Waluigi's Island

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## **Stage Info**

Waluigi's Island is an unlockable board in *Mario Party 3*, where he appears as the game's archvillain! Based on Waluigi's mischief and industrial wit, the island is a haven for gritty construction. Piranha Plants work cranes, saws, and all other manner of handy tools in their bid to help Waluigi perfectly craft his new home. There's traces that this may have been Luigi's previous timeshare—perhaps most damning of which being his house stamped beneath a Waluigi-branded ten-ton iron!

## **Stage Design**

General Floating LayoutWaluigi's Future HomeWaluigi TractorLuigi's Falling CutoutWaluigi's New CutoutWaluigi's Sign
## **Stage Layout**

The fight begins on a Battlefield-shaped series of platforms with Waluigi theming. At its center, a *Mario Party* character stands in the background with a die rolling above their heads. The character might be Kamek, Dry Bones, Shy Guy, Monty Mole, Goomba, Pom Pom, or even Koopa Kid! The character will then leap up, hitting the block. The Battlefield-like platforms will suddenly jettison forward. Having started at the beginning of the board, they will now move however many spaces (between 1 & 10) that the background character managed to hit. The character and die remain firmly in the background, so fighters are not able to influence the board's movement.

The character will then swap places with another from out of the aforementioned group, and they will hit the die. This cycle repeats until the platforms reach one of four landmarks. Along the way, they might hit a Blue Space, Red Space, or a Happening Space. More info regarding what happens when each of these are triggered can be found in the Stage Hazards section.

Every four turns, one of five mini-games will be chosen at random, with a small screen presented by one of many previous *Mario Party* hosts taking center stage in the background. Whatever the host manages to stop the game on is what is chosen, and the fighters are taken in and out of the mini-game just as they would be microgames in WarioWare, Inc. The mini-games are Shy Guy Says (*Mario Party*), Archer-rival (*Mario Party 2*), Ticktock Hop (*Mario Party 3*), Pushy Penguins (*Mario Party 5*), and Pokey Pummel (*Mario Party 7*). The hosts that might appear are Tumble, the Star Spirits, Twila & Brighton, Toadsworth, MC Ballyhoo & Big Top, and Toadette.

The five landmarks on Waluigi's Island are Waluigi's Future Home, the Waluigi Tractor, Luigi's Falling Cutout, Waluigi's New Cutout, and Waluigi's Sign.

**Waluigi's Future Home:** The first landmark that fighters are transported to. This area is simple enough, spanning a little bit shorter than Final Destination in length and featuring walk-off sides. Its centerpiece is a huge metal weight with Waluigi's symbol cleanly pressed over it. Underneath? Why, it looks to be someone's home, smashed down like a witch would be *Wizard of Oz*-style. How unfortunate. The setpiece is simple enough and might feature a Piranha Plant's crane, too, if players land on a Happening Space. Hit the weight with enough force and—while it won't topple over—it will ring like a gong. The heavy reverberations will make fighters standing on it shake and shimmy in place for a moment, stunning them.

**Waluigi Tractor:** The second landmark, the formidable Waluigi Tractor is exactly as it sounds—a giant tractor made in the likeness of Waluigi! Again, the ground features walk-offs and is roughly the size of Final Destination. The Waluigi Tractor will move back and forth, potentially running over those who are in its way and causing hefty damage and a potential grounding effect. Those on top of the Waluigi Tractor can run about on it as they see fit, but watch out for changes in speed and its dynamic, moving and shifting shovel! If a Piranha Plant crane is present here, its respective platform will swivel somewhere in the high left, right, or center of the stage, above the tractor.

**Luigi's Falling Cutout:** Waluigi's Island's got a new owner, bub. Got it? A couple of Goombas are present on either side of a giant Luigi cutout. They have their saws at the ready, and are primed to cut it down! After ten or so seconds, they will succeed. The Luigi cutout will falter for a moment, almost as if it were hoping to keep itself in place. However, the Goombas cheer as it finally falls flat to the floor. The fallen cutout offers a little bit of a dimple to walk over in the center of the stage, and it will of course offer some hefty damage to anyone that makes contact with it during its descent. A Piranha Plant crane might summon its platform just about anywhere and with any movement dynamic attached to it. The cutout will respawn before each subsequent return to this area.

**Waluigi's New Cutout:** To add further insult to Luigi's injury, Waluigi wants to show off his giant, brand-spankin' new cutout right after you visit that old, fallen thing. The platform is shaped, well, like Waluigi. Unlike other areas, the drop-off to the floor is fairly steep, with the cutout being the major platform you'll want to duke it out on. It sways back and forth as the wind blows, but remains steady enough that it won't be too much of an issue. A Piranha Plant crane will move its platform in cycles on either the cutout's left or right side, so there will be moments where the platform isn't able to be fought on as it transcends into the background for a few moments.

**Waluigi's Sign:** Last, but most certainly not least, is the trademark Waluigi Sign, featuring Waluigi's name written out in bright, bold letters. Again, this one is more of a skyrise locale with the cutout being its centerpoint. Like every other spot between the landmarks, this one is roughly the size of Final Destination. A Piranha Plant crane will move its platform above the cutout, from one side of the stage to the other.

Given their more dynamic nature, mini-games will be explained in the Stage Hazards section.

## **Stage Hazards**

### **Waluigi's Island:**

The board itself has multiple active setpieces to take into account, including spaces. Other facets of the board are mentioned above, in the Stage Layout section.

**Blue Spaces:** In lieu of coins, each fighter will be healed by a percentage that matches with the dice roll (1% - 10%). In Coin Matches, they will give 1 - 10 extra coins from each character.

**Red Spaces:** In lieu of coins, each fighter will be damaged by a percentage that matches with the dice roll (1% - 10%). In Coin Matches, they will retract 1 - 10 extra coins from each character.

**Happening Space:** A Piranha Plant will suddenly move its crane's head over the stage. It will follow over the traveling platforms from either to its diagonal, vertical left or diagonal, vertical right. It slightly sways to and fro as it is moved upon, but is a stable platform. It will disappear once the platforms begin moving again. It might also appear beside either of the five landmarks and be placed in any number of positions. When on ground level, the Piranha Plant may even drive the crane around, actively moving the platform.

**Dynamite Space:** Every few turns, the moving platform will float over Waluigi Island's infamous Dynamite Space. Each time that it does, the platforms will stop for a split moment as a number flashes above the stage. It begins at 5, then falls by 1 each time that players pass it, until it hits 0. Once at 0, Bob-ombs will drop from the top of the stage and fighters will have to take cover if they don't want to catch themselves on the wrong side of an explosion! Waluigi's trademark laugh can be heard over the stage as the Bob-ombs drop.

### **Mini-Games:**

Mini-Games are present on Waluigi's Island and happen after every four rolls of the die. They will last fifteen seconds each. First place victors will be rewarded with an item and a 20% heal. In Coin Matches, they will be awarded given 20 coins, instead. The second place victor will receive a 10% heal or 10 coins, third place a 5% heal or 5 coins, and fourth place and further will receive no reward.

Shy Guy SaysArcher-rivalTicktock HopPushy PenguinsPokey Pummel
**Shy Guy Says:** A Shy Guy in sea captain's garb stands beyond the foreground, on top of its dinghy. Four barrels are attached to the boat by rope, and they slowly shift back and forth in the ocean water. The Shy Guy will lift a flag in either or both hands, denoting a command that needs to be followed by the characters, each one situated on a barrel. Fighters will need to follow the commands carefully. If it is with one flag, the Shy Guy will be telling them to press one button. If it is two flags, it's telling them to perform a compound technique, such as a side attack. If this technique is not performed within a certain amount of time, the Shy Guy will turn towards the corresponding rope with its saber and slash it. This doesn't mean a KO for the fighter, but it does mean they've lost the mini-game. They will have a red "X" over their head for the remainder of the mini-game, denoting their loss. Whoever lasts the longest will win the match. In matches with more than four characters, there will be more barrels present to correspond with them, and the stage will be slightly larger to accomodate.

**Archer-rival:** One of the aforementioned board characters (such as Kamek) will appear in the foreground, armed with a bow and arrow. Fighters duke it out on top of moving wooden platforms, across a curio shot-case, just like in the mini-game proper. The wooden cutouts will move around at different paces, left or right within the confines of the curio. Their designs will reflect various *Mario Party* characters and might feature *Super Smash Bros.* cameos, too, like Master Hand & Crazy Hand or a Smash Ball. If the archer hits an item sign, that item will then be bequeathed to the fighters. A number of Banana Guns will fall from the sky, for instance. Or, hit that Smash Ball, and everyone will suddenly bear its effects! The goal is to be the last one standing on top of the moving platforms. Fall to the platform below, or even so much as touch it, and you lose. Fighters can also knock the platforms down and activate them themselves with a well-placed attack. The arrows are capable of hitting fighters and dishing out a decent amount of damage and knockback as a result.

**Ticktock Hop:** Fighters duke it out on a grate platform in front of the Tick Tock Clock, offering a sideways perspective of the field instead of a face-down one as in *Mario Party*. The big clock hand will move at a higher speed with each turn, making it more difficult to avoid its movement. Those hit by the clock will be dealt stronger damage and knockback with the more momentum it has, and will also lose the mini-game. If the smaller clock hand hits you, then you're out, too; it's just much smaller and slower-moving than its contemporary.

**Pushy Penguins:** Fighters have at it on a flat, snowy platform around the size of Final Destination, situated at the edge of an icy cliff. Below them is freezing cold water! Penguins begin barreling towards them from the background. They come in small and very large sizes, with smaller penguins moving faster but pushing back less as they come into the foreground and drop into the sea for their big swim day. As the penguins come barreling forward, more of them will populate the foreground at once the more time goes on. Be shoved off of the stage into the water by a penguin, and you've lost the mini-game. You'll also come bursting back upwards, frozen! Parts of the stage will begin to crumble into the water past the 8 second mark, too, making for a hectic last few moments.

**Pokey Pummel:** Fighters are each situated beside their own Pokey, just like in the *Mario Party* mini-game itself. Each Pokey has 20 segments, and fighters are tasked with knocking off as many segments as possible before the mini-game is over. Complicating things is that they can launch segments towards the opponent adjacent to them, as opposed to only in the background. If one segment hits another, it could potentially stack into a move that travels from one side of the stage to another. All the same, if you have the most segments knocked out on your Pokey by the end of things, you win.

## **Soundtrack**

* **Mario Party 3**
	+ Deep Blooper Sea
	+ Heeere's Waluigi
	+ Waluigis Island
	+ Waluigi's Island (Orchestral)
	+ Waluigi's Island (Tales19935 Remix)

* **Game & Watch Gallery 4**
	+ Boxing

* **Super Mario Strikers**
	+ The Underground

* **Mario Kart DS**
	+ Waluigi Pinball - A remix of the theme of the Waluigi Pinball and Wario Stadium courses from Mario Kart DS.
	+ Waluigi Pinabll (Eurobeat Remix)

* **Mario Strikers Charged**
	+ Waluigi's Theme

* **Mario Sports Mix**
	+ Waluigi Pinball

* **Mario & Sonic at the London 2012 Olympic Games**
	+ Story Mode 7

* **Mario Kart Arcade GP 2**
	+ Waluigi Cup (Remix) - A remix of Waluigi Cup & Waluigi Cup (Final Lap).

* **Mario Tennis Aces**
	+ Wario & Waluigi's Theme

* **Super Mario Party**
	+ Time to Shine

* **Mario Golf Super Rush**
	+ Ridgework Lake Course (Speed Golf Ver.)

* **Mario Party Superstars**
	+ Couldn't Be Better
	+ Main Theme (Mario Party Version)
	+ Main Theme (Mario Party 2 Version)
	+ Main Theme (Mario Party 3 Version)
	+ Horror Land (Night)
	+ Woody Woods