Mario vs. Donkey Kong 2: March of the Minis: Difference between revisions

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===Controls===
===Controls===
In each level, the player attempts to move all of the Minis on the map to a portal-like doorway that has a red <span style="color:#D00">'''M'''</span> on top - this is the goal.
In each level, the player attempts to guide all of the Minis on the map to a portal-like doorway that has a red <span style="color:#D00">'''M'''</span> on top - this is [[Goal Door (Mario vs. Donkey Kong series)|the goal]].
Moving the Minis around uses the stylus and touch screen entirely. Touching a Mini activates it. Swiping a Mini left or right moves it in that direction or switches directions. Swiping the same way across multiple Minis changes the direction of all the Minis. Swiping up makes a Mini jump. Swiping down on a [[Warp Pipe]] makes the Mini go down into it, and jumping and swiping up makes a Mini go up a pipe. Touching a Mini again stops it.
Aside from scrolling around a level, gameplay uses only the stylus and Touch Screen. Touching a Mini activates it. Swiping a Mini left or right moves it in that direction or switches directions. An active Mini can activate inactive Minis by touching them. Swiping the same way across multiple Minis changes the direction of all the Minis. Swiping up makes a Mini jump. Swiping down on a [[Warp Pipe]] makes the Mini go down into it, and jumping and swiping up makes a Mini go up a pipe. Touching a Mini again stops it.


Minis automatically change directions when hitting a wall or another Mini. Also, a Mini gives a warning "whoa!" noise when it is about to fall into spikes or another danger that can break it, including large heights.
Minis automatically change directions when hitting a wall or another Mini. Also, a Mini gives a warning "whoa!" noise when it is about to fall into spikes or another danger that can break it, including large heights.
[[File:Motmscreenshot1.png|frame|right|The two sets of colored blocks shown here protect the minis from [[Fire Piranha Plant|Piranha Plant]]s. Additionally, a Gold Mini Mario bonus is set up, and they are close enough for a perfect chain.]]
[[File:Motmscreenshot1.png|frame|right|The two sets of Pink Blocks shown here protect the Mini Marios from the [[Fire Piranha Plant|Piranha Plant]]s in [[Room 1-3 (Mario vs. Donkey Kong 2: March of the Minis)|Room 1-3]]. Additionally, a Gold Mini Mario bonus and a perfect Chain Goal bonus are set up.]]
What makes the game challenging is the requirement of having to move environmental pieces of the level around to reach the Goal. For example, colored blocks (most commonly pink) can be realized if the player has a certain number of blocks in the inventory - for example, players can take three blocks from one part of the level and use them somewhere else, perhaps where the Minis need to cross first. Other such examples are [[elevator]]s with an up and down pad and conveyor belts with a left and right pad.
To guide the Minis to the goal, the player must manipulate elements of the level itself as well as the Minis, so they can reach the goal without being destroyed. Level elements that appear frequently throughout the game include '''Color Blocks'''<ref>[https://www.nintendo.com/consumer/gameslist/manuals/DS_Mario_vs_Donkey_Kong_March_of_the_Minis.pdf ''Mario vs. Donkey Kong 2: March of the Minis'' North American instruction booklet]. ''nintendo.com''. Retrieved June 26, 2022.</ref>, also known as '''Colour Blocks'''<ref>[https://cdn02.nintendo-europe.com/media/downloads/games_8/emanuals/nintendo_ds_21/Manual_NintendoDS_MarioVsDonkeyKong2MarchOfTheMinis_EN.pdf ''Mario vs. Donkey Kong 2: March of the Minis'' European instruction booklet]. ''nintendo.com''. Retrieved June 26, 2022.</ref>, which can be placed if the player has a sufficient number of them stored, as shown in the inventory on the Top Screen. For example, in [[Room 1-1 (Mario vs. Donkey Kong 2: March of the Minis)|Room 1-1]], a wall of [[Pink Block]]s can be picked up and placed elsewhere to form a floor, allowing Minis to cross and reach the level's [[Mini Mario Card]]. Other examples of level elements include [[elevator]]s, which can be moved up and down with two separate buttons, and [[conveyor belt]]s, which can be reversed using a conveyor belt switch.


The player has 300 seconds to move as many of the Minis as possible ''when the timer starts''. The timer does not start until a Mini is activated or colored blocks are removed - the player can look around the level using the D-pad (or buttons for left-handers) and plan what to do before beginning.
Each level features a timer, which does not start until either Color Blocks are picked up or a Mini is activated. The player can scroll around the level using the D-Pad or the A, B, X, and Y buttons, in order to plan what to do before starting the timer.
A level's timer starts at 300 seconds of a Time Bonus. If this Time Bonus exceeds 0 after the level has been completed, it will be multiplied by 10 and added to the player's score on the results screen. However, if this Time Bonus reaches 0 and the level is still being played, the time counter on the Top Screen turns blue, and its text changes from "Time Bonus" to "Time Left". This timer resets to 300 seconds and continues to count down. If the Time Left counter reaches 0 and the level is still being played, the game displays a "Time is Up!" message, Mario exclaims "Mama mia, time's up!" and the [[Game Over|game is over]]. Therefore, the player has five minutes total to earn a Time Bonus, and ten minutes total to complete the level.


===Scoring and stars===
===Scoring and stars===
3,673

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