Mario vs. Donkey Kong Review

Mario vs. Donkey Kong on Switch is a remake of the 2004 Game Boy Advance game of the same name, itself a spiritual sequel to the Game Boy version of Donkey Kong (unofficially referred to as “Donkey Kong GB” or “Donkey Kong ’94”) from ten years prior. Mario vs. Donkey Kong utilized gameplay inspired by its Game Boy predecessor (and, in turn, Mario and Donkey Kong’s arcade origins) that lead to a sub-series of its own. Though the Mario vs. Donkey Kong series would gain numerous entries over time, the focus of the games would shift away from its iconic titular characters and onto the “Mini-Mario” toy characters found in the series (later entries would even trade the ‘vs‘ in the title for ‘and,’ further deviating from its origins). So a remake of the 2004 game seems to be a nice reset for the series, and the upgrade to the Nintendo Switch means the game looks and sounds far better than ever. Though fans of the original who were hoping for something a little more may be a little disappointed to know that this remake doesn’t feature a whole lot that the original GBA release didn’t already boast.

The core structure of the game remains the same: Mario still travels across levels that are comprised of two single-screen sections that combine puzzles and platforming. The first half of a stage requires Mario to get a hold of a key and take it to the door to the second half, in which Mario completes the stage by collecting a Mini-Mario toy (Donkey Kong wants a toy for himself, but being a gorilla who doesn’t know how consumerism works, has stolen the entire batch of toys).

Mario is equipped with a different set of acrobatics than normal. In addition to his regular jump, Mario can do a handstand which can lead into a higher jump, with an even higher jump able to be performed after that. Mario’s jump doesn’t hurt enemies here but he can pick up foes when standing on top of them Super Mario Bros. 2-style. Stages will usually feature red, blue and yellow switches, which will operate different mechanics depending on the level, with only one switch being active at a time. Three similarly colored presents are scattered about each stage as well, and players who want one-hundred percent completion will want to grab them all.

“He can handstand, when he needs to…”

The game now boasts eight worlds, as opposed to the original release’s six, with a new toy themed world 4 and ice themed world six joining the original building, jungle, volcano, haunted house, forest and city themed worlds. Each world consists of six standard levels and ends with a Mini-Mario level and a boss fight against DK himself. The Mini-Mario levels change up the structure, with Mario needing to guide the Mini-Marios collected from that world’s previous stages safely to a toybox. Depending on how many Mini-Marios make it to the toybox, Mario will have more health in the boss battle (up to six hit points).

“Kazooie? Is that you?!”

Although the mechanics of the game harken back to the simplistic arcade days of Mario and Donkey Kong’s beginnings, the variety of ideas Nintendo came up with for the puzzles keeps things fresh and interesting throughout. And once all eight worlds have been completed, a second, more difficult campaign opens up in which each world has six new levels which once again mix things up (these stages ditch the two-part levels in favor of singular stages in which Mario has to solve the puzzles with the aid of a single Mini-Mario, who now holds the key to the levels’ exits). It’s a unique idea to fundamentally change how the game works midway through, but it ultimately pays off in giving the game more variety and an overall more fun experience. If only more games would take such a risk.

“The game’s ‘second campaign’ – in which Mario guides a Mini-Mario toy to the exit – brings out the game’s best puzzles.”

The game has, of course, never looked better. The vibrant, cartoony look of the characters and stages look beautiful on the Switch. And the soundtrack, re-recorded with real instruments, is a delight (the game even has the option to listen to its soundtrack right out of the gate, no unlocking required). The Switch may be getting on a bit in years, but you’d never know it based on Mario vs. Donkey Kong.

Aside from the audiovisual overhaul and two additional worlds, another welcome addition to the remake comes in the form of a two-player option, with a second player joining in as Toad. A new ‘casual’ option eliminates the time limit for stages, for those wanting to play the game more leisurely. Though these additions are all welcome (especially the new levels), they may not be enough for those who were hoping for a little more out of the game. Mario vs. Donkey Kong always had a lot of content for a Game Boy Advance title, but for a Nintendo Switch game, you can’t help but feel a few more bells and whistles could have been added.

It’s also worth pointing out that, despite featuring sixteen worlds between the game’s two campaigns, Mario vs. Donkey Kong is still over pretty quickly. While there’s nothing wrong with shorter games (in fact, they can feel like a blessing in this day and age when so many games feel padded to high heaven), the fact that the game doesn’t really get challenging until the last couple of worlds in the second campaign means you’ll breeze through the majority of it. Again, a short and easy game is no unforgiveable sin, but there’s something about this Switch upgrade of Mario vs. Donkey Kong that leaves you wanting more out of it. It’s a loving recreation of a cult favorite GBA title, and a fitting return to form for the Mario vs. Donkey Kong series, but it still doesn’t feel much bigger than the GBA original. Considering Mario vs. Donkey Kong is now a fully priced Switch release, this stings all the more.

Mario vs. Donkey Kong remains a competent and engaging puzzle-platformer that pays homage to the roots of Nintendo’s original hero and villain. It’s the kind of game that’s best enjoyed in small bursts. Though that very nature may have made it ideal for the GBA, it still serves as a fun ‘secondary’ Mario title on the Nintendo Switch.

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Mario Vs. Donkey Kong Review

Before Mario entered the Mushroom Kingdom, met Princess Peach and found an archnemesis in Bowser, there was Donkey Kong. Before Luigi was introduced to the world, before Mario was even named Mario, there was Donkey Kong. Mario and Donkey Kong were gaming’s first legendary rivalry, the dynamic in which all of Nintendo was built on.

But it was not to last. Though they were enemies in the early 80s, as Mario joined up with his brother and began having adventures in the Mushroom Kingdom, Donkey Kong was phased out. It wasn’t until 1994 that Donkey Kong saw a complete reinvention, turning a new leaf and becoming the hero of his own adventures starting with Donkey Kong Country (of course, this is actually a different Donkey Kong, so I guess the name is like a title that gets passed down or something). However, earlier in that very same year, the Nintendo Gameboy saw a supposed re-release of the original 1981 Donkey Kong arcade game. But after besting the original four levels from the arcade classic, this version of Donkey Kong (unofficially dubbed “Donkey Kong Gameboy” or “Donkey Kong ’94” by fans) unraveled into a brand new adventure, with nearly a hundred new levels all modeled after the single screen platforming of the classic game, with additional puzzle elements added into the mix.

With Donkey Kong Country becoming a big hit, that served as the foundation of the Donkey Kong series from that point onward (something I very much appreciate, being a DKC fan myself). The downside to this was that Mario and DK’s rivalry was once again put on hold. That is until 2004, when Nintendo released Mario Vs. Donkey Kong on the Gameboy Advance, which was created as a kind of spiritual successor to the original Gameboy’s cult classic.

Mario Vs. Donkey adopts much of the same style as the 1994 Gameboy title, with stages that are comprised of two, single-screen segments (some of the later stages are only slightly larger). Each of these screens serves as a platforming puzzle. In the first screen of a level, Mario must find a key and take it to the door to the second screen, in which the goal is to grab a “Mini-Mario Toy” that’s incased in a glass bubble. And for completionists, each stage also houses three presents (one or two on a screen) that will require extra thinking and acrobatics to collect.

The first six stages of every world work this way, with the seventh stage of a world seeing Mario guide the six collected Mini-Mario Toys to their toy box – which will only open if the Mini-Marios collect the T-O-Y letters scattered about – avoiding dangerous obstacles along the way. The eighth and final stage of each world is a boss fight against Donkey Kong. For most of the stages, a single hit from an enemy or obstacle will do Mario in. During the boss stages, however, Mario’s hit points will be determined by the number of Mini-Mario Toys the player managed to guide to the toy box on the previous stage (for an obvious maximum of six hit points).

It’s a really simple setup, but it works thanks to some fun puzzle design and Mario’s acrobatics. Not only does Mario partake in his usual jumping here, but he can also do handstands, backflips and swing on bars like a gymnast. The levels feature puzzles built around mechanics like red/yellow/blue switches that coincide with similarly colored platforms, timed electrical barriers, and other such trinkets and traps that will test the player’s reflexes and skill.

Mario Vs. Donkey Kong is a fun game, but it has admittedly aged a bit. The structure of the game eventually becomes repetitious, and you may find yourself wishing the game would deviate from itself after a while (does every world need the same amount of levels here?). Additionally, the aforementioned Mini-Mario stages can become a bit tedious, and even some of the worlds can overstay their welcome when they lean too heavily on a specific gameplay gimmick (the best Mario games are acclaimed for never letting any idea linger longer than they need. Mario Vs. Donkey Kong didn’t get the memo, I suppose).

I just think there needed to be more variety within the stages and puzzles. When you think of how massively the 1994 Gameboy Donkey Kong expanded the original arcade game, it feels a tad underwhelming that the Gameboy Advance successor released a decade later doesn’t really feel like it adds to the formula all that much. Mario Vs. Donkey Kong still provides a fun time in the same vein as the arcade original and the Gameboy remake, but you know the GBA could’ve done more with the gameplay.

The aesthetics might also be a mixed bag for some. Mario Vs. Donkey Kong utilizes pre-rendered character sprites (a nod to DKC’s influence to the Donkey Kong series), which admittedly look unique for the system, and Mario’s animations are surprisingly fluid. The music and sound, on the other hand, might quickly wear on you. The music isn’t bad, but it’s not memorable (which seems like a sin for a Mario game, doesn’t it?), and the sound effects are mostly recycled sound clips from previous games (Super Mario 64 for Mario, Donkey Kong 64 for DK, and Super Mario Sunshine for Toads). And while the Mini-Marios’ cry for “Mario” may be cute the first time one of them gets lost, it may start to get on your nerves when you start constantly hearing it as they stop following Mario due to the tiniest obstruction in their path.

Mario Vs. Donkey Kong remains a fun game in its own right, but one that you can’t help but feel could have been better. It lacks the variety and challenge that could have made it more engrossing (though again, completionists will have a bit of a challenge trying to claim high scores and unlock the secret ‘Expert’ stages). And sadly, this is the current end-of-the-line for Mario and DK’s age-old rivalry. Sure, Mario Vs. Donkey Kong spawned its own sub-series (some of which included level editors, a feature that was originally planned for this title and really would have benefitted the finish product), but each sequel put more focus on the Mini-Marios and gameplay associated with them, and less on its titular rivalry (one entry even replaced the “Vs.” in the title with “and,” which really hit home the change to the series). So as far as the gameplay produced by the original Donkey Kong goes, it has now been on its longest hiatus (if you can believe it), with the original Mario Vs. Donkey Kong still being its most recent offering.

That’s a real shame. Even though Mario Vs. Donkey Kong has unraveled a bit with age, it still shows that the formula originally conceived in 1981 still has something to give.

 

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