DSSingleCard.com
Basic Setup
1. With the power off, the host loads the game cartridge into their Nintendo DS system.
2. The host powers their system on, then taps on the "Warning" screen and then on the graphic for the game.
3. The can be up to two guests at a time, but the demo is only a single-player experience.
Downloading
1. The host taps on the blue "Options" button on the far right twice.
2. The guest(s) will power on their Nintendo DS system.
3. The guest(s) tap on the "Warning" screen and then on the "DS Download Play" button.
4. The host taps on the "Single Card" button twice (the middle button on the right hand side).
5. This will turn on wireless demo mode and broadcast the game demo. Click the green check mark on the right to proceed.
6. When the graphic bar appears saying "Mario vs. Donkey Kong 2", the guests tap on it.
7. The guests' DS systems will ask "Would you like to download this software? Tap "Yes".
8. The host's DS system will only have approximately 20 seconds worth of patience, so if it times out, just try again.
Game/Feature/Options Selection
Game Controls / How To Play
1. The will be one button on the touch screen (a giant red button with four Mario heads on it). Tap it to begin.
2. To move a Mini Mario, draw a line through them with the stylus in the direction you want them to go (left, right, up).
If the line you draw is up, the Mini Mario will jump.
3. To move multiple Mini Marios, draw one line through all of them with the stylus in the desired direction (left, right, up).
If the line you draw is up, the Mini Marios will jump.
4. To stop a Mini Mario, tap directly on it with the stylus.
5. To move rows of pink blocks, first tap on a row of pink blocks to pick them up, then tap on a row of pink outlines to put them down.
Rows of pink block will stop the returning fireballs shot by the plants from passing through in either direction.
6. To use a spring, draw a line up through a Mini Mario when he is in front of the spring to make him jump on it.
Yellow springs will send the Mini Mario straight up.
Blue springs will send the Mini Mario sailing at an angle.
7. If there are yellow, red, and/or blue color barriers in the way, having a Mini Mario jump on a switch of the matching color will move the barrier.
Each switch moves more than one color of barrier, so multiple switches are usually needed to procede.
8. If you want a Mini Mario to go through a warp pipe he is standing on, draw a line down through it.
9. Some warp pipes can rotate is the center to change where a Mini Mario will exit.
Rotate the pipe piece in the center to change the exit location.
If the center piece doesn't lead to where a Mini Mario enters, it will sit and wait inside the pipe until you rotate it.
What To Look For
1. To achieve a "Chain Goal", all Mini Marios on the screen must exit the door within 3 seconds of each previous one.
2. Mario cards (spinning playing card with Mario's face on one side) and coins grant bonus points.
3. If there is a gold Mini Mario, you will receive a double exit bonus if you acheived a Chain Goal and the gold Mini Mario exits last.
4. After the points are totaled up at the end of each level, tap the green check mark in the lower right-hand corner to continue.
5. The levels in the Demo include (in order): 1-1, 1-2, 1-3, 2-1, 2-2, and 3-1
Overall Goals
1. The primary goal is to get all of the Mini Marios through the door safely.
2. Other goals include exiting as quickly as possible, to keep the Mini Marios moving constantly, to receive a Chain Goal, & to pick up Mario Cards & coins.
3. The better you do and the more points you get, the better the star you'll receive (bronze, silver, or gold).
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