Twist and Route: Difference between revisions

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The player's windup [[car]] can be indentified by simply looking at the emblem imprint on the back of the car near to the windup, the emblem inprint varies which character the player uses during the game.
The player's windup [[car]] can be indentified by simply looking at the emblem imprint on the back of the car near to the windup, the emblem inprint varies which character the player uses during the game.


The player has to first windup the the mini windup car using the stylus on the bottom screen clockwise. When the player winds the windup car towards the end, the player then realizes the stylus. The player can now steer the car within a limit amount of power the player gave a good crank. When the player's car stops proceeding to accelerate, the player must repeat this process again so that the car can continue to accelerate.
The player has to first windup the the mini windup car using the stylus on the bottom screen clockwise. When the player winds the windup car towards the end, the player then realizes the stylus. The player can now steer the car within a limited amount of time depending on how well the player cranked. When the player's car stops proceeding to accelerate, the player must repeat this process again so that the car can continue to accelerate.


In this mini-game, the playfield is filled with obstacles that the players confront. The large stamp, cogs and bolts simply slow the players' windup cars down. Tools and other bulky objects in the pathway block partially, and the clock plates makes the player's windup car hard to maneuver with turning.
In this mini-game, the playfield is filled with obstacles that the players confront. The large stamp, cogs and bolts simply slow the players' windup cars down. Tools and other bulky objects in the pathway block partially, and the clock plates makes the player's windup car hard to maneuver with turning.

Revision as of 07:56, January 11, 2008

Twist and Route is a 4-player and duel mini-game that is found during the events of Mario Party DS.

Introduction

In the introduction, the camera overviews the playfield that takes in some assembly table filled with plated cogs, bolts, clock plates, mini-watches, assembly pieces and various tools as obstacles. Shortly after that, the camera moves down towards the players' windup cars at the start line. Soon after that, the mini-game starts.

Gameplay

The player's windup car can be indentified by simply looking at the emblem imprint on the back of the car near to the windup, the emblem inprint varies which character the player uses during the game.

The player has to first windup the the mini windup car using the stylus on the bottom screen clockwise. When the player winds the windup car towards the end, the player then realizes the stylus. The player can now steer the car within a limited amount of time depending on how well the player cranked. When the player's car stops proceeding to accelerate, the player must repeat this process again so that the car can continue to accelerate.

In this mini-game, the playfield is filled with obstacles that the players confront. The large stamp, cogs and bolts simply slow the players' windup cars down. Tools and other bulky objects in the pathway block partially, and the clock plates makes the player's windup car hard to maneuver with turning.

The first player who reaches to the end of the finish line wins.

In-Game Instructions

Race to the finish in your windup car. You'll have to wind up often, because driving the car and running across obstacles will use up its power.

Tips
Your car is out of power when you see arrows on the Touch Screen. You can wind it up only when the arrows appear, so give it a good crank.

Controls

  • Left, Right, Y, A – Steer
  • Stylus – Wind clockwise