Reviews from

in the past


Don't tell Nintendo, but as a kid I got a Nintendo 64 emulator running on the (at the time) newly upgraded family computer, and for some reason this was one of the games I played the most. My mom didn't like this game, my brother was too little to play, and I had no friends to call over, so I just spent loads of hours playing this, all alone. In that sense, this game holds a lot of nostalgia for me, despite being such a uniquely solitary experience, but being objective, this is not the best. The boards are pretty meh all things considered, the game is not balanced at all, and this one has those infamous palm-destroying minigames that were thankfully taken out of future entries. Despite all that, I still have a little soft-spot for this game, even if it's not all that amazing when compared to the rest of the series

I think that anyone who is decently literate in games or at least knowledgable about the consensus of many titles will rarely find themselves surprised by their opinions on a game. Like, when was the last time you were truly blown away by a game that you weren't expecting to be? For me, that usually comes from the inverse, hating games that are universally praised. But I found myself surprised by how much fun the original Mario Party turned out to be. This is supposed to be the one that aged poorly, right? There's not a different Mario Party 1 that has no reason to go back to it because the other games in the series surpass it in every way? Because this one slaps.

I LOVE the look of this game! Obviously this extends to 2 and 3, but the pre-rendered images for the maps are so detailed and lend a great aesthetic to each board. I love how the other characters shrink into little cursors when it’s not their turn, and all the bobbleheads in mini-games. The music slaps too, each board theme stars with a strong hook that makes the music more memorable than the other Mario Parties.

The mini games are ok overall. Some awful ones like Cast Aways, Bash ’n’ Cash, and Running of the Bulb, are balanced out by many surprisingly good ones like Face Lift, Hot Bob-omb, Mushroom Mix-Up, Shy Guy Says, Bobsled Run, and Bombs Away. The worst offenders, are the 1vs3 minigames as they almost always drastically benefit the 1 at the expense of the 3. Of the remaining 4 player minigames, the worst I can say about most of them is that they’re boring at worst but rarely groan-inducing. But getting paired with a CPU in Desert Dash is hilarious, because you can just move the stick back and forth as much as possible and your two friends can do nothing to stop you.

For better and for worse, I think this game showcases the two elements that need to come together in order to create a solid board: autonomy and gimmicks. These elements are what make or break every board in this game, and what determine whether a round of Mario Party is a hilarious time or a unanimous groaner.

Each board has a very distinct gimmick that permeates everything that happens in a given game; it's impossible to not notice, and I think in comparison the Gamecube Mario Parties (4 and 5 specifically) lack in gimmicks that actually do anything and are more tepid in comparison. Sometimes the gimmick is solid, like Mario's Rainbow Castle swapping Bowser and Toad when you land on a happening space. But other times (often actually) the gimmick ruins the board, like Yoshi's Tropical Island swapping Bowser and Toad when you land on a happening space.

Autonomy is the other big factors. The boards that have branching paths allow players to strategize not only their path to the star, but also to go toward Boo, and for the chance to land on chance time or happening spaces or one-player mini games. All of these things give meaning to your decisions and prevent Mario Party highly benefiting whoever gets the highest dice rolls. Obviously, the linear boards suffer because they lack in player choice relative to the non-linear boards.

Ok, here's the tier list
1. Eternal Star
2. Mario's Rainbow Castle
3. DK's Jungle Parkway
4. Bowser's Magma Mountain
5. Luigi's Engine Room
6. Peach's Birthday Cake
7. Wario's Battle Canyon
8. Yoshi's Tropical Island


Yoshi's Tropical Island fucking sucks. This board has easily the most aggravating gimmick, forcing Bowser and Toad to swap places whenever someone lands on a happening space. Other boards do this to, but the fact that you have to choose which island to be on means that any choice you make to head towards a star is completely meaningless, and all your board decisions are invalidated if any player lands on a happening space.

Wario’s Battle Canyon is guilty of being boring. I don’t know if the gimmick ruins it or if it’s the atrocious star placement. Either way it blows because it’s practically impossible to get stars, but it’s not aggravating like Yoshi’s Dumbfuck Fruit Rock.

Peach’s Birthday Cake feels suffocating. The piranha plants will likely never benefit you, and the seed roulette taking you away from the star is too punishing. Somehow feels like there’s even less player autonomy on this board than Wario’s Battle Canyon even though that’s objectively untrue.

Luigi’s Engine Room is pretty good. I like that everyone will end up going to Boo as, more than any other board, it will keep stars circulating the whole game. Sadly one particular star space can ruin this game, the one in the top right corner, as you have to land within a three block window on one turn and then roll high enough on the next turn or you’re blocked out of it.

Bowser’s Magma Mountain seems really punishing and restrictive, but I think the shortcuts actually work really well on this board to keep things fast paced and give players the opportunity to cut in front of other players in spite of its linearity.

DK’s Jungle Parkway is a pretty standard course, definitely the best board to start with. Sadly it has a kinda boring layout and the happening space is a little obnoxious as it gets activated a bit too frequently. Personally, I think I’d sooner play on Luigi’s Engine Room or Bowser’s Magma Mountain again, but I think it’s better designed, and the Whomp Gatekeeping the poor players is too hilarious.

Mario’s Rainbow Castle definitely rewards high rolls too much, but surprisingly gives a decent amount of player autonomy by allowing you to choose to rush or stall how quickly you go down the path. Also Toad and Bowser swapping works really well in this board to force all players to adapt on the spot and actually be able to do something about it unlike Yoshi’s Shitty @##&@$??!?!

Eternal Star is surprisingly my favorite board. The gimmick is really fun and forces players to pay attention while also being fresh on every playthrough. And the comedy potential is great.

Overall, a surprisingly fun time. Has some stinker boards and some stinker minigames for sure, but I really appreciate that the gimmicks of each board are distinct enough that every board feels different and has its own personality. And I think that Boo and the various space types are enough to make each game really fun. Went into this expecting it to be a slog, but found myself having a surprising amount of fun. Worth a few rounds at the very least.

Full of contempt for the player, and featuring a couple of minigames that quite literally physically hurt to play. Still, the concept is brilliant, and - even putting aside nostalgia - I cannot help but get a lot of mileage out of its pure sadism. A guilty pleasure.

Decided to give Mario Party a random play recently, I think it does a fine job of establishing a series of Party games.

Mario and friends walking across a board is almost natural, just like in Super Mario Bros. 3

The Mini-games are fairly fun, it’s obvious Hudson are still finding their groove. Along with the good are some absolute stinkers, any game requiring rotating joysticks is an absolute pain - I was one of this kids who gave themselves stigmata spinning the joystick with the palm of my hands.

I played with a few friends who had no clue, I thought some mini-games weren’t really well explained to players new to the game. Later versions have a practice mode which is absolutely fine.

The stages have alright gimmicks but they’re sorta frustrating, it makes collecting stars rewarding when it occurs. But yeah, it can be disheartening seeing your hard earned coins disappear because someone hit a ? Space rotating Toad to Bowser, then taking a turn and immediately losing 30 coins in one hit.

I should probably say it has a killer soundtrack and I adore the CG title screen artworks.

Sure, the original Mario Party paved the way for quite the great franchise to follow... but it also doesn't hold up quite as well nowadays. Stick rotating minigames are a pain, 1-v-3 games taking money from the losers is just ---- why? ---- and everything feels a bit unpolished compared to what would come. In a vacuum, though, MP1 is still fine. Can still be fun to test your friendships with.


This game is pretty rough. Not only do you lose coins when you lose minigames, the gameplay is pretty slow and mostly feature the joystick. You can't even access the final board unless you have 980 coins so good luck grinding.

xinguei pessoas em mais de 17 idiomas diferentes, adorei

I find this game pretty boring! Luckily, the superior sequel fixed up some of its issues!

The last of the Mario Party games that I both had but had not yet revisited, the very first Mario Party is one that, like Mario Party 2, I’ve had just about all my life. It was a game I played a ton as a kid, though not quite as much as I did MP2. I picked this up for cheap a little while back, and I decided why the heck not play through it until I can get to the credits. I’m pretty sure I’ve done it at least one other time, but it’s been so long I can barely remember it. I unlocked and played through every map at least once, beat the mini-game island side mode, and I beat the final “story” map and saw the credits. I played through the Japanese version of the game on real hardware.

The story of Mario Party 1 is about as simple as these games get. The gang is arguing about who the super star among them is, and to decide it, they decide to throw a big party, with the winner being declared the super star. There is the mini-game island single-player mode, but even that doesn’t really have any story behind it beyond, “here’s a challenge. Can you do it?”. It’s not a problem, though. The conceits of each board being that there’s some problem that only becoming the super star can solve is a bit weird and uninvolved with the actual gameplay, but that hardly matters. It’s a more than fine enough set up for the game to take place, and it does its job just fine.

While the gameplay of Mario Party 1 does set up the formula that would define the franchise for the next decade, it has a lot of other elements that would never be brought back again that really give it a flavor all its own. Many aspects are very familiar to later Mario Party games. Each map is 20, 35, or 50 turns long, and there’s a mini-game at the end of every turn that involves all 4 players, a 2v2, or a 1v3. You earn coins from these mini-games and use them to buy stars on the board game part once you reach Toad, and the person with the most coins is the winner. All very familiar elements to later Mario Party games. It’s the unfamiliar stuff that I have quite a fondness for, though.

For example, there are the mini-games. Of course there are the infamous control-stick spinning mini-games (which I wore a work glove to save my palm from), which I would say are easily the weakest link of this entire game. But beyond that, there’s a real adversarial aspect to the games here that later Mario Partys completely abandon. In just about every 2v2 mini-game, the winners get 10 coins, but the losers lose 10 coins. Many 1v3 games work the same way, with the 3 each getting or losing 5 coins, or the 1 getting or losing 15 coins, but many 1v3 games make it impossible for one side to gain money at all. You also have single-player mini-game spaces spread around the map which do drag out the game longer than it needs to be, yes, but I didn’t mind them too terribly. You even have weird mixes in quite a few 4 player mini-games, where they’re completely co-op experiences. Everyone is working together to win, and if you all win, you all get money, but if you lose, you all lose money. All of this is stuff later games completely abandoned, and it’s kinda a shame, since apart from being unique, it also just makes the game better. The only real design philosophy-level complaint I have aside from the control stick spinning is just how many games last too long. Games that last 40 to 60 seconds can be a real and literal pain when you’re mashing a button for almost the entire time, but it’s only really a problem if you’re playing a ton of Mario Party in one sitting, and it shouldn’t affect you too much if you’re playing more casually.

It not only gives players more control over other player’s finances by winning and losing money in so many games, but the single-player game spaces also allow for players who aren’t so good to still gain money, even if they’re not too great at the end-of-turn mini-games. It keeps money moving through the economy and keeps maps from getting stale with one player far too far in the lead, which is something later Mario Party games REALLY struggle with. They shift from this method to battle mini-games and items to balance out their economies, but I think there was a lot more value in these old games than they assumed, and it’s a shame that they pivoted away from this style of mini-game design philosophy so quickly. Some of the games are pretty unbalanced, sure, but apart from that, it’s honestly one of the stronger mini-game libraries as far as Mario Party goes.

The board design is also something that is quite strong. Like with the mini-games, the boards too follow a philosophy of trying to balance skillful strategy with just getting lucky in a way that I found keeps boards dynamic and exciting. With how Bowser isn’t just a space on the board, but a guy on the field like Toad, he provides a necessary funnel of money out of the economy to keep players from getting too wealthy. Another aspect that does this is how, in maps where Toad moves after he’s gotten a star bought from him, a chance time space is left where he stood before. Covering the board in chance time spaces like this really does crank up the randomness of games, sure, but the large majority of the time, it’s only coins trading hands, not entire star totals or what have you. It keeps chance time from feeling like such a death sentence like it is in later games, and it was actually something I had fun with for a change. MP1 really tries to provide a large variety of experience with its boards in a way that wouldn’t be reattempted until Mario Party 6 on the GameCube, and its massive total of 8 boards would barely be seen again in the series.

The presentation is very good as well, and it manages to survive just how old it is quite well. The peppy, energetic N64-era Mario Party music is at some of its best here, and there are tons of tracks I still love hearing even after all these years and hours listening to them (including one new song that isn’t in the North American version at all, I was quite surprised to learn). The graphics also blend 3D models on 2D texture boards to make environments that look quite nice and utilize the graphical hardware of the N64 in a way that looks nice, even if it isn’t as striking as later MP games on the system.

Verdict: Recommended. This would be a highly recommended if not for the control stick spinning mini-games (which don’t just destroy your hand but your joysticks too). Mario Party 1 has a ton of charm and is really well crafted for being such a clearly experimental product. I thought I’d be suffering through it, but it was easily some of the most fun I’ve had playing Mario Party these past couple of months. No other Mario Party game I can think of has normal difficulty CPUs that provided such a satisfying gameplay experience, and that’s a testament to just how well put together the boards and mini-games are. It’s definitely a game I’m happy I picked up, and even though I’ll need a new, tougher work glove rather than the cheap awful one I used for this if I wanna play more control stick spinning games, this is definitely one I’ll be revisiting in the future to have fun in a nostalgic and strategic way~.

Played for the Tarvould's Quest Mario Party League, viewable here.

The team at Hudson had a strong high concept for this game right out the gate, making a digital board game with Super Mario 64 theming. But they definitely needed to iron out what would and wouldn't work. You can see a lot of that experimentation at play here, with boards feeling a lot more gimmicky or high-concept compared to what Mario Parties 2/3 would offer. I can't really say that Mario Party 1 as a whole is gimmicky, but you might say that Hudson was trying to find the type of board game they wanted to make.

By consequence, the strongest boards are the ones that feel most like what the series will later offer. It's no surprise that Yoshi's Tropical Island made it to Mario Party Superstars. Peach's Birthday Cake is a bit more of a surprise - anecdotally, I played a game with my mother where she got trapped endlessly in the Goomba loop - but it's reminiscent enough of later greats in Windmillville and Koopa's Tycoon Town. Mario's Rainbow Castle is a decent first draft of a linear board, and Bowser's Magma Mountain is pretty close to what the series would offer for Bowser boards - just a bit more dickish than the average.

But things start to fall apart from there. DK's Jungle Adventure is okay, but overly-centralized by boulders and Whomp loops. Wario's Battle Canyon is a fun high-concept, but it's too easy to get caught in the different islands of this damned war-torn hellscape (and tricky to plan around where you'll end up). Eternal Star is strong on first blush but rapidly becomes a solved puzzle on high-end play. Luigi's Engine Room is just too fiddly to plan around - having even an extra turn between route switches would do wonders.

You also have a complete lack of item play. The boards aren't really designed for it, so you couldn't just plop in Mario Party 2/3's items and call it a day. But you do really feel the relative dearth of comeback mechanics. The exception to this is Boo, particularly since coin steal is completely free in this game, but then the game presents the option to disable Boo (a nice consideration, but kind of like asking if you want a chocolate chip cookie without the chocolate chips). Apart from that, it's mostly a question of how much you get screwed over by board play and how much you dominate minigames.

Speaking of, Hudson was experimenting with these as much as they were the board design. It's a bit more obvious here, considering just how many of these were remade for Mario Party 2, plus how many concepts just seem odd compared to later games (Pipe Maze, Coin Block Bash, Coin Block Blitz, Key-pa-Way, all the One-Player Minigames). Also, the fact that you LOSE coins if you lose a minigame. As if your opponent gaining coins isn't bad enough!

And it hardly bears mention, but for completion's sake - I'm genuinely surprised the control stick-spinning minigames cleared dev testing. You would think the whole "splitting your palm during Tug o' War" thing would've come up before the customers got their hands on it.

The original Mario Party is often suffering. I do find that that gives it its own identity, even after later games surpass it, and there's something to be said for an exceptionally masochistic round of Mario Party. You're generally better playing a later title, but it's not bad. Just don't expect it to be good, clean fun.

I hadn't played this in probably more than 10 years and man this is really rough. The only reason to go back to this one is the utter chaos that sometimes takes place, but when it isn't chaotic it's boring; boring maps and pretty boring mini-games with a couple of good ones. Nothing terrible it's just fine. Gets 3 stars for being the first of its kind and being fun occasionally.

Pretty fun but what really matters is the soundtrack, shame none of the future games sound like this, the tunes are so magical and fun.

Após a primeira experiência com o Super Mario Party, eu, o meu primo e a minha namorada decidimos continuar a explorar os jogos com a mesma proposta.

O original Mario Party é tão ou mais divertido que os atuais, pelo menos a meu ver (as pessoas anteriormente referidas não concordam, ainda assim).

Só uma nota: Não confiem nas dificuldades da A.i, por favor.

Mario Party 1 sucks but it sucks for everyone :). The video game that proves a pain shared is truly a pain lessened. The pain still hurts regardless tho

Mario Party on the N64 is the definition of chaotic fun with friends... and friendship-ruining competition. The mini-games are a blast (watch those analog stick spins!), the boards are surprisingly strategic, and those random chance moments will either make you cheer or scream. It hasn't aged perfectly - some mini-games are brutal, and the solo mode is pretty weak. But for pure multiplayer mayhem and nostalgia, it still delivers the goods.

A work in progress - later games fix many of the questionable choices made in this game (e.g., losing a 2vs2 minigame causes you to lose coins). There are a couple minigames that are straight-up bangers, but many of them got reskins in later Mario Party's anyway.

i hope i never have to play this game again

Playing Mario Party 1 is like going to war: Sure, it'll scar you for life, both physically and mentally, and you'll probably never sleep through the night again, but it's so damn interesting that everyone should at least try it.

Absurdo de divertido esse jogo

Lots of fun with friends, surprisingly good music!

This game is evil as f and I love it. This is very janky, but I do not care, I had a lot of fun. My favorite board was Mario’s Rainbow Castle.

a lot of aspects of this game feel purposefully designed to torture you. No items, bad coin balance for minigames, bad maps, bad minigames (control stick ones are garbage no matter how you play), everything about it is terrible. The most you can claim that it has is soul.


You roll the dice and shit just happens.

As the first one it's pretty alright. Surprised by how they managed the mini-game practice (basically just to test if you grasped the controls) in this one for then becoming how we know it.

one of my friends had 40 coins stolen in one turn and it was honestly incredible

you know how this game had the mini games that hurt your hands? because in order to rotate the control stick fast enough you had to use your palm? i did this. i did this a LOT. and it HURT!!! but you know what??? i could've STOPPED. i could've NOT DONE THAT. but i DID!!! BECAUSE I WANTED TO WIN!!! I think that makes this game pretty good.....