Mario vs. Donkey Kong: Mini-Land Mayhem!: Difference between revisions

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'''''Mario vs. Donkey Kong: Mini-Land Mayhem!''''' is an action [[Genre#Puzzle|puzzle]] game for the [[Nintendo DS]] and the fourth game in the ''[[Mario vs. Donkey Kong (series)|Mario vs. Donkey Kong]]'' series. Notably, it is also the last ''[[Mario (franchise)|Mario]]'' game released for the console, being first launched in late 2010. The base gameplay and objectives of this game are mostly the same as in the previous titles, being centered on bringing all the [[Mini]] toys safely to the goal in each level. However, the gameplay is now focused on tracing paths and bridges for the Minis to use, more so than simply toggling blocks and buttons to determine their path as in the previous games. Most future titles in the series, such as ''[[Mario vs. Donkey Kong: Tipping Stars]]'' and ''[[Mini Mario & Friends: amiibo Challenge]]'', would also feature this construction-based gimmick. [[Mini Pauline]] toys make their debut with this game, joining the cast of Minis as the highlight of Mario's new theme park despite appearing late in the game as playable characters. Alongside the main game, a level editor is also present in a mode called the [[Construction Zone]], where players can design their own levels. A significant feature of the game was its [[Nintendo Wi-Fi Connection|Wi-Fi]] compatibility, using the same system as in ''[[Mario vs. Donkey Kong 2: March of the Minis]]''. Every two weeks, Nintendo held challenge contests where the player could submit a level that was subsequently judged by other players, with the top-rated level being announced as a winner candidate at the end of a contest.
'''''Mario vs. Donkey Kong: Mini-Land Mayhem!''''' is an action [[Genre#Puzzle|puzzle]] game for the [[Nintendo DS]]. It is the fourth game in the ''[[Mario vs. Donkey Kong (series)|Mario vs. Donkey Kong]]'' series and a follow-up to ''[[Mario vs. Donkey Kong: Minis March Again!]]'' Notably, it is also the final ''[[Super Mario (franchise)|Super Mario]]'' game released for the console, being released in North America on November 14, 2010, Japan and Taiwan on December 2, 2010, Australia on February 3, 2011, and Europe on February 4, 2011. The base gameplay and objectives of this game are mostly the same as in the previous titles, being centered on bringing all the [[Mini]] toys safely to the goal in each level. However, the gameplay is now focused on tracing paths and bridges for the Minis to use, more so than simply toggling blocks and buttons to determine their path as in the previous games. [[Mini Pauline]] toys make their debut with this game, joining the cast of Minis as the highlight of Mario's new theme park despite appearing late in the game as playable characters. Alongside the main game, a level editor is also present in a mode called the [[Construction Zone]], where players can design their own levels.


A significant feature of ''Mario vs. Donkey Kong: Mini-Land Mayhem!'' was its [[Nintendo Wi-Fi Connection|Wi-Fi]] compatibility, using the same system as in ''[[Mario vs. Donkey Kong 2: March of the Minis]]''. Every two weeks, Nintendo held challenge contests where the player could submit a level that was subsequently judged by other players, with the top-rated level being announced as a winner candidate at the end of a contest. However, the service was terminated on May 20, 2014, rendering the game no longer playable online.
Most future titles in the series, such as ''[[Mario and Donkey Kong: Minis on the Move]]'', would also feature the construction-based gimmick from ''Mario vs. Donkey Kong: Mini-Land Mayhem!'' A follow-up, ''[[Mario vs. Donkey Kong: Tipping Stars]]'', was released for the [[Nintendo 3DS]] and [[Wii U]] in March 2015.
==Story==
==Story==
[[Mario]] is opening his [[Super Mini Mario World|new theme park]] with his honored guest [[Pauline]], and as an opening gift he is giving [[Mini Pauline]] toys to the first 100 guests to arrive at the park. [[Donkey Kong]] desperately wants a Mini Pauline and charges through the line of [[Toad (species)|Toads]] to get to the front, only to find out that he is the 101st guest to arrive and Mario informs him they are all out of stock. Donkey Kong loses his temper and kidnaps the real Pauline in a fit of rage, leaving Mario and his force of [[Mini Mario (toy)|Mini Mario]]s to rescue her.
[[Mario]] is opening his [[Super Mini Mario World|new theme park]] with his honored guest [[Pauline]], and as an opening gift he is giving [[Mini Pauline]] toys to the first 100 guests to arrive at the park. [[Donkey Kong]] desperately wants a Mini Pauline and charges through the line of [[Toad (species)|Toads]] to get to the front, only to find out that he is the 101st guest to arrive, with Mario informing him they are all out of stock. Donkey Kong loses his temper and kidnaps the real Pauline in a fit of rage, leaving Mario and his force of [[Mini Mario (toy)|Mini Mario]]s to rescue her.


After venturing through many attractions, the Minis reach the [[Final Ferris Wheel]] and defeat Donkey Kong. Pauline is then freed and Mario runs to hug her. However, Donkey Kong jumps and kidnaps her again, which allows the player to play the Plus Mode. In the second ending, when Donkey Kong is about to kidnap Pauline a third time, Mario offers him a Mini Pauline. Donkey Kong happily accepts it and gets into the Ferris wheel along with Mario, Pauline, and some other Minis. Several Toads can be seen celebrating the end of the conflict between Mario and Donkey Kong.
After venturing through many attractions, the Minis reach the [[Final Ferris Wheel]] and defeat Donkey Kong. Pauline is then freed and Mario runs to hug her. However, Donkey Kong jumps and kidnaps her again, which allows the player to play the Plus Mode. In the second ending, when Donkey Kong is about to kidnap Pauline a third time, Mario offers him a Mini Pauline. Donkey Kong happily accepts it and gets into the Ferris wheel along with Mario, Pauline, and some other Minis. Several Toads can be seen celebrating the end of the conflict between Mario and Donkey Kong.
<gallery widths="200">
<gallery widths="200">
PAULINE 6.png|Mario handing out [[Mini]]s
PAULINE 6.png|Mario handing out [[Mini]]s
MvsDKplot1.png|Donkey Kong charging through the line of Toads.
MvsDKplot1.png|Donkey Kong charging through the line of Toads
Pauline and DK.png|Donkey Kong kidnapping Pauline.
Pauline and DK.png|Donkey Kong kidnapping Pauline
</gallery>
</gallery>


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===Main Game===
===Main Game===
[[File:MvsDKMLM gameplay.png|frame|The player can move and trace various objects with the touchscreen in order to create a way for the Minis, as exemplified with a [[Purple Conveyor]] in this picture. While placing certain objects, every element stops in place, including the timer, and the background becomes gray-scale.]]
[[File:MvsDKMLM gameplay.png|frame|The player can move and trace various objects with the touchscreen in order to create a way for the Minis, as exemplified with a [[Purple Conveyor]] in this picture. While placing certain objects, every element stops in place, including the timer, and the background becomes gray-scale.]]
The game inherits the basic gameplay of its two closest predecessors, ''Mario vs. Donkey Kong 2: March of the Minis'' and ''[[Mario vs. Donkey Kong: Minis March Again!]]'', in which the player has to complete levels by guiding a number of automated [[Mini]] toys to the [[Goal Door (Mario vs. Donkey Kong series)|exit door]], under a time limit of 300 seconds (five minutes). The Minis move by themselves and rely completely on the player dragging and moving objects such as girders, springs, conveyor belts, pipes, and ladders to modify their path using the touchscreen. In most levels, Minis can be initiated by tapping on them individually, and their course can be set both before or after initiation. Minis are also set marching if other toys bump into them. If a Mini touches an enemy, falls onto spikes, touches any damaging obstacle, or falls from a height of ten or more blocks, it breaks and causes a [[Game Over]], forcing the player to restart or exit the level.
The game inherits the basic gameplay of its two closest predecessors, ''Mario vs. Donkey Kong 2: March of the Minis'' and ''[[Mario vs. Donkey Kong: Minis March Again!]]'', in which the player has to complete levels by guiding a number of automated [[Mini]] toys to the [[Goal Door (Mario vs. Donkey Kong series)|exit door]], under a time limit of 300 seconds (five minutes). The Minis move by themselves and rely completely on the player dragging and moving objects such as girders, springs, conveyor belts, pipes, and ladders to modify their path using the touchscreen. In most levels, Minis can be initiated by tapping on them individually, and their course can be set both before or after initiation. Minis are also set marching if other toys bump into them. If a Mini touches an enemy, falls onto [[Spike Trap|spike]]s, touches any damaging obstacle, or falls from a height of ten or more blocks, it breaks and causes a [[Game Over]], forcing the player to restart or exit the level.


Most levels end in a single exit door that all Minis share. Once the door is entered by a Mini, a timer is activated on it. If the door is not entered in time by another Mini, it will lock itself, leaving any other toys out and resulting in a Game Over. As such, the toys have to head for the exit in close succession. Other levels, designated as Multi-Door, contain multiple doors that are only used by Minis shown on them and which do not activate a timer upon being entered. In these levels, most Minis are trapped in capsules which can only be broken by a free Mini.
Most levels end in a single exit door that all Minis share. Once the door is entered by a Mini, a timer is activated on it. If the door is not entered in time by another Mini, it will lock itself, leaving any other toys out and resulting in a Game Over. As such, the toys have to head for the exit in close succession. Other levels, designated as Multi-Door, contain multiple doors that are only used by Minis shown on them and which do not activate a timer upon being entered. In these levels, most Minis are trapped in capsules which can only be broken by a free Mini.


Some areas contain enemies or [[Crumble Block]]s that may prevent access to points of interest, such as doors or collectibles. To remove these obstacles, the Minis can use [[Hammer]]s picked up along the way or shoot from a [[Cannon]]. Many levels feature sloped ground of varying angles; if the angle of a slope is steep enough, it will cause Minis to slide down on it uncontrollably, which can also be done to destroy obstacles but may likewise hinder the Minis from accessing certain elevated platforms unless a workaround is found.
Some areas contain enemies or [[Crumble Block]]s that may prevent access to points of interest, such as doors or collectibles. To remove these obstacles, the Minis can use [[Hammer]]s picked up along the way or shoot from a [[cannon]]. Many levels feature sloped ground of varying angles; if the angle of a slope is steep enough, it will cause Minis to slide down on it uncontrollably, which can also be done to destroy obstacles but may likewise hinder the Minis from accessing certain elevated platforms unless a workaround is found.


Levels are laid across eleven attractions of the [[Mini-Land]], two of which are extra attractions whose levels are unlocked under certain conditions. An [[M-Token]] is found alongside a [[Mini Mario Card]] in each level. Collecting M-Tokens is necessary to unlock levels in [[Rainbow Summit]], a bonus attraction, while Mini Mario Cards enable the player to play minigames in each attraction.
Levels are laid across eleven attractions of the [[Mini-Land]], two of which are extra attractions whose levels are unlocked under certain conditions. An [[M-Token]] is found alongside a [[Mini Mario Card]] in each level. Collecting M-Tokens is necessary to unlock levels in [[Rainbow Summit]], a bonus attraction, while Mini Mario Cards enable the player to play minigames in each attraction.
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Every attraction culminates with a battle against [[Donkey Kong]], where the objective is slightly changed from other levels. Instead of an exit door, Minis have to be brought into certain devices or objects that inflict damage on Donkey Kong. Meanwhile, Donkey Kong tries to impede them by changing the environment, such as making certain [[Red Girder]] rivets unusable, or by sending direct attacks.
Every attraction culminates with a battle against [[Donkey Kong]], where the objective is slightly changed from other levels. Instead of an exit door, Minis have to be brought into certain devices or objects that inflict damage on Donkey Kong. Meanwhile, Donkey Kong tries to impede them by changing the environment, such as making certain [[Red Girder]] rivets unusable, or by sending direct attacks.


Additionally, the game features an optional "Mini Guide" that becomes available in a level after five Game Overs in a row. If the player chooses to play the guide, they can see an example of how to get the Mini Marios to the end of the stage. The music played during these guides is an arrangement of the series' invincibility theme.
Additionally, the game features an optional [[Super Guide|Mini Guide]] that becomes available in a level after five Game Overs in a row. If the player chooses to play the guide, they can see an example of how to get the Mini Marios to the end of the stage. The music played during these guides is an arrangement of the series' invincibility theme.


While in a regular level, the top screen of the console shows information related to it, such as time remaining, Mini status, and current score. By pressing the {{button|ds|R}} button, the player can switch to a schematic map of the entire level. On said map, the player can see where the Minis and enemies are located. Pressing the button again switches back to the information screen.
While in a regular level, the top screen of the console shows information related to it, such as time remaining, Mini status, and current score. By pressing the {{button|ds|R}} button, the player can switch to a schematic map of the entire level. On said map, the player can see where the Minis and enemies are located. Pressing the button again switches back to the information screen.
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*"Let's get going!"
*"Let's get going!"
*"Here we go!"
*"Here we go!"
====Minigame====
====Minigame====
There is an optional level in every attraction that consists of a minigame. It is unlocked after all nine Mini Mario Cards are collected in that attraction. With regard to gameplay, these minigames are similar to {{wp|pachinko}} machines. The player must use objects such as Red Girders and conveyor belts to lead Minis from the top into [[Toy box (object)|toy boxes]] located at the bottom. The player scores points for each Mini that reaches its goal. There is also a time limit of 60 seconds (one minute), however, the remaining time can be increased with ten seconds by leading the Minis into clock items that occasionally spawn on the screen. The layout of each minigame varies from one attraction to another.
[[File:MvDKMLM Minigame 1.png|thumb|left|The first minigame level, found in Coaster Hills]]
There is an optional level in every attraction that consists of a minigame. It is unlocked after all nine Mini Mario Cards are collected in that attraction. With regard to gameplay, these minigames are similar to {{wp|pachinko}} machines. The player must use objects such as Red Girders and conveyor belts to lead Minis from the top into [[Toy box (object)|toy boxes]] located at the bottom. The player scores points for each Mini that reaches its goal. There is also a time limit of 60 seconds (one minute); however, the remaining time can be increased by ten seconds by leading the Minis into clock items that occasionally spawn on the screen. The layout of each minigame varies from one attraction to another.


In odd-numbered minigames, there are star-stamped toy boxes called Score Boxes which offer different point values that change regularly between them. They can multiply the number of points by 1, 2, 3, or 4, with 100 being the default amount of points. However, there are also distinct, black-colored Minus Boxes that feature a red cross sign. If entered, they decrease the score with up to two times their value.
In odd-numbered minigames, there are star-stamped toy boxes called score boxes, which offer different point values that change regularly between them. They can multiply the number of points by 1, 2, 3, or 4, with 100 being the default amount of points. However, there are also distinct, black-colored Minus Boxes that feature a red cross sign. If entered, they decrease the score with up to two times their value. In even-numbered minigames, each Mini has to be guided into a specific box that depicts its face, obtaining 100 points. Dropping a Mini in the wrong box yields no points.


In even-numbered minigames, each Mini has to be driven into a specific box that depicts its face, obtaining 100 points. Dropping a Mini in the wrong box yields no points.
[[File:CannonHelpMode.PNG|thumb|300px|Help Mode describing the use of [[Cannon]]s]]
There are three goal scores established for every minigame. Passing one of them awards the player with an M-Token, making it possible to earn up to three M-Tokens in each minigame.
There are three goal scores established for every minigame. Passing one of them awards the player with an M-Token, making it possible to earn up to three M-Tokens in each minigame.


====Help Mode====
====Help Mode====
[[File:CannonHelpMode.PNG|thumb|300px|Help Mode describing the use of [[Cannon]]s]]
While in a level, the player can press the {{button|ds|L}} button on the console to enter Help Mode. During this mode, the game is paused and the player can tap any interactive object on-screen to learn how it functions with visual tips.
While in a level, the player can press the {{button|ds|L}} button on the console to enter Help Mode. During this mode, the game is paused and the player can tap any interactive object on-screen to learn how it functions with visual tips.
{{br|left}}


===Construction Zone===
===Construction Zone===
[[File:MvDKMLM Construction Zone menu.png|thumb|Construction Zone main menu]]
[[File:MvDKMLM Construction Zone menu.png|thumb|The Construction Zone main menu]]
{{main|Construction Zone#Mario vs. Donkey Kong: Mini-Land Mayhem!{{!}}Construction Zone § Mario vs. Donkey Kong: Mini-Land Mayhem!}}
{{main|Construction Zone#Mario vs. Donkey Kong: Mini-Land Mayhem!{{!}}Construction Zone § Mario vs. Donkey Kong: Mini-Land Mayhem!}}
Like previous entries in the ''Mario vs. Donkey Kong'' series, ''Mario vs. Donkey Kong: Mini-Land Mayhem!'' features a '''Construction Zone''' mode, where the player can build their own custom levels and share them with other players. Before the player can access the primary features of the Construction Zone, they must create a user name and complete '''Level Creation 101''', a tutorial mode where the player must use the level editor to complete four nearly finished levels. After completing Level Creation 101, four other modes can be accessed from the Construction Zone menu:
Like previous entries in the ''Mario vs. Donkey Kong'' series, ''Mario vs. Donkey Kong: Mini-Land Mayhem!'' features a '''Construction Zone''' mode, where the player can build their own custom levels and share them with other players. Before the player can access the primary features of the Construction Zone, they must create a user name and complete '''Level Creation 101''', a tutorial mode where the player must use the level editor to complete four nearly finished levels. After completing Level Creation 101, four other modes can be accessed from the Construction Zone menu:
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===Options===
===Options===
[[File:MvDKMLM Options.png|thumb|180px|Options menu]]
[[File:MvDKMLM Options.png|thumb|180px|The Options menu]]
Separate from the Main Game and Construction Zone, on the title screen, there is also an Options menu. Although it mainly serves in adjusting various settings, it also features a collection of unlockables. In the Options menu, the player can perform the following actions:
Separate from the Main Game and Construction Zone, on the title screen, there is also an Options menu. Although it mainly serves in adjusting various settings, it also features a collection of unlockables. In the Options menu, the player can perform the following actions:
*access the Audio menu, where the volume of the music and sound effects can be adjusted. In addition, there is a Sound Test that is divided into 137 musical tunes and 235 different sound effects from the game. The Sound Test is initially locked, and only becomes available after defeating the [[Donkey Kong Final Battle|final boss]].
*Access the Audio menu, where the volume of the music and sound effects can be adjusted. In addition, there is a Sound Test that is divided into 137 musical tunes and 235 different sound effects from the game. The Sound Test is initially locked, and only becomes available after defeating the [[Donkey Kong Final Battle|final boss]].
*access the Gallery menu, where the player can rewatch the game's cinematic sequences, attraction intros, DK intros, and game credits, provided they were triggered beforehand during the main game.
*Access the Gallery menu, where the player can rewatch the game's cinematic sequences, attraction intros, DK intros, and game credits, provided they were triggered beforehand during the main game.
*change user name.
*Change their user name.
*toggle the Newsfeed feature to allow or prevent Nintendo from delivering information on the current running contest in the Construction Zone (see [[Mario vs. Donkey Kong: Mini-Land Mayhem!#Challenge Mode|Challenge Mode]]).
*Toggle the Newsfeed feature to allow or prevent Nintendo from delivering information on the current running contest in the Construction Zone (see [[Mario vs. Donkey Kong: Mini-Land Mayhem!#Challenge Mode|Challenge Mode]]).
*erase all data from the game card.
*Erase all data from the game card.


===Controls===
===Controls===
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[[Mario]], one of the titular characters, only plays a role in the story cutscenes. In cutscenes that play between attractions, he is seen chasing Donkey Kong and Pauline in a locomotive, the Super Mini Mario Express, where he is accompanied by a few [[Mini]]s. After dropping at a station, Mario demonstrates the elements of the new attraction with the Minis. Meanwhile, Pauline cries for help in Donkey Kong's arms. Aside from cutscenes, [[Donkey Kong]] also appears in boss levels, where he is fought. [[Pauline]] is always kept beside him, where she watches the actions of the Minis as they unravel. [[Toad (species)|Toads]] appear as visitors of Mario's newly opened theme park, but they are only figurant characters.
[[Mario]], one of the titular characters, only plays a role in the story cutscenes. In cutscenes that play between attractions, he is seen chasing Donkey Kong and Pauline in a locomotive, the Super Mini Mario Express, where he is accompanied by a few [[Mini]]s. After dropping at a station, Mario demonstrates the elements of the new attraction with the Minis. Meanwhile, Pauline cries for help in Donkey Kong's arms. Aside from cutscenes, [[Donkey Kong]] also appears in boss levels, where he is fought. [[Pauline]] is always kept beside him, where she watches the actions of the Minis as they unravel. [[Toad (species)|Toads]] appear as visitors of Mario's newly opened theme park, but they are only figurant characters.


Only the Minis are directly used in gameplay, the help of which Mario uses to rescue Pauline. Although they are miniature versions of various characters from the ''[[Mario (franchise)|Mario]]'' franchise, Minis do not act differently from each other. Being automated clockwork toys, they simply walk from side to side and are likewise able to jump over blocks to continue their march. However, they turn around when encountering a wall of two or more blocks, a tight entrance, or a [[Conveyor Belt|conveyor belt]] going in the opposite direction. They are destroyed on contact with obstacles such as [[Spike Trap|Spikes]], [[Shy Guy (toy)|Shy Guys]], [[Pokey (toy)|Pokeys]], and [[Thwomp]]s, but can fight back with a pair of [[Hammer]]s or a [[Slope Slide]].
Only the Minis are directly used in gameplay, the help of which Mario uses to rescue Pauline. Although they are miniature versions of various characters from the ''[[Super Mario (franchise)|Super Mario]]'' franchise, Minis do not act differently from each other. Being automated clockwork toys, they simply walk from side to side and are likewise able to jump over blocks to continue their march. However, they turn around when encountering a wall of two or more blocks, a tight entrance, or a [[Conveyor Belt|conveyor belt]] going in the opposite direction. They are destroyed on contact with obstacles such as [[Spike Trap|Spike]]s, [[Shy Guy]]s, [[Pokey]]s, and [[Thwomp]]s, but can fight back with a pair of [[Hammer]]s or by [[Slide|sliding]] down a steep slope.
 
<gallery>
<gallery>
MiniMario MvsDK4.png|[[Mini Mario (toy)|Mini Mario]]
MiniMario MvsDK4.png|[[Mini Mario (toy)|Mini Mario]]
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==Attractions==
==Attractions==
There are a total of 103 levels in the game, counting both main levels and extra levels, spread across eleven attractions. As in previous games of the series, they can be selected from a menu. Each one of these attractions, except for [[Rainbow Summit]] and [[Secret Storage]], acquaint the player with a new gameplay mechanic that is the focus of that attraction. The levels in all main attractions are built in a certain respect: a new mechanic is always introduced in the first level (and, sometimes, the second level), multiple doors appear in the fourth level, an enemy or more appear in the fifth level (though they are not exclusive to it), a type of Monkey Robot is present in the seventh level, a locked exit and a Mini Mario with a key are allocated to the eighth level, and the area closes with a boss battle.
There are a total of 103 levels in the game, counting both main levels and extra levels, spread across eleven attractions. As in previous games of the series, they can be selected from a menu. Each one of these attractions, except for [[Rainbow Summit]] and [[Secret Storage]], acquaint the player with a new gameplay mechanic that is the focus of that attraction. The levels in all main attractions are built in a certain respect: a new mechanic is always introduced in the first level (and, sometimes, the second level), multiple doors appear in the fourth level, an enemy or more appear in the fifth level (though they are not exclusive to it), a type of [[Donkey Kong's robot]] is present in the seventh level, a locked exit and a Mini Mario with a key are allocated to the eighth level, and the area closes with a boss battle.


Levels in the main game are unlocked one after the other in a classic manner, but levels in Rainbow Summit are unlocked with every ten [[M-Token]]s collected in previous levels, while levels in Secret Storage require ten [[trophy|trophies]] each. Secret Storage is to be noted for puzzles that are more complex to solve than those of earlier levels, serving as an ultimate challenge for the player.
Levels in the main game are unlocked one after the other in a classic manner, but levels in Rainbow Summit are unlocked with every ten [[M-Token]]s collected in previous levels, while levels in Secret Storage require ten [[trophy|trophies]] each. Secret Storage is to be noted for puzzles that are more complex to solve than those of earlier levels, serving as an ultimate challenge for the player.
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|Expert Levels<br>'''[[Secret Storage]]'''<br>Another extra attraction that resumes the main gameplay. Its levels are also referred to as the "Expert Levels," as it features previous game mechanics in puzzles that are considerably more difficult to solve.<br>'''Areas'''<br>[[Area X-1|X-1]] • [[Area X-2|X-2]] • [[Area X-3|X-3]] • [[Area X-4|X-4]] • [[Area X-5|X-5]] • [[Area X-6|X-6]] • [[Area X-7|X-7]] • [[Area X-8|X-8]] • [[Area X-9|X-9]] • [[Area X-10|X-10]]
|Expert Levels<br>'''[[Secret Storage]]'''<br>Another extra attraction that resumes the main gameplay. Its levels are also referred to as the "Expert Levels," as it features previous game mechanics in puzzles that are considerably more difficult to solve.<br>'''Areas'''<br>[[Area X-1|X-1]] • [[Area X-2|X-2]] • [[Area X-3|X-3]] • [[Area X-4|X-4]] • [[Area X-5|X-5]] • [[Area X-6|X-6]] • [[Area X-7|X-7]] • [[Area X-8|X-8]] • [[Area X-9|X-9]] • [[Area X-10|X-10]]
|}
|}
===Plus Mode===
===Plus Mode===
After defeating him in [[Final Ferris Wheel]], Donkey Kong manages to run off with Pauline once more, prompting the player to traverse all levels again in a new mode called Plus Mode. During Plus Mode, Minis must enter the exit door in a certain order, which is indicated at the beginning of each stage and also shown on the top screen of the console. While this complicates gameplay, there are otherwise no changes in level layout, although the background in each attraction gains slightly different aesthetics. In Plus Mode, all M-Tokens and Mini Mario Cards have to be collected again. The player can switch to Plus Mode anytime by tapping on the "Plus" button on the level select menu. In Plus Mode, the name of each attraction is written with a "+" at the end, such as:
After defeating him in [[Final Ferris Wheel]], Donkey Kong manages to run off with Pauline once more, prompting the player to traverse all levels again in a new mode called Plus Mode. During Plus Mode, Minis must enter the exit door in a certain order, which is indicated at the beginning of each stage and also shown on the top screen of the console. While this complicates gameplay, there are otherwise no changes in level layout, although the background in each attraction gains slightly different aesthetics. In Plus Mode, all M-Tokens and Mini Mario Cards have to be collected again. The player can switch to Plus Mode anytime by tapping on the "Plus" button on the level select menu. In Plus Mode, the name of each attraction is written with a "+" at the end, such as:
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|-
|-
|align="center"|[[File:MLM Coin.png]][[File:MLM Big Coin.png]]<br>[[Coin]]s
|align="center"|[[File:MLM Coin.png]][[File:MLM Big Coin.png]]<br>[[Coin]]s
|align="left"|Coins can be collected throughout the levels for points. Bigger coins appear and are worth 5 normal coins.
|align="left"|Coins can be collected throughout the levels for points. [[Five Coin|Large coin]]s also appear, which are worth 5 normal coins.
|-
|-
|align="center"|[[File:MLM Conveyor.png]]<br>[[Conveyor Belt|Conveyor belt]]s
|align="center"|[[File:MLM Conveyor.png]]<br>[[Conveyor Belt|Conveyor belt]]s
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|align="left"|Crumble Blocks are blocks that break and fall apart under a Mini's weight. They can also be destroyed by shooting a Mini from a Cannon or by having a Thwomp fall on them.
|align="left"|Crumble Blocks are blocks that break and fall apart under a Mini's weight. They can also be destroyed by shooting a Mini from a Cannon or by having a Thwomp fall on them.
|-
|-
|align="center"|[[File:Mini Mario Door.png]][[File:Mini Toad Door.png]][[File:Mini Peach Door.png]][[File:Mini DK Door.png]][[File:Mini Pauline Door.png]][[File:Mini Default Door.png]][[File:Mini Locked Door.png]][[File:Mini Closed Door.png]]<br>[[Goal Door (Mario vs. Donkey Kong series)|Exit Doors]]
|align="center"|[[File:Mini Default Door.png]][[File:Mini Mario Door.png]][[File:Mini Toad Door.png]][[File:Mini Peach Door.png]][[File:Mini DK Door.png]][[File:Mini Pauline Door.png]][[File:Mini Locked Door.png]]<br>[[Goal Door (Mario vs. Donkey Kong series)|Exit Doors]]
|align="left"|Exit Doors are the goals of each level; the player must lead the Minis into them. Mini-specific Exit Doors also appear, as well as locked Exit Doors.
|align="left"|Exit Doors are the goals of each level; the player must lead the Minis into them. Mini-specific Exit Doors also appear, as well as locked Exit Doors.
|-
|-
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|align="left"|M-Tokens are collectibles found in each level that give the player 2000 points.
|align="left"|M-Tokens are collectibles found in each level that give the player 2000 points.
|-
|-
|align="center"|[[File:MLM Magnet Block.png]]<br>[[Magnet (Mario vs. Donkey Kong series)|Magnets]]
|align="center"|[[File:MLM Magnet Block.png]]<br>[[Magnet Ground|Magnet Blocks]]
|align="left"|Magnets are blocks that allow Minis to walk sideways and upside down on them.
|align="left"|Magnet Blocks allow Minis to walk sideways and upside down on them.
|-
|-
|align="center"|[[File:MLM Magnet Rod.png]]<br>[[Magnet Rod]]s
|align="center"|[[File:MLM Magnet Rod.png]]<br>[[Magnet Rod]]s
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|align="left"|Red Girders are girders that can be drawn using the stylus.
|align="left"|Red Girders are girders that can be drawn using the stylus.
|-
|-
|align="center"|[[File:MLM Spike.png]]<br>[[Spike Trap|Spikes]]
|align="center"|[[File:MLM Spike.png]]<br>[[Spike Trap|Spike]]s
|align="left"|Spikes are obstacles that destroy the Minis if they are touched, causing the player to have to restart the level.
|align="left"|Spikes are obstacles that destroy the Minis if they are touched, causing the player to have to restart the level.
|-
|-
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==Enemies==
==Enemies==
Enemies encountered over the course of the game, not counting boss-exclusive obstacles such as barrels, are represented by two types. The first type are malevolent enemies that destroy the Minis by touching or attacking them; however, most of them can be defeated with Hammers, a [[Slope Slide|slope slide]] or a Cannon blast. The second type consists of large [[Donkey Kong]]-like [[monkey robot|robots]] that use the Minis in characteristic ways. Their actions may be helpful or dangerous, although they never inflict damage on the Minis. These enemies are invulnerable, but can be stunned by attacking them by the same means described earlier, which is necessary in certain situations.
Enemies encountered over the course of the game, not counting boss-exclusive obstacles such as barrels, are represented by two types. The first type are malevolent enemies that destroy the Minis by touching or attacking them; however, most of them can be defeated with Hammers, a [[Slope Slide|slope slide]] or a Cannon blast. The second type consists of [[Donkey Kong's robot]]s that use the Minis in characteristic ways. Their actions may be helpful or dangerous, although they never inflict damage on the Minis. These enemies are invulnerable, but can be stunned by attacking them by the same means described earlier, which is necessary in certain situations.
{|width=100% cellspacing=0 border=1 cellpadding=3 style="border-collapse:collapse;"
{|width=100% cellspacing=0 border=1 cellpadding=3 style="border-collapse:collapse;"
|-
|-
!width="1"|Enemy
!width="1"|Enemy
!About
!About
!width="1"|First appearance
!width="1"|Last appearance
|-
|-
|align="center"|[[File:MLM Barrel.png]]<br>[[Barrel]]
|align="center"|[[File:MLM Barrel.png]]<br>[[Barrel]]
|align="left"|Donkey Kong uses barrels in a few of his boss fights by pounding the ground and causing them to fall.
|align="left"|Donkey Kong uses barrels in a few of his boss fights by pounding the ground and causing them to fall.
|align="center"|[[Area 1-DK]]
|align="center"|[[Area 8-DK]]
|-
|-
|align="center"|[[File:MLM Capture Kong.png]]<br>[[Capture Kong]]
|align="center"|[[File:MLM Capture Kong.png]]<br>[[Capture Kong]]
|align="left"|Capture Kongs capture [[Mini]]s inside the barrel on their back and can end a level in failure if all Minis are captured. They can be stunned with a hammer.
|align="left"|Capture Kongs capture [[Mini]]s inside the barrel on their back and can end a level in failure if all Minis are captured. They can be stunned with a hammer.
|align="center"|[[Area 5-7]]
|align="center"|[[Area 8-7]]
|-
|-
|align="center"|[[File:MLM Circus Kong.png]]<br>[[Circus Kong]]
|align="center"|[[File:MLM Circus Kong.png]]<br>[[Circus Kong]]
|align="left"|Circus Kongs throw Minis up into the air and can be stunned using a hammer.
|align="left"|Circus Kongs throw Minis up into the air and can be stunned using a hammer.
|align="center"|[[Area 1-7]]
|align="center"|[[Area X-3]]
|-
|-
|align="center"|[[File:MLM Fire Piranha Plant.png]]<br>[[Fire Piranha Plant|Piranha with Fire]]
|align="center"|[[File:MLM Fire Piranha Plant.png]]<br>[[Fire Piranha Plant|Piranha with Fire]]
|align="left"|These [[Piranha Plant]]s spit fireballs, which can destroy the Minis.
|align="left"|These [[Piranha Plant]]s spit fireballs, which can destroy the Minis.
|align="center"|[[Area 4-5]]
|align="center"|[[Area X-9]]
|-
|-
|align="center"|[[File:MLM Fireball.png]]<br>[[Fireball (Donkey Kong)|Fireball]]
|align="center"|[[File:MLM Fireball.png]]<br>[[Fireball (Donkey Kong)|Fireball]]
|align="left"|Fireballs move along the ground and will charge at a Mini if they are holding a hammer, allowing it to be defeated.
|align="left"|Fireballs move along the ground and will charge at a Mini if they are holding a hammer, allowing it to be defeated.
|align="center"|[[Area 5-2]]
|align="center"|[[Area S-10]]
|-
|-
|align="center"|[[File:MLM Pokey.png]]<br>[[Pokey (toy)|Pokey]]
|align="center"|[[File:MLM Pokey.png]]<br>[[Pokey]]
|align="left"|Pokeys move along the ground and will turn transparent yellow blocks into solid blocks called [[Pokey Block]]s. They can be defeated by shooting a Mini at one using a cannon.
|align="left"|Pokeys move along the ground and will turn transparent yellow blocks into solid blocks called [[Pokey Block]]s. They can be defeated by shooting a Mini at one using a cannon.
|align="center"|[[Area 8-3]]
|align="center"|[[Area S-16]]
|-
|align="center"|[[Polterguy]]
|align="left"|Polterguys that are summoned from a Shy Guy portrait.
|colspan="2"align=center|[[Area 4-DK]]
|-
|-
|align="center"|[[File:MLM Shy Guy.png]]<br>[[Shy Guy (toy)|Shy Guy]]
|align="center"|[[File:MLM Shy Guy.png]]<br>[[Shy Guy]]
|align="left"|Shy Guys can be stood on by the Minis and will turn some transparent blocks into solid blocks called [[Shy Guy Block]]s.
|align="left"|Shy Guys can be stood on by the Minis and will turn some transparent blocks into solid blocks called [[Shy Guy Block]]s.
|align="center"|[[Area 1-4]]
|align="center"|[[Area X-5]]
|-
|-
|align="center"|[[File:MLM Snifit.png]]<br>[[Snifit (toy)|Snifit]]
|align="center"|[[File:MLM Snifit.png]]<br>[[Snifit]]
|align="left"|Snifits attack by moving quickly along the ground and shooting five successive bullets at the Minis.
|align="left"|Snifits attack by moving quickly along the ground and shooting five successive bullets at the Minis.
|align="center"|[[Area 7-6]]
|align="center"|[[Area X-9]]
|-
|-
|align="center"|[[File:MLM Magnet Sparky.png]]<br>[[Magnet Sparky]]
|align="center"|[[File:MLM Magnet Sparky.png]]<br>[[Magnet Sparky]]
|align="left"|Magnet Sparkies move along magnetic objects and their path can be changed by flipping a Magnet Rod.
|align="left"|Magnet Sparkies move along magnetic objects and their path can be changed by flipping a Magnet Rod.
|align="center"|[[Area 6-2]]
|align="center"|[[Area 6-DK]]
|-
|-
|align="center"|[[File:MLM Thwomp.png]]<br>[[Thwomp]]
|align="center"|[[File:MLM Thwomp.png]]<br>[[Thwomp]]
|align="left"|Thwomps attempt to destroy the Minis by falling and crushing them. They can destroy objects such as Crumble Blocks.
|align="left"|Thwomps attempt to destroy the Minis by falling and crushing them. They can destroy objects such as Crumble Blocks.
|align="center"|[[Area 6-3]]
|align="center"|[[Area X-8]]
|-
|-
|align="center"|[[File:MLM Donkey Kong.png]]<br>[[Donkey Kong]]
|align="center"|[[File:MLM Donkey Kong.png]]<br>[[Donkey Kong]]
|align="left"|Donkey Kong appears as the boss of the last level in every world except for [[Rainbow Summit]] and [[Secret Storage]]. His attacks range from dropping barrels to hitting a switch which enables or disables an object.
|align="left"|Donkey Kong appears as the boss of the last level in every world except for [[Rainbow Summit]] and [[Secret Storage]]. His attacks range from dropping barrels to hitting a switch which enables or disables an object.
|align="center"|[[Area 1-DK]]
|align="center"|[[Donkey Kong Final Battle]]
|}
|}


==Reception==
==Reception==
Critical reception of ''Mario vs. Donkey Kong: Mini-Land Mayhem!'' was positive, and the game was repeatedly stated to offer an entertaining experience delivered with an appealing presentation. It currently has a score of 79% based on 51 reviews on Metacritic, as well as an 80.08% score on GameRankings.
Critical reception of ''Mario vs. Donkey Kong: Mini-Land Mayhem!'' was positive, and the game was repeatedly stated to offer an entertaining experience delivered with an appealing presentation. It currently has a score of 79 based on 51 reviews on Metacritic, and had an 80.08% score on GameRankings.


Daemon Hatfield of IGN "[could not] stress enough that [the game] is pure joy to play", stating that the variety of collectables brings a significant contribution to the game's replay value. He also described the game as "absolutely adorable," and the puzzles as "satisfying to work out" despite not being particularly difficult. However, he added that a speed-up option would have been beneficial for gameplay, as he found the movement of the Minis to be rather sluggish, especially in earlier levels.<ref>Hatfield, Daemon (November 12, 2010). [http://www.ign.com/articles/2010/11/13/mario-vs-donkey-kong-mini-land-mayhem-review ''Mario vs. Donkey Kong: Mini-land Mayhem'' Review]. ''IGN.'' Retrieved April 13, 2018.</ref>
Daemon Hatfield of IGN "[could not] stress enough that [the game] is pure joy to play", stating that the variety of collectables brings a significant contribution to the game's replay value. He also described the game as "absolutely adorable," and the puzzles as "satisfying to work out" despite not being particularly difficult. However, he added that a speed-up option would have been beneficial for gameplay, as he found the movement of the Minis to be rather sluggish, especially in earlier levels.<ref>Hatfield, Daemon (November 12, 2010). [http://www.ign.com/articles/2010/11/13/mario-vs-donkey-kong-mini-land-mayhem-review ''Mario vs. Donkey Kong: Mini-land Mayhem'' Review]. ''IGN.'' Retrieved April 13, 2018.</ref>
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Nathan Meunier of GameSpot referred to the game's story as "bare-bones" and "esentially the same plot" as in past games, but favored the gameplay of ''Mario vs. Donkey Kong: Mini-Land Mayhem!'' over other titles in the series. In this regard, he appreciated the game's concept of building the environment for the Minis, instead of simply toggling blocks and other features to form their way as in past games.<ref>Meunier, Nathan (November 12, 2010). [https://www.gamespot.com/reviews/mario-vs-donkey-kong-mini-land-mayhem-review/1900-6284006/ ''Mario vs. Donkey Kong: Mini-Land Mayhem'' Review]. ''GameSpot.'' Retrieved April 13, 2018.</ref>
Nathan Meunier of GameSpot referred to the game's story as "bare-bones" and "esentially the same plot" as in past games, but favored the gameplay of ''Mario vs. Donkey Kong: Mini-Land Mayhem!'' over other titles in the series. In this regard, he appreciated the game's concept of building the environment for the Minis, instead of simply toggling blocks and other features to form their way as in past games.<ref>Meunier, Nathan (November 12, 2010). [https://www.gamespot.com/reviews/mario-vs-donkey-kong-mini-land-mayhem-review/1900-6284006/ ''Mario vs. Donkey Kong: Mini-Land Mayhem'' Review]. ''GameSpot.'' Retrieved April 13, 2018.</ref>
{|class="wikitable review_template"cellpadding="4"style="width:100%; text-align:center; border:2px solid black; margin-bottom:5px"
{|class="wikitable reviews"
!colspan="4"style="font-size:120%; text-align: center; background-color:silver"|Reviews
!colspan="4"style="font-size:120%;text-align:center;background-color:silver"|Reviews
|-style="background-color:#E6E6E6;"
|-style="background-color:#E6E6E6;"
|Reviewer, Publication
|Reviewer, Publication
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|align="left"|"''If you enjoyed the previous entries enough to crave more, or if you've been thinking about checking out the series for the first time, don't hesitate to give Mini-Land Mayhem a go.''"
|align="left"|"''If you enjoyed the previous entries enough to crave more, or if you've been thinking about checking out the series for the first time, don't hesitate to give Mini-Land Mayhem a go.''"
|-
|-
!colspan="4"style="background-color:silver; font-size:120%; text-align: center;"|Aggregators
!colspan="4"style="background-color:silver;font-size:120%;text-align:center;"|Aggregators
|-style="background-color:#E6E6E6;"
|-style="background-color:#E6E6E6;"
|colspan=2|Compiler
|colspan=2|Compiler
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|-
|-
|colspan=2|Metacritic
|colspan=2|Metacritic
|colspan=2 style="background-color:LimeGreen"|[http://www.metacritic.com/game/ds/mario-vs-donkey-kong-mini-land-mayhem 79%]
|colspan=2 style="background-color:LimeGreen"|[http://www.metacritic.com/game/ds/mario-vs-donkey-kong-mini-land-mayhem 79]
|-
|-
|colspan=2|GameRankings
|colspan=2|GameRankings
|colspan=2|[http://www.gamerankings.com/ds/997857-mario-vs-donkey-kong-mini-land-mayhem/index.html 80.08%]
|colspan=2|[https://web.archive.org/web/20191209014921/http://www.gamerankings.com/ds/997857-mario-vs-donkey-kong-mini-land-mayhem/index.html 80.08%]
|}
|}
{{br}}
{{br}}
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{{main-gallery}}
{{main-gallery}}
<gallery>
<gallery>
MsvDKMLMart1.png|[[Donkey Kong]], [[Mario]], [[Pauline]], and [[Mini Mario (toy)|Mini Marios]]
MsvDKMLMart1.png|[[Donkey Kong]], [[Mario]], [[Pauline]], and [[Mini Mario (toy)|Mini Mario]]s
MsvDKMLMart2.png|Mini Marios sliding down a Red Girder
MsvDKMLMart2.png|Mini Marios sliding down a Red Girder
MvsDKMLMM.png|Promotional group artwork
MvsDKMLMM.png|Promotional group artwork
Line 348: Line 376:
|title2=Pauline screaming for help
|title2=Pauline screaming for help
}}
}}
==Pre-release and unused content==
Within the game's [[Shy Guy]] assets is a leftover sprite of the spear from ''[[Mario vs. Donkey Kong: Minis March Again!]]''.<ref>lexicon86. [https://www.spriters-resource.com/ds_dsi/mvsdkminilandmayhem/sheet/197748/ DS / DSi - Mario vs. Donkey Kong: Mini-Land Mayhem! - Shy Guy]. ''The Spriters Resource''. Retrieved March 14, 2024.</ref> This may indicate that both types of Shy Guys were intended to appear.


==Staff==
==Staff==
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==References to other games==
==References to other games==
*''[[Donkey Kong (game)|Donkey Kong]]'': The title theme of this game is arranged into the main theme. The introduction sequence when Donkey Kong climbs some ladders with Pauline is referenced at the end of each non-final boss battle through both music and action, as Donkey Kong similarly runs off with Pauline to another attraction. Objects such as [[Red Girder]]s and [[Blue Ladder]]s are reminiscent of stage elements from ''Donkey Kong'', as are the [[Hammer]]s which play their original jingle when in use. In fact, [[Area 5-2]], a level that contains all these elements and [[Fireball (Donkey Kong)|Fireball]] enemies, appears to be a direct homage to levels like [[25m]] and [[75m]] from ''Donkey Kong''.
*''[[Donkey Kong (game)|Donkey Kong]]'': The "[[Opening (Donkey Kong)|Opening]]" theme of this game is arranged into the main theme. The introduction sequence when Donkey Kong climbs some ladders with Pauline is referenced at the end of each non-final boss battle through both music and action, as Donkey Kong similarly runs off with Pauline to another attraction. Objects such as [[Red Girder]]s and [[Blue Ladder]]s are reminiscent of stage elements from ''Donkey Kong'', as are the [[Hammer]]s which play their original jingle when in use. In fact, [[Area 5-2]], a level that contains all these elements and [[Fireball (Donkey Kong)|Fireball]] enemies, appears to be a direct homage to levels like [[25m]] and [[75m]] from ''Donkey Kong''.
*''[[Super Mario Bros.]]'': The overworld theme of this game is arranged into the main theme. The underground theme is arranged for the soundtrack of [[Secret Storage]].
*''[[Super Mario Bros.]]'': The "[[Ground Theme (Super Mario Bros.)|Ground Theme]]" from this game is arranged into the main theme. The "[[Underground Theme]]" is arranged for the soundtrack of [[Secret Storage]].
*''[[Super Mario Bros. 2]]'': The overworld, lost life, and boss victory themes of this game are arranged for the soundtrack of [[Coaster Hills]]. The boss theme is likewise arranged for the battle with Donkey Kong in Coaster Hills.
*''[[Super Mario Bros. 2]]'': The "[[Ground Theme (Super Mario Bros. 2)|Ground Theme]]", the lost life theme, and the boss victory theme of this game are arranged for the soundtrack of [[Coaster Hills]]. The boss theme is likewise arranged for the battle with Donkey Kong in Coaster Hills.
*''[[Donkey Kong Country]]'': "DK Island Swing", the music that plays in jungle levels of this game, is arranged for the soundtrack of [[Jumpy Jungle (Mario vs. Donkey Kong: Mini-Land Mayhem!)|Jumpy Jungle]].
*''[[Donkey Kong Country]]'': "[[DK Island Swing]]" is arranged for the soundtrack of [[Jumpy Jungle (Mario vs. Donkey Kong: Mini-Land Mayhem!)|Jumpy Jungle]].
*''[[Super Mario 64]]'': "Inside the Castle Walls", the theme of [[Peach's Castle]], is arranged for the soundtrack of [[Teatime Twirl]].
*''[[Super Mario 64]]'': "[[Inside the Castle Walls]]", the theme of [[Peach's Castle]], is arranged for the soundtrack of [[Teatime Twirl]].
*''[[New Super Mario Bros.]]'': Mario's walk cycle from this game is reused for the final cutscene, when Pauline is rescued.
*''[[New Super Mario Bros.]]'': Mario's walk cycle from this game is reused for the final cutscene, when Pauline is rescued.


==Names in other languages==
==Names in other languages==
{{foreign names|
{{foreign names|
|Jap=マリオ<span class="explain" title="ブイエス">vs.</span>ドンキーコング 突撃!ミニランド
|Jap=マリオ{{ruby|vs.|ブイエス}}ドンキーコング 突撃!ミニランド
|JapR=Mario buiesu Donkī Kongu Totsugeki! Mini Rando
|JapR=Mario buiesu Donkī Kongu Totsugeki! Mini Rando
|JapM=Mario vs. Donkey Kong: Attack! Mini-Land
|JapM=Mario vs. Donkey Kong: Attack! Mini-Land
Line 380: Line 411:
|Ita=''Mario vs. Donkey Kong: Parapiglia a Minilandia''
|Ita=''Mario vs. Donkey Kong: Parapiglia a Minilandia''
|ItaM=''Mario vs. Donkey Kong: Turmoil in Mini-Land''
|ItaM=''Mario vs. Donkey Kong: Turmoil in Mini-Land''
|FraE=''Mario vs. Donkey Kong: Pagaille à Mini-Land !''
|FreE=''Mario vs. Donkey Kong: Pagaille à Mini-Land !''
|FraEM=''Mario vs. Donkey Kong: Mess in Mini-Land!''
|FreEM=''Mario vs. Donkey Kong: Mess in Mini-Land!''
|Ger=''Mario vs. Donkey Kong: Aufruhr im Miniland!''
|Ger=''Mario vs. Donkey Kong: Aufruhr im Miniland!''
|GerM=''Mario vs. Donkey Kong: Turmoil in Mini-Land!''
|GerM=''Mario vs. Donkey Kong: Turmoil in Mini-Land!''
Line 399: Line 430:


{{MVDKMLM}}
{{MVDKMLM}}
{{Mario games}}
{{Super Mario games}}
{{Donkey Kong games}}
{{Donkey Kong games}}
{{DS}}
{{DS}}
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