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Nintendo of America Inc.
P.O. Box 957, Redmond,
WA 98073-0957 U.S.A.
www.nintendo.com
72353A
PRINTE D IN USA
IMPRIM É AUX É.-U.
INSTRUCTION BOOKLET
MANUEL D’INSTRUCTIONS
PLEAS E CAREFULLY REA D THE SEPARATE HEALTH AND SA FETY
PRECA UT IONS BOOKLET IN CLUDED WITH T HI S PRODUCT BEF OR E
USING Y OUR NINTENDO® HARD WARE SYSTEM , GAME CARD OR
ACCES SO RY. THIS BOOKLET C ONTAINS IMPORTANT HEALTH AND
SAFET Y INFORMATIO N.
IMPORTANT SAFET Y INFORMATION: READ THE F OLLOWING
WARNINGS BEFORE YOU OR YOUR CHI LD PLAY VIDEO G AMES.
WARNING - Seizures
• Some people (about 1 in 4000) may have seizures or blackouts triggered by light flashes or patterns,
and this may occur while they are watching TV or playing video games, even if they have never had a
seizure before.
• Anyone who has had a seizure, loss of awareness, or other symptom linked to an epileptic condition
should consult a doctor before playing a video game.
• Parents should watch their children play video games. Stop playing and consult a doctor if you or
your child has any of the following symptoms:
Convulsions
Alter
•
To reduce the likelihood of a seizure when playing video games:
1. Sit or stand as far from the screen as possible.
2. Play video games on the smallest available television screen.
3. Do not play if you are tired or need sleep.
4. Play in a well-lit room.
5. Take a 10 to 15 minute break every hour.
WARNING - Radio Frequency Interference
The Nintendo DS can emit radio waves that can affect the operation of nearby electronics, including
cardiac pacemakers.
• Do not operate the Nintendo DS within 9 inches of a pacemaker while using the wireless feature.
• If you have a pacemaker or other implanted medical device, do not use the wireless feature of the
Nintendo DS without first consulting your doctor or the manufacturer of your medical device.
• Observe and follow all regulations and rules regarding use of wireless devices in locations such as
hospitals, airports, and on board aircraft. Operation in those locations may interfere with or cause
malfunctions of equipment, with resulting injuries to persons or damage to property.
ed vision
Eye or muscle twitching
Involuntary movements
Loss of awar
Disorientation
eness
WARNING - Repetitive Motion Injuries and Eyestrain
Playing video games can make your muscles, joints, skin or eyes hurt. Follow these instructions to avoid
roblems such as tendinitis, carpal tunnel syndrome, skin irritation or eyestrain:
p
• Avoid excessive play. Parents should monitor their children for appropriate play.
a 10 to 15 m
• Take
• When using the stylus, you do not need to grip it tightly or press it hard against the screen. Doing so may
cause fatigue or discomfort.
• If your hands, wrists, arms or eyes become tired or sore while playing, or if you feel symptoms such as
tingling, numbness, burning or stiffness, stop and rest for several hours before playing again.
• If you continue to have any of the above symptoms or other discomfort during or after play, stop playing
and see
inute break every hour, even if you don’t think you need it.
a d
octor.
WARNING - Battery Leakage
The Nintendo DS contains a rechargeable lithium ion battery pack. Leakage of ingredients contained within the
battery pack, or the combustion products of the ingredients, can cause personal injury as well as damage to your
Nintendo DS.
If battery leakage occurs, avoid contact with skin. If contact occurs, immediately wash thoroughly with soap and
water. If liquid leaking from a battery pack comes into contact with your eyes, immediately flush thoroughly with
water and see a doctor.
To avoid battery leakage:
• Do not expose battery to excessive physical shock, vibration, or liquids.
• Do not disassemble, attempt to repair or deform the battery.
• Do not dispose of battery pack in a fire.
• Do not touch the terminals of the battery, or cause a short between the terminals with a metal object.
• Do not peel or damage the battery label.
Important Legal Information
This Nintendo game is not designed for use with any unauthorized device. Use of any such device
will invalidate your Nintendo product warranty. Copying of any Nintendo game is illegal and is strictly
prohibited by domestic and international intellectual property laws. “Back-up” or “archival” copies are
not authorized and are not necessary to protect your software. Violators will be prosecuted.
REV–E
THIS GAME CARD WILL WORK
ONLY WITH THE NINTENDO DS
Wireless DS
Multi-Card
1-2
Play
THIS GAME ALLOWS WIRELESS MULTIPLAYER
GAMES WITH EACH DS SYSTEM CONTAINING
A SEPARATE GAME CARD.
NEED HELP PLAYING A GAME?
Recorded tips for many titles are available on Nintendo’s Power Line at
(425) 885-7529. This may be a long-distance call, so please ask permission
If the information you need is not on the Power Line, you may want to try
using your favorite Internet search engine to find tips for the game you
are playing. Some helpful words to include in the search, along with the
game’s title, are: “walk through,” “FAQ,” “codes,” and “tips.”
ario and Pauline are celebrating the grand
opening of Mario’s new outdoor theme
park, Mini-Land. Everyone is looking
Pauline
Mario’s glamorous friend
and Mini-Land’s special
grand opening guest.
Donkey Kong
Angry about not getting
a Mini Pauline toy, he
kidnapped the real
Pauline instead!
™
Mario
Mini-Land’s esteemed
founder and owner.
forward to a wonderful day filled with fun toys and
thrilling rides. The first one hundred customers get a
brand-new Mini Pauline toy!
Donkey Kong arrives too late to get a new Mini Pauline
toy—he’s the 101st guest. This makes him furious! He
decides to kidnap the real Pauline instead—and he
carries her off into the depths of Mini-Land.
Mario and the Mini Marios jump aboard the park’s train,
the Super Mini Mario Express, in hot pursuit of Donkey
Kong. But can they rescue Pauline?!
6
Mini Marios
The Mario Toy Company’s best-selling
toys and the stars of Mini-Land!
7
Starting the Game
Select a Mode from the Title Screen
Start the Game
Make sure your Nintendo DS system is powered off, then insert the Mario vs. Donkey
Kong: Mini-Land Mayhem! Game Card into the Game Card slot until you hear it click.
1. Turn on the power to the system and read the information displayed on the Health
and Safety Screen. When you’re done, tap the Touch Screen.
2. When the menu screen appears, tap the Mario vs.
Donkey Kong: Mini-Land Mayhem! icon to start
the game.
• The image to the right is a screenshot taken using a
Nintendo DSi™/Nintendo DSi XL™ system.
• If you are using a Nintendo DS/Nintendo DS Lite
system set to Auto Mode, this step is not necessary.
• In this instruction booklet, the upper screen is
marked with a blue border and the Touch Screen is
marked with a red border.
8
From the title screen, just tap the mode you’d like to play to make a selection.
Main Game P.20
In this mode, your goal is to clear all of the areas to save Pauline.
Construction Zone P.24
In this mode, you can design your own levels and share them with other
players. You can also get new downloadable levels from Nintendo as
well as participate in Challenge Mode over Nintendo Wi-Fi Connection.
Options
Here you can adjust your game options. Some of these options will
become available later as you progress in the game.
AudioChange output and volume settings. Also includes a sound test.
GalleryView in-game movies you’ve seen.
Change User NameChange the user name you will use in the Construction Zone.
Newsfeed
Erase All Data Erase all saved data.
Turn the Newsfeed function on or off. This displays and updates the
newsfeeds when going online for Online Share or Challenge Mode.
You can’t restore erased data, so be careful!
9
Controls
Basic Controls
R Button
Display Map
P. 19
In this game, you will control your Mini Marios and objects
using the stylus on the Touch Screen. ( P. 12 for details on
Mini Mario control.)
L Button
Display Help Mode
Touch Screen
Control objects
Make menu selections
Control Pad
Scroll around the area
• To put your Nintendo DS system into Sleep Mode and conserve battery power (when you are not transferring data),
simply close it during play. Open it to exit Sleep Mode.
10
P. 17
P. 16
X Button
Scroll view up
Y Button
Scroll view to the left
A Button
Scroll view to the right
B Button
Scroll view down
START
Display pause menu
Be sure to also read the operations
manual of your specific system.
P. 15
11
Controls
Slide the stylus from one
red rivet to another red rivet
to create a path with a girder.
When Mini Mario arrives at an
object, he will automatically interact
with it (e.g. jump on a spring or climb
up or down a ladder).
Tap Mini Mario to set him marching
into action. He will also move if
another Mini Mario bumps into him.
By moving to
the edge, you will
automatically fall.
Mini Mario will change
direction if he runs into a
Mini Mario will
break if he falls
from a great height.
wall or another Mini Mario.
Once you start him, Mini Mario will
move automatically. Tapping him will not
make him stop or change directions.
Blinking pipes, springs,
Mini Mario will
automatically
jump one block.
Mini Mario will
break if he runs into an
enemy like a Shy Guy.
and blockers can be moved
to another location.
Tap the red rivet
to remove a girder.
Connect the purple rivets to create
a Purple Conveyor. It will move in the
direction you place it with your stylus.
Mini Mario will
break if he falls
onto spikes.
Mini Mario can
slide down girders.
Mini Mario can
climb up slopes.
The spring can be
moved to the .
Set and remove objects
to lead all the Mini Marios
to the exit door!
1312
Game Screen and Rules
Clearing an Area
Game Screen
Help Mode
Mini Mario
Cards Found
Current Score
Number of Movable
Objects You Have
Mini Marios
14
P. 17
Area NameTime Remaining
P. 19
Map
Mini Mario Status
and Count
Coins and
M-Token Count
Arrow
Tap this to scroll
the screen.
Exit Door
Guide all the Mini Marios together to the exit door within the time limit to clear an area.
When a Mini Mario reaches the exit door, a short timer is activated. If you do not bring
the next Mini Mario to the door before time runs out, all the remaining Mini Marios will
be locked out and it’s Game Over. Also, if even one of your Mini Marios breaks, it’s Game
Over. Doors with a lock on them can only be opened by a Mini Mario carrying a key.
In areas with toys other than Mini Marios (capsule toys), you must lead each toy to the
corresponding exit door with their face on it ( P. 18). These toys behave just like Mini
Mario, so if one of them breaks, it’s Game Over.
Pause Menu
Press START during the game to pause the action and access the pause menu.
ContinueReturn to the game.
RestartRestart the current area over again.
Exit Stop the game and return to the Mini-Land park map.
15
Objects and Items
Movable Objects
Rivets
Rivets hold Red Girders, Blue Ladders, and conveyors in place.
Tapping on a rivet will remove the object held in the rivet.
Red Girders
Red Girders are held in place by rivets. Tap and slide your stylus
from one rivet to another to place a Red Girder. Tapping on a rivet
connected to a placed Red Girder will remove all Red Girders that
are connected there. You can’t move the gray steel frame.
Purple Conveyors
Purple Conveyors will move in the direction you place them with
your stylus. Tapping a conveyor switch will reverse the direction of
all the conveyor belts in an area. You can’t move Gray Conveyors.
Pink and Yellow Springs
When a Mini Mario marches up to a spring, he will automatically
jump on it. Pink Springs will make him jump straight up. Yellow
Springs will make him jump in the direction he is moving. You can
tap a spring to remove or place it.
16
Green Pipes
When Mini Mario enters a pipe, he’ll exit out of the other side of the
same-colored pipe. Some pipes can be moved like springs, and some
are fixed in place.
Blue Ladders
When Mini Mario comes to a ladder, he will automatically climb up
or down. You can tap a rivet to remove it.
Help Mode
Use Help Mode to learn about objects and items.
Press to display the Help screen, and then tap the object
or item you want to learn more about. A description will appear
with helpful information. Anytime you see something new, be
sure to check it out in Help Mode!
17
Other Items
Hints
Coins and Large Coins
Each area is filled with coins.
Large coins are worth 5 coins.
Try to collect them all!
Mini Mario Cards
There are nine cards in each attraction.
Collect them all to spell out the words
“Mini Mario” and unlock the minigame
( P. 23).
Hammers
Grab these to make your Mini Mario
swing hammers around for a short time
to defeat enemies such as Shy Guy and
other toys left by Donkey Kong. The
hammers will return to their original spot
after a while.
18
Circus Kong
A Circus Kong is one type
of Donkey Kong’s robots. If
a Mini Mario touches a Circus Kong, the
Circus Kong will juggle the Mini Mario
by tossing it high up in the air. It can be
temporarily defeated with hammers, but
it will come back to life after a while.
Capsule Toys and
Special Exit Doors
These are toys trapped inside a capsule.
When Mario bumps into a capsule toy,
the toy inside will pop out and move
just like a Mini Mario. Your goal is to get
characters to the
exit doors with
their faces on them.
Scout out the level before you start!
The timer does not begin until a Mini starts moving. Be sure to scout out an area and
look up unfamiliar objects and items in Help Mode before you make a move.
You can even position springs and other objects beforehand too!
Collect all coins, M-Tokens, and Mini Mario Cards!
You can return to levels you have already cleared. Keep trying until you can quickly save
all the Mini Marios and find all the Mini Mario Cards, M-Tokens, and coins. You can earn
a trophy!
Aim for a high score!
The more time you have remaining after completing an area, the higher your time bonus.
If you get all the coins and Mini Mario Cards, you get a Perfect Bonus.
Use those handy features!
You can use Help Mode and the Map anytime during a game. If you get stuck, use Help
Mode to check out an object or use the Map to view the entire area.
Clear tough areas using Mini Guide!
If you get Game Over on a stage multiple times in a row, a new option on the Game
Over screen called Mini Guide will appear. If you select Mini Guide, the game will reload
the same area and play itself, showing you how to complete the stage. The level will
be marked complete, but you won’t get credit for coins or Mini Mario Cards, and your
score won’t be recorded. You can always go back later and clear the level yourself!
19
How to Play
Choose an Attraction and Area
Select a File
Select Main Game from the main menu to go to the file-selection screen. To start a new
game, choose New. Tap a file with an area number displayed to continue a previously
saved game.
Save Data
Area Number
While playing, areas cleared, coins collected, etc., will be automatically recorded to the save file
you chose on the file-selection screen.
20
Delete
Erase the contents of
a save file. You can’t
restore erased data,
so be careful.
Copy
Copy a save file to an
empty slot.
Select a save file to advance to the Mini-Land park map. Choose the attraction and
area you would like to play. You can’t choose attractions and areas that are grayed out.
Each attraction has nine areas and one minigame. Clear each area to unlock the next
in the series. Beat a Donkey Kong area to move on to the next attraction. To unlock a
minigame, you have to collect all nine Mini Mario Cards from an attraction.
Current Attraction
Mini Mario
Cards You
Have Found
Attraction
Trophy and
M-Token Collected
for This Area
DK Area
Goal Score and
Hi Score for the
Area
Number of Coins
and M-Tokens You
Have Found So Far
Area
Minigame
21
Special Areas
Minigames
DK Levels
Once you have cleared all eight areas in an attraction, you can access a special
Donkey Kong level. In a Donkey Kong level, your goal is to guide the Mini Marios that
automatically appear one at a time to the switches or objects at the top of the screen
and damage Donkey Kong. If you damage Donkey Kong using three different switches or
objects, you clear the level. If you run out of time or Mini Marios, it’s Game Over.
In Donkey Kong levels, you can’t set movable objects before the level begins or display
Help Mode or map screens.
Type and Number of
Movable Objects
Minis Remaining
Time Remaining
Switch
Timer
Collect these to
add more time.
If you collect nine Mini Mario cards in each attraction, you can play a minigame.
In a minigame, you score points by guiding the toys that appear from the pipes into the
toy boxes at the bottom of the screen. Place Red Girders to guide the toys into the toy
boxes. When time runs out, the game ends. You get up to three M-Tokens based on how
well you have done in the game.
Number of Red
Girder Pieces
Current Score
Time Remaining
Toy Boxes
Score Boxes
Score boxes are marked
with a number indicating
how many points you
will earn for guiding
a Mini Toy into that
toy box. Minus Boxes
decrease your score.
Toy Boxes
Put the Minis in their
corresponding toy box.
If you put the Minis in
the wrong box, you don’t
score any points.
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