Software:Mario Party 5
| Mario Party 5 | |
|---|---|
North American box art | |
| Developer(s) | Hudson Soft |
| Publisher(s) | Nintendo |
| Director(s) | Kenji Kikuchi |
| Producer(s) | Hiroshi Sato Atsushi Ikeda |
| Designer(s) | Shinichi Nakata |
| Composer(s) | Aya Tanaka |
| Series | Mario Party |
| Platform(s) | GameCube |
| Release | |
| Genre(s) | Party |
| Mode(s) | Single-player, multiplayer |
Script error: The function "nihongo_foot" does not exist. is a 2003 party video game developed by Hudson Soft and published by Nintendo for the GameCube. It is the fifth installment in the Mario Party series, and the second game in the series to be released for the GameCube. The game is set in the fictional Dream Depot, consisting of seven game boards. The single-player "Story" game mode involves the player winning multiple games against the Koopa Kids to prevent Bowser from conquering the Dream Depot. The main multiplayer game mode consists of four characters from the Mario series playing a board game, with each board having a set theme. The game also features several minigames, which are played after every set of turns. Mario Party 5 introduces the "Super Duel" mode to the franchise, which requires players to assemble and control custom made battle vehicles which can be used in combat against other machines. The game features 10 playable characters, with playable debuts to the series from Toad, Boo, and Koopa Kid.
Mario Party 5 was released in North America on November 11, 2003, Japan on November 28, 2003, and in PAL regions on December 5, 2003. The game received mixed reviews from critics, who enjoyed the new minigames of the series, although a perceived lack of originality was criticized. The game became part of the Nintendo Player's Choice label in 2004, and won the Console Children's Award at the 2004 Interactive Achievement Awards. It was followed by Mario Party 6 for the GameCube in 2004.
Gameplay

Mario Party 5 is a party video game based on an interactive board game played by four characters from the Mario franchise.[3][4] The game features 10 playable characters in total.[5][6] New characters included Toad, Boo, and Baby Bowser.[1][7] In the game, which features six game boards, players roll a dice and walk on squares which either add or subtract player's coins or randomly trigger one of the 70 minigames.[3][4][8][9] Some mini-games are variations of mini-games from previous Mario Party games.[9] In comparison with previous Mario Party games, the boards in this one are larger.[7]
The goal of the game is to collect the most stars, while sabotaging opponents.[4][7] Coins can be obtained and lost while playing minigames and when collecting capsules.[4] A minigame is played at the end of each round.[8] During gameplay, mini-game rules are determined by the results of the players' moves and are grouped by type.[10] Special mini-games include Bowser mini-games, which pit players against Bowser in a game without rewards, and DK mini-games, which feature Donkey Kong and reward all players.[11][12] Additional categories—easy, action, skill, and goofy—allow the players to designate which games will appear during a play through.[13] A new power-up system replaced older mechanics from previous games; capsules are now obtained from vending machines on the board; they have random and unclear effects. Players can place capsules on board spaces to affect whoever passes by.[7] These capsules grant power-ups such as extra dice rolls, limiting opponents' movement, and the ability to steal coins.[9]
Each minigame can be accessed individually in a separate gamemode,[8] once unlocked.[14][15] Additional game modes, include the singleplayer campaign titled Story Mode, in which the player plays with artificial intelligence (AI)-controlled players, the Super Duel mode, in which the players battle against each other in vehicles, and the Bonus mode, which includes games for four players, such as volleyball, ice hockey, and cards.[3][13] In the Story Mode, the player faces three Baby Bowsers; turns are taken simultaneously to speed up gameplay.[9] The goal is to steal all their coins.[14] In the Super Duel Mode, players earn coins, buy parts, and build custom battle machines.[5]
Development and release
Mario Party 5 was developed by Hudson Soft and published by Nintendo for the GameCube.[8] Nintendo first unveiled the game at the E3 conference in 2003,[16] where eight mini-games were available in a playable demonstration.[17] An unspecified release date in 2003 was also publicized.[18][19] Other details included that new characters would be introduced, there would be more minigames than its predecessor, and duel minigames would return.[19] A demo of the game was released in North America via a special edition bonus disc packaged with Software:Mario Kart: Double Dash (2003).[20][21] Mario Party 5 was released on November 11, 2003, in the North America, November 28 in Japan, and December 5 in Europe.[22][23] Following the release, Nintendo announced Mario Party 5 as a "Player's Choice" title, which is a label for Nintendo titles that had sold more than one million copies to be sold at a bargain price.[24]
Reception
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Mario Party 5 received "mixed or average" reviews, according to review aggregator Metacritic.[25] Justin Leeper of Game Informer advised to not play the game.[27] On the other hand, Michael Cole of Nintendo World Report labelled Mario Party 5 as the best game in the series.[29] Despite the mixed reception, the Academy of Interactive Arts & Sciences awarded Mario Party 5 with "Console Children's Game of the Year" at the 7th Annual Interactive Achievement Awards.[30] It sold 800,000 copies in the US.[31]
Mini-games and game modes were positively received by reviewers. Reviewers prasied the mini-game selection;[9][14][29] GR Chimp of GameRevolution, however, disagreed, citing a lack of diversity.[7] Dan Elektro of GamePro praised the accessibility of mini-games,[28] while Peer Schneider of IGN praised the design and creativity of mini-games.[5] The single-player mode was commended by reviewers,[5][9][14][26] as well as the multi-player experience.[5][9][28] Cole, however, disliked it.[29] The game modes were also commended.[5][7][9] Dan "Shoe" Hsu of Electronic Gaming Monthly praised the introduction of new game modes.[26] Elektro commended the story mode due to streamlined AI turns,[28] while Cole did the sport modes.[29]
Gameplay elements received a mixed response. The Edge magazine noted that the gameplay remained unchanged from previous Mario Party installments.[8] Chimp noted that the game can still be enjoyable,[7] while Justin Leeper of Game Informer criticized the game for its lack of entertainment and replayability.[27] The game's presentation left a mixed response; some reviewers liked it,[7][28] while some did not.[5][9][14] Reviewers also criticized the slow pace of the game;[7][14][29] Tom Bramwell of Eurogamer especially criticized it because of the AI-controlled players.[4] The board gameplay was additionally criticized.[5][7][9][14] Jon Gibson of GameSpy said that bigger boards make long games frustrating.[14] The writers of Electronic Gaming Monthly called the new boards lifeless, but praised the ability to customize them.[26] The capsule system was commended.[5][9][29] However, reviewers criticized a lack of innovation.[9][14][29][28] Cole and Ryan Davis of GameSpot criticized the repetitiveness.[9][29]
Technical elements of the game were criticized. The sound system was criticized,[5][14][27] while Cole liked the music.[29] Schneider criticized the "cheesy" and unadventurous soundtrack, as well as a lack of voice acting.[5] Gibson disliked the graphics and design,[14] while Schneider and the Nintendo Power magazine praised the visuals;[3][5] Schneider also disliked long waiting times and unskippable event animations.[5] Dan Elektro of GamePro criticized missed crossover potential.[28] The Nintendo Power magazine also commended the game's controls.[3]
Notes
References
- ↑ 1.0 1.1 Staff (2003). "Hot Mario" (in ja). Nintendo Book 2003. 7. Kyoto, Japan: Nintendo. pp. 4–5. https://archive.org/details/nintendo-book-jp-2003vol-7/page/n5/mode/2up.
- ↑ "Mario Party 5 Now Available" (Press release). Redmond, Washington, United States: Nintendo. Nintendo World Report. Archived from the original on April 17, 2023. Retrieved April 18, 2023.
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 Averill, Alan; Shepperd, Christopher; Sinfield, George; Folsom, Jessica; Thomason, Steve (January 2004). "Now Playing: Mario Party 5". Nintendo Power (Nintendo of America) (175): 155. https://archive.org/details/nintendo-power-issue-175-january-2004/page/155/mode/2up.
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 Bramwell, Tom (January 9, 2004). "Mario Party 5". http://www.eurogamer.net/articles/r_marioparty5_gc.
- ↑ 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 5.12 5.13 Schneider, Peer (November 7, 2003). "Mario Party 5". http://www.ign.com/articles/2003/11/08/mario-party-5.
- ↑ Stratton, Bryan (2003). "Welcome to Mario Party 5!". Mario Party 5: Prima's Official Strategy Guide. Roseville, California, United States: Prima Games. pp. 3–4. ISBN 0-7615-4480-1.
- ↑ 7.00 7.01 7.02 7.03 7.04 7.05 7.06 7.07 7.08 7.09 7.10 Chimp, GR (December 2003). "Mario Party 5 Review". GameRevolution. http://www.gamerevolution.com/review/mario-party-5.
- ↑ 8.0 8.1 8.2 8.3 8.4 8.5 "Mario Party 5". Edge (England, United Kingdom: Future Publishing) (132): 109. January 2004.
- ↑ 9.00 9.01 9.02 9.03 9.04 9.05 9.06 9.07 9.08 9.09 9.10 9.11 9.12 9.13 Davis, Ryan (November 11, 2003). "Mario Party 5 Review". http://www.gamespot.com/reviews/mario-party-5-review/1900-6081810/.
- ↑ "Party Mode". Mario Party 5 Instruction Booklet. Redmond, Washington, United States: Nintendo of America. p. 24.
- ↑ Stratton, Bryan (2003). "Bowser Mini-Games". Mario Party 5: Prima's Official Strategy Guide. Roseville, California, United States: Prima Games. pp. 112–114. ISBN 0-7615-4480-1.
- ↑ Stratton, Bryan (2003). "DK Mini-Games". Mario Party 5: Prima's Official Strategy Guide. Roseville, California, United States: Prima Games. pp. 115–117. ISBN 0-7615-4480-1.
- ↑ 13.0 13.1 Stratton, Bryan (2003). "Game Modes". Mario Party 5: Prima's Official Strategy Guide. Roseville, California, United States: Prima Games. pp. 7–8. ISBN 0-7615-4480-1.
- ↑ 14.00 14.01 14.02 14.03 14.04 14.05 14.06 14.07 14.08 14.09 14.10 14.11 Gibson, Jon (November 20, 2003). "GameSpy: Mario Party 5". GameSpy. http://cube.gamespy.com/gamecube/mario-party-5/6403p1.html.
- ↑ Stratton, Bryan (2003). "Game Modes". Mario Party 5: Prima's Official Strategy Guide. Roseville, California, United States: Prima Games. p. 21. ISBN 0-7615-4480-1.
- ↑ Calvert, Justin (May 15, 2003). "Nintendo Announces Mario Party 5". https://www.gamespot.com/articles/nintendo-announces-mario-party-5/1100-6027616/.
- ↑ "E3 2003: Mario Party 5". May 15, 2003. http://www.ign.com/articles/2003/05/16/e3-2003-mario-party-5.
- ↑ Staff (July 6, 2003). "期待の新作GC" (in ja). Nintendo Dream (Tokyo, Japan: Ambit Co., Ltd) (92): 25. https://archive.org/details/nintendo-dream-092-july-06-2003-07-06-600dpi-ozidual/Nintendo%20Dream%202003%2007%2006%20v092/page/n26/mode/1up.
- ↑ 19.0 19.1 Staff (June 21, 2003). "任天堂 新作 ラッシュ !! 15連発" (in ja). Nintendo Dream (Tokyo, Japan: Ambit Co., Ltd) (91): 32. https://archive.org/details/nintendo-dream-091-june-21-2003-06-21-600dpi-ozidual/Nintendo%20Dream%202003%2006%2021%20v091/page/n33/mode/1up.
- ↑ Calvert, Justin (April 12, 2005). "Double Dash!! bonus disc details". https://www.gamespot.com/articles/double-dash-bonus-disc-details/1100-6076471/.
- ↑ Bramwell, Tom (October 8, 2003). "Mario Kart bonus disc contents". https://www.eurogamer.net/news081003mariokart.
- ↑ "Mario Party 5 Now Available". Nintendo World Report. November 11, 2003. https://www.nintendoworldreport.com/pr/9120/mario-party-5-now-available.
- ↑ "Mario Party 5". Nintendo Life. https://www.nintendolife.com/games/gamecube/mario_party_5.
- ↑ Adams, David (October 14, 2004). "Fun Gets Cheaper in Europe". http://www.ign.com/articles/2004/10/14/fun-gets-cheaper-in-europe.
- ↑ 25.0 25.1 "Mario Party 5 for GameCube Reviews". https://www.metacritic.com/game/mario-party-5/critic-reviews/?platform=gamecube.
- ↑ 26.0 26.1 26.2 26.3 Hsu, Dan "Shoe"; Johnston, Chris "CJ"; Pfister, Andrew (January 2004). "Mario Party 5". Electronic Gaming Monthly (Ziff Davis) (174): 159. https://archive.org/details/electronic-gaming-monthly-issue-174-january-2004/page/158/mode/2up.
- ↑ 27.0 27.1 27.2 27.3 Leeper, Justin (December 2003). "Mario Party 5". Game Informer (GameStop) 13 (128): 154. https://archive.org/details/game-informer-issue-128-december-2003/page/154/mode/2up.
- ↑ 28.0 28.1 28.2 28.3 28.4 28.5 28.6 Elektro, Dan (November 10, 2003). "Mario Party 5 Review for GameCube". GamePro. http://www.gamepro.com/nintendo/gamecube/games/reviews/31662.shtml. Retrieved May 21, 2016.
- ↑ 29.00 29.01 29.02 29.03 29.04 29.05 29.06 29.07 29.08 29.09 Cole, Michael (February 23, 2004). "Mario Party 5". https://www.nintendoworldreport.com/review/4198/mario-party-5-gamecube.
- ↑ Feldman, Curt (March 5, 2004). "Call of Duty nabs Game of the Year at D.I.C.E.". http://www.gamespot.com/articles/call-of-duty-nabs-game-of-the-year-at-dice/1100-6090754/.
- ↑ "Nintendo GameCube Software Best Seller Ranking". Shrine of Data. 2005-02-11. http://www5e.biglobe.ne.jp/~hokora/gcrank.html.
External links
- Official website
- Script error: The function "in_lang" does not exist. Japanese official site
- MobyGames is a commercial database website that catalogs information on video games and the people and companies behind them via crowdsourcing. This includes over 300,000 games for hundreds of platforms.[1] Founded in 1999, ownership of the site has changed hands several times. It has been owned by Atari SA since 2022.
Features
Edits and submissions to the site (including screenshots, box art, developer information, game summaries, and more) go through a verification process of fact-checking by volunteer "approvers".[2] This approval process after submission can range from minutes to days or months.[3] The most commonly used sources are the video game's website, packaging, and credit screens. There is a published standard for game information and copy-editing.[4] A ranking system allows users to earn points for contributing accurate information.[5]
Registered users can rate and review games. Users can create private or public "have" and "want" lists, which can generate a list of games available for trade with other registered users. The site contains an integrated forum. Each listed game can have its own sub-forum.
History

MobyGames was founded on March 1, 1999, by Jim Leonard and Brian Hirt, and joined by David Berk 18 months later, the three of which had been friends since high school.[6][7] Leonard had the idea of sharing information about computer games with a larger audience. The database began with information about games for IBM PC compatibles, relying on the founders' personal collections. Eventually, the site was opened up to allow general users to contribute information.[5] In a 2003 interview, Berk emphasized MobyGames' dedication to taking video games more seriously than broader society and to preserving games for their important cultural influence.[5]
In mid-2010, MobyGames was purchased by GameFly for an undisclosed amount.[8] This was announced to the community post factum , and the site's interface was given an unpopular redesign.[7] A few major contributors left, refusing to do volunteer work for a commercial website.{{Citation needed|date=June 2025} On December 18, 2013, MobyGames was acquired by Jeremiah Freyholtz, owner of Blue Flame Labs (a San Francisco-based game and web development company) and VGBoxArt (a site for fan-made video game box art).[9] Blue Flame Labs reverted MobyGames' interface to its pre-overhaul look and feel,[10] and for the next eight years, the site was run by Freyholtz and Independent Games Festival organizer Simon Carless.[7]
On November 24, 2021, Atari SA announced a potential deal with Blue Flame Labs to purchase MobyGames for $1.5 million.[11] The purchase was completed on 8 March 2022, with Freyholtz remaining as general manager.[12][13][14] Over the next year, the financial boost given by Atari led to a rework of the site being built from scratch with a new backend codebase, as well as updates improving the mobile and desktop user interface.[1] This was accomplished by investing in full-time development of the site instead of its previously part-time development.[15]
In 2024, MobyGames began offering a paid "Pro" membership option for the site to generate additional revenue.[16] Previously, the site had generated income exclusively through banner ads and (from March 2014 onward) a small number of patrons via the Patreon website.[17]
On February 13, 2025, Freyholtz stepped down as the site lead to move onto new projects, leaving operations to Tracy Poff, a veteran coder on the site, and Atari staff.[18]
See also
- IGDB – game database used by Twitch for its search and discovery functions
References
- ↑ 1.0 1.1 Sheehan, Gavin (2023-02-22). "Atari Relaunches The Fully Rebuilt & Optimized MobyGames Website". https://bleedingcool.com/games/atari-relaunches-the-fully-rebuilt-optimized-mobygames-website/.
- ↑ Litchfield, Ted (2021-11-26). "Zombie company Atari to devour MobyGames". https://www.pcgamer.com/zombie-company-atari-to-devour-mobygames/.
- ↑ "MobyGames FAQ: Emails Answered § When will my submission be approved?". Blue Flame Labs. 30 March 2014. http://www.mobygames.com/info/faq7#g1.
- ↑ "The MobyGames Standards and Practices". Blue Flame Labs. 6 January 2016. http://www.mobygames.com/info/standards.
- ↑ 5.0 5.1 5.2 Miller, Stanley A. (2003-04-22). "People's choice awards honor favorite Web sites". Milwaukee Journal Sentinel.
- ↑ "20 Years of MobyGames" (in en). 2019-02-28. https://trixter.oldskool.org/2019/02/28/20-years-of-mobygames/.
- ↑ 7.0 7.1 7.2 Plunkett, Luke (2022-03-10). "Atari Buys MobyGames For $1.5 Million". https://kotaku.com/mobygames-retro-credits-database-imdb-atari-freyholtz-b-1848638521.
- ↑ "Report: MobyGames Acquired By GameFly Media". Gamasutra. 2011-02-07. https://www.gamedeveloper.com/game-platforms/report-mobygames-acquired-by-gamefly-media.
- ↑ Corriea, Alexa Ray (December 31, 2013). "MobyGames purchased from GameFly, improvements planned". http://www.polygon.com/2013/12/31/5261414/mobygames-purchased-from-gamefly-improvements-planned.
- ↑ Wawro, Alex (31 December 2013). "Game dev database MobyGames getting some TLC under new owner". Gamasutra. https://www.gamedeveloper.com/business/game-dev-database-mobygames-getting-some-tlc-under-new-owner.
- ↑ "Atari invests in Anstream, may buy MobyGames". November 24, 2021. https://www.gamesindustry.biz/articles/2021-11-24-atari-invests-in-anstream-may-buy-mobygames.
- ↑ Rousseau, Jeffrey (2022-03-09). "Atari purchases Moby Games". https://www.gamesindustry.biz/atari-purchases-moby-games.
- ↑ "Atari Completes MobyGames Acquisition, Details Plans for the Site's Continued Support". March 8, 2022. https://www.atari.com/atari-completes-mobygames-acquisition-details-plans-for-the-sites-continued-support/.
- ↑ "Atari has acquired game database MobyGames for $1.5 million" (in en-GB). 2022-03-09. https://www.videogameschronicle.com/news/atari-has-acquired-game-database-mobygames-for-1-5-million/.
- ↑ Stanton, Rich (2022-03-10). "Atari buys videogame database MobyGames for $1.5 million". https://www.pcgamer.com/atari-buys-videogame-database-mobygames-for-dollar15-million/.
- ↑ Harris, John (2024-03-09). "MobyGames Offering “Pro” Membership". https://setsideb.com/mobygames-offering-pro-membership/.
- ↑ "MobyGames on Patreon". http://www.patreon.com/mobygames.
- ↑ "An update on MobyGames leadership". 2025-02-13. https://www.mobygames.com/forum/3/thread/269628/an-update-on-mobygames-leadership/#post-269628.
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