Mario Party Fushigi no Korokoro Catcher 2
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Mario Party Fushigi no Korokoro Catcher 2 (マリオパーティ ふしぎのコロコロキャッチャー２ Mario Pāti Fushigi no Korokoro Kyacchā 2, lit. "Mario Party Mysterious Rolling Catcher 2", with "korokoro" being an onomatopoeia for a small object rolling) is the Japan-only arcade game sequel to Mario Party Fushigi no Korokoro Catcher, also developed by Capcom. It is based on Mario Party 8 and was released in fall of 2013. Information is scarce on this sequel, as unlike its predecessor there is no official website or trailer.
This coin pusher can pay a lot more than the original. It have 8 stations where up to 8 players can play at once. Each station has two spots for players to insert coins. The goal is for the players to drop balls to the trigger the Jackpot chance as players try to win one of 4 possible jackpots at once. This game has more balls for the player to drop than the original with 3 additional balls can be dropped.
The boards that can be picked are much different compared to the first version. Just like the original coin pusher, plays attempt to drop coins into the checker to fill Mario's dice stock. Although this is similar to Mario Party 8, players are only able to play as Mario. Players can overfill the dice stock, which can mulitply their token payouts up to 3 times the normal amount. For example a 50 token payout from a red dice block gives a 150 token payout instead. Players can break normal blocks or special Mario Kart looiking item blocks for many awards should Mario end his roll on the space underneath one. Mario will hit one dice block as soon as possible as lost as their is still dice blocks left in the stock, which can hold up to 9 at once.
When Mario breaks a block several things can happen:
Their are couple of special spaces that Mario can land on to trigger events:
Mario can pick up one of two candies from a Yoshi ball bonus or a ? block:
If a minigame is triggered from a space or other events happening it begins immediately. All the games require the player to drop coins into the checker and try for the good events.
This will trigger when a player lands on a VS space. The player must hit the positive numbers to attack the opponent which can get harder and harder as positive numbers are hit. If a negative number is hit, Mario will get attacked instead. Game continues until one health meter is completely gone. If the opponent loses his health meter the player gets a 100 token bonus and potentially a "Crane Challenge". If Mario's loses his health meter the player loses the minigame and gets 10 tokens per health missing from their opponents health bar.
This will trigger when the bar seen on the players screen fills up completely. Players must drop coins into the checker avoiding the x and trying for the numbers. Several things will happen once the coin hits the appropriate spot in the checker:
Game continues until Mario and friends reach the end or Mario falls off. If players reach the end they get a 100 token bonus and one "Crane Challenge" per character left. Each time a player hits an "x", they do not lose right away. However when a character falls, Peach will always fall first and then Yoshi. After that, the next x will make Mario fall, and if he does the player loses the minigame.
Goal Bonus Minigame
As Mario moves through the board he slowly closes in on the goal. When Mario reaches the goal or boss character at the end of a board a "Dart Minigame" will begin. Here all the darts the player collected will be turned into medals. Players press a button to throw their darts at the board, where they will receive between 3-50 medals per dart. Timing is crucial to this game, sometimes it is impossible, sometimes it's slow enough for the play to hit a high amount easily. Game ends once all the darts have used up and the player receives another dart to use in the next bonus. This minigame is great way to get a lot of medals quickly.
Triggered as long as the player has a Crane collected in his items. This is where the player can win balls. Unique to this version of Mario Party Fushigi no Korokoro Catcher are different goals players can complete if they manage to catch enough balls at once. Players may have to get as many as 3 balls with one play to complete these goals. As soon as these are all completed the players get a golden crane for their next crane challenge. Golden Crane uses the same functions of the regular crane but players trigger special events as they try to get up to 4 balls at once. For each ball collected this way a character hits a roulette which can give darts, or medal payouts.
Depending on the ball that drops an event happen based on which ball dropped:
Players spin a roulette that yields several different events based on the Jackpot they are playing for.
Red/Yellow/Blue Cloon Challenge
Players play for the colored jackpot shown on screen. A ball will drop into the roulette where one of many things will happen.
Golden Cloon Challenge
This will trigger for every Golden ball dropped. Roulette is different than the colored "Cloon Challenge". If the player lands in a numbered hole, they get nothing. The bet pocket still works and does the same as it does in the colored "Cloon Challenge". If the ball lands in Jackpot pocket, the player wins a chance to try for the Golden Jackpot which is worth the value of all the colored jackpots combined which is the most valuable jackpot.
This will trigger if players get a star ball from a block, 777 fever, or from the "Cloon Challenge" Unlike the first version players will get to battle against Bowser for a chance to win the jackpot. The players fight against Bowser in a Volcano area for the Red Jackpot, A Fountain area for the Blue Jackpot, or a desert for the Yellow Jackpot. For the Golden Jackpot players fight Bowser directly at Bowser's Warped Orbit instead. The pink ball will drop into the mechanism located at the center of the machine which can yield on of many results:
Triggered from the Jackpot chance. Players can drop coins into 3 spots on the checker to open up 3 lines on these slots. Wins can only happen if certain things happen on screen. If mario does his sad animation the player gets nothing. If he does his happy animation the player will receive from 5-25 medals up to 3 times amount. However other things can happen as well:
Fever will end when the player loses the game vs Bowser. Players then head back to the main board again.
Double Up Chance
If the ball lands in anything that isn't the Jackpot, the Jackpot is not won and Bowser wins. If the ball lands in the Jackpot pocket, Bowser is defeated by a Super Star and the player wins the Jackpot they are playing for. If the player wins the Golden Jackpot, Bowser's Warped Orbit is completely destroyed and Mario finds the Golden Jackpot treasure in the sky. However, players are not done yet. The player is given a chance to double their jackpot, which they can skip completely and just take their jackpot winnings or play the double up chance.
If the ball lands in a Bowser pocket, players lose their Jackpot winnings and get nothing. Also Bowser, turns the Super star back to a statue for the colored jackpots, or makes the treasure vanish entirely for the Golden Jackpot. If the ball lands in any pocket that is not a Bowser Pocket, the player wins twice the Jackpots value, which usually means a lot of medals.
If the player wins a Jackpot, their station's pusher will be showered with a bunch of medals. The player can take the original jackpot's winnings immediately or win twice the value of the Jackpot from the "Double up Game". The TV that displays the Jackpot values will reveal a second plinko like mechanism which the jackpot medals are vended out of, while showing them that they are the "Super Star". The TV's effects are different for which jackpot was one as well as if the jackpot was a "Double Up Chance Win":
Immediately after a Jackpot win, players will immediately get a "Crane Challenge", where they can get more balls, as their field often drops all their balls after a jackpot win.