Editing Mario vs. Donkey Kong (Nintendo Switch)

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===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:
*An [[Easy Mode]] known as '''Casual Style''' has been added, with the following changes from Classic:
**There is no time limit, which also causes the timer to display with an infinity sign.
**There is no time limit, which also causes the timer to display 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.
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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=====
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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
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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]].
|-
|-
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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 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.
|-
|-
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|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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