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

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'''''Mario vs. Donkey Kong 2: March of the Minis''''' is a [[Genre#Puzzle|puzzle]] game and the sequel to ''[[Mario vs. Donkey Kong]]'' for the [[Nintendo DS]]. This time, the focus is on the Mini toys created by the [[Mario Toy Company]]; along with the [[Mini Mario (toy)|Mini Mario toys]] returning, more new toys were added for this game including the [[Mini Donkey Kong]], [[Mini Toad]], and [[Mini Peach]] toys. This game also marks the first appearance of [[Pauline]] in the [[Mario (franchise)|''Mario'' franchise]] since the [[Game Boy]] ''[[Donkey Kong (Game Boy)|Donkey Kong]]'' game. The game's title is an allusion to the orchestral piece "{{wp|March of the Meanies}}" from the film ''{{wp|Yellow Submarine (film)|Yellow Submarine}}''.
'''''Mario vs. Donkey Kong 2: March of the Minis''''' is an action [[Genre#Puzzle|puzzle]] game and the sequel to ''[[Mario vs. Donkey Kong]]'' for the [[Nintendo DS]]. This time, the focus is on the Mini toys created by the [[Mario Toy Company]]; along with the [[Mini Mario (toy)|Mini Mario toys]] returning, more new toys were added for this game including the [[Mini Donkey Kong]], [[Mini Toad]], and [[Mini Peach]] toys. This game also marks the first appearance of [[Pauline]] in the [[Mario (franchise)|''Mario'' franchise]] since the [[Game Boy]] ''[[Donkey Kong (Game Boy)|Donkey Kong]]'' game. The game's title is an allusion to the orchestral piece "{{wp|March of the Meanies}}" from the film ''{{wp|Yellow Submarine (film)|Yellow Submarine}}''.


The game was rereleased for the [[Wii U]]'s [[Virtual Console#Wii U|Virtual Console]] in Europe and Australia in September 2015 (the same day ''Mario vs. Donkey Kong'' was released on the same platform in those regions), in Japan in August 2016, and in North America in October 2016.
The game was rereleased for the [[Wii U]]'s [[Virtual Console#Wii U|Virtual Console]] in Europe and Australia in September 2015 (the same day ''Mario vs. Donkey Kong'' was released on the same platform in those regions), in Japan in August 2016, and in North America in October 2016.
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==Gameplay==
==Gameplay==
Unlike the Game Boy Advance predecessor, Mario plays only a supporting role in this game; he is seen in the beginning of each floor, and before each boss fight and in the final boss fight and following cut-scene. Instead, the task is to control the Mini Mario toys through eight diverse floors of nine levels each to reach Pauline. At the end of each floor is a boss battle with DK. There are 240 Minis in all - generally, there are more minis in a level as the difficulty increases (going as high as 8 in a level called 8-3). This change in game-play laid the foundation for the two ''Mario vs. Donkey Kong'' games that followed on the DS.
Unlike in ''Mario vs. Donkey Kong'', Mario is not a playable character, as he plays only a supporting role in this game. Instead, Mini Mario toys appear as playable characters in each level. The objective of each level is to control the Mini Marios, as well as manipulate the environment around them, in order to direct each Mini Mario to a portal-like doorway with a red "M" on top, known as [[Goal Door (Mario vs. Donkey Kong series)|the exit]]. This focus on controlling Minis laid the foundation for future games in the ''Mario vs. Donkey Kong'' series. Each standard level contains a minimum of two Mini Marios and a maximum of eight. There are 240 Mini Marios in total.


===Controls===
===Controls===
[[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.]]
[[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.]]
In each level, the player attempts to guide all of the Minis on the map to a portal-like doorway with a red <span style="color:#D00">'''M'''</span> on top - this is [[Goal Door (Mario vs. Donkey Kong series)|the goal]].
The player can scroll around each 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:
 
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:
*Tapping a Mini activates it.
*Tapping a Mini activates it.
*Tapping a moving Mini causes it to halt.
*Tapping a moving Mini causes it to halt.
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*A Mini hesitates and makes a warning noise if it is about to fall into spikes or another danger that can break it, including large heights.
*A Mini hesitates and makes a warning 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 Block (Mario vs. Donkey Kong 2: March of the Minis)|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.
To guide the Minis to the exit, the player must manipulate elements of the level itself as well as the Minis, so they can reach the exit without being destroyed. Level elements that appear frequently throughout the game include [[Color Block (Mario vs. Donkey Kong 2: March of the Minis)|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 switch.


====Game Over====
====Game Over====
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*Getting Minis into the goal very close to each other is called a '''Chain Goal'''. Starting at 1000, the Chain Goal bonus is doubled for each additional Mini in the chain; for example, 2 Minis in a row is 1000 + 2000 = 3000 points, and 4 minis in a row is 1000 + 2000 + 4000 + 8000 = 15000 points. The bonus increases exponentially. A sparkling effect surrounds the goal to signify the Chain Goal bonus is still active, and it lasts for about three seconds after the last Mini in the chain enters the goal.
*Getting Minis into the goal very close to each other is called a '''Chain Goal'''. Starting at 1000, the Chain Goal bonus is doubled for each additional Mini in the chain; for example, 2 Minis in a row is 1000 + 2000 = 3000 points, and 4 minis in a row is 1000 + 2000 + 4000 + 8000 = 15000 points. The bonus increases exponentially. A sparkling effect surrounds the goal to signify the Chain Goal bonus is still active, and it lasts for about three seconds after the last Mini in the chain enters the goal.
**If a ''perfect Chain Goal'' is formed (all Minis enter the goal consecutively while it is still sparkling), another bonus of 5000 points is awarded.
**If a ''perfect Chain Goal'' is formed (all Minis enter the goal consecutively while it is still sparkling), another bonus of 5000 points is awarded.
**If a [[Gold Mini Mario]] ''is at the back of a perfect Chain Goal'', the last bonus is doubled again (for example, 3 Minis = 1000 + 2000 + 8000 = 11000 point bonus).
**If a Gold Mini Mario ''is at the back of a perfect Chain Goal'', the last bonus is doubled again (for example, 3 Minis = 1000 + 2000 + 8000 = 11000 point bonus).
*Finally, a nonstop bonus is awarded if a Mini is never stopped by the player by tapping on it (stopping at an elevator, on an enemy, or in a [[Warp Pipe]] does not cancel the nonstop bonus). This bonus is 1000 points per Mini; however, if none of the Minis are stopped, a bonus of 7000 points is awarded instead.
*Finally, a nonstop bonus is awarded if a Mini is never stopped by the player by tapping on it (stopping at an elevator, on an enemy, or in a [[Warp Pipe]] does not cancel the nonstop bonus). This bonus is 1000 points per Mini; however, if none of the Minis are stopped, a bonus of 7000 points is awarded instead.


By meeting all of the criteria above and earning every possible bonus, the player can earn a [[File:MvDK2 Gold Star.png]] gold star for the level. Below it is the [[File:MvDK2 Silver Star.png]] silver star and the [[File:MvDK2 Bronze Star.png]] bronze star. It is possible to get no star, especially if the player loses more than one Mini. Stars are used to unlock extras after completing the main adventure.
By meeting all of the criteria above and earning every possible bonus, the player can earn a [[File:MvDK2 Gold Star.png]] gold star for the level. Below it is the [[File:MvDK2 Silver Star.png]] silver star and the [[File:MvDK2 Bronze Star.png]] bronze star. It is possible to get no star, especially if the player loses more than one Mini. Stars are used to unlock extras after completing the main adventure.


The following is a table of the bonuses for the number of Minis that appear in each level, and the minimum scores needed to obtain each type of star. A [[File:Gold Mini MarioS.png]] indicates that a Gold Mini Mario is present in the level.
The following is a table of the bonuses for the number of Minis that appear in each level, and the minimum scores needed to obtain each type of star. A [[File:Gold Mini MarioS.png]] indicates that a Gold Mini Mario is one of the Minis present in the level.
{|align="center"style="text-align: center; width: 90%; margin: 0 auto; border-collapse: collapse;"border="1"cellpadding="1"cellspacing="1"
{|align="center"style="text-align: center; width: 90%; margin: 0 auto; border-collapse: collapse;"border="1"cellpadding="1"cellspacing="1"
|-style="background: #ABC;"
|-style="background: #ABC;"
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Each of the first nine levels in a floor contains a [[Mini Mario Card]], a card with a letter on one side and a Mini Mario head on the other side. When collected, all of the cards on a single floor spell "MINIMARIO", and appear in that order (i.e. Room 7-3 contains an "N" card).
Each of the first nine levels in a floor contains a [[Mini Mario Card]], a card with a letter on one side and a Mini Mario head on the other side. When collected, all of the cards on a single floor spell "MINIMARIO", and appear in that order (i.e. Room 7-3 contains an "N" card).


Finding every Mini Mario Card on a single floor unlocks a minigame (parsed as a '''Mini Game''') for that floor. In the minigame, titled '''Shy Guy Smash!''', the player uses the {{button|ds|Stylus}} stylus to tap Shy Guys that appear out of [[Warp Pipes]]. Tapping a Shy Guy breaks it, adding 1 point to the score. Starting in Tropical Island, [[Bob-omb]]s also appear from the Warp Pipes; however, tapping them causes them to explode, losing 5 points. The player must earn at least 25 points within 30 seconds to reach the minigame's goal. If the player exceeds this goal, it is set to the player's new record.
Finding every Mini Mario Card on a single floor unlocks a minigame (parsed as a '''Mini Game''') for that floor. In the minigame, titled '''Shy Guy Smash!''', the player uses the {{button|ds|Stylus}} stylus to tap Shy Guys that appear out of [[Warp Pipes]]. Tapping a Shy Guy breaks it, adding 1 point to the score. Starting in Tropical Island, [[Bob-omb]]s also appear from the Warp Pipes; however, tapping them causes them to explode, losing 5 points. The player must earn at least 25 points within 30 seconds to reach the goal of the minigame. If the player exceeds this goal, the player's new record is set as the new goal of the minigame.


===Boss battles===
===Boss battles===
[[File:MvDK2 Room 2-DK.png|thumb|left|200px|Because Boss Game 2 is on an even-numbered floor, the cannon can only rotate in an arc, making hitting Donkey Kong using a Mini Mario more difficult. Alternatively, a Mini Mario can use coconuts hanging from girders to hit Donkey Kong.]]
[[File:MvDK2 Room 2-DK.png|thumb|left|200px|Because Boss Game 2 is on an even-numbered floor, the cannon can only rotate in an arc, making hitting Donkey Kong using a Mini Mario more difficult. Alternatively, a Mini Mario can use coconuts hanging from girders to hit Donkey Kong.]]
Each floor concludes with a boss battle against [[Donkey Kong]], with a time limit of 180 seconds. Players must shoot Mini Marios upward from a cannon to hit Donkey Kong either directly or indirectly. On odd-numbered floors, the cannon can be moved left and right by swiping its '''handle'''<ref name=manual/> with the {{button|ds|Stylus}} stylus, and the cannon only shoots Minis directly upward. On even-numbered floors, the cannon can be rotated in an arc formation by swiping its handle, and can shoot Minis at various angles. To shoot a Mini Mario, the player must tap the '''Attack Button'''<ref name=manual/> labeled "SHOOT". Additionally, the player can hold {{button|ds|L}} or {{button|ds|R}} to activate the '''Boss Cannon Indicator''',<ref name=manual/> a guideline that indicates where a Mini Mario will travel when fired.
Each floor concludes with a boss battle against [[Donkey Kong]], with a time limit of 180 seconds. The player must shoot Mini Marios upward from a cannon to hit Donkey Kong either directly or indirectly. On odd-numbered floors, the cannon can be moved left and right by swiping its '''handle'''<ref name=manual/> with the {{button|ds|Stylus}} stylus, and the cannon only shoots Minis directly upward. On even-numbered floors, the cannon can be rotated in an arc formation by swiping its handle, and can shoot Minis at various angles. To shoot a Mini Mario, the player must tap the '''Attack Button'''<ref name=manual/> labeled "SHOOT". Additionally, the player can hold {{button|ds|L}} or {{button|ds|R}} to activate the '''Boss Cannon Indicator''',<ref name=manual/> a guideline that indicates where a Mini Mario will travel when fired.


During the first seven boss battles, Mini Marios can hit Donkey Kong directly to damage him. However, in [[Boss Game 2]], [[Boss Game 4]], and [[Boss Game 6]], Donkey Kong is protected by the spiked platform he is standing on, making it more difficult for a Mini Mario to directly hit Donkey Kong. In [[Boss Game 8]], Donkey Kong punches a Mini Mario if it touches him, causing the Mini Mario to break. Boss battles on even-numbered floors feature objects suspended from platforms at the top of the screen. Mini Marios can land on these platforms with proper timing to cause the objects to fall on Donkey Kong and damage him.
During the first seven boss battles, Mini Marios can hit Donkey Kong directly to damage him. However, in [[Boss Game 2]], [[Boss Game 4]], and [[Boss Game 6]], Donkey Kong is protected by the spiked platform he is standing on, making it more difficult for a Mini Mario to directly hit Donkey Kong. In [[Boss Game 8]], Donkey Kong punches a Mini Mario if it touches him, causing the Mini Mario to break. Boss battles on even-numbered floors feature objects suspended from platforms at the top of the screen. Mini Marios can land on these platforms with proper timing to cause the objects to fall on Donkey Kong and damage him.
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|width=25% align="center"style="background:#7d65cf"|[[File:MvDK2 Room 4-5.png]]
|width=25% align="center"style="background:#7d65cf"|[[File:MvDK2 Room 4-5.png]]
|Floor 4<br>'''[[Magnet Mania (Mario vs. Donkey Kong 2: March of the Minis)|Magnet Mania]]'''<br>A floor that introduces and highlights magnet-based objects, including {{conjectural|magnetic surfaces}}, Magnetic Blocks, Rotating Magnet Sticks, and Sparkies. This floor also introduces Swing Bars, Donut Blocks, and Cool Kongs.<br>'''Rooms'''<br>[[Room 4-1 (Mario vs. Donkey Kong 2: March of the Minis)|4-1]] • [[Room 4-2 (Mario vs. Donkey Kong 2: March of the Minis)|4-2]] • [[Room 4-3 (Mario vs. Donkey Kong 2: March of the Minis)|4-3]] • [[Room 4-4 (Mario vs. Donkey Kong 2: March of the Minis)|4-4]] • [[Room 4-5 (Mario vs. Donkey Kong 2: March of the Minis)|4-5]] • [[Room 4-6 (Mario vs. Donkey Kong 2: March of the Minis)|4-6]] • [[Room 4-7 (Mario vs. Donkey Kong 2: March of the Minis)|4-7]] • [[Room 4-8|4-8]] • [[Room 4-9|4-9]] • [[Boss Game 4]]
|Floor 4<br>'''[[Magnet Mania (Mario vs. Donkey Kong 2: March of the Minis)|Magnet Mania]]'''<br>A floor that introduces and highlights magnet-based objects, including {{conjectural|Magnet Ground}}, Magnetic Blocks, Rotating Magnet Sticks, and Sparkies. This floor also introduces Swing Bars, Donut Blocks, and Cool Kongs.<br>'''Rooms'''<br>[[Room 4-1 (Mario vs. Donkey Kong 2: March of the Minis)|4-1]] • [[Room 4-2 (Mario vs. Donkey Kong 2: March of the Minis)|4-2]] • [[Room 4-3 (Mario vs. Donkey Kong 2: March of the Minis)|4-3]] • [[Room 4-4 (Mario vs. Donkey Kong 2: March of the Minis)|4-4]] • [[Room 4-5 (Mario vs. Donkey Kong 2: March of the Minis)|4-5]] • [[Room 4-6 (Mario vs. Donkey Kong 2: March of the Minis)|4-6]] • [[Room 4-7 (Mario vs. Donkey Kong 2: March of the Minis)|4-7]] • [[Room 4-8|4-8]] • [[Room 4-9|4-9]] • [[Boss Game 4]]
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|-
|width=25% align="center"style="background:#d74138"|[[File:MvDK2 Room 5-1.png]]
|width=25% align="center"style="background:#d74138"|[[File:MvDK2 Room 5-1.png]]
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|-
|width=25% align="center"style="background:#38cf9e"|[[File:MvDK2 Room 8-2.png]]
|width=25% align="center"style="background:#38cf9e"|[[File:MvDK2 Room 8-2.png]]
|Floor 8<br>'''[[Jungle Hijinks]]'''<br>A floor that introduces Bomb Blocks. When picked up, they allow the player to place bombs that can destroy {{conjectural|stone blocks}}. New enemies that appear on this floor include Kongā, Snapjaws, Snifits, and a single Bird during the battle against Donkey Kong.<br>'''Rooms'''<br>[[Room 8-1|8-1]] • [[Room 8-2|8-2]] • [[Room 8-3|8-3]] • [[Room 8-4|8-4]] • [[Room 8-5|8-5]] • [[Room 8-6|8-6]] • [[Room 8-7|8-7]] • [[Room 8-8|8-8]] • [[Room 8-9|8-9]] • [[Boss Game 8]]
|Floor 8<br>'''[[Jungle Hijinks]]'''<br>A floor that introduces Bomb Blocks. When picked up, they allow the player to place bombs that can destroy {{conjectural|Rock Blocks}}. New enemies that appear on this floor include Kongā, Snapjaws, Snifits, and a single Bird during the battle against Donkey Kong.<br>'''Rooms'''<br>[[Room 8-1|8-1]] • [[Room 8-2|8-2]] • [[Room 8-3|8-3]] • [[Room 8-4|8-4]] • [[Room 8-5|8-5]] • [[Room 8-6|8-6]] • [[Room 8-7|8-7]] • [[Room 8-8|8-8]] • [[Room 8-9|8-9]] • [[Boss Game 8]]
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|width=25% align="center"style="background:#ca7f1b"|[[File:MOTH Roof.png]]
|width=25% align="center"style="background:#ca7f1b"|[[File:MOTH Roof.png]]
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|When pressed, a Color Switch can manipulate sliding bridges, sliding doors, and Polterguys. There are three colors of Color Switches: red, yellow, and blue.
|When pressed, a Color Switch can manipulate sliding bridges, sliding doors, and Polterguys. There are three colors of Color Switches: red, yellow, and blue.
|-
|-
|align="center"|[[Color Switch|Sliding doors]]
|align="center"|[[Color Switch|Sliding door]]
|When a Color Switch is pressed, sliding doors of the same color extend, while sliding doors of different colors retract.
|When a Color Switch is pressed, sliding doors of the same color extend, while sliding doors of different colors retract.
|-
|-
|align="center"|[[Color Switch|Sliding bridges]]
|align="center"|[[Color Switch|Sliding bridge]]
|When a Color Switch is pressed, sliding bridges of the same color extend, while sliding doors of different colors retract.
|When a Color Switch is pressed, sliding bridges of the same color extend, while sliding doors of different colors retract.
|-
|-
|align="center"|{{conjectural|[[Rock Block]] (pale)}}
|align="center"|[[Crumble Block]]
|Rock Blocks crumble and disappear shortly after a Mini walks over them.
|Crumble Blocks crumble and disappear shortly after a Mini walks over them.
|-
|-
|align="center"|[[File:MvDK2 -Block.png]]{{br}}[[? Block]]
|align="center"|[[File:MvDK2 -Block.png]]{{br}}[[? Block]]
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|Fire Blocks can be picked up and placed, similarly to Pink Blocks. However, when picked up, they allow the player to produce a [[Fireball (Donkey Kong)|Fireball]] by holding the stylus onto the Touch Screen.
|Fire Blocks can be picked up and placed, similarly to Pink Blocks. However, when picked up, they allow the player to produce a [[Fireball (Donkey Kong)|Fireball]] by holding the stylus onto the Touch Screen.
|-
|-
|align="center"|{{Conjectural|Wood platforms}}
|align="center"|{{Conjectural|Wood platform}}
|Wood platforms can be burned and destroyed by the Fireball produced from picking up Fire Blocks.
|Wood platforms can be burned and destroyed by the Fireball produced from picking up Fire Blocks.
|-
|-
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|Bomb Blocks can be picked up and placed, similarly to Pink Blocks. However, when picked up, they allow the player to place a [[bomb]].
|Bomb Blocks can be picked up and placed, similarly to Pink Blocks. However, when picked up, they allow the player to place a [[bomb]].
|-
|-
|align="center"|{{conjectural|[[Rock Block]] (dark gray)}}
|align="center"|{{conjectural|[[Rock Block]]}}
|Dark gray Rock Blocks obey gravity and do not crumble upon contact with a Mini, but can instead be destroyed by an explosion from a bomb.
|Rock Blocks obey gravity and do not crumble upon contact with a Mini, but can instead be destroyed by an explosion from a bomb.
|}
|}


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