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YEAH! WALUIGI'S THE WINNER!
This is Mario Party 5, aka the worst Mario Party (to some people). I don't believe that it is a bad game to the series, but does have some broken things that lack the original concept of which the dice roll manipulation which was done on Mario Party's 1, 2 and 3. I'll say that it's the second GameCube Mario Party after Mario Party 4, a better game that didn't add any new characters but had memorable board selections and play style. Mario Party 6 and Mario Party 7 too had much memorable play style and joy of music. All up until Mario Party 8 and the handheld parties which I won't bring up on here. Just for the sake of Mario Party 5, this game has a story mode that's a little too unique. So much so a gecgo code was made to allow players to choose one of the three Koopa Kids over the selected character. Which I still have yet to get that code to work on my shelf.
Alright enough chit chating, let's get explaining!

Main Rules

sorta like Party Mode, Story Mode requires a strong and furious hero like you! Help your character defeat Bowser's Koopa Kids (Red Green Blue) as they carry coins and are able to steal from you. The same amount of coins as theirs is what you're also carrying. So you must clean out their wallet before they clean yours. Neither it be playing minigames or landing on red spaces. This game does have a resource page that explains much more of the setting.

Difficulty

Rather you play on Easy, Normal or Hard, this game's difficulty is much more serious than in Mario Party 4. For instance, Easy difficulty makes TASing this game optional and smoother, I didn't test the Normal difficulty despite beng mentioned above, and then the difficulty this TAS runs by... Hard. Trust me, you wouldn't want to try doing this yourself. It is painful and not a recommended option unless your as crazy as me to settle it down. I almost forgot Intense difficulty in which you unlock after a completed "Hard" story with any character.

Board differences

These copy-pasted boards from Party mode have shrunken, meaning you get a limited amount of spaces with the Koopa Kids. If one touches you, it triggers a dual minigame. The goal is to have a board that is setup to direct Koopa Kids towards each red space If they’re valid, then make a use of an orb that can take up to the maximum of their coins as fast as possible. Minigames do take coins from the Koopa kids, but they slow you down due to the lack of speed that’s given to you in a specific minigame.

More news to come…!

This submission is under the process of an improvement. So may it be delayed until further notice. Timeframe: 3:41 PM

nymx: Claiming for judging.
nymx: Setting to "Delayed" at the request of the author, pending improvements.


TASVideoAgent
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This topic is for the purpose of discussing #10194: xTASz's GC Mario Party 5 "Story Mode, Hard" in 36:38.067
Post subject: Copy-paste of a message from Discord
Player (14)
Location: Alton
Joined: 11/13/2022
Posts: 25
Location: Alton
Let’s delay this submission for about two to three weeks and… the reason is that I need to redo it for a better record than what I currently have. And one of the stages of the Bowser frightmare is sub-optimal and after rewatching HahaPhD’s Easy Story Mode run, I felt like my Hard Story Mode needed to be improved to at least no Blue spaces for the Koopa kids.
Editor, Expert player (2414)
🇩🇪 Germany
Joined: 5/15/2007
Posts: 4039
Location: 🇩🇪 Germany
Thanks for your attempt at this game. I tried TASing Story Mode once. The thing is, you can make the Mini Bowsers run out of coins on each board without playing any minigames with them, which should be done in a TAS that aims for fastest time. This old WIP wins the first board, Sea Dream, 1 min 31 sec faster than your video. Luck manipulation in this game is very tedious. I remember it taking hours and hours of trial and error to get the Mini Bowsers to throw the correct dice numbers, not to mention manipulating the board tiles. And also the boards you play on, which is determined sometime before the first board is shown on screen. My old post says Toy, Sea, Future, Pirate are fastest, while Rainbow and Cake should be avoided.
Player (14)
Location: Alton
Joined: 11/13/2022
Posts: 25
Location: Alton
MUGG wrote:
Thanks for your attempt at this game. I tried TASing Story Mode once. The thing is, you can make the Mini Bowsers run out of coins on each board without playing any minigames with them, which should be done in a TAS that aims for fastest time. This old WIP wins the first board, Sea Dream, 1 min 31 sec faster than your video. Luck manipulation in this game is very tedious. I remember it taking hours and hours of trial and error to get the Mini Bowsers to throw the correct dice numbers, not to mention manipulating the board tiles. And also the boards you play on, which is determined sometime before the first board is shown on screen. My old post says Toy, Sea, Future, Pirate are fastest, while Rainbow and Cake should be avoided.
I watched your WIPs before I started. It wasn’t as easy as expected, but thanks for pointing those out. My problem with pirate is trying to get that damn red Koopa kid to land on a red space.
Bigbass
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I would personally recommend writing some brute-forcing scripts if possible, and/or performing some deeper analysis of the game. I strongly suspect that the computer difficulty doesn't make this significant of a difference between easy and hard, particularly in a TASing environment. It may take a lot of work, but if hahaPhD's work is anything to go by, I think you could shave at least 10 minutes off this run. Mini-games are incredibly slow. While I noticed that you tried to manipulate the selection to minimize the time, avoiding mini-games altogether would be far faster. This is where scripting could be very helpful, but it's not absolutely required. Potentially you could use it across multiple turns although that's a much more complex challenge. In any case, identifying key locations in memory could offer some useful advantages too, such as immediately knowing the dice rolls, or any other logic related to RNG.
Instead, I'd suggest making more use of the orb'ed spaces around the board. Hammer-bros for example eat 5 coins each time. Piranha plants eat half of their current total, making them especially good during the first couple turns. If it's a red space, then they also lose 3 additional coins. You may even pickup orbs from the vending machine that you can strategically place on the board. That'd be a fairly complex maneuver but it could save a lot of time, and offers more routing flexibility. Using the pipe spaces may also prove useful to move the koopas to a better position. Similar to the piranha, Donkey Kong also takes half their coins, but will give coins if you land on him. While vs-spaces effectively eat 15 total coins (while all koopas are alive), three piranhas against fresh koopas will eat 30 in significantly less time than a single mini-game (30sec vs 46sec for the fire mini-game, or 55sec for a 2-round rock-paper-scissors). Additionally, the orb vendor has a chance of giving you the paratroopa orb. Using it on yourself costs 10 coins, but allows you to take up to 25 coins from each koopa in a single turn! That can easily wipe all of them out at once.
Edit: Forgot to add this. During the bowser fight at the end of the game, there are some improvements you could make here as well. As shown in hahaPhD's TAS, it's possible to pick up the robots and throw them while jumping, thus destroying multiple robots at once. It's a challenging task to track and route this many enemies but it's worth the effort. I think I suggested this in Discord already but, during the next round with bowser there is one instance where bowser charges at you. With some different movement, it's definitely possible to eliminate this time loss. I'm not 100% sure about how this works, but during the final round it's possible for bowser to throw 4 orbs back-to-back (instead of only 2) before breathing any fire. I think it's something to do with getting hit by one of the first two orbs, or possibly where you're standing when they're thrown. Minimizing the distance each orb is away from the edge of the field can also help minimize the time it takes to pick up each once they're activated.
TAS Verifications | Mastodon | Github | Discord: @bigbass
Player (14)
Location: Alton
Joined: 11/13/2022
Posts: 25
Location: Alton
Bigbass wrote:
I would personally recommend writing some brute-forcing scripts if possible, and/or performing some deeper analysis of the game. I strongly suspect that the computer difficulty doesn't make this significant of a difference between easy and hard, particularly in a TASing environment. It may take a lot of work, but if hahaPhD's work is anything to go by, I think you could shave at least 10 minutes off this run. Mini-games are incredibly slow. While I noticed that you tried to manipulate the selection to minimize the time, avoiding mini-games altogether would be far faster. This is where scripting could be very helpful, but it's not absolutely required. Potentially you could use it across multiple turns although that's a much more complex challenge. In any case, identifying key locations in memory could offer some useful advantages too, such as immediately knowing the dice rolls, or any other logic related to RNG.
Instead, I'd suggest making more use of the orb'ed spaces around the board. Hammer-bros for example eat 5 coins each time. Piranha plants eat half of their current total, making them especially good during the first couple turns. If it's a red space, then they also lose 3 additional coins. You may even pickup orbs from the vending machine that you can strategically place on the board. That'd be a fairly complex maneuver but it could save a lot of time, and offers more routing flexibility. Using the pipe spaces may also prove useful to move the koopas to a better position. Similar to the piranha, Donkey Kong also takes half their coins, but will give coins if you land on him. While vs-spaces effectively eat 15 total coins (while all koopas are alive), three piranhas against fresh koopas will eat 30 in significantly less time than a single mini-game (30sec vs 46sec for the fire mini-game, or 55sec for a 2-round rock-paper-scissors). Additionally, the orb vendor has a chance of giving you the paratroopa orb. Using it on yourself costs 10 coins, but allows you to take up to 25 coins from each koopa in a single turn! That can easily wipe all of them out at once.
Edit: Forgot to add this. During the bowser fight at the end of the game, there are some improvements you could make here as well. As shown in hahaPhD's TAS, it's possible to pick up the robots and throw them while jumping, thus destroying multiple robots at once. It's a challenging task to track and route this many enemies but it's worth the effort. I think I suggested this in Discord already but, during the next round with bowser there is one instance where bowser charges at you. With some different movement, it's definitely possible to eliminate this time loss. I'm not 100% sure about how this works, but during the final round it's possible for bowser to throw 4 orbs back-to-back (instead of only 2) before breathing any fire. I think it's something to do with getting hit by one of the first two orbs, or possibly where you're standing when they're thrown. Minimizing the distance each orb is away from the edge of the field can also help minimize the time it takes to pick up each once they're activated.
Yes. This is why I'm requesting a delay for this submission to fix these issues. Thanks for your heads up.
Editor, Expert player (2414)
🇩🇪 Germany
Joined: 5/15/2007
Posts: 4039
Location: 🇩🇪 Germany
Bigbass wrote:
hahaPhD's work
Nice, didn't know someone finished a run.
Bigbass wrote:
I strongly suspect that the computer difficulty doesn't make this significant of a difference between easy and hard, particularly in a TASing environment.
It changes the final minigame Frightmare. You can use Easy if you just want to finish the run quicker, or Hard if you want to make it more impressive, even if it isn't the hardest difficulty in the game. I think both are legitimate choices.
Player (14)
Location: Alton
Joined: 11/13/2022
Posts: 25
Location: Alton
MUGG wrote:
Bigbass wrote:
hahaPhD's work
Nice, didn't know someone finished a run.
It premiered the day before my TAS went from unlisted to published.