Super Mario Party (Nintendo Switch)
Finally a Mario Party that ditches the group-car gimmick and gets back to four players fighting over stars, though the thin board selection will leave veterans wanting more.
GamerScout Verdict
Best for households with three other players in the room and zero interest in playing handheld or alone.
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About Super Mario Party (Nintendo Switch)
I've played enough Mario Party entries to know that the series has a long history of sabotaging itself with ill-conceived mechanics, so it was a genuine relief when Super Mario Party stripped things back to something that actually works. The core board mode returns to the classic format: four players roll dice, race across the board individually, and scramble to collect the most stars before the session ends. Character-specific Dice Blocks add a real layer of decision-making to character selection, since each character's unique number distribution influences how aggressively or conservatively you can play a given board. It is a small touch that carries genuine strategic weight over a full session. The minigame roster sits at 80 games and covers a wide range of formats, including standard four-player free-for-alls, 2v2 bouts, 1v3 challenges, Co-op rounds where all four players work together, and Rhythm minigames that ask you to hit inputs on the beat. The Joy-Con motion controls power a solid chunk of them, and the HD Rumble integration in particular produces some clever surprises. There is a hard catch here: the game locks you into a single Joy-Con per player and kills handheld mode entirely. If you were planning a solo train session or a couch setup using a Pro Controller, that is simply not on the table. Beyond the main board mode and Partner Party (a 2v2 co-op variant on the same boards), the additional modes land with varying success. River Survival is a co-op paddle-boat mode with a countdown timer that plays decently for one or two sessions. Sound Stage is a standalone rhythm mode. Toad's Rec Room lets you physically lay two Switch consoles flat side-by-side and play across both screens at once, which is genuinely inventive hardware showmanship even if the specific minigames within it are novelties rather than keepers. Challenge Road gives solo players a structured minigame gauntlet to work through. None of these feel like they belong to a different, better game, but none of them replace the main board either. The elephant in the room is board count. Four boards is lean by any standard, and that thinness does catch up with you after a few weekends. Online play was added via a post-launch update covering the main Mario Party mode, Partner Party, and minigame play, which meaningfully extends the game's life if you have friends on Switch. The online lobby setup is functional but stripped-down. If you are coming to this title from Mario Party Superstars or Jamboree, the smaller content footprint will feel immediately noticeable. If this is your entry point to the series on Switch, the core loop is strong enough to carry many sessions before that thinness bites. Super Mario Party is the series correcting course after years of questionable experiment. The bones are right, the minigame collection is one of the more consistent in the franchise, and the character dice add replay value that was missing for years. It just needed twice as many boards to fully deliver on that foundation.

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- Developer
- Nintendo
- Publisher
- Unknown
- Release Date
- TBA