Level E2-1: Difference between revisions
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|title=Level E2-1 | |title=Level E2-1 | ||
|image=[[File:MvsDKTSe2-1.jpg|250px]] | |image=[[File:MvsDKTSe2-1.jpg|250px]] | ||
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|after=[[Level E2-2|>>]] | |after=[[Level E2-2|>>]] | ||
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'''Level E2-1''' is the ninth course of [[Orbiting Observatory]] in ''[[Mario vs. Donkey Kong: Tipping Stars]]''. It is the first in a series of levels in Orbiting Observatory to lack the [[Magnet | '''Level E2-1''' is the ninth course of [[Orbiting Observatory]] in ''[[Mario vs. Donkey Kong: Tipping Stars]]''. It is the first in a series of levels in Orbiting Observatory to lack the [[Magnet Ground]] mechanic, focusing instead on other mechanics from the game. | ||
The level features three [[Mini Mario (toy)|Mini Marios]]. | The level features three [[Mini Mario (toy)|Mini Marios]]. | ||
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The course contains [[Red Girder]] Rivets and [[Warp Pipe|Pipes]] placed at different heights, as well as many platforms and walls of Color Blocks that can be toggled by pressing [[Color Switch]]es. Multiple Girder [[Pickup]]s are scattered throughout the course, increasing the number of Red Girders in the stockpile upon collection. The player can initially progress with only the Mini Mario on the bottom floor, which has to help the other two Minis escape from their traps. One of these Mini Marios is blocked behind a wall of Blue Color Blocks at the left, while the other Mini Mario faces a wall of [[Spike Trap|spikes]] at the top of the course; in both situations, a corresponding Color Switch has to be sought and pressed in order to set the Minis free. | The course contains [[Red Girder]] Rivets and [[Warp Pipe|Pipes]] placed at different heights, as well as many platforms and walls of Color Blocks that can be toggled by pressing [[Color Switch]]es. Multiple Girder [[Pickup]]s are scattered throughout the course, increasing the number of Red Girders in the stockpile upon collection. The player can initially progress with only the Mini Mario on the bottom floor, which has to help the other two Minis escape from their traps. One of these Mini Marios is blocked behind a wall of Blue Color Blocks at the left, while the other Mini Mario faces a wall of [[Spike Trap|spikes]] at the top of the course; in both situations, a corresponding Color Switch has to be sought and pressed in order to set the Minis free. | ||
The free Mini Mario should first be guided with a bridge of Red Girders into the blue Pipe that leads higher up. Exiting the Pipe, the Mini goes left and immediately encounters a Blue Color Switch, freeing the other Mini Mario below him. Both Mini Marios should then return to the bottom via a Red Girder slope and re-enter the blue Pipe from below. This time, upon exiting it, they go right to encounter a line of [[Warp Pipe#Mario vs. Donkey Kong series|Split Pipes]] in the wall ahead of them. With a Red Girder, the player can help the Minis reach a path of Yellow Color | The free Mini Mario should first be guided with a bridge of Red Girders into the blue Pipe that leads higher up. Exiting the Pipe, the Mini goes left and immediately encounters a Blue Color Switch, freeing the other Mini Mario below him. Both Mini Marios should then return to the bottom via a Red Girder slope and re-enter the blue Pipe from below. This time, upon exiting it, they go right to encounter a line of [[Warp Pipe#Mario vs. Donkey Kong series|Split Pipes]] in the wall ahead of them. With a Red Girder, the player can help the Minis reach a path of Yellow Color Blocks underneath, which leads them into a yellow Split Pipe. Coming out of the other side, the Minis reach a Red Color Switch, which deactivates the path of Red Color Blocks in front of the third Mini Mario. This enables the toy to escape the area it is in without touching the spikes ahead. At the left, there is a Yellow Color Switch that should be pressed to disable the row of Yellow Color Blocks from earlier. When all Minis are assembled, the player should draw a slope of Red Girders that leads to the bottom right corner, having disabled the Yellow Color Blocks that obstructed the way down. A wall of [[Rock Block|Rocks]] blocks the [[Goal Door (Mario vs. Donkey Kong series)|Goal Door]] there; sliding downward, the Minis break the wall of Rocks and enter the door, clearing the level. | ||
===M Coin=== | ===M Coin=== | ||
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==High scores== | ==High scores== | ||
The following high scores apply in both the [[Nintendo 3DS]] and the [[Wii U]] versions of the game. | |||
*'''Bronze trophy:''' 5000 points | *'''Bronze trophy:''' 5000 points | ||
*'''Silver trophy:''' 8000 points | *'''Silver trophy:''' 8000 points | ||
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==Statistics== | ==Statistics== | ||
The following data applies in both the Nintendo 3DS and the Wii U versions of the game. | |||
*[[Red Girder]]s: 4 | |||
*Red | |||
*Red Girder Rivets: 15 | *Red Girder Rivets: 15 | ||
*Pipes: 1 | *[[Warp Pipe|Pipes]]: 1 | ||
*Split Pipe pairs: 2 | *[[Warp Pipe#Mario vs. Donkey Kong series|Split Pipe]] pairs: 2 | ||
* | *[[Ladder]]s: 1 | ||
*Color | *[[Color Switch]]es: 4 (1 red, 1 yellow, 2 blue) | ||
*Color Blocks: 19 (7 red, 5 yellow, 7 blue) | *Color Blocks: 19 (7 red, 5 yellow, 7 blue) | ||
*Rocks: 6 | *[[Rock Block|Rocks]]: 6 | ||
*Girder | *Girder [[Pickup]]s: 11 | ||
*Large Girder Pickups: 1 | *Large Girder Pickups: 1 | ||
* | *[[Coin]]s: 6 | ||
*Large | *[[10-Coin|Large Coin]]s: 2 | ||
{{MVDKTS | {{MVDKTS levels}} | ||
[[Category:Mario vs. Donkey Kong: Tipping Stars | [[Category:Mario vs. Donkey Kong: Tipping Stars levels]] |
Latest revision as of 06:50, January 7, 2023
Level | |
---|---|
Level E2-1 | |
Level code | E2-1 |
World | Orbiting Observatory |
Game | Mario vs. Donkey Kong: Tipping Stars |
Time limit | 300 seconds |
<< Directory of levels >> |
Level E2-1 is the ninth course of Orbiting Observatory in Mario vs. Donkey Kong: Tipping Stars. It is the first in a series of levels in Orbiting Observatory to lack the Magnet Ground mechanic, focusing instead on other mechanics from the game.
The level features three Mini Marios.
Overview[edit]
The course contains Red Girder Rivets and Pipes placed at different heights, as well as many platforms and walls of Color Blocks that can be toggled by pressing Color Switches. Multiple Girder Pickups are scattered throughout the course, increasing the number of Red Girders in the stockpile upon collection. The player can initially progress with only the Mini Mario on the bottom floor, which has to help the other two Minis escape from their traps. One of these Mini Marios is blocked behind a wall of Blue Color Blocks at the left, while the other Mini Mario faces a wall of spikes at the top of the course; in both situations, a corresponding Color Switch has to be sought and pressed in order to set the Minis free.
The free Mini Mario should first be guided with a bridge of Red Girders into the blue Pipe that leads higher up. Exiting the Pipe, the Mini goes left and immediately encounters a Blue Color Switch, freeing the other Mini Mario below him. Both Mini Marios should then return to the bottom via a Red Girder slope and re-enter the blue Pipe from below. This time, upon exiting it, they go right to encounter a line of Split Pipes in the wall ahead of them. With a Red Girder, the player can help the Minis reach a path of Yellow Color Blocks underneath, which leads them into a yellow Split Pipe. Coming out of the other side, the Minis reach a Red Color Switch, which deactivates the path of Red Color Blocks in front of the third Mini Mario. This enables the toy to escape the area it is in without touching the spikes ahead. At the left, there is a Yellow Color Switch that should be pressed to disable the row of Yellow Color Blocks from earlier. When all Minis are assembled, the player should draw a slope of Red Girders that leads to the bottom right corner, having disabled the Yellow Color Blocks that obstructed the way down. A wall of Rocks blocks the Goal Door there; sliding downward, the Minis break the wall of Rocks and enter the door, clearing the level.
M Coin[edit]
The M Coin is located at the same level as the top red Split Pipe. The Minis should navigate the red pair of Split Pipes and, with the help of a Red Girder, reach and collect the coin.
High scores[edit]
The following high scores apply in both the Nintendo 3DS and the Wii U versions of the game.
- Bronze trophy: 5000 points
- Silver trophy: 8000 points
- Gold trophy: 14000 points
Statistics[edit]
The following data applies in both the Nintendo 3DS and the Wii U versions of the game.
- Red Girders: 4
- Red Girder Rivets: 15
- Pipes: 1
- Split Pipe pairs: 2
- Ladders: 1
- Color Switches: 4 (1 red, 1 yellow, 2 blue)
- Color Blocks: 19 (7 red, 5 yellow, 7 blue)
- Rocks: 6
- Girder Pickups: 11
- Large Girder Pickups: 1
- Coins: 6
- Large Coins: 2