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

m
Line 30: Line 30:
The player can scroll around the level using the {{button|ds|Pad}} or the {{button|ds|A}} {{button|ds|B}} {{button|ds|X}} {{button|ds|Y}} buttons. Aside from this, gameplay uses only the {{button|ds|Stylus}} [[Nintendo_DS#Stylus|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 direction when hitting a wall or another Mini. Also, a Mini hesitates and makes a unique noise if it is about to fall into spikes or another danger that can break it, including large heights.
The player can scroll around the level using the {{button|ds|Pad}} or the {{button|ds|A}} {{button|ds|B}} {{button|ds|X}} {{button|ds|Y}} buttons. Aside from this, gameplay uses only the {{button|ds|Stylus}} [[Nintendo_DS#Stylus|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 direction when hitting a wall or another Mini. Also, a Mini hesitates and makes a unique noise if it is about to fall into spikes or another danger that can break it, including large heights.


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.
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 Block]]s, 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.


===Time limit===
===Time limit===
3,673

edits