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Mario vs. Donkey Kong 2: March of the Minis

by Aaron Kaluszka - October 7, 2006, 4:23 pm PDT
Total comments: 4


When the Minis Go Marching In.

Mario, Donkey Kong, and Pauline are back together for the first time since Donkey Kong for Game Boy was released in 1994. Donkey Kong has once again kidnapped Pauline, this time at the opening of Super Mini Mario World. As Donkey Kong makes his getaway in an elevator, Mario is too slow to reach the doors in time. Mini-Marios were lauded for their cuteness during the release of the original game, and Mario vs. Donkey Kong 2 takes control out of Mario's hands and focuses on the toys themselves. As the Mini-Marios mindlessly journey through the floors of Super Mini Mario World, many other wind-up toys may help the Mini-Marios on their way.

Players should note that the Mario vs. Donkey Kong name is misleading since the game plays totally unlike its predecessor. Though it’s been compared to Lemmings numerous times, Mario vs. Donkey Kong 2 actually plays like a more complicated version of an obscure old Mario game, Mario & Wario, which was a mouse-based Super Famicom game that only saw release in Japan. It also has some similar aspects to the classic Lost Vikings, except that you do not control the Mini-Marios directly. Indeed, the Mini-Marios are directed using the stylus, and certain environmental objects such as temporary walls and switches are also manipulated in this manner. The Mini-Marios must reach the exit while navigating through an obstacle course without being destroyed by enemies or hazards. The toys will continue marching forward until directed otherwise, and care must be taken since the little guys are quite fragile.

Simply clearing a level is normally a very easy task, and if your goal is to clear levels as fast as possible, even with its 80+ levels, the game will only last a few hours. However, the real genius of the game lies in its scoring system. Points are awarded for time remaining and collecting coins, and major bonuses are awarded for saving all of the Mini-Marios, chaining, and completing the level in a non-stop fashion (letting the Mini-Marios walk freely rather than directing them to stop and wait). Chains are formed when Mini-Marios reach the exit in quick succession. Even more bonuses are awarded if a Gold Mini-Mario is the last one to exit the stage. At the end of each stage, all of the bonuses are tallied and a total score is given. Depending on the score, players may be awarded with bronze, silver, or gold stars. Stars are required to unlock certain parts of the game. Thus, careful and ingenious planning is sometimes required in order to achieve the most optimal score for a level. Even with good planning, precise timing is critical in many levels.

Each stage also includes a card. The collection of all cards on a floor unlocks a "Whack-a-Shy Guy" mini-game for that floor. Completion of these mini-games can unlock even more goodies. At the end of each floor, a battle versus Donkey Kong ensues. Mini-Marios are launched out of a cannon and deal damage to DK. The number of available Mini-Marios to be shot is dependent on how many of them reached the exit for that floor.

The game also includes the highly anticipated Construction Zone, a level editor. The drag-and-drop interface of the level editor works very well and includes some very nice effects. Sets of objects based on each floor in the main game become available once that floor has been cleared. Sadly, level designs are not unlimited and only a certain number of objects may be used on a given stage. Levels can be shared through local wireless or over Nintendo Wi-Fi Connection. However, to receive files, you must add a friend with a friend code and vice-versa, which means that players won’t be able to browse just anybody’s levels. Even worse, only one level can be downloaded at a time, and the entire connection process must be restarted. Files can be stored on Nintendo’s servers, however, so both players do not need to be online at the same time.

Interestingly, the credits for the game contain a couple of categories not normally seen: interns and contractors. Unfortunately, this was evident in the game; some of the level design feels a bit amateur. Of course, with Wi-Fi level sharing, an endless supply of levels is good compensation. Even if you don’t have friends to receive files from, Nintendo is releasing new levels of their own design, with a new level available each week. The brevity of levels makes the game good for quick pickup and play sessions. Overall the game has a certain charm and great presentation.

If you were expecting more of the same after Mario vs. Donkey Kong, then keep in mind that this game is nothing like it. However, if you appreciate action games with major puzzle and strategic elements, then March of the Minis is for you. In particular, the game is perfect for players interested in level design.


Graphics Sound Control Gameplay Lastability Final
8 7 8 7 9.5 7.5

The graphics are a significant improvement over the previous Mario vs. Donkey Kong game. Featuring an outlined and shaded style, the sprites and backgrounds are crisp and colorful. Like the previous game, vivid movies are also included.


The music is very similar to the original game and not particularly memorable. Some nice touches include the map screen theme, which changes instruments depending on the currently selected world. Mario will yell out phrases randomly upon the opening and closing of the DS, giving the game more personality.


Control generally works well, but in the midst of the action it can be easy to accidentally direct the Mini-Marios to their doom.


Though I personally found the game less fun than its predecessor, it really is an entirely different type of game. Many of the levels are short and lack a feeling of creativity, but the gameplay concept in general is good.


This game was designed with perfectionists and the creative in mind. Finding faster ways of clearing each level adds a ton of replay value. Even more importantly, the inclusion of a level editor and level sharing capabilities means that the fun can last indefinitely, as long as players have the desire to design and try new levels.


Mario vs. Donkey Kong 2 takes elements from classic mouse-based games and packages them in polished DS form.


  • Includes a nicely polished level editor and level sharing capability
  • Scoring goals for each level provide much replayability
  • Sequel naming could confuse fans of the very different original game
  • Wi-Fi mode is not very well thought out
Review Page 2: Conclusion


UncleBobRichard Cook, Guest ContributorOctober 07, 2006

I'm sad to see such a lack of enthusasm on this site for this game. Only two friend codes posted on the WiFi forum? Bleh... Comeon folks, trade me some levels!

Here are a couple more places where you might be able to find people to trade with:


Aussie Ben PGCBen Kosmina, Staff AlumnusOctober 07, 2006

My copy of the game finally arrived, and I love it. A HUGE improvement over the GBA version. No more ugly rendered graphics, no more punishment for retrying a level, a lot less overused Mario voice samples, I really like the whole package. I really think that the game's a lot better for doing something different instead of trying to ape a game done on the monochrome GB a lot better. Well done NST, this game's great - can't wait to see more!

KDR_11kOctober 07, 2006

I'll be on it the day it's released. No idea when that's going to be, though.

No more ugly rendered graphics

I'm glad I'm not the only one who found those ugly (Gamespy had the nerve to call it the best looking game for the GBA...).

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Mario vs. Donkey Kong 2: March of the Minis Box Art

Genre Puzzle
Developer Nintendo Software Technology

Worldwide Releases

na: Mario vs. Donkey Kong 2: March of the Minis
Release Sep 27, 2006
jpn: Mario vs. Donkey Kong 2: MiniMini Daikōshin!
Release Apr 12, 2007
RatingAll Ages
eu: Mario vs. Donkey Kong 2: March of the Minis
Release Mar 09, 2007
aus: Mario vs. Donkey Kong 2: March of the Minis
Release Jan 18, 2007
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