Mario vs. Donkey Kong: Tipping Stars

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Mario vs. Donkey Kong: Tipping Stars is an action puzzle game for the Wii U and Nintendo 3DS. It is the sixth Mario vs. Donkey Kong game overall and the first game in the series to be released on a home console. The game shares many elements with most of the series, where the principal goal is to navigate a number of Minis to their exits, and also allows players to build their own levels in a mode called the Workshop. Players could share custom stages through Miiverse, although this is now no longer possible. The focus of the game are the stars, which form a reward earned in accordance to how the player performs in levels. They are used to tip other players for their shared stages or unlock parts and new Minis for custom levels in the Workshop Store. The game is digital-only except in Japan. Game cases with download codes are sold in Europe. The Wii U version requires 0.93 GB of memory to be installed, and the Nintendo 3DS version requires 3200 blocks.[1]

The game supports a form of cross-platform play, where if one version of the game is bought off the Nintendo eShop, the buyer receives a free download code of the other version. Levels can be shared between the Nintendo 3DS and Wii U versions of the game.

Story

The opening of Mario vs. Donkey Kong: Tipping Stars
The beginning of the story.

As in previous Mario vs. Donkey Kong games, Pauline is once again the victim of Donkey Kong's kidnapping antics at the start of the game, although this time, no motivation is given. Mario quickly gives chase with his Mini Mario toys in hopes of rescuing Pauline from Donkey Kong.

After traversing six puzzle-filled worlds, while freeing cursed Mini Mario toys along the way, Mario catches up to Donkey Kong and Pauline in a darkened room. The lights are switched on quickly, revealing Pauline, Donkey Kong, and two Toads standing in front of a "SURPRISE!" banner.

Mario, Pauline & Donkey Kong
Mario's surprise party.

The ruse revealed, Mario can then continue through more worlds and bonus levels knowing Pauline is safe.

Gameplay

As in the game's predecessors, the main goal of every stage is to simply lead all Mini toys to the end of the level, which is done by manipulating certain parts of the environment. Using the stylus, players are able to drag objects such as red girders, springs, conveyor belts, pipes, and lifts to guide the characters. Notably, the gameplay of this title is largely simplified in comparison to the predecessors, barring elements such as boss battles and the ability to change direction of the Minis.

The most common level type in the game is the Single-Door level, in which a lone door represents the objective. In order to clear a course, each Mini must be brought to the exit door, immediately followed by another. The first Mini toy to reach the exit commences a short timer which shuts the door after a few moments, locking away any other Mini toy if they do not reach the door in time and resulting in a Game Over. Multi-Door levels, a feature introduced in Mario vs. Donkey Kong: Mini-Land Mayhem!, are also found in Tipping Stars, where different Minis have to be rescued from Capsules and led through separate doors, each assigned to one of the Minis. In Multi-Door levels, there is no time limit between entering different doors.

Mini Marios marching in world 1-1 of Tipping Stars
Gameplay in Rolling Hills

Each world contains eight levels and follows a specific formula:

  • the first level of every world introduces a new game mechanic, which becomes recurrent from that point onward.
  • the third level and, sometimes, sixth level is where enemies that cause damage, like Shy Guys, Pokeys or Thwomps, appear.
  • the fourth level is always a Multi-Door course, the rest being Single-Door.
  • the fifth level is marked by the presence of a type of Kong toy, such as Circus Kongs, Cannon Kongs or Capture Kongs.
  • the seventh level has a locked exit, which can only be opened by a Key Mini Mario.
  • instead of a boss battle as in the predecessors, every world is closed by a level where a Cursed Mini Mario has to be reverted to its normal state by hitting it with Hammers, then escorted along with the other Minis to the exit door.

A level must be finished within its time limit, always set to 300 seconds. Otherwise, the result will be a Game Over. Other causes of a Game Over include falling on spikes, falling from a height of ten blocks or more, failing to enter the goal door before it closes, and coming into contact with an enemy such as a Shy Guy or a Pokey.[2] The only possibility to combat these enemies is by using Hammers, which are acquired for a short time and function similarly to the hammer from the Donkey Kong arcade game.

When there are only 30 seconds left in the timer, a frantic melody starts playing, prompting the player to hurry and finish the level.

Scoring system and stars

Earning stars after completing a level
Earning stars after completing a level

Each level has a rating based on a score, which factors the following:

  • Small and big coins spread throughout the levels. They are worth 100 and 1000 points, respectively. There is also a single M Coin in each level, worth 2000 points. Collecting all coins in a level awards the player an additional 6000 points.
  • Every second left on the timer, each worth 20 points.

Three high scores signifying three different ratings are established for each level and are linked to a bronze, silver, and gold trophy, in order from lowest to highest. Acquiring one trophy rewards the player with one star; in this respect, achieving the gold trophy in a level signifies a three star rating for that level. Stars form a collectable entity, and a total of 267 stars can be earned in the main game. Before Miiverse was shut down, additional ones could also be obtained as tips from other players for uploaded levels.

Workshop and online features

The Workshop mode allows players to build custom levels. They can either start building from scratch, or edit and finish one of the three built-in templates. A total of 50 custom levels can be stored, but only up to 20 could be shared online. Levels can be transferred between both the Nintendo 3DS and the Wii U versions of the game. The Workshop Store is a section in the Workshop where collected/received stars can be used to unlock objects and other elements for use in the level editor.

A help menu is available where players can learn about earning tips from other players, limits of the resource items, play-testing and themes for their custom levels.

Template 1 in Workshop mode
Template 1
(uses Rolling Hills background)
Template 2 in Workshop mode
Template 2
(uses Crumbling Cavern background)
Template 3 in Workshop mode
Template 3
(uses Twilight Valley background)

The game presented online functions, which were paired with Miiverse. However, as of November 7, 2017, when the service was shut down, they are no longer available. Before the discontinuation, levels could be shared trough the Community option. Players could share, play, and 'Yeah' levels. Stars earned in the main game or by playing user-created levels could be tipped to level creators, which unlocked Miiverse stamps. Nintendo themselves had uploaded levels in the past, a list of which can be seen here.

Both the Workshop mode and the Community mode were based on a user profile that was created when users first entered either of them. Players that have had a profile prior to the discontinuation of Miiverse can click their Mii icon to access their user profile, which displays some information linked to the service: the number of 'Yeah's received on their levels, comments posted, and stars tipped to other players, as well as the number of shared levels. Likewise, the SpotPass funcionality can be adjusted there.

Controls

  • Stylus – drag or tap objects; navigate menus
  • +Control Pad/Control Stick – navigate level

Characters

The cast is primarily composed of the Mini toys, which are the focus of the Mario vs. Donkey Kong series. Despite the fact that Mario and Donkey Kong are titular characters, they only fulfill minor roles, appearing only on the title screen and the game's few cutscenes. In addition, Mario can be heard exclaiming "Way to go!" after collecting all coins in a level. Pauline and a few Toads also make appearances in the cutscenes.

The protagonistic Minis do not behave differently from each other. They all simply walk from side to side, interacting with the environment at times. The only Mini that does, however, differentiate from the others is the Cursed Mini Mario, which is a possessed Mini Mario that smashes any other Mini on contact. It can be turned back to a normal Mini Mario if hit with Hammers or if slope slid onto it.

Worlds

Dashing Desert, Level 5-8
Dashing Desert

Each of the eight main worlds of the game (six standard, two extra) introduces a new mechanic, and is divided into eight levels; the last one in each world is always centered around a Cursed Mini Mario. Levels in the main game are unlocked in a classic manner, i.e. by completing any level that preceded them.

Apart from the main game, there are 24 additional levels to unlock in a separate, Bonus feature. The player unlocks a bonus level for every 4 gold trophies obtained in the main game, except for Level B-21 onward, when levels are unlocked for each gold trophy earned. In order to unlock all Bonus Levels, the player has to acquire a total of 87 gold trophies. Compared to levels from the main game, Bonus Levels are to be noted for using previous gameplay mechanics in challenging ways, resulting in increased difficulty. Each world from the main game is the setting of two consecutive Bonus Levels.

There are slight layout differences between levels in the Nintendo 3DS version and levels in the Wii U version, meaning that a puzzle might require a different solution depending on the version it appears in.

See also: List of official Mario vs. Donkey Kong: Tipping Stars online levels
Main worlds
Level 1-2 of Rolling Hills Level 2-5 of Jumpy Jungle Level 3-2 of Runaway Warehouse Level 4-3 of Crumbling Cavern
World 1
Rolling Hills
Introduces the simple mechanics used throughout the game, such as girders, rivets and ladders. Except for Cursed Mini Mario at the end, only a single Shy Guy and two Circus Kongs are present as enemies.
Levels
1-11-21-31-4
1-51-61-71-8
World 2
Jumpy Jungle
A world that focuses on the use of Horizontal and Vertical Springs. Circus Kongs are also present here.
Levels
2-12-22-32-4
2-52-62-72-8
World 3
Runaway Warehouse
The emphasis of this world are the conveyor belts, many of which are purple and can be stretched between rivets. There are enemies as well, such as Thwomps and Cannon Kongs.
Levels
3-13-23-33-4
3-53-63-73-8
World 4
Crumbling Cavern
A place teeming with Movable Pipes, green pipes which can be positioned conveniently. A few Fire Piranha Plants inhabit this world.
Levels
4-14-24-34-4
4-54-64-74-8
Level 5-5 of Dashing Desert Level 6-2 of Twilight Valley Level E1-8 of Orbiting Observatory Level E2-5 of Orbiting Observatory
World 5
Dashing Desert
This world introduces Blue Lifts and also marks the first appearance of Pokeys and Capture Kongs in the game.
Levels
5-15-25-35-4
5-55-65-75-8
World 6
Twilight Valley
The last world before the game's conclusion. It adds Pink Blocks to the gameplay, which act as solid walls and platforms and can be placed or removed.
Levels
6-16-26-36-4
6-56-66-76-8
Worlds E1 and E2
Orbiting Observatory
Two extra worlds in the main game, in which magnet surfaces are first explored. Many other elements introduced in previous worlds appear.
Levels
E1-1E1-2E1-3E1-4E1-5E1-6E1-7E1-8
E2-1E2-2E2-3E2-4E2-5E2-6E2-7E2-8
Bonus worlds
Bonus 1
Levels
B-1B-2B-3B-4
B-5B-6B-7B-8
Bonus 2
Levels
B-9B-10B-11B-12
B-13B-14B-15B-16
Bonus 3
Levels
B-17B-18B-19B-20
B-21B-22B-23B-24

Other areas

There are four unlockable backgrounds in the Workshop Store—Winding Ravine, Swirling Courtyard, Clattering Cabin and Shimmering Gold Palace—which can be used by players to decorate levels created by them in the editor. Although these areas do not have their own worlds in the main game, they theme some of the Bonus Levels. In the Workshop, there is an additional Editor Land theme, although none of the pre-built levels feature it.

Winding Ravine is a sky area with rocky peaks and crags seen in the far background. Many huge, colorful mushrooms are grown above the clouds. Winding Ravine is set at dusk, as there are many stars visible in the sky.

This area decorates levels B-15, B-16 and B-17.

Swirling Courtyard is an area with an apparent connection to Princess Peach's Castle. Close to the foreground are numerous surrounding arches patterned with stars, as well as some heraldic banners containing Golden Mushroom badges. Further behind, beyond a shrub garden, lie the castle ramparts, with an opening visible. The music that plays in Swirling Courtyard is reused from Teatime Twirl in Mario vs. Donkey Kong: Mini-Land Mayhem!

This area decorates levels B-18, B-19 and B-20.

Clattering Cabin is a sinister and gloomy building with large Gothic windows and architecture. Many torches are placed on the walls, and there is a lot of old furniture as well. The area features two staircases leading to a big corridor. Next to the staircases is a grandfather clock, and under them, the portrait of a Shy Guy. The music that plays in Clattering Cabin is a retuned version of Warped Mansion's music from the previous game in the series.

This area decorates levels B-21, B-22 and B-23.

Shimmering Gold Palace, or simply Gold Palace[3], is an area with piles of treasure gathered around a gilded palace. Structures present around the main building include towers and ramparts with many windows. The music that plays in Shimmering Gold Palace levels is an arrangement of the invincibility theme from the Mario franchise.

This area only decorates Level B-24.

Editor Land is an area that resembles the editing space in the Workshop, having a large grid wall standing right beside the foreground. This is the only Workshop background not to decorate any pre-loaded levels from the game.


Objects

The game's numerous objects can be split into three categories: collectibles, objects that can be obtained only by a Mini toy; resource items, which can be stockpiled and moved or dragged on the screen using the console's stylus; and fixed objects, which cannot usually be modified but can be manipulated to help the Minis advance through a stage.

Collectibles
Item About
CoinLarge Coin
Coins
Items found in every level, usually arranged in rows of three or more. Each awards the player 100 points for the score. Among these coins, there is also a large variety that is worth ten normal coins and, therefore, 1000 points. The player needs to collect all coins in a level in order to achieve three stars for that level.
Hammers
Hammers
A pair of weapons that can be used by the Minis to combat enemies or destroy Rocks. They are acquired for a short time and are banged repeatedly on the ground, confering the Mini that wields them a short period of invincibility. After they disappear, Hammers respawn in their initial position, allowing another use. If a Mini comes into contact with a Ladder or a Blue Lift while the Hammers are in use, they will be thrown high up in the air and can be picked up again if the Mini reaches the end of these objects in time.
M Coin
M Coin
A special "M"-stamped coin that is worth 2000 points. Only one appears in every stage. Like the other types of coins, collecting the M Coin is mandatory to obtain a three-star rating in a level.
Girder PickupBig Girder Pickup
Lift PickupBig Lift Pickup
Conveyor PickupBig Conveyor Pickup
Pickups
Collectibles that increase the amount of resource items the player has, such as Girders, Blue Lifts and Purple Conveyors. However, they cannot be grabbed with the stylus; Minis are required to walk into them instead.
Resource items
Item About
Blue Lift
Blue Lift
A vertical succession of platforms that can be built between two blue rivets, only if one is located directly above the other. The movement of the platforms in a Blue Lift is determined by the direction of the swipe that created the Blue Lift. Upon encountering a Blue Lift, Minis will stop walking and will take the lift in the direction it moves, helping them reach platforms that are located underneath or above.
High SpringLong Spring
High Spring and
Long Spring
Trampolines that help the Minis bounce to higher areas. High Springs are violet and have an oblong shape—they launch the Minis on a vertical arc. Long Springs are yellow, rounded, and launch the Minis on a more widened arc.
Movable Pipe
Movable Pipes
A pair of separate pipes that are somehow interconnected. When a Mini enters one pipe, it will be warped onto the other. The player can change the positions of these pipes to facilitate movement throughout an area, even though they can only be placed on predetermined slots.
Pink Blocks
Pink Block
A block that can be picked up with the stylus and then used to fill a special slot by tapping on it. Pink Blocks come in formations, and act as platforms or walls to guide the Minis.
Purple Conveyor
Purple Conveyor
A platform that can be dragged across purple rivets. It moves automatically in the direction established by the player with the stylus. Apart from transporting the Minis, Purple Conveyors also turn them back if they are in opposing directions, without the need of a wall.
Red Girder
Red Girder
A platform that can be created by connecting two rivets of the corresponding color. The main game only contains red Girders, but the Workshop mode allows the player to use Girders of different colors, associated with a playable character (green—Mini Luigi, blue and white—Mini Toad, pink—Mini Peach etc.) If Red Girders are positioned horizontally or slightly slanting, the Minis can walk on them as on normal platforms. If their slant is too abrupt, they cause the Minis to slide on them as on a slope. If they are positioned vertically, they act as walls that prevent the Minis from walking further. Red Girders can be passed from underneath, making them semi-solid.
Fixed objects
Item About
Cannon
Cannon
An object that slowly changes launching direction by rotating in place. It can store any amount of Minis that end up inside it, and can be tapped on to blast all Minis in the current direction. This way, apart from being able to reach far areas, the Minis can also zoom into Rocks and enemies to destroy them.
Color Switches
Color Switches
Red, blue, and yellow switches that enable or disable blocks of the same colors when jumped on.
Conveyor
Conveyor
A platform that conveys the Minis in the direction indicated by its arrows. Conveyors are always horizontal.
Girder
Girder
A semi-solid platform that the Minis can walk on. Girders are always horizontal.
Goal Door
Goal Door
The exit of each stage in the game. In Single-Door levels, the goal is to get all Minis into a single door. Once a Mini enters the door, the other have a short amount of time to reach it before it locks them away. A few levels feature locked exits, which require a Key Mini Mario to unlock. In Multi-Door levels, each character must be guided to the door that displays its face on it.
Ladder
Ladder
A vertical set of steps needed to climb up to raised platforms, or go down a lower level. They can be seen as stationary Blue Lifts. Minis grab on a Ladder as soon as they walk into it, then continue to walk in the direction they previously followed. When two Minis bump into each other on a Ladder, they both change directions.
Magnet Ground (on)Magnet Ground (off)
Magnet
A platform that allows the Minis to walk on all of its surfaces. Minis fall off a Magnet if they are hanging upside-down and encounter a non-magnetic surface on their way.
Rock
Rock
A small fragile block that breaks when hit with Hammers, a slope slide or a Cannon blast. Otherwise, Rocks act as normal platforms the Minis can walk onto.
Spikes
Spikes
Dangerous surfaces covering walls and platforms. Falling onto one such surface destroys the Mini. Spikes cannot be destroyed.
Split PipePipe
Pipes
Warp Pipes come in two colors: blue, which are always found in one piece, and yellow—also known as Split Pipes—whose ends are separated from each other. Both types help transport the Minis to different locations in a level, although the length of blue Warp Pipes affect how long the Minis take to reach the other end, while Split Pipes have considerably less delay.


Enemies and obstacles

Enemies in the game can be divided into two categories, based on how they affect the player. Kong-based toys are rather large and indestructible but do not cause damage, and in many situations their capacities appear helpful; however, they can also often impede the player, in which case Hammers are available to stun them temporarily. On the other hand, there are harmful enemies that take miscellaneous forms, and only serve as obstacles that can usually be destroyed with Hammers or other means of attack.

Kongs
Enemy About
Cannon Kong
Cannon Kongs
Stationary toys whose bodies consist of giant cannons. When a Mini enters a Cannon Kong, it gets immediately launched in the direction the enemy is currently facing. This can help traverse unskippable distances and, sometimes, crash through Rocks.
Capture Kong
Capture Kongs
Wandering toys that are equipped with a small sack, which they use to capture and disable any Mini that walks into them. Hitting a Capture Kong with Hammers will stun it and free all captured Minis. While not lethal, Capture Kongs can cause a Game Over if they capture all Minis in a level. In some cases, Capture Kongs are used to the Minis' advantage, as they are able to travel on spikes and thus ferry the Minis to a safe spot.
Circus Kong
Circus Kongs
Toys that toss Minis upward repeatedly, as if juggling. Minis can escape a Circus Kong if a surface is placed between them, or if the Kong is stunned with Hammers.
Enemies that cause damage
Enemy About
Fire Piranha Plant
Fire Piranha Plants
Stationary enemies that are stuck to various surfaces. Apart from being harmful to touch directly, they attack by spitting a single fireball, which travels in a straight line and returns into the enemy's mouth after bouncing off any opposing surface. The fireball can be blocked from re-entering the plant's mouth if a surface is placed in-between. A sliding attack or a pair of Hammers is necessary to destroy a Fire Piranha Plant.
Piranha Plant
Piranha Plants
Much the same as Fire Piranha Plants, these are always fixed to a surface, injuring any Mini that touches them. However, they lack the ability to create fireballs, but can keep the fireballs of Fire Piranha Plants in their mouth and spit them back. Piranha Plants can be destroyed by hitting them with Hammers or by sliding into them.
Pokey
Pokeys
Tall, spiky, three-segmented enemies that simply roam back and forth on a platform, with no active intent to hurt the Minis, despite being harmful to touch. They can be defeated with Hammers, by sliding into them, or by blasting into them from a cannon.
Shy Guy
Shy Guys
Stout enemies that walk from side to side, destroying the Minis if they come into direct contact. They can be defeated by using Hammers, by sliding into them, or shooting into them from a cannon.
Thwomp
Thwomps
Floating stone enemies that come crashing on the ground when walked directly under, even though they can notice the Minis from a few spaces afar. They signal their attack by shaking in place for roughly four seconds, then plummet forcefully on the ground, squashing any Minis walking beneath them. They are completely invincible.


Stamps

Main article: List of Mario vs. Donkey Kong: Tipping Stars stamps

Like some other Wii U games, this game features stamps. One way of getting those is by buying items in the Workshop Store. 84 stamps can be collected.[4]

References to other games

Gallery

For this subject's image gallery, see Gallery:Mario vs. Donkey Kong: Tipping Stars.

Media

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Staff

Main article: List of Mario vs. Donkey Kong: Tipping Stars (Nintendo 3DS) staff
Main article: List of Mario vs. Donkey Kong: Tipping Stars (Wii U) staff

Names in other languages

Language Name Meaning Notes
Japanese マリオvs.ドンキ—コング みんなでミニランド[?]
Mario buiesu Donkī Kongu Minna de Mini Rando
Mario vs. Donkey Kong: Mini-Land with Everyone

External links

References

  1. ^ European box arts
  2. ^ Mario vs. Donkey Kong: Tipping Stars digital manual
  3. ^ "Gold Palace Theme" in the Workshop Store
  4. ^ http://www.nintendo.co.jp/wiiu/wafj/play/index.html Nintendo. Retrieved Feb. 27, 2015.

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