Bowser Jr. Breakdown: Difference between revisions

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The starting player depends on the game mode being played. If battling Bowser Jr. on the Bowser Station board, the captain takes the first turn; in other game modes, the starting player is chosen randomly. Either way, play then proceeds in a left-to-right fashion.
The starting player depends on the game mode being played. If battling Bowser Jr. on the Bowser Station board, the captain takes the first turn; in other game modes, the starting player is chosen randomly. Either way, play then proceeds in a left-to-right fashion.


Players try to defeat Bowser Jr. by rolling [[Dice Block|dice]] numbered 1-6, which increases the number of glowing spaces on the gauge at the top of the screen. Rolling a number that is not a multiple of three will fill that many spaces on the gauge, accomplishing nothing but allowing the next player or players to use a partially filled gauge.
Players try to defeat Bowser Jr. by rolling [[Dice Block|dice]] numbered 1-6 to fill the gauge at the top of the screen. 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 more than 15, as the gauge stops there), the player attacks and deals that much damage to Bowser Jr. Once a player attacks, the gauge will empty. If the total on the gauge stops at 14 - marked by the Bowser Jr. symbol - the young Koopa will roll a die numbered 1-2 and smash the player with a hammer, pounding them a number of times equal to the number rolled and causing the player to lose that many points. 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.
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. symbol - the young Koopa will roll a die numbered 1-2 and smash the player with a hammer, pounding them a number of times equal to the number rolled and causing the player to lose that many points. 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. reaches half health, he'll add two additional 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 6. If a player's roll reaches one of these spaces, Bowser Jr. will roll two dice and strike the player with two hammers for that amount of damage.
When Bowser Jr. reaches half health, he'll add two additional 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 6. Also, if a player's roll reaches one of these spaces, Bowser Jr. will roll two dice instead of one and strike the player with two hammers for that amount of damage.


==Ending==
==Ending==
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==Trivia==
==Trivia==
*The players only play this boss minigame and [[Bowser's Block Battle]] every time he or she plays on [[Bowser Station]], instead of picking between three other boss minigames.The sames happens on [[DK's Jungle Ruins]].  
*The players only play this boss minigame and [[Bowser's Block Battle]] on [[Bowser Station]], instead of picking between three other boss minigames. The same thing happens on [[DK's Jungle Ruins]].  


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Revision as of 17:21, May 25, 2012

Template:Minigame-infobox Bowser Jr. Breakdown is a boss minigame featured in Mario Party 9.

Introduction

Bowser Jr. will fly down to the stage in his Koopa Clown Car. A larger version of the car, with two clawed arms sticking out of it, will then float down, and Bowser Jr.'s car will link up with the bigger one.

Gameplay

The starting player depends on the game mode being played. If battling Bowser Jr. on the Bowser Station board, the captain takes the first turn; in other game modes, the starting player is chosen randomly. Either way, play then proceeds in a left-to-right fashion.

Players try to defeat Bowser Jr. by rolling dice numbered 1-6 to fill the gauge at the top of the screen. 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. symbol - the young Koopa will roll a die numbered 1-2 and smash the player with a hammer, pounding them a number of times equal to the number rolled and causing the player to lose that many points. 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. reaches half health, he'll add two additional 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 6. Also, if a player's roll reaches one of these spaces, Bowser Jr. will roll two dice instead of one and strike the player with two hammers for that amount of damage.

Ending

When Bowser Jr. is defeated, his clown car explodes and Bowser Jr. himself is launched into space. Several Mini Stars then appear.

Names in Other Languages

Template:Foreignname

Trivia


Template:Mario Party 9