Room 4-9: Difference between revisions
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==Overview== | ==Overview== | ||
Two Mini Marios begin on the left side of the course; one starts near a [[Cool Kong]] walking back and forth across a [[girder]], while the other begins below the Cool Kong's girder, above and to the left of a large pit of [[Spike Trap|spike]]s. In the middle of the spike pit is a [[Swing Bar]], which the third Mini Mario begins below; some more spikes can be found with two [[Blue Spring]]s atop them, which can be used to grab the tie of another Cool Kong walking on a girder above. The fourth Mini Mario begins in the bottom right corner, below some [[Magnet Ground]] which extends for most of the top and right side of the level, save for part of the ceiling. Some [[Magnetic Block]]s and gaps for them can also be found here, as well as two [[Thwomp]]s. The [[Goal Door (Mario vs. Donkey Kong series)|exit]] is in an alcove near the top surrounded by Magnet Ground on three sides and a gap for Magnetic Blocks at the top; to reach it, the player should guide the Mini Marios over the spikes by using the Cool Kongs, the Swing Bar, and the Blue Springs. They can then | Two Mini Marios begin on the left side of the course; one starts near a [[Cool Kong]] walking back and forth across a [[girder]], while the other begins below the Cool Kong's girder, above and to the left of a large pit of [[Spike Trap|spike]]s. In the middle of the spike pit is a [[Swing Bar]], which the third Mini Mario begins below; some more spikes can be found with two [[Blue Spring]]s atop them, which can be used to grab the tie of another Cool Kong walking on a girder above. The fourth Mini Mario begins in the bottom right corner, below some [[Magnet Ground]] which extends for most of the top and right side of the level, save for part of the ceiling. Some [[Magnetic Block]]s and gaps for them can also be found here, as well as two [[Thwomp]]s. The [[Goal Door (Mario vs. Donkey Kong series)|exit]] is in an alcove near the top surrounded by Magnet Ground on three sides and a gap for Magnetic Blocks at the top; to reach it, the player should guide the Mini Marios over the spikes by using the Cool Kongs, the Swing Bar, and the Blue Springs. They can then directly remove the Magnetic Blocks and direct the Mini Marios across the Magnetic Ground and to the exit while avoiding the Thwomps. | ||
===Mini Mario Card=== | ===Mini Mario Card=== | ||
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*[[File: Gold Star.svg|16px]] '''Gold star:''' 36200 points | *[[File: Gold Star.svg|16px]] '''Gold star:''' 36200 points | ||
{{ | {{MVDK2MOTM levels}} | ||
[[Category:Mario vs. Donkey Kong 2: March of the Minis levels]] | [[Category:Mario vs. Donkey Kong 2: March of the Minis levels]] |
Latest revision as of 15:30, January 1, 2025
- This article is about the level designated "4-9" in American and Japanese regions. For the level designated "4-9" in other regions, see Room 5-9.
Level | |
---|---|
Room 4-9 | |
Level code | 4-9 |
World | Magnet Mania |
Game | Mario vs. Donkey Kong 2: March of the Minis |
Time limit | 600 seconds |
<< Directory of levels >> |
Room 4-9 (titled Room 3-9 in the British English version) is the ninth course of Magnet Mania in Mario vs. Donkey Kong 2: March of the Minis.
The course features four Mini Marios.
Overview[edit]
Two Mini Marios begin on the left side of the course; one starts near a Cool Kong walking back and forth across a girder, while the other begins below the Cool Kong's girder, above and to the left of a large pit of spikes. In the middle of the spike pit is a Swing Bar, which the third Mini Mario begins below; some more spikes can be found with two Blue Springs atop them, which can be used to grab the tie of another Cool Kong walking on a girder above. The fourth Mini Mario begins in the bottom right corner, below some Magnet Ground which extends for most of the top and right side of the level, save for part of the ceiling. Some Magnetic Blocks and gaps for them can also be found here, as well as two Thwomps. The exit is in an alcove near the top surrounded by Magnet Ground on three sides and a gap for Magnetic Blocks at the top; to reach it, the player should guide the Mini Marios over the spikes by using the Cool Kongs, the Swing Bar, and the Blue Springs. They can then directly remove the Magnetic Blocks and direct the Mini Marios across the Magnetic Ground and to the exit while avoiding the Thwomps.
Mini Mario Card[edit]
The Mini Mario Card is near the top right, behind the rightmost Thwomp. It can be collected by guiding a Mini up the rightmost wall of Magnet Ground and placing some Magnetic Blocks so it walks near the Thwomp and causes it to fall. The player should place some Magnetic Blocks above the Thwomp so it does not crush the Mini as it picks up the card.