Waluigi's Island: Difference between revisions
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'''Waluigi's Island''' is the unlockable board in ''[[Mario Party 3]]''. It is an island based on industry, and cleverness. [[Piranha Plants]] are even found working in cranes. | '''Waluigi's Island''' is the unlockable board in ''[[Mario Party 3]]''. It is an island based on industry, and cleverness. [[Piranha Plants]] are even found working in cranes. | ||
The island with all the dynamite was the first place players always went to. The [[ | The island with all the dynamite was the first place players always went to. The [[Green Space|Happening Space]]s were dangerous here, because every time someone landed on one, the number in the center of the explosives would count down. It always started on 5, but when it got to 0, the dynamite exploded. Anyone caught in the blast lost all their coins (this scheme is similar to the Bowser Beam of [[Space Land]] from ''[[Mario Party 2]]''). | ||
Action Time was the main part of the board, where players who wanted to get off the dynamite island activate the gear in the center of the board. The four arrows on it (up, right, down, and left) would flash in clockwise order at a random speed. Players jumped to the gear, and stopped it when they landed. The arrow that was flashing whe they landed was the path they had to take (if it stopped at the down arrow, or if players took too long to act, they stayed in the dynamite island). | Action Time was the main part of the board, where players who wanted to get off the dynamite island activate the gear in the center of the board. The four arrows on it (up, right, down, and left) would flash in clockwise order at a random speed. Players jumped to the gear, and stopped it when they landed. The arrow that was flashing whe they landed was the path they had to take (if it stopped at the down arrow, or if players took too long to act, they stayed in the dynamite island). |
Revision as of 09:56, May 29, 2010
Waluigi's Island is the unlockable board in Mario Party 3. It is an island based on industry, and cleverness. Piranha Plants are even found working in cranes.
The island with all the dynamite was the first place players always went to. The Happening Spaces were dangerous here, because every time someone landed on one, the number in the center of the explosives would count down. It always started on 5, but when it got to 0, the dynamite exploded. Anyone caught in the blast lost all their coins (this scheme is similar to the Bowser Beam of Space Land from Mario Party 2).
Action Time was the main part of the board, where players who wanted to get off the dynamite island activate the gear in the center of the board. The four arrows on it (up, right, down, and left) would flash in clockwise order at a random speed. Players jumped to the gear, and stopped it when they landed. The arrow that was flashing whe they landed was the path they had to take (if it stopped at the down arrow, or if players took too long to act, they stayed in the dynamite island).
The island with all the spaces in the middle was a unique part of the board. Every turn, the spaces (on the path, not in the middle) changed to another type of space, and was always random to know which one they changed to (also, players that landed on ? Spaces next to one of the draw bridge caused one of the draw bridges to rise up, and the other to come down. This changed where players could enter or exit the space island).
Players that wanted to get to Boo had to take one of two paths, where one of them was booby trapped. If they took the path that had the trap, they were sent back to start. Wherever players went on the topsides of the board, they always went to into red pipes that led them to the green pipe near the start (similar to Luigi's Engine Room from Mario Party).
In Story Mode, the human player went up against Waluigi, and two other opponents. They battled here to get the Mischief Star Stamp that Waluigi stole. Winning here allowed players to play this board in Party Mode.