Editing Mario vs. Donkey Kong: Mini-Land Mayhem!

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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.
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. Also, some exit doors are locked and require the Mini with a key to unlock it (in levels designated as Key).
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.

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