Mario vs. Donkey Kong: Minis March Again!

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Mario vs. Donkey Kong: Minis March Again!
MvsDK3 Logo.png
MenuLogoMvsDKMMA.png
Developer(s) Nintendo Software Technology Corporation
Nintendo SPD Group No.3
Publisher(s) Nintendo
Platform(s) Nintendo DSi, Nintendo 3DS
Release date Nintendo DSi (DSiWare):
USA June 8, 2009
Europe August 21, 2009
Australia August 21, 2009
Japan October 7, 2009
Nintendo 3DS (eShop):
Japan June 6, 2011
USA June 6, 2011
Australia June 6, 2011
Europe July 7, 2011
Genre Puzzle
Rating(s)
ESRB:ESRB E.svg - Everyone
PEGI:PEGI 3.svg - Three years and older
CERO:CERO A.png - All ages
ACB:ACB G.svg - General
USK:USK 0.svg - All ages
Mode(s) Single player
Media
Nintendo DSi:
Media DL icon.svg Digital download
Nintendo 3DS:
Media DL icon.svg Digital download
Input
Nintendo DS:
Nintendo 3DS:

Mario vs. Donkey Kong: Minis March Again! is a DSiWare action puzzle game and a follow-up to Mario vs. Donkey Kong 2: March of the Minis. Once again, the focus of this game is on the mini toys produced by Mario's toy company, which have to be guided to the exit in each level. The gameplay of this title is simplified in comparison to the previous game, as the player no longer has control over the Minis after initiating them and can only use the touchscreen to manipulate the environment around them. This gameplay style would become standard in all later Mario vs. Donkey Kong games. In addition, the game allows players to create their own levels and, prior to May 20, 2014, share them using the Nintendo Wi-Fi Connection procedures.

Storyline[edit]

After the success of the Super Mini Mario World theme park, Mario and Pauline open an expansion of it. A crowd of Toads are in line for the opening celebration, along with Donkey Kong. As Donkey Kong reaches the front of the line, he discovers the tickets have just sold out. Donkey Kong bursts into anger and grabs Pauline. As Donkey Kong runs for the elevator, Mario leaps to rescue Pauline, but ends up failing and ripping the fringe of her dress. As Mario lies on the ground, a few Mini Marios come towards him, volunteering to help save Pauline.

Later on, when Mario reaches to the top of the tower, he finds Pauline is there waiting for him. Relieved, Mario opens the door, ready to hug her, but then all of a sudden, Donkey Kong turns off the light and captures Pauline once again. Mario and the Mini Marios jump out of the tower after Donkey Kong, leading them to more floors.

After all the trouble, Mario once again opens the door and sees Donkey Kong, Pauline, and two Mini Marios. Confused by this, Mario then sees Pauline with a clipboard, showing that the Mini Mario model passed the test. Mario shrugs, and then celebrates with Donkey Kong, Pauline, and the rest of his Minis.

Differences from Mario vs. Donkey Kong 2: March of the Minis[edit]

Mario vs. Donkey Kong: Minis March Again! features a less detailed story with slight changes from March of the Minis. The game removes direct control of the Minis, including jumping and changing directions on player's command. Instead, the minis move by themselves after being activated, while the player changes the environment around to lead the minis to the goal. Minis are now required to reach the goal within a similar amount of time; otherwise, the door will close, failing the level. If a mini falls from a height of seven to nine blocks, it becomes momentarily dizzy and stunned.

Many level mechanics return, but most designs include a large focus on the redesigned Pink Block mechanic, as referenced in the game's logo.

Like with the first installment, lives return to this game. The player loses a life if the time runs out, if a mini falls onto spikes or other dangerous obstacles, runs into an enemy, falls from a height of ten blocks or more, or if the next mini does not reach the door in about 5 seconds after one has entered. The player can also lose a life by restarting or exiting a level before it is cleared the first time, which was also the case in Mario vs. Donkey Kong. Losing all lives results in a Game Over and the player can choose to restart the current level or exit the game. Extra lives can be gathered with every M-Token or 100 Coins collected throughout the game.

Plus Mode is also available after beating the first four worlds, unlike March of the Minis, which did not have the mode. Both games share the Construction Zone function, but Minis March Again! has some different objects available.

Characters[edit]

In this game, there are four different types of Minis that the player can use in levels. Mini Marios are the default type for most of the game, but Mini Toads, Mini Peaches and Mini Donkey Kongs are also playable on the Rooftop floor. There are no significant differences between the types of Minis.

After three levels with a particular type of mini are completed on the Rooftop floor, the player will be able to switch most Mini Marios in the game with that type of mini. This is done by tapping the "Characters" button in the Showroom section of the Options menu. The only levels where this change does not take effect are key and Donkey Kong levels, where Mini Marios are always used.

Items[edit]

The game contains a variety of objects that both the player and the minis can interact with. Most of these objects, with the exception of Ladders and clocks, are listed in the game's help menu under "Special Items".

Item About
Pink Block An object that can function as both a platform and a wall. Pink Blocks are ubiquitous items in the game that can be picked up and placed in empty spaces throughout a level. There are often entire grids containing such spaces where the player can position rows of Pink Blocks to form bridges, stairways, or walls for the minis.
Yellow and Blue Springs Objects that bounce the minis to other platforms. Yellow Springs bounce them on a high arc, while the Blue variety launches them off on a wide arc.
Ladder An object that connects two platforms vertically, helping the minis move between them.
Color Switch A button that can be pressed to transform certain objects or enemies of the same color. Color Switches come in red, yellow and blue.
Color Gates and Bridges Objects that can be extended or retracted using a Color Switch of the same color.
Color Block An object that can be enabled or disabled using a Color Switch of the same color. In their inactive state, Color Blocks are transparent and can be passed through.
Pipes Objects that transport the minis from one place to another in a level. There are two types of Pipes: the green ones have both ends connected, while the cyan and yellow ones have their ends split to different parts of a level. Both of these types function the same, but the latter can take up less space in a level.
Box Spring A box-like object that can be tapped on to release a spring. This can be used to bounce minis up as a normal spring would. Box Springs contain either a Yellow Spring or a Blue Spring, which is depicted on them.
Magnet An object that the minis can stick to, allowing them to walk on all of its surfaces. To escape a Magnet, the minis have to walk on a non-magnetic surface.
Conveyor belt A platform that carries the minis in a certain direction, shown on the arrows that run along the conveyor belt. It can also direct Shy Guys, Pokeys and Thwomps, as seen when tested in the Construction Zone editor. The player can tap on a conveyor switch to change the direction of all conveyor belts in a level at the same time.
Pop-up Gate A temporary wall that is used to change the direction of the minis. Pop-up Gates can be activated for five seconds by tapping on bases with upward arrows found on the ground.
Rotate Pipe A pipe segment that connects two ends of a Pipe. It can be rotated 90 degrees to fuse two different ends.
Magnet Rod A magnetic object with two rotatable ends, which can be used to flip the entire Magnet Rod. This can be used to flip all minis that are currently on one side of a Magnet Rod to the other side.
Coin A collectable item that adds 100 points to the score. Collecting 100 Coins overall awards the player with an extra life.
Large Coin A collectable that is worth 10 regular Coins and adds 1000 points to the score when collected.
Mini Mario Card A collectable item that appears in every level of the game. Collecting all nine lettered Mini Mario Cards on a floor unlocks a Special Level on that floor. Collecting a Mini Mario Card also adds 2000 points to the score.
M-Token A collectable that grants an extra life.
Hammers An item that can be picked up and used to attack enemies. The Hammers last for a limited time after being picked up, after which they reappear in the same spot in which they were encountered. If the minis use a Ladder while they have the Hammers in their hands, they will throw them upward, which allows the toys to catch and continue using them after departing from the Ladder.
Clock A collectable item that only appears in Donkey Kong levels. It can be collected by shooting a Mini Mario into it, affecting the timer upon doing so. Blue clocks increase the timer with 30 seconds, while gray fuming clocks decrease it with 30 seconds.

Enemies[edit]

Enemy About
Capture Kong A monkey robot that walks back and forth on the ground. When it comes across a mini, it quickly grabs the toy and puts it inside a sack on its back, disabling the mini completely. If all minis are captured, the player loses a life. A Capture Kong cannot be defeated, but can be stunned and neutralized for a while by hitting it with Hammers. Doing so also frees any mini under its possession.
Circus Kong Another type of monkey robot that is completely stationary. When a mini walks into a Circus Kong, the enemy will start throwing the mini up and down continuously, unless there is a platform where the mini can land after being thrown in the air. The Circus Kong can be temporarily stunned with Hammers, making it unable to pick up minis during that time.
Donkey Kong The game's main antagonist who acts as the boss at the end of each world. The objective of each boss battle is to hit Donkey Kong a total of six times by shooting Mini Marios directly into him or causing an outside element to hit him after shooting a Mini Mario. He adopts different tactics depending on the level and its environment, such as shaking the screen to make debris fall on the minis or quickly jumping from vine to vine in an attempt to evade the player's attacks.
Piranha Plants Slim carnivorous plants attached to a surface. Most of them shoot fireballs, which travel in a straight line to the nearest surface and bounce back into the plant's mouth. Some Piranha Plants do not produce fireballs, but are able to catch and hold them inside their mouth for a short while before spitting them back to their producers. Piranha Plants cannot be defeated.
Nitpicker A bird enemy that flies around the bottom screen in the Donkey Kong level of Jungle Rumble. A Mini Mario will break if simply shot into a Nitpicker. The Nitpicker also occasionally drops eggs at the Mini Marios in an attempt to destroy them, mainly when Donkey Kong gets hit. To defeat a Nitpicker, the player has to cause a banana bunch to fall on it from the treetops.
Pokey A three-segmented enemy that slides back and forth on a platform. It can destroy a mini upon contact. Its segments can be turned into solid harmless blocks and vice-versa by pressing a Yellow Color Switch.
Polterguy A ghostly enemy surrounded by a harmful aura. It floats in one place in the air, completely stationary and usually accompanied by other Polterguys arranged in a certain formation. Polterguys appear in red, yellow and blue, and when a Color Switch of their color is pressed, they turn into solid harmless blocks or vice-versa.
Shy Guy A short enemy that walks back and forth on a platform. It carries an upward spear to signify that it cannot be jumped on anymore, unlike in Mario vs. Donkey Kong 2: March of the Minis; for this reason, the enemy is called a Spear Guy in the British English version of the game. Shy Guys can be defeated with Hammers or turned into solid harmless blocks (or vice-versa) by pressing a Red Color Switch.
Snapjaw An enemy that aids Donkey Kong in his battle in Jungle Rumble. It goes up and down a vine, munching continuously. A Mini Mario that is shot into a Snapjaw will break. Snapjaws can be defeated by having a banana bunch drop on them from above.
Snifit A mostly stationary enemy that shoots five consecutive bullets from its mouth. With each shot, the enemy gets pushed back a little, but returns to its initial position to shoot more bullets afterwards. The enemy displays three spikes on its head to signify, much like Shy Guys, that it cannot be stood on anymore as it was possible in the previous game.
Thwomp A stone enemy that drops down to the ground a while after it spots a mini underneath, attempting to crush it. It cannot be destroyed in any way.

Floors[edit]

Each floor of Super Mini Mario World has its own theme and unique elements that set it apart. They each consist of eight regular levels (one of which is a key level,) a DK boss battle, and a Special Level.

In American and Japanese regions, the floor count for all floors excluding the Basement and Rooftop simply goes from "Floor 1" to "Floor 4", whereas in all other regions, the count starts from "Ground Floor" and ends at "Floor 3".

After the player defeats Donkey Kong in Jungle Rumble, a mode with new levels, Plus Mode, is unlocked. In these levels, the player can change the environment only after all Minis are initiated at once by pressing the "START" button and waiting for the 3-2-1 countdown.

Main floors
ScreenshotMvsDK MMA 3.png Floor 1
Mini Mayhem
A floor that acquaints the player with the game's key mechanic, the Pink Blocks. Yellow Springs and Ladders are introduced on this floor as well. Several Circus Kongs are present here.
Rooms
Normal Mode: 1-11-21-31-41-51-61-71-KeyDonkey Kong1-SP
Plus Mode: 1-1+1-2+1-3+1-4+1-5+1-6+1-7+1-Key+Donkey Kong1-SP+
ScreenshotMvsDK MMA 11.png Floor 2
Sandstone Stroll
A floor that contains Color Switches, Pipes and Box Springs. Hammers are introduced as well. Piranha Plants and Shy Guys can also be encountered on this floor. The Plus Mode version introduces Rotate Pipes.
Rooms
Normal Mode: 2-12-22-32-42-52-62-72-KeyDonkey Kong2-SP
Plus Mode: 2-1+2-2+2-3+2-4+2-5+2-6+2-7+2-Key+Donkey Kong2-SP+
ScreenshotMvsDK MMA 12.png Floor 3
Magnet Mania
A floor that contains Magnets, conveyor belts and Pop-up Gates. Pokeys appear for the first time in the game on this floor. The Plus Mode version introduces Magnet Rods.
Rooms
Normal Mode: 3-13-23-33-43-53-63-73-KeyDonkey Kong3-SP
Plus Mode: 3-1+3-2+3-3+3-4+3-5+3-6+3-7+3-Key+Donkey Kong3-SP+
1 MvsDK3.png Floor 4
Jungle Rumble
A floor that introduces Color Blocks, which can be toggled with Color Switches, and Blue Springs. Shy Guys, Snifits and Polterguys inhabit this floor. A Nitpicker and some Snapjaws appear during the battle with Donkey Kong.
Rooms
Normal Mode: 4-14-24-34-44-54-64-74-KeyDonkey Kong4-SP
Plus Mode: 4-1+4-2+4-3+4-4+4-5+4-6+4-7+4-Key+Donkey Kong4-SP+
Bonus floors
ScreenshotMvsDK MMA 14.png Rooftop
A bonus floor where Mini Toads, Mini Peaches and Mini Donkey Kongs are playable. Similarly to the Basement, the Rooftop contains elements found on previous floors.
Rooms
R-1R-2R-3R-4R-5R-6R-7R-8R-9R-10R-11R-12
MvDKMMA Room B-2.png Basement
A bonus floor with particularly difficult rooms, containing all mechanics introduced on previous floors. Each room in the Basement is unlocked with a number of stars.
Rooms
B-1B-2B-3B-4B-5B-6B-7B-8

DSi Shop description[edit]

American[edit]

Thanks to the runaway success of Super Mini Mario World, Mario and Pauline have expanded their toy-filled theme park and invited everyone to the opening celebration. Everyone, that is, except Donkey Kong, who was too late to get in! Donkey Kong decides to crash the party and kidnaps Pauline along the way! Can Mario and his Mini Marios rescue Pauline from Donkey Kong’s clutches yet again?

In addition, make sure to explore the Construction Zone, where you’ll find all the tools needed to make your own original levels. You can then share your masterpieces or download levels created by others via Nintendo Wi-Fi Connection and broadband Internet access, or via local wireless.

European[edit]

The re-opening of Mario’s theme park, Super Mini Mario World, was going so well... until Donkey Kong burst in and kidnapped the hapless Pauline once again! So it’s up to you and the Mini Marios – tiny mechanical Mario toys – to rescue Pauline from that crazed ape’s clutches.

Instead of controlling the Mini Marios directly, you use the stylus to manipulate objects in each trap-laden level, and lead the fragile toys safely to the exit. Once you clear all eight levels on a floor, you’ll get a chance to pummel Donkey Kong with your Mini Mario-launching cannon!

Another feature is the Construction Zone, which allows you to create your own original levels, play levels that you or others have made, and share or download levels via Nintendo Wi-Fi Connection or local wireless communications.

Reception[edit]

Reviews
Reviewer, publication Score Comment
Daemon Hatfield, IGN 8.6/10 "This is a great little DSiWare download that extends the Mario vs. Donkey Kong 2 experience. Sure, it's more of the same, but fans of the series won't be complaining. Over 40 new levels and the Construction Zone for $8? That sounds about right. Minis March Again is of the old school Nintendo game design: pitch perfect puzzle platforming presented with highly polished visuals. This is a great download even if you haven't played the series and want to test the waters."
Ray Barnholt, 1UP B+ "So, yes, this is by definition, a retread; a so-called sequel that doesn't really look or feel much different from the last one. However, that just means it fits perfectly on DSiWare, where casual, quick-hit software is the focus. And regardless, there are plenty of new, fun levels. As mentioned, the low barriers to entry in price and accessibility make it a good grab whether you loved the series before or are just curious about trying it now. '"
Paul Schreiner, Nintendo Life 8/10 "All around Minis March Again is a very competent, fun, and engaging package. It is easily one of the top games to be had on DSiWare at this time and in the foreseeable future. Just think of all the possible ways you can drive your friends (and even complete strangers!) up the wall with your devious designs! And if building such contraptions isn't your cup of tea, you're still bound to have a grand old time being the lab rat.'"
Aggregators
Compiler Platform / Score
Metacritic 82
GameRankings 83.50%

Staff[edit]

Main article: List of Mario vs. Donkey Kong: Minis March Again! staff

The game was directed by Yukimi Shimura of Nintendo Software Technology Corporation, under the supervision of Shigeru Miyamoto. The soundtrack was provided by Lawrence Schwedler, who has composed for other Mario vs. Donkey Kong games as well. Notably, the game's level designer, Stephen Mortimer, would direct several future Mario vs. Donkey Kong projects.

References to other games[edit]

  • Donkey Kong: The game's title theme is arranged into Mario vs. Donkey Kong: Minis March Again!'s title theme. It is also the basis of Room B-8's soundtrack.
  • Super Mario Bros.: The game's overworld theme is arranged into the title theme along with Donkey Kong's own title theme. The underground theme is the basis of Floor 3's soundtrack.
  • Donkey Kong Country: "DK Island Swing" is the basis of the Floor 4 soundtrack; a slightly modified version is heard throughout Rooftop Rooms R-7, R-8, R-9. In addition, an arrangement of "DK Island Swing" is incorporated into Room B-8's theme.
  • Super Mario 64: "Inside the Castle Walls", the music that plays while inside Peach's Castle, is the basis for the soundtrack of Rooftop Rooms R-4, R-5, R-6.
  • Mario vs. Donkey Kong: Many tracks from this game are arranged and sometimes extended.
  • Mario vs. Donkey Kong 2: March of the Minis: Many of this game's objects (along with their sprites, animations and functions), as well as soundtracks and boss battles, are reused.

References in later games[edit]

Gallery[edit]

Screenshots[edit]

In-game models[edit]

Other[edit]

Media[edit]

For a complete list of media for this subject, see List of Mario vs. Donkey Kong: Minis March Again! media.

The game's soundtrack primarily consists of tracks from Mario vs. Donkey Kong 2: March of the Minis, most of which play in earlier parts of the game. However, there are also many new compositions and arrangements, including the two tracks below, that are used later in the game.

Audio.svg The first music of Floor 1+

File infoMedia:MvDKMMA Floor 1+ A.oga
Audio.svg The third music of Floor 4+ - an arrangement of the fourth music of Twilight City from Mario vs. Donkey Kong

File infoMedia:MvDKMMA Floor 4+ C.oga
Help:MediaHaving trouble playing?

Names in other languages[edit]

Language Name Meaning
Japanese マリオvs.ドンキーコング ミニミニ再行進!
Mario buiesu Donkī Kongu Mini Mini Sai Kōshin!
Mario vs. Donkey Kong: Mini Mini Re-March!
French Mario vs. Donkey Kong: Le retour des minis! Mario vs. Donkey Kong: Return of the minis!
German Mario vs. Donkey Kong: Die Rückkehr der Mini-Marios! Mario vs. Donkey Kong: The Return of the Mini Marios!
Italian Mario vs. Donkey Kong: Minimario alla riscossa Mario vs. Donkey Kong: Mini Marios to the rescue

Trivia[edit]

  • This game was one of a few downloadable titles that were on sale via Club Nintendo, at 150 coins, until January 10, 2012, though requiring a Nintendo 3DS despite being a DSiWare downloadable title. The game was also included as one of the Elite Status gifts in 2012, available to Gold and Platinum members. It then became available again on September 3rd 2013, until October 6th 2013, still costing 150 coins.

External links[edit]