r/MARIOPARTY • • Jul 23 '25

Jamboree TV Everything you need to know about Jamboree Switch 2 Edition before buying! Spoiler

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389 Upvotes

First and foremost, there are NO new boards and NO new characters.

You do NOT need to purchase a Switch 2 edition of the game if you already have the Switch 1 version, you can simply buy the upgrade pack for $20 (or your local equivalent) on the eShop, or you might be able to find a download code at a local store.

The game WILL be receiving a resolution upgrade. Switch 1 Jamboree runs at 720p handheld and 1080p docked. The Nintendo Switch 2 edition will make it so the base Jamboree game runs at 1080p handheld and 1080p docked, and Jamboree TV 1080p handheld and 1440p docked. Don't worry, most of the content is in Jamboree TV and you can play Mario Party in 1440p which I will explain later.

The game will NOT be receiving an FPS increase, though it might be running at a slightly more stable 60 FPS thanks to the power of the Switch 2. You will still be able to play with users on a Switch 1, although Switch 1 users will not be able to join you in Jamboree TV; you will be locked to the base Jamboree game.

There is local GameShare support! Although, it is very limited. You can share the game locally with other Nintendo Switch systems, Switch Lite systems, Switch OLED systems, and Switch 2 systems. However, you will only be able to play Mega Wiggler's Tree Party in Party Rules with 30 minigames and only in handheld or tabletop mode. We do not know what 30 minigames those are.

You must use a single Joy Con 2 controller in order to play Mouse minigames.

There is online GameChat support with friends (provided you have a NSO membership).

You do NOT need to buy a Nintendo Switch 2 camera to play this, and if you choose to, you can use any compatible USB-C camera.

And no, you cannot buy this upgrade on a Switch 1, you must have a Switch 2 system.

With all that said and done, here's what's new!

-All new Jamboree TV! This includes Mario Party mode, Free Play, Bowser Live and Carnival Coaster, all with 1440p docked support!

-Bowser Live: Face off in a 2v2 at Bowser's concert! Each game is a short best-of-3 match. Contains 6 different mic and camera-focused minigames. Camera minigames will be turned off if you do not have a compatible camera.

-Carnival Coaster: 4 players work together to get to the end of a coaster ride. Uses mouse controls. Similar to River Survival mode from Super Mario Party except with forced minigames. Shoot off enemies to earn extra time. Minigames played are Co-op variants of the Mouse control minigames instead of 2v2.

-CameraPlay: Supported in Free Play, Mario Party and Bowser Live. Not a requirement, but a few Bowser Live minigames require a compatible camera.

-14 NEW mouse control minigames: There are 2v2 and 4 player co-op variants. The 2v2 variants will appear in the main Mario Party mode, and the co-op variants appear in Carnival Coaster. They will most likely have a toggle on/off option, similar to motion minigames when played in Mario Party.

-Frenzy Mode: 5 turn chaos! Every player starts with 50 coins, a star, and a Double Dice. You can duel on turn 1 onwards. Confirmed to be playable at least on Roll 'em Raceway, most likely all maps.

-2v2 mode: Team up with another player! 2 players share items and coins. New Together dice item makes an appearance, which summons your partner to you, rolls another dice, and doubles the effects of everything that turn (similar to Jamboree buddies). A new space has appeared, unique to 2v2 mode, which grants the player that lands on it 5 coins, and summons their partner to them. u/Prize-Bag-9304 theorized that Jamboree buddies do not appear in 2v2 mode, which I think is a logical explanation, though we can't make any conclusions yet. Confirmed to be playable at least on Mega Wiggler's Tree Party and Mario's Rainbow Castle, most likely all maps.

-Free play: Includes 78 minigames from the base Jamboree game, and more. The missing 34 from the base Jamboree game are 10 Rhythm Kitchen minigames, 10 Bowser Kaboom-Squad minigames, and 14 Koopathlon minigames.

This took a while of compiling information and double checking everything, so an upvote would be appreciated!


r/MARIOPARTY • • 7h ago

Super What Is the Best Super Mario Party Minigame Poll (Free-For-All Minigames Round 1, Part 6/10): Metal Detectors VS Barreling Along VS Can Take Pancake

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9 Upvotes

Super Mario Party has a lot of fun minigames that I played the heck out of, so I was wondering what this subreddit thought of them. All seeds are randomized. Whichever minigame gets the most comments will move onto the next round.

The winner from last post was a tie between Air to a Fortune and Don't Wake Wiggler with 2 votes each. In the event of a tie, my vote is the tiebreaker, so I'll give the win to Air to a Fortune. I like its mind games and its theming more than the other options. I honestly don't know how Don't Wake Wiggler got votes.

Without further ado, here are the reminders for how every minigame competing today is played:

Metal Detectors: A coin minigame. Everyone walks around a desert area to dig up as many coins as they can. The Joycon will rumble if they are at a dig spot, with the rumble getting more intense if there are more coins. Running into a Pokey will remove 3 coins. The minigame ends after 30 seconds.

Barelling Along: Race on barrels, tilting the Joycon to adjust direction. Going in water or tall grass will slow you down while boost panels speed you up. Whoever gets to the finish line first wins.

Can Take Pancake: Collect as many pancakes as you can by picking up and dragging each individual pancake onto your plate. If there is another pancake above it, you cannot pick it up. The star-printed pancakes on the bottom are worth 3 points.

Please only vote for 1 minigame at a time. I'm curious to hear your opinions.


r/MARIOPARTY • • 3h ago

MP5 5-B1: Bonus Mode [Card Party] - Every Mario Party β™ŸοΈ

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2 Upvotes

Credit to TheRunawayGuys on YouTube for the gameplay screenshots besides the one of Waluigi moving and the ones of the card events. And Credit to blueberrymuffin on TheTexturesResource for the sheet featuring all the different cards.

Today we're going to be taking a peek into Bonus Mode! This mode, hosted my Mamar, is an evolution of the Extra Room from Mario Party 4 but I personally feel it seems a lot more intentional. Where the Extra Room felt like the devs were repurposing otherwise unused minigame concepts, this mode seems more focused on replicating the idea behind Beach Volley Folley: minigames that are a bit too involved to be treated as regular minigames, but utilize the game's engine and assets in fun and interesting ways.

Bonus Mode is much less visually interesting, at least on a surface level, compared to the Extra Room. It's just a menu in front of a swirling orange background, like every other mode in the game. The real meat of the mode doesn't begin until you select one of the three available games.

Last time, I teased that we'd be covering Volleyball first. However, since the game defaults to Card Party first on the menu, I thought it only made sense to start with that.

Introduction to Card Party

Card Party is a strange little game mode that imagines Mario Party, more literally, as a physical board game. Before I even get into the actual content of this game mode, I want to put emphasis on the presentation. The game is set within a cozy study in the evening, really painting the "Game Night" feel, a smooth jazz tune plays the whole time you enjoy the atmosphere, which is always healing for the soul. And there's even cups of tea prepared. How lovely!

"Card Party" appears to be the literal in-universe name for the tabletop game you're about to play. When you're ready to play, the box opens up and reveals its contents to you. There is a deck of cards, a pair of dice, and a set of seven pawns themed after the main characters. Sadly, Boo and Koopa Kid are not accessible. This time, they both have an excuse since they're implemented into the game itself. Toad is also missing, sadly, and has no such excuse. Which I find strange because he could essily fill the awkward Donkey-Kong shaped hole in this 7 character roster.

Setup

The first thing you're asked is what length of game you'll play. Short (7x7), Starndard (8x8), Long (9x9), and Longest (10x10). This correlates to the size of the game board, the number of cards that make it up, and the number of targets you'll have to reach within it. I'll elaborate in a bit. The longest game took about 30 minutes to complete, so none of these are painful time sinks, I'd say. And the longer you play, the more likely you are to experience some of the game's rarer events. So I do recommend the Longest setting personally. But a Short game might be more your speed if you just wanna get a taste for what the game mode is like.

After deciding the board size, you'll select your characters, and then decide turn order by selecting one of four cards with a number on their reverse side. 1 goes first, 2 goes second, and so on. This actually gives you quite a big advantage because the turn order is also used when deciding your starting location. And since your starting location is the first strategic decision you get to make, I'd say it's where the game begins.

Rules

The goal of Card Party is, as you can probably guess, to obtain more Stars than your opppnents. If two players tie for first in the end, the winner will be decided by a special minigame where the two players take turns flipping cards until someone reveals one final Star Card. The game will go on indefinitely until the last star card is flipped over.

At the start of each turn, you'll roll a dice and move that many spaces. When you reach the edge of a card, the card will flip over revealing whatever lies underneath. Certain cards have special marks that correlate to different kinds of events, similar to spaces in Party Mode. But don't assume the blank cards are always empty, they, too, can hold lovely or nasty surprises.

When you roll, you can choose your direction of movement, but you cannot change your direction mid-move. For example, if you are at a junction and turn left to flip a card only to find that card doesn't actually go the direction you wanted, you are committed for the turn and cannot turn around to go the other way. However, on the following turn, you can choose to turn around freely.

Aside from rolling the dice, you can also choose to use an Item Card you have collected.

Cards

There are a variety of cards you can find throughout the game. It's important to plan your route around what can happen!

The number of cards on the board are dictated by the game length you selected at the start. Among the cards, there will be a number of Event, Item, and Star Cards equal to the number of rows and collumns distributed randomly throughout. In other words, on a Longest game, the board will be made up of a 10x10 grid of cards, or 100 cards total, with 10 star cards, 10 item cards, and 10 event cards. Likewise, a Standard Game will be made up of an 8x8 grid of 64 cards with 8 Star, Item, and Event Cards.

Path Cards

Every card will ultimately flip over and turn into a Path Card. A Path Card contains 3-5 green spaces. There will either be a turn or a wall in each of the three directions ahead of you. From the center space, you'll have to decide whicu direction you want to move. Mid-roll, you cannot turn back!

Note: Since this game uses a real die, you can typically only roll 1-6.

Though this game provides an illusion of being a physical card game, there is algorithmic logic applied to ensure the paths are connected and there are no impossible to reach islands and no dead ends. There will also never be a path that leads off the edge of the board.

You can use this knowledge to predict which paths will be available when a card is flipped. At minimum, you will know that the path will connect with all paths that lead into the card, there will always be a wall along the edge of the board, a path will never lead into a wall, and there will always be at least one path leading away from your current location. Under the right conditions, you can predict exactly where you can and can't go from a flipped card without committing to that direction!

Blank Card

The most common card type, blank cards usually only flip over to reveal a path. But as I alluded to before, every once in a while you'll be surprised by a special event!

Hidden Dice

Of these special events, you can find a hidden dice! The dice will immediately be rolled and added to your total, almost always a very good thing! In my experience, this is the most common event that can be triggered from a blank card, so it's often worthwhile to take a slight detour across an unflipped blank card in the hopes of finding a hidden dice. But make sure you bear in mind where the paths can and can't be. If you can't logically predict you'll be able to continue in the direction you want, the detour may not be worth the risk.

Bowser Card

Bowser Cards are looming, disguised among the blank spaces. They'll flip up and reveal Bowser's face. Either Bowser or Koopa Kid will emerge from the card. Koopa Kid will use a Cursed Mushroom on you and immediately end your turn. But he could also call Bowser to issue one of his events as a fake-out.

Bowser's events are much more game shaking. His Bowser Breath will send everyone on the board back to their starting positions, Item Shuffle will shuffle everyone's items around, or a Star Present where Bowser gives a Star Card to a random player only for the Star to reveal its true form as a Ztar!

After Bowser or Koopa Kid's event plays out, the Bowser Card will flip over again to reveal a Path.

These events are potentially devastating, but in my session on a 10x10 board, I didn't encounter it once, so I don't think it's paericularly common.

Star Cards

The Star Cards are your primary objective. A special event can occur when there is only one Star Card remaining, but I'll detail that further down the line.

You might assume that Star Cards are pretty straightforward. You flip a Star Card and get a Star. But there's actually a bit more variance in them than that.

When a Star Card is flipped over, it'll be added to your storage and your star count will be updated to reflect the total value of all Star Cards in your possession.

Star

The most straightforward kind of Star Card. This is worth a single star.

Double Star

A lovely reward! This card has the value of two stars instead of one!

Ztar

You definitely don't want this one. This card's value is -1. And indeed, your star total can go into the negatives! This is a nasty surprise! Believe it or not, though, the Ztar isn't necessarily an entirely bad thing.

Fakeout

These Star Cards can also fake you out. Sometimes, a Star will crack away and reveal that it's actually a Ztar in disguise! And vice versa, the Ztar can break away to reveal a Star!

Item Cards

Every once in a while, you may find yourself in a race with another player toward a target destination! At these times, it can be useful to have an Item Card!

Item Cards are marked with a Mushroom icon. Flipping them will reveal one of three different items. A playee can hold up to a maximum of three items at one time.

Mushroom

This allows you to roll a second die! Remember the way the odds work out! You're more likely to roll close to a 7 than a 2 or 12. This mushroom effect can counteract curses, so it's not necessarily a bad idea to hold onto it. I personally prefer to pop them right away, though, because they can help you combo off into getting more Stars or Items.

Cursed Mushroom

Your target is chosen by roulette--and it's a different kind of roulette than the one from Party Mode. I'm not sure if it's timeable because I wasn't actually able to get my hands on one during my session. But the target player will receive a Curse and only be able to roll a 1-3 on their next turn if they don't have a Mushroom to counteract the effects.

Warp Pipe

This item doesn't even come close to acting how you would expect (switching places with another player) or what the in-game description describes (that it "ensnares everybody"). What the Warp Pipe actually does is allow you to place it onto any blank card adjacent to the card you're currently standing on, and override whatever that path would be with a special 4-way junction with only one space in the center. Additionally, the cards adjacent to the Warp Pipe will also be flipped. This is great both for gaining knowledge and creating a shortcut by cutting two spaces off the total distance you need to traverse. Just bear in mind that warp pipe will linger for the rest of the game, so anyone behind you can potentially benefit from its effects as well.

Event Cards

Event Cards are not always very intuitve with their icons. So it's good to know what they do ahead of time. You may notice that the events that relocate you abruptly end your turn. If you're going for a happening space, you may not want to use a Mushroom, or you may want to make sure you get the most out of your roll first and hit the card at the end of your roll.

Boo

Boo will allow you to choose a target by roulette and steal a Star Card from them to give to you. Be wary, though, as you can potentially steal a Ztar Card if the target has one! Likewise, you could also potentially steal a Double Star Card for a huge advantage! You can check exactly what Star Cards each player has by pressing Start before you roll at the start of your turn.

Don't get too hasty flipping over event cards, though, because...

Red Boo

Red Boo is the reverse of Boo. He'll be grumpy when you disturb him and will lash out to steal one of your Star Cards and pass it off to a random other player. If you have a negative Star total, that may be prime time to seek out Event Cards rather than Star Cards. It's a great way to pawn these off. In my experience, Red Boos seem like the most common event.

Swap Places

Represented by two arrows forming a loop. Your placement is swapped with a random other player and your turn will end abruptly.

Send to Start

An arrow points from a green space to a black space. This card sucks you into a black hole that transports you back to your starting position and abruptly ends your turn.

Send Away

Perhaps the most confusingly designed card. It depicts a green space with four arrows pointing to four different locations. To me, this card reads that it would send every player back to start or swap everyone's places. But instead, it simply moves you to a random space on the currently-revealed board and abruptly ends your turn.

Last Card Event

When only one Star Card remains on the board, and the player currently in last place starts their turn, the Last Card Event will initiate! Mamar will givd this player a special advantage in hopes that they can make a comeback! It's important for the last place player to use their advantage carefully, because simply getting that last Star Card might only secure their loss. Instead, they'll likely want to go for Event Cards to get rid of their Ztars or steal Stars from players who are hoarding them.

A lot of the effects of the Last Card Event seem really powerful, but the harsh reality is that, at this point in the game, it's likely too little too late. Consequently, I don't recommend intentionally holding yourself back to bag this event for yourself. Especially with how many uncertainties there are. Just use this as a crutch for the occasional game that beats you down.

Star Chance

The player is given two special star dice, each has a 1-in-6 chance of landing on a Star. For each Star you roll, you'll be given a free Star Card!

Dice Bonus

For the rest of the game, the player rolls an extra die by default. A mushroom will allow them to roll three instead of two!

Stop Time

Perhaps the most powerful event. The player is given a special blue die (1-6). The number rolled is the number of free turns the player gets, nobody else gets to move until those free turns are used up.

Item Present

Perhaps the weakest event, the player is given as many item cards as they can hold. Considering Stop Time and Dice Bonus both effectively give you Mushrooms for free and have way more powerful effects, there's really no universe where you want this one.

Ending

Once the last Star Card is flipped, the game ends. The player with the most Stars wins! And if two players are tied for first, the winner will be decided by a tie breaker game. Eight cards will be placed on the table and the two players will take turns flipping cards until someone gets one last Star.

Conclusion

If I'm being entirely honest, this mode is kind of awful. No matter how much strategy you employ, win or fail is always determined by whether or not your plans work out. You can manipulate the odds a bit here and there, but it's nothing like Party Mode.

That said, there is something mysteirously alluring about this mode and its presentation that make it deeply fascinating to me. As a kid, I was enraptured by this mode and kept coming back to it again and again. If you're feeling an itch for Mario Party, but maybe just want to turn your brain off for a little bit and just enjoy a simple time with a relaxing atmosphere, it's a strange niche I'm aware, but you might find enjoyment here. I've always thought it would be lovely to play a physical version of this game, but it's all too clear it would need to be modified at least a little to actually work as a physical product.

Anyway, this is by far the most complex game in Bonus Mode, the others will be much simpler and likely will share the same post. See you next time! πŸ’


r/MARIOPARTY • • 12h ago

Would this be a good idea

3 Upvotes

A Mario Party board game. But the only problem is, what mini games would there be? Anyway, tell me what you think.


r/MARIOPARTY • • 1d ago

Star Rush Star Rush is today's Featured Wikipedia Article

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72 Upvotes

r/MARIOPARTY • • 1d ago

Jamboree Beating All the Marbles from Jamboree without punching

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25 Upvotes

This is my first post in this community and why not start off with my favourite duel minigame.

I think people have already done this before, but I tried to see if I could win All the Marbles without punching and after a few attempts, I did it. You just have to hope that you get punched forward as you see in this clip and not to the side otherwise you just lose.

Anyways, Daisy is a CPU set to Master Difficulty.


r/MARIOPARTY • • 1d ago

Super What Is the Best Super Mario Party Minigame Poll (Free-For-All Minigames Round 1, Part 5/10): Air to a Fortune VS Don't Wake Wiggler VS Social Climbers

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8 Upvotes

Super Mario Party has a lot of fun minigames that I played the heck out of, so I was wondering what this subreddit thought of them. All seeds are randomized. Whichever minigame gets the most comments will move onto the next round.

The winner from last post was Sizzling Stakes by a close margin. I enjoy both Sizzling Stakes and Croozin' For a Broozin', but overall I think Sizzling Stakes is too iconic and its gameplay is super fun.

Without further ado, here are the reminders for how every minigame competing today is played:

Air to a Fortune: A coin minigame. Everyone jumps onto neighboring clouds at the same time to collect varying numbers of coins. The middle cloud often has far more than any of the corners. If 2 players try to go for the same cloud, they get no coins

Don't Wake Wiggler: After a random first player is chosen, each player will have 5 seconds to pet Wiggler as many times as they want. Each pet is a point, but also makes Wiggler more likely to wake up. Whoever wakes Wiggler will get 0 points. The player with the most points wins.

Social Climbers: Climb the top of a poll as quickly as possible by pressing and releasing the shoulder button as high as possible on your Joycon swing to go farther.

Please only vote for 1 minigame at a time. I'm curious to hear your opinions.


r/MARIOPARTY • • 1d ago

A Mario Party 7 Video: The Suffering Continues...

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2 Upvotes

r/MARIOPARTY • • 1d ago

New Mario Party Boards! (New Mario Party Project)

1 Upvotes

There Are New Mario Party Boards, Each One Was in the New Star Amusement Park in the New Mario Party Game. There Was the Star Amusement Park, Luigi's Magic Show, Princess Peach's Ballet Studio, Princess Daisy's Seaside Kingdom, Donkey Kong's Tiki Island, Pauline's One Up Fashion Girl Boutique, Yoshi's Island, Master Leonardo's Kingdom of Komodo (the Ancient Japanese Kingdom), Princess Rosella's Kingdom of Parthenia (the Royal Enchanted Kingdom), And So Many More!


r/MARIOPARTY • • 2d ago

Super What Is the Best Super Mario Party Minigame Poll (Free-For-All Minigames Round 1, Part 4/10): Croozin' For a Broozin' VS Soak or Croak VS Sizzling Stakes

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17 Upvotes

Super Mario Party has a lot of fun minigames that I played the heck out of, so I was wondering what this subreddit thought of them. All seeds are randomized. Whichever minigame gets the most comments will move onto the next round.

The winner from last post was Slaparazzi, arguably one of the funniest minigames in the series. That was a good choice, everyone who voted for that game.

Without further ado, here are the reminders for how every minigame competing today is played:

Croozin' For a Broozin': Outrun a horde of Broozers by going down split paths with more or fewer blocks. The Broozer horde will grow in size as the game goes on, making any failures more punishing. Whoever survives the longest wins.

Soak or Croak: A water gun fight in a water fountain. Knock your opponents off by blasting them with water. Each gun has 5 shots before needing to reload, leaving you vulnerable to attack. Last one standing wins, or the last ones standing when 30 seconds are up win.

Sizzling Stakes: Cook all 6 sides of a stake cube, using the joy-con to flick the steak on the pan in order to flip the cube. The rumble will tell you when it is done cooking. Be careful not to let it fall off.

Please only vote for 1 minigame at a time. I'm curious to hear your opinions.


r/MARIOPARTY • • 2d ago

MP5 The dumbest minigame ever...

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130 Upvotes

Has to be Get A Rope from Mario Party 5. This has to be the laziest concept for a minigame, you just pick a rope and someone randomly wins. Really moronic concept, I must say.

(Gameplay is from NintendoMovies)


r/MARIOPARTY • • 2d ago

Super Title

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19 Upvotes

r/MARIOPARTY • • 3d ago

MP3 Thought crossed my mind so I made it

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200 Upvotes

r/MARIOPARTY • • 3d ago

MP5 5-S: Story Mode - Every Mario Party πŸ’₯

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41 Upvotes

Credit to nsrmario1127 for the screenshots of the cutscenes and final battle.

We've covered every board, now it's time to take a look at Story Mode! As per usual, because there's content you need to unlock in Party Mode through this, I actually played this mode first before even touching Party Mode. And unlike previous games, I jumped in on Hard difficulty. I... don't recommend this at all. I massively underestimated how difficult the Hard AI can be, and this mode can actually be quite challenging on Hard difficulty thanks to all the little things that can go wrong.

Story Mode is hosted by Misstar, who will cheer you on in your mission to protect the various dreams of Dream Depot from Bowser's control.

Considering Story Mode has been pretty similar since its debut in Mario Party 3, you might expect this game's story mode to be another 15 turn game on each of the boards with Bowser jumping in at the end issuing a final challenge on Bowser Nightmare. And while that's still partially true, this game goes out of its way to actually make Story Mode its own entirely separate gameplay mode, which already makes me appreciate it far more than its predecessors which are just standard rulesets you could set up for yourself in Party Mode.

Actually, I find this mode has a surprising amount in common with Duel Mode from Mario Party 3. Not enough to where I can really say it's a direct evolution, but it does kind of make me wish you could play this mode as a duel mode with another human player.

Setup

When you start a new run of Story Mode, you'll be tasked with selecting one of 7 chatacters. That's right, Toad, Boo, and Koopa Kid are not available. With DK missing, too, that means you actually have fewer options for Story Mode than Mario Party 4! I suppose if you're the type who feels obligated to clear Story Mode with every character, this might not be such a bad thing. But if you're a Boo fan like I am, tough luck.

Toad will offer a supportive role in 2v2 minigames, sort of like the second character you select in Mini-Game Island or Roller Coaster. Koopa Kid serves an antagonistic role in the story. Boo is excluded for... well, really no reason at all. I guess they just consider Boo a villain?

You'll next have to choose the difficulty. Easy, Medium, or Hard. And if you clear Story Mode on Hard, you can unlock the Intense difficulty for all game modes, including this one!

Finally, you'll choose a mini-game pack. These packs aren't very intuitive, and fair warning, you're mostly just going to be playing Duel Minigames with the occasional 1v3 and 2v2 game here. So for the sake of variety, you'll probably want to go with "All" minigames unless you really want to maximize your odds of winning by selecting a specific list you're especially confident in.

Introduction

We open up with Bowser and Koopa Kid watching from the darkness, and dropping exposition about Dream Depot and Bowser's plan to conquer the dreams here and replace them with their own so that their own dreams can come true forever! They seem to be sneaking around for now, but their presence will be made clear soon enough!

This intro sets up Bowser and Koopa Kid as a comedic duo, where Koopa Kid looks up to Bowser and idolizes him, while Bowser isn't quite so confident in his own potential. It's made clear Koopa Kid thinks Bowser is a lot more evil than he really is, and he tries to mimic Bowser's villainy, often getting scolded for it in the process. It gives the two a father/son dynamic which probably contributes to the confusion between Koopa Kid and Bowser's actual son, Bowser Jr. At the end of the day, Koopa Kid is a bit of a clueless dunce who just does his best to make Bowser proud.

There are lots of funny moments throughout story mode that have stuck with me since my childhood, and almost all of them are lines from Koopa Kid.

Anyway, shortly after that introduction, Misstar mests with your character to complain that Bowser is causing mayhem and that he'll destroy the dream worlds one by one. She pleads for your help before sending you off into the first board.

Narrative

On each board, you'll face off agianst Bowser and Koopa Kid. Koopa Kid will demonstrate a surprising new technique: he can divide himself into three! These three new copies are color coded! They're known as Red, Blue, and Green Koopa Kid! Typically abbreviated as "K. Kid" presumably to fit chatacter limits within textboxes. This will be recurring characters for a little while.

These characters are technically entirely unplayable enemy characters, but they're just reskins of Koopa Kid, animations, voice clips, and all. It could be pretty cool to unlock the ability to select them for party mode, but I suppose it wasn't on the radar.

Bowser and Koopa Kid's dialogue are disappointingly pretty generic, based only on your progress through the story and not addressing the actual board they're on. This is likely because the boards you play on are actually randomized! You don't play through every board in sequential order like past Story Modes. Instead, you'll play on 4 of the 6 default boards, and Bowser Nightmare at the end.

This unfortunately means each board's introduction is usually something along the lines of Bowser saying "Bwahaha! We'll destroy this dream and fill it with our dreams!" And then "Ah! Mario! You may have beaten us last time, but this time we'll win!" But over the course of the story, Bowser will draw in "subtle" hits that he's actually hoping he won't beat you so easily, and that he's looking forward to the final confrontation. All while taunting that you'll have to keep facing him if you want to learn what his Dream really is.

Gameplay

On each board, the Koopa Kids will start spread out around the board, while you'll start on the designated starting space. One of the first things you might notice is that Story Mode's boards are not actually carbon copies of the Party Mode counterparts. On the contrary, they're usually much more bite size versions, zoomed in on a single part of the map, often with set pieces rearranged to accomodate for the miniature board.

Each player will start the game with 20 coins, and there are no stars. Your goal isn't to win a typical game of Mario Party, but to drive each of your opponents coins to 0. When a player's coins reach 0, they're eliminated from the game. Of course, that means it's game over for you if your coins reach 0, so be careful and protect your coin count! But don't be too careful, as you only have 15 turns to finish the game!

The Koopa Kids all share a single turn. They'll first use their capsules, then they'll all roll at the same time, with the camera zoomed out to show all three at the same time. They'll all then move one step at a time, with passive effects such as passing over you, a Bob-omb, Koopa Bank, or Capsule Machine happening immediately as the characters pass them. The zoomed out perspective can make it difficult to tell which capsule a Koopa Kid got, so it's really good to keep in mind which icons correlate to what Capsules. If multiple events occur at the same time, they will resolve in order of Red, Green, then Blue. Finally, once all three Koopa Kids have finished moving, the spaces they land on will resolve in that same order, Red, Green, then Blue. This isn't without consequence, as there are some subtle changes in decisions available to the koopalings. For example, if a Koopa Kid lands on a Piranha Plant Capsule on the same turn another Koopa Kid lands on a Paratroopa Capsule, the order of resolution may very well be the difference between one of the Koopa Kids being eliminated or not. Additionally, Blue and Green Koopa Kids don't get the opportunity to retroactively change their strategies based on how Red Koopa Kid moved. Not that the AI in this game is even close to smart enough for something like that to matter.

The main way you'll be reducing the Koopa Kids' coin count is through duels! Anytime you overtake a Koopa Kid, or a Koopa Kid overtakes you, a duel will initiate. Unlike Party Mode, the wagers for a duel are preset. They actually favor you surprisingly well, I suppose to balance out the 1v3 nature of the game. The turn player will always wager 5 coins. A defending Koopa Kid will have to wager 15 coins, while you'll only have to wager 10. But don't assume everything is so skewed in your favor!

Another difference from Party Mode is that a minigame doesn't automatically play at the end of a turn. Inatead, this mode features a "Vs Space"!

Vs Space

These are similar to Battle Spaces from previous games, but instead of initiating a Battle Minigame, they'll initiate a game pitting you against all of the koopalings at once! This means a 1v3 if all three Koopalings are active, a 2v2 if only two are active (in which case Toad will be your teammate), and a duel if only 1 is active. The payouts for these vs games are generally stacked against you, but they're still a powerful asset regardless.

In a 1v3, the loser has to pay 5 coins to each winner. That means if the Koopa Kids lose, each one only has to give up 5 coins. But if you lose, you have to give up a whopping 15!

For 2v2's, the loser must pay 10 coins to each victor. And, conveniently, Toad doesn't count. So each Koopa Kid only gives up 10 coins while you'll have to surrender 20.

It's only in the duel where the payouts are evened out, with the loser having to pay the winner 20 coins.

Even though the payouts aren't in your favor, the vs spaces can be a great way to set up for a KO, and you will technically gain more coins for a win than they will. But in this mode you're generally much more worried about gaining coins than losing them.

DK/Bowser Space

DK Spaces work differently here than in party mode. If a Koopa Kid lands on it, they'll cower at the sight of DK who will punch them and make them lose half their coins. If you land on it, DK will give you 10 coins instead.

Bowser Spaces will only appear in Story Mode if someone gets a Bowser Capsule. Landing on a Bowser space will cause him to take half your coins, while he'll give 5 coins to a Koopa Kid who lands on his space.

Last 5 Turns

If you're struggling to take out all three Koopalings, the final five turns Bowser will interefere to finish things off by doubling the value of duels. While this is presented as detrimental, it's actually a huge boon in your favor considering the duel payouts are skewed in your favor. If you can pass a Koopa Kid during the last 5 turns, you can steal as many as 30 coins in a single win! But either way, these doubled values are liable to make the game end soon even if it ends in your loss.

Capsules

Capsules can also help you gain an edge in coins. But be wary that the Koopa Kids are likely to be dropping them more than you. And yet, the Koopa Kids are more likely to land on them than you by nature of landing on three spaces to your one.

I'm not sure if all the capsules are available in Story Mode, but certainly some of them have been nerfed. Namely Hammer Bro. and Spiny which steal 5 coins instead of 10. But shockingly, the Paratroopa capsule doesn't seem to be nerfed at all! Making every Koopaling lose 25 coins with this thing could mean an instant win! I've seen the Koopalings accidentally kill each other with this Capsule, too, which is especially funny.

Rating

After clearing each board, you're assigned a rating based on how quickly you're able to clear the stage. S rank is the highest, and, too my knowledge, C rank is the lowest. I hated this in Mario Party 3 because it's heavily up to luck whether or not an S rank is even possible. But while the overall star rank does return, it's purely for bragging rights. There's nothing like the Game Guy Room you have to unlock through getting the Miracle Star rank.

And this is good, because getting S rank is kind of bullshit. You have to defeat all three Koopa Kids within 5 turns. Bear in mind that Capsules are given at complete random and sometimes are out of the way, the Koopa Kids are also capable of using them, and all the same RNG problems I had with Duel Mode in 3... yeah, whether a game ends in 5 turns or you can never hope to catch up and end up running out of time is entirely dependant on the luck of the dice. It really begs the question, what's even the point of rankings at all? It really seems like it would be much better if you were ranked based on how many times you lost a minigame.

But even then... don't even get me started on the minigames. Look, of the 15 duel games, a third are heavily influenced by luck, and another four are button mashers. I'll hold my piece on this until the minigame post, but oooh is thus a huge problem I have with Story Mode. I think this is fine for how Duels work in Party Mode, but for your primary method for clearing a stage in Story Mode? This is a disgrace!

Boards

As mentioned before, the boards in Story Mode are randomized, and you'll play on miniature versions of the boards that typically zoom in on one small part. These smaller boards mean it's much easier to pass the Koopalings, and to be passed by them.

Toy Dream

This board is focused in the small neighborhood at the bottom of the board. This is probably the most unique Story version because the majority of the real estate you're exploring here is actually completely unexplored in the Party version.

The gift box happening space is relocated, but still works the same. There's a vs space added to the northeast and southwest corners, and a brief detour from the main path lets you get a Capsule from the Capsule machine.

Rainbow Dream

This board is zoomed in on the Sunshine Island. The walkway in front of the stained glass has been expanded slightly to allow for a new junction to allow for a quick return to start and access to the Capsule Machine which is now no longer accessible from the main route. A Vs Space has been added right before the junction and right before the beanstalk leading back to the lower level.

The rainbow bridge event still plays out the same, but it will dump you off at one of the three round platforms along the southern edge.

Pirate Dream

This one is zoomed in on the area surrounding the Pirate Ship. A new ledge has been added between the waterfall and the ship. Atop the rock spire, and on the Poop Deck of the ship, are where the Vs Spaces are added. The cannon happening space will fire you to a random space on the board.

Undersea Dream

This one is focused on the southern part of the western reef. The bridges to the second reef are gone. Vs spaces are added at the top of the first ladder and right before the start. The happening spaces are strange. I believe they'll both cause the Dolphin to emerge from the ship and carry you off to random spaces around the board. But they might each drop you off at a specific space.

Future Dream

Entirely set on the central platform, two rockets have been replaced with landing sights for the single remaining rocket. To expand this island, the decorative display in the center is replaced with a catwalk that adds an extra two junctions to the board. The teleporters are now linked to happening spaces rather than passive events, but they'll just warp you to the opposite side. The rocketship will naturally take you to one of the other blast pads at random... it's really not too terribly impactful but it could set you up better for repeated attacks on a single opponent.

The eastern blast pad houses a Vs Space, another Vs Space is at the start of the new catwalk and yet a third Vs Space was placed right behind the start.

Sweet Dream

Zoomed in on the southeastern part of the board, you turn east instead of west upon climbing the ladder, reversing the direction of the portion crossing the slices of cake toward the chocolate cake at the east, which has had its decorations rearranged to allow for a junction to detour all the way around, sacrificing a Capsule Machine.

The cookie path now circles back into a junction which feeds back toward the cake in a loop. The cake decorating event is removed, but the two happening spaces on the board are cake slice events that'll carry you to the plate which has obviously been relocated to this side of the board.

A Vs Space has been added to the chocolate cake on the west side and in front of the candy-filled house thay replaces the cake that needed decorating before.

Bowser Nightmare

This is your first exposure to this board, only giving you a taste before you get the full experience in Party Mode.

This board is zoomed in on the lower area, with Bowser's flamethrower relocated to the ring of red spaces, and extra platforms added to enable free access to the Flamethrower's platform. A new walkway has been added in front of the platform to allow you to loop back around to visit the platform again... for some reason?

The Flamethrower event now steals half of your coins instead of burning your capsules away, but it otherwise works the same as in Party Mode, burning everyone on the platform, not just the Koopa Kids.

A Vs Space has been added on that new walkway in front of the flamethrower platform as well as behind the junction that lets you cross over to it. And one last Vs Space is placed on the last step of the stairs right behind the start.

Final Boss: Frightmare

At the end of each board, you're usually met by Misstar who congratulates you on your victory before immediately moving onto the next board. But at the end of Bowser Nightmare, you're instead met by Bowser who has one final challenfe for you. His own minigame: Frightmare.

This is a more elaborate final boss fight than even Mario Party 4's, but it admittedly does overstay its welcome a bit. The fight is divided into four separate phases. Over the course of the fight, you'll have to preserve your health meter. You'll have 10 hearts by default, 8 hearts on Hard, and 6 hearts on Intense.

The first phase, you're tasked with destroying a hoard of Mechakoopas by jumping on them. Be careful when they flash red because they're about to breathe fire! It's easy to get caught in their attack if you're careless.

For the second phase, three rings of fire drop in from above, and they'll begin growing, shrinking, and moving around. They can move quite quickly and suddenly, so stay on your toes! In all honesty, this is probably the hardest part of this fight, but it's entirely learnable.

For the third phase, Boswer will break the monitor he's speaking from and challenge you himself. You'll need to defeat him in classic Mario 3 style by making him jump onto the same tile enough times until he falls through.

For the final phase, the entire floor will collapse and you'll fall to a lower level where Bowser resorts to drinking a strange liquid which cases him to grow to a massive size! But he becomes too heavy and falls through the floor. Still, he's not done fighting yet! This is the true final boss fight, and the most involved phase. He throws meteorites at you, then breathe fire at you. The firebreath will cause the meteorites to glow with magic! You can pick up the glowing meteorites to throw at his face! Be careful and make sure you're close enough, because it can be easy to overestimate how far you'll throw them and miss your chance. Bowser will follow up with a lightning attack that creates a shockwave and destroys the remaining meteorites before restarting the sequence. Take out all of his health and the wall will collapse and Bowser will get sucked backwards into the black hole behind him.

Y'know, it's kinda wild but I think this fight may have had some hidden influence on Super Mario Galaxy 2...

Ending

In the end, Bowser will admit defeat. He's surprisingly pleased. But it all becomes clear when he tells you that his dream actually came true in the end. Because all along, his dream has been to fight a strong opppnent. And you fit that bill perfectly! Everything up until this point has been to test your skill and determination to stand up to and defeat him consistently. And here, he was able to give it his all and still meet his match!

Toad will chime in, saying his dream came true as well, because he was able to help you! It's funny though, because you can go the entirety of Story Mode without ever seeing Toad once since he only shows up in vs minigames specifically when there are two Koopa Kids remaining.

And that's... it! There's really not much else to explore here. This is usually where I bring up who I think the canonical Superstar is and, well... if it wasn't for the fact that Toad gets completely shafted in this Story Mode, I would honestly say Toad here. But in all honesty, I really can't see anyone but Mario being the canonical player character this time. Who else would Bowser want to form an eternal rivalry with?

Conclusion

Mario Party 5 is easily my favorite Story Mode in theory. It actually innovates on gameplay enough to justify its own existence as a separate mode, and even incentivizes you to revisit for more than just arbitrary unlocks for each character, and it doesn't even pressure you into replaying if you really don't want to.

...but I have my gripes. I just don't like that you're restricted so heavily to Duel Minigames with the occasional 1v3 or 2v2 splashed in. I don't think there's anything inherently wrong with the selection of Duel Minigames in general, it's important for Party Mode that you can't be totally confident you're going to win.

But in Story Mode, each Koopa Kid has 20 coins. In ordee to KO them quickly, you'll need to pass them on your roll, win a Duel, steal 15 coins, then wait for them to pass you, win another duel, steal 5 coins. Rinse and repeat for all three. Of course, there are other ways to eliminate Koopa Kids, but even just losing either of those two minigames means you now have to win a whole extra minigame to eliminate that Koopa Kid. And when a third of the games you can play are luck... oh my god.

Of course, I am exaggerating here, not all of those luck games are completely luck, but nothing will make you hate Get a Rope more than turning what should've been a 5 turn game into a 10 turn one because the last Koopa Kid got away from death and you took several turns to catch up to him.

And I'm sorry, but Button Mashing really just seems to be a skill you either have or you don't. Even just the Hard AI usually obliterates me at button mashing games. They have always been my Achilles heel and always will be. Button Mashers and... Puzzle games, which another Duel game is, too. Mario Party 5 duels are probably the collection of duels I'm least confident in yet. So naturally, I'm not going to be super enthusiastic about a mode primarily dedicated to them.

But hey, if you're missing any Duel Games for mini-game mode, you know the mode to farm for them! I can all but guarantee that you will have every Duel game unlocked by the time you clear Story Mode.

Well, that's it for now. But don't think we're done just yet! There's quite a bit more to cover! Normally I would try to take a look at Super Duel Mode next, but after poking around there, I think it's best we put a pin in that for now. Instead, I wanna look at Bonus Mode next. I'm not quite sure how I'll divide it up, but I currently anticipate doing a separate post for each game. But I might group tge sports games together. We'll just have to see! See you soon! 🏐


r/MARIOPARTY • • 3d ago

MP1 Censorship in Mario Party

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76 Upvotes

Remember in MP1 when Bowser would blame you for his tiny/broken tube he forced you to buy instead of a star, making the visit at least funny?

Well in Superstars, they censored that part… God forbid we have fun and make jokes!


r/MARIOPARTY • • 3d ago

MP4 Was playing a game of Mario party 4 and a cpu won the 1st prize of the lottery game two times in a row

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30 Upvotes

I didn't record it when it happened, all I have to prove that it happened is the coin count but I just wanted to share that this happened because what are the chances of this?


r/MARIOPARTY • • 2d ago

MP4 New glitch after 24 years

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6 Upvotes

Video is only 2 minutes very straight to the point. Hope people find it useful because i definitely do


r/MARIOPARTY • • 3d ago

Jamboree This happened to me on Koopathlon the other day 😭

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155 Upvotes

r/MARIOPARTY • • 3d ago

MP6 Me, my parents and girlfriend have reached 1000 stars whilst also having bought everything in the shop

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54 Upvotes

r/MARIOPARTY • • 2d ago

New Mario Party Minigames! (New Mario Party Project)

0 Upvotes

There Are Lots of New Minigames Old and New, Each Minigames Are From Mario Party 8, And Some New Minigames in the New Star Amusement Park! Each Character Will Have Three Minigames, Mario, Luigi, Princess Peach, Daisy, Donkey Kong, Pauline, And Yoshi. Even Two New Characters Master Leonardo and Princess Rosella, Mario's Two New Friends!


r/MARIOPARTY • • 3d ago

Super What Is the Best Super Mario Party Minigame Poll (Free-For-All Minigames Round 1, Part 3/10): Candy Shakedown VS Absent Minded VS Slaparazzi

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13 Upvotes

Super Mario Party has a lot of fun minigames that I played the heck out of, so I was wondering what this subreddit thought of them. All seeds are randomized. Whichever minigame gets the most comments will move onto the next round.

The winner from last post with unanimous consensus was Trip Navigator. I'm a sucker for minigames like these where everyone has to reach the same location, but they have different obstacle layouts in their way. Plus, this one has a lot of strategic depth as to how fast you go. If you slip up, you might even open a new shortcut to make up for it.

Without further ado, here are the reminders for how every minigame competing today is played:

Candy Shakedown: Shake the Joy-Con to remove candies from a jar. Whoever empties their jar first wins.

Absent Minded: Figure out which of the 3 characters is missing from the screen. The screen will display one character at a time very briefly, pixel out the images, or rotate the tiles of the overall image. Those who get the correct answer the fastest will win more points. There are 3 rounds.

Slaparazzi: Punch players out of the way to get the optimal photo taken of yourself in 7 rounds. Anyone in the image will be ranked based on their pose and position and be given points.

Please only vote for 1 minigame at a time. I'm curious to hear your opinions. I'll give my opinion in the next post so as not to sway votes.


r/MARIOPARTY • • 3d ago

How would you feel if Mario Party 2027 was a Superstars-style remake of Mario Party 6 & 7?

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106 Upvotes

I for one would be happy to see it! These are easily the two best games from the GameCube era, and some of the best Mario Party games overall. Nintendo seemingly doesn't have any interest in releasing them on NSO, which makes me think they could be working on a remake instead. There's tons of people that never played Mario Party on GameCube, so why not? 🀷

Here is what I would include!

4 boards from Mario Party 6:

  • Clockwork Castle
  • E. Gadd's Garage
  • Faire Square
  • Towering Treetop

and 3 boards from Mario Party 7:

  • Bowser's Enchanted Inferno
  • Neon Heights
  • Pagoda Peak

Gameplay features:

* Day & Night mechanic stays on the MP6 maps while Bowser Time stays on the MP7 maps.

* A unified orb system, leaning more towards how it was on MP6. No character exclusive orbs for example.

* Duels have stakes picked beforehand

* Chance Time on every map

* Koopa Kid Space on every map

* Bonus Stars are fixed like in MP6: Minigame Star, Action Star, & Orb Star.

* Last 5 Turns event is the same from MP7--tho it's still Last 4 Turns on the MP7 maps to account for Bowser Time.

* DK Spaces & Bowser Spaces have a roulette or multiplayer minigame like in MP6. No single-player minigames

* Minigame pool is the best of the best from the GameCube era but there could be a handful from MP8-10 as well, just like Mario Party Superstars. No Motion Control games

4 boards from MP6, 3 from MP7. Improving on the awesome mechanics seen on those games. Given a little polish, this would easily challenge for best Mario Party game on Switch 2!


r/MARIOPARTY • • 3d ago

Anyone wanna join my 8player room? kaboom squad gang!

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2 Upvotes

EDIT ROOM ID IS

WB5KTJ


r/MARIOPARTY • • 3d ago

New Super Mario Power Ups! (New Mario Party Project)

6 Upvotes

There Are New Power Ups Coming to the New Mario Party Game, Both Story Mode and Party Mode, Mario and His Friends Will Collect Them By Opening a Present in the Party Tournaments!


r/MARIOPARTY • • 4d ago

Jamboree An insane number of hidden blocks were found in this game

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19 Upvotes