It’s easy to have lost track over the years, but this is actually the 18th game in the Mario Party series.
Ever since the original was released on the Nintendo 64 a quarter of a century ago, Nintendo has frequently put out updated takes on its popular party game formula, and over the past 12 years these have been handled by the recently-renamed studio Nintendo Cube (formerly Nd Cube).
Given the regularity of the instalments and the familiarity of the developer, then, it stands to reason that this latest offering would be expected to be running short on surprises. In reality, while there’s certainly some familiarity to be found in Super Mario Party Jamboree’s main modes, there are a pleasing number of new features here.
Naturally, the flagship Mario Party mode remains the main draw. There are four boards to initially choose from, with a further three unlockable ones (including a couple of retro boards from the first two N64 titles).
As ever, each board includes numerous bespoke events that trigger as you pass by them, from a wandering Wiggler who carries part of the board on his back, to a Toad pit crew on the Mario Kart board who’ll offer to ‘fill your tank’, which essentially means filling all three of your power-up slots.
The main new feature in the main mode this time is the introduction of Jamboree Buddies. The idea of temporarily partnering up with another character isn’t a new one and has been in a couple of Mario Party titles before, but this is a new take on it which can lead to some interesting turnarounds.
At random points the Jamboree Buddy will appear on the board for a limited time. If anyone reaches them before they disappear, it triggers a lengthy four-player mini-game where the winner earns their services (even though anyone can win, the player who reached the Buddy will get an advantage).
If you win the game and claim the Jamboree Buddy then, for three turns, they’ll give you a bunch of benefits. They’ll boost your dice so they always roll high, they’ll
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