Windmillville: Difference between revisions

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[[Image:wmmillville.jpg|frame|The map of '''Windmillville'''.]]
[[Image:wmmillville.jpg|frame|The map of '''Windmillville'''.]]


'''Windmillville''' is a Netherlands-themed board in ''[[Mario Party 7]]''. Here, [[Koopa Shepherdess]]es were everywhere, and were in charge of the [[Orb Shop]]s and attractions. The goal of this board was to buy as many windmills as possible, for each one contained a number of [[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 it's Stars, but opponents could buy them off by depositing more coins than the previous owner. The stage is full of interchangeable paths that shift every time a character passes through paths of special tulips. A charcter 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 Netherlands-themed board in ''[[Mario Party 7]]''. Here, [[Koopa Shepherdess]]es were everywhere, and were in charge of the [[Orb Shop]]s and attractions. The goal of this board was to buy as many windmills as possible, for each one contained a number of [[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 coins than the previous owner. The stage is full of interchangeable paths that shift every time a character passes through paths of special tulips. A charcter can also choose to ride a floating flower for ten coins. This will transport the character to a random stump on the board.


Landing on the [[? 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 [[? 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.

Revision as of 00:17, May 19, 2007

File:Wmmillville.jpg
The map of Windmillville.

Windmillville is a Netherlands-themed board in Mario Party 7. Here, Koopa Shepherdesses were everywhere, and were in charge of the Orb Shops and attractions. The goal of this board was to buy as many windmills as possible, for each one contained a number of Stars. 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 coins than the previous owner. The stage is full of interchangeable paths that shift every time a character passes through paths of special tulips. A charcter can also choose to ride a floating flower for ten coins. This will transport the character to a random stump on the board.

Landing on the ? 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.

When Bowser Time came along, Bowser did one of three things:

  • Took a souvenir photogaraph of all the players, and made them pay 10 coins each for it (20 coins if he got in the way). Then, he leaves without giving anyone the photo.
  • Destroyed one of the windmills, allong with all coins deposited. A new one was built afterward, with no owner.
  • Sent Koopa Kid to rob one of the windmills. Sometimes, a Koopa Sheperdess walked by, causing him to instantly duisguise himself behind a bush. It's is unsure if this effects the amount of coins he takes.

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.

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