Windmillville: Difference between revisions

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'''Windmillville''' is a [[wikipedia:Netherlands|Netherlands]]-themed board in ''[[Mario Party 7]]''. Here, Koopa Shepherdesses are in charge of the [[Orb Shop]]s, Windmills and attractions. The goal of this board was to buy as many windmills as possible, for each one contained a number of [[Power Star|Star]]s. The red windmills are worth one Star, the green windmills located at both corners of the stage had two, and the big yellow windmill located in the center of the board had three. Players had to deposit coins to own a windmill and its Stars, but opponents could buy them off by depositing more [[coin]]s than the previous owner. This board has the same object as [[Koopa's Tycoon Town]], but you invest in hotels. The stage is full of interchangeable paths that shift every time a character passes through paths of special tulips. A character can also choose to ride a floating flower for ten coins. This will transport the character to a random stump on the board.
'''Windmillville''' is a [[wikipedia:Netherlands|Netherlands]]-themed board in ''[[Mario Party 7]]''. Here, Koopa Shepherdesses are in charge of the [[Orb Shop]]s, windmills and attractions. The goal of this board was to buy as many windmills as possible, for each one contained a number of [[Power Star|Star]]s. The red windmills are worth one Star, the green windmills located at both corners of the stage had two, and the big yellow windmill located in the center of the board had three. Players had to deposit coins to own a windmill and its Stars, but opponents could buy them off by depositing more [[coin]]s than the previous owner. The stage is full of interchangeable paths that shift every time a character passes through paths of special tulips. A character can also choose to ride a floating flower for ten coins. This will transport the character to a random stump on the board.


[[Image:MP7_Windmillville2.jpg|thumb|left|Peach in the sheep pen, trying to get coins from sheep.]]
[[Image:MP7_Windmillville2.jpg|thumb|left|Peach in the sheep pen, trying to get coins from sheep.]]
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==Trivia==
==Trivia==
*Windmillville is the second Board in the series with a fixed number of attainable Stars. (See [[Snowflake Lake]] and [[Koopa's Tycoon Town]])
*Windmillville is the second of the three boards in the series with a fixed number of attainable Stars; the other two being [[Snowflake Lake]] and [[Koopa's Tycoon Town]].
*This board has the same objective as that of Koopa's Tycoon Town.


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Revision as of 01:25, July 11, 2013

Template:Board-infobox Windmillville is a Netherlands-themed board in Mario Party 7. Here, Koopa Shepherdesses are in charge of the Orb Shops, windmills and attractions. The goal of this board was to buy as many windmills as possible, for each one contained a number of Stars. The red windmills are worth one Star, the green windmills located at both corners of the stage had two, and the big yellow windmill located in the center of the board had three. Players had to deposit coins to own a windmill and its Stars, but opponents could buy them off by depositing more coins than the previous owner. The stage is full of interchangeable paths that shift every time a character passes through paths of special tulips. A character can also choose to ride a floating flower for ten coins. This will transport the character to a random stump on the board.

Windmillville
Peach in the sheep pen, trying to get coins from sheep.

Landing on the Green Space next to the sheep pen let players play a coin game, where they had to herd the sheep back into the barn before time was called. They got coins for each sheep they put in. Landing on the ? Space at the top of the board let players play another coin game, where they had to ground pound on their trampoline leaf to spring up and collect coins. The Koopa Shepherdess gave out a prize for anyone who managed to get all the coins.

Players can't steal Stars from others by doing Duel minigames here. Also, Bowser will only steal coins if players lose on his Bowser minigames. Lastly, Donkey Kong will only award players coins for winning a single-player DK minigame.

When Bowser Time came along, Bowser did one of three things:

  • Took a souvenir photograph of all the players, and made them pay 10 or 20 coins each for it. Then, he leaves without giving anyone the photo.
  • Destroyed one of the windmills, along with all coins deposited. A new one was built afterward, with no owner.
  • Sent Koopa Kid to rob one of the windmills. Sometimes, a Koopa Shepherdess walked by, causing him to instantly disguise himself behind a bush. It is unsure if this affects the amount of coins he takes.

In Solo Mode, players had to beat their opponent by using their coins to repair three windmills. The red ones cost 20 to be repaired, the green ones cost 30, and the big yellow one cost 50.

Names in Other Languages

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Trivia

  • Windmillville is the second of the three boards in the series with a fixed number of attainable Stars; the other two being Snowflake Lake and Koopa's Tycoon Town.
  • This board has the same objective as that of Koopa's Tycoon Town.

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