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'''Waluigi's Island''' is the unlockable board in ''[[Mario Party 3]]''. It is an island based on industry and cleverness. [[Piranha Plant]]s are even found working in cranes. It is the only board in the game to be named after a playable character. | '''Waluigi's Island''' is the unlockable board in ''[[Mario Party 3]]''. It is an island based on industry and cleverness. [[Piranha Plant]]s are even found working in cranes. It is the only board in the game to be named after a playable character. | ||
The island with all the dynamite is the first place players always go to. The [[Event Space|Happening Space]]s are dangerous here, because every time someone lands on one, the number in the center of the explosives counts down. It always starts on 5, but when it gets to 0, the dynamite explodes. Anyone caught in the blast loses all their [[coin]]s (this scheme is similar to the Bowser | The island with all the dynamite is the first place players always go to. The [[Event Space|Happening Space]]s are dangerous here, because every time someone lands on one, the number in the center of the explosives counts down. It always starts on 5, but when it gets to 0, the dynamite explodes. Anyone caught in the blast loses all their [[coin]]s (this scheme is similar to the Bowser Beam of [[Space Land]] from ''[[Mario Party 2]]''). | ||
Action Time is the main part of the board, where players who want to get off the dynamite island activate the gear in the center of the board. The four arrows on it (up, right, down, and left) flash in clockwise order at a random speed. Players jump to the gear, and stop it when they land. The arrow that is flashing when they land is the path they have to take (if it stops at the down arrow, or if players take too long to act, they stay in the dynamite island). | Action Time is the main part of the board, where players who want to get off the dynamite island activate the gear in the center of the board. The four arrows on it (up, right, down, and left) flash in clockwise order at a random speed. Players jump to the gear, and stop it when they land. The arrow that is flashing when they land is the path they have to take (if it stops at the down arrow, or if players take too long to act, they stay in the dynamite island). |