Bowser Jr. Breakdown: Difference between revisions

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Tag: Mobile edit
Tag: Mobile edit
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The starting player depends on the game mode being played. If battling Bowser Jr. on the Bowser Station board, the captain takes the first turn. In other modes, an on-screen arrow randomly decides who goes first.
The starting player depends on the game mode being played. If battling Bowser Jr. on the Bowser Station board, the captain takes the first turn. In other modes, an on-screen arrow randomly decides who goes first.


Players try to defeat Bowser Jr. by rolling [[Dice Block|dice]] numbered 1–6 to fill the gauge at the top of the screen. Players can shake the Wii Remote to make the dice move faster. Each number rolled fills that many spaces on the gauge. If a player's roll fills the gauge to a multiple of three (or to 15 or above, as the gauge stops there), the player attacks and deals that much damage to Bowser Jr. Once a player attacks, the gauge empties. If the gauge is filled to 14—marked by the Bowser Jr. symbol—he will roll a die numbered 1–2 and smash the player with a hammer for the number of times indicated by the number rolled, making the player lose that many [[point]]s. This does not empty the gauge, which means that a player unlucky enough to be attacked by Bowser Jr. also sets up the next player with a guaranteed 15 points.
Players try to defeat Bowser Jr. by rolling [[Dice Block|dice]] numbered 1–6 to fill the gauge at the top of the screen. Players can shake the Wii Remote to make the dice spin faster. Each number rolled fills that many spaces on the gauge. If a player's roll fills the gauge to a multiple of three (or to 15 or above, as the gauge stops there), the player attacks and deals that much damage to Bowser Jr. Once a player attacks, the gauge empties. If the gauge is filled to 14—marked by the Bowser Jr. symbol—he will roll a die numbered 1–2 and smash the player with a hammer for the number of times indicated by the number rolled, making the player lose that many [[point]]s. This does not empty the gauge, which means that a player unlucky enough to be attacked by Bowser Jr. also sets up the next player with a guaranteed 15 points.


When Bowser Jr. loses half of his [[Heart Point|health]], the larger car's eyes will change color from yellow to red, and Bowser Jr. will add two additional Bowser Jr. spaces to the gauge. The new spaces are randomly placed, but they never cover a multiple of three or a number lower than six. If a player's roll reaches one of these spaces, Bowser Jr. will roll two dice instead of one and strike the player with two hammers for that amount of damage. The player who delivers the final attack on Bowser Jr. earns an additional three points, and the player with the most points at the end of the minigame wins.
When Bowser Jr. loses half of his [[Heart Point|health]], the larger car's eyes will change color from yellow to red, and Bowser Jr. will add two additional Bowser Jr. spaces to the gauge. The new spaces are randomly placed, but they never cover a multiple of three or a number lower than six. If a player's roll reaches one of these spaces, Bowser Jr. will roll two dice instead of one and strike the player with two hammers for that amount of damage. The player who delivers the final attack on Bowser Jr. earns an additional three points, and the player with the most points at the end of the minigame wins.
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