Level 5-6+: Difference between revisions

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{{Levelbox
{{about|Level 5-6+ in the [[Nintendo Switch]] [[Mario vs. Donkey Kong (Nintendo Switch)|remake]] of Mario vs. Donkey Kong (Level 4-6+ in the [[Game Boy Advance]] [[Mario vs. Donkey Kong|version]])|Level 5-6+ in the Game Boy Advance game|[[Level 7-6+]]}}
|title = Level 4-6+
{{level infobox
|image = [[File:MVDK Level 4-6+.png]]
|image = [[File:MarioVsDKSwitch5-6+.jpg|250px]]
|code= Level 4-6+
|code= Level 4-6+ (GBA)<br>Level 5-6+ (Switch)
|world= [[Spooky House Plus]]
|world= [[Spooky House Plus]]
|game= ''[[Mario vs. Donkey Kong]]''
|game= ''[[Mario vs. Donkey Kong]]''<br>''[[Mario vs. Donkey Kong (Nintendo Switch)|Mario vs. Donkey Kong]]'' ([[Nintendo Switch]])
|limit= 150
|limit= 150
|before= [[Level 4-5+|<<]]
|before= [[Level 5-5+|<<]]
|after= [[Level 4-DK+|>>]]
|after= [[Level 5-DK+|>>]]
}}
}}
'''Level 4-6+''' is the sixth level of [[Spooky House Plus]] in ''[[Mario vs. Donkey Kong]]''. The high score for this level is 22000.
'''Level 5-6+''' ('''Level 4-6+''' in the GBA version) is the sixth level of [[Spooky House Plus]] in ''[[Mario vs. Donkey Kong]]'' and its [[Mario vs. Donkey Kong (Nintendo Switch)|remake]]. The high score for this level in the original version is 22000. In the [[Nintendo Switch]] remake, the target time for this level's [[Time Attack (Mario vs. Donkey Kong for Nintendo Switch)|Time Attack]] is 26.00.


==Overview==
==Overview==
The player will immediately activate the [[Mini Mario (toy)|Mini-Mario]] upon starting the level. After leading the Mini-Mario through past two [[Thwomp]]s and a [[Thwimp]], the player and the toy have to use a [[Springboard]] to get onto an upper platform. Starting from the left side of the platform, the player has to do the next set of steps in quick succession. The player has to drop the Mini-Mario down a [[Donut Block]] and stand to the right of it. Once the Mini-Mario is on the red block, it will start to jump right, so the player has to time the press of a blue [[Color Switch]] with the [[Polterguy]]'s position to prevent the Mini-Mario from falling into [[Spike Trap|spikes]]. Once the Mini-Mario is safely across the spikes, the player has to climb down a ladder to reach the locked door.
The player will immediately activate the [[Mini Mario (toy)|Mini-Mario]] upon starting the level. After leading the Mini-Mario through past two [[Thwomp]]s and a [[Thwimp]], the player and the toy have to use a [[Springboard]] to get onto an upper platform. Starting from the left side of the platform, the player has to do the next set of steps in quick succession. The player has to drop the Mini-Mario down a [[Donut Block]] and stand to the right of it. Once the Mini-Mario is on the red block, it will start to jump right, so the player has to time the press of a blue [[Color Switch]] with the [[Polterguy]]'s position to prevent the Mini-Mario from falling into [[Spike Trap|spikes]]. Once the Mini-Mario is safely across the spikes, the player has to climb down a ladder to reach the locked door.
In the remake, the positions of the blue Polterguy and the red Color Block have been swapped, meaning the player needs to instead time the position of the Polterguy before allowing the Mini-Mario to jump to the red block.


==Enemies==
==Enemies==
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==Present locations==
==Present locations==
*'''Red:''' High above the locked door.
*'''Red:''' High above the locked door.
*'''Yellow:''' Under the Donut Block. The red Color Switch needs to be active.
*'''Yellow:''' Under the [[Donut Block]]. The red [[Color Switch]] needs to be active. In the remake, the blue Color Switch has to be activated instead, as the player needs to position the [[Polterguy]] before allowing the Mini-Mario to land safely while getting the present.
*'''Blue:''' In a small passage between the Springboard and spike pit. Instead of standing to the right of the Donut Block, the player needs to stand to the left to get the Mini-Mario to jump through the passage. The red Color Switch needs to be active.
*'''Blue:''' In a small passage between the [[spring]] and [[Spike Trap|spike pit]]. Instead of standing to the right of the Donut Block, the player needs to stand to the left to get the [[Mini-Mario]] to jump through the passage. The red Color Switch needs to be active. In the remake, the blue Color Switch has to be activated instead, under similar circumstances.


{{MVDK Levels}}
==Gallery==
[[Category:Mario vs. Donkey Kong Levels]]
<gallery>
MVDK Level 4-6+.png|Level 4-6+ in the GBA version
</gallery>
{{MVDK levels}}
[[Category:Mario vs. Donkey Kong levels]]

Latest revision as of 23:01, June 23, 2024

This article is about Level 5-6+ in the Nintendo Switch remake of Mario vs. Donkey Kong (Level 4-6+ in the Game Boy Advance version). For Level 5-6+ in the Game Boy Advance game, see Level 7-6+.
Level
Level 5-6+
Screenshot of Spooky House Plus level 5-6+ from the Nintendo Switch version of Mario vs. Donkey Kong
Level code Level 4-6+ (GBA)
Level 5-6+ (Switch)
World Spooky House Plus
Game Mario vs. Donkey Kong
Mario vs. Donkey Kong (Nintendo Switch)
Time limit 150
<< Directory of levels >>

Level 5-6+ (Level 4-6+ in the GBA version) is the sixth level of Spooky House Plus in Mario vs. Donkey Kong and its remake. The high score for this level in the original version is 22000. In the Nintendo Switch remake, the target time for this level's Time Attack is 26.00.

Overview[edit]

The player will immediately activate the Mini-Mario upon starting the level. After leading the Mini-Mario through past two Thwomps and a Thwimp, the player and the toy have to use a Springboard to get onto an upper platform. Starting from the left side of the platform, the player has to do the next set of steps in quick succession. The player has to drop the Mini-Mario down a Donut Block and stand to the right of it. Once the Mini-Mario is on the red block, it will start to jump right, so the player has to time the press of a blue Color Switch with the Polterguy's position to prevent the Mini-Mario from falling into spikes. Once the Mini-Mario is safely across the spikes, the player has to climb down a ladder to reach the locked door.

In the remake, the positions of the blue Polterguy and the red Color Block have been swapped, meaning the player needs to instead time the position of the Polterguy before allowing the Mini-Mario to jump to the red block.

Enemies[edit]

Present locations[edit]

  • Red: High above the locked door.
  • Yellow: Under the Donut Block. The red Color Switch needs to be active. In the remake, the blue Color Switch has to be activated instead, as the player needs to position the Polterguy before allowing the Mini-Mario to land safely while getting the present.
  • Blue: In a small passage between the spring and spike pit. Instead of standing to the right of the Donut Block, the player needs to stand to the left to get the Mini-Mario to jump through the passage. The red Color Switch needs to be active. In the remake, the blue Color Switch has to be activated instead, under similar circumstances.

Gallery[edit]