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

Added Construction Zone and Options sections; added gallery of story images; removed Final Boss header, as information on the Roof is already comprehensive in its own article
(Added Construction Zone and Options sections; added gallery of story images; removed Final Boss header, as information on the Roof is already comprehensive in its own article)
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'''''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}}''.
'''''Mario vs. Donkey Kong 2: March of the Minis''''' is an action [[Genre#Puzzle|puzzle]] game for the [[Nintendo DS]] and the sequel to ''[[Mario vs. Donkey Kong]]''. 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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In the ending, Mario finds Pauline safe with many presents in a room on the roof. Donkey Kong looks sorry for what he has done, when a Mini Mario races across the floor to meet a Mini Donkey Kong. Pauline picks up the Mini Donkey Kong and kisses it, making DK happy. Toads appear and everyone waves, leading into the credits.
In the ending, Mario finds Pauline safe with many presents in a room on the roof. Donkey Kong looks sorry for what he has done, when a Mini Mario races across the floor to meet a Mini Donkey Kong. Pauline picks up the Mini Donkey Kong and kisses it, making DK happy. Toads appear and everyone waves, leading into the credits.
<gallery heights="200" widths="150">
Cutscene - Pauline's offering.png|Donkey Kong presents a Mini Donkey Kong to Pauline
Cutscene - DK is furious.png|Pauline chooses Mario's Mini Mario, making Donkey Kong furious
Cutscene - Mario falls over.png|Donkey Kong kidnaps Pauline
</gallery>


==Gameplay==
==Gameplay==
===Main Game===
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.
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.]]
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 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:
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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.
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.


====Sleep Mode====
At any point during the game, if the player enters the Nintendo DS's Sleep Mode by closing their system, Mario says one of four lines:
At any point during the game, if the player enters the Nintendo DS's Sleep Mode by closing their system, Mario says one of four lines:
* "Hey! Come back here, you!"
* "Hey! Come back here, you!"
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This feature was reimplemented in ''[[Mario vs. Donkey Kong: Minis March Again!]]'' and ''[[Mario vs. Donkey Kong: Mini-Land Mayhem!]]''
This feature was reimplemented in ''[[Mario vs. Donkey Kong: Minis March Again!]]'' and ''[[Mario vs. Donkey Kong: Mini-Land Mayhem!]]''


===Time limit===
====Time limit====
[[File:MvDK2 Time Is Up.png|thumb|The "Time Is Up!" message immediately preceding a Game Over. Note how the "Time Bonus" text normally displayed on the Top Screen has turned blue and changed to "Time Left".]]
[[File:MvDK2 Time Is Up.png|thumb|The "Time Is Up!" message immediately preceding a Game Over. Note how the "Time Bonus" text normally displayed on the Top Screen has turned blue and changed to "Time Left".]]
Each level features a [[Time Limit|time limit]], which does not start counting down until either Color Blocks are picked up or a Mini is activated. The player can scroll around the level before starting its timer, in order to plan their actions.
Each level features a [[Time Limit|time limit]], which does not start counting down until either Color Blocks are picked up or a Mini is activated. The player can scroll around the level before starting its timer, in order to plan their actions.
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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". The counter then 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]], regardless of how many Minis entered the goal. Therefore, the player has 300 seconds to earn a Time Bonus, and 600 seconds in total to complete the level.
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". The counter then 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]], regardless of how many Minis entered the goal. Therefore, the player has 300 seconds to earn a Time Bonus, and 600 seconds in total to complete the level.


===Scoring and stars===
====Scoring and stars====
Scoring is specific and precise for each level. Small and big coins are spread throughout the levels (worth 50 and 500 points respectively when collected). Collecting the level's [[Mini Mario Card]] is worth 1000 points. If the timer on the Top Screen reads "Time Bonus" instead of "Time Left", each second remaining on the timer is worth an additional 10 points. There are many bonuses that come into effect on the results screen after a level is completed:
Scoring is specific and precise for each level. Small and big coins are spread throughout the levels (worth 50 and 500 points respectively when collected). Collecting the level's [[Mini Mario Card]] is worth 1000 points. If the timer on the Top Screen reads "Time Bonus" instead of "Time Left", each second remaining on the timer is worth an additional 10 points. There are many bonuses that come into effect on the results screen after a level is completed:
*Each Mini that enters the goal is worth 1000 points.
*Each Mini that enters the goal is worth 1000 points.
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<small><br><sup>a</sup>Only in levels made in the [[Construction Zone]]<br><sup>b</sup>Only in Room 3-3 and levels made in the Construction Zone<br><sup>c</sup>Only in Room 8-3</small>
<small><br><sup>a</sup>Only in levels made in the [[Construction Zone]]<br><sup>b</sup>Only in Room 3-3 and levels made in the Construction Zone<br><sup>c</sup>Only in Room 8-3</small>


===Mini Game===
====Mini Game====
[[File:ShyGuySmashLavaDome.png|thumb|200px|Shy Guy Smash! in Lava Dome]]
{{main|Shy Guy Smash!}}
{{main|Shy Guy Smash!}}
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 goal of the minigame. If the player exceeds this goal, the player's new record is set as the new goal of the minigame.
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 from [[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, subtracting 5 points from the score. The player must earn at least 25 points within 30 seconds to reach the minigame's goal score. If the player exceeds the goal score, it is set to the player's new record.


===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|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. 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.
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.


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The number of Mini Marios the player has depends on how many Mini Marios they directed to the goal in the floor's first nine levels. A Mini Mario breaks if it touches a projectile. If all of the player's Mini Marios break, the [[Game Over|game is over]].  After Donkey Kong takes six hits in each battle, he is defeated and the level is completed.
The number of Mini Marios the player has depends on how many Mini Marios they directed to the goal in the floor's first nine levels. A Mini Mario breaks if it touches a projectile. If all of the player's Mini Marios break, the [[Game Over|game is over]].  After Donkey Kong takes six hits in each battle, he is defeated and the level is completed.


The player can also earn a score and a star for each boss battle, but the score is calculated differently than in standard levels. The minimum score to receive a gold star is 1,000 multiplied by the total number of Minis on the floor. Each second left on the timer is worth 10 points, and each of the player's remaining Mini Marios is worth 1,000 points. Therefore, to earn a gold star for a boss battle, the player must direct every Mini Mario to the goal in the floor's previous levels, then defeat Donkey Kong without breaking a single Mini Mario. Alternatively, if Donkey Kong is defeated with 100 seconds or more left on the timer, the player can finish the battle with one less Mini Mario and still earn a gold star. Generally, a silver star is earned for retaining 75% of the total number of Mini Marios on the floor, and a bronze star is earned for retaining 50% of the total.
The player can also earn a score and a star for each of the first eight boss battles, but the score is calculated differently than in standard levels. The minimum score to receive a gold star is 1,000 multiplied by the total number of Minis on the floor. Each second left on the timer is worth 10 points, and each of the player's remaining Mini Marios is worth 1,000 points. Therefore, to earn a gold star for a boss battle, the player must direct every Mini Mario to the goal in the floor's previous levels, then defeat Donkey Kong without breaking a single Mini Mario. Alternatively, if Donkey Kong is defeated with 100 seconds or more left on the timer, the player can finish the battle with one less Mini Mario and still earn a gold star. Generally, a silver star is earned for retaining 75% of the total number of Mini Marios on the floor, and a bronze star is earned for retaining 50% of the total.
{{br}}
 
===Construction Zone===
[[File:ConstructionZone.png|thumb|The Construction Zone menu]]
{{main|Construction Zone}}
''Mario vs. Donkey Kong 2: March of the Minis'' introduces a game mode known as '''Construction Zone''', where the player can create and play their own custom levels, as well as share these levels with other players. The player can use the '''Multi-Card''' feature to exchange levels with another player who has a separate Nintendo DS system and game card. Prior to the discontinuation of the [[Nintendo Wi-Fi Connection]] service, players could use the '''Nintendo WFC''' feature of the Construction Zone to send and receive levels online.
{{br}}


====Final Boss====
===Options===
Immediately after the Mini Marios defeat Donkey Kong in Boss Game 8, the final boss battle on the [[Roof (Mario vs. Donkey Kong 2: March of the Minis)|Roof]] begins. The only level on the Roof is '''Final Boss''', a level resembling [[25m]] from the original ''[[Donkey Kong (game)|Donkey Kong]]'' game. Mini Marios enter the level from a door labeled "M". Mario waits on the top of the screen, while Donkey Kong throws [[barrel]]s down onto the bottom screen. These barrels can either roll across the girder structure below Mario and Donkey Kong, or drop into an [[Oil drum|oil can]] to produce a [[Fireball (Donkey Kong)|Fireball]]. If either a barrel or Fireball touches a Mini Mario, it breaks. If six Mini Marios break, the game is over. The player must direct Mini Marios to the top of the screen, allowing Mario to throw them at Donkey Kong to damage him. After taking six hits, Donkey Kong is defeated and the Ending movie plays, followed by the staff credits. Unlike previous battles, this battle is not ranked.
In addition to the Main Game and Construction Zone modes, the game's title screen also features an '''Options''' menu, where the player can adjust settings and view unlockables. There are six buttons present in the Options menu:
*'''Audio''': The player can adjust the game's audio settings to Stereo, Surround, or Headphones. After completing the main adventure, the player can hear every sound effect and music track in the game. There are 144 sound effects and 77 music tracks in total.
*'''Showroom''': The player can view previously seen movies and images, as well as view the credits and change a cosmetic feature.
**'''Movies''': Players can watch the four real-time movies from the game. However, only one is unlocked at the beginning; the rest must be unlocked by playing through the Main Game mode.
***'''Pre Title''': Unlocked from the beginning.
***'''Introduction''': Unlocked by starting the Main Game mode.
***'''Ending''': Unlocked by defeating Donkey Kong on the Roof.
***'''Musical''': Unlocked by completing B2 in DK's Hideout.
**'''Gallery''': Players can look at eighteen full-screen pictures from the game, which are unlocked as they are shown in the Main Game mode. Eight of the pictures are the intro screens shown before the first eight boss battles, while another eight pictures are the victory screens shown after completing each of the first eight boss battles. The penultimate picture is shown before the final battle on the Roof, and the final picture is unlocked from completing B1 in DK's Hideout.
**'''Credits''': Replays the credits. The player must finish the Main Game at least once to unlock it.
**'''Title''': On the title screen, Mini Marios walk across the bottom of the top screen. This cosmetic feature can be changed to feature other Minis, but stars are required to do so.
***'''Mini Marios''': Unlocked from the beginning.
***'''Mini Toads''': Requires all 80 bronze stars in the game.
***'''Mini Peaches''': Requires all 80 silver stars in the game.
***'''Mini Donkey Kongs''': Requires all 80 gold stars in the game.
*'''Register''': Players can register their name as it appears in the Construction Zone and Wi-Fi Connection here.
*'''Single Card''': A demo version of the game can be sent to another DS player without the game card.
*'''Erase All''': Not only does this delete all Main Game data, but all Construction Zone levels, created or received, and it resets the player's friend code.
*'''NintendoWiFi.com Features''': Players could choose to let their statistics be part of Nintendo's official Wi-Fi site.


==Floors==
==Floors==
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|}
|}


==Modes==
==Items and objects==
*Main Game - described above. There are three save files.
*[[Construction Zone]] - A Level Editor feature is also present in this game, where players can create their own levels. Friends can also utilize a Wi-Fi connection to share levels online.
**Play Level - Levels created by the player or received from others, that have passed a play test (all Minis can reach the goal), can be played here.
**Edit Level - Players can create or edit a preexisting level here, from one of eleven kits. See how kits are unlocked is described below.
***Erase Level - Players can delete levels at will.
**Nintendo WFC - These options allow interactions with other players.
***Synchronize - Players must connect to the WFC to get their own levels ready to send to others.
***Receive - As long as each player know each other's friend codes and have them installed under their friends list, levels can be received from either at will. Nintendo also has been publishing a level every so often.
***Nintendo WFC Config - Players can get WFC setting ready here, like in any Wi-Fi game.
***WFC Friends - Up to sixty friends can be stored here, registered with a friend code. The player's friend code is on the top screen.
**Multi-Card - Two friends, each with a copy of the game and close to each, can send and receive files locally.
***Broadcast - Same as sending. The other player must choose "Receive" for this to work.
***Receive - The other player must choose "Broadcast" and choose a level for this to work.
*Options - ''March of the Minis'' has some unique features and bonuses.
**Audio - The player can adjust the game's audio settings to Stereo, Surround, or Headphones. After completing the main adventure, the player can hear every sound effect and music track in the game. There are 144 sound effects and 77 music tracks in total.
**Showroom
***Movies - Players can watch the four real-time movies from the game. However, only one is unlocked at the beginning; the rest must be unlocked by playing through the Main Game mode.
****'''Pre Title:''' Unlocked from the beginning.
****'''Introduction:''' Unlocked by starting the Main Game mode.
****'''Ending:''' Unlocked by defeating Donkey Kong on the Roof.
****'''Musical:''' Unlocked by completing B2 in DK's Hideout.
***Gallery - Players can look at eighteen full-screen pictures from the game, which are unlocked as they are shown in the Main Game mode. Eight of the pictures are the intro screens shown before the first eight boss battles, while another eight pictures are the victory screens shown after completing each of the first eight boss battles. The penultimate picture is shown before the final battle on the Roof, and the final picture is unlocked from completing B1 in DK's Hideout.
***Credits - Replays the credits. The player must finish the Main Game at least once to unlock it.
***Title - On the title screen, Mini Marios walk across the bottom of the top screen. This cosmetic feature can be changed, but it requires stars to do so.
**Register - Players can register their name as it appears in the Construction Zone and Wi-Fi Connection here.
**Single Card - A demo version of the game can be sent to another DS player without the game card.
**Erase All - Not only does this delete all Main Game data, but all Construction Zone levels, created or received, and it resets the player's friend code.
**[http://www.nintendowifi.com NintendoWiFi.com] - Players can choose to let their statistics be part of Nintendo's official Wi-Fi site.
 
==Game elements==
[[File:MarioandDKMinis.PNG|thumb|190px|Mario and Donkey Kong watch their Minis acting in the pre-intro movie.]]
 
===Minis===
{|class="wikitable"
|-align="center"
!Mini!!Normal form!![[Fire Mario|Fire form]]
|-align="center"
|[[Mini Mario (toy)|Mini Mario]]||[[File:Mini MarioS.png]]||[[File:Fire Mini MarioS.png]]
|-align="center"
|[[Mini Toad]]||[[File:Mini ToadS.png]]||[[File:Fire Mini ToadS.png]]
|-align="center"
|[[Mini Peach]]||[[File:Mini PeachS.png]]||[[File:Fire Mini PeachS.png]]
|-align="center"
|[[Mini Donkey Kong]]||[[File:Mini DKS.png]]||[[File:Fire Mini DKS.png]]
|-align="center"
|[[Gold Mini Mario]]||[[File:Gold Mini MarioS.png]]||N/A
|}
{{br}}
 
===Items and objects===
{|width=100% cellspacing=0 border=2 cellpadding=3 style="border-collapse:collapse;"
{|width=100% cellspacing=0 border=2 cellpadding=3 style="border-collapse:collapse;"
|-
|-
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|Rocks obey gravity and do not crumble upon contact with a Mini, but can instead be destroyed by an explosion from a bomb.
|Rocks obey gravity and do not crumble upon contact with a Mini, but can instead be destroyed by an explosion from a bomb.
|}
|}
===Minis===
[[File:MarioandDKMinis.PNG|thumb|190px|Mario and Donkey Kong watch their Minis acting in the pre-intro movie.]]
{|class="wikitable"
|-align="center"
!Mini!!Normal form!![[Fire Mario|Fire form]]
|-align="center"
|[[Mini Mario (toy)|Mini Mario]]||[[File:Mini MarioS.png]]||[[File:Fire Mini MarioS.png]]
|-align="center"
|[[Mini Toad]]||[[File:Mini ToadS.png]]||[[File:Fire Mini ToadS.png]]
|-align="center"
|[[Mini Peach]]||[[File:Mini PeachS.png]]||[[File:Fire Mini PeachS.png]]
|-align="center"
|[[Mini Donkey Kong]]||[[File:Mini DKS.png]]||[[File:Fire Mini DKS.png]]
|-align="center"
|[[Gold Mini Mario]]||[[File:Gold Mini MarioS.png]]||N/A
|}
{{br}}


===Enemies===
===Enemies===
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|}
|}


==Unlockables==
 
''March of the Minis'' boasts a supply of unlockables, some minor and some major:
 
*'''Construction Kits'''. In the Construction Zone, players choose a kit, one from each floor that incorporates the elements and enemies of that floor. Players unlock each kit as they beat the DK boss battle for each floor.
*'''Bonus Construction Kits'''. By collecting all of the Mini Mario Cards on each floor to unlock Shy Guy Smash!, then reaching the goal score for Shy Guy Smash! on each floor, Special Kits for the Construction Zone are unlocked. Not only are the elements combined from the floors (with some bonuses, with Special Kit 3 containing every element in the game - and more), but players no longer control Mini Marios. Mini Toads, Mini Peaches, and Mini Donkey Kongs now become playable, respectively.
**[[Special Kit 1]] is unlocked after reaching the goal score in Mushroom Mayhem, Tropical Island, and Pipe Works.
**[[Special Kit 2]] is unlocked after reaching the goal score in Magnet Mania, Lava Dome, and Toadstool Castle.
**[[Special Kit 3]] is unlocked after reaching the goal score in Spooky Attic and Jungle Hijinks.
*'''Title Screen Change'''. To change the Mini Marios on the title screen into Mini Toads, Peaches, or Donkey Kongs, the player needs to have eighty bronze, silver, or gold stars, respectively. Then they can change it in the Options &rarr; Showroom. They all must be a certain star to be unlocked - seventy nine gold and one bronze still only unlocks the Mini Toads.
*'''Basement'''. After defeating the main game, returning to the same save file directs the player to the theme park's basement, sub-titled "DK's Hideout". Two bonus boss battles, similar to the final battle on the Roof, await in B1 and B2. However, to access B1 and B2, the player needs 40 silver and 40 gold stars, respectively. B1 requires the player to run over twelve platforms that disappear on contact, six on the upper screen and six on the lower. B2 requires the player to get Minis to the upper screen so they can push a barrel onto Donkey Kong. B1 unlocks the final gallery image; B2 unlocks the final movie. These battles are also not ranked.


==Reception==
==Reception==
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