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{{Game-infobox|name=<big>''Mario vs. Donkey Kong: Minis of the World''</big>|image=[[File:MvsDKMotW_Box.png|250px]]||caption=The game's American box cover.|dev=Nintendo Software Technology Corporation<br>Nintendo EPD|publisher=Nintendo|platform=Nintendo Switch|release=Unknown|genre=Puzzle|esrb=ESBR - Everyone|pegi=PEGI - 3+|cero=CERO - A (General)|media='''Nintendo Switch:'''<br>Game Card<br>Digital download}}[[File:MvsDKMotW Logo.png|center|450px|link=]]
 
{{Game-infobox|name=<big>''Mario vs. Donkey Kong: Minis of the World''</big>|image=[[File:MvsDKMotW_Box.png|250px]]||caption=The game's American box cover.|dev=Nintendo Software Technology Corporation<br>Nintendo EPD|publisher=Nintendo|platform=Nintendo Switch|release=Unknown|genre=Puzzle|esrb=ESBR - Everyone|pegi=PEGI - 3+|cero=CERO - A (General)|media='''Nintendo Switch:'''<br>Game Card<br>Digital download}}[[File:MvsDKMotW Logo.png|center|450px|link=]]
'''''Mario vs. Donkey Kong: Minis of the World''''' is an action puzzle game and (would be) the eighth installment in the ''Mario vs. Donkey Kong'' series. It serves as a follow-up to ''Mario vs. Donkey Kong: Tipping Stars'' and shares gameplay elements with most of its predecesors, such as guiding mini toys through levels to their exits by manipulating objects in the environment. Level building and sharing returns, as well as the star tipping system, which can allow players to unlock more things in the Workshop. The game shares the particular theme of traveling around the world with ''Super Mario Odyssey'', and includes a lot of references to said game. It is one of the only Nintendo Switch titles that prioritizes Handheld mode play, though there is also an alternative for playing with controls in docked mode.
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'''''Mario vs. Donkey Kong: Minis of the World''''' is an action puzzle game and (would be) the eighth installment in the ''[https://www.mariowiki.com/Mario_vs._Donkey_Kong_(series) Mario vs. Donkey Kong]'' series. It serves as a follow-up to ''Mario vs. Donkey Kong: Tipping Stars'' and shares gameplay elements with most of its predecesors, such as guiding mini toys through levels to their exits by manipulating objects in the environment. Level building and sharing returns, as well as the star tipping system, which can allow players to unlock more things in the Workshop.
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The game shares the particular theme of traveling around the world with ''[https://www.mariowiki.com/Super_Mario_Odyssey Super Mario Odyssey]'', and includes a lot of references to said game. It is one of the only [[Nintendo Switch]] titles that prioritizes Handheld mode play, though there is also an alternative for playing with controls in docked mode.
   
 
== Story ==
 
== Story ==
Mario's Toy Company branch is expanding throughout the world with the help of his trusted business partner Pauline, building new facilities in different kingdoms such as the Cap Kingdom and Metro Kingdom and even Sarasaland, among many others. Donkey Kong hears the news and becomes excited, but is quickly disappointed when he realizes there are no plans on it for Kong Island, where he resides. Out of spite, Donkey Kong begins traveling to the different toy locations to sabotage and steal the toys, starting with the Mushroom Kingdom's. It is up to Mario and his mini toys to put a stop to the ape's antics and recover the other stolen toys.
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[[Mario]]'s Toy Company branch is expanding throughout the world with the help of his trusted business partner [[Pauline]], building new facilities in different kingdoms such as the Cap Kingdom and Metro Kingdom and even Sarasaland, among many others. [[Donkey Kong]] hears the news and becomes excited, but is quickly disappointed when he realizes there are no plans on it for Kong Island, where he resides. Out of spite, Donkey Kong begins traveling to the different toy locations to sabotage and steal the toys, starting with the Mushroom Kingdom's. It is up to Mario and his mini toys to put a stop to the ape's antics and recover the other stolen toys.
   
 
Mario, Pauline, and their minis travel to different places around to world following Donkey Kong, and catch up to him for the last time in Kong Island, where they discover he has created his own improvised toy land with the assets he has stolen from the other locations.
 
Mario, Pauline, and their minis travel to different places around to world following Donkey Kong, and catch up to him for the last time in Kong Island, where they discover he has created his own improvised toy land with the assets he has stolen from the other locations.
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===Controls===
 
===Controls===
There are two ways of playing ''Mario vs. Donkey Kong: Minis of the World''. The default is Handheld Mode, by using the Switch's touch screen, as in previous games. The alternative is called Docked Mode, which allows players to use normal controls and replace the touch controls. Despite its name, it can be used for handheld too if so desired. Control settings can be changed in Options.
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There are three ways of playing ''Mario vs. Donkey Kong: Minis of the World''. The default is Handheld Mode, by using the Switch's touch screen, as in previous games. The first alternative is called Control Mode, which allows players to use normal controls and replace the touch controls. It can be used for either handheld or docked if so desired. The third alternative is Docked Mode, in which the joycon's motion controls can be used instead of the touchscreen or the control stick. Control settings can be changed in Options.
 
*[[File:NS_Screen.png|25px|link=]] – drag or tap objects; navigate menus
 
*[[File:NS_Screen.png|25px|link=]] – drag or tap objects; navigate menus
 
*[[File:NS_R_Stick.png|20px|link=]] – navigate level
 
*[[File:NS_R_Stick.png|20px|link=]] – navigate level
 
*[[File:NS_L_Stick.png|20px|link=]] - control cursor in docked mode; select in menus
 
*[[File:NS_L_Stick.png|20px|link=]] - control cursor in docked mode; select in menus
*[[File:NS_A_Button.png|15px|link=]] – press to tap and hold to drag objects in docked mode; confirm in menus
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*[[File:NS_A_Button.png|15px|link=]] – press to tap and hold to drag objects in docked and motion mode; confirm in menus
 
*[[File:NS_B_Button.png|15px|link=]] – cancel in menus
 
*[[File:NS_B_Button.png|15px|link=]] – cancel in menus
 
*[[File:NS_Plus.png|15px|link=]] - pause game
 
*[[File:NS_Plus.png|15px|link=]] - pause game
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The game also contains an Options icon on the main menu, which serves in adjusting various settings:
 
The game also contains an Options icon on the main menu, which serves in adjusting various settings:
 
*Audio menu, where the volume of the music and sound effects can be adjusted. A Sound Test is also featured, but it is locked at first. It can be unlocked after defeating the final boss in the main game.
 
*Audio menu, where the volume of the music and sound effects can be adjusted. A Sound Test is also featured, but it is locked at first. It can be unlocked after defeating the final boss in the main game.
  +
*Control options, in which the player can switch between Handheld Mode, Control Mode, and Docked Mode.
 
*Change profile theme, where players can change their Shared Content user profile's background, icon, and message after it has been created.
 
*Change profile theme, where players can change their Shared Content user profile's background, icon, and message after it has been created.
 
*Newsfeed toggle, in which players can allow or prevent notifications about new levels from their following list or from Nintendo.
 
*Newsfeed toggle, in which players can allow or prevent notifications about new levels from their following list or from Nintendo.

Revision as of 01:18, 14 March 2021

Mario vs. Donkey Kong: Minis of the World
MvsDKMotW Box
Publisher(s) Nintendo
Genre(s) Puzzle
Media Included Nintendo Switch:
Game Card
Digital download
MvsDKMotW Logo

Mario vs. Donkey Kong: Minis of the World is an action puzzle game and (would be) the eighth installment in the Mario vs. Donkey Kong series. It serves as a follow-up to Mario vs. Donkey Kong: Tipping Stars and shares gameplay elements with most of its predecesors, such as guiding mini toys through levels to their exits by manipulating objects in the environment. Level building and sharing returns, as well as the star tipping system, which can allow players to unlock more things in the Workshop.

The game shares the particular theme of traveling around the world with Super Mario Odyssey, and includes a lot of references to said game. It is one of the only Nintendo Switch titles that prioritizes Handheld mode play, though there is also an alternative for playing with controls in docked mode.

Story

Mario's Toy Company branch is expanding throughout the world with the help of his trusted business partner Pauline, building new facilities in different kingdoms such as the Cap Kingdom and Metro Kingdom and even Sarasaland, among many others. Donkey Kong hears the news and becomes excited, but is quickly disappointed when he realizes there are no plans on it for Kong Island, where he resides. Out of spite, Donkey Kong begins traveling to the different toy locations to sabotage and steal the toys, starting with the Mushroom Kingdom's. It is up to Mario and his mini toys to put a stop to the ape's antics and recover the other stolen toys.

Mario, Pauline, and their minis travel to different places around to world following Donkey Kong, and catch up to him for the last time in Kong Island, where they discover he has created his own improvised toy land with the assets he has stolen from the other locations.

After defeating him, a surrendered Donkey Kong apologizes for his actions. Mario and Pauline forgive him, and inform him that they want to build a real Mario's Toy Company establishment in Kong Island with his help. Overjoyed with their request, Donkey Kong accepts, and construction begins shortly thereafter. The ending shows them hosting an opening ceremony, with a crowd of Toads and familiar Kongs cheering on as the ribbon is cut by Mario and Donkey Kong.

Gameplay

The game retains the same core gameplay and aesthetics from its predecessors, especially Mario vs. Donkey Kong: Tipping Stars and Mini Mario & Friends: amiibo Challenge, in which the player has to complete levels by guiding a number of automated mini toys to the exit door, under a time limit of 300 seconds. This is done by manipulating certain parts of the environment. Using the console's touchscreen, players are able to drag objects such as red girders, springs, conveyor belts, pipes, and lifts to guide the minis. These objects can also be adjusted before the minis are initiated. Minis are activated by tapping on them, and can also be set marching if other toys bump into them. If a mini touches an enemy, falls onto spikes or any other hazardous obstacle, or falls from a height of ten or more blocks, it breaks and causes a Game Over, which forces the player to restart or exit the level. Unlike in games from Mario vs. Donkey Kong: Minis March Again onwards, minis can be stopped from moving if they're tapped on again, like in Mario vs. Donkey Kong 2: March of the Minis. However, the player still cannot change the direction of the minis themselves, and must still rely on changing the environment to set their course.

The most common type of goal are Single Door levels, where there is one exit that every mini has to go through. Once the door is entered by a mini, a timer is activated on it. If the door is not entered in time by another mini, it will lock itself, leaving any other toys out and resulting in a Game Over. As such, the toys have to head for the exit in close succession. Other levels are designated as Multi-Door levels, which contain multiple doors that are only used by minis shown on them and which do not activate a timer upon being entered. In these levels, minis are usually trapped in capsules which can only be broken by a free mini. Two other goal types can occur in some levels as well: Key Minis and Cursed Minis, with the former having a mini with a key on its back that has to open the goal exit first before any other mini can enter; the latter features a Cursed Mini that must be reverted back to normal by attacking them as they act like enemies, and then escort them along with the other minis to the Goal Door.

While most minis normally cannot defeat enemies, there are alternative ways of doing so, such as attacking them by sliding down a steep slope, or with the use of Hammers and Fire Flowers found in levels.

Levels are laid across different worlds, each world containing 9 main levels and a boss battle, 4 extra levels designed specifically for the minis rescued in these worlds, an unlockable minigame level, and a new gimmick introduced that stick around for subsequent worlds and levels. Five bonus worlds become unlockable after clearing the main worlds, with the last one's levels being unlocked through the collection of M-Tokens in other worlds, similarly to how they worked in Mario vs. Donkey Kong: Mini-Land Mayhem. Every main level contains an M-Token alongside a Mini Mario Card, with the latter allowing the player to unlock minigames after collecting them in each world.

Scoring system and Stars

As in past games, the player's performance in levels is determined by a score, which takes into account the items collected along the way, and the time taken to complete said level. Every level has a goal score that depending on how well the player did, rewards them with a trophy ranking. Three high scores signifying three different rankings 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.

Like in Tipping Stars, these stars function as a collectable entity, with a total of [X] stars in the main game, and additional ones given by other players as tips online for uploaded levels. These stars can be used to unlock objects in the Workshop Store.

Controls

There are three ways of playing Mario vs. Donkey Kong: Minis of the World. The default is Handheld Mode, by using the Switch's touch screen, as in previous games. The first alternative is called Control Mode, which allows players to use normal controls and replace the touch controls. It can be used for either handheld or docked if so desired. The third alternative is Docked Mode, in which the joycon's motion controls can be used instead of the touchscreen or the control stick. Control settings can be changed in Options.

  • NS Screen – drag or tap objects; navigate menus
  • NS R Stick – navigate level
  • NS L Stick - control cursor in docked mode; select in menus
  • NS A Button – press to tap and hold to drag objects in docked and motion mode; confirm in menus
  • NS B Button – cancel in menus
  • NS Plus - pause game
  • NS Minus - enter Help Mode (in-level)

Other Modes

Aside from the Main Game which is described above, there are other modes the player has access to in the main menu.

Minigames

There is an optional level in every world that consists of a minigame. After collecting 9 Mini Mario Cards among 9 levels, they spell out MINIMARIO, and the minigame for that world is unlocked. There are two minigames:

  • Whack-a-Mole!: these minigames appear in oddly-numbered worlds. Here the player has to break Monty Mole toys that pop out of pipes by tapping them within 30 seconds. The minigame becomes increasingly difficult in subsequent oddly-numbered worlds, by increasing the pace, having more complex pipe arrangements, and throwing Bob-ombs into the mix, which cost the player points if touched.
  • Connect the Minis!: this is the minigame in even-numbered worlds, in which the player has to use the conveyors and lifts to lead toy pieces from the top of the screen to their corresponding minis awaiting at the bottom. Once a mini is complete, another mini takes its place. The number of minis, the speed of the conveyors and lifts, as well as the number of obstacles increase in later worlds. The player scores points when successfully building a mini, and loses points if a piece is broken or led to the wrong toy.

There are three goal scores established for every minigame. Passing one of them awards the player with an M-Token, making it possible to earn up to three M-Tokens in each minigame. Minigames can be accessed through the main menu as well after at least one has been unlocked, alongside other modes.

Workshop

The Workshop is a mode in which players can build their own levels, store them, and share them with their friends and/or the rest of the world. Players can do so by using assets available to them, which are usually unlocked by buying them in the Workshop Store with collected/received stars.

Create

The player is able to either edit and finish default level templates, or create their own from scratch. If doing the latter, a Game Rule and the Template type and proportions must be provided, and building starts from just a Mini Mario, an M-Token, a Mini Mario Card, and a Goal Door all set on a plain platform. These are all mandatory objects that must be in a level in order for it to be played in. More Game Rules can be unlocked through the Workshop Store as well. The rules can be Normal, Multi-Door, Key, or Cursed Mini.

There are fifteen building sets based on each world in the game. These include objects and background themes. The first three worlds' sets are available from the start, while other sets become available in the Workshop Store for purchase with stars after their corresponding worlds are completed.

A toolbar appears at the top of the editor's screen. In order, this toolbar contains:

MvsDKMotW Toolbar

  • Two buttons that open drop-down menus and show elements that the player can use in the level.
    • The first button lists Resource Items (red girders, blue lifts, pink blocks, etc.) and Fixed Items (tiles, cannons, ladders, etc.) in two different columns.
    • The second button lists Minis and Collectibles (coins, Hammers, pickups, etc.) and Enemies in two different columns.
  • A hand cursor button that allows the player to move elements on the screen. Also works as a selection tool for moving multiple objects at once.
  • An erasing tool which can be used to remove elements from the level.
  • A tool which is used to flip characters and enemies.
  • Two buttons that allow the player to undo or redo their actions.
  • A System menu that lets the player save the level in its current state, play-test it, reset it, or exit.
  • A settings tool where the background theme, level's name, and the level's icon can be changed.

In addition, the toolbar features a green bar at the top that drains and changes to yellow and then red as more elements are placed on the screen. When the bar is completely empty, no more elements can be placed.

Play & Edit

This feature lists the player's own levels, as well as levels downloaded from other players. Selecting them once allows the player to check the level layout and name. Tapping or pressing on it again shows extra information, such as the level creator's name, the high score, number of download from other users, and the type of level. If a level has not been completed in Play mode, then it will be marked as incomplete. A total of 100 levels can be stored here.

Shared Content

This feature functions like the Share center in Mario vs. Donkey Kong: Mini-Land Mayhem and Community in Mario vs. Donkey Kong: Tipping Stars. It allows the distribution of custom levels between players, either locally or online, through the Nintendo Network service. Levels can be "Hearted" by players, and similarly to Tipping Stars, stars earned in the main game or by playing user-created levels can be tipped to level creators, which unlocks new profile icons for the tippers in exchange (as opposed to stamps in the previous game). Levels are sorted by:

  • "Popular", which shows levels that have recently been the most Hearted by other users.
  • "Latest", which shows the most recent levels created.
  • "Friends & Followed", which allows players to check out levels made by users in their Friends List.
  • and "Official Levels", which are levels created and shared by Nintendo each week.

As for sharing levels, there are two options for players to choose:

  • Online Share, allowing players to share their levels online to Shared Content.
  • and Local Share, in which players near each other can share levels if they both are in possession of a Switch and the game.

Players have user profiles that are activated once they enter either the Workshop or Shared Content. Players can click their icon to access their own user profile, which displays some information linked to the service: the number of Hearts received on their levels, comments posted, and stars tipped to other players, as well as the number of shared levels. Other players' user profiles can also be seen via their levels and comments.

Museum

The Museum feature allows the player to view collectibles and various other things obtained throughout the game as well as purchased with stars. Some of these include:

  • Movies - Players can watch the movie cutscenes here. Only the Intro one is unlocked at the beginning, the others must be unlocked by completing the game.
  • Gallery - Players can look at in-game story pictures, as well as official and concept artwork of the game, which can be unlocked with stars.
  • Credits - Replays the credits. The player must finish the Main Game at least once to unlock it.

Additionally, after the Sound Test has been unlocked, the player can set any music to play in the museum.

Museum Collectibles

As for collectibles, they are added to the museum as more stars are earned from the main game and from tips. Below is a list of them all indicating the collectible and the number of total stars required for it to be added:

Collectible Total Stars Required
Mini Mario 0
Mini Peach 10
Mini Toad 20
Mini Luigi 30
Goomba 40
Shy Guy 50
Koopa Troopa 60
Mini Yoshi 70
Piranha Plant 80
Circus Kong 90
Mini Wario 100
Mini Daisy 120
Boo 130
Sidestepper 140
Mini Bowser 150
Bob-omb 160
Thwomp 170
Pokey 180
Mini Pauline 190
Mini Donkey Kong 200
Cannon Kong 210
Pionpi 220
Pokio 230
Cool Kong 240
Mini Cappy 250
Mini Diddy Kong 260
Hoverfly 270
Mini Waluigi 280
Wiggler 290
Mini Rosalina 300
Capture Kong 310
Astro Guy 320
Cursed Mini Mario 330
Mario (figure) 340
Pauline (figure) 350
Donkey Kong (figure) 360
World Globe 380
Gold Mini Mario 400
Jumpman (figure) 420
Lady (figure) 460
Retro Donkey Kong (figure) 500
Gold Mario & DK Statue 600

Options

The game also contains an Options icon on the main menu, which serves in adjusting various settings:

  • Audio menu, where the volume of the music and sound effects can be adjusted. A Sound Test is also featured, but it is locked at first. It can be unlocked after defeating the final boss in the main game.
  • Control options, in which the player can switch between Handheld Mode, Control Mode, and Docked Mode.
  • Change profile theme, where players can change their Shared Content user profile's background, icon, and message after it has been created.
  • Newsfeed toggle, in which players can allow or prevent notifications about new levels from their following list or from Nintendo.
  • Erase data, which deletes all data from the game.

Characters

Like previous games in the series, the player takes control of the minis. A lot of mini toys return from past games, including amiibo Challenge mini toys, and some new minis are introduced in this game. Mini toys are sent and guided by either Mario or Pauline.

Every mini toy has a special ability. The player starts with Mini Mario, and rescues and unlocks the rest of the minis throughout the different worlds at the end of each one. Default levels can be cleared with any mini, but there are bonus levels that must be cleared with a certain mini using their ability, unlocked alongside said mini.

Main World Minis

Image Name Special Abilities
MM&FAC - Mini Mario Mini Mario Wall Jump: Can jump off walls when close to them.
Mini Peach Mini Peach Floating Jump: Can float over narrow gaps.
Mini Toad Mini Toad Small Crawl: Can duck and pass through small openings.
Mini Luigi toy Mini Luigi High Jump: Can jump higher than other minis.
Mini Yoshi toy Mini Yoshi Eat Enemies: Can eat small enemies.
Mini Wario Mini Wario (New) Shoulder Bash: Can destroy certain big obstacles upon contact with them.
MiniDaisy Mini Daisy (New) Flower Glide: Can glide down after falling off a cliff.
Mini Bowser toy Mini Bowser Bowser Bomb: Can ground pound upon falling off a cliff, destroying obstacles.
Mini Pauline toy Mini Pauline Sound Wave: Can push away certain objects when close to them. It also stuns some enemies.
MM&FAC - Mini Donkey Kong Mini DK Quick Climb: Can climb up steep slopes.

Bonus World Minis

Name Mini Special Abilities
Mini Cappy Mini Cappy (New) Hazard Guard: Can pass through hazardous terrains such as spikes without getting hurt.
Mini Diddy Kong Mini Diddy Kong Ledge Grab: Can grab on ledges after falling off a cliff, putting himself back to safety.
Mini Waluigi Mini Waluigi (New) Magnet Hands: Can hang onto ceilings and "climb" forward to another part of the level.
MiniRosalina Mini Rosalina Lunar Launch: Can launch herself upwards next to very high walls.

Worlds

Each world is a Mario Toy Company building in a different location in the world (except for Konga Jungle where it's a mock-up created by Donkey Kong), with each level consisting of a different floor. Every world/building is based and themed after its location and in some cases the mini toy unlocked for its character-exclusive levels. Aside from the main worlds, there are bonus worlds that can be unlocked after completing the main levels. Similarly to the main worlds, they include character-exclusive levels as well.

Main Worlds

World Description
Mario's Toy Company Located in the Mushroom Kingdom, this is the main building that kickstarted Mario's toy business. It is the easiest world, and thus serves as a tutorial world of sorts. Its stages are themed after various Super Mario Bros. grass levels, and the music is a cover of Super Mario Bros. 3's Overworld theme. It is considered Mini Mario's world.
Toadstool Castle Also located in the Mushroom Kingdom, more specifically nearby Peach's Castle. This building's floors are themed after Peach's Castle's interior halls and decor. The music is a cover of "Inside the Castle Walls" from Super Mario 64. Mini Peach is rescued in this world.
Mushroom Carnival Located somewhere in the Mushroom Kingdom, this building's floors are themed like funfairs. The music that plays is a cover of Captain Toad's theme from Captain Toad: Treasure Tracker. Mini Toad is rescued in this world.
Twilight Mansion With the help of Mario and E. Gadd, Luigi has also opened a toy building for the ghosts in Evershade Valley themed after his own spooky adventures. The music is a cover of Luigi's Mansion main theme. Mini Luigi is rescued in this world.
Fruity Tropics This building is located in Delfino Plaza, Isle Delfino, and its floors are themed after the island itself as well as Yoshi's Island. The music is a cover of Delfino Plaza from Super Mario Sunshine, with Yoshi bongos. Mini Yoshi is rescued in this world.
Toy Express Built on Diamond City of the WarioWare series, this Mario's Toy Company building has merged with the local Toy Express store. Its floors are themed with various WarioWare merchandise. The music that plays is a cover of the Menu Theme from Wario Ware, Inc. Mega Microgames. Mini Wario is rescued here.
Chai Desert Located in Sarasaland, specifically in the Chai Kingdom, the stages in this world are desert-themed with heavy chinese influences. It contains a lot of references to Super Mario Land, even having a couple enemy toys based on enemies from said game and a cover of the Chai Kingdom theme. Mini Daisy is rescued here.
Inferno Palace Despite being arch-enemies, Mario and Bowser made an agreement to establish a Mario's Toy Company in Bowser's Kingdom for his child and underlings to have an infinite supply of Koopa-branded toys. The floors are based off of Super Mario Odyssey's japanese-themed Bowser's Castle, and the music is a cover of the first area of Bowser's Castle in that game. Mini Bowser is rescued here.
New Donk Land As Pauline is Mario's most trusted partner in this business, it is no surprise that one of the mini toy facilities is located in New Donk City of the Metro Kingdom. The stages are themed after the city and are full of references to Super Mario Odyssey and Donkey Kong. Also, the music is a cover of New Donk City's theme. Mini Pauline is rescued here.
Konga Jungle This world is not a real Mario's Toy Company, as there were no plans for one in Kong Island (yet). With assets he stole in other worlds throughout the game, Donkey Kong quickly created his own improvised toy world. Located in a jungle, it mostly references Donkey Kong Country Returns. The music here is a cover of the "Jungle Hijinxs" theme from Donkey Kong Country. Mini Donkey Kong is rescued here.

Bonus Worlds

World Description
Hat Hills As one of Mario's most trusted friends these days, Cappy was more than happy to help with the development of a mini toy facility in Bonneton. Its stages are themed after the Cap Kingdom, and the music is a cover of Bonneton. Mini Cappy is rescued here.
Minecart Mayhem After the events in Konga Jungle, Mario and Donkey Kong decided to open a real Mario's Toy Company facility in Kong Island in the form of Minecart Mayhem, with references to Donkey Kong Country 2. The music is an upbeat cover of "Mining Melancholy" from Donkey Kong Country 2. Mini Diddy Kong is rescued here.
Gamble Zone It is unknown where this toy building is located, but it definitely was themed after Waluigi's likeness. It has various pinball and casino influences among its floors. The music that plays is a cover of Waluigi Pinball from Mario Kart DS. Mini Waluigi is rescued here.
Starry Galaxy With Rosalina's assist, Mario expanded the business even into space! Located somewhere out there, this world has heavy Super Mario Galaxy references, and the music is a cover of Gusty Garden Galaxy from said game. Mini Rosalina is rescued here.
Grandmaster World The final world, only unlocked after beating every other world, including the other bonus ones. It is the most difficult world in the game and thus serves as an ultimate challenge to the player. It is themed after Champion's Road from Super Mario 3D World, while the music in it are covers of Jump up, Superstar! and Fossil Falls from Super Mario Odyssey.

Items and Objects

The objects in this game are divided into 3 categories: collectible items, which are items that can only be obtained by a mini toy; resource items, which can be taken, stored, and repositioned in special designated areas, and fixed items, which cannot usually be modified but are similarly used to the player's advantage. Most collectible items have a direct role in completing the game, but a few others only have a function within levels.

Collectible Items
Item Description
MvDKTScoinMvDKTSbigcoin
Coins
Items that are found in every level. They can be collected for points. Bigger coins appear too, and are worth 10 normal coins.
NSMBW Fire Flower Icon
Fire Flower
Fire Flowers are items that come out of ? Blocks. They turn minis into Fire versions of themselves, allowing them to hurl fireballs at enemies to defeat or stun them for a limited period of time.
MvDKTShammers
Hammers
Hammers are found floating in some levels. Hammers allow the minis to defeat or stun enemies, or break Rock Blocks, for a limited time.
MvDKTSmcoin
M-Tokens
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-Token is mandatory to obtain a three-star rating in a level. M-Tokens are also necessary for unlocking levels in Grandmaster World.
MLM Mini Mario Card
Mini Mario Cards
Mini Mario Cards are collectible items with a picture of Mini Mario and a letter on the back of them. There are 9 cards per world. Upon collecting all of them in a world, they spell out MINIMARIO and unlock that world's minigame.
MvDKTSbiggirderpickupMvDKTSbiggirderpickupMvDKTSbigliftpickupMvDKTSbigliftpickupMvDKTSbigconveyorpickupMvDKTSbigconveyorpickup
Pickups
Collectibles that increase the amount of resource items the player has, such as Red Girders, Blue Lifts and Purple Conveyors. Minis are required to walk into them to grab them.
Resource Items
Item Description
MvsDKBumper
Bumper
Bumpers are objects introduced in Gamble Zone that push Pinballs and divert them from their set course. These can be collected and placed within the level.
MvDKTSbluelift
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 take the lift in the direction it moves, helping them reach platforms that are located underneath or above.
MvsDKCandle
Candle
Candles are items introduced in Twilight Mansion that can be picked up and placed in designated spaces. They appear in all levels that are dark and/or contain Boos. Candles emit light that forces all Boos in range to stop in place (if they were moving) and become harmless, allowing the minis to pass through them. They also illuminate parts of the level that are too dark too see.
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High Spring & Long Spring
Trampolines that help the minis bounce to higher areas. High Springs are magenta 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.
MvsDKManhole
Manhole
Manholes are resource items introduced in New Donk Land. They can be picked up and placed onto certain holes in platform tiles. Leaving a hole open will cause a mini to go into it, then jump back out and continue walking if no manhole is placed in time. A mini will stay inside as long as a manhole has been placed onto it, which works as a safe spot in certain situations. It also serves as a trap for some enemies to fall into. Removing the manhole will set the mini free.
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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.
MVDK2 Pink Block
MVDK2 Magnetic Block
MVDK2 Fire Block
Blocks
Blocks are objects that are used as bridges or walls between the corresponding bracket. They can be collected and placed within a level.
  • Pink Blocks are the normal, most common ones that have no additional effects.
  • Green Blocks are magnetic and allow minis to walk on any direction, even upside-down.
  • Red Blocks are fiery blocks that can burn wooden obstacles.
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Power Moon
Power Moons are objects introduced in Hat Hills. They are similar to Candles, but they instead dissipate nearby mist and also reveals hidden Blocks, making them solid.
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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, they also turn them back if they are in opposing directions, without the need of a wall.
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Red Girder
A platform that can be created by connecting two rivets of the corresponding color. Red Girders can be placed horizontally, vertically, or diagonally. Depending on how they're placed, they can function as platforms, walls, or a slide if it's too steep (Mini Donkey Kong is the only mini able to climb steep girders back up). In Workshop mode, these Girders can be of different colors that correspond to each mini.
Fixed Items
Item Description
SMM2 Question Block NSMBU icon
? Block
? Blocks contain Fire Flowers.
MvsDKBalloon
Balloon
Balloons allow minis to float upwards in the direction its arrow is pointing and can be popped by tapping the screen or pressing on it. It is introduced in Toadstool Castle.
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Barrel Cannon
Barrel Cannons are introduced in Konga Jungle. There are stationary Barrel Cannons, which spin around continuously, and Barrel Cannons that do not rotate but move from one side to the other on a line. Barrel Cannons display a light-emitting disc that turns red when a mini is inside the cannon. If the disc is tapped while the mini is inside, it gets launched from the barrel. Alongside Barrel Cannons, there are also Blast Barrels which launch the mini automatically.
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Boost Pad
Boost Pads can speed up a mini's movement significantly and can appear on the ground and on walls and ceilings, which allows the minis to run onto these if they are in succession. They are introduced in Mario's Toy Company.
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Bouncy Mushroom
Bouncy Mushrooms are found facing upward or sideways and can be initially interacted with just as with any other platform or wall. However, they can be sprung forward by tapping the yellow button on them, which can be done to bounce a mini to a higher platform if the Bouncy Mushroom is placed upward, or to catapult it past a gap if it is placed sideways. They are introduced in Mushroom Carnival.
MvDKTScannon
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 Rock Blocks and enemies to destroy them.
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Color Switches
Red, blue, and yellow switches that enable or disable blocks of the same colors when jumped on.
MLM Conveyor
Conveyor Belt
A platform that conveys the Minis in the direction indicated by its arrows. Conveyors are always horizontal.
MvsDKYoshiegg
Egg Launcher
Egg Launchers are introduced in Fruity Tropics. They act like catapults that launch Minis in large Yoshi Egg-like capsules. These bounce across walls and ceilings a few times before breaking and letting go of the Mini in a new area.
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Fire Block
Fire Blocks are introduced in Inferno Palace. They produce harmful streams of fire. They can be turned on and off by tapping or pressing them. Some Fire Blocks also push platforms upward, helping the character reach higher areas.
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Flower Fan
Flower Fans are objects introduced in Chai Desert which, when tapped on, are toggled on and off which allows Minis to fly across.
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Girder
A semisolid platform that the minis can walk on. Girders are always horizontal and are not affected by anything.
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Goal Door
Exit doors are the goals of each level where the player must lead the minis into them. Some Mini-specific exit doors appear later in the game. Locked exit doors that must be unlocked with keys and closed doors also appear.
Galaxy StarP
Gravity Well
When tapped on, these stars produce strong gravitational fields that attract minis into them. This is helpful in cases where the character has to be saved from a long fall, or where they have to pass gaps. They are introduced in Starry Galaxy.
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Ladder
Ladders are objects that the minis are able to climb in order to reach higher levels. They are basically fixed Blue Lifts.
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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.
MLM Magnet Rod
Magnet Rod
Magnet Rods are objects that flip the minis in another path when they are walking on a magnetic surface. They are introduced in Toy Express.
MvsDKMinecart
Minecart
Minecarts are objects introduced in Minecart Mayhem used to travel quickly from one point to another, as well as break through walls of Rock Blocks. The player can customize the path of a Minecart for minis during usual gameplay.
MvDKTSrock
Rock Block
A small fragile block that breaks when hit with Hammers, a slope slide, a Cannon blast, certain Mini special abilities, etc. Otherwise, Rocks act as normal platforms the Minis can walk onto.
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Spikes
Dangerous surfaces covering walls and platforms. Touching one such surface destroys the mini. Spikes cannot be destroyed. Mini Cappy is the only mini capable of moving through them without breaking.
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Warp Pipes
Pipes lead minis to another area of a level by entering them. They can appear curved and in multiple colors.

Enemies

Like in Tipping Stars, enemies are divided in two classes: Monkey Robots and Enemy Toys. The former are large and indestructible but cause no damage, and can help the minis in some situations, but it can also hinder them, in which case Hammers come in handy by stunning them temporarily. Enemy toys are the ones that serve as harmful obstacles and can be destroyed with the use of Hammers or other means of attack.

Monkey Robots

Name Description
Circus Kong A toy that tosses 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.
Capture Kong A wandering toy that is equipped with a small barrel on its back, which it uses to capture and disable any mini that walks into it. 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.
Cannon Kong A stationary toy whose body consists of a giant cannon. 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.
Cool Kong A toy that is initially taller than a mini. However, if a mini grabs their ties, the mini will hold on to it while the Cool Kong moves around. The pressure lowers the Cool Kong by half, which can sometimes make it pass under another low platform, allowing it to travel farther than it could have without a mini. – this is critical to get over long obstacles, such as water and spikes.

Enemy Toys

Name Description
Goomba
(New)
Goomba toys walk back and forth on a platform. Upon seeing a mini, they will run faster towards them.
Shy Guy Shy Guy toys function similarly to Goomba toys, but they do not charge at the mini.
Koopa Troopa
(New)
Koopa Troopa toys stay stationary in certain spots on the stage (normally unreachable), throwing their shells like boomerangs occassionally. If a mini destroys their shell, the Koopa toy will malfunction and shut off.
Piranha Plant Piranha Plants are stationary enemies fixed on surfaces. They do not actively break the minis, unless a mini touches it.
Fire Piranha Plant Fire Piranha Plants are similar to their normal counterpart, but they spit out a fireball which bounces off an opposing surface and returns into their mouth. Often, two Piranha Plants face each other, passing the ball from one to another.
Thwomp When a mini approaches a Thwomp, it will shake and roar for a brief period of time, and then fall down in an attempt to crush the mini going underneath it.
Snifit Unlike Shy Guys, Snifit toys do not wander freely on land. They stand in one place instead, charging a winding noise and shooting five bullets, slightly recoiling them back; then they return to where they were standing and repeat their routine. Their bullets cannot pass through any solid object, but can destroy minis upon contact.
Polterguy Polterguys cannot be defeated normally; there are colored buttons, and pressing a button that is the same color as any of the ghosts, they turn into harmless platforms with Shy Guy masks, allowing minis to pass by.
Boo Boo toys levitate in mid-air, with some moving on a straight path (vertically or horizontally) from side to side, while others are stationary. Boos are invincible and harmful to touch in their active state. However, they become harmless when they enter the light coming from a Candle. In this state, they are also forced to stop in place and cover their eyes, and the minis are able to pass through them.
Dry Bones
(New)
Dry Bones toys walk around from left to right on a platform. If touched from above, they will break apart but grow back after some seconds, continuing their routine. They can be destroyed for good if using Hammers, and Mini Yoshi's, Mini Wario's, or Mini Bowser's abilities.
Sidestepper
(New)
Sidestepper toys act similarly to Cuttacuttas from Mario vs. Donkey Kong 2: March of the Minis, rolling back and forth and extending their claws towards a mini upon seeing them.
Blooper Blooper toys initially seem stationary, blocking the minis' way, but as the minis approach them, they jump and hover for a few seconds, allowing the toys to pass underneath them.
Cheep-Cheep
(New)
There are two types of Cheep-Cheep toys: the red ones are harmless, wandering on the surface of water, which allows minis to stay on top of them to reach other platforms. The green variation is hostile, hopping onto land and retreating back to the water shortly after. Their jumps from the water can become an impediment for the minis and break them upon contact.
Bob-omb Bob-ombs at first are stationary enemies, staying shut off until a mini passes by. When touching an inactive Bob-omb, they reactivate and light their fuse as they start following the mini. A small timer can be seen on top of them, counting down until they explode and break the mini they are following. If done quick, the player is able to put the minis to safety before this happens.
Spike
(New)
Spike toys act like in mainline Mario games, being stationary enemies that throw spiky balls in one direction. Spikes have two ways of doing this depending on their position in the stage. Some throw the spiky balls forwards (usually down steep slopes), while others throw them down from a higher platform onto passerby minis.
Magnet Sparky Magnet Sparkies move clockwise along the edges of magnetized surfaces. They spawn from Magnet Sparky Generators, where they briefly retreat in upon touching them before spawning again.
Pokey Pokey toys, although harmful at direct contact, are passive to the player and only travel from one side of a platform to the other. Unlike Shy Guys, who display the same behavior, Pokeys are taller, which makes them more difficult to avoid in certain situations but also prevents them from getting into narrow passages.
Pionpi
(New)
Pionpi toys frequently jump around on land, which makes them dangerous enemies in smaller platforms. Minis are able to go under them as they jump, but the player has to be precise in order to do so.
Chikako
(New)
Chikakos float in slight up and down patterns, serving as a harmful obstacle for minis passing by.
Pokio
(New)
Pokio toys climb on walls by sticking their beaks into them. They do not actively attack the Minis, but are often an impediment.
Stairface Ogre
(New)
Stairface Ogres are similar to Thwomps in that they attack by trying to crush incoming minis but not before shaking and letting out a warning roar. However, they move on the background behind minis before doing so, and their mallets can function as an elevating platform in certain situations.
Spy Guy Spy Guys are black Shy Guys hovering about via a built-in jet unit. Minis can ride on them. However, if the mini touches its fire from underneath, it will be burned.
Lava Bubble Lava Bubbles are fireballs that jump up and down onto lava surfaces, acting as obstacles for the minis.
Fire Bar Fire Bars function as obstacles as they rotate around a block in a clockwise or counter-clockwise direction. They burn minis upon contact with them.
Sherm
(New)
Sherms roam around on platforms, sometimes pausing before moving again. If a mini approaches one, they fire a small explosive towards them. Manholes are usually used as methods for eluding them.
Hoverfly
(New)
Hoverflies are similar to Sherms, being a vehicle (helicopter-like in this case) and with a similar face. They fly back and forth dropping small metallic balls down onto the ground.
Klaptrap
(New)
Klaptraps are little crocodile toys that stick themselves to Vines and climb around them by eating their leaves. They function similarly to Snapjaws in previous games.
Wiggler
(New)
Wigglers are long segmented toys that are able to walk on all surfaces such as walls and ceilings.
Zinger
(New)
Zinger toys behave much like their original counterparts, by flying in set patterns. There are four color variations: yellow, orange, red, and green. Their flight pattern is determined by their color; yellow Zingers fly vertically, orange Zingers fly horizontally, red Zingers fly in a circular path, and green Zingers fly in a U-shape formation.
Fireball Fireballs move at a moderate pace along the ground, burning minis upon contact with them. They can be destroyed with Hammers.
Pinball
(New)
Pinballs drop from off-level into the stage and roll down in a set path until they go off-level again. They break minis upon contact with them. Players have to be careful when minis are within the pinball's set path.
Freezie
(New)
Freezies move like Fireballs, but freeze minis instead of burning them. Frozen minis do not break, but they stay frozen unless another mini passes by and frees them, which can complicate things.
Moonsnake
(New)
Moonsnakes act just like Fire Bars, basically being the space counterpart to them, as they are featured in Starry Galaxy.
Astro Guy
(New)
Astro Guys behave much like Spy Guys, acting as their Starry Galaxy equivalent. However, they do not burn minis, as they don't have fire underneath them.

Gallery

Logos

In-Game Artwork

Box art

Name in other languages

Language Name Meaning
Japanese マリオvs.ドンキーコング 行進! 世界中のミニ
Mario buiesu Donkī Kongu Kōshin! Sekaijū no Mini
Mario vs. Donkey Kong: March! Minis Around the World

Trivia

  • Although Cappy in his original form can be seen in the promotional group artwork, he is only seen as Mario's cap in-game. Only his Mini toy version depicts him in the original form.
  • This game features the largest roster of Minis, introducing four new characters while bringing back almost every past one, barring Mini Bowser Jr. and Mini Spek.