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|developer=[[Nintendo Software Technology Corporation]]<ref>[https://famiboards.com/threads/nintendo-first-party-software-development-st-nintendo-party-superstars.114/post-824453 Initial post about the Instagram story from an NST contractor] [https://famiboards.com/threads/nintendo-first-party-software-development-st-nintendo-party-superstars.114/post-824581 Instagram story itself]</ref>
|developer=[[Nintendo Software Technology Corporation]]<ref>[https://famiboards.com/threads/nintendo-first-party-software-development-st-nintendo-party-superstars.114/post-824453 Initial post about the Instagram story from an NST contractor] [https://famiboards.com/threads/nintendo-first-party-software-development-st-nintendo-party-superstars.114/post-824581 Instagram story itself]</ref>
|publisher=[[Nintendo]]
|publisher=[[Nintendo]]
|release={{flag list|Japan|February 16, 2024<ref name=JP>Nintendo (January 12, 2024). [https://www.nintendo.com/jp/switch/a97pa/index.html Mario vs. Donkey Kong | Nintendo Switch | Nintendo].</ref>|USA|February 16, 2024<ref name=Direct/>|Mexico|February 16, 2024<ref>[https://www.nintendo.com/es-mx/store/products/mario-vs-donkey-kong-switch/ Latin American website]. ''Nintendo.com (in Spanish)''.</ref>|Brazil|February 16, 2024<ref>[https://www.nintendo.com/pt-br/store/products/mario-vs-donkey-kong-switch/ Brazilian website]. ''Nintendo.com (in Portuguese)''.</ref>|Europe|February 16, 2024<ref>@NintendoEurope (September 14, 2023). [https://twitter.com/NintendoEurope/status/1702322976715411458 "''The toys are back in town! Recover the stolen Mini-Marios in this Game Boy Advance classic updated for #NintendoSwitch. Mario vs. Donkey Kong launches 16/02/2024! #NintendoDirect''"]. ''Twitter''. Retrieved September 14, 2023.</ref>|Australia|February 16, 2024<ref>NintendoAU (September 14, 2023). [https://youtu.be/4a0YZ-TFEqo Mario vs. Donkey Kong marches onto Nintendo Switch February 16th, 2024]. ''YouTube''. Retrieved September 14, 2023.</ref>|South Korea|February 16, 2024<ref>(September 14, 2023). [https://www.nintendo.co.kr/news/article/6WlUtB4pXCJW48l6XMSte3 『프린세스 피치 Showtime!』, 『페이퍼 마리오 1000년의 문』, 『루이지 맨션 2 HD』, 『마리오 vs. 동키콩』 등, Nintendo Switch로 발매되는 타이틀의 최신 정보를 전달!] ''Nintendo Korea''. Retrieved September 14, 2023.</ref>|HK|February 16, 2024<ref>(September 14, 2023). [https://www.nintendo.com.hk/topics/article/1qmXxqSB4YwuXsXqTYW2n9 《瑪利歐vs.咚奇剛》的最新資訊公開!本作預定於2024年2月16日(五)發售。] ''Nintendo HK''. Retrieved September 14, 2023.</ref>|ROC|February 16, 2024<ref>(February 16, 2024). [https://www.nintendo.tw/topics/article/1i1ljlGmoPWsxrrIC6 Nintendo Switch《瑪利歐vs.咚奇剛》本日發售。現正公開迷你瑪利歐的定格影片。] ''Nintendo TW''. Retrieved February 21, 2024.</ref>}}
|release={{release|Japan|February 16, 2024<ref name=JP>Nintendo (January 12, 2024). [https://www.nintendo.com/jp/switch/a97pa/index.html Mario vs. Donkey Kong | Nintendo Switch | Nintendo].</ref>|USA|February 16, 2024<ref name=Direct/>|Mexico|February 16, 2024<ref>[https://www.nintendo.com/es-mx/store/products/mario-vs-donkey-kong-switch/ Latin American website]. ''Nintendo.com (in Spanish)''.</ref>|Brazil|February 16, 2024<ref>[https://www.nintendo.com/pt-br/store/products/mario-vs-donkey-kong-switch/ Brazilian website]. ''Nintendo.com (in Portuguese)''.</ref>|Europe|February 16, 2024<ref>@NintendoEurope (September 14, 2023). [https://twitter.com/NintendoEurope/status/1702322976715411458 "''The toys are back in town! Recover the stolen Mini-Marios in this Game Boy Advance classic updated for #NintendoSwitch. Mario vs. Donkey Kong launches 16/02/2024! #NintendoDirect''"]. ''Twitter''. Retrieved September 14, 2023.</ref>|Australia|February 16, 2024<ref>NintendoAU (September 14, 2023). [https://youtu.be/4a0YZ-TFEqo Mario vs. Donkey Kong marches onto Nintendo Switch February 16th, 2024]. ''YouTube''. Retrieved September 14, 2023.</ref>|South Korea|February 16, 2024<ref>(September 14, 2023). [https://www.nintendo.co.kr/news/article/6WlUtB4pXCJW48l6XMSte3 『프린세스 피치 Showtime!』, 『페이퍼 마리오 1000년의 문』, 『루이지 맨션 2 HD』, 『마리오 vs. 동키콩』 등, Nintendo Switch로 발매되는 타이틀의 최신 정보를 전달!] ''Nintendo Korea''. Retrieved September 14, 2023.</ref>|HK|February 16, 2024<ref>(September 14, 2023). [https://www.nintendo.com.hk/topics/article/1qmXxqSB4YwuXsXqTYW2n9 《瑪利歐vs.咚奇剛》的最新資訊公開!本作預定於2024年2月16日(五)發售。] ''Nintendo HK''. Retrieved September 14, 2023.</ref>|ROC|February 16, 2024<ref>(February 16, 2024). [https://www.nintendo.tw/topics/article/1i1ljlGmoPWsxrrIC6 Nintendo Switch《瑪利歐vs.咚奇剛》本日發售。現正公開迷你瑪利歐的定格影片。] ''Nintendo TW''. Retrieved February 21, 2024.</ref>}}
|languages={{languages|en_us=y|en_gb=y|fr_fr=y|fr_ca=y|es_es=y|es_latam=y|de=y|it=y|nl=y|jp=y|zh_simp=y|zh_trad=y|kr=y}}
|languages={{languages|en_us=y|en_gb=y|fr_fr=y|fr_ca=y|es_es=y|es_latam=y|de=y|it=y|nl=y|jp=y|zh_simp=y|zh_trad=y|kr=y}}
|genre=[[Genre#Puzzle|Puzzle]]/Action
|genre=[[Genre#Puzzle|Puzzle]]/Action
|modes=Single-player, local multiplayer
|modes=Single-player, local multiplayer
|ratings={{ratings|esrb=E|cero=A|pegi=3|acb=G|grac=All|usk=0|classind=L|smeccv=A|gsrr=P|rars=|fpb=13|gcam=3|mro=3}}
|ratings={{ratings|esrb=E|cero=A|pegi=3|acb=G|grac=All|usk=0|classind=L|smeccv=A|gsrr=P|rars= |fpb=13|gcam=3|mro=3}}
|platforms=[[Nintendo Switch]]
|platforms=[[Nintendo Switch]]
|format={{format|switch=1|switchdl=1}}
|format={{format|switch=1|switchdl=1}}
|input={{input|joy-con=1|joy-con-horizontal=1|switchpro=1}}
|input={{input|joy-con=1|joy-con-horizontal=1|switchpro=1}}
|serials={{flag list|USA|HAC-P-A97PA}}
|serials={{serials|USA|HAC-P-A97PA}}
}}
}}
{{quote|The rivalry reignites.|Advertisement tagline for ''Mario vs. Donkey Kong''}}
{{quote|The rivalry reignites.|Advertisement tagline for ''Mario vs. Donkey Kong''}}
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A free demo of the game was released on the [[Nintendo eShop]] on January 31, 2024.<ref>https://twitter.com/NintendoAmerica/status/1752859619943194810</ref> This is the first ''Super Mario'' title to omit the ESRB rating on the box art version officially distributed in the Southeast Asian markets<!-- The Middle East does not count as Saudi Arabia has had a native age rating system since 2016, and the U.A.E. has had one since 2018. Oman does not have one, but it shares its gaming market with the U.A.E. in general. -->, although the first Nintendo-published title overall to omit the rating in those markets is ''[[nwiki:Another Code: Recollection|Another Code: Recollection]]''.<ref>https://nintendosoup.com/all-first-party-nintendo-physical-games-in-southeast-asia-will-not-have-a-rating-on-the-cover-starting-from-another-code/</ref>
A free demo of the game was released on the [[Nintendo eShop]] on January 31, 2024.<ref>https://twitter.com/NintendoAmerica/status/1752859619943194810</ref> This is the first ''Super Mario'' title to omit the ESRB rating on the box art version officially distributed in the Southeast Asian markets<!-- The Middle East does not count as Saudi Arabia has had a native age rating system since 2016, and the U.A.E. has had one since 2018. Oman does not have one, but it shares its gaming market with the U.A.E. in general. -->, although the first Nintendo-published title overall to omit the rating in those markets is ''[[nwiki:Another Code: Recollection|Another Code: Recollection]]''.<ref>https://nintendosoup.com/all-first-party-nintendo-physical-games-in-southeast-asia-will-not-have-a-rating-on-the-cover-starting-from-another-code/</ref>
==Changes from the original game==
==Changes from the original game==
===New content===
===New content===
=====Game modes=====
=====Game modes=====
*An [[Easy Mode]] known as '''Casual Style'''<ref>"'''Casual Style:''' For a more relaxed experience, this style of play removes the timer, adds checkpoints, and boosts the number of times Mario can get hit." -''Mario vs. Donkey Kong™ for Nintendo Switch - Nintendo Official Site. (n.d.). Retrieved June 24, 2024, from https://www.nintendo.com/us/store/products/mario-vs-donkey-kong-switch/''</ref> has been added, with the following changes from Classic:
*[[Easy Mode|Casual Style]] has been added, with the following changes from Classic Style:
**There is no time limit, which also causes the timer to display with an infinity sign.
**No time limit, where the time limit is labelled with an infinity sign.
**The player starts with five bubbles per level. If the player has any bubbles left, the character will return to the last active [[Checkpoint Flag]] in a [[bubble]] in situations that would cause them to lose a life.
**The player starts with five bubbles per level. If the player has any bubbles left, the character will return to the last active [[Checkpoint Flag]] in a [[bubble]] in situations that would cause them to lose a life.
**Multiple Checkpoint Flags are scattered across several levels. Each of these flags can be tagged to unfurl them and make them usable as a checkpoint, however only one can be active at a time.
**Multiple Checkpoint Flags are scattered across several levels. Each of these flags can be tagged to unfurl them and make them usable as a checkpoint, however only one can be active at a time.
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**Multiplayer is not available during Time Attack mode.
**Multiplayer is not available during Time Attack mode.
*In addition to regular keys that appear in the main levels, a silver [[flying key]] must also be caught during Multiplayer sessions to use on locked doors and [[Toy box (object)|toy box]]es.
*In addition to regular keys that appear in the main levels, a silver [[flying key]] must also be caught during Multiplayer sessions to use on locked doors and [[Toy box (object)|toy box]]es.
*If a player is defeated in Multiplayer while another is still alive, they will float back to the remaining player in a [[bubble]]. The player can repeatedly press {{button|switch|A}} or {{button|switch|B}} to float back faster.
*If a player is defeated in Multiplayer while another is still alive, they will float back to the player in a [[bubble]]. The player can repeatedly press {{button|switch|A}} or {{button|switch|B}} to float back faster.
**Players who get defeated will still lose a life in that way, with similar mechanics to ''[[Super Mario 3D World]]''.
**Players who get defeated will still lose a life in that way, with similar mechanics to ''[[Super Mario 3D World]]''.
*In some cases, the camera will also zoom out to accommodate for showing two players on the same screen, eventually to the point that there will be blurred borders present on-screen (which is a visual representation of the level boundaries).


=====Levels=====
=====Levels=====
*Two new worlds, [[Merry Mini-Land]] and [[Slippery Summit]], have been introduced as this version of the game's fourth and sixth worlds respectively, with each incorporating new obstacles like [[Flower Fan]]s, carryable [[Spring]]s, [[Warp Box]]es and [[Ice Block|icy terrain]].
*Two new worlds, [[Merry Mini-Land]] and [[Slippery Summit]], have been introduced as this version of the game's fourth and sixth worlds respectively, with each incorporating new obstacles like [[Flower Fan]]s, carryable [[Spring]]s, [[Warp Box]]es and icy terrain.
**As such, the order of worlds has been rearranged slightly to accommodate the new worlds, bringing the total number of worlds to eight instead of six:
**As such, the order of worlds has been rearranged slightly to accommodate the new worlds, bringing the total number of worlds to eight instead of six:
***[[Mario Toy Company]]
***[[Mario Toy Company]]
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**Expert levels are now split into two world sets containing eight levels each, coded EX1 and EX2 respectively. They are also now unlocked after [[vs. Donkey Kong]] is beaten, instead of after [[vs. Donkey Kong Plus]].
**Expert levels are now split into two world sets containing eight levels each, coded EX1 and EX2 respectively. They are also now unlocked after [[vs. Donkey Kong]] is beaten, instead of after [[vs. Donkey Kong Plus]].
**The gold star requirements have slightly changed for the Expert levels, with them now having values in multiples of eight ([[Level EX-1]] requires 8 stars, and [[Level EX-16]] requires 128 stars, for example)
**The gold star requirements have slightly changed for the Expert levels, with them now having values in multiples of eight ([[Level EX-1]] requires 8 stars, and [[Level EX-16]] requires 128 stars, for example)
*The bonus present minigames have been replaced with various new bonus levels. In these levels, the player must catch a [[flying key]] that opens a chest before the time runs out, earning five [[Extra life|1-Ups]] in the process.
*The bonus present minigames have been replaced with various new bonus levels (though the music is retained and rearranged). In these levels, the player must catch a [[flying key]] that opens a chest before the time runs out, earning five [[Extra life|1-Ups]] in the process.
**There are sixteen new bonus levels that correspond to each world (excluding Expert sets EX1 and EX2), with some level layouts derived from existing levels (both old and new).
**There are sixteen new bonus levels that correspond to each world (excluding Expert sets EX1 and EX2), with some level layouts derived from existing levels (both old and new).
**Bonus levels can appear after approximately every eighth regular level beaten, with the bonus level corresponding to the last world said level was beaten on. On newly unlocked worlds, it is designed in such a way that up to 4-6 regular levels in the same world must be beaten to open the bonus level for that respective world.
**Bonus levels can appear after approximately every eighth regular level beaten, with the bonus level corresponding to the last world said level was beaten on. On newly unlocked worlds, it is designed in such a way that up to 4-6 regular levels in the same world must be beaten to open the bonus level for that respective world.
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=====Gameplay=====
=====Gameplay=====
*The scoring system has been removed. As such, the requirements for collecting gold stars has been changed to be performance based.
*The scoring system has been removed. As such, the requirements for collecting gold stars has been changed to be performance based.
**A "Perfect!" rating (still represented by a gold star) can be obtained in all levels, excluding [[vs. Donkey Kong]] and its [[Donkey Kong Plus|Plus variant]]. It is obtained by clearing a level with all [[Present (Mario vs. Donkey Kong)|presents]], getting all six [[Mini-Mario]]s in the [[Toy box (object)|toy box]] in the Mini-Mario (mm) levels, and completing a boss battle without taking damage.
**A "Perfect!" rating (still represented by a gold star) can be obtained in all levels, excluding [[vs. Donkey Kong]] and its [[Donkey Kong Plus|Plus variant]]. It is obtained by clearing a level with all [[Present (Mario vs. Donkey Kong)|presents]], getting all six [[Mini-Mario]]s in the [[Toy box (object)|toy box]] in the Mini-Mario (mm) levels, and defeating a world's boss without taking damage.
*Falls are no longer lethal, and only formerly lethal falls now stun the player. Additionally, falls that would non-lethally stun the player in the original no longer do so.
*Falls are no longer lethal, and only formerly lethal falls now stun the player. Additionally, falls that would non-lethally stun the player in the original no longer do so.
*Retrying or exiting a level that has not been cleared yet no longer costs the player a life.
*Retrying or exiting a level that has not been cleared yet no longer costs the player a life.
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*The title screen now has Mario and Donkey Kong with more movements than just their eyes blinking like in the original.
*The title screen now has Mario and Donkey Kong with more movements than just their eyes blinking like in the original.
*Various backgrounds and terrain in all levels have been overhauled, with the terrain being changed from simple blocky tiles to various ground types that match the theming of the current level.
*Various backgrounds and terrain in all levels have been overhauled, with the terrain being changed from simple blocky tiles to various ground types that match the theming of the current level.
**As a consequence, [[Color Block]]s do not share the same appearance with the level's current tileset unlike in the GBA version, as they use their [[Mario Toy Company]] design regardless of the current world.
*In some worlds that take place at night-time (including [[Twilight City]] and [[Merry Mini-Land Plus]]), blue Color Blocks, ladders, and other related objects are depicted with brighter colors, making them easier to discern.
*Various items and objects are updated to newer designs:
*Various items and objects are updated to newer designs:
**[[Present (Mario vs. Donkey Kong)|Present]]s are now completely colored instead of white with a colored ribbon.
**[[Present (Mario vs. Donkey Kong)|Present]]s are now completely colored instead of white with a colored ribbon.
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**[[Bob-omb]]s are redesigned to be slightly more mechanical and toylike. They are also no longer pink when thrown by Donkey Kong in some of his boss battles.
**[[Bob-omb]]s are redesigned to be slightly more mechanical and toylike. They are also no longer pink when thrown by Donkey Kong in some of his boss battles.
**[[Sir Shovalot]]s are further redesigned, with a silver-colored traditional knight's shield instead of a yellow round one, a slightly larger body, and black wheels instead of blue ones.
**[[Sir Shovalot]]s are further redesigned, with a silver-colored traditional knight's shield instead of a yellow round one, a slightly larger body, and black wheels instead of blue ones.
**There is a blue, ice-like variant of [[Fireball (Donkey Kong)|Fireball]] that appears in Slippery Summit, which behaves no differently from a standard Fireball. Touching it will cause Mario to play his fire death animation, but with icy effects and sounds instead of smoke.
**There is a blue, ice-like variant of [[Fireball (Donkey Kong)|Fireball]] that appears in Slippery Summit, which behaves no differently from a standard Fireball. However, it will freeze the player on contact instead of burning them, and will still cause them to lose a life.
*Mario's normal and fire death animations now resemble the ones commonly used in modern mainline ''Super Mario'' games, rather than showing him recoil and collapse on the floor, and he is no longer charred when he dies from touching fire.
*Mario's normal and fire death animations now resemble the ones commonly used in modern mainline ''Super Mario'' games, rather than showing him recoil and collapse on the floor, and he is no longer charred when he dies from touching fire.
**In the full game, Mario's fire death animation features a burning sound and a smoke effect, while in the demo, it does not.
*Donkey Kong has an angrier expression when he has one hit point left in his boss battles.
*Donkey Kong has an angrier expression when he has one hit point left in his boss battles.
*The Game Over screen has been slightly altered:
*The Game Over screen has been slightly altered:
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*The Toads no longer make Donkey Kong fall off the building by stepping on his hand, and both them and Mario look in concern when he falls.
*The Toads no longer make Donkey Kong fall off the building by stepping on his hand, and both them and Mario look in concern when he falls.
*Instead of sobbing, Donkey Kong is shown sulking after his defeat in the final cutscene, and Mario does not scold him before giving him the Mini-Mario. However, he does sob after being defeated in-game.
*Instead of sobbing, Donkey Kong is shown sulking after his defeat in the final cutscene, and Mario does not scold him before giving him the Mini-Mario. However, he does sob after being defeated in-game.
** Fireworks also appear at the end of the cutscene after Mario gives Donkey Kong a Mini-Mario toy.
** Fireworks also appear at the end of the cutscene after Mario gives DK a Mini-Mario toy.


=====Audio=====
=====Audio=====
*The music has been rearranged like other [[reissue|remake]]s.
*The music has been rearranged like other [[reissue|remake]]s.
**Some songs feature extended melodies not heard in their original counterparts, which is notable in songs like the third [[Spooky House]] theme.
**Some songs feature extended melodies not heard in their original counterparts, which is notable in songs like the third [[Spooky House]] theme.
**The bonus minigame music, while also rearranged, has been relegated to the new bonus levels instead.
*Several songs in the soundtrack have been completely replaced by new tracks:
*Several songs in the soundtrack have been completely replaced by new tracks:
**[[Fire Mountain (world)|Fire Mountain]]'s music now features a more mysterious and adventure-like feel as opposed to a more upbeat percussion and melodies.
**[[Fire Mountain (world)|Fire Mountain]]'s music now features a more mysterious and adventure-like feel as opposed to a more upbeat percussion and melodies.
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*Some voice cues no longer occur in some cutscenes and gameplay, with the most notable ones being:
*Some voice cues no longer occur in some cutscenes and gameplay, with the most notable ones being:
**Mario saying the title of the game on the title screen.
**Mario saying the title of the game on the title screen.
**Mario saying, "Way to go!", "Good job!", and "All you, it's all you, baby!" when a boss level has been completed.
**Mario saying, "Way to go!" when a boss level has been completed.
**Mario, the Mini-Marios, and the Toads laughing at Donkey Kong before the first final boss battle and [[Donkey Kong Plus]].
**Mario, the Mini-Marios, and the Toads laughing at Donkey Kong before the first final boss battle and [[Donkey Kong Plus]].
**Mario asking, "Hey, Donkey Kong! Are you okay?" in the cutscene before the "Plus" levels.
**Mario asking, "Hey, Donkey Kong! Are you okay?" in the cutscene before the "Plus" levels.
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|Items that can be grabbed by Mario and used to defeat enemies.
|Items that can be grabbed by Mario and used to defeat enemies.
|-
|-
|align=center|[[File:MarioVsDKSwitch Key.png|70px]]<br>[[Key]]
|align=center|[[File:KeyMVDK.png|80px]]<br>[[Key]]
|Keys are found in the first half of every regular level of the game. They must be taken to locked doors in order to open the second half.
|Keys are found in the first half of every regular level of the game. They must be taken to locked doors in order to open the second half.
|-
|-
|align=center|[[File:MarioVsDKSwitch_LetterBlockT.png|40px]][[File:MarioVsDKSwitch_LetterBlockO.png|40px]][[File:MarioVsDKSwitch_LetterBlockY.png|40px]]<br>[[Letter Block]]s
|align=center|[[File:MvsDK NS Letter T.png|40px]][[File:MvsDK NS Letter O.png|40px]][[File:MvsDK NS Letter Y.png|40px]]<br>[[Letter Block]]s
|Letters that spell out the word "TOY" appearing exclusively in Mini-Mario levels that must be collected to complete the level. They can only be collected by the Mini-Marios.
|Letters that spell out the word "TOY" appearing exclusively in Mini-Mario levels that must be collected to complete the level. They can only be collected by the Mini-Marios.
|-
|-
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|Snifit-like Shy Guys that attack the player(s) with fire from their mask.
|Snifit-like Shy Guys that attack the player(s) with fire from their mask.
|-
|-
|align=center|[[File:MvsDK Switch Fireball.png|62px]][[File:BlueFireballMvsDKSwitch.png|50px]]<br>[[Fireball (Donkey Kong)|Fireball]]s
|align=center|[[File:MvsDK Switch Fireball.png|70px]][[File:BlueFireballMvsDKSwitch.png|70px]]<br>[[Fireball (Donkey Kong)|Fireball]]s
|Enemies that move from side to side on a platform. Upon contact, orange ones burn the player and blue ones freeze.
|Enemies that move from side to side on a platform. Upon contact, red ones burn the player and blue ones freeze the player.
|-
|-
|align=center|[[File:LavaBubbleMVDK.png|90px]]<br>[[Lava Bubble]]s
|align=center|[[File:LavaBubbleMVDK.png|90px]]<br>[[Lava Bubble]]s
|Enemies that are found jumping repeatedly out of [[lava]], and burn the player(s) upon touching them.
|Enemies that are found jumping repeatedly out of [[lava]], and burn the player(s) upon touching them.
|-
|-
|align=center|[[File:MvDK NS Monchee.png|90px]]<br>[[Monchee]]s
|align=center|[[File:MvDK_NS_Monchee.png|90px]]<br>[[Monchee]]s
|Mechanical monkeys with long tails that hang below the platforms they are on. Mario can hang from their tails without getting harmed. However, he still loses an extra life if he touches a Monchee's body.
|Mechanical monkeys with long tails that hang below the platforms they are on. Mario can hang from their tails without getting harmed. However, he still loses an extra life if he touches a Monchee's body.
|-
|-
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|Mechanical enemies wearing black ninja outfits with two red buttons. They jump repeatedly in place, and can be used as platforms to traverse spikes.
|Mechanical enemies wearing black ninja outfits with two red buttons. They jump repeatedly in place, and can be used as platforms to traverse spikes.
|-
|-
|align=center|[[File:MarioVsDKSwitch PolterguyRed.png|60px]][[File:MarioVsDKSwitch PolterguyYellow.png|60px]][[File:MarioVsDKSwitch PolterguyBlue.png|60px]]<br>[[File:MarioVsDKSwitch PolterguyRedBlock.png|60px]][[File:MarioVsDKSwitch PolterguyYellowBlock.png|60px]][[File:MarioVsDKSwitch PolterguyBlueBlock.png|60px]]<br>[[Polterguy]]s
|align=center|[[File:MvDKNSPolterguy.png|70px]][[File:MvDKNSPolterguyBlock.png|69px]]<br>[[Polterguy]]s
|Wind-up Shy Guy ghost enemies that transform into blocks when the player(s) press a Color Switch.
|Wind-up Shy Guy ghost enemies that transform into blocks when the player(s) press a Color Switch.
|-
|-
|align=center|[[File:MarioVsDKSwitch_RamRam.png|90px]]<br>[[RamRam]]s
|align=center|[[File:PurpleRinoMVDK.png|90px]]<br>[[RamRam]]s
|Purple rhinoceroses resembling [[Rambi]], an animal friend from ''[[Donkey Kong Country]]''. They attack by charging at and ramming the player(s). RamRams can be picked up and thrown on to [[Spike Trap|spike]]s, allowing them to be used as platforms.
|Purple rhinoceroses resembling [[Rambi]], an animal friend from ''[[Donkey Kong Country]]''. They attack by charging at and ramming the player(s). RamRams can be picked up and thrown on to [[Spike Trap|spike]]s, allowing them to be used as platforms.
|-
|-
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|Crocodile-like enemies that climb [[rope]]s. They can only be defeated by falling fruit.
|Crocodile-like enemies that climb [[rope]]s. They can only be defeated by falling fruit.
|-
|-
|align=center|[[File:MarioVsDKSwitch_SpearGuyAsleep.png|90px]]<br>[[Spear Guy]]s
|align=center|[[File:KataKata Yariho MVSDK switch.png|90px]]<br>[[Spear Guy]]s
|Enemies that are first found sleeping. Once Mario gets near them, they wake up and start running after him. They go back to sleep if they touch a platform's edge.
|Enemies that are first found sleeping. Once Mario gets near them, they wake up and start running after him. They go back to sleep if they touch a platform's edge.
|-
|-
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|Enemies that fall down when the player(s) approach them. Touching one causes an extra life to be lost.
|Enemies that fall down when the player(s) approach them. Touching one causes an extra life to be lost.
|-
|-
|align=center|[[File:MarioVsDKSwitch WrenchShyGuy.png|90px]]<br>[[Wrench Shy Guy]]s
|align=center|[[File:Katakata Spanner Heihou Remake.png|90px]]<br>[[Wrench Shy Guy]]s
|Black Shy Guys that throw spanners which fly in a straight line towards the player.
|Black Shy Guys that throw spanners at the player.
|}
|}


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|Objects that birds can spawn from.
|Objects that birds can spawn from.
|-
|-
|align=center|[[File:MarioVsDKSwitchCandle.png|90px]]<br>[[Candle]]
|align=center|[[File:CandleMvsDK.png|90px]]<br>[[Candle]]
|Obstacles that moves up and down and burn the player(s) on contact. They can be defeated with a [[Hammer]].
|Obstacles that moves up and down and burn the player(s) on contact. They can be defeated with a [[Hammer]].
|-
|-
|align=center|[[File:MarioVsDKSwitch Cannon.png|90px]]<br>[[Cannon]]
|align=center|[[File:MarioVsDKSwitch_Cannon.png|90px]]<br>[[Cannon]]
|Obstacles that tilt up and down, firing cannonballs.
|Obstacles that tilt up and down, firing cannonballs.
|-
|-
|align=center|[[File:MarioVsDKSwitch Cannonball.png|90px]]<br>[[Cannonball]]
|align=center|[[File:MarioVsDKSwitch_Cannonball.png|90px]]<br>[[Cannonball]]
|Obstacles that are fired from cannons.
|Obstacles that are fired from cannons.
|-
|-
|align=center|[[File:MarioVsDKSwitch FallingSpike.png|90px]]<br>[[Falling spike]]
|align=center|[[File:MarioVsDKSwitch_FallingSpike.png|90px]]<br>[[Falling spike]]
|Spikes that fall from ceilings as Mario gets near them. Falling spikes that get stuck on the ground act as temporary platforms for the player.
|Spikes that fall from ceilings as Mario gets near them. Falling spikes that get stuck on the ground act as temporary platforms for the player.
|-
|-
|align=center|[[File:FlowerFanRedOff.png|50px]][[File:MarioVsDKSwitch YellowFlowerFanOff.png|50px]][[File:MarioVsDKSwitch BlueFlowerFanOff.png|50px]]<br>[[File:FlowerFanRedOn.png|50px]][[File:MarioVsDKSwitch YellowFlowerFanOn.png|50px]][[File:MarioVsDKSwitch BlueFlowerFanOn.png|50px]]<br>[[Flower Fan]]
|align=center|[[File:FlowerFanRedOff.png|50px]][[File:MarioVsDKSwitch_YellowFlowerFanOff.png|50px]][[File:MarioVsDKSwitch_BlueFlowerFanOff.png|50px]]<br>[[File:FlowerFanRedOn.png|50px]][[File:MarioVsDKSwitch_YellowFlowerFanOn.png|50px]][[File:MarioVsDKSwitch_BlueFlowerFanOn.png|50px]]<br>[[Flower Fan]]
|Floating, fan-like flowers that produce a continuous gust, which can carry Mario and various objects in one direction. Flower Fans of a specific color are activated simultaneously by pressing a corresponding Color Switch.
|Floating, fan-like flowers that produce a continuous gust, which can carry Mario and various objects in one direction. Flower Fans of a specific color are activated simultaneously by pressing a corresponding Color Switch.
|-
|-
|align=center|[[File:MarioVsDKSwitch Icicle.png|90px]]<br>[[Icicle]]
|align=center|[[File:MarioVsDKSwitch_Icicle.png|90px]]<br>[[Icicle]]
|Icy stalactites that function identically to falling spikes.
|Icy stalactites that function identically to falling spikes.
|-
|-
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|Spouts of lava that rise and cause [[Lift]]s to float on top of them, allowing the player(s) to reach higher ground.
|Spouts of lava that rise and cause [[Lift]]s to float on top of them, allowing the player(s) to reach higher ground.
|-
|-
|align=center|[[File:MarioVsDKSwitch_Oil.png|90px]]<br>[[Oil]]
|align=center|[[File:OilMvsDK.png|90px]]<br>[[Oil]]
|Obstacles that move up and down and burn the player(s) on contact. They can be defeated with a Hammer.
|Obstacles that move up and down and burn the player(s) on contact. They can be defeated with a Hammer.
|-
|-
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!width=88%|Description
!width=88%|Description
|-
|-
|align=center|[[File:MarioVsDKSwitch BobombBlock.png|80px]]<br>[[Bob-omb Block]]
|align=center|[[File:MarioVsDKSwitch_BobombBlock.png|80px]]<br>[[Bob-omb Block]]
|Blocks that can only be destroyed by [[Bob-omb]]s.
|Blocks that can only be destroyed by [[Bob-omb]]s.
|-
|align=center|[[File:MarioVsDKSwitch ColorBlockRed.png|48px]][[File:MarioVsDKSwitch ColorBlockYellow.png|48px]][[File:MarioVsDKSwitch ColorBlockBlue.png|48px]]<br>[[File:DottedLineBlockRedMVDK.png|49px]][[File:DottedLineBlockYellowMVDK.png|50px]][[File:DottedLineBlockBlueMVDK.png|50px]]<br>[[Color Block]]
|Blocks that become solid once a [[Color Switch]] of the same color is activated by the player(s), however any blocks that are of the inactive color will become inactive and intangible.
|-
|-
|align=center|[[File:MvsDK NS Donut Block.png|80px]]<br>[[Donut Block]]
|align=center|[[File:MvsDK NS Donut Block.png|80px]]<br>[[Donut Block]]
|Orange blocks that fall if the player stands on them for too long.
|Orange blocks that fall if the player stands on them for too long.
|-
|align=center|[[File:DottedLineBlockRedMVDK.png|49px]][[File:DottedLineBlockYellowMVDK.png|50px]][[File:DottedLineBlockBlueMVDK.png|50px]]<br>[[Dotted-Line Block]]
|Blocks that become solid once a [[Color Switch]] of the same color is activated by the player(s).
|-
|-
|align=center|[[File:HelpBlockMVDK.png|80px]]<br>[[Message Block|Help Block]]
|align=center|[[File:HelpBlockMVDK.png|80px]]<br>[[Message Block|Help Block]]
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!width=88%|Description
!width=88%|Description
|-
|-
|align=center|[[File:MarioVsDKSwitch Lift.png|100px]]<br>[[Lift]]
|align=center|[[File:LiftMVDK.png|100px]]<br>[[Lift]]
|Platforms that are found traveling along tracks, or being lifted by [[Lava Geyser]]s.
|Platforms that are found traveling along tracks, or being lifted by [[Lava Geyser]]s.
|-
|-
|align=center|[[File:MarioVsDKSwitch Semisolid.png|120px]][[File:MarioVsDKSwitch SemisolidRed.png|120px]][[File:MarioVsDKSwitch SemisolidYellow.png|120px]][[File:MarioVsDKSwitch SemisolidBlue.png|120px]]<br>[[Semisolid Platform]]
|align=center|[[File:SemisolidPlatformMVDK.png|120px]]<br>[[Semisolid Platform]]
|Platforms of varying styles that have solid surfaces, but can be jumped through from below.
|Platforms of varying styles that have solid surfaces, but can be jumped through from below.
|}
|}
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!width=88%|Description
!width=88%|Description
|-
|-
|align=center|[[File:MarioVsDKSwitch Barrel.png|79px]]<br>[[Barrel]]
|align=center|[[File:BarrelMVDK.png|79px]]<br>[[Barrel]]
|Can be carried and thrown by the player(s). They can be used to defeat certain enemies, or as auxiliary platforms to reach other platforms or to pass wide gaps with [[Spike Trap|spike]]s.
|Can be carried and thrown by the player(s). They can be used to defeat certain enemies, or as auxiliary platforms to reach other platforms or to pass wide gaps with [[Spike Trap|spike]]s.
|-
|-
|align=center|[[File:MarioVsDKSwitch CheckpointFlagActive.png|70px]][[File:MarioVsDKSwitch CheckpointFlagInactive.png|59px]]<br>[[Checkpoint Flag]]
|align=center|[[File:MarioVsDKSwitch_CheckpointFlagActive.png|70px]][[File:MarioVsDKSwitch_CheckpointFlagInactive.png|59px]]<br>[[Checkpoint Flag]]
|A flag with Mario's insignia on it that acts as a checkpoint for players in the [[Easy Mode|Casual Style]]. Inactive Checkpoint Flags can be unfurled by coming into contact with one, which will become a new checkpoint that the player will return to upon getting bubbled.
|A flag with Mario's insignia on it that acts as a checkpoint for players in the [[Easy Mode|Casual Style]]. Inactive Checkpoint Flags can be unfurled by coming into contact with one, which will become a new checkpoint that the player will return to upon getting bubbled.
|-
|-
|align=center|[[File:MvDK NS Switch.png|60px]][[File:MarioVsDKSwitch_ColorSwitchYellow.png|63px]][[File:MarioVsDKSwitch_ColorSwitchBlue.png|58px]]<br>[[Color Switch]]
|align=center|[[File:MvDK NS Switch.png|60px]][[File:YellowSwitchMVDK.png|63px]][[File:BlueSwitchMVDK.png|58px]]<br>[[Color Switch]]
|Switches that are found in three versions: red, yellow, and blue. As the main effect, the switch that is active makes platforms, blocks, and ladders of the same color available to use.
|Switches that are found in three versions: red, yellow, and blue. As the main effect, the switch that is active makes platforms, blocks, and ladders of the same color available to use.
|-
|-
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|Can be carried and thrown by the player(s). They can be used to defeat certain enemies, or as auxiliary platforms to reach other platforms or to pass wide gaps with [[Spike Trap|spike]]s.
|Can be carried and thrown by the player(s). They can be used to defeat certain enemies, or as auxiliary platforms to reach other platforms or to pass wide gaps with [[Spike Trap|spike]]s.
|-
|-
|align=center|[[File:MarioVsDKSwitch Ladder.png|50px]][[File:MarioVsDKSwitch LadderRed.png|40px]][[File:MarioVsDKSwitch LadderYellow.png|50px]][[File:MarioVsDKSwitch LadderBlue.png|50px]]<br>[[Ladder]]
|align=center|[[File:LadderMVDK.png|60px]]<br>[[Ladder]]
|Climbable objects of various lengths and visual styles. Some can be toggled by Color Switches, with inactive ones appearing as dotted-lines and cannot be climbed.
|Climbable objects of various lengths and visual styles. Some can be tuned on and off by Color Switches.
|-
|-
|align=center|[[File:RopeMVDK.png|40px]]<br>[[Rope]]
|align=center|[[File:RopeMVDK.png|40px]]<br>[[File:HorizontalRopeMVDK.png|220px]]<br>[[Rope]]
|Climbable objects that hang from trees or metal rings. The player can climb on them in a similar fashion to the vines from ''[[Donkey Kong Jr.]]''. [[Snapjaw]]s can be found moving along some vertical ropes.
|Climbable objects that hang from trees or metal rings. [[Snapjaw]]s can be found moving along some vertical ropes. Horizontal rope variants can also be found, which the player can grab and swing upwards from.
|-
|-
|align=center|[[File:MvDK NS Spring.png|60px]]<br>[[Yellow Spring|Spring]]
|align=center|[[File:MvDK NS Spring.png|60px]]<br>[[Yellow Spring|Spring]]
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|Objects that constantly move platforms along a set path.
|Objects that constantly move platforms along a set path.
|-
|-
|align=center|[[File:MarioVsDKSwitch Trampoline.png|60px]]<br>[[Trampoline]]
|align=center|[[File:MvDK-Trampoline.png|100px]]<br>[[Trampoline]]
|Functions the same as springs but can also be picked up and thrown.
|Functions the same as springs but can also be picked up and thrown.
|-
|align=center|[[File:MarioVsDKSwitch_Wire.png|220px]][[File:MarioVsDKSwitch_WireRope.png|220px]]<br>[[Wire]]
|Horizontal cables that the player can hang on to and move across. The player can also perform a [[Wire Spin]] on them to launch themselves to higher places. In worlds like [[Donkey Kong Jungle]], wires take the appearance of horizontal ropes.
|}
|}
==Demo==
[[File:MarioVsDKSwitchDemoTitleScreen.jpg|250px|thumb|right|The title screen for the demo version]]
A demo for the game was released on January 31, 2024 via the game's [[Nintendo eShop]] page, featuring a limited version of the game's first world, [[Mario Toy Company]]. The following differences are present in the demo version of the game:
*The intro cutscene does not play upon first starting up the game, instead it immediately boots to the title screen.
*The title screen features only two options: "Play Demo" and "Nintendo eShop". Selecting the latter option will allow the player to check out the game's relevant eShop page. As such, the file select menu and Gallery are absent, and accessing Guides and Controller options can only be done from the pause menu.
*Multiplayer is still available, as with the option to choose between the [[Easy Mode|Casual]] or Classic play styles.
*The only playable levels are [[Level 1-1 (Mario vs. Donkey Kong)|Level 1-1]], [[Level 1-3 (Mario vs. Donkey Kong)|Level 1-3]], [[Level 1-5 (Mario vs. Donkey Kong)|Level 1-5]], and [[Level 1-mm]]. The player can gain a total of four gold stars from them.
**Additionally, the name of the world ("Mario Toy Company") is not displayed, instead showing the ''Mario vs. Donkey Kong'' logo. The world name can still be seen in the pause menu and in the level results screen.
*Completion of Level 1-mm does not lead to [[Level 1-DK]], rather it leads to the demo video, which is a trailer that showcases various features and levels from the full version of the game.
**The demo video is treated like a cutscene, which can also be skipped by holding {{button|switch|A}}. Once the video finishes playing, the player is asked if they want to check out the eShop page for the game.
*A new menu appears after beating the game - the Product Info page, which can be viewed either by selecting No after watching the demo video for the first time, or by pressing {{button|switch|X}} while on the level select screen. (see below section for more details)
*Some oddities are present in the demo:
**An audiovisual bug is present in which Mario's burn animation is slightly incomplete - it lacks a burning sound and a smoke effect, while Mario's animations are still functional. This can be seen if Mario is defeated by touching [[Oil]].
**When viewing Mario's moves via the Guides menu (accessed via the pause screen), there are still references to moves related to climbing [[rope]]s - these only appear in [[Donkey Kong Jungle]] onward, which cannot be played in the demo.
<gallery>
MarioVsDKSwitchDemoLevelSelect.jpg|Level select screen for the demo version
MarioVsDKSwitchDemoMarioIsNotBurned.jpg|A notable oddity with the demo version where Mario's burning animation is slightly incomplete
</gallery>
===Product info===
[[File:MarioVsDKSwitchDemoProductInfo.jpg|thumb|right|250px|The Product Info page that appears upon completion of the demo]]
The Product Info page is displayed with the following text: "''THANK YOU FOR PLAYING! - You can check out the full version to see the rest!''". A link to the Nintendo eShop page for the game as well as the demo video and six preview screenshots are present in the page. The player can view the screenshots in full by selecting them with {{button|switch|A}}. The player is taken to the title screen after exiting the page if seen after beating Level 1-mm.
The following table lists the contents of the Product Info page for the demo version:
{| class="wikitable mw-collapsible mw-collapsed"
! colspan=3|Product Info page (''Mario vs. Donkey Kong'' Demo) &nbsp;
|-
! Image
! Caption
! Notes
|-
|[[File:MarioVsDKSwitch DemoVideoThumb.png|250px]]
|''Demo Video''
|The demo video that is initially displayed upon completion of the demo. It is treated like a cutscene, which means the player can also completely skip it.
|-
|[[File:MarioVsDKSwitchProductInfoScreencap1.jpg|250px]]
|''Puzzle and platform through over 130 levels!''
|The level shown is [[Level 2-6 (Mario vs. Donkey Kong)|Level 2-6]].
|-
|[[File:MarioVsDKSwitchProductInfoScreencap2.jpg|250px]]
|''New ways to play through multiple modes!''
|The level shown is [[Level 4-2+]].
|-
|[[File:MarioVsDKSwitchProductInfoScreencap3.jpg|250px]]
|''Rescue all the Mini-Marios!''
|The level shown is [[Level 6-mm]].
|-
|[[File:MarioVsDKSwitchProductInfoScreencap4.jpg|250px]]
|''Play with a friend in local co-op!''
|The level shown is [[Level 3-4 (Mario vs. Donkey Kong)|Level 3-4]].
|-
|[[File:MarioVsDKSwitchProductInfoScreencap5.jpg|250px]]
|''Discover numerous bonus levels!''
|The level shown is the [[Mario Toy Company#Bonus level|bonus level]] for [[Mario Toy Company]].
|-
|[[File:MarioVsDKSwitchProductInfoScreencap6.jpg|250px]]
|''Face Donkey Kong in exciting boss fights!''
|The level shown is [[Level 5-DK]].
|-
|}
{{br}}


==Reception==
==Reception==

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