Magnet Mania (Mario vs. Donkey Kong: Minis March Again!)

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Template:Worldbox Magnet Mania (also called Floor 3, listed as Floor 2 in the PAL version) is the third floor in Mario vs. Donkey Kong: Minis March Again!. It is largely based on the floor of the same name from Mario vs. Donkey Kong 2: March of the Minis, as they are both mechanical themed floors containing objects such as Conveyors and Magnet Rods. It features Capture Kongs, Thwomps, Spikes, and Pokeys. The music is a cover of the underground theme from Super Mario Bros., which was also featured in the March of the Minis version of the floor. The Plus version of this floor adds Fire Piranha Plants and red and yellow Color Switches.

The world is set in a storage facility, as pipes, stacks of multi-colored crates and mechanical hands carrying other crates can be seen in the background.

Once the boss level is beaten, the player moves on to Jungle Rumble.

Levels

Level Description Enemies and obstacles encountered
Room 3-1 A course that introduces Magnets. Spikes
Room 3-2 A course that introduces Conveyors, whose directions can be changed simultaneously by tapping on a Conveyor Switch. Spikes
Room 3-3 A course that introduces Pokeys, whose segments can be turned into solid harmless blocks by stepping on a Yellow Color Switch. Pokeys
Room 3-4 A course with several Pop-up Gates. Spikes
Room 3-5 A course that introduces the Thwomp enemy. Spikes, Thwomp
Room 3-6 A course where the minis must be guided with Pink Blocks and on Magnets to the goal. Spikes
Room 3-7 A course that introduces the Capture Kong enemy. Spikes, Capture Kong
Room 3-Key The third Key Mini Mario course in the game. The toys have to descend the stage to reach the goal. None
Floor 3 Donkey Kong The third boss fight with Donkey Kong. He periodically shows up from several pipes and must be shot with Mini Marios while avoiding the fireballs shot by Piranha Plants. Donkey Kong, Fire Piranha Plants
Room 3-SP A course with Split Pipes and walls coated with Magnets. Spikes, Capture Kong

New elements

This floor contains tutorial levels that showcase Magnets, Conveyor Belts and Pop-up Gates. The player can access and play them by tapping on the "?" icon in the bottom right corner of this floor's level select screen.

Magnets

In-game description North American version PAL version
Mini Mario can walk up magnet walls!

When Mini Mario reaches the edge of the magnet, gravity returns to normal and he falls to the ground.

Mini toys can walk up magnetic walls!

When mini toys reach the edge of the magnet, gravity takes hold and they fall to the ground.

Tutorial overview The player has to simply activate the mini to let it walk up a Magnet that runs along the left wall and the ceiling. The mini will eventually reach the edge of the Magnet and drop on the ground, where it will walk some more to the Goal Door.

Conveyor Belts

In-game description North American version PAL version
The conveyor belt carries Mini Mario along its path, forcing him to face in the direction of travel.

Press the conveyor switch to change direction.

Mini toys are carried along the path of a conveyor belt and are forced to face in the direction of travel.

Touch the conveyor switch to change the direction of all the conveyor belts in the level.

Tutorial overview Soon after activation, the mini will fall from a platform onto a Conveyor Belt that initially runs to the left, leading into a wall. The player needs to tap on a Conveyor Switch at the bottom to change the Conveyor Belt's direction and lead the mini to the Goal Door on the right.

Pop-up Gates

In-game description North American version PAL version
Pop-up gates can be used to block Mini Mario, and force him to reverse direction.

Simply press the flashing button and the gate will pop up for a short time.

Pop-up gates can be used to block mini toys, and force them to change direction.

Simply touch the flashing button and the gate will pop up for a short time.

Tutorial overview After activation, the mini will head towards a Split Pipe on the right. If the player does not activate the Pop-up Gate before the Split Pipe, the mini will be warped back to its initial position. If the Pop-up Gate is activated and the mini walks into it, it will change direction and head to the Goal Door on the left.

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