Mario vs. Donkey Kong (Game Boy Advance)
|Mario vs. Donkey Kong|
Developer: Nintendo Software Technology
This game has unused areas.
This game has a prototype article
This game has a notes page
Make a prerelease page. There's some interesting stuff out there, like the game starting development as a remake of Donkey Kong '94 titled Donkey Kong Plus that would've had a level editor.
Mario vs. Donkey Kong is a revival of the Game Boy version of Donkey Kong, with a heavy emphasis on tri-color switches.
A remake on the Nintendo Switch is set to release on February 16th, 2024.
- 1 Sub-Pages
- 2 Unused Graphics
- 3 Unused Objects
- 4 Unused Behaviour
- 5 Level Editor
- 6 Heap Overflow
- 7 e-Reader Levels
- 8 Unused Text
- 9 Regional Differences
- 10 References
If you set 3004C68 to 08 in memory while on the visual options menu, the movie preview icon changes to this (09 is this and much later numbers crash the game) and there is also allegedly unused graphics for a plant enemy seen in pre-release screenshots. (Source for both of these is Hiro-sofT).
Big City and Forest
A tile viewer reveals the original names for Mystic Forest and Twilight City were based on the levels in the Game Boy Donkey Kong. The final names are the last graphics in the set before other tiles begin.
Further evidence suggests that these worlds were the first two to be developed, in the same order as the aforementioned game. Both worlds use a black background color for the tile maps, along with Fire Mountain (the third name in the tile list), while the rest of the worlds use white. Both worlds also use slightly different tiles for standard color block outlines, with Twilight City's being the most different and Mystic Forest's being only a pixel off from the rest.
Research other unused objects, such as STOP switch, using upaluppa's level editor improvement codes.
Exclamation Mark Boxes
A strange object loaded in most of the tilesets, often fully animated. It works with the three gift box color palettes. It is not animated when placed in-game using the editor.
Red - Has a blue switch inside it. Deactivates currently activated color and activates previously activated color.
Blue - Has a yellow switch inside it; activates yellow blocks.
Yellow - Has a red present inside it; not solid.
Mini-Mario Crystal Ball Key
Pre-release versions showed Mini-Marios trapped inside crystal balls being used as keys. You can place the old type of crystal ball with the level editor. It turns into a key when brought to the door.
Rip the sprites.
Bob-ombs start running around scared, just like Shy-Guys do, when Mario is equipped with the hammer. You never see them running normally, because none of the levels with Bob-ombs include a hammer. You won't earn points for smashing them with the hammer. You can see this in the game with the level editor.
Falling Off The Level
If Mario falls off the bottom of a level, the normal death sounds and camera movement will occur, but the game will not exit the level and take away a life - it'll just stay there until the game is reset. You can get down below a level by deleting ground tiles using the unused level editor.
Add uppaluppa's improvement codes. The codes, for example, make it less crashy and enable more object categories.
Theme Card already loaded! Overwrite existing theme? Theme Card DEACTIVATED! Theme Card ACTIVATED! Erase old world Level does not belong to current world!
As Mario vs. Donkey Kong originally planned to have a full-fledged Level Editor, there seems to be some text left of it, which includes the mention of Theme Cards, probably to have custom themes from e-Cards. There's also text about Worlds, assuming we could create several worlds in it.
An incomplete Level Editor is still in the game, and is accessible via GameShark or by memory hacking. It does not work with the first level of each world for an unknown reason and you cannot save.
The controls for the level editor are as follows:
D-Pad - Move cursor (looks like the current object).
Select - Switch between different object types.
L / R - Scroll through the objects.
A - Place an object.
B - Remove an object.
Start - Play your edited level.
To access it; change 0D to 0B at 0x30009C4 (US/JP) or 0x3000984 (EU) in RAM while in a level.
Alternatively, use this US/JP Codebreaker code and press Select in a level:
730012E0 0004 330009C4 000B
This appears if you place too many objects with the level editor.
Specify how many objects it takes for the Heap Overflow screen to appear, and probably also how much RAM which object takes what.
Detail the Japan only levels.
Very few people know that Mario vs. Donkey Kong has e-Reader support, or that 12 preloaded level cards were made. Only a handful of these cards exist in the world, as they were given away for a special promotion: even then, the limited 1000 card pack run only offered the first five levels. In the EU release, Nintendo removed all e-Reader support from the game.
Save files for both the US and Japanese versions of Mario vs. Donkey Kong were created to grant people access to all of the e-Reader levels.
|Download Mario vs. Donkey Kong - All e-Reader Levels
File: MvDK_All_eReader_Levels.zip (28kb) (info)
The e-Reader level menu can be accessed by changing the value at 034E09C4 from 18 (normal menu) to 1A, and the list of preloaded levels can be accessed by changing it to '1C' after choosing "Add Level". The thirteenth level on the list is a dummy level, probably for testing.
None of the levels are identical between the US and Japanese releases, but many have similiarities. The US versions are possibly prototypes, supported by the fact that level 09 ("A Tricky Candle") doesn't have any presents in that version.
|01||12: "Climb and Fall"|
|03||02: "The Long Way"|
|04||03: "One Shot Blue"|
|05||04: "Egg Attack"|
|06||05: "Later Gator"|
|07||06: "Hot Feet"|
|08||08: "The Thwamplet"|
|09||09: "A Tricky Candle"|
|10||11: "Danger Flowers"|
|14||07: "Boo in a Box"|
|-||10: "Key to the Key"|
Gimmie all your toys!!
Whats going on?
Donkey Kong stole
all the mini marios!!
I will get them back!!
Here we go!!
English subtitles for parts of the intro cutscenes that aren't subtitled in the languages/versions that have subtitles (non-English European version languages and the Japanese version). These strings aren't present in the European version.
DK_FALL WON_TEXT RIBBON DK_GRUNT MM_WALK ROCK_BOUNCE BARREL_BOUNCE BOSS_DIE3 SPIKE_APPEAR SPIKE_VANISH MM_MAMAMIAS MM_FREE MM_WAKEUP WORLD_START SCUFF2 DK_WALK STAR YOU_WON3 YOU_WON2 YOU_WON1 TITLE MOVIE_08 MOVIE2_10 MOVIE2_9 MOVIE6_10 MOVIE6_09 MOVIE6_08 MOVIE6_07 MOVIE6_06 MOVIE6_05 MOVIE6_04 MOVIE6_03 MOVIE6_02 MOVIE6_01 MOVIE5_07 MOVIE5_05 MOVIE5_01 MOVIE4_10 MOVIE4_09 MOVIE4_08 MOVIE4_07 MOVIE4_06 MOVIE4_04 MOVIE4_03 MOVIE4_02 MOVIE4_01 MOVIE3_14 MOVIE3_13 MOVIE3_12 MOVIE3_11 MOVIE3_10 MOVIE3_09 MOVIE3_08 MOVIE3_07 MOVIE3_06 MOVIE3_05 MOVIE3_04 MOVIE3_03 MOVIE3_02 MOVIE3_01 TOADS_GRAB TOADS_JUMP BIGBARREL_FALL BIGBARREL_HIT SPIKE_HIT BARREL PLUS_MAIN BOSS_INTRO3 BOSS_INTRO1 BOSS_DIE2 BOSS_DIE1 CURSOR_UP_DN CURSOR_WORLD BOSS_SWITCH BOSS_ARM5 BOSS_ARM4 BOSS_ARM3 BOSS_ARM2 BOSS_ARM MOVIE2_8 MOVIE2_7 MOVIE2_6 MOVIE2_5 MOVIE2_4 MOVIE2_3 MOVIE2_2 MOVIE2_1 MINI_KEY MOVIE_01 MOVIE_07 SHUFFLE JUMP_D JUMP_C JUMP_B JUMP_A TOAD_SET TOAD_CARRY SHATTER KEY_TOAD TRASHCAN JUMP_8 DK_JUMP LASER MM_BOINGUP BONE SPIKE YANK DK_BLUB SPARKY_LOOP BOX_FALL TOAD_TOSS TOAD_WALK GOTCHA DK_HEAD REACH SCATTER CROUCH CANNON VAPORIZE BOMB_BLOW BOMB_FLASH BOMB_JUMP BOMB_PEEP SHY_RUN SHY_WAKE GHOST GROWL2 GROWL SPIT BRICKMAN KICK SHWING METALROLL RESTART OUCH FOUNTAIN BUBBLE LAVA CRUMBLE NINJI SPITFIRE CRUSH GRAB_LADDER GRAB_ROPE GRAB_WIRE KEY3 KEY2 MOVIE_06 MOVIE_05 MOVIE_04 MOVIE_03 MOVIE_02 DK_BLUBBER DK_EXIT1 EGG_FALL ELEV_STOP ELEV_GO LEVEL_START JUMP_7 MM_OH_NO LIFT GLASS SQUEEZE WARP_IN WARP_OUT TOYLAST TOY1 EMPTY CHOOSE POINTER FRUIT_FALL SLAM2 DK_BELLOW DK_HURT CHEST_CLOSE CHEST_OPEN MM_PROTECT MM_BOING MM_DIE LOOK_UP BLANK RETURN SCROLL DOOR ROPE_DOWN ROPE_UP JUMP_6 BOING SWITCH3 SWITCH2 SWITCH1 SKIDSHORT SILENCE HELP ONE_UP SPIN_1 WIREJUMP UNLOCK SQUEAK SPLAT SPIN KEY_DOOR SHOCK SCUFF POUND2 ITEMLAST HURT EXIT BLOCK BURN2 BEAM START STAMP SELECT_S SELECT_M ITEM GRID FIELD EXIT_ED ERROR ERASE CURSOR_S CURSOR_M CURSOR_E BACK LETS_GO HERE_WEGO PICKUP_CRYSTAL WALK THROW CRASH KEY1 STEPS2 ITEM1 COUNTER JUMP_5 PICKUP JUMP_3 JUMP_4 GRUNT2 JUMP_1 BURN1 STUN TUMBLE1 POUND SKID CLIMB
A list of sounds. The order doesn't match up with the sound test. Note there is one called "PICKUP_CRYSTAL".
BGM_1AXM HAMMERXM WINXM FAIL_1XM FAIL_2XM FAIL_3XM TIMEXM INTRO_2XM BGM_1CXM BGM_1BXM TITLEXM RESULTSXM BGM_MM1XM BOSS1XM MM_PROTECTXM GAMEOVERXM INTRO_1XM INTRO_3XM BGM_2AXM BGM_2BXM BGM_2CXM WIN2XM WIN3XM MOVIEXM BGM_5AXM BGM_5BXM BGM_5CXM BGM_4AXM BGM_4BXM BGM_4CXM DK01XM DK02XM BGM_MM_INTROXM DK03XM DK04XM DK05XM DK06XM DK07XM DK08XM DK_BOSS01XM BOSS2XM MOVIE2XM MINIGAMEXM MOVIE3XM MOVIE4XM MOVIE5XM MOVIE6XM CREDITSXM EXPERT_1XM EXPERT_2XM EXPERT_3XM EXPERT_4XM EXPERT_5XM EXPERT_6XM EXPERT_7XM EXPERT_8XM EXPERT_9XM EXPERT_10XM EXPERT_11XM EXPERT_12XM INTRO_FINALBOSSXM MIDCREDITSXM MIDBOSS_ENDXM FAIL_4XM INTRO_FINALBOSS2XM WIN_FINALBOSSXM BOSS3XM DK_BOSS02XM INTRO_MINIGAMEXM OUTRO_MINIGAMEXM
A list of music. This also doesn't match up with the sound test. Unlike the sound list above, these are spread out.
This appears multiple times in the ROM.
The "Here we go!" level intro is changed to "Let's go!" in some versions. Get pictures and add this.
Japan has 14 preloaded e-Reader levels, instead of the US version's 13. Several of them are different. As aforementioned, the European version has e-Reader functionality removed entirely.
In addition to e-Reader cards, the Japanese version contains a few graphical differences - like subtitles under cutscenes - which the English versions do not have. (The European version has similar subtitles when the language is not set to English.) Mario's credits chatter is also missing from the Japanese and European versions.
Nintendo Software Technology Logo
The Nintendo Software Technology logo at boot-up is larger and lower-down in the European version.
The title screen was redone in the Japanese version to feature the Mini-Marios rather than Mario and Donkey Kong. This style of title screen has been used in all future games in the series, even in the US and European versions.
The Japanese and European versions have a short animation of the timer getting sucked inside doors along with Mario to make it more clear that the player's remaining time carries over. This does not happen in the American version.