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When Nintendo released Donkey Kong back in 1981, they probably had no idea
that their future would be influenced so much by one man and his monkey. Some
twenty three years later, the same two protagonists are still at it with this
new handheld release, and it is ten years since they last faced off on the
original Gameboy. Indeed, this new game takes more than a passing glance at the
overlooked classic that was DK94.
The story is fairly simple: DK wants one of the new mini-Mario toys but finds
they are sold out. He therefore decides to raid the factory where they are made,
but Mario sees what happens and makes chase after the ape. There are six levels
to conquer, and eight stages per level, with the first six involving the rescue
of one the mini-Marios stranded within. The seventh stage involves guiding the
toys back to their box in a style similar to the old game Troddlers. The eighth
and final stage involves squaring off against DK himself. Even after all of that
is completed, there is still plenty more for the game to offer... but you'll
have to discover that for yourself.
The normal stages are split into two halves: the first part requires getting a
key and taking it to a lock, whilst the second is all about reaching the toy and
freeing it. Bonus points such as collecting presents dotted about are also
available. Those who have been around long enough to have played DK94 should
find this game provides a similarly captivating experience, for at its heart,
Mario vs. Donkey Kong (from here on called MvDK) is a title that utilises both
the brain and the reactions in equal amounts.
Each stage is a puzzle essentially, requiring Mario to use the full range of
move skills at his disposal. Whether that involves back flipping over obstacles,
riding along conveyor belts, throwing enemies to use as temporary platforms (as
per Super Mario 2), creating paths by pushing colour switches (as per Super
Mario World) or swinging upwards from bars, the need for successful planning and
execution go hand in hand. Scanning the entire stage before starting is a
necessity, and even then many of the solutions require a degree of lateral
thinking and a grasp of action and consequence.
Thankfully most of the time there is more than one solution, allowing a degree
of flexibility and risk taking when completing a stage. There is a time limit
imposed, and this forms a bonus whenever a stage is finished; collecting all
three presents and getting a stage score greater than the default high score
rewards the player with a star. And what do stars make? More bonuses later on!
Hence being risky allows for self-competition to push for higher scoring marks,
and the greater chance of earning those stars.
The stages themselves are meticulously designed, and have a real Nintendo feel
about them, which means devious, devilish layouts and traps that cause you to
curse and persevere in equal amounts. Even the smallest of stages can be packed
full of things to do, in order to thwart your chances at busting the high score.
Indeed, it is these that are often the hardest to solve. You have to admire the
sheer genius of the designers for producing quality content that isn't so
frustrating that you give up in despair, and instead encourages replaying and
tinkering with the solution.
Indeed, the ingenuity of many of these layouts is only fully appreciated when
attempting to get the star award. Once the solution has been worked out,
completing them shouldn't be a problem, but to actually collect the presents and
do it sufficiently quickly can push the brain cells to the limit. This is one of
those deceptively engaging games: subtly simple on the surface, but hiding a
multitude of complex layers underneath waiting to be teased out by ingenious
trickery and gameplay.
That is partly due to the somewhat different nature of controlling Mario. He
isn't as quick or as mobile as you would expect from his platforming games.
Instead a more careful and measured approach it required. The controls are
responsive and can't be blamed if you make a mistake, but likewise aren't as
pinpoint as before. This in itself isn't a problem, more a case of familiarity
and understanding and once adjusted to, moves become second nature to pull off.
The look and sound of the game more than matches the quality of gameplay on
show. Although the action is displayed in two dimensions, all the major
character models have a pseudo 3D render to them rather than being flat. This,
together with the astute colour scheme choices, makes them stand out and look,
quite frankly, incredibly impressive. Music is a symphony of old and new remixed
for the GBA, and likewise is a treat for the ears. Speech is once again provided
by Charles Martinet, and whilst intrusive from time to time, doesn't irritate or
annoy.
There are only one or two minor points that have been overlooked. A lives
counter is present, but considering you can continue from where you left off
whenever all of them are lost, then it is curious as to why it is there in the
first place. Having said that, the same applies to some of Mario's more recent
platforming antics. Also the proposed connectivity between Gamecube and GBA to
allow user-defined levels has sadly not materialised. It would have been a nice
inclusion, but the game doesn't suffer for its absence.
MvDK is a class act, and one which demonstrates Nintendo have not lost their
touch when it comes to 2D and their main star, even though many of us are
waiting patiently for a proper sidescrolling platform game. The game has a
definite "one more go" appeal about it, more so because it can be played in
small chunks if need be; there's no requirement to play for 30 minutes before
you can save. It's tricksy, sly and if you put a tail on it, it could quite
easily be called a weasel. It's fun, gloriously slick and executed at the
standards we've come to expect. DK94 players should consider this essential; to
everyone else it comes highly recommended. |