Su­per Mario Party

Games TM - - CONTENTS -

We couldn’t find a hip rooftop party in time for this re­view but were none­the­less de­ter­mined to fol­low the spirit of those early Switch com­mer­cials, so set ours up in table­top mode at the pub while pass­ing around four sin­gle Joy-cons. Su­per Mario Party fi­nally gives the Switch its first de­light­ful game for so­cial gath­er­ings since the short-lived 1-2 Switch.

a ‘Su­per’ pre­fix in­stead of an­other num­ber doesn’t mean a series over­haul. you’re still playing an in­ter­ac­tive board game sprin­kled with mini-games, as well as a few other ex­per­i­men­tal asides. with the Joy-con you can ‘hit’ your dice block, which you can use ei­ther a nor­mal die or one spe­cific to each of the 20 playable char­ac­ters, while you’re fre­quently en­cour­aged to high-five each other for bonus coins, but oth­er­wise mo­tion con­trol gim­micks are fairly self-re­strained.

In­deed, the ma­jor­ity of mini-games use tra­di­tional con­trols, so when you do get to wag­gling they’re pretty cre­ative, such as care­fully flip­ping a fry­ing pan to cook all six sides of a cube-shaped steak or all the ones from the Sound Stage that cap­ture the bril­liance of rhythm Par­adise, as you keep to the beat skew­er­ing fall­ing pieces of fruit or wip­ing win­dows on a sky­scraper. hd rum­ble is also clev­erly taken ad­van­tage of, such as guess­ing what’s be­hind the cur­tain based purely on the vi­bra­tion pat­tern and in­ten­sity, while an­other has you shak­ing crates of acorns to try and fig­ure out which have more in them so that you get the greater haul at the end. nat­u­rally, some are more mem­o­rable than oth­ers, but there’s a de­cent va­ri­ety that fre­quently has you re-ori­en­tat­ing your Joy-con, which you have plenty of time to fig­ure out as each mini-game is pre­ceded by a very wel­come playable tu­to­rial.

hav­ing each player take a turn, with events crop­ping up in be­tween, means that playing with even 10 turns can take as long as an hour, which can make the board’s late-stage shenani­gans all the more of an up­set than any blue shell, es­pe­cially when bonus stars are doled out based on com­pletely ran­dom achieve­ments. If you have less pa­tience for that, you can just fo­cus on the minigames them­selves in a va­ri­ety of modes, in­clud­ing a sort-of sin­gle-player cam­paign in­cor­po­rat­ing all 80 mini-games.

avoid­ing salty com­pe­ti­tion al­to­gether is river Sur­vival, which is es­sen­tially a co-op river-raft­ing ver­sion of Out Run.

It’s just dis­ap­point­ing that there’s not enough co-op mini-games avail­able, mean­ing you’ll def­i­nitely find your­self re­peat­ing some of them even on the first run.

the full price can be off-putting, es­pe­cially if you need to fork out for an­other pair of Joy-cons since it’s not pos­si­ble to play with a Pro con­troller. oth­er­wise, this is the best Mario Party in a long time on the per­fect con­sole for it.

Above: Col­lect­ing stars re­mains the key to win­ning a board, though there’s also other un­der­handed ways of ob­tain­ing them. Ei­ther way, when you do snag one, the look on your ri­vals’ faces never fails to make us laugh.

mario Kart 8 Deluxe

1-2 switch

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