Room 7-4: Difference between revisions

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(Actual full title.)
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{{move|Floor 7 Room 4}}
{{about|the level designated "7-4" in American and Japanese regions|the level designated "7-4" in other regions|[[Room 8-4]]}}
{{about|the level designated "7-4" in American and Japanese regions|the level designated "7-4" in other regions|[[Room 8-4]]}}
{{level infobox
{{level infobox
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The course features three [[Mini]] toys.
The course features three [[Mini]] toys.
==Overview==
==Overview==
This level reuses the [[Magnet Ground|magnetic]] floor gimmick introduced in [[Magnet Mania (Mario vs. Donkey Kong 2: March of the Minis)|Magnet Mania]]. There are [[Donut Block]]s, several [[Pink Block]] chains and a Yellow [[Color Switch]] throughout the level to use to reach the [[Goal Door (Mario vs. Donkey Kong series)|Goal Door]]. The Minis must use the magnetic floor to make it to the top of the level, where the player must remove the four Pink Blocks preventing them from dropping to the ground below. After the Minis fall through, they must take advantage of the nearby [[Cool Kong]] to reach the exit. Alternatively, the player could use the revolving magnet floor at the top, the Donut Blocks afterwards and the ability to remove Pink Blocks to make it to the exit. From the beginning, they could also grab on to the Cool Kong's tie to get across the spike pit below, and use the nearby [[Crash Kong]] to access to the exit.
This level reuses the [[Magnet Ground|magnetic]] floor gimmick introduced in [[Magnet Mania (Mario vs. Donkey Kong 2: March of the Minis)|Magnet Mania]]. There are [[Donut Block]]s, several [[Pink Block]] chains and a Yellow [[Color Switch]] throughout the level to use to reach the [[Goal Door (Mario vs. Donkey Kong series)|Goal Door]]. The Minis must use the magnetic floor to make it to the top of the level, where the player must remove the four Pink Blocks preventing them from dropping to the ground below. After the Minis fall through, they must take advantage of the nearby [[Cool Kong]] to reach the exit. Alternatively, the player could use the revolving magnet floor at the top, the Donut Blocks afterwards and the ability to remove Pink Blocks to make it to the exit. From the beginning, they could also grab on to the Cool Kong's tie to get across the spike pit below, and use the nearby [[Crash Kong]] to access to the exit.
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*[[Crash Kong]]s
*[[Crash Kong]]s
*[[Candle]]s
*[[Candle]]s
{{MVDKMOTM levels}}
{{MVDKMOTM levels}}
[[Category:Mario vs. Donkey Kong 2: March of the Minis levels]]
[[Category:Mario vs. Donkey Kong 2: March of the Minis levels]]

Revision as of 12:04, July 23, 2023

It has been suggested that this page be moved to Floor 7 Room 4. (discuss)

This article is about the level designated "7-4" in American and Japanese regions. For the level designated "7-4" in other regions, see Room 8-4.
Level
Room 7-4
MvDK2 Room 7-4.png
Level code 7-4
World Spooky Attic
Game Mario vs. Donkey Kong 2: March of the Minis
Time limit 300 seconds
<< Directory of levels >>

Room 7-4 (titled Room 6-4 in the British English version) is the fourth course of Spooky Attic in Mario vs. Donkey Kong 2: March of the Minis.

The course features three Mini toys.

Overview

This level reuses the magnetic floor gimmick introduced in Magnet Mania. There are Donut Blocks, several Pink Block chains and a Yellow Color Switch throughout the level to use to reach the Goal Door. The Minis must use the magnetic floor to make it to the top of the level, where the player must remove the four Pink Blocks preventing them from dropping to the ground below. After the Minis fall through, they must take advantage of the nearby Cool Kong to reach the exit. Alternatively, the player could use the revolving magnet floor at the top, the Donut Blocks afterwards and the ability to remove Pink Blocks to make it to the exit. From the beginning, they could also grab on to the Cool Kong's tie to get across the spike pit below, and use the nearby Crash Kong to access to the exit.

Mini Mario Card

This "I" Mini Mario Card is found right below the revolving magnet floor and the magnetic floor it rests on top of. A Mini must use the Cool Kong nearby to gain some extra height to be able to reach the girder the card is above.

Enemies