Apparently, this is a hot take then:
Mario Party 9 is way better than all the others.
In most MP games your fate is entirely determined by how near to your the next star is (often RANDOMLY) placed, and rewarding you for minigames with coins you will probably never get to spend because your rolls are trash, or someone else happened to be in a right place at the right time to take the star before you get to it and guess what the next one is on the other side of the board. As a result, your final placement has little to do with how well you do in minigames, and more to do with sheer dumb luck. You can win every minigame and still come dead last. Even rolling really well is no guarantee that you will get to the star before your buddy who is 5 squares from it when it appears.
And the pacing of the games are terrible. You will get to roll the dice once, spend a good 20 seconds watching the animation play out if you rolled well, and then resolve wherever it is you landed. Then watch 3 other players doing the exact same thing. Then you get a minigame (the actual fun bit) and then repeat 20 times. This process gets old by turn 10 (which is roughly how long it takes for 2 laps of most boards, enough to exhaust their possibilities) and can take upwards of an hour. Who says this is fun? And then you get the end and Bonus Stars are handed out like candy, which ofc since Stars are so rare basically means you may as well just toss a coin to determine who wins.
Right, so with all these glaring issues, how does MP 9 fix them?
First things first, a very prominent and surprisingly deep minigame mode with several different ways to play it so you can forget the board game part entirely if you want.
Secondly, throwing the entire flawed Stars+Coins system out the window. Instead, there's just Mini Stars, which are basically Coins without the Stars. So now, a huge quantum leap is made and your minigame performance is now directly reflected by your placement. No amount of Mini Stars found on the course can make up for you being garbage and losing every minigame.
Thirdly, rather than going round and round and round for a set number of turns in purgatory, you go through the whole course once. And the ingenious part is that you do it as a group. I'll return to this point soon.
Forthly, the game makes Special Dice Blocks super-easy to pick up. In fact it positively throws them at you. And rather than focusing on the Special Dice Blocks making you go faster, they mostly give you more control, restricting the numbers you can roll, giving you the option of rolling a 0 sometimes, or even letting you choose the number you roll occasionally.
So what does this add up to? You go through the course as a group, and where one player starts their turn, the next player begins. And then you move through the course as a group. This means you can use your movement and make your directional choices with the intention of placing other players into a tough spot. Your Special Dice Blocks become your weapons of choice in the infighting that will ensue, and you can use them to benefit yourself directly, hinder others, or escape tricky situations. The tension when a player rolls a 0-1 Dice to try and escape destruction a space away is palpable, and a complete contrast to the monotony of the previous MP games, especially when it is rare for any 1 roll to have meaningful consequences in older games.
And the downsides to this new approach?
1. Been there done that? Sometimes the course will feel like a railway line and once you've seen it once you've done it, right? Wrong. Even with the pre-set destination, the courses have had so much love and attention pored into them that it's impossible to not find new things each time you go through it, with several courses having special mini-courses that are only accessible by landing on 1-2 spaces. Some of them you probably don't even know exist or what happens in them. And each run through a course still feels unique even though you're treading over similar ground.
2. Less minigames. This is a notable downside, however it's mitigated by two notable things. One is the aforementioned dedicated minigame mode. The second is the boss battles, of which you are guaranteed two. Let's say they're less battles against the boss and more about infighting among your "allies" to perform as well as possible. There are a couple of weak links among them sadly, but the worst one is Bowser Jr. who is fortunately confined to a single course. And the best boss battles are hilarious riots as you attempt to screw everyone else over while still finding time to actually accomplish the aim of the minigame.
Anyway, that's enough said by me. MP 9 is the best Mario Party game for being brave enough to toss away the monotony of the outdated boards concept and making your choices as a player actually have an impact on the final standings.