Editing Bowser Jr. Breakdown

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{{image|more=yes|Screenshots of the different modes}}
{{more images|Screenshots of the different modes}}
{{distinguish|Bowser Jr. Showdown}}
{{minigame infobox
{{minigame infobox
|image=[[File:MP9 Bowser Jr Breakdown.png|260px]]
|image=[[File:MP9 Bowser Jr Breakdown.png|260px]]
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==Introduction==
==Introduction==
[[Bowser Jr.]] flies down in his [[Junior Clown Car]] to the stage. He points at the players and taunts them before linking up with a much larger version of his vehicle, with two clawed arms sticking out of it.
[[Bowser Jr.]] flies down in his [[Junior Clown Car]] to the stage. A larger version of the car, with two clawed arms sticking out of it, then floats down, and Bowser Jr.'s car links up with the bigger one.


==Gameplay==
==Gameplay==
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The starting player depends on the game mode being played. If battling Bowser Jr. on the Bowser Station [[board (Mario Party series)|board]], the captain takes the first turn. In other modes, an onscreen arrow randomly decides who goes first. The chosen player strikes a victory pose.
The starting player depends on the game mode being played. If battling Bowser Jr. on the Bowser Station [[board (Mario Party series)|board]], the captain takes the first turn. In other modes, an onscreen arrow randomly decides who goes first. The chosen player strikes a victory pose.


Players try to defeat Bowser Jr. by rolling [[Dice Block|dice]] numbered one through six to fill the gauge at the top of the screen. Players can shake the [[Wii#Wii Remote|Wii Remote]] to make the dice spin faster. Each number rolled fills that many spaces on the gauge. If a player's roll fills the gauge to a multiple of three (or to 15 or above, as the gauge stops there), the player attacks and deals that much damage to Bowser Jr. Once a player attacks, the gauge empties. If the gauge is filled to 14—marked by the Bowser Jr. [[emblem]]—he rolls a die numbered one through two and smashes the player with a hammer for the number of times indicated by the number rolled, making the player lose that many [[point]]s. This does not empty the gauge, which means that a player unlucky enough to be attacked by Bowser Jr. also sets up the next player with a guaranteed 15 points.
Players try to defeat Bowser Jr. by rolling [[Dice Block|dice]] numbered one through six to fill the gauge at the top of the screen. Players can shake the [[Wii#Wii Remote|Wii Remote]] to make the dice spin faster. Each number rolled fills that many spaces on the gauge. If the player does nothing for 10 seconds, their character always rolls a 4. If a player's roll fills the gauge to a multiple of three (or to 15 or above, as the gauge stops there), the player attacks and deals that much damage to Bowser Jr. Once a player attacks, the gauge empties. If the gauge is filled to 14—marked by the Bowser Jr. [[emblem]]—he rolls a die numbered one through two and smashes the player with a hammer for the number of times indicated by the number rolled, making the player lose that many [[point]]s. This does not empty the gauge, which means that a player unlucky enough to be attacked by Bowser Jr. also sets up the next player with a guaranteed 15 points.


When Bowser Jr. loses half of his health, the larger car's eyes change color from yellow to red, and Bowser Jr. adds two more Bowser Jr. spaces to the gauge. The new spaces are randomly placed, but they never cover a multiple of three or a number lower than six. If a player's roll reaches one of the Bowser Jr. spaces, Bowser Jr. rolls two dice instead of one and strikes the player with two hammers for that amount of damage. The player who delivers the final attack on Bowser Jr. earns an additional three points, and the player with the most points at the end of the minigame wins.  If Bowser Jr. is not defeated before five minutes pass, the minigame ends in a draw.
When Bowser Jr. loses half of his [[Health Meter|health]], the larger car's eyes change color from yellow to red, and Bowser Jr. adds two more Bowser Jr. spaces to the gauge. The new spaces are randomly placed, but they never cover a multiple of three or a number lower than six. If a player's roll reaches one of the Bowser Jr. spaces, Bowser Jr. rolls two dice instead of one and strikes the player with two hammers for that amount of damage. The player who delivers the final attack on Bowser Jr. earns an additional three points, and the player with the most points at the end of the minigame wins.


==Ending==
==Ending==
When Bowser Jr. is defeated, his giant Junior Clown Car short-circuits for a while and explodes, launching Bowser Jr. himself into the rings of Saturn with a twinkle. Several [[Mini Star]]s then appear in Party Mode and Solo Mode.
When Bowser Jr. is defeated, his Junior Clown Car short-circuits before it explodes, launching Bowser Jr. himself into space with a twinkle. Several [[Mini Star]]s then appear in Party Mode and Solo Mode.


==In-game text==
==In-game text==
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==Trivia==
==Trivia==
*If one of the players reaches the "15" mark, that player will do their first-place animation instead of normally cheering. Also, their last attack will be a [[Ground Pound|ground pound]] instead of a normal jump.
*If one of the players reaches the "15" mark, that player will do their first-place animation instead of normally cheering. Also, their last attack will be a [[Ground Pound]] instead of a normal jump.
**Likewise, if one of the players lands on the "12" mark, they will do their second-place animation instead.
**Likewise, if one of them lands on the "12" mark, they will do their second-place animation instead.
*This is the only mid-boss battle not to play "Tough Enemy" and "Now You've Done It!" but to instead have its own music, like stage boss battles.
*This is the only mid-boss battle not to play "Tough Enemy" and "Now You've Done It!"
*This is the only minigame where the player can lose four points at once.
*This is the only minigame that has in-game dialogue, as when the minigame is played in Party Mode and Solo Mode, Bowser Jr. announces the captain as the starting player.


{{MP9 minigames}}
{{MP9 minigames}}

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