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{{ | {{Event-infobox | ||
|image=[[File:MASATLOG Dream Sprint.png|250px]] | |image=[[File:MASATLOG Dream Sprint.png|250px]] | ||
| | |appeared_in=[[Mario & Sonic at the London 2012 Olympic Games (Wii)|''Mario & Sonic at the London 2012 Olympic Games'' (Wii)]] | ||
|type=[[Dream Event]] | |type=[[Dream Event]] | ||
|info=In this event, players race Air Balls to get to the finish line in the '''fastest time'''. | |info=In this event, players race Air Balls to get to the finish line in the '''fastest time'''. | ||
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}} | }} | ||
'''Dream Sprint''' is a [[Dream Event]] that appears exclusively in ''[[Mario & Sonic at the London 2012 Olympic Games (Wii)|Mario & Sonic at the London 2012 Olympic Games]]''. It is set on Bingo Highway from ''Sonic Heroes''. The starting Olympic record is held by [[Silver]] at 1 minute 10.289 seconds | '''Dream Sprint''' is a [[Dream Event]] that appears exclusively in ''[[Mario & Sonic at the London 2012 Olympic Games (Wii)|Mario & Sonic at the London 2012 Olympic Games]]''. It is set on Bingo Highway from ''Sonic Heroes''. The starting Olympic record is held by [[Silver the Hedgehog|Silver]] at 1 minute 10.289 seconds | ||
During [[London Party]] mode, when the player faces off against [[King Boo]], they compete in this event. | During [[London Party]] mode, when the player faces off against [[King Boo]], they compete in this event. | ||
==Gameplay== | ==Gameplay== | ||
This events starts with each of the players' characters being announced, before showing them on the starting line. Before the race starts, the player is able to hold {{button|Wii|1}} to charge up and get a short boost. When the word "Go" appears on screen, the player must swing forward the Wii remote to start the event. Doing so with perfect timing grants the player a starting dash. Players control a ball with their character in it by tilting the Wii Remote with forward for going straight and left and right for turning left/right. Players Jump with {{button|wii|2}} and Jump Dash with {{button|wii|2}} after a Jump. If the players try to go the wrong way, a yellow sign with turn around sign appears and a buzzing play. Along the way, player can run into [[Bumper (Mario Kart series)|bumpers]] which causes players to bounce away from them and [[ | This events starts with each of the players' characters being announced, before showing them on the starting line. Before the race starts, the player is able to hold {{button|Wii|1}} to charge up and get a short boost. When the word "Go" appears on screen, the player must swing forward the Wii remote to start the event. Doing so with perfect timing grants the player a starting dash. Players control a ball with their character in it by tilting the Wii Remote with forward for going straight and left and right for turning left/right. Players Jump with {{button|wii|2}} and Jump Dash with {{button|wii|2}} after a Jump. If the players try to go the wrong way, a yellow sign with turn around sign appears and a buzzing play. Along the way, player can run into [[Bumper (Mario Kart series)|bumpers]] which causes players to bounce away from them and [[Egg Flapper]]s which causes the players to lose their balls for a short time. | ||
==Course layout== | ==Course layout== | ||
The players start in a hexagon area with a Sonic symbol in the middle, walls on all sides except for the direction the players face, and a crowd beyond the walls. After a short straight part, the players need to make a left then right turn. Players then speed down a hill. After a short distance, the players need to make a | The players start in a hexagon area with a Sonic symbol in the middle, walls on all sides except for the direction the players face, and a crowd beyond the walls. After a short straight part, the players need to make a left then right turn. Players then speed down a hill. After a short distance, the players need to make a 270 degree right turn then jump over or slow down to go under a bar. After the bar is an area of bumpers and short holes and an Egg Flapper in the middle. After a [[Dash Panel]], some rails appear and takes the players to a chute which has two sets of Dash Panels and takes the players to the pinball area. In the pinball area, there are two sections of bumpers. At the bottom of the pinball area are some flippers that try and stop the player from leaving. After the flippers and turning 90 degrees to the left, the players go in a straight line with a left turn. After two drops, there is a right turn followed by a U left turn and a Dash Panel. After this are two steps forming stairs with a thin ramp to the right. After another bar, the players go through a loop with Dash Panels and end in a circular area with bumpers. The only way out of the circular area is to fall through the center with little speed. After falling, the players need to go on a straight path to the finish line that has bumpers and two Egg Flappers and a gap with a disc in the middle at the end. | ||
===Shortcuts=== | ===Shortcuts=== | ||
The first shortcut is located after the first bar and is made of a rail. At the end of the rails are two discs. Using this shortcut takes the players straight to the pinball area. But, falling down into the abyss below causes the players to end up near the rails of the normal route. | The first shortcut is located after the first bar and is made of a rail. At the end of the rails are two discs. Using this shortcut takes the players straight to the pinball area. But, falling down into the abyss below causes the players to end up near the rails of the normal route. | ||
The second shortcut is located in the center of the pinball area. Falling into the hole causes the players to go into a chute and activate some Dash Panels and take the same type of path as the other way, but without | The second shortcut is located in the center of the pinball area. Falling into the hole causes the players to go into a chute and activate some Dash Panels and take the same type of path as the other way, but without 90 degree turn at the beginning and a drop at the end. | ||
The third and final shortcut is located before the second drop after the pinball area and is made of a rail. Taking it saves the player from making some turns, and ends near the stairs. | The third and final shortcut is located before the second drop after the pinball area and is made of a rail. Taking it saves the player from making some turns, and ends near the stairs. | ||
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*Press {{button|wii|2}} while jumping for a '''Jump Dash'''! Try usng this to clear obstacles. | *Press {{button|wii|2}} while jumping for a '''Jump Dash'''! Try usng this to clear obstacles. | ||
*'''Double rails''' are '''shortcuts''', so use them when you can, if your ball is too small, you'll fall through. | *'''Double rails''' are '''shortcuts''', so use them when you can, if your ball is too small, you'll fall through. | ||
==Challenges== | ==Challenges== | ||
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|JapR=Dorīmu Bōru Rēsu | |JapR=Dorīmu Bōru Rēsu | ||
|JapM=Dream Ball Race | |JapM=Dream Ball Race | ||
}} | }} | ||
{{M&SATLOG}} | {{M&SATLOG}} | ||
[[Category:Dream Events]] | [[Category:Dream Events]] | ||
[[Category:Mario & Sonic at the London 2012 Olympic Games | [[Category:Mario & Sonic at the London 2012 Olympic Games Events]] |