Windmillville: Difference between revisions

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{{quote|Welcome to Windmillville! Don't forget your wooden shoes as you tiptoe through the tulips!|Toadsworth|Mario Party 7}}
{{quote|Welcome to Windmillville! Don't forget your wooden shoes as you tiptoe through the tulips!|Toadsworth|Mario Party 7}}
'''Windmillville''' is a {{wp|Netherlands}}-themed board in ''[[Mario Party 7]]''. Here, [[Koopa Shepherdess]]es are in charge of the [[Orb Shop]]s, windmills and attractions. The goal of this board is to obtain as many [[Star]]s as possible through the purchase of windmills. The owner of each windmill gets a specific number of Stars (these are taken away if the windmill changes owner). Each of the four red windmills are worth one Star, the green windmills located at both corners of the stage are worth two Stars each, and the big yellow windmill located in the center of the board is worth three. To take control of a windmill, a player must have the greatest number of [[coin]]s invested in it. Players are given the option to deposit coins into a windmill whenever they pass by it on the board, and a windmill – along with the Stars inside it – is owned by whoever has deposited the most coins in that windmill. There is a fixed and limited number of attainable stars on this board. When all windmills are under ownership, the maximum number of stars available is 11. A variation of this mechanic was later reused in a ''[[Mario Party 8]]'' board, named [[Koopa's Tycoon Town]].
'''Windmillville''' is a {{wp|Netherlands}}-themed board in ''[[Mario Party 7]]''. Here, [[Koopa Shepherdess]]es are in charge of the [[Orb Shop]]s, windmills and attractions. The goal of this board is to obtain as many [[Star]]s as possible through the purchase of windmills. The owner of each windmill gets a specific number of Stars (these are taken away if the windmill changes owners). Each of the four red windmills are worth one Star, the green windmills located at both corners of the stage are worth two Stars each, and the big yellow windmill located in the center of the board is worth three. To take control of a windmill, a player must have the greatest number of [[coin]]s invested in it. Players are given the option to deposit coins into a windmill whenever they pass by it on the board, and a windmill – along with the Stars inside it – is owned by whoever has deposited the most coins in that windmill. There is a fixed and limited number of attainable stars on this board. When all windmills are under ownership, the maximum number of stars available is 11. A variation of this mechanic was later reused in a ''[[Mario Party 8]]'' board, named [[Koopa's Tycoon Town]].


The stage itself 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 transports the character to one of several random spaces on the board.
The stage itself 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 transports the character to one of several random spaces on the board.
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*Landing on the Green Space at the top of the board lets players play a different game, where they must [[Ground Pound]] on a trampoline leaf in order to spring up and collect coins. If the player manages to collect all 20 coins, the Koopa Shepherdess gives the player 50 coins.
*Landing on the Green Space at the top of the board lets players play a different game, where they must [[Ground Pound]] on a trampoline leaf in order to spring up and collect coins. If the player manages to collect all 20 coins, the Koopa Shepherdess gives the player 50 coins.


On this board, due to a special stipulation, duels cannot bet stars via [[Duel Space]]s. The loser can give only coins to the winner dependent with the number of it (10 coins, half of all coins, or all coins). Also, [[Donkey Kong]] (from the [[DK Space]]) can only reward the winners of his mini-games (via single player DK minigames) with coins (dependent with the number of coins; 20 or 30). Similarly, [[Bowser]] (from the [[Bowser Space]]) can only steal coins if the player loses on single-player Bowser minigames.
On this board, due to a special stipulation, duels cannot bet stars via [[Duel Space]]s. The loser can only give coins to the winner, depending on the wheel as usual (10 coins, half of all coins, or all coins). Also, [[Donkey Kong]] (from the [[DK Space]]) can only reward the winners of his mini-games (via single player DK minigames) with coins (depending on the result of his wheel; 20 or 30). Similarly, [[Bowser]] (from the [[Bowser Space]]) can only steal coins if the player loses on single-player Bowser minigames.
 
==Bowser Time==
==Bowser Time==
When [[Bowser Time]] comes along, Bowser can do one of three things:
When [[Bowser Time]] comes along, Bowser can do one of three things:

Revision as of 15:39, December 7, 2021

Template:Board-infobox

“Welcome to Windmillville! Don't forget your wooden shoes as you tiptoe through the tulips!”
Toadsworth, Mario Party 7

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 is to obtain as many Stars as possible through the purchase of windmills. The owner of each windmill gets a specific number of Stars (these are taken away if the windmill changes owners). Each of the four red windmills are worth one Star, the green windmills located at both corners of the stage are worth two Stars each, and the big yellow windmill located in the center of the board is worth three. To take control of a windmill, a player must have the greatest number of coins invested in it. Players are given the option to deposit coins into a windmill whenever they pass by it on the board, and a windmill – along with the Stars inside it – is owned by whoever has deposited the most coins in that windmill. There is a fixed and limited number of attainable stars on this board. When all windmills are under ownership, the maximum number of stars available is 11. A variation of this mechanic was later reused in a Mario Party 8 board, named Koopa's Tycoon Town.

The stage itself 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 transports the character to one of several random spaces on the board.

In Solo Mode, the winning condition is to be the first to get three stars from repairing three windmills. The red ones cost 20 coins to repair, the green ones cost 30, and the big yellow one costs 50.

Events

Windmillville
Peach in the sheep pen, trying to get coins from sheep.
  • Landing on the Green Space next to the sheep pen lets players play a game for coins, where players must herd as many sheep as possible back into a barn before time runs out.
  • Landing on the Green Space at the top of the board lets players play a different game, where they must Ground Pound on a trampoline leaf in order to spring up and collect coins. If the player manages to collect all 20 coins, the Koopa Shepherdess gives the player 50 coins.

On this board, due to a special stipulation, duels cannot bet stars via Duel Spaces. The loser can only give coins to the winner, depending on the wheel as usual (10 coins, half of all coins, or all coins). Also, Donkey Kong (from the DK Space) can only reward the winners of his mini-games (via single player DK minigames) with coins (depending on the result of his wheel; 20 or 30). Similarly, Bowser (from the Bowser Space) can only steal coins if the player loses on single-player Bowser minigames.

Bowser Time

When Bowser Time comes along, Bowser can do one of three things:

  • Takes a souvenir photograph of all of the players, making them pay 10 or 20 coins each for it (and then leave without giving anyone the photo). This can also occur on all other boards except for Bowser's Enchanted Inferno!
  • Destroys one of the windmills, along with all of the coins invested in it. A new unowned windmill is then reconstructed in its place.
  • Sends Koopa Kid to rob coins from one of the windmills (possibly changing the owner). Humorously, a Koopa Shepherdess sometimes walks by, causing him to briefly disguise himself behind a bush. However, there is a small chance that Koopa Kid does not steal any coins.

Spaces (Party Cruise)

Type of Space Number of Spaces
Blue Space from Mario Party 7
Blue Spaces
46
Red Space from Mario Party 7
Red Spaces
7 (0 during the last four turns if all Red Spaces turn into Bowser Spaces)
Happening Space from Mario Party 7
Green Spaces
2
Mic Space from Mario Party 7
Mic Spaces
2
Duel Space from Mario Party 7
Duel Spaces
3
DK Space from Mario Party 7
DK Spaces
2
Bowser Space from Mario Party 7
Bowser Spaces
2 (9 during the last four turns if all Red Spaces turn into Bowser Spaces)
Total of Spaces 64

Spaces (Solo Cruise)

Type of Space Number of Spaces
Blue Space from Mario Party 7
Blue Spaces
36
Red Space from Mario Party 7
Red Spaces
5
Happening Space from Mario Party 7
Green Spaces
2
Mic Space from Mario Party 7
Mic Spaces
4
Duel Space from Mario Party 7
Duel Spaces
8
DK Space from Mario Party 7
DK Spaces
3
Bowser Space from Mario Party 7
Bowser Spaces
4
Total of Spaces 62

Names in other languages

Language Name Meaning Notes
Japanese ドキドキヴィレッジ[?]
Dokidoki virejji
Heart-Pounding Village
German Windmühltal[?] Windmill Valley
Italian Borgo Mulino[?] Windmill Village
Spanish Villamolinos[?] Windmillville

Trivia

  • Windmillville is the first of two boards in the series with a fixed and limited number of attainable Stars (11); the second being Koopa's Tycoon Town (21).

Template:Mario Party Board List