Davenport Games

A huge step up from the SNES in looks and playability

Mario Party 3 #13 Centered around the Millennium Star

Gameplay & Walkthroughs

Mario Party 3 #13

N64® Mario Party 3 game box front cover.
  • Developer: Hudson Soft & CAProduction
  • Publisher: Nintendo
  • Game Rating: E (Everyone)
  • Release Date:May 7, 2000
  • Players: 1 - 4
  • Miscellaneous Attributes: Battery Backed RAM

Description

Mario and friends are throwing a party and you are invited. It is their biggest bash yet, with seventy totally new Mini-Games and five brand new adventure boards. You will be the life of the party as you punch, pound and stampede right over your opponents in a multiplayer melee or go head-to-head in the new two-player duel mode. You can even unlock new characters in the one-player challenge. With so much fun and excitement, this is a bash you will just have to crash!

Story

Mario Party 3 is the third installment of the Mario Party series, and the last one for the Nintendo 64. The game is centered around the Millennium Star, who replaces Toad as the host alongside Tumble. One notable change is that players can now hold up to three items instead of just one. The game includes 70 new minigames, as well as a feature unique to the Mario Party series: duel boards, on which two players fight each other using partners.

The game is also the first game in the Mario Party series to have a solo mode story campaign, as well as the first to have mini-games that can be unlocked and played anytime without purchasing them first, a system that has become standard and would continue to be used in future installments. This is also the final Mario game to be released for the Nintendo 64 in all regions except Australia, where that title goes to Paper Mario.

Playable Characters

Mario
Mario.
Partner

Koopa Troopa

Favorite Item

Golden Mushroom

Star Stamp

Courage

Luigi
Luigi.
Partner

Goomba

Favorite Item

Skeleton Key

Star Stamp

Any but Beauty and Mischief

Princess Peach
Princess Peach.
Partner

Toad

Favorite Item

Plunder Chest

Star Stamp

Love

Yoshi
Yoshi.
Partner

Boo

Favorite Item

Warp Block

Star Stamp

Kindness

Wario
Wario.
Partner

Bob-omb

Favorite Item

Dueling Glove

Star Stamp

Wit

Donkey Kong
Donkey Kong.
Partner

Whomp

Favorite Item

Reverse Mushroom

Star Stamp

Strength

Princess Daisy
Princess Daisy.
Partner

Snifit

Favorite Item

Cellular Shopper

Star Stamp

Beauty

Waluigi
Waluigi.
Partner

Piranha Plant

Favorite Item

Poison Mushroom

Star Stamp

Mischief

Boards

Just like Mario Party 2 did for Mario Party, Mario Party 3 references and takes gimmicks from Mario Party 2's boards to use in its own boards. For example, Waluigi's Island uses the main gimmick from Space Land, along with a gimmick from Luigi's Engine Room from Mario Party; in one island, when a total of five Happening Spaces have been landed on, all players lose all of their coins (Space Land), and all islands and routes contain Red Warp Pipes that lead back to start, at the Green Warp Pipe (Luigi's Engine Room). On each board, there is at least one cloud with eyes present.

Chilly Waters

Chilly Waters Board.

Chilly Waters Sign. This ice-themed board has the players get twenty Coins for them to purchase a Power Star from the Millennium Star. While the players are trying to complete this task, they are faced with the two most prominent features of this board; the Action Time, and the icy five-way junction in the middle. The Action Time on this board is triggered if a player lands on a Happening Space on either the board's leftmost column, or on the board's uppermost row; it may also be triggered if a player passes by Mr. Blizzard on the uppermost row. If a player manages to meet Mr. Blizzard when passing by, he asks the player to pay him five Coins for him to initiate the Action Time. The Action Time of this board includes Mr. Blizzard rolling a snowball leftwards (then downwards), or rightwards (then downwards). If the player hits (A) in time, they jump over the snowball; however, if they do not, they are chased by the snowball. If two players are standing on the icy five-way junction at once, then the ice cracks. When the ice cracks, the players who are standing on the cracking ice flee to the southeast corner of the board.

Chilly Waters is a winter-based board in Mario Party 3. It is inhabited by penguins and a large Mr. Blizzard who sits at the top of the board. When someone lands on a Happening Space, the giant Mr. Blizzard throws an enormous snowball that rolls to the left (then downward), or to the right (then downward) off the board. This is the Action Time of the board; players will be prompted to press when the snowball gets close to them. Those that fail to jump over the snowball are forced to run to safety, sending them to one of the spaces marked with pink circles. It is also possible to trigger this event by paying the snowman five coins when the player passes in front of it. The board has many junctions, including an icy five-way junction at the center of the board. If a player lands on this ice while there is someone on there already, the ice cracks, and both players run to safety at the southeast end of the board. Additionally, when players attempt to leave the icy lake in the center, they have a small chance of slipping on the ice, ending their turn early on the space at the edge of the ice (which can cause the ice to crack).

In Story Mode, the human player goes up against three opponents and battles here to get the Wit Star Stamp.

Difficulty

Spaces

52, 6, 11, 9, 6, 6, 2, 3, 2

Deep Bloober Sea

Deep Bloober Sea board.

Deep Bloober Sea Sign. This undersea-themed board has the players get twenty Coins for them to purchase a Power Star from the Millennium Star. There are three notable features of this board; the two Action Times, and the two Happening Space-heavy pathways in the middle. One of the Action Times on this board is triggered when the player is trying to pass by the junction placed in the middle-left part of the board. When it is triggered, the player has to choose from an assortment of four buttons. If the player chooses the incorrect one (the incorrect one is randomized), they have to take the path they did not choose; however, if the player chooses a correct button, they are permitted to go on the path they originally chose. The other Action Time is triggered when a player lands on one of the Happening Spaces that are on the top-left corner of the board. When it is triggered, an arrow rotates to select a random direction. After that, the player has to escape being sucked in by an anglerfish by repeatedly pressing (A). If the player fails, then they are launched in the direction the arrow is pointing. When a player lands on a Happening Space on one of the two Happening Space-heavy pathways in the middle, they are grabbed by Blooper. Blooper then places the player on the other pathway that is parallel to the pathway that the player was on.

Deep Bloober Sea is an underwater-based board in Mario Party 3. Deep Bloober Sea's name is a reference to the original name of Bloopers and is a pun on the phrase "deep blue sea". The gameboard is inhabited by (as the name implies) Bloopers as well as Cheep Cheeps and other sea life. There are a few junctions here, but the main one is looked over by a Sushi in a submarine. Every time players get here, the shark makes them press one of four buttons before taking the path they chose. Three buttons do nothing, allowing safe passage, but one fires a torpedo at the player, blasting them to the opposite path. Additionally, the buttons do not reset until the incorrect one is chosen.

Landing on a Happening Space near the giant Blooper Baby makes it call for its mother, whose huge tentacle takes the player to the other side of the board. Action Time happens when someone lands on a Happening Space next to a giant vacuum anglerfish. The arrow on the anglerfish spins around, then points to the bottom, the front, or the right. Then, the anglerfish starts inhaling all players in front of it. Players need to tap the A button to swim against the suction. Anyone who fails is sucked into the anglerfish, then spat out in the direction the arrow points to, landing near a Sushi, Boo, or back at the start.

In Story Mode, the human player must go up against three opponents to get the Kindness Star Stamp.

Difficulty

Spaces

44, 4, 12, 16, 5, 5, 2, 3, 2

Spiny Desert

Spiny Desert board.

Spiny Desert Sign. This desert-themed board has the players collect twenty Coins for them to purchase a Power Star from the Millennium Star. The most prominent feature of this board is the fact that there are two Millennium Stars: one that is a mirage (a fake), and one that is real. There is no way to differentiate the two from each other. When a player passes by the mirage, it vanishes. Another notable feature of this board is the two quicksand pits that are located on the lower-middle part of the board and the upper-middle part of the board. When a player lands on a Happening Space that is located around the perimeter of either quicksand pit, the quicksand pit inhales all players standing on said perimeter. The other quicksand pit then ejects said players so they land on its perimeter. The Action Time of this board is triggered if a player chooses to pass the path with two cacti. The player has to hit (A) with correct timing in this Action Time. If the player fails at doing so, then either cacti sends the player bouncing away in another direction.

Spiny Desert, as the name implies, is a desert-based board in Mario Party 3. It is inhabited by Pokeys, Kleptos and a Chain Chomp. The board is divided into two sections: one half day, and the other (smaller) half night. The constant challenge of this board is to get to the real Millennium Star, because there are two on the board, but one of them is always a mirage (a usual illusion in deserts), making this the only board with an objective for getting the Star different from the other boards. Happening Spaces are around sand pits on both sides of the board. Players who land on one on either side are caught by the pit (along with anyone else around it) by a creature called Arijigokun,[1] and are transported to the sandpit on the other side. Action Time happens when players decide to take the path with 2 cacti on it. Players have to jump over both cacti to get to the other side of the path. If they hit the first cactus, they bounce in pain over to the sign with the cactus picture on the right side of the board. If they hit the second cactus (the one with the flowers on its head), they bounce in pain over to the sign with the cactus picture on the left side of the board.

In Story Mode, the human player goes up against 3 opponents and battles here to get the Strength Star Stamp.

Difficulty

Spaces

57, 6, 11, 9, 5, 5, 2, 3, 2

Woody Woods

Woody Woods board.

Woody Woods Sign. On this forest-themed board, players have to procure twenty Coins for them to purchase a Power Star from the Millennium Star. The most prominent event on this board is the arrows that are in three of the junctions in the forest. Whenever a player passes such junction, they are forced to walk that way. At the end of every turn, Monty Mole changes the direction of all the arrows on the board. A way for players to manipulate the arrows is to pass by one of his army-like huts and pay him five Coins for him to flip all arrows on the board. Another way for players to manipulate the arrows is to land on a Happening Space that is placed directly before a junction with an arrow. This only flips the arrow in front of the player. The Action Time of this board is Woody. When a player lands on the Happening Spaces in front of him, they are given five seconds to choose from either a Plus Coin Fruit (which gives the player five Coins), or a Plus Block Fruit (which makes the player roll the Dice Block a second time). Action Time also happens when a player lands on a Happening Space at the Evil Woody. He makes the player choose from one of these two fruits: a Minus Coin Fruit, which takes away five Coins from the player; or a Reverse Block Fruit, which makes the player roll a Dice Block and go in reverse.

Woody Woods is a woodland-based board in Mario Party 3. It is inhabited by Piranha Plants, Wigglers, MIPS, and other woodland creatures. The main feature of this board is Monty Mole. Every turn, he pops out of his hole to switch the directions players move. He also does it every time a player comes to his army-like hut to pay him five coins, or lands on the Happening Spaces that are nearby. Action Time happens when a player lands on a Happening Space that is in front of Woody the tree. He gives players a Plus Coin Fruit (which gives them five coins), or a Plus Block Fruit (which makes them roll again). The player has to decide which fruit to have by going either left or right, and if they cannot, Woody decides for them. Action Time also happens when a player lands on a ? Space next to Woody's evil counterpart. It works just the same, except the prizes are a Minus Coin Fruit (which takes away five coins), or a Reverse Block Fruit (which makes players roll again, but go backwards). In Story Mode, the human player battles three opponents here to get the Love Star Stamp.

Woody Woods is the only board from Mario Party 3 to return in Mario Party Superstars. The Monty Mole hut on the southwest corner of the board has been replaced by an Item Shop that sells different items from the other shops, and the paths through the Skeleton Key gates have been reversed. The Koopa Bank on the west end of the board was removed, and new ones were added on the Evil Woody's path and the path below it.

Difficulty

Spaces

50, 7, 13, 9, 4, 5, 2, 2, 2

Creepy Cavern

Creepy Cavern board.

Creepy Cavern Sign. On this cavern-themed board, players have to collect twenty Coins in order for them to purchase a Power Star from the Millennium Star. The most prominent feature of this board is Whomp. He is located at the middle of the board, blocking a passage to the upper part of the board via the middle-most path. There are two ways for players to make Whomp turn around: giving an Item - randomized each time - to him when passing by; or by landing on a Happening Space that is in front of him. Another notable feature of this board is the two horizontal railways. When a player lands on a Happening Space that is located on one of those railways, a mine-cart appears. Any players who are placed on said railway are chased by said mine-cart until the railway ends. Action Time in this board happens when a player passes a Thwomp that is located beside a railway, and pays him five Coins. The event includes the player jumping on a mine-cart (with [A]) and then riding to the end of the railway, subsequently moving any players who are on the same railway.

Creepy Cavern is a cavern-based board in Mario Party 3. It is inhabited by Whomps (playing their own game of Mario Party), Thwomps, Lava Bubbles, and a Dorrie. Action Time happens when one of the players is stopped by a Thwomp and accepts its offer to ride on the mine cart for five coins. Players then have to time their jump to get on, or they miss the ride to the other side of the board. The mine carts also appear when players land on a Happening Space that is located on the tracks. In this case, Thwomp rides the cart to the other side, chasing all players in the way to that side as well. Another feature of this board is the Whomp King, who is always on a rock above the lava flow in the middle of the board. He blocks either the right path that leads upward, or the left path that eventually take players to Boo. Players can land on a Happening Space in front of him to make him turn over, but that is also achieved if a player gives him a certain item that he wants, such as a Mushroom, Poison Mushroom, Skeleton Key, etc..

In Story Mode, the human player goes up against 3 opponents and battles here to get the Courage Star Stamp.

Difficulty

Spaces

51, 6, 10, 14, 4, 5, 2, 2, 2

Waluigi's Island

Waluigi's Island board.

Waluigi's Island Sign. This isle-heavy board has the players collect twenty Coins for them to obtain Power Stars when purchased from the Millennium Star. The two most notable features of this board are the circle at the bottom-middle part of the board, and the island at the top-left corner of the board. The circle at the bottom-middle part of the board has a number, which always is at five at the start. For this number to decrease, players have to land on the Happening Spaces that are placed on the circle. When this number reaches zero, it causes an explosion that covers the entire circle. Any players that are caught in the explosion lose all of their Coins. The spaces that are on the island located at the top-left part of the board always show what the rest shows, minus the Bank Space. However, instead of always being one type of space, the type of space shown changes from turn to turn. Action Time in this board is triggered when a player is at the four-way junction at the center of the board. The event has the player press (A) to jump on the pad. After landing on the pad, the player is forced to go the way the arrow that is lit-up shows.

Waluigi's Island is the unlockable board in Mario Party 3. It is an island based on industry and cleverness. Piranha Plants are even found working in cranes. It is the only board in the game to be named after a playable character.

The island with all the dynamite is the first place players always go to. The Happening Spaces are dangerous here, because every time someone lands on one, the number in the center of the explosives counts down. It always starts on 5, but when it gets to 0, the dynamite explodes. Anyone caught in the blast loses all their coins (this scheme is similar to the Bowser Coin Beam of Space Land from Mario Party 2).

Action Time is the main part of the board, where players who want to get off the dynamite island activate the gear in the center of the board. The four arrows on it (up, right, down, and left) flash in clockwise order at a random speed. Players jump to the gear, and stop it when they land. The arrow that is flashing when they land is the path they have to take (if it stops at the down arrow, or if players take too long to act, they stay in the dynamite island).

The island with all the spaces in the upper left is a unique part of the board. Every turn, the spaces change to another type of space. The space type is chosen at random. If a player lands on a Happening Space next to one of the two drawbridges connected to the island, the raised drawbridge lowers and vice versa. This changes the entrance to the island. The one space that never changes is the Bank Space, located at the bottom of the island.

Players that want to get to Boo have to take one of two paths, where one of them is booby trapped. If they take the path that has the trap, they are sent back to the start. Wherever players go on the topsides of the board, they will always go to into red pipes that lead them to the green pipe near the start (similar to Luigi's Engine Room from Mario Party).

In Story Mode, the human player goes up against Waluigi and two other opponents. They battle here to get the Mischief Star Stamp that Waluigi stole. Winning here allows players to play this board in Party Mode.

On a side note, if players look around at the Island's various scenery, the player may be able to see several different Luigi references around the board. This could mean that Luigi once owned the island before Waluigi claimed it. For example, when players look at the top right-hand side of the board, there is a Piranha Plant demolishing a house which even has the name 'Luigi' imprinted on the front of it. Also, there are many different Luigi signs and a Luigi podium. Above the demolished house, players can see a vehicle (made in Waluigi's image) towing a house (presumably Waluigi's) onto the island.

Difficulty

Spaces

45 (62 if the upper left island has Blue Spaces)

3 (20 if the upper left island has Red Spaces)

9 (26 if the upper left island has Item Spaces)

10

4 (21 if the upper left island has Bowser Spaces)

5 (22 if the upper left island has Battle Spaces)

2 (19 if the upper left island has Chance Time Spaces)

2 (19 if the upper left island has Game Guy Spaces)

2

Spaces

Blue Space - If a player lands on this space, they obtain three Coins. The amount of Coins gained are doubled during the Last Five Turns Event.

Red Space - If a player lands on this space, they lose three Coins. The amount of Coins lost are doubled during the Last Five Turns Event.

Item Space - When a player lands on this space, an Item minigame is played. Toad or Baby Bowser may appear. They ask the player a question and, depending on the answer, they may give the player Items or not.

Happening Space - When a player lands on this space, an event happens. The event that happens depends on the board.

Star Space Star Space - When a player passes by this space, they are asked by Millennium Star if the player trades 20 coins for a star.

Bowser Space - If this space is landed on, then Bowser appears. He usually try to steal Coins and Stars from players. He may give players certain Items.

Battle Space - When a player lands on this space, a Battle minigame is played. The amount of Coins that the players pay is decided by a roulette.

Bank Space Bank Space - A Whenever players pass this space, Koopa makes players pay five Coins. If a player lands on this space, all previously paid Coins is given to that player.

Chance Time Space - Players who land on this space initiates Chance Time.

Game Guy Space - Players who land on this space have to pay all of their Coins to Game Guy. After this, a Game Guy minigame is played. If the player succeeds at it, then they receive double the amount of Coins (or more, depending on the minigame). If the player fails, they lose all of their Coins.

Duel boards

What happens when the players' hearts and coins are both the same. Duel boards can be played in Duel Mode and Story Mode. Duel Mode can be selected by selecting the red star in the main menu. Duel boards can only be played with two characters. The objective is to defeat the opponent by attacking them with partners. Each player has a heart gauge, consisting of five segments. The game is over when 20 turns end (when '20 turns' is selected in game length) or when one player's heart gauge is empty. If 20 turns have finished, the player with the most hearts is the winner. If heart counts tie, then the player with the most coins wins, but if that count also ties as well, the match is a tie.

Players start with one partner and can gain another (or replace one) when they reach their start space, which also gives them ten coins. Partners are given to the player at random using a roulette (on every third return, the player gets a "Lucky Roulette", which slows the roulette, allowing the player to more easily obtain a desired partner). When the partner is between the player and their opponent with the opponent facing the direction of the partner, the partner will automatically attack them. Each partner has a salary where they are paid when the player's turn starts. If a player cannot afford to pay the salary, the partner(s) leave(s).

In the middle of every board is Belltop, a mechanical toy. Every time a player passes him, the numbers on his hat goes down by one. Whenever the hat reaches 0, all players go to him and play a duel mini-game. After the winner receives his/her coin prize, the timer is reset to 5.

In Story Mode, after a Battle Royale map, the player's character is about to receive a Star Stamp when another character emerges from the castle and says they deserve it. To settle this dispute, both characters are sent to a Duel board (with the exception of Waluigi, who challenges the character to his Battle Royale board, Waluigi's Island). The winner receives the Star Stamp. (Note that Luigi's board can be anyone except Backtrack.)

Gate Guy

Gate Guy Board

Gate Guy Sign This ice-themed board has the players This board's main gimmick is the two Gate Guys. When players pass by one of them, they are asked to pay an optional fee of five Coins. If the player decides to pay, then they are able to use the middle-most path as a short-cut to get to the other side of the board.

Gate Guy is one of the Duel Boards in Mario Party 3. The gimmick here is the two gates (called Gate Guys) that are on the northern and southern parts of the board. They always stop players to ask if they want to go through the path they block for 5 coins. Paying the fee lets them cross the center of the board as a shortcut to the opponent or to the start spaces.

In Story Mode, the player has to duel Wario (or Luigi if the player is Wario) on this board for the Wit Star Stamp.

Spaces

15, 1, 4, 2, 3, 2

Arrowhead

Arrowhead Board

Arrowhead Sign The main gimmick of this board is the Arrowheads. When players pass by them from the outer perimeter of the board, they may choose to go directly to a Start Space, essentially creating a short-cut from a Start Space to the next.

Arrowhead is one of the Duel Boards in Mario Party 3. The gimmick here is the four junctions near two cone structures with big arrow arms (called Arrowheads). These provide shortcuts to the opponents, or the start spaces.

In Story Mode, the player has to duel Yoshi (or Luigi if the player is Yoshi) on this board for the Kindness Star Stamp.

Spaces

18, 2, 2, 3, 2, 2

Pipesqueak

Pipesqueak Board.

Pipesqueak Colored Pipes. The main gimmick of this board is the four Warp Pipes. (Hence the name "Pipesqueak") There is one Warp Pipe in each corner of the board. Players may choose to enter a Warp Pipe when they pass it. When they do that, they are taken to a random Warp Pipe that is not the one the player chose to enter.

Pipesqueak is one of the Duel Boards in Mario Party 3. The name of the board is a pun on the term pipsqueak. This board's gimmick are the four Warp Pipes in each corner. Players that go into a pipe are taken to one of the other three Warp Pipes on the board at random, meaning using one could both hinder and help players who enter one. In Story Mode, the player has to duel Donkey Kong (or Luigi, if the player is Donkey Kong) on this board for the Strength Star Stamp.

Spaces

13, 1, 4, 1, 2, 2

Blowhard

Blowhard Board.

Blowhard artwork. This board's main gimmick is the Blowhard in the middle. When players pass by it, it sends the players and their partners up in the air. This changes the position of any partners the player has (if a partner is in front, then that partner switches to the back and vice versa).

Blowhard is one of the Duel Boards in Mario Party 3. The gimmick here is the giant fan in the middle (named Blowhard). Every time players come here, Blowhard blows a gust of wind upward, switching the positions of the player's partners. The four junctions also provide easy access to the opponent or the start spaces. This is the only Duel Board map to not have any Reverse Spaces (although they still appear on the board results screen).

In Story Mode, the player has to duel Peach (or Luigi if the player is Peach) on this board for the Love Star Stamp.

Spaces

13, 2, 0, 2, 3, 6

Mr. Mover

Mr. Mover Board.

Mr. Mover artwork. This board's main gimmick is Mr. Mover. At start, it is colored blue, which means that it takes players stepping on it to the left. Every turn, Mr.Mover's colors switch between blue and red. When Mr. Mover is colored red it takes players stepping on it to the right.

Mr. Mover is one of the Duel Boards in Mario Party 3. One of this board's unique features is the conveyor belt at the bottom of the board named Mr. Mover. Every turn, it changes colors from red to blue to red again. Mr. Mover takes players to the right side of the board when red and to the left side of the board when blue. Players have to time their turns carefully if they want to go back to their respective start spaces.

In Story Mode, the player has to duel Mario (or Luigi, if the player is Mario) on this board for the Courage Star Stamp.

Spaces

18, 3, 1, 2, 3, 2

Backtrack

Backtrack Board.

Backtrack artwork. The unique feature of this board is the Reverse Spaces. When a player lands on one on this board, it does not make that player go backwards with another Dice Roll; it changes the direction which is moved, and it also changes the positions of the partners.

Backtrack is an unlockable Duel Board in Mario Party 3. The gimmick here is the Reverse Spaces. Landing on one causes the player to go in the opposite direction, and changes the positions of their partners. This provides easy access to the opponents and the start spaces, or just the opposite. This board is in the shape of a star.

In Story Mode, the player has to duel Princess Daisy on this board for the Beauty Star Stamp. Succeeding allows players to play Backtrack in Party Mode. It also features a special piece of music unique to fighting Princess Daisy.

The change of direction was adapted to Bowser's Warped Orbit in Mario Party 8.

Spaces

8, 2, 5, 2, 2, 2

Duel Spaces

Basic Space - When a player lands on it, it becomes that player's space. When the opponent lands on the "owned" space, they must pay an amount of Coins to the player who "owns" the space. The amount of Coins paid depends on what turn it is. If the "owner" lands on it, then they obtain Coins.

Power Up Space Power Up Space - When a player lands on this space, their partners' attack, health, and salary is doubled. The effect wears off when the player returns to start, or if they get the "Power Down" event from a Happening Space.

Reverse Space - If a player lands on this space, then they have to roll the Dice Block again. The amount of steps shown is then traveled backwards. In Backtrack, the direction which players move change and so does the position of all partners.

Minigame Space Minigame Space - When a player lands on this space, a Duel Minigame is initiated.

Happening Space - If a player lands on this space, a roulette rolls. The player gets to stop the roulette. The effect decided by the roulette then happens.

Game Guy Space - When a player lands on this space, then they must pay all of their Coins to Game Guy. After this, the player plays a Game Guy minigame.

Partners

Duel Mode partners
Koopa Troopa
Koopa Troopa.
Attack

1

Stamina

2

Salary

-1

Default Partner

Mario

Other Unique Abilities

N/A

In-game Blurb

His attacks aren't very powerful, but he has decent stamina. His low pay is a plus.

Moves

Standard: He withdraws and launches himself forward.
Powered Up: He withdraws, spins for a second creating a yellow effect around him, then attacks.

Goomba
Goomba.
Attack

2

Stamina

1

Salary

-2

Default Partner

Luigi

Other Unique Abilities

N/A

In-game Blurb

This familiar, funny guy really packs a punch.

Moves

Standard: He kicks the opponent.
Powered Up: He jumps, spins in the air creating a yellow effect around him, and then kicks the opponent.

Toad
Toad.
Attack

1

Stamina

1

Salary

-1

Default Partner

Princess Peach

Other Unique Abilities

If a player lands on an opponent's Basic Space, no coins are lost.

In-game Blurb

His ability to prevent coin theft is more helpful than you might think.

Moves

Standard: He hits the opponent with his hammer.
Powered Up: He does two fake swings, then hits the opponent, creating multicolored stars as an effect.

Bob-omb
Bob-omb
Attack

1

Stamina

1

Salary

-3

Default Partner

Wario

Other Unique Abilities

Jumps over an opponent's partner and attacks them directly; disappears after only 1 attack, since it explodes.

In-game Blurb

His ability to prevent coin theft is more helpful than you might think.

Moves

Standard: It lights itself and then jumps onto the opponent and explodes.
Powered Up: It glows hot pink, then jumps onto the opponent and explodes.

Boo
Boo
Attack

2

Stamina

1

Salary

-3

Default Partner

Yoshi

Other Unique Abilities

If attacked, will counter-attack for equal damage before disappearing. Will not attack back if hit by a Chain Chomp in its multi-attack if it is not directly in front of the attacking Chain Chomp.

In-game Blurb

His ability to prevent coin theft is more helpful than you might think.

Moves

Standard: It floats toward the opponent and then tackles them. This move creates a heart effect.
Powered Up: It appears on the opponent's left, right, and back sides alternately, then tackles with a large heart effect.

Whomp
Thwomp.
Attack

0

Stamina

4

Salary

-3

Default Partner

Donkey Kong

Other Unique Abilities

Unable to attack since he has zero attack.

In-game Blurb

This defensive pro has more than enough stamina, but he lacks attack power.

Moves

Instead of attacking, regardless of whether or not he is powered up, Whomp will make a struggling animation and grunt twice.

Snifit
Snifit
Attack

2

Stamina

2

Salary

-5

Default Partner

Princess Daisy

Other Unique Abilities

Can sometimes give the player two to four coins at the start of a turn.

In-game Blurb

He has well-balanced abilities and can even collect coins, which can be a big help.

Moves

Standard: He shoots a bullet at the opponent.
Powered Up: He shoots a large, blue orb of electricity at them.

Piranha Plant
Piranha Plant.
Attack

3

Stamina

1

Salary

-5

Default Partner

Waluigi

Other Unique Abilities

Can sometimes offer extra dice. These dice allow the player to move up to 3 more spaces.

In-game Blurb

He has the strongest attack, and he can sometimes move up to three extra spaces using a special die.

Moves

Standard: He whips the opponent with one of his vine-like legs.
Powered Up: He revs up for a second and then crunches the opponent, creating an effect of a bunch of stars.

Chain Chomp
Chain Chomp.
Attack

1

Stamina

2

Salary

-6

Default Partner

None

Other Unique Abilities

Attacks opponent and all partners simultaneously.

In-game Blurb

This monster's mighty attack damages all members of the opposing team.

Moves

Standard: It charges through the opponents very quickly.
Powered Up: It grows to the size of a Shark Chomp, jumps up, and then body slams all opponents.

Thwomp
Thwomp.
Attack

0

Stamina

2

Salary

-4

Default Partner

None

Other Unique Abilities

Although it has zero attack, it can attack partners and defeats them instantly; but does nothing to the opposing player.

In-game Blurb

He can take out your opponent's partner in one blow but won't touch your opponent.

Moves

Standard: He crushes the opponent's partner(s) by falling on them.
Powered Up: Albeit redundant with the regular attack, he pounds on the opponent's partner(s) four times, with the last time creating a rainbow star effect.

Mr. Blizzard
Mr. Blizzard.
Attack

1

Stamina

3

Salary

-2

Default Partner

None

Other Unique Abilities

Attacks the opponent farthest away from him.

In-game Blurb

He lobs snowballs at the most distant opponent, and his stamina makes him a reliable partner.

Moves

Standard: He lobs a snowball at the farthest opponent.
Powered Up: He lobs a much larger snowball that breaks into small ice pellets that rain down on the opponent.

Baby Bowser
Baby Bowser.
Attack

1

Stamina

1

Salary

-3

Default Partner

None

Other Unique Abilities

Sometimes changes into Bowser and does triple damage; if transformation fails, no damage is taken. The probability of transformation success is 40%.

In-game Blurb

Usually he's Baby Bowser, but he can transform into Bowser himself to cause triple damage!

Moves

Standard: If successful, he turns into Bowser and tackles the opponent.
Powered Up: Bowser will breathe fire onto the opponent.

Combinations\Pair\Duo

If the player gets two of the same partners, the Millennium Star calls them a glorious (_____) (fill the blank with the partner). It also raises the attack by one (with the exception of Thwomp and Whomp, whose salaries are decreased by one instead). The following combinations causes the Millennium Star to comment on it, but the attack does not get raised.

Items

Mushroom

Mario Party 3 Mushroom. 5 Coins
When used, the player can roll two Dice Blocks before moving. The results of the two rolls is then added together. The player can then move that many spaces. If the player gets two matching digits (e.g., a six and another six), the player gets ten Coins; however, if the matching digits are sevens, the player obtains twenty Coins.

Warp Block

Mario Party 3 Warp Block. 5 Coins
When used, the Warp Block appears above the player using it. The player then hits the block. The effect of this is that the player switches places with a randomly chosen opponent. The player can then roll a Dice Block to move normally after having warped. It is Yoshi's favorite item.

Cellular Shopper

Mario Party 3 Cellular Shopper. 5 Coins
When used, the player is able to choose to call either Toad or Baby Bowser. When the player has called, the player may shop items in the usual manner. It is Princess Daisy's favorite item.

Dueling Glove

Mario Party 3 Dueling Glove. 10 Coins
When used, a Goomba appears, initiating a Duel minigame. Before doing this, he asks whom the player wants to challenge, and for how many Coins that are to be battled for. The player may not choose more Coins than what the participator that has the lowest amount of Coins has (e.g., the player cannot choose to duel for twenty Coins if the other dueler only has nineteen Coins, even if the player challenging has more than twenty). This is Wario's favorite item.

Golden Mushroom

Mario Party 3 Golden Mushroom. 10 Coins
When used, the player can roll three Dice Blocks. The result of these three rolls are then added together, enabling the player to move that many spaces. If a player gets three matching digits, they receive twenty Coins (e.g., a five, another five, and another five); however, if the matching digits are sevens, the player obtains fifty Coins. It is Mario's favorite item.

Boo Repellant

Mario Party 3 Boo Repellent. 10 Coins
This item activates itself when a player who is carrying it around is targeted by Boo. The effect it has is that it fends off Boo. If it is used by the player before they move, the item is discarded.

Magic Lamp

Mario Party 3 Mecha Fly Guy. 20 Coins
When used, the player summons the Mushroom Genie. He then escorts the player to the Star, where they may purchase it for twenty Coins. It always takes the player to the correct Star Space in Spiny Desert.

Items Purchasable From Baby Bowser

Reverse Mushroom

Mario Party 3 Reverse Mushroom. 5 Coins
When used, the player using it chooses a player to target (this can also be the player who uses the mushroom). The next time the selected player moves, that player has to go backwards the amount of steps as shown on the Dice Block. It is Donkey Kong's favorite item.

Poison Mushroom

Mario Party 3 Poison Mushroom 5 Coins
When used, the player using it chooses a player to target (can also be the player who uses the mushroom). The next time that the chosen player moves, that player's Dice Block is only able to roll numbers from one to three. It is Waluigi's favorite item.

Bowser Phone

Mario Party 3 Bowser Phone 10 Coins
When used, the player calls Bowser. Bowser then asks who is calling him, the player chooses one of the players (can be the player itself). Bowser then performs his events to that player as if the player landed on a Bowser Space.

Bowser Suit

Mario Party 3 Bowser-Suit. 10 Coins
The player who uses this gets a costume that resembles Bowser. The player then gets to roll the Dice Block. Any players who the masqueraded player passes loses twenty Coins to the masqueraded player.

Lucky Lamp

Mario Party 3 Luck Lamp. 10 Coins
When used, the Mushroom Jeanie appears. She then moves the Star from its current location to somewhere else, essentially making it the counter-part of the Magic Lamp.

Plunder Chest

Mario Party 3 Plunder Chest. 10 Coins
When the player uses this item, the player gets to choose an opponent to steal an item from. If the designated player has more than one item, the item stolen is chosen randomly. This is Princess Peach's favorite item.

Boo Bell

Mario Party 3 Boo Bell. 15 Coins
The player who uses this item summons Boo. Boo then asks who the player wants Boo to steal from and what to steal.

Items Purchasable From Both

Skeleton Key

Mario Party 3 Skeleton Key 500 Coins
This item is activated automatically when any player who possesses it passes special gates. When activated, it asks the player passing if they want to use it or not. This item may be used at the start of a player's turn, during which the key asks the player if the player wants to discard it or not. This is Luigi's favorite item.

Item Bag

Mario Party 3 Item Bag 300 Coins
When a player purchases this item, the player then gets to hit the bag that appears above the player one to three times (this depends on the amount of items the player has prior to hitting it). The player receives an item each time the bag is hit. The items the player receives also depends from which salesman the bag was bought.

Rare Items (Obtained through an Item Space, a Hidden Block, or purchasing an Item Bag from Toad)

Wacky Watch

Mario Party 3 Wacky Watch. When used, this rare item sets the game to such a time that there are five turns left. Effectively, this can either increase or decrease the time a game is played.

Barter Box

Mario Party 3 Barter Box. When this rare item is used, the player who uses it chooses an opponent. What then happens is that the player chosen and the player using the item swaps items.

Koopa Card

Mario Party 3 Koopa Card. This item activates automatically when a player who possesses it passes by a Koopa Bank. When activated, it allows the player to earn all Coins deposited in the bank thus far.

Lucky Charm

Mario Party 3 Lucky Charm. When a player uses this item, they summon Game Guy. Game Guy then takes all of the player's Coins, and a Game Guy minigame is initiated. This can also be used to force another player to play a Game Guy minigame.

Mario Party 3 game box back cover.