Mario vs. Donkey Kong 2: March of the Minis adventure archiveMario vs. Donkey Kong 2: March of the MinisGUIDES
Mario vs. Donkey Kong 2: March of the Minis / Scoring and gold stars

Mario vs. Donkey Kong 2: March of the Minis Scoring and gold stars: Chain Goals and Gold Mini order

Understand which bonuses turn a safe clear into a high-scoring run.

Edition covered

Original 2006 Nintendo DS game. Excludes Minis March Again!, Mini-Land Mayhem! and the GBA game’s direct Mario controls. Original Nintendo Wi-Fi Connection sharing is a discontinued historical feature.

The goal chain grows with every consecutive Mini

Minis navigate a room of red pipes, platforms and yellow direction arrows.
Minis navigate a room of red pipes, platforms and yellow direction arrows.

Send toys through while the goal remains sparkling. The chain contributions double in sequence, so a broken chain can lose far more points than a missed small coin.

Base score components
Pickup or resultPointsCondition
Small coin50Collect it during the room
Large coin500Collect it during the room
Mini Mario Card1,000Collect the room’s letter card
Remaining Time Bonus10 per secondFinish during the first timer
All Minis rescued5,000Replaces the individual rescue awards

Put the Gold Mini last in a perfect chain

The special gold bonus doubles the last chain contribution again. Plan the exit order before launching the group rather than trying to reorder it at the doorway.

Goal-chain examples
Arrival patternChain contributionWhat it illustrates
Two consecutive regular Minis1,000 + 2,000 = 3,000Second arrival doubles its contribution
Three consecutive regular Minis1,000 + 2,000 + 4,000 = 7,000Keep the goal sparkling
Four consecutive regular Minis1,000 + 2,000 + 4,000 + 8,000 = 15,000Later arrivals are especially valuable
Two regular Minis then Gold in a perfect chain1,000 + 2,000 + 8,000 = 11,000Gold doubles the final contribution again

A manual stop affects the nonstop bonus

Tapping a moving toy to stop it forfeits that toy’s nonstop reward. Waiting naturally on an elevator, enemy or inside a pipe does not count as the same manual stop.

The first five minutes are the score window

The initial 300-second Time Bonus earns ten points per remaining second. After it expires, another 300 seconds allow a clear, but without that time bonus; reaching zero again loses the stage.

References
Guide references
ReferenceWebsite
Nintendo game information or original manualwww.nintendo.com
Original-edition mechanics and referencewww.mariowiki.com