GamePad Island | |
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Information | |
Game: |
Wii Party U |
Type: |
2-4 players |
Instructions: |
"You're in for an Island Adventure in GamePad Island! In this board game, you get to use the GamePad as a device to "roll the dice" and play games to move ahead." |

Overview of the entire board
GamePad Island (ゲームパッドスゴロク (Gēmu Paddo Sugoroku), GamePad Sugoroku in the Japanese version) is a TV Party mode in Wii Party U.
Gameplay[]
In this island board game, special microgames known as "GamePad rolls" are played with the GamePad to determine how far players move.
The game will start off by giving Player 1 the first turn. They will roll a standard dice in order to move ahead. Then, the other players will do the same.


After everyone takes their first turn, the turn order for each round starts with the player in last place, and the rolls will be in varying difficulties. The closer someone is to the finish, the harder it'll be for them to get a good roll, and vice versa.

They will also sometimes have to face challenges in order to continue on with the board. If they fail, they must go back a space.

There are also 4 Minigame Balloons across the course. If a player runs into one, they get to choose an All-Play Minigame to be played at the start of the next round, with players moving ahead based on their result: 1st place moves 5 spaces, 2nd moves 3, 3rd moves 2, and 4th moves 1. Once a balloon is collected, it won't appear again.


About halfway through the board is a rickety rope bridge that, if two players stand on it, will throw them both off onto an alternate path they must complete to reach the main path again.


After someone has passed the Cave of Conundrums, instead of rolls being chosen at random, the game will let the last-place player choose the GamePad roll for each round.

If anyone reaches the final challenge and finishes it perfectly, they'll win the game - and the treasure!


Gamepad Rolls[]
- Standard Roll: The player simply swipes on the GamePad to roll a normal 1-6 die. The only roll that is always in Easy regardless of the places to the finish.
- Add 'Em Up: The player rolls a blue die and 1-3 red die by shaking the GamePad. The blue die has numbers 1-6, and the red die has numbers -2-0. They can reroll as many times as they'd like, and the total sum of every dice after 10 seconds is how far they move. More red dice are added on harder difficulties.
- Cannon Blast: The player has 5 seconds to aim a cannon, and moves whichever number the cannonball lands on. In harder difficulties, the numbers are more scattered.
- Pinball Push: The player shoots a pinball off a spring and moves which number the pinball falls into. The numbers are more random in harder difficulties, and there is a 0 added in the Very Hard difficulty.
- In The Balance: The player has to drag fruits off a scale with a hidden gauge, and the amount of spaces they go depends on the total weight of the remaining fruits. Heavier fruits are added in harder difficulties.
- Beaker Sneak: The player has to pour out water from the beaker whilst facing the GamePad away from them, moving based on the water level once they choose to stop. In harder difficulties, the beaker gets smaller.
- Trick Cups: The player chooses one of the spinning cups, and moves the amount of spaces on the ball underneath. The cups go faster in harder difficulties, and there is a 0 cup in the Hard and Very Hard difficulties.
- Air Darts: The player gets five shots to shoot darts at balloons, moving the GamePad to aim and blowing into the Mic to shoot. They move depending on which balloon they popped first. The balloons fly up faster and rotate to obscure their numbers in harder difficulties.
- Card Tapper: The player has one chance to tap a numbered card flying by, and will move that many spaces. If they miss the cards, they don't get to move. In harder difficulties, the cards move more randomly.
- Balloon Blowup: The player has to blow up a balloon with the GamePad facing away from them. The bigger the balloon, the further they'll go, but if they blow it up too much, overhead spikes pop the balloon and they don't move at all. Harder difficulties have slimmer balloons that'll inflate faster.
- Target Practice: The player draws back a bow to shoot an arrow at the spinning target wheel. The number they hit is the amount of spaces they'll move. The Easy difficulty has each target twice as wide as in Normal and beyond. The wheel will also spin faster in the harder difficulties.
- Spin Zone: Holding the GamePad vertically, the player must tap the spinning slot wheel, and move the amount they tapped. The slot will spin faster in higher difficulties.
- Blown Away: Holding the GamePad vertically, the player has 3 seconds to blow into the Mic and make a beachball float. The number it's hovering next to once time runs out decides how far they move, but they'll stay put if they miss them all. Higher difficulties have gaps between the number levels.
- Number Wheel: Holding the GamePad facing away from them, the player must tilt it to roll a ball in the roulette to the number they want. The number they stop the ball at is how far they move, if at all. Harder difficulties increase the size of the 0s at the edges, and Very Hard adds 0s between every two numbers.
- Perfect Timing: Holding the Gamepad facing away from them, the player must stop the hidden stopwatch at the right time. The time they stopped at, rounded down, becomes the amount of spaces they move, though stopping at 7 seconds or later won't move them at all. Harder difficulties have off-beat beeps sounding to throw the player off.
Spaces[]
+3-5 Space[]
The player springs ahead by 3, 4 or 5 spaces.
-2 Space[]
The player springs back 2 spaces.
UFO Space[]
A UFO comes and takes the current player to another random player's space, as decided by a roulette spun on the Gamepad. This may be good or bad, depending on the player's position.
Power-Spring Space[]
The player spins a roulette on the Gamepad to decide if they'll spring forward or backwards 3 or 6 spaces.
1 vs Rivals Space[]
In a 3 or 4 player game, the player landing here must face off against the rest in a 1 vs Rivals Minigame. They'll move 5 spaces forward if they win, but 2 spaces back if they lose.
In a 2 player game, both players will face off in an All-Play Minigame, with the same results as usual.
x2 Booster Space[]
The player's Mii will become powered up with energy, and their next roll will be doubled.
Crocodile Cross Space[]
The player skips across three alligators on the swamp's surface to Space 26, boosting them 9-10 spaces ahead.
Unlucky Log Space[]
A giant log crashes down from the waterfall above, knocking the current player down onto an alternate, longer path that they must clear to return to the main route.
Challenges[]
Challenge #1[]
In this challenge, the player must turn the Wii U GamePad around so that it's facing opposite of them. They will then have to use the television as a guide to show how what they are drawing. They need to trace a zig-zag line in a limited time without straying off-course. Should they fail, the next challenger will continue where they left off.

Rachel about to do the first challenge.
Challenge #2[]
The player must do the same thing as the first challenge, except with a circle to be drawn.

Rachel about to do the second challenge.
Challenge #3[]
Here, the player will step upon the Cave of Conundrums, where they must pick one of three pathways in order to advance further. One of them is correct, the other two have bats that will throw their Mii out of the cave. This is the only challenge that does not require tracing a certain shape to advance further, and the only one that doesn't allow everyone else to freely pass once one player has cleared it.

Rachel about to do the third challenge.

Rachel inside the cave.
Final Challenge[]
In this final challenge, the player will need to be cautious and quick. It is just like the first two challenges, except the shape to be traced is a swirl.

Rachel about to do the final challenge.

Rachel reaching the end.
Order of spaces[]
Island (Main Path)[]
- start
- empty
- empty
- empty
- +3
- empty
- +3
- empty
- empty
- empty
- Minigame Balloon
- empty
- Challenge #1
- empty
- empty
- empty
- empty
- -2
- Crocodile Cross
- Crocodile Cross
- empty
- empty
- +3
- empty
- UFO
- Power-Spring
- Minigame Balloon
- +5
- empty
- empty (The crocodiles will lead you here)
- empty
- empty
- -2
- Challenge #2
- empty
- Unlucky Log
- empty
- empty (the diversions lead you here)
- empty
- Minigame Balloon
- empty
- empty (start of wobbly bridge)
- +3
- empty
- empty (end of wobbly bridge)
- empty
- +4
- 1 vs Rivals minigame
- Power-Spring
- empty
- Minigame Balloon
- empty
- empty
- empty
- -2
- empty
- Challenge #3 (Cave of Conundrums)
- empty
- empty
- 1 vs Rivals minigame
- empty
- empty
- -2
- empty
- empty
- UFO
- Final Challenge
- finish
Unlucky Log/Wobbly Bridge Diversion[]
- start
- empty
- empty
- 1 vs Rivals minigame
- x2 Booster
- x2 Booster
- back to Space 33 of Main Path
Despite these two events leading to different sides of the path that converge at the 4th space, both sides have exactly the same layout.
Trivia[]
- This is the only TV Party mode which CPU Miis cannot participate in.
- There is a flock of birds that appears near the ending that will fly away once you get near it. Only two black birds with big beaks will not leave until you succeed or fail in the last challenge.
- There is also a toucan seen shortly after clearing the first challenge. After passing by it, it will fly away and will never appear again.
- When a player's turn ends and another's begins, when the screen fades back to normal, chances are that the first player will be looking to the side.
- In the Cave of Conundrums introduction, the river usually seen in-between the cliffs appears to not be rendered, leaving a black abyss in it's place.