Islands

Islands is a multiplayer minigame in Game & Wario for the Wii U. The game can have up to five players, all sharing the GamePad having to fight for the highest score. This stages features Fronks as the main (and only playable) character.

Gameplay
The minigame supports 2-5 players. The players can choose the players at the starts. The obtain a random color of Fronks from the following: Yellow, Red, Green (from 3 players onwards), Yellow (from 4 players onwards), and Purple (only with 5 players). The order is randomly choosen at the start, but after the first turn, the one with most most points starts first, the second in place plays second and so on. There are four different stages. The player's 5 Fronks are all launched at the same time. The number of turns, though, varies from the number of player: if the players are five, they have three round; if they are three or four, there are four rounds, while a two-player match compries five rounds. It is impossible to play only as one player (though one can play as more characters). The Fronk are supposed to remain in the platforms and not moving at all in the future, though, if an extenal force make them move, the score may increase or decrease depending of where the Fronk stops (if they land in water, they are lost forever and worth 0 points).

Falling islands
Sometimes, when an island has too much Fronk ammassed in one place, it will dagerously incline, causing Fronk too nearby to the water to fall down. The island can either return normal when it gets more balanced or completely collapse, and the color of Fronk who make it fall is automatically in last place, ending the whole game (in this case, the precedent points are counted as all Fronk will get in water).

The seagull is the main hazard in all the stages, causing various problems to the Fronk (or even helping them) depending of what it does. The thus adds suspence and luck to the game. The seagull usually acts when all the players have launched.

Hazards in Roulette Rock

 * The seagull usually drops this after the first turn, first with a magenta. When a Fronk touches the top of it, it will spin around the island, likely dropping the Fronks in water through the process. When it stops, the display of it will spin, causing to the section where it stands to double (gold) or even quadrupling (orange) its value or dividing it by an half (cyan). It never passes on the 30-points zone, thus making that section the safer.

Fronk management: The seagull may take a Fronk and release it in water, thus making it worth 0 points.

Hazards in Arrow Atoll
Fronk management: The seagull may take a Fronk and release it in water, thus making it worth 0 points, or dropping a random colored Fronk in a random island, thus making it move.

Hazards in Tippy Tower

 * Usually at the first turn, the seagull drops a liquid in a cage, making it worth 100 points (10 times higher). The hole placed up to it has now a golden flag nearby, signaling to got there to get a lot of points.

Fronk management: The seagull may drop a random colored Fronk in the island, thus making it incline dangerously.

Hazards in Salty Scales
Fronk management: The seagull may take a Fronk and release it in water, thus making it worth 0 points, or dropping a random colored Fronk in a random scale. The balance will then vary.

Stages
There are four unique stages. While the gameplay is the same, there are different ways to score better.

Roulette Block
For a list of hazards regarding this stage, go here. This stage is a round platform that comprises various sections of various points. Four big sections are worth 10 points, marked by a light blue color. Two other slightly thinner sections are orange, worth 50 points. Other two very thin sections are purple and worth 100 points. For a safe shot, the player can aim to the middle, which is deep blue and worth 30 points. The platform moves around, making harder to center the high-points sections.

Arrow Atoll
For a list of hazards regarding this stage, go here. In this stage there are four little platform (the player hasn't to care about balancing) that are all worth 10 points at the start. There is a red arrow printed on them that slowly spins stionary with the island: when a Fronk lands on an island, the arrow will stop. When all the launched Fronks landed somewhere, the islands touched (usually one) will emit a strange sound and move. When an island hits something or gets hitted, its value will change randomly like a roulette from 10, 30, 50, or 100 points.

Tippy Tower
For a list of hazards regarding this stage, go here. This island is very dangerous to manage, and will likely collapse in a turn or two, so the players has to be careful. The islands has three floors (the highest being the smaller) which score may automatically vary from 30 to 50 to 100 (score can't be changed) and three little cages, one in the middle floor and two in the lowest, worth 10 points. The player usually are safe in these. The island will always dangerously incline, and too much Fronks in one place means total collapse.

Salty Scales
For a list of hazards regarding this stage, go here. This island is unique in its gender. The players has to balance the number of Fronks in every side (how many Fronks are in both platforms is shown at the top) to vary the value of the platforms. For preventing ammassing Fronks, the platforms are donut-shaped. The score varies as the following: The player may choose instead to launch them in a little beach at the base of the building, always worth 10 points, which is completely safe.
 * 5-7 Fronks of difference: 10 the left, 100 the right
 * 1-4 Fronk(s) of difference: 50 the left, 30 the right
 * 0 Fronks of difference: both 0 (white zone)
 * at least 8 Fronks of difference: the lower zone's Fronks will go in water. The balance then returns at 5 Fronks of difference automatically.