Mario and Donkey Kong have been at it for a long time now. They started their feud in a platforming game, Donkey Kong, which gave way to a puzzle-platformer of the same name on the Gameboy years later. After that, the Mario vs. Donkey Kong series was established, featuring the same puzzle-platformer gameplay found in its predecessor. However, when the series made the move to the DS, Mario gave up chasing Donkey Kong himself, and took use of the minis, which in turn changed the gameplay to pure puzzles. Mini-Land Mayhem is the third entry to feature the minis and the pure puzzle gameplay, but strangely this latest version feels more akin to the platformer entries of the past, thanks to some creative level design, on-the-fly puzzle solving, and boss levels that evoke nostalgia for the original arcade game.
In this latest title, Mario and girlfriend Pauline are sponsoring the opening of a brand new Mini-land amusement park featuring the Mini-Marios. The first one hundred customers are to receive a Mini-Pauline doll, but much to his chagrin, Donkey Kong is 101st in line. In classic Donkey Kong fashion, DK swipes Pauline, forcing Mario and the Minis to once again save the damsel in distress.
Like the other games before it, Mini-Land Mayhem requires players to use the stylus in order to manipulate the world and direct marching Minis to the exit of the level. In order to do this, players can set the Minis in motion with a simple tap, and as they march, they too will activate other Minis by simply coming in contact with them. Because their marching cannot be stopped, players need to constantly modify the world around them to guide them in the proper direction.
In the past, this has been done by simply moving blocks and building passageways and walls in pre-ordained locations. However, this time around, things have been shaken up for the better. Instead, players will draw girders, which must connect two screws on the map. Because screws are plentiful, it allows players to more creatively direct the Minis, given they have enough girder pieces. In keeping with the concept of the blocks from the last two titles, while the possible girder locations aren’t dotted out into blocks, each space the girder occupies costs a single piece. In the earlier levels, players will typically expend three girder pieces to patch up a floor or put up a wall.
Though players will spend the pieces, the beauty of the game is that they can tear down the girders with a simple touch of one of the screws holding them up. As mentioned earlier, this title is far more action oriented than the past two, thanks in large part to this quick and easy girder manipulation. Because players need only click the starting screw and drag to the end, it’s extremely fast to lay girders. This means players will be making split-second decisions on how to direct the Minis, especially in the later levels of the title.
As the game progresses, new gimmicks are introduced to vary up the gameplay. These include two different types of springs, both of which can be picked up and moved, pipes that connect to different locations on the map, conveyer belts, ladders, magnets, and even the old hammer from the original Donkey Kong, which is used to kill enemies on the map. These various different tools are used in conjunction with one another as the game progresses, which definitely amps up the difficulty, but not for beating the level.
Regrettably, Mini-Land Mayhem is extremely easy when just trying to complete a level. The true challenge is beating the level while collecting all of the various paraphernalia and obtaining a trophy.
Each level contains a card with a letter, a Mario token, and a variety of coins. Collecting all of these items, while quickly finishing the level, is the only way to obtain a trophy. As one might expect, all of this effort is worth it, as it unlocks both mini-games in each world and levels within a secret world. Said levels are extremely difficult, and will undoubtedly take players several tries to perfectly complete.
A few other variations have also been added in order to make the game more interesting than the titles that have preceded it. First, each world has a set structure; six of the levels task players with getting only Mini-Marios to the exit, one level requires a key to exit the door, one has players directing a variety of different Minis to their proper exit doors, and the last is a boss battle with Donkey Kong. The key levels and the levels with multiple Mini types are some of the best featured within the game, as they require players to not only think on their toes but have a proper plan in place before setting the Minis in motion. With both types, it’s often necessary to send the Minis in odd patterns so they reach their locations in the proper order.
The boss battles are an entirely different production this time around, and are much better for it. Instead of doing something as silly as shooting Minis at Donky Kong, players will have to direct Minis up to the top of the screen onto different switches in order to knock him from his platform. All the while players will have to shield the Minis from incoming projectiles courtesy of an angry Donkey Kong above. This has be done with limited girders and pieces, and must be timed perfectly so that the Minis reach the top safely. Donkey Kong makes matters worse by switching up screw locations as the level progresses, which can totally ruin the attack players have been mounting against the ape.
These boss levels are absolutely phenomenal and are a massive improvement over what has been done in the past. They simultaneously capture the essence of a boss fight from Donkey Kong on the Gameboy, while incorporating a certain amount of helplessness since the Minis travel autonomously.
To complement the entire experience, Mini-Land Mayhem boasts an absolutely awesome soundtrack that features some new tunes, but mostly remade tracks from past Mario and Donkey Kong titles. The first time I completed a level and heard a track for the same circumstances in Donkey Kong Country, I was immediately hooked. These remakes are a bit less complicated than their original counterparts, and they all have a lighthearted tone about them. Strangely enough, though from disparate sources, all of the tracks fit together perfectly. Mari o and Donkey Kong buffs will have a ball picking out where each and every track originated.
Though Mini-Land Mayhem is a definite improvement over the past two games, there’s still a certain “been there, done that” feeling about the game. It really starts to set in after playing a number of levels back-to-back, making the game feel a bit plodding. Truthfully, the other two games also became so as well, which definitely makes it worse here. The puzzles are well-crafted and the gameplay is enjoyable in many levels, but it feels as if there are too many easy levels padding out the interesting ones. These levels drag out and drag down the experience. Of course, too many tough ones would be grueling, so it’s not entirely a bad thing, but the balance is definitely off.
As a whole, however, Mini-Land Mayhem is a well-produced puzzle game that is great for people of all ages. In particular, parents would do well to grab this for their eight to ten year old, and play along with them, helping out in the spots where things become overwhelmingly difficult. Upon completing the fairly expansive game they can hop into the Construction Zone and begin making levels of their own, along with downloading new ones made by others in the community, lengthening the experience significantly.
Given all of the game’s features and the much better levels and boss battles, Mini-Land Mayhem is easily the best in the Minis subseries. The Construction Zone gives the game life beyond the main quest, providing a lasting experience. If you enjoyed the Mario vs. Donkey Kong Minis games in the past, you’ll be sure to love the latest in the series as it’s a marked improvement from the two titles preceding it.
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