Koopa Kurl: Difference between revisions

From the Super Mario Wiki, the Mario encyclopedia
Jump to navigationJump to search
(New page. First long page of the mini-game.)
 
No edit summary
Line 1: Line 1:
{{image}}
{{image}}


'''Koopa Kurl''' is a duel [[mini-game]] found in ''[[Mario Party Advance]]''. The players attempt to gain points are using [[Koopa Shell]]s to throw them into a certain spot that gives them points. Both players have different colored Koopa Shells to make it more code colored to as they attempt to gain points on their own. When it is the players' turn, the player can adjust the aim as the power bar at the bottom right corner powers up and down and so on. Depending on the power, the player will throw the Koopa Shell slowly if the power bar line is on the bright yellow; the player will also throw the Koopa Shell fast if the power bar line is on the red.
'''Koopa Kurl''' is a duel [[mini-game]] found in ''[[Mario Party Advance]]''. The [[player]]s attempt to gain points by using [[Koopa Shell]]s, throwing them into a certain spot that awards points. Both players have different colored Koopa Shells to make it more color-coded as they attempt to gain points on their own. When it is the player's turn, he can adjust the aim as the power bar at the bottom right corner. The player will throw the Koopa Shell slowly if the power bar line is on the bright yellow; the player will throw the Koopa Shell fast if the power bar line is on the red.


At the far right side, there is a floor that looks like a target.
At the far right side, there is a floor that looks like a target.


*At the outside side of the target, it shows a number of 20 points.
* At the outside side of the target, it shows a number of twenty points.
*Next, at the second outside side, it shows a number of 30 points.
*Then at the near core side, it shows a number of 50 points.
*Last but not least, there is a core side; it shows a number of 100 whopping points.


At the middle side of the playfield, there is a row or colored circles at the middle of the playfield.
* Next, at the second outside side, it shows a number of thirty points.


*The large blue circle is worth 20 points.
* Then at the near core side, it shows a number of fifty points.
*The small red circle is worth 15 points.
*And lastly, the small blue circle is worth 25 points.


In addition, there are two yellow narrow rectangular bars that have an x2 on it between the rows of circles, if one of the players’ Koopa Shell stops on one of the yellow narrow rectangular bars ad the player has points; the player’s points are doubled.
* Last but not least, there is a core side; it shows a number of one hundred points.


When planning a strategy, the mini-game has a set on a check court that can check while are the Koopa Shells are placed on the playfield so that the player can check when to make a move. Another good strategy is that the players can also knock out the other player’s Koopa Shells to deduct points. The second strategy is not always a good strategy, as there is a chance the Koopa Shell will knock into a better place that can gain points or a x2 bar.
At the middle side of the playfield, there is a row of colored circles.


The mini-game consists of two rounds, both players will save the points as the Koopa Shells disappear and a second round will start. Using the x2 bar does not double the saved points as both players have to gain their own points and could use the x2 bars.
* The large blue circle is worth twenty points.
 
* The small red circle is worth fifteen points.
 
* And lastly, the small blue circle is worth twenty-five points.
 
In addition, there are two narrow, yellow, rectangular bars that have x2s on them between the rows of circles; if one of the player's Koopa Shell stops on one of the yellow, narrow, rectangular bars while having points, the player’s points are doubled.
 
When planning a strategy, the mini-game has a set on a check court that can check while the Koopa Shells are placed on the playfield. Another good strategy is that the players can also knock out the other player's Koopa Shells to deduct points. The second strategy is not always a good strategy, as there is a chance the Koopa Shell will knock into a better place that can gain points or a x2 bar.
 
The mini-game consists of two rounds; both players will save the points as the Koopa Shells disappear and a second round will start. Using the x2 bar does not double the saved points as both players have to gain their own points and could use the x2 bars.


The player who has the most points wins.
The player who has the most points wins.
==Controls==
==Controls==
*'''D-Pad''' – Aim
 
*'''A''' – Set power
* '''D-Pad''' – Aim
*'''R''' – Check court
 
* '''A''' – Set power
 
* '''R''' – Check court
 
== Trivia ==
 
* This game is based on the [[Earth|Real World]] sport of [[Wikipedia:Curling|curling]]. Additionally, the "Kurl" part of its title is simply ''curl'' corrupted to form a piece of alliteration with ''[[Koopa]]''.
 
{{Mario Party Advance}}
{{Mario Party Advance}}
[[Category: Mini-games]]
[[Category: Mini-games]]

Revision as of 10:00, November 21, 2007

It has been requested that at least one image be uploaded for this article. Remove this notice only after the image(s) have been added.

Koopa Kurl is a duel mini-game found in Mario Party Advance. The players attempt to gain points by using Koopa Shells, throwing them into a certain spot that awards points. Both players have different colored Koopa Shells to make it more color-coded as they attempt to gain points on their own. When it is the player's turn, he can adjust the aim as the power bar at the bottom right corner. The player will throw the Koopa Shell slowly if the power bar line is on the bright yellow; the player will throw the Koopa Shell fast if the power bar line is on the red.

At the far right side, there is a floor that looks like a target.

  • At the outside side of the target, it shows a number of twenty points.
  • Next, at the second outside side, it shows a number of thirty points.
  • Then at the near core side, it shows a number of fifty points.
  • Last but not least, there is a core side; it shows a number of one hundred points.

At the middle side of the playfield, there is a row of colored circles.

  • The large blue circle is worth twenty points.
  • The small red circle is worth fifteen points.
  • And lastly, the small blue circle is worth twenty-five points.

In addition, there are two narrow, yellow, rectangular bars that have x2s on them between the rows of circles; if one of the player's Koopa Shell stops on one of the yellow, narrow, rectangular bars while having points, the player’s points are doubled.

When planning a strategy, the mini-game has a set on a check court that can check while the Koopa Shells are placed on the playfield. Another good strategy is that the players can also knock out the other player's Koopa Shells to deduct points. The second strategy is not always a good strategy, as there is a chance the Koopa Shell will knock into a better place that can gain points or a x2 bar.

The mini-game consists of two rounds; both players will save the points as the Koopa Shells disappear and a second round will start. Using the x2 bar does not double the saved points as both players have to gain their own points and could use the x2 bars.

The player who has the most points wins.

Controls

  • D-Pad – Aim
  • A – Set power
  • R – Check court

Trivia

  • This game is based on the Real World sport of curling. Additionally, the "Kurl" part of its title is simply curl corrupted to form a piece of alliteration with Koopa.

Template:Mario Party Advance