Jamboree Deep Dive: Rounding up a Hootenanny in Western Land

Half the fun of a Mario Party announcement happens during the ensuing months of speculation and detailed breakdowns. With Super Mario Party Jamboree, that’s no different. Follow our Jamboree Deep Dive series as we analyze specific topics in way too much detail and particularity that only a Mario Party website could manage.

Did anyone think we’d put out a third analysis with less than two weeks before Super Mario Party Jamboree launches? Not us! It wasn’t until replaying the original Western Land from Mario Party 2 this past weekend where we realized we haven’t had a clear overview of Jamboree’s remastered version of this board. So let’s get into it!

As we played the classic Nintendo 64 board, one thing was abundantly clear — Western Land is in major need of a remake. Don’t get me wrong. For me personally, I have it an immense nostalgic connection with this board. It was the first Mario Party board I ever played, and it only takes a few seconds after hearing the music that I start grinning from ear to ear. But man, there are some glaring pain points!

Before we jump into the issues from the original board and how each problem is addressed in the remastered version, let’s get a quick look at both the original board and the remastered board side by side.

Let’s start with space count. The original Western Land is the largest board in Mario Party history with a whopping 114 total spaces, and no, that is not a positive. What results is a sluggish experience where movement abilities are scarce and countless turns are spent on the same path. Jamboree is very aware of this flaw. In the remake of the board, the space count is closer to 100, but this change isn’t the big update that will bring it to modern Mario Party standards.

Items! Gone are the days where you’re stuck carrying a single item across this massive board. And with love and respect to the Skeleton Key, gone are the days where you’re condemned to carry the putrid key with no way to toss it like the trash it is. In Jamboree, the ability to hold three items will drastically improve movement across the board, and the inclusion of various movement-based items will naturally make a board this large a lot more navigable.

I spy a new item shop.

Two new item shops join the existing shop located along the central path. The first new shop is plopped right after the first train station. Love this update as no matter which direction you pick at the first junction of the board, you’re going to pass an item shop. That said, the item shop on the train tracks is run by Kamek, so you’ll find offensive items here.

Kind of them to make this item shop more accessible.

Speaking of the central item shop, this one has moved a bit! Now it’s situated before the second junction rather than after the split. Giving us access to items before having to make a directional choice is always a welcome addition. It’s also closer to the start, and you’re able to reach it on your first turn as long as you roll higher than an eight. This was not possible in the original!

Our third item shop is placed in the top right corner of the map. Before we get into why this is such a cool change, let’s talk about the head-scratcher that is this section in the original board. After passing the train station, you have two options. Go right to visit Boo, then the bank. I’m sold! Go left to access the Skeleton Key door, bypassing Boo. That’s strike number one against this path, but you would hope something good lies beyond the gate. Not really. Chance Time is there, but you still have to roll the right amount. Otherwise, you only want to go down this (longer!) path if the Star happens to spawn beyond the gate. No key means you rejoin the path on the tracks just before the bank, so another baffling option you have. Oh, and did we mention there are two Bowser spaces on this cursed trail?

Don’t overspend, Boo is just past this shop!

Thankfully, Jamboree treats this area very differently. Like we mentioned, there’s a new item shop around where Boo was located in the original board. Boo has since moved into the bank’s spot, and banks in general do return in this Mario Party. So right from the start, you have two huge pluses for taking the right path.

What happened to the horse and carriage?? Is the horse okay?

So, what about the left path? Turns out, that junction is gone! Traveling along the train tracks while you visit the item shop and check in with Boo is now mandatory. But that doesn’t mean there is nothing to do on the left. Just like in the original board, the path veers off into the dirt for a few spaces before rejoining the tracks just as you pass the starting area. The difference here is that this short dirt path has a new junction. Continue towards the starting area, or head back up.

How To Not Make Junctions Useless 101

This brand new path only lasts a few spaces before yet another junction. Take a right to return to the tracks, or continue upward through the Skeleton Key door and back to the area just after the train station. These two new junctions create two loopable areas. The first, highlighted in light blue in our image, is shorter with nine total spaces. This loop servers a simple purpose — land on either of the two item spaces after the second junction. Didn’t make it? Exit the loop or try again. The Bowser space and the unlucky space help keep things interesting.

The blue, and much more important loop, is only accessible via the Skeleton Key door and allows you to return to both the item shop and Boo. Imagine you’re reaching this area after passing the train station. You’re loaded with coins and ready to steal a Star using Boo. Before you get there, grab yourself a Skeleton Key, assuming they are sold here. Steal a Star, reach the junction, and start heading upwards again. You’re on track to visit Boo again. And the item shop! Got coins spilling out of your pockets. Grab another key! With this game’s coin economy, this could be a common strategy. Even better if you show up with Triple Dice already in tow — it’ll make getting through this 19-space loop a lot quicker.

A Chance Time space so out in the open? Is that allowed?

That’s not it for new junctions. Remember that new item shop after the first train station? Just a few spaces after it is a new junction that can bring you to the center path. This is new! Now, is there any good reason not to continue on the tracks where Boo rests just a few spaces away? Generally, no, but there are a few instances where the right path is beneficial. Obviously, if there’s a Star there, you’ll want to swerve right. There’s a Chance Time space on this path, so if you’re feeling extra chaotic or have a Custom Dice Block, this may be the way. This path also connects you to the board’s second Skeleton Key door. This is a great way to bypass the entire left path of the board.

Not a new junction, but the central path now drops you onto the tracks before the second train station, not after it.

Hootenanny in HD.

We’re this far into the page and not a single mention of a hootenanny. Disgraceful. For the uninitiated, there’s a passing event where Wiggler will ask if you’d like to host a hootenanny. Cough up 20 coins and all players will be forced over to that exact spot on the board. Or at least, that’s how it worked in the original Western Land.

Wiggler is missing from the milk bar… is it possible there is a cooldown on the hootenanny?

We haven’t seen how it operates in Jamboree just yet, but we’re going to assume the function of calling every player to that space is the same. The biggest difference is that the hootenanny is no longer a passing event. Instead, you’ll have to land on one of two event spaces in front of the milk bar to get Wiggler talking. And we’re going to assume it’s no longer a choice. See the junction? It moved! It’s now before the milk bar rather than after it. That means if you roll enough to land on the hootenanny event, you have the option to avoid it and go south to the two unlucky spaces. Pick the lesser evil for your situation, assuming you’re avoiding a hootin’ good time.

Wait, Birdo, go back! Ask that Shy Guy what he’s doing there!

So, what else is new and noteworthy? Steamer the train is still chugging around the board, but based on some footage from the Japanese website, it looks like it’s possible to move more than one station at a time. Is that tied to the new train ticket item we’ve seen characters hold in their item inventory? Or perhaps it’s associated with a new passing event just before the train station at the top. If we had to guess, you’ll be able to purchase train tickets from the Shy Guy at the booth. It would make sense that you don’t get to ride the train once you activate the ticket, but maybe you can pick the direction the train will move in.

Welcome back, buddy.

It’s apparent to all, but the transition to 3D is magnificent. The board looks so, so good. Jamboree’s dynamic camera will give Western Land a ton new life too. And we can’t wait to hear the sweet remastered music!

We’re so close. Super Mario Party Jamboree is out in less than ten days, and we’ll know everything there is to understand about this board soon enough. As exciting as it is to finally be able to play, speculating before a Mario Party game is always a blast. With new boards and minigames coming alongside classic gameplay, the hype behind this Mario Party in particular will be remembered. Thank you for joining us!

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