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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={{ | |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 | |input={{input|joy-con=1|switchpro=1}} | ||
|serials= | |serials=HAC-P-A97PA (U.S.) | ||
}} | }} | ||
{{quote|The rivalry reignites.|Advertisement tagline for ''Mario vs. Donkey Kong''}} | {{quote|The rivalry reignites.|Advertisement tagline for ''Mario vs. Donkey Kong''}} | ||
'''''Mario vs. Donkey Kong''''' is a [[Nintendo Switch]] [[Reissue#remakes|remake]] of the 2004 [[Game Boy Advance]] [[Mario vs. Donkey Kong|game of the same name]] released worldwide on February 16, 2024. First announced during the September 2023 Nintendo Direct,<ref name=Direct>Nintendo of America (September 14, 2023). [https://www.youtube.com/watch?v=rfYfuAOKTxA Nintendo Direct 9.14.2023 - Nintendo Switch]. ''YouTube''. Retrieved September 14, 2023.</ref> it is the first ''[[Mario vs. Donkey Kong (series)|Mario vs. Donkey Kong]]'' game for Nintendo Switch | |||
'''''Mario vs. Donkey Kong''''' is a [[Nintendo Switch]] [[Reissue#remakes|remake]] of the 2004 [[Game Boy Advance]] [[Mario vs. Donkey Kong|game of the same name]] released worldwide on February 16, 2024. First announced during the September 2023 Nintendo Direct,<ref name=Direct>Nintendo of America (September 14, 2023). [https://www.youtube.com/watch?v=rfYfuAOKTxA Nintendo Direct 9.14.2023 - Nintendo Switch]. ''YouTube''. Retrieved September 14, 2023.</ref> it is the first ''[[Mario vs. Donkey Kong (series)|Mario vs. Donkey Kong]]'' game for the Nintendo Switch and the first one in general since ''[[Mario vs. Donkey Kong: Tipping Stars]]'', released almost nine years prior. As a remake of the first game, it is also the first time the gameplay style of the [[Game Boy]] version of ''[[Donkey Kong (Game Boy)|Donkey Kong]]'' has been revisited since the original's release. Unlike the original version's pre-rendered visuals and the rest of the ''Mario vs. Donkey Kong'' series opting for a plastic, cartoony look with outlines, the remake adopts a standard modern art style, taking many cues from ''[[Super Mario 3D World]]'' and its appearance as a theme in ''[[Super Mario Maker 2]]'' in particular. Additionally, the game debuts a redesigned logo for the ''Donkey Kong'' series. Despite [[Charles Martinet]] having stepped down from his role as the voice actor for [[Mario]], several of his voice clips are reused in this game. | |||
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> | ||
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===New content=== | ===New content=== | ||
=====Game modes===== | =====Game modes===== | ||
* | *Casual Style has been added, with the following changes from Classic Style: | ||
** | **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 player starts with five bubbles per level. If the player has any bubbles left, the character will return to a checkpoint in a [[bubble]] in situations that would cause them to lose a life. | ||
**[[Key]]s last for 15 seconds instead of 12 when not held by a character. | **[[Key]]s last for 15 seconds instead of 12 when not held by a character. | ||
**Certain levels contain less enemies. | **Certain levels contain less enemies. | ||
*A [[Time Attack (Mario vs. Donkey Kong for Nintendo Switch)|Time Attack]] mode has been added for all levels. It is accessed by pressing {{button|switch|X}} when selecting a level. In Time Attack, the player must reach the end of the level as fast as they can to beat the target time. | *A [[Time Attack (Mario vs. Donkey Kong for Nintendo Switch)|Time Attack]] mode has been added for all levels. It is accessed by pressing {{button|switch|X}} when selecting a level. In Time Attack, the player must reach the end of the level as fast as they can to beat the target time. | ||
**Levels completed in Time Attack mode will be marked with a gold medal featuring a clock insignia on it. Completing all levels in Time Attack mode is not required for [[Completion|100% completion]]. | **Levels completed in Time Attack mode will be marked with a gold medal featuring a clock insignia on it. Completing all levels in Time Attack mode is not required for [[Completion|100% completion]]. | ||
**Time Attack is unlocked for all regular levels and Expert levels once [[ | **Time Attack is unlocked for all regular levels and Expert levels once [[Donkey Kong (level)|Vs. Donkey Kong]] is cleared. For plus levels, this requires clearing [[Vs. Donkey Kong Plus]]. | ||
=====Multiplayer===== | =====Multiplayer===== | ||
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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 | *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]]''. | ||
=====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 | *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 | *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 floating key that opens a treasure box 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. | ||
=====Miscellaneous===== | |||
*A gallery has been added, where the player can view the cutscenes, music and sound effects of the game. | |||
===Changes=== | ===Changes=== | ||
=====Gameplay===== | =====Gameplay===== | ||
*The scoring system has been removed. | *The scoring system has been removed. | ||
*The requirements for collecting gold stars has been changed to be performance based, as the scoring system was removed. A "Perfect!" rating (still represented by a gold star) can now be obtained in all levels, excluding [[Donkey Kong (level)|final battle]] and its [[Donkey Kong Plus|Plus variant]]. | |||
**Clearing a level with all [[Present (Mario vs. Donkey Kong)|presents]], getting all six [[Mini-Mario]]s in the [[Toy box (object)|toy box]], and beating a boss level without taking damage are essential to getting stars, which can be used to unlock new Expert levels. | |||
*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. | *The right stick can be used to control the camera in large-scaled levels, meaning that the player no longer has to enter Free Scroll Mode to view the level in its entirety. | ||
*Retrying a level or exiting a level that has not been cleared yet no longer costs the player a life. | |||
*Clearing the first level in a world unlocks every remaining level in it except for the Mini-Mario levels and Donkey Kong boss levels. | *Clearing the first level in a world unlocks every remaining level in it except for the Mini-Mario levels and Donkey Kong boss levels. | ||
*[[Hammer]]s and [[Fruit]]s reappear after using them. | *[[Hammer]]s and [[Fruit]]s reappear after using them. | ||
*The player can now jump on [[bird (Mario vs. Donkey Kong series)|bird]]s. | *The player can now jump on [[bird (Mario vs. Donkey Kong series)|bird]]s. | ||
*Pressing up on the controller no longer makes the player look up. | *Pressing up on the controller no longer makes the player look up. | ||
*Unlike the Japanese version of the original game, all the [[e-Reader]] levels are cut from all versions. | *Unlike the Japanese version of the original game, all the [[e-Reader]] levels are cut from all versions. | ||
**Additionally, no unused level maker is present in the game's data unlike the original game in all regions. | **Additionally, no unused level maker is present in the game's data unlike the original game in all regions. | ||
*When opened, the [[Toy box (object)|toy box]] no longer closes even if the player attempts to stand on it, until all the [[Mini-Mario]]s jump inside. The toy box will then shake and can be obtained by the player without needing to stand on it first. | |||
=====Level design===== | =====Level design===== | ||
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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. | ||
*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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**The inactive versions of [[Color Block]]s now use the appearance of [[Dotted-Line Block]]s instead of an X-shaped cross design. | **The inactive versions of [[Color Block]]s now use the appearance of [[Dotted-Line Block]]s instead of an X-shaped cross design. | ||
**[[Conveyor Belt]]s are no longer colored red or yellow, now using a gray coloration instead. | **[[Conveyor Belt]]s are no longer colored red or yellow, now using a gray coloration instead. | ||
**[[Donut Block]]s are slightly redesigned to be more | **[[Donut Block]]s are slightly redesigned to be more modern in appearance, with a similar appearance like in ''[[Super Mario 3D Land]]''. | ||
**[[Rope]]s now use a universal brown palette regardless of world - for example they are no longer gray in [[Mystic Forest]]. | **[[Rope]]s now use a universal brown palette regardless of world - for example they are no longer gray in [[Mystic Forest]]. | ||
**[[Sand block]]s now use a universal cracked appearance and are now gray, resembling crumbling rock blocks. | **[[Sand block]]s now use a universal cracked appearance and are now gray, resembling crumbling rock blocks. | ||
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**[[Boo]]s have a toylike design, with a face that slides to change expressions. | **[[Boo]]s have a toylike design, with a face that slides to change expressions. | ||
**[[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. | ||
**There is a blue, ice-like variant of [[Fireball (Donkey Kong)|Fireball]] that appears in Slippery Summit, though aside from aesthetics, it does not behave any differently than the game's orange Fireballs. | |||
**There is a blue, ice-like variant of [[Fireball (Donkey Kong)|Fireball]] that appears in Slippery Summit, | |||
*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. | ||
=====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. | ||
*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 | **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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**Mario saying, "Spaghetti" then "Ravioli" occasionally on the [[Game Over]] screen. | **Mario saying, "Spaghetti" then "Ravioli" occasionally on the [[Game Over]] screen. | ||
**Mario saying, "Ah, that Charles Martinet. Nice Italian boy!" on the credits roll. | **Mario saying, "Ah, that Charles Martinet. Nice Italian boy!" on the credits roll. | ||
==Characters== | ==Characters== | ||
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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: | |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: | |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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|- | |- | ||
|align=center|[[File:MvDK NS Bucket Man.png|69px]]<br>[[Bucket Man|Bucket Men]] | |align=center|[[File:MvDK NS Bucket Man.png|69px]]<br>[[Bucket Man|Bucket Men]] | ||
|Sentient [[ | |Sentient [[Bin|Garbage Can]] enemies. Mario must be careful when picking up Garbage Cans, as they may really be Bucket Men in disguise. They cannot be picked up, but can be defeated with a hammer. | ||
|- | |- | ||
|align=center|[[File:MvDKNSFirebird.png|90px]]<br>[[Fire bird]]s | |align=center|[[File:MvDKNSFirebird.png|90px]]<br>[[Fire bird]]s | ||
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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| | |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, | |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: | |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: | |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: | |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: | |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: | |align=center|[[File:Katakata Spanner Heihou Remake.png|90px]]<br>[[Wrench Shy Guy]]s | ||
|Black Shy Guys that throw spanners | |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: | |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: | |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: | |align=center|[[File:MarioVsDKSwitch_Cannonball.png|90px]]<br>[[Cannonball]] | ||
|Obstacles that are fired from cannons. | |Obstacles that are fired from cannons. | ||
|- | |- | ||
|align=center|[[File: | |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: | |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: | |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: | |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: | |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: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: | |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: | |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: | |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: | |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: | |align=center|[[File:MvDK NS Switch.png|60px]][[File:YellowSwitchMVDK.png|63px]][[File:BlueSwitchMVDK.png|58px]]<br>[[Color Switch]] | ||
|Switches | |Switches 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. | ||
|- | |- | ||
|align=center|[[File:MvDK NS Garbage Can.png|80px]]<br>[[ | |align=center|[[File:MvDK NS Garbage Can.png|80px]]<br>[[Bin|Garbage Can]] | ||
|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: | |align=center|[[File:LadderMVDK.png|60px]]<br>[[Ladder]] | ||
|Climbable objects of various lengths and visual styles. Some can be | |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 | |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: | |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. | ||
|} | |} | ||
==Reception== | ==Reception== | ||
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|KorM=Mario vs. Donkey Kong | |KorM=Mario vs. Donkey Kong | ||
}} | }} | ||
==External links== | ==External links== | ||
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*[https://www.nintendo.co.za/Games/Nintendo-Switch-games/Mario-vs-Donkey-Kong-2445644.html Official South African game page] | *[https://www.nintendo.co.za/Games/Nintendo-Switch-games/Mario-vs-Donkey-Kong-2445644.html Official South African game page] | ||
*[https://www.nintendo.com.au/games/nintendo-switch/mario-vs-donkey-kong Official Australian game page] | *[https://www.nintendo.com.au/games/nintendo-switch/mario-vs-donkey-kong Official Australian game page] | ||
==References== | |||
<references/> | |||
{{MVDK}} | {{MVDK}} | ||
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[[Category:Puzzle games]] | [[Category:Puzzle games]] | ||
[[Category:2024 games]] | [[Category:2024 games]] | ||
[[Category: | [[Category:Reissues]] | ||
[[Category:Games with demos]] | [[Category:Games with demos]] | ||
[[it:Mario vs. Donkey Kong (Nintendo Switch)]] | [[it:Mario vs. Donkey Kong (Nintendo Switch)]] |