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

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Moving the Minis around uses the stylus and touch screen entirely. Touching a Mini activates it. Swiping a Mini left or right moves it in that direction or switches directions. Swiping the same way across multiple Minis changes the direction of all the Minis. Swiping up makes a Mini jump. Swiping down on a [[Warp Pipe]] makes the Mini go down into it, and jumping and swiping up makes a Mini go up a pipe. Touching a Mini again stops it.
Moving the Minis around uses the stylus and touch screen entirely. Touching a Mini activates it. Swiping a Mini left or right moves it in that direction or switches directions. Swiping the same way across multiple Minis changes the direction of all the Minis. Swiping up makes a Mini jump. Swiping down on a [[Warp Pipe]] makes the Mini go down into it, and jumping and swiping up makes a Mini go up a pipe. Touching a Mini again stops it.


Minis automatically change directions when hitting a wall or another Mini. Also, a Mini gives a warning "whoa!" noise when it is about to fall into spikes or another danger that will break it, including large heights.
Minis automatically change directions when hitting a wall or another Mini. Also, a Mini gives a warning "whoa!" noise when it is about to fall into spikes or another danger that can break it, including large heights.
[[File:Motmscreenshot1.png|frame|right|The two sets of colored blocks shown here protect the minis from [[Fire Piranha Plant|Piranha Plant]]s. Additionally, a Gold Mini Mario bonus is set up, and they are close enough for a perfect chain.]]
[[File:Motmscreenshot1.png|frame|right|The two sets of colored blocks shown here protect the minis from [[Fire Piranha Plant|Piranha Plant]]s. Additionally, a Gold Mini Mario bonus is set up, and they are close enough for a perfect chain.]]
What makes the game challenging is the requirement of having to move environmental pieces of the level around to reach the Goal. For example, colored blocks (most commonly pink) can be realized if the player has a certain number of blocks in the inventory - for example, players can take three blocks from one part of the level and use them somewhere else, perhaps where the Minis need to cross first. Other such examples are [[elevator]]s with an up and down pad and conveyor belts with a left and right pad.
What makes the game challenging is the requirement of having to move environmental pieces of the level around to reach the Goal. For example, colored blocks (most commonly pink) can be realized if the player has a certain number of blocks in the inventory - for example, players can take three blocks from one part of the level and use them somewhere else, perhaps where the Minis need to cross first. Other such examples are [[elevator]]s with an up and down pad and conveyor belts with a left and right pad.
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===Boss battle===
===Boss battle===
Each floor is concluded by a boss battle with [[Donkey Kong]]. Players must launch Mini Marios from a cannon up and hit Donkey Kong either directly or indirectly, depending on conditions. The number of Minis available depends on how many Minis the player got to the Goal in the nine levels. In odd-numbered floors, the cannon will shoot directly up, trying to hit DK from below. In even-numbered levels, DK is protected by a spiked platform from the bottom, and the cannon is adapted to hit off of walls to reach above him instead, as illustrated to the right. Minis are broken by sharp points, DK's projectiles such as bananas, barrels, weights, mines, even fireballs, or in the later battles, Swoops (Spooky Attic) and Snapjaws (Jungle Hijinks). DK has six [[hit points]] in all battles.
Each floor is concluded by a boss battle with [[Donkey Kong]]. Players must launch Mini Marios from a cannon up and hit Donkey Kong either directly or indirectly, depending on conditions. The number of Minis available depends on how many Minis the player got to the Goal in the nine levels. In odd-numbered floors, the cannon shoots directly up, trying to hit DK from below. In even-numbered levels, DK is protected by a spiked platform from the bottom, and the cannon is adapted to hit off of walls to reach above him instead, as illustrated to the right. Minis are broken by sharp points, DK's projectiles such as bananas, barrels, weights, mines, even fireballs, or in the later battles, Swoops (Spooky Attic) and Snapjaws (Jungle Hijinks). DK has six [[hit points]] in all battles.


Each of these boss battles is also capable of getting stars, but the score is calculated differently: The gold star minimum is the maximum number of Minis on the floor times 1,000 (25,000, 30,000, etc.). Each second left on the clock is ten points (each boss battle starts with 180), and each Mini still "alive" is still 1000 points. Getting a gold star thus should mean that no Minis can be destroyed and perfect play is required. However, in theory, it is possible to win with over 100 seconds of time remaining - which is 1,000 or more points left over - which means that a player can still miss one Mini and earn a gold star. Silver stars are generally 75% of the Minis surviving, and bronze stars 50%.
Each of these boss battles is also capable of getting stars, but the score is calculated differently: The gold star minimum is the maximum number of Minis on the floor times 1,000 (25,000, 30,000, etc.). Each second left on the clock is ten points (each boss battle starts with 180), and each Mini still "alive" is still 1000 points. Getting a gold star thus should mean that no Minis can be destroyed and perfect play is required. However, in theory, it is possible to win with over 100 seconds of time remaining - which is 1,000 or more points left over - which means that a player can still miss one Mini and earn a gold star. Silver stars are generally 75% of the Minis surviving, and bronze stars 50%.


====Final boss battle====
====Final boss battle====
Immediately after the Minis defeat Donkey Kong at Jungle Hijinks, the final boss battle begins. Here, the level [[25m]] from the original ''[[Donkey Kong (game)|Donkey Kong]]'' game is used. Mario waits at the top screen, while DK throws barrels down into the lower screen. Minis will actually come ''from'' the Goal, and it is the player's job to get six Minis into the upper screen for Mario to throw at DK before six Minis are destroyed by barrels or fires from the tar pit (also from ''Donkey Kong''). Ladders accompany this section, as well as the Hammer power-up on two occasions. This battle is not ranked and the ending and credits follow success.
Immediately after the Minis defeat Donkey Kong at Jungle Hijinks, the final boss battle begins. Here, the level [[25m]] from the original ''[[Donkey Kong (game)|Donkey Kong]]'' game is used. Mario waits at the top screen, while DK throws barrels down into the lower screen. Minis actually come ''from'' the Goal, and it is the player's job to get six Minis into the upper screen for Mario to throw at DK before six Minis are destroyed by barrels or fires from the tar pit (also from ''Donkey Kong''). Ladders accompany this section, as well as the Hammer power-up on two occasions. This battle is not ranked and the ending and credits follow success.


==Modes==
==Modes==
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*'''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.
*'''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 completing the minigame in each floor (and ultimately collecting all of the Mini Mario Cards), special kits are unlocked (Kit 1 is Floors 1-3, Kit 2 is Floors 4-6, and Kit 3 is Floors 7-8). 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.
*'''Bonus Construction Kits'''. By completing the minigame in each floor (and ultimately collecting all of the Mini Mario Cards), special kits are unlocked (Kit 1 is Floors 1-3, Kit 2 is Floors 4-6, and Kit 3 is Floors 7-8). 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.
*'''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 he or she can change it in the Options → Showroom. They all must be a certain star to be unlocked - seventy nine gold and one bronze still only unlocks the Mini Toads.  
*'''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 → 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 basement of the theme park, sub-titled "DK's Hideout". Two bonus boss battles similar to the final battle await in Levels B1 and B2. To access them, though, the player needs forty silver and forty 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.
*'''Basement'''. After defeating the main game, returning to the same save file directs the player to the basement of the theme park, sub-titled "DK's Hideout". Two bonus boss battles similar to the final battle await in Levels B1 and B2. To access them, though, the player needs forty silver and forty 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.