Back in 2009, Nintendo did something kinda weird. They released a full-blown sequel to a hit DS game, but they didn’t put it on a cartridge. Instead, they tucked it away on the DSiWare shop for 800 Nintendo Points. That game was Mario vs. Donkey Kong: Minis March Again!, and honestly, it’s one of those gems that people just stopped talking about once the 3DS and Switch took over.
It wasn't just a tiny expansion. It was a massive puzzle-platformer that basically bridged the gap between the touch-heavy March of the Minis and the later Mini-Land Mayhem. If you’ve ever played Lemmings, you know the drill. You aren't controlling Mario. You’re tapping his little wind-up toys to keep them from walking off a cliff or getting smashed by a Shy Guy.
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What Mario vs. Donkey Kong: Minis March Again! Actually Changed
The most striking thing about this entry is how it refined the formula. In the previous game, you could stop and start your Minis whenever you wanted. It was a bit slow. In Mario vs. Donkey Kong: Minis March Again!, the developers at Nintendo Software Technology (NST) decided to crank up the pressure.
Once those toys start moving, they do not stop.
Unless they hit a wall or a trap, they are a constant locomotive of plastic and gears. This change made the levels feel less like a relaxed toy box and more like a high-stakes engineering project. You have to manipulate the environment—swapping pink blocks, flipping conveyor belts, and moving pipes—all while the clock is ticking and your Minis are wandering toward certain doom.
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The Construction Zone Overhaul
While the main campaign offered about 100 levels (including the brutal "Plus Mode"), the real soul of the game lived in the Construction Zone.
- Massive Storage: You could save up to 140 custom levels. That was huge for a downloadable title in 2009.
- Easy Sharing: Back when Nintendo Wi-Fi Connection was still a thing, you could beam your levels to friends or download "Official" stages from Nintendo.
- Unlockables: Beating the game didn't just give you a "The End" screen; it gave you new parts for the editor, like the magnetic paths or different Mini types (Mini Peach, Mini Toad, and even Mini DK).
Why the DSiWare Factor Matters
Because this game was digital-only on a defunct service, it’s basically "abandonware" in the eyes of the general public. You can't just go buy a used copy at GameStop. When the DSi Shop closed, this game became a ghost. It eventually showed up on the 3DS eShop, but with that store now shuttered too, you’re looking at a piece of history that’s increasingly hard to play legally.
The price was the real shocker. 800 points—about eight bucks. For that, you got a game with more content than many $30 retail releases. It featured a cel-shaded look that still holds up, even if the resolution is a bit crunchy by today’s standards.
The Tricky Parts of Gameplay
Let’s talk about "Plus Mode" for a second. Most players finish the first four floors and think they’re done. They aren't.
Once you "beat" Donkey Kong, the game opens up Plus Mode, where the rules change. Now, the Minis have to enter the door in a specific order. If Mini Mario enters before Mini Toad when the icons say otherwise? Game over. It adds a layer of logistical nightmare to already complex puzzles. You find yourself using "trash cans" to trap a Mini in a corner just so the other one can pass by.
It's brilliant. It's also incredibly frustrating when you mess up at the very last second.
Actionable Tips for Retro Hunters
If you’re looking to dive back into Mario vs. Donkey Kong: Minis March Again!, here is the reality of the situation in 2026:
- Check Your Old Systems: If you ever bought this on a DSi or a 3DS, check your "Redownloadable Software" list. It might still be sitting there waiting for you.
- Master the "Non-Stop" Rule: Remember that you can't stop the Minis. Focus on the environment before you tap the first toy to start the march.
- Unlock Mini Pauline: To get the ultimate prize for the Construction Zone, you have to collect every single M-Token and get a Gold Star on every level. It's a grind, but it’s the only way to truly "complete" the game.
- Embrace the Stylus: This game was built for the resistive touch screen of the DS. If you’re playing on a modern screen, it might feel a bit sensitive, so use a fine-tip stylus for those precise block placements.
This game proved that Mario and Donkey Kong's rivalry didn't need a 3D world to be interesting. It just needed a few wind-up toys and a really well-designed floor plan.