Windmillville: Difference between revisions

From the Super Mario Wiki, the Mario encyclopedia
Jump to navigationJump to search
mNo edit summary
(Major grammatical cleanup.)
Line 5: Line 5:
|unlockable=No
|unlockable=No
}}
}}
'''Windmillville''' is a [[wikipedia:Netherlands|Netherlands]]-themed board in ''[[Mario Party 7]]''. Here, Koopa Shepherdesses are in charge of the [[Orb Shop]]s, windmills and attractions. The goal of this board was to buy as many windmills as possible, for each one contained a number of [[Power Star|Star]]s. The red windmills are worth one Star, the green windmills located at both corners of the stage had two, and the big yellow windmill located in the center of the board had three. Players had to deposit coins to own a windmill and its Stars, but opponents could buy them off by depositing more [[coin]]s than the previous owner. The stage 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 will transport the character to a random stump on the board.
'''Windmillville''' is a [[wikipedia:Netherlands|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 earns a certain number of Stars (these are taken away if the windmill changes owner). The red windmills are worth one Star, the green windmills located at both corners of the stage are worth two, 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 amount 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.
 
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 will transport the character to one of several random spaces on the board.


[[Image:MP7_Windmillville2.jpg|thumb|left|Peach in the sheep pen, trying to get coins from sheep.]]
[[Image:MP7_Windmillville2.jpg|thumb|left|Peach in the sheep pen, trying to get coins from sheep.]]
Landing on the [[Green Space]] next to the sheep pen let players play a coin game, where they had to herd the sheep back into the barn before time was called. They got coins for each sheep they put in. Landing on the ? Space at the top of the board let players play another coin game, where they had to ground pound on their trampoline leaf to spring up and collect coins. The Koopa Shepherdess gave out a prize for anyone who managed to get all the coins.
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 ? 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. A Koopa Shepherdess gives out a prize to anyone who manages to collect all of the coins.


Players can't steal Stars from others by doing Duel minigames here.  Also, [[Bowser]] will only steal coins if players lose on his Bowser minigames. Lastly, [[Donkey Kong]] will only award players coins for winning a single-player DK minigame.
On this board, players cannot steal Stars from others through Duel Minigames.  Also, [[Bowser]] can only steal coins if players lose on his minigames. Similarly, [[Donkey Kong]] can only reward the winners of his minigames with coins.


When [[Bowser Time]] came along, Bowser did one of three things:
When [[Bowser Time]] comes along, Bowser can do one of three things:
*Took a souvenir photograph of all the players, and made them pay 10 or 20 coins each for it. Then, he leaves without giving anyone the photo.
*Take a souvenir photograph of all the players, making them pay 10 or 20 coins each for it (and then leaves without giving anyone the photo).
*Destroyed one of the windmills, along with all coins deposited. A new one was built afterward, with no owner.
*Destroy one of the windmills, along with all of the coins invested in it. A new unowned windmill is then reconstructed in its place.
*Sent [[Koopa Kid]] to rob one of the windmills. Sometimes, a [[Koopa Shepherdess]] walked by, causing him to instantly disguise himself behind a bush.  
*Send [[Koopa Kid]] to rob coins from one of the windmills (possibly changing the owner). Humorously, a Koopa Shepherdess sometimes walks by, causing him to disguise himself behind a bush before continuing.


In Solo Mode, players had to beat their opponent by using their coins to repair three windmills. The red ones cost 20 to be repaired, the green ones cost 30, and the big yellow one cost 50.
In Solo Mode, players must defeat their opponent by being the first to repair three windmills. The red ones cost 20 coins to repair, the green ones costs 30, and the big yellow one costs 50.


==Names in Other Languages==
==Names in Other Languages==

Revision as of 03:40, July 10, 2014

Template:Board-infobox 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 earns a certain number of Stars (these are taken away if the windmill changes owner). The red windmills are worth one Star, the green windmills located at both corners of the stage are worth two, 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 amount of coins invested in it. Players are given the option to deposit coins into a windmill whenever they pass by it 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 will transport the character to one of several random spaces on the board.

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 ? 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. A Koopa Shepherdess gives out a prize to anyone who manages to collect all of the coins.

On this board, players cannot steal Stars from others through Duel Minigames. Also, Bowser can only steal coins if players lose on his minigames. Similarly, Donkey Kong can only reward the winners of his minigames with coins.

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

  • Take a souvenir photograph of all the players, making them pay 10 or 20 coins each for it (and then leaves without giving anyone the photo).
  • Destroy one of the windmills, along with all of the coins invested in it. A new unowned windmill is then reconstructed in its place.
  • Send Koopa Kid to rob coins from one of the windmills (possibly changing the owner). Humorously, a Koopa Shepherdess sometimes walks by, causing him to disguise himself behind a bush before continuing.

In Solo Mode, players must defeat their opponent by being the first to repair three windmills. The red ones cost 20 coins to repair, the green ones costs 30, and the big yellow one costs 50.

Names in Other Languages

Template:Foreignname

Trivia

  • Windmillville is the second of the three boards in the series with a fixed number of attainable Stars; the other two being Snowflake Lake and Koopa's Tycoon Town.
  • This board has the same objective as that of Koopa's Tycoon Town.

Template:BoxTop