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Mario vs. Donkey Kong 2: March of the Minis

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Title Screen

Mario vs. Donkey Kong 2: March of the Minis

Also known as: Mario vs. Donkey Kong 2: Mini Mini Dai Koushin! (JP)
Developer: Nintendo Software Technology
Publisher: Nintendo
Platform: Nintendo DS
Released in JP: April 12, 2007
Released in US: September 25, 2006
Released in EU: March 09, 2007
Released in AU: January 18, 2007

AreasIcon.png This game has unused areas.
TextIcon.png This game has unused text.

ProtoIcon.png This game has a prototype article
NotesIcon.png This game has a notes page
DCIcon.png This game has a Data Crystal page

See, this is why server preservation is important.
This game's online features are no longer supported.
While this game'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.
So very stubbly.
This page is rather stubbly and could use some expansion.
Are you a bad enough dude to rescue this article?
To do:
  • Unused objects (can be used by hacking the level files)
  • /data/replays/tutorial1_1.ttf contains unused tutorial text (source: TheMarioVariable)
  • /data/anims/EditorActors1_anim.bin and /data/anims/EditorActors2_anim.bin contain unused level object graphics (source: TheMarioVariable)

If you ever thought about what Mario vs. Donkey Kong would be like if you were the toys...

...it would apparently be an awful lot like Lemmings.


Read about prototype versions of this game that have been released or dumped.
Prototype Info
Miscellaneous tidbits that are interesting enough to point out here.

Unused Level

Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: Try to find this (theoretical) level table, and document exactly what actors/actor parameters are used in this level.

MarioVsDK2-unused basement level.png

There is an unused third basement boss level, levelHiddenBoss3.mbf. You can play it by swapping one of the used ones (levelHiddenBoss1.mbf or levelHiddenBoss2.mbf) with it. It seems like it is missing from a level table or similar, as setting the "level to transition to" memory value to 0x02 doesn't bring work correctly (it loads a level from another world, but with glitched graphics).

You can't actually do anything in the level, as the Mini Marios are on the top screen - you can't touch them to get them moving. There are some odd actors placements, including possibly unused actors.

(discovery: TheMarioVariable)

Unused Objects

Careful, you'll lose an eye.
This page or section needs more images.
There's a whole lotta words here, but not enough pictures. Please fix this.
To do:


Actor ID: C2
Anims file: data/anims/boo_anim.bin
There are graphics for a boo enemy in \data\anims\boo_anim.bin. There is a floating animation and a laughing animation.

(Source: Original TCRF research)

Unused Text



Can be found in data\menu\menu_text.bin.

(Source: Original TCRF research)

ARM9 Binary

Could not allocate %d bytes from heap -- out of main Memory!
Could not create main heap--don't let it end this way!!
Could not create main heap!!
trying to save to out of bounds slot
found something not a tile nor an actor in GetActorTileInfo
Assertion (%s) failed in "%s", function "%s", line %d

There strings are in the ARM9 binary. Some of these also exist in the Download Play ROM ARM9 binary. The first and second ones exist in the prototype, except in the first one doesn't have " -- out of main Memory!" on the end of it.

C:\Munchkin Workspace\Engineering\DATA\backgrounds\BG_2_01.mbb

A path leftover from development, found in the Download Play ROM's ARM9 binary. The text was corrupted or compressed, so some of the above characters may be missing or incorrect.

(Source: Original TCRF research)

ARM9 Overlay 1

Mini Game
Reset Save Data
Sure?  YES   NO
Total %d sec
trying to save to out of bounds slot

There is also a large amount of network-related text here.

(Source: Original TCRF research)

ARM9 Overlay 3

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
Grabbing not main piece in mover
already have overwritten data on click
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.
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 track for path plat
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 pipe that we should have on export
Found data not 4-byte alligned
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 type in GetGameIndex
found wrong pipe corner
wrong piece in pipe exit flags
Got wrong var from Moving plat
Trying to place to many of something
wrong pipe
Found wrong case in rotate pipe thing
pipeRot prob
pipeRot prob 2
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
trying to load out of bounds world
Where's Mario???
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
Ran out of channels
ran out of Anti Grids
Trying to delete a non existant water bucket
Should have found water bucket
Trying to Autocomplete 8x8 grid, should be the 16x16
trying to autocomplete a range that is too big.  Right edge... 
Found multiple uniqu itmes
unimplemented autocomplete feature
Unimplemented Limited Placeable Case
(Source: Original TCRF research)

ARM9 Overlay 5

Before the replay starts to play, you can load a different replay now in the debugger.
When you are ready, please TOUCH the screen or press the START button.
FRAME: %ld
(Source: Original TCRF research)