but it’s a lot better than I gave it credit for. I grew to really appreciate its approaches to refining the formula as it had existed up to that point, and while its successors like MP7 and for sure Super Mario Party stand over 6 pretty well, MP6 still manages to hold its own and still be a fun experience. You can certainly do better for your Mario Party, even on the GameCube, but you can also do a lot worse. Unlike the last MP game I did a ton of play like this with (that being 3), this is one I really enjoyed, and I’m glad I spent more time with, and almost certainly will spend a bit more time with after I’ve finished this review. I may’ve hit the credits, but I’m still having fun, dang it! X3

Everyone says whatever GameCube Mario Party entry they grew up with is the best one. While I haven’t played the others nearly as much to say concretely myself, I can confidently say this is my favorite unique Mario Party game.

Every map is a hit, and all have fun twists, nothing about the mechanics here feels too unbalanced, unfair, or unfun in any way. Mario Party 6 feels very refined, it’s got the core Mario Party experience on lock, especially with one of the best batches of Minigames around in my opinion. Plus, the main mechanic of switching night and day adds a fun layer of strategy to your planning.

Even as a single player experience, I remember having fun unlocking everything myself here. This is such a fun and perfect game for a friend hangout. Mario Party 6 forever!!

When it comes to a battle of luck, always bet on Spud

Peak mario party literally peak. Mario Party 6 really ups the enjoyment of the series by differentiating the maps with different objectives. Still a race to get the most stars, many have unique ways of going about it from snowflake lakes stealing from other players, faire squares buying in bulk, and Castaway Bay being able a race to the star before it turns into an anti star. The day night system adds a tiny bit of complexity and replayability in a perfect sweet spot of being impactful but also being predictable. If you want to play a Mario Party game, pick this one.

This is my favorite mario party ever, wish we got G/B/R koopa kid back. Fuck this new ones...who tf is iggy????

It is very good and I now understand why people dislike later Mario partys. It is just overflowing with charm and fun was the highlight of our game night. Only bad thing was the board (castaway bay) was a tad too hard to get stars imo. but maybe the others are better!

¡Ah! ¡La brigada del Señor Corrida! ¡-3 orbes para ti, amigo!


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This is the one with Control Shtick, which is the best minigame in the series.

the house favorite apparently, even though theres only 2 maps people want to play on