

Even if the boards have a similar objective, there are other factors at play that alter gameplay significantly: Banzai Bill's Mad Mountain might let you summon a giant bullet that sends everyone in its path back several spaces, while Kamek's Magic Carpet Ride forgoes dice and assigns movement to an inventory of numbered cards, making your selections about how far to advance a strategic consideration. Some, like Perilous Palace Path, simply require that you be the first to reach the goal, while others have you collecting items to see who can end the game with the most stuff. Most Mario Party games have focused on the collecting of coins and stars to determine a winner at the end of a game, but Island Tour's boards feature different objectives and modes of play. Island Tour adheres to the same structure as many of the other Mario Party games: two to four human or AI players move around a traditional board-game-style map in a competition, playing minigames for prizes and attempting to hinder other players throughout.

Fortunately, Mario Party: Island Tour is a raucous portable entry in the series that adds some refreshing new elements. The series has been responsible for hilarious memories and strained relationships since the Nintendo 64 era, though the series hasn't always set a good example: some of the installments, like the miserable Mario Party Advance, have dragged you to the dregs of party hell. When you hear "minigame collection," the first game that usually springs to mind is Mario Party.
