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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**[[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.
*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.
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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.
|-
|-
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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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!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.
|}
|}


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|[[File:MarioVsDKSwitchProductInfoScreencap6.jpg|250px]]
|[[File:MarioVsDKSwitchProductInfoScreencap6.jpg|250px]]
|''Face Donkey Kong in exciting boss fights!''
|''Face Donkey Kong in exciting boss fights!''
|The level shown is [[Level 5-DK]].
|The level shown is [[Level 4-DK]].
|-
|-
|}
|}

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