Mario vs donkey kong nintendo ds game




















The S tars later are used to unlock Expert levels. Once Mario completes a level and collects enough presents, he can play a short minigame to earn extra lives. One present may have a 1-Up, one may have a 3-Up or 5-Up, and one present may have a Donkey Kong head; this is shown at the beginning of the minigame.

One minigame is stopping a scrolling arrow on top of the desired present while the other has Mario swapping presents so Donkey Kong's fist squashes an undesired present.

The seventh level in each world is a Mini-Mario level. Mario leads the six Mini-Mario toys he collected back to their toy box; however, he must make sure they avoid obstacles along the way. This leads into a battle with Donkey Kong, with each Mini-Mario saved becoming a "hit point". For example, if Mario saves all six of the Mini-Mario toys, he'll be able to be hit six times by Donkey Kong before losing a life. If Mario runs out of time or loses all of his hit points, the player will lose a life and will fail to defeat Donkey Kong.

The player will need to retry the level in order to proceed. If the player doesn't do the Mini-Mario level, Mario will start the fight with four hit points. Also, if the player gets a Game Over, the player will need to replay the Mini-Mario level to determine the hit points for the Donkey Kong battle. There are seven stages in each Plus Worlds, and there are no Mini-Mario levels.

Mario must get to a Mini-Mario holding a key and lead it to the exit doorway. If Mini-Mario is defeated, the player will lose a life and restart the level. There is only one part per level in the Plus Worlds, and they are designed to be more difficult than the main worlds. There are still Donkey Kong boss levels in the Plus Worlds. In those levels, the player always starts with six hit points and has seconds to defeat Donkey Kong except in Donkey Kong Plus, where they have seconds.

For the "Expert" levels, a certain number of Stars collected by beating high scores are required to unlock levels. There are twelve Expert levels. Additionally, restarting or leaving the level in any mode before completing it the first time will result in the loss of a life. If the level is already complete, the player will not lose a life when choosing to exit the level.

However, the player will still lose a life if they retry the level, even if it is completed. The only known difference between the original and Plus , aside from the graphics, was the addition of a level designer to be used through the Nintendo GameCube for players to create their own levels with. However, the game vanished the following year, and was replaced by Mario vs. Donkey Kong , with the level editor gone and the graphics replaced with pre-rendered graphics.

However, the game's sequel, Mario vs. Harris praised the game for having " faithfully retained the Donkey Kong arcade game's look and feel ". His reaction is mild about the Donkey Kong boss levels, calling them "the ones with the least amount of creativity". He criticized the presentation, calling the sprites " awkward but admittedly well-animated 3D rendered " while the voice-overs from Mario and Donkey Kong are unnecessary, although not distracting.

Despite these, he praises the game's faithfulness of the Game Boy Advance Donkey Kong games, with its fantastic level design and lasting appeal. High Springs are magenta and have an oblong shape, they launch the minis on a vertical arc. Long Springs are yellow, rounded, and launch the minis on a more widened arc. Manhole Manholes are resource items introduced in New Donk Land. They can be picked up and placed onto certain holes in platform tiles. Leaving a hole open will cause a mini to go into it, then jump back out and continue walking if no manhole is placed in time.

A mini will stay inside as long as a manhole has been placed onto it, which works as a safe spot in certain situations. It also serves as a trap for some enemies to fall into. Removing the manhole will set the mini free. Movable Pipes A pair of separate pipes that are somehow interconnected.

When a Mini enters one pipe, it will be warped onto the other. The player can change the positions of these pipes to facilitate movement throughout an area, even though they can only be placed on predetermined slots. Blocks Blocks are objects that are used as bridges or walls between the corresponding bracket. They can be collected and placed within a level. Pink Blocks are the normal, most common ones that have no additional effects. Green Blocks are magnetic and allow minis to walk on any direction, even upside-down.

Red Blocks are fiery blocks that can burn wooden obstacles. They are similar to Candles, but they instead dissipate nearby mist and also reveals hidden Blocks, making them solid. Purple Conveyor A platform that can be dragged across purple rivets. It moves automatically in the direction established by the player with the stylus. Apart from transporting the minis, they also turn them back if they are in opposing directions, without the need of a wall.

Red Girder A platform that can be created by connecting two rivets of the corresponding color. Red Girders can be placed horizontally, vertically, or diagonally. Depending on how they're placed, they can function as platforms, walls, or a slide if it's too steep Mini Donkey Kong is the only mini able to climb steep girders back up. In Workshop mode, these Girders can be of different colors that correspond to each mini. Fixed Items Item Description?

Blocks contain Fire Flowers. Balloon Balloons allow minis to float upwards in the direction its arrow is pointing and can be popped by tapping the screen or pressing on it. It is introduced in Toadstool Castle. There are stationary Barrel Cannons, which spin around continuously, and Barrel Cannons that do not rotate but move from one side to the other on a line. Barrel Cannons display a light-emitting disc that turns red when a mini is inside the cannon.

If the disc is tapped while the mini is inside, it gets launched from the barrel. Alongside Barrel Cannons, there are also Blast Barrels which launch the mini automatically. Boost Pad Boost Pads can speed up a mini's movement significantly and can appear on the ground and on walls and ceilings, which allows the minis to run onto these if they are in succession.

They are introduced in Mario's Toy Company. Bouncy Mushroom Bouncy Mushrooms are found facing upward or sideways and can be initially interacted with just as with any other platform or wall.

However, they can be sprung forward by tapping the yellow button on them, which can be done to bounce a mini to a higher platform if the Bouncy Mushroom is placed upward, or to catapult it past a gap if it is placed sideways.

They are introduced in Mushroom Carnival. Cannon An object that slowly changes launching direction by rotating in place. It can store any amount of minis that end up inside it, and can be tapped on to blast all minis in the current direction.

This way, apart from being able to reach far areas, the Minis can also zoom into Rock Blocks and enemies to destroy them. Color Switches Red, blue, and yellow switches that enable or disable blocks of the same colors when jumped on. Conveyor Belt A platform that conveys the Minis in the direction indicated by its arrows. Conveyors are always horizontal. They act like catapults that launch Minis in large Yoshi Egg-like capsules.

These bounce across walls and ceilings a few times before breaking and letting go of the Mini in a new area. They produce harmful streams of fire. They can be turned on and off by tapping or pressing them.

Some Fire Blocks also push platforms upward, helping the character reach higher areas. Flower Fan Flower Fans are objects introduced in Chai Desert which, when tapped on, are toggled on and off which allows Minis to fly across. Girder A semisolid platform that the minis can walk on. Girders are always horizontal and are not affected by anything. Goal Door Exit doors are the goals of each level where the player must lead the minis into them. Some Mini-specific exit doors appear later in the game.

Locked exit doors that must be unlocked with keys and closed doors also appear. Gravity Well When tapped on, these stars produce strong gravitational fields that attract minis into them.

This is helpful in cases where the character has to be saved from a long fall, or where they have to pass gaps. They are introduced in Starry Galaxy. Ladder Ladders are objects that the minis are able to climb in order to reach higher levels. They are basically fixed Blue Lifts. Magnet A platform that allows the minis to walk on all of its surfaces. Minis fall off a Magnet if they are hanging upside-down and encounter a non-magnetic surface on their way.

Magnet Rod Magnet Rods are objects that flip the minis in another path when they are walking on a magnetic surface. They are introduced in Toy Express. Minecart Minecarts are objects introduced in Minecart Mayhem used to travel quickly from one point to another, as well as break through walls of Rock Blocks.

The player can customize the path of a Minecart for minis during usual gameplay. Rock Block A small fragile block that breaks when hit with Hammers, a slope slide, a Cannon blast, certain Mini special abilities, etc. Otherwise, Rocks act as normal platforms the Minis can walk onto. Spikes Dangerous surfaces covering walls and platforms.

Touching one such surface destroys the mini. Spikes cannot be destroyed. Mini Cappy is the only mini capable of moving through them without breaking. Warp Pipes Pipes lead minis to another area of a level by entering them. They can appear curved and in multiple colors.

Minis can escape a Circus Kong if a surface is placed between them, or if the Kong is stunned with Hammers. Capture Kong A wandering toy that is equipped with a small barrel on its back, which it uses to capture and disable any mini that walks into it.

Hitting a Capture Kong with Hammers will stun it and free all captured minis. While not lethal, Capture Kongs can cause a Game Over if they capture all minis in a level.

In some cases, Capture Kongs are used to the minis' advantage, as they are able to travel on spikes and thus ferry the minis to a safe spot. Cannon Kong A stationary toy whose body consists of a giant cannon. When a mini enters a Cannon Kong, it gets immediately launched in the direction the enemy is currently facing.

This can help traverse unskippable distances and, sometimes, crash through Rocks. Cool Kong A toy that is initially taller than a mini. However, if a mini grabs their ties, the mini will hold on to it while the Cool Kong moves around. The pressure lowers the Cool Kong by half, which can sometimes make it pass under another low platform, allowing it to travel farther than it could have without a mini.

Upon seeing a mini, they will run faster towards them. Shy Guy Shy Guy toys function similarly to Goomba toys, but they do not charge at the mini. Koopa Troopa New Koopa Troopa toys stay stationary in certain spots on the stage normally unreachable , throwing their shells like boomerangs occasionally. If a mini destroys their shell, the Koopa toy will malfunction and shut off. Piranha Plant Piranha Plants are stationary enemies fixed on surfaces.

They do not actively break the minis, unless a mini touches it. Fire Piranha Plant Fire Piranha Plants are similar to their normal counterpart, but they spit out a fireball which bounces off an opposing surface and returns into their mouth. Often, two Piranha Plants face each other, passing the ball from one to another. Thwomp When a mini approaches a Thwomp, it will shake and roar for a brief period of time, and then fall down in an attempt to crush the mini going underneath it.

Snifit Unlike Shy Guys, Snifit toys do not wander freely on land. They stand in one place instead, charging a winding noise and shooting five bullets, slightly recoiling them back; then they return to where they were standing and repeat their routine. Their bullets cannot pass through any solid object, but can destroy minis upon contact. Polterguy Polterguys cannot be defeated normally; there are colored buttons, and pressing a button that is the same color as any of the ghosts, they turn into harmless platforms with Shy Guy masks, allowing minis to pass by.

Boo Boo toys levitate in mid-air, with some moving on a straight path vertically or horizontally from side to side, while others are stationary. Boos are invincible and harmful to touch in their active state. However, they become harmless when they enter the light coming from a Candle. In this state, they are also forced to stop in place and cover their eyes, and the minis are able to pass through them.

Dry Bones New Dry Bones toys walk around from left to right on a platform. If touched from above, they will break apart but grow back after some seconds, continuing their routine. Sidestepper New Sidestepper toys act similarly to Cuttacuttas from Mario vs. Donkey Kong 2: March of the Minis , rolling back and forth and extending their claws towards a mini upon seeing them.

Blooper Blooper toys initially seem stationary, blocking the minis' way, but as the minis approach them, they jump and hover for a few seconds, allowing the toys to pass underneath them. Cheep-Cheep New There are two types of Cheep-Cheep toys: the red ones are harmless, wandering on the surface of water, which allows minis to stay on top of them to reach other platforms.

The green variation is hostile, hopping onto land and retreating back to the water shortly after. Their jumps from the water can become an impediment for the minis and break them upon contact.

Bob-omb Bob-ombs at first are stationary enemies, staying shut off until a mini passes by. When touching an inactive Bob-omb, they reactivate and light their fuse as they start following the mini. A small timer can be seen on top of them, counting down until they explode and break the mini they are following. If done quick, the player is able to put the minis to safety before this happens. Spike New Spike toys act like in mainline Mario games, being stationary enemies that throw spiky balls in one direction.

Spikes have two ways of doing this depending on their position in the stage. Some throw the spiky balls forwards usually down steep slopes , while others throw them down from a higher platform onto passerby minis. Magnet Sparky Magnet Sparkies move clockwise along the edges of magnetized surfaces. They spawn from Magnet Sparky Generators, where they briefly retreat in upon touching them before spawning again.

Pokey Pokey toys, although harmful at direct contact, are passive to the player and only travel from one side of a platform to the other. Unlike Shy Guys, who display the same behavior, Pokeys are taller, which makes them more difficult to avoid in certain situations but also prevents them from getting into narrow passages.

Pionpi New Pionpi toys frequently jump around on land, which makes them dangerous enemies in smaller platforms. Minis are able to go under them as they jump, but the player has to be precise in order to do so. Chikako New Chikakos float in slight up and down patterns, serving as a harmful obstacle for minis passing by.

Pokio New Pokio toys climb on walls by sticking their beaks into them. They do not actively attack the Minis, but are often an impediment. Stairface Ogre New Stairface Ogres are similar to Thwomps in that they attack by trying to crush incoming minis but not before shaking and letting out a warning roar.

However, they move on the background behind minis before doing so, and their mallets can function as an elevating platform in certain situations. Minis can ride on them. However, if the mini touches its fire from underneath, it will be burned. Lava Bubble Lava Bubbles are fireballs that jump up and down onto lava surfaces, acting as obstacles for the minis. Fire Bar Fire Bars function as obstacles as they rotate around a block in a clockwise or counter-clockwise direction.

They burn minis upon contact with them. Sherm New Sherms roam around on platforms, sometimes pausing before moving again. If a mini approaches one, they fire a small explosive towards them. Manholes are usually used as methods for eluding them.

Hoverfly New Hoverflies are similar to Sherms, being a vehicle helicopter-like in this case and with a similar face. They fly back and forth dropping small metallic balls down onto the ground. Klaptrap New Klaptraps are little crocodile toys that stick themselves to Vines and climb around them by eating their leaves. They function similarly to Snapjaws in previous games. Wiggler New Wigglers are long segmented toys that are able to walk on all surfaces such as walls and ceilings.

Zinger New Zinger toys behave much like their original counterparts, by flying in set patterns. There are four color variations: yellow, orange, red, and green. Their flight pattern is determined by their color; yellow Zingers fly vertically, orange Zingers fly horizontally, red Zingers fly in a circular path, and green Zingers fly in a U-shape formation. Fireball Fireballs move at a moderate pace along the ground, burning minis upon contact with them.

They can be destroyed with Hammers. Pinball New Pinballs drop from off-level into the stage and roll down in a set path until they go off-level again.

They break minis upon contact with them. Players have to be careful when minis are within the pinball's set path. Freezie New Freezies move like Fireballs, but freeze minis instead of burning them. Frozen minis do not break, but they stay frozen unless another mini passes by and frees them, which can complicate things. Moonsnake New Moonsnakes act just like Fire Bars, basically being the space counterpart to them, as they are featured in Starry Galaxy.

However, they do not burn minis, as they don't have fire underneath them. Gallery Logos Logo. Sound Wave : Can push away certain objects when close to them. Ledge Grab : Can grab on ledges after falling off a cliff, putting himself back to safety. Nintendo Switch. Nintendo 3DS. My Nintendo Store. Super Mario. The Legend of Zelda. Super Smash Bros. Animal Crossing. Mario Kart. Fire Emblem. New Style Boutique. Visit us on LinkedIn.

For more information, please visit our Support section. At the grand opening of Mario's third theme park, the first guests receive a new Mini Pauline toy. Donkey Kong arrives as the st guest and finds himself out of luck. He grabs Pauline and heads into the park with Mario and his Mini Marios in hot pursuit. The fourth game in the series adds new challenges and new opportunities for users to share what they have created. Edit and play : The latest instalment to the Mario vs.

Donkey Kong franchise to arrive on the Nintendo DS family of systems is an exciting action puzzle game in which players use the stylus to place objects like girders, springs, conveyer belts, pipes and ladders to guide the Mini Marios to the end door of each level. Using an intuitive tool kit, players can create new level maps and share them with members of the public near or far using the local wireless connection of the Nintendo DS or Nintendo Wi-Fi Connection and wireless broadband Internet access.

People can rate the levels and see which ones people like the best. Regular themed challenges will invite user-created entries that players can vote on. The top rated levels will be announced at the end of the challenges.



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