User:Icemario/Work

This is my workspace where I construct future pages or major edits I plan on adding.

=Current Projects=

Fire Mountain
Goal: Make the same standard as Mystic Forest.

Fire Mountain is a world in the game Mario vs. Donkey Kong. The Fire Mountain is a world filled with lava, Mini-Ninjis, and Blowtorch Guys. During the boss fight, Mario must pick up the barrels thrown by Donkey Kong and throw them back at the ape a total of four times in order to beat the level.

Spooky Attic
Goal: To beef this up to an appropriate length.

Spooky Attic is the seventh floor in Mario vs. Donkey Kong 2: March of the Minis, also being the penultimate proper floor in the game. The floor is very dark, and as the title suggests, it primarily takes place in an attic. There are 35 Mini Mario toys to be guided here. This world introduces Candles, Mummy Guys, Phantom Guys and the Color Switch gimmick that revolves around them. Past enemies that also appear in this world include Cool Kongs, Crash Kongs, Thwomps, Piranha Plants, Capture Kongs and Circus Kongs. Additionally, the background music tracks are all remixes of Spooky House's music and the background resembles the inside of a haunted house.

Unlike other worlds, this world uses the Color Switches to halt and turn Phantom Guys into block shapes when one of the same colour as a Phantom Guy is activated, allowing Mini Marios to step on them safely. If immobilized, hitting another switch will revert the Phantom Guy to its original shape, becoming a danger once more.

Enemies

 * Mummy Guys (7-1, 7-3, 7-7)
 * Candles (7-1, 7-4)
 * Phantom Guys (7-2, 7-5, 7-7)
 * Cool Kong (7-4)
 * Crash Kongs (7-4)
 * Thwomps (7-8)
 * Piranha Plants (7-8)
 * Capture Kongs (7-9)
 * Circus Kongs (7-9)
 * Swooopers (7-DK)

7-1
This level features several of the new Mummy Guys and Candles enemies, and there are four Mini Marios to control in this level. There are also several Blue Springs, Pink Block chains and Warp Pipes throughout the level. In order to reach the exit, the Minis must avoid the Candles and Mummy Guys at the bottom of the level, use the Blue Springs to traverse some high girders and then enter the nearby pipe to get on the straight path to the exit barring the Candle en route. Alternatively, the Minis could just enter the pipe near the starting positions of two Minis to skip the girder traversing.

Mini-Mario Card
The "M" Mini-Mario Card in this level is found right past the exit, requiring a Mini to use the nearby Blue Spring to get on to a platform above the exit and to drop down by the card, where it can then be obtained.

Enemies

 * Mummy Guys
 * Candles

7-2
This level features mainly the new Phantom Guy enemy and the Colour Switch gimmick revolving around them, although only having blue and red switches, Phantom Guys and several pipes scattered around the level. A spike pit is also by the exit in the middle, and four Minis are available to control in this level. To reach the exit, the Minis must make their way to the pipe in the centre, freezing the Phantom Guys along the way to safely get to and through the middle pipe. where the Phantom Guys must be manipulated again to make a path over the spikes to the exit.

Mini-Mario Card
This "I" Mini-Mario Card is just underneath a girder in the north-western part of the level, unable to be obtained through normal means. A Mini must freeze the leftmost blue Phantom Guy while they're underneath the Card in order to reach it.

Enemies

 * Phantom Guys

7-3
This level features several crates, spike pits, Pink Block chains and a Mummy Guy. There is one Gold Mini Mario and three normal Mini Marios to be guided in this level. The player must use the Pink Blocks to create a path down to the exit in the bottom-left part of the level while getting two crates to cover the spike pit by the exit so the Minis can access it. Alternatively, the Minis could use the nearby pipe at the top to get to the very bottom of the level near a Mummy Guy, saving the effort of guiding the Minis all down.

Mini-Mario Card
The "N" Mini-Mario Card can be found at the rightmost part of the level, near a crate on some Pink Blocks above a spike pit. The player must remove the Pink Blocks to make room for the Mini and make the crate fall on the spikes below and allow it to reach the exit afterwards. The player must then recreate the Pink Blocks in the same spot so the Mini can use them to reach the card to the right.

Enemies

 * Mummy Guys

7-4
This level reuses the magnetic floor gimmick introduced in Magnet Mania, and has three Mini Marios to be controlled. There are Donut Blocks, several Pink Block chains and a Yellow Switch throughout the level to use to reach the exit. The Minis must use the magnetic floor to make it to the top of the level, where the player must remove the four Pink Blocks preventing them from dropping to the ground below. After the Minis fall through, they must take advantage of the nearby Cool Kong to reach the exit. Alternatively, the player could use the revolving magnet floor at the top, the Donut Blocks afterwards and the ability to remove Pink Blocks to make it to the exit. From the beginning, they could also grab on to Cool Kong's tie to get across the spike pit below, and use the nearby Crash Kong to access to the exit.

Mini-Mario Card
This "I" Mini-Mario Card is found right below the revolving magnet floor and the magnetic floor it rests on top of. A Mini must use the Cool Kong nearby to gain some extra height to be able to reach the girder the card is above.

Enemies

 * Cool Kongs
 * Crash Kongs
 * Candles

7-5
This level, like 7-2, uses solely Colour Switches and Phantom Guys and has 3 Mini Marios to be used. There are several pipes, coloured blockades and switches throughout the level, and a plentiful amount of Phantom Guys in scattered small groups. The Minis must time their activating of switches in order to make a path to the exit at the bottom.

Mini-Mario Card
The "M" Mini-Mario Card is in the top-right corner of the level, beyond some girders and blue Phantom Guys. A Mini must hit the blue switch at the right time in order to immobilize the blue Phantom Guys and make a straight path to the card.

Enemies

 * Cool Kongs
 * Crash Kongs
 * Candles

7-6
Unlike the other levels barring the boss, this level is the only one without enemies in Spooky Attic. This level includes four Mini Marios, and features several crates, pipes, coloured switches, coloured blockades and Conveyor Belts. Initially, the single free Mini must hit the nearby red switch in order to free two other Minis and drop a nearby crate on to the Conveyor Belt below and two more crates on into a spike pit near the leftmost lone Mini. The other three Minis must then make their way to the fourth Mini, from there they can head straight on to the exit to the right.

Mini-Mario Card
This "A" Mini-Mario Card is right above the leftmost spike pit near the leftmost Mini. The player must reverse the Conveyor Belt direction once the first crate falls after the red switch's activation to stop the second crate from falling and covering the card. Once done, a Mini can approach and collect it afterwards.

7-7
This level features Donut Blocks, pipes, Colour Switches (that affect only Phantom Guys) and a Yellow Spring. There are two Mini Marios and one Gold Mini Mario to use in this level. The leftmost Mini must timely use the blue switch to freeze the blue Phantom Guys above to make a path to the top of the level near the Gold Mini, while the rightmost Mini must use the nearby pipe to the left to get to where the Gold Mini is. From there the Minis must reactivate the Phantom Guys and freeze them in another formation to gain access to the exit in the top-left corner.

Mini-Mario Card
The "R" Mini-Mario Card is in the top-right corner of the level, next to a pipe. A Mini must enter the rightmost pipe to reach the card, or can alternatively freeze the red Phantom Guys to the left of the card using the switch below them to make a bridge to the card.

Enemies

 * Phantom Guys

7-8
This level contains many chains of Pink Blocks, magnetic floor and a Yellow Switch and there are three Mini Marios to use in this level. The player must add and remove the Pink Blocks as the Minis travel throughout the stage to protect them from Piranha Plants and Thwomps, as well as provide them a route to the exit at the top. Magnetic floor is used halfway through the level to get the Minis to the upper part of the level.

Mini-Mario Card
This "I" Mini-Mario Card is right above the rightmost Thwomp and some Pink Blocks. The player must remove the Pink Blocks and coax the Thwomp into attacking to make them rise through the missing blocks, then recreate the Pink Blocks after a Mini gets past the Thwomp and it goes back under the missing blocks to keep it in the lower half and so the Mini can safely collect the card.

Enemies

 * Piranha Plants
 * Thwomps

7-9
This level has several "floors" divided with red girders, and features several Donut Blocks, Conveyor Belts and Yellow Switches across the level. There are five Mini Marios in this level, as well as a ? Block containing a Fire Flower that can transform a Mini. The Minis not there initially must head for the top of the level, from there the Minis must head to the leftmost Donut Blocks that will safely lead them to the exit.

Mini-Mario Card
The "O" Mini-Mario Card is at the very top of the level, above a Yellow Switch and a Capture Kong's roaming distance. A Mini must avoid the nearby Capture Kong and use the Yellow Switch to get to the card, this task being simplified if a powered-up Mini stuns the Capture Kong.

Enemies

 * Capture Kongs
 * Circus Kongs

7-DK
In this Donkey Kong fight, Donkey Kong hides under a sheet on a girder, and is shuffled amongst two other girders with sheets on them, briefly coming out after each shuffled, becoming an open target at this point. While this happens, Swoopers will hassle the Minis in the cannon by flying in the way and occasionally trying to dive into the cannon. Getting hit by either of these movements will result in the player losing a Mini. After getting hit, debris will fall from above, which must be avoided to not lose any Minis. Like other battles, Donkey Kong must be hit six times to be defeated.

Enemies

 * Swoopers