Sandstone Stroll

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"Floor 2" redirects here. For information about Floor 2 in the PAL version, see Magnet Mania (Mario vs. Donkey Kong: Minis March Again!).
World
Sandstone Stroll
Appearance Mario vs. Donkey Kong: Minis March Again!
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Sandstone Stroll, also called Floor 2 (Floor 1 in the PAL version), is the second floor in Mario vs. Donkey Kong: Minis March Again!. It introduces new mechanics to the game, such as Color Switches (which are used here to extend or retract gates and bridges of matching color), Pipes, Split Pipes and Box Springs. It also formally introduces Hammers as a means to attack enemies, although they could previously be used in Room 1-SP on the first floor. Shy Guys and Fire Piranha Plants also debut in Sandstone Stroll, although only the former can be attacked with Hammers. Once Donkey Kong is defeated on this floor, the Sandstone Stroll Construction Kit becomes available in the Construction Zone, containing all assets present on this floor.

The floor's backdrop resembles a desert oasis with tropical plants, Egyptian pyramids and an orange sky. The soundtrack is reused from Tropical Island, the second floor of Mario vs. Donkey Kong 2: March of the Minis.

Normal Mode[edit]

Levels[edit]

Level Description Enemies and obstacles encountered
Room 2-1 A course that introduces the concept of opening and closing gates using a Color Switch of the same color. Spikes
Room 2-2 A course that introduces bridges, which can be managed the same way as gates. Spikes
Room 2-3 A course that features a Warp Pipe. Spikes
Room 2-4 A course that introduces Piranha Plants that spit fire. Spikes, Fire Piranha Plants
Room 2-5 A course that introduces yellow Box Springs. Spikes
Room 2-6 A course where the minis have to open a red gate that blocks the way to the exit. Spikes
Room 2-7 A course where the minis have to use Hammers to defeat some Shy Guys. Shy Guys
Room 2-Key The second Key Mini Mario course in the game. The Key Mini Mario is trapped in a small space. The keyless Mini Marios have to press a Red Color Switch to open the gate in front of the Key Mini Mario and enable it to step outside. Spikes
Floor 2 Donkey Kong The second boss battle with Donkey Kong. The player must shoot him with mini toys or cause tiki heads to fall on him while avoiding his projectiles. Donkey Kong
Room 2-SP A course where the player has to guide the minis to a Yellow Color Switch, then to a Split Pipe that brings them close to the goal. Spikes, Fire Piranha Plants

New elements[edit]

This floor contains tutorial levels that showcase Color Switches, Pipes, Box Springs and Hammers. The player can access and play them by tapping on the "?" icon in the bottom right corner of this floor's level select screen.

Color Switches[edit]

PAL: Colour Switches

In-game description North American version PAL version
Color bridges and gates may block Mini Mario's path to the exit.

When Mini Mario jumps on a color switch, all retracted bridges and gates of the same color will extend.

When he jumps on the switch again, they will retract.

Colour bridges and gates may block the path to the exit.

When mini toys jump onto a colour switch, all retracted bridges and gates of the same colour will extend.

The next time a mini toy jumps on a switch, they will retract.

Tutorial overview The player has to simply activate the mini toy. The toy will first jump on a Yellow Color Switch and extend a yellow bridge ahead, which will help it cross a pit of spikes. The toy will then come across another Yellow Color Switch that opens a yellow gate to the Goal Door.

Pipes[edit]

In-game description North American version PAL version
Pipes transport Mini Mario from one place to another.

If he encounters a pipe he can enter, he will do so, then continue to walk in the same direction.

Pipes can even go off the screen, but you can always tell where Mini Mario will go by the color of the pipe.

Pipes transport mini toys from one place to another.

Mini toys will enter any pipes they encounter, then continue to walk in the same direction.

Pipes can even go off the screen, but you can always tell where the mini toys will go by the colour of the pipe.

Tutorial overview The player should simply tap on the mini to activate it. The toy will travel through all the Pipes in the level (including two interconnected Pipes and a pair of Split Pipes) and eventually reach the Goal Door.

Box Springs[edit]

In-game description North American version PAL version
Box springs can be used to overcome a tall obstacle!

Simply tap the large button to release the spring and launch Mini Mario into the air!

Box springs can be used to overcome tall obstacles!

Simply touch the large button to release the spring and launch mini toys into the air!

Tutorial overview Shortly after the mini is activated, the player should tap on a yellow Box Spring in the ground to launch the toy onto a higher platform. The toy will fall back to the bottom, where the player needs to tap on a blue Box Spring to bounce the mini toy to the Goal Door.

Hammers[edit]

In-game description North American version PAL version
When enemies are in your way, the hammer helps to make them pay!

Mini Mario will start swinging the hammer as soon as he touches it, knocking out almost any enemy!

When enemies are in your way, the hammers help to make them pay!

Mini toys will start swinging the hammers as soon as they touch them, knocking out almost any enemy!

Tutorial overview The player has to simply activate the mini. The toy will immediately pick up a pair of Hammers in front and destroy three Shy Guys on the way to the Goal Door.

Plus Mode[edit]

"Floor 2+" redirects here. For information about Floor 2+ in the PAL version, see Magnet Mania (Mario vs. Donkey Kong: Minis March Again!)#Plus Mode.

In Plus Mode, this floor is subtitled Floor 2+ (Floor 1+ in the PAL version). It adds a new mechanic to the game, Rotate Pipes, and features elements previously absent on this floor's Normal Mode counterpart, such as Blue Springs and Pokeys. All of these elements are added to the Sandstone Stroll Construction Kit once this floor is beaten on Plus Mode.

The background of this floor is almost the same as in Normal Mode, with the only difference being the light-blue sky, which also slightly modifies the color palette of all backdrop elements.

Levels[edit]

Level Description Enemies and obstacles encountered
Room 2-1+ A course where the minis must press a Yellow Color Switch to extend a bridge in front of the Goal Door. Spikes
Room 2-2+ A lengthier course where the minis must similarly seek out a Yellow Color Switch in order to activate a bridge that leads to the goal. Spikes
Room 2-3+ A course with Split Pipes and Pink Blocks Spikes
Room 2-4+ A course with Split Pipes and Piranha Plants. Spikes, Fire Piranha Plants
Room 2-5+ A course where the minis must press on a Blue Color Switch to retract the bridge under a Blue Spring, which will drop to the ground from where it can be bounced off to reach the Goal Door. Spikes
Room 2-6+ A course where the player can adjust a Rotate Pipe. Spikes
Room 2-7+ A course with Pokeys. Hammers can be picked up and used to defeat them. Spikes, Pokeys
Room 2-Key+ A course where the minis can use Split Pipes and Yellow Springs to reach the Goal Door. Spikes
Floor 2+ Donkey Kong A more difficult version of Floor 2 Donkey Kong Donkey Kong
Room 2-SP+ A large course with many gates, bridges and springs Spikes