Island tour

Mario Party: Island Tour review: Sleepover

Game Information

nd cube
Release date
November 22, 2013

Mario Party: Island Tour don’t know what it’s good for.

It’s a multiplayer party game that incorporates the four-player mayhem of previous console iterations alongside a more robust single-player offering, tailor-made for portable audiences. And the selection of minigames – small competitions in which all players participate – are probably the best in the series. Corn Island tour too closely follows in the footsteps of its console’s big brothers in other ways, relying on random events – like lucky card draws and dice rolls – that slow down the experience.

As in previous Mario Party titles, Island tour features characters from the Mario franchise in a series of life-size themed game boards. In each, you and three of your friends (or AI opponents if playing solo) must traverse the board, playing mini-games along the way.

Each board is rated based on skill, luck, and frequency of mini-games. The shortest boards, like Banzai Bill’s Mad Mountain, are the ones that rely the most on luck. They play out like fancy races – ride high enough, avoid the traps and you’ll win. Longer boards, like Perilous Palace Path, give players more options – your ability to win depends on your skill in the various minigames and a little light strategy. You will actually need to be aware of your placement on the board and think about some next steps. It’s not exactly deep, but these elements add a welcome layer of depth to an otherwise straightforward experience.

Individual players have the option of playing Party Boards with AI characters or taking on Bowser’s Tower – which is essentially a better-presented collection of the existing minigames, with boss challenges thrown on every floor. I really enjoyed tackling Bowser’s Tower. The challenge level is well-paced, with difficulty increasing every few rounds and a solid collection of mini-games.

Although there are still a few runts in the litter, this selection is Island touris the biggest asset. Minigames run the gamut, from goofy platforming sequences to bizarre memory games to motion-controlled racing. In keeping with the rest of the game, activities that emphasize skill rather than luck are the most successful. Color Me Fast made me doodle with the stylus to color pictures like an overzealous 5 year old. No Traction Action was a straight run with poorly maneuvered hovercraft that often led to hilarity. Get Reel was a particularly imaginative challenge, in which I had to forward or rewind a reel of film to match the exact frame of a sequence. These represent Island tour in its most playful and creative form.

Mini-games that emphasize skill rather than luck represent Island Tour in its most playful and creative form

Corn Island tour all but buries them in some of its multiplayer tables. I’ve played entire games on some boards with only one or two minigame sections. Almost all of the time was spent rolling virtual dice and waiting to see which fancy square my character would land on – often returning to an arbitrary point. Add to that the need to wait for the AI ​​characters to take their time (if you’re playing with less than four people), and Island tour slows down to a boring, bland crawl.

There’s nothing fun or interesting about watching an AI character roll the dice, land on a warp square, lose eight spaces of progress, and do a “sad” animation. Yet this loop repeats itself over and over again, with too infrequent breaks for mini-games – over the course of, say, 35 minutes at a time for each board. Even with all human players, this emphasis on luck gets old fast. There’s too much work and too little fun, and I quickly got exhausted on luck-based boards.

It’s endemic to the game – luck plays too big a role in every board, regardless of skill rating. After a while, even the controlled chaos of the best minigames couldn’t interest me.