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It wears its wild heart on its sleeve, to say the least.
http://www.nintendoworldreport.com/review/59825/the-wild-at-heart-switch-review
It’s always a delight when you can tell that the passionate developers of a video game aren’t hiding what their inspirations are, and when they’re aiming to run with familiar gameplay concepts that aren’t often seen. And that is exactly what Moonlight Kids’ latest game, “The Wild at Heart,” is going for. You could easily describe this title as blending the puzzle gameplay of “Luigi’s Mansion 3” with the resource gathering and crafting of “The Legend of Zelda: Breath of the Wild”, along with a hefty amount of the “Pikmin” series. And to do so would get the idea across to those first hearing of The Wild at Heart. But for a game that has obvious inspirations, it fares well in trying to stick its own neck out in a crowded industry where everyone is trying to be unique.
The word “different” is an appropriate one to describe The Wild at Heart. Players take control of a runaway twelve year-old boy named Wake, who finds himself in a magical wonderland teeming with mythical fauna and is soon tasked with saving the forest from a sinister threat. He and his friend, Kirby, befriend a race of cute creatures called “Spritelings,” who are happy to help out however they can by being thrown at various obstacles, predators, or materials that need to be gathered. Each Spriteling also has its own quirks like being able to stick to nets or create clones. While exploring, Wake and Kirby solve puzzles with their vacuum cleaner-esque gizmos, and also gather materials to craft all sorts of meals, tonics, and devices along the way. Narratively, it’s a simple and serviceable but endearing backdrop that lends itself to players getting to explore a world with a lot of tools at their disposal. Even after my twelve hour adventure, I was interested to go back and find the treasures I had missed on my first go around, or to look for secret areas using new Spritelings I had befriended.
Progress is controlled by a day and night cycle; you explore during the day, and camp at night, avoiding the malicious nocturnal creatures that roam about. However, you’re allowed to explore at night, should you so decide. This small level of freedom made me feel in control of my adventure, and in the later half, I was even allowed to explore at my own free will. I could go anywhere I wanted, not being restricted to a completely linear path, instead being given the option to choose which direction I’d like to go. Playing each day and charting out my agenda hooked me, and I found it difficult to step away from The Wild at Heart once this happened. It’s not only hard to put down, but with the number of hidden treasures, it welcomes replayability. I would have liked to see some sort of ranking to compare my play time to others, and/or my percentage of treasures collected. The game instead avoids arcade-style scoring, and opts to share only the player’s play time on their file. My real complaint with this entire excursion is the execution of the difficulty.
Upon beginning your adventure in the Deep Woods, you are provided the option of choosing between a game where exploration and narrative enjoyment is the focus, or a game where combat is more balanced, and there is a greater emphasis on crafting for survival. I began my adventure in the easy mode to at least get a lay of the land. But I very quickly got bored, and by the end of the tutorial, I had already switched to the harder option, and I am grateful I did because that is where the gameplay mechanics are really shown off. That said, I noticed as I played that I didn’t think the game’s difficulty was necessarily hard because of a well-made challenge, but instead because of minor aggravations that were created pretty arbitrarily. Sure, in hard mode you’re probably going to have to take the extra time to craft some tonics to buff up your army for that formidable boss or well-placed group of baddies that you know can deal some major damage to your team. That’s all fine and dandy, but it’s moments like when the game doesn’t tell you something that you should probably know, and then punishes you for experimenting, that brings down the enjoyment.
For example, I split up my team, and had a group of Spritelings go pick up a treasure to carry back to base. I then had sent a group to carry an object that would unlock more in the main campsite, and I had one last group go collect small resources for me to craft. While these three groups carried out my bidding, I returned to the main camp to see to other affairs. But after a few minutes, I noticed that I had not been notified of my different groups having completed their tasks, so I walked back and to my disappointment, realized that the game had considered my return to camp as abandoning my Spritelings, all of whom were lost to me. After that, I had to grind to replenish my army, and felt just the slightest bit cheated out of what was a moment of experimentation and strategy. It felt like the game wasn’t punishing me for messing up a challenge, but rather smugly telling me to not overstep my bounds in trying to strategize. Spritelings also aren’t able to be thrown all at once or charge an obstacle. You instead have to manually throw them one at a time, using the same stick that is used for movement. So you will inevitably be aiming to throw, and then inadvertently walk into the very obstacle you’re trying to avoid. And like not being able to throw multiple Spritelings, you are unable to dump your pockets into your storage, instead having to empty each individual item, one at a time. If you couple this with a few other annoyances like the thirty-second loading times adding up between the various areas that you very frequently have to sit through, as well as the inconsistent game performance, you're looking at just a bit of frustration to have to put up with. It’s not even in the ballpark of ruining the game, but it is absolutely worth mentioning as combined these issues did deflate my enjoyment within reason. I had the game crash once on me, and it would slow down every time I had a full army out fighting, too.
One last aspect of the game I would like to touch on is that there is a lack of urgency that I felt was needed. It’s really nice to be able to explore at your own pace in the world—granted with the inclusion of the vaguely designed daytime timer—but I think the trade off here is that it’s absolutely okay to have days where you accomplish nothing. In fact, you could have as many unproductive days as you’d like. The only issue here is that it does conflict a little bit with the narrative’s push for trying to save the forest from a growing threat. At the end of the day, I think it’s still better to have the player be allowed to do whatever they want, but with the inclusion of multiple difficulty options, I would have preferred the inclusion of a limit to the number of days to add some thrill to the experience. Even with these shortcomings, I really think The Wild at Heart was made with a lot of love. Look no further than the art department, which boasts an array of muted colors on a densely drawn cartoon world. The Spritelings, while cute, don’t have the strongest of silhouettes, but they get the idea across quickly on what they are capable of. The friendly faces in the main camp, and even the monsters lurking around the plains are all really silly, and weirdly believable that they would exist in this world. This is also in large part to the way music and sound is handled. The Wild at Heart leans into natural noises, quirky sound effects, and overall a light-hearted romp through the woods. You won’t find any grandiose orchestral sweeps here, and it’s okay because of how well the relaxing music compliments the gameplay.
At the end of my day in The Wild at Heart, I am really happy with the adventure I had. I am going to continue to explore to my own heart’s content, and I look forward to finding every last treasure, missing cat, deep lore page, and mysterious secret. I wish there had been a little more care put into how the difficulty was handled, but even so, this was a really pleasant time. Hopefully this isn’t the last we see of Wake and Kirby, as I expect that there is a lot of room for them to continue to grow into young adults, and there is room to perfect what is otherwise an enjoyable experience.
NDCube finally rolled a high number in their party.
http://www.nintendoworldreport.com/review/59315/mario-party-superstars-switch-review
Mario Party. The very name invokes fear into nearly every player who has had the honor (and misfortune) of playing a round. Whether you’ve thrown the virtual dice just a handful of times, or are a veteran partygoer, you’re likely aware of the ups and downs the series is known for. The best titles are the ones where players rage against their friends, forming strategic alliances, and sacrificing lifelong friendships. The worst ones pit players against the endurance of the randomness the series revels in, whilst removing the quirks that give players some control of the odds. NDCube’s latest offering is the second in the series to grace the Nintendo Switch, this time promising to capitalize on the parties of long ago, as it harkens back to the Nintendo 64 era. Make no mistake, the series has been in decline for nearly a decade outside of its mini-games. But this time around, NDCube hasn’t pulled their punches, instead delivering a top-notch experience that gives a level of meta context to this Mario-themed celebration.
In 2017, the Nintendo 3DS received, “Mario Party: The Top 100.” This handheld experience promised to bring the 100 best mini-games that the series is known for into one singular title. There was only a single, uninspired game board for players to play the minigames on, however, which polluted the context for the mini-games. Its mixed reception left it as a fairly forgotten excursion, a real wasted opportunity. This time around, the concept has returned with 100 familiar mini-games (that are not the exact same as the 3DS title), and more excitingly, remastered game boards from the Nintendo 64 era. Mario Party Superstars is rolling in nostalgia, and it wants you to know it.
From the attempts at recreating the original game’s main menu, to the narrative of which character is the coveted “Superstar” (whatever that means), down to showing screenshots of the context for each game board—even if you haven’t played the N64 games, the gameplay is a return to the traditional style of gameplay that was utilized in the Nintendo GameCube and Wii eras. Players each take turns moving around a game board collecting coins, trying to buy stars, and then competing in mini-games to screw one another over. The mini-games are from all ten numbered-titles in the series as well, and they look fantastic here. Each looks to be handcrafted to match its source material, with a new HD sheen. I could tell that corners were not cut in the visuals department. From the lighting used to the material textures, everything is really gorgeous. Characters are even just slightly more expressive; pushing other players out of the way when passing them on the board in a very passive-aggressive fashion. Not a big deal, but I did notice that the character animations were reused from the previous Switch title, Super Mario Party, which isn’t a bad thing if it means more of a focus on new content can be achieved. If I had to knock anything at all, it’d be a nitpick, and that’s a compliment. While Mario Party Superstars is using nostalgia as it’s selling point, it’s worth noting what is missing that may be obvious to fans of the prior games. Elements such as the very quirky, stylized Toad citizens of the Mushroom Village that acted as a main menu are gone. Costumes for the characters to wear have not made a return, despite being shown off in screenshots of the source material. Mini-games that had different gameplay based on the time of day are absent. Some of the mini-games even had visual gags that were cut once the mini-game was over. These are all minor elements that I imagine most might not bat an eye at. But it is something worth mentioning in a game that is capitalizing on its history and players’ nostalgia.
While Mario Party Superstars features content from yesteryear, it also puts forth an avenue to bring this content to the modern age via Nintendo’s online service. And shockingly, this is where I found the game to shine the brightest outside of its brilliant presentation. Upon booting up the game, you’re presented first and foremost with how you’d like to play: offline, locally, or online. This precedes the title screen, and sticks out as emphasis of player control over gameplay. Yes, you can truly play every single mode online, with or without friends. If a connection is lost while playing on a board game, you can pick right up where you left off. If you dawdle, a CPU will take over your spot while you scramble to get back on. The single-player focused Mt. Mini-games allow players to compete against others online for the best score, and there are friend invite systems. Various modes pit players against one another as they try to survive the most mini-games, collect the most coins, or brawl it out in sports; it's a swift and clean attempt at creating an enjoyable single player experience. I didn’t think I’d enjoy playing random strangers, but even that has been contorted into something that left me with a smile on my face. The inclusion of stickers that can be used during the game board segments are a wonderful way to taunt and communicate with others. Couple this with the light progression of leveling up your player profile to unlock more from the in-game shop, and you’re in for a fairly addicting time. As someone who has been with this series since Mario Party 4, this is a dream-come true. Of course, you will occasionally hit lag issues (I’m looking at you, “Pushy Penguins”!), but by and large I can say this is the most fun I have had with Nintendo’s online multiplayer maybe ever? Mario Party is all about playing with your friends, and while nothing can replace the joy and laughter of being with your friends in the same room, the option to finally be able to duke it out with online friends is arguably a bigger treat than the nostalgic trip the game focuses on.
So where exactly does Mario Party Superstars falter? Aside from the footnote on its pure representation of the older titles, there really wasn’t a moment where the other shoe dropped. Everything here is a grand ol’ time that I highly recommend. It has been my most played, and most enjoyed multiplayer experience since Super Smash Bros. Ultimate dropped three years ago. If anything, I just wanted more. Mario Party Superstars is quality over quantity. There is really great content here, but the entire time I could not help but think, “there could be more of this idea.” Call me greedy, but five boards still isn’t enough to satisfy even if it’s still more than Super Mario Party. I don’t know how fair it is to compare it to older titles, simply because while some of them boast seven or even eight boards, the ones here are phenomenal reimaginings of the originals, which were flat images.
As of now, there are five boards, 100 mini-games, and ten playable characters. Rumblings of DLC have been floating around, and that would be very welcome. Such rumblings invoke a greater discussion on whether a sequel should be made with the same or different mini-games, or if this title could now act as a platform for the series. It’s a tricky issue, that I don’t envy the creators having to face, but the fact of the matter is that NDCube has set a bar for themselves now that they absolutely cannot afford to go under. Whether they continue to remake older, beloved experiences, or take this success as an experience to apply to new, original content, they have won me over with this Mario Party. I suspect this get-together is one for the books.
There ain't no party like a Mario Party
http://www.nintendoworldreport.com/connectivity/58866/episode-297-greedy-gamers-for-mario-party-superstars
Neal and John are taking a week off which means Alex is back in the host seat joined by fellow staffers Xander Morningstar and Matt Zawodniak. The gang puzzles at the existence of Pikimin Bloom before gushing over the surprisingly excellent Mario Party Superstars. But their joys might be dashed and their friendships challenged in the upcoming Mario Party Monthly streams beginning with the first Friday of each month (that's TONIGHT!) at twitch.tv/nintendoworldreport
Connectivity has joined Twitter, so be sure to follow @ConnectivityNWR to be up to date on any announcements. We are wanting more listener participation, so feel free to ask questions, they may show up in the show! Email us at Connectivity@NintendoWorldReport.com
What better way to celebrate the 20th anniversary than with a party?
http://www.nintendoworldreport.com/video/58617/our-dream-mario-party-superstars-gamecube-dlc
With the upcoming release of Mario Party Superstars, we here at NWR are very excited to put on our party hats, and return to some of the classic Mario Party boards and games that we’ve grown up with. But not all of us have grown up with the N64 boards that this upcoming title is remastering. Unfortunately, the first three N64 titles are hard to come by, as only Mario Party 2 saw a Virtual Console release. Some of us (myself included) did not start partying until the series hit it’s climax on the Nintendo GameCube. And you wanna talk about exclusive, hard to-come-by games; four titles remain exclusive to that system. With the beloved purple lunch box console turning twenty years old this year, I can’t help myself and hope that Mario Party Superstars will get some continued support in the form of DLC. I’ve heard many say that five boards being remastered seems a little low, and to each their own on that. But I do think it would be very fun to return to the first full fledged 3D boards that the GameCube showcased.. With that said, let’s take a look at the rundown from each game and discuss what that could look like.
Current Lineup for Mario Party Superstars
As cool as it would be for the GameCube boards to make a return, it should be noted that the GameCube era is heavily designed around specific gimmicks. Hudson began to experiment more with the series, with small ideas in each, meaning that a direct translation may be a bit tricky as the boards themselves are designed with mechanics specific to each game. If DLC happens, it’s worth asking if these boards are coming in full swing on how they were presented originally, or if they have been tweaked at all. In several cases, a few changes could actually fulfill an opportunity to improve these boards. But if the gimmicks that some of the boards are designed around are removed, it may leave players feeling a bit hollow when revisiting. Or not, it just depends on how the approach is handled. Suffice to say that these charming games are known for their personality, and while an HD revisit is something many players would like, removing instead of improving is a fine line to walk. And if you’ve played Mario Party with drinks, you know how hard it can be to walk in a straight line.
Mario Party 4 - Designed around Mini/Mega Mushrooms
It doesn’t get said enough, but Mario Party 4 was a lot of the Mario cast’s first appearance on the Nintendo GameCube, which is why it may look like it features the characters we are familiar with, but just slightly “off”. With the upgraded hardware, Nintendo opted to show off these higher poly characters via the Mega Mushroom and Mini Mushroom gimmick. Gone are the Skeleton Keys that locked off shortcuts on the board; instead there are now pipes that can only be accessed via Mini Mushrooms. Another emphasis are Mega Mushrooms, which predate New Super Mario Bros., but act similarly. Players use them to grow large, and stomp on other players, stealing coins in the process. The emphasis on these two items is abundant, with many spaces being devoted to replenishing a player’s inventory with them. If a board from this game were to be added, would they be reworked to remove or accommodate their design for these mushrooms? Let’s take a brief look at each of the boards. Mario Party 4 and 5 all feature boards with the classic gameplay: trade 20 coins for a star that jumps around the board. It will be redundant to mention that for each board, but we can discuss how things change a bit when getting to later games in the series.
Toad’s Midway Madness
This board is based on an amusement park that has roller coasters that players can ride to get around easier, which can also be used to move other players if they are on the roller coaster track. A common headache that players have is how the teacup junction can unfairly lock players in a loop on the board. If revisited, it may be worthwhile to add a feature that lets players pay to change the junction if they don’t want to stay in the loop.
Goomba’s Greedy Gala
You may catch a running theme here, Mario Party 4 has a tendency to lock off players in different parts of the board in endless loops. Goomba’s Greedy Gala is no different and features four distinct islands that players travel to via a roulette wheel deciding who goes where. Interestingly, players can pay off the Goomba who runs the wheel to spin in favor of where the Star is.
Shy Guy’s Jungle
The loop mechanic here is a little less of a headache, in that it divides the entire board. If the Shy Guy statue doesn’t like a player’s wish, it will flood the central part of the board, gating everyone off from half of the other part. There are ways to cross, with Klepto and a small raft being available. This is a much more bearable problem presented to players compared to other boards.
Boo’s Haunted Bash
Interestingly, there is no way to get stuck in a loop in this board, but there are still bridges that can gate off players. The central mechanic is if the player makes Red Boo appear, the Red Boo Bridges will also be present, allowing players quicker access to different parts of the board. But if the players have Red Boo vanish, the bridges follow, making the path around the board much longer. The upside though, is that there is a Ghost Train that players can ride when the Red Boos are not present, and this allows players to get to specific points instantly, and even strategically kidnap players to take with them.
Koopa’s Seaside Soirée
So far, all of the Mario Party 4 boards have been good picks, and this board is no exception. With the caveat like Toad’s Midway Madness, that it would be very nice if players can have a little more control in where they go when they reach a junction. This time around, it’s worse in that there is a 50/50 chance if a player goes the direction they need to, and there is no way to control it. The loop just to return to this spot is much longer than the one in Toad’s Midway Madness, making it much harsher for players. Again, some may really enjoy this randomness, but others may not. Maybe there could be an RNG option to preserve and also rectify this? Or is that too in the weeds?
Bowser’s Gnarly Party
Like every board before it, the bridges that collapse after being stepped on three times ensure that at least one player will be stuck in a loop. Adding an ability for that player to pay up to still progress would be handy, and make the penalty a little more forgiving. However, like the first board, many sadistic players may also relish in the completely unfair RNG system that Mario Party is known for. This board is one of the few to also feature Mini-Games that use the Mega Mushrooms. Would they bring back the wrestling mini-game with Bowser?
Mario Party 5 - Designed around capsules
It may have one of the most calming, serene themes, but the dream-centered Mario Party 5 is notorious for it’s reworking of the item system. Gone are shops in their entirety, and instead are capsules which are randomly distributed at specific locations on boards. These capsules can be used by the player in two different ways: throwing them across the board to change the effects of a board space, or using the capsule on oneself for a small fee. What is key here, is that the capsules that change the spaces on the board do not pledge allegiance to the player who threw the capsule. Anyone is vulnerable, which can make for a frustrating experience in terms of strategy, and a hilarious experience when approaching a game with a group of friends who want pure Mario Party chaos. Still, despite it’s surreal aesthetic, Mario Party 5’s experimentation of the item method leans more towards a cynical experience than a fun time. One more thing to mention is the new inclusion of Donkey Kong mini-games, as at the time he was removed as a playable character. If the base package and hypothetical DLC don’t include DK games, then it is unlikely that the DK spaces on the boards will return as well. But the real question is, will the colorful Koopa Kids and Paper Mario’s Star Spirits make a return?
Toy Dream
Likely the first board players will have played back in the day, this would have been the first instance where many see a Mario Party board in full 3D. It features a few events where players can ride a train, get launched from a cannon, etc. Truthfully, there isn’t much of a gimmick here. It’s more of an excuse to showcase some 3D modeling for it’s time.
Rainbow Dream
Like Goomba’s Greedy Gala in Mario Party 4, this board features islands that are connected by a central mechanic. But this time, there are toll bridges on each island that connect them, making it a bit easier to get around. There really isn’t much else going on, it’s a big loop cut up into four smaller loops.
Pirate Dream
So far, this board has the most going on in terms of traversal. There isn’t much to it gimmick-wise, but there are Whomps that block paths that you can pay to pass. You can also pay Thwomps to ride as a shortcut. Thematically, it’s interesting, even if it’s a reused idea. It could look very nice given a remaster treatment.
Undersea Dream
Unfortunately, the trend in Mario Party 5 that you may have noticed is that things are all very by the numbers at this point, which is probably why it’s sequel mixes things up. The Undersea Dream is yet another pretty board, with not a whole lot going on. It serves the classic gameplay fine, but isn’t too memorable. In terms of board layout, it is very reminiscent of Shy Guy’s Jungle Jam from Mario Party 4, with the two connecting bridges in the center. Ironically, this whole board is underwater though.
Future Dream
The islands that are connected return, with the inclusion of teleporters and rocket ships for transportation. The only big difference from Goomba’s Greedy Gala and Rainbow Dream is that this board features only three islands rather than four, making players feel a little less spread out and probably less intimidated at chasing down a star that is far away. And while the next frontier is a great setting, Mario Party Superstars is already bringing back Space Land from Mario Party 2, so if you ask me, that lowers this board's chances of being brought back because I imagine they’d want to be a bit less redundant in their theming.
Sweet Dream
Another board that has a predecessor that already is being revitalized… Peach’s Birthday Cake from the first Mario Party has been the most shown board for the new game. It’s not completely out of the question, Nintendo often makes decisions with reasoning we don’t understand (like what if they don’t have GameCube DLC?), so who is to say another desert-themed party board couldn’t be added? This board features cookie bridges that crumble when crossed, closing off a route and opening up another. It’s something we’d expect from Mario Party 4 to be frank.
Bowser Nightmare
The largest and most spread out board, it also features a small gimmick! If you have played Mario Party 2, you may recall the Blooper Carousel in Bowser Land. This concept returns with a ring of red spaces, a Bowser space, and two escape spaces. Players continue to travel in a small loop where they are drained of coins, until they manage to land on a space that lets them escape.
Mario Party 6 - Designed around reworked capsules and day/night system
Mario Party 6 brings a lot of experimentation to the classic gameplay. Only two boards present the traditional “20 coins per Star Space that jumps around” concept, which has been used in all of the previous titles. One board has players chasing each other to steal stars, rather than adding any to the economy. Another board has one Star Space in the center that has a shifting price, which allows players to buy multiple stars; a mechanic brought back in other games including Super Mario Party on the Nintendo Switch. Returning from Mario Party 2’s Horror Land board, is the day/night mechanic, but this time every board and many mini-games have it. Every three turns, the time of day will shift and the board will reflect changes. Lastly, capsules do return and work similar to before, except now they can be purchased from shops like the older titles and the ”thrown” capsules do not affect the players who threw them.
Towering Treetop
The first of two boards in the game that have the classic gameplay. There really isn’t much to say about this board, it’s a solid choice. However, with the inclusion of Woody Woods from Mario Party 3 already present, it is unlikely this could be chosen.
E. Gadd’s Garage
One of the few inclusions of the full-time ghost hunter that isn’t set in a haunted location, E. Gadd’s Garage features classic gameplay with lots of rotating paths. If capsules don’t return, and items are used, the special event spaces that mix-up capsules could still work fine.
Faire Square
The first shake-up in the lineup has a Traverse Town-looking area with only one spot on the board where players can purchase stars, but the twist is that players can purchase up to a whopping five stars at a time, if they can pay for it. In the daytime, the stars cost 20 coins, but at night, the price fluctuates randomly.
Snowflake Lake
Rather than asking players to chase down a Star Space for 20 coins, instead players start off with a handful of stars, and then pay to ride Chain Chomps around the board to steal stars from other players. It’s Mario Party’s version of cat-and-mouse. At night, access to the center part of the board is gated off by Freezies, meaning players are either safe, or left very vulnerable to have their stars stolen. Paper Mario fans may also recognize that Whacka makes an appearance!
Castaway Bay
A linear approach is taken for the first time on this board, where players race around a tropical island to meet Donkey Kong who acts as the Star Space. If the players give Donkey Kong 20 coins, they get the star. Not too different from the classic gameplay, albeit the linear approach. That said there are a handful of forks in the road for players to pick from, so it’s not a fully straight line to the goal. After reaching the end, players are sent back to the beginning and the cycle repeats. The catch here is that once Donkey Kong gives out a Star, he and Bowser swap places. Bowser steals coins from the player, and there are multiple ways through the day/night cycle to have the duo shift positions before players reach the end. In a way, it’s a game of chicken, and a race with other players.
Clockwork Castle
Donkey Kong and Bowser return once more to give out stars, but aren’t confined to a single space this time. Instead, they actually roam the board just like players do, dice blocks and all. Depending on the time of day, will dictate which character is roaming. The fun here is trying to catch Donkey Kong to get a Star, but risking getting too close and having Bowser show up when night falls.
Mario Party 7 - Designed around more experimentation of boards
In this final entry on the Nintendo GameCube, night time is removed entirely in this entry, but otherwise, it is a straightforward sequel to its predecessor. The theme is a trip around the world, with each destination having a new spin on the classic gameplay. Mario Party 7 also really emphasizes Mic Mini-Games and even boasts having eight-player play, but those are likely not on the discussion for boards coming to the Switch title.
Grand Canal
An Italy-themed board that is much more traditional, leaning on the 20 coins per star gameplay where the star space hops around.
Pagoda Peak
A Chinese-themed board that merges Faire Square and Castaway Bay from Mario Party 6. In this stage, players will have to climb up a linear path to reach a character that will allow a player to purchase a star for a price that increases for every star bought. Only one star can be bought at a time, and the price returns to its lowest amount after reaching the highest. It’s a race to get to the top when the stars are cheap, and an effort to stay away as long as possible when they are expensive.
Pyramid Park
An Egyptian-themed board that acts as a spiritual successor to Mario Party 6’s Snowflake Lake. Players pay to ride Chain Chomps and steal stars from other players, with the added inclusion of a souped-up Red Chain Chomp that allows players to roll three dice blocks for maximum coverage.
Neon Heights
An American-themed (and one may argue RNG-themed) board that has three potential Star Spaces, except only one of them is real at a time. Players will have to reach one of the spaces where a treasure chest is located that they can pay to open. A Star may be inside, or a small coin profit, or a bomb that resets the player’s position. Once the Star is discovered, the chests all reset, and the random goose chase begins anew.
Windmillville
A Dutch-themed board that tackles a monopoly-styled concept of players “owning” certain spots on the board. The more coins a player puts into their space, the more it is worth, which is a substitute for having Stars. If a player puts more money into another player's space then what is already in it, that property will be stolen. These spots are windmills, and each has a different value of stars that players can obtain, so long as they own the space.
Bowser’s Enchanted Inferno!
The final board of this game returns back to the classic gameplay of 20 coins a star, with it jumping around, just like in Grand Canal. It harkens back to other familiar mechanics, like having four islands to traverse, and even being an amusement park, like Mario Party 2’s Bowser Land.
Conclusion
Needless to say, if Nintendo does decide to pursue DLC for Mario Party Superstars, or maybe even do a sequel with the GameCube games, there are more than a handful of good choices to pick from. If I were to pick, I would struggle. I am incredibly nostalgic for all of these games, but Mario Party 6 and 7 offer a variety that the base game doesn’t have and that Mario Party 4 and 5 can’t really provide. That said, I think it would still be interesting to pick my own list. To make it easier, I am going to pick just four, one from each game. My picks would be… (and this is hard, I am having to make some serious sacrifices here people!)
Goomba’s Greedy Gala - Mario Party 4
This would be the only board with various islands to visit, which is represented in many of the GameCube games. It has a stylish setting, and a lot of folk complain that Mario Party 4’s board designs are brought down by the reused board walkway that is in every board. The design of that walkway fits the best in this board because of it’s large, box-like shape with lights on it.
Bowser Nightmare - Mario Party 5
This one was the easiest and hardest to pick from. Like I mentioned earlier, as great as Mario Party 5 is, it’s just hit the wall in terms of it’s board creativity. It actually puts a lot more effort into its side modes of all things. Plus, with the Space and Sweet Dreams easily being taken out of consideration, I thought that it wouldn’t really be a Mario Party without a Bowser-themed board. That deadly circular trap in the center of the board can make for some real fun.
Snowflake Lake - Mario Party 6
One of the most unique ideas brought to the series that hasn’t been explored too much aside from the sequel’s Pyramid Park. I’ve always really loved the idea of stealing stars from other players in any Mario Party, and to have a whole board dedicated to that, is a lot of fun. It keeps the players engaged with one another more than ever before. Nintendo tried fixing that problem with the car mechanic in later games, but I really think they solved it way before, back in this game. Maybe make it a little less easy to sneak in to the safe zone before night falls though.
Pagoda Peak - Mario Party 7
Picking this board felt like I was compromising with how I picked Snowflake Lake. Pagoda Peak combines Castaway Bay and Faire Square. Mario Party 7 has some other boards with other really fun and unique twists, but this one felt like it was easily catching some of the best ideas of Mario Party 6 as well.
There you have it folks. Of course, everyone will have different lists. We went through all of the boards, and you saw just how many great options there were. Which is why, myself and probably many others are interested in what you all think! Let us know down in the comments what four boards you would pick.If they sold DLC that was more content than the original, that would be something. And if I could pick one board from Mario Party 8, it’d have to be Koopa’s Tycoon Town. That monopoly concept meets Mario Party is hours of fun, and a very similar concept was first used in Windmillville in Mario Party 7! Who knows, maybe if they do actually announce DLC, it will be more N64 boards that leverage the board mechanics and gameplay of the base game. But alas, we are all done. Now I can finally rest easy. No more boards to think about. Nope. None whatsoever.
Now let’s talk about DLC mini-games.
Arguably too much Alexander.
http://www.nintendoworldreport.com/connectivity/58164/episode-286-pokemon-presents-dr-mario-indie-world
Resident editor Alex de Freitas and resident doctor (Mario World expert) Xander Morningstar fill in for John and Neal to cover the Pokemon Presents and Indie World events. But first, Xander gives a report on Dr. Mario World as he feverishly rushes to beat the game before its final days this fall. Alex shares his gripes with the less-than-stellar Garden Story and his hopes for Eastward and Bomb Rush Cyberfunk. Finally, the Alex/Xander duo wraps it up by discussing their favorite uses of photo modes and photography in video games.
Connectivity has joined Twitter, so be sure to follow @ConnectivityNWR to be up to date on any announcements. We are wanting more listener participation, so feel free to ask questions, they may show up in the show! Please send in some hard-hitting questions for the Connectivity gang to ponder over: the address is connectivity@nintendoworldreport.com
Tonight I’ll make an old family recipe. Pickled dandelions with barnacles in a diesel marinade!
http://www.nintendoworldreport.com/feature/58031/smashterpieces-podcast-episode-36-luigis-mansion
Hello and welcome to our latest seminar on the housing market in the Mushroom Kingdom, I know you’re all dying to get started so I’ll make this quick. Our usual speakers are here but we have also prepared a guest speaker presentation on the subject of what to do if you win a mansion in a contest you don’t remember winning, only to find that the mansion is full of ghosts and the boss of all those ghosts has trapped your brother in a painting, forcing you to equip a weird vacuum to destroy those that have come from the realm beyond who stand in your way. You may be thinking that this is a very specific subject on which to hold a presentation, but apparently it happens frequently enough that it’s warranted.
Presented by Anonymous Dinosaur and Nintendo World Report, this is Smashterpieces - a casual walk through the history of the Super Smash Bros. Ultimate Roster. On this show, hosts Joe DeVader and Matt Zawodniak are playing one game for every fighter in the newest Super Smash Bros. game, from 1984's Duck Hunt to 2019's Fire Emblem: Three Houses. Each game will be live-streamed by both of us, and then we'll convene to talk about it on the podcast.
Our guest, Mr. Xander Morningstar, joins us to tell the cautionary tale of Smashterpiece #36: Luigi’s Mansion. How do we feel this game stacks up against its more recent sequels? Why is Joe over the moon about the sound design? And why are the boos so mean? All that and more in today’s semina- er, episode!
Join us next time as we crash land on a distant planet in Smashterpiece #37: Pikmin!
You can find previous episodes at Anonymous Dinosaur's website!
Our list of games can be found here!
You can watch Matt and Joe stream these games on the NWR Twitch channel!