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I remember the first time I saw that purple glow during a particularly tense round of Mario Party Jamboree. My nephew and I were battling it out on the tropical-themed board, both of us just one star away from victory, when suddenly the screen darkened and there he was—Bowser, but not quite. This version had PlayStation symbols floating around him like some bizarre crossover event that would never happen, with spooky purple lines outlining his form. "Imposter Bowser," the game called him, and my nephew turned to me with the most confused expression. "Why is he fake, Uncle? And why does he have those weird symbols?" I had to pause the game right then because honestly, I didn't have a good answer.
That moment stuck with me because it highlights what makes Jamboree such a fascinating yet occasionally frustrating experience. Nintendo proudly boasts that this entry features the most playable characters—22 to be exact—and the most minigames ever in the series, with 112 different ways to test your skills against friends and family. On paper, that sounds incredible, and in many ways, it is. The sheer quantity of content means you're unlikely to run out of things to do anytime soon. My family's game nights have been dominated by Jamboree for weeks now, and we're still discovering new minigames that make us laugh until our sides hurt. There's one where you're balancing on floating platforms while dodging giant meatballs that had us all in stitches last Tuesday.
But here's where my nitpicky complaint comes in, the one that started with that confusing Imposter Bowser moment. I've got nothing against Bowser himself—the big guy's been a playable character since the SNES days, after all. He's practically family at this point. The issue is what happens when you make him available as a regular character while still needing him to serve as the antagonist throughout the various maps and modes. Suddenly, we're stuck with this "Imposter Bowser" concept that feels about as subtle as a hammer to the head. Every time he appears to shake things up with one of his classic disruptive events, the game has to remind us that no, this isn't the real Bowser, even though he looks exactly like him, acts like him, and sounds like him. It's this weird narrative contortion that serves no real purpose except to justify having Bowser on both sides of the gameplay equation.
I was playing with my sister last weekend, and we found ourselves on the space-themed board where the "Bowser" spaces trigger particularly punishing events. Every time we landed on one, she'd mutter, "Here comes fake Bowser again with his purple aura." After the third time, she turned to me and said what I'd been thinking for weeks: "Why didn't they just create a new villain? Or better yet, why not take Bowser off the playable roster if it causes this much narrative confusion?" She's not wrong. The solution feels hamfisted, like they couldn't be bothered to come up with something more elegant. We don't need a fake Bowser haunting our game sessions like some kind of poorly explained ghost when they could have introduced King Bob-omb or some other established Mario villain to fill that antagonist role.
What's particularly puzzling is that this is otherwise such a polished package. Those 112 minigames represent some of the most creative and well-designed challenges the series has seen in years. The character roster spanning 22 different options means everyone can find their favorite, from classic Mario to more obscure picks that longtime fans will appreciate. The boards are beautifully designed with multiple pathways and strategic elements that keep games interesting until the very last turn. It's clear that tremendous care went into crafting this experience, which makes the Imposter Bowser situation stand out even more. It's like watching a master chef prepare an incredible meal only to garnish it with something completely nonsensical.
My gaming group has developed our own headcanon about the whole situation. We pretend that the real Bowser got tired of always being the bad guy and hired a lookalike to handle the dirty work while he enjoys actually playing the game for once. It's silly, but it makes the experience more coherent for us. Still, we shouldn't have to create our own explanations for something the game presents so awkwardly. The purple lines and PlayStation symbols surrounding Imposter Bowser don't help matters—they just make the whole thing feel even more out of place, like assets from a completely different game accidentally got mixed in during development.
Despite this complaint, I keep coming back to Jamboree because the core gameplay remains as addictive as ever. There's something magical about gathering around the Switch with friends, watching alliances form and crumble over the course of an evening, celebrating those perfectly timed dice rolls that snatch victory from the jaws of defeat. The quantity of content really does work in the game's favor most of the time. With so many minigames and characters to choose from, every session feels fresh and unpredictable. I just wish the developers had applied the same thoughtful approach to the Bowser situation as they did to everything else. Sometimes, less is more, even in a game built around the concept of "more is more." A slightly smaller roster without Bowser, or a new villain altogether, would have been preferable to this confusing compromise that occasionally pulls players out of the experience. Still, when my nephew asks if we can play Mario Party Jamboree again tonight, you can bet I'll be setting up the console before he finishes his sentence—Imposter Bowser and all.