Mario Party Fushigi no Korokoro Catcher 2

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) 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.

=Gameplay= 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:
 * 1) The player can receive a token payout immediately which range from 10-50 token payouts at once. This can be multiplyed up the 3 times the amount if a higher dice block was rolled.
 * 2) A minigame begins immediately
 * 3) A star fills a meter shown on screen. When this fills up all the way a Minigame will trigger.
 * 4) The player receives Candy which is immediately used.
 * 5) The player enters "Crane Challenge" up to 3 times.
 * 6) The player receives darts.
 * 7) The player goes to "Cloon Challenge".
 * 8) The player goes to the Jackpot Challenge.

Their are couple of special spaces that Mario can land on to trigger events:
 * 1) VS space: this triggers the Cardiators minigame against the opposing character sitting on the VS space.
 * 2) ? and Lucky spaces: These trigger events that often give you more medals, sometimes other events.

=Candy Bonus= Mario can pick up one of two candies from a Yoshi ball bonus or a ? block:
 * 1) Springo Candy: Mario immediately jumps several spaces ahead, getting him closer to the goal.
 * 2) Bitsize Candy: During the next roll, every ? block Mario hits must give the player tokens, the more ? blocks hit the better the payout.

=Minigame Challenge= 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.

Cardiators
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.

Treacherous Tightrope
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:
 * 1) The characters will move up 1-3 spaces forward
 * 2) The characters will move a random number of spaces from 1-3 with a chance to lose a character.
 * 3) The player hits the x which causes a character to fall immediately.

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 a x they don't lost 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.

=Crane Challenge= 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.

=Ball Bonus= Depending on the ball that drops an event happen based on which ball dropped:
 * 1) Yellow ball: The player stops a roulette where they get to the "Cloon Challenge" immediately or get one or 2 yellow balls towards a counter. 3 yellow balls triggers a "Cloon Challenge" for the yellow jackpot.
 * 2) Blue ball: Same as yellow ball but the "Cloon Challenge" won is for the Blue Jackpot.
 * 3) Red ball: Same as yellow ball but the "Cloon Challenge" won is for the Red Jackpot.
 * 4) Yoshi Ball: This triggers event where the player can receive a random medal payout immediately or receive a candy or "Crane Challenge".
 * 5) Golden Ball: This triggers a "Golden Cloon Challenge" immediately, where players can win a chance to go to the Golden Jackpot chance, where they can win the value of all the other 3 jackpots combined. Players are encouraged to go for these balls a lot as the Golden Jackpot is always the biggest jackpot a player can win.
 * 6) Mushroom Ball: For the next 10 dice block stock fills, the player can hit 6 points in the checker instead of 3 to fill Mario's dice block stock.
 * 7) Mario ball: Players spin and stop a wheel which gives a medal payout immediately or triggers a random minigame where players can a 100 medal payout, and "Crane Challenge" or darts from.