Mario vs. Donkey Kong: Minis March Again!
Mario vs. Donkey Kong: Minis March Again! |
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Also known as: Mario vs. Donkey Kong: Mini Mini Sai Koushin! (JP) This game has hidden development-related text. |
This game/console's online features are no longer supported. While this game/console's online features were once accessible, they are (as of May 20, 2014) no longer officially supported and online-exclusive features may be documented as now-unseen content. |
Mario vs. Donkey Kong: Minis March Again! is the sequel to Nintendo's kinda-sorta take on Lemmings.
To do: Stuff related to regional differences:
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Contents
Unused Music
This game has a decent chunk of unused music. The filenames for songs made for this game; both used and unused and not taken from the previous game are... strange, however.
To do: Add the rest of the city filenames in an oddities section. |
Early Floor Intros
These sequences show off slightly different versions of the Normal Mode floor intros being used as placeholders for Plus Mode. Since they are just slight variations, they lack the pause the normal plus versions use for the countdown, the defining characteristic of Plus Mode.
Floor 2+
Early Floor 2 Intro (SEQ_INTRO_PLUS2) | Used Floor 2 Intro (SEQ_FLOOR2_INTRO) | Used Floor 2+ Intro (SEQ_VINTON_CUTSCENE_INTRO) |
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SEQ_INTRO_PLUS2 is an earlier version of the Floor 2 intro. It is nearly identical, except that it features a slightly longer ending. The filename, SEQ_VINTON_CUTSCENE_INTRO could be based on two cities in the United States, Vinton, Virgina or Vinton, Iowa. This name is used in nearly every music-related filename relating to Floor 2+. In the sequel, Attraction 7 has music very similar to Floor 2+, and reuses the level complete theme--with the ending forcefully chopped off and moved to after the jingle cuts out to accommodate for the shorter victory themes.
Floor 4+
Early Floor 4 Intro (SEQ_INTRO_PLUS4) | Used Floor 4 Intro (SEQ_FLOOR4_INTRO) | Used Floor 4+ Intro(SEQ_EL_SEGUNDO_CUTSCENE_INTRO) |
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Unlike the previous song, the difference here is a small bongo riff before the melody starts. Segundo is a city in California, are you noticing a theme yet? Though, this one has a second meaning as the filename is actually Spanish for "second." Though unlike Vinton, Floor 4+ is associated with a few different filenames, including SEQ_TERCERO (Floor 4+ Variation 1), SEQ_SEGUNDO (Floor 4+, Variation 2, also what intro theme is based on), and SEQ_OCTAVO (Floor 4+ Variation 3). Tercero and Octavo are 'not' American cities, but likely just refer to the number, even though they aren't played in order. Not to mention, there are no variants for one, as well as 5-7. However, 4 (as SEQ_CUARTO) is used as the Floor 1 and 3 boss theme.
Completely Unused
SEQ_TORRANCE
A seemingly unfinished track. A few instruments seem out of place.
Torrance is another city in California.
SEQ_INGLEWOOD
Another track with a few instruments out of place.
Inglewood is a city in, you guessed it, California.
SEQ_KEYSTONE
Another out-of-place sequence. This one's name seems to be based on Keystone City, Kansas.
SEQ_CLARINGTON
An interesting track that sounds similar to Floor 2+! For some reason, it seems to be quite slow compared to other songs. However, it sounds very similar to the third variation of Cannon Cove from the sequel.
Unlike most other tracks, this one seems to be named after the Municipality of Clarington, located in Ontario, Canada.
SEQ_REDONDO_BEACH
SEQ_REDONDO_INTRO
The most complete out of all the unused themes. This one even comes with an intro. As you'd probably expect, Redondo Beach is a city in California.
Other
There are two blank sequences on the ROM: SEQ_RORY_TEST and SEQ_END2B. The former possibly refers to Rory Johnston, who is credited as Engineering Specialist.
SEQ_MENU1 was taken straight from Mario vs. Donkey Kong 2: March of the Minis, so the instruments for Magnet Mania (Magnet Mania in this game uses the Pipe Works stage select theme), Lava Dome, and Spooky Attic are still in the sequence, but are never used.
SEQ_SPECIAL, SEQ_WIN_SPECIAL, and SEQ_LOSE_SPECIAL are all leftovers from the first game as well. The only difference is that the first sequence's hammer track is now desynced.
Development Text
Build Date
USA | Europe | Japan |
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05/07/09 4:13 PM | 08/03/09 7:57:06 AM | 08/18/09 7:32:06 AM |
\root\data\menu\timestamp contains a MM/DD/YY build date. The USA Revision 1 version only has a header difference to the USA version.
ARM9 Binary
NAN( INFINITY
Could not allocate %d bytes from heap -- out of main Memory! Could not create main heap--don't let it end this way!!
trying to save to out of bounds slot
found something not a tile nor an actor in GetActorTileInfo
trying to load out of bounds world ID for nathan's ID is off in ACTORS in DesignerMain.c ID for nathan's ID is off in TILES in DesignerMain.c didn't find a guy for the menu... is he included in the world? wrong Actor Tile Found wrong case z21 Wrong elev var: Found wrong elevator variation Found Wrong 2x2 pipe var Found Wrong 1x2 pipe var Found Wrong 2x1 pipe var Found Wrong SPLIT pipe horizontal var Found Wrong SPLIT pipe vertical var Found wrong type in GetGameIndex found wrong pipe corner wrong piece in pipe exit flags Trying to place to many of something wrong pipe No such thing as a moving platform Found multiple uniqu itmes unimplemented autocomplete feature Trying to Autocomplete 8x8 grid, should be the 16x16 trying to autocomplete a range that is too big. Right edge... Unimplemented Limited Placeable Case Found wrong case in rotate pipe thing pipeRot prob pipeRot prob 2 where's the SPLIT pipe? found nobody, but should have someone no channel set when setting up our elevator extras shouldn't be getting this guy line end prob get line is whacked out got wrong value or more than 2 exits??? found wrong piece when trying to set up delete line LoadEditorBin
Toad Peach
N4ntmv3m2d4PageE N4ntmv3m2d4PaneE N4ntmv3m2d7PictureE N4ntmv3m2d6WindowE N4ntmv3m2d7TextBoxE N4ntmv3m2d16ResourceAccessorE N4ntmv3m2d19ArcResourceAccessorE
N4ntmv3m2d6detail11TexelPickerE N4ntmv3m2d6detail17DirectTexelPickerE N4ntmv3m2d6detail21Palette256TexelPickerE N4ntmv3m2d9UIElementE N4ntmv3m2d8UIStaticE N4ntmv3m2d7UIPanelE N4ntmv3m2d9ObjButtonE N4ntmv3m2d12ScrollButtonE N4ntmv3m2d15ScrollIndicatorE N4ntmv3m2d14ManualTocPanelE N4ntmv3m2d6detail10ItemsPanelE N4ntmv3m2d12ManualButtonE N4ntmv3m2d15PageHeaderPanelE
ARM9 Overlay 0
Boss INTRO Platinum: %s Reset Save Data Sure? YES NO Total %d sec
MSLoadStringTable MSGetString MSGetStringBufferLength MSGetMenuAssetData MSSendMessage MSSetStartTransitionCallback MSSetMessageHandler MSSetTransitionMemoryInitCallback MSSetTransitionObjectInitCallback MSGoPreviousLayer MSSetCurrent MSGetCurrentLayerID MSResetHistory MSUpdate MSRender MSSetObjectState MSGetObjectState MSLoadNextAsset MSGetLayerName MSGetObjectCount MSGetObjectPosition MSSetObjectPosition MSSetSliderPosition MSGetSliderInfo MSLayerIsTransitioning MSCheckLayerCompatibility MSCheckObjectCompatibility
An identical set of strings exists in Mario vs. Donkey Kong 2: March of the Minis.
map6 map7 map8 map9 map1 map2 map3 map4 map5 map10 map11 map12 map13 map14 mapid map15 map16 map17 map18 map19 map20 region ownerid private recordid map_name my_rating tblMapInfo high_score tblApproval offensiveid player_name num_ratings stat_fileid author_name min_ratings map_recordid tblPlayerInfo tblRegionInfo approval_flag nintendo_name tblNintendoMap average_rating tblOffensiveMap allowed_regions mapid.create_time approval_recordid stat_fileid.downloads mvsdk25ds
data%d.lvl %s = %d %s desc (%s & %d = %d) and (%s != %d) and (POWER(2, %s - 1) & %d != 0) (%s & %d = %d) and (%s != %d) and (POWER(2, %s - 1) & %d != 0) and (%s >= %d) (%s & %d = %d) and (%s != %d) and (%s = %d) and (POWER(2, %s - 1) & %d != 0) recordid = %d dummy
1-SP SPECIAL DONKEY KONG
2-SP SPECIAL DONKEY KONG
3-SP SPECIAL DONKEY KONG
4-SP SPECIAL DONKEY KONG
4-SP SPECIAL DONKEY KONG
R-11 R-12 R-10
DK+
DK
ARM9 Overlay 2
Trying to use too many split pipes!
Got wrong guy in scrollATMenu Placing too many actors/tiles in menu Using more guys in a menu than we intended
trying to undo when we can't (probably a limited placable check) trying to REDO when we can't Major error, deleting 2 channels simultaneously Found wrong dangler found a tied guy, but he has zero or more than one ties GetActorProb Grabbing not main piece in mover
LoadEditorBin
Toad Peach Got wrong value for level to load
Ran out of actors didn't find OBJ actor Found zero copyFrom Found bad Loc for anti erase minimap This is the Info screen. Empty download User Done User Unfin
too many components in dialog Old save code found null string pointer Wrong id in Multi Save Exit Found unimplimented case in DialogBoxCallback. Unimplemented in DialogBoxCallback nextDialog Wrong EdButtonMode
couldn't find guy for channel fix Lost Elevator extras on save Problem Saving the Game Slot is out of bounds in GetFinishedStatus wrong case second Maybe actor Screwed up in Danger Flags on export found wrong case in Maybe Actor should have found a tied end didn't find SPLIT half piece on export didn't find pipe that we should have on export couldn't find track for path plat Found data not 4-byte alligned Ran out of channels ran out of Anti Grids Trying to delete a non existant water bucket Should have found water bucket
ARM7 Binary
sdio_samplehcd
Found at the end of the file.
- Pages missing developer references
- Games developed by Nintendo Software Technology
- Pages missing publisher references
- Games published by Nintendo
- DSiWare games
- Pages missing date references
- Games released in 2009
- Games released in June
- Games released on June 8
- Games with hidden development-related text
- Games with unused music
- Defunct online content
- To do
- Mario series
- Donkey Kong series
Cleanup > Pages missing date references
Cleanup > Pages missing developer references
Cleanup > Pages missing publisher references
Cleanup > To do
Games > Defunct online content
Games > Games by content > Games with hidden development-related text
Games > Games by content > Games with unused music
Games > Games by developer > Games developed by Nintendo > Games developed by Nintendo Software Technology
Games > Games by platform > Nintendo DS games > DSiWare games
Games > Games by publisher > Games published by Nintendo
Games > Games by release date > Games released in 2009
Games > Games by release date > Games released in June
Games > Games by release date > Games released in June > Games released on June 8
Games > Games by series > Donkey Kong series
Games > Games by series > Mario series