Editing Spike's Gambit
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==Gameplay== | ==Gameplay== | ||
The player is placed at the bottom of a sand hill decorated with Spike-themed ruins. The hill has three sections: the first diagonal hill, a flat plateau with two alcoves untouched by sand that each have two [[coin]]s by default, and a third hill that leads to the top of the playfield. At the very top of the hill are three Spikes. The objective of the minigame is to gather as many coins as possible under the time limit. Coins regularly drop from the sky into the sand and must be touched to be collected. After some time, coins sink in the sand, rending them uncollectible. Regularly, the three top Spikes spew [[spiked roller]]s. These can be avoided either by [[jump]]ing over them or by moving aside horizontally. Failing to avoid a spiked roller causes the player to be temporarily stunned and slightly sent back down the hill. Coins can drop above or below the player's current position—if all coins in front of the player have been collected, but some uncollected coins are behind them and out of view, an indicator with a coin image is presented in order to guide the player. Touching the top of the hill with little coins at the top generally results in additional coins dropping from the sky. During this minigame, item boxes spawn either on the first plateau or on the top of the hill, whichever the player is behind, and using a [[Coin Bag (Mario Party: Star Rush)|Coin Bag]] item causes a pattern of [[Red Coin]]s to drop on the hill. When the [[ | The player is placed at the bottom of a sand hill decorated with Spike-themed ruins. The hill has three sections: the first diagonal hill, a flat plateau with two alcoves untouched by sand that each have two [[coin]]s by default, and a third hill that leads to the top of the playfield. At the very top of the hill are three Spikes. The objective of the minigame is to gather as many coins as possible under the time limit. Coins regularly drop from the sky into the sand and must be touched to be collected. After some time, coins sink in the sand, rending them uncollectible. Regularly, the three top Spikes spew [[spiked roller]]s. These can be avoided either by [[jump]]ing over them or by moving aside horizontally. Failing to avoid a spiked roller causes the player to be temporarily stunned and slightly sent back down the hill. Coins can drop above or below the player's current position—if all coins in front of the player have been collected, but some uncollected coins are behind them and out of view, an indicator with a coin image is presented in order to guide the player. Touching the top of the hill with little coins at the top generally results in additional coins dropping from the sky. During this minigame, item boxes spawn either on the first plateau or on the top of the hill, whichever the player is behind, and using a [[Coin Bag (Mario Party: Star Rush)|Coin Bag]] item causes a pattern of [[Red Coin]]s to drop on the hill. When the [[Star]] item is used in this minigame, the Spikes temporarily stop throwing spiked rollers and all coins become Red Coins. | ||
Spike's Gambit is divided into three levels of difficulty. The first level takes play during the day, with more limited coins and spiked rollers than later levels. Level two takes place during the evening; Red Coins, which give three coins at once, start to appear, and after some time has passed, the three Spikes throw a massive spiked roller. This spiked roller can be avoided only by hiding in the alcoves, for it covers the entire horizontal length of the sand. Hitting it causes the player to tumble a great distance down the hill, though coins touched during this tumble are still collected. The third level takes place at night, following the same rules as level two but with even more coins and spiked rollers. | Spike's Gambit is divided into three levels of difficulty. The first level takes play during the day, with more limited coins and spiked rollers than later levels. Level two takes place during the evening; Red Coins, which give three coins at once, start to appear, and after some time has passed, the three Spikes throw a massive spiked roller. This spiked roller can be avoided only by hiding in the alcoves, for it covers the entire horizontal length of the sand. Hitting it causes the player to tumble a great distance down the hill, though coins touched during this tumble are still collected. The third level takes place at night, following the same rules as level two but with even more coins and spiked rollers. |