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{{italic title|''Mario vs. Donkey Kong: Tipping Stars''}} | |||
{{italic title}} | {{Infobox | ||
{{ | |title=Mario vs. Donkey Kong: Tipping Stars | ||
|image=[[File:Mario | |image=[[File:Mario-dk-tipping-stars-boxart-eu-wii-u.jpg|250px]]<br>'''European Wii U box cover'''<br>[[File:Mario-dk-tipping-stars-boxart-eu-3ds.jpg|250px]]<br>'''European 3DS box cover''' | ||
|developer=[[Nintendo Software Technology Corporation]]<br>[[Nintendo | |developer=[[Nintendo Software Technology Corporation]]<br>[[Nintendo SPD|Nintendo SPD Group No. 3]] | ||
|publisher=[[Nintendo]] | |publisher=[[Nintendo]] | ||
| | |released={{released|USA|March 5, 2015|Japan|March 19, 2015|Europe|March 20, 2015|Australia|March 21, 2015}} | ||
|genre=[[Genre#Puzzle|Puzzle]] | |genre=[[Genre#Puzzle|Puzzle]] | ||
|ratings={{ratings|esrb=E|pegi=3|usk=0|acb=g}} | |ratings={{ratings|esrb=E|pegi=3|usk=0|acb=g}} | ||
|modes=Single | |modes=Single player | ||
|platforms=[[Wii U]]<br>[[Nintendo 3DS]] | |platforms=[[Wii U]]<br>[[Nintendo 3DS]] | ||
| | |media={{media|wiiu=1|wiiudl=1|3ds=1|3dsdl=1}} | ||
|input={{input|wiiu=1|3ds=1}} | |input={{input|wiiu=1|3ds=1}} | ||
}} | }} | ||
The game supports a form of {{wp|cross-platform play}}, where if one version of the game is bought off the | '''''Mario vs. Donkey Kong: Tipping Stars''''' is an action [[Genre#Puzzle|puzzle]] game for the [[Wii U]] and [[Nintendo 3DS]]. It is the sixth ''[[Mario vs. Donkey Kong (series)|Mario vs. Donkey Kong]]'' game overall and the first game in the series to be released on a home console. The game shares many elements with most of the series, where the principal goal is to navigate a number of [[Mini]]s to their exits, and also allows players to build their own levels in a mode called the Workshop. Players could share custom stages through [[Miiverse]], although this is now no longer possible. The focus of the game are the stars, which form a reward earned in accordance to how the player performs in levels. They are used to tip other players for their shared stages or unlock parts and new Minis for custom levels in the [[Workshop Store]]. The game is digital-only except in Japan. Game cases with download codes are sold in Europe. The Wii U version requires 0.93 GB of memory to be installed, and the Nintendo 3DS version requires 3200 blocks.<ref>European box arts</ref> | ||
The game supports a form of {{wp|cross-platform play}}, where if one version of the game is bought off the Nintendo eShop, the buyer receives a free download code of the other version. Levels can be shared between the Nintendo 3DS and Wii U versions of the game. | |||
==Story== | ==Story== | ||
As in previous ''Mario vs. Donkey Kong'' games, [[Pauline]] is once again | {{multiple image | ||
|align=left | |||
|direction=vertical | |||
|width=180 | |||
|footer=Mario's surprise party. | |||
|image1=MvDKTP-opening.png | |||
|caption1=The beginning of the story. | |||
|image2=MVDK_TS_Ending.jpg | |||
}} | |||
As in previous ''Mario vs. Donkey Kong'' games, [[Pauline]] is once again the victim of [[Donkey Kong]]'s kidnapping antics at the start of the game, although this time, no motivation is given. [[Mario]] quickly gives chase with his [[Mini Mario (toy)|Mini Mario]] toys in hopes of rescuing Pauline from Donkey Kong. | |||
After traversing six puzzle-filled worlds, while freeing cursed Mini Mario toys along the way, Mario catches up to Donkey Kong and Pauline in a darkened room. The lights are switched on, revealing Pauline, Donkey Kong, and two [[Toad (species)|Toads]] | After traversing six puzzle-filled worlds, while freeing cursed Mini Mario toys along the way, Mario catches up to Donkey Kong and Pauline in a darkened room. The lights are switched on quickly, revealing Pauline, Donkey Kong, and two [[Toad (species)|Toads]] standing in front of a "SURPRISE!" banner. | ||
The ruse revealed, Mario can then continue through more worlds and bonus levels knowing Pauline is safe. | |||
{{br|left}} | {{br|left}} | ||
==Gameplay== | ==Gameplay== | ||
As in the game's predecessors, the main goal of every stage is to simply lead all Mini toys to the end of the level, which is done by manipulating certain parts of the environment. Using the console's touchscreen, players are able to drag objects such as red girders, springs, conveyor belts, pipes, and lifts to guide the characters. | As in the game's predecessors, the main goal of every stage is to simply lead all Mini toys to the end of the level, which is done by manipulating certain parts of the environment. Using the console's touchscreen, players are able to drag objects such as red girders, springs, conveyor belts, pipes, and lifts to guide the characters. Notably, the gameplay of this title is largely simplified in comparison to the predecessors, barring elements such as boss battles and the ability to change direction of the Minis. | ||
The most common level type in the game is the Single-Door level, in which a lone [[ | The most common level type in the game is the Single-Door level, in which a lone [[door]] represents the objective. In order to clear a course, each Mini must be brought to the exit door, immediately followed by another. The first Mini toy to reach the exit commences a short timer which shuts the door after a few moments, locking away any other Mini toy if they do not reach the door in time and resulting in a [[Game Over]]. Multi-Door levels, a feature introduced in ''[[Mario vs. Donkey Kong: Mini-Land Mayhem!]]'', are also found in ''Tipping Stars'', where different Minis have to be rescued from Capsules and led through separate doors, each assigned to one of the Minis. In Multi-Door levels, there is no time limit between entering different doors. | ||
[[File:MvDKTSgameplay.jpg|thumb|left|250px|A [[Red Girder]] is being traced with the stylus from one rivet to another, allowing two Mini Marios to cross a gap. Such can many other objects in the game be used. While tracing an object, the background becomes black-and-white and any other elements stop moving, though the timer carries on.]] | [[File:MvDKTSgameplay.jpg|thumb|left|250px|A [[Red Girder]] is being traced with the stylus from one rivet to another, allowing two Mini Marios to cross a gap. Such can many other objects in the game be used. While tracing an object, the background becomes black-and-white and any other elements stop moving, though the timer carries on.]] | ||
Each world contains eight levels and follows a specific formula: | Each world contains eight levels and follows a specific formula: | ||
*the first level of every world introduces a new game mechanic, which becomes recurrent from that point onward. | *the first level of every world introduces a new game mechanic, which becomes recurrent from that point onward. | ||
*the third level and, sometimes, sixth level is where enemies that cause damage, like [[Shy Guy]] | *the third level and, sometimes, sixth level is where enemies that cause damage, like [[Shy Guy (toy)|Shy Guys]], [[Pokey (toy)|Pokeys]] or [[Thwomp]]s, appear. | ||
*the fourth level is always a Multi-Door course, the rest being Single-Door. | *the fourth level is always a Multi-Door course, the rest being Single-Door. | ||
*the fifth level is marked by the presence of a type of | *the fifth level is marked by the presence of a type of Kong toy, such as [[Circus Kong]]s, [[Cannon Kong]]s or [[Capture Kong]]s. | ||
*the seventh level has a locked exit, which can only be opened by a [[Key]] Mini Mario. | *the seventh level has a locked exit, which can only be opened by a [[Key]] Mini Mario. | ||
*instead of a boss battle as in the predecessors, every world is closed by a level where a [[Cursed Mini Mario]] has to be reverted to its normal state by hitting it with [[Hammer]]s, then escorted along with the other Minis to the | *instead of a boss battle as in the predecessors, every world is closed by a level where a [[Cursed Mini Mario]] has to be reverted to its normal state by hitting it with [[Hammer]]s, then escorted along with the other Minis to the exit door. | ||
A level must be finished within its time limit, always set to 300 seconds. Otherwise, the result will be a Game Over. Other causes of a Game Over include falling on spikes, falling from a height of ten blocks or more, failing to enter the | |||
A level must be finished within its time limit, always set to 300 seconds. Otherwise, the result will be a Game Over. Other causes of a Game Over include falling on spikes, falling from a height of ten blocks or more, failing to enter the goal door before it closes, and coming into contact with an enemy such as a [[Shy Guy (toy)|Shy Guy]] or a [[Pokey (toy)|Pokey]].<ref>[https://www.nintendo.com/consumer/downloads/manual-3DS-mario-vs-donkey-kong-tipping-stars-en.pdf ''Mario vs. Donkey Kong: Tipping Stars'' digital manual]</ref> The only possibility to combat these enemies is by using Hammers, which are acquired for a short time and function similarly to the hammer from the ''[[Donkey Kong (game)|Donkey Kong]]'' arcade game. | |||
When there are only 30 seconds left in the timer, a frantic melody starts playing, prompting the player to hurry and finish the level. | |||
===Scoring system and stars=== | ===Scoring system and stars=== | ||
[[File:MvDKTSlevelcomplete.jpg|thumb|250px|Earning stars after completing a level]] | [[File:MvDKTSlevelcomplete.jpg|thumb|250px|Earning stars after completing a level]] | ||
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===Workshop=== | ===Workshop=== | ||
{{multiple image | |||
|align=right | |||
The | |direction=vertical | ||
{{br}} | |footer=The level editor, as seen on both the TV or monitor screen and the Wii U GamePad | ||
|image1=MvDKTS workshop tv.jpg | |||
|width1=250 | |||
|image2=MvDKTS workshop gamepad.jpg | |||
|width2=143 | |||
}} | |||
The Workshop mode allows players to build, store and share custom levels. A total of 50 custom levels can be stored, but only up to 20 could be shared online. Levels can be transferred between both the Nintendo 3DS and the Wii U versions of the game. The [[Workshop Store]] is a section in the Workshop where collected/received stars can be used to unlock objects and other elements for use in the level editor. | |||
The player can either edit and finish one of the three built-in templates, or start building from scratch. In the latter case, building starts out with a Mini Mario, an M Coin, and a Goal Door lined above a plain ground floor, elements without which a level cannot be created. As with most other parts of the game, the touchscreen must be used to preform any action within the editor, while the top screen is reserved to show the entirety of the level, with a frame highlighting the part of the level that is currently shown on the bottom screen. The editing space is navigated using the direction pad or the analog stick. It is grid-based and its size can be increased by dragging a cursor located in the top-right corner. | |||
There is a toolbar at the top of the editor which contains, in the following order: | |||
*two buttons which open drop-down menus where the player can locate and select elements to use in the level; | |||
**the first menu lists fixed objects (Cannons, Ladders, Color Switches etc.) and resource items (Red Girders, Purple Conveyors, Blue Lifts etc.); | |||
**the second menu lists collectables, Minis, and enemies; | |||
*a hand cursor which allows the player to place objects on the screen; it also works as a selection tool, which can be used to select multiple objects and move them together; | |||
*a tool which is used to flip characters and enemies; | |||
*an eraser tool which is used to remove elements on the screen with a single tap; multiple elements can be removed by dragging a selection rectangle around them while the eraser tool is active; | |||
*two buttons that undo or redo the player's actions; | |||
*a button which saves the level in its current state and allows the player to test it; | |||
*a settings button which allows the player to set or change the level's name, background theme, and image icon. | |||
{{multiple image | |||
| align = center | |||
| width = 200 | |||
| header = The three unfinished level templates in the Workshop | |||
| image1 = MvDKTStemplate1.jpg|200px | |||
| caption1 = <center>Template 1<br>(uses [[Rolling Hills]] background)</center> | |||
| image2 = MvDKTStemplate2.jpg|200px | |||
| caption2 = <center>Template 2<br>(uses [[Crumbling Cavern]] background)</center> | |||
| image3 = MvDKTStemplate3.jpg|200px | |||
| caption3 = <center>Template 3<br>(uses [[Twilight Valley]] background)</center> | |||
}} | |||
===Community=== | ===Community=== | ||
The game presented online functions, which were paired with [[Miiverse]]. However, as of November 7, 2017, when the service was shut down, they are no longer available. Before the discontinuation, levels could be shared trough the Community option. Players could play and 'Yeah' shared levels. Stars earned in the main game or by playing user-created levels could be tipped to level creators, which unlocked Miiverse [[stamp]]s for the tippers and gave more stars to the tipped. Levels could be sorted by "Popular", "Latest", "Saved" (there was a download feature), "Friends & Followed", "[[List of official Mario vs. Donkey Kong: Tipping Stars online levels|Official Levels]]", and "Street Pass". | |||
The game presented online functions, which were paired with [[Miiverse]]. However, as of November 7, 2017, when the service was shut down, | |||
Both the Workshop mode and the Community mode are based on a user profile that was activated when users first entered either of them. Players without a profile have currently no access to the Community, but those who had | Both the Workshop mode and the Community mode are based on a user profile that was activated when users first entered either of them. Players without a profile have currently no access to the Community, but those who have had a profile prior to the dicontinuation of [[Miiverse]] can still enter it, although it is devoid of levels. Players can click their [[Mii]] icon to access their own user profile, which displays some information linked to the service: the number of 'Yeah's received on their levels, comments posted, and stars tipped to other players, as well as the number of shared levels. Likewise, the SpotPass funcionality can be adjusted there. The profiles of other players could be accessed in Community mode via comments they had posted on other levels. Their region could be determined by the color behind their Mii on the profile picture, which was red for Japan, yellow for Europe and Oceania, and blue for the Americas . | ||
===Help Mode=== | ===Help Mode=== | ||
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In the main Game and Bonus menus, tips are related to gameplay. They are the following: | In the main Game and Bonus menus, tips are related to gameplay. They are the following: | ||
{|width=100% | {|width=100% border=1 style=" border-collapse: collapse; border: 1px solid black; margin:auto" | ||
|'''Chain Rule:''' ''Minis must reach the goal close together, otherwise the M Door will shut and lock the others out.'' | |'''Chain Rule:''' ''Minis must reach the goal close together, otherwise the M Door will shut and lock the others out.'' | ||
|- | |- | ||
|'''Items:''' ''Items like Red Girders can be placed, picked up, and placed again.'' | |'''Items:''' ''Items like Red Girders can be placed, picked up, and placed again.'' | ||
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|'''Earning Gold Trophies:''' ''Pick up all the coins and reach the door quickly to earn a high score and a gold trophy.'' | |'''Earning Gold Trophies:''' ''Pick up all the coins and reach the door quickly to earn a high score and a gold trophy.'' | ||
|} | |} | ||
In the Workshop menu, tips are related to building levels and sharing them: | In the Workshop menu, tips are related to building levels and sharing them: | ||
{|width=100% border=1 style=" border-collapse: collapse; border: 1px solid black; margin:auto" | |||
{|width=100% | |||
|'''Earning Tips:''' '' Share your level to earn stars! Online levels will earn stars when they are played. They can also earn stars when players tip you.'' | |'''Earning Tips:''' '' Share your level to earn stars! Online levels will earn stars when they are played. They can also earn stars when players tip you.'' | ||
|- | |- | ||
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Finally, the Community menu offered tips related to users found online and the interaction with them: | Finally, the Community menu offered tips related to users found online and the interaction with them: | ||
{|width=100% | {|width=100% border=1 style=" border-collapse: collapse; border: 1px solid black; margin:auto" | ||
|'''Profiles:''' ''Access a player's profile by selecting their Mii from the comments list. | |'''Profiles:''' ''Access a player's profile by selecting their Mii from the comments list. | ||
|- | |- | ||
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===Controls=== | ===Controls=== | ||
*{{button|3ds|Stylus}} – drag or tap objects; navigate menus | *{{button|3ds|Stylus}} – drag or tap objects; navigate menus | ||
*{{button | *{{button|Pad}} / {{button|Stick}} – navigate level | ||
*{{button|3ds|Start}} / {{button|wiiu|Plus}} – pause game | *{{button|3ds|Start}} / {{button|wiiu|Plus}} – pause game | ||
==Characters== | ==Characters== | ||
The cast is primarily composed of the [[Mini]] toys, which are the focus of the ''Mario vs. Donkey Kong'' series. | The cast is primarily composed of the [[Mini]] toys, which are the focus of the ''Mario vs. Donkey Kong'' series. Despite the fact that [[Mario]] and [[Donkey Kong]] are titular characters, they only fulfill minor roles, appearing only on the title screen and the game's few cutscenes. In addition, Mario can be heard exclaiming "Way to go!" after collecting all coins in a level. [[Pauline]] and a few [[Toad (species)|Toads]] also make appearances in the cutscenes. | ||
The protagonistic Minis do not behave differently from each other. They all simply walk from side to side, interacting with the environment at times. The only Mini that does, however, differentiate from the others is the Cursed Mini Mario, which is a possessed Mini Mario that smashes any other Mini on contact. It can be turned back to a normal Mini Mario if hit with Hammers or if [[Slope Slide|slope slid]] onto it. | |||
<gallery> | <gallery> | ||
MVSDK Wii U Mini Mario alt.png|[[Mini Mario (toy)|Mini Mario]] | MVSDK Wii U Mini Mario alt.png|[[Mini Mario (toy)|Mini Mario]] | ||
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==Worlds== | ==Worlds== | ||
[[File:Dashing Desert.jpg|thumb| | [[File:Dashing Desert.jpg|thumb|right|Dashing Desert]] | ||
Each of the eight main worlds of the game (six standard, two extra) introduces a new mechanic and | Each of the eight main worlds of the game (six standard, two extra) introduces a new mechanic, and is divided into eight levels; the last one in each world is always centered around a [[Cursed Mini Mario]]. Levels in the main game are unlocked in a classic manner, i.e. by completing any level that preceded them. | ||
Apart from the main game, there are 24 additional levels to unlock in a separate, Bonus feature. The player unlocks a bonus level for every 4 gold trophies obtained in the main game, except for [[Level B-21]] onward, when levels are unlocked for each gold trophy earned. In order to unlock all [[Bonus Levels]], the player has to acquire a total of 87 gold trophies. Compared to levels from the main game, Bonus Levels are to be noted for using previous gameplay mechanics in challenging ways, resulting in increased difficulty. Each world from the main game is the setting of two consecutive Bonus Levels. | |||
Between the Nintendo 3DS and the Wii U versions of the game, levels have slight design differences to accommodate to the screen of the console. As a result, puzzles might sometimes require a different solution depending on the version they appear in. | |||
{{see also|List of official Mario vs. Donkey Kong: Tipping Stars online levels}} | {{see also|List of official Mario vs. Donkey Kong: Tipping Stars online levels}} | ||
{|width=100% | |||
!colspan= | {|width=100% cellspacing=0 border=2 cellpadding=3 style="border-collapse:collapse;" | ||
! colspan=4 style="background:#C71D1D; height:50px;" align=center | <span style="color:#FFFFFF">'''Main worlds'''</span> | |||
|- | |- | ||
|width=25% align="center"|[[File:MvsDKTS1-2.jpg|250px]] | |width=25% align="center" style="background:#30B9FD"|[[File:MvsDKTS1-2.jpg|250px]] | ||
|World 1<br>'''[[Rolling Hills]]'''<br>Introduces the simple mechanics used throughout the game, such as | |width=25% align="center" style="background:#0C834B"|[[File:MvsDKTS2-5.jpg|250px]] | ||
|width=25% align="center" style="background:#C46837"|[[File:MvsDKTS3-2.jpg|250px]] | |||
|width=25% align="center" style="background:#303F68"|[[File:MvsDKTS4-3.jpg|250px]] | |||
|- style="vertical-align: top;" | |||
|align="center"|World 1<br>'''[[Rolling Hills]]'''<br>Introduces the simple mechanics used throughout the game, such as girders, rivets and ladders. Except for Cursed Mini Mario at the end, only a single Shy Guy and two Circus Kongs are present as enemies.<br>'''Levels'''<br>[[Level 1-1 (Mario vs. Donkey Kong: Tipping Stars)|1-1]] • [[Level 1-2 (Mario vs. Donkey Kong: Tipping Stars)|1-2]] • [[Level 1-3 (Mario vs. Donkey Kong: Tipping Stars)|1-3]] • [[Level 1-4 (Mario vs. Donkey Kong: Tipping Stars)|1-4]]<br>[[Level 1-5 (Mario vs. Donkey Kong: Tipping Stars)|1-5]] • [[Level 1-6 (Mario vs. Donkey Kong: Tipping Stars)|1-6]] • [[Level 1-7|1-7]] • [[Level 1-8|1-8]] | |||
|align="center"|World 2<br>'''[[Jumpy Jungle (Mario vs. Donkey Kong: Tipping Stars)|Jumpy Jungle]]'''<br>A world that focuses on the use of Horizontal and Vertical [[Springboard|Springs]]. Circus Kongs are also present here.<br>'''Levels'''<br>[[Level 2-1 (Mario vs. Donkey Kong: Tipping Stars)|2-1]] • [[Level 2-2 (Mario vs. Donkey Kong: Tipping Stars)|2-2]] • [[Level 2-3 (Mario vs. Donkey Kong: Tipping Stars)|2-3]] • [[Level 2-4 (Mario vs. Donkey Kong: Tipping Stars)|2-4]]<br>[[Level 2-5 (Mario vs. Donkey Kong: Tipping Stars)|2-5]] • [[Level 2-6 (Mario vs. Donkey Kong: Tipping Stars)|2-6]] • [[Level 2-7|2-7]] • [[Level 2-8|2-8]] | |||
|align="center"|World 3<br>'''[[Runaway Warehouse]]'''<br>The emphasis of this world are the conveyor belts, many of which are purple and can be stretched between rivets. There are enemies as well, such as Thwomps and Cannon Kongs.<br>'''Levels'''<br>[[Level 3-1 (Mario vs. Donkey Kong: Tipping Stars)|3-1]] • [[Level 3-2 (Mario vs. Donkey Kong: Tipping Stars)|3-2]] • [[Level 3-3 (Mario vs. Donkey Kong: Tipping Stars)|3-3]] • [[Level 3-4 (Mario vs. Donkey Kong: Tipping Stars)|3-4]]<br>[[Level 3-5 (Mario vs. Donkey Kong: Tipping Stars)|3-5]] • [[Level 3-6 (Mario vs. Donkey Kong: Tipping Stars)|3-6]] • [[Level 3-7|3-7]] • [[Level 3-8|3-8]] | |||
|align="center"|World 4<br>'''[[Crumbling Cavern]]'''<br>A place teeming with Movable Pipes, green pipes which can be positioned conveniently. A few Fire Piranha Plants inhabit this world.<br>'''Levels'''<br>[[Level 4-1 (Mario vs. Donkey Kong: Tipping Stars)|4-1]] • [[Level 4-2 (Mario vs. Donkey Kong: Tipping Stars)|4-2]] • [[Level 4-3 (Mario vs. Donkey Kong: Tipping Stars)|4-3]] • [[Level 4-4 (Mario vs. Donkey Kong: Tipping Stars)|4-4]]<br>[[Level 4-5 (Mario vs. Donkey Kong: Tipping Stars)|4-5]] • [[Level 4-6 (Mario vs. Donkey Kong: Tipping Stars)|4-6]] • [[Level 4-7|4-7]] • [[Level 4-8|4-8]] | |||
|- | |- | ||
|width=25% align="center"|[[File: | |width=25% align="center" style="background:#997D4E"|[[File:MvsDKTS5-5.jpg|250px]] | ||
|width=25% align="center" style="background:#E16F91"|[[File:MvsDKTS6-2.jpg|250px]] | |||
|width=25% align="center" style="background:#6255A4"|[[File:MvsDKTSe1-8.jpg|250px]] | |||
|width=25% align="center"|[[File: | |width=25% align="center" style="background:#6255A4"|[[File:MvsDKTSe2-5.jpg|250px]] | ||
| | |- style="vertical-align: top;" | ||
|align="center"|World 5<br>'''[[Dashing Desert]]'''<br>This world introduces Blue Lifts and also marks the first appearance of Pokeys and Capture Kongs in the game.<br>'''Levels'''<br>[[Level 5-1 (Mario vs. Donkey Kong: Tipping Stars)|5-1]] • [[Level 5-2 (Mario vs. Donkey Kong: Tipping Stars)|5-2]] • [[Level 5-3 (Mario vs. Donkey Kong: Tipping Stars)|5-3]] • [[Level 5-4 (Mario vs. Donkey Kong: Tipping Stars)|5-4]]<br>[[Level 5-5 (Mario vs. Donkey Kong: Tipping Stars)|5-5]] • [[Level 5-6 (Mario vs. Donkey Kong: Tipping Stars)|5-6]] • [[Level 5-7|5-7]] • [[Level 5-8|5-8]] | |||
|width=25% align="center"|[[File: | |align="center"|World 6<br>'''[[Twilight Valley]]'''<br>The last world before the game's conclusion. It adds Pink Blocks to the gameplay, which act as solid walls and platforms and can be placed or removed.<br>'''Levels'''<br>[[Level 6-1 (Mario vs. Donkey Kong: Tipping Stars)|6-1]] • [[Level 6-2 (Mario vs. Donkey Kong: Tipping Stars)|6-2]] • [[Level 6-3 (Mario vs. Donkey Kong: Tipping Stars)|6-3]] • [[Level 6-4 (Mario vs. Donkey Kong: Tipping Stars)|6-4]]<br>[[Level 6-5 (Mario vs. Donkey Kong: Tipping Stars)|6-5]] • [[Level 6-6 (Mario vs. Donkey Kong: Tipping Stars)|6-6]] • [[Level 6-7|6-7]] • [[Level 6-8|6-8]] | ||
| | |colspan=2 align="center"|Worlds E1 and E2<br>'''[[Orbiting Observatory]]'''<br>Two extra worlds in the main game, in which magnet surfaces are first explored. Many other elements introduced in previous worlds appear.<br>'''Levels'''<br>[[Level E1-1|E1-1]] • [[Level E1-2|E1-2]] • [[Level E1-3|E1-3]] • [[Level E1-4|E1-4]] • [[Level E1-5|E1-5]] • [[Level E1-6|E1-6]] • [[Level E1-7|E1-7]] • [[Level E1-8|E1-8]]<br>[[Level E2-1|E2-1]] • [[Level E2-2|E2-2]] • [[Level E2-3|E2-3]] • [[Level E2-4|E2-4]] • [[Level E2-5|E2-5]] • [[Level E2-6|E2-6]] • [[Level E2-7|E2-7]] • [[Level E2-8|E2-8]] | ||
| | |||
|World 5<br>'''[[Dashing Desert]]'''<br>This world introduces Blue Lifts and also marks the first appearance of Pokeys and Capture Kongs in the game.<br>'''Levels'''<br>[[Level 5-1 (Mario vs. Donkey Kong: Tipping Stars)|5-1]] • [[Level 5-2 (Mario vs. Donkey Kong: Tipping Stars)|5-2]] • [[Level 5-3 (Mario vs. Donkey Kong: Tipping Stars)|5-3]] • [[Level 5-4 (Mario vs. Donkey Kong: Tipping Stars)|5-4]] | |||
| | |||
|World 6<br>'''[[Twilight Valley]]'''<br>The last world before the game's conclusion. It adds Pink Blocks to the gameplay, which act as solid walls and platforms and can be placed or removed.<br>'''Levels'''<br>[[Level 6-1 (Mario vs. Donkey Kong: Tipping Stars)|6-1]] • [[Level 6-2 (Mario vs. Donkey Kong: Tipping Stars)|6-2]] • [[Level 6-3 (Mario vs. Donkey Kong: Tipping Stars)|6-3]] • [[Level 6-4 (Mario vs. Donkey Kong: Tipping Stars)|6-4]] | |||
| | |||
|} | |} | ||
{|width=100% | {|width=100% cellspacing=0 border=2 cellpadding=3 style="border-collapse:collapse;" | ||
!colspan=4 style="height:50px;"align=center|[[Bonus Levels | ! colspan=4 style="background:#6C9CFE; height:50px;" align=center | [[Bonus Levels]] | ||
|- | |- | ||
|align="center"|'''[[Bonus 3]]'''<br>'''Levels'''<br>[[Level B-17|B-17]] • [[Level B-18|B-18]] • [[Level B-19|B-19]] • [[Level B-20|B-20]] | |align="center"|'''[[Bonus 1]]'''<br>'''Levels'''<br>[[Level B-1|B-1]] • [[Level B-2|B-2]] • [[Level B-3|B-3]] • [[Level B-4|B-4]]<br>[[Level B-5|B-5]] • [[Level B-6|B-6]] • [[Level B-7|B-7]] • [[Level B-8|B-8]] | ||
|align="center"|'''[[Bonus 2]]'''<br>'''Levels'''<br>[[Level B-9|B-9]] • [[Level B-10|B-10]] • [[Level B-11|B-11]] • [[Level B-12|B-12]]<br>[[Level B-13|B-13]] • [[Level B-14|B-14]] • [[Level B-15|B-15]] • [[Level B-16|B-16]] | |||
|align="center"|'''[[Bonus 3]]'''<br>'''Levels'''<br>[[Level B-17|B-17]] • [[Level B-18|B-18]] • [[Level B-19|B-19]] • [[Level B-20|B-20]]<br>[[Level B-21|B-21]] • [[Level B-22|B-22]] • [[Level B-23|B-23]] • [[Level B-24|B-24]] | |||
|} | |} | ||
===Other areas=== | ===Other areas=== | ||
There are four unlockable backgrounds in the Workshop | There are four unlockable backgrounds in the Workshop Store—Winding Ravine, Swirling Courtyard, Clattering Cabin and Shimmering Gold Palace—which can be used by players to decorate levels created by them in the editor. Although these areas do not have their own worlds in the main game, they theme some of the [[Bonus Levels]]. In the Workshop, there is an additional Editor Land theme, although none of the pre-built levels feature it. | ||
{|width=100% border=1 style=" border-collapse: collapse; border: 1px solid black; margin:auto" | |||
{|width=100% | |||
|{{anchor|Winding Ravine}}'''Winding Ravine''' is a sky area with rocky peaks and crags seen in the far background. Many huge, colorful mushrooms are grown above the clouds. Winding Ravine is set at dusk, as there are many stars visible in the sky. | |{{anchor|Winding Ravine}}'''Winding Ravine''' is a sky area with rocky peaks and crags seen in the far background. Many huge, colorful mushrooms are grown above the clouds. Winding Ravine is set at dusk, as there are many stars visible in the sky. | ||
Line 175: | Line 211: | ||
|[[File:MvDKTSB-17 3DS.png|250px]] | |[[File:MvDKTSB-17 3DS.png|250px]] | ||
|- | |- | ||
|{{anchor|Swirling Courtyard}}'''Swirling Courtyard''' is an area located closely to [[Peach's Castle]]. Numerous arches with crenels surrounding the foreground are patterned with [[Super Star|star]]s, as well as some heraldic banners containing [[ | |{{anchor|Swirling Courtyard}}'''Swirling Courtyard''' is an area located closely to [[Princess Peach's Castle]]. Numerous arches with crenels surrounding the foreground are patterned with [[Super Star|star]]s, as well as some heraldic banners containing [[Golden Mushroom]] badges. Further behind, beyond a shrub garden where several white pigeons fly around, lie the castle ramparts, with an opening visible. On a hill continuing even further and behind some towers is the castle itself. The music that plays in Swirling Courtyard is reused from [[Teatime Twirl]] in ''[[Mario vs. Donkey Kong: Mini-Land Mayhem!]]'' | ||
This area decorates levels [[Level B-18|B-18]], [[Level B-19|B-19]] and [[Level B-20|B-20]]. | This area decorates levels [[Level B-18|B-18]], [[Level B-19|B-19]] and [[Level B-20|B-20]]. | ||
|[[File:MvDKTSB-18 3DS.png|250px]] | |[[File:MvDKTSB-18 3DS.png|250px]] | ||
|- | |- | ||
|{{anchor|Clattering Cabin}}'''Clattering Cabin''' is a sinister and gloomy building with large Gothic windows and architecture. Many torches are placed on the walls, and there is a lot of old furniture as well. The area features two staircases leading to a big corridor. Next to the staircases is a {{wp|Longcase clock|grandfather clock}} with a pendulum resembling a Shy Guy mask, and under the staircases, the portrait of a [[Shy Guy]]. The music that plays in Clattering Cabin is a retuned version of [[Warped Mansion]]'s music from | |{{anchor|Clattering Cabin}}'''Clattering Cabin''' is a sinister and gloomy building with large Gothic windows and architecture. Many torches are placed on the walls, and there is a lot of old furniture as well. The area features two staircases leading to a big corridor. Next to the staircases is a {{wp|Longcase clock|grandfather clock}} with a pendulum resembling a Shy Guy mask, and under the staircases, the portrait of a [[Shy Guy]]. The music that plays in Clattering Cabin is a retuned version of [[Warped Mansion]]'s music from the previous game in the series. | ||
This area decorates levels [[Level B-21|B-21]], [[Level B-22|B-22]] and [[Level B-23|B-23]]. | This area decorates levels [[Level B-21|B-21]], [[Level B-22|B-22]] and [[Level B-23|B-23]]. | ||
|[[File:MvDKTSB-21 3DS.png|250px]] | |[[File:MvDKTSB-21 3DS.png|250px]] | ||
|- | |- | ||
|{{anchor|Shimmering Gold Palace}}'''Shimmering Gold Palace''', or simply '''Gold Palace''' | |{{anchor|Shimmering Gold Palace}}'''Shimmering Gold Palace''', or simply '''Gold Palace'''<ref>"Gold Palace Theme" in the [[Workshop Store]]</ref>, is an area with piles of treasure gathered around a gilded palace. Structures present around the main building include towers and ramparts with many windows. The music that plays in Shimmering Gold Palace levels is an arrangement of the [[Invincible Mario|invincibility]] theme from the ''[[Mario (franchise)|Mario]]'' franchise. | ||
This area only decorates [[Level B-24]]. | This area only decorates [[Level B-24]]. | ||
|[[File:MvDKTSB-24 3DS.png|250px]] | |[[File:MvDKTSB-24 3DS.png|250px]] | ||
|- | |- | ||
|{{anchor|Editor Land}}'''Editor Land''' is an area that resembles the editing space in the Workshop, having a grid | |{{anchor|Editor Land}}'''Editor Land''' is an area that resembles the editing space in the Workshop, having a large grid wall standing right beside the foreground. This is the only Workshop background not to decorate any pre-loaded levels from the game. | ||
|[[File:MvsDKTSofficial3.jpg|250px]] | |[[File:MvsDKTSofficial3.jpg|250px]] | ||
|} | |} | ||
<br clear=all> | |||
==Objects== | ==Objects== | ||
The game's numerous objects can be split into three categories: collectibles, objects that can be obtained only by a Mini toy; resource items, which can be stockpiled and moved or dragged on the screen using the console's | The game's numerous objects can be split into three categories: collectibles, objects that can be obtained only by a Mini toy; resource items, which can be stockpiled and moved or dragged on the screen using the console's stylus; and fixed objects, which cannot usually be modified but can be manipulated to help the Minis advance through a stage. | ||
{|width=100% | |||
!colspan=2 align="center"|Collectibles | {|width=100% cellspacing=0 border=2 cellpadding=3 style="border-collapse:collapse;" | ||
!colspan=2 style="background:gold" align="center"| Collectibles | |||
|- | |- | ||
!width=15%|Item | !width=15% |Item | ||
!About | !About | ||
|- | |- | ||
|align="center"|[[File:MvDKTScoin.jpg]][[File:MvDKTSbigcoin.jpg]]<br>[[Coin]]s | |style="background:#E3F0F9" align="center"|[[File:MvDKTScoin.jpg]][[File:MvDKTSbigcoin.jpg]]<br>[[Coin]]s | ||
|Items found in every level, usually arranged in rows of three or more. Each awards the player 100 points for the score. Among these coins, there is also a [[10 | |Items found in every level, usually arranged in rows of three or more. Each awards the player 100 points for the score. Among these coins, there is also a [[10 Gold Coin|large]] variety that is worth ten normal coins and, therefore, 1000 points. The player needs to collect all coins in a level in order to achieve three stars for that level. | ||
|- | |- | ||
|align="center"|[[File:MvDKTShammers.jpg]]<br>[[Hammer]]s | |style="background:#E3F0F9" align="center"|[[File:MvDKTShammers.jpg]]<br>[[Hammer]]s | ||
|A pair of weapons that can be used by the Minis to combat enemies or destroy | |A pair of weapons that can be used by the Minis to combat enemies or destroy Rocks. They are acquired for a short time and are banged repeatedly on the ground, confering the Mini that wields them a short period of invincibility. After they disappear, Hammers respawn in their initial position, allowing another use. If a Mini comes into contact with a Ladder or a Blue Lift while the Hammers are in use, they will be thrown high up in the air and can be picked up again if the Mini reaches the end of these objects in time. | ||
|- | |- | ||
|align="center"|[[File:MvDKTSmcoin.jpg]]<br>[[M-Token|M Coin]] | |style="background:#E3F0F9" align="center"|[[File:MvDKTSmcoin.jpg]]<br>[[M-Token|M Coin]] | ||
|A special "M"-stamped coin that is worth 2000 points. Only one appears in every stage. Like the other types of coins, collecting the M Coin is mandatory to obtain a three-star rating in a level. | |A special "M"-stamped coin that is worth 2000 points. Only one appears in every stage. Like the other types of coins, collecting the M Coin is mandatory to obtain a three-star rating in a level. | ||
|- | |- | ||
|align="center"|[[File:MvDKTSgirderpickup.jpg]][[File:MvDKTSbiggirderpickup.jpg]]<br>[[File:MvDKTSliftpickup.jpg]][[File:MvDKTSbigliftpickup.jpg]]<br>[[File:MvDKTSconveyorpickup.jpg]][[File:MvDKTSbigconveyorpickup.jpg]]<br>[[Pickup]]s | |style="background:#E3F0F9" align="center"|[[File:MvDKTSgirderpickup.jpg]][[File:MvDKTSbiggirderpickup.jpg]]<br>[[File:MvDKTSliftpickup.jpg]][[File:MvDKTSbigliftpickup.jpg]]<br>[[File:MvDKTSconveyorpickup.jpg]][[File:MvDKTSbigconveyorpickup.jpg]]<br>[[Pickup]]s | ||
|Collectibles that increase the amount of resource items the player has, such as Girders, Blue Lifts and Purple Conveyors. However, they cannot be grabbed with the stylus; Minis are required to walk into them instead. | |Collectibles that increase the amount of resource items the player has, such as Girders, Blue Lifts and Purple Conveyors. However, they cannot be grabbed with the stylus; Minis are required to walk into them instead. | ||
|- | |- | ||
!colspan=2 align="center"|Resource items | !colspan=2 style="background:#6C9CFE" align="center"| Resource items | ||
|- | |- | ||
!width=10%|Item | !width=10% |Item | ||
!About | !About | ||
|- | |- | ||
|align="center"|[[File:MvDKTSbluelift.jpg]]<br>[[Blue Lift]] | |style="background:#E3F0F9" align="center"|[[File:MvDKTSbluelift.jpg]]<br>[[Blue Lift]] | ||
|A vertical succession of platforms that can be built between two blue rivets, only if one is located directly above the other. The movement of the platforms in a Blue Lift is determined by the direction of the swipe that created the Blue Lift. Upon encountering a Blue Lift, Minis will stop walking and will take the lift in the direction it moves, helping them reach platforms that are located underneath or above. | |A vertical succession of platforms that can be built between two blue rivets, only if one is located directly above the other. The movement of the platforms in a Blue Lift is determined by the direction of the swipe that created the Blue Lift. Upon encountering a Blue Lift, Minis will stop walking and will take the lift in the direction it moves, helping them reach platforms that are located underneath or above. | ||
|- | |- | ||
|align="center"|[[File:MvDKTShighspring.jpg]][[File:MvDKTSlongspring.jpg]]<br>[[High Spring]] and<br>[[Long Spring]] | |style="background:#E3F0F9" align="center"|[[File:MvDKTShighspring.jpg]][[File:MvDKTSlongspring.jpg]]<br>[[Springboard#Mario vs. Donkey Kong series|High Spring]] and<br>[[Springboard#Mario vs. Donkey Kong series|Long Spring]] | ||
|Trampolines that help the Minis bounce to higher areas. High Springs are | |Trampolines that help the Minis bounce to higher areas. High Springs are violet 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. | ||
|- | |- | ||
|align="center"|[[File:MvDKTSmovablepipe.jpg]]<br>[[Movable Pipe]]s | |style="background:#E3F0F9" align="center"|[[File:MvDKTSmovablepipe.jpg]]<br>[[Movable Pipe]]s | ||
|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. | |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. | ||
|- | |- | ||
|align="center"|[[File:MvDKTSpinkblocks.jpg]]<br>[[Pink Block]] | |style="background:#E3F0F9" align="center"|[[File:MvDKTSpinkblocks.jpg]]<br>[[Pink Block]] | ||
|A block that can be picked up with the stylus and then used to fill a special slot by tapping on it. Pink Blocks come in formations, and act as platforms or walls to guide the Minis. | |A block that can be picked up with the stylus and then used to fill a special slot by tapping on it. Pink Blocks come in formations, and act as platforms or walls to guide the Minis. | ||
|- | |- | ||
|align="center"|[[File:MvDKTSpurpleconveyor.jpg]]<br>[[Purple Conveyor]] | |style="background:#E3F0F9" align="center"|[[File:MvDKTSpurpleconveyor.jpg]]<br>[[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, Purple Conveyors also turn them back if they are in opposing directions, without the need of a wall. | |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, Purple Conveyors also turn them back if they are in opposing directions, without the need of a wall. | ||
|- | |- | ||
|align="center"|[[File:MvDKTSredgirder.jpg]]<br>[[Red Girder]] | |style="background:#E3F0F9" align="center"|[[File:MvDKTSredgirder.jpg]]<br>[[Red Girder]] | ||
|A platform that can be created by connecting two rivets of the corresponding color. The main game only contains red Girders, but the Workshop mode allows the player to use Girders of different colors, associated with a playable character (green—Mini Luigi, blue and white—Mini Toad, pink—Mini Peach etc.) If Red Girders are positioned horizontally or slightly slanting, the Minis can walk on them as on normal platforms. If their slant is too abrupt, they cause the Minis to [[Slope Slide|slide]] on them as on a slope. If they are positioned vertically, they act as walls that prevent the Minis from walking further. Red Girders can be passed from underneath, making them [[ | |A platform that can be created by connecting two rivets of the corresponding color. The main game only contains red Girders, but the Workshop mode allows the player to use Girders of different colors, associated with a playable character (green—Mini Luigi, blue and white—Mini Toad, pink—Mini Peach etc.) If Red Girders are positioned horizontally or slightly slanting, the Minis can walk on them as on normal platforms. If their slant is too abrupt, they cause the Minis to [[Slope Slide|slide]] on them as on a slope. If they are positioned vertically, they act as walls that prevent the Minis from walking further. Red Girders can be passed from underneath, making them [[Semi-Solid Platform|semi-solid]]. | ||
|- | |- | ||
!colspan=2 align="center"|Fixed objects | !colspan=2 style="background:#C71D1D" align="center"| <span style="color:#FFFFFF">Fixed objects</span> | ||
|- | |- | ||
!width=10%|Item | !width=10% |Item | ||
!About | !About | ||
|- | |- | ||
|align="center"|[[File:MvDKTScannon.jpg]]<br>[[Cannon#Mario vs. Donkey Kong series|Cannon]] | |style="background:#E3F0F9" align="center"|[[File:MvDKTScannon.jpg]]<br>[[Cannon#Mario vs. Donkey Kong series|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 | |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 Rocks and enemies to destroy them. | ||
|- | |- | ||
|align="center"|[[File:MvDKTScolorswitches.jpg]]<br>[[Color Switch]]es | |style="background:#E3F0F9" align="center"|[[File:MvDKTScolorswitches.jpg]]<br>[[Color Switch]]es | ||
|Red, blue, and yellow switches that enable or disable blocks of the same colors when jumped on. | |Red, blue, and yellow switches that enable or disable blocks of the same colors when jumped on. | ||
|- | |- | ||
|align="center"|[[File:MvDKTSconveyor.jpg]]<br>[[ | |style="background:#E3F0F9" align="center"|[[File:MvDKTSconveyor.jpg]]<br>[[Conveyor]] | ||
|A platform that conveys the Minis in the direction indicated by its arrows. Conveyors are always horizontal. | |A platform that conveys the Minis in the direction indicated by its arrows. Conveyors are always horizontal. | ||
|- | |- | ||
|align="center"|[[File:MvDKTSgirder.jpg]]<br>[[Girder]] | |style="background:#E3F0F9" align="center"|[[File:MvDKTSgirder.jpg]]<br>[[Girder]] | ||
|A | |A semi-solid platform that the Minis can walk on. Girders are always horizontal. | ||
|- | |- | ||
|align="center"|[[File:MvDKTSgoaldoor.jpg]]<br>[[ | |style="background:#E3F0F9" align="center"|[[File:MvDKTSgoaldoor.jpg]]<br>[[Door|Goal Door]] | ||
|The exit of each stage in the game. In Single-Door levels, the goal is to get all Minis into a single door. Once a Mini enters the door, the other have a short amount of time to reach it before it locks them away. A few levels feature locked exits, which require a Key Mini Mario to unlock. In Multi-Door levels, each character must be guided to the door that displays its face on it. | |The exit of each stage in the game. In Single-Door levels, the goal is to get all Minis into a single door. Once a Mini enters the door, the other have a short amount of time to reach it before it locks them away. A few levels feature locked exits, which require a Key Mini Mario to unlock. In Multi-Door levels, each character must be guided to the door that displays its face on it. | ||
|- | |- | ||
|align="center"|[[File:MvDKTSladder.jpg]]<br>[[Ladder]] | |style="background:#E3F0F9" align="center"|[[File:MvDKTSladder.jpg]]<br>[[Ladder]] | ||
|A vertical set of steps needed to climb up to raised platforms, or go down a lower level. They can be seen as stationary Blue Lifts. Minis grab on a Ladder as soon as they walk into it, then continue to walk in the direction they previously followed. When two Minis bump into each other on a Ladder, they both change directions. | |A vertical set of steps needed to climb up to raised platforms, or go down a lower level. They can be seen as stationary Blue Lifts. Minis grab on a Ladder as soon as they walk into it, then continue to walk in the direction they previously followed. When two Minis bump into each other on a Ladder, they both change directions. | ||
|- | |- | ||
|align="center"|[[File:MvDKTSmagnet(on).jpg]][[File:MvDKTSmagnet(off).jpg]]<br>[[Magnet | |style="background:#E3F0F9" align="center"|[[File:MvDKTSmagnet(on).jpg]][[File:MvDKTSmagnet(off).jpg]]<br>[[Magnet Rod|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. | |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. | ||
|- | |- | ||
|align="center"|[[File:MvDKTSrock.jpg]]<br>[[Rock | |style="background:#E3F0F9" align="center"|[[File:MvDKTSrock.jpg]]<br>[[Rock Block|Rock]] | ||
|A small fragile block that breaks when hit with Hammers, a [[Slope Slide|slope slide]] or a Cannon blast. Otherwise, | |A small fragile block that breaks when hit with Hammers, a [[Slope Slide|slope slide]] or a Cannon blast. Otherwise, Rocks act as normal platforms the Minis can walk onto. | ||
|- | |- | ||
|align="center"|[[File:MvDKTSspikes.jpg]]<br>[[Spike Trap|Spikes]] | |style="background:#E3F0F9" align="center"|[[File:MvDKTSspikes.jpg]]<br>[[Spike Trap|Spikes]] | ||
|Dangerous surfaces covering walls and platforms. | |Dangerous surfaces covering walls and platforms. Falling onto one such surface destroys the Mini. Spikes cannot be destroyed. | ||
|- | |- | ||
|align="center"|[[File:MvDKTSsplitpipe.jpg]][[File:MvDKTSpipe.jpg]]<br>[[Warp Pipe|Pipes]] | |style="background:#E3F0F9" align="center"|[[File:MvDKTSsplitpipe.jpg]][[File:MvDKTSpipe.jpg]]<br>[[Warp Pipe|Pipes]] | ||
|Warp Pipes come in two | |Warp Pipes come in two colors: blue, which are always found in one piece, and yellow—also known as Split Pipes—whose ends are separated from each other. Both types help transport the Minis to different locations in a level, although the length of blue Warp Pipes affect how long the Minis take to reach the other end, while Split Pipes have considerably less delay. | ||
|} | |} | ||
<br clear=all> | |||
==Enemies== | ==Enemies== | ||
Enemies in the game can be divided into two categories, based on how they affect the player. | Enemies in the game can be divided into two categories, based on how they affect the player. Kong-based toys are rather large and indestructible but do not cause damage, and in many situations their capacities appear helpful; however, they can also often impede the player, in which case [[Hammer]]s are available to stun them temporarily. On the other hand, there are harmful enemies that take miscellaneous forms, and only serve as obstacles that can usually be destroyed with Hammers or other means of attack. | ||
{|width=100% | {|width=100% cellspacing=0 border=2 cellpadding=3 style="border-collapse:collapse;" | ||
!colspan= | !colspan=2 style="background:#6C9CFE" align="center"| Kongs | ||
|- | |||
!width=10% |Enemy | |||
!About | |||
|- | |- | ||
|align="center"|[[File:MvDKTScannonkong.jpg]]<br>[[Cannon Kong]]s | |||
|Stationary toys whose bodies consist of giant cannons. 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. | |||
| | |||
| | |||
|- | |- | ||
|align="center"|[[File:MvDKTScapturekong.jpg]]<br>[[Capture Kong]]s | |||
|Wandering toys that are equipped with a small sack, which they use to capture and disable any Mini that walks into them. 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. | |||
|- | |- | ||
|align="center"|[[File:MvDKTScircuskong.jpg]]<br>[[Circus Kong]]s | |||
| | |Toys that toss Minis upward repeatedly, as if juggling. Minis can escape a Circus Kong if a surface is placed between them, or if the Kong is stunned with Hammers. | ||
| | |||
|- | |- | ||
!colspan=2 style="background:#C71D1D" align="center"| <span style="color:#FFFFFF">Enemies that cause damage</span> | |||
|- | |- | ||
| | !width=10% |Enemy | ||
!About | |||
|- | |- | ||
| | |align="center"|[[File:MvDKTSfirepiranhaplant.jpg]]<br>[[Fire Piranha Plant]]s | ||
| | |Stationary enemies that are stuck to various surfaces. Apart from being harmful to touch directly, they attack by spitting a single fireball, which travels in a straight line and returns into the enemy's mouth after bouncing off any opposing surface. The fireball can be blocked from re-entering the plant's mouth if a surface is placed in-between. A sliding attack or a pair of Hammers is necessary to destroy a Fire Piranha Plant. | ||
| | |||
|- | |- | ||
| | |align="center"|[[File:MvDKTSpiranhaplant.jpg]]<br>[[Piranha Plant]]s | ||
| | |Much the same as Fire Piranha Plants, these are always fixed to a surface, injuring any Mini that touches them. However, they lack the ability to create fireballs, but can keep the fireballs of Fire Piranha Plants in their mouth and spit them back. Piranha Plants can be destroyed by hitting them with Hammers or by sliding into them. | ||
| | |||
|- | |- | ||
|align="center"|[[File:MvDKTSpokey.jpg]]<br>[[Pokey (toy)|Pokeys]] | |||
|Tall, spiky, three-segmented enemies that simply roam back and forth on a platform, with no active intent to hurt the Minis, despite being harmful to touch. They can be defeated with Hammers, by sliding into them, or by blasting into them from a cannon. | |||
| | |||
|- | |- | ||
| | |align="center"|[[File:MvDKTSshyguy.jpg]]<br>[[Shy Guy (toy)|Shy Guys]] | ||
|Stout enemies that walk from side to side, destroying the Minis if they come into direct contact. They can be defeated by using Hammers, by sliding into them, or shooting into them from a cannon. | |||
|- | |- | ||
| | |align="center"|[[File:MvDKTSthwomp.jpg]]<br>[[Thwomp]]s | ||
|Floating stone enemies that come crashing on the ground when walked directly under, even though they can notice the Minis from a few spaces afar. They signal their attack by shaking in place for roughly four seconds, then plummet forcefully on the ground, squashing any Minis walking beneath them. They are completely invincible. | |||
|} | |} | ||
{{ | <br clear=all> | ||
==Stamps== | |||
{{main|List of Mario vs. Donkey Kong: Tipping Stars stamps}} | |||
Like some other [[Wii U]] [[List of games|games]], this game features [[stamp]]s. One way of getting those is by buying items in the [[Workshop Store]]. 84 stamps can be collected.<ref>http://www.nintendo.co.jp/wiiu/wafj/play/index.html ''Nintendo.'' Retrieved Feb. 27, 2015.</ref> | |||
==References to other games== | |||
*''[[Super Mario Bros.]]'': The Underground theme is arranged for the soundtrack of [[Crumbling Cavern]]. | |||
*''[[Super Mario Bros. 2]]'': The Overworld theme is arranged for the soundtrack of [[Rolling Hills]]. | |||
*''[[Donkey Kong Country]]'': The "DK Island Swing" music theme that plays in jungle levels is arranged for the soundtrack of [[Jumpy Jungle (Mario vs. Donkey Kong: Tipping Stars)|Jumpy Jungle]]. | |||
*''[[Super Mario 64]]'': "Inside the Castle Walls", the music that plays while inside [[Princess Peach's Castle]], is arranged for the soundtrack of [[Mario vs. Donkey Kong: Tipping Stars#Swirling Courtyard|Swirling Courtyard]]. | |||
*''[[Mario Kart (series)|Mario Kart]]'' series: The [[Golden Mushroom]] item appears on some heraldic banners in the background of Swirling Courtyard. | |||
*''[[Mario vs. Donkey Kong: Mini-Land Mayhem!]]'': ''Tipping Stars'' utilizes the same framework this game was built on, reusing a number of its assets and graphics with slight to non-existent changes. The soundtrack of ''Tipping Stars'' is also largely based on tracks from ''Mini-Land Mayhem!'' and is used in worlds with coinciding themes (e.g. the music of [[Dashing Desert]] from ''Tipping Stars'' is very similar to the music of [[Sandstorm Steps]] from ''Mini-Land Mayhem!'') | |||
==Gallery== | ==Gallery== | ||
{{main-gallery}} | {{main-gallery}} | ||
<gallery> | <gallery> | ||
MVSDK Wii U TIPPING STARS.jpg|The game's official North American logo | |||
MvDK TS - Box artwork.png|Artwork used for the game's packaging | MvDK TS - Box artwork.png|Artwork used for the game's packaging. | ||
WiiU_MariovsDonkeyKong_illu01_E3.png|[[Mini Donkey Kong]], [[Mini Mario (toy)|Mini Mario]], [[Mini Peach]], and the newest addition to the toys, [[Mini Luigi]] | |||
MVSDK Wii U Star.png|A star | MVSDK Wii U Star.png|A star | ||
MVSDK Wii U Mini Mario.png|Mini Mario | MVSDK Wii U Mini Mario.png|Mini Mario | ||
Line 435: | Line 375: | ||
==Media== | ==Media== | ||
{{ | {{more media}} | ||
{{media table | {{media table | ||
| | |type1=audio | ||
| | |name1=MvDKTS TitleScreen | ||
| | |pipe1=Title screen | ||
|type2=audio | |||
| | |name2=MvDKTS GoldPalace | ||
| | |pipe2=Shimmering Gold Palace | ||
}} | }} | ||
== | ==Staff== | ||
{{main|List of Mario vs. Donkey Kong: Tipping Stars (Nintendo 3DS) staff}} | |||
{{main|List of Mario vs. Donkey Kong: Tipping Stars (Wii U) staff}} | |||
==Names in other languages== | ==Names in other languages== | ||
{{foreign names | {{foreign names | ||
|Jap=マリオ | |Jap=マリオ<span class="explain" title="ブイエス">vs.</span>ドンキ—コング みんなでミニランド | ||
|JapR=Mario buiesu Donkī Kongu Minna de Mini Rando | |JapR=Mario buiesu Donkī Kongu Minna de Mini Rando | ||
|JapM=Mario vs. Donkey Kong: Mini-Land with Everyone | |JapM=Mario vs. Donkey Kong: Mini-Land with Everyone | ||
}} | }} | ||
==External links== | |||
*[http://mariovsdk.nintendo.com/ Official North American website] | |||
*[http://www.nintendo.co.uk/Games/Nintendo-3DS-download-software/Mario-vs-Donkey-Kong-Tipping-Stars-954726.html Official European website] | |||
*[http://www.nintendo.co.jp/wiiu/wafj/index.html Official Japanese website] | |||
==References== | ==References== | ||
<references/> | <references/> | ||
{{MVDKTS}} | {{MVDKTS}} | ||
{{ | {{MarioGames}} | ||
{{ | {{DKGames}} | ||
{{3DS}} | {{3DS}} | ||
{{Wii U}} | {{Wii U}} | ||
[[it:Mario vs. Donkey Kong: Tipping Stars]] | [[it:Mario vs. Donkey Kong: Tipping Stars]] | ||
[[Category:Mario vs. Donkey Kong: Tipping Stars|*]] | [[Category:Mario vs. Donkey Kong: Tipping Stars|*]] | ||
[[Category:Mario vs. Donkey Kong | [[Category:Mario vs. Donkey Kong Series]] | ||
[[Category:Wii U | [[Category:Wii U Games]] | ||
[[Category:Nintendo 3DS | [[Category:Nintendo 3DS Games]] | ||
[[Category:2015 games]] | [[Category:2015 games]] | ||
[[Category:Puzzle | [[Category:Puzzle Games]] | ||
[[Category:Games]] | [[Category:Games]] | ||